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Volume 3, Issue 3 July 1998

The
BOARDGAMER

Dedicated To
The Competitive Play Of
Avalon Hill / Victory Games
Board, Sports and Card Games
Featuring: Third Reich, War At Sea, Russian Front, Assassin, 1776,
Panzerblitz, March Madness, Victory In The Pacific and AREA Ratings
2 The Boardgamer Volume 3, Issue 3 July 1998

Current Specific Game AREA Ratings


War At Sea History Of The World Victory In The Pacific
87 Active Players Mar. 21, 1998 227 Active Players Apr. 2, 1998 128 Active Players May 15, 1998
1. Timothy Hitchings 1883 FI-D7 1. Timothy Greene 1609 CJ-C8 1. Alan Applebaum 2138 JMAG8
2. Philip Rennert 1800 DH-C6 2. Bruce Monnin 1604 BKCD7 2. Michael Kaye 1995 FFEC8
3. Stephen Packwood 1706 FI-E7 3. Gordon Bliss 1593 BF-B7 3. Ray Freeman 1921 HJDE8
4. Ray Freeman 1694 EICD7 4. William Crenshaw 1571 AE-A7 4. David Targonski 1913 IK-E7
5. Jon Lockwood 1688 DG-D8 5. Jim Fardette 1569 AE-A6 5. Edward O’Conner 1903 EF-C7
6. Glenn Petroski 1686 BC—6 6. George Young 1567 BIEB8 6. Tom Johnston 1865 GG-F7
7. Bruce Reiff 1679 BC-A6 7. James Rush 1566 AA—6 7. Thomas Gregario 1856 GIEE8
8. Patrick Richardson 1661 CF-B8 8. Keith Levy 1563 AG-A6 8. Stephen Packwood 1848 IK-G8
9. Vince Meconi 1651 EI-D7 9. Ross Edwards 1561 AG-A7 9. Michael Crowe 1841 DEI-8
10. Robert Mull 1647 BD-A6 10. Mark Giddings 1555 AE-B7 10. Chuck Kaplan 1766 EG-E8
11. Andy Gardner 1636 BD-A8 11. Andrew Kutzy 1554 AG-B7 11. Michael Ussery 1762 IJBF8
12. Bruce Monnin 1635 ILKF8 12. Olin Hentz 1553 AH-B6 12. John Pack 1755 GHED8
13. Johnny Carpenter 1623 BC—8 13. Thomas Scarborough 1547 AI-C7 13. Kevin Kinsel 1753 BCE-7
14. Scott Sirianna 1601 BD-A7 14. Paul McCarthy 1543 BH-B7 14. Daniel Henry 1749 KMDG8
15. Bryan Eshleman 1599 BD-A7 15. Lauren Hickok 1542 BJ-C7 15. Max Zavanelli 1742 DHBC8
16. Ron Artigues 1596 ADE-8 16. Kathy Stroh 1536 BJ-C7 16. Casey Adams 1718 DE-C8
17. Joseph Beard III 1588 BD-C7 17. Josh Johnson 1536 AD-A6 17. Timothy Proksch 1716 GHAE8
18. Frank Cunliffe 1584 BE-D6 18. Joe Gunderson 1536 AC-A7 18. Glenn Petroski 1709 OPEI8
19. John Pack 1571 GIFD8 19. Stefan Krzywicki 1535 BJ-C7 19. Bruce Kernan 1704 CB-B6
20. Jim Cavallari 1571 ABB-8 20. Carl Wilson 1535 AC-A7 20. Philip Rennert 1699 CEAC7
21. Rusty Pywtorak 1569 ABB-8 21. Greg Berry 1535 AC-A7 21. Joseph Dragan 1686 FFBD8
22. Mark Smith 1564 BC—8 22. Karsten Englemann 1535 AC-A7 22. Michael Knautz 1668 HJ-F8
23. Michael Kaye 1552 BDCB8 23. Laura Ehlers 1535 AC-A6 23. Andy Gardner 1660 BE-A8
24. Michael Peck 1548 AA-A7 24. David Metzger 1535 AC-A6 24. Vince Meconi 1659 FH-E7
25. Alan Applebaum 1547 BE-C7 25. Paul Bolduc 1535 AB—6 25. Jeff Miller 1626 ACAA7
26. Gary Moody 1547 BD-A6 26. Jeffrey Miller 1530 BKCC8 26. Alan Tomaszewski 1609 DF-D8
27. George Young 1537 ACE-8 27. Michael Hart 1529 BK-C7 27. Robert Kircher 1609 BD-B7
28. Thomas Walsh 1537 AAB-7 28. Mark McLaughlin 1529 AE-B7 28. Clifford Smith 1605 DF-D7
29. John Strand 1535 AAA-8 29. Michael Anchors 1528 AEB-8 29. Bruno Wolff III 1602 CF-B8
30. Ron Dietz 1535 AA-A7 30. Cliff Ackman 1528 AE-A6 30. Robert Kondracki 1598 DE-D7
31. David Rynkowski 1534 CF-D7 31. Michael Frey 1528 AE-A6 31. Karsten Engelmann 1591 BD-C7
32. Robert Kircher 1534 AC-A7 32. Ivan Lawson 1528 AE-A6 32. Gary Moody 1585 BDCA8
33. Andrew Maly 1534 ABC-8 33. Gary MacLellan 1528 AE-A6 33. David Rod 1582 CF-B8
34. Robert Croxdale 1532 BC—8 34. Eric Kirchner 1528 ACB-7 34. Stephen Resman 1582 BCD-6
35. Larry York 1528 AC-A7 35. Michael Newman 1527 AEB-6 35. Joel Klein 1581 CE-C8
36. Robert Fiorio 1525 AC-A6 36. James Pei 1522 AGAA7 36. Bill Thomson 1573 CEFA8
37. Michael Anchors 1523 AC-A7 37. Kirk Harris 1522 AGBA7 37. Louie Tokarz 1571 FFCC7
38. Ken Gole 1518 AB-B7 38. Patti Miller 1522 AGC-7 38. Peter Lerch 1563 AC-A6
39. Joseph Powell 1515 BE-B7 39. Michael Ehlers 1522 AG-A6 39. Philip Van Wiltenberg 1556 DGAC8
40. Michael Knautz 1514 DG-C7 40. William Navolis 1522 AG-A6 40. Jordi Carol I Perez 1546 ABB-8
41. Philip Van Wiltenberg 1514 BE-B7 41. Eric Jones 1522 ADC-8 41. Michael Pustilnik 1543 AC-A7
42. John Welage 1513 BD-C6 42. Philip Thomas Sr. 1522 AD-B7 42. Frank Gratke 1541 AC-A8
43. Bruno Sinigaglio 1511 AB-A7 43. Richard Trockel 1521 AG-B6 43. Steven Cooley 1541 AB-B7
44. Robert Destro 1521 AG-A7 44. Weldon Lee 1539 AAA-7
Acquire 45. Keith Altizer 1521 AF-B7 45. Bill Deaton 1535 AAA-8
13 Active Players Mar. 30, 1998 46. James Allaire 1521 AE-B7 46. John Ellsworth 1535 AA—8
47. Timothy Hitchings 1521 AE-B7 47. Richard Lake 1534 AA—8
1. James Campbell 1943 MH—8 48. Stephan Magnifico 1521 AEAA7 48. Jeffrey Crouch 1531 AA—8
2. George Gorrell 1623 JF—8 49. William Edwards 1521 ADAB7 49. Robert Beyma 1529 AA-A6
3. Ray Holland 1546 GF—8 50. Allen Kaplan 1521 AD-B7 50. John Sharp 1515 JNDF7
4. Jeff Neas 1535 DH—8 51. Eric Redstone 1520 AG-B7 51. Mike Robinson 1515 AB—7
5. Ralph May III 1523 AC—8 52. Christina Hancock 1520 AF-B7 52. James Skinner 1507 AC-A8
6. Alan Camp 1513 AD—8 53. Edward Wrobel 1519 AG-B7 53. John Bullis 1505 BE-A8
54. Jared Scarborough 1515 AH-C7 54. James Falling 1504 AB-A7
Cover Image 55. Nicholas Pei
56. Dennis Disney
1515
1514
AEAA7
AH-B6
55. Steve Mininger
56. John Vogel
1502
1502
ABA-6
AAA-8
Cover art from the box cover of Third
57. John Grant Jr. 1514 AHCA7 57. Keith Eriksen 1501 CF-B8
Reich, 4th Edition. Used by permission
58. Stephanie Hayes 1514 AG-C7 58. David Rynkowski 1501 BD-C7
of the Avalon Hill Game Company.
59. Jonathan Lockwood 1514 AE-A7
Third Reich, 4th Edition is available for
60. Daniel Case 1512 AC—8 Merchant Of Venus
$30 from The Avalon Hill Game 3 Active Players May 15, 1998
61. Dewayne Curry 1510 AF-B7
C om p an y , 4 5 1 7 H arf or d R o ad ,
62. Chris Sasso 1508 AH-C7
Baltimore, MD 21214. 1. Robert Hamel 1650 AB—8
63. Clifford Smith 1508 AE-A7
The Boardgamer Volume 3, Issue 3 July 1998 3

From The Editor


It’s been a pretty good three months there is a need for a slight price
here at the BOARDGAMER. The family increase. Of course, potentially The BOARDGAMER
is doing well and my daughters are expanding to 36 pages will also
The BOARDGAMER is published by Bruce
staying healthy, so I haven’t had to use compound this situation (although not Monnin. The BOARDGAMER is intended to
any of my convention vacation days too greatly). So, starting on January be a compilation of quality articles on the
playing Doctor Dad lately (of course, I 1st, 1999, the BOARDGAMER will strategy, tactics, and variants for a variety of
could always dip into my “days with the increase to $4.00 per issue. When board, sports and card games.
in-laws over Christmas” supply). ordering back issues, the subsequent
Fortunately for me, the summer issues will still be available for $3.00 Articles from contributors are considered for
convention season comes earlier in the apiece. And the cost of a subscription publication at the discretion of the editor.
vacation year than Christmas, so the will rise $1.00 to $14.00 for a year-long Rejected articles will be returned whenever
possible. Potential authors should be
conventions get first crack at my days of four issues ($13.00 for AHIKS advised that all outside submissions may not
off before I have to commit to holiday members). have previously been submitted to other
plans. publications unless permission has been
Back to the summer convention season, granted and The BOARDGAMER has been
Also, I thought I’d let you know that a aside from my usual appearance at notified. Articles may be reprinted
good number of articles have been Avaloncon running the War At Sea elsewhere, although the editor’s permission
rolling in. Those of you who visit the tournament, I will also be putting in a full is requested (and will usually be freely
given).
BOARDGAMER’s area on the Virtual weekend at Origins (you should get this
Wargam er’s Headquart ers just before that convention starts). I will Unless otherwise mentioned, all game titles
(www.manzana.com/webx) know that I be running three tournaments as part of mentioned are trademark names of The
even talked about expanding to 36 the Avalon Hill Ironman competition: Avalon Hill Game Company/Victory Games,
pages this issue. As you can see, it is Circus Maximus, War At Sea and the as is the GENERAL and Avaloncon.
still just 32 pages long. I decided ever popular Wrasslin’ Battle Royal. I
instead to expand the next issue to 36 can also probably be found playing EDITOR: Bruce A. Monnin
pages, that way I can include Origins Atlantic Storm, Across Five Aprils, Naval ADDRESS: 177 South Lincoln Street
Minster, OH 45865-1240
and Avaloncon coverage yet still provide War, Kremlin, Greed, History Of The E-MAIL: MONNINB@BRIGHT.NET
the regular non-convention related World, Pro Golf, Enemy In Sight and
game articles. If my article supply stays Slapshot there. PHONE: (419) 628-3332
high, the BOARDGAMER just may
expand to 36 pages full time after that. As for Avaloncon, I will again be running Copyright 1998
War At Sea, and also playing Atlantic
Also, to those of you who have Storm, Circus Maximus, Pro Golf, March
submitted articles recently, I apologize if
I haven’t gotten back to you yet. Now
Madness, History Of The World,
Decathlon and Slapshot. A few early
Subscriptions
that this issue is out and I’ve had a
chance to prepare for Origins and
round defeats could also land me in
Enemy In Sight, Auction, Win Place &
To The
Avaloncon, I should be able to take an
in-depth look at all the submissions very
Show, Attack Sub and Wrasslin’ Battle
Royal.
BOARDGAMER
shortly. The BOARDGAMER is to be
Also, speaking of Avaloncon, I would
published quarterly with mailings near
And for more good news. Hopefully you like to send along my congratulations to
the beginnings of January, April, July
noticed that I have tried a little Jim Doughan who has just been elected
something new on the cover of this to the player’s wing of the Avaloncon and October. Individual issues are
issue. I have requested and received Hall Of Fame. Jim has won 6 $3.50 each and a one year (4 issue)
permission from Avalon Hill to use Avaloncon plaques in events with a total subscription is $13.00 ($12.00 for
images from their games from time to of 208 entrants, including two wins in members of AHIKS). Though issues
time. The image from the Third Reich 1997 (Br eako ut Norm andy and are currently sent by First Class mail,
game on the cover is just something of Hannibal: Rome vs Carthage) which eventually all domestic subscriptions
a test this issue. I have planned an helped propel him over the top. will be sent via bulk permit.
article in the next issue or two which
includes a game mapboard image to Congratulations also go to Kathy Stroh Canadian deliveries require an extra
further amplify the point being made by who was elected into the gamemaster’s $0.50/issue. European deliveries are
the author. Hopefully, you will be wing. Kathy will be continuing her an extra $2.00/issue. For other
seeing a lot more of this in the future. award inning work by running the overseas and foreign deliveries,
Now, if I can just find a way to Wizard’s Quest Junior event this year at contact the BOARDGAMER about
incorporate color at a reasonable price, I Avaloncon.
additional postage charges.
can really get this magazine a more
professional look. And as a quick reminder, those of you
who are Avaloncon gamemasters, soon The BOARDGAMER
Which leads us to the one bit of bad I will be sending you my annual request 177 South Lincoln Street
news. My printing costs have steadily for recaps of your events to be printed in Minster, OH 45865-1240
risen since I started this enterprise, so the BOARDGAMER. As coverage of (419) 628-3332
4 The Boardgamer Volume 3, Issue 3 July 1998

Inside This Issue


The Standard Michalski Opening 5
Opening Set-Ups in 4th Edition Third Reich by John Michalski

Why I’m A “Barents On One” Believer 11


Allied Opening Strategy At War At Sea by Jonathon Lockwood

Panzers On The Loose 13


A Strategy Article For Russian Front by James Pei

Day Of The Jackal 15


A Variant For Assassin by Alan Arvold

The British Receding 18


A New 1776 Scenario In The South - 1781 by Jim Lawler

1776 Revisited 21
A 1776 Scenario At Avaloncon by Steve Packwood

Deciphering The Panzerblitz Rules 22


Revised 7-17-97 by Dave Giordano

March Marness Series Replay 24


Ohio Schools vs Florida Schools by Keith Hunsinger & Bruce Monnin

1998 Midwest Open 29


Victory In The Pacific Tournament Recap by Glenn Petroski

From The Editor (Cont.)


Avaloncon continues to decrease in the Two narratives of Victory In The Pacific An article on DYO (do your own)
GENERAL, the BOARDGAMER will be games between Mike Crowe and Mike scenarios for Panzerblitz / Panzer
working harder than ever to be the Ussery, one of which was the Leader by Alan Arvold.
unofficial magazine of Avaloncon. And championship match at Navcon 1995.
for that I will need the continued
cooperation of the gamemasters. An article detailing some proposed rules

As I did last issue, I will once again give


changes and clarifications for Guns Of
August by Alan Richbourg.
Current Specific
you a partial list of articles which may
well be appearing in the next two issues An article analyzing the initial defense of
Game
(since I once again have space to fill).
As of now, they are:
Italy at the start of the 1939 scenario or
the campaign game of Third Reich (4th
AREA Ratings
edition) by Steve Packwood.
An Russian Front variant article by Russian Front
James Pei to balance the June 1942 Also, still awaiting more detailed review 11 Active Players Mar. 5, 1998
scenario. are the following articles:
1. James Falling 1851 CCA-6
2. Timothy Greene 1846 HIM-7
Some additional Panzer Leader / A We The People strategy article by
3. Bobby Helbert 1713 BB—7
Panzerblitz scenarios involving western Andrew Morris.
4. James Eliason 1649 BDEA8
Lend Lease equipment in Russia written 5. Martin Roecker 1594 AA—7
by Les Geraty. A 1776 series replay by Jim Lawler and
Rod Coffey.
A history / variant article on Raid On St. Facts In Five
Nazaire by Andrew Morris. A Blackbeard player aid by Mike Crowe. 5 Active Players Mar. 31, 1998
1. Chris Ponder 1536 AC—8
The Boardgamer Volume 3, Issue 3 July 1998 5

The Standard Michalski Opening


Opening Set-Ups In 4th Edition Third Reich
by John Michalski
This article is the second in a series of those two hexes lie eight others, and elsewhere. Perhaps the best reason to
articles in the Third Reich Workshop. Poland has seven 1-3s available. The try this opening, aside from feeling
names come from which of those 8 lucky, might be to trick some less
In starting this series, I had a number of hexes does NOT get a 1-3. experienced player into inadvertently
topics in mind for the play of the 4th violating the East Front Garrison rule at
edition Campaign game. Opening set- The BREST defense leaves that city a convention sometime. (Pull it on a
ups were low on that list. However, a open. This defense is considered in the local friend, and he won’t be very
player sent me copies of old GENERAL Conventional Wisdom to be the best in friendly for at least a week!) An
articles from way back in the ancient terms of mathematically calculated inattentive or inexperienced player might
volumes numbered in the high teens German losses: since Brest is the only well commit two 3-3s and 18 air, plus
and low twenties, and I was appalled at hex of the 8 that cannot be reached by two factors of counter-air, along with the
the atrocious level of material they were German infantry on first impulse, all automatic 3-3 in Finland. Unless there
putting out. I can only hope they were exchange losses must come from are TWO airbase counters placed in
all written by people who had the first or expensive armor or air units. It is the East Prussia, the 20 factor minimum is
second edition in mind. Suffice it to say, most commonly seen opening set-up. not met at the end of the first Movement
it drove home the point to me that there Phase, because the air based at
is an appalling dearth of 3R4 material in The O-34 (“oh-thirty-four”) defense Kolberg and Breslau no longer count!
print outside of the GAMER’S GUIDE leaves that hex empty instead, and is With only one AB in Prussia, you count
that isn’t absurd, grossly illegal, or both! similar to the Brest defense above, those 10 air, plus 6 ground factors
It is a trend that, sadly, we have seen except that the first defender is now outside Warsaw and 3 more in Finland,
continue, and I won’t even comment on tripled, and thus hit by one 3-3, one 4-6, and come up with 19! At a convention,
the (mercifully, far fewer) errors in the and 5 air at 12/6. Expected losses are ask the GM to stop by at this point and
GUIDE itself. This results in a need to lower than the Brest Defense above by confirm the board, because your
revise the order of appearance of my a few one-hundredths of a factor. opponent will howl when Russia
material. Against an 0-34, however, Germany declares war later! If you should find
must commit an additional air factor and yourself facing a River Defense, use
Where does one go to find some nice one additional ground unit; that last unit one panzer along with the one infantry
reference material on how to either get and factor can be critical. Those of you unit in the attack. That will give you 20
started quickly, or get going again after with the GAMER’S GUIDE can look up a factors with only the one AB. Reference
a number of years away from this very interesting piece about how an Axis 43.2. Other, more exotic reasons exist
game? Where can you find a simple, player facing a Brest Defense can place for using this, or other defenses, but I’ll
direct, down and dirty listing of decent every single German ground unit and air go over that in an article on strategies
opening set-ups that will bypass the factor in such a way as to shoot for a another time.
experience of play of a few dozen very bold but risky shot at going into
games against a variety of opponents, 1940 with 240 BRPs after three key 2/1 Before we move on to the next country
and just give you the conclusions? attacks; it often tempts ME! Put an O- that sets up, let me comment a little on
34 defense out there, and those visions pushing the envelope. THIRD REICH is
Why, right here in THE BOARDGAMER, of building 12 U-boats vanish instantly. a g a m e wi t h a l m o s t e n d l e s s
of course! Thus, the standard opening I use is the possibilities; it is really more of a game
O-34. system than just a game. Take
Poland and the O-34 Defense advantage of this, and try something a
The last defense is the RIVER Defense. little different now and then! 3R4
One of the strengths of the game is that Both the city of Brest and hex O-34 are doesn’t force you into a straightjacket
people with no experience at all will covered; instead, one of the hexsides the way other games do. For instance,
usually figure out the need to put the adjacent to Warsaw is left open. This set up the O-34 defense suggested
two strongest units in the capital, and permits a first-impulse 24/12 on the above. Then, take the 1-3 in Brest-
circle the wagons with the rest. Here, tripled city garrison with only two ground Litovsk and move it to Lvov. Next, take
then, I will just explain the terminology units and the entire Luftwaffe. It frees the 1-3 that was above it, on M36, and
you will run across. up the rest of the German At-Start move it to K37. Result? No change to
forces to open with a 21-column Attrition Poland, really: it is still an O-34
Poland has 3 nam ed defenses or better elsewhere. Chances of
(Reference the GUIDE) you will come defense. However, for the Allies, the
German success are good: roughly Russian center is now covered by the
across; GameMasters will generally 80% chance of success for very little
accept the name alone, and your Polish set-up, aiding them in the
cost. The last 20%, though, can cost (unlikely) event of an opening German
designation of where you want the air you half the Luftwaffe! That’s half of
placed. I do. The names come from the declaration of war. I would suggest this
your 1939 production! This defense is as the standard opening set-up myself,
hole you select for your defense. Every the least used, both because of the low
named defense starts with two 2-3s in exc ept that even am ong GMs,
(on average) German losses, and the knowledge of the rules is so poor that
Warsaw and the last one on the only fact that it frees up many first-turn
non-river hexside adjacent. Around many think Rule 43.3, allowing Germany
German units for opening action
6 The Boardgamer Volume 3, Issue 3 July 1998

