Tag Archives: wargames

[September 29, 1963] Comrade Wargame (Avalon Hill's Stalingrad)


by Gideon Marcus

Here in sub-tropical San Diego, the change of the seasons is a subtle one.  As summer turns to fall, the nights slowly stretch, there is a pleasant chill in the morning air, and a marine layer of clouds hugs the ground like a blanket for the first sunlit hours. 

Across the sea, on the Ukrainian steppes, things are much different.  Autumn brings torrential rains that turn plains into bogs, and soon after come the freezing winds that herald the approach of winter.  It was just twenty two years ago that these savage twins, Comrade Mud and Comrade Snow, along with millions of human comrades in uniform, stemmed the advancing Nazi tide within sight of the towers of the Kremlin — the most titanic clash of peoples since Genghis Khan left Mongolia.

Big events invite dramatic speculation: What if the Soviets had faltered, and Hitler's 3rd Reich stretched unchallenged from Brittany to Vladivostok?  One shudders to contemplate the heights the Holocaust might have reached in such a world.  Or take the other side of the coin.  Imagine if the Red Army had been better prepared for the invasion and had stopped the Wehrmacht in its tracks.  Why, the Sickle and Hammer might have flown over the Reichstag before Western troops could set foot on Europe, and Communism might hold sway over most of the continent. 

Making History

It is no surprise that the fellows at Avalon Hill, who have made their mark with innovative board game simulations of conflicts, chose Operation Barbarossa for the topic of their newest wargame.  In their words:

Now YOU can re-fight the most gigantic military campaign the world has ever known.  You command all the major units that took part in the actual battles.  As the German commander, you begin your great offensive near the Polish-Russian border — leading the powerful Wehrmacht toward Leningrad, Moscow and Stalingrad.  Or, as the Russian commander, you direct a strategic defensive in the hopes of stopping the German thrust before the gates of Stalingrad.

By piecing together information from captured military records in government archives, Avalon Hill has set the stage for you to recreate history.  It is now June 1941 — time to mobilize your forces in this historical World War II battle campaign —

STALINGRAD

Well, who can resist a pitch like that?  I snatched a copy of Stalingrad as soon as it appeared at our local hobby store (the same folks who sold me Waterloo) and threw down a panzer-driver's black leather glove at my wife's feet.  Her lips curled in a menacing grin, and I shivered as I saw the frost of a Soviet December in her eye.  The challenge had been accepted.

The Game

In many ways Stalingrad and Waterloo are much alike.  Both feature maps of the contested region with a hexagonal overlay that serves as the game's chessboard.  Hexes, of course, are the ingenious innovation that makes each space equally distant from its neighbor (whereas with squares, distance is longer along the diagonal).  Armed forces are represented by cardboard chits with unit designations and types printed on them: The Soviet 2nd Infantry Corps, the 41st Panzer Corp, etc.  Even the troops of Nazi satellites like Hungary and Romania are represented.

Surprisingly, the two games even share a Combat Results Table, a chart of die-roll determined outcomes that is consulted every time enemy forces come into contact.  Results include circumstances like "Attacker Eliminated" and "Defender Retreats 2 Spaces" and the deadly "Exchange" in which BOTH sides suffer losses.

But Stalingrad also features several innovations.  For instance, each side is able to replace a certain number of units every turn — and the Soviet capacity for this is much greater than that of the Germans.  Thus, though the Nazis start out with a significant numerical advantage, their opponent recovers its losses more quickly. 

Another advancement is the depiction of railroads.  Whereas in Waterloo, units moved solely under their own power, in Stalingrad, your troops can zip around the map on the printed rail lines.  Any successful battle plan relies on careful consideration of these quick routes.

Supply is also a factor at the strategic level (it was not at the tactical plane of Waterloo). Forces that cannot trace a line of logistics to their side of the map are eliminated after two months of isolation.  Thus, "pocketing" the enemy is a viable alternative to direct confrontation.

Finally, weather is simulated, as it must be for Stalingrad to emulate history.  And, as is real life, weather cannot be predicted; instead, it is determined each autumn and winter month by a die roll.  Rainy weather slows movement to a crawl.  Snow does so as well, but it also negates the defensive value of rivers, and it makes lakes and swamps as easy to traverse as highways.  Both are, thus, mixed blessings to both sides.

The terms of victory are simple: The Germany player must conquer all three major Soviet cities (each conquest reduces the replacement pool available to the Russians) by May 1943.  Failure to do so results in a Soviet player win.

The Play-through

Well then, how did Barbarossa, 1963 edition go?  Like this: Janice set up a most formidable defense, perhaps as perfect a line as could be devised.  There were no obvious weak spots in her frontier, certainly not along the Finnish border where a good portion of my army was rendered momentarily impotent.  So I did the only thing I could — I marshaled my forces into three strong spearheads and hunkered for a drawn-out brawl.

