Phoenix 08

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THE BRITISH BOARD WARGAMERS MAGAZINE ISSUE No. 8 JULY/AUGUST 1977 PRICE 30p | In CONGRESS. Jury 4, 1776. A ‘ . “Cihe wmanimons Declaration 6.60 no States of Mmerice, BI eee fen b| VARS amt at ole Sara Me Pe ih Bae The, Revolution 1775-1783 THE PHOENI Published July / August 1977 Copyright © 1977 Simpubs Limited BRITISH BOARD WARGAMERS MAGAZINE| Publisher: M. Watson Editor/Art Director: R.J.Bowden Published and distributed by: Simpubs Limied ‘The Phoenix is a bimonthly magazine aimed at providing UK gamers with a forum in which they may express their opinions of, suggest improvements to and provide new rules/scenarios for board wargames. All contributions should be sent to Tbe Phoenix, Simulations Publications UK, Crown Passages, Hale, Altrincham, Cheshire WAIS 9SP. Articles submitted for publication in this ‘magazine become the property of Simpubs Ltd., and cannot be returned to the contributor, Articles and illustrations appearing in The Phoenix may not be reproduced without prior Permission from the publishers. Contributors submitting historical material are asked 0 include a list of sources from which the article has been: compiled. Please note that the opinions expressed by contributors are not necessarily those of the publisher. Advert ing Rates full page £25.00 per issue half page £14.00 per issue quarter page £8.00 per issue (camera ready artwork reqd., or charged extra) Subscription Rates: 1 year ( 6 issues ) £2.40 2 Years (12 issues) £4.20 3 years (18 issues) £5.40 The latest date for articles and letters to appear in The Phoenix number 9 is Aug 15th, 197, The closing date for the return of Phoenix 8 and S&T 62 feedback cards is August 30th, 1977. Estimated date of despatch for Phoenix 9 is Sept 20th, 1977. Estimated date of despatch for S&T 63 is Sept 20th, 1977. The estimated date of despatch for Moves 33 is ‘Aug 22nd, 1977 ARTICLES SUBMITTED FOR PUBLICATION: Contributors are requested to submit their [material as typewritten copy whenever possible. Manuscripts should be double-line spaced with approximately one inch side margins and typed on A4 (41%"x8%") size paper, Please remember to include your full name and address with your submission, Manuseripts cannot normally be returned once they have been submitted. Maps and illustrative material should be supplied on separate sheets and clearly drawn, though they are likely to be re-prepared for reproduction if published. Please ensure that the relevant name and manufacturer of games. discussed in your articles are included either within the article itself or separately at the beginning or end of your article. It is also helpful to us if long articles (1200+ words) are written in such a way as to include natural breaks which will enable material to be spread lover successive issues if necessary EDITORIAL RAY BOWDEN (One of the strange things about the material ‘coming in recently is that not only are we getting more articles but that the articles themselves are getting longer! Wrile this suggests a greater emphasis by contributors Con an in-depth, detailed article it does mean that Phoenix isin danger of becoming a ‘wo- or even one-article magazi something that is not sought according to earlier feedback information. Apart from the usefulness of shorter articles in terms Of laying out the magazine, they quite obviously add variety to an issue. | personally feel that the ‘ultrashort’ article (almost ‘comment?) has another function to fulfil, hence question 47 in ths issue's feedback. A one-, two- or even three-page review of a game has the advantage of in-depth detailing but itis still, usually, a single personal point-of-view. If we can balance this type of article with a variety of gamers opinions or comments on the game in question we might be able to project an even more valid and objective point of view. Anyway we'll see what you have to say in your feedback before we make a start Considering the current healthy state Of the ‘article bank’ itis even more gratifying to know thet almost one in three ‘of those who returned feed-back cards are considering supplying material for publication. Since the feedback sample ‘was taken over 250 replies this must mean at least another 80 articles on the way. When one considers that the feedback samples seem to be coming from a varying selection of readers ths figure Is probably very much greater. The problem in future issues looks like being not so ‘much what to print as where to print it CONTENTS Page 2 Editorial Ray Bowden Page5 Napoleon at Waterloo M.Booth Better Battles in Kingmaker Dr. P.H.S.Hatton Page6 American Revolution /1776 — comparitive evaluation Paul Hirst Page9 —_SPI’s Science Fiction Games Stuart McGregor Page 10 Sorcerer: a critique Stephen and Andrew Gilham Page 12 Submarine —some corrections Bob Aldridge Page 13. Koniggratz — scenarios for ‘Rifle and Saber’ Rob Gibson Page 16 Torgau — sample review Tony Dinsdale Page 17 __Boardgame Club Contacts Mail Call Feedback results Phoenix 6 Page 18 News from SPUK Malcolm Watson Buy the Book Hamish Wilson Page 19 Feedback Questions Phoenix 8 NEW PRODUCTS NOW AVAILABLE THROUGH SPUK! The Arab-Israeli Wars TACTICAL COMBAT IN THE MIDDLE EAST The Arab-lsraoli Wars is realistic game simulating tata! level eombat betwoon A\ tho Middle East wars of 1956, 1967 end 1973. Twenty-four different game Situ twenty-four different clashes betwoen Arab and Israel! forces, ranging from lightning bettas, Isbell frees fight Egyptian tank Brigades slong the Suee Canal and in the inthe Golan Heights and Jordnian foreas inthe Wert Bark of Jordan. tnd Iara military forees in 38 allow Vou to recreate sto desperate, climactic Devert, Syrian positions Combet units from ai these wars and all these armies are supplied, along with mapboards withthe proper terain land ules thot reflect the prograssve sophistication of the waspanry used in the Middle East. Using these Units land rules players can easily design unlimited additional game Situetions to thelr own taste, Like Avalon Hill's Immensly popular games of Word War 11 tactical armoured combat (PANZERGLITZ ~ Tactical Armoured Combet fon tho Eastern Front, 1941-1945 and PANZER LEADER — Tactical Armoured Combat in France 1944-1945) The Arab-sraet Wars fe an exciting game experience and a valuable soures of information about tne comparative strengths ofthe rao and leael armies the Mid East PLANE TO PLANE COMBAT Fury inthe West DDountess takes the proven nd popular Ait Force game system into THE BATTLE OF SHILOH: APRIL 6 and 7, 1862 the skis ofthe Fiviog Ties, Samurai and the “Black Sheen”. The chars let you put such renowned air. craft ae the P38 forked tallescv the incomparebiy himbla. Zero, the Sotly named Black Widow and 40, Conse, Kate, Frank, the $80 (Siow Bu Deadly) Daurdess and many more. Dauntless Dawn, April 6, 1862. The Union ‘Army’ of the Tenesee te begin fing to ti beneath the shadow of {small frontier church in western ‘Tenewee, "The toope "ot US. Grant wait only for their junction with Buell’ Army af the Ohio fo'"bogin. their long ‘planned vance into the heartond of the Contederacy. Then suddenly the 0 Is shattered by the ratte of gun fire and the piecing rabol yall of ‘over 40,000 charging Confederate ‘dior, ‘The battle it joined ond the fate Of the west hange in the balance. morning important apects of the alr wor in the Pacific: machine gune and cannons, dive bombing, torpedo bombing, level bombing, glide bord ing, depth charge bombing, stating, massed bomber formations, light tnd heovy flak, fighters, bombers, Kamikazes, radar, clouds, Industriel target, vehicular torgts and naval targets ond more. Seenerios portray {ey tights, econnaisonee missions, bomber interceptions, duels in ‘the night, attacks on land andl 9a targets and one-way kamika divi fand 2 "roll your own” section that allowa players to reste thelr own Price £6.75 Inc P&P, Fury tn The West is @ realistic {ive colour 22: by 28 incn Mop. board with over two hundred dnd thiety colourful extra.thick lecut counters. that ‘sccurtaly Tepresent the opposing -ermies Price £5.99 ine, PAP. Shenandoah ACIVIL WAR GAME FIRE & MOVEMENT No.5 Contents include Firing Line: news and information on Fire & Move ment and the hobby. SPV's Tercibe Swift Sword: an indepth took into the historical design concepts found In TSS the strengths and weak Actes by Rehard Garg which reveal many itoenng ight ne he OF THE VALLEY elon tt alpen of 38, Bate Rupa, Aeion Fils The CAMPAIGNS: thor ponclr Wl sie evtabi toy. FAM fokeat poy, Seg 1862 — 1864 Snd components. Digest SPs Fireight: a look into the rulet ard Components of FF plus additional Player's Notes by Frank Aker and Fichard Dobaun, plus much mors Price 95p ine P&P PURSUE & DESTROY maga ber Civil War simulation to ever hit the morse. Jackson's brillant manoewes ore very dificult to but Batlline hoe done the jod end done it ed." "For Chil Wat buff» will be 8 " AAccurataly reflects the inileate man: ny: “by forthe FIRE & MOVEMENT 6 Contents — Battle Report Jagd ppomther's Warsow Pact JP's Wareave Peet presents a_future coaflct In Europe from the Soviet point of view thie report looks atthe game, the ‘theory in design and the flow of the ‘ction, Bottle Report: SP's Welling ton's Vietory: the “monstr’ version (of the Batis of Waterloo = this report {kes look at the many innovations Inthe rules, desian ond graphics thet fave made’ WV possibly the fin Price 5p Ine P& P loseup; SPI's War in Europe: an inclepth look at the ast Of wargaming ~ is War In The West and rolled into one, Battle Report Bartleline's Subme ‘eevring and the very fine balance ‘of opposing iy pits men egeinst-men in stiff con A unique system of play allons players to move, fight a battle, move agin and fight again ina sin tur of play croating the fluldnass of the historical bettas. A revolutionary new combat. results system permits players to, among other options, hold or Commit reserve forces to attack, counterateck oF ‘nithdeow before superior forces. ‘The basic same allows oven novices to gt into the 1 quickly with 2 minimum of complexity while {he edvanced game and optional rules present the ‘wargumer with a challenging and rewarding THE GAME OF THE ‘45 REBELLION Relive the exciting ‘45 campaign as Charles Edward Stuart makes his bid for the Hanoverian throne. It’s all there — diplomacy, intrigue, troop recruitment ‘and desertion, forced marches and battle in this simultaneous area movement game for 2-5 Players. 30°19" rigid card Mapboard, over 400 units (ine. Leaders, Jacobite, Hanoverian, French, Artillery and Ship pieces) Rules and Historical notes, for only £4.80 inc Postage. Cheques/postal orders to: WARTHOG GAMES 13 FORREST ROAD, EDINBURGH. Also available from leading Gameshops Wargames & Fantasy Games! SPI, AH, GDW, TSR & more. -* ? 