by Zucker and Carey
As the number of orders for any title passes 250 we will put the game on our schedule, and the pre-advanced price will expire when the game is published. View the current totals of pre-orders by game title at www.NapoleonGames.com Use the Order Form on page 13. Pay by. credit card: we will not debit your card until the game is in production. Pay by check: we will not hold checks, but will deposit them immediately upon receipt. Timing: It may take some months to accumulate the necessary orders to put the games on the schedule. We reserve the right to return funds collected and cancel the project. FRANCO-PRUSSIAN WAR: THE WAR ON THE RIVER LOIRE I've always been interested in the 1870-71 war; for one thing, it is very well-documented (always a plus for a game designer). Histories tend to focus on the French losses up until the Germans reached Paris; but in the later stages of the war, simulated in the game, the campaign became mu more even and interesting, and also a bit more mobile. The system used is the Napoleon at Bay/Campaigns of Napoleon operational system (see page 6). The scale is the same as all the games in the operational system: 2 miles (3.2 km.) per hey, 2 days per turn, 1,000 men per SP. The River Loire is a natural defensive line, just like the Seine and Marne. Napoleon had intended to fall back on this line in 1814 and 1815. The campaign scenario commences when the encirclement of Paris is complete. French Forces on the Loire moved against the German vedettes which were screening their southern wing. The Bavarian Corps under von der Tann counter-attacked on the 10th of October, supported by the 22nd Prussian Division. The balance of Prussian forces were otherwise engaged. There were three main battles: Coulmiers-Aurelle's advance to the relief of Paris-which commenced on the 7th of November (the first French victory of the war). On the 24th, the Prussians received three new corps: III, IX and X--released with the capitulation of Metz. The French advanced as far as Beaune-la-Rolande by the 28th. Finally, Loigny was a desperate effort to support the break-out of the Paris garrison. Each of these battles has a separate scenario set-up. The game ends with the historical fall of Orleans on the 5th of December. The map stretches from the suburbs of Paris in the north to Bourges on the Loire in the south, and from le Mans in the west to Fontainebleau in the east; there is a little bit of overlap with the Napoleon at Bay map in the area between Paris and Fontainebleau. -KEVIN ZUCKER COMBINED FLEET (aka Pacific Fleet) Combined Fleet is a design that is intended to go beyond the simplicity of AH's Victory In The Pacific, yet avoid the complexity of VG's Pacific War (both fine games in their own right). It is projected to have one map, 400 counters, and 32 pages of rules (including scenarios and designer's comments), and it will be possible to play it solitaire. With the rules (which have undergone numerous revisions), I have tried to be as explanatory as possible, so that mostly explains the 32 page length. Currently, the game is semi-dormant as I totally exhausted myself by putting in about 400 hours into the project in a short span of time. I think it wise to allow the project to gestate while pre-orders accumulate. The game has had only limited outside exposure, and with my work schedule changing next month, I hope to get back to playtesting soon. Speaking of pre-orders, it seems that with OSG being recognized as Napoleonic experts, folks were caught off guard by the announcement of a WWII Pacific game, and not many are aware of it ... hopefully that will change shortly. Try to envision VITP melding with VG's Pacific War. My entire design goal was to avoid the simplicity of the former, and some of the complexity of the later. Unique rules for intelligence, random events, solitaire play, are included. ~h Turns are seasonal, one map, and 560 counters. Individual carriers (with their own counter for crew quality) and battleships, with other ships being in task forces. Air units are represented by a strength counter attached to the air groups. Ground unit size varies. The game starts immediately after Pearl Harbor, and can go the distance through 1945. After a 6 month layoff, I've recently started back into the project. I'm double checking some historical research, and have completed an entire revised set of rules for Kevin to peruse. We are very enthusiastic about this project, but business being what it is (and OSG being mainly known for Napoleonic titles), pre-orders have to increase before proceeding to the next step ... so spread the word! PF has an area movement map (30 zones) and seasonal turns (4 per year). Originally I had a set of cards in mind (a la POG et al), but frankly, Kevin told me the cost was too high for the type of game that we were trying to produce, and now I agree with him. The random events were placed onto a chart that you now roll (add) 2d 10 for ... so those Japanese midget subs or a USA long-range P-38 strike can still occur. I think it works out even better since I can gauge the common events from the rare ones more accurately due to dice being involved (probability and such). As you know, the project still needs testing and fine tuning, and I am very interested in your ideas. As soon as Zucker gives me the go ahead (i.e. sufficient pre-orders come through), I'll shift into gear. --STEVE CAREY Back to Wargame Design Vol. 2 Nr. 7 Table of Contents Back to Wargame Design List of Issues Back to Master Magazine List © Copyright 2003 by Operational Studies Group. This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. 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