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S&T 001 (From Book I Reprint)

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)Stratt_gll & {fat:fic5

A JOURNAL OF AMERICAN WARGAMING



Volume I Nr 1

January 1967

Box 65, Adelphia, N. J., 07710

REMAGEN BRIDGEHEAD:

------~--------~~~~-

AH BLITZKRIEG

PART ONE: AUTO-VICTORY

Avalon Hill BLITZKRIEG is one of the most realistic wargames the company has, thus far, produced. It is certainly the most complex. Unfortunately, this complexity has led to some serious problems not encountered with other games in the AH battery. One of these difficulties is interpretation of the rules and another is the tendency of the company to decide on the "conservative" end when faced with one of the several ambiguities in the battle manual. In this and forthcoming articles, we will discuss the various "problem" rules and inform you of the varying interpretations available. We will then give you the latest judgement by AH and present our views qn how BLITZKRIEG should be played. 10 all cases, we are discussing the full tournament/optional game less the nuclear weapons rule.

There are two major areas which pertain to BLITZKRIEG automatic victory that have led to problems of interpretation. The first relates to autovictory involving city capture. Played the way Avalon Hill suggests, the game soon becomes a frontal contest of attrition. Their provision that a t;ity musf, in all cases, be held for one tum before it can be used by the captor seriously limits the maneuver capabilities of the armies as a whole. E. g., If Blue .generates an automatic victory situation on a city well behind Red lines. he may not fly in additional troops or land forces from the sea (if the city is a port) until his next tum. This so hampers invasion and combined invasion-airdrop operations that it -is very difficult to gain a permanent beachhead behind enemy lines, even if the cities involved are only lightly garrisoned or not pnt'101leCl at all. If Hitler defended France the way the Homeland is usually defended in, BLITZKRIEG, the war in Europe would have been co~erably aborter.

(c..n,'4 an "1' 12)

(Cont'd On page 4)

HISTORICAL BACKGROUND

7 March 1945: The final hour of Hitler's 1000· year Reich is approaching. France is liberated and the victorious Allied armies have reached the Rhine River. The German High Command's hopes are supported by the belief that this formidable river barrier win prevent the enemy from further advance into the heart of the "Fatherland".

As soon as the last of the retreating Wehrmacht has reached the east bank of the Rhine, the longspanned bridges are dumped into the river. Sometimes the ., Pioniere " wait until the last moment to let stragglers, and even civilians, cross over; Hitler needs every single man, now more than ever.

The complete rules to Mr. BOdenstedt's celebrated table top wargame based on this action will appear in s&T. Part one cornmences in this issue on page 9.

As Combat Command B. US 9th Armored Division. headed by the 27th Armored Infantry Battalion, reaches the little town of Remagen, the Ludendorff Railroad Bridge is found still intact but mined for demolition. What an opportunity to get quickly to Berlin! But this is not the point where the spring offensive is planned. The" Big Push .. is to be made into the Ruhr Valley where the Allies are assembling all their combined power' The Germans also keep their strongest forces there to protect their most valuable industrial center. relying on the Rhine as a defense elsewhere.

The US troops hesitate for a moment. It could be a trick to lure them across only to find the bridge being blown up behind their backs or into their faces. There is an explosion, the mighty structure rises a few inches from its supports ... then settles down again with only minor damage. Without further delay, and in the face of heavy fire, the first units rush across. A short, desperate struggle develops with the few remaining Germans at the East Bridgehead. Quick·acting engineers cut the wires to the still unexploded charges and the bridge is secure.

2

Page 2

STRATEGY AND TACTICS

von Nr 1

-- EDITORIAL --

Yes, you're right. We do have 12 pages instead of 8as stated in almost all of our circulars. We found that though the cost is considerably less at 8 pages, the layout problems involved for the amount of material we wanted to print just were not worth it. Then, as more and more of the better writers started to submit work for the first issue, we found that even 12 pages will, very shortly, be too few to accornodate aU the available material. Frankly, we don't know how many pages we'll print for the next issue, but there wiU be at least 12 of them.

Why S & T in the first place? Well,. wargaming is undergoing what is normally referred to as a " boom ". Although the hobby itself has been around for quite some time, it was not until The Avalon Hill Company began producing competent, readily available, fairly inexpensive games that more than a relative handful! of people became interested. There is now a need for a good quality genera] wargaming magazine; S & T is designed to fill that need.

Early in my correspondence with Myron Brundage about the magazine, he suggested we include the following statement somewhere. "Our purpose is to bring you (the reader) all aspects of wargaming so as to further the hobby and the industry and produce. the highest quality of skill at our art". He stated our case pretty succintly, We hope to become the spokesman for the serious, experienced warga mer, and an advisor to the novice. To this end, it is our policy to print only the best material available. This does not mean you'll get only one side of the story, but that the opinions expressed here will have extensive basis in fact.

There is another goal we are attempting to attain with S & T: development of the" general " warga mer. The majority of kriegspiel enthusiasts are limiting themselves to one aspect of their hobby (i .. e.. engaging exclusively in, say, AH games). This, we are convinced, can be attributed to lack of exposure to related areas, You'll find articles in S & T that deal with all types of wargames, and though there will be "something for everyone" here, the readers who have the widest interest will enjoy the magazine most. If you have been restricted to one type of wargaming, we suggest you look over the articles concerned with other fields; we think you 'U find that your experience in any aspect of our avocation will stand you in good stead in all others.

