Panzerschreck - Minden Games
Transcription
Panzerschreck - Minden Games
Panzerschreck Issue 16 Spring 2014 Magazine of Wargame Variants — Solitaire Wargames Destruction of Force Z Salvo! 2nd ed. This issue’s wargame is available separately. To purchase a copy of DESTRUCTION OF FORCE Z (complete with illustrated 12page rule booklet, full color map, counter set, and Reference Card), visit the Minden Games website, and order via Paypal. (See page 10 for more details about the game.) http://minden_games.homestead.com 2 Panzerschreck Issue 16 Spring 2014 Opening Rounds . . . The Editor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Featured Variant: Axis & Allies 1941 . . . Bradley Shatner. . . . . . . . 6 Campaign Analysis: The Destruction of Force Z . . . . . . . . . . . . . . 8 Issue Game Description: Destruction of Force Z . . . . . . . . . . . . . 10 (Issue game available for purchase separately) Mini-Sim PDF Game: Salvo! 2nd ed. . . . . . . . . . . . . . . . . . . . . . . 11 Short Takes: Inchon (Simulations Canada), Oil War (SPI), Ortona (Simulations Canada) . . . James Meldrum . . . . . . . . . . . . 12 Observation Post: Julius Caesar (Columbia) . . . Robert Smith . . . Slouch Hats & Eggshells (Legion) . . . Gary Graber . . . . Fading Glory (GMT) . . . Robert Smith . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Solitaire Wargaming Theory and Retro’s Expanded Mission . . . . . .William P. Driscoll . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Synopsis of Games Published in Panzerschreck . . . . . . . . . . . . . . 22 Synopsis of Games Published in Panzer Digest . . . . . . . . . . . . . . . 25 Extra Ship Counters for Destruction of Force Z . . . . . . . . . . . . 29 Latest Minden Releases & PDF Games . . . . . . . . . . . . . . . . . . . . . 30 _____________________________________________________________________________________________________________________________ ______ Panzerschreck #16, Spring 2014. Panzerschreck publishes articles and strategy games for boardgamers. The magazine portion of Panzerschreck #16 is available as a free download from the Minden Games website. Readers may print off a copy for their own personal use, and may distribute it as long as it is not modified, is in its entirety, and without charge. All rights reserved. Entire contents are copyright 2014 by Minden Games. Panzerschreck #16’s issue game is Destruction of Force Z, available for purchase separately at the Minden Games website. Publisher: Minden Games. Editor: Gary Graber. Contributors: James Meldrum, Brad Shatner, Robert Smith, William Driscoll. Ordering Information: Game orders and Minden products may be ordered from the Minden website, and purchased through Paypal. © 2014 Minden Games http://minden_games.homestead.com Opening Rounds by the Editor It has been a long time since I wrote this column for Panzerschreck. A lot of water has gone under the bridge since then, but I do not intend to focus my thoughts on that. Rather, I want to draw our attention to the present, and future. This magazine has always focused on wargame variants and small games that are typically solitaire friendly. I want to continue that emphasis. I have nothing against variants to new games, but I grew up with the Avalon Hill and SPI classics, and those are the sort of games that still turn my crank the most. So, no one should be surprised if out-of-print titles continue to receive attention in these pages. The biggest change is, of course, the manner of delivery for the magazine. I’ve decided to make the magazine-portion of Panzerschreck available as a free download. The main issue game is available for purchase separately. This accomplishes several goals. It reduces the price of the issue. Exactly how much is open to debate, but it is several dollars. And it saves postage, especially for those outside North America. Another advantage is when I “publish” a pdf magazine issue, I don’t need to resort to the printer. This reduces upfront costs a great deal. I can also use color on every page. The downside is that gamers do not get a printed hardcopy of the magazine, but the upside is they can print their own in color (or view on screen) at no cost. In the past, there was always a “split” in readership between those who bought an issue just for the game, and those who bought it for the game and the magazine content. By making these two things available separately, I am hoping that each contingent will be happy. After all, the magazine component and the game component are both still available, albeit separately, and at a reduced overall price. My guess is that readership of the magazine will grow, given the new distribution for the magazine. (And that is a good thing.) This increased exposure Send your name and email address and ask to join the Minden Pals. It’s free, and gives you access to special discounts and bonuses that are only available to Pals. To join, simply send an email (with “Minden Pals” in the subject line) to: [email protected] and we’ll add your name to the list. 4 should, in turn, increase sales of the issue game, in the present case, Destruction of Force Z. It is not 1998 anymore; onward and upward should be our motto, in life, and in wargaming. Exploring new ways of marketing Minden products makes sense. To answer a few obvious questions. No, a revived Panzerschreck in this format does not mean anything negative about Panzer Digest. Right now, the idea is to have a downloadable magazine (the former), and a hardcopy magazine (the latter). No, I do not have any plans concerning frequency of issues. I would call Panzerschreck #16 an experiment, in that regard. If sales of this issue’s game justifies the approach, you can expect to see more of the same format in the future. We have a pretty good base of Minden Pals and regular customers, and I am hoping that their response to the new format will be positive. Nothing else to say, really, except that we’ll find out how it works and go from there. There are two games included in this issue. One is a Mini-Sim (Salvo! 2nd ed.), which in the Panzerschreck tradition, forms a part of the magazine, and must be printed off. The main issue game is Destruction of Force Z. As it says in various places within these pages, you need to order this game separately. It is a design that fits squarely within the established Panzerschreck canon: small, playable, historical, and solitaire. Game components include thick, color card for map, counters, and Reference Card, to go along with the illustrated rule booklet. I am confident that anyone who is familiar with the Panzerschreck games of the past will recognize it as part of the family. There is enough in this issue to tell you about the campaign and the game itself, and I hope you will give it a try and order yourself a copy. (And, if you are not already a Minden Pal, why not sign up? It puts your name on our Pals mailing list, and gives you access to specials and discounts.) Finally, a few words about the content continued on page 34 5 Variants for Axis & Allies 1941 by Brad Shatner Axis & Allies 1941 is a new, introductory game in the Axis & Allies series. It is designed to play in under two hours. While it uses the familiar game system, the game has a new map, fewer units, and less income generated per turn. This makes the game more accessible to rookie players than standard A&A. While not wanting to argue against the game’s premise (a quick playing design for beginners), here are a few variant rules that we use for A&A 1941. They are meant to enhance your gaming fun, without adding complexity or new rules. Mix or match the rules as you want. the US starts with 15 IPCs, the board says 17. We go with 17, which I believe is the official ruling. 4. Starting Forces. I am aware of discussions about play balance in the game, and how adding pieces at the start of the game can address this. We have adopted the standard A&A 1941 set up, with these additions. The new, additional pieces may start in any area the owning player wants as long as there is at least one other piece of that country that starts there already. In the case of the Soviet Union, the new pieces may start in the same or different areas. Soviet Union: 3 additional infantry Germany: 1 additional infantry United Kingdom: 1 additional battleship. Japan: 1 additional fighter United States: 1 additional destroyer _______________________ 1. Game Pieces. We use pieces from other A&A games to supplement those found in A&A 1941, as sometimes pieces run a little short. Simply borrow a few infantry, tanks, etc. for each country and keep them on hand. We also prefer the classic chips used in A&A, instead of the 5. Additional Income. I know the cardboard ones in the new game. It’s easy income in the new game is supposed to be enough to do this, so why not? low, but why not rev it up at least a little? We suggest each country gets three extra 2. IPC Money. In the same way, we IPCs per turn. To make it easy, just make use IPC money from standard A&A, to each nation’s capital worth three more keep track of IPCs. (Use Monopoly IPCs than the map says. So, Germany is money if you have to.) It’s easier and now worth 7 IPCs, Russia 6, etc. The more fun to pay for pieces with money original Axis to Allied ratio of IPCs at the than keeping track on a chart! start of the game is 21:36 in favor of the 3. USA Starting IPCs. The rules say Allies (Axis have 58% as many as the 6 Allies). Using this variant, the starting ratio is 27:45 in their favor (Axis start with 60% of the Allied total). So not much difference. But more IPCs mean more pieces in play. If increase of three IPCs is too high (or low) for your taste, adjust accordingly. number (or zero) divisible by three (e.g. –3, 0, +3, +6, etc.). Low bid plays the Axis, at the stated bid. (If tied, roll off to see who plays the Axis.) The area “Germany” gets twothirds of any increase (or decrease), and the area “Japan” one-third. For example, on a winning bid of +3 in a game using the original IPC starting values, the “Germany” area is raised by 2, and is worth 6 IPCs, and the Japan area is raised by 1, and is worth 5 IPCs. Or, a winning bid of –3 means “Germany” is worth 2 IPCs, and Japan 3 IPCs, and so on. 6. Bidding for Sides. If play balance is your thing, one of the best ways to introduce it into the game is to bid for sides. We suggest bidding on who will play the Axis. This will work for two player or four player games (two teams of two). What you are bidding on is the starting IPC level of the Axis side. In a normal game, this is 21, e.g. Germany 12, Japan 9. (With variant #5 in play, this would be 