Vol 32 I 1
Vol 32 I 1
Vol 32 I 1
o 74470 85048 9
•
Egyptian Fleet
1
ONTENT Features
Arachnid Strategy 6
Bug primer for STARSHIP TROOPERS • J.c. Connors
SERIES REPLAY-STARSHIP TROOPERS 7
Battle 6 • Christopher Lawrence, H. Connors and Stuart K. Tucker
No Guts, No Glory 11
Sitrep for PRINCESS RYAN'S STAR MARINES • Michael Welker
Grand DUNE 19
The 9-player variant revisited • Alan Arvold
.~
•
©1997 TriStar
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Part 179
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has so many events that the whole summary plunge-and for those who like to remember
LAYOUT: Georgia Wilson
GRAPHICS: Jean Baer, Jason Behnke, J.C. Connors, Kurt Miller is hard to digest). I pared it to what I thought and relive a few of the convention's
and Georgia Wilson was the absolute minimum, yet I still moments.
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Determined to continue to propound about RAM management than the thrill of human
scription arrangements with their appropriate agent (address
shown where phone number not available). (PC) before name the hobby's best gaming convention, I competition (computer game sales in millions
denotes software games only: Austratia: (PC) Directsoft-
returned to my office in August, and sent out versus boardgame sales in thousands). Many
Wahroonga NSW 2076, 482-3455, Jedko Games Ltd. (Victoria)
555-1022; Belgium: SPRL Prolude (32 Ave. de Teruuren, Box the usual letters reminding game masters to readers are happy to play their games in the
32, 1040 Bruxelles); Canada: (PC) Beamscope (Scarborough)
send me summary material. As time-consum- midnight glow of their monitor, rather than
416-291-0000, (PC) Durcom Micro (Quebec) 416-292-0094, Multi
Micro Dist. (Scarborough) 514-354-3810, Lion Rampart (Ontario) ing as the effort was in 1996, it looked like search to fit human players and playing time
905-572-6446, Dractus (Ottawa) 744-5225, E&K Kroeger (Scar-
1997 would be worse-fewer submissions, into their busy lives. Call me an obsolescent
borough) 416-752-5382, L'Avenir (Montreal) 341-1561, Northwest
Game Traders (Cambridge) 623-5282, TO Imports (Alberta) 403- slower responses to requests, very uneven gamer, but I fully understand the tyranny of
252-2006, (Ontario) 905-624-2301; Denmark: Fafner Games
material. I concluded one thing from the situ- hardware capitalism. While my brain remains
(Gentofle) 453-165-5625, Faros Cigarer (Copenhagen) 332-2211;
Fintand: Fantasiapelit Tudeer Oy (Vantaa) 872-5950; France: ation-GMs are just as interested in playing sound-and some might say improved from
(PC) Alsyd (Meylan) 4 76 41 8505, Ludis International (Balma)
the games as the rest of you. The competi- 1992-my home computer is considered
56124-7878, Jeux Actuels (Caillquet) 3226-2257, Jeux Descartes
(Paris) 4648-4820; Germany: Das Spiel (Hamberg) 4044-8687, tion, comradery and plaque count the most. A defunct (has been for some time, from the
Games In (Munich) 89555767, Welt der Spiel (Frankfurt) 699-502-
summary blurb is a lower priority. Perhaps point of view of playing games). Computer
1141; Great Britain: Chart Hobbies (Littlehampton) 0-1903-
773170, Esdevium Games 1252-26116, Hobby Games Ltd. (W. after many years of volunteerism, GMs are gaming has dwindled to less than five per cent
Sussex) 1903-730998; Greece: P. Mamalis Ludo (Athens) 293-
coming to believe that this great convention of my hobby time (and dependent upon bor-
2203, Kaissa Chess & Games (Athens) 3606488; Hong Kong:
rowing equipment). The tluill of the unpre-
Wargames Club (Hong Kong) 417-1587; Italy: Fernando Ferrarri has to be experienced to be believed, and that
(Verona) 8000319, Stratelibri (Milano) 295-10317; Japan: Post dictable, but adaptable, human opponent still
Hobby (Tokyo) 3351-0471; Netherlands: 999 Games (Amster- preaching to the converted serves little pur-
holds the greatest allure for me.
dam) 644-5794, Capful Books (Amsterdam) 625-5537; New pose, while the skeptics won't read anyway.
Zealand: Unicorn 377-4248; Norway: AEH Hobby (Pilestredel 7, I consistently buy on the technological
0180 Oslo 1); Portugal: Frente Crl (P.C. Duque de Saldanha 20, As much as I'd like to believe that many a
cutting edge and then hold as long as the
RICO 1000, Lisboa) 1545153; Singapore: Wong International participant cares to hear what happened in the
(Singapore) 545-3995, South Africa: Gamma Games ltd. (P.O. equipment remains viable before buying
Box 2904, Capetown 8000), Wizards Warehouse (Capetown) final rounds after he or she was eliminated,
again. As a certified penny pincher, I don't
461-9719; Spain: Joe Internacional (Barcelona) 345-8565, Naipe does that justify printing these summaries for
Juegos (Madrid) 544-4319, Distrimagen (Madrid) 3889898 per let the industry tell me that I should upgrade
WW 388-7282, (PC) System 4 (Madrid) 383·2480; Sweden: Top others to read?
constantly (spending $lOOO/year to be able to
Games 3177-42225. With volume 31, number 6 stuffed with
IF YOU CHANGE YOUR ADDRESS: Inform us immediately! The play the latest and greatest game). From a
Post Office destroys undeliverable magazines even if you leave material to the point of having no series
work point of view, my 1992 PC still
a forwarding address. The Avalon Hill Game Company replay, and with many GMs delinquent with
assumes no responsibility for issues lost due to an invalid manages (and is finally depreciated by IRS
address. Please state both your new and old address. their responses, I opted in September to pub-
standards). Sure, I could have benefitted from
Copyright 1998 ISSN 0888·1081
lish only the list of champions and photos.
Now, as the weather turns cold and thoughts ~~~~~ (Continued on p. 58)
.
•
6
Arachnid Strategy
By J.C. Connors
T
he Arachnids of STARSHIP TROOPERS keep your bugs out of attack range. In situations HEAD HDPPER!!i V ARIAI\IT
are always working at a disadvantage. like this, ignore the telTain and stick to the "five- In the movie "Starship Troopers," the Hop-
Bugs are completely ineffective at long yard stand" tactic. pers had the unnerving ability to swoop down
range, and even when the bugs are mana a mana and use their razor-sharp legs to decapitate a
with a trooper, the MI will usually manage to kill HOPPER TACTIC!!i trooper. This deadly tactic is difficult to emulate
it before the bug has a chance to attack. Many With high speed and an excellent defense, in the game because Hoppers (like all bugs)
Arachnid players will find themselves charging Hoppers are the deadliest weapon in the bugs' must stop before they attack.
headlong at the troopers hoping a few bugs break arsenal. Their seven-hex movement ability Try this variant. Hoppers may try to decapitate
through to get a kill or two. This is a desperate makes it tempting to attack with them alone, a trooper on the move. In order to do this, the Hop-
strategy that rarely works. Even if a bug does launching them before the arrival of slower per may not have moved during the bug move-
manage to get an unlucky trooper, the tremen- Warriors and Tankers to attack a trooper. Gen- ment phase. During the bug attack phase, the Hop-
dous loss of bugs will cripple the Arachnids for erally, this isn't a smart tactic (unless you can per moves over the hex of the trooper and contin-
the rest of the scenario. receive no other reinforcement and the bug holes ues to move, landing on an unoccupied space. The
All-out "bug charges" have their place in are conveniently placed). Without the Warriors Hopper attacks the trooper (as if at a range of one
STARSHIP TROOPERS, but the bugs must time to absorb MI firepower, the great defense value hex) as it flies by, costing an extra movement
them pelfectly. Timing and positioning are the of a Hopper won't save it. Instead, wait for the point to conduct the attack. If the attack hits and
keys to bug strategy. Oftentimes, a game of Warriors to get into position. Then use your the trooper fails its defense roll, the trooper's head
STARSHlP TROOPERS will be over in less than Hoppers to attack with them. falls to the ground severed from his body. Any
five turns. Even though the bugs get constant rein- When choosing the Hopper's target, pick trooper that did not fire in the trooper attack phase
forcements, the short nature of scenarios often either the deadliest MI (usually Nuke or Sugar) may fire a single round at such a Hopper at any
make these reinforcements ineffectual. Arachnid or the weakest (Carmen and Zander-"fleet and one point along its flight path. Any trooper which
players can never afford to waste their hordes on MI don't mix"). Always try to use your two did not fire and is also the target of a Hopper's
anything less than a well-timed, full-scale, com- Hoppers together to threaten a single opponent. flying attack can fire two rounds, but in so doing
bined attack of Warriors, Hoppers and Tankers. The advantage of picking a target like Nuke is does not get a defense die roll when the Hopper
that the Hoppers are more likely to withstand a attacks. Any trooper covering his buddies against
THE FIVE-YARD !!iTAI\ID trooper counterattack, because Nuke can't fire at flying attacks shouldn't be thinking of ducking,
Bugs should never recklessly charge the MI. close range. When the troopers see their vital anyway!
In good movie fashion, the bugs should take a unit endangered, they'll open fire on the Hop-
Firepower Effectiveness
cinematic pause before their attack, scream a pers. With some luck, one of your Hoppers will (percentage chance of killing target)
fierce battle cry, and then charge headlong into survive the burst to kill Nuke. Even if both Hop-
the humans. pers are killed, the troopers will have wasted Attack Defense Value:
In game telms, this means stopping five hexes enough firepower to allow some of your War- Value ,2 1: 3. 2 1
away from the troopers. If a trooper is not within riors to survive and pick them off. 5 @ 1 roll 14% 28% 42% 56% 69%
your Wani.ors' movement range, stop five hexes Picking a weak target is also a smart tactic. I_(grenade)
away. Trooper fire is very inaccurate at this range, Trooper players are more likely to ignore tlle
and your bugs will probably be able to strike the weaker MI and concentrate firepower on the 4 @ I roll 11 22 33 44 56
troopers on their next movement. You can usually Warriors endangering their better units. This 2 rolls 21 40 56 69 80
hover with most of your bugs at this range until almost guarantees the Hoppers a quick kill. It 3 rolls 30 53 70 83 91
they are all in position to attack. When they are all doesn't take many losses to cripple the troopers. 4 rolls 38 63 80 90 96
in range, attack mercilessly from all sides. Every
trooper should have a bug on him.
Plus, this leaves your Hoppers around for a sec-
ond assault. 3 1 roll
@ 8
~
17 25 33 42
-
Never, ever, position a bug two hexes from a 2 rolls 16 31 44 56 66
trooper who can see him. The MI will waste your TAI\IKER TACTIC!!i 3 rolls 23 42 58 70 80
bug at that range. Tankers are the only exception Troopers fear the plodding Tankers. With a --1.1<2 l1s 29 52 68 80 88
to this rule, because their fiery spray can hit tough armored shell, Tankers can usually walk
troopers from this range. right up to the line of troopers without much fear. 2 @ I roll 6 11 17 22 28
2 rolls 11 21 31 40 48
Though a Tanker has a high defense value, never
CLiFFHAl\llill\l1i 3 rolls 16 30 42 53 62
allow more than three troopers to get a shot at
If the troopers are on the high ground and 4 rolls 20 38 52 63 73
one. Even if it means sacrificing a Warrior or two
your bug holes are on low ground, move your in a suicidal rush to draw trooper fire, don't let I @ 1 roll 3 6 8 II 14
bugs in the valley and hug the edges of the cliffs. your Tanker make too many saving rolls. 21 26
2 rolls 5 11 16
Whether preparing for an attack, or simply dri- Try not to give the MI a chance to knock 3 rolls 8 16 23 30 36
ving to another position, stay close to those one out from a distance. Like all of the other 4 rolls 11 20 29 38 45
cliffs. Warriors can usually catch up with the bugs, Tankers should stay five hexes from the
troopers from these cliffsides, even considering troopers. Because of their slow movement, Jam Probabilities
the movement penalty. Hoppers have no prob- Tankers usually can't get immediately into Nuke 2.8%
lems at all operating from below the cliffsides striking range from this distance. Launch a Other Weapons
(often jumping behind the troopers, possibly into massive assault with your Wan'iors and Hop- @ 1-2 rounds -
a low-ground valley adjacent to a trooper). pers, while your Tankers follow in the rear. The @ 3 rounds 2.8
This strategy must be altered when the troop- main assault will give the Tanker the time to @ 4 rounds 4.2
ers are on the low ground and the Arachnids are close with the MI. Furthermore, the Tanker
Grenade 16.7
on the high ground. Hexes adjacent to the edge should be able to hit a trooper with his fiery
will draw fire. Stay away from an edge hex to spit from a two-hex range.
*
7
. SERIES REPL.AY .
STARSHIP TRDDPERS:
Battle 6
Troopers: Christopher Lawrence
Arachnids: J.C. Connors
Neutral Commentary: Stuart K. Thcker
his series replay covers Battle 6 from the leap onto the high ground and barrage the troop- cant firepower. It is best to soften the MI up with
I
•
8
BUG TURN 1 would leave Chris wondering whether my next plasma bug that fast. Nuke would have about a
The drop ship is far too dangerous a target. target would be the wounded psychics or the 50 per cent chance of hitting me, and then, if I
Its cannons can blow apart bugs reliably within drop ship. survived, I'd have the same to hit him. Not great
medium range, and I don't want to risk my I'm very tempted to pop up my black plasma odds. I choose the high ground hex adjacent to
plasma bugs that close to Nuke. It is a far better bug on to the high ground to get a quick shot at W6 for my black plasma bug. It may take a while
strategy to destroy the retrieval boat, which Nuke. However, I don't want to endanger my to get there, but if I can coordinate my combined
attack, the green troopers
don't have a chance.
Good thing Chris' aim is
lousy. With a little bit of luck,
a hopper next turn will take
out Nuke and end this battle
real fast. If not, my hoppers
will be back next turn to leap
right back into position for
another attack.
NEUTRAL
Chris kept a tight forma-
tion with his rescue forces and
moved toward the wounded in
the retrieval zone, being sure
to keep Nuke away from any
slopes where he could find
himself under attack with no
help from his backside.
J.e. missed a golden oppor-
tunity to rain plasma down on
the compact retrieval zone.
The retrieval boat doesn't
block line of sight (LOS) and
the scatter of a missed shot is
very likely to hit something
valuable-like a wounded
body. His move of the green
plasma b&g south is a big mis-
take. It'll take way too long to
reach high ground; in the
meantime, he'll miss many an
opportunity. On the other
hand, the MI must take out the
plasma bugs to win, so perhaps
I.e. is playing for the long
term, hoping to have the
plasma bugs in a position to
support each other. His move-
ment of black bugs indicates
that he'd like to get the black
plasma bug into accurate range
of the retrieval zone. This too
may be a mistake. The concen-
tration of MI in the retrieval
zone could be hammered even
from the B3 plateau.
I.e. "sticks out a hip" by
placing two warriors and the
hopper on the plateau. These
are at a distant range and will
probably survive MI fire. It
looks like J.C. is preparing to
rush Nuke's group.
As it turns out, the MI
can't find the range. The
attacks against the hopper
were at low kill probabilities
(23, 16 and 44 per cent, see
the firepower effectiveness
J.c. decides against putting the plasma table on page 6), as were those
bug on the plateau south of B3. The bug against the lead warrior (21,
hole would have better served his purposes 21 and 33 per cent). Although
Chris has some reason to
one more hex to the west and further south,
complain, at least he doesn't
to stay away from Nuke's sight lines. lose anybody as a result of
these misfires.
9
TURN 2 Shujumi vs. same Rl(4)= 2,4 (two hits), s= 2,4 ficient forces with "overwatch" duty. Separated
Again, Green Squad holds, while Black (kill). as the troopers are, however, doesn't leave me
Squad moves toward it. Nuke moves to the Dizzy vs. black hopper R2(4) = 4,4 (two hits), s= with much choice but to push ahead with Black
plateau's edge where he can target the green 2,2 (save). Squad, so all but Johnny move. I position Nuke
bug hole. Zander vs. same R2(3)= 1,3,3 (three hits), s= where he can take a shot at the green bug hole.
The hoppers jump next to Nuke, while two 3,3,5 (kill). Plugging that will significantly improve my odds
black warriors attack the other end of Black Zim vs. near black warrior R6(1)= 1,1,3 (two (by stopping green bug reinforcements).
Squad. One green warrior takes advantage of hits), s= 4,4 (kill). Success! The bug attack on Black Squad is
the smoke to edge closer to the wounded, with Carmen vs. green warrior R3(1)= 4,4,4,6 (miss, easily repulsed, and Nuke manages to blast that
only Carmen having a sight line for a shot. The jam). bug hole. Killing the two hoppers raises my
rest ofthe green and black warriors snuggle into Nuke vs. green bug hole R7= 11 (plugs hole). morale considerably, particularly since the green
ravines close to the retrieval zone. Blast effect: Warrior s=2 (save). hopper is out for good. I think J.e. may have
TROOPER TURN 2 en-ed here by not waiting to hit me in force. He
Drop ship splits fire, vs. near hopper R3(4)= 6 Green Squad continues to hold its ground and will attack Green Squad next turn with seven
(miss); vs.far hopper R4(4)= 4,4 (two hits), Black Squad is moving forward at top speed. Sta- warriors, but as they still won't have the support
s= 5,5 (kill). tionary troopers gain an extra die in combat. of the plasma bugs or the losses from this turn, I
Ace vs. far black warrior R5( 1)= 4,5 (miss). Thus, I prefer to advance by squads, leaving suf- think I can hold them off.
The first question you may ask about the battles below is "where is Battle 13?" We've posted that one exclusively to our Web
site: www.avalon.com. We plan on putting additional battles on the Web site and in The GENERAL. Send us your ideas.
