In this issue... Page. A Guide to Conflict Simulation Games and Periodicals 3 9. Feedback Vox Populi, Vox Dei

Size: px
Start display at page:

Download "In this issue... Page. A Guide to Conflict Simulation Games and Periodicals 3 9. Feedback Vox Populi, Vox Dei"

Transcription

1

2 L MOVES nr.7, published FebruaryIMarch 1973 $2.00 General Editor James F. Dunnigan Co-EditorfExecutive Art Director Redmond A. Slmonsen Art Director Manfred F. Milkuhn Managing Editor M. Elizabeth Clifford Research Director Albert A. Nofi AssociateEditors John M. Young, Stephen B. Patrick MOVES Magazine is copyright O Simulations Publications, Inc. Printed in U.S.A. All rights reserved. All editorial and general mail should be addressed to Simulations Publications, Inc., 44 East 23rd St., New York One year subscriptions (six issues) are available for $7.00. Back issues or single copies of the current issue are available at $2.00 per copy. Please pay by check or money order only. Printing by Reflex Offset, Inc.; presswork by John Banks. Binding by Apollo Binders. In this issue... Page Designer P Notes the Editors 2 A Guide to Conflict Simulation Games and Periodicals Part I: Periodicals by George Phillies 3 Part 11: Games by Martin Campion 9 A View from Kansas by Martin Campion 16 A Blast from the Past by Dave Williams 18 Where Do We.Go from Here? by James F. Dunnigan 20 Physical Systems Design bv Redmond A. Simonsen 22 How Many... 7 by Albert A. Nofi 26 Playback the Players 28 Feedback Vox Populi, Vox Dei 30 H; VA Simulations Publications. Inc., 44 East 23rd Street, New York, N.Y We'll do the goodies first. The "games in progress." In no particular order. First there's Lee at Gettysburg. Another game using the Franco-Prussian War game system. As usually happens with a game system, it gets better with us. Lee at Gettysburg actually covers two separate campaigns. The original "Gettysburg" campaign of 1863 as well as the somewhat more interesting "Antietam" campaign of A number of needed modiflcatlons and useful additions have been made on the original Franco-Prussian War system. It's not so easy making a good game out of a CIVII War strategic situation. The major wrench in the works is the idiocy factor that ran rampant through the leadership of both sides. Keep in mind that the statement "He snatched defeat from the jaws of victory" or~ginated during the Civil War. This was the largest single obstacle to be overcome when designing Civ~l War games. There is a second Civil War game in progress: Bull Run. Actually. this game covers two separate battles fought on the same battlefield. The game system will be, basically, the same as used In Napoleon at Waterloo. But ~t will be much more than that. The two battles of Bull Run dlffered greatly. The first battle of Bull Run was fought in 1861 and was the first major battle of the war. Less than 60,000 men were involved. The second battle of Bull Run was a much larger, and better run affair involving over 100,000 men. Wh~le the same basic system will be used for both battles (and thelr variant scenarios) the f~rst battle of Bull Run will contain a simultaneous hidden movement system. Plus whatever other goodies we can cook up. We were originally going to do two NAW style Civil War battles in one game. The maps requlred were usually small enough so that we could get two of them on one sheet of paper. But once we started the project, we found that more could be done with these games. Even if we used the NA W system we found that quite a lot could be done to make the games more realistic yet essentially simple. In fact, it was because of the NA W system that we were able to do this. Start~ng out with essentially simple game mechanics we could change and/or modify things wlthout getting involved with all the testing a more complex system requires. We'll have more to report in MOVES 8. Bull Run will be published in JulyIAugust; Lee at Gerrysburg in MayIJune. We have three more games In the works at the moment. Each of these are from historical areas you have indicated a high degree of Interest in. First there's the Solomons Campaign, the Battle for Guadalcanal. This is primarily a naval game, with simultaneous movement. There is some land action, but not much. If the Japanese can gain control of the seas around Guadalcanal the American Marlnes will be weakened through starvation. The the Japanese must use land-based air power, surface naval forces, carrier-based air power, submarines and supply- and troop-carrying transports in the proper combination to pull On the Cover: a photogra~hic review of the games produced by SPI during (continued on page 25)

3 AGuide to Conflict Simulation Games and Periodicals by George Phillies and Martin Campion NOTE: The following two part article is a continuation of review material which originally appeared in a separate SPI publication, The SBT Guide to Conflict Simulation Games, Periodicals and Publications in Print, which is no longer published, nor are back issues available. MOVES nr. 3 contained a listing of wargame publications in tabular form by George Phillies. MOVES nr. 4 contained an extensive chart of conflict simulations currently available, by Martin Campion. Mr. Phillies and Mr. Campion, although active contributors to MOVES, are not paid staff members nor do they have any vested interest in SPI. In other words, they are not "house" reviewers predisposed towards SPI products. The views they present are their own, uninfluenced and unaltered by the editors of MOVES. PART 1 Periodicals Magazlnes have been listed by name. For each magazine, the business address is given; this is usually, but not always the same as the ed~torial address. The subscription price, the single Issue price, and the publication frequency as claimed by the publisher are also Ilsted. In some cases, the actual frequency of publlcatlon is substantially different; this will be found In the Notes below. Some magazines have discount rates, multl-year rates, or club membership discounts; for these cases, the quoted subscr~ption price is the "man off the street" price. Each listing gives the number of pages and the number of words in each issue. Most magazines have stayed at the same length dur~ng the last half year so these numbers are "average" rather than "most recent issue" figures. Also ind~cated is the type of printing used by the magazine: "spirit master" (often ~ncorrectly called "ditto" or "hecto"), "mimeo" (which includes mimeograph, Gestetner, and related processes) and "offset" (~ncluding all sorts of offset printing). "Xerox" refers to the Xerox TM process and to ~ts relatives. MAGAZINE NOTES Readers will notice that this l~sting is substantlally shorter than the listing In MOVES #3. The reason is simple: magazines have been foldlng, and no replacements have appeared. To illustrate this, I will go over the titles which have disappeared between the two listings, noting what has happened to each. AFV-G2 is reportedly still comlng out; I haven't seen any issues. Der Brandenburger officially dled w ~th Issue # 18. Canadian Wargamer is published irregularly; its editor, John Mans- field, was recently transferred to Europe. I have no news of the Collecror's Journal. D-Elim brought out two issues at Easter tlme, promised more, but hasn't del~vered yet. Europe '44 has folded. Fieldcom doesn't seem to have come out, although the club which puts it out is reportedly still active. Flak discontinued publication due to lack of readership interest. The lnternational Wargamer and lw Supplement last came out (as far as Cambr~dge, Massachusetts subscribers can tell) w ~th the April and May issues, which appeared in June. Kommandeur hasn't been out since Winter of Liberator seems to have ended w~th the April issue. Shellshock stopped publication. I haven't heard from the Sentinel thls year. The Stalingrad Review apparently went down when the lnternational Wargamer stopped publication. Strategic Report apparently merged with Battle Flag. Fusilier has denled reports that the Wargamer suspended publication, but this suspension has been reported elsewhere. Wazir announced that issue #4 was to be its last. There are only a few new magazines to report. Conflict is a 32-page professionally printed effort; in many ways, it looks like S&T, but wlthout any advertising. So far, it has produced three issues, all of which arrlved very late. Conflict was to have been a revival of the old magazine Tactics and Variants; readers of Tactics and Variants and of Strategy and Tactics will find many more semblances to the latter than to the former. Domesday Book has been published for two years now; it stopped publishing for most of the Spring and Summer, but now seems to have revlved. The Index to Postal Diplomacy Literature and companion journal Numenor may have stopped publishing at this point. The IPDL was an acknowledged copy of my own magazine, the Guide to Wargaming Periodical Literature, wlth coverage of a different set of magazines. The four Issues of the IPDL which were published over 1971 and the first part of 1972; they are an invaluable aid to the Diplomacy magazine collector. The SlMPL E (Spartan lnternational Multi- Player League Enquirer) has only published an introductory issue. The Spartan Simulation Gaming Journal is the Spartan lnternational Monthly under a new tltle and publication schedule. I am occasionally asked to recommend one magazine or another as being especially good. I do not think that there is a "best" wargaming magazine at this point - one is comparing oranges and elephants. The magazines that I list can be divided into two general classes, which some people would call "amateur" and "profess~onal." The "professional" magazines usually have large (1000+ circulations, offset printing, substantial numbers of authors, and regular, sustained publication. Amateur publications usually have small circulations (100 or less), less demand~ng types of printing, and a more limlted number of authors. Club maga- zlnes are often in a spec~al category; these may have circulations of several hundred. At any tlme, some number of magazines will be trying to make the transition from amateur to professional status. Panzerfaust did this in the last two years, changing from spirlt master to offset and Increasing its circulation from 250 to over Battle Flag appears to be preparing for the same effort. Circulation in itself is not a measure of the quality of a magazine, except by comparison wlth other magazines of the same type. A specialty magazine such as Fusilier, Savage and Soldier, or Supernova will appeal to a more lim~ted audience than MOVES or SBT will, so its circulation will be smaller. Similarly, the type of reproduction used is less important than the use to wh~ch the method is put. The cover illustrations of Liberator at their peak were noticeably clearer and more attractive than many offset efforts I have seen. Wlth these qualifications, I would identify the following as "professional" magazines: The Courier (circulation 1,000), The General (circulation (5.000). Miniature Warfare (circulation 8,000), MOVES (5,000), Panzerfaust ( , Strategy and Tactics (20,000), and Wargamer's Newsletter (1000+ ). There are also a number of club magazines which are "profess~onal" in everything but total circulation: The Guidon, Slingshot, and the Vedette f ~t into this category. Conflict and the Alnavco Log do, too, but these are not club magazines. ALBlONis published bimonthly by Don Turnbull, Flat 13, Gilmerton Court, Trumpinton Road, Cambridge, CB2 2HQ U.K. The price is 44NP per issue. It runs 50,000 words on 50 mimeo pages. It covers board game tactics, game review, and game variants. Comments: the English boardgaming magazine. ALNAVCO LOG is published quarterly by Alnavco, Box 3, Westfleld, New Jersey. Subscription price is $3 per year. It runs 32,000 words on 28 offset pages. It covers naval miniatures, battle reports, figure news, and conversions. Comment: the leading U.S. 20th century Naval Minatures magazine. BATTLE FLAG is published monthly by The Third Millenia, Inc., 465 Woodland Hills, Philadelphia, Miss Subscription price is $8 per year ($14 for two years). It runs 5,000 words on 10 pages. It covers new games, game reviews, and military history. Advertlsements list "5 free games." Comment: now going offset. BATTLEFLEET is published monthly by W. E. McKenzie, 16 Hugo Road, London N15 5EU U.K. Subcription price is $5 per year. It runs 7,000 words on 14 mimeo pages It covers naval wargaming, all periods. Comments: Club magazine of the London Naval Wargames Society. CONFLICT is published bimonthly by SDC, 3347 lndustrlal Ct., Ste. B, San Diego, CA Subscription prices is $7.98 per 6 issues. It runs 65,000 words on 32 offset pages. It covers unit studies, milltary history and new games. Comment. much l~ke earlier issues of S&T. Has a different viewpo~nt on games and history than SBT does. THE COURIER is published eight times a year by R. Bryant, 45 Willow Street, Brockton Mass Subscr~ption price IS $3 per year. It runs 23,000 words in 32 offset pages. It covers miniatures, especially Napoleonlcs, moderns. Comment: the longest, best edited American miniatures magazine. DOMESDAY BOOK is published monthly by Rob Kuntz, 334 Madison St., Lake Geneva, Wis

4 Subscription price is $3.50 per year. It runs 7,000 words on 16 mimeo pages. It covers medieval miniatures rules and battle reports, heraldry. Comment: the IFW Castle & Crusades Society magazine. THE FL YING BUFFALO'S FA VORITE MAGAZINE is published bimonthly by Richard Loomis, 8149 E. Thomas Rd.. Scotsdale, Ariz Subscription price 1s $2 per year. It runs 4,500 words on 6 offset pages. It covers Nuclear Destruction and other games by Richard Loomis. Comment: publishes tournament news and some game articles. FUSILIER is published bimonthly by C. C. Johnson, The Fusilier Magazine, 3013 Military Rd. N.W., Washington, D.C Subscription price is $3 per year, single issue $.60 each. It runs 6,500 words on 10 offset pages. It covers uniform and color information. Comments: specializes on 18th and early 19th century uniforms and colors. GAMER'S GUIDE is published monthly by Gamer's Guide, P 0 Box 255, Rockville Centre, NY Subscription price is $2 per year, single issues $.25 each. It runs 4,200 words on 8 mimeo pages. It covers want ads, magazine and game reviews. Commenrs: personal and club advertisements for games, magazines and products. Also has news and reviews. GAMESLETTER is published monthly by Don Miller, Judson Rd., Wheaton Md Subscription price is $1 per year, single issues $.20 each. It runs 6,500 words on 10 mimeo pages. It covers magazine reviews, N3FGB news. Comments: Covers all gaming, incl. chess, sports gaming. Lists contents of each magazine received. THE GENERAL is published bimonthly by The Avalon Hill Company, 4517 Hartford Rd., Baltimore, Md Subscription price is $4.98 per year, single issues $1 each. It runs 24,000 words on 16 offset pages. It covers game tactics, game variants, military history. Comments: Now edited by Don Greenwood. Limited to coverage of AH games. GLADIATOR REPORT is published monthly by Spartan International, 4121 Long Beach Blvd, Long Beach CA Subscription price is $4.50 per year, single issue $.50 each. It runs 6,000 words on 8 offset pages. It covers SlCL Club news and SlCL Tournaments. Comments: publ~shed primarily for SlCL members. GRUNDSTEIT is published monthly by Robert Nielsen, 17 Turner Street, Greene NY. Subscription prlce is $2.50 per year, single Issues $.25 each. It runs 8,000 words on 12 spirit master pages. It covers game design and game reviews. Commenrs: reviews many limited circulation amateur designed games. THE GUIDE TO WARGAMING PERIODICAL LITERATUREis published quarterly by George Phillies, 897 Main Street Suite 8, Cambridge Mass Subscr~ptionprice is $3 per year, single issues $.75 each. It runs 14,000words on 8 Xerox TM pages. It is a bibliography. Commenrs: lists all articles in all known wargaming magazines by title, author and topic. GUIDONis published quarterly by M.F.C.A., P.O.Box 8, Rutledge, Pa Subscription price is $6 per year, single issues $1.50 each. It runs 14,000 words on 28 mimeo pages. It covers uniforms and military history. Commenrs: Journal of the Military Figure Collectors of America (est. 1946). HOOSIER ARCHIVES is published weekly by Walter Buchanan, R.R.3, Lebanon, Ind Price is 6 issues for $1. It runs 4,000 words on 5 spirit master pages. It covers Diplomacy articles and Diplomacy archival material. Cornments: published weekly. Occasionally includes listing of W. Buchanan's magazine collection. INDEX' TO POSTAL DIPLOMACY LITERA TURE is published by Rod Walker, 4719 Felton Street, San Diego, Ca Single issues are $.25 each. It runs 6,000 words on 8 spirit master pages. It is a bibliography. (see notes) Commenrs:similar to Guide to Wargaming Periodical Literature, but covers Diplomacy magazines. MINIATURE WARFARE AND MODEL SOLDIER is published monthly by Miniature Warfare, 36 Kenington Road, London SE1 U.K. Subscription price is $10.50 per year. It runs 14,000 words on 28 offset pages. It covers miniatures and English board games. Comments: The English professional magazine. Covers board games. MOVES is published bimonthly by Simulations Publications, 44 East 23rd Street, New York NY Subscription prlce is $7 per year, single issues $2 each. It runs 45,000 words on 32 offset pages. It covers game design, game tactics and games as history. Cornments: companion magazine to SBT. NUMENOR is published bimonthly by Rod Walker, 4719 Felton Street, San Diego CA Subscription price is $1.50 for ten issues. It runs 8,000 words on 10 spirit master pages. It covers Diplomacy bibliographic and game data (see Notes). Comments: Postal Diplomacy records. PANZERFAUST is published bimonthly by Don Lowry, P. 0. Box C, Belfast, Maine Subscription price is $5 per year. It runs 65,000 words on 48 offset pages. It covers wargaming, all phases. Commenrs: now offset with new editor. Words per issue has increased. SAVAGE AND SOLDIER is published quarterly by Douglas H. Johnson, 10 Overbrook Drive, St. Louis, Mo Subscription price is $2 per year. It runs 16,000 words on 22 mimeo pages. It covers colonial warfare. Commenrs: bibliographic, historical, and literary ~nformationon colonial Africa. THE SCABBARD is published monthly by Dick Pielin, 5542 W. Leland Ave., Chicago, Subscription price is $4 per year. It runs 7,000 words on 15 offset pages. It covers uniforms and military history. Comments: club magazine of the Military Miniature Society of Illinois. SIGNAL is published biweekly, available from PO Box 830,439th SQN, CFPO 5056 Canada. Subscription price is $1 for six issues. It runs 2,000 words on 4 mimeo pages. It covers wargaming news and reviews. Commenrs: the only wargaming news magazine. THE SIMPLEis published bimonthly by The Simple, PO Box 42107, Pt. Mugu Ca Subscription price is $4 per year. Only introductory issue available. It covers Spartan International Multi-player Leaque News. Comments: League plays multi-player games, i.e., Diplomacy, Origins, Nuclear Destruction. SLINGSHOT is published bimonthly by Charles Grant, 263 Folkestone Road, Dover, Kent, England. Subscription prlce 1s $5 per year. It runs 35,000 words on 36 offset pages. It covers ancient miniatures and uniform and color news. Comments: Published by the Society of Ancients, of England. THE SPARTAN SIMULATION GAMING JOURNAL is published quarterly by Spartan International, 4121 Long Beach Blvd., Long Beach, Ca Subscription price is $6 per year. It runs words on 48 offset pages. It covers wargaming, all phases. Comments: club magazine of the Spartan International Competition League. STRATEGY B TACTICS is published bimonthly by Simulat~onsPublications, 44 East 23rd Street, New York, NY Subscription price is $10 per year, current issue is $4, boxed back issue is $6. It runs 75,000 words on 48 offset pages. It covers military history, unit studies and new games. Comments: specializes in detailed analyses of military units. SUPERNOVA is published irregularly by Lewis Pulsipher, 8244 Swift Road, Battle Creek, Mich. Subscription price is $1 for 7 issues, single issues $.I5 each. It runs 800 words per mimeo page, number of pages per issue varies. It covers space wargaming news. Comments: news, some game rules. SWABBERS is published bimonthly by Herb Barents, 157 State Street, Zeeland Mich Subscription price is $1.25per year, single issues $.50 each. It runs 5,000+ on 10 spirit master pages. It covers naval wargaming, tournament rules and mllitary history. Commenrs: amateur naval wargaming magazine. VEDETTEis published bimonthly by National Capitol Military Collectors, Box 30003, Bethesda, Md Subscription price is $5 per year, single issues $1 each. It runs 22,000 words on 28 offset pages. It covers uniforms, figure news and military history. Comments: One of the best-printed wargaming magazines. Good art. Limited wargaming coverage. WARGAMER'S NEWSLETTERis published monthly by Don Featherstone, 69 Hill Lane, Southampton, England SO1 5AD. Subscription price is $6 per year. It runs 15,000 offset pages. It covers miniatures, all periods. Comments: good detailed battle reports. The great increase in the number of wargames and wargamers during the last year was not matched b y changes In magazine publishing. The number of profess~onal,large-circulation wargaming magazines increased from six t o eleven, but the number of amateur magazines decreased. Overall, fewer articles were pubi~shed;the decline was primarily in the number of art~clespublished o n military history. A year ago, there were six large-circulation magazines: the Alnavco Log, The Courier, the Avalon Hill General, Miniature Warfare, Strategy 8 Tactics, and the Wargamer's Newsletter. The Courier and Wargamer's Newsletter are produced b y gaming hobbyists; the others are commercial ventures. Since then, Battle Flag, Conflict, MOVES, Panzerfaust, and the Spartan Simulation Gaming Journal (here~nafter,the Spartan) have joined this list. Conflict is a n e w magazine ; the others are amateur or low-circulation magazlnes w h i c h have become professional. The Alnavco Log, published quarterly, is the largest naval miniatures magazine. It exists in no small part t o sell ship models for its parent company Alnavco. Battle reports, history, and "what-if" debates fill its pages. Naval actions and dlscuss~oncenter o n W o r l d Wars One and T w o ; use of Alnavco's Seapower naval rules is prominent in the battle descriptions. Articles are provided b y the readership; subtle editorial work has m a ~ n t a l n e da standard format for the past f e w years. The Courier is published b y the N e w England Wargaming Association, is n o w the country's only large-circulation land miniatures magazine. Its circulation has stabilized at about 1,000; the disappearance of its competitor, The Armchair General, apparently has not affected ~ t circulation. s Several years of publishing work have given The Courier a recognizable style and format. As a mlnlatures magazine, The Courier puts major emphasis o n descriptions of specific battles and discussions of different sets of rules. Historical articles o n t h e organization and uniforms of the armies of part~cularcountries, w i t h special emphasis o n the Napoleonic period, are frequent. Recently, an effort has been made t o reach other h~storical periods, such as the "modern" (mostly W W II) and the American Revolutionary. Articles o n game tactics - analyses of the effect of s p e c ~ f i c game rules on game tactlcs - are not very common; miniatures players tend t o think of their engagements as h a v ~ n gmore in c o m m o n w i t h war than w i t h chess. The latest issue of The Courier reports that it is about t o absorb Fusilier magazine, a Washington, D.C.-based uniforms and colors magazine. During the year, the Avalon Hill General gradually changed its organization, presentatlon, and typography. Articles have tended t o become longer. Donald Greenwood, the founder and former editor of Panzerfaust, was hired b y Avalon Hill. W h e n he returns from Basic Tra~n~n wgi t h the Maryland N a t ~ o n aguard, l he is expected t o take a major part in producing the General. The possibility of changing the magazine's format or length has been raised; it would not be surprising t o see a switch from 16 t o 24 pages. On the other hand, inflation has had an interesting effect; the General is n o longer the "incredibly expensive" magazine that it was in the early '60's - most of the other professional magazines have a higher subscription rate. Editorial comments in the most recent issue suggest other changes; articles o n variants o n AH games will be seen

5 less, while articles on game tactics will apparently be seen more. Miniature Warfare (now Miniature Warfare and Model Soldier) has retained its low-density format. Miniature, Warfare contains substantially more open space, and consequently fewer words, than the other offset wargaming CHART 1 Number of Different Magi. I This chart indicates the number of issues of wargaming magazines published in each year for the years Gaps in my magazine collection, coupled with the limited quality of magazine reviews prior to 1968, may have magazines do. The photographs, however, are the best to be seen. Miniature Warfare is strictly a miniatures magazine, replete with rules discussions, battle reports, and campaign descriptions. Board wargames have not made any great impression on the English wargaming scene, and there is no sign of them here. Number of '-sues 600 depressed the numbers I quote for the years somewhat; however, I don't expect this to be an error of more than 20 or 30 issues in any year. Strategy 6 Tactics was originally a wargaming magazine. Now, it would be better described as a military history magazine (with emphasis on a specific sort of numerical analysis) which contains a conflict-simulation game in each issue. The only recent non-historical article SBT has published is the CampionIPatrick article on the history of board wargaming. The format is clearly popular; SBT has the largest circulation of the professional magazines. Furthermore, two of the recent professional magazines have copied large parts of the SB T concept. Wargamer's Newsletter is the oldest wargaming magazine still being published. The editor, Don Featherstone, has wargaming as his hobby; he has gone so far as to deny that he believes that there are any professional wargamers. The magazine has kept the same format for several years; reader discussion has apparently caused the editor to make changes in format and contents. Wargamer's Newsletter is probably the best English land miniatures magazine; its digest-size pages are full of battle descriptions, figure conversions, and figure and magazine reviews. Wargamerk Newsletter is similar in may ways to The Courier; the greatest difference is in style, with the English magazine having a slightly more personal touch. The new large circulation magazines make an impressive set. Battle Flag, which first appeared in.offset format at the end of 1972, was originally an amateur magazine produced by mimeograph. The format "a magazine with a game in most issues" should be familiar. Advertising indicates that the publishers, Third Millenium Inc., plan to use their magazine as a way of supporting their line of new wargames. Their business competence is suggested by the scale of the advertising campaign which they used to launch the magazine; it appears to be second only to SBT in terms of area coverage (although Conflict magazine1sirnulations Design Corporation efforts are competitive). Format and business approach are similar to SBT, but the contents are not. Battle Flag is a wargaming magazine with interviews with wargamers such as Jack Scruby and Lou Zocchi, as well as articles on wargames tactics. Military history is not ignored, but it does not dominate. Conflict magazine has been described as an effort to "out-s&t S8T." The graphics and artwork, including four-color Interlor pages, represent a major step in this direction. The third issue's interior format - two broad columns per page, on a thinner paper - were a substantial change from the first two issues, which were a less-than-imaginative copy of SBT. Its military history articles are very similar to those in SBT #'s The games in Battle Flag and Conflict deserve being considered together. Conflict has published three: Guerre b Outrance, Minuteman, and Assassin. Battle Flag has published Salerno. Minuteman was designed by Lou Zocchi, who also designed Battle of Britain and Luftwaffe. Minuteman may be Avalon Hill's next land battle game. Assassin is an amateur game which has been in existence for a number of years; it is the unique time-travel battle game. Guerre 5 Outrance and Salerno were produced by the magazine staffs; their staffs' relative lack of game design experience is recognizable in the product. Some of the rules will be more useful as reminders for people who already know how to play the game than they will be as an explanation of

6 game mechanics If you have played wargames for a whlle, ~t wlll generally be clear what the rules to these games were Intended lo mean A complete novlce would probably have s~gn~f~cant d~fflculty learnlng how to play e~ther Salerno or Guerre a Outrance Once once gets beyond the rules, one flnds that the games are qulte well prlnted Each of the games embod~es some lnterestlng orlglnal thlnk~ng on poss~ble game rules MOVES is the merger of three smaller SPI magazlnes: the SbT Supplement, Game Design, and the S&T Guide. By default, MOVES has become the only Important publ~sher of articles on SPI games. Its format is basically the same as that of SbT; unlike the other new magazlnes, MOVES publishes a substantial amount of advertisinq. Panzerfaust was created by Don Greenwood as an amateur wargaming magazine. Founded in 1966, 11s c~rculat~on rose to and stabilized; two years ago its circulation began to climb again. At the beginning of the year, Panzerfaust switched from spirit master print- Ing to offset publication. In April, a final change occurred - Lowry's Hobbies, the publ~sher, purchased Panzerfaust from Don Greenwood. Panzerfaust is now about the best American boardgaming non-historical magazine; its only real compet~tion is from the Avalon Hill General. Published in digest size, Panzerfaust spec~al~zes In artlcles on game tactics, game variants, and new games. Under the leadership of Don Greenwood, Panzerfaust became one of the primary centers for discussions on the play of the classlc Avalon Hill games, most notably Stalingrad. More recently, Panzerfaust began publishing new games complete with board, rules, and pieces. This policy appears to have become "a game in every ~ssue;" unfortunately, it IS hard to maintain a supply of new games. Games published in magazines wh~ch prlnt a game in every Issue often seem to have cons~derable d~fficult~es with play balance; Panzerfaust's games are no except~on. It is not unusual to discover that a game contains a spec~fic combination of rules which leads to a forced wln by one side or the other. The Spartan IS the largest of the professional wargaming magazlnes. Last year, it was ~ublished as a monthlv; it has since been reconstituted as a quarterly, at three times its former length. It continues to have difficulties ma~ntaining a publication schedule; the most recent issue is dated Summer Many readers will feel that the delay is worth the d~stress that it causes; the Spartan is so long that there are no real constrairlts on article length. Besides new games, the Spartan has published artlcles on almost every wargamingrelated toplc, including game design, game tactics, military history, and game variants. Amateur magazlnes have changed a good deal in the past year. This flux is not really surprising; many of them are printed by college or pre-college students with changing plans, commitments, and interests. Most of these magazines are published because the editor Number of CHART 2 Total Articles (all types) per quarter (1970 thru 1972) Articles, 1st 2nd 3rd 4th I 1st 2nd 3rd 4th I 1st 2nd 3rd 4th Qtr.,,,=, Qtr enjoys doing the work; thelr circulations and subscr~pt~on rates do not prov~de any financial Incen tlve. Aerodrome is the spirit master publication of the F~ght In the Skles Society. This is one of the few survlvlng IFW Society publlcat~ons; it is devoted entirely to the play of a slngle game Fight in the Skies. Reports of its disappearance are simply wrong; Aerodrome has been published on a regular monthly basis for some three years. Albion is the only Engl~sh boardgaming magazine. It is a very large magazine (48+ pages, mimeo) whlch the ed~tor glvesa distinct personal flavor. In this, ~t is similar to the English professional magazines. Its foreign publlcat~on has other results - Albion is the only amateur magazine to stress SPI games above Avalon Hill games, in no small part because SPI products are comparatively easier to obtaln in England. Personal notes from the ed~tor and descriptions of the editor's trips abroad, often in considerable detail, provide a type of article not often found in American magazines. Battlefleet is an English naval miniatures magazine. It 1s publ~shed by mimeograph in a relatively fixed format. Notable is the substant~al English interest in American Civil War naval mlnlatures. The emphasis on periods other than World War Two also needs be contrasted w~th the predominantly modern-period Amerlcan naval wargaming magazlnes. The Flying Buffalo's Favorite Magazine is another spec~alty journal. It is published by Flying Buffalo Computer Conflict-S~mulation, Inc.; coverage is limited to the computermon~tored play-by-mail games developed by Rlchard Loom~s and associates. These games (Nuclear Destruction and Battle Plan) reach a conslderable aud~ence; the most recent issue of the magazine reported perfectly serlous plans to run a 100-player Nuclear Destruction game. Gamer's Guide was a monthly news and advertlslng magazine published for the gaming community by Ken Boreck~. It has now been purchased by Spartan Internat~onal, which has converted Gamer's Guide into the same tabloid format used for the Gladiaror Report. The new management apparently intends to center Gamer's Guide around Spartan activities and members; for example, the personal advertisement rate for persons not members of Sparta or Sparta-sanct~oned organizations has been ~ncreased. The Gamesletter is published biweekly by Don Miller for the N3F Games Bureau. The N3F. inc~dentally, is the National Fantasy Fan Federation - the ony extant national science fictlon fan group. The Gamesletter concentrates on magazine reviews; the reviews consist of a listlng of the title and author of each article in each magazine, followed by a few brief sentences of commentary. Since the Games bureau covers not only wargaming magazlnes but also Chess magazines and D~plomacy magazines, this 12 page, bl-weekly magazine is kept nearly full. The remainder of the space is used for advertising, reviews, membership vignettes, and, most recently, coverage of the Fisher-Spassky chess match. The Gladiator Report is the Spartan International Competit~on League newsletter. Published in tablo~d format, the Gladiator Report covers tournament results, membersh~p tournaments, and League news. Regular

