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THE GENERAL

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The Avalon Hill Philosophy - Part 1


A s a game f a n a t i c once stated, "If you don't have t i m e f o r g i r l s , Avalon Hill g a m e s supply that imaginative and c r e a t i v e diversional substitute f o r those who a r e above that s o r t of thing anyway. " The t r u t h is. Avalon Hill g a m e s take up so many of your f r e e m o m e n t s that you don't have t i m e f o r g i r l s . Whichever way you put it, the f a c t r e m a i n s that t h e r e i s a group of h a r d c o r e game f a n a t i c s a c r o s s the country who f e e l the need f o r l i t e r a t e upgrading in t h e i r pursuit of challenging r e c r e a tion. Once f r a g -m e n t a r y , t h e s e groups - of game fanatics now f e e l a common bond. The t r G e n e r a l " i s the embodiment of that bond a s any fool can s e e . P r e s i d e n t Smith saw t h i s right away. a n d when he finally got around t o r e a d ing a n i s s u e of the "General" h e n o t i c e d that m o s t of the a r t i c l e s w e r e w r i t t e n by the s u b s c r i b e r s t h e m s e l v e s . "Ho boy, " he chortled, "this m e a n s you didn't have t o h i r e too many w r i t e r s a n d e d i t o r s f o r o u r magazine e n t e r prise. 'I '!Why should w e ? " , we responded. "After a l l we only design ' e m - i t ' s the fellowsout in game land that r e a l l y play t h e m t o the nth d e g r e e . So why not provide t h e m with a l i t e r a r y m a r k e t place w h e r e they can exchange t h e i r i d e a s a n d views. And what's m o r e , we've been a b l e t o f o s t e r new f r i e n d ships, new clubs, new w a r g a m e organizations through the opponents' wanted section which, h e r e again, the subkind-ofs c r i b e r s write themselves. l i k e a lonely h e a r t s publication, eh boss?" "Sounds g r e a t , " replied the p r e s i dent, "You ought t o be making a mint on t h i s magazine. "Well, uh. . n o t exactly, chief. Getting i t off the ground h a s been somewhat costly. It needs s o m e s o r t of h e r o f i g u r e to juice i t u p a bit. Say, how's about letting u s put your picture on next month's cover ?I1 "I'd r a t h e r not, " Smith stated mode s t l y . "I f e e l i t incumbant upon m y position a s guiding f o r c e behind the destiny of w a r gaming t o r e m a i n a s insignificantly humble a s possible - you know, the Abe Lincoln bit. Of c o u r s e , if you want t o snap a few s h o t s of m e a t the game table on board m y y a c h t . . . I t you feel you have something, however inane, t o contribute t o the enhancement of the a r t of wargaming, I t we answered a s we ended the conversation on this f a c e t i o u s note. ( W e ' r e lucky i t didn't end o u r employment. ) In g e n e r a l , president Smith agreed with o u r philosophy urging that we c a r r y i t a bit f u r t h e r . He suggested that we r e w a r d s u b s c r i b e r s who send i n a r t i c l e s of a n outstandingly c r e a t i v e and a r t i c u l a t e n a t u r e . Taking t h i s lead, we have decided t o i n c o r p o r a t e a n a w a r d system. You'll Actually Get P a i d Well, not exactly. But we will offer f r e e f u l l - y e a r subscriptions to authors whose a r t i c l e s r e c e i v e "best-in-theirc l a s s t t v o t e s a t the end of 1967. All s u b s c r i b e r s a r e eligible. T h e r e a r e no e n t r y blanks t o submit - you automatically e n t e r e v e r y t i m e you submit a n a r t i c l e . A r t i c l e s should not exceed 700 w o r d s , p r e f e r a b l y around 500 words. They should b e typewritten and doublespaced on white p a p e r . D i a g r a m s that accompany such a r t i c l e s a r e welcome but they m u s t b e drawn in black ink r e a d y f o r reproduction in offset printing. Acknowledgments of acceptance o r r e j e c t i o n cannot be made. A r t i c l e s that a p p e a r in the March through D e c e m b e r i s s u e s will be voted upon by both o u r e d i t o r i a l staff and you the s u b s c r i b e r . Awards will be made for "best-in-their-class" f o r each Avalon Hill g a m e and f o r a r t i c l e s of a g e n e r a l nature. Your c h a n c e s of winning a r e g r e a t e r if you submit a r t i c l e s dealing with topics not previously discussed, o r on g a m e s about which relatively little h a s been w r i t t e n previously. You'll be wise t o submit a r t i c l e s dealing with new i d e a s a n d innovations. P l a y -by - mail s y s t e m s of a unique n a t u r e , simultaneo u s play, hidden movement, a r e just s o m e of the t o p i c s you might want t o concentrate your inventive talents on. Many a w a r d c a t e g o r i e s will be developed, depending on how magnanimous we might f e e l by a w a r d t i m e next y e a r . Take pen i n hand fellows and send a l l m a t e r i a l to: The Avalon Hill Gene r a l , 4517 H a r f o r d Road, Baltimore, Maryland 21214.

. .. a losing venture published bi-monthly, pretty close to the first day of January,March, May, July, September and November.
The General is edited and published by The Avalon Hill Company almost solely for the cultural edification of adult gaming. (It also helps to sell Avalon Hill products, tool) Articles from subscribers are considered for publication on a gratis contributory basis. Such articles must be typewritten and not exceed 700 words. Examples and diagrams that accompany such articles must be drawn in black ink, ready for reproduction. N o notice can be given regarding acceptance of articles for publication. All back issues, except Vol. 1, Nos. 1 & 4, which are out of stock, are available at $1.00 per issue. Full-year subscriptions B $4.98.
01961 The Avalon Hill Company, Baltimore,

Maryland. printed in U.S.A.


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COVER STORY:
Stalingrad - Refought 25 Years Later
Twenty-five y e a r s ago t h i s month the e a s t e r n f r o n t campaign, which began in e a r l y s u m m e r of 1941, e n t e r e d i t s f i r s t b i t t e r winter of fighting. M o r e than any o t h e r m a j o r campaign in h i s t o r y , weather played a m o s t deciding f a c t o r . . a s i s the c a s e in Stalingrad g a m e s being refought by the 6988th Security Squadron W a r g a m e s T e a m . M e m b e r s of the 6988th shown on o u r cover a r e a i r m e n Gene S m e t h e r s , Scott B e r s c h i g a n d C h r i s t o p h e r R . Wagner, a l l stationed s o m e w h e r e in the f a r e a s t . T h i s scene typifies what Avalon Hill h a s come t o suspect. .that Stalingrad i s the " s l e e p e r 1 ' among the b a t t l e game l i n e a n d that i t i s probably the m o s t often played of a l l the g a m e s . Proof positive i s in the f a c t that t h i s office r e c e i v e s many m o r e a r t i c l e s concerning Stalingrad than f o r a n y o t h e r game. The r e a s o n f o r t h i s i s not altogether c l e a r but we s u s p e c t that i n t e r e s t i s high b e c a u s e of the t r e m e n d o u s challenge the game p o s e s f o r the G e r m a n side. While many w a r g a m e r s a r e gaming i t up o v e r a Stalingrad contest, the 6988th i s unique i n that they have m o r e than one game going simultaneously.. . 4 t o be exact, a l l a g a i n s t the Indiana University " I r r e g u l a r s . " SISgt. Wagn e r ' s t e a m i s a l s o unique in the f a c t that they have r e c e i v e d official sanction a s a n a i r force wargames team and i s the only group sponsored by a m i l i t a r y organization. SISgt. Wagner s t a t e s t h a t , "the group w a s f o r m e d specifically t o engage coll e g e and m i l i t a r y t e a m s in multiple (Continued o n P a g e 3 )

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"AW come on now, p r e z z , you don't even have a yacht. I ' "Actually, gentlemen, I don't even have a game table - not since E a r l Sparling destroyed i t i n w r a t h a f t e r rolling 5 consecutive 6 ' s a t 2 t o I odds, " m u s e d Smith. " T h a t ' s a l r i g h t , s i r , we have s e v e r a l game t a b l e s s e t up down a t o u r plant a n d you're welcome t o d r o p in anytime

The True Worth of Stalingrad


By J. K. N o r r i s Since the f i r s t i s s u e of the General a p p e a r e d , I think i t i s f a i r to s a y that Stalingrad h a s had m o r e than i t s s h a r e of space. T h i s i s no doubt due to the

THE GENERAL
f a c t that although bigger and m o r e complicated g a m e s have appeared. Stalingrad i s sti-11 the b e s t , combining a s i t does, both the q u a l i t i e s n e c e s s a r y f o r 'beginners' with the Strategical and T a c t i c a l p r o b l e m s f o r the ' e x p e r t ' . It i s only those 'in-between' who r e g r e t i t s s o called l a c k of play-balance. A r t i c l e s a p p e a r i n g in the G e n e r a l c a n b e divided into two types. F i r s t , those that give you the p e r f e c t Soviet d i s positions f o r defense, o r the perfect G e r m a n plan f o r ' B a r b a r o s s a ' . Second, those that t r y t o introduce a change i n the game r u l e s . Dealing with the f o r m e r , i t i s enough t o s a y that i t just can't b e done. A s f o r the l a t t e r , i t i s worth b e a r i n g in mind t h a t Avalon Hill h a s made official changes l e s s frequently than i n any o t h e r game. No doubt we a l l have o u r own i d e a s on the game, but if you a r e one of the lucky o n e s who a r e just beginning t o a p p r e c i a t e the t r u e worth of t h i s p a r t i c u l a r game, the following thoughts m a y b e of i n t e r e s t . 1. Space and t i m e a r e the R u s s i a n Allies, while r a i l w a y s a r e t h e Allies of the G e r m a n s . 2. E v e r y G e r m a n unit killed i s a R u s s i a n Victory, but n e i t h e r s i d e c a n r i s k a n 'exchange', except when i t m e a n s your opponent i s l o s i n g twice a s much a s you a r e . 3. T h e ' R u s s i a n s should n e v e r counter-attack if t h e i r v i c t o r i o u s units a r e subsequently i n exposed positions. 4. Never - but n e v e r - l e a v e a n exposed unit, o r units, within two s q u a r e s of a city y o u a r e t r y i n g t o hold. 5. If the R u s s i a n s have six 5-7-4 units holding a s i x s q u a r e r i v e r line, adding a 4-6-4 unit might i n c r e a s e the n u m b e r of defense fac'tors, but i t weakens, ,not s t r e n g t h e n s the line. 6. The G e r m a n C o m m a n d e r might r e m e m b e r that a f t e r the fourth move, those annoying l i t t l e R u s s i a n A r m o u r e d units cannot keep a p p e a r i n g f r o m a l l o v e r the place if the G e r m a n s don't keep killing t h e m .
7. In June 1941, the i m m e d i a t e objective of the G e r m a n A r m y Group C e n t r e w a s not Moscow, i t w a s Smolensk. Of c o u r s e , Hitler didn't know how t o play War G a m e s - but s t i l l - - - - - - J. K. Norris.

