Todd Davis - Jan 12, 2005 11:34 pm (#366 Total: 400) CSU-reprinting old, oop games for fun and profit! Next up-John Hill's Jerusalem! in January 2005 Currently translating Masahiro Yamazaki's "War for the Motherland 2ed" into Gamespeak. Fall of Tobruk reprint of old CGC game: $29.00 AD TECHNOS -A COLLECTOR’S TALE, pt. 1- By Todd A. Davis Introduction I began gaming when I was eleven. I ran across a copy of Squad Leader while shopping with my parents at the PX in the Fairchild Airforce Base in Spokane, WA in 1978. It took a lot of verbal effort to get them to buy it for me, but they eventually did and I was the happiest camper in the whole world for the first hour or so…….until I tried to read the rules! I managed to understand the first column of rules, but then got lost very quickly. Good thing Avalon Hill thought to include a catalog-I soon ordered a copy of Tactics II and I was off and running. As I think most gamers go, for a while I could actually pull down and PLAY any game on my shelf without reading the rules or studying beforehand. This lasted for about 50 or so games. You all know how it goes after that: “I’ll get to this one next” and you never do; or “Ooops, shouldn’t have bought that, I’ll never play it”. Well, eventually I had to say one of the worst phrases in gaming: “I’m a collector, not a gamer”. Oh, I still play the games (fairly often, really), but the emphasis has turned into collecting, not playing. I like old, interesting and hard-to-find games-it is the ‘hunt’, ya know? Since I was the only person I knew that gamed, I had a slow start. I never knew of SPI until about 1981 or so, missed GDW, and completely overlooked all of the independently-published games of the time. I finally found out about them through getting a ‘For Sale’ list from somebody in Tucson, AZ who had posted in the AvH General. I picked up a copy of Panzerfaust #77, and WOW, a whole new world of gaming opened up right then! There actually were other makers of games besides Avalon Hill. I read and reread that magazine till it collapsed, pouring over the games for sale by Don Lowry and the subscribers. Trouble was, by the time I got the magazine; all the companies had passed away. How to acquire the games then? Fast forward to 1986-I was living in Houston, TX at the time. I had found Nan’s Game HQ and its huge wall of games! I was in heaven. I spent lots of paychecks there and had lots of magazines about games. One, Fire & Movement (#21 I think), had an ad for a game called “Streets of Stalingrad” that sounded so good; I immediately sent my money off. I then started to get flyers from a company called Quarterdeck that was bringing in games from Japan!! I never knew people in other countries were playing wargames as well! I ordered a game called “Bitter End” from a company called Hobby Japan for $30.00 and man, was I impressed! It had mounted maps, great graphics, and a really cool situation. Then a flyer came for one called “The Last Gamble”. It was touted as being the penultimate Battle of the Bulge game and it had a fantastic box cover to boot! The designer (Danny Parker) was a Bulge historian who had made a game (and others, I later found out) out of his immense knowledge of the battle. I immediately sent off the $50.00 for it and waited by the window...and waited. Two months later a letter (and my check) arrived from Quarterdeck explaining that they had to refund my money for The Last Gamble because of the flip-flop of the Japanese and American currencies and that is was no longer feasible to import the games now. Nooooooo! What was I going to do now? I was hooked; I HAD to have my Last Gamble game. Other Japanese games remained a complete mystery to me for 15 more years. Well, fifteen years later, I acquire a computer and find John Kranz’ www.consimworld.com on the net. It was like getting that first Panzerfaust magazine back in 1981!!! Then I find www.web-grognard.com and have INFORMATION OVERLOAD. So many games, so many companies, so little cash! I find out that there were many different Japanese gaming companies (and even some new ones to take their place!) with all sorts of games. Now to get ahold of them... ...a year later, I have four copies of The Last Gamble sitting on my shelf next to my original copy of Bitter End (which has survived three moves and some storage time rather well), and I get ahold of my first game by a company called Ad Technos (AT): Red sun/Black Cross. RSBC is possibly the most famous of the Japanese games imported into the states. I had heard a rumor that there were only 50 copies here (actually, the number originally imported was 250) and it was as rare as the proverbial hens tooth. It had a unique situation: What if Germany and Japan had been the victors in WW2 and then fought it out between themselves for domination of the world? Sounds like a great evening of gaming to me! Then I find out about the