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The General Vol 23 No 3

The document discusses upcoming board games for 1987, including 'BRITANNIA', a multi-player game about the invasions of Britain, and 'PATTON'S BEST', a WWII solitaire tank game. It highlights the significance of motor torpedo boats during WWII, detailing their roles in various theaters of conflict, particularly in the Mediterranean and Pacific. The text emphasizes the challenges in assessing the impact of these small craft on naval warfare and their eventual decline post-war.

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Joey Gates
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0% found this document useful (0 votes)
15 views52 pages

The General Vol 23 No 3

The document discusses upcoming board games for 1987, including 'BRITANNIA', a multi-player game about the invasions of Britain, and 'PATTON'S BEST', a WWII solitaire tank game. It highlights the significance of motor torpedo boats during WWII, detailing their roles in various theaters of conflict, particularly in the Mediterranean and Pacific. The text emphasizes the challenges in assessing the impact of these small craft on naval warfare and their eventual decline post-war.

Uploaded by

Joey Gates
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 52

--

AH Philosophy Part 117


I

The end of yet another year comes upon us and Another project planned for February release is
as is traditional, it is time to collar the designers and BRITANNIA, an enjoyable multi-player game about
find out what they have in store for us in 1987. the invasions of Britain from 43 AD to 1066 BC.
Despite their natural reticence, I managed to pry the Each of the four players controls several nationalties,
following brief descriptions out of them. Each of which arrive on the British coast at different times.
these games bodes to be a great hit, a remarkable Each turn a nationality survives it has the opportu-
statement given the gamut of these: nity to grow in population, attack its enemies, and
control larger areas of the island. Victory points are
gained by each for control of special areas, destroy-
After several interruptions, our WW II solitaire tank ing Roman forts, eliminating opposing armies, and
game, PATTON'S BES7; is nearing completion. The for being elected "Bretwalda" or King. Game victory
remaining work consists of smoothing out problems goes to the player whose nationalities have totaled
found in playtesting, correcting and designing the the most points. We have found BRITANNIA to be
various charts and tables, and completing the rules.
PATTON'S BEST should be available in February. Continued on Page 36, Column 1

WAR IN THE SHALLOW SEAS 5


Adding the Little Ships to SUBMARINE By Rex A. Martin

THE LONE WOLVES 17


The British i n SUBMARINE By Charles Markuss

SQUAD LEADER CLINIC 21


Reserves By Jon Mishcon

STALIN'S WAR 24
Variant Scenario for HITLER'S WAR By James Meldrum

TOTAL KRIEG 27
NBC i n BLITZKRIEG By Robert Harmon

SERIES REPLAY 30
BEYOND PALOR, Scenario 8, Part 2 By D . Chappell, J. Blick, C. Kibler

KAMPFGRUPPE PEIPER 37
Towards a More Realistic BULGE '81 By Danny Parker
An elegantly simple system has made WAR AT SEA the best . a few that never sailed such as the German aircraft. carrier 4
introductory wargame around. Somewhat surprisingly, it has also , Graf Zeppelin) are all here Combat is hsolved by die rolls anel
become a favorite among experiencedwargamers as well due t o .: determining each individual ship's at&& and defense factors; anc
:.*
its ease of play and complex strategg ..""- '. allocating fie Other rules cover submarines, Russian ship, con
WAR AT SEA abstractly portrays the Battle for the Atlantic our- voys, neutral pgrts, refueling at sea and air power. Every face1
ing World War II between the Axis and Allied navies. The British-$ : of the strategic war for the sealanes of the Western Hemisphea
and Americans must establish the blockade in the North Sea and ,, is handled, and the decisions that plsiyers face are niany anc
Barents to stop German raiders from escaping out into the sea- . varied.
lanes vital for British resistance The Germans must find a way The perfect game for beginners and experienced wargamen
to hit and run, keeping their escape routes and options open. to' ;.a alike, WAR AT SEA is available for $10.00 from The Avalon Hil
the south, the British and the Italians are locked in a deadly battle:. %: - Game Company, 4517 Harford Road, BaItimotq Maryland 21214
for dominance of the Mediterranean. >%'..
Please add 10% for shipping and handling 120% for Canadiar
Every capital ship that took part in the action is represented.' ' orders, 30% for overseas). Maryland residents please add'
The famous-the Bismack, Hood, Tirpitz, Ark Royal-as well as . state sales tax. _.L-.
6.k)bier

WAR IN THE SHALLOW SEAS


Adding the Little Ships to SUBMARINE
By Rex A. Martin

1.0 INTRODUCTION reminiscent of the buccaneers. They acted as naval voys, as both sides fought to keep open lines of sup-
scouts, seeking enemy ships and hidden bases. They ply to their land forces. Malta figured prominently
The bitterest naval encounters of the Second rescued downed pilots from the waves and attacked in this bitter struggle, both as a base for Allied
World War were those of the "little ships", the enemy submarines. They laid mines in shallow MTBs and as a target for MAS and S boats. But
highly maneuverable motor torpedo boats. Small waters and swept safe lanes along friendly coasts. the whole canvas of the Mediterranean was on a
enough to slip unseen over moonlit waters, penetrat- Their only limitations were range, due to the high larger scale and gave greater scope for the lone role
ing minefields and coastal defenses to take the war fuel consumption of their powerful engines, and that suited the individualistic temperament of those
to an enemy's home seas, and fast enough to fire their inability to take punishment in heavy seas. who served in small boats. Either singly or in small
their torpedoes and speed away before enemy guns formations, the craft would set out from their bases
could be brought to bear, they were deadly weapons In three main areas of conflict the motor torpedo for days at a time to strike at enemy convoys, take
in shallow waters. Too small and numerous to be boats played a significant role; and, in broad terms, part in commando raids, or cooperate with parti-
given the dignity of names, they were known by their operations reached a peak at three distinct sans or agents behind enemy lines by night and hid-
numbers-to the British as MTBs and MGBs, to the stages of the war. First, there was the fight for ing amongst the numerous islands by day, sheltering
Americans as PT boats, to the Germans as S boats dominance in the "narrow seas" off the east and in quiet bays and inlets. As in English home waters,
and Italians as MAS boats. They saw action in every south coasts of the United Kingdom which, with Coastal Forces included Dominion and American
major theater of war: in the English Channel and Germany's occupation of the coastline of Western
crews and boats. For awhile, an American PT
the North Sea, among the dreamy islands of the Europe, was as grim and desperate as the great air squadron was the sole representative of the US Navy
Aegean and along the coasts of Italy and North battle raging in the skies overhead. This was their in these waters. In the early stages, the large num-
Africa, in Burma and Malaya, in the South China greatest theater of operations. Not only were motor bers of Italian boats dominated the sea lanes; Italy
Sea, and across the Pacific to the final liberation boats of Britain and Germany used for attacking each had given more attention to the military application
of the Philippines. others' merchant convoys by mine and torpedo, but of such craft before the war than had the other
Night was the time of their hunting. By day, there was continual direct confrontation as they powers, which tended to concentrate on the develop-
because weight had been sacrificed for speed, they strove to defend as well as attack. Here the little ment of big ships to the neglect of smaller ones.
were vulnerable. Rapid maneuverability, a low sil- boats were in their element, weaving among the In early 1943, after a passage through the inland
houette and smokescreens were their primary means mines and shallows where the submarines and French waterways, German S boats reached the
of protection. Guns were mounted, but these could capital ships feared to go. Included among the "warm sea". For the next two years, these would
only be really effective against craft of their own Coastal Forces of Britain were crews and boats from contest Allied control of the Mediterranean.
size. At rest, the boats were squat and ugly. But the Dominion and European allies and, at a later
at speed they were things of beauty, planing over date, from the United States. It was not until early The third, and last, area to come into prominence
the water at forty knots or more, with bows lifted, 1943 that the Allies began to reach equality in terms was the Pacific and Far East. Although British
slicing great waves from either side of their hulls of quantity and quality with the OKM Schnellboore, Coastal Forces were employed to a limited extent
and leaving foaming wakes far behind. Battles when perhaps the most successful of all motor torpedo off the coasts of Malaya and Burma, this was
the small craft of opposing sides met were fought boat designs. The fight grew in intensity in 1943 primarily an American theater of operations in
at closer quarters and higher speeds than any other as the Allies carried the battle to enemy waters and which the use of PT boats during the island-hopping
naval action. again in 1944 with the Normandy landings; it con- strategy to liberate Japanese-occupied territories
The main purpose of the motor boats was to strike tinued until the very end of the war when German was, perhaps, the most successful and spectacular
at enemy shipping. But they were used in numerous boats, although greatly outnumbered, were still of all. As well as being utilized to strike coastal sup-
other ways. Apart from escorting their own coastal harrying Allied coastal shipping. ply routes, the PT boats took part in some of the
merchant shipping, they took part in combined oper- The second area of conflict was in the Mediter- great fleet battles of the Pacific war and proved
ation raids, transporting troops and giving cover- ranean, where the naval war followed the progress effective against Japanese warships up to the size
ing fire. They raided enemy harbors, dropped of the land battles as they extended from North of heavy cruiser. In the initial stages of the war,
intelligence agents on lonely enemy shores, boarded Africa to Sicily, Italy and the Balkans. Here also trapped by the rapid Japanese advance, the British
and captured enemy merchant ships in a manner the small ships attacked as well as defended con- MTBs and American PT boats were sunk by air-
craft or scuttled by their crews. But with determi- one part of a country to another. These ships must number of targets available to each side. British
nation and skill, the surviving crew members formed be protected, while equally there is a vital need to coastal convoys comprised about 40 ships usually,
a core for the final victory. The Japanese did less attack those of the enemy. Equally, from the military up to ten miles in length and often escorted by no
than any of the other major powers in the develop- point of view, coastal waters are a crucial factor more than two destroyers and a few MLs. The
ment of motor torpedo boats. Their sole contribu- in mounting any expeditionary raid or invasion. This German convoys, on the other hand, usually had
tion to the progress of small boat operations was applies to defense as well as an assault, whenever no more than a half-dozen merchants, heavily
the Shinyo, the marine equivalent of the kamikaze, it involves the transporting of a large body of troops escorted. Had the situation and strategy been
16 to 18 feet in length and armed with a charge of by sea. Thus, the domination of a nation's sea space reversed, the totals would have been reversed.
4000 pounds of explosives in their bows. is as vital to modern strategy as the domination of Assessed against the records of the war at sea as
And, of course, there were other areas of the its air space. a whole, motor torpedo boats played a relatively
world where small craft kept up the monotonous minor role. For example, the direct successes by
and watchful work of patrolling and seldom, if ever, It is impossible to assess accurately the results torpedo attack of the German S boats accounted for
came into contact with the enemy. Areas such as achieved by the motor torpedo boats and their con- only 1.1 percent of the total Allied merchant ship
the Caribbean, off the American coasts, in the tribution to the course of the Second World War. losses of 21,570,720 tons (as against 68.1 percent
Aleutians, in the frigid Baltic, and off the shores For one thing, actions invariably took place at night by submarines). But the story does not end there.
of West and South Africa. In all these regions, and when visibility was poor and were fought at such It was as the Allies turned increasingly to a policy
more, the little ships operated, the most common high speeds that it was often difficult for the crews of amphibious warfare by combined operations that
of all the vessels of war, armed and dangerous, involved to know exactly what happened. Claims the small boats came increasingly into their own,
ready at a moment's notice to go into action. were made in all good faith which cannot be con- when command of enemy coastal waters became
firmed by later examination of enemy records. Many important-indeed as vital as the defense of those
Motor torpedo boats of all major powers depended a MTB or PT boat or Schnellboote came limping
greatly on the development by private companies at home. Such raids as that on St. Nazaire were not
back to base, heavily damaged and crewed by only strategically successful in their own right, they
of motorboats for sport and pleasure. Gentlemen wounded men, hours or days overdue, after having
such as Sir Malcolm Campbell and Henry Segrave, led directly to tactics employed in the larger in-
been claimed as sunk by the opposing side. Such vasions of North Africa, Sicily, the Pacific islands,
with their record-breaking achievements over water, craft showed a remarkable ability to survive even
provided valuable knowledge for research into Italy and finally to the greatest of all-Normandy.
heavy damage. Nor are the action reports reliable After the war, the small boats suffered much the
speedboat design. Because most of the major navies guides to the losses of enemy merchants; even from
of the world had paid so little attention to the pos- same fate as they had in 1918. These boats that had
these an inaccurate, incomplete picture develops. given such strenuous service were broken up or
sibilities of motor boats, even though they had been Many of the vessels sunk by MTBs in the Mediter-
used dramatically and successfully during the First sold, some to take up new privateering careers as
ranean, for instance, were caiques and fishing craft, gun-runners or smugglers, others to end in a more
World War (especially by the Italians in the Austrian used by the Axis for a variety of purposes and too
coastal region), there had been much interchange gentle manner as pleasure craft, where only an ex-
small to be included in lists of merchant shipping volunteer on holiday might chance upon one sud-
of ideas between nations which were to find them- losses. With the exception of major warships losses,
selves on opposing sides in the coming conflict. Too, denly and wistfully recognize her for what she had
such as cruisers and destroyers of which there can been. For now only memories remain of the glory
the smaller countries, unable to afford large ships be no doubt, no such figures can be regarded as
of war and unable to contest the deep-sea commerce and the grimness, the triumphs and the tragedies
entirely accurate. When it comes to losses of minor of the war in the shallow seas.
lanes, were eager to explore the potential of the warships of 100 tons or less (such as motor torpedo
coastal craft. Thus, firms like Vosper, Elco and boats) and small merchant ships and barges or tugs,
Thornycroft built motor launches for many foreign 2.0 COMPONENTS
it is often impossible for a researcher to verify what
navies. And so, at the beginning of the war, the few caused the destruction. All game components found in SUBMARINE are
British MTBs that were in service were powered Although the American PT boats played such an to be utilized. In addition, the following items sup-
by the fine Italian Isotta Fraschini engines-which important role in the Pacific campaigns, they were plement these components, allowing the players to
immediately became unavailable; the German seldom directly opposed by similiar craft and there recreate small boat actions of the war.
Schnellboote was based on the American design of is little basis for comparison here between the per-
a motor launch built privately by the Lurssen yard formance of these boats of the American and 2.2 Unit Counters
for an American sportsman; Thornycroft boats built Japanese navies. It is in the North Sea, English Necessary to the play of the variant is a collec-
for the Yugoslavian navy were captured by the Channel and Mediterranean Sea that the major con- tion of counters representing the small boats (49 to
Italians and used by them against the Allies; an MTB frontations took place between craft designed for 116 feet in length, displacing 12 to 105 tons; here-
design by the British Power Boat Company was used the specific purposes of torpedo attack-the British after referred to as MLlMTBs). Each counter carries
as the basis for the first American PT boat; the MTBs and the German S boats-and it is on the identifying information essential to the play of the
American Packard engine was to be the main power record of their performance that the most realistic variant. A MLIMTB counter always occupies one
unit for all British boats; a Thornycroft design was assessment can be made. hex on the mapboard.
sold to Japan to become the basis for most of the The strength of British Commonwealth Coastal
boats built for the Imperial Navy. Forces at the end of the war totalled 1383 craft.
There were similarities, too, in the manning of Losses during the war totalled 222 boats-115
the small craft. Most of the crews, officers and MTBs, 28 MGBs, 79 MLs and HDMLs. Confirmed
ratings alike, were civilian volunteers, often from German and Italian warship losses credited to MTBs
the ranks of pre-war yachtsmen and power boat totalled 70 ships of 34554 tons, including one
enthusiasts. To a great extent they were regarded cruiser, five minelayers, one armed merchant raider I
with scepticism by those of the regular navies. This and one submarine; of the remainder, most were
153 ID Number
attitude was modified after the small boats had German S and R boats. Merchant shipping sunk by
proved their worth; but the tactics involved in fight- Coastal Forces in the home waters totalled 40 ships Bow Stern
ing in such craft had to be developed by the volun- of 59650 tons, and in the Mediterranean some 100 2.2.3 Explanation of Terms
teers themselves through trial and bitter error. The vessels of about 70000 tons.
similarities in temperament between these men and Including those built before the war, the German SMALL BOAT TYPE-
the airmen of the First World War are striking. brought into operational service 244 S boats and 326 MTB-Motor Torpedo Boat
Daring, individualistic, quick-witted with quicker R boats. Losses totalled 146 S boats and 163 R ML-Motor Launch
reflexes, honorable, and with great respect for their boats. (Of the 41 MAS boats seized by Germany MGB-Motor Gun Boat
opponents who fought in similar craft; they had often after Italy's surrender, 24 were destroyed; of the PT-Patrol Torpedo
known the enemy personally, from international remaining 103 Italian MAS boats commissioned, HDML-Harbor Defense Motor Launch
competition and correspondence before the war. 50 were destroyed in combat, 20 were scuttled and S-Schnellboote
These sailors fought a war apart. The small boats the rest fell into Allied hands.) British warships lost R-Raumboote
and small crews were, despite their differences, an and credited to S boats total some 40 ships of MS-Motosilurante
elite brotherhood-and viewed themselves as such. approximately 25000 tons including two cruisers and VAS-Vedette Anti-Sommergibile
Diverse as they were, what all small boat opera- seven destroyers; Allied merchant ship losses to MAS-Moto-Anti-Sommergibile
tions proved-and this has been true of every war small boats totalled 99 ships of 229676 tons.
in this century-is the vital importance of coastal What emerges is that the German boats were, 2.3 Tables and Charts
waters. It is not solely that through such waters overall, more successful against Allied shipping than A set of National Data Charts provide players with
every merchant ship carrying supplies from over- the MTBs, while the MTBs achieved a greater the information for all available small boats. All
seas must pass, but often coastal convoys are the degree of success against their enemy opposite accompanying variant tables are designed to be used
only practical manner of transferring materials from numbers. But this should be viewed against the in the Advanced Game.
2.4 Ship's Log Pad
All essential MLIMTB data and information
ADVANCED SURFACE SHIP DATA CHARTS
necessary for movement and weapons employment GERMAN
are recorded in the Log. Data for MLIMTBs is Anti-Submarine Surface
designed for use on the Escort Log Sheet. Weapons Gunnery
/ Def. 1 1 I I
4.0 FILLING OUT THE LOG SHEET
4.2 A player must fill out a Log for each MLIMTB
he controls. All characteristics for that vessel will
be recorded in the Log.

4.3 The accompanying National Data Charts are


designed to be used in the Advanced Game.

4.6 MLIMTB Log Sheet


The characteristics for all MLIMTBs are recorded
on the Escort Log Sheet.

4.6.1 In space 1 , enter the damage capacity of the I ITALIAN


MLIMTB.
I Anti-Submarine
Weapons
Surface
Gunnery
4.6.2 In space 2, record the types of anti-submarine
weapons that the MLIMTB can use. Check the
I
Weapons Availability Chart on the National Data
Cards for the exact types of weapons available dur-
I
ing the period designated in the scenario introduc- I
tion. Normally, MLIMTBs were fitted with the most
recent weapon types. I
B. K-gun indicates the maximum number of
K-gun counters that can be fired from the sides
I
of a MLIMTB in any one turn. This value is
invariably equal to the total number of K-gun
I
charges available for the entire scenario in play.
A MLIMTB always has the same number of
I JAPANESE

K-guns on each side. 1 Anti-Submarine


Weapons
Surface
Gunnery
C . Stern Rack Depth Charge (D.C.) indicates
the maximum number of D.C. counters that can
I ef. Torp.

be dropped from the stern of a MLIMTB in any


one turn. This value is invariably equal to the
I 1

total number of D.C. available for entire I


scenario in play.
I
4.6.3 In space 3, enter the Surface Gunnery Strength
of the MLIMTB firing forward, broadside and aft.
I
Values printed within parentheses represent small
calibre weaponry, effective only against submarines
I
and other MLIMTBs. Values without parentheses
represent standard naval armament, suitable against
I BRITISH

all types of shipping. Both values must be entered I Anti-Submarine


Weapons
Surface
Gunnery
in the appropriate sections if available.
I I
4.6.4 In space 4, enter the Crew Rating if utilizing
Rule 49.0.

4.6.5 Space 5 is left blank. Only a few specially


modified MLIMTBs were equipped with either ( I B30 I MTB ":;Fr1'
sonar or radar (and these were drastically ineffi-
cient). Such equipment will be noted in scenario
special rules.

4.6.6 In space 6, record the Victory Point Value


of the MLIMTB.

4.6.7 In space 7, enter the Defense Type of the


MLIMTB.
4.6.8 In space 8, enter the maximum Speed of the
MLIMTB.
4.6.9 In space 9, place the MLIMTB's identifying
number.
4.6.10 The current speed of the MLIMTB will be AMERICAN
recorded in the corresponding turn box in space 10.
Anti-Submarine Surface
4.6.11 Directly below "D.C. AVAIL: ", create an Weapons Gunnery
entry "TORP AVAIL:". Enter the number and type I Def. 1 I I I
of torpedoes available for the MLIMTB. As with
anti-submarine weapons, utilize the most recent
torpedo type available. 1 I A19 I MTB I Higgins 1 1 / 12 1 2 4 / - 1 -
10.0 COLLISION
10.1 When a MLIMTB enters a hex that already
contains a surface ship or a surface ship enters a
hex that already contains a MLIMTB, a collision
immediately occurs between these vessels. The
MLIMTB involved loses one-half ('h) of its initial
damage capacity and one-half (lh) of its initial
maximum speed (rounded down) immediately. If
damage due to to the collision causes the MLIMTB
to lose all its remaining damage points, the
MLIMTB sinks immediately and the opposing play-
er is awarded the victory points for the MLIMTB
as if it were sunk in combat. The surface ship, if
in collision with a MLIMTB, suffers no damage and
is not "dead in the water".

10.2 In a collision which involves a submarine and


a MLIMTB, the submarine player rolls on the "3"
damage point column of the Damage Table to
determine the amount of damage the submarine
receives. The MLIMTB in collision still suffers the
effects described above (10.1).

10.3 No collision occurs if all vessels in the hex


are MLlMTBs. Thus, one or more MLIMTBs may
occupy or pass through a hex containing a MLIMTB
without penalty.

10.6 A surface ship or submarine will collide with


a MLIMTB which is stationary or "dead in the
Figure I: Field of Fire for a MUMTB. water". The results of such collisions are as above
(10.1 and 10.2).
5.0 SEQUENCE OF PLAY forty-yard radius in less than ten seconds. This 10.7 If a collision with a MLIMTB does occur, the
Once the set-up is completed, play begins. Each change of direction is made by pivoting the surface ship or submarine involved must continue
turn is now composed of 11 sequenced phases. Each MLIMTB counter so that the bow faces a different its movement to completion in the current phase.
phase must be completed in the exact order as hexside. The MLIMTB may continue its movement to com-
presented below: pletion or terminate its movement immediately
6.7 MLlMTBs are not restricted to only one turn (negating 8.2.2 if necessary) at the MLIMTB
Phase 1. Movement Plot Phase for each hex entered nor are they subject to a move-
Phase 2. Surface Gunnery Phase player's option.
ment limit of three hexes or less in the current turn.
Phase 3. Star Shell Phase
Phase 4. Convoy Movement Phase 6.11 MLIMTBs must move if unable to slow speed 11.0 LAUNCHING TORPEDOES
Phase 5. Escort Movement Phase sufficiently to halt momentum.
Phase 6. MLIMTB Movement Phase 11.1 Some MLlMTBs, depending upon class, have
Phase 7. Visible Submarines Lost by Sonar Revert a certain number of torpedo tubes from which
torpedoes are fired. These tubes are invaraibly
to Hidden Status 7.0 PLOTTING OF MOVEMENT located in the bow of the MLIMTB, facing forward.
Phase 8. Torpedo Launch and Movement Phase The movement of MLlMTBs is not plotted. The
Phase 9. Submarine Movement and Depth Charge All torpedo tubes of a MLIMTB are considered
MLIMTB player(s) must decide how to move the loaded when it enters play and may not be reloaded
Phase MLlMTBs during the MLIMTB Movement Phase.
Phase 10. Anti-Submarine Attack Resolution once fired.
Phase 8.0 CHANGE OF SPEED 11.2 During the Movement Plot Phase, a MLIMTB
Phase 11. Visible Submarines and MLlMTBs Out
of Visual Range of Radar Depth Revert to 8.1 A MLIMTB is not required to move the num- may plot to launch any number of torpedoes from
Hidden Status ber of hexes indicated by its maximum speed; it may none to the total currently loaded in the torpedo
move any number of hexes not exceeding its maxi- tubes.
5.6 MLIMTB Movement Phase mum speed and within its allowed change of speed.
11.3 Each torpedo to be fired in the current game
MLIMTB movement occurs immediately upon 8.2 At the completion of the movement of each turn must have its move for that turn plotted in the
completion of the Escort Movement Phase. MLIMTB the player must record the number of Movement Plot Phase. This plot is entered immedi-
MLIMTB movement is completed in two distinct hexes the vessel moved (its current speed) in the ately following the "TORP AVAIL" notation in the
stages. In the first stage the defensive player, as in- Escort S p e d Section of its modified Log in the cur- modified Escort Log.
dicated in the scenario special rules, moves any or rent turn box.
all MLIMTBs under his command as he desires, 11.4.1 A torpedo which is fired in the current turn
within the restrictions imposed by the rules for Ship 8.2.1 On any given turn, a MLIMTB may never from a MLIMTB must be plotted to enter hex B only
Movement (6.0). In the second stage his opponent, increase its current speed by more than five hexes as its first hex of movement as marked in the
the offensive player, moves any or all MLlMTBs over its speed in the previous game turn (e.g., a diagram on page 7 of the SUBMARINE rulebook.
under his command he desires. MTB that moved at a speed of "6" in Game Turn In all other respects, a MLIMTB-fired torpedo may
7 could not increase its speed to more than "11" be plotted as per those from submarines
6.0 SHIP MOVEMENT on Game Turn 8). (1 1.4.3-1 1.4.4, 35.0). Thus, the only legitimate
All rules for ship movement apply to MLIMTB plots for MLIMTB-fired torpedoes are BL, BLC,
movement except as amended below. The bow of 8.2.2 On any given turn, a MLIMTB may never B, BRC, BR with the desired initial speed.
an MLIMTB must always face a specific hexside. reduce its current speed by more than five hexes
Should a MLIMTB in play violate this precept, the below its speed in the previous game turn (e.g., a 12.0 TORPEDO MOVEMENT
opposing player may turn the MLIMTB to face any MTB that moved at a speed of "6" in Game Turn
hexside that he desires. 7 could not decrease its speed to less than "1" on 12.4 All MLIMTB-fired torpedoes are automatically
Game Turn 8). set to run shallow.
6.6 A MLIMTB may change its facing as many hex-
sides as desired. The small size and high speed of 8.2.3 In the first turn of the game, a MLIMTB may 13.0 TORPEDO DETONATION
MLlMTBs made these craft extremely maneuver- move at any speed not exceeding its maximum 13.2 Due to its shallow draft, a MLIMTB cannot
able; a 180-degree turn could be completed with a speed, unless restricted by the scenario special rules. be hit by a torpedo.
14.0 RELOADING TORPEDO TUBES 15.11.2 Depth charges used in ASW attacks on sur- containing more than one MLIMTB, the resulting
14.1 The number of torpedoes available for each face ships may either be dropped from stern racks damage must be applied to any one MLIMTB, at
MLIMTB always equals the number of torpedo or fired from K-guns. the option of the player whose MLIMTB placed the
tubes on that boat. Thus, torpedo tubes on a charge.
15.11.3 Any and all surface ships may enter or move
MLIMTB may not be reloaded; due to weight
limitations, spare torpedoes and the equipment
through a hex containing a depth charge designated 17.0 SURFACE GUN FIRE
for an attack on surface ships without penalty or 17.4 Every MLIMTB capable of surface gunnery
necessary to load these were not normally carried
negating its attack during the current or following has three surface gunnery strengths; for every sur-
into action by the small boats.
turn. face gunnery strength, there are one or two values.
15.0 ANTI-SUBMARINE WEAPONS Only one of these surface strength values may be
15.11.4 Such depth charges were placed with delay used each turn, and only one target vessel may be
(ASW fuses in the hopes of "breaking the back" or damag- fired upon per firing vessel (see Figure 1). If the
15.1 Certain MLIMTBs are fitted with one or more ing the screws and steering of the surface ship as hex being fired into contains more than one
types of anti-submarine weapons which can be it passed over the charge. Delayed depth charge MLIMTB, only one may be selected as the target
utilized against submerged submarines or against attacks are not resolved during the Anti-Submarine vessel.
surface vessels during the MLIMTB Movement Attack Resolution Phase (Phase 9) of the game turn
Phase. in which they are placed. Rather, these are resolved 17.4.1 The surface gunnery strength value within
during the Anti-Submarine Attack Resolution Phase parentheses represents the total surface gunnery,
15.3 Surfaced submarines may be affected by ASW of the immediately following game turn. (It is effective against lightly-armored vessels. This value
attacks against surface ships, with all rules of such advisable to mark such delay depth charge counters, may be utilized whenever the target vessel is either
enforced (15.11). either DC or DCK, in red to distinguish these from a MLIMTB or a submarine.
standard depth charge counters.)
15.4 Stern Rack Depth Charges: 17.4.2 The surface gunnery strength value without
16.0 ANTI-SUBMARINE ATTACK parentheses represents only the heavier surface
15.4.1 Many MLIMTB are equipped with depth RESOLUTION gunnery, effective against all vessels. This value
charge racks at the stern of the boat. may be utilized whenever the target vessel is either
16.1 Upon conclusion of the Submarine Movement
Phase, any delay depth charges which were placed an escort, a merchant ship or a surface warship.
15.4.4 Depth charges that are placed by a MLIMTB
are dropped in the hex directly behind and adjacent during the MLIMTB Movement Phase of the
previous game turn and currently occupy the same 17.4.3 The two surface gunnery strength values may
to the stern of the MLIMTB. never be combined.
hex as any surface ship or MLIMTB may do
15.4.5 Depth charges that are placed by a MLIMTB damage. Those delay depth charges which are not
in the same hex as a vessel have no effect and are 17.4.4 In those instances in which only one surface
are dropped only in a hex through which the strength value is available, the MLIMTB has no
removed.
MLIMTB passes while moving forward during that heavy surface gunnery and may not fire upon
turn. escorts. merchant s h i ~ sor surface warshios. The
16.5 ASW Surface Ship Resolution:
heavie; surface gunne;y is always effective'against
15.4.9 A MLIMTB may enter and move through all vessels, including MLIMTBs and submarines.
a hex which is part of a path (or "wake") of hexes 16.5.1 All delay depth charges explode at less than
of an escort or MLIMTB conducting an ASW attack 25 feet deep and have no effect whatsoever on sub-
merged submarines. 18.0 BLOCKED LINE OF SIGHT
(with any anti-submarine weapon).
18.1 A ship or boat may always fire through a hex
16.5.2 For every effective delay depth charge, the containing a MLIMTB.
15.4.10/15.4.11 A MLIMTB may enter and move
player whose MLIMTB placed the charge rolls one
through a hex that contains one or more K-gun depth 20.0 SCENARIOS
die. This value is cross-indexed with the "5"
charges at any point without negating the attack.
damage point column of the Damage Table to The scenarios presented in this section reflect
determine the amount of damage the surface ship actual MLIMTB actions fought during the Second
15.5 K-Gun Depth Charges:
or MLIMTB sustains. World War. Each scenario contains all the infor-
15.5.1 A few MLIMTBs were equipped with K- mation necessary to set up and play a historical
16.5.3 If the delay depth charge detonates in a hex battle.
guns, which fire depth charges from the side of the
boat. Figure II: Deck Depth Charge Placement for a MLIMTB.

15.5.6 Depth charge counters, when discharged


from MLIMTB K-guns must be placed in the
locations as illustrated in Figure 11.

15.5.7 A MLIMTB may enter a hex occupied by


a K-gun depth charge.

15.7 A MLIMTB may execute ASW attacks in as


many consecutive turns as its total supply of depth
charges permits. As there is no reloading of stern
racks or K-guns, MLIMTBs need not wait one turn
between attacks.

15.8 A MLIMTB carried only a limited number of


depth charges. Thus, the number designating the
per-turn depth charge capacity is equal to the
scenario depth charge capacity (61.0).