Stalingrad - Refought
(Continued f r o m P a g e 2) commander o r multiple g a m e tournament play and cannot a c c e p t challenges f r o m individuals. P r o g r e s s of the g a m e s i s displayed i n the o p e r a t i o n s a r e a f o r the information of the squadron m e m b e r s a t l a r g e . I' Of c o u r s e , the 6988th play o t h e r g a m e s a s m e m b e r s of another o r g a n i z a -

tion, the rapidly growing Avalon Hill Intercontinental Kriegspiel Society, sponsored by Henry Bodenstedt, P. 0. Box 116, Adelphia, New J e r s e y . A s such, they engage Duke and o t h e r groups in o t h e r g a m e s involving Blitzkrieg. T h e i r i m m e d i a t e i n t e r e s t c e n t e r s on Stalingrad, however, s o much s o they have expanded the Avalon Hill v e r s i o n t o include o v e r 1800 c o u n t e r s r e p r e senting a l l a r m y and a i r f o r c e units t o a p p e a r on the e a s t e r n f r o n t through November 1944. Units a r e of brigade a n d division size. A i r power, amphibious invasions, engineer units (for conv e r t i n g , r e p a i r i n g , o r building r a i l l i n e s and fortifications), and miscellaneous Italians, Hungarians. Rumanians, Slovaks, F i n n s , a n d C r o a t s a r e included. They even have the Finnish A i r F o r c e . T h i s game i s played by a t l e a s t six people on a 4 x 5 foot mapboard. However, the 6988th a l w a y s r e t u r n t o the r e g u l a r game and the g r e a t chall e n g e i m p o s e d by the weather e l e m e n t s that r e s t r i c t s G e r m a n advance t o the point w h e r e i t i s actually the deciding f o r c e between combatants of equal ability. The consensus of opinion h a s a l w a y s been that the R u s s i a n player h a s i t made. T h i s i s m o r e t r u e in play-by-mail g a m e s w h e r e p l a y e r s m a y take a s much t i m e a s they want t o r e f l e c t o v e r a move. Mistakes by the R u s s i a n s can prove m o r e costly than those made by the G e r m a n s . Thus in face-to-face g a m e s , e s p e c i a l l y i n those where t i m e l i m i t s a r e placed, the G e r m a n player need only t o detect one s m a l l hole in a Russ i a n line t o completely r e v e r s e the tide of battle. In the P - B - M g a m e s , t h e s e " s m a l l holes" a r e l e s s likely t o b e made. M e m b e r s of o u r r e s e a r c h t e a m found t h i s t o b e t r u e in a t e s t game played a g a i n s t Ken N o r r i s , C a i t h n e s s , Scotland, w h e r e Avalon Hill i s attempting t o t e s t the ramifications of the "automatic v i c t o r y 1 ' r u l e . At f i r s t thought i t w a s f e l t that the G e r m a n player w o u l d b r e e z e t o victory. However, c l e v e r placement of R u s s i a n t r o o p s in defensive alignment by the a s t u t e Mr. N o r r i s absolutely p r e cluded any p a r t i c u l a r advantage in the u s e of the automatic victory r u l e . T h i s r u l e , found in m o s t later-published g a m e s , provides the benefit of allowing the a t t a c k e r t o move c l e a r on through the zone of control of Units that a r e a l r e a d y under attack. But in the c a s e of the t e s t g a m e , the R u s s i a n Units w e r e s o placed that attacking General Units could not advance any f u r t h e r than they would have under n o r m a l c i r c u m s t a n c e s . While a o n e - g a m e t e s t i s not conclusive, and we might add that t h e r e have been flaws in the play of Avalon Hill, we conclude that the automatic v i c t o r y r u l e would a i d the G e r m a n player only when the R u s s i a n s a r e s o m e -

what short-handed in Units and pushed backbeyond the Dnepre where they must defend on a much b r o a d e r line. Unfortunately, i t t a k e s a t l e a s t one winter of fighting t o r e a c h t h i s point and by t h i s t i m e i t i s usually too l a t e . A f t e r a n objective a p p r a i s a l of t h i s t e s t g a m e , we find that the employment of the automatic v i c t o r y r u l e certainly will help the G e r m a n player a s i t will provide additional things f o r the Russ i a n player t o w o r r y about. But i t will not h u r t h i m t o the extent where balance of play i s thrown in favor of the G e r m a n p l a y e r . The p r o b l e m s t i l l h a r k e n s back t o that n a s t y o l d R u s s i a n winter of 1942. Now if we could inject a r u l e that would e l i m i n a t e weather. Oh well, Hitler couldn't eliminate i t . T h a t ' s why h e l o s t .

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Blitzk g - Nuclear Attacks


bv F r e d Kruger At the p r e s e n t t i m e t h e r e h a s been l i t t l e w r i t t e n on the employment of nuclear weapons. In Blitzkrieg the m a i n use af the bombing i s the destruction of troops. The s e c o n d a r y p u r p o s e i s the cutting of communications: replacements and supplies. Often, both objectives can be achieved simultaneously. F o r instance. Blue i s bringing up r e i n f o r c e m e n t s through Yellow. Red bombs a mixed Arty., In. group, in a l l probability paralyzing units on that square and blocking the units behind them, forcing t h e m on a t h r e e BTA detour. S o m e t i m e s one m u s t bomb a s q u a r e that d o e s not have any units on it. This i s done two t u r n s in a r o w on the s a m e s q u a r e with the purpose of interdicting supplies. (69% prob. of no units being able to go through the s q u a r e f o r two t u r n s ) to u s e a specific example, cons i d e r t h i s situation. Red h a s concent r a t e d h i s offensive in Green, w e s t of Lake Pinsky. He h a s taken c i t i e s BB31, and EE34. He h a s a defensive line s t r e t c h e d a c r o s s the c i t i e s i n B l a c k Blue's m a j o r effort h a s been through Brown, penetrating to city UU37. Red i s in g r a v e danger of being e n t i r e l y outflanked, and c a n only get a few units inbetween h e r homeland and Blue. (Red had not reduced White). The key to the whole situation i s to get Blue back behind the Zocchi. How? Simple; c u t h e r supplies. Nuclear bomb city EE25 two t u r n s i n a row. Following the f i r s t bombing Blue m u s t withdraw a l l but 36 f a c t o r s w e s t of north-south column 00. A SAC a t t a c k could d r o p this even lowe r . A nuclear a t t a c k i s p a r t i c u l a r l y adapted to reduction of c i t i e s f o r i t d o e s n o t r e q u i r e a soak off, and t h e r e f o r e d e s t r o y s troops, a i r c r a f t , and supply simultaneously. F r e d Kruger, 342 C a n t e r b u r y Dr., Pittsburgh, Pa. 15238.

THE GENERAL

Stalingrad Tactic
by R i c h a r d A. Shagrin Seven a t t a c k s a t one t o t h r e e sounds l i k e a n invitation t o d i s a s t e r t o m o s t A - H w a r g a m e r s , but I would like to show you a situation on t h e second t u r n w h e r e they will b r e a k t h e Bug a n d D n e s t r r i v e r l i n e s a n d s u r r o u n d f o u r R u s s i a n units t o boot. The situation: G e r m a n half of the second turn, R u s s i a n placement a s follows: R18 24 inf DD15 8,9inf S18 28inf GG12 4 cav SZO 2 7 , 3 5 inf HH12 10 inf V19 36937 inf JJlZ 2 , l l inf X17 2 arm JJ15 12. 13 inf AA15 3 inf LL15 16 inf BB15 4.5inf LL17 14inf Finland: a l l o t h e r s except 7, 15 a r m & 42,64 inf which w e r e killed on t u r n one. G e r m a n Attack: 2 a r m o r a t 7 to I 3 inf a t 3 t o 1 4.5 inf a t 1 t o 6 8 inf a t one t o t h r e e

a v e r y s t r o n g one if i t i s f o r a n y o t h e r type of attack. Comments to: R i c h a r d A. Shagrin, Room 356. Haggett Hall, University of Washington, Seattle, Washington 98 105.

A Strategic Defense
by Edwin Mohrmann The General h a s had many a r t i c l e s on defense, but few contributors bother with what i s p e r h a p s the b e s t comprom i s e between s t a t i c and fluid defense e v e r developed. It i s s i m p l e and the s t r a t e g y of i t i s e a s i l y understood y e t o f f e r s a good many chances f o r v a r i gated t a c t i c s t o be employed a s needed t o deal with the e v e r changing situations and s t r a t e g i e s of one's opponents. The difference in t h i s and o t h e r d e f e n s e s i s that the Defender d o e s not need t o deploy h i s units statically t o wait weeks and weeks f o r eventual a t tack, n o r d o e s h e need deploy t h e m c l o s e t o enemy units and s o u r c e s of r e i n f o r c e m e n t t o s e e k a d e c i s i v e engagement in t e r r a i n p e r h a p s unfavora b l e t o h i m . Also, the continual withd r a w a l of Defender's units f r o m one good defensive line t o another f o r c e s the a t t a c k e r t o keep shifting h i s units into new a s s a u l t positions a n d t h u s c o s t s h i m valuable t i m e . The t a c t i c s of successful withdrawal a r e simple. Since the m a j o r objectives a r e t o c o n s e r v e t h e g r e a t e s t amount of m a t e r i a l and t i m e possible while losing only such space a s i s unavoidable, d e fensive positions, which m u s t b e the s t r o n g e s t possible, should b e maintained until the l a s t moment. Then, the whole line should b e withdrawn t o new positions, f o r if Defender waits, h e m a y b e drawn into isolated actions that could l e a d t o a g e n e r a l engagement and probably piecemeal defeat. He should c e r t a i n l y not l e a v e any units f o r delaying a c t i o n s o r r e a r g u a r d fights, since t h i s would be c o n t r a r y t o the objective of the whole defense. Sometimes, a daring commander will o r d e r a local withdrawal to l u r e the enemy into a salient position o r t o m a k e h i m c o m m i t h i s r e s e r v e s t o exploit what could b e a break-through. Hopefully, the defender then c r u s h e s t h i s a s s a u l t f r o m the flanks. B e c a u s e v e r y dangerous and should this tactic i s b e used only when Defender's r e s e r v e s c a n adequately c l o s e a gap t h r e e t i m e s the s i z e of the one h e c r e a t e s , i t i s u s e d v e r y r a r e l y . I mention i t h e r e because i t i s just the s o r t of thing t o u s e when one n e e d s m o r e than a diversion, but l e s s than a g e n e r a l a t t a c k on a wide front. F u r t h e r , Defender should always withdraw t o good t e r r a i n , such a s r i v e r l i n e s o r mountains, but he should t r y t o move i n such m a n n e r that he d o e s

( R 2 & l l inf f r o m E E 1 5 ) 9 inf a t one t o t h r e e ( 2 inf f r o m E E 1 5 ) 4 cav a t one t o t h r e e (R3 and 1 inf f r o m F F 1 3 ) 2 inf a t one t o t h r e e (R4 and R5 inf f r o m JJ13) 11 inf a t one t o t h r e e ( 4 inf f r o m JJ13) 12 inf a t one t o t h r e e (R11 and 30 inf f r o m JJ14) 13 inf a t one t o t h r e e (26 inf f r o m JJ14) 16 inf a t 6 t o 1

IMPORTANT: P l a c e t h r e e u n i t s on the following s q u a r e s : DD13, EE12, L L l Z , LL13. Also place a t l e a s t one s t r o n g unit on KK13 a n d EE13. Now r o l l your one t o t h r e e s ! F o u r t i m e s out of s i x ( o r seven out of ten if you a r e playing by m a i l ) your units must r e t r e a t . But w h e r e ? BEHIND T H E RUSSIAN LINE! You have committed 34 f a c t o r s t o the 3 t o 1 gambit. Your m a t h e m a t i c a l exor pectation i s that you will l o s e 2 1 6 t h ~ 11.3 f a c t o r s . That you will expect t o have 5 of t h e s e 7 a t t a c k s work on the a v e r a g e m e a n s that you will have about 22 f a c t o r s beyond the P r u t , Bug and D n e s t r R i v e r s in a continuous l i n e ! T h e 4 cav, 10 inf, 2 inf, a n d 11 inf a r e s u r rounded, cut off f r o m supply, and will have t o be v e r y lucky t o fight t h e i r way back t o the m a i n l i n e . T h e r e i s one chance in 2, 187 that a l l seven a t t a c k s will fail. I like t h o s e odds. T h i s s e t up i s s l i g h t l y ~ o d i f i e df r o m a play-bym a i l game between T o m E l l e r and myself--But t h i s i s h i s a c t u a l defense a n d