The Standard Michalski Opening (Cont.)


to cross the Partition Line in Poland, will is not going to release anything to send 1-3 joins the 3-3 in Tripoli, and the
also permit her to violate international back very often. Don’t even think about arriving 2-3 goes into either Tobruk or
boundaries as well, and loop around it. Experienced veterans can run the relieves the coastal 1-3 to do so. The
through the neutral Baltic States! I’m risk knowingly, but until that description air will COB (change of base) to Taranto
tired of trying to straighten them out fits you, keep a couple of units at home and Naples, or Taranto and Syracuse,
anymore, so I stick to the regular O-34 to supplement your maximum builds for depending on whether you want to
in monitored games. It IS a valid home defense. provide a little extra cover to Tripoli or
suggestion, though. the capital. It still provides for the
This set-up provides you the best required (and unanswerable) 6 factors
Another option you might consider is amount of threat (bark) of taking of DAS over the Salerno beach (AA23),
this: Do your opponents always set up, advantage of whatever opportunities the making any Allied landing there no
and thus come to expect themselves, Allies might give you, while giving you a better than a heads-up 1-1, if they get
nothing but perpetual Brest defenses? high probability that the homeland will past your unused fleets and do so
If so, try setting up your Brest defense, likely survive any Allied bite, and still be without significant losses. The second
and then take a 1-3 from the northern or around into 1940. The heavy unit in 2-5 sits on X23 shielding Rome, and can
western side of Warsaw, and place it on Spezia can reach the French border to still reach the French border if desired,
top of the 2-3 outside Warsaw! If supplement a possible German Attrition the next turn. In all cases shown here,
attacking a River Defense is anathema in the West; the S24 unit likewise, you threaten much; you are prepared to
to them, as their historical play has except that, should the French start their pick up on opportunities that might be
indicated, let them go ahead and treat motorized unit on the point Maginot hex offered; and in practice, you hunker
this set-up as they would a normal Brest (P25), a first-turn DOW by Italy will down and dig in! My usual opening will
defense. (At this point, it is actually a permit him to take up station on the be the DOW on Yugoslavia, letting the
River Defense, despite Brest being upper Rhine as well, which is a much Albanian go in for a lowest table
empty. But if, like Pavlov’s dogs, they better spot for a unit as weak as this. attrition; with luck, the Yugoslavs will hit
automatically respond to an empty Brest These are the things those fellows CAN him with their free Offensive option, and
every time, this will show them a new do; what they WILL do most often is, the he may pull some of them down by
trick!) After committing the 4 additional S24 1-3 goes into the port of Genoa, exchange on their mini-turn. If not, no
air to get the initial 12/6 attack, they will while the 3-3 goes straight back into big deal. With an air unit in Taranto in
see Warsaw threatened by only a 2/1 on Rome! Builds phase will see a static all cases, on top of all of the fleets, the
exploitation now, not a safe and certain unit appear on each hex around the 1-3, 9s are protected from the very profitable
3/1. another on the W24 beach, and the last Yugoslav air attacks on Fleets-in-Port.
in Messina. Italy will put a 2-3 on both
And these are only your possibilities for mainland beaches, Rome, and one to For Italy, the Conventional Wisdom is
poor Poland! What might a little Libya. the convention for a good reason: her
thoughtfulness and experimentation do best course is to start neutral, set up for
for a Major Power? In a similar vein, the forces in Libya are what she can, build every ground unit,
in position to envelop or enter Tunis, if and maintain her strongest position
Italy offered; occupy the western quarter of possible in the homeland. Her Fall,
Egypt that some players will offer up 1939, goal is to be Germany’s ally in
3-3s in Spezia and Tripoli; 1-3s on the empty on opening; or could still Sea 1940. Buy an Intelligence roll, or save
Egyptian frontier (3), Albania, S24, II15. Transport to Albania to attack Greece, if the 5 BRPs for counter-intelligence if the
2-5 on II15. Air on Sicily, and all fleets you were foolish enough (or felt you variant is worth anything, and send the
in Taranto. faced an opponent weak enough) to last 4 to Germany if you can spare the
someday run the very major risks SR. If you want both Intelligence,
Reasoning: Italy, like her leader, was involved with that much initial spending Counter-Intel., AND Yugoslavia, you can
big on bark and small on bite. That is on a neutral. The first two opportunities still do it by leaving one Replacement
reflected very well in this game. Italy, are often there: it appears that some Counter on the card.
like France and Russia, is rather fragile: people actually believe all that hokey
Italy cannot afford to imitate Germany, stuff seen illustrated even in the Declare war on the West in the Winter,
tossing everyone out in all directions in GAMER’S GUIDE, where the Allies will lend the air to defend the German
attacks, and count on builds to cover start with their own 1-3 on the frontier Winter gains in the Low Countries from
them on defense. If the game’s wire, a 2-3 in Tunis, and then the airbase you contribute to Essen, and
literature does one thing, it gives immediately SR them away the first wait for the fall of France. Skip the
disproportionate coverage to the Allied chance they get! Offer me an 11- exotic and silly stuff written elsewhere
chances of taking Italy out of the war column to chance entering Tunis on about esoteric strategies across the
with a Fall-Winter 1939 double turn opening, and a free walk across the first Med; save that stuff for a throwaway
against her. Despite the fact that Italy two hexrows of Egypt to face your short game sometime, or until you feel really
can open against neutral Yugoslavia line between Quattara and the sea, and confident about handling both sides in
with an eleven-column Attrition, she I’ll usually bite! this game. Italy has a considerable
really cannot afford to do so: you number of things she might try, but, she
cannot adequately defend Italy with the Again, though, this is what they threaten runs more risks than any other major
paltry builds available in her force pool, to do. Most often, what they will do is, power on the first turn of the game.
and an eleven column roll in Yugoslavia the 2-5 retreats one hex southwest, the (France is a close competitor for that
The Boardgamer Volume 3, Issue 3 July 1998 7

The Standard Michalski Opening (Cont.)


honor). This opening procedure will starts on S21 rather than U20. This is missions above, also change base into
contribute the most to the Axis cause, necessary to keep the Italian from Ragusa if possible, intervene, and
by getting the DOW out of the way in walking the 2-5 to T20 in the rear of the provide ground support over the
1939, yet not causing the severe drain entire Alpine front on an opening southern beach if the Italians failed to
on Germany that a Fall DOW brings. Attrition option. Conversely, the occupy Ragusa themselves. Or lost it!
The air arrives on the Rhine just when it opening threat to Tunis vanishes also.)
is needed, hopefully to provide DAS Many players start the French air in the
over two 4-6s that exploited one hex into Some people would wonder why rear, just out of range of possible
France. The Yugoslav DOW is paid for Strasbourg holds a 1, while the hex counter-air, and then try to keep them
out of expendable Italian BRPs instead behind it holds a 2. The answer is the there throughout. That’s a fine strategy
of German; German infantry built in same as to why an airfleet starts on for Russia — perhaps even a
Austria will eventually crush Yugoslavia, Ajaccio: France must not only defend necessary one in the East — but hardly
and put the 20 BRPs to good use in the herself, but, must be prepared to aid in for France! The standard turn in the
1941 Year Start Sequence. If Germany the conquest of either Italy or Libya if West is, German Offensive answered by
feels she can afford them, those few the Axis opening either falters, fails, or is Allied Attrition: that being true, why not
Austrian area 3-3 builds can come in the incredibly foolish. Strasbourg is hardly engage the Luftwaffe whenever
Fall, and may put Italy’s opening worth an opening Western Offensive possible? Russia must conserve her air
Attrition up to the 21+ or even 31+ option, even defended by a static unit. force, because she can rarely afford to
column. But in the end, it doesn’t make But the unit behind it can march to the replace it. That is hardly true of France!
a lot of difference. What matters is, Italy northern alpine hex and aid in a first-turn Letting Germany counter the French air
survives, and still holds much or all of assault on Italy, if that becomes force every turn until the imminent fall of
Libya. Try something a bit too esoteric possible; and, a lucky Axis opening Paris is a great saving for France! She
too soon, and you will demonstrate to Attrition on the West, while strategically engages the Luftwaffe without ever
your opponent the advantages of using costly, could well require immediate aid having to buy the offensive, and can
my opening set-up for Britain and if Axis armor gains a hex against the much more easily buy back air losses
France. southern line. than her opponent, even on the short
end of a -1 nationality modifier. Thus
Above, I encouraged you to push the Much of the rest is fairly self- the 5-4 in Metz: it covers the entire
envelope and try new things. Poland, explanatory. The Syrian 2-3 is in port, Western front; dares Germany to
Britain, and Germany can; perhaps available as an invasion unit. The counter it; and can even intervene via
Russia. But Italy and France need to Calais fleet is to prevent Germany from base change as far away as Zagreb. (I
wait a turn or so: too much can be removing the Calais garrison by way of do not recommend the latter: better
irretrievably lost with a first-turn mistake. a sacrificial invasion of the beach, which Britain should intervene later. But
coul d cl ear away t hat uni t sometimes, Italy might be neutral and
France simultaneously with an attack on Germany opened with an 11-column
Antwerp, whose exploiters could then against Yugoslavia. Take the city’s
2-3s: Calais to Metz, inclusive; O23, march first to Dieppe, and then into garrison as your first attrition loss, and
Q23, P25, U20, GG14, GG15, Beirut. 3- Paris. The southern fleets are to then watch the German’s expression as
5: U20. Statics: P23 and Strasbourg. engage the Italian navy if possible, and your 5-4 jumps in, and proceeds to
5-4: Metz and Ajaccio. 9: Calais, two reinforce the colonies by SR the rest of counter some inverted Nazi airfleet in
in Marseilles. the time. The air on Corsica is Vienna sometime!)
important: a change of base to an
Reasoning: To keep the Germans from airbase counter on EE17 threatens air Sure, some of these are, individually,
opening the game by triumphantly support for a first turn attack on Tripoli, unlikely long shots. But it doesn’t
entering Paris, you need the double line while still providing opening DAS over matter. This set-up provides you with
shown. The heavy position in the Alps the entire Alpine front. It could also the flexibility to do a lot, yet commits you
make any Axis opening offensive there counter an Italian airfleet anywhere in to nothing. Even the Ajaccio air can
unprofitable. France only has one unit Sicily from there, or support an Allied readily hop straight back to Lyon, Vichy,
to spare on opening set-up: everyone invasion. The Tunisian unit on the coast or even Metz: it can support an attack
else is spoken for. This is a simple truth cannot be isolated by an infantry unit; if on Frankfurt or Brussels as readily as on
that new players have trouble the Italian motorized unit is present, Tripoli. So why not threaten Tripoli,
comprehending. France, like Italy, there are two French infantry across the instead of just sitting on P21 and Q20
cannot afford to open with her troops waist of Tunisia, so that again, it cannot airbase counters and hiding from the
lined up along the Pyrenees, ready to get behind them to cut them off. Yet in war? Get these people out there while
attrition Spain to death, any more than every case, at least one unit is in range they last! They’ll be gone inside a year,
Italy can send 6 of her opening 9 units of moving adjacent to Tripoli, WITH air most likely; let’s get some use out of
into Yugoslavia and expect to survive an support, forcing Italy to provide serious them along the way.
Allied double turn. And, if Italy starts her defense here. (Or, if there are 11 Italian
2-5 in or west of Milan, even that one factors in Yugoslavia, giving the Allies a Follow-up: double up the frontline units
spare unit is spoken for! (If Italy sets up cake-walk conquest of North Africa in from Calais through Sedan inclusive; the
like that, a 2-3 from GG14 in Tunisia one single turn, if not Italy itself over Metz 2-3 occupies Luxembourg,
comes home to Strasbourg, and that two, if they want to try for it.) The replaced by a 3-5 that will stay in Metz
static unit starts on V20. The Alpine 2-3 Ajaccio air can, in addition to the until the turn before Paris falls; put
8 The Boardgamer Volume 3, Issue 3 July 1998

The Standard Michalski Opening (Cont.)


British units on N23 and O23; and SR simple change of base into both the New players might think there is a
two units to the colonies, particularly a Hague and Copenhagen, and threaten danger of a first turn invasion of Britain
3-5 to southern Tunisia. Buy an to take 8 to 10 shots on fleets-in-port if this way: there is not. As with all of this
Intelligence roll every turn you can, and the Nazi fleets aren’t hiding in article, the proof of it will come from
counter Axis ones if necessary. The Koenigsberg. Just this threat alone will repeated play: what can Germany DO?
homeland is set up for defense against often waste German SRs to return them Land one unit on a British beach? So
the German Winter offensive in the to Kiel. Notice an important tactical note what? I’d be tempted to intercept the
west, while the Med is set up to greet an here: If Germany tries to save SRs by thing with the French 9 in Calais, if not
Italian Winter DOW with a double changing base back to Kiel in Winter, the Home Fleet, just to incur casualties
offensive that might well cripple Italy’s the Danish air factor can intercept that on them. Germany can’t back the unit
position in North Africa. The Med is the change at sea, taking her one-in-six up: her air was used in Poland; the two
only front on which the Allies can hope shot even as the German infantry British and one French 5-4 in the West
to make gains that will hold, and assist prepare to step into a Copenhagen are available; and that 4-5, 3-4, 1-4 on
their cause for the long haul: one weak usually emptied by the earlier turn’s 11- Gibraltar can always Sea Transport to
British unit SRed into Tripoli has a much column attrition. If the German was the homeland and crush the invader.
better chance of being there a year later successful, and picked off BOTH minor Who will stop them? Not the inverted
than two strong British units advancing armies, notice that BOTH minor air German Navy just used. No, the Allies
after combat into Brussels. Libya is the forces can take their parting Winter shot! have the upper hand in crushing any
easiest Axis territory for the Allies to It is no longer the first turn of attack, so Nazi naval adventurism, even if they
take, and the hardest for the Axis to get the minors are not restricted anymore to faced and defeated the Home Fleet.
back. The time to do so is while France acting only against naval units attacking What if the British attempt to intercept
is still around, squeezing the pathetic them; they are already at war, and it is a the invasion with Force H at Gibraltar as
Italian units without air cover from two new season, so, here come some well? Personally, I would suggest doing
sides. After that, the colonial die rolls enemy fleets into air range. Attack so, if you select Britain instead of
will go far to determine who will be doing them! Note too, that allied air that may France for the sea intercept. If you
what. But you’ve laid the groundwork. have intervened even on a free Attrition succeed, you are rolling a net +2 against
Option, can still intercept the naval the Kriegsmarine; if you fail to intercept
Britain change of base, although I don’t at that range (19-24), you can still use
recommend it. You might be countered them for the Sea Transport mission; and
3-4s: Gibraltar, LL25, MM25. 1-3s: with a negative nationality modifier, or if Germany manages to win the sea
Malta, NN24, Haifa. 4-5: Gibraltar. worse, the German could let you take battle even against the +2 modifier, the
Airfleets in Harwich and Yarmouth. your interception shots, then displace Alexandria fleet can change base to
Egyptian air, naval, and armor in your used air with ground movement, Gibraltar, and carry the 4-5 into Britain
Alexandria. Home fleets in Portsmouth. and then follow it up with a CounterAir by Sea Transport herself! True, one can
(Optional: put one of the home 9s in mission against the hex your now-used spin out some miracle scenario, where
Gibraltar at start. See below.) Other 1- air could be displaced to. But the the British fleets are defeated despite
4 garrisons as required. minors face no such restriction alone. the +2, Poland is hit with only a token
With this set-up, the threat to him is attack, Italy enters the war immediately
Reasoning: What do we see here? The there, whether you exercise it or not. and lends her air, but look at it. If the
set-up will look a bit strange to new Why not get the maximum use out of Axis opens with such a boneheaded
players, who might think you need to these units? A German who gets move, in anticipation of succeeding in a
start the infantry on the home beaches. burned once or twice may learn to wait long-shot, high-cost opening move,
But to an experienced eye, this British for SR to move the fleets, wasting two of you’ve already won the majority of the
opening is something of a classic: it them on this pointless shuffle. Or he time. And when all those planets line up
threatens much, but commits you to may just leave them in hiding an extra for Germany like that, go ahead and
nothing at all. The infantry is in Egypt turn, allowing allied Sea Transport attack Italy instead! Build in the British
for many reasons: they will be needed missions in the Atlantic to proceed rear (if a panzer landed), take the
there eventually, so why not start them without threat. Or he may cut back on double turn, and crush them over the
there? They threaten Tobruk now; what his opening turn adventurism altogether, first turn of Winter instead! It will be a
would they threaten on a home and just for this threat. (Personally, I think long time before Germany ever gives up
beach? The concentration in Gibraltar the Allies are ahead by having 20 BRPs so much, spends so much, and risks so
is probably the key: with both armor fewer Nazi builds on the board for the much, in the hope of having a unit
loaded in port, not only is Italy start of Winter, but a lot of Axis players survive ashore in Great Britain. That
threatened with a landing, but with a think that an opening move against empty island is a lot tougher than it
landing and potential exploitation as these two is virtually the automatic thing appears!
well. (A French fleet would provide to do with those last four or five spare
supply). The air is in position to change infantry corps.) Chopping off a chunk of Minor considerations: sometimes the
base to Lyon to support an attack on one of those two Nazi 9s will give them Italian 2-5 will be in eastern Libya on
Italy, but more often, it threatens to pause to think. It’s a bit more costly in opening. In that case, put the 1-3 in the
cause quite a stir for a German player BRPs than placing the French 3-5 on center instead of the south of the line on
who likes to open with an attrition P25 on opening set-up, but is a safer the frontier wire, in case an opening
against Denmark and Holland. From move for the first turn integrity of Attrition should gain a hex. (Without a
where the air sits, they can Intervene by France. 2-5 facing them in Tunisia, the two
French units in Tunisia now start side by
The Boardgamer Volume 3, Issue 3 July 1998 9

