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~ ~ ~

 

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 oI

  uMOVE OUT is designed exclusively for

the owner of AMBUSHl

1965-1975

The first comprehensivemulti-scenario simulation

Use of battalionlevel units, airmobileoperations, air strikes,naval gunfire, Viet Conghidden movement, andfree fire zones allcontribute to the game'saccurate portrayal of theyears of bitter struggle,

u like  qu d LeI.MBUSHI

4 NEW MISSONS with

60 character/vehicle cards,11 mission cards, andparagraph mission booklet.

All components in arefully compatible with the maps andcounters in AMBUSH

. ~ _ f _

P NZER  OMM NDA tactical level simulation of armoredcombat on the Russian front as itwas waged in the middle years of WorldWar I .

 OLD W RA four-player game of internationalintrigue. Expand political and economicinfluence of your own   ajorPowerwhile limit ing the expansion of youropponents through covert operations.

A colorful, leaderoriented, operationallevel game re-enactingNapoleon's campaignthrough Austria.

Napoleon sDanube Campaign

it game intended for those dare I say it matureplayers who relish  clash with the unknown and tough fight. - Wargamer

it tour  e force AMBUSHI is the best ~ I   -

solitaire wargame yetI - Gameplay ~   ::=;;: J==.......

  C~ ,~ ~ '

Now your squad can continueits heroic exploits with thefirst AMBUSHl Module MOVE OUT

Squad Leader is a registered trademark ofThe Avalon Hill Game Company.

43 West 33rd StreetNew York, NY 10001

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VICTORY INSIDER 3

 NATO: The  ext War in Europe Big Success  t N P 83 84

The f in al s of th e American Wargaming Association s

rth annual Northeast Gaming Association Playoffs were

s te d by the C on ne ctic ut Games Club on February 11,

The eve nt w as c o- sp on so re d b y Victory Games. Teams

resenting wargaming clubs from allov er the nort h·

U.S. competed. Victory Games N TO The Next War

Europe w as played as a u niqu e e xp er im en t - to tr y a n ew

tha t c ou ld n ot y et have been m as te re d b y anyon e.

The e xp er im en t w as quite successful. N TO The Nextar in Europe provided play that was intense, exciting and

balanced. In the semi·finals, th e University of

d ef eat ed t he We st P oi nt Wa rg ames Com

tee with a marginal victory. Their capture of West Berlin

the Warsaw Pact countries became the deciding factor in

a t game. Then, the U nive rs ity w en t o n to beat th e Central

Wargaming Association in the c lo se st f in al in

e NGAP s four-year history.

The University of Massachusetts Strategy Games Club

ok f irst place in the competition; Central Connecticut

Association took second; West Point Wargamesf in is he d t hi rd . F our th , fifth and sixth places

ere won by the Southeastern Massachusetts Gamers

Connecticut Game Club, and Sugar Hollow

bury) Wargamers. The Stamford Wargamers, Mercer

dventure Gamers, and The Pioneer Valley Military

rateg is ts too k seventh, ei gh t, and ninth p la ces . M ar k

ran, who played fo r University of Massachusetts, receiv

the most valuable p la ye r award. F ir st price: a c op y of

Mark Horan  I is awarded th e MVP award - and a c op y o f N ATO

by Commissioner Jeff Cornett at t he N GA Playoffs.

Victory Games congratulates all of the competitors at

the Northeast Gaming Association and we hope to see a ll

of you again next year.

Unabashed plug department: p eo ple inter es te d in m or e

information about th e American Wargaming Association

and it s tournaments should contact Jeff Cornett; 11 Robert

Frost Dr.; Shelton, CT 06484.

- Paul Murphy

It had to happen some time, b ut it sure doesn t feel goodwhen it does. Errors crept into th e first issue of th e Insiderthat should be resolved.

First, the author of th e  u lf Strike article was none other

than Mark Herman, noted game desi gner, and ExecutiveEditor of the Insider

Second, th e artist who d re w the front cover was CharlieKibler, from th e Avalon Hill Art Department. These tw o gavebofJy and image t o t he Insider Without them, we would havebeen s ou nd and fur y, w it h t wo pages of ads and b la th er bythe M.E., and w he re would tha t leave us?

  lls- W . ~ = = = I I  V ~ 1 2 ~ I 7 I l T ~

  = ~ w llVlc ory  nsider is devoted 10 p ri n ti n g a r ti cl e s a b ou t the products of Victory

Games. Inc.

