The General - Volume 13, Issue 2
The General - Volume 13, Issue 2
THE GENERAL
ENERAL
Publicatton ~ s b i - m o n t h l ywith r n a ~ l i n g s m a d e c l o s e t o
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Gary Brennan
O R I G I N S OF Wll
fin
Gradu Hanrlril
San Antonio, TX
Baltimore, R,
Joseph Kurta
J. Hsndry
II
PAGE 3
FIGHTING SAILS
,yS.Crai~Tayl~r.Jr.
TACTICS OF THE AGE OF SAIL AS APPLIED TO WOODEN SHIPS & IRON MEN
The rra~tsiliu?~
from ihe more "tradilionaP'
sirurt.ir. und operationu/lev~I/and
hoardgames fro a
lac.rir.al 1e1~0t.l
naval gome such as WSWlM leaves
.YOIIIPu,urxarner.s"1111 at ~ e a "
regarding rhe zaclirs
u r ~ d . s r ~ ~(tia rapplv
e ~ ~ in such an alim environmeni.
There lrre ntunj prinripab ~ ~ h i rcan
h be used
cquall!~sur~res.~/u/I~~
horlr ashore and ufloat, hut
rhese sit~tilaririr.~
are ofwn uverlooked as pla,l~ers
tend ru runrrnrrare i h ~ i rar!ertfiom on the difJerrntmes.I! i ~ the
. purpose of rhis arricle ro draw
arrenriun 10 rhese xirniluritirs and, I I Z Ihe same rime.
l o atso consider the dfl>reni'esbj' l,overiry:some of
ihc ra~.ric~ul/inr
poinu qfl'lhe game for $hebenefit of
!hose ~ i i l rl r ~ ~rui gait)
l ~ ~their "seo legs.''
The first point is that. at sea as on land, there is
absolutely nu lbolproof formula for victory. Bad
luck, adverse conditions, or unforeseen circumstances can ruin the most brilliant maneuvers and
tactical combinations. There are. however, factors
to be kept i n mind that, when given proper
conhideration, will yield a victory more often than
not.
To mass superior forces at the enemy's weak
poinl ia as important in a naval action as in a land
campaign. For the WS&IM game this is best
explained by the statement, "When superior t o the
enemy get as close as possible; when inferior stay as
far away from the enemy as possible." Basically. the
closer an infcrior force is engaged. the more hits will
be inllicted in a given time, the faster i t will be
defeated. the less time the superior forces will be tied
up. and the less time the opposition will have t o
maneuver in attempts to overcome this inferiority.
T h e reverse, when inferior in force, is also true. At
longer ranges the number of hits per turn is smaller,
PAGE 4
superior foe. However, such firing will produce a
relatively low number o f hits per turn, as it is
necessarily from a fairly long range. Thisadvantage
should not blind o n e to the even greater advantages
of moving in t o closer, more decisive ranges if a real
superiority to the enemy does exist.
4) Keep the enemy guessing a s to your intended
maneuvers. An opponent can often be fooled by
ships switching to full mils, then making a move that
could have been done under battle sails, etc.
5) In squadron o r fleet actions. keep line formation
a s long as possible. as breaking it leads to exposure
to defeat in detail. D o not, however, keep t h e line
formation when the situation ( a n d a realsuperiority
a t some point) calls for wading in after having
gained all advantages possible from the line.
6) If the crew quality of the ships varies, lead the line
with o n e of the lower quality ships. T h a t way, if any
ship gets raked and dismasted, it will be this weaker
one. thus giving the more valuable higher quality
ships a better chance of reaching decisive ranges in
good condition.
7) Ships should be used in the roles for which they
are best equipped. Ships of t h e line should be used
against enemy liners. Frigates and small vessels
should be used against vessels of their own rates.
and for the attack and defense of merchant convoys.
These points will now be covered in more depth
in a discussion of the operations of the various
classes of ships a s they relate to o n e another. Much
of the discussion assumes that both frigates and
ships of the line, plus possibly some merchantmen,
are present in the same battle. This can vary, as for
instance in a game where only frigates were
involved: the factors applying t o ships of t h e line
would then apply t o frigates, as they are the most
powerful units present.
IN HARM'S WAY-THE
HANDLING OF FRlGATES
A ship of the line was built t o carry a s many, and
a s heavy. guns as possible, and to engage anything
atloat. It was expected to beable t o stand i n a line of
battleand trade blowswithanything that might pull
alongside. Being relatively slow and unmaneuverable. battleships operated in squadrons to support
and cover one another. A frigate was not expected
t o fight anyting that came its way, only ships of its
own class o r lighter; indeed, taking o n a ship of the
line with a frigate is usually poor tactical usage for
the frigate.
There are a number o f g o o d reasons why frigates
should not be placed in a line of battle with the ships
of the line. First, a frigate keeping station in a
battleline cannot make full use of its superior speed
and maneuverability without disrupting the Iine.
Second, the space a frigate occupies in the line could
be taken by a larger ship capable of dishing out more
punishment. Third. a frigate represents a weak link
in the unbreakable chain of the line. Its vulnerability
will invite a concentration of enemy fire that will
swiftly destroy it. A stricken ship in the midst of the
battleline causes great problems in reforming the
line, and in sailing around the obstacle.
A better case can be made f o r the use of frigates
o n the fringes of the main battle. Frigates can be
useful for moving on the ends o l a line for raking
broadsides to aid the liners, or for keeping enemy
frigales Iron1 doing the same. However, extreme
care must bc cxcrciscd iinytirne frigates are moving
within gun range of the hat!lcuhips. as a miscalculation can be fatal!
THE GENERAL
groups. Full use of a frigate's mobility also entails
remaining under full sails a s much as possible. D o
not d r o p to battle sails and close for a gunnery duel
unless the odds are highly favorable. If the odds
appear t o be even. or unfavorable, continue at full
sails. maneuver to avoid combat, and wait for a
favorable opportunity tu pounce.
Frigate-to-frigate engagements fall roughly into
t w o categories. In the first, a decisive action is not
sought. T h e wish is to quickly cripple a n enemy
frigate to prevent interference with more important
tasks. In this case, chainshot is employed from close
range (preferably in a rake) t o destroy a rigging
section. Then full sails a r e used to avoid the cripple,
leaving the foe far behind. In the second category.
Ihe actual defeat of the enemy lrigate is the
objectivc. 'I-his type o i action should be avoided
without a large superiority in size. grade. a n d l o r
numbcrs. A smaller superiority makes a victory
possible. but leavcs a crippled victor a s effectively
o u t of the game a s its prize. '['his type o l action
should also be avoided In the close proximity of
s the line: victory is futile if a n enemy
enemy s h ~ p of
ragwagon can easlly move up to recover the prize.
and (to add injury tu insult) capture the crippled
victor.
PHASE ONE: The preeil Win cnyagca Ihc rcd Kcir hquad~un.
1I
PAGE 5
'
PHASE THREE: Thc g m n R w r anda porlionof the Center engag the red Rear squadron.
THE RED REARSQUADRON HAS NOW BEEN ENGAGED BY
THREE FRESH GREEN SQUADRONS. A N D IS BADLY
DAMAGED. THE GREEN SHIPS ARE MUCH LESSSERIOUSLY DAMAGED.
UAAAAAAAAAAAvA
'
PHASE TWO: The red Center engages the green Rcar eguadron
whilc Ihc Van doublcb il.The red Rear squadron hang back to rake
any shipsol the green Center andvan that maylry to turn back loaid
their Rcar squadron.
THIS MANEUVER WOULD ALSO WORK IF BOTH FLEETS
WERE MOVING I N THE S A M E DIRECTION. THE VAN
WOULD ENGAGE THE ENEMY REAR. THEN MOVE INTO
POSITION TO RAKE ANY SHIPS ATTEMPTING T O T U R N
BACK. THE CENTER WOULD T H E N ENGAGE THE ENEMY
REAR. W H I L E THE REAR WOULD DOUBLE IT.
I
'
OF BROTHERS?
MULTI-PLAYER GAMES
A BAND
THE GENERAL
PAGE 6
SCENARIO 25
PELLEW VS. DROITS DE L'HOMME
16 January 1797
I. INTRODUCTION
Due t o the laxity of the Channel Squadron, a
French force was able to slip out of Brwt, carrying
20,000 troops and the Irish rebel leader, Wolfe
Tone. Seeking to land and turn discontent into
revolution, the French stood off Bantry Bay in
Ireland for several days. The landing prevented by
bad weather, the fleet returned t o Brest, scattered by
storms. One ship of the line had the misfortune t o
face Capt. Sir Edward Pellew (see Scenario 9) after
losing its fore and main topmasts. The Frenchman
was heavily damaged by the action. After a n allnight chase, all three ships wound up caught in
Audierne Bay; Droits de PHomme and Amazon
were wrecked, with Pellew's ship the sole survivor.
