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Volume 3, Issue 1 January 1998

The
BOARDGAMER

Dedicated To
The Competitive Play Of
Avalon Hill / Victory Games
Board, Sports and Card Games
Featuring: Squad Leader, We The People, Britannia, Tokyo Express,
Panzer Leader, Avaloncon 1997 and AREA News & Ratings
2 The Boardgamer Volume 3, Issue 1 January 1998

Current Specific Game AREA Ratings


Up Front War At Sea Victory In The Pacific
129 Active Players Nov. 20, 1997 79 Active Players Nov. 20, 1997 114 Active Players Nov. 20, 1997
1. John Emery 2037 FI-C7 1. Timothy Hitchings 1883 FI-D7 1. Alan Applebaum 2034 JLAG7
2. William Edwards III 1914 ILFC7 2. Philip Rennert 1800 DH-C6 2. Ray Freeman 1964 GICE7
3. Bruce Young 1886 FIAC7 3. Stephen Packwood 1706 FI-E7 3. Michael Kaye 1933 EE-C7
4. Richard Mello 1877 JI-E7 4. Ray Freeman 1694 EICD7 4. Steve Packwood 1920 HK-F7
5. Jeff Paull 1853 HLEB7 5. Glenn Petroski 1686 BC—6 5. David Targonski 1913 IK-E7
6. Donald Hawthorne 1807 JN-J7 6. Bruce Reiff 1679 BC-A6 6. Edward O’Conner 1903 EF-C7
7. Steven Huskey 1793 DG-B7 7. Jon Lockwood 1673 CF-D7 7. Tom Johnston 1865 GG-F7
8. Will Miner 1755 CF-A7 8. Vince Meconi 1651 EI-D7 8. Thomas Gregario 1813 GIDE7
9. Stephen Buchholz 1748 CDD-6 9. Robert Mull 1647 BD-A6 9. Daniel Henry 1802 KMDG7
10. Andrew Maly 1745 GHBD7 10. Ron Artigues 1638 ACD-7 10. Michael Ussery 1784 IJBF7
11. Craig Tenhoff 1733 NM-I7 11. Patrick Richardson 1634 CF-B7 11. Timothy Proksch 1764 GH-E7
12. James Murphy 1729 JK-I7 12. John Pack 1612 FIED7 12. John Pack 1757 DFAC7
13. William Anspach 1718 CE-B7 13. Scott Sirianna 1601 BD-A7 13. Kevin Kinsel 1753 BCE-7
14. Pat Mills 1713 CEC-7 14. Bryan Eshleman 1599 BD-A7 14. Chuck Kaplan 1724 DF-D7
15. Nicholas Cascone 1710 IJ-I7 15. Bruce Monnin 1597 ILJF7 15. Philip Rennert 1723 BE-C7
16. Bruce Schlickbernd 1710 HI-H7 16. Joseph Beard III 1588 BD-C7 16. Bruce Kernan 1704 CB-B6
17. James Doughan 1705 DE-A7 17. Frank Cunliffe 1584 BE-D6 17. Glenn Petroski 1703 NOEH7
18. Brian Devitt 1704 GI-G7 18. Andy Gardner 1563 AC-A7 18. Bill Thomson 1669 BDDA5
19. James Matt 1688 FFGB7 19. Michael Kaye 1548 ACAB7 19. Vince Meconi 1659 FH-E7
20. Frank Simon 1677 EC—7 20. Michael Peck 1548 AA-A7 20. Casey Adams 1647 CD-B7
21. Jeff Matthews 1672 RG-D7 21. Alan Applebaum 1547 BE-C7 21. Joel Klein 1643 CD-B7
22. Mark Dumas 1656 BE-A6 22. Gary Moody 1547 BD-A6 22. Michael Knautz 1611 HJ-F7
23. Maria Hawthorne 1649 DH-B7 23. George Young 1542 ABC-7 23. Robert Kircher 1609 BD-B7
24. Michael Rodgers 1643 ABA-6 24. Wayne Melnick 1538 ABC-7 24. Clifford Smith 1605 DF-D7
25. Richard Worden 1639 BC-B7 25. Thomas Walsh 1537 AAB-7 25. Robert Kondracki 1598 DE-D7
26. Bob Hranek 1621 BE-A7 26. Sharee Pack 1535 AAA-7 26. Jeff Miller 1596 AB-A7
27. David Blizzard 1604 ABC-7 27. Ron Dietz 1535 AA-A7 27. Alan Tomaszewski 1592 CE-C7
28. Kendell Whitesell 1603 CE-B7 28. David Rynkowski 1534 CF-D7 28. Karsten Engelmann 1591 BD-C7
29. Chris Geggus 1601 BD-A6 29. Robert Kircher 1534 AC-A7 29. Lance Ottman 1586 BCC-6
30. Ray Stakenas I 1589 HIBE7 30. Jim Cavallari 1534 AAA-7 30. Stephen Resman 1582 BCD-6
31. Gordon Rodgers 1585 BE-A7 31. Rusty Pywtorak 1533 AAA-7 31. Max Zavanelli 1573 BEAB7
32. Buddy Sinigaglio 1577 BE-A7 32. Larry York 1528 AC-A7 32. Louie Tokarz 1571 FFCC7
33. Thomas Weniger 1576 AAB-7 33. Robert Fiorio 1525 AC-A6 33. Andy Gardner 1565 BD-A7
34. Warren Smith, Jr. 1571 ABC-7 34. Michael Anchors 1523 AC-A7 34. Peter Lerch 1563 AC-A6
35. Robert Mull 1570 BD-A6 35. Ken Gole 1518 AB-B7 35. Paul Carlson 1557 ABB-6
36. Blair Bellamy 1570 AC-A6 36. Joseph Powell 1515 BE-B7 36. Kenneth Nied 1550 HKAF7
37. Winston Forrest 1568 AC-A7 37. Michael Knautz 1514 DG-C7 37. Michael Pustilnik 1543 AC-A7
38. John Gibbins 1568 ABB-7 38. Philip Van Wiltenberg 1514 BE-B7 38. Philip Van Wiltenberg 1541 CG-C7
39. David Bozzini 1566 FF-A7 39. John Welage 1513 BD-C6 39. Alan Mulroy 1541 BCBA7
40. Jeff Kimmel 1566 AA—6 40. Bruno Sinigaglio 1511 AB-A7 40. Steven Cooley 1541 AB-B7
41. Bruce Maxwell 1564 BE-A6 41. Weldon Lee 1539 AAA-7
42. John Kilbride 1560 BE-A7 1776 42. Jerry Cecchin 1533 BE-B6
43. Nick Vlahos 1553 DF-B7 16 Active Players Nov. 20, 1997 43. Robert Beyma 1529 AA-A6
44. Gregory Courter 1547 GHGE7 44. Joseph Dragan 1525 DE-C7
45. Brian Rood 1547 BD-B7 1. Stephen Packwood 2050 EG-D7 45. John Sharp 1515 JNDF7
46. Thomas Drueding 1546 AB-A6 2. Michael Sincavage 1863 DE-C6 46. Mike Robinson 1515 AB—7
47. Ray Stakenas II 1545 EFAD7 3. Mark Miklos 1821 EF-D6 47. Bruno Wolff III 1510 BD-A7
48. Marc Guenette 1539 BCF-7 4. Rod Coffey 1685 BC-B7 48. Brian Petroski 1510 AA—5
49. Mark Meck 1533 AAA-7 5. James McAden 1598 ABC-7 49. John Bullis 1508 AB—7
50. Royston Taylor 1533 AAA-7 6. Scott Bowling 1521 AB-A7 50. James Falling 1504 AB-A7
51. James Stevens 1531 AC-A6 7. John Barrett 1508 AB-B7 51. Steve Mininger 1502 ABA-6
52. Stephan Magnifico 1530 BD-A7
53. James Rush 1528 BA—6 Dune Merchant Of Venus
54. Jeremy Billones 1527 GHBD7 21 Active Players Nov. 20, 1997 3 Active Players Nov. 20, 1997
55. Robert O’Connor 1519 BDF-7
56. Ken Scheer 1517 BD-A6 1. Roger Cox 1769 CF—7 1. Robert Hamel 1566 AB—7
57. Scott Pfeiffer 1514 ON-A5 2. Keith Blackwell 1712 CF—7
58. Greg Schmittgens 1510 DF-C7 3. Alan Camp 1691 CF—7 Air Baron
59. Scott Russell 1510 BCDE7 4. Charlie Corn 1542 AC—6 8 Active Players Nov. 20, 1997
60. Kevin Piper 1507 BD-A6 5. Chris Ponder 1538 AC—5
61. Charles Hawkins 1506 AAB-5 6. James Garvy 1536 AB-A5 1. Stu Basker 1536 AC—6
62. George Young 1503 ABC-7 7. Mitch McMillian 1522 AC—7 2. Diana Hamel 1523 AB—7
63. Greg Jablonski 1501 AC-A7 8. Kenny Schultz 1522 AC—7 3. Matthew Hamel 1510 AB—7
The Boardgamer Volume 3, Issue 1 January 1998 3

From The Editor


First of all, I’d like to welcome aboard Petroski hosts this event which sports a
the new subscribers. I recently decided competitive field (26 entrants last year) The BOARDGAMER
to reach my short arms into my deep which is probably second in quality only The BOARDGAMER is published by Bruce
pockets and send out a mailing to a few to the Avaloncon VITP tournament. Monnin. The BOARDGAMER is intended to
hundred known gamers. As a result, we Glenn can be reached for details at: be a compilation of quality articles on the
have not only a few more subscribers strategy, tactics, and variants for a variety of
but also a few more contributors. Glenn Petroski board, sports and card games.
6829 23rd Avenue Articles from contributors are considered for
Therefore, this portion of the magazine Kenosha, WI 53143-1233 publication at the discretion of the editor.
was much more difficult to write than 414-654-5044 Rejected articles will be returned whenever
usual. I do not have to devote as much (GELP@juno.com) possible. Potential authors should be
space here as is normal to whining and advised that all outside submissions may not
begging for articles (although I could Of course, there are also many PBM have previously been submitted to other
always use more). I believe I had a tournaments around. These go quite a publications unless permission has been
greater choice in articles for this issue bit slower and require a longer time granted and The BOARDGAMER has been
notified. Articles may be reprinted
than I’ve had in a while, and the next commitment, but the slower play can elsewhere, although the editor’s permission
issue is also shaping up quite nicely. allow for more in depth analysis of each is requested (and will usually be freely
These two issues will have articles on a move, and thus a better understanding given).
nice variety of games, a trend I shall try of the game. Glenn will be glad to direct
to keep up in the future. y o u t o war d s a n y k no wn PBM Unless otherwise mentioned, all game titles
mentioned are trademark names of The
competition in the game you prefer.
Avalon Hill Game Company/Victory Games,
Just as a sneak preview, here are some Also, the GM’s of a number of these as is the GENERAL and Avaloncon.
of the games I expect to see articles on PBM ladders were listed back in the
in the next couple of issues of the April 1997 Volume 2, Issue 2 of the EDITOR: Bruce A. Monnin
BOARDGAMER: BOARDGAMER. ADDRESS: 177 South Lincoln Street
Panzerblitz Minster, OH 45865-1240
E-MAIL: MONNINB@BRIGHT.NET
Russian Front Finally, there is the old fashioned PBM
Wrasslin’ methods for those of us without local PHONE: (419) 628-3332
Assassin FTF opponents. I am currently involved
1776 in a PBM Diplomacy game which is just Copyright 1998
Title Bout starting up, and for quality PBM
March Madness
Across Five Aprils
opponents for many games (especially
the two-player games), there is always
Subscriptions
Victory In The Pacific AHIKS. To The
I currently have two series replays in the
pipeline for the next two issues, but I
Finally, to wrap this up. I feel I have to
state here how much I have enjoyed the
BOARDGAMER
could always use some help on this first two plus years of putting together
front. Neither of the two series replays this magazine. I always wanted to read The BOARDGAMER is to be
are yet complete, so anything I receive the type of articles which are published published quarterly with mailings
could see print fairly shortly. here, and now I can. Besides, I love near the beginnings of January,
talking with the subscribers about the April, July and October. Individual
On another topic, this is something of an hobby in general, whether by phone, issues are $3.50 each and a one
off season for gaming for those of us email, or by running into you at the halls year (4 issue) subscription is $13.00
who do not have a local gaming group. of Avaloncon. I’m not the most outgoing ($12.00 for members of AHIKS).
However, there are some alternatives to person by nature, but this magazine has Though issues are currently sent by
help keep sharp until the summer let me talk with many of you and enrich
First Class mail, eventually all
convention season comes around my personal hobby experience.
again. domestic subscriptions will be sent
I was just talking with my wife the other via bulk permit.
First of all, for those who are online, day about how I spent 8 months writing
there are various AREA PBEM ladders. my first article for the GENERAL, and Canadian deliveries require an extra
Just offhand, I know of ladders for probably only finished it because she $0.50/issue. European deliveries
History Of The World, War At Sea, kept hounding me to do so. Had she are an extra $2.00/issue. For other
Victory In The Pacific, Gangsters, only known the path she was sending overseas and foreign deliveries,
Across Five Aprils and Breakout me down. Then again, she doesn’t contact the BOARDGAMER about
Normandy. If you want details, drop me seem to mind as long as I keep up on additional postage charges.
a line and I’ll try to get you set up. everything else around the house, so I
see no reason why I won’t still be doing
The BOARDGAMER
For you Victory In The Pacific fans, the BOARDGAMER for years to come.
there is the 3rd annual Midwest Open 177 South Lincoln Street
coming up (March 6&7, 1998). Glenn Minster, OH 45865-1240
(419) 628-3332
4 The Boardgamer Volume 3, Issue 1 January 1998

Inside This Issue


Squad Leader 5
There’s Life In The Old Dog Yet by Eric Pass

Scenario Alpha 6
Learning Squad Leader By Playing by Alan Yngve with Lars Clausen

We The People 11
Some Basic Strategies by Jim Cavallari

Hadrian’s Wall 12
Optional Rules For Britannia by Charles Bahl

Avaloncon 1997 13
Late Reports From The National Championships by Avaloncon GM’s

PT Boats versus The Tokyo Express 19


Optional Rules and New Scenarios For Tokyo Express by Alan Arvold

Preserving The Red Berets 27


Panzer Leader Scenario #10 by Leslie Geraty w/John Laccone

A.R.E.A. News 28
Thoughts by Glenn E. L. Petroski

I Asked For It 29
Definitions For The Cynical Gamer’s Dictionary by Ray Freeman

Current Specific Game AREA Ratings


Age Of Renaissance Across Five Aprils Attack Sub
103 Active Players Dec. 5, 1997 52 Active Players Nov. 20, 1997 4 Active Players Nov. 20, 1997

1. George Sauer 1603 AG-A7 1. Mark Miklos 1715 DF-D6 1. Marty Bryant 1566 AA—7
2. Michael Neal 1570 AE-A7 2. Mark Giddings 1710 CF-B6
3. Joe Gunderson 1564 AG-A7 3. Donald Stone 1667 BD-B7 We The People
4. Nicholas Anner 1562 AF-A7 4. David Metzger 1645 DF-C7 50 Active Players Nov. 20, 1997
5. John Keating Jr. 1560 AG-A7 5. George Young 1616 BC-B7
6. Mike May 1556 AH-A7 6. Michael Sincavage 1598 BD-B6 1. Thomas Dreuding 1682 BE-A7
7. Randy Sands 1535 AC-A7 7. James Falling 1592 CE-C7 2. Brian Mountford 1639 BD-A7
8. Sean Finnerty 1535 AC-A7 8. Jerry Cecchin 1590 AB-A6 3. James Falling 1630 BE-A7
9. Marvin Birnbaum 1535 AC-A7 9. Chris Rice 1570 BD-B6 4. Nicholas Anner 1594 AC-A7
10. Mark Boone 1528 AE-A7 10. James Matt 1568 AB-A6 5. James Scott II 1575 JA—6
11. David Platnick 1528 AE-A7 11. Mark McCandless 1562 AC-A6 6. Chris Rice 1570 BD-A7
12. Joseph Jaskiewicz 1528 AE-A7 12. Scott Marcotte 1562 AB-A7 7. Marvin Birnbaum 1569 BD-A7
13. Steve Cuccaro 1528 AE-A7 13. Brian Conlon 1559 BC-B7 8. Mike Lochtefeld 1567 BD-A7
14. Marty Hoff 1528 AE-A7 14. Terry Lee Coleman 1546 CE-C7 9. Peter Fecurka 1564 BD-A7
15. Dennis Disney 1526 AE-A7 15. Chris Lefevre 1545 BD-B7 10. Steve Likevich 1535 AC-A7
16. Kenneth Good 1526 AE-A7 16. Mark Boone 1535 BC-A7 11. James Rush 1535 AA—6
17. Stephen Koehler 1523 AG-A7 17. Andrew Lewis 1533 AA-B7 12. Marty Ward 1535 AA-A6
18. Bruce Reiff 1523 AE-A7 18. Joseph Keller 1528 AB-A6 13. James Tracy 1532 AAA-6
19. William Lentz 1521 AG-A7 19. Jim Gutt 1527 AC-A7 14. John Selders 1531 AAA-6
20. Steve McCallum 1521 AG-A7 20. William Place 1525 BD-C7 15. John Poniske Sr. 1506 AC-B7
21. Wray Farrell 1519 AG-A7 21. Earl Anderson 1509 BD-C7 16. Chris Lefevre 1504 AC-A7
22. Micah Rabin 1514 AH-A7 22. Keith MacFarlane 1501 BD-B6 17. Mark Simonitch 1504 AC-A7
23. Dennis Mason 1508 AI-A7 23. William O’Neal 1500 BD-C7 18. Scott Sirianna 1502 AC-A7
The Boardgamer Volume 3, Issue 1 January 1998 5

