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    By Gary C. MorgaTACTICAL AIRPOWER DOCTRINEGuidelines for Managing Airpower in TAC AIRSERIES REPLAYTAC AIR Scenario 1By B. Korn, J. Wissmann, M. Montemorano, C. Taylo

    THE LAAGERSouth Africa's War and FIREPOWER 1By James P WerbanetSPORTS SPECIALKick Off 2By Jim BurneCOMPUTER CORNERContemporary Designs 2By John HuINTO THE JUNGLEPlayer's Notes on PLATOON 2By James WerbanetCOMING ATTRACTIONSMBT 2By Jim DaTHE CASE FOR PLAYING BY MAILAn Introduction to PBM 2By Tom OlesoTHE REVISED AREA BRIEFINGChanges to the AREA System 3By Don GreenwooCODE OF CONDUCTThe Rules for PBM 3By Tom OlesoPLAY CONVENTIONS FOR RUSSIAN CAMPAIGNPlugging the Holes in PBM 3By Robert CostelloSTORM IN THE PACIFICStrategy and Tactics for th FLEET 4By Jim EliasoSQUAD LEADER CLINICActung Minen 4By Jon MishcoTHE PIECES OF ARAB ISRAELI WARSA Unit-by-Unit Review 5By David Hower

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    September I s t 1939 War had comc I E u r o ~again, nd the PC -+ Army was f i ~ ~ + ~ , , ,or ,the Germans unv d a new formwarfare.. blitzkrie i e so-called Polish C o r ~the German 20th ~ o r o r i z e dnfantry Division w:surglng eastward toward the vital crossroads a1Chojnice. Polish 9th Infantry Division had fcthe vanguard to a standstill, but casualties werc-9unting and ammunition was low The famed v l l lthe Pomorska Cavalry Brigade were orderedicate their untrymen Little did they realize t t~ e r m a n rmor was also nearing the sceneApril 9th 1940 Now it was Norway's turn ....capture of the Norwegian King Haakon would bcoup of the first order, and plans were instituted tctake him at his capital. But German plans were torasunder by the torpedoes that ripped the Bluecheresperatior ie German air attache to theemPassy in Oslo rushed to Fornebu, commatwo companies of German paratroopers lancLoaded aboard buses, they set out to c a p t u ~King-who was fleeing to the Norwegian Armyquarters at Hamar. But, along the way, the Gerllldl

    ran headlong into a rag-tag band of heroes who wedetermined that they would not passMay loth 1940...Operation Niwi was an auGerman plan to land several hundred men of the SSRegiment Deutschland by light plane to seize vitalcrossroads deep he Ardennes. One groul omito ground near thc illage of Witry, moved fc ardthrough the deeo woods. Would boldness a r unninabe enough m e the Belgian Chasseursd 'Ardennas cnargea with denying the roads ofregion to the enemy? Or would the elit0 Belcliartroops, adept at operating in the fore: of thomeland, give the SS a bloody nose'Qpril9th 1941 Caught unprer - -sd y LI I I I I V ~f 49 enemy divisions, the Yua avian army w:~gdesperately to mobili; But this countirivided loyalties and poor communications, conind despair were endemic. On the third day of ,,,,3alkan blitzkrieg, leading elements of the 8th Panzcl iv is ion descended on Alibunara-mobilization centeror several Yugoslavian formations. N-.,?r short -:ourage, the 5th Yugoslavian Cavalrv aimentaunched a speratc large to di

    is THE LThe eight scenarios contained herein focus chistorical situatior- ; ivolving the early Germblllitzkriegs of Worl Jar II and the many nation:that fought ag; ,t the invaders. Paratrooperir power, audaciry and courage were the toois witi./hich Germany planned to overrun the neutral naticof Europe. And in less than two years, in actions a:far apart as Norway and Crete, the German militar)-ccomplished all they had set out to do. For the -,art, the invaded neutrals (Poland, Norway, Belci e Netherland oslavia and Greece) weefended by hastily-mobilized reservists stiff3w elite units. The actions depicted in THE ,IURRAH will challenge veteran ASL players to matchi e tenacity, audacity and victories on both sideight scenarios, recreating the German march oonquest. Experience-as only ASL can let you-perate fighting of these first days of Worlmether commanding German armor, Polish ca\: r ~ e knfantry, Belgian Chasseurs, Norwegian?rvists or Luftwaffe paratroopers, if you'rcnard, you're bound to f ind something pleIC vyide spectrum of scenarios included in THEAST HURRAH. There is even a scenario pittin13 age-old foes, th IS ar RussiaHE LAST HURRAH contains eight scenarios, oneountersheet of Allied Minor infantry and supportreapons-and two boards: 11, with revised artworknd 33, which features open terrain and a large~rainf ield. SL, BEYOND VALOR and YANKS (focenarios) are needed to play these scenarios.THE LAST HURRAH is now available. Avalon Hill Game Company (4517 rfor,,,,,nore, MD 21214). Please add the usual I ,, ,,l ipping and handling expenses (20% for Canadianrders; 3 0 % for overseas). Maryland residents pleaseadd 5 % state sales tax.

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    The response wasn't impressive(only some 323forms returned. representing less than 3% of thesubscriber base).and a fair number of titles (20obeexact)didn't gamer enoughto be listed. but thelatest effort to update the Readers Buyers Guidegives us some new numbers to chew over Sinceonly two of the titles that didrft maketh cut canbeconsideredwargames that have been in our linelong enough for players to be familiar with them(PLATOONand KNIGHTS OF THEAIM. and sincesuspect that 300+ hard-nosed reviewersstill givea pretty accurateand impartialcollective udgment.we can certainly incorporatethe updated RBG intoour pages to help give buyers considering anAvalonHill or Victory Games title m e ndication of itsstrengths and weaknessesBefore proceedingwith the number crunching.a word on the RBG is in order to preface this dis-cussion As explained in AH Philosophy 125 (Vol24. Na 5). he titles hare evaluated have beenranked according to the reader-generatedOverallVbkre ranging from the best accepteddownwardIn general. the lower the numericalrating or a titlein a category. the better the cumulativeview of therespondents However. in the case of Complexity,the lowervalues representgames of adjudgedeasein mastering; in the Game length category. thelowervalues indicateshortertimes necessaryto playthe aeme to conclusion (in terms of ten-minutemultiles) The column mnple acre merely lists thetotal number of readers who rated that particularand is not to be taken asany form of popularityrating The entries for Year and Type are self-explanatory. Now let ustum to comparisonof someof the ratings

    t appears that the sizzle -the packaging andartwork (inshort. the appearance)-of the game isstill of great importanceto players The componentsoften form. and dominate, the first impression ofa game for many buyers The attentionto detailandgraphic excellence of Avalon Hill's fine cadre ofartists has long been acknowledged; make nobones aboutmy views that Charlie Kibler is the in-dustry's leadingmaster of mapboardsandcounters.Supplementing his talents are the efforts of anumber of freelance artists as well. meaning thedesigners here have the best of both worlds inpresentingan eye-pleasing gaming treat But com-ponents have to be functional too. or the gamedegenerates into an unplayable mess of prettypictures No matter how nice the rulebook orcounters appear. if you can't make heads or tailsof them. they serve nopurpose The close cooper-ation betweenMr Kibler and the various designer1developers is reflected by the fact that the mapsand counters and rulebooks. as pretty as they are,are all extremelyutilitarian t is not surprising. the*fore, that many of the same titles that are among

    the top ten components-wise also appear on theother lists that follow The following. the ten titleswith the best ratings in each of the CompomKltllcategories. are therefore truly remarkable in utilityand artistic appeal:m. ADVANCED SQUAD LEADER . . . . 1.772 1830 . . . . . . . . . . . . . . . . . . . ..00. . . . . . . . . . . . .SQUAD LEADER 2.114 FLIGHT LEADER . . . . . . .2.205 UP FRONT . . . . . . . . . . .2.246 RUSSIAN FRONT . . . . . . 2.337 MAGIC REALM . . . . .448 EMPIRES IN ARMS . . . . . . . . .459 FLATTOP . . . . . . . . . . . . . . . .4710 DUNE . . . . . . . . . . . . . . .48MapboardRUSSIAN FRONT . . . . . . . . . . . .1.682 SQUAD LEADER . . . . . . . . . . . . . .693 ADVANCED SQUAD LEADER . . . . . .764 FLIGHT LEADER . . . . . . . . . . . . . 1.87

    . . . . . . . . . . . . . .MAGIC REALM 1.916 TITAN . . . . . . . . . . . . . . . . . . . ..957 RAID ON ST NAZAIRE . . . . . . . . . .978 FLATTOP . . . . . . . . . . . . . . . . . . .12. . . . . . . . . . . . . . . . . . . .1830 2.3910 THUNDER AT CASSINO . . . . . . . .2.40huntersADVANCED SQUAD LEADER . . . . .682 SQUAD LEADER . . . . . . . . . . . . . .063 EMPIRES IN ARMS . . . . . . . . . . . . .124 FLIGHT LEADER . . . . . . . .205 1830 . . . . . . . . . . .327th Fleet . . . . . . . . . . .447 GLADIATOR . . . . . . . .2.56RUSSIAN FRONT . . . .2.56. . . . . . .UP FRONT . . . .2.60