7 monthly publication makes the Gladiator Report essential for those interested in SlCL activities; non-sicl members will probably have llttle use for this newsletter. The Guide to Wargaming Periodical Literature IS the only wargaming bibliographic magazine. Published quarterly, the Guide lists all wargaming artlcles published in wargaming magazlnes by topic, author, and title. Thus, someone interested in articles on Barbarossa need only go through the past issues of the Guide to find where they have been published. This year, the Guide shifted from mlmeo to photo-reduced photo-offset; certain leglbillty problems which this created were not really solved unt~l the most recent issue. The lnternational Wargarner, the I FW club magazine, did not publish between July and December, at Christmastime, the June and July Issues appeared. It is reported that the August issue is belng prepared. If it could maintain a regular publication schedule, The lnternational Wargamer would be recognizable as a large-circulation professional magazine; CHART 3 % of articles, by topic and year, through the third quarter of 1972 % of Articles Miniatures Military History 9 AH Games - - SPI Games recent signs of renewed activity among the club's officers suggest that this may happen. Lifer IS a photocopled chess and wargaming magazine publlshed by Dennis P. O'Leary (3914 Upton North, Minneapolis, Minn ). A new game satire Verdun appeared in the most recent issue. The editor has plans and ambltlons, but Lifer has not yet had time to acqulre many regular contributors. Nonetheless, ~t IS one of the more promising amateur magazines to show up this year. The IFW Messenger, the IFW Senate newsletter, reappeared after a prolonged absence. It IS devoted to IFW internal politics, which may be character~zed as consist~ng in substantial part of long-term disagreements between members. Operation Contact was the brainchild of Allstalr Maclntyre, an Ohlo computer programmer and wargamer of some note. Its object was to create a set of directories of active wargamers, so that new wargamers in an area would not be faced wlth the classlc dificulty "the only opponent I have is my kid sister, and she never wants to play for more than half an hour." Allstalr Maclntyre has since sold his part of the operation to Spartan International, Inc., but the idea spread more widely. We note two new reglonal wargaming magazines lnsplred by this Idea: The Michigan Gaming Review and The Northeast Pathfinder. The Northeast Pathfinder is simply a directory of known wargamers; it attempts to maintain a listing of active wargamers in the New England area. The Michigan Gaming Review (P.J. Wood, Harmon Court, St. Clair Shores, M1ch.1 is a rather impressive club magazine published by Michigan's Organized Wargamers. Besides being a wargamer directory, The Michigan Gaming Review publishes club news, game articles (most recently, a Jutland var~ant), and historical notes. Published quarterly, The Michigan Gaming Review is the best available source of news on Michigan wargaming conventions, local face-to-face wargamlng groups, and related activities. Slingshot is an English mlniatures magazine published by the Society of Anc~ents. An unusual amount of emphasis is placed on cons~derations of technology, available dyes for coloring, and weapons. Battle reports, tournament news (the Society sponsors a National Ancient miniatures cham~ionshio) and military historical notes provide the bulk of each issue. Stuttgart Sentinel (David Staples, R R 1 Box 120. Fargo ND 58102) is a triweekly Diplomacy /Conflict simulations magazine. Coverage of boardgaming is rather restricted; one recent Issue published a complete air warfare game "Hit Hanoi," whlch has since become slightly dated. It is customary for editors of Diplomacy magaz~nes to inflict their political opinions on thelr readers, and this magazine is definitely not an exception. Trumpeter is the British Columbian regional wargaming magazine. It apparently experlenced a substantial publication delay over the Summer and Fall; to compensate, it then brought out three issues simultaneously. Brltlsh Columbian wargaming is centered on miniatures; a mlniatures tournament against Amerlcan wargamers from adjoining states is fought on a regular basis. Yggdrasil Chronicle is another magazine publlshed by Michigan's Organized Wargamers. It IS primarily a Diplomacy magazine, CHART 4 Number of Articles, by topic and year, through the third quarter of 1972 Military History Miniatures -91- AH Games - - SPI Games but 11 also covers MOW news in some detail. Its publication schedule makes it a valuable supplement to the Michigan Gaming Review. A quantltatlve look at magazlne publishing shows the changes of the last year more clearly. One can count the number of magazines belng publrshed, or one can count the total number of issues published. Since publicztlon frequencies range from weekly to quarterly, these two methods of counting can give somewhat different results. Chart One shows both of these - the nature of events is made clear. From 1964 until 1972, the number of wargaming magazines published increased substant~ally with time. In 1972, a leveling-out occurred. The number of wargaming magazines fell. Chart Two, a count of the numbers of articles published per quarter over the last three years, show the same thing even more clearly. After reaching a peak in early 1972, the number of wargaming articles published actually declined.

8 1 I r It IS not easy to explain what has happened. 1 Some of the decrease may have been caused by the disappearance of many IFW Societies and their special-interest magazines. The Increase In wargame publishing may also be responsible. People may be too busy playing I the games to bring out a magazine on them. One might have hoped that the increase in the! number of hobbyists would have caused more magazines to appear, but this does not seem to be true.,i :I Another explanation for the decline is that some sort of market shakeout is occurring. If wargaming magazines were produced on a commercial basis, rather than by amateurs, this would make perfect sense. The good magazines would get better, while the poorer magazines would go by the wayside. In fact, ;I the number of commercial magazines increased over the last year, so this is not an explanation. Most amateur magazines are published as a hobby activity, because the publisher enjoys what he is doing or to satisfy h~s ego. Many edltors of wargaming magazines view themselves as being persons of some ~mportance in the hobby, simply because of their publishing actlvlties. It is not easy to see how thls factor might have changed; certainly the hobby does not seem to be suffering from an epidemic of humility. A plausible explanation is that a shortage of material has developed. Many amateur magazines padded their size by publishing articles on mllltary history - usually rather poor digests of a single paperback book - rather than artlcles on wargaming. This may be seen by looking at Chart Three which shows the number of articles of each type published durlng the last three years. For convenience, we have grouped articles into four classes: i) Military Hlstory ii) Miniatures ili) Avalon Hill games iv) SPI games Until recently, the number of articles on other games has been insignificant. One sees from Charts Three and Four that the great increase in magazine publishing in 1971 was caused by a great increase in the number of mllltary hlstory and miniatures articles. The number of Avalon Hill articles printed fell, whlle the number of articles published on SPI games has remained small. As a former author of wargaming tactics artlcles, it is easy to understand part of what has happened. You cannot turn out wargaming articles the way some people have turned out history articles. Even a poor writer on wargaming tactics must have something to say. Since many wargamers are simply woodpushers, In the chess sense, without clearly thought out reasons for their moves, they are basically unable to write wargaming articles. This intrinsic shortage of articles, which has plagued even the best editors, such as Don Greenwood, may have made a substantial contribution to the decline in magazine publishing. One may think of three reasons for the decline in wargame article writing. First, there is a widespread belief that play in the classic Avalon Hill games, such as Stalingrad, has been completely developed. It is not easy to see why this should be believed, but there is such a belief. Second, there is what would be described elsewhere in the world as a "cult of personality": the supposition that there are only a few select people who can write useful One interesting sidelight is to conslder the CHART 5 number of articles published on the different AH and SPI games. There have been nearly articles written on Stalingrad; the other classlc Avalon Hill titles (D-Day, Battle of the Bulge, Afrika Korps, Warerloo, and Blitzkrieg) 35 have also been popular subjects. Of the recent Avalon Hill games, only PanzerBlirz has been 30 popular. The more complicated games in the Avalon Hill line, such as Anzio, 1914, and Jutland, are more popular than the less 25 complicated games, such as Kriegspiel and Nieuchess. Similarly, the most popular SPI game, Barbarossa, and the most popular Gamescience game, Battle of Britain, have had the most articles written about them. The Table gives a complete listing of Avalon Hill, SPI, Gamescience, and private games which have had - significant numbers of articles wrltten about them. Issues Published Chart Five indicates the number of issues published by magazines no longer in existence. We see that most magazines which have stopped publishing produced 1-5 issues before disappearing. Roughly half this number of magazines went on to publish 5-10 or issues before quitting. (Total sample, 80 magazines known to have existed at one time in the past). wargame tactics articles. This is an extension of the old dlslike of the "perfect plan" article (a characterization used mostly by opponents of such articles) which purported to give a complete system for winning a specific game. Third, there has been a great increase in the number of games produced, with the attendant feeling "What's the use of being good at a game if you can't find any opponents." CHART 6 Issues Published Chart Six shows how many issues each of the magazines now in existence has published. Magazines have been grouped together into six classes, depending on how many issues they have published. We see that 15 magazines have printed five or fewer issues each. At the other end of the scale, two magazines are now above 100 issues. (Wargamer's Newsletter: 127 issues, and Guidon: 118 issues). TABLE OF GAME ARTICLES Avalon Hill Games, and the number of art~cles wrltten on each of them: Stalingrad 178 Battle of the Bulge 125 D-Day 116 Afrika Korps 113 Blitzkrieg 105 PanzerBlitz 101 Anzio 69 Midway Jutland 42 Bismark 36 Guadalcanal 35 Tactics II 29 Gettysburg 24 LeMans 24 Krlegspiel 19 Luftwaffe 17 Chancellorsville 11 U-Boat 9 France '40 7 Civil War 2 Nieuchess 1 SPI Games, and the number of articles published on each of them (Games with fewer than five articles not listed): Barbarossa 12 Tactical Game Tannenberg 8 Normandy 8 Bastogne 7 Battle of Moscow Kursk 6 Grunt 5 Gamescience Games, and the number of artlcles published on each: Battle of Britain 35 Confrontation 14 Viet Nam - George Phillies

9 PART 2 INTRODUCTION In thls set of reviews, I've found it necessary to use the word "undeveloped" several times in connection with game rules. What are undeveloped sets of rules and how do they differ from developed ones? The best way to answer Dart of this question is by example. SPI game rules are the best example of fully developed game rules. Basic rules have been formulated, games have been played wlth them, and as questions have arisen, answers have been incorporated into the rules. The result 1s a basic rule with a set of interpretations deallng with the little special problems. Quite often there IS no particular reason for solving a problem in the rules one way or the other. For example, you are placing new units on the map at the beginning of a turn. Does the first hexagon count off their Movement Allowance for that turn? The normal AH answer was no, but in some of its rules, AH didn't say. The general SPI practice is to start the count with the hexagon of placement. Neither practice is "right" and usually the difference is unimportant, but in a tlght grudge game, the difference might be important just once and then the players will be grateful for an official ruling. Other rules decisions are normally important to the play of the game and to the designer's conception of the game. It makes a great deal of difference whether you accumulate terrain penalties for movement and combat or whether there is some limlt to the number of penalt~es. Due to a quirk in the rules of Kursk, it was sometimes advantageous to abandon a fortifled line and stand behind it because cumulative movement penalt~es prevented Infantry units from moving Into the line. In subsequent games which use basically the same system of rules, this problem has been solved with the sensible provision that a unit can normally move one hex no matter what the total movement penalties are. More careful development would have led to the adoption of this rule for Kursk. But many game designers leave the making of this multitude of decisions to the game player. There is something to be said for this approach. Perfect development of a set of game rules appears to be ~mpossible. Some of the second edltion SPI games which appeared originally as Test Serles Games in 1969 and 1970 approach perfection In their rules. But even they don't reach it. So some designers no doubt reason that since perfection is not to be attained, ~t is best just to produce a set of rules that are an outllne and allow the individual players to arrange the details among themselves. This probably works where the practice is to play friendly games, or even better, where a third party is at hand to help settle matters. However, the person who settles these problems has to be someone with experience with game rules and wlth some knowledge of the sltuatlon being simulated. Otherwise, the result could be grotesque. I prefer a fully developed set of rules for a number of reasons. For one, the times when detailed interpretations are Important for the play of the game predominate over the times when they are of little importance. And I want to know what the game designer intended. And, as a game reviewer, I prefer reviewing the game that people will actually be playing. In the case of a game with undeveloped rules, I cannot be sure of that. Of course, as an intelligent game player with some confidence In my own understanding of history, I feel perfectly free to alter rules that I do not agree with. A fully developed set of game rules is not a strait jacket. A game player is always free to develop his own game from the materials at hand. But the undeveloped set of rules forces him to design his own game whether he wants to or not. Please write me if you have any complaints, arguments, or iriformation. Martin C. Campion Hlstory Department Kansas State College of Pittsburg Plttsburg, Kansas A GUIDE TO THE GUIDE - The games section has several parts. First, there is the list of wargames publishers, which contains addresses and ordering information. The second part is the list of wargames. They are grouped chronologically accord~ng to their WAR GAME PUBLISHERS AND ABBREVIATlrINS subjects. Each subject is assigned a two digit number and each game a three digit number, the first two digits of which are the same as the subject number. For each game, I have given the year of publication, publisher, price, designer, and graphic artist. New games are also reviewed, and there is an indication of where to find the earlier revlew of old games. The third part is the wargames chirt, which tabulates the most important information about the new games listed. This is supposed to make it easy to compare games with each other. The chart also recommends the games to you according to what kind of a gamer you think you are. DISCONTINUED GAMES The Battle for France 7940 (091 in Guide 2) is no longer available in that form (in SBT #27). It has been replaced by AH'S France 40. AH'S Anzio (1 15 in Guide 2) has been deleted from their catalog. Stalingrad Ill has been dropped by SPI, and Normandy (1st edition) has been dropped for Normandy (2nd edition), while Napoleon at Waterloo (1st edition), which contained some errors, has been replaced by Napoleon at Waterloo (2nd edition). Tannenburg and the 7974 Revision Kit have also been dropped by SPI. ADA American Designer's Associat~on, 17 GR Games Research, Inc., 48 Wareham Street, Turner Street, Greene, New York 13778, is a Boston, Massachusetts Of amateur designers who publish a Lo Richard F. Loomis, 8149 East Thomas Road, newsletter, Grundsteit (see MOVES #3) and Scottsdale, Arizona several games. The games are manufactured by hand, with a little help from several kinds of L W Donald Lowry, Box 1123 Evansville, Ind. duplicating devices. The mapboards on the more expensive games are hand drawn on SPI blank Ma Alfred R. Mangus East 27th Avenue. hex sheets Others have dittoed maps, The Anchorage, Alaska counters are legible but sometimes inadequate because they are so lightly colored that the two Mi Harry M. Mishler, Box 2626, La Mesa, sides can't be distinguished. Most of the counters California have to be hand cut but they come mounted. In M0 general, the buyer has to expect to do a little Moore' 95 East Pioneer Avenue' Sandy, Utah work to get the components into a playable state, but not as much work as with most amateur Mor Tony Morale, Box 53, New Hyde Park, games. New York AH Avalon Hill Co., 4517 Hartford Road, Pa Robert Partanen, 783 Wedgewood Drive, Balt~more, Maryland Remember that AH San Jose, California now charges $1.00 extra for postage and PzP Panzerfaust Publications, Post Office Box handling for each game ordered from it, So it,s better to order PanzerBlitz or Origins of World llz3' Evansville' Indiana 47113' War 11, or any other AH game from Lowry's (see Ru Lawrence J. Rusiecki, 34 Sharon Street, below) after sending for their price list.' Brooklyn, New York Bb Blutbad Enterprise, c/o Tyrone Bomba. 405 SDC Simulations Design Corporation, 3347 F~reline Road, Bosmanstown. Pennsylvania Industrial Court Suite B, San Diego, California This organization, no relation to SPI, has cwc cobra wargaming club, war lid Avenue, Wickliffe, Ohio DC Drumco, P.O. Box 1421, College Station, multi-colored maps. Texas published 2 issues of the magazine Conflict with a game in each issue. The games are quite attractive physically with die-cut counters and SPI Simulations Publications, Inc., 44 East 23rd DDl Dynamic Design Inc North Central Street, New York, N.Y SPI has two lines Park, Anaheim, California of games. Simulations games which are sent via De Decalset, 16 Davenport Road, Sidcup, Kent United Parcel Service, and: DA 14 4 PW, England. SBT Strategy 8 Tactics games which are GG Guidon Games, P.O. Box 1123, Evansville, published in that magazine. he rice given Indiana If you order 1 to 5 games, you pay lnccludes a,boxed game plus the issue Of SBT in $l.ooextra for postage for the whole order. But if which the game you order 6 games, postage is free. So far there spa spartan International, 5820 john Avenue, are only two Guidon Games, but Lowry's Long ~ ~ california ~ 90805, ~ h, Hobbies, which is the same as Guidon Games, also sells AH games at a discount with the same UTR UTR Enterprises th Avenue S.E.. arrangement for postage. So an order of 2 Minneapolis, Minnesota Guidon Games and 4 AH games is the least zo L~~ zocchi, 388 Montana, victorville, expensive way to order both (in the long run that california 92392, is). SPI will no longer handle AH games after July, 1973.

10 LIST OF WAR GAMES 01. ANCIENT HISTORY 011. Alexander the Great (GG, 1971, $6.95 plus $1.00 postage for 1 to 5 games), by E. Gary Gygax, graphics by Don and Julie Lowry. Reviewed in issue 2, p Phalanx, Tactical Game 18:4% 110 B. C. (1971, SPI, $6.001, by John Young, components by Redmond A. Simonsen and Marie Frederick. Reviewed in issue 2, p Centurion, Tactical Game 13 (1971, SPI:S&T #25, $6.001, by Albert A. Nofi, components by Redmond A. Simonsen. Reviewed in issue 2, pp Trireme (1971, De, 2.60 pounds sterling. U.S.Cusromers: $8.69 for game, packaging and postage to the U.S.) by Ed P. Smlth, graphics by J. Rayner and D. Hoad, is based on ancient Greek naval warfare. Each player has one or more triremes which are maneuvered around on a staggered square grid board, which may be left as open water or decorated with some reefs, sandbanks and small islands. Twenty plastic three dimensional somewhat abstract trireme models are included - ten red and ten green. Movement is by written simultaneously played orders. A little practice makes it quite easy t o write the code and move the vessels rapidly. The rules are simple and clear. They allow for ramming, archery, and boarding. The ships travel at various speeds, but at full speed only for 4 moves in the game t o reflect the fatigue of the rowers. Optional rules allow vessels to'be captured and manned or for other transfers of personnel. The game requires some record keeping which is made extremely easy by a set of plastic write on, wipe off cards with the appropriate data printed on. The board is stiff cardboard surfaced with plastic. It is a delightful and fast moving game with one to three vessels on each side, somewhat slower with more vessels Hannibal (2nd ed., 1972, Ru, $7.00). by Laurence J. Rusiecki, graphics by Laurence and Gregory Rusiecki, deals with the entlre Second Punic War ( B.C.) on a grand strategical level. Its system is quite different from that of most war games and the result is fascinating. The map shows the whole area of the war: North Africa, Spain, Sicily, Italy. Since each turn is a full year, movement is quite free-wheeling. The game lasts for 17 year turns and if one side hasn't won by then it is over with a draw. Vlctory is by points given for territorial objectives, cittes and provinces, and also for maintaining a force in enemy territory. Both sides have t o make correct and careful strategic decisions by allocating their resources to the best theaters. There are few major battles when cautious players play because battles are very hazardous and strength does not help very much. Sieges are quite important. At times the progress of the game is painfully slow. It is, therefore, the very stuff of strategy. The game is excellent although the rules need considerable interpretation. However, it does miss reflecting the history of the war in several particulars. The cities of Italy are too open to Carthaginian occupation. On the other hand, Hannibal cannot chance any big battles because he has only a minute tactical advantage over the Romans. The second edition is basically the same as the first edition, but there are a few changes in the rules. The biggest one is that the unworkable tactical system for fighting battleson the table instead of with dle rolling has been dropped. Other changes: land units cannot be destroyed by storms at sea anymore, the battle point system has been eliminated and hence cities may be attacked by treachery more freely and there are no more points for alliances. Raids have been eliminated unfortunately, but happily traps have been eliminated too (nobody I played was ever careless enough to be caught and I got tired of hearing "avoid trap, avoid trap..."). The mapboard has been revised to eliminate some of the ambiguities of the original map but not all of them and, unfortunately, the remaining ones are not explained as they were previously Armageddon (1972, SPI:S&T #34, $6.00) by Stephen B. Patrick and John M. Young, graphics by Redmond A. Simonsen, deals with tactical combat before Marathon, from 3000 B.C. to 500 B.C. As in its sister tactical games, Phalanx (0121, Centurion (013). and Dark Ages (0211, all dealing with warfare before gunpowder, A r m a g e d d o n supplies us w i t h an assortment of counters in two colors from which are formed two armies for each scenario. In Armageddon, there are nine types of combat units, several leader units, and chariots, which are transportation units which improve the offensive combat ability of regular units without having any offensive combat value of their own. The game comes with 14 scenarios, one is "basic" for introductory purposes, the others are standard. As usual, some of the scenarios are evenly balanced enough t o make good games while others are only demonstrations. For the flrst time, however, the designers have labeled these, identifying 10 standard scenarios as fair combats and three as foregone conclusions. The map of Armageddon, which reflects the Middle East where all but three of the historical (or semi-historical) battles were fought, is pleasantly free of the veritable jungle of terrain features which hurts Phalanx and Centurion. Instead there are one two-hex village, 13 hexes of woods scattered, seven unimpressive hills and a stream which divides the board in half and tends to dominate the play of several of the scenarios. There is an assortment of rule changes that distinguish Armageddon from its sister games. One change eliminates one of the most dublous rules In Phalanx and Dark Ages which made melee attacks from separate hexes on the same enemy hex into completely separate attacks. Now all melee attacks on a single hex are combined. This. together with a more generous combat results table, speeds up the combat considerably. A new sequence of combat makes the fire defense rules easier to administer and cuts down on the excessive power of the missile weapons in earlier games. The power of leaders is managed more smoothly and we are also fortunately given more of them. Unfortunately, the point scale system is completely abandoned. Now all armies will fight to the last man, if so commanded. B u t o n the whole, the n e w rules represent improvement, and they can, with a little more adjustment, be adopted to Phalanx or Dark Ages. 02. MEDIEVAL HISTORY 021. Dark Ages: The Art o f War in the Dark Ages ( A.D.) (1971, SPI, $6.001, by Stephen B. Patrick, components by Redmond A. Simonsen and Marie Frederick. Reviewed in issue 2, p FROM THE RENAISSANCE TO THE AMERICAN REVOLUTION 031. Tac 14, The Renaissance o f Infantry (1970, SPI:S&T #22, $6.00), by Albert A. Nofi, components by Redmond A. Simonsen. Reviewed in issue 2. P Spiritof '76(1972, PzP, $5.00). by Chuck Lane, is a recreation, in spite of the name, of the campaigning in the Southern states from 1778 to 1781, during the War of the American Revolution. It is an extremely long game but not very difficult in its operation. Unlike SPI games, in which the rules attempt (without ever qutte succeeding) to answer all questions, these rules are deliberately sketchy and depend therefore on some friendly negotiation among players to establish an interpretation when needed. The game is particularly valuable for its two board system. One board is the strategic map of the Southern states on which the t w o sides maneuver In weekly moves. On this board, Spirit uses a simultaneous movement system which, in spite of its theoretical attractiveness, raises more problems than it solves and is more trouble than it's worth. The second board, the battlefield board, is made up for any part~cularbattle from two of three available pieces. Units that find each other in the same hex on the strategic map then meet each other on the tactical map. The tactical map uses a square grid but does not allow diagonal movement. This simulates the relative inflexibility of the tactics of the period. The rules of the tactical phase are reasonable but they do have an excessively~bloodyresult since there is no provision for replacements in the game. Losses, fortunately are taken by steps rather than whole units, or they would be even higher. There are t w o situations provided wlth thegame. Theshorter of the two only covers the period from May of 1780, after the Americahs had already thrown away one army, and goes to the time of Yorktown. Unfortunately, it is not clear exactly when the game ends. The game is attractive physically with one exception. The die-cut counters, while well-designed are atrociously pasted and cut Minuteman (1972, SDC:Conflicr #2, $2.001, by LOUISZocchl, graphics by SDC staff, deals with the American Revolutionary War in the northern states and Canada. The game IS attractively designed with dle-cut counters, some of which are printed on both sides for easier casualty counting. Unfortunately, it has an assortment of problems that are enough to discourage the historian and the game player alike. To begin, the rules are printed in a rules folder are promptly and radically amended in the magazine accompanying the game. One of the changes involves defacing most of the briginally attractive counters to change them from units worth mostly 1 or 2 to units worth 3 or 4. But even with this change there are a discouraging number of units that have to be piled together in the course of the game. Then the map has no terrain save rivers and lakes although ~t uses the ordinary hex pattern for movement. This means that it is just as easy to move through the wilderness of northern New York, for example, as through the well-settled coastal regions. Furthermore, there seems to be little feeling for scale in the game. It takes over 4 months in the revised rules to march infantry from New York City to Albany (about 150 miles). Even Burgoyne did not move that slowly. Furthermore, this slow movement leads t o battles which involve an excessive number of computations to resolve. Then, if there are bayonet charges, there is a possibility that the hand-to-hand combat will last into the next two-month period. The game reflects many of the elements of the struggle: British seapower, French intervention (which comes in automatically even if the Americans don't come through with a Saratoga), American militia (who are too lhmlted however). But even Lou Zocchi, who is unhappy at changes made in his design, does not recommend this edition. The game has been a candidate for publication by AH but its problems may defeat it. 04. NAPOLEONIC WARFARE 041 Grenadier (1971, SPI, $6.00), by James F. Dunnigan, graphics by Redmond A. Simonsen and George Bouse, is a tactical game dealing theoretically with the period from 1700 to It deals more exactly with the period from 1792 to 1815 than it does with the earlier or later period. Of the sixteen scenarios, all but four are French Revolutionary or Napoleonic battles. Players are given a large assortment of different type of troops with which to make up parts of the armies of the period. Most of the scenarios have been constructed with care, but, as usual, with the intention of reflecting the situation, not with the intention of giving each side an equal opportunlty to win. Experimentation might establish a scenario or two that are evenly balanced but anyone desiring a balanced game would do better to use the materials to make up his own situation. One scenario given is an exception to the general rule of historical accuracy: the play of the Fontenroy scenario revolves around the defense of a tiny village by the British, while in the actual battle there was no such village for the British to defend In their retreat. I thlnk that the rules do give much of the feel of the warfare of the period, but I think that several factors have been distorted. In short, I think that artillery is too strong, especially defensive artillery and especially the artillery of the pre-revolutionary period; and I think that unsupported bayonet chargesare too devastating against unshaken opponents. These things, however, are debatable and the game is certainly worth the debate Borodino (1972, SPI:S&T #32, $6.001, by John M. Young, graphics by Redmond A. Simonsen and Manfred Milkuhn, deals with the one large battle of Napoleon's 1812 invasion of Russia. The game uses a simplified combat system, nearly identical with that used in the popular Napoleon at Waterloo. As in that game, most of the units are divisions, there is no functional difference between infantry and cavalry, but there is an important distinction between artillery and the other two arms. Borodino is somewhat more complex because there is more terrain and there are larger forces involved. The game can be played in four different versions. The original battle consisted of a preliminary battle on September