not penalize himself and allow enemy u n i t s t o c l o s e (by moving units into mountains on the f i r s t s q u a r e of t h e i r movement, e t c . ) Failing that, he should endeavor t o r e t r e a t into c i t i e s , but f o r t r e s s e s a r e bad, b e c a u s e one i s tempte d t o s i t in t h e m and s n e e r a t the attacke r , while being isolated and effectively neutralized. Also, Defender should maneuver h i s u n i t s s o that no flanks a r e left exposed. That units in line give mutual support t o each o t h e r ' s flanks i s of u t m o s t importance. The heavy a r m o r and the infantry units should be withdrawn f i r s t , while any mobile light a r m o r available i s used a s a s c r e e n and m a k e s what counter-attacks s e e m profitable. Defender should by no m e a n s a t t a c k with t h e s e light a r m o r units u n l e s s by sodoing he gains a v e r y g r e a t advantage, o r m u s t f o r e s t a l l an o t h e r w i s e fatal attack. We shall now a s s u m e that Opponent's l i n e s of communication a r e badly extended and that h e i s somewhat d e m o r a l i z e d by the f a c t that h i s attempted a t t a c k s have been f r u s t r a t e d by your slipping away. At t h i s point, Defender should s t a r t positioning h i s r e s e r v e r s a t t h e u l t i m a t e defense line f o r countera t t a c k and m u s t have enough r o o m in h i s r e a r t o maneuver without bunching h i s line. Ideally, the withdrawing units should a s s u m e a f i r m defensive posture just before the r e s e r v e s counter-attack a g a i n s t the advancing enemy. The main f o r c e m a y then e i t h e r stand f i r m on i t s l i n e , o r a t t a c k whenever the opportunity o f f e r s itself a t favorable odds and under f a v o r a b l e conditions. By favorable odds we m e a n a t l e a s t 3-1 (if one rounds off in f a v o r of A t t a c k e r ; 2- 1 if in favor of Defender), not counting intentional s a c r i f i c e s , and by favorable conditions we m e a n attacking in such m a n n e r that the t e r m i n a l position of the attacking units i s complimentary t o the defense a s a whole. Finally, i t i s i m p e r a t i v e that Defende r maintains the r e s e r v e f o r c e necess a r y t o counter-attack immediately a f t e r h i s m a i n f o r c e r e a c h e s i t s final defensive line. It not only gives the m a i n f o r c e t i m e t o " s o r t itself o u t , " but, skillfully handled, can bring about the s u c c e s s f u l conclusion of the c a m paign. F u r t h e r , they m u s t endeavor to d i s r u p t the e n e m y ' s alignment a s much a s possible in o r d e r t o facilitate the eventual a t t a c k of t h e main body. In conclusion, I might add that I played t h i s defense a g a i n s t a much m o r e experienced player who had l o s t a t DDAY only once in f o u r y e a r s . My P a n z e r units m e t h i m just off the beaches of Normandy, a n d withdrew a l l the way back t o the Seigfreid line and the mount a i n s just West of Nancy and Metz, hampering h i s movements a l l the way and gathering infantry and o t h e r units up a s i t went. It proved so successful

PAGE 5
that he s u r r e n d e r e d in the t h i r t y - s i x t h week when I had m a d e but five a t t a c k s . The s u c c e s s was e n t i r e l y the plans, not mine. usually be avoided until a f t e r the 16th w e e k b r i n g s the G e r m a n h o p e of sustaining one. Non- replaceable Static Infantry Divisions shouldnot b e needlessly s a c r i ficed since the G e r m a n will c e r t a i n l y need t h e s e units t o h o l d h i s line together l a t e r in the game due to the n a t u r e of the R i v e r complex in D-DAY. The o v e r a l l initial defense the G e r m a n s t a r t s with can b e pictured a s a n

THE GENERAL
a r m a c r o s s the n o r t h w e s t e r n coast of E u r o p e with the shoulder a t the I j s s e l Meer a n d the f i s t in the Normandy Brittany - Bay of B i s c a y a r e a . Accordingly the bulk of the " f i r s t line1' troops a r e placed in the w e s t e r n portion of the defense with the s t a t i c units concentrated in the e a s t e r n portion. South F r a n c e i s undefended altogether a s the supply l i n e r u l e m a k e s that a w o r t h l e s s invasion area.

Festung Europa
P l a n R e d Revisited by C a r l F . Knabe I1 "Festung E u r o p a l ' begins, with t h i s i s s u e , a 4 - p a r t s e r i e s of a r t i c l e s by our literary- strategist-at-large, C a r l F. Knabe 11. M r . Knabe, now a student a t Indiana University, i s m o s t qualified t o i s s u e a d v i s e being w e l l - v e r s e d on the Avalon Hill principle of wargaming a l m o s t since the c o m p a n y ' s inception. Inferior f o r c e , i n f e r i o r mobility, few good units, t i m e p r e s s u r e , and a n enemy s u p e r weapon - t h i s i s your position a s G e r m a n C o m m a n d e r i n Avalon H i l l ' s D-DAY! You m u s t prevent t e n Allied combat units f r o m c r o s s i n g the R h i n e - I j s s e l Line f o r four consecutive weeks within the fifty week g a m e l i m i t . Since when using t h e c u r r e n t r u l e s t h e G e r m a n player i s a t a disadvantage i n D-DAY, the Wehrmacht player m u s t u s e thought, skill, and planning i n o r d e r t o successfully defend F r a n c e within the t i m e l i m i t . In t h i s four p a r t s e r i e s a n initial d e f e n s e will b e p r e s e n t e d in o r d e r t o v i s u a l i z e the type of thinking the G e r m a n m u s t u s e t o b e v i c t o r i o u s . The G e r m a n i s guided in h i s t r o o p placement according t o the following g e n e r a l s t r a t egy outline. His initial goal conceives of making the N o r t h e a s t e r n Invasion A r e a s impregnable a s possible, thus forcing the Allied Initial Landing on the e x t r e m e Western beaches: p r e f e r a b l y Bay of B i s c a y o r Brittany. The G e r m a n then fights a delaying battle, f i r s t on the invasion beach a n d then in c e n t r a l F r a n c e with h i s defense line b a s e d on the Seine R i v e r . Using t h e Seine Line i s n e c e s sitated by the need f o r the G e r m a n t o r e t a i n p o s s e s s i o n of the inland port of Rouen f o r a s long a s m a y b e . Without Rouen t o b r i n g Allied r e i n f o r c e m e n t s in through, the G e r m a n m a y b e a b l e t o f o r c e t h e Allied player into a Second Invasion; thus, the G e r m a n units de fending t h e b e a c h e s i n t e r i o r to h i s l i n e s m a y be moved t o the m a i n defensive l i n e a f t e r the Allied Second Invasion. In g e n e r a l , the G e r m a n should t r y t o force (or a t least pray for) an early Allied Second Invasion. The G e r m a n defense should b e waged with the maxim u m conservation of f o r c e on the G e r m a n ' s p a r t . In a battle of a t t r i t i o n the G e r m a n player will r u n out of f i r s t r a t e l i n e units long b e f o r e the Allied player. T i m e i s on the G e r m a n ' s side only if h e k e e p s a n effective a r m y i n being on the board. Any s e r i o u s counterattack should

The accompanying d i a g r a m i l l u s t r a t e s the disposition of the G e r m a n R e s e r v e s ' which m u s t b e placed on the r e d - s t a r r e d s q u a r e s inside G e r m a n y a n d the defense of the North Sea Invasion A r e a . The P a n z e r a n d P a n z e r G r e n a d i e r u n i t s in r e s e r v e a r e d i s p e r s e d in o r d e r t o not p r e s e n t a t a r g e t f o r Allied s t r a -

on the n o r t h e r n r e s e r v e s q u a r e s i n o r d e r t o support the defense of the North Sea a n d P a s de C a l a i s Invasion A r e a s . The 49th SS P a n z e r Brigade i s placed with the t h r e e SS P a n z e r G r e n a d i e r Divisions (the 3 r d , 15th, & 25th) in o r d e r t o provide c o r r e c t ttsoak-offlt in a n a t t a c k on Allied a i r b o r n e divisions.

(Direct amphibious orraull .goinst Amsterdam, Rotterdam and/or Antwerp not possible)

ARMOR INFANTRY PARACHUTE First Turn Second Turn Third Turn on


4 I (9 Divisions per Turn thereafter including HQ's)

North Sea: t h i s beach i s defended with a total of twenty-four G e r m a n u n i t s , fifteen s t a t i c infantry divisions, two inf a n t r y divisions, two G e r m a n "airborne" divisions, and five G e r m a n Headquart-

e r s . Only fourteen G e r m a n s t a t i c divis i o n s a r e in d i r e c t beach defense, a l l the r e m a i n i n g G e r m a n units a r e playing a para-protection a n d d i r e c t - s u p p o r t r o l e . The 243rd Static Infantry Divi-

THE GENERAL
sion i s placed on a s e a s q u a r e which cannot be attacked d i r e c t l y f r o m the s e a in o r d e r t o f r e e a G e r m a n H e a d q u a r t e r unit f o r para-protection f r o m s o m e non-coast s q u a r e f u r t h e r t o t h e west. Beach S q u a r e s F 1 3 , G14, H15, a n d I16 a r e each defended with t h r e e s t a t i c divisions in o r d e r to l i m i t the Allied player to, a t best. 1 / 1 odds in invasion a t t a c k with t h e disadvantages exchange equivalent t o denegation of that beach s q u a r e to the Allied player. Square I16 i s the m o s t i m p o r t a n t of t h e s e s q u a r e s f o r the G e r m a n to hang onto with s q u a r e F 1 3 a c l o s e second. Square 517 i s only defended with two s t a t i c divisions a s i t i s the l e a s t s t r a t e g i c s q u a r e of t h i s beach with the exception of s q u a r e H19 which i s undefended a l t o g e t h e r by "North Sea" u n i t s since due to i t s being adjacent t o the invasion a r e a boundary l i n e that s q u a r e m a y b e defended by G e r m a n t r o o p s stationed in Ostend f o r defense of P a s d e Calais. The p a r a protection a n d d i r e c t - s u p p o r t units a r e placed s o that no possible Allied a i r d r o p can affect the "on t h e beach" odds of d i r e c t s e a invasion. Next Issue: STRATEGY AND PAS DE CALAIS. C a r l F. Knabe 11, 219 South Maple S t r e e t , Apt. 007, Bloomington, Indiana 47401. a r m o r and soak off on the o t h e r two units with one o r two of your infantry units. Result: you a r e l e f t adjacent to the c i t y with your a r m o r e d units and the R u s s i a n m u s t now e i t h e r withd r a w f r o m the city o r a t t a c k you a t unfavorable odds (in which c a s e you will probably g e t the c i t y - anyhow). . 4. noth he-r way to g e t a city if t h e r e a r e o t h e r d e f e n d e r s n e a r the city. soak off o n the city with infantry and attackone o r two of the o t h e r defenders n e a r the city i n such a way a s to leave your a r m o r e d units adjacent to the city a f t e r battle. The r e s u l t s a r e the s a m e a s in 3.

PAGE 6
t o indicate what v e r s i o n of s o m e g a m e s they w e r e rating; b a s i c , tournament, original, r e v i s e d , e t c . , although many people did anyway. (2) Some p l a y e r s undoubtedly r a t e d g a m e s that they w e r e not completely f a m i l i a r with. ( 3 ) A few sent in p e r c e n t a g e s b a s e d on t h e i r own a c t u a l e x p e r i e n c e s and personal r e c o r d s ; thus: (4) One side in a game m a y have been r a t e d a s having the a d vantage due t o the f a c t that the person giving the r a t i n g w a s a b e t t e r player than h i s opponents a n d always played that p a r t i c u l a r side, o r v i c e - v e r s a . R o b e r t Beyma in h i s l e t t e r , indicated: " P e r c e n t a g e s ( a r e ) f o r g a m e s played between two equal and competent players. The m a i n f a c t o r that affects the play-balance of any game i s the skill of both p l a y e r s . A s Jeff P u l i s put i t , "All t h e s e ( p e r c e n t a g e s ) of c o u r s e , a r e subject t o the skill of both p l a y e r s . " With two e x p e r t p l a y e r s , the chances f o r a c e r t a i n side winning m a y b e diff e r e n t than with two i n t e r m e d i a t e o r beginning p l a y e r s . One of the m o s t unique r e m a r k s .on play-balance c a m e f r o m E.A. Mohrmann who s a i d , "In addition. I believe that the Red h a s the advantage in most AH products, possibly f o r "Freudian" r e a s o n s a n d possibly b e c a u s e i n most r e c r e a t i o n s of AH. U. S. o r Allied side w a s u p the c r e e k . ' I S e v e r a l o t h e r people added some i n t e r e s t i n g r e m a r k s t o explain t h e i r percentages. F o r instance, G. Waldo Miller: "These of c o u r s e , r e p r e s e n t t h e i d e a s of a rampantly a g g r e s s i v e g e n e r a l , who c a n find a loophole in the r u l e s , a n d t u r n i t into a stunningvictory . And, Scott Duncan: "1 think that the g a m e s a r e v e r y well balanced. Between equal opponents i t ' s often a die My r e s u l t s above come f r o m roll. considering the "BESTttplay on a l l p a r t s by BOTH sides. Often (i. e. in a game l i k e Guadalcanal), one r u l e will d r a s tically change the odds (the "hidden movement" of the J a p s in Guadalcanal gives a big lift t o the Jap player). The r e a s o n that the r e s u l t s s e e m t o favor one s i d e when I originally said the g a m e s numw e r e balanced i s b e c a u s e of s h e e r s o m e t i m e s . In Waterloo, F r ench b e r s numemrical s u p e r i o r i t y combined with d e s e r t i o n r a t e ( a t l b o m b l lof a r u l e a s i t ' s stated now) c r e a t e the l a c k of bala n c e - - t h e PLAY i s balanced ( r u l e s don't favor one side except f o r that one instance). R e d ' s f i r s t move in T a c t i c s I1 allows h i m t o s m a s h into the c e n t e r of B l u e ' s t e r r i t o r y on the f i r s t move and take t h e capital by f o r c e with the two c e n t r a l c o r p s , f o r example (but the PLAY i s balanced). Following a r e s o m e of the r e s u l t s of the survey. AH g a m e s f r o m m o s t balanced t o l e a s t balanced:

Conclusion A s you can s e e e a c h of t h e s e methods involves losing a n infantry unit o r two a s a s o a k off. However, do not w o r r y too much about t h i s l o s s because you will probably win just a s well without the few infantry units that you w i l l l o s e , and you probably would have l o s t t h e m anyhow i n the s a m e positions a s 3-1 exchange casualties. These methods a r e naturally effective i n breaking def e n s e positions, e t c . , etc., in j u s t about a l l o t h e r g a m e s a s well a s Stalingrad. Send l e t t e r s of p r o t e s t a n d / o r t h r e a t s to: S t e w a r t G r o s s m a n , 1100 Academy T e r r a c e . Linden, New J e r s e y 07036.

