RANDOM MUSINGS


The following series of articles appeared in Game Notes, a newsletter from Boulder Games. I have known the owner, Jim Sandefur, for a long time and I was flattered when he asked me to write for the newsletter. I have gathered the articles up from various issues and compiled them here.....for better of for worse :-)

Top Ten Under-Appreciated Wargames

1. Angola (1979 Gameshop)-
Simulation of the 1975-6 Civil War in the former Portugese colony. Players represent one of three factions, with attendant Cuban, South African and Mercenary allies. Neat victory condition allows a losing player to "go guerilla" and make life miserable for the remaining two players.

2. Swords And Sorcery (1978 SPI)-
Fantasy quest and campaign game with a real sense of humor. What can you say about a game that has killer penguins, the SS Wiking Division, an Ogre tank, a place called New Orc City (located, of course, near the Evelyn Woods), a character called Unamit Ahazredit, as well as the usual assortment of dwarves, elves, dragons, spiders, orcs, humans and Corflu Cultists (don't ask!). Did I mention airships?

3. Operation Konrad (1983 Close Simulations)-
The SS drive to the Danube in January of 1945. There is a lot of game in this mini-package. The map measures 14" x 16", maybe 60% of that is playable territory. 112 counters representing armor, mech, inf, artillery, cavalry (!) and, for the Germans, railway gun "Dora". Rules covering fatigue, SS desperation, supply and a unique combat before movement turn sequence.

4. Grand Imperialism (1978 Gametime)-
The Age Of Discovery in the Victorian Era. Players, representing one of 6 "nations" on a continent, search the other land masses for wealth. Build ships, armies, cities, ports or forts. Explore the world, conquer native armies, seize wealthy territories from your neighbors. Game has pirates, storms at sea, rebellions, rules for random generation of an area's worth, and other goodies. The rules are a little on the sparse side, however, and some tinkering is in order.

5. Field Marshal (1976 Jedko)-
An entry into TAHGC Blitzkrieg genre. Two warring nations (and a third smaller one that joins one side or the other as a result of a random card draw). Specialized rules cover leaders, paradrops, marine landings, guard units, army commanders, airstrikes and supply, sometimes involving (again) randowm card draws. Also rules for off-board activity, with one side (or both) having to commit reinforcements or face destruction of all off-board units. From the lads in the Land Down Under.

6. Wake Island (1991 Mayfair)-
The Japanese attempt to take Wake Island between December 8 and 23, 1941. Again, a small map (only 17" x 22") covering the island and a lot of ocean. The defenders get coastal batteries, Marines, Civil Battalions and a few stalwart Wildcats to try and keep airborne. The Bad Guys get land based bombers, warships (including Hiryu and Soryu), Japanese SNLF units and transports. The Japanese player can disembark and reimbark his troops as often as necessary (which, believe me, is often).

7. Red Star/White Eagle (1979 GDW)-
Russo-Poish War 1920. Rarely covered topic, intersting campaign. This game has rules covering armored trains, German Freikorps, Lithuanian and Ukrainian intransience, problems with White Russian armies, Red Army shake-ups, Polish "rallies" involving the last-ditch efforts of students, women, peasants and priests. Also included are rules covering breakdown of mech units and American pilots flying captured German aircraft against the Russians. Poles drive into the Ukraine, Russians drive them out and reach the gates of Warsaw, Poles rally and drive the invaders back. This one is really hard to find these days. Good luck!

8. Moscow 1941 ((1987 SPI/TSR)-
In my opinion, the best Battle for Moscow game. Beautiful map covering the approaches to Moscow. The game covers October 1941 to January 1942. Every action requires the expenditure of Initiative Points. These Points are given to each player each turn based on a fixed amount plus extras given for territorial objectives. Activate an HQ and you can move and attack. Assign points to combat support or air support. Replenish depleted units (remove fatigue). Weather can be dry or wet, with mud, snow or deep snow and the ground can be frozen or thawing. The non-phasing player may react during his opponents turn if he has placed units in reserve. There are the usual rules covering partisans, airdrops and fortifications.

9. Dark December (1979 OSG)-
One of Danny Parker's Battle Of The Bulge games. Nifty rules include: German fuel shrtages, optional O.B. for both sides, variable victory conditions, construction/destruction of bridges, divisional integrity, German para drop, variable weather conditions, 150th Panzer Brigade, the creation of reserve formations, commander units and many others. The map was once nominated for Ugliest In The Known Universe. I disagree. For one, I like the map, and besides, anyone who has ever seen the map for Conflict's Bar-Lev can tell you who one the title Ugliest In The Known Universe.