All editorial a nd g en er al m al l S ho ul d b e s en t 10 The Avalon Hili Game Company,4517 Harford Rd   Balilmore. MO 21214 Subscriptions to The General are  12 00 for

one year;  18 00 for two years. Address changes must be submilled at l ea st 6 w ee ksIn advance to guarantee proper delivery. Paid advertising is not accepted.

Arllclas f ro m t h e public w il l b e c o ns i de re d for publication at th e discretion 01

our Executive Editor. ArliCles should be typewrillen double·spaced, and w r il l en i n

English. There is no limit to word length. Rejected arlicles will be returned If submit·

Executive Editor: Mark HermanManaging Editor: WIlliam E. Peschel

T he V i ct or y G am es S ta ff :M ar k H er ma n. J e rr y Glichenhouse Rosaria Baldarl, RObert Kern, Gerry Klug,

Susan Koch, Ted Koller, Michael E. Moore. Paul Murphy, Bob Ryer, Eric Lee SmilhJim Talbot.

Project Oversight: W. Bill

Contents Copyright © 19 84 b y Victory Games. Inc.

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  VICTORY INSIDER

RE EVILS N IRISH GU R S

  lliedStrategy in Hell s Highway

By John H utterfiel

The historical campaign game of Hell s Highway can be afrustrating experience for an Allied player who begins the battle onthe wrong foot. The extremities of the banlefie ld are the key - theMeuse l Escaut Canal bri dgehead, held by th e Irish G ua rd s of

XXX Corps; and t he Neder Rijn crossing at Arnhem by t he  st Airbor ne Division. As t he Allied player, you must deploy and movethe British units in these areas with chess-like precision on Turn I.

XXX   ORPS Outflankand Penetrate

The powerful forces of XXX Corps face their toughest opposition during the opening turns of the game, between the bridgehead

-....it; a nd Eindhoven . Your objective issimple: move north on the highway at

  . 4 . e . all costs. Unfortunately, this

maneuver also simplifies the GermanPlayer s objective: block the highwayat every opportunity. Therefore, youmus t a tl ac k the Germa n forces withsuch efficiency and power on T urns Iand 2 thaI you destroy his entire frontbefore he can mobilize - an undertaking that is more easily formulatedt han accompl ished. Her e is a planthat usually works.

Initial Deployment: As stated inthe rules. you must place five

units of the Irish G ua rd s in th e brid ge he ad . You may th en placeany of the twelve other XXX Corps units available on Turn I t ha twill fit in the bridgehead. See the deployment plan in Figure I.No te t ha t the two armor unit s on the highway shoul d be in TravelMode. Five units a vailable on Turn I are not placed in thebridgehead; three of them will enter as reinforcements, as described below.

Airstrikes: The outcome of XXX Corps operations on the firsttwo tu rn s is largely determined by the success of your initialairstrikes. Remember, a successful airstrike on Turn 1 will disruptth e targe t u ntil the G er ma n p la ye r-tu rn of

Turn 2. While it s heartwarming to eliminate

a unit, disrupting it is sufficient since the unitwill exert no contr ol , cannot fire, and can bebypassed, allowing your units to attack otherGerman forces further behind the front line.

Use all six of your available air points to

conduct air suikes against Ger man unit s in

the following hexes the t ot al mod ifie r to

each airstrike die roll is listed in parentheses):0109 +1), 02Jl +2), 0215 +3), 0313 +1),0513 0), 0713 -1).

First Moves and Attacks: Let us assumeyou rolled a  3 unmodified) for each of

your airstrikes, an average result slightly in

the G er ma n s favor. T his would d isru pt th eunit s in hexes 0109,  2 I, 0215, and 0313.You would t he n move yo ur units a nd bringin th e th re e re in fo rc eme nts also. No te th at

yo ur Gu ard s h ea dq ua rt er s moves to a location from which it can lend combat engineersupport to many different a ttac ks . A fte rcompleting the moves, conduct the following

three attacks:

Attack I against 0513: Four units attack with engineer support.The British units in hexes 05  2 and 0514 use indirect fire so they arenot subject to defensive fire and their control will isolate the German unit at t he moment of offensive fire. The other two units conduct direct fire. Even if German defensive fire disrupts thestrongest unit, offensive fire will still be resolved on the  21+

column of the Fire Table with a  +6 die modifier (+4 for brokenterrain, entrenchments negated, +2 for Ger man isol at ion) . Anyoffensive fire result eliminates the German unit.