27, with Germany 15 and Japan 12.) Each team secretly makes a bid, which must be a positive or negative 7. Alternate Victory. To overcome the “turtle” defense (where an almost defeated foe places almost all his pieces in his capital and ignores everything else), play that a country must control at least two areas it started the game with (one being the capital, the other being any area it started the game with, whether IPC producing or not) or else it is defeated. This prevents Japan, for example, from simply holing up in Japan, it must hold Japan and at least one other area noted on the map by the “Rising Sun” symbol (like Iwo Jima), using variant #6, adjust accordingly. or it is defeated. A country is still defeated There you have it. Axis & Allies 1941 if it loses its capital. is a simple but fun wargame well suited for 8. North Africa. In the game, North beginners. With these variant rules, you can Africa is worth zero IPCs. With this vari- introduce just a little more sophistication ant rule, it is worth 1 IPC. Historically this without increasing complexity. This is a seems to make better sense. Germany now great game, well suited to such tinkering. has an incentive to garrison the area. If Give them a try sometime. Campaign Analysis: The Destruction of Force Z Defense of the Far East was always in the minds of the allies in the run up to the second world war. Singapore was the main British strongpoint port in the region, and was the center of any proposed defense. It was hoped that, in the event of war with Japan, US battleships based in the central pacific would assist the British. With the start of the war in Europe in 1939, the British could not afford to send many capital ships east. Churchill argued that sending two battleships and a carrier would provide enough of a naval presence to deter the Japanese. While it was not wise to divert too many ships from the Atlantic theater, providing some support was prudent, if only to demonstrate Britain’s solidarity with Australia and New Zealand. In November, 1941, a squadron of warships sailed to the Far East. This force was comprised of the modern battleship Prince of Wales, the World War I vintage battlecruiser Repulse, and four destroyers. The recently launched carrier Indomitable was slated to sail with the group as well, but it ran aground off Jamaica in early November, and the necessary repairs precluded it accompanying the others. The ships arrived in Singapore on December 2nd, where they were designated Force Z. On December 8 (local time) news arrived of the Japanese attack on Pearl Harbor, as well as invasion of parts of Malaya, including Kota Bharu. Admiral Tom Phillips, recently named commander-in-chief of the naval forces in the Far East, made plans for Force Z to sail into the South China Sea, to disrupt invasion plans, threaten communications, and perhaps deal with Japanese surface vessels. Hampering the effectiveness of Force Z was the fact that the RAF (such as it existed there) told Phillips they could not guarantee protection of his ships from the air. In hindsight, the admiral can be criticized for moving out without air support. But at the time, with the Japanese on the move throughout the region, it would have been contrary to the offensive-minded spirit of the Royal Navy to do nothing, especially since the RAF and British army were actively engaged in fighting. Force Z sailed out of Singapore into the South China Sea in the early evening of December 8. The commander, on board Prince of Wales, had ordered strict radio silence for his squadron. The plan was to reach north to the Gulf of Siam, undetected, and from there possibly wreck havoc among enemy warships, HMS Repulse 8 transports, and invasion sites. The immediate danger was, if sighted, Force Z risked the wrath of land-based Japanese bombers located in Indo-China. This danger was reckoned to be minimal. Sailing initially went according to plan. They passed to the east of the Anamba Islands, and then swung toward the north. Without its knowledge, the British ships were sighted by submarines the afternoon of December 9th. Later that day, Japanese scout planes sighted their position as well, and Phillips, realizing this, decided it was too risky to Admiral Tom Phillips proceed toward Kota Bharu. From the most northern position reached, about half-way up the Malayan peninsula, Force Z turned south under cover of darkness the evening of the 9th, and made toward Kuantan, the rumored location of another invasion force. Radio silence was still maintained; Singapore knew nothing about these changed plans. The British ships arrived off Kuantan the morning of December 10, but found nothing. At mid-morning they were once again sighted, and land-based Japanese bombers were dispatched. Still, radio silence was not broken, even though those on the ships knew they had been sighted. The bombers arrived piecemeal, but in force, beginning a little after 11 am. All told over 80 Nell bombers—about 50 armed with torpedoes, and the rest with bombs—attacked the ships in several waves, over a two hour period. Curiously, no radio signals were sent out for the first 45 minutes of the attack. a critical mistake. By the time distress calls went out, around noon, it was too late. RAF fighters took off and made for the British ships, but they did not arrive in time. Repulse slid under the waves first, at 12:30, the result of five torpedo and one bomb hit. Prince of Wales lasted about 45 minutes longer, finally sinking due to six torpedo and one bomb hit. RAF fighters reached the area about 1:20pm, but both capital ships were gone, for the loss of but 10 Japanese planes. Nearly 2,100 British officers and men survived (picked up by friendly destroyers), out of a combined total of 2,900. The shock of the loss on British morale was palpable. Churchill received the news the next morning, London time. He later wrote, “In all the war, I never received a more direct shock… The full horror of the news sank in upon me. There were no British or American ships in the Indian Ocean or the Pacific except the American survivors of Pearl Harbor…. Over all this vast expanse of waters Japan was supreme, and we everywhere were weak and naked.” Force Z was no more; the British naval presence in the Far East had been shattered. Prince of Wales, while abandoning ship. Wargaming on the ‘Net Consimworld www.consimworld.com Web-Grognards grognard.com 9 Description of Panzerschreck #16’s Main Issue Wargame Title: Destruction of Force Z: Royal Navy Disaster in the Far East, December 1941 Issue #: Panzerschreck #16 Designer: Gary Graber # of Players: Solitaire Playing Time: 45-60 minutes Description: This is a solitaire wargame that simulates the air and naval action off the coast of Malaya in December 1941, between Japanese forces and Force Z of the Royal Navy, based in Singapore. You (as the British) are faced with a difficult situation. Pearl Harbor has just been attacked. The entire Malayan peninsula is under treat of invasion. Your offensive options are few, but sailing and doing something to take the war to the enemy is better than doing nothing at all. Perhaps you can disrupt invasion sites? Intercept enemy warships? Whatever you decide, it will be an uphill battle. Do you sail with radio silence? Where should you sail? By what route? If your ships are found, they risk the wrath of land-based Japanese bombers in Indo-China, made all the worse as the RAF has warned they cannot guarantee protection of your ships. Destruction of Force Z is a highly playable game standing squarely within the Panzerschreck tradition. Counters (which must be cut apart prior to play) represent individual warships, and individual bombers and fighters. Besides regular rules, optional rules— including having the aircraft carrier Indomitable sailing with Force Z—provide you with everything you need to recreate the original campaign. The game casts you in the role of Admiral Tom Phillips, commanding Force Z. Each turn you must check for weather, send (or not send) radio messages, move your ships, and deal with Japanese minefields, submarines, warships, and aircraft. The game system handles enemy movement. If your ships are sighted, they are subject to possible aerial attack from individual torpedo and level bombers. Anything can happen, but the odds are stacked against you. Can you win an improbable victory, and avoid the destruction of Force Z? To order, visit: minden_games.homestead.com Destruction of Force Z Royal Navy Disaster in the Far East, December 1941 What’s Included: 12-page illustrated rule booklet Thick card color map, set of 59 counters, and Reference Card 10 This issue’s Mini-Sim: SALVO! 2nd ed. Get a hard copy of Salvo! 2nd ed., free upon request with any Minden Games order. 11 Short Takes SIMCAN AT INCHON Simulations Canada’s Inchon game was unique when it was published because it was one of the very few games done on the Korean War before it was fashionable to explore this conflict in any detail. Inchon was all the more unique because it dealt with the single battle that turned the tide of the entire Korean conflict and sealed the fate of the North Korean People’s Army (IMG). There are a number of factors that affected the outcome of the UN landings at Inchon and this article will explore a few of them. Unless otherwise mentioned, all rules from Inchon will be in effect unless specifically mentioned. The US 187th Airborne Infantry Regiment could have been used as an assault unit during the Inchon landings and could have entered the battle (and game) via a parachute drop. This variant may be used in any of the scenarios in the game. In all cases, the US airborne units are in supply for three game turns after they land. When this variant rule is used, the US airborne units are not counted as part of the UN limit of 15 units arriving as reinforcements in a single game turn. The airborne unit may land in any clear, rough, or airfield terrain hexes. No airborne unit may land in a hex containing an enemy unit and has no zone of control on the turn in which it lands. Airborne units’ movement allowances are halved on the turn in which they land. On the following turn and all subsequent game turns airborne units may move and function normally. When conducting airborne landings in Inchon, place each airborne unit in the desired terrain hex and roll a die for each airborne unit except the headquarters unit. On roll of 6 the airborne unit is eliminated; units landing in rough terrain are eliminated on a roll of 5 or 6. Any airborne units landing adjacent to an enemy AA unit are eliminated on a roll of 4 - 6. Any other result is no effect. As an alternative, any airborne unit landing in a hex already occupied by an enemy unit must attack the enemy unit in the ensuing combat phase. Failure to eliminate the enemy unit or cause it to retreat results in the elimination of the airborne unit at the end of the combat phase. Try playing Inchon by allowing the North Korean player to have 100 points of indirect air support points to use anywhere the map. This represents the replenishment of the North Korean Air Force with extra Russian and Chinese pilots and aircraft. Historically this was only a remote possibility since the USAF destroyed the North Korean Air Force early in the conflict and held air superiority over South Korea for most of the war. At the same time, it prevents the United Nations player from having a super easy time of pushing the North Koreans back. James E. Meldrum 12 OIL WAR: SCENARIO FOUR 11.41 Historical Notes This is a late 1970’s Iranian Hostage Crisis scenario for the SPI game Oil War. As a hypothetical result of the United States’ hostage situation, the US conducts a punitive campaign against Iran. Immediately after the hostages are released the US strikes back with a limited invasion and multiple air strikes. 