~lrat£:s\! Nnh Warli.cs

;Dm.tn1nl pf nUrultlt. ~nrsnmins

Vol I Nr I-January 1967

CopyrightlCl 1967 by Chri,stopher R. Wagner Printed in Tokyo, Japan. All rights reserved. Copy. right under the International Copyright. Convention. Published 10 times a year at 6 to 8 week intervals by the Wagner Publishing Company, P-5,2220 Musaahino, Fusse-machi, Nishltama-gu, Tokyo-to, Japan. All editorial, business, and general mail should be sent to Box 65, Adelphia, N. ]., 07710, USA. Subscriptions are available at that address for S 5.00 a year. Single copy price is 50 e. Back issues 60 ,. Overseas; add 1O,_ an issue.

Readers are invited to contribute articles. Authors of published articles will receive a free one-year subscription or $5.00 for each article accepted.

Ch ristopher Wagner, Editor /pu hi isher

HENRY H. BODENSTEDT, TT Editor and U. S. Representative. MYRON R. BRUNDAGE, Can. tributing Editor. SCOTT C. BERSCHIG, Variants I and Design Editor. L),LE E. SMETHERS, Graphic Arts and Research. JACK D. POULSON, Business and Marketing Advisor.

''''I:"".~I''''''!'I:''.t1j'''''''''''III~'I<II''''''···''II!I.,t:iJ ........ .., •• ~,':Ijr-.

Throughout the magazine, you will find requests for your comments; we're serious. We must know what you like in order to bring it to you in future issues. Further, if you have a good idea, have developed a new method, or have invented an interesting game, tell us about it.

It's your magazine-e-we hope you enjoy it - Christopher Wagner-

IN OUR FIRST ISSUE •••

REMAGEN BRIDGEHEAD-Henry H. Bodenstedt

Historical Introduction page 1

Map , ·········page 8

Rules (Part One) ··········································page 9 BLITZKRIEG-AUTO· VICTORY ····················page 1 VARIANTS~Scott C. Berschig························page 3 Battle of the Bulge OB···································· page 6 WARFARE W/MINIATURES-HHB ············page 3 Wergames table ·············································page 5

W ARGAMING, et al-M. R. BRUNDAGE·· page 7

LEITERS ··page 11

FUTURE FEATURES···· page 12

ADS: Continental Hobby Supplies ··················page 10.

Kampf .j , .• , .••.•••.•....••••.....•...•••••.......•••.••...• ··page 12

Vol I Nr 1

STBATEGY AND TACTICS

Page 3

3

WA!fARE MINIA "URES

An Introduction

(CQnt'd 0" page 4)

By •• rschig

This section of S & T. is devoted to table top wargaming with military models. This differs from mapboard gaming not only in the size of the game area, but in the unit markers employed. While in a mapboard game units are represented by tiles of cardb~rd or similar material, usually I I, inch squares With the denomination, strength, and movement factor printed on them, in a table top game, actual models of the fighting men and their equipment are used.

In future articles I will bring more specific news about the many types and sizes of models available to the wargarner, - but for the moment we can divide these miniatures into two major classes: Small scale models (20--30 mm) which are usually grouped together and attached to trays to make moving easier, and larger scale models (40--54 mm) which are used individually. Though many wargamers frown upon the use of the larger models; let me say that I whole-heartedly recommend the use of large, individual figures for wargames. It is not necessary to resort to the outdoors or to an entire room for such games. The standard 6 X 6 foot table, as shown on page 5 and used in my home, has seen many exciting and fascinating battles fought with 54 mm figures. In these games, often with only 40 or 50 playing pieces to a side,. each soldier truly becomes an individual. By using especially adopted rules, one will find" heros" and "cowards" within his" army. Then, after a hard fought. battle, the .hravest of them should be decorated by " pinning" (with the help of a paint brush) the well-deserved medals on their chests.

The wargamer has the opportunity to test his strategic, as v well as his tactical skill when using figures of the smaller scales. Mapboard games can be transfered to the table top, and the 6 X 6 foot area is usually large enough for an entire campaign. Landscaping iseasiel too, because an uncountable number ~f excellent accessories, such as buildings, trees, fences, etc., are readily available in HO scale. There is really no comparison between a large scale and small scale game. II correctly matched rules ' are used, either scale will serve an enthusiastic hobbyist with many hours of fascinating and exciting wargaming. It is just this variety that prevents table top wargaming from ever becoming a bore.

The terrain used for table top games is three-

(Cont·d on page 5)

To the serious-minded Avalon Hill gamesman, the sometimes blatant historical inaccuracy that is evident in some of the AH games is indeed frustrating. However, wirh the research materials available to the average wargamer, it is possible to devise variations to most of the more popular wargames which will make them more -realistic and enjoyable to play.

BATTLE OF THE BULGE is perhaps the easiest of the current Avalon Hill games to revise. All one really needs is about two cards of blank unit counters (available through AH), a few felt-tipped writing pens with very fine points, and the proper edition of the delightful little magazine KAMPF. I have found the information collected and compiled by KAMPF to be of invaluable aid in composing variations on the Avalon Hill games. For those of you who are not acquainted with it, I advise you to try a few issues; the magazine is quite professionally done and thoroughly researched. Even if you do not use it for varying your library of games, it makes for fascinating, terse reading and good background.

