Strategy & Tactics
A JOURNAL OF AMERICAN WARGAMING
Volume 1 Nea
Box 65, Adelphia, N.J., 710
May 1967
S&T GAME REVIEW
GAMESCIENCE VIETNAM
AH BLITZKRIEG
PART FOUR: FIGHTERS
The rules for employment of BLITZKRIEG
fighters are fairly clear-cut except in the following
ease. Let's say Blue has 4 infantry factors and 12
FTR factors in city X27. Red stages a massive
para-drop in the area and attacks this fighter base
at 3-1 with the intent of eliminating the garrison
and the aircfaft. May Blue simply move the fighters
in question to another base during Red's turn?
Obviously, if the aitack were made with TAC or
SAC bombers, Blue could intercept them and land
his fighters at a different hase after resolving combat
But let us assume that Red is not entirely inept
and has not provided Blue with an intercept target
within range of the fighters at X27. The first time
‘we asked Avalon Hill about this situation they ruled
that the fighters are eliminated if Red captures the
base, However, when we submitted exactly the
same question a few months later in order to check
their position, the company not only ruled that the
fighters could change bases without intercepting,
but that this could be done, during the opponent's
tum, whether the fighters were being attacked on
the ground or not
The latter ruling is more on the order of an
addition to the rules than an interpretation of those
in the Battle Manual, Use of this rule makes it
impossible to catch fighters on the ground. How.
ever, using the first interpretation leads to the rather
unrealistic withholding of air attacks in order to
keep enemy fighters on the ground. As a com-
promise, we suggest fighters be allowed to intercept
unoccupied squares. By limiting their freedom of
movement (24 squares) during the opponents turn,
the enemy should be able to occasionally trap fight
ers on the ground. By allowing them to move
without intercepting, we eliminate the deliberate
withholding of air attacks.
(Cont d on age 4)
‘The Gamescience Corporation of New Jersey has
published something new and almost entirely differ-
ent from the wargames currently on the market:
VIETNAM; The Adult Action Guerrilla Warfare
Game
‘The company has gone to great lengths to include
every important factor involved in the current con-
flict, and has succeeded in recreating the highly
complex, “‘no-front’” type of Contest existing in the
real situation. In addition, the system upon which
the game is based enables it to be modified to re
main up-to-date with the current state of the war
The game itself is simple to play’ in the same man-
ner that Chess is a simple’ game to play. Like
Chess or AH games, the amount of thought involved
in making a move is considerable ; there are a large
number of variables’? to consider and it would
be nearly impossible to play exactly the same game
twice (unless, of course, it was done deliberately).
The rules are lengthy and quite explicit. They
must be read several times to become familiar with
the unique methods of movement and battle. Once
play starts, the action is constant and lasts approxi-
mately one hour, Much to the credit of the
designers, not one question was raised during the
many S&T test games that was not covered in the
rules. Quite a feat in a game of this nature!
‘The object of VIETNAM is to obtain either a
“diplomatic” or a military vietory. ‘These two
aspects of play effect one another and neither can
be totally ignored. A diplomatic-victory is furthered
by the skillfull manipulation of factors including
propaganda, world opinion, government stability,
etc. This gould have been an area involving @
good deal of “luckmanship” but Gamescience has
handled it in a very realistic manner. A. military
victory can be won by controlling 2 given number
of provinces and bases with friendly forces. ‘The
Government Forces have the advantage of air-
mobility, strategic and tactical air power (including
the bombing of NVN and the Lacs. infiltration
routes) while the Viet Cong have an advantage in
movement, infiltration, and tacties (including terror
and ambush)
(Conta on page 4)STRATEGY AND TACTICS Vol LNe 4
— EDITORIAL —
Tam very pleased to announce that Ken Norris has consented to represent S&T in Great Britain. It
is quite a problem to send funds outside GB at present, and Ken will be accepting subscriptions and
advertisements for S&’} in pounds, ounces, etc., as a convenience for British wargamers. Mr. Norris,
as you may have noticed, objects to almost everything printed here. However, he has several redeeming
virtues and we are very happy to have him with us.
One of Ken's redeeming virtues is that he subscribes to just about every historical and military
publication worth its salt. One of the most valuable and interesting of these is a weekly periodical
‘entitled ““ History of the Second World War’*. The bulk of the material is written by people who were
involved in the various campaigns of WWII and the photographs alone are worth the very reasonable
‘cost of the magazine (about 50¢ a copy). When complete, the 100 or so issues that are planned will
form @ complete history of the war in six volumes. Special volume binders are also available for about
$2.80 each. The Publisher?, Purnell & Sons Ltd., Gulf House, 2 Portman St., London, W1, England.
The Editor-in-Chief ?, Sir Basil Liddell Hart—recommendation enough. We heartily recommend you drop
the publisher a note immediately. If you have any difficulty, please feel free to call on Mr, Norris for
assistance; his address is listed below.
?