The Standard Michalski Opening (Cont.)


side on the Libyan border itself, above). the next turn is to attack one hex (N23 thus block SR into hexes not already
The 1-3 in the center will allow you to or O23) on first impulse of the next turn, held by Britain. If the London garrison
give up the cheapest unit, and leave no and then to stack the maximum number was transported to France, it is now
one surrounded by a one-hex advance. of exploiting pan zers availabl e replaced with rebuilt casualties from the
The Palestine 1-3 is in Haifa because it (preferably about 6) for the exploitation N23 or O23 battle. The RAF is rebuilt
is more flexible in a port than on an attack on the capital. Untriple Paris with and withdrawn further north; the colonial
unthreatened beach. There is no threat the airborne unit, and occupy the city die rolls determine who will get what;
because, unless Italy plays Variant 9 on with the maximum 5 exploiters allowed and you proceed to Mid-Game.
opening set-up, there is no possibility of into the new bridgehead, with the
any landing in any case. The Med air paratroops on top of that. Then just sit The above outline provides you with the
might also sea transport (ST) to Malta, tight, with any unused air in the Hague/ best defense against the best offense.
to support a French attack on a weak Bonn/Frankfurt, and wait for France to Other, more exotic means of German
Tripoli, or, when an Italian leaves weak drop out. attack on France exist, but all are riskier
units on the Tunisian border, a ST and less effective for the Axis cause.
mission into Tunisia with both British The most effective and least expensive The fate of France is generally decided
armor could, with the help of the French way to defend against this is to garrison inside the triangle of Antwerp-Paris-
infantry you started there, attack the N23 and O23 with British, right up to the Frankfurt; the rest is a nuisance or
coastal border position, and then exploit time France falls. Back it up with two to distraction at most. Britain plays a key
against (or into) Tripoli, with possible three airfleets in the homeland, so that roll inside this triangle. After that, the
French Ground Support flying from an the German must counter the entire deactivation of a Vichy France with a
airbase counter placed on EE17. RAF available, committed as DAS, while large army or empire will be her last
Pulling off any of these things will teach Britain pays nothing for it. This way, the continental concern until the time for D-
your Axis opponent to set up to protect German exploitation attack must also Day rolls around, come Winter, 1942.
himself against all of the things you contend with the possibility of having to
might do, and could do, over time. And counter French DAS over Paris, Russia
yet, what do you risk? Nothing. Egypt stretching his air resources to the limit,
and Gibraltar are strongly held; a risky even with lent help. If the first impulse The largest country on the board
and expensive Axis invasion of Britain frontage is small, requiring lots of certainly has the smallest role in the
can almost certainly be crushed; but, ground support from the Luftwaffe, there Early Game, but we make up for this
you don’t HAVE to do anything! It’s your probably will not be enough air left to try later. In competent play between two
choice. In most games, the Gibraltar 3- using against Paris. It can gain you a honest players, the war is won or lost in
4 will SR into France, along with a newly season, which can be critical for Russia, the East. Most articles seem to be
built 3-4 and 4-5 from the homeland; the and important for long-term Allied about some glamorous (and often
home airfleets will stack in Portsmouth/ chances. At best, Germany will only just illegal) maneuverings in the Med, but
Southampton; the Palestine 1-3 will walk be able to pull it off. (The French air the Med is a sideshow. When playing
to Port Said; two London 3-4s and a should NOT be committed if it is felt that someone who is trying to emulate the
wave of static counters take over home a counterattack will be possible, as it e xo t i c t h eo ri es pr in t ed i n ol d
defense; and the Allies await an usually will be; save them for Ground GENERALs, Britain will hold them at
expected Italian Winter DOW (her best Support for the counterattack itself. bay, and then Russia will declare war in
move, above), secure at home, and still Commit them only if it is obvious that a the Fall or Winter or 1941, and crush
ready to pounce on any (likely) counterstroke will be impossible). Then, Germany by 1943, with US aid.
weakness in Libya on their own Winter on the Allied turn after Paris is entered,
turn. Britain gets the maximum use out Britain has already made her primary Since Russia is inactive for the Early
of her units, at no cost or irretrievable commitment; now, she need only Game, an opening line-up makes little
commitment of her own. provide a supply fleet. If the Germans difference. Assuming you can place 5
came through N23, remove the British units to enter all Eastern Europe cities
I will usually take a base change with on O23 by Voluntary Destruction; let on one Attrition, I will limit my opening
one Gibraltar 9 to Malta, so that, on SR French take their place; commit the commentary to the few immediate
phase, the Maltese 1-3 and the Gibraltar French air as ground support; and let matters that DO make a difference.
3-4 mentioned earlier, SR into France, France alone take the W estern
plus a unit or two from the homeland, to Offensive option. If the Germans Someone once said that Leningrad is
meet the necessary British commitment advanced through O23, or if available the third most important hex on the
to France. Britain has to assume the French ground forces alone are board, after London and Gibraltar. I
defense of N23 and O23, the two hexes insufficient to achieve the one-to-two believe they were correct. When you
between Paris and the border row. Four attack, Britain might have to join the place your 5 1-3s, or whatever you want
factors per hex are needed, but 5 is offensive anyway, but it is still best to for your advance into the Baltic States,
better still: five will permit three full force the Luftwaffe to engage the RAF there should be at least two 1-3s across
airfleets to be committed overhead as at Germany’s expense, not Britain’s. the Narva gap at the north end of Lake
DAS, and this is the mandatory basic Finally, if there is not already a token Peipus. A German opening against
defensive tactic for a solid defense of British unit in Lorient, this Sea Transport Russia is always a mistake; however,
France. When Germany has made an phase might be Britain’s last chance to taking Leningrad on the opening turn
inroad into the 24 hexrow, the standard get someone in: after the counterattack would go a long ways toward offsetting
and best method of finishing off France has failed, the hexes are German, and that mistake. Don’t make it easy. Block
10 The Boardgamer Volume 3, Issue 3 July 1998

The Standard Michalski Opening (Cont.)


that direct path. Don’t let two panzers Engaging the Kreigsmarine often, even into Iraq, who will then take Aleppo on a
start from J37 in East Prussia and just losing every time, is the best aid she free Attrition: letting Russia help in the
walk up to the city. If the 3-3 in Finland can provide. 27 Red naval factors ought conquest permits you to allocate all 5
starts above Lake Ladoga, one could to pull down a dozen German naval BRPs to Russia next Year Start
bring in additional air by change-of- factors overall, and a big loss early, Sequence, and every YSS after that. It
base, add naval gunfire, and put 20 or times 3 for 3 engaged fleets, can readily is a cheap and easy way of helping
more factors on the city right at start! gut a full 9 from the German line-up. Russia out.
Thus, some basic precautions are in You don’t have to play many games to
order. know that replacing it is not an easy task The other use of this reverse path is
for the German player, and playing on less desirable, but might be necessary:
1. Always place a 3-3 on top of the without it will make many Western Allied if Gibraltar is lost, the crippling
required Leningrad 2-3 at start. naval tasks a lot easier and safer. Let restrictions of Rule 37 might mean that
Odessa starve out. Russia gets a chance, in 1942, of
2. Start at least two of the three 9s in returning the possible 1941 favor I listed
Leningrad. I usually place all 3 there: Next is the one mandatory ground unit above. (Rule 37 was clarified in the
supplying someone in the rear, at placement Russia must do in 1939's Q&A section of GENERAL 27-4, but
Odessa or Sevastopol, is small potatoes opening: placement of a 1-3 on hex often Egypt is still left to be defended by
compared to engaging the Kreigsmarine AA46. That is not a mis-print: I really only 4 ground counters). An Axis player
(KM) in the Baltic. The German gunfire do place a 1-3 in the south Caucasus. who thinks that he can now batter down
mission above would be met by an That unit is to take out Persia in 1939. Egypt even if Malta is still garrisoned,
automatic interception, and the two 9s Russia has exactly 10 BRPs to spare, can receive a nasty surprise when he
rolling at -4 for nationality would cripple after builds, the East Europe DOW, and finds central Egypt covered by a double
the KM even by losing to it! If the KM 9 foreign aid to Hungary. Persia is a line made up of 4 Russian 3-3s! Yes,
will not put to sea to take you on, force very valuable piece of empty property to Russians in Egypt. There are no
them to come out: with every offensive hold, even with its zero BRP value. One restrictions on where Russians can go,
option you take in the East, invade cannot send BRP grants across Iraq nor even how many; the only restriction
Koenigsberg with the weakest unit (Rule 38), but units can SR across it. In is, they must trace their own supply to a
available from either Leningrad or either direction. Come Summer of Russian source (Rule 45). Any allied
Parnu. Attack the German garrison with 1941, Britain is too poor and pinned to unit can trace supply, just as they can
gunfire and the token unit, even at 1/3. try and send BRPs to Russia, but SR, over both British Iraq and Russian
Gunfire factors cost you nothing; they Russia needs ground help then, a lot Persia, even if Persia has not been
can cost him use of a good corps for more than she needs an extra 20 BRPs. activated (Rule 40) as a Lend Lease
three months. If Attritions in the east With Germany now deeply committed in route. The number of allied units in
are advisable, but the point total is not the East, Britain can now grant what Russia is restricted to 10 factors, but
critical, an invasion attempt against Russia needs most: two or three there are no restrictions on Russians
Copenhagen can return 10 BRPs to you armored units! Their ZOCs, stretched outside Russia. This is a desperation
in the next Year Start Sequence, and out behind Russia’s scraggly line of 1- measure only, of course: Russian units
shave 10 off Germany now. Few 3s, can provide a desperately needed are generally far more valuable on the
Germans can afford a Western offensive second line that covers the entire front Eastern front than in the Western
to retake the city immediately, but even between Smolensk and the Black Sea Desert. But in a desperate situation, a
if they do, that Offensive Option they are coast. (e.g.) A Russian whose own 5 little help from Uncle Joe can go a long
forced to buy is another victory in itself. available armored units often are way! And, in less desperate times, a
Finally, as Mid-Game eases into End- lessened by encirclement at this Britain entering End Game will be
Game, the Red Banner Fleet, if still desperate juncture, is not in any position shifting units to France, and be short of
capable of SR, can be of great help in to offer serious resistance over anything shipping to provide ground defenders to
surprising Germany. Say it is Winter, more than perhaps half the (now- low priority beaches facing token
1942. (Or 1943). Leningrad and extensive) front line. Britain can help or invasions from an Italy trying to stay in
Estonia are yours, the air force is save the allied cause by committing as the war one more season. You might
essentially intact, and two airborne units close to the 10 allowed factors possible, find it a lot easier to send three Russian
are in the area. A sudden DOW on at this critical point in the game. After 1s or 2s to the Libyan beaches
Sweden, hit by the 2-3s, 12 air, and one the Fall, they can probably be overland, than to allocate 3 fleets and 6
factor of counter-air, give you an instant withdrawn, if Germany didn’t encircle or SRs to put three British junkers down
2/1 on Stockholm. Come SR phase, the destroy them already: their job is done. there as anti-invasion units. You are
country is friendly to you, and in supply But taking Persia early is the cheapest capable of creating more inter-allied
from Stockholm. Time for the Red way to provide the highway for these cooperation in 3R4 than was the actual
Banner Fleet to SR (via Sea Escort) a savior units to appear. case; and to win here, you really need
unit or two right up to the Norwegian to!
border! Cheer up the Nazi commander A less often seen or planned use for this
who thought that a 9 and a static unit in SR path comes about when either In summary, all Russia need do on
Bergen would keep that theater a quiet Gibraltar has been lost, or, when Vichy opening is: occupy Eastern Europe and
backwater forever! deactivates, leaving a formerly Vichy Persia; cover Leningrad against a
Syria empty and belonging to no one potential 1/1; and place most, or even
While Russia cannot grant BRPs to her (49.5). While Britain will immediately all, of her fleets in the north. (The only
allies, she can certainly aid them. enter Beirut, one can SR a Russian 1-3 time a southern naval force is more
The Boardgamer Volume 3, Issue 3 July 1998 11

The Standard Michalski Opening (Cont.)


helpful is against Turkey, but don’t risk. But go ahead and try. Germany other than that same old neighbor/
bother. Even a successful war against can do almost anything she wants in this cousin/kid brother. That way you will
Turkey early on, is a greater danger game. My point here is to let the other learn the intricacies of this game system
than aid to allied victory chances.) Send powers set up, such that they too can far faster, and remember the lessons far
the maximum foreign aid to Hungary in exercise a few options, even if, as in the longer: especially after someone new
both 1939 (9) and 1940 (usually 11). In case of France and Italy, their primary springs some of this stuff on you!
Spring 1941, consider splitting your option is survival into 1940! All of the
possible 14 roughly half and half (6 and above is within the printed rules and Then write an article about it. And when
8?) between Hungary and Bulgaria, rulings, and, unlike those old GENERAL you think you’ve gotten it down pat,
unless the situation at the front requires articles, come from years of play send in your own article here.
all BRPs be kept at home. Britain experience against varied human
hopefully has placed 24 into Rumania/ opponents, not from daydreaming. I Let me add a minor correction to my
Finland, so after countering that, hope the above will save you some trial Workshop #1 article in the April 1998
Hungary should be out of it until the and error, and get you more rapidly into (Volume 3, #2) issue. On page 6, the
Summer of 1942. the realm of trying what you want with middle column, second last sentence:
this game, instead of trying to muddle Please cross out the words “by
Conclusion through and/or survive. I used to tell my Germany”. Thanks!
auditor-trainees that they could go out
No comments on Germany: everyone and do whatever they thought best. But,
likes to take the Axis for the fun of just in case their own Better Idea should
making your own decisions, carving happen to blow up in their face, they
those new frontiers, or maybe cutting
your own throat. What should Germany
could always fall back on John’s plain
old clunky system, that works. I
Third Reich - 4th Ed.
7 Active Players May 15, 1998
do against The Standard Michalski encourage you to do the same: play
Opening? The general rule is, Take often; try new things; go to a convention 1. Bill Thomson 1600 ABB-6
what you’re given. This defense doesn’t if you can, or sign up for some postal 2. Bobby LaBoon 1557 AC-A8
offer much, except at higher than normal play, so you’ll run up against someone 3. Charles Synold 1535 AAA-7

Why I’m A “Barents On One” Believer


Allied Opening Strategy At War At Sea
by Jonathan Lockwood
Having had a chance to survey the War 1. The consensus of War At Sea North Sea - aircraft carrier Glorious
At Sea tournament scene at Avaloncons tournament players at the time seemed (0-1-62), 5 “slow” battleships (4-4-3s).
1995 through 1997 after a 13-year to hold that the Axis had the edge. (This
hiatus from wargaming (my Army was later confirmed at Origins ‘81 when South Atlantic - aircraft carrier
intelligence career got in the way of my every one of Chris’s opponents was Courageous (0-1-6 2 ), 5 “faster”
wargaming; an ironic twist, that was), willing to let him be the Allies.) battleships (4-4-3s).
I’m providing my thoughts (or some
good filler material) on why I’ve been 2. If there was any room for innovation North Atlantic - battleships Rodney and
such a fanatical devotee of the “Barents or flexibility in opening setups and Nelson (5-5-3s), aircraft carrier Eagle
on One” approach since 1981. strategy, it was on the Allied side, since (1-2-41).
the Axis player is forced to react to what
Several months before Origins ‘81, my the Allied player does and hope to My reasoning for this type of “in your
youngest brother Chris (then 14) exploit his mistakes. face” defense was as follows:
begged me to take him to a wargaming
convention. And oh, by the way, could I 3. If Chris was to have any chance of 1. War At Sea is won by the player who
teach him some really sneaky strategy achieving “strategic surprise” in a War has accumulated more POC by game’s
to play War At Sea like I had done with At Sea tournament like I had with the end. Sinking ships is only one means to
“The Paleveda Gambit” for Afrika Korps Paleveda Gambit in Afrika Korps, I this end, and by itself does not
(Volume 12, Number 5 of the GENERAL would have to come up with an necessarily win you the game.
for you trivia buffs)? Being an obliging aggressive Allied setup.
big brother at the time, I promised him I 2. The fewer the ships the Axis player
would come up with something for him After further examination of the available has, the more difficult it becomes for him
to use. forces, my final creation looked like this: to hold a sea area.

After having done my research of Barents Sea - All eight cruisers (1-1- 3. The Allied player has his strongest
available War At Sea series replays and 7s), fast battleship Hood (4-4-7), Ark relative position to the Axis on the first
strategy articles at the time, I reached Royal (0-2-7 3 ), “almost as fast” turn, since the Axis has only seven of
the following conclusions: battleships Renown and Repulse (3-3- his eventual total of eleven ships.
6s using speed rolls).
12 The Boardgamer Volume 3, Issue 3 July 1998

Why I’m A “Barents On One” Believer (Cont.)