10. Napoleon At Leipzig (1989 COA)-
This game was orginally done by OSG in 1979. Based on Napoleon's Last Battles (SPI), this system lends itself well to the campaign at Leipzig. The counters are beautiful and represent French, British, Swedish, Italian, German, Polish, Austrian and Russian (did I leave anyone out?). Nice command rules. Everyone must be able to trace command to the Corps Commander and thence to the Big Cheese. The French must first wake Napoleon and Ney (this a joy, let me tell you!). Theer is always a chance that your subordinate commanders will misinterpret your orders and do something other than what you intended. It's easy to lose control of your cavalry after you send them off to attack someone. Sometimes they stop and sometimes they keep going. Nice touch! There are rules covering combined arms attacks as well as artillery bombardments, demoralization, cavalry charges (see above) and the effects of British rockets (?!) on the battle.

Bad Wargame Memories

Everybody has a story like this. Actually, I have four. So that means that three of you don't have any.

TERRIBLE SLOW BORE....er, I mean TERRIBLE SWIFT SWORD (SPI)-When this game was first released back in 1976, all I heard was what a great game this was, blah, blah, blah. Well, being a panzerhead, I steadfastly refused to play a game on, of all things, Gettysburg. It got to the point where I couldn't entice anyone into a real game (i.e. one with tanks), so I agreed to play TSB (or TSS, if you prefer). Read through the rules, agreed to give it a try. Picked the Confederate side. Set it up. Lost the game in 6 minutes flat. Won't bore you with the details, but let me leave you with this thought: beware of Union cavalry with repeating rifles.

WAR IN EUROPE (SPI)- When this game hit the market, I immediately liked it. I liked everything about it, in fact, until my match-up with an individual, whom I'll call "Mr. Lucky". For this game, I played the Allies. I should tell you that Allied reinforcements in this game are dependant upon the German player rolling a die and consulting the U-boat Attrtion Table. Everything being equal, all the German has to do is not roll a "1" on a 6 sided die and the Allies will get their historical reinforcements. A "1" will delay the reinforcements for a month. The results are cumulative, so if a person such as Mr. Lucky gets a hot streak with the dice (and why else would he be called Mr. Lucky?), the Allies are up the creek without the proverbial paddle. End result: in June 1944, I was still awaiting my first shipment of Grant tanks and horses for my cavalry.

MACHIAVELLI (TAHGC)- For the uninitiated, this is a glorified game of Diplomacy set in Renaissance Italy. The map covers the Italian peninsula, as well as southern France, Austria, the Dalmation coast, Sicily and Tunisia. Extra goodies are rules covering plague, famine, elite armies and assassinations. One can bribe an opponent's army to either disband, or if you pay enough money, switch sides and become your army. (A fiendishly clever plot device). I was the Turkish player, and as such, owned precious little territory on the map, starting as I did, with only Tunisia and Albania. Being the clever infidel, I immediately sought an alliance with just about anybody who was interested. Of course, no one was....except for the Pope. Well, our unholy alliance caught everybody by surprise and my Papal friend was well on the way to being master of the Italian peninsula, with his faithful servant, the Turk, controlling much of everything else on the board. With victory within our grasp, we finally turned on the last remaining obstacle, the lovely city-state of Milan.It was at this point that I discovered why they had such a small army. The had been saving their lira for a BIG surprise. They had convinced His Holiness to sell me out. For one turn, the Papal armies wreaked havoc on the Turkish forces. Then the Milanese bought out the entire Papal army, converting them to their own hideous color scheme. They bribed all of my remaining armies to desert and after the ensuing naval clashes, I was left with ONE (!) fleet which sailed off the eastern edge of the board into oblivion.

THIRD REICH (TAHGC)- As anyone who has ever played this game will tell you, not only is it more fun to be the German player, but it is also the toughest side to play. To be a successful Nazi (in game terms), you must be aggressive and ruthless. You must also be the best THIRD REICH player for miles in any direction. Well, one day, a stranger arrived in town. He looked tough and his wargaming credentials were mighty impressive. "THIRD REICH?" says he. "A child's game!" A hush fell over our little gaming group as The Man proceeded to tell us of his vast THIRD REICH experience. "I taught John Prados everything he knows about World War II", he crowed. Setting up the game, I abdicated my allocated position as the German and took over the French, as the assigned French player had fled into the night when The Man told of his plans for the destruction of the French nation. Barely had the first turn commenced when I sensed something was amiss. Germany had failed to take out Poland! Germany had, in fact, failed to do anything but spread his forces out to defend against France, Great Britain and Poland. Something was definitely wrong here. For the next 6 turns, the strangest THIRD REICH game ever was being played out before my eyes. By the Summer of 1941, the French Army (!) was in Leipzig, the British had just taken Hamburg and the Poles (!!) were menacing Konigsberg. By this time The Man, who was now being referred to as The Knucklehead, was ready to throw in the towel. "Gee, I guess my plan didn't work out quite the way I hoped," said he. Oh, really?