The Russians maintained good order, giving up an inch only after the most tenacious fighting.  Each month, I had to shift my spearheads around on rail lines just to get reasonable odds.  June, August, and September passed with the Wehrmacht making only nominal advances north and south of the Pripyet Marches and along the Black Sea coast toward Odessa.  By October, the Germans had punched some big holes in the Soviet lines, but then the rains came, preventing significant exploitation.  The Red Army retreated into two defensive fronts, one in the north to protect Leningrad, and one in the south to stop the Ukrainian offense.

It might have worked. 

But November's weather, instead of being inclement as occurred historically, was surprisingly balmy.  The rail line to Moscow was open, and an opportunistic panzer army was able to roll right into the Soviet capital.  This split the nation in two, making it difficult for Russian forces to shift fronts.  Other elements of the German army were able to strike deep into the USSR, putting themselves in excellent position to threaten the other two target cities.  When the December snows came and the lakes and marshes around Leningrad froze, the Finnish forces were able to spring into action, surrounding the city of Peter the Great. 

By January 1942, the Soviets had lost two of their three sources of replacements, and the Nazis were threatening Stalingrad.  Janice conceded at that point.  One falter had turned a brilliant beginning into a crushing defeat.  But make no mistake — there will be a rematch, and I suspect I will be the one flying the white flag next time.

Lessons learned

All in all, it was a tense exercise filled with countless bouts of nailbiting.  In the final assessment, it makes sense to compare this game with its predecessors.  Stalingrad is a game with endless replay value, thanks both to the variable weather and also its sheer scope.  A chess board has but 32 pieces.  Stalingrad has more than twice that, and a far more varied map.  And unlike Waterloo, whose battle plans felt strictly dictated by terrain, Avalon Hill's latest game seems to offer a lot more flexibility in strategy, both offensive and defensive.  I don't know that I'll be playing much of Waterloo (or Chess!), but I do expect Stalingrad will hit the table again, soon.




[December 6, 1962] How to Kill Friends and Influence People (The game, Diplomacy)

[if you’re new to the Journey, read this to see what we’re all about!]


by Gideon Marcus

"…but she took off the great lid of the box with her hands and scattered all these and her thought caused sorrow and mischief to men."

So goes Hesiod's account of Pandora, the first woman, and how woe was delivered unto mankind.  Until last month, I'd come to believe that the box was strictly allegorical.  And then I found it.

More accurately, I bought it.  I was visiting the local toy store.  You know, where they sell big bouncy balls, Airfix model kits, Erector Sets.  And social, wholesome boardgames like Clue and Scrabble.  Mixed among these innocuous pleasures was something new, a creation of the "Games Research" company.  Its title was brief and opaque: Diplomacy.  Intrigued, I purchased it and took it home.

Inside the maroon box is a map of Europe delineated with the pre-WWI national boundaries, a variety of wooden pieces, and a set of rules.  "'Diplomacy' is a game of skill and cunning negotiations," they proclaim.  Diplomacy appears to be the latest in the new category of diversions known as "wargames."  The goal is to take the role of one of the seven Great Powers and take over the rest of Europe. 

What makes Diplomacy unique from other wargames is its multi-player aspect; all the other wargames I've played to date have been two-player affairs.  Also, as the rules go on to say, "Chance plays no part."  This is true – no dice are included with or employed by the game. 

Though the rules booklet runs several pages, the gist of the game is incredibly simple.  The map is divided into two types of provinces: ones with "supply centers" and ones without.  All player nations start out with three supply centers (except Russia, which gets four).  No nation may have more pieces than supply centers; thus, each player starts with three (or four) pieces.  These pieces may be armies, which move on land, and fleets, which may move in sea spaces or land spaces that border sea spaces. 

Each turn, a player dispatches orders to each of her/his pieces privately in writing.  Units are directed to move, either individually or with the support of adjacent friendly pieces.  Orders are resolved simultaneously – in the event that two units are sent to the same province, the one with more support wins, and the other must retreat.  Every other turn, control of supply centers is tallied – they belong to whomever was last in them on a tallying turn.  And so the fortune of nations rises and falls.  When one has control of no supply centers, that player is eliminated from the game.

Easy, no?  Ah, but here's the tricky bit.  Turns are divided into two segments.  The latter is the one just described, where players write their marching orders.  The former is a 15-minute diplomacy segment.  This is the period in which players discuss their plans, try to hatch alliances, attempt to deceive about intentions.  It is virtually impossible to win the game without help on the way up; it is completely impossible to win without eventually turning on your allies.  Backstabbery is common, even necessary.  Honesty is a vice.

Diplomacy is, thus, not a nice game.  In fact, I suspect this game will strike rifts between even the best chums.  So why play at all?  Why suffer 4-12 hours of agony, especially when you might well be eliminated within the first few turns, left to watch the rest of your companions pick over your bones?

