THEY'RE FIGHTING IT AllOVER AGAIN! Hill/00 The General/The General Vol 01...MAY 1,1964 THEY'RE...
Transcript of THEY'RE FIGHTING IT AllOVER AGAIN! Hill/00 The General/The General Vol 01...MAY 1,1964 THEY'RE...
*The
VOLUME 1, NO.1
* "* "* "*AVALON HILL
Published First Day Of Every Other Month
Publication Offices: 210 West 28th Street, Baltimore, Maryland 21211
Full - Year
SUBSCRIPTION
$4.98
MAY 1,1964
THEY'RE FIGHTING IT AllOVER AGAIN!t
Baltimore, Maryland. Just about thetime you are receiving this first newsletter, thousands of military buffs willbe fighting the World War II desert campaign al~ over again. We're alreadybeseiged by letters from Rommels andMontgomerys popping up all over thecountry. This sudden pre- occupationfor Afrika Korps will no doubt be aboon to the Marshalls Baton business.
As most of you loyal subscribersknow Afrika Korps is the latest in acontinuing series of famous battle gamesAvalon Hill has been publishing since1958. But few know the background ofAvalon Hill, itself.
Incorporated in 1958 Avalon Hill'sfirst games were Gettysburg, TacticsII and Dispatcher (chronological appearance on the market for each game isindicated by the code number printed onthe box; Gettysburg - 501, Tactics II 502, etc.).
Preceding these, of course, was original Tactics published back in the daysprior to incorporation. Tactics II wassimply a refinement of the originalgame.
But it was Gettysburg that reallycaught on. National magazines and newsservices spread the word demandingnational distribution for the game. Quitenaturally, other games followed in orderto satisfy the appetite of battle gameenthusiasts that seemed to crop up fromeverywhere.
As a result Avalon Hill has enjoyedovernight success ... and in just 6 shortyears has been forced to seek newerquarters four times since leaving theoriginal Gun Road address.
There is no Mr. Avalon, nor is therea Mr. Hill. .. the very first games werepublished in a Baltimore suburb, Avalon,high up on a hill literally overlookingthe genteel plantation land of picturesquesouth Baltimore. It was there thatGettysburg was conceived ... labor oflove in which the famous civil war battle was rehashed time and time againby admitted Confederate sympathizers(in the "border" state of Marylandsouthern loyalty ran high.) One of the
very first correspondents was an elderlyAlabama gentleman who was having thetime of his life "slaughtering thosedamyankees. "
Today, the battle game group numbers 8 titles not including Chancelorsville which is no longer in the line.
Because of the enthusiastic receptionto realistic games in the battle area,Avalon Hill embarked on a policy of designing realistic games for subjects ofall walks of life. In fact, the originalVerdict was quickly followed up byVerdict II, an indication of the tremendously increasing interest in the lawprofes sion.
And because of fanatical sports enthusiasm, the Avalon Hill "formula"was carried over int<? the sports field.As a matter of fact, Football Strategyportrayed realism to such an extentthat the leading national illustratedsports magazine said ... "the best football game ever invented· is FootballStrategy," in their December 11, 1961edition.
Management, which was introducedin 1960, has found considerable favorwith professional administrators. Wehave learned that this game has beenused in various management coursesaround the land as a guide to designin'gthe more complex decision- makinggames that are machine solved.
Avalon Hill has also applied the authenticity kick to sports car racing.Le Mans which is very, very popularwith the sporty set (especially 0 thosewhose driving licenses have been revoked). As a matter of fact, recently
a sharp upsurge in sales of Le Manscaught us short handed and, much toour embarrassment, some of you hadto wait 2 months for your copy.
We hope' to continue to publish gamesbased on real life adventures. And ifreading this article has interrupted youfrom finishing your current game ofAfrika Korps, then by all means goback to game board ... for this veryminute, historians are fighting it allover again.
Can the British Really
Win in Afrika Korps?
Our Consumer Panel test membersfeel that the British have a tough timeof it in this game.
We have learned that in the firstseveral games between new opponentsunfamiliar with the game, odds are infavor of the British player winning.However, as the German player becomesmore familiar with the nuances of strategy open to him, the play-balance leanstoward his side. Actually, this tendsto be the cas e for many of our battlegames ... and I'm sure had Robert E.Lee been able to fight Gettysburg overagain, he would no doubt have won allthe marbles.
Lower the German Supply Capacity
For those of you wishing to balanceAfrika Korps once you have played itseveral times, we suggest that you reduce the German Supply maximum from3 Supply Wagons to just 2 maximum. Sothe key to the British strategy becomeseven more apparent: hold Tobruk at allcosts even if the German player decidesto push on toward Alamein without fighting for this Fortress. In effect, theGerman Supply capacity is reduced 50%which means that he will not be able toattack on every Turn. He will have topick and choose his battles carefully soas not to run out of supply wagons whenhe needs them the most. As a matterof fact, this was the case in the realcampaign during which Rommel was notable to launch any major attack fromearly Summer to late Fall of 1941.
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"The Avalon Hill General" Hilary Smith appointed South Atlantic Editor
by Hilary SmithThey're Really Designing They're Own in Bethesda, Maryland
We are happy to announce the appointment of a long time Avalon Hill fan tothe post of South Atlantic Editor. Mr.Smith is 17 years old and grew up inSilver Spring, Maryland, a hot-bed ofAvalon Hill activity. He is currentlya Junior at Bethesda- Chevy Chase HighSchool.. His interests include the Science
.Club and the Finance. Club plus out ofschool sports. He would welcome correspondence from those of you living inhis area.
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coveringVirginia,Carolina,Alabama,
Hilary Smith7805 Maple Ridge RoadBethesda 14, Maryland
EDITOR - - South AtlanticMaryland, D. C., WestVirginia, Kentucky, NorthSouth Carolinfi, Georgia,Mississippi and Florida.