8
We note that the Avalon Hill Company was kind enough to give S&T an excellent review, along
with a completely garbled account of the AHIKS KOMMANDEUR and a nice outline of KAMPF, in
the March issue of their house organ, THE GENERAL. In that same issue, we found an excellent
article on the carly North African WWII campaigns by James Tribolet, and a light but competent review
of AH MIDWAY tactics by Richard Shagrin particularly noteworthy. Of course, the AH PHILOSOPHY
series has always intrigued us since it commenced, by coincidence, with the first issue of S&T.
Roger R. Cormier, whose ad appears elsewhere in this issue, is about to go into limited production
of a wargame dealing with the Battle of Trafalgar, Mr. Cormier has promised to pass an early copy to us
for review and has gone to great lengths to produce what looks to be a very realistic game of exception=
ally high physical quality.
— Christopher Wagner —
Strategy aud’ Tactics IN THIS ISSUE...
A Journal of Americus Wargaming
ol Ne 4—May 1967 SeT GAMP REVIEW
Copyright © 1967 by Christopher R. Wagner GAMESCIENCE VIETNAM sewrvereeerenpage 1
nCemytit 18 yeas ey Neos || AM BLITZKRIEG-PART FOUR so-e--~puge 1
andes he lavmatione Cony et Ceitens | | WARFARE WITH MINIATURES
pees Seer ners
copage 3
Museabing, Fossa mae, Nibicama pu, AH STALINGRAD: THE NORTHERN OFFENSIVE
JReatT ie ent er Bax BS Adetpha, NT OFTD, | | by raed Kroger non on
USA
Information is also. available fo J. K.
Custom House, Wick, Caithness, Great Br
Subscriptions_are available at either address for
$500 a year, Single copy price is 0 Back isues | | RED ARMY OB.
corre, | | MIDWAY PROBABILITY—SURFACE COMBAT
by Jared Johnson page 6
Gop. Overseas, add 10¢ an sue for postage ULY 1941 through OCTOBER 1942
Headers are invited to contrite arices, Authors || 2ULY aa >
of published. articles ‘will receive a. free one-year | | by John Videtto and Scott Berschig ------~-page 7
subscription oF cash at our current rates, REMAGEN BRIDGE-PART FOUR (COMBAT)
CHRISTOPHER WAGNER by H. H, Bodenstedt
Eaitor/Publishee
HENRY H. BODENSTED’ POST BOX
Representative. JK. NOR EATURE:
TENCE, VIETNAM
Editor and U.S.
Representative for | | FUTURE
Orrc. CHIG, Vat ADS
itor; MYRON R. BRUNDAGE, C ae
itor, JOHN VIDETTO, Research; CYL
HERS, Graphic Arts and Copy.
Great :
Design
ty
KAMPF
TRAFALGAR GA
ME,Voll Ne 4
STRATEGY AND TACTICS
Page 3
WARFARE
MINIATURES
WARGAME TERRAIN
‘The construction of wargame ter-
rain, an often neglected subject, can
be as much fun as creating an army.
Many wargamers spend hundreds of
hours molding, assembling and paint-
ing their miniatures only to have
their artistic masterpieces fight for
wooden blocks, cardboard strips, and paper boxes,
This doesn't seem to make sense and (again) I
wonder if it wouldn't be just as well to stick to
mapboard games, :
‘This is not to say that I feel wargame terrain
should look like a diorama of a battle scene, as
displayed in museums or at exhibitions. But 1 do
feel that a little effort in building scenery “props”
will greatly enhance the appearance of the table-
top battlefield
The most realistic battlegrounds can be created
ina sand box. ‘There are no limits on your imagina-
tion and changes can easily be made (you could even
bury your casualties). Another excellent setting
for a grand-scale wargame is the outdoors; nothing
‘man-made can compete with nature’s scenery. Ex:
cellent plastic figures in 84mm scale, as produced
by Britains and Marx, are ideal for use in ouidoor
battles. Even a sudden downpour will not do them
much harm. I have seen games that were left set
up overnight (except for artillery pieces and me-
chanical equipment) and continued the next day
verse effects. Just _make sure to keep
the dogs away... Sandbox and outdoor set-ups
however, are a subject in themselves. For now,
let us look at the Regulation Wargames Table (S&T
Vol 1 Nr 1) and the possibilities of covering it
with realistic and useful scenery.
From the diagram, you will notice that the table
is divided into 4inch-square sectors, each of which
represents a definite area of terrain. ‘The seven
basic forms of terrain, as they are usually dis
tinguished in wargame rules are? (1) Open (Fields) ;
(2) Hills, Mountains ; (3) Woods; (4) Roads, Trans-
portation Lines; (6) Rivers, Lakes; (6) Swamps;
(2) Buildings, “Structures. ‘(Hedge rows, fences,
stone walls, eic, used in certain games are usually
considered ‘obstacles with limiting or protecting
features)
‘On the map for Remagen Bridge, all terrain fea-
tures closely follow the squares. This is to show,
without leaving any room for argument, the exact
outline for each section of terrain. ‘This doesnot
mean, however, that the shape of the actual terrain
must follow the schematic right down to the “letter”.