15.11 ASW Attacks against Surface Ships:

15.11.1 In early 1940 British crews operating small


boats in the Channel perfected a daring method of
attack against the slower-moving merchant vessels
utilizing their relatively useless depth charges; the
German crews were quick to adapt this tactic, but
its employment among the other naval powers was
not widespread. Therefore, only British and Ger-
man MLIMTBs may conduct ASW attacks against
surface ships, unless otherwise specified by the
scenario in play.
V. Game Length VI. Special Rules
SCENARIO 1
STRAITS OF DOVER 12 Turns. Night Scenario The Japanese merchant ships must move as a slow convoy
(30.01.
I. Introduction VI. Special Rules
On the night of 9 May 1940, four boats of Kapitanleutnant On the first turn of the game, the German S boats may not
Rudolph Petersen's 2nd Schnellboote Flotilla were in position in the exceed a speed of four hexes. The German merchant ships must move
SCENARIO 5
English Channei-the first German patrol of the war in British home as a fast convoy 130.01. The German player is considered to be the CRETE
waters-to lend naval support to the invasion of Holland, Belgium and defensive player.
France At 2200 hours silhouenes were sighted on the horizon. As British MGBs may enter play at full speed.
German shipping had been cleared from the area. Petersen ordered Nowhere was the fight for the shallow seas fought more biierly
his force into the attack. The enemy ships proved to be British SCENARIO 3 than in the warm waters of the Mediterranean, where control of the
destroyers. In the ensuing brief melee, HMS Kelly sustained severe BJOKKA FJORD sealanes was vital for both sides Not surprisingly, the early successes
damage after being struck by two torpedoes. Thus began the long of the small boats in this theater were carried out by the Italians, with
banle for control of the Channel waters. their considerable force of light but fast craft. The emphasis on
individual effort, rather than teamwork, which the handling of these
During the autumn of 1941 the Royal Navy made the decision
II. Order of Battle boats required seemed particularly suited to the Italian temperament.
to carly the war into German-controlled waters. On 1 October, the
Perhaps the most brilliant of all the Italian motor torpedo boat victories
1. German Player-S30, Class S26 Norwegian destroyer Draug left the Scapa anchorage with MTB 56
occurred on 12 March 1942, when four MAS boats placed four
S31, Class S26 in tow. Thirty miles fmm the Norwegian coast the small boat slipped
torpedoes in the cruiser HMS b r k which was on patrol off Crete
S32, Class S26 from the destroyer and quietly entered the fjord south of Bergen. Here
S33. Class S26 the MTB came upon a fully laden tanker, escorted and northward
11. Order of Battle
bound. The Briiish boat sank the tanker by torpedo, and one S boat
2. British Player-Dundee, Class Town by gunfire, and then sped away to rendavous with the destroyer for 1. Italian Player-MAS 516, Class MAS 502
K A b Class Hunt the return voyage across the North Sea. MAS 520, Class MAS 502
Jamaica, Class Hunt MAS 526, Class MAS 526
II. Order of Battle MAS 536, Class MAS 526
111. Starting Location
1. German Player-T2 Tanker
2. British Player-brk (as per British Ajax1
1. S30-053. Bd A, Dir. 1 S57, Class S26
S31-048. Bd A, Dir. 1 S63, Class 526
Ill. Statting Location
S32-148, Bd A, Dir. 1
S33-050, Bd A, Dir. 1 2. British Player-MTB 56, Class b s p e r I 1. MAS 516-039, Bd C, Dir. 5
MAS 520-J6, Bd C Dir. 4
2. Dundee-V23, Bd R Dir. 5 Ill. Starting Location MAS 526-Kg. Bd C Dir. 4
Kelly-D31, Bd C, Dir. 5 MAS 536-S36, Bd C, Dir. 5
1. T2 Tanker-HIS, Bd 6, Dir. 3
Jamaica-E23, Ed C. Dir. 5 S57-D23, Bd 0,Dir. 3
2. York-W24, Bd A, Dir. 4
S63-R17, Bd R Dir. 3
IV. Victory Conditions
IV. Victory Conditions
The German player must inflict at least 6 damage points, in any 2. MTB 56-Enter on Turn 1 on any hex numbered 58
configuration, upon the British destroyers and exit all S boats still afloat The Italian player must either sink or make "dead in the water"
off-board. Any other result is a British victory IV. Victory C o n d i n s (19.1) the HMS brk. Any other result is a British victow.
The British player must sink the German tanker. Any other result
V. Game Length V. Game Length
is a German victory
12 Turns, Night Scenario 10 Turns, Night Scenario
V. Game Length
VI. Special Rules VI. Special Rules
10 Turns, Night Scenario
All surviving German boats must be exited off any board edge The movement of the Ybrk must be plotted by the British player
of Bd. A before the scenarb concludes. Should any German boat still VI. Special Ruks at the beginning of each turn during the Movement Plot Phase The
in play remain on board at the end of Turn 12, it is considered to plotted move is not, however, conducted until after MUMTB move-
On the first turn of the scenario, the German S boats may not
be captured-which could alert the British to the offensive planned ment (Phase 6) but prior to torpedo launch and movement (Phase 8).
exceed a speed of four hexes. The German tanker must move as a
to commence the next day. slow convoy 130.01. The German player is considered to be the
SCENARIO 2 defensive player. SCENARIO 6
The following hexes represent shallow waters and, as such BAlE DE SEINE
BLANC NEZ should the tanker enter (with either bow or stern) any of these hexes
it is immediately "dead in the water": all hexes and half-hexes on Bd I. lntmduction
I. Introduction
A, all hexes numbered 54 and above on Bd C all hexes lenered N
After months of frustration, Dover Command received reports In the summer of 1942, a new generation of coastal craft and
and above on Bd C. These hexes do not affect the small boats or
of a German convoy running the straits on 8 September 1941. Only torpedoes in any manner. small boat tactics were introduced by the British in an attempt to
three boats of the polygot 6th MTB Flotilla-composed of New wrest control of the European coastal waters away from the OKM.
Zealanders, Canadians, Britons, Australians. Scots, South Africans, On the evening of 18 June, three British boats under the command
Irish and Norwegians-were operational. But Lt. Cdr. Pumphrey did SCENARIO 4 of of Lt. J.D. Ritchie set out with the destroyer Albrighton to inter-
not hesitate to order them out to interceot. At 2342 hours the British
~~~
BINANGA BAY cept two German merchant vessels which were known to have
engaged the enemy screen. Drawn by ;he gunfire, two boats of the departed Le Havre with an escort of S boats. Shortly after 0 2 3 0 the
3rd MGB Flotilla soon entered the banle. This action resulted in an I. Introduction following morning, Albrighton made RDF contact with the enemy
encouraging British victory, the sinking of both German merchants force and led the two MGBs into the attack. The first coordinated
At the beginning of the conflict in the Pacific only six boats were
and two S boats for the loss of one British boat. The German destroyer-motor boat operation of the war was a moderate success,
available for the coming four-month struggle to defend the Philippines
ascendency in the Channel had finally been wrbed. against the invading Japanese-the six boats of PT Squadron 3, under the sinking of a German 3000 ton merchant for the loss of MGB 7.
the command of Lt. John Bulkeley. Despite the hopeless situation.
II. Order of Battle 11. Order of Banla
these PT boats harassed Japanese naval movements at even: oppor-
1. German Player-Two C2 Merchantmen tunity. On 18 January. h l k e l w receivad orders to make a night attack 1. German Player-Two C2 Merchantmen
S51, Class 5 2 6 on four ships, possibly including an enemy destroyer, that had been S110, Class 5 2 6
S52. Class 526 sighted. Selecting two boats which seemed to be in the best S113, Class 5 2 6
S53. Class S26 condition, he intercepted three merchantmen, escorted by a fleet S114, Class S26
S54, Class 526 destroyer, shortly before midnight. Attacking, a Japanese 5000 ton S118, Class 526
S55, Class 5 2 6 merchant ship was sunk before the American boats were forced to
S58. Class S26 flee the gunfire from Otashushu. Their jubilation was dampened. 2. British Player-Albrighton, Class Town
however, when PT 31 was lost on a reef during the return voyage MGB 7, Class MGB
2. British Player-MTB 35, Class Vosper I MGB 8, Class MGB
MTB 54, Class Vosper I II. Order of Battle
MTB 218, Class Vosper i Ill.Statting Location
1. Japanese Player-Three C2 Merchantmen
MGB 43, Class Fairmile B Otashushu, Class Kamikaze 1. C2 Merchant-D34. Bd C, Dir. 3
MGB 52, Class Fairmile B C2 Merchant-D27, Bd C, Dir. 3
2. American Player-PT 31, Class Elco S110-J34, Bd C, Dir. 3
Ill. Starting Location
PT 34, Class Elco S113-224. Bd 6, Dir. 3
1. C2 Merchant-E22. Bd 8, Dir. 4 S114-H25, Bd C Dir. 3
C2 Merchant-L19, Bd R Dir. 4 Ill.staning Location Sll8-Y37, Bd R Dir. 3
S51-J31, Bd R Dir. 4
1. Otashushu-028, Bd B, Dir. 3
S52-P14, Bd R Dir. 4 2. Albrighton-V43, Bd A, Dir. 6
C2 Merchant-HZB, Bd R Dir. 3
S53-H14, Bd B, Dir. 4 MG8 7-U46, Bd A, Dir. 6
C2 Merchant-H21, Bd B, Dir. 3
S54-D28, Bd B, Dir. 4 MGB 8-W49, Ed A, Dir. 6
C2 Merchant-H14, Bd B, Dir. 3
S55-C19, Bd 0, Dir. 4
S58-021, Bd 8, Dir. 4 IV. Victory Conditions
2. PT 31-X28. Bd C, Dir. 4
PT 34-W32, Bd C, Dir. 4 The British player must accrue at least 12 V.P. more than the
2. MTB 35-055, Bd C, Dir. 5
German player. Any other result is a German victory
M T 8 54-051, Bd C, Dir. 5
MTB 218-V51, Bd C, Dir. 5
N.Victory Conditions
The American player must inflict at least 8 damage points upon V. Game Length
MGB 43-Enter on Tum 6 on hex Dl, Bd A
MGB 52-Enter on Turn 6 on hex J1. Bd A the Otashushu or sink at least one merchantman. Any other result 15 Turns, Night Scenario
is a Japanese victoq
IV. Victory CondUons VI. Special Rules
V. Game Length On the first turn of the scenario, the German S boats may not
The Briiish player must accrue at least 8 V.P. more than the
German player. Any other result is a German victory. 14 Turns. Night Scenario exceed a speed of four hexes. The German merchant ships move as
a fast convoy. The German player is considered to be the defensive IV. Victory Condiitions Ill.Starting Location
player. The British player must inflict at least 12 damage points, in any 1. Santorre Santomsa-N27, Bd B, Dir. 6 (aground)
configuration, upon the German merchant ships. Any other result is Anzeichen-Enter on Turn 4 on any hex numbered 1
a German victory
SCENARIO 7 2. MTB 260-Enter on Turn 1 on any hex
CAP DE LA HAGUE V. Game Length MTB 264-Enter on Turn 1 on any hex
15 Turns, Night Scenario MTB 313-Enter on Turn 1 on any hex
I. Introduction
In the fall of 1942, the British Admiralty finally had the ships
VI. Special Rules
N.Victory Conditions
and boats available to base a strong force of MTBs, MGBs, and Hunt-
The Biiish player must accumulate at least 2 0 V.P. Any other
class destroyers at Dartmouth. Plymouth and Portsmouth in an The German merchants are anchored for the night. These ships
result is an Axis victory.
attempt to close the Channel entirely to German shipping. Over the may not move nor change facing for the duration of the scenario.
next two years these carried out many sorties amongst the Channel During initial placement, the German player may place these ships,
in any facing, anywhere within ten hexes, inclusive, of Hex Ill on Bd V. Game Length
Islands and between Cherbourg and Ushant. One such operation took
place on the night of 13 October 1942, when the Germans tried to B but no closer than seven hexes, inclusive, of any hex occupied by 14 Turns, Night Scenario
bring the armed merchant raider Komet through the Channel to another merchantman.
Cherbourg, from which she could strike at th Atlantic convoys. While All German merchantmen have the following surface gunnery VI. Special Rules
most of the attacking forces failed to intercept the Komet and her strengths: Fwd 0, Bde 12). Aft 0. The German player is considered
The ltalian submarine is grounded and may neither move, dive
escort, two destroyers made contact in the early hours of the day to be the defensive player.
nor change facing.
and succeeded in damaging-but not stopping-her. Engaged heav- The following hexes represent the sand bar and, as such, should
ily by S boats, the destroyers were unable to halt her escape But, the German destroyer or any British MTB enter lwith either bow or
at that moment, MTB 236 slipped into the fray and, at a range of SCENARIO 9 stem) any of these hexes, it is immediately "dead in the water": all
500 yards, delivered the coup-de-grace with two torpedoes. KUMUSI RIVER hexes along the hex gain extending from hex C21, Bd. B t o hex F36.
Bd. C, inclusive. Torpedoes may not pass over these hexes, and will
II. Order of Battle I.Introduction
detonate if thev do sa
1. German Player-Komet Merchant Raider The first F'T boats arrived in the southwest Pacific theater in mid-
S96. Class S26 December 1942. There ware only six boats, formed into "Division
S97, Class S26 17" commanded by Lt. Dmiel S. Baughman. The first victory of these
S98, Class S26 few boats in the desperate warfare around Mew Guinea was dramatic SCENARIO 11
S99, Class S26 On the night of Christmas Eve, while on patrol from the advance base RAS-EL-MIRH
S101, Class S26 at Tufi, Lt. Baughman in PT 122 sighted a surfaced submarine off
S115, Class S26 the mouth of the Kumusi River. Beyond it was a dark object which I.Introduction
S117, Class S26 pmved to be another Japanese submarine. The rapid American attack In April 1943 the first boats of the American F'T Squadron 15,
bv two boats sank the 122 and avoided the return fire from the other commanded by Lt. Cdr. Stanley Barnes, arrived at the British base
2. British Player-Coftesmore, Class Hunt s;bmarine to speed away to safety at Bone Until the Sicily landings in July, this squadron of twelve boats
Cotswold, Class Hunt was the only representative of the US Navy in offensive action in
MTE 236, Class Vosper II II. Order of Banb the Mediterranean. On 8 May the PT boats, patrolling with
1. Japanese Player-122. Class 115 experienced MTB commanders, scored their first success when PT
Ill. starting Location 137, Class 115 206 sank an ltalian freighter and evaded the accompanying S boats.
1. Komet-V21. Bd B Dir. 3 Unfortunately, MTB 61 ran aground 3 0 0 yards from shore during the
S96-S24. Bd B, Dir. 3 2. American Player-PT 120, Class Elco action and, as the shore guns opened fire from the fort at Keliba,
S97-Z17, Bd B Dir. 3 PT 122. Class Elco was abandoned and the crew picked up by the surviving American
S98-D13, Bd C, Dir. 3 and Brltish craft.
S99-Y24, Bd & Dir. 3 Ill. Starting Location
SlOl-019. Bd 8, Dir. 3 II. Order of Battle
1. 122-X27. Bd A, Dir. 4
S115-V10, Bd B, Dir. 3 137-U25, Bd A. Dir. 2 1. Germanlltalian Player-C2 Merchantman
S117-017. Bd B, Dir. 3 S56, Class 5 2 6
2. PT 120-T41, Bd B, Dir. 5 S59, Class S26
2. Cottesmora-D27, Bd A. Dir. 1 PT 122-S36, Bd B, Dir. 5 S35, Class S26
Cotswold-D32, Bd A, Dir. 1
MTB 236-Enter on Turn 8 on hex X58, Bd B IV. Victory Conditions 2. AmericanIBritish Rayer-PT 206, Class Higgins
MTB 61, Ciass Vosper II
IV. Victory CondMons The American player must sink at leas one Japanese submarine
MTB 77, Class Vosper II
Any other result is a Japanese victory.
The British player must sink the Komet. Any other result is a
German victoly. Ill.Starting Location
V. Game Length
1. C2 Merchant-K33, Bd C. Dir. 3
V. Game h g t h 9 Turns, Night Scenario
S56-K42, Bd C, Dir. 3
12 Turns, Night Scenario S59-025, Bd C, Dir. 3
VI. S p d a l Rules
S35-H37, Bd C, Dir. 3
VI. Special Rules The Japanese submarines must commence the scenario on the 2. PT 206-Y34, Bd A, Dir. 1
surface 10 ft. deothl. Further. thev must remain on the surface until MTB 61-239, Bd A, Dir. 1
The Komet is an armed merchantman utilized as a commerce a PT boat is sighted (utilizingthe Night Visual Search Table) or either MTB 77-W28. Bd A. Dir. 1
raider with the following sbrface gunnery strengths: Fwd 3. Bde 6. submarine is fired upon with surface gunnery or incurs damage from
Aft 3. It is represented as a coverted C3 Merchant, with appropriate a torpeda The Japanese submarines may move normally while on IV. V i r y Conditions
Def. Type and Damage values It must move as a fast convoy (30.0). the surface
In the first turn of the scenario, the German S boats may not The Allied player must accrue at least 6 V.P. more than the Axis
Due to the shallow waters, the Japanese submarines may not
exceed a speed of four hexes. The German player is considered to player. Any other result is an Axis victory.
dive to a depth exceeding 125 ft. A dive to 150 ft. depth or lower
be the defensive player. removes the submarine from play and results in an automatic
The British MTB may enter play at full speed. V. Game lnngth
American victory.
10 Turns, Night Scenario
SCENARIO 8 VII. Optional fIules
SKAJAERGAARD FJORD The Japanese player may, at his option, utilize Hidden Submarine
VI. Special Rules

I. Introduction Movement 121.01. In this case, the American player may utilize Night The following hexes represent shallow waters and, as such,
Visual Search 147.0) and Game Length is extended to 2 0 turns. should any ship or boat enter lwith either bow or stern) any of these
To raid the shipping lanes along the coast of Norway, the 30th hexes, it is immediately 'dead in the water". all hexes lettered Q and
MTB Flotilla, equipped with the new Fairmile D craft and manned above on Bd. C These hexes do not affect torpedoes in any manner.
by officers and men of the Royal Norwegian Navy under the com-
mand of Lt. Cdr. R.A. Tamber, was formed in October 1942 and based
SCENARIO 10 On the first turn of the scenario, the German S boats may not
exceed a speed of four hexes. The ltalian merchant ship must move
in the Shetlands. Their first success came early in the morning of TRIPOLI HARBOR as a slow convoy 130.0). The Axis player is considered to be the
27 November. In spite of a brilliant full moon, two of the boats defensive player.
I. Introduction
managed to penetrate the Skajaergaard unseen, avoid tne patrolling
S boats, and torpedoed two large merchant ships anchored there Early in 1943 the MTBs based at Malta achievedtheir first major
The Allied boats returned home unscathed, although they had to success. Four boats left the island at midday on 19 January on patrol
weather a full gale on the return voyage towards Tripoli. Approaching the harbor at ten knots on silent engines.
SCENARIO 12
the three boats which made landfall chanced upon a stationary ltalian STRAITS OF MESSINA
II.Ordar of Battle submarine, the S a n m Santomsa, which was actually grounded on
I. Introduction
the shoals a mile outside the harbor. Engaged by cannon fire from
1. German Player-Three C3 Merchantmen With the invasion of Sicily, it now became vital for the Allied
the submarine, the MTBs maneuvered to place their torpedoes. but
SB5, Class S26 forces to secure conml of the Messina Straits, to prevent the enemy
S89, Class 526 were driven off by a German destroyer which had emerged from the
harbor. However, after a few minutes, the small boats tenaciously from supplying and reinforcing the defenders or, later, evacuating the
S91, Class S26 survivors to the mainland. This task fell to the British MTBs, based
returned to the attack and, at 0 2 2 0 hours. were rewarded when a
torpedo from MTB 220 stmck the submarine aft of the conning tower. at Malta initially. later moved to Syracuse On 14 July 1943, three
2. British Player-MTB 196, Class Fairmile D Var. I
The other boats quickly broke off their action with the destroyer and boats of the 24th Flotilla from Malta were lying in mid-channel with
M T 8 198, Class Fairmile D Var. i engines silent when two surfaced U-boats suddenly came bearing
all three arrived at Malta in the dawn light of 2 0 January.
down on them. A torpedo, fired from a range of 100 yards, sank the
II. Order of Battle hapless U561 but the other submarine crashdiwd. As the MTBs were
1. C3 Merchants-at anchor (see Special Rules)
searching for survivors, a group of S boats passed by at high speed,
S85-K37, Bd B, Dir. 2 1. Germanlltalian Player-Santone Santomsa. Class Cagni
and the Biiish gave chase, while radioing ahead m the southern patrol.
S89-020. Bd A, Dir. 3 Anzeichen, Class Z
S91-L35. Bd C, Dir. 4
II. Order of Battle
2. British Player-MTB 260, Ciass Fairmile D Var. II
2. MTB 196-Enter on Turn 1 on any hex numbered 58 MTE 264. Class Fairmile D Var. II 1. German Player-U561, Class IXC
MTB 198-Enter on Turn 1 on any hex numbered 58 MTB 313, Class Fairmile D Var. II U375, Class IXC
12
2. British Player-MTB 77, Class Vosper II L i

MTB 81, Class Vosper II


MTB 84. Class Vosper II VARIANT NOTES Next, not adding smokescreen capabilities to
the MLIMTBs was done since most actions took
Ill. Staning Location The intent of this article-actually a rewrite place at night (both historically and in these
1. U561-P14, Bd B Dir. 3
of the rules-was simply to enable players of scenarios), rendering smokescreens relatively
U375-T18, Bd R Dir. 3 SUBMARINE to include the small boats in the pointless. The rules for the Shinyo suicide boats
flow of the game. As will be instantly obvious, and on engine malfunction seem obvious to me,
2. MTB 77-anywhere within ten hexes, inclusive of Hex IV on Ed B
MTB 81-anywhere within ten hexes, inclusive, of Hex IV on Bd B
I've kept the same format as the original rules but I would appreciate your comments.
MTB 84-anywhere within ten hexes, inclusive of Hex IV on Ed B and scenarios published in 1978. Thus, to utilize Forcing the defensive MLIMTB player to
this variant a reader will need a copy of the move first was found to be the best method of
IV. Victory Condfiions game, and should refer back to the published rule offsetting the defender's advantages in regard
The British player must sink at least one German submarine Any sections as he reads the article in order to fully to numbers, victory conditions, and usually
other result is a German victory
understand how the small boat rules are incor- greater firepower. I at one time toyed with the
V. Game Length porated. I strove to keep new rules to a mini- idea of an incremental movement system for
10 Turns. Night Scenario mum; this causes a minor distortion possibly, those times when opposing small boats are in
but keeps the playability of the original intact. combat. But this proved to slow the game con-
VI. Special Rules Each scenario included in the article presents siderably and I settled for a more playable
The German submarines must commence the scenario on the a slightly different tactical problem. But, to me, solution.
surface ( 0 ft. depth). Further, they must remain on the surface until the most fascinating aspect of any tactical game The radar rules are at best approximations of
a MTB is sighted [utilizing the Night Wsual Search Table) or either
submarine is fired upon with surface gunnery or incurs damage from
is its DYO potential. Notice that the National the uselessness of conventional radar and partial
a torpedo. The German submarines may move as normal while on Data Charts have been included so that players effectiveness of 3cm radar. In all that I've read,
the surface may do so if they wish. These Data Charts are most escort personnel seem to indicate the use-
On the first turn of the scenario, the Blitish MTBs may not exceed as complete as I could make them. As the long-
a speed of four hexes.
less nature of radar once combat with small boats
time aficionado of SUBMARINEcan readily see, at the range represented by the mapboards is
VII. Optional Rules however, I've not touched the basic tables of joined. Crew effectiveness (the "eliteness
The German player may, at his option, utilize Hidden Submarine play (revising only the Night Search Table for rating") is a mote point and has little bearing
Movement (21.0). In this case, the British player may utilize Night visual search for MLIMTBs) and introduced no on the combat operation of the boat.
Visual Search (47.0) and Game Length is extended to 20 turns. new ones. Hopefully, this will lessen confusion Finally, a brief word on tactics for the readers.
and-again-retain the playability of the First, don't be afraid to lose the small boats to
SCENARIO 13 original. gain an advantage or a victory-in all the Naval
STRAITS OF MESSINA A few words might be in order on some of High Commands, the crews and boats were
the logic behind certain rules and figures in this looked upon as cheap and expendable, certainly
On 14 July, the southern patrol in the Straits was comprised
article: more so than any other type of warship. So be
of MTBs 655. 656 and 633. Upon receipt of the message from MTB Most of the data on the National Data Charts ruthless and bold. Next, do not get too close to
77 to intercept the S boats, these three boats engaged the German should be fairly obvious-of the surface gunnery an escort. A favorite tactic of destroyer captains
craft at 2 3 4 0 hours-an hour an a half after the sinking of U561. values, the ones without parentheses represent
Shortly after, seven MAS boats and the northern British patrol ar-
on both sides when faced with small boats was
rived. Thus commenced what was to develop into the largest "dog- the 30mm and 40mm cannon, 2 " guns, 2-lb. to run them down. The larger ship didn't suffer
fight" of the war in coastal waters, as further reinforcementspined guns and the like, while those values in paren- anything worse than some expended fuel.
in over the course of the next few hours. Despite the shells expend- theses are the small armament added to those Remember the sequence of phases and avoid the
ed, the battle was inconclusive: two S boats were lost, the r e n retir-
ina to the mainland: the MAS boats. utilizina their suoerior soeed. (the machine guns, AA guns, and 20mm can- awful feeling of watching your boats run down
fl& north; and even with heavy damage an: casua~tikson s k r a l non). The torpedo and depth charge values are by a single frigate or destroyer.
boats, the Allied craft all returned to port. easy to verify; likewise the speed values. The Which leads to the next point-Never bunch
damage values are a function of construction up your small boats. They were designed to
11. Order of Battle
(wooden construction, steel reinforcement, operate independently-each skipper responsible
1. Germanlltalian Player-S47, Class S26
S57, Class S26 vulnerability of critical areas such as engines and only to his crew and himself once battle was
S59, Class S26 ammo storage, etc.). The V.P.values are my joined. Coordinate your attacks-sure; but attack
S63, Class 526 judgement as to the relative worth of the boat from several sides or in waves. Against other
MAS 543, Class 526
MAS 549, Class 526
type in battle and the rarity of the boat type in small boats, this is not such a threat; but against
MAS 553, Class 526 the war. Def Type is included only with an eye a naval escort, bunching your small boats is sure
MAS 554, Class 526 toward the future. A few of the class designa- death. Use every advantage at your disposal. Use
MAS 555, Class 526 tions are somewhat unrealistic in that I lumped every weapon you have if possible. Don't rely
MAS 568, Class 526
MAS 587. Class 526
several boat models produced by various com- just on your torpedoes; you may have heavy
panies but with similar functions, speeds and guns or depth charges. If you have them, use
2. British Player-MTB 655, Class Fairmile D armaments together under one class (e.g., the them.
MTB 656, Class Fairmile D
MTB 633, Class Fairmile D
MGB class represents all non-Fairmile and One last important point to keep in mind: your
MTB 77, Class Vosper II Vosper MGBs) in order to simplify matters and greatest advantage is surprise. That means that
MTB 81, Class Vosper II reduce the impulse to recreate data on every one you should always use the rules for hidden
MTB 84, Class Vosper II of the hundreds of small boat variations that were movement. Three or four hidden MLIMTBs on
Ill. Starting Location
used in the war. board, operating indpendently, placing them-
1. S47-P24, Bd R Dir. 4
As to the rules, the first that I'd expect some selves in position for an attack without reveal-
S57-X23. Bd B, Dir. 4 flak on are the two surface gunnery rules limit- ing themselves (i.e., keep your speed down) and
S59-W17, Bd B, Dir. 4 ing the small weaponry to fire only on then using their speed to close in fast, launch-
S63-NIB, Ed B, Dir. 4 MLIMTBs and submarines-the two craft that ing torpedoes at optimum range and taking every
a// MAS boats-Enter on Turn 6 on any hex numbered 58
on Bd. A I felt to be most susceptible to damage by heavy surface gunnery shot possible, firing flares to
MGs and 20mm cannon. Many will wonder then confuse the enemy and then racing away to ready
2. MTB 655-P42, Bd B, Dir. 6 at not assigning small weaponry values to all the another attack is the traditional, tried and true,
MTB 656-R47, Bd B, Dir. 6
MTB 633-M44, Bd 0. Dir. 6
escorts and surface warships. However, my use of your small boats. Of course, should the
MTB 77-Enter on Turn 8 on any hex lettered Z on Bd. C readings indicate that this weaponry was not all other player also have MLIMTBs, hidden move-
MTB El-Enter on Turn 8 on any hex lettered Z on Bd. C that common on these ships and was rarely ment means a deadly cat-and-mouse game while
MTB 84-Enter on Turn 8 on any hex lettered Z on Ed. C designed to fire at the surface of the sea, where you set up your attack. Should your MLIMTBs
IV. Victory Conditions the small boats would be operating below the be "babysitting" (acting as escorts), stick close
Whichever player accumulates the most V.P. is the victor
level of these guns' fire arc. Further, instead of to your wards. The enemy has to come through
modifying the gunnery values of the escorts as you to get at the target. And fire star shells every
V. Game length I attempted to do earlier (the larger weaponry turn. This may give your enemy some idea
16 Turns, Night Scenario was notoriously inaccurate against a small, fast where your boat is, but-who knows-you may
moving target at a lower level), I simply kept get lucky and if he is an experienced player he'll
VI. Special Rules
the values the same and now allow these to have a good idea of your locations anyway.
The Axis player is considered to be the defensive player. reflect the overall effectiveness of all fire from
VII. Optional Rules
the escorts and surface ships against the small
boats.
This scenario may be played utilizing the results of Scenario 12
above Thus, damage acquired by MTB 77, MTB 81 and MTB 8 4
* I
during the course of that scenario must be applied to the relevant 2. MTB 226-P44, Bd C, Dir. 5 2. Stayner-N36, Bd B, Dir. 2
boat. Further, entry of any MTB which suffered an unrepaired engine MTB 298-N47, bd C, Dir. 5 M T 8 448-M40, Bd C, Dir. 4
malfunction in Scenario 12 rnust be denied for an additional six tums MTB 478-M32, Bd B, Dir. 2
(and thus may not enter play until Turn 14). N.Victory Conditions
Scenario 13 represents only the initial actions during the great IV. Victory Conditions
"dogfight" of 14 July. For those players more adventuresome, the fol- The British player must sink the Niobe. Any other result is a
lowing changes may be incorporated to reflect the first hour of the German victory. The German players rnust exit three S boats off any hex num-
lengthy battle. Game Length is increased to 6 0 turns. The following bered 1 on any board. The British player must sink three S boats.
V. Gama Length Any other result is a draw.
reinforcements may enter play on any board-edge hex:
10 Turns. Night Scenario
Tum 19-Four German S boats, Class S26 V. Game Length
Turn 24-Three British MTBs, Class Vosper II
Turn 30-One American PT boat, Class Higgins 12 Turns, Day Scenario
VI. Special Rules
Turn 41-Five German S boats, Class S26
Turn 42-Two ltalian MS boats, Class MS51 The Niobe is aground and may neither move nor change facing. VI. Special Rules
Turn 45-Six British MTBs, Class Fairmiie D Var. II The German player is considered to be the defensive player. The British player is considered to be the defensive player.
Victory conditions for the extended scenario remain the same.
SCENARIO 16 SCENARIO -18
HARWICH BAlE DE SEINE
SCENARIO 14
I.Introduction I. Introduction
STRAITS OF MESSINA
With the new generation in S boats, the German commanders The Allied naval command had reason to feel satisfied with their
showed less reluctance to engage in direct confrontation; the time efforts to neutralize the S boat threat. By all appearances, Allied
On 2 3 July Palermo fell. The American PT squadron, which had k night of 14 Februaty 1944, when they sought
inevitably came, on t destroyers and torpedo boats had successfully sealed the harbors of
seen linle action thus far, was established there and on the follow- out a group of British boats. A flock of S boats had been spotted Cherbourg and Le Have But on 11 June, German craft slipped through
ing day began patrolling the northern approaches to the straits. On and the corvettes Mallard and Shearwater dispatched to drive them the blockade with ease. In the Baie de Se~ne,boats rrom Le Havre
the night of 29 July the PT boats finally hit back at a target thus off. Meanwhile, these boats of the 16th Schnellboote Flotilla were encountered HMS Halsteadescorting three merchant ships. Attack-
far too elusive for them-the ltaliakbuilt MAS boats (now crewed informed of the course of a group of MTBs returning from a raid off ing, the S boats isolated the frigate from the convoy. Before Allied
either by Germans or loyl ltalian fascists). In a hectic action that night, %muiden.Briefly losing the corvettes, the S boats intercepted the reinforcementscould arrive the Halstead and one merchant ship were
PT 2 0 4 and PT 217 managed to sink one and severely damage British and proceeded to maul them. Only the arrival of the corvettes torpedoed and left sinking.
another. saved the M s h boats from complete disaster; as it was, all four MTBs
were heavily damaged. The German craft slipped away in the 11. Order of Battle
II.Order of Battle darkness.
1. German Player-Sl37. Class S119
1. ltalian Player-Two C2 Merchantmen 5'151, Class S119
II. Order of Battle
MAS 513, Class MAS 502 S156, Class S119
MAS 529, Class MAS 526 1. German Player-Sl21, Class S119 S157, Class 5119
MAS 533, Class MAS 526 S122, Class S119
MAS 534, Class MAS 526 S123, Class 5119 2. British Player-Three C3 Merchantmen
S127, Class S119 Halstead, Class River
2. American Player-PT 204, Class Higgins S133, Class 5119
PT 217, Class Higgins S134, Class S119 Ill.Starting Location
1. S137-152, Bd A, Dir. 1
Ill. Statting Location 2. British Player-Mallard, Class Flower
S151-C51, Bd A, Dir. 1
Shearwater, Class Flower
1. C2 Merchant-J30, Bd 6,Dir. 5 S156-C55, Bd A. Dir. 1
MTB 439, Class Fairmile D
S157-H57, Bd A. Dir. 1
MTB 441, Class Fairmile D
MAS 513-F26, Bd B. Dir. 5 MTB 444, Class Fairmiie D
MAS 529-U26, Bd B, Dir. 5 2. C3 Merchant-E24. Bd B. Dir. 4
MTB 459, Class Fairmile D
MAS 533-023, Bd B, Dir. 5 C3 Merchant-L21, Bd B. Dir. 4
MAS 534-N37. Bd 6,Dir. 5 C3 Merchant-Sl9, Bd 8. Dir. 4
Ill.Startkrg Location Halstead-P27, Bd B. Dir. 4
2. PT 204-R40, Bd C, Dir. 5 1. all S boats-Enter on Turn 1 on any hex numbered 1
PT 217-042, Bd C, Dir. 5 IV. Victory Conditions
2. Malard-Enter on Turn 8 on any hex lettered A on Bd. A
The German player must accrue at least 10 V.P. more than the
N. V i o r y CondYons Sheatwater-Enter on Tum 8 on any hex lettered A on Bd. A
British player. Any other result is a British victory.
MTB 439-128, Bd B. Dir. 2
The American player must accrue more V.P. than the ltalian player. MTB 441-R31, Bd B. Dir. 2
Any other result is an ltalian victory. V. Gama Length
MTB 444-E25, Bd 8. Dir. 2
MTB 459-M33, Bd B Dir. 2 13 Turns, Night Scenario
V. Game Length
12 Turns, Night Scenario N.Victory Conditions VI. Special Rules
The German player must accrue more V.P. than the British player. All British merchantmen have the following surface gunnery
VI. Special Rules Any other result is a British victory. strengths: Fwd (2). Bde (31. Aft (2). The British merchant ships must
All ltalian merchantmen have the following surface gunnery move as a slow convoy (30.0).
strengths: Fwd (11. Bde 121. Aft 0. On the first turn of the scenario V. Gama length
ltalian MAS boats may not exceed a speed of four hexes. The ltalian 12 Turns, Night Scenario
merchant ships must mow as a slow convoy (30.01. The Italian player SCENARIO 19
is considered to be the defensive player. VI. Special Rules LE HAVRE
The British player is considered to be the defensive player. Due I. lntroduction
to damage received during the course of the action off ljmuiden. MTB
As the battle in Normandy reached its culmination, Allied efforts
SCENARIO 15 441 may not exceed a speed of seven hexes at any point during the
concentrated on maintaining a close blockade of Le Havre as the
SlLBA ISLAND scenaria
Germans tried to move supplies and reinforcements in and, at the
same time, evacuate shipping from the harbor. Typical of this period
I. Introduction
were the actions of 25/26 August. A trio of S boats slipped from
Allied coastal operations were extended into the Adriatic following
SCENARIO 17 Le Havre to act as a diversionary force to draw off the MTBs from
the landings in Italy. The original intention had been to attack enemy CHERBOURG a convoy forming outside Fecamp With their slight advantage in speed
shipping along the east coast of Italy, but this was soon found not and the cover of darkness, the S boats shook off their pursuers and
I. Introduction
to be feasible and the Dalmatian coast thus proved a more lucrative joined the convoy to act as escorts. The scattered Allied forces now
hunting ground. On 21 December 1943, MTBs achieved their greatest The invasion of Normandy set off a furious battle in the French concentrated on the cornroy. At 0230, the frigate Thornbornugh
single victory in the area. It had been reponed that the exYugoslavian coastal waters as the Allied boats sought to protect the flanks of engaged the convoy and was soon joined by three British MTBs.
cruiser Dalmatia. renamed by the Germans Niobe, was aground off the cross-channel routes and the S boats sought to strike at Allied Meanwhile, under cover of this action, the French destroyer La
Silba Island. Two MTBs of the 20th Flotilla were dispatched from Hvar. supply and transport shipping. As the fight intensified, the British Combattante crept up on the convoy unobserved. In a battle lasting
Sighting the cruiser at 0100 hours, the British boats approached attempted to intercept enemy craft at their points of departure- nearly an hour, all five merchants, one S boat and one minesweeper
silently and fired four torpedoes. A series of violent explosionswracked Cherbourg and Le Havre-the major S boat bases. Thus, at midday were lost. No vessels managed to reach Le Havre that night.
the Niobe. Avoiding the fire of the German patrol craft, the MTBs on 7 June, the frigate Stayner and two MTBs intercepted a group
returned to base at dawn. of boats from Kptlt. Mirbach's 9th Schnellbwte Flotilla. After a brief, II. Order of Battle
inconclusive action, the S boats returned to the shelter of the harbor.
1. German Player-Five C2 Merchantmen
11. Order of Battle
R3.5, Class R17
1. German Player-Niobe (as per Japanese Mogami) II.Order of Banfe
