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The
BOARDGAMER
Dedicated To
The Competitive Play Of
Avalon Hill / Victory Games
Board, Sports and Card Games
Featuring: Air Baron, 1776, History Of The World, Gettysburg ‘88,
Circus Maximus, TV Wars, Avaloncon and AREA News & Ratings
2 The Boardgamer Volume 2, Issue 1 January 1997
Partisan Leaders 10
For 1776 by Jim Lawler
Event Cards 12
In History Of The World by Michael Anchors
Avaloncon 1996 15
Four Days of Fun, Competition and Fatigue by James Pei
Late Returns 17
From Avaloncon 1996 by Avaloncon GM’s
Circus Maximus 18
Tips For Tournament Play by Bruce Monnin
Gettysburg ‘88 27
A Union Opening Strategy by Ray Freeman
AREA News 28
Tournament by Glenn Petroski
Partisan Leaders
For 1776
by Jim Lawler
The rules listed in this article are irregulars, were the only effective Troops:
intended to be used in the overall fighting forces left in the south after Any Rebel or Tory militia or Indian units
framework of rules that were printed in Benjamin Lincoln surrendered his army accompanying a Partisan Leader are
the General Vol. 25, No. 4, in my article and the city of Charleston in May of considered Partisans.
"Command Pressures" Leaders for 1780.
1776. They were developed after I sent Partisan Leaders can lead a maximum
in my first draft to Avalon Hill and the The British also developed effective of Three total strength points, a
article went to print before the Partisan Leaders. Joseph Brant (Chief maximum of Two strength points if
information on Partisans could be Thayendanegea) and Sir John Johnson dragoons are present (both strength
added. You will have to create your led allied American Indian forces points may be dragoons).
own counters for the Partisan Leaders. throughout the war terrorizing up state
Using blank counters they should follow New York and Pennsylvania, forcing Partisan Leaders may never lead
the design that Avalon Hill used for the Washington in 1778 to expend scarce regular troops. They may accompany
leader counters that were inserted into resources and send General John regular troops but have no effect on
the General Vol. 25, No 2. I like green Sullivan and four regiments of New York combat. Partisan leaders are subject to
counters for the American partisans and Continentals to counter their threat. leader casualties after they participate in
orange for the Tories, but use what you (See Scenario 5, Tory and Indian combat.
have available. Campaign). British officers, Banaster
Tarl et on a nd Patri ck Fur gu so n Individual Partisan Leader Rules
On each side of the American developed into very effective leaders of
Revolution, there emerged men who Tory Militia in both theaters of the war. Francis Marion: The Swamp Fox
possessed that special knack for leading may move through one area of swamp
irregular forces. These men had the Partisan Leader Rules terrain each turn expending only one
unique leadership skills that enabled movement point.
them to effectively lead local militia Movement:
forces against well trained regular units. Partisans tended to stay close to their Patrick Furguson: He is the only
Partisans were used effectively by both home terrain and move quickly, as they partisan leader that may lead British
sides in both the Northern and Southern were not bogged down with much heavy Regulars. When Furguson is leading
theaters of the war. They had a larger equipment. Partisan leaders will be British Regulars, he functions as a
effect in the south mainly because of the permitted to lead their forces 10
relatively small population, and size of m ovem ent
the Regular Units operating in that points rather Leader Rules For Montcalm & Wolfe
theater, to land ratio in the south. than the 1776 Scenario
standard 8
Ethan Allen and Seth Werner led the m ovem ent Order Combat
Green Mountain boys and captured Fort points. French Rank Of Rank Effect Position
Ticonderoga and Crown Point in May of
1775. Werner led the Green Mountain Because they Montcalm ** 1 +2 Quebec
boys later that year as they joined mainly lead Bourlmaque * 1 +1 Ft. Ticonderoga
General Montgomery in his invasion of militia, Partisan Levis * 2 +1 Montreal
Canada. John Stark and Seth Werner leaders will be Bougainville * 3 +2 Quebec
won the battle of Bennington and were restricted to Leader A * 0 +0 Ft. Ticonderoga