MAPWllOCAT
BACKGROUND: Hoping to live in peace with the Bugs, and ignoring Federal warnings, Mormon settlers
established Port Joe Smith in the Arachnid Quarantine Zone. The presence of the humans on a planet MAP ROUGHNECK
colonized by the Arachnids led to an Arachnid raid on the settlement.
Black Squad: Rasczak and four unarmed colonists (Defense Value 1) on or N +
adjacent to a Building or Listening Post.
e ugs set up, the Troopers .
Sql1lad: Sugar and four unarmed colonists on or adjacent to a Building shouldplace the following cutouts:
or Listening Post.
• three 3-hex bUildings next to B6,
Black Colony: 1 Hopper, 2 Warriors, 1 Bug Hole on or adjacent to R3. W4andR2.
{~OJlonv: 1 Hopper, 2 Warriors, 1 Bug Hole on or adjacent to B4. • three I-hex listening posts next to
VICTORY CONDITIONS: Each turn starting with turn 5, the Trooper player B5, B3 and W6.
rolls a die. On a 4-6, a Retrieval Boat lands to rescue the remaining In this scenario, these hexes !Jrclvia(e
colonists. The Bugs win by killing all the colonists before the boat arrives.
+2 to defense and block
Bugs may not enter.
MAP ROUGHNECK
BACKGROUND: The assault on Planet P is in full swing. In order to track the underground movement of
the Bugs, the Mobile Infantry is establishing listening posts across P. Can the Troopers prevent a Bug
t
I-MAP-WI-lOC-AT---I
surprise attack?
Black Squad: Nuke (6 rounds), johnny, Dizzy, Shujumi on or adjacent to w6.
:: g. g g g ,_ _· _ ·.-r ·:,
~ql..1lan: Rasczak, Zim, Sugar, Ace on or adjacent to W3. lifore the Troopers set up, the Bugs shouldplace
Black Colony: 1 Hopper, 1 Tanker, 4 Warriors, 2 Bug Holes. thefollowingcutouts:
(;oll~mv: 1 Hopper, 1 Tanker, 4 Warriors, 2 Bug Holes. • 3-bex boulderfield: one hex on Wi.
VICTORY CONDITIONS: The Troopers must establish and main- .7-hexlavafield nexttoB3 andB5.
tain two-man listening posts at R4, H4 and B4, and must close . •• 4-hex boulderfield: one h'e~ on H5.
existing bug holes Alistening post is considered to be in oper- IJJuringtheBugReinforcemimtphaset the Bug
.. : , .. :player rolls a diefor each quadrant having no lis:
atlOn ~ a Trooper IS on the post s ~ex and a~other Trooper IS III • • teningpost(except ll7;). Ona 1 or 2, a hole is
an adjacent hex. Any other result IS a Bug VIctOry. .• placedonardndom.drop zone in thatquadrant;
•
10
BUG TURN 2 bug hole was threatened. However, had he not Zander vs. same R4(1)= 1,1,5 (two hits), s=4,5
Needing to distract the Black Squad, I send rushed, he would still have the hopper for his big (kill).
four bugs to their deaths. Chris needs to feel wave attack next turn. The lack of a plasma bug Johnny vs. northern green warrior R6( 1)= 1,5
threatened. Plus, if I can take out a trooper or on high ground really hurt. The MI was in a tight (hit), s= 1 (save).
two, it could make a big difference later. formation which made this kind of mutual fire Ace splitting fire, vs. western black warrior
My plasma bugs continue to get into posi- support deadly. J.e. had to soften up the MI or R3(2)= 1 (hit), s= 5 (kill); vs. southem
tion. It's too late to change their strategy, which at least scatter them a bit before trying to rush black warrior R3(2)= 1,1 (two hits, jam), s=
is unfortunate because now Chris knows that them. He is playing into Chris' strongest posi- 1,1 (save).
they won't be in firing positions for a few turns. tion-where both squads and the drop ship cre- Rasczak vs. southern green warrior R2(1)=
I can see that my warriors crawling along the ate a deadly ground for the bugs. 3,5,5,6 (miss). "Shoot off a leg and a warrior
cliffsides are making him nervous. In a turn I'll is still 87 per cent effective!"
have the Green Squad troopers almost com-
TURN 3 Zim splitting fire, vs. same R1(4)= 2,3 (two hits)
Carmen's weapon repair roll (6) fails. Black s= 4,5 (kill); vs. other adjacent warrior
pletely surrounded. Squad moves forward, with Shujumi holding in
Whatever I thought about the drop ship can- R1 (4)= 4 (hit), s=6 (kill).
the overwatch role this time. The bugs launch Sugar vs. southern black warrior R2(4)= 1,4,5
nons before is doubly reinforced. I need to stay their wave assault against the western side of the
far away from those things! One bug hole is (two hits), s= 6,6 (kill).
retrieval area, while the plasma bugs inch for- Dizzy vs. northern green warrior R5(1)= 2,5
gone. Fortunately, a hopper is the only perma- ward closer to their high-ground destinations.
nent casualty at this point. While that hurts my (miss).
bug's mobility and chances to catch Nuke off- Shujumi vs. nearest black warrior R6( 1)= 2,4,6
guard, my warriors are in a perfect tactical posi- (miss). ~~~~~ (continued pg. 30)
tion to eliminate Green Squad.
NEUTRAL COMMENTARY
Chris gets conservative with movement,
letting Johnny stand to gain an extra attack
roll (but his other firepower deflects the
attack without Johnny's ammo). Nuke
moved one hex to view the green bug hole
from a range of seven (showing the folly of
placing that bug hole anywhere but to the
extreme SW).
J.e. decided to rush at Nuke with both
hoppers while two warriors hit the rescue
party from the south. This may be premature,
but with Nuke sighting the green bug hole,
he didn't have much choice. I fault his place-
ment of the hoppers, however. They could
have attacked Nuke from below (using the
cliffs for cover). Only Dizzy would have had
a shot (and with a LOS to only one of them).
Chris did not adequately flank Nuke, but he \
got away with it this time.
Meanwhile, lC. used the cover of smoke
from the WI drop ship to move closer to the
wounded. Only Carmen had a LOS on the
warrior, but I question this. He should have
awaited the arrival of the black warriors for
a simultaneous rush. This warrior, if he sur-
vived, would not get a melee attack until
next turn anyway. On the other hand, Car-
men jammed her carbine, lifting J.C.'s spir-
its. Of course, the four-dice roll was used to
up the odds in what is a fairly tough shot for
the carbine at range 3 (38 per cent chance to
kill even with four attack rolls).
Chris killed the hoppers, saving Nuke
from death. Good thing, too-otherwise this
battle would be over. He split fIre from his
most effective weapon, the H4 drop ship,
managing to kill the green hopper. One of
Zander's three hits finally killed the other
hopper. Zim and Zander both nearly
jammed their guns, too.
Nuke, with a breath of relief, let loose a
shot on the green hole and plugged it. The
nearby warrior saved himself from blast
effects. Apparently J.C was holding bac;k
that warrior to keep a trooper from standing
on the bug hole to plug it. However, he could
have guarded against this and been in a safer
place at the same time. He lucked out here.
J.e. was left with no melee attacks and a
plugged hole. Things are not looking great.
It is hard to fault him for rushing Nuke; his
11
TABLE 1
T
en hut! Now listen up, you people!
Any Star Marine worth his weight in regroup and refit. If you get caught with- Marine Number of Usable Proportion
out weapons, suffer insurmountable casu- Rank Non-Shuttle Dispatches Usable
body armor would eat a bug to be in 1 4 7.7%
your baby shoes. We've got big trouble and alties, or cannot advance without undue 2 6 11.5
we're the only people in the parsec with risk, the ranking Marine on the surface 3 8 15.4
enough firepower to handle the situation. needs to order a regroup. This will cost us 4 10 19.2
time but enable us to insert a fresh unit. 5 12 23.1
Her royal highness, your beloved Princess 6 14 26.9
Ryan, has been abducted. We have orders to Realize that half of the Marines have 7 16 30.8
rescue her within 15 Terran days, otherwise values of 2, while a third have values of 3 8 18 34.6
the navy will make this sector of space or 4. Two Marines are outstanding with val- 9 20 38.5
ues of 5 or 6. Our highly-trained officers 10 22 42.3
uninhabitable for eternity. Do you under- 11 24 46.2
stand me! I can't hear you! GOOD! round out our complement-let's keep 12 26 50.0
We have intelligence reports on the them away from the firefights, so that they 13 28 53.8
forces protecting their bounty, as well as can use their brains and coordinate commu- 14 30 57.7
15 32 61.5
this really nice looking map of the most nication and fire support (Dispatches). As 16 34 65.4
likely routes to her holding place. The you can see from Table l, not every Marine 17 36 69.2
Princess is in the heart of Yamaguchi's is qualified to use all the resources avail- 18 38 73.1
Citadel. We will insert a team at Drop Zone able to us (more on that later). 19 40 76.9
20 42 80.8
Alpha, battle our way to the Citadel, and Flexibility in command and control 21 45 86.5
rescue Princess Ryan. We shall collect will be a critical asset for our eventual 22 47 90.4
intelligence along the way as to the exact success. Successful skirmishes will be 23 49 94.2
location of the Princess. Our superiors have amply rewarded. Table 2 shows the pro- 24 52 100.0
ordered our immediate insertion. We must motion points (PPs) we expect to allocate,
rely upon the weapons here aboard the if resistance is as expected. More PPs are TABLE 2
Schenectady, but the generous use of field available when more Marines are fielded.
promotions has been authorized. The You'll gain these depending on the results Promotion Points Per Guard Faced
of each skirmish. No. of
marine who rescues the Princess will get 30 Players 0 1 2 3 4
days R'n'R, a 100,000 credit combat bonus, You should expect varying degrees of
enemy opposition, a variety of skirmish 6 22.9% 20~0% 14.3% 28.6% 14.3%
and a juicy promotion.
Let me draw your attention to the environs and some nasty enemy traps. The 5 25.8 22.6 16.1 32.3 3.2
details of the mission. We have 24 trained Republic's Black Guard is protecting the 4 30.8 26.9 19.2 19.2 3.8
Marines, but only a smaller force will be Princess, but our drop zone is far enough 3 40.0 35.0 20.0 0.0 5.0
inserted on the planet surface, with the away from the Citadel to allow us an oppor- 2 40.9 31.8 22.7 0.0 4.5
remainder in reserve on the Schenectady. tunity to look for the easy paths to our goal. 1 38.1 33.3 23.8 0.0 4.8
The ranking Marine on the surface will We can be sure that the enemy will do
call the shots. Each of you should exer- everything in its power to prevent the
cise your abilities with caution, because rescue. Our intelligence personnel have ~~~~~ (continued pg. 37)
•
12
Kudos for zoe, etc. ing magazines exist today that are top notch as compete. However, I will never buy it
Kisner's joining of forces with The and outclass all others? There are none that because I don't think it is a game that my
GENERAL is an added plus for readers. I I have read that can ever equal the quality wife and our circle of friends would really
am quite pleased to see intelligent reviews and finesse that The GENERAL carries with enjoy. The trouble is the subject matter.
of games published by Clash of Arms, it. I wouldn't mind paying extra for a page Again, it's run-and-shoot, Star Wars type
Decision Games and The Gamers. I most expansion to ensure that computer material of affair. We're not kids anymore and this
definitely think there is a place for reviews doesn't upstage board wargaming. kind of subject is not appealing. Why not
and tips for strategy-based computer -Alfredo M. Battaglia, Jennings, MO think of another game where there is a ten-
games. Moscatello's treatise on MASTER OF sion between cooperation and competition
ORION II was certainly appreciated. While I As long as most of the magazine is where the subject matter is more interest-
would not want to see THE GENERAL turn about Avalon Hill products, I am more than ing? Mind you, I recognize that games
into Computer Gaming World, I must say I happy to see other games reviewed. In fact, need elements of conflict to be interesting.
am extremely happy with the recent broad- I welcome articles about board games from .. I find it dismaying when you get reader
ening of horizons the magazine has taken. other companies, since I have a stronger comments complaining that you are not
-Ed Caylor, Hampton, NH interest in board games than computer focusing enough on wargames. Well, those
games. wargame grognards may be the most vocal,
The articles on the other games are -David Brooks, Memphis, TN but I believe you'll be shooting yourself in
interesting and give a broader perspective the foot if you listen too much to them.
on the whole industry. Your new strategy Achtung Writers Other adult gamers are turning to the imag-
makes good business sense and hopefully I have played Avalon Hill games since I inative German type of abstract game and I
will help to keep our hobby alive. I look was about twelve years old (almost 21 think it would serve you well to try to reach
forward to receiving my issues and I read years ago), and I currently own around 50 out to that audience.
them from cover to cover---even the articles games and associated modules with a small -Togu Oppusunggu, Brooklyn, NY
on games that are not of interest to me, just number from other lesser companies. I
because they are written well. have just become computer literate and Kudos to the AH staff on the release of
-Charles Ellsworth have acquired OVER THE REICH. TITAN: THE ARENA. It is very popular
Superb!!! I love this and I am very sur-
right now with the members of our game
I thought this issue (volume 31, number prised that The GENERAL has not covered
club. We had three 4-player games going
5) looked good and had a nice balance. My this game in any depth. I must say that I
simultaneously at last Saturday's meeting.
favorite has to be the return of ZOC, as it is enjoy the new magazine look-after being
Most members thought that the fantasy
always fun to read about games that you very apprehensive about the change.
free-for-all was the perfect thematic real-
don't get to see in the local shop (if you Please, please, keep it centered on
ization for this kind of cardlbetting game.
have one). boardgames, new and old. Thanks for all
the gaming pleasure you have given over They also thought it should make a good
The letter from Alzenshi shows that if
you play ASL for too long, you forget there ttie years (your games are quite expensive "crossover" hit with the general gaming
are other games. I liked the letter on the first over here but well worth the money). Keep public looking for a superior family/social
time AvalonCon experience. This was me up the good work. game. Easy to learn, and chock full of
five years ago and I'll come back every -Gary Barr, Belfast, N.Ireland tough, fun decisions on each and every
chance I get. The gaming experience at tum. I hope AH considers publishing more
AvalonCon is the best there is. Everyone 1, too, am surprised that 1 haven't been of these "German-style" cardlboard games.
who is a gamer should come and see what it flooded with articles on this superb -Charles Bah!,
is really all about. wargamer's game and its sequel, The Quake Coast Game Club, San Jose, CA
-John W. Clere, Kentucky ACHTUNG SPITFIRE. 1 guess players are
still very absorbed with it. When you come Gaming Innovation
I was in constant debate with myself as up for air, send me articlesl-SKT Thank you for producing excellent
to whether some of the changes in the mag- games at great prices! The games that have
azine were for the better, if this magazine is The German Wave really caught the attention of my family
to survive into the next century as a fore- Thank you for all the effort you put into and friends have been WE THE PEOPLE
most publication of the wargaming hobby. the magazine. I've enjoyed them very and HANNIBAL. This game system is the
Clearly, though, the trend is toward com- much, because they are full of strategy tips, best to corne along in years-a major
puter gaming, and I agree that the magazine replays and variants. Personally, I love cov- development in playability, competitive-
must appeal also to the next generation of erage of non-wargames and would support ness and realism. I can only hope that the
the wargaming public. Can it appeal to both more of that. I have also enjoyed historical system is being applied to other great cam-
the board wargamers as well as the com- articles. paigns such as the Civil War, Napoleon and
puter game players without succumbing to My main misgiving about your com- Frederick the Great. The simple mechanics
the "robbing Peter to pay Paul" syndrome? pany is that it, too, is caught up with topics allow players to concentrate on turn strat-
The GENERAL is first and foremost a mag- of violence or money-making. Take for egy. No two games are alike. We find that
azine for board wargamers. There are a example PRINCESS RYAN'S STAR more often than not, the outcome hangs in
plethora of computer game magazines in MARINES. The game truly does intrigue the balance until the very end.
the market, but how many board wargam- me because of the need to cooperate as well -Mark Gray, Glenwood Springs, CO
13
our army is marshaled. Big knights each side (human mages and paladins, orc the game. For the price of an Archer/Axe-
~liiJ~
WAR CRA FT II (TIDES OF DARKNESS) keeps time, but they will take out a few of your
all the good things from the first game, but people and destroy some of your buildings. AI Ability
goes several steps farther. It adds many
more kinds of buildings and unit types,
This is a war of attrition which your com-
puter opponent can win, because it has peo- 0 ill 0 __
III Realism
including flying scouts, fire-breathing drag- ple and resources to waste. It doesn't cheat,
ons and the gryphon rider (a dwarf with
exploding throwing axes mounted on a
but it simply starts with more stuff than you
do (cities and fortresses are already built).
¥¥¥., Excitement
$ ~ $ ~ ~Artistic Appeal
really big eagle). There are also sailing
ships armed with cannons (destroyers, bat-
tleships, juggernauts, transports and sub-
TRAPPING THE RAIDERS 0
.._. ~L
lS
out-range a tower. One tower can beat one your people deep behind their lines. Unfor- to get finished. They allow you to explore
ship. Only a massive bombardment by tunately, casting a fire-shield or invisibility those scenarios to see if you really want to
three or more ships will do the trick. spell on a dwarven demolition squad causes play them.
its powder barrel to ignite. Poof. No more
Table 1: Support for the Real-Time ChalIenged
STRIKE GROUPS demolition squad!