Counterattack or Withdraw
by S t e w a r t G r o s s m a n T h e r e a r e m a n y t r i c k s to be u s e d in AH wargaming, and, to m e , the m o s t potent and v e r s a t i l e one i s the counter a t t a c k o r withdraw. The u s e of the counterattack o r withdraw situation can be i l l u s t r a t e d v e r y nicely using Stalingrad. (mainly the G e r m a n s i d e ) a s a n example. F o u r U s e s of C o u n t e r a t t a c k o r Withdraw 1 . To b r e a k a r i v e r defense - a t t a c k a t the w e a k e s t point a c r o s s the r i v e r in such a way a s to l e a v e your powerful a r m o r e d units adjacent to o t h e r e n e m y units a c r o s s the r i v e r . The R u s s i a n s cannot afford to u s e and possibly l o s e units i n a c o u n t e r a t t a c k Hnd will have to withdraw f r o m the river. 2. Another way to b r e a k a r i v e r defense - a t t a c k a n e n e m y unit o n your side of the r i v e r but f r o m a s q u a r e of the r i v e r you a r e trying to b r e a k ( a t t a c k the s a m e unit f r o m a n o n - r i v e r s q u a r e a l s o ) in such a way a s to l e a v e your a r m o r e d u n i t s adjacent to e n e m y units a c r o s s the r i v e r a f t e r the battle. The R u s s i a n p l a y e r again will be f o r c e d to withdraw h i s units. To g e t a c i t y - when the e n e m y 3. i s piled two o r t h r e e high, a t t a c k the unit i n the pile with the l o w e s t defense f a c t o r with m o s t o r a l l of your heavy

Games Survey
by J a r e d Johnson "Survey! ! ! Everyone p l e a s e send t h e i r post c a r d s o r l e t t e r s . L i s t e v e r y AH game you own and indicate which side you believe h a s the advantage by indicating what percentage of g a m e s you think each side usually wins on the a v e r a g e . (Ex. - Midway: Japs - 65%; U.S. - 3570. )" The above w a s a n Ad r u n i n a past i s s u e of the G e n e r a l and due to the numb e r of r e s p o n s e s , the s u r v e y w a s a s u c c e s s . Nearly 100 people sent in t h e i r opinions, a good sampling of Avalon Hill f a n a t i c s , enough t o r e s u l t in a f a i r l y a c c u r a t e and meaningful survey. My thanks t o everyone who participated. Special thanks goes out t o those clubs that got each m e m b e r to send in t h e i r opinions, t o those people who u r g e d t h e i r f r i e n d s t o reply, a n d a l s o t o M y r o n Brundage who w a s kind enough t o mention m y Ad in h i s July, 1966 a r t i c l e . F o r s o m e g a m e s such a s A f r i k a Korps, Waterloo, a n d B i s m a r c k , t h e r e w a s l i t t l e a g r e e m e n t on which s i d e a s the advantage a s opinions ranged f r o m 9070- 10% f a v o r of one side t o the exact opposite with a n even s p r e a d in between. S e v e r a l things which affected the a c c u r a c y of the s u r v e y t o a m i n o r extent were: ( 1 ) I neglected to a s k people

... .

.. . .

PAGE 7
1. Blitzkrieg 2. Tactics I1 3. B i s m a r c k 4. Afrika Korps 5. D-Day '61 6. Waterloo 7. Chancellorsville 8. D-Day '65 9. U-Boat 10. Guadalcanal (without Hidden Movement) 11. Bulge 12. Midway 13. Guadalcanal (with - Hidden Movement) 14. Dispatcher 15. Civil War 16. Stalingrad Non-war games, except f o r Dispatche r not included. Percentage of people who thought each particular side had the advantage o r thought game was even: Afrika Korps: Germans: 51% 3970 Allies: 10% Even: Bulge: Germans: U. S. : Even: Waterloo: French: P-A-A: Even: Midway: Japs: U. S. : Even: D-Day '61: 53% f o r D-Day '65: 57% f o r Guadalcanal (HM): 59% f o r Dispatcher: 69% f o r Germans Allies Japs West

THE GENERAL
docks just to fool the U.S. P l a y e r ) during the next turn. (This will often be AA to RR, so that there i s no needto l i s t the whole board). Since he m u s t leave about a half inch column f o r each l e t t e r , there will have to be s e v e r a l groups, such a s AA to HH. I1 to PP, etc. AA to HH a r e written a c r o s s the top of side one (the inside) right to left. over one of the folded halves (the other half i s just to cover up -- i t i s not written on), and then on the other side, left to right, so that if a pin w e r e stuck in a particular column, i t would come out the s a m e column on the o t h e r side. The J a p then w r i t e s the number coordinates down the page, leaving a t l e a s t a half inch f o r each number. In this c a s e they would be 19 to 30. The Jap should now have a piece of paper folded in half, with both s i d e s of one half filled with s q u a r e s that match, t h r u the paper. The J a p now l i s t s the positions of all Hidden units. He does this on the inside grid in the following manner. F i r s t , he put an X in the upper right c o r n e r of any "square" he h a s units in. and then a - (dash) in the s q u a r e s he h a s units adjacent to (with a zone of dontrol extending into that square, of c o u r s e ) on which he would like any American unit to stop on and attack. Then, in the r e s t of the square he l i s t s the exact units. On a s e p a r a t e sheet of paper, he should l i s t any a r t i l l e r y that he would like to pop out of the wildern e s s if a n attack c o m e s in that area. Both should then be stapled shut and sent to the American, along with the r e s t of the move. The American now begins h i s move. F o r e a c h square he moves to, he punches out the upper left c o r n e r of the square he i s moving to. If an X appears on the little round thing he just punched out, then back up one. If a dash a p p e a r s then stop. Once the movement portion of h i s turn i s over, he then punches out the c o r n e r of a l l s q u a r e s adjacent to h i s units. F o r a l l s q u a r e s that had an X o r a dash, he can e i t h e r c u t them out with a r a z o r blade, o r if he f e e l s h o n e s t enough not to r e m e m b e r positions he hasn't found, open up the sheet. Either way, he now puts the l i s t e d units that he found on the board, along with the ones on the a r t i l l e r y card. The Jap's sheet should now be destroyed, before temptation defeats the U. S. player's honesty. A few suggestions: The J a p player should write lightly enough that i t can't be seen through the paper. If possible the U. S. player should have a friend do the punching, etc. Comments and questions to Lee Trowbridge, 5092 Bronson Dr., Lewiston, New York 14092.

Comments to: J a r e d Johnson. 1548 Rochelle Drive, Chamblee, Georgia.

Guadalcanal Hidden B M Movement - P


by Lee Trowbridge In the Tournament version of Guadalcanal, the decisive factor which gives the Jap player a reasonable chance of victory i s the Hidden Movement r d e . It would s e e m that by m a i l this rule i s impossible, and given two equally matched players, the J a p will be a t a disadvantage, since he i s both outnumbered m u s t do the attacking. Using Hidden movement, the J a p c a n gain local superiority temporarily, thus giving him a chance to attack s u c c e s s fully. As you have no doubt guessed, (and if you haven't, don't play with the Hidden movement -- you're too bad a g u e s s e r ) a way h a s been found to do this. All you need i s a hole punch, a stapl e r (sealing wax if you p r e f e r ) and a sheet of paper, preferably graph o r lined with the line s on each side coinciding (back to back). Also a v e r y honest American commander, which may be h a r d e r to find.

52% 36% 12%

68% 21% 11%

79% 1870 31

Tactics 11: Red: 36% Blue: 14% Even: 5 0% D-Day '65: Germans: 35% Allies: 63% Even: 270 Stalingrad: Germans: 10% Russians! 88% Even: 2% Blitzkrieg: Red: 28% Blue: 40% Even: 32%

D-Day '61: Germans: 53% Allies: 42% Even: 570 Bismarck: British: 4370 Germans: 4370 Even: 14% U-Boat: Sub: 8270 Destroyer: 14% Even: 4%

Guadalcanal (Hidden Movement) 25% U. S. : Japs: 6370 Even: 12% Mean average of a l l opinions 52% f o r Allies 55% f o r F r e n c h 52% f o r B r i t i s h 76% f o r R u s s i a n s 61% f o r G e r m a n s 6470 f o r J a p s 5870 f o r Sub 50% - 5070 52% f o r Red 59% f o r P r o s e c u t o r

Game Afrika Korps: Waterloo: Bismarck: Stalingrad: Bulge: Midway: U-Boat: Blitzkrieg: Tactics 11: Verdict 11:

The Japanese player f i r s t folds the paper in half. He then w r i t e s the l e t t e r s of the probable a r e a of o p e r a tions ( o r where he h a s units, perhaps listing some location off in the boon-

THE GENERAL

PAGE 8
submarine Nautilas on the unfortunate Soryu which had just b a r e l y survived a dive-bombing attack. By contrast, the B - 1 7 ' s based on Midway did not make one bomb hit on any Japanese ship d u r ing the e n t i r e battle. So what optional r u l e does Avalon Hill use in their g a m e ? Why B-17 a t tack, of c o u r s e ! This i s a g r o s s injustice to the Submarine Service! If the submarines a r e included in the game, the Americans stand to gain. a s the U.S. had 11 submarines on patrol in the a r e a r e p r e s e n t e d by Avalon Hill's mapboard, while the Japanese had only the I- 168. Okay, so how does one put submarines into the g a m e ? The following i s the s y s t e m I u s e to cut my Nip opponent down to size. He doesn't like it, but I own the game. F i r s t of a l l , take t h r e e blank blue counters f r o m the e x t r a s included in the game and number them a s follows: SS 1. SS 2. SS 3 . These r e p r e s e n t Subm a r i n e group c e n t e r s . These a r e moved like surface ship counters except that they can only move one square per turn. However, on the f i r s t t u r n they can be moved out up to 15 squares. Due to slowness and small field of view, I r e q u i r e a t l e a s t 3 submarines to s e a r c h a s e a r c h a r e a . Each of the t h r e e sub group counters r e p r e s e n t s a t l e a s t 3 submarines, and therefore i s allowed to s e a r c h a r e a s in the same manner a s a surface ship counter. T h e s e sub group counters can a l s o be found by a i r o r s e a s e a r c h (mainly to keep the American f r o m cheating), but they cannot be attacked by a i r . Ship v. s. sub engagements will be outlined below. In addition to the counters, the A m e r i c a n adds the following to his Hit Record:

Gettysburg by Points
by Mark Dumdei Gettysburg i s one game that needs a solution to i t s "condition of victoryt' problem. Under the f i r s t r u l e s , the South had to eliminate a l l Union units. In the '61 version, the North had to eliminate all Southern units to win. Presently, the South m u s t eliminate a l l of the Union units. In the actual campaign, the South needed a decisive v i c t o r y o v e r the Union a t Gettysburg, but not n e c e s s a r i l y to destroy a l l Union troops. F u r t h e r , even if the l o s s e s w e r e about the same, i t would not spell defeat f o r the Confederate f o r c e s o r the campaign. At Gettysburg, the North a l s o realized that had only to gain an appreciable edge in Confederate c a s u a l t i e s to end the Confederate campaign. I propose that a point s y s t e m be used to solve this problem. The Confederate A r m y r e c e i v e s 3 points f o r e v e r y Union factor eliminated. The m o r a l e of the Union A r m y in the E a s t was e a s i l y damaged by troop l o s s e s . The Union A r m y r e c e i v e s 2 points f o r e v e r y Confederate f a c t o r eliminated. The Confederate m o r a l e was not damaged a s easily, but troops w e r e valuable. CONDITIONS O F VICTORY

Each box r e p r e s e n t s one submarine. Note that each group i s worth 2 points to the Japanese player if completely wiped out. If a sub group counter finds itself on the s a m e s q u a r e a s a Japanese ship o r ships, the Japanese player must put t h e s e ships on the battle board. The A m e r i c a n then picks out which ship he wishes to attack, r o l l s the die, and checks the r e s u l t s on the Submarine Battle Table. Hits on Jap ships a r e recorded, and if a sub sunk i s rolled, one box i s checked off on the appropriate sub group. If t h e r e a r e no a i r attacks o r surface combat play then continues a s before.

