pvftt.co.uk/games/avalon hill/00 the general/the general vol 32 no 2... · runequest®: .sla...
TRANSCRIPT
WITNESS THE REINCARNATION Of ACLASSIC.RuneQuest®: .Sla
RUNEOJESfID IS CONSIDERED ONE OF THE CLASSIC ROLEPLA YINfi fiAMES OF
ALL TIME. rOR OVER 20 YEARS THE VlOT?LDS OF RUNEOJESfID HA VE LURED
MANY ADVENTURERS ••• HEROES VlHO CAME SEEKINfi EXOTIC LANDS, ANCIENT
RUINS, AND fiOLDEN TREASURES OF LOST KINfiS.
RUNEOJESfID: SLAYERS™ I~ A COMPLETELY NEVI INCARNATION OF THE CLAS~
SIC RUNEOJESfID fiAME. WHERE THE ORIfiINAL INVOL VED
NUMBER~IN'rENSIVEMECHANICS SLA YERS IS MORE INTUITIVE. .
WHERE THE ORIfiINAL INVOL VED LENfiTHY AND iNTRICA TE RULES, SLA YERS IS
CHATeACTERIZED BY QUICK AND FIERCE BATTLES. STILL,SLA YERS KEEPS All
THE STRENfiTHS OF THE'CLASSICfiAME: COMBAT IS REALISTIC AND DEADL Yi.
CHATeACTERS ARE 3~D1TtiENSIONA4 PERS~NALITrES; ·THg fiAME IS FLEXlSL'ki' ~ ~ ,'" ' ,.'.' ,
ENOUfiHrO HANDflf .A, VARIEry ~F$,EJ:rrNfi$;A' ntES.
Features
@
Columns "AH Philosophy # 180 ••••••••••••••••••• SQuestion Box: SUCCESSORS • • • • • • • • • • • • • • 18
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14
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3S
VOL.32, NO.2 •The GENERAL
ONTENT
Hannibal SecondsAnother variant • Andy Daglish
Rome Strikes BackShort scenarios for HANNIBAL • Charles Bahl
Zorastrian FatesAn event table for SUCCESSORS· Richard H. Berg
ABridge Too Far?Tactics in CLOSE COMBAT 2 • Bruce Mansfield
Enforcing Your PeaceTIps on PAX IMPERIA • Aaron R. Jensen
Playing the Odds in CIRCUS MAXIMUSEffects of attacking • Stephen C. Munchak
Form, Function, TIme & SpaceMonuments in HISTORY OF THE WORLD • Scott M. Smith
The First Punic WarVariant for HANNIBAL • Alan R. Arvold
Alexander's LieutenantsHistorical deals for SUCCESSORS • John B. Firer
The Great Funeral ContestHistory in a Box: SUCCESSORS • Stuart K. Tucker
Contest # 185 • • • • • • • • • • • • • • • • • • • • • • • 32
ASL Scenario Briefing: G44Analysis of Abandon Ship! • louie Tokarz
UP FRONT Tournament RulesSpice up the finals • Marcus Watney
SERIES REPLAY: HISTORY OF THE WORLD, Part 1George Sauer and Bud's Basement Wargamers
4S
48
49
HANNIBAL and SUCCESSORS pieces. . • • • • • INSERTASL Scenario G44 • • • • • • • • • • • • • • • • • • • • 33ASL Scenario G4S •••••••••••••••••••• 34Letters to the Editor •• • • • • • • • . • • • . • • • • • 43Opponents Wanted •• • • • • • • • • • • • • • • • • • 44Up Periscope • • • • • • • • • • • • • • • • • • • • • • • 58Coming Attractions. • • • • • • • • • • • • • • . • • • • S9Infiltrator's Report • • • • . • • • . • • • . • • . • • . • 61Whispers •••••••••••••••••••••••••• 62Firefight • • • • • • • • • • • • • • • • • • • • • • • • • • 62Convention Calendar••••••••••••••••••• 62
I'm a thinker, I'm a gamerI'm the wild man, I'm the tamer
I'm a sinner, I'm a saintAnd I will not be ashamed
I am strong, I am weakI bring nothing of which to speak
The sun is up, let's earn payThen I'll go and I'll play.
I'm a thinker, I'm a gamer ...
I am Marsian, you're VenusianKill each other for minutiae
Makeup time every day... Wouldn't want me another way.
-SKT
I'm a thinker, I'm a gamerI'm the wild man, I'm the tamer
I am proud, I'm ashamedI'm the kingmaker to be blamed.
Tell my friends, I'm a gonerGave up all, just to play
Rolled the dice and I lost her... Wouldn't have it another way.
Been to hell, Seen my dreamDon't you like me quite this way
I tell you this, I won't be meanWom I am but please do stay.
~IF))lircg~g~If))lPart 180
TLe TLinL:er
Toil for time, watch that minePut them off, wouldn't wauna be ya
Sell your shirt, this game's fmeGame night Tuesday, I will see ya.
I'm a thinker, I'm a gamerI'm the wild man, I'm the tamer
I am proud, I'm ashamedI'm the kingmaker to be blamed.
I'm your winner, I'm your loserSink my ship if you'd choose her
I'm a son, I'm a fatherGame with me if you'd bother.
5
A ~ain, with apologies to pop rockffulture...
Ijust can't seem to get away from musicradio stations on the long drive to work.Talk radio and books on tape just don'thold a candle to calculating the rate the sunrise shifts, or to contemplating the meaningof life . . . and my way of life. Be glad Iwasn't stuck in the traffic jam going in theother direction.
Sadly, the original song did not stay longon the pop charts, making it that much moredifficult for those of you not hearing what Ican't get outta my head:
ISSN 0888-1081Copyright 1998
The GENERAL is dedicated to the presentation of authoritativearticles on the strategy, tactics and variations of games of skill.Historical articles are included only insomuch as they provide useful background information on covered games. The GENERAL ispublished by The Avalon Hill Game Company solely for the cullural edification of the serious game aficionado, in the hopes ofimproving the game owner's proficiency of play and providingservices not otherwise available to the game buff. The Avalon HillGame Company is a division of Monarch-Avalon Industries, Inc.The shares of Monarch-Avalon, Inc. are publicly traded on theNASDAQ System under the symbol MAHI. For information aboutthe company, write Marshall Chadwell at the executive offices(4517 Harford Road, Baltimore, MD 21214).
Publication is bi-monthly with mailings made close to the beginning of January, March, May, July, September and November. Alleditorial and general mail should be sent to:
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6
H ere is a briefdiscourse on the complicated internecine wars of theDiadochi-Alexander's succes
sors-the subject of Avalon Hill's latestgame, SUCCESSORS. Although these historical tidbits may not improve your play ofthe game, they bring to life the many interesting Tyche (event) cards, generals androyal family members depicted in that elegant game. Enthusiasts of KINGMAKERand HANNIBAL will find the game playmuch to their liking, as generals, kingsand regal wives move about to battle fordominance ofAlexander's empire.
Alexander III (the Great) of Macedondied unexpectedly while still relativelyyoung, leaving his newly won empire in theprecarious position of lacking a clear successor. As he lay dying in June 323 BC, hissenior commander and chief of staff, Perdic-
cas, attended his bedside. What we know ofAlexander's last words is that which Perdiccas allowed to be known-whetherinvented or true. To whom did he leave hisempire? "To the strongest." This both reinforced the claim of Perdiccas, who commanded the largest Macedonian army at thetime, but also left open the possibility of anarmed challenge. Alexander's last recordedwords declared that all his foremost friendswould hold "a great funeral contest" overhim. These were prescient words, but theyunderstated the magnitude of the eventsmore than forty years of warfare among hisgenerals and the execution of the key bloodheirs of him and his father. In effect,Alexander's empire died with him, thoughrecognition of the successor kingdomswould not come for another 18 years (whichin itself did not stop the bloody warfare).
Although Alexander'sbattle-worn generals weregenerally ambitious, theywere loath to seize the
reigns of power without the veil of legitimacy afforded by the royal blood line.The weakness of that line allowedindeed required-the generals to manipulate the imperial organization to lend thesense of order that seemed appropriate oropportune. That these generals onlybriefly agreed about that organizationshows the predominant lack of an externalthreat to unify the empire behind a common leader. Although the revolt of theHellenic cities nearly provided just such athreat and became a constantly recurringissue throughout "the funeral contest," forthe most part, Macedonian satraps sawtheir Macedonian neighbors as threats andprizes rather than the external world.
The Macedonian monarchy ruled largelyby force over ambitious barons. SouthernGreek citizens were quick to disparageMacedonian barbarism. Nonetheless, thesebarons had acquired the veneer of Atticsophistication and had established a Greekfamily tree for their monarchy (derived,probably fictitiously, from the Argeads ofArgos). Even though Alexander's generalswere more interested in colonial conquestand the fringe benefits such power provided, the ruling royal family attempted tomaintain the eurocentric control of the
Mare Internum
The World of Alexander's Successorsat His Death in 323 B.C.
.......,.....,Caspian Gates
7
Into this mix of monarchicalsymbols, we must throwAlexander's half-sister, Thessalonice (daughter of Philip IIvia a union legally conveying
no succession rights). Marriage to herwould cement the bond between a generaland Philip's blood, even if without bestowing a formal succession claim. She came togovern her household so forcefully that shedivided her husband's realm among sonswho came to blows.
THE LEGACYAlexander's senior bodyguard of seven
generals formed the nucleus of the militaryorder surviving his death. These generalswere all conveniently on hand for Alexan-
For a more immediate succession, Alexander's half-brother,Arrhidaios, was a candidate.Born out of unwed union byAlexander the Great's father to
a Thessalian dancing girl, Arrhidaios was anadult blood successor. Had he not beenepileptic and retarded, he might have seizedeasily the reigns of power himself. Havingnever been entrusted with any military command or civil power by Alexander, he toowas nothing more than a pawn in Macedonian politics. He was favored by some to continue the dynasty and became known asPhilip ill.
Alexander's only son wasHeracles, a 3-year-old boy,born out of wedlock to Barsine, a Persian aristocrat.While a convenient symbol,
Heracles' claim to the throne was not seenas very significant.
bility to any general's claim to succeedAlexander as the ruler. Olympias and thetop rival generals went to enormous lengthsto prevent the wrong marriage for her. Inthe end, she died without a husband, if notwithout influence.
Alexander's formal Bactrianwife, Roxane, was sevenmonths pregnant whenAlexander died. Should thechild be a boy, he would be
.the clear choice, but awaiting his ascensionto the throne at the age of 18 would necessitate a long regency. The fact that the childwould be half-Bactrian was also a weakness from the point of view of appealing toMacedonia. Alexander's intermarriage policy may have served well to lessen thechance of revolt by the old Persian satraps,but it undermined legitimacy with his coreconstituency. Roxane and the child (a boyknown as Alexander IV) became the pawnsof usurping generals claiming the right tobe regent.
THE FAMILYAt the head of the family ofAlexander was the queenmother, Olympias (wife ofAlexander's deceased father,Philip II). While not eligible
to formally run the empire, she played ahuge role in internal politics and foughthard against the various family membersemanating from Philip's other unions.
Alexander's sister, Cleopatra,also could not rule (Macedonian society requiring a maleleader), but marriage to herwould lend enormous credi-
empire through a legitimate heir in Pella.Thus, while Alexander married his generalsto Persians and Medians and the like (andadopted the old Persian capitals as hisown), the ruling family required that Pellahouse a viceroy and representative of theabsent king, in effect answerable to theMacedonian barons. This system was amajor centrifugal force, pulling apartAlexander's empire soon after his death.Power and legitimacy remain disparate anddiffuse-having been held together only bythe iron will and charisma of Alexanderhimself. None of his successors, whethergenerals or royal family members, provedequal to the task.
Mare Internum
The Lamian War and thePerdiccan Regency, 323-320 B.C.
-~
~Battle 'Utml=$"G'Key City • Other City 0Besieged City YearsINDEPENDENT TERRITORV/SATRAPV
Coalitions: ':m;@flii Antigonid
8
der's death, inaugurating the successiondiscussion in Babylon immediately. However, other generals far from Alexander'soversight also had gained positions ofimportance which allowed them a basisfor their ambitions. Antipater had beenleft in Macedonia in charge of the European army in 334, while Alexander dismembered Persia and subsequently ruledfrom its capitals in Asia. As strategos ofEurope, Antipater was effectively theviceroy of the home provinces and hadconsiderable power over and support fromthe Macedonian ruling class, while controlling a sizable army of occupation thatwatched over the ever-turbulent Greekcity states. Antipater sent his son Cassander to Babylon as a proxy to discussthe succession issue.
Before his death, Alexander orderedhis senior infantry commander Craterus toreturn to Pella to act as "representative ofthe absent king," in effect dividing thepower Antipater then held. Upon hearingof Alexander's death, Craterus halted hismarch in Cilicia to await news of succession, knowing full well that his father-inlaw, Antipater, might not recognize hisauthority in Pella without Alexander'sword to back him up. From Cilicia he wasin a position to utilize naval resourcesshould he have the opportunity to continue his trip to Pella.
The Battles for (and events of) Alexander's Empire(Successor deaths are in bold, royal family deaths are underlined, battle sites are in Italics)
When Where Who WhylWhatJHow323BC Babylon Alexander dies of unknown sickness, without clear heir or suc-
cessor. In Babylon settlement, Perdiccas assumes roleof regent of the kingdom. Satrapies partitioned. Melea-ger murdered.
Bactria Peithon suppresses revolting colonists.323-2 Lamia Antipater besieged. Macedonian generals rally against the Hel-
lenic League.
322 Thessaly Leonnatus dies in cavalry action, attempting to relieve siege ofLamia.
Egypt Ptolemy eliminates Cleomenes, Alexander's Satrap of Egypt.Cappadocia Perdiccas invades, establishing Eumenes as Satrap.Amorgos Cleitus defeats Athenian fleet.Syria Ptolemy diverts funeral cortege to Egypt.
Aug. Crannon Craterus defeats Greek army.
321 Cyrenaica Ophellas conquers in name of Ptolemy.Epirus Olympias offers support to Aetolia for renewed war against
Antipater.Cyprus Ptolemy allies with kings of island.
Spr. Pisidia Perdiccas invades, driving Antigonus into alliance with Antipa-ter. Plans to marry Cleopatra, sister of Alexander.
320 Hellespont Craterus and Antipater cross into Asia to oppose Perdicas andEumenes.
Halicarnassus Antigonus returns to Asia Minor.May Egypt Peithon and other officers, murder Perdiccas while army
encamped across Nile from Ptolemy.May Cappadocia Eumenes defeats and kills Craterus and Neoptolemus (gover-
nor of Armenia).July Triparadeisos Antipater Confirmed as guardian of the kings. Satrapies con-
firmed.SyrialPal. Ptolemy annexes.
319 Phoenicia Ptolemy annexes.
Mare Internum
allle8w1thptolemy
Antipater's Legacy: A Divided Greece andthe Rise of Antigonus (320-314 B.C.)
MareHyrcanium
Antigonu5
ammma
9
Spr. CappadociaJun. Nora
PisidiaFall Macedonia
318 Greece
Sum. Ephesus318-5 East
317Sum. Byzantium
PiraeusFall Macedonia
Oct. Pella
316 SusaSpr. MacedoniaJuly Coprates R.Fall Paraetacene
315 Gabiene
MediaSpr. Pydna
Sept. BabylonPalestine
314 Syria
314-3 TyreJoppa/GazaAegean
313Cyprus
Oct. Caria
312 HellespontCoele-SyriaCyreneCilicia
Fall Gaza
East
311
310 PellaSpr. Babylonia
MacedoniaCyrene
309
orders murder of Cleopatrad
THE BABYLON SETILEMENT,323 Be
The cavalry commanders, led by Perdiccas, wanted to await the birth of Roxane'schild, and, if a boy, to proclaim him kingunder a regency. Nearchus, the fleet commander, suggested Heracles for the throne.The generals did not want to choose a bastard over legitimate offspring (especiallywhen proposed by a Cretan). Ptolemy proposed dispensing with regal authority andoperating a ruling council of king' s friends.Even more boldly, Perdiccas was proposedas the new king-which provoked theinfantry commanders to object vociferously. Meleager's proposal to elevateArrhidaios to the throne immediatelytouched off a brief crisis in the city, but inthe end Meleager backed down andaccepted Eumenes' compromise solution:Arrhidaios and Roxane's son would bejoint kings. Perdiccas became the regent ofthe kings.
Perdiccas lost no time in "purifying" thearmy of the ringleaders among the infantryand acting with all the authority of regentover the kingdom. He then convened acouncil in Babylon to officially confirm thekey commands. Antipater was reconfirmedas viceroy in Macedonia (a direct refutationof Craterus' Alexandrine commission).Craterus was given the honorary role ofguardian of the monarchy (though he wasnever given the chance to oversee the twokings, who were kept under Perdiccas'
Sitting astride Alexander's communications routes back to Macedonia, Antigonuswas satrap of Phrygia. Although seeminglyof little importance, this position gave himconsiderable autonomy and wealth withwhich to establish a position of independence upon Alexander's death. Antigonusrefused to recognize Perdiccas' authorityupon the death of Alexander. Few otherswere so foolish.
Chief staff officers, Ptolemy and Lysimachus, were happy to be given satrapiesfar from Perdiccan Babylon. Seleucus,commander of Alexander's training corpsof pages, bided his time in Babylon underPerdiccas until given a satrapy after Perdiccas' death. Eumenes, Alexander's chiefsecretary, accepted the role of satrap of anunconquered province.
When it looked like the infantry divisioncommanders would play second fiddle to thecavalry, Meleager spoke up in favor ofcrowning Philip m. Though he initially wasmet with compromise, he soon was murderedby Perdiccas' men in the aftermath of theBabylon settlement. Other infantry commanders, like Polyperchon and Cassander, keptquiet, returning to Europe to join Antipater'scampaign against the revolting Greeks.
makes peace with satrapal coalition.
executes Alexander IV and Roxane.campaigns against Se!eucus.invades, in name of Heracles.allies with Agothocles ofSYI·acllse.
truce with Cassander.re-occupies.restores order.ravages from base in Cyprus.and Seleucus defeat DemetriusAntigonlls).regains Babylon., Susiana, :Media.
declares freedom for Greek towns (hirrb()firlgCassander).campaigns.campaigns against Eumenes.
defeats Nicanor (Antigonid general).abandons. Truce with Seleucus.campaigns against Chandragupta.liberates Corinth and Sicyon.occupies, along with Lycian coast.secures, after death of Dphellas.
versus Cassander, over Greece.captures.loses Epirus, while campaigning against Ptolemy.Treaty.defeats fleet of Menelaeusconquers Cyprus.abortive invasion.
defeats Eumenes.besieged; released in summer 318.campaigns.dies of old age (>70), bequeathing position notCassander his son, but to general Polyperchon.
and Antigonus defeat Polyperchon's navy (killingCleitus) at Bosporus.fails to capture.invades, with blessing of Eurydicewife).murders Philip III,suicide.
pursues Eumenes.defeats Polyperchon.defeats Antigonusfights Eumenes to draw.
defeats Eumenes, whose Silver S.hields hand himover in exchange for their baggage. Eumenesexecuted.
. kiUed for plotting against Antigonus.besieges and captures; kills blympias.Thessalonice, daughter of Philip II.flees to Egypt when threatened by Antigonus.occupies.
receives envoys fromCassander. Rejects vro'Pos:als.begins siege andcaptures.operates against Antigonus with·command of thesea.joins Cassander.crushes revolt.sends troops; fleet to Lernnos.
DemetriusDemetriusCassanderRomeDemetrius
Antigonus
SeleucusAntigonusSeleucusPtolemyPtolemyPtolemy
Antigonus
CassanderAntigonusPolyperchonOphellas
Cassander
Antigonus
Seleucus
AntigonusAntigonusPtolemyPtolemyPtolemy
Olympias
PolyperchonCassander
Nicanor
PeithonCassander
AntigonusCassanderEumenesAntigonus
Antigonus
PolyperchonPtolemyCassander
SeleucusAntigonus
AntigonusAntigonus
AntigonusAntigonusSeleucus
Antigonus
AntigonusEumenesAntigonusAntipater
Polyperchon
EastIranIndiaGreecePampyliaCyrene
Egypt
"4-yr war"AthensPeloponneseRhodesSalamis
Sardis
308-3
308
307
306
10
watchful eyes). Satrapies were given toPtolemy (Egypt), Lysimachus (Thrace),Leonnatus (Hellespontine Phrygia),Antigonus (Pamphylia, Lycia and GreaterPhrygia) and Eumenes. (Cappadocia andPaphlagonia, still held by local monarchAriarthes).
The closing of the council meeting witnessed a mass exodus of these commanders, as they grabbed what they couldfrom Babylon and went to their assignments to dig in themselves. Perdiccas,though in charge of the kings and the remnants of the imperial army, was in shakycontrol of things. Peithon, an easternsatrap, nearly joined the Bactrian rebellion he was sent to suppress, but reconsidered upon finding his Macedonian troopsloyal to the throne. He was later rewardedwith the satrapy of Media.
THE LAMIAN WAR, 323-322 BeRhodes now took the opportunity to
expel its Macedonian garrison. The biggestchallenge, however, was in Greece, where aHellenic alliance led by Athens revolted,providing just the sort of threat necessary tounify a number of the generals behind acommon cause. Demosthenes led the revoltfrom Athens, but Leosthenes took charge ofmilitary operations. Lysimachus was busy
305
304
303
302
301
300
299
298
297
.296
Rhodes
Greece
Greece
India
Greece
MacedoniaAsia MinorBithyniaJerusalem
JudaeaIpsus
Ephesus
Ionian coastN.Syria
S.Anatolia
Macedonia
Samaria
Demetrius
Demetrius
Demetrius
Seleucus
DemetriusAntigonusDemetriusCassanderLysimachjlsPtolemy·
PtolemyAntigonus
Demetrius
DemetriusSeleucus
Seleucus .
Demetriu&
Cassander
Demetrius
besieges with helepolis (abandoned 304).
counters Cassander's successes.
continues successes against garrisons of Cassanderand Ptolemy.cedes Gandhara, eastern Arachosia, Gedrosia inexchange for 500 war elephants.
resuscitates League of Corinth.rejects Cassander's suit for peace.marches north.invades, abandoning Greece. Lands at Teos.forms alliances with Pergamon and I:Ieracleia.attacks. .
regains; occupies Coele-Syria.killed, as he and Demetrius are defeated by Cassander, Lysimachus, Seleucus (and his elephants).Victors partition Antigonid kingdom: Cassander gets afree hand in Europe except for Thrace; Lysimachusgets most of Asia Minor; Ptolemy keeps holdings inPamphyliaILycia and Phoenicia; Seleucus gets CoeleSyriacontinues flight to Corinth.
wars on Lysimachus.acquires.
allies with Demetrius against Lysimachus andPtolemy.and Se1eucus occupy Ptolemy's holdings.
dies from consumption, along with eldest son. Thessalonice divides realm among two youngest sons, oneof whom appeals to Pyrrhus and Demetrius for aid.captures.
PontusEuxinus
Antigonus' Bid for Supremacy,314-301 B.C.
ntf-Antigonid
............Caspian Gates
296-5 Athens
295 CiliciaIonian coastCyprusAthens
294 ~acedonia
293 T~~ssaly
292 AegeanThebes
291 ThebesThraceAetolia
290 :Phocis289 Epirus
288 ~acedonia
287 Athens
Fall Asia ~inor
286 Tyre, SidonSpr. Sardis
Cilicia
285 ThessalySpr.
284 Paeonia283
Demetrius
SeleucusLysimachusPtolemyDemetrius
Demetrius
Demetrius
PtolemyDemetrius
DemetriusDemetriusPyrrhus
AetoliansDemetrius
Lysimachus
" Demetrius
Demetrius
PtolemyDemetriusDemetriusDemetrius
LysirnachusSeleucus
LysirnachusDemetrius
besieges.
consolidates controLseizes from Demetrius.recovers, then sends fleet to Athens.starves into submission.
proclaimed king.
reconquers.
establishes protectorate over League of Islanders.reduces city after Aetolia and Boeotia rise in revolt.
puts down second revolt.invades.joins in fight against Demetrius.
seize, banning Demetrius from Games at Delphi.invades. Pyrrhus,yntreats and then abbrogates.
and Pyrrhus invade and partition.
flees into Peloponnese following revolt, returns tobesiege. Treaty frees Athens.crosses into Asia
captures from Demetrius.captures.campaigns.son Antigonus Gonatas assumes title of king.
seizes.captures Demetrius in Cilicia.
conquers.dies in captivity.
11
with Thracian border problems. However,Antipater, Leonnatus and Craterus (alongwith the fleet under Cleitus) respondedquickly to the Greek uprising. Antipaterfound himself besieged in Lamia (hencethe name of the war). Leonnatus crossedthe Hellespont and marched into Thessaly,where he died in a cavalry action. Cleitussmashed the Athenian fleet off the island ofAmorgos, allowing Craterus to cross theAegean Sea safely. Craterus defeated'Leosthenes at Crannon. Demosthenes committed suicide and the Athenians sued for
: peace. with Antipater.- Perdiccas moved to subdue Cappadocia
(gaining the loyalty of Eumenes). Politicalmarriages were foremost on the minds of thegenerals attempting to secure legitimacy.Perdiccas moved towards Sardis, intendingto marry Alexander's sister, Cleopatra(Tyche #53 and #36). Antigonus saw thewriting on the wall and fled to Europe.Perdiccas' plan, however, cemented thegrowing anti-Perdiccan alliance of satraps.Antipater, strongly objecting to the proposedmaniage, sent Craterus across the Hellespont(slipping past Eumenes), while Antigonuslanded at Halicamassus.
Meanwhile, Ptolemy had diverted thefuneral cortege with Alexander's body toMemphis (Tyche #10) and began increas-
:'
The Final Imperial Ambitions and theDivision of the Spoils, 301-281 B.C.
MareHyrcanium
......,....,Caspian Gates
12
ANTIGONID BID FORSUPREMACY, 314-301 BC
With the resolution of the major conflicts in the east and in the Balkans at thesame time, surviving successors Cassander, Lysimachus, Ptolemy and Seleucus joined forces in 314 to suggest a division of the spoils with Antigonus. Envoysdelivered their ultimatum to Antigonus inSyria: Seleucus was to be restored inBabylonia, Syria was to be surrendered toPtolemy, while Hellespontine Phrygiawould go to Lysimachus, and the raidedtreasuries would be shared. Antigonusflatly rejected the terms, inaugurating a13-year war that was marked by only abrief truce in 311.
Antigonus confidently pressed southinto Phoenicia, but without control of thesea, he had to let Seleucus sail past him.Antigonus then set about to rectify thenaval situation by establishing shipyardsand buying from Rhodes. To this end also,he besieged Tyre (314-313). In 312 hisdrive south was halted when his sonDemetrius was defeated by Ptolemy andSeleucus at Gaza. The battle enabledSeleucus to move east to re-assert hisclaim over Babylonia, fighting a series ofbattles with Antigonid general Nicanor.
In 310, Cassander, having beaten offIllyrian migrations (Tyche #51) and confident in his position, executed AlexanderIV and Roxane (Tyche #35). This servedto spur Polyperchon to gain Heracles'blessing to invade Macedonia. Cassandercut a deal with Polyperchon, putting himin charge of the Peloponnese (Tyche #25).Polyperchon reciprocated by executingHeracles. In 308, Antigonus executed,th.estill-unwed Cleopatra, the last significantmember of the royal family of Philip andAlexander. Within three years, the fiveremaining successors (Antigonus, Cassander, Lysimachus, Seleucus, Ptolemy)had declared themselves "kings" of theirrespective pieces of Alexander's empire.
from threats from Europe and he returnedto the pursuit of Eumenes (who had quicklybroken the alliance in favor of Olympiasand Polyperchon).
After a few setbacks in Susiana (Tyche#5), Antigonus finally defeated Eumenes in315 at Gabiene (where the Silver Shieldsbetrayed their commander-Tyche #40).Antigonus then turned on and removednearby satraps, Peithon and Seleucus. He also
i raided the royal treasuries in Ecbatana, Persepolis and Susa, establishing himself as theman with the biggest warchest from which topay his armies (Tyche #9). Seleucus fled toEgypt and warned that Antigonus was purging Alexander's officers (Tyche #31).
The natural death of Antipater in 319left Macedonia a hotbed of intrigue, erupting quickly into war between his son Cassander and his general Polyperchon. Philipill declared in favor of Cassander (Tyche#27). The dowager Queen Olympias, whohad already jumped into the fray by offering support to the Aetolians (Tyche #15),managed to secure Pella and kill a goodmany of Cassander's supporters, includingPhilip ill and Eurydice. This appalled manya Macedonian baron and was the undoingof Olympias, who was captured and killedat the siege of Pydna (Tyche #52). Cassander then married Thessalonice in 315 tocement his authority (Tyche #54).
Meanwhile, Antigonus exploited the situation to expand his authority. He conducted his campaigns against Eumenes asmuch to reconquer Alexander's Asianempire as to fulfill his mandate to catchEumenes. In fact, he let Eumenes out ofbesieged Nora in 318 to ally with himagainst Antipater's successor, Polyperchon.With the naval victory at Byzantium,Antigonus' Asian position seemed secure
ally.invades Lysirnachus' kingdom.
dies of old age, leaving Ptolemaic kingdom to Ptolemy II.Ptolemy
SeleucusSeleucus
SeleucusSeleucus
PergamonAsia Minor
CorupedionHellespont
Athens
Know Your Generals Names for the Minor GeneralsWhile initiative is relatively obvious, the effect of the For those garners wanting to add a touch of histor-combat rating is less so. Here are the implications of ical personality, you can give names to your minorminimum die rolls, including the elevated risk of generals (including those leading the Greek Armyleader loss. and the Silver Shields). Here is one such list,
Rank Initiative: Combat:aligned by the four major factions operating in the
Ave. Interception Ave. Ldr. Lossearly years of the wars of the Diadochi.
*s General MPs Percentage Roll Percentage3 Perdiccas 3.2 50 8.0 7.4 Red Blue Yellow Purple3 Antipater 2.8 33 8.0 7.4 Asp Starhurst Lion Horse3 Craterus 2.8 33 9.0 7.4 (Ptolemaic! (Antipaterian) (Antigonid) (Perdiccan!
2 Ptolemy 2.8 50 8.0 7.4 Ophelias Cleitus Nicanor Aristonous2 Lysimachus 3.2 50 9.0 7.4 Menelaeus Neoptolemus Nearchus Eudamus2 Peithon 3.2 50 8.0 7.4 Tlepolemus Amphimachus Andronicus Teutamus2 Leonnatus 3.5 67 8.0 7.4 Pyrrhus Cephalon Boitos Stasander2 Seleucus 3.5 67 8.0 7.4
Antigonus 3.5 67 9.0 7.4Eumenes 3.2 50 9.0 7.4 Greek Army Silver ShieldsDemetrius 3.5 67 7.3 3.7 Leosthenes Antigenes
0 Cassander 3.5 67 7.3 3.70 MinorGen. 2.8 33 7.3 3.7 (The above names are sized for cutting and past-
ing to your counters.)Independents 3.0 0 7.3 n.a.
captured by Antigonus Gonatas, who then is defeated byCassander's heir, Ptolemy Keraunos.defeats and kills Lysimachus.murdered, as he lands in Europe attempting to claimMacedollia, by Ptolemy Keraunos. Antiochus I succeedsas king of Seleucid kingdom.
Thus comes to an end the era of Alexander's generals.
Feb.Sept.
282
281
ing his domain at the expense of Cyrenaicaand Palestine. Leaving Eumenes to fightoff Craterus in Asia Minor, Perdiccasmoved through Phoenicia south towardsEgypt, where he hoped to eliminatePtolemy from the coalition. Here, as thetwo armies were encamped on each side ofthe Nile River, Perdiccas' commanders(led by Peithon, Seleucus and Antigenes)conspired to murder him (Tyche #43). Afew days later, Perdiccas' deputy,Eumenes, defeated and killed Craterus andNeoptolemus (rebellious governor ofArmenia) in Cappadocia.
TRIPARADEISOS, 320 BeThe anti-Perdiccan coalition then met at
Triparadeisos in Syria to confirm the powerstructure. Antipater became the newguardian of the kings. Eumenes wasbranded an outlaw and Antigonus wasmade commander-in-chief of the Asianarmy and charged with running him down.Seleucus was rewarded with the satrapy ofBabylonia. All other satrapies from theBabylon settlement were reconfIrmed.
By LTC John B. Firer (USA, Ret.)'J;
Alexander's LieutenantsHistorical Initial Deals for SUCCESSORS
This did not stop the fighting, however, as Antigonus refused to accept theindependence of the other kingdoms.After much Ptolemaic subterfuge andfighting throughout the Mediterraneanand Aegean islands and Greece, theAntigonid fleet defeated Ptolemy's fleetat Salamis. With a secure Cyprus,Antigonus and Demetrius planned theinvasion of Egypt. A storm at sea (Tyche#50) left Ptolemy secure, but Demetriuscarried the war to Cassander in Greece.Along the way, Rhodes refused completecooperation and was subjected to siege(Tyche #29). Even without Rhodian compliance, Demetrius was able to besiegeand take Athens, despite Ptolemy's supply efforts (Tyche #32).
Finally, coordinating their efforts, Cassander and Lysimachus decided to abandon Macedonia in favor of an invasion ofAsia Minor-looking to Seleucus to bringhis newly-bought war elephants (Tyche#8) to close the vise on Antigonus.Ptolemy launched a diversionary campaign into Syria. Antigonus, hoping toconclude a decisive battle, calledDemetrius back to Celaenae to join him.At Ipsus in 301, a decisive battle wasindeed fought, but one that defeatedAntigonid forces, killed Antigonus andforced Demetrius to flee to Ephesus andthen to Corinth.
SUCCESSORS is a multi-player systemgeared towards four players, whichallows the factionalism and shifting
strategic situation of the era to be fully simulated. However, as one plays the two- andthree-player versions, this experience issomewhat diluted and loses its authentic flavor. In addition, the play balance of the gamecan be drastically affected by the vagaries ofthe initial distribution of generals. Therefore,in order to provide a more accurate simulation, I offer the following historical setupswith analysis of the strategic and tacticalpositions of each faction.
mSTORICAL FACTIONSThree major factions arose following the
death of Alexander the Great in 323 BC. Onefaction, led by Perdiccas, was interested inmaintaining the empire intact. Whether thisposition was taken for purely altruistic motivesin protecting the rights of Alexander's unbornson, or was taken for purely ambitious reasons,is unclear. There were probably elements of
DIVISION OF THE SPOILSLysimachus took over Asia Minor
from the Hellespont to the Taurus Mountains, though some coastal citiesremained in the hands of Demetrius andPtolemy (particularly in Lycia and Pamphylia). Ptolemy claimed Syria andPhoenicia, but Seleucus objected andreceived Syria, including Coele-Syria.Tyre and Sidon remained in the hands ofDemetrius.
Cassander was granted a free handagainst Demetrius in Europe. However,the pursuit came to an end when Cassander and his eldest son died of consumption (297). His wife Thessalonicedivided the realm between the twoyoungest sons, sparking a civil war. Thisgave Demetrius and Pyrrhus of Epirus anentry into Macedonian politics. By 294,Demetrius was proclaimed king of Macedonia. Pyrrhus backed the Aetolians (291)against him and soon gained Lysimachus'assistance (288) with an invasion whichdrove Demetrius into flight to Athens andthen Asia Minor (287). Seleucus capturedDemetrius in Cilicia in 285.
Meanwhile, Demetrius' son, AntigonusGonatas, was proclaimed king of Macedonia in 286 and continued war against Cassander's heir, Ptolemy Keraunos (losing atAthens in 281).
both co-existing in the faction. Initially, theimperialists theoretically included all ofAlexander's generals, but the staunchest supporter of this faction. was Eumenes. Peithonalso remained loyal to Perdiccas up to a point,but the other generals had their own agendasand quickly began to gravitate towards a moredynastic approach towards the problem of succession. The imperial faction, while powerful,was short-lived, essentially dying with Perdiccas (although Eumenes remained a thorn in theside of the dynasts for many years).
The initial practitioners of the movetowards establishing a personal dynastyencompassing all or part of the empire wereAntigonus and Ptolemy. Ptolemy quickly consolidated his position in Egypt and was reasonably content to maintain himself there with anobvious interest in procuring border marchesand strategic resources as exemplified by theacquisition of Palestine and Cyprus, respectively. Antigonus refused to cooperate withPerdiccas and fled to the protection of Antipater when confronted by Perdiccas. Ptolemy
13
With the demise of Demetrius and Cassander, Lysimachus' long-hidden ambitions to rule Alexander's empire finallycame to the forefront. Seleucus opposedhim, winning at Corupedion in 28 I.
Ptolemy having died of old age in 283,Seleucus was thus the last living Alexandrine successor general. His ambitions tounify the empire also floundered, whenKeraunos murdered him the moment he setfoot in Europe. Keraunos then used hispopularity among Lysimachus' officers togain the Macedonian throne.
With Ptolemy Keraunos running Macedonia, Antiochus I ruling Seleucid Asiaand Ptolemy II ruling Egypt, the tripartitedivision of Alexander's empire wascemented. From then onward, these kingdoms would find their enemies assaultingthem from the outside (the migration ofGauls, the ambitions of Pyrrhus of Epirus,the assertive independence of Pergamonand Bithynia, and the rise of Rome).Antigonus Gonatas recovered the kingdom of Macedonia in the aftermath of theanarchy caused by fighting with theGauls. However, though these three kingdoms would find cause for fighting, theera of Alexandrine ambitions of worldconquest was finished.
*founded a dynasty which survived until theAge of Augustus, while Antigonus eventuallyattempted to expand his patrimony to includethe whole empire but was defeated and killedby the others at Ipsus in 301 BC.
The third faction was a much more amorphous group and thus difficult to define (call itthe regency faction). Its leader, Antipater,while loyal to Alexander's house, was accustomed to acting as regent for the absent king inMacedonia. He was resentful of any interference in his exercise of power. Craterus alwaysthought that he, rather than Perdiccas, shouldbe regent in Asia. Like Antigonus, he joinedAntipater in Macedonia but probably less as adynast and more as a disgruntled imperialist.Both leaders died relatively early in game termsand thus it is uncertain whether they wouldhave eventually become full-fledged dynasts.
Leonnatus died during the first game tum,so it was too early to tell which faction hewould have eventually joined, although mostsources would put him in the dynastic camp.Lysimachus was probably more inclinedtowards the imperial cause, and up to the deathof Perdiccas and the subsequent rise ofAntigonus, was content to secure Thrace forthe empire. After this point, he joined thedynastic band wagon.
Seleucus initially served Perdiccas butbecame disillusioned and was involved in his
~~~~~ (Continued onp.16)
14
The Indus Valley civilization is poised tobuild a monument if they choose to forsakebuttressing the Persian Plateau and theHindu Kush against an Aryan onslaughtThe Ruins at Mohenjo-daro, located at theedge of the so-called Lost River, are all thatremain of the mudbrick, grid-platform citythat was home to some 40,000 inhabitants.The city's sophistication rivaled itsMediterranean contemporaries in scope.The depiction represents the famed citadel,erected ca. 2500 BC and located beneaththe Hill of the Dead (a Buddhist stupaerected much later). If it is unavailable,then the generic Neolithic Statue could beused instead to represent the Priest-kingBust found in the lower city.
embedded into a gate found in the Peloponnesos. The Minoan empire represented inthe game is a composite of the Minoan civilization of Crete and the Mycenaean civilization located on Morea.
IIIshtar Gate _~
Situated in the center of the known world(during epoch I, anyway), Babylonia has ahost of options. The Ishtar Gate is the monument of choice, though technically a Neo-
Ziggurat of Ur
Assuming that· theplayer deployingSumeria opts for the"Fertile Crescent"
approach (Zagros-Western Anatolia-the Levant), the Ziggurat of Uris the monument of choice. Sumeriain the game is a composite of various city-states (i.e. Sumer, Akkadand Elam). The Ziggurat, whichwas dedicated to King Ur-Nammuca. 2100 BC, was the prominent feature in the mudbrick capital of Ur. Itwas built to provide a stairway fortheir gods to descend to the earth.Su~h architecture became a staple ofMesopotamian urban skylines.
EPOCH I ';I
IJreat11lihfnx
Although given an array of monumentchoices, the Egyptian empire realisticallycan only acquire a single monument. TheGreat Sphinx, in the interest of facilitatingfuture monument construction, is the preferred monument for Egypt. It is believedto have been erected around 2500 BC bythe pharaoh Khafra, but is shrouded in mystery. Khafre's Pyramid of Giza, called the"largest single building ever constructed,"was built ca. 2575-2130 BC. The pyramidon the counter more accurately resemblesthe Stepped Pyramid at Saqqara (built ca.2650 Be), albeit with more steps.
The Minoans can conceivably construct amonument with play of cards that yieldadditional builds. The Palace of Knossus,the magnificent two hectare palace built.between 2000 and 1400 BC, is the monument of choice. It is believed to have beenthe legendary residence of King Minos.·The depiction represents the main palacebuilding. The Sphinx could represent oneof the Lions of Mycenae-this is a bit of astretch, as that piece of architecture was
Anyon~ who has ever played HISTORY OF THE WORLD hasdoubtless wrestled with the conun
drum surrounding the construction of amonument. Some players never giveselection a second thought and grab thefirst available edifice. Others pick throughthe available mix seeking' an appropriateone. Some separate the "destroyed" monuments from the rest, so as'to avoid thepotential "catastrophe" of a duplication.
Some empires have it easy. Who hasn'tbuilt the Roman Colosseum or supervisedthe Eiffel Tower going up? Everyoneknows where and when these structurescame into being. But what of the moreobscure empires? Or what of the empiresthat are not renowned for their architectural prowess, yet manage to conquer therequisite mining spots? Fret not. An architectural tour for the true world historyaficionado follows.
