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a 74470 85048 9

Pax ImperiaTipsp.26

WITNESS THE REINCARNATION Of ACLASSIC.RuneQuest®: .Sla

RUNEOJESfID IS CONSIDERED ONE OF THE CLASSIC ROLEPLA YINfi fiAMES OF

ALL TIME. rOR OVER 20 YEARS THE VlOT?LDS OF RUNEOJESfID HA VE LURED

MANY ADVENTURERS ••• HEROES VlHO CAME SEEKINfi EXOTIC LANDS, ANCIENT

RUINS, AND fiOLDEN TREASURES OF LOST KINfiS.

RUNEOJESfID: SLAYERS™ I~ A COMPLETELY NEVI INCARNATION OF THE CLAS~

SIC RUNEOJESfID fiAME. WHERE THE ORIfiINAL INVOL VED

NUMBER~IN'rENSIVEMECHANICS SLA YERS IS MORE INTUITIVE. .

WHERE THE ORIfiINAL INVOL VED LENfiTHY AND iNTRICA TE RULES, SLA YERS IS

CHATeACTERIZED BY QUICK AND FIERCE BATTLES. STILL,SLA YERS KEEPS All

THE STRENfiTHS OF THE'CLASSICfiAME: COMBAT IS REALISTIC AND DEADL Yi.

CHATeACTERS ARE 3~D1TtiENSIONA4 PERS~NALITrES; ·THg fiAME IS FLEXlSL'ki' ~ ~ ,'" ' ,.'.' ,

ENOUfiHrO HANDflf .A, VARIEry ~F$,EJ:rrNfi$;A' ntES.

Features

@

Columns "AH Philosophy # 180 ••••••••••••••••••• SQuestion Box: SUCCESSORS • • • • • • • • • • • • • • 18

6

24

26

41

14

19

17

13

23

3S

VOL.32, NO.2 •The GENERAL

ONTENT

Hannibal SecondsAnother variant • Andy Daglish

Rome Strikes BackShort scenarios for HANNIBAL • Charles Bahl

Zorastrian FatesAn event table for SUCCESSORS· Richard H. Berg

ABridge Too Far?Tactics in CLOSE COMBAT 2 • Bruce Mansfield

Enforcing Your PeaceTIps on PAX IMPERIA • Aaron R. Jensen

Playing the Odds in CIRCUS MAXIMUSEffects of attacking • Stephen C. Munchak

Form, Function, TIme & SpaceMonuments in HISTORY OF THE WORLD • Scott M. Smith

The First Punic WarVariant for HANNIBAL • Alan R. Arvold

Alexander's LieutenantsHistorical deals for SUCCESSORS • John B. Firer

The Great Funeral ContestHistory in a Box: SUCCESSORS • Stuart K. Tucker

Contest # 185 • • • • • • • • • • • • • • • • • • • • • • • 32

ASL Scenario Briefing: G44Analysis of Abandon Ship! • louie Tokarz

UP FRONT Tournament RulesSpice up the finals • Marcus Watney

SERIES REPLAY: HISTORY OF THE WORLD, Part 1George Sauer and Bud's Basement Wargamers

4S

48

49

HANNIBAL and SUCCESSORS pieces. . • • • • • INSERTASL Scenario G44 • • • • • • • • • • • • • • • • • • • • 33ASL Scenario G4S •••••••••••••••••••• 34Letters to the Editor •• • • • • • • • . • • • . • • • • • 43Opponents Wanted •• • • • • • • • • • • • • • • • • • 44Up Periscope • • • • • • • • • • • • • • • • • • • • • • • 58Coming Attractions. • • • • • • • • • • • • • • . • • • • S9Infiltrator's Report • • • • . • • • . • • • . • • . • • . • 61Whispers •••••••••••••••••••••••••• 62Firefight • • • • • • • • • • • • • • • • • • • • • • • • • • 62Convention Calendar••••••••••••••••••• 62

I'm a thinker, I'm a gamerI'm the wild man, I'm the tamer

I'm a sinner, I'm a saintAnd I will not be ashamed

I am strong, I am weakI bring nothing of which to speak

The sun is up, let's earn payThen I'll go and I'll play.

I'm a thinker, I'm a gamer ...

I am Marsian, you're VenusianKill each other for minutiae

Makeup time every day... Wouldn't want me another way.

-SKT

I'm a thinker, I'm a gamerI'm the wild man, I'm the tamer

I am proud, I'm ashamedI'm the kingmaker to be blamed.

Tell my friends, I'm a gonerGave up all, just to play

Rolled the dice and I lost her... Wouldn't have it another way.

Been to hell, Seen my dreamDon't you like me quite this way

I tell you this, I won't be meanWom I am but please do stay.

~IF))lircg~g~If))lPart 180

TLe TLinL:er

Toil for time, watch that minePut them off, wouldn't wauna be ya

Sell your shirt, this game's fmeGame night Tuesday, I will see ya.

I'm a thinker, I'm a gamerI'm the wild man, I'm the tamer

I am proud, I'm ashamedI'm the kingmaker to be blamed.

I'm your winner, I'm your loserSink my ship if you'd choose her

I'm a son, I'm a fatherGame with me if you'd bother.

5

A ~ain, with apologies to pop rockffulture...

Ijust can't seem to get away from musicradio stations on the long drive to work.Talk radio and books on tape just don'thold a candle to calculating the rate the sun­rise shifts, or to contemplating the meaningof life . . . and my way of life. Be glad Iwasn't stuck in the traffic jam going in theother direction.

Sadly, the original song did not stay longon the pop charts, making it that much moredifficult for those of you not hearing what Ican't get outta my head:

ISSN 0888-1081Copyright 1998

The GENERAL is dedicated to the presentation of authoritativearticles on the strategy, tactics and variations of games of skill.Historical articles are included only insomuch as they provide use­ful background information on covered games. The GENERAL ispublished by The Avalon Hill Game Company solely for the cul­lural edification of the serious game aficionado, in the hopes ofimproving the game owner's proficiency of play and providingservices not otherwise available to the game buff. The Avalon HillGame Company is a division of Monarch-Avalon Industries, Inc.The shares of Monarch-Avalon, Inc. are publicly traded on theNASDAQ System under the symbol MAHI. For information aboutthe company, write Marshall Chadwell at the executive offices(4517 Harford Road, Baltimore, MD 21214).

Publication is bi-monthly with mailings made close to the begin­ning of January, March, May, July, September and November. Alleditorial and general mail should be sent to:

Avalon Hill Game Company4517 Harford Road' Baltimore, MD 21214

One-year SUbscriptions are $18.00. Two-year subscriptionsare $29.00. All domestic subscriptions sent via bulk permit.Domestic First Class Delivery and all subscriptions to Canada andMexico must pay an additional $18.00 per year postage charge.All overseas subscribers must add an additional $30.00 per yearpostage charge. Send checks or money orders only. Avalon HillGame Company is not responsible for cash lost in transit. Thosewith a current American Express, VISA or MasterCard may call800-999-3222 toll free to renew subscriptions or ordermerchandise. Absolutely no complaints or questions will behandled on this extension. Any business other than a credit cardpurchase must be handled by mail. Address changes must besubmitted at least six weeks in advance to guarantee delivery.Convention announcements must be received at least six monthsin advance and contain information pertaining to Avalon HillGame Company's games in use.

Articles are considered for publication at the discretion of oureditorial staff. For detailed information on how to prepare a manu­script, please request a copy of our "submission gUidelines."Online Service Addresses: You may now order through our web­site. Website: www.avalonhill.comE-Mail: [email protected](Magazine)[email protected](Company)EDITOR-IN-CHIEF: Stuart K. TuckerZOC EDITOR: John KisnerASL EDITORS: Mulit-Man PublishingLAYOUT: Georgia WilsonPROOFREADING: Jennifer LawrenceGRAPHICS: Jean Baer and Georgia WilsonAVALONCON PHOTOS: Kurt MillerCOVER ART: Kurt MillerSUBSCRIPTIONS: Donna EngleADVERTISING: Ed WeissPurchase of Games, and Magazines: 1-800-999-3222FOREIGN DISTRIBUTORS: Readers are urged to make sub­scription arrangements with their appropriate agent (addressshown where phone number not available). (PC) before namedenotes software games only: Australia: (PC) Directsoft­Wahroonga NSW 2076, 482-3455, Jedko Games Ltd. (Victoria)555-1022; Belgium: SPRL Prolude (32 Ave. de Teruuren, Box32, 1040 Bruxelles); Canada: (PC) Beamscope (Scarborough)416-291-0000, (PC) Durcom Micro (Quebec) 416-292-0094, MultiMicro Dist. (Scarborough) 514-354-3810, Lion Rampart (Ontario)905-572-6446, Dractus (Ottawa) 744-5225, E&K Kroeger (Scar­borough) 416-752-5382, L'Avenir (Montreal) 341-1561, NorthwestGame Traders (Cambridge) 623-5282, TO Imports (Alberta) 403­252-2006, (Ontario) 905-624-2301; Denmark: Fafner Games(Gentofle) 453-165-5625, Faros Cigarer (Copenhagen) 332-2211;Finland: Fantasiapelit Tudeer Oy (Vantaa) 872-5950; France:(PC) Alsyd (Meylan) 4 76 41 8505, Ludis International (Balma)56124-7878, Jeux Actuels (Caillquet) 3226-2257, Jeux Descartes(Paris) 4648-4820; Germany: Das Spiel (Hamberg) 4044-8687,Games In (Munich) 89555767, Welt der Spiel (Frankfurt) 699-502­1141; Great Britain: Chart Hobbies (Littlehampton) 0-1903­773170, Esdevium Games 1252-26116, Hobby Games Ltd. (W.Sussex) 1903-730998; Greece: P. Mamalis Ludo (Athens) 293­2203, Kaissa Chess & Games (Athens) 3606488; Hong Kong:Wargames Club (Hong Kong) 417-1587; Italy: Fernando Ferrarri(Verona) 8000319, Stratelibri (Milano) 295-10317; Japan: PostHobby (Tokyo) 3351-0471; Netherlands: 999 Games (Amster­dam) 644-5794, Capful Books (Amsterdam) 625-5537; NewZealand: Unicorn 377-4248; Norway: AEH Hobby (Pilestredet 7,0180 Oslo 1); Portugal: Frente Crt (P.C. Duque de Saldanha 20,RICO 1000, Lisboa) 1545153; Singapore: Wong International(Singapore) 545·3995, South Africa: Gamma Games Ltd. (P.O.Box 2904, Capetown 8000), Wizards Warehouse (Capetown)461-9719; Spain: Joe Internacional (Barcelona) 345-8565, NaipeJuegos (Madrid) 544-4319, Distrimagen (Madrid) 3889898 perWW 388-7282, (PC) System 4 (Madrid) 383-2480; Sweden: TopGames 3177-42225.IF YOU CHANGE YOUR ADDRESS: Inform us immediately! ThePost Office destroys undeliverable magazines even if you leavea forwarding address. The Avalon Hill Game Companyassumes no responsibility for issues lost due to an invalidaddress. Please state both your new and old address.

6

H ere is a briefdiscourse on the com­plicated internecine wars of theDiadochi-Alexander's succes­

sors-the subject of Avalon Hill's latestgame, SUCCESSORS. Although these his­torical tidbits may not improve your play ofthe game, they bring to life the many inter­esting Tyche (event) cards, generals androyal family members depicted in that ele­gant game. Enthusiasts of KINGMAKERand HANNIBAL will find the game playmuch to their liking, as generals, kingsand regal wives move about to battle fordominance ofAlexander's empire.

Alexander III (the Great) of Macedondied unexpectedly while still relativelyyoung, leaving his newly won empire in theprecarious position of lacking a clear suc­cessor. As he lay dying in June 323 BC, hissenior commander and chief of staff, Perdic-

cas, attended his bedside. What we know ofAlexander's last words is that which Perdic­cas allowed to be known-whetherinvented or true. To whom did he leave hisempire? "To the strongest." This both rein­forced the claim of Perdiccas, who com­manded the largest Macedonian army at thetime, but also left open the possibility of anarmed challenge. Alexander's last recordedwords declared that all his foremost friendswould hold "a great funeral contest" overhim. These were prescient words, but theyunderstated the magnitude of the events­more than forty years of warfare among hisgenerals and the execution of the key bloodheirs of him and his father. In effect,Alexander's empire died with him, thoughrecognition of the successor kingdomswould not come for another 18 years (whichin itself did not stop the bloody warfare).

Although Alexander'sbattle-worn generals weregenerally ambitious, theywere loath to seize the

reigns of power without the veil of legiti­macy afforded by the royal blood line.The weakness of that line allowed­indeed required-the generals to manipu­late the imperial organization to lend thesense of order that seemed appropriate oropportune. That these generals onlybriefly agreed about that organizationshows the predominant lack of an externalthreat to unify the empire behind a com­mon leader. Although the revolt of theHellenic cities nearly provided just such athreat and became a constantly recurringissue throughout "the funeral contest," forthe most part, Macedonian satraps sawtheir Macedonian neighbors as threats andprizes rather than the external world.

The Macedonian monarchy ruled largelyby force over ambitious barons. SouthernGreek citizens were quick to disparageMacedonian barbarism. Nonetheless, thesebarons had acquired the veneer of Atticsophistication and had established a Greekfamily tree for their monarchy (derived,probably fictitiously, from the Argeads ofArgos). Even though Alexander's generalswere more interested in colonial conquestand the fringe benefits such power pro­vided, the ruling royal family attempted tomaintain the eurocentric control of the

Mare Internum

The World of Alexander's Successorsat His Death in 323 B.C.

.......,.....,Caspian Gates

7

Into this mix of monarchicalsymbols, we must throwAlexander's half-sister, Thes­salonice (daughter of Philip IIvia a union legally conveying

no succession rights). Marriage to herwould cement the bond between a generaland Philip's blood, even if without bestow­ing a formal succession claim. She came togovern her household so forcefully that shedivided her husband's realm among sonswho came to blows.

THE LEGACYAlexander's senior bodyguard of seven

generals formed the nucleus of the militaryorder surviving his death. These generalswere all conveniently on hand for Alexan-

For a more immediate succes­sion, Alexander's half-brother,Arrhidaios, was a candidate.Born out of unwed union byAlexander the Great's father to

a Thessalian dancing girl, Arrhidaios was anadult blood successor. Had he not beenepileptic and retarded, he might have seizedeasily the reigns of power himself. Havingnever been entrusted with any military com­mand or civil power by Alexander, he toowas nothing more than a pawn in Macedon­ian politics. He was favored by some to con­tinue the dynasty and became known asPhilip ill.

Alexander's only son wasHeracles, a 3-year-old boy,born out of wedlock to Bar­sine, a Persian aristocrat.While a convenient symbol,

Heracles' claim to the throne was not seenas very significant.

bility to any general's claim to succeedAlexander as the ruler. Olympias and thetop rival generals went to enormous lengthsto prevent the wrong marriage for her. Inthe end, she died without a husband, if notwithout influence.

Alexander's formal Bactrianwife, Roxane, was sevenmonths pregnant whenAlexander died. Should thechild be a boy, he would be

.the clear choice, but awaiting his ascensionto the throne at the age of 18 would neces­sitate a long regency. The fact that the childwould be half-Bactrian was also a weak­ness from the point of view of appealing toMacedonia. Alexander's intermarriage pol­icy may have served well to lessen thechance of revolt by the old Persian satraps,but it undermined legitimacy with his coreconstituency. Roxane and the child (a boyknown as Alexander IV) became the pawnsof usurping generals claiming the right tobe regent.

THE FAMILYAt the head of the family ofAlexander was the queenmother, Olympias (wife ofAlexander's deceased father,Philip II). While not eligible

to formally run the empire, she played ahuge role in internal politics and foughthard against the various family membersemanating from Philip's other unions.

Alexander's sister, Cleopatra,also could not rule (Macedon­ian society requiring a maleleader), but marriage to herwould lend enormous credi-

empire through a legitimate heir in Pella.Thus, while Alexander married his generalsto Persians and Medians and the like (andadopted the old Persian capitals as hisown), the ruling family required that Pellahouse a viceroy and representative of theabsent king, in effect answerable to theMacedonian barons. This system was amajor centrifugal force, pulling apartAlexander's empire soon after his death.Power and legitimacy remain disparate anddiffuse-having been held together only bythe iron will and charisma of Alexanderhimself. None of his successors, whethergenerals or royal family members, provedequal to the task.

Mare Internum

The Lamian War and thePerdiccan Regency, 323-320 B.C.

-~

~Battle 'Utml=$"G'Key City • Other City 0Besieged City YearsINDEPENDENT TERRITORV/SATRAPV

Coalitions: ':m;@flii Antigonid

8

der's death, inaugurating the successiondiscussion in Babylon immediately. How­ever, other generals far from Alexander'soversight also had gained positions ofimportance which allowed them a basisfor their ambitions. Antipater had beenleft in Macedonia in charge of the Euro­pean army in 334, while Alexander dis­membered Persia and subsequently ruledfrom its capitals in Asia. As strategos ofEurope, Antipater was effectively theviceroy of the home provinces and hadconsiderable power over and support fromthe Macedonian ruling class, while con­trolling a sizable army of occupation thatwatched over the ever-turbulent Greekcity states. Antipater sent his son Cas­sander to Babylon as a proxy to discussthe succession issue.

Before his death, Alexander orderedhis senior infantry commander Craterus toreturn to Pella to act as "representative ofthe absent king," in effect dividing thepower Antipater then held. Upon hearingof Alexander's death, Craterus halted hismarch in Cilicia to await news of succes­sion, knowing full well that his father-in­law, Antipater, might not recognize hisauthority in Pella without Alexander'sword to back him up. From Cilicia he wasin a position to utilize naval resourcesshould he have the opportunity to con­tinue his trip to Pella.

The Battles for (and events of) Alexander's Empire(Successor deaths are in bold, royal family deaths are underlined, battle sites are in Italics)

When Where Who WhylWhatJHow323BC Babylon Alexander dies of unknown sickness, without clear heir or suc-

cessor. In Babylon settlement, Perdiccas assumes roleof regent of the kingdom. Satrapies partitioned. Melea-ger murdered.

Bactria Peithon suppresses revolting colonists.323-2 Lamia Antipater besieged. Macedonian generals rally against the Hel-

lenic League.

322 Thessaly Leonnatus dies in cavalry action, attempting to relieve siege ofLamia.

Egypt Ptolemy eliminates Cleomenes, Alexander's Satrap of Egypt.Cappadocia Perdiccas invades, establishing Eumenes as Satrap.Amorgos Cleitus defeats Athenian fleet.Syria Ptolemy diverts funeral cortege to Egypt.

Aug. Crannon Craterus defeats Greek army.

321 Cyrenaica Ophellas conquers in name of Ptolemy.Epirus Olympias offers support to Aetolia for renewed war against

Antipater.Cyprus Ptolemy allies with kings of island.

Spr. Pisidia Perdiccas invades, driving Antigonus into alliance with Antipa-ter. Plans to marry Cleopatra, sister of Alexander.

320 Hellespont Craterus and Antipater cross into Asia to oppose Perdicas andEumenes.

Halicarnassus Antigonus returns to Asia Minor.May Egypt Peithon and other officers, murder Perdiccas while army

encamped across Nile from Ptolemy.May Cappadocia Eumenes defeats and kills Craterus and Neoptolemus (gover-

nor of Armenia).July Triparadeisos Antipater Confirmed as guardian of the kings. Satrapies con-

firmed.SyrialPal. Ptolemy annexes.

319 Phoenicia Ptolemy annexes.

Mare Internum

allle8w1thptolemy

Antipater's Legacy: A Divided Greece andthe Rise of Antigonus (320-314 B.C.)

MareHyrcanium

Antigonu5

ammma

9

Spr. CappadociaJun. Nora

PisidiaFall Macedonia

318 Greece

Sum. Ephesus318-5 East

317Sum. Byzantium

PiraeusFall Macedonia

Oct. Pella

316 SusaSpr. MacedoniaJuly Coprates R.Fall Paraetacene

315 Gabiene

MediaSpr. Pydna

Sept. BabylonPalestine

314 Syria

314-3 TyreJoppa/GazaAegean

313Cyprus

Oct. Caria

312 HellespontCoele-SyriaCyreneCilicia

Fall Gaza

East

311

310 PellaSpr. Babylonia

MacedoniaCyrene

309

orders murder of Cleopatrad

THE BABYLON SETILEMENT,323 Be

The cavalry commanders, led by Perdic­cas, wanted to await the birth of Roxane'schild, and, if a boy, to proclaim him kingunder a regency. Nearchus, the fleet com­mander, suggested Heracles for the throne.The generals did not want to choose a bas­tard over legitimate offspring (especiallywhen proposed by a Cretan). Ptolemy pro­posed dispensing with regal authority andoperating a ruling council of king' s friends.Even more boldly, Perdiccas was proposedas the new king-which provoked theinfantry commanders to object vocifer­ously. Meleager's proposal to elevateArrhidaios to the throne immediatelytouched off a brief crisis in the city, but inthe end Meleager backed down andaccepted Eumenes' compromise solution:Arrhidaios and Roxane's son would bejoint kings. Perdiccas became the regent ofthe kings.

Perdiccas lost no time in "purifying" thearmy of the ringleaders among the infantryand acting with all the authority of regentover the kingdom. He then convened acouncil in Babylon to officially confirm thekey commands. Antipater was reconfirmedas viceroy in Macedonia (a direct refutationof Craterus' Alexandrine commission).Craterus was given the honorary role ofguardian of the monarchy (though he wasnever given the chance to oversee the twokings, who were kept under Perdiccas'

Sitting astride Alexander's communica­tions routes back to Macedonia, Antigonuswas satrap of Phrygia. Although seeminglyof little importance, this position gave himconsiderable autonomy and wealth withwhich to establish a position of indepen­dence upon Alexander's death. Antigonusrefused to recognize Perdiccas' authorityupon the death of Alexander. Few otherswere so foolish.

Chief staff officers, Ptolemy and Lysi­machus, were happy to be given satrapiesfar from Perdiccan Babylon. Seleucus,commander of Alexander's training corpsof pages, bided his time in Babylon underPerdiccas until given a satrapy after Perdic­cas' death. Eumenes, Alexander's chiefsecretary, accepted the role of satrap of anunconquered province.

When it looked like the infantry divisioncommanders would play second fiddle to thecavalry, Meleager spoke up in favor ofcrowning Philip m. Though he initially wasmet with compromise, he soon was murderedby Perdiccas' men in the aftermath of theBabylon settlement. Other infantry comman­ders, like Polyperchon and Cassander, keptquiet, returning to Europe to join Antipater'scampaign against the revolting Greeks.

makes peace with satrapal coalition.

executes Alexander IV and Roxane.campaigns against Se!eucus.invades, in name of Heracles.allies with Agothocles ofSYI·acllse.

truce with Cassander.re-occupies.restores order.ravages from base in Cyprus.and Seleucus defeat DemetriusAntigonlls).regains Babylon., Susiana, :Media.

declares freedom for Greek towns (hirrb()firlgCassander).campaigns.campaigns against Eumenes.

defeats Nicanor (Antigonid general).abandons. Truce with Seleucus.campaigns against Chandragupta.liberates Corinth and Sicyon.occupies, along with Lycian coast.secures, after death of Dphellas.

versus Cassander, over Greece.captures.loses Epirus, while campaigning against Ptolemy.Treaty.defeats fleet of Menelaeusconquers Cyprus.abortive invasion.

defeats Eumenes.besieged; released in summer 318.campaigns.dies of old age (>70), bequeathing position notCassander his son, but to general Polyperchon.

and Antigonus defeat Polyperchon's navy (killingCleitus) at Bosporus.fails to capture.invades, with blessing of Eurydicewife).murders Philip III,suicide.

pursues Eumenes.defeats Polyperchon.defeats Antigonusfights Eumenes to draw.

defeats Eumenes, whose Silver S.hields hand himover in exchange for their baggage. Eumenesexecuted.

. kiUed for plotting against Antigonus.besieges and captures; kills blympias.Thessalonice, daughter of Philip II.flees to Egypt when threatened by Antigonus.occupies.

receives envoys fromCassander. Rejects vro'Pos:als.begins siege andcaptures.operates against Antigonus with·command of thesea.joins Cassander.crushes revolt.sends troops; fleet to Lernnos.

DemetriusDemetriusCassanderRomeDemetrius

Antigonus

SeleucusAntigonusSeleucusPtolemyPtolemyPtolemy

Antigonus

CassanderAntigonusPolyperchonOphellas

Cassander

Antigonus

Seleucus

AntigonusAntigonusPtolemyPtolemyPtolemy

Olympias

PolyperchonCassander

Nicanor

PeithonCassander

AntigonusCassanderEumenesAntigonus

Antigonus

PolyperchonPtolemyCassander

SeleucusAntigonus

AntigonusAntigonus

AntigonusAntigonusSeleucus

Antigonus

AntigonusEumenesAntigonusAntipater

Polyperchon

EastIranIndiaGreecePampyliaCyrene

Egypt

"4-yr war"AthensPeloponneseRhodesSalamis

Sardis

308-3

308

307

306

10

watchful eyes). Satrapies were given toPtolemy (Egypt), Lysimachus (Thrace),Leonnatus (Hellespontine Phrygia),Antigonus (Pamphylia, Lycia and GreaterPhrygia) and Eumenes. (Cappadocia andPaphlagonia, still held by local monarchAriarthes).

The closing of the council meeting wit­nessed a mass exodus of these comman­ders, as they grabbed what they couldfrom Babylon and went to their assign­ments to dig in themselves. Perdiccas,though in charge of the kings and the rem­nants of the imperial army, was in shakycontrol of things. Peithon, an easternsatrap, nearly joined the Bactrian rebel­lion he was sent to suppress, but reconsid­ered upon finding his Macedonian troopsloyal to the throne. He was later rewardedwith the satrapy of Media.

THE LAMIAN WAR, 323-322 BeRhodes now took the opportunity to

expel its Macedonian garrison. The biggestchallenge, however, was in Greece, where aHellenic alliance led by Athens revolted,providing just the sort of threat necessary tounify a number of the generals behind acommon cause. Demosthenes led the revoltfrom Athens, but Leosthenes took charge ofmilitary operations. Lysimachus was busy

305

304

303

302

301

300

299

298

297

.296

Rhodes

Greece

Greece

India

Greece

MacedoniaAsia MinorBithyniaJerusalem

JudaeaIpsus

Ephesus

Ionian coastN.Syria

S.Anatolia

Macedonia

Samaria

Demetrius

Demetrius

Demetrius

Seleucus

DemetriusAntigonusDemetriusCassanderLysimachjlsPtolemy·

PtolemyAntigonus

Demetrius

DemetriusSeleucus

Seleucus .

Demetriu&

Cassander

Demetrius

besieges with helepolis (abandoned 304).

counters Cassander's successes.

continues successes against garrisons of Cassanderand Ptolemy.cedes Gandhara, eastern Arachosia, Gedrosia inexchange for 500 war elephants.

resuscitates League of Corinth.rejects Cassander's suit for peace.marches north.invades, abandoning Greece. Lands at Teos.forms alliances with Pergamon and I:Ieracleia.attacks. .

regains; occupies Coele-Syria.killed, as he and Demetrius are defeated by Cas­sander, Lysimachus, Seleucus (and his elephants).Victors partition Antigonid kingdom: Cassander gets afree hand in Europe except for Thrace; Lysimachusgets most of Asia Minor; Ptolemy keeps holdings inPamphyliaILycia and Phoenicia; Seleucus gets Coele­Syriacontinues flight to Corinth.

wars on Lysimachus.acquires.

allies with Demetrius against Lysimachus andPtolemy.and Se1eucus occupy Ptolemy's holdings.

dies from consumption, along with eldest son. Thes­salonice divides realm among two youngest sons, oneof whom appeals to Pyrrhus and Demetrius for aid.captures.

PontusEuxinus

Antigonus' Bid for Supremacy,314-301 B.C.

ntf-Antigonid

............Caspian Gates

296-5 Athens

295 CiliciaIonian coastCyprusAthens

294 ~acedonia

293 T~~ssaly

292 AegeanThebes

291 ThebesThraceAetolia

290 :Phocis289 Epirus

288 ~acedonia

287 Athens

Fall Asia ~inor

286 Tyre, SidonSpr. Sardis

Cilicia

285 ThessalySpr.

284 Paeonia283

Demetrius

SeleucusLysimachusPtolemyDemetrius

Demetrius

Demetrius

PtolemyDemetrius

DemetriusDemetriusPyrrhus

AetoliansDemetrius

Lysimachus

" Demetrius

Demetrius

PtolemyDemetriusDemetriusDemetrius

LysirnachusSeleucus

LysirnachusDemetrius

besieges.

consolidates controLseizes from Demetrius.recovers, then sends fleet to Athens.starves into submission.

proclaimed king.

reconquers.

establishes protectorate over League of Islanders.reduces city after Aetolia and Boeotia rise in revolt.

puts down second revolt.invades.joins in fight against Demetrius.

seize, banning Demetrius from Games at Delphi.invades. Pyrrhus,yntreats and then abbrogates.

and Pyrrhus invade and partition.

flees into Peloponnese following revolt, returns tobesiege. Treaty frees Athens.crosses into Asia

captures from Demetrius.captures.campaigns.son Antigonus Gonatas assumes title of king.

seizes.captures Demetrius in Cilicia.

conquers.dies in captivity.

11

with Thracian border problems. However,Antipater, Leonnatus and Craterus (alongwith the fleet under Cleitus) respondedquickly to the Greek uprising. Antipaterfound himself besieged in Lamia (hencethe name of the war). Leonnatus crossedthe Hellespont and marched into Thessaly,where he died in a cavalry action. Cleitussmashed the Athenian fleet off the island ofAmorgos, allowing Craterus to cross theAegean Sea safely. Craterus defeated'Leosthenes at Crannon. Demosthenes com­mitted suicide and the Athenians sued for

: peace. with Antipater.- Perdiccas moved to subdue Cappadocia

(gaining the loyalty of Eumenes). Politicalmarriages were foremost on the minds of thegenerals attempting to secure legitimacy.Perdiccas moved towards Sardis, intendingto marry Alexander's sister, Cleopatra(Tyche #53 and #36). Antigonus saw thewriting on the wall and fled to Europe.Perdiccas' plan, however, cemented thegrowing anti-Perdiccan alliance of satraps.Antipater, strongly objecting to the proposedmaniage, sent Craterus across the Hellespont(slipping past Eumenes), while Antigonuslanded at Halicamassus.

Meanwhile, Ptolemy had diverted thefuneral cortege with Alexander's body toMemphis (Tyche #10) and began increas-

:'

The Final Imperial Ambitions and theDivision of the Spoils, 301-281 B.C.

MareHyrcanium

......,....,Caspian Gates

12

ANTIGONID BID FORSUPREMACY, 314-301 BC

With the resolution of the major con­flicts in the east and in the Balkans at thesame time, surviving successors Cas­sander, Lysimachus, Ptolemy and Seleu­cus joined forces in 314 to suggest a divi­sion of the spoils with Antigonus. Envoysdelivered their ultimatum to Antigonus inSyria: Seleucus was to be restored inBabylonia, Syria was to be surrendered toPtolemy, while Hellespontine Phrygiawould go to Lysimachus, and the raidedtreasuries would be shared. Antigonusflatly rejected the terms, inaugurating a13-year war that was marked by only abrief truce in 311.

Antigonus confidently pressed southinto Phoenicia, but without control of thesea, he had to let Seleucus sail past him.Antigonus then set about to rectify thenaval situation by establishing shipyardsand buying from Rhodes. To this end also,he besieged Tyre (314-313). In 312 hisdrive south was halted when his sonDemetrius was defeated by Ptolemy andSeleucus at Gaza. The battle enabledSeleucus to move east to re-assert hisclaim over Babylonia, fighting a series ofbattles with Antigonid general Nicanor.

In 310, Cassander, having beaten offIllyrian migrations (Tyche #51) and confi­dent in his position, executed AlexanderIV and Roxane (Tyche #35). This servedto spur Polyperchon to gain Heracles'blessing to invade Macedonia. Cassandercut a deal with Polyperchon, putting himin charge of the Peloponnese (Tyche #25).Polyperchon reciprocated by executingHeracles. In 308, Antigonus executed,th.estill-unwed Cleopatra, the last significantmember of the royal family of Philip andAlexander. Within three years, the fiveremaining successors (Antigonus, Cas­sander, Lysimachus, Seleucus, Ptolemy)had declared themselves "kings" of theirrespective pieces of Alexander's empire.

from threats from Europe and he returnedto the pursuit of Eumenes (who had quicklybroken the alliance in favor of Olympiasand Polyperchon).

After a few setbacks in Susiana (Tyche#5), Antigonus finally defeated Eumenes in315 at Gabiene (where the Silver Shieldsbetrayed their commander-Tyche #40).Antigonus then turned on and removednearby satraps, Peithon and Seleucus. He also

i raided the royal treasuries in Ecbatana, Perse­polis and Susa, establishing himself as theman with the biggest warchest from which topay his armies (Tyche #9). Seleucus fled toEgypt and warned that Antigonus was purg­ing Alexander's officers (Tyche #31).

The natural death of Antipater in 319left Macedonia a hotbed of intrigue, erupt­ing quickly into war between his son Cas­sander and his general Polyperchon. Philipill declared in favor of Cassander (Tyche#27). The dowager Queen Olympias, whohad already jumped into the fray by offer­ing support to the Aetolians (Tyche #15),managed to secure Pella and kill a goodmany of Cassander's supporters, includingPhilip ill and Eurydice. This appalled manya Macedonian baron and was the undoingof Olympias, who was captured and killedat the siege of Pydna (Tyche #52). Cas­sander then married Thessalonice in 315 tocement his authority (Tyche #54).

Meanwhile, Antigonus exploited the sit­uation to expand his authority. He con­ducted his campaigns against Eumenes asmuch to reconquer Alexander's Asianempire as to fulfill his mandate to catchEumenes. In fact, he let Eumenes out ofbesieged Nora in 318 to ally with himagainst Antipater's successor, Polyperchon.With the naval victory at Byzantium,Antigonus' Asian position seemed secure

ally.invades Lysirnachus' kingdom.

dies of old age, leaving Ptolemaic kingdom to Ptolemy II.Ptolemy

SeleucusSeleucus

SeleucusSeleucus

PergamonAsia Minor

CorupedionHellespont

Athens

Know Your Generals Names for the Minor GeneralsWhile initiative is relatively obvious, the effect of the For those garners wanting to add a touch of histor-combat rating is less so. Here are the implications of ical personality, you can give names to your minorminimum die rolls, including the elevated risk of generals (including those leading the Greek Armyleader loss. and the Silver Shields). Here is one such list,

Rank Initiative: Combat:aligned by the four major factions operating in the

Ave. Interception Ave. Ldr. Lossearly years of the wars of the Diadochi.

*s General MPs Percentage Roll Percentage3 Perdiccas 3.2 50 8.0 7.4 Red Blue Yellow Purple3 Antipater 2.8 33 8.0 7.4 Asp Starhurst Lion Horse3 Craterus 2.8 33 9.0 7.4 (Ptolemaic! (Antipaterian) (Antigonid) (Perdiccan!

2 Ptolemy 2.8 50 8.0 7.4 Ophelias Cleitus Nicanor Aristonous2 Lysimachus 3.2 50 9.0 7.4 Menelaeus Neoptolemus Nearchus Eudamus2 Peithon 3.2 50 8.0 7.4 Tlepolemus Amphimachus Andronicus Teutamus2 Leonnatus 3.5 67 8.0 7.4 Pyrrhus Cephalon Boitos Stasander2 Seleucus 3.5 67 8.0 7.4

Antigonus 3.5 67 9.0 7.4Eumenes 3.2 50 9.0 7.4 Greek Army Silver ShieldsDemetrius 3.5 67 7.3 3.7 Leosthenes Antigenes

0 Cassander 3.5 67 7.3 3.70 MinorGen. 2.8 33 7.3 3.7 (The above names are sized for cutting and past-

ing to your counters.)Independents 3.0 0 7.3 n.a.

captured by Antigonus Gonatas, who then is defeated byCassander's heir, Ptolemy Keraunos.defeats and kills Lysimachus.murdered, as he lands in Europe attempting to claimMacedollia, by Ptolemy Keraunos. Antiochus I succeedsas king of Seleucid kingdom.

Thus comes to an end the era of Alexander's generals.

Feb.Sept.

282

281

ing his domain at the expense of Cyrenaicaand Palestine. Leaving Eumenes to fightoff Craterus in Asia Minor, Perdiccasmoved through Phoenicia south towardsEgypt, where he hoped to eliminatePtolemy from the coalition. Here, as thetwo armies were encamped on each side ofthe Nile River, Perdiccas' commanders(led by Peithon, Seleucus and Antigenes)conspired to murder him (Tyche #43). Afew days later, Perdiccas' deputy,Eumenes, defeated and killed Craterus andNeoptolemus (rebellious governor ofArmenia) in Cappadocia.

TRIPARADEISOS, 320 BeThe anti-Perdiccan coalition then met at

Triparadeisos in Syria to confirm the powerstructure. Antipater became the newguardian of the kings. Eumenes wasbranded an outlaw and Antigonus wasmade commander-in-chief of the Asianarmy and charged with running him down.Seleucus was rewarded with the satrapy ofBabylonia. All other satrapies from theBabylon settlement were reconfIrmed.

By LTC John B. Firer (USA, Ret.)'J;

Alexander's LieutenantsHistorical Initial Deals for SUCCESSORS

This did not stop the fighting, how­ever, as Antigonus refused to accept theindependence of the other kingdoms.After much Ptolemaic subterfuge andfighting throughout the Mediterraneanand Aegean islands and Greece, theAntigonid fleet defeated Ptolemy's fleetat Salamis. With a secure Cyprus,Antigonus and Demetrius planned theinvasion of Egypt. A storm at sea (Tyche#50) left Ptolemy secure, but Demetriuscarried the war to Cassander in Greece.Along the way, Rhodes refused completecooperation and was subjected to siege(Tyche #29). Even without Rhodian com­pliance, Demetrius was able to besiegeand take Athens, despite Ptolemy's sup­ply efforts (Tyche #32).

Finally, coordinating their efforts, Cas­sander and Lysimachus decided to aban­don Macedonia in favor of an invasion ofAsia Minor-looking to Seleucus to bringhis newly-bought war elephants (Tyche#8) to close the vise on Antigonus.Ptolemy launched a diversionary cam­paign into Syria. Antigonus, hoping toconclude a decisive battle, calledDemetrius back to Celaenae to join him.At Ipsus in 301, a decisive battle wasindeed fought, but one that defeatedAntigonid forces, killed Antigonus andforced Demetrius to flee to Ephesus andthen to Corinth.

SUCCESSORS is a multi-player systemgeared towards four players, whichallows the factionalism and shifting

strategic situation of the era to be fully simu­lated. However, as one plays the two- andthree-player versions, this experience issomewhat diluted and loses its authentic fla­vor. In addition, the play balance of the gamecan be drastically affected by the vagaries ofthe initial distribution of generals. Therefore,in order to provide a more accurate simula­tion, I offer the following historical setupswith analysis of the strategic and tacticalpositions of each faction.

mSTORICAL FACTIONSThree major factions arose following the

death of Alexander the Great in 323 BC. Onefaction, led by Perdiccas, was interested inmaintaining the empire intact. Whether thisposition was taken for purely altruistic motivesin protecting the rights of Alexander's unbornson, or was taken for purely ambitious reasons,is unclear. There were probably elements of

DIVISION OF THE SPOILSLysimachus took over Asia Minor

from the Hellespont to the Taurus Moun­tains, though some coastal citiesremained in the hands of Demetrius andPtolemy (particularly in Lycia and Pam­phylia). Ptolemy claimed Syria andPhoenicia, but Seleucus objected andreceived Syria, including Coele-Syria.Tyre and Sidon remained in the hands ofDemetrius.

Cassander was granted a free handagainst Demetrius in Europe. However,the pursuit came to an end when Cas­sander and his eldest son died of con­sumption (297). His wife Thessalonicedivided the realm between the twoyoungest sons, sparking a civil war. Thisgave Demetrius and Pyrrhus of Epirus anentry into Macedonian politics. By 294,Demetrius was proclaimed king of Mace­donia. Pyrrhus backed the Aetolians (291)against him and soon gained Lysimachus'assistance (288) with an invasion whichdrove Demetrius into flight to Athens andthen Asia Minor (287). Seleucus capturedDemetrius in Cilicia in 285.

Meanwhile, Demetrius' son, AntigonusGonatas, was proclaimed king of Macedo­nia in 286 and continued war against Cas­sander's heir, Ptolemy Keraunos (losing atAthens in 281).

both co-existing in the faction. Initially, theimperialists theoretically included all ofAlexander's generals, but the staunchest sup­porter of this faction. was Eumenes. Peithonalso remained loyal to Perdiccas up to a point,but the other generals had their own agendasand quickly began to gravitate towards a moredynastic approach towards the problem of suc­cession. The imperial faction, while powerful,was short-lived, essentially dying with Perdic­cas (although Eumenes remained a thorn in theside of the dynasts for many years).

The initial practitioners of the movetowards establishing a personal dynastyencompassing all or part of the empire wereAntigonus and Ptolemy. Ptolemy quickly con­solidated his position in Egypt and was reason­ably content to maintain himself there with anobvious interest in procuring border marchesand strategic resources as exemplified by theacquisition of Palestine and Cyprus, respec­tively. Antigonus refused to cooperate withPerdiccas and fled to the protection of Antipa­ter when confronted by Perdiccas. Ptolemy

13

With the demise of Demetrius and Cas­sander, Lysimachus' long-hidden ambi­tions to rule Alexander's empire finallycame to the forefront. Seleucus opposedhim, winning at Corupedion in 28 I.

Ptolemy having died of old age in 283,Seleucus was thus the last living Alexan­drine successor general. His ambitions tounify the empire also floundered, whenKeraunos murdered him the moment he setfoot in Europe. Keraunos then used hispopularity among Lysimachus' officers togain the Macedonian throne.

With Ptolemy Keraunos running Mace­donia, Antiochus I ruling Seleucid Asiaand Ptolemy II ruling Egypt, the tripartitedivision of Alexander's empire wascemented. From then onward, these king­doms would find their enemies assaultingthem from the outside (the migration ofGauls, the ambitions of Pyrrhus of Epirus,the assertive independence of Pergamonand Bithynia, and the rise of Rome).Antigonus Gonatas recovered the king­dom of Macedonia in the aftermath of theanarchy caused by fighting with theGauls. However, though these three king­doms would find cause for fighting, theera of Alexandrine ambitions of worldconquest was finished.

*founded a dynasty which survived until theAge of Augustus, while Antigonus eventuallyattempted to expand his patrimony to includethe whole empire but was defeated and killedby the others at Ipsus in 301 BC.