SUBMARINE BAT' T L E TABLE 1. Confederate: Eliminates a l l Union troops. H a s 36 m o r e points a t the end of the game than h a s the Union. 2. Union: E l i m i n a t e s a l l Confederate troops, r e g a r d l e s s of the amount of points the Confederacy m a y have. H a s 16 m o r e points a t the end of the game than h a s the South. 3. Draw: Neither side h a s obtained the victory condition. I believe the point s y s t e m maintains the actual situation. The Union c a n not win by having a m e r e c a v a l r y unit r e maining a t the end of the game, because if the South h a s a n a r m y of any f a i r size, i t i s truly a Southern victory. A d d r e s s comments to: Mark Durndei. 2733 S. Irvington, Tulsa, Oklahoma.

Sub v. s. ATAGO that i s sunk if i t sustains one m o r e

Gross Injustice to Submarines


By Richard Gutenkunst In the e a r l y afternoon of June 6th, 1942, the humble Japanese submarine I- 168 sank the d e s t r o y e r Hammann and finished off the heavily damaged but savable Yorktown. Thus the Japanese Navy was saved the humiliation of suffering a complete skunk in the Battle of Midway. E a r l i e r in the battle t h i s s a m e stunt was pulled by the A m e r i c a n

Now then, a s the submarine counters r e p r e s e n t c e n t e r s of sub groups covering m o r e than one square, t h e r e i s a chance f o r sub battle on s q u a r e s adjacent t o the sub counter - and a l s o that roving s c r e e n d e s t r o y e r s will catch a sub and sink it. Consequently, when a Jap ship group i s found adjacent t o a sub counter, the A m e r i c a n player r o l l s the die and consults the following table. If a sub battle i s rolled, the players go through the procedure outlined in the preceding paragraph. DIE ROLL 1 No contact 2 Sub sunk 3 Sub battle 4 Sub battle 5 Sub battle 6 No contact The American player i s required t o

go through the above procedure f o r e v e r y adjacent square with Japanese ships on it. Also he must fight any ships that a r e on the s a m e square a s the sub counter. However, he may not be in m o r e sub battles in one t u r n than he h a s submarines. If a Jap ship group i s adjacent t o two o r m o r e sub counters, the American player h a s his choice of which sub group to use. A Jap ship group on a single square may not b e in m o r e than one sub battle per turn. Two o r t h r e e sub counters in one stack count a s a single counter. Since t h r e e subs a r e needed to s e a r c h a n a r e a , the A m e r i c a n player may find i t profitable to stack h i s counters when sub l o s s e s bring the individual counte r s below t h r e e subs. When a sub group i s down to one sub, i t l o s e s i t s ability to do battle on adjacent squares and may only fight ships on i t s own square.

PAGE 9
It m a k e s l i t t l e difference if you a d d the Japanese s u b m a r i n e o r not (I b e t the o r i g i n a l Yorktown w i s h e s i t could s a y that!). If you do, give i t the s a m e a b i l i t i e s a s a n A m e r i c a n sub group with only one r e m a i n i n g sub. Also, l e t i t move out 15 s q u a r e s on the f i r s t move. A s I mentioned before, I developed the s u b m a r i n e g a m e balancing method because of m y d i s l i k e of t h e B-17 method. However, I m u s t w a r n you that you have t o develop a l i t t l e skill t o u s e i t properly. I believe I c a n guarantee a m o r e i n t e r e s t i n g g a m e than with the B - 1 7 ' s and if you think the Japs have a n unbearable edge with e i t h e r method, you can combine the two. T h i s s u b m a r i n e s y s t e m d o e s not give the A m e r i c a n a way to get a s u r e win. If any of you Japanese p l a y e r s think you have r u n into such a situation, don't h e s i t a t e t o w r i t e m e . T h e r e ' s a way out. Also, I shall b e glad t o i n f o r m anyone of the sub (and Anti- s u b m a r i n e ) t a c t i c s I have developed. My a d d r e s s i s Box 204, Mott. North Dakota. Beginning on the fifth t u r n , GREEN r e c e i v e s five r e p l a c e m e n t f a c t o r s p e r turn. Because of i t s l a r g e standing a r m y , GREEN n e e d s a l a r g e r supply capacity than the combined capacity of t h e minor countries. Therefore, add the s q u a r e northwest of JJ46 t o that city the s q u a r e southwest of UU37 t o that city the s q u a r e s n o r t h a n d n o r t h e a s t of HH3 1 t o that city the s q u a r e s n o r t h and northwest of NN33 t o that city, which i s the capit a l of GREEN B e c a u s e the citizens of GREEN a r e patriotic, e a c h GREEN city s q u a r e h a s a supply capacity of 14. However, if a GREEN city s q u a r e i s occupied by a n enemy, i t s supply capacity i s 12. GREEN STRATEGY. If GREEN plays a defensive g a m e , h e will eventually fall before the combined might of R E D a n d BLUE. T h e r e f o r e , the GREEN c o m m a n d e r m u s t a t t a c k one of the o t h e r powers and o v e r r u n i t quickly. BLUE i s c h a r s c t e r i z e d by e a s i l y d e fended mountain r a n g e s , f o r e s t s a n d r i v e r s . In a country such a s BLUE, the f r o n t would extend f r o m s e a t o s e a , and a flank a t t a c k would b e next t o i m possible. F o r t h i s r e a s o n , the GREEN c o m m a n d e r should usually invade RED. That country h a s a long b o r d e r a n d i s a l m o s t i m p o s s i b l e t o defend a g a i n s t a d e t e r m i n e d attack. GREEN's a t t a c k should b e divided into two zones, north a n d south. The n o r t h e r n a s s a u l t f o r c e should c o n s i s t of about four twelve-high s t a c k s of a r m o r . H e r e a f t e r , a twelvehigh s t a c k will b e called a division. A s m o s t of the fighting usually t a k e s place in the south, the southern a s s a u l t f o r c e should contain two break-through divisions and four o r five a r m o r divisions. GREEN'S m a i n weapon i s cutting off supplies. Strategic bombing of c i t i e s i s v e r y useful in t h i s capacity. GREEN m u s t avoid long and costly b a t t l e s . He should avoid fights whenever possible and go a f t e r c i t i e s a t a l l c o s t s . If RED i s subdued b e f o r e BLUE i s within s t r i k ing d i s t a n c e of the GREEN capital, GREEN should win. BLUE should b e held off b y a thin l i n e of infantry extending f r o m X27 t o U 11 with two o r t h r e e a r m o r divisions in r e s e r v e . GREEN should countera t t a c k whenever possible. The GREEN c o m m a n d e r m u s t defend CC15 t o the l a s t man. If BLUE moves down the c o a s t r o a d into n o r t h e r n RED, GREEN i s in s e r i o u s trouble. If HH 31 i s i n d a n g e r , GREEN should t r a n s f e r units f r o m the R E D f r o n t . If BLUE b r e a k s through the HH31 bottleneck i n f o r c e , GREEN h a s practically l o s t . RED STRATEGY. R E D will probabl y b e invaded by GREEN. Other than

THE GENERAL
BBB54 a n d the capital, defense of RED c i t i e s i s difficult. All R E D can do i s put units in e v e r y city a n d wage a defensive w a r . R E D m u s t hope that BLUE quickly a c h i e v e s a m a j o r breakthrough on the w e s t e r n front. BLUE STRATEGY. BLUE should push GREEN b a c k quickly e a r l y i n the g a m e , but h e should make s u r e a l l of h i s units a r e protected. Well-timed c o u n t e r - a t t a c k s can slow BLUE'S a d vance t o a crawl. GREEN c a n ' t defend a l l the b e a c h e s in h i s t e r r i t o r y , s o inv a s i o n s a r e a potent BLUE weapon. The BBB 31 and HHH 31 bottlenecks would b e difficult t o b r e a k , so CC 15 should be the m a j o r objective. That city should f a l l by the eighth t u r n t o a combined land, s e a and a i r attack. If BLUE units a r e allowed t o pour down the c o a s t r o a d in strength, the end i s in sight f o r GREEN, and, eventually, f o r RED. The c a p t u r e of HH 31 would achieve the s a m e end but would b e much m o r e difficult t o accomplish. I have played t h i s v e r s i o n of "Blitzk r i e g ' ' s e v e r a l t i m e s and have found it p r e s e n t s many new and interesting situations. Any questions, r e m a r k s o r c r i t i c i s m s should b e a d d r e s s e d t o Tom Hazlett, 6 Echo Point. Wheeling, West Virginia 26003.

Blitz 3 Player Game


A THIRD POWER IN "BLITZKRIEG" b y T o m Hazlett I have r e a d s e v e r a l a r t i c l e s i n the General concerning "Blitzkrieg's" minor c o u n t r i e s , but I believe m y idea i s unique. When t h e r e a r e t h r e e playe r s a v a i l a b l e , m y suggestion i s t o combine a l l the m i n o r c o u n t r i e s i n t o a t h i r d super power, GIGANTIC GREEN. I t s a r m y i s a s follows: AT START: 9 breakthrough u n i t s 34 infantry units 14 6-6 a r m o r units 3 8-6 a r m o r units 6 4-6 a r m o r u n i t s 2 6-6 d e s e r t a r m o r u n i t s ( s e e July 1966 i s s u e ) 4 r a n g e r units 4 marine units 4 infantry p a r a t r o o p u n i t s 1 a r m o r p a r a t r o o p unit 6 fighter u n i t s 2 SAC b o m b e r u n i t s 2 MDM b o m b e r u n i t s 2 TAC bomber u n i t s THIRD TURN: 2 6-6 desert a r m o r units 3 infantry units FOURTH TURN: 2 6-6 a r m o r units SEVENTH TURN: 1 breakthrough unit 1 infantry p a r a t r o o p unit 2 4-6 a r m o r units 1 8-6 a r m o r units

Stalingrad-Super Tournament Game


by J a m e s J. Stein You take a smidgen of Bulge, add a pinch of Blitzkrieg, and s t i r with the l a d l e of Imagination, and your Staling r a d B a s i c g a m e i s magically t r a n s f o r m e d into a highly enjoyable Tournament. Version. Actuarlly t h e r e i s r e a l l y nothing magical o r m y s t i c a l a t a l l in the t r a n s f o r m a t i o n , but m e r e l y the n a t u r a l r e a c t i o n when the two catalystsr e a l i s m , and play b a l a n c e - a r e properly blended. T h e s e 10 r u l e changesladditions will s e r v e t o make Stalingrad a w a r - gaming - c o n n o i s s e u r ' s delight: 1. The T e r m s of Victory: The G e r m a n s a r e r e q u i r e d t o a c c u m u l a t e a minimum of 100 "Victory Points. T o do t h i s they m u s t c a p t u r e a n d hold f o r one month any combination of "key" c i t i e s l a r e a s which total "Victory Point" value equals o r exceeds the minimum 100 needed. The following m i l i t a r y and neo-political objectives are: A. The Caucasus Oil F i e l d s worth 30 V. P. (Victory P o i n t s ) a n d consisting of Maikop. Grozny, and Batum. B. Moscow-worth 25 V. P . C. & D. Stalingrad; and Leningrad-worth 20 V. P. each. E. The N o r t h e r n P o r t s - w o r t h