The empires that are capable of building monuments are the only ones discussed in this work. This effectively eliminates five of the seven minor empires.This guide lists the first monument ofchoice, if one exists, for each suchempire. Often this is the true depictionshown on the monument counter. Below,all specific historical monuments are italicized, while apocryphal/generic monuments are capitalized.
There is an inevitable element ofunavoidable inaccuracy over the locationof some of the monuments. The Pont duGard will never be built in Nimes,because the Romans have a host of citieselsewhere that require priority in placement. The Head appears to be of an EasterIsland profile, an area not in the scope ofthe game. Where necessary, I have tried tomarry the crossroads of history and geography with that of the gameboard andgame scale. In the process, certainthemes, particularly the Eastern fascination with gates and the prevalence ofGreek architecture, are patently obvious.
My areas of specialization shouldbecome apparent through a casual reading. My research fruits and frustrationsare now yolirs. Use the guide to give credehc'e to your constructions. "Look uponmy works, ye mighty, and despair."
Forl'tt, FMHctioH, Til'tte & Space
A aMide to'tlte IHOItMlHelttA of
HI5TORV OF THE WORLDBy Scott M. Smith
15
All TIIiH8A GreekThe Greek contribution to Western
architecture was monumental and widelyimitated. Renowned for its almost sculpture like qualities, Greek architecture isalmost as recognizable to the averageWesterner today as it was over two millennia ago. Some sources have even gone sofar as to break down the influences that, intum, influenced the Greeks. Suffice to saythat heated debate amongst many expertscontinues today about everyone fromCentral Mricans to the Dorians to theMesopotamians.
The Greeks were true to theirMediterranean heritage and improvedupon that which was available. The Greekarchitectural legacy is incredibly important-and the generous amount of"Greek" monuments included in the gamenicely supports this view.
Greek monuments should be availablefor the Phoenicians, the Scythians, theCarthaginians, Persia, the Celts and theMacedonians. The Parthenon should bean exclusively Greek construction, or atleast reserved for the Macedonians. It is,after all, the most widely visited -and rec.'ognized piece of Greek architecture. TheTreasury ojthe Siphians at Delphi is ideallysuited for those who take up the slackshould the Greeks fail to deliver. Thekouros on the columns of the piece areremarkably detailed-kudos to theAvalon Hill art department. The variousother columnar specimens could easilydepict the ruins that are scatteredthroughout the Mediterr,mean fromNorth Africa to Anatolia. A semblance ofmany of these structures survive todaywithout their wood ceilings and vibrantcolors. Even the Lighthouse can be usedto depict the Lighthouse of Alexandria,which was built ca. 285 BC. Should few ofthese empires exist, then the Romans andeven the Sassanids can build Greek architecture without spoiling the flavor ofdoing things "correctly."
Players should not feel that theirempires are robbing the Macedonians oftheir heritage should they build':'Greekinfluenced structures, as there are eIi()Ughto go around. The purist can always level amonument or two with natural disasters,should the need for "correctness" persist.
Some scholars have suggested that theoriginal monuments were initially constructed of wood., ,As profi<:iency de~eroped, the structures were replaced withmore durable materials (and even builtelsewhere-many buildings of Athen'sAcropolis were first built on Myceneansites). In this instance, the foreign imitator can always maintain that the originalGreek structures (fashioned of wood) didnot survive, but the durable imitation did!
-~-+--+--+--+- (continued pg. 28)
It
~.:N8graUlat8_..
EPOCH II . Ellil
Chogha Zambil
The Hittite empire is capable of erecting amonument if the timing is favorable. TheGate at Hattushash, erected ca. 1300 BCin the Hittite capital, is the monument ofchoice. This elaborate temple complex(complete with advanced drainage systems) was dedicated to one of the Hittitestorm gods, Buyuk Mabed (their pantheonconsisted of over a hundred deities).Purists will demand use of the Ziggurat orPyramid. The former could represent the13th century BC Ziggurat Chogha Zambil,while the latter could depict the Hittiteholy site at Yazilikaya.
The great empire of Assyria is almost destined for a monument. The Ishtar Gate isthe preferred choice (see Babyloniaabove). Alternatively, this monumentcould represent the Negral Gate at Nineveh. This city was adopted as the Assyrian capital around 700 BC by Sennacherib.Another contender is the Eastern Sphinxa generic statue that depicts a myriad ofpieces of Assyrian art. The Colossal LionofAshur-Nasir-Pal in the Temple ofNinibat Calah (also known as Nimrud) is atypical example. Various human-headedwinged bulls or lions were popular fare forAssyrian kings (notably Sargon and Shalmanesar II) during the 8th and 9th centuries BC. A Miscellaneous Architecture,Ziggurat or Tower will suffice to depictthe glory of Assyria. These monumentscould be attributed to Assyrian adoption ofBabylonian architecture-the temples ofEnlil and Inanna, two of 34 erected ca.2500 BC, were rechristened as the templesof Ashur and Ishtar. The commingling ofMesopotamian pantheons and cultures canresult in some confusion at times.
The Chou (pronounced "Jo" and alternatively spelled Zhou in the New Form) arebest represented by the Stone Gate-symbolic of completion of the Great Wall ofChina under the Emperor Ch'i Shih HuangTi. The Wall is reportedly the only man-
It
Optimal placement for the Shang (pronounced "Shong") dynasty runs counter tomonument construction. The Shang-Yin(Shang and Yin in this context can be usedinterchangeably) were historically restrictedto the floodplains of the Yellow River andwere renowned for their agricultural innovations and intricate bronze vessels. Card playcould permit expansion and allow a monument. The Pyramid could be used to depictthe ruins of the elaborate capital city,palace or the Xibeigang Graves at Anyang.That complex, at its height ca. 1700 BC,encompassed approximately ten squaremiles. The generic Neolithic Statue isanother possibility, despite its obvious lackof Sinized features. If tastes dictate, thenthe Konqi Sacred Circle at Sinkiang can bebuilt, though more representative ofancient central Asian cultures (the site predates the first millennium BC). Cardinalstones, goddess miniatures and wheat symbols suggest a particularly advanced beliefsystem.
Babylonian construction (post-datingAssyrian hegemony). The gate waserected during the reign of Nebuchadnezzar II (ca. 605-562 BC). Such a choice isacceptable as it nicely simulates the ebband flow of military campaigns in theMiddle East during this period. The Pyramid or Ziggurat can be chosen if necessaryto represent the Hanging Gardens ofBabylon or the Ziggurat of Etemenaki(both built during the rule of Nebuchadnezzar II). The latter is believed to be thelegendary Tower of Babel.
Although it is more a linguistic term thanan actual cultural denotation, the Aryansrepresent semi-nomadic peoples having nocapital. Their development was achievedafter reaching India and their fostering ofthe Vedic City States. The genericNeolithic Statue, Stone Ruins or Apocryphal Gate can be used to represent theflourishing of Aryan culture before theadvent of pure Vedic culture. The preferredbuilding sites would be the ancient Aryanholy city at the confluence of the Jamunaand Ganges rivers in central Uttar Pradesh(Ganges Valley) and Mehrgahr in Baluchistan (Persian Salt Desert), site of geometrically arranged microliths.
16
-+--+--+--+--+- (from pg. 13)
death in Egypt (as was Peithon). He was forcedto flee his satrapy of Babylon and take refugewith Ptolemy during Antigonus' Eastern campaign against Eumenes following the death ofPerdiccas. Eventually returning to his satrapy,he became a key member of the anti-Antigonidcoalition of Cassander, Lysimachus andPtolemy. Seleucus went on to found the mostpowerful of the three major dynasties.
Cassander was a true dynast and broke fromhis father's policy of acting as a regent only(although a high-handed one) for the royalhouse of Macedon. In fact, he was passed overby his father on his death bed in favor ofPolyperchon. Cassander initially soughtAntigonus' help in regaining Macedonia butlater broke from him, becoming the founder ofthe final coalition which brought Antigonusdown, although his own downfall was not farbehind.
THREE-PLAYER SETUPAmend rule 28 as follows: Each player is
randomly assigned one of the following threefactions. Imperial Faction: Perdiccas, Peithonand Eumenes (in Cappadocia or per 6.4).Dynastic Faction: Antigonus and Ptolemy.Regency Faction: Antipater and Craterus.Insert Leonnatus, Lysimachus and Seleucusinto the Tyche deck.
Scenario AnalysisTwo main areas determine the relative
strategic position of any faction at the beginning of a scenario: victory points level andlegitimacy points level. Victory points determine order of play, usurper status, and reinforcement rates. Legitimacy points determinecontrol of royal army units in battle and reinforcement rate and quality. Together, they aregenerally a good indicator of the relative powerof a particular faction. The strategic position ofthe factions can be summarized as follows:
Imperial Faction:• Compact territorial base• Access to uncontested provinces• Channeled movement to the West through
poor terrain in Syria/Mesopotamia and anindependent Armenia/Cappadocia
• Poor access to a fleet• Poor access to legitimacy• Excellent reinforcement potential
Dynastic Faction:Divided territorial baseExcellent access to legitimacyVulnerability of Phrygia to invasionExcellent access to fleetsExcellent defensive position in EgyptExcellent access to additional territoriesGood reinforcement potential
Regency Faction:• Divided territorial base• Good access to legitimacy• Vulnerability of Cilicia to invasion• Good access to fleets• Good defensive position in Macedonia
• Excellent reinforcement potential• Poor access to additional territories• Move order choice
Strategic position alone will not ensure victory for a particular faction. Eventually disputes over sources of victory points, such asterritory, legitimacy and reinforcement potential must be settled on the battlefield. Thus tactical considerations, such as legitimacy, prestige, force composition and leadership, canreverse a poor strategic position and converselycan cause the erosion of an otherwise strongstrategic position.
Personal prestige points can help to offseta disadvantage in a faction's legitimacy.Force composition determines the basicstrength of an army relative to its opponentand is probably the most clear-cut indicator ofrelative combat power. Leadership ultimatelydetermines movement rate and success incombat. The tactical position of the factionscan be summarized as follows:
Imperial Faction:• Poor prestige, except defensively• Large force size• Fair force composition• Fair mobility• Fair combat effectiveness
Dynastic Faction:• Good prestige• Good force size• Good force composition• Fair mobility• Good combat effectiveness
Regency Faction:• Good prestige• Good force size• Fair force composition• Poor mobility• Good combat effectiveness
This scenario slightly favors the imperialfaction, provided that it can retain its early leadin legitimacy points. However, if it loses thatlead, there is a strong possibility that the dynastic faction will become the dominant faction.The dynasts have good strategic position, aforce which is largely immune to the vagariesof legitimacy level, and equal to or better leadership effectiveness than any other faction. Theregency faction will have to play very carefullyduring the first two turns to avoid being marginalized for the balance of the game. However, with careful diplomacy and a well-conceived strategy for legitimacy acquisition, theregency has the potential to serve as the spoilerand quite possibly the dark horse winner of thescenario.
TWO-PLAYER SETUPAmend rule 28 as follows: Each player is
randomly assigned one of the following twofactions. Imperial Faction: Perdiccas, Peithonand Eumenes (in Cappadocia or per 6.4).Dynastic Faction: Antipater, Antigonus andPtolemy. Insert Craterus, Leonnatus, Lysimachus and Seleucus into the Tyche deck.
Scenario AnalysisThe regents have been combined with the
dynasts, with Craterus withdrawn from the initial placement and allowed to enter the gamewith either faction. This represents the fact thatCraterus could possibly have been won over bythe imperialists, if Perdiccas had been moresensitive to Craterus' pride and willing to sharecertain of his prerogatives as regent in Asia.
The strategic position of the factions can besummarized as follows:
Imperial Faction:Compact territorial baseAccess to uncontested provincesChanneled movement to the WestFair access to a fleetGood access to legitimacyExcellent reinforcement potentialMove order choice
Dynastic Faction:• Divided territorial base• Excellent access to legitimacy• Excellent access to fleets• Excellent defensive positions• Excellent access to additional territories• Excellent reinforcement potential
The tactical position of the factions can besummarized as follows:
Imperial Faction:• Poor prestige, except defensively• Good force size• Fair force composition• Relatively good mobility• No fleets• Good combat effectiveness
Dynastic Faction:• Good personal prestige• Excellent force size• Excellent force composition• Naval superiority• Poor mobility• Good combat effectiveness
This scenario appears to favor the dynastsuntil one looks closely at the position of theimperial faction. By retaining the ability tomove first and maximizing its interior position, the imperialists can steal a march on thedynasts to seize Heracles in Damascus, divideEgypt from the body of the dynastic faction,and grab the fleet in Phoenicia. By also securing the Eastern provinces through the judicious placement of garrisons, the imperialistscan close the gap in victory points and thusimprove their reinforcement posture. Using itslead in legitimacy points, Perdiccas can thentake the war to Antipater knowing that royalarmy units will side with Perdiccas. Eumenesor Peithon can threaten Egypt to keep thedynastic faction divided while securing additional territory in Armenia and Cappadocia.With four general cards in the deck, theopportune play of any of these cards canreverse the strategic situation almost instantaneously, as can random Tyche card play. Thedynasts have a strong position which can be
17
used to exploit any misplay by the imperialists. With no third player to act as a counterweight to a strong faction, this scenario canbe very unforgiving.
FOUR-PLAYER SETUPAmend rule 28 as follows: Each player is
randomly assigned one of the following threefactions. Imperial Faction: Perdiccas andEumenes (in Cappadocia or per 6.4). Antigonid Faction: Antigonus and Leonnatus.Ptolemaic Faction: Ptolemy and Lysimachus. Regency Faction: Antipater andCraterus. Insert Peithon and Seleucus into theTyche deck.
Scenario AnalysisThis historical scenario is an expansion of
the three player setup with the dynastic factionsplit into two factions, the Antigonid factionand the Ptolemaic faction. These factions initially worked together against Perdiccas, butAntigonus' personal ambition to re-unite theempire alienated Ptolemy. Ptolemy soughtalliances with the other dynasts, entering into aseries of anti-Antigonid coalitions.
Lysimachus was initially content to doPerdiccas' bidding in Thrace and thus, strictlyspeaking, should not be partnered withPtolemy. However, later in the game hebecame a dynast in his own right and was oneof the chief architects of the anti-Antigonidcoalition, which eventually killed Antigonus atIpsus. Because of their relative distance fromeach other's spheres of influence, Ptolemy andLysimachus never really came in conflict with
each other. Thus their partnership with eachother is natural within the confines of thisscenario.
Leonnatus and Antigonus are less naturalbut not necessarily unnatural. Leonnatus diedduring the first game turn and thus it is difficult to state exactly which faction he wouldhave joined. But he was most likely a dynastwith pretensions to the Macedonian throne.Since this position would have put him inconflict with both the imperial and regencyfactions and would have placed him in conflict with both Lysimachus and Ptolemy, whoalso had interests in Greece/Macedonia, it isnot unreasonable to link him with Antigonus.[Editor's Note: The same arguments can bemade with regard to Craterus ifplayers wantto try swapping Craterus and Leonnatus inthis scenario's setup.]
Peithon's position as a wild card is somewhat more consistent than his usual partneringwith Perdiccas. After Perdiccas' death, hereturned to his satrapy of Media and becameallied with Eumenes during the Eastern campaign which ended in Eumenes death. Heeventually joined Antigonus but became disillusioned with his agenda and was subsequentlykilled by Antigonus after a falling out, and thusdisappeared from the equation. Generally, helacked the military, diplomatic and politicalacumen to compete with the likes of the otherdynasts.
The imperial position is further eroded inthis scenario due to the decrease in victorypoints and loss of Peithon as a member of thefaction. In addition, its previously secure
Eastern border is now subject to invasionthrough an opponent's play of either of thetwo generals remaining in the deck. However, the lead in legitimacy points will staveoff immediate disaster and provide time toestablish its territorial base while the otherplayers are coordinating their positions.
In contrast, the regency faction's positionhas improved over the three-player scenario.The regents have the best opportunity toovertake the imperialists in legitimacy points.With the largest number of Macedonian CDsof any faction, they have the qualitative forcenecessary to act as the arbiter in all diplomatic wrangles. Its greatest weakness is itslack of mobility, which will hinder its abilityto project this power until Cassander takesover Antipater's army.
The Ptolemaic faction has its diplomaticwork cut out for it. While Egypt remains relatively unassailable, Thrace is extremely vulnerable to pressure from Macedonia andHellespontine Phrygia. As in history, Lysimachus and Ptolemy must keep low profilesuntil they are strong enough to join in the dismemberment of another faction.
The Antigonids are the most concentratedfaction in the scenario. Good position, a wellbalanced army, and the mobility and leadershipto project its power effectively will allow it todictate the pace of the game. However, beingthe obvious leader will also attract coalitions,and it would be prudent to ally with one of theweaker factions until the Antigonids are readyto make their play for the mantle of Alexander.
*
Ahura Mazda & Ahriman Special Event Table
DiceRoll: Event:2, 3 Drought. The player rolls one die to deter-
8mine the location of the drought. The
.• drought hits the listed province, plus all.' provinces adjacent by land paths, mountain,.=_, passes or straits. It costs two movement
Gl.:.'. i~si~~~ ~~e ~:~~ each space therein for the
,r;) 1 =Phrygia 4 =Babylonia2 = Syria 5 = Phoenicia3 =Mesopotamia 6 =Thrace
b) When playing a Mutiny card, theresult is different, the Mutiny is autoematic if the Legitimacy requirements aremet (plus the leader of the arJUY that hasmutinied is automatically di~persed). Ifthe Silver Shields are in the nmtinous
army, the affected leader is killed.This Order lasts until the first assassinationattempt.
9 Asclepion of Cos. For the rest of the turn,when one of your leaders is to be dispersed,you may place that leader, in Halicamassusif you wish, at which point he is free tomove. He does not have to wait until the endof the tum. The Asclepion was the greathealing center on the island ofCos, just off-shore from Halicarnasus.
10 Thibron, Soldier of Fortune, has struck inNorth Africa. The player that controls Egyptmust remove two CDs and/or garrison markers from any Egyptian location (to fight Thibron). If no one controls Egypt, roll again.
11,12 Plague. The player rolls one die to deter•• mine the location of the plague. The plague:: affects all provinces adjacent by land paths,•• mountain passes or straits as well. Halve all••• CDs-by type, but not including ele-
phants-in that province, by space, round-
~ ~ ~fe~~d~~o~%~~s~ :;:rn;t~{ r~::tnr;rer~1: ; the, turn must do the same once upon enter
ing the first space in such a province.1 =Greece 4 =Susiana2 == Judea 5 = Lydia3 = Aegyptus 6 == Cyprus
Political Marriage, One of your gener;lismarries one of Antipater's daughters (he hadthree, Nicea, Eurydice and Phila). Antipatermay not attack any force led by that general(and vice versa) until either Antipater dies, orthat general comes under Condemnation orOrder of Execution (see below). If Antipateris dead, or you represent him, roll again.
Embezzlement. The player who rolls thishas seen his treasurer abscond with much ofhis gold, and his sister, to an Italian isle. Anopposing player, blindly, selects one ,of theTyche cards from your hand and discards it(without anyone looking). In your nextTyche phase, you may not playa card.
Order of Execution. You choose anyonegeneral, and the players (except for the targettedplayer) vote on an Order ofExecution.Players' legitimacy points are th\'jir votes. Ifhalf or more (jf the legitimacy points vote"No," nothing happens. If the majority oflegitimacy points cast are "Yes," then placean Order of Execution marker atop that general's card. The Order has the follOWingeffects:
a) Any player with a Condemnation cardmay attempt to bUthat general; roll thedie. On a die roll of 1-3, he has assassinated that general. Whether he succeedsor fails, the player conducting the assassination suffers no consequences.
8
• •• •• •.!-!J
6
l)l~
7 Spies. You may look at all the cards remain-~ .•F.:l', ing in anyone player's hand.~l~J
Gauls. The Gauls attack and ravage theBalkans. Remove all CDs from the Kingdom of the Dardani and Epirus. ReplaceaU player garrisons with independent garrisons. Any leader present is dispersed.This may only occur once (if it has
'already occured, roll again).
4
~
Zoroastrian Fatesby Richard H. Berg
Players of SUCCESSOR'S may wish to try thisrandom event variant. Ignore what is ou AhuraMazda & Ahriman Tyche card (#18). Instead usethe following instructions. Players may have tojerry-rig some markers to help them.
When this card is played, the player rolls twodice (2d6) and consults the special event tablebelow. This card must be played in one of the firstthree of the player's rounds of play that turn. Itmay not be witheld until later.
? ? QUESTI'ON BOX? ?SUCCESSORS
185.1 and 27 Is the turn order phase the onlytime you adjust your VP count? Legitimacylevel?A. No, you adjust them the instant theychange.5.5 Typo In the sequence of a round, theTyche Segment is second and the Movement Segment is third, despite the incorrectnumerals on page 3.6.3, 10.10 and 17.4 Does moving in/out ofa city or conducting a siege/subjugationcount to prevent the raising of troops?A. Yes, when done during the movementsegment.ERRATA for 6.4 Restrictions Reinforcements, raised troops, generals and returningunits/generals cannot be placed in a spacecontaining unbesieged enemy units or Independent armies.6.4 Can a besieging player place reinforcements, raised troops and generals ,with amajor general conducting a siege?A. Yes.7, 8 and 9 Can players voluntarily tradegarrisons or Tyche cards or CUs?A. No, transfers' are only allowed withinthe specified rules governing surrender,Tyche card play and desertions.ERRATA for 7.4: The dropped lines fromthe third garrison restriction are: "the intervening space may not contain an enemygarrison, enemy army, hostile tribe or independent marker."7.4 Can you use sea routes for placing garrisons in the Tyche card segment?A. Yes. Such placement cannot be stoppedby enemy fleets.8.4 and 8.9 Clarification "Must BePlayed" Unrest Bonus Cards may not beignored, but must be played.8.5 Is there an order by which players playsurprise cards, in battles for instance?A. No, you play surprise cards at any timeon a first-come, first-served basis.8.6 Must a general arrive at his optionalstarting location?A. No, he may be placed according to rule6.4 if you choose not to place him in theoptional starting location.8.6 If, during the course of Tyche cardplay, a general is placed iu his optionalstarting location province, does he placegarrison markers as well?A. Yes, but only in those spaces that areempty.8.9 If all non-independent spaces haveCUs, do you re-roll for location of unrest?A. No.9.2 Can you place a minor general afteryou see the movement die roll?A. Yes-at any time during your turn.ERRATA for 9.2 and 14.11 Wheneverthe commanding General is killed in aleader loss check (and no other friendlyMajor General is stacked with the army),an available Minor General from off theboard may be placed instantly to take command of the army. If none are available,then uncommanded CUs in an unfriendlyspace are placed in the "Dispersed Box"with a friendly garrison marker to showownership.9.7 How many movement points does anarmy have which was activated by a minorgeneral with two movement points andmoves one space and joins the army of amajor general yet to move who has fourmovement points?A. The original army CUs can move nomore than the least of: a) their originalmovement points or b) the major general'smovement points, in both cases subtractingpoints already consumed by the originalarmy before continuing.10.5 and 4.3 Can you drop off a CU without a Minor General by placing it under afriendly garrison marker?A. Yes.
ERRATA for 10.9 The five-to-one superiority ratio required should be measured inCUs, not combat strength.ERRATA for 12.2 You may not interceptan enemy army or General moving into aspace containing an unbesieged enemy CU.12.2 Must the naval combat take place inthe last space of the naval movement?A. No, this section refers to restrictions onland interceptions. The point of that restriction is that if an army passes through aspace via sea movement, an army on landcannOt intercept it, except at its landingpoint at the end of the naval movement.Naval combat is possible at any point alongthe sea route (see 16.3).13 May other CUs/ generals be picked upby an army avoiding battle as it passesthrough the space?A. Yes.ERRATA for 13.6, third sentence Add"sea routes." It should read: "Just like inAvoid Battles, an army may not avoid aninterception if the space it must back up intois across a mountain pass/strait or sea routeor into a space containing an enemy CU,enemy garrison or independent marker."14.11 What happens to units on an enemygarrison when they lose their leader in aleader loss check?A. Place a minor general with them ifavailable. Otherwise, they are dispersed(mark them in the dispersed box with yourgarrison marker), leaving royal markers onthe board in place.16.4 Do Generals apply their battle ratingto naval combat?A. No.16.4 Can you fight naval battles with lessthan all of your fleets?A. Yes, the moving player declares as hestarts his naval movement which fleets areescorting. Intercepting players may declareinterception with any number of their ownfleets.16.6 When can you discard to upgrade afleet?A. You can only discard in your Tyche segment.17.2 Ifthe last CU inside a besieged city issacrificed to cancel a siege point and keepthe total below three points, when does thenow-empty city fall?A. It will automatically fall in thebesieger's surrender segment of his nextround. The enemy garrison can be removedlater in the round if you can still expendMPs to conduct a siege and gain the necessary siege points.17.3 If all of your fleets are dispersed, doyou suffer the siege penalty against a majorport city?A. Yes, although you still control the fleetpoints, they cannot operate while dispersed and therefore cannot assist thesiege.19.1 Can Independent armies fight eachother?A. No, Independent armies are hostile onlyto other players; they are completelyfriendly towards each other and Independent markers. They may coexist and defendin battle together as one combined force.They must be moved separately, thoughmeaning they may not attack together.19.1 Can you Avoid Battle with an Independent army?A. Yes.
19.3 What happens to an Independent armyin a drawn battle?A. It is unchanged; it does not lose strengthin drawn battles. If it was the attacker, itretreats one space and is only eliminated ifretreating across a mountain pass or strait.19.3 What happens to the newly won prestige point gained in a victory over an Independent army when the victorious commanding general dies in a leader loss check;can his subordinate general gain it?A. No, the point dies with the dying commanding general.20.1 and 10.9 How does attrition relate tooverruns?A. The overrun force is treated as adefeated army (see 14.8), which mayrequire an attrition die roll. The attacker isnot affected in any way by the overrun.20.3 Do enemy CUs in a major city spacecount as CUs in the space when resolvingthe forage segment?A. No, count only your own CUs duringthe forage segment.22.2 and 22.6 Typo The reference regarding Alexander's Body should be to rule23.6, not 22.6.23.2 and 28 Does the Usurper lose Champion status when attacking the other player?Even in a two-player game?A. Yes. Yes.23.2, 23.8 and 14.3 Clarification Theloss of Champion status is solely related tomovement into a space containing nonusurper players' CUs. The only player thatcan lose Champion status in a round is theplayer moving. He loses it if intercepted onland (naval combat has absolutely no bearing on Champion status), even if successfully avoiding battle.23.4 If the husband dies, does the wife andher legitimacy remain in the faction?A. Yes, until captured or remarried, shestill works in favor of her deceased husband's faction. Remember, legitimacy is afaction-wide concept, so his death has noimpact on legitimacy, only on who is guarding her from capture.23.5 Typo The Tyche card referenceshould be "#15, #53 or #54."23.6 Can the body be buried in Babylon onTurn I?A. No.23.6 Can the body be buried in the Pellaspace when you do not control it?A. No, you must control the major city inwhich the body is buried. The reference to"in or outside the city" simply allows themajor general to bury the body at a friendlyPella but remain in the field with his army.25.2 Do RA units stand aside in overrunsor sieges?A. No, the rule applies to battles alone.They still defend and attack for their ownernormally in sieges and overruns.25.2 Does the second-to-Iast sentence onlyapply to the army with the least legitimacy?A. Yes, only the standing aside RA unitshave a chance to switch sides. A losing general with more legitimacy would retain control of his RA units, undergo attrition, andbe dispersed.ERRATA for 26.3 If Antipater diesprior to turn 3, Cassander instantlyreplaces him. Cassander is rank zero. The2L for Strategos of Europe goes to thefaction controlling Macedonia-it is not apermanent attribute of Antipater nor ofCassander.
26.4 and 26.5 What happens if Heracles orAlexander IV are uncontrolled at themoment they come of age?A. The game ends instantly with proclamation of the new king. Count victory pluslegitimacy as described.27 and 28 In two- and three-player gameswe have run into this 8i tuation: can VPs goabove 29?A. Yes, you are not deprived of the VPs.Record this level of VPs by stacking a garlison marker with your VP marker and placing them in the spot corresponding to yourVP level minus 30.27.2 Do you lose the VPs if your fleets aredispersed?A. No, you retain control of the largestfleet, even when dispersed, until such time,as another player establishes their own control of the fleets (see 16.2).TYCHECARDS#1-4 Major Campaigns. Can the movingarmy pick up CUs and other armies alongthe way? Can it change command duringmovement (as in 9.7)? Can it drop off CDsand subordinate generals?A. Yes. Yes. Yes.#8 The Indian Elephant Corps. Can theElephants arrive inside a besieged city? Canthey arrive with a besieger?A. No. No. The event cannot be played ifEcbatana is besieged and Babylon is uncontrolled or friendly but besieged.#15. Olympias. Is she restricted from joining Cassander's faction after Antipater'sdeath?A. Yes, Cassander inherits the antipathy aswell.#20-23. Unrest/Unrest Spreads. Do youplace one marker or as many as possible?Can it be placed in a major city?A. One. Yes.#29 Helepolis. When may it be removedvoluntarily?A. The besieger may remove it at any timein his turn, including immediately after successful siege (you might as well remove it,since it cannot be moved and thereafter isuseless to you, barring replay of the card).#31 Persian Popular Support. Does it goaway upon death of the general upon whichit was played?A. Yes, the marker is assigned to a generaland will be removed upon death of that general.#35 and 52 Drink the Hemlock/OlympiasMurders Philip III. Can these cards beplayed on enemy forces in the same spaceduring a siege?A. Yes, it was common to bribe servants tocarry out assassinations. You need not control the Royal counter to implement thecard.#43 Salvation in the 11th Hour. Do RAunits get dispersed or join the side playingthe card?A. RA units are dispersed.#47 and 48 Does discard of the CretanLiar affect control of the Cilician Pirates?A. No, the card must be validly played as aSurprise card.#53 and 54 Cleopatra/Thessalonice Marriage Offers. If already activated (and married to a living general), may these cards beplayed to marry her to a different general?Even to an enemy of the current husband?A. Yes. Yes. Divorce was common andthese women played an active role in Mace-'donian politics-marriage did not. subom aregal woman to silent obedience to a husband. A wife whose children were not getting due consideration for inheritance wasquick to tum on a husband.
19
By Alan R. ArvoldThe First Punic War
battles-their soldiers. To this end, heintroduced the corvus which he borrowedfrom the Syracusans. The corvus was agangplank mounted on the bows of shipswith an iron spike at the end. It wasdropped on the enemy's deck, holding theship fast to the Roman vessel, allowing theRoman soldiers to cross over and take theship. Later that year, Duillius led theRoman fleet to a decisive victory over thePunic fleet under Hannibal in a battle nearMylae. Hannibal took the remainder of hisfleet up to the islands of Sardinia and Corsica, where the Roman fleet hunted himdown over the next two years. They finallycornered him near the port of Olbia on Sardinia and wiped out the rest of his fleet.Hannibal escaped capture but was executedby the Carthaginians for losing the fleet.(Executed Punic leaders were usually crucified.)
Meanwhile, in Sicily, Hamilcar was ableto defeat a Roman army in 259, althoughthe. next year, Roman reinforcements kepthim from being able to exploit his success.The fighting in Sicily ground to a stalematefor several years. At sea, the Roman fleetstarted conducting raids on many of theislands in and around Sicily. This includeda raid on the island of Melita (modern dayMalta), which showed that the Roman fleetcould now cross over the sea on extendedvoyages instead of hugging the coastline asshe had been doing. The fleet also landedexpeditionary forces on Sardinia and Corsica to clear out the remaining Punic forcesthere, but had to withdraw them shortlythereafter to reinforce the main effort inSicily. All of this was in an effort to trainthe Roman fleet for its next great projectAfrica.
In 256, the Roman fleet embarked on itsinvasion of Africa in order to bring the warhome to Carthage. A huge fleet of 330 shipstransporting 15,000 troops and 500 cavalrydeparted from Italy that summer under thejoint command of consuls A. Regulus andM. Vulso. As it rounded the island ofSicily, the Punic fleet, under the joint command of Hanno and Hamilcar, interceptedit near Cape Ecnomus. The Romansdefeated the Punic fleet, capturing or sinking a third of their ships and damagingmany more. The Romans landed in Africaat Aspis, a few days march from Carthage.Here, Regulus took command of the troopswhile Vulso took the fleet back to Italy,leaving a small squadron for support. Regulus marched on Carthage but was met by aPunic army at Aidys, about a day's marchfrom Carthage. Regulus defeated that army,but found himself too weak to besiegeCarthage. He instead took the city of Tunis(a little further up the coast) and restedthere during the winter.
ing the siege. In the next year, Romanforces led by consul M. Valerius advancedto Syracuse and laid siege to it. King Hiero,in order to avoid a long siege, negotiatedquickly with the Romans and secured atreaty of friendship with them. He remaineda Roman ally to the end of the war and formany years afterwards. After securing eastern Sicily, the Roman forces moved westtowards the city of Agrigentum.
Meanwhile, Hanno was executed forlosing:at Messana. The main Punic forcesin Agrigentum, now under a general namedHannibal (not the ..0 made famous by theSecond Punic \y:etr), epared for a longsiege\Vhich tqe Ro commenced in262. J;;f\re monthsj beginning of thesiege, aiiPunic it· , under a secondge~~ralnamed~ r Africaan~ I' . ge'tb siege, ThislaSte until lianno,updeupress .. rom t e ginian\ov-dnment, attai,ked the Roma ge wqfks.ije WaS back and lost ove alf o~chis
atmy, ich he divided hi mair#ngforces rce the remaini nic gar-risonS . (He was reli of com-mandand heavily by the aginiangovernment.) However, duri e battle,Hannibal wl'l abi~t()"eva tEl his foteesfrom4.grigeiltum with th~-help 6f the I}tmicnavy. ifIe th;~n started raiding die ciybs insouthern Italy, causing much coniJ"ter"hationin RorPe. thage appointed anot'n~r gen-eraLnb amilcar to controLth\: Puniclandf6rc IciTY. ~lthough"'the Romanstook ¢y w no closer toending th &Vhe .. ere the yearb f c.~··k "'ITe Ore. Ii IT to b
III 261, the Romausdecided that to controlall of Sitily thei::woulq' have to eliminate the Punic!navy.j1fo thi~:end they developed their ow"h navy~ sOrPething they hadnev~r before donel . s th,h had no navalexperience, the~ re\i oJ hired sailors andshipmasters from' Greek cities insouthern Italy tQte~I!1 260, Romefelt ready to tackle e ic,fleet. In thefirst naval ba!tIe 09that year, off the LiparaIslands, a smali"Roman naval force underconsul C. Scipio was defeated by a largerPunic squadron. The Romans then realizedthat in a traditional naval battle, wheremaneuvering and ramming were the norm,they were the amateurs; the Punic navy wasthe master. As a result the other Romanconsul for that year, C. Duillius, decided toused Rome's greatest asset in future naval
Based on the game system used in thegame WE THE PEOPLE, the gameHANNIBAL: ROME Vs. CARTH
AGE is easy to learn and wonderful to play.The only criticism I have for the game is itslack of scenarios. Granted, the use of strategy cards means that no two games willever be the same. Nonetheless, I searchedthe other Punic Wars between Rome andCarthage to find another scenario. Afterquickly ruling out the third one, I settled onthe First Punic War-a war which I foundcould easily fit into the game system inHANNIBAL (with a few modifications ofcourse).
I begin with a short history of the FirstPunic War, and I follow that with the actualvariant. Some new counters are required inorder to play.
HISTORICAL SUMMARYThe First Punic War started in 264 over
an incident in the city of Messana on thenortheast tip of the island of Sicily. A groupof brigands calling themselves theMamertines seized control of that city. Thecity-state of Syracuse, which controlled theeastern part of Sicily, made preparations totake Messana back under their control. Indesperation, the Mamertines made appealsto both Carthage and Rome for aid againstthe Syracusans. Carthage, which controlledthe western part of Sicily, responded firstwith their forces that were available on theisland. They occupied the citadel in Messana. Initially the Roman Republic, led bythe Roman Senate, debated over the meritsof intervention. Upon receiving the news ofthe Carthaginian occupation of Messana,the Senate authorized an expeditionaryforce led by consul A. Claudius to take thecity. With the aid of the Mamertines,Claudius caught the Punic garrison by surprise and, without bloodshed, forced themout of the city. When Carthage heard thenews, she declared war.
As both sides started mobilizing for war,the first battles were already being foughtaround the city of Messana. The Punicforces in Sicily, under the command of ageneral named Hanno (the first of many),combined forces with the army from Syracuse, under command of King Hiero, andlaid siege to Messana. In order to avoid along siege, Claudius attempted to negotiatewith Hanno and Hiero, but when negotiations broke down he attacked both of theircamps, forcing them to retreat, thereby lift-
20
Carthage had reached a new low. Inaddition to suffering two great defeatswithin a year's time and a Roman army afew days march away from her city, herNumidian provinces chose to revolt, perhaps encouraged by the Roman successes.Carthage sued for peace. Rome appointedRegulus as the chief negotiator. The termsthat Regulus demanded of Carthage wereso severe that Carthage decided to resumethe war. She recalled part of her forces andgenerals from Sicily to deal with the revoltin Numidia and put out a call for more mercenaries around the known world. A groupof Greek mercenaries, led by a Spartangeneral named Xanthippus, answered thecall and soon arrived at Carthage. Xanthippus, due to his skill and experience, wasasked to train and reorganize the entirePunic army. This he did quickly. The nextyear, he took the army to meet Regulus atthe battle of Bagradas Plains, where hecrushed the Romans. Regulus and about500 of his men were captured, and about2,000 escaped back to Aspis, base of theRoman naval squadron; the rest werekilled. After this, Carthage, havingregained the initiative, laid off Xanthippusand his Greeks.
The Romans were stunned by the newsof Regulus' defeat and dispatched theRoman fleet to pick up the survivors. Thefleet, which was 360 ships strong, accomplished this while administering anotherdefeat to the Punic fleet off the coast ofAspis. However, on the way home to Italy,it was caught in a vicious storm which sankover 280 ships. Though devastated by thenews, Rome would not quit. She proceededto build another fleet and raised moreforces, despite stretching her resources tothe breaking point.
In 254, the Punic army in Sicily, nowunder a general named Hasdrubal, resumedthe offensive. They retook the city of Agrigentum and besieged several other towns.The Romans rebounded by taking the cityof Panormus, the main Punic headquartersin Sicily. This Roman success caused manytowns in Sicily to eject their Punic garrisons and openly declare in favor of Rome.The Romans followed up with many navalraids along the African coast, but when astorm wrecked another Roman fleet in 253,the war settled down into a stalemate thatlasted for about three years.
In early 250, Hasdrubal led a largeattack on the city of Panormus, but Romanforces under consul C. Metellus smashedthe Punic army. Hasdrubal was recalled toCarthage and executed. Carthage againsued for peace and sent their prisoner ofwar Regulus on parole back to Rome tooffer terms of peace. However, once inRome, Regulus advised rejection of any
Punic terms (advice which was accepted).Regulus, honoring his parole, returned toCarthage, where he was tortured to death.In the next year, the Romans concentratedtheir efforts on taking Lilybaeum, the lastmajor Punic stronghold in Sicily. Therequired that the Roman fleet under consulC. Pulcher eliminate the Punic fleet thatwas guarding the harbor at Lilybaeum.However, the Punic fleet, led by AdmiralAdherbal, defeated the Romans nearDrepana, sinking more than a hundredships. Another Roman fleet was dispatchedto retrieve the situation, but was lost in astorm near Pachynus. Once again, Romewas without a navy. The siege of Lilybaeum dragged on until the end of the war.
In 247, the Punic-government appointeda new general who would remain in command for the rest of the war. This wasHamilcar Barca. (The Hamilcar mentionedearlier was by now in Numidia fighting therevolt, where he would spend the rest of thewar.) For the next five years, HamilcarBarca defeated the Romans in battles inSicily, keeping them from gaining anyground. He even launched several majorattacks along the southern coast of Italy.The Romans realized that they were notgoing to beat this general on the battlefield,so they resolved to starve him out. Thus,the Romans rebuilt their navy to enforce ablockade. This time they incorporated all ofthe .lessons they had learned about navalwarfare over the past twenty years. Theybuilt a lighter warship which was faster andmore maneuverable. They eliminated thecorvus (it made their ships so top heavy thatthey easily sank in storms), practiced allknown maneuvering and ramming techniques until they could perform them toperfection, and developed new boardingtechniques to take the place of the corvus.Finally, they started to correct their greatestdeficiency-poor seamanship.
In the summer of 242, the Roman fleetagain resumed its blockade of all Punicheld ports in Sicily. During the winter,when storms plagued the area, the Romanswere able to maintain the blockade. ThePunic fleet was laid up at home during thistime, due to lack of funds. Thus, Harnilcarand his troops started to run low on supplies. By the spring of 241, the supply situation had reached a critical stage. Carthagesent out thellavy under Hanno to break theblockade. The Roman fleet under consul L.Catulus met them (in the middle of a storm)outside the harbor at Drepana and decisively defeated them, sinking or capturingover 120 ships. Hanno escaped and broughtnews of the defeat back to Carthage, afterwhich he was executed.
This was the last straw for Carthage,which again sued for peace. Rome agreed
and negotiations began. In the final termsof sunender, Carthage: 1) gave up all of herholdings in Sicily to Rome, 2) paid anannual indemnity of 3,200 talents to Romefor ten years, 3) could not recruit any troopsfrom any Roman-controlled lands, and 4)surrendered all islands between Italy andSicily to Rome. (Rome used this last termas a pretext to take over Sardinia and Corsica from the Carthaginians in 238 Be.)