11.42 Initial Deployment: Arab/Iranian Player In Iran: 2m, 4a, 1i, 2F5, 2F4, 1F14 US Player In the Gulf of Oman: 1 US F4, 1 US A6, 1 US A7, (optional - 1F14) In Germany: 3 US al, 2 US i, 1 US m, 1 US a, 6 US F4, 2 US F111 11.43 Special Rules: 1. The Iranian player is allowed to use one US F4 to represent Iranian F14 aircraft. This unit is based at the airfield at Ahvaz. The Iranian F14 unit must always base at Ahvaz. 2. The Iranian player receives reinforcements from the reinforcement track as in t h e regular scenarios. 3. The Iranian player may not move any ground unit beyond his borders; if forced to do so the units in question are eliminated immediately. 4. The US player may not use F111s on the first game turn. The US player receives reinforcements from the reinforcement track used in scenarios one and two but he may only use those reinforcements from turns two, three, and seven. 5. The US player receives ATPs as in scenario two. 6. The US player may base his units anywhere in Bahrain, Qatar, or in Dharan (hex 1521 only). 7. The SAM sites in hexes 1521 and 1823 are assumed to belong to the US p l a y e r and may be used by him according rule 7.5 of the regular game rules. 8. A port hex is assumed to exist in hex 1610 (Kharg Island) and belongs to the Iranian player. 9. The US player is the first player in this scenario. Victory Conditions: Victory is decided on the basis of which player holds the largest number of oil facility and port hexes inside Iran; the player controlling the largest number wins. In order the US player to win, he must fulfill the victory conditions just given, and in addition, he must hold at least one port hex. 11.44 Notes: This scenario was intended to be relevant to the situation that existed in Iran in the late 1970s - early 1980s. The possibility of a conflict is a result only of speculation. This scenario is intended to have started before the Iran - Iraq War began. The US player is given only the minimum of ATP’s available to simulate airlift capacity and reaction time problems that confronted the US at that time. By virtue of the map design, the scenario can’t take into account what is happening else13 where in the Middle East, southern Russia or the Indian Ocean. The US player is assumed to have basing privileges in Bahrain, Qatar, and Dhahran. James E. Meldrum ORTONA SimCan’s Ortona game depicts the obscure and bloody battle fought along the northern coast of Italy as British and Canadian forces advanced up the Italian boot during the Allied campaign in Italy during 1943. The variants presented in this article are intended to highlight various factors that could have altered the outcome of the Battle for Ortona. In all cases, the rules for Ortona are in effect at all times unless otherwise mentioned. All or just some of the variant material given here may be used in any of the scenarios included in the regular game. To further simulate the effects and difficulties of city fighting, try playing Ortona without allowing zones of control to penetrate into any hex of the city. Units defending in city hexes (only) may ignore all DR results. A free deployment rule is an obvious choice for a variant in any Ortona scenario. Either one or both sides may place their initial units in a scenario on the map as they please. Both side’s reinforcements appear at the same times and locations as in the regular game. The only restriction is that Canadian units must all set up south of the gully; German units set up on or anywhere north of the gully. Try playing scenario 11.2 using either the German para units or the optional German forces in place of those used in the historical scenario. When playing with the German parachute units, place all of them in the gully hexes so that all adjacent gully hexes are occupied by German para units or their zones of control with no more than one unit per hex. Place the para artillery units in hex 1206. The German player receives no additional reinforcements while the Canadian player receives only his turn two reinforcements. When playing with the German optional units the Germans receive 5 x HQ, 1 x anti-tank (in hex 1105), 6 x heavy weapons, and 18 x infantry units deployed the same as for the para variant. Of the remaining 27 optional units, the German player may receive 9 reinforcement units each on turns 2, 3, and 4. The Canadian player continues to receive his reinforcements normally. Try playing scenario 11.3 but let the Canada’s Largest Adventure GamGermans deploy all para units freely, and allow ing and SciFi & Fantasy Bookstore the Canadian player to receive all remaining armored and mechanized infantry units as rein- Huge Selection of Wargames! forcements on game turn one representing a 1835 10th Avenue S.W. stronger Allied effort. As an alternative, the Calgary, AB T3C 0K2 Canada German player may use any 30 optional units in place of the paras but at least four of these must be HQ units and one anti-tank unit must be in- www.sentrybox.com cluded. James E. Meldrum SENTRY BOX 14 Observation Post Reprinted from Panzer Digest #11 JULIUS CAESAR Columbia Games Designer: Justin Thompson Reviewer: Robert G. Smith The Roman Civil War between Caesar and Pompey was a natural evolution from the turmoil that was an undercurrent through Roman life the previous 75 years. It is my opinion that in retrospect this conflict was unavoidable considering the force of the personalities involved. Once Sulla was killed in the East against Parthia, and Caesar’s daughter who was Pompey’s wife died – the die was cast. What Columbia Games’ Julius Caesar (JC) nicely does is combine a mixture of strategic and operational play for the game. Despite its simplicity in terms of mechanics, JC captured enough of the flavor of the period that I never thought I wasn’t playing a game on the Roman Civil war. The series Rome nicely covers this period. Recommended readings are Rubicon by Tom Holland the Caesar series by Conn Iggulden. Hand it to Columbia Games for naming it Julius Caesar – heck face it – it resonates better than the Roman Civil War in terms of market strategy. Game length will run between 1—2.5 hours with 2 being the average for this game of five turns. COMPONENTS: The 33” x 17” map is pleasant to look at – but it is a map with no hexes and areas. Moving from city to city primarily by roads and on occasion by amphibious or naval transport is how the game moves. Control of cities is important – particularly cities with blue victory points in them. There are 63 blocks in the game – 31 tan, 31 green and 1 blue for Cleopatra. There are also 27 cards and 4 dice. What’s cool is that as an added bonus on the map, Columbia Games marks the location of the major battles and by color coding tells you who won that particular battle. RULES: As a veteran Colombia Games player I had no trouble quickly grasping the game unlike with Athens & Sparta. Even if I had been unexposed to their games before, the rules were easy, made sense and I noticed nothing that stood out as major issues. I do wish the naval rules had some better examples as I believe that is the weakest area in the rules. Unlike in Athens & Sparta where the rules used some terms interchangeably, everything in JC’s rules were tight in terms of clarity and simplicity. Victory is determined at the end of each year. If a player reaches the 10 point threshold, the game is over. Scoring is based upon the value of friendly cities and 1 victory point for each leader killed. Should neither player meet the end of year total, the one with the highest victory point at the end of 5 years wins. GAME PLAY: Once Caesar committed to going over the Rubicon (which nobody today knows where it was) Pompey needs to determine his strategy. The forces of Pompey and the Senate are somewhat scattered, inviting defeat in detail. This is where understanding the interplay of the simple mechanics is critical to your success. Now card play drives the game. The first part of this is the higher card will determine initiative for that turn with ties going to Caesar (it’s good to be Caesar). There are two types of Events Cards – Command cards and the Gods cards. The Gods cards convey special events such as allowing you to attack first or causing a unit to defect to your side. Command cards are used to determine the ability to move or raise new levees. The banner tells you how many moves 15 you have that turn and the circles on the staff indicate the number of levees. The use of levees allows you to either issue replacements to existing legions or other units or build new units. I like the simple nod to logistics. At the end of the play of five cards there is a winter turn. Winter supply is harsh, as you can only supply a maximum of 3 blocks from a given city, unless it has a blue city value which increases the limit up to that amount. Let me return to the beginning game since it presents a strategic dilemma for both players! Caesar has the opportunity to strike decisively early on except that his navy is on the other side of Italy. Both sides are pretty balanced except for the distribution of forces. The work horses of the game are the legions – most of which are of the 3 strength point variety but each side has several 4 point legions. Each side has leaders, legions of course, auxilia, equitatus (cavalry), ballistia and navis / warships/fleets. Units are rated by letter for initiative – A rated blocks fires