expansion games-Return to Europe and Escort Fleet. I am a ‘collector’, so I have to have these as well—don’t laugh; you know EXACTLY what I am talking about! I have yet to push a counter around for RSBC, but I know I will someday... Eventually, I decide to try and get the entire Ad Technos line of games. It is a rather small line of games (total of 28), covering a wide array of subjects. Should be no problem (yea, right!) I tell myself. Well, it was. Over the course of the last _____ years, I have been hunting them down one by one. I finally managed to get the last one in ____ of ____. I decided to write this article to return the ‘favor’ of information about games I had never heard of to other gamers who (I hope) find it interesting. About the games: Each of the games is presented in the format of: Product Code, Title, Year of Publication, and original Suggested Retail Price (in JPYN). A components description and quick synopsis of the game follow. Player Aid Cards are abbreviated ‘PAC’ and, unless noted, are 8 ½ x 11”. In addition to the listed components, a registration card and one or two six-sided dice were included as well (the ones with the red dot as a one). The original six titles were published in a tall, magazine-style format similar to the Special Editions currently published by Command of Japan (but no advertisements or hobby information). Most Ad Technos (AT) titles starting with SGB-7 (Napoleon’s Russian Campaign) were published in standardized 2" deep bookcase boxes, except for the games in the Sports and Adventure Series (SaAS), which are only 1” thick. The boxes are equally in-between GMT and AvH boxes in height and width. The usual die-cutting was done in 252-ct countersheets. The counters are semi-gloss, somewhat thin and the die-cutting is very well done. The counters in the SaAS were……. For the most part, Western-language characters are used, but here and there, Japanese characters are used as well. The maps are 22 x 34" paper unless specified otherwise. The graphics are dated now, but were very good for the time. Most of the maps were made to be more functional than natural in appearance. They followed the pattern of extending terrain icons to include the full hex, not just a portion of it, similar to what SPI was doing in the 75-78 period. The rulebooks are done in black and white, with examples of play and diagrams. I have listed their page count using the ‘English style’ of numbering pages (i.e. counting front and back covers). The magazine format was a 48-pg (B+W), in the ‘tall-style’ with thick white cardstock covers and a color slipcover. The counters and maps are bound into the rear of the book. The countersheets are perforated and the counters die-cut, while the maps had to be cut out. The counters are also thicker than boxed AT games and are matte-finished. SGB-1 Mist of the Ardennes (1983) (1500) Mist of the Ardennes covers the Battle of the Bulge. The first 26 pgs are devoted to the battle, while the next eleven pgs are actual rules and the final ten pgs cover the charts, table, set-ups, etc. that come with a game. The map is in two pieces, each 11x17” and looks amazingly like SPI’s “Wacht Am Rhein” that I can see (my copy is MINT and I refuse to open it all up), including coloring and style. Judging by the fact that the game lasts five days of the campaign (the 16th to 20th of Dec) and the units included (no SS, but the 2nd PZ and Lehr Pz Divisions), I would guess that the game covers the opening assault by the 5th Panzer Army against Clervaux and the 28th US infantry division. The game has battalion-sized units almost exclusively. Units have only one combat number and some sort of morale or training rating as there are several units with one or two stars between the combat and movement numbers. The main thing is that the game uses strength points reduction-there are roster sheets for record-keeping of unit losses. The CRT is by strength point loss and there is a detailed chart for CRT modifiers, presumably for combined arms. Also, next to the strength point boxes are a number of boxes for each unit for each day. I would gather that the game tracks unit fatigue as well. There are barrage and range values on artillery and support and range numbers on the regimental HQ units. SGB-2 Diadochoi--A divided uncompleted Empire (1983) (1500) The first 23 pages cover the history leading up to and concerning the game, including chapters on the generals, tactics of the time, and maps of the battlelines. The following 16 pages are the rules of the game, with a further 8 pages of charts, tables and (mostly) tracks. The game covers the ceaseless in-fighting amongst Alexander the Great’s Generals after his death. The map stretches from Northern Macedonia and Benghazi in the west to the Caspian Sea in the east. The map uses a more naturalized look than most other AT games and is completely in Japanese, other