The third faction was a much more amor­phous group and thus difficult to define (call itthe regency faction). Its leader, Antipater,while loyal to Alexander's house, was accus­tomed to acting as regent for the absent king inMacedonia. He was resentful of any interfer­ence in his exercise of power. Craterus alwaysthought that he, rather than Perdiccas, shouldbe regent in Asia. Like Antigonus, he joinedAntipater in Macedonia but probably less as adynast and more as a disgruntled imperialist.Both leaders died relatively early in game termsand thus it is uncertain whether they wouldhave eventually become full-fledged dynasts.

Leonnatus died during the first game tum,so it was too early to tell which faction hewould have eventually joined, although mostsources would put him in the dynastic camp.Lysimachus was probably more inclinedtowards the imperial cause, and up to the deathof Perdiccas and the subsequent rise ofAntigonus, was content to secure Thrace forthe empire. After this point, he joined thedynastic band wagon.

Seleucus initially served Perdiccas butbecame disillusioned and was involved in his

~~~~~ (Continued onp.16)

14

The Indus Valley civilization is poised tobuild a monument if they choose to forsakebuttressing the Persian Plateau and theHindu Kush against an Aryan onslaughtThe Ruins at Mohenjo-daro, located at theedge of the so-called Lost River, are all thatremain of the mudbrick, grid-platform citythat was home to some 40,000 inhabitants.The city's sophistication rivaled itsMediterranean contemporaries in scope.The depiction represents the famed citadel,erected ca. 2500 BC and located beneaththe Hill of the Dead (a Buddhist stupaerected much later). If it is unavailable,then the generic Neolithic Statue could beused instead to represent the Priest-kingBust found in the lower city.

embedded into a gate found in the Pelopon­nesos. The Minoan empire represented inthe game is a composite of the Minoan civ­ilization of Crete and the Mycenaean civi­lization located on Morea.

IIIshtar Gate _~

Situated in the center of the known world(during epoch I, anyway), Babylonia has ahost of options. The Ishtar Gate is the mon­ument of choice, though technically a Neo-

Ziggurat of Ur

Assuming that· theplayer deployingSumeria opts for the"Fertile Crescent"

approach (Zagros-Western Anato­lia-the Levant), the Ziggurat of Uris the monument of choice. Sumeriain the game is a composite of vari­ous city-states (i.e. Sumer, Akkadand Elam). The Ziggurat, whichwas dedicated to King Ur-Nammuca. 2100 BC, was the prominent fea­ture in the mudbrick capital of Ur. Itwas built to provide a stairway fortheir gods to descend to the earth.Su~h architecture became a staple ofMesopotamian urban skylines.

EPOCH I ';I

IJreat11lihfnx

Although given an array of monumentchoices, the Egyptian empire realisticallycan only acquire a single monument. TheGreat Sphinx, in the interest of facilitatingfuture monument construction, is the pre­ferred monument for Egypt. It is believedto have been erected around 2500 BC bythe pharaoh Khafra, but is shrouded in mys­tery. Khafre's Pyramid of Giza, called the"largest single building ever constructed,"was built ca. 2575-2130 BC. The pyramidon the counter more accurately resemblesthe Stepped Pyramid at Saqqara (built ca.2650 Be), albeit with more steps.

The Minoans can conceivably construct amonument with play of cards that yieldadditional builds. The Palace of Knossus,the magnificent two hectare palace built.between 2000 and 1400 BC, is the monu­ment of choice. It is believed to have beenthe legendary residence of King Minos.·The depiction represents the main palacebuilding. The Sphinx could represent oneof the Lions of Mycenae-this is a bit of astretch, as that piece of architecture was

Anyon~ who has ever played HIS­TORY OF THE WORLD hasdoubtless wrestled with the conun­

drum surrounding the construction of amonument. Some players never giveselection a second thought and grab thefirst available edifice. Others pick throughthe available mix seeking' an appropriateone. Some separate the "destroyed" mon­uments from the rest, so as'to avoid thepotential "catastrophe" of a duplication.

Some empires have it easy. Who hasn'tbuilt the Roman Colosseum or supervisedthe Eiffel Tower going up? Everyoneknows where and when these structurescame into being. But what of the moreobscure empires? Or what of the empiresthat are not renowned for their architec­tural prowess, yet manage to conquer therequisite mining spots? Fret not. An archi­tectural tour for the true world historyaficionado follows.

The empires that are capable of build­ing monuments are the only ones dis­cussed in this work. This effectively elim­inates five of the seven minor empires.This guide lists the first monument ofchoice, if one exists, for each suchempire. Often this is the true depictionshown on the monument counter. Below,all specific historical monuments are ital­icized, while apocryphal/generic monu­ments are capitalized.

There is an inevitable element ofunavoidable inaccuracy over the locationof some of the monuments. The Pont duGard will never be built in Nimes,because the Romans have a host of citieselsewhere that require priority in place­ment. The Head appears to be of an EasterIsland profile, an area not in the scope ofthe game. Where necessary, I have tried tomarry the crossroads of history and geog­raphy with that of the gameboard andgame scale. In the process, certainthemes, particularly the Eastern fascina­tion with gates and the prevalence ofGreek architecture, are patently obvious.

My areas of specialization shouldbecome apparent through a casual read­ing. My research fruits and frustrationsare now yolirs. Use the guide to give cre­dehc'e to your constructions. "Look uponmy works, ye mighty, and despair."

Forl'tt, FMHctioH, Til'tte & Space

A aMide to'tlte IHOItMlHelttA of

HI5TORV OF THE WORLDBy Scott M. Smith

15

All TIIiH8A GreekThe Greek contribution to Western

architecture was monumental and widelyimitated. Renowned for its almost sculp­ture like qualities, Greek architecture isalmost as recognizable to the averageWesterner today as it was over two millen­nia ago. Some sources have even gone sofar as to break down the influences that, intum, influenced the Greeks. Suffice to saythat heated debate amongst many expertscontinues today about everyone fromCentral Mricans to the Dorians to theMesopotamians.

The Greeks were true to theirMediterranean heritage and improvedupon that which was available. The Greekarchitectural legacy is incredibly impor­tant-and the generous amount of"Greek" monuments included in the gamenicely supports this view.

Greek monuments should be availablefor the Phoenicians, the Scythians, theCarthaginians, Persia, the Celts and theMacedonians. The Parthenon should bean exclusively Greek construction, or atleast reserved for the Macedonians. It is,after all, the most widely visited -and rec.'ognized piece of Greek architecture. TheTreasury ojthe Siphians at Delphi is ideallysuited for those who take up the slackshould the Greeks fail to deliver. Thekouros on the columns of the piece areremarkably detailed-kudos to theAvalon Hill art department. The variousother columnar specimens could easilydepict the ruins that are scatteredthroughout the Mediterr,mean fromNorth Africa to Anatolia. A semblance ofmany of these structures survive todaywithout their wood ceilings and vibrantcolors. Even the Lighthouse can be usedto depict the Lighthouse of Alexandria,which was built ca. 285 BC. Should few ofthese empires exist, then the Romans andeven the Sassanids can build Greek archi­tecture without spoiling the flavor ofdoing things "correctly."

Players should not feel that theirempires are robbing the Macedonians oftheir heritage should they build':'Greek­influenced structures, as there are eIi()Ughto go around. The purist can always level amonument or two with natural disasters,should the need for "correctness" persist.

Some scholars have suggested that theoriginal monuments were initially con­structed of wood., ,As profi<:iency de~er­oped, the structures were replaced withmore durable materials (and even builtelsewhere-many buildings of Athen'sAcropolis were first built on Myceneansites). In this instance, the foreign imita­tor can always maintain that the originalGreek structures (fashioned of wood) didnot survive, but the durable imitation did!

-~-+--+--+--+- (continued pg. 28)

It

~.:N8graUlat8_..

EPOCH II . Ellil

Chogha Zambil

The Hittite empire is capable of erecting amonument if the timing is favorable. TheGate at Hattushash, erected ca. 1300 BCin the Hittite capital, is the monument ofchoice. This elaborate temple complex(complete with advanced drainage sys­tems) was dedicated to one of the Hittitestorm gods, Buyuk Mabed (their pantheonconsisted of over a hundred deities).Purists will demand use of the Ziggurat orPyramid. The former could represent the13th century BC Ziggurat Chogha Zambil,while the latter could depict the Hittiteholy site at Yazilikaya.

The great empire of Assyria is almost des­tined for a monument. The Ishtar Gate isthe preferred choice (see Babyloniaabove). Alternatively, this monumentcould represent the Negral Gate at Nin­eveh. This city was adopted as the Assyr­ian capital around 700 BC by Sennacherib.Another contender is the Eastern Sphinx­a generic statue that depicts a myriad ofpieces of Assyrian art. The Colossal LionofAshur-Nasir-Pal in the Temple ofNinibat Calah (also known as Nimrud) is atypical example. Various human-headedwinged bulls or lions were popular fare forAssyrian kings (notably Sargon and Shal­manesar II) during the 8th and 9th cen­turies BC. A Miscellaneous Architecture,Ziggurat or Tower will suffice to depictthe glory of Assyria. These monumentscould be attributed to Assyrian adoption ofBabylonian architecture-the temples ofEnlil and Inanna, two of 34 erected ca.2500 BC, were rechristened as the templesof Ashur and Ishtar. The commingling ofMesopotamian pantheons and cultures canresult in some confusion at times.

The Chou (pronounced "Jo" and alterna­tively spelled Zhou in the New Form) arebest represented by the Stone Gate-sym­bolic of completion of the Great Wall ofChina under the Emperor Ch'i Shih HuangTi. The Wall is reportedly the only man-

It

Optimal placement for the Shang (pro­nounced "Shong") dynasty runs counter tomonument construction. The Shang-Yin(Shang and Yin in this context can be usedinterchangeably) were historically restrictedto the floodplains of the Yellow River andwere renowned for their agricultural innova­tions and intricate bronze vessels. Card playcould permit expansion and allow a monu­ment. The Pyramid could be used to depictthe ruins of the elaborate capital city,palace or the Xibeigang Graves at Anyang.That complex, at its height ca. 1700 BC,encompassed approximately ten squaremiles. The generic Neolithic Statue isanother possibility, despite its obvious lackof Sinized features. If tastes dictate, thenthe Konqi Sacred Circle at Sinkiang can bebuilt, though more representative ofancient central Asian cultures (the site pre­dates the first millennium BC). Cardinalstones, goddess miniatures and wheat sym­bols suggest a particularly advanced beliefsystem.

Babylonian construction (post-datingAssyrian hegemony). The gate waserected during the reign of Nebuchadnez­zar II (ca. 605-562 BC). Such a choice isacceptable as it nicely simulates the ebband flow of military campaigns in theMiddle East during this period. The Pyra­mid or Ziggurat can be chosen if necessaryto represent the Hanging Gardens ofBabylon or the Ziggurat of Etemenaki(both built during the rule of Nebuchad­nezzar II). The latter is believed to be thelegendary Tower of Babel.

Although it is more a linguistic term thanan actual cultural denotation, the Aryansrepresent semi-nomadic peoples having nocapital. Their development was achievedafter reaching India and their fostering ofthe Vedic City States. The genericNeolithic Statue, Stone Ruins or Apoc­ryphal Gate can be used to represent theflourishing of Aryan culture before theadvent of pure Vedic culture. The preferredbuilding sites would be the ancient Aryanholy city at the confluence of the Jamunaand Ganges rivers in central Uttar Pradesh(Ganges Valley) and Mehrgahr in Baluchis­tan (Persian Salt Desert), site of geometri­cally arranged microliths.

16

-+--+--+--+--+- (from pg. 13)

death in Egypt (as was Peithon). He was forcedto flee his satrapy of Babylon and take refugewith Ptolemy during Antigonus' Eastern cam­paign against Eumenes following the death ofPerdiccas. Eventually returning to his satrapy,he became a key member of the anti-Antigonidcoalition of Cassander, Lysimachus andPtolemy. Seleucus went on to found the mostpowerful of the three major dynasties.

Cassander was a true dynast and broke fromhis father's policy of acting as a regent only(although a high-handed one) for the royalhouse of Macedon. In fact, he was passed overby his father on his death bed in favor ofPolyperchon. Cassander initially soughtAntigonus' help in regaining Macedonia butlater broke from him, becoming the founder ofthe final coalition which brought Antigonusdown, although his own downfall was not farbehind.

THREE-PLAYER SETUPAmend rule 28 as follows: Each player is

randomly assigned one of the following threefactions. Imperial Faction: Perdiccas, Peithonand Eumenes (in Cappadocia or per 6.4).Dynastic Faction: Antigonus and Ptolemy.Regency Faction: Antipater and Craterus.Insert Leonnatus, Lysimachus and Seleucusinto the Tyche deck.

Scenario AnalysisTwo main areas determine the relative

strategic position of any faction at the begin­ning of a scenario: victory points level andlegitimacy points level. Victory points deter­mine order of play, usurper status, and rein­forcement rates. Legitimacy points determinecontrol of royal army units in battle and rein­forcement rate and quality. Together, they aregenerally a good indicator of the relative powerof a particular faction. The strategic position ofthe factions can be summarized as follows:

Imperial Faction:• Compact territorial base• Access to uncontested provinces• Channeled movement to the West through

poor terrain in Syria/Mesopotamia and anindependent Armenia/Cappadocia

• Poor access to a fleet• Poor access to legitimacy• Excellent reinforcement potential

Dynastic Faction:Divided territorial baseExcellent access to legitimacyVulnerability of Phrygia to invasionExcellent access to fleetsExcellent defensive position in EgyptExcellent access to additional territoriesGood reinforcement potential

Regency Faction:• Divided territorial base• Good access to legitimacy• Vulnerability of Cilicia to invasion• Good access to fleets• Good defensive position in Macedonia

• Excellent reinforcement potential• Poor access to additional territories• Move order choice

Strategic position alone will not ensure vic­tory for a particular faction. Eventually dis­putes over sources of victory points, such asterritory, legitimacy and reinforcement poten­tial must be settled on the battlefield. Thus tac­tical considerations, such as legitimacy, pres­tige, force composition and leadership, canreverse a poor strategic position and converselycan cause the erosion of an otherwise strongstrategic position.

Personal prestige points can help to offseta disadvantage in a faction's legitimacy.Force composition determines the basicstrength of an army relative to its opponentand is probably the most clear-cut indicator ofrelative combat power. Leadership ultimatelydetermines movement rate and success incombat. The tactical position of the factionscan be summarized as follows:

Imperial Faction:• Poor prestige, except defensively• Large force size• Fair force composition• Fair mobility• Fair combat effectiveness

Dynastic Faction:• Good prestige• Good force size• Good force composition• Fair mobility• Good combat effectiveness

Regency Faction:• Good prestige• Good force size• Fair force composition• Poor mobility• Good combat effectiveness

This scenario slightly favors the imperialfaction, provided that it can retain its early leadin legitimacy points. However, if it loses thatlead, there is a strong possibility that the dynas­tic faction will become the dominant faction.The dynasts have good strategic position, aforce which is largely immune to the vagariesof legitimacy level, and equal to or better lead­ership effectiveness than any other faction. Theregency faction will have to play very carefullyduring the first two turns to avoid being mar­ginalized for the balance of the game. How­ever, with careful diplomacy and a well-con­ceived strategy for legitimacy acquisition, theregency has the potential to serve as the spoilerand quite possibly the dark horse winner of thescenario.

TWO-PLAYER SETUPAmend rule 28 as follows: Each player is

randomly assigned one of the following twofactions. Imperial Faction: Perdiccas, Peithonand Eumenes (in Cappadocia or per 6.4).Dynastic Faction: Antipater, Antigonus andPtolemy. Insert Craterus, Leonnatus, Lysi­machus and Seleucus into the Tyche deck.

Scenario AnalysisThe regents have been combined with the

dynasts, with Craterus withdrawn from the ini­tial placement and allowed to enter the gamewith either faction. This represents the fact thatCraterus could possibly have been won over bythe imperialists, if Perdiccas had been moresensitive to Craterus' pride and willing to sharecertain of his prerogatives as regent in Asia.

The strategic position of the factions can besummarized as follows:

Imperial Faction:Compact territorial baseAccess to uncontested provincesChanneled movement to the WestFair access to a fleetGood access to legitimacyExcellent reinforcement potentialMove order choice

Dynastic Faction:• Divided territorial base• Excellent access to legitimacy• Excellent access to fleets• Excellent defensive positions• Excellent access to additional territories• Excellent reinforcement potential

The tactical position of the factions can besummarized as follows:

Imperial Faction:• Poor prestige, except defensively• Good force size• Fair force composition• Relatively good mobility• No fleets• Good combat effectiveness

Dynastic Faction:• Good personal prestige• Excellent force size• Excellent force composition• Naval superiority• Poor mobility• Good combat effectiveness

This scenario appears to favor the dynastsuntil one looks closely at the position of theimperial faction. By retaining the ability tomove first and maximizing its interior posi­tion, the imperialists can steal a march on thedynasts to seize Heracles in Damascus, divideEgypt from the body of the dynastic faction,and grab the fleet in Phoenicia. By also secur­ing the Eastern provinces through the judi­cious placement of garrisons, the imperialistscan close the gap in victory points and thusimprove their reinforcement posture. Using itslead in legitimacy points, Perdiccas can thentake the war to Antipater knowing that royalarmy units will side with Perdiccas. Eumenesor Peithon can threaten Egypt to keep thedynastic faction divided while securing addi­tional territory in Armenia and Cappadocia.With four general cards in the deck, theopportune play of any of these cards canreverse the strategic situation almost instanta­neously, as can random Tyche card play. Thedynasts have a strong position which can be

17

used to exploit any misplay by the imperial­ists. With no third player to act as a counter­weight to a strong faction, this scenario canbe very unforgiving.

FOUR-PLAYER SETUPAmend rule 28 as follows: Each player is

randomly assigned one of the following threefactions. Imperial Faction: Perdiccas andEumenes (in Cappadocia or per 6.4). Antigo­nid Faction: Antigonus and Leonnatus.Ptolemaic Faction: Ptolemy and Lysi­machus. Regency Faction: Antipater andCraterus. Insert Peithon and Seleucus into theTyche deck.

Scenario AnalysisThis historical scenario is an expansion of

the three player setup with the dynastic factionsplit into two factions, the Antigonid factionand the Ptolemaic faction. These factions ini­tially worked together against Perdiccas, butAntigonus' personal ambition to re-unite theempire alienated Ptolemy. Ptolemy soughtalliances with the other dynasts, entering into aseries of anti-Antigonid coalitions.

Lysimachus was initially content to doPerdiccas' bidding in Thrace and thus, strictly­speaking, should not be partnered withPtolemy. However, later in the game hebecame a dynast in his own right and was oneof the chief architects of the anti-Antigonidcoalition, which eventually killed Antigonus atIpsus. Because of their relative distance fromeach other's spheres of influence, Ptolemy andLysimachus never really came in conflict with

each other. Thus their partnership with eachother is natural within the confines of thisscenario.

Leonnatus and Antigonus are less naturalbut not necessarily unnatural. Leonnatus diedduring the first game turn and thus it is diffi­cult to state exactly which faction he wouldhave joined. But he was most likely a dynastwith pretensions to the Macedonian throne.Since this position would have put him inconflict with both the imperial and regencyfactions and would have placed him in con­flict with both Lysimachus and Ptolemy, whoalso had interests in Greece/Macedonia, it isnot unreasonable to link him with Antigonus.[Editor's Note: The same arguments can bemade with regard to Craterus ifplayers wantto try swapping Craterus and Leonnatus inthis scenario's setup.]

Peithon's position as a wild card is some­what more consistent than his usual partneringwith Perdiccas. After Perdiccas' death, hereturned to his satrapy of Media and becameallied with Eumenes during the Eastern cam­paign which ended in Eumenes death. Heeventually joined Antigonus but became disil­lusioned with his agenda and was subsequentlykilled by Antigonus after a falling out, and thusdisappeared from the equation. Generally, helacked the military, diplomatic and politicalacumen to compete with the likes of the otherdynasts.

The imperial position is further eroded inthis scenario due to the decrease in victorypoints and loss of Peithon as a member of thefaction. In addition, its previously secure

Eastern border is now subject to invasionthrough an opponent's play of either of thetwo generals remaining in the deck. How­ever, the lead in legitimacy points will staveoff immediate disaster and provide time toestablish its territorial base while the otherplayers are coordinating their positions.

In contrast, the regency faction's positionhas improved over the three-player scenario.The regents have the best opportunity toovertake the imperialists in legitimacy points.With the largest number of Macedonian CDsof any faction, they have the qualitative forcenecessary to act as the arbiter in all diplo­matic wrangles. Its greatest weakness is itslack of mobility, which will hinder its abilityto project this power until Cassander takesover Antipater's army.

The Ptolemaic faction has its diplomaticwork cut out for it. While Egypt remains rel­atively unassailable, Thrace is extremely vul­nerable to pressure from Macedonia andHellespontine Phrygia. As in history, Lysi­machus and Ptolemy must keep low profilesuntil they are strong enough to join in the dis­memberment of another faction.

The Antigonids are the most concentratedfaction in the scenario. Good position, a well­balanced army, and the mobility and leadershipto project its power effectively will allow it todictate the pace of the game. However, beingthe obvious leader will also attract coalitions,and it would be prudent to ally with one of theweaker factions until the Antigonids are readyto make their play for the mantle of Alexander.

*

Ahura Mazda & Ahriman Special Event Table

DiceRoll: Event:2, 3 Drought. The player rolls one die to deter-

8mine the location of the drought. The

.• drought hits the listed province, plus all.' provinces adjacent by land paths, mountain,.=_, passes or straits. It costs two movement

Gl.:.'. i~si~~~ ~~e ~:~~ each space therein for the

,r;) 1 =Phrygia 4 =Babylonia2 = Syria 5 = Phoenicia3 =Mesopotamia 6 =Thrace

b) When playing a Mutiny card, theresult is different, the Mutiny is autoematic if the Legitimacy requirements aremet (plus the leader of the arJUY that hasmutinied is automatically di~persed). Ifthe Silver Shields are in the nmtinous

army, the affected leader is killed.This Order lasts until the first assassinationattempt.

9 Asclepion of Cos. For the rest of the turn,when one of your leaders is to be dispersed,you may place that leader, in Halicamassusif you wish, at which point he is free tomove. He does not have to wait until the endof the tum. The Asclepion was the greathealing center on the island ofCos, just off-shore from Halicarnasus.

10 Thibron, Soldier of Fortune, has struck inNorth Africa. The player that controls Egyptmust remove two CDs and/or garrison mark­ers from any Egyptian location (to fight Thi­bron). If no one controls Egypt, roll again.

11,12 Plague. The player rolls one die to deter­•• mine the location of the plague. The plague:: affects all provinces adjacent by land paths,•• mountain passes or straits as well. Halve all••• CDs-by type, but not including ele-

phants-in that province, by space, round-

~ ~ ~fe~~d~~o~%~~s~ :;:rn;t~{ r~::tnr;rer~1: ; the, turn must do the same once upon enter­

ing the first space in such a province.1 =Greece 4 =Susiana2 == Judea 5 = Lydia3 = Aegyptus 6 == Cyprus

Political Marriage, One of your gener;lismarries one of Antipater's daughters (he hadthree, Nicea, Eurydice and Phila). Antipatermay not attack any force led by that general(and vice versa) until either Antipater dies, orthat general comes under Condemnation orOrder of Execution (see below). If Antipateris dead, or you represent him, roll again.

Embezzlement. The player who rolls thishas seen his treasurer abscond with much ofhis gold, and his sister, to an Italian isle. Anopposing player, blindly, selects one ,of theTyche cards from your hand and discards it(without anyone looking). In your nextTyche phase, you may not playa card.

Order of Execution. You choose anyonegeneral, and the players (except for the tar­gettedplayer) vote on an Order ofExecution.Players' legitimacy points are th\'jir votes. Ifhalf or more (jf the legitimacy points vote"No," nothing happens. If the majority oflegitimacy points cast are "Yes," then placean Order of Execution marker atop that gen­eral's card. The Order has the follOWingeffects:

a) Any player with a Condemnation cardmay attempt to bUthat general; roll thedie. On a die roll of 1-3, he has assassi­nated that general. Whether he succeedsor fails, the player conducting the assassi­nation suffers no consequences.

8

• •• •• •.!-!J

6

l)l~

7 Spies. You may look at all the cards remain-~ .•F.:l', ing in anyone player's hand.~l~J

Gauls. The Gauls attack and ravage theBalkans. Remove all CDs from the King­dom of the Dardani and Epirus. ReplaceaU player garrisons with independent gar­risons. Any leader present is dispersed.This may only occur once (if it has

'already occured, roll again).

4

~

Zoroastrian Fatesby Richard H. Berg

Players of SUCCESSOR'S may wish to try thisrandom event variant. Ignore what is ou AhuraMazda & Ahriman Tyche card (#18). Instead usethe following instructions. Players may have tojerry-rig some markers to help them.

When this card is played, the player rolls twodice (2d6) and consults the special event tablebelow. This card must be played in one of the firstthree of the player's rounds of play that turn. Itmay not be witheld until later.

? ? QUESTI'ON BOX? ?SUCCESSORS

185.1 and 27 Is the turn order phase the onlytime you adjust your VP count? Legitimacylevel?A. No, you adjust them the instant theychange.5.5 Typo In the sequence of a round, theTyche Segment is second and the Move­ment Segment is third, despite the incorrectnumerals on page 3.6.3, 10.10 and 17.4 Does moving in/out ofa city or conducting a siege/subjugationcount to prevent the raising of troops?A. Yes, when done during the movementsegment.ERRATA for 6.4 Restrictions Reinforce­ments, raised troops, generals and returningunits/generals cannot be placed in a spacecontaining unbesieged enemy units or Inde­pendent armies.6.4 Can a besieging player place reinforce­ments, raised troops and generals ,with amajor general conducting a siege?A. Yes.7, 8 and 9 Can players voluntarily tradegarrisons or Tyche cards or CUs?A. No, transfers' are only allowed withinthe specified rules governing surrender,Tyche card play and desertions.ERRATA for 7.4: The dropped lines fromthe third garrison restriction are: "the inter­vening space may not contain an enemygarrison, enemy army, hostile tribe or inde­pendent marker."7.4 Can you use sea routes for placing gar­risons in the Tyche card segment?A. Yes. Such placement cannot be stoppedby enemy fleets.8.4 and 8.9 Clarification "Must BePlayed" Unrest Bonus Cards may not beignored, but must be played.8.5 Is there an order by which players playsurprise cards, in battles for instance?A. No, you play surprise cards at any timeon a first-come, first-served basis.8.6 Must a general arrive at his optionalstarting location?A. No, he may be placed according to rule6.4 if you choose not to place him in theoptional starting location.8.6 If, during the course of Tyche cardplay, a general is placed iu his optionalstarting location province, does he placegarrison markers as well?A. Yes, but only in those spaces that areempty.8.9 If all non-independent spaces haveCUs, do you re-roll for location of unrest?A. No.9.2 Can you place a minor general afteryou see the movement die roll?A. Yes-at any time during your turn.ERRATA for 9.2 and 14.11 Wheneverthe commanding General is killed in aleader loss check (and no other friendlyMajor General is stacked with the army),an available Minor General from off theboard may be placed instantly to take com­mand of the army. If none are available,then uncommanded CUs in an unfriendlyspace are placed in the "Dispersed Box"with a friendly garrison marker to showownership.9.7 How many movement points does anarmy have which was activated by a minorgeneral with two movement points andmoves one space and joins the army of amajor general yet to move who has fourmovement points?A. The original army CUs can move nomore than the least of: a) their originalmovement points or b) the major general'smovement points, in both cases subtractingpoints already consumed by the originalarmy before continuing.10.5 and 4.3 Can you drop off a CU with­out a Minor General by placing it under afriendly garrison marker?A. Yes.

ERRATA for 10.9 The five-to-one superi­ority ratio required should be measured inCUs, not combat strength.ERRATA for 12.2 You may not interceptan enemy army or General moving into aspace containing an unbesieged enemy CU.12.2 Must the naval combat take place inthe last space of the naval movement?A. No, this section refers to restrictions onland interceptions. The point of that restric­tion is that if an army passes through aspace via sea movement, an army on landcannOt intercept it, except at its landingpoint at the end of the naval movement.Naval combat is possible at any point alongthe sea route (see 16.3).13 May other CUs/ generals be picked upby an army avoiding battle as it passesthrough the space?A. Yes.ERRATA for 13.6, third sentence Add"sea routes." It should read: "Just like inAvoid Battles, an army may not avoid aninterception if the space it must back up intois across a mountain pass/strait or sea routeor into a space containing an enemy CU,enemy garrison or independent marker."14.11 What happens to units on an enemygarrison when they lose their leader in aleader loss check?A. Place a minor general with them ifavailable. Otherwise, they are dispersed(mark them in the dispersed box with yourgarrison marker), leaving royal markers onthe board in place.16.4 Do Generals apply their battle ratingto naval combat?A. No.16.4 Can you fight naval battles with lessthan all of your fleets?A. Yes, the moving player declares as hestarts his naval movement which fleets areescorting. Intercepting players may declareinterception with any number of their ownfleets.16.6 When can you discard to upgrade afleet?A. You can only discard in your Tyche seg­ment.17.2 Ifthe last CU inside a besieged city issacrificed to cancel a siege point and keepthe total below three points, when does thenow-empty city fall?A. It will automatically fall in thebesieger's surrender segment of his nextround. The enemy garrison can be removedlater in the round if you can still expendMPs to conduct a siege and gain the neces­sary siege points.17.3 If all of your fleets are dispersed, doyou suffer the siege penalty against a majorport city?A. Yes, although you still control the fleetpoints, they cannot operate while dis­persed and therefore cannot assist thesiege.19.1 Can Independent armies fight eachother?A. No, Independent armies are hostile onlyto other players; they are completelyfriendly towards each other and Indepen­dent markers. They may coexist and defendin battle together as one combined force.They must be moved separately, though­meaning they may not attack together.19.1 Can you Avoid Battle with an Inde­pendent army?A. Yes.

19.3 What happens to an Independent armyin a drawn battle?A. It is unchanged; it does not lose strengthin drawn battles. If it was the attacker, itretreats one space and is only eliminated ifretreating across a mountain pass or strait.19.3 What happens to the newly won pres­tige point gained in a victory over an Inde­pendent army when the victorious com­manding general dies in a leader loss check;can his subordinate general gain it?A. No, the point dies with the dying com­manding general.20.1 and 10.9 How does attrition relate tooverruns?A. The overrun force is treated as adefeated army (see 14.8), which mayrequire an attrition die roll. The attacker isnot affected in any way by the overrun.20.3 Do enemy CUs in a major city spacecount as CUs in the space when resolvingthe forage segment?A. No, count only your own CUs duringthe forage segment.22.2 and 22.6 Typo The reference regard­ing Alexander's Body should be to rule23.6, not 22.6.23.2 and 28 Does the Usurper lose Cham­pion status when attacking the other player?Even in a two-player game?A. Yes. Yes.23.2, 23.8 and 14.3 Clarification Theloss of Champion status is solely related tomovement into a space containing non­usurper players' CUs. The only player thatcan lose Champion status in a round is theplayer moving. He loses it if intercepted onland (naval combat has absolutely no bear­ing on Champion status), even if success­fully avoiding battle.23.4 If the husband dies, does the wife andher legitimacy remain in the faction?A. Yes, until captured or remarried, shestill works in favor of her deceased hus­band's faction. Remember, legitimacy is afaction-wide concept, so his death has noimpact on legitimacy, only on who is guard­ing her from capture.23.5 Typo The Tyche card referenceshould be "#15, #53 or #54."23.6 Can the body be buried in Babylon onTurn I?A. No.23.6 Can the body be buried in the Pellaspace when you do not control it?A. No, you must control the major city inwhich the body is buried. The reference to"in or outside the city" simply allows themajor general to bury the body at a friendlyPella but remain in the field with his army.25.2 Do RA units stand aside in overrunsor sieges?A. No, the rule applies to battles alone.They still defend and attack for their ownernormally in sieges and overruns.25.2 Does the second-to-Iast sentence onlyapply to the army with the least legitimacy?A. Yes, only the standing aside RA unitshave a chance to switch sides. A losing gen­eral with more legitimacy would retain con­trol of his RA units, undergo attrition, andbe dispersed.ERRATA for 26.3 If Antipater diesprior to turn 3, Cassander instantlyreplaces him. Cassander is rank zero. The2L for Strategos of Europe goes to thefaction controlling Macedonia-it is not apermanent attribute of Antipater nor ofCassander.

26.4 and 26.5 What happens if Heracles orAlexander IV are uncontrolled at themoment they come of age?A. The game ends instantly with proclama­tion of the new king. Count victory pluslegitimacy as described.27 and 28 In two- and three-player gameswe have run into this 8i tuation: can VPs goabove 29?A. Yes, you are not deprived of the VPs.Record this level of VPs by stacking a gar­lison marker with your VP marker and plac­ing them in the spot corresponding to yourVP level minus 30.27.2 Do you lose the VPs if your fleets aredispersed?A. No, you retain control of the largestfleet, even when dispersed, until such time,as another player establishes their own con­trol of the fleets (see 16.2).TYCHECARDS#1-4 Major Campaigns. Can the movingarmy pick up CUs and other armies alongthe way? Can it change command duringmovement (as in 9.7)? Can it drop off CDsand subordinate generals?A. Yes. Yes. Yes.#8 The Indian Elephant Corps. Can theElephants arrive inside a besieged city? Canthey arrive with a besieger?A. No. No. The event cannot be played ifEcbatana is besieged and Babylon is uncon­trolled or friendly but besieged.#15. Olympias. Is she restricted from join­ing Cassander's faction after Antipater'sdeath?A. Yes, Cassander inherits the antipathy aswell.#20-23. Unrest/Unrest Spreads. Do youplace one marker or as many as possible?Can it be placed in a major city?A. One. Yes.#29 Helepolis. When may it be removedvoluntarily?A. The besieger may remove it at any timein his turn, including immediately after suc­cessful siege (you might as well remove it,since it cannot be moved and thereafter isuseless to you, barring replay of the card).#31 Persian Popular Support. Does it goaway upon death of the general upon whichit was played?A. Yes, the marker is assigned to a generaland will be removed upon death of that gen­eral.#35 and 52 Drink the Hemlock/OlympiasMurders Philip III. Can these cards beplayed on enemy forces in the same spaceduring a siege?A. Yes, it was common to bribe servants tocarry out assassinations. You need not con­trol the Royal counter to implement thecard.#43 Salvation in the 11th Hour. Do RAunits get dispersed or join the side playingthe card?A. RA units are dispersed.#47 and 48 Does discard of the CretanLiar affect control of the Cilician Pirates?A. No, the card must be validly played as aSurprise card.#53 and 54 Cleopatra/Thessalonice Mar­riage Offers. If already activated (and mar­ried to a living general), may these cards beplayed to marry her to a different general?Even to an enemy of the current husband?A. Yes. Yes. Divorce was common andthese women played an active role in Mace-'donian politics-marriage did not. subom aregal woman to silent obedience to a hus­band. A wife whose children were not get­ting due consideration for inheritance wasquick to tum on a husband.

19

By Alan R. ArvoldThe First Punic War

battles-their soldiers. To this end, heintroduced the corvus which he borrowedfrom the Syracusans. The corvus was agangplank mounted on the bows of shipswith an iron spike at the end. It wasdropped on the enemy's deck, holding theship fast to the Roman vessel, allowing theRoman soldiers to cross over and take theship. Later that year, Duillius led theRoman fleet to a decisive victory over thePunic fleet under Hannibal in a battle nearMylae. Hannibal took the remainder of hisfleet up to the islands of Sardinia and Cor­sica, where the Roman fleet hunted himdown over the next two years. They finallycornered him near the port of Olbia on Sar­dinia and wiped out the rest of his fleet.Hannibal escaped capture but was executedby the Carthaginians for losing the fleet.(Executed Punic leaders were usually cruci­fied.)

Meanwhile, in Sicily, Hamilcar was ableto defeat a Roman army in 259, althoughthe. next year, Roman reinforcements kepthim from being able to exploit his success.The fighting in Sicily ground to a stalematefor several years. At sea, the Roman fleetstarted conducting raids on many of theislands in and around Sicily. This includeda raid on the island of Melita (modern dayMalta), which showed that the Roman fleetcould now cross over the sea on extendedvoyages instead of hugging the coastline asshe had been doing. The fleet also landedexpeditionary forces on Sardinia and Cor­sica to clear out the remaining Punic forcesthere, but had to withdraw them shortlythereafter to reinforce the main effort inSicily. All of this was in an effort to trainthe Roman fleet for its next great project­Africa.

In 256, the Roman fleet embarked on itsinvasion of Africa in order to bring the warhome to Carthage. A huge fleet of 330 shipstransporting 15,000 troops and 500 cavalrydeparted from Italy that summer under thejoint command of consuls A. Regulus andM. Vulso. As it rounded the island ofSicily, the Punic fleet, under the joint com­mand of Hanno and Hamilcar, interceptedit near Cape Ecnomus. The Romansdefeated the Punic fleet, capturing or sink­ing a third of their ships and damagingmany more. The Romans landed in Africaat Aspis, a few days march from Carthage.Here, Regulus took command of the troopswhile Vulso took the fleet back to Italy,leaving a small squadron for support. Reg­ulus marched on Carthage but was met by aPunic army at Aidys, about a day's marchfrom Carthage. Regulus defeated that army,but found himself too weak to besiegeCarthage. He instead took the city of Tunis(a little further up the coast) and restedthere during the winter.

ing the siege. In the next year, Romanforces led by consul M. Valerius advancedto Syracuse and laid siege to it. King Hiero,in order to avoid a long siege, negotiatedquickly with the Romans and secured atreaty of friendship with them. He remaineda Roman ally to the end of the war and formany years afterwards. After securing east­ern Sicily, the Roman forces moved westtowards the city of Agrigentum.

Meanwhile, Hanno was executed forlosing:at Messana. The main Punic forcesin Agrigentum, now under a general namedHannibal (not the ..0 made famous by theSecond Punic \y:etr), epared for a longsiege\Vhich tqe Ro commenced in262. J;;f\re monthsj beginning of thesiege, aiiPunic it· , under a secondge~~ralnamed~ r Africaan~ I' . ge'tb siege, ThislaSte until lianno,updeupress .. rom t e ginian\ov-dnment, attai,ked the Roma ge wqfks.ije WaS back and lost ove alf o~chis

atmy, ich he divided hi mair#ngforces rce the remaini nic gar-risonS . (He was reli of com-mandand heavily by the aginiangovernment.) However, duri e battle,Hannibal wl'l abi~t()"eva tEl his foteesfrom4.grigeiltum with th~-help 6f the I}tmicnavy. ifIe th;~n started raiding die ciybs insouthern Italy, causing much coniJ"ter"hationin RorPe. thage appointed anot'n~r gen-eraLnb amilcar to controLth\: Puniclandf6rc IciTY. ~lthough"'the Romanstook ¢y w no closer toending th &Vhe .. ere the yearb f c.~··k "'ITe Ore. Ii IT to b

III 261, the Romausdecided that to con­trolall of Sitily thei::woulq' have to elimi­nate the Punic!navy.j1fo thi~:end they devel­oped their ow"h navy~ sOrPething they hadnev~r before donel . s th,h had no navalexperience, the~ re\i oJ hired sailors andshipmasters from' Greek cities insouthern Italy tQte~I!1 260, Romefelt ready to tackle e ic,fleet. In thefirst naval ba!tIe 09that year, off the LiparaIslands, a smali"Roman naval force underconsul C. Scipio was defeated by a largerPunic squadron. The Romans then realizedthat in a traditional naval battle, wheremaneuvering and ramming were the norm,they were the amateurs; the Punic navy wasthe master. As a result the other Romanconsul for that year, C. Duillius, decided toused Rome's greatest asset in future naval

Based on the game system used in thegame WE THE PEOPLE, the gameHANNIBAL: ROME Vs. CARTH­

AGE is easy to learn and wonderful to play.The only criticism I have for the game is itslack of scenarios. Granted, the use of strat­egy cards means that no two games willever be the same. Nonetheless, I searchedthe other Punic Wars between Rome andCarthage to find another scenario. Afterquickly ruling out the third one, I settled onthe First Punic War-a war which I foundcould easily fit into the game system inHANNIBAL (with a few modifications ofcourse).

I begin with a short history of the FirstPunic War, and I follow that with the actualvariant. Some new counters are required inorder to play.

HISTORICAL SUMMARYThe First Punic War started in 264 over

an incident in the city of Messana on thenortheast tip of the island of Sicily. A groupof brigands calling themselves theMamertines seized control of that city. Thecity-state of Syracuse, which controlled theeastern part of Sicily, made preparations totake Messana back under their control. Indesperation, the Mamertines made appealsto both Carthage and Rome for aid againstthe Syracusans. Carthage, which controlledthe western part of Sicily, responded firstwith their forces that were available on theisland. They occupied the citadel in Mes­sana. Initially the Roman Republic, led bythe Roman Senate, debated over the meritsof intervention. Upon receiving the news ofthe Carthaginian occupation of Messana,the Senate authorized an expeditionaryforce led by consul A. Claudius to take thecity. With the aid of the Mamertines,Claudius caught the Punic garrison by sur­prise and, without bloodshed, forced themout of the city. When Carthage heard thenews, she declared war.

As both sides started mobilizing for war,the first battles were already being foughtaround the city of Messana. The Punicforces in Sicily, under the command of ageneral named Hanno (the first of many),combined forces with the army from Syra­cuse, under command of King Hiero, andlaid siege to Messana. In order to avoid along siege, Claudius attempted to negotiatewith Hanno and Hiero, but when negotia­tions broke down he attacked both of theircamps, forcing them to retreat, thereby lift-

20

Carthage had reached a new low. Inaddition to suffering two great defeatswithin a year's time and a Roman army afew days march away from her city, herNumidian provinces chose to revolt, per­haps encouraged by the Roman successes.Carthage sued for peace. Rome appointedRegulus as the chief negotiator. The termsthat Regulus demanded of Carthage wereso severe that Carthage decided to resumethe war. She recalled part of her forces andgenerals from Sicily to deal with the revoltin Numidia and put out a call for more mer­cenaries around the known world. A groupof Greek mercenaries, led by a Spartangeneral named Xanthippus, answered thecall and soon arrived at Carthage. Xanthip­pus, due to his skill and experience, wasasked to train and reorganize the entirePunic army. This he did quickly. The nextyear, he took the army to meet Regulus atthe battle of Bagradas Plains, where hecrushed the Romans. Regulus and about500 of his men were captured, and about2,000 escaped back to Aspis, base of theRoman naval squadron; the rest werekilled. After this, Carthage, havingregained the initiative, laid off Xanthippusand his Greeks.

The Romans were stunned by the newsof Regulus' defeat and dispatched theRoman fleet to pick up the survivors. Thefleet, which was 360 ships strong, accom­plished this while administering anotherdefeat to the Punic fleet off the coast ofAspis. However, on the way home to Italy,it was caught in a vicious storm which sankover 280 ships. Though devastated by thenews, Rome would not quit. She proceededto build another fleet and raised moreforces, despite stretching her resources tothe breaking point.

In 254, the Punic army in Sicily, nowunder a general named Hasdrubal, resumedthe offensive. They retook the city of Agri­gentum and besieged several other towns.The Romans rebounded by taking the cityof Panormus, the main Punic headquartersin Sicily. This Roman success caused manytowns in Sicily to eject their Punic gar­risons and openly declare in favor of Rome.The Romans followed up with many navalraids along the African coast, but when astorm wrecked another Roman fleet in 253,the war settled down into a stalemate thatlasted for about three years.

In early 250, Hasdrubal led a largeattack on the city of Panormus, but Romanforces under consul C. Metellus smashedthe Punic army. Hasdrubal was recalled toCarthage and executed. Carthage againsued for peace and sent their prisoner ofwar Regulus on parole back to Rome tooffer terms of peace. However, once inRome, Regulus advised rejection of any

Punic terms (advice which was accepted).Regulus, honoring his parole, returned toCarthage, where he was tortured to death.In the next year, the Romans concentratedtheir efforts on taking Lilybaeum, the lastmajor Punic stronghold in Sicily. Therequired that the Roman fleet under consulC. Pulcher eliminate the Punic fleet thatwas guarding the harbor at Lilybaeum.However, the Punic fleet, led by AdmiralAdherbal, defeated the Romans nearDrepana, sinking more than a hundredships. Another Roman fleet was dispatchedto retrieve the situation, but was lost in astorm near Pachynus. Once again, Romewas without a navy. The siege of Lily­baeum dragged on until the end of the war.

In 247, the Punic-government appointeda new general who would remain in com­mand for the rest of the war. This wasHamilcar Barca. (The Hamilcar mentionedearlier was by now in Numidia fighting therevolt, where he would spend the rest of thewar.) For the next five years, HamilcarBarca defeated the Romans in battles inSicily, keeping them from gaining anyground. He even launched several majorattacks along the southern coast of Italy.The Romans realized that they were notgoing to beat this general on the battlefield,so they resolved to starve him out. Thus,the Romans rebuilt their navy to enforce ablockade. This time they incorporated all ofthe .lessons they had learned about navalwarfare over the past twenty years. Theybuilt a lighter warship which was faster andmore maneuverable. They eliminated thecorvus (it made their ships so top heavy thatthey easily sank in storms), practiced allknown maneuvering and ramming tech­niques until they could perform them toperfection, and developed new boardingtechniques to take the place of the corvus.Finally, they started to correct their greatestdeficiency-poor seamanship.

In the summer of 242, the Roman fleetagain resumed its blockade of all Punicheld ports in Sicily. During the winter,when storms plagued the area, the Romanswere able to maintain the blockade. ThePunic fleet was laid up at home during thistime, due to lack of funds. Thus, Harnilcarand his troops started to run low on sup­plies. By the spring of 241, the supply situ­ation had reached a critical stage. Carthagesent out thellavy under Hanno to break theblockade. The Roman fleet under consul L.Catulus met them (in the middle of a storm)outside the harbor at Drepana and deci­sively defeated them, sinking or capturingover 120 ships. Hanno escaped and broughtnews of the defeat back to Carthage, afterwhich he was executed.

This was the last straw for Carthage,which again sued for peace. Rome agreed

and negotiations began. In the final termsof sunender, Carthage: 1) gave up all of herholdings in Sicily to Rome, 2) paid anannual indemnity of 3,200 talents to Romefor ten years, 3) could not recruit any troopsfrom any Roman-controlled lands, and 4)surrendered all islands between Italy andSicily to Rome. (Rome used this last termas a pretext to take over Sardinia and Cor­sica from the Carthaginians in 238 Be.)

Carthage was not defeated by occupa­tion. She was beaten because she was eco­nomically exhausted and could not affordto carryon the war much longer. Romewas also close to economic exhaustion. Inthe aftermath of the war, Carthage, underthe leadership of Hamilcar Barca, wouldcontinue her imperial expansion, but thistime into Spain away from Roman inter­ests. Rome had risen from a regionalpower at the beginning of the war to aworld power with the beginnings of anempire (though she would still see herselfas a republic for the next 200 years). Theseeds of mutual mistrust had been plantedbetween the two powers and would con­tinue to fester until war would break outagain 23 years later with armies undercontrol of the next generation.

THE VARIANTMapboard: In Spain all spaces in the

provinces of Idubeda, Celtiberia andOrospeda (with the exception of Saguntum)are treated as green neutral tribal spaces(including New Carthage). The five greentribal markers provided in the game are setaside and are not used (see 16.7 below). Thecity of Saguntum is treated as a neutralwalled city space. Initially no walled citymarker is placed on that space (see 16.8below). In Gallia Cisalpinia, the tribalspaces of Boii and Insubrians are consideredto be green neutral tribal spaces. Use thewhite side of the counters to differentiatethem from Carthaginian-allied Bruttium.

Generals: Use the Generals suppliedon the insert and write their names on thebacks of the round consul markers. Craftfive similar markers, one for each of theCarthaginian Generals. (Players may skipmaking new circular markers for the Gen­erals by simply choosing Generals frominside a box top during the random draw­ings.) Players may use the existing holdingboxes on the board, noting on a piece ofscratch paper which holding box is forwhich General in this variant. None of thespecial abilities listed under the holdingboxes apply to any General in this variant.(Note: Though several of these Generalshave the same names as the ones in thegame, these are not the same people. TheCarthaginian names were very common.

Rule Chauges: This variant uses HRCrules except for the changes made below.These changes are listed by the rule numbersequence found in the rulebook. Non­italicized text replaces the equivalent sec­tion. Italicized sections are additional rules(other rules in those sections still apply).Underlining indicates a section of the orig­inal rules to ignore.

4. SETTING UP THE GAME

4.1 Roman SetupSix CUs and M. Valerius in Rome

(Latium).Six CUs and A. Claudius in Messana

(Sicilia).Place Roman PC markers in all round

spaces in Etruria, Samnium, Apulia, andLucania. Place walled city markers with thered side up on Rome, Capua, Neapolis,Tarentum, Rhegium, Messana and Mas­silia. The other seven Roman Generals areset aside (they will enter play later in thegame as reinforcements).

4.2 Carthaginian SetupFour CUs (two of which are CUs with

elephants) and Hannibal Gisco in Carthage.Six CUs and Hanno in Panormus

(Sicilia).Two CUs and Hasdrubal in Malaca

(Baetica).Two CUs in Olistano (Sardinia).Place Carthaginian PC markers in all

round spaces in Sardinia/Corsica, Sicilia,Baetica, Balearic Islands, WesternNumidia, Eastern Numidia andCarthaginia. Place walled city markerswith the blue side up on Carthage, Utica,Gades and Syracuse. The other twoCarthaginian Generals are set aside (theywill enter playas reinforcements). TheCarthaginians enjoy Naval Supremacy atthe start of the game.

4.3 Tribe SetupPlace the blue hexagonal tribe marker

for Bruttium in its place. The tribal spacesof Boii and Insubrians are considered to begreen neutral tribal spaces. Use the whiteside of the counters to differentiate themfrom Bruttium. Set aside the other greentribe markers (they are not used in thisvariant-see 16.7 below).

5. SEQUENCE OF PLAY

1. Reinforcement Phase2. The Carthaginian player randomly

chooses one General to remain on theboard, removes the others, and ran­domly selects and places two newGenerals with any friendly CUs onthe board.

[All other rules in this section apply.]

6. REINFORCEMENTS

6.1 Carthaginian ReinforcementsThe Carthaginian player receives up to

four Combat Units per turn. The Carthagin­ian reinforcements can be placed in thefollowing locations:

• One in Carthage or with any Generalin Africa.

• One in Gades or with any General inSpain if the province of Baetica isCarthaginian-controlled (this provincewas used as a collection point for mer­cenaries recruited from the wild Iber­ian tribes to the north during the war).

• One in Panormus or with any Generalin Sicily if the province of Sicilia isCarthaginian-controlled.One in any space that contains aCarthaginian General.

6.4 Roman GeneralsIgnore the last paragraph about Scipio

Africanus.

6.5 Carthaginian GeneralsThe Carthaginian player, during the

Reinforcement Phase of each turn (exceptthe first), must follow the procedures belowfor his Generals:

1. Randomly designate one Carthagin­ian General to remain on the board.

2. Remove the other Carthaginian Gen­erals from the map.

3. Randomly draw two Generals (thoseremoved in step 2 are eligible to bedrawn again).

4. Place these two new Generals on themap. These Generals may be placedtogether or in separate spaces thatcontain at least one Carthaginian CU.

HAMILCAR BARCA:Starting on turn 7, Hamilcar Barca

remains in play until the end of the game.This means he is the one General that isdesignated to remain on the board. If not onthe board, he is automatically one of theGenerals drawn and placed on the board.

7. STRATEGY CARDS

7.1 Receiving Strategy CardsIn this variant, each player is dealt eight

cards each on turns 1-3 and nine cards eachon turns 4-9.

7.4 Event Cards (ECs)There are no changes to the rules dealing

with event cards. However, several of theevents listed on the cards do not apply tothe First Punic War and are changed in thisvariant. Players use the existing cards pro­vided in the game. Players should refer tothe i.d. numbers of the cards and refer to thelist in the sidebar to see which cards havebeen changed. The color codes of the oper­ations numbers on these cards are notchanged unless so specified in the list.

21

First Punic War EventsSubstitute the following events for those listed onthe strategy cards.

#4. Baetica Revolts. If your opponent controlsBaetica, remove all of his non-walled PCs in thatprovince which are not stacked with his CDs.#7. Hostile Tribes. Add Gallia Cisalpinia to the listof provinces on this card.#8. Hostile Tribes. Change the list of provinces onthis card to read: Idubeda, Celtiberia and Orospeda.#9. Xanthippus of Sparta Recruited byCarthage. Carthaginian player may add one battlecard to each of his battles to reflect Xanthippus'retraining of the Carthaginian army. Once per turnthe Carthaginian player may add three BCs to a bat­tle where he has a force of CDs with no General toreflect Xanthippus' presence there. This force ispresumed to be led by a General having a BattleRating of three for purposes of Counterattacks anda Battle Rating of one for purposes of Interception,Avoiding Battles, Pursuit and Withdrawals. Oncethis event has been played by the Carthaginianplayer, only the Roman player may play this event,thus ending Xanthippus' employment by Carthageand canceling the effects of this card.#10. Greek Mercenaries. Place two CarthaginianCDs in any friendly controlled port in Africa, Italyor Sicily. This card may only be played while Xan­thippus of Sparta is employed by Carthage.#18. Apulia Revolts. If your opponent controlsApulia, remove all of his non-walled PCs in thatprovince which are not stacked with his CDs.#22. Surprise Carthaginian Raid. Place oneCarthaginian CD and a PC in any non-walled cityspace in Silicia that contains no Roman CDs. If thespace contains a Roman PC, the PC is flipped. Canonly be played when Rome has political control ofSicilia.#24. Carthage pays all back pay owed to Numid­ian Mercenaries. Pick either Western or EasternNumidia and place up to three Carthaginian PCs inspaces which do not contain enemy CDs. If thespace contains a Roman PC, the PC is flipped.#25. Campania Revolts. If your opponent controlsCampania, all walled city markers in the provincewhich are not stacked with his CDs are flipped tothe other side. Either side may play this event[which is not removed.]#26. Syracuse Allies with Rome. You immedi­ately gain control of Syracuse (any Carthaginianunits inside are eliminated). Only the Roman playermay play this event. Remove this card if the event isplayed.#27. Lucania Revolts. If your opponent controlsLucania, remove all of his non-walled and non-tribePCs which are not stacked with his CDs. Either sidemay play this event.#28. Sicilian Recruits. Place two friendly CDswith any General located in Sicilia. Either side mayplay this event.#29. Decisive Naval Victory. The player whichplays this event now has Naval Supremacy. Thisremains in effect until the opposing player plays thisevent (#29 or #63). Either side may play this event.#50. Adriatic Pirates. Add that this event can onlybe played by the Carthaginian player when Romehas Naval Supremacy.#60. Storms at Sea. Add that the Roman side has a+4 modifier to the Attrition die roll to reflect theirinferior seamanship which lasted throughout muchof the war. This event must be played and imple­mented before rolling the die for Naval Combat.#63. Decisive Naval Victory. The player whichplays this event now has Naval Supremacy. Thisremains in effect until the opposing player plays thisevent (#29 or #63). Either side may play this event.

22

8. MOVEMENT

8.6 RankIgnore the sentence about Hannibal out­

ranking all other Carthaginian Generals.• Starting on tum 7, Hamilcar Barca

outranks all other CarthaginianGenerals.

8.8 Naval MovementThe First Punic War was noted for sea

battles to establish naval supremacy.Although the actual sea battles will notbe duplicated in this variant, their effectswill determine which side has navalsupremacy. The Decisive Naval Victoryevents (cards #29 and #63) becomekey cards.

Ignore the paragraph on Roman NavalSupremacy and the Naval CombatModifiers.

NAVAL SUPREMACY: When oneplayer enjoys naval supremacy, the oppos­ing player runs the risk ofbeing sunk when­ever he uses Naval Movement. Each timethe player without Naval Supremacy movesby sea, the player with Naval Supremacyrolls on the appropriate Naval CombatTable. If, after applying the appropriate dieroll modifiers, the moving force is "Sunk,"then the CUs are eliminated and theGeneral is removed from the game for therest of the turn. If the moving force must"Return, " it returns to the port ofembarka­tion and the balance of its movement is lost.The Carthaginians enjoy naval supremacyat the start ofplay.

ROMAN TACTICAL INFERIORITY:This modifier represents the inferiorRoman tactical abilities in naval battlesprior to the introduction of the corvuswhich enabled the Romans to be tacticallysuperior to the Carthaginians in naval bat­tles. Once the corvus is introduced (signi­fied by C. Duillius first becoming consul),this modifier no longer applies on eitherNaval Combat Table.

ROMAN NA VAL SUPREMACY: Whenthe Roman player enjoys naval supremacy,he uses the Naval Combat Table printed onthe mapboard to resolvie CarthaginianNaval Movement. Use the following modi­fiers to the die roll.

+/-: both port modifiers on map*-I: if a General is using Naval Move­

ment by himself+1: if the port contains a Roman PC

Marker*-1: if Carthage controls Syracuse-1: if Adherbal is the commanding

General ofthe Carthaginianforce perform­ing the Naval Movement

-1: if Rome has tactical naval infer­iority (does not apply once C. Duilliusbecomes consul)

*These modifiers apply to both the portofembarkation and the port ofdebarkation,and are cumulative.

NA VAL COMBAT VS. ROMEDie Roll Result<4 Sunk

5 Return?.6 No Effect

CARTHAGINIAN NAVAL SUPREM­ACY: When the Carthaginian playerenjoys naval supremacy, he uses theNaval Combat vs. Rome Table that isprinted below when resolving RomanNaval Movement.

Use the following modifiers to the dieroll.

+/-: both port modifiers on map*+1: if a General is using Naval Move­

ment by himself or with one CU-1: if the port contains a Carthaginian

PC Marker*+1: ifRome controls Syracuse-1: if Rome has tactical naval inferior­

ity (does not apply once C. Duilliusbecomes consul)

*These modifiers apply to both the portofembarkation and the port ofdebarkation,and are cumulative.

8.9 Displaced GeneralsIgnore references to Hannibal and Sci­

pio Africanus.

11. BATTLES11.2 Allies & Militia

1. Neither side may receive BCs for theprovinces of Gallia Cisalpinia,Celtiberia, Orospeda or Idubeda.

2. Rome receives one BC for each of hisItalian Allies, not just for two of them.

16.0 WALLED CITIES & TRIBES16.6 Tribes Friendly to Carthage

Only the Bruttiums are friendly toCarthage. [All other rules in this sectionapply.]

16.7 Neutral TribesThis variant contains more neutral tribal

spaces than in the regular game. The fivegreen tlibal markers provided in the gameare set aside and not used. Instead, allempty spaces in the neutral tribal provincesare presumed to have a green tribal marker.The white-side-up hexagonal markers aretreated as green tribal areas as well. Bothplayers may subjugate these spaces as perthe rules in the normal game as if they con­tained tribal markers.

16.8 SaguntumSaguntum is a neutral walled city

friendly to neither side. Initially no walledcity marker is placed on that space. Thefirst time that either player enters the spaceof Saguntum, that city becomes allied with

the opposing player (place the walled citymarker in the space with the appropriateside's color showing).

18. VICTORY CHECK PHASE18.1 Calculating Political Points

The following provinces are not politi­cally significant: Gallia Transalpinia, Mas­silia, Liguria, the Balearic Islands, GalliaCisalpinia, Idubeda, Celtiberia and Oro­speda. The province of Sicilia is worththree Political Points, and the provinces ofSyracuse and Corsica-Sardinia are eachworth two. Thus, there are a total of 18 pos­sible Political Points. [All other rules in thissection apply.]18.3 End of Game

During the Victory Check Phase of thelast turn, the player whose Political Pointtotal is greater wins. If there is a tie,Rome wins.

19. Sudden DeathIgnore the "or eliminates Hannibal"

clause from the Roman Sudden Death Vic­tory conditions. [All other rules in this sec­tion apply.]

NOTESThe ratings which I gave the generals should be

considered to be relative to the times in which thesepeople lived. If these generals were living in the Sec­ond Punic Wal', their ratings would be much reduced,compared to the generals included in the game. Thelack of special abilities for most generals is inten­tional; most leaders in the First Punic War were lessinnovative than those of the Second.

The neutral tribes in this variant act as huge bufferzones protecting the back areas of the respectiveempires. During the war, Carthage did much activerecruiting for mercenaries from Spain, GalliaCisalpinia and Liguria. While they were able to raise alot of such troops, they were not able to get any of thetribes to become allies.

While most of the fighting during this waroccurred in and around Sicily, there existed the possi­bility for operations elsewhere. Regulus' invasion ofAfrica is the most well known, but other possibilitiesjust as notable existed. For example, severalCarthaginian generals considered invading Italy inorder to cause Rome's allies to desert her. However,most overseas operations were stopped before theycould get started, due to more pressing concerns inSicily where the main fighting was occurring. Onegeneral, Hamilcar Barca, was able to invade Lucanialate in the war, but his force was stopped cold on thebeaches by a consular army awaiting him. It was notuntil the advent of Hannibal the Great that Italy wouldbe successfully invaded.

If you care to know which years the turns repre­sent, go by the following.

Turn Years Covered] 264-263 BC2 262-261 BC3 260-259 BC4 258-256 BC5 255-253 BC6 252-250 BC7 249-247 BC8 246-244 BC9 243-24] BC

I hope that this variant gives garners anotherenjoyable experience with HANNffiAL: ROME YS.CARTHAGE. For now at least, you can fight the twomost significant clashes between Rome and Carthage.

*

23

VICTORY CHECK PHASEThe Victory Conditions for this scenario

are the same as those listed in sections 18and 19, except as noted below under"Sudden Death." (f 1JSUDDEN DEATH S=S

Rome wins a sudden death victory perthe normal sudden death rules. Since rule18.2 is not used, there is no suing for peaceand thus no sudden death victory awardedfor it. A player also wins a sudden deathvictory if he has completely eliminated allthe opponent's CUs from the map at theend of any battle.

SCENARIO 2: FIRST CAMPAIGNFORffiERIA

accumulate for later placement). Players donot get to make this roll if the strategy cardis played during battle.

PLACEMENT OF REINFORCEMENTSRoman reinforcements arrive on any

port or on Cirta if the space does not con­tain Calthaginian CUs or a CarthaginianGeneral, regardless of who controls the PCmal·kef. The reinforcements may be spreadover any number of eligible locations. Theyarrive even if a Roman General is not pre­sent on the space.

Hannibal and his 7 CUs may arrive atany single port controlled by Carthage thatdoes not contain Roman CUs or a RomanGeneral.

Other Carthaginian reinforcementsarrive on any space that does not containRoman CUs or a Roman General. Thespace must also be controlled by Carthage.The reinforcements may be placed on onlyone available space or may be spread overseveral. They may arrive even if aCarthaginian General is not present on thespace.

Carthaginian player can substitute ele­phant CUs for normal CUs among rein­forcements, but no more than two elephantCUs may be on the map at anyone time.

Displaced GeneralsScipio Africanus is the only Roman

General in the scenario. He is considered tobe a Proconsul. Hasdrubal and Hannibal arethe only Carthaginian Generals in the sce­nario. If Scipio Africanus or Hasdrubal isdisplaced, he is returned to the board at thevery beginning of the next turn. Both ofthese Generals may be placed on any spacethat contains friendly CUs. If Hannibal isdisplaced, the Roman player wins.

Duration: Two game turns; six strategycards per side are dealt.Mapboard: Use only the Spanish portionof the map (Baetica, Orospeda, Celtiberiaand Idubeda). No game activity may occuroutside Spain.

1 CUHannibal+7 CUs* 2 CUslCU lCU

Duration: Two game turns; six strategycards per side are dealt.Mapboard: Use only the African portionof the map (Western Numidia, EasternNumidia, Carthaginia and Carthage). Nogame activity may occur outside Africa.

SETUPStrategy cards used: 3,6, 12, 17,20,21,23,24,32,33,34,35,36,37,38,39,40,41,42,51,52,54,55,59,61,62 and 63.Carthaginian Setup (First)7 CUs (including two Elephants) and Has­drubal in one or more spaces in Africa.Place Carthaginian PC markers on all cir­cular spaces in Africa. The walled cities ofUtica and Carthage are both Carthaginian.Roman Setup (Second)10 CDs and Scipio Africanus on any singleport space in Africa.

SEQUENCE OF PLAYStrategy Phase

Rome goes first unless he decides to letthe Carthaginian do so. The Carthaginianplayer may not decline to go first if thishappens. Ignore the exception to this rule(listed in the blue box on page 3 of theHannibal rules).

ReinforcementsEach player can potentially receive rein­

forcements before play of his strategy cardin the strategy card phase. Before playing astrategy card, roll a die and consult theReinforcement Schedule for Scenario 1. Ifsuccessful and a space is available forarrival (see Placement of Reinforcementsbelow), the player must take them. If aspace is not available for placement, theplayer does not receive them (they do not

SCENARIO 1: HANNffiAL'S DEFEAT

~1 1 CU2 1 CU3456

DIE ROLL MODIFIERS:Rome: -1 each for control of Cirta or UticaCarthage: -1 if Rome controls Eastern Numidia

-1 if Rome controls Carthaginia* For the first four Carthaginian reinforcement die rolls,

this result becomes 1 CU.

Rome Strikes Back:Two Short Scenarios for HANNIBAL

By Charles Bahl

GENERAL RULESThe following rules apply to both of the

scenarios. Unless otherwise stated, thenormal rules apply.

• The normal sequence of play applies,except that the reinforcement phase isskipped (a special reinforcement proce­dure occurs during the strategy phaseinstead). Although the scenarios use theremainder of the sequence of play, therules and procedures of each of thephases may be different from those nor­mally used. These differences areexplained in the rules for the individualscenarios.

• Naval Movement (8.8) is not used.• Political Consequences (12.3) is ,...---------------------.

not used. Reinforcement Schedule for Scenario 1• Consuls and Consular Armies Die Hannibal Not on Map: Hannibal on Map

Roll: Rome Carthage Rome Carthage(14) is not used. Rules for the useof Generals are given in each ofthe scenarios.

• Year-End Political Repercussions(18.2) is not used.

• The strategy card deck is thinnedto include only those cards listedfor the given scenario. Theremaining strategy cards are setaside and take no part in thescenario.

The Second Punic War was one ofthe longest and most complex con­flicts of the ancient world. It lasted

for close to two decades and was foughton the far-flung battlefields of two conti­nents. Avalon Hill's intriguing game,HANNIBAL: ROME vs. CARTHAGE(HRC), re-creates the entire struggle­from Hannibal's daring march across theAlps to Scipio Africanus' final triumph atthe battle of Zama. But HRC also lendsitself well to shorter scenarios that focuson key campaigns. The two scenarios pro­vided in this article are recreations of twoof the most important campaigns of thewar: Publius Scipio's operations in Spainand Scipio Africanus' invasion of theCarthaginian homeland. Each scenario istwo turns long, uses a reduced rule set,occurs on only a portion of the board, andcontains fewer combat and political con­trol markers than the full game. Each canbe played in about an hour-long enoughto get in a few good double-envelopmentsbefore dinner.

Hannibal Secondsby Andy Daglish

Players of HANNIBAL: ROME VS. CARTHAGE may desire toadd a bit more realism to their games with the follOWingvariant rules and Generals (see insert). You also may enjoyreading same of the literature (Ernie Oradford's biography,Hannibal's War by lazenby, The Punic Wars by Caven,Enemy of Rome by Cottrell, Hannibal by Dodge, and any­thing written by Warry, (onnally and Delbruck).

1. Winter attrition affects all nan-part spaces in Spain andGallia Transalpinia (regardless of PCs) if they contain 6 CUsor more. "In Spain, large armies cannot live off the land."

2. The Siege Train event places the counter in New Carthage(if friendly and not besieged). More than one siege train canex.ist at the same time. Siege trains can be moved by sea (butstill may nat cross mountain passes) and count as 1 CUtoward naval movement capacity. New Carthage hod all thenecessary wood and smiths.

3. The Capua Sides with Carthage event is playable when aCarthaginian general is in an Italian pravince ather thanGallia Cisaplinia (no longer contingent on province control).Capua was the second city of Italy and deeply divided.

4. Eliminate fram the game the commanding ConsularProconsul when an "all" result is rolled on the Retreat Tablefor his army. No Roman General may be a Consul on can·secutive turns. Add seven ex.tra Raman General markers (seeinsert) to the random Consul draw. Their special abilities are:

L Crossus: Strategy and Tactical ratings are both 2, ifstacked with 0 CUs or mare. Also, CU losses are daubledduring subjugations. Partnered with Africanus in 205 BC

Q. Crispinus: If displaced, he is placed at a friendly walledcity. Survived wounds for lengthy time and continued tofunction.

Fulvius: Gains an extra battle card in a friendly space withawalled city. Both F. Flaccus and F. Centumalus were attheir best in fortifications.

T. Grocchus: May not Intercept nor Pursue. Avery goodsoldier who disdained recannaissance.

M. Livius: Strategy rating is 2 in Italia. Elderly generalrecalled to assist Nero.

M. Minucius: Always considered to be a Proconsul. AfterGeronium, graciously deferred to Fabius and denouncedthe consular system of command.

Scipio Nosico: When stacked with unfriendly tribe, inflictssubjugation points equal to CUs last during winterattrition phase. Crushed the BoH and Insubirans afterthe war.

5. Fabius is removed from the game at the start af turn 0(due to old age).

6. The owning player loses 1PC whenever Marcellus, Fabius,Gracchus or Hasdrubal is displaced. The dead cannot be libeledand getting killed gives ammunition to your detradors.

SUDDEN DEATHRome wins a sudden death victory if it con­trols New Carthage. Since rule 18.2 is notused, there is no suing for peace and thus nosudden death victory awarded for it. Aplayer also wins a sudden death victory ifhe has completely eliminated all theopponent's CDs from the map at the end ofany battle. /p {} *

~U~U~~~

CONTROL OF SAGUNTDMAt the moment the Roman player gains

control of Saguntum for the first time, hemay immediately flip over up to five non­walled Carthaginian PC markers anywherein Spain. These spaces of flipped markersmay not be occupied by Carthaginian CDs.

Displaced GeneralsP. Scipio is the only Roman General in

the scenario. He is considered to be a Pro­consul. Hasdrubal and Mago are the onlyCarthaginian Generals in the scenario. Ifany General is displaced he is returned tothe board at the very beginning of the nextturn. Generals may be placed on any spacethat contains friendly CDs.

moment he is rolling for reinforcements onthe Reinforcement Schedule (not at anyother time), he takes an additional 5 CDs asreinforcements. He is not forced to takethese reinforcements the first time he qual­ifies for them. He may take them at a futuretime (if he meets the qualifications at thattime). If the Roman player decides to takethe reinforcements, he must take all 5 CDsat one time. Once received by the Romanplayer, these automatic reinforcements can­not be received again.

PLACEMENTOFRE~ORCEMENTS

Place Roman reinforcements on anyport that does not contain CarthaginianCDs or a Carthaginian General, regard­less of who controls the PC marker. Thereinforcements may be spread over anynumber of eligible locations. They arriveeven if a Roman General is not present onthe space.

Mago and his 6 CDs arrive at any sin­gle port controlled by Carthage that doesnot contain Roman CDs or a RomanGeneral.

Other Carthaginian reinforcementsarrive on any space that does not containRoman CDs or a Roman General. Thespace must also be controlled byCarthage. The reinforcements may beplaced on only one available space or maybe spread over several. They may arriveeven if a Carthaginian General is not pre­sent on the space.

The Carthaginian player can substituteelephant CDs for normal CDs among rein­forcements, but no more than two elephantCDs may be on the map at anyone time.

VICTORY CONDITIONSThe Victory Conditions for this scenario

are the same as those listed in Sections 18and 19, except as noted below under "Sud­den Death." However, in this scenario, tiesgo to the Roman player.

Carthage

Mago+6CUs*1 CU

ICU1 CU

Reinforcement Schedule for Scenario 2DieRoll:

,,;123456

Carthaginian Setup (First)5 CUs (two of which must be elephantCUs) and Hasdruba1 must be placed in NewCarthage.2 CUs are placed anywhere in Baetica,Orospeda, and Celtiberia (not in Idubeda).Both these CUs may be placed in a singlespace, or one CU can be placed in each oftwo spaces.Place Carthaginian PC markers on all theblue circular spaces in Spain. The walledcities of Saguntum, Gades and NewCarthage are Carthaginian.

DIE ROLL MODIFIERS:Rome: -1 for control of IdubedaCarthage: -1 for remainder of game after first defeat ofany Roman army with five or more CUs must be defeatedas defined in 11.8).* For the first five Cartbaginian reinforcement die rolls,

or if Mago is already on the map, this result becomes 2CUs.

24

SETUPStrategy cards used: 4, 5, 15, 17, 19, 20,21,31,33,34,35,36,37,38,39,40,41,42,51,52,54,55,59,61, 62 and 63.

SEQUENCE OF PLAYStrategy PhaseThe Carthaginian player goes first in eachStrategy Phase as in the original rules.

ReinforcementsEach player can potentially receive rein­forcements before play of his strategy cardin the strategy card phase. Before playing astrategy card, roll a die and consult theReinforcement Schedule for Scenario 2. Ifsuccessful and a space is available forarrival (see Placement of Reinforcementsbelow), the player must take them. If aspace is not available for placement, theplayer does not receive them (they do notaccumulate for later placement). Players donot get to make this roll if the strategy cardis played during battle.

Roman Setup (Second)12 CDs and P. Scipio in one or more spacesin Idubeda.Place Roman PC markers in Dertosa andTarraco.

Automatic Roman ReinforcementsIn addition to reinforcements the Roman

player receives from the ReinforcementSchedule, he also receives 5 CDs as rein­forcements for controlling Idubeda. If theRoman player controls Idubeda at the

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26

By Aaron R. Jensen

Enforcing Your Peace

PAX IMPERIA: Eminent Domain

P AX IMPERIA is one of the numerousintergalactic strategy co~puter

. games now on the market, trymg tostand out from the rest. Here, faster-than­light (FTL) travel has been achievedthrough the use of wormholes (subway tun­nels through the fabric of space). Theystretch across the galaxy, connecting all thestars in a giant web. Though fear grips thehearts of each galactic race, each createsinterstellar craft for exploration. Pandora'sbox is opened: succeed, or your head willbecome somebody's trophy.

CHOOSING AN IDENTITYYou start this game by choosing a race.

Forget the pre-packaged races. Only theYssla have any useful characteristics (andeven then, only if you're willing to play theespionage game rather than conquest). Gostraight to species design.

Choose one atmosphere for your· raceand leave the rest alone-the addition ofother atmospheres isn't cost-effective. Ifyou want to breathe in any atmosphere, take

the anaerobic species improvement. Itonly costs two points more than selectingall the atmospheres and also lets you existin vacuum climates. The subterraneanspecies improvement does pretty much thesame thing, except that it is limited toideal temperatures (far less useful, as itcosts you five points that could be betterspent elsewhere). Take "warm" for yourrace's ideal temperature, for the widestpossible range of planets.

The psychic species improvement is adefinite advantage you should not pass up.It shows you the entire array of wormholes,what is in each system, what the other racesare doing, and adds a 100 per cent bonus forcounter-espionage. There is no better way tospend three points. All opposing races willhave the first half of this improvement evenif it is not part of their racial statistics. Ihave seen many approaching fleets turn tailand seek easier targets after I began increas­ing a planet's defenses. The predatoryspecies improvement gives your race abonus to attack (aquatic species are better at

defense). Aquatic species also gain a 20 percent movement bonus.

The culture improvements are a variedlot. The builder culture is highly useful.You will find yourself constantly buildingstructures on your planets and in orbit earlyin the game. The merchant culture is goodfor those who enjoy making allies in thegame, while the spy culture is excellent forespionage. The warrior and nomad culturesare great for conquest. The first lets yourship crews train far faster than normal, andthe second lets you build larger fleets at areduced maintenance cost. However, thetransport ships for abandoning a planet(provided by nomad culture) are of limitedusefulness. Finally, the scientist culture is ofdebatable effectiveness. If you are expect­ing this to be a long game, consider taking it(over hours of play it can save a lot ofresearch time). .

The remaining choices (improving thespecies' rates of creating certain points, andthe speed with which they develop new tech­nologies) are good for rounding out thespecies, and for maximizing style-specifictraits. Although you can gain more points byreducing these choices below galactic nor­mal, doing so will usually put you at a strongdisadvantage in one area or another. You canreduce the reproductive rate a point or two,but more than that-or any reduction inanother field-is not a good idea.

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STARTING OPTIONSThe difficulty setting should be carefully

considered. At the lowest setting, all theother races start equal to you, but withpenalties to production, research, etc. Theyalso seem to prefer beating up each otherrather than attacking you, and cannot buildships larger than destroyers. At the highestdifficulty setting, you start with one planetand one scout ship. All the other races haveseveral established planets, a small defen­sive fleet and several developed technolo­gies. If a race feels like beating somebodyup, you are the ideal candidate.

For a decent game that doesn't take for­ever, pick 50 stars, five to eight otherraces and difficulty 3. You'll be on equalfooting with the other races, and it won'ttake you a week to get from point A topoint B. A small word of caution: whenthe computer chooses the other races, it isnot at all squeamish about choosing thesame race twice, but they will all be thepre-packaged races.

If you prefer far more action, play witha 20-star galaxy crammed with 15 races.Inter-racial contact will be almost instan­taneous, and chances are very high thatyou will begin surrounded by races thatwill hate your guts and shoot on sight.There will also be almost no time todevelop new technologies. Combat will

mainly involve hordes of destroyers clash­ing with lasers and small missiles. I willassume throughout this article that youhave chosen a more reasonable galaxy anddifficulty.

RESEARCH AGENDAYour first action should be to pause the

game. PAX IMPERIA runs in real-time. Gointo the research menu. You have the optionof letting your research proceed automati­cally, but it is an unwise option. Theresearch priority list the advisor followsisn't very useful. For the initial phases ofthe game, you should take an active role inwhat is being researched. Start weaponsresearch on the wyvem missile, then pro­ceed to the rail gun. Shielding researchshould develop the cerametal armor beforedeveloping shields. Ship tech should startwith the phase drive or the meta-field stabi­lizer, then develop the other so that you candiscover the meta-field drive 2. Colonialtech should be directed initially to roboticfactories and technology bureau. The spaceresearch field should develop the shrikefighter followed by the fighter base. Withthese technologies you should be in a solidposition-able to build cruiser class ships,sharply increase construction and researchproduction, and guard planets with the ever­useful fighters and stronger missile bases.

Left to their own devices, your advisorswould easily take ten· times as long to getyou to this position.

While your technologies are brewing,you should look over the map. If your raceis psychic as suggested, you should see theentire series of wormhole connections. Withluck you'll be part-way down a singlebranch of the series,and you can send whattransports you have further down thisbranch to establish your worlds. It is alwaysbetter to expand away from the other races,to increase your resource base and to estab­lish defensible worlds upon which to fallback if necessary.

CONSTRUCTIO~

Your first world should construct moretransports. You will probably develop sev­eral technologies before the first transportcomes off the production line. Technologyseems to move extremely fast at the begin­ning, when construction is slow andresearch costs are cheap. It will slow downconsiderably by the time you develop thetechnology to build battleships and carriers.

Development speed.is a problem whenbuilding a defense fleet. You set down theplans for a top-of-the-line ship and tell your