first and so on down the line. You need to pay attention to the road network as major roads allow for the movement of up to 4 blocks but minor roads allow but two. Most movement on land is done by groups of blocks. You can move two cities on a move if no combat is involved – if combat is involved you can only move one. Figuring out naval strategy is also important – and I think the area where Columbia needed to devote just a little more effort towards. For those who have never played a block game before, the combat rating is determined by the numbers along the edge of the block with the current rating on top. As the unit takes hits, you rotate the block to reflect the lesser combat value. Movement values are the same for all units in the game and in this era that is no real issue – and who is going to really debate and get bent out of shape about one legion’s rate of march vs. another? Combat is simple – roll a number of dice equal to your current combat value with hits generated by dice equal to or less than the current combat value of a given block. Poor Pompey – the first year is not a good one for him – even the first game turn can be very rough. Historically Pompey did the “Great Skedaddle” out of Rome to Bridinsini and then sailed off to the Balkans to his strength. So it seemed to have played in my games – but I got to thinking…why not have him go to his strength and go to New Carthage / Spain to begin with? Or have him preemptively strike Caesar? Proper play of the Gods cards most of the time will set up the first year within its historical context – but after that I found play devolved in an interesting fashion with no set patterns. I found the game very easy to play solitaire. What I did with card play was examine both sides cards to determine which card to discard. Then I shuffled their respective year’s cards and drew them blindly. This randomness I found made for a very interesting game against myself. Reminder that unoccupied cities revert to neutrality – hence you need to leave units of some type scattered about to protect your victory point base. CONCLUSIONS: Small. Simple to play but with enough choices to not be total game light – and who can resist a playable Roman Civil War game? It is far deeper than it appears at first blush in terms of game play but always fun. Put this one on your sweetie‘s list of games you want this holiday season – you won’t be disappointed. 16 Panzer Digest Past winner of the Charles Roberts Award, Panzer Digest is an irregularly published wargame magazine from Minden Games. Each contains wargame articles and reviews, and a complete game or games. Visit the Minden website for information on the most current edition, as well as back issues. minden_games.homestead.com SLOUCH HATS & EGGSHELLS Legion Wargames Designer: Vance von Borries Reviewer: Gary Graber Slouch Hats & Eggshells is a WWII simulation covering the campaign conducted in French-occupied Syria and Lebanon by invading allied forces, June-July 1941. Here, British, Australians, and Free French square off against Vichy, French Colonials, and German units. The design is an updated version of von Borries’ Syria 1941 that was published many years ago, updated in a Quarterdeck edition, and now brought up to speed to the current state of the art. It is a “companion” game for Rommel’s War (RW), published by L2, and may be linked up with that design if you own it. Victory in SH&E turns on whether the Vichy French surrender by the end of the game. If they do, the allies win. COMPONENTS: This was the first title I’d ever seen from Legion, and I’m impressed with the quality of the product Randy Lein has given us. The 22” x 34” map, covering Syria, Lebanon, Trans Jordan, and surrounding areas at 10 miles/hex (and 10 days/turn), looks good and is nicely done. The 184 .6” die-cut counters are typically battalion and regimental level; they not only look excellent, but they easily punch out. As 90% of the fighting units have combat factors of 2 or less, maneuver oriented players will no doubt have a field day. Large event chits (20) are included, and inject historical chrome into the game. The 28 page illustrated rule booklet is laid out nicely. I did not have much trouble getting into the game. There are two scenarios provided, the historical Operation Exporter (6 turns), and a hypothetical German intervention one (8 turns). The sundry player aid charts are well thought out, and helpful. Everything in the box (including the box itself) is top notch. The main thing that left me scratching my head was the game’s odd name. RULES: This is a fairly traditional “I go/ You go” design, containing nothing that a wargaming veteran will find too hard to han- dle. Some of the rules are a little too fiddly for my tastes (let’s see, 29 separate phases in the sequence of play each turn), but nothing serious. During play, sides scurry about for “victory points” (holding key towns); well, they are not actually VP, but points to be spent to get drm on the Vichy Surrender Table, which is the key to victory. There seemed to be a lot of cross-referencing in the rules to RW, which could either be seen as a bonus, or a hindrance to clarity. CONCLUSIONS: I haven’t seen Syria 1941, but have no doubt everything about SH&E (apart from its name) is an advance. Its physical quality and off-beat topic will make it appreciated by WW2 gamers, particularly von Borries fans. FADING GLORY GMT Games Designer: Joe Miranda, Alan Emrich, Steve Carey and Lance McMillan Reviewer: Robert G. Smith When we think of Napoleon we think of Waterloo, Borodino, Wagram and of course Austerlitz. Seldom does Salamanca come to mind. I doubt if anyone ever ponders and day dreams about a game on Smolensk. I am thrilled somebody did a game on Smolensk for I found this to be one of those great what-if battles. I’ve always been slightly surprised someone had not given that battle more attention. So it was with more than a little surprise that I greeted the GMT/VPG boxed partnership of four mini games in Fading Glory. They are actually VPG’s games given the full-blown GMT treatment. We first saw this with Carl Pardis’s No Retreat that conveyed very nicely to a GMT upgrade component wise – particularly the map. Surprisingly the box had a decent heft to it. My guess is this will be a game that comes off the shelf when you want to play something but don’t have hours to get into an OSG game. COMPONENTS: In the box are two mounted 17” x 22” mapboards. The boards lay nicely and are very nice to look at without a 17 continued on page 33 Introduction Discussions about solitaire wargaming tend to follow one of two paths. In one direction, the discussion concentrates on games designed specifically for solitaire play. Examples include games like Ambush, Raid on St. Nazaire, Tokyo Express, and so on. In the other direction, the commentary addresses solitaire play of games designed for two or more players, but the emphasis focuses on devices for dictating the play of the “nonphasing” side. The assumption seems to be that players cannot play both sides fairly on a solo basis. As a result, additional rules must instruct or limit how one side or the other moves or fights. For example, some players suggest the preparation of several detailed battle plans for the “other” side from which the solitaire gamer randomly selects a plan to follow. The games designed specifically for solitaire play are too few and too limited to merit further discussion here. As for solitaire play of two-player games, the obsession with additional rules to guide the play of the “other” side completely misses the point. In fact, the addition of more rules to implement solitaire play only makes play more difficult. Most solo players can make the necessary mental adjustment needed to play each side in turn with fairness assuming that the game itself does not depend upon such devices as hidden units or simultaneous movement. The real difficulties with solitaire wargaming have little to do with the “fairness” issue. Instead, the solitaire gamer faces other obstacles to solo play related to the process of game play itself. Cumulatively, these obstacles amount to a complexity burden that overwhelms the solitaire player, bogs him down with trivia, and wastes precious gaming time. In the end, the player can master any two-player rules system at the cost of sacrificing any enjoyment of a game’s fun factor. The best effort to address the fundamental difficulties of solitaire wargaming in a sensible manner is the Retro Variant produced by Minden for use in WWII tactical games. This article will examine in more detail some common obstacles to solitaire play. It also will identify some ways in which Retro helps the solo gamer overcome those obstacles. Finally, it ends with a call for an effort to “Retro-fit” many more wargame systems to enhance the solitaire gaming experience. Obstacles to Solitaire Play Wargame play has three parts: (1) thinking about what to do; (2) knowing how to do it; (3) actually doing it. The first part amounts to the strategy or tactics involved in the play of the game. The second part requires knowledge of the game’s rules. The third part involves the mechanical or physical manipulation of counters, charts, and dice in the actual play of the game. Obstacles to solitaire play can arise in any of these stages. The following list attempts to create a catalog of such obstacles. (1) Interactive Turn Sequence Recently, a trend has appeared which wargames favor an interactive sequence of play over the “Igo-Yougo” sequence of early designs. The relatively new Advanced Tobruk System and PanzerGrenadier System provide two examples. The MMP/Gamers Tactical Combat System (TCS) also uses an intensely interactive system of fire and counterfire. While the interactive feature of these game systems enhances the tension of face-to-face play, it adds a mental challenge for the solitaire player. In the rigid “Igo-Yougo” turn sequence, a player generally must decide whether or where to move and whether or where to fight. In the interactive turn sequence, the solo player must assume the burden of figuring out the best order in which to move and fight for both sides simultaneously. This additional mental requirement complicates play tremendously. In the Igo-Yougo 18 system, the player can move the Germans, say, and then walk around the table to study the board from the Russian perspective. As a game becomes more interactive, the solo gamer will find himself racing back and forth from one side of the table to the other as German, German, Russian, German, Russian, Russian, German, and so on