Carthage was not defeated by occupation. She was beaten because she was economically exhausted and could not affordto carryon the war much longer. Romewas also close to economic exhaustion. Inthe aftermath of the war, Carthage, underthe leadership of Hamilcar Barca, wouldcontinue her imperial expansion, but thistime into Spain away from Roman interests. Rome had risen from a regionalpower at the beginning of the war to aworld power with the beginnings of anempire (though she would still see herselfas a republic for the next 200 years). Theseeds of mutual mistrust had been plantedbetween the two powers and would continue to fester until war would break outagain 23 years later with armies undercontrol of the next generation.
THE VARIANTMapboard: In Spain all spaces in the
provinces of Idubeda, Celtiberia andOrospeda (with the exception of Saguntum)are treated as green neutral tribal spaces(including New Carthage). The five greentribal markers provided in the game are setaside and are not used (see 16.7 below). Thecity of Saguntum is treated as a neutralwalled city space. Initially no walled citymarker is placed on that space (see 16.8below). In Gallia Cisalpinia, the tribalspaces of Boii and Insubrians are consideredto be green neutral tribal spaces. Use thewhite side of the counters to differentiatethem from Carthaginian-allied Bruttium.
Generals: Use the Generals suppliedon the insert and write their names on thebacks of the round consul markers. Craftfive similar markers, one for each of theCarthaginian Generals. (Players may skipmaking new circular markers for the Generals by simply choosing Generals frominside a box top during the random drawings.) Players may use the existing holdingboxes on the board, noting on a piece ofscratch paper which holding box is forwhich General in this variant. None of thespecial abilities listed under the holdingboxes apply to any General in this variant.(Note: Though several of these Generalshave the same names as the ones in thegame, these are not the same people. TheCarthaginian names were very common.
Rule Chauges: This variant uses HRCrules except for the changes made below.These changes are listed by the rule numbersequence found in the rulebook. Nonitalicized text replaces the equivalent section. Italicized sections are additional rules(other rules in those sections still apply).Underlining indicates a section of the original rules to ignore.
4. SETTING UP THE GAME
4.1 Roman SetupSix CUs and M. Valerius in Rome
(Latium).Six CUs and A. Claudius in Messana
(Sicilia).Place Roman PC markers in all round
spaces in Etruria, Samnium, Apulia, andLucania. Place walled city markers with thered side up on Rome, Capua, Neapolis,Tarentum, Rhegium, Messana and Massilia. The other seven Roman Generals areset aside (they will enter play later in thegame as reinforcements).
4.2 Carthaginian SetupFour CUs (two of which are CUs with
elephants) and Hannibal Gisco in Carthage.Six CUs and Hanno in Panormus
(Sicilia).Two CUs and Hasdrubal in Malaca
(Baetica).Two CUs in Olistano (Sardinia).Place Carthaginian PC markers in all
round spaces in Sardinia/Corsica, Sicilia,Baetica, Balearic Islands, WesternNumidia, Eastern Numidia andCarthaginia. Place walled city markerswith the blue side up on Carthage, Utica,Gades and Syracuse. The other twoCarthaginian Generals are set aside (theywill enter playas reinforcements). TheCarthaginians enjoy Naval Supremacy atthe start of the game.
4.3 Tribe SetupPlace the blue hexagonal tribe marker
for Bruttium in its place. The tribal spacesof Boii and Insubrians are considered to begreen neutral tribal spaces. Use the whiteside of the counters to differentiate themfrom Bruttium. Set aside the other greentribe markers (they are not used in thisvariant-see 16.7 below).
5. SEQUENCE OF PLAY
1. Reinforcement Phase2. The Carthaginian player randomly
chooses one General to remain on theboard, removes the others, and randomly selects and places two newGenerals with any friendly CUs onthe board.
[All other rules in this section apply.]
6. REINFORCEMENTS
6.1 Carthaginian ReinforcementsThe Carthaginian player receives up to
four Combat Units per turn. The Carthaginian reinforcements can be placed in thefollowing locations:
• One in Carthage or with any Generalin Africa.
• One in Gades or with any General inSpain if the province of Baetica isCarthaginian-controlled (this provincewas used as a collection point for mercenaries recruited from the wild Iberian tribes to the north during the war).
• One in Panormus or with any Generalin Sicily if the province of Sicilia isCarthaginian-controlled.One in any space that contains aCarthaginian General.
6.4 Roman GeneralsIgnore the last paragraph about Scipio
Africanus.
6.5 Carthaginian GeneralsThe Carthaginian player, during the
Reinforcement Phase of each turn (exceptthe first), must follow the procedures belowfor his Generals:
1. Randomly designate one Carthaginian General to remain on the board.
2. Remove the other Carthaginian Generals from the map.
3. Randomly draw two Generals (thoseremoved in step 2 are eligible to bedrawn again).
4. Place these two new Generals on themap. These Generals may be placedtogether or in separate spaces thatcontain at least one Carthaginian CU.
HAMILCAR BARCA:Starting on turn 7, Hamilcar Barca
remains in play until the end of the game.This means he is the one General that isdesignated to remain on the board. If not onthe board, he is automatically one of theGenerals drawn and placed on the board.
7. STRATEGY CARDS
7.1 Receiving Strategy CardsIn this variant, each player is dealt eight
cards each on turns 1-3 and nine cards eachon turns 4-9.
7.4 Event Cards (ECs)There are no changes to the rules dealing
with event cards. However, several of theevents listed on the cards do not apply tothe First Punic War and are changed in thisvariant. Players use the existing cards provided in the game. Players should refer tothe i.d. numbers of the cards and refer to thelist in the sidebar to see which cards havebeen changed. The color codes of the operations numbers on these cards are notchanged unless so specified in the list.
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First Punic War EventsSubstitute the following events for those listed onthe strategy cards.
#4. Baetica Revolts. If your opponent controlsBaetica, remove all of his non-walled PCs in thatprovince which are not stacked with his CDs.#7. Hostile Tribes. Add Gallia Cisalpinia to the listof provinces on this card.#8. Hostile Tribes. Change the list of provinces onthis card to read: Idubeda, Celtiberia and Orospeda.#9. Xanthippus of Sparta Recruited byCarthage. Carthaginian player may add one battlecard to each of his battles to reflect Xanthippus'retraining of the Carthaginian army. Once per turnthe Carthaginian player may add three BCs to a battle where he has a force of CDs with no General toreflect Xanthippus' presence there. This force ispresumed to be led by a General having a BattleRating of three for purposes of Counterattacks anda Battle Rating of one for purposes of Interception,Avoiding Battles, Pursuit and Withdrawals. Oncethis event has been played by the Carthaginianplayer, only the Roman player may play this event,thus ending Xanthippus' employment by Carthageand canceling the effects of this card.#10. Greek Mercenaries. Place two CarthaginianCDs in any friendly controlled port in Africa, Italyor Sicily. This card may only be played while Xanthippus of Sparta is employed by Carthage.#18. Apulia Revolts. If your opponent controlsApulia, remove all of his non-walled PCs in thatprovince which are not stacked with his CDs.#22. Surprise Carthaginian Raid. Place oneCarthaginian CD and a PC in any non-walled cityspace in Silicia that contains no Roman CDs. If thespace contains a Roman PC, the PC is flipped. Canonly be played when Rome has political control ofSicilia.#24. Carthage pays all back pay owed to Numidian Mercenaries. Pick either Western or EasternNumidia and place up to three Carthaginian PCs inspaces which do not contain enemy CDs. If thespace contains a Roman PC, the PC is flipped.#25. Campania Revolts. If your opponent controlsCampania, all walled city markers in the provincewhich are not stacked with his CDs are flipped tothe other side. Either side may play this event[which is not removed.]#26. Syracuse Allies with Rome. You immediately gain control of Syracuse (any Carthaginianunits inside are eliminated). Only the Roman playermay play this event. Remove this card if the event isplayed.#27. Lucania Revolts. If your opponent controlsLucania, remove all of his non-walled and non-tribePCs which are not stacked with his CDs. Either sidemay play this event.#28. Sicilian Recruits. Place two friendly CDswith any General located in Sicilia. Either side mayplay this event.#29. Decisive Naval Victory. The player whichplays this event now has Naval Supremacy. Thisremains in effect until the opposing player plays thisevent (#29 or #63). Either side may play this event.#50. Adriatic Pirates. Add that this event can onlybe played by the Carthaginian player when Romehas Naval Supremacy.#60. Storms at Sea. Add that the Roman side has a+4 modifier to the Attrition die roll to reflect theirinferior seamanship which lasted throughout muchof the war. This event must be played and implemented before rolling the die for Naval Combat.#63. Decisive Naval Victory. The player whichplays this event now has Naval Supremacy. Thisremains in effect until the opposing player plays thisevent (#29 or #63). Either side may play this event.
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8. MOVEMENT
8.6 RankIgnore the sentence about Hannibal out
ranking all other Carthaginian Generals.• Starting on tum 7, Hamilcar Barca
outranks all other CarthaginianGenerals.
8.8 Naval MovementThe First Punic War was noted for sea
battles to establish naval supremacy.Although the actual sea battles will notbe duplicated in this variant, their effectswill determine which side has navalsupremacy. The Decisive Naval Victoryevents (cards #29 and #63) becomekey cards.
Ignore the paragraph on Roman NavalSupremacy and the Naval CombatModifiers.
NAVAL SUPREMACY: When oneplayer enjoys naval supremacy, the opposing player runs the risk ofbeing sunk whenever he uses Naval Movement. Each timethe player without Naval Supremacy movesby sea, the player with Naval Supremacyrolls on the appropriate Naval CombatTable. If, after applying the appropriate dieroll modifiers, the moving force is "Sunk,"then the CUs are eliminated and theGeneral is removed from the game for therest of the turn. If the moving force must"Return, " it returns to the port ofembarkation and the balance of its movement is lost.The Carthaginians enjoy naval supremacyat the start ofplay.
ROMAN TACTICAL INFERIORITY:This modifier represents the inferiorRoman tactical abilities in naval battlesprior to the introduction of the corvuswhich enabled the Romans to be tacticallysuperior to the Carthaginians in naval battles. Once the corvus is introduced (signified by C. Duillius first becoming consul),this modifier no longer applies on eitherNaval Combat Table.
ROMAN NA VAL SUPREMACY: Whenthe Roman player enjoys naval supremacy,he uses the Naval Combat Table printed onthe mapboard to resolvie CarthaginianNaval Movement. Use the following modifiers to the die roll.
+/-: both port modifiers on map*-I: if a General is using Naval Move
ment by himself+1: if the port contains a Roman PC
Marker*-1: if Carthage controls Syracuse-1: if Adherbal is the commanding
General ofthe Carthaginianforce performing the Naval Movement
-1: if Rome has tactical naval inferiority (does not apply once C. Duilliusbecomes consul)
*These modifiers apply to both the portofembarkation and the port ofdebarkation,and are cumulative.
NA VAL COMBAT VS. ROMEDie Roll Result<4 Sunk
5 Return?.6 No Effect
CARTHAGINIAN NAVAL SUPREMACY: When the Carthaginian playerenjoys naval supremacy, he uses theNaval Combat vs. Rome Table that isprinted below when resolving RomanNaval Movement.
Use the following modifiers to the dieroll.
+/-: both port modifiers on map*+1: if a General is using Naval Move
ment by himself or with one CU-1: if the port contains a Carthaginian
PC Marker*+1: ifRome controls Syracuse-1: if Rome has tactical naval inferior
ity (does not apply once C. Duilliusbecomes consul)
*These modifiers apply to both the portofembarkation and the port ofdebarkation,and are cumulative.
8.9 Displaced GeneralsIgnore references to Hannibal and Sci
pio Africanus.
11. BATTLES11.2 Allies & Militia
1. Neither side may receive BCs for theprovinces of Gallia Cisalpinia,Celtiberia, Orospeda or Idubeda.
2. Rome receives one BC for each of hisItalian Allies, not just for two of them.
16.0 WALLED CITIES & TRIBES16.6 Tribes Friendly to Carthage
Only the Bruttiums are friendly toCarthage. [All other rules in this sectionapply.]
16.7 Neutral TribesThis variant contains more neutral tribal
spaces than in the regular game. The fivegreen tlibal markers provided in the gameare set aside and not used. Instead, allempty spaces in the neutral tribal provincesare presumed to have a green tribal marker.The white-side-up hexagonal markers aretreated as green tribal areas as well. Bothplayers may subjugate these spaces as perthe rules in the normal game as if they contained tribal markers.
16.8 SaguntumSaguntum is a neutral walled city
friendly to neither side. Initially no walledcity marker is placed on that space. Thefirst time that either player enters the spaceof Saguntum, that city becomes allied with
the opposing player (place the walled citymarker in the space with the appropriateside's color showing).
18. VICTORY CHECK PHASE18.1 Calculating Political Points
The following provinces are not politically significant: Gallia Transalpinia, Massilia, Liguria, the Balearic Islands, GalliaCisalpinia, Idubeda, Celtiberia and Orospeda. The province of Sicilia is worththree Political Points, and the provinces ofSyracuse and Corsica-Sardinia are eachworth two. Thus, there are a total of 18 possible Political Points. [All other rules in thissection apply.]18.3 End of Game
During the Victory Check Phase of thelast turn, the player whose Political Pointtotal is greater wins. If there is a tie,Rome wins.
19. Sudden DeathIgnore the "or eliminates Hannibal"
clause from the Roman Sudden Death Victory conditions. [All other rules in this section apply.]
NOTESThe ratings which I gave the generals should be
considered to be relative to the times in which thesepeople lived. If these generals were living in the Second Punic Wal', their ratings would be much reduced,compared to the generals included in the game. Thelack of special abilities for most generals is intentional; most leaders in the First Punic War were lessinnovative than those of the Second.
The neutral tribes in this variant act as huge bufferzones protecting the back areas of the respectiveempires. During the war, Carthage did much activerecruiting for mercenaries from Spain, GalliaCisalpinia and Liguria. While they were able to raise alot of such troops, they were not able to get any of thetribes to become allies.
While most of the fighting during this waroccurred in and around Sicily, there existed the possibility for operations elsewhere. Regulus' invasion ofAfrica is the most well known, but other possibilitiesjust as notable existed. For example, severalCarthaginian generals considered invading Italy inorder to cause Rome's allies to desert her. However,most overseas operations were stopped before theycould get started, due to more pressing concerns inSicily where the main fighting was occurring. Onegeneral, Hamilcar Barca, was able to invade Lucanialate in the war, but his force was stopped cold on thebeaches by a consular army awaiting him. It was notuntil the advent of Hannibal the Great that Italy wouldbe successfully invaded.
If you care to know which years the turns represent, go by the following.
Turn Years Covered] 264-263 BC2 262-261 BC3 260-259 BC4 258-256 BC5 255-253 BC6 252-250 BC7 249-247 BC8 246-244 BC9 243-24] BC
I hope that this variant gives garners anotherenjoyable experience with HANNffiAL: ROME YS.CARTHAGE. For now at least, you can fight the twomost significant clashes between Rome and Carthage.
*
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VICTORY CHECK PHASEThe Victory Conditions for this scenario
are the same as those listed in sections 18and 19, except as noted below under"Sudden Death." (f 1JSUDDEN DEATH S=S
Rome wins a sudden death victory perthe normal sudden death rules. Since rule18.2 is not used, there is no suing for peaceand thus no sudden death victory awardedfor it. A player also wins a sudden deathvictory if he has completely eliminated allthe opponent's CUs from the map at theend of any battle.
SCENARIO 2: FIRST CAMPAIGNFORffiERIA
accumulate for later placement). Players donot get to make this roll if the strategy cardis played during battle.
PLACEMENT OF REINFORCEMENTSRoman reinforcements arrive on any
port or on Cirta if the space does not contain Calthaginian CUs or a CarthaginianGeneral, regardless of who controls the PCmal·kef. The reinforcements may be spreadover any number of eligible locations. Theyarrive even if a Roman General is not present on the space.
Hannibal and his 7 CUs may arrive atany single port controlled by Carthage thatdoes not contain Roman CUs or a RomanGeneral.
Other Carthaginian reinforcementsarrive on any space that does not containRoman CUs or a Roman General. Thespace must also be controlled by Carthage.The reinforcements may be placed on onlyone available space or may be spread overseveral. They may arrive even if aCarthaginian General is not present on thespace.
Carthaginian player can substitute elephant CUs for normal CUs among reinforcements, but no more than two elephantCUs may be on the map at anyone time.
Displaced GeneralsScipio Africanus is the only Roman
General in the scenario. He is considered tobe a Proconsul. Hasdrubal and Hannibal arethe only Carthaginian Generals in the scenario. If Scipio Africanus or Hasdrubal isdisplaced, he is returned to the board at thevery beginning of the next turn. Both ofthese Generals may be placed on any spacethat contains friendly CUs. If Hannibal isdisplaced, the Roman player wins.
Duration: Two game turns; six strategycards per side are dealt.Mapboard: Use only the Spanish portionof the map (Baetica, Orospeda, Celtiberiaand Idubeda). No game activity may occuroutside Spain.
1 CUHannibal+7 CUs* 2 CUslCU lCU
Duration: Two game turns; six strategycards per side are dealt.Mapboard: Use only the African portionof the map (Western Numidia, EasternNumidia, Carthaginia and Carthage). Nogame activity may occur outside Africa.
SETUPStrategy cards used: 3,6, 12, 17,20,21,23,24,32,33,34,35,36,37,38,39,40,41,42,51,52,54,55,59,61,62 and 63.Carthaginian Setup (First)7 CUs (including two Elephants) and Hasdrubal in one or more spaces in Africa.Place Carthaginian PC markers on all circular spaces in Africa. The walled cities ofUtica and Carthage are both Carthaginian.Roman Setup (Second)10 CDs and Scipio Africanus on any singleport space in Africa.
SEQUENCE OF PLAYStrategy Phase
Rome goes first unless he decides to letthe Carthaginian do so. The Carthaginianplayer may not decline to go first if thishappens. Ignore the exception to this rule(listed in the blue box on page 3 of theHannibal rules).
ReinforcementsEach player can potentially receive rein
forcements before play of his strategy cardin the strategy card phase. Before playing astrategy card, roll a die and consult theReinforcement Schedule for Scenario 1. Ifsuccessful and a space is available forarrival (see Placement of Reinforcementsbelow), the player must take them. If aspace is not available for placement, theplayer does not receive them (they do not
SCENARIO 1: HANNffiAL'S DEFEAT
~1 1 CU2 1 CU3456
DIE ROLL MODIFIERS:Rome: -1 each for control of Cirta or UticaCarthage: -1 if Rome controls Eastern Numidia
-1 if Rome controls Carthaginia* For the first four Carthaginian reinforcement die rolls,
this result becomes 1 CU.
Rome Strikes Back:Two Short Scenarios for HANNIBAL
By Charles Bahl
GENERAL RULESThe following rules apply to both of the
scenarios. Unless otherwise stated, thenormal rules apply.
• The normal sequence of play applies,except that the reinforcement phase isskipped (a special reinforcement procedure occurs during the strategy phaseinstead). Although the scenarios use theremainder of the sequence of play, therules and procedures of each of thephases may be different from those normally used. These differences areexplained in the rules for the individualscenarios.
• Naval Movement (8.8) is not used.• Political Consequences (12.3) is ,...---------------------.
not used. Reinforcement Schedule for Scenario 1• Consuls and Consular Armies Die Hannibal Not on Map: Hannibal on Map
Roll: Rome Carthage Rome Carthage(14) is not used. Rules for the useof Generals are given in each ofthe scenarios.
• Year-End Political Repercussions(18.2) is not used.
• The strategy card deck is thinnedto include only those cards listedfor the given scenario. Theremaining strategy cards are setaside and take no part in thescenario.
The Second Punic War was one ofthe longest and most complex conflicts of the ancient world. It lasted
for close to two decades and was foughton the far-flung battlefields of two continents. Avalon Hill's intriguing game,HANNIBAL: ROME vs. CARTHAGE(HRC), re-creates the entire strugglefrom Hannibal's daring march across theAlps to Scipio Africanus' final triumph atthe battle of Zama. But HRC also lendsitself well to shorter scenarios that focuson key campaigns. The two scenarios provided in this article are recreations of twoof the most important campaigns of thewar: Publius Scipio's operations in Spainand Scipio Africanus' invasion of theCarthaginian homeland. Each scenario istwo turns long, uses a reduced rule set,occurs on only a portion of the board, andcontains fewer combat and political control markers than the full game. Each canbe played in about an hour-long enoughto get in a few good double-envelopmentsbefore dinner.
Hannibal Secondsby Andy Daglish
Players of HANNIBAL: ROME VS. CARTHAGE may desire toadd a bit more realism to their games with the follOWingvariant rules and Generals (see insert). You also may enjoyreading same of the literature (Ernie Oradford's biography,Hannibal's War by lazenby, The Punic Wars by Caven,Enemy of Rome by Cottrell, Hannibal by Dodge, and anything written by Warry, (onnally and Delbruck).
1. Winter attrition affects all nan-part spaces in Spain andGallia Transalpinia (regardless of PCs) if they contain 6 CUsor more. "In Spain, large armies cannot live off the land."
2. The Siege Train event places the counter in New Carthage(if friendly and not besieged). More than one siege train canex.ist at the same time. Siege trains can be moved by sea (butstill may nat cross mountain passes) and count as 1 CUtoward naval movement capacity. New Carthage hod all thenecessary wood and smiths.
3. The Capua Sides with Carthage event is playable when aCarthaginian general is in an Italian pravince ather thanGallia Cisaplinia (no longer contingent on province control).Capua was the second city of Italy and deeply divided.
4. Eliminate fram the game the commanding ConsularProconsul when an "all" result is rolled on the Retreat Tablefor his army. No Roman General may be a Consul on can·secutive turns. Add seven ex.tra Raman General markers (seeinsert) to the random Consul draw. Their special abilities are:
L Crossus: Strategy and Tactical ratings are both 2, ifstacked with 0 CUs or mare. Also, CU losses are daubledduring subjugations. Partnered with Africanus in 205 BC
Q. Crispinus: If displaced, he is placed at a friendly walledcity. Survived wounds for lengthy time and continued tofunction.
Fulvius: Gains an extra battle card in a friendly space withawalled city. Both F. Flaccus and F. Centumalus were attheir best in fortifications.
T. Grocchus: May not Intercept nor Pursue. Avery goodsoldier who disdained recannaissance.
M. Livius: Strategy rating is 2 in Italia. Elderly generalrecalled to assist Nero.
M. Minucius: Always considered to be a Proconsul. AfterGeronium, graciously deferred to Fabius and denouncedthe consular system of command.
Scipio Nosico: When stacked with unfriendly tribe, inflictssubjugation points equal to CUs last during winterattrition phase. Crushed the BoH and Insubirans afterthe war.
5. Fabius is removed from the game at the start af turn 0(due to old age).
6. The owning player loses 1PC whenever Marcellus, Fabius,Gracchus or Hasdrubal is displaced. The dead cannot be libeledand getting killed gives ammunition to your detradors.
SUDDEN DEATHRome wins a sudden death victory if it controls New Carthage. Since rule 18.2 is notused, there is no suing for peace and thus nosudden death victory awarded for it. Aplayer also wins a sudden death victory ifhe has completely eliminated all theopponent's CDs from the map at the end ofany battle. /p {} *
~U~U~~~
CONTROL OF SAGUNTDMAt the moment the Roman player gains
control of Saguntum for the first time, hemay immediately flip over up to five nonwalled Carthaginian PC markers anywherein Spain. These spaces of flipped markersmay not be occupied by Carthaginian CDs.
Displaced GeneralsP. Scipio is the only Roman General in
the scenario. He is considered to be a Proconsul. Hasdrubal and Mago are the onlyCarthaginian Generals in the scenario. Ifany General is displaced he is returned tothe board at the very beginning of the nextturn. Generals may be placed on any spacethat contains friendly CDs.
moment he is rolling for reinforcements onthe Reinforcement Schedule (not at anyother time), he takes an additional 5 CDs asreinforcements. He is not forced to takethese reinforcements the first time he qualifies for them. He may take them at a futuretime (if he meets the qualifications at thattime). If the Roman player decides to takethe reinforcements, he must take all 5 CDsat one time. Once received by the Romanplayer, these automatic reinforcements cannot be received again.
PLACEMENTOFRE~ORCEMENTS
Place Roman reinforcements on anyport that does not contain CarthaginianCDs or a Carthaginian General, regardless of who controls the PC marker. Thereinforcements may be spread over anynumber of eligible locations. They arriveeven if a Roman General is not present onthe space.
Mago and his 6 CDs arrive at any single port controlled by Carthage that doesnot contain Roman CDs or a RomanGeneral.
Other Carthaginian reinforcementsarrive on any space that does not containRoman CDs or a Roman General. Thespace must also be controlled byCarthage. The reinforcements may beplaced on only one available space or maybe spread over several. They may arriveeven if a Carthaginian General is not present on the space.
The Carthaginian player can substituteelephant CDs for normal CDs among reinforcements, but no more than two elephantCDs may be on the map at anyone time.
VICTORY CONDITIONSThe Victory Conditions for this scenario
are the same as those listed in Sections 18and 19, except as noted below under "Sudden Death." However, in this scenario, tiesgo to the Roman player.
Carthage
Mago+6CUs*1 CU
ICU1 CU
Reinforcement Schedule for Scenario 2DieRoll:
,,;123456
Carthaginian Setup (First)5 CUs (two of which must be elephantCUs) and Hasdruba1 must be placed in NewCarthage.2 CUs are placed anywhere in Baetica,Orospeda, and Celtiberia (not in Idubeda).Both these CUs may be placed in a singlespace, or one CU can be placed in each oftwo spaces.Place Carthaginian PC markers on all theblue circular spaces in Spain. The walledcities of Saguntum, Gades and NewCarthage are Carthaginian.
DIE ROLL MODIFIERS:Rome: -1 for control of IdubedaCarthage: -1 for remainder of game after first defeat ofany Roman army with five or more CUs must be defeatedas defined in 11.8).* For the first five Cartbaginian reinforcement die rolls,
or if Mago is already on the map, this result becomes 2CUs.
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SETUPStrategy cards used: 4, 5, 15, 17, 19, 20,21,31,33,34,35,36,37,38,39,40,41,42,51,52,54,55,59,61, 62 and 63.
SEQUENCE OF PLAYStrategy PhaseThe Carthaginian player goes first in eachStrategy Phase as in the original rules.
ReinforcementsEach player can potentially receive reinforcements before play of his strategy cardin the strategy card phase. Before playing astrategy card, roll a die and consult theReinforcement Schedule for Scenario 2. Ifsuccessful and a space is available forarrival (see Placement of Reinforcementsbelow), the player must take them. If aspace is not available for placement, theplayer does not receive them (they do notaccumulate for later placement). Players donot get to make this roll if the strategy cardis played during battle.
Roman Setup (Second)12 CDs and P. Scipio in one or more spacesin Idubeda.Place Roman PC markers in Dertosa andTarraco.
Automatic Roman ReinforcementsIn addition to reinforcements the Roman
player receives from the ReinforcementSchedule, he also receives 5 CDs as reinforcements for controlling Idubeda. If theRoman player controls Idubeda at the
BREAK THE CONFEDERACYS BACK! TAKE RICHMOND!The Civil War had been raging for over a year and neither sidewas close to a victory. President Abraham Lincoln wanted somedecisive action to weaken the South's spirit and its ability towage war. Lincoln ordered the North's major military force, thecelebrated Army of the Potomac, under the command of GeneralGeorge McCellan, into action. McClellan's plan was to captureRichmond, the South's capitol.
On to Richmond™, recreates one of the major campaigns of theCivil War. This new game is part of the award winning GreatCampaigns of the American Civil War series that is known forhistoric accuracy and ease of play. History buffs as well as mili
tary strategy lovers will enjoy matching their wits with thoseof the leading Generals of the period.
In the game, players control Union and Confederate military forces in turns representing one day of real time. The
game's map is drawn exclusively from Civil War periodmaps. Each hexagon of a grid which has been superim
posed over the map is equal to about 2,000 yards. Eightscenarios are provided, ranging in scope from the entire
campaign to a short cavalry raid which can be played in just20 minutes.
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26
By Aaron R. Jensen
Enforcing Your Peace
PAX IMPERIA: Eminent Domain
P AX IMPERIA is one of the numerousintergalactic strategy co~puter
. games now on the market, trymg tostand out from the rest. Here, faster-thanlight (FTL) travel has been achievedthrough the use of wormholes (subway tunnels through the fabric of space). Theystretch across the galaxy, connecting all thestars in a giant web. Though fear grips thehearts of each galactic race, each createsinterstellar craft for exploration. Pandora'sbox is opened: succeed, or your head willbecome somebody's trophy.
CHOOSING AN IDENTITYYou start this game by choosing a race.
Forget the pre-packaged races. Only theYssla have any useful characteristics (andeven then, only if you're willing to play theespionage game rather than conquest). Gostraight to species design.
Choose one atmosphere for your· raceand leave the rest alone-the addition ofother atmospheres isn't cost-effective. Ifyou want to breathe in any atmosphere, take
the anaerobic species improvement. Itonly costs two points more than selectingall the atmospheres and also lets you existin vacuum climates. The subterraneanspecies improvement does pretty much thesame thing, except that it is limited toideal temperatures (far less useful, as itcosts you five points that could be betterspent elsewhere). Take "warm" for yourrace's ideal temperature, for the widestpossible range of planets.
The psychic species improvement is adefinite advantage you should not pass up.It shows you the entire array of wormholes,what is in each system, what the other racesare doing, and adds a 100 per cent bonus forcounter-espionage. There is no better way tospend three points. All opposing races willhave the first half of this improvement evenif it is not part of their racial statistics. Ihave seen many approaching fleets turn tailand seek easier targets after I began increasing a planet's defenses. The predatoryspecies improvement gives your race abonus to attack (aquatic species are better at
defense). Aquatic species also gain a 20 percent movement bonus.
The culture improvements are a variedlot. The builder culture is highly useful.You will find yourself constantly buildingstructures on your planets and in orbit earlyin the game. The merchant culture is goodfor those who enjoy making allies in thegame, while the spy culture is excellent forespionage. The warrior and nomad culturesare great for conquest. The first lets yourship crews train far faster than normal, andthe second lets you build larger fleets at areduced maintenance cost. However, thetransport ships for abandoning a planet(provided by nomad culture) are of limitedusefulness. Finally, the scientist culture is ofdebatable effectiveness. If you are expecting this to be a long game, consider taking it(over hours of play it can save a lot ofresearch time). .
The remaining choices (improving thespecies' rates of creating certain points, andthe speed with which they develop new technologies) are good for rounding out thespecies, and for maximizing style-specifictraits. Although you can gain more points byreducing these choices below galactic normal, doing so will usually put you at a strongdisadvantage in one area or another. You canreduce the reproductive rate a point or two,but more than that-or any reduction inanother field-is not a good idea.
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STARTING OPTIONSThe difficulty setting should be carefully
considered. At the lowest setting, all theother races start equal to you, but withpenalties to production, research, etc. Theyalso seem to prefer beating up each otherrather than attacking you, and cannot buildships larger than destroyers. At the highestdifficulty setting, you start with one planetand one scout ship. All the other races haveseveral established planets, a small defensive fleet and several developed technologies. If a race feels like beating somebodyup, you are the ideal candidate.
For a decent game that doesn't take forever, pick 50 stars, five to eight otherraces and difficulty 3. You'll be on equalfooting with the other races, and it won'ttake you a week to get from point A topoint B. A small word of caution: whenthe computer chooses the other races, it isnot at all squeamish about choosing thesame race twice, but they will all be thepre-packaged races.
If you prefer far more action, play witha 20-star galaxy crammed with 15 races.Inter-racial contact will be almost instantaneous, and chances are very high thatyou will begin surrounded by races thatwill hate your guts and shoot on sight.There will also be almost no time todevelop new technologies. Combat will
mainly involve hordes of destroyers clashing with lasers and small missiles. I willassume throughout this article that youhave chosen a more reasonable galaxy anddifficulty.
RESEARCH AGENDAYour first action should be to pause the
game. PAX IMPERIA runs in real-time. Gointo the research menu. You have the optionof letting your research proceed automatically, but it is an unwise option. Theresearch priority list the advisor followsisn't very useful. For the initial phases ofthe game, you should take an active role inwhat is being researched. Start weaponsresearch on the wyvem missile, then proceed to the rail gun. Shielding researchshould develop the cerametal armor beforedeveloping shields. Ship tech should startwith the phase drive or the meta-field stabilizer, then develop the other so that you candiscover the meta-field drive 2. Colonialtech should be directed initially to roboticfactories and technology bureau. The spaceresearch field should develop the shrikefighter followed by the fighter base. Withthese technologies you should be in a solidposition-able to build cruiser class ships,sharply increase construction and researchproduction, and guard planets with the everuseful fighters and stronger missile bases.
Left to their own devices, your advisorswould easily take ten· times as long to getyou to this position.
While your technologies are brewing,you should look over the map. If your raceis psychic as suggested, you should see theentire series of wormhole connections. Withluck you'll be part-way down a singlebranch of the series,and you can send whattransports you have further down thisbranch to establish your worlds. It is alwaysbetter to expand away from the other races,to increase your resource base and to establish defensible worlds upon which to fallback if necessary.
CONSTRUCTIO~
Your first world should construct moretransports. You will probably develop several technologies before the first transportcomes off the production line. Technologyseems to move extremely fast at the beginning, when construction is slow andresearch costs are cheap. It will slow downconsiderably by the time you develop thetechnology to build battleships and carriers.
Development speed.is a problem whenbuilding a defense fleet. You set down theplans for a top-of-the-line ship and tell your
~~~~~ (continued pg. 47)
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28
The seamen and merchants heralding fromthe city-states of Phoenicia were "tradersthe world honored" (Isaiah 23:8). Thisminor empire, if played by a player whoalready controls the Eastern Mediterranean(i.e. with Egyptian, Minoan or PirateNavies), can build a monument. The Temple on Tell Al-ma'shuk (Hill of theBeloved), the ideal choice, was built in theninth century BC and was dedicated toMelqart, the Phoenician equivalent of Hercules. Alternatively, the Pyramid can beused to represent the Ruins of Ras Shamra(the site of Ugarit, from which the Phoenicians descended).
Persia, more formally known as theAchaemenid dynasty, is the first empirerealistically capable of simultaneous presences in India, the Middle East, NorthAfrica and Southern Europe. It is quitecommon to see two, or possibly three, Persian monuments built. The Palace ofDarius at Persepolis is the monument ofchoice. This noble palace, with its expansive columned audience hall, was built ca.500 BC The Palace ofArtaxerxes at Susa(built ca. 375 Be) is a logical runner-up,being the summer palace located atEcbatana (while Persepolis was the ceremonial capital). As a member of theMediterranean "big leagues," Persia is entitled to build Greek Architecture.
\
• DIIPaillce of Darius 'palace, Artaxerxe
Even if their traditional path of migration toAlbion and Ireland is blocked by Scythiansor Greeks, the Celts are almost assured amonument. Although constructed around2000 BC during the neolithic period, Stonehenge is the quintessential Celtic choice.The sudden appearance of the collection ofmegaliths (actually, most are or were at onetime trilithons) some two millennia late canbe seen as simulating the lack of politicalactivity in Northern Europe and the "catching up" of written history. The NeolithicStatue can serve as an alternative. Either of
448 and 432 BC during the classicperiod, the era of Pericles andSocrates and a bit later than theGreece depicted in the game). TheTreasury of the Siphnians at Delphiis more appropriate. It is one of thefirst Ionic buildings in Greece andwas built ca. 530 BC during thearchaic period. Should the Greeksfare well, another choice is thePalaestra at Olympia (site of theoriginal Olympic games), althoughestimated to have been built as earlyas 1100 BC
DII Carthage, one of the greatest Phoenician colonies,was founded around 750
Ruins at Dougga BC by merchants from
Tyre. The empire depicted in the game isHasdrubal's Carthage (not that of third century BC Hannibal). The Ruins at Douggain Tunisia are the logical choice for a monument. Built ca. 400 BC, the temple wasdedicated to the Carthaginian god Baal, butwas later razed by the Romans and rededicated to Saturn. Alternatively, Greek Architecture might be appropriate, should theGreeks drop the ball.
Although typically the "refuge" of thosethat perform well during Epoch I, theScythians (pronounced "SITH-ee-ans")can conceivably build a monument if theyavoid the "easy money" in the Middle Eastand migrate westward to Northern Europe.The Neolithic Menhirs (from the Celticword "maen-hir") would probably be thebest choice, being a circle of twenty-ninestones unearthed at Verbovka (WesternSteppe) and attributed to Scytho-Siberianpeoples. This empire could also depict themore advanced Scythian cultures or theirgeographical contemporaries such as theThracians and the Sarmatians. The ancientBlack Sea area was a cultural crossroadsthat witnessed the fusion of Greek andScythian art and architecture. The Treasury at Delphi or an Apocryphal Lighthouse (on the Danube or Rhine River)could represent an ahistorical Scythianarchitectural movement arising fromaggressive trade or exploitation policies.The Lighthouse could represent the mysterious clifftop settlement at Madara (in theBalkans) that some attribute to ProtoThracians.
,,= Palaestra
The Greek City States, characteristic totheir legendary cosmopolitanism, have aplethora of choices. The Temple ofAthenaParthenos (as the Parthenon at Athens isformally christened) is the quintessentialchoice for Greece (though built between
The Vedic City States are actually anextension of Aryan culture as it coalescesinto concrete political entities. The EarlyHindu Architecture is the best choice, representative of the period after 550 BC Itcould also represent the mythical capital ofthe ancient kingdom of Mithila (though situated in Nepal), where the mortal form ofVishnu won his love, Sita. This is the erathat the "Rig Veda" and the "Upanishads,"the Indian cultural equivalent of the OldTestament Bible, were written. The GreatStupa at Sanchi could be selected for erection a millennium early (see Mauryabelow), but this is not recommended as Siddharta Guatama, the Buddha, was not evenborn yet! The Neolithic Statue could beappropriate depending upon tastes.
made feature visible from the moon. Inactuality, this architectural feat was notcompleted until around 210 BC (which fallsbetween the Chou and the Han under theshort-lived Ch'in dynasty, from whence thename China originated). The ConfucianTemple at Qufu, Shandong, the largest Confucian shrine in existence in China today,was used by the Sage's descendants (anddates from the fifth century Be).
29
Ateshkade
11mWithout question the Romans are the mostrevered and feared empire. The Romans arevirtually guaranteed a monument or two,and can frequently manage a third. The Flavian Amphitheater (the Roman Colosseum)is the quintessential monument for Rome.The Colosseum, begun by Vespasian in AD70, was completed under Titus in AD 82.Though most major cities in the Romanempire possessed an amphitheater, theColosseum was the largest of its type andperiod. The second Roman monument ofchoice is the Pont du Gard at Nimes whichwas completed in the first century Be. Thismassive aqueduct helped convince theGauls that Roman engineering was thepractical alternative to war, helping tousher in the era of Romanization. Prolificmonument construction could also involvethe Pantheon ofRome (AD 118 to 125), theArch of Titus (AD 81) or that of Constantine (AD 312 to 315), or even the remainsof the marble Statue of Constantine theGreat (ca. AD 330).
Following on the heels of the imperialsplendor of the Mauryan dynasty (and itssubsequent political fragmentation) camethe dynasty of Chandragupta II. As theyface an uphill struggle against entrenchedempires in the game, the Guptas are usually limited to only a single monument.Encompassing the era just before theGupta, known as the Andhra period, theGreat Stupa at Sanchi is still a good choice.
Upon the successful revolution against theParthians in AD 224, the Sassanids viewedthemselves as the true successors of the Persian empire. The Fortified Fire Temple atTakht-i Sulaiman was an important centerfor the Zoroastrian religion (being thealleged birthplace of Zoroaster). Theancient Fire Temple at Ateshkade, still a pilgrimage site today, is another possibility. Itssacred fire has reportedly been burning continually since the fifth century AD to present time.
EPOCH IV ~
ISagamuni Buddha
tt
The Han dynasty is easily capable of fulfilling its historical role of uniting the Chinese mainland, while skillful play and a little luck can give the Han a second monument. To represent the significance of Buddhism and its penetration into the East, theGreat Stupa should be first on the' Han'slist. Otherwise, the gilt bronze SakyamuniBuddha is the monument of choice. Thispiece represents the flowering of artisticachievements that characterized the Handynasty period (as well as imitation ofIndian art), though built following the confusion of the so-called Three Kingdomsperiod (third century AD). The ConfucianTemple at Yunnan is another possibility,representing the triumph of Confucianismin governmental circles which helped tofoster the famed "Confucian Ethic" as wellas the incorporation of the remote Southernprovinces into the imperial aegis.
The Hsiung-nu (pronounced"huh-swing NEW") represent the rise of organized
Apochryphal.Gale Hun-related barbarians (theHsiung-nu and neighboring Hsien-pi) inMongolia. These tribes, after years of futileattempts, breached the famed Great Wall inAD 304. Foreign invaders of China, almostwithout exception, were seduced by Chinese culture (the schedule followed by theHan is the recommended). An ApocryphalGate could be used to symbolize the obsolescence of the wall.