EDITED & PUBLISHED by TheAvalon Hill Company, Baltimore,Maryland.
Copyright 1964 T. A. H. C.Baltimore, Maryland.Printed in U. S. A./
There are still some areas for whichwe have not appointed editorships. Ifyou are interested in writing a columnfor this newsletter simply send us apersonal resume. If appointed, youwill prepare your own column much inthe manner shown elsewhere in thisnewsletter. You will also receive afree lifetime subscription to The AvalonHill General. The following areas arestill open for editorships:
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EDITORS WANTED
a bi-monthly newsletter mailed onthe 1st day of January, March, May,July, September and November.
NEW ENGLAND covering Maine, Vermont, New Hampshire, Massachusetts,Connecticut and Rhode Island.
MIDDLE ATLANTIC covering New York,New Jersey, Pennsylvania and Europe.
CENTRAL covering North Dakota, SouthDakota, Minnesota, Nebraska, Iowa,Kansas and Missouri.
NOR THWEST covering Idaho, Montana,Wyoming, Nevada, Utah and Colorado.
Please addres s your correspondence to:Editor, The Avalon Hill Company, 210W. 28th Street, Baltimore, Maryland21211.
Have Sword - Will Command
Annandale-on-Hudson, N.Y. We havejust received late word covering theexistance of a "Model Generals Club."We are grateful to Mr. G. DeGree,Sec. -Gen. in sending along a membership card announcing the admittance ofour President, Earl Sparling, as honorary Corresponding Member. We haveno further information at this time regarding this club and therefore urgethose of you who might be interested towrite to Mr. G. DeGree, Model GeneralClub, Annandale-on-Hudson, New York.Meanwhile, we'll see that Mr. Sparlingshines up the sword he swung so savagely during Pickett's Charge.
To start off this column I would liketo tell you about my club. I formed aclub in Bethesda consisting of ten members which is about the maximum ourclub can handle. Soon after forming wedecided to make a big game of our ownso that more club members could playat a time. We. wrote Avalon Hill andasked them if they could supply us witha list of reference books, a supply ofblank counters, and white sheets withhexagons printed on them. This theydid. As soon as we received our materials we plunged into the constructionand finally turned up a war map ofEurope (3 'x5') of doubtful quality as tothe accuracy and art work. Little inaccuracies like a huge nonexistantmountain range on both sides of theRhine, certain islands missing, citiesin the wrong place, and borders sometimes as much as 200 miles off. Wedid however enjoy playing it. After 20or so games we realized that this battlemap just had to go because the art workwas terrible (I was one of the artists,natch).
We ordered new boards and countersand enlar ged the area of Europe ourgame covered. We now included moreof Russia, almost all of North Africa,some of the ¥iddle East, all of middleEurope plus Turkey, and some of Scandinavia. The art work was near professional (none of it by me, mind you)and the accuracy was close. For unitswe included air forces, flak units, armored, infantry and combinations ofboth, engineers, navies, trains, mines
and mine sweepers, destruction squares(red clear plastic circles used to denote a bridge blown, harbor bombed, arailway, destroyed or a city blasted).The major problem of this game is therules which are very confusing, tangled,even though we have made several attempts to write them all down but gaveup after ten double space pages and onlya quarter of the job done.
The game begins in 1939 and endsin 1945. There are six major commanders, Russia, Germany, France, Britian, Italy, and all of the other countriesunder one commander. A completeturn takes about 1 hour but have lastedfor more than three hours. It i"s notuncommon to playa single game six orseven weeks.
Tips on designing your own
After reading my story about mygame it might make you want to buildone for your club or yourself. So Imight as wep pass on some hints formaking your own game ... To my knowledge white sheets with hexagons printed on them are still available fromAvalon Hill but the blank counter s arenot. Counters may be made by orderinga replacement sheet for 60¢ from thecompany for a game such as Waterloo.The choice of this game is because ofthe large number of counters in thesheet.
With glue and paper it is possible tocover up the present face of the counter
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Southwest Editor's Post to Air Man-Sgt. Louis Zocchi
Louis Zocchi, S/Sgt. U. S. A. F.1305 Porto RicoAlamogordo, New Mexico
EDITOR - Southwest covering Arizona,New Mexico, Texas, Oklahoma, Arkansas and Louisiana.
"The Sage Sarge Sez" column is beingwritten by a 29 year old Air Force sergeant named Lou Zocchi. Lou hailsfrom Chicago, Illinois and has 10 yearsof military service behind him. He is
and have white blank face. This is nowsuitable for coloring or writing on.This method still has bugs in it so Iwould experiment to find the bestmethod before doing on a large scale.
In drawing a map on your boards thebest method I have found is to:
1) Find a map you want to copy(check your library)
2) Buy some film and take flashphotos of the map
3) Make slides out of the film
4) Using the hex boards as a screenproject the slide of the map on tothe screen
5) By moving the projector back andforth you can project any part ofthe map on the slide on to the hexboard screen
6) Take a pencil and trace all youwant of the map on your hex boards.
7) Now simply darken the boundries
an amateur magician, teaches guitarand electric bas s, plays in. a dance band,and beats his wife for amusement.
Sarge has just returned from a 4year tour in Japan where he used AvalonHill's "Word Power" game to teachEnglish to Japanese citizens. Sgt.Zocchi's magic show for a JapaneseGeneral was so impres sive that thegeneral ordered Zocchi decorated. Hewas tarred and feathered on the spot.
Lou is working in the Holloman AirForce Base control tower which accounts for the air traffic snarl over thebase. He also teaches Avalon Hillgames in the base Service Club. Whenwe agreed to allow Zocchi to name hiscolumn "Sage Sarge Sez", it was withthe understanding that the word sagewould describe the ludicrous patch offungus under his nose rather than hislack of intelligence. The word sargeis applicable because that is his rank.Anyone that meets him knows just howrank he is.