Bad Wargame Memories (Part Deux)

Part 1 was printed in the previous issue of Game Notes. If you read it, you have too much time on your hands.

DIPLOMACY (TAHGC)- I really love this game. I have been playing Diplomacy since the late 60's. I prefer face-to-face games, but I have been known to indulge in PBM Diplomacy from time to time. I even refereed a PBM game once in about 1980. (And if any of you guys are reading this, the Spring 1906 moves are in the mail. Really. No, this time, I mean it. I swear.) Anyway, this is the story: I had just moved in with this woman in the summer of 1981. Looking back on it, it was a monumentally stupid idea. At the time, it merely seemd ill-advised. I had been playing a postal Diplomacy game for about three months prior to this and had planned to continue. I hadn't reckoned on the mental instability of new new love. It seems she was opening my mail and came upon a letter that read: "Army in Silesia to Munich. Supported by Army in Bohemia. Counting on you to keep the British from interfering." It was signed, unfortunately, "Your Russian Friend."
It seemed that my girlfriend had read this and was convinced that I was up to no good. I hadn't moved any of my games in yet and, as you all know, there is really no good way to tell a loved one that you are a wargamer. So she had no way of knowing what that cryptic message was about. She actually thought I was some sort of spy. I found out, after we had split up (some 5 weeks later....a record of short-term live-in relationships, even by my standards) that she had called the FBI (they weren't interested), my superiors at the Police Department (they figured that since I couldn't even direct traffic properly, I was no danger to the Free World) and even my mother, who of course, confirmed that I was a card-carrying communist and well-known subversive. Thanks, Ma.
I SWEAR that the above story is true (except for the part about my mother, which, of course I made up. She never called me a subversive. To my face. As far as I know).

BAR LEV (Conflict Games)- Probably the best three-player game ever invented. For those of you who don't know the premise of this game, here is an overview: 1973-the Yom Kippur War, Syria and Egypt attack Israel. The game is pretty-well balanced, with a slight edge given to the Arabs. Israel must protect both the Suez and Golan fronts by judicious use of its reinforcements, superior air power and not a minimum amount of luck. I have NEVER won as the Israeli player, but once, just once, I almost did. Here is that story: I was the Israeli, "Mr. Lucky" (see Bad Wargame memories, Part 1) was the Egyptian, and a fellow whom we shall call "The Doofus" (for reasons which will becoma apparent) was the Syrian. It was about 5 turns into the game, and I was doing amazingly well (for an Israeli player). I had slowed the Egyptian advance in the Sinai and had forced the Syrian offensive in the Golan to a screeching halt. I had just gained air superiority and it looked like I would be able to go on the offensive and regain some badly needed terrain (as well as some self-respect). I was really crowing about what I had accomplished so far, and was rubbing their collective noses in what was going to be, not only my first Israeli victory in that game, but one of the really rare times I was going to be able to beat "Mr. Lucky".
It was at this point that it happened. It will forever be replayed in my memory like some slow-motion scene from a Sam Peckinpaw movie. "The Doofus" leans over the map as if to get a closer look at the tactical situation. As he does this, the baseball cap, which has been perched precariously on his empty skull for the last five and one-half hours, seperates from the top of his head and begins its fatal plunge toward the Golan Heights. Before anyone can react, a moth-eaten New York Yankees ball cap is lying upside down in the middle of the map, with cardboard counters flying all over the place (two Syrian T-55s eventually landing in the bean dip....serves them right!) After the initial shock wore off, these two yokels are laughing hysterically. I am frantically running around, gathering up counters and trying to convince those two hyenas that the game can be saved. I plead and cajole, but to no avail. I insist that we can remember where the pieces were, but they are already headed for the door. "I would have won!" I yell at them, as they are leaving. "Too bad we'll never know" said Hyena #1 as they left.
The controversy still remains. I say the hat fell at a pretty convenient time. Too convenient, if you know what I mean. To this day, I don't allow any of my opponents to wear hats.