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WARS (Tactic lav! warfare covering the maior tutte rom 1988 0 1873) ‘e798 BooKcASE GAMES "TWD (ergs the boars by move and countermovel OHWAHREE (aires mor popular gomel ERECUTIVE DECISION take and wl your goad POINT OF LAW (ier the tacts and ug the cass) ACQUIRE uy yur ay cota Mm PRESIOENT (Hove your cu ‘oni Strood) PLOY lepace Age gue of manowsre on aptu FACKSIN FIVES (Stmelating ts of memory FOIL (Unvcrambie your opponent's words) IneAGE levee te famou personalities a ine a ii SHALLENGE FOOTEAL Tay tush Amero ota CHALLENGE BRIDGE (A new dimension mcupleste pay). ©1298 GolThe ental mel ; e236 CONTIGO (A bond of Gh istegy andi ie fae SHE COLLECTOR Outi nd vou osnent fre MONAD (Strap action som of buying & Wading 20 FOIL tStamutating gn of worded wit) B10 EVADE [Blt your way thrown) 10 SLEUTH (See te mysery by ogc & diction B10 3 DIMENSIONAL PUZZLES SYA TAG TOE thew aD saristionof Tie Tae Toe) e310 FRANTIC 12 pieces tat orm» 30 cos. 6335 HECTIN (12 piers itn siterent solution 835 THE GENERAL MAGAZINE Subscriptions 6 issues £6.00 post tree Single copies £1.00 FROM YOUR LOCAL RETAILER OR IN CASE OF DIFFICULTY DIRECT. UK P+? GAMES 75p, GAMETTES & PUZZLES 50p 660 High Road, N.Finchley N12 ONL Tel: 01-445 6531 capo I at°Waterloo M. BOOTH |Lwas particularly interested in Rob Gibson's article on improving the basic ‘Napoleon at Waterloo’. fter playing this game over the last four years, at least once a week, | still find it gives an enjoyable, simple game suitable for fighting solo. While | agree with Mr Gibson's ‘comments concerning Hougomant and La Haye Sainte, | am afraid | do not ‘understand the reasoning behind his treatment of the La Haye Sainte position. In the basic rules, the 33 artillery unit is doubled to a défence value of 6. The most the French player can attack with (without aecepting poor odds further along the lino) is 12 (5:3 ad. art.. 33 11 corps. art., 4-4 6th Division}. This, gives odds of 2.1. The French player therefore has four chances in six of taking the position (an exchange result would enable the British player to move another tnt in during his movement). Mr Gibson's sugnestion of putting the 1-4 unit in La Haye Sainte and tripling its value gives the French player odds of 4:1, 2 chances of destroying the unit, 2 of pushing it out and 2 of exchange. | would suggest leaving the 3-3 unit in place but still tripling it in dfensive value. This ‘only gives the French player a 50:50 chance of taking the position, {As for the Hougomont position, | give below my own ideas on the subject Intrinsie strength: ‘woods — unit defence value x 3 Hougomant — unit defence value x 3 Units in Hougomont affected by “defender eliminated” result only. "Exchange" result = attacker loses at feast printed value lf defending unit, which is unaffected Zones of control: (See digoram) Zones of control effect movement as normal but ‘combat is voluntary. Zones of control completely nonetfective, combat not possible ‘The above measures strengthen, | think, the Hougomont position. In particular, ‘the actual buildings of Hougomont become eon ‘a potential ‘trap! for the French player (representing Jerome's obsession with its capture and Reille's apparent inability 10 override him), as he must ensure he commits enough forces to obtain a DE rogult, If he does not do this, then valuable Units are tied down, as actually happened, (it might possibly be an idea to say that is addad to French demoralisation for every move that Hougomont remains in British hands), would like to suggest a few ideas for Mr Gibson's consideration, (1) Grouchy’s interception of somefall of the Prussian force, under a chance rule. (2) What about Grouchy marching to the sound of guns? As | favour completely the French in this period | wouldn't mind seeing a few French units appearing out of the East as well as/instead of the Prussian rabble! {G) In the actual Battle, the first Prussians ton the field struck at Piacenoit. The Prussians’ ability to appear anywhere on the Eastern edge of the game map smacks rather of telepathy between Wellington ‘and Blucher! To my mind, at least, the Prussian forces should move independent Of the wishas of the Allied player for the first move or so of their involvement in the game. | hope that my ideas have proved construc tive to those who read them. Obviously, ‘Napoleon at Waterloo" could be “tarted up’ no end by adding complication upon complication. This, | think, would detract greatly from its attraction as a good, simple game. And, anyway, with "Wellington's Victory", why bother? BETTER BATTLES IN KINGMAKER BY Dr. P.H.S. HATTON | think Kingmaker (s8e Phoenix 5 for strategic article on) is a wonderful game of diplomacy but not at all interesting as a ‘wargame. So | was intrigued to notice that the sizes of retinues existing in the, game are catered for in Ed Smith's miniature rules “Wars of the Roses" (Skytrex) — .3 especially. Forces are divided up into Men-at-Arms (dismountabla), Longbow. men and Billmen; also some household knights and cannon if one wants them, as wall as the mercenaries, | am certainly not ‘advocating miniatures but with these statistics and rules, a Kingmaker battle could be fought out on (say) the “Yeoman” map board with whatever counters are to hand. (One objection strongly urged is that the time taken over such a ‘battle’ would be intolerable to the non-combatant players. In practise, however, I suspect that the presence of royal pieces on the battlefield or elsewhere thinly guarded would generate frantic activity by all players while battle raged. | would suggest that forces like "200 troops within 2 squares of London’ bbe composed half of feudal levies and half Of regular troops in due proportion. If garrisons stay put as in the regular game, their composition is immaterial. However, more tentatively, | favour some more innovations: that half a garrison can accompany the town’s owner; that bishops travel with a train of 30 and archbishops with a train of 60 drawn from the town Of their diocese. that royal pieces have a bodyguard, say 50 for the senior surviving of a house, 30 for a cadet. If one does any of these things, one needs to know the ‘composition of a garrison — my suggestion would be that @ third be feudal levies. (immovable), two-thirds regulars. Obviously, piague does nat affect garrisons in the original game, | suggest it removes half of those present. How much of a problem their replacement is depends on hhow tong the game lasts (how many contingency cards are played) To get really radical, | favour simultaneous movement, one card per turn (not one per player), that their instructions be not magic carpet movernent but rather a binding commitment to move in that direction until instruction fulfilled, Lastly, | can’t get used to these nobles rising from the dead. | would prefer them to stay dead, know the son succeeded to the ttle but on that logic all four younger generation royalty should be fathering away like mad. Now that isa variation | won't pursue! {Lam not trying to lay down ‘Alternative Scenarios for Kingmaker’ rather to start discussion on how the battle element might be improved in order to make ita War of the Roses, sal For me the American Revolution has always hhad a certain fascination. Cowpers, Mon: mouth, Bunker Hill and Saratogs have long held their place in American folk lore, Particularly in the bi-centenial year we saw in the media 2 good deal of myth and super: stition surrounding the war come to the Of all the dozens (hundreds?) of wargamas ‘available, only two currently are on the Amarican Revolution, the SPl game of the same name and 1776 by Avalon Hill (Minute man by SDC is out of print and Princeton1777’ is not unfortunately widely available over here). | would be very pleased if SPI aid a Quadrigame on four of the more notable battles of the conflict. The / merican Revolution 1775-1783 1776 COMPARITIVE EVALUATION PAUL HIRST | wall attempt here to analyse the two games in comparison with each other, and the historical situetion For those who have not played either or both, 1776 has certain vague similarities to ‘Frederick the Great’ and American Revolution (referred to as ‘AR*) is mechan: ically similar to ‘Fall of Rome’ (but much cleaner) The differences betwoen the games are ‘evident as soon as you open the box. ‘AR’ has the large accordian rules folder, 17"x22" ‘map with play aids printed on it (facing the same way for solitaire players) and playing pieces in tints of white, red and blue, 1776 has a 29 page rule book, a map about twice as large as AR and scenario charts, TEC charts,ete, The counters come in shades of blue, red and green, Designers notes in 1776 cover five and a half pages, while backing up JFD's comments in AR is an excellent article by Al Nofi in SAT 34, ‘The mapsare most interesting, ARs is divided into provinoes and areas. The provinces (or regions) are important for raising Tory Militia (TM) Rebel Militia (RM) and Conti rentals (CA). In a sense the board has similarities with Diplomacy, 1776 on the other hand is divided up into standard hexes and further into ‘strategic areas’ which function similarly to AR's regions ‘except that there are only four Terrain is entirely different, 1776 has three classes of river, clear terrain (coloured green), mountain hexsides, strategic towns, regular towns, Indian villages, swamps, ferries, fords, bridges and assorted esoteria, AR however only has clear and wilderness terrain, A point to make here is the scale of the game 1776 uses monthly turns and18.6 miles to he hex. AF uses seasonal turns, the areas vary in size but 600 miles from Nova Scotia t0 Georgia comes out to about 20 From this it should be clear that 1776 is the more detailed while AR will portray the ‘overall situation with more impact. While minor, the turn sequence is interesting, both games set up with the British beseiged in Boston, 1776 gives the British first turn AR gives the Americans first turn, Since the British attacked at Bunker Hill | fool 1776 is correct, however the British did, through their own bungling, allow the initiative to pass to the Americans later in the war. ‘The scale of the two games is really the crux of a comparison between them. In AR one turn (a season) could see a unit move from Yorktown VA to Newport Rl. In three turns (a season) in 1776 a unit would be pushed to ‘get from Yorktown to Philadelphia PA with- ‘out using forced march. | feel 176 to be superior here since 18th century campaigns hada tendency to be very slow affairs, and the American Revolution proceeded more slowly than most since the British had to boring supplies from Great Britain (which Meant they had to do a good bit of foraging) while the Americans were noted for the shortness of their logistical toil (even more foraging) Command contro! is an interesting factor coupled with movement. AR has an idiocy factor rule applying solely to the British, which works as follows: In any movement area at the beginning of a turn two groups of British units may be formed, Either or both lor neither group may leave, pursuant to a die roll 1-2’ and the group does not move, 3-6" and it may, rolling each time it tries to leave anarea, Both the American and British units however have the same movernent allowance. In other words, roughly one third of the British players attempted movernents will not work In. 1776 however no such restrictions apply. ‘The British are unrestricted by command control instead a different tack is taken ‘American combat units have a movernent allowance of eight (eight clear terrain hexes per turn) British units have a movernent allowance of seven, This is not seemingly very important, but it can become so, due to the feintandmanoeuvre’ quality of the game. The Americans can lurk just out of range of a British move, | do feo! that an idiocy factor for the British improves the simulation since, with the ex ‘ception of the Howe brothers and Admiral Rodney, British strategy and technique was ‘woefully inadequate, In 1776 however the British are often in & situation where no clear ar or shows itself, giving rise to asort of self 1. o- «1 idiocy, similar to the SPI ‘Blue and Gray’ system, There, a unit takes two hours to get a mile and a half. Time enough for it to wander off before repeated despatciies 211 division put it back on course, Force march is also a factor in 1776. tt often ‘does not work, and somatimes loses strength in the units making the move. AR, given the different scale cannot afford such a rule, it becomes submerged in the system. Given the act that force march isa raroly used pro ccodure anyway, it may be as well Moving on to combat, more interesting dif ferences between the games surface, The first point to be made is a similarity. Both ‘games use a historical strength point system, five one strenght units equal one five strength unit, like American Civil War o Frederick the Groat, Since the largest regular command element was the ragiment, this is optimism, on a game of this scale the ‘number of regimental counters would be prohibitive. The actual mechanics of combat differ in both games. AR uses a more or less standard system odds computation and CRT resolu: tion. The CRT is interesting, since it is very bloody particularly for the defence, combat ‘occurs within the same area. In 1776 combat ‘occurs within the same hex and starts with each player choosinga particular deployment secretly from among eight (Left or Right Enfllade, Frontal Assault, Leftor Right refusal, Stand and Defend, Recce in Force or with draw). The two players deployments are crossed on a matrix which gives possible die roll change on the CRT of minus three to plus three. The CRT is then consulted, at the appropriate odd, the die rolled and changed as appropriate, The CRT runs from 3 to +10 Which accounts for some strange results on occasion. Provision is also made for contin ued combat. Which system is more realistic? The AR pro- ‘cedure is certainly more simple and realistic on this level, a very good blend of the two ‘opposing factors, since combat aver the season would tend to degenerate into a bloody slugging match (Saratoga being ‘good example). 