R39, Class R17
S46, Class S26 1. German Player-Sll9, Class S119 S137, Class S119
S49, Class 526 S120, Class S119 S142, Class S119
S67, Class S26 S126, Class 5119 S143, Class 5119
S130. Class S119
2. Biiish Player-MTB 226, Class Vosper II S132. Class S119 2. Briiish/French Player-Thornbomugh, Class River
MTB 298, Class Vosper II MTB 473. Class Fairmile D Var. I
2. British Player-Sayner, Class River MTB 519, Class Fairmile D Var. I
Ill. Starting Location MTB 448, Class Fairmile D Var. I MTB 523, Class Fairmile D Var. i
1. Niobe-CZB, Bd B. Dir. 1 (aground) MTB 478, Class Fairmile D Var. I La Combanante (as per British Tribal Class)
S46-X25, Bd A, Dir. 5
S49-H21, Bd B. Dir. 5 Ill.Stalting Location Ill. Staning Location
S67-H37, Bd B. Dir. 1. all S boats-Enter on Turn 1 on any hex numbered 58 on Ed. B 1. C2 Merchant-H28, Bd 6, Dir. 3
each MLIMTB that exercises the hidden movement enemy small boats by radar. sidered to be novice crews.
option.
46.2 A MLIMTB can be located by 3cm. radar. 50.0 WEATHER
21.4 A MLIMTB is visible and must be placed on
the mapboard if it conforms to one or more of the 46.3 As each escort fitted with 3cm. radar conducts The operations of the "little ships" were dictated
following situations: its radar search, the Escort player rolls two dice. by the weather. Forced to reduce speed or seek
The MLIMTB player cross-indexes this roll with shelter by foul weather, many promising missions
21.4.1 A MLIMTB is always visible during a day the column headed "3CM RADAR-Snort Up" to were forced to abort.
scenario. determine the basic radar range effective against
MLIMTBs. 50.2 Weather affects the operations of all MLIMTBs
21.4.2 A MLIMTB is visible during a night scenario in a combat situation.
while it is within four hexes of an enemy vessel or 46.5 The final range is the number of hexes within
within seven hexes of any vessel that was torpedoed which the escort could spot a MLIMTB. 50.2.1 During a Gale, MLlMTBs are unable to
in the previous Torpedo Detenniniation Phase, sus- function. Remove all MLIMTB counters from play
tained damage and is still afloat. 47.0 NIGHT VISUAL SEARCH if the dice roll results in "Gale".
47.1 MLIMTBs do not have a night visual search 50.2.2 During a Storm, MLIMTB maximum speed
21.4.3 A MLIMTB is visible during a night scenario capability and may not extend their night visual
while it is in or adjacent to a hex containing a star- is affected. Reduce the maximum speed of each
range. All vessels not equipped with 3cm. radar may MLIMTB in play by one-half (rounded down) of
shell counter. utilize night visual search to locate hidden the appropriate maximum speed listed in the
MLIMTBs. National Data Chart if the dice roll results in
21.5 A visually located MLIMTB must remain in
view only for that period during which it is visible. "Storm".
47.3Night Visual Search Procedure. MLIMTBs at
speed were often revealed at night due to the highly 50.2.3 If the dice roll results in "Rough" or
21.6 The MLIMTB player(s) need not place a visible and distinctive wake created by their passage.
torpedo fired by a hidden MLIMTB on the map- "Clear", MLIMTBs are not affected in any manner.
The greater the speed, the more visible their wake.
board until it reaches the last hex of its move in the The Night Visual Search Table is to be modified
turn it was fired. All depth charges, including delay to reflect this. In sighting attempts by vessels, in
depth charges, must be immediately placed on the 51.0 SPECIAL WEAPONS
the place of "Submarine Depth" read Current
mapboard as they are dropped or fired by a hidden ML/MTB Speed; instead of "0 ft.", substitute 7+ 51.2 MLlMTBs may not be equipped with a
MLIMTB. Speed, and instead of "25 ft.", substitute 0-6Speed. "foxer".

23.0 RADAR SEARCH 47.3.1 As each vessel conducts its night visual 51.4 MLIMTBs may not utilize T3 torpedoes.
Due to their wood construction and high speed, search, the player rolls two dice. The MLIMTB
radar was rarely accurate in locating ML/MTBs dur- player cross-indexes this roll with each MLIMTB's 51.5 ML/MTBs may not utilize one-ton depth
ing combat situations. Therefore, hidden MLIMTBs speed at the end of the previous game turn to charges.
may not be located by radar. determine the vessel's basic visual range to that
MLIMTB.
24.0 RADAR AND SONAR FIT
47.3.3 The range, with any modification, is the 52. REPAIR
Due to weight restrictions, rarely were MLIMTBs
fitted with either radar or sonar. Unless specifically number of hexes within which a vessel could spot
stated in the special rules of the scenario in play, that MLIMTB. 52.1 Due to weight limitations and the short duration
MLlMTBs may not utilize either radar or sonar. of most actions, a MLIMTB may not effect repairs.
49.0 CREW QUALITY
25.0 STAR SHELLS Crew quality does not normally affect operations 65.0 ENGINE MALFUNCTION AND
by small boats in any manner. REPAIR
25.1 Each MLIMTB, whether visible or hidden,
may fire one or two star shells per turn. The greatest unpredictable factor faced by the
49.4 MLIMTBs, when utilizing radar search if given officers commanding the small boats was engine
25.3 A star shell can be placed in any hex within the capability by the scenario special rules, are con- failure. Due to the extreme stresses placed upon the
five hexes, inclusive, of the hex currently occupied Figure Ill: Star Shell Field for a MUMTR
by the MLIMTB (see Figure 111).

25.5 A MLIMTB that is to fire star shells may not


participate in surface gunnery in the same turn. It
may, however, engage in surface gunnery the fol-
lowing turn.
- - o o o ~ o ~ ~ ~ ~

ADVANCED GAME
34.0 SUBMARINE EMERGENCY
MOVEMENT
34.7 Prolonged Attack Procedure MLIMTBs may
not be utilized to conduct prolonged attacks.

35.0 LAUNCHING TORPEDOES


35.1 A MLIMTB may launch unaimed torpedoes
only (35.3). A MLIMTB, due to the instability of
the launching platform and the high speed normally
operated at, may never fire aimed torpedoes.

41.0 INITIAL TORPEDO LOAD


41.1 A MLIMTB does not possess the capacity to
reload torpedo tubes while in combat. Thus, a
MLIMTB is restricted to carrying only one type of
torpedo.

46.0 RADAR SEARCH


As the war progressed, advances in technology
gave Allied escorts the limited capability to locate
engines of these craft, malfunctions occurred with Phase, the MLIMTB player(s) may roll two dice
some frequency and proved accutely embarrassing, for each MLIMTB currently experiencing engine
and occasionally fatal, for the unlucky crew. malfunction. If the dice roll equals or is less than

65.1 In each game turn that the current speed of


four, the MLIMTB crew has repaired all engine
malfunctions and the reduction in its maximum
CONTEST #I33
As commander of an American destroyer of
a MLIMTB equals or exceeds seven hexes, the pos- speed is negated. The MLIMTB's maximum speed the Buckly class, your mission in this contest
sibility exists that it may suffer engine malfunction. reverts to its original value. (Note however, that is to cause the greatest possible damage to the
rule 8.2.1 remains in force.) sighted Japanese submarine (of the R03.5 class)
65.2 At the end of the MLIMTB Movement Phase, that was threatening your convoy. The diagram
the MLIMTB player(s) must roll two dice for each 65.9 Due to the superb Isotta Frashini petrol engines shows your position and that of the enemy sub-
MLIMTB that faces the possibility of engine mal- employed by the Italians and the superior Daimler- marine, at a depth of 25 feet according to your
function. If the dice roll equals or exceeds ten Benz diesel engines utilized by the Germans, their radar. There are two important pieces of infor-
( l o + ) , the MLIMTB experiences an engine mal- small boats suffered less from engine malfunctions mation to consider in making your decision:
function. than their opponents. Therefore, modify all initial
malfunction dice rolls for German and Italian 1. You've just made an ASW attack on this
65.3 For each MLIMTB with an engine malfunc- MLIMTBs by subtracting one (- 1). Dice rolls for submarine the previous turn.
tion, the MLIMTB player(s) again must roll two the results of engine malfunction and repair are not 2. You will not be able to keep contact with
dice. The numerical value of this dice roll is modified. the submarine in your next turn.
immediately subtracted from the MLIMTB's We have already plotted the next two moves,
maximum speed. The MLIMTB's modified maxi- and the depth of the submarine in each turn. To
mum speed is noted in the Log. Until repairs are 66.0 SHINY0 SUICIDE BOAT enter the contest, all you need do is plot the
effected, the MLIMTB may not exceed this modi- During the closing months of the war, the course of your next two moves (enter the hexes
fied maximum speed. Japanese introduced the one-man Shinyo type on the entry form). Indicate your position at the
suicide motor launch. These craft were 16 feet in end of the first move with an asterisk. Use the
65.4 Should the numerical value of the second dice
length, powered by one or two automobile engines identification letters to indicate the locations
roll equal or exceed the MLIMTB's maximum of your launched or dropped anti-submarine
producing speeds up to 30 knots, and containing two
speed, the MLIMTB is considered "dead in the weapons. Indicate the depth settings of your
tons of high explosives in their bows which was
water" and may neither move nor change facing. depth charges in the space provided. All entries
contact-armed by the pilot when on a collision
course with an enemy vessel. Over 6000 were built will be matched with the pre-plotted course of
65.5 The results of engine malfunction take effect the Japanese boat and winners will be those
for use during the Okinawa and expected Home
immediately (negating 8.2.2 if necessary). whose attacks offer the chance of greatest
Islands invasions.
damage.
65.6 It is possible for a MLIMTB to suffer succes-
66.1 When a collision (10.1) occurs between a sur- The answer to this contest must be entered on
sive engine malfunctions. The results of engine mal- the official entry form (or a facsimile) found on
face vessel and a Shinyo type suicide boat, detona-
functions are cumulative (until the MLIMTB is the insert of this issue. Ten winning entries will
tion of the suicide boat warhead occurs immediately.
"dead in the water" or unable to exceed a speed receive merchandise credits from The Avalon
of six hexes). Hill Game Company. To be valid, an entry must
66.2 Theshinyo MLIMTB is sunk and immediately
removed from the mapboard. include a numerical rating for this issue as a
65.7 Engine malfunction and the resulting reduc- whole and a listing of the three best articles in
tion in maximum speed need not be revealed to the the judgement of the contestant. The solution to
66.3 The opposing player immediately rolls twice
opponent until the conclusion of the scenario in play. Contest 133 will appear in Vol. 23, No. 4 and
on the "9" damage point column of the Damage
Table to determine the amount of damage the sur- the list of winners in Vol. 23, No. 5 of The
65.8 Upon the game turn following an engine mal-
face vessel receives. Each dice roll is resolved GENERAL.
function, and for each game turn thereafter, an
separately and the damage is cumulative. (Add the

*
afflicted MLIMTB may attempt to correct the mal-
two amounts of damage together to produce the total
function. This attempt may be made regardless of
fire and current speed. damage suffered by the surface vessel.)

65.8.1 At the end of the MLIMTB Movement The counters reproduced here are those necessary to play the
3cenarios included with this article.

S119 S119 S119 S119 S119 S119 R17 R17 SPICA SZ18
s ~ 2 <EDm,
5119 5120 5121 5122 5123 5124 R17 R18 SPICA 5220

M27 027
THE LONE WOLVES
The British in SUBMARINE
By Charles Markuss

SUBMARINE, for the true buff, suffers from one Japanese invasion convoys in December, much sub- T-class design. Unfortunately, the loss of Singapore
shortcoming-a shortage of scenarios-as other sequent bloodshed might have been avoided. They as the primary Far East base was not foreseen. The
articles in The GENER4L have already emphasized. were capable of diving in 40 seconds and could stay even slower U-class were not designed for wartime
To date, scenarios for the German, American, far below the maximum Japanese depth charge service, but for use in training and to act as "clock-
Russian and odd Japanese submariners have setting (295 feet). Their commanders, due to inten- work mice" for escort vessels. As it was, they
appeared, even though the counter-mix provides a sive peacetime training, could operate as a flotilla became ideal for service in the Mediterranean and
feast of information on other nationalities. But in near perfect coordination to form British North Sea waters, but remained pitifully slow. Nor
British submariners deserve much credit for wolf-packs. was diving depth a strong point for British sub-
depriving the Axis of transports and warships, and Instead, when Italy declared war these boats were marine designs, largely because the British fitted
Rommel's Chief of Staff would complain after his sent into the Mediterranean-tantamount to keep- elaborate safety devices that increased weight and
capture, "we should have taken Alexandria and ing a killer-whale in a garden pond. Their size, weakened the pressure hull. Moreover, Anglo-
reached the Suez Canal if it had not been for the relative sluggishness, noisy auxiliary machinery and American insistance on a heavy torpedo armament
work of your submarines". (About 70% of all leaky fuel tanks were a fatal combination in an area demanded the fitting of a bulbous, and hence
British successes were in the Mediterranean, and where exactly the opposite features were essential weaker, pressure hull than German boats.
in some months 60% or more of Rommel's supplies to survival. With their commanders used to the But British designs also had some strong points
were lost, largely to submarine attack.) British sub- murky Pacific waters, and crews exhausted from in their favor. British submarines with their distinc-
mariners did not just attack transport ships; British a lack of shore-leave, they were hunted down and tive high, narrow casings could dive about 10
submarines helped make the German invasion of sunk one after another. By the end of 1940, nine seconds faster than most U-boats of a comparable
Norway very costly for the Kriegsmarine by sink- of the fifteen initially committed to the theater had size, and roughly twice as fast as the submarines
ing 21 ships. been lost. of most other nationalities. In the North Sea and
Britain began the war with roughly the same sub- Losses, and successes, were fewer in other areas; the Mediterranean this became essential for survival.
marine strength as the OKM, about 58 boats; the about 20% of the sinkings and 36% of the losses Diving procedures also helped, for in British (and
Royal Navy put another 157 into service through were in northern waters, and the remaining 10% German) submarines it was the first man down the
the war, losing some 74 through various causes. of sinkings and 4 % of losses occurred in the Far hatch who pressed the diving alarm, not the last as
This represents less than 10%of the German sub- East. The German invasion of Norway provided in American boats. In effect, the British and German
marine losses, but does not include the eight Dutch, plentiful, if tough, targets. In the North Sea, the boats began their dives with hatches open and the
three French, four Greek, two Polish and one British submariners usually encountered the fast, mad scramble to get below brought minor injuries,
Norwegian submarines lost while under British elusive blockade runners or the thick-skinned but the pay-off was a better chance to escape. The
command. In exchange for these losses, British German warships or Axis submarines. If American little U-class boats could dive in 12-15 seconds, the
submariners accounted for six enemy cruisers, 16 submariners specialized in destroyer-demolition, S-boats in 20-25 seconds, and the T-class in under
destroyers, 36 submarines, 112 minor warships British ones can be regarded as specialists in sink- 30 seconds. (By comparison, a US Gato-class boat
and 493 merchantmen. Another 38 merchantmen, ing their own kind, accounting for one French, took 50-60 seconds to dive.)
a U-boat, a destroyer, a corvette, and three torpedo 15 German, 17 Italian, two Japanese and-in an Where the British excelled was not, however,
boats are known to have been sunk by mines placed error-one British submarine. in the technical aspects of submarine warfare but
by British submarines. Patrols into the North Sea or in the Mediterranean in the non-technical, human side-notably in selec-
By American or German standards, these figures were shorter than those in the Atlantic or Pacific tion and training of captains and in tactical doctrine.
appear unimpressive. But it should be remembered deeps, but not without numerous hazards. Apart Implicit in this was the recognition that there would
that British submarines were deployed as "mobile from the enemy, the waters in these two regions are be few "easy" targets to attack, and as result the
minefields" or "lone wolves". Too, the quality of treacherous and shallow: only 80-90 feet off the Low daylight periscope attack was emphasized to the
the opposition must be kept in mind. The German Countries, 105 in the Helgoland Bight and no deeper exclusion of all other methods. Although night sur-
and Italian escorts were efficient and deadly; there than 150 feet in the Kattegat. In deeper areas the face attacks were a war-time feature, no training
was no "happy time" for British submariners of varying seasonal salinity densities off Norway and was given in this method. Training emphasized
the kind enjoyed by their German and American in the Mediterranean played havoc with the trim of minimal use of the periscope against fast-moving,
counterparts. Very few large, slow, weakly- the submarines and would send them very deep, out escorted targets sailing on a zig-zag course and the
defended convoys came their way. When Rommel of control, or liable to broach and then remain stub- uniquely British feature of a built-in gunnery-type
began to lose supplies, German influence trans- bornly afloat. In calm weather the Norway Deep range-finder avoided the need to judge the distance
formed Italy's poor ASW capabilities; by the end is clear enough to betray submarines down to 90 to target on the basis of apparent size (which sub-
of 1941, the Italians were "dangerous" as one feet, and the Mediterranean's crystaline waters can mariners of all nations tended to overestimate).
British sub commander typically understated. display a sub as deep as 100 feet. Most British sub- No British officer was given command of a sub-
Whatever Allied propaganda may have said about marines based in Malta were painted blue in an marine unless he had passed an intensive, exhaust-
the Italian navy, their escort vessels were not to be attempt to counteract just this fact. ing training course known with good reason as the
underestimated and sank some of Britian's great sub- Certain, uniquely-British features compounded the "Perisher". No matter how good a candidate was
marine crews-Wanklyn's Upholder, Linton's dangers and handicaps. Most British submarines had in other respects, he had to excel1 on this course;
Turbulent, Tomkinson's Urge among them. periscopes only about 30 feet long, and this forced the mediocre and those unable to keep a rapid mental
Not suprisingly, Britain's heaviest losses in their them much closer to the surface, increasing the track of the targets and the escorts were quickly
submarine arm were in the Mediterranean. Only the chance of detection. This came about because British weeded out. All simulated attacks, first with models
rare Allied submarine lasted longer than twelve designers demanded solid bronze conning towers and then with training vessels, were critically
months in those waters. Unbeknownst to the British, and periscopes to minimize interference with the assessed by instructors who themselves were
the Italians had perfected minelaying in waters up magnetic compass and so, being weaker than steel, experienced submariners. The British system con-
to 600 feet deep, and so laid mines on such a scale the periscopes had to be both shorter and better- trasts sharply with those adopted by other submarine
that one British flotilla commander stated that "it supported with heavy, distinctive framing. In services (except, notably, the German). The British
is difficult to see how we could have operated our addition, the commander of a British submarine never made the mistake of trying to mass-produce
submarines in the Mediterranean at all." At least directed attacks from the control room, not from submarine commanders.
21 of the 45 submarines lost in this area were mined. the more central position in the conning tower (as Like their fire-control systems, British torpedoes
The Mediterranean was also the scene for in American and German boats). were unsophisticated but effective, due largely to
Britain's greatest blunder in submarine deployment, But the true "Achilles heel" of all standard British the high number of test firings by trainees before
and the fate of the large classes of British submarines submarines was their slow surface speed and the war. The standard Mk. VIII "steam" torpedo
-designed for operations in the Pacific-makes relatively poor range-the excess weight of all that was capable of only 45 knots but had a range of
depressing reading. Had these boats, with their long bronze had to be balanced somehow, although about 10000 yards (twice that of its American and
range capability, designed for depths of 500 feet and economy measures also played a part in the designs. German counterpart). As in the U.S. Navy, torpex,
the ability to reload all bow torpedo tubes in seven After building three fast, long-range but expensive the best explosive available, was used but the war-
minutes, been available in the Pacific to support the River-class submarines, production was stopped by head was larger. Much World War I1 torpedo data
few Dutch and American boats thrown against the the Admiralty in favor of the slower and cheaper is contradictory, but it appears that the Mk. VIII
warheads were 550 (later 660) pounds. By com- in the north, and not before July in the Mediter- SCENARIO 82
parison, the German torpedo warheads were all ranean.) TROOPSHIP ATTACK
either 604 Ibs. (the T5) or 617 Ibs., while the first What of the men themselves? Many of the com- I. Introduction
American torpedoes of the war carried 500-507 mon seamen and junior officers were pressed into
On the evening of 10 April 1940, Lt. Cdr. Rzey's Piton attacked
pounds. submarine service against their will to replace the a 15-shiptroopship c o w bound for Norway. Wnetrating the escort
Most of the time, British detonators worked, but heavy losses, and most took to their new job and screen, Pizey fired off six torpedoes and sank the Friedenau, Wghert
performed admirably. British captains tended to be and the trawler Rau 6. After dropping some 7 8 depth charges on
being non-magnetic types were of much lower the Piton, the enraged escorts detected the British submarine
destruction than the reliable American Mk. 14. very young (the youngest was 22 years old). They Spearfish in the adjacent patrol area and shifted their attack. Fiton
Britain had already learned about torpedoes running were regarded as being at their peak between 25 slunk away.
below their set depth during the First World War and 30 years of age, after which it was thought they
became too cautious. Only one commander served II. Order of Battle
the hard way, and this aspect of performance was
in submarines from the start of the war to the finish 1. British Player-Piton, Class T, Type 1
expected. The Admiralty had developed a magnetic-
triggered warhead as early as 1924 (which was suc- (and he was ashore for an extended eight-month 2. German Player-Ten C-2 Merchantmen
cessfully used at Taranto), but these were issued for leave for illness). Two of Britain's aces were com- Five C3 Merchantmen
use in submarines only in limited numbers com- paratively old however; Linton was 37 when he was Six escorts, Class R17
paratively late in the war. Like its foreign sisters, killed, and Bryant commanded Safari until he was
Ill. Starting Locations
the British magnetic torpedo was extremely un- 38 years old. By November 1940, most of the sub-
1. Piton-as per rule 20.4
reliable and, being rarer, never caused the late-scale marine commanders when war began were gone-
mischief inflicted on other submarine services. either to their graves, to command of surface ships, 2. Merchantmen-use convoy 20.2.8, slow, Dir. 6
Official orders to ban the use of magnetic warheads or to staff appointments. Escorts may be positioned as the German player desires. Dir. 6
were issued to British submariners in November Such was the British submarine service and sub-
IV. Victory Condkions
1944. The main fault was the premature explosion mariners. Clearly their story is rather different than
The British player must gain at least 4 5 V.P. more than the
of the detonator and but one British commander, the usual tales of disaster, humed improvisation and German player. Any other result is a German victory.
Ben Bryant, claimed a sinking by a magnetic war- "muddling-through" that other British arms
head (August 1942). suffered. There was much more to the Royal Navy V. Game Length

Using contact exploders, it is not surprising that than just the white ensign above the waves. SUB- 15 Turns, Day Scenario
no major capital ships were sunk by British MARINE lets us at long last honor these fine sailors
VI. Special Rules
torpedoes (although several were damaged). Too, and heirs of Nelson.
Only Piton's internal torpedo tubes are loaded, and no reloads
poor maintenance caused a number of torps to run are available.
wild or simply sink, even though the former proved All merchantmen are loaded with either troops or military
to be effective against enemy shipping on occasions. stores victory points are as follows: C2-30 or 15 V.P. respectively,
SCENARIO B1 C 3 - 4 0 or 2 0 V.P. respectively. Before play commences, the
During 1942, a torpedo "shortage" forced the use German player must secretly decide and record the cargo of each
of stocks of old Mk. IVs, then twenty years old. FIASCO merchantship; however, no more and no less than five ships must
These were capable of only 35 knots, and once I. Introduction carry troops. The five C3 merchantships must be placed in the
center of the convoy (ie, as the middle ship in columns 1 and 3,
loaded into the tube could not have the depth settings On 13 December 1939, four German destroyers were return- and the middle three ships in column 2). The convoy is moved as
altered without removal. Long storage made them ing from a minelaying sortie off the Tyne, escorted by a fifth. Three usual, except that it may turn only once every three turns and may
very unreliable and at least one submarine, the light cruisers under Konteradmiral Lutjens were dispatched to never turn more than 6 0 degrees off course from Direction 6.
accompany them on the last leg from the entrance of the Skaggerak,
legendary Upholder, was issued with warheads so a tactic often used in the First World War, but a major blunder now. SCENARIO B3
badly swollen that they would not fit into the torpedo Before the two groups converged, 28 suffered a mishap and caught A TOUGH CUSTOMER
tube. fire and it took over an hour t o extinguish the blaze while stopped.
Meanwhile, 130 miles away the cruisers were spotted by Lt. Cdr. I. Introduction
But the real weakness in British torpedo Bickford's Salmon at long range; his slim chance of attacking them
At the height of a gale on 2 April 1941, Cdr. Bone's Tigris came
technology lay in the fact that gyroscope settings improved when they changed course. At 5000 yards six torpedoes
upon the Axis tanker Thorn 70 miles off St. Nazaire in the Bay of
were fired, one of which destroyed the Leidig's forward boiler room
were limited to either 0 degrees or 90 degrees only. and another of which blew off the Nurnberg's bows as she swung
Biscay. The tanker altered course moments after the first torpedoes
The latter angle was found to be unreliable and its were fired, and another salvo fired three minutes later also missed.
t o avoid the torpedoes. Over two hours later the destroyers at last
Falling behind, Bone decided t o give chase on the surface, opening
use was quickly abandoned. British submariners arrived to render assistance, much too late m punish Salmon.
fire with the deck gun at 1000 yards. Although hi quickly and often,
tended thereafter to use their torpedoes to fire "hose- Thorn fought back with ~ t sown guns for nearly four hours. Her
II. Order of Battle
pipe" salvos as opposed to fans. The "hose-pipe" valiant captain tried t o ram his assailant four times. it was nearly
1. British Player-Salmon, Class S, Type 1 midnight by the time that Thorn's guns were silenced, and then
can be likened to a stream of bullets, in line ahead.
it took another ten waterline hits t o bring her to a stop. Only after
These salvos were achieved by firing the torpedoes 2. German Player-Nurnberg, see Special Rules still more shells and a torpedo amid ships did the tough tanker sink.
at regular intervals in sequence, and a "fan" could Leipzig, see Special Rules
be achieved, despite the limitations of the gyros, Koln, see Special Rules II. Order of Battle
by firing the torpedoes while the sub was turning. ill. Starting Locetions
1. British Player-Tigris, Class T, Type 1
However, this technique was not ideal at close range 1. Salmon-Roll one die: 112, place at N26, Bd A, Dir. 1 2. German Player-Thorn, T 2 Tanker
since the target would be changing rapidly, in large 314. place at N31, Bd A. Dir. 1
Ill. Starting Locations
increments, while the submerged sub moved slowly 516. place at N42, Bd A. Dir. 1
The die roll is recorded secretly and not revealed to 1. Tigris-M44. Bd C, Dir. 6
and needed four minutes to complete a 90-degree
the German player until after the scenaria Initial
turn. The advantage of the "hose-pipe" lay solely depth is 2 5 feet. 2. Thorn-M29, Bd B, Dir. 6
in the fact that it minimized errors in estimating
2. Nurnberg-M42, Bd C, Dir. 6 IV. Victory Condkions
target course and speed and eliminated the errors
Leiplg-M49, Bd C, Dir. 6 The British player must sink the German tanker, without be-
common in gyro torpedoes. Koln-M56, Bd C Dir. 6 ing so damaged as to be unable t o submerge. Any other result is
Another distinctly British aspect was the a German victory.
enthusiasm for surface gunnery by submarine crews. IV. Victory Condtions
By comparison, American and Gennan commanders The British player must inflict at least five damage points on V. Game b n g t h
made little use of their guns. In pre-war exercises, any one cruiser. Any other result is a German victory. 20 Turns, Night Scenario
the rapid "battle surface" gunnery technique was V. Game Length VI. Special Rules
well-rehearsed, especially in the Far East squadrons. 20 Turns, Day Scenario lor when all German crusiers exit the
Ben Bryant, serving in the North Sea and Mediter- 7igris begins the scenario at D ft. depth, and may not submerge
mapboard) at any time. Tigris has one unloaded torpedo available which must
ranean, estimated that he sank an average of ten tons be loaded as per rule 59.. for which the crew is professional.
of shipping for every 161-pound shell fired from VI. Special Rules Thorn has gunnery factors as follows: Fwd 1, Bde 2. Aft 1.
the 3 "guns of Sealion and Safari. Many later-built Salmon has all six torpedo tubes loaded, but has no reloads. These are reduced after 60 hit points have been inflicted to 01110.
Salmon may not surface for any reason, since two He 115 patrol and to zero after a further 6 0 hit points are inflicted. Thorn is
S-class and all T-class submarines mounted the aircraft were over the cruisers as air escort. carrying oil, increasing her bouyancy; as a result double the damage
much more effective 4 " gun. As targets decreased Specifications for the cruisers are as follows: Def Type 4, Speed needed t o sink the tanker but not to stop her "dead in the water''.
in size in the latter stages of the Mediterranean and 9, Damage 10; Surface Gunnery Fwd 10, Bde 26, Aft 16; Torpedo Thorn must m w e at a speed of t w o hexes until fired upon by
Pacific campaigns, these guns played an increas- Detonation Table reads, in sequence, 21 3 2 56 6 6 6 6 6 6 6 6 6 6 the Tigris. The tanker may not, at this stage, move more than 6 0
41 55 31 16; VP 10 (Avail. F '39). For the Nurnberg, raise the degrees off course from Direction 6. Once fired upon, all restric-
ingly important role and targets were attacked in Damage Value to "11" and V.P. to "11". tions on speed and movement are lifted.
waters as shallow as 20 feet. Indeed, prior to the The cruisers begin at speed six, may not increase speed and
lifting of restrictions, British submarines were may decrease speed only as a result of damage sustained. The SCENARIO 84
forced to use the gun to stop targets before sinking cruise:^ must move as plotted, regardless of on-coming torpedoes. A BOLT FROM THE BLUE
Convoy plotting procedures must be followed at all times, except
those that could be justified. (Torpedo attacks that moves must be plotted five turns in advance The cruisers may I. Introduction
without warning were not allowed until 9 April 1940 not move more than 6 0 degrees off course from Direction 6. The Capitano Tarntin; was one of 3 2 Italian submarines which,
at one time or another, operated in the Atlanticfmm Bordeaux under IV. Victow Condkions B, Dir. 6
German direction. Exactly half of these were lost, but they sank 8 Dir. 6
The British Player must accbmulate more V.P. than tne German
some 101 merchant ships and several escorts. The Tarantinl's first player. Any other result is a German victory.
patrol was also her last. Arriving off Bordeaux on 15 December IV. Victory Conditions
1940 after a futile patrol, she was met by Lt. Cdr. Crouch in the V. Game Length The American Player must s ~ n kthe Pietm Oneolo, or any two
Thunderbolt, also on his first patrol. Crouch fired from 5 0 0 0 yards. destroyers. Any other result IS an AXIS victory.
One of the torpedoes surfaced in the swell but was not seen. 15 Turns, Day Scenario
Tarantini was hit in the stern and sank immediately. V. Game Length
VI. Spacial Rules
11. Order of Bmle 2 0 Turns, Night Scenario
Tident has only two torpedoes loaded; there are no reloads.
1. British Player-Thunderbolt, Class T, Type 1 All German merchantmen are carrying troops, munitions and
VI. Spacial Rules
military supplies. Add 10 V.P. to the worth of each merchantman
2. Italian Player-Capitano Tarantini, Class Calvi and double the amount of damage inflicted when hit. Shad has three bow tubes loaded with Mk. 14 torpedoes, but
has no reloads available Shadcommences the scenario on the sur-
Ill. Starting Locations face at 0 ft. depth, but may change at any time. Further, Shad is
SCENARIO 87 radar-fitted and so has unlimited visibility while on the surface or
1. Thunderbolt-as per rule 20.4 at 2 5 ft. depth.
THE HALF-SPRUNG TRAP
Pietm Orseolo is outfitted with guns as per the Thorn in
2. Capitano Tarantini-T57, Bd A. Dir. 6 I, lntroduction Scenario 83. The Italian ship may never alter course by more than
6 0 degrees from Direction 6. The German destroyers may not
IV. Victory Condkions Forewarnedby intelligence that German warships were being
depart their formation until the American submarine is detected or
sent northwards for use against the Russian-bound convoys, Cdr.
The British Player must sink the Capitano Tarantini. Any other a torpedo (including duds1 hits any ship
Sladen's Pident was one of five Allied submarines deployed across
result is an Italian victory. the expected path of the German ships. While surfaced on 23
February 1942, her lookouts spotted the Admiral Scheer, Prinz SCENARIO B9
V. Game Length
Eugen and two destroyers off Kristiansand. A salvo of torpedoes
10 Turns, Day Scenario was hast~lyprepared, but the target speed was underestimated. THINGS TO COME
Zndent dived as the third torpedo was fired. Two collided and
I. Introduction
VI. Spacial Rules exploded, but the third hit Prinz Eugen and blew off twenty feet
of her stern, including her rudder but leaving her screws intact. Lt. Cdr. Launders already had one enemy submarine to his
Thunderbolt beglns play at 2 5 ft depth, Taranttn~beggls at 0
Thinking it a mine or errant depth charge, the other ships departed credit. On 9 February 1945, while at periscope depth off Bergen,
ft depth The Itallan submarlne may not dive
to leave the cruiser limping erratically towards Trondheim. Prinz Venturds crew heard faint engine noises indicative of a U-boat.
Thunderbolt has SIX bow tubes loaded, no reloads are available. Launders tracked his quarry for over an hour without use of ASDIC.
Eugen was not repaired until May
Having figured out the target's course and speed, Launders stole
II. Order of Banla away southwards to gain a firingposition ahead. One hour later,
SCENARIO B5 contact was re-established. Launders waited as the range shrank
AN AUSPICIOUS START 1. British Player-Tident, Class T, Type 1 t o about a mile. He fired four torpedoes spaced at 12-second
intervals. U 8 6 4 had the dubious distinction of being the first sub-
I. lntroduction 2. German Player-Admiral Scheet marine t o be sunk by another while both were submerged.
Prinz Eugen
Lt. Cdr. Tompkinson was to become one of the greatest British
27, Class Z
aces of the submarine service while in the Mediterranean, but he II. Order of B m l e
225. Class Z
began his career while on passage t o Malta in his brand new com- 1. British Player-Venturer, Class V
mand, the Urge. Making a meandering passage through the Bay
Ill. Starting Locations
of Biscay t o Gibraltar, he was rewarded on 18 April 1941 when 2. German Player-U864, Class IXD2
he Intercepted the Axis blockade runner Franco Marrello, a tanker 1. Pident-as per rule 20.4
homeward-bound from Brazil on the last leg of her long journer Ill. Starting Locations
Tompk~nsonmade sure she never arrived. 2. 27-F57, Bd B, Dir. 6
225-V57. Bd B, Dir. 6 1. Venturer-as per rule 20.4
II. Order of Battle Prinz Eugen-J57, Bd B, Dir. 6
Admiral Scheer-R 57, Bd B, Dir. 6 2. U864-as per rule 20.4, but may not be placed on the same
1. British Player-Urge, U Class location as the Venturer.
IV. Victory Conditions
2. German Player-Franco Marrello, T2 Tanker
IV. Victory Condkions
The British Player must force one of the German capital ships
Ill. Starting Locations to become "dead in the water" or t o sink. Any other result is a The British player must sink the U864. Any other result is a
German victory German victory.
1. Urge-as per rule 20.4
V. Game Length V. Game Length
2. Franco Martello-M44, Bd B, Dir. 6
15 Turns, Night Scenario 12 Turns, Day Scenario
IV. Victory Condkions
VI. Special Rules VI. Special Rules
The British Player must sink the German tanker. Any other result
is a German victory. Pident begins the scenario on the surface at 0 ft. depth, but Venturer has all four bow torpedo tubes loaded; no reloads are