As a tule of thumb, any sector which consists partly
‘of woods, hills, ete, is considered as being that
type of terrain as far as the ules are concerned
this means that the outline of the terrain section
could be in almost any desired shape, Let us take
a closer look now at the construction of a mountain.
‘The first illustration shows the northern mountain
section as it appears in the schematic set-up for
Torauanon
| 31 Jone 11] 11's | Pefore it withdraws from ghe battle, or at least cripple it before
1 | 100% 100% it gets another crack at one of your damaged carries. You need
2 | 100%, 9506 five hits to sink the enemy cruiser or four hits to cripple i
3 | 67% | 676 Would you fight one 1 battle, thee 1-1 battles, or @ 2-1 and
a | a7% | 33 a I-1 battle? Perhaps you think it doesn't make any difference,
5 | 0% 6 tut it does. The accompanying charts will help you make the
6 | om : correct decisions "Ty al ree the percentage
Tone Tone Silene BA we Tor] sven is the probability of getting at least the
pars. eile | oe |S umber of bits needed.
The figures in these charts should enable
you to plan your own surface combat strategy.
‘There is only one thing not taken into account
here; when you fight several 1-1 battles in-
stead of one big battle, you may sink the
enemy ship before all, the attacks you had
planned are resolved. ‘The remaining attacks
may be used against another ship. Of course,
if there is only one enemy ship within range,
there is no problem. a8
MINIATURES
(Contd from page 3)
When completed, set your masterpiece aside until
all moisture has evaporated; this will take a day
or so. Then soak in some yamish or shellac with
@ paint brush to seal the pores and make the crust
more durable. | Leftovers, even slightly thickened
‘ones, are ideal for this purpose. After this coat of
sealer has dried, you can “grow” some vegetation
and add some color.
But, let’s talk about that in the next issue
TRAFALGAR GAME
Coming soon!
blisoriclly acurte, naval wargame of sling
shipe and cannon warfare. Played on
mapborrd, about seventy ships, more t
dred substitute counters in plastic trays with covers
{o- keep them separated, plexiglas rangefinders,
shielding chart to eliminate arguments about not
Fring ‘through other ships, a cannon and_ boarding
combat chart, two dice, complete rules for besic and
tournament versions, mailing package and. postage,
all for the reasonable price of eleven dollars, yes
$11.00, "More than moat games cost, but that is
HHB
‘what you are getting, more then most’ games offer.
Send your order to
(Check or money 219'S. Maple St. Apt 007
order; no cash)” Bloomington, Ind., 47401
‘A play-by-mail kit is available for an extea $2.00,
which uses the roster system, rather than a new
sheet for each turn. This game is susceptible to
play using the AHIKS combat system.
Distribution to begin in May, firstcome, first:
served. An early order is important; some items,
the range finders, are hand produced.
ORDER YOUR GAME NOW AND
WATCH FOR THE S&T REVIEW!
Roger R. Cormier
LC.R.K.
The Individual Combat Result Key is the system
employed by AHIKS for resolving combat in all
postal games played within the organization. It
completely eliminates the necessity for saving news.
papers and waiting for stock market quotations that
is involved in the standard system.
The ICRK system is a fool-proof method of
resolving PBM combat with a series of actual die-
rolls. Essentially, the ICRK Custodian rolls the die
about two hundted times for each player. He then
sends a list of the die rolls to be used for player
A’s combat to player B and vice versa. He also
keeps a record of the rolls on file. Player A
simply informs his opponent of where in the series
of rolls he should start when resolving his attacks
for a particular tum, An easy-to-use system is em-
ployed so that the aitacker may start anywhere in
the series of rolls, may skip around from turn to
turn, or whatever. When the defender returns the
attacker's battle results, he includes the appropriate
portion of the ICRK to varify the results
OF course, some very ingenius arrangement of the
ICRK jis involved so that, on one standard-sized
sheet of paper, there are enough results to satisty
the requirement for most games. The same sheet
also acts as a record of the ‘set’? and lists the
addresses of the participants.
The ICRK is one of the major benefits a war-
gamer enjoys by becoming a member of this out
standing organization designed to. serve serious
hobbyists around the world, We strongly suggest
you drop a note to them for further information.