IBuddha
Athena Nike•Temple ofApollo
Philip and Alexander's Macedonia has ahost of options and can realistically buildtwo monuments. Because it is traditionallyensconced in the classical period (the Hellenistic period "begins" in 323 BC, the yearof Alexander's death), Macedonian monuments are of the Greek stripe. TheParthenon of Athens is the preferredchoice. Otherwise, the Temple ofApollo atDidyma is a logical choice. This piece,where oracles were performed, was begunin 313 Be. Alternatively, other buildings ofthe Acropolis such as the Kallikrates (theTemple of Athena Nike, 427 BC) or theErechtheion (the Porch of the Maidens, ca.421 BC) could be used, as these achievements are of the Greek classical period. Thelatter, less renowned building is the allegedsite of the contest that pitted Athena againstPoseidon for dominion of the city of Athens(the city's name reveals the victor).
these could easily represent the multitudeof neolithic cairns and menhirs scatteredthroughout Northern Europe (Carnac,Kleinklein, etc.). Should the Celts occupymost of Iberia, Greek-influenced architecture is another possibility.
During the Mauryan (pronounced "moree-YAHN") rule, Buddhist architectureflourished. The monument of choice is theGreat Stupa at Sanchi, which was dedicated by Asoka (the founder of the Mauryan dynasty) himself. The Great Stupa, anelaborate Buddhist burial mound, waseventually enlarged and completed sometime during the mid-first century AD. Thepolished Palace at Patilaputra was patterned after Persepolis and was well knownto the Greeks who resided at Asoka's court.The Sphinx could also be used to representAsoka's four back-to-back lions seated atopthe Buddhist Wheel of Life. Should ambitious play or prolific monument construction dictate, the Recumbent Buddha ofAnuradhapura could be built. This statue,copies resplendent among several monasteries and temples, was also the site of a2000-year-old sacred bo-tree where offerings are still made today.
30
The Arabs, upon their conquest of the Middle East and North Africa, ushered in a newera of cultural and intellectual prosperity,advancing the causes of science and medicine, to name but a few notable achievements. Starting near several mineral sites, amonument is almost guaranteed, while twoor three are not entirely unrealistic. TheDome ofthe Rock at Jerusalem, built ca. AD690 and considered as the third most holyIslamic spot after Mecca and Medina, is themonument of choice. Ideally the Court ofthe Lions, or Alhambra, in Grenada, Spainis the best choice for a second monument.The minaret could be from the GreatMosque of San'a, which was constructedduring Muhammed's lifetime. The GreatMosque at Cordoba could be selected, too.This eighth century mosque was ruined inthe 13th century when the Christiansreclaimed the land from the Moors and builta cruciform cathedral in its center.
rJ--The Khmer empire is generally handed tothe high scorer of epoch III. It is rare butnot impossible for it to establish a monument. The empire best represents theKhmer dynasty and the Angkor kingdom inCambodia. Thus, Angkor Wat (or, if oneprefers, nearby Angkor Thom) is the monu-
~~~~~ (continued pg. 38)
The Byzantines are located in a very difficult part of the world-almost every direction involves difficult terrain. Typically thiscurtails ambitious Byzantine monumentconstruction. The logical choice is theChurch of St. Sophia (more properly, theHagia Sophia) at Constantinople. Thisdynamic piece of architecture, completed inAD 537, is one of the most sophisticatedarchitectural achievements ever and wasconsidered the greatest church in all ofChristendom until the Ottomans sacked thecity in 1453 and converted it into a mosque(Turkish minarets were added nine centuries later). The ill-fated ridge-top RilaMonastery is a good choice. Though notcontemporary to the sixth and seventh century Byzantine empire, early versions wereleveled by various foreign invasions, landslides and fires.
"BI iJulllt
The T'ang dynasty (pronounced "tuhONG") put an end to waITing political factionalism and ushered in the famed six hundred years of imperial splendor (officiallyending in AD 1279 with the Mongol invasion). This period saw civil service examinations restored and the flourishing of Chinese art and learning. The T'ang usuallymanage to erect a monument. The FlowerPagoda of the Temple of Six Banyan Treesat Kwangtung is the monument of choice.This pagoda accompanied the rise of Buddhist architecture that ultimately hasbecome associated with all things Chinese.The seventh century pagoda at Qixia isanother possibility. Interestingly enough,the pagoda's origins lie within the stupaand its gradual evolution into an almostexclusive Chinese construct (if unbuilt, theGreat Stupa should perhaps be selected).Alternatively, the Colossal Buddha atYunkang, found in the vast cave complex atShansi, is another choice. The An-chiBridge (Great Stone Bridge) at Chao-hsien,built ca. AD 610, is an engineering marvelthat predated European bridge design byalmost 700 years.
ryphal Capital or Gate are logical choicesfor the Hunnish architectural "debut,"should they be faced with numerous"filled" monument sites. Otherwise, a Miscellaneous Tower or Tribute Statue willsuffice.
Although indirectly responsible for drivingthe Goths into the Romans, contributing tothe destabilization of the Guptan dynasty inIndia and furthering the political turmoil ofthe Three Kingdoms period in China, theHuns themselves accomplished little in theway of architecture. Attila resided in a tentup until the night of his death. An Apoc-
The Goths depicted in the game representthe Germanic tribes that were active duringthe fourth and fifth centuries AD along theRoman periphery. The Ostrogoths migratedeast to the Ukraine by the fourth century,while the Visigoths headed south to theBalkans (Alaric's "dynasty" was Visigothic). Political fragmentation erodedRome's resistance as the Goths movedsouth and west. The Visigoths continuedinto Spain and the Ostrogoths settled inItaly. As they lack a capital, the Goths maybe limited to building a monument in Central Europe-which may be occupied by aGreek, Scythian, Celtic or Roman one. If anearby capital cannot be sacked, a Gothicmonument is rare. Externsteine, in WesternSaxony, was an allegedly popular site forpagan rituals (later, a Christian chapel wascarved into the rock-hewn structure). AnEarly Christian Church could be theMithraic Temple in Jajce, site of theBogomil sect (a Catholic/Orthodox fusion),representing Gothic adherence to hereticalsects (though they were primarily of theArian sect). A Gothic Church could be built,representing the early flowering of European architecture. The term "Gothic" wascoined by Romans to mean "ugly or barbaric," and it stuck.
Otherwise, the Seated Buddha ofGandharafrom the late third century (or the one atMathura of the second or third century) isthe monument of choice. The SeatedBuddha Preaching the First Sermon fromSarnath (built ca. fifth century) is anotherpossibility. Of course, the Hindu Architecture could be selected if necessary, signifying either the emigration of Indian missionaries to Southeast Asia or possibly one ofseveral sacred Hindu sites: Ayodhya (thebirthplace of Rama according to the"Ramayana") or Allahabad (both in theGanges Delta) or Mathura (where Krishnawas allegedly born, in the Ganges Valley).
AUGUST 2nd
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HURRY! Registrations postmarked by June 1st, 1998 receive a free $15 credit toward any game purchased at AVALONCON '98, butonly if you pre-register for at least one event. Make your check or money order payable to: The Avalon Hill Game Company and mail to:
4517 Harford Road, Baltimore, MD 21214. To FAX it, "ll" (410) 254-0991. To register by Email, visit our web site:http://www.avalonhill.com/avaloncon.htrnl
Be sure to register for your main event(s) on the reverse side, or list their three-digit code below:
o ROOM 0 RIDE LOCATOR: My name, phone number, Email and city/state are listed above to provide to all pre-registrants as of July 1stas someone looking for a carpool or roommate to share expenses. I do not have to be pre-registered to be listed. I understand I am solelyresponsible for arrangements made with those who respond. Such inclusion does not obligate me to enter into agreements with anyone.
o TEAM TOURNAMENT: Register my four-person team in the Team Tournament at no extra charge. I realize that all the members of myteam must be pre-registered and that we must each playa different title. Substitutions of team participants or game selections can be madeonly by mail or Email to [email protected] or phone to: (410) 426-9600, ext. 103) by July 28th. No substitutions are allowed on site. In caseof conflicting entries, the last version received will be official.
TEAM NAME: _
1. 2. 3. ---'- _Game to be played by this team member: Game to be played by this team member: Game to be played by this team member:
4. _Game to be played by this team member:
1. 2. 3. _ 4. _
REFUND & SMOKING POLICY: Pre-Registration fees provide discounted services in exchange for a guarantee to attend. Since pre-registration incurs expenses regardless of attendance, such fees are non-refundable. Smoking is prohibited in all public areas of AVALONCON '98.
WHAT YOU'LL GET: Those registering by June 1st receive a $15 credit towards game purchases. Pre-Registrants residing in the UnitedStates as of July 1st will have the program mailed to them shortly thereafter. This is the only confirmation you will receive. Those registering
after July 1st or living outside the United States must pick up their convention program at the site.
AVALONCON MEMBERSHIP: Children under 14 and spectators are admitted without charge and may participate in Open Gaming aroundthe clock in designated areas, space permitting. They will not receive a badge, program or pre-registration credit. AVALONCON reserves theright to eject anyone without a badge to provide space for members. Anyone playing a non-tournament game in a tournament area will be eject-ed immediately. Children may participate in free specially designated ".. Juniors-only" tournaments or pay the $40 fee and participate in anyevent. All other participation is limited to paid registrants wearing their own badges. There are no other event fees of any kind. Flea markets,
product displays and the selling or promotion of any item on the premises without written permission from TAHGC is strictly prohibited.
DISQUALIFICATION: AVALONCON reserves the right to eject without refund anyone acting in an unsportsmanlike manner in the opinionof the presiding Game Master and two designated Assistants should such behavior persist after one warning.
Chronological Listing of Events,/ events you will enter. Do not ,/ any event
whose starting time occurs during the first roundduration of a previous selection.
Time Event Duration Time Event DurationWIO 0 AFK [W14] 1'20 0 DUN H2I3 [1'24]
o ABN HI/3 [W131 0 TYX H213 [1'24Jo ACS HI/4 [WI2] 1'21 0 SFf HI/3 [1'23]o CVW [WI3] 0 RBN H3/4 [T24Jo EIA [W-U] T22 0 ACS H2/4 [1'24Jo GSR HI/4 [WI3] 0 MFB [T24]o GBL [W-U] 1'23 0 GSR H3/4 [1'24]o MMS HI/4 [W14] 0 PGF [1'24]OMOVHI/3 [W12] OTTAH2I4 [1'24]o PZL+ [J F9 0 B81 [F13]o PPW [W14] 0 BM? [FIS]o RBN HI/4 [WIS] 0 BRI H3/4 [FI4Jo RTG [W14] 0830 H214 [FISJOSTPHI/4 [W13] OSFfH2I3 [FIIJo TTN+ [] 0 GBG H2I2 [F13]o TT2+ [] 0 HRC+ (]o TPS [WI6] 0 MMS H2I4 [Fl3]OWAT+ [] OMOVH3/3 [Fill
WIl 0 AOR HII3 [W16J 0 RBN H4/4 [F14]o HWB HI/2 [W16j 0 SJW [Fl3]
WI2 OANZHIM [WI?J OSPK [FI2]o BBS HI/4 [WI6J 0 SUC [F14]OPZB+ [] o TYX H3/3 [FI3J
W13 OBKEHIM [WIS] OUPFH4/4 [F14]o BRI HI/4 [W18] 0 VlP+ []o WSF [W19] 0 WSM [FIS]
WI4 0 MRA HI/4 [W16] FlO 0 SCT H3/4 [F14]o SOA+ [] FIl 0 LBG [FIS]OUPFHI/4 [WI9] OPXB [F18]
WIS 0 ABN H2I3 [W18] FI2 0 ANZ H2I2 [FI?]WI6 0 CMS HI/4 [W21j 0 ACS H3/4 [FI4J
o GSR H2/4 [WI9J 0 PGG [FI?]o HCR [WI8] FI4 0 WRS [F16]o SCT H1/4 [W20] FIS 0 MRA H3/4 [FI?]
WI? 0 GTA HI/4 [W19] FI6 0 GTA H3/4 [F17]0776 [W21] FI? 0 SFf H313 [F19]
WI8 0 AOR H2I3 [W23] 0 GSR H4/4 [F20]o BKN HIM (W23] 0 HWD [F231OFBSHI/2 [W20j FI8 ODIPHI/3 [F24]OKRMHI/4 [W2IJ o 830H3/4 [F24]
WI9 0 GBG HIM [W23] 0 KGM H2/2 [F22]o OW2 [W21] 0 MET H2I2+ [F20]ORORHI/2 [W24] o SCT H4/4 [F22]o TRC HI/2 [W23] 0 STP H3/4 [F21]o TYX HI/3 [W23] FI9 0 BRI H4/4 [F24J
W20 0 MAH H1/2 [W24I 0 CMS H3/4 [F24Jo STP H2I4 [W23J 0 DUN H3/3 [F24]
W21 0 KRM H2/4 [W24J F20 0 TBT [F22]W22 OTTAHI/4 [W23] F21 o MUS [F24]T9 0 ASA [TIS] F23 0 DEC [F24]
OACV [1'21] OTTAH3/4 [F24]o AOR H3/3 [T14] 0 WIT [F24]o ABN H3/3 [T12] 89 0 AFD H212 [SI2]
o D91 [513]g~H1/2 ~~:;l ODIPH2I3 [SI6]
OBKNH2/2 [TI4] o 830H4/4 [SIS]o BRI H2/2 [TI4] 0 MMS H3/4 [S13Jo CDT [Tl2] 0 PDT H2/2 [S 13Jo COl [Fl3] 0 PRS [S l3]ODLW [Til] ORKL+ []o DUN HI/3 [TISJ 0 RNQG HI/2 [S1I]o KGM H1/2 [Tl3] 0 SQL [U13]
OWTP [SI4]o KRM H3/4 [TI2] SIO 0 BBS H4/4 [SI4]o ONR [Tl2J 0 FSE [S 14]o UPF H2/4 [TI4J 0 PCW [SI2jo WAS [TI4J 811 0 ACS H4/4 [Sl3]o W&P [TI2] 0 RNQG H212 [Sl3]OWZQ [Til] 812 OEIS [SIS]
TIO 0 ASL+ [T-U] 813 0 GTA H4/4 [SIS]o GTA H2I4 [T12] 814 0 ASN [SI6]o SSB [TIS] 0 RNQV HI/3 [SI6]
TIl 0 CDP [TI9] 0 STPH4/4 (S17]TI2 0 KRM H4/4 [TIS] 815 0 AUC (S16]
o NVW [TIS] 0 MMS H4/4 [S19]o TRC H2I2 [TI6] 0 MRA H4/4 [SI?]
TI4 0 BBS H2I4 [TI8] 816 0 RNQV H2I3 [SI8]o RBN H2I4 [T19] 81? 0 TVW [SI9]o SCT H2I4 [T18J 0 TTA H4/4 [SI9]
TIS 0 MRA H2I4 [TI?] 818 0 ACQ [S22]TI6 0 SLB [TI9] 0 RNQV H3/3 [S20]
o UPF H3/4 [TIl J 0 WPS (S20]TI? 0 HWB H2/2 [TI2J 819 0 ADV [S23J
OMBTHI/2+ [TI9] OGBD [S24]TI8 0 CMS H2I4 [TI3] 0 CMS H4/4 [S24]
o 830 H1/4 [TI4] 821 0 FIS [S22]o FBS H212 [TIO] 823 0 SLS [S24]o PDT H1/2 [T22] U8 0 BKE H2I2 [U 10]o ROR H2I2 [TI4] 0 DIP H3/3 [UISIOSMG [TIO] U9 OATS [UJ2]
TI9 0 BBS H3/4 [TI3] 0 $GR [UIO]o MAH H2I2 [T23J 0 GUE [UI2]o MOV H2I3 [TIl] UI2 0 WBR [U14]
REGISTRATION INFORMATION: Members may participate in all events, but only one at a time. Most events donot "sell out", but to guarantee an opportunity to play youmust bring a copy of the game (to ensure sufficient copieson hand) and be present at the starting time. This is especiaLly true for older games which are no longer for sale.Tbose registering after June 1st will not receive the $15game purchase credit. At-the-door badges are discounted$5 per day based on the number of days remaining. Oneday admissions are available for $15 but do not entitle participation in any event beyond that day. Prizes won with aone-day badge must be claimed that day.
LOST ITEMS: Bring your program; there is a $2 chargeto replace it. Wear your badge at all times. You may notenter an event without a badge. Replacement badges willcost $5 and not be usable for the $15 purchase credit.
EVENT DESCRIPTIONS: Events are listed in chronological order in the box to the left, and in alphabetical orderhereafter using the following format:
Name, Prize Status, Class, Format, Style, Duration,GM, Starting Time.
Name: The three-digit code name for the event used on theChronological Listing and badges.
Prizes: Winners receive a championship plaque. Finalistsreceive credits for the purchase of merchandise and plaquesaccording to a standard schedule based on the number ofentrants. For example, there are 32 prize-winners in a fullyfunded 128-player event. Junior, Quick Play and Restrictedevents are reduced one or two columns on the prize list asfollows:
0: Demonstration. No Prizes.
e: Full Prize list.
0: Prizes reduced one column.
@: Prizes reduced two columns.
Class: A: Rules will not be explained; for experiencedplayers only. B: Beginners welcome. Rules will be taughtone hour before the scheduled playing time. The GM willnot teach the game once the event begins.
Format: SwEl: Swiss-Elimination; play several preliminary rounds to determine finalists for Single Eliminationformat. Swiss: play numerous rounds paired against opponents with similar records. SE: Single Elimination; playuntil you lose. DE: Double Elimination; play until you losetwice. MESE: Multiple Entry, Single Elimination; playuntil you lose, but you may re-enter in a later Heat. SEM:Single Elimination, Mulligan; play until you lose but firstround loss in the Mulligan Heat is ignored; first roundMulligan winners advance to second round.
Style: CONTINUOUS: Rounds repeat back-to-back untilcompleted with only one-hour breaks. Rounds will not startafter midnight and resume at 8 or 9 AM. The GM mayrequire that rounds begun by midnight be finished thatnight. SCHEDULED: designated, timed rounds with long,predetermined breaks. HEAT: One of several qualifyingsessions, you may play in multiple Heats regardless of success. Continuous Heats (+): Games continue to start whensufficient players are on hand. Flexible late entry/exitallowed.
Duration: The expected number of rounds and length ofeach. Some formats vary rounds based on number ofentrants. Schedule time accordingly and refrain from entering events if time constraints will not allow you to finish.In all formats, the GM and two assistant GMs may adjudicate games not adhering to schedule. Their decisions arefinal.
GM: The Game Master's name. If an address is included,additional information is available by sending the GM aself-addressed, stamped envelope or Email.
Times: Starting times of the initial round are abbreviatedas follows: W: Wednesday, T: Thursday, F: Friday, S:Samrday, U: Sunday. Hours are given in military time (9 =9 AM, 12 = noon, 13 = 1 PM). We suggest copying thispage before registering.
Pre-Registration Limits: You may Pre-Register for anyevents that do not start within the expected duration of anyprevious selection's first round as listed at left. Conflictingchoices will be disallowed. Pre-registrants receive preferential treatment for byes and last remaining slots, but arenot guaranteed a place if without a copy of the game.Those advancing into the second round may experienceoverlapping schedule conflicts. Events with a "U" listinghave a scheduled final round on Sunday morning. You mayplay in several such events but if you make the finals inboth you must choose only one in which to continue.
THE EVENTS: Events designated "or jr" are only forchildren under the age of 14. Parents are urged to superviseand should attempt to teach the game beforehand, butshould refrain from playing the game for their children.
Acquire (ACQ), e, A, SwEl, Continuous, three preliminary I-hr rds. 16 advance to SE. K. Whitesell. S 18. U
Across F1ve Aprils (ASA), e, A, SwEl, Continuous, 6-hr preliminary round robin Bull Run, Pea Ridge, and Bentonville. Fourfrom each side advance to Bentonville; then two to Pea Ridge.Finalists play Pea Ridge. Play same side throughout. A. Lewis,16 Gosling Dr., Lewes, DE 19958. [email protected]. 1'9.
Adel Verflichtet (ADV), 0, B, SwEl, Continuous, fourpreliminary I-hr rds. Ten advance. R. Pfeifer. S 19.
or Adel Verflichtet Jr (ADJ), @, B, SE, Continuous, twoI-hr rds. S. Davis. W14.
Advanced QviJization (ACY), e, A, SE, Scheduled, 12-hr preliminary. Eight advance to SIO Fmal willl Westem Map Extension.C. Hickok, 250 Hidden Valley Ln,Harrisburg, PA 17112.1'9.
Advanced Squad Leader (ASL), e, A, Swiss, Continuous,seven 7-hr rounds; six scenario choices/round. R. Gifford,320 East 27th, South Sioux City, NE 68776. Tl 0+
Afrika Korps (AFK), e, B, SE, Continuous, four 4-hr rds.B. Smith, 323 Lower Stella Ireland Rd, Binghamton, NY13905-1011. [email protected] WIO.
Age of Renaissance (AOR), e, MESE, B, three 5-hr Heats.Winners advance to T18 SE. J. Scarl:x>rough. WH, W18, 1'9. U
Air Baron (ABN), e, A, SwEl, three 3-hr qualifYing Heats. Mustplay two Heats; top six qualify for Tl4 Final. 1. Stevens, 705 RoseCreek Bluff, Woodstock, GA 30189-6869. WIO, W15, 1'9.
or Air Baron Jr (ABJ), 0, B, SE, Continuous, two 3-hrrds. J. Stevens. WI6
Air ForcelDauntiess (AFD), 0, B, MESE, Continuous,three I-hr rounds. D. Angus. 1'9, S9. U
Anzio (ANZ), e, A, SEM, Continuous, four 5-hr. rds ofthe 15-turn Basic Game with W 12 Mulligan. P. Fletcher,51 Hartwell Rd, West Hartford, CT 061 17. FI2
Assassin (ASN), 0, A, SE, Continuous, two 2-hr. rds.Everyone starts with a city adjacent to Vienna. J. Vroom S14.
Atlantic Storm (ACS), e, B, MESE, four 2-hr qualifyingHeats of five-player games using Advanced Multi-Playerrule 14. B. Knight. WIO, T22, F12, SII. U
Attack Sub (ATS), 0, A, SwEl, Continuous. three preliminaryrds to determine seeding for SE. Scenarios A, B, C, 0, E or H.K. Hunsinger, 2038 Royal Oak Ave, Defiance, OH 43512. U9.
Auction aka The Collector (AUC), 0, B, SE, Continuous,three I-hr rds. K. Good. S 15
B-17 (B17), e, A, Continuous, three 3-hr 1943 raids. Flyall three raids. D. Terry, 7501 Norris Ave, Sykesville, MD21784.1'9.
Baseball Strategy (BBS), e, B, MESE, Continuous, fourI-hr rds of three-game series in four divisional Heats.Team draft based on 1997 season. J. Bell, 7 Casey Court,Baltimore, MD 21228. W12, Tl4, T19, SIO. U
Battle of Bulge '81 (B81), 0, A, SE, Continuous, four4-hrrds using Race to Bastogne 8-turn scenario. R. HeUer, 4733Bartram St, Rockville, MD 20853. F9.
Bismarck '79 (BM7), 0, A, SwEl, Continuous, three 2-hrpreliminary rds to determine two finalists to do battle withscale minamres. P. Risner, 7630 Weeping Willow Circle,Sarasota, FL 34241. [email protected] F9
Blackbeard (BKB), e, B, SEM, Continuous, three 2-hrtimed rds with W 13 Mulligan. No Sudden Death. J. Pack,1216 E. Tamora St., Sandy, UT 84094. U8
Breakout: Normandy (BKN), e, A, Swiss, Continuous, six5-hr rds. Bid for sides. W 18 Mulligan winners excused LmtilT14. R. Fedin, 112 Glengarry Dr, Moon Township, PA15108. [email protected]. 1'9+
Britannia (BRI), e, A, SwEI, four 5-hr qualifying Heats. Mustplay in at least two Heats to advance to SE S9. D. Gantt. W13,1'9, F9, F19. U
Candidate (COT), 0, B, SE, Continuous, two 3-hr rds. Allstates unresolved after two hrs will be Undecided enteringthe convention. K. Gutermuth. T9
Circus Maximus (CMS), e, A, MESE, three players fromeach of four preliminary 5-hr Heats advance to U8 final.Uses scale miniatures. J. Jacoby. W16, T18, F19, S 19. U
Civil War (CVW), 0, A, SE, Continuous, four 3-hr rds of1861 scenario with VP bids for sides and Union movingfirst with a die roll difference of 7. G. Seary, 2307 TracySt., Endwell, NY 13760. [email protected]
Colonial Diplomacy (CDP), ., A, one 8-hr rd with sevenBest Country performances advancing to Fr 9 Final. J.Yerkey. Til
Cross of Iron (COl), ., A, Swiss, Continuous, four 4-hrrds. P. Pollard, 7855 Autumn Hollow Dr #5, Cordova, TN38018. [email protected]. T9
Commands & Colors (C&C), 0, one-hr demos of ourupcoming Civil War figure, card and boardgame by designer R. Borg. W14, W16, T10, TIS, F9, F18, S13, S20, U9.
D-Day '91 (091), ., B, SE, Continuous, four 4-hr rds. K.McCarthy, 3866 Wallingford, South Euclid, OH 44121. S9
Decathlon (DEC), 0, B, Meet, one 2-hr track meet withhandicaps. J. Coussis, 1978 G Kenilworth Circle, HoffmanEstates, IL 60195. F23
"'Dinosaurs of Lost World Jr 0, (DLJ), B, SE,Continuous, three 2-hr rounds. R. Stakenas. SIS
Dinosaurs of Lost World (DLW), 0, B, SE, Continuous,two-hr rds. A chance for the adults to test their mettle againstthe Junior Tournament graduates. W. DeMarco. T9.
Diplomacy (DIP), ., A, Swiss, three 7-hr Heats. Best tworounds score. Traditional prizes augment merchandisecredit. J. Yerkey. FI8, S9, U8.
Dune (DUN), 0, A, SwEl, three 6-hr prelim Heats to qualify for S 18 Final. Demo game for beginners W22. J.O'Donnell,2678 Bellwood Ave, Bexley, OH [email protected], T20, F19.
1830 (830), ., A, SE, four 6-hr Heats to advance to S 17Final. Must win at least two games to qualify. D. Hecht,5911 Edsall Rd, Apt PH 8, Alexandria, VA [email protected]. T18, F9, F18, S9
Empires In Arms (EIA), ., A, four days of two simultaneous games; one ReVOlutionary scenario and one CampaignGame with random game ending. J. Slater, 600 SaxonyCircle, Chaska, MN 55318. [email protected]. WI0
Enemy In Sight (EIS), ., B, SE, Continuous, two 3-hr rdswith designer Neal Schlaffer. S12
Facts In Five (FrS), 0, B, SE, Continuous, two I-hr rds. C.Foster. S21.
Fifth Fleet (5FT), ., B, SwEI, Scheduled, three 2-hr Heatsto qualify for F20 Finals. Scenarios from different Fleetgames in each Heat, but 5th Fleet rules apply throughout. J.Fleckenstein, 120 Lakeland Dr, Sterling, VA 20164. T21(5th), F9 (7th), FI7 (3rd)
Firepower (FPR), 0, B, SE Demo using ten-man squads.R. Knowles. FlO
Football Strategy (FBS), ., A, MESE, Continuous, five2-hr rds with each Heat winner meeting in Super Bowl. B.Cleary. W18, TI8
Fortress Europa (FSE), 0, A, SE, Continuous, four 4-hrrds of the 7-tum Invasion scenario. P. Koenig. SIO
Galaxy: The Arena (GTA), 0, B, MESE, four I-hr Heatsof new TTA sequel. Winners advance to U9 SE. S. Tucker.W17, T10, F16, S13. U
Gangsters (GSR), ., B, MESE, four 3-hr qualifying Heatsfor F20 SE. Prize for best novice. J. Pack, 1216 EastTamara St., Sandy, UT 84094. WIO, W16, T23, F17
Gettysburg '88 (GBG), ., B, SEM, Continuous, five 4-hrrds of Scenario 5 (6F). W 19 Mulligan winners are excuseduntil Fr 14. D. Zimmerman, 4 S. Railroad St, Myerstown, PA17067. W19, F9
Global War (GBL), ., A, Other, Continuous four-day linkedplay of A3R and ERS in teams. M. Crowe, 5507 CallanderDr, Springfield, VA 22151. W 10
Great Campaigns of the ACW (GCA) ., B, SwEl,Continuous. Eight-player SE event. Qualifiers will be fivewinners of the following events with three other spotsawarded to those with most total points earned by reachingSE rounds. Each event consists of three prelim;nary roundsto select a field of four players for ensuing SE play. Nextevent starts after preliminary rounds of preceding eventwith no more than two events funning concurrently.Detailed event info will be mailed to all pre-registrants andis available at GCACW web site at www.smart.net/-wavelandlgcacw.htm. K. Lee, 99 West St, Tunkhannock, PA18657. [email protected] S9 Here Come the Rebels (HCR)P. Duffy. WI6. On to Richmond (ONR) E. Beach T9.Roads to Gettysburg (RTG), P. Nied W 10. StonewallJackson's Way [SJWj, M. Bailey F9. Stonewall's LastBattle [SLB], F. Speck T16.
Greed (GR$), 0, B, Continuous one hour dice-fest to rackup the highest score. P. Staab. U9
Guerilla (GUE), ., A, SE, Continuous two 3-hr rds. Vivala Revolution! with designer N. Schlaffer. U9
Gunboat Diplomacy (GBD), ., A, SE, 5-hr rd of "Blind"Diplomacy without negotiations. Secret country assignments. GM reads moves and written press. Top 7 scoresadvance to U8 Final. J. Yerkey. Sl9
Hannibal; Rome vs Carthage (HRC), ., A, Swiss,Continuous, five 3-hr rds. Bid PC for side. Winner gets 5VP + PC bid. M. Welker, 332 Reserve Ave, Steubenville,OH 43952. [email protected] See website athttp://www.isgsite.comF9+
History of the World (HWD), ., A, SE, Scheduled three 6hr rds. 36 advance to 2nd rd S13. G. Sauer. Fl? U
History of the World with Bidding (HWB),., A, MESE,Scheduled, two 5-hr Heats of GENERAL 29#1 variant forFll Final. J. Pei, 6406 Avery Island, Austin, TX [email protected] Wll, T17
... History of the World Jr (HWJ), 0, B, SE, Continuous,two 3-hr rds of six or less epochs. R. Beyma. T9
House on the Hill (HOH), 0, B, DEMO. A one-hr haunting preview of a future AH game with designer BruceGlassco. W15, T9, Fll, SI9
Kingmaker (KGM), ., A, MESE, Scheduled, two 4-hrqualifying Heats to advance to S19 Final. Variant cards andoptional Parliament rules will be used; Advanced Combatwon't. H. Thoen, 6220 Sherbrooke St. W, #510, Montreal,QUE H4B 1M3 Canada. T9, F18.
Kremlin (KRM), ., B, MESE, four 3-hr Heats. Winners advanceto Tl8 SE. P. Stein, 562 New Highway, Apt 2C, Hauppauge, NY11788. [email protected], W21, T9, T12.
... Legends of Robin Hood Jr (RHJ): 0, B, SE,Continuous, two I-hr rds. E. Beach. FI8
London's Burning (LBG), ., B, Swiss, Continuous, two2-hr rds. Alternate playing British and Germans in shortscenario. J. Coussis, 1978G Kenilworth Circle, HoffmanEstates, IL 60195. Fli
Maharaja (MAH), ., A, MESE, two 5-hr Heats. FlOFinal. W. Wible, 740 Abbey Dr, Virginia Beach, VA23455 or [email protected]. W20, T19
MBT (MBT), ., B, SwEI, two heats of three 2-hr rds. Playa maximum of three rounds in either Heat to advance twoto SI9 Final. R. Schoenen, 800 Kimberton Rd G7,Phoenixville, PA 19460. T17+, F18+
March Madness (MMS), 0, B, MESE, four 5-hrAdvanced Game PreJimjnary Heats of 16-team Regionalswhich each advance one team to U9 Final Four. Playersdraft up to two teamslRegion which play till they lose.Repeat entrants draft last. J. Ellmann. WIO, F9, S9, SIS. U
Merchant of Venus (MOV), ., B, MESE, Scheduled,three 2-hr Heats to $2000. 25 advance to SE S9. Five playFinal to $3000. G. Mayer, 736 Charleston Oaks Dr.,Ballwin, MO 63021. WIO, T19, F9
or- Merchant of Venus Jr (MVJ), 0, B, SwEl, Continuous,two 2-hr preliminary rds to $1200. Top six advance toFinal. E. Kirchner, 7129 Glade Ln, Florence, KY [email protected] S9
Monsters Ravage America (MRA), ., B, MESE, four 2hr Heats of OUf monstrous new release with winnersadvancing to U9 SE. B. Knight. W14, TIS, F15, SIS. U
Mustangs (MUS), ., B, SwEI, Continuous, three I-hr preliminary rds with top two pilots of each side advancing toSE. Options 13a, 13b, 15a, & 16. S. Munchak. F21
Mustangs Furball (MUS), 0, SE, one 2-hr aerial melee.Surviving aircraft with most hits wins. Auxiliary prizes. S.Munchak. T22
Naval War (NVW), ., B, SE, Continuous 3-hr rds of 6player games to 75 pts. J. Sharp. T12
Origins of WWII (OW2), @, A, SE, Continuous two 2-hrrds of 4-player variant in GENERAL 31#4. G. Sauer, 407S. Court St, Circleville, OH 43113. W 19
Pacific War (pCW), ., B, SE, Continuous, four 2-hr rdswith Battle scenarios: Coral Sea, Relief of Wake Island andEastern Solomons. G. Gonzalez, 190 W. Merrick Rd, Apt4R, Freeport, NY 11520. [email protected]. SIO
Panzerblitz (PZB), ., B, SwEI, Continuous 4-hr Heats.Top eight advance to SE S9. Counters provided for 26#2and 28#3 GENERAL scenarios. D. Giordano, 4 Wade Ave,Carney's Point, NJ 08069. We 12+
Panzer Leader (PZL), ., B, SwEI, Continuous 4-hr Heatsrunning through Friday. Eight best records advance to SE F21.B. Scott, 2317 Barracks Rd, Charlottesville, VA 22901. WIO+
HOTELSBY CAR: Take Exit 20A on Shawan Road off 183. Hunt Valley Inn is on the right. To reach the~ampton Inn, continue east to 3rd traffic light,yIeld nght onto York Rd. Hotel is on the right.
Marriott's is within walking distance of HuntValley Mall and convenient to light rail travel toBaltimore's fabulous Inner Harbor. TheAquarium, Science Center and other InnerHarbor attractions provide ample distraC\ions foryour significant others. Your special MarriottA V ALONCON rates apply Tuesday throughMonday if you make your reservation before ourcontracted room block sells out.
PUBLIC TRANSPORTAMTRAK: Leave Penn Station walking SW tothe Mount Royal Station of the Light Rail. Boardthe Light Rail North to the Park & Ride last stopat Hunt Valley Mall.
GREYHOUND: Walk west on Fayette St. toHoward St. and then North to Lexington MarketLight Rail Stop. Take Light Rail North to the laststop in Huttt Valley Mall.
Tickets must be purchased before you board thetrain.
'* AIR TRANSPORT '*Southwest Airlines has been designated as theofficial carrier for the attendees of A VALONCON '98. Southwest Airlines is offering a 10%discount Ott most of its already low fares, fortravel to and from A VALONCON '98. Call (orhave your professional travel agent call) theSouthwest Airlines Group and Meeting Desk at1-800-433-5368, Monday-Friday, 8 am - 5 pm orSaturday 8:30 am - 5:30 pm by no later than July20, 1998 and refer to ID Code J0818 to takeadvantage of this offer. Call right away as faresare subject to terms and availability.
Southwest offers nonstop flights to Baltimore fromBirmingham, Chicago, Cleveland, FI. Lauderdale,Jackson, Jacksonville, Louisville, Nashville, Orlando,Providence, St. Louis, Tampa and Kansas City. Directand connecting service is offered from an additional 28American cities.
An airport greeting committee will provide free shuttleservice to the Hunt Valley Inn for those arriving onSouthwest Airlines during peak hours on Tuesday.Others should use the BWI Shuttle Express, Route C toHunt Valley, providing Round Trip transportation to theHunt Valley Inn for $29 ($19 one way) every two hoursbetween 7 AM and II PM. Roundtrip tickets are on saleonly at BWI. Reserve by calling (410) 859-0800 at leasttwo hours in advance on day of service.
Panzergruppe Guderian (PGG), 0, A, SE, four 5-hr rds.J. Tracy, 12415 S. 28th Ave, Omaha, NE 68123. FI2
Pax Britannica (PXB), ., B, one 7-hr rd. DuplicateTournament: all random events prerolled. Uses improved'93 rules which will be provided. A Demonstration gameprecedes this event F9. R. Sacks, 4861 Broadway 5V, NY,NY 10034-3139. Fll
Paydirt (PDT), 0, A, SwEI, two 5-hr Heats meet in U9Super Bowl. Advanced Rule II used for balance; mustcover the spread to win. Best two teams after three gamesmeet in conference finals. H. Flawd, 2826 BlacksmithWay, Lancaster, PA 17601. Tl8, S9. U
Peloponnesian War (PPW), 0, B, SE, Continuous, four 4hr rds, using Peloponnesian War scenario (10.1) with modified Augaries die roll for Sparta. R. Knowles, 564Crescent Dr, Willowick, OH 44095. WlO
... Princess Ryan's Star Marines Jr (pRJ), 0, B, Swiss, two2-hr rds with designer M. McLaughlin. F9
Princess Ryan's Star Marines (PRS), ., B, Swiss, two 2-hrrds with designer M. McLaughlin. S9
Pro Golf (PGF), l!l, B, Continuous, two I-hr rds on Pebble Beachand Augusta. Four advance to Skins game. M. Stanley TI3
Rail Baron (REN), ., B, MESE, Scheduled, four 5-hr Heats.25 advance to SE F14. Demo game T21. C. Foster, 6164Waco Way, Fort Worth, TX 76133. WlO, Tl4, TIl, F9. U
Republic of Rome (ROR), ., A, MESE, two 6-hr Heats ofthe Middle Republic. FlO Late Republic Final. W. Wible,740 Abbey Dr, Virginia Beach, V A 23455 [email protected]. W19, Tl8
Roadkill (RKL), ., B, SE, Continuous 3-hr Heats withwinners advancing to SI6 Final. S. Cousins. S9+
Runequest: Gladiator (RNQG), ., B, SE, two 2-hr Heats emphasizing arena combat with 3rd edition rules. D. Pribik. S9, SII
Runequest: Odin's Children (RNQV), ., B, SE, three 2hr Heats of a Viking warband retaking their village frombrigands. J. Boyle. S14, S16, SI8
Runequest Slayers (RQS), 0, B, 4-hr Demo of the upcoming Runequest edition. Chris Lawrence W 10, W 17, Tl6,FI2,S9,SI5
1776 (776), ., A, SE, Continuous, three 4-hr rds ofSaratoga. Two finalists play first year of Campaign Game. S.Packwood, 2170 James St, Eagan, MN 55122. W17
Siapshot (SLS), l!l, B, SE, Continuous, two I-hr rds usingall optional rules. B. Reiff, 2207 Smokey View Blvd,Powell, OH 43065. S23
Speed Circuit (SCT), 0, B, SwEI, four 4-hr Heats to seedSI2 Final. Matchbox scale tracks. D. Schulz, 8909 RidgePI, Bethesda, MD 20817. [email protected]. See website infoat www.his.com/-tkuster/dougiscac/.WI6.Tl4.FI0.FI8
... Speed Circuit Jr (SCJ), l!l, B, SE, one 2-hr race usingscale model cars and an oversized track. E. Kirchner, 7129Glade Ln, Florence, KY 41042. [email protected] U9
Squad Leader (SQL), ., A, Swiss, Continuous, four 4-hrrds. T. Goff, 8854 Teakwood Court, Manassas, VA 20109.tgoff<g;erols.com S9
Starship Troopers: Prepare for Battle (STP), ., B,MESE, four 3-hr Heats. Undefeated players through threerounds advance to SI9 SE. Rules taught 30 minutes beforestarting time. A. Maly. [email protected]. See web page athttp://www.abs.net/-anomaly/sst.htmlWIO.W20.FI8.SI4
... Starship Troopers: Prepare for Battle Jr (STJ), ., B,SE, four I-hr rds. A. Maly. Tl5
Starship Troopers: Prepare for Battle (STPD), 0, B, 2hr Demo using scale miniatures and terrain in 20' x 20'area. J. Connors. T13, FI6
Statis Pro Basketball (SPK), ., A, SE, Continuous, SE,four 3-hr rds. Draft one of 29 NBA championship teamsfor a "Dream" SE tournament. B. Grabow. F9
Stock Market Guru (SMG), ., B, SE, Continuous two 2hr rds. S. Tucker. Tl8
Storm Over Arnhem (SOA), ., B, MESE, ContinuousHeats until TlO. Win in any Heat to advance to SE T13.Uses Hidden AT Guns. S. Koleszar. W14+
Successors (SUC), ., B, SE, Continuous, three 5-hr rdswith all options. J. Paull, 10293 Merriam Ln, Twinsburg,OH44087. F9
Superstlr Baseball (SSB), 0, B, Continuous, draft teamof past superstars and play five games to select four teamsfor best-of·three playoffs. H. Flawd, 2826 BlacksmithWay, Lancaste.", PA 17601. TlO U
The Russian Campaign (TRC), ., A, SEM, Continuousfour 4-hr rds with winners of either Heat excused till F9 SEround. Scenario modifications. R. Beyma, 109 BrentwoodCircle, Pocomoke, MD 21851. W19, Tl2
Titan (TTN), ., A, MESE, Continuous 5-hr qualifyingHeats start until F22 with top 16 advancing to S9 SE. B.Wolff III. See web page: http://www.uwm.edu/-bruno/titan/avaloncon.html WlO+.
