18.64MB - View From The Trenches
18.64MB - View From The Trenches
18.64MB - View From The Trenches
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carriers in a night action. Another use for these<br />
three is rear-area patrol, freeing Allied air units to<br />
contend for forward areas. One advantage unique<br />
to these Allied cruisers is their ability to base in<br />
Ceylon; however, they can support the RN from<br />
Australia iust as well.<br />
Baltimore (CA): Four ships,<br />
arriving two each on Turns Six and<br />
Seven. This class has one minor<br />
advantage in its armor factor; other-<br />
wise, the Baltimore class is still<br />
I le Ashigara class. Worse, this class<br />
can't make up for an early loss of US cruisers. <strong>The</strong><br />
speed of this and all American cruisers allow them<br />
to es carriers, their paramount duty.<br />
li Astoria (CA): Fifteen identical<br />
ships start the game, with a 16th<br />
arriving on Turn Five. All can<br />
readily patrol out to two areas'<br />
distance and can raid out to three;<br />
I .._.. m_. .ole is to chaperone the carriers.<br />
Though employable as patrollers (though non US<br />
cruisers are preferable), overuse in this role (two or<br />
more per area) will cause needless losses, as the extra<br />
cruisers won't stop an IJN fleet on the rampage.<br />
<strong>The</strong> US player should remember rule 7.424<br />
and keep the cruisers with the carriers, for after<br />
all, if both the US and IJN have 15 cruisers, and<br />
the Yamato is also present, guess which ship fires<br />
at a carrier?<br />
Landbased Air (LBA): Ten total,<br />
two each appearing on Turns One<br />
through Five. Allied LBA are individually<br />
inferior to their enemy<br />
counterparts, but superior in overall<br />
quantity and factoring. <strong>The</strong>ir tactical and patrol<br />
advantages are identical to enemy LBA units (see<br />
Critical Issue #15 for Allied LBA interaction with<br />
their enemy counterparts). A critical advantage to<br />
Allied LBA is the fact that retreating LBA units<br />
aren't subject to pursuit.<br />
Air units are best placed, from the Allied viewpoint,<br />
to patrol as many areas as possible, freeing<br />
Allied cruisers to form carrier task forces. In later<br />
turns, the air units can contest forward areas and<br />
leave rear areas to the odd surface unit.<br />
Placement considerations for Allied LBA: One<br />
unit won't faze a major offensive, but can take a<br />
quick shot at a carrier. Two units will pose a risk to<br />
a carrier force, if they keep shooting to the bitter<br />
end, as their loss would be worthwhile if they take<br />
down a carrier. Three or four LBA will generally<br />
hold an area against most seagoing opposition.<br />
Till Turn Five, the LBA, leapfrogging with the<br />
Marines, should be the vanguard of the Allied<br />
offensive; the carriers are too valuable to risk.<br />
Critical Issue #13 shows how US air and Marine<br />
units can lever the enemy out of vital areas in the<br />
face of naval superiority, especially if a massed US<br />
carrier task force is posed as a threat. Marines can<br />
advance to Guadalcanal, thence to Lae, covered by<br />
LBA from the former, and so forth. Such tactics<br />
aren't easy or foolproof, but can offer an amazing<br />
amount of strategic leverage.<br />
~ J s ~ariie units. Five in all; two<br />
appear Turn Three, followed by one<br />
each on Turns Five, Six, and Eight.<br />
<strong>The</strong> fact that they move after their<br />
enemy counterparts is a problem for<br />
enemy amphibious and raid plans; the enemy raid<br />
must deduce whether the Marines are a decoy, a<br />
baited trap, or the vanguard of a major US raid.<br />
Overall uses of Marine and IJN amphib units<br />
are mostly identical. <strong>The</strong> Marines have an advantage<br />
in overall numbers, and their redeployment to<br />
