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nr. 50
Apr-May
. Conflict
ia
Tect Mique
FEATURING:
Berlin ‘85
AFTER-ACTION REPORT ON S&T 79's GAME plus...
PROBABILITY GUIDE TO TABLES AND CHARTS
Drive on Washington
PLAYTESTER’S INSIDE REPORT ON
NEW 7SS SERIES GAME
On the Eastfront
A! COMPREHENSIVE REVIEW OF 29 GAMES
PREVIEW OF 7/TO (S&T 81's Partisan aa Game)
GDW's PEARL HARBOR GETS BOM2 MOVESnr.50, published April/May 1980
Cirewlation: 9100
Editor/Executive Art Director Redmond A. Simonsen,
Robert J. Ryer
Manfred F. Milkuhn
19 Editors
Greg Costikyan, James F. Dunnigan, Eric Goldberg, Phil Kosnett,
Steve List, Thomas G. Pratuch, Charles Vasey
[MOVES Menazine copyright © 1980, Sinlaions Publaton, Ie, Printed in U.S.A, Alright reserved All
‘stra and general al shou be adresse to Simulations Publications nc 257 Park Avene South, N-¥)N-Y
Ta010. MOVES spublahed i monty. One year subscriptions (ass are valble for8940(US). Back ses oF
singe copies of te curtent ise are avalabeat 82.0 per cop. Please emi by check of money over (US und).
Printing and Binding by Welly Pes, n., Framingham, Mass
ARTICLE SUBMISSIONS: Readers are invited to submit articles for posible publication in MOVES Mapai,
‘Manuscrips mast be typewsten, doublespaced, on 8/s¥I1 fit bond, with genera lin length of 38 fo €S
‘haracters les include you as name and pape umber on eas page, and your ame adress, phone numer,
Sues ite ad honocarlum preference on the cover page. With submsion,aclade a stamped self are
Postcard wth the name of your atl on the mesa side. Artes and iluiation cannot beretuned In nn
ance, however, can SPI assume fesponsblty for Manwscrips ahd isaons not special sols
In this issue.
Berlin '85 After Action Report ‘NICK KARP
The Tables of Berlin ‘RA. HAMMER 12
Rough Going in 4 Eno
STEVELIST 22
REDMOND A, SIMONSEN 2
Designer's Notes SPIRGD STAFF 3
MOVES in English CHARLES VASEY fod.)
Forward Observer ‘ERIC GOLDBERG 31
Feedback/Playback Questions VOX POPUL, VOX DEI w
Simulations Pubication, ine., 257 Park Avenue South, New York, N.Y. 10010
1 SRS
(Cover: MoD photo sa Georse Forty, Modern Combat Vehicle I: Chain, an Allen Lt 1979)
Opening
Moves
I's mainly the echoes of pagan belief
that we all carry around in our skulls that
cause editors to remark upon the 50th this or
the 100th that and draw some sort of mystical
significance out of simple-minded mumer-
ology. Nevertheless, I'll use the pseudo-
‘occasion of MOVES" fiftieth issue to herald
afew new directions in the magazine's
editorial makeup and re-affirm some of our
basic policies.
1, We've done it on a hitor-miss basis
before, but this time we mean it: every issue
of MOVES will have an article on the pre-
vious S&T game (not necessarily as big as the
Berlin piece inthis issue but substantial none-
theless). Whenever possible, MOVES will
also carry an article on the most recent Ares
game. In this way we'll manage to present
editorial material we know to be timely and
iil since most of you will have the game.
2. More critical pieces will appear surveying
the games of a given category — in the man-
ner of this issue's Eastfront article. When-
‘ever possible the writers will be non-staft
members (as is Steve List, who even though
carried on the masthead as a contributing
editor is not an employee of SPI). Notwith-
standing the fact that, in the main, SPI staff
‘members are the most critical of their own ef-
forts, many readers would reflexively snort
in disbelief if a staffer critiqued the products
of his own company in the pages of a
magazine produced by that company.
MOVES strives to avoid even the appearance
fof such conflict of interest situations when
reviewing product — so reviews or critiques
of SPI games will be written by non-staffers
(even though they may be familiar names to
you, such as List, Costikyan, et al, they'll
not 'be people who derive their livelihood
from this giant corporation),
3. Presuming the gamer population writes
them for me, we'll continue to publish ar-
ticles and reviews on non-SPI games. We do
this not because we're altruists, but because
we're realists and we have an audience to
serve. Some writers (and some people in the
trade who should know better) persist in
assuming MOVES to be a house propaganda
‘organ that will oly deal with SPI games, I'm
continually irritated by this lazy presumption
— we take great pains to avoid that house
‘organ trap and would be pleased if our
dividualism and independence were at least
acknowledged (— we're not looking for
‘praise for doing what we should do anyway).
4. Experimentation: I'ye a number of things
16 try in the upcoming year of MOVES —
whether [get to them a is a matter yet to be
determined — but I'd like to run some of
them by you for comment:
a. Design and Realty: short pieces (a page or
vo) explaining the actuality being repre-sented by some of the standard techniques of
‘games. For example, we're all conditioned to
accept the reasonabilty of a “Zone of Con-
trol,” but do you have a clear idea of what
"hat game mechanic realy simulates?
b. Balance Reports: statistical and anecdotal
analysis of the play balance of a wide selec-
tion of games. Each report would present
pethaps as many asa dozen games with com-
‘ment and data on each one's balance and
playability characteristics,
¢, Standard Rules for Gamers: this is one
ve talked of before — a series of one page
modules (one or two per issue) giving the
standard rules and main variants for the core
‘of game mechanics shared by about 70% of
the games on the market today. The purpose
would be to provide succinct rules modules
and standard language for home-brewed
rules and, in fact, for professionals. Ter-
‘minology would be developed to characterize
each main variation of the rules so that ex-
perienced gamers could be given a shorthand
description of a set of rule by titles only.
. MOVES Readers and Editors Awards:
the readers will nominate games (of all
publishers) from those published in 1980,
The editors of MOVES plus other editors
and critics in the industry will ast ballots on
those nominated, and so will the readers (the
reader representation in the final ballot will
be a weighted fraction of the total
critic/reader balloting). In this way [ hope to
strike a balance between populism and
elitism such that the winners will represent a
blend of professional judgment and
gamers’ experiences. The awards categories
will be kept to a merciful minimum, Awards
will nor be given to companies, rather they
will be awarded to the principal individuals
who design the winning titles.
We'd like 10 hear from you (and get
both your reactions to these proposals and
suagestions on others) I'm not going to pre-
feedback these experiments, rather we'll test,
them “live” and let you react to the whole
animal, okay?
Don’t forget that Origins *80 is almost
‘upon us — June 27 through 29, So wend your
way to Widener College and say hello. If you
rnced more information, contact Origins 80,
PO Box 139, Middletown, NJ 07748,
— RAS
Shae
fe.
INSTRUCTIONS TO AUTHORS
FOR MOVES ARTICLES
Mos: ofthe articles in MOVES are written
by ts readers. We'd like you togiveita ry —if
‘your article s wel written and on a subject of
ierest co readers, there's a good chance twill
‘ee publication, The Subject of your article i
up {0 you. From time 10 time the Editor will
Suggest potential atile topes, Don’ tbe afraid
towete on other publishers games — MOVES
is nota "house organ” that ignores the rest of
the gaming world
‘Types of Articles. The kinds of articles
we're looking. for fall into the following
soneralcatezories
1. Operational énalysis, Deals with the tactics
and strategy of playin aspecifc game.
2 Game Profile/Review. Description of
tame or games with particular attention to its
Simuational system and playability. Any ert
«ism must be well-supported by logical argu
‘ment and fact (not simply personal opinion).
3. Documented Play. Description of and com-
‘ment on the move-by-move progress ofan a
{wal two-player or multi-player game, Doct:
‘mented play should be the result of several
playing, the most relevant of which being the
Subject ofthe article
44 Fleld Report, Provides organized, valid in
formation on some aspect of confit simul
ion of general interest
5. Scenarioplex. An experimental section of
Scenarios (each no longer than two typewritten
pages) in thesivle ofthe patent game rules,
6. Foomotes. Short essays (no longer than $00
words) on almost any subject related to gam-
ing. Nohonorarium is paid for Footnotes.
7. Miscellaneous. Anil that don’t fit in the
specific categories, but which the author fels
appropriate fr publication in MOVES.
Manuscript Requirements. Typewriten,
double-spaced on white bond, Line length $$
ta 65 characters; no more than 25 lines per
page. Min-may length: 6 10 30. manuseript
pages Pages should be numbered and tagged
tvith author's last name. Cover sheet shoud
bse date written, fullname, address, phone
hhumber, suggested title, and honorarium
preference
‘Monorariums. For all published submis:
sions (xcept letters and Footnotes) MOVES
Magazine pays an honorarium atthe rate of $5
per running 10" of edited tex, caleulated tothe
nearest half column, Alternatively, Authors
may elect ta take their honorarium in SPL pro-
ucts at the rate of $10 per 10" rendered
‘against thelist price of the tems, Honorariums
(ash or credit slip) will be rendered 30 days
afte publication
‘Copyrights and Agreement are located on
tne backtlap of the Feedback card inthis issue
A facsimile may be used,
Please include with your submission a
stamped, self-addressed postcard, On the
message side ofthe card write the name of your
Arle, This caed will be used 1 inform you of
the status of your submission, Articles and ls
slrations cannot be returned. Address all sub-
Redmond Simonsen, Editor, MOVES
MAGAZINE, SPI, 257 Park Avenue South,
New York, Nv, 10010
Uritsh Isles. Readers in the British Isles
wishing to submit articles 10 MOVES should
iret their submissions and correspondence to
‘Charles Vasey, § Albion Terrace,
Guisborouah, Cleveland TSI46JH, UK
Designers
Notes
Tito
My main task in designing Tito was to
translate into game terms a wealth of distin:
tive factors, many of them unique to the
Balkan theater, that went into the conflict
between the Axis and the Yugoslav guerrillas
between April 1941 and the end of World
‘War 11 in May 1945,
I started out with the concept that the
conflict was a war within a war within a war.
‘The Axis was fighting the Allies on the major
battlefronts, and what was happening in the
Mediterranean and in the Soviet Union had
Indirect but important effects on the war
against the guerrillas. But the guerrillas,
while battling the Axis, were at each other's
throats. There were two rival guerrilla Fac-
tions: the Communist-ed Partisans headed
by Marshal Tito, and the predominantly Ser-
bian, pro-royalist Cheiniks. Not only was the
resolution of the war against the Axisat stake
for both, but the political makeup of postwar
Yugoslavia hung in the balance as well. And
the guerrillas were not the only ones with in-
ternal differences. Germany, as head of the
Axis bloc, saw its position in the Balkans
seriously weakened by the collapse of Italy in
September 1943 and the defection of
Bulgaria to the Soviet side a year later.
‘The polyglot makeup of Yugoslavia also
hhad to be factored in, Here isa country with
six major ethnic groups, three languages, and
three religions — a Situation that made
Yugoslavia a microcosm of the fragmented
Balkans, This fragmentation and its signifi-
cant influence on operations during the guer-
rilla war could not be ignored. For example,
the regions of Serbia and Montenegro had to
bbe depicted as the Chetnik strongholds they
were, while the rest of the country had to be
shown as more hospitable to the broader-
based National Liberation Army of Tito.
On top of this crazy-quilt-political-
ethnie situation, the Axis, after its lightning
military conquest of Yugoslavia in Apeil,
1941, superimposed a fragmentation of its
own, Parts of the country were annexed
outright by Germany, Italy, Bulgaria, and
Hungary, and the rest of the land was carved
into occupation zones overseen by the Ger-
‘mans, Italians, and Bulgarians. Into the mix
were tossed the not inconsiderable pro-Axis
‘ethnic elements in Yugoslavia, mainly Croats,
and Serbs, who formed national armies of
their own, In true Balkans fashion, the oc-
cupation zones, which in certain cases cut
across traditional ethnic boundaries, caused
the Axis considerable problems in mounting
a coordinated effort against the guerrillas.
In strategic terms, Yugoslavia was im-
‘mensely important to the Germans, Some
50M of Germany's oil, all its chromium,
60% of its bauxite,.and almost a quarter of
its copper and antimony came from the
ominif opoeeDOCUMENTED PLAY
BERLIN 385. After Action Report
he ‘Diary’asa
a Me
Behind the Scenes File #3257: As Berlin 85
‘was drawing to a close in production-iand,
the developer and the R&D manager ac-
costed the Art Director (your Editor) and fob-
bied strenuously to have the very complex
map done in a certain style. The Art Director
told them not to worry about it, that it was
his concern. Still they persisted, (in fact vir-
tually insisted) saying that the map was so
‘complex that unless it were done in the style
they wanted the game would suffer harm
{and that players would become confused,
Well, did you? Redmond
SPI’s Berlin ’85 is a detailed simulation
of a hypothetical assault on the enclave of
West Berlin by Soviet and East German
forces within the context of a conventional
war between NATO and the Warsaw Pact.