Titan Arena (ITA), 0, B, MESE, four I-hr Heats. Winnersadvance to UlO SE. J. Thompson. W22, TI3, F23, S17. U
Titan 2 (TT2), ., A, SE, Continuous, four 4-hr rds of twoplayer Titan after preliminary played anytime WlO to TlO toadvance to TI5 SE. See TTN web page. D. desJardins. WIO+
Title Bout (TBT), ., B, SE, Continuous, five I-hr, 8-rdheavyweight fights leading to a 15-rd finale. T. Coleman.TColeman @zd.com F20
Turning Point: Stalingrad (TPS), ., A, SE, Continuous,four 6-hr rds. One week games with tie-breakers. Bid VPsfor sides. 3rd edition rules. Highest rated players pairedagainst one another in opening rounds. H. Jones, 117 LochShin Dr., Moon Twp, PA 15108. WlO
TV Wars (TVW), ., B, SE, Continuous, three 2-hr rds. R.Stakenas II. S17
... TV Wars Jr (TVJ), 0, B, SE, Continuous, two 2-hr rds.S. Vessey. We 18
Tyranno Ex (TYX), ., B, SwEI, three 4-hr qualifyingHeats for FI4 SE. T. DeMarco. W19, T20, F9
Up Front (UPF), ., A, MEDE, four Heats of DE withwinners advancing to S9 Finals. K. Whitesell, 107 NurseryRd, Linthicum, MD 21090-1506. W14, T9, T16, F9
Victory In the Pacific (VIP), ., A, Swiss, Continuous,seven 5-hr rds. No optional rules. May drop in and out atany time, but doing so reduces chances of winning event.Demo game TIO. G. Petroski, 6829 23rd Ave, Kenosha, WI53143-1233. F9+
War & Peace (W&P),., A, SwEI, Continuous three 3-hrrds of 1805, 1807, 1809 scenarios with top four advancingto SE rds of 1812 & 1813. B. Jackson, 190 W. MerrickRd., Apt IN, Freeport, NY 11520. T9
War At Sea (WAS), ., B, SwEI, Continuous, five seeded 2-hrpreliminary rds, four advancing to SE. Must win by ~ 2 POCfor full win. Bid for sides. B. Monnin, 177 S. Lincoln St.,Minster, OH 45865. [email protected]
Waterloo (WAT), 0, A, SE, Continuous, four 5-hr rounds.A 7 PM turn will be added to first four days for a total of28 turns. Players have two days to play 1st rd - contact GMfor preference. Winners advance to Round 2 Fr9. L. Lingle,4307 N. Carolina Ct., Harrisburg, PA 17112 [email protected]. WlO+
We The People (WTP), ., A, DE, Continuous, seven 135minute rds. Bid PCs for sides. Single CU Winter Attritionrule in effect (50% chance). Time limit strictly enforced. J.Falling. Sa 9
Win, Place & Show (WPS), ., B, SE, Continuous, two 2hr rds. J. Burnett. S18.
.... Wizard's Quest Jr (WQJ), 0, B, SE, Continuous, two3-hr rds. K. Stroh. Tl3
Wizard's Quest (WZQ), ., B, SE, Continuous, two 2-hrrds. Be the first to battle your way through the denizens ofMarnon Island to discover three hidden treasures. B.Navolis. T9
Wooden Ships & Iron Men (WSM), ., B, SwEI,Continuous, three 2-hr rds to select eight SE finalists. W.Rohrbeck, P. O. Box 741, Goffstown, NH 03045. F9
Wooden Ships Fleet Action (WSF), ., A, SE, one 6-hr rdof opposing fleets in a large, DYO scenario. Each fleet iscomposed of a team of players with limited inter-playercommunication. The most successful captain wins. T.Hitchings, 330 Kemper Dr., Newark, DE 19702. hitch[email protected] WI3
.... Wrasslin' Jr (WRJ), 0, B, SE, Continuous four I-hrrds. D. Dolan SII
Wrasslin' (WRS), ., B, SE, Continuous, five I-hrElimination bouts. Manage a stable of three wrestlers. P.Weintraub. FI4
Wrasslin' Battle Royal (WBR), 0, A, SE, Continuous.Two I-hr rds. GM selects wrestlers. P. Weintraub. U12.
Wrasslin' Tag Team (WIT), 0, B, SE, Continuous I-hr,two-out-of-three bouts for teams of two players. D. Dolan.F23
ROOM RESERVATIONS
July 28th - Aug 2nd, 1998Return this form with the required deposit to:Marriott's Hunt Valley Inn, 245 Shawan Rd, HuntValley, MD 21031-1099 or call the hotel directlyat 1 (800) 951-9444 weekdays between 8 AM and7 PM EST or from 8 AM to 1 PM Saturdays. Ifsold out, ask to be put on a waiting list or call theHampton Inn if you will arrive by car. Make yourreservations promptly and confirm the rate. AfterJuly 7th or when our contracted block of roomssells out, whichever occurs first, rooms will besubject to availability and may be charged higherrates. To guarantee your reservation for latearrival (after 6 PM), Marriott requires a check ormoney order covering the first night's stay, orsubmit the entire number of your major creditcard. Include your expiration date and signature.
Name: _
Address: _
City: _
State: Zip: _
Phone: -'-__--'- 1
Arrival Date: _
Departure Date: _Check-in time is 4:00 PM. + Check-out time is noon.
Unguaranteed reservations will only be held until 6 PM.
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Signature: _RATE: The Convention Room rate is $69.00 per dayplus 13% tax for one-to-four guests per room. A $77.97deposit is required to guarantee each room reservation.
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Deposit Enclosed: _Registration and Open Gaming begin Wednesday at 9 AM.
HAMPTON INNThe Hampton Inn is conveniently located .9 milefrom the HVI at 11200 York Rd for those drivingto the convention. A V ALONCON room ratesrange from $54 for a single to $69 for a studywith two double beds. Features include free:• continental breakfast, • 24-hour coffee bar,• local phone calls, • refrigerators and coffeemakers in all rooms, • daily newspaper, • cablewith HBO, Showtime, and Cinemax. Most studies have a microwave.
For Reservations and further explanation of thevarious room options, call the reservationistdirect at 410-527-1500.
35
By Bruce Mansfield
Realism
MentalChallenge
AI Ability
Replayability
Excitement
0000
CLOSE COMBAT: A BRIDGE Too FAR
by Microsoft Atomic GamesSystem Requirements:For PC: Multimedia PC with Pentium 90 orhigher processor, MS Windows 95 or NT 4.0 withService Pack 3, 16 MB RAM for Win 95 (24 MBfor Win NT), 45 MB hard drive space, 4x or fasterCD-ROM reader, SVGA video card supporting800 x 600 high color (l6-bit) resolution, MS orcompatible mouse/poinging device, Win 95 compatible sound card, 28,800 bps modem for head-tohead play, Internet access for internet play.For Macintosh: Power Macintosh with System7.5 or later, 16 MB of RAM, 40 MB hard drivespace, 4x or faster CD-ROM reader, display capable of 800 x 600 resolution at "thousands" of colors, 28,800 bps modem for head-to-head, Internetaccess for internet play.
rain, being good protection from enemysmall arms and mortar fire and having LOSdue to their height advantage. Second, thefire base needs to have LOS to the assaultpoint. In a city scenario, MG teams need tobe placed with LOS lying along key streetsin order to isolate enemy strongpoints andprevent reinforcements from crossing sidestreets. In the country, which is divided intorectangular fields bordered by hedges orwalls, each field needs to be isolated. MGteams placed along opposite sides of thesefields prevent enemy troops from reinforcing positions within the field and enemyflanking fire from those edges.
The fire base has three primary tasks.The first is to suppress enemy units at theassault point. This is accomplished throughconcentration of fire on a small section ofthe enemy line. The second task of the firebase is to cover the movement group. Continual fire into enemy locations within LOSon the assault point will suppress thoseenemy units, allowing the maneuver groupto advance without heavy casualties.Smoke dropped either by fire base units,assaulting units or, best of, mortars, willobscure enemy fire and conceal maneuverunits. The third task is isolation of theassault point-the fire base must preventtroops from reinforcing any suppressedenemy units at the assault point.
Rating icons range from one (wretched or ten yearsbehind the state of the industry) to five (top 10% ofindustry). Four is good, three is passable (middleof the road for the industry) and two is not great(bottom third).
The Fire BaseThe fire base is the foundation of fire
and movement. With their low mobility andhigh firepower, MG teams are the perfectunits to form the core of the fire base. TheGermans field excellent MG 42 teams,while the Americans and British field BARand Bren gun squads, respectively. TheLMG units must be augmented with additional infantry or support units. Riflesquads fill a variety of roles in the attackingforces. They add bulk to the fire base, giving the fire base flexibility. They serve asprotection for its flanks against enemycounterattacks. They provide a reasonableamount of firepower. Support units, such asVickers, Browning or Schweres MG teamsoffer high firepower for additional cost.These weapons, though, are significantlyheavier and not suited to mobile attacks.Reserve units, preferably added to the firebase, should sit in the rear, to be used asreplacement units.
Placement of the MG units is critical andis dependent on two things: terrain and lineof sight (LOS). Buildings offer the best ter-
must remain in good terrain and cover theadvance of the assaulting group. This second (maneuver) group, made up of assaultinfantry, must infiltrate the enemy's line atits weakest point to break through and capture enemy controlled VL. Once this hasbeen accomplished, the fire base movesforward into terrain captured by the maneuver group and the cycle continues.
The fire base should consist of two orthree light machinegun (LMG) teams (orAllied squads) and three or four riflesquads. The maneuver group should consist of two to four assault (Sturmgruppe)squads and four or five rifle squads. AFlamethrower (Flammenwerfer) can beadded for extra punch, but its high costwill reduce the overall size of the attacking force.
You will also need to allocate units tothe reconnaissance and reserve functions.Reconnaissance need only be one or tworecon (Aujklarer) teams. Reserves shouldbe made up of a mix of rifle and half squads(German reserves). For the Allies, one tothree anti-tank (PlAT or Bazooka) teamsshould be added to the fire base and maneuver group to guard against possible Germanarmor attacks.
A BRIDGE TOO FAR?
Tactical Advice for CLOSE COMBAT 2
Fire and MovementThe most important basic tactical con
cept is that of fire and movement, whichdivides the attacking force into two groups.One, the fire base, is built around heavyfirepower machinegun (MG) units. Its job isto bring down overwhelming firepower atone point on the defensive line while suppressing other enemy units. This fire base
Before the scenario begins, take amoment to look over the map carefully.Form a basic plan of attack which identifiesobjectives and a method for taking them.Objectives range from VLs to key buildingsor terrain suitable for a fire base. Rank theVLs as possible, difficult or impossibledepending on terrain and location. In allscenarios, take note of whether a VL is primary, secondary or tertiary. These objectives need to interlock. If a building is a VL,make note of the nearby buildings androads. Adjacent buildings need to be anobjective for supporting fire units that willcover both the VL building and interveningroads. By making a mental note of the stepsneeded to achieve a possible VL, you havea plan on which to base your setup and subsequent play.
GOod tactics are the key to victory inCLOSE COMBAT: A BRIDGE Too FAR
(herein referred to as CLOSE COMBAT
2). Both sides will have opportunities toattack and defend during a scenariothrough local counterattacks or flankdefenses. The scenario's attacker anddefender are usually determined by the overall historic situation. In battle scenarios, thedefender generally begins in control of mostof the map. Victory on the battlefield isdetermined by control of victory locations(VLs). Thus, it is the job of the attackingforce to capture these locations as quickly aspossible. The defending force must holdonto enough of these locations by game end.Tactics are the means to achieve these goals.
Before playing too much of CLOSE COM
BAT 2, I recommend that you read chapter 7of the manual, "Tactics and Strategy," andthe "Battle Tactics" section of the Help file.In the text below, the term "British" alsoapplies to Polish troops, who used Britishweapons and organization during OperationMarket.
36
Reserves and Defense in DepthMaintain a reserve to guard against an
enemy breakthrough. Reserve units allowthe defender to defend in depth and act asemergency troops, to fill gaps in the line orto defend rear area VLs. Reserve units
Rifle squads should be placed in gooddefensive terrain, with LOS to both friendlyrifle squads along the line as well as thearea through which the attacker willadvance. These units should be hidden tomaximize ambush possibilities and shouldhave access to covering terrain behind theline, in order to fall back when necessary.Support units, especially MG teams, shouldbe out of harm's way, but should be able tosupport any rifle squad that falls back.These units, therefore, should be placedbehind the forward defensive line.
The AmbushThe defender should set up ambushes
wherever possible. They should remainhidden until enemy units move within 50meters. A successful ambush will forceattacking units to take cover. This initialfirefight often determines the flow of therest of the scenario, with a successfulambush shifting the advantage to thedefender. Ambushing units should pullback as soon as they have sprung their trap,to minimize losses.
Machineguns and StrongpointsThe key defensive unit is the MG team.
LMG teams, best augmented with heaviermedium MG teams, such as the BritishVickers .303, American Browning .30 and.50 or German Schweres MG42, providethe high firepower necessary to repel·assaulting troops. Place these units in goodterrain, preferably in buildings with severalstories, and in LOS of likely attackavenues. MG teams serve as the primarymeans of killing and suppressing enemyunits at medium to long range. They offersupport to friendly infantry squads that arepulling back or reinforcing the defensiveline. They also isolate attacking enemyunits into less effective individual groups.
ther assaults, but must allow the firebase sufficient time to soften upenemy defenses. The balance of conservative versus aggressive play mustfit each individual scenario, but shouldbe flexible overall. To sum up, thekeys for the attacker are:
1. Concentration of force / superiorityof firepower,
2. Suppression of enemy units,3. Quick movement under conceal
ment (terrain or smoke),4. Isolation of the assault point by
MG teams and the fire base,5. Quick capture of the objective,6. Defense of the objective against
counterattacks, and7. Movement of the fire base into
newly-captured terrain.
In reviewing the map, identify VLs andother possible objectives for the attacker andthe likely method of attack. Note any goodfire base terrain and which key roads, buildings or fields offer flanking opportunities.
As fire and movement are central to successful attacking tactics, holding terrain iskey to the defender. A good defense is notone which guards the whole map. "He whodefends everything," it has been noted,"defends nothing." The defender must doas much damage to the attacking force aspossible, while continually pulling back tokeep his own forces whole. The goal of thedefense is two fold: a) prevent the attackingforce from taking VLs and b) delay theattacking force as much as possible.
Assembling the DefenseThe defender needs to have a force that
balances line (rifle) squads with support(MG) teams. This force should include:two to four MG teams, or two LMG teamsand one or two heavier MG teams; at leastone mortar (60mm or 81mm); one or twoanti-tank (PlAT or Bazooka) teams ifAllied; and rifle squads and half-squads(German reserves), with more rifle squadsthan reserves.
The keystone of all defensive tactics isthe defensive line-agroup of units thatdefine the forwardextent of the map underfriendly control. Composed primarily of riflesquads, it is supportedby MG teams, anti-tankteams, infantry guns,rear-area mortars andother support weaponsto create a network ofstrongpoints which support one another.
ExecutionTiming is crucial for the attacking side.
It must attack with sufficient speed for fur-
The Maneuver GroupAssault squads make up the heart of
German and American maneuver groups,while rifle squads form British maneuvergroups. These units have high firepower,numbers and morale-perfect for the dangerous task of capturing enemy-held locations. Unfortunately, American assault andGerman Sturmgruppe units are expensive,and will likely suffer high casualties.Therefore, it is often necessary to add riflesquads to these movement groups.
The maneuver group must work in concert with reconnaissance units, especiallyduring the opening moves of the game.These scouts must move in front of themain attacking units, to locate enemy-heldlocations and to detect the presence of quality defensive troops, which will be thefocus of the fire base's initial attack.
The job of the movement group is simple. When the enemy's defenses have beensoftened by the fire base, the movementgroup must exploit this weakness byrapidly moving forward, into, and throughthe gap. They must hit hard, attacking withoverwhelming point-blank fire and engaging in hand-to-hand combat. The key to thisassault is for the movement group to concentrate on a small section of the defensiveline to maximize its attack.
should be low cost troops, such as the German reserve and Allied ad-hoc rifle squads(weak morale and fIrepower make them suitable only for reserve duty). Reserve unitsshould be placed in VLs. Unlike the rest ofthe defensive force, reserves generally actindividually, usually fighting at a VL to thelast man. They should be hidden to increasetheir survival chances and to increaseambush opportunities. Reserves can also beused to plug gaps in forward defensive lines.Their poor quality, however, makes them aliability if used too heavily.
The application of a defensive line,ambushes, strongpoints and defense indepth facilitate the first goal of holding terrain. The second goal-delay-comes intoplay through three additional tactics: isolation, counterattack and falling back.
Isolation of Attacking UnitsThe defender must sever the link
between the attacker's fIre and movementgroups, reducing attacking units to ineffective individual squads and teams. This isbest accomplished through the use of firelanes covered by friendly MG units. A firelane is a section of terrain free fromobstructions that extends across the map.MG teams, set up on the friendly end ofthese lanes, can fire along its whole length,cutting down any enemy unit that attemptsto cross. In a city, these fire lanes lie alongstreets, isolating buildings from each otherand preventing enemy units from movingforward in a solid line. In the country, thesefire lanes extend across fields, effectivelyforcing enemy units to move along thewalls and hedges that define those fields.By limiting lateral movement, the assaultbreaks down into separate, individualgroups-eliminating the advantages ofcombined arms.
Local CounterattackThe counterattack, often a risky affair,
can be the most striking way to delay attacking troops-in many circumstances a pushforward rather than a fall back will catch theattacker off guard. Moving against the enemy's flank will put those friendly units inprime locations for counterattacks againstthe enemy's side and rear.
Counterattacking to retake captured VL isprobably the most important use of this
British defensive fire from the VickersMG team in the Public Bath and the Bren
Gun squad in the three-story buildingprotect the flanks and split German
units assaulting the Prison.
tactic. These counterattacks should be madesoon after the location falls, to keep attackingunits from consolidating their own defenses.Nearby infantry units should be ordered toassault, gaining as much local superiority aspossible. If defenses in this area are weak, orif the attacking units outnumber the defenders, falling back is probably a better alternative. The counterattack is a double-edgedsword-a failed counterattack will eliminatethe defender's vital squads.
Terrain for TimeRealize that the attacking units are much
stronger than the defending ones and cangain superiority over any single point alongthe line. The defender cannot make laststands across the whole battlefield, butmust instead make each VL or section ofterrain as costly to take as possible. Thenthe defense falls back to repeat the process.Try to bleed the attacker white whilepulling back before annihilation.
Timing is everything. Units should pullback when they can no longer stop the enemy's maneuver group from advancing tocapture surrounding terrain. Pulling backtoo soon will cheaply hand over terrain tothe enemy, while pulling back too late canput those units under heavy enemy firepossibly eliminating friendly squads.
Always fall back to a place with goodLOS to the rest of the line. Keep the defensive line fluid, so that it can adapt to theenemy's assault. Adjacent units, especiallyMG teams, must be in support positions forthose units that fall back.
ISUPPORT UNITS IAs CLOSE COMBAT 2 is essentially an
infantry game, I have concentrated oninfantry tactics. However, tanks and gunscan turn the tide of battle.
Mortars and Smoke. Mortars are themost common support weapons. Theyfunction as organic, light artillery. TheAmericans field 60mm and 81mm mortars,the British the 3-inch mortar, and the Germans the 8cm mortar. All mortars serve thesame basic function of suppression. Mortars can fire explosive rounds into enemyunits. This works best against troops in theopen or in woods. Soldiers in buildings areshielded by the ceiling from mortar attacks.Make every shot count, because the mortarhas a limited supply of ammunition. Usethe mortar when enemy units are moving inthe open. The second use of mortars is todrop smoke. Smoke dropped in front of anenemy MG team will hinder its ability tosuppress friendly troops. Smoke dropped infront of an objective will obscure friendlyassaulting infantry.
Vehicles. Vehicles come in two flavors:armored and unarmored. The armoredtanks (best represented by the Allied M4A3Sherman, Firefly MIVC, and German pzVG Panther) are the ultimate maneuver
37
units. When attacking, they must be usedaggressively to punch holes in the defensive line. The British AVRE, with its280mm mortar, and Crocodile flamethrower tanks are particularly deadly, evento entrenched enemy infantry. On thedefensive, tanks should be used as mobileguns to knock out enemy tanks and reduceenemy units in good terrain. Their mobilitymakes them excellent for flank attacks.Unarmored vehicles can also be used forfire SUppOl:t, but, due to their weaker armor,should be extremely wary of enemy antitank units. Several vehicles, such as theBritish Daimler IV, best serve as reconnaissance units.
Guns. Guns, ranging from light (British6-pounder, American 57mm, German 5cmPAK 35/36 and Panzerschreck) to heavy(British 17-pounder, German 7.5cm PAK40 and the deadly 8.8cm PAK 43) anti-tankguns, offer immobile anti-tank support,most useful on defense. These units shouldbe placed either on the flanks to preventencirclement by enemy tanks, or within thelines as a nasty surprise. Infantry guns(German 7.5cm) offer anti-personnel support for defending units and fire base support for attacking units.
Anti-Tank Teams. To defend againstenemy tanks, friendly infantry need to beaugmented with anti-tank teams. Anti-tankguns, mentioned above, serve as immobileanti-tank units. More flexible, squad-levelanti-tank units vary with nationality. All German infantry units are armed with panzerfausts and have very good anti-tank ratings.Allied vehicles should be wary of all Germaninfantry units. The Allies have separate, lesspowerful PlAT and Bazooka teams. Theseneed to be added liberally to make up for theAllied lack of an inherent anti-tank ability(though British Airborne troops carry Gammon bombs). Generally, the presence ofAllied XXX Corps will cause more Alliedthan German tanks to be on the road, butAllied players need to be aware of their antitank defIciencies before the setup.
ICONCLUSIONThe key to victory in CLOSE COMBAT 2 is
good infantry tactics. Infantry are the queenof battle no less in this game than in the realwar. For both the attacker and the defender,integration of units into a team is importantto achieving your goals. While keeping inmind the concepts discussed above, aplayer needs to remain flexible. Tactics arebut tools to achieve victory. Use these tactics to keep the initiative and force theenemy to react to your moves. This willclear the field of enemy troops time andagain. War, and CLOSE COMBAT 2, is veryunpredictable. A thorough understanding ofthese tactics will give the player more control over the final outcome of the battle.
*
38
The Mongols feature the unification ofthe many varied and disparate nomadictribes of the Central Asian steppe underTemujin (the supreme ruler, GenghisKhan). The Mongolian empire (includingits eventual administrative division intothe four Khanates) is in a prime positionto dominate China (via the newly installedYuan dynasty), Southeast Asia and India(via the frontiers of the Eastern Khanate),the Middle East (administered by thenewly installed II-Khan empire), Eurasia(from the Mongolian core area of the Chagatai Khanate), and Northern and Southern Europe (via the Khanate of the GoldenHorde). It is theoretically possible for theMongols to erect three monuments. TheGates of Karakorum is the monument ofchoice. These ornamental gates werelocated at the newly established capital inYuan China by the son of Genghis Khan,Ogadei (of Kubilai Khan fame), in AD1227. To represent the Mongolian adoption of Chinese culture, the Pagoda is analternate. Should prolific monumentbuilding exhaust the supply, a genericTribute Statue or specimens of Miscellaneous Central Asian Architecture couldalso be chosen.
The Seljuks were central Asian nomads thatbegan migrating into Anatolia during theninth century. They accepted Islam andgradually began to dominate the MiddleEast, while also penetrating the Tibetanplateau. The monument of choice is theMinaret of the Great Mosque at Samarra.Though it was completed in AD 852, a century or two before the real zenith of Seljukpower, this mosque was a vital center forIslam (and was the largest in all of the Muslim world). If the Dome of the Rock isunbuilt, it would be prudent for the Seljuksto construct it. Typical Turkish architecturecould be built instead, such as Jami'atZakariyya at Aleppo or the Crac des Chevaliers in Western Syria. The former is thereputed location of the head of Zacharia (thefather of John the Baptist), while the latterwas a crusader base (used by none otherthan Richard Lion-Heart) which was converted into a mosque in the 13th century.
Sates-ot Karakorum
tt
The Sung (pronounced "Soong") dynastyare viewed as either the dynasty thatpresided over one of the truly golden agesof Chinese history or the one that lostChina to the hated Mongols. Creativityand prosperity, as well as many technological innovations, were characteristic ofthis dynasty. Ideally, the Colossal Buddhaat Yunkang, Shansi should be selected tosimulate the propagation of that religion.Otherwise, the continuing refinement ofthe Indian-influenced pagoda architectureis most appropriate. The ManfeilongPagoda in Yunnan, allegedly built on afootprint of Sakyamuni's in AD 1204, is alogical choice.
The Chola, heralding from ancient Dravidian stock, were a maritime force along theEastern shores of India. The mighty Cholannavy, largely responsible for the empire'seconomic success, enabled the governmentto intervene in Southeast Asian politics. TheVisvanatha Temple at Khajuraho is the monument of choice. Alternatively, the GreatStupa or the Great Buddha should be built bythe Chola, if still unbuilt. However, CentralIndia is traditionally the core area of Hinduism (the quintessential multi-armed Shivawas cast in medieval Chola), but Buddhismremained popular in Ceylon. A Miscellaneous Mosque could be used to highlightIslamic influence on the Deccan plateau.
Though fully capable of establishing amonument, the Holy Roman Empire's capital is in a bit of a predicament, being on apopular spot for monument building.Should the tall order of finding anotherlocation be filled, the Cathedral at Speyeris the prime choice. Started in AD 1030after Otto the Great's death, the cathedraloriginally was a timber-roofed building, butwas rebuilt ca. AD 1100 and became one ofthe first fully-vaulted European churchesbuilt in the Romanesque fashion. Alternatively, a "lesser church," such as theCologne Cathedral or the Church at Rindschleiden could be built if Gothic Architecture already made its debut in epoch IV.
ment of choice. Finally completed ca. AD1150, this marvel of Hindu architectureexemplified the Angkor power in SoutheastAsia in the twelfth century. Emperor Yasovarman I invited Indian architects to assistin the design. The depiction on the counterrepresents the pyramidal temple on MountMeru or the neighboring towers of this vasturban complex.
The Franks depicted in the game are thelater Germanic tribes (the Franks, theAlans, the Burgundians, etc.) not represented by the Goths of epoch IV. Thoughthe card chooses Charlemagne as theFrankish leader, the empire of the Franksalso includes the earlier efforts of Clovis.Charlemagne's Palace at Aachen is themonument of choice. The architect basedhis designs on Roman models, but managedto come up short-instead of the "light andairy" Roman architecture, the chapel atAachen was "massive and sturdy" (somesay this was intentional). The Cathedralcould be used for the Benedictine Abbey atMelk (though built in AD 935, it "became"Benedictine 150 years later) or the one atCluny (built in AD 909).
The coronation of Charlemagne and hispledge to protect Rome effectively createdthe Holy Roman Empire in AD 800.
~~~~~ (from pg. 30)
..
For the Vikings, acquisition of resources isnot a problem, but, lacking a capital, theymay search in vain for a spot to build amonument. Should the opportunity arise,Lindholm H0je is the monument of choice.This ancient site was a Viking burialground (graves were arranged into boatshaped patterns). A Viking Outpost of theTrelleborg or Nonnebakken type will suffice. These rounded "ward-like" forts, typical of the Danes, are believed to have beenbuilt along Roman fashions (some say theyare more Saxon and some argue that theyare more Byzantine) and are scatteredthroughout Greater Scandinavia.
rJ~n. ,.
",. . I"",
39internationally for its elaborate and distinctively beautiful tile and tendril work. Alternatively, the Mosque of Suleiman the Magnificent at Damascus is more typical of thegolden age of the Ottoman empire. Alternatively, the Kulliye ofBayazid II at Edirne orthe pnli Kiosk at Istanbul will service theempire. The Kiosk, or the "Tiled Pavilion,"was completed in AD 1472 and is all thatremains of Mehmet' s original creation.
Spain, following on the heels of Portuguese imperialism, will usually findmany resource locations occupied by the
Portuguese. Representing the unification ofAragon and Castille in AD 1479, as well asthe seizure of Navarre in AD 1512, theSpanish are primed for empire and have thearmies to overcome their predecessors. Themonument of choice is the Alcazar atSegovia ("Alcazar" means castle in Spanish). Though earlier than the time of CharlesV, it is reminiscent of the reconquista. Thecathedral could be the Gothic one at Palma,built during the 14th century, or anyone ofa number of churches erected in the NewWorld. Alternatively, the Palace of theSpanish Cortes in Madrid will suffice. Thisparliamentary building, though built in themid-1880s, could represent the prolongationof Spanish colonial power or leadership in
The Ottomans are the last great MiddleEastern penetration into Europe. Responsible for the capture of Constantinople in AD1453, the Ottomans went on to furtheralarm Europeans as they moved inlandtoward the Holy Roman Empire. Thisempire can easily manage a monument ortwo. The Royal Mosque ofMadrasa-I-Shahat Isfahan, though actually a Safavid construct, is the monument of choice, being alandmark Islamic place of worship known
Moche cultural predecessors. The GreatTemple at Tenochtitlan (the floatingAztecan capital city during AD 1325-1521)was dedicated to the rain god, Tlaloc, andthe war god, Huitzilopochtli, yielding a dualstructure on the pyramid's platform peak.After Cortez' conquest, every vestige ofTenochtitlan's Aztec architecture wasdestroyed or buried under the Catholicchurches which now dominate Mexico City.Other choices include the Gateway of theSun, a Nazca monolith comprised of adnesite, Teotihuacan's Pyramid of the Sun(though the crest of the pyramid was completed ca. AD 150, the city was built up further during Aztec rule) or Tikal's Temple Iof the Great Plaza (the Aztecs adoptednumerous aspects of Mayan architectureand religion during their conquests).
As the first of the international imperialempires, Portugal is poised to be the firstEuropean power to marshal a presence in
,,-~~~~,--~~~~~~~-----= the Americas (in direct violation of theTreaty of Tordesillas), as well as SubSaharan Africa. The monument of choiceis a typical European Castle, which symbolizes the rise of the House of Aziz, theforging of Portuguese naval might underHenry the Navigator, and the empirebuilding of Manuel the Fortunate (ManuelI). Should Portuguese colonial policyrequire a second choice, the RomanCatholic Church at Belem, which wasbegun in AD 1502, is a wise choice.Christian themes proliferated in Gothicarchitecture throughout Western Europe,allowing a player the use of a TypicalCathedral. The Apocryphal Lighthouse,symbolic of the burgeoning Portuguesemaritime economy, could be used instead.
Slone GaletI
.,\~ Ghiyalhiha Madrasa
mGreat Temple
The Emirates of Timur the Lame (Tamerlane), perceived as the vanguard of a muchfeared nomadic resurgence, are the lastgreat invaders from the steppe. Poised onthe frontier of China, India, and the MiddleEast, the Timurid Emirates can conceivablybuild two monuments. The Mausoleum ofTimur at Samarkand is the most appropriate. This geographic crossroads has beenreferred to as "Christendom's idea of Asiatic pomp" during its heyday. The Minaretof the Great Mosque at Samarra is a logicalalternative. The Gur-i-Amir, another goodpossibility, was the tomb of Timur'sfavorite grandson who was killed in battlein Anatolia in AD 1402. The elaborate andbeautiful Ghiyathiya Madrasa at Khargirdwas completed in the 1440s and is anappropriate symbol of royal architecturalpatronage.
As well as being credited with expelling theMongols from China, the Ming dynastyalso ushered in the rebirth of imperial Chinese traditions. Reacquired pride andpower accounted for the magnificence lavished on new Capitals and public worksprograms. T'ai-ho Tien, the ImperialPalace of the Forbidden City at Peking(Hung Wu's original capital at Nankingwas relocated in AD 1421) is the monument of choice. Though it was not builtuntil AD 1627, the palace represents theculmination of Ming architecture (thepalace is more renowned for its impressivesize, some 200 feet long). The Pagoda is asuitable substitute, easily representing anynumber of constructions erected in the Forbidden City. Furthermore, the Stone Gatecould be used to represent the massive public works programs initiated by the Ming.
EPOCH VI ~~
The Incas and the Aztecs enjoy the exclusive distinction of being the only dualempire in the game. The Aztec tribe of theMexica culture represent not only themselves, but the post-classic period conquestof other cultures of Mesoamerica: Toltecs,Mixtecs, Zapotecs and Mayans. The Incanempire rose to dominate their Nasca and
40and adventurers. The Dutch realisticallywill only build a single monument,although two are possible. The monument of choice is a typical fortifiedDutch Trading Post such as those thatwere common throughout the Dutchcolonial empire in Southern and Southeastern Asia. A Typical Cathedral, suchas the Noorder Kerk in Amsterdam, alsowill suffice.
As it simultaneously represents the epichistory of England from the time of thesigning of Magna Carta (AD 1215) throughthe Hundred Years' War, to the 16th century rise of the Anglican Church, throughthe English Industrial Revolution, andfinally into the great 18th and 19th centurywars for empire, possession of Britain can
With an army easily large enough to rollinto Eurasia and the naval capacity to reachChina, France will most likely build amonument or two, though four are theoretically possible. The monument of choice isthe Arc de Triomphe, a celebration of
Napoleon's victories in Western and centralEurope. Since its construction, the arch hascome to represent French patriotism. TheEiffel Tower is another option. This metalskeleton structure, for years the highest manmade edifice in the world, was designed forthe World's Fair in AD 1889. Prolific monument construction also makes the Statue ofLiberty a possibility (a one-quarter scalereplica of the original).
If! L7_.a...;;St~.;;..;Pa;.;;;uf,,;;'s---I ~~'"
~ ,,,,,,, COh".,
The Netherlands (the DutchRepublic or the United Provinces,if one prefers) were at the height oftheir power during the 17th century. Following centuries of warfare in Europe (particularly theThirty Years War), the Dutchemerged with newly-won freedomfrom Spain and evolved as principal merchants, bankers, financiers
The Manchu, or Ch'ing, dynasty was thelast dynasty of China before the revolutionsof the tumultuous 20th Century. Thoughalien conquerors, the Manchu restored Chinato great power status. The Manchu, just likethe Mongols, were eventually seduced byChinese culture. Entry into China via theManchurian Plain against difficult terrainmay mean seeing the Manchu glory die out(on the ramparts of the Great Wall) before itstime. The Temple of Heaven at Peking (orCh'i-nien Tien) is the monument of choice,originally built by the Mings in AD 1420and rebuilt in AD 1751 by the Manchus. Oneof the eleven (although this number hassince fallen to eight) Chengde Temples atHebei, built between AD 1713 and 1780,would be a suitable substitute. If hardpressed, then the Seventeen Arch Bridge ofthe Summer Palace just north of Pekingwould work just as well.
.~Temple ofHeave
the neo-classical architectural movementthat revitalized interest in ancient Greekand Roman constructions.
TajMahal
As it represents the rise of Muscovy duringthe 13th and 14th centuries all the waythrough the great imperial age of Peter theGreat, Russia is in an interesting position.Though possessing only modest builds forepoch VII, Russia is capable of interveningin several places, thus fulfilling severalcenturies of historical expansion. TheCathedral ofthe Annunciation at the Kremlin, a masterpiece of Orthodox design, wascompleted in 1490. St. Basil's Cathedral inRed Square is more contemporary. Thisbizarre and colorful cathedral was built during the reign of Ivan the Terrible (Ivan IV).The conspicuous colorings of the oniondomes were added a century later. It is aparticularly noteworthy design because itwas a break from the typical Byzantineconcepts characteristic of the period.
EPOCH VII
Though of claimed Mongol descent, theMughals (derived from the Persian for"Mongol") helped to restore the splendor ofNorthern India that was destroyed byTamerlane. Akbar successfully fused thePersian culture with that of the indigenousone to establish what is perceived by someas the true culture of modern India. The TajMahal at Agra is the monument of choice.This monumental achievement (completedfifty years after Akbar's reign) was anhonor to the memory of the wife of Shahlahan. It was the perfect blend of Iranianand Indian craftsmanship, although somehave attributed it as the "creation of an Italian adventurer in Shah lahan's service."The Pearl Mosque of the Delhi Red Fortwill service the Mughal empire nicely aswell. The mosque also could represent anynumber of important buildings fromAkbar's time such as the Tomb ofHumayunat Delhi or the Jami' Masjid at FathehpurSikri (a deserted city near Agra). The QutbMinar (Tower of Victory) of the mosque atOld Delhi is another possibility. The toweris one of the few fragments of the originalmosque built during the close of the 12thcentury.
41
spell certain victory. Seeing the Britishconstruct upwards of three monuments isnot uncommon. Unfortunately, the capitalat Albion tends to contain a monument. Themonument of choice is easily the Houses ofParliament. These buildings, which includethe tower of Big Ben, were built to replacethe previous structures that were destroyedby fire in AD 1834. St. Paul's Cathedral isanother possibility. This cathedral, the center of the Church of England, was built inthe late 17th century after the original burntin the Great Fire of AD 1666.
Essentially landlocked, a United Statesenraptured with Manifest Destiny is in apoor position to fare well. Possession ofthis empire is usually reserved for the highest scorer going into epoch VIT. At best,adventures into South America (enforcement of the Monroe Doctrine) and the con-
quest of the Pacific Seaboard (California orbust!) will yield one American monument.The choice selection is the Capitol Buildingin Washington, DC. The original buildingwas burned by the British in AD 1814; thenew building was eventually completed byAD 1829. The Statue of Liberty, a finealternative, was a gift from the French as acelebration of Franco-American relations inAD 1884.
Representing the rise of German Nationalism under Bismarck, and culminating in themobilization for the Great War, Germanyhas many choices. As the last empire tomove, the Germans enjoy the peculiarity ofprecise execution of their tum. Althoughcapable of international imperialism, theGermans tend to be seduced into the "easymoney" in Northern Europe. The Brandenburg Gate is the monument of choice.
Since its completion in AD 1791, the gatehas been Berlin's most celebrated landmark. During Communist rule in East Germany, the gate served as the East-West border of the divided city. Alternatively, theReichstag Building could be chosen to service the Kaiser's ambitions (though moresymbolic of the post-game modem era).
I trust that this guide provided insights into themonuments of HISTORY OF THE WORLD commensurate with the game's other historicaldetails. Many players have witnessed their Ozymandian capitals smartly festooned with sharp,historically accurate monuments perfidiouslysnatched from them. Such locales are a magnetfor trouble. I try to avoid creating them by optingfor longevity strategies and sacking "bootycities," instead. However, I will not hesitate tolecture and chastise those that do not follow thebasic architectural maxims of "form and function" during monument construction. The "time"and "space" are my method of preserving historical and geographical correctness that should beinherent within the mix. Happy building!
*
Playittfj tlteOd~ itt CIRCUS MRXIMUSH~toricall"itialDealA for SUCCESSORS
By Stephen C. Munchak
Table 1. Completing the Attack
Let's assume that we are successful in initiating the attack. What happens next? To seethe possible results of our action, we mustfirst consider what type of attack we began.
comes for attacks against driver, team andchariot. Armed with this information, Ihope readers will be better prepared toselect driver, chariot and team characteristics as well as situational options in theirnext game of CIRCUS MAXIMUS.
Ram AttackIn a ram attack, the attacker's chariot
"weight" and the roll of two dice determinethe outcome. Table 2 shows the probablenumber of hits the horses take for the threetypes of chariot. A light chariot has littlechance of causing damage (zero hits occur72 per cent of the time). A normal chariotaverages about one damage hit on thehorses but accomplishes zero hits 28 percent of the time. The heavy chariot averages between two and three hits on the
ATTACKING THE HORSESAttacks on the horses come in two
forms: lash attacks and ram attacks. A ramattack injures the outside horse, therebyreducing the team speed and endurance.The outside horse can also be killed outlight, giving the other driver major difficulties in getting his team moving again. Alash attack against horses increases theirteam speed and decreases their endurance.Tactically, it could be beneficial to speedup a team just before it enters a turn, causing them to strain in the comer, lose moreendurance, and possibly sideslip or fliptheir chariot.
Let us look at both these options, starting with the ram attack. Here I assume thatthe victim has already failed to avoid theattack. At the end of this article, I'll tietogether the odds for attack avoidance andattack outcome.
Chance ofSuccess
66%56443424
CDMDifferential
+2+1o
-I-2
AVOIDING ATTACKWhen an opponent declares they are
expending a movement point to attackanother player, the attacked player mayattempt to avoid the attack by braking orevading.
Table 1 shows the probability of completing an attack as a function of the currentdriver modifier (CDM) difference.
C'IRCUS MAXIMUS is a chariot racing game. However, victory doesnot necessarily go to the player with
the fastest team of horses. Players canattack one another in hopes of slowing oreliminating opposing chariots. The choicesa player has available to him are what makethe game enjoyable. However, I've oftenfound it difficult to choose from among theoptions. Should I attack or should I try tobreak free of the pack? If I attack, should itbe against the driver, the team of horses orthe chariot? Part of the difficulty lies in myuncertainty about the odds of success. Asequence of die rolls is required to determine outcomes. For example, if I wish toinitiate a lash (whip) attack against an adjacent chariot's driver, I must: 1) see if theother driver avoided the attack, 2) determine an attack factor, and 3) roll the diceand read the result from a table with sixpossible outcomes (one of which-losingmy whip-is bad for me).
In an attempt to better understand thetactics of the game and because I enjoy themathematical recreation (or, as my friendswould say, I have too much time on myhands), I have calculated the probable out-
42
*
~ .~ ..
~-~~ .:
ou
ofother attacks. It can also help you to complete an attack and maximize the damageyou cause. I did not explicitly discuss CDMdifferences greater than two. However, it isclear from the tables that, if during a gamesituation an opponent driver gets a negativemodifier, you should attack him mercilessly. A driver with a negative modifiercan not avoid an attack, and the amount ofdamage you do will be even greater thanthat shown in the tables for CDM differences of "+2."