1776 on the other hand ‘sacrifices playability to give a good ‘feel’ for battle at this leva, as well as a fair amount ‘of choiceas to haw the battle is to be fought. Given average luck with deployment choice and die rolling, over the game, the results ‘ond to be historical (such situations as Trenton and Princeton can occur) Various assorted esoteria also surface in both {games with regard to combat. Both simul: ations have rules governing forts and ‘entrenchments (in 1776, in AR entrenchment iscalledsiege) AR donot giveentrenchments ‘a wide utility while 1776 tends to make both forts and entrenchments lass offective, especially when artillery is handy for the side assaulting a fort or earthwork. Artillery is unique to 1776. It is stow and often gets left behind since its only use is in attacking forts and earthworks. AR is probably superior as both forts and entrenchments ‘ere difficult to break (as the Canadian invasion of '75 shows, and even the York- ‘town position would have taken some crack: ing were it not for a lack of food and the Royal Navy for the defenders) Supply is the next point to be raised. 1776 has supply units. These follow simitar rules to the supply units in ‘La Grande ‘Armoo'(SPI) they have, however, the same movement allowance as combat units of the respective side. They may not however force march. Combat is possible without them, at half strength, and no continued ‘combat is allowed, Supply units are used up by continued Combat, but replacements are fairly plenti ful. AR has a totally different system. Only ‘the British need supply traced to a controlled area on the coast, If the British cannot trace a supply line at the turn’s conclusion, that group is eliminated, 1776 also has provisions for magazines. ‘These are simply immobile, unexpendable supply units, vaguely similar to ‘Frederick the Great’ depot units, {As to realism, both 1776 and AR have very abstract rules for supply, which is a it should be sinco logistics is one of the least interesting aspects of warfare, AR | feel falls down on this point for nat indicating the terribly inadequate supply system of the Americans. From the 75 invasion of Canada, ashore the only commodity not in short supply was inexperience, right through to ‘Nathan Groen’s brilliant campaign of 1780, the Americans had to operate through a logistical nightmare 1776, on the other hand, tends to make supply units a little too plentiful, especially in winter. This does lead to the British being able to fight on when cut off from the coast. As in reality however, a conscientious British commander will avoid this situation ‘most of the time, (Saratoga was one of the few occasions when a sizeable British force was isolated inland) Winter is the next point of discussion. In the Eighteenth century few operations were undertaken in winter. A lack of adequate billeting facilities coupled with a very incomplete medical knowledge could lead to severe hardships and losses amongst the troops. Both games handle winter differently, In AR the first turn (season) of any year starting in 1776 a certain fraction of continentals (CA American regulars)is eliminated. This fraction decreases by the year. Also the British may neither move nor fight and the Americans have their movement allowance dropped, from five to two. Continued overeat Tk American Revolution ANT 1776on the other hand has a table to consult for CA winter reduction, giving a certain percentage loss for CA units in areas under varying degrees of British control. This table dives no account, either of the severity of the winter, or the gradual increase in Amer- icans preparing for winter, There is however ‘an optional table which gives both these factors consideration, It adds realism and more complexity. Combat however has only minor restrictions and movement allowances forall units is halved north of the south central area, 1776 | fee, is superior with regard to CA winter reduction, particularly when using ‘the optional table. ‘AR has the edge however with regard to movernent and combat. (Operations such as the Lake Champlains campaign of 1776 were rare for the war and Usually it was the Americans who fought in winter. French intervention was something in the minds of the Americans right from the start, They had little chance for full independence without it. AR. keys their Participation to a ‘major success’ by the ‘Americans. This is simply obtaining a DE result when attacking five or more combat strength points of British Regulars (BR) 1776 has the American player roll a dice from April 1778 onwards with the chances increasing as the year qoes by, and decreasing for every strategic area controlled by the British, that the French will turn up. ‘As Randy Reed points out in 1776's esigner'snotesit is difficult to fully simulate ‘an American victory and the French were ‘out to attack Britain independently of “America anyway. However | do feel that Saratoga had a large influence on the direct, participations of French combat units in North America Discussion of the Franch naturally brings us into Naval power. Both games give transport capacity to the British and French fleets This allows units to be moved up and down the coast quickly. 1776 has combat fleets, off-map movement, West Indies considerations and variable forces, all lacking in AR, | like these rules, ‘they add realism and complexity once again but it is worth it I feel, to soe why it was that the navies tended to cancel each other ‘out and also to get some idea of events happening outside the campaign you are running, ‘Moving on to reinforcements and militia ‘eppearance, more differences surface bet ‘ween the games, 8 Both sides more or less agree on British and French regular reinforcement make up, when the differences in the number of men per strength point and turn time is taken Jmto account. Differences surface in Tory Militia (TM), Rebel Militia (RM) and Continental army units Starting with the TM rules, AR has @ certain ‘number of TM strength points being raised peor region (it varies). TM units only appear once per region when British Regulars (BR) ‘move in. (There are roughly twenty four regions ¢.a, New York, Roanoke Valley) 1776 has a certain number of TM strength points appearing once every three turns {season) in each of four strategic areas, Generally the number fluctuates depending (on the absence or presence of BR units the less BF units the more TM appear. 1776 has a similar system for both CA and RM. Both tend to appear in large numbers whan the British are present but don’t appear at al if the British control the region. ‘AR has RM appearing everytime the British ‘move in and disappear when they move out of aparticular region. These are the only tnits which may not exit their own region, CA units on the other hand appear according to adie roll ona table, Usually only two of the twenty four regions will raise CA units ‘on a turn with certain areas being of more use to the American by virtue of raising more units, No units appear in a British controlled region, As to historical accuracy, | feel both simul ations are less than perfect here. Both sides do nat realy indicate the enormous problems the American Congress faced in raising con: ‘inentals. Most of the states falt themselves somewhat akin to sovreign states and often ‘were not prepared to put men into the CA. which would of course serve anywhere in ‘America. AR also gives relatively little weight to TM, Part of thisis the British government's fault for not treating the Tories correctly and alienating the population who were neutral (see S&T 34 page 30) Nevertheless TM units were of considerable value, since they were usually part of the British government's ‘Provincial Line’ well trained inovative militia meant for fighting the French, and latterly the Indians, RM on the other hand did not generally serve outside their own state and had a tend: ney to dissolve away without warning in ‘one campaign only to fight as hard as any regular in the next. (Washington's attack on Now York in 1776 is an example of the former while Saratoga is an example of the latter), AR tends to make RM to0 powerful much of the time, while 1776 has them marching up and down the nation freely (at least until the next season} Victory is my last point. Both games have the British winning the war if they control a certain amount of America by the game's end, ‘AR forces the British to control more regions for victory the longer the war drags on. In both gamas the Americans win by avoiding 3 British win by the game's end. AR also has the provision of giving the Americans ant ‘automatic victory by gaining three ‘major ‘successes’ (See French Intervention above) Controlling regions (or strategic areas in 1776) is accurate for victory. It was the British government's objective throughout ‘the war and the American's objective was to stop the British and bottle them up in enclaves near the coast (New York, Newport and Yorktown for example). AR is correct in forcing the British to control more torr: tory as the war progresses, The Americans were actually able to extend and strengthen their authority in areas whore the British ‘were absent. (New England and the northern states being a prime example), However ‘AR’ ‘major success’ rule is alittle too abstract. If the Americans, for instance, were to destroy Spoints of BA strength in an area in their turn, only to be wiped out in the British player's turn and lose the region's Control | would not class it as an American ‘major success, In conclusion then, both games achieve a ‘alistic simulation of the revolutionary war. Both however are less than complete as | feol | have pointed out above, For simplicity ‘and overall strategic clarity AR is the winner. For a detailed involved gare, with tactical overtones 1776 is superior It is fascinating in 1776 to watch Tories and Rebels knock the stuffing out of each other and the British and French fleets feint, man ‘oeuvre and fight each other to a standstill, but itis essentially pointless. These and other points make 1776 a long game, while AR is relatively short, an important point for people with not a lot of time to play a particular game. 1776 doos have a short basic game (useful only for ‘getting into the system) and four advanced games which have something of a paper time machine factor, everything starts happening near the end, Two half campaign games are good, however, bringing out all the main points while being shorter than the full game, The following optional rules | can recommend; Bateaus, Forced March, Variable British Garrisons, Variable CA, Winter Re: ductions,and superior British Fire Discipline AR has many political scenarios, all full length and very intoresting and informative ranging from an Irish Revolt through French attack on Harouet, weaker congress and, inferior FM, One final point in these days of economic ‘woe. AR is a good deal cheaper then 1776, SPI’s oben GAMES REVIEWED BY STUART McGREGOR ‘Star-Force: Alpha Centauri This game was SPI's first venture into the field of science fiction games and to date is one of the best solling games they have ever produced, “The actual play of the garne is fairly complex, although experienced players should find no difficulties. There are two levels of play, the "basic ‘game and the advanced garme. The basic ‘game, as its name suggests, introduces one to the basic mechanics of play, that is movement and strategic combat. Move- ment is by the instantaneous transition from hex to hex {known as shifting) on a stellar display which is about 30 light ‘years on all three axes. | say all throo ‘axes because Starforce employs a three- dimensional system of movement and, although this may seem complex at first sight, it isn’t really and one soon gets thehang of i Combat is fairly abstract in the basic game, using a simple “differential” CAT, but in the advanced game this aspect of the game is altered by transferring combat 19 tactical map. However, although it ‘adds @ considerable amount to the game, it does tend to be time-consuming, There is @ total of fifteen scenarios in the game, one of which is for Solitaire play. As for the others, the first few are designed for play with oniy the basic game and use few units and thus are fairly useful for learning the mechanics. ‘Other scenarios are designed only for the ‘advanced game, whilst others can be played with either. Perhaps the best two scenarios are the last two, which involve a race known as the Xenophobes who, to put it simply, try to destroy ‘everyone, What makes these interesting ig the fact that the Xenophobe units use hidden movement, which means their ‘opponents must guess what they will attack next, a job which is none too teasy a8 wall as time-consuming. A Xeno pphobe scenario can take up 