4. Therefore, any defense which can At Origins ‘81, I played in the AH500 Turn One and take casualties. And
force the Axis to fight on the first turn tournament, where my British defense in because I regard the Barents Sea as the
and either take casualties or suffer a Afrika Korps carried me to five straight single most critical area for the Allies to
positional disadvantage is the better victories and a third place finish. Chris control (ranking just ahead of the north
defense. entered the War At Sea tournament Sea), I also do not view Mediterranean-
(which, we must remember, was a 64 style strategies as viable, either. As
5. The Barents Sea is by far the most player single elimination tournament of Bruce Monnin pointed out in his earlier
critical area for the Allies to control, six rounds) with a gleeful look of article, “Admirals Raeder and Doenitz
since it holds the key to ramming anticipation on his face. His first W oul d’ve Been Pr oud” ( The
through up to nine POC in Murmansk opponent was a 12-year old newcomer, BOARDGAMER, preview issue), there
convoys on turns 4, 5, and 7, not to whom he took on as the Allies and are ways that a good Axis player can
mention preventing a three point POC easily dispatched. No one took any sidestep and counterpunch effectively
swing in favor of the Axis player if he notice of his game. against a Mediterranean strategy that
holds the area for even one turn. the “Barents on One” strategy does not
In his second round, however, Chris give him.
6. If the Allies can hold the Barents Sea faced his first real test, a 50-year old
and the North Sea on Turn One, they “tournament favorite” who had been Finally, insofar as “tactical hints” are
establish a “blockade” of the Axis player playing wargames since 1957, and who concerned, there is little that I can add
that enables the Allied player to dictate had brought his wife and kids with him to previous War At Sea articles, except
to a greater degree where the battles to the convention! Chris took him on as for one little wrinkle that is peculiar to
are to be fought. the Allies, and the game was over on my “Barents on One” approach.
turn 4, with Chris having sunk the entire Whenever I take on the Axis fleet, my
7. The purpose of the North Atlantic Axis fleet in the North Sea. Now people priority is always to maximize my
setup is to lure the Axis into coming out started to pay attention to his games! probability for sinking an Axis ship,
and fighting there on the first turn. At After reeling off two more victories as without regard to strength. Generally
the least, the Allies should expect to the Allies, Chris was finally stopped in speaking, the fewer ships the Axis
send 2-3 Axis ships either to the bottom Round Five by some really hot dice in player has, the more difficult it is for him
or back to Germany. In any case, the the South Atlantic, but he finished third to seize an area, regardless of how
Axis fleet is split, unless he wants to oil in his first wargaming tournament. strong the individual ships are. Because
at sea and chance getting one or two I have a better probability of sinking a
ships trapped in the Neutral South After the convention, Chris was ship with a defense factor of 2 following
Atlantic port. understandably excited, but not half so a hit than one with a defense factor of 5
much as I was. If this strategy worked or 9, these ships are always my first
8. The purpose of the other three area so well for my little brother, I thought, targets. For ships with a defense factor
setups is straightforward: control of the imagine what havoc I can wreak with it! greater than 2 (Scharnhorst, Gneisenau,
sea area, or at least the destruction of I tested my theory in the War At Sea Bismarck, Tirpitz), I usually hit them first
the majority of the Axis navy if he tries to tournaments at Origins ‘82 and ‘83, with a single airstrike or cruiser shot,
take them. finishing second both times (aaarrgh!). hoping to disable them before the battle
At Avaloncon 1995, I was basically an (or early on during it) so that I can
Armed with this basic explanation of the unknown coming into the War At Sea concentrate my fire on the pocket
above setup, I taught the opening to tournament after a 12 year break, but I battleships (2-2-5s, my prime targets) or
Chris. After he had reached the point managed to finish third, going 4-0 as the the light cruisers (1-2-7s, my second
where he was kicking my butt with Allies and 1-1 as the Axis, losing to Ray priority when there are no pocket
regularity using it, I figured he was ready Freeman in the semifinals. After going battleships left, along with the Graf
for Origins. “into the tank” at Avaloncon 1996 with Zeppelin (1-2-8) if it makes itself a
an 0-2 record, I bounced back at target). Only when these light “support
Avaloncon 1997 with a 4-1 record and ships” have all been destroyed do I think
5th place finish (3-1 as the about going after the heavy cruisers (3-
Allies, 1-0 as the Axis). 5-7) and battleships (4-9-6). Because
once all of the Axis player’s smaller
As you can tell, then, one ships are put out of action, his staying
big reason I’m a “Barents on power in any subsequent surface battle
One” believer is that it suits against a numerically superior Allied
my style of play better than fleet is sharply reduced.
any other defense, enabling
me to finish well in most And that’s why I’ve been a “Barents on
War At Sea tournaments. I One” believer since 1981. (Sounds
stay away from the “Barents almost like a personal Christian
on Two” and “Barents on testimony, doesn’t it?) Just look for me
Three” strategies for that at the Sunday morning service at the
reason, since they do not 1998 Avaloncon. I’ll be the one singing
achieve my objective of “Onward Christian Soldiers.” Really
forcing the Axis to fight on loud.
The Boardgamer Volume 3, Issue 3 July 1998 13

Panzers On The Loose


A Strategy Article For Russian Front
by James Pei
AH’s Russian Front (RFT) has always Once the corridor is breached, drive It is within this framework of opening
been one of my favorite wargames. It is straight to Smolensk. If it is defended moves that the following tips are
an elegantly designed game, with a by a 6-5-4 Soviet infantry, bypass it. provided as a guide to grasp the
beautiful mapboard and detailed Cut all rail lines in the vicinity and fundamentals of RFT.
representation of all the important surround the city. The most efficient
combatants. A system-oriented design way is to starve the defenders. Peel off 1. Like all simulation of the Barbarossa
approach combined with unique combat a few infantry units north to try to cut off campaign, time is of the utmost
resolution make RFT a very interesting Leningrad, but sending the bulk of the importance. Basically, the Axis player
and entertaining game. As the Soviet army rolling towards Moscow. This will has four months of good weather with
side is easier to play (for the initial put tremendous pressure on the Soviet the fifth month, October, having a 50%
months) , this article will focus on the player on the allocation of his chance of being good, too. Given this
some of fundamental tips for the Axis r ein for c em ents . W h er ev er hi s criteria, it is imperative to push the
player during the opening drives of resistance is weakest, pound at it hard. Wehrmacht hard and furious. The Axis
Barbarossa. Let the panzers roar! player must grab as much territory as
possible, bypassing strong points. You
On the first turn, Finnish units do not get Army Group South and Romania should can always mop up the rear and blast
the +1 surprise bonus. Therefore, coordinate the Schwerpunkt so as to the stubborn defenders at your leisure
conserve strength and attack only the seal the fate of the Kiev district. The once the weather turns sour. Take a
Hango garrison and the 3-2-4 armor three 7-5-6 panzers along with reserve page out of history, force march those
near Leningrad. The Finnish air and infantry and units from Romania should troops to grab strategic locations.
navy should lay a minefield in Tallin to form another shield along hexes T4 to
engage the Soviet Baltic fleet. The X6. Send one unit to occupy Vinnitsa 2. Drive the panzers relentlessly, deep
German 1st Fliegerkorps will also and another to hex K10, next to Odessa. behind Soviet line, even if it means
provide escort duty since it will get the It’s not important to trap the Odessa some panzers will be out of supply. Just
+2 air/naval bonus and the +1 surprise district since units in Romania are make sure that that the Luftwaffe has
bonus. The Germans can afford neither strong nor plentiful. Just make forward air bases within ten hexes to
damages early in the game, but the sure a Romanian infantry is guarding provide defensive air cover. If the
Finns cannot. Always remember to Constanta and another guarding the Soviet air units want to suppress the
garrison Helsinki with the 3-3-4 Finn. approaches to the oilfield. It is also a Luftwaffe, make them pay a heavy price.
good idea to fly a fliegerkorps to If the Soviets want to challenge the
Army Group North and Center should Bukharest to provide air cover for the Luftwaffe, the odds are with the
punch several holes in the Baltic and southern sector. If there is combat near Messerschmitts.
Western districts to form a shield along hex Q5, so much the better. The
the lines of Riga-Dvinsk-Minsk. Do not fliegerkorps can provide air support and 3. There is no need to convert every rail
attack every Soviet unit on the first turn. then return to Bukharest. hex. For Army Group Center, the main
Instead, attack just enough to suppress rail line from hex II7 to Smolensk is a
the flanks of the two panzer blitz Slowly work you way towards Kiev, must. A secondary line from Brest to
markers, (generally, one in hex LL6 and isolating Odessa if possible. The Minsk to Smolensk could help from turn
the other in FF6). Use air units to mission of the powerful 6-5-4 infantry is 3 on. For Army Group North, the spur
perform air interdiction behind the blitz to storm the gates of Kiev. Army Group from hex JJ12 thru Pskov is enough to
attacks to block escape routes. Also, South needs Kiev as an air base in put pressure on Leningrad. Other units
force march a few 5-4-6 infantry to order to advance further into Ukraine. can just use Tallin and the coastal
sweep around the marsh hexes CC5, Once Kiev falls, nothing can stop the hexes to secure the northern flank. For
CC6 to ensure complete annihilation of panzers on the open steppes until the Army Group South, use the line from
the left flank of Western district. Soviet defensive line forming along the Brest to hex S10, thru T11 to P15.
industrial cities of Kursk-Kharkov- Make sure the city hexes of Kiev and
The stage is set then for the Dnepropetrovsk. Vinnitsa are converted so as to provide
Schwerpunkt. Panzer units along with forward air bases.
reserve infantry in hexes GG5 and JJ4 Depending on the Soviet resistance,
will complete the encirclement from Riga either link up with Army Group Center 4. Maximize the superior German
to Minsk. Make sure that infantry units for a final push to Moscow or mobility and combined arms firepower.
are sitting on the two supply lines linking consolidate the industrial cities. Put A 6-4-6 panzer with air support is still a
the panzer spearheads, one along the some pressure on Rostov sector, but +7 against most Soviet infantry or armor
rail hexes KK6 to LL7 and the other don’t over extend the spearhead as the in open terrain. A 8-6-6 panzer with air
along EE4 to FF6. No matter how many Axis armies will be stretched thin by the is as good as the elite 6-5-6 infantry for
Soviet units survive the encirclement, huge conquered territories. Convert use in storming major cities and
the panzer spearheads will be in supply necessary rails to provide precious air fortresses. It’s a bit expensive, but use
and proceed to crack open the Vitebsk bases in the south. If resources allow, it if have to. You can always use the
corridor. slowly squeeze the Soviet Black Sea armor refit counters.
Fleet by minesweeping the ports of
Odessa and Sevastopol.
14 The Boardgamer Volume 3, Issue 3 July 1998

Panzers On The Loose (Cont.)


5. Speaking of refit capability, maximize this with careful play during the winter 4. No unit can respond into enemy air
use. The Axis can refit two armor units per months, the Axis armies should be interdiction hexes.
turn. However, it is highly unlikely that the rebuilt and be powerful again. The
panzers can be held out of action in the stage is then set to crush the vaulted 5. Reserve units can be moved in
opening months. So, refit the Romanian Red Army and achieve a decisive either Exploitation Phase or Non-
armor, if damaged. As a rule of thumb, use victory. For one thing, there is less of Phasing Movement Phase.
damaged panzers to attack instead of Mother Russia to conquer as the
rotating between fresh panzers. That way, panzers are at least halfway to 6. Soviet reinforcements can appear
you can concentrate most of the damages Moscow. on any hex adjacent to major cities
onto a few panzers and then refit them. By that is not in enemy zone of control.
the time they finish refitting, they can replace Note: The following are important They can also appear on any red
their bloodied comrades on the front lines. reminders for players of RFT, some of partial edge hexes.
which are not clearly stated in the
6. Use some panzers to convert forward rail official rules and errata. 7. Out of supply units can retreat into
hexes. You only need a few panzer units to and/or thru enemy controlled cities.
attack, leaving the rest to convert all 1. Air unit is out of supply if an enemy But for retreat due to combat, units
necessary rails to link up with the main body ground unit is adjacent to the airbase cannot retreat into enemy controlled
of the army. You still have the Exploitation hex. cities.
Phase to move again to encircle enemy
units, block rail junction, or form your lines. 2. Naval unit is still in supply even if 8. Unofficial: Air supply rule is
The 3-2-6 infantry units are perfect for an enemy ground unit is adjacent to it. revised that an air unit can only air
converting the rear rail hexes, freeing the supply two units in any two adjacent
main body of infantry for other critical tasks. 3. An airbase is operational if the city hexes (ie. 50 mile corridor).
hex is connected by rail lines to a
7. Depending on the weather and Soviet supply source, or it is a supply source
defenses from turn 5 on, use the panzers not port.
only in offense, but in defense. Place
reserve markers on a few panzers to provide
a deterrent force and conduct counterattacks.
The best way to kill those Soviet shock BOARDGAMER Back Issues
armies is to stay close to them and then blitz Each back issue is available at a cost of $3.50 apiece. If ordering in quantities
attack them relentlessly. Conversely, the greater than one, each additional issue costs $3.00 each. Extra charges apply for
shocks will stay away from the panzers as far delivery outside of the United States.
as possible. So, by placing panzers on
reserve, you can force the Soviet to make a Preview Issue - Circus Maximus (V), Candidate (S), War At Sea (R, S), 1830 (V),
difficult decision. Attack with their best units, Up Front (R), AREA News & Ratings (N)
the shocks, and risk annihilation, or use the Volume 1, Issue 1 - Avaloncon 1995 (N), Assassin (S), Panzer Leader (Sc),
shocks somewhere else where the panzers AREA News & Ratings (N)
cannot get to them easily. Volume 1, Issue 2 - Avaloncon 1995 (N), History Of The World (SR),
Panzerblitz/Leader (Sc, V), 1776 (Sc), AREA News & Ratings (N)
8. Do not worry if the Axis does not achieve
decisive victory by November 41. It is very Volume 1, Issue 3 - Battle Of The Bulge ‘91 (S), Auction (S), War At Sea (S),
difficult to win in the first year given the vast Victory In The Pacific (N), Machiavelli (S), Starship Troopers (N),
expanse of the steppes, the logistics Fortress Europa (SR), AREA News & Ratings (N)
involved, and competent Soviet play. Abide Volume 1, Issue 4 - Fortress Europa (SR), PBEM (N), Panzerblitz (N),
by your time and rebuild your strength. Form Attack Sub (S), Avaloncon 1996 (R & N), AREA News & Ratings (N)
a defense line against the Soviet winter
Volume 2, Issue 1 - Air Baron (SR), 1776 (V), Circus Maximus (S), TV Wars (S),
offensive. If you have to, retreat two hexes in
History of the World (N & S), Gettysburg ‘88 (S), Avaloncon 1996 (N),
the sector where the Soviet firepower seems
AREA News & Ratings (N)
the greatest. Given their slower movement
factors and rail conversions, two hexes per Volume 2, Issue 2 - 1776 (S), Candidate (V), History of the World (V),
turn will be enough to give the Axis armies War At Sea (SR), AREA News & Ratings (N)
enough time to replace the damages and Volume 2, Issue 3 - War At Sea (SR), Ceasar Alesia (S),
form a more coherent line. Once the weather Victory In The Pacific (N), AREA News & Ratings (N)
turns fair, all those lost ground and Soviet
Volume 2, Issue 4 - Victory In The Pacific (S), History Of The World (V),
units will again be road kills. That’s another
Avaloncon 1997 (N), Pro Golf (SR), AREA News & Ratings (N)
reason for pushing the panzers hard during
the opening months, so that you can have Volume 3, Issue 1 - Squad Leader (N, S, Sc), We The People (S), Britannia (V),
the territories to give up to lessen the Avaloncon 1997 (N), Tokyo Express (H, V), Panzer Leader (S),
dreaded winter offensive. AREA News & Ratings (N)
Volume 3, Issue 2 - Third Reich - 4th Ed (S), Wrasslin (V), Across 5 Aprils (SR),
To sum up, if enough effort is given in the Title Bout (N), 1776 (V), Victory In The Pacific (V), AREA News (N)
initial drives, the Axis armies should be able
to sweep deep into the Russian heartland. If Key: (H) = History; (N) = Narrative; (R) = Rules Clarifications; (S) = Strategy;
(Sc) = Scenario; (SR) = Series Replay; (V) = Variant
The Boardgamer Volume 3, Issue 3 July 1998 15

Day Of The Jackal


A Variant For Assassin
by Alan Arvold
ASSASSIN is a game where players between the leaders of the NATO starting positions of each player and
move their pawns all over the mapboard member nations and the leaders of the serve no other function in the game.
trying to stay away from the assassin countries applying for membership. (The presumption here is that Interpol
while amassing a bunch of points from During the time before and after this would start its search of the Jackal with
their travels. In other words the basic meeting many of these leaders will be agents all over Europe in order to cover
premise is one of flight. While this may making diplomatic tours throughout the more ground quickly.)
make for an exciting game for some nations of Europe.
people, it does not for the more 3. Using the Cards
wargame minded players of the hobby. Many of the terrorist organizations that
Then in the GENERAL Vol. 29, #3, have terrorized Europe for the past DESTINATION, VEHICLE, DISTANCE,
David Carry presented us with an several decades are now dissolving due and HAZARD Cards are used as
interesting variant for ASSASSIN where to the lack of funds and support which described in the original rules. (While
every player is an assassin traveling they used to receive from the Eastern one would assume that Interpol would
across Europe making hits, thus making Bloc. The few that are left are now always have the faster modes of
the game more competitive. However I looking for prospective backers from transportation available to their agents,
was not totally satisfied with this variant certain Middle East nations (i.e. Libya the slower VEHICLE and smaller
and resolved to create another one and Iraq). One such organization has DISTANCE Cards could be looked at as
based on a different theme. After a brief conceived of a plan to assassinate one an abstract way of simulating the time
search I believe I found it in the story of the world leaders who will be spent by agents following up leads,
"Day of the Jackal". attending the upcoming summit conducting searches, and interrogating
conference in order to impress the witnesses in their search for the Jackal.)
"Day of the Jackal", a novel by Frederich prospective backers. However as none The HIT Cards however should be used
Forsyth and a later motion picture based of its members have the training to pull in the following manner below and in the
on the same novel, is a story about an off such a hit, the organization has hired following section.
assassination attempt on the life of a professional hit man, better known by
General Charles De Gaulle, a French his code name of "Jackal", to do the job. ASSASSIN Card: The ASSASSIN Card
leader in World War Two and later In a short amount of time Interpol now has only one purpose, to identify
President of France. In the story an through its various intelligence nets has the player holding that card as the
assassin hired to kill De Gaulle is being pick up on this plot. However they do Jackal. While in possession of this card
chased by the authorities as he slowly not know who the intended target is nor a player may not make any arrest
makes his way to the assassination site where the hit will take place. They have attempts (see below) on other players.
to complete his mission. Although the little if any information on the Jackal and The player may however play cards in
story itself is fictional, it is based upon they do not even know what he looks response to arrest attempts on himself.
facts from many of the real life like. Thus Interpol must spread its This card may be passed along to other
assassination attempts upon the French agents all through out Europe in an players as in the normal rules. (The
leader in the latter part of his life. From effort to catch the Jackal before he can Jackal in this game is in the process of
this story I got the concept for this new fulfill his mission. Thus in this variant making his way to the time and place of
variant. the players represent Interpol agents the assassination attempt while trying to
who are searching for the Jackal. shake the Interpol agents who are after
Before going into the concept it would him. Therefore he will not be making
be best explain the story line behind it. 1. New Concept of the Game any hits along the way as this will draw
As "Day of the Jackal" is set in the undue attention towards himself.)
1960's the background and setting for While ASSASSIN is still a game
the story is no longer relevant in the primarily of travel, each player is now ESPIONAGE AGENT Card: Any player,
present and therefore needs a little moving with the mission of tracking including the one who is holding the
updating which I will present here. down and catching the Jackal before he ASSASSIN Card, may play this card in
makes his hit. the same manner as in the normal rules.
It is the 1990's and the Cold War has There is one addition to the rules
been over for several years. Former 2. Game Preparation though. If the inspected hand contains
enemies are now friends and are the ASSASSIN Card, the inspecting
establishing closer ties and relations Game preparation follows the normal player announces to all the players in
than were possible just a few years rules with one exception. Starting with the game that the player whose hand he
before. One major step in this process one player (chosen randomly) and inspected is currently the Jackal. (It is
is the application of membership in moving clockwise around the board, one assumed that both Interpol and the
NATO by many of the former East Bloc player picks one city and places his Jackal are using their underworld
European nations. There will be a pawn in that city. No other player may connections to keep track of each
summit conference in the near future choose a city that has already been other's progress.)
chosen. These cities are merely the
16 The Boardgamer Volume 3, Issue 3 July 1998

Day Of The Jackal (Cont.)