11 5th and a main battle on September 7th. With Borodino the players can start on the 5th. 6th, or 7th and play a day's battle or start on the 5th and do three days. Each situation has its particular problems. So far the t w o sides seem well-balanced, but the French have to be very careful on the first day as they c o m e on the board i n driblets that can be overwhelmed in detail if they don't treat the Russians w ~ t hrespect Leipzig (2nd ed , SPI, $6.00). by James F. Dunnlgan, components by Redrnond A. Simonsen. Rev~ewedin issue 2, p Warerloo (1961, AH, $7.00), by Lindsley Schutz and Thomas N. Shaw, graphics by Warren Somerville. Reviewed in issue 2, pp Warerloo 11 (1971, Ma, $3.50, $.70 extra for rnall~ngunfolded in mailing tube, $.60 more for air mailing the tube, $1.35extra for necessary parts from AH'S Warerloo ~fthe purchaser does not own it), by Alfred R Mangus and Howard Powers, graphics by Alfred R. Mangus, is a variant of Waterloo which changes the board, the counters and many of the rules. The new board 1s more than twice as large, but wlth the same kind of terrain features. The board is dlvtded into squares, and, since movement can take place along the diagonal, movement is distorted somewhat more than with the conventional hexagon grid. The major reason for the square grid and for the adoption of new counters is the adoption of a combat system taken largely form AH'S Gertysburg: favorable odds in a battle can be produced not only by concentrations of forces but also by angles of attack. This probably overemphasizes the factor of relative facing in combat and tends t o produce very artifical kinds of maneuver. Unlike the A H game, Warerloo 11 allows artillery a functional difference: artillery that is protected by infantry can attack without risk. The allocation of artillery is therefore very important. The situation, the morale rule and the victory conditions remain the same. The board is attractively done on blueprinting paper; the counters are well designed and printed, mounted on poster board, and hand cut. 046 Napoleon ar Warerloo (2nd edition, 1971, SPI speclal, free w ~ t hnew subscription to S&T, $1.00 otherwise, half-dozen for $5.00). by James F. Dunnlgan, graphics by Redrnond A. Simonsen and Marle Frederick, is a qulck revision of the game reviewed in the last issue of the Guide. There are only t w o differences: Wellington's army is given Hougemont back along with a new unit to hold it. Oddly, thls represents a weakness, since the new unit is a sitting duck and can be destroyed on the first turn giving the French an automatic point on the morale table. The other change redresses the balance of the game so far that now the French are favored: the defensive value of villages is decreased from tripling the combat factor of the defender to doubling the combat factor of the detender. Now the French can advance quite raptdly against the Anglo-Allies and panic the Allies before the Prussians can bring their strength to bear. It is st111 a worthy effort as a beginner's game which has some appeal to the more advanced Napoleon ar Waterloo Advance Game Expansion Kit (1972, SPI, $1.00). by James F. Dunnigan. graphics by Redrnond A. Sirnonsen and Marie Frederick, contains a slight revlsion of the rules and a new set of counters, whlch increases the number of units available on each slde. The rule changes are not extensive but they are significant: attacking is now voluntary, but it is still forbidden for infantry and artillery to leave a zone of control. Artillery now attacks in a separate bombardment phase, a difference in function between infantry and cavalry has been introduced. Stacking of up to three units is now allowed. The exdanslon of the number of units was not done eveniy. The French now have 40 instead of 26, while the Anglo-Allied army has 42 instead of 18, and the Prussian army has 36 instead of 9. The combat ratio between the t w o sides is also not the same. The relative power of the Prussian army has been increased considerably but it is now introduced gradually. The result is much more complex situation and appropriately victory is now defined on several levels with the higher levels virtually unattainable. WARS OF THE MID-NINETEENTH CENTURY Gerrysburg (1958, 1961 [totally changed], 1964 [original version with a few changes], AH, $7.00). by Charles Roberts, graphics by Roberts and Warren Somerville. Reviewed in issue 2, p The Franco-Prussian War, A u g u s t 1 t o September 2, 1870 (1972, SPI, $6.00), by James F. Dunnigan, graphics by Redmond A. Sirnonsen, deals wlth the first part of the war which saw the poorly commanded, relatively small, professional French army pitted against the larger, well-organized, mass Prussian army reinforced by other Germans. The historical confrontation is simulated here by French corps which are ind~viduallymore powerful than their Prussian counterparts, but also slower. Furthermore, unlike some games, it is not necessarily advantageous to concentrate power. The Combat Results Table makes it very difficult to destroy a large unlt wlth one blow, no matter how great the odds. Losses are taken one c o m b a t p o i n t at a time and represented by successively smaller counters. This procedure is possible without extreme problems because of the small number of units involved: a maxlmum of 18 German corps and 11 French corps, using optional scenarios. The game provides a valuable and promising system for hidden movement, wlth inverted fighting counters half hidden by the presence of inverted dummy counters. But because this system 1s new it gives rise to numerous problems of interpreting rules. The French seem to have little chance of winning the historical scenario but can play for a draw and hope that the Prussian gets careless. Alternate historical situations are provided to vary the odds. It is also suggested that the different orders of battle be chosen secretly and at random so that neither side would know the other's order of battle. This would make for a fascinating situation but on unrealistic terms - it is unlikely that the Austrians could declare war and major Prussian forces be diverted to that front without the French being aware of it. Despite a number of bugs, The Franco-Prussian War is worth lnvestlng in, both as history and as an innovative playable game. 06. WORLD WAR I - WESTERN FRONT (1968, AH, $8.00), by James F. Dunnigan, graphics by Dunnigan and James Grout. Reviewed in issue 2, p (2nd edition, 1972, SPI. $6.00), by James F.Dunnigan, graphics by Redmond A. Simonsen, deals with the first and most successful German offensive of the Somme offensive. The level 1s divisional, which gives each side some one hundred unlts, c o u n t i n g "corps units" w h i c h represent supply ability and hence artillery firing capability. The game lasts 10 turns with each turn equal to a day. The second edition demonstrates how greatly improved a game can be by a few minor adjustments in the rules. The most important new rules are these: two units on a hex may now attack while only one can defend, artillery can be silenced by counter-battery fire, and supply lines can go through enemy zones of control if the space is occup~edby a friendly unit. These rules and a few others put the punch in the German attack that was missing In the first edition. Victory conditions are also changed. Of course, the physical props are much improved, but basically the same. The map still contains about 40 miles by 40 miles of territory but is in two colors and has the rivers moved to the hex sides. The rules are basically the same, except for those mentioned above, but the organization of the rules is much improved and the language made more explicit. There are several alternate history scenarios, which again are the same as in the first edition but somewhat better explained. In all, it should please anyone who wants t o explore the German possibilities in Ordinarlly, they still will not break all the way through, even in the historical scenario, but the German side should win the game unless the alternate histories are used. 07, WORLD WAR I (Miscellaneous) 071. Soldiers: W W I Tactical Combar, , SPI. $6.00), by David C. lsby and Lenny Glynn, graphlcs by Redmond A. Simonsen, is probably the smoothest playing of SPl's lengthening tactical serles, which includes such diverse games as Cenrurion and AH'S PanzerBlirz. One reason for the difference is the relative simplicity of the Soldiers weaponry. There are only five different types of units: infantry, cavalry, machine guns, fleld guns, and howitzers. Another reason for the smoothness is the map - unlike most of the tactical games, the map for Soldiers is not overly cluttered with terrain. Finally, a great deal has been added to the play of the game and subtracted from the awkwardness of the game by having simultaneous firing. The game provides six sets of counters to simulate the armies of seven of the states involved in the early months of World War I. There are 14 suggested situations, including one that is designed for solitaire play and worthy of being so played. Several of the situations are, as usual, designed to teach lessons rather than to glve each side a chance to win, but most of them seem to be even. All situations show clearly, if the participants are careless, the devastation that could be inflicted by the weapons of the time. They also show that a cautious attack still had a good chance to succeed without extreme losses in the period before the trench lines. 08. WORLD WAR I - THE NAVAL WAR 081. Flight o f rhe Goeben (Strategic) (1970, SPI:S&T #21, $6.00). by Dave Williams, components by Redrnond A. Sirnonsen. Reviewed in issue 2, p Flight o f the Goeben (Tactical) (1970, SPI: S 8 T #21, $6.00). by Tony Morale, components by Redmond A. Simonsen. Reviewed in issue 2, p Jurland 11967, AH, $8.00), by James F. Dunnlgan, graphics by Dunnigan and Donald L. Dickson. Reviewed in issue 2, p WORLD WAR I1 - EUROPE TO Dunkirk, The Barrle o f France (1971, GG, $7.50 and $1.00 postage for 1 to 5 games), by E. Gary Gygax, Don Lowry and Chris Johnson, graphics by Don and Julie Lowry. Reviewed in issue 2, p Guerre a Outrance (1972, SDC:Conflicr # 1, $2.00 for the issue). bv Dana Lombardv.,. a- r a ~ h i c sbv Gray Scott, is a tact/cal treatment of the ~ e r m a ; invasion of France and Belgium in The units involved are individual tanks, anti-tank guns, mortars, and infantry, and machine gun platoons. Both sides can use art~lleryfire from off the board and the Germans can also use air attacks. All pieces are deployed upside down when the scenario begins. Each side places a few blank counters t o confuse the enerny but since there are not many blanks, the result is not very confusing. It is not difficult to find the enemy, then, but ~tis sometimes difficult figuring out what the rules allow you to do to him once found. The role of off-board artillery is particularly vague. The armor vs. armor rules are somewhat better developed than the rest. There are t w o types of French tanks, one type of British, and three types of German. There is a distinction made between three different thicknesses of armor and a "combat wheel" pits the various guns available in the game agalnst two of the three armor types, the third being impenetrable. Each tank has a particular type of armor on front, rear and sides and must be facing a particular direction at the end of its move. It is uncertain, however, exactly which side meets an attack from in between angles. The Germans, however, have 10 maneuver to get the sides or rear of the Allled tanks, since their frontal armor is too thick. The infantry is too weak In the game. An infantry platoon can neither run away from, hide from, nor attack a tank. A group of SIX tanks can dispose of an infantry or machine gun platoon in every circumstance that they can spot one. There are four scenarios furnished with the game and the possibility of many more. The game is innovative but needs much work Poland, 1939 (1972, ADA, $2.00). by Guy Hail, is a grand strategic game loosely based on the German invasion of The rules are quite sketchy and it is necessary to solve a number of problems oneself. But even the rules that are there are either very strange or very difficult to understand. The game has a map that putsall of Poland onto a 7" x 8" mapboard on which are maneuvered a number of corpsand a few divisions and brigades. The Germans have 14 land units and the Poles 15. All chance is

12 eliminated since combat results are determined simply by the combat number resulting from an encounter. P.nd, since the map is small and the pleces are few, the result is a puzzle more than a game. But it hasa nasty surprise for the German if he makes a m ~ s t a k e, for then his armored and mechanized corps are easily destroyed by Polish infantry assaults or even by those notorious cavalry attacks Winter War (1972, SPI:SBT #33, $6.001, by James F. Goff, graphics by Redmond A. Simonsen. deals with the Russo-Finnish War, November 1939, to March, The area is the whole of Finland and a Northwestern strip of Russia from Murmansk to Leningrad, and the battle can move into Russia if the Russian player is careless. The unit sizes are unusually varied. The Russians operate with corps, d~visionand brigade or regiment units. The Finns use units from the division down to ski patrols (with no power but with a zone of control). The Russians are cons~derably stronger in combat factors but the Finns have other advantages. The Russian has the burden of the offensive, the Finn can lose much without los~ngthe game, the Finn has the option t o attack whenever he wants while the Russian must always attack adjacent units. The Russian has a d~fficultsupply requirement while the Finn cannot run out of supplies in Finland; the Russian railroads are tar from the front while the Finnish railroads can frequently deliver units near Russian flanks. I think a careful Russian will still win the historical game, ordlnarilv. So when the Russian has learrled i o be careful, circumstances can be changed by bringing in an alternate history rule which can bring the British and French into the struggle or otherwise affect the odds. The game 1s a good reflection of the historical situat~on. 10. WORLD WAR II ATLANTIC - BATTLE OF THE 101. Battle o f rhe River Plate (1971, Mo, $2.00, no board included), by Bruce Moore. Reviewed in issue 2, p WORLD WAR II - MEDITERRANEAN THEATER 111. Afrika Korps (1964, AH, $7.001, by Thomas N. Shaw, graphics b y Jean Baer. Reviewed i n issue 1, no Crete (1969, SPI:S&T # 18. available as Dart of S B T Book IV, $6.00), by James F. Dunnigan. components by Dunnigan and Robert Champer. Reviewed in issue 1, no Sicily (1969, DC, $2.001, by Joseph C. Drummond II, is a supplement to AH'S Anzio. Reviewed in issue 2, p Salerno (1972, ADA, $4.00), by Guy Hail, artwork by Tim Brunson, is a battle of the beachhead dealing with the landing at Salerno and the time imrned~atelyafter. The game lasts 11 turns. The first two are one whole day, but the other nine are one day each. The units are battalions of which the US has 72 and the Germans 59, generally stronger. Each turn allows the attacker two moves and t w o combats using the combat results table which eliminates chance. Because of the double combat and the uncertainty of the result, no position can be held and many units are destroyed by being forced to retreat at low odds through zones of control. The combat system recognizes a difference between the eight different kinds of units, but it is difficult to see the rationale behind some of the differences. The mapboard is attractively hand drawn but suffers from a design difficulty. One of the territorial objectives over which the two sides are supposed to fight is located exactly on the edge, producing a difficult and frustrating need for edge of the board combat. No edge of the board rules are provided, however. The rules are simple (there is no supply rule, for example), and undeveloped. There is a lot of room for varied interpretations. As I play it, it was lively and apparently fair to both sides, but not very faithful t o the campaign Anzio Beachhead (1970, SPI:S&T #20, $6.00 for the Issue which also includes the Bastogne game), by Dave Williams, components by Redmond A. Simonsen. Reviewed in issue 1, no WORLD WAR II (General) l2'. Sralingrad - EASTERN FRONT (19633 s7.001, by Lindslay Keesey Studios. Schutz, graphics b y Reviewed l2'. In 122. Gotterdammerung! (1970, Bb, $2.00) b y Tyrone Bomba, is a Stalingrad variant. Reviewed in issue 2, p Operation Platinum Fox (1970, Bb, S.60). by Tyrone Bomba, is a Stalingrad or Gotterdammerung! variant. Reviewed In issue 2, p Sralingrad S. R. (1970, Bb, $.60), by Tyrone Bom ba, is a Stalingrad, Gotterdammerung! and O p e r a t ~ o nplatinum F o x variant. Reviewed i n issue 2, p Barbarossa (2nd ed., 1971, SPI:TSG, $6.00) by James F. Dunnigan, graphics by Redmond A. Simonsen and Marie Frederick. Reviewed in issue 2. P WORLD WAR II - EASTERN FRONT (Other) 131. PanzerBlitz (1970, AH, $9.001, by James F. Dunnigan, components by Redmond A. Sirnonsen. Reviewed in issue 1. no Lost Battles, Tactical Game 103: RegimentalBattalion Combat, Russia (1971, SPI:SBT #28, $6.00), by James F. Dunnigan, graphics by Redmond A. Simmsen. Reviewed in issue 2. D. 6. A few amendments to the game rules are in S&T #29, p Battle o f Moscow (1970, SPI:SBT #24, $6-00), by Dave Williams8 by Ken Palatori. Reviewed in issue 1, no Kursk (1971, SPI:TSG-18, $6.00). by Sterling S. Hart and James F. Dunnigan, components by Redmond A. Simonsen and Marie Frederick. Reviewed in issue 1, no Barrle o f Sralingrad (1972, SPI, $6.00), by James F. Dunn~gan, graphics by Redmond A. Sirnonsen and George Bouse, covers the area of Southern Russia around Stalingrad and Rostov from November 19, 1942, when the Russian offensive began, to December 30, by which time there was no longer any hope of relieving the trapped Germans in Stalingrad. In the play of the game, the Russians will seldom be able to cut off large numbers of Germans unless the players agree to use the "German insanity" rule, which gives the Russians two moves before the Germans get one. Without this, the historical scenario can actually be a close fight between the advancing Russians and the retreating Germans. But it is also possible to start a short game on December 16 with the Germans already trapped and see if they can be rescued or at least survive until the end of the game. Each turn is two days and short games of seven turns or campaign games of 21 turns are both available. Also available are different reinforcement options and a delayed Russian offensive game. The game system is the same as that used in Kursk and France 1940, with a few differences. Here there are Russian supply units whose slow movements represent the difficulty of movlng supplies forward with the advance. Here it is plain that terraln difficulties do not accumulate, something that was ambiguous in France '40. The major difference in the rules is that it is no longer poss~blet o destroy air elements with an air attack. The game offers many excellent possibilities. The only d i f f i c u l t y w i t h the game design was a discrepancy in the order of battle - a matter of a 3-8 that isn't there. The other problem was physical. The die-cut counters refused to be punched out because they were incompletely die-cut. So I had to sit with a busy razor blade for an hour to make them look fairly neat. At least one other copy suffered from the same disability. But the game is a valuable addition to SPl's group. 136 The Moscow Campaign: Strike a n d Counrersrrike. Russia 1941 (1972. SPI. $ bv James F. ~ u n ~ i g a graphics n, by ~ e d m o n da. si'mo'nsen, deals with the central part of the Russian front from September 30 to December 31, 1941, the period when the Germans first nearly reach Moscow and then were pushed back again. There is a multitude of unlts, mostly divisions. The Russians have many more units in every scenario, but their units are weaker and the Germans have many other advantages. They have a two phase movement for mechanized units which allows them t o exploit holes in the Russian line, and therefore forces the Russians to organize a defense in depth. But it has to be really deep. There is an overrun rule which, when combined with regular attacks allows the Germans t o slice through three layers of Russians in one move. The Russians, on the other hand, have only a single movement phase and can seldom use the overrun rule. Thus the Germans can stretch out on the defensive without danger. The German offensive does have its problems, mostly with the weather. In the huge campaign game, there are 31 moves (one move = 3 days), but only 12 of these are suitable for German offensive operations. That's not the only problem. The Germans need to repair the rail lines and the units which do this move very slowly. So the result is the difficult race to move toward Moscow before the Russians can build up their forces to cover every line of approach. It is nearly impossible for the Germans to win any of the historical scenarios, but the game allows the i n t r o d u c t i o n of various "What-if" situat~onswhich increase the German's chances. 14. WORLD WAR II - ALLIED AIR OFFENSIVE IN EUROPE 143. Lufrwaffe (1971, AH, $8.98), by Louis Zocchi, a r a ~ h i c sbv Charles Harbouah and Thomas N. Shaw. Reviewed 'in issue 2, pp ". 15. WORLD WAR II - ALLIED WESTERN EUROPEAN OFFENSIVE 151. D-Day (1961, 1965, AH, $6.981, by Charles Roberts and Thomas N. Shaw. a r a ~ h i c sbv Shaw and Warren Somerville. Fieviewedin issue 1, no West Wall (1970, Blutbad, $1.901, by Tyrone Bomba, is a D-Day variant. Reviewed in issue 2, p Normandy (2nd edition, 1971, SPI, $6.00), by James F. Dunnigan, graphics by Redmond A. S~monsen, is a redesign of one of the more disappointing of the old first generation Poultron Press games. This game is basically the same, but it is thoroughly professionalized in its format and it solves all the annoying problems with the rules that made the first edition so frustrating. Particularly, the provision that the second impulse could not be used to enter an enemy zone of control is gone. So now the game is six turns long representing the period from D-Day to D-Day +5, with each turn taking a day. The units are any size from battalion to division. It is possible to build them up or break them down. Naval gunfire aids the allies but their air superiority is presumably built into the game in some abstract way. The allies land from the sea or by paradrop, and vlctory goes according to a complex point system that makes it difficult to tell until the end who is winning. The most intriguing thing is a variable order of battle provision. The German defense varies among six possibilities, including the Rommel Plan and the historical one. The plan used is chosen by lot. If the German gets one of the moreeffective plans he has to give a varied number of points to the allied player at the end of the game, but he does not have to indicate which plan he is using until the end. Allied confusion about the true situation can be encouraged by setting up all units upside down (entrenching them) and by delaying reinforcements. The game isfast moving anda littlemoresuspenseful than most Battle o f the Bulge (1965, AH, $7.00). by Lawrence Pinsky, graphics by Donald Culbertson. Reviewed in issue 1, no Operation Greif (1970, Lowry, $3.00, no board included), b y Donald S. L o w r y. Reviewed i n issue 1, no Bastogne a n d the Barrle o f rhe Ardennes (1970, SPI:SBT #20, $6.00), by James F. Dunnigan. components by Redmond A. Simonsen. Reviewed in issue 1, no Combat Commend (1972, SPI:S&T #30, $6.001, by James F. Dunnigan, graphics by Redmond A. Simonsen and George Bouse, is a tactical game based on American-German conflict in France in The game system used is taken from AH'S PanzerBlitz, also designed by Dunnigan. There are,

13 however, some significant changes. The scale is changed so that now one hex equals 750 meters instead of 250. Now both sides can maintain units in the same hex, a device which can result in forgetting where your troops are if you are careless. The other important new devices are the addition of the retreat to the possible results of combat, the new ability to combine platoons into companies, and the addition of a zone of control rule which prevents units from movlng across the front of an enemy with impunity. Several procedures are happily simplified with Combat Command and the board is much more realistic than the PanzerBlitz board. The six scenarios furnished with the game will probably cause great rage and frustration. It may be possible for the offensive to win in one of the scenarios, but I am not sure yet. I am fairly sure that the rest are hopeless, if interesting. It would be well to proceed to the realm of Inventing your own situations as rapidly as possible Ardennes 1944 (1972, ADA, $4.00), by Guy Hail, artwork by Tim Brunson, is a very simple, division level Battle of the Bulge. The rules are somewhat sketchy so many little things have to be negotiated between players, before they begin, or worked out in a friendly fashion as they proceed. The game presents the same basic strategic problems that other Bulge games (154, 155, and 156) do. The Americans are overwhelmed and have to try to slow the Germans down without too many casualties and eventually strike at their extended supply lines. The Germans have to penetrate quickly and cross the Meuse before a certain time. There are no frills here- no parachute landing or tactical air is involved, even at the end. However, there are some optional forces that can be thrown into the battle "to bring play balance into focus." And there are two combat results tables, one allowing for the possibility of destroying unlts and the other providing only for retreats. The game works fairly well; it is not very realist~c but it is very simple. It would probably not appeal to those who like the other Bulge games, but it might help relieve the headache of anyone who has played Bastogne (156) recently. 158.a Panzerdivision (1972, ADA, $2.00). by Guy Hail, attempts to reproduce a battle with company level units between a German panzer divislon and infantry division on the one side and an American infantry regiment on the other. The scene is a small section of the Ardennes battlefield of 1944 during the first few days of the battle. The Americans are expected to lose of course, but must lose slowly to win the game. It is a fair idea but the game is extremely underdeveloped. With two typewritten pages of rules, a lot is left to the imaginations and ingenuity of the players. Then there are diff~culties in the rules that are presented. The forests apparently have no effect on movement. No kind of terrain offers any cover at all. The game has a few good ideas but needs much work Moveour (1971, ADA, $1.501, by Tom Kaeter, s~mulates man-to-man combat in Western Europe in It pits all or part of an American infantry platoon (31 men, 31 counters) against a German platoon (32 men, 32 counters). Each side has one of five possible missions as they enter the board from opposlte sides. Upside down placement and blank counters are used to add the fog of war. The terrain includes brush, hills, woods, a creek, a pond and two small buildings, one with several rooms. The men have their separate weapons and also a number of individual differences. Some can see better, some run faster, some are sharp-shooters, and others experts at hand to hand combat. Unfortunately, it is a very unfinished game. The rules are hard to figure out and some are almost impossible to carry out. Things are particularly difficult when fighting develops around the buildings. The game is an offshoot of Terry Griner's Patrol, published as a set of rules in Strategy and Tactics Nr. 7, and reading the rules in that source does help to figure out Move Our. Furthermore, the reproduction of the rules and map is quite poor. There are no counters, only pictures of counters and the pictures are hard to decipher. In spite of its faults however, Move Our offers something unusual and worthwhile for anyone who wants to investigate small unit tactics through a game. 16. WORLD WAR II - ASlA AND THE PACIFIC 161. The Rising Sun (1971, Pa, $8.001, by Steven Patrick and Robert Partanen. Reviewed in issue 2, p Midway (1964, AH, $6.981, by Lindsley Schutz, Thomas N. Shaw and Lawrence Pinsky, graphics by Shaw and Jerry Litofsky. Reviewed in issue 1, no USN (1971, SPI:S&T #29, $6.00), by James F. Dunnigan, components by Redmond A. Simonsen and George Bouse, is a fantastic game which attempts to deal with the whole Pacific war from December 1941 to June It is possible to incorporate Burma or leave it out, but the war in China is always taken as a constant. It is an extremely complex game with a movement system with which one important move (representing a week) can take four hours. So it is not a game for anyone in a hurry. Even the so-called minigames, two or three turns long, can take up a long evening. But the game is not as complex as it looks at first glance and the good old "take one thing at a time" process can result in the conquest of the rules. The game can be played as four mini-games representing the strategic situation at the time of four crucial naval battles.' Or as three campaign games: 1. the first five months of the war; 2. the second five months; and 3. the whole thing to None of the games are very even. The first is well designed to fill the Allied player with helpless frustration, but the third is an inexorable Allied victory. The second game is closer to being even, but the Japanese still have a terr~fic edge. The rules are remarkable for allow~ng many different options in each move. Personally I would have preferred to complicate the game one step further by making fighters and bombers separable, but I can understand why they were combined for simplicity. There are some discrepancies in the order of battle, particularly the Allied December 1941 lineup. The map is one of the loveliest around, black and gray on blue paper, but Luzon in the Philippines is distorted and Bataan is located on the wrong side of Manila Bay Savo Island (1972, ADA, $4.00), by Guy Hail, artwork by Tim Brunson, deals with the naval battles around Guadalcanal from August 8, 1942 to November 30, Fought at night, these were the only naval battles of the war settled by ships without the Interference of airplanes. So they have a special fascinat~on. Basically, the game is a good idea. The rules and values are very simple and the true naval buff will shiver with horror just at the simplicity. Unfortunately, there is also a great deal of unnecessary distortion. The worst thing is that all battleships are exactly equal, so that the Washington with its 9 radar controlled 16" guns and 18" armor is no better than the Kirishima with its 8 14" guns and 10" armor. Furthermore, guns are undervalued greatly. In the 2nd naval Battle of Guadalcanal two battleships were severely damaged by gunfire within a few minutes. Here it takes many moves to accomplish anything with guns. That side wins wh~ch can deliver more torpedo power. Finally, the five battle situations given with the game are marred by the fact that neither side is given any mission except to sink enemy ships. Eliminating any reference to the actual missions of the ships involved rather lim~ts the point of the game. 17. ASlA SINCE Korea (2nd ed., 1971, SPI:TSG, $6.00), by James F. Dunn~gan, components by Redmond A. Simonsen and Marie Frederick. Reviewed in issue 2, p Grunt: Company Commander in Viet-Nam (1971, SPI:S&T #26, $6.00). by John Kramer. Reviewed in issue 2, p , Indochina (1972, ADA, $2.00), by Guy Hail, is a lively simple game dealing with a battle between three French mobile groups and two Vienamese divisions. The game lasts 8 turns and can be over in 15 minutes. There is one puzzling statement in the rules, but most of them are not troublesome. The French have 7 unlts and the Vietnamese have 10. The units each have two steps and the French can el~minate up to 8 Vietnamese steps at any time by napalm attacks. Then it becomes a fairly even battle for an assortment of hills on the mapboard. Neither the board nor the counters are attractive and the action 1s not very realistic, but the game should appeal to those who want simplicity and speed of play. 18, IMAGINARY WORLDS - BASED ON HISTORY 181. Strategy 1 (1971, SPI:TSG-17. $10.00), by James F. Dunnigan, John Young, Redmond A. Simonsen and Stephen Patrick, components by Redmond A. Simonsen. Reviewed in issue 1, no Blitzkrieg (1965, AH, $8.00). by Lawrence P~nsky and Thomas N. Shaw, graph~cs by Jean Baer. Reviewed in issue 2, p Bl~tzkrieg Module System (1969, SPI:S&T #19, $6.001, by Redmond A. Simonsen and James F. Dunnigan, components by Simonsen. Reviewed in issue 2, p Kriegspiel (1970, AH, $8.00), by Thomas N. Shaw, graphics by Blakeslee-Lane and Jean Baer. Rev~ewed in issue 2, p Guerrilla War: Simulation '60s (1971, UTR, $5.00 plus $.50 handling for mail orders), by Carl E. Rosenberg, Timothy K. Kirkpatrick and David R. Megarry. Reviewed In Issue 2, p Wehrmacht (1971, Cobra Wargaming Club, $1.501, by Harold Totten. Reviewed in Issue 2, p THE IMAGINARY FUTURE - SPACE WARFARE 191. Lensman (1969, 1970, Sparta, $4.50). by Phil Pritchard. Reviewed in issue 2, p Nebula 19 (1971, Mi. $3.50) by Harry M. Mishler. Reviewed in issue 2, p Cold War 2007 (1972, ADA, $4.00). by Stephen Marsland and Rob Nielsen, graphics by Rob Neilsen, is a game of espionage, diplomacy, economic conflict and, in spite of the name, outright hot war in a 21st century situation which includes six planets and assorted asteroid belts. The six sides are armed militarily with seven types of space ship and laser units for semi-fixed defense. But most of the game will revolve around underhanded dealings with spies, traitors, coups, countercoups, and imperialistic clashes over colonial areas. Meanwhile, it should be desirable for players to make private deals with each other. The services of a seventh player to act as judge 1s required for the game. Indeed it would be better for each of the six player positions and the judging position to be occupied by two to four people. It is a great deal of work to play and especially to judge. 20. MISCELLANEOUS 201. Diplomacy (1961, GR, $9.001, by Allan B. Calhamer. Reviewed in issue 2, p Origins of World War /I (1971, AH, $9.00), by James F. Dunnigan. Reviewed in issue 2, p Nuclear Destruction (1970, Lo,.10 for rules,.25 for each turn), by Richard F. Loomis, is one of three abstract military conflict games by Richard F. Loomis. Primarily these are des~gned to be played through the publisher who offers his services as gamesmaster and computer operator. Nuclear Destruction is the simplest of the three and can be played by any group without a computer. Any number of players can be accomodated. Each one represents one major power. There are also a number of minor countries whose allegience changes rapidly according to the popularity of the majors. The players manipulate missiles, ABMs, factories, money and spies. Messages between the players may be sent through the gamesmaster. Popularity in the minor countries can be purchased with case or missiles and the most popular player in each minor directs the loosing of that country's missiles in time of war. This is a way to increase your attacking ability and also to attack secretly since the victim may not know who is writing the minor country's orders. All moves are simultaneous, of course. The winner is the player who has at least a million population (out of a beginning figure of 25 to 62 million) left when all the others have been wiped out. It is a game that is probably more v~cious than Diplomacy. For those Interested in playing through Mr. Loomis, the time between moves is two weeks and he prefers to get a