11. PREVAILING WEATHER CONDITIONS
Wind Direction: 4
Wind Change: 5
Wind Velocity: 5 - gale.
111. SPECIAL RULES
A. No land hexes-no anchoring.
B. French gun factors (not carronades)
HALVED at wind velocities of5+. (Lowergun deck
was awash in the heavy seas.)
C. The French player must designate on his
logsheet which gun squares constitute the half of his
original total that are unusable due t o bad weather.
These may be used t o absorb Gun hits, regardless of
weather conditions.
PAGE 7
THE GENERAL
Bow
f;um C r W
Crw Set
Dir
FRENCH
eptune
74
SOL
**
2
-
-14-
AV
.-.
tn
in
7 ~ 2
76
110
SOL
a**
18
CR
13
13
9x3
36
7x3
29
7x3
27
b e t i
Republican
a <y%
rough
74
?y&ypJV>+p+".f+
- jG:y$
~ ~ 4 ^ - ' < ' **3
14
CR
._- ;T-_ .::--g~
,,..- -=-2,
--::g.. ;. : MY
SOL
2
QQ$~-'- - 3
14
CR
74
SO
-w
n
e
impregnable
98
SOL
>
-than
'
I110
4A14
Queen
98
Alfred
74
So1
6
w
14
CR
2
-
2
-
7. x--3
27
16
CR
10
10
8x3
30
16
CR
10
10
8x3
30
14
CR
II
11
7x3
77
"
"
"
z@
320
224
17
CR
11
11
8x3
32
16
CR
TO
10
1 8 x 3
30
m.
326
52%
m
n
d
l
*
-
** in straight line-ahm
'
CAMPERDOWN
7 October 1797
a. INTRODUCTION
4
* '*
hpuia
(Hdland). which had a &.awe h t with goed
crews. A combined Dutch-French invasion of
s*.
8 . PREVAILING WEATHER CONDlnONS
Wind Direction: 5
breeze
Wind
Wind Change: 6
THEGENERAL
PAGE 8
SCENARIO 26
Guns C m d e
'@me
BRITISH
Culloden
Bbnheim
Guns
Class
90
SOL
Nr.
~ r .
Hull
Qua1
13
GR
GR
18
13
14
20
15
14
I ""I,"
Value
SOL
SOL
SOL
74
Colossus
SOL
SOL
Victo~y
Rarfleiir
-- - - - -Goliath
Egmont
Britannia
Narnur
98
So1
SOL
SOL
SOL
90
SOL
74
112
74
SOL
captain
Diadem
Excellent
SPANISH (use ~ r e n c hc
Conquistadorc
San Juan
. . Nepucr
San Genar
Meximno
TerriblOrienl
Santis
74
San .N
San Ysidro
Salvador d
unda
San Josef
San Ildefo
Conte de Reglr
San<Firnliri
Principe de Asturia
San Antonio
San Francisco
de Poulo
SOL
SO
136
SGL
84
SOL
74
112
SOL
SOL
SOL
SOT
112
4
SO
2
74,
,SOL.
GR
GR
GP
GI
GR
7x3
7x3
31
2 4 .
20
PAGE 9
THl3 GENERAL
CAMPERDOWN
BRITISH
&&ra~e
Monarch
Bow
Dir
Cnv Sct
Guns
Claw
Nr.
Hex
Nr.
74
SOL
2
2
KK16
AA8
5
5
14
14
EL
EL
14
CR
SOL
SOL
SOL
SOL
SOL
SOL
Powerful
64
SOL
SOL
SOL
SOL
SOL
SOL
Adamant
64
63
SOL
Isis
50
SOL
&jh&x
SOL
E&$J@
LL24
3 w
i
CR
SOL
SOL
BB17
SOL
SOL
SOL
SOL
216
X15
V12
TI1
3
3!'!!?a
3
CR
CR
SOL
RIO
SOL
SOL
P9
3
3
3
14
11
8
14
11
11
11
SOL
SOL
L5
J4
SOL
H3
3
3
3
SOL
SOL
SOL
Adm. de Vries
' Wi&~1:a
Staten-S;eneraa
maigegena
-64
r
64
94
74
B~tavier
g'i@~"S
Leyde
WS
A
Cexberus
I1;"&,
Harlem
a
h
Delft
~yhdiiendam
*see
64
64
64
94
64
56
50
44
SOL
L8
3
3
15
%@
fl
10
8
CR
AV
CR
CR
CR
CR
CR
EL
CR
EL*
Guns
*nde
Ri&&
T@$
vdua
\"* '
THJ3 GENERAL
PAGE 10
DANISH
BRITISH
Polyphemus
50
SOL
CR
6x3
17
74
14
CR
7x3
27
64
SOL
11
CR
7x3
20
PREVAtLINC
Wind Direction:
gk X sf* in form,
THEGENERAL
PAGE 11
BRITISH
s
_E-F L Y ??
A
>
SOL'
"-
~4
Venerable
-.
FREMU '
SPANISH (n
SOL
)--I
* Initial Positions:
,
,
S@kCIAL,RULES
A. a s scenario is p b y d in tKi order:
;Fic~aahs'Z9A,
2$8,29q. Scemria2% op'2gB&y
&skipped at the Btitish player's apt&
D Ttx orders of hattic ate wntinued throm
&d?me0;wia. French or &a&h ship saptued ar
sfrhck in tlre pork of Mgmiras are p g m r m *
k W @ {ram play, prior to the nexf &e&.
Faptyred ~ritiihships ere retained in the F~rmch
flm.
w.
&ratE.&
a%
h e crew-squares at
tho ~osad%cprevkussEenaip;~
+it
n~qbet
r .shi* thoughoul the campaign
1.sp e V~CFOP.
~hikirds marked by the French player in
Wmn"oD29Aremaln unchanged in 29B.
Wind Direction: 5
Wind Velocrty: 3 - No
Wind Changt: 6
11. SPECIAL RULES
. Land consists of the area containing the!
's name and wind-guage; the adjoining gr
is shallow water, and ships may anch
here therein. No ships may enter the h
hexes. of course.
I
V. SPEClAL VICTORY CONDl
A. British lose automatically if:
1 . The Confiance strikes.
2. The British fail to strike.
ntire American fleet.
Victory points do not apply in this m n a r
The British win if they el~minatethe ent
ican fleet; the Americans win if they fail,
. The game ends when the Confince or t
merican slup =trikes.
THE GENERAL
PAGE 12
FRENCH:
* Enter in l i n ~ h e a don board-edge 5-6 in order shown, beginning with HMS Asia.
F THE PRESIDENT
irreparable and it was broken up in 1817. But, th
British had been so impressed by its design that
After the early successes of American frigates,
the British devoted most of 1814 to locating the
small U.S. fleet and blockading it in i t s ports. This
was not entirely successful: Constirutionleft Boston
in December and slipped past a ship-of-the-line and
several frigates during a snowstorm, going on to
defeat Cyme and Levant two months later.
USS President, the fastest of America's three
449, attempted the same u n h r Stephen Decatur.
With the British squadron blown off station in a
snowstorm. the President put out from New York
on 14 January 1815, only to run aground in heavy
weather. The British seuadron returned the following morning; the damaged President evaded them
for most of the day--and pounded Endymion into a
two other
Ik-before being overwhelf17pd
fates.
111+
IV.
RULE
no a
No land -
CONDfT1ONS
The first player to inflict a strike or capture
the enemy is the victor (the game endsat that point
victory points are not awarded in this scenario; n
additional credit is niven for capture as opposed t
B1
THIE GENERAL
PAGE 13
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rn
25
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Hex
Nr.
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TWE GENERAL
PAGE 14
DESIGNER'S NOTES:
The actions depicted here fill in the major or
notable battles of the period covered in the game.
Navarino was included because it was the last battle
fought under sail. The Rules of Engagement are
provided mainly to simplify the clerical end of fleet
actions in the game; they do not hew exactly to the
historical Rules of Engagement, inwhichthe British
sought to engage enemy groups from windward all
along their line. Beginning with the Saintes in '82,
the British sought to penetrate an enemy line with
two or more groups, with notable success. Although
that is unmentioned in the Rules provided here, any
attempts to penetrate an enemy line in one big LineAhead would be asking for trouble, as it would
endanger the leading ships and certainly create a big
mess, putting the control of the game beyond that of
either player and in the realm of common luck. TWO
or more groups penetrating have a good chance of
defeating in detail.
