ah gen v15n4

Upload: elcordovez

Post on 03-Jun-2018

216 views

Category:

Documents


0 download

TRANSCRIPT

  • 8/13/2019 Ah Gen v15n4

    1/38

  • 8/13/2019 Ah Gen v15n4

    2/38

    PAGE THEGENERA

    TheThe Avalodtion of authc

    ., .: .A,. -'

    4rtcI.s fo r PuIIrochures, and)em. - Donald

    heA C AL

    T

    m subscribers aof our editcoubla.spaced. aThere is no l innd diagrams sh. F ..,..

    lician: Jim Se GENERAL:ames, play-by-n, Shaw

    ,tication. LetteReaders RespoiGreenwood.

    + V L UN HILLENERALGame Players Magazine

    r Hill GENERAL is dedicated to the presenta-lritative articles on the strategy, tactics, andLY -. -valon Hil l games of strategy. Historical articles

    are included only insomuch as they provide useful back-ground information on current Avalon H ill titles. THEGENERAL is published by the Avalon Hill Company solelyfor the cultural edification of the serious gameaficionado, nthe hopes of improving the game owner's proficiency of playand providing services not otherwise available to the AvalonHill game buff.Publicat~ons bimonthly wi th mailingsmadeclose othe end of February, April, June. August, October, andDecember. All ed ~tor ~alnd general mailshould besent tothe Avalon HIII Game Company, 4517 Harford Rd..Baltimore. MD 21 214. One year subscr~ptions re $7.5 0.Tr~ al ubscr~ptions f 4 Issues for $5 .00 are available. Atwo year subscr~pt~ons only $12.00. Send checks ormoney orders only. Not responsible or cash os t in ranslt.All subscr~pt~onsent vla bulk permit. Airmail and 1stclass delivery must be prearranged wit h the subscriptiondepartment at add ~t~ onalost. Address changes must besubm~tted o the subscription depar tment 6 weeks Inadvance to guarantee delivery. No paid adverts ing of anytype is accepted. However, news of Importance to thewargaming community IS printed free of charge and issol~c~ted.Articles fro or publication atthe discretion licles should betypewritten. dl e tenets of goodEnglish usage. gh . Accompany-ing examples a done in black orred ink. Photc,..,... , ... .-,.,,.. and credit linewrit ten on back. Rejected articles will be returned wheneverpossible.EDITOR: DonaldJ. GreenwoodGRAPHICS: J im Hamil ton. Rodger Mac ---.tMoores. Steve Oliff, Charles Veit, Jean Baer, StephanieCzech. Margaret Lehman, Jim SkinnerEDITORIAL STAFF: J . Angiolillo. R. Beyma, W. Buchan-an. D. Burdick, S.Carus, R. Ch~ang, . Connolly. J. Davis.R. Easton. A. Gruen, R. Hamblen, R. Harm0n.T. Haz1ett.T.Hilton. J. Jarvinen, R. Livermore, R. Medrow. D. Mi1ler.T.Oleson. G. Phillies. L. P~nsky,R. Plock, J. Pournelle, R.Reed. M . Saha. 0.Turnbull, M. Uhl, C. Vi I.PUZZLE EDITOR: A. Richard HamblenCover: oeDe MarcoTo facil itate correspondence,we ruggast tl 3sto Avalon Hil l be marked in the lower left fsfollows:A.R.E.A. Tech1Purchases of th hpt. - GertrudeZombroPurchaser of G me parts: OrdsrDept. - ChristyOuestions Concerning Play: Research& W i n epartment,Note: all questions should be throughly diagrammed. Noquestions will be answered that are not accompanied by astamped, self-addresoad envelope. Only questions regardingrule clarifications (not historical or design subjects) can beanrwsred.r r

    11

    650 High Rd.. No. Finchley N. 12 ONL; AUSTRALIA:JEDKO Games, 11 1 Beatrice St., Cheltenham 3192,Victoria; SCANDINAVIA: A.H. SCANDINAVIA, P.O. BOX329.13103 Nacka 3, Sweden; GERMANY: HOBBYCOM-MERZ, FeldbergstraBe 35, 6051 Dudenhofen, W. Ger-many; GREECE: American Book & News, 68 SyngrouAve., Athens 408; ITALY: Don. Alfredo Gentili. Tirrenia(Pisa). Via del Lecci 1; JAPAN: Post Hobby CO., 1 -38Yoyoqi, Shibuya-Ku, Tokyo.AREA Q M COORDINATOR: (multi-player games only)Steve He~nowsk~,630 W. 28th St., Lorain. OH 44052IF YOU PLAN odo so without unot~fyour MI dand new addr

    copyrtgnt IYIU@NMILL

    w a n e ornpang )4517 Har ford Road,Balt imore, Md. 21214

    ON MOVINGasking our pel.s. Zombro Aess.

    '

    ireconridered)rial staff. Ar'nd embrace thli t t o word Ianould be neatlyI La - ,....*i,.

    kinnerSubscriptionnail kits , andgi

    rs to the Editcnse Page submi

    i . . you are (rmisslon. We ISAP. Please

    3sey. L . Zocch

    hat all envelop:-hand corner

    )r. Requests fo=ions: Editor12

    :enainly free tdo ask that yo1state your 01

    LOOKING AHEAD

    Avalon Hill Philosophy Part 71978 has not been a particularly productiveyear for our R & D department, judging from our

    almost total lack of new titles this past calendaryear. New wargame titles were limited to thespring releases of CRETE SUBMARINE andNAPOLEON-all of which were actually late1977 projects, and the summer release ofCROSS OFIRON. This meant that we deliveredonly one of eight titles "promised" for July,1977. Why is it that six months later we havestil l delivered only 1 of 8?What happened?Why?When will these games become available, ifever? These are just a few of the questions youmight be asking.The excuses are many and varied, but ingeneral, they can be summarized very simply asa matter of everyone becoming too obsessedwith perfection and the magnitude of their ownprojects. Even I, who did meet a deadline inhaving CROSS OF IRON ready for ORIGINS,overstepped the bounds of good sense inconstantly revising the SQUAD LEADER ga-mette to encompass every conceivable facet ofwar on the Eastern Font. The vehicular 0 of Bwas doubled and then trebled in an attempt toinclude virtually every significant vehicle whichsaw action. Envisioned simple rules became anentire new armor system, tightly packed into a36 page rulebook. CROSS OFIRON became notjust a gamette, but a culmination of an entiregame system, enabling virtually any situation tobe simulated. Getting it out i n time for ORIGINSmeant 12 hour days, 7 day weeks, and anabsolute abandonment of other daily responsi-bilities. I t also meant the inevitable last minuteerrors. Cleaning up those errors for the 2ndedition, catching up with unanswered mail, andGENERAL editions far behind schedule hasresulted in bringing work on the other gamettesto a screaming halt. The lateness of this veryissue is proof positive of the damage done tothepublication schedule. THE GENERAL for allpractical purposes, is a one man operation, andwhen I'm not available toedit, illustrate, or pasteup an issue, it doesn't get done. And when i tdoes get done, i t is still at the mercy of our parentcompany, Monarch Services, which will print itwhen it has the press time-not necessarilywhen we need it. One irate reader suggestedthat Lt. Greenwood's leadership factor beenhanced so that he could get h is troops to passtheir Morale Checks and get THE GENERAL outon time. Personally, I'd rather see him get sometroops, period. I know THE GENERAL is consist-ently late, shamefully so, but Ican't honestlytellyou the situation wi ll improve. Ican promise ha tI'll continue my 60 hour weeks i n an effort toconstantly improve the magazine & hopefullyget it to you a little sooner.CRESCENDO OF DOOM

    CRESCENDO OF DO OM should benefit fromthe major playtesting campaign that preceded itwith CROSS OF IRON and I foresee littledifficulty in having it ready for ORIGINS V inJuly. Like its predecessor, the gamette willfeature 8 new scenarios and a complete Briti shOB for the entire war as well as early warcontingents of France, Belgium, Poland &Norway. Plansforfuturegamettes wil l be held inabeyance pending further sales evaluation.

    FORTRESS EUROPAFORTRESS EUROPA is a John Edwarddesign currently being sold in Australia, dealin

    with the Allied invasion of Europe and subsquent campaign to and including the invasion Germany itself. The game is somewhat remniscent of Edward's very popular RUSSIACAMPAIGN in style and is to D-DAY what thformer was to STALINGRAD.. a quantum jumforward in state of the art design, realism, anexcitement. The air ruless tand out as particulaly innovative and effective among a veritabavalanche of "chrome" extras. Unfortunatethe game in ts present state is poorly organizand in need of major revisions and playtest. Tgame will not be available before July at thearliest.Don Greenwo

    THE RISING SUNThree years ago, Larry Pinsky, the origindesigner of THE RISING SUN began working othis game which encompasses he entire Pacitheater of World War II. About this time last yea

    I took over the responsibility of developing thgame as my first assignment for Avalon Hill anever since that day I've periodically given seriouconsideration to the idea of committing harkari. Without a doubt, THE RISING SUN is thmost challenging and frus trating project I haencountered i n my eight year career as a gamdeveloper.The challenge and frustration that has beeplaguing me for the past year stem primarfrom the enormous scope and unique dynamicinherent in the air, land, and naval conflwhich was waged in he Pacific. For 45 monthhundreds of ships and thousands of plancontested a battlefield which encompassalmost half of the world in the largest and moinnovative military struggle we have yet wnessed. As a game designer, it is easy to uderstand why this particular conflict representhe most difficult topic tosimulate in a wargamand why so few of the games which attemptsimulate the Pacific War have succeeded. Firof all, there are the problems which concern thgame scale. In THERISING SU N we are usingsingle 22" x 28" mapboard on which each hrepresents approximately 15 0 miles. EaGame-Turn which originally represented twweeks has been extended to represent a fmonth in order to ensure a reasonable playitime for each of the game's three majScenarios as we ll as the entire Campaign gamlasting forty-five Turns (the other scenaricover 15 months each and may be linked played as separate games requiring from four six hours to play). The second major problem wgrappled with concerned the importance naval simultaneity and its relationship to tintell igence system developed by the U.S. NaIn THE RISING SUN we are handling theexceedingly important problems in a thoroughinnovative manner. A new system which donot require any written bookkeeping has bedeveloped which permits the simultaneous ahidden movement of opposing task forces. Bmitigating this secrecy, each Player al