Write: Fred A. Webster (President), 844 Ashcomb
Drive, Valinda, Calif., 91744, or Alan E. Mandell
(Secretary), 899 Kenwick Road, Columbus, Ohio.Vol Nea
WARTS)
RED ARMY ORDER OF BATTLE
‘Translator’s Comments
There seems to be much controversy over the
validity of source information used in the design
of wargames, Accordingly, we have prevailed
upon John Videtto, who did the translation work
for the S&T Red Army OB, to give us his
thoughts on the subject. Mr. Videtto, by the way,
thas recently become permanently embroiled in SET
—it was cheaper than paying him... SCB
The Red Army Order-of-Battle for the Eastern
Front was compiled from three main sources. THE
SOVIET MILITARY HISTORY OF THE SEC-
OND WORLD WAR (1946 edition) was the
primary source. Also used were Marshal of the
Soviet’ Union Gregori Zhukov's DEFENSE OF
MOSKVA, and a history of Soviet armor develop-
ment, ARMORED WARFARE. These three works
have never been translated into English. The
Office of Military History of the U.S. Army has
been working on the Soviet Military Histroy but has
‘yet to finish the translation.
The sooner after the war a Soviet work was
published, the more accurate it is usually found to
be. The Soviets change the official version of cer-
tain key battles or strategic decisions every time
they publish a new text. An especially good ex-
ample of this tendency is the belittling of the part
played by the Far Eastern Army's Siberian Rifle
Divisions in the defense of Moscow in 1941. Mar-
shal Zhukov and other Soviet military writers
tend to gloss over the Siberians’ contributions to
the overall defense, claiming that the Eastern
troops were only a very small percentage of the
forces involved. This is true, providing you add
to the total the four to five million city residents
who served in the untrained civilian defense units
As far as the trained forces (of which the Siberian
units were probably the best), the Eastern troops
made up about 45% of the total
Another problem that arose in the preparation of
this OB was that of unit designators. ‘The only
place you could possibly find all of the unit desig-
nators would be the Soviet Military Archives, w
are not open to even Soviet citizens. No Wester
publication, including the Wehrmacht Intelligence
reports, has more than 50% of the units listed by
actual name, Still more confusion occurs due to
the fact that many Soviet units were known by
several different designations. The Soviet First
Moskva Motorized Rifle Division, for example, was
also known as the 35th or 36th Motorized Division,
‘as well as the 3rd Guards Motorized Division. The
STRATEGY AND TACTICS
Page 7
T designation listed in S&T uses the Russian system
with which I was able to identify the maximum
number of units,
With these limitations in mind, ‘The Red Army
Order-of-Battle presented here is, in my opini
at least 90% accurate as to total number of units,
type, place/date of arrival, and relative strength,
The unit designations, when recovered, are less
accurate; I would say about 60-70%... . John
Videtta
RED ARMY ORDER OF BATTLE:
JULY 1941--OCTOBER 1942
In the following, the first item indicates the unit
size (XX-division, XXX-corps, ete), the second ele-
ment is the number of units, the third gives the
relative combat/movement value, the fourth shows
the type of arm, and the last indicates the unit
designator(s) when known.
JULY 1941
MOSCOW: XX two 46 Inf 177-178
X one 2-8 Arm
rat two Eng 305,307
LENINGRAD: X three Tat
X one Arm
rat one Eng 201
KIEV: X four 2-6 Inf
X one 2-8 Cav
AUGUST 1941
MOSCOW: XX one 4-6 Inf 179
X one 2-8 Arm
ret
LENINGRAD; X
x
ret
KIEV: x
x
LENIN Five
Xone 1-8 Arm
rat one 1-6 Eng 315
KIEV: X sik 2-6 Int
X one FB Cay
OCTOBER 194i
MOSCOW XX int 180
x 8 Arm
rat 6_Eng 319-322
LENINGRAD: X two 3-6 Tal
X two 248 Arm
rat__one 1-6 Eng 32%
KIEV: X three 2-6 Inf
XK two 2-8 Cay
NOVEMBER i9at
MOSCOW: Xone 3-6 Inf
X one 2-8 Arm
rat two 2-6 Eng 316-317Page 8 STRATEGY AND TACTICS Vol Ne
Red Army OB contined—Novenber 1941 MOSCOW: = X four 2-6 Inf
= See X four 28 Arm
LENINGRAD: X eight 2-6 Inf LENINGRAD; X thre 26 Inf
X thee 1-8 Arm
rt one 2-6 Eng 327 BOSTON:
ODESSA Xone 1-8 Cay
— eo KUBISHEV:
DECEMBER i941
MOSCOW: XX three 4-6 Inf 181-183
X five 3-6 Inf |
X five 2-8 Arm -
rat_two 2-6 Eng 329-330 | moscow: XX one 46
LENINGRAD: X six Inf X four
tat one 2-6 Eng 331 X two
ROSTOV: —-Xwo 8 Cav at _‘og =
STALINGRAD: X two 2-6 Inf
JANUARY 1942 X two 28 Arm
MOSCOW: XX 184 AUGUST 1942
x - -
xx on KUBISHEV: XX six 46 Inf 906-311
ae X two 36 Inf
XX three 4-8 Arm 226-230
LENINGRAD: X oF eet ae tom
x | XX one 5-6 Eng
i
7 vi OX f
moore: sagt MOSCOW: two Hi Inf
. - STALINGRAD: X six 2-6. Inf
FEBRUARY 1942 X three 28 Arm
MOSCOW: XX two 46 Inf 185-185 | BATUM: XX two 4-8 Cay 4
X four 3-6 Inf _ _ Geese
XX two 4-8 Arm 225-226 SEPTEMBER 1942
Xone 3-6 Eng KUBISHEV: XX two 46 Inf 312-313
LENINGRAD: X four 26 Inf X three 3-6 Inf
X four 3-8 Arm XX two 4-10 Arm 231-232
X one 3-6 Eng X three 3-10 Arm
ROSTOV: Xone: 3-8 Cav xX pee es Bae
- a Moscow: two Inf
MARCH 1942 | X four Inf
XX three 4-6 Inf 187-189 X two Arm
X four 3-6 Inf X two Eng
x ge be Ai | STALINGRAD: XX two Inf 314-315
X two 3-6 Eng X three Inf
MOSCOW: =X sik -2-6. Inf X two Arm
x me Se Eee OCTOBER 1942
‘APRIL 1342 KUBISHEV; XX five 5-6 Inf 76-80
KUBISHEV: XX seven 4-6 Inf 190-196 XX five 4-6 Inf 316-320.
