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The Strategic Review Vol. 1, No. 3
WHAT’S GOING ON HERE?
TSR NEWS
EDITORIAL
As we have said before, things keep happening so fast around here that we
cannot keep you properly informed despite our best efforts! Item: TSR has formed
a Hobbies Division, TSR HOBBIES, advertised herein. It will soon have a catalog
with no less than 150 different miniatures for fantasy gaming — as well as other
goodies. Brian is in charge of this operation. Item: TSR is forming yet another
division, TSR GAMES, which will publish Mike Carr’s classic FIGHT IN
THE SKIES in a 5th edition, as well as a super-fun fantasy boardgame in the
near future. Item: Due to the demands of running TSR, we have employed Gary
Gygax full-time, and he is now responsible for all orders, billing, and accounting.
Item: TSR has not less than ten titles — rules and games — nearing completion,
and only available funds and publicity factors will tend to slow the pace of their
release during the next year. Item: By the time you are reading this Professor
M.A.R. Barker’s incomparable fantasy campaign game EM-
PIRE OF THE PETAL THRONE will be nearing completion. It should be
released around mid-July or perhaps a bit later, and it will be the ultimate in fan-
tasy gaming. EPT has a full-color box cover (beautifully drawn by the author),
three full-color maps of large size, and a huge rules booklet. Although it will have
to sell in the $25 price range complete, we will give
Donald Featherstone once said in WARGAMER’S NEWSLETTER that he
believed Arnold Hendrick’s chief talent and claim to fame lay in his “pinching” of
Fletcher Pratt’s Naval Wargame — alluding in all likelihood to similarities be-
tween Mr. Pratt’s game and the set of rules for naval miniatures authored by Mr.
Hendrick. I concurred with what was said in WARGAMER’S NEWSLETTER,
and when the good Mr. Hendrick “reviewed” CHAINMAIL in a highly un-
complimentary manner I ignored what was written, for surely most hobbyists
could be assumed to be able to read this “review” for what it was worth and in
light of Mr. Hendrick’s talents otherwise. As an example of the comments he
made regarding CHAINMAIL, the most amusing was his assertion that heavy
cavalry was rated too high, imagine! In a period where the armored horseman
dominated the field of battle, heavy horse are too strong! Anyway, the learned Mr.
Hendrick subsequently “reviewed” DUNGEONS & DRAGONS, again in a very
uncomplimentary manner — after all, he had gone so far as to play a game of
D&D as a Cleric, completely armed with such edged weapons as spear and
arrows . . . Again, this so called “review” was so obviously inaccurate and biased
that I ignored it completely, although numbers of letters and telephone calls from
irate D&D fans who had read the comments and wished to let me know that the
“review” outraged them assured me that Mr. Hendrick would not escape totally
unscathed. Eventually the magazine which retains Mr. Hendrick as a “reviewer”
did print a contrary opinion — how could they ignore a counter-article written by
Mr. James Oden, President of Heritage Models, Inc.? This brings me to the point
of this editorial. The axe that Mr. Hendrick has been grinding so loudly and long
has been exposed.
readers a big discount next
issue, and components of the game will be sold separately for those who wish only
a small part immediately — or who can afford no more. The rules should be in the
same price range as D&D. Meanwhile, we are getting ready to run some D&D
tournament games at Origins I, and from what AH says the games will be filled to
capacity (but wait until the players find out just how horrible a place they will be
“dungeoneering” in!). We will have TSR booths only at CITEX-75 (15-17 August
at the Midland Hotel in Chicago) and GenCon this year, but we hope that in 1976
we will be able to set up at about a half-dozen conventions so as to be able to see
more of our friends (and sell a few more books and games, of course). Try to stop
to see us at the cons we do make this year, or come to the shop at 330 Center St. in
Lake Geneva if you’re in the neighborhood.
SR
Possibly in light of TSR’s success in publishing miniatures rules and games,
Mr. Hendrick has decided to begin peddling a line of his own creations. If these
creations are as well-thought out as his “reviews”, as learned and clever, they will
be rare products indeed. However, being inclined towards fair play, I invite any
readers who wish to submit reviews of any of these sets of rules, and as space per-
mits we will publish as many as is possible. Note TSR is not having one of its
writers or designers review the products of a competitor. If we receive several
reviews for one set of rules we will publish that which is most thorough in our
opinion, regardless of what its recommendation is, and as an editor’s note include
the conclusions of any other reviews of the same work so as to give all opinions ex-
pressed to us from disinterested reviewers. After all, could one expect honest and
fair reviews from a source directly connected with a competitor of the product
being reviewed? Certainly not. As an author of rules and games I have refrained in
the past from reviewing the work of other writers and designers for just this
reason. This policy will be continued in the pages of SR, despite less scrupulous
methods employed in the magazine which carries Mr. Hendrick’s “reviews”. We
will depend on you for product reviews, and when we plug our own staff it will be
clearly labeled as an advertisement.