In the case of BA TILE OF THE BULGE, the order of battle provided by Avalon Hill is, in some places, grossly inaccurate and agrees neither with my own research on the subject nor with the information provided in the KAMPF pamphlet. KAMPF provides the order of battle, broken down to regiments, complete with a relative numerical value and the date each unit was committed to battle in the Ardennes. The KAMPF numerical values, as they stand, cannot be converted directly into values for the BATTLE OF THE BULGE playing pieces; however, by taking the basic KAMPF value and multiplying by 1 and II.·, you arrive at a practical value for use in the game. The S & T revised order of battle and appearance for the Ardennes offensive appears on page 6 and 7.

You will notice that, at 16 PM, the Germans have available for "Optional cornmittment " two panzer divisions that were omitted from the original AH order of battle: lOSS pz and 11 Pz. Under the S & T revised rules, entry of these two divisions into the battle prior to the fall of Bastogne commits the German player to go all out for the Meuse River line under the original AH conditions of

. Howe. ver , if they are withheld from the

victory ..

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Page 4.

STRA:TEGY ANDTACl'ICS

Vol I Nr 1

VARIANTS (Conl'd from jJa,g6 3)

battle, the German player has the additional option of trying for the "Small Solution": exit of his forces up the road square BB in the north and subsequent isolation of the Achen salient. This keeps tbeaHied player guessing, and forces him to dilute his powerful divisions in an attempt to protect all of the possible goals of the German offensive; in this manner, some of the element of surprise enjoyed by the Germans in the original Ardennes ofi·ensjve is restored. Once Bastogne has fallen, these divisions can be committed to the battle without taking away the alternative of the "Small Solution"; a possibility that should give the Allied player nightmares.

You will also notice that the elements of the British XXX Corps are included in the S & T order ' of battle. These divisions may be brought onto the boa.rdat the times indicated. However, they may not be committed to battle att08.!l the Me_ River until German units come within at least ten squares of the river line. In the actual battle, the XXX Corps was brought up as a reserve, solely to protect the Meuse River line, and only certain elements of the XXX Corps ever participated in the important stages of the Battle of the Bulge ..

After many test games, we find that very seldom, even with the best of luck, do the Germans penetrate to Bastogne before 19 AM, and even then the Allies have suffident troops available to put up a stiff fight for the vital road junction. In almost all games, the British XXX Corps arrived in time to prevent the Germans from overrunning the Meuse River line without a hard-fought battle. In addition, more units from both siclesare usually present in the S & T version during the crucial stages of the offensive than is usually the case in the AH version.

The Variants Staff of S & T magazine would appreciate any comments and suggestions from our readers concerning our published variations, as well as ideas for additional variations on the other Avalon Hill games. In issues to come, we will feature reo visions to Stalingrad, D·Day, and Waterloo, to mention a few of the games we have been researching.

Recap of Rule Variations:

1. The German conditions of victory are the same as those in AH tournament play with one exception. U the lOSS and 11 Panzer Divisions are not committed until after the fall of Bastogne, the German player may draw the game by exiting 5 Panzer or Panzer-Granadier units .to the north at row BB. He must, however, hold Bastogne, Spa, and St. Vith and keep a supply route upon to the exit point for four consecutive turns.

2.. No British unit may be committed east of the

Meuse until German units have moved within 10 squares of that river.

3. The 100th Panzer Brigad~ may move through one US zone of control on anyone turn during the game provided that the US unit is already engaged at odds of at least 2-1. This unit bas no supply limitations. The 150th Panzer Brigade wi.s made up of captured American equipment and wM to be used in an infiltration role. {Our thanks to Richard Gutenkunst for this particular rule}.

4. The game is played through 5 Jan PM turn.

5. The von der Heydte regiment may be airdropped on any clear terrain square not within US zones of control on the 17 AM tum only. This unit may move after the drop, but may not use the road bonus.

* * • * * * * * *

REMAGEN

(Cont'd from page 1)

The Germans, taken completely by surprise, have insufficient forces and cannot stop the sudden onslaught. Immediately a race against time begins; the Americans pour men, arms, and equipment across at a hectic pace, white the Germans summon all available reserves to the' scene in an effort to wipe out the US bridgehead.

Meanwhile, pontoon bridges are built alongside the Ludendorff Bridge to increase the capacity of the crossing point. The Germans, on their part, send some of th~ir remaining Luftwaffe, including a few of their new jets, in unsuccessful attempts to destroy the bridge ..

Finally, after 10 days, the bridge collapses. But it is too late. The' bridgehead is secure. Soon, the US starts a major advance into the remaining territory of the Third Reich as the German officers in charge of the demolition of the Ludendorff Bridge are executed on the Fuhrer's order.

* * * * * * * * *

WI-IAT is AI-IIKS?

The Avalon Hill Intercontinental Kriegspiel Society is an organization devoted to serious, adult AH wargaming. AHIKS has devised a foolproof, easyto- use system for resolving combat that does not rely on stock sales information, This system has greatly facilitated play among US wargamers and those overseas.