    Continued on Pg. 31 Column

  • 8/13/2019 Ah Gen v15n4

    3/38

    THE GENER L hk P GE

    STRATEGIC SUBMARINEBy Mick Uhl

    I INTRODUCTIONThe m onth of Marc h 1943 marked the highpoint of the G erman U -boat effort. The wolfpackattacks launched in the first twenty days of thismon th resulted in the loss of ninety-seven mer chan tships at a cost of seven U-boats. The strategic Gameallows players to control enough of the strategicsituation to set up scenarios recreating the criticalactions of the Battle of the Atlantic.It is Marc h 12, 1943. As the Allied comm and er,your convoys are about to leave the protect iveumbrel la of the North American coast embarkingupon the peri lous ourney across the North At lant icto the distant haven of England. As the supremeGerman commander, you must plot U-boat pat rolsto intercept the convoys a s they t ravel along thei rpassage.I1 PR EPA RE FOR PLAYBoth players prepare for play secretly at thesame time. Th e Allied prep aratio n will be discussedfirst:A. Allied Player Convoy PreparationSrep I . The Allied player determ ines the cargo andvictory point value fo r each merch ant ship includedin the Merchan t Sh ip Make-Up List (Table 1) byconsul t ing the Cargo Table (60.2) in the RulesManual . Al l Tankers are type T2.Srep 2 . The Allied player must divide all of themerchant ships into at least two convoys, but nomore than four convoys. He may place from aminimum of eight to a maximum of twenty-four

    merchant ships of his choice in each convoy. Allavailable merchant ships must be placed intoconvoys. He selects a ti t le for each convoy andplaces it in the convoy section of the convoy make-up list . He may choo se the title from th e list below orhe may select a name of his own invention.Slow ConvoySC 122SC 123SC 124

    Fast ConvoyH X 229HX 229AHX 23Important: If at least one merchant ship inconvoy is slow, as ndicated in the make-up list , thenthe convoy is slow and has a slow convoy title. Onlyif all merchant ships in a convoy are fast is that

    convoy a fast convoy.Step 3. For each convoy the Allied player hascreated, he must prep are thei r format ion on aConvoy/Es cort L og sheet . Once the convoys havebeen set, they cannot be changed in any way.Step 4. The Allied player can include theresc ue ship,Zamalek with one convoy. It can be added t o atwenty-four ship convoy, but i t must beadde d to therear of the column in which it is to be placed. TheZamalek has n o victory point value. It has a damagestrength of 8.Step 5 The Allied player divides into groups allescorts listed in the Es cort Availability Char t (Table2 . Also placed in this chart are the historic groupsinto which these escorts were organized. T he Alliedplayer may organize his escorts into these historicgroupings or into groups of his own invent ion.

    There are no limitations on the size of the escogroups. (Note that several escorts appear reinforcements. They must be placed into groups this time. One group is assigned to each convoEach escort and its data is placed in the samConvoy/Es cort Log sheet as the convoy i t escorting.Important Note: When organizing escorts ingroups, th e Allied player should try to be faithfulthe historic groups. An y escort with an experienccrew rating which is not placed in the same groupi ts historic group comman der has i t s crew rat ireduced to novice. For group B4, until Highlandjoins (if it does), Beverly i s rated g roup com mandeB. Allied Player Route PreparationThe Allied player must plot the entire route all of his convoys on the Allied Strategic Plot M aThe plots must be complete from the hex of originthe destination hex between Ireland and EnglanThese routes cannot be al tered. The routes afollowed exactly as plotted.Srep 1 Th e Allied player determines the starting hof each convoy by consul t ing the Convoy StTable (Table 3 . It will be one of the 12 ettered hexbelow S t . Johns.Step 2. For each convoy, a cont inuous l ine of alength must be constructed through consecutihexes from its starting hex to the destination heEach convoy route i s separate and does not havecoincide with any othe r convoy s route. No h

  • 8/13/2019 Ah Gen v15n4

    4/38

    PAGE THE GENERATABLE 1:CONVOY (MERCHA NT SHIP) MAKE-UP LIST

    I.D. TYPE CARGO .P. 7 A M A G E CONVO DESTINATION

    F. Refrig

    F Fast S =Slow'These merchant ships may form the11 own convoy to Reyk~avlk.f part of anotherconvoy, the Allled playermustsplit them from the convoy at the closest hex to Reykjavlk and route them to Reykjavlk

    TABLE 3:CONVOY START TABLE TABLE 5:TORPEDO AVAILABILTY TABLEDice Location

    Roll (lettered hex) DICE ROLL TYPE VIIB and VIlC TYPE IXC11 1314 16 B21 23 C24 26 D3 1 33 E34 36 F4 1 4 3 G44 46 H51 5354 56 J61 63 K64 66 L

    north or east of the ice floes can be used. All convroutes are completely constructed before the gambegins.tep 3. Each convoy must begin its journey exac24 hours after the previous convoy. The first convto start must do so at 2400, March 12. Each convstarts at 24 hour periods after this convoy. The ordof startinas is determined bv the Allied laver..tep 4 Upon completion o i the routes, the Alliplayer should divide each route into 24 hoincrements. A slow convoy moves four hexes in ahour period. A fast convoy moves six hexes in a hour period. Mark in each fourth o r sixth hex of troute the proper date that the convoy will occuthat hex.For example, if a slow convoy starts on ttwelfth, it will be four hexes further along its rouon the thirteenth. It will be eight hexes further aloits route on the fourteenth, etc. The fourth hex wbe marked with a 13. The eighth hex will be markwith a 14.

    C. German Player U Boat Preparationtep I The German player determines the crerating and the number of torpedoes carried (in tuand reload) for each available submarine in the U

    Boat Availability ,Chart (Table 4) by consulting tTorpedo Availability and U-Boat ExperienTables (Tables 5 6 respectively). He records thevalues for each submarine on the U-Boat Availabity Chart.tep 2. The German player transcribes the submaines available to him to the wolf-pack gruppes in tWolf Pack Chart (Table 7 . He must placeminimum of four submarines in any one wolf-pabut no more than twenty. He can form any numbof wolf-packs up to a maximum of five. TGerman player can also place up to twenty-osubmarines in independent status. Submarinesthrough 42 must be placed as independents.

    D Submarine Placement on Plot MapThe German player places the wolf-packs aindependent submarines on the German StrategPlot Map. He can put no more than two submarinin any one hex. Submarines in a wolf-pack must be positioned in adjacent hexes so as to form a singunbroken line of hexes (it does not have to straight). The I.D. number of each submarinemarked in the hex it is to occupy.

    tep I The first wolf-pack(German Player s choimust be placed in adjacent hexes anywhere betwebut not including lines 9 and 15. The second wopack must be placed in adjacent hexes anywhebetween but not including lines 15 and 21. If therea third wolf-pack, it is to be placed in the same aas the second wolf-pack.tep 2. Any additional wolf-packs are placed on t

    plot map using the U-Boat Placement Table (Ta8 . The wolf-pack must be placed behind (east othe line indicated in the Table.tep 3. The German player marks the locationtwo U-boat tankers, TI and T2, on the plot musing the U-Tanker Placement Table (Table 1These submarines cannot fire torpedoes. Their ofunction in the game is a possible sighting sourceconvoys.tep 4. The German player marks the location ofindependent submarines using the Independent Boat Placement Table (Table 11).tep 5. The German player marks an X in fifthexes determined by using the Sighting BPlacement Table. These marks represent submines returning to base at the end of their patrol. Thare capable of sighting convoys, but are unablepress attacks.

  • 8/13/2019 Ah Gen v15n4

    5/38

    THE GENER L P GESYSTEM OF PLAY

    A. Contact Determination1. After both players have completed theirrespective set-ups, the German player hands his plotmap to the Allied player who then superimposes itover his own plot map. If any of the convoy routespass through (intersect) a hex occupied by one ormore submarines, there is a possibility that thoseconvoys may be located.2. If there is more than one intersection betweensubmarine and convoy, the Allied player must selectfirst that intersection which occurs at the earliesttime. He reveals that hex to the German player.3. Both players must now determine whetherthere is contact between convoy and submarine inthe hex of intersection. To determine whethercontact is made, they must determine first theweather at the time of contact.B. Contact Procedure1. For a convoy to be contacted, the weather forthe convoy's entire journey up to the time ofintersection must first be determined. The weatherfor convoys is recorded on the Weather Chart. Thechart is divided into turns of four hour's durationfor fast convoys or of six hours duration for slowconvoys. Each turn represents the amount of timethat it takes tha t type of convoy to move one hex.

    2. Using the Weather Tables (Table 12)includedwith the Weather Chart, the Allied player deter-mines the type of weather and its duration for theconvoy start ing at the beginning of its journey. Hewrites the weather for the convoy in the WeatherChart. If the weather does not last to the turn ofintersection, the Allied player repeats the procedureuntil it does. If the weather duration continues pastthe turn of intersection, it still applies. The weatherdoes not end immediatly on the turn of intersection.As an example, a slow convoy starts its journeyon the twelfth. It enters a hex containing an enemysubmarine in the fourteenth hex of its passage (thisincludes the lettered hex of placement). The Alliedplayer must now determine the weather for eachturn (i.e., hex) of its journey. The weather for thestart of the journey was clear and lasted twelveturns. The Allied player marks clear for each turnstarting with 2400, March 12 turn to 1800, Mar 14turn. Since the turn of intersection is 0600, Mar 15,he must find the next weather condition. This isdetermined to be squall and lasts for six turns. Hewrites in squall to the 0600 Mar 16 turn. Thus, hehas determined tha t a t the time of this convoy's firstpossible contact with an enemy submarine, theweather is squall .

    3. Once the proper weather condition has beendetermined, both players next consult the ConvoyContact Table (Table 13 to determine whether acontact with the Convoy is gained.4. If there is no contact, players proceed to thenext intersection in time and repeat the sameprocedure to determine possible contact. Thiscontinues until there is a contact gained or all theconvoys reach their destination hex withoutcontact, in which case the game is over with anAllied victory.

    C. From Contact to BattleI. When a contact is gained,, the Allied playerannounces its size within ten merchant ships (do notinclude escort vessels in this count).2. The German player may commit any numberof submarines that he has on the plot map tointercept the convoy. He places the I.D. of eachsubmarine selected to intercept the convoy in aconvoy box in the Time Chart (Table 14) and drawsan arrow from the box to the t urn of the intersectionand contact.

    TABLE 2:ESCORT AVAILABILITY CHART

    AVAILABLE AT START (MA RCH 12) WITH CONVOY1. Beverly [TD ] 8. Pimp erne l [FC] 15. Moyola [RF ]2. Anemone [FC] 9. Lavender [FC] 16. Waveny [RF]3. Pennywort [FC] 10. Saxifrage [FC] 17. Upshur [TD]4. Havelock [HDI* 11. Aberdeen [GS] 18. Campob ello [IT]5. Swale [RF] 12. Hastings [HS] 19. Witherington [WD]6. Godetia [FC] 13. Landguard [BS] 20. Mansfield [TD]7. Buttercup [FC] 14. Lulworth [BS]REINFO RCEM ENTS: NOTES: Italicized -not available at start

    ] -ship class in brack etsMarch 13 St. Joh ns March 19 Reykjavik -group comman der1. Volunteer 1. Ingham [S Cr] ) -Crew Experience Level in parenthesesMarch 18 St. Johns March 20 St. Johns1. Highlander* [HD] I. Sher brook e [FC] D~~~~~~~~~ FrigateMarch 19 St. Joh ns March 20 Reykjavik1. Babbitt [TD] 1. Vimy [ ] [HD] Hava nt Class [RF] River Class2. Abelia [FC] Marc h 21 Reykjavik [V lass [S Cr] Secretary Cla1. Bibb [S Cr] [WD] W Class [FC] Flower Class[TD] Town Class SloopTrawler [GS] Gmm sby Cla[ I n Isles Class [HS] Hastings Cla[BS] Banff ClassH IS T O RIC G RO U P SGRO UP B4 GRO UP B5 40th ESCOR T INDEPEN DENT ICELAND CREW1. Highlander (P) 1. Havelock * (P) 1. Abe rdeen * (P) 1. Upsh ur (N) 1. Vimy (E)2. Vimy (E) 2. Volunteer (N) 2. Hastings (E) 2. Campob ello (N) 2. Bibb (N)3. Beverly (E) 3. Swale (E) 3. Lan dgua rd (E) 3. Babbitt (N) 3. Ingham (N)4. belia (E) 4. Godetia (E) 4. Lulworth (E) 4. Witherington (N)5. Anemone (E) 5. Buttercup (E) 5. Moyola (E) 5. Mansfield (N)6. Pennywort (E) 6. Pimpernel (E) 6. Waveny (E)7. Sherbrooke (E) 7. Lavende r (E)8. Sax ifrage (E)NOTES: Iceland Crew based at Reykjavik. Vimy has an Experienced crew rating regardless of ultimate groupcommander.