through a series of short impulses. This rapid-fire shifting of point of view breeds a kind of paralysis fatal to the fun factor of these games for the solitary player. (2) Details and Exceptions in the Rules All wargames represent abstract simulations of historical events. For example, the quantification of the morale of all German first line troops as “7” in ASL assigns a numerical value to subjective feelings. Troop morale results from any number of factors – quality of recruits, food, water, warm clothing, disease, leadership, recent events – no wargame with any pretense to playability could account separately for all such factors. The simple assignment of a standard morale value abstracts all of these factors into one convenient rating. However, a trend exists in quality wargames to expand the level of detail and to reduce to some degree the level of abstraction. Of course, this process takes the form of new, and usually more, rules. As a result, a kind of rules inflation has made the task of the solitaire gamer much more challenging. The original Europa I – Drang Nach Osten (DNO) appeared around 1973 with 19 pages of rules to game the German invasion of the USSR in 1941-42. Its successors in the Europa series of games and its cousin, the Great War series, show how rules have multiplied. Fire in the East, an updated version of DNO, had 31 pages of rules. Scorched Earth continued WWII in Russia with 40 pages of rules. Second Front took Europa to Normandy with 72 pages of rules. In a related series, the system went back to World War I. Over There, the latest available title in this series, uses a Europa-like system to model the West Front and some secondary theaters of WWI in a modest 192 pages of rules. It should be noted that none of these counts include the pages required for orders of battle. In the process, the system has increased in realism at a tremendous cost in playability for the solo practitioner. (3) Repetitive Motion Disorder – Or Addicted to Dice A unit from Side A moves adjacent to a unit from Side B. In the course of the rest of Side A’s half of the turn plus Side B’s half of the turn, it is possible for a total of 16 die or dice rolls to occur just to resolve the various fire combat, melee combat, and morale checks for those two units. The game has about 50 units per side. With only 10 units on each side in contact, a single turn could involve 160 rolls of die or dice. These computations come from a real (but out of print) game. Certainly, one could argue that a game with all that dicing has a design flaw whether it is played faceto-face or solitaire. However, at least in face-to-face play the per player dice-rolling burden amounts to half of the solitaire total. While this game represents an extreme, other popular game systems have a high dicing requirement. Examples include the Advanced Tobruk System (3 rolls for each tank-to-tank shot if a hit occurs), Tactical Combat System (unlimited defensive fire and return fire), and Advanced Squad Leader with its frequent morale checks, rolling to pick up a weapon, rolling for fires, and rolling for “battle hardening” among others. (4) Time The time factor in solitaire play involves the additional time required in each step of the gaming process – thinking about what to do, checking the rules to see if a questionable move is “legal,” and actually implementing the mechanics of the game. Some of these aspects of solitaire play are unavoidable. In a two player game, Player A can think about his move while Player B is moving. The solitaire player cannot think about two things at once. No way around this inefficiency of solitaire play exists. 19 In other respects, the solitaire player’s difficulties are derivative from rules complexity or inordinate amounts of dice rolling built into the system. In a two-player game, one player can consult the rules while another player moves. The solitaire player loses this efficiency in resolving questionable situations. As a result, the effect of longer rules with more details or exceptions not only taxes the solitaire player’s memory and concentration, but it also lengthens playing time. For a given number of hours, the solitaire player gets to spend less time enjoying the game and more time checking the rules compared to the twoplayer game. The cost of additional rules consultation for the solitaire player is exacerbated by the requirement that he must handle the mechanical tasks assigned to both sides. For example, in a two-player game, while one player moves, his opponent can sort and stack reinforcements for entry on the up-coming turn. The solo player loses this efficiency. As wargames involve more detailed mechanics for tracking different variables of play such as supplies, morale, action points, initiative points, construction points, victory points, or whatever, the impact of the double administrative burden on the solitaire player grows. Similarly, the game mechanics themselves can take a toll on hey count rules of play only. Now, a direct comparison of DNO with Over There implies a ten-fold increase in rules. Since the two games do not cover identical subjects such a comparison probably exaggerates rules inflation somewhat. However, the underlying principle remains unassailable. Wargames have become more difficult to play because a player must master many more rules to do so. Other games fit the same model to some extent. The La Battaille series of Napoleonic games has increased the length and complexity of rules for player, who must retain multiple details to resolve a single move or combat. Europa provides an example with its system for defining armor attack bonuses in terms of the fraction of armor units relative non-armor units, but exclusive of certain neutral units. With several attacking stacks of seven or eight counters against a defending stack eight units deep, the process of computing two different fractions of armor/antitank factors and then computing an attack and defense total wears a player down. The substitution of a simple counting of armor units net of antitank units often would yield a similar result with significantly less mental effort. The point is that a game mechanic of reasonable difficulty for two players to implement can become much more imposing for the lone player. Some of the inefficiency associated with game mechanics is inherent in solitaire play, but in many ways adjustments in the twoplayer rules can streamline solo game play so that the solitaire gamer minimizes the efficiency of playing alone. Retro’s Solitaire Friendly Approach The Retro Variant for playing tactical WWII games addresses a number of the issues raised for the solitaire gamer in many game systems. (1) Retro eliminates most of the interactivity of the turn sequence by the use of the Hesitation mechanic. While the existence of some defensive fire possibilities continue to exist under Retro, the limitations on defensive fire relieve the solitaire player from the necessity to make many decisions as the defender even as he plays the role of the moving player. In terms of face-to-face play, the return to a sequence of play with a more Igo-Yougo structure would not necessarily look like progress. As a solitaire friendly modification, it has great merit. (2) Without going into detail, Retro does simplify the rules for tactical combat. How much, or even which specific rules in a given system, Retro simplifies is not exactly clear because the Retro rules tend to adjust tactical play in concept rather than through point-bypoint modifications. Nevertheless, the Retro Variant reduces both in detail and in spirit the volume of rules to which a solitaire gamer must pay attention. (3) By eliminating many morale check dice rolls, Retro makes the game mechanics more protective of the solitaire gamer’s wrists. Risk of repetitive motion disorder recedes with this variant. (4) The reduction in rules complexity and reduction in the amount of dice-rolling required to play WWII tactical games allows the solitaire Retro gamer the opportunity to com- 20 pensate for the loss of some of the efficiencies offered by two-player play. The variant saves time and makes much larger scenarios a more realistic prospect for solo gamers. player to remember that the defender’s combat value is 26 with a minus two modifier while the first player sums the attacking units’ combat value and modifiers. (Could the solitaire player simply write down the defender’s values? Sure. But even that takes additional time…) However, it is important to emphasize that the process of restructuring many games for maximum solitaire enjoyment requires more than a couple of “house rules.” Instead, only a more organized effort by which comprehensive adjustments retrofit a game for solitaire play can make them both accessible and fun for the solo gamer. The wargames marketplace has an enormous variety of attractive games with the most colorful components and the most detailed orders of battle ever published in the hobby. It is unfortunate that these improvements in quality sometimes come at the expense of the ability of solitaire players to enjoy them. Retro shows the way out of this dilemma. Now what is needed are more efforts by game designers to follow this new way. Need for More “Retro” – Fitting Retro fails only to the extent that it does not go far enough. It works with only a few rough edges when applied to Squad Leader or Advanced Squad Leader. With other tactical games like the Advanced Tobruk System, Tactical Combat System, or PanzerGrenadier System only significant adjustments will make it work. In a broader sense, as a philosophy of simplification for solitaire play, Retro has much greater, but unfulfilled, potential. Tactical combat in earlier historical periods could benefit from major simplification for solitaire play. A reduction in the number of morale dice rolls and less emphasis on facing effects are two examples of adjustments by which more streamlined play could occur. For example, many game systems from the Napoleonic era or earlier periods emphasize the importance of facing and flank attacks. This emphasis re(From Panzerschreck #13) quires careful attention to the placement of a unit in a hex with consequences for rules about facing, turning, stacking, and so on. In the spirit of Retro, if a unit is attacked by one unit from an adjacent hex, why not assume that the RETRO 4th ed. defender has its front to the attacker without This variant game system for WW2 squad actually worrying about how the unit “faces” level tactical wargames allows you to transin the hex? Under such a simplification of form the host