Since its inceptaen about a year ago, AHIKS has grown to become a powerful, 'progressive force for the propagatienand hettennent of AH wargaming. Further information on this outstanding and unique organization can be had by writing Fred Webster (President' at 8#4 Mb.oom'b Drive,. Valinda. Calif., 91743 (}f S &: T.

MINIATURES

(Cont'd from p.alle 3)

STRATEGY AND TACTICS

Page 5

5

Vol I Nr 1

dimensional, instead of just painted or printed on to the playing surface as in mapboard games. While certain wargarne players are perfectly happy using wooden blocks for mountains and buildings, sticks for trees, and cardboard strips for rivers and roads, the more particular prefer landscape props that are extremely realistic in design and color. Nothing is more pleasing to the eye than well prepared battle terrain, loaded with authentically modelled and painted armies. One does not mind if the opponent takes a little longer to complete his move, because that time can be used to really enjoy the setup; Perhaps to straighten or position a few trays, tum the turret of a tank, or point a cannon in the direction of the enemy. This is wargaming at its best.

In this column, I will try to help you find the right approach to table top games. Of course, your initiative is needed to get maximum enjoyment out of your hobby by planning, designing, painting, and constructing until the day of the supreme test,

The Battle.

* • • • * * * * •

REGULATION WARGAMES TABLE

List of Materials:

2 ea 3/4 inch plywood boards: 4x8 feet.

32 It Outside comer moulding (as border). 1 ea Can spray adhesive (3M).

1 lb Velour flock, green.

1 qt Indoor enamel, brown or tan.

Misc. hardware.

Instruction for Building:

1. Paint entire table area brown or tan.

2. Mask off 2 inch border and storage areas.

3. Spray playing area with liquid adhesive.

4. Sprinkle green velour flock into adhesive.

5. Draw 4 inch squares on dried surface with green felt pen.

(in diagram, all dimensions in inches. Table height should be approx.30 inches)

1= ---------.,96 ----------;=1

1---------4.8 -------__.-+--------~ 48 ---------1

r --, I R I I E

I S

26 I E

11 e

. L-L_- -_~_-J__.I

Playing area (72X72in)

~-I- + -1- __ 1_ ...1_1-

I I 1

--,--ri

_LJ...__!

I I 1 -i-I-II I I

Playing area )

Subdivided in to

8

4 in. Squar~s

T

r-E' I L I I I I

I M I

I g I I R I I C I I E I L-~_J

26

STRATEGY AND TACTICS

6

Page 6

Vol I Nr 1

S & T BATTLE OF THE BULGE VARIANT

Gennan Order-of- Battle :
Unit Regiment (combat/movement factors) Unit Regiment (combat/movement factors)
ISS ISS Pz(20-S) ; ISS PG (5-4) ; 26SS PG (5-4) 3F SF(S-3) ; 8F(S-3) ; 9F(S-3)
2SS 2SS PZ(15-4) ; 3SS PG(6-4) ; 4SS PG(6-4) SF 13F(S-3) ; 14F(S-3) ; ISF(S-4)
9SS 955 PZ(12-4) ; 19S5 PG(6-4) ; 2055 PG(6-4) 9VG 36(3-3) ; 57(3-3) ; 116(3-3)
lOSS lOSS Pz(12-4) ; 21SS PG (6-4) ; 22SS PG(6-4) 12VG 27 (3-3) ; 48 (3-3) ; 89(3-3)
12SS 1255 pz (12-4) ; 2SS PG(6-4) ; 25SS PG(6-4) 18VG 293(3-3) ; 294(3-3) ; 295(3-3)
2Pz 3Pz(8-4) ; 2PG(5-4) ; 304PG(S-4) 26VG 39(7-3) ; 77(7-3) ; 78 (7-3)
gpz 33Pz(8-4) ; 10PG(5-4) ; llPG(5-4) 62VG 164 (3-3) ; 183 (3-3) ; 190(3-3)
llPz 15Pz (8-4) ; llOPG (5-4); l11PG (S-4) 79VG 208 (3-3) ; 212(3-3) ; 226 (3-3)
116Pz 16Pz(8-4) ; 60PG (S-4); lS6PG (S-4) 167VG 31S(4-3) ; 331(4-3) ; 339(4-3)
Lehr 901PG(8-4) ; 902PG(8-4) ; 903PG(8-4) 212VG 316 (4-3) ; 320(4-3) ; 423(4-3)
3PG 8PG (8-4) ; 29PG (7-4) 246VG 3S2(3-3) ; 404(3-3) ; ?89(3-3)
1SPG 104PG (8-4) ; l1SPG (7-4) 272VG 980(2-3) ; 981 (2-3) ; 982(2-3)
276VG 986(3-3) ; 987(3-3) ; 988(3-3)
Fuh. Es. Brigade (12-S) (ARMOR) 277VG 989(3-3) ; 990(3-3) ; 991 (3-3)
Fub. Gd. Brigade (8-S) (PG) 326VG 751(3-3) ; 752(3-3) ; 753(3-3)
150 Panzer Brigade (6-4) 340VG 694(3-3) ; 695(3-3) ; 696(3-3)
Panzer reserve force (47, S9, 66 Korps; each 8-6) 352VG 914 (4-3) ; 915(4-3) ; 916 (4-3)
von der Heydte F regiment (2-3) 560VG 1128 (5 3) ; 1129 (2-3) ; 1130 (4-3) Allied Order-of-Battle :