Lou I S father is the man who engraved the Lord's Prayer on the head of apin. Whenever people discuss pinheads,Zocchi's name naturally comes up.
The articulate defender of democracyasks that you all out there in the southwest area get in touch with him. He'seager for news from the outside world.
a little heavier, put on cities,river s, etc., and color it andyour in business.
My next column will include tips oncoloring. (Both counter s and the board),equipment, optional rules ~ nature ofthe armed forces represented on theboard, and any other hints I can thinkof.
Many people that I have talked tohave expressed exasperation in playingthe different games. The gripes mainlyare about the dice system. They saythey have been defeated before by a les sskilled opponent just because they havenot been skilled in dice throwing. Ihave no solution for this problem yet,but if any of you do please drop me aline so that I may pass it on to the readers.
Ihave an idea for a new game, possibly. It is based on World War III (that'sright, WWIII). My ideas are not completely for~ulated so it will have towait till my next column in the nextissue.
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Sage Sarge Sez: How to Win
Without Really PlayingTo the unscrupulous Avalon Hill
fans, I offer 12 tips on how to win morefrequently. To the scrupulous, I offermy sympathy. Here are the tips.
1. Pick a high, comfortable chairfor yourself and give your opponent thelow, uncomfortable, backless stool.Your opponent must look up to you whenengaging in conver sation. Looking upmakes him feel slightly inferior. Youcan increase this feeling by pointingout his blunders only after he is toolate to correct them.
2. Smoke heavily. A pipe is excellent for making gurgling sounds whenthere is a slug in the stem. Thesesounds should be emitted only whileyour opponent is trying to unsnarl yourlast move. Don't become overly enthusiastic when gurgling or you willsuck the slug into your mouth. Notonly do slugs of tobacco juice taste badbut your opponent will probably rejoiceat your misfortune, and you will havenullified all your efforts to create tension. Before your snorkle gets to thejuicy slug stage you can exhale gentlythrough the stem and blow soot on theboard. Naturally a foul smelling tobacco is preferred. Rubbing garlic into the bowl before-stokeing up will causeeven the most indifferent opponents torecoil every time you exhale. Blowsmoke in your opponents eyes when heis in range. When he isn It, blow smokeon the side of the board he is intentlystudying. When you finish the piperoutine bum a cigarette from him. Ifit's his last one take it and mention tohim that he's running low. Talk aboutsmoking and how good this particularbutt is. This will make him want thecigarette you ar.e smoking. If he lookslongingly at your fag, blow smoke inhis eyes. Sometimes it I S better to putout the cigarette after you Ive had onlyone or two puffs. This enables you tobum more cigarettes from him in lesstime and he will resent your wastefulness.
3. If you're playing in his housenever flick the ashes off your cigarette.Let them hang. He will become a nervous wreck while waiting for the ash tofall. Lean acros s the table as thoughyou were interested in something onhis side of the board when the ash isripe. With any luck at all you shouldbe able to drop it into his lap. I havedone this in my own home while mywife stood nearby. You Id be surprisedhow many men are too shy to brush
(Continued on Page 11, column 1)
Pacific Coast Editorship to Basketballer--Jon Perica
prettygame.I'm ain my
When you think you aregood, challenge me to aBut expect no mercy!pretty ruthless personmilitary conquests!
8.
6. When two opponents meet toplay, let the per son with thefewer points choose the gamehe wants to play.
'f
5. Organize victories and losseson a point scale - for instance complete victory = 3 pts.; technical victory (to be decided byrest of members in event timeruns out before game is completed) ,. 2 pts.; loss - 1 pt.;missing a game = 0 pts .. Postresults on club chart.
Write: Jon Perica, 5663 Ramara Avenue, Woodland Hills, California" 91364.
7. When arguments· arise, as occasionally they do, let the otherclub members act as referees.
4. Try to set up a regular scheduleof games and opponents. Around robin type gives everyonea chance to play every otherplayer in order.
I like to think of myself as the onlysixteen year old Field Marshal in theworld. Although I play basketball onthe Junior Varsity team and collectstamps, I still find time to play andexperiment with most of the AvalonHill games. I enjoy playing all the different types of war games - - - I especially like the newer games such as Bismark, Waterloo and Stalingrad. Myfavorite is Stalingrad. "
"My first introduction to Avalon Hillgames came in 1958 when my parentsgave me the original Gettysburg gameas a Christmas gift. It was difficult tofind opponents at first. Later, as Ifound more Avalon Hill fans, my collection of the games increased until I have,at present, all the war games exceptChancellorsville. As I met more peopleI was surprised at how many of themhad Avalon Hill games but lacked anyone to play them with. With this problem in mind, several friends and Iformed an informal club that met during the summer for friendly competition. Since then, membership has increased to ten, and with the publicationof a player Directory in the "General ",we hope to increase our membershipeven more. "
3. Saturday afternoons seem to bethe best time to meet. A meeting time of from 1:00 - 4: 30 fitsnicely between lunch and dinnerhourse.
Playing AH games can be even morefun when you get several friends together in an informal club. To helpany of you interested in starting sucha club, here are a few ~uggestions fromthe club I helped to form.
1. Alternating meetings at eachmembers house prevents anyone person from being imposedon.
2. Establish fairly regular meetings - every two or three weeksseems 'best during schoolmonths.
"Though only a Junior in High School,
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Form Clubs - - Here IsHow
games, frequently play chess also.Whether skill in one area helps inanother or not, 11m not sure, but of theten people in our club who meet regularly to play AH games, seven of them also play chess.
