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Editor's Desk Issue Fifteen - C3i Ops Center

Editor's Desk Issue Fifteen - C3i Ops Center

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From the Editor-in-Chief's <strong>Desk</strong><br />

P500 Orders To Date as of 12/07/03<br />

The following is a list of our current<br />

P500 titles, the number of preorders<br />

received and some details — RBM<br />

Borodino, 1812:<br />

Triumph and Glory, Vol II<br />

Preorders = 671 (Made the cut)<br />

Designed by Richard Berg<br />

With renewed interest in the very<br />

accessible and playable Triumph & Glory<br />

Napoleonic game system (as seen in The<br />

Lonato Battles in <strong>C3i</strong> Nr.14), we now<br />

move forward with the classic Battle of<br />

Borodino. Borodino will use the updated<br />

T&G v.2.2 system, including new rules<br />

eliminating all the micromanaging of<br />

routed units, clarifications on cavalry<br />

actions, and some new Square rules.<br />

Brigade-level Orders of Battle; in addition<br />

to the full Borodino there is a nice, short,<br />

introductory mini-battle, the Attack on the<br />

Schevardino Redoubt. 1-map, 1-&-1 /2<br />

countersheets, rules & charts.<br />

Busho<br />

Preorders = 373<br />

Designed by R. Borg & A. Moon<br />

Award winning game designers Richard<br />

Borg (Spiel Des Jahres winner for BLUFF)<br />

and Alan R. Moon (Spiel Des Jahres winner<br />

for ELFENLAND) have teamed up to<br />

design Busho — a card game based on<br />

medieval warfare in Japan. It is for 3-6<br />

players, but is best with 4. An average<br />

game lasts 60-minutes. There are 165<br />

cards in the game: 110 Clan Cards and 55<br />

Prize Cards. Most Clan Cards represent<br />

one of the 42 provinces in six different<br />

regions. The largest region has 11<br />

provinces and the smallest just 4. Each<br />

province card also has a symbol representing<br />

either Infantry, Cavalry, or Archers.<br />

There are also some special cards like<br />

Samurai's, Ninja's, and Busho's.<br />

Devil's Horsemen<br />

The Mongol War Machine, Vol. X, GBoH<br />

Preorders = 479<br />

Designed by R. Berg & M. Herman<br />

Great Battles of History (GBoH) is back, it's<br />

back with battles in the 13th century, and<br />

an examination of the military tactics of<br />

steppe tribe warfare, as immortalized by<br />

the mighty army of Genghis Khan and the<br />

Mongols. Taking a page from what we<br />

saw you enjoyed most with Cataphract/<br />

Attila — lots of cavalry and lots of archery -<br />

we've focused the GBoH camera on the<br />

zenith of that form of warfare and some of<br />

the major battles that illuminate how it<br />

was fought. The Devil's Horsemen will<br />

feature basic rules for both regular and<br />

Simple GBoH. The four battles are:<br />

The Indus (Genghis Khan vs. The<br />

Khwarazmian Persians, 1221); The Kalka<br />

by Rodger B. MacGowan<br />

(Prince Subudei vs. The Armies of Rus,<br />

1223); Liegnitz (Princes Baidan & Kaidan<br />

vs. Henry the Pious, 1241); and Ayn Jalut<br />

(Prince Ketbugha vs. The Mamluks, 1260).<br />

TDH will contain 2-maps (backprinted)<br />

apprx. 1000 counters, charts & player aids.<br />

Downtown:<br />

The Air War Over Hanoi, 1965 to 1972<br />

Preorders = 517 (Made the cut)<br />

Designed by Lee Brimmicombe-Wood<br />

Downtown depicts the great air battles<br />

above Hanoi during the Vietnam War. The<br />

game covers the gamut of operations in the<br />