2. If you have a light chariot, you shouldavoid attacks as much as possible. If you feelyou must attack, be very selective. Since thechariot itself has little chance of causingdamage, you will be best served by using alash attack. To help avoid attacks, youshould spend at least one prep point on adriver modifier.
3. In some cases, where the CDM of theattacker is less than the CDM of thedefender, the defender can cause moredamage than the attacker and should consider accepting the attack rather than tryingto avoid it. Usually, this is a good tactic ifthe modifier difference is two.
Table-1.Wheel Hits Givenand Taken in a Ram Attack(average hits)
ram attack as a function of CDM differenceand chariot type.
Read table 7 by selecting the CDM differential row and your chariot from "hitsgiven" columns to find the number of hits
you can expect to inflict on youropponent. Select your opponent's chariot type from the "hitstaken" columns to find numberof wheel hits you can expect toreceive.
7 Ave.0% 1.47o 2.443 3.97
0%o6
63 4 58% 0% 0%
25 14 331 11 8
Chariot Wheel Hits:Class 0 1 2Light 3% 56% 33%Nanna! 0 17 42Heavy 0 0 25
The last column of the table shows theratio of attack success (defender selectionto attacker selection). A "+2" CDM advan
tage for the attacker results in thedefender being selected four timesmore often than the attacker. A "I" CDM difference for theattacker makes for even odds.
After finding out who damageswhom, the amount of damagedepends on the class of chariot
doing the attacking. Table 6 shows theexpected number of wheel hits by the threechariot classes.
The light chariot can not cause morethan three wheel hits. The normal chariotwill cause typically one to three wheel hitsand can not cause more than six. The heavychariot will cause four hits on average (witha minimum of two and a maximum ofeight).
. Table 7 combines the results of the preVIOUS two tables to summarize the probablenumber of wheel hits given and taken in a
ence disadvantage will have a goodoutcome 22 per cent of the time and a badoutcome 23 per cent of the time.
Table 4. Lash Attack Against a Driver(percentage chance of effect)
ATIACKING CHARIOTSIn a ram attack against a chariot, there is
a chance that your chariot may sustain dam-
CDM Lose Lose No Forced Wound SwerveDifferential Whip Move Effect Brake Driver Chariot+2 12% 14% 14% 20% 20% 20%+1 15 15 16 19 18 180 18 16 18 17 16 15
-1 20 17 20 16 14 12-2 23 18 21 15 12 10
:Table-i;. Wheel Hits Given and Taken in aRam Attack (percentage chance of increase)
age in the attack, due to the fact that you are CDMramming your chariot wheels Differential Lio-ht Nanna! Heavv
8 Ave. into your opponent's wheels. hits given by your chariot
0% 0.31 hits Table 5 shows the probability +2 0.97 1.57 2.56
0 1.11 hits of the attacker and defender +1 0.88 1.44 2.34
3 2.69 hits being selected for damage as a0 0.81 1.32 2.15
-1 0.75 1.22 1.98function of CDM difference. -2 0.69 1.12 1.82
Table 5. Atta~k~~ ~nd Defender Wheel Damage hits received by your chariot
(percentage chance of wheel damage) +2 0.24 0.40 0.64+1 0.39 0.63 1.03
CDM Damage to: Success 0 0.56 0.92 1.49Differential Attacker Both Neither Defender Ratio* -1 0.75 1.22 1.99+2 2% 14% 34% 50% 4.4: 1 -2 0.94 1.53 2.48+1 5 21 37 38 2.2: 10 9 28 37 26 1.5 : 1 PUTIING IT ALL TOGETHER
-1 16 34 34 16 1.0: 1-2 26 37 28 9 0.7: 1 1. A high driver modifier is beneficial t
*The ratio of times the defender is damaged compared to both offense and defense. It can help yothe attacker. avoid attack or minimize the effects
horses and has zero hits only 3 per cent ofthe time. The heavy chariot also has a widerrange of hits possible.
It is not very productive to use a lightchariot to ram an opponent's horses. Wewill see later that this is also true for ramattacks against an opponent's chariot. Thenormal chariot will give you one hit onaverage, but also has a good chance to giveeither zero or two hits. A normal chariotwill probably slow the opponent. On theother hand, the heavy chariot has thepotential to cause major damage to theopponent's team.
Table 2. Hits from a Ram Attack(percentage chance of hits)Chariot Hits:Type 0 1 2 3 4 5 6Light 72% 25% 3% 0% 0% 0% 0%Normal 28 44 19 6 3 0 0Heavy 3 25 31 14 11 8 6
Table 3. Increasing Speed by Lash Attack(percentage chance of increase)
ATTACKING DRIVERSThe only attack against a driver in a
chariot is a lash attack. The lash attackhas six possible outcomes. Table 4 showsthe probable outcomes of a driver lashattack as a function of the CDM difference. This table takes into considerationboth the dice roll to determine attack factor and the dice roll to determine theactual outcome.
I would define losing the whip as bad,wounding or causing a swerve as good andthe other effects as minimal. An attackerwith a "+2" CDM difference will have agood outcome 40 per cent of the time and abad outcome 12 per cent of the time. Anattacker with CDM equal to the defender'swill have a good outcome 31 per cent of thetime and a bad outcome 18 per cent of thetime. An attacker with a "-2" CDM differ-
Lash AttackTable 3 lists the probability of increas
ing the team speed (and lowering theirendurance) by different amounts as a function of the difference in CDM. Even whenthe attacker has a "+2" CDM advantage, hemisses about a quarter of the time. If theattacker's CDM is only one higher or equalto his opponent's CDM, he will miss abouthalf the time. If the attacker has a lowerCDM than his opponent, he will miss aboutthree quarters of the time.
CDM Hits:Differential 0 1 2 3 4 5 6 7 Ave.+2 28% 14% 17% 14% 11% 8% 6% 3% 2.28+1 42 17 14 11 8 6 3 0 1.560 58 14 11 8 6 3 0 0 0.97
-1 72 11 8 6 3 0 0 0 0.56-2 83 8 6 3 0 0 0 0 0.28
-David Rohr, Navarre, OH
For years before volume 30, number 2, Iwanted to subscribe, but never got around toit. Once I did, I knew it would be for life. I didnot think there was anything that could bedone to improve The GENERAL. Boy, was Iwrong! The new GENERAL is twice the magazine that the old one was.
Love Zone of Control. Love to see youhelping the hobby by allowing outside advertizing-which in the long run will helpAvalon Hill.
Pleasant SurpriseI liked the new issue. I agreed with you
about the Hydra being the strongest creaturein TITAN: THE ARENA. I can't tell you thenumber of creatures that I have killed with it.I must say that TITAN: THE ARENA was agame that surprised me. I didn't think that itwould be a good game.
-Dennis Nicholson, New York
Great job with the new cover, the newlook, the ads for other games. Your company is first class; more companies shouldact like yours.
We have expanded distribution of TheGENERAL to include book/magazine stores.I assure you that we advertise in other magazines as well (in fact our advertizing effortshave expanded in the recent 12 months). Thedecline of retail outlets may say more aboutthe effects of the internet on marketing in thisniche industry than it does about the health ofthe industry itself Of course, the industryneeds highly visible retail outlets simply tohelp attract new blood.-SKT
Fading AvailabilityIn my area only one store has more than
half a dozen Avalon Hill titles in stock. Atleast three have stopped restocking them. Itseems that you rely more and more uponword-of-mouth and incestuous advertizing inyour own magazine. If the only place theseads appear is in The GENERAL, who else willsee them? Your recent changes to appearanceand content will help spread the word, ifnewsstand sales pick up.
-Matt and Tim Evinger, cyberspace
-R. Dean, cyberspace
I wish to compliment the new editor onthe new GENERAL. The articles and advertizing now cover all the various game companies. It is very interesting to see other gamesreviewed. Keep up the good work.
-Anonymous, cyberspace
Love the new look of the magazine. It wasabout time you included items outside theAvalon Hill realm. I have been playing yourgames and reading The GENERAL for quitesome time and will continue to do so.
-Keith Miller, cyberspace
Voting with GreenbacksOur efforts to expand our coverage of the
gaming world have yielded expanded circulation and enthusiastic subscription responses.Nonetheless, every new moon I seem to getone angst-filled, deeply negative letterapproximately three pages in dense type,which typically says that the reader hasplayed wargames for 30+ years andfeels thatThe GENERAL is no longer relevant to hislong devotion to Avalon Hill games. Thewriter will often go to great lengths to complain about recent increases in pages devotedto advertizing (hasn't happened), increases incomputer coverage (amounting to a shift offive or fewer pages from previous practice),and decreases in coverage of the games heplays (of which numerous examples of gamesprinted before 1982 are offered). The letterends with the ultimate consumer power statement: he will not be re-subscribing (althoughhe will avidly cruise the game store shelvesevery two months to see what he is missingand pay full retail price for the good stuff).
I have printed some excerpts from suchletters in the past to provide balance on thispage. However, let me note that such lettersare exceptions that are far outweighed by thetype ofcomments found below (much less verbose though they be).
I want to continue to hear both the negative and the positive comments from readers.However, I find the logical inconsistencies ofsome of these statements to be upsetting. Thismagazine is about current games, hot games,games that people want to play now. It cannotbe the official magazine of out-oI-stockgames, though we will continue to provide theoccasional variant or scenario for the morepopular oldies. The GENERAL continues toprovide well over 80 per cent (often greaterthan 90) of its edited content on non-computergaming topics-a vast majority of which willbe on games by Avalon Hill. I think that the"new look" issues have been fairly consistenton that score, and rave reviews show strongsupport for this format.
I will always regret losing any subscriber,but the mission must be to serve the hobby.Expanded circulation shows that we aresucceeding.-SKT
Congratulations on the quantum leap TheGENERAL has taken under your leadership.
-Roger, cyberspace
Running the Games for FunI'd like to thank Sue Ellsworth for the
compliments she offered myself and my fellow AvalonCon Gamemasters in her letter(vol. 31, no. 6). I'm sure I speak for all GMswhen I say that we volunteer to run thesegames because we enjoy playing them somuch (not for compliments or rewards). It isencouraging, however, to hear positiveresponses to our efforts. All too often theefforts of GMs, while highly praised byTAHGC, are taken for granted by the generalpublic. Comments like Ms. Ellsworth'sencourage us to continue to run the games andto strive to make each tournament as enjoyable as possible.
-John Coussis, Hoffman Estates, IL
-Robert Banozic, Chicago, IL
Not My ViewOur ASL editors at MMP altered a pas
sage recently in an effort to clarify the waythey interpret a rule. The author wishes to puton record his actual views of the rule.-SKT
I would like to thank you for the very nicepresentation of the ASL Crossfire for KGP7"The Bridge at Cheneux" (vol. 31, no. 6).However, the first paragraph on page 12appears to have been muddled in the editingprocess. It suggests that I believe the interaction of LV Hindrances with AlO.53l isunclear with respect to concealment losses.Far from being unclear, AlO.53l states: "Forpurposes of concealment gain/loss ... an OpenGround hex is any hex .. .in which any Interdictor could apply ... the -1 FFMO DRMwithout any positive DRM. This statementseems to leave little doubt that when both the-1 FFMO and a +DRM apply-from an LVHindrance, for example-no hex would beconsidered Open Ground for concealmentloss purposes (but note the exceptions in theofficial Q&A). This is somewhat counterintuitive, which probably accounts for someof the confusion regarding the rule. I wouldhasten to add that if I were writing theASLRB myself, I might prohibit LV Hindrances from negating concealment loss. ButI'm not and it doesn't; anyone can readAlO.531 and see for himself.
On another more minor point, the page 7graphic inadvertently omitted an additionalMTR in KK17 and an additional 2xMMGsin LLl6.
Convention goers should be aware that AvalonCon GMs do not get any proceeds fromtheir efforts-in fact they have to pre-registerfor the convention before anybody else. It isthis volunteerism that differentiates-we thinkpositively-the gaming experience from otherconventions.-SKT
Avalon Hill does not vouch for the character or business practices of any advertisers.
Opponents Wanted44
CA: Any Garners: I've moved to thehome of Mickey Mouse in centralOrange county. I seek opponents forASL DYO; SPI's Blue/Gray or W'Looquads. Earl J. Ryan, 2122 W. ChaletAve., Anaheim, CA 92804.CA: Looking for opponent for PBEMTRC [email protected] Eric W. Sirko,801 Navajo Dr., Riverside, CA 92507,(909) 369-3742.CA: Looking for FfF opponents inthe North San Diego county area forthese games: WTP, S&P, HRC, EIS,BRI, ASA, TAC, REN. Pete Martin,1665 Havenwood Dr., Oceanside, CA92056.FL: Play DIP variants by mail inIshkibibble. Middle Eastern, Lord ofRings, Perestroika, Balkan, Mitotic,Fog of War. Also Snowball Fighting,Power, Cannibalism, Fictionary Dictionary. Phil Reynolds, 2896 Oak St.,Sarasota, FL 34237-7344.MA: Disabled adult gamer seeks FfFonly BZK, AFK, GDC. Also help playtest my version WWII Europe Complexity scale mechanics similar to1965 version Stalingrad. John K.Modugno, 23 Albany Circle, Beverly,MA 01915.ME: Desperately need Paydirt TeamCharts from '74 and '75. Note: 1974team charts/game will have a 1975copyright, and '75 will have '76. Willpay generously. Peter Vorias, 48 E.Grand Ave., O.O.B., ME 04064, (207)934-2286.MI: HELP! Need opponents for PZB,3R4, HOW, ACV, Samurai, TIN, SJW,HCR, RTG, SlY, SLB, 1776, and others. John Hattrem, 1251 Kimberly Dr.,Lansing, MI 48912, (517) 372-3154.MI: FfF for any Civil War games,especially American Civil War series.ASL also. Play most games. SOJ, PB,PL, BZK or you teach me! Leigh Cole,15598 Garrison Ln. #2, Southgate, MI48195, (313) 285-1131NJ: Need plastic playing field and football for Paydirt or Bowl Bound Game.Will purchase full game if required.Please send condition and cost information to: Chris Malitsky, 44 Orlando Dr.,Sicklerville, NJ 08081.NY: Want to buy Chancellorsville,Stalingrad (not the computerized version) and Afrika Korps. David Bassanelli, P.O. Box 724, Ithaca, NY14851.NY: TPS, AFK and Baseball Strategyopponents wanted for FfF or PBMplay. Tony Burnet, Box 1472, Mass,NY 11758-0908, (516) 731-4354.NY: Opponents wanted for AH WWIIera historical simulations. Contact RayJoel, 30 Gemini Cir., Rochester, NY14606, (716) 247-6943.NY: Adult opponents sought for WW2Civil War or Napoleonic board gamesand Napoleon 15mm miniatures. EmailejskI8a@prodigy. Jim Loman, 206Regent St., Saratoga Springs, NY12866, (518) 580-1798.NY: Empire of the Rising Sun master.Call Ray Joel at (716) 247-6943. RayJoel, 30 Gemini Circle, Rochester, NY14606.NY: PBM Battles for the Ardennes.Rated or not. Decision Games/SPI.
Albert Thomas, 120 Kimberly Dr. W.,Syracuse, NY 13219, (315) 488-1943.NY: PBM Adult The Last Blitzkrieg by3W. Rated or not. Albert Thomas, 120Kimberly Dr., West, Syracuse, NY13219, (315) 488-1943.NY: Seeking gamers for TAC, SOA,TPS, SUB. For sale: many out of printgames and Generals. John Caccioppoli,84-24 98th St., Woodhaven, NY 114211735, (718) 805-8737.NY: PBEM SJW, RTG, SLB, HRC.Experienced player, new to email. AlsoAFK, A5A, HWD. [email protected]. Willie Voll, 2810Moreland St., Yorktown Hts., NY10598, (914) 245-4636.OH: 14-year-old seeks opponents forRPG and GBG. Justin Holshuh,Chardon, OH, (216) 286-8433.OH: PBM TRC, B81, WSM. FTFBKB, RFf, 1776, WRS. Jamon J. Scott,5741 Kroegarmont Dr., Cincinnati, OH45234, (513) 923-1684.OH: Need to improve my play of DIP.Would like a seven man game of DIP.Sean O'Donnell, 126 S. Park, Oberlin,OH44074.TX: TRC PBEM opponents [email protected]. Area ratedespecially welcome. Tuneup for AvalonCon. Larry Hollern, 4452 Ridgecrest Circle, Amarillo, TX 79109,(806) 351-0566.VA: FfF opponents wanted for PL,ANZ, TRC, AFK, S-grad '65. WasVITP and other classic games. BillScott, 2317 Barracks Rd., Charlottesville, VA 22901, (804) 293-9265.VA: Wanted, Battle Hymn. Willing topay $20 bonus for intact game in excellent condition. Ron Bashian, 1233 Aldebaran Dr., McLean, VA 22101, (703)556-9637.WI: Experienced ASL player seeksanyone interested in the game. AppletonIFox area. Email Richard G. Sum[email protected]. Richard Summers, Lawrence University, Appleton,WI 54911,832-6869.WI: New MOV player looking forsomeone in Beloit or Rockford area toplay in fun but competitive game.Andrew Morris, 922 Bluff St., Beloit,WI 53511, (608) 366-5749.
AVALONCON
Ads for roommate andtravel arrangements are free.
CLUBS
CA: Quake Coast Game Club meetsmonthly in San Jose, CA, for strategywargarning. Contact Charles Bah! [email protected] for more information.
CA: The Tri-Valley BoardgamersClub meets every other Wednesdaynight from 7-11 pm in Pleasanton,CA. Contact Mark Johnson at (510)424-5813 or [email protected] orwww.ccneLcoml-johnson. CharlesRyder, 448 Alegra Terr., Milpitas, CA95035-2445, (408) 945-1450.co: Volunteers needed to join theglorious ranks of the Colorado COMMISSARY, the area's most fun-lovinggame club. Contact Scott Johnson, 2039Shiloh Dr., Castle Rock, CO 80104,(303) 660-2029.CT: The Connecticut Game Club hasbeen hosting board games, card gamesand miniatures for over nineteen years.Anyone interested in attending ourmonthly meetings contact CGC at (203)332-0410, (Email [email protected])or write POB 403, Fairfield, CT 06430.FL: Join our growing gaming group inSarasota, FL. For more info call MikeBakken at (944) 355-3429, email:[email protected] Medalist Rd., Sarasota, FL 3443.IL: Windy city wargamers meet 4times a month. We play it all; ASL,A3R, VIP, DIP, monthly newsletterwith ASL, VIP and DIP gams. LouieTokarz, 5724 W. 106 St., ChicagoRiddge, IL 60415, (708)857-7060.MA: ASL played Saturdays at theBunker. Come join in AREA rated playand playtesting for our newsletter: Dispatches from the Bunker. [email protected]. Vic Provost, 1454Northampton St., Holyoke, MA 01040.MA: Vanguard Hobby Club meets firstSaturday of each month. Over 50 members. Historical board games, miniatures, role-playing and cards. MichaelPowell, Easton, MA. Call (508) 3249815 after 7.MD: SciFi boardgaming club formingin the BaltimorelWashington corridor.Monthly scheduled events; seat reservations possible; pickup games encouraged. Contact Stuart at (301) 216-1899or [email protected]: MN twin cities ASL Club meetsthe second Saturday of each month. Alllevels of play welcome. Call for moreinfo. Greg DaW, Eagan, MN 55123,(612) 778-7488.NC: PAW, The Piedmont AreaWargamers, is recruiting ASL playersin the NC Triad area. All levels of playwelcome. Call for more information.Contact Doug Maston, 4 Three Meadows Ct., Greensboro, NC 27455, (910)282-0552.NY: Metropolitan Wargamers Club ofBrooklyn boasts its own 2000 squarefoot loft for boardgames and miniatures. Safe location near subway, ampleparking, open every weekend. Joe Brophy, 16 Beachfront La., New Rochelle,NY 10805, (914) 636-6317 (eve.)NY: Mid-Hudson Area WargamingSociety (MAWS). We meet monthly inthe Poughkeepsie, NY area and playmany different wargames (no RPG's).Beginners are welcome. Contact BarrySmith at (914) 778-5440.
[email protected], or 9ESquire Vlg. Walden, NY 12586.OH: The Columbus Area Boardgaming Society (CABS) has its own website: web.jadeinc.comlspqr. CABS willbe running the official Avalon HillIron Man Competition at Origins '98this year.PA: Central PA Strategists Club. Meetings are held 9:30 to 5:00 on the 2ndand 4th Sat. of every month at the EastShore (Colonial Park) branch of theDauphin County Library just outsideHarrisburg. Call Charles Hickok at(717) 599-5603.TX: Central ASL club meets regularly to play the best game in theworld. Call Matt at (512) 280-8414.We are active and fanatic. MattShostak, 11027 Watchful Fox Dr.,Austin, TX 78748.
FOREIGNAustralia: FfP, ROR, MRM, DUN,ASL and RTG. Kevin Reid, 14 SiriusRd., Bligh Park, Australia N.SW. 2756.Australia: Opponents wanted for 3R4,A3R and MAC. Pawel (Paul) J.Dabrowski, 66 Marshall Ave., ClaytonN. Victoria Australia, tel/fax: + 61 395442101.Canada: Calgary, Alberta-5tratagemmeets the 1st Saturday of each month(usually). We play wargames onselected theme each month (i.e. Diplomacy, Napoleon, WWII, Ancient, etc.)Contact James Istvanffy (403) 259-8714or The Sentry Box (403) 245-2121.Germany: Small ASL Kampfgruppe inthe Frankfurt/Southern Hesse area inneed of reinforcements. Contact: Raymond Woloszyn, bei AMP GmbH,Amperestr 7-11, 63225 Langen, Germany 06103-709246.Hong Kong: 81P Hua Chiao Commercial Centre, 678 Nathan Road,Mongkok, Hong Kong, Tel: (852)2721-3060, Fax: (852) 2396-6372.Japan: Japans international garnersguild PBM games: CDP, CWR, DIP,Junta, Samurai, 1812, 1759, GERKevin Burns, 2659-4 Tsukahara,Minami, Ashigara Shi, Kanagawa,250-01 Japan.
FOR SALECA: AH Generals: Vol. 7, #3 (1970),$18; Vol 7, #6 (1971-CC), $9; Vol. 8,#6 (1972-CC), $9; Vol. 9, #3 (1972Worn), $10. Free Postage. Steve Carey,2543 N. Parish Place, Burbank, CA91504, (818) 955-9916.OH: 20+ games and 100+ books forsale. Send SASE for list. James W.Bowne, 7115 Gilbert Ave., Parma, OH44129.NV: Many discontinued AH games forsale. You name it, I probably have it.Please send SASE for complete list to:Bruce Nelson, 1309 Rainbow Meadows, Las Vegas, NV 89128.PA: Old AH games for trade or sale.Want Adv Third Reich. Also SPI's Warin Europe. Have out of print games, lotsof them. H. Isola, P.O. Box 851,Unionville, PA 19375.
45
S[EnARIDBRIEFlnli
ENCIRCLED
Q
AMERICAN STRATEGYThere are two ways toapproach this scenario as thedefender. The GIs can stay
and fight it out with the Germans (this takesguts) or they can make a skilled retreat backtoward the roadblock, while exiting sometroops off the west edge. I like the latter,because I don't trust my luck and I havenever seen a successful stand by the Americans.
First off, where does the 10-2 go? I liketo start him in the upper level of V3 with aMMG team. This will help keep Germaninfantry from moving down the Germanright. Extracting these troops from this spotmight be a bit tricky if the German decideshe would rather kill them than do anythingelse on turn 1 or 2. Therefore, a BAZ goesin U2. This covers the road, while helpingthe 10-2 retreat (by firing WP into hex W3,if the bazooka dudes aren't under any Ger-
AMERICAN DISADVANTAGES:Squad Range, Fall-Back Defense
Don't shoot it out with theGermans at longer than four
hexes, where they will have a better than 21 advantage in firepower. One of the mostdifficult maneuvers in ASL is falling back.It takes nerves of steel and good decisionmaking to pull it off successfully (one ofthe hardest things for me to learn was when
. the defender should run instead of fight).Sometimes a beginner will try to fight it outwith the attacker when he should insteadfall back and make the attacker move intothe defending fire. One of the most important things I ever learned from Jeff relatesto this subject. In my beginning ASL days,it seemed like my troops were always getting cut off and annihilated. Jeff told methat if you are debating about moving backor firing, then you should probably moveback. This advice has proven very useful innumerous games.
jBAZ45
Xll;'WP6
8-5
AMERICAN ADVANTAGES: 10-2,'45 BAI, Squad Firepower
The 10-2 leader is the singlemost important unit in the U.S.
OB for this engagement. There will bemany ways to use him in this scenario:directing fire from a MMG, directingbazooka fire, routing voluntarily with unitsthat voluntarily break to run away from theGerman hordes, or placed in a buildingwith a squad for possible street fighting. Iam sure you will think of some others ofyour own, too. Just how you use the 10-2depends on the tactical situation at hand.His mere presence can be enough to makethe Germans reconsider their approach,leaving a cautious German player uneasyand unsure of his troops. The '45 bazookasare the best thing the American has to stopGerman armor. Keep them in spots wherethe Germans are likely to traverse whenbreaking for the U.S. rear area. Althoughthe Germans will eventually outnumber theAmerican squads, the Americans have thebig edge in firepower at a range of four orless. Don't get caught in a long-range dualwith the Germans during the first two turns.
ings, we changed the VC onemore time to the present version. We also changed theorder of battle, exchanging a
pz IVJ for a Panther and deleting one concealment counter and one HS from the U.S.side. We played it a few more times and theoutcomes were very close.
Since the release of this scenario at atournament, I have heard that some folksbelieve that if the Americans just stand.their ground they can't be beat. I mustdisagree. During the playtest, a few peopletried to do just that, but ended up losingbadly. Such an approach for the Americanplayer is a do or die proposition-all ittakes is one tank behind U.S. lines to winthe game for the Germans. More onstrategy later.
G44:Abandon
Ship!By Louie Tokarz
This scenario is by Jeff Cebula, oneof the original Chicago ASLerswho goes way back to the purple
colored SQUAD LEADER box and the GIANVIL OF DOOM playtest. Jeff was alsothe first person I ever played ASL againstand to this day many of the ideas andways to go about playtesting I learneddirectly from Jeff.
I liked "Abandon Ship!" from the start;I prefer scenarios where both sides haveto do something. To me there is nothingmore boring than playing a static defensescenario, especially if I am the defenderand my opponent is sleep-walkingthrough the game (this is somethingbecoming more and more prevalent on theASL tournament scene thanks in part tothe internet, where players have virtuallyan infinite amount of time to study everymove-and often bring the same mind setto the face-to-face arena). After two playings of "Abandon Ship!," I knew the Victory Conditions had to be altered. In theoriginal version, the American needed toexit 16 CVP off the west edge. Eventhough a SSR prevented the Americansfrom moving west of the roadblock beforeturn 4, the outcome wasn't even close ifthe Americans started running 16 pointstoward the edge on turn 1. In fact, thegame boiled down to a fight between theGerman tanks trying to catch up to thefleeing U.S. squads, with Americanbazookas trying to stop them. Not muchfun. After talking to Jeff and readingabout the situation, I changed the VC andgave it another try. The next versionlooked almost identical to the current VC,except that the Germans only needed tomove units west of hexrow J instead ofwest of the gully. After a few more play-
Roadblock
~..
46man guns themselves). There are numerouspossibilities for the other MMG, but I liketo use it to lay a fire lane on tum 1, eitherdown the road from Y9 (but moving out ofthis spot could be difficult if the Germanpositions any troops to cut him off) or Z9(but this offers even worse fall-back possibilities than Y9). Therefore W5 looks likethe safest spot if you plan to move back ontum 1. The other three bazookas should beused to cover the obvious tank paths onturns 1 and 2. If you feel adventurous, youcould try and place a couple up front to takeshots at curious German armor. Remember,though, the Panther is not going to die froma normal bazooka hit on its frontal armor. Ifthe Panther ventures close enough (sayabout three hexes), try a Deliberate Immobilization shot. I would even sacrifice a halfsquad (HS) with a bazooka during the prepfire phase, if the German player was kindenough to give me the chance to immobilize the Panther during the first two turns (Iwouldn't want him to think I was ungrateful). An immobilized Panther likely wouldbe good for nothing later, after U.S. troopshave fallen back to safer pastures.
I like to take two squads and a HS withan 8-0 leader and head for the roadblock onturn 1. Here the squads can start diggingfoxholes for the end-game defense of theroadblock. After the foxholes are dug, I liketo exit the 8-0 and one squad. These unitswill need to run like the dickens to get offbefore the German player can get troops toa high enough level to interdict their pathoff the board, so the extra movement factors the leader provides are crucial to thesuccess of this mission. By exiting theseunits and maintaining possession of theroadblock, the American obtains a sevenpoint lead (three EVP plus four for theroadblock). Even if the Germans manage tomove one tank past the gully, the Americans still win-provided they maintain control of the roadblock. I believe that maintaining control of the roadblock is essentialfor the Americans. Don't wait too long toexit the troops. Note that Germans units inU4 at Levell or anywhere on the hexrow Uridge line can see the exit hexes, making anightmare of the exit.
The 60mm MTR can be a very peskyweapon for the Germans to face. I like tomove it into hex P7. From there it can greetthe Germans as they advance into thewoods on the hexrow U ridge line. TheMTR can also be placed to cover hexesCC9 and DD8 on tum 1.
The rest of the game amounts to a slowretreat back toward the roadblock. Moveback before the Germans move adjacent toyour units. Don't be tempted by pointblank prep fire attacks, whether at 12 or 24
(+1). If they fail, so do the Americans.Keep the enemy off your flanks. If the German player can maneuver units into the U4building early, he puts extreme pressure onthe American left flank and makes crossingthe T3-T5-R6 street a treacherous affair,not to mention the headache of exiting.
GERMAN ADVANTAGES: Tanks,First-Line Squad Range
The Panther should beused to engage any U.S.
strongpoints which may havebazooka support. If possible, stay at leastfour hexes away from any suspected U.S.bazookas. Barring a lucky hit, this shouldkeep the Panther from falling victim to aDeliberate Immobilization attempt. Theability of the tanks to move quickly aroundand in back of the American positionsshould be utilized early and often. This willhelp keep the American player from solidifying a central position which could proveimpossible to break. Use the German rangeadvantage early in the game. If the American wants to stay and fight, he will be at adisadvantage.
GERMAN DISADVANTAGES:Short-Range Squad Firepower,Roadblock, Time
Limit the close range U.S.firepower advantage by spread
ing out. There is not much you can do aboutthe roadblock. If you can remove it or clearit, the game is pretty much going your way.If the American stays and slugs it outinstead of falling back, take your time andlook for an advantage on the flanks. If theAmerican pulls back, be aggressive and tryto maintain contact. Not every shot the U.S.player takes is going to hit the mark. TheGerman infantry in this scenario is prettymuch expendable. Trade squads to gainground.
GERMAN STRATEGY
m The German player should~ take a cautious approach on
tum 1 in order to position histroops for a tum 2 assault. Don't go runningacross the board on the first tum in a panic.I have seen some people be too aggressiveon turn I and lose the game before it evengets interesting. The German strategydepends largely on the approach taken bythe American player. If the American staysand fights, then the German player canslow down his attack, waiting for the rightmoment to pounce. However, if the American decides to fall back, the Germans willhave to push quickly and try to close withthe Americans. After the first U.S. movement phase, enemy strategy should becomeapparent, and the Germans will be able toput their game plan into action.
On the first tum, movement into thetrees in CC9-DD8 will be safe through thepath GGlO-DD9. Advance into CC9 andDD8. Try not to give the American toomany shots on the first tum. Run a few HSto try to reveal U.S. positions and possiblythe locations of bazookas. A few dead HSwon't weaken the Germans much, and theinformation gained should be worth theprice. Any surviving HS will keep allAmerican units which have first fired fromattacking any other German units that arenot as close or closer (this is one reasonsome players hold off firing at scouting HS).I like to position the tanks looking down theroad with one pointing at the first level ofV3, prepared to smoke any defenders on turn2. Use the Panther to face off any strong U.S.position, but remember to keep it out ofeffective Deliberate Immobilization range.
Now, the ball is in the Americanplayer's hands. Will he fight or run? Lookover the options if he stays and fights. If hehas units in Z9, ZlO, or Y9, you should doeverything to cut off and annihilate them.German units in CC9 and DD8 should helpthis cause. Next, move to the wall alonghex AA10 as soon as possible, preferablywith a tank. If the other tanks are sighted onthe road, only a very brave American willstick around and fight on the German left.After that, move some units behind thehedge near BB5. From there, the Germanswill enjoy a firepower advantage againstany units in the wood line centered on W5.If the American has a unit in U2, it is agood possibility that it is a HS with abazooka. Ifpossible, move a tank to AA2 tomeet that challenge. With the Germans inthese positions after tum 2, they then willbe ready for turns 3 and 4. On tum 4, theGermans want to be in a position to run atank or two behind the Americans. Becauseof its small target size, the best tank to useis the JgPz IV. Try to ensure that the American player has multiple decisions to makeduring his turn 4 defensive fire phase, perhaps allowing the JgPz IV to skate through.Using a pz IV here to draw American fireor enter a U.S. position to freeze their firewould be a smart sacrifice if the Germanscould gain a foothold in building U4. WhenU4 is in German hands, the American "upfront" defense will crumble like a house ofcards. That is why it is important to cut offany units around Z9. If the Americans fallback to T6, make sure they won't be ableto leave (except to go back into thecounter tray). If things have gone well, theGerman has but to grab the roadblock ormove a tank past the gully. I believe thatthe Americans will need luck to stay andfight successfully.
If the Americans run for it, most of whatI wrote above still applies. However, a
good player will force the Germans tomove into American fire each movementphase instead of letting the Germans haveany decent prep fire opportunities. In thissituation, the German must get very aggressive-an intact force at the end of thescenario may show that you are a verydecent and moral individual, but you probably have lost. Don't be shy about usingyour troops. As soon as time permits, moveunits with the MMG and the 8-1 into Level1 of building U4, or any other positionwhich has a LOS to the exit hexes. Thisshould put a crimp in the U.S. exit plan.
With the Americans falling back, theGermans will have a better opportunity toattack the roadblock-but against moreAmericans. If the Germans can move
++-~++ (from pg. 27)
planet to start making them. Before the firstships are ready, you've developed six orseven technologies that have made themobsolete. The solution is to re-design the shipin question with the latest technologies, andthen tell your fleet advisor to upgrade theships to the new design plans. This takes considerably less time than building new shipson the new design. Remember when youenter combat that you can't upgrade shipsthat are blown up. (Also, repair of a damagedship doesn't cost you anything but time).
Put the best engine, rocket, ECM gear,targeting computer and shield you have inthe hull. Then you'll know how muchspace you have for weapons. Most combatis done with the forward guns (port andstarboard guns aren't ideal). At most, putone or two pulse weapons on each side. Ifyou have room, use two or three energyweapons for point defense (these weaponshave an extremely limited range). Thefront guns should never be of a single type.This way your ships will have a neirlyconstant wave of attack. You should alsosave room for one (and only one) bombardment weapon for the elimination ofenemy colonies.
One oft-used ship design should includea mine sweeper. This saves you from wasting ships blazing a trail through whatappears to be empty space. Only one isneeded per fleet. Spare space should begiven to self-repair technologies.
The exception to these guidelines is thetransport hull, which should be usedexclusively for colonization (no weapons,armor, targeting computer, shields orECM gear). Theoretically, you could delegate colonization to a smaller hull anduse the transport for combat purposes, butthe transport hull gets a 40 per centpenalty to defense, limiting survivabilityand effectiveness.
boldly enough, they should keep the Americans from getting too many units back todefend the roadblock. Break them beforethey get there. Position units to cover theopen-ground road hexes, making retreatdifficult. If the Germans can hem the Americans inside the village, the chances of taking the roadblock will be increased. Oncethe battle breaks down to a short-range firefight, deploy and run HS at the enemy.
FINAL COMMENTSNone of this is easy, but it should be fun.Almost every time I played this scenarioduring playtesting, the outcome was close.The win-loss records that I have seen forthis scenario have been encouraging, andthe few times I have played it since its tour-
ENEMY CONTACTPolitics in the galaxy of PAX IMPERIA is
surprisingly uni-directional (the game'sweakest trait). Treaties can be offered fromeither side, yours or theirs, but no words areexchanged except to reject or accept theoffer. You cannot dem«nd a race to formrelations with another. Your knowledge oftheir relations is limited to observations ofwho is at war with whom. Declarations ofwar can be completely unprovoked.Requests for peace come just as suddenly.Your options are limited to getting somefriends to help you with trade and research.You are better off finding one such friendearly and sticking with him.
Espionage is much more developed. Youcan sabotage colonies or ships, assassinateand steal (tech, ships or entire planets).Even if you don't have a race designed tospy, this is a very strong tool for weakeningthe enemy's position before you move in forthe kill.
Combat is inevitable and is the main pathto victory. Forget capturing colonies; forgetsurrender. The last sentient being stillbreathing wins. On rare occasions success ispossible when all races are allied and atpeace, but don't count on this happeningoften.
In combat, there is an automatic functionthat will take over when it is apparent thatyou are not taking any active part in thefight. It is well suited for colony destruction, as it will proceed slowly through aminefield, blasting mines as it goes. It willproceed to blow away other defenses, andthen will atomize the colony. The automated function is less suited for ship-to-shipconflict. There it will approach the enemyfleet and stop at long range to blast away. Atthis range, pulse weapons are very weak,most energy weapons can't reach at all, andwhile missiles don't lose effectiveness withrange, they reload slowly. Your best optionis to take command and tell your fleet to
47
nament release, the games were close. Ihave won with the Germans twice againstpeople who thought the Americans couldn'tlose by staying and fighting. Of the ten scenarios we did for the '96 ASL Open, thisone was the most difficult one to fine tune.I think we were successful, which makes allthe work worthwhile. Due to the replayability of the fall-back defense, "AbandonShip!" should be a tournament favorite foryears to come. Personally, I would like tosee more scenarios like this-where thedefender has to do more than set up correctly, and where both the defender andattacker must move to the point of contact.
*shorten the range. Once there, you can reengage the automatic function. Of course,variations in fleet composition andweaponry will require you to alter your tactics with the situation.
If you are defending a colony with nofleet in orbit, there is little you can do, otherthan watch your defenses do their best.Fighter bases are ideal for this job. A fullybuilt fighter base has three squadrons of thebest fighter of each researched type (light,medium and heavy). A partially built fighterbase will have proportionally fewer fighters, though always at least one squadron ofeach type.
By following these suggestions, youwill be in a defensible position from whichyou can experiment, discover and learn onyour own. Remember, this is PAX IMPERIA,
the enforced peace. The best generals willbe around to enforce the peace and becomethe rulers. *
PAX IMPERIA: Eminent Domainby THQ Inc.
System Requirements:486DX4 100MHz, 2x CD-ROM drive, 16 MBRAM, Win95, Win95 compatible sound card andmouse. Pentium 133 MHz, 6x CD-ROM drive orbetter recommended.
GGe MentalChallenge
~LtJ~ AI Ability
0 00 Realism.,.,., Excitement
~~41>~ Artistic Appeal
0000 Replayability
Rating icons range from one (wretched or ten yearsbehind the state of the industry) to five (top 10% ofindustry). Four is good, three is passable (middleof the road for the industry) and two is not great(bottom third).
48
Compiled by Marcus Watney
UP FRONTTournament Rules
T he purpose of these rules is to generate atournament which: 1) does not rely on anendless repetition of the Meeting of
Patrols scenario, 2) rewards those able and willing to playa wide variety of nations, and 3) hasboth historical and statistical validity.
The tournament is divided into two stages.First, a series of preliminary eliminationrounds is played to reduce the field to fourfinalists. In the second stage, each finalist playseach of the other three once, accumulating victory points from one game to the next. Thewinner of the tournament is the most successfulfinalist after these three games.
PRELIMINARY ROUNDSConduct elimination matches. Players bid
secretly on paper for the advantage of any available byes: successful bids are deducted from theplayer's final victory points (should he reach thefmals). Scenarios are generated as follows foreach pair of players independently.
1) Determine Complexity: Players bidsecretly on paper to play UP FRONT alone, UPFRONT + BANZAI, or UP FRONT + BANZAI +DESERT WAR. The less complex bid wins. Tiesare resolved randomly.
2) Determine Roles: The player who lost thecomplexity bid now states whether he will beattacker or defender.
3) Determine Scenario: Players bid secretlyon paper for the scenario to be played. Any scenario involving an attacker and defender may beselected (any scenario from either rulebookexcept A, B, I, J, M and N). Scenarios a to Xmay only be bid if BANZAI (with or withoutDESERT WAR) is to be played. The earlier letterof the alphabet bid wins. Ties are resolved randomly. Squad composition is as defined in thecharts at the end of DESERT WAR.
4) Determine Nations: The Player who lostthe scenario choice has first choice of nation.His opponent chooses any nation of the opposing alliance. Possible choices will be restrictedby the complexity already determined. Play nowcommences.
LEAGUE OF FINALISTSOnce the field has been reduced to four fmal
ists, the system changes. Each finalist plays eachother finalist once in games of "501 City-Fightin-Four," as published in The GENERAL, Volume 26, Number 5. The winner of the tournament is the finalist who breaks the most squads.If two or more players break the same number ofsquads, the winner is the player who has accruedthe most victory points over the three games.
Scenario generation in the fmals is designedto ensure that the tournament will have a variedending each year. At the beginning of eachgame, players pair off so that it is clear who isabout to play whom. Then each of the four players consults the list of battles below and bids
secretly on paper for the right to choose thenation he will play for that game only. The currency of the bid is the number of victory pointsthat player is willing to forfeit for that right. Thebids are then revealed.