than the title. Units are of indeterminate size, but include Elephants, ships, and leaders as well as infantry. Also, the counters use mostly Japanese characters, except for the Arabic numerals. Movement in the game looks to be controlled by leaders, with interception being available to the non-phasing player. Combat units are counted by points and the CRT is percentage-based for losses. The game runs 16 years (315-300 BC) with an impulse track or turn track (?) based on the seasons (9 boxes per year). SGB-3 Alternative Sekigahara (1983) (1800) The first six pages cover the events leading up to the battle, while the next 12 pages cover the rules of the game and the rest are a detailed description of the participants involved. The map contains four 11x17” pieces, making one whole map together. The map does not use full-hex terrain symbols but does include a vast array of set-up boxes for the different clans involved. As its name implies, this is a alternative history of the Battle of Sekigahara in 1600. The counters have a combat and movement value with some of the troops having their combat number in parenthesis (the musket-armed troops I bet, but there does seen to be a lot of them). There is a neat time spiral in the middle of a roster page (what is recorded there, I have no idea), as the CRT is a ‘push-style’ one, with the results of ‘AD’, ‘AR’ ‘Eng’, ‘DR’ and ‘DD”. Apparently the game lasts twelve turns, but there is no indication of turn length, map or unit scale. SGB-4 Winter War (198 ) (1500) SGB-5 Civil War 672 (198 ) (1500) SGB-6 African Gambit (198 ) (1500) SGB-7 Napoleon’s Russian Campaign (1985) (6800) Subtitled “Borodino & Smolensk.” NRC includes one mapsheet (back printed), 504 counters, one 24-pg rulebook and two (one 32-pg and one 44-pg) historical booklets. Turns are hourly and there is no indication of hex size. Combat units are brigades and divisions with separate leaders. Leaders have four numbers on them (?) while combat units only three (combat, morale and movement). The CRT is by strength point losses and there is a demoralization track as well for each side. The map terrain and its effect chart look very similar to SPI’s Todd Davis - Jan 12, 2005 11:37 pm (#367 Total: 400) CSU-reprinting old, oop games for fun and profit! Next up- John Hill's Jerusalem! in January 2005 Currently translating Masahiro Yamazaki's "War for the Motherland 2ed" into Gamespeak. Fall of Tobruk reprint of old CGC game: $29.00 SGB-7 Napoleon’s Russian Campaign (1985) (6800) Subtitled “Borodino & Smolensk.” NRC includes one mapsheet (back printed), 504 counters, one 24-pg rulebook and two (one 32-pg and one 44-pg) historical booklets. Turns are hourly and there is no indication of hex size. Combat units are brigades and divisions with separate leaders. Leaders have four numbers on them (?) while combat units only three (combat, morale and movement). The CRT is by strength point losses and there is a demoralization track as well for each side. The map terrain and its effect chart look very similar to SPI’s old NAW system, with a little more chrome. There are additional rules for fortifications and bridges also. SGB-8 Normandy Operation Overlord (1985) (4300) Two identical 11x17” maps, two 11x17” color PAC (one for each player), one PAC, 504 counters, 24-pg. rulebook. Only the historical scenario is presented. The game takes 32 turns. Units are divisions with no combat values. Each division has an associated marker for use on the PAC. The player’s PACs are tracking intensive, recording supplies, combat efficiency, reinforcement appearance, and much, much more. Many of the rules cover the interaction of the markers on the PACs during combat. I imagine most of the ‘game’ here is managing your PAC correctly vis-à-vis the map. Other counters include DD tanks, commandos, coastal artillery, strongpoints, naval bombardment and TAC air markers and a whole handful with Japanese text (which is somewhat rare in Japanese games actually). This game is way up on my list of games needing translation. It almost looks like one of the old double-blind games (with the two identical maps), except that there are no apparent rules for those procedures. Maybe I received an extra map by mistake? A very interesting-looking game indeed. SGB-9 SGB-10 Panzer Division Kommandeur (1985) (3800) One mapsheet, 504 counters, one 24-pg rule/scenario booklet (8 scenarios ranging from 1940 to 1945), three PAC (two are identical). Only 10 ½ pages of the book are actual rules, the rest being scenarios, historical information and designer’s notes. The units are German, Russian, French, British and US. They and have large, white “D’s” on the backside (presumably meaning ‘Disrupted/Disorganized’). Markers include “Fired,” and “Reaction,” with two levels of improved positions. Artillery may use ranged fire. The charts and tables include five combat-related tables, three