Unit

Regiment (combat/movement factors)

Brigade (combat/movement factors)

2Ann 66(13-4); 67(13-4) ; 41AI(7-4) 3Arm 32 (12-4) ; 33 (12-4) ; 36AI (6-4)

lIni 16 (6-4); 18 (6-4); 26 (6-4)

2Inf 9 (7-4); 23 (7-4); 38 (7-4)

41nf 8(6-4); 12(6-4); 22(6-4)

SInf 2(6-4); 10(6-4); 11(6-4)

9rnf 39(6-4); 47(6-4); 60(6-4)

26ln! 101 (6-4) ; 104 (6-4) ; 328 (6-4)

28In£ 109 (6-4) ; 110 (6-4) ; 112 (6-4)

30lnf 117(7-4) ; 119(7-4) ; 1z0(7-4) ; 517AB(6-4)

3Slnf 134 (S-4) ; 137 (S-4) ; 320 (5-4)

7SInf 289 (6-4) ; 290 (6-4) ; 291 (6-4)

80Inf 317(6-4) ; 318(6-4) ; 319(6-4)

83Inf 329(6-4) ; 330(6-4) ; 331(6-4)

841nf 333 (6-4) ; 334 (6-4) ; 335 (6-4)

87Inf 345 (S-4) ; 346 (5-4) ; 347 (5-4)

99Inf 393(5-4) ; 394(5-4) ; 395(S-4)

1061n£ 442 (S-4) ; 423 (5-4) ; 424 (5-4)

82Abrn 504AB(4-4); S05AB(4-4) ; 325G(S-4) 5S1AB(4-4) ; SOBAB(4-4)

101Abrn 327G(5-4); 401(4-4) ; 502AB(4-4) ; 501AB(4-4) ; 506AB(4-4)

17 Abrn S13AB (6-4) ; 193G (5-4) ; 194G (5-4) ; 507AB(5-4)

Unit

4Arm .sArro. 6Arm 7Arm 9Arm

lOArm Ll Arm

CCA(7-4) ; CCB(7-4) ; CCR(4-4) CCA(8-4) ; CCB(8-4) ; CCR(S-4) CCA(8-4) ; CCB(8-4) ; CCR(S-4) CCA(8-4) ; CCB(8-4) ; CCR(S-4) CCA(8-4) ; CCB(8-4) ; CCR(5-4) CCA(8-4) ; CCB(8-4) ; CCR(5-4) CCA(7-4) ; CCB(7-4) ; CCR(4-4)

BR GDS ARM: SGds Arm (16-4) ; 32Gds In£(8-4) BR 29Arm Brigade (5-4)

BR 33Arm Brigade (5-4)

BR 34Arm Brigade (3-4)

129(6-4) ; 130(6-4) ; 214(6-4)

68 (6-4) ; 151 (6-4) ; 231 (6-4)

152(6-4) ; 153(6-4) ; 154(6-4) 71 (6-4) ; 158 (6-4) ; 160 (6-4)

BR 43Inf:

BR 50Inf:

BR SlInf:

BR 53Inf:

Free French Lt Inf regiment (3-4)

6Ann Cay regiment (6-6)

14Arm Cay regiment (6-6) 102Arm Cay regiment (6-6)

24 Independent Infaritry regiment (S-4)

Engineer regiments (each 1-3): 1102, 1107, 1128, 1111, 352, 342,392, 366, 1308, 1313.

STARTING POSITION-US: 14 Ann Cav : TI10 (no fort) 102 Arm Cav : Monschau

2/9: RR5 4/8: TI31 28/109: QQ29 99/393: RR 8- 106/422: TT14 9/CCA: QQ30

2/23: RR6 4/12: UU31 28/110: NN2S 99/394: RR 9 106/423: UU12 9/eCB: PPI0 2/38: RR7 4/22: VV31 28/112: 0020 99/395: RRlO 106/424: PP18 9/CCR: Il27 1102, 1107, 1111, 1128 Engineer regiments: Optional; anywhere south of the 14 Arm Cay regiment.

Vol I Nr 1

STRATEGY AND TACTICS

Page 7

7

STARTING POSITION-·GERMAN:

ISS; 12SS; 3F; 12, 18, 272, 277, 326VG (6SS pz Army): In the north as in standard game.

2Pz; 116Pz; PzLehr; 26, 62, 560 (Less 1129) V G, 150 Pz Brigade (5 Pz Army): In center as in standard game.

5F; 212,. 276, 352VG (7 Army): In south in standard game.

47, 58, 66 Korps : OptionaL

ORDEROFAPPEARANCE-GERMAN:

16PM: lOSS, llPz: Optional committment explained in text.

l7AM: Von der Heydte Rgt : See text.

19AM: ZSS, '955, 3PG, Fuh.Es.: East edge of board -1 through -29 inclusive.

20AM: 560/1129 : East edge -1 through -29 in-

elusive.

23AM: 79VG: East edge as above.