~~~~~ (continued pg. 47)

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28

The seamen and merchants heralding fromthe city-states of Phoenicia were "tradersthe world honored" (Isaiah 23:8). Thisminor empire, if played by a player whoalready controls the Eastern Mediterranean(i.e. with Egyptian, Minoan or PirateNavies), can build a monument. The Tem­ple on Tell Al-ma'shuk (Hill of theBeloved), the ideal choice, was built in theninth century BC and was dedicated toMelqart, the Phoenician equivalent of Her­cules. Alternatively, the Pyramid can beused to represent the Ruins of Ras Shamra(the site of Ugarit, from which the Phoeni­cians descended).

Persia, more formally known as theAchaemenid dynasty, is the first empirerealistically capable of simultaneous pres­ences in India, the Middle East, NorthAfrica and Southern Europe. It is quitecommon to see two, or possibly three, Per­sian monuments built. The Palace ofDarius at Persepolis is the monument ofchoice. This noble palace, with its expan­sive columned audience hall, was built ca.500 BC The Palace ofArtaxerxes at Susa(built ca. 375 Be) is a logical runner-up,being the summer palace located atEcbatana (while Persepolis was the cere­monial capital). As a member of theMediterranean "big leagues," Persia is enti­tled to build Greek Architecture.

\

• DIIPaillce of Darius 'palace, Artaxerxe

Even if their traditional path of migration toAlbion and Ireland is blocked by Scythiansor Greeks, the Celts are almost assured amonument. Although constructed around2000 BC during the neolithic period, Stone­henge is the quintessential Celtic choice.The sudden appearance of the collection ofmegaliths (actually, most are or were at onetime trilithons) some two millennia late canbe seen as simulating the lack of politicalactivity in Northern Europe and the "catch­ing up" of written history. The NeolithicStatue can serve as an alternative. Either of

448 and 432 BC during the classicperiod, the era of Pericles andSocrates and a bit later than theGreece depicted in the game). TheTreasury of the Siphnians at Delphiis more appropriate. It is one of thefirst Ionic buildings in Greece andwas built ca. 530 BC during thearchaic period. Should the Greeksfare well, another choice is thePalaestra at Olympia (site of theoriginal Olympic games), althoughestimated to have been built as earlyas 1100 BC

DII Carthage, one of the great­est Phoenician colonies,was founded around 750

Ruins at Dougga BC by merchants from

Tyre. The empire depicted in the game isHasdrubal's Carthage (not that of third cen­tury BC Hannibal). The Ruins at Douggain Tunisia are the logical choice for a mon­ument. Built ca. 400 BC, the temple wasdedicated to the Carthaginian god Baal, butwas later razed by the Romans and rededi­cated to Saturn. Alternatively, Greek Archi­tecture might be appropriate, should theGreeks drop the ball.

Although typically the "refuge" of thosethat perform well during Epoch I, theScythians (pronounced "SITH-ee-ans")can conceivably build a monument if theyavoid the "easy money" in the Middle Eastand migrate westward to Northern Europe.The Neolithic Menhirs (from the Celticword "maen-hir") would probably be thebest choice, being a circle of twenty-ninestones unearthed at Verbovka (WesternSteppe) and attributed to Scytho-Siberianpeoples. This empire could also depict themore advanced Scythian cultures or theirgeographical contemporaries such as theThracians and the Sarmatians. The ancientBlack Sea area was a cultural crossroadsthat witnessed the fusion of Greek andScythian art and architecture. The Trea­sury at Delphi or an Apocryphal Light­house (on the Danube or Rhine River)could represent an ahistorical Scythianarchitectural movement arising fromaggressive trade or exploitation policies.The Lighthouse could represent the myste­rious clifftop settlement at Madara (in theBalkans) that some attribute to Proto­Thracians.

,,= Palaestra

The Greek City States, characteristic totheir legendary cosmopolitanism, have aplethora of choices. The Temple ofAthenaParthenos (as the Parthenon at Athens isformally christened) is the quintessentialchoice for Greece (though built between

The Vedic City States are actually anextension of Aryan culture as it coalescesinto concrete political entities. The EarlyHindu Architecture is the best choice, rep­resentative of the period after 550 BC Itcould also represent the mythical capital ofthe ancient kingdom of Mithila (though sit­uated in Nepal), where the mortal form ofVishnu won his love, Sita. This is the erathat the "Rig Veda" and the "Upanishads,"the Indian cultural equivalent of the OldTestament Bible, were written. The GreatStupa at Sanchi could be selected for erec­tion a millennium early (see Mauryabelow), but this is not recommended as Sid­dharta Guatama, the Buddha, was not evenborn yet! The Neolithic Statue could beappropriate depending upon tastes.

made feature visible from the moon. Inactuality, this architectural feat was notcompleted until around 210 BC (which fallsbetween the Chou and the Han under theshort-lived Ch'in dynasty, from whence thename China originated). The ConfucianTemple at Qufu, Shandong, the largest Con­fucian shrine in existence in China today,was used by the Sage's descendants (anddates from the fifth century Be).

29

Ateshkade

11mWithout question the Romans are the mostrevered and feared empire. The Romans arevirtually guaranteed a monument or two,and can frequently manage a third. The Fla­vian Amphitheater (the Roman Colosseum)is the quintessential monument for Rome.The Colosseum, begun by Vespasian in AD70, was completed under Titus in AD 82.Though most major cities in the Romanempire possessed an amphitheater, theColosseum was the largest of its type andperiod. The second Roman monument ofchoice is the Pont du Gard at Nimes whichwas completed in the first century Be. Thismassive aqueduct helped convince theGauls that Roman engineering was thepractical alternative to war, helping tousher in the era of Romanization. Prolificmonument construction could also involvethe Pantheon ofRome (AD 118 to 125), theArch of Titus (AD 81) or that of Constan­tine (AD 312 to 315), or even the remainsof the marble Statue of Constantine theGreat (ca. AD 330).