X seven 2-8 Arm XX three 4-10 Arm 233-235,
MoscOW: —-X_— eight 3-6 Inf 36 _ Suen orm
X one 3-3 Eng MOSCOW: —-X seven 2-6 Inf
ay 3 X three 3-8 Arm
ae STALINGRAD: X five 3-6 Inf
KUBISHEV: XX four 46 Inf 197-200 XX three 4-8 Arm 236-238
X one 346 Inf . ea “Gee “Copurcames
% Tee | paTUM XX one 4-8 Cav § CossackVol Ned STRATEGY AND TACTICS Page 9
by Henry H. Bodenstedt
PART FOUR— (COMBAT)
After the attacker has completed firing, the ‘* morale’’ of all units, still adjacent to hostile units, must
be checked (this is important since it often determines the outcome of the battle).
BASIC ODDS
Basic odds are computed first, The attacker divides the battle front into individual battles by indicat
ing which of his sectors are in combat with which enemy-held sectors. He must attack every host
sector to which he is adjacent, but he is allowed to “ soak-off ” weaker sectors against stronger ones to
improve odds in other battles.” Soak-offs at odds worse than 1—6 are not permitted.
Tt is not permissible to split up the attacking or defending forces within a single sector.
Odds are computed by adding the Combat Values of the attacking and defending units and dividing
the higher total Combat Value by the lower one. The defender’s Combat Value must be increased, if
necessary, to get an even division. Example: 29-10 is 2-1, 6-7 is 1-2, ete.
‘After the odds of a battle have been computed, the attacker rolls a die and refers to the Combat
Morale Chart for the results. The battle must then be resolved immediately, following the instructions
‘on that chart, The attacker may resolve his battles in any sequence he wishes, until every battle has been
fought. THIS ENDS THE ATTACKER’S TURN.
AUTOMATIC VICTORY
‘As soon as certain attacking units outnumber defending units at odds of 7-1 or better, the zone of
control of these defending units is disregarded. Units not yet moved by the attacker may then pass
through squares adjacent to the defeated units, but not through the enemy held sector -itself. All units
involved in the Automatic Vietory—attacking, and defending—eannot be moved until Combat has been
COMBAT MORALE/RESULTS TABLE EXPLANATION OF COM-
i BAT MORALE CHART
FIRE-CONTACT:: Sectors
engaged in bate simul-
taneously exchange ie once
. lar j DD After removing casualties,
ENG. ENG.| DW ' Dw | DRI | DRA |ecing/etiM |etim| 1 | Morale is rolled again, con:
AW ENG. ENG. ENG. DW | DRS | DRE) .DA/ Dla | cluding the battle for this
ie Fie | IEE. pe a Bg] turn. The defender, in his
an? Ger cron crer, £NS. | DR? | DES | ORE leriy turn, must either counter-at-
ji FIRE. FIRE, FIRE) py | pra ck’ or withdraw.
asi | aw [eter] creri ener De [Oe [oni [ome | «HE ot oe exchange,
ari ake ENG. EIR. EIREV FIRE! pw paz | pea | 5 | one side is completely elimi
f Tee nated, survivors of the win-
ning ide may move into the
ORE =a a rE vacated. sector(s)
‘ODDS WORSE THAN 1—6=A ELIM - ODDS BETTER THAN 6—1=D ELIM ENGAGED. ‘tiie defend>
er, in his turn, may not move any units out of the engaged sectors. He has the option to counter-attack.
He may also bring up reinforcements, in which case he MUST counter-attack
During the firing portion of the following turn, it is not permissible to fire out of, into, or within the
engaged sectors
‘The original attacker, in his next tum, must counterattack. He may not move any of his engaged
units but has the option to reinforce
DW OR AW: The loser must withdraw from his position(s) ONE sector in any direction. Winner
does not advance. It is not permissible to withdraw into a hostile zone of control or onto terrain that is
off-limits" to the withdrawing unit(s). H-no other way is open, withdrawing units are eliminated.