Berlin °85 was originally published in S&T
79, together with an article on the game's
subject and a short module titled “Berlin
Diary." The latter described one possible
outcome for the situation being simulated in
the game.
This After Action Report assumes that
the events described in “Berlin Diary" ac-
tually occurred and portrays those events us-
ing the counters and map from the game 10
assist readers in visualizing the course of bat-
tle. For convenience, the battle has been
broken down into blocks of time equal to
Berlin '85 Game-Turns (8 hours per Turn),
Where appropriate, hex numbers of land-
‘marks and unit positions have been included
for ease of reference. Readers are encouraged
to set up the game and follow the narrative
bby moving their own counters across the map
to recreate the flow of events. The incidents
described in "Berlin Diary"” and simulated
herein were culled from typical playtests of
Berlin ’85 taking place in the offices of SPL
Game-Turn 1:
4 August, 0400-1200 hours
‘The units of the 20th Guards Army left
their barracks early on the morning of 4
August and, a few hours before dawn, were
converging on West Berlin from the north
(6th Guards), south (14th Guards and 34th
Guards artillery), and west (19th mechanized
division). Southwest of the city, the Ist East
German mech (alerted at the last possible
hour for security reasons) also began moving
towards the city. In reserve were the 103rd
Guards parachute division and several thou:
sand East Berlin police (not even alerted until,
moments before the assault).
Game
‘The 6th Guards mounted a three-pronged
attack into the French zone, sending one
regiment along the Berliner Ring to atack
from the east, a second across the Havel and
into the Berliner Forst Spandau to flank the
French from the west, and a third south in a
drive on Foch barracks (1531) and the Tegel
Flughafen (1626, 1727, 1826, 1927, 2026).
‘The western prong crashed through the
border perimeter at Fronhau and Herms-
dorf and moved deep into the British Zone
west of the Havel while the central prong.
drove the disorganized French out of the
Foch Barracks. The eastern prong was much
slower making a penetration.
‘West of the city, the 19th had been
assigned Gatow Flugplatz as its primary ob-
jective G118, 3119, 3218, 3219), and two en-
tire regiments were deployed fo take both the
airfield and the Montgomery Barracks to the
south (3217). One regiment, deployed to the
north of the airfield, was ‘repulsed by the
Royal Anglians, RSDG, and a company of
police from nearby Gross Glienicke. Even-
tually, the 19th captured the northernmost
part of the Gatow runways (3219) by driving
back the police company. Meanwhile, the
Royal Anglians were attacked from north
and west simultaneously and pinned down by
two battalions of the 19th, North of the
Gatow area, near Staaken checkpoint, one
regiment of the 191h was in position to pro-
tect the flank of the force attacking Gatow
airfield.
Further south, in the Wannsee area, the
Ist East German Division crossed ' the
Briegnitzen and overran the bulk of the
island community. Only a solitary police
‘company (3113) remained on the island. An
initial attempt at rooting out this company
fended in heavy casualties for the East Ger-
‘mans. On the mainland, two companies of
police guarding the Kohihasenbruck border
crossing were assaulted by four battalions of
East Germans supported by rocket fire and
air strikes. The police were simply brushed
aside, and the border positions (3210 and
3311) were taken with insignificant losses.
However, attempts by the East Germans to
cross the Teltowkanal were temporarily
halted when demolition teams successfully
knocked out most of the bridges in the area
(3210/3211, 3211/3311, 3311/3312).
The 1dth Guards’ found the southern
perimeter lightly guarded and easily broke in-
to the city, taking most of Rudow, Buckow,
and Matienfelde without opposition.
However, heavy going in the urbanized por-
tions of thecity and rapid deployment of U.S,
troops prevented them from reaching their
primary objective, Tempelhof Flughafen
(1014, 1015, 1115, 1116, 1215). A key factor
in halting the 14th Guards’ march was the
positioning of the U.S. 3/6 ina strong block-
ing position (1310) along the main north-
south road into the Templehof area.
Behind the 14th Guards, the 34th
Guards artillery entered the city and moved
up close to the FEBA so as to bring as much
of the city as possible under their guns.
‘The defenders’ response was feeble.
Much of the outlying area of the enclave had
been lost, although the densely populated ci-
ty center femained in western hands, The sur-
prise of the initial assault resulted in great
sins for the Warsaw Pact in almost all parts
of Berlin, Only in the westernmost parts of
the British Zone had the Warsaw Pact forces
been brought to heel without the loss of
much ground. Here, the RSDG and Royal
Anglians managed to keep most of the air-
field of Gatow in NATO hands. They were
reinforced by the Welsh guards, who were at-
tempting to hold open communications be-
tween the British in Gatow and their country-
men in Spandau. The Green Howards and
the parachute regiment battalion were held in
reserve behind a sereen of half a dozen
police companies in Staaken and Spandaw,
‘The Ist and 2nd battalions of the 40th Royal
Aniillery took up residence in the vicinity of.
the Olympic Stadium (2222) with a fire con-
trol center in the citadel (2425)
‘The Americans were more sluggish than
the British, but were still able o set up a line
with the aid of several police companies. The
2/6was the anchor at the western edge of the
Tine (3012), while the rest ofthe line, running
‘along the border until Marienfelde, was held
by U.S. military police (2812) and police called
in from Dahlem, Nikolasse, and Zehlendort.
‘The rest of the American force deployed in a
rough line about four kilometers south of the
Teltowkanal, just north of the advancing
Soviets. The 3/6 and 4/6 blocked the two
main routes up through the Mariendorf,
Damm Lichtenrader and Allee Grobbeeren
(1310, 1510), while the Special Forces
Detachment Berlin (SFDB) moved east from
their barracks to guard the southern ap-
proaches to ‘Tempelhof Airfield (0912).
Company F, 40th Armored set up a line west
‘of the 6th (in 1710), deploying to protect the
American barracks north of the Teltow.
Three police companies also helped to fill the
American line, Behind the Telow, U.S.
Headquarters hastily positioned the Labor
Guards Service and Support Battle Groups(2616 and 1415) to fill any breaks that might
be formed under the anticipated heavy
assault
In the northern sections of the city, the
Lith Armored and the 46th mech set up aline
(1228, 1330) to guard their right flank against
the regiments of the 6th Guards nearing the
border through East Berlin, However,
French forces did not begin to move until
jore than an hour after davtn. As a result,
they were still preparing their defenses on
their northern flank as the first units of the
jon: 4 August, 1200hours
6th Guards moved into
rear area was guarded
from Tegel and Wed
seemed likely 10 pei
the defenses and ca
talions of the 6th Guards, Poorly prepared
surrounding the barracks, the F
‘quickly driven south in what amounted 10 a
rout, The French did not suffer as badly as
1- they might have, however, since
Game-Turn Two:
4 Au ¥
1200-2000
Foch Barracks had
ack from three bat
held its ground and
tacking battalions, f6
the north, Further west, in a litle wedge of
buildings northeast of the Teleger See (1730),
an attack by the 6th Guards was repulsed by a
large police formation.
In the west, the British in Spandau were
under heavy atiack by the 19th and a regi
‘ment of the 6th Guards. No NATO forces re-
‘mained in the triangle north of the Teleger
See and east of the Havel, so the Soviet
forces advanced against the British without
danger to their flanks. A battalion of the 6th
Guards engaged the Ist battalion of the
British Paratroop Regiment (2529), and, as
he other two battalions from the 6th pushed
through the Berliner Forst Spandau, the
paratroops were pushed back into Spandau
proper (2528) under heavy air bombardment.
‘Two battalions from the 19th pushed against
the police company that was holding in
Staaken (2926), and with support from the
34th Guards’ long-range artillery, the police
were destroyed,
In the British Zone, the struggle for
Gatow Airfield continued. With an entire
regiment attacking the airfield — and the
‘buildings around it coming to pieces under
Soviet artillery barrages — the police com-
pany guarding the western edge of Gatow
119) was forced to disperse, The Royal
Aneglians still managed to hold out, but with
their northern flank gone, the Anglians (ook
heavier losses as the evening wore on.
All through the afternoon, there was
heavy fighting on Wannsee as two battalions
from the Ist East German struggled to sub-
ddue the police company holding out amid the
rubbled buildings at the Eastern end of the
island (3113). The police were fighting hard,
but were slowly being worn away.
The rest of the Ist East German threw
itself against the line in Nikolasse and
‘Schonow. With air support, three battalions
attacked the 2/6, which held fairly easily in
its barracks (3012). The military police, a few
kilometers 10 the east (2812), were not so
lucky, however, Not prepared for the weight
of the East German assault, the unit crumbled,
although it did manage to pick off almost an
entire battalion as it made its way through
the Duppel Forst 2912). With support from
the 34th Guards, 1wo more battalions tried to
work their way across the Teltow, opposed
only by a company of police concealed
among the buildings along the canal (2410),
but their bridging attempis failed, and they
remained on the south bank as the sun set
Along the Eastern sections of the
American line, the situation was less tense as
the 14th Guards seemed content to simply
probe the strong American line. A few patrol
conflicts broke out, but there was very ltde
fighting of consequence. The 14th Guards
‘moved up to face the American line, but their
commanding officer was unable to procure
enough artillery support to make a major
assault against the American positions
worthwhile
‘Once the Warsaw Pact forces had begun
the assault in earnest, there was very little
strategy to the NATO defense, NATO forces
were foo scarce to save any as reserves, and
‘once a unit entered combat, it was usually
engaged 0 stay. Consequently, other than a
few artillery formations, the only defending
units which were not yet committed were a
few police companies being organized in the
center ofthe city and the U.S, Labor Guards
Service and Support Battle Group, both
paramilitary formations,
Lines held during the afternoon along
all flanks, but in the south the line of police
along the border 2512, 2510, 2210) was forced
to pull back a few kilometers after the col-
lapse ofthe U.S. MP unit, The 2/6 was trapped
almost two kilometers’ behind the newly-
formed line, but maintaining contact with its
barracks (3012) and defending heavily rubbled
ground, the 2/6 managed to survive with
very few losses.
In the British Zone of the city, the Welsh
Guards took up a position in the Gatower
Heide (3019) as the fighting over Gatow cor
tinued, The Green Howards and the Ist bat-
talion of the Paratroop Regiment were
engaged against massed battalions of the
19th and 6th Guards, but their lines around
‘Staaken (2823) and the southern fringes of
Berliner Forst Spandau (2528) were un-
broken, although the paratroops were forced
to pull back about a kilometer to keep from
being flanked. The fighting around Gatow
continued as dusk approached, with the
Royal Anglians rapidly failing under heavy
Soviet artillery fre
The French also continued to hold well
in most places, although the 46th was driven
back almost two kilometers (0 1428) from its
initial line. ‘The French Recon stopped its
retreat irom Foch just north of Tegel Airfield
(1828), regrouped, and began to head north
as darkness fell.. More police companies
streamed in to reinforce the line against the
intrusions from East Berlin, Soon there were
only three formations guarding the area
behind the French lines,
Game-Turn Three:
4-5 August, 2000-0400
AAs night fell on Berlin, the assault went
‘on with mounting ferocity. Allaround the ci-
ty the defenders got no rest as Warsaw Pact,
divisions moved in on all sides. Deprived of.
air support by the cover of night, the at-
tackers were less effective in open combat.
‘On the other hand, NATO was harder put to
prevent infiltration because of reduced
Visibility.
In the north, the 6th Guards tried to
take advantage of the disorganization of the
hhastily regrouped French Recon (1728) 10 slip
through the thin French line. The Recon
was alert enough to detect the move,
however, and two Soviet battalions were
repulsed with severe casualties. At the north-
‘em tip of the Tegeler See (1730), the 6th
Guards committed a regiment to destroy aheavily fortified police unit which, cut off
from supplies and the rest of the French
Zone, was quickly extinguished
Tn the north of the British Zone, the
fighting spread in the dark, with individual
battalions from the 19th attacking police
companies along the Western line (2825,
2827) and_a third attacking the Green
Howards 2724), who were defending the
southern flank of the British position in
Spandau. Just north, the three battalions
‘that the 6th Guards had sent to aid the 19th
concentrated on the Ist battalion of the
Paratroop Regiment, which gave way under
the assault and fell back into Neustad
2527), allowing the northern end of the
police line to the west (2827) 10 be surround
ed by the advancing Soviets
‘As the night wore on, the fighting
around Gatow became more desperate.