9s much as 12 hours if not longer to play. To sum up, Starforce is a fascinating game and cartainly worth getting. Startorce has been on $PI's bestselling list 14 times (up to Issue 60) and, as they say themselves, anything which ison thelist 6 times, gamers should find as a valuable addition to their collection. E FICTION Outreach This game is SPI’s latest offering in strat eg science fiction games, The game is much larger than Starforce (which would fit into one hex on the Outreach map). the hexes being approximately 1,200 light years across. The time scale cf the game turns is “Generational” which I take to mean about 3 turns per ‘century The play of the game is fairly sit One starts by exploring hexes, such action ‘which, if successful, yields @ point vatue oF potential value of the hex. This is important since the potential value is the maximum amount of resources (or system points} a Stargate on the hex can vleld and the total amount of resources available governs how many now ships can be built and whether the ones already inservice can remain so, Movement is, as in Starforce, by means of “shifting”, the instantaneous transition from one hex to another, The amount cof distance which a ship can cover is. only governed by attrition and the player's civilisation level, s0 theoretically, itis Possible to travel an unlimited distance, although in practice this is not practical ‘due to attrition. The civilisation lavel of ‘a player (mentioned above) is a fascinating aspect of the game, It affects almost all the game functions, Firstly, the maximum distance one can travel when not starting from a Stargate is its square, known as the civilisation level range (CLR). The CLR also limits shifting from Stargate 10 Stargate, for a unit which shifts less than the CLR from ‘gate to ‘gate may continue shifting, Thus it is possible to have a chain of stargates with continuous shifting within it, Inter player reaction is fairly complex, Using an “interaction matrix” whereby players choose if they are to be hostile, euteal or friendly. Mutually friendly players share extensive benefits from each lather — such as mutual use of Stargates, whereas mutually hostile players double il losses in combat, In addition to other players there are "Autonomous forces" which act independently according to @ set of rules and thus add more interest to the game as they may suddenly attack you if another player declares war Fata is an interesting aspect of the gare. Each Game Turn there is a roll on the fate table, which produces one of three basic resuits (1) dissolution of one's forces by up to 90% (2) creation of autonomous forces (3) an increase in one’s civilisation lavel “The last result is conditional upon the expenditure of wisdom chits before the fate die roll. These chits are fairly precious, bbeing brought from the centre of the ‘galaxy, where they are fairly difficult to get Of the senarios provided in the game, there are one each for one, two, three and four players and one far one to four players, The frst two (for 2 and 3 players respectively) are introductory, not using such rules as wisdom chits and the relevant fate table results, The third (solitaire) scenario must be misprinted as itis ‘mathematically impossible to complete it in the number of game turns permitted (] suggest 35 is a good alternative) Al in all, | consider Outreach to be one of SPI's best games, and well worth the money. However, would-be purchasers ‘must be warned that some of the quality tf the UK printing is below the normal SPI standards, in particular the counters are fairly poor. Nevertheless, | should not let this distract anyone from what is after alla fairly good game. SOKCERER: ACRITIQUE BY STEPHEN & ANDREW GILHAM Back in S&T nr 44 Feedback, one of the suggested new titles was ‘Sorcerer -a fantasy science fiction game on the tactical level depicting all sorts of weird things’. In S&T 48 it resurfaced as ‘Sorcerer -a fantasy/ Science fiction game, primarily involved with sword and sorcery. Various types of magic and magic practitioners are as critical, if not more so, than the actual use of Conventional weapons. Many scenarios to cover the many different approaches to this subject’. With jaundiced 20/20 hindsight, we can See that even at this juncture, elements of the present turkey were emerging where we expected the definitive fantasy game. By Moves 19 (tho'next month) it had been given the go-ahead, and we found to our delight that Redmond Simonsen, fresh from his great sucoess with Starforce, had been given design responsibility for the project. S&T 49 promised an unusual game, trading on the success of Starforce. Colour’ surfaced in Moves 20 - very pretty but eventually boring. We were promised popular ‘Sword and Sorcery’ superheroes (sic) and a ‘fast moving slam-banging game with a lot of weird surprises built into the system’. Next issue, passers-by on East 23rd Street would have been surprised by the magic bolts being flung about at SPI's Offices - not to mention the demons and vortices lurking in dark corners and alley: ways. At this point we still had great hope for the game, which seemed to be living up to its expectations. Even in Moves 22 we were assured that there would be ‘scenarios flexible enough to assume the characters ofa given literary work are operating in them ‘A month later, the finished game was announced, complete with impressive full page back of S&T advert, including a fairly elaborate shaggy dog story, (Opening the game, and donning sunglasses (not supplied), we examined the lurid four-colour map. Did we find realms of colour, with borders for the Sorcerers to do battle over? Did we tie our tongues in knots trying to pronounce ‘Wollobett akyrvydritta?’ Did we find wall known S&S. super heroes? Did we find a lot of weird surprises? Did we find even one werewolf or vampire? Did we find an exciting game? Are we discouraged? No, yes, no,no,no;noyes!? Tobe blunt, the game is boring. In more" detail, movement is boring, conjuration is boring, teleportation is boring, magic botts and vortices are boring, attrition is boring, ‘combat is boring and hex conversion is as bad, if not worse than the rest. To be fair, however, let us examine the points upon which these conclusions rest The sequence of play, is in its essentials first player moves, both fight, second player moves, both fight’. In as far as it goes this is all right, but little would have been rnoeded to be done to institute continuous combat as in Punic Wars’ -give a Sorcerer 20MP, and make the cost-to-fight SMP, aive all other units one extra MP, and make their cost-to-fight IMP if you really want to try this, Game equipment. The map resembles a Psychadaelic dayalo patchwork quilt. Only the rather splendid magical units 7:3 trolls, 9 demons, 3-15 dragons, and fortresses of various flavours, and the ‘snowflake’ colour-value chart show the special influence of the Art Director at SPI The Sorcerers themselves look like Jackie Palio in silhouette, and the human infantry ey y ‘are dull (at least though, they aren't cross in-box symbols) Movement is almost standard, but. Essentially, independently operating ‘magicals have to pay a movement point penalty to leave their fist hex of the phase, a panalty equal to the combat strength ‘augmentation they enjoy in that hex. ‘This practically renders trolls immobile, and reduees a game to the point where only sorcerers and their retinues can move. This counts against a game, even when there are a comparatively large number of leaders ~e.9. ‘Frederick the Great’ - but wien there may only be one or two Sorc lerers per side, ths is a fatal flaw. ‘The limited area covered by the map - 23 x 23 hexes - with the fringes of the map Virtually out of play - combined with the vast {15MP) allowances of Sorcerers reduces any importance of position, without aven requiring teleportation. Teleportation Consists of moving from a hex of your ower colour to a similar, non-Enemy. ‘occupied hex at a cost of 1 MP, or five MP if a human infantry unit comes along for the ride, This is effectively shifting with out randomization (Starforce). For a quick and.dirty fix use the randomization table from Starforce, reading 1 hex for 1 lite, with depletion instead of neutralisation, Conjuration ; why, oh why does it take sixtcen hours (5MP out of 18) to conjure a demon atmy? Can they not tapg-record the spell, then play it back faster?*Per- jandrenn’s nonsense. verse must have been rather serendipitous -one Tra-la-la instead of a Fol-deol and anything could have happened! But, to be serious, this is what happens’ in ahex of your colour, you ‘expend MP's to combat the strength of the Unit to be conjured and what is more, the hex may contain no other manicals. Apart from the strength differences of the Unit types, they do not differ. This is the weakness in the system — one’s only decision is to conjure whatever can be afforded, Magic bolts. These are a means of attacking Other units during your movernent phase, to soften up enemy stacks 1o weaken them for their coming combat phase. The trouble with bolts is that they are too weak — a two Colour sorcerer can fling bolts Gay of strength ten, and against stacks typically worth fifteen this verges upon the ineffect Lal, Possibly they have all been equipped with copper wire so they can ground their weapons, leading the bolts harmlessly to eartit ? In fact, they are just another reason for not playing fast-and-loose with lone units, Vortexes: these are just as useless. We have ‘ever seen these do anything worthwhile. ‘They are only effective against lone magicals, and one-colour sorcerers tomfoo! enough to leave their hexes of power. Even if one finds a hex susceptible to vortex damage, often as ‘not (if not more so) the vortexes will scatter, in some other direction. Conjuring them is ‘a waste of time, and destroying them all the ‘more s0. You could try allowing new vort: ‘exes to be aimed on their first turn, giving some reason for conjuring them in the first place, Hex conversion. For just 15MP's you have the privilege of being able to convert a white {all six colours at once) hex to one of your ‘own favorite colours. This is also an import- ant victory condition for many scenarios (yawn) Attrition; or ‘Old demons naver die, they only fade away ! This unfortunately sums it up, lone magicals left to their own devices will fade away back to their own continua, This makes them that much more ineffective especially as attrition is fiercest on the most favourable colours for combat. Combat: like the test matchs, combat Usually ends in an ineffectual draw. Combat is by differential, using effectively a diff erent table for each pair of colour relation- ships. sults are in the form of loss points; for each loss point, @ unit must be ‘depleted’, i, flipped, to reveal a weakor unit. The form of the combat results table makes it very difficult to successfully attack units ‘on hexes of their own colour, and if you ‘ean work up some sort of parity of forces, losses for both sides will be about even, and usually only about on Loss point each. Since depletion can be ‘repaired’ by sorcerers in their next movement phasa, by the time the next combat phase comes around the de fending units are back to full strength and can repulse the attackers, Fortresses espec ially are virtually immune to attack. (One interesting anomaly is that a sorcerer in a fortress enablas it to use its normally bracketed combat strength in attack. One ‘wonders how this is achieved). * Some units, however, are relatively easy 10 destroy, 10 wit, lone magical units. In fact, the wiiole system seems engineered 10 prevent magical units from exercising any independent action. This is quite correct within the rationale given for the game, but effectively reduces your unit count to two Or three (the number of sorcerers you start with): a recipe for a dull game. Optionat rules, or ‘stopcloning around’ these probably represent a last minute attempt to add interest to the game. They Usually are not worth the trouble. Cloning allows multicolour sorcerers to split down into two or three onecolour sorcerers. It is hard to think of situations where this is \worthwvhile, even though it does enable you to convert more white hexes to colour. In theory, it enables more units to be conjured. but this is the least of your worries. Many ‘games, in their ater stanes, see ‘expendable’ ‘magical units fading away through attrition. The stacking and combat rules forbid more ‘than two units to attack a given hex, so surplus units are quite useless So much for cloning: cloak