game into a clean, playable facing, any unit attacked from different non- alternative, that emphasizes fun, historicity, adjacent hexes could be assumed to be the and playability. Includes 36-page illustrated victim of a flank attack This small change rule booklet, two Reference Cards, 70 uncould streamline play without the loss of an cut color counters, and several scenarios. important tactical concept. Available from Minden Games. At the operational level, perhaps a similar streamlining of Europa-type games could make them more accessible to solitaire gaming. Simplification might take the form of more abstract rules related to construction, supply, and rail transportation. Such changes would achieve a time-saving reduction in the amount of administrative trivia on which the solitaire gamer must spend time. As suggested earlier, simpler combined arms combat modifiers could lessen the computational burden on the player who must keep all of the computations in his head because there is no second 21 Synopsis of Games Published in Panzerschreck This listing is provided to record all past games that have been published in Panzerschreck. Apart from the current edition, issues are no longer available. Some of these designs have appeared in other editions. For instance, Cold Harbor (issue #3) was reissued in updated Zip Edition format as Cold Harbor II, and Barbarossa Campaign (issue #3) was republished by Victory Point Games. The listing below only refers to games published in Panzerschreck. All titles were designed by Gary Graber, unless otherwise noted. Game Issue Period Scale # Players Theater Reichstag: The Fall of Berlin 1 WW2 tactical solitaire land The player (Russians) fights building to building in downtown Berlin and must “fly the flag” over the Reichstag as quickly as possible. Nuremberg: Trial of the Century 2 WW2 abstract solitaire abstract The player (prosecuting Allies) must convict Nazi war figures, balancing a fair trial with keeping the Soviets happy with the number of convictions. Barbarossa Campaign 3 WW2 strategic solitaire land The player (Axis) launches Operation Barbarossa in this strategic level game (quarterly turns, army sized units) that emphasizes economics. Cold Harbor 3 ACW tactical solitaire land Mini-Sim. The player (Union) makes a frontal assault against the Confederate positions in the hope of achieving a breakthrough. Battle of the Atlantic 4 WW2 operational solitaire naval The player (German) must try and sink enough tonnage each month to bring Britain to her knees. Berchtesgaden 4 WW2 operational 2-player land Hypothetical battle in 1945 pitting Axis and Allied units in combat around the rumored “National Redoubt” in the Alps. First Day of the Somme 5 WW1 operational solitaire land The player (British) must plan and execute the Big Push of 1916. After the whistle blows, he must watch to see how his plans fare. Dogger Bank 5 WW1 tactical 2-player naval Naval combat during the Great War between individual British and German battlecruisers in the North Sea. Commando Raid on Rommel 5 WW2 tactical solitaire land Mini-Sim. The player (British) executes a commando raid on the coast of North Africa in an attempt to eliminate the Desert Fox. Fall of Constantinople 6 medieval operational solitaire land The player (Ottoman) makes a final desperate attempt to capture Constantinople from its heroic Christian defenders, A.D. 1453. Jellicoe vs. Scheer 6 WW1 tactical 2-player naval Expansion of the Dogger Bank game system to include all British vs. German naval engagements in the North Sea during World War I. ‘Nam Diary 6 modern tactical 2-player Mini-Sim. Jungle firefight between individual US and NVA soldiers. 22 land Game Issue Period Scale # Players Theater Sacrifice in the East 7 WW2 operational 2-player land Germany tries to stave off defeat by the Soviets in the east, 1945. (James Meldrum) Andersonville 7 ACW card game multiplayer abstract Abstract, strategy card game of survival and endurance, based on life in infamous Andersonville prison camp during the Civil War 1914: Opening Moves 7 WW1 strategic solitaire land Mini-Sim. The player (Germans) plans and executes the war in the West, with off-board East Front strategy often the key to victory. St. George’s Valour 8 WW1 tactical solitaire land/sea Battle of Zeebruge, April 1918. Simulates the daring British (the player) raid made on German U-Boat pens. (Paul Rohrbaugh) The Fall of Röhm 8 WW2 abstract solitaire abstract The player (the National Socialist Party) attempts to manipulate various factions and purge the SA to insure Hitler’s succession of Hindenburg. Göring’s War 8 WW2 tactical 2-player air Mini-Sim. Simple air-to-air combat game pitting lone British and German fighters against each other in the Battle of Britain. Battle for Bataan 9 WW2 operational 2-player land The 1942 Japanese assault on the American forces in the Philippines is depicted in this two -player game. (James Meldrum) Escape of the Goeben 9 WW1 tactical 2-player naval Expands the Jellicoe vs Scheer system to include the Mediterranean fleets of major allied and Central Powers nations during the Great War. Siege of Leningrad 9 WW2 abstract solitaire abstract Mini-Sim. (Logistical Module I) Playable alone or as a plug-in to existing east front wargames. See if you can keep Leningrad from falling. La Bataille de York, 1813 9 1812 tactical solitaire land Mini-Sim. The player (British) tries to turn back the American invasion near York (afterwards, Toronto) during the War of 1812. Operation Typhoon 10 WW2 operational 2-player land Two player game (corps/army level, weekly turns) on the German drive on Moscow during late 1941. (James Meldrum) Sniper Attack 10 WW2 card game solitaire abstract Simple solitaire card game of sniper action in World War II. (Reprinted in Panzerschreck Anthology.) Jellicoe/Goeben Supplement 10 WW1 tactical 2-player naval Expands the Jellicoe/Goeben game system to include the US, Japanese, and Russian Baltic Fleets during the Great War, along with new optional rules. Ownership of Jellicoe vs Scheer or Escape of the Goeben necessary. Panzers in the Southeast 11 WW2 operational 2-player land Two-player game (corps/army level) pitting the Germans against the Soviets in southeast Europe during the final months of World War II. (Pieter de Wilde) QAR: Quick Armor Rules 11 WW2 tactical 2-player land Miniatures rules system covering the fighting in North Africa in early WW2. Supplied counters represent major British, German, and Italian tanks and guns. 23 Game Issue Period Scale # Players Theater Sink the Tirpitz 11 WW2 operational solitaire naval Mini-Sim. The player (British) attempts to sink the famous German battleship in this simple solitaire game. game. (James Gordon) Drive on Leningrad 12 WW2 operational 2-player land Two-player game (corps/army level, weekly turns) of the German drive on Leningrad against the Russians, June-September, 1941. Masada 12 ancient tactical solitaire land Mini-Sim. Simple solitaire game where you replay the famous Roman siege in Judea, A.D. 72-73. (Reprinted in Panzerschreck Anthology.) Invasion 12 19th C. abstract 2-player land Classic reprint Mini-Sim. Abstract two-player wargame involving the invasion of England in the late 19th c. after the Royal Navy has been neutralized. (unknown) Tsaritsyn 13 WW1 tactical 2-player land The Whites attack the Reds near Tsaritsyn (later, Stalingrad) in 1919 during the Russian Civil War. Assault on Cherbourg 13 WW2 operational 2-player land Simulates the American attack on Cherbourg, France in mid-June, 1944, after the Normandy invasion. Graf Spee 13 WW2 tactical 2-player naval Mini-Sim. Tactical naval game pitting the German pocket battleship Graf Spee against three Royal Navy cruisers in late 1939 off the coast of South America. Race to the Vistula 14 WW2 operational 2-player land Simulates the Russian drive to the Vistula against the Germans in mid-1944 at corps/army level. (Pieter de Wilde) Brandy Station 14 ACW tactical 2-player land Recreates the largest cavalry battle of the Civil War, June 1863. Brigade level, two-hourly turns. The Mighty Hood 14 WW2 tactical 2-player naval Uses the Graf Spee game system to recreate the naval battle between the Hood and the Bismarck, May 1941, along with additional ships and scenarios. Mortain 1944 15 WW2 operational 2-player land Simulates the German counter-offensive against the Americans in France, two months after D-Day. Division level, daily turns. Raid on Schweinfurt 15 WW2 operational solitaire air The player (US) plans and executes a massive B-17 bombing raid against the factories of Schweinfurt in Germany, 1943. Hippodrome 15 ancients tactical multi-player land Multi-player ancient Roman chariot racing card game, which places the emphasis on racing strategy. (Neil Graber) North Sea Campaign 15 WW1 strategic 2-player naval Replay the entire campaign of the British vs. German dreadnought fleets in World War I, using individual ships, with each turn representing six months. Madagascar 1942 PA WW2 operational solitaire land The player (British) must secure the northern part of the island from its Vichy defenders in a race against the clock. (PA = Panzerschreck Anthology) 24 Game Issue Period Scale # Players Theater Destruction of Force Z 16 WW2 operational solitaire naval Simulates Royal Navy Force Z (Prince of Wales & Repulse) sailing against Japanese aggression in the Far East, December, 1941. Salvo! 2nd ed. 16 WW2 tactical solitaire naval Mini-Sim. New edition of the Salvo! game, with different ships from Britain and Germany. Analysis of Games Published in Panzerschreck Issue games come complete with rules, map, units, and components. Except for issues #14 and #15 (which had die-cut counters), counters must be cut prior to play. Mini-Sim games have components included in the pages of the magazine which must be photocopied and cut prior to play. Games by Period World War II 25 World War I 9 Civil War 3 Ancient 2 Modern 1 Medieval 1 19th C. 1 Napoleonic 1 Games by Scale Tactical 21 Operational 13 Abstract 5 Strategic 4 Games by Theater Land 26 Naval 12 Abstract 3 Air 2 Games by Players 2-player 22 Solitaire 19 Multi-player 2 Synopsis of Games Published in Panzer Digest Games appearing in Panzer Digest are similar in style to those in Panzerschreck. The current (and some back issues) of Panzer Digest are still available for purchase. Visit the Minden Games website for current information about prices and availability. All games were designed by Gary Graber, unless otherwise noted. Game Issue Period Scale # Players Theater Falaise Pocket 1 WW2 operational 2-player land Summer 2007. Simulation of the Falaise Pocket in France, August 17-21, 1944. Longstreet’s Disaster 1 ACW tactical solitaire land Summer 2007. Solitaire treatment of Pickett’s Charge at Gettysburg, July 3, 1863, with the player handling the CSA forces. Salvo! 