The Wargamer: the official magazine of UK wargaming E.J.Lowe U.K.Wargamers is described by UKW as 'a national organisation for all players of AH, SPI and similar wargames'. It is non-profit making and has its own quarterly magazine: 'The Wargamer', which, starting with issue No.2 includes a game of 'SPI quality'. Membership costs £6.00 per year and includes the magazines and games for that year. Full details can be obtained from: Keith Poulter, 74 Cherry Tree Rise, Buck hurst Hill, Essex. The magazine 'The Wargamer' is of a high quality and Issue No.1 contained a move by move replay of AH's 'Russian Campaign', 'Briefings’ - reviews of games, 'The Acadian Campaign' - the first in a series of articles about an imaginery world 'with hundreds of nations and countless individuals' in which 'border incidents, local wars, diplomacy, big power rivalry and so forth take place'. Also included are the inevitable 'scenarios', an in-depth review on SPl's Invasion America, the first part of an article on the difierent games of Gettysburg and a game, with map and paper counters, called 'Battle of the Ring' with Gandalf, orc armies, etc. Issue No.2 compared the different games of the Arab/lsraeli wars, an article called 'Design' on how and why the game 'The English Civil War' came about. An article on forming a Wargames Club, another on beginning wargaming, the Author's view on 'Battle of the Ring', 'Round-up' - news of books, games and magazines. Also more 'Briefings' and 'scenarios' and the Acadian Campaign continued. Last, but not least, there is a game, although it is possible to subscribe to The Wargamer and not receive the games for only £2.00 per year. The game is 'The Battle of Eylau' and it has a 23"x29" map drawn in black, white, blue and green on good quality heavy stock paper. There are 115 playing pieces, all back printed. I especially liked the counters. They are all colour coded so that all the units of one division or corps are of the same colour and when the units are turned over (reorganised) they are again easily identifiable as being so (i.e. it's not just the numbers that are changed the design is altered.) The rules are 4 pages in length and are bound into the magazine. The scale is 175 yards per hex, 450-600 men per strength point (cavalry and infantry) and 12-14 guns per S.P.(artillery). The game is basically Napoleon at War with the following exceptions: 1 . Bigger map 2. Command Control - Units have to be within 5 hexes of an appropriate leader unit to be able to enter ZOC's or give combat. Also units adjacent to enemy units at the end of a friendJy combat phase have to retreat if out of Command Control. 3. Reorganisation - which is basically step reduction. Units which are eliminated can be reorganised, by a leader unit, in a town hex 2 turns after it was eliminated. 4. Demoralisation - when a corps/division reaches a certain strength point loss level all units of that corps/division lose their ZOC s, can only attack at half strength and may only use their full movement allowance when moving away from the enemy. 5. Combined attacks - the odds column is shifted 1 column to the right if infantry, cavalry and artillery combine in an attack on a single hex. 6. Artillery range is 6 hexes and special cavalry charge rules. I have only two gripes. At first glance, the map looks as if it has been attacked by ink sodden spiders and the counters are a bit thin. All in all, it is an excellent game, fast moving with plenty of chances for both sides to attack and defend . What's more, if UKW gains the support it deserves, it is only the first game of many. Future games being considered for publication are:- Africa - political, economic and military warfare in South Africa (sound familiar?); Blenheim; Panzergruppe Kleist and games on warfare in France 1944 and in Southern Italy.