14 check that will pay for several moves in advance. See the listing of The Flying Buffalo's Favorite Magazine under New Magazines in Sect~on1 of t h ~ sguide Battle Plan (1971, Lo,.25for rules,.25 for each turn), by Richard Loomis, is s~milar to Nuclear Destruction but many times more complicated. Here the players are in Europe and manipulate armies, navies, air forces, counterspies and research as well as the Items listed for Nuclear Destruction. The major difference is that the game proceeds by occupying countries instead of by destroying people. This game cannot be played w ~ t h o u tthe aid of Mr. Loomis and his computer, mainly because the rules leaflet does not contain all the rules. Apparently it is part of the game for the players to be ignorant of the exact rules for combat and for certain other operations. Any person playing the game would have to feel his way along and could be certain of making many mistakes Raumkrieg (1971, Lo,.10 for rules,.25 for each turn), by Richard Loomis, is a space warfare game that is starkly simple in concept but which really needs the computer for its execution, since the players (any number) maneuver their total 8 space sh~pseach In an imaginary cubical space with a total of over 1 billion spaces. Positions are identified by three coordinates for each ship. Players are told where all ships are at the beginning of a move and also the speed which can only change gradually. Therefore, each player knows the seven possible squares that each ship will be on at the end of a move when firing takes place. The object is to dodge and shoot and capture until you are the only one left Emperor of China (1972, DDI, $8.001, by Lawrence Lamborn, graphics by Robert Burns, IS a diplomatic wargame played by t w o to five players, but a two player game would not be recommended. Each player starts in one or more provinces of ancient China as a warlord and the object of the game is to expand, necessarily at the expense of the other warlords, until y o u have achieve such dominance that you are named emperor of China. T h ~ soccurs either when you dominate most of the board, or, more commonly with a full complement of 5 players, at the end of the game which comes when the last card in one of the decks of cards is drawn. There are t w o kinds of cards. Yin cards which distribute misfortunes and Yang cards w h i c h distribute blessings, including economic development and barrier passing abilities to enable you to attack your enemies. Before war starts there is a period of peaceful expansion. The luck of the card draw can make players very weak or very strong, but the game rules allow and even encourage the weak to merge with the strong and to become part of a successful team rather than suffering certain defeat. 8ut attackers have one basic problem in the game. There is no advantage to having greater numbers in an attack. All attacks are conducted by the roll of dice and there is always a change of losing population or causing the enemy to lose his. This can result in very rapid changes in the game and it is wise to use diplomacy as much as possible and force as little as possible. The rules are unfortunately vague in many places and i t i s necessary for liberal interpretations to be added to them in the course of play so it would be well not to introduce this game i n t o a c u t - t h r o a t group w i t h o u t a t h o r o u g h understanding of how it should be played. A NOTE ON MINIATURE RULES In this issue four sets of miniatures rules are reviewed (211, 212, 221, 222). For the moment, they are l~sted under t w o categories: land and sea. Since the Guide has so far been limited to board games, a word of explanation is in order. There is no essential difference between playing games with little models on the one hand and with little squares of cardboard on the other. In both cases, you have a simplified abstract representation of a complex reality. Miniatures have the element of the third dimens~onbut quite often this has only aesthetic or picturesque value and does not really add to the realism of the game in itself. However, there are different approaches to wargaming generally associated with miniatures and boardgaming. One of the most important IS that board games do come as discrete units called games, complete w i ~ hsituations, units, ground on which to fight, and victory conditions. The miniatures approach is much more free. The typical booklet is just a set of rules or at most a set of rules with one or two sample situations. Generally it is expected that the players will prov~dethe~rown units, situations, and, in the case of land games, their own ground in the form of a table top built up with sand, miniature build~ngs,trees, etc. The miniatures rules are only the beginning in the development of a game or game situation. Other things follow from this basic difference. The more casual attitude of the miniatures player and his search for greater tactical realism lead to a large number of rules that to a boardgamer are horribly vague and to a movement system, without benefit of hexagonal spaces, that is vague and difficult. Consequently, the miniatures player needs an umpire qulte often, while the boardgamer is sometimes a v i c t ~ mof excessive formalism. At any rate, miniatures rules should be noted in publications like this, but because of their flexibility, they do not f ~Into t the classification scheme. So they are off by themselves in areas 21 and SEA RULES (FLEXIBLE) Surface Warship ( 1970, Co, $2.501, by Arnold J. Hendrick, presents rules which can be used for naval battles between any of the navies of World War II. There is enough information to figure values for any ships used in World War II, with research but it is easier to use the ten kinds of vessels on which full information is provided with the booklet A set of paper cut out deck plans for 11 ships is also included. With this information one can fight the battles of the River Plate (1939) and the Denmark Strait (1941). The game requires the services of an umpire who should be the most skillful of the available players. Then there must be one player for each ship since the players are supposed to be ship captains not admirals. A basic game gets new players started and more rules can be added to make an advanced game. Movement IS simultaneous, measure by various movement gauges. Then the players estimate the distance t o a target and also try to aim an arrow toward it. Movement and firing must be completed in a total of 30 seconds. The umpire then measures from the ship along the line of the arrow to d~scoverif any hits have been made. Thus, unl~kemost wargames, this one depends on physical skill, the ability to measure accurately with the eye. Absolute accuracy is not necessary, however, because you can and must create a pattern with your salvo Communication between players on the same side is Ihmlted. Advanced game rules allow the possibil~tyof fires breaking out, of damage control w h ~ c henables a captain to chosse among two kinds of damage, of variation in ammunition, night battles, smoke screens, radar, submarines, and aircraft. Many of the advanced rules are written as rough guides to the umpire rather than as strict rules. Throughout, the umplre must use great freedom in interpreting events Vicrory at Sea 11971, Mor, $4.001, edited by Tony Morale, graphics by Dana F. Lombardy, offers information and rules for fighting naval battles during the entire period of the heavy armored battleship, from the 1880's to 1950 or so. The rules are generally simpler than those of Surface Warship and weapons effectiveness does not depend of physical skill unless an opt~onalrule is used. In most cases, it is not necessary to have an umpire. Because of the relative simplic~tyof operations using these rules, they lend themselves readily to large actions. The players are cast in the roles of admirals leading squadrons rather than individual ship captains and it is possible to fight campaigns as well as battles. The rule for naval air combat are s~mpler than the rest of the rules. Submarine attacks and anti-submarine warfare are fully prov~dedfor. A few br~efsuggestions are given for campaigns. For this, an umpire is needed primarily to keep track of the positions of fleets that haven't spotted each other. Victory at Sea comes equipped with,cut out deck plans of 18 ships and these can be used to fight three historical battles: Coronel (1914). River Plate (1939). and Denmark Straits (1941). Charts for the ships engaged in these battles make it easy to begin at once. However, any other ship can be added to the fleet with some research and some calculat~on of the information given in the book. 22. LAND RULES (FLEXIBLE) (1970, Co, $2 OO), by Arnold J. Hendrick, gives rules for fighting land battles w ~ t hthe weapons and units used that year by Germans, Russians, Amer~cans, Brit~sh,or Japanese. The rules provide for turns that,each represent 10 minutes of real time. Movement IS consecutive, with one side firing, moving and firing and then the other side doing the same thing. Units may be hidden is some circumstances or, at many more times, may exist in a half h ~ d d e nstatus when the unit itself is removed from the table and its place is taken by a PSM (platoon subst~tute marker) which can represent anything. Also one PSM per move can be used to represent nothing. An umpire is not provided for but would be useful to judge the placement of PSMs etc. The basic game rules which allow for movement, concealment and firing can be supplemented by the regular game rules and the advanced game rules. These allow for such things as digging in, indirect fire, staff conferences (to which conversation is Ihmited), engineers, limited ammunition, minefields, air support, etc Inevitably, in such a complex game, some of the rules are obscure. However, there is more. The designer has also included a set of strategical rules and a hexagon grid map to fight campaigns on. Then battles are resolved on a table top whose terrain is prepared by an umplre using the terrain on the strategic map as inspiration. The campaign rules allow for sea and air elements as well as land. Three campaign situations are provided, of which one IS roughly based on the German invasion of Russia in 1941 and the other roughly based on the Arab-Israel1 War of This combination of the strateglcal and tactical approaches is very promising and, in this case, qulte workable and entertaining. The tactical game alone is quite complex with all rules but workable with a wise selection of rules. However, there 1s not enough information in the booklet for the beginner to get started without suffering from much discouragement T-34 (1970, SPI:S&T #23, s3.m) for the issue), by Arnold Hendrick, graphics by Redmond A. S~monsen,is a semi-rnin~atures set up for beginners, based on the Russian campaign in 1944 and also based on Tactical Game 3, the forerunner of PanzerBlitz. The rules are quite simple, firing on enemy IS a simple one-step operation. A few optional rules allow for indirect fire, pinning fire, digging In, and blowing bridges. For those who do not have models to use, T-34 comes with 21 German and 21 Russian paper cut out and stand up models, which are an attractive substitute for the normal plastic models. - Martin Campion NAG, NAG, NAG... Yes, we know its pretty boring being reminded all the time to tell us if you change your address, but it's one of those essential pieces of information which must be transmitted to us...or else: you get your subscription late (if at all), we spend a lot of time and money tracking everything down, etc. Now unless you're on the run from the FBI, you should know pretty far in advance when and where you're going to be moving to. As soon as you do know, please (for the both of us) tell us your new address AND your old address and when your new address will be in force. It also helps to give us your Customer Code (that five letter abbreviation of your name which you'll find on your mailing label) and the issue-of-expirationof your subscription. Changes of address are best transmitted as separate letters which deal with nothing but the business of making the change. Thanks (in advance) for your cooperation. -RAS

15 .." ne l3 - SA TA ANCIENT HISTORY 016. Hannibal (2nd 017 Armageddon 4 + A HA ' A- A-E 24 A. B C '"& C '1 A'. bsp RENAISSAN( 035 Splr~t of '76 m (DLLMkuwlrrn 4 D C '6 0 D c C A SDC Nrntankw WARFA@ dm A B* C+ A. 3-9 A A G B+ I: A SPI ddii g3 Z The Moscow I.. Theaocomptnvrngchrtbinrfumtht~it kolr#uthmorxob).ctiwprt,but~wlvlythr mrwt~twak,adcrtonmhdthersdathrt thir rwsantr nuinly ths qmm ot the dim, I I.rrrrdth.fdosvirrO*qndgformoad th.co(um: Y 6 C+ A B W 4-$ C- & C A C A S P1 TERN FRONT 6 A- A- A- & C B C B G A SPI EL LANEOUS I 5 A- NA A A-C 24 A A C A C A SPI WW I1 - EUROPE THROUGH 1940 &trance 4 0- NA 5 A t 24 B B C B C A C+ C C B 1-2 B B D C J H B B+ B+ A 3-4 A B C B C A 3.00 DITERRANEAN THEATER 3 -- c c B 1-2 A B D a I H PTFRN ~~10~7 I 6 A-C 3-9 B B C B C A i TER, vt 3 C B 24 A x e D E t 3 C C 2-3 C C D C J 4 L 9+ A 13 B C 0 C F 9 - ASIA AND THE PACIFIC ind 3 B+ C 0 BD C D D I 1.I ASIA SINCE B+ C C B 1-2 B B D C J M r, U)B - 79 THE IMAGINARY FUTURE 9 EXPLANATW)N OF THE WARGAME CHART B? 7 A We&% D C A NA NA NA ADA 4.00 PT Playing~b~inhaut.Butth.tkrw Bd Bosrd: givenhae~thatthplyar.krrdyknaw A Prmted h -d cdon end pr thgsmaddonothovrto~~upnda. It rounrrclona*boundbomd. ~. s r u m a s t h a t t h e g 8 m e ~ ~ ~ or~.d, that *. that the - c hiwe ball iwd,pne,thetk;mrgivsdhinc8l?raily-k cjqubwatripbd.thartknwdo*the tkna to set up. RECOMMENDATIONS: In m attunp? to giw a to give each r manms&tion bad on hie qmdd mdr.rab.bknoonwihfttawhcttvintoww 8. PhM in wvsd cobn nd mamt.d on crvcbani C. Rintedin~~~onhrwyprprff~ wcmud. D. PrinWh~udq.yonhser/p.p.ralight cadboud. 6 prkrt.diu,bedrudgnyonliqhtprpa. F. P l i ~ o r ) (. f ~ r n ~ d a r t r o t 8H"xll" m. G. h4hecgraphed on cspaata ahnta oi 8Kxll" pspg. H. Dinoad on sapnna dmate d prpa a Wt crvdtboad. I. HmdbmmwithcdardpwrdbmSP1hex rhbeta pocaklre wia 0- ktw8en cmp&go.rrr."r,- Icb.ltyprrm: N TheNovicr~nter~ttntwiHtm.ryto J. XaroudanBwl1"plpar~~wonught c C*xityrrtentoth.lnHT&!rdbrrporcnt undartud,fatt8typ.,ndtht*rf~~ csrdboad. rutm wd th diffi of naturaby hto other gwl d thr tms type. Santinnesskitfsfsn promamr with t h physiul chmrac*. involrwlhrganemdtotty~d~ G T h e G w m f k m ~ ~ h a g m t h a i NA W qpaubb. ~ t o p l r y r ~. h b r & o n r 1 0 p & M crub.knnot~d&rsmefaagmrtobe cm Carrwrr: car\pbx, Mrb it rbmmtdy bd. md &mm, primad on C M p.per, rtittbomdnddiewt. momcrlbom, a prfr~ ~~bviny~. that B. Urgs SG TheSupsrpnwbinhwithnumbaro( hand at. writewdlonggmrsr.harkntomkrp.mwnkn SA Strrt Accuracy is also hdrrble, for c. - Pr ded@ned, pinw rn ixkmd m a w games. ft nqn to ttu way hrrnch p.par, m o m on Ug)w codmrd, uncut a thrgmchmd*rthr~tndcanbmof would be r company kvel multi-comma-ndei mw. unitr~abr~maandfarkngpriodoffima. rmdiriondthatwuhwhichhbporitknandd,at 0. ~ ~ n d d r m m, p r l n t. d o n tho qgropr*c fwne, tnl hharital by hb wn. mbmdprpgm~. TA Tactical Accuracy b dsrirab& fa mctkd bvd ~,hrb~tosrttbfahorthntlnw. E. uunpt- d.rignd rd drmn, p&td 0.nwcand.kofanrrta&~U&dosrnot He k not ncs#ui)y intawted in conljix nper, but oil cdond prpu, i#rmmmw. cntsrfmrvim*npuint~nwdr.krdnttoth, tmvreont~xitvdmddnpnmrarrwp F. Uqxoh&m&d.rigndmddmm,prlnrclda ~hwhichan~tdbattba~khrd.dkl xroud on whit. pq.r, th gmn. H Tha'Hktai.ncbrk.r@ame8,thsawlI?lmm.n G. Din~knvuicdoF.dkdom~udbord, strate rom -thy hinak.l tion. Ha wkxlt. PB P*rBd.naiethrphnrU#dto- pc..fan 0#nrs thrt cnn come - u o o&$ml wh.thrbc#h*6.mrgnwhvrm.purl~ H. Had-dnm, hnd-coknd, mounw, uncut. cvnprionrcvncout,~fajmyrreuonr. He &eenotlikeo.mneemwhichdrupkrerw%tattha f. Asmd (d with oly d th -1. lndlutsr probbw d th physical chu.nmrtta. NA Clot rpplkr&. JtharghtocmrcarrdnhfM~thn PUN. PPubbhr's rbbnviltkn. W to th Pubothm.Thgrad.rghnhansaumr~pby COMPONENTS: Thsrr two c&mm attempt to lisbf list far tul) ddmem ~b~.focromplayarth*muy rummrmr~phyricrl~otboud.rd + RcuWPrke.Inahw-thieprhia not ta to. camwe. The ntng codn ue: - b y ~ ~ h u d ( i n g ~

16 SPI 72: A mew From Kansas by Martin Campion "They said it couldn't be done" - in fact, I sa~d it couldn't be done. We Kansans are a rather disbelieving sort. We know that nothing very exciting or remarkable happens in Kansas and so we tend to believe that nothing very exciting or remarkable happens anywhere. So when I heard Jim Dunnigan say early in 1972 that SPI was going on a 30 game a year schedule, I knew it was a characteristic exaggeration. Now, however, I'm no so sure. True, 1972 didn't see 30 games, but it saw 19 (by my count), and the last 5 or so were produced at a rate very close to that necessary for 30 games per year. And they are good. That, of course, was implied in the argument. In order for the bets to be paid off, they have to be good games. All of the games in this year's crop are good - even the ones I don't like are good. I am going to survey the year's worth of games from SPI and throw out a number of personal reactions. I've written reviews of some of them, but in reviews I try to keep my prejudices somewhat under control. Now I'll let them out and, at the same time, take this opportunity to take a look at some of the games I've reviewed earlier in a longer perspective. The first game of the year was the Napoleon at Waterloo/Advanced Game Expansion Kit. It was a disappointment. The original NAW is a smooth fast game, which does not give us much in the way of tactical realism but does allow a number of interestlng strategies and a fairly competitive struggle. The Expansion Kit still does not achieve much realism - more perhaps, but still not much - and it achieves what little it does at the expense of making the game four or five times more complicated. So why bother? Then came Combat Command in SBT #30. No game that SPI ever produced was so eagerly, even desperately, anticipated, yet now, a year later, nobody plays it anymore. Why? First of all, the game was lusted for by the same people who regularly report that PanzerBlirz is by far their favorite game. I am not one of them, by the way, but I can understand their passion, and Combat Command, when it came, d ~d not fill their desire for a western front PanzerBlitz. It was mostly the change of scale that turned them off. The new scale destroyed all of the fine distinctions between armored vehicles that PanzerBlitz back to their true love. Some others, who did not reject the change of scale were put off by the scenarios. A person who is attracted to a tactical game will make up his own scenarios when he tires of those furnished with the game, but first he does play those furnished w~th the game. Unfortunately, it takes a heroic player to actually play through all six of the CC scenarios. The only time the Bastogne scenario was tried here, the U.S. player set up his defense, the German player entered his units on the map, both players re-read the special rules and victory conditions and the German player surrendered at once. The game could be furnished with new scenarios and become moderately well liked because the system is good, but it will never again attract the true PanzerBlitzers. And then came Flying Circus, whlch, in contrast to CC was a sleeper. Nobody was looking forward to it, nobody expected much from it and its arrival set off a wave of enthusiasm. Here is a game that can be taught to a new person in 30 minutes and played in another 30 minutes. In an evening you can play it several times, while an ordinary wargame probably has to be left unfinished. I took it on vacation with me and laved it with several people. If it didn't exist,'l couldn't have played any other game, except probably NA W. And I still think it is one of the best games I have ever seen. It is smooth operating, almost infinitely flexible In its startlng arrangements, and capable of accommodating different numbers of people (although the rules are written on the assumption of a two-person game). Unfortunately, however, the game has not lasted as well as I thought it would. When I first played ~t, I knew little about the operations of those 1915 to 1918alrpIanes, and I was impressed by its realism without complexity. The game insp~red me to read on the subject and to talk to people who knew things, and the more I read and talked the more dissatsified I became with the awkwardness and rigidity of the planes in the game. So it remains a good game, but of only marginal historical value. But it shows incidentally the way that a good game can educate. It can lead a person into a new area and Inspire him to criticize and, finally, go beyond the game. At this point, there should be another game - or, a set of optional rules perhaps, to add new depth. But Flying Circus has no depth. that In the historical verslon of Kursk nc-thing much ever happens - the players work hard and the "noth~ng much" has fine var~ations in it, but there is never much action. In the historical France 1940 the same thing can be said, at least up to the last three moves. But the historical Battle of Stalingrad starts off w~th a beautifully active situation. The players must still be very careful, but they can fight a maneuver battle instead of a slugging match. This, of course, applies to the November scenario or campaign game more than to the December scenario. The December game is disappo~nting. It appears to me that the Germans can neither attempt to fight their way out of the encirclement, nor survive very long in the pocket. I don't like any of the games in this series very much, but I know I am in the m~nority of game players. I am not sure why these games don't attract me, but maybe it is because they are too mechanical, and because unrealistic things keep happening in the games I've played, or maybe it's just because I don't like games at this level (2nd edition) was the reincarnation of an old acquaintance. I found the first edition frustrat~ng and the second edition a considerable Imwrovement. but neither edition verv compell;ng. My maior disappointment with thk game, I guess, was also my f~rst. I opened up the envelope and discovered that a game with the title 1918 did not deal with the whole campsign year but only with a tiny segment of it. So all we have here is a Battle of the Bulge type situation, with storm troops instead of panzer divis~ons, and if you are going to have a Battle of the Bulge situation, one of the World War II bulges is usually preferred to this World War I bulge. 1918is a good simulation as far as it goes, but I still yearn for the game I originally imagined, the one dealing with the whole year. Borodino offers something that is quite d~fferent. I've used it as a vital part of a program introduc~ng new people to wargaming. Everyone starts with NAW and then those who do well at that are put into Borodino which is as simple mechanically but more complex and more flexible in its situations. The NAW game system is quite attractive for gaming, but NA W itself is rather quickly worn out. Borodino offers at least twice as many options, that is, situations and strategies. Winter War is a fine, different little qame players glory in. There were definite improve- The Battle of Stalingrad is, I think, the best which, unfortunately, I can't get anyone to ments in the rules - the zone of control rule game produced out of the SPI World War I1 play. I suspect that the people who don't play for example - and these improvements have "operat~onal" system. Its predecessors, Kursk it have tried it once or twice and have won been unofficially applied to PanzerBlitz by and France 1940 were both too tedious with easily with the Russians or been beaten badly some - but most PanzerBlitzers-played Com- too many units for the front,.with too little with the Finns. The trouble, I think, is that the bar Commandonly once or twice before going preponderance possessed by the attacker. So rules are too subtle. It is difficult to see the

17 ways in which the Finns are given advantages. It IS easy for the Russian player whose strategies are quite normal and straightforward. But the Finn has to take a new approach, he has to use units that have no strength, for example, and must maneuver in devious ways. In order for the Finn to have a chance to win he must use all of the tricks available to him. So, ~f I arn right, the major solution to the game's troubles is for people to study it more carefully and open their minds more completely. Franco-Prussian War IS another innovative game, but one whose appeal is more obvious. What wargamer has not been uncomfortable from time to tlme at the excess amount of informat~on that he has available and at the exactness with which he can dispatch his enemy? Uncertainty is the strength of Franco- Prussian War, not only as a result of semi-h~dden movement but also as a result of a combat results table which seldom guarantees success, and add that to a combat factor reduction system and you have added reality in several frequently desired ways. The game was qulte in vogue around here for a time and produced a new kind of tingling sensation to boardgames as the players groped around for informat~on. The arrangement of units on the board stdl glves out a lot of free informat~on but there is always at least a hint of suspense with each move. The game has bugs in spite of the well-known SPI playtesting system and most of them, predictably, are in the hidden movement system. One of the best things about this game is that it takes place in a very underworked historical period and leads directly into the American Civil War. There is one problem: it is a frustrating task to play the French. Even with the lim~ted intell~gence rule wh~ch may weaken the Germans and strengthen the French, there is the continued frustration of be~ng slow moving. In the historical scenario, the French must fall back and play 2 Fabian game or they are slaughtered near the front~er. The Moscow Campaign is no doubt a good game for those who l~ke that sort of thing. I was fascinated by the ingenious ways that the rules encourage the Russians to adopt a defense in depth. It is a very popular game as I expected it would be, but for me it offers too much work and too few differences In strategy to be 2 favorite. Soldiers was 2 big surprise to me and a b~gger surprlse to those I've introduced to it. World War I tactical combat just doesn't sound like much fun even if you notice that the dates glven are 1914 to But the game is delightful, primarily because it works exactly the oppos~te of what you expect from the World War I connection. It is preem~nently a game of maneuver. Indeed, many scenarios involve more maneuver than scenarios in PanzerBlitz, primarily because there is more room In which to move around on the Soldiers board. The game will probably never be very popular, but only because of the unpopularity of the histor~cal per~od involved. It is too bad, because I am sure that anyone who likes other tactical games would like this one. The next SPI game to h~t Kansas last year was Armageddon. I am a long-time fan of the tact~cal game series running now from Armageddon starting in 3000 BC to Tac 14 end~ng In 1550 or so. I must also confess that I yearn to corner the several designers of the serles and argue with them tooth and nail about some of their ~ncomprehensible and apparently perverse design dec~sions. Armageddon, however, is relat~vely free from things I want to argue about. One of the things I wanted to question was the charg~ng rules for the unstirruped cavalry in Phalanx and Centurion. But in Armageddon the cavalry are not penalized for not charging. Another question I wanted to raise was that of the excessive power given to missile weapons, but they have been tamed considerably here. One th~ng I started to question in Armageddon was what looked l~k excessive power being given to chariots, but on playing the game I discovered that the charlots were not as tough as they first appeared. Thus, I repeated the experience of many of the armies that had to face host~le chariots in ancient warfare. R~ght now I th~nk Armageddon has the best set of rules of all the early tactical games, but it does have one major drawback: the assortment of weapons IS not very exciting and the battles that can be used for simulation are just not very Interesting. So all of us tactical fans are look~ng forward to the promlse of a general reform of the tactical rules, and meanwhile doing our best to adapt the ex~sting ones. Yearof the Rat IS 2 game that will probably not create any undying fans, but it is fascinating and probably will be through several more playings. It tends to be a frustrating and Inactive game for both sides as the South Vietnamese player finds he doesn't have enough resources or information to accomplish anyth~ng, while the North Vietnamese player f~nds all his best-laid plans blown apart by 21r attacks and crippled by supply d~fficulties. It is an intriguing game as ~t IS an ~ntrigu~ng war because it is different from our prevlous experience. But the game also mirrors the indecisiveness and boredom of the war - it is indeed a surpr~singly good simulation, an excercise in masoch~sm - so that when the newness wears out so will the urge to play. And so we come to American Revolution, which is my candidate for outstanding game of the year. Of course, I have a bias for strategic games and this is the most strategic game of the year. It may also be that my enthusiasm comes from the fact that this is the latest game I've played. But, at least my infatuation is not blind, for I have to question many things in the game. Why, for example, can't the militia leave their area of origin? - Burgoyne should have been so lucky as to be play~ng with that rule in the game. There are a number of other object~ons I would enter, but I am more interested in the general idea of the game than in ~ts possibly shaky particulars. Also, I am interested In the fact that it plays extremely well, although so far, Amer~can leaders have not found 2 very good winning combination. Its main problem as a game is that for a two-person game it comes close to being a sol~taire game, since the American player has l~ttle to do for long periods of time except sit and watch the Brit~sh player working diligently to br~ng off his combinations. The other games at the end of the year - The Marne, 1812, La Grande Armee, Wilderness Campaign, Red Star/ White Star, Breakout and Pursuit - are games I have only seen, not played. Only a few th~ngs are apparent at f~rst glance. The Mame appears to be an unusually simple game, not a part of any series but with design elements present from 1918, Franco-Prussian War, and earlier games looks beautiful covered with its two multicolored boards. The area game was fully covered in MOVES 5, and I was intrigued by the article, but I have not yet begun to see if the promise of the game will be fulfilled. In comparison, the hexagonal version of the game fails to move my curloslty. It looks ordinary, although it, like the area verslon, appears to have a very sophisticated supply system. La Grande Armee, of course, is built on the Leipzig system but with much more varlety because the armles opposing the French are not the same as the French and because of the assortment of campaigns ava~lable. So it ought to be more interest~ng than L eipzig. The Wilderness Campaign builds on Franco-Prussian War. Now, however, there are cavalry units as well as infantry and they are used part~cularly for reconnaissance. Also, there IS a complex leadership set-up using Grant and Lee leader counters. And Un~on units may move by sea as well as land, and units may entrench. It is the first profess~onally done Civ~l War game since Avalon Hill's third 6dlt1on of the unfortunate game Getrysburg and it seems inev~table that this game will be very popular. Breakout and Pursuit, which uses the same systems as Battle of Sralingrad and Moscow Campaign, looks like it may do better than the former in producing interest~ng situat~ons. Furthermore, the supply system IS more soph~sticated for the advancing Allies than any system contained in earlier games of the series. Red Star/White Star is the game that IS threatening to draw the dedicated PanzerBlitzers back out of the woodwork aga~n. I can't count the number of anxious Inquiries I've rece~ved lately on the subject. "Is 11 out yet?" - "What have you heard about it?" - etc. It is exactly like the period of expectation that preceded Combat Command. This time, however, I think the hopes of the devoted have been fulf~lled. Certainly the game's scale is back in an area which recognizes signif~cant differences in the ranges of weapons. Then, the ten scenarios seem at f~rst glance to be workable (of course, the first glance can be disastrously deceiv~ng). Furthermore, there is here an assortment of new weapons - American helicopter gunships, m~ssile firing tank destroyers, tactical air support - offering many new comb~nat~ons and the chance to work out new tactics. So the lesson of the year is that ~t can be done. We now know that SPI can turn out high quality games at a dizzy~ng pace - at least 24 if not 30 per year. The only questlon remaining IS whether we game addicts can stand the pace of playing as many games as SPI des~gns.