of invisibility, hiding and assassination are just paperwor magic flux means one colour disappears for 2 tum, and if your colour goes too often, you might as well resign; Shir, the black sorcerer, s0n of Gorm, isa bit of local colour (joke). He exists merely to stir and unfortunately requires an extra player. He is the offspring of a two-colour sorcerer and a demon (or demoness, is it?). He isa 12-18 intelligent vortex who can conjure undead human infantry. The module on creation of new spels is very attractive at first glance, but, as the cookery bbook said, first catch your spells. The Suggested spells are a bit ludicrous (give me a ‘workable time travel rule), and in inventing ‘one's own spells, the difficulty is in finding lone which is worthwhile but will not win the game on its own, thus making the game slightly silly. It's to0 much like the atom bomb in ‘Global War’, only more risky to build (sorcerers can get killed developing spells, and this is one of those games where the sorcerer represents you). Still, the game might survive all this if only the Sconarios were fun, They're not. "Educ ation of Periandrenn’ teaches you that optimum play requires no imagination, and is very dull (worse than the ‘rescue mission’ in 'Starforce'). Most of the Two-player scen- arios are overbalanced, and turn on victory oints ~ and you get lots of points for con- Verting hexes, So, you ignore the other player, and spend your time converting hhexes. The, uh, ‘historical notes’ are the most interesting part of any scenario, They sure do have loose morals, those sorcerers. They are about on the level of certain of the Roman Emperors, * Arnold Handrick’s additional scenarios in Moves 26 are a better bunch altogether, though the sorcerers have some unusual pastimes. In ‘Starforce’, the twist was that the commanders were female, In ‘Sorcerer’ the twistis slightly different All in al, ‘Sorcerer’ is pretty bad. It suffers from Redmond Simonsen's ‘points for this, points for that idea, which was graat in Starforce’, soo in ‘Dixie’ and just out of context in "Sorcerer’. The system if original, even unigue, and that too is a problem. It {s virtually impossible to represent your avourite fictional heroes within the colour framework, so you are stuck with the rather nameless, faceless crowd of alphabetically ‘coded sorcerers (Nbar,, Btha, Benm, and. Yyri ~ solicitors and commissioners for ‘oaths). The odd system means that any ‘obscure rules point must be hunted down and checked, there being no ‘common-sense solution, The mathematical nature of the combat routine is not what is wanted here, {and makes the game too predictable, The Player's Notes are either obvious or irrelevant, Maybe someone knows how to play this game for fun and is not telling, From where we sit, itis a lemon. Footnotss: 1: ‘Operation Chaos" by Paul Anderson. LLaneor Books 1971. A mention of device to tim or implode a shell within mirossconde 2: “Swords Against Death’ by Fritz Leber, Mayflower, ©1988. This tactic wae secest fully employed by Fothrd and the Gray Mouse. 3: _‘Earthman Come Home! by James Bish. Feber, We fevour the piledriver technique used "by the. Interstellar Master Traders, formerly Grevitogorsk, Mars, in their outrage- son Vega Five, 4: "The Twolve Ceesars' by Suetonius, Penguin. The section on Tiberae is ropreant. ative. SUBMARINE TACTICAL LEVEL SUBMARINE WARFARE: 1939-1945 SUBMARINE — SOME CORRECTIONS 808 ALDRIDGE “Submarine”, by Battleline, presents the naval wargamér with something of a problem. On the one hand it successfully recreates the errors and end up with a game that is not conty enjoyable to play but historically The American types are all correct, as far as can be ascertained. In my “house rules" | have excluded the Mk.X from the restrictions accurate as well. To assist others to do the ‘atmosphere of WWII submarine warfare. It’s {game mechanics, although fairly simple, provide a nice balance between playability ‘and realism. On the other hand, a fair umber of the submarines used in the game have characteristics that vary a great deal from their historical originals. Although there are one or two surface shins with the ‘odd thing wrong with them this article is Confined to submarines as being the major source of historical error in the game, same, | have drawn up a table of amended submarine characteristics for those boats in error. A word of warning, though, on the torpedo reload situation. In the later stages of the war it was not unknown for German ‘and American sub captains to sneak a couple of extra shots aboard. Also, there was a tendency for the Germans to omit the external reloads after 1943 s0 you can see that the figures are not to be regarded as infallible but they are near enough. We now come to the torpedos themselves, ‘the reason for the submarines’ existence Thereare fourdifferent nationalities involved, Japanese, American, British and German, Within the confines of the game system all ‘the Japanese submarines appear to be hist: orically accurate with respect to gun arma- ment, number and pasition of torpedo tubes and number of torpedoss available for use. It's perhaps easy to criticise but not so easy to offer constructive comments. Accurate information is hard to come by, perhaps the ‘most easily available source is from “The Devil's Device" by Edwyn Grey. It looks as though the game designer did not have The American submarines fare almost as well, except for the "Thresher" which is wrongly stated to be of the “Gato” class instead of "T” class. The gun deck on this boat should be aft of the conning tower instead of forward. An insignificant fault, Lntess you are being chased by an enemy destroyer and one that is easily put right by altering the bow/broadside/aft gunnery factors from 1-1-0 to. 0-1-1. The total number of torpedoes available, as shown in the Ship Specification Chart, is incorrect, (Of the British submarines, the two “S” class are correct, but both the ‘"T" class are completely wrong for torpedo tubes, being quoted as having six bow and four stern tubes, which is nonsense, The German U-boats are dreadful. There are supposedly three classes represented, Types Vile, IXe and XXi, Not one of the individ: ally numbered boats is of the correct class, two have the same number and one of them ‘was actually cancelled before it was built Furthermore, the position and number of the torpedo tubes is wrong in most cases. It is nota difficult job to alter the counters and Ship Specification Chart to correct these — access to this book when he compiled the Torpedo Characteristics Chart, as can be seen from the name given to the sole British type shown, “Whitney Mk.VI". One assumes that he meant “Whitehead” and even then it ‘ought to be Mark VIII, which was the standard British torpedoof the war Disregard: ing this, the performance details soom to be placed on US torpedoes prior to 1943 which ‘ought really to apply to the Mk XIV only, | have not been able to find out anything about the Japanese torpedoes but since al ‘their submarine information was in good ‘order | must assume that the torpedoes are as wel | don't like the look of the German ones, None of the information in my possession refers to Mark Nos. All WWI! U-boats used 21" tubes, which excludes the Mk. and iMk.IX which are shown as 18" and 19” respectively. If we assume that the Mk XVI is intended to be the standard German ‘weapon, the G7e, me ought not to be too far wrong, The T-5 appears to be perfectly alright, The T5 Mod. likewise seems to be allright but there seem to be no rules covering its use, it Jooks as though we have to make our own, n page 19 Maximum safe depths are quoted for the submarines which differ from official figures. 6 In practioe | have found that in an average & game a depth of perhaps 200! is rarely ex- 2 ‘ceeded, IT you go too deep it takes too long all right to get back up again so for game purposes O AMENDED SUBMARINE CHARACTERISTICS CHART. Name No.ofbow No.of aft Totalbow Totwlaft_ Notes Uber tubes Torpedoes torpedoes Stonehenge 1 2 1 Se SS SS Se Trident 10 16 7 Four fwd tubes and aft tubo external end could — ly ire once Thoma 5 3 1% 3 ‘Two fwd tubes aft tubes extern pe ould Ga 8 6 7 6 z = las (US) ype Vile a7 102 Pas ra reload eared ‘ourtige hull Required Type 3 7 Plus ton extra reloeds m fuiside hl Type xT € = a = Bil reloads inside Ball KONIGGRATZ 1866 SOME NEW SCENARIOS FOR SPI’s ‘RIFLE AND SABER’. ROB GIBSON PART 1 In the early Summer of 1866, Prussia found herself at war with her Imperial reighbour Austria and most of the other large German States. Her war leaders elected to make the maximum effort against Austria and in a lightning advance forced the tardy Austrians and their Saxon allies back on the Imperial fortress of Konig gratz. The Austrians elected to defend the rim of the saucer-ike plateau to the west Of the fortress. Faced originally with attack from the west by the Prussian First and Elbe ‘Armies, the Austrians were then attacked from the right flank by the Prussian Second Army. The timing was (accidentally) perfect the Prussian attack on the right centre had pulled in most of the Austrian reserves and there wara insufficient forces to face both ways at once. The Prussian infantry and antllery blasted the way to the top of the rim and the Austrians broke and fled. Their cavalry, previously uncommitted, made a brave attempt tohalt the Prussians however, they were not facing a beaten foe, but a ‘well armedand confident one, The outcome was inevitable: the last battle had been fought and the Austrians sued for peace with the Prussian army a few miles from Vienna, The battle of Kdniggr’tz was in essence a series of actions co-ordinated towards a total aim, like the great Napoleonic battles eg, Austerlitz, Wagram, Eyleu and depend: fed upan the success of the separate actions, There are a number of these actions wick can be separated out as tactical scenarios for the simulation game ‘Rifle and Saber’ The first of these is given here and more will follow later. The fascination, for my: self, lies in the half-way position between the Napoleonic era and the bloodbaths of the First World War, The battle incorporates breechloading artillery and rifles along with fifled muzzle-toaders, cavalry with titles from the Napoleonic age together with explosive rifle bullets uPA . ex * a SS, THE ADVANCE OF THE AUSTRIAN CAVALRY RESERVE [AT RONIGGGRAT (late afternoon) [AND SUBSEQUENT ACTIONS, | wsestaR \ 1, Prussian eavaley advance. 2. Stadion Kuirassiers & K.Franz Joseph Kuirassiers_ attack with two squadrons of Hussars in support. 3. Prussian 4th Ublans flank attack ad vancing Austrians 4, Austrian Von Holstein division recoils Hessen Kuirassiers & Ferdinand Kuirassiers advance in support; harassed by infantry fire 5. SW of Langenhof, dispersed by charge of Prussian Zieten (2nd) Hussars. 6, Prinz Karl K., Wrangle K. & Alexander Unlans advance, followed by Bavaria K, & Neipperg K. at 600 yards distance. 