By rights. the Dutch, French, and Spanish
formations should have gaps between each ship of at
least one hex, owing to their poor seamanship
and/or commanders. Doing so on one board would
be ludicrous, especially when youexamine Glorious
First of June. If you can join two game-boards, such
a rule may be worth considering, as it will make
Continental navies' battle lines very porous. As it is,
British morale factors will still carry the day once
the leading ships board.
A note on balance: some tampering with the
historical setting has been made, to try and balance
things. Certainly many scenarios in the game are
imbalanced, owing to the uniformly bad morale of
the French and the crushing advantage in gunnery
that it gives the British. After 1789 this is realistic.
Before that, it is a moot point as to whether the
royalist French navy was that inferior.
Some comments on each scenario:
24-Glorious First of June: a grotesque number
of ships are involved; the set-up is provided for
historical purposes only. PIayers are discouraged
from using it. Owing to the purges, French morale
was bad; 1 have given the 3deckers higher morale
on the theory that a flag vessel might have a better
crew. The main reason is to give the French an even
chance. Even so, despite their edge in gunnery
factors, the French will have a sticky time of it. They
have one or two vessels more than the British and
these might well be used to turn the British line.
Frigates have been omitted, of course(!).
25-1 have tampered with morale here. This
should be an interesting duel between frigates and
a n honest-to-God ship of the line.
26-St. Vincent: Spanish morale should really
be PR, not GR. Even so, the Spanish have their
work cut out for them, despite their 2-1 edge in
numbers. British should have anedge in boardingcorrectly reflected by morale rules. Despite their
lesser numbers in each ship, the British had
discipline and the Royal Marines-the Spanish had
mal-de-mer. Players may downgrade Spanish
morale down to PR for boarding, oraltogether, but
that youldn't bt too fair to the Spanish player,
albeit historically accurate. Stick to the rules.
(NOTE:Spanish setup is an approximation.)
27-Camperdown: The one time the British
faced a real opponent, other than the US Navy.
British historians claim the tars were eager to prove
themselves after the mutiny. This is debatable.
Duncan kept two of his ships loyal that summer by
sheer force of personality, but all the rest sailed
away to the Nore. I have kept the British morale
high so they stand a good chance-that and their
position should balance things. Other than Monnekendam, frigates played no role in the action and
have been omitted.
18-Copenhagen: Balance?? I wonder. 1 recommend this only as a solitairegame, which is what it is
NA V A L HlSTORYOFGREATBRITAIN.v.2.3.5.6.wm.Jarnes
THE BATTLE OF N A VA RINO, C ,M. Woodhouse
ST. PINCENT A N D CAMPERDOWN, C . Uoyd
THE GREAT GAMBLE; &'ELSON AT COPENHAGEN, Dudley
Pope
THE A G E OF N E I S O N . G.J. Marcub
MAN-OF- W A R , Donald Macltltyre C h a i l W.h t h e
Chapelle
HISTORY OF THE US N A V Y , Capt. D. Knox USN
BATTLES O F 7'HE BRITISH N A Y Y. Joscph Allen
*****
FIGHTING SALES
. . . . Continued from
m*
@
Page 5
Rank Name
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
Times
on List Rating
R. Chiang
T. Oleson
5. LeJeune
B. Lawrence
J. Halko
M. O'Donnell
S. Napolitano
J. Garrett
R. Vollbehr
G.Dayton
1 DGK2091
Previous
Kank
2 EFJ1965
1 CBB1510
2 DB-1480
2 EA-1455
2 CA-1410
1 CB-1387
2 DFJ1363
2 CA-1255
2 FDA1238
4
3
5
-
2
7
6
The B ~ Q V players
~
represent t h e ten
hlghest, prov~slonal(11+ rated games) rated
members of t h e 2,000+ member player pool.
Future listings will give pr~orltyto individuals
with a large rating base. An individualtwho
plays only one or two opponents will eventually be dropped from t h e listlng aswill those who
do nor remain relatively active once on t h e list.
T m GENERAL
PAGE 15
With ~ e v e l o ~ m e n
Notes
t
by Mick Uhl
Some games almost seem to design themselves,
progressing from the original conception to the
finished prcduct in short order, calling for only a
little playtesting to smooth over the rough edges.
Other games require more effort, the design
evolving gradually to meet current needs and new
demands. WOODEN SHIPS & IRON MEN is a
game of the second type, having a design that
developed gradually over a n eight year period
during which it underwent numerous transforrnations. To understand a game design of thistype, it is
necessary to understand something of its history,
and how it evolved. WS&lM had rather simple
beginnings, and developed gradually in a natural
manner as more research material wasaccumulated,
and continued play led to more streamlining of the
rules and game tables. This was a leisurely process,
as until about two years ago there were. no plans to
sell the design to any publisher; it was just
something to fiddle with in my spare time. During
this period the rules evolved through fourteen
different versions, and were played by several
hundred different people all over the country (I was
constantly on the move during those yearsMississippi, Nebraska, New Jersey, Georgia--and
sought out the local wargamers wherever 1 went).
The first version of WS&IM was drawn up in
TWE GENERAL
PAGE 16
Bow and stern chaser guns are not included in
the rules because they were of such insignificant
power. A gun square in the game represents roughly
100 pounds of metal. So few ships mounted a chaser
battery that even came close to this figure that it was
not deemed worth-while to include in the rules. The
chances of scoring a damaging hit with only one or
two smooth-bore guns are far too small to consider
in the scale of these rules. Proper chase tactics of the
period called for yawing the ship from side to side,
thus losing distance, but firing whole broadsides for
a greater chance of scoring a significant hit.
The game scale is roughly three minutes per
turn. with each hex approximately one hundred
yards. The two hex space a ship occupies is, of
course, much more space than the ship actually
needs (the largest ships of the period only being
about eighty yards along, including the bowsprit),
but allows for proper intervals between the ships. A
ship could maneuver somewhat within this space to
prevent an enemy ship from moving through it, as in
attempts to break a line.
The game scale is considered to be quite flexible
in some cases. Since grappling attempts can be made
from adjacent hexes, ships in adjacent hexes could
be assumed to be "rubbing hulls", or a considerable
distance apart. Part of the die probabilities for
grappling have to do with determining if the ships
are actually close enough together to attempt to
grapple. This also applies to collisions and fouling.
Ships which "collide" in game terms do not
necessarily have to actually bump into each other
(although if they foul, this is what has happened),
but they d o have to end their movement to avoid
such an actual coIlision.
There seem to be a bewildering number of
different ways in which a ship can be knocked out of
the battle, the distinctions between these being
meaningless to those not familiar with the period.
These differences can be rather easily explained. A
"struck" ship represents one whose accumulated
damage has reached the point where it can no longer
defend itself, either due to total crew demoralization
and shock, or to total concern with survival (i.e.,
keeping the ship afloat). A 'struck" ship would
present the appearance of a total wreck to anyone
observing it, and conventions of humanity and of
the sea of the period would preclude firing on a
helpless hulk. A "surrendered" ship simulates one
that is still seaworthy and could still put up some
resistance, if supported. However, if unsupported,
and threatened, such a ship would "surrender" to
avoid any further needless killing. There were
numerous instances during this era of ships
"surrendering". then raising their flag again and
sailing off when the immediate danger had passed
(the Flore did this at Lissa). A "captured" ship is
simply any enemy ship with a prize crew on board.
The design theory that went into the firing of the
guns is rather complex, and, in some cases,
somewhat abstract. The game's HDT isa somewhat
simplified and mathematically combined representation of what was covered by the use of several
tables in earlier versions of the game. Differentiations built into the HDT include the weight of
broadsides, the random spread o i shot due to the
windage of smoothbore guns fired from a rolling,
moving platform, perspective due to the apparent
smaller size of a target at a distance, and the loss of
velocity, and, hence, penetration due to range.
Remembering that WSBIM was developed
from earlier versions o i the game where the
individual guns were actually loaded and fired
separately, and took different times to load, it is
necessary to understand what is being simulated
when the die is rolled for each ship to fire. In the time
span of one turn, the gun crews could l
x firing "at
will", that is, loading and running out the guns as
quickly as each individual crew could do so. They
THE GENERAL
Once again it is time to consult you-our
audience-as to what you would like to see in
the year ahead from Avalon Hill in the way of
game designs. Last year's survey played an
important role in the design course we are
presently pursuing. Those which rated well last
year have either been published or are currently
in various stages of development. We are
already committed to several of the titles listed
below but your acceptance or rejection thereof
may affect their eventual publication date.
Regardless of the titles chosen you can rest
assured that, just like the movies, today'sgames
are better than ever.