18 4Blast from the Past SPI came out with 17 new games in This rises to 20 if you count 1812as two games, and add the significantly revised reissue of 1918 and the slightly revised Avalon Hill publication of France The year's production rivaled a decade of publishing by the Baltimore firm. Once upon a time the stoic wargamer was viewed as an impatient nuisance at his retail game outlet. Wargames were few and far between from Baltimore. When they arrived, it was often months after announced publication dates. SPI hasn't been a model of punctuality either, though it is trying. The wargamer may still be impatient for a new release from Baltimore or New York, but he isn't on the phone every day asking about the game that was supposed to have been published last month: he is at home playing the three SPI games that were delivered. In the past, wargamers learned to live with quantity without quality - quality in componentsand the inherent quality of thegame itself. After all, SPI got started because people were willing to pay high prices for the original spate of Test Series Games. Good games, some of them, but the components were atrocious. The "classic" games of 10 years ago had good components. They were shallow and unrealistic, but good enough to start the hobby booming. by Dave Williams Dave Williams, assome of you may remember, was a Wargamers probably would have accepted the Accolades for Battle of Moscow. The game is "hot" game designer a few years back. He designed Spl games if they were retreads of past a bit rough around the edges because the Anzio AvalOn Hill, as well as successes - that is, new titles but the same Kursk system was highly modified to fit the Beachheadand Of the us. In old AH rule system. Wargamers are a situation. The rules need several clarifications, late 1970, Dave went "underground." He's a journalist by profession. Designing games was just a group. espec'ially the overrun rules. Players are sideline diversion. But, Dave Williams lives. In a 22 lhat lhe starting set-up is \lery crucial: hi^^^ didn't happen that way, SPl's founding room church in upstate New York. And muckrakes fathers wanted to improve on AH. TO them, it is an interesting game in itself to study the for a local newspaper to pay the rent. In the following better meant different. The old results German and Russian first moves. article, Dave lets us all know that he's still aware of what's going on. tables and zones of control went out the Breakout and Pursuit was based on the Kursk wlndow. Eventuallv, different became better. system: it shouldn't have been. The system is so modified you wouldn't know it was there SPI now has several successful game systems unless you were told. The problem isn't that It was the best of years for the wargaming instead of just one. SPl's designers are willing the designers couldn't make the system work, hobby and for Simulations Publications, Inc. to alter, warp, or mutate a system to fit a game but that they couldn't make the rules work. From the most superficial viewpoint, in 1972, situation. The designers don't need a system if This is an excellent and excitinggame in need SPI was meeting what had once seemed like an existing system doesn't fit. They can get of better rules. an insatiable demand for new games. "off the shelf mechanics from just about everywhere," according to one designer. In 1972, SPI published three more games using the World War II division level system first seen in Kursk. AH republished a fourth, France 1940, in box form. The new games are Breakout and Pursuit, Battle of Stalingrad, and Moscow Campaign: two east front games and the best west front situation of the war. The system is good, but not great. Its biggest drawback is having to remember different movement penalties for different situations. These are different in each game. Criticism of these four games doesn't mean they aren't good: they are. Breakout and Pursuit and Moscow Campaign are excellent. But all four have their faults. France 1940 is the least of the games because of its game situation. May, 1940, has probably been probed by game designers more often than any other situation. The situation is far from as dynamic as it seems. The Germans simply had an overpowering advantage. Long before wargaming became a hobby, historians speculated that the Germans could have won the campaign without their brilliant planning and good luck. The game proves this rather dull truth. Wargamers who didn't like the original Kursk system probably didn't like the Napoleonic Leipzig system at all. If they are lucky they have been introduced to the successor games 18Mand La Grande Armeeand have repented. These are sound games, fast moving games, with well written rules and the best SPI components. They give the player great breadth of decision. Marchihg and logistics are as important as combat decisions. The games grow on you. When you feel like a little variety, you will dig out your old copy of Leipzig. There is one problem with these games, but it can't becalled a criticism. They get better as players become more familiar with the rules. At first, play is awkward and unrealistic. This passes. It is worth the effort. SPI also published an area version of With it and American Revolution wargamers were offered a radical alternative to the hexagon. Area games have been tried before with varied success. Vietnam used an area system and was greeted with mixed reviews. Many people never realized Confrontation's strato-dots were really the geographical centers of irregular areas. The 1812 area version is a fair game, with unnecessarily complex rules to make it parallel the hex version. By itself it isn't a strong argument for the area system. American Revolution is. It is an excellent game, and probably the only way the situation could have been handled. It is very highly recommended. The Battle of Stalingradcould have used either or both of two different game situations: the German advance or the Soviet counterattack. The Battle of Moscow, for instance, used both of these. In the Battle of Stalingrad the Now SPI is trying to publish a large number of designers unfortunately chose to use only the quality games with quality components. They counterattack situation. The German situation Franco-Prussian War and Wilderness Camseem to be successful. Their customers, who resembled that of the French in France paign introduce a game system that hadn't greeted the postman with gluepot and scissors as did the German state of mind. The been seen before The system features two years ago, are being rewarded. designers compounded the error by forcing the limited intelligence and a small number of game into the Kursk system. A better system on-board counters. These are good games and These loyal customers have seen die-cut could have been found, and it would have promise to get better. The rules are lengthy couniers, mapsheets on heavy stock, printed been a better game. If the criticism about and complex because the system is new. A with one or more colors, very well written Battle of Stalingrad seems harsh, it is because major problem: solitaire is almost impossible. rules, and superb graphics. the game IS d~sap~olntlng. It IS a good game It With the system, SPI comes almost full circle. SPI can't be faulted on quantity of games and IS hlqhly recommended. A lot of SPl's tlme and It is no secret that SPl's drivin~ force is Jim quality of components. hey. promise even money' were spent, and an excellent title Dunnigan, who designed Francomore games and better components, like wasted, on what could have been a better, Prussian War and Wilderness Campaign are mounted mapboards. perhaps an excellent, game. almost identical to the advanced

19 versions, not the 1914 basic game. The nicely. The only complaint about this excellent Flying Circus is solid. For those who don't differences are that the new games have tight game is that it doesn't have an advanced and know, the idea and mechanics go back before rules and fewer counters. complex verslon. The Marnealso has rules "off the formation of SPI. Once this was su~~osed Soldiers, Combat Command, and Red Star/ White Star are tact~calevel games. Soldiers is the best of the three, probably because of its relative simplicity. Though simple, play is sophisticated: players get the feeling an extra measure of love was put into this one. Red Star/ White Star is more than a modern version of PanzerBlitz. This is a complicated game. The rules, though not perfect, help. Combat Command is a bad game. It is dry, it is dull, and rules don't tell the whole story. The game is supposed to be a west front version of PanzerBlitz. In moving west, the designers intentionally changed the rules because they didn't think PanzerBlirz was realistic enough. It says something about well enough and leaving it alone. There were four games in 1972 that are truly beer and pretzel games: games for dirty T-shirts, Sunday afternoons, and simple fun. They are fast and good. They are Winter War, Borodino, The Marne and The latter wouldn't fall into this group except for the fine revision. Borodino uses the game system introduced in the basic version of Napoleon ar Waterloo. It is both a better game than NA W and a simpler game. The rules to Winter War came "off the shelf." The game belongs to no system, but stands alone. It stands rather the shelf," and is a good game, but it isn't in a class with Winter War. It is almost too simple. There are two scenarios, a German pursuit situation and an Allied counterattack situation. In the first, the Allies mostly fight at half factor and are chased and chopped up by the Germans. In the second, the Allies are at full strength and it is they who chase and chomp. The game's salvation is an interesting relationship of movement and combat rules is as good as it was two years ago. The components have been improved, and so have the rules. It is an SPI classic. Armageddon is the fifth, and presumably the last game of the system which started with Renaissance of Infantry. It completes a cycle that sew impossible rules get tidied up in Dark Ages and Phalanx. The desi.gners kept cleaning up the rules and went too far with Armageddon. They gave themselves a vasectomy. There is nothing left. Worse, certain rules, especially the chariot rules, are blatantly unrealistic. Further, of the five periods covered, this period saw the least battlefield initiative. Yet the Armageddon rules provide for more initiative than in the other four games. Buy the game, if only to complete the series: get the counters to use with the other games and wait for rule additions. to be a game with cardboard modkis, on stands, published by another company. This is a good game and it probably will be the simplest of the air war games contemplated by SPI in the near future. Get it and learn the system before the complicated games come out. Year of the Rat is a fascinating study of last year. Its sole drawback is that it can't readily be played solitaire. The game moves well: major histor~cal laults aren't obvious. Yearof the Rat, more so even than Red StarlWhire Star, is a milestone in wargames because it deals with contemporary crises. The reaction of wargarners (and others?) will determine whether wargamers will see more of these games was healthy for the hobby. For its own economic reasons, SPI has decided to try and glut the market w~th new - and good - games. So far, it works. SPI hasn't published its complete financial and subscriber statistics. These figures seem to support the idea that the market isn't glutted yet. Maybe. Meanwhile, the wargamer can indulge. Once I thought I would swear off new games for 10 years. After 10 years I would go and buy all the new games. I would be like a kid in a candy store. The candy factory - not store - opened in With the exception of Combat Command, battle. As it is, SPI orders of battle aren't too still would be a good idea if the boards were each of SPl's 1972 games is highly accurate even when they are supposed to be. mounted. Mounted boards can easily be recommended. Moscow Campai~n, one of the best 1972 turned around, or placed on a table a bit too The SPI perfect, of course, games, is one 07 the worst offenders. The Some general criticisms are in line, The Russian 06 is almost pure fiction. The German following criticisms are made with the benefit 4-5 reinforcing and optional units in the 200 of hindskht, 2nd without concern for Spljs series have greatly inflakd strengths. production and design problems. Still, criticism G~~~ rules are better than ever, but they can be both cheap and valid. aren't perfect. This is too bad because SPI has Strategy B Tactics magazine has closed the door to outsiders. It has limited its major articles to promotions of SPI games. SPI has good reasons for doing this, but it may be come a long way with rules, has near perfect rules in most games, and has staff capabilities to write good rules. SPI should spend more time on rules when it does something new, giving the company a parochial attitude. Even MOVES, with lead articles devoted to SPI games, is basically an SPI catalogue. SPI may be becoming isolated from its readers, despite Feed back. different, and complicated, like ed Star/ The games are becoming more and more abstract. So far, this hasn't gotten out of hand. Good arguments can be made for abstraction in tactical level games, in area system games, in limited intelliaence aames. and in the White Star or Breakout and Pur I uit. Even when the rules are sound, they can be confusing. Many problems with the rules could be eliminated with diagrammed examples of play and players and designer's notes. Lately, SPI has been including some notes. The designer's notes are good, but the player's notes should be greatly expanded. SPI still hasn't seen fit to provide diagrams. small for a board. As long as the boards are on paper SPI should remove as many charts as possible, keeping the boards as compact as possible. The boards for Winter War, Borodino and Armageddon are unnecessarily clumsy. SPI is also using odd-sized components that can be a nuisance when it comes to storaae. These should be standardized. The new game boxes are failures. The unit counter storage areas don't work. To use the box to store a game map means folding the map: the maps, especially those on heavy stock, just can't take it. SPI has done a good job putting variety into individual games. Even people who don't care for hypothetical scenarios can't complain when they see La Grande Armee with three completely different games. Other games have several short scenarios and longer campaign versions. SPI should consider taking this a bit further. Games like Winter War and es~eciallv ~a~oleonic~ames. But S ~ has-been I hinting it The SPI components are excellent, but Borodino would be better if they had more wants to get even more abstract. In Feedbacks sometimes they aren't convenient. SPI put complex optional rules. Games like Barrle of it has lately been asking if wargamers are too some charts on the mapboards to make them Stalingrad should include the comings and concerned with historic and accurate orders of more convenient. This was a good idea, and goings of the campaign, not just the goings. -

20 Game Design: Where I- I DoWe I Prom Here! by James. F. Dunnigan Go Dur~ng 1972 SPI published e~ghteen different games. Ten of these games were, design wise, der~ved from prevlous game systems. Eight of the 1972 games were substantially new systems. The following list shows where the "der~ved" game des~gns came from and what unique features were contained in the new game systems. DERIVED GAME DESIGNS Borodino - from Napoleon at Waterloo (basic) La Grande Armee - from Leipzig Marne - from 7918 (with substantial revision) Soldiers - from Grunt and Grenadier Moscow Campaign - from Kursk Breakout and Pursuit - from Kursk Wilderness Campaign - from Franco-Prussian War Armageddon - from Renaissance of Infantry hex verslon - from Leipzig Battle of Stalingrad - from Kursk NEW GAME SYSTEMS Combat Command - although similiar to PanzerBlirz, Combar Command created what was basically a new system for modern tactical games. A d~fferent scale and different combat rules (not to mention a new CRT) were some of the major changes from PanzerBlitz. Hying Circus - this one is very obviously a new system. A system for simulat~ng plane-toplane alr combat. Winter War - a game system specifically ta~lored to deal with the pecul~ar conditions and events of the Russo-Finnish war. A system not likely to be used anywhere else (area version) - a pragmatic approach for campaigns in periods where planning and operations were not qulte as precise as they are today. Well suited to the 1812 campaign. Use of the matrix CRT option. The basic idea IS to use large movement areas and more sophlst~cated movement rules. Franco-Prussian War - the prime innovation here was hidden movement and limited intelligence. The rules for these two elements of the game are qulte extenswe. Therefore, the rest of the game is qulte s~mple (few units, pr~marily). Red StarlWhite Star - another game similar to PanzerBlitz In appearance, but quite d~fferent in its constructlon. A new system was used for computing combat values and, once agaln (as in Combar Command) the entire combat procedure was revamped. American Revolution - another area movement game, but substantially different from the 1812 (area) game. A different combat system and victory point system. Spec~al rules for some of the strange th~ngs that went on during the revolution. Year of the Rat - could be described as the bastard descendant of Kursk, Franco-Prussian War and numerous other games. However, it does stand by Itself and works quite well to re-create modern warfare, airpower and airmob~le operations. That was the year that was. That was what we dld. Now, the question is, why did we do it that way? We d ~d the games we did in 1972 mainly because they were the ones we could do. Some of the tltles were chosen because there was an indicated Interest in that particular subject. But it wasn't untll the end of 1972 that we were capable of taklng on just about any subject we cared to take on. At that point (starting with SbT 36) we turned the decis~on-making (on what game subjects to do) over to the people who play the games. This left us, primarily, with the job of doing the best we can wlth the "game" itself. To handle thls assignment properly we first had to define what a "good" game was. That's what the rest of this art~cle is all about Early in 1972 we developed a more thorough method of having players evaluate games. This method has become known as "Playback." During 1972 we "playbacked" 23 different games. On each game we obtained a 1-9 ratlng on ten aspects of a game's quality. The best way to show you where we are going in game deslgn is to show you what we found. The follow~ng IS a summary of the 23 playbacks we dld In They are llsted In order of how high their overall rating was. The first number is the or~glnal "playback" rating, and the number in parentheses is that game's rating in the latest "1-9" ratings as published regularly in SbT. We use a 1-9 scale on all these ratings. 1 = poor, 9 = excellent, with the usual gradatlons in between. We have found that anything rated 7 or above is "good" (above average). Anything below 6 (poor) is below average. Now you know what we mean when we refer to someth~ng as "good" or "poor." Conslder everything else a 6, average. 1-Flying Circus-7.47 (5.81) did very good on rules and counters as well as ease of play, completeness, balance, length, set-up and complex~ty. The rest was average. 2-Diplomacy-7.47 (7.02) good on map, ease of play, balance, set-up and complexity. Poor on length and realism. 3-PanzerBlitz-7.41 (7.43) good on map, rules, counters, completeness, length and complex- ~ty. The rest was average. 4-Borodino-7.23 (7.06) good on map, rules, counters, ease of play, completeness and length. The rest average. 5-France (7.15) good on map, rules, counters, ease of play, completeness and length. The rest average. 6-Kursk-7.15 (6.47) good on counters, ease of play, balance, length and realism. The rest average. 7-Napoleon at Waterloo (basic)-7.10 (5.88) good on counters, ease of play, completeness, length and set up. Poor on complexity and realism. 8-Battle of Stalingrad-7.10 (6.64) good on rules, counters, completeness, length, complexity and realism. The rest average. 9-Grenadier-7.03 (6.61) good on counters, balance, length, complexity and realism. Poor on the map. 10-Barbarossa-7.01 (6.50) good on rules, counters, ease of play, completeness, length and set up. Poor on map. 11 -Combat Command-6.92 (6.35) good on counters, completeness, length and set-up. Poor on map. 12-Phalanx-6.90 (6.45) good on counters, balance, length and complexity. The rest average. 13-Battle of Moscow-6.79 (5.88) good on length, poor on map, counters. 14-Battle of the Bulge-6.72 (6.53) good on map, counters and ease of play. Poor on real~sm (5.84) good on counters, completeness. The rest average. 16-Dunkirk-6.66 (no rating) good on balance, poor on map, counters, length and set-up. 17-USN-6.57 (5.90) good on map, counters, realism. Poor on ease of play, length and set-up. 18-Dark Ages-6.50 (5.85) good on counters, length. The rest average. 19-Lost Battles-6.46 (5.53) good on counters. The rest average. 20-Luftwaffe-6.30 (6.00) good on map, counters. Poor on balance, length and realism. 21 -Origins of World War (5.86) good on ease of play, completeness, length and set-up. Poor on map, complexity and real~sm. 22-Grunt-5.83 (5.54) poor on map, completeness, balance and complexity (5.54) good on map, counters and real~sm. Poor on ease of play, length, set-up and complexity. That's one way of looking at the results. We can look at it another way, on the basis of which games come out best and worst in each category. Games w~th numbers 1, 2, or 3 next to them indicate the three best or worst in each class. Garnes in parentheses are games that, while rated second or third "worst," actually received a "6" (or "average") rating. PHYSICAL QUALITY AND LAYOUT OF MAPSHEET Above average: 1 -France '40, 2-PanzerBlitz, 3-Battle of the Bulge, Diplomacy, USN, 1914, Luftwaffe, Borodino. Below average: 1-Dunkirk, 2-Barbarossa, 3- Grunt, Batt!e of Moscow, Combat Command, Orlglns of World War II, Grenadier. PHYSICAL QUALITY AND LAYOUT OF THE RULES FOLDER Above average: 1-Flying Circus, 2-Borodino, 3-PanzerBlitz, France '40, Barbarossa, Battle of Stal~ngrad. Below Average: (1-Grunt), (2-Dunkirk), (3- Dark Ages). PHYSICAL QUALITY AND LAYOUT OF THE UNIT COUNTERS Above Average: 1-PanzerBlitz, 2-France '40, 3-Battle of the Bulge, Kursk, Lost Battles, Flying Circus, Combat Command, USN, 1914, Barbarossa, Luftwaffe, 1918, Battle of Stalingrad, Napoleon at Waterloo, Borodino, Grenadier, Phalanx, Dark Ages. Below Average: 1-Battle of Moscow, 2- Dunkirk, (3-Diplomacy). EASE OF PLAY Above Average: 1-Napoleon at Waterloo, 2-Flying Circus, 3-Diplomacy, Kursk, Origins of World War II, France '40, Barbarossa, Borodlno, Battle of the Bulge. Below Average: , 2-USN, (3-Grunt).

21 COMPLETENESS OF THE GAME'S RULES Above Average: 1-Flying Circus, 2-France '40, 3-Borodino, Barbarossa, 1918, Battle of Stalingrad, Napoleon at Waterloo, PanzerBlitz, Kursk, Combat Command, Origins of World War II. Below Average: I-Grunt, (2-1914). (3-Diplomacy). GAME BALANCE Above Average: I-Flying Circus, 2-Diplomacy, 3-Kursk, Dunkirk, Grenadier, Phalanx. Below Average: I-Luftwaffe, 2-Grunt, (3-Lost Battles). GAME LENGTH Above Average: 1-Napoleon at Waterloo, 2-Flying Circus, 3-PanzerBlitz, Kursk, Battle of Moscow, Combat Command, Origins of World War II, France '40, Barbarossa, Battle of Stalingrad, Borodino, Grenadier, Phalanx, Dark Ages. SET-UP TIME Above Average: I-Diplomacy, 2-Napoleon at Waterloo, 3-Flying Circus, Combat Command, Origins of World War II, Barbarossa. Below Average: , 2-USN, 3-Dunkirk. GAME COMPLEXITY Above Average: 1-PanzerBlitz, 2-Diplomacy, 3-Flying Circus, Battle of Stalingrad, Grenadier, Phalanx. Below Average: 1-Origins of World War II, 2-Napoleon at Waterloo, 3-Grunt, REALISM Above Average: 1 -USN, 2-Grenadier, , Kursk, Battle of Stalingrad. Below Average: 1-Origins of World War II, 2-Diplomacy, 3-Luftwaffe, Battle of the Bulge. Well, that's all the data. Now, the question is, what to do with it? This data can be interpreted any number of ways. For what it's worth, the following is my interpretation. The only thing that gives this particular interpretation any significance is that it will be used to determine what will happen in game design at SPI during Our basic problem in interpreting this material is that we are simultaneously dealing with two separate "correct solutions." These two solutions often contradict each other. Put more bluntly, we may either take those games which, overall, came out on top or we may take as "correct" those aspects of various games which came out on top. PanzerBlitz is the most popular game around at the moment. Yet a detailed analysis of the game will show that it is very much the sum of its parts. Let us begin with the topic itself. Tactical level warfare in Russia during Rather untraveled territory and certainly an area which excites considerable interest. Taking the same game (in all respects), but using another historical setting would probably have hurt PanzerBlitz's ratings. Next, consider the physical finish of the game. The components were designed by Redmond Simonsen, who is clearly recognized as the best game components designer in the business. The map, rules and counters all receive very high ratings. And then there is also the game box (unratedl which also contributes to a very attractive package. The completeness of the rules, the length of the games and the complexity level were all rated above average, the remaining aspects of the gamer were "average." What this shows is that there a number of important variables for which we have no "rating." My estimate of their order of importance is: 1-Scale of the game, 2-Historical topic, 3-Quality of packaging (with Avalon Hill bookcase and mounted board being the most popular). In any particular game these three variables may shift around a bit, but they are always, I feel, the "big three." There are still other factors. There is the "time" factor. The amount of time a game has been available for sale also has a bearing on its "popularity." In time, all games "age." It's not so much a matter of people getting used to them (although this is a factor). More importantly, there is the "obsolescence" factor. Other games come along that have better features and are simply "better." Also, as an h~storical period falls from favor (they do, in a cyclical fashion), this decline will pull the game's overall popularity down with it (the opposite is also true sometimes, as a period comes back into favor). All the above show that there is no cut and dried method for "predicting" which elements will be needed for the "perfect" game. There are, however, numerous "indicators" capable of polnting the way towards a superior game. Much has been learned from the Playback results. Let's start with the physical aspects of the game. The counters, map and rules must all be clearly and logically laid out. The map should have things like the CRT and time record track' on it. But not too much should be on the map. Scenarios or set-up charts are not a good idea for the mapsheet. Starting in 1973 we are using hex sheets which have a standard numbered hex system on them. We are also using a "standard" numbering system for game rules. Each set of rules will have a "table of contents" at the beginning showing what is in the rules and where it is. The manner in which rules are put together is a subject unto itself. We are also working on a mounted playing surface. We constantly experiment with new color and layout schemes for our unit counters. You can expect to see visible changes in the physical aspects of our games in the next year. More importantly, there are the actual "play" aspects of games. First (in our Playback surveys) is "Ease of Play." This is important, very important. But by itself it will not save a game. Moreover, "Ease of Play" is the end result of many other elements in a game. Such things as the number of units, the movement and combat procedure, the victory conditions and other lesser factors result in "Ease of Play," or the lack of it. We now, as a matter of habit, consider all of the above factors when designing and developing a game. You can be sure that a perfect or near perfect game will have "Ease of Play" as one of its major assets. Next there is "Completeness" (of the game's rules). Game rules are usually incomplete because the people producing the rules lose the ability to look at their rules "fresh." They begin to add important things to their rules which don't get into print. All this is very obvious. The solution is equally obvious. You've got to have a lot of people read (and nitpick) the rules before they are printed. This requires a lot of work and is easy to put off in the rush to complete the game. But it is essential, and if these "readings" are done enough a very "complete" set of rules will result. We learned this lesson the hard way. And we'll probably continue to re-learn it. Reading and re-reading a "finished" rules is an easy thing to overlook. set of Game balance can be achieved in three ways. First, you can take the original situation, play it out as much as possible, and then determine what "above average" performance is for both sides. That's probably the hardest and least accurate way to do it. Unfortunately, this method must be used, to a greater or lesser extent, in all games. The second method is the "scenario" method. You take the basic situation and simply accept the "historical" conditions of victory. You then develop a number of scenarios based upon the "what if?" concept. Since the playing abilities of people differ greatly, two people can find which of these scenarios provides them with a balanced game. In some cases the historical s~tuation IS truly hopeless (France '40, for example). You then MUST use this method. The third method involves the use of multi-player games. When using more than two players the weaker players have a natural tendency to gang up on the stronger. Games such as these are very much "self balancing." Not perfectly so, but enough. Although you now have three methods spelled out, there is still considerable work needed to make any of them work. "Set-Up Time" for a game is another frequently overlooked (and under-rated) aspect of a game's design. No matter how good a game is, it will suffer considerably if it takes too long to get the damn thing together. An essentially simple game should, of course, have easy Set-Up. But there are ways. Clear orders of battle, in chart form as much as possible. Not everybody is crazy about starting positions printed on the map, but often they are essential to easy Set-Up in games that require exact historical placement. The worst enemy of easy Set-Up is too many units, and too many different units. Game complexity can go both ways. Players instinctively use this term for both "simple" and "complicated" games. This element is a strange combination of realism and playability. In effect, the "grey area" between playability and realism is what the "complexity" element is all about. A game must have a certain amount of "complexity" in order to appear "real." It's not an easy concept to grasp. Yet it's an essential part of producing a good game. The "Realism" of a game is dependent upon fraud. You must convince the player that the game is real. This doesn't mean that the game IS real, merely that you've convinced the players. Sometimes you achieve actual realism and player conviction. But often you have only one of the two. Or neither. Realism is dependent not only upon the skill of the designer, but also upon his scruples. A designer who is a compentent historian, as well as an honest person, can produce a realistic game. Some of the time. An easy way out is to make a complicated game that covers enough bases to appear realistic. The trick is to design a simple yet realistic game so that people can play it and use it. Realism is the payoff. And there's no "by the book" method of achieving it. Such are the lessons of We learned some. And lost some. We found a few answers. And a lot more questions. In MOVES 13 there'll be another article like this. I hope you find what happens between this article and that one of interest. I know we at SPI will.

22 In the past year, the Art b Production Department of SPI has been involved in almost lwo dozen major game projects. It has been in this year that SPI products have taken on a matured, highly developed "look" and expressed a definite point of view with regard to the design of physical systems in games. Physical systems design is composed of two elements: 1. Formatting, integrating, and displaying game information. 2. Prov~ding a congenial physical environment for the game design and the play of the game. The foregoing may sound like a pretentious by Redmond A. Simonsen over-technicalization of a basically straightforward, uncomplicated activity. It is not. In fact, one of the measures of success of a physical system is its apparent simplicity, and unobtrusiveness. Good physical design is like tactfulness: you only notice it when it isn't there. And just as the substructure of tact is built on a complex set of relationships and considerations, so too is physical design of a game. FORMATTING - "You saw if before... well, here it is again." One of the greatest advantages in designing in the conflict simulation genre is the fact that there are major points of similarity from one game to the next. This allows the systems designer to create formats into which different games may be placed. This is beneficial simply because it reduces the learning task given to the player. It also provides the artist with modularized "solutions" to mundane layout problems (if every new game had to be designed from the ground up, SPI would produce about four games a year instead of twenty-four). Formarrit,g rhe Rules: "Speak right, think right" is a pseudo-orwellian phrase I'm rather fond of using on my co-workers. What it means is that if consistent, logical use is made of a simple but specialized rules-language, then the chance of error and contradiction Thinking It and ~oing it - Exceptforthowofywwho~twwkkt the graphi.~ acts, there is a general Thkisp~onaoftheWundsntood s m of p t w. Wha the wdat is doingisbcatingsndfinhganumtrcwot ignfkmicsaatohqhla~is~ diveneebment8intoamted~ir damgwd, elcecutsd and produced. Soms rules fokbr, 8 map, a counter form). Ewh peopte mmn to think that we just tthk title, each *parate column of type. baautiful~tsslldaylongcmdsbnph/ some ti^ each indmdwl EhbfZICuw of a ~themintotheprinterwhocsrtra word,kprwteddormbvhandonapiscdof maoictpelf~spue~papsr~ iltustrationboadanofthswtebmants voak-agwne! If anty it were M. Step1 - T h e g a f m ~ ~ t h e rub mawscript. eounei#-mix, snd rough playtest map omi to the Art DhKtw so met^ WE handami occurs pbcs. meal). Manv tknes there is a Stsg Zao, En whichthegamedevelogeram consuttswiththeadk7dl)venceconcsm hgspddpomsnwandpecubrhkrina sr* gbmaa. must be "bqwre" i.e., M up p r w, rwuslh/pwwtothrpage.iftypsiswtot tinebyaffawhundrsthsofsnindr,itrritl and fsstw to the eye. AU lodc str~ge of the~tsrnwlbeplacsdinproper spstid &-, or obu the mading continuity msy may be destroyed. The tind,finlstn#lpbcekcalmthe"~ id." It looks very much Le a prmed pkcs,excdpt-svery-~obvi- 0Urtypestedtmboard.Wtwrnsvsrepatbn otthesmnorkistoappmfina~t Step 2 - The AD cggeqtr the ganwr (H cdororadifbrentmkreofthetmseolor, sort of pl.yo it out h his mind) in an it k " ~aml" onto an -tau cwtwby attemptto~tha~opersppr~to Mngsdtothemsinboard.A~msp use. As ha raads the ndw, ths AD willhavefourwchovgtays,ebchdwhict, loophobr thsm and. WW, catch My mvst mgbtelf (placmy mc), into) the omidom or Lsdc of c ~ At this ~ mskl Wd.. *th%rlsodscidsatjleformattobeurad for the vsrious ubks, charts, msp rymbology, sc(mwios, ow. The msnutaipt b "spsc'ed" fa m and h6nckld to the wtm. Srep3-fhemain~oftheNksbrsx hto typa (using a dksct keyboard, phototypmningmschine-whichma~lrifthe ~ttsrrnakesamhtsksonthecopy, that pbce hss to be sat Step4-Them type k proow and c a w and tu?ned back to the AD. Stepd-fheatktwJ1byoutsnde~ ther~~mssnwmb~#tbtm8ybe Step 8 - The printer takes the film executing the msp N o r the countsn). nsgstiver.nt-~han.rtrbrthsmw on re!&med forms, Md "burns" a metd phthg &to from tham. This is an exacting, tscw asp whkh is crlticsl to tbfindappbsrsncedthejob. Stap9-Themetd~amattacbdto ths press (our pkrter has a two-cdor prm which mns that the Ww plats and the ~pleteonama(,csnbeprintedatthe samct tims). The printer csref* Rdjustn hk pressandrwtaafowtriddreststhu@hit to c w out the job. ofwe ths job is mm\lng,thedreetsotpaperwillgothrough tb press at a rate of &a00 psr hour. Step 10 - Thd printed sheets am dehvsrsd to the bindsr, who folds, stapbs, perforatss and oorts the jcb acmdin~ to the irrstwfi of the printer snd the AD. If the sheet is a set of counters, it go88 to tha die-cutter's whom it is mounted on cdl~,sndthsnrtrudrbyahsndmsde,steddici.thisalsoisaveryexacting process. The die-cutter wa ncm ernp)oy fwa switched in mkl-year) is probsbh/ one af tha very best in the nation; cmtamy the bsst mvohred in artthg Qwne countsn. Them b only a 1/16" tdsrsncs in a a'' counter and ow dk-cutter has a mmahbk lkxurscy rate. Step 11 - TbYWIOUsPjBCBIamsmltback to SP1 and sssembkd into fhhhul, boxad games. miis krtm point atwhich the AD swats his forehead if ha overlooked mythii in Stspr 1 through 10. Soas,youcsnsse,sachgamekcanpoosd of hundf~of Llttlep&#scoming togethu to mska an integntd whob. Them as doam upon dozens of o~arationr snd rub-rou~kwdvedhsschjob.ons~ theobjactsofdthiracthity htomkeit hlq&likenorwsatatdl.