THE GENERAL
15 V. P. and consisting of A r k a n g e l s k , and M u r m a n s k ( c o n s i d e r e d t o b e s q u a r e A-40). F. The Ukraine-Worth 10 V. P. and consisting of Kiev, Kharkov, Odess a , Rostov, Stalino, and Dnepropetrovsk. G. The C r i m e a - w o r t h 10 V. P. and consisting of Sevastopol. H. The E F F E C T I V E D e s t r u c t i o n of E n e m y Ground F o r c e s - w o r t h 100 V. P. and c o n s i d e r e d a f a i t a c c o m p l i whenever a 7 to 1 s u p e r i o r i t y i n b a s i c defense f a c t o r s i s enjoyed. - - - Imagination Inspired*** 2. The Combat A t t r i t i o n Table: Simply u s e the r e g u l a r Blitzkrieg, tournament attrition table, merely changing the f a c t o r s l o s t t o u n i t s l o s t . T o d e t e r m i n e which u n i t ( s ) a r e t o b e eliminated, s i m p l y employ t h i s method. F o r a l l a t t a c k s , except 1- 1, and 2-1, the low odds p l a y e r l o s e s h i s highest defensive value u n i t ( s ) , while the high odds player l o s e s a u n i t ( s ) of h i s choice. F o r the 1- 1 and 2- 1 a t t a c k s both playe r s l o s e t h e i r highest value units. D u r ing SNOW months, a l l a d v a n c e s a n d r e t r e a t s a r e c u t i n half up t o advance o r r e t r e a t 1. - - - B l i t z k r i e g Inspired*** 3 . The F o r t r e s s City Rule: Units, defending i n f o r t r e s s c i t i e s , have the option of r e m a i n i n g i n that city, and not having t o a t t a c k e n e m y units in i t s z o G o f control; a n d m a y r e m a i n t h e r e until they a r e e l i m i n a t e d by e n e m y a c t i o n , o r by t h e isolation r u l e . Once they (the u n i t s i n the c i t y ) have e x e r c i s e d t h e i r option t o r e f r a i n f r o m attacking out, they l o s e t h e i r zone of control and e n e m y u n i t s m a y p a s s a d j a cent to t h e m without having t o stop. - - Bulge Inspired*** 4. T h e R a i l r o a d R u l e s : Due t o t h e R u s s i a n "Scorched E a r t h " policy and P a r t i s a n w a r f a r e p e r m i t the G e r m a n s only 8 bonus r a i l r o a d s q u a r e s p e r unit p e r t u r n . F u r t h e r , allow r a i l r o a d s t o b e u s e d only when t h e player wishing t o u s e the r a i l bonus h a s control of a junction, o r end of t r a c k of t h e r a i l r o a d he w i s h e s t o employ. - - - Imagination Inspired*** Extra Russian Replacement Cities: Allow t h e R u s s i a n s 1 r e p l a c e ment f a c t o r p e r t u r n f o r e a c h of t h e following c i t i e s , beginning S e p t e m b e r , 1941: Grozny, A s t r a k h a n , and Kuibyshev. T h e f a c t o r s f r o m t h e s e c i t i e s m a y only b e s t a r t e d f r o m t h e city of t h e i r origination. - - - Imagination Inspired*** 6. A i r T r a n s p o r t and Supply: Both the G e r m a n , a n d R u s s i a n p l a y e r s have a l i m i t e d a i r t r a n s p o r t and supply capacity. T h e G e r m a n playe r may, f r o m the beginning of the game. a i r t r a n s p o r t a m a x i m u m of 12 infantry f a c t o r s p e r month between a n y two m a j o r c i t i e s , indisputedly u n d e r h i s control; o r he m a y supply by a i r a m a x i m u m of 24 combat f a c t o r s ( i s o l a t e d ) f o r one month additional t o the two months r e q u i r e d f o r i s o l a t e d u n i t s to be eliminated. If the G e r m a n p l a y e r d e c i d e s t o u s e a i r supply he i s unable t o u s e h i s a i r t r a n s p o r t capacity f o r the d u r a t i o n of the isolation. T h e R u s s i a n p l a y e r m a y , f r o m March, 1942 on, a i r t r a n s p o r t a m a x i m u m of 10 infantry f a c t o r s p e r month between a n y two indisputedly friendly, m a j o r ( o r m i n o r r e p l a c e m e n t ) c i t i e s ; o r he m a y supply by a i r a m a x i m u m o f 1 7 b a s i c defensive f a c t o r s ( i s o l a t e d ) f o r one month additional. e t c . If t h e R u s s i a n p l a y e r u s e s a i r supply h e i s unable t o u s e a i r t r a n s p o r t f o r t h e d u r a t i o n of t h e isolation. - - - B l i t z k r i e g Inspired*** 7. T a c t i c a l A i r Power: There a r e three Air Power time p e r i o d s . In the f i r s t period, the G e r m a n p l a y e r r e c e i v e s 16 a i r f a c t o r s p e r month to t h e R u s s i a n p l a y e r ' s 4. In the second period, the r a t i o i s 14 t o 8 i n t h e G e r m a n ' s f a v o r . T h e t h i r d period s e e s t h e R u s s i a n s t a k e the advantage by 10 t o 8. P e r i o d 1 is f r o m June, 1941 t o November, 1941. P e r i o d 2 i s f r o m M a r c h , 1942 t o November, 1942. P e r i o d 3 i s f r o m M a r c h , 1943 t o May, 1943. T h e s e a i r f a c t o r s m a y only b e u s e d t o a i d ground a t t a c k s , and a r e r e s t r i c t e d t o only eight f a c t o r s p e r month a g a i n s t a n y one s q u a r e . F u r t h e r , a i r f a c t o r s m a y not a b s o r b combat l o s s e s . During winter m o n t h s a i r o p e r a t i o n s c e a s e (including a i r t r a n s p o r t and supply). - - Bulge Inspired*** a t t a c k f a c t o r s too, beginning R u s s i a n s ' May, 1942 t u r n . - - tion Inspired*** Please send all comments J. Stein, 31 1 W. 104th P l a c e , Illinois 60628.

PAGE 10
with the Imaginato J a m e s Chicago,

D-Day Chicago Style


by R o b e r t Olson Units a r e placed rigidly a c c o r d 1. ing to the s e t - u p provided which c o m bines the a c t u a l G e r m a n s e t - u p a s we s e e i t with a few modifications to conf o r m with A-H b o a r d and r u l e s . (Actual unit p l a c e m e n t f o r r e a l Nuts ! ) B l i t z k r i e g r e s u l t s table i s used. 2. 3. T h e r e i s no G e r m a n r e p l a c e m e n t f a c t o r , but additional r e i n f o r c e m e n t s a r e included. ( T h e s e m u s t be m a d e o r a n e x t r a s e t purchased. ) 4. Allied p l a y e r m a y s t a c k units ( 3 ) high e x c e p t o n s e a s q u a r e s w h e r e he m a y only s t a c k (2) high. 5. P a r a c h u t e Units: a . Allied player h a s twelve p a r a d r o p s with no l i m i t a s t o how many a r e p e r f o r m e d by one p a r a division. A p a r a unit m a y b e flown back t o England f r o m France, and this does not count a s a drop. b. G e r m a n 1-1-3's have unl i m i t e d p a r a d r o p s anywhere on the board. c. O t h e r G e r m a n p a r a units m a y e a c h be moved f r o m anywhere behind G e r m a n l i n e s to anywhere behind G e r m a n l i n e s once p e r unit. Such units m u s t be a b l e to t r a c e a land route to G e r m a n y i n o r d e r to so move. 6. No unit i n a f o r t r e s s i s e v e r i s o l a t e d f o r supply p u r p o s e s , no m a t t e r how long. 7. When a s t a c k of units is o n a non-doubled plain s q u a r e , the e n t i r e s t a c k m u s t be attacked a s one unit defensively. ( A s i n Bulge. ) When units a r e doubled o r t r i p l e d i n a stack, the individual units i n the s t a c k m a y be attacked and the r e m a i n d e r soaked off a t 1-6 o r l e s s . One of the a l l i m p o r t a n t changes 8. i s that r e g a r d i n g Supply f o r the Allied player: a. In o r d e r f o r a c o a s t a l supply. a r e a to be included i t i s n e c e s s a r y that the a r e a be physically occupied by an Allied unit (including H. Q. ) and f u r t h e r , in o r d e r f o r any Allied unit to be supplied i t is r e q u i r e d that such unit be five (5) s q u a r e s o r l e s s f r o m another Allied unit which i n t u r n i s no l e s s than five s q u a r e s f r o m a c o a s t a l o r inlandp o r t supply a r e a . Of c o u r s e , a n y n u m b e r of u n i t s m a y l e a d back to the supply a r e a , but none of t h e m m a y be m o r e than five s q u a r e s a p a r t . b. If a t the end of the G e r m a n p l a y e r ' s t u r n he c a l l s f o r a "count"

..

5.

Sea Movement a n d Supply: - - - B l i t z k r i e g Inspired*** S e a movement and supply i s p e r m i t t e d t o both s i d e s i n the Black Sea, between a n y two f r i e n d l y p o r t s (not n e c e s s a r i l y indisputedly f r i e n d l y ) . T h e R u s s i a n m a y move a m a x i m u m of 12 defensive f a c t o r s p e r month, while t h e G e r m a n (who m u s t c a p t u r e h i s p o r t s ) i s allowed t o move by s e a , a m a x i m u m of 8 f a c t o r s p e r month. T h e a v a i l a b l e p o r t s a r e O d e s s a , Sevastopol, a n d Batum. No unit i s i s o l a t e d that c a n t r a c e a l i n e of supply t o a f r i e n d l y p o r t a n d out t o s e a to a n o t h e r f r i e n d l y port. 9. G e r m a n Ukraine R e p l a c e m e n t s : The Germans receive 1 replacem e n t f a c t o r e a c h f o r t h e c a p t u r e of Kharkov. Rostov, and Sevastopol. T h e s e c i t i e s m u s t b e held f o r a t l e a s t one month b e f o r e the f a c t o r s begin t o a c c r u e , a n d t h e f a c t o r s m a y b e brought on the b o a r d a t a n y of t h e s e c i t i e s . - - Imagination Inspired*** 10. R u s s i a n F a c t o r Change: Due t o the introduction of t h e R u s s i a n ' s fine T - 3 4 heavy t a n k s i n 1942; and due t o t h e i n c r e a s i n g u s e of A m e r i c a n m a d e v e h i c l e s , t h e R u s s i a n mobile forces improved greatly. To incorpora t e t h i s i m p r o v e m e n t into Stalingrad, allow t h e R u s s i a n a r m o r a n d c a v a l r y units t o u s e t h e i r defense f a c t o r s a s

8.

THE GENERAL
and finds that the number of Alliedunits including H. Q. ( o r supply units really) exceeds the number of beach o r inland port a r e a s actually occupied supplywise, the Allied player m u s t remove the excess units f r o m the board immediately. Other units which a r e not within the five square supply lone allowance a r e similarly eliminated. Thus if a unit can be eliminated which supplys further units, those units a r e also eliminated. This rule which conforms to reality i s the main off- setting German advantage due to the number of combat units tied down by supply line guarding. 9. Allied p a r a units not in contact with German units may be flown back to England to bring supply into balance, however, any other type unit i s elim if exceeding supply requirements. Thus P a r a units may land in e x c e s s of 5 squares temporarily if flown back a t the end of the German turn. a. However, p a r a units may still be landed within 5 square range of other combat units, but may then move outside of the 5 square perimeter. 10. Game ends on 40th turn. Allied player wins if he can move 20 combat f a c t e r s off the e a s t e r n edge of the board between squares A and W . The German player wins otherwise. Initial German set-up i s a s follows: Static Divs. Headquarters OBW NETH B

G lstA XI21 7thA HI13 15thA ~ 1 2 7 l9thA

- 00/39 -LL/40 - W/35 - N/20 - 00129

Reinforcements 1 s t Turn First Dl5 9SS (6-6-4) (N)lOSS -Dl5 (N)H.Q. SS - D l 5 (N)14 (1-1-3 - N/9 3ss, 15ss, 25ss U111 4 9 ~ s .51ss, 1060 V112

*9th Turn Ninth F i r s t P a r a . Army (N)5-5-3, 3-3-3, 1-1-3 (N)1-1-2, (five divs.) *16th T u r n Fifth Panzer A r m y (N)5-4. 3-34, 3-34 (N)3-4-3* ( 3 divs. ) *24th Turn Sixth SS P a n z e r *Army 24th Turn (N)7-7-4 (2 divs. ) (N)6-6-4 (2 divs.) (N)4-4-3* ( 3 divs.)