The following list, presented in no particular
order, contains some pretty far out titles but we
have some folks who are far from devoid of
imagination. Cast your vote by filling in the
numbers of the titles you would definitely buy
and let the chips fall where they may.
1. BULL RUN-A competition-oriented game,
simple but subtle and designed to be played to a
conclusion in a reasonable time. This game has
an unusual history-it is actually a "lost classic"
designed back in 1962, when such competition
classics as STALINGRAD and WA TERLOO were
the standard fare. The game was put on the sheff
for financial reasons and never revived
. . until . . . We're thinking of cleaning up the OB, and putting it through the playtest
grind. Any votes for a new "old" classic?
2. PLASTICVILLE-War, peace and scavenging
in a futuristic city that abides, with ifs robotic
servants, through time and disaster. Politics,
lasers and hide and seek with robots along the
skyways and subterranean warrens of the
'
[:
TITLE SURVEY
PAGE 17
man, British, American and Japanese submarine and ASW warfare efforts. A much more
sophisticated game system than it's predecessor of the sixties, scenarios would range from
attacks on convo~s, to single ship duels. to
massive campaign games taking weeks to play.
10. PRIME TIME-A game which places you in
the seat of the network programming executives. The all important buck determines whether you'll put ALL IN THE FAMILY up against
MONDAY NIGHT FOOTBALLor SANFORD AND
SON. A three player game obviously . . .
11. MESSERSCHMIDT-Plane to plane combat
in Wll utilizing a simultaneous movement
setem for fighter duels. attacks on massed
bomber formations, and atracks on ground
targets. Individual plane specifications for 30
different types of aircraft.
12. TERMINATioN-A
very simple Science
FiaiOn game for 2-4 players. Each player
attempts to knock out his opponents baseswhile
defending his own. Orbital weapon systems and
the rotation of the Earth introduce a novel twist
to normal game mechanics.
13. SPEED CIRCUIT-A 100% skill car racing
game for 2-6players. Players actually construct
their cars to the specifications they desire for the
track being utilized. Game comes complete with
six metal cars and 3 famous tracks.
14. HUN!-A touch of KINGMAKER surfaces in
this game of political intrigue and military
strategy over the ages. The game is Set in a
mythological continent that curiously resembles
Europe; the players are budding empire-builders
who try to take overthe world by organizing their
political parties, military coups. land and sea
invasions, and espionage activities to sweep
from country to country. A combination military,
political and economic game, with touches of
Holy Wars, trade routes, political followings,
espionage and piracy.
15. THE RISING SUN-Grand Strategic scale
game of the war i n the Pacific from 1941-45.
Game will utilize monthly turns and include
every capital ship
in the war. The
Japanese player must meet minimum victory
conditions every quarter for tfie game to continue.
16, SQUAD ,JEADERALMan to man in the
streets of Stalingrad and the fields of France
during W I I . Individual leaders play a crucial
role in directing fire and rallying broken squads.
AFV's, off-board artillery, ATguns, wtc. appear in
advanced scenarios. Game will include 12
interlocking scenarios and a Campaign game.
17. 'NAM-Operational game of the war in
Vietnam broken into many scenarios which are
PAGE 18
,,
'THEGENERAL
THE GENERAL
PAGE 20
r-'----*-----I-----*--I**-----*-**-**--.I
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$ 1 ~ : KINGMAKER
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CONTEST N o a 72
CONTEST NUMBER 72 (INSTANT REPLAY)
1. Physical lluality
t. Hqboard
3. Wlonents
1. Ease m l U~ltrstielil
5. Completen~ssof Rules
1:
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Opponent Wanted
----7
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2. For Sak. Trade. or Wanted-lo-Buy a h will bc scagted only w h n they arc dcslinguithcdlsctor'r irrns(games
no lungpr available hmn AH) and arc accompan~cd
by a rokcn 25c FEE.
3. I-n copy w h requued on linesprwlded m d prlnr name, aMrcss. and phone number whcrc prwidcd.
1
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up lhc tollowme
abbrvlallons in wordlng your ad. U k e W m l h Stale abbsvlalioos.
Airika Korpa = AK. h k x a d t r thc Crcat C h l w , hnrio: BswbaU Siralrgv = BB St; B r r l e ol the Bulge = BB;
BarkctbaU Stratqy = BK SI; Blitz; D.Day = DD. FootballStraiegy = FTSt.France. 1940= FR'.wFacc-t*Fscc
= FTF: Geutysburg = Gett;Cuadakansl- Cud; lulland = J U T K~iCp6plCIm K ~ i q LuFfwBffc.
:
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Mid, 1914: Orldnr of WWll
ORIC. O u t d m Sumval Out: Psmcrbl~tr= PAN; Parvpr k a d e r = Pan Ld;
Play-byMs~l= PBM, Phy-b-Phone = PW. Rtchthotrn'r War = RW; 1776. SW~ngrad= Crad;TactlcsIl =TAC:
Third Rejch = 3R;Wawrloo = Wrt.
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the next two turns are the critical ones-write down the proper
loading, firing, and movement for the next two turns and we will
assume you've figured out the rest.
The British ship isa 50-gun RAZE, the French a 74-gunship of the
line-both are in perfect shape as describedon the "Napoleonic Period
Specification Chart". Both ships still have their initial broadsides.
The ships have not yet fired in the position given above.Give us the
French player's loading and target for this turn, and the French
loading, movement and fire for the next two turns. At that point it
should be mathematically certain that the British are doorned-even
assuming the best British play and the worst possibleFrenchdierollsI
The French ship may be assumed to be loaded with whatever you
want at the beginning.
Use all the advanced game rules except critical hits.
Loaded
First Fire
First Move
Second Move
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Name
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Address
City
ISSUE AS A WHOLE:.
Zip
Phone
. . . . . . . . .{Ratefrom I t o
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with 1 e q u a t i n g excellent.
10=
terrible)
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NAME
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ADDRESS
CITY
l a
State
Target
Movement
(Hull or Rigging) (Including full sails)
STATEZIP-
THE GENERAL
During the past spring and summer, Avalon Hill
PAGE 21
the open nature of the polymorphic terrains of
miniatures. The counters have a minimalamount of
information and tend to be a graphical representation of the miniature's counterpart. Most importantly the rules shed the appearance of a lightly knit,
all-loopholes-covered style essential in recreating
specific battles and assume a new appearance as a
system of rules which detail movement and combat
but which need not cover rules considered essential
in recreating a particular battle or war.
This emphasis on design-your-own which is the
basis for miniatures is, thus, unavoidably transferred to the miniatures based board game and in
turn allows players to develop new scenarios and
variants as a natural consequence of it. Miniature
based games such as PANZERBLITZ, PANZER
LEADER, and now, TOBRUK all have had many
new scenarios and variants invented; avery popular
outgrowth of the games. if one judges by the number
of articles and journals devoted to it.
WOODEN SHIPS A N D IRON MEN was
designed and developed with just this emphasis in
mind. Play is most enjoyable when the scenarios are
invented by the garners themselves and glancing
through the rules manual, one sees a wealth of
material from which these inventers may draw.
For those of you still trying to figure out where
such-and-such a rule belongs, here is your answer.
GENERAL
PAGE 22
What is the logic behind allowing such a high
bonus for raking? This is perhaps the most
controversial decision made during the development. Many of the playtestersand local advisorsfelt
that it was much over-rated in its effect. Early inthe
program, 1 felt the same, especially when 1 had one
ship with full sails accidently move into the ten hex
range of two opposing ships and was raked so badly
that the ship's battle speed was reduced to one. In
the Advanced Game some reduction in effect of the
rake was made, while the Basic Game remained the
same. The decision to maintain the strength of the
rake was made primarily to force ships away from
full sail status during the battle. Historically, ships
always reduced sail as they entered battle for fear of
damage to the rigging. They also luffed into the
wind or approached at an angle as they advanced
upon an opposing line.
Experiments in the reduction of rake bonus
strongly indicated the loss of its effectiveness in
prohibiting full sails in battle. Intelligent handling
of one's ships or fleets should minimize this damage.
The name of the game is to recreate the same
situation presented to the historical commanders
and it is unjust for a simulation to offer advantages
that were not actually in the battle.
QUESTIONS
Q. In the Campaign game where does a ship
captured in a previous scenario start in a subsequent
scenario?
A. A captured ship may be placed anywhere with
the capturing fleet not more than 2 hexes aside or
behind an uncaptured ship (not in front).
Q. From which crew section of 2 or more OBPs
whose strength has been combined for melee does
the controlling player extract losses?
A. The controlling player may extract losses from
any section or sections he chooses.