    . . . .0 MAGIC REALM . . . . .63RuhbodcADVANCED SQUAD LEADER . . . . 1.922 1830 . . . . . . . . . . . . . . . . . . . ..333 CIVILIZATION . . . . . . . . . . . . . . . .414 THUNDER AT CASSINO . . . . . . . .2.645 BRITANNIA . . . . . . . . . . . . . . . . . 2.816 STORM OVER ARNHEM . . . . . . . .2.827 7th Fleet . . . . . . . . . . . . . . . . . ..838 PANZERGRUPPE GUDERIAN . . . . . .85UP FRONT . . . . . . . . . . . . . . . . . .8510 El7 . . . . . . . . . . . . . . . . . . . . ..92DEVltS DEN . . . . . . . . . . . . . . . .92To mymind, as I've said before, the software-the rulesand systems-of any game are vastly moreimportant han the hardware-the components The

    physical components of a game can be updated

    with relativeease; not so the intangibles Often namount of developmentskill can saw a game wiunplayablasystems. vague and contradictoryruleor that is neither competitivenor enjoyableto plaNothing is more exasperating or th novice(athe veteran too. for that matter) than rules whiraisemore questionsthan they answer. or that haflaws and faults obviouseven to his untrainedeThe newcomer could do no better than to lookthe CaqMems E x c h m tbvd aPlay Balancecategories on our RBG if he is enttaining thoughts of making wargaming his hobb

    and using our games as his vehicle Again. the lowratings indicatea truly superiorgame for himto chis teeth on. depending on whichof these aspechevalues most These categories. rather than uding the artists' efforts. looks at the skills of tdevelopers Many game submissions. in the raform that they arrive from the designers. are truhorrendousexamplesof fuzzy thinkingand fracturEnglish and d n useum trivial detail; but tdevelopersherehave developedthe knack of looing past all this to see the gem that may be buribelow Their task is to retrieveit and polishit.Whthey succeed. you have games like the followinCompletenessof RuksCIVILIZATION . . . . . . . . . . . . . . . .. . . .ADVANCED SQUAD LEADER 2.1. . . . . . . . . . . . . . . . . . . .TITAN 2.4 DIPLOMACY . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . .1830 2.. . . . . . . .THUNDER AT CASSINO 2.. . . . . . . . . . . . . . . . . . . . .8-17 2.UP FRONT . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . .AFRIKA KORPS 2.STORM OVER ARNHEM . . . . . . . . .Pkyam. . . . . .NAVALWAR 1.. . . .CIVILIZATION . . . . .1.3 WAR ATSEA . . . . . . . . . . . . . . . .4 AFRIKA KORPS . . . . . . . . . . . . . . .5 VICTORY IN THE PACIFIC . . . . . . . .8-17 . . . . . . . . . . . . . . . . . . . . . 2.7 1830 . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . .BRITANNIA . . . . . .9 WIZARDS QUEST . . . . . . . . . 2.10 WATERLOO . . . . . . . . . .2.2Excitement Level:UP FRONT . . . . . . . . . . . . . . . . .2.2 THUNDER AT CASSINO . . . . . . . . .3 RUSSIAN FRONT . . . . . . . . . . . . 2.4 ADVANCED SQUAD LEADER . . . . .5 FLATTOP . . . . . . . . . . . . . . . . . . .6. EMPIRES IN ARMS . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . .1830 2.8 STORM OVER ARNHEM . . . . . . . .2.9 SQUAD LEADER . . . . . . . . . . . . .2.10 BRITANNIA . . . . . . . . 2.Play BelenwCIRCUS MAXIMUS . . . 1.2 1830 . . . . . . . . . . . . . . . . .1.TITAN . . . . . . . . . . . . . . .. . . . .GLADIATOR . . . . . 1.5 BLITZKRIEG . . . . . . . . . . . . . . . . .6 WIZARDS QUEST . . . . . . . . . . . . .7 AIR FORCEIDAUNTLESS . . . . . . . . .8 ADVANCED SQUAD LEADER . . . .2.3UP FRONT . . . . . . . . . . . . . . . . .2.310 DOWN WITH THE KING . . . . . . . . .3For the historian-gamer, the simulation is thkey to enjoyment And, make no mistake, thhistoricalaspectsof our titles provide much of thfascination for noviceand expert p l v r alike.AveloHill has often been criticizedfor the accuracy

    onrinued on Page 48 olumn

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    TACTICAL AIRPOWER DOCTRINEGuidelines for Managing irpower in T C AIRBy Gary C Morgan

    TAC AIR, short for TACtical AIRpower, wascreated to fill the void which has existed in modernoperation wargames-they don't realistically repli-cate tactical airpower, including troop air defenses.Some games have approached a good simulation ofindividual jetlflight airpower and small company/battalion air defense on the tactical level, but onlycovering the Close Air Support (CAS) role right onthe front lines. Examples include aircraft like AlOsand MiG27s against man-portable shoulder-firedSurface-to-Air Missiles SAMs) ,armored personnelcarrier mounted infra-red SAMs of the SA-9/13 andChapparal class, and an occasional ZSU 23-4 Self-Propelled Anti-Aircraft Artillery.Prior to the past couple of years, very little tacticalairpower or opposing air defenses were seen in con-flict simulations. Airpower was a factor consideredin the games, but highly abstracted and unrealisti-cally applied. I t was considered as off-map artillerywith some small regard to counter-air or air superi-ority, and little or no concept of penetrating an In-tegrated Air Defense System (IADS). TAC AIR nowgives the wargamer all the classic tactical airmissions, representativeair units to use, and detailedtroop air defenses for engaging hostile airpower,all on top of an intense mechanized ground battleThis article will describe the combat air functionsthat the game simulates, and should give you somebasic guidelines for the tactical air missions yourfighters will need to fly to achieve success in thegame.THE GROUND WAR

    All air missions in some way support the soldieron the ground. Only the army can take and holdground; aircraft only support these efforts. "If youtake off and shoot down every MiG in the sky,return to your base and find a Soviet T-80 sittingin your aircraft shelter, you've lost the war, Jack "

    The preceding is a favorite quote, and is certainlyappropriate to lead off discussion on how the airbattle and the ground battle interrelate. TAC AIRfunctions on two dimensions: first the ground waron the operational level, replete with armor, mechinfantry, artillery and attack helicopters (which area hybrid of the ground and air environment, andcan be considered belonging to both). T o comple-ment the ground battle, tactical fighters support theirground forces by performing the myriad classic airmissions, and troop air defenses accompany theground units to engage hostile airpower. This createsa second dimension of an air battle which overlaysthe ground battle and interacts totally.The player must t ink n both ground and air com-mander frames of reference. Fixation on one, to theexclusion of the other, will lose the game. Thisspecial feature makes TAC AIR a superb multi-playergame. With at least two players to each side, onecan act as air commander while the other acts asground commander. Winning at TACAIR is accom-plished by refining the subtle cooperation requiredin the prosecution of modem air-land combat. It ishighly challenging and difficult to master buteasy to learn . One can quickly appreciate the yearsof experience, judgment and vision required of atactician in either the army or the air force. TACAIR poses many of the decisions, challenges, andconsiderations these generals could face on thebattlefield of tomorrow.While many GENER L readers may feel con-fident playing mechanized ground wargames fromWorld War I to modern day, some caution isadvisable when playing TAC AIR'S ground battle.The Advanced Game adds command and supplyunits to the combat battalions of the Basic Game.These are very "soft" and are vulnerable to attackfrom either air or ground, thus creating the oppor-tunity to have penetrating missions ("Air Interdic-

    tion'' ). The player must keep them just far enougto the rear to preclude concerted attack by hostimaneuver battalions in a breakthrough attempt, oby artillery or aircraft. However, they must be fenough forward to perform their mission or thground units they supportlcommand will lose themomentum and staying power. Similarly, air defenunits are almost as soft if caught by maneuvbattalions too far forward. They are critical protection for your ground units against hostile air attacUnlike many mechanized wargames, there is nosome "tail" to the "teeth" of your divisions. Yomust now begin to think about logistics, C2 (command and control), and air defense of your rear areawhere in the past players focused on just their frolines. You can rest assured that your opposing acommander is watching as well As you read thfollowing information on the tactical air missionand how they are employed, keep also a grouncommander's viewpoint on how hostile fighters wperform these missions against your own grounforces.THE AIR BATTLE

    Tactical air operations are divided into five combat air functions-Counter-Air, Close Air SupporAir Interdiction, Tactical Air Reconnaissance, anTactical Airlift. The order of precedence of thesfive functions is dependent on the threat and thresults desired. Th e fundamental principle is tneutralize the enemy threat having the most profound and continuing influence on the total battlsituation. Normally, all five combat functions arperformed concurrently because they are mutuallsupporting.Tactical airpower is employed to attain a common objective. Selecting, and adhering to, a common objective is critical to successful employmeof tactical airpower. Plans need to be continuousl

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    evaluated for their contribution to attaining theobjective, which must be clearly defined. Tacticalairpower must take advantage of the principles listedbelow:

    Initiative. It is necessary to create opportunitiesand to take advantage of those which present them-selves. Initiative enables airpower to apply force atthe time and place deemed advantageous. The in-herent flexibility of tactical airpower enables it torapidly shift between the various missions andexercise initiative. Keeping an enemy on the defen-sive may preclude his ability to mount offensiveoperations.Surprise. Surprisec nbe achieved through speed,deception, concentration, audacity and originality.Concentration of force at an unexpected time andplace has a high probability of success.Concentration.Tactical airpower can concentratepower in precise times and locations due to the speedand mobility of flying platforms. Care must be takennot to needlessly concentrate more combat powerthan is necessary to accomplish the desired objec-tive, or conversely fail to commit adequate resourcesto get the job done. Air forces must be organizedas an entity, and centrally controlled to enable themto be employed in a concentrated manner.Security. Adequate intelligence is required andthe threat must be minimized for the opportunityof success to be realized in any air operation.