Squad Leader
There’s Life In The Old Dog Yet
by Eric Pass (epass@nyx.net)
Squad Leader (SL), the forefather of other introductory games to Squad Chat), or two to three weeks by PBEM
ASL, was first published in 1977, twenty Leader. However for a number of (Play By E-mail). There are four
years ago! Now in its 4th edition, the reasons, Scenario 1 in the basic SL set different flavors; Alpha-0, Alpha-1;
game is still in print by TAHGC, so as does not adequately prepare the new Alpha-2; Alpha-3. Each one builds on
Mark Twain observed, "the reports of its SL player for the tactical decisions they the previous scenario level, adding new
death have been greatly exaggerated." will be required to make. units or support weapons, thus altering
the tactical situation. The core victory
For current support of SL and its A NEW INTRODUCTORY SCENARIO conditions and entry/exit locations
gamettes, now dubbed Pre-ASL, there remain fixed throughout the series.
are a number of resources available And so to the purpose of this article,
both on-line and on paper. The Squad Alan Yngve, a long-standing Pre-ASL The Alpha scenario comes with a
Leader Mailing List run by myself has a player who returned to the earlier game comprehensive set of player's notes to
current membership of 145 individuals. system after participating in the guide the new player in understanding
Included under the SL Mailing List playtesting of ASL has designed some of the problems they might be
umbrella are the Squad Leader Ladder Scenario Alpha, “Forced March”, to presented with. Some of the issues
run by Alan Yngve for play-by-Email introduce new players to the SL system Alpha-0 players will have to consider are
games (over 90 players) and the Squad in a series of quick-playing scenarios the relative merits of concentration and
Leader Record of Scenarios listing over that will let the novice practice the dispersion, judicious use of movement
350 Pre-ASL scenarios and their win- tactical elements of Squad Leader but during the Advance Phase (even more
loss records run by Alain Chabot. which also have enough depth to keep important in Alpha-1 where MGs are
Evolving independently but now the interest of more experienced introduced) and use of leaders for firing
affiliated with the SL Mailing List is the players. With just a few playings, the DRMs and movement bonuses.
Squad Leader Academy, a newsletter pl ayer wi ll devel op a bet t er
with a stated objective of "training the understanding of tactical issues and Alan is currently developing further
next generation of squad leaders." how they are handled within the SL scenarios to introduce more features of
Details of all of these resources are system, leading to a solid foundation for the SL system (see the Tactical Training
listed in the Appendix below. future SL play. Series [TTS] section of the following
article).
This new generation of potential gamers The Alpha scenario is playable in one to
is out there ready to take the small leap two hours solitaire or FTF (face-to-face),
of complexity from Axis & Allies and three hours by IRC (Internet Relay

APPENDIX: LIST OF SQUAD LEADER RESOURCES


Pre-ASL
Squad Leader WWW Resources: (SL, COI, COD, GIAV)
http://www.nyx.net/~epass/home.html# 42 Active Players November 1, 1997

SLMAIL 1. Kevin Welsh 1931 DE-E7


Squad Leader Mailing List: 2. Eric Stranger 1789 FG-G7
contact Eric Pass (epass@nyx.net) 3. Pete Pollard 1713 EFDF7
4. Fred Wexler 1711 ECJA5
Squad Leader Academy: 5. Alan Yngve 1620 CHDA7
contact Bill Thomson (Bill_Thomson@bigfoot.com) 6. Mark Manitzas 1600 ABDA7
7. Joel Robinson 1600 AB—6
8. Brent Robinson 1596 AB—6
Squad Leader PBEM Ladder (should be SL Mailing List member):
9. Tim Goff 1570 BC-B7
contact Alan Yngve (a-yngve@nwu.edu) 10. Richard Prast 1567 AB—6
11. Bill Thomson 1566 MPQG7
Squad Leader Record of Scenarios: 12. Allen Kaplan 1555 BD—7
http://ustanne-59.ustanne.ednet.ns.ca/usr/achabot/gaming/sl/record/rec1.html 13. Jay Yanek 1547 BBEA7
contact Alain Chabot (achabot@auracom.com) 14. Steve Williams 1545 AB-A6
15. Alain Chabot 1540 AAA-7
Squad Leader Scenario Record Report 97-11 (November): 16. David Hooten 1540 AAA-5
17. Stefan Eriksson 1533 ACDA6
AL0 Alpha-0 Forced March German 25 Russian 24 18. Scott Nedza 1533 AA—6
AL1 Alpha-1 Forced March German 11 Russian 9 19. Patrick Barker 1529 BCEA7
AL2 Alpha-2 Forced March German 5 Russian 10 20. Andrew Cowdery 1519 ABBA7
AL3 Alpha-3 Forced March German 1 Russian 2 21. Eric Pass 1514 AB-A7
22. Michael Handiboe 1510 BB-B6
23. Russ Woods 1504 AAA-6
6 The Boardgamer Volume 3, Issue 1 January 1998

Scenario Alpha
Learning Squad Leader By Playing
by Alan Yngve (a-yngve@nwu.edu)
with Lars Clausen (elascurn@daimi.aau.dk)
Squad Leader (TAHGC) will appear to their scenario introduction it is hoped very much about the probabilities of
most people as a fairly complex game, that all players will be provided with the success. Every action that you will
and this will not be an erroneous tools that they may need to play this attempt is likely to have a chance of
impression. However, initial play of great game among a wide variety of failure, bear this in mind because there
Squad Leader can be relatively easy, gamers worldwide. Note that these will always be times when you fail in
deferring much of the inevitable areas of confusion often come and go, your efforts. The recommended
complexities of squad-level tactical so additions may be introduced into approach is to try to figure out how to do
combat to an incremental introduction future versions of this scenario series. your best to increase the probability of
method. your success.
Although these scenarios have been
The original Squad Leader designed as an aid to learning the So good luck and good SL'ing!
"programmed instruction" method is Squad Leader system, take this as a
i d e a l f o r h el p i n g t h e "s q u a d warning. Any scenario in Squad Leader RULES SPECIFICATIONS: Care has
leader" (actually company commander) will present both players with many been applied to specifying exactly which
learn the ropes as he/she advances into decisions to be made. These scenarios rules within the rulebook are needed for
this system. However, the original SL are not an exception, execute your the play of each scenario. In all cases
scenarios do not actually do a very good tactics poorly and you are much more these will differ somewhat from the rules
job of helping a player learn tactical likely to find failure than success on ordering of the basic 12 SL scenarios.
c o m b a t im pl em en t a t i o n . Th i s these battlefields! As others have This procedure should help segregate
circumstance is undoubtedly due to introduced into the wargaming world, the rules sections into more contiguous
initial game design decisions, choices many scenarios may be simple but this sections, permitting more time for the
that were made well before it was does not mean that they will be examination of battlefield tactics as the
known how popular the game would simplistic! rules are gradually expanded.
become. The two biggest problems with
the original scenario set are: (1) city INTRODUCTORY COMMENTS: This SUGGESTIONS FOR PLAY: All of the
combat tends to be an exception to alternate "programmed instruction" scenarios in this series are designed to
normal tactical maneuver and decisions, scenario series is sequentially identified be relatively quick play with tactical
which makes it harder to translate the by Greek alphabet, starting with ALPHA. chal l eng es f or begi nn er and
lessons out of the city and (2) the Each scenario is provided with varying experienced, alike. In face-to-face (ftf)
original system does a terrible job of complexity levels, usually from zero to play it ought to be possible to complete
properly easing the player into vehicle three. Recommendations for play any one of these scenarios in less than
use. sequence through these scenarios is two hours. It is actually hoped that in a
outlined below. typical ftf session there should be time
It is these difficulties that are meant to to play any of the scenarios at least
be dealt with through this alternative Although it would be possible to create a twice. Are there shortcuts? Yes, if a
"programmed instruction" sequence of fictional "story" behind each scenario, player wants to charge ahead real fast
scenarios. There is an effort to this has been avoided as it might some of the presented levels can be
introduce tactical issues of maneuver, distract from the real goal of the series, skipped. However, doing so will tend to
firepower, mass, leadership, vehicles, namely "how can one apply the rules remove some of the valuable tactical
special weapons (among others) as the presented on the battlefield to achieve experiences that these scenarios
pl ay er proc eed s thr oug h th es e the desired result?" Note that in Squad attempt to demonstrate. Those who
scenarios. Of course, the original 12 Leader a player will ALWAYS be have been through the SL learning
scenarios from the SL game are always presented with a Victory Condition. This process know that there is no better
available for additional play, and all states what your higher command has teacher than painful experience!
players are urged to consider their use asked you ( as t he com pany
as well, particularly once all of the commander) to attain on the tactical CHOOSING SIDES: Between an
relevant rules sections have been battlefield. Normally there are few EXPERI ENC ED pl ayer and a
introduced through this alternate restrictions placed on your options (how BEGINNER, the beginner ought to
system. to achieve them). The only thing that always be given the choice of side. It
matters is achieving your specified often is also helpful if the experienced
A considerable effort has been made to objective. Pay attention to it, get it player is willing to answer any tactical
discuss (through side commentary) done, and you will be a WINNER at this and/or game procedure question that
issues that are often the subject of challenging game of tactical combat! the beginner may have during play.
controversy am ong SL players. Needless to say, it is also polite to wait
Surprisingly enough, the SL rules are Once one learns the how of tactical for a beginner to ask! Remember that
pretty well drafted, as they leave only a combat it is relatively easy to proceed to the goal should be to introduce the
few areas that could be called rules any and all other scenarios, as you will game system and to help develop
"grey areas." By discussing these areas have the tools to succeed! But perhaps successful tactics, not necessarily to
as they are initially encountered through I should add a word of caution: SL is use these scenarios to blow a beginner
The Boardgamer Volume 3, Issue 1 January 1998 7

Scenario Alpha - Learning By Playing (Cont.)


away! Between TWO BEGINNERS the encouraged that the next level be tried. should also be a viable approach,
"zero" level should always be played This process can easily be repeated although learning in this manner will
first. Sides might also be exchanged at until the last scenario level has been tend to limit one's introduction to enemy
each play, so that both players can reached or the players decide that they tactics that you might not consider, if
experience the tactical issues of both would like to move onto the next using this method it is recommended
combatants. Once the players are scenario in the sequence. SOLITAIRE that you proceed as two beginners
comfortable with a level, it is experimentation with these scenarios would.

Tactical Training Series (TTS) SCENARIO BALANCE: It is expected


that each "numbered" level of these
(Squad Leader) scenarios should be roughly balanced.
Thus play with each side having their
"zero" level, or their "one" level, etc.
THE EARLY SCENARIOS buildings, walls and hedges, roads, should generate game play with
shellholes), INFANTRY MOVEMENT approximately equal chances of a
All of the "early" scenarios of this series (maneuver), INFANTRY FIREPOWER victory for either side (hopefully within
start with unit set up specified, at least (interdiction), EFFECTS OF RANGE, the 60% - 40% range). However, many
at the "zero" level. This is to encourage LEADERSHIP, ROUTING, RALLYING, games by many players will be required
each "Squad Leader" to examine what BOARD ENTRY, BOARD EXIT] to verify this balance. IMPORTANT:
can be done from a specified Levels are usually meant to be played
deployment rather than mandating RULES: 1-2.6, 3.2-3.5, 3.7-5.6, 6-7.3, with all the prior level's forces, e.g. a
flexible deployment before a player has 7.8, 8-15.2, 15.4-16.6, 18.3-20.4, 20.6- straight level "one" is played with all the
been given the chance to explore some 20.83, 20.9-21.3, 44.3-44.32. level one forces plus all the level "zero"
of the elements of deployment choice forces. For ease of reference, the level
through scenario play. As one learns Level One: should be specified along with the
the system it will become apparent that Russians: [OFFENSIVE MASS] sc enario (Alpha- zero, Beta-two,
these initial specified deployments are Germans: [MG's and penetration] Gamma-one, etc.).
specifically designed to be sub-optimal,
so that players will be encouraged to RULES: 2.7, 2.8, 5.7, 17, 18.1, 18.2,
AN AUGMENTATION LEVEL NOTE:
"find better ways" once variable 20.5, 20.84.
As each scenario's augmentation levels
deployment is added. It is hoped that add a certain amount of complexity to
this will "train" better SL tacticians, since Level Two:
Russians: [MG's (range/firebases)] s c en a r i o p l a y , s o m e s c en a r i o
many SL scenarios are, in effect, quick characteristics are never changed.
tests of effective deployment. Learning Germans: [VARIABLE DEPLOYMENT]
These constants will always include: the
these why's and where's will always pay board configuration, the victory
Level Three:
great dividends during subsequent conditions, and the number of scenario
Russians: [SEASONAL TERRAIN]
scenario play! turns. These characteristics tend to be
Germans: [TEMPO and INITIATIVE]
the most basic attributes of any
BATTLEFIELD TACTICS RULES: 44.2-44.24. scenario.

These scenarios will reference tactical SQUAD LEADER PLAYING TIPS #1:
SCENARIOS IN PREPARATION Desperation Morale (rule 14.6),
topics that are likely to become
concerns as players proceed through SCENARIO BETA "Hasty Assault" (in
the series. In most cases the players The SL rule, "Desperation Morale" is
playtest). Half of Board 3, 5 turns, both a very important rule and one that
will not be provided with more than a Germans attacking Russians.
one or two word statement of a possible is sometimes misunderstood by first-
issue. This is intended to be an alert to time SL'ers. This is an attempt to add
SCENARIO GAMMA "Through the some meaning and understanding of
issues that may be key to the scenario Gauntlet" (in playtest). Other half of
or the added "level" augmentations. At this rule.
Board 3, 4 turns, Russian reinforcement
some point there may be specific column; Vehicle movement, trucks In practice, every time a unit breaks due
reviews of these tactical issues, and halftracks. to fire, one places a "DM" marker on the
perhaps inspired by these scenarios.
unit. This marker remains until after the
Do you have the inspiration to write SCENARIO DELTA "Back to the next rally phase. If a rally attempt is
some commentary? Please forward Sea" (in development). Half of Boards made when the unit has a "DM" marker
them <preferably to the SL MAILING 2 and 4, 5 turns, Germans attacking on it, it is subject to the +4 drm.
LIST> for eventual linking to the Americans; Armor support, OBA,
scenarios for future players! and combined arms. The wording of the rule is a little
complex, but in essence it says that any
SCENARIO EPSILON "Tank er firepower directed at a unit "since the
SCENARIO ALPHA "Forced March"
Delight" (pending playtest). Boards 2 prior rally phase" causes the application
Level Zero: and 4, 4 turns, Americans/Russians of this drm on any rally attempts. Of
[Introducing: SEQUENCE OF PLAY (of attacking Germans; AFV versus AFV, course, good order units don't need to
course), BASIC TERRAIN (woods, AT guns. be rallied, but any broken unit could
8 The Boardgamer Volume 3, Issue 1 January 1998

Scenario Alpha - Learning By Playing (Cont.)


attempt to rally (if a leader is present) location that is under continued fire. A RANGE OF 2 HEXES: The 12 hexes at
and this is where the rule applies. It is a type of suppression, of sorts, that a range of 2 represent the twelve
little unusual in the SL-system in that it encourages the player to "rout" his primary (and also easiest) LOS lines of
only affects the rally attempt roll. If no broken squads back out of the line of any hex. LOS determination is fairly
rally attempt is made, the marker will be fire. simple at a range of 2 and can be
removed without having had an effect. divided into two different types of sight-
SQUAD LEADER PLAYING TIPS #2: line. The first type of LOS is along the
What does desperation morale attempt What? Geometry is useful in Squad six hex-grain directions that are a
to reflect? Two things: One is the Leader? continuation of the LOS into the six
shock of being disorganized/broken/ adjacent hexes. These hex-grain LOS
routed by enemy fire and the command Lines of Sight, hints for improving your would (in this case) trace clear LOS to
disorganization reflected by such a state battlefield vision. m4, o3, q4, and q6. The other two hex-
(refusal to obey "orders"). Second, it grains have clearly blocked LOS: the
makes it harder to "rally" when in a This discussion is presented as an LOS to o7 is blocked by the building in
assist to all Squad Leader (SL) players. o6 and the LOS to m6 is blocked by the
The concepts here are far from original, woods in n5.
LINES OF SIGHT (LOS) but not all players look at the SL boards
comment by Alan Yngve in this manner so a description of these The other six directions are traced
methods may be helpful to a broad through the six hexspines of the
A number of precautionary notes are audience. This is a demonstration of occupied hex. This hexspine concept
worthwhile on the issues that often Lines of Sight (LOS) and how you can will be important in later rules, and is
arise over line of sight (LOS) in Squad use the regular geometry of the hex grid well defined in the small chart on page 9
Leader. Squad Leader was one of the on the boards to help you estimate clear and in rule 29.4. Each of these
earliest hex-based games that used and/or blocked LOS. Using this hexspine LOS are exactly between two
terrain features to determine the technique can be quite valuable, since hex-grains and are demonstrated by the
blockage of vision, rather than always rule 19.3 says that you are not permitted fairly obvious clear LOS to m5, n3, p3,
defining the entire area of a hex as to check a potential LOS before q5, and p6. Here we see the first
entirely containing a terrain feature. declaring a shot. interesting (although fairly obvious) LOS
There are a number of useful
through a "terrain gap," the LOS to n6
guidelines within the rules that are From this game system starting point, a
that is traced between the woods in n5
helpful to bring to special attention. general approach for looking at LOS can
and the building in o6. From this
be invaluable as a basic assist to our
particular (o5) location, this is the first
(Rule 7.1): LOS follows a straight line movement and deployment decisions.
demonstration of a terrain gap and just
measured between the center marks of As we always search for those LOS that
the tip of the iceberg!
the firing and the target hexes. Two might "skirt" one of the many terrain
o p ti on s f or m ea su r em ent ar e obstructions that we see.
mentioned; (1) rubber band or string,
or (2) transparent straight edge (or Most SL'ers understand how statistics
thread). Finally note the last sentence: can sometimes help us understand the
DISAGREEMENTS ARE TO BE SL combat system, but here is how SHELLHOLES
RESOLVED WITH A FRIENDLY ROLL another type of mathematics can be comment by Alan Yngve
OF THE DIE! With face-to-face (ftf) helpful. Regardless of your skill at
play, usually both players will use the geometry, please read on, you should Movement through shellhole hexes
device of the owner of the game, and find that this is not at all difficult! For (example, 4s3) that are also road
the LOS is determined upon the board ease of presentation, lets pull out our hexes is a source of contention among
in use. Be prepared for both different Board 4 and start with a relatively Squa d L ead er play ers. Two
devices AND differently printed boards central hex, like o5 (or hex 4o5). Let’s interpretations exist; that road
if playing a scenario by play-by-mail assume an intrepid squad has deployed movement is unhindered by shellholes
(PBM) or play-by-email (PBeM). in this hex and one wonders what they due to rule 44.3 "Shellholes have no
can see? We will approach this speci al eff ect upon inf antr y
(Rule 7.2): LOS is present if question by applying a basic "geometry" movement ..." and rule 5.52 "... moving
unobstructed by a building or woods LOS review. Lets start by examining the into a road hex is 1/2 MF only if the
SYMBOL. And for the LOS to be easier potential LOS at ranges 1, 2, and hex is entered through a hexside
obstructed the obstruction must be 4 hexes. crossed by the road" OR that entering
visible on both sides of the a shellhole hex, even if along a road,
measurement device in use. RANGE OF 1 HEX: Per rule 7.8, units costs 1 MF, an interpretation derived
always have an LOS to every adjacent primarily from the inclusion of shellhole
(Rule 19.3): Neither side may make hex (note: some weapons will be hexes with "open ground and
LOS checks before declaring an prohibited from some types of adjacent wheatfields" on the movement chart
intention of firing along a specified fire, but the lack of an LOS will never be (rule 5.5). If, after examining these
LOS. This has expanded implications the cause of the restriction). So in our rules, you are looking for a
when playing via PBeM. Clarify a case here, all of the hexes at a range of recommendation, I would encourage
"house rule" if you wish to play 1 (n4, n5, o4, o6, p4, and p5) are in you to use the later 1 MF in all cases
differently with your opponent! LOS. definition.
The Boardgamer Volume 3, Issue 1 January 1998 9

Scenario Alpha - Learning By Playing (Cont.)


