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    Game Proposal Section

    We received 58 game proposals for this survey. In the preliminary online survey, 24 proposals were selected for this print survey.

    Take a look at each category and select your top two picks in each category. Please leave the others blank. Repeat this voting process for each of the categories (Western/Mediterranean, Eastern Front, Pacific Theater, and Other). With four categories you can vote for up to eight game proposals total, but only two in each category.

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

    West Front / Mediterranean

    A1. Eben Emael is a solitaire game using an expanded version (176 large counters on full-sized map) of the Raiders series. The player takes command of German airborne forces on 10 May 1940 attempting to neutralize the Belgian fortress to allow part of the German blitzkrieg to pass through the Dutch/Belgian defenses and help dislocate the Allied armies. Helped by shaped charges, your forces will destroy gun batteries and neutralize the defenders inside the great fortress. The Belgian forces are controlled by the game system through a deck of Operation cards and Operations rolled on a table. The player conducts the mission and manages the situation as progress is affected by the unfolding of the operation and various events and forces potentially come into play. John Heim.

    A2. Operation Rupert: The Battle for Narvik, April – June 1940. Scaled at one kilometer per hex with companies and battalions as units of maneuver, to cover the vicious back-and-forth land battle—with supporting aero-naval subsystems—for the Norwegian port of Narvik. (Rupert was the codename for the major Anglo-French counteroffensive.) Both sides put elite units into the fight, and its outcome was anything but certain, and the struggle was only finally ended when the Allies withdrew due to the fall of France. Ty Bomba.

    A3. The Path to Victory. The Path to Victory: Iraq and Syria, 1941. In late Spring 1941, the Allied situation in the Middle East seemed about to collapse. The Germans had conquered the Balkans, Syria and Lebanon were firmly controlled by Vichy France, and in Iraq a pro-Axis plot intended to topple the current government. The Allied player must destroy the rebellion in Iraq and conquer Syria and Lebanon in the shortest time possible. The Axis player controls Iraqi rebels, Vichy French forces, and possible reinforcements from Germany and Italy. The Axis player must decide beforehand whether to use a series of options: support an Arab uprising in Palestine? Send reinforcements to Vichy Syria? Javier Romero.

    A4. Operation Torch, November 1942. is a solitaire operational-level game of the Allied landings in French North Africa. The operation was the first British-American offensive in the Euro-Mediterranean theater. The player commands the Allied forces, while the French and Axis forces are controlled by the game system. The map is laid out in grid-boxes stretching from Tunisia to French Morocco. The player’s goal is to accomplish campaign objectives ahead of the original schedule, thereby securing French North African ports and forward positions for an eventual assault into Tunisia. Includes air, naval, and ground units for British, American, French and Axis forces. Rules provide for weather conditions and political events. Allyn Vannoy.

    A5. Operation Olive is a simulation of the British Eighth Army’s offensive in northern Italy in fall 1944. A two-player, hex-based game, it uses the Victory in the West system. Each game turn represents one day of real time and each hex approximately 2.5 miles across. Units represent regiments and brigades of some 20 divisions. Rules provide for weather, unit integrity and combined arms. Over 1,200,000 men participated in the fighting. The action took the form of an attempted pincer maneuver by the Eighth Army against the German 10th Army. The operation came at the urging of Prime Minister Churchill with the aim of destroying the German Army in Italy and bringing the Allies into the Balkans. Allyn Vannoy.

    A6. The Hardest Victory: The Allied Combined Strategic Bombing Campaign Against Germany, 1942–45. This two-player design covers both the USAAF daylight and the RAF nighttime offensives in 10 quarter-year turns, starting in late 1942 and going through the first quarter of 1945. It would use an adaptation of the system created by Joseph Miranda for his well-liked Eagle Day, Cactus Air Force and MiG Alley designs. The counter-mix will be large enough to allow for variable aircraft production strategies, and special rules will include shifting victory criteria, Goering’s directives, radar development, and the fog of war. Ty Bomba.