Following on the heels of the imperialsplendor of the Mauryan dynasty (and itssubsequent political fragmentation) camethe dynasty of Chandragupta II. As theyface an uphill struggle against entrenchedempires in the game, the Guptas are usu­ally limited to only a single monument.Encompassing the era just before theGupta, known as the Andhra period, theGreat Stupa at Sanchi is still a good choice.

Upon the successful revolution against theParthians in AD 224, the Sassanids viewedthemselves as the true successors of the Per­sian empire. The Fortified Fire Temple atTakht-i Sulaiman was an important centerfor the Zoroastrian religion (being thealleged birthplace of Zoroaster). Theancient Fire Temple at Ateshkade, still a pil­grimage site today, is another possibility. Itssacred fire has reportedly been burning con­tinually since the fifth century AD to pre­sent time.

EPOCH IV ~

ISagamuni Buddha

tt

The Han dynasty is easily capable of ful­filling its historical role of uniting the Chi­nese mainland, while skillful play and a lit­tle luck can give the Han a second monu­ment. To represent the significance of Bud­dhism and its penetration into the East, theGreat Stupa should be first on the' Han'slist. Otherwise, the gilt bronze SakyamuniBuddha is the monument of choice. Thispiece represents the flowering of artisticachievements that characterized the Handynasty period (as well as imitation ofIndian art), though built following the con­fusion of the so-called Three Kingdomsperiod (third century AD). The ConfucianTemple at Yunnan is another possibility,representing the triumph of Confucianismin governmental circles which helped tofoster the famed "Confucian Ethic" as wellas the incorporation of the remote Southernprovinces into the imperial aegis.

The Hsiung-nu (pronounced"huh-swing NEW") repre­sent the rise of organized

Apochryphal.Gale Hun-related barbarians (theHsiung-nu and neighboring Hsien-pi) inMongolia. These tribes, after years of futileattempts, breached the famed Great Wall inAD 304. Foreign invaders of China, almostwithout exception, were seduced by Chi­nese culture (the schedule followed by theHan is the recommended). An ApocryphalGate could be used to symbolize the obso­lescence of the wall.

IBuddha

Athena Nike•Temple ofApollo

Philip and Alexander's Macedonia has ahost of options and can realistically buildtwo monuments. Because it is traditionallyensconced in the classical period (the Hel­lenistic period "begins" in 323 BC, the yearof Alexander's death), Macedonian monu­ments are of the Greek stripe. TheParthenon of Athens is the preferredchoice. Otherwise, the Temple ofApollo atDidyma is a logical choice. This piece,where oracles were performed, was begunin 313 Be. Alternatively, other buildings ofthe Acropolis such as the Kallikrates (theTemple of Athena Nike, 427 BC) or theErechtheion (the Porch of the Maidens, ca.421 BC) could be used, as these achieve­ments are of the Greek classical period. Thelatter, less renowned building is the allegedsite of the contest that pitted Athena againstPoseidon for dominion of the city of Athens(the city's name reveals the victor).

these could easily represent the multitudeof neolithic cairns and menhirs scatteredthroughout Northern Europe (Carnac,Kleinklein, etc.). Should the Celts occupymost of Iberia, Greek-influenced architec­ture is another possibility.

During the Mauryan (pronounced "mo­ree-YAHN") rule, Buddhist architectureflourished. The monument of choice is theGreat Stupa at Sanchi, which was dedi­cated by Asoka (the founder of the Mau­ryan dynasty) himself. The Great Stupa, anelaborate Buddhist burial mound, waseventually enlarged and completed some­time during the mid-first century AD. Thepolished Palace at Patilaputra was pat­terned after Persepolis and was well knownto the Greeks who resided at Asoka's court.The Sphinx could also be used to representAsoka's four back-to-back lions seated atopthe Buddhist Wheel of Life. Should ambi­tious play or prolific monument construc­tion dictate, the Recumbent Buddha ofAnu­radhapura could be built. This statue,copies resplendent among several monas­teries and temples, was also the site of a2000-year-old sacred bo-tree where offer­ings are still made today.

30

The Arabs, upon their conquest of the Mid­dle East and North Africa, ushered in a newera of cultural and intellectual prosperity,advancing the causes of science and medi­cine, to name but a few notable achieve­ments. Starting near several mineral sites, amonument is almost guaranteed, while twoor three are not entirely unrealistic. TheDome ofthe Rock at Jerusalem, built ca. AD690 and considered as the third most holyIslamic spot after Mecca and Medina, is themonument of choice. Ideally the Court ofthe Lions, or Alhambra, in Grenada, Spainis the best choice for a second monument.The minaret could be from the GreatMosque of San'a, which was constructedduring Muhammed's lifetime. The GreatMosque at Cordoba could be selected, too.This eighth century mosque was ruined inthe 13th century when the Christiansreclaimed the land from the Moors and builta cruciform cathedral in its center.

rJ--The Khmer empire is generally handed tothe high scorer of epoch III. It is rare butnot impossible for it to establish a monu­ment. The empire best represents theKhmer dynasty and the Angkor kingdom inCambodia. Thus, Angkor Wat (or, if oneprefers, nearby Angkor Thom) is the monu-

~~~~~ (continued pg. 38)

The Byzantines are located in a very diffi­cult part of the world-almost every direc­tion involves difficult terrain. Typically thiscurtails ambitious Byzantine monumentconstruction. The logical choice is theChurch of St. Sophia (more properly, theHagia Sophia) at Constantinople. Thisdynamic piece of architecture, completed inAD 537, is one of the most sophisticatedarchitectural achievements ever and wasconsidered the greatest church in all ofChristendom until the Ottomans sacked thecity in 1453 and converted it into a mosque(Turkish minarets were added nine cen­turies later). The ill-fated ridge-top RilaMonastery is a good choice. Though notcontemporary to the sixth and seventh cen­tury Byzantine empire, early versions wereleveled by various foreign invasions, land­slides and fires.

"BI iJulllt

The T'ang dynasty (pronounced "tuh­ONG") put an end to waITing political fac­tionalism and ushered in the famed six hun­dred years of imperial splendor (officiallyending in AD 1279 with the Mongol inva­sion). This period saw civil service exami­nations restored and the flourishing of Chi­nese art and learning. The T'ang usuallymanage to erect a monument. The FlowerPagoda of the Temple of Six Banyan Treesat Kwangtung is the monument of choice.This pagoda accompanied the rise of Bud­dhist architecture that ultimately hasbecome associated with all things Chinese.The seventh century pagoda at Qixia isanother possibility. Interestingly enough,the pagoda's origins lie within the stupaand its gradual evolution into an almostexclusive Chinese construct (if unbuilt, theGreat Stupa should perhaps be selected).Alternatively, the Colossal Buddha atYunkang, found in the vast cave complex atShansi, is another choice. The An-chiBridge (Great Stone Bridge) at Chao-hsien,built ca. AD 610, is an engineering marvelthat predated European bridge design byalmost 700 years.

ryphal Capital or Gate are logical choicesfor the Hunnish architectural "debut,"should they be faced with numerous"filled" monument sites. Otherwise, a Mis­cellaneous Tower or Tribute Statue willsuffice.

Although indirectly responsible for drivingthe Goths into the Romans, contributing tothe destabilization of the Guptan dynasty inIndia and furthering the political turmoil ofthe Three Kingdoms period in China, theHuns themselves accomplished little in theway of architecture. Attila resided in a tentup until the night of his death. An Apoc-

The Goths depicted in the game representthe Germanic tribes that were active duringthe fourth and fifth centuries AD along theRoman periphery. The Ostrogoths migratedeast to the Ukraine by the fourth century,while the Visigoths headed south to theBalkans (Alaric's "dynasty" was Visig­othic). Political fragmentation erodedRome's resistance as the Goths movedsouth and west. The Visigoths continuedinto Spain and the Ostrogoths settled inItaly. As they lack a capital, the Goths maybe limited to building a monument in Cen­tral Europe-which may be occupied by aGreek, Scythian, Celtic or Roman one. If anearby capital cannot be sacked, a Gothicmonument is rare. Externsteine, in WesternSaxony, was an allegedly popular site forpagan rituals (later, a Christian chapel wascarved into the rock-hewn structure). AnEarly Christian Church could be theMithraic Temple in Jajce, site of theBogomil sect (a Catholic/Orthodox fusion),representing Gothic adherence to hereticalsects (though they were primarily of theArian sect). A Gothic Church could be built,representing the early flowering of Euro­pean architecture. The term "Gothic" wascoined by Romans to mean "ugly or bar­baric," and it stuck.

Otherwise, the Seated Buddha ofGandharafrom the late third century (or the one atMathura of the second or third century) isthe monument of choice. The SeatedBuddha Preaching the First Sermon fromSarnath (built ca. fifth century) is anotherpossibility. Of course, the Hindu Architec­ture could be selected if necessary, signify­ing either the emigration of Indian mission­aries to Southeast Asia or possibly one ofseveral sacred Hindu sites: Ayodhya (thebirthplace of Rama according to the"Ramayana") or Allahabad (both in theGanges Delta) or Mathura (where Krishnawas allegedly born, in the Ganges Valley).

AUGUST 2nd

AVALONCON 1998 ~ HUNT VALLEY, MD

JULY 29th

o HATS & T-SIllRTS: Reserve my AVALONCON souvenir for which I enclose $10.00 each: 0 XXL 0 XXXL

o AVALONCON cap T-Shirts: 0 Small 0 Medium 0 Large 0 Xtra Large There is a $5 surcharge for these sizes.

o Please reserve additional hats for which I enclose $10 each.

o Please reserve additional t-shirts in sizes for which I enclose $10.00 each (or $15.00 each for size XXL or XXXL).

o I enclose $40 in check or money order made payable to The Avalon Hill Game Company to register for AVALONCON '98.

o Charge my: 0 VISA 0 MASTERCARD 0 AMERICAN EXPRESS Expiration Date _

Account Number _ Signature _

Name ....P...,h"'o"'-'n"'e:'---'-_-'- _

Address _ Email _

City State ZIP Total Enclosed: _

HURRY! Registrations postmarked by June 1st, 1998 receive a free $15 credit toward any game purchased at AVALONCON '98, butonly if you pre-register for at least one event. Make your check or money order payable to: The Avalon Hill Game Company and mail to:

4517 Harford Road, Baltimore, MD 21214. To FAX it, "ll" (410) 254-0991. To register by Email, visit our web site:http://www.avalonhill.com/avaloncon.htrnl

Be sure to register for your main event(s) on the reverse side, or list their three-digit code below:

o ROOM 0 RIDE LOCATOR: My name, phone number, Email and city/state are listed above to provide to all pre-registrants as of July 1stas someone looking for a carpool or roommate to share expenses. I do not have to be pre-registered to be listed. I understand I am solelyresponsible for arrangements made with those who respond. Such inclusion does not obligate me to enter into agreements with anyone.

o TEAM TOURNAMENT: Register my four-person team in the Team Tournament at no extra charge. I realize that all the members of myteam must be pre-registered and that we must each playa different title. Substitutions of team participants or game selections can be madeonly by mail or Email to [email protected] or phone to: (410) 426-9600, ext. 103) by July 28th. No substitutions are allowed on site. In caseof conflicting entries, the last version received will be official.

TEAM NAME: _

1. 2. 3. ---'- _Game to be played by this team member: Game to be played by this team member: Game to be played by this team member:

4. _Game to be played by this team member:

1. 2. 3. _ 4. _

REFUND & SMOKING POLICY: Pre-Registration fees provide discounted services in exchange for a guarantee to attend. Since pre-regis­tration incurs expenses regardless of attendance, such fees are non-refundable. Smoking is prohibited in all public areas of AVALONCON '98.

WHAT YOU'LL GET: Those registering by June 1st receive a $15 credit towards game purchases. Pre-Registrants residing in the UnitedStates as of July 1st will have the program mailed to them shortly thereafter. This is the only confirmation you will receive. Those registering

after July 1st or living outside the United States must pick up their convention program at the site.

AVALONCON MEMBERSHIP: Children under 14 and spectators are admitted without charge and may participate in Open Gaming aroundthe clock in designated areas, space permitting. They will not receive a badge, program or pre-registration credit. AVALONCON reserves theright to eject anyone without a badge to provide space for members. Anyone playing a non-tournament game in a tournament area will be eject-ed immediately. Children may participate in free specially designated ".. Juniors-only" tournaments or pay the $40 fee and participate in anyevent. All other participation is limited to paid registrants wearing their own badges. There are no other event fees of any kind. Flea markets,

product displays and the selling or promotion of any item on the premises without written permission from TAHGC is strictly prohibited.

DISQUALIFICATION: AVALONCON reserves the right to eject without refund anyone acting in an unsportsmanlike manner in the opinionof the presiding Game Master and two designated Assistants should such behavior persist after one warning.

Chronological Listing of Events,/ events you will enter. Do not ,/ any event

whose starting time occurs during the first roundduration of a previous selection.

Time Event Duration Time Event DurationWIO 0 AFK [W14] 1'20 0 DUN H2I3 [1'24]

o ABN HI/3 [W131 0 TYX H213 [1'24Jo ACS HI/4 [WI2] 1'21 0 SFf HI/3 [1'23]o CVW [WI3] 0 RBN H3/4 [T24Jo EIA [W-U] T22 0 ACS H2/4 [1'24Jo GSR HI/4 [WI3] 0 MFB [T24]o GBL [W-U] 1'23 0 GSR H3/4 [1'24]o MMS HI/4 [W14] 0 PGF [1'24]OMOVHI/3 [W12] OTTAH2I4 [1'24]o PZL+ [J F9 0 B81 [F13]o PPW [W14] 0 BM? [FIS]o RBN HI/4 [WIS] 0 BRI H3/4 [FI4Jo RTG [W14] 0830 H214 [FISJOSTPHI/4 [W13] OSFfH2I3 [FIIJo TTN+ [] 0 GBG H2I2 [F13]o TT2+ [] 0 HRC+ (]o TPS [WI6] 0 MMS H2I4 [Fl3]OWAT+ [] OMOVH3/3 [Fill

WIl 0 AOR HII3 [W16J 0 RBN H4/4 [F14]o HWB HI/2 [W16j 0 SJW [Fl3]

WI2 OANZHIM [WI?J OSPK [FI2]o BBS HI/4 [WI6J 0 SUC [F14]OPZB+ [] o TYX H3/3 [FI3J

W13 OBKEHIM [WIS] OUPFH4/4 [F14]o BRI HI/4 [W18] 0 VlP+ []o WSF [W19] 0 WSM [FIS]

WI4 0 MRA HI/4 [W16] FlO 0 SCT H3/4 [F14]o SOA+ [] FIl 0 LBG [FIS]OUPFHI/4 [WI9] OPXB [F18]

WIS 0 ABN H2I3 [W18] FI2 0 ANZ H2I2 [FI?]WI6 0 CMS HI/4 [W21j 0 ACS H3/4 [FI4J

o GSR H2/4 [WI9J 0 PGG [FI?]o HCR [WI8] FI4 0 WRS [F16]o SCT H1/4 [W20] FIS 0 MRA H3/4 [FI?]

WI? 0 GTA HI/4 [W19] FI6 0 GTA H3/4 [F17]0776 [W21] FI? 0 SFf H313 [F19]

WI8 0 AOR H2I3 [W23] 0 GSR H4/4 [F20]o BKN HIM (W23] 0 HWD [F231OFBSHI/2 [W20j FI8 ODIPHI/3 [F24]OKRMHI/4 [W2IJ o 830H3/4 [F24]

WI9 0 GBG HIM [W23] 0 KGM H2/2 [F22]o OW2 [W21] 0 MET H2I2+ [F20]ORORHI/2 [W24] o SCT H4/4 [F22]o TRC HI/2 [W23] 0 STP H3/4 [F21]o TYX HI/3 [W23] FI9 0 BRI H4/4 [F24J

W20 0 MAH H1/2 [W24I 0 CMS H3/4 [F24Jo STP H2I4 [W23J 0 DUN H3/3 [F24]

W21 0 KRM H2/4 [W24J F20 0 TBT [F22]W22 OTTAHI/4 [W23] F21 o MUS [F24]T9 0 ASA [TIS] F23 0 DEC [F24]

OACV [1'21] OTTAH3/4 [F24]o AOR H3/3 [T14] 0 WIT [F24]o ABN H3/3 [T12] 89 0 AFD H212 [SI2]

o D91 [513]g~H1/2 ~~:;l ODIPH2I3 [SI6]

OBKNH2/2 [TI4] o 830H4/4 [SIS]o BRI H2/2 [TI4] 0 MMS H3/4 [S13Jo CDT [Tl2] 0 PDT H2/2 [S 13Jo COl [Fl3] 0 PRS [S l3]ODLW [Til] ORKL+ []o DUN HI/3 [TISJ 0 RNQG HI/2 [S1I]o KGM H1/2 [Tl3] 0 SQL [U13]

OWTP [SI4]o KRM H3/4 [TI2] SIO 0 BBS H4/4 [SI4]o ONR [Tl2J 0 FSE [S 14]o UPF H2/4 [TI4J 0 PCW [SI2jo WAS [TI4J 811 0 ACS H4/4 [Sl3]o W&P [TI2] 0 RNQG H212 [Sl3]OWZQ [Til] 812 OEIS [SIS]

TIO 0 ASL+ [T-U] 813 0 GTA H4/4 [SIS]o GTA H2I4 [T12] 814 0 ASN [SI6]o SSB [TIS] 0 RNQV HI/3 [SI6]

TIl 0 CDP [TI9] 0 STPH4/4 (S17]TI2 0 KRM H4/4 [TIS] 815 0 AUC (S16]

o NVW [TIS] 0 MMS H4/4 [S19]o TRC H2I2 [TI6] 0 MRA H4/4 [SI?]

TI4 0 BBS H2I4 [TI8] 816 0 RNQV H2I3 [SI8]o RBN H2I4 [T19] 81? 0 TVW [SI9]o SCT H2I4 [T18J 0 TTA H4/4 [SI9]

TIS 0 MRA H2I4 [TI?] 818 0 ACQ [S22]TI6 0 SLB [TI9] 0 RNQV H3/3 [S20]

o UPF H3/4 [TIl J 0 WPS (S20]TI? 0 HWB H2/2 [TI2J 819 0 ADV [S23J

OMBTHI/2+ [TI9] OGBD [S24]TI8 0 CMS H2I4 [TI3] 0 CMS H4/4 [S24]

o 830 H1/4 [TI4] 821 0 FIS [S22]o FBS H212 [TIO] 823 0 SLS [S24]o PDT H1/2 [T22] U8 0 BKE H2I2 [U 10]o ROR H2I2 [TI4] 0 DIP H3/3 [UISIOSMG [TIO] U9 OATS [UJ2]

TI9 0 BBS H3/4 [TI3] 0 $GR [UIO]o MAH H2I2 [T23J 0 GUE [UI2]o MOV H2I3 [TIl] UI2 0 WBR [U14]

REGISTRATION INFORMATION: Members may par­ticipate in all events, but only one at a time. Most events donot "sell out", but to guarantee an opportunity to play youmust bring a copy of the game (to ensure sufficient copieson hand) and be present at the starting time. This is espe­ciaLly true for older games which are no longer for sale.Tbose registering after June 1st will not receive the $15game purchase credit. At-the-door badges are discounted$5 per day based on the number of days remaining. One­day admissions are available for $15 but do not entitle par­ticipation in any event beyond that day. Prizes won with aone-day badge must be claimed that day.

LOST ITEMS: Bring your program; there is a $2 chargeto replace it. Wear your badge at all times. You may notenter an event without a badge. Replacement badges willcost $5 and not be usable for the $15 purchase credit.

EVENT DESCRIPTIONS: Events are listed in chrono­logical order in the box to the left, and in alphabetical orderhereafter using the following format:

Name, Prize Status, Class, Format, Style, Duration,GM, Starting Time.

Name: The three-digit code name for the event used on theChronological Listing and badges.

Prizes: Winners receive a championship plaque. Finalistsreceive credits for the purchase of merchandise and plaquesaccording to a standard schedule based on the number ofentrants. For example, there are 32 prize-winners in a fully­funded 128-player event. Junior, Quick Play and Restrictedevents are reduced one or two columns on the prize list asfollows:

0: Demonstration. No Prizes.

e: Full Prize list.

0: Prizes reduced one column.

@: Prizes reduced two columns.

Class: A: Rules will not be explained; for experiencedplayers only. B: Beginners welcome. Rules will be taughtone hour before the scheduled playing time. The GM willnot teach the game once the event begins.

Format: SwEl: Swiss-Elimination; play several prelimi­nary rounds to determine finalists for Single Eliminationformat. Swiss: play numerous rounds paired against oppo­nents with similar records. SE: Single Elimination; playuntil you lose. DE: Double Elimination; play until you losetwice. MESE: Multiple Entry, Single Elimination; playuntil you lose, but you may re-enter in a later Heat. SEM:Single Elimination, Mulligan; play until you lose but firstround loss in the Mulligan Heat is ignored; first roundMulligan winners advance to second round.

Style: CONTINUOUS: Rounds repeat back-to-back untilcompleted with only one-hour breaks. Rounds will not startafter midnight and resume at 8 or 9 AM. The GM mayrequire that rounds begun by midnight be finished thatnight. SCHEDULED: designated, timed rounds with long,predetermined breaks. HEAT: One of several qualifyingsessions, you may play in multiple Heats regardless of suc­cess. Continuous Heats (+): Games continue to start whensufficient players are on hand. Flexible late entry/exitallowed.

Duration: The expected number of rounds and length ofeach. Some formats vary rounds based on number ofentrants. Schedule time accordingly and refrain from enter­ing events if time constraints will not allow you to finish.In all formats, the GM and two assistant GMs may adjudi­cate games not adhering to schedule. Their decisions arefinal.

GM: The Game Master's name. If an address is included,additional information is available by sending the GM aself-addressed, stamped envelope or Email.

Times: Starting times of the initial round are abbreviatedas follows: W: Wednesday, T: Thursday, F: Friday, S:Samrday, U: Sunday. Hours are given in military time (9 =9 AM, 12 = noon, 13 = 1 PM). We suggest copying thispage before registering.

Pre-Registration Limits: You may Pre-Register for anyevents that do not start within the expected duration of anyprevious selection's first round as listed at left. Conflictingchoices will be disallowed. Pre-registrants receive prefer­ential treatment for byes and last remaining slots, but arenot guaranteed a place if without a copy of the game.Those advancing into the second round may experienceoverlapping schedule conflicts. Events with a "U" listinghave a scheduled final round on Sunday morning. You mayplay in several such events but if you make the finals inboth you must choose only one in which to continue.

THE EVENTS: Events designated "or jr" are only forchildren under the age of 14. Parents are urged to superviseand should attempt to teach the game beforehand, butshould refrain from playing the game for their children.

Acquire (ACQ), e, A, SwEl, Continuous, three prelimi­nary I-hr rds. 16 advance to SE. K. Whitesell. S 18. U

Across F1ve Aprils (ASA), e, A, SwEl, Continuous, 6-hr pre­liminary round robin Bull Run, Pea Ridge, and Bentonville. Fourfrom each side advance to Bentonville; then two to Pea Ridge.Finalists play Pea Ridge. Play same side throughout. A. Lewis,16 Gosling Dr., Lewes, DE 19958. [email protected]. 1'9.

Adel Verflichtet (ADV), 0, B, SwEl, Continuous, fourpreliminary I-hr rds. Ten advance. R. Pfeifer. S 19.

or Adel Verflichtet Jr (ADJ), @, B, SE, Continuous, twoI-hr rds. S. Davis. W14.

Advanced QviJization (ACY), e, A, SE, Scheduled, 12-hr pre­liminary. Eight advance to SIO Fmal willl Westem Map Extension.C. Hickok, 250 Hidden Valley Ln,Harrisburg, PA 17112.1'9.

Advanced Squad Leader (ASL), e, A, Swiss, Continuous,seven 7-hr rounds; six scenario choices/round. R. Gifford,320 East 27th, South Sioux City, NE 68776. Tl 0+

Afrika Korps (AFK), e, B, SE, Continuous, four 4-hr rds.B. Smith, 323 Lower Stella Ireland Rd, Binghamton, NY13905-1011. [email protected] WIO.

Age of Renaissance (AOR), e, MESE, B, three 5-hr Heats.Winners advance to T18 SE. J. Scarl:x>rough. WH, W18, 1'9. U

Air Baron (ABN), e, A, SwEl, three 3-hr qualifYing Heats. Mustplay two Heats; top six qualify for Tl4 Final. 1. Stevens, 705 RoseCreek Bluff, Woodstock, GA 30189-6869. WIO, W15, 1'9.

or Air Baron Jr (ABJ), 0, B, SE, Continuous, two 3-hrrds. J. Stevens. WI6

Air ForcelDauntiess (AFD), 0, B, MESE, Continuous,three I-hr rounds. D. Angus. 1'9, S9. U

Anzio (ANZ), e, A, SEM, Continuous, four 5-hr. rds ofthe 15-turn Basic Game with W 12 Mulligan. P. Fletcher,51 Hartwell Rd, West Hartford, CT 061 17. FI2

Assassin (ASN), 0, A, SE, Continuous, two 2-hr. rds.Everyone starts with a city adjacent to Vienna. J. Vroom S14.

Atlantic Storm (ACS), e, B, MESE, four 2-hr qualifyingHeats of five-player games using Advanced Multi-Playerrule 14. B. Knight. WIO, T22, F12, SII. U

Attack Sub (ATS), 0, A, SwEl, Continuous. three preliminaryrds to determine seeding for SE. Scenarios A, B, C, 0, E or H.K. Hunsinger, 2038 Royal Oak Ave, Defiance, OH 43512. U9.

Auction aka The Collector (AUC), 0, B, SE, Continuous,three I-hr rds. K. Good. S 15

B-17 (B17), e, A, Continuous, three 3-hr 1943 raids. Flyall three raids. D. Terry, 7501 Norris Ave, Sykesville, MD21784.1'9.

Baseball Strategy (BBS), e, B, MESE, Continuous, fourI-hr rds of three-game series in four divisional Heats.Team draft based on 1997 season. J. Bell, 7 Casey Court,Baltimore, MD 21228. W12, Tl4, T19, SIO. U

Battle of Bulge '81 (B81), 0, A, SE, Continuous, four4-hrrds using Race to Bastogne 8-turn scenario. R. HeUer, 4733Bartram St, Rockville, MD 20853. F9.

Bismarck '79 (BM7), 0, A, SwEl, Continuous, three 2-hrpreliminary rds to determine two finalists to do battle withscale minamres. P. Risner, 7630 Weeping Willow Circle,Sarasota, FL 34241. [email protected] F9

Blackbeard (BKB), e, B, SEM, Continuous, three 2-hrtimed rds with W 13 Mulligan. No Sudden Death. J. Pack,1216 E. Tamora St., Sandy, UT 84094. U8

Breakout: Normandy (BKN), e, A, Swiss, Continuous, six5-hr rds. Bid for sides. W 18 Mulligan winners excused LmtilT14. R. Fedin, 112 Glengarry Dr, Moon Township, PA15108. [email protected]. 1'9+

Britannia (BRI), e, A, SwEI, four 5-hr qualifying Heats. Mustplay in at least two Heats to advance to SE S9. D. Gantt. W13,1'9, F9, F19. U

Candidate (COT), 0, B, SE, Continuous, two 3-hr rds. Allstates unresolved after two hrs will be Undecided enteringthe convention. K. Gutermuth. T9

Circus Maximus (CMS), e, A, MESE, three players fromeach of four preliminary 5-hr Heats advance to U8 final.Uses scale miniatures. J. Jacoby. W16, T18, F19, S 19. U

Civil War (CVW), 0, A, SE, Continuous, four 3-hr rds of1861 scenario with VP bids for sides and Union movingfirst with a die roll difference of 7. G. Seary, 2307 TracySt., Endwell, NY 13760. [email protected]

Colonial Diplomacy (CDP), ., A, one 8-hr rd with sevenBest Country performances advancing to Fr 9 Final. J.Yerkey. Til

Cross of Iron (COl), ., A, Swiss, Continuous, four 4-hrrds. P. Pollard, 7855 Autumn Hollow Dr #5, Cordova, TN38018. [email protected]. T9

Commands & Colors (C&C), 0, one-hr demos of ourupcoming Civil War figure, card and boardgame by design­er R. Borg. W14, W16, T10, TIS, F9, F18, S13, S20, U9.

D-Day '91 (091), ., B, SE, Continuous, four 4-hr rds. K.McCarthy, 3866 Wallingford, South Euclid, OH 44121. S9

Decathlon (DEC), 0, B, Meet, one 2-hr track meet withhandicaps. J. Coussis, 1978 G Kenilworth Circle, HoffmanEstates, IL 60195. F23

"'Dinosaurs of Lost World Jr 0, (DLJ), B, SE,Continuous, three 2-hr rounds. R. Stakenas. SIS

Dinosaurs of Lost World (DLW), 0, B, SE, Continuous,two-hr rds. A chance for the adults to test their mettle againstthe Junior Tournament graduates. W. DeMarco. T9.

Diplomacy (DIP), ., A, Swiss, three 7-hr Heats. Best tworounds score. Traditional prizes augment merchandisecredit. J. Yerkey. FI8, S9, U8.

Dune (DUN), 0, A, SwEl, three 6-hr prelim Heats to quali­fy for S 18 Final. Demo game for beginners W22. J.O'Donnell,2678 Bellwood Ave, Bexley, OH [email protected], T20, F19.

1830 (830), ., A, SE, four 6-hr Heats to advance to S 17Final. Must win at least two games to qualify. D. Hecht,5911 Edsall Rd, Apt PH 8, Alexandria, VA [email protected]. T18, F9, F18, S9

Empires In Arms (EIA), ., A, four days of two simultane­ous games; one ReVOlutionary scenario and one CampaignGame with random game ending. J. Slater, 600 SaxonyCircle, Chaska, MN 55318. [email protected]. WI0

Enemy In Sight (EIS), ., B, SE, Continuous, two 3-hr rdswith designer Neal Schlaffer. S12

Facts In Five (FrS), 0, B, SE, Continuous, two I-hr rds. C.Foster. S21.

Fifth Fleet (5FT), ., B, SwEI, Scheduled, three 2-hr Heatsto qualify for F20 Finals. Scenarios from different Fleetgames in each Heat, but 5th Fleet rules apply throughout. J.Fleckenstein, 120 Lakeland Dr, Sterling, VA 20164. T21(5th), F9 (7th), FI7 (3rd)

Firepower (FPR), 0, B, SE Demo using ten-man squads.R. Knowles. FlO

Football Strategy (FBS), ., A, MESE, Continuous, five2-hr rds with each Heat winner meeting in Super Bowl. B.Cleary. W18, TI8

Fortress Europa (FSE), 0, A, SE, Continuous, four 4-hrrds of the 7-tum Invasion scenario. P. Koenig. SIO

Galaxy: The Arena (GTA), 0, B, MESE, four I-hr Heatsof new TTA sequel. Winners advance to U9 SE. S. Tucker.W17, T10, F16, S13. U

Gangsters (GSR), ., B, MESE, four 3-hr qualifying Heatsfor F20 SE. Prize for best novice. J. Pack, 1216 EastTamara St., Sandy, UT 84094. WIO, W16, T23, F17

Gettysburg '88 (GBG), ., B, SEM, Continuous, five 4-hrrds of Scenario 5 (6F). W 19 Mulligan winners are excuseduntil Fr 14. D. Zimmerman, 4 S. Railroad St, Myerstown, PA17067. W19, F9

Global War (GBL), ., A, Other, Continuous four-day linkedplay of A3R and ERS in teams. M. Crowe, 5507 CallanderDr, Springfield, VA 22151. W 10

Great Campaigns of the ACW (GCA) ., B, SwEl,Continuous. Eight-player SE event. Qualifiers will be fivewinners of the following events with three other spotsawarded to those with most total points earned by reachingSE rounds. Each event consists of three prelim;nary roundsto select a field of four players for ensuing SE play. Nextevent starts after preliminary rounds of preceding eventwith no more than two events funning concurrently.Detailed event info will be mailed to all pre-registrants andis available at GCACW web site at www.smart.net/-wave­landlgcacw.htm. K. Lee, 99 West St, Tunkhannock, PA18657. [email protected] S9 Here Come the Rebels (HCR)P. Duffy. WI6. On to Richmond (ONR) E. Beach T9.Roads to Gettysburg (RTG), P. Nied W 10. StonewallJackson's Way [SJWj, M. Bailey F9. Stonewall's LastBattle [SLB], F. Speck T16.

Greed (GR$), 0, B, Continuous one hour dice-fest to rackup the highest score. P. Staab. U9

Guerilla (GUE), ., A, SE, Continuous two 3-hr rds. Vivala Revolution! with designer N. Schlaffer. U9

Gunboat Diplomacy (GBD), ., A, SE, 5-hr rd of "Blind"Diplomacy without negotiations. Secret country assign­ments. GM reads moves and written press. Top 7 scoresadvance to U8 Final. J. Yerkey. Sl9

Hannibal; Rome vs Carthage (HRC), ., A, Swiss,Continuous, five 3-hr rds. Bid PC for side. Winner gets 5VP + PC bid. M. Welker, 332 Reserve Ave, Steubenville,OH 43952. [email protected] See website athttp://www.isgsite.comF9+

History of the World (HWD), ., A, SE, Scheduled three 6­hr rds. 36 advance to 2nd rd S13. G. Sauer. Fl? U

History of the World with Bidding (HWB),., A, MESE,Scheduled, two 5-hr Heats of GENERAL 29#1 variant forFll Final. J. Pei, 6406 Avery Island, Austin, TX [email protected] Wll, T17

... History of the World Jr (HWJ), 0, B, SE, Continuous,two 3-hr rds of six or less epochs. R. Beyma. T9

House on the Hill (HOH), 0, B, DEMO. A one-hr haunt­ing preview of a future AH game with designer BruceGlassco. W15, T9, Fll, SI9

Kingmaker (KGM), ., A, MESE, Scheduled, two 4-hrqualifying Heats to advance to S19 Final. Variant cards andoptional Parliament rules will be used; Advanced Combatwon't. H. Thoen, 6220 Sherbrooke St. W, #510, Montreal,QUE H4B 1M3 Canada. T9, F18.

Kremlin (KRM), ., B, MESE, four 3-hr Heats. Winners advanceto Tl8 SE. P. Stein, 562 New Highway, Apt 2C, Hauppauge, NY11788. [email protected], W21, T9, T12.

... Legends of Robin Hood Jr (RHJ): 0, B, SE,Continuous, two I-hr rds. E. Beach. FI8

London's Burning (LBG), ., B, Swiss, Continuous, two2-hr rds. Alternate playing British and Germans in shortscenario. J. Coussis, 1978G Kenilworth Circle, HoffmanEstates, IL 60195. Fli

Maharaja (MAH), ., A, MESE, two 5-hr Heats. FlOFinal. W. Wible, 740 Abbey Dr, Virginia Beach, VA23455 or [email protected]. W20, T19

MBT (MBT), ., B, SwEI, two heats of three 2-hr rds. Playa maximum of three rounds in either Heat to advance twoto SI9 Final. R. Schoenen, 800 Kimberton Rd G7,Phoenixville, PA 19460. T17+, F18+

March Madness (MMS), 0, B, MESE, four 5-hrAdvanced Game PreJimjnary Heats of 16-team Regionalswhich each advance one team to U9 Final Four. Playersdraft up to two teamslRegion which play till they lose.Repeat entrants draft last. J. Ellmann. WIO, F9, S9, SIS. U

Merchant of Venus (MOV), ., B, MESE, Scheduled,three 2-hr Heats to $2000. 25 advance to SE S9. Five playFinal to $3000. G. Mayer, 736 Charleston Oaks Dr.,Ballwin, MO 63021. WIO, T19, F9

or- Merchant of Venus Jr (MVJ), 0, B, SwEl, Continuous,two 2-hr preliminary rds to $1200. Top six advance toFinal. E. Kirchner, 7129 Glade Ln, Florence, KY [email protected] S9

Monsters Ravage America (MRA), ., B, MESE, four 2­hr Heats of OUf monstrous new release with winnersadvancing to U9 SE. B. Knight. W14, TIS, F15, SIS. U

Mustangs (MUS), ., B, SwEI, Continuous, three I-hr pre­liminary rds with top two pilots of each side advancing toSE. Options 13a, 13b, 15a, & 16. S. Munchak. F21

Mustangs Furball (MUS), 0, SE, one 2-hr aerial melee.Surviving aircraft with most hits wins. Auxiliary prizes. S.Munchak. T22

Naval War (NVW), ., B, SE, Continuous 3-hr rds of 6­player games to 75 pts. J. Sharp. T12

Origins of WWII (OW2), @, A, SE, Continuous two 2-hrrds of 4-player variant in GENERAL 31#4. G. Sauer, 407S. Court St, Circleville, OH 43113. W 19

Pacific War (pCW), ., B, SE, Continuous, four 2-hr rdswith Battle scenarios: Coral Sea, Relief of Wake Island andEastern Solomons. G. Gonzalez, 190 W. Merrick Rd, Apt4R, Freeport, NY 11520. [email protected]. SIO

Panzerblitz (PZB), ., B, SwEI, Continuous 4-hr Heats.Top eight advance to SE S9. Counters provided for 26#2and 28#3 GENERAL scenarios. D. Giordano, 4 Wade Ave,Carney's Point, NJ 08069. We 12+

Panzer Leader (PZL), ., B, SwEI, Continuous 4-hr Heatsrunning through Friday. Eight best records advance to SE F21.B. Scott, 2317 Barracks Rd, Charlottesville, VA 22901. WIO+

HOTELSBY CAR: Take Exit 20A on Shawan Road off 1­83. Hunt Valley Inn is on the right. To reach the~ampton Inn, continue east to 3rd traffic light,yIeld nght onto York Rd. Hotel is on the right.

Marriott's is within walking distance of HuntValley Mall and convenient to light rail travel toBaltimore's fabulous Inner Harbor. TheAquarium, Science Center and other InnerHarbor attractions provide ample distraC\ions foryour significant others. Your special MarriottA V ALONCON rates apply Tuesday throughMonday if you make your reservation before ourcontracted room block sells out.

PUBLIC TRANSPORTAMTRAK: Leave Penn Station walking SW tothe Mount Royal Station of the Light Rail. Boardthe Light Rail North to the Park & Ride last stopat Hunt Valley Mall.

GREYHOUND: Walk west on Fayette St. toHoward St. and then North to Lexington MarketLight Rail Stop. Take Light Rail North to the laststop in Huttt Valley Mall.

Tickets must be purchased before you board thetrain.

'* AIR TRANSPORT '*Southwest Airlines has been designated as theofficial carrier for the attendees of A VALON­CON '98. Southwest Airlines is offering a 10%discount Ott most of its already low fares, fortravel to and from A VALONCON '98. Call (orhave your professional travel agent call) theSouthwest Airlines Group and Meeting Desk at1-800-433-5368, Monday-Friday, 8 am - 5 pm orSaturday 8:30 am - 5:30 pm by no later than July20, 1998 and refer to ID Code J0818 to takeadvantage of this offer. Call right away as faresare subject to terms and availability.

Southwest offers nonstop flights to Baltimore fromBirmingham, Chicago, Cleveland, FI. Lauderdale,Jackson, Jacksonville, Louisville, Nashville, Orlando,Providence, St. Louis, Tampa and Kansas City. Directand connecting service is offered from an additional 28American cities.

An airport greeting committee will provide free shuttleservice to the Hunt Valley Inn for those arriving onSouthwest Airlines during peak hours on Tuesday.Others should use the BWI Shuttle Express, Route C toHunt Valley, providing Round Trip transportation to theHunt Valley Inn for $29 ($19 one way) every two hoursbetween 7 AM and II PM. Roundtrip tickets are on saleonly at BWI. Reserve by calling (410) 859-0800 at leasttwo hours in advance on day of service.

Panzergruppe Guderian (PGG), 0, A, SE, four 5-hr rds.J. Tracy, 12415 S. 28th Ave, Omaha, NE 68123. FI2

Pax Britannica (PXB), ., B, one 7-hr rd. DuplicateTournament: all random events prerolled. Uses improved'93 rules which will be provided. A Demonstration gameprecedes this event F9. R. Sacks, 4861 Broadway 5V, NY,NY 10034-3139. Fll

Paydirt (PDT), 0, A, SwEI, two 5-hr Heats meet in U9Super Bowl. Advanced Rule II used for balance; mustcover the spread to win. Best two teams after three gamesmeet in conference finals. H. Flawd, 2826 BlacksmithWay, Lancaster, PA 17601. Tl8, S9. U

Peloponnesian War (PPW), 0, B, SE, Continuous, four 4­hr rds, using Peloponnesian War scenario (10.1) with mod­ified Augaries die roll for Sparta. R. Knowles, 564Crescent Dr, Willowick, OH 44095. WlO

... Princess Ryan's Star Marines Jr (pRJ), 0, B, Swiss, two2-hr rds with designer M. McLaughlin. F9

Princess Ryan's Star Marines (PRS), ., B, Swiss, two 2-hrrds with designer M. McLaughlin. S9

Pro Golf (PGF), l!l, B, Continuous, two I-hr rds on Pebble Beachand Augusta. Four advance to Skins game. M. Stanley TI3

Rail Baron (REN), ., B, MESE, Scheduled, four 5-hr Heats.25 advance to SE F14. Demo game T21. C. Foster, 6164Waco Way, Fort Worth, TX 76133. WlO, Tl4, TIl, F9. U

Republic of Rome (ROR), ., A, MESE, two 6-hr Heats ofthe Middle Republic. FlO Late Republic Final. W. Wible,740 Abbey Dr, Virginia Beach, V A 23455 [email protected]. W19, Tl8

Roadkill (RKL), ., B, SE, Continuous 3-hr Heats withwinners advancing to SI6 Final. S. Cousins. S9+

Runequest: Gladiator (RNQG), ., B, SE, two 2-hr Heats empha­sizing arena combat with 3rd edition rules. D. Pribik. S9, SII

Runequest: Odin's Children (RNQV), ., B, SE, three 2­hr Heats of a Viking warband retaking their village frombrigands. J. Boyle. S14, S16, SI8

Runequest Slayers (RQS), 0, B, 4-hr Demo of the upcom­ing Runequest edition. Chris Lawrence W 10, W 17, Tl6,FI2,S9,SI5

1776 (776), ., A, SE, Continuous, three 4-hr rds ofSaratoga. Two finalists play first year of Campaign Game. S.Packwood, 2170 James St, Eagan, MN 55122. W17

Siapshot (SLS), l!l, B, SE, Continuous, two I-hr rds usingall optional rules. B. Reiff, 2207 Smokey View Blvd,Powell, OH 43065. S23

Speed Circuit (SCT), 0, B, SwEI, four 4-hr Heats to seedSI2 Final. Matchbox scale tracks. D. Schulz, 8909 RidgePI, Bethesda, MD 20817. [email protected]. See website infoat www.his.com/-tkuster/dougiscac/.WI6.Tl4.FI0.FI8

... Speed Circuit Jr (SCJ), l!l, B, SE, one 2-hr race usingscale model cars and an oversized track. E. Kirchner, 7129Glade Ln, Florence, KY 41042. [email protected] U9

Squad Leader (SQL), ., A, Swiss, Continuous, four 4-hrrds. T. Goff, 8854 Teakwood Court, Manassas, VA 20109.tgoff<g;erols.com S9

Starship Troopers: Prepare for Battle (STP), ., B,MESE, four 3-hr Heats. Undefeated players through threerounds advance to SI9 SE. Rules taught 30 minutes beforestarting time. A. Maly. [email protected]. See web page athttp://www.abs.net/-anomaly/sst.htmlWIO.W20.FI8.SI4

... Starship Troopers: Prepare for Battle Jr (STJ), ., B,SE, four I-hr rds. A. Maly. Tl5

Starship Troopers: Prepare for Battle (STPD), 0, B, 2­hr Demo using scale miniatures and terrain in 20' x 20'area. J. Connors. T13, FI6

Statis Pro Basketball (SPK), ., A, SE, Continuous, SE,four 3-hr rds. Draft one of 29 NBA championship teamsfor a "Dream" SE tournament. B. Grabow. F9

Stock Market Guru (SMG), ., B, SE, Continuous two 2­hr rds. S. Tucker. Tl8

Storm Over Arnhem (SOA), ., B, MESE, ContinuousHeats until TlO. Win in any Heat to advance to SE T13.Uses Hidden AT Guns. S. Koleszar. W14+

Successors (SUC), ., B, SE, Continuous, three 5-hr rdswith all options. J. Paull, 10293 Merriam Ln, Twinsburg,OH44087. F9

Superstlr Baseball (SSB), 0, B, Continuous, draft teamof past superstars and play five games to select four teamsfor best-of·three playoffs. H. Flawd, 2826 BlacksmithWay, Lancaste.", PA 17601. TlO U

The Russian Campaign (TRC), ., A, SEM, Continuousfour 4-hr rds with winners of either Heat excused till F9 SEround. Scenario modifications. R. Beyma, 109 BrentwoodCircle, Pocomoke, MD 21851. W19, Tl2

Titan (TTN), ., A, MESE, Continuous 5-hr qualifyingHeats start until F22 with top 16 advancing to S9 SE. B.Wolff III. See web page: http://www.uwm.edu/-bruno/titan/avaloncon.html WlO+.

Titan Arena (ITA), 0, B, MESE, four I-hr Heats. Winnersadvance to UlO SE. J. Thompson. W22, TI3, F23, S17. U

Titan 2 (TT2), ., A, SE, Continuous, four 4-hr rds of two­player Titan after preliminary played anytime WlO to TlO toadvance to TI5 SE. See TTN web page. D. desJardins. WIO+

Title Bout (TBT), ., B, SE, Continuous, five I-hr, 8-rdheavyweight fights leading to a 15-rd finale. T. Coleman.TColeman @zd.com F20

Turning Point: Stalingrad (TPS), ., A, SE, Continuous,four 6-hr rds. One week games with tie-breakers. Bid VPsfor sides. 3rd edition rules. Highest rated players pairedagainst one another in opening rounds. H. Jones, 117 LochShin Dr., Moon Twp, PA 15108. WlO

TV Wars (TVW), ., B, SE, Continuous, three 2-hr rds. R.Stakenas II. S17

... TV Wars Jr (TVJ), 0, B, SE, Continuous, two 2-hr rds.S. Vessey. We 18

Tyranno Ex (TYX), ., B, SwEI, three 4-hr qualifyingHeats for FI4 SE. T. DeMarco. W19, T20, F9

Up Front (UPF), ., A, MEDE, four Heats of DE withwinners advancing to S9 Finals. K. Whitesell, 107 NurseryRd, Linthicum, MD 21090-1506. W14, T9, T16, F9

Victory In the Pacific (VIP), ., A, Swiss, Continuous,seven 5-hr rds. No optional rules. May drop in and out atany time, but doing so reduces chances of winning event.Demo game TIO. G. Petroski, 6829 23rd Ave, Kenosha, WI53143-1233. F9+

War & Peace (W&P),., A, SwEI, Continuous three 3-hrrds of 1805, 1807, 1809 scenarios with top four advancingto SE rds of 1812 & 1813. B. Jackson, 190 W. MerrickRd., Apt IN, Freeport, NY 11520. T9

War At Sea (WAS), ., B, SwEI, Continuous, five seeded 2-hrpreliminary rds, four advancing to SE. Must win by ~ 2 POCfor full win. Bid for sides. B. Monnin, 177 S. Lincoln St.,Minster, OH 45865. [email protected]

Waterloo (WAT), 0, A, SE, Continuous, four 5-hr rounds.A 7 PM turn will be added to first four days for a total of28 turns. Players have two days to play 1st rd - contact GMfor preference. Winners advance to Round 2 Fr9. L. Lingle,4307 N. Carolina Ct., Harrisburg, PA 17112 [email protected]. WlO+

We The People (WTP), ., A, DE, Continuous, seven 135­minute rds. Bid PCs for sides. Single CU Winter Attritionrule in effect (50% chance). Time limit strictly enforced. J.Falling. Sa 9

Win, Place & Show (WPS), ., B, SE, Continuous, two 2­hr rds. J. Burnett. S18.

.... Wizard's Quest Jr (WQJ), 0, B, SE, Continuous, two3-hr rds. K. Stroh. Tl3

Wizard's Quest (WZQ), ., B, SE, Continuous, two 2-hrrds. Be the first to battle your way through the denizens ofMarnon Island to discover three hidden treasures. B.Navolis. T9

Wooden Ships & Iron Men (WSM), ., B, SwEI,Continuous, three 2-hr rds to select eight SE finalists. W.Rohrbeck, P. O. Box 741, Goffstown, NH 03045. F9

Wooden Ships Fleet Action (WSF), ., A, SE, one 6-hr rdof opposing fleets in a large, DYO scenario. Each fleet iscomposed of a team of players with limited inter-playercommunication. The most successful captain wins. T.Hitchings, 330 Kemper Dr., Newark, DE 19702. hitch­[email protected] WI3

.... Wrasslin' Jr (WRJ), 0, B, SE, Continuous four I-hrrds. D. Dolan SII

Wrasslin' (WRS), ., B, SE, Continuous, five I-hrElimination bouts. Manage a stable of three wrestlers. P.Weintraub. FI4

Wrasslin' Battle Royal (WBR), 0, A, SE, Continuous.Two I-hr rds. GM selects wrestlers. P. Weintraub. U12.

Wrasslin' Tag Team (WIT), 0, B, SE, Continuous I-hr,two-out-of-three bouts for teams of two players. D. Dolan.F23

ROOM RESERVATIONS

July 28th - Aug 2nd, 1998Return this form with the required deposit to:Marriott's Hunt Valley Inn, 245 Shawan Rd, HuntValley, MD 21031-1099 or call the hotel directlyat 1 (800) 951-9444 weekdays between 8 AM and7 PM EST or from 8 AM to 1 PM Saturdays. Ifsold out, ask to be put on a waiting list or call theHampton Inn if you will arrive by car. Make yourreservations promptly and confirm the rate. AfterJuly 7th or when our contracted block of roomssells out, whichever occurs first, rooms will besubject to availability and may be charged higherrates. To guarantee your reservation for latearrival (after 6 PM), Marriott requires a check ormoney order covering the first night's stay, orsubmit the entire number of your major creditcard. Include your expiration date and signature.

Name: _

Address: _

City: _

State: Zip: _

Phone: -'-__--'- 1

Arrival Date: _

Departure Date: _Check-in time is 4:00 PM. + Check-out time is noon.

Unguaranteed reservations will only be held until 6 PM.

Credit Card _

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Signature: _RATE: The Convention Room rate is $69.00 per dayplus 13% tax for one-to-four guests per room. A $77.97deposit is required to guarantee each room reservation.

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Deposit Enclosed: _Registration and Open Gaming begin Wednesday at 9 AM.

HAMPTON INNThe Hampton Inn is conveniently located .9 milefrom the HVI at 11200 York Rd for those drivingto the convention. A V ALONCON room ratesrange from $54 for a single to $69 for a studywith two double beds. Features include free:• continental breakfast, • 24-hour coffee bar,• local phone calls, • refrigerators and coffeemakers in all rooms, • daily newspaper, • cablewith HBO, Showtime, and Cinemax. Most stud­ies have a microwave.

For Reservations and further explanation of thevarious room options, call the reservationistdirect at 410-527-1500.

35

By Bruce Mansfield

Realism

MentalChallenge

AI Ability

Replayability

Excitement

0000

CLOSE COMBAT: A BRIDGE Too FAR

by Microsoft Atomic GamesSystem Requirements:For PC: Multimedia PC with Pentium 90 orhigher processor, MS Windows 95 or NT 4.0 withService Pack 3, 16 MB RAM for Win 95 (24 MBfor Win NT), 45 MB hard drive space, 4x or fasterCD-ROM reader, SVGA video card supporting800 x 600 high color (l6-bit) resolution, MS orcompatible mouse/poinging device, Win 95 com­patible sound card, 28,800 bps modem for head-to­head play, Internet access for internet play.For Macintosh: Power Macintosh with System7.5 or later, 16 MB of RAM, 40 MB hard drivespace, 4x or faster CD-ROM reader, display capa­ble of 800 x 600 resolution at "thousands" of col­ors, 28,800 bps modem for head-to-head, Internetaccess for internet play.

rain, being good protection from enemysmall arms and mortar fire and having LOSdue to their height advantage. Second, thefire base needs to have LOS to the assaultpoint. In a city scenario, MG teams need tobe placed with LOS lying along key streetsin order to isolate enemy strongpoints andprevent reinforcements from crossing sidestreets. In the country, which is divided intorectangular fields bordered by hedges orwalls, each field needs to be isolated. MGteams placed along opposite sides of thesefields prevent enemy troops from reinforc­ing positions within the field and enemyflanking fire from those edges.

The fire base has three primary tasks.The first is to suppress enemy units at theassault point. This is accomplished throughconcentration of fire on a small section ofthe enemy line. The second task of the firebase is to cover the movement group. Con­tinual fire into enemy locations within LOSon the assault point will suppress thoseenemy units, allowing the maneuver groupto advance without heavy casualties.Smoke dropped either by fire base units,assaulting units or, best of, mortars, willobscure enemy fire and conceal maneuverunits. The third task is isolation of theassault point-the fire base must preventtroops from reinforcing any suppressedenemy units at the assault point.

Rating icons range from one (wretched or ten yearsbehind the state of the industry) to five (top 10% ofindustry). Four is good, three is passable (middleof the road for the industry) and two is not great(bottom third).

The Fire BaseThe fire base is the foundation of fire

and movement. With their low mobility andhigh firepower, MG teams are the perfectunits to form the core of the fire base. TheGermans field excellent MG 42 teams,while the Americans and British field BARand Bren gun squads, respectively. TheLMG units must be augmented with addi­tional infantry or support units. Riflesquads fill a variety of roles in the attackingforces. They add bulk to the fire base, giv­ing the fire base flexibility. They serve asprotection for its flanks against enemycounterattacks. They provide a reasonableamount of firepower. Support units, such asVickers, Browning or Schweres MG teamsoffer high firepower for additional cost.These weapons, though, are significantlyheavier and not suited to mobile attacks.Reserve units, preferably added to the firebase, should sit in the rear, to be used asreplacement units.

Placement of the MG units is critical andis dependent on two things: terrain and lineof sight (LOS). Buildings offer the best ter-

must remain in good terrain and cover theadvance of the assaulting group. This sec­ond (maneuver) group, made up of assaultinfantry, must infiltrate the enemy's line atits weakest point to break through and cap­ture enemy controlled VL. Once this hasbeen accomplished, the fire base movesforward into terrain captured by the maneu­ver group and the cycle continues.

The fire base should consist of two orthree light machinegun (LMG) teams (orAllied squads) and three or four riflesquads. The maneuver group should con­sist of two to four assault (Sturmgruppe)squads and four or five rifle squads. AFlamethrower (Flammenwerfer) can beadded for extra punch, but its high costwill reduce the overall size of the attack­ing force.

You will also need to allocate units tothe reconnaissance and reserve functions.Reconnaissance need only be one or tworecon (Aujklarer) teams. Reserves shouldbe made up of a mix of rifle and half squads(German reserves). For the Allies, one tothree anti-tank (PlAT or Bazooka) teamsshould be added to the fire base and maneu­ver group to guard against possible Germanarmor attacks.

A BRIDGE TOO FAR?

Tactical Advice for CLOSE COMBAT 2

Fire and MovementThe most important basic tactical con­

cept is that of fire and movement, whichdivides the attacking force into two groups.One, the fire base, is built around heavyfirepower machinegun (MG) units. Its job isto bring down overwhelming firepower atone point on the defensive line while sup­pressing other enemy units. This fire base

Before the scenario begins, take amoment to look over the map carefully.Form a basic plan of attack which identifiesobjectives and a method for taking them.Objectives range from VLs to key buildingsor terrain suitable for a fire base. Rank theVLs as possible, difficult or impossible­depending on terrain and location. In allscenarios, take note of whether a VL is pri­mary, secondary or tertiary. These objec­tives need to interlock. If a building is a VL,make note of the nearby buildings androads. Adjacent buildings need to be anobjective for supporting fire units that willcover both the VL building and interveningroads. By making a mental note of the stepsneeded to achieve a possible VL, you havea plan on which to base your setup and sub­sequent play.

GOod tactics are the key to victory inCLOSE COMBAT: A BRIDGE Too FAR

(herein referred to as CLOSE COMBAT

2). Both sides will have opportunities toattack and defend during a scenario­through local counterattacks or flankdefenses. The scenario's attacker anddefender are usually determined by the over­all historic situation. In battle scenarios, thedefender generally begins in control of mostof the map. Victory on the battlefield isdetermined by control of victory locations(VLs). Thus, it is the job of the attackingforce to capture these locations as quickly aspossible. The defending force must holdonto enough of these locations by game end.Tactics are the means to achieve these goals.

Before playing too much of CLOSE COM­

BAT 2, I recommend that you read chapter 7of the manual, "Tactics and Strategy," andthe "Battle Tactics" section of the Help file.In the text below, the term "British" alsoapplies to Polish troops, who used Britishweapons and organization during OperationMarket.

36

Reserves and Defense in DepthMaintain a reserve to guard against an

enemy breakthrough. Reserve units allowthe defender to defend in depth and act asemergency troops, to fill gaps in the line orto defend rear area VLs. Reserve units

Rifle squads should be placed in gooddefensive terrain, with LOS to both friendlyrifle squads along the line as well as thearea through which the attacker willadvance. These units should be hidden tomaximize ambush possibilities and shouldhave access to covering terrain behind theline, in order to fall back when necessary.Support units, especially MG teams, shouldbe out of harm's way, but should be able tosupport any rifle squad that falls back.These units, therefore, should be placedbehind the forward defensive line.

The AmbushThe defender should set up ambushes

wherever possible. They should remainhidden until enemy units move within 50meters. A successful ambush will forceattacking units to take cover. This initialfirefight often determines the flow of therest of the scenario, with a successfulambush shifting the advantage to thedefender. Ambushing units should pullback as soon as they have sprung their trap,to minimize losses.

Machineguns and StrongpointsThe key defensive unit is the MG team.

LMG teams, best augmented with heaviermedium MG teams, such as the BritishVickers .303, American Browning .30 and.50 or German Schweres MG42, providethe high firepower necessary to repel·assaulting troops. Place these units in goodterrain, preferably in buildings with severalstories, and in LOS of likely attackavenues. MG teams serve as the primarymeans of killing and suppressing enemyunits at medium to long range. They offersupport to friendly infantry squads that arepulling back or reinforcing the defensiveline. They also isolate attacking enemyunits into less effective individual groups.

ther assaults, but must allow the firebase sufficient time to soften upenemy defenses. The balance of con­servative versus aggressive play mustfit each individual scenario, but shouldbe flexible overall. To sum up, thekeys for the attacker are:

1. Concentration of force / superiorityof firepower,

2. Suppression of enemy units,3. Quick movement under conceal­

ment (terrain or smoke),4. Isolation of the assault point by

MG teams and the fire base,5. Quick capture of the objective,6. Defense of the objective against

counterattacks, and7. Movement of the fire base into

newly-captured terrain.

In reviewing the map, identify VLs andother possible objectives for the attacker andthe likely method of attack. Note any goodfire base terrain and which key roads, build­ings or fields offer flanking opportunities.

As fire and movement are central to suc­cessful attacking tactics, holding terrain iskey to the defender. A good defense is notone which guards the whole map. "He whodefends everything," it has been noted,"defends nothing." The defender must doas much damage to the attacking force aspossible, while continually pulling back tokeep his own forces whole. The goal of thedefense is two fold: a) prevent the attackingforce from taking VLs and b) delay theattacking force as much as possible.

Assembling the DefenseThe defender needs to have a force that

balances line (rifle) squads with support(MG) teams. This force should include:two to four MG teams, or two LMG teamsand one or two heavier MG teams; at leastone mortar (60mm or 81mm); one or twoanti-tank (PlAT or Bazooka) teams ifAllied; and rifle squads and half-squads(German reserves), with more rifle squadsthan reserves.

The keystone of all defensive tactics isthe defensive line-agroup of units thatdefine the forwardextent of the map underfriendly control. Com­posed primarily of riflesquads, it is supportedby MG teams, anti-tankteams, infantry guns,rear-area mortars andother support weaponsto create a network ofstrongpoints which sup­port one another.

ExecutionTiming is crucial for the attacking side.

It must attack with sufficient speed for fur-

The Maneuver GroupAssault squads make up the heart of

German and American maneuver groups,while rifle squads form British maneuvergroups. These units have high firepower,numbers and morale-perfect for the dan­gerous task of capturing enemy-held loca­tions. Unfortunately, American assault andGerman Sturmgruppe units are expensive,and will likely suffer high casualties.Therefore, it is often necessary to add riflesquads to these movement groups.

The maneuver group must work in con­cert with reconnaissance units, especiallyduring the opening moves of the game.These scouts must move in front of themain attacking units, to locate enemy-heldlocations and to detect the presence of qual­ity defensive troops, which will be thefocus of the fire base's initial attack.

The job of the movement group is sim­ple. When the enemy's defenses have beensoftened by the fire base, the movementgroup must exploit this weakness byrapidly moving forward, into, and throughthe gap. They must hit hard, attacking withoverwhelming point-blank fire and engag­ing in hand-to-hand combat. The key to thisassault is for the movement group to con­centrate on a small section of the defensiveline to maximize its attack.

should be low cost troops, such as the Ger­man reserve and Allied ad-hoc rifle squads(weak morale and fIrepower make them suit­able only for reserve duty). Reserve unitsshould be placed in VLs. Unlike the rest ofthe defensive force, reserves generally actindividually, usually fighting at a VL to thelast man. They should be hidden to increasetheir survival chances and to increaseambush opportunities. Reserves can also beused to plug gaps in forward defensive lines.Their poor quality, however, makes them aliability if used too heavily.

The application of a defensive line,ambushes, strongpoints and defense indepth facilitate the first goal of holding ter­rain. The second goal-delay-comes intoplay through three additional tactics: isola­tion, counterattack and falling back.

Isolation of Attacking UnitsThe defender must sever the link

between the attacker's fIre and movementgroups, reducing attacking units to ineffec­tive individual squads and teams. This isbest accomplished through the use of firelanes covered by friendly MG units. A firelane is a section of terrain free fromobstructions that extends across the map.MG teams, set up on the friendly end ofthese lanes, can fire along its whole length,cutting down any enemy unit that attemptsto cross. In a city, these fire lanes lie alongstreets, isolating buildings from each otherand preventing enemy units from movingforward in a solid line. In the country, thesefire lanes extend across fields, effectivelyforcing enemy units to move along thewalls and hedges that define those fields.By limiting lateral movement, the assaultbreaks down into separate, individualgroups-eliminating the advantages ofcombined arms.

Local CounterattackThe counterattack, often a risky affair,

can be the most striking way to delay attack­ing troops-in many circumstances a pushforward rather than a fall back will catch theattacker off guard. Moving against the ene­my's flank will put those friendly units inprime locations for counterattacks againstthe enemy's side and rear.

Counterattacking to retake captured VL isprobably the most important use of this

British defensive fire from the VickersMG team in the Public Bath and the Bren

Gun squad in the three-story buildingprotect the flanks and split German

units assaulting the Prison.

tactic. These counterattacks should be madesoon after the location falls, to keep attackingunits from consolidating their own defenses.Nearby infantry units should be ordered toassault, gaining as much local superiority aspossible. If defenses in this area are weak, orif the attacking units outnumber the defend­ers, falling back is probably a better alterna­tive. The counterattack is a double-edgedsword-a failed counterattack will eliminatethe defender's vital squads.

Terrain for TimeRealize that the attacking units are much

stronger than the defending ones and cangain superiority over any single point alongthe line. The defender cannot make laststands across the whole battlefield, butmust instead make each VL or section ofterrain as costly to take as possible. Thenthe defense falls back to repeat the process.Try to bleed the attacker white whilepulling back before annihilation.

Timing is everything. Units should pullback when they can no longer stop the ene­my's maneuver group from advancing tocapture surrounding terrain. Pulling backtoo soon will cheaply hand over terrain tothe enemy, while pulling back too late canput those units under heavy enemy fire­possibly eliminating friendly squads.

Always fall back to a place with goodLOS to the rest of the line. Keep the defen­sive line fluid, so that it can adapt to theenemy's assault. Adjacent units, especiallyMG teams, must be in support positions forthose units that fall back.

ISUPPORT UNITS IAs CLOSE COMBAT 2 is essentially an

infantry game, I have concentrated oninfantry tactics. However, tanks and gunscan turn the tide of battle.

Mortars and Smoke. Mortars are themost common support weapons. Theyfunction as organic, light artillery. TheAmericans field 60mm and 81mm mortars,the British the 3-inch mortar, and the Ger­mans the 8cm mortar. All mortars serve thesame basic function of suppression. Mor­tars can fire explosive rounds into enemyunits. This works best against troops in theopen or in woods. Soldiers in buildings areshielded by the ceiling from mortar attacks.Make every shot count, because the mortarhas a limited supply of ammunition. Usethe mortar when enemy units are moving inthe open. The second use of mortars is todrop smoke. Smoke dropped in front of anenemy MG team will hinder its ability tosuppress friendly troops. Smoke dropped infront of an objective will obscure friendlyassaulting infantry.

Vehicles. Vehicles come in two flavors:armored and unarmored. The armoredtanks (best represented by the Allied M4A3Sherman, Firefly MIVC, and German pzVG Panther) are the ultimate maneuver

37

units. When attacking, they must be usedaggressively to punch holes in the defen­sive line. The British AVRE, with its280mm mortar, and Crocodile flame­thrower tanks are particularly deadly, evento entrenched enemy infantry. On thedefensive, tanks should be used as mobileguns to knock out enemy tanks and reduceenemy units in good terrain. Their mobilitymakes them excellent for flank attacks.Unarmored vehicles can also be used forfire SUppOl:t, but, due to their weaker armor,should be extremely wary of enemy anti­tank units. Several vehicles, such as theBritish Daimler IV, best serve as reconnais­sance units.

Guns. Guns, ranging from light (British6-pounder, American 57mm, German 5cmPAK 35/36 and Panzerschreck) to heavy(British 17-pounder, German 7.5cm PAK40 and the deadly 8.8cm PAK 43) anti-tankguns, offer immobile anti-tank support,most useful on defense. These units shouldbe placed either on the flanks to preventencirclement by enemy tanks, or within thelines as a nasty surprise. Infantry guns(German 7.5cm) offer anti-personnel sup­port for defending units and fire base sup­port for attacking units.

Anti-Tank Teams. To defend againstenemy tanks, friendly infantry need to beaugmented with anti-tank teams. Anti-tankguns, mentioned above, serve as immobileanti-tank units. More flexible, squad-levelanti-tank units vary with nationality. All Ger­man infantry units are armed with panzer­fausts and have very good anti-tank ratings.Allied vehicles should be wary of all Germaninfantry units. The Allies have separate, lesspowerful PlAT and Bazooka teams. Theseneed to be added liberally to make up for theAllied lack of an inherent anti-tank ability(though British Airborne troops carry Gam­mon bombs). Generally, the presence ofAllied XXX Corps will cause more Alliedthan German tanks to be on the road, butAllied players need to be aware of their anti­tank defIciencies before the setup.

ICONCLUSIONThe key to victory in CLOSE COMBAT 2 is

good infantry tactics. Infantry are the queenof battle no less in this game than in the realwar. For both the attacker and the defender,integration of units into a team is importantto achieving your goals. While keeping inmind the concepts discussed above, aplayer needs to remain flexible. Tactics arebut tools to achieve victory. Use these tac­tics to keep the initiative and force theenemy to react to your moves. This willclear the field of enemy troops time andagain. War, and CLOSE COMBAT 2, is veryunpredictable. A thorough understanding ofthese tactics will give the player more con­trol over the final outcome of the battle.

*

38

The Mongols feature the unification ofthe many varied and disparate nomadictribes of the Central Asian steppe underTemujin (the supreme ruler, GenghisKhan). The Mongolian empire (includingits eventual administrative division intothe four Khanates) is in a prime positionto dominate China (via the newly installedYuan dynasty), Southeast Asia and India(via the frontiers of the Eastern Khanate),the Middle East (administered by thenewly installed II-Khan empire), Eurasia(from the Mongolian core area of the Cha­gatai Khanate), and Northern and South­ern Europe (via the Khanate of the GoldenHorde). It is theoretically possible for theMongols to erect three monuments. TheGates of Karakorum is the monument ofchoice. These ornamental gates werelocated at the newly established capital inYuan China by the son of Genghis Khan,Ogadei (of Kubilai Khan fame), in AD1227. To represent the Mongolian adop­tion of Chinese culture, the Pagoda is analternate. Should prolific monumentbuilding exhaust the supply, a genericTribute Statue or specimens of Miscella­neous Central Asian Architecture couldalso be chosen.

The Seljuks were central Asian nomads thatbegan migrating into Anatolia during theninth century. They accepted Islam andgradually began to dominate the MiddleEast, while also penetrating the Tibetanplateau. The monument of choice is theMinaret of the Great Mosque at Samarra.Though it was completed in AD 852, a cen­tury or two before the real zenith of Seljukpower, this mosque was a vital center forIslam (and was the largest in all of the Mus­lim world). If the Dome of the Rock isunbuilt, it would be prudent for the Seljuksto construct it. Typical Turkish architecturecould be built instead, such as Jami'atZakariyya at Aleppo or the Crac des Cheva­liers in Western Syria. The former is thereputed location of the head of Zacharia (thefather of John the Baptist), while the latterwas a crusader base (used by none otherthan Richard Lion-Heart) which was con­verted into a mosque in the 13th century.

Sates-ot Karakorum

tt

The Sung (pronounced "Soong") dynastyare viewed as either the dynasty thatpresided over one of the truly golden agesof Chinese history or the one that lostChina to the hated Mongols. Creativityand prosperity, as well as many technolog­ical innovations, were characteristic ofthis dynasty. Ideally, the Colossal Buddhaat Yunkang, Shansi should be selected tosimulate the propagation of that religion.Otherwise, the continuing refinement ofthe Indian-influenced pagoda architectureis most appropriate. The ManfeilongPagoda in Yunnan, allegedly built on afootprint of Sakyamuni's in AD 1204, is alogical choice.

The Chola, heralding from ancient Dravid­ian stock, were a maritime force along theEastern shores of India. The mighty Cholannavy, largely responsible for the empire'seconomic success, enabled the governmentto intervene in Southeast Asian politics. TheVisvanatha Temple at Khajuraho is the mon­ument of choice. Alternatively, the GreatStupa or the Great Buddha should be built bythe Chola, if still unbuilt. However, CentralIndia is traditionally the core area of Hin­duism (the quintessential multi-armed Shivawas cast in medieval Chola), but Buddhismremained popular in Ceylon. A Miscella­neous Mosque could be used to highlightIslamic influence on the Deccan plateau.

Though fully capable of establishing amonument, the Holy Roman Empire's cap­ital is in a bit of a predicament, being on apopular spot for monument building.Should the tall order of finding anotherlocation be filled, the Cathedral at Speyeris the prime choice. Started in AD 1030after Otto the Great's death, the cathedraloriginally was a timber-roofed building, butwas rebuilt ca. AD 1100 and became one ofthe first fully-vaulted European churchesbuilt in the Romanesque fashion. Alterna­tively, a "lesser church," such as theCologne Cathedral or the Church at Rind­schleiden could be built if Gothic Architec­ture already made its debut in epoch IV.

ment of choice. Finally completed ca. AD1150, this marvel of Hindu architectureexemplified the Angkor power in SoutheastAsia in the twelfth century. Emperor Yaso­varman I invited Indian architects to assistin the design. The depiction on the counterrepresents the pyramidal temple on MountMeru or the neighboring towers of this vasturban complex.

The Franks depicted in the game are thelater Germanic tribes (the Franks, theAlans, the Burgundians, etc.) not repre­sented by the Goths of epoch IV. Thoughthe card chooses Charlemagne as theFrankish leader, the empire of the Franksalso includes the earlier efforts of Clovis.Charlemagne's Palace at Aachen is themonument of choice. The architect basedhis designs on Roman models, but managedto come up short-instead of the "light andairy" Roman architecture, the chapel atAachen was "massive and sturdy" (somesay this was intentional). The Cathedralcould be used for the Benedictine Abbey atMelk (though built in AD 935, it "became"Benedictine 150 years later) or the one atCluny (built in AD 909).

The coronation of Charlemagne and hispledge to protect Rome effectively createdthe Holy Roman Empire in AD 800.

