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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