Strategy I

Checklist

by Harold Totten


STRATEGY I is perhaps the most versatile, and most frustrating, game out in quite a while. There are a few "minor" omissions, such as missing victory conditions for some of the scenarios, missing CRT's for #1 and #3, and a missing production interval for #14. And in #8, Spain and the Holy Roman Empire are both supposed to occupy province I. But, these mistakes are minor - to err is human. Besides, I think it would be most amazing to have no mistakes at all.

However, my big gripe about STRATEGY I would be the rules. For maximum realism, one must refer back to the book for every other move when playing one of the Late Modern scenarios. This is mainly because no one at SPI thought of including a "checklist" with the game in order to help you play it. Below I present a "movement sequencing chart" for the Uorld War Il in Europe (#13) scenario The system is adaptable to any other scenario and I invite you to make your own for other scenarios. However, for some of the eariler scenarios it is hardly necessary.

MOVEMENT SEQUENCE CHART 1940 Scenario (#13)

A. INTERPHASE - each player produces units.

B. GAME TURN:

    1. MOVEMENT SEGMENT
      a) Naval Movement Segment
      I. Embark units to be transported.
      II. Examine adjacent enemy stacks.
      III. Move naval units. ENEMY subflot attacks carried out.
      IV. Move amphibious assaults into assault positions.
      V. Carry out any ASW searches.
      VI. Allocate shore bombardment attacks.

    b) Air Movement Segment
      I. Fly all bombardment missions.
      II. Assign all aircraft on intercept duties.
      III. Land all Combat Air Patrols (CAP)
      IV. Land all interdiction missions.
      V. Fly all supply or unit air lifts.
      I. Fly any supply airdrops to target.
      VII. Fly out and return any paratroop airdrops.
      VIII. Fly any transfer missions.
      IX. Fly any shuttle missions to target.
      X. Fly "hunter" groups.
      XI. Enemy deploys any intercepts.
      XII. Exercise any mission - abort options.

    c) Ground Movement Segment
      I. Examine any adjacent enemy stacks.
      II. Land all unopposed amphibious assaults.
      III. Move units in general supply.
      IV. Move units not in General Supply 1/2 movement allowance.
      V. Transport units by rail.

COMBAT SEGMENT

    a) Naval Combat
      I. Surface Combat.
      II. Subflot attacks.
      III. Shore Bombardment.

    b) Air Combat
      I. Air search and bombing of fleets.
      II. Defender resolves intercepts and combat air patrol attacks.
      III. Ground bombardment.

    c) Ground Combat
      I. Supplied units may attack.
      II. Remove any used supply units.
      III. Land any opposed amphibious assaults.

POST-COMBAT MOVEMENT

    a) Naval Movement Segment
      I. Debark units.
      II. Lay minefields.
      III. Move naval Units.
      IV. ENEMY subflot attacks.
      V. Assign naval interdictions.

    b) Air Movement Segment
      I. Fly all interdicting and CAP units.
      II. Return airlift and shuttle missions.

    c) Ground Movement Segment
      I. Any motorized units (movement factor of 6) and supply units may move again.
      II. Remove any unsupplied units from the board.

The above MSC was created by meticulously going through the rulebook and writing down the actions in order as specified by the rulebook. The rulebook is very specific and thorough, however its format of presentation is lacking at times. The MSC takes all this out of its relative obscurity and puts it into condensed and logical form. The main purpose of which is to make the rules stick in your mind, which will happen when you get adjusted to the flow of the game.


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© Copyright 1974 by Donald S. Lowry
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