*Anywhere on s t a r r e d squares. Comments to: Robert Olson, 175 W. Jackson Boulevard, Chicago, Illinois.

Option for Concealment


by Boyd H. Benson The problem with a l l Avalon Hill land warfare games was well stated by Capt. Mike Fankwics in h i s Nov. -Dec. a r t i c l e . Simply stated, it i s "lack of concealment and s u r p r i s e . Since the location of all opposing units i s known, there can be no t r u e s u r p r i s e attack; therefore, nothing i s to be gained by maintaining r e s e r v e s And contests tend to become pushing actions and battles of attrition. If we can introduce concealment we will force a change of tactics in the direction of r e a l i s m . This problem was discussed in PBM correspondence with two of my worthy opponents, Martin Leith of Quesnel, B. C. and Richard Giberson of Richland, Washington, and i s now being tested in a game of Bulge between Mr. Giberson (German) and myself (Good Guys). So f a r we have encountered no insurmountable difficulties. Our premise i s that the location of enemy units i s largely derived f r o m prisoners and observations of OPs, patrols, commo, supply and other s e r vice personnel on, and behind the front lines. Therefore, the only unit locations which we show on the Order of

Battle Sheet a r e those within four squares of an enemy unit o r within four squares of previously controlled enemy t e r r i t o r y , (the idea h e r e being thateven though no enemy units a r e present, he would still maintain patrol activity and commo and supply people in the a r e a ) . Concealed units a r e then marked with a 4 In the r a r e case where movement into enemy t e r r i t o r y could lead tobumping into a concealed enemy unit o r units, we indicate the destination square a s usual, but in addition state whether the unit should stop short of combat if engagement can occur. This happens so r a r e l y that it i s worth the trouble. Now we have a relatively realistic situation. A s the a g g r e s s o r you can now m a s s your r e s e r v e in total s e c r e cy for an attack on any point. The threat of a true s u r p r i s e attack will give the defender much to ponder. No longer will the defender be able to move h i s units i n unison with the offens*; he will have to commit himself to a defensive plan and then wait for the blow to fall. In a l l probability the defense will have to maintain a r e s e r v e because he will no longer be able to shift line units quickly enough. Air observation could be incorporated a l a Midway. In our game of Bulge, all concealed German units will be visable when the weather c l e a r s if I l a s t that long. This i s the essence of our concealment option. I t can certainly be expanded to be m o r e comprehensive, and can easily be adapted to face to face competition. I t should apply equally well to D-Day and Stalingrad but might prove difficult to apply to "meeting engagements" such a s Afrika Korps and Gettysburg where there i s much uncontrolled t e r r i t o r y to s t a r t with. I believe this option adds greatly to realism, h a s the virtue of simplicity, and r e q u i r e s only one known factor an honest opponent. So find one, give it a t r y and good luck! Boyd H. Benson, 831 Grand Ave., Everett. Wash. 98201.

--

Inf. Divs.

P a n z e r I P z Gr. (2-2-4) (N) 190 ISSO 20 12 s s o 210 1160 LEHR 0 17SSX 11 0 2SS 0 9 0

Plan "M"
by C h r i s Rohrs This plan should allow the Blue player to quickly invade northern Big Red, disrupt Red supply and shatter his timing. But, i t depends on f a s t footwork and has a l a r g e element of risk. The Blue commander should place his three Marine units, five inf. and a TAC wing in Sea Zone A. Eight infantry should be held around V-33, along with the Rangers. Twelve a r moured f a c t o r s should be placed so that they can be drawn out of the fight-

Parachute TI34 612 3 - wI41

- xi38 (3-3-3) (N)2 - VI43

THE GENERAL
ing with little o r no disruption of your plans. T r y to conserve your airborne forces. On the f i r s t move invade the beach at RR-24 with your three Marine f o r c e s and attack VV- 25 in conjunction with a TAC strike f r o m Sea Zone A. The five infantry should invade around city CC15 and attack it. The eight infantry and Rangers around V-33 should be moved into Sea Zone C. Land the TAC wing in Sea Zone C in VV-25. On the second move, move the infantry and Rangers in C to D. F l y twelve armoured f a c t o r s into city VV25 and transfer a FTR wing and the remaining TAG wind into VV-25. The twelve armoured f a c t o r s in VV-25 should be used to attack city BBB-33 along with a TAC strike. Move the five infantry around CC-15 eastward to link up with f o r c e s in VV-25. Use your Marines to defend VV-25. If taking BBB-33 i s practical, use your airborne f o r c e s to seize the bridge a t BBB-36 and 111-37. If you find you can't take BBB-33, switch over and take city WW-25. F u r t h e r moves-these of course depend on Red's response, but you already have a c l e a r advantage. Your move against VV-25 puts a l a r g e potential threat on Red's flankand threatens both his northern sector and his supply lines. Every effort should be made to drive south and east-to seize the cities in northern Red and capture city YY-43, a major supply junction. The seaborne f o r c e in Sea Zone D i s also a potential t h r e a t to Red's southern and e a s t e r n coastal cities. You should be able to eventually stop Red's invasion, capture his coastline and t r a p his a r m i e s west of h i s b o r d e r s by seizing cities YY-43 and NN-48. At l e a s t you will have thrown his timing off. Any comment should be sent to: C h r i s Rohrs, c / o Midwestern College, Denison, Iowa 5 1442. 5. A P w r i t e s position of P l a n e s and what ships they a r e firing a t and also f r o m what square they came and where they will return. AP also writes position of own ships in case he was simultaneously attacked by the JP. 6. J P w r i t e s screening of ships. odds for each attack, "stock" choice and stock date for resolving- battle. Also, if applicable position of planes in attack on AP. 7. AP r e solves battle results, sends new Search A r e a s ( J P would have moved on the s e a r c h board after writing l a s t letter). F o r the Battle Results Tables I r e c ommend the following: F o r sales-inhundreds f r o m 1 through 6 use the Tables "die-roll" 1 through 6; for 7 use 1, for 8 use 2, f o r 9 use 5 and for 0 use 6. I use a sheet of graph paper, ruled off to r e p r e s e n t the Search Board to keep track of ship movement. Tournament Rules can also be played -- however, the Fighter rule p r e s e n t s some unique problems. I would like to hear someones suggestions concerning using them. MIDWAY, B i s m a r c k Style, by P e t e r Harlem in the Mar. 66 GENERAL concerning surface combat i s very good and should be adopted to the PBM. The same technique f o r the Battle Results Table could be used. I think his procedure should be amplified somewhat. As i t i s stated a Broadside firing would only occur when opposing ships a r r i v e d on the same row ( i e l e t t e r a s A6 and A8). To incorporate true "Bismarck" like movement make the following designations: Row A-North, Row G-South, Column 17-East (needed f o r PBM.) Ships s t a r t on Rows A andG a s c u r r e n t ly but can only s t a r t on even column numbers. P l a y e r s move ships one square in any direction and then give . They the Bow facing, N. S, E o r W then f i r e a t any ship within range. Opponent moves, turns and fires. It will be noted that ships with Bows pointing E o r W cover three numbered squares. This i s the main r e a s o n for allowing movement only on the even numbered squares. In o r d e r to f i r e a t a ship facing E o r W you must be in range of the even numbered square the ship i s lying across. Movement of ships in the N-S direction i s thus one lettered row a t a time, movement in.the E-W direction i s two numbered (ie to the next even number) squares a t a time. Comments, c r i t i c i s m s and suggestions welcomed. Send to Richard C. Giberson, 1422 Agnes, Richland, Wash.

PAGE 12
doctrines, but the best part i s the 2nd part which reviews the recent history, organization, and tactics of the various a r m s and services.

Beat Blue by Bombing


by Brad Hallwig The followingplan I have found to be the best for getting the most out of Red's a i r force. F u r t h e r , m o s t of the a r m o r i s on the front line, where i t can be best used for blitzing. F i r s t turn: UNITS 216-6 214-4 p a r a 114-4 & 116-6 p a r a 2/8-20 SACS 318-4-4 314-4 118-6, 114-6 116-4 MAR 214-4 216-6 314-4 214-8 TAGS 216-4 MAR 2/6-10 MDM 214-4 118-4-4, 116-6 216-6 118-6, 114-4 114-4 116-4 MAR 3/4-12 FTR 114-4 114-4 114-4 114-4 114-4 411-4 RNGRS 1/4-12 FTR START YY43 I1137 GGG45 GGG45 & HHH3 7 0050 NN48 NN49 0049 RR46 SS45 WW45 2248 2241 YY43 AAA36 BBB33 FFF30 CCC29 RRR54 BBB54 BBB54 2248 YY44 GGG46 RRR39 HHH37 SEA B SEA C STOP 0034 MM32 NN30 0030 JJ45 JJ39 KK3 9 NN48 0039 PP40 vv43 VV42 VV38 uu37 WW33 XX32 WW25 WW26 RRR54 BBB54 BBB54 2248 YY43 GGG46 RRR39 HHH37 SEA B SEA C

Midway Play-by-Mail
by Richard C. Giberson MIDWAY can easily be adopted to play by mail. The following technique I have found works well. 1. American player (AP) w r i t e s 4 s e a r c h areas. 2. Japanese player ( J P ) w r i t e s telling zone and number of ships if American guessed a r e a , also submits 3 search areas. 3. AP r e p l i e s to J P s e a r c h and subm i t s new s e a r c h pattern or: Launches an attack, stating number and type of planes and where they a r e flying to. 4. J P l i s t position of ships on Battle Board and l i s t if he i s launching an attack a t A P on the s a m e turn.

Raymond Garthoff, Soviet Military Doctrine, Chicago: The Rand Corporation.. . book on Soviet organizations,

Second turn: Move planes to the listed cities. DO NOT USE AIRPLANES for combat unless they can get to the following places a s the entire plan i s to get them to: 3-FTRS a t NN33, 1 FTR a t SEA C 2-TACS a t 0 0 3 0 for d e s e r t fighting 2-MDMS a t JJ38 to attack the neck 1-SAC a t 0 0 4 0 , 1-SAC a t UU37; they can get anywhere. With Red's planes a n d a r m o r located centrally he should d i r e c t his attack either through the neck o r through the central country. Red should find i t easy to m a s s h i s a r m o r in one o r the other of these areas. On the third turn, t r y to get your m a r i n e s out to sea a s they a r e your best invasion force and should be used to d i s t r a c t BLUE. Comments and c u t s ? Brad Hallwig, 8305 Cool Spring La., Adelphi, Md.

THE GENERAL

Contest 4 6 Winners
Contestants for Contest # 16 were a wiser group than those participating in previous contests. Over 20 perfect ent r i e s were received. Results of the Stock Exchange found the U. S. Unit to be a t 0011, U. S. Steel 613, and the Peiper Unit a t PP10, Glidden 12. Winn e r s , on an "earliest postmarked entry b a s i s t 1were: 1. Ben Turk, 340 Sanford, Richland, Washington. 2. William Gray, 351A Oak Court, Glasgow A. F. B. , Montana. 3. Stefan Kwiatkowski, 5203 S. Kild a r e , Chicago, Illinois. 4. Guy E. Hennecy, P . 0. Box 746, W. P a l m Beach, Florida. 5. Craig Allen, 5 Dell Place, Rome, Georgia. 6. Charles Hill, 639 E. 8th Ave., Vancouver, B. C. , Canada. 7. Capt. R. B. Lindquist, F o r t Bragg, N. Carolina. 8. J a m e s Secan, Rt. #4, Box 854, Tucson, Arizona. 9. Scott Univer, 7955 Rugby Street, Philadelphia, Penna. 10. C h r i s Weiser, 4020 N. 75th St., Boulder, Colorado. A f r e e Avalon Hill game of their choice has been sent to the above winners.