    TABLE 4:U BOAT AVAILABILITY CHART

    Previous Available Previous AvailableName Type Missions Torpedoes Name Type Missions To rpe doa1 U.84 VIIB 7 22 U.641 VIIC 12 U.91 VIIC 3 23 U.642 VIlC I3 U.435 VIIC 7 24 U.665 VII C 14 U.600 VIIC 3 25 U.666 VIIC I5 U.603 VIIC 2 26 U.86 VIIB 66 U.615 VIIC 3 27 U.384 VIIC 27 U.664 VIIC 3 28 U.221 VIIC 38 U.758 VIIC 2 29 U.333 VIIC 69 U.134 VIIC 8 30 U.336 VlIC 210 U.190 IXC I 31 U.373 Vll C 8

    11 U.229 VIIC 1 32 U.406 VIl C 512 U.305 VIIC 1 33 U.440 VIIC 413 U.338 VIIC 1 34 U.441 VIIC 314 U.439 VIIC 7 35 U.590 VIl C 3I5 U.523 IXC 1 36 U.608 Vll C 316 U.526 IXC 1 37 U.610 VIIC 317 U.527 IXC 1 38 U.86 VlIC 418 U.530 IXC 1 39 U.228 VIIC I19 U.598 VIIC 3 40 U.230 VIIC 120 U.616 VIIC 2 41 U.616 VIIC 121 U.631 VIIC 2 42 U.653 VIIC 6

    (Submarines 38 through 42 must be placed in independent status.)Submarine names appearing on this list do not coincide with the submarine names on the counters. You maysubstitute any counter of the same type so long as a record is kept of w hich counter represents which submarine.

  • 8/13/2019 Ah Gen v15n4

    6/38

    PAGE THEGENERA

    TABLE 8:U BOAT PLACEMENT TABLE

    TABLE 7:WOLF PACK CHARTGruppe Raubgmf Range ) Gruppe Newland Range ) Gruppe Westmark Range )

    Name Class Exp Torps Name Class Exp Torps Name Class Exp Torps

    Gruppe Stiirmer Range ) Gruppe Drhger Range ) Independents Range )

    S18 D18. 118.S20. D20. 1H

    TABLE 6:U BOAT EXPERIENCE TABLEDice Roll Range

    3 4

    11 13 4 hexes14 16 6 h e x e s21 23 8 hexes24 26 10 hexes31 33 hexes34 36 12 hexes4143 13 hexes4446 15 hexes51 53 18 hexes54 66 21 hexes

    number of missions2 3 4 5 6 7 8

    N N N E E E2 N N E E E P= 3 N E E E P PE E E P P P5 P P P P P P6 P P P P P P

    N. = Novice E Experienced P P ro NOTES

    3. The Allied player next marks on the Germplot map the convoy s route from the hexintersection to the destination hex. He, then, mplace in each hex of the route starting with the fhex after the hex of intersection a number infollowing sequence; for slow convoys: 2,4,7,10,14, 17,20,22,24,27,30,etc; for fast convoys:2,36, 8, 10, 12, 13, 14, 16, 18, 20, 22, 23,24,26,28,etc.4. The German player retrieves his plot map.first determines the hex of interception for esubmarine that he has selected to attack tconvoy. It can be any hex whose number is equaor greater than the range, in hexes, of the submarto that hex. The German player writes thenumber beside the submarine on the Time Cha5. The German player then selectsa hex in whhe wishes to begin the attack against the convcontacted. All submarines which have been selecto intercept the convoy in that hex or in a previhex of its route may participate in the attack.marks the turn of attack on the Time Chart.

    1 Th e first wolf pack must be a t a mlnimum range of 9 hexes.2. Th e second and third wolf packs must be a t a mlnimum range of15 hexes.3 Subsequent wolf packs placement are de te rmined by U-BoatPlacement Table. Add one to the range for Each U-Boat in thewolf-pack over four to a maximum range of 30 hexes.

    D Battle Set-UpPlayers use the SUBMARZNEgame to recrethe battle. The weather and time of day has bedetermined. Consideronly the hours of 1000to 02as night hours. The Allied order of battle halready been pre-determined by the convoy set-The German player must determine which submines start play and which enter as reinforcementdescribed, below.Step 1 While the Allied player is setting upmerchant ships and escorts on the mapboard,German determines the time of combat and secredetermines which of his submarines can beattack against the convoy.Step 2 The German player must first determinedifference between the hex of attack numberandrange in hexes of each submarine to any hex ofroute between and including the hex of intersectand the hex of attack.For example, a submarine is two hexes awfrom the hex of intersection of a slow convoy thwas successfullycontacted. The hex of attack wselected 6 hexes further along the route. The hnumber would be 14. The difference therefwould be 12. The differences should bewritteninthe submarine s I.D. on the Time Chart.Step 3 The German player selects one submarwith the greatest difference. This submarine wenter play in the first turn of the scenario. He nmust determine the time that the scenario wcommence.Step 4. The Germanplayer first determines the hothat the submarine selected to start the attack wenter play by using the appropriate Hour Ta(Table 15).For example, the German player choosesattack a slow convoy on the 0600, Mar 14turn. Tsubmarine to begin the combat has a time differeof 12. He rolls a 13which allows him to choosehour of attack. He can select one of the followinghours that compose the turn;0600,0700,0800,091000, 1100. The German player chooses to start0900.Step5 The German player must now determineexact time that the scenario begins by usingMinute Table (Table 16).To continue the examprolling a 23, the German player determines tminute to be: 16. Therefore, the first turn of tscenario and the turn that the first submarine wenter play is 0916 hrs., Mar 14.Step6 The German player next determinessecrewhen the next submarine will enter play. It cpossibly enter play in the same turn or a certanumber of turns later in the scenario.Heselects aone submarine and determines its entrybyusingtSubmarine Entry Table (Table 17). If the result

  • 8/13/2019 Ah Gen v15n4

    7/38

    TH GENER L P GETABLE 12WEATHER CHARTSTABLE 9:SIGHTING BOATPLACEMENT TABLE Mar Time S C C Mar Time X X X

    2 [ 2 4 0 0Dice Roll Location11-33 Region C*34-5 Regi on B*52-66 Region A*

    TABLE 1 :U-TANKER PLACEMENTBoth U-tankers (TI and T2) must

    be located in Region B*

    TABLE 11:INDEPENDENT U-BOATPLACEMENT TABLEDice Roll Location

    11-16 Adjacent to TI21-26 Adjacent to T2314 3 Region A*44-56 Region B*61-66 Region C*

    Roll two dice and place by region letter (e.g., B66,C16 A24,etc.).Locate the 7 hex area which corresponds to the code. Thesubmarine may be placed in any hex in the area.

    WEATHER TABLESDiceRoll Condition11-26 Clear

    Storm6 1-66

    DURATIONSlow Fast

    Roll Convoy Convoy

  • 8/13/2019 Ah Gen v15n4

    8/38

    PAGE THE GENERA

    mmCONTAC

    TABLE 13 CONVOY CONTACT TABLEDice Two U-boats in hex Individual U-boat or two U-boats in hex

    TABLE 17:TABLE 5: SUBMARINE ENTRY TABLEHOUR TABLE Attack in Attack outsideDice Roll Black Gap Black Gapb

    Dice Roll Slow CC-- Fast Convoy

    - wh~ rd our ur h

    TABLE 16:MINUTE TABLE NOTES:1. Black gap compnscs the shaded hexes on the map2. A sunk result means that submarlne attempting entry has beenDice Dice Dice sunk by arr attack Allied player rece~vesvlctory polnts for theRoll Minute Roll Minute RoU Minute slnlung3. A DAMAGED result means that the submarlne has beensufliclently damaged by aerlal depth charsng and escort sweeps tobreak off ~ t s unult of the convoy thereafter No vlctory polnts areawarded to elther stde for thts result

    Add one to the dle roll for each hex past the black gap that theattack occurringTABLE 18:ALLIED REINFORCEMENT TABLE

    Die Roll Clear-Rough Storm Galem

    6 MISS MISS

    :00, the submarine entersat the same turnas the fisubmarine. The German player may then selanother submarine to enter play. This continuuntil a time other than: 00 appears.Step 7 If a time other than :00appears, the Germplayer adds that time onto the present time. Whthat turn arrives, the submarine can enter play. Nother submarines can enter play until that turn. TGerman player then repeats steps 6 and 7 for othsubmarines until a time other than :00 appears.For example, the German player has selecone submarine out of eight available submarinesenter play a t the start of the attack. He seleanother submarine and consults the SubmariEntry Table. The result is :00. This submarine center play with the first submarine. The Germplayer selects a third sbbmarine and again consuthe Submarine Entry Table. This time the result :This submarine cannot enter play until tweminutes into play. Only the first two submarines cbe on the board until that time. When the turn fthe third submarine s entry arrives, the Germplayer secretly consults the Submarine ArrivTable to determine when the fourth submarinehis selection arrives. A result of :00 permits thsubmarine to enter with the third submarine. TGerman player now determines when the fisubmarine will appear. The result is :16. TGerman player must wait sixteen minutes befobringing the submarine into play. When this tuarrives, the German player determines when tsixth submarine of his choice enters play, etc.Step 8 When playing the Basic Game in conjuntion with these rules, each tu rn is equivalent to thiseconds. An Advanced Game turn is equivalentone minute.E. Procedure Rules-1. Players must play the Strategic Game frooccurrence to occurrence in the proper sequencetime.