Jon Perica5663 Ramara AvenueWoodland Hills, California 91364
EDITOR - Pacific Coast covering Alaska, Hawaii, California, Oregon, Washington and Far East.
Now that Afrika Korps is being produced, many of you will be interestedin buying it. But if you are like me,you run into difficulties when you tryto purchase the games at most stores.With the exception of the Christmasseason, I have never seen a store thatcarried more than two or three of theAvalon Hill games regularly. One wayto help remedy this is to keep askingfor the games at a particular store. Ifyou and your friends ask often enoughthey will order just to get you out oftheir hair.
by Jon PericaI should like first to thank Avalon
Hill for the great honor they have givenme. I realize that this job will carrymany responsibilities with it and I willdo my best to complete all that is askedof me. (Editor's Note: Mr. Pericavisited us with his family last yearwhile vacationing east ... and we arequite sure that he will do a fine column. )
AH and Chess Players the Same?
The second reason is the very natureof the people the games are meant toappea.l to. To really enjoy Avalon Hillgames you must be willirig to sit downfor four or five hours at a time to workout'the tactical maneuvers needed. Thenyo~ experience that special surge ofpower that comes when you know you Ivejust wiped out your opponent in a bigbattle. Because of the'se reqU:irementsthe games tend to appeal to the moreintellectual per son. One: thing I'venoticed is that people who like AH war
Bug your Dealer
But why don It most stores carryeven part of the game s ? The answerto this is two-fold. The first reasonis that the Avalon Hill games are the"Cadillac" models of the game world,and as in anything else, you have to payfor quality. This limits the number ofsales, unfortunately. And yet the verynature of the games; the time spent toinsure authenticity and the great number of pieces, requires a price higherthan most other games. They are stilllower priced than the few comparablegames available.
From the Hill Top
As soon as I received your ConsumerBrochure I immediately passed itaround to my friends. Beside most ofthe Club Members, four or five otherswho have Avalon Hill games said theywould buy Afrika Korps as soon aspossible. One of the things they wereespecially impressed with was the vividand exciting introduction you gave forthe beginning of your' advertisement.
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CONTEST NO. 1
The first contest involves a multiple battle situation already set up for you. But the actual break down of combatis left up to you. You must divide combat into no more than
5 differ~nt battles with the object of eliminating as manyBritish Units as possible while keeping German losses to aminimum. First - study the battle situation below:
Now refer to the Operations Sheet on the Contest Entryblank. Fill in the· neces sary information in a manner similar to that shown for you in the example below. Filling incolumns (a) through (c) are self explanatory. When selecting Stocks for (d) you must choose only from the list printedon the entry blank. You may list these Stocks in any orderyou wish. You do not fill in columns (e), (g) and (h). Wehave pre- selected the Closing Transactions Date (e) andwill complete columns (g) and (h) ourselves when markingyour entry. Finally - include your name and address whereindicated. Also, state the Avalon Hill game you wish asyour prize in the event you become a winner.
HOW COMBAT IS RESOLVED
Combat will be resolved exactly as in the Afrika KorpsPlay-by-Mail kit. We will obtain the result of combat byconsulting the New York Stock Exchange report for closingtransactions of Monday, June 1, 1964. The result of eachbattle will be determined by the last digit of the Sales-inHundreds column for each Stock you have listed on theOperations Sheet. The special Play-by-Mail Combat Re-
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sults Table will be used in matching up the results of combat.
HOW YOU WIN
10 winners will be named. Winning entries will be thosewhose attacks come closest to eliminating all British Unitswhile suffering fewest German los ses. In case of tiesearliest postmarked entries will decide (allowances will bemade for distant participants.) Winners will be awarded aF.REE Avalon Hill game of their choice.
HOW TO ENTER
This contest is free to all subscribers. Simply fill inthe entry blank and mail to: The Avalon Hill Company,210 W. 28th Street, Baltimore, Maryland 21211. ContestDepartment. Entries must be postmarked on or beforeSaturday, May 30, 1964. Print your name and addressclearly. And make sure you mention the game you wish aswinning prize.
ENTRY BLANK OPERATIONS FORG£RP1ANARMY ENTRY BLANK
FILL IN COLUMNS (a), (b), (c) and (d) only ... WE WILL COMPLETE (g) and (h) WHEN MARKING YOUR ENTRY.
(e)\ t:: ,
(a)(b)(c)(d)Closing
AttackingvsDefendingBattleName of' Transac tions (g)(h)
UnitsUnitsOddsStockDateStock/Sales - In-HundredsResults of Battle
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SELECT STOCKS FROM THIS GROUP
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American TobaccoCrown Cork & Seal
AmpexFood Fair
Eastern Air LinesKorvette
Sears RoebuckCoca Cola
IBMMotorola
Ford MotorGoodrich
GoodyearChrysler
(In the event one of the above Stocks is listed more than once, we will use the Stock with highest Sales-in-Hundreds)
NAME
ADDRESS
PRIZE (Avalon Hill game)6
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Cadet Captain, Carl F. Knabe II, Midwest Editor
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Plan Red--from Purdue U.by Carl F. Knabe II
West Lafayette, Indiana: In answerto many queries regarding optimumGerman defensive set ups for D-DAY,we are presenting Plan Red. Gridcoordinates have been arbitrarily established in order that you may have areference point for the exact placementof German Units. The row of squaresthat run E- Ware numbered; squaresthat run NW-ES are lettered. For examples: Essen is ii9, Reims-W19,Marseilles - N45, Brussels - AA13,Lyon - Q34, Dieppe - R16 and Nantes E27, etc. The rest you can figure outfor yourself. Note that this set up doesnot include HQ Units.
Once the game gets underway, follow the Secondary Defense Line forPlan Red.