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CONTEST NO. 17
January 1967 m a r k s the 25th y e a r since the bitter fighting occurred in STALINGRAD during the f i r s t winter of that campaign. The map shows what the Russian defensive setup might have been a t that time. Your job a s German Commander i s to attack and eliminate one of these Corps.. .and you only have 42 attack factors, a t the most, to do i t with (over and above whatever s ~ a k - o f f f a c t o r s you would need. ) You have been told by Intelligence that one of these 7 Russian C o r p s i s asleep a t the switch and not expecting a German attack a t this time. If you a r e able to determine which of these Units i t is, your odds against i t inc r e a s e s by 1. F o r instance, the b e s t possible odds possible against the 3rd infantry (7-10-4) i s 2-1. But if this Unit happens to be asleep, odds become 3-1 thus increasing your chance of eliminating it.

Subscriber Discount.. .
The Coupon shownbelow i s f o r the benefit of the full-year subscriber. As soon a s you have accumulated 4 such coupons, 1 each f r o m this and succeeding issues, you a r e entitled to a $1.00 discount applied to the purchase of any Avalon Hill games, p a r t s , play-bymail equipment and the General. Here's how i t works Each coupon i s worth 25C. But one coupon alone does not entitle you to a 25C credit. You must accumulate 4 different coupons before taking advantage - of the $1.00 credit. When vou have accumulated 4 coupons, then you clip them a l l together and send them in with your o r d e r f o r an Avalon Hill game. When ordering in this manner, you simply send us a check o r money-order f o r $1.00 l e s s than the usual retail value of the game.

- - - - -- - - - - - - - - - - - - -

On the BATTLE PLAN place a circle around the Russian Unit you wish to attack, and specify normal battle odds in the space provided. Object of this contest i s to eliminate one Russian Unit - t i e s broken in favor of contestants eliminating the strongest Russian Unit. Up to 42 attack f a c t o r s may be allocated toward the attack assume that soakoff f a c t o r s a r e taken c a r e of arbitrarily. Normal stacking and multiple battle limitations apply. Contest r e s u l t s will be determined by the closing N. Y. Stock Exchange transactions of F e b r u a r y 13, 1967 (consult morning paper of Februa r y 14.) The l a s t digit of the sales-inhundreds column will be consulted: U.S. Steel to determine the Russian Unit that's asleep; Goodyear f o r r e s u l t s of combat. E n t r i e s m u s t be postmarked no l a t e r than F e b r u a r y 12, 1967. P r i n t your name and a d d r e s s clearly and make sure you l i s t the Avalon Hill game you wish a s prize. Ten winners will be named. Entrants may submit copies o r photostats - one to a subscriber, only.

BATTLE PLAN
ODDS HERE BATTLE RESULTS Digit 1 2 3 4 5 6 7 8 9 0 3-1 E 4-1 E 5-1 E E E E E E E 6-1

SAVE THIS COUPON


GOOD TOWARD THE PURCHASE OF ALL AVALON HILL PRODUCTS Prize State

E -

E E E E

E E E E E E E E E

PAGE 15
do i t a t 40- 10 f o r a 4- 1. Don't defend a t 15-20 if you c a n do i t a t 11-20. Use t h e wasted f a c t o r s e l s e w h e r e o r in r e s e r v e , if possible. You will find that by playing t h e s e points you will b e a b l e t o pose m o r e t h r e a t s to your opponents, r e d u c e the t h r e a t s they can pose t o you, and gain m o r e initiative. T h i s could be the diff e r e n c e you need in your game. Myron R . Brundage, 2437 W. Sunnyside, Chicago, Illinois. support M r . Homo's opinions should w r i t e u s and l e t u s know - o r , w r i t e t o h i m personally a t 1170 Magnolia. Elkh a r d t , Indiana 46514.. Scott P r i t c h a r d , A u r o r a , Ohio, a n d h i s f a t h e r don't have p a r t i c u l a r l y good m e m o r i e s ; especially when it c o m e s t o determining how long c e r t a i n Units i n play have been isolated. So what do they d o ? ? ? Scott p l a c e s the Baseball Strategy s c o r e c o u n t e r s on top of i s o l a t e d Units a n d a f t e r each t u r n , r e p l a c e s the s c o r e c o u n t e r s with those of higher numbers.. . Chancellor M a r s h a l l A. Massey, 423 Manor, G r o s s e Pointe F a r m s , Michigan, h a s informed u s that a s a r e s u l t of the September a r t i c l e on ''Feudal Wargaming", 35 knights have a l r e a d y pledged fealty t o the might e m p i r e of Avalon. In t u r n , the Chancellor h a s i s s u e d a monthly magazine, modest effort of 3 o r 4 pages dealing with F e u d a l Wargaming. Combat h a s a l r e a d y begun a m o n g the nobles of the e m p i r e a n d any o t h e r s i n t e r e s t e d in joining t h i s group, whose m e m b e r s take feudal t i t l e s and fight each o t h e r under the r u l e s of Feudal W a r f a r e , should w r i t e t o the Chancellor a t h i s Michigan a d dress.. Based on a n idea f r o m Sgt. Zocchi, p e r h a p s the following might prove t o b e a n i n t e r e s t i n g game. General Motors, A m e r i c a n Motors, F o r d and C h r y s l e r begin by making t h e i r f i r s t c a r s a n d a t t e m p t t o out-sell each o t h e r . E v e r y t i m e they p a s s the pay window, Standard Oil pays $200.00 t o the m a n u f a c t u r e r who produced the biggest G a s Hog of the y e a r . E a c h company d e s i g n s a n i n f e r i o r product t o a s s u r e t h e i r s p a r e p a r t s division plenty of r e p l a c e m e n t p a r t s work which a l s o enables t h e i r authorized d e a l e r s a chance t o gouge c u s t o m e r s a second and t h i r d t i m e f o r c a r servicing. The t r i c k y p a r t of t h e whole game would b e p l a y e r ' s ability t o fool the public into thinking that t h e i r c a r i s b e t t e r than the one produced by competition. To a c c o m p l i s h t h i s objective, money which would have been allocated f o r product i m p r o v e m e n t i s spent, instead, on a d v e r t i s i n g . A s soon a s we have developed a playable prototype, Sargeant, we will p r e s e n t i t t o P a r k e r B r o t h e r s under a n a s s u m e d name..

THE GENERAL

.. .

m
The Infiltrator's Report
Quoting f r o m L I F E Magazine, Nov e m b e r 25th i s s u e , page 30, "Now c o m e s a g a m e , Shakespeare, that m a y b e in tune with the culture-conscious, affluent and violence haunted ' 6 0 ' s . T o m i x erudition a n d mayhem, the Avalon Hill Company h a s gone t o that g r e a t s o u r c e of both, William Shakespeare., The I m m o r t a l B a r d ' s plays a r e full of passion, d e s i r e , bloodshed a n d death everything that m a k e s life w o r t h living. Now we have a P a r c h e s s i - l i k e leapfrog of the gentlest, s w e e t e s t a n d l u s t i e s t c h a r a c t e r s in a l l l i t e r a t u r e t o e n t e r t a i n u s . " So s t a t e s Life c r i t i c , e s s a y i s t a n d g a m e - l o v e r , John F e r r i s , who i s one of t h o s e p e r s o n s who do c r o s s w o r d puzzles in sequence - in ink. T h i s r e view in toto covered two full columns. We have only quoted a tiny bit h e r e . T h i s review, a n d many o t h e r s l i k e i t a p p e a r i n g in daily newspaper book r e view columns h a s helped s p r e a d the Avalon Hill image. And you a l l laughed when we s a t down t o publish Shakespeare. I t s s u c c e s s m e a n s we s t a y out of bankruptcy c o u r t t o devote another y e a r t o o u r fir'st love - cranking out m o r e battle games. A r t Direction, the magazine of v i s u a l communication, h a s s e l e c t e d Avalon Hill's Shakespeare g a m e f o r i t s s f w h a t ' s B e s t - Packaging" h o n o r s . C r e d i t s go t o Jean B a e r and T o m Shaw f o r design; Mettee Studios, B a l t i m o r e , f o r photography; and, of c o u r s e , Avalon Hill f o r printing. Dana Homo i s quite miffed that The Avalon Hill r e s e a r c h and design staff i s not i n t e r e s t e d i n designing g a m e s of vintages e a r l i e r than 1914. I t ' s not t h a t we a r e not i n t e r e s t e d , Dana, the probl e m l i e s in the f a c t that i t i s v e r y difficult t o get p e r s o n a l i t i e s - s t i l l a l i v e who will authenticate the h i s t o r i c a l a c c u r a c y . Your a r g u m e n t , of c o u r s e , i s the f a c t that t h e r e a r e many excellent h i s t o r i c a l s o u r c e s on e a r l y w a r s , even books dealing with the 30 y e a r s w a r . In rebuttal, we a r e too e m b r o i l e d with o u r own 30 y e a r s w a r (Vietnam) to b e c o n c e r n e d with what h a s gone on in the past. N e v e r t h e l e s s , those of you who

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printed up announcements that a r e now available t o s u b s c r i b e r s f o r t h i s purpose. The f o r m s simply s t a t e that the p u r c h a s e r of that p a r t i c u l a r game should c a l l o r w r i t e such and such a person if he knows of no one e l s e who plays Avalon Hill Games. T h e s e 3" x 5 ' ' announcements a r e f r e e of c h a r g e t o s u b s c r i b e r s . . . t o get a stack simply send u s a standard envelope containing your name and a d d r e s s a n d f i r s t c l a s s postage. Make s u r e you specify "Announcements" on your o r d e r . Donald Greenwood. 128 Warren, S a y r e , P a . , announces the sponsorship of the t h i r d annual POW tournament. T h i s i s a closed tournament and not open t o individuals - only clubs with m e m b e r ship exceeding 5 m e m b e r s . The tournament i s t o s e t t l e once and f o r a l l the perennial question of which of the unlimited clubs in the nation i s r e a l l y the b e s t . It o f f e r s t h e s e willing factions a chance t o put up o r shut up - the winner t o b e given national recognition a n d a gigantic t e a m trophy. All e n t r i e s m u s t b e composed of a t l e a s t a 5 m a n t e a m with e i t h e r l o c a l o r dist r i b u t e d h e a d q u a r t e r s . A $2. 00 e n t r y f e e p e r t e a m , a n d a stamped self-add r e s s e d envelope, should b e sent t o Mr. Greenwood's Pennsylvania a d dress..

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Our i n f i l t r a t o r l a s t month ended up in the wrong c a m p ; he thought he was in G3 instead of Design 3. Our replacement f o r t h i s pistol-whippedunfortunate finds that the c o r r e c t a d d r e s s e s a r e : G3, c / o Ralph F e l l o w s , 613 S. C a s e , Michigan State U., E. Lansing, Mich., w h e r e the a m a t e u r w a r g a m e r can obtain blank c o u n t e r s a n d hex s h e e t s a t nominal c o s t s ; Design 3, c / o John A d a m s , 10 J u r a c k a Pkwy. , Schenectady, N.Y., who provides m i l i t a r y r e s e a r c h of a l l kinds f o r a f e e . S o r r y 'bout that, flfellowsf'. . .

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Many of you have obtained new opponents by a d v e r t i s i n g in the Opponents Wanted Section of t h i s magazine. S e v e r a l have gone one s t e p f u r t h e r a n d a d v e r t i s e d r i g h t in the g a m e s t h e m selves. By slipping a note into the g a m e s on the s t o r e shelves, they have been able t o m a k e acquaintances with potential new p u r c h a s e r s of Avalon Hill g a m e s . F r o m a n idea f i r s t p r e s e n t e d by Sgt. Louis Zocchi, Avalon Hill h a s

No sooner had we gotten underway with Shakespeare when we b e c a m e inf o r m e d that a r u m o r e x i s t ? saying that the plays of William Shakespeare w e r e w r i t t e n in r e a l i t y by Edward d e V e r e , 17th E a r l of Oxford, a n Elizabethan c o u r t i e r who enjoyed s o m e f a m e a s a m a n of l e t t e r s . A T h e s i s written in support of t h i s hyposthesis won a n a w a r d f o r i t s w r i t e r , D r . Leonard P . Siger, P h . D., Washington. D. C . , whose b r o t h e r owns the l a r g e s t Avalon Hill r e t a i l outlet in B a l t i m o r e , P o p ' s Discount, Belvedere n e a r York Roads. We don't c a r e what you say, p o p , w e ' r e not changing the n a m e of the g a m e , anym o r e than we would change the name of o u r Gettysburg g a m e t o Eisenhower just b e c a u s e i t w a s fought on the f a r m o f the 17th Dwight of Ike.

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