At ack 2 against   2 : Thr ee unit s att ack with engineer sup·port. All units use direct fire. The defender cannot conduct defensive fire because he is disrupted. Any offensive fire result eliminatesthe German unit.

Attack 3 against 0313: Four units attack with engineer support.All unit s use dir ect fire. The disrupt ed def ender cannot fire. Anyoffensive fire result eliminates the German unit. Use exploitationmovement to advance the two armor units in Travel Mode to hexes0513 and 0412.

Alternate Moves and At/acks: Assuming you had b ad luck androlled a  2 unmodified) on each of your airstrikes, disruptingonly the German units in hexes  2 a nd 0215, you would thenmove your uni ts and conduct t he following f our att acks:

Atlack I against  2 I: Thr ee uni ts att ack with engineer suppOrt. All units use direct fire. The disrupted defender cannot fire.

Any offensive fire result eliminates the German unit.

Attack 2 against 0513: Two units attack using indirect fire. Thepurpose of this attack is merely to pin t he Ger man uni t. The off ensive fire is resolved on the  16-18 column of the Fire Table with a 0 die modifier defender entrenched in broken terrain). There is

a 1/6 chance t hat t he Ger man unit will lose one step at no risk tothe British units.

At ack 3 against 0313: Thr ee unit s att ack with engineer suppor t. All units use direct fire. The disrupt ed def ender cannot fire.

Figure   : XXXCorps Deployment-   0410 0610

0

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 YOUR OBJECTIVE (WITH 

CORPS) IS SIMPLE: MOVE NORTH ON

THE HIGHWAY AT ALL COSTS. THIS

SIMPLIFIES THE GERMAN PLAYER S

OBJECTIVE: BLOCK THE HIGHWAY AT

EVERY OPPORTUNITY. THEREFORE,

YOU MUST ATTACK WITH SUCH EFFI

CIENCY AND POWER THAT YOU

DESTROY HIS ENTIRE FRONT BEFORE

HE CAN MOBILIZE.

VI TORY INSIDER

Any offensive fire result eliminates the German unit. Use exploitation movement to advance the two armor units in Travel Mode to

hexes 0313 and 0212  i f the German unit in 0513 is disrupted in Attack 2. a dv anc e t he unit s t o 0412 and 0313 .

Attack 4 against 021 5: Two unjts attack without engineer support. Both units use direct fire. The disrupted defender cannot fire.This attack is not critical but it will probably cause the German unitto lose a step at no risk t o th e a tt ac ker s.

Turn Two S wa rm ah ea d with you r i nf an tr y uni ts, a tt ac ki ng a ndoutflanking any units that the German player does not move out o f

your path. Attack German units to the side of the road only if theythreaten the road itself. You will have plenty of units entering themap later on to mop up stragglers. Bring in the two Turn I reinforcement units that were not able to enter earlier, and bring in twomotorized infantry units and two armored recon units eligible to

en te r this t ur n. C on ti nu e east until you reach A rn ha m.THE FIRST IRBORNE DIVISION old that bridge

Your objective as commander of the  Red Devils is to get

units into Arnhem and delay co-ordinated attacks by the Germanplayer against the bridge defenders for as long as possible. Once the2nd SS Panzer Corps is o n t he bat tl efi el d a nd or gan iz ed , a slow,methodical elimination of your bridge defenders is assured. Givenpoor AJlied play, the Germans will start pounding on the British in

hex 7917 on Turn 3. On the other hand, with an effective Britishdeployment, the Germans will not be able to mount powerful attacks against you until Turn 5 a nd will not be able to assault theparatroopers in hex 7917 until Turn 7 or 8

Ini iat Airlandings Proper play of the Red Devils begins withthe drop zone assignments. Figure 3 shows the best drop hexassignments for the units available on Turn I. The boltom unit ineach stack is generally more important than the top unit on Turn Iand should check for disruption first; because the unit in each stackthat checks for disruption second has a slightly higher chance of

disrupting with a step loss.

Note that a lt ho ug h hex 8010 c an be used for ai rl andi ng, youshould not place units there, because the airlanding die roll wouldbe adversely affected by t he G er ma n uni t in hex 8011.