deadly Route Package 6 operational zone,<br />

from the RollingThunder campaign of 1965-<br />

1968, to the hammer-blows of the 1972<br />

Linebacker operations, culminating with the<br />

Christmas bombing campaign. Downtown<br />

is the first of a new genre of air<br />

combat games that model entire air raids in<br />

detail. The US player is the raid commander,<br />

marshalling packages of 30-to-70+<br />

Air Force or Navy aircraft, comprising<br />

bombers, fighters, defense suppression,<br />

jamming and recon planes. The North<br />

Vietnamese player manages a network of<br />

AAA and SAM anti-aircraft defenses,<br />

supported by MiG fighters. Hex scale is<br />

2.5 nautical miles, with game turns<br />

representing 1-minute. Air units are flightsized<br />

(1-4 planes) and casualties resolve<br />

down to individual aircraft.<br />

Manifest Destiny<br />

Preorders = 611 (Made the cut)<br />

Designed by Bill Crenshaw<br />

Manifest Destiny (MD) is a card-driven<br />

multi-player strategy game for 3-to-5<br />

players set in North America from Colonial<br />

times to the present. MD combines the<br />

strategic components of earlier, longer<br />

civilization-based games with the elegance<br />

of streamlined Euro-gaming. Designed to<br />

appeal to a wide range of garners, MD<br />

combines several unique elements that<br />

require strategic balancing to succeed.<br />

There are two types of cards, Destiny Cards<br />

(events) and Progress Cards (leaders, events,<br />

products). All cards must be played during<br />

their historical era. Each game is unique —<br />

there is no standard path to victory. A 5-<br />

player game takes 3-4 hours. Key<br />

components include a 22" x 32" map;<br />

play money; and a 64 card deck.<br />

Roads to Leningrad<br />

Preorders = 336<br />

Designed by Vance von Borries<br />

Roads to Leningrad is a package consist


From the EiC's <strong>Desk</strong>: News, Information and P500 Titles<br />

ing of two separate operational level games<br />

on WW II —the Battle of Soltsy and the<br />

Battle of Staraya Russa. Both games take<br />

place on the road to Leningrad during July<br />

and August 1941 and both simulate the<br />

large-scale Soviet counterattacks that the<br />

Germans encountered. This game<br />

continues the tradition begun with the<br />

popular GMT Operational Series of games,<br />

and draws much from the recent GMT<br />

Kasserine game. The game maps, at a<br />

scale of 2.0 km per hex were developed<br />

from a variety of Soviet maps with much<br />

cross checking against period maps. Time<br />

scale is half a day per turn. The OoBs were<br />

developed from archival sources. Scenarios<br />

include, The Battle of Soltsy, Counter-Blow<br />

at Soltsy, Battle of Staraya Russa, and<br />

Manstein Attacks. Includes two 22 x 34<br />

inch map sheets (19mm hexes) 2 sheets of<br />

5/8" & 1/2 sheet of 1/2" counters; Rules<br />

book, set-up cards, and player aid cards.<br />

Simple GBoH-<strong>C3i</strong> Battle Manual<br />

Preorders = 302<br />

Edited by A. Ray & R. MacGowan<br />

Simple Great Battles of History has come<br />

to the pages of <strong>C3i</strong> Magazine in force. This<br />

special <strong>C3i</strong> publication contains Simple<br />

GBoH versions of every GBoH battle that<br />

has been included in the out of print back<br />

issues of <strong>C3i</strong> Magazine, from issue Nr. 1-<br />

to-14, plus the SPQR Player's Guide.<br />