    For example, the first intersection occurs1200, Mar 13 and the German player gainscontact. He secretly decides to initiate a n attaagainst the convoy for 1800 hr turn, Mar 14. In tmeantime, another intersection occurs a t 1200, M14. Contact for this intersection must be resolvbefore the attack of the first convoy is begubecause it happens before the first attack. Any othintersection o r attack that occurs before the 18hr., Mar 14 turn must also be resolved in its propsequence before the attack on the first convoy cbegin.ontinued on Page

    TABLE 14 TIME CHARTM A R C H2 3 4 IS 6 7 8 9 2 22 23 4

    FS

    F-Fast Convoy

    c

    Convoy Convoy Convoy Convoy C o n v o y Convoy Convoy Convoy Convoy Convoy

  • 8/13/2019 Ah Gen v15n4

    9/38

    THE GENER L P GE

    MORE SUBMARINE SCENARIOSby James A. W i r t h

    SUBM RINE is one of the most interesting andenjoyable games to be produced in recent years. Thegame system is amazingly playable while stillconveying a tremendous sense of realism. Despitethe proliferation of games in the past few years,good naval wargames are still hard to find, andS UBM RI NE is one of this rare breed.

    But S UBM RI NE does have one major flaw-too few scenarios. While the scenarios offered areinstructive and enjoyable, they just touch thesurface (no pun intended) of the possibilitiesinherent in the game. It is in the hope of exploringmore deeply the intricacies of the game that thefollowing twenty scenarios have been designed.

    good approximation, as the lack of completeinformation and counter mix limitations precludedperfect accuracy.All of the scenarios listed below have beendesigned and playtested on the basis of all advancedgame rules being in use, including those rules in theDesign Your Own section. Where not stated,players should decide among themselves on suchoptions as weather, visibility, and even game lengthor victory conditions. Remember, the scenarios aremeant to present particular situations, and the rulesgoverning them are guidelines, not the Bible.

    ATLANTIC SCENARIOS 1939-1943)

    11. Order of Battle1. German PlayerU-29, Class VIIB use any U-Boat counter)2. British PlayerCourageous, Class Ark RoyalAmazon, Class AMeteor, Class MJavelin, Class JIsis. Class I111. Starti ng Location1. U-29-Y23, Bd A, Dir. 22. Courageous-M33, Bd B, Dir. 6Amazon -M24, Bd B, Dir. 6Meteor-G 33, Bd B, Dir. 6Javelin-S33, Bd B, Dir. 6Isis-M40, Bd B, Dir. 6

    The new scenarios are divided into two sections: SCENARIO IV. Victory ConditionsAtlantic and Pacific. Each section has been T H E S IN K IN G O F T H E CO U RA G E O U S 17-29 must inflict a t least 1 2 dam age po ints on Courageous and escape, or sink Courageous regardlessarranged in chronological order to present a sense of I. lntrOductiOnhe ~ ~ 1 1f 1939 he ~ ~ i ~ i ~ hd ~ i ~ ~ l ~ ~ d i ~ ~ ~ ~ ~ h ~ dhe its own fate. British player must exit C ourageous off boadevelopment in submarine warfare during Mrrier courageouso the western ~~~~~~h~~ o provide edge 6 by the end of the scenario while avoiding GermWar 11 The scenarios are a combination of greater protection to the lanes, The move was victory conditions, or sink U-29 without losing any shihistorical and hypothetical actions, with the latter political than military, and the wisdom of it was Any other result is a draw.usually exploring interesting what if s . The orders discovered on Septembe r 17 when Courage ous and her V Game Lengthof battle for all scenarios should be thought of as a escort encoun tered U-29. 15 turns, Day Scenario

  • 8/13/2019 Ah Gen v15n4

    10/38

    P GE 1VI. Special Rule sBritish ships must move as a convoy with a speed of 4 untilU-boat is detected or a torpedo attack is made, at whichtime escorts only may move independently. The Britishforce's movements mu st be plotted three turn s in advanceuntil one of the above cvents occur. The carrier'smovements are always plotted three turns in advance.SCENARIO 2PRIEN-THE U-BOAT ACEI. IntroductionIn the Summer of 1940, Gun ther Prien, The Hero of ScapaFlow , commanding U-47,irmly established his re putationas one of Germany's finest U-boat commanders, afterhaving already sunk HMS Royal Oak.11. Or der of Batt le1. German Player1-47, lass VIIB2. British Convoy:8-C2 Merchantmen6-C3 Merchantmen6-T2 Tankers2 Destroyers, Class A (Us eany escort counters for ships notin the counter mix.)2 Sloops, Class Bittern111. Starting Location1. U-47 See 20.4)2. Convoy, Slow (See special rules), Escort (See 20.3)IV. Victory ConditionsGerman player must gain at least 25 victory points witho utlosing U-47 o win. British player wins by preventingGerman victory conditions.V. G ame LengthI5 turns, Night ScenarioVI. Special Rule s1. Convoy sets up in five columns, four ships to a columnand 5 hexes between each ship. Use Form ation 5 (20.2.1 1)to determine location of columns.2. 17-47 is automatically a professional crew if using theadvanced rules.SCENARIO 3T H E H A P P Y T IM EI. IntroductionBy the Fall of 1940, the U-boats were sinking so muchshipping in comparison to their own losses that the periodbecame known as The Happ y Time. While most of thesesinkings were due to individual U-boats, occasionallyimpromptu wolf packs would assault a convoy withdevastating results. O n Octo ber 19, just such a wolfpackstruck convoy HX79.11. Order of Battle1. German Player1-38,lass VIIB (Use any U-boat coun ter for U-boats no tin the coun ter mix.)U-46, lass VIIBU-47, lass VIIBU-48, lass VIIBU-100, lass VIIB2. British Convoy:8-C2 Merchantmen8-C3 Merchantmen8-T2 Tank ersHarvester, Class HavantHavelock, Class HavantEridge, Class Huntf is ton, Class HuntWren, Class Black SwanLark, Class Black Swan111. Sta rtin g Loc ation1. German Player (See 20.4)2. C onvoy, Slow (See special rules), Escort (See 20.3)IV. Victory ConditionsGerman player must gain at least 100 more victorypoints tha n British player by the end of the scenario to win.Any other outcome is a'British victory.V. Game Length28 turns, Night ScenarioVI. Specia l Rules1. British player sets up convoy accord ing to Forma tion 3(20.2.9) except that each column should contain 4 shipswith 5 hexes between each ship.2. (Optional) If using the advanced rules, the Germanplayer may consider all U-boats to have professionalquality crews.

    3. The British player must determine individually which ofhis merchantmen are armed. For each ship in the convoy,roll one die. A roll of 1,2, o r 3, the ship is armed; a roll of 4,5, or 6, the ship is unarmed. All armed merch antmen havesurface gunnery values of FWD-I, BRD-I, AFT-O.

    SCENARIOF. J WALKER-THE U-BOAT KILLER (CampaignScenario)I. Introduction

    Within a year after the Happy Time, the Battle of th eAtlantic had become a more even contest. T he equality wasa result of many factors such as radar, escort carriers, andthe increase in the sheer number of escort vessel's available.But behind the w eapons were men, and success still lay intheir skill and courage. One such man was Commander F.J Walker, whose exploits would make him the mostfamous U-boat killer of World Wa r 11. In the Fall of 1941,Walker was escorting convoy HG76 from Gilbraltar toEngland when the convoy was attacked by a Germanwolfpack.11. O rde r of Battle1. German PlayerU-269, lass VIICU-331, lass VIICU-128, lass IXCU-527, lass IXC2. British Convoy:6-C2 Merchantmen6-C3 Merchantmen6-T2 TankersStork, Class BitternWhitehall, Class WGladiolus, Class FlowerAnemone, Class FlowerMarigold, Class FlowerDahlia, Class FlowerEscort Carrier: Audacity, Class Avenger111. Sta rti ng Loc ation1. German player (See 20.4)2. Convoy, Fast (See 20.2.7), Escort (See 20.3 and specia lrules)IV. Victory CrnditionsThe German player must gain a t least 50 victory pointsmore tha n the B ritish player by the end of the campaign towin. The British player must sink at east two U-boats whiledenying Germany victory conditions to win. Any otheroutcome is a draw.V. GAME LENGTHEach scenario is 20 turns in length.VI. Spe cial Rules1. Th e campaign is 7 scenarios long:Scen ario 4A-Dece mber 16-NightScen ario 4B-December 17-DayScen ario 4C-Dece mber 17-NightScenario 4D-December 18-DayScenario 4E-December 18-NightScenario 4F-December 19-DayScenario 4G-December 19-Night2. All submarines and escorts start Scenario 4A with a fullload of to rpedoes o r depth charges. These loads must lastthe entire campaign. (Note: Depth charge capacity is perrule 61.0)3. The Audacity is considered to have an unlimited supplyof aerial depth charges, but their usage is restricted asfollows:a) during the convoy movement plot phase, the Britishplayer secretly rolls the die for aerial depth chargeavailability for that turn according to the table below-

    A E RIA L D E P T HDIE ROLL CHAR GES AVAILABLE1 02,3,4 25,6 4

    b) if the die roll on the above table is a I , the Britishplayer must roll again with the resulting number being thenumber of turns he must wait before rolling again for aerialdepth charges;c) aerial depth charges may not be accumulated from oneturn to the next and are lost if not used in that particularturn.4. All other rules applying to aerial depth charges (See20.1) are applicable to S cenario 4 except where specificallychanged by these special rules.

    5. Section VII Optional Rules of 20.1 are applicableScenario 4 as long as the Audacity is afloat. Aerial depcharge availability in no way effects Section VII.6. The Audacity must be positioned behind the convoy amust move at the convoy's speed until a U-boat attackmade, but its course is independent of the convoy's (i.ecan turn any time and in any manner allowable by movement rules).7. Convoy vessels only are replaced in the next scenarisunk in a current scenario. Replacement vessels must be same type as those sunk, but would redetermine their cain using rule 60.0.8. Commander Walker's sloop, Stork, is automaticallprofessional crew and radar equipped.9. The German player is not required to commit U-boatsany scenario; however if he fails to d o so, the British plareceives 10 victory points per uncommitted scenarCommitting U-boats is defined as executing a torpeattack in which the torpedo passed through a hcontaining a non-escort vessel. The torpedo need not hhit the vessel.10. Special rule 6 requires that the Audacify plot its omovements three turns in advance. Aside from tlimitation, the Audacity may perform any maneuverescort vessel may perform.SCENARIO 5T H E S IN K IN G O F T H E RE U BEN J A M E S1 IntroductionTo say that the United S tates was not exactly impartin its neutrality during he period from September I, 1939December 7,194 1 would be putting it mildly. As the warEurope continued to go against the Allies, Roosevbecame bolder and bolder in his support of Britain. Asresult the American Navy extended its protective zonfarther and farther east. When the Reuben James was suon Oc tober 31, 1941, shew asonl y 600 miles west oflrelan11. O rder of Battle1. German PlayerU-562, lass IXC (Use any U-boat counter)2. American Convoy:5-C2 Merchantmen5-C3 Merchantmen5-T2 Tankers5 Destroyers, Class Flu sh Deck (Use any escort counte111. Sta rtin g Loca tion1. U-562 ets up anywhere within 12 hexes of a compahex.2. Convoy, F ast (See 20.2.8), Esco rt sets up outside convbox, tw o destroyers o n either side of convoy (one of whmust be Reuben James , and one in front.IV. Victory ConditionsThe Ge rman player must gain a t least 10 more victopoints than the American to win. He receivesdoublepoinfor sinking a n escort vessel. Any othe r result is an A mericvictory.V. Game LengthI5 turns, (See special rules)VI. Special Rules1. The first 5 game turns are night turns (Moonlight/ Duvisibility). The last 10 turns are day turns.2. Only lead destroyer has radar, and all crews must novice quality. U-562 etermines its crew quality as 49.0.3. Convoy mu st plot a straight course until the U-boat hbeen detected or a torpe do attack made. Escorts must mathe same speed and course as the convoy until one of above events occur.SCENARIO 6T W IL IG H T O F T H E U -BO AT SI. IntroductionWhile the wolfpacks continued to score successes, escorts were extracting an ever higher price for victory. the summer of 1942, the Battle of the Atlantic wsomething of a stalemate with the escorts giving as muchthey got.11. Order of Battle1. German PlayerU-221, lass VIIC1-384,lass VIIC1-190, lass IXC2. British Convoy:6-C2 Merchantmen6-C3 Merchantmen