After we finally get around to producing CLASSIC WARFARE — which has
been put off until late summer — we will do BLACKMOOR, D.G.U.T.S (reprint.
with very minor changes), SHIPS OF THE LINE (campaign rules for sailing
ships), NAVAL ORDERS OF BATTLE (Age of Sail), and probably a STAR
PROBE addition and another fantasy-type booklet or two. We are heeding the
results of the survey, and what you are most eager to get will be forthcoming soon.
SR #4 will probably bear an advertisement for TSR HOBBIES, offering a
catalog for $2.00, refundable with the first order for $10.00 or more. We are
selling figures now, but they haven’t been photographed for the catalog yet. If you
want fantasy figures of any sort just send us a list, and we will do our best, for we
now stock most from the MiniFigs, Der Kriegspielers, and Scruby lines. Stocks of
figures from Heritage and McEwan are expected shortly. So right now we are able
to fill most fantasy figure wants. Eventually we will add scifi and then the
traditional models to provide really complete service.
Gary Gygax
Unsolicited material cannot be returned unless accompanied by a stamped return
envelope, and no responsibility for such material can be assumed by the publisher
in any event. All rights on the entire contents of this publication are reserved, and
nothing may be reprinted in whole or in part without written permission of the
publisher. Copyright 1975 by Tactical Studies Rules.
Editor — E. Gary Gygax
Associate Editor — Brian Blume
PUBLISHERS STATEMENT
The STRATEGIC REVIEW is published quarterly by Tactical Studies
Rules, P.O.B. 756, Lake Geneva, WI 53147. It is available by subscription at
the rate of $1.50 per four issues. Single copies and back issues are available at 50¢
each, but availability of all back numbers is not guaranteed. (Subscriptions and
single copies sent outside the U.S. and Canada are $2.50 and 80¢ respectively, and
payment must be made in U.S. currency or by International Postal Money Order.)
All material published herein becomes the exclusive property of the publisher
unless special arrangements to the contrary are made.
Advertising rates upon request.
Change of Address should be sent as soon as possible, and in any event not less
than two weeks prior to the first day of April, July, October and January, as ap-
plicable.
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CREATURE FEATURES
(E)
The Ghost
Number Appearing 1+
Armor Class
(E)
These creatures are not true Undead, although
they are the spirits of humans who were totally
evil. They are powerful supernatural things which
hate all life. Being non-corporeal they can only be
attacked by things in a like state (such ethereal
creatures) or through telepathic means. The mere
sight of a Ghost will cause the viewers to save vs.
Magic unless above the 9th level (5th level if a
Cleric) or age 10 years and flee in panic for 2-12
turns. Ghosts will attempt to Magic Jar any in-
telligent living creature which comes within 6”.
They otherwise attack by touch which causes
aging of from 10 to 40 years, but in order to do
this they must assume a semi-corporeal form, and
when they do so they may be attacked by magic
weapons (but not spells) as if they were Armor
Class 0.
(F)
There are three different types of Naga: Naga are
basically snake-like in form.
1) Guardian Naga are found in sacred places or
guarding the treasure of Lawful minions. They
are about 15’ to 20’ in length and can spit
poison, bite, or constrict. In addition, they are able
to use Cleric spells as if they were a Bishop. Hit
Dice 11-12
2) Water Naga are the most numerous of all Naga.
They inhabit only fresh water, usually living in
palaces deep beneath the surface of large ponds
and lakes. They are about 10’ in length and have a
poisonous bite. In addition they are able to use
Magic as if they were a Thaumaturgist, although
they cannot employ spells which bring forth fire
or lightning. Hit Dice: 7-8
3) Spirit Naga are totally evil and have human-
like heads atop their snakey bodies. Their bite is
poisonous. Their eyes will permanently Charm the
looker unless save vs. paralization is made. They
are able to use Cleric (evil) and Magic spells as if a
Bishop/Enchanter. Length is generally about l5’,
Hit Dice: 9-10.