23 occuring in a given set of rules can be minimized. For instance, if the Game-Turn is always referred to as the Game-Turn and never simply as the "turn" then the chance that it can be confused with the Player-Turn is obviated. If in every phrase of the rules, specific labels are used for specific actions, occurring in specific sequence, then they will form a program which the game-player will have difficulty "loopholing" or misconstruing. Of course, there will never be a perfect set of game rules, simply because whenever thought travels through the filter of language some of the or~ginal intent of the rules write must inevitably be lost. Another element in the optimization of rules lormatt~ng is the arrangement of major rules elements In a consistent order, usually echoing the order In which the general action of the game will occur. Within major rules elements, the format is reiterated by stating the General Rule, then the Procedure for implementation and finally the specific Cases which spell out the "legal" details of the rule. I recently superimposed a major modification upon this basically good system: the decimaiized numbering of rules sections in a fashion similar to numbering of military regulations or library books. Under this system each set of game rules is headed by a comprehensive outline of every element of the game. This system aids the player in the identification of specific passages in the rules. Also, by its very nature, it forces the rules writer to more formally organize the rules into a cohesive body of information. Formatting the Maps: In this game element perhaps the furthest one should go in the direction of standardization, is the use of certain common terrain symbols from map-tomap, the use of standard sheet sizes, and (in most of our games) the employment of a computer generated hex-grid as a base. The selection of a s~ngle type of colored paper (Mohawk Vellum, "Sandstone") might also be considered as a format. A new grid numbering system which we've developed shows a great deal of promise and may well be a standard feature on all future SPI maps. I first used a numbered hex gr~d on the USN map (SBT 29) and it worked very well. It was a consecutively numbered grid, however, and this caused problems when attempts were made to employ the same system on other maps with differently proportioned hex fields (the consecutiveness of the numbers would be destroyed if you cut off the bottom of the field). The same system was used in the France, 1940 map that we did for Avalon Hill. The gr~d was effective, but once again there was the tedious mechanical problem of preparing a consecutively numbered grid which would work only for that particular hex field. The same problem appeared again in the development of the Breakout 8 Pursuit map. There was a requirement to identify each individual hex for set-up purposes and the field was a huge one (21" x %l';). 1 didn't feel like hav~ng the Art &'Production Department slave over a giant custom-made hex field that could only be used for a few games. At this point, Arnold Hendrick (the game developer) came up with an elegant solution: treat each file of hexes as a semi-independent entity, starting the numbering over for each new file. Together we decided that a four-digit number in each hex would be best: the first two digits identify which file of hexes you're in and the second two identify the exact hex in that file. The beauty of the system is that the grid can be cut off on the bottom and/or one side without destroying its integrity (and the same master can be used over and over again regardless of the shape of the hex field). This same numbering system can be applied to any game already in print (and I feel it is definitely superior to any of the clumsy coordinate systems now in use). A section of the new, standard gridnumbering system. Formatting the Counters: Most counters are of the typical two-value-plus-operational-symbol variety. Choice of basic typestyle is the primary problem. I've settled on a type called Helvetica Medium as the standard, switching into a square-serif face (Clarendon Medium) for a pre-twentieth century flavor when it seems appropriate. This past year I've finally laid hands upon a good reference source for tacl~cal symbols (see MOVES 3) and we've generated our own custom styled versions of the symbols for use in our games (see Soldiers and Red Star/White Star). (Above) two typical Soldiers counters: a medium machinegun and 105mm howitzer. (Below) two typcial RS/WS counters: an M60 tank company and a 240mrn mortar unit. AND DISPiAY My personal approach to (physical) game design has always concentrated on the idea that the game is a paper machine meant to assist the player in acting out a simulation1 fantasy. Towards this end, the artist works to eliminate the wall of static that exists between the game designer and the game player. The game designer must deliver a situation (a "signal") to the player; the artist must provide the delivery system. Given this problem, the best thing an artist can do is to so integrate the graphic elements of the total design, that a very "organic" structure results. For example, in our Winter War game a terrific number of things had to be brought to the player's attention each Game- Turn, and there were all sorts of special terrain cons~derat~ons. The solution was to hang many of the important operations directly on the Turn-Record Track and to display on the map Itself as much of the special limitations and vlctory ~nformation as possible. In most cases the information is presented more than once, in different forms, in order to reinforce its meaning and memorability. Another good practical example of this integration and display doctrine is the American Revolution game. Virtually every important piece of information is built into the map (harder lo lose that way). Coding devices in the Regions allow the player to instantly assess the potentials of a given situation. A complete set of Altitude Markers from Flying Circus. The information problem in our first tactical air game, Flying Circus, was an especially interesting challenge. The part of the solution that I'm fondest of is that of using the Altitude Marker as the indicator of the aircraft's position, identity and type, thus eliminating the need for a clumsy dual or tr~ple on-the-map marker system. Turning all the records-keeping devices on the game into markerltrack systems is also a favorite "solve" of mine. There's nothing more tedious than to have to write something down or decipher my own handwriting during a fast playing game. If the operations in a game become too much like work, the acceptability of the game will decl~ne. And since the play of conflict simulation revolves around the manipulation of information, the more effectively the information is displayed the more effective the "play experience" will be. Much of the information to be manipulated is contained by the counters in a game. It's my feeling that (except for special situations like Flying Circus) as much information as possible should be presented directly on the face of the counter. Red Star/ White Star is a good case in point. There are no less than eleven distinct pieces of information on each RS/WS counter. All these bits of data are easy to pick out and the individual' counters still manage to look relatively "clean."

24 THE GRAPHIC ENVIRONMENT At the beginn~ng of 1972 it became economically and techn~cally possible to do all our game maps in two colors. The addition of this secorid color (usually blue) improved the appearance of our maps and enabled us to use different approaches in graphic problem solving. Some of you have kvetchedabout ihe blue woods and so forth, but, most have appreciated the addit~onal clarity afforded by our use of color. The 1812 twin game was done Iri three colors in order to solve the complex boundary delineation problem in that game. Wc can't routinely do games In three (or four) The Cast of Characters In the past year the Art & Production Department had its share of the personnel crunch at SPI. People came and went, but finally I seem to have assembled a team of really professional people who can do a good dance to get you the finished products to sate your appetite. Manfred F. Milkuhn (Co-Art Director) is an experienced professional with an extensive background in magazine design. He's been with us about a year and has made a terrific contribution to the quality and productivity of the Art & Production Dept. Manny is a longtime game player (in fact the first game I ever played was Tactics Ilagainst Manny). A1 Zygier (Senior Boardman) is a recent, and much needed addition to our staff. He has had extensive experience in graphic design and layout as well as illustration. He also is an avid gamer, which can't hurt. Marsha Treiber (Typesetter) was recently kidnapped from the administrative staff at SPI. Everything the department does goes through her hands and comes out gold. Marsha has a background in copyproofing and publishing. Although she's not strictly a gamer, she has set about to discover what makes them tick in order to have a firm grasp on what she reads and sets. John Banks (Printer) works for Reflex Offset, Inc. but can honestly be considered part of our APD. He is one of the best (and certainly the most heads-up) printers I've ever been involved with. John is a true craftsman of the sort that is a rare find in this "I'm-all-right-Jack" world. Other companies that conspire with us to do art are Freedman Die-cutting, N.Y., N.Y. and Apollo Bindery, College Point, N.Y., and Standard Folding Carton, Inc., Queens, N.Y. Of course, when it comes to proofreading, copy managing, assembly, and follow-thru the larger cast of SPI cuckoos all dive in to make it wonderful and entertaining. I'II place myself at the end of this list with all due false-modesty: Redmond A. Simonsen (Art Director) has been around from the start trying to hold the threads together on these various graphic wonderments. He used to design bookjackets and such before he flipped out and went into games. A very vicious game player whose game-time has been ironically pre-empted by work. colors ma~nly for economic reasons. I do, however, feel that a two-color map on colored paper can be just as effective, and in many ways more attractive, than a three- or four-color map. Occasionally, people will ask me why I don't use glossy paper on the maps and counters. Reasons: (1) glare; counters with a glossy finish are unreadable at certain viewing angles commonly occurring in game-play; (2) economy; if we printed counters and maps on glossy stock we'd have to varnish them or else they'd smear like crazy. But even if I had the money, I w'ouldn't do it simply because of the glare problem. I believe that people feel glossy f~n~shes are better simply because they've been condit~oned by the commerical games they played in their childhood. "Shiny is nice..." but 11 doesn't add a thing to the functional characterist~cs of the game. Another slightly annoying request I get from a small, but vocal, group is to color the counters in strictly accurate uniform colors (and a corollary to this, the demand from the "closet Nazis" to make all SS counters white on black). I don't accede to these demands for several reasons: Some are practical ones, such as the research involved, ink matching, the fact that the uniform colors of two opposing armies m~ght be virtually identical, and the fact that in tactical games with several scenarios, it's ~rnpossible to cover all the combinations. Other reasons are doctrinal: I believe that gratuitous color or decoration hurts a game and that same-side counters should only be picked out in different colors when its necessary for play or an aid to sorting. In general, I partially agree with the sentiment behind relating counter color to uniform color and I do try to give you counters that have a nationalistic look... l just don't want to carry it to an absurd extreme. Oh, by the way, I did give you white on black SS counters this year (in Breakour 8 Pursuitl but that was only to make it easier to identify Kampfgruppen and their parent units. Of course the biggest, most constant, and most valid lament we hear concerns our unmounted playing maps. This is almost purely an economic matter. Conventional folding game boards must be done in large quantities to be economically feasible and even then the additional cost would affect the retail price of our games. We are doing a feasibility study on a less conventional form of mounted map, but the results aren't in yet and won't be for some time. Speaking as a game player, I personally have come to prefer unmounted maps, but I'm aware most of you don't share my preference. Another area of deficiency in most of our games has been the lack of sufficient illustrated examples of play. Now that our art staff situation has improved, this will be corrected (illustrated examples burn up a lot of staff time in their creation). I'd like to hear from as many of you as are interested, concerning what specific types of rules situations you feel are most in need of illustration. Some of the reactions I've gotten over the past year deal with the area of personal preferences and "mood" in our art. As I've said previously, most "prettification" of game art runs counter to my philosophy. A moderate amount of period styling can be useful to "set the scene" for the game players, but if there's any chance that the "flavoring" might interfere with the game function, I'II avoid it. This attitude results in a highly "engineered" look in our games, but we are after all constructing a device (a The Standard Game Box Mk. I, Mk. I%, Mk. II This past summer saw the introduction of our so-called Standard Game Box, a 12"xl5"x%" white folding carton, with a compartmented corrugated filler. In most respects it's been well received and has improved the saleability of our games. In the Mk I box, however, some difficulty was encountered with the tab closures on the cover and on the interior hatches. Also, counters would occasionally slide between the corrugated filler and the back of the box. Mk. I% (recently received from the box manufacturer) has solved the tab problem and partially solved the disappearing counter problem, by slight readjustments in design. The Mk II, whose introduction is not yet firm, should solve all of the storage problems and will probably be the only package available truly designed for the gamer. The main change will be a multicompartmented, plastic tray in place of the die-cut corrugated now is use. It's birth awaits some final detail work and of course, the allocation of that all time favorite: money. The three illustrated versions of the SG B (Barbarossa, Leipzig, and Normandy) have also been very successful leading some people to ask "Why not illustrate all the game boxes?" I'd love to, if I had the time and the money and the sales volume per title that could justify printing 10,000 of each box cover (that's the lowest run which is at all feasible). Since we only sell a few thousand of each title per year, we'd be stuck with a whole bunch of pretty boxes for a painfully long time. This will change as our audience grows and the volume of per title sales increases. Money is the handmaiden of Beauty, but Beauty don't go nowhere without first checking with the maid. simulator) to study historylindulge in fantasy1 satisfy competiveness. In 1973, the other SPI artists and myself will be pursuing this basic approach, but we'll also be experimenting with new methods and "looks." You won't, however, be seeing any coffee-table games from us. We will, however, continue to give you what I feel are handsome, "optimized" graphic systems that effectively deliver the game for your use and enjoyment. I

25 DESIGNER'S NOTES (continued from page 2) this off. The Americans have the same resources, and much the same forces. The Japanese have the advantage in combat forces. But the Americans start off occupying Guadalcanal. And the pressure is on the Japanese to get them off. Turns each cover a week (In multiple phases). Units are individual sh~ps for battlesh~ps and carriers, pairs of ships for cruisers and groups of five for destroyers and ten for submarines and aircraft. The game contains numerous other innovative and unusual features. How does it play? Some people who have played it call it the closest thing to poker they have seen in an h~storical game. You can bluff the other fellow in Solomons Campaign, but eventually you have to put your ships and planes on the line. Should be an interesting game. The Solomon's Campaign will be published this MayIJune. North Africa in World War II has become qulte popular. The f~rst of our games on this area is El Alamein. This is a regimental level game on the famous battle (or series of battles) of late This game uses the same system as Ardennes Offensive (due in April). The game system employs double Movement Phases and a relatively "bloodless" CRT. The system contalns a number of other features. But these are better experienced than explained. El Alamein will conta~n two main scenarios. The man battle of El Alamein, wherein the Br~tish f~nally put the Afr~ka Korps out of business. Also dealt with are the battle of Alam Halfa and sundry other "what ifs?" (mainly with regard to changes of order of battle). El Alamein will be published in MayIJune. A most interesting upcoming game is NATO. It concerns the possible battle between NATO and Warsaw Pact divisions in West Germany during the 1970's. The game uses the same system as the Kursk, France '40, etc., series. If anything, th~s game system reaches a culminatron In NATO. Most, if not all, of the kinks in the system have been worked out. Actually, it IS almost a necessity that NATO have very simple game mechanics. You see, on M+30 (30 days after mobilization) the Warsaw Pact can have some 140 d~visions on or near the West German border. NATO can have over 60 units (divisions and otherw~se) there to meet them. That's over 200 units on the playing map. You better believe the playing mechanics are simple. Units on the Warsaw Pact side are rather standardized (all use the same equipment and organization). On the NATO side there's a b~t more diversity. In one scenario there are eight different nation contingents represented (US, German, French, Belgian, Dutch, British, Canadian and Italian). The organization and equipment (at least as far as the game quant~f~cation is concerned) is not as varied as the contingents. But there are some lnterestlng variations. The Americans have air-mobile div~sions and "Tri-Cap" (Triple Capabal~ty) divisions. The Trl-Cap units have an armor unit "base" plus an air-mobile component. These un~ts have special capabilities which, In certain situations, can have a disastrous effect on Warsaw Pact forces. Both sides have air-transportable units. These act much the same way the air-transportable units did in the Year of the Rat game. And then there are nuclear weapons. A most interesting set of rules for those little nasties. There are basically two scenarios. One is the "M +30" scenarlo which assumes both sides wait about 30 days unt~l most of their forces are on hand. In the "non-nuclear" verslon of this scenario the fighting, for a while, is something like Too many troops f~ghting over too little ground. The "nuclear" version of this scenario el~m~nates a lot of the troops while not eliminating (making impassable through radiation) as much of the land. Th~s verslon moves a bit faster. But it IS awfully gruesome to contemplate. The other basic scenario is the "M + 1" scenario. This one assumes that everyone starts "Flat-footed." You know, like today they're talking and then tomorrow (M day + 1) they're f~ghtlng. Both nuclear and non-nuclear verslons of this one are wide open. Looks like a good game. Ought to be qulte popular also. NATO will be publ~shed In AugustISeptember. So much for new games. You will notice as you go through this issue of MOVES that we have tried to do a sort of "That was the year that was" Issue. It seemed like a good idea, part~cularly as this will be the last "internally" ed~ted issue of MOVES. By internally edited we mean that, startlng with MOVES8, the articles w~ll be chosen by the readers. Up until now we would s~fthrough the available articles and take shots at choosing what seemed most likely to be popular. This always seemed a rather inefficient way to do it. After all, who knows better what the readers want to read than the readers themselves. The only problem was In establishing a workable method for letting the readers know what was available, and then getting some sort of valid response from them. The system we are trying now (using the Feedback) may not be perfect. It may not even work. But we're going to try it. Issue 8 (the next one) of MOVES will prove the system workable or not. There are some very good potent181 reasons for the system not working. The b~ggest problem is trying to let the reader know about an article in 20 words or less. All that can be described In that many words is the subject of the article. And a little elaboration. Perhaps not enough. What is left out, of course, is how the author has approached his subject and the style used in writing the article. We have pretty broad standards here. Everyone should have the~r chance. Especially in MOVES, where most of the readers are well versed in gaming and history and thus capable of appreciating writing styles that would baffle less enthusiastic readers. The ed~tors of MOVES (who still have work to do) can learn from what is eventually accepted in articles and what isn't. It has been this sort of experience which has led us to using this sort of "feedback" system. We hope it works, if only because we get two to three times more articles for MOVES than we can possibly prlnt. There is the possibility of expanding the size of MOVES (to either 40 or 48 pages) should the quality and quantity of material received warrant it. The number of subscr~ptions to MOVES (now approaching 4,000, where S&T was less than 18 months ago) is already encouraging enough to warrant thlnking about increas~ng the number of pages. It will probably take up to six more months of evaluating the sundry factors involved before we can be sure of what to do. Now that we are doing more games on contemporary and "future" subjects we have been receiving a number of (expected) letters questioning the validity of such games. The key point is whether or not we can isolate the crit~cal factors in an event that hasn't happened yet. Well, that's a question that can't be answered until the "future" event in the game actually comes to pass. We can only do our best. Th~s includes doing some of our h~storical games (I~ke the upcoming "CA," on surface naval combat in WW II Pacific) as if it were the late 1930's and all we had were the sources then available. This proves to be a useful exercise. But there still remains the problem of deal~ng with factors about which no one has any accurate ~nformation. This is part~cularly true today, when so much depends on untried technology. All we can do is try to "Plug ~n" as "what-~fs?" the various major options ava~lable because of the unknown results of new gadgets (tangible and otherwise). We're aware of the problem and are constantly at work on ~t. An observation based upon sundry observations we've received from readers. Not all people play the games mainly for h~storical data, although th~s data isan ind~spensible part of the games. Perhaps even the games themselves are secondary. The games are the med~um through wh~ch data (experiences, enterta~nment, etc.) is transm~tted. And ad such, the mechanics of a game are as important as the prose of a book is. Good prose can't save a bad book (unless you're a fancier of good writing no matter what). A game, llke a book, is "good" or "bad" because of any number of elements in it. I forget what brought all th~s up. A note was made on the bas~s of someone's point In a letter. A good point, whatever it was. We noted In MOVES 5 that there would be a feedback questlon of a potentlal game on the Spanish CIVII War (because of the game proposal art~cle In that ~ssue). The feedback questlon appeared In SEtT 36 Someone took us to task for produc~ng another "Battle of the Bulge" game. Mention was also made of "why must we use th~s particular s~tuatlon as a test-bed for our new regimental game system?" First of all, we've done another game on the Battle of the Bulge because it's one of the more interest~ng game situations available. Surveys we have conducted (see SEtT 36) indicate that this is still a popular tltle for new games. Secondly, we used this situation as a test bed for our new regimental level game system because the "Bulge" I$ a part~cularly d~ff~cult situation to deal w~th realistically on the regimental level. Be~ng firm bel~evers in tak~ng the bull by the horns, etc., we decided to crack this one first. This we proceeded to do. And it was very educat~onal. And then there are the periodic laments about a lack of "var~ety" in our game systems. As an art~cle in this issue points out, we introduced a number of new game systems in In fact, durlng 1972, we published more new game systems AND games than Avalon Hill has in the last ten years. We try harder, and it shows. But sometimes people can't see the forest because the trees (games) are in the way. We've received a number of letters asking that we send copies of MOVES IS envelopes. The reason for not doing this has mainly to do with cost. Money again. There'sa feedback question in th~s issue on the matter. And then we'll have to look Into the cost angle again at this end of the operation. Once upon a time we had an S&T Book Service. We tried to provide "books of interest" to our subscribers. However, problems in getting timely and efficient delivery from the publishers finally did the Book (continued on page 28)

26 "HOW MANY...?" The SPI Research Department in 1972 by Albert A. Nofi What was the strength and organ~zation of a SWISS infantry division in 1844? How many a~rcraft were there in the Czech alr force in 1931? What was the content and nutrit~onal value of the Chilean Army field ration in 1881? These are often the sort of questions which a game designer or an historian will need answers to. But where does one go for these answers? At SPI, one consults the Research Department. long hours of porlng over books and also in the form of still more hours trying to figure out what it all means. Far too often, writers and game des~gners seize upon one or two books as the~r sole sources of information, leav~ng lncred~bly valuable materials untapped. Unfortunately, research is not something you can learn in school. It takes a lot of Instinct and considerable experience. Eventually, the various projects will begin to help each other out. In 1972, SPI produced a dozen major articles The only way to get what you need is to keep for Strategy b Tactics, worked on thirty trying. All too frequently, people Interested in s~mulatlon games, and prepared over a score producing a game or article lack a certain of art~cles for MOVES. Much of this effort will st~ck-to-it-~vity; and the end result is a not be seen for some time, as SPI works about d~saster. The idea is to track down data f~ve months ahead of publication dates. The relentlessly. If you keep at ~t, eventually you bulk of these articles and games were w~ll not only get what you want, but will gain produced by, or wlth the assistance of, the SPI cons~derable experience for future projects. Research Department (RD). Seven, or 58% of the twelve major artlcles were produced entirely by RD personnel. A further four, or about 33% were produced with some measure of RD participation and only one, about 9% was done w~th no RD assistance of any sort. Of the games, the RD did most of the research Th~s, of course, raises another question: how much do you need? Well, while more Information than you need is better than less, it is usually more prof~table to sit down and try to figure out what you need. At SPI it works this way. for 17, plus a portlon of the research for an When a game designer is ready to begin a addit~onal three, a total of 66%. Of the other project, he prepares a request for information. ten, all were researched by the actual On thls, he briefly outlines how he figures the des~gners. game will work. Then he lists the nature and That sort of work required a considerable effort on the part of the RD; yet in 1972, the staff consisted of but f~ve people, only one of whom was a "full t~me" employee. As Director of Research th~s writer put in between 55 and 75 hours a week in pursuit of information, in revlewlng books, in writing articles, preparing maps and d~agrams, and other RD functions. Dav~d Isby, the Assistant Director, put in a "part tlme" work week of some 30 hours in much the same way. Frank Davis, a reserve RD type of Information whlch he will be needing, plus a few general observations. The researcher then meditates on this for a day or so, organlzlng h~s thoughts and trying to remember where he saw this bit of informatlon or that observation which seems to bear. A consultation with the various files maintained at SPI would be In order at this polnt, plus a look at var~ous esoteric bibliographies. Then the library work beg~ns. No decent, accurate hlstor~cal conflict simulation can be des~gned employee who also answers editorial mail without leavlng your office. It is simply (part~cularly things like tell~ng people we cannot do research for them as we have too much of our own), answers game questions, and deals w~th customer complaints, produced the very well rece~ved article in SbT 35, "The 1812 Campaign." Nicholas Maffeo puts in a few hours every week trying to keep up with our ever-growing research library and also helps out w~th the book review process. And f~nally, there IS Leo Niehorster, who hangs out In Germany, and who helps track down Incredible gems of informat~on, while keep~ng us suppiled w~th highly useful German reference books. impossible that one could have all the data r~ght at hand without having to consult a library. Here at SPI we are fortunate in that New York C~ty IS the locus of an incredible number of libraries. These range from the m~ghty p~le of marble ashlars and musty tomes that is the New York Public Library, to the small collections maintained by foreign consulates and various friendly publishers. Even that IS not enough. In 1972 the Director made trips to the National Arch~ves in Wash~ngton and the Mil~tary Collect~on at West Point in the pursult of information. In addition, the staff was in mall contact with several professional mil~tary personnel, some college professors As our primary funct~on is the pursuit of and a few dozen other odd people. Someone information, it m~ght be wlse to say a few who lives in Moriarity, New Mexico may as words about information. We regularly receive well forget it if he plans to design War in the unsolic~ted articles and games. Very often the East, unless he can afford to move to New authors and des~gners have the germ of a good York or Boston or Washington, D.C. for Idea, but have destroyed it through prea few weeks. conceived notions, sloppy scholarsh~p, and general carelessness. Good solid research is not easy. It takes work, both in the form of Basically, then, there are three things necessary for the collection of materials: a well thought-out research design, accessibility to suitable reference mater~als, and experience. Rather than attempt to explain how to do research, it might be well to cite some interesting experiences from out work in SERENDIPITY (the faculty of making fortunate and unexpected discoveries). This is the most unpredictable branch of research. The idea 1s to keep your eyes open. At SPI we have f~les on all sorts of things which may never become useful. Things like the answers to the three questions posed at the beginning of the essay. (The answers are, by the way, to be found at the end of this art~cle). During the design and development of Red StarlWhite Star an interesting problem arose. It seemed that some vital data about American tanks and other armored fighting vehicles was secret. The designer, who was also the researcher, was getting ready to "guesstimate" the figures when Dave lsby walked in with them. It seems he had been browsing in a bookshop and spotted a book on the anti-tank tactics of.the Soviet Army. It was a Russian book, published in Engllsh and imported under some cultural exchange program or other. Lo!, there, neatly arranged in tables and charts, was all the data which the Pentagon had stamped "secret." (In fairness, it should be noted that this book had data for Soviet equipment marked "secret" as well. But between American books with their data, and the Soviet books with Amer~can data, everything was revealed!). Dave had not gone into that bookshop looking for anyth~ng in particular. It had just turned up. keep you eyes open! Moral: LUCK. The research for Marne was handled entirely by the designer, John Young. John had worked from offlcial sources In French, German and English, plus a host of unofficial materials. He had a workable game with few bugs. Then someone asked, "Why can't the Germans take the forts of Par~s? What about those 420mm and 305mm mortars they used on Liege?" This effectively threw a monkey wrench into the works. If the Germans could use those pleces at Paris they could take the city, altering the entire complexion of the game. John handed us a bombshell: "Where were the German super-heavy artillery batteries?" It took over eighteen hours to find it, but we did. In the 1918 volume of the Journal of the Royal United Service Institution, there was a discussion of the German reduction of the French fortress-city of Maubuege. The super-heavy mortars were in on that and the place didn't fall unt~l early September. Result: no mortars could be available for an assault on Par~s wlth~n the framework of the game. This time we had had bad luck. We had approached the problem log~cally. Since we were talking about super-heavy pieces of artillery we had consulted the various artillery journals first,

27 beginn~ng w~th the~r 1914 numbers and running through to 1920 or so. Since the Indexing of such publications is notoriously poor, each table of contents for each issue had to be examined, plus all the little fillers and notes usually found in military journals. If, by sheer chance, we had consulted the JRUSI f~rst, we would have had what we wanted in an hour or so. If we had taken the 1918 volume first of all, we would have had it inside ten mlnutes. Luck. Sometimes our luck has been fantastic. Not this time, however. INSPIRATION. This is the hardest part of research. A part that can never be explained properly but m~ght perhaps be illustrated. Although the RD had little to do with the design of Armageddon, we did research the scenarios. Where does one look in order to find descriptions and discuss~ons of battles fought many centuries B.C.? Military books and journals are precisely nor the place to look, for writers of military materials rarely look to more esoteric branches of scholarship. There are a flock of publlcat~ons with titles like Archaeolog y, Journal of Egyprian Archaeology, and Acra Classics. These are not devoted to mil~tary history, or even to history. They are primarily concerned w~th archaeological research and classical scholarship. And they contain literally dozens of articles on military themes. A number of the scenarios in Armageddon came directly from these journals, which carry art~cles like "The Campaign of Saryon II in Tubul," sandwiched in among th~ngs like. "Four Bronze Hairpins from Nomefregare." A researcher must carefully th~nk out all of the poss~ble places where WORK. This IS what it all boils down to. No amount of luck or serendipity or inspiration will replace good hard work. For one thing, luck has to be forced, serendipity is turning up things rnore valuable than what you were looking for, and inspirat~on comes with experience. For another, sometimes the information is just not available and has to be reconstructed. An example may explain. CA is a game of tact~cal naval combat in the South Pacific during World War II. One of the requirements for the game was informat~on on the rates of acceleration and deceleration of var~ous types and classes of warsh~ps. This seemed rather simple. After all, naval miniatures have been a favorite form of wargame for generations. It soon transpired, however, that the systems used by naval miniatures buffs were all made up from whole cloth. They had no systems, merely top of the head "reasoning." In the end, the pursult of this tiny, yet vital b~t of ~nforrnat~onecessitated a quick course in naval engineering, with side trips into calculus and naval architecture. There were long conversations with two naval architects, plus a long consultation with Prof. John Boardman (the RD is not proud, we will exploit anyone). In the end we came up with a formula wh~ch could give us the answer, class by class. Other projects which have necessitated the reconstruction of ~nformation for incomplete or partial bits of data were American Revolurion, Wilderness and Gert ysburg. In each case, there were no firm figures for the number of men available for service at any part~cular time. Iri sum. the Research Department had an Interesting and varied year. Busy and harried, to be sure, but interesting nevertheless...oh yes, about those three questions we posed at the beginning of this essay: 1 In 1844 a SWISS Federal Infantry dlv~s~on totalled about 4,200 men, organ~zed Into two br~gzdes of about 2,100 each Each br~gade composed one battallon of carb~neers and thrcc of fus~llers A carb~neer battallon totalled 300 men In four companies The fuslller battal~on totalled 600 men In two l~ght and four lhne cornpanles 2 In 1931 the Czech alr force compr~sed 375 f~rst l~ne a~rcraft, d~v~ded among 25 squadrons of f~fteen a~rcraft each (three of wh~ch were In reserve) There were 150 f~ghters, 180 reconrlelssance machines, 30 day bombers and f~fteen n~ght bombers In add~tron, there were about 325 second-l~ne, tralnlng and noncombat mach~nes 3. The f~eld ration issued to Ch~lean troops in 1881 contained: 460 grams Dr~ed Beef 460 grams Biscuit 200 grams Toasted Wheat 100 grams Fresh Onions 10 grams Pepper Wh~le l~kely to result In monotonous and somewhat starchy menus, the ratlon was fa~rly nutrltlous, runnlng to some 2,000 calor~es per day As ava~lable, 230 grams of fresh beef could be subst~tuted for the "jerky." 1918 Fully ~errnai~'s ~ast-chance in the West 1918 s~mulates the first and most signifcant "hammer-blow" of the Stosstruppen, designed to shatter the deadlock of the Western Front, break the link between the French and Br~t~sh arm~es and end the Great War with a German victory before the Americans arrived in force. The "feel" of trench warfare IS built Into rules that make it difficult and "expensive" to elminate Enemy units. Much as In the real battle, the German's diff~culty IS largely keeping the Stosstruppen in supply, and moving up artillery support. lron~cally one of the worst obstacles to rap~d breakthroughs is the area devastated by the Germans when they w~thdrew to the H~ndenburq Line. These problems force the Germans to strike quickly and decrslvely but economically. Asa whole the 1918game system presents a remarkably good model of the opportunities and difficulties of the new "lnfiltration" tactics. There are thirteen variations in Orders of Battle that are eas~ly Integrated with the historical version. The mapsheet is "fully integrated," i.e., virtually all game "mechanics" (record~ng losses, reinforcements, etc.) are performed on the mapsheet easily and without paper work is available (boxed) from Simulations Publications for $6.00. integrated 2-color map Storm trooper lnfiltration Tactics Unique Artillery Rules