WHAT? ANOTHER BLOODY TOP TEN LIST?

1. Poor Bloody Infantry (3rd Milennia-1972)- Released with the very enigmatic title of "PBI", this was one of the first board games dealing with 20th century warfare on the man-to-man level. The counters represent riflemen, machine gunners, flamethrowers and mortarmen. Played on a rather bland-looking map with generic terrain, the game covers several scenarios of small-unit actions. As you might be able to guess, this was a pure infantry game. (Armor? No, tanks!)

2. Bloody Ridge (SPI-1975)- Part of the Island War Quad, this game covers the action in and around Henderson Field on Guadalcanal in September 1942. There are three sceanrios: two representing the major Japanese offensives on the island, and the third is a campaign scenario which links them. If you have ever played any SPI quad game, you know how to play this one. If you've never played an SPI quad game, you probably still know how to play this game. Relatively simple game, but some nice touches involving artillery and Japanese tactical prowess.

3. Bloody April (SPI-1979)- For you Civil War fans, this installment of The Great Battles Of The American Civil War covers the Battle Of Shiloh in 1862. With 1200 counters and two maps, this is a lot of game. Just about every leader from Lieutenant on up is represented by his own counter. This is quite possibly the most detailed game covering this battle. You even have to keep track of your ammunition. "I know what you are thinking. Did he fire 6 cannonballs or only 5? You gotta ask: Do I feel lucky?"

4. Bloody Buna (3W-1979)- From Wargamer Vol 1 #9, this is an operational level game covering the campaign in New Guinea in 1942. This game features rules covering amphibious landings, special jungle units, rangers, air dropped supplies, bunkers and attrition. There are three scenarios and a campaign game. The usual bunch of Aussies and Yanks vs various and assorted members of The Emperor's Finest. The Japanese get to try for an invasion of Port Moresby, while advancing overland via the infamous Kokoda Trail as well. Good looking map, but the counters can give you eyestrain.

5. Bloody Keren (3W-1986)- From Wargamer Vol1 #54, this game takes place in Italian East Africa during January 1941. The British are on the offensive here, while the Italians must decide when and where to make a stand. Operational level units up to brigade size (although usually smaller) and step reduction. There are rules for air support, artillery, desertion and Italian morale. Native units can even switch sides. The biggest headache for the British is supply. For the Italians, it's everything else as well.

6. Bloody 110 (Gamers-1989)- Another entry from The Gamers Tactical Combat Series. This game covers the fighting around Clervaux in the Battle Of The Bulge. At 125 yards per hex and 15 minute turns, this is really a tactical level game. Infantry are grouped into platoons and vehicles are individual units. Realistic (read "complicated") command and control rules. Additionally, there are rules for morale, artillery and German bridge building( well, one bridge, actually....but what a bridge!)

7. Bloody Roads South (Gamers-1992)- The Wilderness Campaign in 1864. Part of the much beloved (although, not by me) Civil War Brigade Series. With most of the units brigade-sized (really?), the artillery are battalions. Morale is a big factor here, with units experiencing various levels of morale, such as Shaken (not stirred), Disorganized and Routed. The rules even account for stragglers. There is a command system which forces you to check no less than 7 charts to send a single order to your troops. Whew! Most of the attacks, or movement, for that matter, tend to be channeled through the roads, as the surrounding terrain is pretty inhospitable (hence, the "Wilderness").

8. Bloody Kasserine (GDW-1991)- Another operational level game. This one covers (surprise, surprise) the battle at the Kasserine Pass in 1942. Nice take on a familiar campaign. Special rules include: German tactical expertise, engineers, tactical air support (for both sides), supply and weather rules, German bickering (really!) and, of course, a What-If-Patton-Had-Been-In-Charge rule. "Rommel, you magnificent bastard, I read your book!" The game mates with another GDW entry, Race For Tunis, so you can experience the total demise of Panzerarmee Afrika.

9. Bloody Beach Omaha (Gamers-1991)- Ho-hum. Yet another "Bloody" Gamers entry. Anybody keeping count? For you purists out there...yes, I know we all just refer to it as "Omaha", but if you read the fine print on the box cover, it does indeed say "Bloody Beach Omaha". So, there! This monster covers the U.S. 1st Infantry's landing on June 6, 1944 during the Normandy invasion. There are four (!) maps and 1600+ counters. Tactical, tactical, tactical. There are rules for everything in this game. I did find a glaring mistake in one scenario, however. (The Gamers later corrected this in the errat, much to their credit). As every school child knows, the Panzer Lehr's divisional artillery was 150mm, NOT 105mm. Jeez!