Well, it's kind of fun.

I'll give you an example.  Last weekend, I was fortunate to have over exactly the seven people needed to play.  We drew our countries randomly – I picked Russia, my daughter got the neighboring country of Turkey.  Right away, we had to establish our relationship.  Would we forge a treaty, enabling us to strike west into central Europe?  Or would we be adversaries, soliciting the aid of another power (say, Austria-Hungary) in a bloody war for domination of the Black Sea?

As it turned out, the question was not neatly answered.  As my forces fenced with the British Royal Navy for control of Scandinavia, and Italy plunged into the south of France, the Hapsburg Emperor proved a stubborn foe.  After several turns of thwarting Turkey's Balkan ambitions, she convinced Lorelei to launch a surprise attack against my rear, the Sultan's forces heading straight for Sevastopol.

Only two things kept the Czar on the throne: Firstly, I'd penned a secret alliance with the Kaiser to join in a three-way alliance to devour the Dual Monarchy.  Secondly, and more luckily, Lorelei had botched her orders, and her attack stalled. 

I held absolutely no grudge against the kid.  Instead, I merely pulled her aside during the next diplomacy session and explained that she could work with me and finally break out of Asia Minor…or she could not cooperate, and both our chances of winning would be slim.  She bit, and next turn, Austria-Hungary ceased to be.  We went on to tie for first place, both of us having a full eight supply centers when we called it a day after five hours of play.  But I've no doubt that, had we decided to continue, my dear daughter, apple of my eye, would not have hesitated to drive the knife deep into my spine. 

Such is the nature of Diplomacy.  It's an unique pleasure, to be sure, one that will test your cunning, your generalship, and your charisma.  And your friendships.  Don't say I didn't warn you…




[June 2, 1962] War and… more War (What's new in gaming: 1962)


by Gideon Marcus

When we think of the word "invention," the big-ticket items come to mind: rockets, nuclear reactors, jet planes, penicillin, nylon.  But innovation happens in all fields.  Take entertainment, for example.  A hundred years ago, music could only be heard live.  Now we have phonographs, wire recordings, tape cassettes.  A century past, and plays were strictly a live event.  In the present, we can enjoy television and films, too. 

Board games have evolved tremendously in the last century.  From the old standards of chess, checkers and backgammon, the rise of the boxed game has provided a profusion of diversions.  You've probably played some of the more famous ones like Scrabble, Monopoly, or Cluedo.  These are abstract games, fairly divorced from reality (though Monopoly's property names are taken from real streets in Atlantic City).

Now, imagine there was a type of game that immersed you right in the action, putting you in the role of a general or a President.  There is a new class of games that simulate historical conflict (which I covered a couple of years ago) called "wargames."  They put you in the seat of a battle leader, pitting your strategic wits against an adversary.  Unlike Chess (which is the spiritual granddaddy of the field), the units at your disposal represent actual divisions and brigades.

Well, sort of.  There is a wide range.  Take Stratego, for instance.  This new game from Milton Bradley is unlike any I've played before in that you have no idea how the enemy's forces are deployed.  Both sides start with forty units of varying strength.  At the top is your Field Marshal; at the bottom, your fleet-of-foot Scouts.  In between, you've got a descending array of officers, from the General to a horde of Sergeants.  Each unit has a number attached to it, and they can defeat any piece with a higher value (for instance, the Lieutenant, rank 6, is defeated by the Captain, rank 5, or the Major, rank 4, and so on).  In addition, there are immobile bombs, that destroy all attackers save the Miner (rank 8), and there is the Spy, which can destroy the Marshal, but only on the offense. 

The goal is to take the others' flag – but where is it?  It's a fun, chess-like game that will take about 30-40 minutes.  I must report that I was ignominiously defeated in my first game by The Young Traveler.

At the other end of the scale is just-released Waterloo, from the company that has become virtually synonomous with wargames: Avalon Hill.  Waterloo is an elaborate rendition of Napoleon's last campaign, his desperate attempt to defeat the Allied armies in detail in the fields of Belgium.  The actual units that fought on those late spring days of 1815 are represented with cardboard chits with combat strengths and movement factors printed upon then.

Unlike as in chess or checkers, the map is the actual battlefield overlaid with an ingenious hex grid that allows movement in all directions.  Rivers and forests hinder movement; slopes and rivers affect combat.  Battle is engaged when units become adjacent, whereupon a die is rolled and the "Combat Results Table" (CRT) referred to.  Fights at even or even two-to-one odds are chancy affairs.  Success is only reasonably likely at three-to-one, and that chance is drastically increased if you can cut off the enemy's avenue of retreat.