The player who has bid the most chooseswhich of the four available nations he will playand deducts his bid from his current score of victory points. Ties are resolved randomly. Thenext highest bidder does likewise, and so on. Nomore than two battles can be chosen as a resultof nation choice. It is possible that the nations ofthe third and fourth highest bidders will havebeen determined unambiguously, in which caseno further bids are necessary. Victory points bidare deducted from a finalist only if that playergets a choice. If there is no longer any choice ofnation, no victory points are lost by the player.
Players now purchase their units. Playersshould aim to do this in thirty minutes, thoughthere is no formal penalty for overrunning thetime limit. Players must note the date of thebattle and abide by any equipment limitationsthis may cause. In addition, some battlesinvolve mandatory battle definitions whichmust be followed.
RESTRICTIONSFollow the special rules and costs described
in the "501 City-Fight-in-Four." Additionally,jungle, desert and night are never encountered.Although different troop types may be selected(unless restricted by battle defmition), partisansmay not be (except in the battles where they aremandatory). In all squads, the SL must appear atstart. Rule 46.4 affects all nations, and includesMMGs. Flamethrowers may not be selected inthe first game. Anti-tank rifles may not beselected in the third game. The cost of a demolition charge is reduced to two-thirds of the costof that nation's flamethrower (US 48 2/3, Germany and Britain 48, Japan 36 2/3, USSR 32,France 22 2/3, Italy 20). Minefields may be purchased for the same price as a flamethrower, butonly by the player in that game with the cheaperflamethrower. Spare personality cards may onlybe used if they have printed PT costs (exception:Partisans). Partisans may ambush (37.5) frombuildings. A surrendered group (50.41) is alsorelieved by an adjacent Italian AFV or pillbox atthe same range chit. Random reinforcements (48and 53) may not be purchased. Players shouldnote the very real difference between doublesniper capability (43.6) and dual sniper capability (48.4). Multiple snipers may be purchased,but each extra sniper costs five points more thanthe previous one purchased. In the two battleswhere it is allocated, a pillbox may contain anIG (counting as three personalities), cannot becaptured (20.8), and once discarded becomes acower card. An IG in a pillbox uses its unboxeddefense values against all attacks. The Axisalways sets up and moves first.
If elite troops are selected, purchase pointsavailable are reduced to 435.6. If second linetroops are selected, purchase points availablerise to 589.4. If partisans are involved, that player's purchase points are 527.3.
LIST OF BATILESIt is the Italian or Australian/Canadian
player (indicated with asterisk) from theprevious pair of games who selects whichalternative group of battles will be used forthe succeeding pair of games.
First Game Battles:NATIONS: Germany, France, Italy', BritainSedan: Germany vs. France, 14 May 1940, mandatory
German AFV at start or as a reinforcement, French are allocated a "-3" BuiIding in their initial hand.
Briancon: France vs. Italy, 21 June 1940, no specialrestrictions.
Sidi Barrani: Italy vs. Britain, to Decemher 1940, Italianminefields ignore 24.6, Italian Groups A to D start in "-2"Buildings.
Arras: Britain vs. Germany, 21 May 1940, mandatoryBritish AFV at start or as a reinforcement, no minefields.
Second Game, Alternative One:NATIONS: Germany, USSR, Italy', USAStalingrad: Germany vs. USSR, October 1942, no special
restrictions.Rostov: USSR vs. Italy, July 1942, Soviets are conscripts,
Italians use German radio cards, no minefields.Gela: Italy vs. USA, to July 1943, the pillbox is placed on
Italian Group B, Italians are allocated both Stream cards intheir initial hand, Italian minefields ignore 24.6.
Kasserine: USA vs. Germany, 18 February 1943,mandatory German AFV at start, no minefields, Americansare green.
Second Game, Alternative Two:NATIONS: Germany, USSR/China, Japan, Australia!
Canada*Kanev: Germany vs. Soviet Partisans, 27 September
1943, no minefields (except 37.6), no Soviet radios orflamethrowers.
Taiyuan: Chinese Communist Partisans vs. Japan, 1943,use Soviet paltisan cards for CCP, no minefields (except37.6), no CCP radio or flamethrower.
Buna: Japan vs. Australia, January 1943, Australians useBritish cards but German rules, no AFVs, adjust all BuildingTEMs by "+1," Australians may not use 44.3 but may use 37.2(hushcraft) and 20.9 (elan) and receive a half-price demolitioncharge, the pillbox is placed on Japanese Group B, no minefields but Japanese may use 37.6 free.
Dieppe: Canada vs. Germany, 19 August 1942, Canadiansuse British cards and rules, Canadian Groups A to C start onwall and wire cards (sea wall), no minefieJds, no CanadianAFV nor use of 44.3 but a Canadian Radio 7 is treated as aRadio 8 and Canadians can use any radio card (shorebombardment).
Third Game, Alternative One:NATIONS: Germany, France, Japan, BritainParis: Germany vs. French Partisans (FFI), August 1944,
no radios, no AFVs, no minefields (except 37.6), French areallocated a "-3" Building and a wire card in their initial hand.
HallOi: France vs. Japan, 9 March 1945, no French radioor flamethrower, French are allocated a "-2" Building in theirinitial hand.
Kohima: Japan vs. Britain, 7 April 1944, no JapaneseAFV, adjust all Building TEMs by "+1," no minefields.
Arnhem: Britain vs. Germany, l7 September 1944, Britishare airborne, Germans are SS, no British AFV, no Britishradio, no minefields.
Third Game, Alternative Two:NATIONS: Germany, USSR, Japan, USABerlin: Germany vs. USSR, 28 ApriI 1945, Germans are
volksgrenadiers, no minefields.Harbin: USSR vs. Japan, 18 August 1945, no special
restrictions.Manila: Japan vs. USA, February 1945, Americans are
US Army.Bastogne: USA vs. Germany, 20 December 1944, Amer
icans are paratroops, no minefields.
*
49
SERIES REPLAY
HISTORY OF THE WORLDPLAYERS: Ken Good, Bruce Monnin, Jeff MulletJason O'Donnell, Bruce Reiff and Mike StanleyNEUTRAL COMMENTARY: George "Bud" Sauer
Bud's Basement Wargamers, a division ofCABS, the Columbus Area BoardgamersSociety gathered to play this game in a
competitive environment (keeping each turn toan hour or less, including time for record-keeping). Standard forms were created and usedthroughout the game. This helped speed alongthe recording of information. When one playerwas taking his turn, it was the job of the playerto his right to record the information. Thecommentary reflects an observer's perspective,sprinkled with on-the-spot and afteractioninterviews and analysis. In short, we bring you adocumentary journalist's perspective onHISTORY OF THE WORLD (HWD).
RULES USEDThis playing of the game followed the rules
implemented in the computer game, but wasplayed at a board. The rules modifications are asfollows:• Sumeria is now a full empire, shuffled into
Epoch I (we used seven cards from a pokerdeck for the empire pass phase). Sumeria isCard 1 of Epoch 1.
• Incas/Aztecs can play their tokens from eithercapital.
• The Trade Bonus event card is instead a CivilService card.
• There are no fleet stacking restrictions (exceptthat ocean stacking remains limited to twofleets per player).
• Preservation of Culture and Fortresses rulesare in effect.
THE PLAYERSMuch of this cast of characters was last seen
in the AGE OF RENAISSANCE series replayappearing in volume 31, number 4.
Bruce Monnin, Editor of the Boardgamer,should be familiar readers. He's a consummategarner. He plays mostly two-player wargamesthough, as you will find him not far from theWAR AT SEA room at Avaloncon. He came thefarthest for the game. His multi-player skills areunknown to the rest of the group. He has playedHWD mostly by mail. The fact that no oneknows what to expect from him will be to hisbenefit. Players will tend not to dump on him oranger him as easily as they would anyone else inthe group.
Bruce Reiff, an AvalonCon Hall-of-Famer,should also be known to many a reader. Multiple DIPLOMACY tournament victories and the1997 Iron Man Championship attest to his skills.He is a regular in the Basement and his motto of
"Life is just one big Diplomacy Game" is wellknown. Bruce's style of diplomacy works wellin larger gatherings where no one is too familiarwith each other. Here in the Basement, Bruce'sstyle is well known; only one or two of theparticipants will fall for any of Bruce's tactics.
Ken Good will grumble the entire time butwill walk off with the victory if you let him. Heis a Basement regular and at the tables at Origins, AvalonCon, CapCon and MichiCon. Hecan be a formidable opponent, but his distastefor pointing out the obvious is his Achilles heal.He would rather lose a game than argue an obvious point.
Jason O'Donnell, an infrequent visitor tothe Basement, is strictly a multi-player diplomatic type of gamer. His strength is withKREMLIN, CIVILIZATION and games in thatilk. Jason's style of play is directly opposed tothat of Bruce. A rift will surely occur betweenthese two players (we think that they bothskipped kindergarten).
Mike Stanley comes from the two-playerwargame crowd. His is not a frequent visitor tothe Basement and his style of play will be alittle unknown to a few of the other players. Hisdiplomatic skills will be put to the test. Hisinexperience with this game and his overalllack of face-to-face multi-player experiencemay hurt him. Mike is the oldest player in thegroup; everyone at the table drools over hisgame collection. He probably owns everywargame ever produced (engendering muchkindness from those in the group hoping to benamed in his will).
Jeff Mullet will sit back quietly and carefullyobserve everyone's mannerisms and style ofplay. Then he will pounce. He is a great pokerplayer. This skill of bluffing and reading peoplealways gets him a leg up in any game played inthe Basement, where he has been gaming sinceits inception. He is strictly a multi-player political game player. Family obligations limit hisgaming opportunities and travel. Everyone inour group feels that he would sit atop any ranking at any tournament he attended.
There are no weak gaming links on thisboard, but some are inexperienced with thisgame. We can expect that nobody will make anybonehead plays. Players will get passed theempire they most deserve.
PRE-GAME COMMENTARYA pre-game poll was taken regarding the
expected order of finish. One would think thateveryone would vote for themselves in first
place. However, pre-game diplomacy was definitely a factor in the voting. Reiff ferried Stanley and Monnin to Circleville from Columbus.The trip was filled with pre-game maneuveringby Reiff which became evident in the pre-gamepoll. Position points were given in reverse orderof the predicted position (first place garnered sixpoints, second five and so on). This yielded thefollowing tally:
Jeff Mullet 33Ken Good 23Bruce Reiff 20Bruce Monnin 17Mike Stanley 15Jason O'Donnell 14
Jeff Mullett, viewed as the favorite, believesthat it is a mistake to keep the big empires. Onemust avoid getting dumped upon late in thegame. Therefore, it is important to not be perceived as the leader. One can "recover from aearly bad position but rarely can one recoverfrom a late bad position."
Ken Good sees HWD as almost two gamesin one. One game is the distribution of theempires, while the other, the actual play of theempires is relatively simple. It is the cards, notthe dice, that determine the game. The beststrategy is to position oneself for the EpochVII card draw. At that time, one should beclose to the top in victory points and early inthe draw order. Keep your strength low as possible. It may be hard to refuse the Romans,Persians or Arabs with only two or three otherpeople left to draw. However, rarely can onewin with one of these big empires. In thisgroup, you will never win.
Bruce Reiff's thoughts are similar to Ken's.You must be close on turn seven, but not at thetop, so as to not to be given the Americans, Germans or Dutch. Bruce comments that "havingthe most points on turn seven, not turn five,makes you the winner." Many garners go for theshort term without regard for the long. Doingthis in this game will surely place you at the bottom of the pack. The Romans and Arabs aretempting traps. Taking these empires will mostlikely bring defeat.
Bruce Monnin expresses the above attitudesand also likes to "hide" some of his pieces inareas that are not easily accessible, hoping forthe big points over the long term, while passingup possible large short-term point grabs whichthen make you a target. See his article, "LiveLong and Prosper," in volume 31, number 5 ofThe GENERAL.
end of epoch I:@r¢¢n us¢d ei"il tkr"ie¢ to¢):t¢nd tb¢ Sum¢rians d¢¢p intoIndia. Blu¢ us¢d Blli¢s to proj¢ettb¢ Indus Vall¢y stat¢ intoCbina. Orang¢ nittit¢s r¢mo,,¢d R'
tb¢ )\1.inoan footbold in Bnatolia,wbil¢ tb¢ Babylonians sae~¢d .--..Sum¢r. Cb¢ Cbims¢ built a fort. ,."Cb¢ Bryans sae~¢d part of tb¢ ""-"om'''''Indus Vall¢y. Brrows sbow€poeb II ¢):pansion patbs ofBssyria, tb¢ Cbou, and tb¢ V¢die'tSr""s,'I'!"and @m~ City Stat¢s.
"/
end of @epoch II~.· .
Seytbian ";"-purpl¢migrat¢d toc\¢ar ar¢as in«l¢st¢rn€urop¢. R,¢dp¢rsia¢):pand¢d farand wid¢,adopting p¢ae¢towards mostof tb¢ Cigris"all¢y. €poebIII startswitb tb¢ Cdts,tb¢ )\1.auryansand tb¢ nanDynasty.
Each map shows the situation at the end of anepoch or after the third or fourth player's turnof an epoch. The arrows on the maps indicateexpansion paths of empires moving immediately after the moment depicted by the armiesshown on the map.
Middle of epoch II:p¢stil¢ne¢ allow¢d @r¢m to seor¢ an¢):tra point in tb¢ )\1.iddk Cigris, as tb¢Bssyrians mo,,¢d to dominat¢ tb¢)\1.iddl¢ east and r¢aeb¢d egypt.
Blu¢ us¢d tb¢ Cbou to dominat¢ Cbina and to r¢-¢stablisb dom
inane¢ in India.Orang¢
sprung tb¢ J¢wisbR¢"olt, butwitbout suee¢ss.nis V¢die CityStat¢s mareb to¢eaptur¢ bisonum¢nt, domi-
nating tb¢ )\1.iddkeast along tb¢
ay.Blae~ alli¢d
bomieia witb tb¢r¢¢~s.
Brrows sbow¢):pansion
atbs of tb¢eytbians and tb¢
"""""'IIcJ¢rsians.
Middle of epoch III:Che @ods of @rccn inflicted disaster upon the persian capital. Bshort-li"ed @rcen rebellion in the C.Indus was o"errun by theBan Dynasty. Babylon recei"ed fortifications. B Blue kingdomand minor empire appeared in Iberia and the Bmericas.
Brrows show the Bsiung- Nu, Romans and Sassanids.
end of epoch III:Red Bordes of Bsiung- Nu crashed through the @reat «Iall,not stopping until they reached the @anges. Creachery ga"eRome a foothold in the Middle east but Julius Caesar diedyoung in the Bindu Kush. Che Black-clad Roman legionsdominated China. Bowe"er, purple inspired strife. leading to asuccessful ci"il war. followed by fort-building.
epoch IV begins with the expansion of the @uptas.@oths and Buns. but no Byzantines.
52
EPOCH II DISTRIBUTIONGood/Orange (4 SPs/12 VPs) decides to
keep the Vedics. This goes early in the tum,keeps his strength low, and gives him India.
Reiff/Green (4 SPs/I0 VPs) draws theAssyrians and decides to move first to try to clearout the Middle East.
StanleylBlue (4 SPs/9 VPs) passes theScythians to Monnin, not helping the Purplecause.
Mullet/Red (4 SPs/6 VPs) draws the Persians with the fourth draw. Despite the high SPvalue which next tum will cause him to drawlast, Jeff decides that the Persians are too tempting to pass. His goal will be to score high and totry to pick off others presence.
MonninlPurple (4 SPs/4 VPs) passes theGreek City States to O'Donnell.
O'DonnelllBlack (5 SPs/3 VPs) must passthe Chou Dynasty to Stanley.
EPOCH II PLAYReiff/Green: Pestilence in M. Tigris kills Green
in M. Tigris (Capital unaffected). Assyria:U. Tigris (Orange retreats to Zagros), M. Tigris(Capital reduced), L. Tigris, L. Tigris (Citydestroyed), Levant, Palestine, Nile Delta, NileDelta. +16=26 VPs. Reiff plays Pestilence in .the Middle Tigris causing a loss there andnowhere else. Bruce attacks to dominate theMiddle East and reclaim his monument to maximize his points.
StanleylBlue: Chou Dynasty: Wei R,Szechuan, Irawaddy, Ganges D., Ganges V.,E.Deccan. +13=22 VPs. Mike wants to dominate China and India to build a lasting impression on history.
Indus, Hindu Kush, Turanian Plains, PersianPlateau, Tarim Basin; Monument in L, Indus.+9 VPs. Stanley plays Allies, dominates India,and drives into Tarim Basin to score a monument and China presence.
Good/Orange: Hittites: E. Anatolia, W. AnatoIia, Balkans. Babylonia: M. Tigris, L. Tigris,Zagros, Persian Salt Desert, U. Tigris, Levant;Monument in M. Tigris. +12 VPs. Good usesthe Hittites to drive the Minoans from the Middle East (he does not try for a Hittite monument, as this would get in the path ofBabylon).Babylon expands into the Balkans for presencenext turn. Then, Ken plays Allies to assist theBabylonians. Great opening, but vulnerable inthe near future; very aggressive with the cardplay on turn one.
MonninlPurple: Shang Dynasty: Yellow R,Great Plain, Wei R, Fort in Yellow R. +4 VPs.
O'Donnell/Black: Plague kills Blue in HinduKush. Aryans: Turanian Plain, Hindu Kush,L. Indus, L.Indus, Persian Salt Desert. +3 VPs.Jason drives into India, takes the city and goesfor the Middle East, but loses.
This was a standard first turn. No one wins orloses the game on the first turn. O'Donnell isbehind the eight ball already, having the lastdraw for next tum.
StanleylBlue: Indus Valleywith Allies: L.Indus (Greenretreats to W.Deccan), Upper
EPOCH I PLAY
Stanley is the most happy with his hand.Good and Monnin also feel that they received adecent set of cards. The other three players feelthat their cards are not up to par. Again, O'Donnell comments that a bad set of cards is surelynot going to drive you out of the game, but agood set can really enhance your chances. Thebest card, Jihad, did not make it into the game.Others missing from play are Fujiwara, N.American Migrants, Fanaticism, Treachery, EmpireRevives, Population Explosion, Barbarians andDisaster.
EPOCH I DISTRIBUTIONThe dice roll determines the order of the
empire draw on the first turn.Reiff decides to keep Sumeria. For one, it is
not a 5 SP empire, which would make him drawlate in the next epoch. He hopes to hide with theSumerians and not get in anyone's way.
Stanley passes the Minoans to Mullet. Mikedoes not like the starting location of theMinoans, however by passing up this 4 SPempire, he is risking receipt of a 5 SP empire anda late draw next epoch.
Good passes the Aryans to Jason (the nextin line to pick). This is the worst card in firstepoch (scoring little and guaranteeing last picknext turn).
O'Donnell passes the Shang Dynasty to Monnin. He chooses not to give this good card to Kenbecause Ken dumped a card on him.
Monnin passes Babylon to Good.Mullet passes Indus Valley to Stanley. Stan
ley gets lucky and does not get the 5 SP Egyptcard that remains undistributed.
Bruce Monnin(~
JapanHighlands K.LeaderCivil WarEmpires ReviveNaval SupremacyCivil ServiceFamineDisaster
Mike Stanley(blue)MayansS. Iberia K.LeaderElite TroopsTreacherySurprise AttackAlliesBarbariansDisaster (on Coast)
Bruce Reiff(green)SafavidsSub-Saharan Migr.FanatismCivil WarRebellionSurprise AttackCivil ServicePestilenceDisaster (in Mtns.)
Mike Stanley's pre-game thoughts differ little as well. "It is very obvious that one shouldnot pass an early-moving empire to a person thatjust had a late-moving one in the prior epoch."
Jason O'Donnell shares a similar perspective, but also feels that luck of the draw is amajor element as well.
The basic strategic perspective shared by theplayers of the game can be summarized asfollows:
• Keep accumulated SPs low to enable an earlypick.
• Dump weak, late-moving empires on theleader.
• Maximize points scored, but do not be perceived as the leader. This is best done early inthe game with medium-sized empires andestablishment of presence in obscure comersof Areas.
• Try to drive out a player on the ropes. Thisfrees up someone to safely hand strongempires to that player.
• While attacking, try to remove other players'presence in areas.
• When equal points can be earned, pound theperceived leaders.
• When equal points can be earned and theleaders cannot be attacked, attack the personin the worst position.
At some point in the game, a player may havelittle chance for victory. This is where our groupdiverges in thought. Some feel that such playersshould always attack the leader. Others feel that itis fine to attack others so as to not end up in lastplace. Play in the Basement tends towards the former. However, these players will play differentlyat conventions where more players than the winner may advance or earn prizes. When you are inthird with no hope for first but a shot at second,do you concede the victory and attack the secondplace person? This is distasteful for the player insecond who may have a shot at victory. You mayearn an enemy for a long time, but it is a very bigpart of playing at conventions.
In the play summaries below, underlinedareas are defeated attacks. On the figures, num
.-----------------------------, bers on squares coincide withEVENT CARD DRAW Epoch number of piece.
Jeff Mullet Ken Good Jason O'Donnell Reiff/Green: Sumerians with(playing red) (orange) (black) Civil Service: L. Tigris, Zagros,Anglo-Saxons Hittites Phoenicia Persian Salt Desert, L. Indus, W.Upper Nile K. Malay Pen. K. Gold Coast K. Deccan, E. Ghats, Monument inWeaponry Weaponry Leader L. Tigris. +10 VPs. Reiff playsCrusade Jewish Revolt Elite Troops Civil Service to increase hisEmpires Fortify Rebellion Treachery builds and then drives into IndiaPirates Empire Fortifies Siegecraft behind the forest wall to hide inEngineering Allies Ship Building Western Deccan and EasternBarbarians Black Death Plague Ghats. Great opening.Naval Disaster Disaster Disaster (in Mtns.) Egypt is not in play.
Mullet/Red: Minoans: Crete,E. Mediterranean, Nile Delta,W. Anatolia. +6 VPs. Mulletmoves into the area vacant dueto the absence of Egypt. Hescores Middle East points inWestern Anatolia, hoping tosurvive expansion by laterempires.
Good/Orange: Jewish Revolt fails. VedicCity States: U. Indus (Blue unable toretreat-killed); L. Indus (City destroyed),Ganges V., Persian Salt D., Zagros (priorOrange removed), M. Tigris (Citydestroyed). Monument in U. Indus. +21=33VPs. Ken dominates India and then drivesinto the Middle East (where the failure of theJewish Revolt forces him to kill himself inZagros to seize Middle Tigris and dominatethe Middle East. Ken's occupation of Southern Europe last turn pays off.
O'DonnelllBlack: Phoenicia: Levant (Greenretreats to U. Tigris), E. Med., W. Med. GreekCity States: Morea, Black Sea, S. Iberia, Crete,Crete, Crete, Libya, Nile Delta, Nubia, Monument in Morea. +23=26 VPs. The Greeks andPhoenicians cooperate nicely. Jason takes theresistant Crete and then lands in North Africafor domination. This was a good turn for Jason,but his high SPs will continue to haunt him.
MonninIPurple: Scythians: Caucasus, Dnieper,C. Europe, N. Gaul, Albion, C. Massif, E. Anatolia, Monument in Albion. +8=12 VPs. Monnin drives west, fearing the Persians and hoping for points in the long term.
Carthaginia is not in play.MulleURed: Barbarians: Tarim Basin, Hindu
Kush, U. Indus (Capital reduced), GangesVally. Naval Disaster: E. Med. (also removesunsupported Black Sea). Persians: PersianPlateau, Hindu Kush, U. Indus (Citydestroyed), Turanian Plain, Tarim Basin,Zagros, E. Anatolia, E. Anatolia, E. Anatolia(Capital reduced), E. Med., Shatts Plateau, L.Indus, L. Tigris, Morea (Capital reduced), W.Anatolia, Monument in Persian Plateau.+26=32 VPs. Jeff goes all out with events thistum, as he plays Barbarians out of Tibet andNaval disaster in the Eastern Mediterranean(doubly effective-nice play). Jeff expandseverywhere hoping to garner large points forthis turn and hoping to have enough left toscore many presences in the future. [Editor'sNote: Mullet in his haste to maximize pointsleaves quite a scattering of enemy armies in theMiddle East and India. I prefer clearing a fewenemy presences at this point in the game.Those single tokens can earn a decent numberof points if left alive too long-whereas thosePersian units in the Mediterranean are likely tobe sacked by Rome next tum, if not earlier byMacedonia. I see no need to be merciful toOrange, who is leading and will draw first inEpoch Ill.-SKT]
EPOCH III DISTRIBUTIONGood/Orange (10 SPs/33 VPs) draws the
Hsuing-Nu and passes it to Jeff. This placesJeff s move late in the tum. Perhaps some of hisunits can be picked off by then to reduce hisscore.
\ StanleylBlue (10 SPs/22 VPs) draws Mau-rya and keeps it. Eventually Mike needs to getinto western areas, but for now China and Indiascore big points.
MonninIPurple (11 SPs/12 VPs) draws theRomans, always a tempting card. However, itshigh SP will keep you drawing very late into theendgame, hurting you more than it helps. Brucepasses the Romans to Jason, who will stumbleover his own prior empires.
Reiff/Green (12 SPs/26 VPs) draws theCelts. He keeps it in order to play early in theturn and to keep his SPs low for the endgame.
O'DonnelllBlack (14 SPs/26 VPs) drawsthe Han Dynasty and must pass. Jason gives it toGood, who is delighted.
MulleURed draws the Sassinids and mustpass them to Monnin. Bruce graciously accepts,despite being stuck with yet another low-scoringempire.
EPOCH III PLAYReiff/Green: Disaster in Persian Plateau (Mon
ument destroyed, Capital reduced). Rebellionin L.Indus succeeds. Celts: C. Europe (Purpleretreats to N. Gaul), Dalmatia, Baltic Seaboard,Scandinavia, N. Eur. Plain, E. Steppe, Wei R.,Tarim Basin. +17=43 VPs. Bruce runs andhides in Scandinavia. He knows that the Macedonians and Romans are coming and he triesto find places where he will be out of the waybut still score. The failures to get into Chinaare a setback. At this point Bruce feels thegame is beginning to slip from his grasp. "Iprobably should have stayed in Europe. "
Macedonia is not in play.Stanley/Blue: Mayans: Central America,
Guyana. Kingdom in S. Iberia (Black unableto retreat; unsupported W. Med. fleetremoved also). Maurya: Ganges Delta (Blueretreats to Irrawaddy), Malay Pen., Mekong,Si-Kyang, Ganges V., U.Indus, L. Indus, Persian Salt Des., Persian Salt Des., Hindu Kush.+30=52 VPs. "Run from the Huns," is Stanley's motto this turn.
Good/Orange: Empire Fortifies (Fortress inM.Tigris). Han Dynasty: Great Plain (Purpleretreats to Yellow R.), Chekiang, Si-Kyang, S.China Sea, Malay Pen., Ganges D. (Capitalreduced), Ganges V., Ganges V., U.Indus, L.Indus, L. Indus, E. Indies, Monument in GreatPlain of China. +30=63 VPs. Ken retracesmost of Mike's steps in reverse, to dominateIndia.
MulleURed: Kingdom in U.Nile. Hsiung-Nu:Mongolia, Great Plain (Capital reduced),Chekiang, Si-Kyang, Mekong, Malay Pen.,Ganges D. (City destroyed), Monument inChekiang. +32=64 VPs. Jeffbreaks through theGreat Wall with relative ease and goes on towin every battle on the way to India (doing considerably better than his historical counterparts)!
O'Donnell/Black: Romans: Leader (Julius).Everyone is waiting to see how long he will getto use him. Jason has been known for earlydeaths for his leaders. Rome: S. Appenines, W.Med. Sea, E. Med. Sea, Treachery in E. Anatolia (City destroyed), Zagros, Persian Plateau(City destroyed), Hindu Kush (and triples,killing Leader), Hindu Kush, U.Indus, U.Indus,Ganges V., Ganges D., Malay Pen., Malay Pen.,Mekong, Mekong, Si-Kyang, Chekiang, Pindus, Morea (City destroyed), Sumatra, GreatPlain of China (City destroyed), L. Indus, L.
S3
Tigris, Wei R. (Capital Reduced), Monumentsin S. Appenines and Wei River. +49=75 VPS.Jason holds true to form; Julius drops early inthe turn. "Forget about Mare Nostrum, Indiaand China are where the points are." Jasonknows that the Khmers are coming and needs tospread out and hope. Jason sans Julius still conquers the world.
MonninIPurple: Civil War: S. Appenines(Capital reduced), Wei River (City destroyed),Chekiang. Empires Fortify: Forts in C. Massif, Wei R., S. Appenines, Albion. Sassanids:Zagros (Black retreats to E. Anatolia), PersianSalt D., L. Indus, U. Indus, Hindu Kush, U.Tigris, U. Tigris (Capital reduced), L. Tigris,Forrin Zagros, Monument in Zagros. +38=50VPs. Going after the Romans has its benefits,as illustrated by the effective use of Civil Warto dominate important Lands beyond the reachof the Sassanids. Monnin manages to capture asignificant portion of the world's monumentsand then fortifies them. His position is good.He hopes to avoid the Goths next turn. Bruce isloving life at this time.
EPOCH IV DISTRIBUTIONStanleylBlue (20 SPs/52 VPs) passes the
Arabs to Reiff. Mike wants his strength lowenough to draw early next turn.
MonninlPurple (20 SPs/50 VPs) draws theKhmers and passes to O'Donnell (who groans atthe ease with which the decision was made).Always give the Khmers to the Romans.
Reiff/Green (20 SPs/43 VPs) draws theHuns and dumps them on Stanley for passinghim a card and because Blue can do the leastdamage with them.
Good/Orange (22 SPs/63 VPs) draws theT' ang Dynasty and passes it to Mullet. Kenwants to go earlier in the turn and Jeff shouldscore less with this empire than would Monnin.
MulleURed (26 SPs/64 VPs) draws the Guptas and passes to Good.
O'DonnelllBlack (39 SPs/75 VPs), suffering from the lingering effects of the Romans,draws the Goths and must give them to Monnin.
EPOCH IV PLAYGood/Orange: Kingdom in Malay Peninsula
(Black retreats to Ganges D.). Rebellion in WeiRiver. Guptas: E. Deccan (Blue has no retreat),Bay of Bengal, Ganges V., U.Indus, L.Indus,Persian Salt D., Zagros (Capital reduced), Persian Plat., Monument in E. Deccan. +32=97VPs. Ken gets his wish to go early, goes fordoubling India, and drives into the Middle East.The Hittites in the Balkans are still scoring!
MonninIPurple: Kingdom in Highlands.Goths: Danubia, Dneiper, W.Steppe, Turanian P., Turanian P., Hindu Kush, U. Indus, L.Indus, Persian Plateau, C. Europe. +35=85VPs. Monnin goes to India to avoid theexpected arrival of the Byzantine Empire. Hewanted to go to Zagros to reclaim his monument but losses didn't allow it. It looks asthough Purple will be the target next turn,although orange looks strong.
Middle of epocb IV:Orange rebellion on the «lei Ri"er failed. Blue00ds destroyed the monument in 0utpan capital.Che 0uptas, 00ths and nuns fought o"er thesame ground, leading to the nun-dominatedpositions shown. Brab "engeance is ne~t.
Mayans:Central America
end of epocb IV:Red Bnglo-8a~ons and Black 00ld Coast kingdomarri"ed. Che Cang failed to find a path to India. Chefanatical Brabs with surprise still ran into hea"yopposition. Brrows show epoch v expansion of theVikings, the noly Roman empire and the Chola.
Mayans:Central America
Middle of epoch V:Orange @ods inflicted disaster on 'Yangtse- Mayans: . iJKian. R.ed fortified far and wide. Blue Central America •Creachery captured «I.Deccan. Che Sung, SdjURCurRs and )\Ilongols finish up the 6poch. Guyana
---",..,.,,---,-J;'I
Vikings:W.lndies
end of epoch V:BlacR @ods inflicted disaster on Carim Basin, but theSung Dynasty failed miserably in the )\Ilalaypeninsula. SubSaharan migrants arri"ed. @recnSdjURS tacRled Blue holdings. Che )\Ilongols tOORad"antage of famine in Irrawady and great leadershipto control China and to dominate India &' S6 Bsia.
Mayans: ~
Central America~
Guyana
56
StanleylBlue: Disaster in E.Deccan (Monumentdestroyed, Capital reduced). Huns: W.Steppe(Purple retreats to Turanian P.), Turanian P.,Hindu Kush, Hindu Kush, U. Indus, L. Indus,L. Indus, Ganges V., Ganges D., Tarim B.,Tarim B., Tarim B., Tarim B., Persian Salt D.,Monument in Tarim B. +25=77 VPs. Mikestumbles his way through India, but finds theGreat Wall a tough barrier before breakingthrough to find a monument site.
Byzantines are not in play.MulletJRed: Anglo-Saxons: Baltic Seaboard
(Green retreats to C. Europe), N. Sea, Albion.T'ang Dynasty: Yangtse Kian, Wei R.,. WeiR., Tarim B., Tarim B., Chekiang, S. ChinaSea, Mekong, Turanian P., Turanian P., HinduKush. Monument in Yangtse Kian. +24=88VPs. Mullet gives up on the SE Asian path toIndia, only to meet with defeats in the Turanian Plain and Hindu Kush. "How can I win somuch one tum and lose so much the next?"
Reiff/Green: Arabs: Arabian Peninsula, RedSea, Fanaticism, Palestine, Levant, Levant(Capital reduced), U. Tigris (City destroyed),Surprise Attack (voiding Fortress) inM. Tigris, M. Tigris, M. Tigris, L. Tigris,L. Tigris, Zagros, Zagros, Zagros (Citydestroyed), Persian Salt D., L. Indus,L. Indus, U. Indus, Monument in ArabianPen. +29=73 VPs. Reiffdecides to use his military advantages to sweep through the monuments of the Middle East and then sack Blueterritory in India (revenge against Mike Stanley for passing the Arabs to him).
O'DonnelllBlack: Kingdom in Gold Coast.Khmers: Mekong (Black retreats to SiKyang), S.China Sea, S.China Sea, MalayPen., Malay Peninsula. +28=103 VPs. Jasonloses more than half of his force. "What elsecould I have done?" At least the remnants ofthe Roman Empire still score a good numberofpoints.
NEUTRAL COMMENTARYEpoch IV is often a turning point. Players at
this point can see the end and have a feel as towhether they are in the game or not. BruceReiff feels that the game is out of reach forhim, given his high strength. He feels that theArabs should have gone to Bruce Monnin toelevate his SPs (to hurt him going into the
SCORE
at end of Epoch V
Place Name VP Strength
1 Jason O'Donnell 130 53
2 Bruce Monnin 127 50
3 Jeff Mullet 118 47
4 Ken Good 112 39
5 Mike Stanley 107 42
6 Bruce Reiff 102 50
ZQNC OF CONTROL willreturn in Volume 32, Number 3
endgame). Jason O'Donnell also feels the gameis out of reach for him at this time. Both ofthese players are going to need lucky draws toget back into the game.
With the replay recording consuming gametime, players were getting a little surly.Lunchtime allowed a quick poll, which fInds thatBruce Monnin is considered to be in fIrst place,with Ken Good and Jeff Mullet just behind him.With this game being conducted in one long session, the effects of fatigue, hopelessness and apathy may have an effect on the outcome.
II·····.'
EPOCH V DISTRIBUTIONGood/Orange (30 SPs/94 VPs) passes the
Mongols to Monnin, to drive up Bruce'sstrength for the endgame.
Monnin/Purple (30 SPs/85 VPs) passes theCholas to Stanley, because Mike is already inthe area and to keep him out of the west.
StanleylBlue (34 SPs177 VPs) draws theVikings and passes them to Ken Good.
MulletJRed (37 SPs/88 VPs) keeps the HolyRomans, because it is not the Mongols or theSeljuk Turks.
Reiff/Green (38 SPs/72 VPs) passes theSung Dynasty to Jason, hoping for an earlymoving empire.
O'DonnelllBlack (44 SPs/I03 VPs), theghost of Julius still haunting him, draws last andpasses the Seljuk Turks to Reiff (who had a 5050 shot at the much better Franks-this just isn'this day).
EPOCH V PLAYFranks are not in play.Good/Orange: Disaster in Yangtse Kian
(Monument destroyed, Capital reduced).Vikings: Scandinavia (Green has noretreat), North Sea, Atlantic, W. Indies, W.Med. Sea, W. Med. Sea, Pindus, Pindus,Pindus. +18=112 VPs. Ken's long boatsreach Southern Europe, but fail in the effortto dominate it.
MulletJRed: Empires Fortify (Forts in ShattsPlateau, Chekiang and Tarim Basin). HolyRoman Empire: C. Europe (Greens retreat toDalmatia), Danubia, Danubia, Danubia,Balkans, Balkans, Pindus, Pindus, Morea,L. Rhine, Engineering to build Forts inC. Europe and Morea. +30=118 VPs. Jeffwent for Southern Europe, but heavy lossesprevented further expansion. [Editor's Note:This is excellent timing of the fort-buildingevent plays; the Crusade event at this juncturewouldn't hurt his key rivals and is best savedfor use in Epoch VI.-SKT]
Stanley/Blue: Chola: E. Ghats (Greenretreats to W. Deccan), Bay of Bengal,Treachery in W. Deccan, L. Indus, L.Indus,Persian Salt D., E. Deccan (City destroyed),Zagros, Monument in E. Ghats. +30=107VPs. Mike goes for the familiar, well-trodden monuments. "Monuments to our pastdot the landscape. "
O'Donnell/Black: Disaster in Tarim B.(Monument and Fort destroyed). SungDynasty: Szechuan (Blue retreats toIrrawaddy), Yangtse-Kian (City destroyed),Chekiang, Chekiang, S.China Sea (doublesfleet), Malay Pen., Malay Pen., Malay Pen.,Malay Pen. +27=130 VPs. "I'm going forIndia and a Monument via Malay Peninsula." Jason's .fixation with the MalaysianPeninsula brings him down. [Editor's Note:O'Donnell has little choice for his fInal fourarmies. The Tarim Basin path to India wouldbe defeated by a single loss. The MalayPeninsula has a triple benefit. It allows domination of SE Asia, provides access to India,and is a second resource site-thereby making it more profitable than retaking the WeiRiver monument. These riches are welldefended, though by a Fort against a sea invasion. Jason could have swallowed his prideand sacked his own Khmer capital to improvehis attack odds, but with four armies in hishand, the odds seemed to be in his favoralready.-SKT]
Reiff/Green: Sub-Saharan Migrants in CongoBasin and S.Africa. Seljuk Turks: TuranianP. (Red retreats to Tarim B.), Hindu Kush,L.Indus, L.Indus, W.Deccan, E.Ghats (Capital reduced), Ganges V., Ganges D., MalayPen. (City destroyed), Mekong, E.Deccan,E.Deccan. +30=102 VPs. Bruce tries to punish Mike for his empire passing. ''I'm goingto try to punish Mike for ending my chancesin the game, while also scoring some points. "When China appears to be allusive, Brucereturns to finish the job in India, but his dicefail him.
MonninlPurple: Famine in Irrawaddy kills twoof three Blue armies. Mongols: Mongolia(Red has no retreat), Leader, Wei R.,Wei R.,Szechuan (Capital reduced), Irrawaddy,Ganges D., Ganges D., E. Deccan (unsupported Blue fleet destroyed), E. Ghats, W.Deccan, Ceylon, Tarim B., Malay Pen.,Mekong (Capital reduced), Si-Kyang,Chekiang (unsupported Black fleet destroyed),Great Plain, Yangtze-Kian, Yangtze-Kian,fails to reach Sea of Japan for [mal build, Monuments in Mekong and Szechuan. +42=127VPs. "I wish to attack Red, Blue and Black. "Bruce controls China, dominates India, andbuilds two Monuments. His use of the Leaderconcedes the fact that he may not draw a bigger empire later in the game.
NEUTRAL COMMENTARYThe score are very close at this time. How
ever, scores can be very deceptive in thisgame. Low strength points and the early carddraw position bring victory. Going into turnsix, Orange draws first but is in a shaky position on the board. Stanley, on the other hand,draws second and looks good. The Romancurse still keeps O'Donnell drawing last-nota good place to be on the sixth turn. BruceReiff is very annoyed. He believes that theVikings should not have been given to KenGood. Also, Bruce Monnin's passing of theCholas to Stanley improves Mike's chancestremendously.
End ofPart 1... to be continued in Volume 32, Number 3 *
58
Jim is a freelance writer who can bereached [email protected].
With the success of COMMAND AND
CONQUER and WARCRAFT 2, realtime strategy games have become
a viable genre in the computer field. Thenext generation of such games are now filling store shelves. In this column, I turn theperiscope on four of the better ones-twofuturistic and two fantasy. Once thought ofas an offshoot of arcade or action games,real-times strategy epics now appeal muchmore to the strategist. All of these gamesare playable at relaxed pace-no fastreflexes or rapid firemouse clicks areneeded. To roundout this column Imention a turnbased strategy sequel that is a sure betto appease any fanof armored units.
DARK REIGN fromActivision is a futuristic strategy gamecomplete with a couple of manageableresources: water (used for barter) andTaelon (used for power). A good variety ofunits may be built during each mission. Atypical tale of interstellar war, each side hasa different group of units, applying different tactics, making this a very replayablegame. Combat between The Imperium andFreedom Guarde takes place on a· distantplanet.