RANGE OF 4 HEXES: There are 24 Check it out for yourself, this is a clear range to 4, looking at the 18 hexes at a
hexes that are at a range of 4. The LOS! Next is p1, also a clear LOS as it range of 3 will help when doubling the
continuation of the 12 LOS directions just skirts the other side of the woods in range to 6. At a range of 3, the hex
that we identified through the hexes at a o3. The LOS to r2 is and looks clear, grain hexes have already been covered,
range of 2 are the easiest to examine. although fire from o5 to r2 would get the but the other 12 are completely new!
Starting with those LOS directions that +1 hedge drm on the IFT. The LOS to There are few surprises at a range of 3,
were clear at a range of 2, we have s4 is "clearly clear," but maybe not if but at a range of 6 things again can be
clear LOS to k5, k3, m2, (but o1 is wheatfields are present due to that quite surprising. The LOS from o5 to r4
blocked by the o3 woods), q2, s3, s5 wheatfield edge in hex o5, remembering is easily clear, but how about from o5 to
(skirting the r5 woods), and s7. The that this LOS would bisect the o4/o5 u4 (a range of 6 and the same direction
LOS to q8 is blocked by the building in hexside! Hex s6 is an exception to the as r4)? And as the ranges are slowly
p6, the LOS to o9 is blocked by the common situation that if there is a clear increased, how about o5 to v3? As the
building in o6, the LOS to k7 is blocked LOS on the hexgrain and the hexspine list of possible hexes grows long it is not
by the woods in n5, but the LOS through at range 4, the intervening hex at range reasonable to try to include them here,
the terrain gap to n6 is also clear to m8! 4 is also likely to be clear, here the LOS but how about something like an LOS
But what about those 12 hexes we to s6 is quite clearly blocked by the from o5 to b2 (a range of 13)? Yes,
skipped over? This starts to get woods in hex r5. Again, one can eyeball admitting that no squad could fire its
interesting! Starting with the LOS to k4, this by observing that this LOS would inher ent firepower that far ....
if one measures this LOS on the board bisect the o5/o6 hexside. What about Understanding that many more LOS
you will notice that the LOS exactly r7? This LOS bisects the p6/q6 hexside than expected will actually exist and
bisects the m4/m5 hexside, the two and is clear, as long as there are no having access to a tool to help you
hexes that are equi-distant between o5 wheatfields, that is. Finishing the circle evaluate whether the LOS might be
and k4. Observing this geometric fact around o5, the LOS to hexes p8 and n8 clear or blocked can be an important
will help you immensely in many other are blocked by the intervening building ingredient for being both cautious and
situations. The clear LOS to k4 and L2 and the LOS to hexes L7 and k6 are prudent on our SL battlefields!
are pretty easy to see, but what about blocked by the adjacent woods in n5.
n1? This LOS will bisect the n3/o3
hexside and even though it looks like EXPANDING THE SYSTEM: Just like
the o3 woods will be in the way, it is not. looking at the LOS to hexes/hexsides at
a range of 2 helped when doubling the
Pay For Authors!
First of all, my thanks go out to those
WALLS / HEDGES and LOS / DRM who have recently contributed articles.
comment by Alan Yngve Thanks to these individuals, the
BOARDGAMER had material for this
Rule 11.5 introduces Walls and Hedges, but is often a source of confusion among issue and the next one looks good as
Squad Leader players. Perhaps because these rules are not actually used in the well. However, more material is
original scenarios until #4, a considerable time after their introduction. Two always desired and needed.
interpretations exist: that the wall or hedge SYMBOL dictates LOS presence or
blockage (consistent with rule 7.2) or the alternative, that the Wall or Hedge Pay for authors is one free issue of the
HEXSIDE dictates LOS presence or blockage (consistent with rules 5.51, 11.5, BOARDGAMER for each half page the
and 11.51). Please be aware of this disagreement and be prepared to agree with article occupies. In addition, those who
your opponent on an interpretation prior to play. If, after examining the rules, you have built up a number of issues can
are looking for a recommendation, I would encourage you to use the HEXSIDE instead cash them in at the rate of
definition. $3.00 each.
The LOS course (page 24): This course is quite helpful but incomplete due to its The BOARDGAMER is always in need
limited sample of hexes. One of the Wall/Hedge difficulties is that L4<->N7 is of authors to pen quality articles on the
listed as blocked while L2<->N5 is listed as clear. Even using the symbol play of Avalon Hill/Victory Games
definition, I have never seen a Board 3 that did not have the wall extend past the board, sports and card games. Thus
M3/M4/L3 intersection. strategy articles, series replays and
variants for these games are always
(Rule 11.53): Wall/Hedge confusion arises between LOS determination and terrain good material for submission.
effects modifier application. In Appendix rule 11.5 (page 22), the LOS course on
page 24, and Q&A all indicate that an LOS exists if the firing or target hex has a Articles submitted will not be printed
Wall or Hedge along one of its hexspines (see page 9 for hexspine definition). with any significant changes without
However, rule 11.53 states that the target unit only receives a terrain modifier if the first receiving the approval of the
LOS is traced "across a ... hexside into the hex formed by that hexside ..." original author. It is requested that
Examining the 11.5 example on page 22, it states that fire from A (3t4) to B (3u3) a rticl es su bm itt ed t o th e
would be modified by a +2 drm due to the wall, as is consistent with this rule BOARDGAMER not also be submitted
because there is a wall along the hexside of 3u3. What the example fails to elsewhere without first informing the
mention, however, is that fire from B (3u3) to A (3t4) would only receive the +3 drm BOARDGAMER. Permission will
for the stone building, since no wall extends along the target hex in this reverse almost always be granted for articles to
case. Note that not all players will agree with this interpretation. be subsequently pubished elsewhere.
10 The Boardgamer Volume 3, Issue 1 January 1998
The Boardgamer Volume 3, Issue 1 January 1998 11

We The People
Some Basic Strategies
by Jim Cavallari
Once in a while a game comes along American player off balance and unable reinforce his existing forces. British PC
that offers a new system (or a new spin to concentrate on the big picture. markers usually can’t be isolated in
on an old one) to challenge the thought ports either (the exception would be a
processes of gaming fans. Avalon Hill’s 2. Keep ports open. French naval blockade).
We the People is such a game. This
particular game system is reminiscent of There’s not much to say here, it’s pretty AMERICAN STRATEGY
a number of different games thrown obvious. One of the advantages unique
together, but the wealth of decisions to the British player is the naval 1. Control ports.
available to the players, along with the movement ability. This is an important
simplicity of play makes We the People option; the strategy ratings of most During the initial setup, the American
a constant first choice whenever a quick British generals limits the strategy cards player places one PC in a space in each
game is desired. that can be used to move an army, so of the thirteen colonies (this represents
when you get a chance to move, make the Committees of Correspondence).
The great thing about this game is the that move count. Also remember, Place your PC markers in port spaces
amount of decision-making that both the British reinforcements can only come wh en ev er p os si bl e. Thi s wi ll
British and American player have to into the game on a port space, so keep immediately limit the placement of any
make. We the People never seems to as many ports open as you can and British reinforcements due that turn (and
play the same way twice, it can’t, there broaden your options. hopefully in turns to follow).
are too many dynamics at work.
Movement and combat of generals and 3. Continue to place PC markers each 2. Make British victory objectives harder
their armies, political control, and the strategy phase. to achieve:
playing of strategy cards keep players
constantly adjusting priorities between Depending on the strategy cards you a) Move George Washington out of
initiating their own strategies and get dealt, this may be your only option. Massachusetts to a safer place that
reacting to the play of their opponent. It’s a good idea to continually place PC offers a variety of movement options
markers in strategic locations to create (upper New York is usually a good
The problem for the gamer that is new political isolation for the American player choice).
to We the People (or gaming in general, (or to keep your hard earned influence
since this is an entry level game) is from being lost). If you place British PC b) Reinforce Philadelphia and the
exactly that which makes the game so markers while simultaneously playing Continental Congress. The British
interesting: all the decisions. I don’t strategy cards allowing you to remove player will usually attempt to disperse it
know how many times I’ve found myself American PC markers, you can early.
saying “What do I do now?” once the continually change the balance of
game is underway. Only after the game political influence in a colony. 3. Clear New England and the
has been experienced a few times can a Northeast.
player begin to see some strategic ideas 4. Engage the enemy early whenever
arise. Hopefully the following basic possible. a) Bring reinforcements and Benedict
ideas will help players who are new to Arnold into Falmouth. From there attack
We the People. Keep them in mind This is usually the strong point for the Carleton in Quebec. From there solidify
whenever the desire to fight for liberty British. The key is to pound the control of Canada by taking Montreal.
(or not) becomes overwhelming. American player early. Attack from port
spaces and take advantage of the b) Set Howe up for defeat. Reinforce
BRITISH STRATEGIES: British line regulars to gain the Greene in Newport, place PC markers
maximum amount of battle cards. around Boston, and attack Howe if he
1. Go for the kill early. Remember, the American player can hasn’t gone after Washington. This is a
usually move more often each strategy good tactic if The American player
Remember your victory conditions. If phase, so eliminate as many colonial controls the militia in Massachusetts and
George Washington is captured the troops as possible. This forces the the British line regulars are gone. This
game is over. Washington starts the American player to keep burning guarantees the American player more
game in Lexington/Concord, close strategy cards in an effort to replace lost battle cards in his hand. Boston is not a
enough to attack first turn. If the British units, while his remaining armies port space, so Howe will have to
player gets the right cards in his hand in stagnate. surrender if surrounded. Once the initial
the strategy phase of turn one, reinforce British generals are removed from the
Howe and march on Washington’s army 5. Build control from the shores inland. Northeast the American player can
from Boston. If you’re lucky with the concentrate on placing PC markers in
battle cards you can continue to Ports are the British army’s lifeline. As New Hampshire, Connecticut, New
pressure and harass him as his army long as he continues to keep ports free York, and New Jersey, hopefully
weakens. This will hopefully keep the from American influence the British est abli shing cont r ol over t he
player can use naval movement and Northeastern colonies.
12 The Boardgamer Volume 3, Issue 1 January 1998

We The People - Some Basic Strategies (Cont.)


4. Use the mapboard to your 5. Solidify your control from Canada to the French navy to block the ones that
advantage. Virginia. aren’t.

If the strategy in New England is going Place generals in positions to defend Constant play of We the People will
well the American player may want to (by interception) British probes into the ensure a comfortable understanding of
consider conceding the deep South. Northeast. Garrison your colonies near strategy and tactics. As stated earlier,
This strategy could be most effective the shore. The British player can use the game rarely plays the same way
against an inexperienced British player. certain strategy cards to remove twice. You can only do so much with
The size of the southern colonies gives American PC markers, and when he the strategy cards dealt to you, so
the illusion of a great deal of control does he’ll go right for a port space in an concentrate on what needs to be done
(almost half of the board). In actuality, attempt to regain a foothold in New and stick with it. Don’t spend the entire
the control only covers three colonies. England. Garrison ports with an army in game reacting to your opponent’s
spaces that are winter quarters and use moves; you’ll find yourself out of time
with no colonies in your control to
show for it.

Hadrian’s Wall
Optional Rules For Britannia
by Charles Bahl
T h is a r t ic le f ir s t a p p e a r e d in 2.2 BUILDING: When a Roman army is 3. Effects Of Walls
DECLINATION magazine, a now the sole occupant of Bernica, Lothian,
defunct ‘zine covering History Of The Pennines, Galloway or Cumbria for the 3.1 CROSSING WALLS: Each non-
World and selected other Avalon Hill first time, even if only moving through, a Roman army that tries to cross a Wall
multi-player games. Copyright 1994, Wall is built on the appropriate border(s) into a Roman-occupied area must roll
1995 by Charles Bahl. Reprinted by as listed in 2.1 above. one die. On a roll of 1, 2, 3 or 4, the
permission army successfully moves into the area.
Examples: When a Roman army On a roll of 5 or 6, the army is
Hadrian’s Wall was built between 122 occupies Galloway, a Wall is built eliminated.
and 126 A.D. by the Roman Emperor between Galloway and Cumbria. When
Hadrian and was extended a century a Roman army occupies Lothian, two 3.2 RETREATS: Rule 3.1 above
later by Emperor Severus. It stretched Walls are built — one between Lothian applies only during the Movement
the breadth of England from the Irish to and Bernica and the other between Phase. Armies may freely retreat
the North Seas and served as the Lothian and Pennines. across Walls subject to normal retreat
northern boundary and first defense line rules.
of Latin Britain. Fragments of Hadrian’s 2.3 WALLS AND FORTS: Walls are
Wall still stand today, a silent testimony built in addition to any fort(s) that can be 3.3 NON-ROMAN AREAS: Note that
to the enduring skill of Roman built. For Walls, players may use forts rule 3.1 above does not apply when
engineering. or any other convenient counters. moving across a Wall into a non-Roman
occupied area. An area is considered
Upon mutual agreement before the start 2.4 PLACEMENT: Wall counters are Roman occupied for the purpose of this
of the game, players of Britannia may placed on top of the appropriate border. rule if it contains at least one Roman
optionally add the following rules to They are not placed within the land counter (forts included) even if occupied
simulate the construction and defense area. by other non-Roman counters (as can
capabilities of Hadrian’s Wall. 2.5 RESTRICTIONS: A Wall is built happen during the Movement Phase).
only the first time the area is captured
1. General by the Romans, not each time. Only 3.4 DIE ROLLS: The moving player
one Wall counter may be placed on moves and rolls separately for each
1.1 USE OF STANDARD RULES: each of the three borders. army crossing a Wall. He may observe
Except as specified in the following the result of each die roll before
rules, the standard Britannia rules apply. Example: When occupying Cumbria for deciding to move another army.
the first time, the Roman player builds a
2. Construction of Walls Wall on the border between Cumbria 3.5 DIRECTION: Rule 3.1 above
and Galloway. Later, if he occupies applies even if the army is traveling
2.1 LOCATION: The player controlling Galloway or reoccupies Cumbria, he north across a Wall (for example, from
the Romans may build Walls astride the does not place an additional counter on Bernica to Lothian) as long as the area
following 3 borders only: (1) between the border. moved into is Roman occupied.
Bernica and Lothian; (2) between
Pennines and Lothian; (3) between Walls may be built only during Turns 1, 3.6 ROMAN ARMIES: Walls have no
Galloway and Cumbria. 2, 3, 4 and 5. All Wall counters are effect on the movement or retreat of
permanently removed from the board at Roman armies.
the beginning of Turn 6.
The Boardgamer Volume 3, Issue 1 January 1998 13

Avaloncon 1997
Late Reports From The National Championships
by Avaloncon GM’s
GANGSTERS HISTORY OF THE WORLD lead the Blue factions with 218 points.
(GM: John Pack) (GM: Andy Maly) Andrew Kutzy showed the way as
Purple, scoring 194, and Allen Kaplan
A new format featuring four heats and The 1997 History of the W orld dominated the Red empire with a 192
two semi-final rounds drew 49 tournament must be considered one of point showing.
participants to the streets of Chicago for the most successful tournaments at
extortion, seduction, and all-out mob Avaloncon. To the events credit, it First round “Head Bones” were also
war. continually draws in excess of 100 scored by Phil Thomas, Kathy Stroh,
contestants, placing it among the Bruce “Boardgamer Bone” Monnin,
When Jason Wagner opened his “premier” events at Avaloncon. Karsten “The Lost Bone” Engelmann,
purchases with Martin & Son Carriage Tim Hitchings, Gordon Bliss, Greg
Repair, he set the stage for the North Entering the event, defending champ Berry, Steve Caler, Ross Edwards,
Shore’s monopoly. Meanwhile Michael Keith Levy would have been considered Clifford Smith, John Ferguson, and Mark
Anchors acquired the Downtown Bus the “favorite”, that is, if he had bothered “Last but not Least Bone” Giddings.
Station, Brizelli’s Riverside and Taylor’s to show. Rumor has it the old, “I just got
Machine Shop which allowed his East a new job” excuse kept him from the The average score for the first round
Side Gang to upgrade the Bus Station to festivities. His presence was missed. was 167.8, and the high to low score
level three on his first two moves So, with Keith “New Job Bone” Levy differential was an average of 45.5.
(setting up the public money making missing, the odds on favorite entering
machine that won his semi-final match the tournament was Blue. No, not a So, who reigned supreme? Orange.
in a record 20 minutes). John Pack set player, but a color. Could Blue defend Dr. Sigmund “Psychological Bone”
up a similar cash cow with Brzkowski’s its championship? The other concern Freud was overheard stating, “It’s a less
Imports and the Ambassador’s Club. that weighed heavily on the minds of the threatening color.” The aggressive
Christopher Bodkin wasn’t focused on contestants was the criticality of colors, Red and Black, only managed a
one strategy which, he said, eventually receiving Britain during Epoch VII. Just total of first round win. Green, Purple,
doomed the West Side Association. how dominant was Britain during the and Blue all made respectable
tournament? Well, read on.... showings. More interesting, however,
Though Jason says he was aiming to was the fact that all seven Epoch VII
buy ten joints, when the Caravan Club The contestants eagerly filled Maryland empires had either 2 or 3 victories. The
and the Astoria Hotel became available 4, and most of Maryland 3 of the Hunt score sheets bear out superhuman
(with good rolls) he threatened Valley Inn on Friday night for the first performances, such as a 60-point
monopoly. Ultimately, Jason bought the round. Entrants may have been performance as the Netherlands that led
Caravan Club and Hawthorne Hotel confused by the GM, who obviously to victory. The “Britain in Epoch VII
twice each as Chris and John’s Thugs thought that he and his loyal henchmen Bone” theory had been disproved, at
attempted to crash that party. were at a NASCAR event. True, the least for round one.
game is a race to be the dominant
Meanwhile, the public visited Michael’s civilization, but any relationship to auto Saturday night saw 32 of the 36
Bus Station often and John collected all racing ends there. qualifiers showing for the second round.
but one blue joint. John’s chances Four eager alternates quickly took the
came to an end when his six Racketeers A perfect 108 contestants showed for Bone thrown their way, appreciative for
raided Jaeger’s Clothier and were the first round. That meant 18 tables of another chance. As would be expected,
promptly eliminated by cop #10! 6 players, and the top two from each the games were a bit tighter, and the
Michael, on the other hand, was just table would advance. Action was fierce scoring a bit higher.
$200 shy of 10 G’s when Jason but friendly at all the tables. The tightest
reacquired the Hawthorne Hotel and first round game was overseen at the As with any tournament, not all of the
brought in the reinforcements needed to kiosk. Also known as “The Table of noteworthy performances belong to the
thwart John’s Thug which was at the 1,000 Bones”, the Chinese dominated winners. Ray Stakenas Sr. appeared to
scene. Congratulations to Jason. the early epochs. Mike “Alphabet Bone” have the best position at his table early
Stachowski, playing Purple, reigned in the second round. However, his
Michael finished in 2nd, John in 3rd and supreme on that table. Empire seemed to get distracted in the
Chistopher in 4th. middle game, and was lifeless by the
Mark “King Bone” Guttag outshined the end.
Douglas Broud took home top honors rest of the field with a 225-point
among Gangsters giving their heaters a performance as Green. Other notable Steve Caler endured seemingly
first try! performances included George Young unrelenting attacks, but came up short
with a 198-point performance as in his effort to put together a winning
I am starting an email gaming group for Orange. Mike Backstrom scored 190 effort. Sean Vessey took the short end
Gangsters too. Contact me at points as Black. Stephan Magnifico of the stick in stride, never being given
JPACK@sisna.com.
14 The Boardgamer Volume 3, Issue 1 January 1998