Theatre Headquarters OB West, GermanInitial German Placement
Plan Red
Using the following changes in the original D-DAY rules:
1. Odds are rounded off to favor thedefender.
2. Soak-off at more than 1 to 6 is notallowed.
3. Units are not doubled behind riversunless attacked directly acros s them.
4. Units being attacked from acros srivers and from plain, city, mountain, fortress, or fortified zonesquares not acros s the river are-engaged at basic- odds by all unitsattacking.
5. Allied Airborne units may not landadjacent to ~ny German unit whetherthat German unit zone of controllies over that square or not.
6. Fortresses are tripled only if attacked from the sea. Otherwisethey are doubled.
7. Headquarters units are not used.
GERMAN COURSE OF ACTION, PlanRed:
The German will make his initialplacement of men in such a manner asto make the invasion areas of North Sea;Pas De Calais; Le Havre; and, to anextent, Normandy impos sible to invadesuccessfully. Any invasion in theseareas will be crushed on the beach atall costs with the exception of Normandr
Carl F. Knabe II1244 State Street CourtsWest Lafayette, Indiana
EDITOR - Midwest covering Wisconsin,Michigan, illinois, Indiana and Ohio.
Being of German descent, I wasgiven a German name: Carl FrederickKnabe II (Knabe means little boy inDeutsch)when I was born in Washington,D. C. in 1943. I lived there three yearswhile my father served in Italy with theArmy. After the war my father went
which is a German option depending onthe succes s of the Allied invasion ofthis area. (SEE Initial German Placement. Plan Red. )
Any invasion in the invasion areas ofSouth France; Bay of Biscay; Brittany;or, at German Option, Normandy willbe met by an immediate German withdrawal to the Meuse-Antwerp line (SEESecondary Defense Line, Plan Red.)The key to this withdrawal is the immediate movement of the six static divisions on squares BB-9 and CC-8 intoposition from behind the Meuse. Allunits will be in position no later thanthe 7th week, with the minimum los s ofstrength; the Allies will then be in avery difficult position. Tw,? exceptionsto this: (1) If Allies invade at SouthFrance it will be neces sary to sacrificetwo light units of Southern ReserveForce (SEE squares EE- 23 and EE- 22of Initial German Placement, Plan Red.)To gain one turn, this will be compensated for by poor Allied reinforcementcapabilities in South France; and (2) Ifthe Allied drops paratroops behindGerman retreat the Germans mustcrush them with minimum loss and notbe trapped by overland troops, the los sis made up for by the units freed from
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to work for the General Electric Company and my family lived successivelyfor one year in Schenectady, New York;six years in Baltimore, Maryland; andeight years in Schenectady, New Yorkbefore we moved to Fort Wayne, Indiana where I took my Senior year inSouth Side High School there. I am nowa Junior at Purdue University majoringin Physics and a Cadet Captain in AirForce ROTC.
I saw my first Avalon Hill battlegame in Fort Wayne - TACTICS II.Since then the games have become arather serious hobby with me and I haveplayed all the battle games and a goodportion of the non-battle Avalon Hillgames. I find that I enjoy WATERLOO,D-DAY, STALINGRAD, and AFRIKAKORPS most of all the battle games.Personally, I find that I dislike oldGETTYSBURG because it was inprecise, new GETTYSBURG and CHANCELLORSVILLE because luck on thedie roll of the battles played too predominate a part (I am basically unlucky),and CIVIL WAR because if he plays hiscards right the North can always win.The two navel games - BISMARCK andUiBOA T are also interesting, althoughI would like to see a navel battle gameinvolving more variables.
airborne protection (SEE Secondary Defense Line, Plan Red. )
If the German has been able to withdraw to this line succes sfully experience has shown that he will normallywin. The concentration of heavy unitson the Southern flank is neces sary because the Belfort-Epinal section of theline is the most key section and mustbe defended most fanatically; the concentration can also be used later in thegame for a possible German flank envelopment counter-attack against theAllied line.
Any constructive defense short of theMeuse-Antwerp line is not possible dueto the longer section of beach to be defended and the lack of good positionsto fall back upon once the defense isbreached giving the Allied maneuverability a chance to fell a telling blow.The Meuse-Antwerp line not only forcesthe Allies to fight a set-battle (Germanlack of movement is not so much of ahandicaphere)at "bad" odds, but forceshim to soak-off in inordinant amountsalso.
(Continued Page 8, column 1)
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Plan Red-Face--from Holloman-Air Base ~
348· 0-45
708 0-45
711 P-45
3SS JJ-13HEADQUAR TERS:
15SS
JJ-13OB WEST FF-617SS
P-17HQB
EE7
25SSEE-23
HQ # 19CC-9
AIRBORNE:
HQ #15,BB-IO
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R-16NETHAA-I0- --3
D-31HQ #7Z-ll-5
Y-11HQ #1X-12
Q-16
7 19 R - 44
712 Q-45
716 Q-45
lSS
ARMORED:
FF-5271
709 P-45
INF ANTR Y:
STATIC INFANTRY:
Alamogordo, New Mexico: The following is another starting defensiveline-up for D-DAY. Plan Red-Face, sonamed because it failed, neverthelesshas merit. As a matter of fact, it wasthe exact set-up used in a recently completed D-DAY Play-by-Mail game between S/Sgt. Louis Zoochi and yourpeerless management here at the gamemaking place. Pvt. Zocchils own comments follow.
16LW FF-5 242 0-17 272 EE-6 2SS Q{16
17LW
18LW
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48
EE-6
DD-7
CC-8
BB-9
243
244
245
265
M-18
L-18
I- 21
G-21
275
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277
331
DD-7
CC-8
BB-9
Z-10
9SS
12SS
49SS
Lehr
JJ-13
P-17
EE-23
P-17
Quoting from the official surrenderdispatch: ... "commands to the AlliedArmies were inspirationally conceived,flawlessly planned and brilliantly executed. Outside of that, I can It think ofanything you (Avalon Hill) did right."