may change depth as desired. available. U 8 6 4 has all stern and bow tubes loaded, but no reloads
V. Game Length All German ships commence play at a speed of six hexes, and are available.
may not alter this until and unless a German ship is struck by a Both submarines commence play at 2 5 ft. depth and may not
15 Turns. Day Scenario -hange depth at any point in the scenario.
torpedo or the enemy submarine is detected by sonar or visual
search. German ships, excepting the escorting destroyers, may not
VI. Special Rules
turn more than 6 0 degrees off course from Direction 6. SCENARIO B10
All of Urge's four torpedo tubes are loaded; no reloads are avail-
able. Urge begins the scenario at 5 0 ft. depth and may not surface STEALTH AND PATIENCE
SCENARIO B8 I. lntroduction
UNCLE SAM LENDS A HAND
SCENARIO B6 While on her way to land agents in Malaya, Lt. Cdr. Bennington's
A HELPING HAND I. lntroduction Tally H o l spotted the cruiser Kuma off Penang Island on 9 January
In August 1942, the Admiralty asked the U.S. Navy to send 1944, but the Japanese cruiser escaped into harbor. As the sur-
I. Introduction some submarines to support operations in the western Mediter- rounding waters were very restricted, a resumption of the Japanese
ranean. Aware of Briiish reverses due to deployment of large subs training exercise was expected, and next day Kuma again eluded
At Russia's request, British submarines moved operations t o
in these shallow waters, the American commanders dispatched the her hunter. The next morning, this time with a destroyer as escort,
the lanes between Tromso and Kirkenes to attack German troop-
five Gato-class boats that had covered the Atlantic "Torch" land- the Kuma again ventured cut along a route indicated by her seaplane
ships. Having already sunk one ship, Cdr. Sladen in the Pident used
ings. Lt. Cdr. MacGregor, in command of the USS Shad, detected aloft. Taking advantage of this observation, Bennington lay in wait
his last two torpedoes against another convoy on 3 0 August 1941.
and fired seven torpedoes at about 1900 yards range. Two hit.
In what the German mnvoy commander wuuld describe as a "skilled the heavilv-escorted Italian blockade runner Pietm Oneolo in the
Bennington, now under attack by the destroyer, crept away as the
and cold-bloodeda t t a c k the Kdent put one torpedo into the Donau Bay of Biscay by radar on 1 April 1943. Handling his boat expertly,
MacGregor fired three torpedoes and claimed the Oneolo and t w o Japanese cruiser sank in a cloud of smoke.
11 and another into the ammunition ship Bahai Laura. German
destroyers homed in, but Tigris suffered only minor damage from destroyers sunk. In reality, a torpedo in the forehold blew Oneolds
cargo of Japanese rubber into the sea, while a hit on 2 2 3 proved II. Order of Battle
the depth charging.
to be a dud and the other torpedo missed. The Oneolo was towed 1. British Player-Tally Ho!, Class T, Type 2
II. Order of Battle into the Gironde the next day.
2. Japanese Player-Kuma (use specifications from German Leipzig
1. British Player-Pident, Class T, Type 1
II. Order of Battle above)
1. American Player-Shad, Class Gato Shibunai. Class Kamikaze
2. German Player-C3 Merchantman
Three C2 Merchantmen Ill.Starting Locations
210, Class Z 2. Germanlltalian Player-Pietro Oneolo, C3 Merchantman 1. Taly Ho!-051, Bd A, Dir. 3
220, Class Z 223, Class Z
224. Class Z 2. Kuma-61, Bd C, Dir. 4
Ill. Starting Locations 232, Class Z Shibunai-Enter on Turn 2 on any hex numbered 58 on Bd C
237. Class Z
1. Pident-as per rule 20.4
IV. Victory Condkions
Ill. Starting Locations The British player must sink or make "dead in the water" the
2. C2 Merchant-X29. Bd B, Dir. 6
C2 Merchant-X43. Bd B, Dir. 6 1. Shad-as per rule 20.4 Kuma without losing the Tally Ho!. Any other result is a Japanese
C2 Merchant-X50, Bd B, Dir. 6 victonl.
C3 Merchant-X36. Bd 8, Dir. 6 2. Pietm Orseolo-N40, Bd B, Dir. 6
210-P29, Bd B, Dir. 6 223-N33, Bd B, Dir. 6
220-P43, Bd B, Dir. 6 224-F40. Bd B, Dir. 6 Continued on Page 25, Column 1
aval warfare. Your vital airfields and ports become subject to
ttack and may be invaded by enemy marine, parachute, and
damaged i n its island structure, but i t is still operational. commando units. Political and random events can shatter your
Screened by menacing Soviet attack submarines, Kiev carefully planned campaign. Expected reinforcements may be
continues south with its task force to sever the vital NATO delayed. The initial Soviet strategy for the war may suddenly
shipping lanes to Europe. The US A-6 Intruder that launched escalate, leading you to World War 3. A logistics option limits the
the SSM at 60-mile distance returns to its parent carrier, amount of ammunition and fuel your ships have available, and you
U.S.S. Theodore Roosevelt, with word that the Soviet fleet must keep your fleet replenished or suffer disaster. Other optional
has passed the Greenland-Iceland-United Kingdom gap and rules cover tactical nuclear warfare, cruise missile attacks,
minelaying and sweeping, close combat between surface com-

you compare the strengths and weaknesses of the Soviet Red 2nd Fleet comes complete with
Banner Northern Fleet and the US Second Fleet and its NATO Two 22"x32" mapsheets cov
allies as they come in conflict over control of the North Atlantic .. .,,, Arctic Oceans, from the Kola
and Arctic Oceans. Will NATO be able to withstand a determined Fm@
4&
Soviet advance into the North Atlantic, or will the combined might ! 4 "Vi($V2Kingdom.
of the Soviet Navy and Air Force crush the alliance?
to the southern tip of Greenla

384 K-inch playing pieces, representing individual surfac


determine which side will emerge triumphant. ..",-~*.x,,~.",,*'++..z:.,::3ga;,y',
?.,>,*% ,A . .
ships and submarines and squadrons of air units.
The five Introductory Scenarios teach you the capabilities of your
G
A: :

$8: 260
submarine, surface, and air units. Your mighty aircraft carriers ,*;:..,. * Rules booklet with a situation
markers-

must be protected in Task Forces from torpedo attacks by lurk.


ing submarines, from surface-to-surface missile attacks by enemy .-':;$*!;
$3 NATO strategies and abilities.
One Logistics Roster pad.
:
battle groups and air wings, and from bombing attacks by high- ' ;
flying bandits. Once you detect the enemy, you close in with your
-. De~loymentlReiniorcement
T~~ Cards.
: Task Forces to aive battle. Movina on to the four Intermediate Two Charts and Tables booklets.
Scenarios, you Gill learn to coordTnate your three unit types in One 10-sided die.
major conflicts between enemy fleets. One counter storage tray.
. \, j

VICTORY GAMES, INC.


43 West 33rd Street, New York, New York 10001
Division of Monarch Avalon, Inc., Baltimore, MD 21214
RESERVES
By Jon Mishcon

Reserves are units withheld from battle. As such break contact with the enemy and move back to Given all the positive aspects to reserves, why
they can be as small as a platoon in tactical reserve block a thrust. Thus reserves can save your own not then hold the majority of troops in reserve? I
or as big as several divisions held in strategic personal hide. feel two factors diminish the value of reserves. The
reserve. Reserves serve the dual function of allow- Of course, the converse is that once in a while first is the psychological reluctance of any
ing troops to rest while providing the commander you can achieve an unexpected success. Reserves commander to commit his reserves. While their
with the strength to decisively influence a battle at are your best bet for quickly being able to magnify potential strength, so long as they are held in
a critical moment. The use of reserves is probably your victory, for the same reasons as above. reserve, may be great, once committed, their value
the single most important skill a grand tactical com- markedly diminishes. Thus you have to be fairly
mander must master and probably the least impor- "Efficient weapons match-up" refers to the fact sure that this is the optimum moment for going for
tant for skillful play of SL or ASL scenarios. Perhaps that no one ever has all the proper weapons in the broke. Given the uncertainty element noted above,
nothing more pointedly demonstrates the fact that right spot. AT gun concentrations are of limited value little wonder that commanders hold onto reserves
the crop of existing scenarios are "just a game" against mass infantry assaults. By holding key as long as possible.
than their inability to simulate the proper use of weapons like HMGs and ATGs in reserve, a com- The second negative feature of reserves are
reserves. Let us examine why reserves are impor- mander can swing over to the right tools for any obvious to all SL/ASL buffs. Strength in reserve is
tant in combat. particular threat. ASL does a nice job of showing worth little at the front. Units defending a piece of
The following elements should be considered in just how hard it really is to mount up a big gun when terrain may be dug in and bore-sighted, adding to
understanding a commander's reliance on reserves: the pressure is on. their resistance. Attackers need enough power and
command control, avoiding disaster, reinforcing Troops get tired. The strain of being on the front adequate numbers to break through defending lines.
success, efficient weapons match-up, fresh troop line is more than physical. Constant demands on If you must hold onto or break into an objective,
strength, uncertainty. Each is discussed below. attention make an individual progressively less you have to maximize your strength at that point
Command control is the ability to make troops effective. Combat amplifies these demands and goes (remember o on cent ration of Force" frdm a
do what you want them to. The harder they are to beyond this as weapons run out of ammo or break- previous clinic installmentl. Therefore the actual
contact, the more dispersed they are, or the busier down. Reserves are (or should be) rested and well strength and numbers of reserve units will depend
they are (being close to the enemy makes one very provisioned. Their ability to deal a decisive blow on the given tactical situation. The best analogy I
busy even if not a shot is fired) all reduce your is enhanced because they are usually pitted against can think of is a football game where goal line
ability to control your troops. The great com- men at the end of their tether. plunges require everything up front and mid-field
manders who led from the front did so because that Uncertainty is the key reason, however, that com- defenses are usually held in considerable depth. So
is one of the few ways you're sure you've got their manders depend on reserves. All of the above it is on the battlefield.
attention. factors are really reflections of how a CO copes with Why are SWASL scenarios usually so poor at
Should all hell break loose, and you suddenly find the unknown. As much as is possible, reserves give reflecting the need for reserves? On the whole,
bad guys pouring in where they "ain't supposed to the leader a known quantity to work with. Reserves SL/ASL is probably the wrong scale to deal with the
be", then avoiding disaster can be simplified by are also a psychological buffer. I can recommend problems noted above. We've not found a good,
moving up reserves to block the attackers' progress. Johns' The Clay Pigeons of St. Lo for an insightful simple solution to the issue of command control.
It is far easier for troops to move up than it is to peek at the thoughts of a battalion commander. Players never have to worry about breakthrough,
other than in the context of winning or losing the Hill 621
scenario. Unit stamina could be reflected by having RUSSIAN: 9-1 leader with 5-2-7 and MMG in
the ELR of a unit slowly drop while it is on the

Ready.. .
the second floor of 3N1. An 8-0 leader with 5-2-7
board, but the value of such a rule is questionable. and MMG in second floor of 3M2. Sniper bait
We pay lip service to uncertainty but only one 5-2-7s in 3 0 2 and 3M3. Rest of squads spread out
scenario has ever had the attacker uncertain of the
make-up of the defender ("In Rommel's Wake").
A case can be made that this is not the failure of
along the entire width of edge of Board 3. Try plac-
ing the remaining 8-0 leader in 3C1. Put stacks of Set. ..
the scenarios but rather a side-effect of their intent
to focus on the squad level of combat. Yet, given
4-4-7s next to 5-2-7s so you'll have both long-range
fire and assault fire when needed.
GERMAN: 8-1 leader with radio, three squads,
rut!
the comprehensive nature of the ASL rules, it should one LMG in hex 4FF1. The 9-2 with three squads, teanls, add a
be possible to recreate the conditions which call for MMG and HMG in 4W1. Two squads with two
the use of reserves. billion play~combinations,throw
LMGs go in 4G1.
It is the intent of the accompanying scenario (see ATTACKER'S TACTICS: Spread out. Run like
in the ability to set a game at any
insert) to force the German player to make some crazy on Turn 1. Run cautiously on Turn 2. Bring point and create your own
key choices. How many troops will act as delaying the T-34s on at 3Y 10 and drive for Hill 538 unless weather, top it off with an
forces? Putting the AT gun on the board will give
you HIP and bore-sighting; but what if the tanks
the German player brings the ATG onto the third accurate system of recording
level of 621. Then you must enter at 3410 and drive plays and stats, and you have
arrive on another board? We freely admit that this down the center. Plan that your infantry will have
may be the simplest demonstration possible of the to make its final assault based from hexes 2S6,2N9 MacPro Football, the first team
use of reserves. The Russian player is fairly well and 2J6. Consider having your tanks swing around sports game created exclusively
committed from the first turn and the German player the flanks of Hill 621 on the next-to-last turn. If for for the 5 12K MacInt h.
has a perfect knowledge of what is corning down no other reason than to divert those German ATGs.
the pike. Nevertheless, we have chosen to start with DEFENDER'S TACTICS: Do not try to stand
this as an introduction. If readers like the idea, we up to the Russians. Everybody pulls back. Your goal
would hope to expand on this concept in later is to try and move someplace where you can lay
scenarios. down some inhibiting Defensive Fire during Russian
Turn 2. The radio 2CC8 is very nice. I also like
the 9-2 on 3S7 and the 75L ATG on 3R2. (Check
out that LOS before you scoff.) The key to holding
After Action Report-The Hedgehog of Piepsk Hill 621 is actually holding Hill 538. So plan to
These notes continue the series of commentaries bring your Turn 2 tanks onto 2DD4 through 2DD7
in the Clinic pertaining to the scenarios published inclusive. Then on Turn 3, the lead MkIV can move
with the previous installment of the column (Vol. to 2T3 while the rest go for hulldown positions on
23, No. 2 in this case). The intent is to provide the 538. Remember that you can stop and start again,

*
ASL player with one of numerous possibilities for so go for Level 2 positions that are close by. Final
defensive setup, attacker initial placement, and basic defense of 621 should be on the crest of 621
tactical approaches for both. Having had several (advance there on the last turn).
MacPro Football is crammed full
months to examine your own approaches to our
Clinic scenarios, the reader can now compare his
of features and those details
findings with our summation. SO THAT'S WHAT missing from other games: the
GERMAN: A 9-1 leader, two 4-6-7 squads, one opening coin toss, draw-your-own
HMG and one MMG in the second floor of 3N2. 'VE BEEN PLAYIN(: pass plays, four quarterback
Another 9-1, three 4-6-7s and two LMGs in the plays, zone and man-to-man
itles Listed: 98 Total Responses: 35
second floor of 3N1. The 8-1 leader and two squads
with LMG in 3R6. Use the 8-0 with the radio as Rank Times defenses, and a computer coach
a spotter in 3N1. Boresight the HMG on hex 3U7 Last On Freq. as good as Lombardi! Whether
Pub Time List Ratio
and the MMG on 3U8. you're a Sunday coach or a
RUSSIAN: Six 4-2-6 squads enter spread out on Monday morning quarterback,
the edge of Board 4 and filter up along the north
edge. One 8-0 leader plus five 4-4-7s enter between
MacPro Football is the ticket to
3GG6 and 3GG10 and advance along the axis of football excitement!
3W8 to 3T6 tp 346. The remaining 21 squads enter Watch for future disks with more
behind Hill 498 and filter up along the edge of famous teams, complete seasons,
Boards 314. and programs to create your own
ATTACKER'S TACTICS: You should plan to
jump off the first assault against building 3N1 no teams and save stats!
later than Turn 6. Your best shot is to try to draw
fire with your flanking "cheapies" while the main
assault groups try to move completely in cover. take
a Commissar along the main axis of advance to rally
any unit that breaks in the advance. Expose the
MMG at eight hexes range in the woods with the
9-1 leader just as you deploy for your assault. You
never know when that lousy pop can pin the
defenders and suddenly end multiple shots from the
MGs. Pray for the intervention of Fate.
Rldlng the wave of exposure that 1 13, No 1 <
DEFENDER'S TACTICS: Shoot when you must, The GENERAL gave them, we've a number of alr wa
AVAILABLE EVERYWHERE or
but don't be drawn into long-range shots against games on the l ~ s tt h ~ stlme B-17, QUEEN OF TH call toll-free: 1(800)638-9292.
lousy targets. Don't forget that sniper fire as well SKIES leaps to the top of the chart AIR FORCE ar Ask for Operator M
as a broken MG can cripple you. Try to use the
artillery against the units advancing into 3U7. The
chance of calling in a totally blind FFE is about
40%, so if the Russian player is being very cagey-
DAUNTLESS put In an appearance, and the featurt
game, FLIGHT LEADER, moves up the l ~ s t ~ n g
For those whose feet are firmly on the grounc
ASLISL fam~lyof games continues ~ t lengthy
s
'

stror
showlng Totally unexpected, on the other hand, 1s tl
'
I microcomputer games
q ~ h ekvalon Hill I
DIVISION I
go for it. The Russians do not have time to recover
from eight or so broken squads and fight their way
up the stairwell of 3M2; so try for broken squads
sudden showlng of GUNSLINGER Among those dro
plng off the llstlng were LONGEST DAY, HZTZER
WAR, CIVILIZATIONand the ASL modules BEYON I , IGame Company I
rather than kills. Naturally, using a defensive FFE
on 3R1 at about Turn 5 can really crimp the Russian
style.
VALOR and PARA'IROOPER-but we expect them
show up agaln In the future
I
1 A MONARCH AVALON INC COMPANY
451 7 Harford Road Baltimore, MD 21 214
What the White House Needs Now . . .
STALIN'S WAR
A Variant Scenario for HITLER'S WAR
By James E. Meldrum

During the years immediately following the end At sea, the allied navies would first suppress Soviet 8. If the players wish to use the optional Leaders
of the Second World War, the Swiet Union - under naval activity and try to keep vital sea lanes open. Rule, the Soviet player receives one and the NATO
the leadership of the infamous Josef Stalin - After this was accomplished, Soviet surface naval player two.
aggressively expanded its power and influence in units and submarines were to be hunted down and 9. Sweden, Saudi Arabia and Switzerland are neutral
both Europe and the Middle East. As the Soviets sunk. Finally, with the sea lanes secure, units of the throughout the scenario and may never be attacked
expanded, a number of disturbing events took place. U.S. Navy and other friendly ships would cany units by either player.
Both Czechoslovakia and Hungary fell to the Com- of the U.S. Army to areas in Europe and the Middle
munists and Russian troops repeatedly massed on East for the invasion. 10. Soviet sea transport may take place between
the Greek and Turkish borders. Communist Party TAHGC's HELER'S WAR provides players with French and British ports in addition to other areas
activity increased in both France and Italy. A number an experimental vehicle that can be used to deter- where Russia may normally conduct sea transport
of other crises (including the Berlin Crisis of 1948) mine how such a hypothetical war between NATO as listed on the Sea Transport Table.
generated a tremendous amount of friction between and the Soviet Bloc might have been fought in the 11. NATO strategic bombers appear at bases on
what were to be the NATO Powers and the Warsaw late 1940s, when both sides were still equipped with Turn 2 and may commence bombing that turn.
Pact. WW2 vintage armament, only the U.S. had the Bomber strength points may be allocated between
After the end of the Second World War, the United atomic bomb, and jet aircraft were just beginning these bases as the NATO player desires.
States emerged as the leader of the free world. In to enter service in large numbers. Such a scenario 12. The NATO player may begin using atomic
response to the malevolence displayed by Stalin and also allows the players to examine how well U.S. bombs at the start of Turn 2. All atomic bomb
Soviet Russia, the U.S. began the development of war plans for such a conflict would have worked attacks against enemy army or fleet units are
war plans as a contingency for war with the Soviet out. resolved in a different manner than those made
Union. These plans were known under a variety This scenario, "Stalin's War", simulates a war against production hexes. All atomic bombs against
of codenames, including "Dropshot", "Broiler", fought as a consequence of the Berlin Crisis of 1948. an army or fleet are conducted on the Firepower
"Trojan" and "Pincher". All these plans had many The variant rules included here are intended to Table, with all die rolls modified by - 1 and all
of the same features and objectives in common. supercede selected portions of the regular game rules losses mandatory. Players are reminded that the
During the time period in which these war plans in order to simulate this hypothetical conflict. In any NATO player may make only 10 atomic bomb
were developed, military experts for the U.S. Joint situation where this variant material conflicts with attacks through the course of the scenario's 12 turns.
Chiefs of Staff assumed that the U.S. and Britain - the original rules, the regular game rules will take
among others - could do little to halt the advance priority in resolving all rules disputes. 13. Partisan warfare may be used against the
of invading Soviet hordes in Europe This was be- Soviets, but only outside Soviet Russia.
cause that, while the Western Allies (later to become SPECIAL RULES 14. The NATO player has reserves in both the
NATO) demobilized their military machines after 1. This scenario uses all normal rules of the cam- United States and Canada. The US Army reserve
the war to a great degree, the Soviet Union and its paign game scenarios. Rules designated as apply- has 12 TacAir, 2 Para, 5 Mech, 10 Inf and 3
allies upgraded and expanded their armed forces. ing to the Allied player will apply to the NATO Amphib available for transport; Canada has 1 Inf.
As a result, the Joint Chiefs decided to fight delay- player, and all rules specified as applying to the All reserve strength points must be sent to Europe
ing actions initially. Then, NATO forces could with- Russian player will apply to the Soviet player. by sea.
draw to selected fortified areas and defend them until
reinforcements arrived. These fortified areas would 2. Both sides may build units as in the regular game.
All types and kinds of weapons and units may be OPTIONAL RULES
be used not only as bases of operations against the
Russians, but also as bridgeheads for the counter- built. All undestroyed production hexes in player- If players feel that the scenario is unbalanced after
invasion of Western Europe. friendly countries may be used to build units. NATO playing it through, they may mutually agree to
After the surviving NATO countries had mobi- tech level is "6"; Soviet tech level is "4". reduce the length of the game to eight or ten turns.
lized, the Allies planned to counterattack. NATO 3. Bombers NATO bombers may attack all hexes Yet another method of balancing the scenario is to
planners looked to counterattack not only from the within a ten-hex radius of their assigned base. Air let the Soviets begin the game at tech level "6" and
fortified areas still under their control, but also units of all kinds may be used to attack each other. with one atomic bomb. In this case, allow the
planned to launch an invasion of the Soviet Union NATO bomber bases have an inherent strength of Russian player to place one bomber and one bomber
itself. This invasion would have come through the "1" and may be attacked as though they were base at the start of the game; the Soviets may deliver
Caucasus and was intended to seize the oil-rich production hexes. The US begins the game with 10 one atomic bomb attack through the course of the
region and drive into the industrial heartland of the atomic bombs available at the start of play. game. Yet another option would give the Soviets the
Swiet Union around the Black Sea. Such a maneuver advantage of strategic surprise (although that is
4. The Soviet player may use both his naval and historically debatable); in this case, double all
would have trapped the main Russian armies in submarine units to attack NATO trans-Atlantic ship-
Europe, far from their bases in Russia. At the same NATO losses on the first turn only. Any of these
ping. In this scenario, both sides should use the fol- will have a radical effect on play of the scenario.
time, this invasion would both deprive the Russian lowing naval strengths
army of much of its fuel and spare equipment and This situation lends itself to experimentation, and
strike a blow at Russian industry and agriculture. Ship Carrier players should make the most of it for further
The path for the NATO invasion of Russia would United States 8 4 enjoyment.
have been paved by the heavy and medium bombers Britain 6 2 Players are cautioned not to go overboard in try-
of the USAF, RAF and, to a lesser extent, the French France 3 1 ing to balance the scenario, since at the beginning
Air Force. The NATO airforces would strike at tar- Italy 1 0 of any such conflict each side would have unknown
gets in Russia using the limited number of atomic Soviet Union 2 0 strengths and weaknesses. Initially, the Soviet forces
bombs then available. These strikes would have been Allied fleets base in their home country; American would be very difficult to halt. Only after the US
launched from fortified airfields in England, Europe, fleets must base in any friendly port. As an alter- and NATO forces mobilized their mothballed armies
the Middle East, the Pacific and Alaska. All of these native to this original deployment, the US may place and navies could they seriously contend with Russia
bases would be defended and held at all costs against one point each of ship and carrier units in hexes L8 for domination of ~ u r o and ~ e ;he Middle East. And,
ground attack. The targets of the atomic strikes or J11 or E l 5 at the start of the scenario. of course. the atomic bomb would have affected all
would be Swiet and Soviet-allied military troop con- decisions made by both sides.
5. The Soviet player uses the German submarine
centrations and production centers. American units and is bound by all rules governing use of sub- Sources consulted in devising this variant include:
planners intended to conduct these atomic strikes marines.
simultaneously in order to maximize the shock effect Braken, Paul. The Command and Control of Nuclear
on the Soviet governments and population. Losses 6. Neither player may build fortifications other than Forces (New Haven: Yale University Press, 1983).
among the attacking aircraft were expected to be high those which begin the scenario in place. Brown, Anthony - Ed. Dropshot - The American
because of the large number of defending Russian 7. The Suez Canal rule is applied to the Soviet player Plan for World War against Russia in 1957 (New
jet and conventional fighters. should he capture it. York: Dial Press, 1978).
STALIN'S WAR
SET-UP AND SPECIAL RULES
I

WARSAW PACT FORCES IN PLAY NATO FORCES IN PLAY


Unit Location Inf Mech Para Tac A Unit >ocation Inf Mech Para ir
Lmiq TI5
&fmcc
Kiev
417
N14
111 '
Place at least one strength point in each 1st French N7
Caucasus Soviet Army indicated. 4th French F6

w
West
--F!
P10
011
1

Italia
White Russia N11 2nd I
1st mitti*:*$ bf I((
2~U
# k d h '$1 IAB
Siberia Siberia* I
Fleets in Port - 2 strength points (one each in T15 and K17) 3
U-boat in Port - 8 strength points (use German submarine counters) No. 2 K10 5
* - See spec~alrules for use o f the S~ber~an
Army Fleets in Port - See special rules for NATO Fleet strength and basing. NATO
** - The 2nd Ukranlan A m y represents the Yugoslav~anA m y ,
~tmay only enter Yugoslavia, has 3 ASW available.
Italy, Greece, Hungary, Bulgar~a,Rumanla and European Turkey
NATO has Bombers available.
Place bomber bases in following hexes (use BritishIGerman forts to represent):
D11, D15, D19, F3, G17, J l l , L10, 06, P7 and Q8.

SOVIET-FRIENDLY AREAS NATO-FRIENDLY AREAS AT START NEUTRAL COUNTRIES


AT START USA All other countries are assumed to begin play
Soviet Union Britain and all possessions neutral. Both Turkey and Greece are pro-NATO and
East Germany (all hexes of Germany east of and France and all possessions will join NATO if attacked by Soviet forces. All
including Q 11-PlO-Nl l) Canada countries, including Turkey and Greece, are
Poland (including hex Q13) Low Countries governed by the Unaligned Forces rules and use the
Baltic States Italy army strengths found in those rules. India is also
Hungary Denmark considered neutral. and may not be attacked.
Rumania Norway
Bulgaria Portugal
Yugoslavia Egypt VICTORY CONDITIONS
Albania Sardinia 1. NATO player wins by capturing or eliminating
Corsica (by atomic bombing) all three Soviet capitol hexes
SOVIET PRODUCTION AT START Cyprus by the end of the game and eliminating all Soviet
34 points (Siberian production is fixed at 8 points West Germany (all hexes of Germany west of armies.
per turn) Q11-PIO-Nll)
2. Soviet player wins by capturing all production
NATO PRODUCTION AT START hexes in Norway, Finland, Germany, France, Italy,
FIRST TURN-LAST TURN Spain, Greece and Turkey and eliminating at least
54 points seven NATO bomber bases.
Summer 1948 - Summer 1950
Soviets move first, then NATO. 3. If neither player is able to achieve both his victory
conditions above, the scenario ends in a draw.
A

Lone Wolves . . . Cont'dfrom Page 19 2. Japanese Player-Hama, Class Matsu ed off the Andaman Islands. Having missed with torpedoes, the
Ukumnawa, Class Matsu stubborn British decided to surface and attack with the 3 " gun.
V. Game Length The freighter fired back but was getting the worst of it when a
3 0 Turns, Day Scenario Ill. Starting Locations Japanese sub chaser answered her call for help. Just as
1. Stratagem-within ten hexes inclusiveof M29, Bd B, any direction Shakespeare was readying t o dive to safety, a 12-lber. shell
VI. Special Rules penetrated the pressure hull and they vvere forced to fight it out.
2. Hama-M29, Bd A, any direction The freighter was s w n left burning, and a hit on the sub chaser's
The Tally Ho! has seven torpedoes loaded in the bow; no engine room brought it t o a standstill. But Shakespeare had taken
Ukumnawa-M29, &I C, any direction
reloads are available The British submarine may commence play four hits and was unable to dive. The battered British made their
at any depth. The water depth on Bd A is 125 feet, on Bd B 100 escape while they could. As she limped towards Ceylon, the sub-
IV. Victory Condklons
feet, and on Bd C 75 feet. Tally Ho! may rest on the bottom, but marine fought off some 2 5 air attacks, none of which sent her to
must be at least 2 5 feet above the bottom if any movement is The Japanese player must sink the Stratagem, regardless of the bottom.
plotted. his own losses. Any other result is a British victory.
Kumds moves are plotted as usual, with the except that the 11. Order of Battle
CL must move in a straight line until It enters any hex on Bd B. V. Game Length
whereupon a 60-degree left turn must be made at some point so 1. British Player-Shakespeare. Class S, Type 2
12 Turns, Day Scenario
that the ship remains on Bd B for the remainder of the scenario.
2. Japanese Player- -C2 Merchantman
VI. Special Rules Sub Chaser, Class 2 6
SCENARIO B11 The Stratagem has all bow torpedo tubes loaded; no reloads
are available. The British submarine must commence play at 25 ft. Ill. Staning Locations
STILL ON PATROL
depth, and may change depth freely after the first turn. Note that 1. Shakespeare-N50, Bd B, Dir. 6
I, Introduction water depth on Bd A and on Bd B is 100 feet, on Bd C 125 feet.
Only three British submarines were lost in the Far East. One 2. C2 Merchant-N30, Bd B, Dir. 6
of these, Lt. Cdr. Pelly's Stratagem was caught in shallow water SCENARIO B12 Sub Chaser-Enter on Turn 6 from any mapboard edge
in the Malaccan Straits by Japanese destroyers on 22 November A BLOODY NOSE IV. Victory Condkiom
1944. Damaged in the initial attack. her position was given away
by leaking oil from her external fuel tanks (fitted as an economy b Introduction The British player must sink the Japanese merchant ship, or
measure). Finally forced to the surface, only eight men escaped from make both Japanese vessels "dead in the water", without losing
Before leaving the Mediterranean. Shakespeare, under
the wreck. Service in the beautiful Pacific had its dangers as well. the British submarine. Any other result is a Japanese victory.
Lt. Ainslie. had had a oood run and sunk the Italian sub Velella onlv
minutes before the Italian surrender in 1943. In action against the
11. Order af. Battle Japanese, however, she got rather more than she bargained for. V. Game Length
1. Brltisn rlayer-Stratagem, Class S, Type 2 On 3 January 1945, an unesconed 700 ton merchant was sight- 2 0 Turns, Day Scenario
TOTAL KRIEG
NBC IN BLITZKRIEG
By Robert D. Harmon

As complete as it is, some aspects of modern doctrine may well parallel this, but is unclear at the 54.8 The player receiving a nuclear attack may him-
warfare have been omitted from BLJZKRZEG '75 moment. self request one package or more for the next turn.
(and its revision as "BLITZKRIEG '85" in Vol. Nuclear weapons in "Total Krieg" are tactical. Failure to complete a "retaliatory" nuclear strike
21, No. 6 of The GENERAL). The current game Strategic (thermo-nuclear) weapons are separate, of not less than one package will require the player
offers an accurate overview of European-type, con- with unique delivery systems. The two major nations to roll on the NBC Repercussions Table on the
ventional warfare in the last third of the 20th in this game can be assumed to possess a number Failure line at the end of the second friendly Com-
Century. Yet, however, another European war may of thermo-nuclear warheads on ICBMs: these would bat Phase after the nuclear attack.
very well feature an added dimension - NBC be strictly controlled by the political leadership. The
54.9 The Night Bombing mission may not be used
(Nuclear-Biological-Chemical warfare). players, as field commanders, will not control these
The rules that follow, like their real-life phe- for nuclear attacks. (All-weather radar and fighters
as they are outside the purview of the game.
nomena, are optional. A game scenario of the 80's would certainly react, as effectively as in daylight
54.1 Delivery systems and effects are as described given the '80s technology.)
technology is assumed.
in the accompanying NBC Effects Table.
54.10 No NBC attacks are allowed in sea or lake
54. NUCLEAR WEAPONS: 54.2 When any nuclear attack occurs, the NBC hexes! Also, only delivery systems named by the
Both NATO and the Warsaw Pact have made no Repercussions Table must also be rolled, once for NBC Effects able may ever be used.
secret of their stockpiling, not only of strategic each attack, using two dice. The effects and reper-
nuclear weapons, but of a newer generation of cussions are implimented immediately. 55. CHEMICAL WEAPONS:
tactical warheads. These tend to have yields of a 54.3 All nuclear attacks must be written one turn Chemical weapons are a reality on today's battle-
half-kiloton (KT) or less and appear in sizes down in advance, during the friendly Movement Phase field. First used in 1915, toxic gases have appeared
to 155mm. The temptation to resort to low-KT for the player. Attacks occur on the following turn, as recently as 1980 in Afghanistan. Over 100,000
weapons may prove irresistible, especially with the during the opponent's Combat Phase. Written full-time chemical personnel serve in the Soviet
advent of neutron (low-fallout) weapons. attacks must specify, for each attack: forces; the Warsaw Pact regards chemical weapons
Nuclear weapons have three major effects: ther- as an integral part of conventional warfare.
mal (that is, the visible light and heat emitted from 54.31 The weapon desired as shown on the NBC Chemical weapons - specifically toxic chemicals
the fireball), blast and radiation. Since tactical Effects Table. used in battle - can be delivered by aerial spray,
weapons will probably be set for air rather than airdropped aerosol containers, or, more likely, in
ground-level burst, residual radiation will be 54.32 The number ofpackages requested that turn,
for each attack. No more than six packages per turn, shells and barrage rockets. These are local in effect
minimal. Air bursts would still produce, and even (within a single BLJZKRZEG hex) but can be used
maximize, the effects of blast, heat and initial total per player, are allowed. Thus, in effect, 12
packages can be dropped in one full game turn, with wholesale to support (or stop) a general offensive.
radiation. Chemical warfare is more cumbersome than
Electromagnetic Pulse (EMP) is the fourth effect no limit on the number of turns that this can
continue. nuclear warfare, even given the potency of certain
of a nuclear explosion. An atomic bomb emits a nerve gases. Given one of the most deadly -
wide spectrum of "radiation" - visible light, heat, 54.33 Target areas, written as a single-hex co- "Sarin" (nerve agent GB) - and ideal weather con-
nuclear radiation, and in this case radio and elec- ordinate. That hex, and a radius of two hexes around ditions, the results of a sample attack would be sur-
tromagnetic impulses at random. An EMP is usually it, constitute the "target area". The number of prising. Under such conditions (little or no wind,
sufficient to scramble or damage most radio, TV, packages in the area, up to two maximum, must be an inversion layer, 50 degrees F, no rain, open
microwave, computer and transistorized equipment specified. No more than four target areas may be country), 1150 rounds of 155mm shells would be
over a vast area. Armored units, for instance, though designated for a given turn, and these areas may needed for 50% casualties. And that's in a
best able to withstand blast, heat and radiation, not overlap. 100-hectare area (a BLZIZKRZEG hex encompasses
would still be debilitated by EMP. about 600 hectares). An entire artillery division