Avaloncon 1997 - Late Reports (Cont.)


an opening by is opponents, who always Entering Epoch VII, Mark led the All optional and advanced rules were in
found him the shortest distance between Russian empire. With a 194 point play and players bid to determine which
two points. score, it appeared the day was his. power they played. The players secretly
Gordon Bliss was next with the Manchu prepared a Bid Sheet, indicating how
Round one dominator, George Young, Dynasty, and fell short of the target. many points they bid on each power.
again lead his game to take a spot in the Paul McCarthy valiantly tried with the The GM reviewed them and announced
finals. Unfortunately, for George Netherlands, but missed the mark as the assignment of powers. Ties were
“Frequent Flyer Bone” Young, a flight well. Next up was the Bruce Monnin led resolved using a random method.
scheduling conflict prevented him from French. Surprisingly, up to this point,
participating in the finals. The Bruce had not led an empire with more At the conclusion of the game each
beneficiary of his misfortune was Bruce than ten strength points. Yet, his board Power's Final Score were computed and
“Your Loyal Editor Bone” Monnin. position was such that he amassed 58 the players with the eight best scores
Dewayne Curry, Paul McCarthy, Gordon points in the final epoch to claim the advanced to the Final Round. A Power's
Bliss, Mark Giddings, and Ross lead with 197 points. Dewayne Curry Final Score was based on the Power's
Edwards prevailed at their respective was next to go with the British. Starting income at the end of the game
tables to earn a spot competing for top with a slightly less advantageous multiplied by a factor based on winning
honors. position, Britain had at least a presence or participation in a draw minus the
on all Areas except Nippon. Dewayne amount bid by that player to get that
While no trends can be established by was able to amass 59 points from this Power.
analyzing the six second-round games, effort, yet this placed him only third.
Blue seemed ready to defend its title as The final contestant, Ross Edwards, On Board One, Hudson Dufoe
dominant color winning two second was dealt the United States. His land (Florence), Steve Chilcote (Austria),
round matches. Orange matched that locked forces managed a respectable Bryan Jackson (France), Andrew Kutzy
total, and Purple and Black also 36-point performance, but this fell short (Papacy), Stephen Squibb (Turks) and
contributed contestants to the finals. of the target. Thus it was Bruce Monnin, Ken Mathias (Venice) squared off.
Britain placed two of the final six carrying his three-month old daughter, Hudson dominated and took 18 cities by
contestants, as did the USA. who led his empire from the cradle of the end of the game. This got him the
civilization to ultimate victory. plaque for Best Florence and was the
Scoring was nearly a full seven points most impressive performance of the
higher, and the high to low differential Thus, Blue was not only denied a repeat Tournament. Andrew also did well as
reduced to 37 points. This is fully of its top status, it was actually relegated the Papacy, ending the game with 12
indicative of the greater rewards which to last place this year. Will Blue be able cities, giving him the Best Papacy
were on the line in the second round. to rebound at Avaloncon 98? Will award. Ken Mathias and Stephen
Purple become the target of the other Squibb (Best Turk) rounded out the two
Sunday morning seemed to come too empires? In only a few months these others to advance to the finals from this
soon, at least to the GM and some of issues will be resolved. Board.
the contestants. Game faces on, the six
finalists, prepared to do battle. Little did A special thanks from the GM to all the On Board Two, Doug Faust (Austria),
the contestants know they would be contestants, who were all part of the Bob Olivere (Florence), George Ponzoni
facing more than just the trials of each process. Each and every contestant (France), Brian Ecton (Papacy), Scott
other. Flying pretzels, a Battle Royale, turned in the requested score sheets, so Bowling (Turks) and Dan Mathias
and an unhappy baby would all take part that a detailed event report and AREA (Venice) squared off. Sadly, constant
in the finals. report could be submitted. A full record bickering over rules caused many
of the scores and statistics is probably delays, and slowed the progress of the
Although stuck with the Aryans, available, as is the recap of the final game. I did my best to answer the
Dewayne Curry managed to lead after game. Hey, Bruce won the whole questions, but there was one player who
Epoch I with a little bit of help from the enchilada, so expect him to include a lot wanted to argue about everything, to the
Hittites. Mark Giddings, leading the of detail about this tournament. If it’s detriment of the game. Unfortunately, he
Assyrians, was the front runner after not included, put it down as editorial was one of the people to advance to the
Epoch II, and even being passed the discretion. Final game and caused many delays
Hsing-Nu could not keep him out of the there as well. Dan was well on his way
lead after Epoch III. Yet, the difference MACHIAVELLI to winning this game with 15 cities by
between first and third at this time was (GM: Stephen Koehler) the end of the game and garnered the
only 13 points, so it was still anyone’s Best Venice award for his performance.
game. In 1997, attendance was down from the Scott, George and Doug (Best Austria)
Inaugural Tournament, but the more also advanced to the Final Game.
Still, Mark played the Huns in Epoch IV, experienced Medieval Diplomats
On Saturday night, the top eight scorers
and retained the lead. However, Mark returned for this year's Machiavelli
advanced to the Final Game. Andrew
couldn’t maintain the lead as Gordon tournament. There were two hard-fought
Kutzy had a conflict and so Brian Ecton
Bliss vaulted to the lead with the Sung games in the play-in round on Thursday
took his place in the Final. Bids were
Dynasty after Epoch V. Mark quickly night, wher e the "Struggl e for
taken and Brian Ecton took Venice,
rebounded as the Mings, giving himself Dominance" scenario was used.
George Ponzoni took Milan, Stephen
a ten-point cushion after Epoch VI.
Squibb took Austria, Hudson Dufoe took
The Boardgamer Volume 3, Issue 1 January 1998 15

Avaloncon 1997 - Late Reports (Cont.)


Florence, Dan Mathias took Naples, When the preliminaries ended on The other semifinal pitted Johnny Hasay
Doug Faust took France, Scott Bowling Friday, eight advanced to the single against Dave Giordano in Situation #23.
took Papacy and Ken Mathias took the elimination rounds. From past For the past three years these two have
Turks. experience I could tell this was a strong met in either the semifinals or the finals,
field. For the single elimination rounds with each earning a plaque over that
From the start, Natural Disasters played we selected five balanced scenarios by period. This was a very tight game, with
a major role in this game. In Summer drawing slips of paper from a box. Johnny having a terrific setup which
1454, a major Plague struck, wiping out maximized his forces to create a
six player units and three Autonomous In the quarterfinals newcomer Alan southerly battlefield. Johnny was
Garrisons. The Papacy and Venice each Arvold took out Chuck Leonard in playing very aggressively, keeping Dave
lost two units and never fully recover. Situation #14 by hitting Bednost hard, pinned in on board 1. He was
scoring many kills and keeping Chuck in outstanding in his use of the three
The Money Lenders also played a major hot pursuit for the remainder of the Wespes, and showed how a great
role in the Final Game, as six of the game. Johnny Hasay, a 2-time player can utilize the German superiority
players had taken out major loans by champion, outlasted Kenneth Oates in a in range of weapons. Dave broke out of
the end of the first year of play. Florence grueling and hard fought Situation #25. board 2 and proceeded into board 3 as
(Hudson) was able to grab Genoa by Johnny is a tactical wizard and always battle raged on around Uschas. At this
buying off the Autonomous Garrison finds that one move you’re not point John turned to Dave and said,
there, and took an early lead. The expecting. He created an opening along “How did we both know the battle would
Papacy (Scott) weakened by Plague, the North edge of the board and was be here?” Dave wasn’t sure, but
was hounded by Naples (Dan), who able to exit the necessary units for his somehow they both knew. The game
bought off one of the Pope's units and victory. This game lasted 9-1/2 hours was postponed at 4:47 am and was to
took Rome. and taught the GM a lesson about be continued the next morning. At
including very large scen arios, dawn, John succumbed to illness and
For some, this extravagant spending especially since both players looked like was unable to continue, which was
ultimately spelled their doom. In Spring they had been through a 15 round unfortunate for him because he was
of 1456, Guido, the Money Lender heavyweight fight! Kurt Kurtz won a likely to win due to superior position of
Assassin, paid a visit on the Turk ruler technical fall over John Gibson in forces across all three boards. This
(Ken) for failure to repay a debt. Many of Scenario #1A, a scenario provided by combination would have proved very
his provinces took the opportunity to Chris Harris and Dave Giordano which difficult for Dave to overcome.
rebel, and the other players, like proved very balanced very balanced,
vultures, descended on the carcass and due to the GM having to call the game. The Sunday morning final had Alan
Ken ended the game with only two This was done because John is such an playing Dave in Situation #14. Dave
cities. outstanding, diversified player, he had had the same excellent results in
earned himself a trip to the finals in two assaulting Bednost that Alan enjoyed in
Guido next visited Venice (Brian) and
other events. Sorry we couldn’t have the quarterfinals. After wiping out the
the Papacy (Scott), both still struggling
witnessed his exp ertise at our CP and the recons, Dave had a 28 point
after their initial Plague setbacks, in the
tournament, but had to wish him luck lead. Alan pursued the fleeing Germans
Summer of 1456. Both were almost out
and adjudicate the game. Dave and was able to accumulate 14 points
of the game anyway, and both ended
Giordano, a past champion, fought a before losing 30-14. It was a good
with one city a piece.
tense and down to the wire Situation game but the German results on turn
France (Doug) made a bold stab of #1A with Chris Harris. Chris was very 1made it next to impossible for the
Florence (Hudson) at the end of the crafty with his attacks, and had the win Russian to catch him. Alan is the author
game, buying Hudson's unit in Genoa within sight when Dave pulled off a huge of the Volue 28, #3 of the GENERAL
and striking on several fronts. The game overrun on the last turn, killing three scenarios for Panzerblitz, but this was
ended shortly thereafter, and this bold units to steal the victory. This game his first Panzerblitz tournament. I found
move gave Doug Faust the game and ended a close 13-11 as it should for the his knowledge of the game and skill in
the Championship, with 13 cities. Dan co-creators of this situation and tactical maneuvers quite impressive. I
Mathias as Naples came in Second with prompted one to say “It doesn’t get any hope to have him back next year as I
ten cities, Stephen Squibb came in third better than this”. not only found a quality competitor but a
with eight cities, and Hudson was left friend.
with six cities for fourth place. The semifinals matched Alan against
Kurt in Situation #25 with Alan prevailing I would like to thank a few of the people
PANZERBLITZ by utilizing a feint to get across the who made my first GM duty at
(GM: Dave Giordano) board and then eliminating anything that Avaloncon a pleasurable one, starting
tried to block his path. This tactic with my assistant GMs, Alan Arvold and
This year’s Swiss elimination format with worked well and provided him with Ken Oates. Also, Johnny Hasay, this
games being played from Wednesday to enough kill points to advance to the plaque coulda, woulda, shoulda been
Sunday attributed to the strongest finals. To Kurt’s credit, he did not allow yours if it weren’t for illness; Chris
participation ever at Avaloncon. There any units off the board, but was unable Harris, my predecessor as GM; and Bill
were 20 players, with 5 of the 6 top to maneuver away from the powerful Scott, the Panzer Leader GM. I never
rated players, all going after the guts Russian artillery.
and the glory!
16 The Boardgamer Volume 3, Issue 1 January 1998

Avaloncon 1997 - Late Reports (Cont.)


would have wanted to be the GM if Don finishing just one point back with 51 to closer game over Verity, Marilyn, and
Greenwood hadn’t allowed me to be in my 52 points. The other three winners Eric, scoring 85 points. In the third
the same room with Bill all week. were Jeff Finkeldey with 90 points, game Carolyn and Bill leapt from fourth
Christina Hancock with 70 points, and and third on the next to last turn to tie for
TYRANNO EX Katherine Hitchings with 57 points. the victory with 56 points over Katherine
(GM: Tom DeMarco) Katherine's game was the shortest in and Matt.
the tournament when on turn 4 no
This was the third year that I ran the environment types were left face up (an The prizes for fifth through eighth places
Tyranno Ex tournament at Avaloncon. asteroid strike?) and all the remaining were won by Verity Hitchings - fifth (third
Due to feedback from last year's creatures became extinct. last year), Christina Hancock - sixth,
entrants, some changes were made in Matt Evinger - seventh, and Marilyn
the tournament format. The second heat, on Thursday morning, Koleszar - eighth.
drew three new and five repeat entrants,
In previous years, to make the final an making two full boards. I was set to play The final round was scheduled to be run
entrant had to get the most wins in three when Kaarin Englemann arrived a little immediately after the semi-final, but the
heats, with the highest single game late. Since I had already qualified for finalists agreed to play Saturday at 3
point total used to break ties. But this the semi-final, I relinquished my seat to PM. At the end of the first turn I held the
format meant that entrants needed to try her. The two winners in that heat were lead with 12 points over Carolyn and
to play in all three heats, and even when Verity Hitchings with 122 points (the Bill's score of 7 points. On the second
they won one game, they still might not hi ghest scor e f or t he ent i r e turn, Bill used his "5" marker to give him
make the final. So the first change was tournament!), and Marilyn Koleszar with an extra chance to change the
to allow every winner in each heat to 76 points. environments, while Carolyn earned 15
advance. This forced the second points to take the lead with 22 points to
change - the addition of a semi-final With the small turnout for the second my 20 points. Will used his "5" marker
round to handle all of the entrants who heat, I became concerned that the for the same purpose on turn 3. Bill was
would now advance. tournament would end up smaller than the high scorer on turn 3 with 18 points
last year's. I needn't have worried. and took over the lead with 40 points.
Next, I decided to change the Seventeen new and seven repeat Will was the big scorer on the fourth turn
tournament to a "B" event (meaning entrants showed up, making six full with 27 points for a total of 49 points.
that, one hour before the start of each boards and a total for the tournament of But while Carolyn didn't score as much
heat, the game would be taught to 36 entrants. At my table I was tied for as Will, she scored just enough to
anyone who needed it) in the hope of the lead after the first turn, dropped to regain the lead with 50 points. Bill was
drawing in more entrants than the 25 in fourth on the second, and had clawed hanging onto third with 46 points and I
the 1996 tournament. my way up to third place at the finish. trailed with 33 points.
The winner at my table was Rodney
This year's Avaloncon added another Robinson (who had been taught the By the end of the environment change
day to the schedule, so I tried to game before the heat began) with 54 phase of turn 5 we knew that we were in
schedule the heats earlier in the con, points. The other winners were the last turn because Bill's last creature
hoping to avoid conflicts for finalists with Courtney Foster with 70 points, Jeff had expired due to incompatible
other finals in which to play. And since Miller with 75 points, Will Wible with 81 environments. It didn't look good for
Tyranno Ex plays best with four players, points, Carolyn DeMarco with 86 points, me. I needed to score a lot more points
I planned to limit the tournament to four and Matt Evinger with 62 points. than the others. When the battle phase
player games, allowing latecomers only ended, Will and I each had two
to fill up a board of four. The semi-final round was held Friday at creatures left and Carolyn had one; so I
3 PM. Ten of the twelve first round used my "5" marker to give me an extra
I thought I had allowed enough time on winners (Courtney, Katherine, Verity, battle and eliminate one of Will's
Wednesday morning to arrive at the con Marilyn, Carolyn, Christina, Jeff creatures. I was able to outscore the
by 9 am, but a traffic jam on the Finkledey, Will, and myself) were others with 15 points to Will's 10 and
Baltimore beltway delayed us until just present. The round was increased to Carolyn's 8 points, but it wasn't enough.
15 minutes before the first heat. My twelve with the inclusion of two second Adding in 5 points for saving her "5"
thanks to those who ran a quick tutorial place finishers, Eric Amick and Bill marker until the game's end, Carolyn
for the entrants who didn't know the Romaniecki. I was pitted against won the game and the tournament with
rules or needed a refresher. Courtney, Christina and Jeff. On the a total of 63 points. Will finished
first turn I was able to increase the second, scoring 59 points. I ended up in
For the first heat we had 16 entrants, strength of one of my creatures, third with 48 points, edging out Bill's
filling four boards. My game started out Archeopteryx, from one to four, but score of 46 points.
very well, with good environment disk scored less points than Courtney and
draws leading to higher strength Jeff. Archeopteryx increased to the This was Carolyn's fourth appearance in
creatures. These were parleyed into a maximum possible strength of six on the tournament finals in the last five
point lead that I was able to hold on to turn two, and helped me jump into the years. After finishing in third place in
through the five game turns. Marilyn lead. That tough old bird was able to both 1993 and 1994, she won the
Koleszar made a strong showing, hang on throughout most of the game tournament in 1995. She chose not to
and I won with 69 points. Will won a defend her title last year. Will was the
The Boardgamer Volume 3, Issue 1 January 1998 17

Avaloncon 1997 - Late Reports (Cont.)