Combat is quick, but has several levelsof detail built into the interface. Unit routesmay be plotted with full sets of way pointsand even given some basic commands(defend, patrol, etc.). An even more uniquefeature allows to you set intelligence levelsfor the units. Independence, for example,can be set so that a low value will cause aunit to mainly stick to its programming,while a high value will often let the unitmake decisions to deviate from its plannedmove. Multi-player capability is a big plus(full support for direct play, modem and theInternet). A very well-designed scenario/
map editor is also included, allowing forplenty of new and original battles.
In a similar vein, TOTAL ANNIHILATION
from Cavedog pits two ancient enemies, theCore and the Arm against each other inwarfare taking place over the land, sea andair. Energy and metal are the two consumabIes used by each army. Proper acquisitionor creation of both is a necessity. This gameshines in the varying types of units, numbering well over a hundred (with moreavailable on their web site). Units rangefrom simple infantry robots, submarinesand scout planes to massive tanks, battle
ships and bombers.Missions are var
ied ranging from simple "search anddestroy" to the capture of certain unitsor sites. With a widevariety of terrainranging from oceanworlds to worlds oflava or metal, missions are unique andcan be very intensewith vast amounts ofunits destroyed in
great battles. Graphics and sound effects aretop of the line, adding greatly to the overalleffect of the game. Wreckage litters the battlefield and explosions can catch foliage onfire, turning sections of map into charredrubble and causing damage to units.
Control is a little more simplistic thanDARK REIGN, but the strategy element isintensified by actual 3D terrain. Hills makegreat sites for radar towers and defensiveweaponry, large cliffs can cut off the attack,and plateaus can make convenient stagingareas. Proper planning and care in developing both construction facilities, offensiveunits and defensive positions makes strategy important and extremely varied. Withtwo 25-five mission campaigns, one fromeach side, and fantastic multi-player capability over a network, modem or the Internet, this game will remain on your computer for quite a long time.
Switching to the fantasy realms,Bungie's MYTH: THE FALLEN LORDS takes
medieval fantasy battles to a new level.This tactical level game puts you in chargeof a small army attempting to defeat evilhordes. Game play takes place in a partiallyoverhead view with an adjustable "camera"allowing you to pan and see the battlefieldaround you. Unique to this style of game isthe ability to customize your attack formation. From a Simple Box to Shallow Encirclement, you can send your army towardsthe enemy in the best formation for victory.If need arises, you can change this on thefly, even to retreat. With a wide variety of3D terrain and various climatic effects, battles are always different. Strategy mustchange for weather conditions (wind altersarrow flight and snow extinguishes explosive charges).
Drawing from a Tolkienish story lineMYTH: THE FALLEN LORDS has a wide varietyof fantastic creatures to control or face.Dwarves lay explosives, archers are great forsoftening enemy lines from a distance, andAvatars have unique magical capabilities.The enemies are typical to the fantasy realm.Undead creatures, giant spiders and evil wizards oppose your troops and invade yourtowns. The solitaire campaign allows you toplaya multitude of battles and missions in anepic story to defeat the evil Fallen Lords. Awide variety of multi-player games are alsoincluded, playable over Internet. Anotherunique feature is the ability to save all gamesin a video format, allowing you to go backand examine your strategies and formationsfrom any camera angle.
Sierra is following the well-receivedmedieval strategy games LORD OF THE
REALMS 1 & 2 with LORDS OF MAGIC, a strategy game with real-time combat and turnbased rounds used for resource management and movement. Elements of roleplaying provide you with a starting character for which ability and religion determines class (Warrior, Thief or Mage).Resource management is accomplished bygathering followers due to your fame. Purchases are made with gold, crystals and ale.The base of operations is your capital,where you gather troops and can build
various units ranging from cavalry andknights to Storm Giants.
With resource management and movement in a turn-based system, you can ponder strategies and figure out where to gonext. When enemy units are encountered,the game shifts to a tactical real-time battlefield where units may be assigned tomove and attack various opponents. Combat is relatively simple and fast, but strategies abound especially when using magic.The overall goal is to explore the world,gather artifacts and resources, and beatback the other religions with the ultimategoal of beating Death itself. Multi-playeroptions are included (over modem or theInternet) with each player taking a religion.
( COMING JATTRACTIONS~~~.
GALAXY: THE ARENAThe warm reception for TITAN: THE
ARENA (ITA) dictated a sequel almostbefore the curtains closed on its debut atlast year's AvalonCon. I was not surprisedwhen orders came down to prepare anothergame with a change of venue from fantasyto science fiction. Being a trekkie of longstanding, this was a welcome assignment,but I was determined to do more than justchange the theme and the art.
Although the megabucks required byParamount ruled out a Star Trek license, Inonetheless continued with a design thatchanged the theme from wagering on gladiatorial games to an intergalactic war of theworlds. The fantasy gladiators becamehumanoid races protecting their homeworlds with a fleet of ships varying inpower from zero to ten. Instantly, the gametook on more color for me, as I could visu~
alize the difference between a one-pointdrone and a ten-point dreadnought muchmore clearly than a Titan's kick or full nelson.
With the strength cards thus transformedinto warship classes, it was a small leap of
Turning back to the modern world, SSIhas released STEEL PANTHERS 3, a turnbased wargamewhich expands upon therole of tanks as seen in the first two products. Play can take place over almost theentire gamut of tank history from 1939until 1999. The scale has also beenchanged with platoon-sized units nowcovering the battlefield instead of individual tanks. With a larger scale, much moreeffort goes into command and control withoptions such as air and artillery strikes taking a major role in the game. The interfaceis similar to the previous incarnations, butnew features and units are in abundance.Combat is simple, taking place over a turnwith the normal movement, spotting, combat, air support, direct and indirect fire allplaying their parts.
Covering a 60-year time frame, thegame provides a huge assortment of equipment from 40 different countries. Sixhighly-different campaigns are included,ranging from the classic North African andRussian campaigns in World War II toVietnam and World War III. In a campaign,units may be purchased and repairedbetween battles. The battle generator canalso set up completely random scenarios. Afull function scenario editor can create yourown battles based on history or theory.
faith to give each ship type its own uniquepower to wield in the game in addition to itsnumerical strength. The zero "death blows"of ITA become doomsday devices invulnerable to attack. One-point cards becomereconnaissance drones affording peeks intoopposing hands, (twos become shuttles,threes transports, fours assault craft, fivesraiders, and six through ten become increasingly powerful warships capable of combat).
ITA's spectators are replaced by wildcard allies who activate a world's specialpower instead of nullifying it. This change,coupled with the powers of individual shipcards, yields a much more chaotic gamewith more player interaction and increasedchecks and balances for every conceivablestrategy.
Although the mechanics of play are similar, there are many subtle changes-andthe overall effect is a streamlined sequenceof play which is actually simpler than ITAin many respects. The permanent wagers ofITA have been replaced by "bases" whosevalue now fluctuate with the changing fortunes of war as they suffer attacks and invasions while awaiting reinforcements fromtheir home worlds. Saving your big shipsfor the final rounds? If so, enemy raids mayreduce your bases to smoking ruins, even ifyour world does survive (raids allow you toreduce an opponent's holdings on your
59
Over 40 stand-alone scenarios and fullemail capabilities are included, allowinghours upon hours of glorious battle.
SONAR BLIPS: Talonsoft has releasedthe first game in its new CampaignSeries-EAsT FRONT, a platoon-levelwargame taking place in the USSR duringWorld War II. With the option of either 3Dunit graphics or standard wargame "counters," this game sports an easy to use interface, individual battles and a completecampaign playable from either side. SirTech has released their quirky game, VIRUS,
where you attempt to fight off a virusinvading your computer. A highly differentand extremely unusual game, it is a definitechange of pace. *world without harming the world itself).
ITA's secret bet evolved into a secretbase with an enhanced value because visible bets/bases now fluctuate in value andbecause the garrison card with which youdeclare your secret base is returned to yourhand when you reveal it.
There is no discard phase. The only wayto rid your hand of dead cards is to playthem one at a time as your sole play of theturn. This is not as debilitating as you mightthink, however, since hand size varies inGALAXY and holding dead cards, therefore,does not sacrifice as many options as itdoes in ITA. Players draw only one cardper turn rather than filling their hand. Thatsimple change alters the dynamics of theworld powers drastically. For example, thedreaded Hydra's power, which allows playof a second card, becomes much less powerful as Earth's power in GALAXY. Everytime it is used, that player is playing twocards but can draw only one to replacethem. Conversely, the Titan's power isenhanced in GALAXY, because he increaseshis hand size and decreases his victim'severy time he takes an opponent's card.
Player interaction is further enhanced ineach round because the object is now morethan mere survival. Not only is one worldeliminated after every round, but one playerwith the strongest defense will receive a
60bonus in the form of increased value for abase. Now the blurred alliances of hiddenagendas are further obscured by thegreedy maneuvering not only to avoiddestruction, but to reap a bonus as wellafter every round.
One playtester describes GALAXY asTTA on steroids. It is an apt description. Ifyou liked TTA, I suspect you'll loveGALAXY. Despite the increased playerinteraction and chaotic feel, it is actuallysimpler in some respects and still plays inabout an hour.
-Don Greenwood
ATTACK OFTHE GIANT MONSTERS
F'rothomir, Lord of the Glaciers, wasfurious. His feet, each the size of a battleship, strode through the rubble and debristhat was once Chicago. He could see a lonearmy chopper in the distance, hovering likea mosquito debating whether or not to bite.He didn't care. F'rothomir had swatteddown dozens of those choppers, not to mention all the tanks.
When he came to the ruins of the SearsTower, his eyes narrowed angrily.Tomanagi the Sea Monster had beaten himto Chicago and destroyed everything! Nowthere was no Sears Tower to climb! No suburbs to smash! F'rothomir vowed to makeTomanagi pay...with his life!
Roaring a challenge that could be heardfor a thousand miles, F'rothomir began histrek to Mt. St. Helens, where he was sureTomanagi would meet him for one finalbattle.
The Avalon Hill Game Company willsoon unleash ATTACK OF THE GIANTMONSTERS. Paying homage to classic
• monster movies such as "King Kong" and"Godzilla," this game puts players incharge of defending-and destroyingAmerica.
Up to four players may play, takingcharge of one of the US armed services:Army, Navy, Air Force and Marines.Deploying their units across the map, themilitary waits for the inevitable attack of thecolossal beasts, which can appear almostanywhere. The military is well-funded andcan absorb heavy losses from the monsters.However, as the monsters trample militarybases, the armed services' ability to defendthe United States dwindles.
Backing up the military are hundreds ofscientists and researchers working on waysto defeat the monsters. The services canresearch experimental weapons such asmolecular cannons, antimatter and fusioncells (to name just a few) in an effort to protect the country. If extremely successful, aservice may be able to capture a monsterand ship it to Hollywood for a starring rolein the next major motion picture.
The same players also each control oneof six giant monsters. Each monster hasunique abilities and attributes. Some monsters are powerful in only certain areas ofthe country. Others are berserk attackers, orcan take tremendous amounts of damage.All monsters share one trait in commonthey get bigger and stronger with every citythey eat. Small cities like Omaha mightonly boost a monster's strength a little,while every giant beast craves the motherof all US cities-New York.
The monsters have a variety of competing goals and methods for increasing theirstrength. They are inexplicably drawn tonuclear radiation sites scattered across thecountry. Even the monsters are curiousabout what lies behind the doors of Area51. As the game continues, monstersmutate and change. The slow, ploddingmountain monster might just grow wingsand terrorize the skies. Each monster alsohas a personal travel itinerary, such ashanging on the arms of the Statue ofLiberty in New York.
As every fan of monster movies knows,there can be only one star of the show. AsAmerica crumbles under the footsteps ofthese creatures, the bravest monster willroar out a challenge to his foes. In an epicbattle, one monster will claim victory andwin the game.
Look for the ATTACK OF THE GIANTMONSTERS to rock the nation in earlysummer. It will be the biggest event sincecreation.
-lC. Connors
FOR THE PEOPLEFOR THE PEOPLE (FRP) uses the WE
THE PEOPLE (WTP) mechanic. Broadly,the game engine is the interaction of strategy cards that enable the forces to moveand other supporting game functions toevolve. In WTP, a strategy card allowed theplayer to place or remove political control(PC) markers, move forces, or bring in newforces. The PC markers represented thechanging political views of the populaceand the underlying guerrilla warfare thattook place between Patriot and Tory forces.
FRP uses this game engine in a modifiedform to reflect the different character of theAmerican Civil War. Here, the key variableis strategic will (SW). Strategic will is theability of a side (Union or Confederate) tocontinue to prosecute the war. It is the comparison and changes of the two societies'strategic will that writes the history of agame. For example, historically Lincolnalmost lost the 1864 presidential election tocandidate McClellan (running on a democratic peace platform-a card in the game).It was the fall of Atlanta to General Sherman that turned around the election and
probably saved the Union. In the game, thistranslates into a rule that the Confederacywins an automatic victory if the Union'sSW is below 50 points at the conclusion ofthe Fall 1864 turn. In a recent playtest, theUnion SW stood at 48 points with just twounplayed cards remaining in the Fall 1864turn. With the last card, Sherman took andburned Atlanta for five SW points. TheUnion went on to win the campaign game.It is anecdotes like these that get me excitedabout one of my designs.
In comparison, the political events portrayed in WTP generally added andremoved PC markers, whereas in FRP theseevents affect SW, such as the impact ofConfederate commerce raiders. One keyfactor that affects SW is the control ofstates. Here, PC markers fulfill the samerole as they did in WTP. PC markers denotethe areas that have been militarily pacifiedand the lines of communication that supportthe invading forces. When enough areas ofa State (usually Southern) have been pacified, the State becomes Union-controlled,making it easier to move (without generals)and reducing Southern SW (Confederatepresence in Northern States reduces UnionSW). The guerrilla war and Go mechanicsfrom WTP are not appropriate in this conflict and were removed.
The military campaigns are reflectedthrough the movements of strength pointsled by the key 50 generals (Lee, Grant,Sherman, Jackson, etc.) who held highlevel independent commands during thewar. Generals are rated for strategy and battle, as in WTP, whereby the use of a strategycard as an operations card (OC) enables theplayer to move a general whose rating isless than or equal to the OC value. Consequently, Lee and Grant are ones, while Butler is a three. One key addition is that eachgeneral also has a political value. A playermust pay a general's political value in SWpoints if he wants to remove him from command of an army. Here you get to feel theanguish that Lincoln felt when he wanted toremove Banks from command (politicalvalue of ten). There are some strategy cardsthat portray crises or events that enable theplayer to replace these political generals atreduced or no SW cost (for example, thegreat Sioux uprising).
Battle is handled through a more traditional combat results table (no battle cards),which more accurately reflects the character of Civil War combat. The battle systemis based on extensive operations researchwhich breaks many of the inaccurate perceptions held within the hobby. Battlesinvolve a variety of die-roll modifiers (thatbring in the capability of the generals, intelligence, naval support, forts, etc.) to affectthe outcome.
The last major component of the designis the interaction between the naval game,strategic will and the building of newforces. The Union has a fairly consistentreinforcement schedule, modified by various events (such as New York draft riots)and the capture of Washington. The Confederate reinforcement schedule and SWlosses are tied to the naval blockade,amphibious operations (capture of keyports) and Union control of States. Thelevel of the naval blockade and amphibiousoperations is worked through the play ofevent cards and continually challenges theUnion player to trade off long-term benefitsagainst short-term military operations.
The game has a 13-turn campaign game,plus four, yearly, three-turn scenarios(1861, 1862, 1863 and 1864). The campaign game takes approximately five hoursto complete, while the yearly scenarios takeabout an hour to complete. One additionalfeature is that each scenario can be continued and then concluded at the end of anylater yearly scenario. Hence, you can startthe 1861 scenario, which actually takesabout 30 minutes to complete, decide youwant to continue playing, and play to theend of the 1863 scenario using those victory conditions. It is my hope that FRP both
No doubt due to the WW II subject matter, volume 31, number 6 scored an overall rating of3.8, second best for the volume. Alan Applebaum's BREAKOUT: NORMANDY article notonly was rated as the best article, but spurredmany a reader to pull out the game for play.
Beach by Beach 206KGP 7 The Bridge at Cheneux 200History of the World with Personality 127Panzer Leader Situation 31-6 91Adding the Operational Dimension 91ZOC 88The Gaming of History 85Stuck in the Turanian Plain Again 73Death in the Afternoon 48ASL Scenarios 48Exploding on the Screen 30Whispers 18Scoring Princess Ryan 18
The games recently played by the most respondents were ADVANCED SQUAD LEADER,HISTORY OF THE WORLD, UP FRONT,AFRIKA KORPS, BREAKOUT: NORMANDY,HANNIBAL: ROME VS. CARTHAGE and SETTLERS OF CATAN. Russell McKinney (Bryon, IL)is the winner of the feedback drawing and winsa one-year subscription extension.
*****Supplies are running low for a number of gameswhich have been summarily dropped from ourcurrent price list. You may yet be able to get acopy directly from us, but act quickly. These are
meets the playability standards that peoplehave enjoyed from the WTP system and thehistorical standards people have for a gamewith a more significant portrayal of themilitary conflict.
-Mark Herman
rAe OPS '98It's almost zero hour and you have
planned well. Real-time imaging satelliteshave glimpsed the enemy and have shownyou a weakness in their right flank. Suddenly, the night sky is filled with glowingcontrails from MLRS rockets winging totheir targets with electronic precision. Toyour left, dark green Apache helicopters areswooping up a wooded river valley belowenemy radar to deliver their payload ofdeath and destruction. Before you, a battalion of Abrams Battle Tanks move off theirstart line at 40 mph and immediately beginto acquire and fire upon enemy targets.Behind the tanks, mobile infantry in theirBradley fighting vehicles follow to mop upthe cut-off and confused enemy. Within 15minutes, another town has been liberated.Welcome to warfare in the 21st Centuryit is hell for the enemy.
The Avalon Hill Game Company'supcoming TacOps '98 computer game is amajor new version of the game that PC
TheInfiltrator's
Report
being discontinued: CANDIDATE, LUFTWAFFE, STOCK MARKET, STOCKS &BONDS, SUPERSTAR BASEBALL and THUNDER AT CASSINO.
*****Contest #183 ("Hot Zone") was one of our morepopular contests in recent memory (I'm glad tosee its success wasn't tied to movie criticchoices). Several contestants noted that indeedmaximization of Arachnid point advantage isnot the same as maximization of Arachnid
61
Gamer called, " ... a helluva lot of fun toplay ..." and about which Strategy flussaid, "TacOps is simply an outstandingpiece of work; it's a polished product." TheMarine Corps has even gone as far as mandating that the game can be used for trainingits officers in operational warfare. In addition, TacOps has been authorized for training by the armies of Canada and NewZealand. A game that has received this muchatt~ntion must be good, but now MarineCorps Major (Ret.) I. L. Holdridge andAvalon Hill have taken the game the nextstep with TacOps '98.
TacOps '98 keeps all of the features ofthe original in a completely rewritten gameengine which now includes a command postexercise (CPX) mode where two personsmay play against each other with a third person as referee. A more realistic map offersunlimited terrain elevations. This permitsreal world military contour maps to be usedas the background art for TacOps '98 battlemaps-in sizes up to 40 km by 40 km, a totalof 1600 square kilometers.
TacOps '98 will be available for IBMand Mac CD-ROM (with Mac vs. PC capability) and will ship in the spring of 1998.
-Bill Levay
*chances of winning (lesson: read the contestwording carefully). Some errant entries wentawry by overlooking the line-of-sight ruleswhich prevent four of the five heavy weaponsfrom firing upon the Terran MI. If a hex is overhalf filled with rough terrain the entire hex isconsidered an LOS blockage (such as C8, butnot B13). Many of you who caught this aspectmade the mistake of trying to move the warriorinto E8 (not allowed, as the warrior doesn't havethree MPs to enter). Only two contestantsordered the 5-1 attack on the retrieval boatalone. Congratulations to Ken Whitesell (N.Linthicum, MD) and Kevin Reid (Bligh Park,New South Wales, Australia).
*****Contest #184 ("Sound Advice") asked contestants to identify the games associated withadvice quotes from past issues of TheGENERAL. We found this advice so exceptional, that we only tried to hoodwink you once(number seven was made up with language fromASL and REPUBUC OF ROME). The otherquotes refer to the following games:
1. History of the World (29#1, p. 24)2. Turning Point: Stalingrad (27#1, p. 50)3. Blackbeard (27#6, p. 17)4. We The People (29#2, p. 7)5. Hitler's War (26#2, p. 45)6. Merchant of Venus (26#1, p. 45)8. Civil War (26#6, p. 45)9. Empire in Arms (27#2, p. 36)10. Battle of the Bulge '91 (27#5, p. 1).
62
. . . GMT was due to release their SPQR
GUIDE in February and expects end of winterreleases for SARATOGA, INVASION: SICILY andCAESAR IN GAUL. The latter, by Richard Berg, willfeature six battles (including one full-scale navalbattle). His Alesia module design is being targetted for completion by summer 1999 ...Columbia Games plans to publish VICTORY (lookfor a name change if GMT has beat them to thisone), a block game with geomorphic maps, WWII technologies, ships and aircraft, all combinedin a fictional Red versus Blue format a laBLITZKRIEG . . . Ray Freeman has begunplaytesting on his second game, HEARTS AND
MINDS, a low complexity game on 1965-70 Vietnam . . . Simulaciones Tacticas expects torelease their third in the series of Battles of the
Peninsular War, VITORIA, in 1998 ... Therelease of Game ResearchlDesign's MARCH TO
VICTORY was pushed back to late February 1998due to problems with the counter proofs. Theyexpect that their TOTAL WAR will have the samemap coverage and time frame as FIRE IN THE
EAST. .. Clash of Arms reprinted and released inJanuary MISSISSIPPI FORTRESS, about the Vicksburg campaign. They also expect to release bothLUIZEN 1813 and LA BATAILLE DE LA MOSCOWA in1998 (one early and one late in the year). Theyhave THE COSSACKS ARE COMING in development,aimed at mating with HOME BEFORE THE LEAVES
FALL, both on WW I. They also expect 1998releases for SEA DRAGONS, CANVAS FALCONS, FEAR
GOD & DREAD NAUGHT, INFERNAL MACHINES,
CHARIOT LORDS and SUMMER STORM in addition totitles mentioned in previous columns . . . May-
a a afair is working on a railroad game set inIndia ...Moments in History shipped in JanuaryWHITE ENSIGN/RISING SUN and IRON BOTTOM
SOUND II. They plan a March release for TURNING
THE TABLES (on the Kharkov 1942 offensive).Their Kiev 1943 game will be called TRIUMPHANT
RETURN . . . Azure Wish and Moments in History will combine talents to produce RISORGI
MENTO 1859 ... Avalanche Press is playtesting TIGER OF MALAYA (uses CANNIBAL system) andLAST STOP BEFORE CAIRO: 1942 (new system) ... Reaper Miniatures will release the game,APOCALYSPE in May, with figures to support it ... Holistic Design hopes to release this summerNOBLE ARMADA, a starship miniatures game ofbroadsides and boarding actions . . . GamesWorkshop plans a February release of DIGGANOB,
a boxed supplement to GORKAMORKA . . . LastUnicorn Games signed a multi-year deal withParamount Pictures in January (and moved toLos Angeles) to produce RPGs, accessories,miniatures and LARP books based on all of theStar Trek series ... West End Games hasworked a deal with MGM on a license to producean RPG based on the Stargate SG-l TV series,with the primary author to be John Tynes ofPagan Publishing, and products to be releasedstarting in September ... FASA's third edition of SHADOW RUN is expected in August ...
. . . In computer strategy gaming news... Interactive Magic expects to release two
computer strategy games this spring, SEMPER FI
and THE GREAT BATTLES OF CAESAR. The firstplaces the player in the role of Marine battalioncommander in 15 scenarios or three campaigns.The second continues the successful joint venture with GMT Games . . . SSI plans for aspring release of SOLDIERS AT WAR, a tum-based,
15-scenario game in which each soldier hasaction points to expend on moving and firing.Their multiplayer/campaign disk for STEEL PAN
THERS III is expected in the summer, as are twosimulators. . . Talonsoft's Campaign serieswill apply the same 19th century era gamingengine to the entire American Civil war (early1999 release) and the Napoleonic war (thirdquarter 1999). They plan a strategic-level air wargame on the Battle of Britain for Fall 1998release... -SKT
Use only short, controlled bursts. Hit theweak spots and move out.
This column is dedicated to voicing gamer concerns abouthow the computer wargame genre can. improve. I wish togenerate short, constructive criticism from this magazine'sreaders imended to help advance the computer game designprocess. Readers. mail me your comments (better yet, emailthem to [email protected]). -SKT
My biggest problem with computer games isthe limited life span. A computer game can beconsidered obsolete within a year, making thetime used to get competent at it pretty much awaste. Compare that with a popular boardgamesuch as AFRIKA KORPS, for which I can get aPBMlPBEM match pretty much at will. Despiteimprovements through internet play, technologystill makes computer games obsolete ratherquickly.
-Forrest Speck, Baltimore, MDA note to those subjected to fire: take solace that
you hold ground worthy of a fight.
(CONVENTION CALENDAR)
ASL Wild West Fest IVAugust 21-23,1998, Denver, CO
Held at the Holiday Inn Denver Southeast, thisopen-format tournament features several minitourneys. All skill levels are welcome. Pre-registration is $15. Write Tim Wilson, 353 Cascade,Lander, Wy 82520 or call 307-332-9266 oremail [email protected].
AvalonCon '98July 29-August 2,1998, Baltimore, MD
Sponsored by Avalon Hill and held at the HuntValley Marriott in the suburbs of Baltimore, thisconvention features the National BoardgamingChampionships for Avalon Hill's games. WriteAvalon Hill Game Company, 4517 Harford Rd.,Baltimore, MD 21214 or call 410-254-9200 x103or email [email protected] or visit www.avalonhill.com.
Three Rivers Game FestMay 22·25, 1998, Pittsburgh, PA
Held at the Green Tree Marriot Hotel and sponsored by Andon Unlimited, this convention offersweekend or day badges. Contact Andon at1-800-529-3976 or [email protected] or visitwww.andonulimited.com.
Tachy9ConJune 5·7,1998, Orlando, FL
The FUN Florida Science-Fiction Convention willbe held at the Adam's Mark Hotel at Florida Mall(800-444-ADAM) features guest authors, 24-hr.programming and gaming, panels, auction, dealers,workshops, contests and more. Registration is $20before April 1st; $25 afterwards.Visit http://www.ao.net/-tachycon or write tachy[email protected] or P.O. Box 3382, Winter Park, FL32790-3382 or call 407-628-1454.
East Coast Game FaireMay 8·10, 1998, East Rutherford, NJ
Held at the Sheraton Meadowlands Hotel andsponsored by Andon Unlimited, this conventionoffers weekend or day badges. Contact Andonat 1-800-529-3976 or andon@aoLcom or visitwww.andonulimited.com.
Montreal ASL FestivalMay 2·3, 1998, Montreal, Quebec
Held at the Downtown Days Inn (1-800-5670880), this con is limited to 28 players andfeatures 4-5 rounds with choice of three scenarios/round. Point scoring like at ASL Open.Prizes to top two players. Registration is $15.Write Michael Rodgers, 5187 Beamish, Pierrefonds, Quebec, Canada H8Z 3G4 or phone 514620-5757 or email MichaelRodgers@compuserve.com.
Please submit announcements at least six months in advance of the event to ensure timely publication. Feel free to email information to ahgeneraJ.com
GameFest '98 Spring Training Origins '98May 1-3, 1998, Timonium, MD May 15·16, 1998, Steubenville, OH July 2-5, 1998, Columbus, OH
Held on campus at Franciscan University and spon- Held at the Columbus Convention Center and theThe Games Club of Maryland will host their firstsored by the Pier Giorgio Gaming Society, this Hyatt and sponsored by Andon Unlimited, thisannual convention, with a strong focus on Avalon tournament features swiss style continuous gaming national convention will offer a greatly expanded
Hill boardgames. Write Gamefest, 9 Augusta of both HANNIBAL and SUCCESSORS, plus free number of Avalon Hill tournaments compared toWood Court, Reisterstown, MD 21136 or email gaming. Registration is $20. Prizes for top three in last year, all of which will be counted in the com-gamesofmd@aoLcom each event. Write Michael Welker, Dept. of Busi- petition for the coveted Iron Man plaque. Contactor visit www.rtgames.com/gamefest. ness Administration, Franciscan University, Andon at 1-800-529-3976 or andon@aoLcom or
Steubenville, OH 43952 or call 740-283-6496 or visit www.andonulimited.com.email [email protected].
The GENERAL 32-2
CONTEST #185-Much Ado About '98This being the centennial of American acquisition of an overseas empire,I've been seeing a lot of news about the sinking of the Maine lately. Let'stest your knowledge of the centennials of '98. Each of the following factsrelates to a year ending in '98. Identify the century fllld provide the nameof an Avalon Hill game dealing with some aspect of the item. The finalitems require you to name an event to fit the year and the game.
Sparta, at its peak, at peace withrestored democracy in Athens
Ieyasu Tokugawa restores shogunate
Ascension of Trajan, emperor atlargest extent of Rome
3rd c., BC SUCCESSORS
Address _
Name _
$15 MERCHANDISE CERTIFICATE IS PRIZE!Send entries via email to [email protected] or mail to:
Stuart K. TuckerEditor of The GENERALThe Avalon Hill Game Company4517 Harford RoadBaltimore, MD 21214
Timur conquers Delhi
Borgia, Sforza and Louis XIItussle over Milan
Orinoco River discovered by aEuropean explorer
Marius in exile in Asia Minorafter sixth consulship
Anti-foreign, Boxers organizationformed in China
Magnus of Norway seizes Orkneysand Hebrides
Play: _ 16th C. SHAKESPEARE
elson victorious at Abukir Bay City State Zip, _
Garnes Played Last Month: _
Good for Postage Charges Only onComplete Game Purchases
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Issue as a whole (rate from I to 10, with "I" meaning excellent and "10" terrible). Plus, include your choice for thethree best articles. Write their titles below:
We value your opinion. Therefore, take a moment to write comments below regarding what you like or dislike in this issue.
Comments _
DI. Ads will be accepted only when printed on this ronn or a facsimile and must be accompanied by a $1token fee. No refunds. Payment may be made in uncancelled US postage stamps. Multiple ads from thesame source will be printed only if space is available. Ads pertaining solely to AvaIonCon are free.
2. For Sale ads for out-of-print games and magazines will be accepted.3. Clubs are encouraged to announce regular meetings.4. insert copy on Jines provided (25 words maximum) and print name. address, and (if desired) phone num
ber on the appropriate lines.5. PLEASE PRINT CLEARLY AND LEGffiLY. [fyour ad is illegible, it will not be printed.6. So that as many ads as possible can be printed in our limited space, we request that you use official state
and game abbreviations. Don't list your entire collection; Jist only those games which you are most interested in playing.
Across Five Aprils-ASA, Advanced Squad Leader-ASUSL, Afrika Korps-AFK, Age of RenaissanceAOR, Air Baron-ABN, Air ForcelDauntless-AFD, Assassin-ASN, Atlantic Storrn-ATL, Battle of theBulge-B(yr.), Blackbeard-BKB, Blitzkrieg-BZK, Breaknut Normandy-BKN, Britannia-BRI, CircusMaximus--CMS, (Advanced) Civilization-ACV/ClY, Colonial Diplomacy-CDP, D-Day-D(yr.), Diplomacy-DIP, DUNE, 1830, Empires in Arms-EIA, Empire of the Rising Sun-ERS, Enemy in Sight-EIS,Firepower-FPR. Flat Top---FTP, Fleet Series-#FI', Right Leader-FL, Gangsters-GSR, GeronimoGER, Gettysburg-GBG, Gladiator-GLD, Guadalcanal-GDC, GueriJJa-GUE, Hannibal: Rome vs.CanJ"ge-HRC, Here Come the Rebels-HCR, History of the World-HWD, Hitler's War-HWR, Kremlin-KRM, Kingmaker-KGM, Knights of the Air-KTA, London's Burning-LBG, Luftwaffe-LFW,Machiavelli-MAC, Maharaja-MAH, Magic Realm-MRM, Main Battle Tank-MBT, Merchant ofVenus-MOV, Midway-M(yr.), Napoleon's Battles-NPB, PanzerBlitz-PZB, Panzergruppe GuderianPOG, Panzer Leader-PZL, Princess Ryan's Star Marines-PRG. Rail Baron-RBN, Republic of Rome-ROR, Richthofen's War-RFN, RoadkJlI-RKL, Roads to Gettysburg-RTG, The Russian CampaignTRC. Russian Front-RFf, l776. Siege of Jerusalem-SOJ. Smrship Troopers-SST, Starship Troopers(The Movie Game) ---sTP, Stellar Conquest-STC, StonewaU's Last Battle-SLB, Stonewall in the VaUeySlY, Stonewall Jackson's Way-SJW, Stonn Over Ambem--SOA, Tac Air-TCA, Successors-SUC,Advanced Third Reich-A3R, Third Reich (4th ed.)-3R4, Thunder At Cassino-TAC, Titan-TIN, Titan:The Arena-ITA, Trireme--TRI, Turning Point: Stalingrad-TPS, Tyranno Ex-TYX, Up Front-UPF,Victory In The Pacific-VIP, War and Peace--W&P, We The People-WTP. Wooden Ships & Iron MenWS.JM, Wrasslin'-WRS.
Opponents Wanted/Games Sought/for Sale $1
This coupon is valid only for mail-order purchases of complete games direct fromThe Avalon Hill Game Company. Each postage coupon entitles the sender to deduct upto $1.00 from the postage charges of any order for a complete game, provided theamount deducted does not exceed the total postage for that order. Coupons are not validfor parts, magazines, or PBM kit orders.
Shipping charges are computed according to instructions found on the current PartsList and pre-paid order forms. Any GENERAL postage coupons previously offering different values may be used as the equal of this coupon.
Example: Customer A lives in the USA and orders a $15 game. His postage charge is$4, which he may pay by sending four postage coupons and $15, or two postage couponsand $17. Customer B lives in Canada and orders the same game. He must pay $15 in USfunds plus 8 postage cnupons or $15 plus $1 (US) for each postage eoupou less than 8which he sends.
Name Tel. _
Address, _$1.00 Volume 32, Number 2 $1.00
Gift ofOratory
+5P
Asclepionof Cos
(Healing)
PoliticalMarriage
Nicea
PoliticalMarriage
Phila
Order ofExecution
Drought(and adjacent
provinces)
Plague(and adjacent
provinces)
PoliticalMarriage
Eurydice
Son ofAntigonns
TO PLAYER WHO WASDEALT ANTIPATER:
Replaces Antipater upon hisdeath or during the
reinforcement phase of turn 3,whichever occurs first.
TO PLAYER WHO WASDEALT ANTIGONUS:
Arrives in reinforcement phaseduring turn 3
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Two-sided Generals can be folded at head of "counter" andplaced in stands. (Do not separate a General from his match.)
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THE AVALON HILL GAME COMPANY
4517 Harford Road
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THE AVALON HILL GAME COMPANY
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THE AVALON HILL GAME COMPANY
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PLACE
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'*' In the Victory Conditions replace "~ 2" with "~ 4."
BOARD CONFIGURATION:
~I_~-
Scenario Design: Jeff Cebula
W ARDIN, BELGIUM, 19 December 1944: In an effort to determine thestrength and location of the Germans before Bastogne, Company I of the SOlstParachute Infantry Regiment, commanded by Captain Claude D. Wallace, wasordered into the town of Wardin. Belgian civilians had reported the existencethere of an enemy roadblock, manned by a small German force. True enough,upon reaching the village, the roadblock was found astride the Wardin-Bastogneroad. A short firefight ensued, routing the outnumbered defenders. The paratroopers took possession of the dreary Belgian houses and organized a defense.Not long afterwards, the sounds of approaching tank engines grew louder andlouder-signaling the arrival of the Panzer Lehr Division.
BALANCE:* Replace the pz VG in the German OB with another
pz IVI.
ABANDON SHIP!ASL SCENARIO G44
VICTORY CONDITIONS: The Americans win at game end by amassing <: 2more Victory Points than the Germans. Victory Points are awarded as follows: theU.S. receives VPs for each unit exited off the west edge (each unit is worth normalExit VP) and 4 VPs for Control of hex 17 at game end. The German receives 3 VPsfor each mobile AFV with functioning MA, and 2 VPs for each Good Order squadequivalent, west of the line defined by hexes HO, HI, and the gully running from H2H5-A9.
'*' ~"* AMERICAN Sets Up First [158] ., r
1 2 3 4 5 6 7 END'*' GERMAN Moves First [102]
Elements of Company I, 3rd Battalion, 501st Parachute Infantry Regiment [ELR: 5] set up on/between hexrows U and Z(see SSR 2): (SAN: 4)
Roadblock
W; ktE
~ ~~ ~~~MMG f
AZ45 rAZ44 1MTR ? ~N ::00 '" L"'S .. :t-!!! ;;WP6 ~ XII :;00 .
I3'~-I 3-3-1 8-5 8-4 60*[3-451 7 morale ..10 3 2 2 2 2 3
Elements of Panzergrenadier Lehr Regiment 902 [ELR: 3] enter on Turn I along the east edge: (SAN: 2)
~PSK
~ 110
12-4
4
iLMG
UTI3-1
2
dm MMG
T'i ~[IJ1'\ 3-1
!It 911 ....!It ..11'"
66
iLMG
;;[IJ3·1
ft)fjfJii4'·~-7 4·~-7
Enter on Turn 3 along the east edge:
dI1ill
2
SPECIAL RULES:1. EC are Wet with no wind at start.
2. The roadblock must be set up in hex 17 on hexside 17-K7.
3. Boresighting is NA.
4. Building U4 is a Two-Story House (B23.22).
AFTERMATn: The 130 or so men of Company I were no match for such a force.They fought hravely-one man knelt with a bazooka in the middle of the street andknocked out the lead tank before return fire cut him down, other men with bazookasaccounted for three more tanks-but there were more Panzers and too many Panzergrenadiers. Captain Wallace gave the order to "Abandon ship!" The company lost all ofits officers and 45 men, most of them killed or so badly wounded that they had to be leftbehind. Captain Wallace died leading a small rear guard around the roadblock, keepingan escape route open for his men.
(Only he.ro\'ls A·P are playable)
AN
BOARD CONFIGURATION:
Scenario Design: Rick Troha
NOMONHAN, MANCHUKUO, 8 July 1939: The summer of 1939 saw amajor border clash between Russian and Japanese forces over the line betweenthe Mongolian People's Republic (MPR)-a Soviet client state-and Manchukuo(Manchuria)-a puppet regime set up by the Japanese. Since the Japanese considered the Halha river the border, they felt a strong response was necessarywhen MPR and Soviet forces moved east of the river. As both sides threw moreand more units into the battle, it escalated into the largest conflict between thetwo countries since the Russo-Japanese War. Soviet engineers had thrown anumber of bridges across the Halha to better supply their forces east of the river.Second Lt. Takayama was ordered to take his infantry platoon and a platoon ofengineers to destroy one of these bridges. Two tanks from the 4th Tank Regiment were also assigned to assist in this mission.
BALANCE:* Add a Russian MMG to the Russian OB.
• Replace the 8-1 leader with an 8-0 leader inthe Russian OB.
VICTORY CONDITIONS: The Japanese win immediately upondestroying the bridge; the bridge is destroyed if it is eliminated with a DCor HE attack, it collapses, or a non-wreck Blaze counter is ever placed onit.
TURN RECORD CHART* RUSSIAN Sets Up First • 1 2 3 4 5 6 END• JAPANESE Moves First
Elements of the 149th Motorized Rifle Regiment, 36th Motorized Rifle Division [ELR: 3] set up :s; 3 hexes from any riverhex (see SSR 5): (SAN: 3)
'!o", INF Foxhole ~
ttl ~ k::; k:! ~MMGLMG 811 ~12 5~S~rn t~rn rn MPh/RtPh:
I ~BI1 ~ 111 OVA, DBA: +4 dr=MF4·4·7 2·2·8 4·m 2-~ 37*(4J 180) Other: +2 CC: +1/-1
*6 6 4
Elements of 1st Company, 4th Tank Regiment and the 72nd Infantry Regiment [ELR: 3] enter on Turn I along the eastedge of board(s) 26/27: (SAN: 3)
D~15PW W i~ i;;; ~ LMG 1MTA DC 1< III
~rn !H~]' ~~ti "'IIIB '" 811
4'·4·8 4'·4·7 2-~ 5O'IH6j* '. 30·1 37 2/_12*
•3 3 3 3 2
SPECIAL RULES:1. EC are Dry, with no wind at start.
2. Place overlays as follows: St3 on 26C5-26D4; Stl on 27D6-27D5; SD2on 27J5-2715; and SD6 on 26J6-26K6. All dunes are High (F7.5). All streamhexes are treated as river hexes instead; the river is deep with a slow currentflowing south. All hexes west of the river exist at Levell.
3. A one-lane, wooden bridge (B6.) runs between 26EIO and 27CI.
4. The OB-given Japanese 4-4-8s are Assault Engineers (HI.22). They areexempt from the Set DC detonation NTC (A23.7) and may detonate a Set DCat a one hex range.
5. The Wire counters may not be set up on the bridge, nor in hexes 26F9,26EIO, 27CI, and 27BI.
AFTERMATH: Takayama's detachment attacked in an ill-considered daylight assault.Soon, both tanks had been knocked out and his infantry was pinned down, forcing Lt.Takayama to order his unit to fall back. After darkness fell, the Takayama detachmentmoved forward again, this time infiltrating quietly through the Soviet lines. Upon reaching the bridge, they killed the guards and proceeded to wire the bridge with explosivesand to dowse it with gasoline. When the fuel was lit, the bridge blew sky-high. TheJapanese raiders then escaped back through the Soviets, returning successfully to theirown lines.