GameFix 05 - Winceby
GameFix 05 - Winceby
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• ,. .•:•a-•
Publisher:
GameFix
Game Publications Group, Inc.
Editor:
Jon Compton
Copy Editor:
Dave Wood
Contributing Editors:
Alan Emrich, Petra Schlunk, Timothy
Kutta, Dave Wood, Keith Schlesinger, Editorial Page 2
Joe Miranda, Cameron Sette, j on Compton
Paul G. Cooper, Robert Markham
Chief Developer:
Keith Schlesinger The Fix You're In Page 3
Art Director: j on Compton
Jon Compton
Business Manager:
Gary E. Smith Battle Briefs Page 4
Operations Manager: Timothy Kutta
Paul G. Cooper
GameFix welcomes your comments
and ideas. Do you have a suggestion? The Battle ofWinceby Page 6
Disagree with a column? We'd like to Robert Ma rkham
hear from you. You can reach us by
phone, fax, mail, or e-mail at the fol-
lowing addresses:
Game Publications Group
Chronology of the English Civil War Page 8
8795 La Riviera Dr. No. 182 Paul C. Cooper
Sacramento, CA 95826
(916) 362- 0875 Fax (916) 362-0876
Internet: [email protected]
Issue Game: Winceby Page 9
R obert M arkham
Subscriptions: GameFix is published
twelve times a year by Game
Publications Group, Inc. One year sub-
scriptions are $49.50. Overseas sub- Behind the Lines: Joe Miranda Page 21
scriptions are $100.00 for one year and Timothy Kutta
are sent airmail. All funds must be in
US currency by means of an interna-
tional money order or check drawn
on a US bank. All checks must Industry News Page 22
be made payable to Timothy K utta
Game Publications Group, Inc.
8795 La Riviera Dr. No. 182
Sacramento, CA 95826,
or call (800) 784-4404 (orders only).
Optional Rules: Bombs Away! Page 23
Keith Schlesinger, M ike A nderson
Note: All rights to the contents of this
magazine are reserved. Nothing may
be reproduced in whole or in part with-
out written consent of the publisher. The Armchair Gamer Page 25
Postmaster: Send address changes to Dave Wood
GameFix
8795 La Riviera Dr. No. 182
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Transparency: a Gaming Definition games is achieved by the side that can best cloned ZOes, and others have even done
I don't play that many games anymore. It manipulate ZOes. away with hexes entirely in favor of area
is not so much a func tion ofi nterest, but time. ever mind the tactical situation, the dis- movement systems. The debate continues
Therefore, when the opportunity comes along position of forces, and the effective usc of over the usefulness and validity of such
to sit and play, I'm usually very selective about firepower. Victory depends on the ability to changes, and in some cases it is quite heated.
the game. It is rare that I will elect to play an manage the order of attacks to cut off the A more radical approach was taken in Bor-
operational level game. escape route of enemy forces. This enables rodino from Games USA, in which the areas
The gaming experience is ultimately es- grossly inferior units to eliminate opponents on the map were deliberately shaped so that a
capism . When I sit before a paper battlefield simply because a wide swath of open coun try . unit could only enter a space if the cardboard
and cardboard troops, I want to deal with the does not happen to be avai lable. This ap- counter actually fit inside. A game I am more
decision-making inherent in the situation. proach is so commonplace in today's opera- familiar with and that in my opinion has come
The rules will either facilitate or get in the way tional designs that one wonders if designers the closest to providing satisfYing operational
of that experience. have ever heard of the fighting withdrawal? coverage is Tide of Fortune from 3W. The
I regularly play Command D ecision wi th a As an amateur historian who has not general feeling of the game, once you spend
group of friends locally. CD is a tactical set of served in the mi litary, I do not feel enti rely th e two full days required to figure out the
miniatures rules fo r WWII ground combat, qualified to define what the "operational" level rules, is one where the game becomes an
published by G DW. Like any game, CD has commander's primary concerns are. I think it organic system that presents the player with
a few things we quibble over, but when I play is safe to say, however, that figuring out how options and assets, wh ile still maintaining a
the game I think in terms of battlefield tactics. to manipulate the enemy's zoe is not one of high degree of uncertainty in almost every
The rules very seldom get in the way. As them. That is not to say that the z oe is not situation. I know that I may be pretty much
players, we do not use rules manipulations to useful, only that it has heretofore been too al.o ne in th is assessmen t, but despite its pro-
accom plish victory. Instead, we apply tactics, .large a factor in any given exchange and de- cedural shortcomings ToF is still one of the
proper use of combined arms, etc. CD is what serves re-examination. best operational level games I've played. It
I call a transparent set of rules. In my view, D octrine ought to be the primary deter- suffers from hav.ing much too steep a learning
good rules remove themselves from the deci- mining facto r in the decisions and situations curve due to its poorly written rules, which of
sion-making process. T he game thereby takes of any operational game. Yet it is a greatly course means that the game will be played by
on a life of its own, and the players become neglected element in many designs. At least very few people. I remain convinced that
the vibrant part of the experience. as far as wars in thi s century are concerned, those few will greatly benefit from expending
t he maneuver element is the primary combat- the energy required to get into ToF.
Operational Failure ant on the battlefield. If the maneuver element
Recently Joe Miranda and I played a game is defined as the battalion, as it is in American Facing the Challenge
of Avalon Hill's origi nal Battle ofthe Bulge. To doctrine, only about 40% of a five-batta.lion When G ame Publications Group was in
put it mildly, Joe kicked my butt. brigade should be committed to an assault, the early stages of for mation, we made a de-
Now, I've never claimed to be a particularly with the remainder held in strategic reserve to cision that GPG would not publish an opera-
good player, but Joe defeated me in a way that exploit any breakthrough. tional level game in a box or zip lock bag. T he
left me feeling .. . well, cheated. I didn't think Sounds about right, doesn't it? Yet how reason for that is simple. In the general
I'd done anything wrong tactically, but my many operational games have you played scheme of things, operational games are al-
large panzer uni ts were effectively surrounded where you committed the entire force at your most always less successful than either tactical
and destroyed by units that, in my opinion, disposal upon first contact with the enemy? or strategic level games. The primary reason
didn't have a snowball's chance in hell ofdoing At that point any semblance of doctrine or for th is discrepancy is that an operational level
it in reality. orderly maneuver disappears, and play rapidly game always deals with a specific battle. This
My defeat in Bulge resulted from my lack degenerates into who can surrou nd what first alone limits the audience of a particular game
of understanding of the fine points of the using ZOes. This is a prime example of rules to those interested in that battle. However, I
rules. That's okay, but not when the rules lack ceasing to be transparent and becoming a think that in general, operational level games
a clear understanding of mili tary reality. method of manipulation that rewards trickery are just not very good games.
and punishes attention to fundamental opera- That does not mean that we've given up
W hat is Operational? tional concerns. entirely on operational games. W e will likely
ow I realize that Bulge is a very primitive publish several in Gamei'!x. So we offer you
game by today's standards. Nevertheless, A New Recipe For Success t he challenge of our first annual design con-
many of the game's basic concepts are still Overcoming the primary problems of the test. The contest is open to anyone, published
presen t even in the latest crop of new designs. operational level combat system and shapi ng or not. In fact we strongly encourage those of
This is particularly true of "zones of control" a new game system that more accurately re- you who have never designed a game before
(ZOes). What it all boils down to is that flects real-life operations represents quite a to g ive it a shot. (See the following page for
victory or defeat in most operational level challenge indeed. Some designers have aban- details about entering the contest.)
Page 2, March 1995 GameFix
The Fix You're In .Jon Compton
The First Annual GameFix Design 31, 1995. You may enter as many designs as Big One was origi nally published by 3W as
Contest you like, provided they are aU operational 2 WW, but h as been extensively redeveloped
T llis contest is your chance to design that level. This contest is open to anyone; no pre- by Paul Cooper. I ssue eigh t will have another
perfect game you've had floating around in vious experience is necessary. (Go for it!) Joe M iranda game, but this time the game is
your mind all these years. The challenge is Cybernaut, a science fiction game of computer
simple: design an operational level game t hat Smashing Gremlins warfare. Issue nine will contain a Guadalcanal
presents the player with the same kinds of In issues two and three there were some game from M ike Smith, and issue ten will
decisions and concerns an operational com- strange text kerning problems. Although the have Timothy Kutta's So Sioux Me. Be advised
mander would face. problems that occurred in issue three were that although issues six and seven are etched
Well, maybe it's not so simple. If you have caught at blueline stage and corrected, many in stone, the rest are not and are subject to
not read the editorial at left, you should do so noticed the closeness of punctuation marks to change.