    East Front

    B1. Maikop to Baku. In August 1942, the Wehrmacht seized the critical oil city of Maikop; the ultimate objective of the campaign was to reach the Baku oilfields on the Caspian Sea, but Axis forces were diverted to fight the Stalingrad battle to the northeast. The game goes on the premise that Adolf Hitler continued to support the drive on the Caucasus, with the objective being to capture all the critical oil objectives of the region. Two player game with the Axis versus the Soviets. Both players receive reinforcements depending on how many objectives the Axis has captured, and random events may switch forces to the Stalingrad front off the map. Map stretches from the Black Sea coast to the Caspian. Large counters with units at the division and kampfgruppe level. Capture of bases is vital for logistics and forward air support. Joseph Miranda

    B2. Operation Neptune: The German Offensive at Novorossiysk, 17–23 April 1943. Map scale at 800 meters per hex with companies and battalions as units of maneuver, to cover the vicious back-and-forth battle for the Black Sea port of Novorossiysk. The Germans began by launching a three-division offensive intended to wipe out the Soviet beachhead, but the defenders counterattacked ferociously. In the end, the Germans only took about half their objectives, but the outcome was anything but certain. Ty Bomba.

    B3. Lost Battles II. An update of the S&T #28 game that modeled division-corps operations on the Eastern Front, 1943–44 where there was some parity between the Wehrmacht and Red Army. The 288 9/16-inch counters represent battalions and regiments, rated for combat against armor and non-armor. Artillery can conduct barrages. Tactical differences modeled through the ability to conduct second echelon attacks (for an additional move-fight impulse). Game will include several different scenarios showing typical actions, with some historical fights. Players select units to build division and corps echelon formations. Headquarters provide command control. Rules for engineers and Tiger tank companies. Airpower is represented by airstrikes. The map shows several types of typical East Front terrain. Joseph Miranda.

    B4. Battle for Finland, 1944. On 10 June 1944, the Leningrad Front unleashed a massive offensive in the Finnish front. Their objective was to advance into Southern Finland and crush the Finnish Army. By mid-July, the Soviet armies had overcome four defensive positions around Viipuri, but they were running out of time. The successful Finnish defense and the spectacular success of Operation Bagration in Belorussia led Stalin to cancel the Finland operation and transfer units towards the Baltic area. A simulation of the 1944 Soviet Summer offensive in Finland, using the Balkans’ 44 system. One week/turn. Unit scale: division–brigade. Map depicts the area from Leningrad to Southern Finland. Rules cover Maskirovka, German reinforcements, Soviet amphibious operation and variable Soviet objectives. Javier Romero.

    B5. Operation Bagration: Destruction of Army Group Center. The Soviet Summer Offensive, 23 June to 19 August 1944, inflicted the largest defeat in German military history, destroying 28 of 34 divisions of Army Group Center. A corps–division level game, will provide a comparison of Soviet operational doctrine—restrictive orders/plans versus freedom of action: A rigid Soviet command and communications system with armies assigned objectives 2–3 turns in advance, orders that must be executed before new orders are issued, armies/corps tied to army groups; or, Soviet units are allowed free setup and movement. For German units, their strength/morale is not revealed until a unit is initially engaged, and may vary at random. Allyn Vannoy.

    Pacific Theater

    C1. Khalkin-Gol Campaign 1939. An operational level game of the battles between the Japanese Empire and Soviet Union in 1939 at Khalkin-Gol (otherwise known as Nomonhan). This will be different from previous games on this action as it will cover the entire Mongolian front and not just the battle. The assumption is that the Japanese decided to make a bigger fight than they did historically and reinforce accordingly, including extra armor. The game will rely on new research with both sides having a wide array of units: Japanese, Manchukuoan, White Russian, Soviet and Mongolian. The map shows parts of western Manchukuo and eastern Mongolia. Game units will be regiments and brigades, plus the usual airstrikes and leaders (like Zhukov). Special CRT for armor shock effect. Logistics will be shown with supply units which players will have to move up to the front and then expend to fight at full effect. Joseph Miranda.