1 WW2 tactical solitaire naval Summer 2007. Solitaire, tactical WW2 naval system, with warships (BB, BC, CA, and CL) from Britain and Germany. Penal Battalion 1 WW2 abstract solitaire land Summer 2007. Abstract game using standard deck of cards to simulate land mine clearing in WW2. Swordfish at Taranto 2 WW2 tactical solitaire air Autumn 2007. Plan and execute (as the British) the daring air raid by individual Fairey Swordfish bombers on the Italian fleet anchored at Taranto, 1940. 25 Game Issue Period Scale # Players Theater Evacuation of Königsberg 2 WW2 operational 2-player land Autumn 2007. East Prussia, spring 1945. The Germans trying to hold off the advancing Soviet army, with victory determined by how many civilians can be evacuated to the west. Field of Honour 2 medieval tactical multi-player land Autumn 2007. Two-player or multi-player strategy recreation of a medieval jousting tournament. Napoleon in Italy 3 Napoleonic operational 2-player land Spring 2008. The Austrians and French tangle in northern Italy during Napoleon’s 1796 Italian campaign. Stalingrad: The Leather Factory 3 WW2 tactical solitaire land Spring 2008. Tactical game in Stalingrad suburbs, where the advancing Germans (the player) try to wrest control of key parts of the city, during their drive to the Volga. Dogger Bank II NS WWI tactical 2-player naval Autumn 2008 (NS = Naval Special). Updated version of game recreating the naval battle of Dogger Bank (1915) using individually rated warships. Courage Under Fire 4 modern tactical 2-player land Autumn 2008. Battalion-level Vietnam-era area movement, card driven game of the battle of An Loc, April 1972. (Paul Rohrbaugh) NavTac 1914 4 WWI tactical 2-player naval Autumn 2008. Naval tactical (“NavTac”) treatment of Mediterranean theater of the Great War, using individual ships from Britain, Germany, and Austria-Hungary. Gladiators of Rome 4 ancients tactical solitaire land Autumn 2008. Stage an ancient gladiatorial contest using several different types of individual fighters. (Bob Flood) Thunder Gods: Kamikazes at Okinawa 5 WW2 tactical 2-player naval-air Winter 2008-2009. Two-player, card driven game of Kamikaze attacks off Okinawa, April 1945. (Paul Rohrbaugh) Breakout at St. Lo 5 WW2 operational 2-player land Winter 2008-2009. Simulates the battle in France between Allied and German forces near St. Lo, after the D-Day invasion. Day of Infamy 6 WW2 tactical 2-player air-naval Spring 2009. Card driven system recreates the Japanese attack on Pearl Harbor, December 7, 1941. (Paul Rohrbaugh) 1775: Invasion of Canada 6 AWI strategic 2-player land Spring 2009. Simulates the American land campaign against British Canada, in the American War of Independence era. Monitor vs. Merrimack 6 ACW tactical 2-player naval Spring 2009. Battle of Hampden Roads, March 1862, simulating the first ever naval battle between the famous USA and CSA ironclads. Coronel & Falklands 7 WWI tactical solitaire naval Summer 2009. Solitaire game using the Salvo! game system to recreate these two early World War I naval engagements, Germany vs. Britain. Occupation of the Rhineland 7 WW2 abstract solitaire abstract Summer 2009. Germany has militarized the Rhineland in 1936, against the treaty. The player (representing France) must remove them without plunging Europe into war. 26 Game Issue Period Scale # Players Theater Remagen Bridgehead 7 WW2 tactical solitaire land Summer 2009. The Americans (the player) cross the Ludendorff Bridge on the Rhine, and into Germany, March 1945. Poor Bloody Infantry 8 WWI tactical solitaire land Winter 2009-2010. Go “over the top” with a single platoon of individually named British soldiers as the whistle blows, first day of the Somme offensive, July 1, 1916. Eindekker 8 WWI tactical solitaire air Winter 2009-2010. Recreate the time of the “Fokker Scourge” on the western front, 1915, with individual airplanes and pilots (the player representing the Germans). (Bob Flood) Fall of the Philippines 9 WW2 strategic solitaire land Summer 2010. The allies (the player) defends the island against the Japanese invaders, December 1941. ‘Nam ‘68 9 modern tactical 2-player land Summer 2010. Individually rated US and NVA soldiers engage in firefights in the jungles of Vietnam, 1968. Emden vs. Sydney CS WWI tactical 2-player naval Summer 2010 (CS = Convention Special). Replay the naval battle between Emden and Sydney, November 1914, using a modified Fletcher Pratt system. Eben Emael 10 WW2 tactical solitaire land Summer 2012. Tactical, solitaire design of the surprise German (the player) glider assault on the Belgian fort of Eben Emael, May 10, 1940. Panzerschiff 10 WW2 tactical 2-player naval Summer 2012. Simple game of World War 2 naval combat between famous battlewagons of several countries, including Bismarck, Yamato, Iowa, Rodney, Dunkerque, Littorio, et al. Faith, Hope & Charity 11 WW2 tactical solitaire air Summer 2013. Tactical plane vs plane combat (British, Italian, German) over Malta, 1941, using the Battle over Britain game system. Covers of Panzer Digest issues #1-9, and Convention Special 27 Analysis of Games Published in Panzer Digest Issue games come complete with rules, map, units, and components. Thick card, color counters must be cut prior to play. Published 2007 to present. Games by Scale Tactical 21 Operational 4 Abstract 2 Strategic 2 Games by Theater Land 16 Naval 8 Air 4 Abstract 1 Games by Players 2-player 14 Solitaire 14 Multi-player 1 Panzerschreck covers, issue #6, 7, 9, 11, & 13 Games by Period World War II 15 World War I 6 Civil War 2 Modern 2 Ancient 1 Napoleonic 1 Medieval 1 AWI 1 Combined Analysis of Games Published in Panzerschreck & Panzer Digest Issue games come complete with rules, map, units, and components. Except for Panzerschreck issues #14 and #15 (which had die-cut counters), counters must be cut prior to play. Mini-Sim games have components included in the pages of the magazine which must be copied and cut prior to play. Games by Period World War II 40 World War I 15 Civil War 5 Ancient 3 Modern 3 Napoleonic 2 Medieval 2 19th C. 1 AWI 1 Games by Scale Tactical 42 Operational 17 Abstract 7 Strategic 6 Games by Theater Land 42 Naval 20 Air 6 Abstract 4 Designers Gary Graber 58 Bob Flood 2 Paul Rohrbaugh 4 Neil Graber 1 James Meldrum 3 James Gordon 1 Pieter de Wilde 2 28 Games by Players 2-player 36 Solitaire 33 Multi-player 3 Extra Ship Counters: Destruction of Force Z back front You may use these optional, extra ship counters when playing Destruction of Force Z. This adds counters for British destroyers, and the H.M.S. Indomitable, if that optional rule is being used. The optional rule for DD (as provided on the back of the small counter sheet, below), reads as follows. “You may use these ship counters when resolving air attacks; leave regular counters on the map. You may include these four Royal Navy DD with Force Z (Electra, Express, Tenedos, & Vampire); two stay with Prince of Wales, and two with Repulse, the entire game. DD cannot attack, be attacked, or generate VP. DD get 1 AA roll each when British ships under air attack (with –1 drm applied).” These small, thick card counter sheets were made available to Minden Pals members. You may contact us about availability if you are not a Pal. 29 What’s New From Minden Games Visit the Minden website for further details—and ordering information—on each of these new wargame titles released within the last year. Battle over Britain is a two-player (with solitaire option) game of WW2 air combat. Realistically rated individual planes go head to head in the skies over Britain, summer 1940. The game includes the planes made famous: British Spitfire I, Hurricane I, Defiant, and Gladiator versus German Me-109E, Me-110, and Ju-87 (Stuka). Includes optional rules, and “roleplay” options, whereby each pilot and gunner can be named, and receive different flying/ firing ratings and characteristics. Includes 20-page rule booklet, 16 plane counters, Dogfight Display, Reference Card, single game and campaign game options. Fast, furious, quick playing fun for tactical air combat fans. Tally Ho! NavTac: Mediterranean covers tactical WWI naval combat, focusing on the early part of the war, in the Mediterranean, Adriatic, and Black Sea areas, using a modified “Fletcher Pratt” approach to play, with dice and tables substituted for range estimation. Includes 24-page rule booklet with standard and advanced rules, 71 historical ship counters and data (British, German, French, Italian, Austrian, Russian, Turkish; CL, AC, B, BC, BB at 1/3000 scale), Reference Cards, Tactical Display, solitaire rules, and four scenarios, providing gamers the ability to craft many historical and hypothetical encounters. Turns represent five minutes, and fire is calculated by individual turret (main & secondary). NavTac: Pacific is Expansion #1 to the NavTac series. It covers the early part of the Great War in the Pacific, specifically focusing on the exploits of Von Spee’s Asiatic Squadron, culminating in the Battles of Coronel and the Falklands. Includes 20-page booklet, counters and ship data for 47 historical ships (German, British, Australian, French, Dutch, Japanese; CL, AC, AMC, B, BC at 1/3000 scale), Reference Cards, new optional rules, five scenarios, and one campaign scenario (“Von Spee’s Adventure”), including small campaign map. This Expansion uses the standard NavTac game system. You must own NavTac: Mediterranean (see above) or NavTac: Standard (see below) to use this expansion. 