instrumental in winning the Saratoga ei t h er the
Order Combat
campaign. Northern or
English Rank Of Rank Effect Position
Southern map
In the South, the legendary Swamp Fox, board. No
Amhearst ** 1 +1 Albany
Francis Marion, and Charles Summer's Am er i ca n
Wolfe ** 2 +2 AAAA45
Partisan Leader
Prideaux ** 3 +1 Albany
1776 may
Canada
ent er
after
Monckton * 1 +1 AAAA45
December 4, 1996 17 Active Players Townshead * 2 +1 AAAA45
1776. If any
Leader A * 0 +0 Albany
1. Steven Packwood 2011 EG-C6 P a r t i s a n
Leader B * 0 +0 Fort Edward
2. Michael Sincavage 1863 DE-C6 leaders with or
Rodgers * 0 +2 Albany
3. Mark Miklos 1821 EF-D6 without their
4. Rod Coffey 1648 AB-A6 militia leave Special Rules:
5. James McAden 1570 ABA-5 their area of 1) Amhearst can only move 5 MP and may not force march
6. Nathan Kilbert 1515 AB-A5 play, they are 2) Prideaux must lead the forces that march to Niagara if any
7. Robert Jamelli 1504 AC-B6 removed from choose to go
8. John Barrett 1501 AA-A6 the game. 3) Rodgers can only lead British Colonial forces
9. Charles Ryder 1500 AB-A5
The Boardgamer Volume 2, Issue 1 January 1997 11
Event Cards
In History Of The World
by Michael Anchors
At the start of History Of The World, Dark Green (Flags) Group Ochre (Wave) Group
each player is dealt a hand of nine
Event cards, one card from each Population Explosion, Civil Service, Disaster. Play in Middle Epochs. Six of
category. Players may play up to two Allies. Play Early. These cards furnish these cards destroy monuments, cities
cards in each Epoch. Since every cards the active empire with two extra armies. and forts in the target land. The seventh
helps the player or hurts an opponent, Extra armies are more useful to early card destroys fleets in one sea. Choose
players strive to get all their cards into empires, because the early empires a target land/sea belonging to the game
play. Therefore, it’s a waste to be left have so few armies. This isn’t always leader, with juicy cities/monuments
with any cards in your hand at the end true, of course. Two extra armies/fleets threatening to survive for several turns
of the game. come in handy for the Dutch (Epoch without the intervention o Mother
VII). But you can’t base a game plan on Nature.
But, it’s also axiomatic of good play to getting the Dutch. You should use your
make the best use of cards, not just “civics” card the first time you see the Dark Blue (Bearded Warrior) Group
throw them down willy-nilly. Timing is chance to garner three extra VPs. You
important. That’s what this article is might not get another chance and you’re Leader, Weaponry, Fanaticism. Play in
about: timing. unlikely to get more than three VPs with any Epoch. These are the most
it. powerful offensive cards in the game.
For some cards, timing is obvious. They should be reserved for the times
Black Death, for instance, can only be Ship Building. Play during any Epoch. when you command a large empire with
played in Epoch VI. It follows, therefore, Most useful for small maritime powers, good opportunities. Usually, you will
that Black Death should by played in such as the Minoans, Netherlands or prefer to use this card in a later Epoch
Epoch VI, unless another card-play is Portugal. because (1) later empires have a better
vitally more important. chance to score, (2) getting ahead early
Engineering. Play Early to Middle can hurt you in the Epoch card draws,
Other cards can be played in more than Epochs. Two free forts for the active and (3) it is more clear late in the game
one Epoch, but are still best used at empire. Less useful in the last epoch(s) which opponent is the most dangerous.
certain stages of the game. For since the fortified sites don’t have On the other hand, you can’t count on
instance, “Allies”, which confers two enough time to rack up points and getting Britain or France, can you? So
extra armies to expand into vacant maritime powers can bypass fortified should you withhold Darius from the
lands, is a boon to Egypt (Epoch I), bottlenecks. Persians in hopes of using your leader
allowing it to dominate both the Middle card on the Brits? Hmm. I’d say it
East and Africa, but the same card is Trade Bonus. Play in Middle Epochs. depends on your position in the game
useless to Germany (Epoch VII) In the early game, no one will trade with and what other cards you hold.