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W-12
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C-23
D-26
D-26
D-31
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Q-16
M-18
L-18
Our southwest correspondent furthercomments on his own strategy: ..."contributing to the Allied War effortwas my masterful handling of Zocchi IsRout; my flawless execution of Zocchi'sDisaster; and my peerless indecisionduring Zocchi's Blunder. "
Plan Red-from Purdue U. The Unstoppable German Defense
Initial German Placement - Plan Red
(Continued from Page 7)
Heavier North Sea defense may beobtained for the initial invasion by placing the. Hitler Corps in the Northernreplacement area instead of the CenterOne (SEE Initial German Placement,Plan Red. ) .
STATIC INFANTRY:
In a more serious nature, the goodSgt. passes this critique along to youfor what it is worth: I' ... I think myinitial error was in placing 2 StaticDivisions too many in the South ofFrance. I usually have 3 Statics inAvranches ... had I done so in this game,I might have had better luck in sealingoff Brittany until more help arrived. Ithink my second error was when I foughtyou in the open plains of France. If Ihad offered only token resistance untilI reached a position where I could turnthe terrain to my advantage I mighthave done better. This was the firsttime an opponent moved inland so fast.I usually manage to fight a slow withdrawal and arrive at the 0 qne(? ) aboutthe 9th week. My third tactical errorwas failing to place stronger Units southof 20. Had I done so my South of. Franceforce would probably have arrived atthe Loire in time to make you fight yourway acros s. I am wondering if leavingall that force on the beaches until afterthe 9th week was an error. I never hadsuch great need for them before. I probably made many more errors but the 3I mentioned seem to me to be the mostcritical. I would appreciate a critiqueon what you considered to be the keyerrors in my strategy. "
DD-7
FF-5
X-II
BB-9
T-14
W-12
Y-11
CC-8
EE-6
N-44
M-44
0-02
49
243
348
32:6
719
182
265
344
711
21
106
116
DD-7
FF-5
W-12
BB-9
S-15
Y -11
CC-8
EE-6
V-12
S-15
E-27
A-37
48
319
716
347
165
245
158
18LW
343
709
353
352
ARMORED INF ANTR Y:
M-44
N-44
N-45
N-45
CC-8
EE-6
Y-ll
V-12
Q-16
343
344
346
347
244
17LW
708
338
159
DD-7
T-14
BB-9·
D-26
X-II
T-14
U-13
S-15
R-16
266
346
148
189
16LW
159
182
165
189
712
47
FF-5
S-15
157
·242
T-14
X-ll (Continued Page 9, column 1)
Well, now its quite pos sible that yourkey error was in purchasing the gamein the first place.
8
Plan Red- The Unstoppable German Defense --D-Day "Germans Can't Lose in D-Day"
(Continued from Page 8) Plan Red - Secondary Defense Line AIRBORNE PROTECTION
12SS R-16
49SS
EE- 23
2SS
K-21
21
0-17
Lehr
M-18
51SS
EE- 23ISedan
INFANTR Y:
On GETTYSBURG:
A: Yes.
Tactics II
Le Mans
Verdict II
Gettysburg
GET 1 FREE
DD-25 2-2-4
CC- 23
3-3-4
BB-21
4-4-3
CC-19
3-3-4
CC-17
1-2-2
EE-13
1-1-3
DD-12
1-2-2
DD-IO
1-2-2
EE-7
4-4-4
HH-6
4-4-4-JJ-3
1- 2- 2
Management
D-DA Y
U-Boat
Dispatcher
BUY 5 GAMES
Liege
(Continued Page 10, column 2)
Luxembourg
Name _
Rotterdam
You may select any 6 games youwish - - they may be all one title, oran assortment made up of the gameslisted on the Club Discount Order Form.To order, simply cut out and mail theClub Discount Order Form along witha check or Money-order for $25.00.Upon receipt, we will send you a 6-pack,postpaid, containing your games. Mailto: The Avalon Hill Company, 210 W.28th Street, Baltimore, Maryland 21211.
Metz
Addre s s _
Nancy
r--CL UB DISCOUNT ORDER FORM - ---I __
I ,-I Assortment. I must chooseI ~ only from the following group:,III,IIIIII
Special: Here is your chance to getyour Avalon Hill Club formed at lesscost than normal. You can buy 6 gamesfor the price of 5. We even pay thefreight.
Club Discount Offer
EMPLACED
by type.6-6-4, 6-6-45-5-4, 5-5-44-4-3, 4-4-37-7-4, 7-7-4,6-6-41-2-2, 1-2-23-4-31-2-2, 1-2-23-4-3
--1-2-2, 1-2-24-4-3
-1-2-2, 1-2-2
--3-4-3, 3-4-3
1-2-2, 1-2-2
---1-2-2, 1-2-2----4-4-3, 4-4-35-5-4, 5-5-4,5-5-41-2-2, 1-2-2,1-2-23-4-3, 3-4-31-2-2, 1-2-25-5-3, 3-3-3,1-2-21-2-2, 1-2-2,1-2-21-2-2, 1-2-21-2-~, 1-2-2,1-2-2
--1-2-2, 1-2-2,1- 2- 2
BB-IO
BB-ll
DD-7
BB-12
Z-23
BB-14
Y-24
EE-6
FF-5
Z-22
BB - 15
CC-8
BB-13
AA - 1 0
AA- 13
AA-17
AA - 16
AA-18
AA-19
AA - 20
AA- 21
AA-24
AA-25
AA - 26
SQUARE
Brus sels
Namur
Antwerp
Epinal
Belfort
BB-ll
P-17
V -15
Y-13
AIRBORNE:
277 DD-IO
85
352
275
353
331 JJ-3
I- 21
A: Hasty Entrenchments and slope andvalley defenses require no lapse oftime. They are constructed on the sameturn of arrival.