  • 8/13/2019 Ah Gen v15n4

    11/38

    THE GENER L P GE 116-T2 MerchantmenStarling, Class Black SwanStork, Class BitternErica, Class FlowerHollyhock, C lass FlowerKeats, Class CaptainRowley, Class Captain111 Starting Location1. German player (See 20.4)2. Convoy, F ast (See 20.2.7), Escorts (See 20.3)IV. Victory ConditionsGerman player must gain at least 50 more victory pointsthan British player t o win. B ritish player must sink at leasttwo U-boats while denying German victory conditions towin. Any othe r outcome is a dra w (Exception: see specialrules).V. Game Length28 turns, Night ScenarioVI. Special RulesIf the submarine player fails to gain any victory pointsin this scenario or any other for that matter, then thescenario is automatically a victory for the escort player.This rule is to prevent the subm arine player from playingdefensively for a draw, which would be totally u nhistorical.VII. Optional RulesU-339 and /o r U-527 may ent er the gam e as reinforce-ments (See 36.0). For each submarine that enters playdeduct 18 victory points from the Ge rman player's total.

    SCENARIO 7DOENITZ'S GAMBITI. IntroductionIn the Fall of 1942, Doenitz's sixth sense guessed tha tthe British had shifted their convoy routes further north.Acting only on a lack of any sightings and his hunch,Doenitz directed his U-boats o nto convoy SC104.11 Order of Battle1. German PlayerU-221, Class VIICU-339, Class VIICU-603, Class VIICU-128, Class IXC2. British Convoy:5-C2 Merchantmen5-C3 Merchantmen5-T2 TankersVesper, Class V TYPE 2Ibis, Class Black SwanEaston Class HuntHarvester, Class Havan tDahlia, Class Flower111. Starting Location1. German player (See 20.4)2. Convoy, Fa st (See 20.2.8), Escorts (See 20.3)IV. Victory ConditionsGerman player must gain at least 50 more victory pointsthan British player to win. British player must sink at leasttwo U-boats while denying German victory conditions towin. Any other outc ome is a draw.V. Game Length20 turns, Night ScenarioVI. Special RulesThe weather for this scenario is storm. U-boats mustuse Dark Night visibility ranges (See 50.0).SCENARIO 8THE T ANKER CONVOYI. Introduction

    On January 8,1943, Doenitz, working again on a notherof his hunches, directed U-boats of the Delphin Grouponto a convoy of tankers bound for North Africa. Sosuccessful was this attack that General von Arnim,commanding Axis forces in Tunisia, telegrammed histhanks to Doenitz.11 Order of Battle1. German PlayerU-190, Class IXCU-527, Class IXC1-862, Class IXD2. British Convoy:6-T2 Tankers3-T3 Tankers

    Somali, Class TribalNiagra, Class TownLark, Class Black SwanHavelock, Class HavantSpragge, Class CaptainKeats, Class Captain111 Starting LocationI. Germ an player (See 20.4)2. Convoy, Fast (See special rules), Escorts (See 20.3)IV. Victory ConditionsThe Ge rman player must gain at least 100victory pointsto win. Th e British player must deny the German player hisvictory conditions to win. British victory points have noeffect on the German victory point total (i.e. the entireGerman force is expendable).V. Game Length20 turns, Night ScenarioVI. Special Rules1. Convoy sets up using middle three columns ofForma tion 2 (20.2.8).2. If using advan ced rules, ignore rule 58.0.3. If using advanced rules, All escorts start with full depthcharge capacity (See 61.0), but U-boats must still determinetorpedo availability (See 62.0).SCENARIO 9THE DESTRUCTION O F HX229I. Introduction

    Occasionally in the early months of 1943, wolfpackswould come upo n lightly defended convoys and tea r themto pieces. Just such a fate befell convoy HX229 in theWinter of 1943.11. Or der of Bat tle1. German PlayerU-91, Class VIIC17-221, Class VIICU-384, Class VIICU-600, Class VIICU-603, Class VIICU-527, Class IXC2. British Convoy:4-C2 Merchantmen4-EC2 Merchantmen4-C3 Merchantmen4-T2 Tankers2-T3 TankersBerkeley, Class Hun tEridge, Class HuntGladiolus, Class Flower111 Starting Location1. German player (See 20.4)2. Convoy, Fas t (See 20.2.7), Escorts (See 20.3)IV. Victory ConditionsThe German player must gain a t least 100 victory pointsmore th an the British player to win. The British player winsby denying German victory conditions.V. Game Length20 turns, Night ScenarioSCENARIO 10T H E H U N T E RS A N D T H E H U N T E DI. IntroductionAfter the pounding the U-boats took i n the Spring of1943, Doenitz withdrew them from the Atlantic convoyroutes. However by the Fall of 1943 Doenitz felt ready toPenew the Battle of the Atlantic. His hope of new success layin a new weapon-the acoustic torpedo, with which the U-boats were to destroy the escorts before attack ingac onvoy .With the acoustic torpedo, Doenitz felt the U-boats wouldagain be the hunters and not the hunted.11. Order of Battle1. German Player1-269, Class VIICU-305. Class VIICU-862, Class IXDZ2. British Convoy:2-EC2 Merchantmen2-VC2 Merchantmen4-C3 Merchantmen2-T2 Tankers2-T3 TankersAnnapolis, Class TownChesterfield, Class TownSwale, Class River

    Exe, Class RiverErica, Class FlowerMarigold, Class Flower111 Starting Location1. German player (See 20.4)2. Conv oy, Fast (See 20.2.9), Escorts (See 20.3)17. Victory ConditionsGerman player must sink or disable (dead in water) aleast two escort vessels plus sink 50 victory points worth omerchantmen to win. British player wins by denyinGerman victory conditions.V. Game Length20 turns, Night ScenarioVI. Sp ecial RulesGerman U-boats may carry a m aximum of 4 acoustitorpedoes. This load does not effect the allocation of othetorped o types (See 62.4).

    PACIFIC SCENARIOS1941-1945)SCENARIO 1LINGAYEN GULFI. IntroductionIn an effort to attack Japanese invasion forces landinon L uzon in December of 1941, six American submarinewere directed into the Lingayen Gulf. None of thsubmarines succeeded in penetrating the Japanese destroyer screen. The experience of Gene McKinney in Salmon representative of why they failed.11 Order of Battle1. American PlayerSalmon, Class New S2. Japanese PlayerAsanagi, Class KamikazeKamikaze, Class Kamikaze111 Starting LocationI. Salmon enters anywhere along 4 edge of Board C oturn 1.2. Asanagi-F54, d C, Dir. 6Kamikaze-K5, d C, Dir. 3IV. Victory ConditionsSalmo n must exit 415 edge of Board Afo r American twin. Japanese player must sink Salm on or prevent it froreaching Board B to win. Any other outcome is a draw.V. Gam e Length28 turns, Night ScenarioVI. Spec ial Ruled1. Asanagi an d K amikaze must p atrol in opposidirections along Board C a t a maximum speed of 3 until thSalmon is detected or a torpedo attack made.2. The Japanese player has the Yugure and the Hibiavailable as reinforcements. The Yugure is availabbeginning 10 turns after the Salmo n is detected. The Hibiis available beginning 20 tur ns after th e Sa lmon is detecteBoth ships enter anywhere alon g edge 415 of Board A otheir respective turns of entry. If the Salmon is nevdetected, the reinforcements are not available.3. The Salm on is free to abo rt the mission and exit edgeof Board C at anytime; however i she did not reach BoaB, aborting would give the Japanese player an automatvictory.4. If the Salmon is still on the board at the end of thscenario, all Japanese ships on the board a t that time maconduct a prolonged attack against her (See 34.0).5. The Salmon must use Mk 14 torpedoes.6. This scenario occurs before the availability dates on tdata cards; therefore treat th is scenario as Winter of 19for availability purposes.

    SCENARIO 2RAISING HELLI. IntroductionIn the Spring of 1942, C.C. Kirkpatrick, the youngesub skipper at Pearl Harbo r, was given command of Trifowith the order to go out there and raise hell. He did juthat.11. O rder of Battl e1. American PlayerTriton, Class T2. Japanese Convoy:3-C2 Merchantmen

  • 8/13/2019 Ah Gen v15n4

    12/38

    PAGE 2 THE GENERA1-C3 Merchantman2-T2 TankersNenohi Class Hatsuha ra111. Starting Location1. Triton (See 20.4)2. Convoy, Slow (See special rules), Nenohi (See 20.3)IV. Victory ConditionsAmerican player must gain at least 20 victory pointsmore than Japanese player to win. Any other result is aJapanese victory.V. Game Length20 turns, Day ScenarioVI. Special Rules1. Convoy sets up using middle three columns ofFormation 5 (20.2.11).2. Triton m ust use Mk 14 torpedoes.