Tyranno Ex Game Master in 1994 and GM RATINGS AVALONCON 1998 INFORMATION
constructed really nifty extra plaques for
the four finalists that year. I was The top six GMs for Avaloncon 1997 A few notes on Avaloncon 1998:
pleased to meet and play with Bill. I were:
discovered that he is an old friend of my Both the admission price of $40 and the
father-in-law (and former Acquire 1. Will Wible (Republic Of Rome) Hunt Valley Inn rate of $69 per night will
champion) Bernie Norton. And me? 2. Dave Terry (B-17) hold steady for 1998. However, the free
Well I was the champion in 1994, 3. Jeff Slater (Empires In Arms) credit for pre-registration is actually
finished fourth in 1995, and regained the 4. Russ Gifford (Adv. Squad Leader) rising to $15 in 1998, which actually
crown last year (perhaps because 5. John Sharp (Naval War) means that the overall cost of the
Carolyn chose not to play?). I plan to be 6. Greg Mayer (Merchant Of Venus) convention is dropping slightly in 1998.
running the tournament again next year,
and look forward to meeting both The next ten were the GM’s for the On the prize front, a few games are
tournament returnees and first timers in following events: having their prize levels reduced next
the field of battle. I have a couple of year. These reductions will take place
ideas to make the 1998 Avaloncon Storm Over Arnhem in some of the “quick play” events (those
Tyranno Ex tournament better and Titan The Arena events which require less than four
wo u l d w el c o m e a n y i d ea s o r Rail Baron hours to complete). Potentially, this will
suggestions from any past or future Panzerblitz affect the following events:
tournament players. Panzer Leader
Up Front Acquire
Tom DeMarco Titan Air Force/Dauntless
609 Cleveland Avenue Attack Sub Assassin
Riverside, NJ 08075-3709 Britannia Atlantic Storm
Breakout Normandy Auction
E-Mail: Decathlon
TDeMarco@motown.LMCO.com Facts In Five
Greed
Mustangs Furball
BOARDGAMER Back Issues Origins of World War II
Pro Golf
Each back issue is available at a cost of $3.50 apiece. If ordering in quantities Slapshot
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outside of the United States. Titan The Arena
Wrasslin Battle Royal
Preview Issue - Circus Maximus (V), Candidate (S), War At Sea (R, S), 1830 (V),
Up Front (R), AREA News & Ratings (N)
Volume 1, Issue 1 - Avaloncon 1995 (N), Assassin (S), Panzer Leader (Sc),
AREA News & Ratings (N)
AHIKS
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Panzerblitz/Leader (Sc, V), 1776 (Sc), AREA News & Ratings (N) Society
Volume 1, Issue 3 - Battle Of The Bulge ‘91 (S), Auction (S), War At Sea (S ), The AHIKS International Wargamer’s
Victory In The Pacific (N), Machiavelli (S), Starship Troopers (N), Society is a great resource for those
Fortress Europa (SR), AREA News & Ratings (N) who do not have a good supply of FTF
Volume 1, Issue 4 - Fortress Europa (SR), PBEM (N), Panzerblitz (N), opponents and desire quality PBM
Attack Sub (S), Avaloncon 1996 (R & N), AREA News & Ratings (N) competition.

Volume 2, Issue 1 - Air Baron (SR), 1776 (V), Circus Maximus (S), TV Wars (S), AHIKS is an organization in transition.
History of the World (N & S), Gettysburg ‘88 (S), Avaloncon 1996 (N), It is still the best way to find reliable
AREA News & Ratings (N) opponents for Play-By-Mail. However,
it also is becoming an increasingly
Volume 2, Issue 2 - 1776 (S), Candidate (V), History of the World (V), better way to find quality, reliable
War At Sea (SR), AREA News & Ratings (N) opponents for Play-By-Email.
Volume 2, Issue 3 - War At Sea (SR), Ceasar Alesia (S),
Victory In The Pacific (N), AREA News & Ratings (N) For more information on AHIKS,
contact the BOARDGAMER. Or,
Volume 2, Issue 4 - Victory In The Pacific (S), History Of The World (V), contact the AHIKS PBEM Coordinator
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at the following email address:
Key: (H) = History; (N) = Narrative; (R) = Rules Clarifications; (S) = Strategy; (Sc) = Scenario;
(SR) = Series Replay; (V) = Variant ROLL_TIDE@mindspring.com
18 The Boardgamer Volume 3, Issue 1 January 1998
Advanced Squad Leader 2-Player Game
AREA Victory Claim Chit AREA Victory Claim Chit
_________________________________________________________________ _________________________________________________________________
(winner’s name) (winner’s name)

_________________________________________________________________ _________________________________________________________________
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_____________________________________________________________________ _____________________________________________________________________
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HAS DEFEATED HAS DEFEATED

_________________________________________________________________ _________________________________________________________________
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_________________________________________________________________ _________________________________________________________________
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_____________________________________________________________________ _____________________________________________________________________
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in a rated live pbm game of Advanced Squad Leader: in a rated live pbm game of:

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Return this chit to: 1st Subsequent


Russ Gifford game vs. this opponent
Return this chit to: 1st Subsequent

320 E. 27th Street Glenn Petroski game vs. this opponent

South Sioux, NE 68776-3205 6829 23rd Avenue


SHANGRI@pionet.net Kenosha, WI 53143-1233
GELP@juno.com

Multi-Player Game AREA Victory Claim Chit


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The Boardgamer Volume 3, Issue 1 January 1998 19

PT Boats versus The Tokyo Express


Optional Rules and New Scenarios For Tokyo Express
by Alan Arvold
On a dark night in late 1942, in the first four months became a thing of the as it was not powerful enough to
contested waters of Ironbottom Sound past as the US Navy decided not to risk illuminate a target ship.
near the island of Guadalcanal, another major combat ships in any more
run of the Tokyo Express is taking attempts to stop the Tokyo Express's The main weapon on the PT boat was of
place. A large group of Japanese supply runs. Instead they used PT course its torpedoes. These were the
destroyers in a single column is making Boats to harass and disrupt the Express same type as those carried on
its way towards Tassafarunga Point during their regular deliveries. Although destroyers and submarines. PT Boats
where the ships will drop off the supply PT Boats had been around in the US had to aim and fire their torpedoes
barrels into the water near shore before Navy for a few years and even saw individually as they did not have the
they turn about and head for home. Air some limited action in the Philippines in sophisticated sights and fire control
reconnaissance has detected no early 1942, the Navy was still computers that the larger vessels had.
American ships in the area so tonight's d ev el o p i n g o p er a t i o n a l c om b a t This meant the PT Boats had to get
run should be a cakewalk. As the techniques for them. The Guadalcanal closer to their targets in order to fire,
destroyers near the shore, their crews campaign became the testing ground usually at ranges under four thousand
prepare to cut loose the supply barrels during this developmental period where meters and sometimes as close as five
as they swing around and depart from the crews of the PT Boats developed hundred meters. Being the same type
the area. Suddenly the lookouts spot the techniques through the hard school of torpedoes as those carried by other
two groups of small PT Boats of combat. In the solitaire game vessels they frequently malfunctioned
converging on them from both sides of TOKYO EXPRESS, a game about night either by running too deep or because of
the column. General quarters is surface combat during the Guadalcanal the faulty detonators installed on the
sounded and crewmen quickly man both campaign, PT Boats are notably absent torpedoes. Yet the PT Boats were the
the main guns and the AA guns on the except as a random event against the only surface units in the US Navy who
ships as machine gun fire from the PT Japanese. I feel that this is wrong as the scored torpedo hits on enemy ships
Boats starts hitting the destroyers. The PT Boats have just as much a place in during the entire campaign.
lookouts spot torpedoes coming towards the American order of battle as the big
the ships and the column quickly breaks ships do. In this article I will present a The secondary weapons on the PT Boat
up as the destroyers violently maneuver general description of the PT Boats and were the machine guns and AA guns.
to avoid them. The engagement quickly how they operated, a short history of Their primary purpose was anti-aircraft,
degenerates into a bunch of small their role in the Guadalcanal campaign, but they were also used against ground
individual battles between individual PT rules for their use in the game TOKYO targets on shore and against ships as
Boats and destroyers. Within a half EXPRESS, and two historical scenarios. well. While the fire from these
hour several destroyers have taken automatic weapons never sunk a ship,
casualties among their exposed crews General Description: PT (Patrol they did cause damage to exposed
which are on deck manning the guns Torpedo) Boats were small boats about machinery and equipment on deck,
and pushing off the supply barrels from 80 feet long and weighed about 38 tons. cause casualties among exposed
the ship. A couple of destroyers even They were usually powered by gasoline crewmen on the target ship, and put
have fires among the supply barrels on engines which gave these boats a top holes in the supply barrels which would
rear deck caused by the machine gun speed of 40+ knots. They carried a crew cause them to fill with water and sink
fire from the boats. Although no ship of 12-15 men and had plywood hulls. when they were pushed overboard.
has been hit by a torpedo yet, the There were two classes of PT Boats that Sometimes more spectacular results
Japanese commander does not want to the US Navy used in the war, the Elco occurred. On one occasion the machine
push his luck and orders the general class which was the class that most of gun fire detonated the depth charges on
withdraw of his ships from the area. the boats used in the Guadalcanal the rear depth charge rack causing
Although the Japanese did unloaded the campaign were, and the Higgins class great damage to the stern of a
supply barrels into the water, the battle which followed it. These boats were Japanese destroyer. On another
with the PT Boats caused them to dump armed with four torpedo tubes which occasion machine gun fire killed the
them too far from shore. In the following were fired forward of the boat, four .50 entire bridge crew, including the captain
morning the PT Boats, assisted by cal machine guns in two two-gun open and first officer of a Japanese destroyer.
aircraft, sink the supply barrels that top turrets, and one 20mm AA gun on As most of the battles happened at
haven't floated ashore yet by machine the stern of the boat. In the latter part of night, the PT Boats used tracer rounds
gun fire thus insuring that these supplies the campaign, the crews usually for their guns which made it easy for the
do not reach the Japanese forces on upgunned their boats by adding crews to adjust their fire and get it on
Guadalcanal. additional 20mm, 37mm, and/or 40mm target. (These tracer rounds also on
AA guns on the bows of their boats. occasion started fires on the decks of
The previous paragraph described a (One industrious crew mounted a 37mm their targets.)
typical surface action in the waters AT gun on the bow of their boat.) A
around Guadalcanal during the last two small search light was also mounted on Operations: The PT Boats, which
months of the campaign. The major the boat but this was used for signalling operated out of a base on the island of
surface actions that characterized the Tulagi, performed a variety of missions.
20 The Boardgamer Volume 3, Issue 1 January 1998

PT Boats versus The Tokyo Express (Cont.)


They escorted ships between the targets for such a valuable weapon. to attack their targets individually from
islands of Guadalcanal and Tulagi, they (Another reason was that PT Boats different directions. However due to the
picked up downed American pilots in the were so maneuverable they could easily other missions required of the boats and
local waters around Guadalcanal, and evade torpedoes.) If larger class their few numbers, the PT Boats did not
they performed patrol duties in the vessels such as cruisers and battleships engage the Tokyo Express for the rest
waters between Guadalcanal and Savo were attacked (which only happened of the month of October.
Islands. Although they never directly once in this campaign) these vessels
participated in the major naval battles would respond with their secondary On 25 October 1942 four more boats
around Guadalcanal (coordination armaments and AA guns only, saving arrived bringing the Third PT Squadron
between the PT Boats and the larger their main armaments and torpedoes for up to strength and thus allowing for
naval warships was still a thing of the more worthwhile targets. Japanese some more anti-Express patrols. But it
future) they did pick up survivors from ships usually stayed in formations when was not until the night of the 6th of
the sunken vessels in the battles. But fighting PT Boats though sometimes a November that the boats met up with
their most important mission was the formation would break up when avoiding the Express. On that night four boats
harassment of the Tokyo Express. multiple torpedo attacks and the battle engaged two Japanese destroyers
would break down into a series of whic h wer e lan din g tro ops o n
The PT Boats made contact with the combats between individual boats and Guadalcanal, driving them away. On
Express in one of two ways. The more ships. the next night the PT Boats scored their
common way was when the boats were first success when four boats while on
p a t r o ll i n g t h e wat er s b et we en While PT Boats were small, they were a patrol found the Japanese destroyer
Guadalcanal and Savo Islands. The tough target to sink. Since the hull was Mochizuki. The boats made multiple
Express would blunder into the boats made of wood many of the large caliber torpedo attacks and one of them (PT-
and the battle was on. The other way rounds that hit went right through the 48) scored a hit on the ship. The ship
wa s wh en th e Am eric an s ha d hull without exploding. Those that did escaped however suffering minor hull
knowledge that the Express would be explode did not automatically cause the flooding and losing half of its fuel.
arriving on a particular night, usually boat to sink. Several boats returned to
from air reconnaissance. In this case the base with many holes in their hulls, Alt hough the PT squadr on's
boats would hide in the shallow waters some even had chunks of the hull blown performance was improving, the wear
and coves around Savo Island, let the off yet still remained afloat. and tear on the boats and men was
Japanese ships pass on by, and then reducing the number of boats available
attack them from the rear, a maneuver History: The PT Boats first arrived in for duty. On the night of the 8th of
which caught the Japanese by surprise the Guadalcanal area on 12 October November three boats engaged five
on more than one occasion. 1942 when four boats arrived at their Japanese destroyers but were beaten
still uncompleted base on the island of off with heavy damage to two of the
Although the PT Boats used formations Tulagi. These boats were the First boats. On the 10th of November five
when they patrolled their search areas, Division of the US Third PT Squadron. more Japanese destroyers were
in combat the boats were maneuvered Their first action was two nights later attacked by three boats and again the
individually under the command of their when the Japanese sent a battleship boats were driven off with damage on all
own skippers. This was necessary in task force to bombard Henderson Field. of them. The PT Boats did not return to
order to allow each boat the freedom to The boats met the task force as it was action until the night of the 13th when a
line up their torpedo attacks in response leaving the area after completing its large Japanese cruiser/destroyer task
to the maneuvering of their intended mission. Although the boats pressed force arrived off Guadalcanal and
targets. Regardless whether they fired their attacks against the Japanese, the proceeded to bombard Henderson Field.
torpedoes or not on attack runs the PT destroyer screen drove off the PT boats Only two boats were sent out to
Boats always fired at their targets with with concentrated fire and no hits were intercept as the rest were laid up for
their machine guns and AA guns, scored on Japanese ships. All of the repairs. The two boats performed
sometimes from as short a range as 100 boats were hit by light AA fire from the valiant attacks against the task force
meters. destroyers but none were put out of with such ferocity that the Japanese
action. After the action the Americans commander, Admiral Mikawa, ordered a
The PT Boats main opponent and target examined their PT doctrine to see why general withdraw cutting short the
during this time were the Japanese the boats were so easily brushed aside bombardment, as he was convinced that
destroyers. When the destroyers were by the Japanese. They found that when he was being attacked by the whole PT
attacked, they would fire back with their the PT Boats attacked in formation, squadron. After this action the PT
main armament, their AA guns, and in some boats had difficult if not impossible squadron had to stand down from all
some cases machine gun and rifle fire torpedo shots yet these boats had to fire operations as all boats were in bad need
using weapons from the small arms when ordered by the squadron of repair.
lockers on their ships. The main guns commander. Also with the boats
almost always engaged the PT boats at coming from one direction the Japanese Through out the rest of November as
short range due to the difficulty of hitting could concentrate their fire in that the American supply situation improved
a small highly maneuverable target at direction and could more easily avoid the PT squadron was able to repair all of
longer ranges. The Japanese never the torpedoes as they were only coming its boats and bring them back into
fired torpedoes at PT Boats because from one direction. Hence forth from service. In addition the US Second PT
they considered PT Boats to be poor that time forward PT Boats were allowed Squadron was transferred to the
Guadalcanal at the end of the month
The Boardgamer Volume 3, Issue 1 January 1998 21

PT Boats versus The Tokyo Express (Cont.)


where it doubled the number of boats Japanese did drop off their supply 1943. The Japanese sent a convoy of
available to sixteen. Up to this time the barrels and then left but at daybreak the twenty destroyers towards Guadalcanal
PT Boats were only reacting to the four surviving PT boats conducted target on what would be the first of three
Tokyo Express, usually intercepting it practice on the floating barrels with their evacuation runs to the island. The
after it had completed its missions. Now guns and sank about three quarters of Americans ambushed them with eleven
there were enough boats to actively them. Unable to effectively deal with the PT Boats near Savo Island. The
p atr ol t h e a ppr oa ch ro ut es t o new PT Boat tactics, the Japanese Japanese were again assisted by night
Guadalcanal around Savo Island so suspended all remaining supply runs for flying dive bombers which attacked the
they could intercept the Express before the remainder of December. Admiral boats as they made their attacks. One
it could complete its missions. In early Tanaka who recovered from his injuries dive bomber planted a bomb on PT-123
December the Americans started using was transferred (for medical reasons) to which blew it to bits. The Americans
this strategy and it almost immediately a desk job at the naval base at pressed on with their attacks launching
brought results. Singapore. more then thirty torpedoes. None of
these hit but they did cause the
On the night of 7 December a convoy of During the rest of the month of Japanese to turn away in the direction of
eight Japanese destroyers passed by December the Americans again used a minefield which the Americans had
Savo Island on a supply run. There they the time to repair their boats and to laid the day before. One Japanese
were ambushed by eight PT Boats replace losses. With the ever improving destroyer, the Makigumo, hit a mine and
which converged on the convoy from supply situation the Americans could went down. Several destroyers suffered
several directions. Although over twenty now send the boats out on patrol about crew casualties from the exchange of
torpedoes were fired at the destroyers, four times a week. The Japanese on fire with the boats but two PT boats (PT-
not one of them hit. But they did cause the other hand were developing new 111 and PT-37) were sunk in the
the convoy to break up and this allowed anti-PT boat tactics due to the boats process. Another boat, (PT-48) was
the boats to gang up on individual ships becoming a real threat to the Express beached near Savo Island but was
with their fire. Soon several destroyers instead of the nuisance that they recovered the next day. The Japanese
were suffering casualties to their originally were. The boats did not meet turned away, pretending to retire, which
exposed crewman on deck and other the Express again until into the new led the Americans to believe the battle
ships had raging deck fires burning. year. On the night of 10 January 1943, was over and they also retired.
Concerned with the increasing number an eight vessel Express was spotted However the Japanese reversed course
of damage and casualty reports he was approaching Guadalcanal. Eight PT again and came back to Guadalcanal to
receiving the Japanese commander, Boats awaited them near Savo Island. make their pick up of troops. Once this
Captain Torajiro Sato, ordered a general In the ensuing battle two PT boats (PT- was accomplished the destroyers got
withdraw and abandoned the supply 112 and PT-43) were sunk or destroyed, away with no further contact with the
mission without dropping off any but the Americans put a torpedo into the boats.
supplies. Although several boats were Japanese destroyer Hatsukaze which
damaged, the damage was not serious crippled it and several ships suffered The Japanese m ade two m ore
and no boats were lost. Two nights later deck fires. Although the Japanese did evacuation runs after this, one on the
the Japanese submarine I-3 was caught manage to drop off the supply barrels, night of 4 February and one on the night
by a PT patrol as it surfaced near most of these barrels were sunk by of 7 February. Although the PT Boats
Guadalcanal and one boat (PT-59) put a gunfire from the boats the next morning. were out in force on the night of the 4th,
torpedo into to it which blew it up. The Americans met the Express again an incorrect intelligence report led the
four nights later with thirteen boats. The Americans to believe that the Japanese
On the night of 11 December an eleven- nine Japanese destroyers in the column would be coming into the area northeast
vessel Express under the command of were supported by night flying dive of Savo Island and this was where the
Rear Admiral Raizo Tanaka arrived in bombers which attacked the boats as PT Boats were deployed. The
the waters around Guadalcanal. they made their attacks against the Japanese however came into the area
Because many of the damaged boats Express. While the planes kept the west of Savo Island, thus no contact
from the battle four nights before were boats from making effective attacks on was made between the Express and the
still under repair, only five boats were the destroyers, a number of planes were boats that night. On the night of the 7th
out on patrol. Again the Express was shot down in the process. The the boats were not out due to a
ambushed near Savo Island and this destroyers were able to drop off their maintenance stand down so the
time the boats scored big. Two supply barrels in peace and escape but Japanese were able to make their last
torpedoes hit Tanaka's flagship, the the next morning the Americans again pick up in peace. Thus ended the
destroyer Teruzuki, and left her burning sent most of the barrels to the bottom American PT Boat participation in the
and sinking in the water. Tanaka, who with gunfire. Guadalcanal campaign.
was injured, was transferred to another
destroyer. Shortly thereafter the fires on Another lull occurred as the Japanese Rules: The following rules apply to the
the Teruzaki reached her aft magazines conserved their ships for the evacuation use of PT Boats in the game TOKYO
and the ship blew up. The Americans thus allowing the Americans to repair EXPRESS. Except for the rule changes
lost their first PT Boat in the campaign their boats and replace losses. The in this article all other rules in the normal
that night. The PT-44 was enveloped next, and as it turned out, the last battle game apply. The number sequence of
from three sides by gunfire from nearby between the PT boats and the Express the rules below places them after the
destroyers and promptly sank. The occurred on the night of 1 February optional rules of the game.
22 The Boardgamer Volume 3, Issue 1 January 1998

PT Boats versus The Tokyo Express (Cont.)