of them detailing unit interaction. Each player’s card also has two tracks on which to record information. No indication of turn length or scale. No indication of unit size. SGB-11 Red Sun/Black Cross (1985) (6800) RS/BC has two mapsheets, 1008 counters, six PACs, one 30-pg history booklet, a 32-pg scenarios booklet and a 48-pg rulebook. Also included in many copies of RSBC are 49-pg copies of English rules, including all PACs, plus charts and tables (the rules themselves are only 23 pages long). The setting for the game is that Germany won WW2 (conquered Europe) due to Japan not attacking the USA and we both stayed neutral while Japan picked up territorial concessions. Now it is 1948 and Germany and Japan are about to fight it out for control of the Indian subcontinent. The USA is on Japan’s side in the conflict. The maps go from Turkey and Egypt to Burma. Ground units are divisions, capital ships are shown individually, and air units are about 30 planes each. The rules state that all three types of combat (air, land, naval) are represented equally and there is a form of programmed instruction here in that there is a separate naval and ground game, with the relevant air rules being included in each. One of the more innovative rules that I remember reading was that combat was preformed in-hex. Supply points play a key role in the game, as they determine who is allowed to do what on any given turn. SGB-12 Battle of Ravenna (1985) (5,800) Subtitled “Renaissance Art of War.” One die-cut mapboard (22 x 34”), one sheet of counters, one roster pad of double-sided sheets, one PAC, one 40-pg rule/scenario/historical booklet (4 scenarios) and one strange little d10 (it has almost 14 sides, but only ten numbers). Only about 20 pgs contain the actual rules. The game appears to cover only one battle, broken into four scenarios with the campaign game being the last. Battle of Ravenna is unique in that it is the only Ad Technos game to ever have a mounted mapboard. It is very similar to what Avalon Hill used the early 90’s with similar results (bowing of the map). The counters each have five numbers on them-firepower, melee, movement and some sort of morale values (written as either + or -). There are a bunch of strength point counters as well to go along with the roster sheets. Most of the counters are in Japanese script. Units must face a vertex, with limited front facing allowed depending on the unit type. Many of the rules look to involve the firing and targeting of the various units, including cavalry charges and the ability of units to react to that. Todd Davis - Jan 12, 2005 11:38 pm (#368 Total: 400) CSU-reprinting old, oop games for fun and profit! Next up-John Hill's Jerusalem! in January 2005 Currently translating Masahiro Yamazaki's "War for the Motherland 2ed" into Gamespeak. Fall of Tobruk reprint of old CGC game: $29.00 SGB-13 Decline of the Empire 1814-1815 (1986) (6800) DotE contains one map, stretching from Dunkerque and Paris on the west edge to Roermoon and Luxemburg City on the east edge. There are 756 counters, along with 8 PAC, many of them off-map strength tracks. There is a 28 pg rulebook and a 24 pg Historical Notes booklet. This is nothing more than a modified version of Kevin Zucker’s “Campaigns of Napoleon” system, period. The differences I can see are not using individual combat units with historical IDs, instead the designer chose to use icon units (such as artillery or infantry) combined with strength point markers to go underneath. Also, leaders are not on the map and forces are represented by numbered force markers instead. There is an AP Table, but no Attrition Table. The CRT is vastly different, with the addition of negative numbered results and ‘D’ and ‘DD’ results (would sure like to see those!). There is also the ubiquitous Paris Morale Track. SGB-14 Fighting General Patton (1986) (5300) FGP includes four 11x17: maps, 504 counters, two color PAC, and one 40 pg rulebook. If you happen to have the US version of the game, you will also have two B+W PAC, and a 32 pg 5x8” English rulebook. One thing to note is that the US rulebook does not include the historical notes portion that the Japanese rulebook did. There are four games included here: “At Fascist’s Foot”, Gela Beachhead, Sicily 1943; “Rush on Avranches-Normandy 1944; “Raise the Siege!”, covering the relief attempt at Bastogne; and “Breakthrough Iron Curtain”, a hypothetical US-Soviet clash in 1945. Think ‘SPI Quad’ and you will know what this game is immediately. Units range from battalion to regiment/brigade, depending on the battle. There are a few special rules between the games. The sequence of play has been altered somewhat from the standard SPI WW2 Quad style however. Artillery can bombard before the friendly movement phase for example. SGB-15 Business War (1986) (5800) Two 11x17 country displays (Japan & USA), divided into provinces (5 for the USA and 8 for Japan). Two thick pads of one-sided record sheets (each 5x8”). One heavy cardstock PAC (presumably a stand-up display since it has identical info on both sides). One sheet of 156 counters which have a building-looking symbol on half ad a “PR” on the other half, divided equally between the colors. One rulebook (16 pgs). Looks to be a product management game, instead of a resource management game. A few tables for determining production and a few for maybe value or growth. Some of the record keeping looks to be done in secret. SGB-16 Alexander’s Triumph ( ) ( ) SGB-17 La Bataille De La Ezo (1986) (6800) Two mapsheets (one normal and the other 11x17”), 504 counters, three PAC’s (two identical), one pad of ship record sheets and one 48-pg rulebook with a nice textured cover. This is a hypothetical game covering a conflict between the USA and Japan in 1868-69. The rather fanciful box cover depicts Gen. Custer commanding Confederate troops (!) fighting with gattling guns against Japanese troops while both US and Japanese steamships battle it out in the harbor to the rear! The full-sized map represents a peninsula with a city on an island connected by a causeway with a fort nearby. Sparse roads cover the area. The ocean is dived into separate sea zones. The smaller map is completely water and is used for the naval portion of the game-presumably tactical sea battles. The rules are divided into two sections-ground and naval combat. I can discern no unit sizes or turn lengths at all. Most everything about this game is in Japanese, including most of the counters. Todd Davis - Jan 12, 2005 11:39 pm (#369 Total: 400) CSU-reprinting old, oop games for fun and profit! Next up-John Hill's Jerusalem! in January 2005 Currently translating Masahiro Yamazaki's "War for the Motherland 2ed" into Gamespeak. Fall of Tobruk reprint of old CGC game: $29.00 SGB-18 Dreadnaught (198) (3800) Subtitled “Return to the Dreadnoughts Age!” Two half-sized maps of all-blue, large hex water terrain. Two countersheets (308) with Panzerblitz-sized counters. Two identical single-sided PAC with 8 small charts each. A rulebook (28 pgs) with 8 scenarios ranging from 1917 to 1924 (with a SF one in 3325 (not kidding!). The rules only look to be about 5-6 pages long. From what I have been told, this is an extremely popular game I Japan. The auction prices are all rather high, even for punched games. This might have something to do with the easy rules and only a few charts. Each counter has 6 numbers and they are backprinted. The back side has two numbers reduced by one vs. the unit’s front side. There is unit facing and maybe a line movement rule. No record keeping or markers. SGB-19 Return to Europe (1986) (6800) RTE includes two mapsheets, 1008 counters, 5 PAC, a 32 pg rulebook, a 16 pg scenario book and 24 pg ‘history booklet. RTE also has a very dramatic cover, with German jets (that look like USAF 104s) intercepting US ‘Flying Wing’ bombers and an M48 Patton tank moving towards a dead Panther V while being attacked by German helicopter gunship missiles in Trafalgar Square below Big Ben. Good stuff! Most of the comments in RS/BC are applicable here. The maps stretch from Casablanca to Afghanistan and a ways into the USSR. I didn’t know that Iceland was north of England!! The maps for RTE and RS/BC do NOT mate up. They are close, but not match. In the ‘history’ of RTE, Europe has been conquered by the Germans, and the USA is coming to save the day (again). Europe has been broken up into many minor provinces with Germanic sounding names and spellings, including many of their own combat units. Supply once again rules the day as many of RTE’s charts and tables look to deal with the gaining and spending of supply points. I cannot say for sure if RS/BC and RTE use the same game system, but since they are a ‘Trilogy’, I would assume they do. SGB-20 Op. Winter Storm (1986) (5,800) One mapsheet, 504 counters, two identical PACs, one 24-pg rule/scenario booklet (3 scenarios), and one Historical Softbound book entitled “Photographic Series of the East Front-Operation Winter Storm” (72-pg) (1,800). The historical softbound appears to have been available separately, but I have three copies of this game and they both came with this item. Unit scales are infantry divisions, armored brigades/regiments and Soviet Mechanized Corps. Losses are handled by steps with extra Kampfgruppen for the Germans. The map stretches from Rostov-na-Donau to Stalingrad and from Kotelnikovo to north of Millerovo. Each turn is four days and covers Nov. 19th thru Jan. 21st. Supply is tracked by point for individual armies. SGB-21 Escort Fleet (1986) (4800) Subtitled “Battle of Indian Ocean 1948-1950.” There is one map, stretching from Manilla in the Philippines to Bombay, India. The 504 counters represent only two basic things: ships and fuel points. There are six PACs (four of