~~~~~ (from pg. 30)

..

For the Vikings, acquisition of resources isnot a problem, but, lacking a capital, theymay search in vain for a spot to build amonument. Should the opportunity arise,Lindholm H0je is the monument of choice.This ancient site was a Viking burialground (graves were arranged into boat­shaped patterns). A Viking Outpost of theTrelleborg or Nonnebakken type will suf­fice. These rounded "ward-like" forts, typi­cal of the Danes, are believed to have beenbuilt along Roman fashions (some say theyare more Saxon and some argue that theyare more Byzantine) and are scatteredthroughout Greater Scandinavia.

rJ~n. ,.

",. . I"",

39internationally for its elaborate and distinc­tively beautiful tile and tendril work. Alter­natively, the Mosque of Suleiman the Mag­nificent at Damascus is more typical of thegolden age of the Ottoman empire. Alterna­tively, the Kulliye ofBayazid II at Edirne orthe pnli Kiosk at Istanbul will service theempire. The Kiosk, or the "Tiled Pavilion,"was completed in AD 1472 and is all thatremains of Mehmet' s original creation.

Spain, following on the heels of Por­tuguese imperialism, will usually findmany resource locations occupied by the

Portuguese. Representing the unification ofAragon and Castille in AD 1479, as well asthe seizure of Navarre in AD 1512, theSpanish are primed for empire and have thearmies to overcome their predecessors. Themonument of choice is the Alcazar atSegovia ("Alcazar" means castle in Span­ish). Though earlier than the time of CharlesV, it is reminiscent of the reconquista. Thecathedral could be the Gothic one at Palma,built during the 14th century, or anyone ofa number of churches erected in the NewWorld. Alternatively, the Palace of theSpanish Cortes in Madrid will suffice. Thisparliamentary building, though built in themid-1880s, could represent the prolongationof Spanish colonial power or leadership in

The Ottomans are the last great Middle­Eastern penetration into Europe. Responsi­ble for the capture of Constantinople in AD1453, the Ottomans went on to furtheralarm Europeans as they moved inlandtoward the Holy Roman Empire. Thisempire can easily manage a monument ortwo. The Royal Mosque ofMadrasa-I-Shahat Isfahan, though actually a Safavid con­struct, is the monument of choice, being alandmark Islamic place of worship known

Moche cultural predecessors. The GreatTemple at Tenochtitlan (the floatingAztecan capital city during AD 1325-1521)was dedicated to the rain god, Tlaloc, andthe war god, Huitzilopochtli, yielding a dualstructure on the pyramid's platform peak.After Cortez' conquest, every vestige ofTenochtitlan's Aztec architecture wasdestroyed or buried under the Catholicchurches which now dominate Mexico City.Other choices include the Gateway of theSun, a Nazca monolith comprised of adne­site, Teotihuacan's Pyramid of the Sun(though the crest of the pyramid was com­pleted ca. AD 150, the city was built up fur­ther during Aztec rule) or Tikal's Temple Iof the Great Plaza (the Aztecs adoptednumerous aspects of Mayan architectureand religion during their conquests).

As the first of the international imperialempires, Portugal is poised to be the firstEuropean power to marshal a presence in

,,-~~~~,--~~~~~~~-----= the Americas (in direct violation of theTreaty of Tordesillas), as well as Sub­Saharan Africa. The monument of choiceis a typical European Castle, which sym­bolizes the rise of the House of Aziz, theforging of Portuguese naval might underHenry the Navigator, and the empirebuilding of Manuel the Fortunate (ManuelI). Should Portuguese colonial policyrequire a second choice, the RomanCatholic Church at Belem, which wasbegun in AD 1502, is a wise choice.Christian themes proliferated in Gothicarchitecture throughout Western Europe,allowing a player the use of a TypicalCathedral. The Apocryphal Lighthouse,symbolic of the burgeoning Portuguesemaritime economy, could be used instead.

Slone GaletI

.,\~ Ghiyalhiha Madrasa

mGreat Temple

The Emirates of Timur the Lame (Tamer­lane), perceived as the vanguard of a muchfeared nomadic resurgence, are the lastgreat invaders from the steppe. Poised onthe frontier of China, India, and the MiddleEast, the Timurid Emirates can conceivablybuild two monuments. The Mausoleum ofTimur at Samarkand is the most appropri­ate. This geographic crossroads has beenreferred to as "Christendom's idea of Asi­atic pomp" during its heyday. The Minaretof the Great Mosque at Samarra is a logicalalternative. The Gur-i-Amir, another goodpossibility, was the tomb of Timur'sfavorite grandson who was killed in battlein Anatolia in AD 1402. The elaborate andbeautiful Ghiyathiya Madrasa at Khargirdwas completed in the 1440s and is anappropriate symbol of royal architecturalpatronage.

As well as being credited with expelling theMongols from China, the Ming dynastyalso ushered in the rebirth of imperial Chi­nese traditions. Reacquired pride andpower accounted for the magnificence lav­ished on new Capitals and public worksprograms. T'ai-ho Tien, the ImperialPalace of the Forbidden City at Peking(Hung Wu's original capital at Nankingwas relocated in AD 1421) is the monu­ment of choice. Though it was not builtuntil AD 1627, the palace represents theculmination of Ming architecture (thepalace is more renowned for its impressivesize, some 200 feet long). The Pagoda is asuitable substitute, easily representing anynumber of constructions erected in the For­bidden City. Furthermore, the Stone Gatecould be used to represent the massive pub­lic works programs initiated by the Ming.

EPOCH VI ~~

The Incas and the Aztecs enjoy the exclu­sive distinction of being the only dualempire in the game. The Aztec tribe of theMexica culture represent not only them­selves, but the post-classic period conquestof other cultures of Mesoamerica: Toltecs,Mixtecs, Zapotecs and Mayans. The Incanempire rose to dominate their Nasca and

40and adventurers. The Dutch realisticallywill only build a single monument,although two are possible. The monu­ment of choice is a typical fortifiedDutch Trading Post such as those thatwere common throughout the Dutchcolonial empire in Southern and South­eastern Asia. A Typical Cathedral, suchas the Noorder Kerk in Amsterdam, alsowill suffice.

As it simultaneously represents the epichistory of England from the time of thesigning of Magna Carta (AD 1215) throughthe Hundred Years' War, to the 16th cen­tury rise of the Anglican Church, throughthe English Industrial Revolution, andfinally into the great 18th and 19th centurywars for empire, possession of Britain can

With an army easily large enough to rollinto Eurasia and the naval capacity to reachChina, France will most likely build amonument or two, though four are theoret­ically possible. The monument of choice isthe Arc de Triomphe, a celebration of

Napoleon's victories in Western and centralEurope. Since its construction, the arch hascome to represent French patriotism. TheEiffel Tower is another option. This metal­skeleton structure, for years the highest man­made edifice in the world, was designed forthe World's Fair in AD 1889. Prolific mon­ument construction also makes the Statue ofLiberty a possibility (a one-quarter scalereplica of the original).

If! L7_.a...;;St~.;;..;Pa;.;;;uf,,;;'s---I ~~'"

~ ,,,,,,, COh".,

The Netherlands (the DutchRepublic or the United Provinces,if one prefers) were at the height oftheir power during the 17th cen­tury. Following centuries of war­fare in Europe (particularly theThirty Years War), the Dutchemerged with newly-won freedomfrom Spain and evolved as princi­pal merchants, bankers, financiers

The Manchu, or Ch'ing, dynasty was thelast dynasty of China before the revolutionsof the tumultuous 20th Century. Thoughalien conquerors, the Manchu restored Chinato great power status. The Manchu, just likethe Mongols, were eventually seduced byChinese culture. Entry into China via theManchurian Plain against difficult terrainmay mean seeing the Manchu glory die out(on the ramparts of the Great Wall) before itstime. The Temple of Heaven at Peking (orCh'i-nien Tien) is the monument of choice,originally built by the Mings in AD 1420and rebuilt in AD 1751 by the Manchus. Oneof the eleven (although this number hassince fallen to eight) Chengde Temples atHebei, built between AD 1713 and 1780,would be a suitable substitute. If hard­pressed, then the Seventeen Arch Bridge ofthe Summer Palace just north of Pekingwould work just as well.

.~Temple ofHeave

the neo-classical architectural movementthat revitalized interest in ancient Greekand Roman constructions.

TajMahal

As it represents the rise of Muscovy duringthe 13th and 14th centuries all the waythrough the great imperial age of Peter theGreat, Russia is in an interesting position.Though possessing only modest builds forepoch VII, Russia is capable of interveningin several places, thus fulfilling severalcenturies of historical expansion. TheCathedral ofthe Annunciation at the Krem­lin, a masterpiece of Orthodox design, wascompleted in 1490. St. Basil's Cathedral inRed Square is more contemporary. Thisbizarre and colorful cathedral was built dur­ing the reign of Ivan the Terrible (Ivan IV).The conspicuous colorings of the oniondomes were added a century later. It is aparticularly noteworthy design because itwas a break from the typical Byzantineconcepts characteristic of the period.

EPOCH VII

Though of claimed Mongol descent, theMughals (derived from the Persian for"Mongol") helped to restore the splendor ofNorthern India that was destroyed byTamerlane. Akbar successfully fused thePersian culture with that of the indigenousone to establish what is perceived by someas the true culture of modern India. The TajMahal at Agra is the monument of choice.This monumental achievement (completedfifty years after Akbar's reign) was anhonor to the memory of the wife of Shahlahan. It was the perfect blend of Iranianand Indian craftsmanship, although somehave attributed it as the "creation of an Ital­ian adventurer in Shah lahan's service."The Pearl Mosque of the Delhi Red Fortwill service the Mughal empire nicely aswell. The mosque also could represent anynumber of important buildings fromAkbar's time such as the Tomb ofHumayunat Delhi or the Jami' Masjid at Fathehpur­Sikri (a deserted city near Agra). The QutbMinar (Tower of Victory) of the mosque atOld Delhi is another possibility. The toweris one of the few fragments of the originalmosque built during the close of the 12thcentury.

41

spell certain victory. Seeing the Britishconstruct upwards of three monuments isnot uncommon. Unfortunately, the capitalat Albion tends to contain a monument. Themonument of choice is easily the Houses ofParliament. These buildings, which includethe tower of Big Ben, were built to replacethe previous structures that were destroyedby fire in AD 1834. St. Paul's Cathedral isanother possibility. This cathedral, the cen­ter of the Church of England, was built inthe late 17th century after the original burntin the Great Fire of AD 1666.

Essentially landlocked, a United Statesenraptured with Manifest Destiny is in apoor position to fare well. Possession ofthis empire is usually reserved for the high­est scorer going into epoch VIT. At best,adventures into South America (enforce­ment of the Monroe Doctrine) and the con-

quest of the Pacific Seaboard (California orbust!) will yield one American monument.The choice selection is the Capitol Buildingin Washington, DC. The original buildingwas burned by the British in AD 1814; thenew building was eventually completed byAD 1829. The Statue of Liberty, a finealternative, was a gift from the French as acelebration of Franco-American relations inAD 1884.

Representing the rise of German National­ism under Bismarck, and culminating in themobilization for the Great War, Germanyhas many choices. As the last empire tomove, the Germans enjoy the peculiarity ofprecise execution of their tum. Althoughcapable of international imperialism, theGermans tend to be seduced into the "easymoney" in Northern Europe. The Branden­burg Gate is the monument of choice.

Since its completion in AD 1791, the gatehas been Berlin's most celebrated land­mark. During Communist rule in East Ger­many, the gate served as the East-West bor­der of the divided city. Alternatively, theReichstag Building could be chosen to ser­vice the Kaiser's ambitions (though moresymbolic of the post-game modem era).

I trust that this guide provided insights into themonuments of HISTORY OF THE WORLD com­mensurate with the game's other historicaldetails. Many players have witnessed their Ozy­mandian capitals smartly festooned with sharp,historically accurate monuments perfidiouslysnatched from them. Such locales are a magnetfor trouble. I try to avoid creating them by optingfor longevity strategies and sacking "bootycities," instead. However, I will not hesitate tolecture and chastise those that do not follow thebasic architectural maxims of "form and func­tion" during monument construction. The "time"and "space" are my method of preserving histor­ical and geographical correctness that should beinherent within the mix. Happy building!

*

Playittfj tlteOd~ itt CIRCUS MRXIMUSH~toricall"itialDealA for SUCCESSORS

By Stephen C. Munchak

Table 1. Completing the Attack

Let's assume that we are successful in ini­tiating the attack. What happens next? To seethe possible results of our action, we mustfirst consider what type of attack we began.

comes for attacks against driver, team andchariot. Armed with this information, Ihope readers will be better prepared toselect driver, chariot and team characteris­tics as well as situational options in theirnext game of CIRCUS MAXIMUS.

Ram AttackIn a ram attack, the attacker's chariot

"weight" and the roll of two dice determinethe outcome. Table 2 shows the probablenumber of hits the horses take for the threetypes of chariot. A light chariot has littlechance of causing damage (zero hits occur72 per cent of the time). A normal chariotaverages about one damage hit on thehorses but accomplishes zero hits 28 percent of the time. The heavy chariot aver­ages between two and three hits on the

ATTACKING THE HORSESAttacks on the horses come in two

forms: lash attacks and ram attacks. A ramattack injures the outside horse, therebyreducing the team speed and endurance.The outside horse can also be killed out­light, giving the other driver major difficul­ties in getting his team moving again. Alash attack against horses increases theirteam speed and decreases their endurance.Tactically, it could be beneficial to speedup a team just before it enters a turn, caus­ing them to strain in the comer, lose moreendurance, and possibly sideslip or fliptheir chariot.