Death-knights can raise the dead and (aka "Cheat" Codes)
Air units (GryphonslDragons) move fast
Code Effect
and hit hard, but do not have staying power, make them into skeleton warriors, but this It is a Good Day To Die your units and buildings
and tend to respond slowly to commands to is almost a waste of their powers. The are invulnerable
disengage. They also have an annoying ten- skeletons die easily. Death-knights are bet- Glittering Prizes gives you a large amount
dency to hit each other with friendly fire. ter used to unleash whirlwinds and Death of gold, oil and timber
Use lots of air units, either in one long, coils. They can, however, cast an "unholy On Screen reveals the entire map and
spread-out line or in numerous small armor" protective spell on a unit. This is all units present
Make It So Immediately builds chosen
groups. To move the units in line you have especially useful if an Ogre-mage is nearby
building/unit
to move each piece separately to avoid to cast a bloodlust spell to make a unit Unite the Clans grants you victory NOW
clumping (tedious and problematic). Usu- extremely vicious in combat. Add a haste
ally you will move flying units in pairs or spell to this combination and you can create To Use These codes hit the Enter key. A "Mes-
sage:" line will come up at the bottom of the screen.
triplets, with other "squadrons" off to the a swirling demon of destruction.
Type in the appropriate code and hit enter again.
side for support. While one squadron bom- Speaking of demons, they are the one WARNING: Use of any cheat code reduces your vic-
bards a target, move another to patrol its unit in the game that only the computer can tory level to that of "Cheater."
flanks to intercept enemy units. create (unless you use the map editor to
Magic users are best used in even build your own scenario). They appear in a SPEAKING SILLY
smaller groups. A single magic user sends few scenarios, but always on the Qrc side If you click on a piece it acknowledges
in a blistering rain of death with a fireball, and then only if the computer is the Orcs. you with a "yes, my lord" or "what is it"
death coil, whirlwind, blizzard or any other They fly, they move pretty fast, and they voice reply, and then you move it. My
long-range spell. He must then immediately can cause a good deal of damage, but they seven-year old showed me that if you keep
run to safety, as the computer will rush him. die easily to flames and missile fire. They clicking on that piece it will keep talking.
A magic user in a second line can provide do not range very far from where the com- The more it talks, the ruder it gets. Each unit
covering fire, but it is best for regular puterplaces them. Their mission seems to on each side has a unique string of about a
troops or towers to do that job. One of the be to guard dark portals, tombs and other dozen dialogue sentences. The deeper you
best "covering fires" is the Polymorph resting places of arcane interest. get into the conversation, the more unpleas-
spell. A human mage can use this to turn ant they become. Peasants get confused.
any enemy into a pig (or sheep or seal or THE CHEAT CODES Soldiers get edgy. Magic users get angry.
whatever the main type of innocent critter WARCRAFT II is not impossible to win. Ogres burp and fart, elves tell you to "quit
will be found in the scenario). This is par- Almost every scenario has two or more touching me!" and sailors get seasick. My
ticularly gratifying when used on a death- paths to victory, and these are usually fairly favorite of all, however, are the two demoli-
knight, ogre-mage or dragon. Unfortu- obvious. Unlike some games that force you tion squads. The dwarves (all of whom have
nately, it requires almost all of the 255 to find one solution, WARCRAFT II almost bad Scottish accents) are particularly nasty
magic points a magic user can store up, and never dictates your strategy to win. while the goblin sappers are like Munchkins
there is a chance it will not work against a For those players who get frustrated, on helium. They say things like "Wheeeee,"
really strong dragon. cheat codes exist. These codes should not "I got a bomb," and "Kabooooooom."
be used in the campaign games, because if Name me one other computer game
SPELLS AND DEMOLITIONS you win with a cheat code your victory where your soldiers talk back to you? Even
The most powerful spell of the game is, screen labels you as a "Cheater." These are if it wasn't a great game (which it is), I
in my opinion, the "Healing" spell of the best used in the stand-alone scenarios would like it just for the conversation.
Paladins. Human Paladins, though mighty where you are either frustrated or just want These little guys have spunk and character.
warriors, are best used as doctors. They are
the M.A.S.H. units of the game (no such Table 2. WarCraft to MoreCraft Games in the WarCraft System
skills exist on the Orc side). Build a bunch Title Topic Scenarios per Side Publisher
of them, set them up in a safe, open space,
WARCRAFT Original game 10 Blizzard
and send wounded units back to them to
(land units only)
heal. The Paladins regenerate their magic at
no cost, and every six points of magic they WARCRAFT II Second game 14 Blizzard
use brings back one hit point to the (TIDES OF DARKNESS) (land, air and sea units)
wounded unit.
Paladins also have a good offensive WARCRAFT II EXPANSION * Additional story line and scenarios 12 Blizzard
spell: Exorcism. This power is really of use (BEYOND THE DARK PORTAL)
only against skeletons and death-knights, WARCRAFT BATTLE CHEST* All three for one price 36 Blizzard
neither of whom can take much punishment
anyway. Let your regulars deal with the MORECRAFT FOR WARCRAFT 11* 200 levels, 8-player modem, tips not reviewed Microforum
undead-the Paladins are better as doctors Software
than killers.
W!ZONE FOR WARCRAFT 11* more scenarios not reviewed Wizard Works
Death-Knights, Ogre-Mages and Mages
are more offensive spellcasters. The W!ZONE RETRIBUTION* more scenarios/battlegrounds not reviewed Wizard Works
Human Mage spells of fire-shield and
*WARCRAFT II required for use.
invisibility are best used to sneak one of
•
16
depend greatly upon the idiosyncracies of
®@o~® [?@..~ lJ[}{)[3 lJ[}{)·~@£lJ your group.
Troll (survival rate of 35 per cent): The
The Nasties of TITAN: THE ARENA Troll is not a great secret bet. The first
round play is a problem, because the power
can only be used if the Warlock has just
By Mike Welker discarded a Troll Strength card. In later
rounds, the ability to retrieve revealed
mies. They'll see the opportunity to kill Strength cards helps protect him. However,
ere, Mr. Welker gives us a different
A
Character Leader is revived from the
Mr. Arvold several years ago at Extra cards and leaders are provided on "tanks." A player may revive (for the
GenCon to play this appealing vari- the insert of this magazine. However, usual cost) his Main Character Leader on
ant, I can attest to its superiority over play- when a War of Assassins is declared in a any turn in which he has at least one
ing with the various expansions and vari- game with more than six players, you will Leader alive. If a player has only his Main
ant article rules as they were written. need to add a second deck of Dueling Character Leader left alive, then he may
Although many "purists" will defend the cards from THE DUEL. Alternatively, you start reviving his other Leaders at the rate
elegance and balance of a six-player must limit each player to holding no more of one per tum.
game, the politicking in a nine-player than three Dueling cards. When all of the Leaders, including the
game is truly enriching and, in my opinion, Main Character Leader, of a faction are in
more representative of the turbulent and MAIN CHARACTER LEADERS the tanks at the same time, that faction is
dangerous galaxy portrayed in Herbert's In Section VII of the THE DUEL, it out of the game. All of that faction's
novels. As in that construct, nobody can states that if the main leader of the owning tokens are removed from the board and all
win the nine-player game without allies. players faction is killed in battle whether treachery cards are discarded. The
Efforts to get DUNE reprinted (perhaps on Dune, in a Kanly Duel, or in a War of Harkonnen retain captured Leaders.
the new collectible card game will spark Assassins, the owning player and his fac- Organizations such as the Bene
consumer interest in this elegant tion are out of the game. Such a rule leads Gesserit, the Lansraad and the House Cor-
boardgame) are not likely to produce an a player to keep from using his main rina each have many contenders for the
all-in-one package, so the expansion mod- leader in anything but a last ditch battle at top leadership position when it becomes
ules and this variant will remain vital which point he is probably losing the vacant. Thus each faction will have an
accessories to our cult. If you do not have game anyway. Also, this rule is not literar- internal succession war to fill the seat. In
the modules, snap them up.-SKT ily accurate, as far as the Dune novels are DUNE, this means that the player's fac-
One of the longest-surviving cult concerned, where factions carried on tion has many smaller factions within the
games (remaining popular despite the fact despite the death of their main leaders. main one which are not acting as a unified
that it has been out of print for some Liet Kynes, the leader of the Fremen, was whole. This in turn brings on restrictions
years) is the game DUNE. Based on the left to die in the desert by the Harkonnens and causes advantages to be lost. Edric is
science fiction novel by the late Frank halfway through the first novel. His death a third stage Guild Navigator who is the
Herbert, this game can still be seen in did not cause the Fremen to break up or manager of Guild operations on Dune and
tournaments at various wargame conven- dissolve. On the contrary, the Fremen in the surrounding space. In the event of
tions around the country every year. At the went on to do bigger things under the his death, local Guild operations suffer
height of its popularity in the mid-1980s, leadership of Paul Muad'Dib. When the disruption but not at a catastrophic level.
the game spawned two expansions, SPICE Baron Harkonnen was killed in the battle The smugglers and lower level navigators
HARVEST and THE DUEL. These expan- of Arrakeen towards the end of the first take more than their share of the spice,
sions greatly emiched the main game but novel, his nephew Feyd-Rautha assumed using the disruption as a cover for their
for various reasons did not catch the inter- leadership of what was left of the Harkon- embezzlements. Baron Harkonnen holds
est of players who like the parent game. nen faction. (He lost it to Muad'Dib in a all secrets to himself. While some of his
One reason was that they increased the Kanly Duel a few pages later.) When the lieutenants, such as Feyd-Rautha and Piter
playing time of the average game (making Reverend Mother Mohiam was executed DeVries, may know some of those secrets,
tournament use difficult). Another reason at the end of the second novel, the Bene they are usually the same few secrets that
is that the variant powers which were Gesserit order did not dissolve or lose the Baron will share. When the Baron
introduced in magazine articles (the their influence. When the Emperor Shad- dies, knowledge of traitors in his pay and
Lansraad, the Bene Tleilaxu and the Ixi- dam IV died in exile on the planet Salusa of how to get extra weapons (treachery
ans-see The GENERAL, volume 26, Secundus, his daughter Wensicia Corrina cards) is lost and can not be regained until
number 1, and volume 18, number 5, and carried on the fight throughout the third the Baron is brought back to life. Paul
Heroes, volume 1, number 1) were not novel using espionage, occasional Sar- Muad'Dib is the gifted individual who
integrated into these expansions. Finally, daukar uprisings and an assasination gives the Atreides faction its advantages.
THE DUEL has rules that effectively attempt on the children of Muad'Dib When he dies, all of those powers go with
inhibit its use, causing players to discard (which failed), in hopes of getting her son him and will not come back until he is
the expansion from the game. Often, how- Farad'n on the throne to restore the Cor- brought back to life. Liet Kynes is a leader
ever, you will find players adding to their rina dynasty. The point of the matter is who brought all of the Fremen sietches
game the new treachery cards that were that when the main leader dies, the faction together as a united whole. When he dies,
included in the expansion modules. continues on. various Fremen groups go back to their
This article brings into one grand sys- Alter Section VII of the rules for THE sietches. Only when Liet Kynes is brought
tem the three variant powers and the two DUEL. If your Main Character Leader is back to life will the Fremen again have a
expansions in a more playable format. killed in battle on Dune, in a Kanly Duel, fanatical leader to whip them up into a
•
20
religious frenzy and transform the war All tokens on the board are treated as nor- no home planet, but their main headquar-
into a Jihad. The Ixian Inquisitor coordi- mal tokens. ters is on the planet Kaitan which is also
nates the operations of all Ixian military • You may not ship one token free with the seat of the Imperial Court.
forces. When she dies, the various military another faction's shipments. Bene Tleilaxu. The Bene Tleilaxu may
units act in an uncoordinated fashion and • You may not "voice" an ally's opponent. get their ten spice like everybody else
various Ixian functionaries embezzle does in the module. They may give spice
spice into their own private fortunes. Lansraad. If the Speaker of the Lansraad to one or more other players before the
Each faction's advantages are reduced (see insert) is dead: players determine who will be the first
whenever lacking its Main Character • You lose the power to influence the other Manager in return for future considera-
Leader in the following ways. major powers during the revival/move- tions during the normal game. Any spice
ment and battle rounds. left over at the end of the Spice Harvest
Fremen. If Liet Kynes is dead: • You lose the power to restrict non-sietch "section" of the game does not have to be
• Token revival isn't free, but instead costs territories to other major powers. turned in; instead, it is the spice with
two spice per token (to the spice bank). which the Bene Tleilaxu start the normal
• Fedaykin counters on the board are Ixians. If the Inquisitor of the Ixian Con- game. The Bene Tleilaxu do not receive
treated as regular troops. Fedaykin in federacy (see insert) is dead: any spice during harvest distribution nor
reserve are placed in the tanks. • Your tokens may only move one terri- do they bid for any Access cards. For the
tory per turn. record, the home planet for the Bene
Atreides. If Paul Muad'Dib is dead: • You may not receive your automatic ten Tleilaxu is the planet Tleilax.
• The Kwisatz Haderach may not be used. spice per turn. They are considered to
Note: Paul Muad'Dib is also killed when be lost. NEW TREACHERY CARDS
the Kwisatz Haderach is blown up in a • The Inquisitor cannot be revived for Semuta Drug-used as a poison
free. weapon. This weapon is played in a bat-
lasegun-shield explosion.
Bene Tleilaxu. This power does not tle normally and can be blocked by a
• Treachery cards can not be previewed.
get a Main Character Leader. The only snooper. If not blocked, it does not
• The top card of the Spice deck cannot be change to the Bene Tleilaxu rules is that immediately kill the opposing leader.
previewed. they may not make traitors of Main Char- Instead, it reduces the fighting strength
• You may not force your opponent to acter Leaders who are revived from the of the leader by one. The Semuta card
show you any element of his battle plan tanks. Having no leaders, the Bene remains with the leader after the battle,
nor allow your allies the same privilege. Tleilaxu may not participate in Kanly unless the leader is killed. At the begin-
duels and Wars of Assassins nor may ning of each following game turn, that
Harkonnen. If Baron Harkonnen is dead: they threaten any player with Kanly. leader's fighting strength is further
• Only one of the four traitors picked at They do not get dueling cards. reduced by one until the turn reaches
the beginning of the game may be used. When using the Bene Tleilaxu variant, zero, in which case the leader is sent to
The Harkonnen player must record only the Fremen, Harkonnen, and the the tanks and the Semuta card is dis-
which traitor is the active one at the time Atreides players have to pay the Bene carded. Such a leader is revived normally
the Baron is killed. That active traitor Tleilaxu to bring their Main Character and at full strength. Leaders who have a
must be a revealed one if any have been Leader back from the tanks. The other fac- Semuta card on them lead battle and duel
revealed. The others are inactive. tions pay their spice to the spice bank to at their reduced strength. When the
• You may not pick up the extra treachery bring their Main Character Leaders back drugged leader is killed, the winner of
card when you buy one. from the tanks. the battle collects only the amount of
• You may not randomly select one leader spice equal to their current reduced
from a loser of a battle for any purpose. HARVEST FOR NINE strength at the time of death.
The following rules apply THE SPICE Semuta is a powerful narcotic derived
Guild. If Edric is dead: HARVEST expansion rules to the Ixians, from the Ellaca Drug. One dose causes per-
• You must take your move when it occurs the Lansraad and the Bene Tleilaxu. manent addiction. The drug causes the
in sequence. Ixians. If the Ixians are the Manager, all addict to slowly lose his or her abilities as
• Your allies must pay one spice for each Harvest card values that the Ixians draw the addict spends more and more time in
token shipped to a stronghold and two are increased by 50 per cent (fractions drug-induced euphoria. Addicts do not die
for shipment to a non-stronghold. rounded down). For the record, the home from the drug itself but from deprivation of
• All spice paid for shipment of tokens of planet for the Ixians is the planet Komos, food, sleep and other necessities that the
better known as Ix. addict denies himself.
your allies are paid to the spice bank.
Lansraad. If a Dune Manager is Stone Burner-used as a special
Emperor. If Emperor Shaddam IV is dead:
relieved of his duties, the Lansraad may weapon. This weapon, played normally in
• All spice paid for treachery cards goes to
block the appointment of the new Man- battle, automatically kills an opponent's
the spice bank. ager. In this case, then it is the second leader and all of his tokens in the territory,
• Sardaukar counters on the board are player to the right of the old Manager plus the friendly leader. Both players may
treated as regular troops. Sardaukar in who becomes the new Manager. The use shields to protect their leaders against a
reserve are placed in the tanks. Lansraad may not block the automatic stone burner, but all of the opponent's
Bene Gesserit. If Reverend Mother appointment of the Fremen to the Dune tokens are still removed to the tanks. A
Mohiam is dead: Manager position brought on by the player who uses a stone burner in battle
• Your faction loses the power to coexist appearance of a Worm in the Harvest still loses the number of tokens he dials for
with other factions in the same territory. Deck. For the record, the Lansraad has the battle. If a lasegun/shield explosion
21
occurs in the same battle, the lasegun/ was so blinded, but used prescience and ing the same battle round. The Kwisatz
shield explosion takes precedence, the eyes of his children to function. Haderach counter may not be used in a
destroying all leaders, tokens and spice in Kanly Duel. Exception: The Main Charac-
the territory. Optional rule: Unless a CLARIFICATIONS ter Leader and the Kwisatz Haderach
Karama card has been used in the same All but the Ixians, Guild and Tleilaxu counter could be used in multiple battles in
battle to prevent Atreides prescience, Paul are assigned dots. These three take perma- the same territory during a battle round, but
Muad'Dib is not affected by the blast of nent seats at the table to fix the treachery only one or the other could be used in a
the stone burner. card bidding order. The Guild fights in the particular battle.
