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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

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