Initial Moves A ft er c om pl et in g t he A ir la nd in g P ro ce du re ,

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Figure   First irborne ivision

 efensive Perimeters

VI TORY INSIDER

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  VI TORY INSIDER

THE IR NI N IVIL WNew Scenario For Gulf Strike

  Mark Herman

In 1984, the AyatollahKhomeinidies in Qom. A mullah successorAyatollah Ban Ghani takes power. Thewar with Iraq continues. Leftwing clements (including surviving Tudeh party cells) are ruthlesslysuppressed. This bloodshed coalesces the moderates in the south to

react leading to a state oftOlal anarchyin the country. At this point the armymutinees. A new Iranian Nationalistmovement forms in Khuzistan aroundthe son of the shah. promisingdemocracy, not monarchy and arevitalization of the country. The

, revolt began in Megahex F-06 and,. quickly spread to G-07 and G-08 br-

inging the navyand the majorityof theair force into the revolt. A cease fire is

declared with Iraq by the Nationalistforces temporarily ending the connictin that sector. The Tehran governmentstarts an offensive to put down therevolt but it becomes bogged down in

the mountains around Esfahan. An uprising in the city of Shirazoverthrows the government administration and welcomes the Nationalist forces whoare continuing to be successful in the mountains.A limited Nationalist offensive along the coast is successful andculminates in the capture of Bandar Abbas (Nationalist forces control Megahexes F-06, G-07, G-OS, H-07, H-08, and J-08). TheTehran government in the north is thrown in total disarray by thissuccess.

In this environment of anarchy the Kurds increase their activities

(Megahexes F-05 and E-05) while a republic of Baluchistan isdeclared (Megahexes L-08, L-09, and M-oS).In Juneof 19S5 the city ofTabriz rises in revolt lead by a left wing

party calling itself the  Party for National Reconcilation . They invite the USSR to enter the country and restore order . On June 20,1985 the Soviet forces roll over the Iranian border calling on allforces to lay down their arms. Iraq declares an indefinite cease fireand adopts a neutral posture.

G ME LENGTH

 The Iranian Civil War can be played to completion in 45hours. The game ends at the conclusion of Game-Turn 30.

M PS

Use Operational Maps A, B, and C and the Strategic Map.

PL YERS

Player A begins the game as the Initiative player and controls theUSSR forces. Player B begins the game as the Reaction player andcontrols the US, Iranian Nationalist, and Governmental forces. Amulti-player game could have the Government, US, and Nationalistforces played by different participants.

POLITI L RULES

Iraq, Kuwait, Saudi Arabia, Qatar, Bahrain. and UAE areneutral and do not set up their forces except their air units. Noground forces may enter these countries. US air units may ny overthe territories of these countries freely whereas all Iranian and USSRair units are intercepted and allacked, if possible. Each Unit Assignment Stage, all air units are placed in Intercept mode. The intercep

tions are handled by the U.S. player on a case by case basis. Thesesorties do not expend Supply Points. All other rules arc in effect theairbases and air units may be attacked.

SPE I L RULES(I) US forces may not enler non-Iranian Nationalist Megahexes until they are attacked by USSR forces.   USSR units enter NationalistIranian controlled Megahexes the US may attack and intercept frecly.Once either of these conditions occurs the US movement restrictionis permanently lifted for the remainder of the scenario.

 2 US forces may stack with Iranian Nationalist forces but with no

others.

 3 All Gulf Council countries except Oman are neutraL Omaniforces will not attack unless their airspace or units arc attacked butUS forces only may use their facilities. US units only may use anyOmani strategic or operational hexes without restriction.

 4 All Gulf Council countries except Oman although neutral willallow US air force units to ny over their terri tory freely. USSRovernights will trigger interceptions. Place these air forces on themap (if necessary).

 S Nationalist forces must keep at least 3x Brigades of combatforces in Megahex F·06 at all times. Failure to comply reduces thesupply point reinforcements each Game Turn the condition is notfulfilled by one third (round down). The Brigades may have anynumber of hits.

 6 Seven Game-Turns after US intervention, Nationalist forcesmay form Division size units with the armor and mechanized units.Prior to this they may not form Division sized units. All the rules for

Breakdown and Recombination apply. In addition 5x F-4 air unitsare received at a Nationalist controlled airbase, if none are availablethese air reinforcements are lost permanently.

 7 Nationalist air units can be launched for interception through aUS E-2 or AWAC EWDA unit.

 8 Iranian government units will attack anyone who enters oneof their initially controlled Megahexes.

 9 Although the Iranian government forces are controlled by theUS/Iranian Nationalist force player they may not leave one of theirinitially controlled Megahex areas unless forced by retreat or othercombat conditions. They must attempt to reenter their controlledMegahexes as soon as possible. Whenever an Iranian government

unit is in anyones zoe they witl attack if possible. I f a choice isavailable roll the die to see which units are attacked.