Caught by the collapse of RSDG to the
south, the Royal Anglians (3318) had come
under attack from all sides, Out of ammuni-
tion and beset by four battalions, the
Anglians were simply squeezed until they fell
a little after midnight. All but the eastern-
most edges of Gatow was now under the con-
trol of the 19th and, south of Spandau, only
the Welsh Guards (3019) and a few police
companies guarded the west bank of the
Havel
(On Wannsee, the remnants of two bat-
talions of the Ist East German made quick
‘work of what remained of the police com
pany holding the island and, by shortly after
midnight, the battalions were preparing (0
cross Gross Wannsee. Just as they approached
the bridge across the inlet (3012, 3113),
however, it was blown out by engineers from
the 2nd of the 6th, surrounded with its back
to the lake (3012). The 2nd of the 6th held
out surprisingly well during the night, show-
ing the East Germans that four-to-one supe
jority in numbers was not enough against
well-trained troops. Artillery rained down
from the 34th Guards, but as buildings were
destroyed they only became easier for the
2nd of the 6th to defend
In Mariendorf and Britz, the 14th
Guards continued only to probe without ma-
jor attacks. A few units attempted to sneak
down side streets t0. cut in behind the
American line, but the 4th of the 6th caught
them in an ambush and turned their attack
into a rout, Fighting erupted shortly after
‘midnight when the Special Forces Detach:
ment engaged a regiment from the 14th
Guards as they approached the Teliow from
the South (0911). Disoriented in the
darkness, the Soviets took heavy losses
before retiring, One battalion of the 14th
tried 10 infiltrate through the subways in
Bricz (0711) while the Special Forces were
engaged, but they were stopped by a com
pany of police who destroyed the tunnels,
trapping themselves to hold the Soviets. In
fierce fighting along the narrow subway, the
police took down almost half of the battalion
before succumbing,
All around the city, NATO's lines re-
mained fairly firm, shifting a few kilometers
here and there, but maintaining a constant
front against the attackers. The Warsaw
act's great superiority in numbers and
firepower was daunting, but less effective
because of the difficulty of the terrain. The
assaulting forces were being slowly drained
and, by dawn on the Sth, their losses
amounted to almost a division as they tried 10
dislodge the stubborn defenders. NATO
Forces were also weakening, but they were
steadier than had been expected
Soon afier nightfall, the French had
pulled back to positions just afew kilometers
North of Tegel Airfield, but for the rest of
the night they fought hard and kept the 6th
Guards from advancing across their line
(1628-1427-1227). The 11th Armored began
to take heavy losses among its vehicles, but
held in position at the Eastern edge of the
French line (1227),
Over in Spandau, the Green Howards
made a desperate attempt to salvage the
situation in the South of the zone and
pethaps save what remained of the Royal
Anglians in Gatow. Disengaging from the
battalion that was pressing against it, the
Howards crossed the border into East Ger-
many. They were stopped just across the
border and were repulsed (back to 2823), but
‘wo battalions from the 19th were also forced
to withdraw from the attack to stop their ad-
vance. The Welsh Guards pulled back to de-
fend the West bank of the Havel (2819) and
prepared to withdraw across it as soon as the
fighting ended south of Gatow, now defend-
ed solely by a police company (3216).
On the Southern front the 2nd of the 6th
continued to hold against almost half a divi-
sion, The Labor Guards Service, one of the
last reserve units in the American zone, moved.
to cover the Schwanenwerder (3018) just
across from Wannsee, a position now threat-
fened by the plight of the 2nd of the 6th and
by the fall of Wannsee across the water
Game-Turn Four:
5 August, 0400-1200
Early on the morning of the Sth, the
03rd Guards Airborne was committed to
the attack on Berlin, and by afew hours after
«dawn the transport planes were buzzing over
the American zane. The entire division dropped
behind the front, cutting off the western sec-
tion of the American line, One regiment
dropped in the Berliner Forst Grunewald.
“Two battalions landed safely (2816 and 2615)
amid the trees, but the third was blown
across the Krumme Lanke directly over a
company of police (2415) who chopped them
‘out of the sky before they had a chance to
land, The 2nd of the 6th had managed to
repuise the Ist East German's assault and
hhad pulled back to rejoin the rest of the line
at the tip of the forest (2814), but the drop
now surrounded it again, along with the
Labor Guard Service (2915) and two police
companies (2613, 2412). Pressed by the Ist
East German and unable to retreat because
Of the 103rd Guards, the two police com-
panies disintegrated, leaving the two Ameri-
can formations isolated,
Another regiment of the 103d Guards
dropped around the American High Com-
mission (2316, 2213,2215). The third regi-
7
‘ment dropped around the crossings south of
MeNair Barracks (1811, 2011, 2012). One of
the battalions ran into trouble on the descent
over the barracks as it came down near a
police company’s reserve station (2013), but
all of the other battalions landed with most
of their personal and equipment still intact
The American forces in Lichterfeide
were being hemmed in as the 14th Guards
opened up their first major offensive in the
south, using almost all the airpower allocated
tothe assault and about half the firepower of
the 34th Guards to mop up the American line
before it could withdraw behind the Teltow.
‘The 3rd of the 6th was effectively destroyed
along with a supporting police company, but
the 4th of the 6th, the 40th Armored, and
another police formation managed to pull
back across the canal. Trying to prevent the
retreat, the 14th Guards lost almost half a
regiment in risky maneuvers across open
ground. Nevertheless, by noon the entire
‘American zone was under Warsaw Pact con-
trol, except for the area around Tempelhof
Airfield, the southern tip of the Berliner
Forst Grunewald, and three pockets (2312,
2111, and 1409) held by surrounded police
formations along what had been the Ameri
can line,
In the French sector, things were look-
ing equally bad. The lth Armored was
pushed back almost two kilometers through
Reinikendorf to the edge of Tegel Airfield
(1426). The French Recon Company and the
46th Mech held the line to the north of the
runways (1527, 1828), but took heavy losses
to stem an attack by three battalions of the
6ih Guards. A police company collapsed on
the eastern flank, and a formation from East
Berlin came through the hole inthe line into
‘Wedding, harassing the French rear area and
moving t0 cut off another police company 10
the north, West of the French line, a bat-
talion from the 6th Guards crossed the
Tegeler See, and by midday they were
prevented from reaching Tegel only by one
company of police that had been assigned to
guard the lake's southern bank (2027). Low
‘on supplies after the Fall of Foch barracks,
the French position in Tegel wavered as its
flanks gave in
In the north, the eastern flank of the
French line held firm against an attack by
East Berlin border police, called in toassist in
the assault. All along the Wall, from the
French sector down (0 just east of
Templehof, the borders were under attack
from East Berlin. Nearly ten companies of
West Berlin police had stayed on duty along
the Wall, so the East Berlin police were
unable 10 infiltrate the city, but the police
companies guarding the Wall meant that
many fewer reserves available to aid in the
more critical fighting in other areas of the city
‘Across the Have, the British were pushed
back into their barracks in Spandau. Only
half the manpower of the original wo
regiments that had been sent to attack Span-
ddau remained, but the British had also suf=
fered greatly in their tough defense. Weakened
by long range rockets from the 34th, they
were forced to give ground until they hadtheir backs to the Havel, Without the British
along the line, the two police companies that
hhad been holding East of Staaken (2727,
2725) fell, leaving the decimated British
alone in Spandau (Green Howards, 2628;
Paratroop Regiment 2625). In the south of
the British zone, the Welsh Guards launched
a delaying action to prevent the 19th from
crossing the Havel, but when the last NATO
forces in Gatow fell and nearly four bat-
talions began 10 concentrate against them,
the Guards crossed the lake, along with a
police company that had remained on the
‘west bank, to defend from across the water.
Game-Turn Five:
5 August, 1200
‘The morning of the Sth had been
disastrous for NATO, and the afternoon
continued to wear away their defense. In the
north, the French were all but routed as sup-
plies wore thin in Tegel, The French defense
continued to weaken until the line collapsed
in mid-afternoon, when the 11th Armored
was surrounded and destroyed at the eastern
edge of the airfield. The French Recon and
the 46th retreated quickly to positions just
north of the Hohenzollernkanal (1324,
1726), but both lost almost a quarter of their
remaining strength trying to delay the Soviet
capture of Tegel. The airfield was quickly
captured anyway, but the 6th had to sacrifice
a number of troops to bring down the French
holed up in the Junfernherde, just north of
the runways. All the remaining personnel in
Tegel and Wedding prepared 10 cross the
canal into the industrial sector north of the
Spree as night began to fal.
‘The British continued to hold out in
Spandau, inflicting heavy casualties on the
19th and 6th Guards when they tried to dis-
lodge them from their barracks. The
Paratroop Regiment began to crack under
the pressure from the 6th Guards as the sun
set, however, and the Green Howards
prepared to bring the last survivors on the
‘west bank across the Havel in the event the
Paratroop regiment collapsed completely.
‘Along the southern front, a makeshift
line was formed in front of the 103rd Guards,
drop, constructed of American forces that
had "managed to pull back behind the
paratroops and police that had come down
from the center of the city. The Support Bat-
tle Group 2116) and the U.S. Headquarters
(2317) held the Grunewald section of the line,
along with a police company (2717), Along
the north bank of the Teltow, the 4th of the
6h (1314), the 40th Armored (1613), and the
Special Forces Detachment (1013) tried 10
hold the crossings with the aid of a couple of
police detachments (1814, 0813). All the ar
tillery NATO had in thearea concentrated on
the POL dumps south of the Teltow (1411,
1412, 1512) and by mid-afternoon flames
were’ raging on a two kilometer front along
the canal, The 14th Guards continued (0
press north, putting pressure on the 40th Ar-
mored and especially on the Special Forces
Detachment guarding the southern flank of
Templehof. One battalion crossed into
Neukoln on an undestroyed bridge alongDamm Hermann, and with more than two
‘other battalions attacking aeross the canal
they tried to crack the Special Forces. The
unit held, however, and drove the battalions
back into Britz
Further to the West, the 103d Guards
threw themselves at the newly-formed line
just North of their drop zones, attempting 10
disrupt the defense before it could be proper=
ly. organized. A police company was
destroyed south of the Grunwaldsee, but
elsewhere the comparatively lightly armed
paratroops found the line better prepared
than they had expected. The 103rd sustained
horrendous losses in fruitless assaults against
the U.S. HQ and the police company guard-
ing the autobahn through the Grunewald.
Behind the main fighting in the south,
the Ist East German battled to do away with
the pockets that had formed after the
paratroops had dropped. Four battalions
dealt with wo companies of police (2312,
2111) near the U.S. barracks north of the
Teltow. The companies were cut off and ex-
pending ammunition quickly, and when
shells from the 34th Guards began raining
down, they had no alternative but to sur-
render. South of the Grunewald, five burat-
‘out battalions from the Ist East German,
totalling perhaps a weak regiment in
strength, attacked the Labor Guard Service
and the 2nd of the 6th. The former (2915)
had already sustained heavy losses and was
quickly forced to surrender, but the 2nd of
the 6th (2814) was stil fighting well, despite
having been in the thick of combat for more
than thirty hours. Ammunition began run-
ning short, but the unit held out and took
down tank after tank across the Schlachten-
see, As night was falling, the unit remained
alive more than five kilometers away from
the nearest friendly unit. Another unit,
police company, was also holed up behind
the lines after the drop (1810), but two bat
lalions from the lath Guards pushed it back
toward the Teltow, and it went too clase to a
POL dump by the water (1211), As fire from
the 34th Guards less than five kilometers
away bracketed the company, shells im-
pacied among the fuel tanks and the unit was
‘caught in a firestorm,
By nightiall on the sccond day of the
assault, the situation seemed very dim for the
defenders. Every flank had been pushed in,
and Warsaw Pact forces controlled the out”
skirts of the city. The attacking troops had
weakened almost as fast as the defenders,
however, and the garrison stood resolute in
the knowledge that i they could hold out for
a few more days, the tremendously costly
assault might be discontinued. The Garrison
‘Commander sent word to NATO High Com-
mand in the West that one brigade's worth of
reinforcements might save the city, but it was
decided that the airspace along the corridor
to Berlin was 100 insecure for such a
Game-Turn Six:
5-6 August, 2000-0400
During the night, the attack closed in on
all sides, The French were all but wiped out
a they attempted to withdraw across the
Hohenzollern, The 6th Guards pressed them
into the canal as rockets from the 34th
Guards rained down around them. The
French artillery erossed the eanal before the
6th Guards’ offensive began to take hold,
bbut Secteur Francais and the 46th were
massacred before they could follow. Most of
the bridges across the canal were blown as the
Soviets approached, but as soon as the 6th
Guards reached the canal, engineer units
began to throw pontoons across. By shortly
after midnight, the 6th Guards had almost
two battalions moving toward the Spree,
defended only by the French artillery (1721)
and a few police companies that had
withdrawa from the north several hours
earlier (1922, 2023).