A stone burner is a small nuclear same order in which it moved. The Guild In the situation in which both the Bene
device which is used to bore through can not move before the Ixians, who Tleilaxu and another player declare the
solid rock. While not a very powerful always move and fight first. same leader a traitor at the same moment,
explosive device, it emits a particular When the Atreides are in the game, the the Bene Tleilaxu claim takes precedence.
radiation over a wide radius, which per- Atreides player may either use the Kwisatz Leaders can not be declared as traitors
manently blinds any unshielded person, Haderach counter or the Main Character when they are in a Kanly Duel or a War of
thus neutralizing any force in the vicin- Leader disc once during the battle round of Assassins as fighters or supporters.
ity of the blast. In Dune Messiah, Paul each game tum. He may not use both dur-
*
CONTRACTING THE EXPANSION
By Stuart K. Tucker
Sometimes it is hard to find the time or card deck and deal an equal number of cards Guild player using a Karama card to stop one
opponents to play the full-fledged game of to each player (but no more than five cards shipment. Early stronghold access, no matter
DUNE, with all of its expansions and vari- with six or fewer players and no more than how risky, should not be undervalued.
ants. Even with the time, differences in player four cards with seven or more players). The
knowledge may lead to unsatisfactory imbal- Bene Tleilaxu receives none. The Emperor INFLUENCE RESTRICTIONS
ances. Yet, you'd like to use more than just then draws one extra card. The Atreides The Lansraad powers, as published, upset
the Treachery cards from the expansion. Here player then may pick a random card from any the delicate balance of the game. The follow-
are a few suggestions to make more palatable other player, giving that player a chosen card ing changes bring the powers into better bal-
the use of these extra goodies. ance.
from his own hand. The Harkonnen player
may decide to receive two extra cards, but in • Restrict the use of the Influence advantage
ACCESS VARIANT such that it can not be used to order the
that case must draw a card randomly from the
While THE SPICE HARVEST module sanle player to hold in place in two consec-
Harvest deck. If that card is a worm, he for-
adds an enjoyable dimension to DUNE, it utive turns.
feits and discards his Access cards, including
adds considerably to the playing time. You
the extra draws. The Fremen player then • Change the Influence advantage during a
can "spice up" your play of the game without
openly selects one of the discarded Access battle round (l.b.) to affect the Bene
adding much to the playing time by altering
cards and adds it to his hand. Tleilaxu alone, who thereby cannot spring
the use of Access cards in THE SPICE HAR-
Play then proceeds immediately to "IV. 4) their traps.
VEST to establish a variable setup. No longer
do you have to start each game in the same Trading" and continues as described in the The Lansraad does have Influence over
setup locations, nor do you have to take the rules of THE SPICE HARVEST. After all the Ixians.
time to play through five spice harvests to players have placed their tokens in strong- The Lansraad remains a potent player to
alter the setup. This variant has the advantage holds they have won (and negated tokens into be watched carefully in a game using alliance
of allowing players to initially jockey for their reserve), the Fremen may place additional rules. At least with this rule, he can't blud-
stronghold starting positions, while only tokens on False Walls West or South, as long geon one player out of the game, though the
adding a few minutes to basic game playing as he retains at least ten tokens in reserve. every-other-turn use of Influence against one
time. Players should beware taking all of their player can still be a mighty inducement to
Ignore rules IV through V.3 of THE Access points as Spice, as this may open the join the Lansraad in alliance.
SPICE HARVEST. Instead, shuffle the Access way to a first turn victory, especially by a
*
~~~~~ (jromp.16) bets (as well as play order tied to that dis- group's experience with it has been nothing
tribution). Finally, you have to play the less than repeated joy. We heartily recom-
Thus, our experience says to bet on the game over and over again to get an intuitive mend it even to the die-hard grognard. It'll
Ranger, Titan and Warlock to generate the feel for what card or cards need to be play out in a lunch hour, and it brings the
best chance of attaining victory. However, played at the appropriate times, especially wife and kids into the hobby.
take this advice with great caution. You to change the chances of a round ending.
must get the right cards and count the cards. TITAN: THE ARENA comes in a small
You have to watch the distribution of the package and has the right price. Our
*
•
22
My toughest challenge as a GM using
Swiss has been to impress upon players the
need for a strict time limit. Hourly time
announcements may be of marginal use, but in
practice, you have no means of enforcing a
time limit unless the game is one that lends
itself to the use of a chess clock. Even then,
few GMs could provide one for all players.
One suggestion is to make the first round or
two longer than your "standard" round, on the
theory that the slowest players are the inexpe-
rienced ones who will only play a round or
two. I generally don't impose any time limit on
the semifinals and final. However, you cannot
25
Saturday's schedule would probably accom- Unusual moves saw Paris reach the Mediterranean five people playing quick hands of the game
modate WE THE PEOPLE, PAY DIRT, WIN, through Belgrade and London fail to advance beyond between tournaments. In the end, the formal
PLACE & SHOW and SLAPSHOT. If all went as a Galley 6 until the game's final turn. At the approxi- tournament of TITAN: THE ARENA was the
planned (that is, defeat in everything), then Sun- mate halfway point, Venice had occupied the Black convention's largest (126 entrants), but that
Sea along with Hamburg, while Genoa and Hamburg
day was open for GUERILLA (got trounced in was less than half of the games of it being
shared the E. Med.
that last year) or, better yet, DINOSAURS OF By turn 6, London had the most advances, but lost played. I get ahead of myself.
THE LOST WORLD (playing with my six-year- a War and was hit with Civil War. Genoa found his The morning brought the moment of truth.
old daughter had given me a greater appreciation hand full of leaders with little money available and so With much anguish, I decided to try to back up
for the game system for adult play). Somewhere heaved them all overboard, leaving each unprotected my pro-Carthaginian boasting and entered HAN-
amidst all this, I'd hold a meeting with some from Patronage (Note: Genoa's Misery ended up NIBAL. Play of the greatest multi-player politi-
playtesters and make myself available for break- being 1000-holding the cards would have meant cal/military game of all time (DUNE) would
fast meetings as necessary. Sleep, you ask? The Chaos). This allowed George Sauer's Paris to turn his have to await some other time. Besides, I had to
marginal lead into a decisive win with 1761 Victory challenge one of my new roommates to see if
plan called for about five-and-a-half hours a
Points. Defending champion Mike May
night. Very doable, although my WE THE came in second with 1508. Bret Min-
PEOPLE game would probably suffer signifi- go's London was third with I J91, fol-
cantly, coming so late in the convention. lowed by Stephen Koehler's Venice at
All in all, I turned in a registration sheet to 925, Nick Anner's Barcelona at 911 and
Don for about 15 games. At that, I had great Phil Mason's Genoa at 346.
regrets about a number of events which didn't
fit. No doubt, I'd be lucky if 80 per cent of the FOOTBALL STRA TEGY (32)
Okay, nobody used the Flair Pass to
plan came off as scheduled.
nail defending champion Bruce Reiff in
this year's tournament. However, Bruce
WEDNESDAY did accept Stuart Tucker's first-round
While my experience with AGE OF challenge and they sat down for their
RENAISSANCE at Origins the previous month third meeting of their FBS careers (the
made me wonder jf I wanted to play with any- grudge match). Bruce ate up the clock
body less experienced at the game, I kept to with his vaunted ball-control offense,
schedule and hit it as well as FOOTBALL but it was Tucker's aerial offense and
his repeated use of bombs on 2nd or 3rd
STRATEGY. and short that prevailed by providing
the field position necessary to kick four
field goals and march to an 18-3 vic-
tory. Tucker's euphoria carried him to a
nine-point lead against fellow Balti-
more League member, Bill Cleary, only
to have an unbelievable blocked punt and a crucial either of us could get the HANNIBAL plaque (he
third down call allow Cleary to pull out a 23-22 almost won it last year). Of all the tournaments,
squeaker. Cleary managed to blow away his other this was the one I most wanted to win. I have
competition to go to the semi-final against another never yet tired of playing the game repeatedly,
Baltimore Leaguer, Paul O'Neil (who had also scored
because each time it has a different flavor, due to
easy victories). O'Niel scored an impressive 37-21
victory to earn the bid to the final. the strategy deck. Karsten and I split up and
In the other heat, Dave Terry survived close games headed to different ends of the huge pack of
including a 10-9 victory over Jim Vroom to get to the players registering with the GM standing on the
semi-final. George Holland snuck past Don Green- chair (if at all possible, we wanted to meet each
wood 21-17 in the first round and then rolled up other in the final). If necessary, I'd work out a
impressive victories on the way to the semi-final deal with the GM to fulfill my demonstration
where he crushed Terry. Holland couldn't put together obligations for STOCK MARKET GURU.
yet one more 33-point performance, succumbing to
O'Niel 20-17 in the championship game. This makes HANNIBAL (52)
two years in a row that a Holland has lost in the final. This year's expanded tournament length allowed
full games to be played in each round. As a result,
most of the bidding was for control of the favored
After a meeting with playtesters of a sports Romans. Nonetheless, Hannibal and his cousins won
finance game at eleven, followed by a relatively plenty of the games. A number of first-round
early bedtime, my day was complete: 1-2 for the Carthaginian winners had bid for control of Hanni-
day, and no advances to finals to schedule. bal, a practice they stopped when they saw opponents
giving them PCs for playing Rome against them.
Using published rules errata, the death of Hannibal
AGE OF RENAISSANCE 006 entrants) THURSDAY did not bring games to an abrupt end. Many Roman
A total of 24 tables of six players each saw the ris- Okay, I snored a bit and my roommate is a players thus faced the task of surviving against very
ing tide of western civilization triumph during the light sleeper. No big deal. I know a fair number daring and desperate attacks by Hasdrubal and his
tournament's initial three heats. A semi-final round of garners at this convention, so without much many successors. Despite some creative tactics by
then narrowed the field from 36 (including 16 second- ado, I arranged a few bed swaps to ease my Carthaginian players, the early death of Hannibal
place finishers) to six finalists. roommate's plight for the rest of the conven- usually led to slow, but definite defeat.
In the final, opening bids were clustered in the tion, while tying up with a room of people who The championship game between James Doughan
two-to-three range with a single zero. Mike May, the keep the same hours as I-we all turned on the and Martin Sampler came down to a close province
defending champion, quickly concluded deals with count at the start of turn 9, with Hannibal well-
afterburners at midnight and logged hours at a
Paris, played by George Sauer, and London's Brent entrenched in Gallia Cisalpina facing Scipio Africanus
few non-Avalon Hill games in the hallways.
Mingo. Meanwhile, the Italian powers failed to reach and the endless reserves of Roman troops (in fact,
agreement on who would take Crete. Genoa bounded We also joined the TITAN: THE ARENA craze.
except for a minor aberration in Etruria, PCs on the
into an early lead, soon to be pounded mercilessly. It Every convention has its "newest thing," but board looked much like they do on turn 2 of a typical
was then London's turn to be hammered, following a this one truly bowled over participants. The game). Rome could expect to easily reclaim Etruria.
successful reach around the Iberian coast to North first set off the presses arrived on Thursday and Carthage had to worry about a major move into Spain.
Africa, coupled with a wool payoff. The Black Death were sold out long before Saturday morning. Alas, the Roman player was dealt a hand of strategy
soon descended on merry England. Every hallway was occupied by sets of four and cards without naval movement ability. Deciding
26
prize winner. The players were so engrossed in the surprise. She emerged victorious from the talent-rich
game that on more than one occasion the players for- first heat with the first bid to the final four champi-
got to wield the power of the creature they backed or onship round. Michael Metcalf won the second heat
forgot to draw after playing (right Ken?). Congratula- and Bruno Passacantando won the third (foreclosing
tions to the victor, Peter Staab, for his narrow win. both efforts by defending champion Joe Diminnie to
enter the final four). The competition for the final spot
PRO GOLF (65) brought together four new hopefuls and twelve losers
Occupying the usual raucous Friday night, over: from previous heats (hoping to get lucky from low
stuffed Salon F slot, this tournament gathered another draft slots). Editor Stuart Tucker's promising second
strong crowd of dice magicians. To make it to the final effort fell upon the rocks when his opponent's fmal
foursome, contestants played a round at Pebble Beach timeout against his Duke 1990 team engineered a 16-
and a round at Augusta. Nothing worse than a score of point swing to win the game. One-time champ Bruce
"-7" earned entry into the final. Reiff's second effort was more fruitful, gaining him
The final featured one round of the skins game the final spot. In the semi-final game, Carrie Lewis'
(hole winner taking the points of accumulated unwon cinderella team finally fell. Bruce Reiff defeated
holes)-with enormous, green, foam dice. Bruce Reiff Bruno Passacantando for his second MARCH MAD-
birdied the first hole for the lead. Then nobody could NESS championship.
win the next seven holes. With eight points and near
certain victory up for grabs on the ninth hole, Reiff Meeting with enough success in the morning
eagled. However, Mike Metcalf also eagled to deny heat to miss an AIR BARON heat, I sat around in
the points. With ten points on the line at the eleventh
Salon F playing TITAN: THE ARENA with all
hole, Reiff again eagled, but Metcalf came through
with his own eagle. Meanwhile, Ken Guttermuth and the other sports game also-rans, awaiting the
Dave Metzger, who spent a number of these crucial mid-afternoon heat. Then, a worried Don Green-
holes in sand and water, saw victory in their grasp. At wood snagged me for a duty-time to go teach
the thirteenth hole, Metzger's birdie was enough to the kids how to play PRINCESS RYAN'S STAR
claim the accumulated twelve points and victory. Gut- MARINES. A growing mob was gathering
termuth finished out the round claiming a handful of before the Junior's event starting time. Arriving
holes, thus pushing the spectacular-shot-hitting Reiff just moments before the game's designer, we
against a long trek to Spain along the coast, Sampler and Metcalf into third and fourth. dove into the most promotion-hungry pack of
did the only option remaining: repeated assaults
against Hannibal in which both players received about marines you could imagine. Kid's game? Huh.
I managed initially to win in HANNIBAL, but
the same number of cards (around 16). Battle after bat- These boys and girls would eat some playtesters
success did not last long. Early in my second-
tle resulted in no weaknesses in Hannibal's tactical alive. Some people think that the Junior's events
round game, my Hannibal lost unexpectedly in a
plans, leaving Doughan in control of Gallia and eight are an exalted form of babysitting. No way.
provinces in Spain and Africa necessary to win by the battle with no place to retreat. I managed to
These entrants are garners to the core. I pitied
narrowest of margins. extend the game to the final turn (largely
the occasional frazzled mother that I saw shut-
through daring use of Hasdrubal and H. Gisgo),
tling to and from such dens of competition. One
STOCK MARKET GURU (18) but by the start of turn 9, the Carthaginians
was clearly doing double takes at her checkbook
This newly-released revised version of STOCKS & clearly had no chance to recover enough
BONDS caught a few players unprepared for the after seeing how excited her kids were about
provinces. I was only slightly relieved to hear of
expanded ways to win. Hall-of-famer and one-time the games.
a similar fate for my friend in his third-round
STOCKS & BONDS champion Ken Gutermuth was Conventions do have a habit of eliciting
game. At least, the Carthaginians won the cham-
seen shaking his head after losing in the first round; game expenditures. I always come prepared to
pionship game.
"Buying on margin is no longer the way to win this drop a few hundred bucks. Even at A valonCon,
game." Indeed, each preliminary game dealt with With the print run just beginning for TITAN:
where no other companies are represented, you
extremely different business cycles. Nathan Kilbert THE ARENA, our early heats were caught a bit
will find a few game sellers playing in the open
narrowly won his game with growth-oriented stocks, off-balance (not enough decks and not enough
gaming area (often they have an assortment of
despite the hyper-inflationary climate which was tables for the arriving entrants). We squeezed
used ganles, but some are pushing their latest
shelling out over 16 per cent earnings per year to into the room tighter than the survivors of the
bondholders (who shrewdly kept plowing interest design). In my case, I found a few rare issues of
Titanic and I bowed out of a game to become a
earnings back into bonds, even during bull markets). rules teacher. Tough luck-"I coulda been a
Strategy & Tactics to buy. In previous years, a
At another table, interest rates plummeted to low lev- contenda." handful of European games caught my attention.
els and stuck, preventing potential bondholders from Although I reserve my game collecting for the
What can be said about PRO GOLF? I went
earning money on bond price fluctuations as well as auctions at Origins or GenCon, I was not dis-
for the green. After missing the cut for the skins
interest. In this game, the stocks were more actively pleased by stumbling across these opportunities.
traded, and a number of players were nailed by busi- game by two shots, I trundled off to bed satisfied
ness failures along the way. Stryker Oil gamblers at yet again with my performance: 1-3 for the day,
AIR BARON (112)
every table found few opportunities for big profit, no finals. This second-year tournament drew another large
although the occasional partial position in Stryker crowd of entrants over the course of four heats. Game
helped a number of players with fortunate timing dur- FRIDAY
ing Stryker's unusual countercyclical ups. In the final, With no good news reported by my
Debbie Otto was the Wall Street guru who showed teammates (Boys on the Hill), the pres-
Kilbert, Danny Robinson and John Quarto how to use sure to do well was acute. I'd have to
stock tips. The game's designer was seen leaving with
devote myself to a second heat of
a smile after losing his first round game, but finishing
with nearly quadruple his starting cash. According to MARCH MADNESS if! didn't make the
SEC records, none of the players learned the hard way final four via the morning heat. It
the penalties of getting caught using insider informa- looked like I might not get out of Salon
tion for their trading. F that day.
SLAPSHOT (106)
The sleepy late-night Saturday crowd gathered for
another stab at being the largest tournament of the
year. The event was opened hilariously by Keith
.
•
30
bugs. Chris' worst shots happened on the least
important part of the battlefield. Nuke hoped that
a scattered shot or the blast effects would get him
a plasma bug, but failed.
J.C.'s wave has been decimated. It is up to
the plasma bugs now. He has a few reserve bugs
to shield them, but he'll be hard pressed now as
the MI goes over to the attack, having success-
fully merged his two groups. The jams won't
hun Chris much now that the main wave of bugs
has been repelled. J.C.'s strategy now rests on
raining accurate plasma blasts on the wounded
while playing the game of "evade the bug
hunters." The W5 promontory is an excellent
ground for this, as it will take awhile for Chris to
cover it with effective fire. Nuke will need a
lucky shot. I still think I.C. blew the battle early
by not climbing the Rl plateau. Chris hasn't paid
the usual price for remaining so concentrated.
Now the only price he is paying is that he hasn't
covered the W5 promontory well.