because every land Germany can reach you because extra armies benefit you
is likely to be occupied. “Allies”, more than them. Wait until a game Orange (Clashing Swords) Group
therefore, is an Early Game card. leader is established. Then all the
“Barbarians”, on the other hand, is of no wanna-be’s will be eager to trade. Jihad, Elite Troops. Play in any Epoch.
use to Egypt because the lands next to These attacking cards are not as
th e Barr en L and s wh enc e th e Rust Red (Skull) Group powerful as the dark blue group
barbarians issue are unoccupied or because they are more easily lost
inaccessible. “Barbarians” is a Middle- Barbarians. Middle Epochs are usually through defeats. It’s important, when
Late Game card. the best time to play this card because using them, to fight the easiest battles
the lands around the Barren Lands are first. Save the hard ones for later.
It’s most important, before players do filled with enough choice targets and
anything else at the start of their turn, smaller empires in the Middle Game Civil War. Play Middle to Late Epochs.
that they look at their hand and decide need the assistance. This card is like the “Revolt” of
which “play before turn” card(s) to play. “Kingdom” cards — best used for
It’s just good sense to go about the Black Death. Epoch VI. Use it or lose reestablishing your color in an area of
game in an orderly way. Don’t suffer the it. the board whence you were wiped out.
indignity of having your “Hittites” card Another way to use this card is to soften
nullified because you moved your Plague, Pestilence and Famine. Play in up an enemy empire for the kill. Civil
armies marker on the VP track or placed any Epoch. Did your opponent garrison wars are good fort-killers, too. Forts are
your Shang capital too soon! his capital/monument with three armies? useless against them.
Too bad. You can play one of these
Enough preliminaries. Let’s look at the cards to soften up his garrison before Jewish Revolt, Crusade. Play in Middle
cards by category: assaulting it directly. Be careful with Epochs. Use these cards like a
“Pestilence”. It affects adjacent lands Kingdom card to get a toehold in the
around the target — be sure these Middle East when it will win you points.
areas don’t hold your own armies. Don’t expect your city and fort in
Palestine to last very long.
The Boardgamer Volume 2, Issue 1 January 1997 13
_________________________________________________________________ _________________________________________________________________
(player number) (player number)
_____________________________________________________________________ _____________________________________________________________________
(signature) (signature)
HAS DEFEATED HAS DEFEATED
_________________________________________________________________ _________________________________________________________________
(defeated player’s name) (defeated player’s name)
_________________________________________________________________ _________________________________________________________________
(player number) (player number)
_____________________________________________________________________ _____________________________________________________________________
(signature) (signature)
in a rated live pbm game of Advanced Squad Leader: in a rated live pbm game of:
_____________________________________________________________________ _____________________________________________________________________
(Scenario Name and/or Number) (Name of Game)
_____________________________________________________________________ _____________________________________________________________________
(Side of Winner) (Game Company Published By)
_____________________________________________________________________ _____________________________________________________________________
(Date) (Date)
_____________________________________________________________________
(Play Balance Used - If Any) Return this chit to: 1st Subsequent
Glenn Petroski game vs. this opponent
Return to: Russ Gifford 1st Subsequent
6829 23rd Avenue
320 E. 27th Street game vs. this opponent
Kenosha, WI 53143-1233
South Sioux, NE 68776
Avaloncon 1996
Four Days of Fun, Competition and Fatigue
by James Pei
Travelling to my second Avaloncon, I learning that many other veteran players final on Sunday morning since some
arrived at the Marriot on Wednesday owned several copies of the game. finalists don’t show up due to winning a
evening for my first tournament, a new spot on other finals. With my high
game called Air Baron. It is not quite Anyway, Marty bid 21 objectives for the score, I would be the first alternate.
like Rail Baron, more an economic Axis in the four-turn final while I bid 22. Sure enough, I was informed by Joe a
game with a touch of History Of The My attacks in Army Group North and day later that I was in.