Just as night became early morning, the
west banks of the Havel fell to the 19th. The
Green Howards collapsed under the pressure
of two days’ constant combat, and the
Paratroop Regiment disintegrated under
heavy artillery bombardment, The destrue-
tion of the two units came so quickly that
detachments from the 19th were able to
secure the bridges across the Havel (2424/2525,
2425/2426) before they could be blown and, &
few hours before dawn, almost four bat-
talions were across the lake, pushing east
toward the Charlottenburg. Further south,
the Welsh Guards (2719) strove desperately
tokeep two battalions ofthe 19th from cross-
ing on pontoons, but pressure from the 103rd
Guards to the South (2618,2718) soon forced
the unit back away from the water and allowed
the battalions to cross
The rest of the southern front held
relatively well during the night, although the
line was drained by the necessity of sending
troops north to defend the Spree. The 103rd
and 14th Guards engaged almost the entire10
line, but they themselves were tired from the
Jong fight, and pressed the engagements with
limited enthusiasm. South of Tempelhof,
however, the 1th recrossed the Teltow and
drove the Special Forces Detachment almost
back onto the runways of the airfield before
the formation rallied and broke their ad-
vance. All along the Teltow, the Soviets
crossed with the darkness, and although
‘most were pressed back by the 40th Armored
and the 4th of the 6th, several battalions were
established on the North bank by dawn,
‘The last troops remaining in the pockets
in the Grunewald fell apart during the night,
and the 2nd of the 6th finally surrendered,
‘out of ammunition and with less than a third
Of its original manpower still standing. Less
‘than a regiment of the Ist East German was
THE COURSE OF THE GAME
Berlin °85 is a battalion-level game
dealing with a hypothetical assault on the
isolated enclave of West Berlin in the first
few days of a conventional war between
the Warsaw Pact and the NATO Alliance,
‘The game scale is one kilometer per hex
and 8 hours per Game-Turn. Three
scenarios are provided: Unity (a surprise
attack by the Pact); Werewolf (an attack
after a period of tension); and Medicine
Wheel (NATO sortie within the context of
‘a Warsaw Pact policy of masking rather
than assaulting the city).
The basic game system is the
venerable Modern Battles Quad system,
bbut Berlin '85 adds many new concepts
and significantly alters many old concepts
from that series of games, Special rules
for urbanized terrain, the use of subways,
fire storms, gas warfare, rubble, police,
supply and airpower are included. The
following paragraphs describe the course
of play.
At the beginning of each Game-
Turn, the Warsaw Pact Player has the op-
tion of asking the garrison to surrender,
‘The chances of surrender are governed by
the game's morale system which incorpor-
ates the capture of terrain objectives and
the losses taken and inflicted by the Wat-
saw Pact Player into numerical formula,
Surrender Points are accumulated accord:
ing to this formula, and the results of a
dice roll are crossindexed with the cur-
rent Surrender Point Level on the
“Honors of War" Table co find a result
‘A surrender request can result in the re-
‘quest being granted, in a morale effect
(expressed as a shift for one side or the
other in the Combat Ratio column for at-
tacks during that Turn), or ina Cease Fire
(in which event the entire Game-Turn is
skipped)
‘After any surrender offer has been
made, provided a Cease Fire has not
resulted, the NATO Player may attempt
to gain Emergency Reinforcements by
rolling on the NATO Emergency Rein-
forcement Table. Possible reinforcements
include half a dozen to a dozen Air
Ground Support Points and/or the 10
Fagerbrigade,
After surrender and reinforcements
hhave been checked for, the Warsaw Pact
Player checks supply and moves any of
his units he chooses to move, Units which
are out of supply (cannot trace a line of
supply to a Friendly map edge or airfield)
have their Movement Allowance halved
Units may move in any direction(s) up to
the limit of their Movement Allowance,
‘but must stop upon moving into an
Enemy Zone of Control. Units may exit
Enemy Zones of Control only during
night Game-Turns. Zones of Control ex-
tend into all types of hexes except Urban
and Ruin hexes (representing the built up
areas of the city and those areas which
have been severely damaged by artillery,
respectively). Units may pay the full cost
toenter each type of terrain on the map or
may make use of roads, autobahns or
subways to hasten movement, During the
Warsaw Pact Player-Turn, the NATO
Player may interrupt movement 0 at-
tempt demolition of bridges which War-
saw Pact units move next to,
Afier the Warsaw Pact Player has
‘moved all the units he chooses to move
that Turn, he may paradrop the units of
the 103d Guards airborne division on the
map. As the units of this division are
dropped, they are checked for scatter.
Units which scatter onto other units or in-
to prohibited terrain (lakes, fires and
hexes containing poison ° gas) are
destroyed. The scatter check is made by
rolling the dice and modifying the
resulting number according to the terrain
type into which the unit drops and the
proximity of Enemy units. The Survival
Table lists the possible resuts ofthe check
according to dice roll number.
‘When all movement and paradrops
hhave been completed, combat is executed,
Combat is mandatory for units in an
Enemy Zone of Control. The units in-
volved in combat are identified and
Players may add the strengths of available
artillery or air units to each combat situa-
tion, Since the combat values of most
units are unknown at the start of the
game, most combats will involve a certain
amount of uncertainty at this point. Once
all combats have been announced, the
“untried” units are turned over to reveal
their strengths and a Combat Differential
is calculated (attacker's strength minus
defender’s strength). This differential is
adjusted for supply, morale, gas, and ter-
rain, A die s then rolled, and the resulting
‘number i indexed with the Combat Dit-
ferential on the Combat Results Table to
produce a result for the combat. Results
include elimination or retreat of one or
‘more hexes by the losing side or exchange
(either even, or with one side losing
strength and the other retreating). The
defender always retreats or takes losses
before the attacker. Units may mitigate
the results of combat by declaring “They
Shall Not Pass" (standing in the hex they
‘occupy instead of retreating, with achance
that they will be destroyed) or by
retreating into an Urban hex and ceasing
their retreat therein,
After any combat involving large
‘numbers of artllery/air points, the Phas-
ing Player checks for Collateral Damage.
‘The chance of damage depends upon the
amount of artillery/ajr firepower used
against the hex containing the defenders
and the terrain in that hex. Whenever
‘damage results a ruin is placed in the hex,
‘making it easier to defend and harder to
‘move through, Hexes containing petrol:
oil-lubricants (POL) can become deat
traps for units, since they produce fire
storms when they suffer damage. Units in
a hex subject to this effect are destroyed.
‘The NATO Player then checks supply
and moves, conducts combat and checks
for damage in the same manner as the
Warsaw Pact Player. This sequence of
events is repeated for 16 Game-Turns or
until the city is occupied, surrenders or
the Warsaw Pact Player gives up.
In the Unity scenario depicted in this
article, the Warsaw Pact Player has six
divisions (four mechanized, including one
East German, a parachute division, and
an artillery division) and assorted police
battalions with which to reduce the city,
The NATO Player has one U.S., one
British, and one French brigade, plus 36
police companies and the units of the
USAE with which to prevent the fall of
the city. Vietory is based upon the ac-
cumulation of Victory Points granted for
hhaving units on the map when (not if the
city falls. The number of Warsaw Pact
units on the map at this point is multiplied
by the VP multiple for the turn in which
the city falls. Points are subtracted from
the total for those turns in which NATO
has interdicted rail communications south
of Berlin, aall that remained to complete the final mop-
up, however, and those troops were unable
to join the 103rd Guards in the north until
several hours after midnight, costing the
103rd heavy casualties in combat against the
U.S. Headquarters. .
By the early morning, all that the gar-
rigon could do was to form a hedgehog and
hhope that the Warsaw Pact offensive had
burned itself out. Templehof was still in
NATO hands, but what remained of the gar-
rison now held only a small, slowly contract-
ing area of the ety, less than twenty by ten
kilometers. Berlin had not yet fallen, but it
seemed to have little time lef.
Game-Turn Seven:
6 August, 0400-1200
‘The attack was at first pressed on the
morning of the 6th, but a few hours after
dawn the garrison was offered a ceasefire to
negotiate surrender terms, Troop movements
were prohibited in the ceasefire agreement,
and so forces on both sides gladly took the
‘opportunity to rest after two days of con-
stant combat. Negotiations broke off around
noon, but the respite had bolstered the gar-
rison’s spirits enough to keep them fighting
for a few more hours,
Game-Turn Eight
6 August, 1200-2000
Despite the ceasefire, the garrison was
still exhausted and almost completely unable
to provide an adequate defense, even given
their much-shrunken perimeter. The line
along the Spree in the North collapsed, and
in the south the Special Forces detachment
finally went down under fire from the 14th
Guards, As the 103rd swung East towards
‘Tempelhof through a hole in the line at
Schoneberg (1917), the lead elements of a
battalion of the 14th Guards headed across
Tempelhof's runways toward the control
tower. The 4th of the 6th moved to keep
them off the northernmost sections of the
airfield, but another battalion which had
crossed the Teltow just after NATO had
abandoned the canal’s defense came up
behind them and they were overwhelmed. In
the west, bits of the Welsh Guards clung 10
the northeastern edges of the Grunewald
(2219) as the western sectign of the defensive
perimeter was surrounded by combined
Forces from the 19th, Ist East German, and
03rd Guards. By nightfall, what remained
of the garrison was pocketed, and the center
of the city was under Warsaw Pact control,
from the Tiergarten to the Charlottenburg
Game-Turn Nine:
6-7 August, 2000-0100
With the fall of the city center,
defenders knew that they had no chance t0
recover. A few formations held out in areas
scaitered across the city, but when a new sur-
render offer was made just after midnight,
the offer was accepted. The city fll early on
the morning of August, three days after the
assault had begun. ML
Designer's Notes jonni omysesy
Balkans, at whose heart lies Yugoslavia, The
country stood astride Germany's line of
communications with its forces in Greece
and Crete. When the tide of war turned
‘against the Axis in the Mediterranean, Ger-
‘many was constantly preoccupied with the
fear of an Allied landing on Yugoslavia’s
‘Adriatic coast.
So, with the guerrilla war of necessity a
military sideshow, the Germans were faced
with the problem of waging it as cheaply as
possible, but for big stakes. Militarly, the
units employed could be put to better use on
the major fighting fronts. But strategically, a
{quiescent Yugoslavia would take some of the
pressures off those fronts.
In the final analysis, what the Germans
do in the game will not win the big war going
fon in the outside world. At best, the German
Player can duplicate what the Germans
historically did in Norway — surrender a
relatively intact force when hostilities cease
in 1948,
‘The guerrillas (in the game the brunt of
their fighting is done by the Partisans, so
‘mostly hereafter we'll refer to them as such)
‘must keep striking at the German war effort
while trying to build an army capable of
eventually taking the offensive against the
‘Axis. As we shall see, the first goal is a vital
precondition for achieving the second,
Operationally, the most striking factor
is the mountainous nature of the country and
its overriding effects on movement and com-
bat, To the Partisans, the mountains, which
‘occupy 80% of the country, were both friend
and foe. The mountains offered refuge, but
not sustinence. Thus, there is a compelling
need for the Partisans to come out of hiding
and attack to gain recruits, supplies, and self-
‘confidence
From the Axis standpoint, it was vital in
the game to depict the general unwillingness
of their forces to prosecute an anti-guerrilla
war, and the devastating effects on the Par-
tisans when the Axis occasionally got its act
together and mounted large-scale anti-
guerrilla operations. Then, 100, there were
the complications of Italy's surrender, which
threw the weight of the campaign onto Ger-
man shoulders, and the defection of the
Bulgarians, which suddenly confronted the
Germans with a well-armed enemy on
Yugoslavia's eastern frontier.
‘And, speaking of well-armed enemies,
there were, of course, the Soviets. Their ap-
pearance late in the game turns what had
been a search-and-desiroy campaign into a
war with defined frontlines. How heavily the
Partisans rely on Soviet support determines
how heavily they will be dominated by
Moscow afier the wat. In game terms, 100
‘many Soviets helping for too long can'be a
mixed blessing.