(10) Whenever a non-USSR unit enters a Kurdish controlledMegahex (F-05, E-OS on the Iranian side of the border) except unitsthat begin in Kermanshah (1023). Hamadan (1622) and Arak (1926),they are attacked. Units that begin in the specified cities are only attacked if they leave the cities in which case they are treated as if theyhad just entered the Megahex. Additionally any non-Soviet unitsthat enter Baluchistan (Megahexes L-08, L-09, and M-08) are effected in the same fashion. Although the Kurds and Baluchs do nothave any combat units on the map their forces have the followingcapabilities: movement costs for non-USSR units in theseMegahexes are doubled (note that certain formations will prohibitmovement). In addition, each time a unit initially enters these

Megahexes (full or partial) they are attacked using the followingtable. Once having entered a Kurdish or Baluchi Megahex the unit is

not attacked again unless it first leaves then reenters the same

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Megahex. Moving from one Kurdish/Baluchi Megahex directly into

the other elicits another entry auack.

Kurdish/Baluchi Atuition Table

When to Use: Each time a non-Soviet unit enters a Kurdish/Baluchi

controlled Megahex.

VICTORY INSIDER

also set up in any Operational hex within Megahex F Q3

US

Identical to Scenarios 1,2, and3with US activation on Game Turn I.

Iranian Nationalist Forces

Type of Unit

ArmoredInfantry

SUPp0rllTruckand Other

Die Roll

 24

Initial Areas of Control:

Megahexes F-06, G-07, G-08, H-07, H·08, j·08, K oB

Placement of Forces: Forces may be placed in any full operationalhex within an area of comrol plus any hex in MegahexG-06 within 5hexes of Dezful 1431 or 2 hexes of Bourujen 2535 .

Explanation:   the die roll is equal to o r less than the indicated dieroll for Ihe appropriate unit type the unit lakes one hit . A unit can be

eliminated in this manner.

 I I The Kurds never surrender and the effect of special rule 10 lastsfor the entire scenario.

 12 The Baluchis can be defeatcd neutralizing thc effect of rulc 10

The Baluchis can be defeated in the following manner. On any turn

after Game-Turn 3 that a Random Political event occurs thePakistan forces are automatically activated See Scenario I, 46-L,Special Pakistan Rule . If no Soviet ground units are present inBaluchistan and a Pakistani unit enlers operational hex 6162 while atleast one Pakistani/or other US controlled unit occupies each of theother Megahexes the Baluchis are defeated and all effects of SpecialRule 10 are ended for the remainder of the scenario. If a Sovietground unit is present this cannot occur. All Soviet units in thiscasewould first have to be ejected before the Baluchis could   defeated.

 13 Automatic Random Events on Game Turns 1,2 and 3.

SUPP Y PO NTS

Initial Supply Point Levels: USSR 150 , Iranian Governmcnt 70 , Iranian Nationalist 80 , US  40 .

On all Game-Turns following Game Turn I, each countryreceives the indicated number of Supply Points during the GlobalMilitary Stage: USSR 60 , Iranian Government 15 . Iranian Nationalist 25 , US  30, provided the US Supply Head is not subjectedto any form of combat during the previous Game-Turn .

VICTORY CONDITIONS: Identical to Scenario 2

The Iranian Civil War

Orders of Battle Units are listed in the order that they set up

USSR

Identical toScenario 2with the addition that thc7th Army units may

Army1st Division in Brigades - one hit each Armored2nd Division in Brigades - one hit each Armored

3rd Division in Brigades - one hit each Mechanized4th Division in Brigades - one hit each Armored5th Division in Brigades - one hit each Armored6th Division in Brigades - one hit each Mechanized7th Division in div. or Brigade 3 hits division or 1 per Brigadeinfantry

8th Division in div. or Brigade 3 hits division or I per Brigadeinfantry9th Brigade one hit infantry10th Brigade one hit infantry11th Brigade half strength side-no hits armoredIx Marine BattalionIx Airmobile Brigade one hit2x Artillery Brigade no hits3x Headquarters no hits3x Air Defense Brigade no hits4x TruckAir Force4x Airbase Bandar Abbas, Shiraz, Busheir, and Dezful

3x F-4

Ix F-14 EWDA2x F-5IxAHI

Ix CH-47Ix C-130Ix SH-3

NavyIx DOIxFAC

Ix AmphIx FF

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VI TORY INSI ER

nian Government

al Areas of Control

All Megahexes in [ran no t controlled by Iranian National forces,

d ish See Special Rule 10 , Baluchi See Specia l Rule 10 , and

F-03. Units that set up in Megahex G-06 may only deploy inhexes.