World. Like a majority of the players, I Center were successful in turning his
had not played this game before. The flanks and cutting a large number of Fast forwarding to Sunday morning saw
game is simple, quick and fun. I did not Soviet units out of supply. However, six finalists competing in the first HWB
advance to the next round as I did not Army Group South bogged down south championship. Player black, Bruce
grasp the fare war concept quickly of the Pripet Marshes. I did not want to Bernard, jumped out to a big lead with
enough. With plenty of time left, I repeat the mistake of Marty’s previous 65 points due to snowballing the
grabbed some food and wandered over opponent when he inadvertently over Romans with the Guptas early in the
to Open Gaming. extended his panzers blitzing near Kiev fourth epoch. The next highest was only
and then watched them surrender due 36 points. I was dead last going into the
Thursday morning was busy as the to out of supply status. The situation fourth epoch and only managed to pull
convention officially got started. I was a little more critical than I in 30 points. Seeing that my situation
played in my favorite wargame, Russian anticipated since Odessa probably was almost hopeless, I bid high for the
Front. Due to a couple of no or late would not fall by turn 4. That means I Mongols for one last hurrah. Along with
shows, the tournament did not meet the needed to take either Vitebsk in the the crusade card and getting the Ming
minimum eight entrants requirement. central sector or Novgorod near Dynasty in the sixth epoch, I was able to
That means it will become a demo next Leningrad to meet my 22 objective catapult into first place with my blue
year. I hate to see any great game, let points. I decided to strike north for presence in almost every area. Of
alone Russian Front, languish and fade Novgorod since it is easier to occupy course, everybody else sacking the
away slowly this way. I know there is a and it puts pressure on the Soviet units Roman player’s pieces helped a lot.
whole bunch of people out there playing in the Leningrad area. Besides, the
eastern front games. If you like central front sector was swarming with With only a few points separating the
strategic level games, this is a great lines of determined Red Army soldiers. front runners and the championship up
game. Especially to the people who My decision proved very wise as Marty for grabs, everyone was bidding rather
play The Russian Campaign, Russian shifted his Leningrad defense away from low to pick up empires at a bargain. I
Front has a very innovative design, the Finns to protect against the now was surprised to get Britain for only 28
employing more fluid action, pleasing menacing German panzers. In his points. Naturally, my blue monuments
graphics, and very dynamic combat haste, he left fortress Leningrad and pieces were the target of many
interactions. I’ve played quite a few unguarded. I was able to blast my way reprisals and attacks. But with a
eastern front games, none of which through the Baltic coast corridor, and powerful legion of 20 armies, I had no
approaches the elegance and ease of using a reserve Finnish unit, occupied trouble holding onto my lead and the
play of this game. After being Leningrad. With the loss of Leningrad championship. Special mention should
introduced to this game, I literally and the Baltic fleet, plus the 4 objective be awarded to player red, Robert
stopped playing other eastern front points, Marty conceded. Kircher, who again managed to squeeze
games. I urge all you Russian Front through to a second place tie with player
players out there as well as any eastern Previously, with mutual agreement, black. By virtue of getting 37 net points
front gamer to compete in this Marty and I postponed of Russian Front for the Netherlands, Robert won the tie-
tournament next year. final until Friday to allow me to play in breaker. This was amazing considering
History Of The World with Bidding on that Robert did not get any great empire.
I was able to advance to the final round Thursday night. The tournament format His only strong empire was the
along with Marty Roecker. Talk about a is based on the concept described in the Byzantines! What a good player!
real fan and historian of WWII Eastern GENERAL, Volume 29, #1. This year, it
Front, Marty has researched, revised was at tournament status after debuting My personal thanks to one of the HWB
and expanded the rules and scope of last year as a demo. My bidding in the players, John Weber, who offered to
the Russian Front game system. It has preliminary round was fairly low, picking give me a ride to the airport after
taken him years of work, and with at up empires at a bargain. I was able to learning that I would miss my return
least five or six copies of the game itself, steadily accumulate more and more flight to Austin for the second year in a
he has expanded the mapboard and points. However, by a combination of row. Since we did not finish the final
created many realistic combat units, like my not paying attention and his lying low until 3:30 pm in the afternoon, we barely
the Italian Alpini Corps and the Soviet throughout the game, Robert Kircher had enough time to get to the airport.