23.0 PT Boats formations. However due to their by bigger vessels during the war were
smaller size and their ability to make motionless in the water at the time of the
23.1 Game Equipment smaller and tighter turns PT formations collision.)
may make the following maneuvers in
Ship Log Roster: A ship log roster has the following fashion: Freedom of Action: PT formations do
been included with this article. The Countermarch: PT Boats may reverse not use Freedom of Action Table. All
numbers of the boats listed are the heading in one movement phase by PT formations follow the Movement
actual numbers of the boats which doing a 180 degree turn in the hex they Orders they are given. PT formations
participated in the Guadalcanal are in but they may not move out of the do not use Admirals either.
campaign. Note that the torpedo salvos hex during that same movement phase.
all have bow arcs and that none of the A PT Boat may also reverse heading Japanese Battle Movement: When
boats have radar. The different parts on doing a 60 degree turn in one determining the Principle US Threat for
each individual ship log will be explained movement phase and a 120 degree turn Japanese Battle Movement, PT Boats
in rules sections further on. in a future movement phase in the same are treated as destroyers.
turn (or vice versa). Thus a PT
Counters: Players can either craft their formation may perform a Countermarch Shoal Hexes: PT Boats may enter
own counters or use the American maneuver at a Speed of 1 or 2. Of Shoal Hexes. They may only enter and
Hidden Forces counters. (Since I only course a PT formation may perform a exit Shoal Hexes through whole water
play this game solitaire I have had no normal Countermarch maneuver using and partial water/land hexsides. They
use for the American Hidden Forces three 60 degree turns during a Game may not move across a whole land
counters until now.) The speed factor is Turn. hexsides. If a PT Boat is about to enter
8, the gunnery factor (360 degree) is 8 S-Turns: PT formations may do 120 a whole land hexside by virtue of its
(12), the ship type is PT. The counter degree turns when doing an S- Turn movement orders, it may perform an
does have a backside indicating a fired maneuver. PT formations may even do Emergency Turn at no cost to its speed.
side. Again the different factors on the a combination of 60 and 120 degree Each time a PT Boat enters a Shoal Hex
counter with be explained in the rules turns in an S-Turn, for example a the player rolls the die; a result of 1
section further on. formation may do a 120 degree turn in means that the PT Boat has run
one direction on one Movement Phase aground and is considered to be sunk, a
23.2 Movement and Formations then do two 60 degree turns in the other result of 2-10 means no effect. Two
direction in future Movement Phases in Shoal Hexes, one in hex 1226 and one
PT Formations: Groups of PT Boats the same Game Turn (or vice versa). A in hex 1327, each have two separate
may be formed into formations. Each PT formation may not perform this shoal areas. For game purposes the
boat in the formation must be within one maneuver when at a Speed of 1. shoal areas which border the northwest
hex of at least one other boat in the Column Maneuvers: PT Boats may use hexsides of those hexes are considered
formation. Each boat need not be Column Formations. If a PT column is shoal areas and the other shoal areas in
adjacent to every other boat in the performing a Countermarch Maneuver those hexes are considered to be land.
formation, just one other boat. It is not in a single hex, the boats which have Unreleased PT Boats may begin the
mandatory to group all PT Boats within already turned may pass over the top of game in Shoal Hexes if the scenario
one hex of each into the same the boats which have not turned yet instructions allow them to.
formation. Indeed you can form any providing the stacking limitations are not
number of formations from PT Boats exceeded at the end of the Movement 23.3 PT Boat Battle Movement
within one hex of each other. PT Boats Phase that this situation occurs.
may not be grouped in formations with Design Note: PT Boats moved in
other types of ships. PT Boats may not Stacking: No more than four PT Boats formations when conducting searches
be grouped into formations nor move may occupy a hex at the end of a through their patrol areas. However
until released. Movement Phase. PT Boats may not when contact was made with the enemy
occupy the same hex with larger US PT formations would break up with each
Formation Speed: There are no speed ships at the end of a Movement Phase PT Boat conducting its own attacks as
markers for a Speed of 8, therefore a though they may pass through them its commander thought best. Indeed PT
formation moving at that speed will have during a Movement Phase. PT Boats Boat commanders conducted their
no speed marker on it. Formations and may occupy a hex which contains attacks on enemy ships much the same
boats with a Speed of 8 move two hexes Japanese ships providing that the total way as fighter pilots handle their planes
on the First Movement Phase and two number of ships and boats do not in an aerial dogfight. These following
hexes on the Fourth Movement Phase. exceed four. (These restrictions reflect rules apply only for PT Boats.
PT Boat formations may not be the operational procedures of the PT
assigned speeds of more then 6 prior to squadrons at that time.) Battle Movement Effect: PT Boats using
detecting the Japanese. After detection Battle Movement move at their
they may move at their maximum Collisions: The collision rules in Rules maximum speed (which may be reduced
speeds. Section 5.5 are not used when using PT due to damage). PT Boats are not
Boats in the game. (Due to their considered to be part of any formation
PT Formation Movement Orders: PT maneuverability and speed PT Boats and those boats in a formation when
form ations m ay use th e sam e easily avoided collisions. Historically all Battle Movement is initiated are
movement orders as other ship PT Boats that were rammed and sunk
The Boardgamer Volume 3, Issue 1 January 1998 23

PT Boats versus The Tokyo Express (Cont.)


released from that formation. PT Boats Duration of Battle Movement: Battle be Medium Range. PT Boats may not
using Battle Movement have no Movement once initiated continues on fire torpedoes at targets at ranges
Movement Orders to follow, instead on even into future turns. However if greater than 3 hexes. (Although PT
every Movement Phase the player may during the US Formation Phase of the Boats fired the same type of torpedoes
make any legal maneuver with each PT Preparation Stage of a Game Turn the as larger ships did, the aiming devices
Boat on the board as he wishes. This player has a group of PT Boats which on the boats were rudimentary at best
may lead a boat to make more turns and meet the criteria for a PT formation, the compared to the more sophisticated
maneuvers in a Game Turn then a player may at his option group these aiming devices on larger ships. This
larger ship can. (For Example: An boats into a formation, assign them a required the PT Boats to get closer to
undamaged PT Boat is using Battle speed and a Movement Order, and the target in order to fire. PT Torpedo
Movement at the beginning of a game place a formation marker on them. This Salvos represent two torpedo tubes
Turn. On the First Movement it moves cancels the Battle Movement for these each. While this is less then the number
ahead two hexes. On the Second boats and they then follow the rules for of tubes represented by salvos on
Movement Phase it makes a 120 degree formation movement until Battle bigger ships it should be remembered
turn and moves forward. On the Third Movement is initiated again on a future that ships would fire a whole salvo at a
Movement Phase it Countermarches in Movement Phase. target at once where as PT Boats
the hex it is in meaning that it makes a individually aimed and fired each of their
180 degree turn but does not move out 23.4 Detection torpedoes.)
of the hex. On the Fourth Movement
Phase it moves ahead one hex, makes US Detection: PT Boats use visual J a p a n e s e G u n n e r y Al l o c a t i o n :
a 60 degree turn, move ahead one hex. detection when trying to spot Japanese Japanese destroyers and light cruisers
On the Fifth Movement Phase it formations. The PT Boats may not use may fire their main armament at PT
Countermarches again in the hex its in. radar detection of any kind. (PT Boats Boats. Japanese heavy cruisers and
On the Sixth Movement Phase it moves did not have any radar installed on them battleships may only fire their secondary
ahead one hex, then makes a 120 during the Guadalcanal campaign. PT armament at PT Boats. In both cases
degree turn. This example shows some Boats produced later on during the war PT Boats are treated as DD target types
extreme maneuvering for a PT Boat but did have a small search radar installed on the gunnery cards. Ranges are
it is all legal movement.) as standard equipment.) treated differently when firing at PT
Boats. Short Range is from 0 to 1
Initiation of Battle Movement: Battle Visual Detection Die Roll Modifiers: The hexes, Medium Range is from 2 to 3
Movement may be initiated by a PT following modifiers are used when the hexes, and Long Range is 4 hexes and
formation on the Movement Phase after scenario includes PT Boats: beyond. PT Boats are treated as DD's
one of the two following conditions are in terms of target selection when
met; 1) the PT formation has detected a -2 The target formation is a PT al l ocati ng Japanes e gunner y.
Japanese force or 2) the PT formation formation. Destroyers and light cruisers may fire
was fired upon by a Japanese force. A -2 All PT Boats of the target formation their bow and stern gunnery values at
PT formation does not have to go to are in Shoal Hexes. separate targets with the appropriate
Battle Movement when one of these gunnery row shift modifier. (As
conditions are met, it may continue on (Due to their smaller size, PT Boats mentioned before, Japanese ships
as a formation. However such a were harder for the Japanese lookouts engaged PT Boats not only with Light
formation may not go to Battle to detect, especially at longer ranges. Guns but also with AA guns. This
Movement in a future Movement Phase Japanese lookouts found it next to combination of weapons is what the
until one of the conditions is met again. impossible to see PT Boats when the Light Guns on small ships and the
In scenarios where the player has boats were in shallow waters close to secondary armament on large ships
multiple PT formations, assuming they the shoreline with the island mass actually represents and also accounts
all meet one of the above conditions, the behind them from the lookouts' point of for the changes in the ranges.
player may put all, some, or none of view.) Japanese ships would never engage PT
them in Battle Movement at his Boats with heavy guns due to the
discretion. PT Boats which go into 23.5 Combat difficulty these guns have in hitting small
Battle Movement immediately move at fast highly maneuverable targets.)
J a p a n e s e T o r p e d o Al l o c a t i o n :
their maximum speed for the rest of the
Japanese ships may not fire torpedoes
turn regardless what their speed was PT Boat Gunnery: PT Boats have a
at PT Boats. (Their tactical doctrine
before going into Battle Movement. normal gunnery value of 8 which can be
prohibited it.)
(Example: A PT formation during the applied towards a target in any firing
first three Movement Phases of a turn arc. They have a special gunnery value
PT Boat Torpedo Salvos: Each PT Boat
moves at a Speed of 5. On the Fourth of 12 which represents the upgunning of
has two torpedo salvos each with a
Movement Phase the formation initiates the boats done by the crew later in the
Torpedo Value of 2. These salvos may
Battle Movement. The formation breaks campaign. This special value is only
only be fired at targets in the Bow Arc of
up and each boat is moving at its used by individual boats as their
the firing PT Boat. In addition,
maximum speed for the duration of the gunnery value in a scenario if the
torpedoes fired from PT Boats have
turn.) scenario special rules or the scenario
shorter ranges. A range of 1 hex is
generation system (to be explained
considered to be Short Range and a
later) indicates that they can. The PT
range of 2 or 3 hexes is considered to
24 The Boardgamer Volume 3, Issue 1 January 1998

PT Boats versus The Tokyo Express (Cont.)


gunnery value uses the Light Gun torpedo salvos, and has its maximum 5. Generate PT Boats
Gunnery Card to determine combat speed reduced to two. However it does 6. Determine Gunnery Strength on PT
results. The PT gunnery value can only not sink due to the fact that it needs at Boats
be applied to one target during a combat least one more torpedo hit to go down. 7. Deploy Forces
segment, it can not be split between (PT gunnery reduces the gunnery 8. Determine Surprise
targets. As none of the PT Boats have effectiveness and the torpedo salvos of 9. Prepare for Play
radar, PT gunnery attacks never suffer Japanese ships by causing casualties As Steps 1, 2, 3, 4, 8, and 9 are the
the Down 1 Row Shift in gunnery among the exposed gun and torpedo same as in the normal rules these shall
combat for using visual fire direction. All crews on the ships.) not be repeated here. The other steps
special gunnery results on the gunnery are described below.
cards apply except for the radar out Japanese Retirement: Japanese ships
result which can be ignored. Fires retiring due to damage must meet one Step 5. Generate PT Boats - Use the
which are caused on Japanese ships by of two criteria: following table to determine the number
PT gunnery do not cause additional 1) The ship has suffered enough of boats available.
damage, they are rolled for on the Fire torpedo hits to warrant Damage Level 3.
Effects Chart during the Terminal Stage Example: The Asagumo has suffered Die Roll Early 42 Late 42 1943
to see whether they go out or not. three torpedo hits, thus it must retire. 1 2 3 6
(Fires started on Japanese ships by PT The Yudachi has suffered one torpedo 2-3 2 4 6
gunnery were usually confined to the hit and two gunnery hits, it may not 4-5 3 6 8
main deck and did not spread to the vital retire. 6-7 3 8 10
parts of the ship.) 2) The ship has suffered enough 8-9 4 10 12
torpedo and gunnery hits to equal the 10 4 12 14
Damage: All hits on PT Boats are total number of Damage Boxes for that
treated the same as with other vessels ship on the Ship Log. Example: The There are no modifiers for this table.
in the game. Note that on the PT Ship Uranami has suffered two torpedo and Use the column corresponding to the
Log Roster the first hit on a PT Boat two gunnery hits, thus it must retire. time of the scenario. The number rolled
puts the boat in Damage Level 2 status. (On several occasions when Japanese for is the number of boats the US player
PT Boats who suffer a speed reduction ships suffered enough crew casualties receives.
due to damage have that reduction that they could not effectively perform
applied starting on the next Movement their missions, their captains would take Step 6. Determine Gunnery Strength on
Phase. All torpedo hits made on the ship out of action and retire.) the PT Boats - Roll the die once for
Japanese ships by PT Boats are treated each PT Boat in the scenario. If the
normally. All gunnery hits made on 23.6 Advanced and Optional Rules result is 1 in an Early 42 Scenario, 1 or
Japanese ships by PT Boats are treated 2 in a Late 42 Scenario, or 1, 2, or 3 in a
differently though. Gunnery hits made When using PT Boats in a scenario the 1943 Scenario, that boat has a gunnery
by PT Boats are marked off on the Random Events Rules (19.0) may not value of 12 in the scenario. Make a
Japanese Ship Logs using a letter G for be used. The rules on Secondary note on that boat's ship log of that fact.
each hit to differentiate them from Batteries (21.6) must be used. All other Any other result means that the PT
torpedo hits. Gunnery hits can raise the rules may be used at the player's Boat's gunnery value is 8. (This
damage level in terms of reduction of discretion. If using the Illumination represents the irregular upgunning of
gunnery shifts and loss of unfired Rules (21.5) only the Japanese may use the PT Boats by their crews during the
torpedo salvos but can not be counted illumination and only when called for by campaign.)
towards speed reduction nor may they the Gunnery Cards.
count towards the sinking of the target Step 7. Deploy Forces - Besides the two
ship. Torpedo hits do count towards the 23.7 Scenario Generation and Victory set up hexes, the US Player may deploy
sinking of a ship, thus when a ship Conditions up to half (fractions rounded up) of his
suffers a number of torpedo hits equal to PT Boats in the Shoal Hexes around
or more then the number of Damage Scenario Generation Procedure: PT Savo Island. In the Hypothetical
Boxes of that ship on the Ship Log, that Boats are used in scenarios when the Scenarios the US Player may also
ship sinks. Japanese Strength Level is 3 or 4. deploy up to half of his boats in the
Example 1: The Japanese destroyer When generating scenarios or using the Shoal Hexes around Savo Island.
Kagero suffers one torpedo hit and two Hypothetical Scenarios (17.0), if the
gunnery hits from a PT Boat during a Japanese Strength Level is 4 or less the Victory Conditions: There is no change
Combat Segment. The Kagero thus US Player has a choice of either using to the victory conditions when using PT
suffers a three row shift down on its PT Boats or ships. If the Strength Level Boats. However there are a few
gunnery and has lost both of its torpedo is 5 or greater the US Player must use changes to the victory points received.
salvos (with reloads), but only has its ships. When generating a scenario the The Japanese receive 2 points for each
maximum speed reduced to 6. following steps are carried out for PT PT Boat sunk and 1 point for each boat
Example 2: The Japanese destroyer Boats: at Damage Level 3 at the and of the
Fubuki has suffered three torpedo hits 1. Determine Japanese Strength Level scenario. The US Player receives
and four gunnery hits from PT Boats. 2. Determine Scenario Date points for Damage Levels and sunken
The Fubuki suffers a three row shift 3. Determine Lighting Condition Japanese ships only if they are caused
down on its gunnery, has lost two of its 4. Determine US Transports by torpedo hits.
The Boardgamer Volume 3, Issue 1 January 1998 25

PT Boats versus The Tokyo Express (Cont.)