4. Making an Arrest game. If a GUN Card is used for an B. Negative Points
arrest attempt, after the attempt is over -50 points for every time a player
In this variant players do not make hits. the GUN Card is then placed in the arrested the wrong person.
Instead they make arrest attempts GUN CARD boxes. If the GUN Card is -100 points for every time a player has
against other players in hopes of drawn and you do not want to hold on to shot the wrong person.
catching the Jackal. An arrest attempt it, you may immediately place it in the - All points if a player has the
follows the same rules as in making a hit GUN CARD boxes. ASSASSIN Card and the game
in the normal rules. When making an ended under condition A listed in the
arrest the arresting player must play I'M NOT HERE; I'M IN VIENNA Card: Ending the Game section above. (As
either a LEGITIMATE TARGET, When a player who is the Jackal plays the Jackal has been caught, he
INTERPOL OFFICER, or a GUN Card. this this card in response to being obviously was not able to carry out
Once played these cards are then arrested, not only is the arrest voided his mission.)
placed in the discard pile. The player but the player may move his pawn to - The number of points equal to the
being arrested must now state truthfully any city on the mapboard of his choice. distance a player's pawn is away
whether he has the ASSASSIN Card in As in the regular game this card counts from the city where the Jackal was at
his hand or not. If the player being as a DESTINATION Card for the player the time the game ended divided by
arrested does not have the ASSASSIN at the end of the game. ten. Obviously the Jackal himself
Card then the arrest attempt is null and and any other player whose pawn is
void and nobody scores any points. INNOCENT BYSTANDER Card: The in the same city as his will not have
(Interpol has made an arrest attempt player who is the Jackal may play this to subtract any points.
and has come up empty.) If the player card to void an arrest. If the arresting C. No Points
being arrested is the Jackal (i.e. has the player has played a LEGITIMATE *For holding any LEGITIMATE
ASSASSIN Card) then that player may TARGET Card against the Jackal, then TARGET Cards in your hand at the
play either a LEGITIMATE TARGET, an that player subtracts 50 points from his end of the game.
I'M NOT HERE; I'M IN VIENNA, or and score. (Interpol has arrested the wrong
INNOCENT BYSTANDER Card as a person thus causing it to get some bad The player with the highest number of
response card to effect his escape and publicity as a result.) If the arresting positive points is the winner of the
void the arrest. If the player being player has played an INTERPOL game.
arrested does not play a card in OFFICER or a GUN Card against the
response to the arrest attempt then the Jackal, then that player subtracts 100 Conclusion:
Jackal has been caught and the game points from his score. (Interpol has shot
ends at that point. the wrong person thus causing it to get This variant will give ASSASSIN a
some very bad publicity as a result.) different point of view. Instead of
LEGITIMATE TARGET Card: When a running from the assassin you are now
player plays this card to make an arrest 5. Ending the Game chasing him. You must stop him before
attempt he scores 50 points if he he carries out his mission. You know
successfully arrests the Jackal. (In this The game may end in one of three what your mission is. Good luck.
case the Jackal has been caught alive.) ways:
The player who is the Jackal may play A. When the Jackal has been arrested.

AHIKS
this card in response to being arrested B. When the fourth GUN Card is placed
and void the arrest. (This means that in the GUN CARD boxes.
the Jackal has managed to slip away C. When the last card is drawn from the
before Interpol could close in on him.) draw pile. As soon as one of these International Wargamer’s
In both cases the LEGITIMATE conditions occur all play is stopped and Society
TARGET Card is placed at the bottom of each player then tabulates his score. The AHIKS International Wargamer’s
the discard pile after being played. Society is a great resource for those
6. Scoring who do not have a good supply of FTF
INTERPOL OFFICER Card: This card opponents and desire quality PBM
represents INTERPOL Hit Teams Score the game in this way: competition.
whose mission is to take out the Jackal. A. Positive Points
When a player plays this card to make +50 points for every DESTINATION a AHIKS is an organization in transition.
an arrest attempt he scores 100 points if player has visited. It is still the best way to find reliable
he successfully arrests the Jackal. (In +50 points if the player has opponents for Play-By-Mail. However,
this case the Jackal has been shot.) successfully arrested the Jackal. it also is becoming an increasingly
+100 points if the player has better way to find quality, reliable
GUN Card: GUN Cards now have two successfully shot the Jackal. opponents for Play-By-Email.
purposes: +200 points if the player has the
A. You can hold on to them and play ASSASSIN Card and the game For more information on AHIKS,
them as an INTERPOL OFFICER Card ended under condition B or C listed contact the BOARDGAMER. Or,
in an arrest attempt. in the Ending the Game section contact the AHIKS PBEM Coordinator
B. You can place them in the GUN above. (This means that the Jackal for the United States, Hank Burkhalter,
CARD boxes as soon as you draw them has made it and has carried out his at the following email address:
to represent how much time is left in the mission.) ROLL_TIDE@mindspring.com
The Boardgamer Volume 3, Issue 3 July 1998 17
Advanced Squad Leader 2-Player Game
AREA Victory Claim Chit AREA Victory Claim Chit
_________________________________________________________________ _________________________________________________________________
(winner’s name) (winner’s name)

_________________________________________________________________ _________________________________________________________________
(AREA ID number) (AREA ID number)

_____________________________________________________________________ _____________________________________________________________________
(signature) (signature)
HAS DEFEATED HAS DEFEATED

_________________________________________________________________ _________________________________________________________________
(defeated player’s name) (defeated player’s name)

_________________________________________________________________ _________________________________________________________________
(AREA ID number) (AREA ID 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)

_____________________________________________________________________ _____________________________________________________________________
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Return this chit to: 1st Subsequent


Russ Gifford game vs. this opponent
Return this chit to: 1st Subsequent

320 E. 27th Street Glenn Petroski game vs. this opponent

South Sioux, NE 68776-3205 6829 23rd Avenue


SHANGRI@pionet.net Kenosha, WI 53143-1233
GELP@juno.com

Multi-Player Game AREA Victory Claim Chit


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in a rated live pbm game of:


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If more than 2 winners or 6 defeated Glenn Petroski
players, continue listing on another chit 6829 23rd Avenue Check here if continued
and mark box in lower right corner. Kenosha, WI 53143-1233 (GELP@juno.com) on another chit.
18 The Boardgamer Volume 3, Issue 3 July 1998

The British Receding


A New 1776 Scenario In The South - 1781
by Jim Lawler
This is my new scenario for 1776 that Fort Watson, Orangeburg, Fort Mott and Continental Army units. They also were
takes place in the Southernmost Granby and others in this campaign. very busy collecting supplies and
colonies in 1781 at the same time the sending these reinforcements to
Yorktown Campaign takes place in The problems faced by the British in the Greene’s army in the Carolinas. In
Virginia. I think you will find it southern colonies at this time, were that December of 1780, Greene arrived in
challenging and exciting, with some they did not have enough men to both Charlotte, relieved Gates, and took
interesting innovations. I hope you all garrison all the important and strategic command of an army with a paper
dust off your copy of 1776 and give it a towns and still have a mobile force strength of 2,450 men but in reality
try. capable in dealing with Greene’s army could field less than 1,500 men less
of Continentals or the partisans. The than half of which were Continentals.
My next idea is to take The British American primary problem was that they
Receding from a stand alone scenario couldn’t raise enough disciplined troops Greene did receive one pleasant
and some time in the future figure a way to effectively assault British strongholds surprise. Daniel Morgan had finally
to combine it with the Yorktown or win an out right victory in battle. been promoted to Brigadier General and
Campaign scenario as kind of a grand Neither side had adequate supplies and would act as his second in command.
scenario or a Short Campaign that will there is likely going to be a shortage of After the disaster at Camden, Morgan
include British and French Fleet action. leaders for both sides, particularly for had put his serious maladies behind him
I am open to any suggestions that you the British later in the scenario. By the and forgot his feud with Congress and
readers may have as to how to achieve end of November, Greene and the offered his services to a grateful Gates.
this combination. partisans had freed the better part of Gates and Washington then strongly
three colonies from British control. The petitioned Congress to grant the long
I would like to take a moment to say British were clinging only to a couple of overdue promotion.
thank you to Rod Coffey for his coastal cities.
knowledge and patience in play testing Greene’s first problem had to be getting
the scenario, and contributing his Historical Background his supply situation in order and stop the
valuable ideas in my writing of this uncontrolled foraging and plundering
scenario. After the American disaster at Camden that was alienating the local populace.
in August of 1780, which saw the death Greene took a big gamble, taking over
The battles that took place during this of General Baron Jean DeKalb, the half his troops to the supply rich area
period included Guilford Courthouse, destruction of the American Army in the around Cheraw. He sent Morgan with
Hobkirk Hill, Eutaw Spring, the sieges at South, and the disgrace of General the remainder, about 600 of the armies
Ninety-Six and Augusta, and the many Horatio Gates, American fortunes in the best troops, to go to western South
smaller engagements that took place, southern colonies were at their nadir. Carolina, where he was to rally the
primarily small scale partisan attacks. If All that remained of American resistance militia and threaten the important
you study this campaign, you will find in the South was a small demoralized fortified post at Ninety-Six.
that the armies continued to shrink in army and some very effective partisan
size both because troops were being leaders like Francis Marion, Andrew To counter this move, General
sent to a new theater in Virginia, and Pickins and Thomas Sumter. They Cornwallis detached Banister Tarleton
that after four years of fighting the south wer e ai ded by som e t ough with 1,100 troops to destroy Morgan.
had reached its limits of both men and b a c k wo o d s m en i r r eg u l a r s f r om General Morgan’s army had grown to
resources in supporting both sides in Kentucky who won a surprising victory, about 1,100 men also with the addition
this war. Partisan activity was taking an killing General Frasier and destroying of about 500 local militia and partisans,
increasingly important role in the fighting his entire force at Kings Mountain in the best of which were led by Andrew
because a number of strong leaders had October of 1780. Pickens.
developed and this type of fighting does
not need as many men as conventional Congress was now willing to listen to Morgan won a brilliant victory at
fighting. This type of fighting leads to a General Washington and appointed Cowpens destroying Tarleton’s force on
more personal type of fighting. Families General Nathanael Greene as the head January 17. Morgan understood the
were divides and there was little quarter of the Southern theater. To assist strengths and weaknesses of his militia
asked or given on either side. Greene in rebuilding the Southern army, better than nearly any other commander
W ashington gave Gr eene the in the war. He knew they would run
For those who enjoy the unexpected, organizational services of General when faced with a direct attack by
yes, this is historically accurate, Augusta Baron Friedrich Von Steuben and British regulars. He set up three lines of
was garrisoned by over 300 Tories and Lighthorse Harry Lee and his Legion of troops. The first two were militia that
300 Creek Indians. Marion, Sumter, 100 Dragoons and 180 light infantry. only had to fire three rounds and then
Pickins and Lee were very adept at they could withdraw. This they were
picking off small garrisons. Aside from As Greene headed south, Baron von willing to do.
Augusta, the Americans swept up small Steuben stayed in Virginia and with the
British or Tory garrisons at Georgetown, aid of Governor Thomas Jefferson, Tarleton had thought things were going
started raising and training new well after he broke the second line of
The Boardgamer Volume 3, Issue 3 July 1998 19

The British Receding (Cont.)


militia, although the Americans were same tactics that Morgan had used at while Thom as Sumter captured
hitting an extraordinarily high percent of Cowpens, allowing the militia to retreat Orangeburg on the 11th. Lee forced the
his officers. Tarleton continued his after they fired three rounds. In a hard British withdrawal of Fort Granby on
advance when disaster struck on both fought battle, the British won the field May 15th. Andrew Pickins and Lee
flanks. Morgan took a calculated risk but sustained over 500 casualties. captured Augusta, Georgia on June 6th
when he chose his field of battle. Cornwallis with barely 1,400 men had to with the valuable aid of a siege tower
Placing a river behind his army forced retreat to Cross Creek and then to suggested by one of Marion’s men
the retreating militia to stop behind a hill Wilmington which he reached on April Hezekiah Maham, where riflemen were
where Morgan was able to rally them 7th. All of North Carolina except for the posted at the top of the tower to pick off
and have them advance on the hotly coast was back in American hands. the garrison. Augusta was defended by
engaged British flank. Colonel a garrison of 330 Tories and 300 Creeks
Washington’s Dragoons had scattered Greene decided it was time to reinvade and was taken only after ten days of
the British cavalry and hit Tarlatan’s South Carolina. The British had about very hard fighting.
other flank. The trap was sprung and 8,000 troops stationed there but most
800 British were captured, over 200 of were tied down in garrisons defending W ith Rawdon retreating toward
which were wounded, to go with over towns. Rawdon’s entire mobile force Charleston and the partisans picking off
100 dead. Tarleton escaped with only was only about 1,500 men. Cornwallis small garrisons, Greene moved to free
about 200 dragoons. looked at the situation and decided that the entire western part of the state by
renewing the campaign against Greene capturing the fort at Ninety-Six. Greene
While Morgan had won a resounding in South Carolina was too dangerous as reached the fort with about 1,000
victory, he was well aware that he was he was short on supplies and chasing Continentals and a small force of militia
still in dire peril. He knew Cornwallis Greene around the Carolinas would and started regular siege operations
would have to avenge this defeat. He reestablish the same situation that led to directed by his chief engineer Thaddeus
forced his tired men to gather their the disastrous Cowpens, Guilford Court Kosciuszko on May 21. Ninety-Six was
wounded and booty and start moving House campaign. He needed a decisive defended by 350 Tory regulars and 200
North as hour after the battle was over. battle and decided his best chance of experienced South Carolina militia
The army’s speed was slowed by the obtaining one would be to join Major under the command of Colonel Cruger,
800 prisoners. That foresight saved his General William Phillips and Brigadier an extremely able Loyalist officer.
army as Cornwallis with over 3,000 men General Benedict Arnold in the field in Cruger defeated American attempts of
was on the move at dawn on January Virginia. He thought that invading building Mahem siege towers by raising
19th. The race was on. Greene joined Virginia might also draw Greene north. his own ramparts with sand bags and
Morgan on the 30th at the Catawba Cornwallis left for Virginia from firing flaming arrows at the roofs of the
River. Greene, showing great foresight, Wilmington with 1.400 men on April 24th buildings by removing the roofs.
had ordered his engineers and to meet his destiny at Yorktown. Greene was forced to try conventional
quartermaster to assemble all available siege techniques running parallels from
boats on the lower Dan River on the On April 25th as Greene was positioning both the east and west of the fort and
23rd of January, assuming that he might his army of 1,400 men to take Camden, cutting off their water supply.
be chased by Cornwallis all the way to he was surprised by Lord Rawdon and
Virginia. his army of about 1,000 men at his Greene was under severe tim e
position at Hobkirk’s Hill. In a bloody constraints. British reinforcements had
To increase his speed, Cornwallis battle that saw some of Greene’s best arrived in Charleston on June 3rd, and
burned all of his armies non essential troops break, Greene’s army was again Rawdon set out to relieve Ninety-Six on
supplies, including his personal gear. forced from the field. Rawdon’s small June 7th with 2,000 good troops.
The Americans had a number of close army had received 260 casualties and Greene tried an assault on the fort on
calls and some heavy rear guard he now faced the same problem the 18th of June. It was only partially
skirmishes but finally crossed the Dan Cornwallis had. He had won a battle but successful after a hard fight. Greene
River on February 14th on boats could not hold the area he now held, or lifted the siege after he concluded he
previously collected. Cornwallis was take the offensive against the could not take the fort before Rawdon
now in big trouble. He was 300 miles Americans due to a lack of troops. arrived. Rawdon arrived the next day,
from his supply base in Camden and Rawdon abandoned Camden on May his troops exhausted from force
250 miles from Wilmington. He 10th. He also sent messages to the marching across South Carolina in the
withdrew to Hillsboro. garrisons at Fort Granby (Columbia) and broiling sun. Rawdon was forced to rest
Ninety-Six to destroy their fortifications his troops and not pursue Greene. At
Greene briefly rested his forces and and consolidate south and west of the this time he ascertained the British could
r ec ei ved som e m uch need ed Santee River. The messages were no longer hold the fort. He had to
reinforcements and supplies. By March intercepted and the outposts remained destroy the fort and returned to
14th, he was back at Guilford exposed. Charleston in July. By August, Rawdon
Courthouse with an army of 4,300 men, became seriously ill and had to return to
minus General Morgan who could not While Greene kept pressuring Rawdon, England leaving command to Lieutenant
continue to campaign due to his poor partisans like Sumter and Marion kept Colonel Alaxander Stewart.
health. Cornwallis with about 2,000 picking off British garrisons. Fort Motte
men marched to attack the Continentals was captured on May 12th by Harry After resting his army during the severe
on the 15th. Greene tried to use the Lee’s Legion and Swamp Fox Marion summer heat at High Hills on the Santee
20 The Boardgamer Volume 3, Issue 3 July 1998

THE BRITISH RECEDING - 1781


AT START: MARCH 1781
BRITISH: AMERICAN:
Wilmington: Leader B, 2/BR Hillsboro: Greene, Leader A, 4/CA,
Ramsay’s Mill: Cornwallis, Leslie, 4/BR, 1/ 1/RMD, 6/RM, 1 Supply
TM, 1/TMD, 1 Supply M20 or M21: Marion, 1/RM
Orangeburg: Lord Rawdon, 3/BR Ramseur’s Mill: Sumner, 1/RM
Charleston: Leader A, 4/BR, 1 Supply, 1 Art. Within one hex of
Savannah: 2/BR Ft. Prince George: 1/RMD
Augusta: 1/TM, 1/I
Ninety Six: 1/BR
Camden: 1/BR
Cheraw: 1/TM
Ft. Watson: Watson, 1/TMD

REINFORCEMENT / TIME RECORD TRACK


1/BR
Charleston
BRITISH 1/BR 1/BR 1/BR
Charleston 1/TM * Charleston Charleston
South
Move First Carolina

(1) (2) (3) (4) (5) (6) (7) (8) (9)


MAR. APRIL MAY JUNE JULY AUG. SEP. OCT. NOV.
1781 1781 1781 1781 1781 1781 1781 1781 1781

1/RM **
AMERICA 1/RM ** 1/RM ** South 1/RM **
N 1 Supply ** Hillsboro Carolina Georgia
with Greene

* British Special Reinforcement Notes: ** American Special Reinforcement Notes:


1/TM in North Carolina any turn there is no CA in the state. This 1/RM in North Carolina in May only if the Americans control Hillsboro.
event takes place twice during the scenario, but not during 1/RM in July with Greene, only if Greene is present in South Carolina
succeeding months. at the start of the American turn.
1/TM in South Carolina any turn there is no CA in the state, starting in 1/RM in September with any Continental Regular force in Georgia
July. This event takes place twice, not during succeeding months. only if there are Continental Regulars in Georgia at the start of the
Cornwallis, Leslie and 3/BR must cross into Virginia on the June turn month.
and may not return to North Carolina. If any of these units do not 1/RM when the Americans control 6 VP in towns at the end of turn.
leave on time, the American player removes them at the start of 1 Continental Supply after any three victory point towns are in the
his June turn and is awarded 2 VP’s. hands of the Americans at the start of a turn.

AUTOMATIC VICTORY CONDITIONS SPECIAL RULES


BRITISH: If the British ever control all seven Red Star towns at the start 1) All units may start the scenario entrenched.
of one of their turns, they automatically win. 2) Forced March.
3) Partisan Rules must be used (See Boardgamer Vol. 2 Issue 1)
AMERICAN: If the Americans control Charleston at the start of one of 4) Bateaux.
their turns, they automatically win. 5) Place Commerce Counters in the non star victory point towns
of Orangeburg, Georgetown, Ft. Wilson, Cross Creek and
VICTORY CONDITIONS Cheraw.
6) Control of Red Star cities, at least one unit. Wilmington is
At the end of the scenario, the British win if they control 15 Victory Points
considered a red star city.
in cities or towns. The Americans win if they control 8 Victory Points in
7) If no units are presently stationed there, Control of Commerce
cities or towns. Anything else is a draw.
Counters town is determined by the last unit that ended their
Victory Points are awarded as follows: turn in the area.
Charleston 5 Points Cheraw 1 Point 8) When units from both sides are present in a victory point town,
Wilmington 3 Points Orangeburg 1 Point the unit that is inside a Fort or behind entrenchments is
Savannah 2 Points Hillsboro 1 Point considered to be in control. If there is no fort or
Camden 2 Points Augusta 1 Point entrenchment’s, then neither side controls the town.
Ft. Wilson 1 Point Ninety Six 1 Point 9) Commerce counters represent some of the many small
Georgetown 1 Point Cross Creek 1 Point garrisons placed around the state that were necessary to
. control the colony.
AREA OF PLAY: Southern Map, using all of North and South * Note: You need five Commerce counters for this scenario. You
Carolina and Georgia. will have to substitute another piece for the fifth Commerce
counter.
The Boardgamer Volume 3, Issue 3 July 1998 21

The British Receding (Cont.)