mechanized armies, that actually fought sneaked his way through to win over me By weaving through traffic (while
in that ferocious campaign. I felt by one point. I was surprised and observing the speed limit), John
ashamed in that I only own my original dismayed by my lack of diligence. But managed to drop me off at BWI five
worn out copy of Russian Front while the GM, Joe Lux, consoled me that I minutes from takeoff. I raced to the
had a good chance of getting into the departure gate, hopping onto the plane
16 The Boardgamer Volume 2, Issue 1 January 1997
By Saturday afternoon, I was combat Articles submitted will not be printed with any significant changes without first
ready for Hannibal: Rome vs. Carthage. receiving the approval of the original author. It is requested that articles
This is a great game, even better than submitted to the BOARDGAMER not also be submitted elsewhere without
We The People. You can tell just by first informing the BOARDGAMER.
strolling through the Open Gaming Area
how popular this new game is as many
people were playing Hannibal. Since I
had a little more experience than my BOARDGAMER Back Issues
opponents who were just learning the
game, I was able to advance quickly to Yes, we’ve finally been around long enough to have back issues for sale. Each
the third round. While waiting for my back issue is available at a cost of $3.50 apiece. Some back issues will also be
next opponent, I had the chance to chat available from me at Avaloncon (if you can find me). If ordering in quantities
with the designer who told me that he is greater than one, the extra issues are $3.00 each.
working on another new game,
Alexander The Great. Wow, can’t wait Preview Issue - Circus Maximus (V), Candidate (S), War At Sea (R, S), 1830 (V),
for that one! Up Front (R), AREA News & Ratings (N)
Anyway, I lost in the third round, only by Volume 1, Issue 1 - Avaloncon 1995 (N), Assassin (S), Panzer Leader (Sc),
one province. At one point, my AREA News & Ratings (N)
opponent offered to resign. I convinced
him to continue since anything can Volume 1, Issue 2 - Avaloncon 1995 (N), History Of The World (SR),
happen in a four turn format. Something Panzerblitz/Leader (Sc, V), 1776 (Sc), AREA News & Ratings (N)
did happen and I was dismayed that I
wound up losing. I cursed and Volume 1, Issue 3 - Battle Of The Bulge ‘91 (S), Auction (S), War At Sea (S),
screamed (on the inside, of course). On Victory In The Pacific (N), Machiavelli (S), Starship Troopers (N),
the outside, I congratulated my Fortress Europa (SR), AREA News & Ratings (N)
opponent and graciously shook his hand
(maybe squeezing a touch hard). Even Volume 1, Issue 4 - Fortress Europa (SR), PBEM (N), Panzerblitz (N),
though I was now very fatigued, my Attack Sub (S), Avaloncon 1996 (R & N), AREA News & Ratings (N)
adrenaline was still pumping. So I went
over to play in Open Gaming. War is Key: (H) = History; (N) = Narrative; (R) = Rules Clarifications; (S) = Strategy; (Sc) = Scenario;
hell! (SR) = Series Replay; (V) = Variant
The Boardgamer Volume 2, Issue 1 January 1997 17
Late Returns
From Avaloncon 1996
by Avaloncon GM’s
The write-ups from many Avaloncon BREAKOUT: NORMANDY two assistants was that the entire BKN
tournaments appeared in the last issue field appeared to be much stronger than
of the BOARDGAMER. Following is the
(GM - Ron Fedin) in previous years (especially Mike
write-ups from two more. Hopefully, Welker). Rounding out the BKN prize
Breakout Normandy (BKN) started out
more details about other events will winners were Jim Doughan, third;
the weekend with a “Mulligan” round on
follow in an upcoming issue of the Murray Cowles, fourth; Matt Fagan, fifth;
Wednesday night. Players could take or
GENERAL. Ron Fedin, sixth; Don Greenwood,
leave their Wednesday night results, in
seventh; and Alan Bard, eighth.