Q: "In regards to Gettysburg (originalversion) how long does it take to construct Hasty Entrenchments and Reverse Slope & Valley Defenses?"
271 P-17--77
T-16-276
U-13-91
X-13
272
P-17--84
V-15-ARMORED:lSS
K-18
9
G-25
106
FF- 22
9SS
EE- 23
116
Q-18
2
L-18
11
N-20
17SS
Question Corner
Q: "Can the British prevent isolationof Units at Bengasi if he is unwilling toput a Supply Unit there by rotating 2Units back and forth between his homebase and Bengasi, saying the men aresupplied at alternate intervals? "...
Hitler Corps J J - 13 3HH-6
3SS
5FF-6
Hitler Corps
15SS25SS
2P-20
ON AFRIKA KORPS:
ARMORED INFANTRY:
9
D-DA Y--Chicago StyleChicago, Illinois: Here is a third
German set-up used to great advantageby Robert Olson, in Chicago. If youare playing with the HQ Units, we recommend you try this set-up at leastonce.
AVALON HILL
ffi[IDillJ~IT GAMES
3. Since the German is not weak ondefense but he is on offense, he shouldavoid counter-attacking unless he mustmaintain the position or he can causethe Allied player to take larger los sthan himself.
4. The German should always fighthis battles with the idea of his nextwithdrawal in mind and conduct his
move so as to not deny himself goodlater defensive positions.
2. On exposed strong points (i. e.points not behi.nd river lines so thatAllied men adjacent to them after combat force withdrawal or counterattack)place strong armor and infantry forcing the Allied player to take bad odds.
"Germans Can't Lose in D-Day"
1. Place weak units behind riverlines so that if Allied units are adjacentto them after combat the weak unitsare not required to attack.
The German should at all times seekto playa game emphasizing his strengthsrather than his weaknesses. He shouldavoid a game of maneuver, of isolatedstrong points, of combat in plain squares, and of weak or no airborne attackprotection. He should look for continuous lines (giving the Allied units Imaneuverability no advantage), heshould attempt to place his men so thattheir defense factor is doubled, andshould provide sufficient airborne protection.
Protect Rear With HQ Units
Although the German side is a verydifficult one to play in D- DAY, evenwith the new rules, it has been my personal experience that the German sidehas a very definite advantage. Thatis: the good German player stands amuch greater chance of winning thanthe good Allied player. According tothe new rules HQ units are not used.However, if two players feel they needHQ's as a play balancer, I feel theyshould be used according to these threeprinciples:
1. For the Initial German Placement to prohibit airborne attack.
2. During the German retreat backto his Secondary Defense Line to slowup Allied advance through sacrifice,and prevent airborne attack.
3. Behind German Secondary Defense Line to prohibit airborne attack,freeing the men slated for AIRBORNEPROTECTION into the defense line.
5lSS NN-2 11Q-17
2
1-21 21F-2l--9
K-19 106NN-3-116
A-37ARMORED INFANTRY:
3SS
JJ-13 l7SSL-18--l5SS
JJ-13 25SSEE- 23
AIRBORNE:
2
GG-6 3FF-6 5EE-7--HEADQUAR TERS: OB WEST
X-121U-14-- -7
G-2319L-42--WETH
II-3BS-16-15
P-18GQ-43
Plan Red--from Purdue U.(Continued from Page 9)
Plan Red has an apparent weaknessin its complete lack of an immediateSouth France defense. This is a somewhat subtile gambit, however. Uponcloser inspection it develops that Vesoul(Y-26), at the southern end of the Secondary Defense Line, is 19 squares fromthe closest square (N-45) in SouthFrance which is only one move of thetypical Allied unit closer than Bay ofBiscay whose closest approach St.Nazaire (D-26), is 22 squares fromVesoul. With proper sacrifice of a3-3-4 and the 2-2-4 from the Germansouthern reserve around the 30th gridline it can be made physically impossible for any Allied ground unit to reachthe Secondary Defense Line before itclicks into place; with proper screening by the Hitler Corps and 4-4-3'smoving into position it can be ~adeimpossible for the Allied player to landairborne troops anywhere to hinder development of German defense. As hasbeen said before, the sacrifice of theseunits by the German is made up for bythe poor Allied supply and reinforcement capabilities in South France,forcing the Allies to reinvade the 16thweek in order to bring his 16th weekunits into play effectiveiy; this secondinvasion destroys the second invasionoption of the Allies freeing the Germandefense of North Sea to strengthen thesouthern part of the Secondary DefenseLine. The Allied will also have to sendat least three 4-4-4's to hunt down thel6L W Static Div., which should bemoved to Rennes (G-23), in order toreceive his 28th week French units.
NN-2
M-18
D-3l
85 F- 21
91 C-30
709 1-44
343 Q-16
711 D- 26
344 P - 17
712 M-44
346 P-17
352 CC-9
347 0-17
7 16 N - 44
353 Z-ll
348 G-2l
719 0-45
708 C-23
l2SS
49SS
Lehr
265 T-14
266 T-14
319 R-16
77 T-15
326 R-16
338 Q-16
84 D- 28
189 X-ll
244 U- 13
182 X-II
242 W-12
243 V-12
277 N-44
33-1 FF-7
E-2l
NN-2
S-15
BB-9
Z-lO
Z-lO
BB-9
Y -11
AA-lO 245 T'-14
Y -11
X-11
l6LW CC-8
l7LW CC-8
l8LW CC-8
159
STATIC INFANTRY:
165
47
148
157
48
158
272 P-45
INF ANTR Y:
271 M-44
275 0-45
49
276 N-45
lSS
2SS
9SS
ARMORED:
10
TII
Sage Sarge Sez: How to Win Without Really Playing Afrika Korps .• Sea Movement
~Ir
(Continued from Page 3)ashes from their laps when women arepresent. They make a big show of outercalm while trying to unobtrusively wiggle the ash off before it's too late. Ifyou miss his lap, but hit the board,blow as hard as you can in his directionso the ashes and pieces will bury him.Then remark about how sloppy he looks.
