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    General Feedback

    1. Are you a Strategy & Tactics:

    2. What was the most recent issue of Strategy & Tactics you read (issue number or lead/cover article)?

    3. On a scale of 0–10 (0 being the worst issue, 5 being an average issue, and 10 being the best issue you have read), how would you rate that issue of Strategy & Tactics?

    4. What was the main factor in your issue rating?

    5. What was the most recent game from Strategy & Tactics that you have played?

    6. On a scale of 0–10 (0 being the worst game, 5 being an average game, and 10 being the best game you have played), how would you rate that game?

    7. What was the main factor in your game rating?

    8. Were you a Modern War:

    9. Now that Modern War magazine has ceased publication, we have several choices for continuing Modern War CONTENT in Strategy & Tactics magazine. Currently, we include one feature article and one FYI article in each issue. A decision has been made to move the Flashpoint columns from Modern War to S&T (Please see them starting in issue #332).

    We are seeking your preference regarding the overall schedule and content. Please choose A, B, or C for the choice you would like to see implemented:

    a. Continue as before with the Flashpoint columns added to the magazine. Every S&T issue will continue to have four features articles, one from each of the traditional four eras (Ancient/Medieval, Gunpowder/Americana, WWI/WWII, and Cold War/Modern), and four FYI articles with the same combination.

    b. Everything in A, plus the one issue per year that normally has a modern lead article (and game in the game edition) will be entirely modern content.

    c. Add a 7th issue each year to S&T devoted to all modern content. The other six issues would continue to have a modern feature, FYI article, and Flashpoint columns each issue. This increases the magazine subscription price about 15%

    10. Regarding Modern War GAMES in S&T, currently one modern era game is published every sixth issue. We have transferred five of the next six Modern War games to the S&T Game Edition schedule. They will appear in the annual modern issue slot over the next four years (one of those five replaces a WWI-era game that fell out of the schedule). We will survey the rest of the previously selected Modern War designs in S&T #332 (next issue).

    What is your preference regarding the overall schedule and game/era rotation? Please choose A, B, or C:

    a. Continue as before with the Flashpoint columns added to the magazine. Games would continue their era-rotation (one modern every six issues). Any game designs that fall out of the schedule would be replaced with the Modern War designs.

    b. Everything in A, plus the one issue per year that normally has a modern-era game will be entirely modern content.

    c. Add a 7th issue each year to S&T devoted to all modern content and modern game. The other six issues would continue to have a modern feature, FYI article, and Flashpoint columns each issue. The era rotation would continue with one modern game topic every sixth issue (plus an annual all-modern issue). This will increase the game edition subscription price about 15%.

    11. Are there any magazine games (from S&T, World at War, or Modern War) you would like to nominate to be a future Deluxe Edition, and what would you like to see included?


    Game Proposal Section

    This is a special survey regarding the modern era games only (other era categories were surveyed last issue). Based on the feedback received in the Modern War #55 and Strategy & Tactics #331 surveys, we have already reassigned the games slated for Modern War #56–60 that were in the pipeline to future S&T issues:

    • #339 Saddam Moves South
    • #345 Tanks of August
    • #349 Korea Solo
    • #351 Bosnia 1992–94
    • #357 Ukraine Civil War

    We’re now looking at the games that were slated for Modern War issues further out that could be transferred to Strategy & Tactics. Please help us determine what modern era game proposals will make it into future issues of Strategy & Tactics.

    Take a look at Modern category game proposals and vote for no more than three proposals. Please leave the others blank. The full results from this survey and the #331 survey will be reported in #334.

    IMPORTANT! If you are not interested in a particular game (or category), please leave blank. Please do not vote for more than two per category as that will nullify your votes in that category.

    Thank you for participating in this feedback survey! We appreciation your taking time to give us your thoughts and comments.