TURN 4
Part of Black Squad takes up positions cov-
ering the bug hole. Carmen unjams her
weapon, but Ace fails. The hopper jumps to
attack Nuke from the cover of the ravine. Both
plasma bugs reach high ground from which
they threaten the wounded.
Johnny vs. hopper R1(4)= 2,6 (hit), s= 5 (kill).
Drop ship vs. green plasma R12(l)= 4,5,5
(miss).
Rasczak vs. eastern green warrior R3(l)=
1,1,1,2 (three hits, jams), s= 4,4,6 (kill).
Sugar vs. black plasma R7( 1)= 3,4,6 (miss).
Zim vs. green plasma R3(2)= 3,4,6 (miss).
Carmen vs. same R3(l)= 1,5,6 (hit), s= 5 (save).
Shujumi vs. same R5(l)= 4,5 (miss).
Dizzy vs. same R6(l)= 4,5,6 (miss).
zander vs. black warrior on hole R4(l)= 1,2,4
(hit), s= 5 (kill).
Nuke vs. green plasma R8= 8 (kill); Blast effect:
warrior s= 2 (save).
~~~~~(fromp.lO) can reduce trooper firepower here, my warriors Note: post-mortem analysis reveals that this shot
may be able to get to one of the wounded, which was illegal-LOS being blocked by the smoke
Nuke vs. western green warrior R7= 7 (kill); would take the burden off of my plasma bugs
Blast effect: Plasma s= 5 (save); Warrior s=1 of the retrieval boat. Of course, the outcome
(and leave Nuke a target). might not have been affected much, as Nuke
(save). After seeing fire effects like that, I have to
Drop ship vs. northern green warrior R7(2)= could target the black bug instead and have an
say that those troopers were a lot more experi- easy time in turn 5 running down the green
1,3,4 (hit), s= 1 (save). enced than my brain bug imagined! plasma bug. Nonetheless, a word to the wise,
TROOPER TURN 3 NEUTRAL COMMENTARY check on your opponent's LOS.
There is potential for casualties here, as Car- Chris wisely didn't move Shujumi in case Black plasma bug vs. Ace/wounded R7= 8 (kill).
men's carbine is jammed and she will most the bugs rushed Nuke again. Carmen failed to
likely be surrounded by bugs. I still don't think I unjam her weapon. She still had the positive TROOPER TURN 4
should move Green Squad, preferring to gain the role of standing over the wounded body to It is time for Black Squad to earn its pay.
fire bonus. If I can hold out another turn, the keep it from being squished by the onrushing Nuke moves to cover both the remaining bug
bugs will be spent. Hurry up, Johnny! bugs, but she was likely to receive the brunt of hole and the plasma bugs, leaving Zander and
I may not be abte to hit at long range, but I the attack. Oddly, Chris failed to have any Dizzy to cover him. Johnny heroically jumps
more than make up for it in close quarters. Five trooper take cover under the wings of the down into the ravine, poised to rush to the bug
warriors rush up and five warriors fall. Zander is retrieval boat. If the bugs break through, this hole if Nuke fails to close it. Green Squad is
the man, twice taking out bugs at long range. 1'm error could cost him later in the battle. recovering from the bug attack, and can hear the
sure J.e. is wondering when he will be able to J.e. indeed rushed Zim and Carmen's end of ponderous steps of an approaching plasma bug...
roll some melee attacks. The plasma bugs are the rescue zone. His move of the plasma bugs Zander riddles the bug guarding the bug hole,
moving closer, though, and I don't trust my luck finally made it clear that he planned on using clearing the way for Johnny to rush forward to
to hold once he starts dropping plasma down on plasma from the W5 promontory to nail the res- plug the hole. This leaves Nuke free to take a
my troopers. cue zone. The green plasma crept onto the shot at a plasma bug, which disappears in a sat-
plateau on the same turn, making for a dicey sit- isfactory nuclear glow. However, a VIP is now
BUG TURN 3 uation for the VIP wounded, as Nuke could only R.I.P. as J.C. trades shot for shot, tmning Ace
I immediately see the drawback of my origi- fire at one plasma per tum. and the wounded psychic (bye-bye, Doogie) into
nal plan. My plasma bugs are still not in place Zander, from long range, took out one of the hot plasma.
for firing, and yet all of my warriors are hiding threats to Carmen. Chris experienced another gun After all my withering fire, the bugs are still
under the cliffsides ready for the assault. The jam, but not before Ace took out another warrior. in this grone.
fact that Carmen has her weapon jammed makes Sugar was Carmen's laslchance and made his hit
the green troopers all too tempting a meal. If I count. Zim's split fire amazingly finished off two ~~~~~ (continued pg. 33)
•
The GENERAL 32-1
CONTEST #184-Sound Advice
One of the drawing points of this magazine is its excellent strategic 7. To avert loss of morale, subordinate the Master of Horse to the
advice. Now, it is time for a pop quiz on how well this advice has been Dictator before calculating the TK number.
absorbed by readers. This contest asks you to identify the games to which Game: _
the following quotes from past issues of The GENERAL apply. If you
8. Poor leaders should be sacked immediately and sent somewhere
don't recognize all of them, don't feel bad-some may be red herrings,
where they can't hurt anybody; I usually reserve Bonham (Texas) for
false quotes intended to throw you off. In the lines provided, either write
this purpose.
"False" or identify the correct game in which to utilize the advice.
Game: _
1. Whenever possible, attack into lands containing monuments, capi-
tals and cities. 9. Plan your political status as carefully as you plan your cam-
Game: _ paigns.
Game: _
2. Good Russian play at the outset is a study in how to retreat from the
weak + 1 TEM areas to better defenses closer to the river. 10. Once these Task Forces have been generated, you can insert these
Game: _ tiny units into the ZOC of German units, thus denying them the
opportunity to make use of their maximum potential movement on
3. Unless your crew is unhappy, you should not declare Debauchery any given turn.
and Revelry. Game: _
Game: _
4. Placing a PC here assists in preventing a British middle-states $15 MERCHANDISE CERTIFICATE IS PRIZE!
invasion. Send entries via email to [email protected] or mail to:
Game: _ Stuart K. Tucker, Editor of The GENERAL, The Avalon Hill Game
5. First, it is generally not a good idea to roll to reduce your infantry Company, 4517 Harford Road, Baltimore, MD 21214
cost to "2" until the German has reduced his to "1." Name _
Game: _
Address _
6. At some point in the beginning or middle of the game, a player
should buy the one shield he can carry in his ship's hull. City ,State Zip _
Game: _
ASL Submissions
We are looking for articles about
ADVANCED SQUAD LEADER for publica-
tion in The GENERAL and the ASL Annual.
As a rule, we anticipate that the broader or
more introductory articles would go in The
GENERAL, while the more intricate or more
detailed (and probably longer) articles would
go in the annual. Articles intended specifi-
cally for publication in The GENERAL should
be mailed to Editor, The GENERAL, 4517
Harford Rd., Baltimore, MD 21214. Informa-
tion on submission procedures is also avail-
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ASL-related articles should be mailed to
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email [email protected]. Multi-Man
Publishing will continue to assist the Editor
of The GENERAL and all articles submitted
for one publication will be considered for
use in the other.
away from Zander. This could have been wounded, putting pressure on the MI to take it
•
34
out next turn. This was another crucial decision
point. J.C. had another option. He could have
targeted Nuke at range nine. The odds were low,
but then again, so were his odds of getting off
two successful shots on the wounded. Nuke will
move to a range of six next turn and probably
put an end to the ganle. J.C.'s shot on Nuke at
range nine could have ended his biggest threat
and give him time to nail the wounded while the
MI mounted a rush of the plasma bug with their
Moritas. The plasma bug has excellent survival
odds against moving men firing Moritas. In all
probability, J.e. would get off his shots on the
wounded in turns 5 and 6. J.C.'s strategy has
been to go for the high-odds shots on the
wounded rather than taking out Nuke or using
scatter shots to nail some MI, so I wouldn't
argue that he should change horses midstream. I
mention this option to note that in this scenario,
the bugs can deal the MI a very effective blow Johnny runs to plug the bug hole, pre-
by threatening Nuke with both plasma bugs venting bug reinforcements. The final
simultaneously. Fortunately for J.e., his hopes
action of the battle, the pivotal nuclear
remain alive as he hits the first wounded target.
attack against the last plasma bug, turns
out to be another twist of wicked fate. The
TURN 5 shot misses, but the blast effect from the
Black Squad moves south to support Nuke
adjacent hex has the unlikely result of
and take low-odds shots. If he fails. Johnny
killing the plasma bug.
plugs the bug hole to prevent reinforcements.
Rasczakfails to unjam his weapon. Sugar runs
south to get a closer scoped shot. The green
warrior moves on Sugar in case both Nuke and
the plasma bug miss their targets. battlefield of plasma bugs and the rescue mission NEUTRAL COMMENTATOR
Nuke vs. black plasma bug R6= 5 (miss and was a success. Troopers and wounded alike piled The aftermath looked bad for the bugs: only
scatters). Blast effect: plasma s= 6 (kill). into the retrieval boat and dusted off. Ace and one wounded were killed. However, the
The game ends instantly with the death of result was far closer. J.e. failed to take advan-
the last plasma bug. The troopers load up in POST-GAME COMMENTARY tage of Chris' early concentration by getting the
the retrieval boat andfly to safety with no fear Christopher Lawrence (Troopers) plasma bugs to high ground early. Of course, the
of being shot down by a nearby plasma bug. I think J.e. committed his bugs piecemeal, flip side of that is that J.C. did rush his plasma
Having saved one VIP, they declare victory. allowing me to deal with them in small groups bugs into good ground for the turn 4-5 situatiou
rather than as a solid wave of chitin and pincers. in which J.e. had a reasonable chance at victory.
TROOPER TURN Even then, I was very lucky to escape with only J.C.'s strategy was solely focused upon the
One last warrior is lingering around the one casualty. Had he been able to inflict one or plasma bugs taking out the wounded and doing
retrieval boat, forcing me to split my troopers two losses before bringing up his plasma bugs, I it in the surest way he could see. There is noth-
again. Johnny closes the black colony bug hole, would have been hard pressed to defend the ing wrong with that. In fact, had the LOS rules
while everyone who can be spared from guard- VIPs at the end. As it was, it still made for an been fully enforced, Nuke might have missed a
ing the wounded rushes after the plasma bug. uncomfortably close battle decided by the last shot and the battle could have turned out differ-
It's do or die! roll. Like I said, I hate plasma bugs. ently. The lesson for the MI is that pillars of
I'm not sure whose luck is worse, lnine or smoke can hurt as much as help.
J.C.'s: I manage to miss a "sure" shot with the You have to take advantage of situations
J.C. Connors (Bugs)
nuke, but J.e. manages to fail a "sure" save after presented to you. Here, an alternate bug strat-
Despite my bugs proving to be little more
the scatter. How's that for a Hollywood ending? egy would have had a better chance: take out
than cannon fodder, I felt that bug victory was
the MI with scattered plasma shots and keep
close at hand. Unfortunately, Chris' die rolls
BUG TURN 5 the plasma bugs far separated so as to necessi-
bested my own, and always kept victory a turn
Not many options for me here. I'll optimize tate more movement by Nuke to take them both
away. I still feel that my strategy was sound,
out. Such an approach probably would have
my shot at Carmen, and send my last bug on a though there were small problems with it. I left one or both of the wounded alive for a long
suicide run at Sugar. severely underestimated the drop ship's can- time. However, it could have given the bugs the
He missed! Oops, no he didn't. Sigh. nons, which made my four-bug rush at Nuke a numbers advantage they needed to make multi-
futile attack. If those hoppers had lived to join ple wave assaults by the warriors more devas-
NEUTRAL COMMENTARY my rush at the jammed Carmen, I might have tating. Furthermore, the two bug holes might
Johnny ran down to occupy the bug hole and been able to take out enough troopers to kill have remained open for a longer time, as Nuke
stop bug reinforcements. Sugar moved towards one of the wounded psychics with a warrior. would have had to take out the plasma bug
the plasma bug to get a better shot, in case the I never really considered moving a plasma threats first. The battle might have dragged on
nuclear shot failed. The retrieval boat acted as a bug to the far high ground areas (the lO-hex high with Nuke and one plasma bug dead and the
nice movement balTier to help shield Nuke as he ground piece or the corner of RI) to bombard warriors bugs threatening the wounded while
moved closer. J.C.'s warrior couldn't do much the green trooper squad. While that might have the MI were forced to rush the second plasma
at this moment. caused the green troopers to spread out, the vul- bug with Moritas. I prefer this latter approach,
As it turned out, Nuke missed, but as has been nerable plasma bug would have quickly become particularly when the MI bunch up like Chris
the luck of J.C. in this battle, the blast effects on a target for Nuke. With both of my plasma bugs did. To me, such would have been a better
the adjacent plasma bug managed to kill it any- in play until the bitter end, the bugs always had "combined arms" approach for the bugs. And
way (only a 17 per cent chance of that misfor- a chance of seizing victory. Chris's Roughnecks bugs have lots of arms!
tune). Chris is saved from having to take desper- won this time, but there are always more bugs
ate shots with his Moritas. The MI cleared the waiting for him.
*
35
++~~~ (frompg.18) War Success Table • If one of the powers is at war and the
Success Pts. other is neutral, the latter joins the war
Conquest of*: against the former.
any successive table so indicated. This may T planet 12 • If both are neutral, the incident forces a
alter the diplomatic stance of one or more STplanet 8
MT planet w/minerals 6
clash.
powers. Then, continue with the production Clash. Each involved power may con-
MT planet 3
routine at each colony and the normal Barren, minerals 4 duct one raid per turn against any star sys-
sequence of play. Barren 2 tem of the enemy. Take forces from any
Stage III: Tension. The colonization of Star with no planets I one friendly star (a maximum of five ships,
planets is almost complete. Powers begin to Destruction of including no death stars) and move them
look elsewhere for room to expand. Clashes Planet Shield, Death Star 4 towards the target star system. It reaches
and conflicts become common. This stage Advanced Missile Base, Fighter 2 the destination during the same turn, or the
lasts until the combined population of all Missile Base, Corvette 1 raid cannot be conducted. One or two
Scout 1/2
powers first reaches or exceeds 1200 rounds of combat may be fought (but a
million. *You receive success points for conquest of planet should not be bombarded or. con-
planets if the star system was totally conquered. quered). Then, the raiders are placed in an
As in Stage II, roll dice and consult on
the Diplomatic Events Table, but apply a adjacent hex with their original base as
Peace Terms Chart
(success point differential in parentheses)
their destination. Keep a tally of the sum of
"+2" during stage III.
Stalemate (0-10): Both sides must evacuate
the number of raids conducted by both
Stage IV: Empire. There is little space to sides and the number of ships and missile
any enemy stars they occupy as soon as possible.
grow within each power's borders. Con- Marginal Victory (11-25): One star among bases destroyed. This is the Tension Num-
quest is a must. Dreams of "Empire" infect those conquered by the winner is annexed. The ber. On the next production turn, just before
every power's leaders. This stage lasts until ceded star must be the one that is closest to a
friendly star (choose randomly if equidistant),
rolling on the Diplomatic Event Table, roll
the end of the game. regardless of military conquests during the war. If two dice. If the result is two less than the
As in Stage II, roll dice and consult on two or more powers are on the victorious side, give Tension Number, limited war ensues. If the
the Diplomatic Events Table, but apply a the star to the one that you feel contributed most to roll is equal to or one less than the Tension
victory. If no star was conquered, the loser must Number, the incident continues. If the
"+4" during stage IV. give away a star anyway. The victor's ships and
populatiou must depart any other stars of the result is greater, the incident ends.
Diplomatic Events Table defeated power. The loser must do likewise vis-a- During a clash, raids should be con-
vis the stars of the victorious power. ducted whenever the power is able. How-
(sum of two dice, +2 in Stage III, +4 in Stage IV)
Substantial Victory (26-50). As in marginal ever, you are free not to conduct a raid if it
victory, except that two stars aTe annexed. If the
2-8 Peace talks victOlious side has two powers, each receives one would be suicidal. You should use each
9 Political Blunder system. side to its best interest. For instance, a weak
Decisive Victory (51+). Same as above, except power may perceive that it is to its advan-
10-11 Border Dispute that half (fractions rounded up, with a minimum of
12-13 Limited War
tage to keep the Tension Number low-
three) of conquered stars are annexed. In adclition,
the loser does not evacuate his colonists-they even to the point of not firing back at
14+ Total War
remain as slaves. Planet defenses aTe destroyed, but enemy raiders-to avoid the risk of an
Peace Talks. If any war currently
factories are confiscated by the winner. If two or escalation to war. Only light reinforce-
more powers were victorious, each gets a roughly ments should be sent to the area.
exists, roll two dice and consult the Peace equal share of the annexed slaTs.
Border Dispute. A randomly determined
Talks Table. If no war currently exists, Annexation of Stars. Transfer the star power claims that a border star of another
peace continues. card, establishing a new claimant to the power (also randomly determined) is its
planets. Colonists in the annexed system God-given, manifest destiny, historical and
Peace Talks Table remain in control of the loser, but are evac- universal real estate.
(sum of two dice, +1 per neuu'al power and +2 if uated. Transports must be built and all pop-
war is limited) ulation must leave. No emigration bonus • If the powers are cUlTently enemies in a
occurs. The industrial output of the war, the war continues.
annexed planets cannot be spent on any • If the powers are currently allies in a war,
2-5 Failure-War Continues
other purpose in this production turn. the owner of the disputed star feels disap-
6 Truce
Planet defenses and factories are destroyed pointed with his ally and switches sides,
7+ Peace Treaty
before departure. becoming an ally of the former enemy.