Nearly 60-GBoH battles are featured in this<br />

publication. These scenarios run the gamut<br />

from the early hoplite battles from the<br />

Persian Wars (Marathon, Plataea) through<br />

the Roman disaster at Teutoburg Forest<br />

during the reign of Augustus Caesar. The<br />

SimpleGBoH-<strong>C3i</strong> Battle Manual will<br />

consist of a playbook in the same style as<br />

the original SBGoH packet, plus a sheet of<br />

280-counters will be included. As a special<br />

bonus, the latest errata and clarifications<br />

for SBGoH are included. (Please note that<br />

the original SGBoH Rulebook and Scenario<br />

packet is still available for the GBoH boxed<br />

games, providing conversions for those boxed<br />

games and their modules.)<br />

The Sword of Rome:<br />

Conquest of Italy<br />

Preorders = 410<br />

Designed by Wray Ferrell<br />

The Sword of Rome is the latest in GMT's<br />

acclaimed line of card-driven board games.<br />

It uses the popular base system invented<br />

by Mark Herman and featured in Ted<br />

Raicer's Paths of Glory. This time, event<br />

cards and point-to-point maneuver enable<br />

up to four players to recreate the vicious<br />

struggles among the peoples of Italy and<br />

Sicily in 4th and 3rd Centuries BC. SoR<br />

includes rules and events for city loyalty,<br />

Roman colonies, tribal raids, Gallic<br />

indiscipline, Greek siege craft, Indian war<br />

elephants, Roman and Macedonian-style<br />

infantry tactics, the mountain fastness of<br />

Samnium, and much more. The game<br />

covers over 100 years of classical history in<br />

just 9-hands of cards. The interplay of each<br />

power's special strengths, of the strategy<br />

decks' 152 event cards, and of up to four<br />

players' diplomatic acumen provides<br />

unlimited variety. But the rules remain at<br />

low-moderate complexity, and the familiar,<br />

underlying system is easily mastered.<br />

Winds of Plunder<br />

Preorders = 120<br />

Designed by Alan M. Newman<br />

Winds of Plunder is a Euro-style board<br />

game set at the close of the Golden Age of<br />

Piracy. In this game, pirates have naught to<br />

fear but each other as they plunder the<br />

Caribbean. But peace has broken out in<br />

Europe, and the clock is now ticking on the<br />

days of easy piracy. Winds of Plunder is<br />

for 3 to 5 players. It takes approximately<br />

60-120 minutes to play, depending on the<br />

number of players. The Quick Start sheet<br />

provides all relevant rules on a single page,<br />

allowing new players to start their first<br />

game quickly. Key components include a<br />

mounted game board depicting the map<br />

and the shipboard tally areas; Instruction<br />

booklet; Pictographic Reference sheet /<br />

Card Text sheet; Wind arrow marker;<br />

Victory Point tiles and 55 playing cards.<br />

Grand Illusion<br />

The 1914 Campaign in the West<br />

Preorders = 192<br />

Designed by Ted Raicer<br />

The German invasion of France and<br />

Belgium in 1914, the opening campaign of<br />

World War One, is one of the most<br />

dramatic in history: the famed German<br />

Schlieffen Plan, the infamous French<br />

Plan 17, the turn of the tide that was "the<br />

Miracle of the Marne," the series of<br />

outflanking moves in the" Race to the Sea,"<br />

the death of the "old Contemptibles" of the<br />

BEF at First Ypres. It was the campaign<br />

that failed to end the First World War<br />