before reading further. the lower case "y," and the tightness of letters
The game's topic can be on just about following capital 'W' in issue two. W e'd like In This Issue
anything, but an engine for modeling twenti- to be able to come out and say this problem Once again you'll notice we've made a few
eth century mobile warfare is what we're really has been corrected, but the truth of the matter more small changes in GameFix. Last issue
after. Without getting too specific, we're is we frankl y don't even know what caused the you probably noticed th e redesigned cover;
looking for a new approach to modeling op- problems in the first place. We spent consid- now you'll see we've turned ou r attention to
erational level combat that removes the erable amounts of time on the phone with the inside of the magazi ne. Much of this
"gaminess" approach of the zoe manipula- Adobe and Corel Corporations, but to no alteration is due to t he insightful comments
tion method of combat resolution, yet retains avail. Speculation has been that the problem of Redmond Simonsen, whose helpful sug-
realism and playabiL ty. was caused by the new Lino650 typesetter, gestions have caused us to continue to re-
In terms of physical components and size, but others think that since the job was run on evaluate our look and impact.
you must use the standard GameFix format: a new Pentium computer, the kerning prob- A new colu mn we've added this month is
llx17 map and 100 or 120 counters or 100 lems are a result of the divide error fault in the Tim Kutta's Behind the Lines, featu ring Joe
playing cards. T he main body of rules must be Pentium processor. Although th ese specula- M iranda in this issue. Joe's thoughtful and
under 5000 words. An additional page may be tions amount to little better than guesses, we sometimes controversial ideas stand out in
included fo r charts and tables. Examples of have stopped running GameFix on both ma- this piece. Tim will continue to seek out
play must also be provided. The rules must be chines. If these actions fix the problems, we'll interesti ng hobby personalities and ask them
organized logically; each section listed in the count our lucky stars and go on. If not, we'll probing questions in future issues. The inter-
order specified in the Sequence of Play. The try something else. [As a footnote, if Corel views will not be limited to designers alone,
rules must also be organ ized in standard out- Corporation doesn't get their act together but will include people whose contributions
line format. (See the Winceby rules for an with Ventura 5.0, a good case will be made for to the hobby range fro m graphic arts to com-
example of our rules formatting.) Submis- switching to Macintosh!] pany manage ment. In this way we think you'll
sions t hat follow these guidelines will be get a broader view of the people who make up
looked upon more favorably. The Dating Game the business end of the gaming indu stry. Tim
The big question, of course, is what does A few astute observers out there will note has even threatened to make me submit to a
the winner receive? Tell him,Johnny: that we bumped our cover date up one month. grilli ng, and I've promised him more contro-
T he winning design will be published in This action does not mean we are going to versy than he'l.l know what to do with.
GameFix, and the desig ner will be paid our continue to run late. The staff at GameF ix is Also new to issue five is the industry news
standard sum of $1000.00 . In addition, the currently attempting to get the magazine dis- feature. H ere you will fi nd out abou t industry
winner will receive a one-year Collector's tributed at Tower Books. For this to happen, goings-on, and other information tidbits. It is
Subsciption to GameFix, along with every the cover date must be well in advance of not a rumor column; don't believe it unless you
boxed game GPG publishes during calendar when the issue actu ally ships, more so even read it here.
year 1996. Further, the winner will be given than if we were on our originally intended You will also find, as promised, the op-
gift certificates for two additional one-year pubLcation schedule. Rest assured t hat tional rules for issue four's Bombs Away.' game.
subs to GameFix, redeemable at any time, GameFix is not skipping a month or an issue. These include rules for solitai re play and vari-
which he may keep for himself or give to able victory.
friends. Up and Coming
All submissions must include two com- Looking ahead, issue six will contain Joe Back Issues Still Available
plete sets of rules, maps, and counters. The M iranda's R edline Korea. RK deals with the We still have issues 1- 4 in stock. They are
components do not need to be of professional potential for conflict with orth Korea in the available direct from GPG for the cover price,
quality, only good enough to allow the judges coming years. Issue seven will have The Big shipping inside the US included. Canadians
to play the game wit hout having to make up One, a strategic level game of the conflict in please add $1.00 per issue shipping, overseas
components. The con test deadline is Aug ust Europe during the Second World W ar. The add $4.00 per issue.
Game Fix March 1995, Page 3
Timothy KuHa Battle Briefs
Air Force Special Operations, The Special Operations Helicopter,
The Tank That Wouldn't Die, Will the Wolf Survive, A Tiger in the Tank
Air Force Special Operations anywhere, anytime. The bad guys, if they're possible. T he only way to lighten a tank is to
The Air Force Special Operations (AF- lucky, may think they hear the sound of an take off the armor. That, unfortunate!)\
SOC) was established as an independent airplane . .. just before they die. doesn't leave much of a tank.
command at Hurlburt Field, FL. on May 22, The Allison Division of General Motors
1990. Its m ission is to provide unconventional The Special Operations Helicopter pu t forth several innovative proposals to meet
warfare, direct action, special reconnaissance, When the AFSOC decided they needed a the Army requirement in 1960. T hey were
counterterrori sm, and support to foreig n special operations helicopter with long range given a contract to build the prototype of the
fri endly governments. and the ability to carry a heavy load, they took XM -55 1 Sheridan light tank. T he new tank
AFSO C is composed of the 16th Special the Sik orsky H -53 heavy assault transport was 20' 8" long, 9' wide and 9' 8" high. The
Operatio ns Wing (Hurlburt Field, FL.), the helicopter and modified it for their special- hull was made of alu m inu m, and the turret
352d Special Operations Group (Alconbury ized uses. Begun in 1988, the program took was welded steel.
AB, UK), the 353d Special Operations 41 Sikorsky HH/ CH-53 helicopters and T he weight-saving measures and small
G roup (Kadcna AB, Okinawa), the 720th added a sophisticated nose- mounted for- size gave the tan k a combat weight of34,898
Special Tactics G roup (Hurlburt Field, FL.), ward-looking infrared system, an integrated lbs. It was armed with a 152mm dual-purpose
the USAF Special Operations School digital avionics suite, A I APQ: 158 terrai n- gun t hat could fire a conventional 152mm
(Hurlburt Field, FL.), the Special M issions following and terrain-avoidance radar, global rou nd or launch the Shillelagh missile. The
O perational Test and Evaluation C enter positioning satellite navigation , secure com- tank was powered by the six-cylinder Detroit
(Hurlburt Field, FL.), a special tactics group munications, AN/ ALQ: 162 continuous- Diesel, which gave it a top speed of 45 mph
(Hurlburt Field, 1· L.), the 919th Special Op- wave radar missile jammer, ALQ:157 infra- and range of 373 miles.
erations Wing (Reserves at Duke Field, FL.), red missile jammer, ALE-40 flare/chaff dis- T his tan k was, at best, a compromise. It
and the 193d Special Operations Group (Air p ensers, ALR-69 missile warning receivers, d id not have great armor protection nor a
National Guard at Harrisburg, PA.). C o m- and AAR- 47 missile plume detector. Finally, tremendously powerful gun. H owever, it
bined, these units have an active duty strength a computer was added just to manage all the could be quickly airlifted by any of the
of approximately 8,596 personnel, of which other electronics. The helicopter is also ar- U SAF 's transport airplanes; a nd, when de-
1,322 are officers and 7,274 are enlisted. The mored and equipped with mounts for heavy ployed in a defensive position, it could destroy
active component is augmented by 2,493 re- machine guns or mini-guns, lo ng-range fuel enemy tanks and armored personnel carriers.
servists and 465 civilians, giving AFSO C a tanks, and an air- to-air refueling probe. Unfortunately, the Sheridan pleased no one.
total stre ng th of 11,554 people. T he upgraded helicopter is called the Sik- The Sheridan was too ligh tly armed and
The Special Operations units are equipped orsky MH-53J Pave Low. Deliveries of the armored to suit the Army. In addition, it was
wi th a variety of unique and unusual aircraft. new bird began in the summer of 1987; and, terribly complicated and very expensive. Al-
T hey fly 18 AC-130NH Spectre gunshi ps, since thei r introduction to AFSOC, they have though the M551 was put into production in
37 MH-53 Pave Low H elicopters, 10 MH- been used successfully in Operations in Pan- 1966 and served with airborne and armored
60 Pave H awk H elicopters, 2 N C H -53, 14 ama, Iraq, Somalia, and Hai ti. units, it was replaced at every opportunity by
M C-130H Combat Talon I, 18 MC- 1301-l the M -60 main battle tan k.
Combat Talon 11, 11 C- 130NE/ H, 5 E C - The Tank That Wouldn't Die The Sheridan light tan k should have been
130 Volant Solo, and 23 HC- 130 C ombat The M -55 1 Sheridan light tank was built a failure. But, whenever a crisis arose, the first
Shadow aircraft. to meet a 1959 Army require me nt fo r an units deployed we re normally the 82nd Air-
These high - tech marvels are designed armored reconnaissance airborne assault ve- born e D ivision or cleme nts of the 18th Air-
specifically to insert special forces troops into hicle (ARAAV) to support airborne units. borne Corps, and t he M 551 tank was still the
un fri endly environments. The long-range Enemy tanks arc the biggest th reat to para- only tank that could fly on any type of trans-
aircraft are equipped with a variety o f the troopers in the early stages of operations. T he port. T he unloved Sheridan served in Viet-
latest state-of- the-art electronics that allow Army wanted an armored vehicle that could nam, Korea, Panama, and D esert Storm and
t hem to detect, avoid, or jam enemy electronic defeat tanks and that could be airdropped or is currently on the streets of H aiti. Its career
detecti ng equipme nt. M any of the aircraft, airlanded in support of their paratroopers. has spanned 32 years, and there is still no
such as the AC- 130, also bristle with anna- The problem, of course, is evident. The vehicle that can replace it.
mcnr that can suppress and destroy enemy best way to defeat a tank is with another tank,
defenses. Unfortunately tanks are, by their nature, Will the WolfSurvive?