54.34 The turn of attack, for attacks may be plotted
Nuclear effects on the BL.IlZKRIEG mapboard would have to be dedicated, and that's under ideal
more than one turn in advance (although the limit
are planned for a standard area - the ''hex". Since conditions. Other agents or other chemical weapons
of six packages in any single turn is still enforced).
a Soviet motorized rifle division currently attacks would require even greater concentrations.
on a 10-16 kilometer frontage, and can defend up Chemical weapons appear in the following
to 45 kilometers, the mapboard (and units) are 54.4 When attacks are made, they must be delivered
exactly as written. Particular attacks may be par- varieties:
presumably geared to 30-kilometer hexes. Thus,
nuclear effects on the BLJZKRZEG map are less tially or wholly aborted at the time of the attack, a) Nerve Agents, which attack the nervous system,
than you'd think, given such large areas. and is the only deviation allowed from the written usually kill by paralysis of the lungs. Nerve agents
As to general nuclear effects, given a weapon instructions. Attacks may occur anywhere within require only one drop to kill, whether breathed in
equal to 1000 tons of TNT (or lKT), some radia- the target area, as declared by the player at the time or absorbed through the skin. Symptoms, often slow
tion fatalities would occur out to 800 meters. of attack. to appear, may not begin until after the damage is
done.
Thermal and blast effects would be more signifi- 54.5 If a delivery system - SAC, for instance -
cant, and personnel in the open, even at a kilometer assigns more factors than needed to deliver the pack- b) Blister Agents are mustard-type gases which in-
from "ground zero", would still experience burns age, then the last factor destroyed can be assumed flame and burn the skin, eyes, lungs (and can be
and a blast wave equating to 100 mph winds. Per- to have the nuclear weapons (e.g., a SAC half-unit fatal in the latter case). Blister agents cause fewer
sonnel in buildings and armored vehicles would be out of an original two units on the mission). The fatalities, but cause many casualties nonetheless,
protected from much of this, given reasonable dis- escort rule (32.4) continues to apply, except that burdening the medical services heavily. Recovery
tances from ground zero. Communications would unescorted bombers never employ nuclear weapons will be slow, and the mustard-gas victims may be
be disrupted, and ground zero itself would remain at half-effectiveness (contrary to the ACT notes). out of the war for good. These gases, and the chok-
"hot" even if no fallout was released. If they- get - too bad.
- through, ing agents, accounted for one-quarter of all World
Incidentally, those wondering about "vaporiza- War I casualties.
54.6 If a bomber force is whittled down to less than
tion" would be disappointed. The fireball would be c) Choking Agents, such as phosgene and chlorine,
only .04 mile in radius (or 420 feet in diameter) and the minimum number of units (as cited on the NBC
Effects Table), the mission is aborted. This is on damage and flood the lungs when breathed and are
would be well off the ground anyway. So, in a potentially lethal.
30-kilometer hex, the fireball would not be as a weapon-by-weapon basis, and applies mainly to
important as the four effects just described. chemical missions. One bomber factor is sufficient d) Blood Agents, cyanide-type gases, interfere with
.
American and Soviet ~ o l i ,c valike is in that initial
use must be authorized at the highest political level
to drop a nuclear warhead.
54.7 All nuclear weapons assigned to a target area
oxygen absomtion in the blood stream. These enter
the body through the lungs and kill rapidly. Blood
(i.e., the White House or the Politburo). The United can be dropped in any of that area's hexes. Each agents also attack gas mask filters, rendering them
States would grant this permission as authority to nuclear weapon must be used on no more than one ineffective.
use a "package" - numerous weapons - in a set hex; however, all weapons in the package can be Non-fatal agents occasionally appear on the battle-
time-frame and area, usually a corps sector. Soviet concentrated on a single hex. field, as tearing, incapacitating, or vomiting gases.
L I

NBC EFFECTS TABLE


WEAPON/ DELIVERY V GENERAL
PACKAGING TABLE SYSTEM(s) ' EFFECTS
Chemical - IA
Persistent

Chemic
Nonper
Neutron
(1 package)
Tactical Nuclear n/a SACIMDMIBA
( % package)
5-50 KT

Theater Nu1
(2 packages
100-50C V 1
Thermc
1-25 M
Biologi Affects target hex and all hexes two or less away. All units in affectea

Chemlcal
Decontamination
I
Perslsts indefinitely l.,...ovable
hexes eliminated. Contamination last four full turns or till rain; contami-
nated cities are RCX during contamination.
by placing 2 DF in hex for one full turn (invert unit). Decon unlt removes contamination unless
attacked or ellmlnated; decontamination IS complete at end of friendly movement phase when decon unit spent ENTIRE phase without
moving Any other ground units enterlng or failing to evacuate hex rolls 16 column on BBT upon endlng movement. Air units in a
contaminated hex must leave and may not fly any combat mssions that turn. Air units may fly over, but not land, In contaminated hexes.
Nuclear None, contamination lifts at start of attacker's next movement phase. Any unit entering before then rolls the 20 column on the
Decontamination BBT (once per stack, or unit, as they move through).

NOTES T O NBC EFFECTS TABLE


ABBREVIATIONS:
BA - Breakthrough Artillery SRIX, RCX, PX - See Rule 33
AF - Attack Factors DF - Defense Factors
TGAT+ 1 - Shlft TGAT one column ~n attacker's favor AFXZ - Multiply AF by 2 , including BA AF ( 1 BA D i v x 2 = 1 6 )
Package - This IS PER ATTACK
KTIMT - Prov~dedfor scale No effect In game
Neutron - Each package represents several warheads Necessary on a map of this scale Each oftack= l package

These are rarely found in military hands and are much of the survivors' time and much specialized protected, and occupying armies will thus have a
generally left to the civil police, outside the BLITZ- equipment as well. further drain on medical resources, not to mention
KRIEG player's consideration. "Chemical" Some units would be more resilient. Tanks, the loss of war production or the roads clogged with
weapons, as termed, don't usually include flame armored personnel carriers, and self-propelled desperate, panicky refugees.
weapons. Such weapons as napalm, white phos- artillery would be able to button up and avoid some
phorus, flamethrowers and starshells are integral to of the hazard (especially with internal mask systems 55.1 For delivery systems and effects, see the NBC
conventional operations and are not classed with the for the occupants). Vehicles in artillery, infantry Effects Table.
more "uncivilized" poison gases. The distinction and airborne divisions would be mostly wheeled and
is moot. lack NBC protection. 55.2 Players may use chemical weapons during any
The varied toxic agents fall into two tactical Forces in a chemical environment, including attack, including AVs during the Movement Phase
classes. Persistent agents are those which con- many untouched by direct attack, would have to don (non-persistent agents only). Any use of chemical
taminate an area for days or weeks; these include protective masks and clothing and have to work and weapons will require a roll on the NBC Repercus-
all blistering, and some nerve, agents. Non- fight in them. Fatigue and heat exhaustion would sions Table for each attack. Effects and repercus-
persistent agents are those which disperse or lose be rife within hours, and soldiers would find usual sions are immediate.
potency quickly (but need very little time to kill); activity (eating and other acts of nature) to be per- 55.3 Rule 25.3 still applies - only one BBT attack
these number some nerve agents, and all blood and sonal crises. Civilian populations would not be so of any sort may be made against a single hex on
choking agents.
Military planning hinges on these two classes in b P
an NBC environment. Areas that friendly forces
might enter would get non-persistent agents, so that
an offensive would not be impeded. Enemy rear area
BIOLOGICAL ATTACK TABLE
targets, such as road junctions, munitions dumps, DIE ROLL RESULT
airbases or missile sites would face contamination EPIDEMIC. Attack succeeds; results are as determined by NBC Effects Table.
from persistent agents. Defender must remove four infantry or airborne units from board immediately (equiva-
These two categories are shown on the NBC lent substitute units are acceptable), to be returned as reinforcements on the defender's
Effects Table. Persistent attacks, on the chart, in- turn AFTER contamination ends. Defender also forfeits air transport on the first
clude combinations of persistent and non-persistent turn of contamination.
agents. All varieties of chemical weapons are BOOMERANG. Infection spreads to attacker's forces: nearest attacker-occupied city
narrowed down to these two classes, for simplicity's is contaminated. Same results to attacker as above and as found on NBC Effects
sake. On the BLITZKRIEG game scale, effects on Table. Defender suffers same effect as EPIDEMIC result above.
units would not only include casualties, but the
attendant disruption and manpower diversion as PANDEMIC. Epidemic breaks out of control and spreads throughout Continent. Five
well. Clean-up after persistent agents would be as percent of human population survives, none of it as an organized society. The game
damaging as losses, for the decontamination of is over.
equipment, personnel, and buildings would require h
a given turn. If the BBT attack was with non- 55.8 Rule 54.6 applies to bomber chemical sion; vector dissemination, which utilizes insect
persistent agents, units may advance more than one missions. carriers (mosquitoes, lice, ticks, etc.); or covert dis-
hex, up to the maximum allowed by the TGAT. semination, using espionage forces to introduce
55.9 Weather rules, if used, do affect chemical
55.4 Players are each permitted four chemical attacks as described below: biological agents into water or food supplies.
attacks per turn. No advance notation is required. Beyond the obvious losses, the attacked nation
Only one attack is permitted per hex, or per city,
55.91 Fog: Non-persistent agents now roll at + 3 would be forced to divert manpower to containment
columns on the TGAT. BBT losses are doubled. and decontamination attempts. However, the
per turn. Chemical attacks only affect one hex (or
one city) each. 55.92 Rain: Negates all contamination. diseases could spread to the attacker's own forces,
boomeranging through POWs and refugees.
55.5 Failure to retaliate to chemical attack is punish- 55.93 Gale, Ice, Snow: No chemical attacks are Even the technical units would not be immune.
able with a roll on the "Failure" line of the NBC allowed. To be sure, aircraft, artillery, and armor would be
Repercussions Table. The attacked player must roll intact. But the crews would not be, nor the service
at the end of the next friendly Combat Phase if he and support personnel; and the equipment itself
has failed to make at least one chemical attack.
56. BIOLOGICAL WEAPONS:
would require decontamination. There would be no
Retaliation need not occur in the same locality. Biological agents (i.e., "germ warfare") would rapid replacement of these units - even with
hit war-weary populations very hard. Diseases reclaimed equipment. Biological warfare is the
55.6 Persistent agents (only) may be employed
employed against troops and civilians would be nightmare of every service, the single greatest threat
against a vacant hex, with contamination being highly contagious and include ordinary and mutated
automatic. This still constitutes one attack, but there that hangs over the modern battlefield.
strains of anthrax, Q-fever, encephalomyelitis, or
are no defending casualties unless units enter the 56.1 One biological attack may be made per game,
worse. Detection would be difficult initially, and
hex later. per player. Retaliation is manditory within two
authorities would be slow to move to stop an
55.7 In a target hex, armored units take chemical epidemic which, once rampant, could attain the scale turns, but may be made with nuclear weapons (two
losses last, after other units are eliminated (air of the "Black Death". Even if a ready cure were packages minimum) rather than "in kind". Failure
assault units are considered armored). When available (usually not), distributing it in time under repercussions are rolled at the end of the second
armored units are eliminated, they suffer losses war conditions may not be possible. friendly Combat Phase after attack, if not.
equal to halfthe remaining BBTITGAT losses (frac- Biological agents can be employed by one of three
tions rounded up). methods: aerosol or spray involving aerial disper- 56.2 A biological attack may be made against any
hex on the map, and affects the target hex and all
others within two hexes (except lakelsea hexes). If
any part of a city lies within the affected region,
all adjacent city hexes are affected.
NBC REPERCUSSIONS TABLE 56.3 Biological agents are rolled on the NBC Reper-
ATTACK METHOD1 ROLL TWO DICE: cussions Table, and then on the Biological Attack
" 3 4 5 6 7 8 9 1 0 1 1 l f Table, with results applied immediately. Biological
m i agents are made during a player's Combat Phase,
and do not require pre-notation.
I
56.4 Entry of a contaminated site of city results in
immediate elimination.
56.5 Biological attacks may not be made during
I Rain. Rain also is considered to remove any
Failure to Retaliate - Y C S U N M S C Y T biological contamination immediately.
NOTES: 56.7 Any hexes affected by a biological attack
Biological: Case "M" applies in all cases. remain contaminated for four full turns after the
Failure: Cases "M" and "N" apply IN FAVOR of the player who failed to retaliate. Case "U" applies against the failing player. attack, or until a Rain turn.
Roll: This table is rolled by the attacking player, or the failing player, if that line is rolled. Respective player rolls once per
attack; all effects immediate.
"Total Krieg" was written to show the effects
and constraints of NBC, using the BLIZZKRIEG
game as a format. With nuclear and chemical
NBC REPERCUSSIONS TABLE COMMENTARY weapons rife among the superpowers, and with
A Attack proceeds as shown on NBC Effects Table; no other effect. nuclear proliferation even among the minor nations,
the subject is timely. It remains a simulation, in the
C Coup. Five units must be moved to the capital of the player rolling this, on hislher next movement phase.
All surviving airborne and air assault units must be included toward this total. These units must then stay sense that player's options have been deliberately
in the capital one complete movement phase after that. Failure to perform this requirement means immediate limited. NBC represents a global "Pandora's Box";
surrender by the new government. even if belligerents strive to limit NBC to tactical
E Enemy army mutinies. It may not attack during next enemy turn; all engaged units are eliminated immediately levels; and so, political authorities have kept these
from enemy army. weapons under tight control. Indeed, the time delays
F Failed attack; your agents caught in act. Attack has no biological effect, ignore NBC effects table. Enemy and limits on employment of these weapons rep-
receives four inactive divisions (or eight substitutes), all of them infantry, on next enemy movement phase, resents the only saving grace. But the artillery and
over and above replacement rate. No more biological attacks allowed by either side; enemy need not retaliate. bomber units of the superpowers will certainly have
M Minor country that is site of attack recognizes attacking player as "aggressor," other player as "liberator," nuclear warheads and chemical weapons nearby in
regardless of previous status. If a player reverts to aggressor status in a particular country for the SECOND the next war.
time on this table, country becomes permanently unfriendly to both players, regrading both as aggressors. The Repercussions Table is a part of the simula-
N Nearest neutml country to site of attack recognizes attacking player as "aggressor," the other as "liberator," tion mode. Though field commanders may profess
without violation occurring physically. Does not apply if no neutral country bordered attacked country. to be apolitical, their decisions will not be. The
Case M above applies automatically. chemical and biological agents are so potent, in fact,
0 Political leadership overrules and cancels attack. No effect; enemy need not retaliate; another attack can that simplification becomes necessary. It really
be made by player rolling this. Ignore NBCET. doesn't matter which gas or microbe gets you, for
S Separatist movement. Player rolling this regards following cities as unfriendly under rule 5: Blue player they will all kill you just as dead. Thus, I discarded
- D7, G4, 112; Red player - NN48, 2248, YY43. Rule 23 does not apply. Cities remain supply and the fine distinctions between specific weapons in this
critical-resource sources for owning player. variant.
T Thermonuclear attack ordered by political leadership in both major powers. All cities in Red and Blue These rules are intended to be used as a complete
are no longer supply sources; all units therein are destroyed; no units may enter them, or the hexes adjoin- variant (i.e., if one rule or one NBC weapon is
ing them, permanently. Cities are permanently RCX, SRIX, PX (see rules 33 and 36). All supply and critical-
resources rules take effect; all scheduled replacements and reinforcements are forfeited by both sides. The
employed, then all are in effect or use). When any
game continues under the usual victory conditions. part of the unthinkable is possible, then nothing is
too horrible.
U General uprising. All cities in country being NBC-attacked (held by player rolling this) reven to "unreduced"
status under rule 29.4, and must be reduced all over again. All garrisons lose one defense factor per city So, if the Biological Attack Table, or the NBC
and must reeeat two hexes. This roll not applicable if attack was against country not held by attacker; Repercussions Table, represents a hideous risk,
roll again, if so. you'll have some concept of NBC. Pray that our
Y Your army mutinies. See case E above and apply it to yourself. heads of state think likewise.
.
i 72
SERIES REPLAY
BEYOND VALOR, Scenario 8
German Player-Don Chappell
Russia11 Player-Jim Blick
Neutral Commentator-Charles Kibler

Don Chappell and James Blick, both ex-Marine Advancing Fire Phase 309 Random selection of SW both LMG
ofjicers and both long-time ASL playtesters, chose 263 Peopl. G.C., G.D., Blick, G.E., and
Scenario 8 to highlight the best tactical game sys- G.H.. G.G. fire on R.K.-5 IFT I1 NE AAMG
264 Urban, (3.1.. G.J., G.K. fire on malf
tem on the market. Charlie Kibler, our artist and R.G.-3 IFT I I NE (DM) G.P. reduced to 4-4-7 (A19.131).
expert ASL player, was drajted to look over their 265 G.A..G.B.fueonR.E.-
310 Urban, G.I. wIMMG, G.J. fire
shoulders and provide neutral commentary. In the 4 1FT 7 NE on R.K.-9 IFT 2MC
266 Halle. G.L. fue on R . C . 4 IFT 8 NE
last issue, the first four turns saw the German plan 31 1 R.K.-2MC Breaks
Advance Phase
to mount a feint toward one bridge and rush toward 267 Oettl, G.R., G.N. into 23P7
(DM)
312 Russian Sniper Activation NE
another slowly unfold. In an exciting fourth turn, 268 Halle, G.L. into 2005 310A MMG fires on R.K.-5 IFT I MC
the Russian ATG crew-heroes of the Union all- 269 G.F. wlprisoners into 23U1 313 R.K.-IMC Pass
dispatched the German PzIVJ and PSW. But the 270 Behr into 23ZI 310B MMG fires on R.K.-5 IFT NE
271 G.A., G.B. into 23Z2 310C MMG fires on R.K.-5 IFT MMG
Germans seem poised on the brink of victory 272 G.G. into 23P5 eliminated
nevertheless. We resume the commentary with the 273 Blick, G.H. into 23Q6 314 Kindel. G.G. fire on R.K.
Turn 5 actions. 274 Peopl, G.C., G.D. into 23Q5 -4 1FT NE
275 G.K. into 23S5 315 G.A., G.B. area fire on 23W6
277 Urban, (3.1. wlMMG. G.J. into23R4 -2 IFT
TURN 5 278 Kindel into 23P5
Cowers.
..-
NF
German Player Turn Close Combar Phase 316 SPW #EE, Metzler. G.Q. wILMG
279 Halle, G.L. vs. R.C. area fire on 23W6-5 I n +2 8 NE
Rnal 280 R.C. vs. Halle, G.L. Advancing Fire Phase
Serial Event DRM Result 317 R.M., R.O., R.N. fire on SPW
Rally Phase
#DD crew, G.P.-8 IFT +2 8 NE
235 Wind Change Attempt NE
236 R.G. (DM) rally with Eastonov -I Remove Rout Phase
Russian Player Turn 318 R.K. routs to 23010
DM
Rnal Advance Phase
Prep Fire Phase
Serial Event DRM DR Result 319 R.J. into 23L9
237 SPW #EE, Metzler, G.Q. w/LMG
Rally Phase 320 Chernova into 23010
fire on ATG crew-I0 IFT I MC
281 Wind Change Attempt 6 NE 321 R.I. w/LMG into 23x9
238 ATG crew-NMC Breaks
(DM)
282 R.G. (DM) rally with Eastonov -1 12 Casualty 322 C.Z. into 23V6
Reduction 323 C.DD. into 23W6
Movement Phase
Replace R.G. with r.Z. 324 R.E. into 23BB4
239 SPW #DD, G.P. w1LMG from 325 R.B. into 2OP2
Prep Fire Phase
23U4 to 23W 326 R.A. into 23N0
283 R.L. wIHMG fires on SPW #DD
240 R.K. fires on SPW #DD crew,
crew. G.P.-8 IFT +2 8 NE Close Combat Phase
G.P.-4 IFT
284 R.K. fires on Oettl. G.N., G.R. 327 R.C. vs. Halle, G.L.
239A SPW #DD, G.P. w/LMG conducts 4 IFT +I 8 Cowers,
overrun on ATG crew l KIA 328 Halle, G.L. vs. R.C.
ATG NE
241 SW random destruction (C11.6)
remains [Place Board 22 with hex 22110 adjacent to hex 23YIO.l
2398 SPW #DD remains in motion in Movement Phase German: I also should explain the little firefight
23P8, VCA P9i09 285 T34 (BU) from 22R9 to 23P9, on Board 20 to all of you experts. This little tactic
242 StuG, G.O. from 20M2 to 2345, stops with VCA P8lQ9
stops with VCA Q8lP5 286 StuG fires main gun on T34 +4 7 Miss, (3.0. is called a "mistake". Unfortunately it is not a good
243 G.M. assault move from 20P5 to dismount example of Dickson's "Tactics of Mistake" (see
20P4 287 G.N. makes PF check 6 Pinned Three for Dorsai). The truth is that after the first
244 Halle, G.L. assault move from 288 G.R. makes PF check 6 Pinned
289 Oettl makes PF check +2 6 Pinned
Prep Fire attack on the ATG, I got so excited about
20P5 to 2KI6
245 Truck #D from 2012 to 23Y2, 286A SNG intensive fires on T34 +5 10 Gun malf the possibility of overrunning the beast that after
stops with VCA Y3lX2 290 T34 bounding fires main gun looking up all the appropriate rules and counting
246 lick, G.E., G.H., G.G. from on SPW #DD +7 7 Miss up factors, I simply forgot the rest of my Prep Fire
23V2 (BPM U3) to 23Q5 291 T34 fires BMGICMG on SPW #DD
247 Urban, G.I. wlMMG, (3.1.. G.K. crew, G.P. w/LMG-6 IFT +2 6 PTC Phase. So, when I remembered in the MPh, Jim
from 23W2 (BPM V1 and T2) to 292 SPW #DD crew-PTC 4 Pass quite properly laughed his head off. I advanced
2394 293 G.P. w1LMG-PTC 7 Pass squad M to 20P4 to take away his opportunity to
248 Peopl, G.C., G.D. from 23U3 294 R.B. from 2OR6 (BPM R4 and R3)
to 20Q3 gain encircled fire. Turned out to make no differ-
(BPM T2 and S3) to 23R4
249 Oettl. G.R., G.N. use CX movement 295 C.E. assault move from 20S6 to ence. Going into melee may be a little desperate,
from 23SI to 23P6 20R6 but Halle's boys are beginning to feel left behind.
296 R.A. w1LMG me CX movement from
250 Kindel from 23VI (BPM T2 and
20T4 to 20U1
I finally decided on the overrun because even if
S3) to 23P4
251 Behr assault move from 23AA3 to Remove Concealment counters E and F as useless
unsuccessful, the ATG crew will have to rout away
2322 297 R.E. from 23DD2 to 23BB3 and anyone wanting to shoot the gun would first
252 G.A. assault move from 23BB3 to 298 R.I. wiLMG use CX movement from have to be successful in Close Combat. I reduce the
23AA3 23CC7 to 23Y I0
253 G.B. assault move from 23883 to R.O. assault move from 22S10 to P
23AA3 23010
254 G.F. wiprisoners from 2011 to 2OM R.N. from 22T9 to 23N9 EVENT LISTING LEGEND
Defensive Fire Phase Chernova assault move from
255 R.B. fires on G.M.-4 IFT NE 22U10 to 23N10 NE No Effect
256 R.C. fires on G.M.-8 IFT G.M. R.M. w1LMG from 22U10 to 23N9 w/ with or possessing
KIA Blick, G.E.. G.K., G.H. fire (2nd) Second Level
257 German Sniper Activation NE on R.M.-6 IFT IMC
R.M. w1LMG-IMC 'inned G.-. German Squad
258 R.E. fires on G.A., G.B. -4 IF'I NE
259 R.K. fires on SPW #DD crew, R.J. from 23H9 to 23K10 R.-. Russian Squad
G.P. w/LMG-4 IFT +2 4 NMC C.Z. assault move from 23x6 to C.-. Concealment Counter
260 SPW crew-NMC 6 Pass 23W6 g.-. German HS
261 G.P. w1LMG-NMC 5 Pass C.DD. assault move from 23Y6 to
23x6 r.-. Russian HS
262 HMG fires on Peopl. G.C. G.D.
-6 1FT Defens ive Fire Phase malf Malfunction
262A HMG fires on Peopl, G.C.. G.D. 308 SPW #DD, G.P. w1LMG fire on (All other abbreviations are ASL standard.)
-6 1FT R.K.-I0 IFT 12 NE
Russian probability of success in CCPh by leaving $
the SPW 251 in Motion.
All the squads are deployed in extended order ORGANIZATIONAL COMMENTS
along the canal bank to make a large, dispersed fire In the past, we have found some Series Replays to be difficult to follow. We decided to chronicle
group with good Panzerfaust opportunities. Bring each player action as it took place in the exact order it takes place; you will find the Event List
on the T-34! We ain't afraid of no tanks! before player comments for each turn in the text. As you can see, movement was often interrupted
It's really rather unusual for it to have so much by Defensive First Fire and then continued. Each and every dieldice roll is also recorded.
effect, but this ammo shortage rules is killing me.
The tables below show all the non-bookkeeping counters that a reader will need to follow along
I've lost five machine guns totaling 19FP (24 factors with this Series Replay. He will need the full compliment of Prep Fire, First Fire, blaze, DM
per turn if you consider ROF). Now a marginally and Malfunction counters at hand. If the reader does try to follow along exactly, looking for mis-
effective StuG 111 has become useless. takes (I am sure we have some left) or analyzing strategy, it may even be useful to set the dice
Jim was startled when I started to shoot Panzer- up as they were. We believe you will find that your enjoyment of this replay is greatly enhanced
fausts at him. I volley fired the PFs and the StuG
if you take the time to sort through your countermix to duplicate the counters listed in Table 1.
I11 to try and get a quick kill. (I am using the term
"volley fire" because that is a technique used where The Event Listings that accompany each turn record each event sequentially, with continuing
everyone shoots at the same time, in this case at actions by units lettered with the same event number. For example: Event 1 is the initial move-
the same movement point; you lose a little in fire ment of a squad, Event 2 is the First Fire attack of a HMG, Event 3 might be a morale check.
control but you gain in surprise.) It would be nice If the squad continues its move, it would be listed not as Event 4, but as Event 1A; the HMG
to get a kill to go with this tactic. I guess I'm lucky continuing to fire as 2A; any new morale check as 3A.
I don't have an immolated halftrack and squad to The first table below shows the set-up forces and their Event Listing designation. Units such
shoot around. as the T34 or PzKw IVJ which are the sole unit of their type do not have any special designation.
My plan has been to shoot up the T-34 before it Some of the leader counters are hold-overs from SL and COI (for many reasons; the only im-
really starts to hurt me, prevent Russian reinforce- provement on the latest is the art work). [CommentatorS Note: not true; ASL leaders have a boxed
ment of the crossing site, and start suppressing the morale number on the broken side to indicate self-rally capability.]
Guard's fire so I can cross the bridge. No sweat! Table 2 shows the conventional abbreviations we adopted in recording the actions and events
during play. There is no indicator for the condition of units while in play (broken, ELR reduced,
Russian: Well, unfortunately the ATG crew malfunctioning, etc.) so readers will have to keep track with such status changes on your board
couldn't hang in there. It is quite clear that Don has as you follow the Event Listings.
shifted his attack to bridge W .Hopefully my Guards Jim and I had a lot of fun playing this scenario for you, but it is not without errors-both tactical
can stop this crossing. It is going to be close. and rules violations. We left all these in. Obviously, tactical errors are what make any wargame
All right! ALL RIGHT!! Which one of you ASL what it is. And, ASL is a difficult game to master, and experienced players have an edge because
second-guessers hasn't ever forgotten that just be- of their mastery of the rules. We played this game some three weeks after the release of ASL.
cause there are no Panzerfaust counters doesn't Whenever we made a mistake and caught it, we comment on it ourselves. In other words, we
mean there are no Panzerfausts? You may have did not retroactively correct errors even though we would look stupid in print. No one (not even
+
noted that Don and I are playing with a 1 DRM Don Greenwood) gets through a game of ASL without a rule boo-boo or two. It's no big thing,
to the PF availability check. Although not required and arguably is part of the game. Remember A.2.
by the rules, we felt a DRM was appropriate to
reflect the ammo shortage. RUSSIAN UNITS
A couple of other thoughts. 1 believe 2345 has Board 20 Board 23 After Set-Up
a blocked LOS from my HMG. It takes a little get- Type Unit Designation Type Unit Designation Type Unit Designation
ting use to, these varying size blind zones behind 4-4-7 R.A. 44-7 R.F. ? C.L.
4-4-7 R.B. 44-7 R.G. ? C.N.
obstacles. With the woods in 2304 and 0 5 more 4-4-7 R.C. 44-7 R.H. ? C.Q.
than five hexes away, they cast a two-hex 4-4-7 R.D. 4-4-7 R.I. ? C.R.
"shadow"; we'll see when I can spare a shot. 4-4-7 R.E. 4-5-8 R.J. ? C.S.
He has lost one squad and I have lost two squads 8-1 Leader Changar 4-5-8 R.K. ? C.X
? C.A. 4-5-8 R.L. ? C.Y.
(equivalents). We both still have a heavy AFV. I ? C.B. 2-2-8 crew ? C.Z.
have no doubt that he has the strength to force his ? C.C. 8-0 Leader Eastonov 7 C.DD.
way over the bridge; the question is how much of ? C.D. 7-0 Knezevich
? C.E.
a toll can I make him pay. It would be nice to have ? C.F.
a duel between the StuG 111 and my T34185-but
somehow I don't believe his Panzerfaust-toting Turn 5 Reinforcements
teenagers are going to let that happen. Type Unit Designation
6-2-8 R.M.
Neutral Commentator: The Russian has finally 6-2-8 R.N.
6-2-8 R.P.
realized the schwerpunkt of the attack-namely, the 9-1 Leader Chernova
bridge at 23PZ It will certainly be interesting to
see whether or not the reinforcements will be able
GERMAN UNITS
to reduce the German bridgehead. Note that Event
Group One Group Two Group Three
256 (the one that KIA'd G.M.) should have been Type Unit Designation Type Unit Designation Type Unit Designation
a Cower, reducing the column from 8FP to 6FP, 4-6-7 G.N. 4-4-7 G.I. 4-3-6 G.A.
but the result would have been the same. Another 4-6-7 G.O. 4-4-7 G.J. 4-3-6 G.B.
minor point overlooked by our players: the con- 4-6-7 G.P. 4-4-7 G.K. 4-3-6 G.C.
testants in the new Melee once again forgot to roll 4-6-7 G.Q. 4-4-7 G.L. 4-3-6 G.D.
4-6-7 G.R. 4-4-7 G.M. 4-4-7 G.E.
for Ambush ( A l l .4). 8-1 Leader Metzler 9-1 Leader Urban 4-4-7 G.F.
I was really surprised at the bravery of that 8-0 Leader Oettl 8-0 Leader Halle 4-4-7 G.G.
T34/85 crew. You'd think that this late in the war, SPW 251 SPW #DD Opel Blitz Truck D 4-4-7 G.H.
SPW 251 SPW #EE Opel Blitz Truck E 9-2 Leader Peopl
they'd want to live and would have learned some Opel Blitz Truck F 8-1 Leader Blick
respect for the Panzerfaust. A better spot to park 8-0 Leader Behr
this '85 would've been 23PI0, not out of PF range ADDITIONAL UNITS 7-0 Leader Kindel
but a bit safer. Or perhaps at even 23K9-safeffom Russian German
all Germanfire but still able to easily interdict all Type Unit Designation Type Unit Designation
Germans with guts enough to run for it. Neverthe- 1-4-9 Hero 4-4-7 G.P.
2-3-7 r.Z. 4-4-7 G.R.
less, it is beginning to look tough for the krauts, 4-5-8 R.Z. 2-4-7 g.N.
or will that T34 be yausted in PFPh? Also, I think (1)-0-6 prisoners 2-3-7 g.F.
I would have sent some of those Russian Guards 2-3-7 g.G.
2-3-7 g.1.
to 23010 (1st level) so to disperse them (the fire 2-3-7 g.0.
group would still be maintained). 2-3-7 g.P.
In Event 286, the German rider squad 0 dis- 2-3-6 g.C.
mounted when the StuGfired. This is not required 2-3-6 g.D.
2-3-6 g.R.
(or even allowed, for that matter; a Rider must Bail (1)-0-6 prisoners
Out, however, ifa AFVit S riding changes its TCA).
351 G.F. w/prisoners use CX movement
from 23U1 (BPM VI and W2)
to 2323
352 StuG, Pwpl, G.O. armor assault
move from 23QS to 23P7
338A LMG continues fire on Peopl,
G.0.-2 IF? 6 Cowers, NE
353 Blick, G.H. from 23R4 to 23M6
354 Urban, G.I., G.J. from 23R4
to 23N6
355 R.L. w/HMG fires on Urban. G.I.,
G.1.-8 IFT 3 2KIA
356 Urban and G.J. randomly selected and Urban KIA
G.I. breaks 0.1. KIA
356A G.1.-LLMC 9 Casualty
Reduction
Squad G.I.replaced with g. I. half-squad.
357 Immediate German Integrity
Check
358 G.E. from 23R5 to 23Q6
359 R.H. fires on G.E.-2 IFT 4 IMC
360 G.E.-IMC 8 Breaks
(DM)
361 G.K. from 23S5 to 23P6
362 G.C. from 23Q5 to 23P6
363 G.D. from 23Q5 to 23%
364 G.G. assault move from 23P5
to 2306
365 Kindel from 23P5 to 23Q4
366 Truck #F from 20P6 to 23x3,
VCA Y31X3
367 Truck #E from 20P5 to 23Y2,
stops with VCA Y3/X2
Defensive Fire Phase
368 HMO continua fire on Blick.
G.H.-6 IFT 8 PTC
369 Blick-PTC 6 Pass
370 G.H.-PTC 9 Pinned
371 R.J. fires on Ropl, Oenl, 0.0..
G.N., G . R . 4 IFT 4 Cowers,
PTC and
NMC
372 Peopl-PTC 7 Pass
373 Oettl-NMC 5 Pass
374 G.0.-PTC 6 Pass
375 G.N.-NMC 10 Breaks
(DM)
376 G.R.-NMC 6 Pass
377 R.E.firesonG.A.,G.B.4IFT 9 NE
Advancing Fire Phase
378 G.A.,G.B.freonR.E.-8IFT 7 IMC
379 R.E.-IMC 5 Pass
380 G.C., G.D., G.K. fire on R.N.,
R.M. w/LMG-4 IFT
381 Pwpl, 0.0. fin on R.N.,
R.M. w/LMG-2 IF?
Rout Phase
382 G.E. routs to 23R4
383 g.1 routs to 23N5
384 G.N. routs to 23R4
385 G.N. subject to interdiction by
HMG in 23P5 10 Fails
G.N. reduced to g.N. half-squad.
Advance Phase
386. G.A., G.B. into 23BB4
387 Behr into 23AA4
388 G.F. w/prisoners into 23AA4
389 Kindel into 23R4
390 Blick into 23N5
391 Peopl, G.O., G.R. into 23P8
392 G.C., G.D., G.K. into 23P7
393 G.G. into 23N6
Close Combar Phase
394 G.R. destroys ATG
395 G.A., G.B. vs. R.E.
396 R.E.vs.G.A.,G.B.
397 Halle, G.L. vs. R.C.
398 R.C. vs. Halle, G.L.
Figure 4: Positions at the end of Turn 5.
Russian Player Turn
R.N.,R.O.,R.K.,R.M. w/LMG
TURN 6 fire on SPW #DD crew, G.P. Nnal
-. T
-7A -.-
FT 7 2MC Serial Event DRM DR Result
German Player Turn SPW #DD aew-2MC 7 SNnned Rally Phase
Final G.P.-2MC 7 Breaks 399 Wind Change Attempt 7 NE
Serial Event DRM DR Result (DM) 400 G.E. (DM) rally with Kindel 5 Remove
Rally Phase SPW #DD (BU) stops in 23P8 DM
329 Wlnd Change Attempt 6 NE SPW #EE, Metzler, G.Q. w/LMG 401 g.N. (DM) rally with Kindel 7 Remove
330 German StuG maln gun repalr 4 NE in 2334 stms and change VCA DM
331 1.2. rally with Eastonov -1 6 Rally to U4/U5 402 g.1. (DM) rally with Blick 10 Remove
332 R.K. (DM) rally with Chernova -2 5 Rally R.F. fires on SPW #EE crew, DM
Metzler, G.Q. w I L M G 4 IFT 2 IMC 403 German StuG main gun repair 5 NE
Prep Fire Phase Metzler-IMC 4 Pass
333 G.R. makes PF check 3 Possesses Prep Fire Phase
SPW #EE crew-IMC 7 Pimed (BU) 404 R.L. wlHMG fires on Pwpl, G.R.,
334 G.R. fires PF at T34 +4 5 Turret Hit G.Q. w/LMG-IMC 7 Pinned (BU)
To LII armor class 11 11 T34 KIA G.0.-8 1FT 7 NMC
German S n i p Activation 5 NE 405 Peopl-NMC 8 Pass
335 T34 crew survival 10 KIA SPW #EE (BU)stops in 23T4
336 Oettl, G.R., G.N. fire on R.N., 406 G.R.-NMC 3 Pass
G.A., G.B. from 2322 to 23BB3 407 G.0.-NMC 9 Pinned
R.M. wILMG-8 IFT R.E. fires on G.A., G.B.-8 IFT 408 R.O., R.N., R.M. wlLMG fire on
Movement Phase 349 Behr from 2321 to 23AA3 Pwpl, G.R., 0.0.-2OIFT 7 2MC
337 SPW #DD, G.P. in 23P8 change 350 Truck #D from 23YZ to 2323, 409 Peopl-2MC 8 Break
VCA to @/P9 stops with VCA AA4IZ4 (DM)
10 Break close assault squad (Russian K). I have to make g.1. uses CX movement from 23N5
(DM) money this next turn or his defense will gel and I'll (BPM M5) to 23H4
7 Break R.L. fires on g.1.-4 IFT
(DM) never get across. G.H. uses CX movement from
Movement Phase 23M6 to 2314
412 R.K. assault moves from 23010 G.G. uses CX movement from
Russian: I was surprised to get such a clear shot 23N6 to 23H4
to 23P9
413 R.J. from 23L9 to 23N10 with my HMG. It really paid off by killing a 9-1 Residual FP attack on G.G.
414 R.B. from 20P2 to 23R2 leader and a squad and a half. Combined with the Behr, G.F. wlprisoners assult
415 R.A. w1LMG from 23N0 to 2302 very effective fire against both halftracks, Don move from BAA4 to 23BB3
416 R.I. w/LMG from 23x9 to 23T9 SPW #EE crew. G.Q. w/LMG,
417 R.F. from 23V6 to BPM 23U8
wasn't able to accomplish very much. I'll use this Metzler becane CE
418 G.F. fires on R.F. in Bypass respite in his attack to get as ready for his final StuG from 23P7 to 2345, stops
-2 1FT 5 NMC assault as I can. with VCA R41Q4
419 R.F.-NMC 6 Pass SPW #DD (BU) from 2349 (VBM
Don still has 51 victory points on the mapboard, Q9) to 23W10, VCA X9lXIO
417A R.F. continues to 23T8
420 r.Z. from 23x7 to 23Z7 so the next turn should tell the tale. Squad K Blick from 23N5 (BPM K4) to 2313
421 R.H. from 23W6 (BPM Y6 and Z6) maneuvered to try and take out five points worth
to 23A6 of halftracks and passengers, but didn't make it. Defensive Fire Phase
417B G.F. fires on R.H.-2 IFT -1 7 PTC 468 HMG fires on g.1.. G.G.-6 1FT PTC
422 R.H.-PTC 4 Pass
The Guards were able to lay down some serious 469 g.1.-PTC Pass
Defensive Fire Phase
sub-machinegun fire on the bridge's exit hex, dur- 470 G.G.-PTC Pinned
423 Oenl, G.C., G.D., G.K. fire ing both the Defensive and Prep Fire Phases. So, 468A HMG fires on g.1.. G.G.-6 IFT NMC
on R.K.-12 IFT +2 7 NMC I started to think that the far south bridge might need 471 g.1.-NMC Pass
424 R.K.-NMC 8 Pinned 472 G.G.-NMC Breaks
a little additional protection. If I can continue to (DM)
425 G.G., G.H. fire on R.N., R.M.
w1LMG-8 1FT +3 4 IMC bottle up the center bridge, the two squads coming 468B HMG fires on g.1.. G.G.-6 IFT NE
426 R.M. w1LMG-1MC 4 Pass from Board 20 will be able to put him under 473 R.B. fires on SPW #EE crew.
427 R.N.-IMC 6 Pass Metzler, G.Q.-4 IFT Cowers, NE
encircling fire. At that point, his already poor ELR 474 R.A. w/LMG fires on Kindel, g.N.,
Advancing Fire Phase will bcome much more of a factor. G.E.-6 1FT I MC
428 R.K. fires on Peopl, G.R.,
G.0.-1 IFT
Psychologically I feel much better now, but I 475 Kindel-IMC Breaks
should continue to remember that Don is a crafty (DM)
429 R.B. fires on Kindel, g.N.. 476 g.N.-IMC g.N. KIA
G.E.-2 IFT veteran, and he might trade those 51 points into 477 G.E.-IMC Pass (DM)
430 R.A. fires on Kindel. g.N., some kind of an advantage. Now is the time to watch 478 German Battlefield Integrity Check NE
G.E.-2 I n 479 R.K., R.J., R.O., R.N., R.M.
431 R.H. fires on G.F. wlprisoners, for a trick.
w1LMG fire on Oettl, G.K.,