30 Panzer Digest #11 (Summer 2013) is a 48-page edition filled with game reviews, articles, and complete issue game Faith, Hope & Charity: Air Battles over Malta, 1940-41. This design uses the Battle over Britain game system, and includes full rules, dogfight display, set of color counters, Reference Card, and several scenarios, including two campaign games. It is a two-player game, with solitaire option provided. Wargame reviews cover eighteen recent releases from publishers such as GMT, Columbia, Victory Point, Decision, MMP, Legion, Academy, and others, and focus on providing readers with the low down on the games. Follow the fun by reading Panzer Digest! NavTac: Standard contains the standard, optional, and advanced rules of the NavTac game system. It is provided for those who might already have their own 1/3000 scale naval miniatures, and simply want the rules. It may also be used to play NavTac: Pacific (see above). Includes illustrated 12-page rule booklet, sheet of six 1/3000 ship counters to get you started, and introductory scenarios. Solitaire Module is a Battle over Britain expansion providing more rules, more planes, and more solitaire options for the Battle over Britain game system. Planes included are the Polish P-11c, Dutch Fokker D.XXI, British Blenheim and Spitfire, Italian MC-200, and German He-111, Hs-123, and Me-110C. Besides the enhanced solitaire rules provided, there are campaign scenarios for the Polish (September 1939) and Dutch (May 1940) campaigns. You must own the standard Battle over Britain rules (or Faith, Hope & Charity) to use this expansion. Published in 2012 and reprinted in 2013, the Panzer Digest Print & Play Special is a 64-page booklet containing five complete “Print & Play” wargames, previously published by Minden: Poor Bloody Infantry (WWI solitaire), Fall of Röhm (WW2 solitaire), Swordfish at Taranto (WW2 solitaire), Dreadnoughts & Battlecruisers Intro Rules (WWI two-player), and Monitor vs Merrimac (ACW two-player). B&W game components form part of the booklet, and players photocopy them to assemble each game. Five games covering a variety of eras and systems, one low price. 31 PDF GAMES… Print ‘em yourself, and save An assortment of pdf games are available from Minden. We have found this option to be particularly of interest to some of our foreign customers, who can print the file off on their own, and save. The way it works is, you place your order directly from the Minden website, and we email you the game file, along with its password. You can then print off a color copy of all rules and components. This option is provided for those gamers that enjoy the pdf format. As you would expect, prices for pdf games are lower than physical games. Our standard “postage charge” (which is a part of our Paypal set up) becomes, in effect, a “handling charge” which, when added to the low set price of a file, offers you savings. Since one flat rate is charged per order, gamers are encouraged to make larger orders, and save more. All this is to say, the “price plus postage” equates to the “price” of a file, which is below regular hardcopy prices, significantly below if two or more pdf games are purchased at once. (PDF orders are usually filled within a day or two of being received, although during high volume periods it can be longer.) For more details, descriptions, and to place an order, visit the PDF Format page at the Minden website: http://minden_games.homestead.com/pdf.html. PDF Games Currently Available Eindekker Mighty Hood II Battle of the River Plate Panzer Digest Convention Special Fall of Röhm Jousting: Field of Honour Poor Bloody Infantry Evacuation of Königsberg Panzer Digest Review Special Great War Salvo! Promo Rules Dispatches from the Front #1 (Dispatches is available as a free download… see main Minden webpage) 32 continued from page 17 doubt. They are pretty close to the Napoleonic battlefields despite their game scale. I pulled out one of my Napoleonic Atlases and ascertained they were pretty darn close – so the map boards got a go for accuracy. The counters are bright and easy to read with big bold numbers, and punched out without a single glitch. The 48 game cards are divided into four groups of 12 per battle. The art work is nice on them and all the events seem reasonable. Two Player Aid Cards and a Full Color Rulebook & Playbook round out the game components. RULES: Easy to read, easy to understand and easy to get started. Each game has its own little game rules, but there are no strange conditions that seem to go against the grain of the main rules. I found the rules here to either be cleaner or they simply resonate better with me than my first encounter with the series ala VPG. GAME PLAY: The one thing that struck me half way into playing my first game of Smolensk was that each die roll REALLY REALLY mattered here. The low unit density means battles matter so much here – like Strike Force One on steroids. Add in the uncertainty and tension of the cards which drive the game and you have nail biting uncertainty the entire game usually. In a game at this scale it is easy for combat to become either random or not really synchronized with the game. Instead I found here that good tactical game play was properly rewarded. In Waterloo, like the Allies, you withdraw and use a fighting withdrawal strategy until you can go over to the offensive. Salamanca is just a dirty, nasty little game that is a great introductory game, as long as the newbie isn’t given the French. However I think Smolensk in the gem of the four games. It would work nicely at the infantry school teaching young company commanders on how to fight a battle against a foe that has the maneuver advantage. Moreover your abilities are taxed here because you must defend two widely separated objectives and your reinforcement arrival is variable. In all, it’s a headache for the Russian player – and is perhaps the best solitaire game of the four. What surprised me though was Borodino. How they managed to capture and convey the lumbering and ponderous feel of that battle at this scale is remarkable. It is a credit to the rule design team that the separate rules for each game work to enhance the feel of the separate battles. The game is driven of course by cards – sort of. What I found drove the game was the morale system. The old SPI Napoleon at Waterloo – the free version – had the morale chart that both sides watched to see who would crack first. Here morale is a multi-faceted weapon. You of course try to break the enemy’s morale, for when it reaches zero the game is over. You want to keep your morale healthy as you can spend it for various actions. The two actions you’ll most likely spend it on are adding +1 to a battle or as a modifier to rally a unit. Routs are to be feared on the CRT for they can cause your carefully husbanded morale to vaporize. You do need to pay attention to your scenario’s special rules. I found the retreat rules not too bad. I liked the emphasis on the cavalry and the rules reflect its battlefield importance and its fluidity. Add to it the drawing of the top card each player turn, and you have a more than adequate amount of surprise factored in. Due to the low counter density the game is eminently manageable and allows you to focus on fighting the battle and not the system or stacks of units. I found it a hard choice on if I wanted to have a lesser Napoleon on the board and have another wing commander who gives you more flexibility – or the monster Napoleon unit. Interesting a game of this size would present such a dilemma in the Command and control sphere. CONCLUSIONS: Fading Glory is much like my wife Katie – short and sweet. It bears repeating but Fading Glory is a set of games I suspect you’ll pull out and play more than you suspect. It may be a little repetitive due to the limited number of cards but I liked the fast sense of play. That mitigated the smack deck and its effect on play as far as I was concerned. Think of Fading Glory as a more compact version of Command & Colors and that’s no mean praise. I was not thrilled with the VPG version of these games but GMT’s version truly feels different. Now…how would this translate over to American Civil War or even WWI battles?! 33 continued from page 5 of this issue. I put it together rather quickly. Most of the material is new, but I did reach back for some previously published articles (which are so marked in these pages), and have included them. A side benefit of the pdf format is I am no longer bound by the “four page multiple” rule. With a printed magazine, you aim for 24, or 28, or 32 pages, or whatever, as long as it is a multiple of four. With this format, it is no big deal if we have an odd page number. That in itself saves a lot of time when doing layout. The easier it is to compile a new issue, the more likely it is that it will see the light of day in a timely manner. As far as contributions, I will say to all readers, if you would like to offer an article for publication, please do so. I prefer “short” rather than “long” articles, variants, and/or game reviews. That approach has been a hallmark of Panzerschreck in the past, and I would prefer it to continue. I cannot guarantee your effort will be printed, but if you can string together interesting prose, and have a variant or strategy article to contribute, I’d love to see it. By the way, when submitting something, I would prefer it in MS Word, or Rich Text Format. If you are brand new to Panzerschreck, I do hope that you get enjoyment from the magazine, and try out the issue game. If you’re a veteran, welcome back. The synopsis of past issue games has been included once again, as it helps place “where we are now” in context of “where we have been”. It should be mentioned, however, that none of the back issues (Panzerschreck #1-15, and Panzerschreck Anthology) are available from us. “Will you be reprinting back issues? Where can I find a copy?” No, there are no plans to reprint past issues. As for getting a copy of older editions, try eBay or leads from Boardgamegeek. That said, it is possible that some of the games will be reprinted in Zip Edition formats (as some have already been reprinted). I’d suggest regularly checking out the Minden website, to see what is currently available. If you like Panzerschreck/Panzer Digest designs, you will no doubt enjoy our current line of Zip Edition games as well. We usually have over thirty assorted titles in stock, and plan to add to that, but besides this general observation, I can’t say anything about when/if a particular out-of-print game you missed the first time around will be available again. Well, enough of this editorial. I do hope you have fun with this edition of Panzerschreck, and its games. Increasing your fun and enjoyment of games has always been the primary goal of the magazine. Board wargaming is a great hobby, and we hope that whenever the magazine drops through your mail slot, er, inbox, you’ll be able to set aside some time for it and enjoy what it has to offer. Gary Graber February 2014 Publishers… Advertising space is available. Contact us for details. 34 Panzerschreck Highlights of this 35-page edition of PANZERSCHRECK #16 Opening Rounds Featured Variant: Axis & Allies 1941 Issue Game: Destruction of Force Z Mini-Sim: Salvo! 2nd ed. Short Takes: Wargame Variants Extra Ship Counters for Destruction of Force Z Observation Post: Reviews Panzerschreck: Synopsis of Games Panzer Digest: Synopsis of Games Minden Games: Latest Releases Panzerschreck — Established 1998