    Tactical air operations must be planned with con-sideration to the three factors listed below:

    Objectives. The objectives must be set by theground commander based on the battle situation.Objectives for a force on the attack may differ fromthe objectives for a defensive stand.Threat. The threat drives planning. Operationsmust consider the best intelligence available tominimize the threat to the force. The advantage oftactical airpower is its capability to regenerate, byreturning to base to refuel and rearm and repeatedlyreturn into battle. Losses of aircraft have a geometriceffect, since aircraft are not only lost for the cur-rent mission, but will also be unavailable for anyfuture missions.Force Capabilities.The number andtypeof forcesmust be considered to attain the objective withminimal losses, particularly from SAM and air-to-air threats. The targets, routes, weather, defenses,aircrew skill, and weapon systems must all befactored in planning to insure adequate, but notwasteful, application of combat power.CO UNTER AIR OPERATIONS

    The objective of counter-air operations is to gainand maintain air superiority, preventing enemyforces from interfering with friendly ground a@ airoperations. This requires destruction or neutraliza-tion of the enemy's offensive and defensive airsystems. Counter-air operations are targeted againstthe enemy air threat and may not necessarily directlyrelate to ground operations. Control of the air isdesired. The absence of both hostile aircraft andmissiles permits friendly aircraft freedom of move-ment and offers opportunities for offensive action.Air superiority may be total and permanent if theentire enemy air defense system is destroyed.Often, air superiority may be local, in a certainarea for a certain time period. Suppression of EnemyAir Defenses (SEAD) nvolves, for the Americans,specialized Wild Weasel aircraft which can seekout ground-based electromagnetic emitters anddestroy or disable them using standoff weapons ordirect attack. This is considered an OffensiveCounter-Air (OCA) mission, by seeking out anddestroying hostile air power as close to its sourceas possible. Other OCA missions may includeattacking airfields, command and control facilities,fuel and munitions storage for hostile aircraft orSAM systems, aircraft either flying or on the1

    ground, and SAM defense sites. Defensive Counter-Air (DCA)operations consist of employing an IADSof tactical fighter/intercqtor aircraft, SAM, andartillery, all controlled to protect friendly forcesfrom hostile air engagement.Air operations over friendly forces require posi-tive coordinated airspace control to minimize inter-ference and fratricide, while efficiently identifying,intercepting and destmyinglnmtralizingany hostileair attacks. This is normally accomplished by con-struction of airspace control plans or orders and in-tegration of these orders and plans throughout thefriendly AIDS. Counter-air operations take the formof several types of missions:

    Counter-AirStrikesagainst surface targets of theenemy airpower complex may be directed againstdefensive systems, but should concentrate ondestroying the enemy's offensive air capability iffeasible.Fighter Sweeps have the mission of finding anddestroying enemy air forces in the air. As enemyfighters are destroyed, friendly air control increasesand the threat of hostile air attack decreases.Fighter Screens restrict enemy air movement byplacing airborne tactical fighters between friendlyforces subject to hostile air attack and the threat,either in friendly temtory or along the line ofcontact.Combat Air Patrol CAP).Fighters may be taskedto intercept and destroy enemy a i r d n a localized

    area. CAPS are usually over or near the area/forceto be protected while screens are imposed betweenthe threat and friendly arealforce.Air Escort. Friendly air forces enroute to anobjective area subject to enemy air attack may beaccompanied by friendly tactical fighters configuredfor air-to-air combat. The escorting fighters willengage hostile aircraft in order to allow escortedaircraft to pursue their missions with minimal in-terference.Air Intercept of enemy and unidentified aircraftshould be accomplished when hostile offensive airaction is threatened. This interception is normallyaccomplished over friendly territory, but forwardfrom vital target areas to permit defense in depth.Fighter aircraft and an integrated groundlair radarcontrol system are normally essential.CLOSE IR SUPPORT OPERATIONS

    CAS is air action against hostile targets in closeproximity to friendly forces, and requires detailedintegration of each air mission with the fire andmovement of those forces. Tactical air forces areapplied against targets of immediate concern to sur-face forces when surface combat cannot produce thedesired effect with organic wdpons. The task ofCAS is to provide selective and discriminate fire-power, when and where needed in support of groundforces. Thus, CAS must be available, responsive,integrated and controlled.Availability. The joint force commander (who

    commands both air and ground forces) daily deter-mines the proportion of tactical air effort to beapplied to CAS. The air commander notifies theground commander of the daily number of aircraftsom es (missions) he will commit to the CAS effort.The ground commander then prioritizes his CASrequests from each ground unit to correspond withthe number of missions allocated.

    Responsiveness. CAS missions are flown to sup-port the ground force commander. Communicationsmust rapidly process requests. Fighter wings mustmaintain aircraft on various states of alert to insurerapid reaction and immediate response. Alert air-craft may be selectively launched based on ordnanceloaded and target characteristics. CAS missions maybe either preplanned or immediate. Preplannedmissions are targeted against fairly static targets,while immediate missions employ alert aircraft.against fleeting targets as they become available.

    Integration. CAS missions must be closelintegrated with the organic fire of the ground forceto achieve mutual support. CAS must also be closelintegrated with the movement of ground forces tinsure air support is provided when and wherrequired, and to minimize fratricide of friendltroops. This integration is accomplished by air anground liaison/control systems. Air and ground unitexchange personnel to perform these functions.Control. The mobility of ground forces and thfluidity of modem battle require positive control oCAS aircraft. Target area control is performed b

    a Forward Air Controller, who insures direct coodination with the ground unit being supported antarget identification by the CAS aircraft. The AController may be flying in special aircraft or mabe on the ground with the supported ground uniCAS aircraft are most effective against hardmobile targets. Typical targets are enemy troop concentrations, fixedlhardened positions, anmechanizedlairmobile elements in the immediatbattle area. Favorable opportunities for CAS occuwhen enemy forces are on the move and exposeto air attack. There are several CAS OperationConcepts to govern the action:Support of W n s i v e Ground Operations.Grounforces on the attack provide one of the best opportunities for CAS. It can provide the firepoweneeded to breach enemy strongpoints, creating aideal opportunity for exploitation by friendly groununits. Attacks are directed against strong defensivpositions, enemy troop concentrations, suspecteambush sites, and other centers of resistance. Thenemy must not be permitted to regroup or initiaa counteroffensive.Support of Ground Exploitation OperationBreakthrough opportunities must be immediatelexploited. Enemy forces on the move attempting treinforce the breakthrough area will be vulnerabto air attack.Support of Defensive Ground Operations. CAmay be used to prevent friendly defensive positionfrom being overrun. CAS c nalso be used to coveforces pulling back in retrograde movements, anmay also cover friendly reconnaissance elementprobing into enemy temtory for information. Thes

    types of missions require positive identification otargets and m ximum delivery accuracy to minimizfriendly casualties.As for specific CAS missions:Airbome/Ainnobile Operations.CAS is essentiafor dropllanding zone preparation and suppressivfire since organic artillery is normally not available during the early stages of the dropllanding. CAmay be required to continue necessary fire supporof light troops inserted by parachute or helicopteAmphibious Operations.CAS may be necessarto support amphibious forces when they exceed thrange of naval gunfire, or if naval gunfire is inadequate or unavailable. ir attach are conducted prioto the assault to reduce enemy resistance. Furthesupport for the establishment of the beachhead, an

    assisting the landed troops to break out, are additional CAS tasks.Column Cover. Movements of columns marequire air cover which can detect ambushes, provide warning to the column, and attack the threatening enemy forces while ground units deploy fromcolumn to battle formation.Counter-Mechanized Operations. CAS can disrupt and destroy hostile mechanized forces anformations. Special CAS aircraft are optimized witweapon systems effective against annored vehiclesCAS can attack mechanized forces which arenroute to the battle area, or while grouping togethein assembly areas.

    AIR NTERDICl70N OPERAl7ONSAir Interdiction operations can destroy, neutral

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    ize or delay the enemy's military potential beforeit can be brought to bear effectively against friendlyforces, and can restrict the mobility of enemyfayby disrupting their lines of communication. Air In-terdiction missions do not require detailed integra-tion with fireand movement of friendly forces sincestrikes are conducted beyond the range of groundartillery support. The effects of a concerted AirInterdiction campaign may not be immediatelyapparent; however, enemy forceswi lose logisticalresupply capability and cannot sustain high tempooffensive operations without appreciable suppliesofPOL mmunition and replacement personnel ndequipment.Identification of the enemy's lines of communi-cation is essential to a successful Air Interdictioneffort. Air Interdiction may also delay or pin rein-forcements moving toward the front lines. Deny-ing the enemy the swift employment of exploitationforces may bring a breakthrough offensive to a halt,and will allow friendly forces to continue to engagefirst echelon enemy forces without being over-whelmed by the enemy's second echelon units inreinforcement. The objective(s) of Air Interdictionmust be planned in relation to the ground situation,and will require good reconnaissance and intelli-gence support. Normally, only a limited amount ofircr ft sortiesare available forAir Interdiction, andmust be concentrated against specific targets to havesignificant effect. Air Interdiction missions mustpenetrate into enemy territory and inherently are theriskiest since they may be engaged by the li extentof the enemy's IADS. Penetration support and airescort may be required to give the Air Interdictionaircraft reasonable probability of survival.Air Interdiction may not achieve complete isola-tion of the area of conflict, but may rapidly reducethe enemy's battlefield reserves to critical levels andseriously limit his capability to continue effectiveaction. When offensive friendly ground operations

    are conducted in combination with Air Interdiction,it accelerates the consumption of the enemy'smaterial and capitalizes on his reduced combateffectiveness.Air Interdiction operations reduce the enemy'scapability to mount an offensive, restrict the enemy'sfreedom of action and increase his vulnerability tofriendly attack, and prevents the enemy fromcountering an increase in friendly strength. Inter-diction is never complete or permanent. Friendlyground action forces the enemy to use up what forcesand material that do arrive. Once the Air Interdic-tion objective has been reached, the amount of effortrequired to maintain the campaign may be dis-proportionate to the results achieved. Enemydefenses eventually will be optimized against theAir Interdiction routes and targets. Air Interdictiontakes the form of two types: Air Strikes and ArmedReconnaissance.Air Smmkes. trikes against sfecific targets requiretarget intelligence information for planning. The sizeof the strike force must be calculated along withtarget aimpoints, attacwnavigation routing, andappropriate weapons to be delivered. Targets maybe preplanned (bridges, crossroads, etc.) prior todevelopment of the battle.Armed Reconnaissance. Armed Recce missionsare planned when the exact target location is notcertain. Armed Recce missions are flown with theobjective of locating and attacking targets of oppor-tunity. The objectives may be located in generalareas, or along main lines of communication.T CTIC L IR RECONN ISS NCEOPER TZONS