7. Prussian infantry and artillery fire on ‘Austrian cavalry; 11th Ublans attack in flank Austrian first line bears left; second line retreats. First line collides with Prussian 1st Guard Dragoons & 5th (Blucher) Hussars 9. Austrian cavalry retreat on start line, Scenario: Cavalry action at Rosber 4pm, 3rd July 1866, Map and counters: use the standard ‘Rifle and Saber’ map and counters. Deployment: ‘Austrians (red) deploy first, move first. (a) 3 MZ, in V6; 9 MZ, in trenches {use markers} within 2 hexes SE of V6. (0) 4 MA (unlimbered! on NE end of H21 (c} 4CY,at NE edge of V4. (a) 2CY, within 3 hexes of V4 along road toil (el) 1 CY, 2hexes in rear of (d) above. (f) 4 CY. 1xMA within 3hexes SE of V11 (a) 4CY, 2xMR, 2 hexes in rear of (f) above. Note: ‘MR’ counters for this scenario are fequivilent to ‘CY’ counters in every respect. Prussians (blue) = 1. Initial Deployment (a) 3 CY, at least 4 hexes NE of VE. (b) 1 €B,in trench, 7 hexes NNE of V6. (c) 3 EB, in V5 (@) 4 Trench Markers NNE of VB in line due East. 10 EB, 1 BA(unlimbered}, one hex in front of trenches, 2. Reinforcements Game Turn 1 (e) 2 CY, cnter East edge due E of V6. (6) 5 CYenter NE comer of map. (@} 8 EB, 1 BAH (limbered), enter on road East of V6. (h) 8 EB, 4 BA (limbered), enter SE of Game Turn 2 (i) 3CY, enter € hex ige 5 hexes N of road Game Tu 3 () 4EB,3 BAH (Iimbered) due N of V6 fon the map edge. Morale: Austrians: Normal Prussians: high Game Length: 10 Game Turns. Victory Conditio Austrians: must prevent Prussians reaching 3 before Game Turn 10, regardless of losses Prussians: move at least 6 CY units across 3 by Game Turn § (substantial victory) (or by Game Turn 10 (marginal victory} Note: In fact, the Prussians failed to break through the Austrian rearguard in sufficient time to pursue the fleeing main body — but a simulation should aim at improving ‘on history, hence the tougher victory cond- itions. ‘Special Rul For combat between Prussian EB units and Austrian MA units only. increase the odds by one column for EB units firing Le. to 1 becomes 3 to 1, to account for the effect of explosive ammunition 13 Continued overeat Koniggratz continued from previous page Initial Set-up Map ~ ' SPI GAME PARTS mes Works! Op © Road, London W12 8NL s 01-749-7049 | VISITOUR SHOPS at the above address and at: 2 Castle Street, Kingston Upon Thames TRADE ENQUIRIES WELCOME 01-636 8278 THE BESTIN BOARD WARGAMING GAMES CENTRE PEARL HARBOR PHARSALUS CITADEL The sisge of Dien Bien Phu TA'BATTAILLE DEMOSKOWA 1812 BURMA~ 1942-45 CHACO- Bolviovs.Poragusy, 1982-38 GORALSEA- Pociiccorordattio GRIME - The dawn of modem warfare $815~ Tre Waterloo campaign NARVIK~ The invasion of Norway, 1940 RUSSO-JAPANESE WAR, 1904-5 inelucing PORT ARTHUR. angTSUSHIMA 8.8.N. “Modern anti-submarine warfare TORGAUL Frederick the Great, 1760 TRIPLANETARY ~ space co DRANG NACH OSTEN -G UNENTSCHIEDEN—Th MONSTERS MONSTERS! rota monster and emerge (a from the dungeons tM onsFine £9.85 2-0 space wargametor 2.6 player wih plenty of el & low cunning ‘TWEYTHAL fa78 Ma come of space invasion tor 2-4 plnyar, based £598 each convoing complete G.D.W. games are available post-free from: 16B Hanway Street, London W1A 2LS AVALANCHE —The Saleralandings, 1943 BATTLE FOR MIDWAY ~The Pacitc, 1982 MANASSAS. Tho first American Chl War Batis THEIR FINESTHOUR™ The Batle of Britain GAMES CENTRE 16 Hanway S. London WIA 205. ‘o-036 8278. hove adores and at "} cane Se TRADE ENQUIRIES WELCOME. ""Torgau' is Game Designers Workshop's reconstruction of the grand old battle ‘which occured in 1760, between the Prussians under Frederick the Great and the Austrians commanded by Field Marshal Daun, Prussia was in a bad way at the time and destruction seemed close. With his, army outnumbered and virtually sur rounded, Frederick decided upon a bold attack to dislodge the Austrians from thoir vary strong defensive positions, just west of Torgau which is on the Elbe, ‘The plan was to coordinate four army corps in concentric attacks on the Austrian strongpoints. n fact, timing and map- reading both went astray combining to put the Prussians in 2 rather embarassing position for much of the battle. This is particularly well represented in the simu lation, All looked lost until an attack after dusk by one of the Prussian corps ranewed the offensive and caught the ‘Austrians napping. Disordered, the ‘Austrians withdrew acros* tne Elbe leaving the Prussian troops in possession of the field. “The game contains nearly 450 counters which are printed back and front, colour: coded and glossy. The map is thick enough 10 be serviceable and the hex-arid is larger ‘than usual to accomodate the larger ‘counters. The dark yellow colour of the map shows up the units well but is printed in only two colours. Here, | stronaly suggest that you add a bit of art work if os ate Sita SS LS: ‘yourself, especially to the slopes and woods. t done properly, the results can be quite stunning. The rules come in @ ‘small booklet with a tough cover, which | find easy to use, There are also a few card sheets for use. Two are concerned with the organisation of the counters for both armies, two copies printed back and front Of the charts, a time-record sheet and a unit identification/terrain key. All these are well presented and are a joy to use. ‘One thing that never fails to annoy me is that too many sets of rules do not specify the three important scales used. Often we are informed of ground and time scale only. “Torgau’” specifies all: ground— tone hex is 200 yds. across, time— one ‘unis fifteen minutes and one stacking point is equal to 250-300 men or a battery Of guns. Thus, one can clearly visualise the picture on the battlefield, without hhaving to do any research of your own. The rules are reasonably complex in their ‘execution, as they must be to make the rather novel system work. However, the basics can be quickly mastered, allowing one to start playing fairly soon so long as you are prepared to look back every now and then. ‘The system of firing is probably the one which will cause trouble at first. The scale dictates that infantry has a range extending only into adjacent hexes, whilst artillery hhas a range of four to six hexes, There are RO RR tl OSS RS ‘no zones of control but all the samme don’t try moving those hussars in front of that infantry line for any length of time. ‘They tend to be liquidated. Melee combat ‘occurs when two unfriendly units occupy ‘the same hex and next to having cannon adjacent is the quickest way of expending ‘troops, Heavy cavalry, Cuirassier and the like can be of great vaiue if properly used ‘but if they find themselves in a position ‘where they cannot charge then they may have difficulty in surviving. Unlans ‘are even worse in this respect. Stacking is quite revolutionary and requires, some thought. Basically ital hinges on combining stacking points into “massed formations" within certain guidelines. Since cavalry may not stack with anything ‘else (except cavalry) it may not aid infantry in hand-to-hand combat. All Units must have a facing at all times which restricts the direction of fire in some casos ‘and movement in all cases, There are plenty (of formations at the disposal of the regi ments and battalions, Infantry, for example, may be in line, colunin, square, road-march, general order or disordered, Al these have marked effects upon the Units’ ability to move and fight. Dragoons may dismount, which is a nice touch A pity that skirmishers were not invented in time, Morale is covered in a rather abstract way and mainly hinges upon the step-reduction system used, which is quite elaborate, The game mechanics ae all very well but where the game really draws my vote isin the wealth of strategy available to both sides but especially the Prussian. Initially, there are no Prussians on the map, just the ‘Austrians, who have almost complete freedom in this respect. There are several entry points dotted around the edge of the board through which the four corps enter. The composition of each corps is loosely fixed by the rules but allows the Prussian to make important decisions. ‘There isa limit to the earliest time a corps may arrive at a given point, Further: ‘more the actual time that these arrive ‘may vary between one hour early and ‘wo hours late, The troubles are not over for the Prussian even when all his corps have arrived. Some may go blundering off down the wrong forest track and even proceed straight back off the map, only to arrive again in another hour's time. The later the Prussians leave their astault, then the more chance there is of them managing to co-ordinate their forces properly. Just in case that isn’t enough, the corps may arrive at the wrong entry points! The maximum game length is from 8.00 a.m. to 9.45 pm. inclusive, depending upon when the Prussian decides to attack. There are too few games these days which allow one to adopt a long term strategy, ‘whilst also allowing a realistic and neces: sary use of the period tactics. "Third Reich” and "Anzio" | beliove are two and to them | would add “"Torgau”. It is a good simulation of the period and is most professionally presented. There are one fr two problems with the rules itis true, but nothing that a little common sense cannot clear up. It is good to know in these days of world recession that "Torgau" is wonderful value for money in all respects. BOARDGAME BRIAN GRIFFIN, 9 Ambleside Avenue, Roath Park, Carat, Tel-762060. PETER SHEE, 51 Upper Leeson St, Ireland, IAN WOOLER, Dublin 4, 16 Harcourt Rad, Dorney Reach, Naaidennead, Berks SLB ODU. Tol: Mind25039. CGLUKE, ‘Cathey Poimese, Par, Cornwal PETER SWINEBURN, 87 Lavernock fd, Penarth ‘el: 707400, EALING GAMES GROUP, Northtiels Mission Hall, Northteids Avo, Ealing WIS (moot 18.45 hrs vary Wenessoy) High" wyeoMse ‘mednescays, Seitsh Lagion Hal eid 4116 19.00. hes ‘Beacon. WARGAMERS, “el BARRY. SHERIDAN, 75a Hamlet Court Fi, Wistelife on Sea, Essex. CROYDON WARGAMES GROUP, Secretary Pu Taylor, 56 Woburn Court, Wellesley load, (Croydon CRO 2AF IR BWalkar, (Sec Sth Wales Wargames Fed) 10 Wildbrook Close, Toiboch, Port Talbot, Wost Glamorgan, Tel: Port Talbot 8/954. JGARRETT, 13. Wooverthorpe, Middlesborough, Cleveland 737 OPU, KASMITH. 6 Derwent Fd, Edgiey, Stockport ‘Tel: 08 480 2201 AG.V.RIDDELL, Thornton, Ponyfford, Chester SOALBY, 80 Siakes Ro, Purbrook, Hants Tel Wioterlowile 86467 PLLINDSAY, ‘Univ, of St Androws Wargaming S0c,, Students Union, St Mary's Place, St Andras, Fife (Every Sauurday during term) KCTCOCKBILL, Frank F Harison Comprehensive ‘School Simulstions Club, Leamore Lane, Bloxwich Wialsal, WiMiclancs. KIM DENT, KI7, Gloo Eyre Mall, Gien Eyre Rd, Basset, Southampton S03 20N. Nunthorpe,, CLUB CONTACTS 9° PETERSHAM INSTITUTE, Bute Ave, Sudbrook Lane, Petersham, Surrey. (Nr Richmond). Meet 2nd Sth Suncays oF month from 3pm. Tal: 894 5286, evening CHRIS NENEY, 21 Calver Grove, Great Borr, ‘Birmingham B44 96¢. Tel: 021-360 3478, B.JWARD, 1 Sharma Hil, Viscount Ave, Windsor Pari, Johannestury, South Africa RPETTY (vice Cnoirmon of Darlington Military Modeling’ Society), 30" Dundee ‘St, Dalington, G5" Durham DLT "1JX. Tels Derinaton 62188 RLCREMERS, Maansivast 65, Nimagen, Holland. ‘Vat 080.771378, MAURIZIO BRAGAGLIA, 00135 Roma — vi Compocatino, 38, Italy." Tel: (06) 3981208. CRAWLEY WARGAMERS CLUB, Northonte Community Cantre, Cranley. Meets every Wed. at 730pm, Tol: J.Liddird Crawley 34434 averings, SPRINGHEAD WARGAMERS.(Sec.~D. Lockyer] 171 Dover Rd, Northfloat, Gravesham, Kent Tal: 08 Ya-s5608 OBOWLES,42 Stuort Ra, Highcliffe, Ohrstchurch, Doraet BH23 548. Tel: Highcliffe 3262, ULSTER MILITARY MODELLING sOcIETY| meets every. last Saturday. Inthe month at $3 Cheviot Gardens, East Belfast at 2.00 pn B.NORWOOD, Menzies High Schoo! Simulations Cub, Clarkes Lane, West Bromwich, West Milands Opponents Wanted POAMES, Oak Lodge, Fulmer Rd, Gerrards Cross, Bucks, Tel: Gerr. Cross 88265 after 6.12pm. 4L.Gillson, La Malton a'Av Guernsey. Fel: 6413, Fe Belle, Torteval FEEDBACK RESULTS During the period February/Morch 1977 you fated SPUK service at 6.82, an improvement of 23 on the privious two months trading, 31.86% Sai the service was geting better and 61.47% Said it was steady. Customer service got a rating 61 6.39 with 31.26% saying that this side of our ‘operation wos improving ond 62.5% saying that was stad “Toe non-SPI games feecbacked were again vena vote of no-confidence, The top ating was or "Fortvss Rhodesia” which got 3.39, nota particularly high figure and certainly nok o “hat would encourage me to stoek the game whan ‘ur capital can be better sent eiewere ‘F those who sent in the Feodback Card for Phoenix 6 only 46% ha lso sont inthe card for Tanue 5. If this trend continue to show in future lassie will go Tong way to explaining apparent ‘malls that keep eropping up In your answers {Talo wil mean thatthe feodback nati being ‘spread wide ond that any conclusions we draw from feedback results wl nat be Influenced by the exact same prope all the time, Needless £0 Say this i. good thing since we do want to try {e'please most of the people mest of the tire’. “The anewers on Minutemen quality were not Collated sine we did not print that game in the {Ukcdue tothe production problems that we were having at that time with counter sheots “Tote question Would you subscribe to Phoenix’ £81.28 seid Yes, 27.51% on matt snd 86.73% on ‘merit and desir to support a UK magazine. ile the "Yeeer have dropped Irom Issue lwe-ean be encouraged by wot i stil avery ‘high figure hen bearing in mind the lack of Continuity of feedback PHOENIX 6 “The overall rating of Issue 6 wos 6.5 against 6.28 {or Ise 5, 59.5% felt true B as better than Tetue 8 anc 37.48% contidered ft t0 be on © pat 20% of the cards returned indicated an intention to submit articles witha further 8.2% being don't knows 43.2% would like to have a European ‘Yor your tyes only seetion n each issue, 34.9% occasion slly-and 21.6% not a al The following chart gvos details of the period preferences indieatod by you (1) Worl War 11 20% (2) Contemporary 188% (3) Seine Fition 14s a} 16th century 124% (3) Ancient 28 (8) Medieval 56% ( Pret9th Century 5.2% (8) Word Wart aax (9) NoPreterence aa% 1 don't think that theta figures contain any turrises, certainly they