PRESENTING NEW DUNGEONS & DRAGONS MON-
STERS FOR YOUR ENJOYMENT
(A)
The Yeti:
(Abominable Snowman)
Number
Appearing 1-6
Armor Class 6
Move 12”
Hit Dice 4
% in Lair 10%
Treasure Type D
2 Claws = 1-6 pts.
cold damage each
Hug (as Owl Bear) =
2-16 pts. cold damage
Surprise = looking into
Yeti’s eyes; save vs.
paralization must be made
Intelligent
Alignment =
8
(A)
Inhabiting only regions of icy cold, Yeties are
seldom encountered by a warm-blooded
mankind. Those who do have the misfortune to
stumble upon these monsters seldom live to tell
the tale, for Yeties are very fond of human flesh.
If found in their lair there is a 30% chance that
there are 1-3 females there also, and a 15%
chance of an additional 2-5 young if females are
present. Because of theri adaption to cold, Yeties
are very susceptible to fire, and attacks employing
such heat do 50% greater damage. The typical
male is 8’ tall, 350 pounds, and his white coat
blends perfectly with snow and ice; thus, a Yeti is
nearly invisible until within 10’ to 30’ of its prey.
(For each level avove 1st add 5% chance of spot-
ting a Yeti at normal distance, i.e. a 2nd level
character has a 5% chance of spotting one.)
Move
9”
Hit Dice
10
% in Lair
35%
Treasure Type
E
Attack Magically
Cause Fear
Intelligent
Alignment =
C
(F)
Naga
Number Appearing 1+
Armor Class
5
Move
15”
Hit Dice
7-12
% in Lair
60%
(B)
Appearing as a heap of rotting vegetation, the
Shambler is actually an intelligent form of
vegetable life. It is generally from 6’ to 9’ in
height, with a girth of about 6’ at its base and 2’ at
its summit. The brain of the Shambler is located
in its mid-portion, and its thick, fibrous layers
make it difficult to penetrate to its only vital area.
In fact, most hits upon it do but little damage
(thus Armor Class 0). As it is wet and slimy, fire
has no effect, lightning causes it to grow (add 1 hit
die), and cold does either one-half or no damage
due to its vegetable constitution. All weapons score
only one-half damage. It can flatten itself, so that
crushing has small effect upon the Shambler.
Plant Control and Charm Plants are effective.
Treasure Type
H
Damage
1) bite = 1-3*
spit 3”*
constriction
= 2-8
2) bite = 1-4*
3) bite = 1-3*
+ special
N
(B)
The Shambling Mound
(or the “Shambler”)
Number Appearing 1-3
Armor Class 0
Move 6”
Hit Dice 6-9 (10’s)
% in Lair 25%
Treasure Type I
Clubs twice per turn for 2-
16 points—2 hits on same
target = entanglement
and suffaction in 2-5
turns (no attacks during
this period by Shambler)
Fairly Intelligent
Alignment =
Highly Intelligent
Alignment =
1) L
2) N
3) C
*must also make
throw vs. poison
saving
(C)
These are small, fairy-like creatures of magical
talent and mischievous nature. They can become
invisible at will, polymorph non-living objects,
create illusions, and use ventriliquism spells as of-
ten as they like. Their keen ears prevent them
from being surprised in most cases. Being full of
mischief they will often (75%) snatch valuable ob-
jects from persons, turn invisible, and dash away.
The object stolen will be valuable, and there is a
75% chance of such theft being successful. If pur-
sued closely there is a 25% chance per turn of pur-
suit that the Leprechaun will drop the stolen
goods. If caught or discovered in its lair the
Leprechaun will attempt to mislead its captor into
believing he is giving over his treasure while ac-
tually duping the captor. It will require great care
to actually obtain the Leprechaun’s treasure.
Note: Leprechaun’s have a great fondness for
wine, and this weakness may be used to outwit
them.
(D)
These are normally quiet, mindless fungus which
are ambulatory. They live in dark places beneath
the ground. Light within 30’ or movement within
10’ will cause them to emit a piercing shriek
which lasts for 1-3 turns. This noise has a 50%
chance of attracting wandering monsters each
turn it lasts and 1 turn thereafter. Purple Worms
and Shambling Mounds greatly prize Shriekers as
food.