    Modern

    F1. The Berlin War: 1948 Struggle for Germany. In June 1948 the Soviet Union blockaded Berlin to prevent the Western powers from supplying their occupation zones in the former Reich capital. The US responded with an airlift which broke the blockade and ended the crisis a year later—but what if a war had broken out instead? Berlin War will cover a hypothetical war in central Europe in 1948–49. The game map would cover East and West Germany and some adjoining areas. Berlin city would be multi-hex, and holding it provides bonuses for mobilizing German volunteers. Units would be divisions with regimental breakdowns, and airstrikes. Both sides will have atomic weapons; the US initially, the Soviets determined randomly. Plus special forces markers, communist uprisings, and anti-communist guerrillas. Two different CRTs to model differences in Soviet and Western tactics. —Joseph Miranda.

    F2. Cold War Hot Armor: Middle East & Africa. This is the next game in the tactical series (following the S&T 307 game) covering armored battles from the Arab-Israeli Wars, Suez 1956, the South African-Cuban fighting in Angola, and Egypt versus Libya in the Western Desert. There will also be a scenario from the French counterinsurgency in Algeria involving a French helicopter task force. Game units will be platoons, to include various types of armored fighting vehicles, infantry, heavy weapons and helicopters, plus air and artillery strikes. Command control is via a Boots style marker driven system. Game map will show typical terrain. Scenarios will be from actual and potential battles. —Joseph Miranda.

    F3. Drive on the Ruhr Solo. A solitaire game in which the player commands a Soviet combined arms army during the Cold War gone hot. You have Operational Points (OP) which you can use to recruit ground, air and special forces, plus logistical support. You then go over to the offensive, driving across West Germany towards the vital industrial region of the Ruhr. The game system will play NATO forces. You can employ airpower to suppress NATO reinforcements, command control and airpower. You also can use Spetsnaz to seize NATO nuclear storage sites. This is vital because as you advance westwards this causes the Escalation Index to rise which in turn could lead to NATO employing tactical nuclear weapons. Game units will be regimental level with bonuses for Soviet echelon tactics. A tense game of asymmetric warfare in which you are racing against time. —Joseph Miranda.

    F4. The Domino That Stood. Models the entire twelve year Malayan Emergency (1948–1960) as a solitaire simulation. The player controls the resources of the Malayan Federation in an effort to defeat a communist insurrection. Military assets include Malayan, British and Commonwealth units, special forces, police, and air support. The Communist side has guerrillas, leaders and support networks. The player must design a strategy from scratch, with a suite of tactics and forces tailored to deliver it. Historic and alternative options are available, with the ability to experiment and the need to evolve. In response, communist activity will vary. ‘Attacks’ might be economic, terrorist, or military. Guerrilla forces may consolidate, move or attack. Communist posture and tactical behavior is delivered through rules and tables which respond to the actions of the player. Innovative and challenging, The Domino that Stood attempts to illustrate how this peculiar conflict was finally won. —Andrew Mulholland.

    F5. Central Asian Fire Brigade: 201st Motorized Rifle Division. Following the collapse of the Soviet Union, the veteran Russian 201st MRD took on Islamic militants in Tajikistan and became a major power broker in the region. You the player will represent the command of the Operational Group of Russian Forces in Tajikistan, which includes the 201st as well as Russian border guard, Spetsnaz and on-call air units. You can also bring in other Commonwealth of Independent State and friendly Tajik forces by expending Mobilization Points (MP). The game system will control a coalition of anti-Russian, terrorist and Islamist forces. Further MP can be gained by winning battles, rescuing hostages and holding critical bases and oilfields. Game map will cover Tajikistan and surrounding frontier zones using a point to point system. You can conduct raids into Afghanistan to forestall Islamist attacks from that country. There’s also a race to control nuclear weapons sites and WMD. —Joseph Miranda.