Australia can offset the IJN central position at<br />
Truk. US major ports limit them in that Pearl and<br />
Australia can only reach the outer IJN bases; to<br />
land on Saipan or Okinawa will require two turns'<br />
advance planning.<br />
I<br />
F- oat<br />
11. " - .CI. .<br />
F-boat (SS). Appears on Turn Seven;<br />
identical to its UN counterpart in all<br />
respects. <strong>The</strong> F-boat appears when the<br />
I-boat leaves, and moves at the same<br />
time in the turn sequence. Its usefulness<br />
is best against large carriers (especially any surviving<br />
bonus factor carriers) though not against the Shinano,<br />
unlike the actual event.<br />
CRITICAL ISSUE #17: Peroration<br />
For such a playable game, VZTP strategy is ex-<br />
tremely complex. Land, sea, and air units interact;<br />
wide choices of movement are posed. This article,<br />
running to 38 manuscript pages, has addressed a<br />
few possibilities, and posed a few ideas.<br />
This is a particular reason for the "Com-<br />
mander's Notebook" format. <strong>The</strong> Critical Issues<br />
are meant as a way of segmenting an almost in-<br />
finite subject field. An attempt to encompass all<br />
VZTP subject matter would be ludicrous; better to<br />
take the broad tapestry of the game in a few<br />
segments.<br />
One particularly daunting subject is conduct of<br />
VZTP in the late turns, i.e., after the arrival of the<br />
Essex class. Beyond a few generalities, I dared not<br />
predict the course of a VZTP game that late. Such<br />
events will be determined by VZTP players' own in-<br />
dividual strategies and their own native in-<br />
telligence, to which this article merely poses sug-<br />
gestions.<br />
Indeed, any strategy analysis in THE<br />
GENERAL, particularly the "best move" plans,<br />
must address this. <strong>The</strong> point-counterpoint discus-<br />
sion of strategies herein has considered this, for<br />
any "perfect" strategy can be punctured, given a<br />
player with enough on the ball. Too many strategy<br />
articles, in their enthusiasm, plead one side while<br />
using the other for bayonet practice.<br />
You, the player, are still the best strategist in at<br />
least one regard. You're the commander, on the<br />
scene with a live enemy. Your're there and that is<br />
infinitely superior to any number of "if"<br />
modifications. *<br />
CONVENTION CALENDAR<br />
JULY 11-12<br />
COLONIAL CITY GAMEFEST V, Mount<br />
Vernon, Ohio<br />
Contact: Mark Morrison, Mt. Vernon Gamers<br />
Association, 205 West Gambier, Mt. Vernon, OH<br />
43050. (614) 397-3785.<br />
Note: Planned games include Avalon Hill's B-I 7,<br />
GUNSLINGER, THIRD REZCH, FLIGHT<br />
LEADER, SPEED CIRCUIT, GLADZATOR and<br />
WZZARD'S QUEST.<br />
AUGUST 22-23<br />
SL RALLY-SOUTH, Conway, Arkansas<br />
Contact: On All Fronts, P.O. Box 265, Marshall,<br />
AR 72650.<br />
Note: Third national tournament with levels from<br />
SL through ASL.<br />
SEPTEMBER 4 6<br />
ONTARIO ASL CAMPOUT, Oshawa, Ontario<br />
Contact: Gord Reid, 66 Westmount Street, Oshawa<br />
L1J 4x3, Ontario, CANADA.<br />
SEPTEMBER 4-7<br />
WINGAMES VIII, Winnipeg, Manitoba<br />
Contact: Oliver Bernuetz, P.O. Box 80 University<br />
Center, University of Manitoba, Winnipeg<br />
R3T 2N2, Manitoba, CANADA.<br />
SEPTEMBER 5-6<br />
GOLD-CON, Coconut Creek, Florida<br />
Contact: John Dunn, BCC North Library, 1000<br />
Coconut Creek Blvd., Coconut Creek, FL 33066.<br />
J L<br />
I<br />
6 B S~nigag<br />
7 E Mineman<br />
8 P S~ragusa<br />
9 D Garbutt<br />
S Sunon<br />
11 RGartm;<br />
12 P Ftory<br />
13 F Prefssle<br />
14 M. Slncavage<br />
15 B Remsburg<br />
16 T Oleson<br />
17 R Beyma<br />
18 H Newby<br />
19 F Reese<br />
47 1889WWZ<br />
14 1880CEH<br />
8 lX72CFl<br />
37. F? Halfman 4 1830GGN<br />
20 1828DED<br />
39. B. Salvatore 21 1824GKO<br />
48. L. Barlow 1 1786UT -<br />
49. F. Ornstein 37 1786GHM 39<br />
50. E. Miller 1 1783HJO -<br />
I