The pilots arc all highly professional , su- heavy. H eavy tanks require large planes to W ith peace breaking out all over, the
perbly trained individuals, adroit at flying carry them, and large planes require large United States avy's Submari ne Service is
low-level, all- weather, nocturnal, deep pene- airfields to land. Airdropping tanks is possi- scrambli ng to fi nd a mission. The Silent Serv-
tration missions into enemy territory with ble, but there is a limit to the size a parachute ice, as it is called , has long been part of this
ease. The pilots and aircraft combined allow can hold. Thus, armored reconnaissance air- country's nuclear triad of deterrence. Irs fleet
AFSO C to deliver specialized combat power borne assault vehicles have to be as light as of ballistic missile carrying submarines
Although only a small cavalry engage- nent. H er valuable cargo went unmolested by no fear in battle, but lacked a sou nd grasp of
ment, the battle ofWinceby helped to secure Parliamentarians as it traveled from the coast the larger strategic situation. Politically, he
the county ofLi ncolnshire for the Parliament. to the needy magazines of the Royalists. The also lacked acumen and was eclipsed by Oliver
Oliver Cromwell and Thomas Fairfax, whose arrival of Charles Cavendish's command pro- C romwell w ho later would become both the
futu re participation in the English Civil W ar vided the Royalists with a strike force capable military and political leader of a united Eng-
would prove so important, showed land.
their mettle in thi s small but signifi- Fairfax quickly took Tadcaster,
can t battle. but just as quickly lost the town to
The second year of the English RoyaEsts under Lord Goring. Two
Civil War started with hopes of a Royalist victories foUowed, Goring
quick Royalist victory. In the county defeating Fairfax at Seacraft Moor
ofLi ncolnshire, the Royalists held the and Cavendish defeating the
cities of Hull and Newark. Newark, Roundheads at Ancaster Heath.
the strategic key to the region, was Parliamentary morale in the Lin-
considered the gateway to northern colnshire region was truly at an all-
England. It served as a major recruit- time low.
ing center for the Royalists. To shore up t he situation, Parlia-
Parliament appointed M ajor Gen- ..., ment sent Oliver Cromwell to the
eral Thomas Ballard to command a
force of some 6,000 Roundheads to _. __ area with orders to secure Lincoln-
sh ire for the Rou ndhead cause.
take Newark. Aware of the impending Roundhead forces in ottingham
attack, the Royalist gove rnor Sir John under Joh n Gell were ordered to take
Henderson chose to defend the city ewark and to link up with a small
rather than seek battle in the open. force commanded by Lord Wil-
H enderson, a Scot, had started his loughby. The Royalists Cavendish
professional military career in the Im- and H enderson replied by joining
perial H absburg A rmy during the forces and attacking the Parliamen-
Thirty Years War. H e eventually re- tarians near Grantham. In a short,
turned to Scotland, where he received intense battle, the Parliamentarians
a knighthood and the governorship of defeated the Royalists. H owever,
Dunbarton Castle. Just before the Lord Willoughby failed to recognize
outb reak of the English Civil War, he t he extent of h is success and with-
Oliver Cromwell
accompan ied his brother-in-law, drew his forces to ottingham
Lord }orth, to England, where-through of harassing the Roundheads, who h ad been rather than pursuing his beaten enemy. The
Forth's influence- he gained a posi tion on inactive since their defeat at Newark. Hen- less ambiguous success was to come from
the Permanent Council of W ar under King derson, with his enlarged Royal ist force, now Thomas Fairfax's daring night attack of
Charles. H enderson was sent to D en mark to attacked, striking first at the town of Gran- W akefield. T here Fairfax captured 1,500
rai se money and mercenaries for the crown . tham. On 23 March, Grantham fell after a Royalist troops and Lord Goring. Wakefield
By D ecem ber he had returned to England and brief struggle. succeeded in boosting Roundhead morale,
joined the Royalist cause. Upon hearing the news of the Royalist which increased again when W illoughby
Upon his arrival at ewark, B allard imme- success, Sir H ugh Cholmley defected to the seized the town of G ainsborough.
diately attacked the Royalist s. A s a result, he Royalists and ordered the port ofScarborough Cavendish immediately surrounded Wil-
suffered a wound and left 200 dead Round- opened to Royalist fo rces. This turn of events loughby at Gains borough and laid siege to the
heads. His failure to take the city cost him his worried the Parliamentarians who sent town. Short on supplies and lacking man-
command, and h e was replaced wi th the able Thomas Fairfax to seize Tadcaster in an effort power, Willoughby could not hope to break
Sir John M eldrum. Meldrum immediately to stabilize the situation . the siege and instead awaited outside help.
began rebuilding the Parliamentary army in Thomas Fairfax was one of the best cavalry R elief was to come in the form of Oliver
L incolnshire, desperately trying to undo the officers to emerge from the English Civil W ar. Cromwell, who had hurried from Cambridge,
damage done by his predecessor. At the time ofWinceby, he was just beginning gathering what forces he could as he moved
Time was not on Meldrum's side, as the to show the talents that would later make him north. Near Searle, Cromwell defeated
Royalists continued to gain in strength. In late such a great leader. "Black Tom," as his troop s Cavendish's troops, the latter dying in the
February, Qyeen H enrietta Maria landed at fondly called him, compared favorably with battle. The siege was lifted for a few hours
Briddling ton, located in Lincolnshire, with a the Royalists' great cavalry com mander Prince until yet another Royalist force, under the
large shipment of muniti ons from the conti- Rupert. Thomas inspired his men and knew command of N ewcastle, resumed the siege.
Pagc 6, larch 1995 GameFix
Cromwell was sent to Lincoln to get help and
thereby narrowly avoided the fate of those left
behind. I n three days time, the large army of
Newcastle's Royalists besieged and took the
town of Gainsborough.
Mter his success at Gainsborough, New-
castle decided to lay siege to the city of Hull. • Newcastle
ln an attempt to break the siege, L ord Fairfax
Wakefield
senior, Thomas' father, ordered the dikes sur-
rounding Hull to be broken. Newcastle's army
• • Scarborough
C. Game Scale
Each hex is 100 to 115 yards, and each strength point represents 70 to 100 men.
III. Leaders, Facing, Zones of Control, and Stacking
Rout -:l
Rout Out of
A. Leaders M arker Command
There are two rypes of leaders in Winceby, leaders and overall leaders. Overall leaders
are in command of their side's entire force, whereas leaders are only in command of
those units assigned to them. Leaders and the units they control are color coded for Step
Command
Loss
ease of play.
1. Leader Ratings: Leaders have three ratings: Command, Command Span, and Loss Command
Combat Bonus. O verall leaders have two ratings: Command Span and Combat Marker l ncLcator
Bonus. See right.
a. Command: This rating is used to determine whether a command chit
can be changed or not (seeV.B.).
b. Command Span: The number of hexes a combat unit may be away from
the leader and still be in command (see V.C.1).
c. Combat Bonus: A die roll modifier used during Melee. Name
,Subordination
2. Leader Casualties: A leader stacked with a combat unit that is eliminated dur- / Color
Type -
ing Melee is killed if no friendly units remain in the hex. The leader is flipped to
its replacement leader side. It is then moved to the nearest friendly combat unit Combat
Command
under the leader's command. The previous leader's command chit is placed under Rating Bonus
the replacement leader. Replacement leaders that are eliminated are not removed Command
from play. It is assumed that another replacement leader has taken the dead re- Span
placement leader's place.
A leader alone in a hex that is entered by an enemy combat unit is fl ipped to its re-
placement side (if not already flipped) and is then moved to the nearest friendly
combat unit under the leader's command.
3. Overall Leaders: Overall leaders are used to control specific combat units as
leaders do, but also have special abilities. The.ir special abilities are as follows:
Type
• Overall leaders stacked with a friendly leader during the Command Phase can
automatically change the Command C hit of the leader. Subordination
• Leaders, within the Command Span of their Overall Leader during the Com- Color Morale
mand Phase, get a -1 die roll modifier on any attempt to change their Com- \
Combat
mand C hit. Movement
Strength
• O verall leaders may change their own Command Chit without a die roll. Allowance
• Combat units assigned to other friendly leaders may trace command to their
overall leader, instead.
B. Facing
A combat unit must face in a specific direction at all times. All combat units must
face toward o ne vertex (point) of the hex it is in and may exit the hex only through a Facing Example
Front hexside (see diagram at right}. All combat units in the same hex must face in
the same direction. Leaders do not need to obey facing requirements.
1. A combat unit may change facing by pointing toward any vertex in its hex. Front
Changing facing after Melee Combat or while still in its starting hex during
Move ment never costs anything. A unit that changes facing in the hex it just en-
tered must spend one movement point. If the unit lacks the needed MP, it cannot
change its facing.