Truce. Hostilities cease. Powers may Political Blunder. A squabble over some The former enemies (now allied) must
not attack each other or move forces into minor issue (the extradition of a criminal, depart any of each other's stars that they
star systems that the enemy currently mistreatment of citizens of one power by may have conquered.
controls or besieges. Star claims are not authorities of the other, excessive import • If one power is at war and the other is
taxes, etc.), cause an incident between two neutral, the latter joins the war against the
exchanged. In the next production turn,
randomly determined powers. former.
do not roll for diplomatic events. Instead,
• If the powers are currently enemies in a • If both are neutral, a border dispute
peace talks resume. Roll again on Peace erupts. Choose at random one border star
war, there is no further effect-the war
Talks Table. that the first power is claiming (if there
continues.
Peace Treaty. Determine which side is are no border stars due to a lack of com-
• If the powers are currently allies in a war,
the winner by counting success points (see one of them (randomly determined) feels mon borders, treat this event as a Political
War Success Table). Subtract the loser's insulted by the other and makes a sepa- Blunder and conduct a clash). The claim-
points from the winner's to yield the suc- rate peace, becoming neutral (implement ing power may attack the disputed star
cess point differential. Then, look up the the effects of Stalement on the Peace system in an attempt to conquer it, but
peace terms on the Peace Terms Chart. Terms Chart). other enemy stars may not be invaded.
•
36
The defender may counterattack in the • If both are already involved in any war • If one power is already at war and the
disputed star, but may not attack other (as allies or enemies), there is no effect. other is neutral, the latter joins the war
enemy stars. In other words, conflict will • If one is at war and the other is neutral, against the former, and limited war
be limited to the star system that is the the latter joins the war against the former. becomes total war.
cause of contention. In the next produc- • If the two are neutral and a war is already • If a war already exists between the other
tion turn, before diplomatic events, roll occurring between the other two powers, two powers, each neutral will join one of
two dice, adding two to the result if the each neutral will join one of the sides in the sides in that war, and limited war
star is under the claimant's control (i.e., that war. becomes total war.
conquered) and consult the Dispute • If all powers are neutral, limited war • If all powers are neutral, total war erupts
Resolution Table. erupts between the two. During limited between the two determined powers.
During a border dispute, control of the war, both sides may invade border stars During total war there are no limitations.
star system should be fought for vigor- of the enemy, but may not escalate by Any enemy star may be invaded. Fight as
ously. Moderate reinforcements may be invading other stars. If the power has an you see fit.
sent to the area. Keep track of losses of bases, shields
ally, it may attack enemy stars on its
and ships during a war, as this will be used
Dispute Resolution Table ally's border, even if they would not be
to determine the peace terms in the event of
(sum of two dice, +2 if star conquered by attacker) considered border stars in relation to the signing of a peace treaty.
2-8 Arbitration itself. Allied forces may stack together. Total conquest. If a power is completely
9-10 Incident Continues Keep track of losses of bases, shields annihilated militarily (no free population
11+ Limited War Ensues and ships during a war, as this will be used left during a production turn), the war ends
to determine the peace terms in the event of (in relation to the losing power). The victor
Arbitration. If the attacker conquered the immediately annexes all the conquered
star, he annexes it. Otherwise the original the signing of a peace treaty.
Total War. Determine randomly two stars (exchange star cards). Any surviving
claimant keeps the star system, while the ships of the vanquished are replaced by
forces of the attacker must leave during their powers to be affected.
similar ships of the winner's color. If there
next movement phase and do not fire upon • If both are already in a total war (as allies are two or three winners, they share the
other ships until then. The incident ends. or enemies) no effect. spoils. You may distribute them evenly, or
Limited War. Determine randomly two • If both are already in a limited war (either in proportion to each power's contribution
powers to be affected. as allies or as enemies), it becomes total. to victory, as you see fit. *
to the surface. For instance, in a large-sized experts have identified 32 additional sites
rescue attempt, Casualty and Hold charac- we may be forced to encounter, depending
rescue. Our intelligence personnel have teristics are at a maximum, while the 5 on luck, the resistance we face, and so on.
gathered data on the enemy which is Guard, Reinforcement and Hide character- My advice is to view this map with a skep-
summarized in Table 3. We have substan- istics are minimized. A smaller rescue tical eye. Marine intelligence may not be
tial probability of facing two or three traps attempt would involve 5 Guard and Rein- keeping up with current events, pals. Our
(5 Guard cards) between each of our forcement characteristics at their maxi- basic expectation should be that our map
regroups. Every time the enemy reinforces mum, with Casualty and Hold characteris- will be wrong around half of the time (more
a skirmish, our situation gets tougher. We tics minimized. so on the flank routes). We can also expect
need to try to keep the odds in our favor by As you win skirmishes, the Schenectady the Guard (which knows this planet much
looking for ways to negate the arrival of the will relay mission support information better than us) to try to force us into unfa-
many Guard reinforcements (either via (Dispatches) to the field leader to assist vorable comers.
location analysis or use of the special abili- with your next goal. All Dispatches are This concludes my general overview of
ties of on-site Marines). usable to call in fire support. We expect that the critical factors in this rescue attempt.
90 per cent of them will also have addi- Once you hit the surface, boys and girls,
TABLE 3 tional possible benefits, depending upon everything will depend on what leads to
Proportions of Guard Characteristics the situation and a particular Marine's abil- each skirmish, the number and timing of
No. of ity to use the information. As we expect regroups and the interaction of the on-site
Players S Guard Rein Hide Casualty Kill Hold you to be involved in between ten and 18 commanding officer with the troops. Are
6 17.1% 37.1% 28.6% 20.0% 25.7% 14.3% skirmishes, the actual application of the you ready? I can't heeeeeeaaaar you!
Dispatches will depend on skirmish cir- GOOD! We have a mission to accomplish.
5 19.4 38.7 29.0 19.4 25.8 12.9
cumstances. For honor, for Earth, for the Princess. Move
4 23.1 42.3 _""34",,.6_"-,,1-".1..5,_ 23.1 1.5
One more item before we embark-look out. Move! Move! Move!
3 30.0 50.0 45.0 5.0 20.0 5.0
over the overall map. It shows the direct
2
I
27.3
28.6
45.5
47.6
45.5
42.9
9.1
9.5
18.2
19.0
9.1
9.5
route and flanking routes. As you will note
from studying the map, some locations are
*
favorable while others are to be avoided,
The table shows that the strongest and especially if our resources are waning.
weakest characteristics of the Guard vary However, realize that there is always a
according to the number of Marines we send ,chance we'll hit unexpected terrain. Our
nlcombat game that's light years ahead
tition." ZDNet
Praise from the media:
" ... sharp 30 engine that looks like it could go head to head
with Quake*". "It's like Rebel Assault* with real game play"
" brilliant graphics." PC Gamer
" a thinking man's Descent. *" Gamespot
"Action gamers take note!" Computing Gaming World
"Defiance seems destined to achieve noteworthy status."
Computer Game Entertainment
Game Features:
• First person combat simulator.
Battles with 18 powerful enemies
• Direct 3D enhanced. MMX* ready.
• TruFlow™ technology for lag-free
motion.
• Gun firepower with LaserLok™
twin-beam targeting system.
• Awesome sound on 8 original sound
tracks, 4 professional voice actors and
over 200 spoken lines of story dialogue.
• Death Match play for up to 8 players
in 9 challenging levels. Windows 95*
*Trademarks of their respective owners. NOW SHIPPING!
PRODUCTIONS
GAMES
DIVISION OF
Avalon Hill Game Company WITH GUTS!
City living can be dangerous.
Y
OU
market supports release of a sequel, Time and again, you'll find yourself
and that sequel has an extended life wishing you had more gold. You will
span on the hard drive ofgame testers. Rick never, ever, wish your hero was just
provides more of his topnotch advice for one level higher. So, when you get the
Heroes addicts.-SKT choice of "gold or experience" from
those chests lying all over the place,
1. THE LONG MARCH take the gold. In the same vein, when-
The first thing to know is that heroes ever you capture a castle, make sure to
have movement points, but armies give it a statue, which increases
"stacked" with a hero do not. This means income by 250 gold-build one, and it
that a hero can march his full movement, pays for itself in five days! Getting as
transfer his army to another hero, and that many Marketplaces as you can stom-
hero can move his full movement, and ach is also a good idea, since you will
transfer repeatedly. This is critical in the often find yourself with no gold, but since the computer will hire them if it
early parts of the game, where it makes plenty of resources like wood and ore. wins. If you are worried about morale loss
sense to hire a "gopher" hero, especially Upgrade your villages to castles (again, they from mixing forces, you can always assure
Barbarians, who tend to move faster than pay for themselves in about a week). that the lower slots are units of whatever
other heroes, to ferry armies out to the 3. DEFENSIVE CASTLE TRICKS type you want. Select the unit, a band of
generals in the field. Hire the gopher at the Never buy a "captain of the guard" for five archers, for example, then select an
beginning of the week when you get rein- your castle-his stats are crummy, and empty slot. A screen will come up asking
forcements for your armies, and make sure you'll find yourself fighting him when you how many archers to put in the empty slot
the field general is one turn's movement take the castle back. Hire a hero instead, (say one). Not only does this give you
away. Then the gopher can resupply the because the hero will have better stats and complete control over what forces defend
general, who can immediately use the come with a minute army. When defending the castle, you can often trick the computer
larger army. This is far superior to march- a castle, prolong the battle as long as pos- into blasting a minimal unit-there is noth-
ing the general back to the castle, hiring sible-the catapult that comes with your ing like watching one archer catch a 125-
the army, and marching the general out- castle (or more of them, if you can afford point lightning bolt, while eight Crusaders
a two turn delay that can be critical. Even it) will turn the tide eventually. Every stand nearby. The computer loves range
if you never get any other use out of the enemy unit killed is one less that you'll units, making them ideal for this tactic.
gopher, he can at least carry any cursed need to kill to retake the castle. Try not to
items you accidentally pick up. leave available recruits in your castle, 4. OFFENSIVE CASTLE TRICKS
You want to take castles quickly. That
usually means lots of air units and spellcast-
ing. All other things being equal, a really
powerful non-spellcaster can defend against
a mediocre spellcaster. Divide your air units
into two groups, so you can close with the
rangestrikers as fast as possible. Range unit
combat abilities are halved in close combat,
so this is an excellent method of "halving"
an opponent's forces.
ET GURU
.. .... ...
I .. .. I
..
..
~ ~ ~ ~ ~ AI Ability
In general, the top creature for each cas- around, instead of sitting in the open for a
tle is a far better "buy" than the lower crea- dozen turns waiting to get spell points back.
tures. Each category of creature is usually
an improvement over the previous. Whether
playing against the computer or other play-
Necromancy is usually crummy. Free
skeletons usually just drag the morale of
your army down, unless it is all undead.
o Realism
., ., ., ., Excitement
ers, if you get access to the top creature Only a Necromancer should take Necro-
before your opponents, you should press mancy.
your advantage as quickly as possible. AJchery is also a feeble skill, but any
LAGNIAPPE
Down here in New Orleans, we have a
bonus to attack is something that you'll be
certain to get use out of sooner or later.
Pathfinding is usually worthwhile. With-
0000 Replayability
ere we continue Alan's in-depth man 21 Pz/l92, the only serious threat, is permitted to move to Zone C, refit free, and
I
•
46
Assuming that both Gennan units on still be saved by an assault from Juno. If A breakout to the east is a pipe dream with
Sword are spent by bombardment, but the you successfully contest Caen, you are the Le Havre battery ready to pulverize any
Merville artillery remains fresh following the right on schedule. British units foolhardy enough to enter
3-3 attack by one of the British paratroopers, After the ETF bombardment, I disagree Houlgate or Mezidon.
- the Allies should send all of their available with Maly's suggestion to bombard a fresh If Sword is still contested on June 6,
units into the amphibious assault. If all six 5-6-5 unit in Caen with the air unit or 3 your best use of air supply is probably
units survive coastal interdiction, the 13-8 CAlxx prior to the assault. The air unit will Merville, even though you need a "5" to
assault yields a solid 44 per cent chance to probably fail in Caen and is best used refit a spent unit and a "6" to refit a dis-
clear the beach of two spent units (as against Bayeux, while 3 CA/xx will fail 44 rupted unit. Merville, Pont I' Abbe and Ste.
opposed to a 34 per cent chance with the per cent of the time and uses an impulse. If Mere are likely to be the only areas on the
Ranger left behind). If a couple of units are the Germans already had the Advantage, board containing Allied units which cannot
spent or disrupted by Gennan coastal fIre and however, a "conservative" extra round of be refit from depots on June 6. The
the assault becomes closer to even money, prep fire is reasonable. Merville units are the only ones in immedi-
the extra unit is very significant. An exploit- If ETF flipped all units in Caen (a 34 per ate danger. If the 6/6 glider is the only fresh
ing Ranger lacks the required MF to advance cent chance against three fresh and no spent unit in Merville on June 7, Merville is very
into Merville against a fresh unit anyway, units-the most common defense), life is vulnerable to bombardment by 711lxx. An
and captw'ing Douvres is of minimal impor- good. The defense of Caen is reduced to average bombardment roll at "+3" leaves
tance at this stage. Leaving an infantry unit seven and cannot be improved to more than Merville with two spent and one D2 unit
behind is even worse, because it reduces the eight. Moreover, you can now attack with and a defense of four DV. With only seven
initial assault by two AV. A second wave the Rangers after overrunning Sword, and steps to absorb, Merville now offers the
beach assault is unattractive here, because the the German can only absorb eight steps. 12th SS group a 13-4 attack in overcast
spent Oustreharn CA defends at 6 DV even Your threatened 14-7 attack has a 34 per weather with a 76 per cent chance to clear
without the fortifIcation bonus. cent chance to take Caen, virtually guaran- the area and a 66 per cent chance for an
If the Merville CA is spent or disrupted teeing victory in the game. The German overrun. In either case, Merville will prob-
by the British paratroops during the night must reinforce. As a little added bonus, the ably be German for the rest of the game.
of June 5/6, it's a closer question whether 27 Armor now has enough MF to overrun One could argue that using air supply in
to assault the beach with all units, because Sword, pass through Douvres and join the a free area is more efficient since each unit
a Ranger can now exploit into Merville if overrun assault on Caen. If you like, a unit has a two-thirds chance to refit on a com-
Sword is cleared. Nonetheless, I still can peel off to assault Merville following pletely clear day. If this is a concern, the
favor the conservative approach. Taking the Sword overrun, saving an impulse. If Allies should calculate their expected
Merville on June 6 is good but not neces- the German leaves you a 20-25 per cent reserve supply level before attempting air
sary. You can't really exploit beyond chance to take Caen with a double impulse, supply to determine if successful air supply
Merville (usually a bad idea anyway) until you should try it, but realize that failure will enable them to buy an additional turn.
you contest Caen, because Sword will be means that Bayeux and Merville (both If so, that probably outweighs the chance of
too vulnerable, and the Sword force is the vital) will be safe for at least one more day strengthening Merville. Later in the game,
best British force to contest Caen. and possibly two. when you can supply all units from depots,
Merville can wait as long as German Once you have contested Caen, follow it's probably best to use air supply in free
artillery attacks are not weakening the Maly's advice and regroup all but three areas only.
paratroops to the point where they may be units out of Caen. If you don't have Dou-
driven out or destroyed. The German can- vres, you may have to leave your armor unit SWORD-GERMAN TACTICS
not afford to reinforce Merville signifi- in Caen to prevent German armor from The German's best hope in this sector is
cantly because of the low TEM. moving out of Caen through Douvres onto to prevent the British from contesting Caen.
As long as you win the assault, all a beach. Go back to Sword and take This is usually hard to do, but every reason-
Sword units will be fresh on June 7, Merville on June 8, or go to Juno to help able effort must be made. On June 6, move
because the Germans have no artillery in defend the Bayeux-Bretteville region. It is 21 Pzl125 to Bourguebus and attempt to
range. Make sure 3/xx gets ashore on June no tragedy to wait for the June 9 rein- move 21 Pz/22 there as well. If Sword looks
6. Very early on June 7, bombard Caen forcements to take Merville. Wait until like it will fall on June 6 or 7, retreat 716/736
with ETF. If one of the German 5-6-5 units you have overwhelming force, or until all into Caen if its undisrupted status can be pre-
remains fresh (as probable), Caen defends three British paratroopers are fresh for served. In any event, 716/736 should leave
with at least 10 DV. You don't have the defending the area. By June 9, the British during the night, to avoid permitting a
time or resources at this point to capture will probably be facing an impenetrable Sword-Merville "hat trick" on June 7.