River, Greene was on the move again in established a blockade on the last Scoring Variant: For those of you who
the beginning of September. On British strong hold in South Carolina. do not like the way the last turn typically
September 8th, the two small armies leads to a scattering of forces in 1776,
met at Eutaw Springs. Greene had Additional Variants here is an alternate method of gaining
early success in this bitterly contested victory points throughout the scenario.
battle and was on the brink of victory Leader Variant: For those who enjoy Aside from the victory points awarded
when his troops lost their discipline and playing with additional Leaders, you can on the last turn, the following VP’s will
started looting the British baggage try the following. Banister Tarlatan’s be awarded at the end of July and
camp. Major Marjoribanks, Stewart’s force had just been destroyed by Daniel September. One victory point each will
second in command, led a counter Morgan at Cowpens, which takes place be awarded in July for control of
attack that drove the Americans from before the start of this scenario. Add Camden, Hillsboro, Cross Creek and
the field. As in other victories, the cost Tarlatan to Cornwallis at start of game. Cheraw. In September VP’s are
to the British was too high, with more He must exit Virginia with Cornwallis. awarded for the control of Wilmington,
than 40 percent of the troops involved Add Morgan to Greene. Morgan had to Augusta, Camden and Georgetown.
killed, wounded or missing. They had to retire from active duty due to illness.
retreat to Charleston, never offering Roll one die at the start of the American If this variant is used, the American
battle again until the end of the war. turn. Remove Morgan from the game victory point total is raised to 12 VP’s
Greene, after giving his army a brief on a roll of 6. and the British victory point total is
rest, marched on Charleston and raised to 19 VP’s.

1776 Revisited
A 1776 Scenario At Avaloncon
by Steve Packwood
I could have entitled this “A New or to Philadelphia, or to controlling an hours for Saratoga, and I’m guessing
Scenario for 1776”, but I was afraid that area. that not everyone would want to spend
would scare off people like me who are more time on this tournament. I could
not interested in scenarios that did not As long as it is agreed upon before be wrong.
come with the game. This scenario was bidding, these variations would just
played the last two years at Avaloncon affect how high people are willing to bid For the next Avaloncon (1998), 1776 will
in the final round. to be the British. Optional rules work start at 5 PM Wednesday. It will be the
similarly. For instance, I would be same as the last two, the Saratoga
The Saratoga Scenario has been played willing to bid higher without the Variable Scenario rounds until the championship
for a few years now at Avaloncon in the Garrison Rule (Optional Rule V) than game. Saratoga will have Bateau and
rounds up to the Championship game. with it. I would bid higher with 12 MO, Force March Optional Rules and the
For the past two years that final round than with 9. Variable Transport Capacity Rule for
was played using a suggestion from Bateau (Optional IV).
Rob Beyma, one of the original play I like the Saratoga Scenario. It is
testers of 1776. Right now there is not a reasonably balanced and nice and Dust off those 1776 sets. I know there
name for it; I’m open for suggestions. short, but the Campaign Game adds so are a lot out there. Every time I play,
much more. Up until Rob’s suggestion someone comes by and says “I haven’t
This scenario uses all the rules of the (which I received through Mark Miklos, a played that in years”. Also, 1776 was
Campaign Game, but is shorter. At previous winner of 1776), I thought that #16 on the AH All-time Best Sellers List
Avaloncon we used only the first year of the only good way to play 1776 was (in 1979). Try out this scenario at home
the game, but we could have used 9 short and slightly unbalanced, or long. and tell me what you think.
months or 15 months. The scenario is This new scenario lets you play with all
very flexible. The rules are as follows. the Campaign Game rules you want Steve Packwood
(including Optionals) but with maybe 2170 James St.
Each player bids to be the British. This half the time invested. Eagan, MN 55122
could be a sealed bid, but at Avaloncon
we used an auction. The bids The final round in the last two
correspond to the number of Strategic Avaloncon 1776 tournaments used this 1776
Towns the British player contracts to scenario with the British bidding 12. 16 Active Players Nov. 20, 1997
hold at the end of the scenario. These They made their bids both times, playing
1. Stephen Packwood 2050 EG-D7
bids may be modified. For instance, at one year with all Optional rules except
2. Michael Sincavage 1863 DE-C6
Avaloncon we say Montreal and Quebec inverted counters and Decoys. The
3. Mark Miklos 1821 EF-D6
count, even though neither is a listed participants enjoyed both games 4. Rod Coffey 1685 BC-B7
Strategic Town. Some players may immensely. I wouldn’t mind if the whole 5. James McAden 1598 ABC-7
want to assign more value to New York tournament was played this way, but the 6. Scott Bowling 1521 AB-A7
rounds would last longer than the 2-3 7. John Barrett 1508 AB-B7
22 The Boardgamer Volume 3, Issue 3 July 1998

Deciphering The Panzerblitz Rules


Revised 7-17-97
by Dave Giordano
As all players of Panzerblitz have #7: Vehicular units may not move from was dispersed is eliminated. The
encountered, the rules are sometimes hex 1DD9-1DD8, 1EE8-1DD8 or 1EE8- armored vehicle and other units in the
unclear in meaning. I will attempt to 1EE7. Vehicular units must first exit the hex would be unaffected.
bring the ambiguities to light by swamp at 1FF8.
clarifying all such occurrences. This will #2: A passenger unit being transported
establish a precedence for rulings which UNIT COUNTERS by an armored vehicle in a town hex
will be made at Avaloncon. These are cannot be attacked separately from the
answers to questions which may or may #1: Cavalry are classified as vehicles armored vehicle due to town defense
not appear on the rear page of the for TEC purposes. They may, however, which requires all units in a town hex to
Wargamer’s Guide. This guide is highly cross green hex sides, unlike other be attacked together. In this case the
recommended for all Panzerblitz vehicles. They may not enter swamps passenger will be ignored and the
players. except on roads and they may not stack armored vehicles defense factor will be
with other vehicle units on swamp/road used.
MAPBOARD hexes. They must move before any
non-vehicular units move. They may ROAD MOVEMENT
#1: All half-hexes are playable and not make Overrun attacks.
count towards victory conditions in #1: This is a major flaw in the game, so
situations which include terrain in the #2: Cavalry are classified as non- I’m going to devote quite a bit of space
victory conditions. armored targets on the WEC. The note here covering it. First of all, under Road
on the Unit Identification Table should Movem ent, paragraph D and E
#2: When required to setup on a include Cavalry with Wagons & Trucks. contradict each other because ’D’ states
specific board, a unit cannot be in a half- If Cavalry are in a town, they would then “units may not move through or ONTO
hex of that board and an adjoining be armored targets. other units at the road movement rate”
board. The unit must start on a whole then ‘E’ states”a unit could move ONTO
hex or a half-hex of that particular board #3: Cavalry may never transport a unit on a swamp road hex and move
alone. another unit and a Cavalry unit cannot off in the next turn”. The problem here
be transported. is if two units were stacked on a swamp
#3: If victory conditions require units to road hex they would be off-road due to
be on a particular board, they cannot be MOVING UNITS being stacked, this is OK for non-
on a half-hex of that board and an vehicular units, which are allowed in
adjoining board. They must be on a #1: When moving units, all vehicular swamps.
whole hex or a half-hex of that particular units must move before moving any
board alone. non-vehicular units. This is only stated For vehicular units this is a problem, as
in the Sequence of Play section of the they are not allowed to stack with other
#4: In scenarios which require units to rules and not under ‘How to Move vehicular units on swamp/road hexes
exit the mapboard, a unit must expend Units’. because they would be off-road, so we
the terrain movement cost of the last know that’s not possible.
hex on the board that it exited from. #2: Cavalry, Wagon and all units with a
movement factor of 1 may always move Now how about vehicular units stacked
Example: if a unit left board 2 at hex 1 hex regardless of terrain. with non-vehicular units on swamp/road
EE1, it would need three additional hexes. When reading all of paragraph
movement points to exit the board due Example: A wagon unit can move ‘E’ the answer is no because the other
to exiting from a slope hex. directly from a gully to a slope hex but terrain in the hex is a swamp and
no further that turn. vehicular units are not allowed in
#5: No vehicular unit can move directly swamps except on roads and being
from 1BB10 to 1AA10 or 1BB11, it must #3: When entering the mapboard all stacked on a road is considered off-
first exit the swamp to 1AA9. Non- units enter a road hex at a MF cost of road. Paragraph ‘F’ states they can
vehicular units can make that move due 1/2. This is due to all units being lined move at the non-road movement rate,
to them being allowed in the swamp up individually and unstacked off board. but this would not be allowed in a
without the use of the road. This stays consistent with the rules swamp because again the vehicular unit
concerning exiting the mapboard. must be on a road moving at the road
#6: Hex 2G10 is considered a full road movement rate to traverse a swamp.
hex. When entering this hex from TRANSPORTING UNITS
another road or off board the MF cost is So what do we do to straighten this
1/2. #1: If a passenger unit being mess out? The first thing we have to
transported by an armored vehicle is remember is this is a game we want to
attacked and dispersed it must be be playable. So the rules are as follows:
unloaded. If this causes the hex to be
overstacked, the passenger unit that
The Boardgamer Volume 3, Issue 3 July 1998 23

Deciphering The Panzerblitz Rules (Cont.)


A: Non-vehicular units may stack entered after being stacked. This is mortar is halved once to 1 due to the
together on a swamp/road hex, but not consistent with paragraph ‘E’ of the road slope and halved again to 0 due to an
travel at the road movement rate. movement rules. ‘M’ class weapon firing at an armored
target over half range. The attack is not
B: Vehicular units cannot stack with COMBAT allowed. Remember fractions are lost
other vehicular units on swamp/road individually, so when halving 3 it drops
hexes at any time. #1: To determine the ‘weakest’ unit in a to 1, and halving 1 drops to zero.
stack when making a selective or
C: Vehicular units may stack with multiple attack the actual odds are used. LOS/LOF
non-vehicular units on swamp/road
hexes, but not travel at the road Example: An Su152 attacks a hex with #1: To determine the LOS/LOF players
movement rate. This rule is to allow two German rifles and a security, odds should adopt the Optional Real Space
loading of non-vehicular units on are 8-1 vs security and 5-1 versus either Line of Sight Determination as the
swamp/road hexes. rifle. The Su152 must attack the standard rule. All tournament play uses
security unit first. this rule and it will benefit players to
D: Vehicular units may move ONTO become accustomed with it.
but not THROUGH non-vehicular #2: A unit must have an exit hex to
units on swamp/road hexes. make an Overrun attack. You cannot HILL & SLOPE DEFENSE
Overrun a unit on a half hex that does
#2: A unit can cross a green hexside to not join another board. The exception to #1: Attacking units on slopes are halved
enter a hex that has a unit in it when this is if victory conditions allow units to when firing at units on hilltops, even
using the road. Movement costs are 1 exit the mapboard, you may execute the when adjacent.
MP to enter that hex and the non-road Overrun and exit the mapboard,
movement cost to enter the next hex; provided the unit has enough MF to #2: Question #2 under Obstacles and
this is the ‘passing maneuver’. The execute the overrun and exit the board Elevation on the rear cover of the
reason for this is the road gets you at the clear terrain movement cost of 1. Wargamer’s Guide is incorrect. When
through the green hex side and into the firing from a slope hex to another slope
hex with the other unit. If the second #3: Units may not use the ROAD or hex, brown hexsides do block the LOS,
hex in the ‘passing maneuver’ has a TOWN movement rate and execute a except when the units are adjacent. In
green hex side to cross in order to enter CAT attack. A unit executing a CAT this case the attack is halved due to the
that hex, then at that point the unit must attack may not move more than one hex brown hex side.
leave the road to get by that hexside. in that turn.
WRECKAGE
A unit cannot cross a green hexside #4: The maximum increase in odds is
from a hex with another unit in it. This is +1 regardless of how many engineers #1: A Wreck on a hex that has a road
due to units being stacked and are involved in the attack. The engineer crossing a ‘Ford” negates the road in
considered off-road. This is consistent must be stacked with another type of that hex, but the ‘Ford’ is still treated as
with the rules on Wrecks and Blocks on infantry or cavalry, not with another clear terrain.
road/woods hexes. In both cases it engineer unit. If two engineers are
states “a unit cannot cross a green stacked without another infantry or FORTIFICATIONS
hexside from a road hex with a Block/ cavalry the odds do not increase.
Wreck in it”. #1: Units with a MF of 0 may still be
#5: When executing a CAT attack all repositioned to be under or on top of the
Example: There are friendly units at units involved must attack the same Fortification during the movement
1V8 & 1W7, a unit travels down the road hex. Units are not allowed to split their portion of a player’s turn. There is no
to 1U8. The unit may enter 1V8 at a attack factor between two hexes. movement cost to do this. Units may
cost of 1 MP but cannot enter 1W7 Paragraph ‘A’ under CAT attack pertains not be repositioned in this way if they
along the road due to being stacked and to the surrounding units which must be have executed an attack during the
off-road in 1V8. in one or more of the six surrounding combat portion of the player’s turn.
hexes.
#3: What is the cost of moving from a QUESTIONS
town hex to a clear road hex? If you WEAPONS EFFECTIVENESS CHART
start the turn in the hex unstacked, cost #1: If you need an answer to any
is 1/2 MP. If moving from a town hex #1: If a unit’s attack factor is less than 1 Panzerblitz question that is unclear you
with another unit in it, the cost is 1 MP due to terrain, weapon type, and/or can send a SASE and contact me at:
plus the non-road movement cost for the target type it may not execute the
next hex. This is because if the unit is attack. Dave Giordano
stacked it is considered off-road and 4 Wade Avenue
therefore must expend the full non-road Example: A German 81mm mortar tries Carney’s Point, NJ 08069
movement rate for the first road hex to execute an attack against a Soviet (609) 299-6725
halftrack on a slope 7 hexes away. The
24 The Boardgamer Volume 3, Issue 3 July 1998

March Madness Series Replays


Ohio State ‘62 vs Florida ‘94; Jacksonville ‘70 vs Cincinnati ‘63
by Keith Hunsinger and Bruce Monnin
When Keith and I decided to try a March Ohio State ‘62 vs Florida ‘94 UF Plays (D) Pressure Defense - LF
Madness series replay, the first UF Uses Coaches Move
questions were which teams should we Ohio State 1962 (OSU) UF Plays (D) Key Steal - RG
select and also what format should we C - Jerry Lucas - A
lose. We decided on a four team LF - John Havilcek - B Clock = 19
tournament, which will provide a nice RF - Douglas McDonald - E
best 2 out of 3 format. Next we had to LG - Mel Nowell - D OSU Discards (C) Injury
pick the teams. We decided to choose RG - Richard Reasbeck - E OSU Draws (O) Hot Shooter
four teams with the same rating. Bench - C
Although any veteran March Madness Defense - B UF Discards (C) Full Court Press
player can tell you that the rating is only Fred Taylor - 2 Coaches Moves UF Draws (D) Pressure Defense
a partial indicator of the quality of a
team, it is still a good place to start. Initial Card Draw: Clock = 18
(C) Injury
Since I am from Ohio (and a big (C) Four Corner Stall OSU Must Resolve LG Position
Cincinnati fan) and Keith is originally (C) Tight Man To Man Modifiers:
from Florida (and a South Florida fan, (C) Uptempo Game OSU: +1(Pick & Roll)
which is unfortunately not represented in (O) Pick & Roll Scoring Rolls:
the game) we were drawn to the teams (O) Back Door Mel Nowell (OSU) = 6+1 = 9 points
with a rating of 84. I chose Cincinnati (D) Double Team Craig Brown (UF) = 4 = 8 points
1963 and Ohio State 1962, while Keith
chose Jacksonville 1970 and Florida Since I believe the game should be Score: OSU 9, UF 8
1994. close with no obvious favorite, the
various tempo related cards are of no UF Must Resolve Bench
The first game will be Ohio State vs use to me. So, I will probably discard all No Modifiers - Scoring Rolls:
Florida. Ohio State has more offensive four coaching cards. Not a great hand Bench (OSU) = 4 = 7 points
firepower, but it is concentrated in the to start with. Bench (UF) = 2 = 7 points
Center and Left Forward positions,
which usually get resolved late. This Florida 1994 (UF) UF takes its Timeout:
gives the opponent plenty of time to C - Andrew DeClerq - E New Scoring Rolls:
place defensive cards opposite these LF - Dametri Hill - D Bench (OSU) = 4 = 7 points
players. Meanwhile, Florida’s offense is RF - Brian Thompson - F Bench (UF) = 1 = 4 points
in the Guard and Bench positions, which LG - Craig Brown - C
get resolved early. Florida also has an RG - Dan Cross - C Score: OSU 16, UF 12
‘A’ defense which is better than Ohio Bench - B
State’s “B” defense. Defense - A UF uses Coaches Move:
Lon Kruger - 2 Coaches Moves UF Plays (D) Pressure Defense - C
The second game is a matchup of
Jacksonville’s offensive firepower Initial Card Draw: Clock = 17
against Cincinnati’s ‘A’ defense, as well (C) Full Court Press
as Cincinnati’s comparatively anemic (C) Full Court Press OSU Plays (O) Hot Shooter - RG
offense against Jacksonville’s porous ‘C’ (O) Alley Oop OSU Uses Coaches Move
defense. Both teams’ top scorer is a big (D) Pressure Defense OSU Discards Four Corner Stall
man, so expect plenty of defensive (D) Key Steal OSU Draws Boxing Out
car ds t o be pl ayed on bot h (D) Forcing Turnovers
Jacksonville’s Artis Gilmore and (D) Controlling The Boards UF Must Resolve C Position
Cincinnati’s Ron Bonham. Modifiers:
Just what I need, two identical coaching OSU: -1 Letter Grade (Pressure Def.)
Only these two games will be played cards and four defensive cards. I’ll have Scoring Rolls:
now. Maybe we’ll kick out the to try to keep the score down. His big Jerry Lucas (OSU) = 4 = 10 points
championship game Tuesday night on scorers are his big men so I should be Andrew DeClerq (UF) = 4 = 4 points
the eve of Avaloncon. able to get cards against them.
Score: OSU 26, UF 16
The cards listed throughout the series Clock = 20
replays will have a (C) for a coaching Clock = 16
card, (O) for an offense card and a (D) OSU Plays (O) Pick & Roll - LG
for a defense card. OSU Uses Coaches Move
OSU Plays (O) Back Door - LF
The Boardgamer Volume 3, Issue 3 July 1998 25

March Madness Series Replays (Cont.)