2. Facing affects a combat unit's Zone of Control (Ill.C.) and Combat (VII).
D. Stacking
Stacking refers to having more than one combat unit in a hex at any given time.
T here are no stacking restrictions fo r Leaders or Overall Leaders. Stacking limits ap-
ply at all times during the turn. Unless stacked together at the beginning of a sce-
nario, only one combat unit is allowed per hex. A combat unit may not move
throug h another combat unit.
1. Stacked Units: Two combat units of the same type (i.e. infantry, cavalry, etc.) Commands
may begin the game stacked together. Combat units may unstack without cost or
penalty. Restacking is not allowed. Attack Command: AU combat units in com-
mand using the Attack Command must move at
Stacking Restrictions:
least half their movement allowance rounded up
• Stacked combat units are treated as one combat un it, while stacked together. and must end their movement closer to enemy
• A stack moves with the movement allowance of its slower component combat units than they began (meaning at least one hex
unit. closer or be adjacent to an enemy combat unit).
• Combat units may not change their position in a stack. The lower combat unit Combat units with an Attack Command receive
in the stack cannot be affected by combat until the top unit is destroyed. a + 1 die roll modifier in Melee Combat. Combat
• Leaders do not count for stacking purposes. units adjacent to enemy combat units must per-
2. Stacking and Morale Checks: For purposes of morale, a stack checks morale form combat, either fire and/or melee.
separately for each unit, starting with the top unit (seeVII.C.S. fot details on mo-
rale.
Advance Command: AU combat units in com-
IV. Sequence of Play mand using the Advance Command may move
Winceby uses the following Sequence of P lay fo r each game turn. The player whose up to their full movement allowance during th e
turn it is, is referred to as the phasing player; the opponent is the non- phasing player. Movement Phase. They must end the turn at
The scenarios list which player moves fi rst. A game turn consists of the following: least one hex closer, or be adjacent to an enemy
combat unit (i.e. they must move at least one
A. Order Phase hex, unless they are already in an enemy ZOC).
Combat units receive no Melee Combat die roll
Players may attempt to change the current commands that each or any of their lead-
modifiers for having an Advance Command.
ers are currently using.
F - G. Second Player Movement, Combat, Rally (same as B - D) Muster Command: D uring the Command
Phase of any turn in which at least two combat
I. First player Victory Check Phase {same as E) units of a leader's force are eit her routed or de-
stroyed, the command of the leader may be
V. Orders Phase changed to Muster with no command die rolls.
A t th e beginning of each game, place a command marker on the order fo r each com- Combat uni ts with a Muster Command may
mander's units. Commands do not have to be shown to the opposing player. During move up to their full movement allowance dur-
ensuing O rders P hases, C ommands may be changed (see V.B ). (You will also need ing the Movement Phase. They may never enter
to ph otocopy the charts and tables sheets on the back of the map before beginning a hex that is closer to an enemy combat unit
play.) than five hexes away. Muster un its that begin a
turn closer than five hexes to an enemy unit
A. Commands must move so that they are five hexes away at
T here are seven different C om mands; each h as a different effect on the combat units. the end of the turn. Leaders with a Muster Com-
See the right colum n on pages 11- 12 and 17- 18. mand have their Command Span increased by
one hex. M uster combat un its receive no Melee
Units must obey the requirements of their command to the best of their ability. In
Combat die roll modifiers.
some cases, a situation in the game will create a condition where the player will not
be able to comply with the moveme nt restrictions of a Command. In such a case, the
player must reveal the Comm and and demonstrate to the opposing player th at cer- Charge Command: Only cavalry may use the
tain uni ts cannot perform the Command's requirements. The Command remains un- charge command. The Charge command adds
changed. two movement points to the cavalry units with
such a command, increases morale by one, adds
B. Changing Command a +2 die roll modifier in Melee Combat, and
1. D uring the Orders P hase of each tu rn, a leader's Command may be changed. doubles its combat strength du ring melee. A cav-
T o do so, a die is rolled and compared to the leader's C om mand R ating. I f the die alry unit with a Charge Command must move at
result is equal to or less than the Command Rating of the leader, the Command least half t heir movement allowance (any frac-
may be replaced with a different C ommand. Otherwise, no change occurs. A tions rounded up) and must end their movement
leader may always ch ange from M uste r to any oth er command if at least two of closer to enemy units than they began. In-com-
his combat units have been eli min ated duri ng the game or are currently routed. mand units with a Charge Command that begin
The ch ange can be made if there is one eliminated and one routed unit. a tu rn in an enemy zoe may not move; they
must attack. Units with a Charge Command ad-
2. O verall Leaders have special effects on changing Command C hits. See III.A.3.
jacent to an enemy combat unit must perform
C. Combat Units and Command Melee Combat. Fire combat is optional. Cavalry
units may not enter the map as reinforcements
At the beginning of each Movement P hase, all combat uni ts must check to see with a C h arge Command. Non-cavalry units un-
whether they are within the C om mand Span of their leader. Combat units that are der command of a leader with a Charge Com-
not in command are considered to be out of command and receive an "OC" marker. mand are considered to have an Attack
1. Command Span: Each leader has a Command Span Rating. The rating is the Command, except that their morale is increased
number of hexes from a leader a combat unit can be and still be in command. by two.
W hen tracing Command Sp an, count the hex the combat u nit is in, but not the Cavalry Second Combat Option: When attack-
hex the leader is in. E nemy ZOCs block command span into (but not out of) a ing cavalry advances into a hex vacated as there-
hex unless the hex is occupied by a friendly combat un it. H exes occupied by en- sult of combat, the cavalry may advance two
emy combat units always block command span . furt her hexes (within the restrictions ofZO Cs),
2. Command Span Extension: A combat unit outside its leader's Command Span change faci ng, and conduct another attack. This
may be in command if each hex outside the span contains a friendly combat unit second attack occurs after all melee combat has
capable of being commanded by the same leader. been conducted.
3. Effects ofBeing Out of Command: Combat units out of command have the Changing to a Charge Command During
following restrictions: Movement: D uring an enemy movement phase,
• They may not move adjacent to an enemy combat unit. t he non-phasi ng player may attempt to change
• If in an enemy zoe, they may not move. t he command of a leader wh o commands cavalry
• They must attempt to move withi n the com mand span of their leader if th ey and has cavalry t hree or fewe r movement points
do move. away from at least one enemy cavalry un it that is
• T hey receive no die roll modifiers listed for their Command C hit on the M e- moving. W henever an enemy cavalry unit moves
lee Table. within three movement points of a friendly cav-
4 5 6 7 8 9 10 11 12
See Turn of Entry Chart for turns of entry.
Henderson
-- - ~
-- --
Eythin
Savile
r---- - f- -
W iddrington
Fairfax
Cromwell
.Manchester
Vermuyden
1-· 1- ·
Hobart
I
Photocopy before play
Movement Costs Defensive Modifiers
e;~
112 112
+
~ 1 -1
l ." +I +1 +1
0 A A 3 -2 -1
Jp 1 Level
)own 1 Level
+ NA
..+]
NA
+1
2
+1 -1
-2
-1
II
Royalist
Entry
Roundhead
Entry
Charts and Command Tracks
Melee Table
---
Die Number of Strength Points
I-- -
Roll
1-3 4-6 7- 10 11-15 16-20 21-25 26- 30 31- 35 36- 40 41- 45 46+
0 - - - - - - - - M M M
1 - - - - - - - M M M M
2 - - - - - - M M M 1 1
3 - - - - M M M M 1 1 1
4 - - M M M M 1 1 1 1 2
5 I - M M M M 1 1 1 1 2 2
6 M M M 1 1 1 1 1 2 2 3
7 M 1 1 1 1 1 1 2 2 3 3
8 1 1 1 1 1 1 2 2 2 3 4
9 1 1 1 1 1 1 2 2 3 4 4
BROG
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Winceb
4. Overall Leaders and Command Span: A ny combat unit may receive command alry unit, the non-phasing player may check his
from the friendly Overall Leader. If the Overall Leader has a Command Ch it, the leader for a command change (see V.B.). If suc-
uni t must obey it. An Overall Leader with no command chit mu st immed iately cessfuJ, a C harge Command is given to the
choose one. leader, and any cavalry unit may now charge the
5. Routed Combat Units and Command Chits: A routed com bat unit follows no enemy unit that triggered the command change.
commands. Its owner must move it one or two hexes away fro m the closest hex [Note: Enemy units and their ZOCs may make
containing any enemy combat units during the Movement Phase. the triggering unit impossible to reach. In such a
case, the charging unit may end its charge in the
VI. Movement Phase zoe of an enemy unit that did not trigger the
During a friendly Movement P hase, a player may move as many of hi s units as he charge. This is the one exception to the rule
wishes, subj ect only to the restrictio ns listed below and in the rules for Facing and above.] Friendly units with a Charge Comma nd
Command. already may always charge an enemy cavalry unit
that moves within three hexes of it. This must
A. Movement Allowance be done immediately upon the enemy unit enter-
All combat units have their movement allowance printed on their counter. The ing the three hex range. The phasi ng player's
Movement Allowance represents the total number of Movement Points (MPs) that movement is halted until a command change has
the unit may use in any one M ovement Phase (within Command C hit and Rout re- been checked and (if it is successful) the move-
strictions). These MPs may not be saved or transferred in any way. A unit does not ment of charging non- phasing cavalry has con-
have to use alJ of its Movement Allowance, but it may never expend more. Combat cluded. T he phasing player then continues h is
units must always move through their frontal h exes. Leaders have an unprinted move. Each leader checks fo r a command