    F6. CENTCOM. A solitaire game of the US-Coalition campaigns in the Persian Gulf, 2001–03. The game map will cover Afghanistan, Iraq and staging areas in the Persian Gulf. The player must take strategic objectives which are initially randomly determined. These can include anything from Al Qaeda camps to weapons of mass destruction sites. You will have so many command points which you can use to build up forces, conduct special forces missions, perform intelligence, then execute major military operations. Additional command points are awarded for taking strategic objectives, and those points can be converted into shock & awe which forestall the creation of enemy insurgents. The game becomes a race against time as you have to translate military victories into political success. Game units are maneuver brigades, special forces task forces, airstrikes, and information warfare markers. Opposition forces are controlled by the game system, and are initially deployed face down. These can include various conventional and insurgent forces. —Joseph Miranda.

    F7. Ukraine Battles. This would be a grand tactical simulation (battalion–brigade level) of two major battles fought in the Donbass in 2014–2015. The game system would incorporate all tactical lessons from the operations in Ukraine in 2014–2015. Use of tactical drones, improved submunitions, expanded range and lethality of artillery and MRLS systems, improved thermobaric ammunitions, Russian Battalion Tactical Groups, networked AA systems. The system rewards dispersion of combat units (concentrating forces allows for massive artillery and MRLS strikes) and armor superiority (reactive armor, shtora systems vs. AT missiles and RPGs) as well as defensive positions and pre-arranged artillery fire. There would be two scenarios: Ilovaisk (August–September 2014) and Devaltseve pocket (February 2015). For two players. Each scenario would use half map. —Javier Romero.

    F8. Paratroopers of the New World Order: Two Airborne Operations 1991-today. Same system as Cold War Paratroopers (above), with two battles from 1990 to the current year. There will be the additional element of high-technology weaponry and gear, such as UAVs and cyberwar, while the OPFOR can deploy truck bombs. Units will be companies and specialized platoons. High-tech weaponry represented by markers (drones, hypersonic strikes, satellite IRS). Command control points show qualitative differences between opposing forces. Game scenarios will be drawn from real and potential actions: US in the Persian Gulf, French in Central Africa, Russians in Central Asia. Map divided into two different games. —Joseph Miranda.

    F9. Arctic Ocean. A two-player hypothetical conflict over control of the Arctic Ocean between NATO and a Russian-Chinese alliance. The Russian-Chinese player is aiming to take control of the Arctic Ocean itself, its major sealanes, and must consider the possibility of expanding the war to invade NATO-controlled territory, such as Greenland and Iceland. The NATO player aims to keep control of not just their territory, but also of major strategic areas such as the GIUK Gap. The game takes place during the minimum ice extent between August and October, with each player aiming to gain the most control before the sea ice refreezes. Players must utilise Arctic-specific aspects, such as use of icebreakers, below-ice submarine warfare, and contend with the limitations of cold-weather land operations. —Nicholas Edwards.

    F10. NATO 2025. A possible near future war in which NATO fights against various foes, depending on the scenario: a resurgent Russia, radical Islamists, and a civil war between the EU and breakaway countries. Units are divisions which can break down into brigade combat teams, plus the usual airstrikes, cruise missiles, special forces and more. Both sides can also recruit private military companies. Unique combat system showing the impact of high-tech weaponry and netwar to concentrate power. Off-map display for resolving cyberwar: information operations, denial of service, and etc. US intervention contingent on the political situation. Plus rules for “color” style rebellions behind enemy lines and political collapse. Game map goes from France to western Russia. —Joseph Miranda.

    F11. Modern War Tactical System, Volume 1. This would be the start of a new multi-volume squad-level tactical game set in the 2020s. Each of the large-hex maps would be fully geomorphic, meaning each single game’s map could be fitted together along the edges of all the other games’ maps. Each issue installment would offer the squads and individual vehicles of two combatants. In volume one, we’ll have Russians and Americans fighting it out on a map analogous to downtown Damascus. Designed for two-players, it would also be adaptable for solitaire play and infinitely expandable, with an emphasis on the chaos and high-firepower of today’s great power armed forces in kinetic combat against each other. —Ty Bomba.


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