"before the leaves fell," dooming the old<br />

Europe of kings and emperors to slow<br />

suicide in the trenches of the western front.<br />

And leaving men to wonder ever aftercould<br />

the outcome have been different<br />

Grand Illusion presents a fresh look at this<br />

oft-gamed topic, with deceptively simple<br />

rules that allows players to concentrate on<br />

the strategic opportunities and pitfalls)<br />

faced by the generals in 1914. Two colorful<br />

maps cover the western front, from<br />

Switzerland to the English Channel,<br />

with 107 extra-large hexes (at 30 miles to<br />

the hex). Each six-day turn players spend<br />

Command Administrative Points (or<br />

CAPS) to activate their armies for movement<br />

and combat. Combat takes place<br />

within the hex, and is resolved using a<br />

simple battle-board system. Victory is<br />

determined by German control of hexes in<br />

Belgium and France. The game comes<br />

with both a long campaign game and<br />

a shorter tourney version.<br />

Men of Iron<br />

Warfare in the Middle Ages<br />

Preorders = 249<br />

Designed by Richard Berg<br />

Vold : The Rebirth of Infantry. 14th<br />

Century Western Europe. The Battles of<br />

Falkirk, Courtrai, Bannockburn, Crecy,<br />

Poitiers, and Najera. Fast playing, easily<br />

understandable rules, unusual battles, lots<br />

of action, lots of color and fun. Not too<br />

often gamers get to use those phrases for<br />

one game. But now you have the chance to<br />

do so with the first volume of GMT's<br />

planned series on Warfare in the Middle<br />

Ages, Men of Iron. Men of Iron's first<br />

volume covers the re-emergence of<br />

infantry in the early 14th century, along<br />

with a more perceptive understanding of<br />

the value of combined-arms warfare<br />

especially with good use of defensive<br />

terrain. The scenarios highlight the key<br />

elements that made these battles so<br />

fascinating: the defensive power of the<br />

longbow, especially when used in<br />

coordination with dismounted, or even<br />

mounted, men-at-arms. Men of Iron is<br />

designed for quick learning and easy play.<br />

Game rules are short, there are no "turns" –<br />

play is Continual, with ample opportunities<br />

to steal play from your opponent – and<br />

combat resolution is a single dieroll.<br />

Playing time is about 1-hour per battle.<br />

Really! Includes 2-full sheets of combat<br />

units, plus a half sheet of markers, 6-battle<br />

maps, on three mapsheets, backprinted.<br />

GMT West Weekend 2003<br />

Goleta, California, October 2-5<br />

What follows are some After Action<br />

Reports and Comments from players who<br />

attended the 2003 event — RBM<br />

Martin Scott - 10:03pm, Oct 2, 2003 —<br />

The first night of the GMT West<br />

Weekend is off to a good start. Rodger<br />

showed up first and had things all<br />

ready to go before anyone else arrived.<br />

About ten guys or so (early arrivals)<br />

showed up by 8pm tonight. Several<br />

games were set-up, and are ready for<br />

action first thing tomorrow morning...<br />

11:48pm, Oct 3, 2003 — The GMTWest<br />

Weekend got off to an official start<br />

today, and with more than 30+ people<br />

in attendance, it went very well<br />

indeed. There were many different<br />

games played, but The Napoleonic<br />

Wars, Medieval, and the on-going,<br />

never ending, Down in Flames aces<br />

campaign were the stars for today.