movement allowance of 10. change each time a difFere nt enemy phasing cav-
alry unit moves within three or fewer hexes of a
B. Terrain and Movement friendly cavalry unit.
Each hex and some hexsides on the map contain terrain. The different types of ter- Charge Command Turn Limits: Units with a
rain and their effects are listed on the Terrain Effects Chart. Each type of uni t pays a Charge C ommand may only charge for three
certain number of movement p oints (MPs) to enter each type of terrain. Roads tend consecutive turns. A t the end of the th ree turns,
to speed up movemen t. T o take advantage of a road, a uni t must move along a road the comm and becomes Muster. Units may
(enter a road hex through a hexside containing a road), though it need not begin and change from a Charge C ommand before the end
end its movement phase on that road. of the three turns, but it may only be to Muster.
Other than that one exception, the following
C. Enemy Units and Movement procedure is used: When using the Charge Com-
mand, the comm and chit is placed in the C harge
A friendly combat unit may never enter a hex occupied by an enemy combat unit. A
1 box; during the next turn's Command Phase,
friendly combat unit may enter a hex containing only an enemy leader, causing a
the com mand chit is placed in the Charge 2 box;
casualty (see Ill.A.2.).
the following turn, it is placed in the C harge 3
VII. Combat Phase box. When the next turn's Comma nd Phase
During each Combat Phase , combat is resolved in the following order: Defensive comes, the comm and chit is placed in the Mus-
Fire Combat, Ofl:"ensive Fire Combat, Melee Combat. ter box. Once in Muster, the Muster Command
may be changed on the following turn using the
A. Fire Combat normal command changing procedures. Non-
cavalry units under a leader, whose command
AJl cavalry units have the ability to perform Fire Combat. Cavalry uni ts may only fi re has changed from C harge to Muster, also Mus-
through fron tal hexsides. T o conduct Fire Combat, eligible combat units check line
ter.
of sight (seeVII.B.) and the Range Table. The player then rolls a die and modifies it
by modifiers on the R ange Table and Terrain Chart. Each unit fires separately. Com-
bat units may be fired at more than once, but combat units may o nly fire once. Dragoons and Command: D ragoons, unlike
other units, have two different formations-
1. Range Table: The R ange Table lists ranges for different types of combat units
mounted and dismounted. When mounted, dra-
firing. The player cross indexes the type of unit with the di stance in hexes fro m
goons function as cavalty. When dismounted,
the firing unit to the target. The firing unit's hex is not counted but the target hex
they function as infantry units. Dragoons may
is counted. (See Range T able next page at right.)
mount or dismount on any turn in which t he
2. Fire Combat Table: Using the column that corresponds to the type of combat
Command chit for its leader is Stand, following
unit firing, the player rolls one die, modifies it by range (see Range Table) and by
the turn in which those units enter the map.
Dragoons enter the map mounted. When chang-
Terrain (see Terrain £fleets C h art), and then applies the results. (See Fire Com- ing formation, they may still move the one hex
bat Table at right.) that the Stand command allows.
I ~ lo~mm~~·--"-
• Woods
• Combat units, if adjacent to the target unit
• Terrain or units can block the LOS between units on different elevations if Command Span
the blocking hex is higher than the lower unit. T o determi ne whether some- In Command by Extension
thing blocks LOS between units on difFerent levels, count the hexes between
the lower unit and the potential obstacle. If this distance is less than half the
Range Table
number of hexes between the firing and target units, the LOS is blocked; if I
the number is equal to or greater than the total di stance, LOS is clear. D istance Dismounted M ounted Cavaby
in H exes D ragoon D ragoon
C. Melee Combat
1 +1 - -
During Melee Combat, the phasing player may attack enemy combat units in his
combat unit's Front hexes (see III.B .). Out of Command and Routed units may not 2 - X X
initiate melee. More than one unit may attack an enemy combat unit together.
1. M elee Requirements: A unit does not have to melee, but if it does there are Range Table Results:
certain require ments: - = May fire; no modifier
• If a combat unit fi res at an adjacent hex during O fi"ensive Fire, it must then +1 =May fire; add number to die ro!J
melee the same hex. X= May not fire
• All combat uni ts in the defending hex must be attacked as one unit.
• Combat units initiating melee must have an Advance, Stand, Charge, or At-
tack command. Fire Combat Table
2. Melee Procedure: The following procedure is used to resolve Melee Combat:
Die Rolf D ismounted Mounted Cavalry
• Attacker announces which combat units are attacking and what enemy com- D ragoon D 1·agoon
bat units wilJ be meleed. The attacker chooses the order in wh ich a series of
melee attacks are resolved. 0-4 - - -
• The attacking combat units check their morale. If a unit fails morale, it does 5 M - -
not rout, bu t does not attack. Units th at pass the morale check must attack.
• Cavalry units that have a Retreat or Stand command being attacked by infan- 6 M M M
try combat units may choose to retreat one, two, or three hexes. 7+ 1 M M
• D efending combat units check morale if at least one attacking uni t passed mo-
rale. If they fail t he morale check, they rout and retreat three hexes to their
Fire Combat Table:
rear. D efendi ng units that pass morale accept combat.
• Both players now total the combat strength of the units involved and each -=No effect
player rolls a die, modified by any leader combat bonus if a leader is stacked M =Target must make morale check.
with attacking or defending units, as well as by terrain, Command C hi t, and 1 =Top unit suffers a step loss; all remaining
rout. Results are applied simultaneously. Note: If friendly units in two or more units make morale check.
adjacent hexes to a single enemy occupied hex are meleeing enemy units in LOS Examples:
that hex, the melee factors of all friendly units must be combined against the
combined melee strength of all enemy units in the hex attacked. Units on the Same Elevation:
• Any morale checks required by the combat result are now made. If all defend-
ing combat units vacate the hex, all attacki ng units from one hex must advance.
3. Melee Combat Table: The Melee Combat Table has a number of colu mns
that correspond to the combat strength of the attacking or defending units. W hen
resolving M elee Combat, each side fi nds the column that corresponds to total
strength and rolls a die. This die is modified by a number of factors, and then the
result is checked on the table's 'Die Roll" column to find the correct line to cross
index for results. Die rolls modified to less than zero are resolved on the 0 line;
and those greater than nine are resolved on the 9 line.
4. Morale Checks: To make a morale check, roll t\.YO dice, subtract one from th e
dice result if a leader is stacked with the combat unit, and compare to the combat
unit's morale rating. If the dice roll is equ al to or less than the morale rating, th e
combat unit has passed the morale check; if the di ce roll is higher, t he combat
unit routs. The owner places a "Rout" marker on the unit and retreats it one to
three hexes within the following restrictions:
• It cannot move across a hexside or into a hex it would not be able to move
across or enter during normal movement.
• It cannot enter an enemy-occupied hex.
• It cannot enter an enemy zoe, even if occupied by a friendly unit.
• If it retreats oft- the map, it is eliminated. LOS between units A and B is blocked because
• Two units stacked together that both fail morale are forced to unstack and re- of intervening hill. LOS ben.veen A and C is
treat separately. also blocked because of the intervening woods
Routed units that cannot retreat lose an additional step instead. A rout marker is hex. LOS ben.veen A and D is blocked because
not placed on such units. of unit E. Unit A does have LOS to E.
5. Step Loss: All combat units with a reverse side have four possible steps to lose.
Units on Different Elevations:
The one exception is dragoon units (see VII.C.6. ). Units with no reverse side
(those with only one combat strength point) may only suffer n.vo step losses.
• For the first step lost, place a Step Loss marker under the unit. There is no
effect on its combat or movement abilities. D educt one from the unit's printed
morale rating.
• For the second step lost, remove the marker and flip the unit to its Reduced
side. The unit will now have a lower com bat strength and morale rating. If
there is no reverse side, th e unit is permanently removed from play.
• For the third step lost, place a Step Loss marker under the Reduced unit. De-
duct one from the unit's printed morale rating .
• For the fourth step lost, the combat unit is permanently removed from play.
6. Dragoons: Dragoon units have n.vo sides- mounted and dismounted. They
may change formation at the beginning of any friendly movement phase. They
have only n.vo steps; remove a Dragoon from play after the third step loss. (See
VII.C.S. for more details).
7. Advance after Combat: If a defender vacates a hex as a result of melee, the at-
tacker must advance all combat units from one attacking hex into the hex vacated.
If the attacker has n.vo combat units stacked together, it must advance both.