    SCENARIO 3T H E G R E A T W H AT I F 'I. IntroductionOne of the most puzzling, and perhaps even fatal,decisions of the Japanese naval strategists was to stick totheir pre-war doctrine of the submarine a s an anti-capitalship weapon. Despite the huge successes of the Ger man U-boats against merchant shipping, the Japanese virtuallyavoided U.S. shipping to concentrate on fast, hard to hit,and heavily escorted capital ships. Ultimately the Japane sesubmarine fleet was squandered hunting ships it couldn'tcatch and running supplies to isolated island garrisons. Thisis a hypothetical scenario set in the Fall of 1942, andassumes the Japanese a dopted a n anti-merchant shippingstrategy and German tactics.11. Order of Battle1. Japanese Player119, Class 1 15I 26, Class I 15I 20, Class 1 162. American Convoy:2-C2 Merchantmen3-EC2 Merchantmen5-C3 Merchantmen5-T2 TankersMaury, Class CravenBlue Class CravenFair Class EvartsWyffels Class Evarts111. Starting Location1. Japanese player (See 20.4)2. C onvoy, Fast (See 20.2.8), Escort (See 20.3)IV. Victory ConditionsThe Japanese player must gain at least 60 victory pointsmore than the Am erican player to win. Any other outcom eis an American victory.V. Game Len gth20 turns, Night Scenario

    SCENARIO 4J A V A S E A P A T R O LI. IntroductionIn the Winter of 1943, Bill Post, commandingGudgeon was patrolling the waters off Suraba ya in theJava Sea. He was looking for targets-and he found plenty.11. O rder of Battle1. American PlayerGudgeon Class T2. Japanese Convoy:10-C2 Merchantmen1-C3 Merchantman7-T2 TankersFukue Class EtorufuSado Class Etorufu111. Starting Location1. Gudgeon (See 20.4)2. C onvoy, F ast (See 20.2.7), Escorts (See 20.3)IV. Victory ConditionsAmerican player must gain at least 40 more victorypoints than the Japanese player to win. Any oth er outcomeis a Japanese victory.V. Game Length20 turns, Day Scenario

    SCENARIO 5EX P EN D ED F O U R TO RP ED O ES A N D O N E J A PD E S T R O Y E RI. IntroductionIn the Spring of 1943, Sam Dealey, in Harder wasoperating off of Woleai in support of carrier operations.Harder was spotted by a patrol plane, and shortly thereafterthe destroyer Ikazuchicame looking for Harder. Th e title ofthis scenario is from Dealey's report of th e incident.11. O rde r of Battle1. American PlayerHarder Class Gato2. Japanese PlayerIkazuchi Class AkatsukiIll. Starting Location1. Harder sets up secretly anywhere on the board.2. Ikazuchi enters on tu rn 1 anywhere along Board edge 6.IV. Victory ConditionsThe player to receive the most victory points wins (See20.1).V. Gam e Length20 turns, Day ScenarioVI. Special RulesJapanese player may conduct prolonged attack if incontact with Harder at the end of the scenario (See 34.0).SCENARIO 6WAHOO'S LAST PATROLI. IntroductionIn the Fall of 1943, Mush Morton, in Wahoo waspatrolling the Sea of Japan off Honshu. Between October5th and October I lth, Morton sank four Japanese ships,but on the I l th , the Wahoo was sunk by anti-submarineaircraft. The loss of Mush the Magnificent and the crewof the Wahoo was a bitter blow to the submarine service.This semi-historical scena rio depicts one of the last actionsof the Wahoo.11. Order of Battle1. American PlayerWahoo Class Gato2. Japanese Convoy:2-C2 MerchantmenI T2 ankerNo. 29, Class Sub Chaser No. 28111. Starti ng Location1. Wahoo (See 20.4)2. No. 29-M25, Bd B, Dir . 6C2-1-J30, Bd B, Dir. 6C2-2-P30, Bd B, Dir. 6T2-19-M32, Bd B, Dir. 6IV. Victory ConditionsThe American player must gain at least 25 victorypoints without losing the Wahoo to w in. Any other result isa Japanese victory.V. Game Length10 turns, Night Sc enarioVI. Special Rules1. M erchantme n move as a fast convoy and have surfacegunnery values of FWD-0, BDE-I, AFT-0.2. (Optional) Wahoo ma$ be considered automatically aprofessional quality crew.

    SCENARIO 7TANG'S BEST PATROLI. IntroductionIn the Spring of 1944, Dick O'Kane's Tang wasoperating as part of a wolfpack in the East China Sea. Onthe night of June 25, Tang came upon a heavily escortedconvoy heading into Nagasaki. W ith the other boats of thepack out of range, Tang attacked alone. The result of thisattack, co mbined with other sinkings during the remainderof the patrol, gave Tang the best patrol of any U.S. su b inWorld War 11.11. Order of Battle1. American PlayerTang Class Gato2. Japanese Convoy:4-T2 Tankers2-T3 TankersOki Class EtorufuManju Class EtorufuKume Class Ukuru B

    Inagi Class Ukum BNo. 15 Class Kaikoben INo. 27 Class Kaikoben INo. 4 Class Kaikoben I1No. 36, Class Kaikoben I1Ill. Starting Location1. Tang sets up anywhere after the Japanese player at l8 hexes from the nearest Japanese ship.2. Convoy, Fast (See 20.2.11 and omit columns Escorts (See 20.3)IV. Victory Conditions

    American player must gain at least 50 victory powithout losing Tang to win. Any other result is a Japanvictory.V. Game Length15 turns, Night ScenarioVI. Special Rules1. Incredible as it may seem, Tang was able to attackconvoy and escape without ever being detected by escorts. To reflect this circumstance, subtract 1 from thedie of all Japanese searches (visual, radar sonar). Tmodification is not made to anesc ort that had m ade conwith Tang in the previous turn.2. Torp edo Hidden Movem ent (See 40.0) shouldbe usethis scenario.3. The Japanese player may not conduct a prolonattack at the end of the game.4. Tang may be automatically considered a professioquality crew.

    SCENARIO 8TH E A M ERICA N A CESI. IntroductionDuring 1943 and 1944, a generation of Am erisubmarine aces grew up whose exploits were as daringany of those by their German cou nterparts. This hypothcal wolfpack scenario brings together three of those aSam Dealey in Harder Dick O'Kane in Tang and ReuWhitaker in Flasher in the Summer of 1944.11. O rder of Battle1. American PlayerHarder Class GatoTang Class GatoFlasher Class Gato2. Japanese Convoy:6-C2 Merchantmen1-C3 Merchantmen3-T2 Tankers2-T3 TankersOki Class EtorufuKume Class Ukuru BNo. 15 Class Kaikoben INo. 36 Class Kaikoben I1111. Starti ng Location1. American player (See 20.4)2. Con voy, Fa st (See 20.2.10), Escorts (See 20.3)IV. Victory ConditionsAmerican player must gain at least 80 more victpoints tha n Japanese player to win. Any other outcom eJapanese victory.V. Gam e Length28 turns, Night ScenarioVI. Special RulesAll American subs may be considered professioquality crews.SCENARIO 9TIRANTE VERSUS YAMATOI. IntroductionIn the Spring of 1945,as U.S. troopsstormed ashor eOkinawa, Tirante was one of several subs operatingJapanese w aters to intercept any capital ships that mightto interfere with the invasion. On reports that t he Yamhad sortied from the Inland Sea, Tirante proceededsearch for her. This hypothetical scenario presumes tTirante actually did find the pride of the Imperial Nav11. Order of Battle1. American PlayerTirante Class Tench2. Japanese PlayerYamato Class Yamato2 Cruisers, Class MogamiShimikaze Class Shimikaze

  • 8/13/2019 Ah Gen v15n4

    13/38

    THE GENERAL PAGEHibiki, Class AkatsukiMatsu, Class MatsuEnoki, Class Matsu111. Starting Loeation1. Tirante sets up anywhere in board section I, 111,or V atleast 8 hexes from the nearest Japanese ship.2. Shimikaze-M16, Bd B, Dir. 6Matsu-E30, Bd B, Dir. 6Enoki-U30, Bd B, Dir. 6Cruiser No. 1-M23, Bd B, Dir. 6Cruiser No. 2-M37, Bd B, Dir. 6Yamato-M30, Bd B, Dir. 6Hibiki-M44, Bd B, Dir. 6IV. Victory ConditionsThe American player must gain at least 25 victorypoints (See 20.1) without losing the Tirante, or 50 victorypoints regardless of the fate of the Tiranreto win. Any otheroutcome isa Japanese victory. For purposes of this scenarioonly, each damage point inflicted on the Yamato is worth 5victory points.V. Game Length15 turns, Night ScenarioVI. Speeial Rules1. Japanese ships move as a convoy with a speed of 5 untilthe submarine is detected or a torpedo attack made, atwhich time escorts only may move independently.2. Although capital ships must remain in convoy forma-tion, once the presence of the submarine is known, thecapital ships may increase their speed to 8. Capital shipmoves are still plotted three turns in advance.3. The Japanese player may not make a prolonged attack.SCENARIO 10THE DIVINE WINDI. IntroductionThis is a hypothetical scenario that assumes the UnitedStatesdid not use the atomicbomb, but instead opted for anamphibious invasion of Japan. In a desperate effort todestroy the invasion fleet, the last remnants of the Japanesesubmarine fleet execute a Kamikaze attack on Americannaval units steaming towards Kyushu in the Fall of 1945.11. Order of Battle1. Japanese Player1202 Class 1 201HA 201 Class HA 2011400 Class 1400R O 41 Class RO 352. American PlayerForward Destroyer Screen:England, Class BucklyBates, Class BucklyTacoma, Class FrigatePocafello, Class FrigateInvasion Fleet:2 Aircraft Carriers, Class Enterprise1 Battleship, Class Iowa1 Battleship, Class North Carolina2 Cruisers, Class Indianapolis6-C2 Merchantmen4-EC2 Merchantmen4-VC2 Merchantman1-C3 Merchantmen3-T2 TankersEscorts:Maddox, Class SumnerPutnam, Class SumnerFletcher, Class FletcherMadison, Class BensonFair, Class EvartsAlger, Class CannonHerzong, Class CannonPillsbury, Class Edsall111. Starting LocationThis scenario assumes the existence of Two sets ofmapboards. The first set of mapboards represents thesecurity zone of the forward destroyer screen, and ishereafter referred to as simply the security zone. Thesecond set of mapboards represents the area covered hy theinvasion fleet itself, and is hereafter referred to as simply thefleet area.1. On turn 1, the Japanese submarines enter anywherealong edge6 of the security zone. Upon exitingedge 3 of thesecurity zone, the submarines will enter edge 6 of the fleetarea. While it takes no time to move from the securityzone to the fleet area, for game purposes, the two sets ofmapboards are not considered directly connected (i.e. you

    cannot launch torpedoes from the security zone into thefleet area). Should bychance there still be submarines in thesecurity zone when the first sub enters the fleet area, simplykeep track of the locations of all ships and play the twomapboard sets sequentially.2A On turn 1, the escorts comprising the destroyer screenenter anywhere along edge 3 of the security zone. Theescorts move at a maximum speed of 3 until a submarine isdetected or a torpedo attack made. Until the presence of asubmarine is known, escorts of the destroyer screen mayonly move in directions 5, 6, or 1 (i.e. they may not turnhack towards the invasion fleet without reason). In theunlikely event that all four Japanese submarines evade thedestroyer screen, the escorts may turn back when thepresence of a submarine is detected in the fleet area.2B. All capital ships and merchantmen set up in the fleetarea according to Formation 1(20.2.7) but with 4 ships percolumn. Escorts set up according to 20.3, but with amaximum of two escorts on any side of theconvoy box andat least 12 hexes between each escort. All ships in the fleetarea are frozen until a Japanese sub enters the area(NOTE: Japanese player must announce when the first subenters the fleet area).IV. Victory ConditionsJapanese player must gain at least 100victory points towin. Any other outcome is an American victory.V. Game Length(See special rules), Night ScenarioVI. Special Rules1. All ships which set up in the fleetarea must remain in thefleet area for the entire game. For these ships the fleet areahoards are considered continuous as in any normalscenario. Only Japanese submarines and the escorts of thedestroyer screen may move from the security zone to thefleet area. Once in the fleet area, no ship or sub may moveback to the security zone (i.e. the security zone only exists torepresent an outer defensivearc around the invasion fleet).2. The invasion fleet is considered a fast convoy withrestricted turning ability qf one directional turn every fivegame turns (See 58.0).3. Merchantmen and tankers in the invasion fleet areconsidered to be carryingthe followingcargoes: All CZ'saretroop transports (TT) worth 20 victory points each; the C3is carrying military stores; the ECZ'sand VCTsarecarryingeither military stores or explosives-a die roll of 1-5 ismilitary stores and a 6 is explosives; two T2 tankers arecarrying naval fuel and one is carrying aviation fuel (SeeLn 1.L , .4. There is no time limit to this scenario.The scenarioendsautomatically when any of the following three events occur:1) no Japanese sub has reached the fleet area by turn 60,2)the Japanese victory conditions have been fulfilled, or 3)allJapanese subs have been sunk.5. This scenario occurs after the availability dates on thedata cards; therefore treat this scenarioas Summer of 1945for availability purposes.