DR OR AR: The loser will be routed (set-back) by the winner as many sectors as indicated. The
winner cannot force the routed units into his zone of control, into a river, or off the board, if other
routes are open. If all retreat routes are cut, the loser’s units are eliminated.” “ Zig-za,"" moves (those
back and forth on the same squares) are illegal
_ Restricting terrain, except for rivers or in the case of units which cannot enter woods or hills, will not
eect a rout.
Disabled vehicles are abandoned (eli
BASIC ODDS ]
me | fe fs fet | oa | an | sa | oa
. ele eel ae
wii AR | Aw _ENG | ENG,[ENG.|ENG.| pw [oma | 6
ated)
a rout, “
a
ext page)46
Page 10 STRATEGY AND TACTICS Vol Nr 4
The winner may move up one sector less than the | North of the RR bridge (B8-BI1) is a good spot
rout called for. ‘The fst sector entered must be | because i keeps the construction ste out of German
ne of those vacated by the defender. Advancing | reach for a while. This is especially important, if
re and stop the fret hostile zone of control | the RR bridge succumbs early in the game. To
they encounter, Restricting tereain must be obered | build a pontoon bridge directly adjacent to the RR
oy adtanna “ Yee" | bridge (J7-J10) is not advisable ; peegaineed Ga
fae adteanes: , man attacks would soon destroy it. Another
eee EM INATED: All ofthe loser's units | igcation would be the south end of the board ‘near
are removed from the board. The winner may oc: | ©7-Q10, especially if the engineers are industrious
eupy the sector(s) vacated by the loser, arranging | and the Ludendorit Bridge stands up for u while
his units in them as he sees fit. Restricting terrain | "Ample protection must be provided to keep the
must be obeyed. Germans away from the construction site. The Buf-
OPNONAL NIGET MOVE falo, of course, must support this protective effort
by ferrying armored cars and anti-tank guns.
GERMAN : The Germans have very little choice
atfirst. All they can do is to make a desperate ef
fort to hold the forces: crossing the RRC bridge
for a tum or two.
‘As soon as the German reserves come on the
board, they should try to get at the pontoon bridge,
Tums 3, 6, 9, 12, and 15 are NIGHT MOVES
during which the Fire portion of the turn is omitted
Regular Combat will take place, however. The U.S.
engineers receive only 50¢% of the points rolled for
their bridge building or repairing efforts. (Fractions
do not count),
During the day moves, U.S. air superiority for- | especially if it is built a good distance away from
ges the Germans to move with extreme caution. | the RR bridge. If they succeed in destroying the
Therefore, all German Movement Factors are re- | first pontoon bridge and the forees that have crossed
duced by one (a minimum move of one sector is | into that area, it is no great problem to decimate
always assured), Also, German units do not receive | the US bridgehead opposite Remagen systematically.
the Road Bonus during day-time moves. Movement | This is particularly true once the RR bridge has
in mountains or woods is not effected.
fallen into the Rhine.
‘ BOTH SIDES should remember to make full use
ROUTES ON PLAY of their long-range artillery. The US should try
oes cae Stmteay 10 Pe employed by the Ameri: | to ‘bring at least. one howitzer across in the carly
cans depends a great deal on how soon the Luden- | part of th , disregarding the danger of losin
dort Bridge collapses. “There is no question that | Ffgter on. “The Germans have to be t litle more
during the first four moves, the US must push s | conservative, keeping their heavy guns well protected
many armored units across as possible. It is not | from enemy tanke; once they’ are lost, there are
advisable to clutter the Bridge with Infantry if there | no more... Remember to move guns by hight when-
is motorized equipment within reach of ever possible; they cannot fire at night anyway.
A pontoon bridge must be built at once (2nd turn). “THE END*
EVERYTHING FOR
REMAGEN BRIDGEHEAD!
PARATROOPS LUDENDORFF BRIDGE (MHRKLIN) $4.50)
PONTOON BRIDGE, KIT $3.95
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Address comments, suggestions, et
and Tacties, Box 65, Adelphia, N.