(G)
The Wind Walker
Number Appearing 1-3
Armor Class
(G)
N
8
These airy creatures live high in mountains or in
great caverns far below the surface. Being
ethereal, Wind Walkers can be fought only
by such creatures as Djinn. Efreet, Invisible
Stalkers, or Aerial Servants or affected by spell!
such as Control Weather (unless save is made the
monster dies), Slow (affects monster like a fire
ball), and Ice Storm (drives away for 1-4 turns)
Haste does one-half damage (as if a Fire Ball) to
Wind Walkers, but it also doubles the amount of
damage done by the Wind Walkers. Magical
barriers will stop them, but Wind Walkers will
otherwise pursue for 10 turns minimum. Their
approach is detectable at from 10”-30” as a
whistling, howling or roaring depending on the
number coming. These monsters are telepathic
and can detect thoughts within 10”-30” (as they
work in series to boost range). They are subject to
attack by telepathy. Wind Walkers are sometimes
forced into servitude by Storm Giants (for obvious
reasons).
Move
15”/30”
(C)
The Leprechaun
Number Appearing 1+
Armor Class
Hit Dice
6
% in Lair
20%
Treasure Type
Nil
8
At 20’ deafen
Attack by wind force at
10’
Move
15’
Hit Dice
1-3 pts.
for
3-18
pts.
% in Lair
10%
damage/turn
Intelligent
Alignment =
Treasure Type
F
Magic Resistance
80%
N
Highly Intelligent
Alignment =
N
(H)
The Piercer
Number Appearing 2-12
Armor Class 3
Move 1”
Hit Dice 1 to 4
% in Lair
Treasure Type Nil
Hit = 1-4 dice (6-24)
damage
(D)
The Shrieker
Number Appearing 2-5
Armor Class
7
(H)
With their stoney outer casing these monsters are
indistinguishable from stalagtites found on cave
roofs. They are attracted by noise and heat, and
when a living creature passes beneath their
position above they will drop upon it in order to
kill and devour it.
with smaller ones.
Move
1”
Hit Dice
3
% in Lair
Larger varieties will be
Treasure Type
Nil
2
The Lurker Above
Number Appearing 1-4
Armor Class 6
Move 1”/9”
Hit Dice 10
% in Lair 50%
Treasure Nil
1-6 pts. constriction
damage/turn
Also smothers
This terrible beast somewhat resembles a large
manta ray. Its greyish belly is so textured as to ap-
pear to be stone, and the Lurker typically attaches
itself to a ceiling where it is almost impossible to
detect (90%) unless actually prodded. They move
about by means of a gas which makes them
neutrally buoyant and a flapping of their wing-
like appendages which can be over 20’ tip to tip.
When disturbed the Lurker drops from the
ceiling, smothering all creatures beneath in the
tough folds of its “wings.” This constriction
causes 1-6 points of damage per turn, and the vic-
tims will smother in 2-5 turns in any event unless
they kill the Lurker and thus break free. Unin-
telligent, the Lurker will fight until dead. Prey
caught in its grip cannot fight unless the weapons
used are both short and in hand at the time the
creature falls upon them.
THE STRATEGISTS CLUB
The Awards Banquet at GenCon is almost filled, that is we have 46 names out of
50 possible, and most of them have paid. It will be a success, of that we are sure,
and it seems likely that there will be a repeat at GenCon IX in 1976. The voting
wasn’t as heavy as we would have wished, but there was over a 50% vote from SC
members, so we can’t complain, but we will push harder next year. Results will be
announced in the next issue, by the way.
Although there are only 42 answers on hand from the preference poll in SR #2,
they are quite enlightening — although not really surprising. We won’t waste a lot
of space telling you in detail what you like, but here are the more interesting
results:
Fantasy mean score 8.5!
Ancients mean score 6.5!
ACW mean score 5.5!
WW I mean score 3.5!
We would not have gone ahead with BOOT HILL based on survey answers, but
sometimes the publishers can know more than their market, for we are part of that
market ourselves. The fellows here at TSR, and our LGTSA play-testers, and the
Woodstock Wargamers play-testers all love the the game, and we believe that once
it is played the response will jump from the area of 5-6 to 7-8. What would fantasy
have rated before D&D was published? See who is right in a few months . . .
Space is really at a premium this ish, so we will ask only a few questions. Please
drop a card with your answers if you can manage!