4. Make left handed compliments onhis tactics whenever possible. Try tosound sincere as you compliment himon his last move in general terms, thenpick it apart in detail. For example;'!Gotrocks, that last move was ingenious!I never dreamed you could get past mydefenses that way. (Then the crusher).Itls too bad you Ire going to loose thoseunits because you bungled your defenseagainst a flank attack here and here.Only a complete idiot could pull a stupid stunt like that." Ask his adviceabout your corning move, then do justthe opposite.
5. Just before poor haggard Gotrocks throws that bone, call the numberthat will be most advantageous to you.If you can get the nU'l'Ilber you need 2 or3 times in a row it heightens the illusionthat you have a mysterious control overthe dice. Poor Gotrocks will be sorattled he'll probably continue to throwyour numbers 5 out of 6 times. Praisehim when he rolls what you want; saynothing when he doesn't.
6. Never take his word for anything.Make him describe in detail every attack and soak off at least twice. Thisis exasperating to him especially whenyou pretend you don It under stand whathe Is trying to explain. If he trie s tomake you explain your attacks complywith his wishes but make a great showof forced patience. With skillful application this technique will make himfeel like some kind of an idiot. Talkdown to him at every opportunity. Tryto get him into an argument over ruleinterpretation. Make him dig out proofthat he is right. Naturally in the heatof the moment he probably won't beable to find what he is looking for. Whenyou have toyed with him enough informhim in your haughti.est manner that youthink that it's a stupid rule and you stilldon It see why it has to be like that.
7. Keep him moving. Always askfor an ash tray, pheasant under glass,caviar, or champaign after he hasmoved 25%' of his force. If he gets itfor you before he finishes his turn hewill probably loose his trend of thoughtand boo-boo on the board. Be sure to
chide him about it after he throws thedie.
8. Throw the die into his men whenresolving combat. It scatters his menand shatters his patience when he triesto place everything as it was. Bickerabout the replaced set up until he givesin to your wishes. Then reverse yourposition and demand that they be set upas he had originally planned. Throwthe die to the floor on his side of theboard so that he has to get down on hishands and knees to retreive it. If hetries to do the same thing to you kickthe die back to him so he still has toget down on the floor. Take off yourshoes and be sure to wear socks withholes in them. He will be sure to seethem when he's on the floor and he'llprobably feel embarrassed.
9. If you have false teeth you canclack them together, or suck air noislythrough them. Dropping them on theboard just as he finishes his move canjar the pieces so badly that he will haveto make his entire move over again.
10. Drum your fingers on .the tablewhile you whistle a tuneles s off keypiece of nonsense during his turn. Ittends to make him hasty and careless.
11. Attempt conversation on anysubject that requires numbers for answers when he is trying to computebattle odds.
12. When you see that you are hopelessly lost shout with great excitement,"AHA! I knew you would fall for thattrap. Now you are lost!" Jump up andjar the table so the pieces go flying.Look disappointed a'nd say "Darn it all,and just when I had you too. Boy areyou lucky. "
You can believe me when I say thatthe dirty dozen work. Of course I haven't tried them lately because nobodywants to play with me anymore. I wonder why?
In the next issue I will describe whatI think are the best opening moves forboth sides in Tactics II. If you have aTactics II set, you 'll be able to plotevery unit as it moves into position toexecute "OPERATION CAN CAN". Onewhole corps gets wiped out in 2 moves.All the gory details will be disclosedin my next article entitled "TACTICSFOR TWO". If you folks have any ideas,I'd be glad to hear from you. My address is Lou Zocchi, 1305 Portorico,Alamogordo, New Mexico.
11
One of the rules not made altogetherclear in Afrika Korps pertains to movement in and out of Fortresses by Sea.To move voluntarily from Tobruk toyour Horne Base, you transfer yourUnits from Tobruk to the Horne Basesquare in the same Turn. But you maynot move such Units off the Horne Basesquare until the following Turn. Totransfer from land to Tobruk via Sea,Units must first be moved to the HomeBase square. Then on the next Turn,they may be placed in Tobruk andmoved inland if desired. Or, if youprefer, you may simply move Unitscompletely off the board and keep themat "Sea" as long as you wish. Transfer in and out of Bengasi is accomplished in the same manner although supplymovement in and out of Bengasi is notallowed.
Question CornerQ: "The rules in D- DAY state thatAllied Paratroops are not allowed todrop into squares adjacent to GermanTroops. Does this rule apply if thesquare, while being adjacent, is not inthe German Unit's zone of control suchas a Fortress or across the river?"
A: The rule applies regardless ofwhether German zones of control extend to the adjacent square or not.
Q: "The rules state that the Alliesmust make their second invasion onthe 9th week. Does this mean anytimeafter the 9th week?"
A: No - a second invasion must belaunched exactly on the 9th week. However, you may invade the same area ason the 1st week, or you may not invadeat all at your option.
Q: "When you have three battles, forinstance say they are 1-1,3-1 and 1-5,do you pick the battle and then roll. .. ordo you roll and then choose the battlefor which you would get the best overallresults?" Chuck Barker, Kaiserlauten,Germany.
A: No - you must pick the battle first,then roll the die for that specific battle.
OPPONENTS WANTEDExperienced German Field- Mar shal desires to engage capable British Generalin a game of Afrika Korps.Write: Carl Frederick Knabe II, 1244State Street Courts, Purdue University,West Lafayette, Indiana 47906.
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