place of the regular first round, which
BATTLE OF THE BULGE ‘91 was scheduled for Friday. Mulligan Several special items to note. Jim
(GM - Kevin McCarthy) round losers could drop their loss status Doughan donated a chess clock to each
and start fresh on Round 1 on Friday the first and second place BKN and
This year’s tournament resulted in a morning. Mulligan round winners could Turning Point: Stalingrad finishers, as
three to one majority in American sleep in on Friday and would not report appreciation for having these events run
victories. The automatic victory for regular BKN tournament play until the at Avaloncon. Thanks Jim! Special
condition for the German capture of start of Round 2 on Friday afternoon. note also to Bruno Sinigaglio who
Liege was eliminated and is now part of Thirty four people played in the BKN entered the BKN tournament with very
the normal victory conditions. Mulligan round, some experimenting limited knowledge of the rules with the
with tactics, knowing that a loss could be intent to learn more about the game.
As in most Bulge games, the German discarded. Players seemed to His first opponent, Keith McFarland,
situation usually deteriorates after the appreciate this chance to warm up for patiently continued to explain situations
December 17th turn. The German’s the regular BKN tournament. to Bruno throughout the game, rather
must make great strides on the opening t h a n t a k i n g a dv a n t a g e o f hi s
moves if they hope to attain victory. Friday, the regular BKN play began. 54
inexperience, and ultimately ended up in
Bulge ‘91 is an interesting mixture on players took part in the BKN tournament,
a sure-lose position as the Allies. Bruno
non-locking ZOC’s, weather and air an increase of six players over last
graciously evacuated Caen, allowing
power variables. Neither side can be year’s Avaloncon BKN tournament. New
Keith to obtain a win, in respect for the
totally secure from devastating isolation this year was the use of the bid (to play
time and effort provided to teach Bruno
moves. the Allies) as the points to be awarded
the rules and tactics of BKN. Don
for a victory, by either the Allies or the
Greenwood also put in a strong bid
This year’s field contained three Axis. This system provided a convenient
again this year to earn that coveted
returning champions with four plaques tiebreak for people with the same won/
championship plaque from one of the
among them. The first round saw the loss record, a problem for any 2-player
area-movement games, which has
o n l y G erm a n vi c to ri es i n t h e tournament with 54 players and only 6
eluded him since the first Avaloncon.
tournament. The surprise of the rounds of play.
Only the ultimate champion ruined his
tournament occurred when John tournament win record.
Metzger defeated one former champion Axis play dominated with 47 wins versus
and played a very close game against the 33 wins for the Allies. Since the
another. bidding for the Allies was an auction bid
Circus Maximus
Strategy Tips For Tournament Play
by Bruce Monnin
When I started gaming in 1980, my first top, I have come up with a few tips on Circus Maximus races generally break
games were, in order: Battle of the how to play well with various types of down into two distinct groups, the light,
Bulge ‘65, Third Reich, Panzer Leader, chariots. fast chariots and the slow, heavy
Fortress Europa, Tobruk and Arab- chariots. The heavy chariots need to
Israeli Wars. All two-player games, Heavy Chariots damage the fast chariots early before
which was good because I only knew they can pull away. The races then
two other guys willing to play these Heavy chariots are the best chariots to generally evolve such that some fast
games. Then someone else in town take just to have fun. The heavy chariots sneak away, and some heavy
purchased Circus Maximus. We were chariots get to do most of the attacking chariots slow down to kill them on the
able to get a group of six together, and and get to instill the most fear. All fun next time around the track. Therefore,
for about two months we played a lot of stuff! as a heavy chariot, it is a good idea to
Circus Maximus. Then the group split make certain you are at the front of the
up and I haven’t been able to play multi- When deciding whether to take a heavy other heavy chariots. Let the other
player games at home since. chariot, pay attention to the other heavy chariots do the attacking early,
players. For a heavy to win a race, the while you go ahead as fast as you can.