Rate from 9-0 (best - worst) your opinions of the following specific fantasy game
rules:
1. J.R.R. Tolkien 5. Lin Carter’s “Jandar of Callisto”
2. R.E. Howard’s “Conan” 6. Jack Vance’s “Dying Earth/Eyes of Overworld”
3. Fritz Lieber’s “Lankhmar” 7. List any similar fantasy world you wish and rate it.
4. John Norman’s “Gor”
MONSTER REFERENCE TABLE ADDITION,
HOSTILE & BENIGN CREATURES
by Wesley D. Ives
Special characteristics are dealt with in the separate paragraphs pertaining to
each monster which follow this table.
Monster
Number
Armor
Class
Move**
Hit
dice
% Is
Liar
Type or
Amount of
Treasure
Obscure
1-20 G.S.# ea.
10-100 Bottles##
0-0 G.S.# ea,.
Modified
Never enough
Illegal
type
Appearing*
Drolls
Buydras
Hobnoblins
Weregamers
Umpyrs
Grifferees
Hippygriffs
1-25
0-0
l-50
2-10
1-2
1-2
½-5
Obscure
Thick
Magnetic
120 mm.
Invulnerable
None
Alberto Balsam
Erratic
Fast
Never
Column
Dodge
Too slow
Slow/Fast
yes
no
always
repeatedly
never
yes
no
100%
50%
100%
1000%
100%
100%
100%
Green Granules
l-1,000,000
None needed
None
none
0%
none
*Depending mainly on the phase of the moon.
**Movement to right of slash is movement when flying. Creature may also “crank
up” and receive bonus for extra speed.
# G.S = Green Sheets
##Roll %ile dice — percentage given is alcoholic content of potion in bottle.
UMPYRS: These monsters are properly of the “Scumsucker” class rather than
Weregamers. If they are exposed to the bright light of Truth, soaked in running
commentary, or impaled thru the heart with an obvious historical inaccuracy, they
are helpless. They reiterate during arguments as do Drolls, but they do
so immediately upon being contradicted. Umpyrs are immune to normal
repartee and are armed with magical rule-books which they can interpret in any
way they see fit, thus scoring two frustration hits on normal opponents.
WEREGAMERS: There are several types of Weregamers, with varying armor
class, hit dice, and treasure.
TYPE
ARMOR CLASS MOVEMENT HIT DICE
ALIGNMENT
GRIFFEREES: Small, unassuming Grifferees are found only between things- two
fires, the devil and the deep blue sea, the frying pan and the fire. There are no
Grifferees more than one minute old, since they are considered a delicacy by
Weregamers, Umpyrs, and each other.
Wererommels (see Tractics)
overextended
Until July 1944
OKW
Wererussians Skin
en masse
After Dec. 1942
NKVD
Wereneys
Supposedly
CHARGE!
Until Moscow
in reserve
Weregandalfs Magic
with Phillip’s
maybe yes’
helpless
maybe no
Anyone seriously infected by a Weregamer will become a similar Weregamer
within 2-24 days unless they are given a Cure Obsession spell by a Lobotomist.
HIPPYGRIFFS: Although the name would suggest some connection between
Grifferees and Hippygriffs, the Hippygriff is another kind of beast entirely. It
spends most of its waking hours lost in the ozone, but if enticed into repartee, the
Hippygriff’s small but solid vocabulary (eight words: “wow,” “yeah,” “like,”
“man,” “uh,” “huh,” “far,” and “out.”) is potent enough to score two dice of
boredom on all creatures except Umpyrs, which are congenitally deaf.
Dim and blubbery, loathesome Drolls are able to reiterate, so that
beginning the third repartee round after one is scored upon it will begin to ignore
its deteriorating position vis-a-vis other Drolls. Even totally devastated Drolls will
reiterate eventually, so unless severely seared by caustic humor or burned by
heated sarcasm, they will resume repartee after they have recovered 6 or more ob-
scure facts.
BUYDRAS: These creatures are wild and exceedingly shy, being most difficult to
entice into any kind of bargaining position, and they seldom part with any more
than a small portion of their treasure at any one time. Their favorite prey is always
someone else, evidently.
HOBNOBLINS: These monsters are large and shameless Buydras, having a +l
on cheek. Hobnoblins are not intelligent, though they may be used to maneuver
one’s troops, if watched closely.