‘Then there is Tito himself. His leader-
ship role cannot be underestimated. His
presence or absence from the scene had a
heavy bearing on the Partisan cause.
‘The Chetniks are a pestiferous fot who
ccan change sides at the roll of a die. They
eventually are doomed to extinction by their
‘own duplicity. But while they are around, the
CChetniks exert a not insignificant influence
‘on the course of events.
Each of the 17 Game-Turns is three
months, except for the final one, which
cludes April and May, 1945. The map depicts,
all of pre-war Yugoslavia and most of
‘Albania. Units range in size from battalions,
‘or battalion-sized guerrilla cadres, to Soviet
‘corps. On average, though, Tito isa brigade-
division level game. Most of the 200 counters
will be back-printed, so more than 300 in-
dividual units will be represented
‘The game uses several new techniques
which add up to a brand-new system. The
map was originally designed for traditional
hhex-movement. However, preliminary
playtesting led Brad Hessel and Joe Balkoski
to redraft it to provide for a_ slightly
abstracted movement system based on key
‘geo-military objectives in the occupation
zones. This should make for smoother play-
mechanics while retaining the realism of
movement.
Within the framework of their limited
mobility (most Partisan movement was on
foot), the Partisans may enter most occupa
tion Zones after mid-1941, Axis forces are
locked into their respective occupation zones
until their operational situation worsens as a
result of initial Partisan successes, All told,
there are 14 such zones inthe game. Some are
subdivisions of historical zones, while others
represent annexed territory, such as Istria,
where Partisan resistance was strong even
though technically the fighting was taking
place outside Yugoslavia.
In each zone there are displays depicting
the location, surrounding terrain, and
military value of objectives such as’cities,
towns and mines, Certain zones also contain
displays ofthe trunk railway the route of the
peacetime Orient Express) over which Ger-
‘many shipped strategic materials home and
supported her forces in Greece and Crete.
‘The Partisans may attempt to dislodge
Axis forces from these sites, or they may
assume a less aggressive stance in the virtual
ly inaccessible mountains, which have their
own display in each zone,
Partisans are less vulnerable to Axis
forces in the mountains, but they do little or
rno harm to their enemies while there. They
can only be attacked there by pre-planned
anti-guerrlla operations. Such operations,
which can also be launched in other types of
tetrain, can be very effective, for any combat
conducted during them gives the Axis a
favorable two-column shift on the Combat
Results Table. However, the Axis Player
must correctly anticipate where main Par~
tisan Forces will be; the operations are planned
before Partisan movement but executed
afterward. Axis forces not earmarked for
such efforts may engage in normal combat
after the operations are over. Therefore, its
possible for certain Partisan units to be at-
tacked twice in the same Game-Turn,
Partisans must strike at geographical
objectives, for it is the only way their
rebellion will gather steam. After the ap-
pearance of a handful of Partisan units in
‘omindon peo)12
TECHNICAL ANALYSIS
THE TABLES OF BERLIN
A Perspective on the Probabilities
by R.A. Hammer
Isn't it odd, when you think of it, that the
charts and ‘tables that we depend upon so
heavily to drive a game are seldom question:
ed, analysed, or closely examined. We all
assume that each and every ones necessary
‘and correct, even when they become absurd
and fantasmagorical. About the only time
‘one hears @ complaint is in some specific in
stance where a crucial attack fails at long
odds ~ then teeth gnash and breasts are
beaten. So, just to spare your teeth and
breast when playing Bertin 86,
Redmond
Since the close of World War IL, West
Berlin has existed as an island of hope and
freedom deep within the boundaries of the
Warsaw Pact, The Soviets have periodically
tested the will of the Western world to defend
her. Today's deterioration of relations be-
tween the world’s superpowers lends com:
siderable credence 10 SPI's most recent cor:
Lemporary creation, Berlin ’85,
Berlin '35 sirwulates a major concerted
attempt by the Warsaw Pact 10 wrest control
of this symbolic bastion of the Western world
from its NATO and paramilitary police
defenders. As a game, Berlin '85 isa second
generation application of the popular opera
tional level combat system First developed for
the Modern Battles series of simulations. To
aficionadoes ofthis system, the fundamental
mechanics for movement and combat will be
familiar. However, there the similarity ends.
In order to depict the essence of a modern
day struggle for control of a heavily urban-
ized and resolutely defended area, the system
has been expanded to incorporate virtually
all the significant factors (short of a nuclear
exchange) which could be expected 0 in-
fluence the outcome.
The map is perhaps the most detailed of
any yet published for an operational level
simulation, Its, in fact, somewhat reminis-
cent of the style of the Highway f0 the Reich
graphics, A wealth of information is
presented, ranging from an amazing variety
Of terrain 10 such interesting details as the
locations of airfields, control towers, the
city’s subway (U-bahn) system, the “wasser-
works,” power plants, radio stations,
petroleum storage tanks, NATO barracks,
and so forth
‘Among the new Features is the concept
of collateral damage, which illustrates the
tradeoffs between the use of heavy bombaed-
ment firepower and the risk of extensively
damaging the terrain in the target hex. More
‘on this later. Also included is bridge demoli-
tion, which may be attempted by the NATO
player whenever a Warsaw Pact unit moves
adjacent to a bridge. Attacks on petroleum
storage locations (POL hexes) run the risk of
producing Firestorms which ruin the hex, but
also. destroy any unfortunate defender
located therein. ‘The possible use of
paratroops by the Warsaw Pact to isolate the
hard-pressed and desperately stretched
NATO ines is another nice touch. Perhaps
the most important of all the expanded
Features in Berlin ’5, isthe inclusion of the
Honors of War Table, As will be seen, this
rule can produce dramatic shifts. in the
‘morale of both sides resulting from both ex
ternal politcal influences and the fortunes of
war on the battlefield
The only optional rule involves the use
of poison gas by the Warsaw Pact player
Application of this option seriously un-
balances the play and both the developer and
I discourage its use — afterall, someday you
may find yourself siting on the NATO side
of the map!
Charts & Tables
Although I have merely seratched the
surface in describing some of the features of
Berlin °85, the intent of this article is not to
review the game. I would like to explore
those often overlooked elements which give a
game its unique flavor — namely, the charts
and tables, Few, if any, previous games on
this scale have attempted t0 integrate so
many factors into the flow of action. The
tables, reflecting this design decision, require
careful study to ensure effective play
When I first began playtesting Berlin
'85, | anticipated finding Custer’s Last Stand
Revisited, with about the same outcome.
However, I was quite pleasantly surprised as
play proceeded. Neither side can relax and
Movement
‘Terrain Type Point Cost
Air Control Tower or
Airfield hex It
Autobahn hex %
Barracks hex or
Bog hex 4
Border hexside ores
Bridge hexside orl
Ferry hexside ores
Forest hex 3
Industrial hex '
Lake hex 1
Objective hex or
Park hex i
Road Hex '
Rough hex 2
Ruin hex ore
Suburban hex 1
U-bahn hex 2
Urban hex 3
Water hexside ores
OT: Other terrain in hex. A+"
sncans that the cost or shift iin adie
thon tw other eons or shifts for the
[5.27] TERRAIN EFFECTS CHART
Combat Survival Surrender
Shifts Modifier Point Value
or or 2
° +1 1
or or
or or 2
1 0 -
oT+! or -
orel -
or+2 -
1 -
3
P Pp -
oT ot 1
1 0 z
or or -
2 -2 -
or+! or .
2 ai :
or or -
4 “3 i
or+2 or .
he. P: means thatthe action is pr:
hibited. "=" means the terrain has no
Surrender Point Value‘expect a cakewalk. In fact, as we shall soon
see, the Warsaw Pact player must be ex-
tremely careful to avoid unwittingly playing
into NATO’s strengths.
Alter having been victimized on several
‘occasions during early game turns, I decided
that more than a casual eyeballing of the
various tables was required in order to make
effective gaming decisions. In fact, 1 began
to question my understanding of exactly
what was required to achieve a victory! As a
result of these early experiences, I set about
to reformat the tables into a more easly in-
terpreted form upon which to. make,
hopefully, more intelligent use of each side's
strengths and weaknesses,
In order to accomplish this, 1 chose to
determine for each table the prob-
ability of each of the various outcomes which
‘could occur in a given situation. Before ex
amining the results, a brief discussion of
‘what probability means in this context, and
hhow it is determined, isin order
Probability is defined as the ratio of the
‘number of chances that something actually
has of occurring to the total number of all
possible outcomes. For example, for a six-
sided die it is possible to roll ‘one of six
results. The probability of rolling a 1 is,
therefore, one in six (16.7 percent). If a
favorable result can occur by rolling either $
of 6, the probability of obtaining a favorable
result is two in six (33.3 percent)
‘This concept may be further extended to
situations where «wo dice are used and the
results are added together. Here, numbers
ranging from 2 (I +1) to 12 (6+ 6) are possi-
ble in 36 possible combinations. Consequent.
ly, the probability of rolling, say, a 7 on two
dice is obtained by using our definition: a 7
can be obtained by rolling a L anda 6 (or vice
versa), a2 and a $ (or vie versa), ora 3and a
4 (or vice versa) for a total of 6 possibie com-
binations our of a total of 36 (16.7 percent)
When two consecutive rolls ate required (as
fon the Honors of War table), the probability
of a favorable result occurring on the first
roll is multiplied by the probability of a
favorable result occurring on the second roll,
and is summed with similar results obtained
for other favorable combinations. "~~ xam-
ple, if an 11 (5.6 percent probability) or a 12,
28 percent probability) is required on two
TABLE 1. Surrender Points
Destroying
WP Paratroops
Seizing Terrain
Objective hex
Airfield hex
Barracks/
Control Tower
dice on the first roll, and a 1, 2 oF 3 (50 per-
cent probability) is required on one die on the
second roll, the total probability of a
favorable result i 5.6 x .50 plus 2.8 x 0, or
4.2 percent — not very g004.
Turning to the analysis of the Berlin 85
tables, I would like to point out that, in
general, the results will be presented from the
Viewpoint of the Warsaw Pact player, since
the majority of the decisions affecting the of-
fensive flow of the game are under his con-
trol. The tables which accompany this article
present the probabilities in terms of percent-
ages, Ihave shown results to the nearest tenth
ff a percent in order to minimize the slight
distortions when rounding off, (There are
people in this world who get upset when the
probabilities do not total up to exactly 100
percent.)
‘The Price of Victory
As alluded to earlier, the Warsaw Pact
player has his work cut out for him. He may
——
[19.3] “HONORS OF WAR” TABL!
Surrender Point Record Track Total
the shift. C: Roll agains
again; 1~3 no effect, 6 NATO sur
ed by indicated number.
“
ce | 6.10 25 26..30| 31.35] 36..40 | more
2 |p-2 p-1 |p [psi [ps2
3 [a2 Bart [per fo-r
4 |p-2 pet |as2 o-1 fo-
s|p-1 pez }o-1 |e-1 |e
6 fat pet fav2 {e-1 |c-1 fe fev
7 |p pez fo-1 fe-1 lc |i fev2
fae c2in| Cee SRI CN Sa
9 | ps2 c-1 fe |v |cs2 | s-2 [s-1
w |c-i (cle |i cea | SEES
ufe-1}e |e fes2 |s-2 |s-1 |s_— |sor
ail cia ltcHT casa Seal Se
Bs Roll again; 1-3 NATO receives a combat column shift; 46 Warsaw Pact receives
‘3 ceasefire akes effect, 4~ 6 NATO surrenders, S: Rol
riders,
41,422 Second dice toll result increased by indicated
pie
‘TABLE 2. Honors of War Probabilities
(from Warsaw Pact perspective)
‘Surrender Point Differential
Outcome 610 11-15 16:20 21-25 26-30 31-95 36-40
Unfavorable $6.0 S13 47.7 458 41.7 36.2 29.6
Nill Result - = = 23 6S 120 18.5
Favorable 440 48.7 523 S19 SLB 51.9
‘West Berlin Falls 12 85 24 33 308 454
gain control of West Berlin in either of ovo
ways. He must control all objective hexes
within West Berlin (and there are lots of
them!), plus all the hexes of the Gatow,
Tegel, and Tempelhof airfields (including the
Tegel and Tempelhof control towers), plus
all NATO barracks exes. The operative
word here is all. Alternatively, NATO must
surrender via the Honors of War table.