    Tactical Air Reconnaissance (Recce) provides anairborne means for collecting intelligence for theground commander. Classic Recce has utilizedcameras mounted in high speed tactical fighters tooverfly target areas, then have the film analyzed by

    SUPPLEMENTARYUN m 2. Additional PACT Aircreft: The newMiG-23 (PACT 31-33) and MiG-27 (PACTTACAIR depicts operationalAir-Land battle 34-36) units can be added to the PACT forcein the VII Corps area of responsibility in the in any of the Master Scenarios ifthe French airsoutheasternFederal Republic of Germany. The craft are also used.game includes the units most likely to engage 3 Future Aircr : Air orders of battle arin combat in that area. Not included in the game, constantly changing as new equipment replacebut com@ing additionalforceslocated near the old. These ircr ft could be deployed in the neaarea are the 4th Canadian Mechanized Brigade future by both sides.and the French IlII Corps, and supportingFrench air units. SU-27 Flanker (PACT 25-30): This isWhile the Canadian brigade may be used as new air superiority fighterlinterceptor cur

    a reserve in the U.S. V or VII Corps areas, therently deployed inside the Soviet Union. I

    French ground forces' appearance is more is the size of the F-15 and similar in capaproblematical. They could be used anywhere bility, although it looks more like an F-1along the Allied ForcesCentral Europe (AFCENT) in shape. It is capable of nighttall-weathefront, depending on French commitment, strategy ir combat operationsand canies radar homand the progress of the war. Since the use of ing missiles on air control missions. Eventhe Canadian brigade and the French air units tually, it shouldbe deployed into the Centrain the VII Corps area is the most likely possi- Region and could augment forces at war ibility hese are the extraunits provided withThe East Germany or Czechoslovakia. They caGENERAL. In addition, there are a number of all be added to PACT forces in Mastenew aircraft counters showing airpower which Scenario #12 ifthe NATO future aircraft armay find its way over the orps skies dur- used to replace older units in cases where thiing the next few years. ispossible. Two units can be added (with thadditional PACT aircraft above) in any othe Master Scenarioswhere the French airDDITION L TAC AIR UNITS craft are used.1 French Aircrafk If France fights near the Reconnaissance Drones (NATO 61-62 anVII Corps area, several types of French aircraft PACT 36): These units representunmannecould augment the 4th Allied Tactical Air Force camera platforms and can be added to th(4ATAF). TheseFrench air units can be added forces of both sides in any desired scenarito the NATO forces in any of the Master when option 21 O is used.The units must bScenarios if the additional PACT aircraft (see used only with RF orders ndgather in-2. and the SU-27 entries below) are also used formation the same as manned recoto counterbalancethem: flights. Because these drones use televisiocameras for real time transmission, nJaguar (NATO 51-53): The Jaguar flies in collected information is lost if the unit ithe air forces of France and Great Britain, eliminated. Because of their small size anand would be a regular in the skies further low radar signature, radar ir defenseunitnorth. The Jaguar is primarily an attack jet may not be used to engage them in ai(DAS, Interception, and possibly SEAD defense combats nd ircr ft with radar homorders) which carries a limited bomb load. ing missiles cannotuse them to attack dronesMirage F. lC (NATO 54-55): The Mirage A drone unit is eliminated by a half-flighF. 1Cis France's standard ir defense inter- or entire flight combat effect, but aborceptor. It is capable of nighttall-weather air results are ignored.

    combat operations and carries radar homing Additional Tornados (NATO 43-44): Thmissiles see11.4.1)on ir control missions. West German F-104s were included in TACMirage F. lR (NATO56): This is the recon- IR largely forvariety and historical interestnaissance version of the Mirage F. 1C. It is They may be replaced by these additionaa dedicated recon aircraft that is used only Tornadounits (which have the same numerfor reconnaissance missions RF). ical designations) in any scenarios in whicMirage 2000 (NATO 57-58): The Mirage they appear.2000 is the replacement for theMirage 3 and F4F ICE (NATO 33-36): The West German5 series, and isjust entering French service. F4Fs are currently being updated with newVery flexible, it carries radar homing mis- wings ndradar o permit their effectiveuse intosiles on air control missions, but is also use- the next century. The updated aircraft will bful for close air support. able to carry radar homing missilesonair conAlpha Jet (NATO 59-60): The French have trol missions. The F-4 CE units can be usedsignificantnumbers of these combat-capable to directly replace the F4F units with the samtrainers and they are the same as the West numerical designationinany scen rios inwhichGerman units already included in TACAIR. they appear.

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    F-15E (NATO 21-22): The F-15E "StrikeEagle" is approaching "Initial OperationalCapability" and should eventuallybe deployedto U.S. Air Forces Europe (USAFE). TheF-15E has a two-man crew, has nightiall-weather capability, Synthetic Aperture Radarfor almostphotographic ground mapping ability,computer aided weapons delivery and naviga-tion, and an awesome weapons payload andrange. Useful for close air support, the F-15Ecan alternatively be changed from mission-to-mission for use in recon (RF) missions, or cancarry radar homing missiles for air controlmissions. The F-15Es can be used to directlyreplace the A-10 units with the same numeri-cal designation in any Tournament or Masterscenario in which they appear.F-15G (NATO 10-11): Strike Eagle Follow-OnWild Weasel (FOWW) variant is also being con-sidered for the future. These follow the usualWild Weasel rules except that they can exploittheir large bomb load to launch an ARM attackup to every Air Round, rather than only once.The F-15Gs can be used to directly replace theF-4G units with the same numerical designa-tion in Master Scenario #12 only.F-117A (NATO 23-24): The supersecretF-117A "Ghostrider"1"Frisbee" stealthfighter, on which hard data is unobtainable, in-vites speculation regarding its probable capa-bilities. Hard to "see" electronically, it wouldhave to carry a very limited load of ordnanceto keep its low radar cross-section. Its relativeinvisibility would be useful while using its laserdesignator to gui e other aircraft's attacks usinglaser guided bombs. The F-117As can be usedto directly replace the A-10 units with the samenumerical designation in any scenarios in whichthey appear. Special rules required for thisunique aircraft are as follows:

    a) The F-117A basically can't be seen byradar, thus it cannot be attacked by radar airdefense units or by radar homing missiles.Still a target for guns or infrared missiles indaylight, the planes are almost invulnerableat night or in bad weather.b) Despite its underlined "A" factor, theF-117A does not carry radar homing mis-siles. The underlined "A" factor is, in thiscase, to show that it can attack for air com-bat (fly air control missions) at night or inbad weather.C To use its laser designator to guide otheraircraft's laser guided bombs, an F-117Aunit's "B" factor may be added to thattofany other single air unit's factor for air sup-port combat by that other air unit if the F19Aunit is within two hexes of the target whenthe other unit attacks. This can be donerepeatedly with different other air units andin addition to the F-117A's own attack.

    4 Canadian 4th Mechanized Brigade:This for-mation can be added to the NATO forces on inMaster Scenario 12.Editor's Note: The counters for these new unitsare found on the accompanying die-cut counter sheet(enclosed or SUBSCRIBERS only). Those readerswho are not subscribers may purchase the countersheet-which contains 130 variant counters for up-coming articles in future issues s well-direct fromThe Avalon Hill Game Company (4517 HarfordRoad, Baltimore, MD 21214). Please specify thecounter sheet "The GENERAL, Vol. 25, No. 2"and enclose 3.00 usual shipping and handlingcharges apply).

    photo-interpreters. Photographic Recce is still aprimary mission for most Tactical Air Reconnais-sance units. It is being supplemented by new sensorswhich can detect information at night or at greaterdistances than were possible with standard photo-graphic means. Also, new means of getting the in-formation back in real time, or near real time, havemade it possible to minimiz he delay inherent witha returning aircraft and photo processinglanalysis.Even if the aircraft is lost to enemy defenses, theinformation has already been sent back for utili-zation.More emphasis is currently being placed onunmanned recon drones which make smaller targetsand can overwhelm adversary air defenses by sheernumbers. Modem technolorn has continued to in-troduce more strategic reconplatforms (such as theU-2, SR-71, FOXBAT, etc.) which collect imageryor electronic emmissions from deep battlefields atlong range. With detailed airbome intelligence,ground and air commanders are better able to planfriendly operations and counter enemy offensives.Air reconnaissance supplements the intelligence andrecon information derived from ground sensors andunits such as Long Range ~e co fi at ro ls ,lectronicintelligence, forward observers, and combat reportsfrom ground units in action.Tactical Air Reconnaissance is a dedicated oper-

    ational mission to many squadrons in air forcesworldwide with specially configured aircraft mount-ing cameras and other recon sensors. Other airforces prefer to add this as an additional missionto attack or air superiority squadrons by mountingspecial recce pods on the aircraft when reconnais-sance missions need to be flown.The former concept offers usually more capable,dedicated aircarft and crews who excel in the reconmission. The latter concept offers flexibility by con-figuring aircraft for another role when it is not fly-ing Recce missions. Dedicated recce platformsusually need all the speed possible, and the phrase"Alone, Unarmed, and Afraid" has become themotto of reconnaissance. Aircraft flying recee podsmay or may not be armed, and adversary fightersmay avoid engaging such Recce sorties, mistakingthem for armed aircraft on other missions.There are several Tactical Air Recon missions,among them:

    Battlefield Surveillance. Recon aircraft may betasked to overfly or fly near suspected enemyassembly areas, to identify possible attacks. Over-flight of assault objective areas and routes mayreveal th6 presence of enemy defenses, their typeand strength. Reconnaissance missions over marshallingyards and along lines of communication may showenemy intentions for an upcoming offensive; or theflow of reinforcementslre~lacementsn a articularsector of the battlefield.Pre/Post Sm ke Reconnaissance. Pre-strike reconis used for the "before", while post-strike reconis used for the "after" when airstrikes are plannedand conducted against enemy targets. By compar-ing the condition of the target just prior to attackwith its condition just after the attack, an accurateassessment of actual target damage can be con-cluded.Strike Control and Reconnaissance (SCAR).SCAR is a concept which puts a recon aircraft inthe role of a type of flying forward air controller,only against interdiction-type targets farther behindenemy lines. The recce arrives in the target areafirst, identifies targets, and passes targeting infor-mation to the inbound attack aircraft for en-gagement.T CTIC L IRLIFT OPER TIONS

    Tactical Airlift performs the obvious mission ofaerial resupply. This may be the movement ofmaterial and men from airheads or ports to forward

    staginglresupply points. Other resupply may beairborne, airmobile or amphibious forces who mdepend totally on airlift for logistical support, havino other lines of communication. Tactical Airlmay also be used to evacuate wounded or troocut off from any other form of retreat. TacticAirlift's most direct contribution to combat is tairborne delivery of special forces, airborne or amobile troops-normally behind enemy lines.B L NCING THE T CTIC L IRMISSIONS

    This article can't presume to tell you how specifically employ your fighters in TACAIR. Tabove synopsis of tactical air doctrine will give yosome general guidelines for smart ways to approathe problems. If you read and understand what hbeen presented above, you will have an advantaover an opponent who has never heard of these cocepts and is unfamiliar with the missions overmodem battlefield. Doctrine differs from tactics that it lists things to consider which should wowell in the majority of situations. Tactics specically apply doctrine to the particular situation hand. When you begin to formulate your owdoctrine or apply that described in this article, bein mind two things: what is happening with yoown forces, and the enemy's forceslintentions. Oof the secrets of successful employment of tacticairpower is second-guessing what the opponent hand what he's up to.The Advanced Game of TAC AIR has the fugamut of tactical air missions. We have tried to giyou at least a small appetizer of each mission whepossible in the Basic Game. Of vital significaneven in the Basic Game is CAS Whether you athe Soviets on the roll, or NATO on defense, CAwill be a major factor in the ground battle wiimmediately apparent results. Each sidehas a limitnumber of special CAS jets (A-10 or FROGFOOTMajor CAS efforts will necessitate drawing yoother fighter-bombers away from Counter-Air Air Interdiction missions.Tank and Mech nfantry battalions are fairly hatargets, and it will take some significant CAS asseto hurt them severely. Artillery is somewhat sofand CAS can damage it more effectively. Depriing your opponent of his artillery will make a bdifference CAS attacks on soft command units cbe deadly and can cripple a combat formation brigadelregiment size. If brigadelregiment suppunits poke too far forward, CAS can quickeliminate them, causing maneuver units to lose thestaying power. This is called "Battlefield AInterdiction", which is a hybrid of CAS and AInterdiction. When employing your CAS forcewatch out for the deadly troop air defenses Cocentrations of mobile SAMs can quickly devastayour vital CAS aircraft. Also, watch out for majcounter-air efforts by your opponent to clear thskies of your jets so he can begin his attack campaign. Remember the principle of concentratioIdentify the big payoff CAS target(s) and put youforces there, along with some SEAD to keep thdefenses down. You won't achieve much by spreaing your CAS aircraft thinly all along the fronBefore ground forces engage, one of the best misions for your airpower is Counter-Air. The shallodepth of the TAC AIR battlefield doesn't depict thairfields in the rear areas, nor does it allow attacing them. TAC AIR was designed to show combin the Forward Edge of the Battle Area (FEBA)-its former name as an Air Force game. With aifield attack out of the picture, you may elect to flFighter Sweeps with your jets loaded up for ircombat, or you might try to conduct a SEAD campaigby knocking out some key SAM sites which wlater take their toll on your CAS and Interdictiomissions. If you think the enemy will be trying tsoften up your forces in anticipation of an impend

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    ing attack, you may decide to send up some CAPflights to stay over your own lines and engageenemyattack flights. Again, concentration isessential. Taskyour strongest air combat jets in the ~ o u n t e d ~ i rrole-normally jets are strong in either air combat(air-to-air) or air attack (air-teground), but usuallynot both. Newer aircraft like the F-16, F-18, F-15EStrike Eagle, and Mig-29 FLUCRUM are beingproduced with strong capability in oth roles andoffer the air commander ultimate flexibility.Air Interdiction and CAS both come into highdemand once the battle has been joined, and theprimary main effort has been identified. Counter-Air continues to be significant, both for intercept-ing and destroying enemy attack missions and forthe escort of friendly attack missionsagainst hostileintercept. Escortingfightersare limited in flexibilityby being tied to the attacking aircraft, but can helpinsure the success of their mission against enemyengagement. Combining escorted attack forces withFighter Sweepswill a v e he hostileair commandera dual problem. Thesecret is to have enough goodair combat jets to do both. You can't fly your jetsevery game turn; they must stand down the follow-ing gameturn for fuel and ordnance. You must havea plan in min for which jets will fly p rticul rgameturns. You c n opt for constant air over the battle-field by rotating flights in the air and on the ground.Your other option is to surge and fly everything allin one game turn-"The Gorilla".

    Although you as theplayer can seemost of what'sgoing on down on the battlefield (unless you areplaying an "Umpired" game), you would needsome tactical intelligenceabout what is happeningbehind enemy lines to consider launching Air In-terdiction missions. While they have little or nocombatpower, Tactical Air Recon aircraft provideyou with the capability to attack targets deep inenemy territory. Recce missions will detect targetsbehind the lines and allow you to plan Air Interdic-tion missions on following gameturns. Again, youcan attack hard combat units on roads movingtoward the front and cause some minor disruption,or you can hit division command and supply unitswith catastrophic effects. Everything that wasmentioned above aboutCAS is applicablewith AirInterdiction, only it happens deep behind enemylines. Air Interdiction flights are exposed to moreSAMs, and enemy Counter-Air flights, so sendenoughairpower to get thejob done, and give themsome support so they can make it home. Expectsome losses on a big operation.Don't forget about Electronic Combat EQ air-craft. They c n make a big differenceagainst enemyair defenses. Putting your SEAD effort andjammeraircraft against the defenses on the route your AirInterdictionflightsplan to fly may mean the differ-ence between hitting the target or abortinglbeingdestroyed. Again, concentration is fundamentalsince your EC assets are very limited. Applyingthem piecemeal may result in barely any effectacross the battlefield. If you expect to use your EC

    assets more than'one game turn, you'd better givethem some air combat protection, either by launch-ing CAPSor escort. You can mount a major SEADeffort by tasking CAS flights to take out forwardair defense units, and launching Weasel missionsagainst areaslunits you feel will be troublesometoyour attack flights. It is possible to strip abrigadelregiment or even a division of its airdefenses, making it vulnerableto air attack later on.Don't forget to use your artillery and attack heli-copters if they can be spared to assist in the SEADeffort.Your whole air strategy will be driven by thescenario, what your adversary is doing, and thedevelopment of the battle each game turn, withobjectives and priorities in a constant state ofchange. Further complicating the operationare theunpredictable elements of weather and airborne1

    airmobileforces. Just when you are ready to launchthe big air gorilla, suddenly the weather groundsall of your jets You c n predict when the weatherhas a higher probability of being good and bad, andmay plan accordingly. You may also see the effectof your limited numbers of NightIAll-Weather air-craft during night and bad weather game turns tokeep constant pressure on the enemy. The possi-bility of an airborne or airmobile assault on yourenemy's fl nksor rear re swill definitely keep himon his guard This is one of the mostpowerful trumpcards you have. Even if you never use it, the threatof it will keep the enemy worrying.SUMMARY

    Hopefully, this articlehas given experiencedTACAIR players somefood for thought on past successesand mistakes, and given the beginning players somehints for futureplay, and-most importantly-giventhose readers who haven't played TACAIR an ideaof what is available in this revolutionary game. Ifmodern day Air-Land battle is what you seek, TACAIR should satisfy your desire for realism, authen-ticity and playability. Just about everything on themodem operationalEuropean battle is included ina game which is fairly easy to playlteach and won'ttake weeks to finish. It is especially suitablefor thegamer who plays with several friends, although itcan be played easily by two opposing players. It isthe first game to offer all of the tactical air missionsand detailed integrated air defense forces on bothsides The hints on play described above should con-vince you that TAC AIR is one game that will con-tinue to teach you lessons on the subtleconsiderations for employmentof tactical airpowerand ground forces, and you should find it challeng-ing for years s you perfect and refine your masteryof modem combined rms warfare.

    U VE BEEN PLAYINitles Listed 154

    THE AVALON HILLGAME COMPANY SBEST SELLER LIST

    custom, the editor s once again presegs for our line of game titles based on totafor the 198?~iscalYear, which began May 1987 anended April 1988. Figures for the All-Time List iclude all versions of a title sold to date, provided thgame system has not radically changed in any subsquent printing over the years. D-DAY and FOOTBALSTRATEGY, by way of example, have collectivelpassed through eight different editions-but each retaiits original system. GElTYSBURG, on the other hanhas changed dramatically m each of its five versionand is therefore omitted from the list-even though thcollective totals of its various incarnations wounormally grant it a place. Titles are placed on the AlTime List only after having sold in excess of 100,00copies while under The Avalon Hill Game Companyownership. Readers should note that there are severgames that qualify under this restriction but have noas yet, surpassed the sales of W R T SEA.

    15 R IL BARON 18

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    SERIES REPLAYTAC AIR Scenario 1American Player-Bruce KornSoviet Players-Jay Wissmann and Mike MontemoranoNeutral Commentator-S. Craig Thylor

    In thepast, we've&led you with the brillianceof experienced players maneuvering skillfully inmore Series Replays than w care to count. Thisis fine i you've mastered a game suficiently tofollow the flow and understand what the heck theexperts are talking about; but what i your levelofplay is less exalted (i.e., you've neverplayed thegame)? Whatcan you really aped rom ajrstplay-ing? %t's why Mr. Taylor decided to try some-thing completely different when Ipestered himfora SR for this issue.