The combination of the CRT and terrain make Waterloo a fascinating and taut game of maneuver.  As the Allies, you try to take defensible positions while you wait for reinforcements to arrive in time for you to take on the superior French forces before they reach the road to Brussels.  As the French, you try to use your initially superior numbers and your fast-moving cavalry to defeat the Allies piecemeal.

It's highly immersive, but the time commitment may be more than you're used to – plan on spending five hours locked in mortal, 19th Century combat.  Best accompanied by a glass of brandy and some period-appropriate records from the Vanguard Bach Guild collection. 

My wife and I are still knee-deep in our first game.  I'll be sure to let you know how the conflict ends when it happens.  Perhaps the First Empire will survive beyond The Hundred Days following Napoleon I's return from Elban exile…

[Nov. 17, 1959] Dead Center (December 1959 Galaxy and wargames)

Hello, fellow travelers!  As promised, here's a round-up of this month's Galaxy magazine.

Or should I say Galaxy Science Fiction?  According to editor Horace Gold (and I somehow missed this), Galaxy was misprinted last month with the old logo and the old price!  They really lost their shirt on that issue, sadly.  On the other hand, Gold is going to try not being ashamed of what he peddles and see if it affects sales positively or adversely.  I'm hoping for the former.

Diving into the stories, George O. Smith continues to write in a workmanlike fashion.  His The Undetected is part thriller, part who-dunnit, part romance, and features a psionic detective looking for a psionic criminal.  And you thought it could only happen in Astounding.


Virgil Finlay

The often-excellent Phillip K. Dick has a lackluster story in this ish: War Game.  In the future, the tricky Ganymedians are constantly trying to sneak subversive toys past our customs censors.  In this case, they succeed by occupying the attention of a pair of said censors with a sort of automated toy soldier kit.  It's the sort of throwaway tale I'd have expected ten years ago.


Wallace Wood

On the other hand, it provides an excellent segue to an exciting new arena of gaming.  A hundred years ago, the Germans invented sandbox "wargaming," wherein they simulated war with a set of rules and military units in miniature.  A half-century later, H.G. Wells proposed miniature wargaming as a way of scratching the human itch for violence without bloodshed.  Fletcher Pratt, popularized the naval miniature combat game in World War 2, playing on the floor of a big lobby.

A fellow named Charles Roberts has taken the concept of miniature wargaming and married it to the tradition of board-gaming (a la Scrabble and Monopoly or Chess, perhaps a prototype wargame).  Thanks to his revolutionary Tactics, and its sequel Tactics II, two players can simulate war on a divisional scale between the fictional entities of "Red" and "Blue" using a gameboard map, cardboard pieces, and dice.  While perhaps not as visually impressive as facing off thousands of tin soldiers against each other, it is far more accessible and inexpensive. 

War leaves me cold; I am a confirmed pacifist.  But there is fun in the strategy and contest that a wargame provides.  I look forward to seeing what new wargames Roberts' Avalon Hill company comes up with.  Perhaps we'll see games with a science fictional theme in the near future—imagine gaming the battles depicted in Dorsai! or Starship Soldier

To the next story: Jim Harmon is a fine writer, and his Charity Case, about a fellow hounded by demons who cause his luck to be absolutely the worst, starts out so promisingly that the rushed ending is an acute disappointment.  Maybe next time.


Dick Francis

Fred Pohl's The Snowmen is a glib, shallow cautionary tale covering subject matter better handled in Joanna Russ' Nor Custom Stale.  In short, humanity's need to consume compels it to generate power from heat pumps that accelerate the process of entropy leaving Earth in a deep freeze. 

I did like Robert Bloch's Sabbatical, about a time traveler from 1925 who quickly determines that the grass is always greener in other time zones, and one might as well stay home.  I enjoyed the off-hand predictions about the future—that Communism will no longer be the big scare, to be replaced with Conservativism; the patriarchy will be replaced with a matriarchy; the average weight of folks will be dramatically higher.  I guess we'll see which ones come true.

Finally, we have Andy Offut's Blacksword.  I had hoped for an epic fantasy adventure.  Instead, I got one of those satirical political romps wherein one man plays chess with thousands of inferior minds, and things work out just as he planned.  And then it turns out he's just a pawn (or perhaps a castle) in a bigger political chess game.  Inferior stuff.


Wallace Wood

All told, this issue tallied at three stars.  The problem is that this issue wasn't a mix of good and bad but rather a pile of unremarkable stories.  With the exception of the Sheckley and the Ley article, and perhaps Bloch's short story, it was rather a disappointment.

Of course, this month's Astounding prominently features Randall Garrett, again.  Out of the frying pan, into inferno.

See you in two!  Try not to get involved with any rigged quiz shows…


Note: I love comments (you can do so anonymously), and I always try to reply.

P.S. Galactic Journey is now a proud member of a constellation of interesting columns.  While you're waiting for me to publish my next article, why not give one of them a read!



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