    These binders a re ruggedly constructed inattractive red leather finish vinyl, with goldembossed logos of the THE GENERAL a n d theAvalon Hill G a m e Company located on the fronta n d spine. Each binder measures 9 x 12 x 13/4 andholds twelve (12) copies of THE GENERAL.Spring-steel retaining wires hold the issues firmly inplace, yet your magazines are no t damaged in a n yway, and can easily be removed from the binder a tyour desire. The binders a re available f r o m AvalonHill for $5 plus 75c postage. Maryland residentsplease add 5% state sales tax.

    If 'd beenmanager, theywould havewon the series "

    At ALL-STAR REPLAY, that's the kind of talk welike to hear. ALL-STAR REPLAY is the colorfuquarterly magazine for people who have threethings in common: 1) They're all dedicated sportsfans, 2) They all play and enjoy Sports IllustratedGames, and 3) They all would have been terrificcoaches and managers if they'd had the chance.With the realism and accuracy of SportIllustrated Games they get the chance to managetheir own teams and players, in games covering theentire range of sports, including pro and collegefootball, baseball, Grand Prix auto racing, basketball, track and field, championship golf, andthoroughbred horse racing. And with ALL-STARREPLAY they learn how to win, with incisivearticles on the~playnd strategy of all of the SportIllustrated Games in every issue. But that's not alALL-STAR REPLAY is where the thousands of SGame fans get together to form leagues and meefellow players, read news of national and regionatournaments, enter special reader contests, anenter free ads for games, game parts, and newopponents. It's also a place to find actual sporthistories, game analyses, and special new rules-and sometimes even new teams and charts Recenissues have included new Grand Prix tracks for ouSPEED CIRCUIT game, a re-running of the 195Kentucky Derby for our WIN, PLACE&SHOWgameand even individual player cards forthe 1977WorlSeries for our SI baseball game.For less than the gate price you pay for mostickets these days you can have a whole year ofun with ALL-STAR REPLAY. Just $5.00 for a oneyear subscription, or $9.00 for two.Subscribe today, and take over a team in youfavorite sport. And who knows? Maybe this yeayou'll win the Series

    1-yr sub to All-Star Replay $5.002-yr sub to All-Star Replay $9.00NameAddressCityZip D a t e f this order

    Check or money order to: The Avalon HillGame CoBill: ( ) Amexco ) Master Charge ( )Vis

    Account No.Expiration Date

  • 8/13/2019 Ah Gen v15n4

    14/38

    P GE 4

    P NZERBLIX s often used to indicate the unknown, andthe unknown is very seldom an important factor inwargames.In the 1974 redesign of A N Z I O , and in theaddenda to its rules which have been publishedprivately several times since then as much uncertain:

    ty as possible has been incorporated. For example,one rule permits the Allies to secretly cancel certainwithdrawals, at the cost of making their victoryconditions more harsh. In a match between TomOleson, as Germans, and Don Burdick (a high-ranked AREA member) as Allies, the crafty Alliedplayer used this rule to catch the Germanscompletely by surprise. It was Spring of 1944. Underthe Advanced rules, the Germans had chosen theMaximum OOB, and cancelled the withdrawal oftheir panzer divisions. This meant that the gamewould end March 3 1, 1944. German losses had beenheavy, but victory looked certain, as the AlliedSecond Invasion at Civittavechia had nearly beenrepulsed, and the main front was still south ofCassino. All Allied paratroops and commandos hadbeen destroyed in heavy fighting in southern Italy.No Allied units were deployed in an invasionposture, so the Germans sent to the front the unitsthat had been guarding the seaward flanks, asreinforcements were desperately needed. It seemedcertain that Don Burdick had not picked the optionallowing him to secretly retain a number of strongunits which historically had been withdrawn, overthe objections of the commanders in Italy. TheAllies had been through such desperate moments,where just one extra division might have swung thebalance, that no one would believe that suchreserves existed. But Don had exercised just such asuperhuman restraint At nearly the last moment,he invaded with those hidden reserves just behindthe German front line, enabling him to breakthrough. The Germans threw up a desperatedefense, and the game went right down to the wire,but at last the Allies won.This was a moment of genuine astonishmentregrettably rare in wargaming. The Allied playerused the rule just a s had been envisioned, to achievecomplete strategic and tactical surprise. Thereshould be more such moments in wargaming, whereboth sides know too much about the enemy.SEA STRIKE, a little-known British gamewhich has a devoted band of enthusiasts in theU.S.A. and the U.K., concerns modern tacticalnaval warfare. In this game, your opponent'sobjective often remains hidden to you until the gameends, which is also possible in A N Z I O 1974. In SEASTRIKE, parts of the enemy OOB, such assubmarines and airplanes, will probably onlygradually be revealed. Andrew Smith is one of thehobby's top authorities on naval weapons andwarfare, as well as one of the sources of informationfor Avalon Hill's new game on Malta. In a game ofS E A S T R I K E between Andrew and Tom Oleson,the latter's meager forces were being thoroughlypulverized. Each turn Andrew would be plaintivelyasked to confirm what seemed to be his certainvictory (remember, the victory conditions mayremain unknown until achieved). Instead, he finallylost, to his opponent's great surprise. His objectivewas a very difficult one, which even a generous OOBwas unable to achieve. He couldn't win just bycrushing the opponent (who was ignorant of thatfact).Some years ago T H E G E N E R A L published anarticle entitled "Panzerbiltz Situation 13". whichtried to introduce elements of uncertainty into thisgreat game. The point system for evaluating cnitsand selecting an OOB, together with the random

    board selection, meant that no two games ofSituation 13 need ever be the same. Nonetheless,even using this system, the opponents know eachother's OOB once the game starts , and the victoryconditions. Not only is this unrealistic, but it takessome fun out of the game, too.The purpose of Situation X s to change that:to play PANZERBLITZ without knowing theenemy OOB (in some cases until the 9th turn), northeir objective.All the usual rules of play are used. Thedifferences are explained below:1. First, decide the board configuration. The 21scenarios which go to make up Situation X aredevised using the standard boards numbered 1, 2,and 3. Other scenarios could readily be devised toadapt this variant to less orthodox combinations ofthe PANZERBLITZ boards, as well as to any gamein the PANZERBLITZ family, and even toS Q U A D L E A D E RThe boards should be arranged in their nearly-square configuration:

    The orientation and juxtaposition of the boardsneed not be that shown, but can suit the preferenceof the players. If the players do not useall 3 differentboards, for example because they have selectedboards at random, both players should not use thesame half-board section as their home board. Thefunction of the home board is explained later.The players at this point have not chosen the sidethey will take, or the scenarios, so they have no wayof knowing what board arrangement would favoreither side.2. Next the players should decide who playswhich side.3. By mutual agreement, o r a die roll, theplayers should then decide where each side willinitially set up. As indicated on the chart, there aresix sections, each corresponding to half of a board,and lettered A-F. If using a process of randomselection, consider die rolls 1-6 to correspond to A-F, respectively. Presume 5 is rolled for the Germans,

    indicating half-board E. Then the Russians shoulduse the half-board a t the opposite end (B). If the dieroll were 3 or 4 (C or D), then the two sides woulduse the abutting C and D half-boards. In this case,with the two half-board sections directly joining,neither side should set up on row Q. In thoseinstances where the opposing home-boards do notabut, each could set up on its row Q.4. Now comes the key step Each player selectsat random a scenario from the 21 possibilities. Thisselection advises you of your OOB, when it entersthe game, and what you must do to win. Details ofyour scenario should be concealed from youropponent until the game ends. Note that unlike thestandard game, there are tw scenarios, one for eachplayer, not just one for both players.

    5. The 21 scenarios have OOB point valuranging from 200 to 1400 points. These are the sampoint values used in Situation 13. (Briefly poivalues were assigned by summing all four factors a unit attack, range, defense, movemenExample: a Panther tank unit would cost 50 poin(16 + 12 + 12+ 10). Exceptions: cavalry movemefactor is treated as 1; CP's 5 points (not 1) if usioptional indirect fire rules; attack factor poivalues of engineers would be doubled.) At this poithe players should devise their OOBs, choosinwhatever units they prefer, subject to certarestrictions in some of the scenarios. The totalOOmust not exceed the point value given, although can be less. The partia l OOBs entering on each tumay vary no more than lo%, in order to facilitachoosing the units desired. It's not always easy to git to come out right For example, if you have drawscenario 2, you could vary the OOB in the range 145-55, to 155-45 (10% +/- .The OOBs are constructed to prolong tplayer's suspense about the enemy's strength. OO19, with a total of 1400 points, is indistinguishablepoint value from OOB 4, with only 400, until turn This is just one example.It's a good idea t o keep a record of your unpoint value OOB calculations, should your oppnent wish to see it. Where did he get all those Tigtanks ? And of course, t o preserve the suspensdon't spread your OOB right out in front of yoopponent6. Next the initial set-up. All 21 OOBs start oon turn one with point values of 100, 150, or 20These units may be set up anywhere on your homhalf-board. Vehicles may be loaded or unloadeAlthough the only advantage to be gained bdelaying further the units available on turn onwould be a probably superfluous additionobfuscation of your opponent, it is permitted.7. Reinforcements enter at the start of your haof the game-turn indicated, or later, in whole part, a s you prefer. They enter on any permissibexterior board edge hex around the perimeter oyour home half-board. Not all units need enter vthe same hex.