Militia Infantry Division no hits

Militia Infantry Brigade no hilS

Artillery Brigade no hilS

Air Defense Brigade  no movement allowance-in Tehran-no

Headquarters

Trucks

Force

Airbase Both in TehranF-4

F S

CH-47

Inside Insider 3:

 \QpoIHnJ I f I .  nIllfK lqn 

S RG S Z  

WRIT

TenSHUN The lieutenant's asked me to say thatwe're looking for volunteers to fill the ranks of theVictory Insider This mission requires split-secondtiming, in·depth knowledge of the latest gamesfrom Victory, and a willingness to get the job done.

  The Lieutenant also says that this job will paythe same rates as The General That's $18 permagazine page, $27 per page if you want  H or Vproducts.

  So who's volunteering? Moore Ryer KollerHerman Report to the lieutenant at 0300 hours infull field pack and typewriter. On the double

DISMISSED

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New from VictoryGamesfor Spring   984This comprehensive multi-scenario simulation _   >---.

covers the conflict in all its aspects from1965 on, with particular emphasis on

operations and political control throughou t the provinces. This innovative,highly detailed system features a rangeof scenarios that can be played in as little asthree hours or for days on end. The use of

battalion level units, airmobile operations,   r

strikes, naval gunfire, Viet Cong hidden

movement, and free fire zones all contribute tothe game s accurate portrayal of the years of

bitter struggle.

Components: Rules booklet, two 22 x 32 full-color mapsheetsdepicting all of South Vietnam and adjoining areas of Laos andCambodia, 780 die-cut cardboard playing pieces representing ll major belligerents, one six-sided die, and plastic counterstorage tray.

Complexity: Very high. Solitaire Suitability: Medium. TimeScale: Two turns per Season. Map Scale: Six miles per hex.Unit Scale: Division/regiment/battalion. Players: Two.Playing Time: From 6 hours for a short scenario, to a hundredor more bours for an entire campaign.

/ 30005

VIETNAM 20.00

Napoleon S DalrulJe Ct II Paigl

exciting subject, a sophisticated design,and an exceptionally easy to learn set of rules 18 9 is a masterpiece of Napoleonic gamingTrace the entire campaign, from Ratisbon toWagram, or enjoy the challenge of the Esslingand Wagram battle scenarios. The gameincludes extensive rules for leadership,command, bridging, march, and combat, aswell as optional rules for hidden deployment,combat effectiveness, and fatigue.

Components: Rules booklet, two 22 x 321/ and one221/ x 16 full-color mapsheets, two organizationdisplays, 260 die-cut cardboard playing piecesrepresenting leaders and combat units, one six-sided dieand plastic storage tray.

Complexity: Medium. Solitaire Suitability: High. TimeScale: Two days per turn. Map Scale: Three miles perhex. Unit Scale: Division/brigade. Players: Two. PlayinTime: From 3 hours for a short scenario, to 20 or morehours for an entire campaign.

/ 30006

 8 9

 18.00

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  V LONHILL MICROCOMPUTER G M S

 etting The tandard

 or  omput rGames

GULF STRIKE

Perhaps t he w or ld s m os t c ri ti ca l f la sh poi nt th e Persian Gulf

area is fraught with ideological economic political and military

animosities where every flare-up carries th e threat of global

repercussions and potential for a superpower confrontation.

Based upon th e popular Victory Games boardgame, GULF

STRIKE allows you to examine every aspect of this complex

region. Complete air, land and sea orders of battle fo r more thana dozen nations allow you to fight each conflict to it s unpredic-

table and often startling conclusion.

GULF STRIKE allows one or two players to fight this brigadelevel simulation. A scrolling map of Iran and th e Persian Gulf

allows th e players to maneuver t he ir u ni ts in this simulation of apossible conflict. GULF STRIKE is ready to run on your AtariHome Computer System with 48K memory and one joystick.

Im i ~ m ~ u t e ~

g m s®

QU Y A Division of The AVALON HILL Game Company

4517 Harford Rood • Baltimore. Maryland 21214 • 301 254.5300

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The Avalon Hill Game Company

4517 Harford Rd .

Baltimore, MD 21214

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Send me six issues (one year) of I

at the special price of   10, a savingsof IOFF the cover price (This offer lasts until

31, 1984) I

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LoEven bet ter, send me twelve issues (two

of HEROES a t the price of   18, a savingsof

50 OFF the cover price