So, when I went to my first Origins in field needs to be at least 1/3 and Eventually, you can talk the other heavy
1983, I went to play Third Reich and the preferable half full of heavy chariots. A chariots who are behind you into
other “serious” two player games. I was lone heavy chariot will have lots of slowing down to set up the gauntlet line
unprepared for how serious they were targets for 2-3 turns, then the survivors while you keep chasing to make sure
(and how poor my strategies were). I will zip on past, not to see him again the leaders don’t try to slow down while
was having very little fun until I got to until they lap him. If you notice some working their way through the gauntlet.
the Circus Maximus tournament being people who usually take heavy chariots, With any luck, the leading light chariots
run by Bruno Sinigaglio. If anyone or hear lots of talk of dead horses and will be killed on the last straightaway
remembers this Origins in Detroit, all the flipped chariots, then it might be safe to where there is no room left for the other
tournaments were held in one huge take a heavy. heavy chariots to stop you from winning
room, and the Circus Maximus the race.
tournament drew a lot of attention due to When selecting a heavy chariot, the
all the yelling, screaming and shouts of next decision is where should your other Light Chariots
“Alpo!” every time a horse was two preparation points go.
damaged. I came back for multiple Light chariots require a different type of
Endurance may not be necessary. You driver than the heavy chariots. The
heats, and soon Bruno was showing me
will seldom, if ever, be attacked, so driver of a light chariot has to be able to
some of the finer points of the game
endurance is not necessary for braking. accept the fact that everyone is going to
(usually while he was defeating some
Heavy chariots will also be going slower, be out to get him without developing a
poor foe at Afrika Korps at a nearby
so they can run through the more inner persecution complex. The game is kind
table). Eventually, I made it into the
lanes on the turns and will only need of like a fox hunt. It looks like it is a lot
final, a monstrosity with somewhere
voluntary straining on the straightaways. more fun to be the hounds, but it is more
between 18 and 22 chariots (I can’t
Therefore, one point at most should be challenging to be the fox (and you’re
remember exactly), all of whom were
used for endurance, and you can more likely to end up dead).
required to have heavy chariots, which
usually get away with no preparation
was four laps long instead of the usual
points. It is best to be a light chariot when the
three. About six hours later I was
poised to win the tournament when race is full of other light or normal
At least one point should be used for chariots. If you are the only light in a
Jimmy Page came along side me thanks driver modifier, or else your opponents
to a good strain whip, launched a field of heavy chariots, you are going to
may succeed in evading your every need incredible luck to survive. So, if
successful attack and killed one of my attack. Two points are ideal, but then
three remaining horses. I later you look around the board and see a
you will have a very slow chariot. bunch of fellow gamers who look to be
calculated that the odds of that attack
keeping me from winning the race was the violent and vengeful types, a light
Team speed is where the real decision
only 11%. chariot may not be the best choice.
comes in. A preparation point here
raises your speed by 2-3 movement After deciding to go with the light
This experience hooked me on Circus points (MP) each turn, while a driver
Maximus tournaments, and I have been chariot, the next decision is where to
modifier prep point will raise your speed allocate your four unused preparation
in the Origins, Atlanticon or Avaloncon by 1, help you strain in corners and help
tournaments every year since. Although points.
you succeed in attacking others. The
I have only managed to win one tradeoff is that increased team speed
tournament, I have been able to win a Endurance is much more of a necessity
will help you keep up with the leaders to with a light chariot. You will probably
number of heats and finish high in many attack them more often, while the driver
finals. From these experiences and burn a lot of endurance braking from
modifier will help the attacks go through, attacks, a little more straining in the
from playing with and talking to players if you can just keep up.