News, Information and P500 Titles<br />

Rodger has hinted that tomorrow's<br />

Virtual Warehouse Sale will produce<br />

some very juicy gems. He's certainly<br />

gone to a lot of effort to make this<br />

event great!<br />

Steve Carey - 09:03am, Oct 4, 2003 —<br />

"...what's the attendance figures for<br />

GMT West this year..." I counted 32<br />

guys yesterday, but that figure may<br />

increase over the weekend. As Martin<br />

mentioned, Medieval was very<br />

popular. The Napoleonic Wars<br />

produced some interesting 5-player<br />

games, including a Turn-One British<br />

win (Napoleon KIA) and in another<br />

game, Rodger "Tsar" MacGowan<br />

triumphing as Russia on Turn-4.<br />

I participated in a marathon TNW that<br />

incredibly came down to the last roll,<br />

of the last combat, of the last card<br />

play, on the last turn. Wellington (11<br />

dice) versus Napoleon (14 dice) at the<br />

outskirts of Paris....and my British<br />

Riflemen prevailed for the victory!<br />

Russia finished second, Prussia (in a<br />

nice comeback after being conquered)<br />

third, Austria took fourth, and France<br />

(which was carved up on the final<br />

turn) was last. Great game, Great fun.<br />

John Amenta - 03:02pm, Oct 7, 2003 —<br />

Excuse the poor grammar and my<br />

choice of words...it is more important<br />

for me, right now, to just write<br />

something about the West Weekend<br />

near Santa Barbara. I can think of one<br />

word that sums it up pretty well right<br />

now: Wow! Or maybe, Awesome!...<br />

First, I want to say I was truly<br />

impressed by the organization of the<br />

event, and the amount of thought<br />

(and class) that went into running the<br />

show. Right from the start, walking<br />

into the main playing room, where I<br />

spent the next 3-days, and sometimes<br />

nights, in a rabid frenzy of gaming<br />

from WWII DiF dogfighting to being<br />

excommunicated several times, and<br />

forced to go on one profitless bloody<br />

Crusadeafter another (in a game called<br />

Medieval — and Medieval it was) there<br />

was always coffee and sodas nearby, a<br />

dazzling array of GMT games on<br />

display and other wargaming<br />

paraphenelia, and there was always<br />

someone nearby to handhold you if<br />

you had a question on any rule<br />

obscura.<br />

At center is Tony<br />

Curtis (long white<br />

sleeve ); clockwise,<br />

Steven MacGowan,<br />

Mark Kaczmarek<br />

(back to us), an<br />

unidenified player,<br />

and John Amenta<br />

playing in the<br />

Formula Motor<br />

Racing Tournament.<br />

Note, behind them,<br />

the other action at<br />

West Weekend with<br />

Mike Lam's DiF<br />

Tournament in the<br />

far corner.<br />

But, most remarkable of all were the<br />

people that helped run the event, like<br />

Martin Scott and Mark Kaczmarek.<br />

Rodger MacGowan seemed like the<br />

Captain of the USS Enterprise, at the<br />

helm of the entire West Weekend'03<br />

journey extravaganza: confident,<br />

polite, and generous to a fault, and<br />

always on call to fight any Klingons<br />

that appeared on the gaming room<br />

radar. Martin Scott turned out to be<br />

quite a friendly going dude (but a<br />

particularly nasty dogfighter in DiF),<br />

and was constantly taking photographs<br />

with that new-fangled<br />

technology (digital camera)...Mike<br />

Lam really added a dimension to the<br />

whole weekend by literally staking<br />

out a corner of the entire gaming<br />

room for his DiF tourney (a mini-con<br />

is more like it)... My first day at the<br />

conference started with a slam-down,<br />

crack-down, humiliating defeat in a<br />

game of Paths of Glory between moi<br />

playing the Central Powers and Mark<br />

Kazmarek the Allied Powers...<br />

Overall - the whole 3-days were a<br />

blast. I think a lot of people had a<br />

great time, and many kudos goes to the<br />

entire GMT crew for putting on a first<br />

rate event. There are rumors that there<br />

might be another GMT West Weekend<br />

in about 6 months. If that's true, I<br />

think given the success of this Santa<br />

Barbara weekend (a beautiful city by<br />

the way) I can only think of those<br />

words of Roy Scheider in Jaws when<br />

he first sees the great white shark:<br />

"You're going to need a bigger boat."<br />

(Continued on page 36)


Down in Flames Series: Daylight 1945 Campaign<br />

comments or suggestions concerning<br />

the magazine please email John at<br />

JJCVanore@aol.com<br />

I'm also pleased to announce that<br />

Steve Carey has agreed to be my<br />

Special Consultant for <strong>C3i</strong>. As many<br />

of you know, Steve is wise and<br />

insightful when it comes to our<br />

hobby and I will be looking to him<br />

for his views from the gamer's point-<br />

of-view and perspective. Please feel free<br />

to email Steve with your ideas,<br />

articles, etc., at sacentaur@aol.com<br />

John, Steve and I are currently<br />

planning the next few issues. We are<br />

always interested in your comments.<br />

Enjoy the games and <strong>C3i</strong>,<br />

Rodger<br />

rbmstudio@aol.com<br />

From the Editor in Chief's <strong>Desk</strong><br />

(Continued from page 5) Changes at<br />

<strong>C3i</strong> Magazine<br />

As of issue Nr.14, Stuart Tucker has<br />

decided to leave the magazine as<br />

Managing Editor & Layout<br />

Designer. I very much appreciate all<br />

his efforts and help on issues 11-14.<br />

I have asked John Vanore to return as<br />

my Managing Editor, and I'm pleased<br />

to announce he has accepted my offer.<br />

You may recall John held this post in<br />

the early years of <strong>C3i</strong> and he did a<br />

superb job. John and I are currently at<br />

work gathering new articles for issues<br />

Nr.16 and 17. If you have plans for<br />

writing an article, or if you have any

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