GREEN GRANULES: A scrunching horror which closely resembles dry sand and
gets into the weirdest places. Green Granules are found only within 25’ of sand-
tables occupied by one or more Weregamers or Hobnoblins. Green Granules can-
not be combatted, and can never be removed once they have seeped onto clean
floors, rugs, hair (a special horror for Hippygriffs), clothes, or other objects.
Rough contact with a table of Green Granules causes it to send forth an
asphyxiating mass of dust which cannot be tolerated by any creatures except
Wererommels suffering terminal Tobrukitis.
3
DROLLS:
234985476.002.png
THE BATTLE OF THE EBRO RIVER
IN 5mm NAPOLEONICS
by Bob & Paul Zahray
In this battle, resulting from strategic map moves made during the
opening phases of the Woodstock Wargamers Peninsular War cam-
paign, a small French army marching on Valencia was defeated by a
Spanish army marching on Barcelona.
This battle was fought using a set of rules designed by several club
members. These rules are fairly simple, with firing and melee by a point
system. This allows for easy transfer of casualties between the point and
paper strength of armies, as well as permitting use of ten to twenty
thousand man armies as a matter of course. Ground scale in these rules
is 1” equals 100 yards, while each turn represents 15 minutes. Thus, the
9 by 7 foot battlefield used in this game gave ample room for maneuver.
cavalry, and 2 horse guns— appeared in the north. The Spanish,
realizing that immediate action was imperative, charged the remaining
French guns with thier dragoons, catching them as they limbered up.
At 2:15 the French Skirmishers decided to engage the Spanish
guns, but were cut down by the Spanish cavalry before they could do
much damage.
At 2:30 the remaining French infantry, 1220 in number, began an
orderly retreat to the north, while a feint by the French cavalry rein-
forcements resulted in fairly heavy casualties from the Spanish horse
guns.
At 2:45 the French, wanting to preserve their remaining cavalry,
abandoned their infantry to the tender mercies of the Spanish cavalry
and horse guns.
At 3:30 the remaining French infantry surrendered to the Spanish,
and the foot weary Spanish infantry finally reached the scene of the bat-
tle, over an hour late.
In pre-battle maneuvering the Spanish forces let the French cross
the Ebro River unopposed to avoid an engagement before all the
Spanish forces were present, and to pick the terrain for the battle. Ac-
cording to Spanish scouting reports the French, once across the river,
moved two or three miles and then stopped, evidently waiting for rein-
forcements, which later turned out to be at least ten miles behind.
Seeing this, the Spanish moved immediately to the attack. The infantry,
3000 line, 1000 militia, 1300 light and 2 foot guns, was sent north along
the road, with a scouting party of 490 light cavalry in attendance. The
mobile force, consisting of 1760 light cavalry, 1000 heavy cavalry, 1000
dragoons, and 6 horse guns was sent to the north and east in order to
out-flank the French. Pre-battle maneuvers took from 7:30 a.m. to
10:30 a.m., and the first visual contact between the two armies occurred
at 10:45 a.m.
The entire French force of 3000 line infantry, 700 light infantry, 4
foot guns, 500 light cavalry, and 500 heavy cavalry was deployed on a
large ridge when the Spanish entered the field. The French, im-
mediately realizing they were out-numbered and out-flanked, began an
immediate withdrawal north along the road.
By 12:00 it was apparent that the infantry and guns wouldn’t be
able to outrun the Spanish mobile force, so the French tried to make a
stand. The infantry formed up in squares behind their guns, and the
Spanish horse artillery began to take a heavy toll. Meanwhile, the
Spanish light and heavy cavalry charged home into the French cavalry,
totally destroying it.
At 1:00 the French, realizing the situation was desperate, began
using their guns for counter battery fire, which eventually cost the
Spanish two guns. The French infantry, still in squares, continued to
take heavy casualties from the Spanish guns, which also managed to
destroy two French guns.
At 2:00 French reinforcements—500 light cavalry. 500 heavy
French losses were 4470 men, of whom 2450 were captured, along
with their 4 guns. Spanish losses were 555 men killed.
The Spanish commander managed his forces well, but should have
kept the mobile force out of sight for at least an hour. This would have
allowed the Spanish infantry to close with the French.
The worst French error was not committed by the French general,
but by an incompetent subordinate officer. When the general arrived,
he found that his first division was ready to attack, but the second
division was sitting 20 miles behind his lines. He immediately sent an
order to his lagging second division to come at a forced march, and
determined to wait. Unfortunately, the Spanish took the opportunity to
attack, and only the cavalry from the second division ever arrived on the
field.