who seem to consistently finish near the corners and as much as possible using
The Boardgamer Volume 2, Issue 1 January 1997 19
Gettysburg ‘88
A Union Opening Strategy
by Ray Freeman
I have discovered an opening strategy of retreat. Any adverse result will cause Pegram could enter at either P1 or S4,
for the Union player that uses the fact casualties. If he suffers losses on his according to rule 3c. This is a hell of a
that the first Confederate forces to enter attack, he now gets hit at +2, and is lot better than any of the three options
the board come on in a corner. By likely to die. Finally, even if Heth suffers listed above. The Union defense I have
carefully arranging his cavalry, and no losses, there is a 19% chance that shown cleverly uses the rules and the
taking some early risks, the Union the position will be functionally similar to limits of the board to force the
p l a y er c a n s ev er el y l im it t h e option C after 2 turns. Confederate player into making poor
Confederate player’s ability to maneuver odds frontal assaults or losing a lot of
to gain reasonable attack odds. Option B isn’t so wonderful either. Heth time. The additional risks for the Union
will get a +3 attack on Gamble (with a player over other defenses are
The defense sets up as follows (see 28% probability of failure), but to get that negligible. Light Union forces are
Diagram 1): Pegram has to attack Devin at -1 and relatively expendable, Confederate
will take casualties 36% of the time. infantry is not. Note that none of this
Buford - P3 Plus, there is a very real danger (18%) would be possible if the Terrain Chart
Gamble - Q2 that Heth and Pegram could interfere hadn’t lopped off that corner of the
Devin - R2 with each other’s ability to retreat and board.
Reynolds - O6 caus e a dditional loss es. The
Wadsworth - O6 probabilities are too complicated to This aggressive defense is part of an
spend the time coming up with exact overall strategy designed to take
Here are three reasonable Confederate numbers, but it looks pretty scary to me. advantage of the very poor coordination
replies (all others are similar or worse): of the Confederate forces early in the
Under Option C, the Confederate player game. If the Union can slow the Rebels
A. Heth - R1 simply loses a turn, and then has to face coming down the Chambersburg Pike
this defense (see Diagram 2): enough to allow the Union army to
B. Heth - R1 occupy the line Oak Ridge - Q5 -
Pegram - S2 Wadsworth - R2 McPherson’s Woods on turn 3, then
Devin - Q2 Ewell and Rodes face a rather scary
C. Heth and Pegram do not enter the Buford - Q2 entrance to the board. As in the real
board. Gamble - Q2 battle, an aggressive but intelligent
delaying action by Buford’s cavalry is
Option A isn’t pleasant. There is a 21% The best Confederate move then is to the key to disrupting the Confederate’s
chance that Heth will be annihilated plus bring on Hill, Heth and Pender to S2 and timetable on the first day, with
a 16% chance of a Heth step loss by the attack Wadsworth at +4. This is fine, potentially far reaching consequences
end of turn 2. How does this work? If but Pegram and McIntosh must stay off as the battle continues.
Heth wins the combat, but causes less the board as there is a 21% chance that
than 2 step losses, he can be Hill will be repulsed, so S1 must be kept An Illustrative Battle
counterattacked at even odds. If he open as a retreat square.
retreats as a result of his attack, it must To illustrate the Union strategy of
be to S1. Again he can be attacked at What is particularly frustrating about this constricting the entry options of the
even odds, plus now he is pinned is that if the Union sets up his cavalry on Confederates coupled with aggressive
against the board edge with no avenue turn 1 in say R1 and S2, Heth and tactics to intimidate and/or cause
A.R.E.A. News
Tournaments
by Glenn Petroski
Lately, requests are coming in from AREA is an information pool. The chief on we will define it more closely. For
G am eMa s t er s a n d T o u r n am en t criterion for an AREA endorsement is a now, this is what AREA has.
Directors. There is a very definite wi l li n g n es s t o s h ar e wh a t ev er
interest in running AREA SANCTIONED information that you may have. One For starters, contact AREA six months
tournaments and events. This has been step beyond that is to acquire more in advance. Please enclose a financial
an AREA vision since Russ and I took information and forward that to AREA. contribution. I want to suggest $10, but
charge. Like everything else with This is the premise under which we will settle for $5. As I write, I have no
AREA, it has come upon us sooner than operate. idea what this is going to cost. I am
we are able to prepare. This is not sure that the individual $1 charge will
deterring us. We continue to ask What is an AREA sanctioned event? not cover it. This shows that you are
patience as we pull together what is What are the requirements? At this putting some thought into this thing and
needed. What you ask for, we intend to early stage, I can provide only an that it is not simply a passing fancy.
deliver. outline, a place to start. As time goes
The Boardgamer Volume 2, Issue 1 January 1997 29