10.Bloody Hell! (Simulations & Tactics-1975)- Title based on Charles I's statement after the Battle Of Worcester in 1645. When called upon to surrender by Oliver Cromwell's forces, this was his reply. This is a very tactical level game, with each turn lasting only 5 minutes. There are 600 hex-shaped counters, which is unusual because the map features area movement. Each counter represents a wealth of information, with numbers for attack, defense, movement, morale, height, weight, age and religious affiliation of the men involved. As far as I know, no copies of this game survived the infamous Simulations and Tactics warehouse fire of '76. Pity.

Random Musings #1

I have known Jim Sandefur since the name Boulder really reflected where he lived. (No, not under a boulder....although there are some individuals who might disagree). He was just a regular guy then. An Assistant Manager working the night shift at a Motel 6 on the Interstate, just outside of Boulder, Colorado. [He’s making this up! -ed.] He used to buy games from me on a regular basis and he would sometimes call me on a slow night, just to chat. ("Sure, Jim. I won't cash the check until your next payday"). Now, of course, he is much too busy to "chat". When he wants something, he has one of his people call. ("Mr. Sandefur desires that you should____________"). So, when I got the call to contribute something to this newsletter, I was more than happy to comply.
So, here are the Musings, as promised.

XTR (announcement): In a continuing effort to cut costs, COMMAND Magazine is now only going to print counters in two colors- gray and tan. This way, they can print all the gray counters for all the games and send them one month. The following month, you will receive the tan counters. Then you will get the maps (printed on both sides, natch!). The rules will be sent out in one booklet quarterly and the charts (CRTs, TECs and OOBs) will be mailed out at the end of the year.

COA (a cautionary tale): I bought a copy of WAR WITHOUT MERCY. It was missing the maps. So, I gave the folks at CoA a call. They said I had slandered them by implying that the game was incomplete. They said that their attorneys would be in touch. Now I don't answer my phone and I'm afraid to open my mail.

ADG (announcement): New release: HELL IN FLAMES. Winston Churchill once said "If Hitler invaded Hell, I would at least make a favorable reference to the Devil in the House Of Commons." Well, here's your chance to game this one! 200 counters, representing the minions of hell, fallen angels, tormented souls and lesser demons. 2 full mapsheets, which ADG claims is based on a map of hell obtained when playtesters summoned JFK during one late night session.

PERRY MOORE (game review): The new game from Perry is called DEATH, DEATH and DEATH. It's about some battle or another and is either very, very good or very, very bad. I forget which.

CHEAPASS GAMES (announcement): A merger between this company and Multi- Man Publishing was announced today. The new company will keep the Cheapass name because, as spokesperson Curt Schilling stated "It's pretty descriptive of our product".

GERMAN GAMES (obligatory mention): I don't understand this phenomena at all. The games may be good, but with names like POOP!, SCHNAUSER UND SAUSAGE and ZWIEBACK FUR ALLES! you have to wonder............ Still, I have played a game called URSUPPE, which is a thinly disguised attempt to simulate the Battle Of The Bulge. Use your amoebas to surround Bastogne! The goal is to get the first pseudo-pod across the Meuse before your army divides. Admittedly, I don't have a copy of the rules, but I think I am playing it correctly. Great fun, though.

Random Musings #2

SELLING USED GAMES (a brief lecture)

I have been doing this for some time. There are others who do this also. One thing I have noticed is that there is no standardized grading system. We all pretend that there is, but there isn't. The latest catalog from someone who should know better offers this example: "the game has some staining on the rules and the box corner has been taped. A few counters have been punched. Game is in MINT condition." Example #2 (this time from e-bay): "game is unpunched, except for some of the counters". Okay, so e-bay doesn't have MENSA members auctioning their games. Still, a little common sense would apply here. I would offer the following grading system to be used in all transactions involving the sale of board games:

USED...you opened the box
UNUSED...you didn't open the box
MINT...nothing you have falls into this category

GAME NEWS

Columbia Games has announced that their game boxes will have the retail price at the top, while rotating the box 90 degrees will reveal the lower hobby shop price. Another 90 degree turn will show sale price (30% off) and, finally, another 90 degree turn will show the game at cost.