    In this article, a bizarre eqeriment that slippedby a napping editor, we look at a dark side of war-gaming that ew wargamers wish to discuss in minedcompany. Yes . we're talking less-than-brilliantplay. Before anyonecanplay really good, even themost experienced gamer must first, sometime andsomewhere, have played really bad-even i onlyin his first session with a new game. Any game ismastered through repeated playings and the hardknocks delivered by unforgiving opponents. Thisreplay is the reporting of a game in which threeexperienced gamers flailed around until they hadcompletedplaying TACAIRfor thefirst time. Craignd theyhave aoncentrated less on theirexact move-ments and tactics thanprevious replayers (although

    the chart reports all these), and more on firstimpressions:what the newcomers liked, what theydisliked, and what they learned during their firstplaying. Theseobeservationsmight save the atten-tive readerfrom making the same common mistakesduring his ownfirst playing of this ascinating newgame.Bruce Korn took the pan of American com-mander. The Soviet comments are the combinedobservationsof Jay Wssmann (whocommanded theRussian ground forces) and Mike Montemorano(who ran the air defense and air units). All threeare long-time players from our weekly miniaturegame sessions,and thoughperhaps unfamiliar withthis particular game as yet-have many years ofgaming experience behind them. And all three arequick at thinking on their eet. Chig Taylorprovidesthe voice of calmreason; his commentsare in italics.

    TAC AIR integrates direct land combat, artillery,air defense, command and supply with air opera-tions through some unique mechanics and thesequence of play. Briefly, to help in understandingthe game, these systems operate as follows:Preparation Stage Basically, this is a busywork stage, with a number of steps. Disruption

    (combathits on units) c n be removed automatically(by being a headquarters unit or being adjacent toone) or by a die roll that can be made only if sup-plied (i.e., withinthe supply span of a supply unit).Supplied air defense and h l l e r y units may beflipped from their depletedlfired sides. Air units areadvancedon their readiness tracks (effectively, thismeans air units are available for operations everyother game turn) and, if ready, moved into boxesthat define their missions for the upcoming turn.Just before moving his own ground units, eachplayer flips all the eligible ground and helicopterunits to their moving side. nits which areRight: Initial placement of all on-board NATO and PACT units

    beyond their headquarter's command span and allthose with 2 Disruption must be flippedto theirnon-moving side.Maneuver Phase One side does this, thenresolves all resulting combats, followedby the otherside repeating the procedure. During this phase, allground and helicopter units capable of movement(flipped to their moving side) are moved. Helicopterunits in range and line of sight of air defense unitsmay be fired at as they are moved. Everytime anair defense unit fires, there is a roll for depletionto see if it expends its ammunition,but otherwise

    these units may fire as many times as desired apossible. Before maneuver combats (i.e., dirground combats between adjacent units)resolved, any artillery in range may be firedinvolved units, or for the non-phasing side ucounter-battery fire to neutralize firing enemartillery. Since disrupted units cannot attasuccessfuldefensive fire c n seriously influenceodds of an attack (or even totally preventSuccessfuloffensive artillery fire can result in exdisruptions on a defending unit and set it upthe kill when the ground forces roll in. Artille

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    may be fired only once per turn, after which it isflipped to its "fired" side. Ground and helicopterunits may not be stacked-since every unit is in fullview, this makes determining command control'andsupply relatively quick and simple.Air Phase: After both sides have performed theirManeuver Phases, the Air Phase is performed inten "Air Rounds". All air units must enter or andexit the mapboard from prescribed board edges dur-ing the course of this phase. During each air round,the players move their air units alternately. As withhelicopters, air defense units may be fired at air unitsin their rangelline of sight as the air units are moved.Air units that were placed in the "Air Control" boxduring the Preparation Phase are basically used tointercept and attack enemy aircraft. Air units thatwere placed in the "Close Air Support" box dur-ing the Preparation Phase can have a variety of airmissions (air defense suppression, reconnaissance,interdiction, etc.), but in a scenario of this size aremost likely to have a "Direct Air Support" missionto attack enemy ground units. An air unit may beused to attack only once per turn, and there maybe one or two air units per hex. A "Direct AirSupport" mission requires a cavalrylrecon, head-quarters or helicopter unit close enough to the enemytarget to act as a "forward air controller" for theattack. This FACunit was secretly noted during thePreparation Phase (if eliminated, the air units can-not attack).Probably the most unusual feature of TAC AIRis the number of times a unit may be attacked inone turn. The same target unit can be blasted byartillery, directly attacked by ground units, thenrepeatedly bombed by air units. Four disruptionsequal an elimination. Other important factors forplayers include taking a close look at the commandand supply structures and the locations and rangesof the air defense units of the enemyforce-lookingfor vulnerable targets for air attacks thatc ngreatlyaffect his play. New players frequently concentratetheir air support on enemy frontline units but, asBruce shows on Turn 3 of this game, there are oftenmore valuable and more vulnerable targets.

    INITI L OBSERVATIONSAfter cleaning out the Taylor larder like so manyravenous wolves, the players arrange themselvescarelessly around the table and prepare to playScenario 1. Ignoring the i m ' o n s oplay the BasicGame first, the players are going right into theAdvanced Rules.American: The game appears pretty challenging.I'm impressed by the overall look of the game,especially by the amount of information on thecounters. Unfortunately, Carig's lighting systemthrows a glare and the map and hex numbers aresomewhat hard to read here. [Someone must likethese cheap dining room chadeli ers; there beenone in almost every apartment thai I've ever rented.]The game system looks pretty straightforward, butI wish I knew the rules better before playing a"game of record".Soviee: Neato The game system seems an interest-ing mix of old reliable concepts and new innova-tive ones. Simulating themixing of air and land unitshas always been difficult at best. One either getsgeneric "air points", or-at the other end of thespectrum-provides ground units only as targets forplunder. TAC AIR looks like it may be a bit morewe shall see.SET UP

    The Americans are set U D first in this scenario.followed by the Soviets. &e>encedplayers of thisscenario.fal1 nto two schools of thought for settingup the NATO forces. One school fa6rs~se m'ng pa forward defense (the strategy adopted by Brucein this game) for muximum delay but risking unit

    losses; the other favors a tight defense around theobjective that is easier for the air units to support(but risks a quick defeat with o room for maneuverand the consequent Soviet capture of the objective).American: I will attempt to set up a perimeterdefense, "collapsing" (hopefully, not a poor choiceof words) toward the objective hex T22. The engineerc n be used to stiffen the defense of the town at Q15,then fall back to blow the bridges around T22. Iforesee problems in my air defense, since I haveonly the one unit-although it is very long-ranged.Soviets:6th Guards Tank Division Briefing stressesthat Hex T22 is the objective hex. Each ground unitwe can push through it is worth a victory point. Thebiggest problem is the large section of "dirty"terrain in the center of the board. The possibleapproaches are: 1) the road M 11 through Dreisech-seckigdorf to T1 2,2 ) the road R6 to T22,3) a wideright hook through Hassfurt, or 4) breach the Mainat Lichtenfels and motor down the left bank. Option1 runs through a three-hex city, so we'll avoid that.Option 2 has merit-maybe. Option 3, runningaround grandmother's house with a time limit-no, not tonight. Option 4 sounds good, especiallycoupled with a secondary force using Option 2 tokeep the capitalist swine off our right flank.Americans Again): Oops Mistake number one.As the Soviets set up, I realize that the corner ofBoard A is actually part of East Germany and is,in fact, eligible for enemy unit placement.

    The Soviets move first in this scenario.Preparation Phase: Not much to do during thisphase at the game's start. The Soviets give bothMiG-29 flights direct air suppor? orders. TheAmerican puts F-16flight I4 into air superiorityand gives direct air support orders to A-I0 flightI 0.Soviet Maneuver Phase: The 315 1 Tank Battalionis moved adjacent to the Main River, and the 2/51Tank and 3/22 Motorized Rifle units are threaten-ing the C12C Armored Cavalry Squadron withencirclement. The only weak point is our holdingthe west flank with just the recon troops. No combat.American Maneuver Phase: Some adjustments tocover those forces coming out of the corner that Ididn't realize was East Germany. I'm using myhelicopters to cover the Main River approaches.Soviet Air Phase: Entering at hex Y1, the twoMiG-29 flights operate together. I'm sending themin to lift some scalps in front of our heroic ground-pounders. They take their lumps (a half-flight loss),bomb the C/2C unit (one disruption) and clear outbefore the F-16 can intercept them.American Air Phase: The F 16 fails to catch theMiG-29s and the A-10 unit attacks 2/51 TankBattalion and misses. At least my air defense unitmanaged to fir hree times and took out a half-flightof MiGs. There is a lesson here: keep plane typestogether (i.e., two flights per hex) to m ximize theireffect for each mission type. If I had sent both A-10flights in together, I would have gotten a hit.

    The NATO defense line looks veryporous. Bruceis trying to hold a very long line and may get someunits encircled.Preparation Phase: The 2/C2 Armored CavalrySquadron is unable to remove its one disruption (aunit with one disruption cannot attack). The Sovietsgive direct air support orders to both SU-25 unitsand the American decides to keep his two availableflights on the ground while the aircraft used on TurnI are readied.Soviet Maneuver Phase: Bruce is moving to cover

    my approach but, perhaps, not quickly enouCI2C's disruption remains-we anack The Artillery Battery blasts C/2C-a miss. Then the 1and 215 1 Tank Battalions attack C/2C in maneucombat-a "D2", yeah This makes for a totathree disruptions, so C12C is in big trouble. 116 Artillery misses the enemy 2C helicopter ubut the maneuver combat against it by the 3/51 Tcauses "D2" (on a roll of ). However, American sky artillery fired defensively to pu"D2" on our own Hind unit (the 6th Helicopand took it right out of the attack. [Any numbedisruptions prevents a unit from attacking.]American Maneuver Phase: Unit C12C is sting to look like it's commanded by Custer, and nthe 2C helicopter unit is in trouble. Two disruplevels means that the unit cannot move or attack loses its zone of control; it also had to be flipto its non-moving-weaker-side. At least a disrupunit doesn't have to attack adjacent enemies duits lack of a ZOC.Soviet Air Phase: Drat I missed the movApache helicopter unit with my SA-13s (air defeunit 51) as Bruce moved it during his ManeuPhase. My capitalist-seeking air defense missmust get revenge for that lost MiG-29, but franI get scared everytime he air raid klaxton goes oMy Frogfoots manage to avoid the Hawk air defeunit (A/3/7) this time and get a "Dl" on theArmored unit.American Air Phase: No air movement this tuIt's amazing how even one disruptionc n urn a uin this game in a "munitions magnet". Can I blathis one on the dice?