VIII. Rally
During Fire Combat and Melee, there is a possibility th at a combat unit's morale LOS bet\.veen A and B is blocked because there
will need to be checked (see VII.C.4). Units make only one morale check per type of is a intervening hill hex closer to unit B th an A.
combat phase, even if required to do more than one check. Therefore, if a unit, as LOS ben.veen units A and C and A and D is
the result of a Fire Combat Phase, was required to make three checks, it would only blocked despite the fact that they are on a higher
make one. level than unit A.
Victory Table
Parliament Victory Royalist Victory
[Joe Miranda, currently the editor of ample, I had the records for the British A rmy
Strategy & Tact ics, is one of the most proli fic of the Indus available. But ever try fi ndi ng out
game designers of modern times. His knowl- what exactly the I ndian Army had in 1965?
edge, experience, and position in the industry Brother! Another major problem is the Com-
give him a unique insight into the wargaming bat Results Table. It's not that the informa-
community.] tion is not available; it's that in many eras you
GameFix: I'm sure many of our readers have to show the effects of many different
would be interes ted in knowing a little about th ings . In Seven Years War(S&T 163), we had
you. Where did you go to school? Military to have all sorts of die roll modifiers to account
experience and such? for leadershi p, troop quality, cavalry, etc. This
j oe M iranda: I have a bachelor's degree in is valid (quantitative versus qualitative fac-
history from UCLA, and a master of science tors) , but also a little sloppy.
in criminal justice, the latter from California GF: You've been around the wargaming
State University, Los Angeles. I'm probably industry fo r awhile. H ow do you view the
one of the few people in my graduating class current state of games?
who actually gets to apply their history de- ]M: I th ink a major problem is what I caU
gree. I served a couple of tou rs in the Army f oe M iranda posing with the color the "decadence of wargaming." W hat I mean
National Guard and Reserve, and was an proofcopies Crisis 2000. by this is that we have all become so used to
instructor at the Special W arfare Center at the standards of wargame design as set by
Fort Bragg. My main military education came game on the riot at the D emocratic Conven- Avalon H ill that only endless baroque elabo-
from reading endless volumes on the subject. tion in 1968 . It had a really bizarre graphic rations are considered valid design. T his plays
And playing wargames. approach that caught the screaming headlines hob with the newcomers, who can't figure
GF: W hat got you interested in the hobby of the 1960s. T his is the sort of th ing that things out. The best approach is to use the
and when? wargaming should be doing. Significantly, its Basic-Advanced game rules. But then a lot of
JM: Back when I was in h igh school I was rules were short enough to be printed on the players feel cheated if they cannot use every
very interested in the military. This was dur- map itself. last optional rule we ever thought of.
ing the post-Tet era, mind you. W hen going GF: What is your favorite period for war- GF: What do you think most of the cur-
to the local hobby shops, I saw these military gaming and why? rent wargames lack in their designs?
games by something called the Avalon Hill JM: The ancient world is fascinating be- ] M : There is not a sufficient appreciation
company. The game boxes seemed to contain cause there are a lot of analogies between then of the cultural and psychological factors. We
an entire world. M y first two wargames were and now. I was reading Ammianus Marcel- have to look at the irrational side of things. In
Afrika Korps and Stalingrad. Upon playing linus' Roman H istory at the time of the 1990- designing Storm if Steel, a strategic game on
them, I immediately realized th is was a quan- 91 G ulfWar and was struck by t he parallels the F irst World War, I had to sim ulate the
tum leap forward in what was available to the between the Roman and A merican cam- psychology of the combatants, all of whom
public. paigns in Mesopotamia, at least on the stra- were willi ng to throw away a century of ra-
GF When did you design your first war- tegic level. But actually I like doing modern tionalism and progress for mutual annihila-
game and what was the title? political games, particularly Crisis 2000 and tion.
]M: Nicaragua, in conjunction with John LA Lawless. T he main thing is to get a lot of GF- I know you like to add Command and
Burtt. This was back in 1987. I had com- information in a fo ur-page rules format; you Control to your games. Why do you th ink it's
plained to Keith Poulter, who was running do this by maki ng most of the combat inter- important and what other "soft skills" do you
Strategy & Tactics at the time, about the abys- action between the players. think are often overlooked in wargames?
mal treatment low intensity conflict was re- GF- W hat motivates you to design a game? ] M : What a lot of people miss is that the
ceiving. H e gave me a chance to put my ]M: A lot ofit is that I want to put together commander's biggest problem is simply get-
money where my mouth was. games I would like to p lay. ting his own people to do what he wants. The
GF: H ow many wargames have you de- GF- What do you fi nd is the most difficult enemy takes care of himself. I think the intel-
signed and which is your favo rite? part of designing a game? ligence situation is also very important. A lot
]M: About 20. Trajan is my favori te. It was ]M: T he order of battle. U nless you are of it is in perception of intent. Sun Tzu has
an asymmetrical situation, with the ponder- dealing with a well-documented period, in- one of his famous cliche lines about knowing
ous Romans versus the mobile Parthians. It formation frequently has to be pieced to- the enemy and yourself, etc. H e's right. This
presented the Ancient Wars system in its pure gether. W e must give multiple kudos to 19th- is something I tried to address with the
form. The idea was to show warfare from the century military h istorians in this regard, as Stratagem Markers in the Trajan series. The
psychological perspective of the participants. they kept fairly complete records - a lot idea was that by choosing different types of
As for other designer's games, I like Jim Dun- better than modern historians, I should add! Stratagems (military, political, intelligence),
nigan's Chicago, Chicago, which was a war- W hen doing a British E mpire game, for ex- this would influence your strategy for the
GameFix March 1995, Page 21
turn. I like to make a wargame a contest of }M: It's a good idea to get more coverage. JM: Great idea, but everyone is becoming
wills as well as numbers. The amount of information you get out of a so overloaded by their e-mail that I wonder if
GF: Do you think the current run of war- wargame magazine, even without the game, they need another input!
games is too simple, too complicated, or just beats any of the popular military history GF: Thanks for answering all the ques-
right? magazines. Wargaming magazines need to tions. Before we go, you should have a free
JM: There is a lot coming from every become more of a voice in the current military forum to express any opinions o.r areas we
angle. I like to have games where the intent debate. One of our advantages is that, by haven't covered. Joe, this is your time.
is obvious. A detailed sequence of play, as SPI getting the wargame, you have a chance to JM: One of the things that bugs me about
used in its later games, is really the heart of a check out the theory by playing the si mula- 1990s America is that, despite the barrage of
well-organized rules system. tion. media the public is exposed to, there is very
GF: There has been a lot of talk about I am constantly meeting people who are little real information out there on contem-
wargaming rules in the industry being too surprised when I show them a current copy of porary military conflicts, and virtually no
simple? What do you think? Strategy & Tactics. A lot of people thought the analysis. What we get is essentially the same
}M: What I would like to see is some sort hobby died when SPI collapsed. The non- news clips over and over again, sort of like
of standardization of basic rules, and then gaming magazine versions will hopefully be a 1984's telescreen war. The U.S. is the only
have plug-in modules for the more complex form of advertising for the hobby itself. superpower in the world, yet the public has
things. SPI did something like this with their GF: There has been some controversy of li ttle grasp of strategic realities, other than on
Strategy I game, two decades ago. It was a late about the size of the gaming magazines. a gut level. One of the things wargaming is
system w hich you could use to simulate any What do you think the size of the ideal maga- good at is presenting both data and analysis.
war in history. zinc should be and what topics would you We need to look at ways of making wargames
GF: As the editor of S&T you've had the include? a tool for understanding the real world. The
opportunity to see many gaming magazines. }M: We need to do a lot more on conflicts several wargame magazines which covered
H ow do you view the current state of hobby in progress. But given the lead time on design the Gulf War presented more information
magazines? and printing, things are often overcome by tha n all the television newscasts I ever saw.
JM: The entire wargaming community has events. We have to look at ways at marketing our-
one of the highest levels of military education GF: How do you think computers will selves to a wider audience.
as a result of reading wargaming magazines. effect the wargaming industry? D o you see At the same time, we have to remember
Your average wargamer is much more knowl- computer aided games like Aide De Camp we are also a form of recreation and produce
edgeable about what is going on in the real becoming a bigger part of the hobby? games that ought to be enjoyable.
world. Wargame magazines probably did JM: The main thing about a board war- Wargaming really took off during a period
more to educate people about the NATO and game is that you can use it as an information ofgenerally perceived Western politico-mili-
Warsaw Pact armies than anything else. An- tool. You can actually look at the map and tary decline, the decade afterTet. Wargaming
other good example is the series on the World counters and get information. There is also was a means to re-evaluate a lot of things. I
War Two North Mrican and Russian Front the physical quality of the game. I like to read also saw it as a way to bring people together
Campaigns done in the early 1970s in S&T. the rules of old SPI games. T hey had a lot of from alJ over. I attended a few SPI playtest
This broke a lot of ground in the area of the information in there. Even if you did not play sessions in the 1970s, and you had anti-war
effects of cohesion on modern armies and the game, it was fascinating to look at the types playing alongside military personnel.
anticipated the development of the U.S. mili- processes they used to translate the historical We have to look at ways of taking advantage
tary's Airland Battle doctrine. situation into a game. As for computers, I of the current angst. A major discussion in
GF:Certainly the hobby is growing and thi nk computer games would work a lot better America is in about domestic conflict and the
changing. What do you think the standard if they could solve the screen size problem. role of the military. I did Crisis 2000 to explore
game magazine wilJ look like in five years? Scrolling around is distracting . Computer some of the options, but mainly to get people
JM: Probably the inclusion of a computer games should emphasize all those things to think a bit.
game disc. which board gaming finds difficult or redun-
GF: What do you think of the g rowing dant, like limited intelligence.
trend of the hobby to have a gaming version GF· What do you think about the concept
and non-gaming version of the magazine? of an e-mail magazine?