Let us look at both these options, start­ing with the ram attack. Here I assume thatthe victim has already failed to avoid theattack. At the end of this article, I'll tietogether the odds for attack avoidance andattack outcome.

Chance ofSuccess

66%56443424

CDMDifferential

+2+1o

-I-2

AVOIDING ATTACKWhen an opponent declares they are

expending a movement point to attackanother player, the attacked player mayattempt to avoid the attack by braking orevading.

Table 1 shows the probability of com­pleting an attack as a function of the currentdriver modifier (CDM) difference.

C'IRCUS MAXIMUS is a chariot rac­ing game. However, victory doesnot necessarily go to the player with

the fastest team of horses. Players canattack one another in hopes of slowing oreliminating opposing chariots. The choicesa player has available to him are what makethe game enjoyable. However, I've oftenfound it difficult to choose from among theoptions. Should I attack or should I try tobreak free of the pack? If I attack, should itbe against the driver, the team of horses orthe chariot? Part of the difficulty lies in myuncertainty about the odds of success. Asequence of die rolls is required to deter­mine outcomes. For example, if I wish toinitiate a lash (whip) attack against an adja­cent chariot's driver, I must: 1) see if theother driver avoided the attack, 2) deter­mine an attack factor, and 3) roll the diceand read the result from a table with sixpossible outcomes (one of which-losingmy whip-is bad for me).

In an attempt to better understand thetactics of the game and because I enjoy themathematical recreation (or, as my friendswould say, I have too much time on myhands), I have calculated the probable out-

42

*

~ .~ ..

~-~~ .:

ou

ofother attacks. It can also help you to com­plete an attack and maximize the damageyou cause. I did not explicitly discuss CDMdifferences greater than two. However, it isclear from the tables that, if during a gamesituation an opponent driver gets a negativemodifier, you should attack him merci­lessly. A driver with a negative modifiercan not avoid an attack, and the amount ofdamage you do will be even greater thanthat shown in the tables for CDM differ­ences of "+2."

2. If you have a light chariot, you shouldavoid attacks as much as possible. If you feelyou must attack, be very selective. Since thechariot itself has little chance of causingdamage, you will be best served by using alash attack. To help avoid attacks, youshould spend at least one prep point on adriver modifier.

3. In some cases, where the CDM of theattacker is less than the CDM of thedefender, the defender can cause moredamage than the attacker and should con­sider accepting the attack rather than tryingto avoid it. Usually, this is a good tactic ifthe modifier difference is two.

Table-1.Wheel Hits Givenand Taken in a Ram Attack(average hits)

ram attack as a function of CDM differenceand chariot type.

Read table 7 by selecting the CDM dif­ferential row and your chariot from "hitsgiven" columns to find the number of hits

you can expect to inflict on youropponent. Select your opponen­t's chariot type from the "hitstaken" columns to find numberof wheel hits you can expect toreceive.

7 Ave.0% 1.47o 2.443 3.97

0%o6

63 4 58% 0% 0%

25 14 331 11 8

Chariot Wheel Hits:Class 0 1 2Light 3% 56% 33%Nanna! 0 17 42Heavy 0 0 25

The last column of the table shows theratio of attack success (defender selectionto attacker selection). A "+2" CDM advan­

tage for the attacker results in thedefender being selected four timesmore often than the attacker. A "­I" CDM difference for theattacker makes for even odds.

After finding out who damageswhom, the amount of damagedepends on the class of chariot

doing the attacking. Table 6 shows theexpected number of wheel hits by the threechariot classes.

The light chariot can not cause morethan three wheel hits. The normal chariotwill cause typically one to three wheel hitsand can not cause more than six. The heavychariot will cause four hits on average (witha minimum of two and a maximum ofeight).

. Table 7 combines the results of the pre­VIOUS two tables to summarize the probablenumber of wheel hits given and taken in a

ence disadvantage will have a goodoutcome 22 per cent of the time and a badoutcome 23 per cent of the time.

Table 4. Lash Attack Against a Driver(percentage chance of effect)

ATIACKING CHARIOTSIn a ram attack against a chariot, there is

a chance that your chariot may sustain dam-

CDM Lose Lose No Forced Wound SwerveDifferential Whip Move Effect Brake Driver Chariot+2 12% 14% 14% 20% 20% 20%+1 15 15 16 19 18 180 18 16 18 17 16 15

-1 20 17 20 16 14 12-2 23 18 21 15 12 10

:Table-i;. Wheel Hits Given and Taken in aRam Attack (percentage chance of increase)

age in the attack, due to the fact that you are CDMramming your chariot wheels Differential Lio-ht Nanna! Heavv

8 Ave. into your opponent's wheels. hits given by your chariot

0% 0.31 hits Table 5 shows the probability +2 0.97 1.57 2.56

0 1.11 hits of the attacker and defender +1 0.88 1.44 2.34

3 2.69 hits being selected for damage as a0 0.81 1.32 2.15

-1 0.75 1.22 1.98function of CDM difference. -2 0.69 1.12 1.82

Table 5. Atta~k~~ ~nd Defender Wheel Damage hits received by your chariot

(percentage chance of wheel damage) +2 0.24 0.40 0.64+1 0.39 0.63 1.03

CDM Damage to: Success 0 0.56 0.92 1.49Differential Attacker Both Neither Defender Ratio* -1 0.75 1.22 1.99+2 2% 14% 34% 50% 4.4: 1 -2 0.94 1.53 2.48+1 5 21 37 38 2.2: 10 9 28 37 26 1.5 : 1 PUTIING IT ALL TOGETHER

-1 16 34 34 16 1.0: 1-2 26 37 28 9 0.7: 1 1. A high driver modifier is beneficial t

*The ratio of times the defender is damaged compared to both offense and defense. It can help yothe attacker. avoid attack or minimize the effects

horses and has zero hits only 3 per cent ofthe time. The heavy chariot also has a widerrange of hits possible.

It is not very productive to use a lightchariot to ram an opponent's horses. Wewill see later that this is also true for ramattacks against an opponent's chariot. Thenormal chariot will give you one hit onaverage, but also has a good chance to giveeither zero or two hits. A normal chariotwill probably slow the opponent. On theother hand, the heavy chariot has thepotential to cause major damage to theopponent's team.

Table 2. Hits from a Ram Attack(percentage chance of hits)Chariot Hits:Type 0 1 2 3 4 5 6Light 72% 25% 3% 0% 0% 0% 0%Normal 28 44 19 6 3 0 0Heavy 3 25 31 14 11 8 6

Table 3. Increasing Speed by Lash Attack(percentage chance of increase)

ATTACKING DRIVERSThe only attack against a driver in a

chariot is a lash attack. The lash attackhas six possible outcomes. Table 4 showsthe probable outcomes of a driver lashattack as a function of the CDM differ­ence. This table takes into considerationboth the dice roll to determine attack fac­tor and the dice roll to determine theactual outcome.

I would define losing the whip as bad,wounding or causing a swerve as good andthe other effects as minimal. An attackerwith a "+2" CDM difference will have agood outcome 40 per cent of the time and abad outcome 12 per cent of the time. Anattacker with CDM equal to the defender'swill have a good outcome 31 per cent of thetime and a bad outcome 18 per cent of thetime. An attacker with a "-2" CDM differ-

Lash AttackTable 3 lists the probability of increas­

ing the team speed (and lowering theirendurance) by different amounts as a func­tion of the difference in CDM. Even whenthe attacker has a "+2" CDM advantage, hemisses about a quarter of the time. If theattacker's CDM is only one higher or equalto his opponent's CDM, he will miss abouthalf the time. If the attacker has a lowerCDM than his opponent, he will miss aboutthree quarters of the time.

CDM Hits:Differential 0 1 2 3 4 5 6 7 Ave.+2 28% 14% 17% 14% 11% 8% 6% 3% 2.28+1 42 17 14 11 8 6 3 0 1.560 58 14 11 8 6 3 0 0 0.97

-1 72 11 8 6 3 0 0 0 0.56-2 83 8 6 3 0 0 0 0 0.28

-David Rohr, Navarre, OH

For years before volume 30, number 2, Iwanted to subscribe, but never got around toit. Once I did, I knew it would be for life. I didnot think there was anything that could bedone to improve The GENERAL. Boy, was Iwrong! The new GENERAL is twice the mag­azine that the old one was.

Love Zone of Control. Love to see youhelping the hobby by allowing outside adver­tizing-which in the long run will helpAvalon Hill.

Pleasant SurpriseI liked the new issue. I agreed with you

about the Hydra being the strongest creaturein TITAN: THE ARENA. I can't tell you thenumber of creatures that I have killed with it.I must say that TITAN: THE ARENA was agame that surprised me. I didn't think that itwould be a good game.

-Dennis Nicholson, New York

Great job with the new cover, the newlook, the ads for other games. Your com­pany is first class; more companies shouldact like yours.

We have expanded distribution of TheGENERAL to include book/magazine stores.I assure you that we advertise in other maga­zines as well (in fact our advertizing effortshave expanded in the recent 12 months). Thedecline of retail outlets may say more aboutthe effects of the internet on marketing in thisniche industry than it does about the health ofthe industry itself Of course, the industryneeds highly visible retail outlets simply tohelp attract new blood.-SKT

Fading AvailabilityIn my area only one store has more than

half a dozen Avalon Hill titles in stock. Atleast three have stopped restocking them. Itseems that you rely more and more uponword-of-mouth and incestuous advertizing inyour own magazine. If the only place theseads appear is in The GENERAL, who else willsee them? Your recent changes to appearanceand content will help spread the word, ifnewsstand sales pick up.

-Matt and Tim Evinger, cyberspace

-R. Dean, cyberspace

I wish to compliment the new editor onthe new GENERAL. The articles and advertiz­ing now cover all the various game compa­nies. It is very interesting to see other gamesreviewed. Keep up the good work.

-Anonymous, cyberspace

Love the new look of the magazine. It wasabout time you included items outside theAvalon Hill realm. I have been playing yourgames and reading The GENERAL for quitesome time and will continue to do so.

-Keith Miller, cyberspace

Voting with GreenbacksOur efforts to expand our coverage of the

gaming world have yielded expanded circula­tion and enthusiastic subscription responses.Nonetheless, every new moon I seem to getone angst-filled, deeply negative letterapproximately three pages in dense type,which typically says that the reader hasplayed wargames for 30+ years andfeels thatThe GENERAL is no longer relevant to hislong devotion to Avalon Hill games. Thewriter will often go to great lengths to com­plain about recent increases in pages devotedto advertizing (hasn't happened), increases incomputer coverage (amounting to a shift offive or fewer pages from previous practice),and decreases in coverage of the games heplays (of which numerous examples of gamesprinted before 1982 are offered). The letterends with the ultimate consumer power state­ment: he will not be re-subscribing (althoughhe will avidly cruise the game store shelvesevery two months to see what he is missing­and pay full retail price for the good stuff).

I have printed some excerpts from suchletters in the past to provide balance on thispage. However, let me note that such lettersare exceptions that are far outweighed by thetype ofcomments found below (much less ver­bose though they be).

I want to continue to hear both the nega­tive and the positive comments from readers.However, I find the logical inconsistencies ofsome of these statements to be upsetting. Thismagazine is about current games, hot games,games that people want to play now. It cannotbe the official magazine of out-oI-stockgames, though we will continue to provide theoccasional variant or scenario for the morepopular oldies. The GENERAL continues toprovide well over 80 per cent (often greaterthan 90) of its edited content on non-computergaming topics-a vast majority of which willbe on games by Avalon Hill. I think that the"new look" issues have been fairly consistenton that score, and rave reviews show strongsupport for this format.

I will always regret losing any subscriber,but the mission must be to serve the hobby.Expanded circulation shows that we aresucceeding.-SKT

Congratulations on the quantum leap TheGENERAL has taken under your leadership.

-Roger, cyberspace

Running the Games for FunI'd like to thank Sue Ellsworth for the

compliments she offered myself and my fel­low AvalonCon Gamemasters in her letter(vol. 31, no. 6). I'm sure I speak for all GMswhen I say that we volunteer to run thesegames because we enjoy playing them somuch (not for compliments or rewards). It isencouraging, however, to hear positiveresponses to our efforts. All too often theefforts of GMs, while highly praised byTAHGC, are taken for granted by the generalpublic. Comments like Ms. Ellsworth'sencourage us to continue to run the games andto strive to make each tournament as enjoy­able as possible.

-John Coussis, Hoffman Estates, IL

-Robert Banozic, Chicago, IL

Not My ViewOur ASL editors at MMP altered a pas­

sage recently in an effort to clarify the waythey interpret a rule. The author wishes to puton record his actual views of the rule.-SKT

I would like to thank you for the very nicepresentation of the ASL Crossfire for KGP7"The Bridge at Cheneux" (vol. 31, no. 6).However, the first paragraph on page 12appears to have been muddled in the editingprocess. It suggests that I believe the interac­tion of LV Hindrances with AlO.53l isunclear with respect to concealment losses.Far from being unclear, AlO.53l states: "Forpurposes of concealment gain/loss ... an OpenGround hex is any hex .. .in which any Inter­dictor could apply ... the -1 FFMO DRMwithout any positive DRM. This statementseems to leave little doubt that when both the-1 FFMO and a +DRM apply-from an LVHindrance, for example-no hex would beconsidered Open Ground for concealmentloss purposes (but note the exceptions in theofficial Q&A). This is somewhat counter­intuitive, which probably accounts for someof the confusion regarding the rule. I wouldhasten to add that if I were writing theASLRB myself, I might prohibit LV Hin­drances from negating concealment loss. ButI'm not and it doesn't; anyone can readAlO.531 and see for himself.

On another more minor point, the page 7graphic inadvertently omitted an additionalMTR in KK17 and an additional 2xMMGsin LLl6.

Convention goers should be aware that Ava­lonCon GMs do not get any proceeds fromtheir efforts-in fact they have to pre-registerfor the convention before anybody else. It isthis volunteerism that differentiates-we thinkpositively-the gaming experience from otherconventions.-SKT

Avalon Hill does not vouch for the character or business practices of any advertisers.

Opponents Wanted44

CA: Any Garners: I've moved to thehome of Mickey Mouse in centralOrange county. I seek opponents forASL DYO; SPI's Blue/Gray or W'Looquads. Earl J. Ryan, 2122 W. ChaletAve., Anaheim, CA 92804.CA: Looking for opponent for PBEMTRC [email protected] Eric W. Sirko,801 Navajo Dr., Riverside, CA 92507,(909) 369-3742.CA: Looking for FfF opponents inthe North San Diego county area forthese games: WTP, S&P, HRC, EIS,BRI, ASA, TAC, REN. Pete Martin,1665 Havenwood Dr., Oceanside, CA92056.FL: Play DIP variants by mail inIshkibibble. Middle Eastern, Lord ofRings, Perestroika, Balkan, Mitotic,Fog of War. Also Snowball Fighting,Power, Cannibalism, Fictionary Dic­tionary. Phil Reynolds, 2896 Oak St.,Sarasota, FL 34237-7344.MA: Disabled adult gamer seeks FfFonly BZK, AFK, GDC. Also help play­test my version WWII Europe Com­plexity scale mechanics similar to1965 version Stalingrad. John K.Modugno, 23 Albany Circle, Beverly,MA 01915.ME: Desperately need Paydirt TeamCharts from '74 and '75. Note: 1974team charts/game will have a 1975copyright, and '75 will have '76. Willpay generously. Peter Vorias, 48 E.Grand Ave., O.O.B., ME 04064, (207)934-2286.MI: HELP! Need opponents for PZB,3R4, HOW, ACV, Samurai, TIN, SJW,HCR, RTG, SlY, SLB, 1776, and oth­ers. John Hattrem, 1251 Kimberly Dr.,Lansing, MI 48912, (517) 372-3154.MI: FfF for any Civil War games,especially American Civil War series.ASL also. Play most games. SOJ, PB,PL, BZK or you teach me! Leigh Cole,15598 Garrison Ln. #2, Southgate, MI48195, (313) 285-1131NJ: Need plastic playing field and foot­ball for Paydirt or Bowl Bound Game.Will purchase full game if required.Please send condition and cost informa­tion to: Chris Malitsky, 44 Orlando Dr.,Sicklerville, NJ 08081.NY: Want to buy Chancellorsville,Stalingrad (not the computerized ver­sion) and Afrika Korps. David Bas­sanelli, P.O. Box 724, Ithaca, NY14851.NY: TPS, AFK and Baseball Strategyopponents wanted for FfF or PBMplay. Tony Burnet, Box 1472, Mass,NY 11758-0908, (516) 731-4354.NY: Opponents wanted for AH WWIIera historical simulations. Contact RayJoel, 30 Gemini Cir., Rochester, NY14606, (716) 247-6943.NY: Adult opponents sought for WW2Civil War or Napoleonic board gamesand Napoleon 15mm miniatures. EmailejskI8a@prodigy. Jim Loman, 206Regent St., Saratoga Springs, NY12866, (518) 580-1798.NY: Empire of the Rising Sun master.Call Ray Joel at (716) 247-6943. RayJoel, 30 Gemini Circle, Rochester, NY14606.NY: PBM Battles for the Ardennes.Rated or not. Decision Games/SPI.

Albert Thomas, 120 Kimberly Dr. W.,Syracuse, NY 13219, (315) 488-1943.NY: PBM Adult The Last Blitzkrieg by3W. Rated or not. Albert Thomas, 120Kimberly Dr., West, Syracuse, NY13219, (315) 488-1943.NY: Seeking gamers for TAC, SOA,TPS, SUB. For sale: many out of printgames and Generals. John Caccioppoli,84-24 98th St., Woodhaven, NY 11421­1735, (718) 805-8737.NY: PBEM SJW, RTG, SLB, HRC.Experienced player, new to email. AlsoAFK, A5A, HWD. [email protected]. Willie Voll, 2810Moreland St., Yorktown Hts., NY10598, (914) 245-4636.OH: 14-year-old seeks opponents forRPG and GBG. Justin Holshuh,Chardon, OH, (216) 286-8433.OH: PBM TRC, B81, WSM. FTFBKB, RFf, 1776, WRS. Jamon J. Scott,5741 Kroegarmont Dr., Cincinnati, OH45234, (513) 923-1684.OH: Need to improve my play of DIP.Would like a seven man game of DIP.Sean O'Donnell, 126 S. Park, Oberlin,OH44074.TX: TRC PBEM opponents [email protected]. Area ratedespecially welcome. Tuneup for Aval­onCon. Larry Hollern, 4452 Ridge­crest Circle, Amarillo, TX 79109,(806) 351-0566.VA: FfF opponents wanted for PL,ANZ, TRC, AFK, S-grad '65. WasVITP and other classic games. BillScott, 2317 Barracks Rd., Char­lottesville, VA 22901, (804) 293-9265.VA: Wanted, Battle Hymn. Willing topay $20 bonus for intact game in excel­lent condition. Ron Bashian, 1233 Alde­baran Dr., McLean, VA 22101, (703)556-9637.WI: Experienced ASL player seeksanyone interested in the game. Apple­tonIFox area. Email Richard G. Sum­[email protected]. Richard Sum­mers, Lawrence University, Appleton,WI 54911,832-6869.WI: New MOV player looking forsomeone in Beloit or Rockford area toplay in fun but competitive game.Andrew Morris, 922 Bluff St., Beloit,WI 53511, (608) 366-5749.

AVALONCON

Ads for roommate andtravel arrangements are free.

CLUBS

CA: Quake Coast Game Club meetsmonthly in San Jose, CA, for strategywargarning. Contact Charles Bah! [email protected] for more information.

CA: The Tri-Valley BoardgamersClub meets every other Wednesdaynight from 7-11 pm in Pleasanton,CA. Contact Mark Johnson at (510)424-5813 or [email protected] orwww.ccneLcoml-johnson. CharlesRyder, 448 Alegra Terr., Milpitas, CA95035-2445, (408) 945-1450.co: Volunteers needed to join theglorious ranks of the Colorado COM­MISSARY, the area's most fun-lovinggame club. Contact Scott Johnson, 2039Shiloh Dr., Castle Rock, CO 80104,(303) 660-2029.CT: The Connecticut Game Club hasbeen hosting board games, card gamesand miniatures for over nineteen years.Anyone interested in attending ourmonthly meetings contact CGC at (203)332-0410, (Email [email protected])or write POB 403, Fairfield, CT 06430.FL: Join our growing gaming group inSarasota, FL. For more info call MikeBakken at (944) 355-3429, email:[email protected] Medalist Rd., Sarasota, FL 3443.IL: Windy city wargamers meet 4times a month. We play it all; ASL,A3R, VIP, DIP, monthly newsletterwith ASL, VIP and DIP gams. LouieTokarz, 5724 W. 106 St., ChicagoRiddge, IL 60415, (708)857-7060.MA: ASL played Saturdays at theBunker. Come join in AREA rated playand playtesting for our newsletter: Dis­patches from the Bunker. [email protected]. Vic Provost, 1454Northampton St., Holyoke, MA 01040.MA: Vanguard Hobby Club meets firstSaturday of each month. Over 50 mem­bers. Historical board games, minia­tures, role-playing and cards. MichaelPowell, Easton, MA. Call (508) 324­9815 after 7.MD: SciFi boardgaming club formingin the BaltimorelWashington corridor.Monthly scheduled events; seat reserva­tions possible; pickup games encour­aged. Contact Stuart at (301) 216-1899or [email protected]: MN twin cities ASL Club meetsthe second Saturday of each month. Alllevels of play welcome. Call for moreinfo. Greg DaW, Eagan, MN 55123,(612) 778-7488.NC: PAW, The Piedmont AreaWargamers, is recruiting ASL playersin the NC Triad area. All levels of playwelcome. Call for more information.Contact Doug Maston, 4 Three Mead­ows Ct., Greensboro, NC 27455, (910)282-0552.NY: Metropolitan Wargamers Club ofBrooklyn boasts its own 2000 squarefoot loft for boardgames and minia­tures. Safe location near subway, ampleparking, open every weekend. Joe Bro­phy, 16 Beachfront La., New Rochelle,NY 10805, (914) 636-6317 (eve.)NY: Mid-Hudson Area WargamingSociety (MAWS). We meet monthly inthe Poughkeepsie, NY area and playmany different wargames (no RPG's).Beginners are welcome. Contact BarrySmith at (914) 778-5440.

[email protected], or 9ESquire Vlg. Walden, NY 12586.OH: The Columbus Area Boardgam­ing Society (CABS) has its own web­site: web.jadeinc.comlspqr. CABS willbe running the official Avalon HillIron Man Competition at Origins '98this year.PA: Central PA Strategists Club. Meet­ings are held 9:30 to 5:00 on the 2ndand 4th Sat. of every month at the EastShore (Colonial Park) branch of theDauphin County Library just outsideHarrisburg. Call Charles Hickok at(717) 599-5603.TX: Central ASL club meets regu­larly to play the best game in theworld. Call Matt at (512) 280-8414.We are active and fanatic. MattShostak, 11027 Watchful Fox Dr.,Austin, TX 78748.

FOREIGNAustralia: FfP, ROR, MRM, DUN,ASL and RTG. Kevin Reid, 14 SiriusRd., Bligh Park, Australia N.SW. 2756.Australia: Opponents wanted for 3R4,A3R and MAC. Pawel (Paul) J.Dabrowski, 66 Marshall Ave., ClaytonN. Victoria Australia, tel/fax: + 61 395442101.Canada: Calgary, Alberta-5tratagemmeets the 1st Saturday of each month(usually). We play wargames onselected theme each month (i.e. Diplo­macy, Napoleon, WWII, Ancient, etc.)Contact James Istvanffy (403) 259-8714or The Sentry Box (403) 245-2121.Germany: Small ASL Kampfgruppe inthe Frankfurt/Southern Hesse area inneed of reinforcements. Contact: Ray­mond Woloszyn, bei AMP GmbH,Amperestr 7-11, 63225 Langen, Ger­many 06103-709246.Hong Kong: 81P Hua Chiao Commer­cial Centre, 678 Nathan Road,Mongkok, Hong Kong, Tel: (852)2721-3060, Fax: (852) 2396-6372.Japan: Japans international garnersguild PBM games: CDP, CWR, DIP,Junta, Samurai, 1812, 1759, GERKevin Burns, 2659-4 Tsukahara,Minami, Ashigara Shi, Kanagawa,250-01 Japan.

FOR SALECA: AH Generals: Vol. 7, #3 (1970),$18; Vol 7, #6 (1971-CC), $9; Vol. 8,#6 (1972-CC), $9; Vol. 9, #3 (1972­Worn), $10. Free Postage. Steve Carey,2543 N. Parish Place, Burbank, CA91504, (818) 955-9916.OH: 20+ games and 100+ books forsale. Send SASE for list. James W.Bowne, 7115 Gilbert Ave., Parma, OH44129.NV: Many discontinued AH games forsale. You name it, I probably have it.Please send SASE for complete list to:Bruce Nelson, 1309 Rainbow Mead­ows, Las Vegas, NV 89128.PA: Old AH games for trade or sale.Want Adv Third Reich. Also SPI's Warin Europe. Have out of print games, lotsof them. H. Isola, P.O. Box 851,Unionville, PA 19375.

45

S[EnARIDBRIEFlnli

ENCIRCLED

Q

AMERICAN STRATEGYThere are two ways toapproach this scenario as thedefender. The GIs can stay

and fight it out with the Germans (this takesguts) or they can make a skilled retreat backtoward the roadblock, while exiting sometroops off the west edge. I like the latter,because I don't trust my luck and I havenever seen a successful stand by the Amer­icans.

First off, where does the 10-2 go? I liketo start him in the upper level of V3 with aMMG team. This will help keep Germaninfantry from moving down the Germanright. Extracting these troops from this spotmight be a bit tricky if the German decideshe would rather kill them than do anythingelse on turn 1 or 2. Therefore, a BAZ goesin U2. This covers the road, while helpingthe 10-2 retreat (by firing WP into hex W3,if the bazooka dudes aren't under any Ger-

AMERICAN DISADVANTAGES:Squad Range, Fall-Back Defense

Don't shoot it out with theGermans at longer than four

hexes, where they will have a better than 2­1 advantage in firepower. One of the mostdifficult maneuvers in ASL is falling back.It takes nerves of steel and good decision­making to pull it off successfully (one ofthe hardest things for me to learn was when

. the defender should run instead of fight).Sometimes a beginner will try to fight it outwith the attacker when he should insteadfall back and make the attacker move intothe defending fire. One of the most impor­tant things I ever learned from Jeff relatesto this subject. In my beginning ASL days,it seemed like my troops were always get­ting cut off and annihilated. Jeff told methat if you are debating about moving backor firing, then you should probably moveback. This advice has proven very useful innumerous games.

jBAZ45

Xll;'WP6

8-5

AMERICAN ADVANTAGES: 10-2,'45 BAI, Squad Firepower

The 10-2 leader is the singlemost important unit in the U.S.

OB for this engagement. There will bemany ways to use him in this scenario:directing fire from a MMG, directingbazooka fire, routing voluntarily with unitsthat voluntarily break to run away from theGerman hordes, or placed in a buildingwith a squad for possible street fighting. Iam sure you will think of some others ofyour own, too. Just how you use the 10-2depends on the tactical situation at hand.His mere presence can be enough to makethe Germans reconsider their approach,leaving a cautious German player uneasyand unsure of his troops. The '45 bazookasare the best thing the American has to stopGerman armor. Keep them in spots wherethe Germans are likely to traverse whenbreaking for the U.S. rear area. Althoughthe Germans will eventually outnumber theAmerican squads, the Americans have thebig edge in firepower at a range of four orless. Don't get caught in a long-range dualwith the Germans during the first two turns.

ings, we changed the VC onemore time to the present ver­sion. We also changed theorder of battle, exchanging a

pz IVJ for a Panther and deleting one con­cealment counter and one HS from the U.S.side. We played it a few more times and theoutcomes were very close.

Since the release of this scenario at atournament, I have heard that some folksbelieve that if the Americans just stand.their ground they can't be beat. I mustdisagree. During the playtest, a few peopletried to do just that, but ended up losingbadly. Such an approach for the Americanplayer is a do or die proposition-all ittakes is one tank behind U.S. lines to winthe game for the Germans. More onstrategy later.

G44:Abandon

Ship!By Louie Tokarz

This scenario is by Jeff Cebula, oneof the original Chicago ASLerswho goes way back to the purple

colored SQUAD LEADER box and the GIANVIL OF DOOM playtest. Jeff was alsothe first person I ever played ASL againstand to this day many of the ideas andways to go about playtesting I learneddirectly from Jeff.

I liked "Abandon Ship!" from the start;I prefer scenarios where both sides haveto do something. To me there is nothingmore boring than playing a static defensescenario, especially if I am the defenderand my opponent is sleep-walkingthrough the game (this is somethingbecoming more and more prevalent on theASL tournament scene thanks in part tothe internet, where players have virtuallyan infinite amount of time to study everymove-and often bring the same mind setto the face-to-face arena). After two play­ings of "Abandon Ship!," I knew the Vic­tory Conditions had to be altered. In theoriginal version, the American needed toexit 16 CVP off the west edge. Eventhough a SSR prevented the Americansfrom moving west of the roadblock beforeturn 4, the outcome wasn't even close ifthe Americans started running 16 pointstoward the edge on turn 1. In fact, thegame boiled down to a fight between theGerman tanks trying to catch up to thefleeing U.S. squads, with Americanbazookas trying to stop them. Not muchfun. After talking to Jeff and readingabout the situation, I changed the VC andgave it another try. The next versionlooked almost identical to the current VC,except that the Germans only needed tomove units west of hexrow J instead ofwest of the gully. After a few more play-

Roadblock

~..

46man guns themselves). There are numerouspossibilities for the other MMG, but I liketo use it to lay a fire lane on tum 1, eitherdown the road from Y9 (but moving out ofthis spot could be difficult if the Germanpositions any troops to cut him off) or Z9(but this offers even worse fall-back possi­bilities than Y9). Therefore W5 looks likethe safest spot if you plan to move back ontum 1. The other three bazookas should beused to cover the obvious tank paths onturns 1 and 2. If you feel adventurous, youcould try and place a couple up front to takeshots at curious German armor. Remember,though, the Panther is not going to die froma normal bazooka hit on its frontal armor. Ifthe Panther ventures close enough (sayabout three hexes), try a Deliberate Immo­bilization shot. I would even sacrifice a halfsquad (HS) with a bazooka during the prepfire phase, if the German player was kindenough to give me the chance to immobi­lize the Panther during the first two turns (Iwouldn't want him to think I was ungrate­ful). An immobilized Panther likely wouldbe good for nothing later, after U.S. troopshave fallen back to safer pastures.

I like to take two squads and a HS withan 8-0 leader and head for the roadblock onturn 1. Here the squads can start diggingfoxholes for the end-game defense of theroadblock. After the foxholes are dug, I liketo exit the 8-0 and one squad. These unitswill need to run like the dickens to get offbefore the German player can get troops toa high enough level to interdict their pathoff the board, so the extra movement fac­tors the leader provides are crucial to thesuccess of this mission. By exiting theseunits and maintaining possession of theroadblock, the American obtains a seven­point lead (three EVP plus four for theroadblock). Even if the Germans manage tomove one tank past the gully, the Ameri­cans still win-provided they maintain con­trol of the roadblock. I believe that main­taining control of the roadblock is essentialfor the Americans. Don't wait too long toexit the troops. Note that Germans units inU4 at Levell or anywhere on the hexrow Uridge line can see the exit hexes, making anightmare of the exit.

The 60mm MTR can be a very peskyweapon for the Germans to face. I like tomove it into hex P7. From there it can greetthe Germans as they advance into thewoods on the hexrow U ridge line. TheMTR can also be placed to cover hexesCC9 and DD8 on tum 1.

The rest of the game amounts to a slowretreat back toward the roadblock. Moveback before the Germans move adjacent toyour units. Don't be tempted by point­blank prep fire attacks, whether at 12 or 24

(+1). If they fail, so do the Americans.Keep the enemy off your flanks. If the Ger­man player can maneuver units into the U4building early, he puts extreme pressure onthe American left flank and makes crossingthe T3-T5-R6 street a treacherous affair,not to mention the headache of exiting.

GERMAN ADVANTAGES: Tanks,First-Line Squad Range

The Panther should beused to engage any U.S.

strongpoints which may havebazooka support. If possible, stay at leastfour hexes away from any suspected U.S.bazookas. Barring a lucky hit, this shouldkeep the Panther from falling victim to aDeliberate Immobilization attempt. Theability of the tanks to move quickly aroundand in back of the American positionsshould be utilized early and often. This willhelp keep the American player from solidi­fying a central position which could proveimpossible to break. Use the German rangeadvantage early in the game. If the Ameri­can wants to stay and fight, he will be at adisadvantage.

GERMAN DISADVANTAGES:Short-Range Squad Firepower,Roadblock, Time

Limit the close range U.S.firepower advantage by spread­

ing out. There is not much you can do aboutthe roadblock. If you can remove it or clearit, the game is pretty much going your way.If the American stays and slugs it outinstead of falling back, take your time andlook for an advantage on the flanks. If theAmerican pulls back, be aggressive and tryto maintain contact. Not every shot the U.S.player takes is going to hit the mark. TheGerman infantry in this scenario is prettymuch expendable. Trade squads to gainground.

GERMAN STRATEGY

m The German player should~ take a cautious approach on

tum 1 in order to position histroops for a tum 2 assault. Don't go runningacross the board on the first tum in a panic.I have seen some people be too aggressiveon turn I and lose the game before it evengets interesting. The German strategydepends largely on the approach taken bythe American player. If the American staysand fights, then the German player canslow down his attack, waiting for the rightmoment to pounce. However, if the Ameri­can decides to fall back, the Germans willhave to push quickly and try to close withthe Americans. After the first U.S. move­ment phase, enemy strategy should becomeapparent, and the Germans will be able toput their game plan into action.

On the first tum, movement into thetrees in CC9-DD8 will be safe through thepath GGlO-DD9. Advance into CC9 andDD8. Try not to give the American toomany shots on the first tum. Run a few HSto try to reveal U.S. positions and possiblythe locations of bazookas. A few dead HSwon't weaken the Germans much, and theinformation gained should be worth theprice. Any surviving HS will keep allAmerican units which have first fired fromattacking any other German units that arenot as close or closer (this is one reasonsome players hold off firing at scouting HS).I like to position the tanks looking down theroad with one pointing at the first level ofV3, prepared to smoke any defenders on turn2. Use the Panther to face off any strong U.S.position, but remember to keep it out ofeffective Deliberate Immobilization range.

Now, the ball is in the Americanplayer's hands. Will he fight or run? Lookover the options if he stays and fights. If hehas units in Z9, ZlO, or Y9, you should doeverything to cut off and annihilate them.German units in CC9 and DD8 should helpthis cause. Next, move to the wall alonghex AA10 as soon as possible, preferablywith a tank. If the other tanks are sighted onthe road, only a very brave American willstick around and fight on the German left.After that, move some units behind thehedge near BB5. From there, the Germanswill enjoy a firepower advantage againstany units in the wood line centered on W5.If the American has a unit in U2, it is agood possibility that it is a HS with abazooka. Ifpossible, move a tank to AA2 tomeet that challenge. With the Germans inthese positions after tum 2, they then willbe ready for turns 3 and 4. On tum 4, theGermans want to be in a position to run atank or two behind the Americans. Becauseof its small target size, the best tank to useis the JgPz IV. Try to ensure that the Amer­ican player has multiple decisions to makeduring his turn 4 defensive fire phase, per­haps allowing the JgPz IV to skate through.Using a pz IV here to draw American fireor enter a U.S. position to freeze their firewould be a smart sacrifice if the Germanscould gain a foothold in building U4. WhenU4 is in German hands, the American "upfront" defense will crumble like a house ofcards. That is why it is important to cut offany units around Z9. If the Americans fallback to T6, make sure they won't be ableto leave (except to go back into thecounter tray). If things have gone well, theGerman has but to grab the roadblock ormove a tank past the gully. I believe thatthe Americans will need luck to stay andfight successfully.

If the Americans run for it, most of whatI wrote above still applies. However, a

good player will force the Germans tomove into American fire each movementphase instead of letting the Germans haveany decent prep fire opportunities. In thissituation, the German must get very aggres­sive-an intact force at the end of thescenario may show that you are a verydecent and moral individual, but you prob­ably have lost. Don't be shy about usingyour troops. As soon as time permits, moveunits with the MMG and the 8-1 into Level1 of building U4, or any other positionwhich has a LOS to the exit hexes. Thisshould put a crimp in the U.S. exit plan.

With the Americans falling back, theGermans will have a better opportunity toattack the roadblock-but against moreAmericans. If the Germans can move

++-~++ (from pg. 27)

planet to start making them. Before the firstships are ready, you've developed six orseven technologies that have made themobsolete. The solution is to re-design the shipin question with the latest technologies, andthen tell your fleet advisor to upgrade theships to the new design plans. This takes con­siderably less time than building new shipson the new design. Remember when youenter combat that you can't upgrade shipsthat are blown up. (Also, repair of a damagedship doesn't cost you anything but time).

Put the best engine, rocket, ECM gear,targeting computer and shield you have inthe hull. Then you'll know how muchspace you have for weapons. Most combatis done with the forward guns (port andstarboard guns aren't ideal). At most, putone or two pulse weapons on each side. Ifyou have room, use two or three energyweapons for point defense (these weaponshave an extremely limited range). Thefront guns should never be of a single type.This way your ships will have a neirlyconstant wave of attack. You should alsosave room for one (and only one) bom­bardment weapon for the elimination ofenemy colonies.

One oft-used ship design should includea mine sweeper. This saves you from wast­ing ships blazing a trail through whatappears to be empty space. Only one isneeded per fleet. Spare space should begiven to self-repair technologies.

The exception to these guidelines is thetransport hull, which should be usedexclusively for colonization (no weapons,armor, targeting computer, shields orECM gear). Theoretically, you could del­egate colonization to a smaller hull anduse the transport for combat purposes, butthe transport hull gets a 40 per centpenalty to defense, limiting survivabilityand effectiveness.

boldly enough, they should keep the Amer­icans from getting too many units back todefend the roadblock. Break them beforethey get there. Position units to cover theopen-ground road hexes, making retreatdifficult. If the Germans can hem the Amer­icans inside the village, the chances of tak­ing the roadblock will be increased. Oncethe battle breaks down to a short-range firefight, deploy and run HS at the enemy.

FINAL COMMENTSNone of this is easy, but it should be fun.Almost every time I played this scenarioduring playtesting, the outcome was close.The win-loss records that I have seen forthis scenario have been encouraging, andthe few times I have played it since its tour-

ENEMY CONTACTPolitics in the galaxy of PAX IMPERIA is

surprisingly uni-directional (the game'sweakest trait). Treaties can be offered fromeither side, yours or theirs, but no words areexchanged except to reject or accept theoffer. You cannot dem«nd a race to formrelations with another. Your knowledge oftheir relations is limited to observations ofwho is at war with whom. Declarations ofwar can be completely unprovoked.Requests for peace come just as suddenly.Your options are limited to getting somefriends to help you with trade and research.You are better off finding one such friendearly and sticking with him.

Espionage is much more developed. Youcan sabotage colonies or ships, assassinateand steal (tech, ships or entire planets).Even if you don't have a race designed tospy, this is a very strong tool for weakeningthe enemy's position before you move in forthe kill.

Combat is inevitable and is the main pathto victory. Forget capturing colonies; forgetsurrender. The last sentient being stillbreathing wins. On rare occasions success ispossible when all races are allied and atpeace, but don't count on this happeningoften.

In combat, there is an automatic functionthat will take over when it is apparent thatyou are not taking any active part in thefight. It is well suited for colony destruc­tion, as it will proceed slowly through aminefield, blasting mines as it goes. It willproceed to blow away other defenses, andthen will atomize the colony. The auto­mated function is less suited for ship-to-shipconflict. There it will approach the enemyfleet and stop at long range to blast away. Atthis range, pulse weapons are very weak,most energy weapons can't reach at all, andwhile missiles don't lose effectiveness withrange, they reload slowly. Your best optionis to take command and tell your fleet to

47

nament release, the games were close. Ihave won with the Germans twice againstpeople who thought the Americans couldn'tlose by staying and fighting. Of the ten sce­narios we did for the '96 ASL Open, thisone was the most difficult one to fine tune.I think we were successful, which makes allthe work worthwhile. Due to the replayabil­ity of the fall-back defense, "AbandonShip!" should be a tournament favorite foryears to come. Personally, I would like tosee more scenarios like this-where thedefender has to do more than set up cor­rectly, and where both the defender andattacker must move to the point of contact.

*shorten the range. Once there, you can re­engage the automatic function. Of course,variations in fleet composition andweaponry will require you to alter your tac­tics with the situation.

If you are defending a colony with nofleet in orbit, there is little you can do, otherthan watch your defenses do their best.Fighter bases are ideal for this job. A fully­built fighter base has three squadrons of thebest fighter of each researched type (light,medium and heavy). A partially built fighterbase will have proportionally fewer fight­ers, though always at least one squadron ofeach type.

By following these suggestions, youwill be in a defensible position from whichyou can experiment, discover and learn onyour own. Remember, this is PAX IMPERIA,

the enforced peace. The best generals willbe around to enforce the peace and becomethe rulers. *

PAX IMPERIA: Eminent Domainby THQ Inc.

System Requirements:486DX4 100MHz, 2x CD-ROM drive, 16 MBRAM, Win95, Win95 compatible sound card andmouse. Pentium 133 MHz, 6x CD-ROM drive orbetter recommended.

GGe MentalChallenge

~LtJ~ AI Ability

0 00 Realism.,.,., Excitement

~~41>~ Artistic Appeal

0000 Replayability

Rating icons range from one (wretched or ten yearsbehind the state of the industry) to five (top 10% ofindustry). Four is good, three is passable (middleof the road for the industry) and two is not great(bottom third).

48

Compiled by Marcus Watney

UP FRONTTournament Rules

T he purpose of these rules is to generate atournament which: 1) does not rely on anendless repetition of the Meeting of

Patrols scenario, 2) rewards those able and will­ing to playa wide variety of nations, and 3) hasboth historical and statistical validity.

The tournament is divided into two stages.First, a series of preliminary eliminationrounds is played to reduce the field to fourfinalists. In the second stage, each finalist playseach of the other three once, accumulating vic­tory points from one game to the next. Thewinner of the tournament is the most successfulfinalist after these three games.