Q. What happens to a ship which is fouled or
I DESIGN
ABF 4 6
ANALYSIS
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GUN 88rnm/L56
E f f Rng 3000m
AMMO 92 PEN 4.9" 2 MG 34
GPrws 14
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PAGE - 23
THE GENERAL
t-6
SPRING 1901:
PAGE 24
Portugal and Spain in the fall. The support of the
move into Burgundy guaranteed that German
resistance would be useless and Beburn would be
within reach for the fall season.
GERMANY: Standard opening allowing for
numerous alternatives in the fall. A possible gain
of three (Denmark, Holland, and Belgium) could
be made in the fall.
ITALY: The move of A Rom t o Apulja meant
that Italy would open with the Lepanto and
convoy the army to Tunis in the fall. Ordering A
Venice to hold showed that there was not a
strong Austro-Italian alliance.
RUSSIA: A fairly standard opening in moving
three units rwuth. F Sevastopol t o the Black Sea
guaranteed neutralization of that important sea
province. And, as mentioned earlier, Austria had
agreed to let Russia move through Galicia to take
Rurnania .
TURKEY: A Russian attack was in full swing.
If the BIack Sm could have been taken (through
diplomacy) the attack would have been guaranteed a success. However, now it was to be a long,
hard fight.
, ,
I
1 II
the prize of taking Rumania with Turkish uppart. In addition, he contacted Ru& about an
end t o their war and what wr~ditionsVEX
would want for letting Turkey survive.
Edi Birsan (France) also appeared t o be in
trouble. The English fleet in the Channel was a
bad omen. To minimize the fleet's pos8ibiiities
Edi told England that the French hi would
definitely cover Brest. However, help into B O
gium could be arranged if England would definitely cover Brest. However, help into Begum
could be arranged if England wanted to mmoy
the army there. All during this time Bdl was
eyeing taking Munich and again inquired about
Italian support in doing so.
Brenton Ver Ploeg (Russia) rejected Turkey's
plea for peace unless Lakofka was willing to
puppet to Russia's demands. Brenton felt that
the Austrian alliance would hold and R u d
would be taken as planned. Little o r no d i p b
macy was conducted b y the other player6 d e
this season.
PALL 1901:
THE GENERAL
TURKEY: The addition of F Constantinople
would make possible the gain of the Black Sea
plus cover Smyma, Bulgaria, and the Aegean Sea.
However, the Italians now had an easy shot at the
Eastern Mediterranean.
DIPLOMACY PRIOR TO SPRING 1902:
Brenton Ver Ploeg (Russia) was heavy with
the diplomacy in an attempt to regain the
Austrian alliance in the south. He worked on
Germany and Italy to talk Austria back into an
alliance with Russia. At the same time he wooed
Naus into giving up Rumania t o Russia for the
gain of Bulgaria. And Brenton even had Lakofka
on the Iine just in a s e . In the north he was
working with Germany for the gain of Norway
after an initial stand-off over the Skagerrak (to
keep out the English) in the spring.
Eugene Prosnitz (Germany) was falling more
into line with the Russian alliance as he saw
EngIand and France allying. And he was still
p u s k g Italy to atiack France.
Len Lakofka flurkey) was no longer quite
sure what to d o with the Austrian monster he
had now created. He was still exploring negotiations with Russia, but only on a most elementary
level. Better chances lay with getting Italy to put
pressure on Austria from behind.
John McCallum (England) was now firmly
allied with France and committed himself tactically to battle against Germany and Russia.
Doug Beyerlein (Italy) was riding with the
Russian alliance. A strong Austria was a clear
menace and it was definitely necessary to split
the Austrc-Turkish alliance. Apparent commitment to a western attack b y Italy would hopafully g v e Austria the security he would need to
hit Turkey. Thus that was the diplomacy used.
SPRING 1902:
AUSTRIA (Naus): A Vie-Tyr, A Tri S A Vie-Tyr,
A Rum-Bul, A Ser S A Rum-Bul, F Gre S A
Rum-Bul, A Bud S Russian A Gal-Rum
ENGLAND (McCallum): A Liv-Edi, F Eng-Nth, F
Lon S F Eng-Nth, F Nwy S F Eng-Nth, A Bd S
French A Bur-Ruh
FRANCE (Busan): A Bur-Ruh/r/ (Gas, Pic, d), A
Par-Bur, F Ere-Eng, A Spa-Mar, F Por-Mid
GERMANY (Prosnitz): F Den-Sh, F Kie-Hol, A
Hol-Eel, A Mun-Bur, A Ruh S A Mun-Bur
ITALY (Beyerlein): A Ven B,A Tun-Apu, F Ion
C A Tun-Apu, F NapT yr
RUSSIA (Ver Ploeg): F Swe-Skn, A St P-Nwy, A
Gal-Rum, A Ukr S A Gal-Rum, F Sev-Bla
TURKEY (Lakofka): F Ank-Bla, F Con S F
Ank-Bla, A BuI S Austrian A Rum/a/,A Arm-Sev
PAGE 25
north the positions were now such that Russia
conic! take Norway without trouble and German
cooperation would keep England from protesting
too strongly.
TURKEY: The Black Sea was now gained and
Italy had abandoned the Lepanto - yet with the
Austrian attack and capture of Bulgaria things
looked bleak.
FALL 1902:
AUSTRIA (Naus): A Tyr-Boh, A Tri H,A Bud H,
A Ser S A But A Bul S Russkn A Rum/d/, F
Gre-Aeg. Owns: Bud, Tri, Vie, Ser, (4). Remove
1.
ENGLAND (MoCallum): A Bel-Bur, A Bdi-Hol, F
Nth C A Edi-Bol, F Lon S F Nth, F Nwy S F
Nthfrl (Bar, Nwg, Ska, d). Owns: Edi, Liv, Lon,
(3). Remove 2.
FRANCE (Birsan): A Pic-Bel, F Eng S A PieBel,
A Par & A Mar S English A Bel-Bur, F Mid-Gas.
Owns: Bre, Mar, Par, For, Spa, Bel 16). Build 1.
GERMANY (Rosnitz): F Den-Nth, A Hol. B, F
He1 S A Hol, A Ruh-Mttn, A Bur-Mun/r/ (Pic, d),
Owns: Ber, Kie, Mun, Den, Hol ( 5 ) . Constant.
ITALY (Beyerlein): A Ven-Tyr, A Apu-Ven, F
IonGre, F Tyr-Ion. Owns: Nap, Rom, Ven, Tun,
Gre (5). Build 1.
RUSSIA (Ver Ploeg): A St P-Nwy,F Swe S A St
P-Mwy, A Ukr-Gal, A Rum-Ser, F S e ~ R l r m .
Owns: Mos, St P, Sev, War, Swe, Nwy, Rum ( 7 ) .
Build 2.
TURKEY ( L a k o k i : A Arm-Rul, F Bla C A
Arm-Bul, F Con S A Arm-Bul. Owns: Ank, Cork,
Smy, BuI(4). Build I.
FALL 1902 ORDERS:
AUSTRIA: For once Naus played it shaight,
didn't double-cross anyone, and instead got hit
by all three of his neighbors. His moves from
Greece and Tyrolia opened the door for the
Italian attack.
ENGLAND: The attacks on Burgundy and
Holland were apparently designed to counter a
full German attack on Belgium - no matter what
the combination of atttlcking and supporting
units. However, in doing so England gave Belgium
to France and of wurse lost Norway to R u s i a .
FRANCE: Very safe defensive orders ~ n :;er
d
Germany was thrown out of Burgundy arid
France gained Belgium for a build.
GERMANY: The seK-stand off to cover
Munich may have been neoessary by Prosnitz's
way of thinking, but it destroyed whatever
momentum Germany had just when Russia was
starting to move out on England.
ITALY: The move to Tyrofia could have been
very risky, as Venice could have been lost ro an
Austrian attack. But with the capture of Greece
also successful Italy was now in an excellent
position to further expand in the east.
RUSSIA: The attacks on Serbia and Galicia
signaled the end of Austria. In the north Norway
was now Russian. And with the gain of Rumania
(in the spring) and Norway, Russia was now the
strongest country on the board.
TURKEY: The convoy to Bulgaria from
Armenia showed that the Turkish-Russian war
was now over with as far as Lakofka was
concerned.
PAGE 26
Just prior t o the winter season Edi Biran's
father died. (Interestingly, another death of one
of the players' parents would occur two months
later.) This tragedy undoubtedly affected Birsan's
diplomacy for a couple of seasons.
WINTER 1902:
AUSTRIA (Naus): Removes F Aeg.
ENGLAND (McCallum): (Summer '02: F Nwy R
Nwg) Removes A Edi, F Lon.
FRANCE (Birsan): Builds A Bre.
GERMANY Prosnitz): A 'Bur refuses t o refreaf/d/. Builds A Kie.