    C2. Operation Ironclad: the Allied Invasion of Madagascar. With the outbreak of the Pacific War in December 1941, in 1942 the Allied high command was concerned that the Vichy French held island of Madagascar would become a base for the Imperial Japanese Navy (IJN). Accordingly, in May 1942 the British launched an invasion of the island, codenamed Operation Ironclad. What was expected to be a walkover turned into a grueling six month campaign in the face of Vichy French resistance and raids by IJN submarines. British forces will include an array of units from around the Empire, to include Royal Marine Commandos and African colonial contingents and armor. Vichy French forces include various regular and colonial forces, with the possibility of IJN submarines landing shore parties. If the French can delay the British beyond the historical end of the campaign, they win the game. Map covers Madagascar and surrounding waters, with holding areas for British naval and air power. Large counters at the battalion level. Joseph Miranda.

    C3. The Solomons Campaign is a solitaire game as the player takes on the role of the American commander, Admiral Halsey—directing Allied forces in the Solomons, August 1942 to November 1943. Guadalcanal and fighting in the Solomons was the turning point of the Pacific war as the Japanese were forced to shift their focus from New Guinea to the Solomons. The struggle resulted in irreparable damage to the Imperial Japanese Navy’s air arm and severely impacted its naval forces. Japanese operations are determined based on naval, ground, and air doctrine in response to Allied actions. The game leverages the Central Pacific Campaign game system, with monthly turns; includes ground, air, and naval units; amphibious landings; building airfields; and a “Tokyo Express” option. Allyn Vannoy.

    C4. Battle of the Bismarck Sea, 1–4 March 1943 is a solitaire, tactical-level war game using individual ships and flights/squadrons of aircraft. The game represents the attempt by the Japanese to reinforce their forces on New Guinea. The Allied player directs air operations of fighters, medium and heavy bombers—conducting reconnaissance and launching air strikes against the Japanese troop convoy. Japanese actions are determined by doctrine and historical decisions. Game turns represent an hour of real time. The Allied player attempts to use operational planning and tactics that nearly wiped out the Japanese convoy. Game pieces represent individual ships, squadrons of Japanese fighters; for the Allies the aircraft that took part—PBYs, B-17s, B-25s, Beaufighters, A-20s, P-38s. Allyn Vannoy.

     C5. MacArthur’s Return: The Philippines Campaign 1944–45. A solitaire game representing the 1944–1945 liberation of the Philippines. The player controls American and Filipino forces involved in the land campaign, aiming to reclaim the archipelago in the quickest manner whilst preventing the formation of Japanese hold-outs from withdrawing or bypassed formations. The game features a guerilla warfare mechanic, initially used by the player for Filipino resistance to disrupt Japanese forces, but eventually used against them by Japanese hold-outs in liberated regions, forcing the player to balance front-line and garrison forces. A quick liberation may leave large numbers of Japanese holdouts, while a methodical one may prevent them but also grind the campaign to a halt. The game uses division level units in weekly turns. Nicholas Edwards.

    C6. Cabanatuan & Los Banos is a solitaire game using an expanded version of the Raiders mini-game series in which the player commands forces attempting to rescue POWs and civilians held at Japanese camps on Luzon on 30 January and 23 February 1945. The Japanese forces are controlled by the game system through a deck of Operation cards and Operations rolled on a table. The player conducts the missions and manages the situation as progress is affected by the unfolding of the operation and various events and forces potentially come into play. John Heim.

    Other

    D1. Struggle for the North, 1937. The most decisive clash of the Spanish Civil War was not the battle of the Ebro, Madrid, or Guadalajara. It was the Northern campaign, fought in April–October 1937. Once Franco conquered Asturias, Santander and Biscay, with their major industrial and human resources, he had a definitive advantage that would allow him to win the war in 1938–39. Seven monthly turns, April to October 1937. Unit scale is brigade–regiment. The map covers northern Spain from the French Border to Asturias. Special rules and events cover the destruction of Guernica, the Legion Condor, Italian expeditionary forces, Nationalist naval blockade, the non-intervention committee, Republican offensives elsewhere, or internecine infighting between Republicans. Javier Romero.