Mayfair has announced the release of yet another SETTLERS expansion: Lepers Of Catan. Rules and pieces for a new player. Got a pesky kid brother who won't let you and your gaming buddies play SETTLERS OF CATAN without him? Now he can play and not bother you at the same time. There is absolutely NO interaction with the leper player. He is on his own island (preferably in another part of the house) and according to the rules, if he attempts to contact you in any way, he is out of the game.

GMT has produced an expansion kit for JUNE 6. It's called June 5 and it covers the day BEFORE D-day. The German set-up remains the same. The Allied counters consist of 3 Mosquito air reconnaissance counters and two counters representing seal/udt teams. Not much action, but the tension is so thick, you could cut it with a knife.

Decision Games has announced that they intend to issue yet another upgunned version of KRIEG! This year's surprise hit was TOTALER KRIEG! Next year, look for DOUBLE DOG DARE TOTALER KRIEG (This Time We Really Mean It!). The ultimate WWII simulator. This game will have everything from every WWII ETO game ever produced. Includes rules for alternate realities, such as the war being fought solely by zebras or Germany being located in a rent-controlled apartment in Manhattan.

OBLIGATORY GERMAN GAME REVIEWS

Okay, I've never really played any of these, and I understand about 20 words in German, but I have taken an educated guess as to how they are played. I seem to have misplaced my review copies, so I'll try and do this from memory.........
Kosmos' GIGANTIS: As I recall this one is about a giant moth or something that terrorizes Berlin...or Tokyo. I can't remember which.
Rio Grande's DIE GLOCKENSPIELE: Some knights with silly names are on a quest to recover the Holy Glockenspiele, which was supposedly played by the house band at the Last Supper.
TM Spiel's KRAIG UND FRIEDA: As near as I can tell, this game chronicles the domestic bliss of a middle aged German couple in Dusseldorf.

Random Musings #3

I was once a regular contributor to the late, great, original Game Notes. One of the most popular topics was something I called (for lack of anything better) Bad Wargame Memories. Part 2 of that series was reprinted in the first issue of the reborn Game Notes. As an aside here, I was pleased to see Jim reprint the article and I immediately contacted Boulder Games to see what sort of remuneration I could expect. I called and was told that Mr. Sandefur was not available to take my call, but that if I were to examine my Writer's Contract on page 16, paragraph 4, that I would find that all material submitted to Boulder Games becomes the property of Boulder Games, a wholly owned subsidiary of Sandefur Enterprises, Inc. In fact, according to the terms of the contract that I had signed, I am obligated to pay Boulder Games $2.50 every time they reprint an article that I submit.
Well, what could I do? I mailed a check the next day. But I digress.........
I thought I would offer a few more "Bad Wargaming Memories" here.

Story #1
With the re-release of War In Europe by Decision Games, I feel I should share this story again. I played the original several times during my college (i.e. unemployed, professional student) years. I always found it be an enjoyable experience.
There was this one time, however........
We set up the Campaign game, starting in the Fall of 1939. I am to be the Allies and a person who I like to refer to as "Mr. Lucky" will be the German player.
Mr. Lucky's exploits figure into a lot of my Bad Wargaming Memories over the years. For his own protection, I will not identify him (but he knows who he is). In WiE, the German reinforcements appear as the result of careful planning and expenditures of resource points to produce whatever you want (within reason). The Allied reinforcements are die-roll dependent. There are historical reinforcements due to arrive on every turn. The u-boat war comes into play here. If the Germans commit a certain amount of their resources to producing a certain amount of u-boats, then there is a one in six chance of delaying Allied reinforcements for a turn. In other words, roll a "1" on a six-sided die and Allied reinforcements do not appear. The catch is that this is CUMULATIVE each turn. Roll a "1" next turn and reinforcements are delayed again. (More on this later). If, however, you roll a "6", reinforcements not only arrive on time, but you get the NEXT turns reinforcements early. (There will be no need to address this later).
Mr. Lucky would eagerly await the Strategic Cycle when we would challenge each other for mastery of the seas and determine the course of events in the European Theater Of Operations. By this, I mean he would pick up the designated u-boat dice with his grubby little hands and proceed to roll a "1". Followed by a "1", which in turn was followed by...you guessed it... a "1".
Skip ahead to Spring 1944. Due to a mathematically improbable series of "1"s rolled by the German player, the Allies are just beginning to receive shipments of Brewster Buffaloes and Grant Tanks.* I have never before, or since, seen a human being roll so many "1"s. Different dice, different days, same result.
I am now firmly convinced that he is in league with the Devil. Finally, I demand that I be allowed to make the die roll instead of him. Sensing my frustration, he magnanamously allows me to do so. I, of course, roll a "1". It is apparant (even to me) that D-day, if there is to be one, will not occur before 1962. It is time to bow to the inevitable. With my usual good grace, I throw the dice across the room and storm out of the house, vowing never to return.
As I look back, I see Mr. Lucky standing in the doorway. He smiles and says "See you next week!"
Jeez, I hate that guy.