PRELIMINARY ROUNDSConduct elimination matches. Players bid

secretly on paper for the advantage of any avail­able byes: successful bids are deducted from theplayer's final victory points (should he reach thefmals). Scenarios are generated as follows foreach pair of players independently.

1) Determine Complexity: Players bidsecretly on paper to play UP FRONT alone, UPFRONT + BANZAI, or UP FRONT + BANZAI +DESERT WAR. The less complex bid wins. Tiesare resolved randomly.

2) Determine Roles: The player who lost thecomplexity bid now states whether he will beattacker or defender.

3) Determine Scenario: Players bid secretlyon paper for the scenario to be played. Any sce­nario involving an attacker and defender may beselected (any scenario from either rulebookexcept A, B, I, J, M and N). Scenarios a to Xmay only be bid if BANZAI (with or withoutDESERT WAR) is to be played. The earlier letterof the alphabet bid wins. Ties are resolved ran­domly. Squad composition is as defined in thecharts at the end of DESERT WAR.

4) Determine Nations: The Player who lostthe scenario choice has first choice of nation.His opponent chooses any nation of the oppos­ing alliance. Possible choices will be restrictedby the complexity already determined. Play nowcommences.

LEAGUE OF FINALISTSOnce the field has been reduced to four fmal­

ists, the system changes. Each finalist plays eachother finalist once in games of "501 City-Fight­in-Four," as published in The GENERAL, Vol­ume 26, Number 5. The winner of the tourna­ment is the finalist who breaks the most squads.If two or more players break the same number ofsquads, the winner is the player who has accruedthe most victory points over the three games.

Scenario generation in the fmals is designedto ensure that the tournament will have a variedending each year. At the beginning of eachgame, players pair off so that it is clear who isabout to play whom. Then each of the four play­ers consults the list of battles below and bids

secretly on paper for the right to choose thenation he will play for that game only. The cur­rency of the bid is the number of victory pointsthat player is willing to forfeit for that right. Thebids are then revealed.

The player who has bid the most chooseswhich of the four available nations he will playand deducts his bid from his current score of vic­tory points. Ties are resolved randomly. Thenext highest bidder does likewise, and so on. Nomore than two battles can be chosen as a resultof nation choice. It is possible that the nations ofthe third and fourth highest bidders will havebeen determined unambiguously, in which caseno further bids are necessary. Victory points bidare deducted from a finalist only if that playergets a choice. If there is no longer any choice ofnation, no victory points are lost by the player.

Players now purchase their units. Playersshould aim to do this in thirty minutes, thoughthere is no formal penalty for overrunning thetime limit. Players must note the date of thebattle and abide by any equipment limitationsthis may cause. In addition, some battlesinvolve mandatory battle definitions whichmust be followed.

RESTRICTIONSFollow the special rules and costs described

in the "501 City-Fight-in-Four." Additionally,jungle, desert and night are never encountered.Although different troop types may be selected(unless restricted by battle defmition), partisansmay not be (except in the battles where they aremandatory). In all squads, the SL must appear atstart. Rule 46.4 affects all nations, and includesMMGs. Flamethrowers may not be selected inthe first game. Anti-tank rifles may not beselected in the third game. The cost of a demoli­tion charge is reduced to two-thirds of the costof that nation's flamethrower (US 48 2/3, Ger­many and Britain 48, Japan 36 2/3, USSR 32,France 22 2/3, Italy 20). Minefields may be pur­chased for the same price as a flamethrower, butonly by the player in that game with the cheaperflamethrower. Spare personality cards may onlybe used if they have printed PT costs (exception:Partisans). Partisans may ambush (37.5) frombuildings. A surrendered group (50.41) is alsorelieved by an adjacent Italian AFV or pillbox atthe same range chit. Random reinforcements (48and 53) may not be purchased. Players shouldnote the very real difference between doublesniper capability (43.6) and dual sniper capabil­ity (48.4). Multiple snipers may be purchased,but each extra sniper costs five points more thanthe previous one purchased. In the two battleswhere it is allocated, a pillbox may contain anIG (counting as three personalities), cannot becaptured (20.8), and once discarded becomes acower card. An IG in a pillbox uses its unboxeddefense values against all attacks. The Axisalways sets up and moves first.

If elite troops are selected, purchase pointsavailable are reduced to 435.6. If second linetroops are selected, purchase points availablerise to 589.4. If partisans are involved, that play­er's purchase points are 527.3.

LIST OF BATILESIt is the Italian or Australian/Canadian

player (indicated with asterisk) from theprevious pair of games who selects whichalternative group of battles will be used forthe succeeding pair of games.

First Game Battles:NATIONS: Germany, France, Italy', BritainSedan: Germany vs. France, 14 May 1940, mandatory

German AFV at start or as a reinforcement, French are allo­cated a "-3" BuiIding in their initial hand.

Briancon: France vs. Italy, 21 June 1940, no specialrestrictions.

Sidi Barrani: Italy vs. Britain, to Decemher 1940, Italianminefields ignore 24.6, Italian Groups A to D start in "-2"Buildings.

Arras: Britain vs. Germany, 21 May 1940, mandatoryBritish AFV at start or as a reinforcement, no minefields.

Second Game, Alternative One:NATIONS: Germany, USSR, Italy', USAStalingrad: Germany vs. USSR, October 1942, no special

restrictions.Rostov: USSR vs. Italy, July 1942, Soviets are conscripts,

Italians use German radio cards, no minefields.Gela: Italy vs. USA, to July 1943, the pillbox is placed on

Italian Group B, Italians are allocated both Stream cards intheir initial hand, Italian minefields ignore 24.6.

Kasserine: USA vs. Germany, 18 February 1943,mandatory German AFV at start, no minefields, Americansare green.

Second Game, Alternative Two:NATIONS: Germany, USSR/China, Japan, Australia!

Canada*Kanev: Germany vs. Soviet Partisans, 27 September

1943, no minefields (except 37.6), no Soviet radios orflamethrowers.

Taiyuan: Chinese Communist Partisans vs. Japan, 1943,use Soviet paltisan cards for CCP, no minefields (except37.6), no CCP radio or flamethrower.

Buna: Japan vs. Australia, January 1943, Australians useBritish cards but German rules, no AFVs, adjust all BuildingTEMs by "+1," Australians may not use 44.3 but may use 37.2(hushcraft) and 20.9 (elan) and receive a half-price demolitioncharge, the pillbox is placed on Japanese Group B, no mine­fields but Japanese may use 37.6 free.

Dieppe: Canada vs. Germany, 19 August 1942, Canadiansuse British cards and rules, Canadian Groups A to C start onwall and wire cards (sea wall), no minefieJds, no CanadianAFV nor use of 44.3 but a Canadian Radio 7 is treated as aRadio 8 and Canadians can use any radio card (shorebombardment).

Third Game, Alternative One:NATIONS: Germany, France, Japan, BritainParis: Germany vs. French Partisans (FFI), August 1944,

no radios, no AFVs, no minefields (except 37.6), French areallocated a "-3" Building and a wire card in their initial hand.

HallOi: France vs. Japan, 9 March 1945, no French radioor flamethrower, French are allocated a "-2" Building in theirinitial hand.

Kohima: Japan vs. Britain, 7 April 1944, no JapaneseAFV, adjust all Building TEMs by "+1," no minefields.

Arnhem: Britain vs. Germany, l7 September 1944, Britishare airborne, Germans are SS, no British AFV, no Britishradio, no minefields.

Third Game, Alternative Two:NATIONS: Germany, USSR, Japan, USABerlin: Germany vs. USSR, 28 ApriI 1945, Germans are

volksgrenadiers, no minefields.Harbin: USSR vs. Japan, 18 August 1945, no special

restrictions.Manila: Japan vs. USA, February 1945, Americans are

US Army.Bastogne: USA vs. Germany, 20 December 1944, Amer­

icans are paratroops, no minefields.

*

49

SERIES REPLAY

HISTORY OF THE WORLDPLAYERS: Ken Good, Bruce Monnin, Jeff MulletJason O'Donnell, Bruce Reiff and Mike StanleyNEUTRAL COMMENTARY: George "Bud" Sauer

Bud's Basement Wargamers, a division ofCABS, the Columbus Area BoardgamersSociety gathered to play this game in a

competitive environment (keeping each turn toan hour or less, including time for record-keep­ing). Standard forms were created and usedthroughout the game. This helped speed alongthe recording of information. When one playerwas taking his turn, it was the job of the playerto his right to record the information. Thecommentary reflects an observer's perspective,sprinkled with on-the-spot and afteractioninterviews and analysis. In short, we bring you adocumentary journalist's perspective onHISTORY OF THE WORLD (HWD).

RULES USEDThis playing of the game followed the rules

implemented in the computer game, but wasplayed at a board. The rules modifications are asfollows:• Sumeria is now a full empire, shuffled into

Epoch I (we used seven cards from a pokerdeck for the empire pass phase). Sumeria isCard 1 of Epoch 1.

• Incas/Aztecs can play their tokens from eithercapital.

• The Trade Bonus event card is instead a CivilService card.

• There are no fleet stacking restrictions (exceptthat ocean stacking remains limited to twofleets per player).

• Preservation of Culture and Fortresses rulesare in effect.

THE PLAYERSMuch of this cast of characters was last seen

in the AGE OF RENAISSANCE series replayappearing in volume 31, number 4.

Bruce Monnin, Editor of the Boardgamer,should be familiar readers. He's a consummategarner. He plays mostly two-player wargamesthough, as you will find him not far from theWAR AT SEA room at Avaloncon. He came thefarthest for the game. His multi-player skills areunknown to the rest of the group. He has playedHWD mostly by mail. The fact that no oneknows what to expect from him will be to hisbenefit. Players will tend not to dump on him oranger him as easily as they would anyone else inthe group.

Bruce Reiff, an AvalonCon Hall-of-Famer,should also be known to many a reader. Multi­ple DIPLOMACY tournament victories and the1997 Iron Man Championship attest to his skills.He is a regular in the Basement and his motto of

"Life is just one big Diplomacy Game" is well­known. Bruce's style of diplomacy works wellin larger gatherings where no one is too familiarwith each other. Here in the Basement, Bruce'sstyle is well known; only one or two of theparticipants will fall for any of Bruce's tactics.

Ken Good will grumble the entire time butwill walk off with the victory if you let him. Heis a Basement regular and at the tables at Ori­gins, AvalonCon, CapCon and MichiCon. Hecan be a formidable opponent, but his distastefor pointing out the obvious is his Achilles heal.He would rather lose a game than argue an obvi­ous point.

Jason O'Donnell, an infrequent visitor tothe Basement, is strictly a multi-player diplo­matic type of gamer. His strength is withKREMLIN, CIVILIZATION and games in thatilk. Jason's style of play is directly opposed tothat of Bruce. A rift will surely occur betweenthese two players (we think that they bothskipped kindergarten).

Mike Stanley comes from the two-playerwargame crowd. His is not a frequent visitor tothe Basement and his style of play will be alittle unknown to a few of the other players. Hisdiplomatic skills will be put to the test. Hisinexperience with this game and his overalllack of face-to-face multi-player experiencemay hurt him. Mike is the oldest player in thegroup; everyone at the table drools over hisgame collection. He probably owns everywargame ever produced (engendering muchkindness from those in the group hoping to benamed in his will).

Jeff Mullet will sit back quietly and carefullyobserve everyone's mannerisms and style ofplay. Then he will pounce. He is a great pokerplayer. This skill of bluffing and reading peoplealways gets him a leg up in any game played inthe Basement, where he has been gaming sinceits inception. He is strictly a multi-player politi­cal game player. Family obligations limit hisgaming opportunities and travel. Everyone inour group feels that he would sit atop any rank­ing at any tournament he attended.

There are no weak gaming links on thisboard, but some are inexperienced with thisgame. We can expect that nobody will make anybonehead plays. Players will get passed theempire they most deserve.

PRE-GAME COMMENTARYA pre-game poll was taken regarding the

expected order of finish. One would think thateveryone would vote for themselves in first

place. However, pre-game diplomacy was defi­nitely a factor in the voting. Reiff ferried Stan­ley and Monnin to Circleville from Columbus.The trip was filled with pre-game maneuveringby Reiff which became evident in the pre-gamepoll. Position points were given in reverse orderof the predicted position (first place garnered sixpoints, second five and so on). This yielded thefollowing tally:

Jeff Mullet 33Ken Good 23Bruce Reiff 20Bruce Monnin 17Mike Stanley 15Jason O'Donnell 14

Jeff Mullett, viewed as the favorite, believesthat it is a mistake to keep the big empires. Onemust avoid getting dumped upon late in thegame. Therefore, it is important to not be per­ceived as the leader. One can "recover from aearly bad position but rarely can one recoverfrom a late bad position."

Ken Good sees HWD as almost two gamesin one. One game is the distribution of theempires, while the other, the actual play of theempires is relatively simple. It is the cards, notthe dice, that determine the game. The beststrategy is to position oneself for the EpochVII card draw. At that time, one should beclose to the top in victory points and early inthe draw order. Keep your strength low as pos­sible. It may be hard to refuse the Romans,Persians or Arabs with only two or three otherpeople left to draw. However, rarely can onewin with one of these big empires. In thisgroup, you will never win.

Bruce Reiff's thoughts are similar to Ken's.You must be close on turn seven, but not at thetop, so as to not to be given the Americans, Ger­mans or Dutch. Bruce comments that "havingthe most points on turn seven, not turn five,makes you the winner." Many garners go for theshort term without regard for the long. Doingthis in this game will surely place you at the bot­tom of the pack. The Romans and Arabs aretempting traps. Taking these empires will mostlikely bring defeat.

Bruce Monnin expresses the above attitudesand also likes to "hide" some of his pieces inareas that are not easily accessible, hoping forthe big points over the long term, while passingup possible large short-term point grabs whichthen make you a target. See his article, "LiveLong and Prosper," in volume 31, number 5 ofThe GENERAL.

end of epoch I:@r¢¢n us¢d ei"il tkr"ie¢ to¢):t¢nd tb¢ Sum¢rians d¢¢p intoIndia. Blu¢ us¢d Blli¢s to proj¢ettb¢ Indus Vall¢y stat¢ intoCbina. Orang¢ nittit¢s r¢mo,,¢d R'

tb¢ )\1.inoan footbold in Bnatolia,wbil¢ tb¢ Babylonians sae~¢d .--..Sum¢r. Cb¢ Cbims¢ built a fort. ,."Cb¢ Bryans sae~¢d part of tb¢ ""-"om'''''Indus Vall¢y. Brrows sbow€poeb II ¢):pansion patbs ofBssyria, tb¢ Cbou, and tb¢ V¢die'tSr""s,'I'!"and @m~ City Stat¢s.

"/

end of @epoch II~.· .

Seytbian ";"-purpl¢migrat¢d toc\¢ar ar¢as in«l¢st¢rn€urop¢. R,¢dp¢rsia¢):pand¢d farand wid¢,adopting p¢ae¢towards mostof tb¢ Cigris"all¢y. €poebIII startswitb tb¢ Cdts,tb¢ )\1.auryansand tb¢ nanDynasty.

Each map shows the situation at the end of anepoch or after the third or fourth player's turnof an epoch. The arrows on the maps indicateexpansion paths of empires moving immedi­ately after the moment depicted by the armiesshown on the map.

Middle of epoch II:p¢stil¢ne¢ allow¢d @r¢m to seor¢ an¢):tra point in tb¢ )\1.iddk Cigris, as tb¢Bssyrians mo,,¢d to dominat¢ tb¢)\1.iddl¢ east and r¢aeb¢d egypt.

Blu¢ us¢d tb¢ Cbou to domi­nat¢ Cbina and to r¢-¢stablisb dom­

inane¢ in India.Orang¢

sprung tb¢ J¢wisbR¢"olt, butwitbout suee¢ss.nis V¢die CityStat¢s mareb to¢eaptur¢ bisonum¢nt, domi-

nating tb¢ )\1.iddkeast along tb¢

ay.Blae~ alli¢d

bomieia witb tb¢r¢¢~s.

Brrows sbow¢):pansion

atbs of tb¢eytbians and tb¢

"""""'IIcJ¢rsians.

Middle of epoch III:Che @ods of @rccn inflicted disaster upon the persian capital. Bshort-li"ed @rcen rebellion in the C.Indus was o"errun by theBan Dynasty. Babylon recei"ed fortifications. B Blue kingdomand minor empire appeared in Iberia and the Bmericas.

Brrows show the Bsiung- Nu, Romans and Sassanids.

end of epoch III:Red Bordes of Bsiung- Nu crashed through the @reat «Iall,not stopping until they reached the @anges. Creachery ga"eRome a foothold in the Middle east but Julius Caesar diedyoung in the Bindu Kush. Che Black-clad Roman legionsdominated China. Bowe"er, purple inspired strife. leading to asuccessful ci"il war. followed by fort-building.

epoch IV begins with the expansion of the @uptas.@oths and Buns. but no Byzantines.

52

EPOCH II DISTRIBUTIONGood/Orange (4 SPs/12 VPs) decides to

keep the Vedics. This goes early in the tum,keeps his strength low, and gives him India.

Reiff/Green (4 SPs/I0 VPs) draws theAssyrians and decides to move first to try to clearout the Middle East.

StanleylBlue (4 SPs/9 VPs) passes theScythians to Monnin, not helping the Purplecause.

Mullet/Red (4 SPs/6 VPs) draws the Per­sians with the fourth draw. Despite the high SPvalue which next tum will cause him to drawlast, Jeff decides that the Persians are too tempt­ing to pass. His goal will be to score high and totry to pick off others presence.

MonninlPurple (4 SPs/4 VPs) passes theGreek City States to O'Donnell.

O'DonnelllBlack (5 SPs/3 VPs) must passthe Chou Dynasty to Stanley.

EPOCH II PLAYReiff/Green: Pestilence in M. Tigris kills Green

in M. Tigris (Capital unaffected). Assyria:U. Tigris (Orange retreats to Zagros), M. Tigris(Capital reduced), L. Tigris, L. Tigris (Citydestroyed), Levant, Palestine, Nile Delta, NileDelta. +16=26 VPs. Reiff plays Pestilence in .the Middle Tigris causing a loss there andnowhere else. Bruce attacks to dominate theMiddle East and reclaim his monument to max­imize his points.

StanleylBlue: Chou Dynasty: Wei R,Szechuan, Irawaddy, Ganges D., Ganges V.,E.Deccan. +13=22 VPs. Mike wants to domi­nate China and India to build a lasting impres­sion on history.

Indus, Hindu Kush, Turanian Plains, PersianPlateau, Tarim Basin; Monument in L, Indus.+9 VPs. Stanley plays Allies, dominates India,and drives into Tarim Basin to score a monu­ment and China presence.

Good/Orange: Hittites: E. Anatolia, W. Anato­Iia, Balkans. Babylonia: M. Tigris, L. Tigris,Zagros, Persian Salt Desert, U. Tigris, Levant;Monument in M. Tigris. +12 VPs. Good usesthe Hittites to drive the Minoans from the Mid­dle East (he does not try for a Hittite monu­ment, as this would get in the path ofBabylon).Babylon expands into the Balkans for presencenext turn. Then, Ken plays Allies to assist theBabylonians. Great opening, but vulnerable inthe near future; very aggressive with the cardplay on turn one.

MonninlPurple: Shang Dynasty: Yellow R,Great Plain, Wei R, Fort in Yellow R. +4 VPs.

O'Donnell/Black: Plague kills Blue in HinduKush. Aryans: Turanian Plain, Hindu Kush,L. Indus, L.Indus, Persian Salt Desert. +3 VPs.Jason drives into India, takes the city and goesfor the Middle East, but loses.

This was a standard first turn. No one wins orloses the game on the first turn. O'Donnell isbehind the eight ball already, having the lastdraw for next tum.

StanleylBlue: Indus Valleywith Allies: L.Indus (Greenretreats to W.Deccan), Upper

EPOCH I PLAY

Stanley is the most happy with his hand.Good and Monnin also feel that they received adecent set of cards. The other three players feelthat their cards are not up to par. Again, O'Don­nell comments that a bad set of cards is surelynot going to drive you out of the game, but agood set can really enhance your chances. Thebest card, Jihad, did not make it into the game.Others missing from play are Fujiwara, N.Amer­ican Migrants, Fanaticism, Treachery, EmpireRevives, Population Explosion, Barbarians andDisaster.

EPOCH I DISTRIBUTIONThe dice roll determines the order of the

empire draw on the first turn.Reiff decides to keep Sumeria. For one, it is

not a 5 SP empire, which would make him drawlate in the next epoch. He hopes to hide with theSumerians and not get in anyone's way.

Stanley passes the Minoans to Mullet. Mikedoes not like the starting location of theMinoans, however by passing up this 4 SPempire, he is risking receipt of a 5 SP empire anda late draw next epoch.

Good passes the Aryans to Jason (the nextin line to pick). This is the worst card in firstepoch (scoring little and guaranteeing last picknext turn).

O'Donnell passes the Shang Dynasty to Mon­nin. He chooses not to give this good card to Kenbecause Ken dumped a card on him.

Monnin passes Babylon to Good.Mullet passes Indus Valley to Stanley. Stan­

ley gets lucky and does not get the 5 SP Egyptcard that remains undistributed.

Bruce Monnin(~

JapanHighlands K.LeaderCivil WarEmpires ReviveNaval SupremacyCivil ServiceFamineDisaster

Mike Stanley(blue)MayansS. Iberia K.LeaderElite TroopsTreacherySurprise AttackAlliesBarbariansDisaster (on Coast)

Bruce Reiff(green)SafavidsSub-Saharan Migr.FanatismCivil WarRebellionSurprise AttackCivil ServicePestilenceDisaster (in Mtns.)

Mike Stanley's pre-game thoughts differ lit­tle as well. "It is very obvious that one shouldnot pass an early-moving empire to a person thatjust had a late-moving one in the prior epoch."

Jason O'Donnell shares a similar perspec­tive, but also feels that luck of the draw is amajor element as well.

The basic strategic perspective shared by theplayers of the game can be summarized asfollows:

• Keep accumulated SPs low to enable an earlypick.

• Dump weak, late-moving empires on theleader.

• Maximize points scored, but do not be per­ceived as the leader. This is best done early inthe game with medium-sized empires andestablishment of presence in obscure comersof Areas.

• Try to drive out a player on the ropes. Thisfrees up someone to safely hand strongempires to that player.

• While attacking, try to remove other players'presence in areas.

• When equal points can be earned, pound theperceived leaders.

• When equal points can be earned and theleaders cannot be attacked, attack the personin the worst position.

At some point in the game, a player may havelittle chance for victory. This is where our groupdiverges in thought. Some feel that such playersshould always attack the leader. Others feel that itis fine to attack others so as to not end up in lastplace. Play in the Basement tends towards the for­mer. However, these players will play differentlyat conventions where more players than the win­ner may advance or earn prizes. When you are inthird with no hope for first but a shot at second,do you concede the victory and attack the second­place person? This is distasteful for the player insecond who may have a shot at victory. You mayearn an enemy for a long time, but it is a very bigpart of playing at conventions.

In the play summaries below, underlinedareas are defeated attacks. On the figures, num­

.-----------------------------, bers on squares coincide withEVENT CARD DRAW Epoch number of piece.

Jeff Mullet Ken Good Jason O'Donnell Reiff/Green: Sumerians with(playing red) (orange) (black) Civil Service: L. Tigris, Zagros,Anglo-Saxons Hittites Phoenicia Persian Salt Desert, L. Indus, W.Upper Nile K. Malay Pen. K. Gold Coast K. Deccan, E. Ghats, Monument inWeaponry Weaponry Leader L. Tigris. +10 VPs. Reiff playsCrusade Jewish Revolt Elite Troops Civil Service to increase hisEmpires Fortify Rebellion Treachery builds and then drives into IndiaPirates Empire Fortifies Siegecraft behind the forest wall to hide inEngineering Allies Ship Building Western Deccan and EasternBarbarians Black Death Plague Ghats. Great opening.Naval Disaster Disaster Disaster (in Mtns.) Egypt is not in play.

Mullet/Red: Minoans: Crete,E. Mediterranean, Nile Delta,W. Anatolia. +6 VPs. Mulletmoves into the area vacant dueto the absence of Egypt. Hescores Middle East points inWestern Anatolia, hoping tosurvive expansion by laterempires.

Good/Orange: Jewish Revolt fails. VedicCity States: U. Indus (Blue unable toretreat-killed); L. Indus (City destroyed),Ganges V., Persian Salt D., Zagros (priorOrange removed), M. Tigris (Citydestroyed). Monument in U. Indus. +21=33VPs. Ken dominates India and then drivesinto the Middle East (where the failure of theJewish Revolt forces him to kill himself inZagros to seize Middle Tigris and dominatethe Middle East. Ken's occupation of South­ern Europe last turn pays off.

O'DonnelllBlack: Phoenicia: Levant (Greenretreats to U. Tigris), E. Med., W. Med. GreekCity States: Morea, Black Sea, S. Iberia, Crete,Crete, Crete, Libya, Nile Delta, Nubia, Monu­ment in Morea. +23=26 VPs. The Greeks andPhoenicians cooperate nicely. Jason takes theresistant Crete and then lands in North Africafor domination. This was a good turn for Jason,but his high SPs will continue to haunt him.

MonninIPurple: Scythians: Caucasus, Dnieper,C. Europe, N. Gaul, Albion, C. Massif, E. Ana­tolia, Monument in Albion. +8=12 VPs. Mon­nin drives west, fearing the Persians and hop­ing for points in the long term.

Carthaginia is not in play.MulleURed: Barbarians: Tarim Basin, Hindu

Kush, U. Indus (Capital reduced), GangesVally. Naval Disaster: E. Med. (also removesunsupported Black Sea). Persians: PersianPlateau, Hindu Kush, U. Indus (Citydestroyed), Turanian Plain, Tarim Basin,Zagros, E. Anatolia, E. Anatolia, E. Anatolia(Capital reduced), E. Med., Shatts Plateau, L.Indus, L. Tigris, Morea (Capital reduced), W.Anatolia, Monument in Persian Plateau.+26=32 VPs. Jeff goes all out with events thistum, as he plays Barbarians out of Tibet andNaval disaster in the Eastern Mediterranean(doubly effective-nice play). Jeff expandseverywhere hoping to garner large points forthis turn and hoping to have enough left toscore many presences in the future. [Editor'sNote: Mullet in his haste to maximize pointsleaves quite a scattering of enemy armies in theMiddle East and India. I prefer clearing a fewenemy presences at this point in the game.Those single tokens can earn a decent numberof points if left alive too long-whereas thosePersian units in the Mediterranean are likely tobe sacked by Rome next tum, if not earlier byMacedonia. I see no need to be merciful toOrange, who is leading and will draw first inEpoch Ill.-SKT]

EPOCH III DISTRIBUTIONGood/Orange (10 SPs/33 VPs) draws the

Hsuing-Nu and passes it to Jeff. This placesJeff s move late in the tum. Perhaps some of hisunits can be picked off by then to reduce hisscore.

\ StanleylBlue (10 SPs/22 VPs) draws Mau-rya and keeps it. Eventually Mike needs to getinto western areas, but for now China and Indiascore big points.

MonninIPurple (11 SPs/12 VPs) draws theRomans, always a tempting card. However, itshigh SP will keep you drawing very late into theendgame, hurting you more than it helps. Brucepasses the Romans to Jason, who will stumbleover his own prior empires.

Reiff/Green (12 SPs/26 VPs) draws theCelts. He keeps it in order to play early in theturn and to keep his SPs low for the endgame.

O'DonnelllBlack (14 SPs/26 VPs) drawsthe Han Dynasty and must pass. Jason gives it toGood, who is delighted.

MulleURed draws the Sassinids and mustpass them to Monnin. Bruce graciously accepts,despite being stuck with yet another low-scoringempire.

EPOCH III PLAYReiff/Green: Disaster in Persian Plateau (Mon­

ument destroyed, Capital reduced). Rebellionin L.Indus succeeds. Celts: C. Europe (Purpleretreats to N. Gaul), Dalmatia, Baltic Seaboard,Scandinavia, N. Eur. Plain, E. Steppe, Wei R.,Tarim Basin. +17=43 VPs. Bruce runs andhides in Scandinavia. He knows that the Mace­donians and Romans are coming and he triesto find places where he will be out of the waybut still score. The failures to get into Chinaare a setback. At this point Bruce feels thegame is beginning to slip from his grasp. "Iprobably should have stayed in Europe. "

Macedonia is not in play.Stanley/Blue: Mayans: Central America,

Guyana. Kingdom in S. Iberia (Black unableto retreat; unsupported W. Med. fleetremoved also). Maurya: Ganges Delta (Blueretreats to Irrawaddy), Malay Pen., Mekong,Si-Kyang, Ganges V., U.Indus, L. Indus, Per­sian Salt Des., Persian Salt Des., Hindu Kush.+30=52 VPs. "Run from the Huns," is Stan­ley's motto this turn.

Good/Orange: Empire Fortifies (Fortress inM.Tigris). Han Dynasty: Great Plain (Purpleretreats to Yellow R.), Chekiang, Si-Kyang, S.China Sea, Malay Pen., Ganges D. (Capitalreduced), Ganges V., Ganges V., U.Indus, L.Indus, L. Indus, E. Indies, Monument in GreatPlain of China. +30=63 VPs. Ken retracesmost of Mike's steps in reverse, to dominateIndia.

MulleURed: Kingdom in U.Nile. Hsiung-Nu:Mongolia, Great Plain (Capital reduced),Chekiang, Si-Kyang, Mekong, Malay Pen.,Ganges D. (City destroyed), Monument inChekiang. +32=64 VPs. Jeffbreaks through theGreat Wall with relative ease and goes on towin every battle on the way to India (doing con­siderably better than his historical counter­parts)!

O'Donnell/Black: Romans: Leader (Julius).Everyone is waiting to see how long he will getto use him. Jason has been known for earlydeaths for his leaders. Rome: S. Appenines, W.Med. Sea, E. Med. Sea, Treachery in E. Anato­lia (City destroyed), Zagros, Persian Plateau(City destroyed), Hindu Kush (and triples,killing Leader), Hindu Kush, U.Indus, U.Indus,Ganges V., Ganges D., Malay Pen., Malay Pen.,Mekong, Mekong, Si-Kyang, Chekiang, Pin­dus, Morea (City destroyed), Sumatra, GreatPlain of China (City destroyed), L. Indus, L.

S3

Tigris, Wei R. (Capital Reduced), Monumentsin S. Appenines and Wei River. +49=75 VPS.Jason holds true to form; Julius drops early inthe turn. "Forget about Mare Nostrum, Indiaand China are where the points are." Jasonknows that the Khmers are coming and needs tospread out and hope. Jason sans Julius still con­quers the world.

MonninIPurple: Civil War: S. Appenines(Capital reduced), Wei River (City destroyed),Chekiang. Empires Fortify: Forts in C. Mas­sif, Wei R., S. Appenines, Albion. Sassanids:Zagros (Black retreats to E. Anatolia), PersianSalt D., L. Indus, U. Indus, Hindu Kush, U.Tigris, U. Tigris (Capital reduced), L. Tigris,Forrin Zagros, Monument in Zagros. +38=50VPs. Going after the Romans has its benefits,as illustrated by the effective use of Civil Warto dominate important Lands beyond the reachof the Sassanids. Monnin manages to capture asignificant portion of the world's monumentsand then fortifies them. His position is good.He hopes to avoid the Goths next turn. Bruce isloving life at this time.

EPOCH IV DISTRIBUTIONStanleylBlue (20 SPs/52 VPs) passes the

Arabs to Reiff. Mike wants his strength lowenough to draw early next turn.

MonninlPurple (20 SPs/50 VPs) draws theKhmers and passes to O'Donnell (who groans atthe ease with which the decision was made).Always give the Khmers to the Romans.

Reiff/Green (20 SPs/43 VPs) draws theHuns and dumps them on Stanley for passinghim a card and because Blue can do the leastdamage with them.

Good/Orange (22 SPs/63 VPs) draws theT' ang Dynasty and passes it to Mullet. Kenwants to go earlier in the turn and Jeff shouldscore less with this empire than would Monnin.

MulleURed (26 SPs/64 VPs) draws the Gup­tas and passes to Good.

O'DonnelllBlack (39 SPs/75 VPs), suffer­ing from the lingering effects of the Romans,draws the Goths and must give them to Monnin.

EPOCH IV PLAYGood/Orange: Kingdom in Malay Peninsula

(Black retreats to Ganges D.). Rebellion in WeiRiver. Guptas: E. Deccan (Blue has no retreat),Bay of Bengal, Ganges V., U.Indus, L.Indus,Persian Salt D., Zagros (Capital reduced), Per­sian Plat., Monument in E. Deccan. +32=97VPs. Ken gets his wish to go early, goes fordoubling India, and drives into the Middle East.The Hittites in the Balkans are still scoring!

MonninIPurple: Kingdom in Highlands.Goths: Danubia, Dneiper, W.Steppe, Turan­ian P., Turanian P., Hindu Kush, U. Indus, L.Indus, Persian Plateau, C. Europe. +35=85VPs. Monnin goes to India to avoid theexpected arrival of the Byzantine Empire. Hewanted to go to Zagros to reclaim his monu­ment but losses didn't allow it. It looks asthough Purple will be the target next turn,although orange looks strong.

Middle of epocb IV:Orange rebellion on the «lei Ri"er failed. Blue00ds destroyed the monument in 0utpan capital.Che 0uptas, 00ths and nuns fought o"er thesame ground, leading to the nun-dominatedpositions shown. Brab "engeance is ne~t.

Mayans:Central America

end of epocb IV:Red Bnglo-8a~ons and Black 00ld Coast kingdomarri"ed. Che Cang failed to find a path to India. Chefanatical Brabs with surprise still ran into hea"yopposition. Brrows show epoch v expansion of theVikings, the noly Roman empire and the Chola.

Mayans:Central America

Middle of epoch V:Orange @ods inflicted disaster on 'Yangtse- Mayans: . iJKian. R.ed fortified far and wide. Blue Central America •Creachery captured «I.Deccan. Che Sung, SdjURCurRs and )\Ilongols finish up the 6poch. Guyana

---",..,.,,---,-J;'I

Vikings:W.lndies

end of epoch V:BlacR @ods inflicted disaster on Carim Basin, but theSung Dynasty failed miserably in the )\Ilalaypeninsula. SubSaharan migrants arri"ed. @recnSdjURS tacRled Blue holdings. Che )\Ilongols tOORad"antage of famine in Irrawady and great leadershipto control China and to dominate India &' S6 Bsia.

Mayans: ~

Central America~

Guyana

56

StanleylBlue: Disaster in E.Deccan (Monumentdestroyed, Capital reduced). Huns: W.Steppe(Purple retreats to Turanian P.), Turanian P.,Hindu Kush, Hindu Kush, U. Indus, L. Indus,L. Indus, Ganges V., Ganges D., Tarim B.,Tarim B., Tarim B., Tarim B., Persian Salt D.,Monument in Tarim B. +25=77 VPs. Mikestumbles his way through India, but finds theGreat Wall a tough barrier before breakingthrough to find a monument site.

Byzantines are not in play.MulletJRed: Anglo-Saxons: Baltic Seaboard

(Green retreats to C. Europe), N. Sea, Albion.T'ang Dynasty: Yangtse Kian, Wei R.,. WeiR., Tarim B., Tarim B., Chekiang, S. ChinaSea, Mekong, Turanian P., Turanian P., HinduKush. Monument in Yangtse Kian. +24=88VPs. Mullet gives up on the SE Asian path toIndia, only to meet with defeats in the Turan­ian Plain and Hindu Kush. "How can I win somuch one tum and lose so much the next?"

Reiff/Green: Arabs: Arabian Peninsula, RedSea, Fanaticism, Palestine, Levant, Levant(Capital reduced), U. Tigris (City destroyed),Surprise Attack (voiding Fortress) inM. Tigris, M. Tigris, M. Tigris, L. Tigris,L. Tigris, Zagros, Zagros, Zagros (Citydestroyed), Persian Salt D., L. Indus,L. Indus, U. Indus, Monument in ArabianPen. +29=73 VPs. Reiffdecides to use his mil­itary advantages to sweep through the monu­ments of the Middle East and then sack Blueterritory in India (revenge against Mike Stan­ley for passing the Arabs to him).

O'DonnelllBlack: Kingdom in Gold Coast.Khmers: Mekong (Black retreats to Si­Kyang), S.China Sea, S.China Sea, MalayPen., Malay Peninsula. +28=103 VPs. Jasonloses more than half of his force. "What elsecould I have done?" At least the remnants ofthe Roman Empire still score a good numberofpoints.

NEUTRAL COMMENTARYEpoch IV is often a turning point. Players at

this point can see the end and have a feel as towhether they are in the game or not. BruceReiff feels that the game is out of reach forhim, given his high strength. He feels that theArabs should have gone to Bruce Monnin toelevate his SPs (to hurt him going into the

SCORE

at end of Epoch V

Place Name VP Strength

1 Jason O'Donnell 130 53

2 Bruce Monnin 127 50

3 Jeff Mullet 118 47

4 Ken Good 112 39

5 Mike Stanley 107 42

6 Bruce Reiff 102 50

ZQNC OF CONTROL willreturn in Volume 32, Number 3

endgame). Jason O'Donnell also feels the gameis out of reach for him at this time. Both ofthese players are going to need lucky draws toget back into the game.

With the replay recording consuming gametime, players were getting a little surly.Lunchtime allowed a quick poll, which fInds thatBruce Monnin is considered to be in fIrst place,with Ken Good and Jeff Mullet just behind him.With this game being conducted in one long ses­sion, the effects of fatigue, hopelessness and apa­thy may have an effect on the outcome.

II·····.'

EPOCH V DISTRIBUTIONGood/Orange (30 SPs/94 VPs) passes the

Mongols to Monnin, to drive up Bruce'sstrength for the endgame.

Monnin/Purple (30 SPs/85 VPs) passes theCholas to Stanley, because Mike is already inthe area and to keep him out of the west.

StanleylBlue (34 SPs177 VPs) draws theVikings and passes them to Ken Good.

MulletJRed (37 SPs/88 VPs) keeps the HolyRomans, because it is not the Mongols or theSeljuk Turks.

Reiff/Green (38 SPs/72 VPs) passes theSung Dynasty to Jason, hoping for an earlymoving empire.

O'DonnelllBlack (44 SPs/I03 VPs), theghost of Julius still haunting him, draws last andpasses the Seljuk Turks to Reiff (who had a 50­50 shot at the much better Franks-this just isn'this day).

EPOCH V PLAYFranks are not in play.Good/Orange: Disaster in Yangtse Kian

(Monument destroyed, Capital reduced).Vikings: Scandinavia (Green has noretreat), North Sea, Atlantic, W. Indies, W.Med. Sea, W. Med. Sea, Pindus, Pindus,Pindus. +18=112 VPs. Ken's long boatsreach Southern Europe, but fail in the effortto dominate it.

MulletJRed: Empires Fortify (Forts in ShattsPlateau, Chekiang and Tarim Basin). HolyRoman Empire: C. Europe (Greens retreat toDalmatia), Danubia, Danubia, Danubia,Balkans, Balkans, Pindus, Pindus, Morea,L. Rhine, Engineering to build Forts inC. Europe and Morea. +30=118 VPs. Jeffwent for Southern Europe, but heavy lossesprevented further expansion. [Editor's Note:This is excellent timing of the fort-buildingevent plays; the Crusade event at this juncturewouldn't hurt his key rivals and is best savedfor use in Epoch VI.-SKT]

Stanley/Blue: Chola: E. Ghats (Greenretreats to W. Deccan), Bay of Bengal,Treachery in W. Deccan, L. Indus, L.Indus,Persian Salt D., E. Deccan (City destroyed),Zagros, Monument in E. Ghats. +30=107VPs. Mike goes for the familiar, well-trod­den monuments. "Monuments to our pastdot the landscape. "

O'Donnell/Black: Disaster in Tarim B.(Monument and Fort destroyed). SungDynasty: Szechuan (Blue retreats toIrrawaddy), Yangtse-Kian (City destroyed),Chekiang, Chekiang, S.China Sea (doublesfleet), Malay Pen., Malay Pen., Malay Pen.,Malay Pen. +27=130 VPs. "I'm going forIndia and a Monument via Malay Penin­sula." Jason's .fixation with the MalaysianPeninsula brings him down. [Editor's Note:O'Donnell has little choice for his fInal fourarmies. The Tarim Basin path to India wouldbe defeated by a single loss. The MalayPeninsula has a triple benefit. It allows domi­nation of SE Asia, provides access to India,and is a second resource site-thereby mak­ing it more profitable than retaking the WeiRiver monument. These riches are welldefended, though by a Fort against a sea inva­sion. Jason could have swallowed his prideand sacked his own Khmer capital to improvehis attack odds, but with four armies in hishand, the odds seemed to be in his favoralready.-SKT]

Reiff/Green: Sub-Saharan Migrants in CongoBasin and S.Africa. Seljuk Turks: TuranianP. (Red retreats to Tarim B.), Hindu Kush,L.Indus, L.Indus, W.Deccan, E.Ghats (Capi­tal reduced), Ganges V., Ganges D., MalayPen. (City destroyed), Mekong, E.Deccan,E.Deccan. +30=102 VPs. Bruce tries to pun­ish Mike for his empire passing. ''I'm goingto try to punish Mike for ending my chancesin the game, while also scoring some points. "When China appears to be allusive, Brucereturns to finish the job in India, but his dicefail him.

MonninlPurple: Famine in Irrawaddy kills twoof three Blue armies. Mongols: Mongolia(Red has no retreat), Leader, Wei R.,Wei R.,Szechuan (Capital reduced), Irrawaddy,Ganges D., Ganges D., E. Deccan (unsup­ported Blue fleet destroyed), E. Ghats, W.Deccan, Ceylon, Tarim B., Malay Pen.,Mekong (Capital reduced), Si-Kyang,Chekiang (unsupported Black fleet destroyed),Great Plain, Yangtze-Kian, Yangtze-Kian,fails to reach Sea of Japan for [mal build, Mon­uments in Mekong and Szechuan. +42=127VPs. "I wish to attack Red, Blue and Black. "Bruce controls China, dominates India, andbuilds two Monuments. His use of the Leaderconcedes the fact that he may not draw a big­ger empire later in the game.

NEUTRAL COMMENTARYThe score are very close at this time. How­

ever, scores can be very deceptive in thisgame. Low strength points and the early carddraw position bring victory. Going into turnsix, Orange draws first but is in a shaky posi­tion on the board. Stanley, on the other hand,draws second and looks good. The Romancurse still keeps O'Donnell drawing last-nota good place to be on the sixth turn. BruceReiff is very annoyed. He believes that theVikings should not have been given to KenGood. Also, Bruce Monnin's passing of theCholas to Stanley improves Mike's chancestremendously.