Caen. Overrun the beach and exploit into line consisting of Caen, Bocage areas and The extra fresh units in Caen at the start
Caen. Your attack has only 12 AF, because the Verson-Evercy "trap," so the British of June 7 are huge. They just about guaran-
the Rangers lack the MF to join the overrun June 9 reinforcements won't have much tee that ETF's bombardment on June 7 will
attack. You should leave one Ranger fresh else to do anyway. not flip both 21 Pz/125 and 21 Pz/192. If
on Sword for defensive purposes. The other This is about all you can ask of the you can get five units in Caen fresh on June
Ranger can enter Douvres or, if the Sword force. An attempted advance 7, one of which will absorb three bombard-
Merville CA is spent, attack there. As the through Troarn is fraught with danger. ment factors, you are probably going to be
attack into Caen is only "+2" or "+1," you Groups of one, two or even three spent defending Caen with 11 or 12 DF even after
may lose-be prepared to use the Advan- British units are vulnerable to counterattack ETF bombards. Since the British Corps
tage. If you assault Caen before Omaha, as in low TEM areas. Once the Zone A rein- Artillery can't fire on June 7, if the Allies
I recommend, you can regain the Advan- forcements arrive on the evening of June 8, want to further "prep" Caen they have to
tage via the "hat trick." If the British lose Houlgate is pretty much impenetrable. By use either 2 TAF (44 per cent chance to flip
the assault on Caen and lose the re-roll, you June 8, Big Black will be hanging out in another non-Armor unit) or a Divisional
are in a fair amount of trouble, but could Potigny, ready to punish any indiscretion. Artillery (55 per cent chance). The Allies
47
can't afford to spend impulses on moves have some fresh units, the German is not However, do not lose sight of the fact
with an even chance of success. likely to keep you spent permanently. If that the Allies are guaranteed two air bom-
Big Black starts in Zone B. If an impulse you wait until the following day when all bardments and four additional impulses if
is available, Big Black may prepare to enter your units will be fresh, you not only the day started on Impulse 0, with only a 3
the action by moving its two artillery units guarantee success on the beach but may per cent chance of getting less than five
and the Flak unit into Potigny on June 7, wind up equal to or ahead of where you impulses. By restricting themselves to
regrouping to Troarn. This provides plenty would have been by attacking· the day high-odds attacks in the early impulses of
of artillery for either bombardment or sup- before, because you get a better overrun. the turn, the Allies ensure that they will
port of an assault into Merville on June 8 Overruns are to be treasured, because they have accomplished most of their goals for
and a partial flak screen for a clear-weather effectively double the value of the units the day, even if it ends early. Also, if a
attack. I would send the Flak to Bour- involved for a turn. The availability of short, clear day occurs, the 2-to-l Allied
guebus to provide cover for units reinforc- overruns means that the schedule for the supply advantage will enable them to
ing Caen only if Caen were seriously Allies is not quite as tight as Greenwood regain some of the lost impulses on a later
threatened. In keeping with the "aggressive and Maly suggest. If the Allies were plan- turn. The Allies should at least plan to use
German" philosophy, I want the Allies to ning to take an area on a particular day but their air bombardments early in the day to
be constantly worrying about defense. merely contest it, they may be able to take the three-unit kills.
However, beware of attacking Merville "catch up" by overrunning it the next day.
while ETF is fresh. It will be Big Black's This has the paradoxical effect of allow- GENERAL TACTICAL
last significant action of the game if you do. ing the Allies to shrug off bad luck at cer- CONSIDERATIONS
If you clear Merville, it may be worth it. tain points in the game. Greenwood and Maly provided much
Otherwise, you have weakened the entire Weather Changes. This is the biggest sound, general advice about how both sides
sector, possibly permitting the British June German advantage in the game. Even if no should handle their forces tactically. I
9 reinforcements to destroy large numbers weather change actually occurs, the threat would like to make a couple of additional
of German units, if not additional VP areas. of one will seriously limit Allied options, observations, however.
If a big assault on Merville is not feasi- particularly on the early turns. A weather Initiative. BREAKOUT: NORMANDY
ble, the Germans should be careful about change early on June 7, before Lehr and the (BKN) is more similar to Chess than most
reinforcing it. A second unit may help save 12th SS group have moved, is particularly other wargames in that you do not move all
the area temporarily, but it's a low-priority devastating for the Allies. The Germans your forces on your turn, but only one
move. Three units would be offering the have all kinds of delectable options: blow- group at a time. This establishes an "initia-
British a three-unit kill. You can't really ing the British out of Merville, charging tive." The player making threats has the ini-
afford the units from Houlgate or Troam through an uncontested Caen onto Juno or tiative; the player responding to threats
until June 8 or 9. A defense in depth is Sword, or simply spreading reinforcements does not. The initiative can be held by
always better than a loaded defense in a low across the entire front to stabilize the either player or by neither player (for exam-
TEM area that will probably fall anyway. defense. This weather change would be a ple, late in a day when neither player has a
good time for the Allies to use the Advan- credible threat. Even though the Allies are
COMPENSATION FOR tage for are-roll. always the attacker in the strategic sense,
THE GERMANS? The threat of counterattack means that the Germans move first each turn. Yet, the
Although I believe that the Allies are the Allies must beware of leaving an all- Allies usually begin the game (that is,
favored, their advantage is far from over- spent force in a low TEM area throughout Impulse 0 of June 6) with the initiative
whelming. the game, because losing an area while also because the German must respond to a
Random Results. The limited number of losing units is a crushing blow. In many cir- threat-namely, British exploitation
impulses available makes each Allied fail- cumstances the extra MF required to enter through Bretteville. If both the Gold and
ure extremely costly. The randomness of an area containing a fresh unit may be the Juno initial assaults fail, the Allies are in
combat results works against the Allies. On only Allied defense against a crushing coun- danger of losing the initiative. If the follow-
virtually every day, at least one high-odds terattack. If Caen is uncontested, for exam- up assaults fail as well, the Allies have lost
attack will fail and throw the Allied plan off ple, the Germans can reach Juno and Sword the initiative, because the German can pur-
schedule. Finally, large attacks are risky all the way from Zones Band C against sue his own agenda with no need to respond
because all units become disrupted if they spent units, but not against fresh units. to an immediate threat.
lose, even if they attacked with overwhelm- Another good German tactic in cloudy The threat creating the initiative need
ing odds. Small attacks not only risk failure weather is to contest an area behind the not involve an attack-for example, if the
but may provide counterattack targets. Allied front line to hinder Allied re-supply Germans threaten to blow a key bridge and
On the other hand, the Allies have efforts. The British must be wary of overex- have a high probability of success, the
more supply and units than they need. tending their lines with futile forays down Allies must respond by crossing the bridge
Time is their only shortage. One example the Verson-Evercy corridor or into Troarn. immediately, even if they would rather
of this was described in Part I in the dis- Similarly, US forces must avoid fatally bombard first.
cussion of Utah Beach. If the Germans weakening Ste. Mere while attacking As long as the Allies maintain the initia-
reinforce Ste. Mere-Eglise, the US player Carentan. tive, they can keep to the schedule set forth
can't really do much about it directly, but Short Days. Short days are another bane in the "basic plan" and should be able to
can shift resources away from Utah. Sim- of the Allies' existence, but the game acquire 10 VP by June 12. Therefore, the
ilarly, if a contested Omaha or Sword mechanics work to somewhat compensate German must aim to take the initiative
Beach contains a mixture of fresh and for them. Frustratingly for the Allies, clear away from the Allies. One of the key
spent Allied units, your best course may and cloudy days alternate beginning on advantages of a weather change is that,
be to ignore that beach for the rest of the June 8, so that the Allies can generally use even if the Germans have no devastating
day rather than make an attack which is their supply advantage on clear days only to attack to make immediately, they may be
not certain to succeed. As long as you lengthen cloudy days. able to seize the initiative by making suc-
48
cessful bombardments. Sometimes the Ger- have enough time to be making marginal response. In any case, the German should
mans can force the Allies to activate an area moves (55 per cent or even 66 per cent always look at the localized nature of his
at an inconvenient time. For example, if chance of success) on a regular basis. supply usage. A bombardment by an
101 NW is fresh in Pont l' Abbe on Impulse Assaults which are expected to clear an artillery unit in a region of the board that
o of June 9, and the German can afford to area but fail to do so are extremely expen- will not see any other action uses only one
start the day with a bombardment of the sive, even if the assault "wins," because supply point, but requires use of a depot to
82nd Airborne contesting the area, the Ger- supply must come from outside the area at refit. In practice, the unit may remain spent
mans will have the initiative for at least one two supply points per unit. Also, bridges for several turns if all depots are needed
impulse by threatening to clear the area bordering the contested area cannot be elsewhere.
with an assault. The Allied player, having repaired unless adjacent to a friendly area. Defense of the Front. Unlike hex-map
cleared Ste. Mere, wants to bombard Throw in that extra unit to raise the odds. wargames, BKN features areas of irregular
Carentan before launching an assault, but The Allies really do have more than they size and shape, with (for most practical
because he must activate Ste. Mere to rein- can use. On most days, the Allies will run purposes) no stacking limitations in each
force Pont l' Abbe, he may be hustled into out of impulses before they have made all area. Therefore, each player should give
making an attack on Carentan at much reasonable moves. The "saved" units may attention to shortening his front whenever
lower odds than he hoped. be wasted. With a "+2" or "+3" Sunset possible, as this increases the number of
As in chess, the best way to seize the ini- DRM in hand, however, the situation units available for defense of each area.
tiative is to make a move that accomplishes changes and the Allies can shift to making The classic example of this is the British
two tasks-defending against a threat and smaller attacks, because they can now contestation of Caen, which shortens their
making its own threat. If your opponent has afford to lose some assaults. front by two areas. Similarly, the Ameri-
made a minor threat, you may be able to German Mistakes. Most of the more cans need to contest Foret de Clerisy as
seize the initiative by ignoring his threat subtle German mistakes fall into one of well as Isigny so that they need not garri-
and making a bigger one yourself. two categories: trying to defend an area son Trevieres, Columbieres and Omaha
You keep the initiative by generating a with too many units or getting overactive Beach. On the German side, you should be
threat on each impulse. If possible, you in trying to counterattack. A good German more reluctant to abandon an area if your
want to create two major threats in one player must cultivate the art of knowing line will be lengthened, but cheerfully
impulse, only one of which your opponent when to cut and run. Take additional CPs retreat from an area if you will thereby
can defend, much like a fork move in in the form of retreats to evacuate a con- shorten your line.
Chess. tested area except for one hapless D2 unit. Double Impulse. This is the "wonder
Allied Mistakes. The most common sub- Then, blow the bridges surrounding the weapon" of the campaign. The Allies
tle Allied mistake is becoming distracted area (only "l"s fail), and live to fight should use it in only three instances: when
from the easiest path to 10 VP and chang- another day. The German has lots of units, it provides a reasonable opportunity to take
ing priorities. I believe that the "distrac- but not where or when he needs them. He Caen, when the Allies can blow a hole in
tion" factor accounted for the fact that the really needs to avoid getting units killed the German line in two places, and where
Germans won a majority of the games at in this game. You should have no qualms part of the front line is a contested area
AvalonCon'95, even though they "bid" less about giving up 9 VPs without a fight as which has vacant or very weakly defended
than 10 VP in most cases. long as you have a clear idea about how areas behind it. In this last case, the first
Another subtle Allied mistake is giving you will prevent the Allies from getting impulse is used to assault and clear the con-
up the Advantage too easily. The most that tenth one. tested area from another area. The second
important uses of the Advantage are to pre- My second category of German mis- impulse is used to exit the formerly con-
vent your opponent from re-rolling your big takes seems somewhat contradictory in tested area into the empty German rear. In
rolls or to re-roll his big rolls. The worst use light of my earlier advice that the Germans all three of these situations, the use of the
is to re-roll your bad assaults. If you make must take some chances. However, I'm Double Impulse should be a game-winning
an unexpected, game-winning overrun, you probably more conservative than Maly or move if successful. Otherwise, the Advan-
don't want to lose it to a re-roll. On the Greenwood with the Germans on June 6- tage is too valuable to risk.
other hand, losing a single assault (other I rarely find myself counterattacking (or
than the initial assaults on Omaha and even reinforcing) beaches in clear weather. SOME FINAL THOUGHTS
Sword) will rarely merit a re-roll no matter However, I'll consider an even-odds coun- As game master of the BREAKOUT:
how big the attack was (unless you have an terattack with a single unit, when there are NORMANDY tournament at Avalon-
obvious way to regain the Advantage). no emergencies that need to be managed. Con'95, I advised players not to use cards
After the first two days, the Germans Multiple-unit German attacks should be or chits instead of dice to resolve assaults
should have their forces organized well avoided except at high odds, because fail- and bombardments (an optional rule).
enough that it will be difficult to regain the ure disrupts multiple units. The German, After seeing the large swings of luck cre-
Advantage by killing units. Thus, giving unlike the Allies, needs units for defense ated by dice in many of the games, I have
the Advantage to the Germans may amount and has supply problems. changed my mind about this. While
to conceding a VP. It is futile to launch a campaign of low- cards/chits permit card counting, the bal-
Another tempting Allied mistake is to odds bombardments of fresh Allied units ancing of the luck factor weighs heavily in
try to make "efficient" attacks-that is, undertaken in clear weather in the faint favor of this option.
attacks with less than the maximum force hope that an Allied-held area will eventu- BREAKOUT: NORMANDY is one of
available, in order to save supply and ally be weakened enough to counterattack Avalon Hill's finest designs. I have not
maintain additional threats. In general, following a weather change. This uses played any other game which combines so
this is a losing tactic. The Allies have impulses and supplies that the German can- well playability, excitement, analytical
enough time to accomplish their goals, if not afford. It is much better to wait for the depth and realistic military "feel" into a
they can limit their failed moves to overcast weather to arrive, and then make four-hour game.
approximately one per day. They do not bombardments that will compel an Allied
*
49
EDITORS
John W. Kisner
John A. Walker
SENIOR WRITERS
Larry Barrett, John Bowen,
John Burtt, Dave Conn,
Kevin Donovan, Lee Forester, "
T
Art Kritzer, Hemy Lowood, he book and the game. We are, we call historical causation. Wargames
Dave Mignerey, David Newport, almost all of us, interested in both. and written history both recognize that
Chris Perleberg, and Rick Stuart. But do we view narrative history not everything is possible. What games
and games as involved in an exchange, an do that is special is also recognize that not
Here's an explanation of how zoe scores a interplay, a dialogue? No, we understand, everything possible is equally so.
game's complexity and general quality: do we not, that games come from books,
not vice versa. Game titles proclaim this. Military history instructs us in the work-
COMPLEXITY A fair smattering have been named after ings of leadership, and the telTible eager-
Rather than use a subjective rating, histories, but no military historian has ness most men have to be led. Such
we have opted to 'count' the compo- ever named his work after a wargame. lessons are of value, for the social sci-
nents in two areas and equate the ences do not conduct controlled experi-
sum of their square roots with the Most wargames do lean heavily on wlit- ments. Wargames, which study relative
game's rough complexity. The Size ten history for facts and analysis. The degrees of possibility, contain an element
score will usually be lower than that games are original nonetheless. It's that is absent from written history: ran-
for System, and this is intended; because of their medium. Historical domization or chance. That is why game
we believe that the 'physical size' tomes often include much in the way of designers are uniquely able to take the
of a design is easier to deal with statistics - gamelike numbers - but analysis of events a step further, to serve
than its 'intellectual size.' even then they use descriptive prose to as a control and crosslight on written his-
elucidate relationships. The game design- tory. Take this passage from Joe
GAME REVIEW ABSTRACT er uses prescriptive prose, logic and num- Balkoski's design notes to STONEWALL
In each of the following GRA categories we bers for the same end. IN THE VALLEY:
use an ascending subjective scale of 1-5:
But despite appearances, wargames usu- "I came to the surprising conclusion that
'Look' is rated on aesthetic grounds. ally do not quantify. What I mean is, the history books do not really deal ade-
when a designer accords a unit a combat quately with the key grand strategic
'Utility' rates the component design's strength, the historical judgment involved issues of the Valley campaign... In my
impact on ease of play. is not necessarily based on counting men final analysis, although Jackson consis-
and rifles. This holds true even if it's an tently outmaneuvered his opponents and
'Rules' are rated for complete- artillery unit and the designer arrived at defeated them on the battlefield, I'm not
ness and organization. the number by counting tubes and making sure that he accomplished the gigantic
an appropriate division. It is the division, strategic victory in the Valley that histori-
'Game' scores the fun and not the earlier counting, that matters. The ans give him credit for."
replay value. designer is making a power judgment,
which is a form of value judgment, a The point right now is not agreeing or dis-
'Simulation' rates realism and statement as to what will happen when a agreeing with Balkoski's thesis. (My
nuts-and-bolts detail. player does something with the unit. sense is that he is COlTect: many things -
Wargames embody assumptions as to the such as Jackson's untimely death and
'Innovation' scores inventiveness, novelty, nature of what we call history. Narrative early war politics and propaganda - led
and new combinations of old ideas. tends to view events in a fundamentally people to exaggerate the effect of
different way: as things that happened, as Jackson's remarkable victories.) The
'Solitaire' rates the degree to which solo play opposed to things that are about to hap- point is that the design process led him
is possible. pen. Wargames do not see a past, only down new avenues by allowing historical
alternative presents. facts to speak for themselves. When facts
CORRESPONDENCE speak sans mediator, as they do in games
Letters to ZQC can be sent care This way of looking at things applies to like this, which are steeped in primary
of Avalon Hill in Baltimore or all past events, big and small, not just sources, the subject is liberated from a
direct to John Kisner at: whole eras. Individual moments are the prison, not of words, but of assumptions.
atoms of history. To designers and players
Zone of Control each atom is pregnant with possibility, The lesson of all of this, at least for me, is
7104 Bellaire Avenue and that possibility is history. Written his- that just as war is too important a thing to
Windsor Heights, IA 50311 tory, in contrast, has traditionally con- leave to presidents and generals, the past
cerned itself with just two things: estab- is too important to be left to historians.
515-277-8920 lishing facts and trying to determine the - John A. Walker
[email protected] relations between facts; the latter is what
•
It's been twenty years since tanks to strike fast, but neither has man- worse shape, and resolved not to throw in
good 01' SPI hoodwinked us power enough for anything approximat- the towel. When the dust cleared, it
into thinking CAMPAIGN FOR ing a solid front. The game's homespun turned out to be Rommel who had taken it
NORTH AFRICA was the Holy mechanics are a stark contrast to straight- on the chin. Crusader eventually forced
Grail of realism. Ever since, many laced and scholarly DAK (as much a dis- him to abandon Cyrenaica and the gar-
gamers have continued the quest for sim- sertation as a game) by the same design- risons of Bardia, Sollum, and Halfaya
perfection; this summer quite a few final- er, Dean Essig. Whatever the reasons, Pass. The timing of the fight's final bell is
ly found it in DAK from The Gamers. CRUSADER stands out for allowing players noteworthy: 7 December 1941.