OSU Must Resolve RG Position Halftime Comments: OSU Must Resolve LF Position
Modifiers: No Modifiers - Scoring Rolls:
OSU: -1 (Key Steal) Fred Taylor (OSU): I got the better of John Havilcek (OSU) = 2 = 6 points
OSU: + Die Roll (Hot Shooter) the die rolls this half. I decided since I Dametri Hill (UF) = 6 = 9 points
UF: +1 (Key Steal) had the lead and that Keith was doing a
Scoring Rolls: good job of replenishing his hand that I’d OSU takes its Timeout:
Richard Reasbeck (OSU): be better to resolve the final position New Scoring Rolls:
Scoring Roll = 1-1 = 0 points and get the half over with. I still have a John Havilcek (OSU) = 5 = 11 points
Bonus Roll = 2 points; 2 points total decent hand for the second half, so my Dametri Hill (UF) = 4 = 6 points
Dan Cross (UF) = 3+1 = 8 points confidence is good.
Score: OSU 51, UF 41
Score: OSU 28, UF 24 I had a nice bonus this half when I came
out better after Florida took its timeout. I Clock = 18
UF Discards (C) Full Court Press was also tempted to use my timeout
UF Draws (D) Dogging Opponent when the LG position was resolved in an UF Must Resolve RF Position
attempt to force a foul. Considering that Modifiers:
Clock = 15 I never used the timeout, maybe it would Scoring Rolls:
have been the wise decision. Douglas McDonald (OSU) = 5 = 4 points
OSU Must Resolve LF Position Brian Thompson (UF) = 1 = 1 point
Modifiers: I also discarded the Tight Man To Man
OSU: -1 Letter Grade (Pressure Def.) Defense coaches card. It is not a bad Score: OSU 55, UF 42
OSU: +1 (Back Door) card, but does not fit my team well
Scoring Rolls: which has all its best scorers generally OSU Plays (O) Three Pointer - LG
John Havilcek (OSU) = 5+1 = 11 points being resolved last. The foul risk just OSU Uses Coaches Move:
Dametri Hill (UF) = 6 = 9 points seems to great. OSU Discards (C) Zone Defense
OSU Draws (O) Clutch Free Throws
Score: OSU 39, UF 33 Lon Kruger (UF): I had a bad initial deal
and fair die rolls. Bruce’s cards and die Clock = 17
UF Discards (D) Controlling the Boards rolls were no better. I have three
UF Draws (O) Super Effort offensive cards for the second half but UF Discards (O) Alley Opp
no coaching cards. Currently down 5 UF Draws (D) Taking A Charge
Clock = 14 points but am still optimistic.
OSU Discards (O) Clutch Free Throws
OSU Discards (C) Uptempo Game Cards Available For the Second Half: OSU Draws (D) Forcing Turnovers
OSU Draws (C) Zone Defense
Ohio State: Clock = 16
UF Discards (D) Dogging Opponent (C) Zone Defense
UF Draws (D) Boxing Out (O) Three Pointer UF Plays (D) Taking A Charge - C
(D) Double Team
Clock = 13 (D) Altered Shot OSU Chooses To Resolve RG Position
Modifiers:
OSU Discards (D) Boxing Out Florida: UF: -1 (Altered Shot)
OSU Draws (O) Three Pointer (O) Alley Oop UF: +1 (Posting Up)
(O) Super Effort Scoring Rolls:
UF Discards (D) Boxing Out (O) Posting Up Richard Reasbeck (OSU) = 3 = 2 points
UF Draws (D) Blocked Shot (D) Forcing Turnovers Dan Cross (UF) = 5 = 8 points

Clock = 12 Clock = 20 UF Roll of 5 causes Foul on OSU


(Posting Up). Richard Reasbeck (OSU)
OSU Discards (C) Tight Man To Man UF Plays (O) Super Effort - Bench loses a letter grade. Scoring modified to
OSU Draws (D) Altered Shot UF Uses Coaches Move: 1 point.
UF Plays (D) Posting Up - RG
UF Discards (D) Blocked Shot Score: OSU 56, UF 50
UF Draws (O) Posting Up OSU Plays (D) Double Team - Bench
Clock = 15
OSU Uses Coaches Move:
Clock = 11 OSU Plays (D) Altered Shot - RG UF Rolls For Card = 3 = No
OSU Chooses To Resolve RF Position Clock = 19 OSU Plays (D) Forcing Turnovers - LG
No Modifiers - Scoring Rolls:
Douglas McDonald (OSU) = 2 = 1 point UF Discards (D) Forcing Turnovers Clock = 14
Brian Thompson (UF) = 2 = 2 points UF Draws (O) Three Pointer
UF Uses Coaches Move: UF Rolls For Card = 2 = No
Halftime Score: OSU 40, UF 35 UF Plays (O) Three Pointer - LG
26 The Boardgamer Volume 3, Issue 3 July 1998

March Madness Series Replays (Cont.)


OSU Rolls For Card = 4 = No UF takes its Timeout: LG - Rex Morgan - B
New Scoring Rolls: RG - Vaughn Wedeking - C
Clock = 13 Mel Nowell (OSU) = 2 = 4 points Bench - C
Craig Brown (UF) = 2-1 = 4 points Defense - C
UF Rolls For Card = 5 = Yes
Joe Williams - 2 Coaches Moves
UF Draws (D) Blocked Shot OSU Roll of 2 again causes Foul on
OSU (Forcing Turnovers). Mel Nowell Initial Card Draw:
OSU Rolls For Card = 5 = Yes (OSU) loses a letter grade. Scoring (C) Full Court Press
OSU Draws (O) Second Shots modified to 3 points. (O) Alley Oop
(O) Key 6th Man
Clock = 12 Final Score: OSU 78, UF 73 (O) Second Shots
(D) Boxing Out
UF Discards (D) Blocked Shot OHIO STATE: 78 points (D) Altered Shot
UF Draws (O) Second Shots Jerry Lucas: 21 points (D) Forcing Turnovers
John Havilcek: 22 points
OSU Plays (O) Second Shots - C
Douglas McDonald: 5 points This was a Final Four team my senior
Clock = 11 Mel Nowell: 12 points year in high school. It has always been
Richard Reasbeck: 3 points one of my favorite clubs. The great front
UF Must Resolve Bench Bench: 15 points court of Gilmore and Burrows were 7’2”
Modifiers: and 7’0” tall respectively. Off the bench
FLORIDA: 73 points was was a 6’11” C-F named McIntyre if
UF: +1 Letter Grade (Super Effort)
Andrew DeClercq: 10 points memory serves me.
UF: -2 Letter Grades (Double Team)
Dametri Hill: 15 points
UF: + Die Roll (Double Team)
Brian Thompson: 5 points Offensively we have some weapons but
Scoring Rolls:
Craig Brown: 11 points the “C” defense and only 2 coaches
Bench (OSU) = 5 = 8 points
Dan Cross: 16 points moves against Cincinnati’s “A” defense
Bench (UF) = 6 = 12 points
Bench: 16 points and 4 coaches moves will mean I’ll need
Bonus Roll:
Brian Thompson (UF) = 2 points to score big numbers. My card draw
Postgame Comments: seems average so it should be a real
Score: OSU 64, UF 64 dog fight.
Fred Taylor (OSU): The die rolls
OSU Chooses To Resolve C Position: evened out in the second half, with
Cincinnati 1963 (UC)
Modifiers: Florida enjoyed a similar advantage as
C - George Wilson - C
OSU: +2 (Second Shots) Ohio State enjoyed in the first half.
LF - Ron Bonham - B
Scoring Rolls: Three late fouls against us made the
RF - Tom Thacker - C
Jerry Lucas (OSU) = 3+2 = 15 points game a lot closer than I envisioned, and
LG - Larry Shingleton - F
Andrew DeClerq (UF) = 6 = 6 points I could not counter the fouls since I used
RG - Tony Yates - E
my timeout early in the half on the LF
Bench - E
UF Roll of 6 causes Foul on OSU position. Fortunately, both of us drew a
Defense - A
(Taking a Charge). Jerry Lucas (OSU) Second Shots card late in the game, but
Ed Jucker - 4 Coaches Moves
loses a letter grade. Scoring modified to my was usable on any position and his
11 points. was usable only on positions which had
Initial Card Draw:
already been resolved. That alone
(C) Four Corner Stall
Score: OSU 75, UF 70 could have been the difference in this
(C) Halfcourt Trap
game.
(O) Clutch Free Throws
Clock = 10 (O) Three Pointer
Lon Kruger (UF): Things never came
together for me. I think I played my (O) Three Pointer
UF Chooses To Resolve LG Position: (O) Good Ball Handling
Modifiers: cards well enough but OSU got a net +8
from their second half timeout while I got (O) Super Effort
OSU: +1 Letter Grade (Three Pointer)
UF: -2 (Forcing Turnovers) a net +1 from mine (and only a +3 from
the first half timeout). Since he won by A great initial card draw. Three cards
UF: +1 Letter Grade (Three Pointer) which raise my guys a letter grade.
Scoring Rolls: 5 you could say that made the
difference. Lucas and Havilcek were as Unfortunately, only one of the three
Mel Nowell (OSU) = 2 = 4 points pointer cards can be played on a C
Craig Brown (UF) = 2-2 = 3 points good as advertised.
rated player, the other will be used to
GAME #2 lesser effect on an E or F rated guard.
OSU Roll of 2 causes Foul on OSU That’s where Jacksonville’s advantage
(Forcing Turnovers). Mel Nowell (OSU) will lie. His higher rated players are
loses a letter grade. Scoring modified to Jacksonville ‘70, Cincinnati ‘63
guards which generally get resolved
3 points. Jacksonville 1970 (JAX) before many defense cards get played
C - Artis Gilmore - A on them. My inside players, on the
LF - Pembrook Burrows - D other hand, will see plenty of
RF - Greg Nelson - D Jacksonville defense.
The Boardgamer Volume 3, Issue 3 July 1998 27

March Madness Series Replays (Cont.)


Clock = 20 UC Discard (C) Four Corner Stall Halftime Comments:
UC Draws (D) Altered Shot
JAX Must Resolve LF Position: UC Takes Coaches Move: Joe Williams (JAX): And I was doing so
No Modifiers - Scoring Rolls: UC Plays (D) Altered Shot - C well. Thacker really bounced me hard
Pembrooke Burrows (JAX): 2 = 3 points and I needed a bigger effort from
Ron Bonham (UC): 1 = 5 points Clock = 16 Gilmore. My six rolls averaged just over
3 while Bruce had better than 4. If we
Score: UC 5, JAX 3 JAX Plays (O) Key Sixth Man - C balance that with the cards I have left I
JAX Takes Coaches Move: should be OK.
UC Must Resolve RG Position: JAX Discards (D) Altered Shot
No Modifiers - Scoring Rolls: JAX Draws (O) Fast Break Ed Jucker (UC): I only have a slight
Vaughn Wedeking (JAX): 1 = 3 points lead despite having the better of the
Tony Yates (UC): 6 = 7 points UC Discards (O) Clutch Free Throws scoring rolls and having used all of my
UC Draws (D) Dogging Opponent good offensive cards. I need to get
JAX Takes Its Timeout: UC Takes Coaches Move: some cards to help the center and
New Scoring Rolls: UC Discards Good Ball Handling forward positions. Despite my lead, I’d
Vaughn Wedeking (JAX): 5 = 8 points UC Draws (C) Slow Tempo guess Keith’s Jacksonville squad is in
Tony Yates (UC): 5 = 6 points better shape.
Clock = 15
Joe Williams (JAX): This is risky calling Cards Available For the Second Half:
a timeout so early but I’ve netted +6 JAX Chooses To Resolve C Position
points. I hope it is enough. Modifiers: Jacksonville:
JAX: +1 (Alley Oop) (O) Fast Break
Score: JAX 11, UC 11 JAX: -1 (Altered Shot) (O) Working It Inside
UC: +1 Letter grade (Super Effort) (D) Forcing Turnovers
Clock = 19 Scoring Rolls: (D) Taking A Charge
Artis Gilmore (JAX) = 3 = 10 points
JAX Plays (O) Alley Oop - C George Wilson (UC) = 2 = 8 points Cincinnati:
JAX Takes Coaches Move: (C) Halfcourt Trap
JAX Plays (O) Second Shots - LG Score: JAX 39, UC 32 (C) Zone Defense
(D) Dogging Opponent
UC Plays (O) Three Pointer - RF UC Discards (C) Slow Tempo
UC Takes Coaches Move: UC Draws (C) Tight Man To Man Clock = 20
UC Plays Three Pointer - LG
Clock = 14 JAX Plays (O) Fast Break - LG
Clock = 18 JAX Takes Coaches Move:
JAX Discards (D) Boxing Out JAX Plays (D) Forcing Turnovers - RG
JAX Discards (C) Full Court Press JAX Draws (D) Blocked Shot
JAX Draws (D) Taking A Charge UC Discards (C) Halfcourt Trap
UC Discards (C) Tight Man To Man UC Draws (C) Technical Foul
UC Must Resolve Bench Position: UC Draws (D) Boxing Out UC Takes Coaches Move:
No Modifiers - Scoring Rolls: UC Plays (C) Technical Foul
Bench (JAX) = 4 = 7 points Clock = 13 UC Bench Scores 2 points
Bench (UC) = 5 = 6 points
JAX Discards (D) Blocked Shot Score: UC 50, JAX 42
Score: JAX 18, UC 17 JAX Draws (D) Controlling The Boards
Clock = 19
UC Takes Coaches Move: UC Discards (D) Boxing Out
UC Plays (O) Super Effort - C UC Draws (C) Zone Defense JAX Plays (D) Taking A Charge - LF

Clock = 17 Clock = 12 UC Plays (D) Dogging Opponent - C


UC Takes Coaches Move:
JAX Must Resolve LG Position JAX Discards (D) Control The Boards UC Rolls For Card = 3 = No
Modifiers: JAX Draws (O) Working It Inside
JAX: +2 (Second Shots) Clock = 18
UC: +1 Letter Grade (Three Pointer) UC Chooses To Resolve RF
Scoring Rolls: Modifiers: JAX Must Resolve Bench
Rex Morgan (JAX) = 3+2 = 11 points UC: +1 Letter grade (Three Pointer) No Modifiers - Scoring Rolls:
Larry Shingleton (UC) = 6 = 7 points Scoring Rolls: Bench (JAX) = 2 = 4 points
Greg Nelson (JAX) = 2 = 3 points Bench (UC) = 5 = 6 points
Score: JAX 29, UC 24 Tom Thacker (UC) = 6 = 16 points
Score: UC 56, JAX 46
Halftime Score: UC 48, JAX 42
28 The Boardgamer Volume 3, Issue 3 July 1998

March Madness Series Replays (Cont.)


UC Rolls For Card = 1 = No UC Rolls For Card = 1 = No Scoring Rolls:
Greg Nelson (JAX) = 6 = 8 points
Clock = 17 Clock = 12 Tom Thacker (UC) = 3+1 = 12 points

JAX Plays (O) Working It Inside - LF JAX Rolls For Card = 3 = No Score: UC 76, JAX 66

UC Rolls For Card = 5 = Yes UC Rolls For Card = 3 = No Clock = 5


UC Draws (C) Box and One
UC Takes Coaches Move: Clock = 11 JAX Chooses To Resolve C Position
UC Discards (C) Box and One Modifiers:
UC Draws (O) Great Pass JAX Rolls For Card = 2 = No JAX: -1 (Dogging Opponent)
UC: -1 (Dogging Opponent)
Clock = 16 UC Rolls For Card = 2 = No UC: -1 (Halfcourt Trap)
Scoring Rolls:
JAX Rolls For Card = 3 = No Clock = 10 Artis Gilmore (JAX) = 3-1 = 8 points
George Wilson (UC) = 2-2 = 3 points
UC Plays (O) Great Pass - RF JAX Must Resolve RG Position
UC Takes Coaches Move: Modifiers: Score: UC 79, JAX 74
UC Rolls For Card = 1 = No UC: -2 (Forcing Turnovers)
Scoring Rolls: UC Plays (O) Fast Break - LG
Clock = 15 Vaughn Wedeking (JAX) = 2 = 4 points
Tony Yates (UC) = 4-2 = 3 points Clock = 4
JAX Must Resolve LF Position
Modifiers: JAX Takes Its Timeout: JAX Rolls For Card = 2 = No
JAX: +1 (Working It Inside) Scoring Rolls:
Scoring Rolls: Vaughn Wedeking (JAX) = 2 = 4 points UC Discards (C) Zone Defense
Pembrook Burrows (JAX) = 5+2 = 9 pts Tony Yates (UC) = 3-2 = 2 points UC Draws (C) Injury
Ron Bonham (UC) = 1 = 5 points
Score: UC 64, JAX 56 Clock = 3
JAX Roll of 5 causes Foul on UC
(Taking A Charge) and a second Foul UC Rolls For Card = 1 = No JAX Chooses To Resolve LG Position
(Working It Inside). Ron Bonham (UC) Modifiers:
fouls out, his rating replaced by the Clock = 9 JAX: + Die Roll (Fast Break)
Bench rating. Scoring modified to 2 UC: + Die Roll (Fast Break)
points. JAX Rolls For Card = 5 = Yes UC: -1 (Halfcourt Trap)
JAX Draws (C) Technical Foul Scoring Rolls:
UC Takes Its Timeout: Rex Morgan (JAX):
Scoring Rolls: UC Rolls For Card = 4 = No Scoring Roll = 6 = 14 points
Pembrook Burrows (JAX) = 4+1 = 6 pts Bonus Roll = 4 pts = 18 points total
and Defensive Foul on UC Clock = 8 Larry Shingeton (UC):
Ron Bonham (UC) = 2 = 8 points Scoring Roll = 4-1 = 3 points
JAX Withdraws (C) Halfcourt Trap Bonus Roll = 4 points = 7 points total
JAX Roll of 4 causes Foul on UC
(Taking A Charge). Ron Bonham (UC) UC Rolls For Card = 1 = No Final Score: JAX 92, UC 86
loses a letter grade. Scoring modified to JACKSONVILLE: 92 points
6 points. Clock = 7 Artis Gilmore: 18 points
Pembrook Burrows: 9 points
Score: UC 62, JAX 52 JAX Plays (C) Technical Foul Greg Nelson: 11 points
Vaughn Wedeking (JAX) scores 2 points Rex Morgan: 29 points
UC Rolls For Card = 6 = Yes Vaughn Wedeking: 14 points
UC Draws Three Pointer Score: UC 64, JAX 58 Bench: 11 points

Clock = 14 UC Rolls For Card = 6 = Yes FLORIDA: 73 points


UC Draws (O) Fast Break George Wilson: 11 points
JAX Rolls For Card = 5 = Yes Ron Bonham: 11 points
JAX Draws (C) Halfcourt Trap Clock = 6 Tom Thacker: 28 points
Larry Shingeton: 14 points
UC Plays (O) Three Pointer - RF JAX Plays (C) Halfcourt Trap Tony Yates: 8 points
Bench: 14 points
Clock = 13 UC Must Resolve RF Position
Modifiers:
JAX Plays (C) Halfcourt Trap UC: +1 Letter Grade (Three Pointer)
UC: +1 (Great Pass)
(Halfcourt Trap Voided)
The Boardgamer Volume 3, Issue 3 July 1998 29

March Madness Series Replays (Cont.)