    Preparation Phase: Since C/2Chas three disrtions and is in an enemy zone of control, disrtion recovery is impossible (a die roll of Irequired to remove a disruption level of D an+ I modi$er applies when in an enemy zoncontrol). The American 2C Armored unit shedone disruption,and he 2C helicopter unit recoone disruption level (retaining one). ovietair (sa hay-flight cannot be used, there is only MiG 29 flight available for operations this tremains on the ground. Both fights of both the Aand F-16s are given direct air support orders, the 223 helicopter unit as their FAC.

    Soviet Maneuver Phase: Knowing that no ir uare on the way, the American has no hesitatioblasting my 6th helicopter unit when I exposeto a shot, and he gets one disruption. The 11Artillery blasts the 2C helicopter unit for "Dfollowed by a ground attack using the Engineers51ZSU units that scores only another "Dl "-foa total of three disruuptions on the Apaches, missed the elimination. Drat The engineer offresponsible has been shot by our fun-loving Cmissar. Meanwhile the 3/51 Tank attacks the 22helicopter and gets an "Al" (attacker gets oneruption) result. The 3/22 Motorized Rifle, 1Tank and 22nd ZSU units all attack the battle-weJoes of C12C. The accursed American artillery pa disruption on 22nd ZSU, taking them out ofattack. The dice result is "Bl" (both sides getdisruption). This finally kills off C/2C, and Ithe Soviet disruption on (my choice of involunits) the 3/22 Motorized Rifle Battalion. The 21Artillery blasts B12C with no effect, and the 2Tank and 2/22 Motorized Rifle battalions tattack, getting a "Al" (which I put on the 2122American Maneuver Phase: Well, my 2C hcopter unit survives for another turn, but just barMy line is certainly "collapsing", but not as Ihoped. However, there is a chink in his armor I hope to exploit during the Air Phase. His 51 Sunit missed my moving helicopters again-gue

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    he'll just have to shoot the battery commander. My223rd helicopter attacks the 116thArtillery Supplyunit [eachartillerybattalionh s its own supplyunit,nd a supply unit with two or three disruptions can-aot be used to flip the artillery unit from its fired

    side-i.e., no supply] and puts "D2" on it [bothsupplyand hadquarters units have lowfactors, beingsofitargets nd almost anycombatunit can easilyget a good anack on rhem], s well s moving withinsix hexes of their divisionheadquarters (i.e., closeenough to "see" it, so acting as a FAC).The Soviets have nothing in the air this turn. The

    .Americans have all four flights ready to attack intwo groups-one with the two A-I& and one withrhe two F-16s.SovietAir Phase: just came to the horrible reali-zation that we left the divisionalheadquartersbacktoo far. It's not covered by our air defense umbrellaand the entire USAF seems to be coming in loadedfor bear this turn..4mericanAir Phase: Using my 223rd helicopterunit as my forward air controller, I figure there isabout a one-third chance that I can destroy the Sovietdivision headquarters and stop his advance in itstracks. [The Soviet division headquarters is theSoviet's overall headquarters in this scenario.f eliminated, the other subordinate Soviet head-

    quarters will have to beflipped to their non-movingsides and lefr therefor the duration. Although thiswill not totally stall the Soviets, it will prevent anyof their combatunitspom advancing beyondthe ten-hex commandspans of these immobileheadquartersnd greatly restrict the Soviet ability to maneuver.]The F-16s lose a half-flight to his only in-range airdefense unit, but go in and get "Dl" on the head-quarters. Then, the A-10s roll in and get "D2" onthe headquarters-a total of three disruptions, butmissed the essential elimination.

    Preparation Phase: The Soviet divisional head-quarters automatically removes one disruptionlevel-it will not be able to move this turn, but stillexists. Die rolls also remove a disruption rom the6thhelicopterunit.A11 other die rollsfil or recoveryis notpossible nd the units maintaintheir disruptedstatus.SovietManeuverPhase: The KGB pushes me for-ward, ignoringthe 223rd helicopter unit. I surroundit from a distance. cuttine it off from its headamrkrsso it won't be able to &ove anymore. My ittackshave some small success, and the mericancavalryshould now retreat precipitously.American Maneuver Phase: The 223 helicopterunit is cut off and unable to move: the 2C helicosterunit, now with three disruptions, is doomed, bucwilllast a turn longer than I thought. My engineer alsoabsorbed three disruptions-they're great fightersin towns but (with these die rolls) in woods theyhave the defensive skills of typists. Craig thinks wehave enough for a fair article now fil l scenariolength is eight turns] so m allowed to surrendergracefully.

    FINAL COMMENTSBruce: To paraphrase, "Getting there is half thefun." I liked the game, but was really expectingTAC AIR to be more in the mold of FLIGHTLEADER. More accurately, it should be titled "OP(for Operational) AIR". The game definitely hassome unusual features. The rules are well written,which is frustratingto the dedicated "rules lawyer".Many of the optional rules look very interesting.Without simultaneous movement, the side withthe initiative gets essentially an extension of theirair mission ranges. Thus, on Turn 1, the Mig-29swere able to come on, bomb, and get away before

    my air control F-16 could reach them. For thisscenario, this may make it more attractive for theNATO player to set up south of row 17.The inability of units with two or more disrup-tion levels to move (to retreat, in my case) takessomegetting used to. In combat, the attackers seemto have quite a large advantage. The worst that canhappen to an attacking ground unit is an "Al"result. This enables a singlebattalion to "soak off'any number of defenders, while otherattackers massto get large "D" results.All-in-all, with just a little imagination,it is easyto see that the key to this game is combined armsattackslmultipleair attacks. This can eliminateunitsin large numbers. Pure defense has to be combinedwith judicious counterattacksfor the Americans towin this scenario.Jay: In general, my initial impressions were borneout. TAC AIR displays the interaction of air andground units. I do have some reservations Iervedfor two years with the 11th Armored CavalryRegiment in Germany) concerning the cavalry'sability to disengage. I think that the flank selectedfor our attack is the best for this scenario, but I'llreserve finaljudgment until I've tried the others infuture games.Mike: I think the result would be very different ifwe were all more familiar with the system. I thinkJay picked up the mechanics more quickly than any-one else, and coupled with his magnificent die-rolling that magnified Bruce's early errors, itshowed in the final result. Next time, we couldeasily leave the countryside littered with burningBMPs. Of course, the invaluable assistanceof Mad-man Michael, the Commissar, was priceless. I'mgoing to play this again soon, and next time I'llremember to cover the headquarters with air defenseunits. Even Russkies can learn from their mistakesTURN-BY TURN POSITIONS

    The following charts shows the hex location ofeach unit-NATO and PACX-following movementduring their respective half of each game turn.NATO Initial Turn:Unit Set-Up 1 2 3

    PACTUnitUmCDIVrrQ6th Beoon

    6th Englneer6th Helicopter6 Aaillory1 6Aft. &pp216 Artillery216 An. Sum13ad A k w @ A r22nd Air Def (ZSU.1122 Mot Riflemm TCa

    3 n UKak22nd Supply51st GTR HQ5 1 s t 8 t [I5 s~iswe1/51 Tank2/51 Tank361 Tanl5lst sum

    Initial Turn:

    R4 T10 W12 W12 W13WM B W T I 2 Wf4 Wl 515 CC;8CC1OICAIZBAl2Q5 T8 T10 S14 S1404 R6 T8 S12 S12

    Well, there you have it-the likes, gripes alessons learned in the initial contact with an innovtive new game. Despite the fact that I was preseat the game, the boys picked up on it very quickand I had few questions to answer. As a matterfact, I spent most of my time reading a book.stated at the start, this rype of article is a neapproach to Series Replays, so we'll be veinterested in seeing how it rates with the readeship. In some ways, even thoughhe lost, Bruce dmuch better than I did the first time I played TAAIR, but I'll just end this article on that observtion and not elaborate.

    CONTEST I44Every wargamer knows how important theinitial set-up can be, and for TAC AIR this maybe even more true than usual-especially whenplaying the oft-outnumbered NATO forces. Asthe Series Replay in this issue points out, anoverlooked factor can lead to a disaster that eventhe best play cannot avoid. Game-winning strategydemands efficientuse of all assets, and this beginswith the set-up. The premise of this contest isfairly straightforward: set up the NATO groundforces for ScenarioOne of TAC AIR in the bespossible manner to win. All rules of the gameand for "Deployment" for this scenario musbe adhered to in crafting a set-up. (Note thatwhile there is no "perfect" or "correct" setup, there are certain precepts of good strategywe will be using in judging the entries.)The answer to this contest must be entered onthe official entry form (or a fascirnile) found onthe insert of this issue. Simply indicate the hexlocation of each NATO unit in the space available. Ten winning entries will receive a merchandise credit voucher from The Avalon Hill GameCompany. To be valid, an entry must includea numerical rating for this issue as a whole and

    a listing of the three best articles in the judg-ment of the contestant. The solution to Contes144 will appear in Vol. 25, No. 3 and the lisof winners in Vol. 25, No. 4 of The GENERAL.