ITALY (Beyerlein): Builds A Nap.
RUSSIA Wer Ploeg): Builds F St P(nc), A War.
TURKEY (Lakofka): Builds A Ank.
THE GENERAL
Gene Prosnitz (Germany) was still pressing
Italy t o attack France. The other two players
were rather quiet this season.
SPRING 1903:
AUSTRIA (Naus): A RohGal, A Bud S A
BohGal, A Pi-Vie, A Ser S Turkish A BuIRurn/d/
ENGLAND (McCallum): F Nwg S F Nth, F Nth
H, A Bur-Ruh/r/ (Gas, d )
FRANCE (Biran): A Bel S English A Bur-Ruh, F
Eng S A Bel, A Bre-Pic, A Par-Bur, A Mar S A
Par-Bur, F GasMid
GERMANY (Prosnitz): F Den-Nth, F Hel S F
Den-Nth, A Hol-Eel, A Ruh-Bel, A Kie-Mun
ITALY (Beyerlein): A Tyr S Russian A Gal-Vie,
A Ve'en-Tri,A Nap-Alb, F Ion C A NapAlb, F Gre
S A NapAlb
RUSSIA (Ver Ploeg): F St P(nc)-Nwy, A NwyFin, F Swe-Ska, A GatVie, A Wm-Gal, A Rum S
Turkish A Bd-Ser, F Sev S A Rum
TURKEY (Lakofka): A Bul-Ser, A Ank-Bul, F
Bla C A Ank-Bul,F Con-Aeg
SPRING 1903ORDERS:
AUSTRIA: Naus did as he said and devoted
his whole defense t o stopping the Russian attack.
However, by publicly saying so before the season
he allowed his enemies to take advantage of this
knowledge.
ENGLAND: The support of F North Sea and
attack on Ruhr were very weak ordws. I t was a t
this time in the autumn of 1972 that McCallum
was losing interest in the game - and it was
beginning t o show on the board.
FRANCE: I t was quite definite that Birsan
was waiting for the fall to make his march on
London.
GERMANY: Prosnitz was attempting to get
back o n the offensive, but the German position
made it near impossible to do so quickly.
PAGE 27
THE GENERAL
FALL 1903:
ORDERS:
WLNTER 1903:
ENGLAND @fcCallum): F Nth refuses to re-
THEGENERAL
PAGE 28
case, Brenton was really rolling towards victory.
Edi Birsan was still pushing hard for Russia t o
attack Germany. But now he also had to handle
the Italian threat in the south. That was about the
last thing he needed.
Gene Prosnitz had worked out how he could
use the forced retreat t o advance into a supply
center. A supported Russian attack on the
German fleet in the North Sea would dislodge the
fleet, forcing it to retreat. And with a choice of
retreats hopefully either London or Edinburgh
would be open. Considering how long Germany
had been without a gain of a Enter the tactic was
well worth the potential problem of having the
Russians in the North Sea.
Len Lakofka, as previously mentioned, was
still trying hard. He offered Ver Ploeg complete
use of the Turldsh forces in exchange for survival.
Yet he was doomed to elimination because
Russia had no need for him against Italy. When
the time came there would h sufficient Russian
units t o do the job.
Doug Beyerlein only mrried on a minimum of
diplomacy as his mother died during this season.
Be gave Prosnitz credit for suggesting the move
against France in response to Birsan's query.
Actually that was only a convenient excuse as the
d t a c k had been Iong planned.
FALL 1904:
ENGLAND (McCallum): (Su '04: F Nwg R Cly).
F Cly-Edi, A Liv S F CIy-Edi/r/ (Cly, Wal, d).
Owns: Edi, (1). Remove 1.
FRANCE (Birsan): F NAt-Liv, A Yor S F
NAt-Liv, F Eng S A Eel, A Pic S A Bel, A Be1 S
German A Mun-Ruh (nso), A Gas-Mar, F MidWes. Owns: Bre, Mar, Par, Spa, Por, Eel, Liv (7).
Constant.
GERMANY (Prosnitz): F Hel-Den, F Nth-Eng (R
Lon by orders), A Ruh-Eel, A Hol S A Ruh-Bel,
WINTER 1904:
ENGLAND (McCallum): (Au '04: A Liv R
Removes F Edi.
'FRANCE (Birmn): Constant.
GERMANY (Pxosnitz): Builds A Mun.
lTALY (Beyerbin): Builds P Nap.
RUSSIA (Ver Ploeg): Builds F St P(nc), A Mos.
TURKEY (Lakofka): Removes F Con, A Smy.
WLNTER 1904 ADJUSTMENTS:
ENGLAND: No real idea why he retreated to
Wales and then removed F Edinburgh.
FRANCE: Constant - but not for long.
GERMANY: The addition of A Munich
would help in the attack on France. However, it
might even be more valuable in the defense of the
homeland.
lTALY: The new fleet would help in the
attack on France.
RUSSIA: The b d d i n g of F St. Petersburg
(north mast) and A Moscow was not hostile to
either of Russia's allies: Germany and Italy.
However, one wonders just what was planned for
the new units.
TURKEY: The removals of F Constantinople
and A Smyma was Turkey's way of pleadin* fnr
survival against Italy.
DIPLOMACY PRIOR TO SPRING 1905:
For one reason or another the diplomatic
front stayed fairly quiet. Edi 'Birsan was trying to
convince Beyerlein that Italy's only sucoess lay
with helping France against Germany and Rusria.
Beyerlein in return told Edi that he would not
attack the Western Med nor support the Germans
into Marseilles. In addition, Doug told of the
Russian attacks on the Mid-Atlantic and the
English Channel in the hope that Edi would stop
the northern attack and concentrate less on the
south.
L a k o f h in a parting letter told Ver Ploeg that
Russia could decide the fate of the remaining two
Turkish centers. And if Turkey was allowed to
live it would d o whatever Russia commanded.
In mmments to Walt Buchanan, Brenlon Ver
Ploeg decided to stay with the Italian alliance
until he was assured that a stab would produce a
win. If only Beyerlein knew!
SPRING 1905:
ENGLAND (Mdlllum): A Wal-Liv
FRANCE (Birsm): F Liv-Wal, A yar-L~..,
Bel-Cras, F Eng and F Mid C A BelGas, A Pic-Par,
A Mar-Bur
GERMANY (Prosnitz): F Den-Nth, F Lon S
Russikn F Nth-Eng, A Bol-Bel, A Ruh S A
Hol-Bel, A Bur-Par, A Mun-Bur
F A L Y (Beyerlein): A Pie-Mu~,F Tyr-Lyo, F
NapTyr, A Ser-Bul, A Alb-Ser, F Gre-Aeg, F Ion
S F Gre-Aeg
RUSSIA (Ver Ploeg): F NA t-Mid, F Nth-hag, F
St P(nc)-Bar, A Nwy-Fin, F Ska-Nwy, A Mos H,
A Bud H, A Rum S Italian A Ser-Bul, A Bul-Con,
F Ank S A Bul-Con, A Arm H
TURKEY (Lakofka): F Aeg S F Ens, F Eas S F
'4%
.,
PAGE 29
W GENERAL
excellent moves. The convoy to Gascony from
Belgium strengthened the center of the French
line. I t alsa added support against the Italian
asault.
GERMANY: Belgium was gained, but that
was the only advance.
ITALY: Bulgaria was gained in the east with
Russian help and cooperation. With a fleet in the
Gulf of Lyon now, Marseilles could be hit witha
supported attack.
RUSSIA: No advanoement of the front in the
north was made. Just the opposite was true in
Turkey where it all could be gained - but it
would be shared.
TURKEY: By blocking the sea approach to
Turkey, Lakofka hoped that Russia would either
take it all (and teach Beyerlein a lesson) or let
Turkey live.
DIPLOMACY PRIOR TO FALL 1905:
The amount of diplomacy was rapidly deamsing as the game headed towards conclusion.
Edi was giving it another try (good diplomats
never give up) with letters t o Ver Ploeg and
BeyerIein. He needed either far Brenton t o attack
Germany or Doug to march eastward and leave
Franoe alone. Beyexlein informed Ver Ploeg of
the needed tactics to divide and conquer Turkey
this season plus mentioning the need t o strike
down Germany in 1906. And t o Edi, Doug wrote
saying that he did not plan to let Ver Ploeg win,
but the de8uuction of France was required.
FALL 1905:
ENGLAND (McCallum): A Wul-Liv. Owns: Edi
(1) Constant.
FRANCE (Birsan): F Liv- Wal, F Eng-Lon, A Yor
S F Eng-Lon, F Mid-NA t, A Picpar, A Gas-Bur,
A Mar-Spa. Owns: Bre, Par, Por, Spa, Liv, ( 5 ) .