Story #2
Mr. Lucky, 12 dice and Avalon Hill's WAR AT SEA. Nuff said.

*The game does not actually have details like this. Units are generic. This is what we call "Poetic License"
As an aside, a quick call to Decision Games revealed that there is a "Mr. Lucky Rule" to prevent this sort of abuse in the new WAR IN EUROPE release.
This article is basically a re-telling of the story as it appeared in the original Bad Wargaming Memories. Because of this, I now owe Boulder another $2.50. Now where is that checkbook...........

Random Musings #4

I was going to do a straight-up, real, honest-to-God game review for this issue. But then I thought...why bother? It's easier just to make something up. With that in mind, here are a few selections:

NEW GAMES (CAPSULE REVIEWS)

Collectable Card Games- Just when you think this market is saturated, those clever folks at Wizards Of The Coast have come up with the ultimate CCG. The Starter Deck consists of playing cards numbered 2-10. They come in 4 different styles: a black "club" shape, a red "diamond" shape, a black "spade" shape and a red "heart" shape. Booster packs include cards marked with a J, Q, K or A. My understanding is that the rare card is something called a "Joker". I haven't seen the artwork yet, but I am told that there are beautiful renditions of Medieval Royalty on some of the cards. Look for an early summer release.

German Games- Saw a new one down at my local game store. It's called Schnell Lederhosen which, as far as I can tell, translates to "Fast Socks". It's made by FX Schmidt. Unusual packaging, in that the box is made of wood and all the components are made out of cardboard. The rules are in English, so it was fairly easy to learn. It seems that this game is known to most of the world as checkers. The only difference seems to be that the word "lederhosen" appears where the word "checkers" would normally appear in the rules. The $59.99 price tag is a bit steep, but well worth it.

Family Games- While shopping at K-mart, I ran across a new release from Parker Brothers called Hasbro Monopoly. It's a solitaire game. The player represents the fictitious "Hasbro Corporation". All the spaces on the board are named for game companies (Milton Bradley, Parker Brothers, Avalon Hill, etc). The idea is to buy up as many companies as you can in one trip around the board. The player starts with an unlimited amount of money and moves one space at a time (there are no dice). The playing piece is a pewter figure of a corporate lawyer carrying a satchel full of money. I thought that was a nice touch.

Wargames- GRD has issued a recall on all the counters from Europa series games. It seems the combat factors printed on the counters are off by one. GRD will send the corrected counters upon receipt of the faulty ones.

Desk Top Publishing- I sent away for a DTP game I saw advertised in the Boulder Catalog. It was advertised as "The Definitive Desk Top Publishing Game". It was from The Definitive Desk Top Publishing Game Company in Lizella, Georgia. What I got for my $12.95 was a blank hex map, a world atlas, a blank countersheet (unmounted) and a Number 2 Pencil. The kit also came with a note which read: "Some components needed to play this game were not provided (in order to keep the costs down). You should be able to scavenge them from other games in your collection. These components are: dice and rules."

And a little note to all those who contacted me. I appreciate all the e-mail, letters and phone calls. I don't have the time (or the inclination) to answer you all individually, so I'll answer your questions here:
1) Yes, I know you wish Game Notes had more of "me" and less of "them". You'll have to take that up with Boulder Games.
2) Yes, I know how disappointed you were when I got bumped from lead article to the last page. Again, take that up with Boulder.
3) I appreciate your concern, but Jim is only kidding when he says those things about me. PLEASE don't do what some of you said you'd do. He has a family, for God's sake.
And, finally:
4) Yes, he is. But if it were to become public knowledge, I think the FBI would sweep into Lizella faster than you can say "Waco"

Random Musings #5
by Bill Krasner

I was looking over a games catalog the other day and I became aware of the fact that I could not tell anything about the games by just looking at the titles. Gone are the days when you could peruse a list of wargames and see what you were getting. In computer-speak, this is called "wysiwyg" (or what-you-see-is-what-you-get). Today's games might more aptly be referred to as "wtf?" (or what-the _ _ _ _ ?)