Behr-2 IFT G.C., G.D.-19 IFT I MC
Rout Phase Neutral Commentator: I couldn 't believe that both 480 Oettl-IMC Pass
432 Kindel, g.N., G.E. rout to 23Q5 481 G.K.-IMC Breaks
433 Peopl, G.R., 0.0. rout to 23R8
halfrracks sported about CE. As we can see, the
(DM)
Advance Phase
price waspaid. Note that the halfrack crew in 23T4 482 G.C.-IMC Breaks
434 1.2. into 23AA7 that became pinned did not prevent the vehicle itself (DM)
435 R.B. into 23S3 from continuing movement. Maybe Don didn 't know 483 G.D.-IMC Breaks
436 R.A. w1LMG into 23P2 this (A7.8). (DM)
437 R.F. into 23% 484 R.F.. R.I. w/LMG fire on Peopl,
438 R.1. wlLMG into 23S9 One error committed in the German turn: the G.O., G.R.-20 1FT 2MC
439 R.J. into 23010 Russian ATG would have to be "possessed" first 485 Peopl-2MC Pass
440 Chernova to 23N10 (A4.44)before being spiked; this could have been 486 G.R.-ZMC Breaks
Close Combar Phase (DM)
done in the MPh (by expending a MF) or in the Rally Replace G.R. with g.R. half-squad.
441 R.C. vs. Halle, G.L.
442 Halle, G.L. vs. R.C.
Phase; both would require a dr less than "6' '. Then, 487 G.0.-2MC Pass (DM)
443 R.E. vs. G.A., G.B. the gun could be spiked in any Fire Phase in which 484A LMG fires on Peopl, g.R.. G.O.
444 G.A..G.B.vs.R.E. the possessing unit could otherwise fire it (A9.73). -4 1FT PTC
488 Peopl-PTC Pass
Those Guards in 23010 may be a very tough nut 484B LMG fires on Peopl. g.R.. 13.0.
German: Well, in every critical battle there comes for the German to crack. But, in the Russian turn, -4 1FT
the moment when both sides think they've had it. they still refuse to climb the stairs. Chernova should 489 R.H. fires on E3ehr.F. wlprisoners
have prompted them a bit more before taking the -4 1FT
Victory usually goes at that point to the side which Advancing Fire Phase
perseveres. Lee's comment at Chancellorsville is back door out. 490 SPW #EE, Metzler,G.Q. wlLMG
appropriate, "I was too weak to defend, so I The German bridgehead is becoming more fire R.A. w1LMG-I0 IFT 2MC
attacked. " hemmed-in by the minute. It's amazing that these 491 R.A. w1LMG-2MC Heat of
melees have been going on as long as they have. Battle
My movement might not seem to make any sense 491A R.A. Heat of Battle Hero,
at first, but here is the logic behind it. After polish-
I guess the Russians are struggling to survive as Fanatic
ing off the T-34, I figured that overrunning Russian much as the Germans are trying to escape. 490A SPW #EE AAMG, LMG fires on
squad 1 (23x9) with the SPW 25111 would be a cute I was also surprised to see that the battlefield Hero, R.A. w1LMG-6 IF? NE
Integriry rules were being employed (A16), being 492 Random selection of malf SW AAMG malf
maneuver and would have three collateral benefits: 493 Oenl makes PF check Possesses
1) it would surprise Jim and make him think I was Optional as they are (I myselfam definitely one of 494 Oettl fires PF at R.K. Miss
crazy; 2) it would attract bullets from the Guards' those that "record keeping is offensive to"). Rout Phase
495 Kindel. G.E. rout to 2305
large fire group with a + 2 DRM versus the -2 496 Kindel interdicted in 23P5 by R.K. Pass
DRM everyone else would suffer; and 3) it would 497 G.E. interdicted in 23P5 by R.K. Pass
take over the duty of isolating Russian squads F and TURN 7 498 Oettl, G.C., G.D., G.K. rout to
H from the battle area. 23N5
German Player Turn 499 G.C. interdicted in 23P6 by R.K Fails
After that didn't work, I planned to overrun Final Replace G. C. with g.C.
Russian squad E in BE34 and then jump the canal Serial Event DRM Result 500 G.D. interdicted in 23P6 by R.K. Fails
there to divide his attention. Once the SPW 25 1 and Rally Phase Replace G.D. with g.D.
squad Q were pinned, it seemed better to leave well 445 Wind Change Attempt NE 501 G.K. interdicted in 23P6 by R.K. Pass
446 G.P. (DM) self-rally NE 502 German Battlefield Integrity Check NE
enough alone and not move any further. 447 Peopl (DM) self-rally -I Rally 503 G.G. routs to 2313
My last great idea was to build up a large fire 448 G.R. (DM) rally with Peopl -3 NE 504 G.G. interdicted in 2314 Fails
group in 23M6 and 23N6 with - 1 leadership and 449 13.0.(DM) rally with Peopl -3 NE
Replace G. G. with g. G. half-squad
450 g.N. (DM) rally with Kindel Remove
drive away the Guards by fire. Lt. Urban told every- DM 505 Peopl, g.R.. '3.0. rout to 23Q8
body that the HMG in the church steeple (23F3) was 451 G.E. (DM) rally with Kindel Remove Advance Phase
out of effective range. Now poor Urban doesn't get DM 506 g.1. into 23G5
to see the end of the war. C'est la guerre! 452 g.1. rally with Blick -2 Rally 507 G.H. into 23H4
453 German StuG main gun repair Broken 508 Behr takes prisoners
My only good hope now is to get enough people 509 G.F. into 23BB4
Prep Fire Phase
through his Prep Fire Phase to lay down a serious 454 G.C.,G.D..G.K.fireonR.N.. Close Combat Phase
Panzerfaust barrage during the Defensive Fire R.M. w1LMG-12 IFT 510 Halle. G.L. vs. R.C. NE
Phase. It would also be really nice to win these 455 Oettl marked with Opportunity Fire 511 R.C. vs. Halle. G.L. NE
456 SPW #EE, G.Q. w/LMG, 512 G.F.. G.A.. G.B. vs. R.E. R.E. KIA
melees. 256 Metzler marked with Opportunity 513 R.E. vs. G.F. Casualty
I had a really effective Rally Phase during the Fire Reduction
Russian turn. My small crossing force got beat by Movement Phase Replace G.F. with g.F. half-squad.
his Guards, and I was lucky to just pin down his 457 T ~ c #Fk from 23x2 to offboard 514 Russian Battlefield Integrity Check
Figure 5: Positions at the end of Turn 7. At are shown the con-
tents of the two Gennan SPW 25111 (as ma] on the illustration).

529C HMG fires on G.H.-6 IFT +1 8 Cowers, NE


Movemenr Phase
532 r.Z. assault move from 23AA7
to 23BB7
533 G.A., G.B. fues on r.Z.-8 IFT 6 2MC
534 r.Z.-2MC 5 Pinned
535 R.B. from 23S3 to 23U3
536 R.F. assault move from 23S8
to 23R7
537 R.K. assault move from 23F9
to 23P8
538 Metzler, G.Q. wlLMG fire on
R.K.-7 1FT 8 PTC
539 R.K.-PTC 4 Pass
540 R.I. w1LMG from 23S9 to 23VlO
541 Hero, R.A. wILMG from 23PZ
to 2303
542 Metzler, G.Q. fire on Hero, R.A.
wlLMG-2 lFT 8 NMC
543 Hero-NMC 6 Pass
544 R.A. wlLMG-NMC 8 Pinned
541A Hero continues to 23N4
545 R.J. from 23010 to 23P8
546 Residual fire on R.J. 8 NE
542A LMG intensive fires on R.J.
-3 1FT 11 LMG malf
545A R.J. continues to 23P6
547 R.O. from 23010 (BPM Q9) to
23R8
548 R.N. use CX movement from 23N9
(BPM 17) to 23H6
549 R.M. wlLMG from 23N9 to 23Q9
550 Chernova assault move from 23N10
to 23010
551 Eastonov assault move from 23x7
to 23Y7
552 C.Y. assault move from 23D4
(2nd) to 23W (2nd)
Defensive Fire Phase
553 G.H. fires on R.L. wlHMG
4 IFT
Advancing Fire Phase
554 Hero fires on Kindel, G.E.
-1 IFT
555 R.A. fires on SPW #EE crew,
Metzler, G.Q.-1 IFT
556 R.B. fires on SPW #EE crew,
Metzler, G.Q.-2 IFT
557 R.J. fires on Kindel, G.E.-2 IFT
558 R . F . , R . O . , R . K . , R . M . w I L M G
fire Peopl, (3.0..g.R.- 24 IFT 9 2MC
559 Pwpl-2MC 10 Breaks
(DM)
560 g.R.-2MC 9 g.R. KIA
561 G.0.-2MC 8 Casualty
Reduction
Replace squad G.0. with g. 0. half-squad.
562 German Battlefield Integrity Check
Rout Phase
563 Peopl, g.0. surrender to R.F.
564 Oetd, g.C., g.D., G.K. low crawl
to 23M6
565 Kindel, G.E. rout to 23P4
566 g.1. routs to 23D7
Advance Phase
(DM) rally w ~ t hPeopl -2 5 Remove 567 R.L. wlHMG Into 23F4 (2nd)
Russian Player Turn DM 568 C.Y. into 23F4 (2nd)
Rnal (DM) rally with Peopl -2 8 Remove 569 R.N. into 23H5
Serial Event DRM DR Result DM 570 R.J. into 2306
Rally Phase Prep Fire Phase 571 Hero into 23M5
515 Wind Change Attempt 524 R.H.firesonG.F.,G.A., 572 R.K. into 23P7
516 German SPW AAMG repair G.B.-4 IFT 7 PTC 573 R.F. wlprisoners into 23S7
517 Kindel (DM) self-rally -1 7 Remove 525 G.F.-PTC 5 Pass 574 R.O. into 23R7
DM 526 G.A.-PTC 5 Pass 575 R.M. wlLMG into 23Q8
518 G.D. (DM) rally with Oettl -1 5 Remove 527 G.B.-PTC 9 Pinned 576 R.B. into 23T3
DM 528 R.L. fires on G.H.-4 IFT k1 9 NE 577 R.H. into 23BB6
519 G.C. (DM) rally with Oettl -1 9 Remove 529 HMG fires on (3.1.-6 IFT +I 4 1MC 578 Eastanov into 23Z6
DM 530 G.1.-IMC 7 Breaks 579 Chernova into 23P9
520 G.K. (DM) rally with Oenl -1 9 Remove (DM) 580 R.I. wlLMG makes PAATC 12 Fails
DM 529A HMG fires on G.H.-6 IFT i-I 8 NE Close Combat Phase
521 G.G. (DM) rally with Blick -2 7 Remove 529B HMG fires on 0.H.-6 IFT &I 3 2MC 581 R.C. vs. Halle, G.L. 11 NE
DM 53! G.H.-2MC 4 Pass 582 Halle, G.L. vs. R.C. 3 R.C. KIA
German: Who says TAHGC doesn't engineer their drinking and hand grenades don't mix. At least I truck E slips back one hex. On Turn 9 they load
games well? If I'd had any more squads, I would was able to capture some Germans and so relieve (costing 7MP from the truck's allowance) and then
have run out of DM counters. It has become abun- my earlier embarrassment. move offboard. Trucks may move through enemy

B"
dantly clear that we aren't going to cross e canal
at P7. My German forces are gettin panicky, so
we are trying to flood across all the bridges at the
Neutral Commentator: It appears as if the
Germans have just aboutfizzled out. What was once
a fairly concentrated and organized attack is now
units like an overrun, but TPBF by even one squad
gets the truck with a TK# of "8" on the IFT. Not
a good chance, but still mathematically possible. In
same time and dilute the defense a little. spread out ineffectively over the length of Board 23. any case, the odds of being this lucky across the
I brought the impotent StuG I11 back to hex Q5 Noted errors: board do not seem worth the effort involved in con-
for a few seconds worth of cover, from which I tinuing to chronicle my downfall for this distin-
ended up routing away anyway. I figured that it was Event 4 8 6 A l r e a d y broken units do not suffer ELI?
reduction (A19.13). guished audience.
worth risking in a potential Close Combat. Unfor-
tunately, its chances were reduced considerably by Event 491-German Sniper activation attempt CLOSING COMMENTS
my shooting at his squad A and giving them a Hero missed.
German: We will continue these final comments
to go along with a battle-hardened squad. Hey guys, Event 494-Panzerfaust can't be used here (C8.31). the way Jim and I always do after a game. A friendly
for Russians it is just as easy to surrender on the Event 495-These units are routing toward a known "why did you . . ." question-and-answer session.
Heat of Battle Table! enemy unit (in 23F3) within that unit's range; they Jim, what was your overall impression of the game?
I also want to point out one of my favorite tricks. would have to stay in place instead.
In Event 459, I declared CX movement. When I Russian: In defeat as in victory, Don, you are so
Event 498-These units are also routing closer to humble. I don't think either of us played our best
got to hex 2314 with the unit, I asked Jim if he was a known enemy unit (23F3); should low crawl to
going to shoot. He undoubtably figured I was going game on the whole. I had a multitude of little errors
23P6 instead. Then, in the next Rout Phase, with in the mechanics-like forgetting Panzerfausts or
to cross 23H4 (why use CX movement elsewise) the HMG out of LOS, they could get to 23N5.
so he replied "No" hoping to get a residual fire keeping leaders with SW. You played a more tech-
attack and then another fire attack. Instead I declared Event 542-A unit may not Subsequent First Fire nically proficient game, but lacked the aggressive-
the end of its movement. I view this as a legal way (A8.3) at a "target at a range > that to the closest ness I think the German player needs in order to
not to be shot up with FFNAMIFFMO attacks, but known enemy unit". Observe R.B. in 23U3. win. The key to this scenario is getting an early
there does seem to be a question as to its legitimacy. Event 542A-As 542 above. Additionally, Sustained bridgehead and then bulling past the defenders in
I recommend using it only against your friends; it Fire (A9.3) cannot be used by a unit marked with the first five turns. What I don't understand is why
can really frustrate your opponents. Final Fire, as G.Q. would be afer his illegal Sub- you did not cross at bridge X3 during Turn 4 when
In my mind's eye, I see my squad L on Board sequent First First Fire attack. you had the chance? That's when you turned north
20 groveling in the cellar while Russian squad C Event 553-Again our players have forgonen to add and charged the anti-tank gun.
is drinking up all the schnapps and vodka upstairs. the +I for a CX unit firing (A4.51). German: Well, I am happy to hear that you were
Halle figures his only chance is to overcome them, Event 561-Already broken units are not subject to convinced that X3 was the crossing site. Actually,
one or two at a time, as they come downstairs for ELI? reduction. if you read my initial comments, you'll see that it
more booze. was a feint and not the main attack. As to charging
Event 565-The G e m n s here are routing closer
Behr took over prisoner guard duties so that a the anti-tank gun, that is kind of hard to defend right
decent 3-1 attack could be mounted and break up to R. B. in 23U3, a known enemy unit in their LOS.
now. The only thing I can say is that the single AT
the melee in 23BB4. This cost me half a squad and Event 567-This Advance would require the place- Gun was a lot weaker defense than the four squads
the potential future embarassment of a prisoner ment of a CX counter on R.L., according to covering the northern bridges. Don't you think so?
escape while on "National TV". A4.72- "vs. Dificult Terrain".
Russian: No, I don't. Manhandling an ATG out into
After the Russian turn, it really looks dim. All the street was a desperation move on my part. You
depends on the upcoming Rally Phase. If you look At the end of all this, things do look dim indeed for
the German. The German had little to cheer for dur- had two squads in halftracks which could cross with
over the last three Rally Phases, you'll see that I immunity and then become CE during your Advance
have rallied exactly one leader and one half-squad. ing this turn, save only the end of the standoff in 2005.
As Jim pointed out, a better place for the 7-0 leader Phase; the StuG III and the armored car would have
This is due more to Jim's ability to keep everyone provided a lot of additional close support. Lastly,
under DM than just bad luck on my part. is stacked with the HMG. All such heavy SWs should
now have leader direction (especially with the upcom- I thought you'd place that gigantic fire group along
Generally speaking, all the BEYOND V A O R the hedge under "Opportunity Fire" counters and
scenarios end this way-in confusion. This is the ing revision of the Cower rule.)
then cross with one squad at a time until I had to
natural result of combat in urban areas; this is the break Concealment before you built up too big a
ASL equivalent of the deterioration experienced in TURN 8
force as a bridgehead for me to cope with. In fact,
STORM OVER ARNHEM. German Player Turn
that seemed to be what was happening when I took
Final that long-range shot at your armored car with the
Russian: Don is obviously giving up the main Serial Event DRM DR Result
attack, so now I must parallel his rush to the other Rally Phase ATG.
bridges. Although there are two German Movement 583 Wind Change Attempt I1 NE German: Well, that might have worked, and I cer-
584 G.P. self-rally 12 Casualty
Phases left, I don't believe he can reorganize enough Reduction tainly still had all my strength. Even though I
strength to fight his way over another bridge. 585 Kindel self-rally 11 NE couldn't cross at P7 until after your Guards arrived,
Two technical comments to begin my turn with. 586 G.D. (DM) rally with Oettl 7 Remove it seemed to me that the original plan was still viable.
First, the Assault Fire capability of the Guards adds DM
587 G.C. (DM) rally with Oettl 9 Remove
Assuming I could inhibit your Board 23 movement
just enough firepower to kick the AFPh attack DM with fire lanes from those halftracks, I would only
(Event 558) up to the next column (24FP). So, for 588 G.K. (DM) rally with Oettl 4 Remove face the ATG and three short-range squads. (The
old SL players following along, you've just seen DM T-34 would be a problem anywhere you put it.) The
589 G.C. rally with Blick -2 7 Rally
another one of the improvements. Secondly, all of 590 Repair SPW #EE AAMG 3 NE only thing I think I should have done differently was
the same old SL players see nothing wrong with 591 Repair German LMG in 23T4 6 Eliminated not make the move on P7 so soon. If I'd waited un-
leaving Knezevich concealed and away from the Prep Fire Phase til after your Turn 5 movement, would the Guards
critical HMG position. New ASL players probably 592 Chappell abandons his command to have come on to reinforce the X3 crossing?
have recognized this as one of the common mistakes. change into civilian clothes and
and escape to the West Russian: I might have done that; it's hard to tell
If I'd had that leader in the hex with the HMG, I
would have been spared at least two Cowering German: I have conceded to Jim. This is a great now. You should have avoided the question of the
attacks and still would not have chanced a personal embarrassment and my chagrin knows no Guards effectiveness by attacking immediately in
LLMCILLTC because the leader's morale is too low bounds. Whupped in a fair fight on "National TV" Turn 4, defeating first the Board 23 forces and then
to affect the squad. I lost the advantage of having by my own protege. the reinforcements in detail. You also moved into
another Concealment counter on the board a long At this point, if you write off the units in P4 and range of the HMG, which would have been no factor
time ago, and have just been remiss in making the M6 (which is a very safe assumption), then the total at such long range-especially with a three-hex blind
link-up. possible German points which exist are 33. If you zone behind every obstacle. What about your luck?
My Movement Phase was used to start taking the consider the string of luck which would be required It seemed pretty bad to me.
initiative away from Don. I don't want to give him to get everybody off, it is clear why I concede. By German: I've already averaged up the dice rolls
the chance to rally any units and organize a last- the way, it is still possible to get Halle and squad to see if I could cop a plea. No mas! Not only were
ditch attempt. L off by using a "magic truck". A magic truck is we even overall, but we both were better than
I was a bit sad to see squad C get so caught up one that all of a sudden knows you need it even average. Still, it is clear that the ammo shortage rule
in the spoils of victory that they blew it. Don told though this one is over 400 meters away at the time. had more effect in this playing than usual. I did not
me his interpretation of that Close Combat-I guess Halle and squad L move to 23Y 1 using double time; have a functioning ordnance or SW by the end of
Turn 7. The other major game project is developing West 12 and Board 7 to play all eight scenarios in
Russian: Well, that's true, and i t did help me. You Front. This is the companion game to the popular YANKS!
need that extra firepower where i t can be concen- RUSSIAN FRONT using the same scale and game By the time you read this, many of you will have
trated into one hex so a leader can ameliorate the system to simulate the fighting in Western Europe already sent in your 1987 Errata Coupon. Don't
effects of the building DRMs. We can also see what This is still under evaluation but, as projected, should be surprised if you don't get anything back for
an effect your low ELR had on the game. Slowly provide not only a game in itself but also a "mate" several months as we could well be late publish-
but surely, under constant pressure, your force dis- to RUSSIAN FRONT to produce a combined ing the revised pages. Due to the great expense
integrated. You played a good game with what you monster game that covers the entire war in Europe of revising these full-color pages for your binder,
had. S Craig Taylor we have to be extra careful about doing the job
right. We've had an astonishingly light amount of
German: On the whole, Iam not particularly happy questions on ASL so our ability to come through
Finally, KNIGHTS OF THE AIR is about finished,
with my play. Idon't believe that Iadapted fast
with just the paste-up of the rules to go. A great with much in the way of corrections would have
enough to the situation. As you know, Iexpected
deal of the design effort was devoted to develop- been greatly curtailed were it not for the effort of
to keep my forces together enough to fight through
ing a system whereby an airplane would respond one player who seemingly has made ASL his life's
any opposition. As Isuffered gaps under normal
to a player's manipulations of the flight controls work. We are greatly indebted to Simon Ellberger,
attrition and from the effects o f the ammo short-
exactly as it should if it were actually flying. This without whose concern the promised errata would
age, Ifailed to realize Iwas no longer capable of have been minimal. We think you'll be pleased with
required many involved calculations as altitudes, the
fighting a stand-up battle. Certainly, part of this was the changes in the revised pages to be issued for
vagaries of engine performance, and the effect of
caused by my rush to engage the ATG instead o f
gravity all had to be considered. The result is a your Errata Coupon-both the significant and the
waiting until my infantry had the chance to supress
simple yet very realistic recreation of aircraft trivial.
the crew. At least Igot the T-34 with the Panzer-
response At the risk of gaining the ire of some of our war-
fausts.
The mapboard presents a full-color painted gaming audience, I'd like to take a paragraph to
Russian: OK, Iguess you can take one cheap shot. reproduction of an aerial photograph taken of the mention our new television game-PRIME TIME.
Just don't make a habit of i t or 1'11 never let the exact section of front lines where Richthofen, the Each player "owns" a television network and com-
Chappell counter out of the Gulag. "Red Baron", was shot down. Our resident graphics petes to offer the strongest prime time line-up of
Neutral Commentator: The one thing that stands artist, Charlie Kibler, did another great job, apply- shows. Not a trivia game, PRIME TIME is more
out to me in this match is that, despite all the num- ing the same techniques he used for the FLIGHT along the lines of a traditional "slide and pursuit"
ber of errors committed, none had a serious effect LEADER mapboard. There are two solitaire game ala Monopoly-but much more intriguing.
on determining the victor. This just goes to show scenarios included-one involving a Frank Luke style While it has a high level of excitement, there is
that even YOU can play ASL, not worry too much attack on an observation balloon, the other recreates definitely a skill factor involved (as is our desire)
about getting everything perfect, and still have a an attack on a Zeppelin airship over England. Of which is more pronounced than in most family
good time and a fair game. course, the requisite number of dogfight scenarios, games. The innovation that makes this game so
Looking over the players 'final comments, I too recon missions, and raids are also provided for buffs different is the "Ratings War" concept in which
think that the German should have abandoned his of WWI in the skies. networks must cancel poor programs and develop
fancy plans, and taken advantage of his local su- Mick Uhl new ones. The game is intriguing in itself, but is
perioriry on his Turn 5 by forcing a bridgehead over especially entertaining to television fans who will
the 23x3 and 23BB5 bridges. Sure, there's a lot enjoy the parodies on programming past and
to be said about formulating a solid plan and stick- present. If you are looking for a simple game you
YANKS! No, this isn't about Sherman's march can play with the entire family, look no further. I
ing to it "through thick and thin ", but there's even through Georgia or a baseball team, but rather the
more to be said (in my humble opinion) about being hope those of you who have come to share my
next step in ASL. The third ASL module was taste in games over the years will give this one
flexible to the situation at hand. Ijust wonder what tentatively titled "Taking Fire", but we've decided
might have transpired had this route been taken. some consideration. It has my highest personal
to change the name to prevent confusion with our endorsement.
Do Idetect a strong streak of stubbornness in Don. computer game UNDER FIRE. Although to
All in all though, a fairly well-played game tac- On my next project-QUEST FOR THE IDEAL
Anglicized for my taste, it nonetheless aptly

*
tically by both players, considering the undertaking MATE-I can hear the hoots and howls of laughter
decribes the contents of a module that brings the already from our wargaming readers. Say what you
involved in producing a Series Replay. complete U.S. order of battle to the game system. will, if it were not for the success of non-battle
The module itself appears to be developing better games like Dr. Ruth's Game of Good Sex and Base-
than our attempts to give it a name. My last four ball Strategy, we wouldn't be in business today.
A H Philosophy . . . Cont'dfrom Page 2 scenario playtests have come down to the final dice
rolls of the final game turn. I can personally attest
Wargame sales don't pay the bills any more, so we
have to branch out if we are to survive. Games like
to the excitement level thereof. this subsidize our real interest-games of strategy.
a simple yet challenging game, well liked by every- For some, the best news about YANKS! will be Actually, this one isn't as syrupy as the title sug-
one who has played it so far. An original from that all the rules are optional. This is the module gests. QUEST is a party game for mixed sexes
Gibsons Games (the British publisher), The Avalon that contains Chapter E-so disdainfully dubbed which uses a traditional format and cards contain-
Hill Game Company is pleased to offer the American "Miscellaneous" in the ASL Table of Contents. ing nine different categories of provocative ques-
version. Those who are not up to more rules can gleefully tions which must be answered truthfully to advance
Bruce Shelley tuck them into the binder and forget about them in the game. In the course of all this, the conver-
while they apply the standard rules of the four sation can become very enlightening as people
Back in those golden school days, it was an ex- chapters to the new American TO&E. Certainly reveal their true personalities, or where they stand
pected yearly chore to write about what we did last none of the twelve rule sections in Chapter E need on the various issues of the day (be they of national
summer under the vigilant eye of a kindly teacher. to be learned until playing a scenario specifically importance or trivial). Unlike many theme games,
Here, under the bloodshot eye of a nagging and calling for a particular operation. The subjects this one actually does go a long way towards letting
brutal-editor (Rex, I know that you're going to edit covered in Chapter E include Night, Interrogation, people judge their compatibility in a fun setting.
this out-feel free to substitute "gruff but loveable Weather, Ski Troops, Boats, Swimming, Air Sup- Besides, what better way is there to ask a young
editor") [I am neither gruff nor loveable.],the yearly port, Gliders, Paratroops, Ammo Vehicles, Conoyl lady how many times a month she wants to make
chore is to write up what we're working on. Columns and Barrage. The veteran ASL player can love?
My current major project is to develop FEBA dive into the new scenarios without learning a single All three of these projects are scheduled for
("Forward Edge of the Battle Area"), likely to be new rule, and when you do come to a scenario call-

*
Spring release.
retitled Tac Air. This is a battalion level game of ing for use of one of the new sections, that's all Don Greenwood
future European conflict designed by Major (he's you'll need.
been promoted) Gary Morgan of FLIGHT LEADER YANKS! will contain four relatively open terrain
fame. This is a highly innovative game system that boards (16-1 9).t w o section dividers (Chapter K's
does an excellent job of displaying the interaction Training Manual divider will be included herein),
of various combat arms, command and control and eight scenarios, five counter sheets and a revised
logistics. Air operations are far less abstract than index for the entire system to date. Although we
in most games on this scale The game is very play- are cutting the scenarios to eight as an economy
able, and the smaller scenarios can be completed measure to lower the price, four others were tested
in a couple of hours. The rules are currently being and will be included in a future issue of The
rewritten as this game, like FLIGHT LEADER, was GENERAL. Players will need the boards and
originally devised for the USAF. counters of BEYOND VALOR, plus Board 2, Board
KAMPFGRUPPE PEIPER
Towards a More Realistic BATTLE OF THE BULGE
By Danny S. Parker

BA7TLE OF THE BULGE (1981)is a fine game. 10. Units advance across rivers easier when faced periods, it was common for two enemy forces to
It has the advantages of easy to understand and com- with an enemy on the other side than they would co-exist on a quiet front within a mile of each other
plete rules, an excellent order of battle and a high unopposed. with little combat. This is precisely the case on the
excitement level in play. However, research con- An even more significant problem with the 1981 Elsenborn Ridge during the later part of the battle,
ducted over the intervening five years since its pub- version is the play balance of the game. While it as well as along the northern front from the Ourthe
lication has revealed a number of improvements that is almost universally recognized that the 1965 ver- to the Salm (December 27 through New Year's
can be made to help this game live up to its true sion was clearly balanced in favor of the German Day). Mandatory attack rules might be realistic in
potential. This advanced version of the game is side, the 1981 version is imbalanced in the oppo- a WWII game with a scale of a mile or less per hex
designed to impart even greater historical realism site direction. In short, it is difficult for the German since this is the effective range of direct fire
to BB '81 while also improving play balance. player to win. We may safely assume that German weapons, but it has no place at this level. As cur-
First, let's examine the problems that exist with chances for the capture of Antwerp were historically rently stated, the rule seriously distorts how the
the historical "realism" of the game: quite slim. However, if we key a game's victory battle was fought. Probably one of the most realistic
1. It is not possible for units (both US and conditions to performance exceeding that of the Ger- games on World War I1 operational-level combat
German) to hold positions as they actually did in mans in the actual battle, we can reach victory con- is THE LONGEST DAY. Note that with a scale of
the battle. ditions that give both players a chance to "win" 1.2 miles per hex, combat between enemy units ad-
2. There is no reason in the game for players to while still keeping the outcome unceratin. This is jacent to each other is completely voluntary.
keep divisions organized in any fashion. In fact there essential to continuing interest in the game and At the same time, when in contact with the enemy
are incentives to separate divisions and create greater excitement in the play level. in World War 11, withdrawal became a tricky proce-
"killer" stacks of high-point armored regiments. dure which is not well reflected in the game. This
3. Infantry units switch defensive positions too ZONES OF CONTROL gives the American player an unrealistic ability to
easily in the game, allowing the Allied player to plug The zones of control (ZOC) rules in BULGE '81 flit from one defensive position to the next. In
holes with greater ease than was the case. are not realistic. As structured now, attacks are man- actuality, moving from enemy contact could take
4.A breakout of a German armored kampfgruppe datory when units are closer to each other than about most of the day. This is reflected in LONGEST DAY
- like that of Kampfgruppe Pieper in the actual two miles. Thus, if an aggressor advances as a result in the fact that strategic movement is not possible
battle - is nearly impossible since game players of combat to within two miles to a defender, the if units begin their turn adjacent to enemy units.
are blessed with unlimited knowledge of enemy defender will have to counterattack the aggressor My recommendations:
positions and capabilities. or withdraw. If this was true in the actual campaign, 7.4 Combat is completely voluntary for units in
5. There are disparities between the armored many of the epic actions would have been quite enemy ZOCs; that is, a unit may enter an enemy
strengths of German units in the game and the ac- different. For instance, in the action around (not in) ZOC and attack any or none of the units which he
tual recorded operational tank strength from avail- St. Vith known as the "fortified goose egg", the is adjacent to. Units that begin their turn in an enemy
able German sources. defending Americans were in almost constant con- ZOC are not required to attack the adjacent enemy
6 . There are a few omissions in the Order of Battle tact with the enemy. Although there were limited units.
and corrections to be made in the Order of Appear- American counterthrusts, the U.S. units stood their 7.5 Infantry or paratroop type units that begin
ance. This includes inclusion of the German 89th ground - forcing the Germans to root them out of their turn in an enemy ZOC use a road movement
Infantry and 340th Volksgrenadier divisions and the their positions. In the game as it now stands, the rate of one (1) Movement Point per hex.
American 29th and 118th Infantry Regiments Americans would have had to flee simply due to
(separate). In addition, research has determined that the fact that stronger German forces advanced ad-
several German divisions arrived earlier than shown jacent to them or received a "Contact" result in DIVISIONAL COMBAT
in the game's OB. combat. Then too, the epic German defense against COORDINATION
7. The chronic German problem with maintain- the Third Army south of Bastogne could not have This rule induces players to maintain the organi-
ing fuel supply to their motorized units is not re- held for four days in Avalon Hill's battle. zation of their divisions. The effect is made punative
flected in the game. Often in the game, a surrounded American unit since playtesting discovered that the Germans run
+
8. There is no historical rationale for the 20 fac- is required to attack a superior force and literally roughshod over the Americans if it is made a nega-
tor artillery die roll modifier for the German play- commits suicide. This ridiculous tactic won't be tive DRM (a "reward"). The recommended rule
er. The German artillery was plagued by fuel and found in any historical account. When surrounded has the desired effect - a winning player will keep
ammunition shortages that made movement and con- and beset by a superior enemy force, it was com- his divisions organized, particularly when attacking.
centration extremely difficult. mon in World War I1 combat for the defenders to 17.3.7 In any attack where there is nor at least
9. Some U.S. units that actually began the battle consolidate their positions, take whatever cover they two units of a single division participating in the
in improved positions are not shown in them in the could find and prepare to destroy the aggressor by attack, the die roll of the combat resolution is in-
game. direct fire when they closed. In more peaceful creased by one ( + 1 drm). There is no additional
effect from having more than one division in the annihilation. Inexperienced troops such as those of There are a number of implications for the units
attack. Most divisions consist of three units, and the U.S. 106th Division were particularly prone to in the game to be drawn from the chart and sources:
some have only two units (3rd and 15th Panzer- surrender. Others, like the paratroopers of both sides 1. Lehrl903 did not exist. The single reference
grenadier Divisions); the Fuhrer Escort and Fuhrer or the Waffen SS, would as soon fight to the last by Bayerlein in A-941 on page 26 is contradicted
Grenadier Brigades are considered to be divisions man. by all other sources which indicate that the group
for the purposes of this rule, although they only have 1. In any turn that a "Green" unit is isolated, to which Bayerlein was referring to as near Tellin
a single unit. surrounded by enemy ZOCs, and is more than four on December 24th was the s. Panzerjager Abt. 559
17.3.8 In any attack where two or more defend- hexes from the nearest friendly supplied unit, it must and 243rd StuG Battalion (also referred to as the
ing units of a division are in the defending hex or roll to determine if it surrenders. It surrenders on 11130). It is also noteworthy that the map in the same
are adjacent to each other, one is added to the result- a die roll of "1 " or "2". Other non-paratrooper document covering this period indicates that
ing die roll in the combat resolution ( + 1 drm). and non-SS units surrender under such circum- elements of the 902nd (KG von Porschinger) were
Thus, it is possible for two die roll modifiers to be stances on a die roll of "1". Units that surrender covering the flank, so that this is likely a mere typo.
added to an attack where there are not two units in are considered to be eliminated from play and are Describing the same operation a translation of Rit-
a single division involved in an attack against two removed from the board. Paratroop and SS units gen reads:
units of the same division defending either in the never surrender. If there is a stack of units, roll only
same hex (or adjacent to each other). once for the hex with results applied to all therein; " . . . the division continued its march later than
the least likely (including SS and paratroop) unit in planned because it had to wait for a supply con-
CORPS AREA CONGESTION the stack is used to determine whether the entire voy of fuel trucks. Both of the kampfgruppes
group surrenders. were assigned to seize Rochefort that day.
The designer of the Avalon Hill Game version,
2. "Green" units are those that were inex- Kampfgruppe von Fallois (Lehr Aufklarungs
Bruno Sinigaglio, has already incorporated this rule
perienced at the time of the campaign. They are any Abt.) took the route Masbourg-Fourrieres;
(see The GENERAL, Vol. 21, No. 3) into plans for
units of the following divisions: Kampfgruppe von Porschinger approached
the next edition. It appropriately reflects the traffic
Rochefort via Grupont-Wavreilles.
jams that the Germans experienced from the open- American German
ing of the battle. 75th INF 352nd VG Note that Grupont is within one kilometer of
1. On the 16 AM and 16 PM turns, all German 87th INF 62nd VG Tellin and that KG von Porschinger consisted of