    D2. Catalonia 1939 is a two-player simulation of the last major campaign of the Spanish Civil War, the offensive on to Barcelona and the French border by Franco’s Nationalist forces. The attackers were supported by the Italo-German air force and included one Italian motorized corps. The Republicans are generally on the defensive but must launch a sharp counterattack or two to delay the Nationalist advance on to the French border and gain time for the hundreds of thousands of civilian refugees fleeing towards France. The Nationalist forces have a limited number of game turns to complete their mission. The Republican forces must delay the Nationalist advance long enough that the Spanish Civil War ends later than it did historically (March 1939). The 176 5/8-inch counters represent brigades and regiments with a scale of 10 km to the hex. Rules cover motorized exploitation, proto-blitzkrieg tactics complete with Fiat and Panzer I tanks, frontline breakthroughs, arrivals of weapons purchases through the French border, and civilian refugees. Javier Romero.

    D3. France Overseas, 1940: What If They Fought On? The campaign that likely would have been fought in the southwest Mediterranean during the second half of 1940 if the French had not capitulated. The map, at 20 miles per hex, would cover Tunisia and west to Gibraltar. The overall corps-level French force would vary based on evacuation survival die rolls made against their historic 7 June OB during set up. The Germans would have an ad hoc but elite ground and paratroop force and massive Luftwaffe strength, along with Italy’s forces in Libya. The British and French fleets would be represented, along with a second BEF. Ty Bomba.

    D4. Gibraltar and Beyond: the Azores-Canaries Campaign. During World War II the Germans considered seizing the British fortress at Gibraltar (in Operation Felix) and then the Azore and Canary Islands off the coast of Spain and Northwest Africa. The objective was to set up the islands as advance aero-naval bases for facilitating operations in the North Atlantic, to include the U-boat campaign against North American coastal waters. The game will be set in the 1940–42 era, and assumes the Germans launched Operation Felix and then seizing the Azores and Canaries. The game system will be a variant of Red Dragon Rising/Mare Nostrum, with naval, air and land units, plus special forces. German units will include long range aviation like Fw-200 groups, and the potential for intervention by North Atlantic raiders such as the battleship Bismarck. Allies can be reinforced by the US, including a provisional USMC brigade. Events can bring in Vichy French and Spanish forces. Special markers represent major operations such as Felix, giving additional command control. Area map covers Eastern Atlantic to Gibraltar. Joseph Miranda.

    D5. Operation Isabella: Spain 1942—What If? Divisions and brigades as units of maneuver, to cover Hitler’s plan to dragoon Spain into the war via a show of force (invasion) in the late spring of 1942. It wasn’t executed because things went so badly in Russia. This design assumes the German invasion went ahead, and the Anglo-Allies were thereby motivated to abort Operation Torch and instead counter-invade Iberia with those forces. The system would be adapted from the one used in Operation Jupiter. Ty Bomba.

    D6. Invasion Australia. In 1942 Japanese Imperial General Headquarters considered an invasion of Australia. This did not go through because of lack of shipping as well as opposition from the Imperial Japanese Army. The game assumes the Japanese made a concerted effort to land in north Australia which at the time was weakly held by Allied forces. Both sides are up against the clock. The Japanese expend shipping points to land units in Australia (similar to the airlift system in Oil War/Desert One War). The Allies are still mobilizing Australian and US reinforcements so have to fight delaying actions until they can build up for a counteroffensive. The Japanese have the advantage in bases captured in the Netherlands East Indies but have to deal with the situation in New Guinea/Solomons (covered off map). Map shows Australia from Darwin in the northwest to Brisbane on the east coast. Large counters represent regiments/brigades plus airstrikes and naval support. Special units include Japanese paratroopers and Australian commandos. Joseph Miranda.

    D7. Kriegsmarine War Plan Z. Prior to the opening of World War II, the Kriegsmarine proposed its Z Plan to create a fleet of aircraft carriers and battleships. Hitler canceled Plan Z as the German Army and Air Force had priority, but this game will look at what would have happened had it been put into effect. War Plan Z will cover a hypothetical German combined offensive in the early 1940s with a vastly expanded fleet to include aircraft carriers and battleships, plus a naval-air service. It will use the Red Dragon Rising/Mare Nostrum system to show the interrelationships between naval, air and ground combat. The game map will cover the North Sea, Atlantic and Baltic Seas. The German objective will be to seize control of the seas as well possibly launch a Sea Lion invasion of Britain. But the Germans will be up against the clock in the face of US intervention in the war, plus the economic dislocation caused by the diversion of war industry to support the Navy. Large counters with iconic images of major surface units. Joseph Miranda. 


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