    8. Units may not enter into hexes occupied benemy units. Entering reinforcements may shtheir entry point around the outside perimeter of thboards, at a cost of a one-turn delay per sectioThis may be done whether forcibly, becauseall enthexes onto the home half-board are blocked, voluntarily.For example, presume that your half-board section A. Your reinforcements may enter withodelay through sides 1 and 2 (see diagram). A turlater, a unit could enter at 3; two turns later, at three turns later, at 5, and so forth. A unit goingthother way could enter with a turn delay at 10, twturns at 9, and so forth. Written notes should bmade and kept of reinforcements being shiftearound the board.Not only does this add a further element ointerest and uncertainty, but of realism as well, sinthe vast distances of the Russian Front often maderigidly-defined front impossible.9. Turn-order. Before starting the game (turone), each player should reveal only that part of hOOB which willenter that first turn. The player withe smaller number of units, regardless of poivalue, sets up first, and moves first; the other playsets up second, and moves second. Of course, boplayers set up before either moves. In case oidentical numbers, the Russian player is first.10. Victory conditions. There are two ways win a scenario of Situation X :

  • 8/13/2019 Ah Gen v15n4

    15/38

    THEGENERAL PAGEa. If a t any time during the game, after tu rn one,there are no enemy units physically present on theboards, you have won a t that point.b. If a t the end of any game-turn (not player-turn, but both player's halves of one turn), you havefulfilled the task outlined in the scenario, you havewon.c. A draw is very improbable, but it can occur inthree ways:1. After all possible reinforcements haveentered, both players realize that they d o not havethe forces necessary to win.2. At the end of a game-turn, both sides havefulfilled their victory conditions.3. Note that there is n o time limit in Situation

    X :it continues until a decision is reached. Again itshould be stressed that in all probability one sidewill win in 10-15turns. Nonetheless, the players maywish to agree on a tu rn limit by mutual agreement.11. SEA STRIKE in its first edition, had a novelrule governing espionage. Each player would placethe card governing his OOB victory conditionsface-down on a table, together with a number of blankcards. These blank cards represented "counter-espionage". A certain number was issued, and morecould be "bought" a t the cost of a small number ofOOB points. The opponent could tu rn over one o rmore cards ("espionage"), again a t the cost of asmall number of OOB points. Your opponent wouldnot know if your "espionage" had succeeded indiscoveringhis OOB and intentions. I t would easilybe possible to devise a similar system for Situation"X", but we have not done so. Experience with SeaStrike shows it to introduce too high an element ofchance. Perhaps that's the reason why it was deletedfrom the second edition of that game.Another option players may wish to introduce isto draw not one scenario, but several. Each playercould then choose his preference. This alleviates the"who dealt this mess ?" reaction, well-known tocard-playersTH SCENARIOS

    ?OO (This is the number of pointsfrom whichthe may be chosen, per the Situation 13values.See the OOB chart).command a small rear guard force, whichhas been given the mission of delaying any enemyadvance into your section, at all costs. You mustoccupy a minimum of an y two adjacent town hexeson your home half-board, for any two consecutiveenemy player-turns, after turn 6.2. 200 Your small delaying force must harassthe enemy, with a minimum of friendly losses. Youmust destroy a t least one enemy unit. Youmust alsoexit off the map edge with a t least 150 points offriendly units. However, your orders are t o keepcontact with the enemy for as long as possible, soyou can only exit off the half-board containing thelargest number of enemy units, and n o earlier thanturn 8. "The largest number of enemy units" refersto number, not point value. The moment ofdetermination is a t the end of your exit turn. If twohalf-boards have the same number, you may chooseeither. Units on inter-board hexes may be countedon either board, as you choose.

    3. 200 A massive enemy breakthrough has oc-curred, leaving your force cut off behind enemylines. Your primary duty is to escort your supplytrucks to safety. Your trucks can only enter throughyour home half-board, after tu rn 2. You must havea t least 5 trucks. A majority of these must crossall 3boards, and exit off the east (or west) board edge ofthe half-board farthest from your own home half-board. In addition, at least 75 points of non-truckunits must also exit off that same board edge.This scenario is applicable only if your home. alf-board is not in the "middle" board. If it is,discard it and draw another scenario.

    4.400 The enemy desperately needs to be ableto use the roads leadingfrom his home half-board, ifhe is to continue his advance. You must occupy anyroad junction in any half-board adjacent to theenemy home half-board for any two consecutiveenemy player-turns, starting after turn 6. Ifthe roadjunction is in clear terrain, you need only occupy theadjacent covered terrain road hex.5. 400 Your orders are to seize a hilltop foremplacement of towed artillery. You must occupyany two adjacent forest hilltop hexes, not on yourhome half-board, with unloaded towed artillery, forany two consecutiveenemy turns, startingafter tu rn6. Each hex must be adjacent to a slope hex.6. 400 Intelligence suspects that the enemy isplanning a new move in your sector. You mustharass the enemy build-up, using your mobile Aclass weapon AFVs. These AFVs must each have aminimum range of 8 hexes, and have a LOS of a tmost 8 hexes for each of 5 adjacent open terrainroad hexes. You must fulfill the victory conditionsusing a t least 3 AFVs, for any two consecutiveenemy turns, starting with turn 7.The 5-hex stretch of open road which you mustharass is determined by the enemy player's move: itis the first such stretch of road travelled by a t least 3enemy units. Should the 5 hexes not have beendetermined by the end of turn 3, you may choose

    any such stretch on the half-board with the largestnumber of enemy units a t that time, using the samedefinition as in scenario #2.To avoid differences of opinion abou t whichstretch of road fits this scenario's victory conditions("You win? You're crazy, I only moved two unitsdown that road 6 turns back "), either this scenarioshould be deleted, o r a t the end of turn 3, bothplayers should agree about whether the 5-hexstretch of road has been travelled, without, ofcourse, indicating whether this scenario has beenselected: d o it "just in case".7. 600 Your force has been given the task ofconstructing a strongpoint on a hex controllingtheapproaches to a large section of territory. You mustoccupy any one of the following three hexes fo r anytwo consecutive enemy turns, starting after turn 6:1-AA-9,2-1-4, or 3-AA-9. You cannot pick a hex onyour home half-board.8. 600 You have been ordered to prevent theenemy from advancing alonga particular road. Youmust occupy any four adjacent forest road hexes,for any two consecutive turns, starting after tu rn 6.The hexes may not be on your home half-board.9.600 Search out anddestroyenemy stragglers:these are your orders. To win, a t the end o fan y turnafter turn 7, you must meet 2 conditions:a. You must have destroyed a t least 100points ofenemy units, o r a number of units (not points),representing a t least 25% of the total number ofenemy units on the board a t the point you claimvictory.b. Your own losses may not exceed 125% of theenemy's losses, in points.10. 800You have been commanded to establisha strong defensiveposition around your home half-board, and yet to keep your casualties low,conductinga fighting withdrawal, after an extendedholding action. Your task force must consist of a tleast 40% non-vehicular units, by number, notpoints. Your primary objectiveis to hold every townhex o n your home half-board through turn 7.

    least one infantry unit of any type in a town hex othe enemy home half-board.12.800 You are part of an advance force whosduty is to secure a north-south road through whicyour main force will travel. You may choose anhalf-board o n boards 1 or 2, excluding your owhalf-board, and drive out, o r eliminate, all enemunits in the hexes of the road running the length othe half-board. At the start of the movement phasof any two consecutive friendly turns (commencinafter turn 7), you must fulfill two conditions: throad must be clear of enemy units; every covereterrain hex on o r adjacent to the road must bspotted.13. 1000 Take the offensive immediately Yomust destroy a t least 150pointsof enemy units, or aleast 40% of the number (not points) of enemy union the board a t the end of the game-turn you claimvictory. Your lossesmust not exceed 125%of enemlosses, in points. The victory conditons may bfulfilled a t any time after turn 7.14. 1000 Your mission is to try to counterpossible attack by establishing a strong point opoints with lines of fire into enemy headquartersEach half-board has a town excludingOputstoschenia You must place in covered terrain hexesguns oany sort (including AFVs), with range suffiient tfire into all three hexes of the enemv town. For threconsecutive friendly turns, starting after turn 5, yomust have a t least one such undispersed gucovering each of the three town hexes.15.1000 Headquarters has ordered you to begipreparations for assaulting the town entirely on thenemy half-board. You must seize a t least threslope hexes (only two if the town is Zabvenia) withifour hexes of the town, and with a L O F on the townYou must occupy these hexes with "A" class AFVwith a range of a t least 8 for any two consecutivenemy turns, beginning after turn 6.If the enemy town is Grabyosh, discard thscenario, and choose another.16. I200 Your divisional commander is anxiouto move his headquarters nearer the enemy. Yomust secure a town on the enemy board, either thasection which is his home half-board, o r the othesection of that same board. No undispersed enemAFV may be allowed to have a LOF on the town oless than four hexes, and no undispersed enemy unof any type may be allowed to advance within twhexes of the town. You must fulfill these conditionat the end of any two consecutive friendly playeturns, after turn 6.17. 1200There are 3 bridge hexes: 1-Z-9,2-K4and 2-G-9. As commander of a n advance force, yomust secure one of these bridge hexes for latearriving units. No undispersed enemy AFV may ballowed to have a LOF on the bridge of less thanhexes, and no undispersed enemy unit of any typmay be allowed to advance within two hexes of thtown. You must fulfill these conditionsa t heend oany 2 consecutivefriendly player-turns, after turn 6

    Exclude ~ ~ u s t o s c h e n i a .hen you must exit yourunits off v o w home half-board edge.bv way of roadhexes, b i the end ,of turn 9. f;iendly unitsremaining o n the board after tu rn 10 are consideredabandoned, and count as losses. Your total lossesinpoints must not exceed enemy losses.11. 800 Attack You must penetrate the enemysector regardless of losses. During two consecutiveenemy player-turns, after turn 6, you must have a t

    18. Your reinforcements are due to arrivsoon. They cannot pass through your sector, unlesyou can secure a road across the.lengthof a boardeither 1 o r 2. You must clear the road of enemunits, and you must have every covered terrain hespotted, on o r adjacent to the road, for twconsecutive friendly turns, a t the start of thmovement phase. These two turns must be latethan tu rn 6.

    19. 1400 Headquarters has provided you withmassive force to d o a big ob: securethe central roarunning through all three boards. You must cleathe road of enemy units, and you must have spottefor every covered terrain hex adjacent to o r on throad. The conditionsmust be fulfilled a t the start othe movement phase for any two consecutivfriendly turns, after turn 6.

  • 8/13/2019 Ah Gen v15n4

    16/38

    PAGE 16 THEGENERAL20.1400 You have been ordered to launch an all-out attack against the enemy, but without sufferingserious losses. You must destroy at least 200 pointsof enemy units, or at least half of the number (notpoints) of enemy units on the board. Your ownlosses must not exceed 125% of enemy losses, inpoints. The victory conditions may be met any timeafter turn 7.21. 1400 Divisional headquarters has told youthat you must capture enemy headquarters. Youmust secure the town on the enemy home half-boardfor any two consecutive enemy turns, at the end ofthe movement phase. To secure the town, you notonly have to occupy it, but spot all forest hexeswithin two hexes of the town, and all forest hexeswith a LOF on the town of less than 7 hexes. Thetwo consecutive turns may not be earlier than turn 7 .

    SCENARIOO RDERS OF BATTLET ur n- 3 5 7Scenario Total points

    2 w 2002 150 50 2003 100 100 2004 200 200 45 150 200 50 46 100 100 200 4007 200 200 200 68 150 50 400 69 100 200 300 610 200 200 200 200 800I50 50 400 200 80012 100 100 300 300 80013 200 200 200 300 100 IWO14 150 50 300 300 200 lo0015 100 100 400 200 200 loo016 200 2 200 300 300 I20017 150 200 400 300 150 120018 100 200 400 300 200 120019 200 200 4 300 300 140020 150 200