28 Playback READER REVIM Playback is based on reader evaluation of games that is acquired through S8T and MOVES Feedback sections. Readers have been asked to rate aspects of games on a scale of 1 (poor) to 9 (excellent). After the ranking of each game there are a few comments from the SPI staff. Question A - What did you think of the physical 'quality and layout of the mapsheer? Question B - what did you think of the physical quality and layout of the rules folder? Question C - What ded you think of the physical quality and layout of the unit counters? Question D - What did you think of the game's "ease of pla y " [how wdl the game "moved along'l? Question E - What did you think of the "compieteness of the game's rules [was everything thoroughly explainedl Question F - What did you think of the game's pday balance [was the game interesting for both sides]? Questibn G - Whet did you think about the length of the average game Question H - What did you think of the amount of "set-up time" needed? Question J - What did you think of the complexity of the game? Question K - What did you think of the game's realism? Question L - What did you think of the game overall? Pkayer Rwiew: 1918 Player R w h Ordkr Publisher: Simubtiona PuMicadons, Publisher: Simulations Publi'cath, Inc., New York Inc., New York Designer: James F. Dunnigan Designer: James F. Dunnigan Subject: Division Ieval, the major Subject: Company (units of less than offensive of the Germans in W men) l'evel game of warfare during ag,ainst British and French armies i,n the period. northwest France. A - (mapsheet) A - (mapsh'eet) B - (rub) B - (rulses) C - (counters) C - (counters) D - (ease of play) D - (ease of play)....,693 E - (completeness) E - (completeness) F - (balance) F - (balance) G -(length) G - (length) H - (set-up) H - (set-up) J - (complexity K - (realism) L - (overall) Comments: Aside fr Comments: Nothing outstanding about this map (there isn't much on it as most battles game, but nothing to knock in it sither. during this period were fought in open Every aspect of 1918 is "acceptable." The areas) this game hzs done very well. It was period isn't very popular, which may be the designed to be very realistic and succeeded reason why most aspects of 1918 just verge as far as players are concerned. The ease of on the brink of being "outstanding." Best play and set-up time have suffered a bit, aspects of 1918 are ease of play, length, but even these elements are rated fairly and realism. high. A popular and successful game. Player Review: Battk of StaEngnd Publisher: Simulations Publicatiom, Inc., New York Designer: James F. Dunnigan Subject: Division level, the Soviet Winter Offensive of 1942 which destroyed the German Sixth Army insid. Stalingrad. A - (mapsheet) B - (rules) C - (counters) D - (ease of play)....,694 E - (completeness) F - (balance) G - (length) H - (set-up) J - (compl'exity) K - (realism) L - (overall) Comments: Sales indicate that this game is one of our less popular efforts. But player reactions have been very favorable. Th'e game components are particularly well liked. Also very well liked are the completeness of the rules, game balance, the lev4 of complexity and the realism. DESIGNERS NOTES (continued from page 25) Service in. Recently, we came to terms with a book distributor on starting up the Book Service again. This time we will eliminate problems with publishers' delivering. This will be done by having the books available before they are advertised. Books will get to customers more quickly by shipping UPS (equal to Post Office first class service). Books will be chosen for the book service through the feedback. The first set of feedback questions on book titles appears in this issue. We still have a considerable amount of planning, etc., to do before the new Book Service becomes a reality. Help us out through the feedback. In addition to the new "feedback editing" system we are also considering another, somewhat different feature. Called "Tidbits" (or something along those lines). Tidbits will contain many of the short, but interesting items we receive from readers. It's almost like a "letters to the editor" sort of thing. But many of these are not, strickly speaking, letters. Many are "mini-articles." If you have any comments you'd like to share with fellow MOVES sybscribers, send them in. Try and keep them to 300 words or less (two, double-spaced, type written pages at most). We will publish those that we already have in MOVES 8. There you'll get a better idea of what we're talking about. FEEDBACK RESULTS In S&T 36 we mentioned that, because we now had our own computer fully operational, we could give you Feedback results in the next issue of either S&T or MOVES. Something came along to cancel out that advantage. We prepared a master production schedule in order to get all our games and magazines out on time. The Master Schedule works very well. But, for some rather intricate reasons there will not be enough time to get Feedback results into a subsequent issue. So, for this issue we will have only the Feedback results for MOVES 5. Even though we also have the results for MOVES 6. We had eighteen historical periods rated on a 1-9 scale. The top five were: 1-Civil War (7.42), 2-World War II, The Pacific (7.37). 3-World War II, North Africa (7.30). 4-The Present (7.06). 5-World War II, Europe (6.77). The bottom five were: 18-Ancient (4.62), 17- Renaissance (4.691, 16-Dark Ages (4.88). 15-Greek (5.01), 14-Thirty Years War (5.07). It takes you some 20 minutes to fill out the leedback. We appreciate it. Some 56%'of you wanted to see a "letters" section with any interesting odds and ends available in it. As we mentioned earlier, we're working on just such a project., On a 1-gscale, you rated having your name on a "mailing list" (for other people's advertising mail) at This looks pretty good. And, as "renting" our list can mean over $10,000a year in income, we're going to do it. That money can pay for the publication of a few more games a year. We will, of course, exercise considerable judgment in choosing which material we allow to be sent via our list. We had a list of "customer service" questions in MOVES 5. A lot of people have trouble with ordering by mail. All of us here have had experience ordering stuff by mail. And now, of course, we're on the other end most of the time. There are a number of problems involved with mail order. The main one, of course, is the hassle you have to go through in order to get something. You have to write a letter (or fill out an order form at the very least). Mail a letter (this can be a hassle sometimes). Write a check or, worse yet, go get a money order. The worst part is the wait. It takes up to a week for

29 P Player Review: Battle of.the B Publisher: The Awlon Hill Co Baltimore, Maryland Designer: Lawm Pinrky Subject: Regimmtal levd, the German attack against a weak point in the American linos during December, W. Ily the same game at Wateikw (basic), larger, more complime it succeeds even at Watsfibo. A little A - (mapsheet) B - (rules) Revkw:Nlpd.cu, at Watdw C - (counters) D - (ease of play) PuMkhec: Simuktlons Publk;.tEcnrr, E - (completeness) Inc., Now Yorlc F - (balance)...: Duigmr: James F. Dunnlgan G - (length) Subfect: DM.ion W, the bttb of H - (set-up) Waterloo lmtwe.n the French and Anglo-Prusslan forces.in Belgium during A - (mapsheet) B - (rules)...,688 Comments: Published in 1965, Bulge's C - (counters) main problem is one of obsolescence. But it D - (easeof play) still rates high for ease of play. And its E - (completeness) game components are as popular as ever. F - (balance) G (Length) H - (set-up) Player Rwiew: Barodino J - (complexity)....,528 Publisher: Slmulatio~ns PuMicationr, K - (realism)...,593 Inc., New York L - (overall) Ddgn'er: John Ywng Subject: Division level, battle betwoon Comments: Ibis Pme was d@wned Wethe French and ~~~k~ outrib Mas- cificallv for people who were unfamiliar cow in with this type of game. NA Wwas meant to be simple, easy to play and easy to learn. In I A - (mapsheet) this it has been very successful. Many B - (rubs) peopl'e, however, consider it too "simpk" C - (counters) to be "realistic." Just because people feel D - (ease of play)....,759 that way doesn't mean it's true. E - (completeness) F - (balance) Pkysr Rwkw: mrk Agos G - (length) PuMbhrr: Simulath FuMcatbm, H - (set-up)... Ine., N.w Yorlc J - (complexity)...i b l g w Stephen B. Patrbk K - (rec4ism) Subp.ct: Tactical led combat from the L - (overall) uooAD period. A - (mameet) B - (rules) C - (counters) D - (ease of play)..: E - (compteteness) F - (blance) G - (length) H - (=I-up) J - (complexity) K - (realism) L - (overall) Comments: Very similar to Phalanx (both games were developed at the same time), Dsrk Ages suffers mainly from it subject matter. The Dark Ages is not one of the more popular periods of history. Still, it rates high for length of.the game as well as the.. game components. Rates a notch below Phalanx in other areas. Player Revhw: Ptt.lmx Pub&shar: Simulations Pubfkationr, Inc. Alow York Designer: John Young Subject: Tactical kvd, battles of the ancknt Ore& period mfoobc1... A - (mapsheet) B - (rules) C - (counters) D - ( ~se of play) E - (compieteness) F - (balance) G -(length)...: H - (set-up) J - (complexity) K - (realism) L - (overall) Comments: Another of SPl's long line of,tactical gemes. Gets high ratinmgs for balance, length and complexity. Theperioc is also quite popular. This combination makes Phalsnx one of SPl's best sellers. the first class letter to get to us. Right now, we can get an order through the computer and to the mailing label stage in less than 48 hours.. This requires a night shift on the computer. Then it takes another 24 hours to get the mailing label through the shipping department and on its way to you. At this point nearly ten days have elapsed since you went through all that hassle to get your order on its way to us. Until last December we used the US Postal Service (USPSI to mail the goodies to you. We found that this took an average of three weeks. This means that under the best conditions it would take a month for us to get something to you. Most people can't conceive of it taking all this long. In addition, folks won't go through all that hassle unless they really were anxious 1' to get what they ordered. Thus, there is a double frustration; the wait and the expectation. During the past few years we have encountered numerous disasters which made the wait even longer. Among these were the following: running out of an item (we have an inventorv control system which makes this a rare reoccurence), overloads of orders (we now have a projection and work schedule system F which minimizes this), breakdown of the system because of a switch of methods (like going over to a computer system, which has been successfully accomplished). There were numerous other complications, all of which have been more or less taken care of. We have learned thst life is full of uncertainties. We have begun to chip away at many of the obstacles that remain when we attempt to get your goodies to you. Since last December we have been using United Parcel Service (UPS, a sort of private post office) for shipping some 90% of our orders (UPS doesn't serve APO's and some western states). This has cut shipping time to about a week, and with no increase in cost to us. We plan to eventually get our "order processing" system down to the point where most of our orders will go out less than 36 hours after they come in. In the next few months we will probably announce an,"order-by-phone" service which will cut another week off the process. By that time we should be able to get goodies to you within a week. Right now, in most cases, we can deliver in less than 20 days from the time you send in an order. With the phone order system there will be a further advantage for you, COD (Cash On Delivery). You won't have to pay until you get the goods. This puts another pressure on us (particularly in the customer's eyes), we don't get paid until we deliver. When this service is made available (probably with S&T 37) we will, quite literally, be putting our money where our mouth is. (Please don't ask for C. 0. D. now. We're not set up for it yet. 1 By the way, the feedback results which brought on the above discussion were 9s follows. Less than 12% of you have unresolved problems with orders. Some of this can be traced to the fact that 5% of you wait over eight weeks to receive you orders (60% receive their orders in four weeks or less, 88% in six weeks or less). There are almost no damaged shipments and, in the final analysis you rate our service 5.73 on a 1-9 scale. We plan to see that service rated 7+ in the next few months. It won't be done by magic. Which is why we tell you about all this. - James F. Dunnigan Feedback Results, MOVES 5 Rank Article Profile 2 Designer's Notes 3 La Guerra 4 Playback 5 Playing Wargames by Mail 6 Tank vs Tank 7 Interchange: Phalanx 8 Pass in Review This issue (overall) Rating

30 Feed back MOVES nr.7, published Feb /Mar 1973 How to Use the Feedback Response Card After you've flnlshed read~ng thls Issue of MOVES, please read the Feedback questlons below, and glve us your answers and oplnlons on the Feedback Response Card The most convenient way to use the card IS to hold ~t d~rectly alongs~de the l~st of questlons and then wr~te your answer-number ln the response-box on the card whlch corresponds to the questlon number Please be sure your answer numbers are leg~ble, and be certaln that the number of the response-box matches the number of the questlon you are answering Please be sure to answer all the questions asked. Cards which are incompletely filled out Cannot be processed. When a question-number has "no question" after it, do not write anythlng in that particular response-box. What the Numbers Mean: Generally speaking, there are two types of questions asked in the Feedback section: (1) Rating questions and (2) "yes/no/no opin~on" type questions. Rating Questions: When answering a rating question (such as what you thought of a part~cular article in thls issue) wrlte one number from "0" through "9": "1" is the Worst Rating, "9" is the best ratlng, "5" means an average rating, and all numbers between express various shades of approval or d~sapproval. "0" indicates No Opinion or Not Applicable. YeslNo Questions: When the qustion is a "yes or no" question, "1" means Yes; "2" means No (and "0" means No Opinion or Nor Applicable). We hope you will use your Feedback Response Card as your direct-l~ne to the editors. Questions: 1 - No Question 2 - No Question 3 - No Question SECTION A Questions 4 through 14 ask you to rate the articles in rhn issue on a scale of 1 =Poor to 9= Excellent. 4 - Designer's Notes 5 - Guide to Conflict Simulation (entire article) 6 - Part 1 of Gu~de (Periodicals) 7 - Part 2 of Guide (Games) 8 - A V~ew from Kansas 9 - A Blast from the Past 10 - Where Do We Go from Here? 11 - Physlcal Systems Design 12 - How Many...? 13 - Playback 14 - No Question 15 - This issue (overall) 16 - Was this issue better than the last? 17 - Assume that this Issue is the last issue in your current subscription to MOVES; would the quality of this issue alone motlvate you to re-subscribe? 18 - Was this your first MOVES? 19 - Your age: 1 = 13 years or less; 2 = 14-17; 3 = 18-21; 4 = 22-27; 5 = 28-35; 6 = Your sex: 1 = Male; 2 = Female Education: 1 = 11 years or less; 2 = 12 years; 3 = years; 4 = years and still in school; 5 = 16 years, 6 = 17+ years How long have you been play Game Simulations: 0 = less than 1 year; 1 = 1 year; 2 = 2 years;... 9 = 9 + years What is the average number of hours you spend playlng Game Simulations each month: 0 = none; 1 = 1 hour or less; 2 = 2-5 hours; 3 = 6-9 hours; 4 = hours, 5 = 16-20; 6 = 21-25; 7 = 26-30, 8 = 31-40; 9 = How many Game Simulations do you possess: 1 = 1 only; 2 = 2-5; 3 = 6-10; 4 = 11-15; 5 = 16-20; 6 = 21-25; 7 = 26-30, 8 = 31-40; 9 = Did you send in a feedback card for you last Issue of MOVES? 1 = Yes; 2 = No. Quesrions ask you to rare rypes of wargame "environments" [land, air and naval]. Rate rhe game "environments" on a scale of 7 ro 9: 1 = Dislike the games in this "environmenr" to 9 = Enjoy very much this game "environmenr. " 26 - Naval Games 27 - Air Games 28 - Land Games 29 - Pick the ONE subject area about which you would most like to see games and articles published: 1 = Ancient (Rome, Greece, Bibl1ca1/3000BC-600AD), 2 = Dark Ages and Renaissance (600AD-1200AD); 3 = Thirty Years War and pre-napoleon~c ( ); 4 = Napoleonic ( ); 5 = Civil War/ Nineteenth Century ( ); 6 = World War 1 ( ); 7 = World War 11 ( ); 8 = post-ww I1 (1945-present); 9 = the present and the future (anything goes) Our games come in three levels of complexity: "Simple" (e.g, Napoleon at Waterloo); "lntermediate" (e.g., Kursk, France '40); and "Complex" (e.g., USN, Strategy I). There are also three scales we use: "Tactical" (up to 500 men per unlt, up to 1,000 meters per hex, each turn represents less than an hour of real time); "Operational" (up to brigade, or 10,000 men, unit size, up to 5 kilometers per hex, and usually one day per turn); and "Strategic" (everyth~ng larger). Choose below the ONE combination of complexity and scale you MOST prefer in a game: 1 = Simple - Tactical; 2 = Simple - Operational; 3 = Simple - Strategic; 4 = Intermediate - Tactical; 5 = lntermediate - Operatlonal; 6 = Intermediate - Strategic; 7 = Complex - Tactical; 8 = Complex - Operatlonal; 9 = Complex - Strategic. The following arricles are under consideration for publication in MOVES. Rare each proposed article on a 1-9 scale with "1" indicaring pracrically no interest and "9"indicating considerable interest in seeing it in print. Don'r use "0" on anything "Tactical Warfare Module for Strategy Games" - a simple, accurate and realistic method for making l~ttle battles out of big ones Game Proposal - "Corababo" - a militarypolitical game on the South American War of Independence (1820) "Game Errata" - a regular column giving the latest rulings and changes for all SPI games "Phalanx and the Battle of Marathon" - an historian adds game-related historical notes to the Phalanx Marathon scenario "Cybernetics and Wargaming" - explains the scientific background of many commonly used wargame techniques, and how they can be better used Game Proposal - "The Battle of Shiloh" - the Civil War battle in April, 1862, with Orders of Battle "Combat Command Playabil~ty" - some suggestions for speeding up the game - with illustrations "A Consumer Speaks out: Playability Theory" - a regular player of games makes a number of good points on what goes into making a good game and what should go into a good game "Simulation of Morale" - suggestions on how to introduce the morale factor into most games 40 - "Close Air Support, USAF style" - a review of the factors which go into close air support (with data) Pass in Review - "The West Point Military Library Ser~es" - a review of the serles of reprints of classic military works 42 - "Game Critique: The Moscow Campaign" - a knowledgeable reader points out some omissions and errors in the game "Game Proposal: Maida Castle" - a description of the siege warfare pract~ced by the Romans during their invasion of Britain Game Proposal - "Comlc Book Games" - how to convert some of the more action- orlented comic books "heroes" into game situations "Game Critique: Armageddon" - some lnterestlng comments and observations on the Armageddon game and article "Salvaged Battles" - comments on changesfor-the-better for the Losr Batrles game. Includes modifications for the scenarios "Game Evaluation and Revaluation" - comments and analyses of the various game systems used in SPI games "Trouble in the Ardennes" - a well-reasoned crltique of the Ardennes era games Bastogne and Battle of the Bulge, with historical data and an analysis of playability "The Polar Bears" - American troops fighting against the Bolsheviks in Russia during the Russian Clvil War. A well-written account of the first American military conflict with the Communists 50 - "The Orlgins of Origins" - about the Origins of WW I game, which was published before Origins of WW "Mini-Maxi PanzerBlirz" - a series of scenarios and optional features with which to "expand" you PanzerBlitz game No Question 53 - Would you like to see some games on Chinese Classical Warfare? 54 - Would you prefer to see an annual "end of the year" special issue of MOVES? 55 - Do you wait for the feedback ratings on games (published in SBT) before buying games? 56 - Would you prefer to see MOVES mailed in an envelope? 57 - How many of the scenarios In tactlcal games do you usually play? 1 = 1, 2=2, 3=3... 9= Do you use the Playback results to help you decide to buy a game? 59 - Have you bought any SPI games in retail stores slnce January lst? 60 - If you don't usually buy by mail, would you if you could do so by phone and then pay the deliveryman when the goods were delivered COD (Cash-On-Delivery)? 61 - Do you have any of the following credit cards? 1 = American Express, 2 = Bankamericard, 3 = Master Charge, 4 = 1&2; 5 = 163; 6 = 2&3; 7 = all three; 8 = don't have one myself but have access to using one; 9 = Don't have any and have no access to using one How fast did you recelve your last order to SPI? 1 = wlthin one week, 2 = within 2 weeks, 3 = within 3 weeks, 4 = it's been over 3 weeks since ordering and still no order, 5 = it's been less than three weeks and haven't received anything yet. The results of the following survey are used in our PLAYBACK system. This system reviews games by showing the response of the people who play the games. Questions and are part of PLAYBACK. Fore each game there are thirteen questions [lettered "A" through "N"1. Unless orhenvise noted, these questions are answered with a "1" lpoorl rhrough "9" [excellenr 1 rating.

31 Question A - What did you think of the physical quality and layout of the mapsheet? Question B - What did you think of the physical quality and layout of the rules folder? Question C - What did you think of the physical quality and layout of the unit counters? Question D - What did you think of the game's "ease of play" [how well the game "moved along'l? Question E - What did you think of the "completeness" of the game's rules [was everything thoroughly explained? Question F - What did you think of the game's play balance [was the game interesting for both sides]? Question G - What did you think about the length of the average game? Question H - What did you think of the amount of "set-up time"needed before you could begin playing the game? Question J - What did you think of the complexity of this game? Question K - What did you think of this game's realism? Question L - What did you think of this game overall? Question M - Would you still have bought this game if you knew then what you know now about it? [I = Yes; 2 = No1 Question N - Do you think you received your money's worth with this game? [1 = Yes; 2 = Nol. We will ask you to rate four games. If you have not played these games, or have nor played them enough to be able to evaluate them, then simply place "0's" in the boxes. WINTER WAR (SbTGame) 63 - Question A (rnapsheet) 64 - Question B (rules) 65 - Question C (counters) 66 - Question D (ease of play) 67 - Question E (completeness of rules) 68 - Question F (balance) 69 - Question G (length) 70 - Question H (set-up time) 71 - Question J (complexity) 72 - Question K (realism) 73 - Question L (overall) 74 - Question M (then & now) (yes or no only) 75 - Question N (money's worth) (yes or no only) BATTLE OF STALINGRAD 76 - Question A (mapsheet) 77 - Question B (rules) 78 - Question C (counters) 79 - Question D lease of play) 80 - Question E lcompleteness of rules) 81 - Question F (balance) 82 - Question G (length) 83 - Question H (set-up time) 84 - Question J (complexity) 85 - Question K (realism) 86 - Question L (overall) 87 - Question M (then & now) (yes or no only) 88 - Question N (money's worth) (yes or no only) 89 - No question 90 - No question 91 - No question 92 - No question 93 - No question 94 - No question 95 - No question 96 - No question Questions: No question No question No question SECTION B NAP AT W'LOO EXPANSION KIT (SSG) Question A (rnapsheet) Question B (rules) Question C (counters) Question D (ease of play) Question E (completeness of rules) Question F (balance) Question G (length) Question H (set-up time) Question J (complexity) Question K (realism) Question L (overall) Question M (then & now) (yes or no only) Question N (money's worth) (yes or no only) No question NORMANDY (SSG) Question A (rnapsheet) Question B (rules) Question C (counters) Question D (ease of play) Question E (completeness of rules) Question F (balance) Question G (length) Question H (set-up time) Question J (complexity) Question K (realism) Question L (overall) Question M (then & now) (yes or no only) Question N (money's worth) (yes or no only) No question No question No question No question No question No question No question The following books are under consideration for inclusion in the new SPI Book Service. We want to get a better idea of what sort of books you'd care to purchase. Rate the books on a 1-9 scale with "1" indicating no interest and '9" indicating extreme interest. Consider a "7," '8," or '9" rating as an intention to buy the book. SPI BOOK SERVICE NATO Armor by Bryan Perret (Ian Allan). A good, short introduction to the armored fighting vehicles of the NATO nations. (c.s4.00) U-Boatsin Action by B. Herzog (Ian Allan). A well illustrated account of German submarine operations in World War II. (c.sl2.00) "Famous Naval Battles Series" (Ian Allan). A series of short, concise accounts of notable naval actions. Heavily laden with hard information, such as technical data on equipment, each presents a careful, objective account of the operation under examination. They are c.s5.00 each. Among the volumes so far published are: The River Plate North Cape Marapan The Bismark The Fall of Crete by Alan Clark (Blond). A concise, fairly detailed account of the Battle for Crete in (c.sl0.00) The Spanish Armadas by W. Graham (Collinsl. A well illustrated, interesting account of the several Spanish attempts to invade Britain, starting with the "Great Armada" of (c.sl1.001 Brassey'sAnnual, 1973 (Clowes). The current issue of the standard reference work on military affairs. Excellent, as always. (c.sl5.00) The British Army in the First World War by Howard Green (Clowes). The noted military historian on the nature and organization of the "Contemptibles, the "Kitcheners" and the "New Armies." along with a mountain of hard information on the subject. (c.sl0.00) With Wolfe to Quebec by Oliver Warner (Collins). A good, detailed account of the expedition which won Britain half a continent: Wolfe's campaign in Canada in Excellent, objective and informative. (c.s7.00) The lndo-pakistani War, 1971 by D.K. Palit (Compton). A military account of the war which led to the creation of Bangladesh. Well written, rather detailed and highly objective. History as you witnessed it. (c.s6.00) Biographical Dictionary of World War I1 by Christopher Tunney (Dent). Covers dl the important figures and many of the lesser lights, from Viscount Alanbrooke through Solly Zuckerman. Very useful to the student of World War 11. (c.sb.50) The Shadow War by H. Michel (Andre Deutsch). The history of the Europen Resistance movements during World War II. Particularly good for the French Underground. (c.s9.00) Wellington's Army by C.W.C. Oman (Edwards). Perhaps the account of the British Army in the Peninsula and at Waterloo during the Napoleonic Wars. Very detailed, well written and scrupulously fair. (c.sl8.00) - Combat Aircraft of the World by J.W.R. Taylor (Michael Joseph). A good concise account of the principal combat aircraft of all nations to (c.s6.00) The Desert Generals by Correlli Barnett (Kimber). The definitive critique of the British Army and British generalship during the decisive campaigns in North Africa in World War II. (c.sg.00) "Knight's Battles for Wargamers" (Knight). A collection of brief, but highly informative monographs on the great battles of history. Each contains order of battle information, details on the art and science of war during the period, a good account of the course of the action and tips for the wargamer. Not merely of value to the wargamer, these volumes are also useful works for any student of military history. Among the titles recently published at c.sz.50 are: Poitiers, 1356 Oudenarde, 1708 Sararoga, Borodino, 1812 First Bull Run, 1861 Chancellorsville, 1863 Britain and Her Army by Correlli Barnett (Allen Lane). An incisive analysis of the position and role of the British Army in British politics, culture and society from the Tudors to the present by the noted historian. (C.Sl5.00) The World's Air Forces by D. W. Wragg (Osprey). Current information on the air services of 112 nations, including strength, deployment, types of equipment and recent operations plus detailed information on over 200 modern aircraft. (c.s5.00) (continued on back cover)

Forward exchange rates

Forward exchange rates Forward exchange rates The forex market consists of two distinct markets - the spot foreign exchange market (in which currencies are bought and sold for delivery within two working days) and the forward

More information

Chapter 9: The Policies of Alexander Hamilton and Thomas Jefferson

Chapter 9: The Policies of Alexander Hamilton and Thomas Jefferson Chapter 9: The Policies of Alexander Hamilton and Thomas Jefferson Department of State, Department of Treasury, Department of War, Attorney General, Postmaster General : 5 government departments established

More information

Kings of War (2015) - Official Errata

Kings of War (2015) - Official Errata Kings of War (2015) - Official Errata Page 56 - Proximity to Enemies: The Gamer s Edition text is wrong. The hardback book is correct. The hardback book text is: Remember that when charging, units don

More information

The Most Affordable Cities For Individuals to Buy Health Insurance

The Most Affordable Cities For Individuals to Buy Health Insurance The Most Affordable Cities For Individuals to Buy Health Insurance Focusing on Health Insurance Solutions for Millions of Americans Copyright 2005, ehealthinsurance. All rights reserved. Introduction:

More information

Grade 4: Module 3B: Unit 3: Lesson 2 Reading Opinion Pieces, Part II: How Authors Support Their Opinions with Reasons and Evidence

Grade 4: Module 3B: Unit 3: Lesson 2 Reading Opinion Pieces, Part II: How Authors Support Their Opinions with Reasons and Evidence Grade 4: Module 3B: Unit 3: Lesson 2 How Authors Support Their Opinions with Reasons and Evidence This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.

More information

I m Going To College Activity Book

I m Going To College Activity Book I m Going To College Activity Book This activity book belongs to: Name of student who is going to college NORTHWEST EDUCATION LOAN ASSOCIATION Adapted from the California Association of Student Financial

More information

Chapter 12. Investing in the Stock Market. The Indexing Alternative. The Performance of Active and Passive Funds

Chapter 12. Investing in the Stock Market. The Indexing Alternative. The Performance of Active and Passive Funds Chapter 12 Investing in the Stock Market Most investors, both institutional and individual, will find the best way to own common stocks is through an index fund that charges minimal fees. Warren Buffet

More information

Today, my view has changed completely. I can no longer imagine teaching math without making writing an integral aspect of students' learning.

Today, my view has changed completely. I can no longer imagine teaching math without making writing an integral aspect of students' learning. October 2004 Volume 62 Number 2 Writing! Pages 30-33 Writing in Math Marilyn Burns Innovative teachers can make writing an invaluable part of math instruction. One reason I chose mathematics for my undergraduate

More information

Guidelines for the Development of a Communication Strategy

Guidelines for the Development of a Communication Strategy Guidelines for the Development of a Communication Strategy Matthew Cook Caitlin Lally Matthew McCarthy Kristine Mischler About the Guidelines This guide has been created by the students from Worcester

More information

REPUTATION MANAGEMENT SURVIVAL GUIDE. A BEGINNER S GUIDE for managing your online reputation to promote your local business.