Example: The Japanese destroyer 1. US Transports are not present. 3. If you play this scenario using the
Fubuki which suffered two torpedo hits Advanced Rules, the Japanese receive
and two gunnery hits only scores 1 point 2. The Lighting condition is Dark. The no Admiral.
of the US Player. The US Player US Visual Detection Range is 7 hexes,
receives 1 point for each PT Boat on the the Visual Tracking Range is 7 hexes, 15.7 Tanaka's Last Cruise: 11-12
board that is not sunk nor at Damage and the Visual Fire Direction Range is 7 December 1942
Level 3. (These boats remain around hexes.
the area until dawn when they machine The Situation: Dissatisfied with the
gun the supply drums and sink them.) 3. Surprise is in effect against the results of the last Express run Rear
Japanese. The US is considered Admiral Raizo Tanaka, the bane of the
Historical Scenarios: The following two released and may begin moving and US Navy during the Guadalcanal
scenarios are based on actual battles detecting on Game Turn 2. campaign, decides to lead the next run.
that occurred during the campaign. He leads an eleven destroyer convoy to
4. Roll the die once for each PT Boat to Guadalcanal which of course is spotted
15.6 Action Near Savo Island: 7-8 determine which boats are upgunned for by Allied air reconnaissance. Waiting to
December 1942 this scenario. A 1 or 2 means a PT Boat meet him are five PT Boats deployed to
has a gunnery value of 12. take his force from two sides. Tanaka's
The Situation: On 7 December 1942, plan for dealing with the PT Boats is for
Allied air reconnaissance spots a Japanese Forces half of his destroyers to go after the
c o n v o y r u n of t en d es t r o y er s boats while the other half drop off
approaching Guadalcanal. Air attacks 1. A total of 6 Hidden Force markers supplies. However his plan starts to fall
reduce this convoy to eight destroyers start on the map. Place one Japanese apart when at the beginning of the
by nightfall. The convoy's commander, hidden force in each of the following action two torpedoes slam into his
Captain Torajiro Sato, expects the hexes: 1740, 1940, 2140, 2340, 2540, flagship the Teruzuki and leave it
supply drop to go smoothly as Japanese and 2740. burning and in a sinking condition.
air reconnaissance reports no American Tanaka himself is injured and is
ships anywhere close to Guadalcanal. 2. All hidden forces are headed SE. transferred to another destroyer. Three
As the convoy sails into Ironbottom destroyers gang up on one PT Boat PT-
Sound it is ambushed from three sides 3. Place the following Force Size 44 and sink it with gunfire allowing the
by eight PT Boats. Sato's convoy markers in the container: other four boats to get away unscathed.
breaks up as destroyers maneuver 3 x 0, 2 x 1, 1 x 2. Although the Express does drop off its
violently to avoid torpedoes coming at supply drums this night, most of these
them form all directions. Although none 4. The Japanese Strength Level is 3. drums are sunk the next morning by the
of Sato's ships are hit by torpedoes, boats. Although the Americans did not
several of them are on fire and many 5. The Lighting Condition is Dark. The stop the Tokyo Express this night, they
are reporting heavy crew casualties Japanese Visual Detection Range is 10 still considered it to be a victory as they
from the machine gun fire from the PT hexes, the Visual Tracking Range is 9 did knocked Tanaka out of the war who
Boats. Sato, fearing more torpedo hexes, and the Visual Fire Direction upon recovery from his injuries is
attacks if he attempts to drop off the Range is 9 hexes. banished to a desk job for the duration
supply drums, orders his ships to of the conflict.
withdraw without completing their 6. Surprise is in effect against the
mission. With no losses to themselves, Japanese. Deployment
the American PT Boats have succeeded
in driving off the Tokyo Express for the 7. Since US Transports are not present, US Forces
first time in the campaign. Japanese ships may perform only The following boats are deployed at the
supply missions. start of the game:
Deployment:
Special Rules Boat Set-Up Hex
US Forces PT-37 1527, headed SW
The following boats are deployed at the 1. The only action occurring in the first PT-40 1626, headed SW
start of the game: Game Turn is that the Japanese hidden PT-48 1626, headed SW
forces move 6 hexes straight ahead to PT-44 3025, headed N
Boat Set-Up Hex the southeast during the Japanese PT-114 3025, headed N
PT-40 1626, headed SW Hidden Forces Activity Stage. No
PT-48 1626, headed SW combat or detection occurs in this Game 1. US Transports are not present.
PT-43 2818, headed NW Turn.
PT-109 2818, headed NW 2. The Lighting condition is dark, so the
PT-36 1523, headed S 2. When determining VP's, there is no US Visual Detection Range is 7 hexes,
PT-37 1523, headed S modification to the US victory Point total. the Visual Tracking Range is 7 hexes,
PT-44 1422, headed S and the Visual Fire Direction Range is 7
PT-59 1422, headed S hexes.
26 The Boardgamer Volume 3, Issue 1 January 1998

PT Boats versus The Tokyo Express (Cont.)


3. There is no surprise against either 4. The Japanese Strength Level is 4. the southeast during the Japanese
side. The US is considered released, Hidden Force Activity Stage. No
starting with Game Turn 2. 5. The Lighting condition is Dark, so the combat or detection occurs in this Game
Japanese Visual Detection Range is 10 Turn.
4. Roll the die once for each PT Boat to hexes, the Visual Tracking Range is 9
determine which boats are upgunned for hexes, and the Visual Fire Direction 2. When determining VP's, there is no
this scenario. A roll of 1 or 2 means a Range is 9 hexes. modification to the US Victory Point
PT Boat has a gunnery value of 12. total.
6. There is no surprise against either
Japanese Forces side. 3. If you play this scenario using the
Advanced Rules, the Japanese receive
1. A total of 8 Hidden Force markers 7. Since US Transports are not present, Admiral Tanaka.
start on the map. Place one Japanese Japanese ships may only perform
hidden force in each of the following supply missions. Conclusion: PT Boats played a major
hexes: 1439, 1540, 1940, 2039, 2140, part in countering the Japanese
2439, 2540, and 2639. Special Rules resupply efforts in the last two months of
the Guadalcanal campaign. Their
2. All hidden forces are headed SE. 1. The only action occurring in the first valiant actions warrant them a place in
Game Turn is that the Japanese hidden the game. With these rules you can
3. Place the following Force Size forces move 6 hexes straight ahead to now use them against the Tokyo
markers in the container: Express.
4 x 0, 2 x 1, 2 x 2.

PT Boats - Ship Log Sheet


PT-36 2 3 (2) 2 O O B PT-60 2 3 (2) 2 O O B
SPD: ______ SPD: _______

PT-37 2 3 (2) 2 O O B PT-61 2 3 (2) 2 O O B


SPD: ______ SPD: _______

PT-38 2 3 (2) 2 O O B PT-109 2 3 (2) 2 O O B


SPD: ______ SPD: _______

PT-39 2 3 (2) 2 O O B PT-111 2 3 (2) 2 O O B


SPD: ______ SPD: _______

PT-40 2 3 (2) 2 O O B PT-112 2 3 (2) 2 O O B


SPD: ______ SPD: _______

PT-43 2 3 (2) 2 O O B PT-114 2 3 (2) 2 O O B


SPD: ______ SPD: _______

PT-44 2 3 (2) 2 O O B PT-115 2 3 (2) 2 O O B


SPD: ______ SPD: _______

PT-48 2 3 (2) 2 O O B PT-123 2 3 (2) 2 O O B


SPD: ______ SPD: _______

PT-59 2 3 (2) 2 O O B PT-124 2 3 (2) 2 O O B


SPD: ______ SPD: _______
The Boardgamer Volume 3, Issue 1 January 1998 27

Preserving The Red Berets


Panzer Leader Scenario #10
by Leslie Geraty w/John Laccone
Cornelius Ryan’s book and later movie make this point apparent. However, doubled to 30) Tigers. When the
of the same title, “A Bridge Too Far”, there are things which the Allied player German units are close enough for
detailed the horrific fighting endured by can do to prolong the battle (preserving close assault tactics (CAT attacks for
the 1st British Parachute Brigade (The the Red Berets). convenience) to be used, if they are
Red Berets) during the Battle of Arnhem successful, the Allied unit is not spotted.
as part of Operation Market Garden. STAY ON YOUR OWN SIDE OF THE
Several games, such as Storm Over BRIDGE AVOID THE PARK
Arnhem and Hell’s Highway allowed
the board wargamer to get a vicarious The first thing the Allied player should An article I read long ago about PZL
“feel” for the harshness of this particular consider is exactly where he wants to described Grancelles as a lovely city
World War II battle. This article set up his forces. I strongly suggest that surrounding the memorial park (hex X7)
provides some thoughts on playing the the player stay north of the main stream where all the enemies that had died in
Allied side in yet another representation on PZL board A (Grancelles hexes V6 overrun attacks were buried. Since the
of this famous battle, Situation 10 of diagonally up to Z8) rather than setting Allied player has no armor, don’t go into
Panzer Leader. This article is the result up within the southern part of the city as the park. If the Axis player chooses to
of several playings of the situation, not well. This is experience speaking - I did go into the park, rejoice, since you can
to mention long discussions and and got thoroughly skunked!). The CAT attack him again without the +1 die
arguments with my friend and opponent, Allied player may want to consider the roll which a city hex bestows on an
John Laccone, of Rossville, Indiana. completely ahistorical setup of having all armored unit. X7 may be surrounded by
his units stacked south of the main city hexes but it is a clear hex!
This article does not claim to present a stream. This isn’t Arnhem but you may
perfect plan because I believe that, to last longer! CONCLUSION
paraphrase General George S. Patton,
“plan for every contingency, but realize The Allied player may want to position While Situation 10 is highly unbalanced
that all plans go out the window when the two anti-tank guns in V6 and W7 or (as was the actual battle), I hope I have
the first shot is fired.” Instead this article stacked in W7 since the attack factor will provided some interesting ideas for the
provides food for thought for the Allied be doubled against any German tanks Allied player. Maybe someone can do
player in Situation 10 of Panzer Leader. crossing any of the bridges (V7, V8, W8 better than a “marginal German victory”,
& X8) without giving your opponent the which is the best level of which I
ABOUT THE TITLE +1 for being in a city terrain hex. have ever heard for this situation!

I specifically chose the title of this article The engineers should be stacked with
as “Preserving the Red Berets” for the something, both as protection against Panzer Leader
simple reason that the Allied side of early elimination and because they have 52 Active Players Nov. 20, 1997
Situation 10 is definitely NOT for the to be according to the PZL rules to gain
gamer who believes he has to “out- the one column advantage in Close 1. James McAden 1864 FHM-6
Napoleon Napoleon” or is on any such Assaults. In my opinion, the engineers 2. Robert Beyma 1825 CE-C7
ego trip. The Allied player is NOT going should not be stacked with each other 3. Bruce Wright 1793 CCE-6
to destroy the Axis forces no matter how ever, as you do not get a second or 4. William Scott 1671 GH-C7
well he plays or how much the dice go in third-column shift for additional 5. Eduardo deNucci 1655 BE-A6
his favor. engineers; use this property for two or 6. Martin Musella 1618 BC-B7
three one column shifts. 7. Mark Murray-Brown 1615 BE-A7
A simple count of the respective attack 8. Kevin Kinsel 1601 CCD-6
factors (172 to 51, Axis to Allies) should HOW YOU ATTACK 9. Danny Price 1596 EEEB7
10. Eric Bonner 1593 FFM-6
11. Jeff Wise 1582 CDE-6
The Axis player in this situation
12. Jay Zollitsch 1573 BD-A6
has to come to you as his
13. Eric Redstone 1568 ABB-7
Victory Conditions require him 14. John Trotsky 1566 AAB-7
to clear and control all town 15. Todd Treadway 1542 AA-A6
hexes of Grancelles. Let him 16. Rod Coffey 1535 AAA-6
come as there is little which can 17. Larry Felton 1534 AC-A7
be done while the Axis player is 18. Donald Webster 1530 AA-A7
a p p r o a c h i n g G r a n c el l es . 19. Hans Frey 1525 ABA-6
Besides, direct fire attacks 20. Kurt Kurtz 1516 AB-A7
within LOS of a German unit 21. John Gibson 1512 BB-C7
allow the Allied unit to be 22. Michael Ellsworth 1510 AB-A6
spotted and targeted by the 23. David Chilcote 1510 AA-A7
88s, the 150 mm’s or those 24. Stephen Andriakos 1509 BB-C7
nasty 15 factor (probably 25. Bruno Sinigaglio 1508 BC-A6
26. Charles Leonard 1503 AB-A6
28 The Boardgamer Volume 3, Issue 1 January 1998

A.R.E.A. News
Thoughts
by Glenn E. L. Petroski
Some general information this time. It no avoiding it. This gives more On another sheet send in names,
doesn't really put together a cohesive credibility to the whole system. addresses, phone numbers, email.
article, but these are items which come Make it as legible as possible. If a
up continually. It is a rare month that Conversely, the information, and related player has an ID, get that on there, if
goes by that I don't repeat some of this services, are available to any GM who not, the temporary one as above.
stuff to someone. Brief as they are, all wants it as an aid in setting up his
belong in the public forum. tournament or competition. A.R.E.A. When notice is received 60-90 days in
has potential well beyond the ratings, advance, A.R.E.A. will send out current
Public Domain: which should be made use of. ratings before the tournament. That
puts current ratings in the GM's hands to
All A.R.E.A. information is now public Multi-Player GameMasters: aid in the pairings and setting up the
domain. Feel free to copy and pass tournament over all.
around any A.R.E.A. material or A.R.E.A. of the past was not well suited
information that you have. Indeed, you to Multi-Player games. It is true that the Timeliness:
are encouraged to do so. It is meant to multi-player fraternity did not care much
be shared. All that A.R.E.A. asks is that for ratings. They have always been the Get that information in! A.R.E.A.
nothing be presented in a way that leading opposition to A.R.E.A. I must requests individual submissions within
might be misleading, and that the date admit that it was not at it's best in this 30 days. GMs with full event rosters are
be included. environment, but it did function well. given more leniency. PBM GMs have
Since my tenure there have been until 30 days after the end of a round,
All A.R.E.A. material is dated. All refinements and improvements that even if that means six months after
A.R.E.A. material is continually evolving have overcome most of the objections. some players actually finish a game.
and being updated. Not just the Some MP GMs have already discovered A.R.E.A. has only begun to preach this.
changing ratings, but virtually all this and become sincere supporters. Enforcement will not be too strict until
material. As we all learn and grow, so things are running better on this end.
does A.R.E.A. In the search for ever Tournament Submissions: Still, it pays to make life easier on all by
improvement, adjustment will continue. getting your material to A.R.E.A. in a
For tournaments, break down results by timely fashion. Individual chits that age
Sponsors and Endorsements: rounds. List exactly who played whom. begin to look suspect. Not good for the
Clearly state who won, who lost, and image.
A.R.E.A. is now getting requests from who tied. Adjudications, forfeits, or
Tournament Directors, game stores, unusual circumstances, A.R.E.A. does Game Titles:
hobby shops, and potential sponsors of not need to hear about. The GM
tournaments. There is a desire for decides those. Just inform A.R.E.A. of A.R.E.A. will rate any game in which two
information about A.R.E.A. and how to the GM decision. If a game is not or more live human players control or
run “A.R.E.A. Sanctioned” events. actually played, do not report it, but direct conflicting or competing forces.
Another package of information that A.R.E.A. backs the GMs. What the GM Specifically excluded are solitaire
must be put together. ultimately decides is what A.R.E.A. games, role playing games, and games
rates. in which a computer controls any active
Tournament GameMasters: participant. (Games in which a
On the tournament reports: computer does accounting, score
A.R.E.A. asks GMs of ALL tournaments keeping, or GameMastering, but not
and competitions to send in their results, 1) Indicate player ID numbers, if known. actual play, are acceptable.) Game
so that the entire playing field can be If not, give the zip code followed by a t i t l es ar e NO T l im i t ed by
rated. To do this, an actual listing of decimal point and 99. manufacturer, publisher, subject
who played who is needed. A.R.E.A. matter, or type.
cannot rate games without knowing the 2) Indicate if any two players have faced
actual players by name or ID. This is each other at any time previously. To clarify, it comes to three points:
how past records develop into current Again, if you know it. This is often 1) Two or more players want it rated.
records. evasive information, but A.R.E.A. does 2) Live human beings are the actual
credit for it when received. players.
Furthermore, by leaning on GMs, more 3) There is conflict or competition
information is available. It is more 3) Put a date right on the report form. between the actual human players.
accurate. Would be shysters cannot
continually duck adverse results. 4) As GM, sign the report form. Should some game title be presented to
Players can, and should, turn in their A.R.E.A. that does not clearly fit within
individual games for rating, but facing an 5) Have an assistant or other prominent this criterion, it is possible that it may be
A.R.E.A. tournament means that there is player sign the report form. Better yet, evaluated for further inclusion, but it is
two! (This makes the GM look good.)
The Boardgamer Volume 3, Issue 1 January 1998 29

A.R.E.A. News - Thoughts (Cont.)


doubtful. In all cases, A.R.E.A. reserves The A.R.E.A. system itself tends to be that you have patience with my replies.
the right to make decisions as it self correcting. I know that if I err in While my purpose here is to serve you, I
determines best, without further appeal. someone's rating, 3 or 4 games will put am buried in mail!
the player right in where he belongs.
Looking Ahead: Neither he nor I can do anything about At your service,
that. That is comforting.
The idea is to get people to look past Glenn E. L. Petroski
the ratings and see what else A.R.E.A. Over all, Russ Gifford and I are working A.R.E.A. Administrator
can do for all of us. That is a trick. Just hard on improving the system, not just 6829 23rd Avenue
about everyone, pro or con, becomes continuing it. The more cooperation that Kenosha, WI 53143.1233
preoccupied with the ratings. We we get, the better it will be for everyone.
overlook the fact that any other aspect What you have to offer is sincerely Home Phone: 414-654-5044
might exist. If that were true, I do not appreciated. Email: GELP@Juno.com
think that I would be in this hobby, let
alone A.R.E.A. Administrator and Thank you, each of you, for your support
columnist for two magazines. and assistance. Should there be any
way that I can be of further assistance to
you, please write. My only request is