23 PM: 9Pz, 15PG, Fuh.Gd.: East edge as above. 25AM: 167VG: East edge as above.

27 PM: 246VG: East edge as .above.

28AM: 9VG: East edge as above.

2 Jan PM.: 340VG: East edge as above.

ORDER OF APPEARANCE-US: 17AM: 7Ann: North edge at BE

1/26: North edge at HH

17 PM: lOArm: South edge, anywhere. 9/39, 9/47: North edge at BB 18AM: 82/504, 505, 325G: Mezieres

101 Abm Div: Mezieres

30Inf :. North edge at BB

19AM: 1/16, 18: North edge at HH 20AM: 3Arro : North edge A through QQ 4Arm: South edge, anywhere

BR Gds Arm; BR 29, 33 Arm Brigades; BR 43, 51, 53 Inf: A26 (see text).

2J AM : 5Arm : North edge A through BB

SInf; 26lnf,BOInf: South edge, anywhere. 84lnf: North edge, A through HH 22AM : 9/60: North edge A through HH

24 Ind In! rgt : A·26

22PM: 2Arm: North edge, A through HH 6 Arm Csv : Sedan

23AM: 751n£: S·15

Free French rgt: A·26

354,. 342, 392, 366, 1308, 1313 Eng rgts :

A·26

26AM: 35Inf: South edge, anywhere 82/551, 508: Mezieres

26 PM : 83In£ : North edge, A through HH 27 PM : BR 34 Arm Brigade: A-26

6Arm: South edge, anywhere. 29AM.: Ll Arm . South edge,anywbere. 3DAM: -B7Inf: South edge,anywhere .. 31AM : BR SOlnf: A ·26

1 Jan PM: 17.A.brn : Mezieres.

:~"".,." " j1f_~' ~ ~I~"'J' ~';'~I~.II~ _~~.II.,', """"'" ~j,j'I~11 """"""'" .4.'i~~' ~ j 1,1.1.' ~ l" i, .~j ~

s WARGAMING, et 31 . ~ with MYRON BRUNDAGE & Associates

. .

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· •• I~ '.',.',~,~ .• I.!r"....,.,.. 1.lJ'lj~~~.·"·il,j~";'4~.·i,,~,,!.t .• '14' ~·;~lr"I""""" .~.·.f . .i,.

Dear Reader,

For sometime now, I've been the editor for a col urnn in the Avalon Hill "General". During my association with it, I've met and corresponded with many persons in the wargaming world on every aspect of the hobby. From them I've heard of or learned about miniature, map, political, board, and naval wargaming to name but a few.

The purpose of this column, as well as this journal, is to introduce the whole family of wargaming to our readers. Our hope is to expand your wargaming knowledge as well as your enjoyment. If you play AH games, you may6nd table top to your liking. 1£ you've played BISMARCK and enjoy naval games, I'm sure you would like Fletcher Pratt's Naval Wargame.

In coming issues, my friends and I will produce articles on tactics and strategy for AH and other wargames, Some of the articles we plan to bring you in the near future include: An introduction to "Fletcher Pratt and His Naval Game", a history on" H.G.Wells, SandboxWargamer ", a brief of "The Game of Ancients,. a Table Top Game ". Perhaps there will also be an article or two on air power games.

If I can be of service to you in any way, do not hesitate to write. I'm

Sincerely yours,

Myron R. Brundage Contributing Editor

* * * * * * * * *

•• ~ __ •••• __ •• _ •••• _ ..... _ ••••• __ ilil..- ••• _ •• _ •••••• ~_II~~~.~~_I!~ .... "" .. " ... ~'"'"'~ .... ~

~

!

TO

LET

Yes, we do sell advertising space to wargamingrelated interests at reasonable rates. If you are in the business in some way or another, write us at , Box: 65, Adelphia, N .. J., 07710 for details.

i A half-page ad comes out the size of the" ConI.' tinental Hobby Supplies" display on page 10; The

KAMPF ad on page 12 is- representative of the quo i arter-page layout. In addition, we will run a minimum

Ii of 20 words at St·a-word for any purpose related to wargarning.

, 1._ .....

8

Page 8

STRATEGY AND TACTICS

Vol I Nr 1

13
12
11

10


9

8
7
6
5
4
3
2
1
A B C D E F G H 18

17

E

,.r~""ryREMAGEN.N+s BRIDGEHEAD

w

J

R

N

p

Q

M

o

K

L

River

t~ Hills

LEGEND

_ Woods

Table Dimensions--6 X6FT.

Size of EA.Seclor4 X4in.