Case in point: if you didn't already know, would you have a clue as to the subject matter in Moments In History's A FAMOUS VICTORY? I can envision an entire series of games based on that concept; A SOMEWHAT-AMBIGUOUS MEETING ENGAGEMENT, A NOTHING-TO-WRITE-HOME-ABOUT BATTLE, or A BONEHEAD DECISION (insert your own Montgomery joke here). Gone are the days of such self-evident titles as GUADALCANAL, MIDWAY, D-DAY, GETTYSBURG, et al. Only to be replaced by MATANIKAU, INCREDIBLE VICTORY, ONSLAUGHT, THUNDER AT THE CROSSROADS and others.
I guess it was much simpler back in the olden days, when there were... oh, maybe a dozen wargames on the market. Then, proliferation reared its ugly head. Suddenly there were more Bulge games than you can shake a stick at; WACHT AM REIN, THE ARDENNES OFFENSIVE, BASTOGNE, RICHARD SIMMONS' BATTLE THAT BULGE, etc.

I blame SPI.
Of course, I blame SPI for pretty much everything. Some things I hold SPI responsible for:

the Gulf War
the death of JFK (Jr AND Sr)
Tito (the game, not the person)
the hole in the ozone layer
Richard Berg
the list is endless.......

As if it isn't confusing enough, some of the current titles actually sound like something they're not.
For example, Microgame Co-Op's BITTEREINDER. Is this about a reindeer with an attitude problem?
GRD offers THE DAMNED DIE HARD. A game about a recalcitrant car battery?
Blue Guidon's FIRE IN MISSISSIPPI may be the only game covering Klan activities on an operational level.
But this phenomenon isn't limited to releases of the last few years.
Avalon Hill had LOOK AT THAT SCHMUCK ON THE CAMEL. That was a game about... well, a schmuck...um.......on a camel.....er.....okay, that one was not misleading. But since only 11 copies were sold, perhaps some people were puzzled by the title. As an aside here, I can reveal that I bought one copy and Jim Sandefur bought the other 10 (as an investment).
I wonder if GMT's SALAMIS is sold in the local deli?
Or is THE FIRE NEXT TIME sold in New Delhi? (groan).
And don't even get me started about the German games. What is THAT all about?
I could write an entire series on that whole genre.
Maybe I will.

Random Musings #6

Back in the late 70's, I had a friend who owned a wargame shop. He was thoughtful (and naive) enough to provide a gaming table in the center of his store. We spent many a day crowded around that table, oblivious both to the owner and his paying customers.
Mostly I have fond memories of those days and our marathon gaming sessions, but there are a few exceptions.....which, of course, will be the subject of this article.
We were playing THEIR FINEST HOUR by GDW. We left the game set up with the intent to finish it off the next day. We were unable to make it the next day, so the play continued with substitute players. When I did return to the shop (some two days later), I was greeted with the following spectacle: not only did the substitute players mark off the original naval hit sheet in ink, but they had grown bored with the game and set up a smaller one on top of mine. This wouldn't have been so bad, but they taped the new map onto the maps for my game. I tried to be careful, but when I peeled the offending game map off of mine, I left some very noticeable damage. Grrrrrr.

Different day, same location, same culprit(s): left SPI's WAR IN THE EAST set up over a weekend. Returned to find chocolate fingerprint smudges in the rulebook and all over the Production charts. Jeez, guys, this is a $50 game. Show a little respect. New rule: No eating at the game table.

Playing a miniatures game simulating a meeting engagement between Soviet tanks and US armor "somewhere in Germany". The owner of the rules (and the minis) led the Russian team. Certain that he was going to lead his team to victory over the Americans, he got really pissed off as his tanks were being knocked out as soon as they appeared on the field of battle. He decided that the fault was in the game system (and not his tactics), so he commenced a re-write of the rules as we were playing. So every turn, rules were tweaked, bent or outright jettisoned until the Russians had the edge he so desperately sought. Some people hate to lose.

And of course, my favorite story from this era:
The most insufferable little twit I have ever known showed up with a copy of SPI's WAR IN THE PACIFIC (which even then was an expensive game), which he had purchased from the hobby shop at the mall. Seems one of their clerks had mistaken WAR IN THE PACIFIC for Avalon Hill's VICTORY IN THE PACIFIC and marked them at $9.95. One of us (I don't remember who) called the hobby shop to see if there were any copies left (there weren't). Grrrrrr.

Not too many years later, the shop went bankrupt, the owner went to jail and we all went our separate ways. I think about those guys every once in a while and, you know, I still hate their guts.



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