units have a reduced movement allowance of "2". 99th INF 276th VG Lehrl902, most of 111130, s. Pzjgr 559 and StuG
2. On the 16 AM turn, all German units move 106th INF 560th VG 243. Thus, it is reasonable to replace "Lehrl903"
1lth ARM with a "KG von Fallois" - a reconnaissance
along roads at a cost of one movement point per hex.
3. On the 16 PM turn, all German units move kampfgruppe of regimental strength with the desig-
along roads at a cost of one-half movement point nation Lehr/l30 ALA and a combat and movement
VICTORY CONDITIONS strength of "4-6" and with two 7-4 panzergrenadier
per hex. 24.2 For the Outbreak Scenario, points are regiments.
awarded at the end of play to the player controlling: 2. The strength of the Fuhrer Grenadier Brigade
KAMPFGRUPPE PEIPER
Leige and Namur hexes: 15 points each should be increased to "10-4" due to the consider-
The exploits of Kampfgruppe Peiper are legend. Meuse River city hexes: 6 points each able AFV strength available. It also would be more
The unit was lavishly equipped, well-trained and Any other of the 50 towns: 1 point each correctly depicted as a panzer brigade than a panzer-
ruthlessly led. According to Hitler's own instruc- grenadier unit since it had more and better AFVs
tions, Peiper's lead role in the 6th Panzer Army
25.3 For the Campaign Scenario, the time re-
quirement for the various victory conditions is than did the Fuhrer Begleit Brigade. The organiza-
attack was to be conducted with a "wave of terror tion of the brigade is described in Die Geschichte
and fright without humane inhibitions". The con- changed from four consecutive turns to two con-
secutive turns. The German Victory, Meuse River des Panzerkorps Grossdeurschland. Its panzer
fusion in the Allied camp in the early morning hours strength at the time of commitment can be taken
is now attained if there are supplied German com-
of December 17th set the stage for the breakout of from the Lage Frankreich maps that cover the
the German armor and the massacre that was to bat units in at least five of the following eight towns
for two consecutive turns: Givet, Dinant, Namur, Ardennes period.
follow. 3. The strength of the panzer regiments of the
Peiper's force was exceptionally strong with 5000 Andenne, Huy, Bastogne, St. Vith, Spa.
other divisions should be adjusted as shown in the
men, 100 tanks (including 30 Tigers), a battalion chart. These are taken from Microfilm T-3 11, Roll
each of panzergrenadiers and self-propelled artillery, GERMAN ARMORED STRENGTH 18 - which was the source for Jung and is probably
a motorized flak battalion (including five "Wirbel- The formula for determining the German armored the best original source available for the German
wind" flak tanks), a combat engineer battalion and strengths appears to have been as follows: total tank forces.
panzer recon battalion. Later a battalion of the 9th strength divided by ten and then one support strength 4. lSS11 KG Peiper should be made a "15-5"
Fallshirmjager Regiment would join the combat point was added to Wehrmacht units and two sup- since the unit had considerable initiative, a highly-
force. Peiper's men were accustomed to the intense port strength points were added to SS armored units. trained and motivated cadre and included the 45
and barbaric conflict that prevailed on the Eastern Jdpz and StuG strengths are alloted to the panzer- MkVI 11s of 501st SS under von Westerhagen,
Front and had been used there to blast through grenadier units. Using this formula basis and the which were worth more in combat tank-for-tank than
enemy lines to strike deep into enemy territory. very best available information on German tank any other AFV in World War 2.
Peiper's brutal type of warfare had earned his unit strengths (Microfilm T-3 11, Roll 18 and the Lage
the epithet "blowtorch battalion" in Russia. Frankreich maps for 16-24 Dec 1944) yields the CHANGES TO REINFORCEMENT
On the night of December 16th and the early following: SCHEDULES
morning hours of the next day, confusion was ram-
pant at all levels of the Allied command structure. Based on German troop movements gleaned from
German Tank Strengths
There was little knowledge of the German inten- the Luge Frankreich maps, the reinforcement
tions or locations, but the front had been ruptured Tank Jgdzl Total schedules are altered as follows:
in numerous points and some American units ex- Division (IV,V,VI) S ~ U G AFV Strength
79th VG Division arrives 21 PM turn.
perienced the panic of the blitzkrieg that had 9th VG Division arrives 26 AM turn.
enveloped Europe four years earlier. Portions of the Fuhrer Grenadier Brigade arrives on 21 PM
front were undefended, especially in the Losheim 2 SS 86 48 134 11 turn.
Gap. The situation was ripe for German armored Unless 1lth Panzer Division arrives by crossing
exploitation. of the Meuse River, it arrives at hex XX26 on the
1. The Kampfgmppe Peiper unit has a combat and 24 AM turn, but may not cross west of the Our
movement allowance of "15-5". River until the Allied player captures any of the
2. On the 17 AM turn, the KG Peiper unit may 9th 89 II 100 10 . following: Wiltz, Vianden, Houffalize, Echternach
ignore enemy ZOCs in its movement and advance I Ith 95 19 114 10
or Clerf.
after combat. 116th 71 25 96 8
FBB 23 48 71 3 New German Units. Again based on the Lage
3. Any attack on the 17 AM turn involving the
FGB 46 34 77 6 Frankreich maps of the later stages of the battle:
KG Peiper unit has one subtracted from the resolu-
89th Infantry Division (two rgts) arrives 29 AM
tion die roll ( - 1 drm).
i&s' "i -l j -Pi@D":"
'q
'S 8
ea . -----*~$~;"..".":JBsl*e;"-"~,.":.:
* .
"....-..q.b .--.-.
,-.-....-75, *"
. r%basi.i=,oi::m~~
"'
turn at hex XX3:
( 5 9 ) . 5 9 of the 6 9 tanks In loth SS were In short-term repalr as 8911055 (4-3) and 8911056 (4-3)
SURRENDER o f 10 December 340th Volksgrenadier Division arrives 30 AM
Surrounded and isolated units in hopeless situa- (41) 41 additional assault guns were in shipment in December. turn at hex XX3: 3401694,
tions would often surrender rather than face total However. most seem not to have a r r ~ v e dIn tame for the campaign. 3401695 and 3401696 (4-3 each)
J

10SS: Understrength in equipment and men. Assumes all AFV were


EVALUATION OF COMBAT in operation by time of commitment. Includes 655 s. Pzjgr.
12SS: Up to strength but poor transport and weak recon abt. Organic
STRENGTHS IN BULGE '81 werfer battalion, 560 s. Pzjgr attached.
Lehr Pz: Includes s. 559 Pzjgr and 243 StuG. Short rifle strength in
The purpose of this study is to determine, as objectively as possible,
the relative combat strength of the divisions fighting in the Ardennes in PzGr bns but superior experience and
the winter of 1944. This task is accomplished through the use of a uniform 2 Pz: Rested, well equipped and trained. One of the best German
numerical accounting methodology. The analysis involves "counting rifles" divisons. Up to strength.
as well as trying to evaluate less tangible factors such as training, morale 116 Pz: Experienced with good morale but short transport and armor.
and motivation of combat formations. 9 Pz: A very good German division with the attached 301 s. Pz Abt.
~h~ basic unit of "firepower scoresMis the infantry battalion which is (Tigers) but missing its artillery reg until after Christmas.
allotted a strength of "I .O". Other weapons were evaluated to determine Fuh Begleit Brigade: Manteuffel considered these troops superior to
their effectiveness relative to this standard: any in the Ardennes (MS B-151). Received additional StuGs while in the
battle (Lage Frankreich for Christmas Eve shows 60 StuG on hand with
German Score U.S. Score the brigade). The pz abt. (MkIV longs) was from Gross Deutschland and
was very well trained.
Fuh Gr Brigade: Not fully refitted from recent combat. Good replace-
Med Art Bn (150mm) 1.5 Med Art Bn (105mm) 1.0 ments but too little training as a coordinated force. 6,000 men with one
abt each on halftracks, trucks and bicycles; attached 911 StuG Brig.
Piecemeal commitment due to fuel troubles.
3 Pz Gr Div: Missing 20% of rifle strength and 40% of equipment-
transport and the recon abt was weak. Many AFV in shipment; no evidence
that any appeared. Not completely rested.
15 Pz Gr. Div: As above, but with better recon abt and more StuG.
150 Pz Brig: Miscellany of units and equipment. One adjustment point
allotted due to the capabilities of the commando units, the elite status of
KG 200 and the deception potential.
3 FJ: Poor training, questionable tactical capability Little motivation
for aggressive offense after initital reverses (commander lacked any
experience with infantry operations). No AFV although 519 s. Pzjgr
1/10 attached on 21st. Reconnaissance company and mortar battalion. The 8th
regiment did not arrive until the evening of the 16th.
5 FJ: Short on training but more veteran cadre and good morale. 15
These categories are described in a spreadsheet to facilitate the calcula- FJ R~~ was partially motorized. ~ ~ 1lthi s t u~ ~
i mortar~ battalion. ~
tion. Another characteristic is given called "Adjustment" that allows ~ i with~ 30 AFV
~attached ~ on 16 D ~ ~T~~
~ (18 doperational ) . replace-
alteration to the firepower score based on quantitative or qualitative in- ment battalions. ~ i divisional
~ pzjgr~ battalion,
i ~ ~
formation. AFV totals are based on "on hand" amounts rather than the 9 VG: 7th Army considered a good division. Experienced officers and
TO&E establishment, which was seldom realized for either combatant. N C O ~ .suffered scattered commitment, ~ ~company~ is shown
i las a ~ ~
German mortar battalions are considered as medium artillery for the scores. entry,
The American score for the 155mm piece is greater than the German 12 VG: Extra fusiler battalion, excellent morale and experience. Best
150mm due to the superior U.S. fire control and observation. infantry division in 6 Pz Army.
Note that German reconnaissance battalions are considered to be more 18 VG: Up to strength and familiar with terrain. Attached 244 StuG
effective than the U.S. counterparts. This is due to the fact that tactically, Brigade. 506 s. Pz Abt. (8 Tigers) fought in its sector from 17 Dec to
the German reconnaissance battalion had a better defined role and was 21 D ~ ~ ~ i,experience
~ ~ butl good~ training,
typically equipped as a fast attack force rather than as a light reconnaissance 26 VG: This was only a 6 battalion division, but each battalion had the
team. equivalent of 6 companies (many extra heavy weapons companies. Also,
The German 7.5cm PAK was a purpose with an anti-tank strong reconnaissance abt. and superior experience. Best infantry division
capability as well as an infantry support artillery piece. On the other hand, in Army Group B.
the U.S. 76mm piece was solely designed as a towed anti-tank weapon. 62 VG: Regulation equipment but completely inexperienced.
Finally, the tactical employment of German towed anti-tank weapons was 79 VG: Missing pzjgr company and other equipment. Scattered com-
generally superior (they had a lot more experience with it), further in- mitment, uneven performance,
creasing their effectiveness. The same is true of the German flak versus 89 Inf: Two regiments with three battalions each and fusiler battalion-all
the U.S. AA battalions. The Germans used these guns to great service seriously understrength,
in ground support and as an extremely effective anti-tank piece, whereas 167 VG: Better experienced division with fusilier battalion. Pzjgr abt
the U.S. weapon often spent time guarding bridges and watching for the arrived late.
scarce German aircraft. 212 VG: Good NCOs and better training. Fusilier battalion. Best division
The tank strengths were evaluated with consideration of gun effective- in 7th A ~ ~ ~ .
ness, armor, range and mobility (in that order of importance). Other con- 246 VG: Understrength from recent fighting.
siderations included gun transverse (or the lack of it in German panzer- 272 VG: Seriously depleted rifle strength from current fighting.
jagers) and the lack of overhead protection in the case of the U.S. tank 276 VG: According to the 7th Army Chief of Staff-"The division was
destroyers. a deception. " Defective training, "unqualified commanders" and no assault
Other quantitative and qualitative factors in the "adjustment" must guns, armed mob,
include: 277 VG: Originally in the sector. Poor morale in some of the
1. Casualities or understrength units replacements.
2. Missing equipment 326 VG: Depleted strength from recent combat and loans to 272 VG.
3. Training Poor training and little tactical finesse. No StuG and little transport.
4. Motivation 340 VG: Better training than average and experienced NCOs. Fusilier
5. Morale battalion.
These are best described on a division by division basis. This is given 352 VG: Overstrength with 13,000 men, but poorly trained. Good
below for both the German and U.S. forces. morale.
560 VG: Regulation equipment but little training. Good marching per-
formance and morale.
1SS: Superior equipment, training and morale, 501SS Pz Abt attached U.S.
and organic werfer abt. Over strength in personnel.
2SS: Well equipped. Up to strength with better than average 2 Arm: Superior training, experience and morale. M-36 90mm TDs
replacements. in the TD Bn. Rested and fully equipped.
9SS: Poor replacements and lack of transport. AFV totals does not include 3 Arm: Up to strength with '42 Armored Div. organization. SP TD
519 s.Pzjgr abt. as was attached to 3FJ on arrival in the Ardennes (Dec. 21). battalion loaned to 1st Division. Good division.
1
--~ - -

4 Arm: Missing rifle strength but superior experience. Tanks and half- Statistical Analysis
tracks in poor repair, M-I8 TDs. The study results were compared to the numerical values in the B A m L E
6 Arm: Fully equipped, veteran division. M-18 TDs. OF THE BULGE game. This is shown in the attached spreadsheet. It was
7 Arm: Good division. Rested and up to strength. M-36 90mm TDs. obvious that BULGE values were smaller than those in the study, so a
9 Arm: Regulation equipment but inexperienced. M-18 TDs. linear regression was performed to determine a proper scaling value. The
origin was forced through the zero intercept with little reduction in the
10 Arm: Up to strength. M-18 TDs.
correlation coefficient. R-squared was .8 1, inferring that the values in the
11 Arm: Completely inexperienced-right off the boat. Missing study explained about 8 1% of the variation in combat values in the BULGE
SP T D bn. game.
1 Ink Many green replacements but superior veteran cadre, morale and The average study firepower value translates into .85 factors in Avalon
experience. Equipment in excess of TO&E. Attached tank, and two S P Hill's game. Based on this relationship, it was possible to adjust the study
T D battalions including 90mm guns! values (REGRESS EST) to reflect this ratio. Finally, the absolute fractional
2 Inf: Superior experience and morale. Regiments on line down in rifle difference in the scores and those in the game was estimated to locate the
strength from current engagement. Extra attached tank and M-10 TDs. formations on which there existed a significant disagreement (CO VAR).
Overequipped with automatic weapons. Generally, due to the somewhat subjective nature of the process of
4 Inf: Experienced but short rifle strength from Hurtgen engagements. evaluating combat formations and the limitations of their incorporation
Attached tank and M-10 T D battalions understrength. in a countermix, it was decided that disagreements of 0%-15% were
relatively insignificant. Those greater than 15% were starred-one star
5 Inf: Good division. Up to strength with tank and M-10 TDs. for each 5 % disparity on the overall strength predicted.
9 Inf: Slightly low on rifle strength but one of the best infantry divisions The final spreadsheet reflects the recommended strength changes to the
in the ETO. Missing S P T D battalion. Not commited as a division. BULGE game (described in the body of the text). In this assessment
26 Inf: Up to strength with tank and M-10 TDs. Many inexperienced (REVISION), overall agreement is significantly greater with R-squared
replacements reluctant to fight without armored support. increased to .94. Generally, the study finds the German strength to be
28 Inf: Veteran division but with many inexperienced replacements. underevaluated relative to that of the Allied forces, particularly for infan-
Recovering from huge November losses. Missing S P T D battalion. try formations.
It is possible to differ with some of the quantitative evaluations made
30 Inf: Called "Roosevelt's SS" by the Germans. Superior experience
for the competing forces. Unless the conversion values are radically
and morale. An excellent division with tank and T D support. 99 Inf and
changed, it is unlikely that results will change significantly since only
526 Arm Inf Bns attached.
serious disagreements are addressed. Errors in battalion counts are likely
35 Inf: Understrength with many infantry replacements. Not rested from to have a more substantial effect. These were double-checked to reduce
recent battle. Missing tank battalion. the likelihood of error.
75 Inf: Completely green. Chaotic tactical ability on first engagement.
Tank and M-10 TDs.
78 Inf: Only recently in line and short rifle strength from losses. Tank Division OVG
and two T D battalions (M-I0 and M-36). Little experience.
80 Ink Up to strength, rested and in good condition. Tank and M-36 --- 6
T D battalions. Lt Art Bn 3
82 Abn: Up to strength. Attached parachute infantry battalions. Med Art 1
Experienced and incredibly aggressive. Lacked organic artillery support.
83 Inf: Experienced division missing some rifle strength with no tank
or S P T D battalions attached.
84 Inf: Good division but missing rifle strength from recent engage-
ments. Tank and M-10 T D Bns attached.
87 Inf: Inexperienced division. Missing tank and T D Bns.
99 Inf: Completely green. Missing tank and SP T D battalions.
101 Abn: Attached glider infantry battalions. Up to strength with con-
siderable eprit de corps. Attached M-18 T D Bn and 155 FA Bn.
17 Abn: Completely inexperienced, but aggressive. Little organic combat
support elements.
106 Inf: Completely green and poorly trained. No tank or SP T D Bn.
Just arrived in the Ardennes prior to the battle. Adjust +/

Division

2 2 2 2
Med Art 1 1 1 1

Recon 1

Adiust +/ -
1.0 -1.0 -

Inf 9th Inf 26 Inf

0.0 0.0 - 0.0 -2.0 1.0 0.0 1.0 0.

28 Inf 30 Inf Inf [nf ' " 80 Inf 8


151 3n7 A 7 G4 111 5

New U.S. Units. The source for these is the Afer Hosingen and Marnach was sufficient to deny the "The 38th Cavalry Squadron was aligned from
Action Report for the Third Army and 29th Infantry Germans access to the Clerf River for 24 hours. Monshau north to Konzen station holding a con-
Regiment (Separate) for December 1944: Hosinger and Consthum would not fall until the 18th tinuous position with fifty dismounted machine
29th Infantry Regiment (3-4) arrives 22 AM at of December! Of their stand, MacDonald writes (A guns dug in behind barbed wire and trip flares
hex 11. Timefor Trumpets), "Nowhere on the first day of covering the approaches from the east." Cole,
118th Infantry Regiment (3-4) arrives 24 AM the German offensive was there a more remarkable The Ardennes: The Battle of the Bulge
at hex A22. achievement by the American soldier."
The 99th Division, and the 110th Regiment of the
+
1. Forts have a 1 DRM on combat, which is
their sole advantageous effect.
28th Division, should begin the game in improved
99th DIVISION AND 110th positions on the morning of December 16th. Thus,
2. Forts are present at the beginning of play in
REGIMENTl28th DIVISION the towns of Echternach (hex VV33) and Monshau
the Allied player should place improved positions (hex PP4).
Describing the positions that his men held at the in hexes SS8, SSlO and LL23 at the beginning of
beginning of the battle, General Lauer wrote, "I the game.
was extremely proud of my men. I had complete ADVANCE ACROSS RIVERS
confidence in them. I knew they were entrenched EFFECTS OF FORTS Penalties for advance across rivers in the game
in covered foxholes which I had inspected at various The effect of forts in the present game design is are too lenient. It is possible for units to move onto
times . . . " (from Battle Babies: Story of the 99th to not require defending units to attack when a river hex and attack adjacent enemy units and then
Infantry Division). adjacent to enemy units. Since this rule has been advance across the river (which they would be
In the sector of the 110th Infantry Regiment of rescinded in this version of the game, the advan- unable to do otherwise) up to four additional hexes.
the 28th Division, the regiment was so spread out tage of forts should simply be that they give the Combat operations across rivers in December 1944
that it occupied "village strongpoints each manned defender a + 1 die roll modifier. The towns of in the Ardennes were exceedingly difficult. In terms
in rifle company strength". However, the stubborn Monshau and Echternach should begin the game of the attacks across the Our River on the first day,
American defense at Weiler, Holzthum, Consthum, with forts constructed therein. it is useful to examine the depth of the maximum
-
Final Spreadsheet Analysis the heading "Statistical Analysis" above. As can be noted, after revision,
Below are shown the final spreadsheet figures drawn from previous data only five divisional strengths deviate significantly from the historical norm.
(see pages 39-41). Explanation of this presentation can be found under Recommended changes are summarized on the opposite page.

DIV STUDY BULGE REGRESS EST COEFF VAR STUDY REVISI ?" -,ST COEFF VAR

9SS 25
26.0
25.0
24.0
-0.C
I SS
ISS
33.8
26.5
25.0

2Pz 2Pz
116Pz
9Pz i'"

-0.31****
-0.07

21
246VC 7." 7.c

272VC
.-

326VG
n

5Arm
6Arm LJ.
7Arm 22.

1l A m .O 15.f

82Abn *
83Inf

99Inf 13.5 15.0 : I 0.31***


84Inf
87Inf
99Inf 13.5
I
101Abn 20.4
17Abn "" 12.8
Regression Outp~.. Regression Output: Regression Output: Regression Output:
Constant 0.000 Constant -0.422 Constant 0.000 Constant -0.924
Std Err of Y Est 2.075 Std Err of Y Est 2.089 Std Err of Y Est 1.192 Std Err of Y Est 1.173
R. Squared 0.819 R Squared 0.820 R. Squared 0.937 R Squared 0.940
No. of Observations 61.000 No. of Observations 61.000 No. of Observations 61.000 No. of Observations 61.000
Degrees of Freedom 60.000 Degrees of Freedom 59.000 Degrees of Freedom 60.000 Degrees of Freedom 59.000
X Coefficient(s) 0.848 X Coefficient(s) 0.870 X Coefficient(s) 0.862 X Coefficient(s) 0.91 1
Std Err of Coef. 0.015 Std Err of Coef. 0.053 Std Err of Coef. 0.008 Std Err of Coef. 0.030

A
penetration in the first 24 hours. The "maximum If any DRM should be allowed in the game for December 21-22 to illustrate the scope of this
penetration" is taken from the narrative in a massed artillery, it should be limited to one DRM problem:
Luxembourg history (Melchers) based on original subtraction that is allotted to massed Allied fire dur- 1SS: "The Peiper group reported that they had no
sources. ing clear weather (reflecting the effect of air further supplies of fuel and only slight quantities
Division Penetration observation). A number of sources comment on its of ammunition and other supplies." (Priess, MS
2nd Pz Marnach (2 miles) increased effectiveness when observation planes A-877)
26th VG Holzthum (3 miles) were aloft.
2SS: "Due to the lack of fuel, the units of the task
5th FJ Merscheid (4 miles) force (Der Fuhrer) are not able to leave their cur-
352nd VG Tandel (2 miles) STATISTICAL STUDY OF rent assembly area. The entire division is having
276th VG Beaufort (1 mile) UNIT STRENGTHS the same difficulty. For the time being, part of the
212th VG Osweiler (2 miles) panzer regiment, the artillery regiment and the flak
Attached to this article is the compilation that
Since hexes in BULGE '81 are roughly two miles estimates divisional firepower scores for all the battalion have to stay behind in Area E (Reuland-
across, this amounts to a one or two-hex advance American and German divisions in the Battle of the Weiswampach) due to the lack of fuel." (Weidinger,
in the first two turns! Too, this didn't apply solely Bulge. This was systematically done using a Lotus Das Reich)
to the opening German assault. Refer to the descrip- spreadsheet to - as objectively as possible - 9SS: "The 9th SS Panzer Division was marching
tion of the German attempts to cross the Salm River evaluate the various formations in the campaign. The on foot from the area of Stadtkyll through Born
against opposition in MacDonald's book (A Time description of the evolution methodology is con- toward Recht. Its fuel supply was sufficient only
for Trumpets, pp. 453-455). Other designers have tained in the sidebar. Briefly, the following results to keep the 9th Panzer Reconnaissance battalion
noted this tactical reality in World War 2 combat. were obtained and recommended as changes in mobile. The artillery and panzer regiments were still
Units may not advance across river hexsides at all BULGE unit strengths. waiting for fuel." (Lehmann, MS B-779) " . . . on
after successful combat in THE LONGEST DAY! the 21st enough fuel was acquired to mobilize the
Without limiting the German player too severely, German I1 battalion of the Panzer Regiment (MkIV), the
I offer the following to curb the excess allowed by Division Change Panther battalion would not arrive in the Recht-
the current rules: Poteau area until the 24th." (Tieke, Im Feuersturm
1. Advances across rivers after successful com- Letzer Kriegsjahre)
bat is limited to one hex, except across bridges or 10 SS PzR = 8-4
town hexes astride the river. 12SS: This division had barely moved from the line
12 SS PzR = 10-4 of scrimmage due to its involvement in a costly fight
for Dom Butgenbach. Because of its lack of move-
DELETE THE DIE ROLL ment, its fuel situation was not so acute. However,
MODIFIER FOR 20 ARTILLERY + Fuh Escort 12-4 its commander described its fuel situation at the
FACTORS beginning of the campaign: "The division in the
assembly area had no more than half an issue (50
There is no historical basis for the die roll modi-
fiers for large concentrations of artillery for the km range). One more issue was brought up with
considerable delay and difficulty on the day of the
Germans in the Ardennes Offensive. Although 89th VG Two 4-3 R ~ ~ S
attack itself." (Krass, MS B-522)
groups of artillery formed centers of gravity for
attacks in World War 2, this rule is currently abused American 2nd Panzer: "During the night of the 21st, the first
in the game. I recommend deleting the rule as it elements of the panzer grenadier regiments arrived
stands now. The sheer mass of attack factors at the (Tenneville) bridgehead. The tanks were yet
inherent in multiple artillery has its own virtue. unable to follow as they were still without gasoline."
The Germans lacked the basic ammunition and 30th Inf Three 6-4 Rgts (Weitz, MS B-456)
transport necessary to use the "Fire Direction 116th Panzer: "The division's gas supply on the
Battery" concept often in the Ardennes (Luttichen, 20th was very critical. The reconnaissance battalion,
1957). One was formed temporarily in the Bastogne artillery and panzer grenadier regiment 156 had run
area for the fighting there, but was countered by 29th Inf Regiment 3-4 out of fuel. Then a present from heaven: into the
a similar organization of 111Corps artillery. Never 118th Inf ~egiment 3-4 hands of the Division in Sarnree fell a large fuel
in the Ardennes, even in the fighting around supply. The total contents sufficed to fill the tanks
Finally, according to the Second Edition rulebook,
Bastogne, did the German command have sufficient of all the combat units of the division during the
all regiments of the 1st US Division are "6-4" and
ammunition on hand to engage in continuous massed night. " (Memminger, Der Windhund)
the 2/23 is a "6-4" unit. The net effect of these
fire as they had so successfully done on the Eastern alterations are to increase German total combat Panzer Lehr: On the 22nd, " . . . refueling the
Front. According to the Heeresgruppe B Artillery strength by 33 points and increase Allied strength forces caused a lot of trouble. West of 'Moicry for
Commander: by five points. German infantry receives the most the first time tanks had to be refueled from cans
"A necessity of prime importance was to bring additional credit. which the panzer grenadiers had available on their
strong artillery units up fast enough with the Steyr' transport vehicles. The formations had
essential ammunition and motor fuel after a [See opposite page for proposed revisions to divi- expected to capture fuel stores in St. Hubert, but
penetration had been achieved, because the sional combat factors.] unfortunately only empty cans were found."
enemy would carry out countermeasures on the (Ritgen, Die Geschichte der Panzer Lehr Division)
German forces' flanks. The necessary artillery SET-UP CORRECTIONS Fuhrer Begleit Brigade: "My intention was to
forces to ensure this, however, were not at hand; The 17th VW and 405th VAK should set up in move to Vielsam and then to Salmchateau so that
there was a shortage of towing mediums, trans- Area "A" and the 4th VW and the 388th VAK I could get to the main roads running west; however
port space was lacking for ammunition and should set up in Area "B". These appear to be mix- I was told to move further south. The brigade had
motor fuel. We did not see far enough ahead to ups in the game's production. Microfilm T-3 14, Roll been torn apart in this detour around St. Vith and
contemplate the difficulties which would later 1534 gives the identification of the involved artillery we were short many of our tanks due to the gaso-
ensue owing to the roads and terrain." units in "Corps Monshau" as well as a detailed fire line shortage. " (Remer, ETHINT-80)
(Thoholte, MS B-311) plan. To reflect this obvious limitation, beginning with
And, the commander of the 5th Panzer Army the December 21 AM turn, the following goes into
artillery . . . GERMAN FUEL PROBLEMS effect:
"On the 24th of December, the situation caused Ever since the fatal exploits of Colonel Hessler 1. The movement allowance of all panzer-
the senior artillery commander to dissuade the in the film "The Battle of the Bulge" to obtain petrol grenadier units is reduced by one.
commander of the Fifth Panzer Army from to renew the Nazi drive, the German problems with 2. The movement allowance of all panzer units
bringing up the artillery and nebelwerfers which fuel in the Ardennes Offensive have received wide is reduced by two.
were still left at the line of departure to commit recognition. The problems began on the 19th of 3. Unless the German player captures fuel, the
them before Bastogne. Considering the fuel December but reached a critical point 48 hours later units of the 9SS and 2SS Panzer Divisions remain
scarcity which had already seriously handi- as the first issue of tank fuel began to ebb. In par- in this state from the time they enter the game.
capped the supply of ammunition, we were ticular trouble was the I1 SS Panzer Corps, who 4. If the German player captures a fuel dump, the
forced to propose that this idea be dropped for arrived on the field with virtually no fuel - it hav- 1SS and 12SS Panzer Divisions are immune to this
the present in order to supply the artillery and ing been pirated by the I SS Panzer Corps for their rule for the balance of the game, and the 9SS and
nebelwerfers already committed." (Metz, MS initial supplies (Pallud). It is useful to examine the 2SS Panzer Divisions do not enter play "out of
B-393) fuel status of each German panzer division on gas". If two fuel dumps are captured, all SS divi-
sions are immune to this rule for the balance of the
game.

ADVANCE AFTER COMBAT


Infantry units were not capable of advancing in
a general assault as rapidly as mechanized forces.
In general, infantry units tended to become much
more disorganized in combat than did mechanized
forces. As the rules now stand, infantry can often
move to the limit of its capacity and then move again
I
I
6 D.Garbutt
(only if opposed) further than it could have other- 7. P. Siragusa
wise. The rule below brings these excesses more
in line with expected results described in Maneuver
Control (FM-105-5).
1. Infantry and paratroop infantry units may not
advance further than two hexes after combat.
I
,
8.
9.
10.
J. Kreuz
E Preissle
J. Beard

REFERENCES
16 M. Sical
Cole. Hugh M. - 1965: The Ardennes: The Barrle of the Bulge 17. E Reese
(OCMH: Washington)
18. C. Corn
Gander. T.J. - 1972: FieldRocker Equipmenr of rhe German A m y 19. W. Scott
(Almark Publications, Middlesex)
Houston, Donald E. - 1977: Hellon Wheels: The SecondAmored
Division (Presidio Press: San Rafael)
Kraas, Hugo - 1947: "12SS Panzer Division", MS B-522
(National Archives: Washington)
Kurowski, Franz - 1964: Die Panzer Lehr Division: Die Grossre
Deursche Panzerdivision un ihre Aufgabe (Pozdun Verlag: Bad

I
Nauheim)
26 R.Leach
Lauer, Walter - 1951: Banle Babies: The Srory of rhe 99th
n. L.Kelly
28. M. Rogers
Infanrry Division in WWII (Military Press of Louisiana: Baton
Rouge) 29. M. S i o n i t c h
30. B. Schnose
Lehmann, Rudolf - 1946: "ISS Panzer Corps", MS B-779
(National Archives: Washington)
Luttichau, Charles von - 1951: "The Ardennes Offensive:
Progressive Buildup and Operations", MS R-8 (National Archives:
Washington)
Luttichau, Charles von - 1957: "Notes on German and U.S.

I
Artillery", MS R-I00 (National Archives: Washington) 36. P. DeVolpe
MacDonald, Charles B. - 1985: A Timefor Trumpers: The Unrold 37. K. McCarthy
Srory of rhe Barrle of the Bulge (William and Morrow: New York) 38. S. Johns
Melchers, E.T. - 1984: Luxemburg Befreiung und Ardefinen 39. E Omstein
Offensive 1944-1945 (Sankt-Paulus Dmckerei: Luxembourg) 40. J. Anderson
Memminger, Fritz - 1952: Die Krieggeschichre der Windhund
Division (Poppinghauas: Bochum-Langendreer)
Metz, Richard - 1946: "Fifth Panzer Army Artillery", MS B-393
(National Archives: Washington)
OB West, Tagesmeldungen: "KTB Die Wacht Am Rhein, October
24-December 31, 1944" - Microfilm T-311, Roll 18 (National 46. M. Frisk
Archives: Washington) 47. B. Salvatore
OKW Wehrmachtfuhmngsstah: "Lage Frankreich 1:300,000, 48. R. Shurdut
December 10, 1944 - January 31, 1945" (National Archives:
Washington) diller
Phillips, Robert F. - 1983: To Save Bmogne (Stein and Day: New Mr. Kobert A. Shu 1s 49, marrled and
York)
Preiss, Hermann - 1946: "Commitment of the ISS Panzer Corns
during the Ardennes Offensive", MS A-877 (National ~ r c h i v e s :
Washington)
Pallud, lean Paul - 1985: The BauIe of The Bulge: Then andNow
(After the Battle: London)
father of two, holds a BA in Accounting,
and is a Fiscal Support
Massachusetts Dept. of
Newton, Massachusetts.
Favorite Game: THIRD REICH
:cialist for the
-atinn in W p ~ I
t

Remer, Otto - 1945: "Fuhrer Begleit Brigade", ETHINT-80 AREA Rated Games: TRC, 3R
(national Archives: Washington) AREA W-L Record: 18-2
Ritgen, Helmut - 1979: Die Geschichre der Panzer Lehr Division Gaming TimeIWeek: 15 hrs. Play F'rel
irn Westen (Motorbuch Verlag: Stuttgart) Hobbies: Chess, WWII History, Pilately
Pet Peeve: Late moves compounded by no correspond
"LXVII Armeekorps", Microfilm T-314, Roll 1534 (National the move will be late or not forecoming.
Archives: Washington)
Mr. Shurdut's thoughts on recruiting new
Spaeter, Helmuth - 1958: Die Geschichre Des Panzerkops Gross-
deurchland Band 11 (Eilers-Weke Fritz Eilers: Bielefeld)
hnh5yists:
[ believe that wargaming could attract many
Thoholte, Carl - 1946: "Army Group B Artillery During the
Ardennes Offensive", MS B-311 (National Archives: Washington) new players if more people knew the hobby
U.S. Army - 1973: Manuever Control, FM-105-5 (Washington) existed. I am in a position to tak to many people
U.S. Third Army - 1945: After Action Report. Augusr 1944 - in Massachusetts about wargaming. Only a small
9 May 1945 (Regensberg) percentage have heard of this hobby, or of war-
Weidinger, Otto - 1982: Division das Reich, Band V (Munin- gaming in general. Chess everyone has heard
Verlag: Osnabmck) of, but games that re-create history . . . "Wow!
Weitersheim, Wend von - 1946: "11th Panzer Division in the Where do you get them? Tell me more", is the
Rhineland", MS B417 (National Archives: Washington)
lent cry from would-be gamers. The indus-

* ocomputer games
Weitz, Ruediger - nd: "2nd Panzer Division", MS B-456
(National Archives: Washington) DIVISION .., jhould advertise their products and the
hobby, at least in the same manner that other
The Avalon Hill '--'-Llies do. Occasionally a major newspaper or
z i n e will run an article or do an editorial
on people playing war games and how much fun
they are. I believe the wargame industry would
A MONARCH AVALON INC COMPANY be pleasa surprised if a greater effort was
4517 Harford Road Balt~more,MD 21214 moll- t n o m-... I-., , ,+ +ha hnkk., "

1
AREA rated Prov. 1275 AAA seeks oppo. for rn Adult (36) 1200 (Prov.) gamer seeks AREA rated
WSIM, GSL and AF; pbm only. Mike Morris, games in PL, PB, others considered. All letters
7328 Blue Springs Way, Citrus Heights, CA
95621, (916) 728-5917.
OPPONENTS WANTED answered. Any Rio Grande Valley gamers.
Kenneth Oates, 316 Hidden Valley, Dr., #27,
Adult opponents wanted: AK, DD, STAL, TRC, Weslaco, TX 78596, (512) 968-7984.
I
WAT, and others. Keith Powell, 6689 Pasado Avg. player new to pbm seeks opponents for 3R,
Rd., Goleta, CA 93117, (805) 968-3410. WSIM, SL and VG's Vietnam. Need your sys-
Orange County adult gamer seeks individuals or Adult gamer looking for ftf opponents in ASL, Experienced adult seeks ftf in Dayton for AF, tem. Any gamers in Olympia? Lance A. Weller,
group for ftf games; EIA, DEV, FT, 3R, SON, FP, SOF with GHQ miniatures. William 1. AZ, BB, DL, FE, GOA, PGG, TRC, 3R & 1907 So. Bay Rd.. Olympia, WA 98506.
or . . . You Name It. Jack Sokol, 22 Stanford, Meyer, 38601 Wakefield Ct., Northville, MI others. Terry Kee, 4506 Wayne Meadows Cr, Fox Valley Gamer's Club meets on the 2nd and
Imine, CA 92715, (714) 854-3348. 48167, 477-4774. S. Huber Hts., OH 45424, 237-7070. 4th Saturday of each month. For information
Peninsula Association of Wargamers meets every Adult wants ftf in KC area. Will try anything. New AREA member looking for pbm opponents contact: Kerry Watson. 1625 W. Weiland.
Saturday. Looking for new members. Ryan Strong on SL and CAE, DIP, TLD, and 3R. Neal for SL and COI. All letters answered. Tim Appleton, WI 54914, (414) 731-5579.
Schultz, 3968 Ricketts Rd., Monterey, CA Ekengren, 412 NE Timbercreek, Lees Summit, Rausch, 735 W. Maumee Ave., Napoleon, OH Adult (31) seeks ftf opponents in area of
93940, (408) 372-7651. MO 64063, 524-5501. 43545, (419) 592-9551. Milwaukee, Wis. for TRC, BB, FE, FR, PGG.
28-year old seeking ftf opponents for many AH Beginning adult palyer seeks pbm opponents for Andrew Wittlieff, 4415 So. 46th St., Greenfield,
Central Missouri Wargamers meet the Last BL, BB and ftf opponents for SL. Frank WI 53220, (414) 543-5618.
games. Willing to learn games I don't have. Eric Saturday of the month in the Columbia area. John
Aune, 11456 Rosecrans Ave., Norwalkk, CA Kaeberlein, 3701 Country Club Dr., Stow, OH Any wargamers in the Chatham area willing for