Timothy Kutta
Industry News
Rumors Not Allowed
Command Expands into the Big of the pure history version of the magazine. was to challenge the Cowles H istory Group's
Leagues A few months ago, Command decided to line of magazines, which includes titles such
Command Magazine has recently con- increase sales by splitting the magazine into a as Military History, World War II, Vietnam and
tacted several investors regarding the sale of version that included a wargame aimed at the others. However, although Command has
25% of the company's stock. The move is hobby market and one without a game aimed found that sales of the wargaming version
designed to raise capital to fund the expansion primarily at the history market. Their intent have remained strong and constant, the sales
Page 22, M arch 1995 GameFix
of the pure history version have lagged due to available for a reasonable price on the open more conservative path. He is trying to up-
distribution problems. market - that were done over 20 years ago. grade the quality of writing, standardize the
The move is to raise more capital, which Although the SPI line contains many classics, game rating system, and cover current topics
will solve the distribution problem and hope- and dogs as well, most now appear sopho- and games of interest.
fully push Command Magazine into the "Big moric compared to today's modern offerings. Over the years Fire and Movement h as
Leagues" of magazine publishers. Such a Perhaps Dr. Cummins has made a fatal undergone many changes and experienced
move will eventually free more capital for the business mistake. On the other hand, perhaps much turmoil. However, the magazine ap-
wargaming version and, if owners Ty Bomba, the good doctor believes that there is a large pears to have more lives than a cat and con-
Chris Perello, and Larry Hoffman don't take market for the old games. Collectors have tinues production, albeit irregularly, until to-
their new found wealth and move to Tahiti, certainly carried out a vigorous trade in the day. Subscription information at (805) 943-
should result in a better product for the war- games for many years, and the nostalgia of 6832.
gaming community as well. many of the older players may produce profi-
table sales. H istorical Gamer
Schwerpunkt Update The first four releases, Battlefor Germany, The Historical Gamer magazine, published
Issue #1 of Schwe1·epunkt is still available Leningrad, World War I, and the Battle for the by William S. Biles, is primarily aimed at the
(says a reliable source). Ardennes Quad have just been released; but it's miniature wargamer. Now in its fifth year of
too early to get a feel for sale numbers. Will publication, the bimonthly, 32- page, black
GameFix #2 Mailgram they be sufficient to cover the investment? and white magazine displays a good mix of
Many of the GameFix faithful were greatly Will players respond to the old games? Only historical articles, orders of battles, scenarios,
annoyed when the magazine languished in time will tell whether Dr. Cummins' gamble and miniature related articles. It is an inter-
the United States Postal System. Some of the will pay off. esting magazine that appeals to players who
subscribers waited over 26 days to get their love miniatures or Squad L eader or who care
copy. Editor Jon Compton, annoyed at the Fire and Movement to look at unusual h istory articles. The Octo-
delay, contacted the Post Master General and Fire and Movement, the Forum of Conflict ber/November 94 issue featured articles on
delivered a stinging rebuke of the USPS Simulations, has gone through a massive re- the Huai-Hsi Campaign in Ancient China,
methods. (Well actually, he called the post organization over the last few years. John Scenarios for Itsy-Bitsy Wars, Whiff of the
office in Sacramento and is still on hold.) Kisner resigned as editor after the Sept-Oct Grape, Battle of Shrewsbury 1403, an Update
93 issue and was replaced by Tony Zalewski. on 10mm Figures, and Spanish-American
Decision Games Buys SPI Line Mr. Zalewski's tenure was brief; but during Naval Battles. The magazine is published on
Decision Games has purchased the rights his stay he attempted to bring computer war- time, it is professionally done, and with a
to publish the old line of SPI games. Knowl- gaming to the magazine, upgrade the writing cover price of $4.25 is worth the money. For
edgeable insiders estimate the price of the staff, and cover issues that concerned a wide subscription info call606-277-7566.
purchase to be as high as $150,000. The con- range of wargamers. Unfortunately, some of
troversial decision to reissue the games has Mr. Zalewski's ideas clashed w ith those of the On the Horizion
had mixed reactions throughout the industry. owners, and the two parted company after Commandl ssue #3 1 Budapest 4 5;, Issue #32
Many experts wonder why Dr. Christopher only a couple of issues. Bunker H ill
Cummins would waste good money to reissue The new editor, D ave Nicholas, has taken S&Tlssue #171 On to Moscow; Issue #172
a line of games - many of which are still over the magazine and has decided to steer a Russo-Finnish War
Keith Schlesinger
Optional Rules: Bombs Away! Mike Anderson
Playing Solo Joker. If no Joker is available, use a black card. considered Tougher.
Playing Bombs Away solo is just like the Shuffie these red cards and Joker thoroughly Axis Deployment
two player game. You play the Axis forces, and and deal out seven cards face down. Set the Draw a free Event card each turn. If the
use the following rules modifications to con- remainder aside. These seven cards will be Event text is printed in green, the Axis may
trol the Allied forces . used to represent the Allied side's personality. use or hold the card normally. If the text is
Preparation Aircraft Toughness printed in tan, it must be used as soon and as
Because there is no Allied opponent to At various times during play, it will be often as possible on the Allied side's behalf. If
fool, the Decoy cards are only used to keep necessary to rank Aircraft on both sides ac- the text is printed in brown, the card is dis-
track of the current game turn. cording to their Toughness. Use the Payload carded.
Allied Personality rating to determine Bomber Toughness, and Allied Deployment
In addition to the normal preparations for the Dogfight rating to determine Fighter Create Bomber Groups built around each
the two-player game, you must obtain a regu- Toughness. In the case of a tie to determine Available Bomber card. Begin with the
lardeckofplaying cards. Remove all clubs and the Toughest airplane in a battle, the Aircraft Toughes t Bomber, and pair it with the
spades. Keep the diamonds, hearts, and one with the higher Turn Number printed on it is Toughest Fighter. Then p air the second
3
Strategic Target Table for a more timely reshuffle. Victory marker to determine how many vic-
Ace Essen/Koln Deployment should be conducted as tory levels to award or deduct from the Allies.
f-- stealthi ly as possible so that the opposing side Allied Primary Target
2 Bremcrhaven
cannot be sure exactly what is being placed When the game ends, check to see which
3 Prague where. target marker (Economic, Polit ical, Military)
I -1 Ploesti Sending only Fig hters to a Target can be is highest on the record track. In case of a tie,
5 Frankfurt useful to kill German F ighters without risk- pick just one of the target types. That number
6 Schweinfurt ing Bombers. is found under the second colum n of the
f- Variable Victory table, which determines how
7 Berlin
I Variable Victory many victory b reis to award o r deduct from
8 H amburg Strategic bombing was hardly an exact the Allies.
I--
9 Dresden science in the 1940s and remains something Final Victory Level
-- Calculate the victory level normally, then
10 Attack last rarger attacked of a mystery even in the era of smart bombs
Remaining groups attack Essen/ Koln and cruise missiles. The Axis adopted long- remove the Victory marker from beneath the
Jack
range plans for such things as installation map, (if it has not already been revealed). If
Qleen Remaining groups attack Ploesti
f.- placement, underground Build, and aircraft the Victory marker is "E ," check the number
IGng Remaining groups attack Berlin of Economic targets devastated; if it is "M,"
production based on its estimate of how the
Joker Reshuffle all red playing cards; AJJies would prio ri tize targets. The Allied air check the Military targets; if "P," check the
include Joker. Draw seven new cards, forces had much g reater short- term flexibility, Political targets. Use the Variable Victory ta-
Etce-down. Draw a new card for the but they still had to make choices that would ble to determine how many levels up or down
current group. affect strategy for months and would ulti- to shift the o rigi nal victo ry result. Then de-
mately determine what types of targets were termine the most freque ntly devastated target
Allied Shooting most seriously damaged. To help recreate the type and use the number found on the record
A ll Bombers shoot before F ighters do. Al- uncertainty surrounding pre-electronic track. Add or subtract levels fro m t he victory
lied Aircraft shoot in order of least Tough to bombing campaig ns, use the following rules. result modified by the Axis victory marker to
most Tough. arrive at the final level of victory.