End ofPart 1... to be continued in Volume 32, Number 3 *

58

Jim is a freelance writer who can bereached [email protected].

With the success of COMMAND AND

CONQUER and WARCRAFT 2, real­time strategy games have become

a viable genre in the computer field. Thenext generation of such games are now fill­ing store shelves. In this column, I turn theperiscope on four of the better ones-twofuturistic and two fantasy. Once thought ofas an offshoot of arcade or action games,real-times strategy epics now appeal muchmore to the strategist. All of these gamesare playable at relaxed pace-no fastreflexes or rapid firemouse clicks areneeded. To roundout this column Imention a turn­based strategy se­quel that is a sure betto appease any fanof armored units.

DARK REIGN fromActivision is a futur­istic strategy gamecomplete with a cou­ple of manageableresources: water (used for barter) andTaelon (used for power). A good variety ofunits may be built during each mission. Atypical tale of interstellar war, each side hasa different group of units, applying differ­ent tactics, making this a very replayablegame. Combat between The Imperium andFreedom Guarde takes place on a· distantplanet.

Combat is quick, but has several levelsof detail built into the interface. Unit routesmay be plotted with full sets of way pointsand even given some basic commands(defend, patrol, etc.). An even more uniquefeature allows to you set intelligence levelsfor the units. Independence, for example,can be set so that a low value will cause aunit to mainly stick to its programming,while a high value will often let the unitmake decisions to deviate from its plannedmove. Multi-player capability is a big plus(full support for direct play, modem and theInternet). A very well-designed scenario/

map editor is also included, allowing forplenty of new and original battles.

In a similar vein, TOTAL ANNIHILATION

from Cavedog pits two ancient enemies, theCore and the Arm against each other inwarfare taking place over the land, sea andair. Energy and metal are the two consum­abIes used by each army. Proper acquisitionor creation of both is a necessity. This gameshines in the varying types of units, num­bering well over a hundred (with moreavailable on their web site). Units rangefrom simple infantry robots, submarinesand scout planes to massive tanks, battle­

ships and bombers.Missions are var­

ied ranging from sim­ple "search anddestroy" to the cap­ture of certain unitsor sites. With a widevariety of terrainranging from oceanworlds to worlds oflava or metal, mis­sions are unique andcan be very intensewith vast amounts ofunits destroyed in

great battles. Graphics and sound effects aretop of the line, adding greatly to the overalleffect of the game. Wreckage litters the bat­tlefield and explosions can catch foliage onfire, turning sections of map into charredrubble and causing damage to units.

Control is a little more simplistic thanDARK REIGN, but the strategy element isintensified by actual 3D terrain. Hills makegreat sites for radar towers and defensiveweaponry, large cliffs can cut off the attack,and plateaus can make convenient stagingareas. Proper planning and care in develop­ing both construction facilities, offensiveunits and defensive positions makes strat­egy important and extremely varied. Withtwo 25-five mission campaigns, one fromeach side, and fantastic multi-player capa­bility over a network, modem or the Inter­net, this game will remain on your com­puter for quite a long time.

Switching to the fantasy realms,Bungie's MYTH: THE FALLEN LORDS takes

medieval fantasy battles to a new level.This tactical level game puts you in chargeof a small army attempting to defeat evilhordes. Game play takes place in a partiallyoverhead view with an adjustable "camera"allowing you to pan and see the battlefieldaround you. Unique to this style of game isthe ability to customize your attack forma­tion. From a Simple Box to Shallow Encir­clement, you can send your army towardsthe enemy in the best formation for victory.If need arises, you can change this on thefly, even to retreat. With a wide variety of3D terrain and various climatic effects, bat­tles are always different. Strategy mustchange for weather conditions (wind altersarrow flight and snow extinguishes explo­sive charges).

Drawing from a Tolkienish story lineMYTH: THE FALLEN LORDS has a wide varietyof fantastic creatures to control or face.Dwarves lay explosives, archers are great forsoftening enemy lines from a distance, andAvatars have unique magical capabilities.The enemies are typical to the fantasy realm.Undead creatures, giant spiders and evil wiz­ards oppose your troops and invade yourtowns. The solitaire campaign allows you toplaya multitude of battles and missions in anepic story to defeat the evil Fallen Lords. Awide variety of multi-player games are alsoincluded, playable over Internet. Anotherunique feature is the ability to save all gamesin a video format, allowing you to go backand examine your strategies and formationsfrom any camera angle.

Sierra is following the well-receivedmedieval strategy games LORD OF THE

REALMS 1 & 2 with LORDS OF MAGIC, a strat­egy game with real-time combat and turn­based rounds used for resource manage­ment and movement. Elements of role­playing provide you with a starting charac­ter for which ability and religion deter­mines class (Warrior, Thief or Mage).Resource management is accomplished bygathering followers due to your fame. Pur­chases are made with gold, crystals and ale.The base of operations is your capital,where you gather troops and can build

various units ranging from cavalry andknights to Storm Giants.

With resource management and move­ment in a turn-based system, you can pon­der strategies and figure out where to gonext. When enemy units are encountered,the game shifts to a tactical real-time bat­tlefield where units may be assigned tomove and attack various opponents. Com­bat is relatively simple and fast, but strate­gies abound especially when using magic.The overall goal is to explore the world,gather artifacts and resources, and beatback the other religions with the ultimategoal of beating Death itself. Multi-playeroptions are included (over modem or theInternet) with each player taking a religion.

( COMING JATTRACTIONS~~~.

GALAXY: THE ARENAThe warm reception for TITAN: THE

ARENA (ITA) dictated a sequel almostbefore the curtains closed on its debut atlast year's AvalonCon. I was not surprisedwhen orders came down to prepare anothergame with a change of venue from fantasyto science fiction. Being a trekkie of longstanding, this was a welcome assignment,but I was determined to do more than justchange the theme and the art.

Although the megabucks required byParamount ruled out a Star Trek license, Inonetheless continued with a design thatchanged the theme from wagering on gladi­atorial games to an intergalactic war of theworlds. The fantasy gladiators becamehumanoid races protecting their homeworlds with a fleet of ships varying inpower from zero to ten. Instantly, the gametook on more color for me, as I could visu~

alize the difference between a one-pointdrone and a ten-point dreadnought muchmore clearly than a Titan's kick or full nel­son.

With the strength cards thus transformedinto warship classes, it was a small leap of

Turning back to the modern world, SSIhas released STEEL PANTHERS 3, a turn­based wargamewhich expands upon therole of tanks as seen in the first two prod­ucts. Play can take place over almost theentire gamut of tank history from 1939until 1999. The scale has also beenchanged with platoon-sized units nowcovering the battlefield instead of individ­ual tanks. With a larger scale, much moreeffort goes into command and control withoptions such as air and artillery strikes tak­ing a major role in the game. The interfaceis similar to the previous incarnations, butnew features and units are in abundance.Combat is simple, taking place over a turnwith the normal movement, spotting, com­bat, air support, direct and indirect fire allplaying their parts.

Covering a 60-year time frame, thegame provides a huge assortment of equip­ment from 40 different countries. Sixhighly-different campaigns are included,ranging from the classic North African andRussian campaigns in World War II toVietnam and World War III. In a campaign,units may be purchased and repairedbetween battles. The battle generator canalso set up completely random scenarios. Afull function scenario editor can create yourown battles based on history or theory.

faith to give each ship type its own uniquepower to wield in the game in addition to itsnumerical strength. The zero "death blows"of ITA become doomsday devices invulner­able to attack. One-point cards becomereconnaissance drones affording peeks intoopposing hands, (twos become shuttles,threes transports, fours assault craft, fivesraiders, and six through ten become increas­ingly powerful warships capable of combat).

ITA's spectators are replaced by wildcard allies who activate a world's specialpower instead of nullifying it. This change,coupled with the powers of individual shipcards, yields a much more chaotic gamewith more player interaction and increasedchecks and balances for every conceivablestrategy.

Although the mechanics of play are sim­ilar, there are many subtle changes-andthe overall effect is a streamlined sequenceof play which is actually simpler than ITAin many respects. The permanent wagers ofITA have been replaced by "bases" whosevalue now fluctuate with the changing for­tunes of war as they suffer attacks and inva­sions while awaiting reinforcements fromtheir home worlds. Saving your big shipsfor the final rounds? If so, enemy raids mayreduce your bases to smoking ruins, even ifyour world does survive (raids allow you toreduce an opponent's holdings on your

59

Over 40 stand-alone scenarios and fullemail capabilities are included, allowinghours upon hours of glorious battle.

SONAR BLIPS: Talonsoft has releasedthe first game in its new CampaignSeries-EAsT FRONT, a platoon-levelwargame taking place in the USSR duringWorld War II. With the option of either 3Dunit graphics or standard wargame "coun­ters," this game sports an easy to use inter­face, individual battles and a completecampaign playable from either side. Sir­Tech has released their quirky game, VIRUS,

where you attempt to fight off a virusinvading your computer. A highly differentand extremely unusual game, it is a definitechange of pace. *world without harming the world itself).

ITA's secret bet evolved into a secretbase with an enhanced value because visi­ble bets/bases now fluctuate in value andbecause the garrison card with which youdeclare your secret base is returned to yourhand when you reveal it.

There is no discard phase. The only wayto rid your hand of dead cards is to playthem one at a time as your sole play of theturn. This is not as debilitating as you mightthink, however, since hand size varies inGALAXY and holding dead cards, therefore,does not sacrifice as many options as itdoes in ITA. Players draw only one cardper turn rather than filling their hand. Thatsimple change alters the dynamics of theworld powers drastically. For example, thedreaded Hydra's power, which allows playof a second card, becomes much less pow­erful as Earth's power in GALAXY. Everytime it is used, that player is playing twocards but can draw only one to replacethem. Conversely, the Titan's power isenhanced in GALAXY, because he increaseshis hand size and decreases his victim'severy time he takes an opponent's card.

Player interaction is further enhanced ineach round because the object is now morethan mere survival. Not only is one worldeliminated after every round, but one playerwith the strongest defense will receive a

60bonus in the form of increased value for abase. Now the blurred alliances of hiddenagendas are further obscured by thegreedy maneuvering not only to avoiddestruction, but to reap a bonus as wellafter every round.

One playtester describes GALAXY asTTA on steroids. It is an apt description. Ifyou liked TTA, I suspect you'll loveGALAXY. Despite the increased playerinteraction and chaotic feel, it is actuallysimpler in some respects and still plays inabout an hour.

-Don Greenwood

ATTACK OFTHE GIANT MONSTERS

F'rothomir, Lord of the Glaciers, wasfurious. His feet, each the size of a battle­ship, strode through the rubble and debristhat was once Chicago. He could see a lonearmy chopper in the distance, hovering likea mosquito debating whether or not to bite.He didn't care. F'rothomir had swatteddown dozens of those choppers, not to men­tion all the tanks.

When he came to the ruins of the SearsTower, his eyes narrowed angrily.Tomanagi the Sea Monster had beaten himto Chicago and destroyed everything! Nowthere was no Sears Tower to climb! No sub­urbs to smash! F'rothomir vowed to makeTomanagi pay...with his life!

Roaring a challenge that could be heardfor a thousand miles, F'rothomir began histrek to Mt. St. Helens, where he was sureTomanagi would meet him for one finalbattle.

The Avalon Hill Game Company willsoon unleash ATTACK OF THE GIANTMONSTERS. Paying homage to classic

• monster movies such as "King Kong" and"Godzilla," this game puts players incharge of defending-and destroying­America.

Up to four players may play, takingcharge of one of the US armed services:Army, Navy, Air Force and Marines.Deploying their units across the map, themilitary waits for the inevitable attack of thecolossal beasts, which can appear almostanywhere. The military is well-funded andcan absorb heavy losses from the monsters.However, as the monsters trample militarybases, the armed services' ability to defendthe United States dwindles.

Backing up the military are hundreds ofscientists and researchers working on waysto defeat the monsters. The services canresearch experimental weapons such asmolecular cannons, antimatter and fusioncells (to name just a few) in an effort to pro­tect the country. If extremely successful, aservice may be able to capture a monsterand ship it to Hollywood for a starring rolein the next major motion picture.

The same players also each control oneof six giant monsters. Each monster hasunique abilities and attributes. Some mon­sters are powerful in only certain areas ofthe country. Others are berserk attackers, orcan take tremendous amounts of damage.All monsters share one trait in common­they get bigger and stronger with every citythey eat. Small cities like Omaha mightonly boost a monster's strength a little,while every giant beast craves the motherof all US cities-New York.

The monsters have a variety of compet­ing goals and methods for increasing theirstrength. They are inexplicably drawn tonuclear radiation sites scattered across thecountry. Even the monsters are curiousabout what lies behind the doors of Area51. As the game continues, monstersmutate and change. The slow, ploddingmountain monster might just grow wingsand terrorize the skies. Each monster alsohas a personal travel itinerary, such ashanging on the arms of the Statue ofLiberty in New York.

As every fan of monster movies knows,there can be only one star of the show. AsAmerica crumbles under the footsteps ofthese creatures, the bravest monster willroar out a challenge to his foes. In an epicbattle, one monster will claim victory andwin the game.

Look for the ATTACK OF THE GIANTMONSTERS to rock the nation in earlysummer. It will be the biggest event sincecreation.

-lC. Connors

FOR THE PEOPLEFOR THE PEOPLE (FRP) uses the WE

THE PEOPLE (WTP) mechanic. Broadly,the game engine is the interaction of strat­egy cards that enable the forces to moveand other supporting game functions toevolve. In WTP, a strategy card allowed theplayer to place or remove political control(PC) markers, move forces, or bring in newforces. The PC markers represented thechanging political views of the populaceand the underlying guerrilla warfare thattook place between Patriot and Tory forces.

FRP uses this game engine in a modifiedform to reflect the different character of theAmerican Civil War. Here, the key variableis strategic will (SW). Strategic will is theability of a side (Union or Confederate) tocontinue to prosecute the war. It is the com­parison and changes of the two societies'strategic will that writes the history of agame. For example, historically Lincolnalmost lost the 1864 presidential election tocandidate McClellan (running on a demo­cratic peace platform-a card in the game).It was the fall of Atlanta to General Sher­man that turned around the election and

probably saved the Union. In the game, thistranslates into a rule that the Confederacywins an automatic victory if the Union'sSW is below 50 points at the conclusion ofthe Fall 1864 turn. In a recent playtest, theUnion SW stood at 48 points with just twounplayed cards remaining in the Fall 1864turn. With the last card, Sherman took andburned Atlanta for five SW points. TheUnion went on to win the campaign game.It is anecdotes like these that get me excitedabout one of my designs.

In comparison, the political events por­trayed in WTP generally added andremoved PC markers, whereas in FRP theseevents affect SW, such as the impact ofConfederate commerce raiders. One keyfactor that affects SW is the control ofstates. Here, PC markers fulfill the samerole as they did in WTP. PC markers denotethe areas that have been militarily pacifiedand the lines of communication that supportthe invading forces. When enough areas ofa State (usually Southern) have been paci­fied, the State becomes Union-controlled,making it easier to move (without generals)and reducing Southern SW (Confederatepresence in Northern States reduces UnionSW). The guerrilla war and Go mechanicsfrom WTP are not appropriate in this con­flict and were removed.

The military campaigns are reflectedthrough the movements of strength pointsled by the key 50 generals (Lee, Grant,Sherman, Jackson, etc.) who held high­level independent commands during thewar. Generals are rated for strategy and bat­tle, as in WTP, whereby the use of a strategycard as an operations card (OC) enables theplayer to move a general whose rating isless than or equal to the OC value. Conse­quently, Lee and Grant are ones, while But­ler is a three. One key addition is that eachgeneral also has a political value. A playermust pay a general's political value in SWpoints if he wants to remove him from com­mand of an army. Here you get to feel theanguish that Lincoln felt when he wanted toremove Banks from command (politicalvalue of ten). There are some strategy cardsthat portray crises or events that enable theplayer to replace these political generals atreduced or no SW cost (for example, thegreat Sioux uprising).

Battle is handled through a more tradi­tional combat results table (no battle cards),which more accurately reflects the charac­ter of Civil War combat. The battle systemis based on extensive operations researchwhich breaks many of the inaccurate per­ceptions held within the hobby. Battlesinvolve a variety of die-roll modifiers (thatbring in the capability of the generals, intel­ligence, naval support, forts, etc.) to affectthe outcome.

The last major component of the designis the interaction between the naval game,strategic will and the building of newforces. The Union has a fairly consistentreinforcement schedule, modified by vari­ous events (such as New York draft riots)and the capture of Washington. The Con­federate reinforcement schedule and SWlosses are tied to the naval blockade,amphibious operations (capture of keyports) and Union control of States. Thelevel of the naval blockade and amphibiousoperations is worked through the play ofevent cards and continually challenges theUnion player to trade off long-term benefitsagainst short-term military operations.

The game has a 13-turn campaign game,plus four, yearly, three-turn scenarios(1861, 1862, 1863 and 1864). The cam­paign game takes approximately five hoursto complete, while the yearly scenarios takeabout an hour to complete. One additionalfeature is that each scenario can be contin­ued and then concluded at the end of anylater yearly scenario. Hence, you can startthe 1861 scenario, which actually takesabout 30 minutes to complete, decide youwant to continue playing, and play to theend of the 1863 scenario using those vic­tory conditions. It is my hope that FRP both

No doubt due to the WW II subject matter, vol­ume 31, number 6 scored an overall rating of3.8, second best for the volume. Alan Apple­baum's BREAKOUT: NORMANDY article notonly was rated as the best article, but spurredmany a reader to pull out the game for play.

Beach by Beach 206KGP 7 The Bridge at Cheneux 200History of the World with Personality 127Panzer Leader Situation 31-6 91Adding the Operational Dimension 91ZOC 88The Gaming of History 85Stuck in the Turanian Plain Again 73Death in the Afternoon 48ASL Scenarios 48Exploding on the Screen 30Whispers 18Scoring Princess Ryan 18

The games recently played by the most respon­dents were ADVANCED SQUAD LEADER,HISTORY OF THE WORLD, UP FRONT,AFRIKA KORPS, BREAKOUT: NORMANDY,HANNIBAL: ROME VS. CARTHAGE and SET­TLERS OF CATAN. Russell McKinney (Bryon, IL)is the winner of the feedback drawing and winsa one-year subscription extension.

*****Supplies are running low for a number of gameswhich have been summarily dropped from ourcurrent price list. You may yet be able to get acopy directly from us, but act quickly. These are

meets the playability standards that peoplehave enjoyed from the WTP system and thehistorical standards people have for a gamewith a more significant portrayal of themilitary conflict.

-Mark Herman

rAe OPS '98It's almost zero hour and you have

planned well. Real-time imaging satelliteshave glimpsed the enemy and have shownyou a weakness in their right flank. Sud­denly, the night sky is filled with glowingcontrails from MLRS rockets winging totheir targets with electronic precision. Toyour left, dark green Apache helicopters areswooping up a wooded river valley belowenemy radar to deliver their payload ofdeath and destruction. Before you, a battal­ion of Abrams Battle Tanks move off theirstart line at 40 mph and immediately beginto acquire and fire upon enemy targets.Behind the tanks, mobile infantry in theirBradley fighting vehicles follow to mop upthe cut-off and confused enemy. Within 15minutes, another town has been liberated.Welcome to warfare in the 21st Century­it is hell for the enemy.

The Avalon Hill Game Company'supcoming TacOps '98 computer game is amajor new version of the game that PC

TheInfiltrator's

Report

being discontinued: CANDIDATE, LUFT­WAFFE, STOCK MARKET, STOCKS &BONDS, SUPERSTAR BASEBALL and THUN­DER AT CASSINO.

*****Contest #183 ("Hot Zone") was one of our morepopular contests in recent memory (I'm glad tosee its success wasn't tied to movie criticchoices). Several contestants noted that indeedmaximization of Arachnid point advantage isnot the same as maximization of Arachnid

61

Gamer called, " ... a helluva lot of fun toplay ..." and about which Strategy flussaid, "TacOps is simply an outstandingpiece of work; it's a polished product." TheMarine Corps has even gone as far as man­dating that the game can be used for trainingits officers in operational warfare. In addi­tion, TacOps has been authorized for train­ing by the armies of Canada and NewZealand. A game that has received this muchatt~ntion must be good, but now MarineCorps Major (Ret.) I. L. Holdridge andAvalon Hill have taken the game the nextstep with TacOps '98.

TacOps '98 keeps all of the features ofthe original in a completely rewritten gameengine which now includes a command postexercise (CPX) mode where two personsmay play against each other with a third per­son as referee. A more realistic map offersunlimited terrain elevations. This permitsreal world military contour maps to be usedas the background art for TacOps '98 battlemaps-in sizes up to 40 km by 40 km, a totalof 1600 square kilometers.

TacOps '98 will be available for IBMand Mac CD-ROM (with Mac vs. PC capa­bility) and will ship in the spring of 1998.

-Bill Levay

*chances of winning (lesson: read the contestwording carefully). Some errant entries wentawry by overlooking the line-of-sight ruleswhich prevent four of the five heavy weaponsfrom firing upon the Terran MI. If a hex is overhalf filled with rough terrain the entire hex isconsidered an LOS blockage (such as C8, butnot B13). Many of you who caught this aspectmade the mistake of trying to move the warriorinto E8 (not allowed, as the warrior doesn't havethree MPs to enter). Only two contestantsordered the 5-1 attack on the retrieval boatalone. Congratulations to Ken Whitesell (N.Linthicum, MD) and Kevin Reid (Bligh Park,New South Wales, Australia).

*****Contest #184 ("Sound Advice") asked contes­tants to identify the games associated withadvice quotes from past issues of TheGENERAL. We found this advice so excep­tional, that we only tried to hoodwink you once(number seven was made up with language fromASL and REPUBUC OF ROME). The otherquotes refer to the following games:

1. History of the World (29#1, p. 24)2. Turning Point: Stalingrad (27#1, p. 50)3. Blackbeard (27#6, p. 17)4. We The People (29#2, p. 7)5. Hitler's War (26#2, p. 45)6. Merchant of Venus (26#1, p. 45)8. Civil War (26#6, p. 45)9. Empire in Arms (27#2, p. 36)10. Battle of the Bulge '91 (27#5, p. 1).

62

. . . GMT was due to release their SPQR

GUIDE in February and expects end of winterreleases for SARATOGA, INVASION: SICILY andCAESAR IN GAUL. The latter, by Richard Berg, willfeature six battles (including one full-scale navalbattle). His Alesia module design is being target­ted for completion by summer 1999 ...Columbia Games plans to publish VICTORY (lookfor a name change if GMT has beat them to thisone), a block game with geomorphic maps, WWII technologies, ships and aircraft, all combinedin a fictional Red versus Blue format a laBLITZKRIEG . . . Ray Freeman has begunplaytesting on his second game, HEARTS AND

MINDS, a low complexity game on 1965-70 Viet­nam . . . Simulaciones Tacticas expects torelease their third in the series of Battles of the

Peninsular War, VITORIA, in 1998 ... Therelease of Game ResearchlDesign's MARCH TO

VICTORY was pushed back to late February 1998due to problems with the counter proofs. Theyexpect that their TOTAL WAR will have the samemap coverage and time frame as FIRE IN THE

EAST. .. Clash of Arms reprinted and released inJanuary MISSISSIPPI FORTRESS, about the Vicks­burg campaign. They also expect to release bothLUIZEN 1813 and LA BATAILLE DE LA MOSCOWA in1998 (one early and one late in the year). Theyhave THE COSSACKS ARE COMING in development,aimed at mating with HOME BEFORE THE LEAVES

FALL, both on WW I. They also expect 1998releases for SEA DRAGONS, CANVAS FALCONS, FEAR

GOD & DREAD NAUGHT, INFERNAL MACHINES,

CHARIOT LORDS and SUMMER STORM in addition totitles mentioned in previous columns . . . May-

a a afair is working on a railroad game set inIndia ...Moments in History shipped in JanuaryWHITE ENSIGN/RISING SUN and IRON BOTTOM

SOUND II. They plan a March release for TURNING

THE TABLES (on the Kharkov 1942 offensive).Their Kiev 1943 game will be called TRIUMPHANT

RETURN . . . Azure Wish and Moments in His­tory will combine talents to produce RISORGI­

MENTO 1859 ... Avalanche Press is playtest­ing TIGER OF MALAYA (uses CANNIBAL system) andLAST STOP BEFORE CAIRO: 1942 (new system) ... Reaper Miniatures will release the game,APOCALYSPE in May, with figures to support it ... Holistic Design hopes to release this summerNOBLE ARMADA, a starship miniatures game ofbroadsides and boarding actions . . . GamesWorkshop plans a February release of DIGGANOB,

a boxed supplement to GORKAMORKA . . . LastUnicorn Games signed a multi-year deal withParamount Pictures in January (and moved toLos Angeles) to produce RPGs, accessories,miniatures and LARP books based on all of theStar Trek series ... West End Games hasworked a deal with MGM on a license to producean RPG based on the Stargate SG-l TV series,with the primary author to be John Tynes ofPagan Publishing, and products to be releasedstarting in September ... FASA's third edi­tion of SHADOW RUN is expected in August ...

. . . In computer strategy gaming news... Interactive Magic expects to release two

computer strategy games this spring, SEMPER FI

and THE GREAT BATTLES OF CAESAR. The firstplaces the player in the role of Marine battalioncommander in 15 scenarios or three campaigns.The second continues the successful joint ven­ture with GMT Games . . . SSI plans for aspring release of SOLDIERS AT WAR, a tum-based,

15-scenario game in which each soldier hasaction points to expend on moving and firing.Their multiplayer/campaign disk for STEEL PAN­

THERS III is expected in the summer, as are twosimulators. . . Talonsoft's Campaign serieswill apply the same 19th century era gamingengine to the entire American Civil war (early1999 release) and the Napoleonic war (thirdquarter 1999). They plan a strategic-level air wargame on the Battle of Britain for Fall 1998release... -SKT

Use only short, controlled bursts. Hit theweak spots and move out.

This column is dedicated to voicing gamer concerns abouthow the computer wargame genre can. improve. I wish togenerate short, constructive criticism from this magazine'sreaders imended to help advance the computer game designprocess. Readers. mail me your comments (better yet, emailthem to [email protected]). -SKT

My biggest problem with computer games isthe limited life span. A computer game can beconsidered obsolete within a year, making thetime used to get competent at it pretty much awaste. Compare that with a popular boardgamesuch as AFRIKA KORPS, for which I can get aPBMlPBEM match pretty much at will. Despiteimprovements through internet play, technologystill makes computer games obsolete ratherquickly.

-Forrest Speck, Baltimore, MDA note to those subjected to fire: take solace that

you hold ground worthy of a fight.

(CONVENTION CALENDAR)

ASL Wild West Fest IVAugust 21-23,1998, Denver, CO

Held at the Holiday Inn Denver Southeast, thisopen-format tournament features several mini­tourneys. All skill levels are welcome. Pre-regis­tration is $15. Write Tim Wilson, 353 Cascade,Lander, Wy 82520 or call 307-332-9266 oremail [email protected].

AvalonCon '98July 29-August 2,1998, Baltimore, MD

Sponsored by Avalon Hill and held at the HuntValley Marriott in the suburbs of Baltimore, thisconvention features the National BoardgamingChampionships for Avalon Hill's games. WriteAvalon Hill Game Company, 4517 Harford Rd.,Baltimore, MD 21214 or call 410-254-9200 x103or email [email protected] or visit www.avalonhill.com.

Three Rivers Game FestMay 22·25, 1998, Pittsburgh, PA

Held at the Green Tree Marriot Hotel and spon­sored by Andon Unlimited, this convention offersweekend or day badges. Contact Andon at1-800-529-3976 or [email protected] or visitwww.andonulimited.com.

Tachy9ConJune 5·7,1998, Orlando, FL

The FUN Florida Science-Fiction Convention willbe held at the Adam's Mark Hotel at Florida Mall(800-444-ADAM) features guest authors, 24-hr.programming and gaming, panels, auction, dealers,workshops, contests and more. Registration is $20before April 1st; $25 afterwards.Visit http://www.ao.net/-tachycon or write tachy­[email protected] or P.O. Box 3382, Winter Park, FL32790-3382 or call 407-628-1454.

East Coast Game FaireMay 8·10, 1998, East Rutherford, NJ

Held at the Sheraton Meadowlands Hotel andsponsored by Andon Unlimited, this conventionoffers weekend or day badges. Contact Andonat 1-800-529-3976 or andon@aoLcom or visitwww.andonulimited.com.

Montreal ASL FestivalMay 2·3, 1998, Montreal, Quebec

Held at the Downtown Days Inn (1-800-567­0880), this con is limited to 28 players andfeatures 4-5 rounds with choice of three scenar­ios/round. Point scoring like at ASL Open.Prizes to top two players. Registration is $15.Write Michael Rodgers, 5187 Beamish, Pierre­fonds, Quebec, Canada H8Z 3G4 or phone 514­620-5757 or email MichaelRodgers@com­puserve.com.

Please submit announcements at least six months in advance of the event to ensure timely publication. Feel free to email information to ahgeneraJ.com

GameFest '98 Spring Training Origins '98May 1-3, 1998, Timonium, MD May 15·16, 1998, Steubenville, OH July 2-5, 1998, Columbus, OH

Held on campus at Franciscan University and spon- Held at the Columbus Convention Center and theThe Games Club of Maryland will host their firstsored by the Pier Giorgio Gaming Society, this Hyatt and sponsored by Andon Unlimited, thisannual convention, with a strong focus on Avalon tournament features swiss style continuous gaming national convention will offer a greatly expanded

Hill boardgames. Write Gamefest, 9 Augusta of both HANNIBAL and SUCCESSORS, plus free number of Avalon Hill tournaments compared toWood Court, Reisterstown, MD 21136 or email gaming. Registration is $20. Prizes for top three in last year, all of which will be counted in the com-gamesofmd@aoLcom each event. Write Michael Welker, Dept. of Busi- petition for the coveted Iron Man plaque. Contactor visit www.rtgames.com/gamefest. ness Administration, Franciscan University, Andon at 1-800-529-3976 or andon@aoLcom or

Steubenville, OH 43952 or call 740-283-6496 or visit www.andonulimited.com.email [email protected].

The GENERAL 32-2

CONTEST #185-Much Ado About '98This being the centennial of American acquisition of an overseas empire,I've been seeing a lot of news about the sinking of the Maine lately. Let'stest your knowledge of the centennials of '98. Each of the following factsrelates to a year ending in '98. Identify the century fllld provide the nameof an Avalon Hill game dealing with some aspect of the item. The finalitems require you to name an event to fit the year and the game.

Sparta, at its peak, at peace withrestored democracy in Athens

Ieyasu Tokugawa restores shogunate

Ascension of Trajan, emperor atlargest extent of Rome

3rd c., BC SUCCESSORS

Address _

Name _

$15 MERCHANDISE CERTIFICATE IS PRIZE!Send entries via email to [email protected] or mail to:

Stuart K. TuckerEditor of The GENERALThe Avalon Hill Game Company4517 Harford RoadBaltimore, MD 21214

Timur conquers Delhi

Borgia, Sforza and Louis XIItussle over Milan

Orinoco River discovered by aEuropean explorer

Marius in exile in Asia Minorafter sixth consulship

Anti-foreign, Boxers organizationformed in China

Magnus of Norway seizes Orkneysand Hebrides

Play: _ 16th C. SHAKESPEARE

elson victorious at Abukir Bay City State Zip, _

Garnes Played Last Month: _

Good for Postage Charges Only onComplete Game Purchases

RATE THIS ISSUE AND ENTERDRAWING FOR FREE SUBSCRIPTIONl

1. _

2. _3. _

Issue as a whole (rate from I to 10, with "I" meaning excel­lent and "10" terrible). Plus, include your choice for thethree best articles. Write their titles below:

We value your opinion. Therefore, take a moment to write com­ments below regarding what you like or dislike in this issue.

Comments _

DI. Ads will be accepted only when printed on this ronn or a facsimile and must be accompanied by a $1token fee. No refunds. Payment may be made in uncancelled US postage stamps. Multiple ads from thesame source will be printed only if space is available. Ads pertaining solely to AvaIonCon are free.

2. For Sale ads for out-of-print games and magazines will be accepted.3. Clubs are encouraged to announce regular meetings.4. insert copy on Jines provided (25 words maximum) and print name. address, and (if desired) phone num­

ber on the appropriate lines.5. PLEASE PRINT CLEARLY AND LEGffiLY. [fyour ad is illegible, it will not be printed.6. So that as many ads as possible can be printed in our limited space, we request that you use official state

and game abbreviations. Don't list your entire collection; Jist only those games which you are most inter­ested in playing.

Across Five Aprils-ASA, Advanced Squad Leader-ASUSL, Afrika Korps-AFK, Age of Renaissance­AOR, Air Baron-ABN, Air ForcelDauntless-AFD, Assassin-ASN, Atlantic Storrn-ATL, Battle of theBulge-B(yr.), Blackbeard-BKB, Blitzkrieg-BZK, Breaknut Normandy-BKN, Britannia-BRI, CircusMaximus--CMS, (Advanced) Civilization-ACV/ClY, Colonial Diplomacy-CDP, D-Day-D(yr.), Diplo­macy-DIP, DUNE, 1830, Empires in Arms-EIA, Empire of the Rising Sun-ERS, Enemy in Sight-EIS,Firepower-FPR. Flat Top---FTP, Fleet Series-#FI', Right Leader-FL, Gangsters-GSR, Geronimo­GER, Gettysburg-GBG, Gladiator-GLD, Guadalcanal-GDC, GueriJJa-GUE, Hannibal: Rome vs.CanJ"ge-HRC, Here Come the Rebels-HCR, History of the World-HWD, Hitler's War-HWR, Krem­lin-KRM, Kingmaker-KGM, Knights of the Air-KTA, London's Burning-LBG, Luftwaffe-LFW,Machiavelli-MAC, Maharaja-MAH, Magic Realm-MRM, Main Battle Tank-MBT, Merchant ofVenus-MOV, Midway-M(yr.), Napoleon's Battles-NPB, PanzerBlitz-PZB, Panzergruppe Guderian­POG, Panzer Leader-PZL, Princess Ryan's Star Marines-PRG. Rail Baron-RBN, Republic of Rome-­ROR, Richthofen's War-RFN, RoadkJlI-RKL, Roads to Gettysburg-RTG, The Russian Campaign­TRC. Russian Front-RFf, l776. Siege of Jerusalem-SOJ. Smrship Troopers-SST, Starship Troopers(The Movie Game) ---sTP, Stellar Conquest-STC, StonewaU's Last Battle-SLB, Stonewall in the VaUey­SlY, Stonewall Jackson's Way-SJW, Stonn Over Ambem--SOA, Tac Air-TCA, Successors-SUC,Advanced Third Reich-A3R, Third Reich (4th ed.)-3R4, Thunder At Cassino-TAC, Titan-TIN, Titan:The Arena-ITA, Trireme--TRI, Turning Point: Stalingrad-TPS, Tyranno Ex-TYX, Up Front-UPF,Victory In The Pacific-VIP, War and Peace--W&P, We The People-WTP. Wooden Ships & Iron Men­WS.JM, Wrasslin'-WRS.

Opponents Wanted/Games Sought/for Sale $1

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Address, _$1.00 Volume 32, Number 2 $1.00

Gift ofOratory

+5P

Asclepionof Cos

(Healing)

PoliticalMarriage

Nicea

PoliticalMarriage

Phila

Order ofExecution

Drought(and adjacent

provinces)

Plague(and adjacent

provinces)

PoliticalMarriage

Eurydice

Son ofAntigonns

TO PLAYER WHO WASDEALT ANTIPATER:

Replaces Antipater upon hisdeath or during the

reinforcement phase of turn 3,whichever occurs first.

TO PLAYER WHO WASDEALT ANTIGONUS:

Arrives in reinforcement phaseduring turn 3

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Two-sided Generals can be folded at head of "counter" andplaced in stands. (Do not separate a General from his match.)

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THE AVALON HILL GAME COMPANY

4517 Harford Road

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THE AVALON HILL GAME COMPANY

4517 Harford Road

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THE AVALON HILL GAME COMPANY

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'*' In the Victory Conditions replace "~ 2" with "~ 4."

BOARD CONFIGURATION:

~I_~-

Scenario Design: Jeff Cebula

W ARDIN, BELGIUM, 19 December 1944: In an effort to determine thestrength and location of the Germans before Bastogne, Company I of the SOlstParachute Infantry Regiment, commanded by Captain Claude D. Wallace, wasordered into the town of Wardin. Belgian civilians had reported the existencethere of an enemy roadblock, manned by a small German force. True enough,upon reaching the village, the roadblock was found astride the Wardin-Bastogneroad. A short firefight ensued, routing the outnumbered defenders. The para­troopers took possession of the dreary Belgian houses and organized a defense.Not long afterwards, the sounds of approaching tank engines grew louder andlouder-signaling the arrival of the Panzer Lehr Division.

BALANCE:* Replace the pz VG in the German OB with another

pz IVI.

ABANDON SHIP!ASL SCENARIO G44

VICTORY CONDITIONS: The Americans win at game end by amassing <: 2more Victory Points than the Germans. Victory Points are awarded as follows: theU.S. receives VPs for each unit exited off the west edge (each unit is worth normalExit VP) and 4 VPs for Control of hex 17 at game end. The German receives 3 VPsfor each mobile AFV with functioning MA, and 2 VPs for each Good Order squad­equivalent, west of the line defined by hexes HO, HI, and the gully running from H2­H5-A9.

'*' ~"* AMERICAN Sets Up First [158] ., r

1 2 3 4 5 6 7 END'*' GERMAN Moves First [102]

Elements of Company I, 3rd Battalion, 501st Parachute Infantry Regiment [ELR: 5] set up on/between hexrows U and Z(see SSR 2): (SAN: 4)

Roadblock

W; ktE

~ ~~ ~~~MMG f

AZ45 rAZ44 1MTR ? ~N ::00 '" L"'S .. :t-!!! ;;WP6 ~ XII :;00 .

I3'~-I 3-3-1 8-5 8-4 60*[3-451 7 morale ..10 3 2 2 2 2 3

Elements of Panzergrenadier Lehr Regiment 902 [ELR: 3] enter on Turn I along the east edge: (SAN: 2)

~PSK

~ 110

12-4

4

iLMG

UTI3-1

2

dm MMG

T'i ~[IJ1'\ 3-1

!It 911 ....!It ..11'"

66

iLMG

;;[IJ3·1

ft)fjfJii4'·~-7 4·~-7

Enter on Turn 3 along the east edge:

dI1ill

2

SPECIAL RULES:1. EC are Wet with no wind at start.

2. The roadblock must be set up in hex 17 on hexside 17-K7.

3. Boresighting is NA.

4. Building U4 is a Two-Story House (B23.22).

AFTERMATn: The 130 or so men of Company I were no match for such a force.They fought hravely-one man knelt with a bazooka in the middle of the street andknocked out the lead tank before return fire cut him down, other men with bazookasaccounted for three more tanks-but there were more Panzers and too many Panzer­grenadiers. Captain Wallace gave the order to "Abandon ship!" The company lost all ofits officers and 45 men, most of them killed or so badly wounded that they had to be leftbehind. Captain Wallace died leading a small rear guard around the roadblock, keepingan escape route open for his men.

(Only he.ro\'ls A·P are playable)

AN

BOARD CONFIGURATION:

Scenario Design: Rick Troha

NOMONHAN, MANCHUKUO, 8 July 1939: The summer of 1939 saw amajor border clash between Russian and Japanese forces over the line betweenthe Mongolian People's Republic (MPR)-a Soviet client state-and Manchukuo(Manchuria)-a puppet regime set up by the Japanese. Since the Japanese con­sidered the Halha river the border, they felt a strong response was necessarywhen MPR and Soviet forces moved east of the river. As both sides threw moreand more units into the battle, it escalated into the largest conflict between thetwo countries since the Russo-Japanese War. Soviet engineers had thrown anumber of bridges across the Halha to better supply their forces east of the river.Second Lt. Takayama was ordered to take his infantry platoon and a platoon ofengineers to destroy one of these bridges. Two tanks from the 4th Tank Regi­ment were also assigned to assist in this mission.

BALANCE:* Add a Russian MMG to the Russian OB.

• Replace the 8-1 leader with an 8-0 leader inthe Russian OB.

VICTORY CONDITIONS: The Japanese win immediately upondestroying the bridge; the bridge is destroyed if it is eliminated with a DCor HE attack, it collapses, or a non-wreck Blaze counter is ever placed onit.

TURN RECORD CHART* RUSSIAN Sets Up First • 1 2 3 4 5 6 END• JAPANESE Moves First

Elements of the 149th Motorized Rifle Regiment, 36th Motorized Rifle Division [ELR: 3] set up :s; 3 hexes from any riverhex (see SSR 5): (SAN: 3)

'!o", INF Foxhole ~

ttl ~ k::; k:! ~MMGLMG 811 ~12 5~S~rn t~rn rn MPh/RtPh:

I ~BI1 ~ 111 OVA, DBA: +4 dr=MF4·4·7 2·2·8 4·m 2-~ 37*(4J 180) Other: +2 CC: +1/-1

*6 6 4

Elements of 1st Company, 4th Tank Regiment and the 72nd Infantry Regiment [ELR: 3] enter on Turn I along the eastedge of board(s) 26/27: (SAN: 3)

D~15PW W i~ i;;; ~ LMG 1MTA DC 1< III

~rn !H~]' ~~ti "'IIIB '" 811

4'·4·8 4'·4·7 2-~ 5O'IH6j* '. 30·1 37 2/_12*

•3 3 3 3 2

SPECIAL RULES:1. EC are Dry, with no wind at start.

2. Place overlays as follows: St3 on 26C5-26D4; Stl on 27D6-27D5; SD2on 27J5-2715; and SD6 on 26J6-26K6. All dunes are High (F7.5). All streamhexes are treated as river hexes instead; the river is deep with a slow currentflowing south. All hexes west of the river exist at Levell.

3. A one-lane, wooden bridge (B6.) runs between 26EIO and 27CI.

4. The OB-given Japanese 4-4-8s are Assault Engineers (HI.22). They areexempt from the Set DC detonation NTC (A23.7) and may detonate a Set DCat a one hex range.

5. The Wire counters may not be set up on the bridge, nor in hexes 26F9,26EIO, 27CI, and 27BI.

AFTERMATH: Takayama's detachment attacked in an ill-considered daylight assault.Soon, both tanks had been knocked out and his infantry was pinned down, forcing Lt.Takayama to order his unit to fall back. After darkness fell, the Takayama detachmentmoved forward again, this time infiltrating quietly through the Soviet lines. Upon reach­ing the bridge, they killed the guards and proceeded to wire the bridge with explosivesand to dowse it with gasoline. When the fuel was lit, the bridge blew sky-high. TheJapanese raiders then escaped back through the Soviets, returning successfully to theirown lines.