Despite all of this monster's obvious to concentrate on the game, not the rules.
merit, most gamers are more likely to The end result, to steal an apt description Four scenarios cover all or part of this
enjoy a standard-sized entry that's part of from the designer's notes, is "a swirling three-week affair, and our matches have
the same company's Standard Combat knife-fight of armor in the desert." all been nail-biters. You'll have to take
Series (SCS). CRUSADER, largely unno- my word that CRUSADER is fast-and-furi-
ticed when it debuted alongside dazzling During historical Crusader, ous. A nagging question remains: does it
DAK, is far less weighty but designed to Britain's Eighth Army meant come close to filling the Grail of simula-
be enjoyed no less fervently by the fun- to strike a decisive blow. tion? Depending upon your perspective,
loving crusaders among us. Thirteenth Corps (consisting the cup is either half full or half empty.
of the 2nd New Zealand Division, 4th
Unlike the many games that rely upon Indian Division, and 1st Army Tank Far from a technical study, CRUSADER
arcane procedures to reproduce the fog Brigade) would drive along the coast road doesn't even try to examine the nuts and
and chaos of war, here they're a natural to break the siege of Tobruk. Meanwhile, bolts of maneuver warfare. Just a passing
outgrowth of the situation. CRUSADER can 30th Corps (7th Armored Division, 1st look at logistics, command and control,
keep it simple because both sides have the South African Division, and 22nd Guards limited intelligence, and unit interactions.
Brigade) was to destroy the Afrika Korps' Gamers interested in such devilish details
WANT THE BACK ISSUES? ever-dangerous mobile divisions. are far better served by far more complex
designs, such as the aforementioned DAK
A typical back issue of ZQC contains Rommel, taken by surprise, reacted in his (which includes a Crusader scenario).
sixty pages of reviews and essays. usual way: by punching back relentlessly.
They're now just $5 each, which The fight's decisive moment came when CRUSADER may not be the omega of simu-
includes shipping to the USA or the Desert Fox pressed toward Egypt's lations, but is still faithful to history. It
Canada (add $1 per issue for overseas border. By then Eighth Army was on the mirrors the psychology of the desert war
orders). Send a check or money order ropes, battered by a vicious one-two of especially well. Africa was not the same
to John Kisner at 7104 Bellaire Ave., appalling tank losses and the threat to its as Russia, where commanders usually
Windsor Heights, IA 50311. (Phone rear. But a funny thing happened: General had the luxury of solid lines. In addition
(515-277-8920) or e-mail (zoc@earth- Auchinleck didn't panic. He cooly calcu- to the desert's legendary logistical night-
link.net.) Some issues are in short sup- lated that the Axis forces must be in even mare, that open southern flank was the
ply, so order today!The back issues, by stuff of which bad dreams are made. With
cover story, are: GAME REVIEW ABSTRACT this in mind, Rommel made his sprint
toward Egypt. His sights weren't set on
#1: THUNDER AT THE CROSSROADS. Look 1======== any conventional objective; his target was
#2: PROUD MONSTER. Utility the mind of his rival, Aucklineck. The
#3: LA BATAlLLE series. Sold out! Rules logic was simple: make the enemy
#4: STONEWALL IN THE VALLEY.
Game 1=======:::::1 believe he is losing, and the battle is won.
#5: CRISIS: SINAI 1973.
Simulation With its emphasis on the attack and hold-
#6: THREE DAYS OF GETTYSBURG. ing initiative, the design can indeed be
Innovation
#7: INDO-PAKISTANI WARS. nerve-racking. It lets players imagine the
#8: HANNIBAL. worst - and act accordingly.
12345
51
In our inaugural game, the battle began and CRUSADER is typical with its several structural indifference to high casualty
with an assault on the Italian position at pages of "exclusive mles" that flesh out rates by citing evidence of the German
Bir el Gubi, a crossroads about 45 miles the particular event. The two most inter- army's battlefield resiliency, but mainly
due south of Tobmk. The situation looked esting mles concern themselves with unit it's a game-balancing ploy.
grim for the defenders (who were quickly reconstitution and Rommel himself.
surrounded on three sides) until the Axis Directing this oh-so resilient army is
committed the bulk of its armored reserve Unit reconstitution will give people Erwin Rommel, whose military career
into this sector. Soon it was the British pause. The rule seems more at home in has been romanticized by historians and
troops that were surrounded! COMMAND than in a game from those garners alike. Whether or not you com-
grognards in Homer. Unit reconstitution pletely believe the legend, who can deny
At this point in the game, things looked handles replacements without pencils or having felt the pull of Rommel's goggles
grim for both players. From Rommel's markers. Whenever a unit (other than sin- on his face as the the 21 st Panzer is
command post, the British right wing, gle-steppers and non-stepping static ordered into the breach? Here Rommel is
which had quickly bypassed Hellfire Pass types) is lost in combat, a die is rolled. If portrayed by the only leader counter in
and was driving along the coast to relieve the roll is a '1,' the unit is permanently the game. He can fly faster than a speed-
Tobruk, looked a juggernaut. With all eliminated. Any other roll is the number ing bullet (up to forty hexes in the famed
reserves locked in the death struggle at of game-turns later the unit will reappear Storch airplane) and is impervious to lead
Bir el Gubi, enemy Thirteenth Corps was at reduced strength (except for German projectiles (Rommel cannot be killed or
flying through the screen that now lay in units, which, for better game balance, captured). Our super-hera's powers don't
tatters. A miracle would be needed to hold come back full-strength). end there. Rommel gives his stack a pos-
the line. itive shift on both attack and defense and
It's not so much the concept as the the capability to move and fight in the
That miracle came in the form of an absence of modifications (for presence of exploitation phase (even non-mechanized
Allied player transfixed by Thirty Corps, zones of control or lack of supply) that is units). Properly used, Rommel can make
which seemingly faced complete annihi- bothersome. In fairness, Essig addresses a very big difference in the campaign.
lation. And so in our re-telling of history these concerns in his design notes, and
it was Aucklineck who blinked first. He does makes a strong case. And whether CRUSADER strives for classical
sounded retreat, then sent up a flare for completely realistic or not, reconstitution balance. And I'm not just
emergency reinforcements (a few extra works so well that I'd like to see it used in talking about the scenarios,
brigades) to stabilize things. When it was future SCS games. Specifically, it reflects all of which are handicapped
over, the German player confessed to the natural ebb and flow of battle. It does to give each side an even chance. With
having been on the verge of doing the not take great imagination to envision the familiar mles concepts and modest com-
same thing - snatching defeat from vic- shattered cadres grabbing forty winks and plexity, here's a game that we all want to
tory due to the enormous mental strain of a hot meal behind the lines, and then play that we actually have time to play ...
non-linear warfare. being tossed back into the meat-grinder. and then switch sides and play again.
CRUSADER, the fifth game of the SCS In this particular case, the rule also prods
series, plays differently from its predeces- the German player (whose reconstituted
sors because games in this series cre all units return at full-strength, remember) to
different by design. A wafer-thin series take an aggressive stance. Essig's notes
rulebook is all that ties the five together, rationalize granting one side a certain
CRUSADER
ANNOTATED SEQUENCE Barrage: Artillery and air units The simple logistics help put the Size 2.2 • System 4.5
bombard enemy units, applying "standard" in SCS. Solo "Gd"
Air Determination Phase various modifiers for terrain and
SCALE
A die is tossed and a table con- spotting units. Results can be dis- Exploitation: To be eligible to 2 days per turn
sulted to generate air points. organization (which halves the operate in this phase, a unit must 5 miles per hex
Initially, Allied airpower has the target's factors and zeros-out its be exploit-capable and not in an
edge, but the modifiers even out ZOC) and steps lost. enemy ZOC. Such units can both PUBLISHER
later on. move and conduct overruns. The Garners, Inc.
500 W. 4th Street
Combat: Yes, units that overran Homer, IL 61849
Allied Player Thrn earlier can attack again. Table is Disorganization Removal: Allied
Movement: Pretty tame, with odds-based, with both step-loss units that are currently DG'd are DESIGN & GRAPHICS
only the phase's overrun combat and retreat results. Only exploit- reorganized automatically. Dean Essig
noteworthy. Resolved just like capable units may advance COMPONENTS
regular attacks, overruns can be beyond the defender's hex. Axis Player Turn One 22 x 34" map, 280
made with just one moving stack. Sarne as the Allied Player Turn. counters, 8-page series
As is always the case, overruns Supply: Units are supplied by rulebook, 16-page exclusive
are a great way to clear a path for tracing a path to mobile head- End Thrn Phase rulebookand a double-sided
player-aid card.
units moving later in the turn. quarters or fixed supply sources Time marches one space on the
(some range restrictions apply). turn record chart. PRICE: $38
•
I lost my best friend during a game of To mark a colony, the controlling play- War with everyone else. Many an Italian
DIPLOMACY. There was probably more er(s) plops down a pretty cool building or German token found itself odd-man
to it, but in my mind that double-cross - figurine that's about I" square. After this, out in the face of this united front - it
that lie, as he always called it - caused the colony is safe: control cannot change. was great fun! But however successful,
us to drift apart. I've been careful to keep The period of danger comes before, when the alliance could not go on forever. Only
my word, and so my friends, ever since. up to five other players try to push their one player can win, you see, and splitting
That's why I was reluctant to play this way into your ten-itory. Security can only victory points (for shared colonies) with
French import, brought stateside by Clash be found in each turn's diplomacy phase, an eventual rival gets old in a hun-yo I
of Arms. While the mechanics are quite a frenzied eight minutes dedicated to remember muttering something about
different, at AFRICA'S heart is all the back- secret and public negotiations. After remaining allies for at least one more
stabbing darkness of DIPLOMACY. negotiating, players record plans for turn ... and then carving up the English
development, exploration, and the pos- like Christmas hams after making a deal
The typical two-hour session begins inno- ture to be adopted, Peace or War, with with an erstwhile enemy, Italy.
cently enough for AFRICA'S three to six regards to each rival power. Later, when
players. Each directs the colonial ambi- written orders are simultaneously execut- A backstab is perhaps more painful in
tions of one European state, starting with ed, life-long friendships may be put to the AFRICA than in other games of this genre.
just a single token placed along the coast. test. Imagine how the English player felt: his
The continent is divided into 32 territo- Peace posture protected my duplicitous
ries, and victory goes to whoever builds Lying, even to friends, is essential French from harm even as his own tokens
the most colonies from 1880 to 1914. because of the unique way in which faced oblivion (due to my switch to War)
diplomatic posture resolves conflict and from coast to coast. There's a lesson to be
More in tune with the spirit than the relates to the problem of colony-building. learned: do unto others first. The trick, of
specifics of the era, use of "tokens" As to the latter, even if fully developed, a course, is to lie only when it really counts.
(rather than "units") speaks volumes as to territory that contains tokens at War with
AFRICA'S lack of traditional simulation one another cannot be made into colonies. The classic novel Heart of Darkness tells
value. Tokens represent a rather fuzzy Regarding the former, AFRICA'S limit of of the "dreams of men, the seed of com-
amalgam of European settlers, imperial one token per player per territory pre- monwealths, the germs of empires" that
troops, and native alliances. Those thirst- vents stacking to concentrate strength. were lost on the voyage upriver "into the
ing for even rudimentary details, such as Absent a numerical superiority, hostile mystery of an unknown earth." In AFRICA
named leaders (like Chinese Gordon) or tokens coexist indefinitely. Only shifting we know the terrain but run a greater risk:
particular events (like the Zulu uprising) diplomatic tides can break the deadlock losing friends. It can be great fun, though,
had best fill your history cups elsewhere. and sweep a territory clean of the enemy. if you're willing to take that chance.
During each five-year turn a token can Conflict resolution requires neither CRT AFRICA
either "explore" by placing a new token nor dice. Traditional randomization gives System 2.6 • Size 2.2
Solo "Poor"
in an adjacent territory, or "develop" its way to a pair of simple comparisons.
present location by placing an appropriate When just two tokens are in a ten-itory, SCALE
marker. Territories are turned into they coexist unless it's a Peace-War situ- thousands of square miles per area
colonies only after they have been fully ation, in which case the pacifist token is 5 years per turn
developed in this abstract fashion. A few destroyed. In all other cases, a token is
PUBLISHER
places, like Congo, are easy to colonize, destroyed when tokens at War with it in Tilsit Editions/Clash of Arms
requiring just one development marker. that territory outnumber those at Peace. The Byrne Building#205
Some aren't: Nigeria, among others, Sometimes the result is all tokens Lincoln & Morgan Sts.
requires four markers. The rest fall some- destroyed; usually one or more survive, Phoenixville, PA 19460
where in between. protected by an alliance. DESIGN
Francis Pacherie
GAME REVIEW ABSTRACT Given a combat methodology in which
Look
Utility
1==---- the only variables are in secret diplomat-
ic postures, it isn't hard to understand
why the question is not so much whether
GRAPHICS
Le Lion Vert
COMPONENTS
Rules as when lies will be told. Illustrating this One full-sized mounted map, roughly 300
Game 1======= is the game during which my France counters (of various shapes and sizes), 22
Simulation worked closely with England to jointly colony figurines, rules in French and
Innovation English, and a pad of order sheets.
develop northern Africa. For a long time
we stood at Peace with each other and PRICE: $54
12345
53
with its counters (and even, sometimes,
with the box art) to create a distinctive
historical mood. These lights and moods
MONST'S HAY9T:ACK5 AND MONT 5T'., ..JEAN are at least as subjective a matter as the
"correct" emphasis in a game's rules, and
by ..J~ln:n $'etec;1:r so I do not attempt here to decide which
is the "right" mood. My intention is rather
to bring to the forefront the relevant
The following article is part ofthe reason countryside - a less ambitious arrange- choices, the way they combine to create
why ZQC #3 went out of stock. We don't ment of natural materials by human an historical mood, and the fact that such
intend to make reprints a regular part of hands, but one no less powerfully immor- choices are subtle and important enough
this section, but my recent move to a new talized by subtle shifts in oils from paint- to deserve consideration as something
house has curtailed hobby time enough to ing to painting. Through Monet's exquis- beyond mere appearances.
make this seem the ideal moment to share itely sensitive eye, the viewer sees that
Mr. Setear's essay with a wider audience. the "same" object painted from the e begin our tour with a game
T
1979 version of NAPOLEON AT
the choices made by a game's moods. WATERLOO (SPI). The map has all the
designer: the sequence of play, the sunny simplicity of a brightly lit after-
combat or movement values of units, and The Waterloo battlefield in Belgium is noon. The playing area contains just four
so forth. But our first - and sometimes about 200 miles northeast of Monet's terrain types - a faint buff for clear ter-
our deepest - impression of a game typ- haystacks and cathedral. The gently rain, bright yellow roads with grey bor-
ically comes not from its words, but from rolling terrain of that battlefield has been ders, steel-grey overhead views of build-
its pictures. The box art catches our eye largely preserved as it was in 1815, and ings, and classic bright-green forests -
before we read the description on the the contemporary visitor may walk, in as well as small, unit-typed squares show-
back. If we buy the game, we examine the many lights, the same ground that boot ing the starting positions of the French (in
map and counters before we plunge into and horseshoe churned into mud on the blight blue) or the Anglo-Allies (in bright
the rules. Some would dismiss graphics mid-June day that closed an era. If you red). A grey border limiting the edge of
as superficial. This is literally true, of examine Waterloo, not in person but with the playing surface to full hexes, and the
course, but I would argue that, at the very a board wargame, the counters and map presence on the mapsheet of all the nec-
least, graphics are profoundly superficial. will not change with the season or posi- essary charts and tables, adds an air of
The map and counters aim to capture our tion of the sun. Nonetheless, if you take precise self-containment.
heart, after all, while the rules and tables the look with a series of wargames, then
are only after our intellect. Choices made the same terrain can take on different As far as historical mood goes, NAPOLEON
by graphic artists influence our impres- characteristics with the shifting illumina- AT WATERLOO is a kind of archetype.
sions of a game and its historicity. Toward tions chosen by the graphic artists who Where are you in the long march of time?
a better understanding of this influence I construct a game's counters, maps, and Hard to say. You've got a crossroads, a
offer this essay. box. Like Monet's studies of man's cre- few woods, some counters, and an odds-
ations, these studies of man's destructive ratio CRT. One side is blue; one side is
e think of a plot of land as con- side show that the same battle or cam- red. The counters use NATO-style unit-
2) All-Time Favorites. This list, also of no more than six titles, To be counted, mail your lists no later than June 1st, 1998. Send
should be of your favorite wargames of all time. Yes, I feel your them to Stuart K. Tucker, The GENERAL, The Avalon Hill
pain: it will be tough to winnow a collection that spans several Ganle Company, 4517 Harford Rd., Baltimore, MD 21214.
Calling all armchair qua~terba~ks! Now you can
prove your skills ,!~ere' tl1eY~~JJnt...
',.; ON,·'tIIE BATTLEFIELD!
Now you can playa great wargame against 11 other players anytime you want - without leaving the house! Each game of World
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you build a large navy and rule the seas? Or perhaps create a potent armor force capable of a devastating Blitzkrieg! Maybe even
great armadas of Fighters and Bombers to defeat the enemy frpm the air? Perhaps you will invest in technology research? Or train
the Home Guard for Civil Defense. It is up to YOU to make the choices...
WC is played by wargaming enthusiasts from around the world! Games for new players are starting monthly! Let PTS bring you
a whole new world of challenges and excitement! Try your hand at world domination by outwitting your opponents!
o o o
ALIEN METAMORPHOSIS ...The biggest news of the year has to be the
astounding announcement that Wizards of the
Variant Rules for ALIENS Coast has been granted a patent on aspects of the
"trading card game method of play" by the US
Patent Office (US Letters Patent 5,662,332).
By Stuart K. Tucker
Soon, they'll be tapping the shoulders of the
"me-too" companies for royalties-especially
the ones which can't afford patent
hose ofyou who loved this game or can't Weapon Handling. Unload actions must be
.--
+++ +++ +++
r-_
Boeing and McDonnell Douglas trademarks are owned by the respeclive companies. This is not an official publication.
-
www.net-gate.com/-gamesusa
iii
S Avalanche
757-481-3655 $28
Press
~
LTO
APL202
STARSHIP TROOPERS
variant overlay pieces.
•
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