fie in with the een Feedback Results SAT 60 (1) Rood t9 Richmond (Simulation rated 6.32 @ mere tariie) 8.88 (3) After the Holocaust 59 {4} Outgoing Mail ers {6} Briatinge 631 (6) For Your Eyes Only eat (3) Sar 60 Overs aa {8} Was this tsue better than the last one? Yow 45.6% No 584% Dear Sir, In Phoenix 7, Feedback Question 17 gave me 2 Bic ofastar ~ "Would you like to see more frtiles on the bates of boare-gaming #0 help ‘pewcomers?” More articles? | Rave ned Phoenix Since tue 4 and I haven" een any! | have had this hobby for less than a year, ever tinea Wargames luo wae tartad at my Scho We have progressed from Airfix Soldiers to "Dungeon and Dragons” have tried to promote ‘SPUR but thoy just don seem able to gasp the basis of the games. What i the good of having Déditions! scenarios in Phosni when some pot tential customer can't grasp the oscetlas of, for Instance, “Barbarossa We've played "Napoleon st Waterloo” about Tiftean times, being the only ‘one which i early understood So how about it all you mammoths of boars foming, ve us newcomers a chance and wri {ow article on the bates Steve Fielding Dea Si Returning to the charge about sion supply in (Grimes (Myli, No), as Rule 26 states that fupoly lines mus tl be traced using the lich begins in oF mutt be able tt {takes six points to reach a rood, whieh St least 15 hexes Or pains from the Sovastopol Boston. PHS Hatton (Dr) Dear Mr Spence, Re your review of SALAMANCA in Phoenix 6: {point about the victory conditions. My playing of suggested thatthe Britian would never win because the Franch would retreat even off mon Nest edges of the map once thay had lost 7 OF Units; rules 8.5 & 8 make this evasion | wrote to Bob Stuart who replied “tis posible for tha Freneh to run amay trom battle and gf a raw eu thougn noaly they wl not Break until the allies are clase to victory a French exit excopt as prescribed "would Falinguish the field of battle. Though the ules do nat sey, someone who runs away is defeated. | thine W'spretty obvious?” | nope he clears this one up next time round and, that vou do not suffer {rom Frenchmen content within away point for draw. Congratulations on a aripping article. PM Siatton (Dr) v7 — = BUY THE BOOK =HAMISH WILSON ‘Although this column i called "Buy the Book” | ‘am wall aware that may recommendations mace here wil result in more additions to library list 2s ‘wal as purchases of books. OF course, many of the ‘books discussed tend tobe on the expensive side Since thay ae aimed ata small market ares, Never- ‘holes thore are books which, while being ‘expensive, are a worthwhile investment a they will siwoys be more secetible on your own booksnelt permanently than on short tom loan fram your rary, Some ofthe following tees are well worth consideration under the heading of investment ‘At the recent convention | mas asked whet books fre worth resding on the subject ofthe 1989/48, ‘Ardennes Campaign and, off the top of my head, | ‘a ble to think of three or four tiles dreesy concerned and as many again indirectly. What | ‘eeded to G0 wat fo look up the haeding in 3 {Uuparb book which has just been publisned by ‘Andre Deutsch at E11-98, Writtn by the retired ‘Borough Librarsn of Esstbourne, A'G § Enstr, "A Subject Bibliography of the Second World War’ is, Yor the amateur or professional historian of the period, absolutely inveluobie. Covering titles bet ‘een 1939°1974 the book is divided in thrae fections. The subject bisliography itself which ‘occupies 469 page, an author index and a subject Index. Thus, ab you might expoct of @ book com= plied by librarian, informetion is accesible Through any one of the thrae methods. Mr Enser is hevortheless modest and announeas In his prevece {that hewill be pleased tobe Informed of omisions and errors". The book covers subjects from Abys Sinia to Zhukov and for the student of tho period, ‘at designer gamer, historian or jus student, the Book is a key to some of the mast crowded library shelves in the business. A key or a veritable Rosetta Stone. Getit for it you borrow it, the night youl fed it i vil be back in the library. ‘Also dealing with the 1939-45 period is most useful ‘nd hitherto sorely lacking book. Swiss born Jurg IMalstor hes been a recognised expert on Soviet naval affairs for somo time and Ne has produced (at Test someone has) a book on "The Soviet Warships, (Of The Second World Wor" The authori cautious in describing the work as definitive since accurate ‘rimery source information 1s almost imposisie to ‘Obtain but since ie isthe result of twenty years Search and rowoorch it must be reaconabie Yo ‘eerie i a being exhouttive, Mr Meister covers the dovelopmant, career and fate of, apparenty, ‘every ves of every clas In servic inthe Soviet hav since 1999. It's not to be wondered at thet {his information has been t9 notable By is absence or a0 fong but when the authoratltive publishers lacDonald and Janes produce such a book, so well, lustratd with photographs and diagrams, with so ‘many information tables ahd at such » reasonable price (£7.95) we might be pordaned for wondering how thoy do it Irie nota tmall book by the woy, at 10" by 8", will bee handsome and useful ‘8dition to any shalt Looking from thepast to the presont and the future there are thres reference works wich are worth talking about just now. From the same publishers Sethe Soviet Warships comes Jones" “Allthe Words Fighting Vehicles” and what en one say. Author (Christopher Foss is nat unknowrn to thore of ut tah are Interested in modern weaponry and ‘esponsie for this book which meintains an es the world wide reputation which the ‘anes’ publications already have. There are elght ‘ections in the book, the aWisions being mode Undar typeof vehicle oxcapt forthe last which is 2 bret section of eddende. Each saction ie further divided by country and under that heading al \ohiclos inservice r under development are di usted. The txt Is highlighted by naorly 600 photographs of good quality, although | have seen Betterot the 172 and the performance of eech ohio is doseribed as accuratly a¢ posible In tabular form. Apert from all thatthe book Is fun {o browse through. Dia you know thatthe Irish ‘Army ell uses ‘Comets as do the arms ot Burma, Finland and Sauth Arica? Or thet there are 14 countries sl using Stuarts? Suen are the lightar ‘moment of this splendid, information packed Book which caste £7.98 and has tobe worth more, ‘Atalmost half that isthe lan Allen publication infantry Weapons of te World” for which Chris topner Fost 80% responsible. His co-suthor is Ti Gander and, while the book i briefer, Te seems 1 les comprahonsve and up to date. Thare ore bout three hundrod weapons doseibed in only 18 ‘one hundred ond forty pages but the hard inform- tion appears tobe al there and is raedly Scentlble via a name or country Index. Points of interest inlude a desertion of the now Brith Candidate for the BATO "PWS" (Personal Weapon System and the 556mm "Galil" osrbult rife trom feet On altogether a grander seal is “Brassay’s Artillery of tha World”. Brasoy's are one of the maior ublishers in the military world and are equaly Famous for their Year Book “Brastey's Annu” or "Grosny't Dafence Year Book" or more often the rather clyptie "Brasay's". This present ttle 2 Fine addition to an aleody impressive but perhaps Tite know ist. The book te complied by rian Blunt and MT Taylor and edited by Brigadier Shelford Bidwl ri oifieult to be at ance riot 5nd fatto this excellnt work but sutfie It to say {thatthe Book is intended 359 text book for stall tnd instructors in independent and Third Word, Countries and is therefore ae comprehensive ana Seaurate you might expeet. There are discus Tons on the tatieal daployment of six main categories of artery, everything from the massive Soviet "Scud" mile to the ubiaituos 40mm Botors gun, dissertations on ammuniions and their hargetarisies and useful szetions on ancilery fqulpment such os radars as well as a ist of ho Contents of the gun parks of ove eighty counties ‘The price reflects the very specialist nature of the ‘book wie, althoug twehem, far From sificurt forthe beginar. But to me £18.80 fs not 3 high priee to pay for a volume which will eantinue to be Utaful im base information for meny years F L Petre is not # name which will spring to the ‘mind of many unies thy are students of the Napoleonic Campaigns. Pero, wh died in 1828, \wrote.a sarge of boaks on the period between 1806 hd 1818 and they wore snd ate even now regarded {seminal works on the military fe ofthe Third FRepubile, The significant thing bout Pet's ‘work is that he wrote only after he had visited the field of the bette he mas to describe ond he Walkod over it until he Knew ae wel the “bidiosdiaat the time, There are five books in the {eres and Arms and Armour Pres are doing us the favour of reprinting thom. The two out most recently are "Napoleon's Conquest of Prussia 4nd "Napoleon and The Archduke Chavis Each volume contains fine introduetion by David Chandler and some excellant maps an both Cost £5.95. For the adent NAW fan of for the Last Battles Quads players these have to Be a must 9s ‘hey ae, I seems fo me, for anyone interested in rmiltary history of any period, Finally, the "piece de resistence”. From the same publishers asthe Petre hooks comes a truly magn’ ‘een work by Alan Raven and John Roberts. The ‘subtitle of “Brit Batteshige of WHIT" fe"The Development snd Technical History of the Royal Novy's Battle Ships end Batdecruises from 199 {o'1946" ans while thats a totally accurate deterip- tion it salto 98 aac an understatement ar | have hard ina while Mere. Raven and Floberts have {massed an enormous amount of information, ‘uch of i from the recently opened fib nthe Public Records Office and have produced what hes talbe the cefinitive wars on the Dreadnought in Britain's navy. Starting with the grest "Queen Elizabeth class (the Sth Battle Squadron at Jut. land and, some say, tho rescuers of Beatties sorely {tind Bate Cruises} andl coming right upto the pant and late HIMS Vanguard, the authors guide ‘expertly Uhrough the maze of design problems, {elie alterations and gun/armour dialogues which ‘went to produce dese raat ste! grey, fighting Yortesees wno inherited the trad/stone of Nelson's ‘wooden walls There are 16 fold out papes with {eck plans and a host of tremendous photographs {o accompany them. l~uppose that in 3 work of ‘hit scale the od printing error or omision is Inevitable for instanca, in the "Malaya" dock plan on P.223 tho boat deck plen Includes a boat [belied Number Nine but there ls na Number nine Inne key. There ea similsr boob in the "Warspite forecastle deck plan on P.282, where a figure 1" ie ising tuning a 27Ft whaler nto "The cooks kitchen" But thee are quibbles snd for someone ‘with an ounce of commansense it won't detract from] {he splandour ofthis oak. have yet 10308 3 {2me, and that Includes "CA", whieh captures the ‘ssence of 20th Century neval warfare, although Sim Dunnigan came clove with “Jutland”, Maybe {his book wil igpire samaone to tackle th fenima again. “British Batleships af WWI” by ‘Alan Roven ond John Roberts i published by, EWS PHO DP Uae Though only two months old, our UK print pro: ramme har slready undergone revision. Initially ‘We sllt the production between two printers, The ‘aps went to fine quality printer In Stockport ‘ohllst the frontehast, rus and charts et. were {Gven to. small printer in Wigan, The maps went t the Stockport people bucause we were determined tormaintain the high quaity attained with Sina ‘Stelowe and Normandy by thos self same people fart July. na bid to keep Unit corte down we put the balance ofthe work out to the Wigan outit ‘who had given very Koon prieae and wh ha anaied the trontsheet, rules book and charts for the Outreach game to cur satisfaction. Whilst the components for the Sniper, Starsoldier, Mech War ‘77 and Dreadnought games were aecoptabe, we {elt that ahigher quality of reproduction was called Tor on the frontheets an improvement could be ‘made on the binding and trimming of te rules Books. Since the bully boys in Wigan were unto {to make the requested improvements we went back tothe Stockport printre who, after saverlrathinks, {Quoted prices that we could go for. Starting with Sorcerer thay will hand al the components for {Gur games except the courte which we will eon tine ta brieg in vor the Staten. ‘This move will put up the unit cost of production, however the extra qualty should justy the ‘xpendtute, This cost will not be oaszed 0 to you or wil the ites nereasa in Inland Postal Ratt. ‘The Overseas Portal Surcharges have been