Loy, 861 Homestead Dr., Moberly, MO 65270, 44224. 688-1261. ftf games with average player; have lots of war-
90650, (213) 864-6293. (816) 263-1589.
Any games out there in the Pinole CA area? If "Garners Legion" newsletter we run W&P, games. Willing to travel, Tyrone Newby, RR2
Pbm zine publisher and GM 10-years seeks Tupperville, Ontario, Canada NOP 2M0, (519)
so, please contact: John W. Mountjoy, Jr., I220 players; CIV with free bonus, KM, beginners HW, BowlBound, DIP, Legioneers will be
Marionola Way, Pinole, CA 94564, 724-3252. ranked by performance. For more information 683-2801.
game DIP, DIP variant, all pbm. Information
Adult gamer seeks ftf MD, WSIM, PL, AIW. please contact: Marcus Vogt, 145 Spring Valley Want ftf for ASL, UF, AF, TR, AZ, TB, GSL,
39C. W.E.J. Hinton Jr., 20 Almont St., Nashua,
Consider others. Serious, but friendly, Charles N.H., 03060. Rd.. Westerville, OH 43081, (614) 895-2231. AIW, FP, RF, FL, 3R, SON many others. Will
Ryder, 1700 Civic Center Dr.. #210, Santa Pbm opponents wanted for ASL. Mr. Stephen P. travel. Dick Demmery, 559 Chester St., London,
Experienced gamer looking for ftf weekly Ontario, Canada N6C 2K1, (519) 432-8880.
Clara, CA 95050, (408) 249-7658. meetinglengagements. Includes computer games. Dandar, 123 W. Pearl Street, Willard, OH
44890, (419) 935-0248. Looking for ftf players in S O 0 area for SL thm
Adult pbmlftf opponents welcomed for AL, FP, Call Bob Swenson, (609) 767-9124, 53 Sunset
Experienced gamer wishes ftf VG, Civil War, GI. FT, MD, SUB, WSIM, SST, AF, DL. Rated
FT,RW, TR, WSIM. I'm a verteran ftf gamer Dr. (Voorhees), Berlin, NJ 08009.
Nato, AH ASL, VITP, 3R, CIV. Will teach or or Unrated. Shaughn Haines, 4 Amherst St., Soo,
but want to learn pbm systems badly. Tom J. Jersey Wargamers meet first and third Fridays, Ontario, Canada P6C 5V4, (705) 942-6034.
Obenchain, 8367 W. 71st PI., Awada, CO learn your game. David L. McCarty, 2017
first and third Sundays each month. For info: Willow Creek, Edmond, OK 73013, (405) Any wargamers in Israel? Desperately seeking!
80004, (303) 4214972. Days Bob Wielgus, (717) 992-5135, Evenings COI, RF, 3R, W&P and AIW. Guy Blachman,
340-3421.
Average non-rated gamer seeks pbm for 3R, SL, Bob Hahn, (201) 276-3558. Bob Hahn, 596 39, Galei Tchelet St., Herzlia Pituach, Israel,
thru BV. Will use honor or your system. Will Brookside Place, Cranford, NJ 07016. Seek 4th ed. 3R ftf opponents in central OMa.
John Michalski. Rt. 10. Box 526-0. Moore. OK 46640, (052) 77605.
join AREA! Chad Tanner, 2% Uvalda, Arvada, Looking for friendly ftf opponent for weekly or
CO 8001 1, (303) 366-0670. bi-weekly games, SL scenarios andlor naval
games. Hans Bauermeister, 115 Walnut Street, Beginning Squad Leader seeks pbm opponents.
High school student seeks ftf opponents for ASL, Have system if you don't. I am currently
AF, 3R and others. Brandon Walts, 3887 Arbol Teaneck, NJ 07666, (201) 836-4645.
knowledgable of rules sections through scenario
Ct., Boulder, CO 80301, 443-1035. AREA 1500 (Prov.) seeks pbm, ftf for TRC, 3. Steve Smith, 10300 SE Waverley Ct., #201,
Colo. Spgs. Gaming Assoc. adult wargamers AK. All letters answered. Will accept any level Milwaukie, OR 97222, (503) 254-0813.
meet every Tuesday night. All periods, all in- opponent. All games fought to the bitter end.
Brad Acker, P.O. Box 195, B Co 1/16 INF, Warriors of the Roses. Boardgames Monday and
terests, most AH games played. For more info Friday nights. Featuring an ASL. AF campaign
contact: Steve Wooster, 5476 E. Old Farm Cir., APO, NY 09046, Phone No. 011-49-7051-
30574. game. Many AH game titles played. F. Scott
Colo. Spgs., CO 80917, (303) 574-4317. Pavne, 7625 SW 91St Ave., Portland, OR
Adult novice seeks ftf or pbm gamers for AF, Looking for pbm players for BL, AL, AIW, 97223. (503) 244-0660.
AZ. FR, LW, PL, SL, 3R, TB. Good gamer; CAE, TRC, SL series, TAC and 3R. Frank Bue,
HQ 3% USAAD, APO, NY 09069, Phone No. Wamors of the Roses. Boardgames Monday and
need experience. George Rabbit, 1910 2nd St., Friday nights. Featuring an &L, AF campaign
Greeley, CO 80631, (303) 356-5872. 04464-1548.
Game. Many AH game titles played. F. Scott
Central Connecticut Wargaming Association Opponents wanted in South Germany; I have Payne, 7625 SW 91st Ave., Portland, OR 97223.
meets first and third Friday of each month at the 4-years experience and prefer Eastern Front Not particularly looking for new ftf players, but
Wilson Volunteers Fire Department. Everyone games. Brian Walters, HQ USEUCOM, APO, if interested and close, call! Most AH non-fiction
welcome! We play anything and everything. NY 09128. games, especially ASL, FT. Ron Fedin, 112
Jeffrey Martin, 87 Raymond Rd., Windsor Opponent wanted for PL 1940 only! Non-rated, Glengarry Drive, Coraopalis, PA 15108,
Locks, CT 06096, (203) 623-1823. will play either side. Sit from 21-30 and 42-47. 457-8624.
Looking for pbm opponent for TLD, RF, VG All games finished. Bob Passamonti, 3080 AREA 900 (F'rov.) seeks pbm DD, DIP, FR,
Civil War; Rated or Unrated play. Campaigns Voorhies Ave., Apt. SL, Brooklyn, NY 11235. TRC. Also pbm 3R, but need system, ftf many
only; 1470 Prov. Adam Morrison, 210 S. Cove Adult gamer, Rated, seeks pbm, GI, COI, SL, others. Bob Robles. 59 Trinidad Ave.. Hershey,
Terrace Dr., Panama City, FL 32401. have system. Will play all games to completion. PA 17033, (717) 534-2542.
Adult, rated (1500 Prov.) wants pbm opponents Jim ManfredI, 230 Otis St., Rochester, NY Desperately seeking opponents for ftf SL, COI,
1 Afinh COD, GI Anvil, ASL, BV and SOF in Erie
for HW, RF, PB. All letters answered. Steve
Milanic, P.O. Box 201, Benvyn, IL 60402. 37-year old gamer looking for ftf opponent in County area. Paul M. McGinnen, 16% Grant St.,
Rome, Utica area for SL, PB, AIW, TRC and Northeast, PA 16428, (814) 725-4428.
Wanted: reliable players to participate in GM'er
pbm FT; no quitters please! First six responses AF. Steve McNeil, 3614A Mars Drive., Rome, Soldats, are there any amongst you who have the
accepted; SASE for info. Paul Worthington, NY 13440, 339-3720. courage to ftf me in 1809, NAB, SON, HDB or
4512 Garden Quarter Rd., McHenry. IL 60050, Want to ~ l a vmulti-player C N , TT or DIP by W&P. Tom Semian, 430 Boggs Ave., Pins-
(815) 385-1170. k ( ~ h kKing's Court) wants yo"!
mail? ~ e iine burgh, PA 15211, (412) 481-5357.
Seek ftf opponents for SL, COI, UF, FP, GI, Send stamp for pbm systems and more informa- Need wargame opponents in the Shaw, Sumter,
TRC, play on a regular basis. also DYO. Phil tion. Jason Russ, Stonehouse Road, Somers, NY Columbia area. I play a wide variety of AH The "Opponents Wanted" adver-
Oftedahl. 2603 Marywood, DuBuQue, IA l0589. (914) 277-8543. games (not incl SL). Just got AZ. Mike Knautz, tisements on this page are intended
52001, (319) 582, 6861. 24 Kings View Drive, Dalzell, SC 29040,
Average 26-year old player seeks adult opponents
499-2670 as a service to the readership of this
.
AREA 1600+ Prov. rated player . seeks rated
pbm GI aame with 1500+ opponent contact:
in area. Over 50 games, you name it; no pbm!
George J. Cartiglia, 404 Arthur Kill Rd., Staten Are there any wargamers out there! I play SL periodical. Please print or type the ad
koger ~owler,406 Market, A ~ L . Emporia,
~, KS Island, NY 10308, (718) 967-9435. through ASL. DIP and others. Desire ftf. Daryl copy. If the ad is not legible, it will
66801, (316) 3434963. Adult AREA rated seeks Rated only pbm games Rothchild, Box 204, Delmont, SD 57330, (605) not be printed. Too, no ad dealing
of WAT, TRC, STAL, BR, AK. All letters 779-5181. with products of other manufacturers
Pbm BB'81 or FE, Now applying for AREA.
Will play to finish; age 4i.- ~ o b ~ e l3846l ~ , answered. John L. Ottrando, 354 Fairbanks Experienced 23-year old seeks ftf opponents in will be printed and any mention of
Monticello Blvd., Baton Rouge, LA 70814, Ave., Staten Island, NY 10306. NashvillelCookeville area. For ASL, FP, and
(504) 273-3756. UF. Occasionally in Nashville. Harold Sawyer,
such will be excised. Ads are accepted
Piedmont area wargamers welcomes new oppo-
Wanted: New Orleans area ASL opponents for nents to the Triad. Regular get togethers. All 1971 N. Dixie Ave., D-5, Cookeville, TN for a single printing only. Should the
ftf play. ASL'ers show yourselves. Craig A. games played. Contact: Raymond Woloszyn, 38501, (615) 528-7039. reader desire that a speciJicad enjoy
Champagne, 237 Clara Dr., Slidell, LA 70460, 7162 Mantlewood Ln., Kemersville, NC 27284, 13-vear old lookine for obrn opponent for TRC. a multiple printing, a separate num-
a41-3iW. (919) 996-5677. ono or
system o n l L ~ o d e r~rhxdale,
t 315 Beech
St., Momstown, TN 38813, (615) 586-5757.
ber of copies equal to the number of
Plav, MR bv, mail with Hamblen's new rules. If 23-year old Rated approx. 1200 desires Rated times the ad is to be run must be
vou lack a copv, I can update you. Great aame! phi, TRC, BB '65:;81, SL-GI. (Send list of Adult wants pbm HW. Also I will GM for FT,
write to ~ i c k e ~ncho;s,
l 97il Medical Center your favorite scenarios.) Also wanted pbm GE, submitted-although only one total
1942 scenarios. Charles Dudney, 629 Golden
Dr., #103, Rockville, MD 20850. BL, DD, GOA, RF. All inquiries answered. Harvest Road, Knoxville, TN 37922, (615) payment need be included to cover the
Long time DIP gamesmaster now has openings Tony Owens, Rt. 2, Box 34, Thomasville, NC 966-7208. printings. Due to the pressure of
in DIP and MR (that's right, MR) by mail. A 27360, (919) 476-1038.
Squad Leader Gaming Club: city rankings, various deadlines, ofren advertise-
stamp gets you more infor. Don't be shy! Dick Civil War gamers: subscribe to Volunreers, the sanctioned challenge matches, tournaments, and
Martin, 26 Orchard Way, N., Rockville, MD
ments submitted weeks before an issue
newsletter of Civil War gaming. Six dollars for more. SL-GI rules. If you live within 100 miles
20854-6128. four issues. Bill Koff, 146 Chimney Lane. of Houston, please write: Hardcore Gaming,
appears will not be printed in that
Wilmington, NC 28403, (919) 763-7497. 9319 Camel, Houston, TX 77036. issue. Please be patient; such will be
Multi-player gamesters in the Washington-
Baltimore area for ftf C N , DIP, RB, SC, TT Veteran gamer seeks competent and reliable adult Novice 39-vear old seeks mature pbm opponent printed in the immediatelyfollowing
others. Free sample WARTHOG club newsletter. for ftf, FT, RF, 3R, HW, FP, PGG, SL, Civil for DEV and PAA. Also interisted k VG's issue. Please do not specify a partic-
Ken Peel, 8708 First Ave., hT-2, Silver Spring, War and others. Rbn Myers 2740 Lakeside Ave., Vietnam. Ken Hanning, 2530 South San ular issue for an ad to appear; such
MD 20910, (301) 495-2799. Canton. OH 44708, 453-7963. Antonio, Pearland, TX 77581.
requests cannot be honored.
The following games are ranked by their reader-generated overall Value
rating. Further aspects of reader response to our titles are indicated
by the ratings in other categories. By breaking down a game's ratings
into these individual categories, the gamer is able to discern for him-
self where the title's strengths and weaknesses lie in the qualities he
BLITZKRIEG values highly. Readers are reminded that the Game Length categories
8.3 & 19.3 Can an infantry unlt exit into a Sea 23.5 Is there a limit to the number of units that are measured in multiples of ten minutes (thus, a rating of "18" equates
$one from a port in the ZOC of an enemy unit? can be supplied through a friendly port hex? to three hours).
Can armor and air-assault units exit into a Sea A. No.
Zone from a port in the ZOC of an enemy unit WARGAME RBG
other than armor or a~r-assault? 28. Must an ~nactivesubstitute counter be avail-
A. No. No. able in order for it to be accumulated? For
example, one 4-factor and one 2-factor inactive
9.3 May a one-hex city, holding at the beginning
TACs are available. On one turn, the 2-factor
of a Movement Phase three full air units, be used
TAC is "accumulated". On the next turn,
as a take-off city for air transport? although no 2-factor TAC is availalbe, may the
A. Yes.
4-factor TAC be activated with the "accumu-
9.3 & 9.4 Does air hansport of airborne and air- lated" 2-factor one then returned to the inactive
assault units count against the four-unit air trans- pile?
port limit? A. No. There is a typo in the rulebook-
A. Yes. replacements cannot be accumulated. The other
9.4 May air-assault units land in the ZOC of a rules make this inescapable.
unit (or city) other than armor or air-assault? 28.3 If an aircraft city has been captured, is the . c01:
A. No. ground unit replacement capacity also reduced 7. TRC
19.3 & 20.3 During a single Movement Phase, to two substitute units? 8. SL
two unlts move ashore through a friendly port. A. No. . UF
May another two units go to sea during the same 28.5 Can an aircraft city in an enemy ZOC but B-I7
Movement Phase? not captured generate a replacement?
A. Yes. A.Yes, assuming it is not bombed.
19.3 & 20.3 During a single Movement Phase, 29.6 Does the aggressor 2-factor loss per turn
two invading units land on a vacant beach hex. resume when the opposition takes one city of a
May another two units go to sea during the same formerly subdued minor country? 16. TLD
Movement Phase? A. Yes. 17. VlTF
A. Yes. 18. CAE
29.7 May aggressor units voluntarily be left out
19.4 If Blue has unlts at hexes W33 and 233, of supply to prevent the 2-factor supply loss? 19. SON
7n S n A
may Red use BB31 (or X27) as a port? A. Yes.
A. No; ZOCs block access.
32.4 May multiple air missions be conducted
19.4 If Blue has a unit at AA13, does that unit against the same hex during a single player turn?
block Red access to Sea Zone A from CC15 or If multiple attacks are permitted and conducted
VV25? against a single hex, do escorts protect all mis-
A. No. sions in that hex?
19.4 If Blue has a unit at D l , may Red move A. Yes, although the specific missions must be
from Sea Zone A to Sea Zone B? identified to the opponent prior to combat. Yes.
A. Yes. 30.2 Is the aircraft "movement factor" (2.5) the
20.1 May an air-assault unit land on a beach hex same as aircraft "range"?
during an air drop? A. Yes.
A. Yes. 30.5 Must aircraft return to the original base if
21.1 Can an automatic victory occur at 3: 1 odds conducting a mission other than "transfer"?
when only a single factor is defending? A. No.
A. No. 30.8 Do TAC operating from full sea hexes at 36. GOA
21.3 The last sentence states that advancing units less than half range double their bombing factor 37. WAS
must half "if the first hex after combat is into also? 38. GE
a zone of control, mountain or woods hex." May A. Yes. 39. AF
an armor or air-assault unit continue if the ZOC 40. AIW
30.8 Does the double strength at less than half
is from a unit other than armor or air-assault? range provision apply to TAC and MDM aircraft
A. No. reducing minor cities?
21.3 With regard to the above, may armor, air- A. Yes.
assault and artillery still advance when the first 32.4 Can air missions other than bomber and air
hex is a woods hex? transport be escorted?
A. No. A. No.
f
FLIGHT LEADER $26.00 50 P A A

Game of Air-to-Air Jet Combat Tactics, 1950-Present


Despite the low response, likely due to tory. Experimenting with DYO scenarios
our experimenting with rapid coverage of a quickly supplants the published scenarios,
new release, based on this limited evalua- as players can become familiar with the 56. BL 4.73 4.16 7 3.65 3.77 5.27 20.43 41.44 1965 336
tion FLIGHTLEADER looks to be a winner. peculiarities with their favorite aircraft. 57. TAC 5.62 5.25 1 2.79 3.23 6.34 11.70 19.29 1961 285
Its Overall Rating is a respectable 2.55, Initially designed as a training tool for the
which would have placed it 12th on the RBG USAF by a serving pilot, FLIGHTLEADER
listing. It is, without doubt, the best jet age covers the entire spectrum of modern air-to-
air combat game on the market. air combat.
All of the ratings generated by those
responding were well above the average overall value: 2.55
taken from the 57 titles currently on the
Wargame RBG Chart. Truly notable, how- 2.47
ever, is the rating for F W G H T L E A D E R ' S Map: 1.38
mapboard-the best to date, topping even the Counters: 2.36
recent RUSSIAN FRONT (as reported in
Vol. 23, No. 6). Charlie Kibler, who crafted Aids: 2'89
both of these as well as the recent ASL map- Complexity: 5.1 1
boards, in our opinion has become the lead- Completeness of Rules: 2.68
ing wargame mapmaker in the hobby. His playability: 2.24
attention to detail has taken the state of this
art beyond the merely functional to the sub- Excitement .91
lime. We look forward to his further efforts Play Balance: 1.96
(he is currently at work on the mapboards Authenticity: 2.34
for KNIGHTS OF THE AIR and future ASL
modules). Game Length
FLIGHTLEADER, as the results of this Shortest: 39 mins.
polling show, is a fast-playing game of lethal Longest: 2hrs., 8 rnins.
hardware. Once the system is mastered, the year: 1986
Excitement Level (1.91) and Play Balance
(1.96) makes repeated play almost mandi- Base: 39
* b
The recent issue devoted to introducing FLIGHT all over the continent. AGW officers offer their sup-
LEADER and some of our other air wargames (Vol. port and advice to individuals wishing to start a
23, No. 1) brought general approval (an Overall game club chapter, or to existing chapters looking
Rating of 2.941, quite a few letters of compliment to expand membership or their program of events.
or complaint, and a perhaps unnoticed change in A bi-monthly newsletter is in the planning stages,
the layout of this magazine. Captain Morgan's lead Another new hobby periodical made its recent
and the potential for providing discounts on game
article introducing we land-bound pigeons to the appearance in hobby and game stores in the eastern
purchases by members is being explored. These,
world of modern air combat topped the ratings list U.S. this past month. And it has a unique advantage
and other matters, will be discussed at the first
for the individual articles. Surprisingly, the next two -it's free. The garneworks is a 12-page quarterly
AGW national meeting at ORIGINS '87 in Baltimore.
best rated articles both dealt with B-17, QUEEN OF publication devoted to all types of games, with clas-
If readers would like additional information on the
THE SKIES, showing that even after several years sified ads by gamers, articles on the play and design
AGW, chapter guidelines, national constitution, and
our only solitaire game remains popular. The rat- and collecting of games, insights into hobby events,
a copy of the first issue of their newsletter, "Out-
ings of all the articles found in the issue are as and more. A rather conversational style makes it a
reach': please send a $1.00 to cover postage and
follows: treat to read. Unfortunately, no subscriptions are
handling to Christopher Cummins, AGW National
available, the editors being determined that it be a
BASIC FIGHTER MANEUVERS . . . . . . . . , 2 2 6 Director (11395 Columbia Pike, #C-12, Silver
free service to those who, like them, have a great
15th AIR FORCE . . . . . . . . . . . . . . . . . ,186 Springs, MD 20904).
love of this pastime. So, look for a copy at your local
FILLING THE SKIES . . . . . . . . . . . . . . . . I 8 3 store. For hobby shop owners and others who may
HITLER'S HANDBOOK. . . . . . . . . . . . . . ,117 Contest 131 brought quite a few "closet artists"
desire more information, sample copies may be
IN DEFENSE OF NIPPON. . . . . . . . . . . . . 9 9 obtained from the editor, Ms. Debbie Driscoll (P.O.
out and had the best response we've seen in some
THIS IS NO DRILL. . . . . . . . . . . . . . . . . 9 2 time to this feature. Many fine pieces were sub-
Box 2157, Flemington, NJ 08822).
STAFF BRIEFING-TAYLOR . . . . . . . . . . . . 78 mitted, clever ideas abounded, and the choice the
REFITTING.. . . . . . . . . . . . . . . . . . . . . 57 three judges (Bruce Shelley, Charles Kibler and my-
From a few friends getting together to enjoy the
THE FIVE-SECOND GAME . . . . . . . . . . . 3 7 self) faced was tough. When we had independently
hobby in 1984, Adventure Garners Worldwide
THE TROUBLE WITH ANGELS. . . . . . . . . 3 4 voted, 19 entries had at least one proponent.
(AGW) has grown to encompass some 2 5 0 mem-
SHADOWTITAN . . . . . . . . . . . . . . . . . . 27 Despite some arguments, we finally settled on the
bers in four states. The organization was formed
ASSAULT ON A QUEEN . . . . . . . . . . . . . 26 ten we felt to be the best; in a future issue, I hope
with the hopes of offering a forum for gaming com-
HITLER IN MONTE CARL0 . . . . . . . . . . . 2 4 to reprint the winners and a few selected runners-
petition and to bring together wargame clubs from
AH PHILOSOPHY . . . . . . . . . . . . . . . . . . 14 up as examples of B-17 nose art. The ten winning
entries (plane names in parentheses) were submit-
ted by the following: Robert Beattie, Muenchberg,
An avowed expriment for both author and editor, CONVENTION CALENDAR West Germany ("Siouxie Q ) ; Frank Calcagno,
our first "dramatic interpretation" of a wargame The GENERAL will list any gaming convention in this space Billings MT ("Hitler's Hemorrhoid"); Don Hawthorne,
free of charge on a space available basis provided that we are Clayville RI ("Pool Shark"); Edward Heise, Orlando
scenario obviously struck a responsive chord among notified at least four months in advance of the convention date.
the readership It brought the writer, David Schaffer, Each listing must include the name, date, site, and contact FL ("Donald's Revenge"); Richard Knight, Pfafftown
address of the convention. Additional information of interest NC ("The Snarlin' Marlin"); John Olson, 29 Palms
his first Editor's Choice Award, our annual reward to our readership such as tournaments or events utilizing The
for the best article of the volume year. What makes Avalon Hill Game Company's games is solicited and will he CA ("Odds Bucker"); Daniel Perrine, Orange TX
printed if made available. ("Bee Bopper"); Ryan Schabow, Sussex WI ("88
this accomplishment even more impressive for Mr. The Avalon Hill Game Company does not necessarily attend
Schaffer is the quality of the competition this year, or endorse these gatherings, nor do we guarantee that events Bait"); Matthew Schreck, Westminster MD ("Hey
usin The Avalon Hill Game Company's games will be held.
with articles by some of the best players and profes- eaters are urged to contact the listed sources for further
information before making plans to attend.
Meier"); Richard Vigorito, Phoenix AZ ('gust Plane
Goofy").
sionals in the hobby gracing our pages during
Volume 22. Mr. Schaffer's effort and innovation is FEBRUARY 6-7
rewarded with a $100 bonus from The Avalon Hill WARCON 87, College Station, Texas
Contact: John Beadles, c/o MSC NOVA, Texas Contest 132 was an exercise in the fine art of
Game Company and a lifetime subscription to The when and what to discard in UP FRONT: Quite sim-
GENERAL. The complete list of nominees, and their A&M University, College Station, TX 77841. (409)
845-1515. ply, given the situation described, the American
percentage of the total votes cast by responding player's best play for the upcoming turn is to fore-
readers, is as follows: FEBRUARY 13-16 go and action and discard the Sniper and Woods
THE BEND IN THE CORRIDOR ORCCON '87, Long Beach, California cards.
by David Schaffer . . . . . . . . . . . . . .28.0% Contact: Jeff Albanese, Strategicon, P.O. Box The key to the solution is Pvt. McElroy's wound
DEVIL OF A FIGHT 8399, Long Beach, CA 90808. (213) 420-3675. and the fact that the second deck is close to being
by David Bieksza . . . . . . . . . . . . . . . 16.9% NOTE: Among the many AHGC tournaments exhausted. During the American's first turn of the
BATTLE FOR THE TRENCHES planned are SL/ASL, UP FRONT, FLIGHT third deck, he will be forced to draw for McElroy's
by James Lutz. . . . . . . . . . . . . . . . .11.4% LEADER, WASIVITP, B-I 7, THIRD REICH and endurance (33.7) and will lose him and the game
FIRST IMPRESSIONS CIRCUS MAXIMUS. if that RNC is red-unless he has a Hero card to
by Robert Medrow . . . . . . . . . . . . . 9.2% FEBRUARY 27-MARCH 1 play "immediately prior to the RNC draw to exempt"
STRUGGLE FOR EL SALVADOR MONTREAL FOLIE-CON '87, Montreal, McElroy from that requirement for that deck. Thus,
by James Werbaneth . . . . . . . . . . . . 8.6% Quebec without the German player losing a man first, the
RETURN TO THE FRONT Contact: Floie-Con '87, 4651 Berri, Montreal, American has a 50% chance of losing the game
by James Burnett . . . . . . . . . . . . . . 8.3% Quebec H2J 2R6, Canada. (514) 526-1174. without the Germans ever firing a shot-unless the
THE BATTLE OF THE INNOCENTS NOTE: Tournaments in DIPLOUACY and FLIGHT American has the foresight to save his Hero card
by Craig Posey . . . . . . . . . . . . . . . . 7.1% LEADER among others. All tournaments held in against that eventuality.
PACIFIC DREAMS both English and French. Playing the Hero card on Fox to get the neces-
by Fred Helfferich . . . . . . . . . . . . . . 6.8% sary firepower to play the Fire 4 card is certainly
MARCH 26-27
BEFORE THE SNOW FLIES tempting, but will result in an American win only
by Dan Thompson . . . . . . . . . . . . . 3.7%
CONTEST IV, Tulsa, Oklahoma
Contact: Dan De Palma, T.S.S., P.O. Box 4726, on a draw of a black " 4black "6" or black "6"
Tulsa, OK 74159. respectively-a possibility of less than 5%, 2% and
Garners Alliance Report is the newest amateur 2%! While the Sniper discard has decidely less
periodical on the hobby of wargaming. It serves as
NOlE: Tournaments offered in ASL, SL, CIV, DIP,
3R and TITAN among others. chance of resulting in an outright KIA (somewhere
the official organ of the "Gamers Alliance", a rather around 3.6%), it saves the Hero card for use to save
loose international fraternity of gamers. According MAY 16-17 McElroy and allows the American to draw twice for
to the editor's message in the most recent issue, SL RALLY-WEST, Los Angeles, California the Rally card he needs to make both of his Fire
the Report seeks to spread information on games Contact: On All Fronts, P.O. Box 265, Marshall, cards effective.
through brief reviews and news of the hobby-"to AR 72650. With the threat to the wounded Mclroy under
compliment those publications [other hobby peri- NOTE: Third national tournament with levels from control, there is no doubt that the American has
odicals] by turning . . . attention to all areas of gam- SL through ASL. the advantage in position, terrain and firepower . . .
ing." The same issue, for instance, has a review of JUNE 5-7 and probably in cards in his hand. The longer the
FLIGHT LEADER. The Report comes as part of NEO-VENTION VI, Kent, Ohio game lasts, the better his chances. There can be
membership in The Gamers Alliance More informa- Contact: Ian Guistino, NEO-GS, P.O. Box 412, no doubt that his best move in this instance is to
tion on the organization may be obtained from Mr. Cuyahoga Falls, OH 44222. play defensively to avoid the 50% chance of a
H.M. Levy, P.O. Box 197, East Meadow, NY 11554. defeat in his first turn of the third deck.
Almost Gone! The SQUAD LEA
modules are history. Ver
; Someone in our production department was
in inventory. Remember!
SQUAD LEADER was designed to $&a& bright enough to overrun some of the more
replace the three SQUAD LEADER
modules: CROSS OF IRON, CRESCENDC
themselves are gone, we still have individual
components remaining in stock. Specifically,
Cross of Iron those shown on this page.
. -
COUNTERS: Infantry A, Infantry B, Artillery, Subscribers to this magazine are getting first
Russian Vehicle . . . each $3.00. dibs. We will honor orders on a first come, first
Be sure to specify exact Counters by title. served basis until the limited supplies run out.
RULES . . . $4.00
After that there won't be any more-ever.
Crescendo of Doom
COUNTERS:French lnfa Special Discount to
- Subscribers:
- -----------
& Ordnance, French Armor & Ordnance, Br~tishArmor &%!j$ nbclllpt ?no/^ r,, , ,+,+ + , , , *., , , . I I ,+,+ ,, .- -.,-
Ordnance, Brltish Armor each $3 00
Be sure to spec~fyexact Counters by tltle
SCENARIOICRT Card Set $3 00
RULES $4 00
G.I. Anvil of Victor
COUNTERS: U.S. ~ r m v U.S.
, Ordnance, British Armor, u.4
Infantry, U.S & German SW, French HS, British HS; SS &Q
Unarmed Infantrv. German Infantrv . . . each $3.00 !
S~ecifvexact counters bv title ' ~4
The GENERAL

subscription which includes $12 in discount coupons signature:


Obviously, the best wargaming value around is The City/State/Zlp:
Plmw note thatU S sutsdptienr are Postage Fma Canadianand Mexican
~ ~~~k~ out ~a P - subscription
~ ~ ~~today
~ -you
~~ lm~hctiben , add $18 00 to t k above p p , ousneassubmbolsmust add
must
may be eli~ibleto win one of 100prizes-maybe even $24 w ~ h ~ you
n k)
phone:
a lifetime of gamed In the event of my winning one of the 1W p r k 1"~ thw mntprt, I give por
mumn for The Avalon HUI Game Company to uw my name many and all
Please send Subscription Forms and payment to: pwro releases and adverdslng rekting to this promodon

The Hi'' Game


DIVISION OF MONARCH AVALON, INC.
~ ~ , " ~ ~ ~ e n v ~ ~ ~ u b m
Game Company furtherr w e n the llghtto w w a n y e q wthout prepdica
~ ~ a ~ r J w

4517 Harford Road, Baltimore, Maryland 21214 his drawing ts not o p n to the ernployera M $tauof ~kAvalon HIIIGame
Company nor of Vr+tory Garner. Ins 1
TIMOSHENKO'S ATTACK
ASL SCENARIO G l
r
GOMEL, RUSSIA; July 12, 1941: German armored spearheads were advancing on
Smolensk. In a desperate bid to save the city, Timoshenko gathered together a mixed
force of twenty divisions and launched a flanking attack. The thin screen of infantry-
men of the German 10th Motorized Division were to bear the full brunt of the Russian
assault.
BOARD CONFIGURATIONS:

VICTORY CONDITIONS: The Russian player must exit r 13 VP off the north BALANCE:
edge of any one mapboard. 4! Add one 4-6-7 squad, one 8-1 and one ATR to German OB.
*The Russian player may hold back any three squads and one leader from any
group for entry on the south edge of any single board on Turn 2.
TURNRECORDCHART
See SSR 2 and 3
1 *RUSSIAN
2
Moves First
3 4 5 6 7 8 9
I

iF 1st Battalion, 20th Regiment, 10th Motorized Division [ELR: 41 set up on rows Q-FF, inclusive, as per SSR 3: {SAN: 0)

I I
I Elements of Timoshenko's Attack Groups [ELR: 21 enter on the south edges as per SSR 2: {SAN: 0 ) I

6 3

Group 3:

4-54

1 9 5

SPECIAL RULES: reinforcements enter, there must be at least one leader with the group.
1. EC are Moderate, with no wind at start. The stream is Shallow. 6 . Although all three boards are placed side by side, they represent three separate
2. The Russian forces are, prior to setup, allocated by the Russian player with attack lanes. Play is simultaneous on all three boards, but no movement, fire or
one group per board; one group must enter the south edge of each mapboard. LOS is a h w e d between them. It is suggested that players leave a slight space between
Following the German setup, these groups must set up offboard for entry on Turn I. the mapboards as a reminder.
3. The German forces are, prior to setup, divided into four groups by the German 7. Once onboard, units may not be moved offboard (other than for Victory
player in any manner. Three groups must set up on the mapboards, one group to Conditions).
each board. The fourth group is the reserve and portions, or all of it may be called 8. All level 2 buildings are treated as single-story buildings.
into play (as reinforcements) on any board@)after a One-turn delay. (Thus, if called 9. Bore Sighting and Pre-Registered (for one hex) Fire are available for the
upon during the German RPh of Turn 1, they would arrive during the German appropriate weapons/radio that set up onboard,
MPh of Turn 2.) When he calls for reserves, the German player must declare what of the Russian
enter and on which rnapboxd, A]] German reserves enter anywhere a]ong the lo' The German radio represents a
a module of 81mm MTR.
north edge of the mapboard declared. AU reinforcements need not be called into play.
11. Battlefield Integrity rules (A16) are not in effect.
4. Reinforcements may only be called for at the end of a German RPh. A radio
is not necessary to call for reinforcements. AITERMATH: The German line, though o u t g u ~ e dand outnumbered, held just long enough
5. German reinf~rcementgroups may be as few or as many as desired, and corn- for , ~ s ~ w to
, s rebuff the initial Russian surge. ~ h o u g hbattered, the loth Motorized Division
prise any portion of the remaining reserve. But, for each board and each turn that held their positions. Smolensk fell, and Timoshenko was forced to withdraw his forces.
$
PANZERKRIEG

INSTRUCTIONS:
$18.00
Armored Waarfare in the Ukraine,

Rate each category by placing a number


ranging from 1 through 9 in the appropriate
space t o the right (1 equating "excellent";
5, "average"; 9, "terrible"). EXCEPTION:
Rate items 7a and 7 b in terms of minutes
necessary t o play the game, in ten-minute
ncrements. (Example: If you've found it
takes two and a half hours t o play the basic
scenario of FRANCE 1940. enter "1 5'' for
category 7a.l For an explanation of the
categories, refer t o the AH Philosophy of
Vol. 19, No. 4. Sub-categories are indicated
by italics. Enter ratings only for those
categories relevant t o the game in question.
- WHAT HAVE YOU BEEN
Top ten lists are seemingly always in vogue these days. Whether the
subject is books on the Best Seller List, television's Nielsen ratings, or
even games, the public never seems to tire of seeing how their individual
favorites stack up numerically against the competition. Our preoccupa-
tion with this national pastime is almost akin to rooting the home team
on to victory every Sunday. So to further cater to your whims (and to
satisfy our own curiosity) we unveil The GENERAL'S version of the gamer's
TOP TEN.
The GENERAL

Note that AH'S ratings for Complexity and We won't ask you to objectively rate any game. That sort of thing is
Year of Publishing have been provided; do already done in these pages and elsewhere. Instead, we ask that you merely
not rate these categories. list the three (or less) games which you've spent the most time with since
f 1. Overall Value - you received your last issue of The GENERAL. With this we can generate
2. Components a consensus list of what's being bought. The degree of correlation between
2a. Mapboard the Best Selling Lists and the Most Played List should prove interesting.
2b. Counters Feel free to list any game regardless of manufacturer. There will be a
2c. Player's Aids
built-in bias to the survey because you all play our games to some extent
but it should be no more prevalent than similar projects undertaken by
3. Complexity
other magazines with a special interest-based circulation. The amount to
3s. Complexity which this bias affects the final outcome will be left to the individual's
4. Completeness of Rules discretion.
5. Playability The games I've spent the most time playing during the past two months
5a. Excitement Level are:
5b. Play Balance
6. Authenticity
7. Game Length
7a. Basic/Shorresr

I 7b. Advanced/Longest
8. Year of Publication
-
1983

Opponent Wanted
1. Want-ads will be accepted only when printed on this form or a facsimile and must be accom-
panied by a 50C token fee. No refunds. Payment may be made in uncancelled U.S. postage
stamps.
2. For Sale, Trade, or Wanted To Buy ads will not be accepted. No refunds. 1st Turn Moves:
3. Insen copy on lines provided (25 words maximum) and print name, address, and phone number
on the appropriate lines.
4. Please PRINT. If your ad is illegible, it will not be printed.
5. So that as many ads as possible can be printed within our limited space, we request that you
use official state and game abbreviations. Don't list your entire collection, list only those
you are most interested in locating opponents for.
Advanced Squad Leader-ASL, Afrika Korps-AK, Air Force-AF, Alexander-AL, 2nd Turn Moves:
Anzio-AZ, Arab-Israeli Wars-AIW, Assault On Crete-AOC, Banzai-BANZ, Beyond
Valor-BV, Bismarck-BIS, Blitzkreig-BL, Battle Of The Bulge-BB, Bull Run-BR,
Caesar Alesia-CAE, Caesar's Legions-CL, Circus Maximus-CM, Civilization-CN,
Conquistador-CON. Dauntless-DL, D-Day-DD, Devil's Den-DEV, Diplomacy-DIP,
Empires in Arms-EIA. Firepower-FP, Flat Top-FT, Fortress Europa-FE, France 40-FR,
Frederick the Great-FRED. Freedom in the Galaxy-FITG, Gettysburg-GE, Gladiator-GL,
Guns Of August-GOA, Gunslinger-GSL, Hitler's War-HW, Jutland-JU, Kingmaker-KM, Code Type Hex Placed Depth Setting
Knights of the Air-KA, The Longest Day-TLD, Little Round Top-LRT, Luftwae-LW,
Magic Realm-MR. Midway-MD, Napoleon-NP, Napoleon at Bay-NAB, Naval War-NW, A HH
Origins-OR, PanzerArmee Afrika-PAA, Panzerblitz-PB, Panzeffiruppe Guderian-PGG, B DCK
Panzerkrieg-PK, Panzer Leader-PL, Rail Bamn-RB, Richthofen's War-RW, The Russian C DCK
Campaign-TRC, Russian Front-RF, Streets of Fire-SOF, Squad Leader-SL, Stalingrad
-STAL, Starship Troopers-SST, Storm Over Arnhem-SOA, Struggle ofNations-SON, D DC
Submarine-SUB, Tactics 11-TAC, Third Reich-JR, Titan-TT, Tobmk-TB, Trireme-TR, E DC
Up Front-UF, Victory In The Pacific-VITP, War and Peace-W&P, War At Sea-WAS, F DC
Waterloo-WAT, W h r d ' s Quest-WQ, Wooden Ships & Iron Men-WSIM.
G DC
H DC
I DC
J DC

I\WP8 , Y hole . . . lKale from I 10 10. * ? l h I rquvlsny r \ r c l l e n l . 10 rquvrlny terrible,


Hr\r 3 4nlrlc.

I.

NAME PHONE
1.

ADDRESS \ tuf

CITY STATE -ZIP


The GENERAL

inu-es to go. .... ,. J 2 clr t.., .-.


II

'ipy' OR can't run. Wha


Every time you play a SPORTS ILLUSTRATED game, you Choose from among 6 different football games:
find yourself in realistic situations like that. The same LU $25 Retail-YOU get the entire AFC/NFC roster, over
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Whatever game you choose, we've set it up to be as $18 Retail-Every AFC/NFC team's previous year's performance
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the past. of time.
$15 Retail-the PAYDIRT game system tailored to college
We're sticklers on statistics. And realism. Knowledge of .--
..-...... get to coach 30 of the greatest college teams from out of the
statistics makes for authenticity. And that's what our past. Find out who the best team of all time really was.
games are all about. The result of our attention to detail 7 $30 Retail-top-selling computer football game giving you
:st Superbowl teams of all time to match up in dream games
is astonishing realism through every minute of play. of your choice. Ready to run on CB64/128, IBM@PC, PCjr and Apple@II
SPORTS ILLUSTRATED games offer double fun. Great series computers. Season disks (where you can replay past seasons)
head to head competition . . . and solitaire play that lets available separately-$20 retail.
you have all the excitement for yourself. MAC PRO FOOTBALL $49.95 Retail-SUPER SUNDAY computer game
available on the Macintosh.
The next move is yours . . . why not come up with a play that gets you
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And see what all the excitement is about.
For players who are
serious about their I

To order, call TOLL FREE 1-800-638.9292or wr


I from The Avalon Hill Game Company .
THEAVALON
a , , A . .
- -H I L LA GAME- COMPANY
,
' 21214

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