SCOTT DUNCAN
T'm glad to see that you aren’t going to open up
n “Opponents Wanted” section (even though my
initial letter somewhat favored this). The 5¢/word
rate will handle ths «afterall the USCF doesn’t
advertise such requests an provides players,
with as many games as they can handle
To John Dotson; an admirable solution to a little
used and even less admirable rule... there is n0
way to fit in a ‘‘reaonable” nuclear rule unless
you begin to develop. a whole Cold-War strategy
around it. Even McNamara and the Joint Chi
can’t’ agree on how to handle ICBM, ete, problems
Variants and J. K. Norris: Mr. Norris has stated
it rather plainly, but is a bit overboard when he
says that it is a’ “complete waste of, time printing
amended rules to the published rules.”” I agree that
there are limits, however, to what you can get
away with in terms of variations, though. The
E and STALINGRAD variants are certainly
“improvements” over the basic AH pattern; but
they go too far in changing the games and making
ew parts (the same fault the GENERAL has with
BLITZ’ rules for sea power and radar, etc.), People,
in general, will not want such a big change in the
game because they do get used to the basic one by
AH. Even the unfsimess of the STALINGRAD
rules is a challenge desired by everyone no matter
what variants they may tum to every so often. For
this reason, I would encourage the type of rule
clarifieation which you are doing in BLITZ’ for
‘other games, with alight rule changes. The errors
in many games and confusing interpretations MUST.
tbe cleared up and made more amenable to playing
conditions and one’s nerves. But the many variants
that arise must be carefully weighed so that only
the “best” get into print. In effect, the variants
avoid the issue of the game itself by changing it
into a completely new game altogether (rather than
to revise what is there). Like Mr. Noms, I feel
that, if you have such plans for realistic improve-
ments, you should create a whole new game and
make certain that the blunders are out of it, rather
than attack a game which currently exists
For example, the small variations and added rules
to games like AK, ‘GRAD, or WATERLOO (which
have no tournament games) could become tourna-
ment and optional games rather than a change in
the entire game, In ’GRAD, things like auto-
victory can be added to the basic game, if one
wishes, without serious repercussions; but rules,
adding air counters and air bases seem to me to be
creating a new game entirely. ‘They are excellent
ideas, but they aren’t ‘GRAD or BLITZ” (the navies
here, for example). If you really want to start
STRATEGY AND TACTICS Page 11
hitting games for accuracies in rules and actual
battle situations as in the war itself, you ean knock
all sorts of things in 'GRAD just as in BLITZ’;
but there’s a limit somewhere.
‘As usual, Mr. Duncan raises some valid points.
His letter was written before he received our third
issue outlining our position on variants. To wit:
the variants are not intended to “run down” an
existing game, or t change the rules for that
master. We are attempting to provide an alternate
game that utilizes most of the existing parts of
the original
J.K. NORRIS
It is a_matter for some regret that a magazine
such as Strategy & Tactics sets out to be should,
in its very first article, miss the most important
point of all in dealing’ with the game of BLITZ-
KRIEG by Avalon Hill. ¥ refer of course to the
fact that the game is first and foremost and AIR
WAR GAME, and that the introduction of ground
forces is incidental. (11! Ed) True, in the move-
ment of ground forces, this is the first real AHL
game in which strategic thought is required at all
stages of the game; but even so, the first and most
important task of the ground forces is the defense
of Air Bases.
In all this, I am of course talking about the
game of BLITZKRIEG for the more serious player,
using the optional rules of fighter aircraft and Nu:
clear attacks. Without the use of these rules the
game is suitable for only the twelve-year-olds, as
indicated on the box.
‘Naturally, using all the optional rules makes far
higher demands on the players, it is therefore quite
understandable that the Strategy é& Tactics Staff,
being unable to make use of the finer points of the
game, have, of necessity, to look around for some
other rules to change in order to give themselves a
chance. It is a pity, a great pity, that a better
example than the question of using a captured city
in the same turn as it is captured, in order to
bring in troops, bese aircraft, and supply the at-
tackers, was not picked, Could it possibly be that,
no-one has heard of the Port of Cherbourg, which,
cleared of the enemy by the end of June 1944, was
only just coming into full use as a supply port by
the following January ?
I do agree with S&T in one thing, however, and
that is the degeneration of BLITZKRIEG into a
game of attrition... without Nuclear weapons. An-
‘other way of putting it would be to call the game
“Brute Strength and Ignorance”. You just pile
all your artillery and strong armour into three squares
and “Charge”. If BLITZKRIEG is to be consider:
ced at all ‘realistic, the one lesson that it should
teach is the virtue of dispersal. It can hardly claim
any degree of realism when the more units stacked
fon one square, means the safer those units are
from air attack
Did I hear someone say they didn’t agree? Dear
me, Well, don’t ust sit there, write the Baltor
about it.
JAMES J. STEIN
Last February first, 1 held an impromptu and
highly enlightening interview with Mr. Thomas
Shaw, the official Avalon Hill representative at the
47Page 12
STRATEGY AND TACTICS
Vol Ned
POST BOX (Cont'd from puge 11)
recent Hobby Show in Chicago. I was invited to
the show (which is generally restricted to hobby
dealers and wholesalers) as a guest of the company,
and I thought this to be a marvelous opportunity
to clear up some of the fog-shrouded issues found
in WATERLOO. The results of that interview would
make Blucher and Wellington turn over in their
respective crypts. The answers that I shakenly
wrote down all but outlaw a PAA vietory! Twill
deal with the more serious infringements on play
balance, which, despite what anyone says, ia neces-
sary for a financially successful game.