R=Reserves

} 5.000,"

w = Western Bridgehead E =Eastern Bridgehead

S=Setup

Vol ( HI 1

STRATEGY AND TACTICS

(PART ONE)

FORCES

Description

Combat Replacement
#U.S. # German Value@ Value@
0 3 18 18
6 15 12 12
6 0 6 6
- --~
1 0 6 6
3 3 5 5
0 1 5 5
0 2 3 5
2 0 3 5
-- -
2 0 1 5
- - -- -- ~- -
2 0 1 5
2 2 10 10
--- --
2 0 7 7
-------.-
2 3 4 4
3 2 2 2
3 2 3 3
-
24 trays 36 trays 1 1
-- ---
3 trays 0 1 1
12 trays -
0 1 1 Vehicles:

Heavy Tank Medium Tank Light Tank _ LTV "Buffalo" Armored Car . Rocket Launcher

~ Half- Ti-Sck ---- - --

Armored Truck

__ T_ru~~ __ (tr~p _ carri~!) Amphibious Jeep" Weasel"

Artillery (inc~d~ cre;):--I_ How_i~er, Long-range

I Medium Gun

- i\nti-Taiik G~ ----

Infantry Weapons (includes crew): I~achin~g~ Bazooka

Infantry : I~ I~~ntry (~ ~gu.!es per u.aY) -

Engineers (3 figures per tray)

I Paratroops (2figures per tray)- -note: Engineers ~d - amtroops fight as infantry ~

SECTOR CAPACITY In Buildings: 4 Troops of Infantry -or- 2 Infantry Weapons

On All Open Terrain: 6 Troops of Infantry -or- 3 Infantry Weapons -or-

2 Motorized Vehicles, armored or un-armored -OIl Artillery Piece (in firing position)

Different types of arms may be inter-mixed in the same sector in proportion with the above table.

INITIAL SETUP

German: Set up first. Place the following units ID the five sectors adjacent to the EAST BRIDEHEAD (S):

1 ea Armored Car

2 ea Anti-Tank Guns 2 ea Bazookas

6 ea Troops of Infantry

The remaining German forces will start to come out at the beginning of the 4th German turn. At that time, and at the beginning of each subsequent turn, the German player fills the four German Replacement Sectors (R) up to their capacity with any units not yet on the board. Sector "DI8" may be used for Infantry or Infantry Weapons only.

Page 9

9

10

Val I Nr 1

Plllle 10

8TBA.TBGT .um TAC'I'ICS

U. S.: Place the following units not closer than 2 sectors WEST of the Rhine River: 3 ea Medium Tanks

3 ea Light Tanks

2 ea Bazookas

2 ea Machine Guns 1 ea Anti-Tank Gun

2 ea Weasels w/l Troop Infantry each 12 ea Troops of Infantry

3 ea Troops of Engineers

1 ea Long Range Howitzer (a mimrnum of 3 sectors West of the river)

Beginning with the 2nd U. S. tum, for a total of 10 turns, the U. S. may bring on an additional 50 Replacement Values per turn. These units must be taken from the Reserves or from previously eliminated forces. They start anywhere on the first row of the board and may be moved on the turn of their arrival. Replacement Values not used in anyone tum may not be accumulated.

--------------------------- -------

- -- - - - ----------------------------------

The Germans win if the U. S. bridgehead east of the Rhine River is completely eliminated after the collapse of the Ludendorff Bridge, OR if the U. S. forces east of the Rhine River are reduced to less. than 50 Combat Values by the end of the 15th turn. (Units on pontoon bridges or being ferried across do not count).

The U. S. wins if they have at least 50 Combat Values east of the Rhine River at the end of the 15th tum, OR if, after the 6th turn, aU German Forces are completely wiped off the board.

(PART TWO of the Remagen Bridgehead rules, MOVEMENT, will appear in the next issue of S & T)

OBJECTIVE

J!Jt

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MILITARY MINIATURES

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EVERYTHING FOR

REMAGEN BRIDGEHEAD I

PARATRODPS

LUDENDORFF BRIDGE (~RKLIN)$4.50 PONTOON BRIDGE, KIT $3.95

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CONTINENTAL HOBBY SUPPLIES

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Vol I Nr 1

STRATEGY AND TACTICS

11

Page 11

Address comments, suggestions, etc., to Strategy and Tactics, Box 65, Adelphia, N. J., 07710.

MINES?

Dear S & T,

" Volume IV of the Official British History of the War in the Mediterranean and Middle East has just been published, and when reading it, one cannot help being struck by the large part played in the Desert by mines and rninefields. It occurs to me that this is one side of Wargaming which, if not ignored all together in the " home made " type of game, certainly plays very little part in Avalon Hill games. It is Dot just the Afrika Korps terrain that would be more realistic with a little minelaying either, there is also Stalingrad, D·Dny the Bulge.

It should be ... remembered that the main effect of a mlnefield wes not in the damage it did, but in the delay it imposed on advancing troops and also on the demands it made on training and equipping of men to deal with the mines. Mines did do damage of course, whether they were the German Tellermine, model T.Mi.35 which was basically an anti-tank mine to the anti-personnel S.Mi.35 mine or anything in between.

To introduce thie factor into. wargames, it would probably be best to accept that a minefield was a delaying and nota destructive factor. Perhaps in Afrika Korps for example, one of those superfluous Supply units would become a minefield by the simple expedient of moving it to the required square and then replacing it. with a blank counter. It might then be considered that any unit moving onto that. square would have to stop, not to continue until the following turn, It would be as well to remember that mines and booby traps are as

• sisters,so there would. be no restriction on the type of square on which a minefield might be layed. As the B.ritish HIstory says, "Anything could be booby trapped .... a bait was laid for inquisitiveness or acquisitiveness, and ane.xplosive charge then deadened. these emotions ".