During the battle, the French General, normally a good tactician,
became demoralized and made several tactical errors. The first was let-
ting his cavalry be engaged by a force almost four times its strength,
when it was preventable and served no purpose. The second was placing
4 his infantry squares behind his guns, where they could not protect
them, rather than adjacent to them where they could.
234985476.003.png
WARGAMING WORLD
In #1 we mentioned a “Conan” line to be released by Miniature Figurines,
Ltd, but it is not yet available — quite. The new range will actually be called
“Swords & Sorcery”, with over 125 figures initially and they look good. Although
they are not “officially” to be for games based on the Conan series, many of these
figures will be ideal for such usage (TSR helped MiniFigs in laying out which
figures would be adaptable to such usage, so we know of what we speak). Kindly
Steve Carpenter has sent us samples of the figurines currently ready, and the bal-
ance should be along in a few days. As soon as possible we will prepare a list of the
MiniFigs S&S line with notes as to what they can be used for in games based on
the Conan saga. It should appear here next ish. At the same time we hope to be
able to mention other fantasy figures new from Heritage Models, Inc., Der
Kriegspielers, and McEwan, as well as review these lines and Jack Scruby’s too.
Magazine mentions are numerous this time. BUSHWHACKER, B OX 3565,
79106, (that’s how they list themselves!) is a newsletter published by JagdPanther
Publications. It covers a wide range of wargaming topics, evidentially stressing the
boardgame aspect of our hobby. Issue #3 contained a very clever take-off from
MAD Magazine entitled “The Do-it-yourself Game Review”. We had about a
dozen different fellows try this, and the laughter it afforded us all was worth the
price of subscription — only $2.50/eight issues. SIGNAL, P.0. Box 830, CFPO
5056, Bellville, Ont., Canada KOK 3RO, continues its regular bi-weekly schedule.
It is filled with game news and product and magazine reviews, including recently
some comments on TSR’s offerings. So at $1/6 or $3/20 issues, how can you lose?
BLEAK DECEMBER, Box 73, Coloma, WI 54930, was mentioned last ish. It con-
tains fantasy, s&s, and scifi material primarily, with some interesting classified
ads. Anyone who collects books in the genre will enjoy it (even if Jim Dapkus, its
editor and publisher, does complain about TSR being a bit late (!) in supplying
him with some of our products in BD #5). Send 25¢ for two issues.
WARGAMER’S INFORMATION #2 arrived, and we say again that this is
another fine general newsletter — and in order to keep informed of what’s going
on in wargaming we must subscribe to at least one such publication. It is $2/12
issues from Flying Buffalo, Inc., P.O. Box 1467, Scottsdale, AZ 85252. BATTLE
REPORT is the newsletter of the American Wargaming Association. It is a news
and articles ‘zine, and it just happens to carry some D&D material (#4 had “Dirty
Tricks for the Dungeons” by Bill Hoyer). Not only is it an inexpensive and in-
teresting magazine, but the AWA is also worth looking into if you are interested in
national clubs. A six ish subscription is $2.75, $2.25 to AWA members. BR, c/o
Thomas M. Sobottke, 412 Lee Hall, Whitewater, WI 53190. And we again recom-
mend the MIDWEST GAMING REVIEW, interesting to all wargamers, but of
particular merit for those in the Midwest. #14 is over 20 pages long and full of all
sorts of news, articles, and information. A sample issue is 50¢, and from that you
can both form your own opinion and find out subscription information. MGR, c/o
Len Scensny, 734 Lawnview Ct., Rochester, MI 48063. AERODROME is the
newsletter of the FIGHT IN THE SKIES SOCIETY (another affiliate of the
AWA), and if you are a WWI aerial warfare buff this zine and game are for you.