1, Can units entering the board come on in column,
fone unit per square, or must they be stacked 15
factors per square. AH ANSWER: Incoming units
must be stacked 15 factors per square.
Il, Are the following squares, which a river just
barely touches, considered to be river squares
AH ANSWER: NO. They are not considered river
squares. ‘The squares in question are: Y14, Y15,
X19, Nel, A32, $25, and V8. AHL further ex-
plained that these were errors in the printing of the
board
TIL Can a unit move to a bridge square and then
down the river its full remaining movement rate in
the same tum? AH ANSWER: Yes.
IV. Can @ unit move to 2 road-river square like
BB38 and then move off that square to BB37 (thus
in effect crossing an unbridged river without stop-
ping) in the same tun? AH ANSWER: NO.
You could not move from BB38 to BB37 in the
same turn.
V. Would the same apply to a road-forest square ?
For instance could a unit move to square C44 and
then to square C45 in the same tun? AH AN-
SWER: ‘The same situation would apply. The
unit could not move to C45 unless he started his
tum in an immediately adjacent square.
‘These five judgements, with the first two being
singularly odious, in all probability preclude the
PAA from ever again entering the winner's circle.
In former times there seemed to be two divided
‘camps concerning who should win in WATERLOO.
Well, the above ‘clarifications’ should bring
harmony to these camps. There now will be one
monolithic consensus of opinion.
Surprising as it may seem, Mr. Stein would have
have gotten exactly the same answers from us as
those he received from Tom Shaw. Further, a
quick poll of the S&T staff indicated that, of the
Six active wargamers here, only one has lost a single
game as the PAA in the last year or so. We
‘advised Mr. Stein of this fact and received the
following reply.
It is the contention of our group (an all adult
wargaming“ club" consisting of Jack Donovan,
Jim McDonnell, Jim Patten, Terry ‘Ben, and my’
self) that the French cannot lose in WATERLOO,
as it stands now, using our French attack plan.
‘Our experience in WATERLOO is a follows: the
first 10 games the French won every time, Then
we discovered an excellent PAA defense, resulting
in a string of about 10 straight PAA wins. We
then were informed of the AH judgements as stated
in my (frst letter) and the PAA has yet to win
since then. It is possible that we have overlooked
some strategem useful to the PAA, but until some-
‘one shows us the error of our ways we will con-
tinue to maintain our present position,
The problem, of course, is quite an old one.
Wargamers have long been violently split on the
subject of who has the “edge” in WATERLOO.
Literally everyone claims to have the game “ figured
out” and the S&T staffers are no exception
‘This exchange of letters with Mr. Stein has
generated a good deal of serious, objective discus-
ston here (not to mention several games) and has
led us to the opinion that WATERLOO is a very
finely balanced game after all. It is most certainly
‘a game in which maneuver and time/distance rela-
vionships play a very important role and. therefore.
one in which the more competent, imaginative
Player is likely. to win regardless of sides. The
imbalance, if any, is definitely not as great as that
in STALINGRAD.
As much as we desire to avoid taking sides in
issues of this nature, the consensus here is as fol-
lows. Player skill being equal, we feel that
the French player must resort to bold, ‘“chancy”
tactics in order to win against a well planned and
competently executed PAA defense. Readers are
invited to submit detailed French attack plans or
other comments either “ pro” or “con”, and SET.
will open a forum beginning with our next issue
for the purpose of discussing WATERLOO tactics
IN OUR NEXT ISSUE.
NAVAL WARGAME SPECIAL
JUTLAND REVIEW? A look at Avalon Hill’s out
‘standing new naval game~a table top game in a
box! PLUS a special feature on JUTLAND design,
by James F. Dunnigan, whose KAMPF organization
aided AH in the game's research and development.
FLETCHER PRATT’S NAVAL GAMES A review
by Conteibuting Editor Myron Brundage. MRB is
responsible for a great increase of interest in these
games around Chicago and we want t spread the
HANS BRENNECKE, German wargamer of the
“old school, brings us another of his interesting,
articles on tactics for AH games—SURPRISE.
LOUIS ZOCCHI, the only man named after a river
in AH Blitzkrieg, turns his talents to table top with
RECREATING THE “FOG OF BATTLE”
PLUS RED ARMY OB, THE S&T WATERLOO
FORUM, OUR REGULAR COLUMN BY HENRY
H. BODENSTEDT, AND MUCH MORE !
FUTURE FEATURES
SIEGE OF BODENBURGH « medeval Table Top
kame by TT Editor Henry H. Bodenstede
INTRODUCTION TO *GO" an exposure to one of
the oldest and roost interesting games in the workl
by JARED JOHNSON
WAGON WHEEL CHESS « concise Chess variant
by Robert Stillman that is so yood it will be printed
fs an exception to our normal editorial poliey
SCOTT DUNCAN presents A NEW COMBAT
PHILOSOPHY of interest to AH and TT wargamers
alike