Regardless of which approach is taken,
the city must fall for any victory points to be
awarded to the Warsaw Pact. At this ime (if
it ever occurs), the number of Warsaw Pact
rnon-police units remaining on the map is
multiplied by the victory point multiple
found on the Game-Turn Record Track. An
‘early surrender of West Berlin is imperative
since the victory point multiple decreases as
the game turns pass. The Warsaw Pact also
may gain 5 victory points for each unit ofits
reinforcements which are withheld from the
map. The only victory points which NATO
may receive are for interdicting or occupying
2: Second dice rll result reduc:4
the East German railroad line (S_vitory
points per turn for interdicting and 8 points
per turn for occupying) by dedicating one of
his artillery units to the sole purpose of inter-
diction, or by physically moving a unit onto
the rail line. The degree of vietory (marginal,
substantial or decisive) is determined by the
difference between the Warsaw Pact and the
NATO victory point totals
Because of the large number of widely
dispersed objective hexes and the relatively
short time (16 game turns) available 10
achieve a victory, the Warsaw Pact player
‘cannot realistically hope to fulfill the first set
of victory conditions to gain control of
Berlin, Asa result ofthis limitation, the over-
riding objective of the Warsaw Pact forces
should be to force a NATO surrender by
means of the Honors of War Table. This
table, more than any other element of the
game, controls the actions of both players,
and its interpretation is essential 10 effective
play of the game,
Honors of War
‘The Honors of War Table is undoubted
ly the most interesting and the most critical in
the game. Its intended to represent the in
fluence of political and military intangibles
an the morale of the combatants and,
ultimately, to produce a surrender of West
Berlin, if the situation becomes sufficiently
grave.’ The table results reflect the relative
losses taken by each side (an effect on morale
reflected by a one column shift on the CRT
ly since itis pivotal to satisfying the War-
saw Pact victory conditions.
‘The breakdown of the probability of
each of the preceding four results is
presented in Table 2.asa function of the sur-
render point differential.
Just what does Table 2 illustrate? The
first observation is that under the best of con-
ditions (using the 41 + column) only a 50 per-
cent chance exists of a West Berlin surrender
‘occurring on a given game-turn. Conse-
quently, surrender is not at all automatic just
because the Warsaw Pact has amassed a large
‘number of surrender points. Because time is
Of the essence (remember that that the vic-
tory point multiple is decreasing asthe game-
turns pass), the Warsaw Pact player must
accumulate’a large total of surrender points
as early as possible in order to allow for the
likelihood of needing several attempts to get
a surrender result on the Honors of War
Table.
[A second point 10 keep in mind is that,
in general, regardless of the number of sur”
render points, a roughly even probability ex-
ists of either being hurt or obtaining a null
result rather than being helped by invoking
the Honors of War Table. (I should point out
here that the Honors of War Table i used on
a given game turn at the discretion of the
Warsaw Pact player only.) Based on this
result, in the early game-turns when the sur-
render point differential is low, the last thing
the Warsaw Pact player needs is any addi
tional adverse combat colurin shifts — life is
tough enough. Consequently, unless you are
a gambler by nature, stay away from the
Honors of War Table until a large surrender
point differential has been achieved. My own
personal preference is to hold out until at
least a 31 to 35 point differential exists,
preferably more, It makes litle sense 10 me
to risk exposure to additional losses un-
necessarily
‘When one looks at the Honors of War
Table, it is always possible to debate the
specific probabilities of the various results,
and their adequacy in “realistically”
representing the real world, However, the
Honors of War Table works admirably well
in game terms by introducing the influence of
some of the intangibles surrounding any con
flict. In addition, the Honors of War Table
‘adds an interesting element of uncertainty in
to both players" planning. This one single
feature ensures that Berlin '85_ will not
become a “set-piece” simulation after
several playings.
Combat Results Tables
Let us now turn our attention to the
‘Combat Result Table (CRT) and some of the
factors which must be taken into account
during the heat of the battle, The results on
the CRT are a function of the combat
strength differential (the difference between
[7.61] COMBAT RESULTS TABLE
‘Combat Differential
(Attacking Strength minus Defending Strength)
for all attacks made in the current game
turn), external political maneuverings (the
ceasefire result), and, of course, the possible
final acknowledgement of the futility of Fur
ther resstance (West Berlin surrenders)
‘The Honors of War Table operates as a
function of the net surrender points amassed
by the Warsaw Pact player. These surrender
points are awarded for destroying enemy
units and for capturing certain objectives,
(Gee Table 1). Unit losses taken by the War-
saw Pact subtract from the total, which is
why it becomes so important that, whenever
possible, the Warsaw Pact player avoid mak-
ing attacks which involvea significant risk of
aan exchange result.
‘The Honors of War table results can be
grouped into four categories:
1. Results unfavorabie to the Warsaw Pact
player. These consist of a combat morale
shift in favor of NATO or a cease fire for
the current game turn, A cease fire is
regarded as an adverse result since it
deprives the Warsaw Pact of one game
turn in which to amass additional sur-
render points.
2. Null result — one which has no effect on
either player.
3. Results favorable to the Warsaw Pact
player. These consist of a combat morale
shift in favor of the Warsaw Pact or the
surrender of West Berlin,
4, West Berlin surrenders. ‘This result is a
subcase of (3) and is broken out separate-
=)
Ax
Br
Al
AL
AL
Az
Al
Al
Al
10.3.4): Defender retreats the number of
hexes indicated. ANQ,3,4): Attacker retreats
the number of hexes indicated. Br! Both
Defender and Attacker retreat_one hex,
Defender fist, Ae: Attacker eliminated. De:
Defender eliminated, Ex: Exchange; all de-
fending Strength Points eliminated and an
‘equal or greater numberof atacking Strength
Points eliminated, Ax: All defending units
+23 +45 +68 +911 +12
D2 D3 D4 De De
DI D2 D3 Ds De
Ex Ex DI D2 D3 D4
Ax Ex Ex DI D2 D3
Br oAK. DI D2
AL Br Ex DI
+1
DI
Ex
Ax Ex
fone hex and a number of attacking
‘equal to or greater than the
‘of the defending units, are
See 7.6 fr detailed explana
tion of combat results. Combat at a differen.
‘al less than ~7 iresolved on the —7 column,
combat at a differential greater than +12 i
resolved on the + 12column,
ABLE 3. Probability of Attacker Losing a Unit
by Suffering and Exchange Result
Attack Differentiat
Oo 46 +9
thru thru thru
145 8 +t +12
333 167 006
[10.6] COLLATERAL DAMAGE,
TABLE
“rae end pono
Park/Rough | 7| 8 | 9| 10 [11
Forest/Suburban | 6] 7 | 8] 9 | 10] 11
Industriat/Urban | 5| 6 9
the attacker's and the defender’s strengths)
and, of course, the die rell, In addition, the
effects of terrain occupied by the defender,
possible collateral damage, the supply status
ff both the attacker and the defender, the
relative morale (Irom the Honors of Wat
Table), and the optional use of poison gas are
integrated into the CRT as cumulative col-
umn shifts. The effects of these column shifts
are pivotal 10 planning optimal attacks,
defending effectively, and minimizing one’s
losses.
‘The CRT isa bloody one. The distribur
tion of exchanges is particularly troublesome
and mandates attacking at the highest com-
bat differential in combination with as many
favorable column shifts as can be mustered.
For example, Table 3 shows that even when
attacking at +6 to +8, a 33 percent chance
exists of the attacker suffering a loss via an
exchange result. The Warsaw Pact player can
bee seriously damaged when attacking West
Berlin police units; particularly when the
police are in good defensive terrain. In this
case, the elimination of one or two NATO.
strength, points (worth one surrender point)
‘could cost the Warsaw Pact a unit of con-
siderably greate: strength (and worth «wo
surrender points). Clearly, this is no way to
win a war! The Warsaw Pact problems are
compounded by the fact that low strength
units, useful in exchange situations, are ex-
tremely hard to come by. This necessitates
making fewer attacks on a given turn in order
to generate the highest possible relative
strengths and thereby minimize the high risk
of exchanges which exists below +9 combat
differentials, The units to be attacked must
also be chosen with care to gain, if possible, a
favorable combination of column shifts.
None ofthis is easy, and careful pre-planning
is essential
‘AL first glance this disparity in losses
may seem unfeasonable. Upon reflection,
however, the real world costs to an attacker
assaulting a stubborn, prepared defender is
well simulated. For instance, it is believed
that the Soviets estimate that'a 10 to 1 ratio
of strength in city fighting is approximately
TABLE 4. Probability of Collateral Damage
Torrain Type rrage/ Air Points
Industrial, Urban 5s 6 7 8 9 10
Forest, Suburban Saas ieero wenger
Park, Rough 7 8 9 oN BR
Probability of Ruin 16.7. 33.3 60,0 66.7 63.3 100.0
equivalent toa3 to 1 ratioin other, more open
types of terrain. This result does, in fact, oc-
cur in Berlin '85 because of the successful in-
tegration of the CRT with the terrain, sup-
ply, and morale effects. The Warsaw Pact
player must exercise discretion in selecting
his attacks and must anticipate NATO ef-
fects on his combat advantage. Clearly, the
losses are going to be heavy if indiscriminate
attacks are made on a regular basis.
Terrain benefits for the defender range
from zero to four column shits for the ter-
rain within the hex; an additional shift of up
to two columns can be obtained if an assault
crosses various types of hexsides. The op-
timal defensive terrain on the map is the ur:
ban area which, in addition toa four column
stift, is not influenced by enemy zones of
contro}. This prevents the easy elimination of
surrounded defenders who are forced 10
retreat. In addition, itis not possible to cut
off the defender’s ‘supply at the instant of
combat, except by completely surrounding
the hex with attacking units — a most ineffi-
cient use of one’s forces. The benefits of
defending in urban hexes give the feeling of
having to “dig out” pockets of stubborn
resistance in a most realistic manner. Each of
the other terrain types conveys its unique
characteristics in a similar fashion,
Unit supply status atthe time of combat
is often crucial to the outcome. When out of
supply, the affected unit(s) suffer an adverse
wo column shift on the CRT. Obviously,
putting a defender out of supply can go a
Jong way toward offsetting a strong defen-
sive position or high combat strength. The
value of urban hexes, which negate this tactic
[17.3] REINFORCEMENT
TABLE
pir Result
25 No ssinforcements
6-10 No effect
1 Ait Support
12 Air Support and Jager brigade
See 17.1 for explanation of Reinforcemens
Table results
in most instances, cannot be overstated for
aiding beleaguered NATO units in the later
ame-turns when mere survival may be in
doubt.
Morale is reflected by aone column shift
fon the CRT which may result from using the
Honors of War Table (atthe discretion of the
Warsaw Pact player).
The optional use of poison gas by the
Warsaw Pact seriously tilts the game in its
favor and is not recommended. In any event,
the use of gas — moral and practical issues
aside — should not be taken lightly, since vi-
timized opponents generally have long
“Among the new features is the concept
of collateral damage, which simulates the ef-
fects of heavy bombardment on various
types of terrain. Basically, as the number of
barrage and air support points used against a
specific target hex increases, so does the
likelihood of collateral damage (1... ruin).
The resulting movement penalties and defen=
sive combat bonuses retard the Warsaw Pact
advance, since only he has sufficient bom-
bardment resources (0 inflict collateral
damage. Table 4 presents the probability of
inflicting collateral damage on various types
of terrain, The figure can be used as a guide
when deciding whether to commit toa heavy
bombardment of a specific hex. Since col-
lateral damage is a two-edged sword, the
temptation to “load up" against targets
ddiscriminately (which prevails in some
similar games) should be tempered a bit
Table 5 summarizes the possibilities of
NATO reinforcements. A glance at the table
confirms the futility of NATO merely trying
TABLES. Probability
of NATO
Reinforcements
Probability of Given Outcome
27.8 Reinforcements lost for
remainder of game.
Noeffect (future
reinforcements are possible).
5.6 NATO Air Suppor only.
2.8% Jagerbrigade dispatched plus
NATO Air Support.
‘There is a 0.9 probability of the
agerbrigade's sae arvval, a .4 probability of
3916
TABLE6. Paratroop TABLE 7. Paratroop Landing Probabilities
Landing Probabilities in Enemy Zone of Control
Terrain Type Destroyed Scattered Total Terrain Type Destroyed Scattered Total
Airfield 00 83 Airfield 10 20.8 278
Park, Bos 0.0 16.7 Park, Boz B9 207 a6
Suburban, 28 25.0 Suburban, BT 34.7 58.4
Industrial Industrial
Rough 83 33.0 a6 Rough 35.2 a7 Ra
Forest, 16.7 47 58.4 Forest, 48.7 347 w.