Postgame Comments: half advantage and a large second half it in the second half. Two examples are
disadvantage. I’m not certain that I the Boxing Out cards to nullify Second
Joe Williams (JAX): What a final roll! used all of my offensive cards to best Shots, and the Great Pass cards which
Rex Morgan with 29 points is my vote effect. I should have saved one for the nullify the Double Team cards.
for tournament MVP though as a “B” second half where it could have been
scorer he should have been expected to used more effectively. ALL TOURNEY TEAM:
do better than Thacker, a “C”, who got C - Jerry Lucas (OSU)
28. The die rolls evened out in the One final note. Over half of the cards LF - John Havilcek (OSU)
second half with Cincinnati holding a were used in each game. That means RF - Tom Thacker (UC)
slight edge for the game. But I got them that any card there are two of has a LG - Rex Morgan (JAX)
where I needed them and that did it. great chance of appearing each game. RG - Dan Cross (UF)
Therefore, it might be wise to hang on to Bench - Florida
Ed Jucker (UC): Looking at the scoring a card which nullifies one of these twice
rolls, you can see that I had a large first occurring cards if you have not yet seen

1998 Midwest Open


Victory In The Pacific - Kenosha Junction, Wisconsin
by Glenn Petroski
The Midwest Open continues to grow! Joe Dragan, Mason, Michigan grabbed Open. Sunday afternoon it began
1998 brought 31 contestants and 17 third. Joe has been moving up thru the snowing with fluctuating temperatures.
observers to our gallery. ranks at a steady pace since he The snow was enough to make things
appeared in ’95. interesting, but not up to “Wisconsin
I remember ’91. Five of us gathered in standards” in itself. However, the up
the unfinished basement of a hobby Dave Rod, Waverly, Iowa, matched Joe and down temperatures iced in the
shop. We thrashed around in cramped Dragan’s tournament score. The control tower at O’Hare airport. Most of
quarters and competed with Fantasy decision came down to a few points our players got out before the shut
Role Players for space. Still, in all, we difference in A.R.E.A. ranking. The down, but John Pack was more
had a good time. Good enough to do it difference is even smaller at this point. fortunate! He called just before leaving
again. I am so glad that we did! Dave did not go home empty handed. Kenosha Junction to catch his midnight
He played to a 4-2 finish, all as the flight, to learn that it had been cancelled!
That seems like a long time ago, or was Allied player. This earned him the Joe Dragan was driving, but has no
it yesterday? Halsey award for best Allied play of the inclination to drive around Lake
tournament. Michigan while it is snowing. Joe &
We have developed a stable core group. John were sharing a room, so this was
“Windy City Wargamers” (aka: The Dave also stands with Joe as an immensely compatible. Under the
Chicago Mob), and “First Minnesota” improving player. Dave is quite willing circumstances, Day’s Inn extended the
from the Twin Cities, are always well to play the Allies “straight up”, without discount rate for another nite.
represented. However, another 10 the benefit of the bid. With an especially
states sent representatives and five strong Allied game, he poses a definite As the dedicated Tournament Director
others had threatened to do so. threat to the competition in tournaments that I am, I took off work early on
to come. Monday to make sure that Joe and John
Alan Appl eba um , of Broo klin e, were doing all right. With my son,
Massachusetts, remains our reigning No Sir Thomas Phillips Sportsmanship Aaron, we returned to Kenosha Junction
champion. This comes as no surprise. award was presented this year. It is not for “One more round.” (Joe & John
Alan is the top A.R.E.A. rated VITP that there was no one deserving, but actually got in two more!)
player in the country. He has won past consideration for the value of the award.
AvalonCons, as well as a number of This award is bestowed solely on the Such are the hardships that we must
other tournament and convention titles. basis of consistent good sportsmanship sometimes endure!
Everyone else’s goal is to “Beat Alan.”. over an extended period of time. It is
meant to be that this award will be We are going to do it again, anyway!
This year Alan went all 6 rounds issued “few and far between” to We shall meet again! Same place!
undefeated as the Japanese player. particular players for bringing honor and Same time!
This also gave him the Nagumo award respectability to our hobby by their
for best Japanese play. consistent attitude and behavior. Even 1999 Midwest Open
as I write, a number of candidates being March 6 & 7, 1999
Max Zavanelli, of Orange City, Florida, watched and considered for the next Kenosha Junction!
went home with the second place “Phillips”.
plaque, and very real hopes of doing Be there!
“just a little bit better” next year. For the first time, outside weather
conditions contributed to the Midwest
30 The Boardgamer Volume 3, Issue 3 July 1998

Current Specific Game AREA Ratings


Panzer Leader Naval War Age Of Renaissance
53 Active Players Apr. 24, 1998 99 Active Players May 15, 1998 121 Active Players Mar. 24, 1998
1. James McAden 1877 FHM-8 1. Chris Covington 1719 DD—7 1. George Sauer III 1603 AG-A7
2. Robert Beyma 1825 CE-C7 2. Philip Petroski 1706 BD—6 2. Michael Neal 1570 AE-A7
3. Bruce Wright 1793 CCE-6 3. David Large 1595 GG—8 3. Joe Gunderson 1564 AG-A7
4. William Scott 1671 GH-C7 4. William Todd 1579 DH—8 4. Nicholas Anner 1562 AF-A7
5. Eduardo deNucci 1655 BE-A6 5. Lauren Hickok 1570 AF-A7 5. John Keating Jr. 1560 AG-A7
6. Martin Musella 1618 BC-B7 6. Stephen Scott 1563 AI-B7 6. Mike May 1556 AH-A7
7. Mark Murray-Brown 1615 BE-A7 7. Matthew Hamel 1551 BB—8 7. William Crenshaw 1549 AI-B8
8. Kevin Kinsel 1601 CCD-6 8. Marty Bryant 1550 DE—7 8. Ben Knight 1535 AC-A8
9. Danny Price 1596 EEEB7 9. Bobby Johnson 1544 DE—8 9. Marvin Birnbaum 1535 AC-A7
10. Eric Bonner 1593 FFM-6 10. Anesia Whitbourn 1544 AB—7 10. Sean Finnerty 1535 AC-A7
11. Jeff Wise 1582 CDE-6 11. James Fleckenstein 1536 AD—8 11. Randy Sands 1535 AC-A7
12. Jay Zollitsch 1573 BD-A6 12. Keith Blackwell 1536 AB—6 12. Dennis Mason 1528 BL-B8
13. Eric Redstone 1568 ABB-7 13. Jeff Boerger 1535 AF-A6 13. Mark Boone 1528 AE-A7
14. John Trotsky 1566 AAB-7 14. Kenneth Good 1535 AC-A7 14. Steve Cuccaro 1528 AE-A7
15. Todd Treadway 1542 AA-A6 15. Lind Pratt 1530 AF-A7 15. Marty Hoff 1528 AE-A7
16. Larry Felton 1534 AC-A7 16. Jim Bell 1530 AF-A7 16. Joseph Jaskiewicz 1528 AE-A7
17. Jeffrey Jenkins 1534 ABD-8 17. Jason Levine 1530 AF-A7 17. David Platnick 1528 AE-A7
18. Donald Webster 1530 AA-A7 18. Bruce Bernard 1530 AF-A7 18. Andrew Lewis 1526 AE-A8
19. Hans Frey 1525 ABA-6 19. Michael Hart 1528 AG-B7 19. Dennis Disney 1526 AE-A7
20. Kurt Kurtz 1516 AB-A7 20. Jimmy Fleckenstein 1528 AG-B7 20. Kenneth Good 1526 AE-A7
21. John Gibson 1512 BB-C7 21. Todd Giles 1524 DE—8 21. Stephen Koehler 1523 AG-A7
22. Michael Ellsworth 1510 AB-A6 22. Paul Richardson 1523 AI-B7 22. Bruce Reiff 1523 AE-A7
23. David Chilcote 1510 AA-A7 23. Daniel Case 1509 CE—7 23. John Ellmann II 1522 AG-A8
24. Stephen Andriakos 1509 BB-C7 24. James Stewart 1500 DE—7 24. William Lentz 1521 AG-A7
25. Bruno Sinigaglio 1508 BC-A6 25. Steve McCallum 1521 AG-A7
26. Charles Leonard
27. James Yen
1503
1500
AB-A6
CCC-6
Great Campaigns 26. Wray Farrell
27. Steven Katz
1519
1519
AG-A7
AF-A8
28. Phillip Price 1500 AA-A7 Of The American 28. Sean Cousins 1518 AG-A8
29. Micah Rabin 1514 AH-A7
Gangsters Civil War Series 30. Philip Mason 1513 AH-B8
51 Active Players Mar. 5, 1998 68 Active Players Apr. 24, 1998 31. Jeffrey Paull 1513 AH-B8
32. James Pei 1513 AH-B8
1. Jason Wagner 1604 AE-A7 1. Joseph Bellas 1939 GI-C7
33. Robert Kircher 1510 AH-B8
2. John Pack 1587 BHAA8 2. Raymond Rooks 1780 DF-C7
34. Kurt Miller 1503 AI-B8
3. Stephanie Mayes 1562 BG-A7 3. Paul Tisevich 1754 CE-A6
4. Dee Ann Gehring 1556 AE-A7 4. Paul Nied
5. Forest Speck
1734
1727
EH-B7
DG-C7
Titan: The Arena
5. Christopher Bodkin 1556 AC-A7 10 Active Players Mar. 31, 1998
6. Philip Thomas Sr. 1535 AB-A7 6. Mark Booth 1684 CE-B7
7. Mike Metcalf 1535 AB-A7 7. Patrick Duffy 1676 DG-B7 1. James Campbell 1578 AC—7
8. Michael Anchors 1533 AFAA8 8. Kenneth Lee 1675 CE-B7 2. Alan Camp 1572 CE—8
9. Scott Sirianna 1523 AD-A7 9. Edward Beach 1658 CE-C7 3. John Greene 1567 AB—7
10. Gordon Rodgers 1523 AC-A7 10. Trevor Bender 1643 DE-A6 4. Brian Stevenson 1505 AC—7
11. James Matt 1523 AC-A7 11. Marty Hogan 1628 BE-A7
12. Louis Gehring II 1511 AE-A7 12. Jeffrey Otto
13. Steven Katz
1624
1592
DF-B7
CE-C7
Fortress Europa
13. Douglas Broud 1511 AD-A7 18 Active Players May 9, 1998
14. Jack Jaeger 1508 AE-A7 14. Ed Connery 1587 AB-A6
15. Robert Jamelli 1576 CF-B7 1. Randy Heller 2077 DGCA8
Gettysburg 16. Charles Maines Sr. 1576 AB-A7 2. Michael Newman 1915 EF-B6
29 Active Players May 9, 1998 17. Scott Smith 1573 AB—6 3. James Eliason 1711 DGGD6
18. Mark Giddings 1566 AB-A6 4. Charles Jehlen Jr. 1684 BBF-7
1. Allen Kaplan 1781 CF-C6 19. Chris Withers 1566 AAB-8 5. Jerry Cecchin 1591 AB-A6
2. Vince Meconi 1779 DFDD8 20. Randall Borra 1557 BD-B7 6. Randy Schilb 1579 ACCA6
3. David Zimmerman 1718 FIBD6 21. Mark Bailey 1545 CF-C7 7. James Lorys 1559 AB-A6
4. John Poniske Sr. 1708 CEBC6 22. John Malaska Jr. 1535 AAA-7 8. Andy Watts 1555 BCE-7
5. Charles Hamm 1601 BDBB7 23. Jerry Martin 1534 AB-A7 9. Eric Seadale 1540 ABC-8
6. Robert Mull 1596 AC-A6 24. Rod Coffey 1533 BD-A7 10. Terrence Zuber 1535 AAB-6
7. Robert Croxdale 1574 BB—7 25. Michael Johnson 1533 AA-A6 11. Paul Koenig 1500 AB-A6
8. Andy Watts 1562 BBG-7 26. John Clere 1524 FI-C7
9. Michael Sims 1553 AB-A6 27. Clifford Hansen 1520 AB-A6 D-Day ‘91
10. Richard Haddaway 1535 AAA-6 28. Mark VanRoekel 1510 AB-A6 6 Active Players May 9, 1998
11. Michael Ellsworth 1510 AB-A6 29. Michael Arnold 1506 BD-C7
12. David Bible 1508 BB—7 30. Jerry Merbon 1504 AA-A6 1. Jeffrey Crouch 1616 BB—8
13. Randy Schilb 1508 AB-A6 31. John Leggat III 1502 AB-A6 2. Harry Tucker 1566 AAA-6
14. Pietro Cremola 1504 AAD-7 32. Jeffrey Martin 1501 AB-A6 3. J P Morgan 1554 BB—8
The Boardgamer Volume 3, Issue 3 July 1998 31

Current Specific Game AREA Ratings


Breakout: Normandy Battle of the Bulge ‘81 Fleet Series
99 Active Players Apr. 21, 1998 41 Active Players May 9, 1998 15 Active Players Apr. 20, 1998
1. James Doughan 1925 FF-C7 1. Randy Heller 1935 GIHE8 1. James Eliason 1740 DD-C7
2. Don Greenwood 1768 DFAC7 2. John Grant, Jr. 1758 BDEB7 2. Andrew Maly 1636 BC-B6
3. William Edwards III 1746 CEDC7 3. Daniel Tierney 1745 BDE-7 3. James Fleckenstein 1587 CD-D7
4. Hank Burkhalter 1723 DEDB7 4. Bruno Sinigaglio 1686 CFBC7 4. Stuart Smart 1581 BC-A7
5. Paul Nied 1723 CDFB8 5. Henry Lowood 1679 BDE-7 5. Daniel Tierney 1572 AAA-8
6. Marvin Birnbaum 1717 BD-C7 6. Andrew Dlugolecki 1626 ABD-7 6. Stephen Koehler 1546 AB-A7
7. Byron Stingley 1695 CD-C7 7. Danny DeMello 1624 BB—8 7. Andy Watts 1519 BCF-8
8. Ron Fedin 1694 DE-C7 8. Philip Evans 1613 CDDC7 8. Jack Morrell 1517 CE-A7
9. Bryan Eshleman 1672 EGCC7 9. Forrest Pafenberg 1557 CECC7
10. Gene Padgett 1660 ACE-6
11. Robert O’Conner 1659 BEG-6
10. Philip Prichard
11. Jeffrey Crouch
1550
1546
AB-A7
BB—8
Enemy In Sight
12. Alan Applebaum 1641 BD-C7 17 Active Players May 15, 1998
12. Anthony Mulloy 1535 AA—7
13. Herbert Gratz 1631 BC-B6 13. Mike Kosloski 1535 AA—7 1. Robert Hamel 1658 GB—8
14. James Stanard 1596 BD-B6 14. Forrest Metz 1524 ABC-7 2. JP Morgan 1569 AB—7
15. Jeffrey Crouch 1595 CD-A7 15. John Koontz 1520 AB-A6 3. Philip Petroski 1548 AC—7
16. Stephen Andriakos 1591 BD-C7 16. Steve Likevich 1518 AB-A7 4. Timothy Greene 1536 AC—7
17. David Long 1590 BDEA6 17. Thomas Scharwark 1507 CEED7 5. Glenn Petroski 1523 AC—7
18. James Eliason 1589 AC-B7 6. Scott Moshier 1517 AB—7
19. George Young
20. Mark Gutfreund
1572
1567
BDDB7
EFEC8
Hannibal: Rome vs
21. Philip Barcafer 1563 CD-B7 Carthage Caesar At Alesia
22. Dave Tianen 1558 AA-A7 2 Active Players Apr. 1, 1998
5 Active Players Mar. 17, 1998
23. Jeffrey Miller 1556 ACE-6 1. Rod Coffey 1535 AAA-8
24. Matthew Ellison 1554 ABD-7 1. Michael Welker 1572 ABC-8
25. Michael Kaye 1549 ABAA8 2. Joseph DiCamillo 1535 AA—6
26. Timothy Greene 1546 CD-A7 Dune
11 Active Players Mar. 31, 1998
27. Murray Cowles
28. Rodney Robinson
1542
1540
CE-C7
DE-C7
The Russian Campaign
63 Active Players May 15, 1998 1. Alan Camp 1755 DG—8
29. Andrew Choptiany 1538 AC-A7
2. Roger Cox 1728 DG—8
30. Alex Kondas 1537 BC-B7 1. Edward O’Conner 2108 GIPA8 3. Keith Blackwell 1675 DG—8
31. Anthony Giarrizzo 1535 AA-A7 2. Robert Shurdut 2068 HHN-8 4. Mitch McMillian 1557 AE—8
32. Caleb Cousins 1534 AB-A6 3. Robert Beyma 2058 FFGD7 5. Charlie Corn 1542 AC—6
33. Donald Stone 1533 AB-A7 4. Gary Dickson 2031 DFFC8 6. Kenny Schultz 1522 AC—7
34. Mark Greenman 1532 ABC-7 5. Larry Earhart, Jr. 1901 EFL-7
35. Jeffrey Thomason 1532 ABC-6 6. Timothy Greene 1885 HJMB8
36. Jeffrey Martin 1527 BD-B7 7. Thomas Gregario 1872 GJIB6 Turning Point:
37. John Grant, Jr. 1524 BDFA8 8. Ed Druckman 1677 BBB-6
38. Paul Fletcher 1523 DFEC7 9. Bobby Helbert 1674 AA—8
Stalingrad
39. Charles Hawkins 1518 CD—7 10. David Ketchum 1644 BCF-8 20 Active Players May 15, 1998
40. Peter Brunken 1516 BD-A7 11. Jerry Cecchin 1632 AC-A6
41. Kenneth Nied 1514 AB-C7 1. James Doughan 1996 DE-B6
12. Allen Kaplan 1594 BD-C7 2. Byron Stingley 1886 CD-C7
42. Eric Kirchner 1513 BBAB7 13. Phillip Evans 1590 AC-A7
43. Clyde Longest Jr. 1509 BD-A7 3. Ron Fedin 1715 CC-C7
14. Martin Musella 1585 BC-B7 4. Christopher Bodkin 1648 BD-B7
15. Peter Pollard 1574 AC-B7 5. Michael Kaye 1583 BCAB8
Regatta 16. Forrest Pafenberg 1570 BC-C7 6. Hank Burkhalter 1576 ACAA6
5 Active Players Mar. 31, 1998 17. Steven Huskey 1570 ABAA7 7. Henry Jones 1566 BC-C7
18. Thomas Scharwark 1569 BC-B7 8. Dennis Nicholson 1507 AB-A6
1. Randy Cox 1529 AC—8 19. Barrington Beavis 1566 AAB-7 9. David Yoon 1505 AB-A7
2. Ben Goldstein 1519 AC—8 20. Andy Watts 1562 ABE-7 10. Chris Sturzillo 1502 AB-A6
21. Luigi Celada 1535 AAA-7
Storm Over Arnhem 22. James Pei 1532 AA—7
Guerrila
6 Active Players May 15, 1998 23. Harry Tucker 1531 AAB-8
24. William Scott 1530 AB-B7 6 Active Players Apr. 2, 1998
1. John Ellsworth 1566 AAB-8 25. Chuck Stapp 1528 AB-B7
1. David Large 1552 AC—8
2. Greg Dilbeck 1535 AAA-6 26. Larry Hollern 1522 ABE-8
2. Scott Moshier 1513 AC—8
3. Andy Watts 1535 AAA-7 27. Danny DeMello 1519 BC—8
3. Bobby Johnson 1508 AC—8
28. Murray Cowles 1505 ABAA6
Air Baron 29. Robert Powers 1503 AB-B7
8 Active Players Apr. 2, 1998 30. Randy Schilb 1503 AAAB7 Starship Troopers
31. Robert Croxdale 1501 CD-A8 3 Active Players Apr. 2, 1998
1. Robert Hamel 1546 BB—8 32. Michael Reffue 1500 ABC-7
2. Stu Basker 1536 AC—6 33. Michael Willhoff 1500 AAA-7 1. William Todd 1554 BB—8
3. Matthew Hamel 1518 BB—8 34. James Fardette 1500 AAA-7 2. Timothy Greene 1509 AA—8

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