Removes 2.
ITALY (Beyerlein): A PkMar, F Lyo S A
Pie-Mar, F Tyr-Wes, A BulCon, A Sex-Bd, F
GreAeg, F Ion-Eas. Owns: Nap, Rom, Ven, Tun,
Tri, Ser, Gre, Bul, Con,MQT (10). Builds 3.
RUSSIA (Ver Ploeg): F N A t S English A Wal-Liv,
F Nth S German F Lon, F Nwy-Nwg, A Fin-Nwy,
F Bar H, A Mos H, A Bud H, A Rum S Italian A
Ser-Bul, F Ank S Italian A Bul-Con, A Con-Smy,
A Arm S A Con-Smy. Owns: Mos, St P, Sev, War,
Swe, Nwy, Vie, Bud, Rum, Ank, Srny (11).
Constant.
TURKEY (Lakofka): F Aeg-Smy, F Eas S F
Aeg-Smy. Owns: (0). Out.
FALL 1905 ORDERS:
FRANCE: The tactics were all there but not
the odds. Marseilles and Belgium were lost. Just
to stay constant was now impossible.
GERMANY: The attack on Gascony was t o
assure that the Italians wuld take Marseilles. The
rest of the German land attack (or lack of it)
showed Prosnitz to be very a u t i o u s even in the
face of a dying France.
ITALY: This was Italy's best yew with the
gain of three centers. The Turkish attack was
now finished and the first gains were made in
France.
RUSSIA: Growth limitations had caught u p
with Russia this year. Advmoes and gains were
made against Turkey, but these were offset by
giving Bulgaria t o Italy as per agreement. No
gains, other than moving into the Norwegian Sea,
were made in the north. It was almost as if Russia
was pausing for a moment's rest before making
that last dash t o victory.
TURKEY: Lakofka's last tactical trick was
foiled by the Italians attacking both Turkish
fleets so that neither could give support t o the
other to stand-off the Russian move t o Smyma.
WINTER 1905:
ENGLAND (PAdMum): Constant.
FRANCE (Birsdn): Removes F Liv, F Eng.
GERMANY (Prosnitz): Builds A Kie.
ITALY (Beyerbin): Builds F Nap, A Rom, A
Ven.
RUSSIA (Ver Pbeg): Constant.
WLN'ER 1905 ADJUSTMENTS:
These winter orders were taken with the Fall
1905 orders and thus there was no diplomacy
period.
FRANCE: The removal of the two northern
fleets showed that Birsan was preparing for the
defense of his homeland. That was now his main
concern.
GERMANY: A Kiel, like A Munich built last
year, would most likely never get into the French
conflict, but it could be useful in the defense of
the homeland and Denmark.
ITALY: The three Italian builds gave Beyerlein a number of alternatives on how he wished
t o employ them. Such a decision wuld affect the
outcome of the game.
RUSSIA: Constant - but then Russia was
hardly hurting for units.
SPRING 1906:
ENGLAND (McCallum) : A Wal-Liv
FRANCE (Birsan): A Yor-Lon, F Mid-Eng, A
Gas-Bur, A Par S A Gas-Bur, A Spn-Mar
GERMANY (Prosnitz): F Den-Nth, F Lon S
Russian F Nth-Eng, A Bel-Pic, A Kie H, A
Bur-Gas, A Ruh-Bur, A Mun S A Ruh-Bur
ITALY (Beyerlein): A Mar S Germen A Bur-Gas,
F Lyo-Spa(scJ, F Wet-Mid,A Ven-Tri, A RomVen, IF NapTyr, F Eas-Smy (nsu) (F Ion lu),A
Con S F Eas-Smy, A BukSer, F Gre-Ag
RUSSIA (Ver Ploeg): F NAt-Liv, FNth-Eng, A
NwyiCly, F Nwg C A Nwy-Cly, F Bar-Nwy, A
Mos-War, A Bud-Vie, A Rum-Bud,A Smy-Con, I?
Ank H , A Arm-Sev
SPRlNG 1906 ORDERS:
FRANCE: Excellent tactics again. One almost
wonders if somebody was telling Edi what the
other players would be doing.
THE GENERAL
PAGE. 30
GERMANY: Picardy was gained, but nothing
else. If nothing else this German attack shows the
difficulties in trying to push an attack through
the narrow, two province German-French border.
Without plentiful aid from the flanks it i s almost
always doomed to failure.
ITALY: The eastern tactics went as planned.
The west did not fare as well.
RUSSIA: Liverpool, nor the English Channel
were gained, however, the convoy t o Clyde and
the general shifting of units into new holding
patterns against Germany went smoothly.
DIPLOMACY PRIOR TO FALL 1906:
Everything was set to go against Germany.
Birsan had agreed to vacate Spain and support
Russian F North Sea t o London. In exchange
Beyerlein promised not to attack Gascony. With
French A Gascony supporting A Paris, the
Gennan attack would fail. Beyerlein's convoy
would be rmdy to go - although it latm turned
out to be one of the worst moves Italy could
have made. Ver Ploeg was definitely ready f o the
~
fall. He would gain the most from this stab - as
he had from all previous ones and would from
the last stab of the game.
PALL 1%:
ENGLAND (McCallum): A Wal-Liv. Owns: (0).
Out.
FRANCE (Birsan): A Yor S Russian F Nth-Lon,
A Spa-Bre, F Mid C A Spa-Bre, A Par S A
S e r e , A Gas S A Par. Owns: Bre, Par, Por, (3).
Removes 2.
GERMANY (Prosnitz): F Den-Nth, A Kie-Hol, A
Bw-Par, A Pic S A Bur-Par, A Ruh-Bur, A Mun S
A Ruh-Bur, F Lyo- Yor (R Eng). Owns: Ber, Kie,
Mun, Den, Hol,Bel, (6). Removes 1.
ITALY (Beryebin): A Con-Spa, F Aeg C A
Con-Spa, F Ion C A Con-Spa, F Tyr C A
SPRING 1907:
FRANCE (Birmn): A Bre S A Par,A Par S A Bre,
F Mid-Gas
PAGE 31
DIPLOMATIC LETTER CHART:
< .
1901 1902 I903 1904 1905
AUSTRIA
-
a ENGLAND
FRANCE
,
TOTAL.
~o
JU
~5
~4
$0
13
165
NOTE. Because only Birsan, Bsyerletn, and Ver Ploeg saved their cor~espondenccfrgm the
the above figures for the number o f letters sent each game year are undoubtedly low. Wii
FALL 1907:
PRANCE (Birsan): F Mid-Bre, A Bre-Pic, A Par S
A Bre-Piela/. Owns: Bre, Por (2). Constant.
GERMANY Qrosnitz): F Eng-Bre, A Pic-Par, A
Bur S A PiePar, A W u n , A Ruh S A Kie-Mun.
Owns: Yun, Den, Hol, Bel, Par (5). Removes I.
lTALY (Beyerlein): A Spa-Gas, A Mar S A
DIPLOMACY PRIOR TO PALL 1907:
SpaClas, F LywSpa(sc), F Wes-Mid, F Tyr-Wes, F
This was it: the end. From numerous letters I Tun-NAf, F G e H, A Mun-Kie/r/ (Sil, d), A
(if you will allow me to slip back into the first
DrMula, A Pie-Tyr, A 7kfi Via Owns: Nap, Rom,
person) received from Prosnitz and Birsan, Iwas
Ven, Tun, Mar, Spa, Tri, Gre, Bul, (9). Removes
-be$inning to feel the probability of a Russian
2.
stab inamsing. I had trusted Ver Ploeg - but
RUSSIA (Ver Ploeg): F Nwg-NAt, F Den-Kie, F
'realistimlly one can nevm trust an ally when such Nth-Hel, F Lon-Nth, A Yor-Lon, A St P-Nwy,P
a tempting victory is so close. Blind, as all too
Bot-Bal, A Sil-Ber, A Pru S A Sil-Ber, A Boh- Vie,
trusting victims are, I could not see the obvious.
A Bud-Ser, A Gal-Bud, A Sev-Con, F Bla C A
Mow it was too late to rectify my error - or was Sev-Con. Owns: Mos, St P, Sev, War, Edi, Swe,
it? The evening prior to the FaU 1907 deadline I
Nwy, Liv, Lon, Vie, Bud, Rum, Ank, Smy, Ber,
studied the situation. Then, as Iwrote to Walt
Kie, Con, Ser (18). Builds 4 and WINS!