REPUTATION MANAGEMENT SURVIVAL GUIDE. A BEGINNER S GUIDE for managing your online reputation to promote your local business. REPUTATION MANAGEMENT SURVIVAL GUIDE A BEGINNER S GUIDE for managing your online reputation to promote your local business. About Main Street Hub: Main Street Hub is the voice for more local businesses

More information

CAM Coach. How Technology Supports Complementary and Alternative Practice

CAM Coach. How Technology Supports Complementary and Alternative Practice The www.onlinetherapyinstitute.com CAM Coach How Technology Supports Complementary and Alternative Practice Mark Shields In 2012, The CAM Coach book was launched in the U.K. This book has become known

More information

Permission-Based Marketing for Lawyers

Permission-Based Marketing for Lawyers Permission-Based Marketing for Lawyers Jim Hart is a divorce attorney in Cary, North Carolina. Previously, his law practice was based in Florida. He owns several websites. Jameshartlaw.com redirects to

More information

English as a Second Language Podcast www.eslpod.com. ESL Podcast 292 Business Insurance

English as a Second Language Podcast www.eslpod.com. ESL Podcast 292 Business Insurance GLOSSARY to lose control of (something) to no longer be in control of something; to not be able to influence how something moves or happens * When I was driving home last night, I thought I was going to

More information

EKOLA Junior High School Bilingual Programme Entrance Test (1h15) Sample Paper. Result:

EKOLA Junior High School Bilingual Programme Entrance Test (1h15) Sample Paper. Result: EKOLA Junior High School Bilingual Programme Entrance Test (1h15) Sample Paper Name: Result: Task 1 Which notice says what? For questions 1 5, match the correct letter A H. 1. You do not have to pay extra

More information

For More Free Marketing Information, Tips & Advice, visit www.lgx.im

For More Free Marketing Information, Tips & Advice, visit www.lgx.im For More Free Marketing Information, Tips & Advice, visit www.lgx.im DISCLAIMER AND/OR LEGAL NOTICES The information presented in this E Book represents the views of the publisher as of the date of publication.

More information

The Pillars of the Earth

The Pillars of the Earth The Pillars of the Earth By Ken Follett List Price: $20.00 Pages: 976 Format: Paperback ISBN: 9780451225245 Publisher: Penguin Group USA Discussion Questions 1. Ken Follett has said: "When I started to

More information

Chapter 15, Section 5. Turning the tide of the War

Chapter 15, Section 5. Turning the tide of the War Chapter 15, Section 5 Turning the tide of the War Battles General Battles Result Ambrose Burnside Fredericksburg (C/S) The Union suffered 13,000 losses Joseph Hooker Chancellorsville (C/S) Union force

More information

Masonic Questions and Answers

Masonic Questions and Answers Masonic Questions and Answers by Paul M. Bessel iii Masonic Questions and Answers A Cornerstone Book Copyright 2005 by Paul M. Bessel All rights reserved under International and Pan-American Copyright

More information

Economics Chapter 7 Review

Economics Chapter 7 Review Name: Class: Date: ID: A Economics Chapter 7 Review Matching a. perfect competition e. imperfect competition b. efficiency f. price and output c. start-up costs g. technological barrier d. commodity h.

More information

CAMBRIDGE EXAMINATIONS, CERTIFICATES & DIPLOMAS FCE FIRST CERTIFICATE IN ENGLISH PAPER 3 SAMPLE PAPERS. English as a Foreign Language

CAMBRIDGE EXAMINATIONS, CERTIFICATES & DIPLOMAS FCE FIRST CERTIFICATE IN ENGLISH PAPER 3 SAMPLE PAPERS. English as a Foreign Language CAMBRIDGE EXAMINATIONS, CERTIFICATES & DIPLOMAS FCE FIRST CERTIFICATE IN ENGLISH PAPER 3 SAMPLE PAPERS English as a Foreign Language Part 1 For Questions 1-15, read the text below and decide which answer

More information

news Membership statistics update Under One Roof is the service for letting affordable rented homes in St Helens. In this issue...

news Membership statistics update Under One Roof is the service for letting affordable rented homes in St Helens. In this issue... news Under One Roof is the service for letting affordable rented homes in St Helens. May 2012 In this issue... Bid for a home online Find out more about our Under One Roof TV site Welfare Reform updates

More information

McComsey Career Development Center THANK YOU AND NO THANK YOU LETTERS

McComsey Career Development Center THANK YOU AND NO THANK YOU LETTERS THANK YOU AND NO THANK YOU LETTERS In the job search process, your written communication is not finished with the resume and cover letter. You will need to compose letters for a number of other situations

More information

YEAR 1: Kings, Queens and Leaders (6 lessons)

YEAR 1: Kings, Queens and Leaders (6 lessons) YEAR 1: Kings, Queens and Leaders (6 lessons) Contents Include: The United Kingdom and the Union Jack Kings and Queens The Magna Carta Charles I Parliament The Prime Minister Suggested Teacher Resources:

More information

The Online Market for Health Insurance in Massachusetts and the US. Quarterly Online Insurance Index Winter 2010

The Online Market for Health Insurance in Massachusetts and the US. Quarterly Online Insurance Index Winter 2010 The Online Market for Health Insurance in Massachusetts and the US Quarterly Online Insurance Index Winter 2010 Executive Summary This is our third quarterly online insurance index from All Web Leads and

More information

BRAND REPORT FOR THE 6 MONTH PERIOD ENDED DECEMBER 2014

BRAND REPORT FOR THE 6 MONTH PERIOD ENDED DECEMBER 2014 BRAND REPORT FOR THE 6 MONTH PERIOD ENDED DECEMBER 2014 No attempt has been made to rank the information contained in this report in order of importance, since BPA Worldwide believes this is a judgment

More information

HOW TO SUCCEED WITH NEWSPAPER ADVERTISING

HOW TO SUCCEED WITH NEWSPAPER ADVERTISING HOW TO SUCCEED WITH NEWSPAPER ADVERTISING With newspaper advertising, Consistent Advertising = Familiarity = Trust = Customers. People won t buy from you until they trust you! That trust and confidence

More information

An edited version of this article was published in the London Review of Books 37 (10), 21 May 2015, p.38 (www.lrb.co.uk)

An edited version of this article was published in the London Review of Books 37 (10), 21 May 2015, p.38 (www.lrb.co.uk) An edited version of this article was published in the London Review of Books 37 (10), 21 May 2015, p.38 (www.lrb.co.uk) Spoofing Donald MacKenzie On April 21, the west London financial trader, Navinder

More information

Name: Date: Hour: Allies (Russia in this instance) over the Germans. Allies (British and American forces defeated German forces in Northern Africa)

Name: Date: Hour: Allies (Russia in this instance) over the Germans. Allies (British and American forces defeated German forces in Northern Africa) Name: Date: Hour: World War II Use your textbook and other sources to complete the chart below regarding the significant events that took place during World War II. Answer the questions that follow in

More information

AN EXTRAORDINARY MEDIA BUY.

AN EXTRAORDINARY MEDIA BUY. AN EXTRAORDINARY MEDIA BUY. EXECUTIVE SUMMARY One-order, one-buy simplicity. 71 local business publications. 3.3 million readership by top business professionals. 75% discount. If it seems too good to

More information

2016 Better Newspapers Competition

2016 Better Newspapers Competition 2016 Better Newspapers Competition Entry Criteria and Forms General Excellence and Premiere Awards DEADLINE: Friday, January 29, 2016 Contest Rules 1. Any member in good standing is eligible to enter.

More information

LEVEL 2 FUNCTIONAL SKILLS ENGLISH 09499/02

LEVEL 2 FUNCTIONAL SKILLS ENGLISH 09499/02 OXFORD CAMBRIDGE AND RSA EXAMINATIONS LEVEL 2 FUNCTIONAL SKILLS ENGLISH 09499/02 PRACTICE PAPER BR04 READING TASK AND ANSWER BOOKLET Your surname or family name TIME: 55 MINUTES Your first forename (if

More information

Phillis Wheatley, 1753-1784: Early African- American Poet

Phillis Wheatley, 1753-1784: Early African- American Poet 17 December 2011 voaspecialenglish.com Phillis Wheatley, 1753-1784: Early African- American Poet A rare signed edition of Phillis Wheatley s poetry from 1773 (Download an MP3 of this story at voaspecialenglish.com)

More information

the ability to adapt to a variety of opponents over several Missions. So for example in a 500 point game you may spend 100 points on RD squads.

the ability to adapt to a variety of opponents over several Missions. So for example in a 500 point game you may spend 100 points on RD squads. In Diesel Powered tournaments, players face off in a series of WARZONE RESURRECTION games and pit their skills against other players to determine who will emerge the victor. Diesel Powered tournaments

More information

Mail 101. What s new with the Postal Service? 4/9/12. Department Mail CLASS OBJECTIVES:

Mail 101. What s new with the Postal Service? 4/9/12. Department Mail CLASS OBJECTIVES: Mail 101 CLASS OBJECTIVES: USPS financial situation and the impact it will have Your departments address and how it impacts your mail delivery USPS Classifications explained A review of your choices regarding

More information

Sales Training Programme. Module 8. Closing the sale workbook

Sales Training Programme. Module 8. Closing the sale workbook Sales Training Programme. Module 8. Closing the sale workbook Workbook 8. Closing the sale Introduction This workbook is designed to be used along with the podcast on closing the sale. It is a self learning

More information

Why Your Business Needs a Website: Ten Reasons. Contact Us: 727.542.3592 Info@intensiveonlinemarketers.com

Why Your Business Needs a Website: Ten Reasons. Contact Us: 727.542.3592 Info@intensiveonlinemarketers.com Why Your Business Needs a Website: Ten Reasons Contact Us: 727.542.3592 Info@intensiveonlinemarketers.com Reason 1: Does Your Competition Have a Website? As the owner of a small business, you understand

More information

Social Return on Investment

Social Return on Investment Social Return on Investment Valuing what you do Guidance on understanding and completing the Social Return on Investment toolkit for your organisation 60838 SROI v2.indd 1 07/03/2013 16:50 60838 SROI v2.indd

More information

OUTSOURCE IT OR KEEP IT IN-HOUSE?

OUTSOURCE IT OR KEEP IT IN-HOUSE? OUTSOURCE IT OR KEEP IT IN-HOUSE? RON SELLERS GREY MATTER RESEARCH & CONSULTING Originally published in Quirk s Marketing Research Review, May 1998 To outsource, or not to outsource: that is the question.

More information

The Development of Advertising and Marketing Education: The First 75 Years. Edd Applegate. Professor. School of Journalism

The Development of Advertising and Marketing Education: The First 75 Years. Edd Applegate. Professor. School of Journalism The Development of Advertising and Marketing Education: The First 75 Years by Edd Applegate Professor School of Journalism Middle Tennessee State University Murfreesboro, TN 37132 September 2008 The Development

More information

Peregrination: One Man s Wargame Development Journey, part 2

Peregrination: One Man s Wargame Development Journey, part 2 Peregrination: One Man s Wargame Development Journey, part 2 2015 by John R. Buck Surdu In part one of this series, I described some of the influences on my game design and how and why I embarked on a

More information

McKinsey Problem Solving Test Practice Test A

McKinsey Problem Solving Test Practice Test A McKinsey Problem Solving Test Practice Test A 2013 APTMetrics, Inc. 1 Instructions McKinsey Problem Solving Test Practice Test Overview and Instructions This practice test has been developed to provide

More information

Inform Racing User Guide.

Inform Racing User Guide. Inform Racing User Guide. Speed Ratings Race Card Here the main Inform Racing race card provides all relevant speed ratings plus draw data, VDW ratings, run style information, links to form guides, advanced

More information

Writing an essay. This seems obvious - but it is surprising how many people don't really do this.

Writing an essay. This seems obvious - but it is surprising how many people don't really do this. Writing an essay Look back If this is not your first essay, take a look at your previous one. Did your tutor make any suggestions that you need to bear in mind for this essay? Did you learn anything else

More information

Second Grade The War of 1812 Assessment

Second Grade The War of 1812 Assessment Second Grade The War of 1812 Assessment 1a. Who was president during the War of 1812? a. George Washington b. James Madison 1b. Who was president during the War of 1812? a. George Washington b. James Madison

More information

*Use heading from your resume to include your contact information*

*Use heading from your resume to include your contact information* cover letters joseph meyerhoff center for career development THE BASIC FORMAT *Use heading from your resume to include your contact information* Date Contact Person (Mr., Mrs., or Ms.) Title Company Name

More information

Return on Investment from Inbound Marketing through Implementing HubSpot Software

Return on Investment from Inbound Marketing through Implementing HubSpot Software Return on Investment from Inbound Marketing through Implementing HubSpot Software January 2010 Prepared By: Melissa DiBella MBA Class of 2010 MIT Sloan School of Management Massachusetts Institute of Technology

More information

The Big Reveal on Minimum Social Security

The Big Reveal on Minimum Social Security The Big Reveal on Minimum Social Security Mark Buis F.S.A. Louise Gates A.S.A. NCPERS 2013 Public Safety Employees Pension and Benefits Conference Copyright 2013 GRS All rights reserved. Outline Background

More information

Goal Setting. Fact Sheet. Making. Begin With The End In Mind. Values and Goals. Values are expressed:

Goal Setting. Fact Sheet. Making. Begin With The End In Mind. Values and Goals. Values are expressed: Making Goal Setting Fact Sheet Whether you are employed, retired, or a stay-at-home parent, chances are very good that you have been tapped at one time or another to help out in a volunteer capacity. A

More information

Champlain and Native American Relations. When Christopher Columbus mistakenly took the New World for India he labeled

Champlain and Native American Relations. When Christopher Columbus mistakenly took the New World for India he labeled Champlain and Native American Relations When Christopher Columbus mistakenly took the New World for India he labeled the natives of this land as Indians. The term may not be politically correct today,

More information

Men from the British Empire in the First World War

Men from the British Empire in the First World War In 1914, Britain ruled over one quarter of the world s surface area and 434 million people. This was known as the British Empire. When war broke out, Britain was desperate for men to fight. Unlike France,

More information

A Tale of Two Cities

A Tale of Two Cities Reflections: A Student Response Journal for A Tale of Two Cities by Charles Dickens written by Jack Turner Copyright 2007 by Prestwick House, Inc., P.O. Box 658, Clayton, DE 19938. 1-800-932-4593. www.prestwickhouse.com

More information

Thermopylae Lesson Plan. Central Historical Question: How many Persians were at the Battle of Thermopylae?

Thermopylae Lesson Plan. Central Historical Question: How many Persians were at the Battle of Thermopylae? Thermopylae Lesson Plan Central Historical Question: How many Persians were at the Battle of Thermopylae? Materials: Copies of Documents A-D Copies of Graphic Organizer Battle of Thermopylae PowerPoint

More information

World Book Online: The trusted, student-friendly online reference tool. Name: Date:

World Book Online: The trusted, student-friendly online reference tool. Name: Date: World Book Online: The trusted, student-friendly online reference tool. World Book Student Database Name: Date: American Civil War: Battles Have you ever visited a battlefield from the Civil war or any

More information

NEGOTIATING STRATEGIES

NEGOTIATING STRATEGIES NEGOTIATING STRATEGIES Career Services GSU 309 768-4287 www.hartford.edu/career An aspect of the job search process that people tend to have the most questions about is negotiating; how does one go about

More information

MUSIC: UP FOR TITLE. Animated Title: AARP WESTERN FACILITIES: THE BEST KEPT SECRET THIS IS THE STORY OF A MAN... Woman, over 50 ( Mary )... A WOMAN...

MUSIC: UP FOR TITLE. Animated Title: AARP WESTERN FACILITIES: THE BEST KEPT SECRET THIS IS THE STORY OF A MAN... Woman, over 50 ( Mary )... A WOMAN... Animated Title: AARP WESTERN FACILITIES: THE BEST KEPT SECRET MUSIC: UP FOR TITLE Man, over 50 ( John ) THIS IS THE STORY OF A MAN... Woman, over 50 ( Mary )... A WOMAN... Group shot, Western Facilities

More information

TRENDS IN SOCIAL SECURITY CLAIMING

TRENDS IN SOCIAL SECURITY CLAIMING May 2015, Number 15-8 RETIREMENT RESEARCH TRENDS IN SOCIAL SECURITY CLAIMING By Alicia H. Munnell and Anqi Chen* Introduction With lower Social Security replacement rates, vanishing traditional pensions,

More information

PUSD High Frequency Word List

PUSD High Frequency Word List PUSD High Frequency Word List For Reading and Spelling Grades K-5 High Frequency or instant words are important because: 1. You can t read a sentence or a paragraph without knowing at least the most common.

More information

Gradus ad Parnassum: Writing the Master s Thesis Michigan State University, College of Music September 2007. Carol A. Hess

Gradus ad Parnassum: Writing the Master s Thesis Michigan State University, College of Music September 2007. Carol A. Hess Gradus ad Parnassum: Writing the Master s Thesis Michigan State University, College of Music September 2007 Carol A. Hess The following is an incremental plan like the steps to Parnassus that should help

More information

Adviceguide Advice that makes a difference

Adviceguide Advice that makes a difference Package holidays Package holidays - what the law says When you buy a package holiday, the law requires the tour operator to use reasonable care and skill in arranging the holiday. Also, the holiday must:

More information

Games, gadgets, and other goods discount coupon: An ethics case

Games, gadgets, and other goods discount coupon: An ethics case ABSTRACT Games, gadgets, and other goods discount coupon: An ethics case Magdy Farag California State Polytechnic University, Pomona This short ethics case is based on a real-world situation, so the names

More information

LIMITED PARTNERSHIP FORMATION

LIMITED PARTNERSHIP FORMATION LIMITED PARTNERSHIP FORMATION The following Chart has been designed to allow you in a summary format, determine the minimum requirements to form a limited partnership in all 50 states and the District

More information

LETTING & PROPERTY MANAGEMENT

LETTING & PROPERTY MANAGEMENT LETTING & PROPERTY MANAGEMENT A GUIDE TO OUR SERVICES 25 Carfax, Horsham West Sussex RH12 1EE Tel: 01403 252200 Fax: 01403 218062 E-mail: lettings@courtneygreen.co.uk Web site: www.courtneygreen.co.uk

More information

Foreign Language Enrollments in K 12 Public Schools: Are Students Prepared for a Global Society?

Foreign Language Enrollments in K 12 Public Schools: Are Students Prepared for a Global Society? Foreign Language s in K 2 Public Schools: Are Students Prepared for a Global Society? Section I: Introduction Since 968, the American Council on the Teaching of Foreign Languages (ACTFL) has conducted

More information

Guide to PEO Due Diligence

Guide to PEO Due Diligence Guide to PEO Due Diligence John Iorillo, Ambrose Co CEO & Co Founder www.ambrose.com 1 855 AMBROSE (262 7673) info@ambrosegroup.com Boca Raton, FL Los Angeles, CA New York, NY Short Hills, NJ Stamford,

More information

Equal marriage What the government says

Equal marriage What the government says Equal marriage What the government says Easy Read Document Important This is a big booklet, but you may not want to read all of it. Look at the list of contents on pages 3, 4 and 5. It shows what is in

More information

Read Item 1, entitled New York, When to Go and Getting There, on page 2 of the insert. You are being asked to distinguish between fact and opinion.

Read Item 1, entitled New York, When to Go and Getting There, on page 2 of the insert. You are being asked to distinguish between fact and opinion. GCSE Bitesize Specimen Papers ENGLISH Paper 1 Tier H (Higher) Mark Scheme Section A: Reading This section is marked out of 27. Responses to this section should show the writer can 1. understand texts and

More information

Making Decisions in Chess

Making Decisions in Chess Making Decisions in Chess How can I find the best move in a position? This is a question that every chess player would like to have answered. Playing the best move in all positions would make someone invincible.

More information

1. What types of organisation do you fund? 2. Do you give grants for individual children and young people?

1. What types of organisation do you fund? 2. Do you give grants for individual children and young people? Frequently Asked Questions (FAQs) Who can apply for a grant? 1. What types of organisation do you fund? 2. Do you give grants for individual children and young people? 3. Some of the young people our organisation

More information

A Guide to Getting Your News In The Washington Post

A Guide to Getting Your News In The Washington Post A Guide to Getting Your News In The Washington Post Every day The Washington Post receives hundreds of news tips from community and business leaders, government workers, parents, cab drivers, students

More information

The President s Job Description

The President s Job Description SECTION 1 The President s Job Description President Ronald Reagan talks to U.S. troops in South Korea in 1983. Guiding Question What are the roles and qualifications of the office of the President? Use

More information

IMPLEMENTING BUSINESS CONTINUITY MANAGEMENT IN A DISTRIBUTED ORGANISATION: A CASE STUDY

IMPLEMENTING BUSINESS CONTINUITY MANAGEMENT IN A DISTRIBUTED ORGANISATION: A CASE STUDY IMPLEMENTING BUSINESS CONTINUITY MANAGEMENT IN A DISTRIBUTED ORGANISATION: A CASE STUDY AUTHORS: Patrick Roberts (left) and Mike Stephens (right). Patrick Roberts: Following early experience in the British

More information

Video Poker in South Carolina: A Mathematical Study

Video Poker in South Carolina: A Mathematical Study Video Poker in South Carolina: A Mathematical Study by Joel V. Brawley and Todd D. Mateer Since its debut in South Carolina in 1986, video poker has become a game of great popularity as well as a game

More information

In this high tech world, newsletters provide an opportunity for a personal touch.

In this high tech world, newsletters provide an opportunity for a personal touch. Ask yourself these questions to evaluate your newsletter Edward Jones Perspective Portfolio In this high tech world, newsletters provide an opportunity for a personal touch. Here are some questions to

More information

ПРИМЕРЕН ТЕСТ ЗА ДОКТОРАНТИ TASK ONE

ПРИМЕРЕН ТЕСТ ЗА ДОКТОРАНТИ TASK ONE ПРИМЕРЕН ТЕСТ ЗА ДОКТОРАНТИ TASK ONE Read the article carefully. Match these headings A - F with the appropriate parts of the article, marked 1-6. There is an example at the beginning (0). 12 points A)

More information

Module 6.3 Client Catcher The Sequence (Already Buying Leads)

Module 6.3 Client Catcher The Sequence (Already Buying Leads) Module 6.3 Client Catcher The Sequence (Already Buying Leads) Welcome to Module 6.3 of the Client Catcher entitled The Sequence. I recently pulled over 300 of the local lead generation explosion members

More information

Digging Deeper into Safety and Injury Prevention Data

Digging Deeper into Safety and Injury Prevention Data Digging Deeper into Safety and Injury Prevention Data Amanda Schwartz: Have you ever wondered how you could make your center safer using information you already collect? I'm Amanda Schwartz from the Head

More information

Benchmark Report. Email Marketing: Sponsored By: 2014 Demand Metric Research Corporation in Partnership with Ascend2. All Rights Reserved.

Benchmark Report. Email Marketing: Sponsored By: 2014 Demand Metric Research Corporation in Partnership with Ascend2. All Rights Reserved. Benchmark Report Email Marketing: Sponsored By: 2014 Demand Metric Research Corporation in Partnership with Ascend2. All Rights Reserved. TABLE OF CONTENTS 3 Executive Summary 11 Changes to Email Marketing

More information

Reasons for U.S. Involvement in War

Reasons for U.S. Involvement in War Reasons for U.S. Involvement in War The United States has waged several wars throughout its history. These wars have in some ways differed drastically. For example, during the Revolutionary War, cannons

More information

Becoming an Executive Coach

Becoming an Executive Coach Becoming an Executive Coach Executive Coaching of a Major Defense Acquisition Program Leader Lois Harper 42 he importance of leadership to the performance of defense acquisition is clear. Committed to

More information

Information for Law Firms On Public Relations

Information for Law Firms On Public Relations Information for Law Firms On Public Relations USING PUBLIC RELATIONS TO PROMOTE YOUR FIRM Public relations is an extremely broad heading and can be used to cover a wide range of activities undertaken by

More information

Read this syllabus very carefully. If there are any reasons why you cannot comply with what I am requiring, then talk with me about this at once.

Read this syllabus very carefully. If there are any reasons why you cannot comply with what I am requiring, then talk with me about this at once. LOGIC AND CRITICAL THINKING PHIL 2020 Maymester Term, 2010 Daily, 9:30-12:15 Peabody Hall, room 105 Text: LOGIC AND RATIONAL THOUGHT by Frank R. Harrison, III Professor: Frank R. Harrison, III Office:

More information

News Writing: Lead Paragraphs

News Writing: Lead Paragraphs HFCC Learning Lab Lead Paragraphs, 5:17 News Writing: Lead Paragraphs The most important paragraphs in a news story are the paragraphs that make up what is known as the lead group or the introduction to

More information

ARTMORPHEUS: Establishing a Business and Legal Issues for Creative Enterprises Presented by attorneys Mitchell Bragg and Deborah Danger

ARTMORPHEUS: Establishing a Business and Legal Issues for Creative Enterprises Presented by attorneys Mitchell Bragg and Deborah Danger Business & Legal Issues for Artists & Creative Enterprises -Basic business law and the contemporary landscape of copyright protection for visual artists whose images appear on websites and the internet.

More information

Could a Managed Services Agreement Save Your Company Tens of Thousands of Dollars Each Year?

Could a Managed Services Agreement Save Your Company Tens of Thousands of Dollars Each Year? MANAGED IT SERVICES Could a Managed Services Agreement Save Your Company Tens of Thousands of Dollars Each Year? A lot of business owners, executives, and managers have a love-hate relationship with managed

More information

Readiness Activity. (An activity to be done before viewing the program)

Readiness Activity. (An activity to be done before viewing the program) Knowledge Unlimited NEWS Matters The Stock Market: What Goes Up...? Vol. 3 No. 2 About NewsMatters The Stock Market: What Goes Up...? is one in a series of NewsMatters programs. Each 15-20 minute program

More information

The US Department of Labor (USDOL) has clear

The US Department of Labor (USDOL) has clear VOLUNTEERING, INTERNSHIPS AND UNPAID WORK EXPERIENCES: LEGAL AND PRACTICAL GUIDELINES Prepared by David Hoff, Institute for Community Inclusion, UMass Boston for the Massachusetts Department of Developmental

More information

The Principle of Consistency and the Conditions for Creativity

The Principle of Consistency and the Conditions for Creativity The Principle of Consistency and the Conditions for Creativity Robert E. Horn, President Information Mapping, Inc. Summary Human progress depends on a balance of creativity and consistency, of innovation

More information

International IPTV Consumer Readiness Study

International IPTV Consumer Readiness Study International IPTV Consumer Readiness Study Methodology The Accenture International IPTV Study is based on structured telephone interviews using a standard questionnaire and quantitative analysis methods

More information

WORKERS COMPENSATION CLAIM COSTS AND TRENDS IN CONNECTICUT

WORKERS COMPENSATION CLAIM COSTS AND TRENDS IN CONNECTICUT Consulting Actuaries WORKERS COMPENSATION CLAIM COSTS AND TRENDS IN CONNECTICUT Scott J. Lefkowitz, FCAS, MAAA, FCA October 2015 CONTENTS Introduction... 1 Claim Frequency... 3 Introduction... 3 Frequency

More information

1/9. Locke 1: Critique of Innate Ideas

1/9. Locke 1: Critique of Innate Ideas 1/9 Locke 1: Critique of Innate Ideas This week we are going to begin looking at a new area by turning our attention to the work of John Locke, who is probably the most famous English philosopher of all

More information

What Do I Do With My DNA Results.in 10 Easy Steps By Roberta Estes (copyright 2008)

What Do I Do With My DNA Results.in 10 Easy Steps By Roberta Estes (copyright 2008) What Do I Do With My DNA Results.in 10 Easy Steps By Roberta Estes (copyright 2008) The most common question I receive from people whose DNA results are returned to them is what do I do now? I ve put together

More information

The APR for purchases is the prime rate plus 23.74%. This APR will vary with the market based on the Prime Rate.

The APR for purchases is the prime rate plus 23.74%. This APR will vary with the market based on the Prime Rate. FR833282333_BP VISA CREDIT CARD WITH DRIVER REWARDS T&C DC PDF [19833D] 03/16 Interest Rates and Interest Charges Annual Percentage Rate (APR) for Purchases SYNCHRONY BANK RATES AND FEES TABLE PRICING

More information

WWW.IMMIGRANTJUSTICE.ORG/KIDS

WWW.IMMIGRANTJUSTICE.ORG/KIDS On the following pages you will find addresses for: Dept. of Justice Immigration Courts AND Dept. of Homeland Security Offices of Chief Counsel (OCC) DISCLAIMER: The most current addresses for DOJ Immigration

More information

Guide to choosing Graphic Designers

Guide to choosing Graphic Designers Guide to choosing Graphic Designers How to choose the right Graphic Designer for your business Contents About Computer Weekly 4 About Approved Index 5 Introduction 6 Branding 8 Choosing the right graphic

More information

Where can I find a qualified broadcast engineer?

Where can I find a qualified broadcast engineer? The Shortage of Broadcast Engineers is there, or do we just need to know where to look? By John L. Poray, CAE Executive Director, Society of Broadcast Engineers Delivered April 16, NAB Broadcast Engineering

More information

ANDREW BAILEY v. THE OAKLAND ATHLETICS

ANDREW BAILEY v. THE OAKLAND ATHLETICS ANDREW BAILEY v. THE OAKLAND ATHLETICS REPRESENTATION FOR: THE OAKLAND ATHLETICS TEAM 36 Table of Contents Introduction... 1 Hierarchy of Pitcher in Major League Baseball... 2 Quality of Mr. Bailey s Contribution

More information

Get New Customers With YouTube Advertising

Get New Customers With YouTube Advertising Get New Customers With YouTube Advertising What We Do We produce a 30 second video We find your target audience We keep you informed with reports Free of Charge We ensure that the right people see your

More information

Central Indiana in the late nineteenth century was a center of the hardwood

Central Indiana in the late nineteenth century was a center of the hardwood Bass Photo Company Founded: 1897 Location: 308 South New Jersey Street (1897 ). Central Indiana in the late nineteenth century was a center of the hardwood industry in the Midwest and home to a large number

More information

The Media Studies Section

The Media Studies Section Study Guidelines The Media Studies Section The fourth section to appear on your Higher Level exam paper is the Media Studies Section. Some of the options that may appear on the exam paper are as follows:

More information

Learn How to Create and Profit From Your Own Information Products!

Learn How to Create and Profit From Your Own Information Products! How to Setup & Sell Your Digital Products Using JVZoo Learn How to Create and Profit From Your Own Information Products! Introduction to JVZoo What is JVZoo? JVZoo is a digital marketplace where product

More information