    REVOLUTIONou've played and enjoyedKREMLIN but missun fellows that brought Communism out ofnd into the hearts

    ith Avalon Hill's

    nd old Vladimir

    variant. And if you need help gettingem to the top, Don Greenwood included a:omplete set of new Intrigue cards, designed to,eflect their times. Even if adding the historica:haracters doesn't appeal to you, the Revolutionrariant cards will greatly enhance your play of the:onternnoramgamethrough the added wssibilities,f a ckmbin&-lntrigue dkk to draw 'from.The Revolutionvaliant Kit is available for $8.00ping and handling (20%overseas orders). It canhe Avalon Hill GameRc- Baltimore. MDts ie add 5% state

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    Dear Editor,I realize of course that The GENERAL is

    primarily a wargaming magazine, and as suchconcentrates primarily on the "games" aspect ofwargaming-as well it should. But in Vol. 24,No. 6, Jon Mishcon's "Squad Leader Clinic"strayed into the realm of reality when hedescribed how hollow- and shaped-chargeweapons work. Unfortunately, he left readerswith the wrong impression on how HEAT reallyworks.

    The first thing one must realize is that"HEAT" is just a useful acronym and shapedcharges do nor bum through anything. Ask awelder or anyone who makes their living withan oxy-acetylene torch how long it would taketo melt or burn through the armor plate of anAFV.

    Like I said at the outset, The GENERAL isforemost a wargaming magazine and perhapstechnical accuracies can be glossed over.However, I'd venture to say that most wargamersare in the hobby as much for the simulation ofreality as for the gaming. If you're interested,what follows is how a HEAT round actuallyworks:

    When a HEAT projectile strikes a target,detonation is initiated and a wave passes throughthe explosive and collapses a hollow cone towarda hollow axis. Molten metal. plus the detonat-ing wave and explosive gases, all center on thisaxis and jet for ward at tremendous speed (about3300 fps for a modern RPG-7 round) and piercethe target by sheer momentum-not heat.Mr. Mishcon is correct when he says thatproper positioning, rotation of the projectile, etc.all affect the effectiveness of HEAT projectiles.This is why you'll often find sandbags, wire meshfence, and other common items on tank turrets,as this increases the standoff distance for HEATrounds. He just got the reason wrong.Tom SlizewskiThornton. Colorado

    Dear Sirs,In Val. 24, No. 6 you list the "correct"

    response to Contest #141. This answer worksfine, but there is another, higher sco ring possi-bility. If one proceeds as in the actions listed inthe first possibility. Blue can win. By killi ng bothHarald and Harold, William will become soleking by Rule 12 .5. The Normans now hold threeareas (Devon, Cornwall. Avalon). The Norwegianswith five areas cannot contest the kingship. Thisthen gives the Blue player the win. This was cer-tainly a challenging contest; thank you for thefun.Jared RoachIthaca. New York

    Rex:Since I've not hesitated to give you a lash-

    ing when I think the magazine deserves it, I'llgive you my compliments on your most recentIssue. Holy c o w - A m , THIRD REICH,8- 17 , ASL. PG GUDERIAN I own these Theseare actually war-game s, and I haven't hit thejackpot like this since the days you guys onlymade ten games. Keep more of this type of stuffcoming, and the hell with MYSTIC WOOD andMOONSTAR. I was so "moved" by this issuethat I honestly pulled NUO nd PC GUDERIANoff the shelf and looked through them-and, afterall, that's what's supposed to happen, right?ood ob Except that a third of the print devoted

    to one article is a bit much; perhaps two articleson the same game is better.Lindsey MurilloNuremburg, Pennsylvania

    Gentlemen:1 am the owner of E&E Games and very in-

    terested in the future of my business. On an aver-age, I sell at least three to eight Avalon Hillgames a week, not to mention The GENERALmagazine I started asking my customers ques-tions on what their likes and dislikes were in thehobby. subjects they like, what they playedregularly, etc.

    I asked if they filled out the "So Tha t's WhatYou've Been Playing" questionnaire and mailedit. Most said that they didn't want to because theydidn't want to tear up the magazine (loses its

    Letters to the Editor . .value) and go through the trouble. What I'vedone therefore is xeroxed (several) sheets of thequestionnaire and had my regular customers fillthem out as they wished. Many of the customersplay the game AIR FORCE and DAUNTLESShere at the store on Saturdays, as you can tell.Other games played here are ANZIO, UP FRONT,TOBRUK, SQUAD LMDER . SUBMARINE and afew other games from other companies. I hopethis helps in some way for future projects andthe continuation of a fine product.E VisnowskiLos Angeles, California

    Iris a ll too rar e thar gamesrare owners andoperarors are also wargamers, and even rarerrhar rhey make any efforr ropromore rhe hobby.Mr. Visnowski has expended a few cents andsome rime, and in rhe process helped a numberof gamers make rheir views known ro rhe designershere. And his suppo n or wargaming doesn I endthere, as his reference to a gaming session in hissrore indicates. I feel rhar it rs imponanr roacknowledge his effon. for only by suchfrom theretail merchants-in addition ro those by thegame manufacruren an d hobbyists-will war-gaming continue ro expand an d prosp er. Unlikeso many of his compatriots, Mr Visnowski hasrefused to simply sir back and decry the dererio-rarion of our hobby. Insread, he makes everyarrempr to fosrer irs growrh, p erhaps recogniz-ing rhar the healrh of the hobby cannor but meanthe health of his business as well.

    Dear Don:I agree with most everything you had to say

    about the Avalon Hill Championsh ips. I like tour-naments where I can compete against the bestplayers, but I no longer have the tlme to committo a PBM tournament. I like the comraderie ofa small group of veteran gamers like BumoSinigaglio, Phil Evans, etc.

    I t w prefer the atmosphere of college cam-puses to downtown convention centers. I haveno desire to attend a holiday weekend conven-tion in a busy tourist area like Harborplace. Anumber of veteran gamers, including myself, didnot attend the July 4th weekend convention inBaltimore this year primarily f or this reason.

    I prefer Avalon Hill game toumaments-primarily of the older, more established titles.I prefer true double-elimination tournaments, buthave no problem with two or three single-elimination ones. As I'm sure you are aware.grognards like myself have no prblem with play-ing two games at one time. One of the events Iwould most like to s is a tournament where theparticipants would have to play more than onegame ^ true champion sho"ld-be good at morethan one title. or even one side of a sinele eame.Such a tournament could consist of severalclassics, plus RUSSIAN CAMPAIGN. Wherepossible, a player could not repeat a game or side.Robert BeymaPocomoke, Maryland

    Unfonunately, as we delved deeper into thematter, economic considemtions forced us toforego holding any AH Championships in 1989.Perhaps next year, with a bit more lead time tooperate in, we can look at hosting such anexrravangance for rhe hard-core comperitors.

    Dear Mr. Rex Martin,I have to admit I was amazed at the fact that

    you responded to every point in my previousletter to you. I thought you put those kind ofletters in your circular file. Even though you didnot agree to anything I had suggested, it's n iceto know you cared enough to write back. Thankyou

    Before I get to the reason I'm writing th isletter, let me tell you a little bit about what hasbeen going on in the Chicago area this past year.In December of 1987,I ran an ad in The GENERALwanting to start a club in my area. A year laterwe had 50 members, with acurrent roster of 45.We call ourselves the "Windy City War-gamers". We are going to meet twice a monthin three different locations in 1989. While look -tng over the games we have played in the past

    year. I see that 98 % of them are Avalon Hillprodcuts. Five of us (myself included), if we putour games together, own over 200 of yourgames.

    Now the reason for this letter. The membersof Windy City Wargamers would like to help youout if you ever need playtesters in the future. Wealso have a request. We print a newsletter 18times a year, and would like to know if we couldget some inside info on what's going on at "theHill" This would be shared with our membersthrough 6u r newsletter. Are you interested inreceiving this newsletter? Again, thank you foryour time.Rich WietSchaumberg, Illinois

    To Mr. Wier, an d ro al l rhe othe r club news-lener editiors, many thanks for your interest inour doings. I am always willing to drop a shorrnote to any who may wish to write; a t rhe veryleast, I can keep you appraised of some of ourongoingprojecrs, calls for playtesring, and newreleases. I have always felt that the mark of ahealrhy hobby is a healthy ama teu rpre ss, for itis rhese rhar make our common inreresr muchmore personal. And it works both ways. I wouldcerrainly like ro receive any club newsletters;these keep us abremr of your doings and yourlikes an d criticisms.

    Dear Editor.After receiving Val. 24. No. 6 of The

    GENERAL, and being informed that my subscrip-tion had expi red. 1 immediately sent in myrenewal-as I have for the past 13 years or so.I like a lot of things about The GENERAL-it's"first class' ' in artwork , writing. etc. In fact. Iwas truly honored when you selected my article"CIVILIZATION-Quo Vadis" for publicationin Val. 21. No. 5 and was elated when it wasvoted 3rd best in that issue

    However, I am sometimes hesitant to renewmy subscription. There are a few things thatbother me, one of which I have written aboutbefore. Here they are:

    1) Do not concentrate too much on onegame. Vol. 24, No. 4 on ST. NAZAIRE wasalmost useless unless one owned the game. In-stead, spread the wealth among many games-no more than two articles per game.

    2) Your announcements are premature. Forexampl e, about a year ago, you said you'd havean ALAMO game out early in 1988. I was reallylooking forward to this one--but I'm still wait-ing. Also. in Vol. 24, No. 5 you stated that 2ndEdition KINGMAKER rules were for sale. I sentin my check within a week, and was sent avouch er stating the rules weren't ready yet Ifthey weren't ready, why were they advertised?

    3) Ywr new game annournmenu aren't alwaysvery descriptive. For example, in Val. 24, No.6 you advertised KREMLIN with no indicationof its complexity, or how many people are neededto play it, or if it's suitable for solitaire (meaning-ful for me) . I bought S T E M CONQUESTnotknowing these things, and wound up giving thegame to Goodwill because it was totally bad forso