I mentioned in another post
somewhere that I once did some work for SPI. SPI (Simulations Publications
Inc.) was the original publisher of Strategy and Tactics magazine. At least one
person expressed interest online in hearing more about this, so here goes.
Back in the 70’s I had a part-time gig at SPI, mostly as a game tester and partially doing stuff for Redmond Simonson, their graphics chief.
The head game designer was James Dunnigan, who had come up with the heretical notion that different board games required different systems.
(Early Avalon Hill games used identical CRTs (Combat Results Tables). Battle of the Bulge was the first
to have different results on the CRT.) The work I did for Redmond is done with
a mouse and a PC these days.
I recall testing John Young’s Year of the Rat, a game of the 1972 NVA offensive.
I had the ARVN and John the NVA.
His units operated hidden, upside down. He was beating the crap out of me. Then
I found a flaw. Air strikes could immobilize an NVA unit. If my ARVN ground units
could manage to get a retreat result on an immobilized enemy unit it would be
eliminated. While unable to come back from the initial shellacking, knocking
out several NVA divisions took some wind out of his sails.
I tested one scenario of the WWII
Pacific surface combat game CA, the battle of Tassafaronga, when Tanaka’s
destroyers did extensive damage to the intercepting USN cruisers off
Guadalcanal. As Tanaka, I ran my tin cans down, dropped the oil drums packed
with supplies off the Japanese-held beach and ran back north. The intercepting
cruisers blew me out of the water at long range. My torpedoes took out the
leading US destroyer. We went to meet Dunnigan. Hearing that the Japanese had
been wiped out, Dunnigan asked the full-time tester if I’d screwed up. The
tester said not as far as he could see. Dunnigan went into his office and came
out with a paperback bio of Tanaka, Japanese Destroyer Captain. Finding we used
daylight sighting, he consulted the book. He said use night sighting since it
was a night action. I was relieved, figuring the problem was solved. I bought a copy of CA when it was published. With night sighting rules, the USN had
to get within range of Japanese Long Lance torpedoes and was crucified, making
that scenario a forgone conclusion. Historical result, not much fun. Otherwise, I found CA too basic for my taste.
Ships were OK, damaged or sunk. There was no further granularity.
If you read or watched Winds of War, Tassafaronga is where Tug had to abandon ship when his heavy cruiser was torpedoed.
One of my favorite SPI games was John's Musket and Pike. I recall
having worked on the graphics. Another player surprised me a decade or so back
by saying I had a design credit for the game. Digging out my old copy from the
closet revealed it was so. I have no recollection of testing the game. It was long
ago and I’m long in the tooth. The game has a number of inaccuracies, since-debunked
myths and the like. Super Swedish cavalry hit harder and moved faster (8 strength
– 8 movement) than normal heavy cavalry (5-6). The complete lack of command
control enabled all the musketeers in one’s army to rush to one spot or another
at will. Actual musketeers had some flexibility within the battalion but not
much otherwise beyond deployment. Units had three states: OK, disordered or
dead. This worked better when there were a lot of units, instead of a few ships
per side as in CA. The Lutzen scenario had the Swedes go berserk whenever their
first cavalry unit was disordered, simulating the death of Gustavus. After that,
Swedish units ignored disorder results. It was hard to eliminate any of them. The
usual way to knock out units was disordering already disordered units. This was
based on the since discredited story that the Swedes went berserk and routed
the Imperialists. Gustavus’s death was kept quiet and the Swedes eked out a marginal
win in the real battle.
That said, Musket & Pike was
a blast to play, if Lutzen was ignored. It played quickly. Many of the
scenarios had great replay value, if sometimes dodgy OBs. I played many games of this. Perhaps some scenarios from
it can be used in different periods. One that comes to mind is Szent Gotthard, a
town in Hungary. A small, regular imperial force on a hill is beset by a larger
Ottoman force, half levy troops and half regulars (Janissaries). Badly outnumbered,
they must hold on desperately while a large force of regular mercenaries
appears behind the Ottomans. The Ottomans need to clear the hill so they can
then use the slopes to defend against the new arrivals. Great game, no idea how
close it is to the actual battle.
I have fond memories of SPI. John
Young passed away way too soon. Redmond should have been around longer too.
3 comments:
Outstanding! I have great memories of the games and its fascinating to hear stories behind the scenes. Thank you!
Fascinating stuff Vincent!
CA was among my formative wargaming experiences. So much so, that in my "golden years" I have re-acquired a copy (complete with flat pack). Looking back, I realize that I was playing it wrong, but that doesn't diminish the memory. Great stuff.
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