Urban’ Urban
[18.5] SURVIVAL TABLE.
ore Result
1 Unit destroyed
24 Unit scattered
$-12 Safe Landing
‘See 18.6 for modifiers to Survival
Tabled ols,
to hold out until the West German Jaeger-
brigade arrives. Although it appears that a
whopping 3 percent chance exists of the rein-
forcements arriving, a second die rol is also
required. This die’ roll has a 50 percent
chance of the brigade being intercepted and
destroyed in the air (14 surrender points to
the Warsaw Pact), a 17 percent chance of
aborting (lost for the game) and only a 33,
percent chance of actually arriving safely.
These probabilities, combined with the 3 per:
cent chance on the reinforcement table,
result in only one chance in 100 of any rein:
forcements ever becoming available to the
hard-pressed NATO. forces in Berlin.
Likewise, the NATO forces cannot even
realistically hope for air support more than
‘once or twice per game. NATO moral: mini-
mize your losses, use the most favorable
defensive terrain, keep in supply and avoid
costly counterattacks, all of which are easier
said than done
‘Since you must lose units try to sacrifice
the West Berlin polices units in hard-fought
delaying tactics in order to minimize the sur-
render points which the Warsaw Pact will in-
‘exorably amass asthe strugele continues. Itis
important to realize that NATO's best hope
is to keep the Warsaw Pact from quickly pl
ing up a high total of surrender points. Keep
in mind that as long as you have viable units
fon the map, and Berlin has not surrendered,
the Warsaw Pact player is at the merey of the
Honors of War Table — and your willingness
to provide him with surrender points.
Sacrificing. police units (at one surrender
point per nit), while delaying the advance, is
the most effective means of keeping him on
the low side of the Honors of War Table.
Hold out as long as possible — after all,
maybe the U.N, will intervene with a Strong
condemnation. That would fix "em, eh?
One final, rather obvious, point regard-
ing use of the Reinforcement Table. Refrain
from using the table on night turns, since any
air support which you might get cannot
‘operate at night! Effectively, you are expos-
ing yourself to the 28 percent chance of los-
ing the West German reinforcements forever
with only a one percent chance of getting any
useful assistance at all, and no air support —
a bad risk in anyone’s book.
Paratroops
‘The last area I would like to touch upon
is the use of the Warsaw Pact paratroops.
Before committing these units, a careful
balancing between usage and cost must be
reached, a situation which is ever present in
Berlin aS, Withholding the paratroops from
the map is worth S victory points per unit.
Committing the paratroops is fraught with
risks which begin with the decision of
whether to airland them ata friendly airfield
‘or to paradrop them behind NATO lines.
Airlandings involve no losses. However,
much of the usefulness of the paratroops is
lost since they are undoubtedly entering the
fray on the friendly side of the front lines.
Paradrops, on the other hand, involve possi=
ble losses just getting on the map.
If the decision is made to paradrop the
units, careful consideration must be given 10
the terrain into which they are to drop. The
Survival Tableisreferred to for each unit and,
like the forward pass, three things can hap”
ppen, two of which are bad. unit may: (1)
land safely, (2) scatter into an adjacent hex;
fo (3) be destroyed. Landing in an enemy
zone of control further increases the
possibility of sustaining losses
‘Table 6 summarizes the probabilities of
paratroops being destroyed or scattered dur-
ing the drop into various types of terrain.
‘The additional effects of landing in an enemy
zone of control are shown in Table 7. (For
those purists out there, Table 7 also includes
the possiblity of a unit scattering on top of
fan enemy unit, thereby being destroyed. 1
assumed that only one such hex existed
within a scatter zone.) Its clear from these
tables that drops into built-up or rough hexes
should be avoided unless a desperation at-
tack is absolutely your last hope.
In general, it has been my experience
that the withholding of the paratroops' for
vietory point purposes isthe most productive
use for them since the Warsaw Pact units
already committed to the map can usually
keep NATO backing up without additional
assistance. In addition, most of the potential
drop areas threaten ‘significant casualties
before the paratroops ever engage the
enemy. (Besides, by withholding these units
you are able to prolong your opponent's
mental torment — a mosi satisfying pros-
pect, indeed.)
‘Ascan be een, Berlin ’8Sis fraught with
challenges and suspense for both sides. Prop-
erly played, the outcome is in doubt until the
final turns. Hopefully, the above sam-
pling will whet your appetite to explore the
situation more fully and reach your own con-
clusions concerning how best to conduct the
battle for Berlin.
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Now York, New York 10010OPERATIONAL ANALYSIS:
ROUGH GOING IN ‘64
a
A First Look at Drive on Washington
by Gary Gillette and Alexis Turkalo
This time we're pretty quick off the mark ~
getting an article written before a gameis ac-
tually published so that it can appear in the
same time frame as the game. Along with
Pea Ridge, Drive on Washington is part of
four series, Great Battles of the American
Civil War, in which all of the games are based
fon the ever-popular Terrible Swift Sword
system. If you folks buy these items, we'll
Continue and do an entire shetf-tull (witness
Wilson's Creek in the upcoming issue of
San Redmond
The simulation of the Battle of the
Monocacy in SPI's recently-published Drive
‘on Washingron presents the opposing players
with many of the same problems that faced
Generals Early and Wallace in the event. As
in most Civil War battles, confusion was the
order of the day as the outnumbered Union
forces attempted to delay the battle-weary
veterans of Early's command so that rein-
forcements could be sent to man the defen:
sive positions around Washington, D.C. So
that confusion is not the order of the day for
the players of Drive on Washington, wo
battle-weary playtesters of the game here of-
fer some pointers on strategy and tactics of
this litle-known battle as represented by the
game.
The aspect of the game that makes it
‘most interesting is the relative vulnerability
of the two forces; both players are presented
with tough problems and hard decisions, yet
both are so weak in key areas that disaster is,
always a distinct possibility. This analysis is
reflected by the outcome of the actual battle.
Although Early managed to smash the Union
and force a general retreat late in the day,
Wallace had sufficiently delayed Early 10
allow Grant to send troops to Washington.
Further, Early's command was severely
weakened by the battle and probably could
not have overcome the capital’s defenses
even if they had not been reinforced, While
Early had caused great consternation in the
North, he had reached the zenith of his cam-
paign at the Monocacy and would pose little
treat from that time onward.
‘A comparison of the relative strengths
and weaknesses of the Union and Con-
federate forces in Drive on Washington is il-
luminating. Major General Lew Wallace,
nominally in command of the Ist Separate
Brigade and Ricketts’ division, is on the
defensive and has only to stop the Con-
federates from crossing the Monocacy
and/or clearing the Washington Pike before
the end of Game-Turn 15 in order to be
assured a vietory. Though his troops are
ewer in number than the enemy, his unitsare
larger, his morale is much higher, his am.
munition resupply is adequate, his subor-
dinate commanders are effective (as. is
Wallace himself), his weapons are good
(ome of his units are armed with Colt
repeaters, and he has three highly effective
‘mountain howitzers), and the terrain plus the
entrenchments at Monocacy Junction ensure
that any Confederate attack will be costly.
Moreover, the river can be crossed only at
five sites — the Stone Bridge, Crum’s Ford,
the Railroad Bridge, the Wooden Bridge,
and the “hidden ford,
With all these advantages, what is the
problem? Simply this: Wallace has too few
Units to adequately guard all the potential
crossings, so he isextremely vulnerable 10 be-
ing flanked, surrounded, and destroyed in
detail, I even one Confederate division can
cross the river in force, the defenders can
find themselves in a disastrous position
By contrast, the Confederate units of
Lieutenant General Jubal Early seem to lack
all the requisite factors for a successful at-
tack. The Confederate regiments are low in
strength and have equally low morale, their
‘weapons are poor (several regiments are armed
with smoothbore muskets), their ammuni
tion resupply is very limited, and theirleaders
and commanders are of low caliber (reflected
by the rules for Confederate Limited In.
itiative and the low Brigade Combat Erfec:
tiveness ratings for the Confederate com:
‘mands). The only significant advantages that
the Confederate player possesses are his
areater number of units and his consequent
ability t0 threaten the Union positions at
‘more points than can be effectively defended.
Given these parameters, the Confederate
player may find that his performance im-
proves greatly with repeated playings of
Drive on Washington —a blowout in is ist
game or two is not necessarily indicative of
the actual game balance when more ex
perience has been acquired
Sot-Up and Initial Considerations
Since the Union player does not know
the Confederate plan of attack, he must
guard both Crum’s Ford and the Stone
Bridge with substantial numbers of troops
from the Ist Separate Brigade. Fortunately,
{his is made possible by the presence of two
leaders for the brigade, Brigadier General
‘Tyler and Lieutenant Colonel Clendenin, He
should place the Ist Maryland Regiment at
‘one of the above crossings (with either Tyler
‘or Clendenin stacked with the regiment) and
place the 149th Ohio Regiment at the other
crossing with the remaining leader. The
presence of these units in the crossing hexes
(1530 and 0739) makes it relatively unlikely
that the Confederate player can successfully,
melee across the ford or the bridge due to the
high strengths of these regiments, and the
possibility ofa rout is reduced to almost zero
by their high morale and the presence of the
leaders. This latter point is especially true if
the Union player stacks the 144th Ohio with
the Ist Maryland.
The rest of the Ist Separate Brigade
should be distributed between the ford and
the bridge according to the perceptions of the
Union player as to the likely attack points.
‘The 159th Ohio Cavalry Regiment and the
Loudoun Rangers are excellent choices for a
mobile reserve which can be rushed to either
the ford or the bridge according to the Con:
federate threat. In fact, these units can be
switched between the two crossings with ease
at any time during the game. The Union
player has no choice in the deployment of the
regiments in Ricketts’ division except for
their arrangement in the entrenchments at
Monocacy Junction,
Once again, a regiment with a morale of
“5” and a high strength should be placed in
the crossing hexes at the Junction, stacked
with a leader for insurance (the 106th New
York Regiment and the 110th Ohio Regiment
are ideal choices for these assignments).
Ricketts, Truex, or McClennan should be
placed in hex 1917 and Major General
Wallace in hex 2214. It is highly advan-
ageous to the Union to burn the Wooden
Bridge as soon as possible after the start of
the game, as this reduces the number of
possible crossing points and frees troops for
the eventual defense of the wheatfild,
Placing Wallace in hex 2214 exposes him
to possible Confederate fire until the bridge
is burned, but this small risk is outweighed by
his effect on increasing the die roll range for
burning the bridge. Once this is accomplished,
Wallace can be moved to a safer location,
although he is usually needed in the
Monocacy Junction area later in the game
when the fighting is at its peak,
‘The Confederate player must decide
before the game how he will execute his at
tacks across the river and position his units
accordingly. Rodes' Division can force a
crossing at ither the Stone Bridge or at
Crum's Ford at high cost, but it cannot do
both, Ramseur's Division can attack across18
the Railroad Bridge or Crum's Ford. Having
Rodes and Ramseur attack at separate cross-
ings keeps the Union player from concen-
trating his forces; it also means that the at-
tempted crossings will almost surely result in
hheavy casualties to the assaulting brigades
and the probable loss of Brigade Combat Ef-
Fectiveness for most of the brigades in Rodes’
and Ramseur's Divisions.
Combining these two divisions at
‘Crum’s Ford allows one to be held in reserve
to exploit any crossing that is made with
felatively fresh troops; however, it also
allows the Union player to mass his powerful
units at Crum’s Ford and leave only token
forces at the Stone Bridge and the Railroad
Bridge.
‘Attacking at Monocacy Junction with
Ramseur’s Division should be coordinated
with Gordon’s attack through the wheatfield
to put maximum pressure on Ricketts’ divi
sion. Whatever plan is selected, the Con-
federate player should attempt to disguise his
intentions for as long as possible from the
Union player by detaching brigades from
Ramseur’s and/or Rodes’ Divisions to
demonstrate in front of the other crossing
points which he will not attack. Once the
Union player accurately divines the Con-
federate plan of attack, though, these
detached brigades should be returned to their
command so that Confederate Limited In-
itiative does not take effect any earlier than
necessary for these divisions.
‘The Confederate artillery batteries
should be massed at one location in order to
have maximum effect. This can be either at
the Monocaey Junetion or at Crum’s Ford.