I Asked For It
Definitions For The Cynical Gamer’s Dictionary
by Ray Freeman
Recently, I sent out a few mailings to a Military Re-enactors: People who will Wargame Developers: An even smaller
number of people looking to increase gladly spend their hard earned group of people who suffer from
both the subscribership of the vacations living under incredibly squalid s a d o m a s o c hi s ti c s c h i zo p h r en i a .
BOARDGAMER as well as the pool of conditions, eating beans and stale bread Som et i m es t hey b eh av e l i ke
articles I have to draw upon. Here is the in exchange for the opportunity to be overbearing egomaniacs who cannot
response I received from Ray Freeman, killed by fake bullets. resist the urge to mutilate someone
who seems to love to do nothing better else's creation, but just as often suffer
than to put me in my place in any way Collectable Card Gamers: People through nearly endless self-imposed
he can. under the delusion that the player with purgatory just for the reward of
the biggest pocketbook is the best occasionally getting their name on a
Role Playing Gamers: People who player, and they are willing to blow their box.
enjoy fantasizing and acting like they life savings to prove it. Alternatively;
are someone who they are not. If hobby baseball card collectors in another life Game Reviewers: A vast population of
is persisted at long enough (usually 6-8 who were sick and tired of just collecting self-proclaimed experts who believe that
weeks), they begin to believe that they and trading...they wanted to actually DO a 45 minute rule skim and a three turn
in fact are someone other than something with their cards. play through constitutes serious
themselves and usually occupy their research, but who wouldn't hesitate to
non-gaming time trying to convince Railroading Gamers: People who would demand the designer be boiled in oil for
various unsuspecting bystanders that really like to be Cornelius Vanderbilt, but failing to provide a 50 entry bibliography
they are glamorous, mysterious figures who can generally only afford to eat at of primary sources to back up the
instead of self-delusional dweebs. restaurants whose top-of-the-line meal historical veracity of the design.
is ordered with the phrase "super size
Miniatures Gamers: People who, it". Gaming Newsletter Editors: A small
although they are now adults, still like to population of desperate characters
play bang-bang you're dead with toy Diplomacy Players: Socially adept willing to resort to a wide variety of
soldiers. Alternatively; sculptors and individuals who, despite their outward grovelling methods in order to obtain
painters by nature who enjoy pretending charm and apparent sincerity, are really enough material to continue to publish
to be wargamers. lying, thieving, back stabbing scum at their pathetic rags.
heart. Alternatively; most lawyers.
Board Wargamers: Three dimensionally Gaming Article Authors: People so
chall enged m i ni at ur e gam er s. Wargame Designers: A small, elite cheap they are willing to put their
Alternatively; people who are so cheap group of people, at least 2/3 of which personal gaming biases down on paper
they can keep themselves amused for don't actually play games, otherwise for all to see in exchange for not having
decades with a few colored pieces of their products would be much more to pay the princely sum of $3.00 an
cardboard. u s a b l e r i g h t o u t o f t h e b o x. issue for their favorite gaming
Alternatively, people with WAAAY too magazines.
much free time on their hands.
30 The Boardgamer Volume 3, Issue 1 January 1998

Current Specific Game AREA Ratings


Gangsters Titan History Of The World
49 Active Players Nov. 20, 1997 114 Active Players Nov. 20, 214 Active Players Nov. 20, 1997
1997
1. Jason Wagner 1604 AE-A7 1. Bruce Monnin 1604 BKCD7
2. Stephenie Mayes 1562 BG-A7 1. Brian Sutton 1873 GL-E7 2. Gordon Bliss 1593 BF-B7
3. Dee Ann Gehring 1556 AE-A7 2. Dave Finberg 1738 BK-B7 3. George Young 1575 BIDB7
4. Christopher Bodkin 1556 AC-A7 3. Michael Pustilnik 1659 DG-E7 4. William Crenshaw 1571 AE-A7
5. John Pack 1554 BG-A7 4. Clifford Smith 1654 DG-E7 5. Jim Fardette 1569 AE-A6
6. Michael Anchors 1544 AE-A7 5. Christian Goetze 1633 DJ-D7 6. James Rush 1566 AA—6
7. Mike Metcalf 1535 AB-A7 6. Gerald Lientz 1631 CI-C7 7. Keith Levy 1563 AG-A6
8. Philip Thomas Sr. 1535 AB-A7 7. Akihisha Tabel 1630 CK-B7 8. Ross Edwards 1561 AG-A7
9. James Matt 1523 AC-A7 8. Cliff Ackman 1611 DI-D7 9. Mark Giddings 1555 AE-B7
10. Gordon Rodgers 1523 AC-A7 9. Bruno Wolff III 1606 CH-E7 10. Andrew Kutzy 1554 AG-B7
11. Scott Sirianna 1523 AD-A7 10. Justin Thompson 1605 BI-C7 11. Olin Hentz 1553 AH-B6
12. Douglas Broud 1511 AD-A7 11. Margaret Meachum 1604 DJ-D7 12. Thomas Scarborough 1547 AI-C7
13. Louis Gehring II 1511 AE-A7 12. Benjamin Foy 1600 BG-C7 13. Paul McCarthy 1543 BH-B7
14. Jack Jaeger 1508 AE-A7 13. Jason Ley 1595 BJ-B7 14. Lauren Hickok 1542 BJ-C7
14. Ed Rothenberger 1593 BG-C7 15. Kathy Stroh 1536 BJ-C7
Panzerblitz 15. John Koleszar 1589 DL-D7 16. Josh Johnson 1536 AD-A6
38 Active Players Nov. 20, 1997 16. John Jacoby 1578 AG-A7 17. Joe Gunderson 1536 AC-A7
17. Aaron Fuegi 1575 CG-D7 18. Stefan Krzywicki 1535 BJ-C7
1. David Giordano 2148 IKND7 18. Larry Lingle 1575 BE-E7 19. Carl Wilson 1535 AC-A7
2. Stephen Andriakos 1660 BB-B7 19. David desJardins 1573 DK-C7 20. Greg Berry 1535 AC-A7
3. Oscar Kenneth Oates 1645 DEGA7 20. Marvin Birnbaum 1562 BG-B6 21. Karsten Englemann 1535 AC-A7
4. Johnny Hasay 1614 FF-C7 21. Kenneth Nied 1561 CF-C7 22. Laura Ehlers 1535 AC-A6
5. Charles Leonard 1607 FGDC7 22. Robin Barbehenn 1557 AE-B6 23. David Metzger 1535 AC-A6
6. James O’Donnell 1572 BBD-6 23. Robert Masso 1552 DJ-D7 24. Paul Bolduc 1535 AB—6
7. Eduardo deNucci 1564 AB-A6 24. Kurt Litscher 1545 EK-E7 25. Michael Hart 1529 BK-C7
8. Alan Arvold 1560 BD-A7 25. Justin Schultz 1536 AC—7 26. Mark McLaughlin 1529 AE-B7
9. Mark Romanow 1535 DCI-6 26. James Rush 1535 AA—6 27. Eric Jones 1529 ACB-7
10. Mark Murray-Brown 1535 AA-A7 27. Jeffrey Miller 1535 AA—6 28. Cliff Ackman 1528 AE-A6
11. William Scott 1517 BD-C7 28. David Platnick 1533 BG-C7 29. Michael Frey 1528 AE-A6
12. Bruce Wright 1514 CBE-6 29. Steven Koleszar 1525 BB-B7 30. Ivan Lawson 1528 AE-A6
13. Jay Zollitsch 1514 AA-A6 30. Wade Fowble 1524 AE-A6 31. Gary MacLellan 1528 AE-A6
14. John Gibson 1512 AC-A7 31. Derek Croxton 1522 AD-A7 32. Eric Kirchner 1528 ACB-7
15. John Laccone 1504 AAB-6 32. Charles Kreuger 1522 AD-A7 33. Michael Newman 1527 AEB-6
33. Lukas Kautzsch 1515 AG-B7 34. James Pei 1522 AGAA7
Third Reich - 4th Ed. 34. Thomas Mueller 1514 AC-B7 35. Kirk Harris 1522 AGBA7
6 Active Players Nov. 20, 1997 35. Nick Watkins 1513 AF-A6 36. Patti Miller 1522 AGC-7
36. Marc Houde 1513 AE-B7 37. Michael Ehlers 1522 AG-A6
1. Charlie Corn 2017 DD—6 38. William Navolis 1521 AG-B6
37. James Garvey 1505 AG-A6
2. Bill Thomson 1600 ABB-6 39. Philip Thomas Sr. 1522 AD-B7
38. Barry Ehrlich 1503 AF-A7
3. Tony Haney 1561 BB—6 40. Richard Trockel 1521 AG-B6
4. Charles Synold 1535 AAA-7 41. Robert Destro 1521 AG-A7
Naval War 42. Keith Altizer 1521 AF-B7
Battle of the Bulge ‘81 91 Active Players Nov. 20, 1997 43. James Allaire 1521 AE-B7
32 Active Players Nov. 20, 1997 44. Timothy Hitchings 1521 AE-B7
1. Chris Covington 1719 DD—7
45. Stephan Magnifico 1521 AEAA7
1. Randy Heller 1900 GIFE7 2. Philip Petroski 1706 BD—6
46. William Edwards 1521 ADAB7
2. John Grant, Jr. 1758 BDEB7 3. David Large 1648 FF—7
47. Allen Kaplan 1521 AD-B7
3. Daniel Tierney 1745 BDE-7 4. William Todd 1616 GG—7
48. Eric Redstone 1520 AG-B7
4. Bruno Sinigaglio 1686 CFBC7 5. Lauren Hickok 1570 AF-A7
49. Christina Hancock 1520 AF-B7
5. Henry Lowood 1679 BDE-7 6. Todd Giles 1567 CE—7
50. Edward Wrobel 1519 AG-B7
6. Philip Evans 1613 CDDC7 7. Stephen Scott 1563 AI-B7
51. Jared Scarborough 1515 AH-C7
7. Forrest Pafenberg 1557 CECC7 8. Marty Bryant 1550 DE—7
52. Nicholas Pei 1515 AEAA7
8. Philip Prichard 1550 AB-A7 9. Bobby Johnson 1546 CE—7
53. Dennis Disney 1514 AH-B6
9. Mike Kosloski 1535 AA—7 10. Anesia Whitbourn 1544 AB—7
54. Stephanie Hayes 1514 AG-C7
10. Forrest Metz 1524 ABC-7 11. Keith Blackwell 1536 AB—6
55. Jonathan Lockwood 1514 AE-A7
11. John Koontz 1520 AB-A6 12. Jeff Boerger 1535 AF-A6
56. Dewayne Curry 1510 AF-B7
12. Steve Likevich 1518 AB-A7 13. Kenneth Good 1535 AC-A7
57. Chris Sasso 1508 AH-C7
13. Thomas Scharwark 1507 CEED7 14. Lind Pratt 1530 AF-A7
58. Steven Caler 1508 AGCA7
15. Jim Bell 1530 AF-A7
59. Clifford Smith 1508 AE-A7
16. Jason Levine 1530 AF-A7
Air Force - Dauntless 17. Bruce Bernard 1530 AF-A7
60. Kevin LeRow 1506 AI-C7
2 Active Players Nov. 20, 1997 61. Michael Stachowski 1501 BIAD7
18. Michael Hart 1528 AG-B7
62. James Yerkey 1500 AC-A6
19. Jimmy Fleckenstein 1528 AG-B7
1. Marty Bryant 1566 AA—7 63. Mark Guttag 1499 BI-D7
The Boardgamer Volume 3, Issue 1 January 1998 31

Current Specific Game AREA Ratings


The Russian Campaign Turning Point: Breakout: Normandy
55 Active Players Nov. 20, 1997 93 Active Players Nov. 20, 1997
Stalingrad
1. Robert Shurdut 2061 GHN-6 21 Active Players Nov. 20, 1997 1. James Doughan 1925 FF-C7
2. Robert Beyma 2058 FFGD7 2. Don Greenwood 1768 DFAC7
3. Gary Dickson 2022 DFEC7 1. James Doughan 1996 DE-B6 3. William Edwards III 1746 CEDC7
4. Charles Sorbello 1991 CCHA6 2. Bryon Stingley 1866 CD-C7 4. Hank Burkhalter 1723 DEDB7
5. J Michael Noel 1946 EEK-6 3. Ron Fedin 1715 CC-C7 5. Marvin Birnbaum 1717 BD-C7
6. Larry Earhart, Jr. 1901 EFL-7 4. Christopher Bodkin 1648 BD-B7 6. Byron Stingley 1695 CD-C7
7. Timothy Greene 1888 HJLB6 5. Hank Burkhalter 1576 ACAA6 7. Ron Fedin 1694 DE-C7
8. Thomas Gregario 1872 GJIB6 6. Henry Jones 1566 BC-C7 8. Bryan Eshleman 1672 EGCC7
9. David Ketchum 1692 BCE-7 7. Michael Kaye 1551 BC-B7 9. Mark Gutfreund 1667 EFBC7
10. James Eliason 1689 DGGB6 8. Bill Thomson 1535 AA—6 10. Gene Padgett 1660 ACE-6
11. Ed Druckman 1677 BBB-6 9. Dennis Nicholson 1507 AB-A6 11. Robert O’Conner 1659 BEG-6
12. Henry Lowood 1666 ABCA6 10. David Yoon 1505 AB-A7 12. Alan Applebaum 1641 BD-C7
13. Jerry Cecchin 1632 AC-A6 11. Chris Sturzillo 1502 AB-A6 13. Herbert Gratz 1631 BC-B6
14. Allen Kaplan 1594 BD-C7 14. James Stanard 1596 BD-B6
15. Philip Evans 1590 AC-A7 Waterloo 15. Stephen Andriakos 1591 BD-C7
16. Martin Musella 1585 BC-B7 26 Active Players Nov. 20, 1997 16. David Long 1590 BDEA6
17. Peter Pollard 1574 AC-B7 17. James Eliason 1589 AC-B7
1. Robert Beyma 1794 BC-A7
18. Forrest Pafenberg 1570 BC-C7 18. George Young 1572 BDDB7
2. Bruno Sinigaglio 1743 CE-B7
19. Steven Huskey 1570 ABAA7 19. Philip Barcafer 1563 CD-B7
3. Larry Lingle 1722 BD-C7
20. Thomas Scharwark 1569 BC-B7 20. Paul Fletcher 1558 DFDC7
4. Patrick McNevin 1715 FEH-6
21. Luigi Celada 1535 AAA-7 21. Dave Tianen 1558 AA-A7
5. Phillip Evans 1609 BC-C7
22. James Pei 1532 AA—7 22. John Grant, Jr. 1557 BDFA7
6. John Ellsworth 1600 PNZB7
23. Larry Hollern 1531 ABC-7 23. Jeffrey Miller 1556 ACE-6
7. Joseph Beard III 1595 CDED7
24. William Scott 1535 AB-B7 24. Paul Nied 1555 BCBB7
8. Eric Kirchner 1571 BC-B6
25. Chuck Stapp 1528 AB-B7 25. Matthew Ellison 1554 ABD-7
9. Robert Gosselin 1569 DGK-7
26. Murray Cowles 1505 ABAA6 26. Murray Cowles 1542 CE-C7
10. Martin Mussella 1565 AC0B7
27. Robert Powers 1503 AB-B7 27. Rodney Robinson 1540 DE-C7
11. James Penick 1551 BBF-6
28. Andrew Choptiany 1538 AC-A7
12. Clifford Smith 1535 AA-A7
29. Andrew Kondas 1537 BC-B7
Battle Of The Bulge ‘91 13. Jeffrey Miller 1535 AA—6
30. Anthony Giarrizzo 1535 AA-A7
9 Active Players Nov. 20, 1997 31. Caleb Cousins 1534 AB-A6
1. Jack Morrell 1705 BC-B6 Stalingrad 32. Donald Stone 1533 AB-A7
6 Active Players Nov. 20, 1997 33. Mark Greenman 1532 ABC-7
2. Randy Heller 1653 CEAC7
34. Jeffrey Thomason 1532 ABC-6
3. Kevin McCarthy 1616 AC-C7
1. Scott Goehring 2017 IJR-7 35. Michael Kaye 1531 AA-A7
4. John Metzger 1547 AB-A6
2. Bruno Sinigaglio 1817 CEBA7 36. Jeffrey Martin 1527 BD-B7
3. Johnny Hasay 1621 ABD-6 37. Peter Brunken 1516 BD-A7
Russian Front 38. Kenneth Nied 1514 AB-C7
6 Active Players Nov. 20, 1997
Acquire 39. Eric Kirchner
40. Clyde Longest Jr.
1513
1509
BBAB7
BD-A7
1. Timothy Greene 1885 FGM-5 12 Active Players Nov. 20, 1997 41. Tom Johnston 1504 AB-A6
2. James Falling 1851 CCA-5
1. James Campbell 1817 GG—7
3. Martin Roecker 1594 AA—7
2. Lori Mogren 1670 BB—6 Titan: The Arena
9 Active Players Dec. 5, 1997
Peloponnesian Wars 3. George Gorrell
4. Alan Camp
1602
1520
ED—7
AD—7
18 Active Players Nov. 20, 1997 5. Ray Allen 1518 AC—7 1. James Campbell 1578 AC—7
6. Jeff Neas 1509 AE—7 2. John Greene 1567 AB—7
1. Frank Hamrick 1617 BD-B6 3. Brian Stevenson 1505 AC—7
2. Evan Davis 1607 AB-A6
3. Kevin McCarthy 1606 AC-B7 TV Wars
4. Roger Taylor 1572 AC-A6 16 Active Players Nov. 20, 1997 Gettysburg
5. Mark Holley 1536 AB-A5 21 Active Players Nov. 20, 1997
6. Alan Arvold 1535 AA-A7 1. Eric Wrobel 1621 AG-C7
7. Stephen Magnifico 1535 AA-A7 2. Amanda Vessey 1571 AC-A7 1. Allen Kaplan 1781 CF-C6
8. David Lindsay 1502 AB-A6 3. Kimberly Mayes 1524 AD-A7 2. Vince Meconi 1759 DFCD7
9. Michael Spinella 1501 AB-A5 4. Joshua Dunn 1524 AC-B6 3. David Zimmerman 1718 FIBD6
5. Mike Mayes 1523 AC-A7 4. John Poniske Sr. 1708 CEBC6
Air Baron 6. Michael Destro 1508 AE-B6 5. Charles Hamm 1601 BDBB7
8 Active Players Nov. 20, 1997 6. Robert Mull 1596 AC-A6
March Madness 7. Michael Sims 1553 AB-A6
1. Stu Basker 1536 AC—6 2 Active Players Nov. 20, 1997 8. Richard Haddaway 1535 AAA-6
2. Diana Hamel 1523 AB—7 9. Michael Ellsworth 1510 AB-A6
3. Matthew Hamel 1510 AB—7 1. Randy Cox 1535 AA—7 10. Randy Schilb 1508 AB-A6

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