revised due to te large increase in foreign posal rate. Production of Patra and StarForce wes st originally forlate June with delivery tobe effected duly 10th Unfortunately the nogatives for these two games have not yet arived from the States ant fooke ko being ate July before our stocks ae to hand. Fulda Gap was scheduled for production late May ote delwered tous June 10th, Regrettably, $0 have fallen behind with their own production Schedule ond nogetives for this ae not with us at the ime of writing (une 21s). This one locks Tike being late July as wal, Hopefully, we wil get back on schedule Yor Wl and Panzer "44 Prior tothe production ofa ttle in the UK we eliberataly tin down stocks af the imported ‘Version to the point where we go out of stock 253 weoks before taking delivery of our home [broduce. This is done, amongst other reasons, to ‘low our stockiats to clear out thelr stocks of Imported games before going on to the UK printed games thus avoiding confusion on prcas ote. ‘Under those cireumstance, ii Inevitable that some of you will order 3 game, racoive an Out of [Stock Notice, then be sent a UK gare when they [come available. Since you wil in most casos, ave ld more than the Special Offer price, you will fauite rahe fee agrieved at having been Kept waiting for the game and having pad more than wa necetsary. In such a caso please wate to ut without delay giving full desis of your order 80 that we may issue 9 Credit Noto for the approp- ‘Arms and Armour Passat £19.98, Isnt only SPI that are experiencing difficulty | meeting sehedulos. Our very own Phi {dus to bring out two games, Seas ke {Gall n mid-April Their delivery da ‘to mic.May, then mid-June and the twill now be mid-July before they. ‘Apparently, one of thee sub-contract {o'come through with some of the geme's ‘Since we are on the subject of schedules, S&T 61, which wos a couple af days ate in leaving SPI, got aught in two doy strike in New York. Whilst {hiram its own would not have stopped us from ‘esded shipment stranded ina container which was Saually stranded in a park full of very stranded Containers. The shioment arrived 9:30am, May 31st "he subsripton issues wore inthe hands of ‘he Port Office by 4.00pm the same day. All out ‘of stock items in that shioment were i the post by Sune 2nd and the staff of SPUK took 3 well-earned Bank Holiday recovering from their exertions Moves 32 is due tobe delivered today and should ‘during such an oper SPr cid very wel to Koop to cose fo aur timetable ‘Degpte the perfectly valid reasons given above for lays experienced in posting S&T and Moves lntly, is bocoming apparent thet SPI's printers fare not gtting te lsu to SPl ar quickly as wos Tirst hoped. Whether this ras been caused by pressure of work at tha printers or by reaust ‘mont of the S&T and Moves timetable, Ido not Know What do know i that I this tend Continues I wil be obliged to readjust my own ‘imetable which may meen dropping back our posting dete by one orto weeks. The new GOW games announced in Issue 7, ‘Citade” ond “Bataille dele Moscowa” have stil not arrived at this point in time. GOW’ UK agents Bre unable to give us aither a firm availabilty date {Gr price on these, Also expected from GDW are ‘Pearl Harbour (WWII Pace) and "Pharslus” {Caesar and Pempey Roman Givi Wor) Avalbilty date and prices were, once apain, nat forthcoming trom GDWs agents. ‘Response to the Autumn Games Ory has been the bert ever, After only {wo weaks over two-thirds of the places have bean snapped up ond it foaks like ‘we may ge a fll house this time round. If you a onidering coming to the Orgy and heve nat yet [booked | suggest that you phone first to ensure ‘that ther is Foom for you Due to administrative and stock level problems we thaw been obliged to taka a lang hard look at our spare parts service. Whilst there san obvious nace {or this fact wo ave found that roo much time ‘2nd 190 many part games are being tied upto allow Fes continuation atthe provious Tow cost Ws have therefore revised the pres shadule for spare parts ar dotatiod on page 14 ‘A subseriber, on returning his Isue 7 feedback ‘ara, asked why we wasted so much space on the ‘cord’ allowing sufiiont Boxes far 96 answers Why aid we not leave more space &t the foot of the iomts? So why did we waste rswer i quite simply that we ‘id not toe the wood forthe reas Tha ertcism ‘eval, constructive and has been acted on wth ctfect from this esue Pass, when sending in your feedback ea put customer queries on tas thes cards “Separated from all accompanying correspondence {or collation and any such queries become very Snonymous you have any queries, send ther on ‘Separate piece of paper with'a self sddressed, amped envelope. Now games now in stock ae “Batetlet Mars’ "The Conqueror’ WWI Mode’ and ‘War Between The States’. Wor in The Pacific’ ona “Air War "78" are expected instock late August Finally; | understand that ‘The Rng Trilogy’ and ‘Lord ofthe Ringe have been temporary dropped ‘rom SPV schedule due to copyright difiul tes. FEEDBACK Phoenix 8 Published July/August 197 How to uso the Feedback Response Card: After Youve finahed reading tnt iewve of Phoend Bloase read’ the feedback questions below. and bie ut your Snawer/numbar en the card in the osponee boxes which corraspond tO eh Quostion number, Sas centre. spread for card Piensa be "ure to answer all the questions (but 140: not write anything in the box for duestion fhumbers abated "no, question"), Incompletsly Tiled out cards cannot be processed. What the “numbers ‘mean’ Wunen answering ‘Quertions, "0" always means NO OPINION oF NOT “APPLICABLE: Wnen the question is. 2 Suostion "I" moans YES. and moors NO. When the question isaatingauestion, the WORST rating, "9!" i the BEST ating; "i an average rating: and all umber Inbetween expres variour shades. of approvel oF disapproval ‘The deacline for the return of this card is August 30th 1977 1) Did you tend in the Phosnix 7 feedback? (2) Bosed on the last 2 months, how do you rate the service you receive from SPUK (or (3) Do vou fee! our service Is (1) improving, (2) the same os always, (3) declining? (4) What is the usual time lag between your ‘order being mailed to us and receipt of ‘that order? When answering this assume that you ute 2nd Clase Mall when writing to us and further aesumo that the item ‘ordered is not out of stock. (1) one week, (2) two wooks, (3) diver weeks (4) four ‘weeks, (5) more than four wooks. (8) Based on the last 2 months, how do you rato our after sales service (ie. rules, queries, complaints, ete) (1-9)? (6) Go you feel that this service is (1) improv: Ing (2) the same as always, (3) declining? (7) What is the usual time lag between your complaintrules query being sent to us ‘and your receipt of an answer from Customer Service? (1) one week, (2) two weeks, (3) three weeks, (&) four ‘wooks, (6) more than five weeks Will you purchase a copy of the following ron SPI Games if we make them available? {A description of these games ean be found in S&T 61, page 36, under Brsting One. Fate the games on a scale of 1 10 9, with fone indicating very little intention to buy “up through) nine indicating very rect likeinood of buying the game. (8) Battle of New Orleans (9). Fight for Tobruk (10) Metamorphosis Alpha (11) The Battle of Saratoga 12) Godstire Do you feel thot the physical quality of the fellowing UK produced components were (1) lower than SPI standards, (2) level with SPI standards, (3) higher than SPI standards, (4) did not purehasa ‘therafore eannot comment? (14) Mech War'77Frontsheet (is) Map (8) Flos (17) Dreadnought Frontsheet tia) Map 3) Rules 20) Sniper Frontsheet an Map 22) tes 123) Sorcerer Frontsheet 2a Map (25) Ful Ht you consider the quality fell below SPI” standards, please give 8 specific Crtilam at the foot of your feedback card Raw the overall physical quality of the following games on a 19 basis: (26) Mech War ‘77 (27) Dreadnought (28) Sniper (29), Soreerar (20) Will the physical quality attained encour- ‘ge you to. purchase further UK printed games? (1). Bated on thie fetus, would you subseribe to Phoonin? (32) If yes, would you do. so (1) on merit (2) to'support a UK-oriontated magazine (3) both? (93) Oo you think thet this issue wes better than the last (1) yes, (2) Ne, (3) About the sama? ‘the following articles on # 1-9 bats: (38) News trom SPUK (35) Buy the Book (96), Feedback Results (37), Mail Call (38) American Revolution/1776 ~ Compar Evaluation (38) Torgou (40) Nopoleon ot Waterloo (41) Batter Bates in Kingmaker (42) Koniggratz (43) _SPI's Science Fietion Games (48) Submarine ~ some corrections (4S) Sorcerer: aeritique (48) Overall presantation ofthis issue (47) Would you like to s90 Phoonix article ratings published in the feedback results? (48) To enabie us to presenta variety of views fn specific games would you, assuming that you had experience of it, submit 3 bret review (say 4% column) on a part- ‘cular game nominated in each issue of Phoenix. A selection of views would be published two ives later under the title fof “Target of Opportunity’1) Yess (2b 'No: {3} Posiby; (4) Don’t know. SUBMARINE Continued from page 12 the figures are quite acceptable, They are not badly out, anyway. | would dispute the ability to launch torpedoes at depths of up to 100’. Granted that in the closing stages of the war the German Type XX1 could do so but | am sure that it was not common practice In case this article has given the impression ‘that ‘Submarine’ is not a good game | must repeat what | stated earlier. It is a good game ast stands but suitably corrected it is an accurate game as well and can be enjoyed the more on that account Bibliography ‘The Snipe & Alrctaft of the US Fleet, 1945 Edn ames ©. Fahey. ‘Submarine ~ Commender Edward L Beech, USN US Warshins of WWW2 ~ Pau! H Silvrstone dapaness Warships of WW2 — Aats, The UsBoat Hunters — A Wiacs British Submarines ~ H-T_Lenton. Garman Submarines — H.T.Lonton ‘The Devi's Device = Edwyn Grey War Fish ~ Grorge Grider" 19 \ 20 SPECIAL OFFER YOU CAN BUY ANY OF THE GAMES DESCRIBED BELOW AT £ 2.99 UNBOXED OR £3.99 BOXED FOR A LIMITED PERIOD ONLY. Pan Zen A. estes vivre vrinony wt * New Simultaneous-Sequential Play System Tactical Combat in Western Europe, 1944-45 © 400 Unit Counter mix Alf the thirteen scenarios in Panzer 48 have been derived from actual battles which took place on the Western Front trom D-Day 10 fay 1945, In addition to American formations, Commonwealth and Free French forces a/e ‘represented in the fight against the Germans, Each Players castin the role of commander of 2 battalion or regiment sized Task Force (or Kampfgruppel. Most of the scenanos picture mobile battles between the opposing tank Combat is simultaneous, with both Players plotting and then executing tie in mutual Phases. Each Player must commit his units tO fre without knowing his opponent's inten tions. Movernent, on the other ‘hand, is sequential. Fist one Player, and then ‘the ther, moves his units as he sees ft. There 1s ho time-consuming plotting. requited. This game system allows 4 Player to handle more Units than ina purely simultaneous game, while preserving the essential flavor. The game scale 's 200 meters por hex and one to five minutes per Game-Turn, and. the Combat Yalues wore derived from the same base as (mca) [ora ageall [om rae Mech War 77. making the two games ‘a D2 ‘i ‘compatible. weg) | ata P ye 13 oni ams | | iam’ mo} [Set] | are World WarThree :tezc22-22¢e-" ‘* Economic Warfare Total Conflict in the 70's World War Three is $PI's hypothetical conti. simulation of what could happen tomorrow, ten yonrs or, Ropofully, never - a third world Each counter in World War Three represents an entre army of fleet. These forces can ‘engage virtually anywhere in the world on ai, land or sea, The East Bloc Coalition, ie. the Russian-dominated Communist worl, is faced with the task of overrunning as much of the ‘lobe as possible while their submarines, both fuclear and conventional, attempt to inflict $0 rmiych damage on the shipping af the Western Allance, ie, US-dominated nations, that “American-ed forces will rot be able 10 invade ‘and liberate the conquered areas, World War Throe also includes two short ‘mini-games". one on the navel war and the other on the land confit. The “™min-games are an excellent way to learn the unique game systom while providing complete, enjoyable ‘games in themselves 3 | laa [sh | Se) |] | 2 THIS OFFER IS OPEN ONLY TO S&T AND PHOENIX SUBSCRIBERS. THE CLOSING DATE FOR ORDERS IS SEPT. 30th 1977. NO DISCOUNTS MAY BE TAKEN ON THIS OFFER.

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