“FITS” is (in our opinion) the best and most realistic game of its type available,
and AERODROME keeps readers posted on what is going on with regard to the
game, postal matches, and rules additions. AERODROME, c/o Mike Carr, 189
19th Avenue S.W., Cedar Rapids, Iowa 52404 — ask Mike for information on the
Society and for a sample of his newsletter. It is highly satisfying to see that
organized wargaming continues in Europe, not only continues but grows thanks to
the efforts of Walter Luc Haas, editor and publisher of EUROPA. This magazine
is written in English because in a Europe with so many different national
languages, some common tongue needs to be used to reach gamers in France, the
U.K., Germany, Poland, Sweden, Belgium, Switzerland, Italy, and so on. This
publication cannot be recommended too highly for those who are interested in at
least observing the progress of our hobby in Europe and to learn what our fellows
there have available and wish to have made available. “E” also contains many ar-
ticles, reviews, and the like. “E” #6-8, a triple issue, was so thick it took me hours
to read through!) Although the postage makes the cost above normal, you should
not miss reading at least one issue. Single issue price is $.76 surface mai1/$1.24;
air; 5 issues surface for $4.00/air mail reverses this with 4 issues for $5.00.
GALLERY OF GUNFIGHTERS
Part 1 The Art of Gunfighting
Note: The normal format of this column will be to present a short
profile of a famous gunfighter along with ratings of his ability. These
ratings will be compatible with TSR’s BOOT HILL rules for Man-to-
man actions in the Wild West. However, since this is the first in the
series, it is appropriate to first discuss the “Art” of Gunfighting.
“God created men; Colonel Colt made them equal.” In the wild ’n
wooly towns of the western frontier during the 1870’s and 1880’s, many
men would sooner go out on the streets without their pants rather than
without their six-gun.
Gunfighting was a very complex art. It required courage, speed,
steadiness and co-ordination. Hundreds of men died finding ways to
improve the state of the “art.” Bat Masterson, one of the most respec-
ted lawmen in the west, had some good advice for would-be gun-
fighters. He said to never try to bluff a man with a gun. A pistol is made
to kill the other fellow with and for no other reason. Never reach for a
gun without planning to shoot to kill. Masterson also recommended
that to stop a man with a gun never aim along the barrel. Hold the gun
tightly and point the barrel in the same manner that you instinctively
point your finger. If a man couldn’t learn to aim that way, he would
never be a successful gunfighter.
When it came to drawing a gun, there were many variations. Gun-
fighters did not always wear their six-gun in the conventional holster as
they do on TV or in the movies. Some simply carried them in their
waistband, pants pocket or coat pocket.
Wild Bill Hickok probably never wore a holster. He would stick
two revolvers, always the old fashioned cap and ball type (with a cap
and ball pistol, loose powder is poured into each chamber and a lead
ball is pressed on top), into his sash or waistband, butts pointing to-
wards his belt buckle. In cold weather it would be next to impossible to
draw from a holster under a coat, so six-guns were usually carried in a
coat pocket.
A variety of special holsters also evolved. The swivel holster had a
slot into which a pin mounted on the gun was placed. No leather
surrounded the gun, and all that was needed was to swivel the gun on
the pin and fire. A second type of swivel holster had the holster at-
tached to the belt by a rivet. The whole holster would be swiveled on the
rivet and the bullet fired through an opening in the toe of the holster.
Swivel holsters were very quick but shooting from them not very ac-
curate. Various vest-type holsters and shoulder holsters were also used.
Some had pockets for the six-guns, and others used spring-like clips to
hold the weapon in place.
When it came to drawing a gun from a holster and firing there
were several methods to choose from, depending somewhat on the type
of pistol. A single-action revolver was one that had to have the hammer
cocked, usually with the thumb, before the trigger could drop the ham-
mer. When drawing this type of gun, the trigger was pulled back as
soon as the hand gripped the gun. As the gun was drawn the thumb
pulled back the hammer and when the gun is pointed, the hammer was
released. A double-action revolver was a type where pulling the
trigger automatically cocked the gun and dropped the hammer. In
drawing this type, the trigger could not be pulled until the gun cleared
the holster. This is Marginally slower than firing a single-action type,
but on the first shot only. Either type could be modified by “discon-
necting” the trigger, and/or sometimes shortening the barrel. This
made either type faster to fire and/or draw.
Tom Webster, 379 103rd Ave., Plainwell, MI 49080 has an interesting
booklet entitled THE RISE AND FALL OF (WHO’S?) EMPIRE. It details PBM
game which allows each participant to build his own kingdom from the ruins of
the “Old Empire”. It appears to require a good bit of paperwork, but otherwise
seems easy and fun. Write to Tom for more information.
Richard A. Morenz offers cardboard flats of Revolutionary War figures —
about 12¼¢ each — in sets of 12, half American and Half British. They appear to
be nice for H.G. Wells games, for they are about 90mm scale. For more details
write 215 East High Street, Lisbon, OH 44432.
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