which are two sets of identical ones) and a 48 pg rulebook. The last of the Red Sun/Black Cross trilogy, this game adds the Japanese Achilles heel--oil. One quarter of the entire games’ counters represent either transports or submarines. There are no ground or aircraft present whatsoever. If this game were combined with its brothers, then there are plenty of options for introducing these units to the map. Todd Davis - Jan 12, 2005 11:43 pm (#370 Total: 400) CSU-reprinting old, oop games for fun and profit! Next up-John Hill's Jerusalem! in January 2005 Currently translating Masahiro Yamazaki's "War for the Motherland 2ed" into Gamespeak. Fall of Tobruk reprint of old CGC game: $29.00 SGB-22 Operation Rainbow (1986) (6800) Subtitled both “Pacific War in Another World” and “From Surprise Attack on Pearl Harbor by US Navy to Decisive Battle of Marshall”. The box cover has a dramatic picture of the Japanese battleship Yamato slowly turning on its side and billowing smoke while US dive bombers fly overhead ala the USS Arizona. An eye-grabber indeed! There are four maps in this game, making it the largest AT game size-wise. The maps stretch from Calgary, Canada to Tienching, China and from Attu in the Aleutian Islands to Tahiti in the Society Islands at a scale of 100km per hex. There are 756 counters, ranging from US and Japanese divisions to Chinese and Russian Corps. Even the Germans are represented by the 5th Light and 15th Panzer divisions! There are four PACs (two sets of two identical), some representing task force boxes and the others charts and tables (of which there are many). There is a 32-pg ‘History’ booklet, along with a 40-pg rulebook. The game itself has 26 pgs of actual rules and nine scenarios. Turns are ten days (three per month) and lasts from Dec. of 41 through August of 42. The game is decided by Victory Points, which are accrued by ownership of geographic objectives and multiplied by the current value for the turn (VPs x5 early on and going to only x1 starting about halfway through the game). Plane counters are of the ‘change’ variety, while capital ships are individual and smaller vessels are grouped together. This has apparently always been a popular title in Japan and commands quite a good price over there (20,000+ JPYN) for mint copies. SGB-23 The Battle of Bautzen (1987) (1987) Subtitled “Napoleon vs. Wittgenstein, 20-21 May 1813.” The Battle of Bautzen has one 17x22” map, 252 counters, two PAC (identical) and a 16 pg rulebook. BoB looks very much like a NAW system game with some changes to the combat rules. The counters have three numbers-attack, defense (?) and movement. Leaders have two numbers, similar in placement to NAW games. The CRT is the biggest change however. It uses a 2-12 roll and the results are far more deadly to both sides. There are some morale results as well. Overall, a very simple-looking game on a totally neglected battle. SBG-24 Seventh Armored Division (1987) (4800) Subtitled “Self Defense Force Series-01” and “Red Typhoon ‘95”. One mapsheet, 504 counters, four PACs (two identical), a Series Rulebook (12 pgs) and an Exclusive Rulebook (24 pgs). There looks to be one basic scenario only. Unit sizes range from platoon thru company for the Japanese, with exclusively battalions for the Soviets. Turns are 6 hours and run the first seven days of the invasion (28). SGB-25 Northern Army (1987) (4800) Subtitled “Self Defense Force Series-02” and “The Soviet Direct Aggression at Ishikari Bay”. One and a half maps, 504 counters, four PACs (two identical), a Series Rulebook (12 pgs) and an Exclusive Rulebook (24 pgs). There looks to be two scenarios. Unit sizes are companies for the Japanese and battalions with some companies for the Soviets. Turns are 6 hours and run the first seven days of the invasion (28). SGB-26 Fifth Division (1987) (4800) Subtitled “Self Defense Force Series-03” and “Soviet comming from our Lost Territory”. One map, 504 counters, four PACs, a Series Rulebook (12 pgs) and an Exclusive Rulebook (32 pgs). There looks to be two scenarios. Unit sizes are companies for the Japanese and US units, while the Soviets are all battalions. Turns are six hours, but the game may run for 13 days now. SGB-27 Sun of Austerlitz (1987) (4800) Subtitled “Napoleon vs. Kutusov 2 December 1805” One half-sized map, 252 counters, 2 identical PAC, one rulebook (24 pgs) of which only 11 pages are actual rules. Looks to be one scenario. Unit sizes seem to be regiments with hourly turns. No map scale given. Combat units look to have “combat-morale-movement” numbers. The CRT has several results that looks morale related and not just step losses. Units have reduced-strength sides and there are ‘D’ markers. SPORTS AND ADVENTURE SERIES These apparently were designed to appeal to a wider audience. Simpler in rules and information, they are still wargames. #3 Heliborne Tactics Game Windsurfin’ Hanglider