Buchanan, before lwning of the stab:
"Idecided that if I thought that Gene and 1
muld s t o ~Russia I would chanee i d e s and
'attack ~ e PIoeg
;
this season. I@re
;d
that Fall
TITLE S U R V E Y . . Con~inuedfromPage 17
'07 will decide the outcome of this game. If
29. THE IRREPRESSIBLE CONFLICT-A ma mBrenton doas as I asked then the draw is
moth treatment of the American Civil War
probably guaranteed. However, if he attacked me
utilizing 8 normal sized boards which can be
this turn and if Germany and Iwere prepared for
broken down into five lessergames or combined
the attack then what would t h e final ending be?
into one massive macro-game. Game will be
Thia would govern whether or not I would try for
the stab or meekly continue to play along in division and brigade level and encompass the
political, economic, and transportation factors
hope of the tie. Well, I ran the whole mess
which determined the course of the war. This
forward and backward at least twice and mme up
game would sell for 850 with mounted mapwith the following conclusion. If Russia were to
boards.
attack Itdy and Germany this'turn and those two
countries were prepared !or that attack, Russia
30. GUNFIGHTER-An individual role-playing
would not win in 1907. However, we could not
game of life and adventure in an old west
stop him from winning in 1908. This is basidly
cowtown. Gunfights, brawls, and robberies
because of the strength of the Russians in the
come to life in this game of the old west.
north and the open availability of Italian supply
31. COMANCHE-Another role-playing game
centers in the Balkans that cannot be protected.
from the oldwest featuring the glamorousdeeds
Therefore, nothing
Prosnitz and I would
and tragic adventures of the Indian tribes
do could stop Ver PIoeg from the win if he wants
doomed to annihilation by the western advance
it. And of course that is the key to this whole
of civilization.
32. OLDE EARTHE-A game of wizardry and
***
..
Supply Center W
GERMANY
ITALY
RUSSlA
5
4
5
TURKEY
5
7
4
5
6
5
7 1 0
11
11
11
14
18
PAGE 32
A. H.Philosophy. ,. Continued from Page 2
10. Dale Wetzelberger, president of IGB is about
t o present the Unsung Hero Award to Craig
Ransom for having donated the most wlunteer
hours t o the convention. Craig deserves most of
the praise f o r the smooth f l o w o f pre-registration.
11. Murray Summers o f Secane, PA won the
BATTLE STA TlONS plaque in the naval miniatures competition which had t o be called due t o
time limits.
12. Thomas Filmore o f S i t v ~ r Spring, MD
emerged triumphant i n the Gladiatorial Combats.
13. The attendees of DIP CON I X were much i n
evidence as shown by the t-shirt o f this particular
enthusiast, who happens t o be admiring the new
enlarged A H m a p b a r d version. The Diplomacy
tournament was the largest evar held w i t h 25
boards i n use simultaneously.
14. The artillery of the First Virginia Regimen3
proved not enough to stop Fraaier's Highlanders
and the 6 4 t h Afoot Regiment o f British rqulars
i n the first of t w o skirmishes an the college
green.
15. SPEED CIRCUIT, a discontinud 3M gama,
proved t o be a popular Tournament event and is
destined t o be repackaged and reissued as an
Awlon Hill game this fall.
16. Anton W e k r of Montclair, NJ proved t o be
the best o f 150 pilots who participated i n the
RICHTHOFEN'S WAR DEMO DERBY. Anton,
like most o f the other finalists, gained ace status
on the way ro his win.
17. Joseph Kurtz of Cleveland, OH smms pleased
t o accept the TOBRUK plaque from game
developar Randall Reed. Kurtz needed a "snake
eyes" roll on the last t u r n of the final round t o
pull out his victory.
18. Bud DeAngelis of North Brunswick, NJ
proved the best of 120 participants i n the
PANZER LEADER tournament.
19. Thomas Shaw accepts the Charles Roberts
Best Game of the Year Award for Philmar's
KINGMAKER from John Mansfield o f SIGNAL
fame.
20. The ladies were much i n evidence at
OR IGlNS I l and were far from pushovers as Mary
Kawuhlia demonstrated t o h h n Cochran with a
24-13 pasting. It took T o m Shaw himself t o end
the lady's participation with a 26-7 victory.
21, Armtn Miniatures utilizing GHQ armor was
once aglsin one of the glamour evenrs of the
convention as 1GB stalwarts Jim Rumpf and Bill
A l p r t outdid themselves w i t h 4 new scenarios
ranging from the final street fight shown here t o
the amphibious invasion scenario of the opening
round.
22. Peter Sleight of Herndon, VA earned his
KINGMAKER plaque with three consecutive
wins as the finals stratched into the wee hours o f
the morning.
23. The young ladies who manned our registration desk kept things running smooth as silk as
by-mail preregistration completely reversed last
year's trouble spot.
24. Anton Haug of Columbia, MD proved the
best in 6 rounds o f single dimination combat i n
the SPI TACTICAL SHOOTOUT.
25. Charles Cottle of East Haven, CT gained a bit
of notoriety by being the only repeat winner at
ORIGINS t I duplicating his 1975 victory i n the
Armor Miniatures competition.
26. Bill Stiener accepts his plaque for besring
others i n the ALIEN SPACE competition.
27. Bill Wales had t o be victorious through 7
36. & 37. The cavalry must have helped when the
First Virginia Regiment and The Maryland
Company of Wayne's Light Infantry took the
offensive and won the second skirmish of the day
- reversing their earlier setback.
38. Just part of the 128 later day John Paul
Jones' who competed i n W.S. & I.M. - a game
which is sure t o be r e p e a t d as a tournament
even? i n later ORIGINS conventions.
***
,'
THEGENERAL
PAGE 34
W W
nm:CAESAR'S
BUYRIS 6UlDE
LEG~ONS
M+
L6m
R U S S I A N CAMPAIGN:
Most oi~hequestionsperloinlng to th~spame
have evolved around auempring t o graft another
game's charactcrislics u n t o thls gurnc hystcm. F o r
cxamplc, do rivers and lakes freeze and become
clear terrain I n Ihe winter (STA L I N G R A I I ) : do
Stukas undoublc rivcr dcjcnic posi~ionsagainat
ground altacka (BLITZhRIEU): meg the Qerm n s sLart i n Hungury (STA LiNURAU) ctc. I T
you accept lhc rules for whrt thry do siy. there iu
really only one prohlcm with [hc RL:SSIA.V
( - A MPA lGh ruler; I'he incvilrbtr l y po is Tould
I n t0.6 which ahould refer to thc h l t i c - not thc
B b c k Sea.
Dcslgn-w~6ethere wrll alway?, be tho= who
find fault as i n thc casc o f thc individual who
chided u r for giving SS units supposedly auperhuman slrcnglh by bringing them h c k ah replacemenls each year. H i d he stopped to think i t olcr.
our critic rniphl have realued that the rule gives
credence to the fact Illat SS utlits were always Erst
lJ.Ehnclly
V.
Yn
0. Arc
h a l l hexm playable'!
h'u
WARGAMING T-SHIRTS
The w a r g a m i n g t-shirts are n o w a v a i l a b l e a n d
atthough these black a n d w h i t e photos do n o t
portray t h e vivid colors a n d sharpness of t h e
artwork y o u c a n t a k e o u r w o r d t h a t t h e s e s h i n s
sport a n exact f u l l color likeness of w a r g a m ing's m o s t w i d e l y recognized box cover.
-M e d i u m
-Large
-Xtra Large
2.40 3.07
2.38
2.39
2.88
2.60
2.07
3.30
3.27
2.86
2.78
2.12
2.55
2.98
3.43
2.88
1. W 5 . & I.M.
2.34
2. A N Z l O
3. P A N Z E R L E A D E R
4. RICHTHOFEN'S
3.74
3.65
2.63
3.27
4.15
4.03
2.14
2.M
2.26
5. I778
6. 3rd R E l C H
7. P A N Z E R B L I T Z
8. CAESAR'SLEGIONS
9. C H A N C E L L O R S V I L L E
10. F R A N C E 1940
11. JlFrLARID
12. CUFTWAFFE
13. M I D W A Y
14. A F R I K A KORPS
15. A L E X A N D E R
16. ORIGINS OF W l l
17. B L I T Z K R I E G
18. T O B R U K
19. WATER LOO
20. B U L G E
21.
0-DAY
22. STAL1NGRAO
23. TACTICS II
24. 1914
25.
GETTYSBURG
26. KRIEGSPIEL
2.82
2.57
2.45
2.93
2.80
3.31
3.69
2.76
2.43
2.86
12.7
4.06
PAGE 35
THE GENERAL
Deslgn Analysis . . . . . . . . . . . . . . . . . . . . . . .
Second Th0uph.t~. . . . . . . . . . . . . . . . . . .
34
11