Since the Confederate ammunition supply is
limited, the artillery should probably be used
against Union infantry regiments and not be
used in counter-battery roles. When properly
positioned on the hills east of the Monocacy
River, Union artillery is relatively in-
vulnerable to counter-battery fire, and it
‘would be a waste of valuable ammunition for
the Confederate player to engage init
General Early and the First
Confederate Moves
Because of the location of General Ear.
ly's arrival, the Confederate player should
activate Rodes’ Division first, then
Ramseur’s Division, and lastly Gordon's
Division. To activate these divisions in any
‘other order would just stall the eventual Con-
federate attack in the north at the Stone
Bridge or at Crum’s Ford. By the time Early
activates Gordon's Division, MeCausland’s
cavalry should have found the ford; if not,
Early should be immediately sent coaid in the
search, Once this “hidden ford” is
discovered, MeCausland’s units should be
sent in a wide flanking maneuver around the
Union ines to threaten the ear ofthe entrench-
ments at Monocacy Junetion and to look for
stray artillery batteries and supply wagons to
capture. These cavalry units are also very
helpful in surrounding the Union line of
defense at the wheatfield
If Ramseur's Division has been sent to
attack across the Railroad Bridge, it should
do so simultaneously with Gordon's advance
through the wheatfield and McCausland’s
rear-area harassment. If this plan is well exe-
cuted, Truex’s and MeClennan’s Brigades
should be overwhelmed and the Washington
Pike cleared. The teal problem here is time; all
Of this must be done before the end of Turn
18. Ibis not critical that Rodes cross the river
inthe northf this happens, but he must pin all
the units of the Ist Separate Brigade at either
Crum's Ford or at the Stone Bridge, Any
Union reinforcements sent from the Ist
Separate Brigade to the Monocacy Junction
can prevent Gordon and Ramseur from suc
ceeding. If Ramseur’s Division is sent to
Crum’s Ford, then either Ramseur or Rodes
must force a crossing of the river in order for
Gordon to succeed,
‘The Union player's position in the early
stages of the game is basically reactive: he
‘must discern the Confederate plan of attack
and shift his troops to the most threatened
areas, He can do little about McCausland’s
flanking maneuver, since he will not have
enough units to prevent it unless he can send
some regiments from the Ist Separate Brigade
south to help Ricketts" division.
‘The Union artillery batteries should be
located in only four hexes during the game —
(0638, 1329, 1819, and 1914. These hexes are
ideally positioned so that the artillery can
pour devastating short-range fire over the
hheads of the Union troops below into any
Confederate troops massing to cross the river
or already across the river. The only time that
the artillery should be located elsewhere than
these hexes is when the Union is flanked or
when the artillery is threatened with capture
by MoCausland’s cavalry. The Union ar-
Uillery can be shifted from one position to
another with some difficulty if the Union
player can identify the main Confederate at-
tacks soon enough.
‘Other than these reactions, the only ma-
{jor decision for the Union player is where he
should set up his defensive line to protect the
Washington Pike from Gordon, While the
tactic of sending a brigade into the wheat-
field to set up a forward defense atthe stream
and fence in the 26x hexrow (or atthe “hid-
den ford’ itself) is appealing, it usually
results in a total loss of this brigade to Gor-
ddon's Division without seriously delaying the
Confederates. This is due to the ease with
which McCausland can encircle such a defen-
sive position while Gordon launches frontal
attack.
The best place to set up a defensive line
is along the stream and fence atthe east edge
‘of the wheatfield and in hex 1907. This forces
McCausland to circle far to the south to
flank the Union line. More importantly, it
allows the defense to use the entrenchments
in hexes 2214 and 2314, where a last-ditch
stand should be made when Gordon over-
runs the defensive line, since these en-
trenchments qualify for masking the
Washington Pike if units remain in them.
The most serious drawback to such a
defensive line is that Ramseur's troops
and/or the Confederate artillery at
Monocacy Junction can enfilade this line
from across the river. Unfortunately, the
Union player will have to live (or die) with
this since it is unavoidable. Because of
‘Wallace's special abilities, he should be posi
tioned with the Union troops at the point of
‘areatest pressure. This will usually mean that
he will end up with the troops defending
along the edge of the wheatfield
Non-Conclusions
Once the Confederate player puts into
actiom his attack plan and the Union player
re-allocates his units, the course of the game
is determined for better or worse for each
side. Fierce fighting will always accompany
any Confederate attack, since the critical
hhexes fought over are so few. Confederate
fire at Union units in entrenchments is large-
ly ineffective unless concentrated in large
volumes; in general, artillery fire by itself will
hhave no effect on unitsin entrenchments,
Confederate crossings at bridges and
fords can be attempted in two ways. The at-
tacker can mass his units in front of the
Union units across the river, take his
‘casualties from the Union rifle and artillery
fire, and hope that enough of his units re-
main at the end of the turn to successfully
melee across the bridge or the ford. Alter-
natively, the Confederate can mass his units
al two-hex range from the defenders and at-
tempt to weaken them sufficiently by ex-
cchanging fire until he can rush them late in
the game,
Early should be sent to the first division
to reach Limited Initiative so that its attack
does not stall, When a second division
reaches CLI, the Union position must be
seriously weakened, or else the Confederate
attacks will fil. The Union player must fight
to the death for the crossing hexes and for the
Washington Pike or else he will find himself
decisively defeated by the Confederate
player.If both players play with skill and
tenacity, the battle will result in heavy
casualties, but the outcome will probably be
in doubt until the last urn of the game. No
conclusions about the result of most in-
dividual games can be reached, since the out-
come depends on the relative skill of the
players battering each other over a few
precious hexagons. That is what makes Drive
‘on Washington so fascinating and such @
tense game and excellent simulation.
Extra Scenario and Optional Rules
While Drive on Washington represents
the actual forces engaged in the Battle of
‘Monocacy, there were other units potentially
available for combat that were not commit-
ted to the battle. On the Union side, several
regiments of Ricketts’ Division were ex-
pected to arrive throughout the day of the
battle, and this kept Wallace wondering and
worrying. On the Confederate side, General
Breckenridge’s motley command of troops
was held in reserve guarding the Confederate
supply trains, but it could have been commit-
ted to action by Early. To represent these
forces, the following Order of Battle is listed
and the following special rule are suggested,
It should be noted that this scenario has not
been playtested and the commitment of these
troops on either side could drastically alter
the balance of the game,
Union Order of Battle
(the “missing” repiments of Ricketts):
6th Maryland Infantry/MeClennan'sB
R&-Sirength/4-Morale
(67th Pennsylvania tnfantry/McClennan’s
Brigade/R&-Strength/4Morale,
12nd Ohio Infantry/MeClennan’s Brigade/
RS-Sirensth/4Morale
‘Special Rules for Union Reinforcements
1. The 122nd Ohio Infantry Regiment has @
strength of **5” only when combined with
the 12nd Ohio Regiment already on the
map. Otherwise, the reinforcing unit has a
"3" strength counter placed under it (this
represents 3 companies of the regiment that
had gotten separated somehow in the move
to the Monocacy). Both units of the 12nd
may operate separately on the map, but the
Union player may combine them at any point
in which they occupy the same hex during the
Union final Command Phase. If either units,
routed, combination may not occur. IF either
unit has taken losses before combining, the
strength of the combined regiment is ‘cor-
respondingly reduced. Once combined, they
may not be separated.
2. If the Union reinforcements are received,
the Brigade Combat Effectiveness Level of
McClennan’s Brigade is changed from 9 of
I5 to 16 of 26 Strength Points lost or out of
ammunition.
3. The Union reinforcements are received on
the next turn after Game-Turn 9 in which the
Union player has successfully rolled the die
for them. The Union player may roll one die
in his final Command Phase starting on
Game-Turn 9; ona die roll of 1," the Union
reinforcements enter in the next Union
Movement Phase on hex 0105 in column fo
mation. Alternatively, the Union player may
delay the entry of these reinforcements once
hie has received them. If he delays their entry
by two turns (ie., three turns after the suc-
cessful die rol), they may enter in hex 0123,
0134, or 0138,
Confederate Order of Battle
(for Breckinridge's command):
Major General J.C. Breckinridge/2-Command
Points
Brigadier General J. Eehols/4-Command
Radivs/1-Rally Poini/(4)-Promotion
Rating/Echols Replacement/3-Command
Radius/0-Rally Point
22nd Virginia Infantry Regiment/Echols/R3-
Strength/4 Morale
23rd Virginia Infantry Regiment/Echols/R3-
Strength/4-Morale.
26th Virginia tnfantry Regiment/Echols/R2-
Strength/4-Morale.
Brigadier General G.C. Wherton/S-Command
Radius/1-Rally Peint/(3)-Promotion
Rating/ Wharton's Replacement/3.Command
Radius/0-Rally Point
45th Virginia Infantry Regiment/Wharton/R3-
Sttength/4-Morale.
51st Vega Infantry Regiment/ Wharton/R3-
Strengih/4-Morale.
30th Virginia Infantry Batalion/Wharton/R
Strength/4-Morale.
Brigadier General 3.C. Vaughn/4-Command
Radius/-Rally Point/(3)-Promotion
Rating/ Vaughn's Replacement/3-Command
Radius/0-Rally Point,
Dismounted Cavalry Detachment/ Vaughn/R3-
Strength/3-Morale.
Dismounted Cavalry Detachment Vaughn/R2-
Strength/3-Morale
Dismounted Cavalry Detachment/ Vaughn/R2-
Sirengih/3-Morale
(Note: The Confederate player should
assign an arbitrary identification number t0
the three detachments of Vaughn's Brigade
in order (o differentiate them.)
1, The Confederate Limited Initiative rating
for Breckinridge’s command is 4."
2. The Brigade Combat Effectiveness
ratings for the Confederate reinforcements
are as follows: Echols-4 of 8, Wharton-4 of
7, Vaughn-3 of 7,
3. In this scenario, Breckinridge’s units are
placed on the Harper's Ferry Road in column
formation anywhere north of hex 3518 at the
start of the game. These units may not be
‘moved unless the Union player crosses the
Monocacy River or the Confederate player
successfully rolls a die to commit them. The
Confederate player may roll a die to attempt
to commit Breckinridge’s troops during any
Confederate Final Command Phase after
which at least one Confederate division has
reached Confederate Limited Initiative. If
only one Confederate division has reached
CLI, a die roll of “1 or **2" successfully
commits Breckinridge’s command. If two
Confederate divisions have reached CLI, a
die roll of “1” through *4” commits
Breckinridge’s command. If three Con-
federate divisions have reached CLI, then
19
Breckinridge’s command is automatically
commited
4, The die roll to commit. Breckinridge’s
command is optional at the diseretion of the
Confederate player, Once he attempts a first
die roll for commitment, though, he must
continue to roll the die every Confederate
final command phase.
5. Breckinridge’s units may be moved in the
ext Confederate Movement Phase after
commitment.
6. There is a penalty in victory points for at-
tempting to commit Breckinridge’s com-
‘mand, This penalty is three points per turn re-
maining in the game after a successful de roll
for commitment of these reinforcements.
7. If Breckinridge becomes a casualty, he is
not replaced.
8. If Early becomes a casualty, Breckinridge
is promoted and replaces’ Early and
Breckinridge is not replaced.
9. If both Breckinridge and Early are
casualties, use the standard rules for promo-
tions.
10. Breckinridge’s command has no division
commander. Breckinridge himself may be
used like Early (ie., lend command points,
rally units, and negate CLI), but only for the
units in his command and for Gordon's Divi-
sion. Breckinridge may not function in any
way with Ramseur’s or Rodes’ Divisions.
11, The commitment of Breckinridge does
not change Early's capabilities in any way ex-
cept that Breckinridge and Early may not
both lend command points to the same com.
rmander in the same turn.
12, Once committed, Breckinridge’s units
are counted normally for victory purposes. If
they are not committed, they do not count in
Confederate victory point calculations.
Optional Rules
Several of the sources used for Drive on
Washington disagree on certain points. At
Teast three of these sources, including the Of-
{ficial Records, have different Orders of Bat-
Ne for the Union artillery units than
represented in Drive on Washington, Thus, if
both players agree, the Order of Battle for
Union troops should be modified as follows.
Al optional rules should be used together.
1. The 9th New York Heavy Artillery Regi
ment should be deleted from the game as ar-
lllery and a counter for its deployment as in-
fantry should be made to read: 9th New
York/MeClennan/R3-Strength/4-Morale,
2. If the 9th New York is used as infantry as
above, the BCE rating for McClennan’s
Brigade become 11 of 18. If the Union rein-
forcements are later received, MeClennan's
Brigade BCE rating becomes 18 of 29.
3. According to both Captain Alexander
(he commander of the Baltimore Battery)
and General Wallace, the Baltimore Battery
had only 6 guns instead of 8 as in the game.
‘Therefore, if both players agree, change both
the Baltimore Md. Battery A and B to 3 guns
= onoson pete,