Some thought migbtthen be given to the reo moval of rn.ine6elds. Special Units would be the order of the da, of course. I cannot imagine a

Panzer Brigade doing it, but why not some Panzer Grenadiers? In BLITZKRIEG we might even use One of the substitute armoured regiments to simulate some of the" Scorpions" of the desert battles. As the" flail" tanks of the Normandy landings they are quite well known, being by that time almost perfected by the 79th Armoured Division and the US units that used them, but they were not always thus.

Perhaps these few lines have started some of you thinking; if so I hope to see the results in some future issue. I will just close by quoting. a report of an Italian prisoner, taken just about the time of El Alamein; he is describing his first sight of a Matilda tank fitted with an experimental flail. " ... even more frightening than the barrage was this slowly advancing pillar of sand, out of which came the dreadful noise of clanking, and the rattl-

ing of chains "'."

J.K.NORRIS Wick,. Scotland

Mr. Norris, an old friend and opponent, has provided the perfect example of the type of idea-exchange we hope this section will include. We would be very happy to be forced to increase the size of the magazine simply because we had so many interesting letters to print.

As for the mines, well,. first we feel that in some games they could not realistically apply due to the scale involved. In STALIN GRAD for example, to mine one square would be to mine some 900 square miles of subjective terrain. However, for BLITZKRIEG and especially for AFRIKA KORPS, it is an excellent idea. Your letter has also started us looking at AH AFRIKA KORPS from the standpoint of realism in several other aspects of the game, and we hope to be able to produce a more realistic variant in a few months. To add mines to the game as it stands would seem to us to be" carrying coals to Newcastle" since the British already have a substantial edge (player skil] being equal), though we very much like your ideas for the mechanics of dealing with mines in play (you can bet we'll steal them for our variant). -Ed,

Dear Mr. Wagner,

The more I think about your idea, the better I like it. You are about to offer an all-eneompessing wargaming mag., which is a tirst no other magin the wargaming industry can boast.

M .R.Brundage

. Right! Now if only someone will buy it, we are on OUr way r -Ed,

12

Page 12

BLITZKRIEG

(Collt'd fro". page 1)

STRATEGY AND TACTICS

Vol I Nr 1

A similar situation exists when reducing" minor country I, cities in the early moves. You may not capture and use the facilities of a minor country city in the same tum. This is true despite the fact that you may capture all cities of a particular minor country in' the same tum.

To us, the above is unrealistic. Since a BLITZKRIEG turn is about two or three weeks of subjective time, we feel that one turn is long enough to gain control of enemy port and/or airdrome faeilities if enough foree is applied (i.e. an automatic victory situation). Supplies, we feel, should wait until the turn after capture. With this in mind, we suggest two, rather minor, modifications to the current Avalon Hill rules.

1. If an automatic victory situation is gained against units garrisoning cities, or if the city is not garrisoned and is captured, that city may be used for sea transport and airlift in the tum of capture. Aircraft may be flown into the city's base complex in the. tum of capture. (We note that AHIKS has officially added this same rule to their BLITZKRIEG sets - Bravo !) .

2. If the necessary forces are applied to ensure capture of an unreduced minor country city, it is considered automatically captured and rule 1 applies ..

With the addition of these two rule adjustments, bold, well-planned operations will have some chance of success and a bit of the BLITZ of the title gets into the game, Obviously, key cities will have to be protected and the opening moves will progress more rapidly ..

The second major area of ambiguity pertaining to auto-victory occurs in the 5-1 surrounded situation. There are three schools of thought on this subject. AH has recently ruled that in this situation the die is rolled to determine any loss to the attacker, tbedefender is automatically eliminated and, if the die roll indicates an attacker's advance, the attacker may advance one square only_. AHIKS rules that the die is rolled and the attacker suffers losses and advances the full amount shown in the attrition table. The third possibility is that the situation is treated as a 7-1, e.i., no die roU,attacker advance four with no losses. Again, due to the subjective time involved and the possibility of attrition to the attacker at 5-1, we believe AHIKS has the right idea: the defender is automatically eliminated but the situation is treated as a normal 5·1 as far as attack losses and advance is concerned.

The s& T staff has played several games under these rule provisions. and finds that they enhance AH BLITZKRIEG quite a bit. It becomes a more lively, interesting game, and much more difficult to play. We would appreciate your comments and suggestions for future articles in this series,

FUTURE FEATURES

JANES F. DUNNIGAN, prolific. historian and author of Kampf,. leads off with a fascinating study of the armor dilemma that faced Germany in WWII. In the process, Mr. Dunnigan presents an excellent break-down of the capabilities of the armored weapons used by both sides in the struggle for Europe.

REMAGEN BRIDGEHEAD: Part Two in our series in which Henry Bodenstedt brings you the rules of movement for his celebrated table-top game.

MYRON R. BRUNDAGE presents an article on Vertical Envelopment by Michael Kohn. Mr. Kohn I delves into the tactical use of airborne forces in the first of MRB's productions.

BLITZKRIEG RULES: More deliberately controversial material in an attempt to make everyone aware of the various interpretations.

LETTERS.: We hope to have received a few comments on S&T by the deadline for the second issue so that we can start developing this section into a. readers, forum.

More from Scott Berschig on variants and from HHB on table-top wargaming.

LOOK FOR THE NEXT ISSUE AROUND 15 FEBRUARY J I!

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