Each Allied Aircraft shoots at the Tough- Devastated Target Markers Example: The Allies obtain a Marginal
est Axis Fighter over the Target until it is During the course of the game, the AJJied victory based on accumulated victory points.
destroyed. Then the Toughest remaining Axis side must keep track of how many targets of The Victory marker beneath the map was not
Aircraft is shot at, and so on until all Axis each type (economic, military, political) are revealed during the game. It turns out to be
Aircraft at t he Target arc eliminated or until devastated. Place the "E Targets," "M Tar- "M" (Military targets), which the Allies did
all Allied Aircraft have shot once. gets," and "P targets" markers in the zero not concen trate on during the game. Only 1
Allied Bo mbing space of the left-hand colum n of the Victory Mi litary target was devastated, as indicated by
Bombers drop their bombs in o rder from Point Track at the start of the game. the "Military" marker in the ''1'' space on the
least Toug h to most Toug h. Each devasta ted target of the appropriate Victory Points Track. The victory level is
Continue turning cards, determining des- type raises the total by one point. Whenever reduced 2levels. The Allies devastated 8 Eco-
tinations, and carrying ou t combat for Bomb- one of these markers is in the "9" space and nomic targets, though; more than any o ther
er Groups, goi ng from the least Tough to the needs to add another point, place the marker type. T his adds one level in the Allies' favor,
Toug hest Bomber Group. Certain results will back in the zero space of the same column and fo r a total of 1 level subtracted (- 2 +1 =-1).
mandate th at all remaining Bomber Groups flip it over to its "+10" side to show that 10 The game ends in a Marginal Axis Victory.
must head for a particular Target, which auto-
matically ends the process of choosi ng cards
must be added to the number in the space the
marker occupies. The maximum number of
L Variable Victory T able ~
for the curren t turn. devastated targets of each type that count ~
Axis Marker Allied Marker Ejject
Axis Build Step toward victory is 19. If a"+10" marker reaches 0 0 -3 levels
You may not purchase E vent cards. the "9" space, it remains there and cannot be 1 1 -21cvcls
Reshuffle the seven playing cards for the next moved for the remainder of the game.
r--
turn. . _ 2-3 2-3 -llevel
Axis Victory Marker
4-6 4-6 No Change
Allied Build Step After setting up the game, the Axis secretly
Always buy the two Toughest Bombers chooses one of the markers marked "Victory 7-8 7-8 +l level
cu rrently in the Destroyed Pile. If there are E," "Victory M," or "Victory P." C hoosing "E"
'-=
9+
~
'==-
9+ __l_ +2levels _
fewe r than two Bombers in the D estroyed
Page 24, March 1995 Game Fix
The Armchair Gamer Dave Wood
The ''Bulge" - all those green, exhausted Also, the page presen tation initially mis- shuffled throughout the rules.
Americans dug-in in the snowy woods (Van leads. For example, 5.1, 5.2, and 5.3 are run- T he rules sh ould contain complete
Johnson in Battleground); the overwhelming in, without sep arate heads; 5.5, 5 .6, 5.7, and "housekeeping" coverage.
failure of Allied intelligence; the bad flying 5.8 (which, at least fro m the numbering, [A nother aside: "housekeepi ng" ru les com-
weather; the sneaky G erman infiltrators in should be coordinate with 5 .1, etc.) are stand- prise all those th ings the player needs to know
American uniforms and gear; Patton's pre- alone, bold face heads. Similar p resentation outside of the SOP - terrain effects, defi ni-
scient planning and masterful execution of occurs at 16. 1 and 16.2. tions of terms, and so on. G enerally, h e'll need
the move from the South; M ontgomery's These logical lapses are not particularly to know these things before beginning the
hesitation to commit from the North; misleading, merely embarrassing. M ore seri- first step of the SO P.]
McAuliffe's wonderful ''Nuts!" [if that's what ous is the sequence of the headings (see below). Blitzkrieg contains com plete housekeep-
he said]; the German atrocities; C h rist mas in T he rules sh ould be presented in th e order ing coverage, although it is in termixed wi th
Bastogne .... Good stuff: no wonder it's been that the gamer needs to know th em. Blitz- SOP rules, as mentioned above.
the subject of so many films, stories, histories, krieg does not conform to t!lis standard at all. W here app ropriate, the rules should
and wargames. For example, the first thing the player needs cross-reference related rules. T he designer's
This month our review takes a look at two to know how to do in the Sequence of Play is conformance to this standard becomes espe-
of those games: 3W's The Last Blitzkrieg how to check the supply status of his units. cially important to the player when standards
[Blitzkrieg], 1994, M ichael Scott Smith, de- T he section of the rules that deals with supply tvvo through four have been ignored, because
signer; and The G arners' Ardennes, 1994 (part (11.0) is twelve columns away. The fi rst player t he designer now has conde mned the player
of their "Standard Combat Series"), Dean N. is the German, and there is a furthe r restric- to a continual searching back and forth
Essig, designer. tion on German supply another three col- among the rules. If this standard's requ ire-
Blitzkrieg presents the battle at regim ent umns away at section 14.0. ments have been met, the player will have an
and brigade level, with twelve-hour turns and M ore seriously, section 17.0 contains a easier time of it.
two-mile hexes on one 22" by 34" map; A r- number of rules (the "first turn surprise") that Blitzkrieg does an adequate job of internal
dennes works at levels from battalion through reflect how thoroughl y the Germans caugh t cross-refere ncing, but it now and then slips up
brigade, with twenty-four-hour turns and t he Allies off guard. All these rules sig- in one of the most important aspects of the
one-mile hexes on two 22" by 34" maps. O n nificantly affect the play of both sides during process: the references have to be accurate.
the Blitzkrieg map, th e grain runs North- the first game tu rn: does it make sense t hat For example, rule 8.3 proficiency Rating (PR)
South; on the maps for Ardennes, the grain the pertinent rules should come on the next- contains a reference forward to rule 9.23. 8.3
runs East-W est. to-the-last page of the rules? is about comp aring the PR of t he attacki ng
Most of the rules appear in a sequence that and defending units before combat resolution
Blitzkrieg and the Standards will have the player flippi ng back and fo rth and modifying the die roll. Some of these
The rules sh ould tell us how to play the during play. units may previously have been "shocked,"
game. Except for some pertinent quotations T h e rules should sep arate n on- playing in- and the reference to 9.23 is pertinent; but if
at the beginning of each major rules section, formation from playing information. the player reads only 9.23, he will miss impor-
Blitzkriegs rules do not indulge in extraneous [Aside: From some of the comments we've tant information: the reference should have
comment. The rules set forth t he game me- received, there seems to be some misunder- been to 9 .23 and9 .24, which contains impor-
chanics clearly and straightforwardly. The standing about this standard, which simply tant info rmation about how the effects of
writing is clear, understandable, and direct. asks the designer to separate rules used in the shock affect combat.
The rules should be organized logically. Sequence of Play from other ki nds of rules. T he rules sh ould present examples of play.
Blitzkrieg has several logical organization T he gamer needs to know some things (for T here are only two discussion-type examples
faults; they are not particularly misleading, example, the Zones of Control approach, if in Blitzkrieg, and there are no purpose-drawn
because the other rules appear closely enough used) before he begins the steps of the SOP; if illustrated examples. However, the writing in
on the page that the though tful reader can these things h aven't been presented befo re the the rules is clear enough that experienced
immediately see what the structure is. SOP, the gamer has to stop during the SOP, wargamers should h ave no trouble under-
These fa ults consist mostly in dividing a look fo r the pertinent rule(s), and then return standing the rules despite th is scarcity of ex-
thing into one part: thus, 4.1 (but no 4.2); 5. 71 to the SOP.] amples. M ore examples would probably have
(but no 5.72); 6.1 (but no 6 .2); 11.71 (but no Blitzkrieg does not conform to this stand- helped the novice gamer get into t his game
11.72). ard. For example, immediately after 4.0 Se- more easily.
Also, although the 'Table of Contents" quence of P lay comes 5.0 IVl ovement, T h e rules should adhere to the conven-
lists a section "20.0 A utomatic Victory," no 6.0 Stacking, and 7.0 Zones of Control, of tions oflanguage, presentation, and typeset-
such section appears within the body of the which only the first figures in the play se- ting. T he language in Blitzkrieg follows cur-
rules, which goes fro m 19.0 to 21.0 . Presum- quence. The player need s to know about re nt practice well. Sente nces are clear, their
ably, there was originally such a rules section, stacking and Z O Cs before he begins the SO P. meaning apparent, fo r the most part, on fi rst
but we'll never know. The playing and non-playing rules have been reading . T here are some minor discrepancies
It's Topical
ot only does GameFix include historical articles and games, it
deals with real issues of the day - such as the potential for
insurrection in the US, the corning crisis with Korea, and other
hot spots.
It's Thought-Provoking
A foremost intention of the staff at CameFix was to create a
product that people would talk about and think about - and
people are definitely talking about it. This magazine is thinking
man's entertainment.
It's Fun
Above all, GameFix is fun. You get a game that is playable,
learnable, well done, and that doesn't require an entire weekend
Issue #6: Redlin,• Korea
to play. You'll be able to take your CameFix anyvthere and play
with anybody. GameFix is an enjoyable experience all the way
around.
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