| In This Issue |
|
| World Boardgaming Championship |
| Thousands of the best gamers in the world face off to see who will be Caesar. learn
more. |
|
| The Battle of the Bulge |
| Despite the presence of the powerful SS panzer
divisions, the original German plan for their Fifth Panzer Army fell hopelessly
behind schedule. See why? |
|
| Galactic Expanse™ |
| Read about the spark that set off the Gar-Nizk
Encounter War and then see a series replay of the
Galactic Expanse™: Starship Battles being played. |
|
| Panzer Fact 4 |
| The British 2pdr gun was the deployed to replace the 3pdr find out why? Learn more... |
|
| Brawling Battleships Steel |
| Do you know who is an actual person in our zany Beer & Pretzel game. Learn more... |
|
| Task Forces at War™ |
| For players new to the hobby
Task Forces at War™ is reminiscent the game "war". It's
loads of fun and plays in only twenty minutes. |
My kid sister, who has taught the second grade for more years
than she cares to admit, recently had a new classroom experience. One of her
cute little reprobates threw his shoe at her and hit her in the back of the
head. She took the little punk to the principal for this feat (pun intended).
Was this brat disciplined? Did they call his parents? Was he expelled out of
hand? Was he shot at dawn? If you answered, "None of the above," you understand
our modern educational system. After determining that the dear lad had been
aiming at someone else and hitting the teacher was an unfortunate accident, the
powers that be sent him back to class after a mild scolding. One mustn’t
shatter that fragile self-esteem.
When Unca Craig was a callow and troubled youth, we feared the
teachers more than they feared us. Believe me; we had to rely on our wits to
avoid corporal punishment and our self-esteem somehow survived. In one incident
during the Fourth Grade, I was caught during one of my more dastardly deeds
(don’t ask) and told to spend my recesses in the
wood shop making a thick, high grade paddle for my much-deserved punishment,
for such was the way of the elementary school world in those far-distant,
unenlightened, frontier days. Fortunately, I was the most inept wood shop
student in the school’s history and construction lagged and dragged on for
several weeks as I used a wood plane to manufacture industrial quantities of
toothpicks and sawdust. I finally finished said paddle (I painted it red, I
did, and it was sanded really smooth to avoid splinters) and presented
it to the teacher for punishment detail the next day. The next day, as I heard
later, the teacher asked where I was and was informed, as I had neglected to
tell him, that I had left the country. My father had been transferred to
Morocco and the family had followed in what I considered the nick of time. I
know, I know, but I just had to share.
S. Craig Taylor, Jr.
Lost Battalion Games Publisher and
Cher Ami Newsletter Editor
LOTS OF PAINTED TOYS!
The Historicon Gaming Convention
Lost Battalion Games will be attending the Historicon
HMGS East Convention, in Lancaster, Pennsylvania. The convention site
is the Lancaster Host Inn from July 20 – 23, 2006. Lost Battalion Games will
have a booth there and is sponsering and running events in
SERGEANTS!™ – In Miniature and NAPOLEON'S BATTLES.
Congatulations to Sam Waxtel of Westfield, NJ who will recieve
our first prize package in the "Sign up for Cher Ami" summer giveaway. Sam is
receiving the entire Battlelines® Stalingrad campaign series. That leaves
plenty of stuff to be given away to three more of our newsletter recipients.
Forward this newsletter to a friend so they can sign up. Its free, informative
and a great way to promote the war gaming hobby to your friends.
Sign Up for Cher Ami - Today!
COMING SOON!
We have so few people doing so many different things that we
don’t like to announce new releases before we can hold the finished product in
our hot little hands. If you promise not to pester us for more details, we will
use this new feature to let you know what is being worked on down in the bunker
and what should see the light of day in the next few months.
BATTLELINES®:
Stalingrad Campaign: You wouldn’t believe the troubles we have had
trying to get this back into print. Losing finished artwork in a computer crash
was just one of several major problems. We hope all of that is behind us and
all five sets should be available again soon.
GALACTIC EXPANSE™: STARSHIP
BATTLES: This will be our first excursion into Science Fiction in a
card game that started out as BATTLEGROUP IN SPACE but then just sort of
mutated in strange ways and developed its own, unique, alien muscles from
there. The artwork, with all those star systems, nebulas and starships, is
looking good. In space, no one can hear the exclamations of glee as you feast
your sore eyepods on these cards!
ENEMY IN SIGHT™: This
will be a reprint of Neal Schlaffer’s classic Avalon Hill card game. We aren’t
trying to reinvent the wheel and this version will play pretty much the same as
the original but now with gorgeous full color artwork by Rick Drennan and our
high quality cards.
PANZER® PaK 4: The new cards are for allied lend-lease
tanks sent to the Soviet Union and the booklet adds lots of new scenarios to
the ever-expanding PANZER Miniature Rules line.
SERGEANTS!™ – Scenarios Book 2: James Meldrum did the
basic design for all the scenarios found in this one, which includes scenarios
involving the British, French, Germans, Italians, Soviets and United States
armies and vehicles and markers from the SERGEANTS!
– Expansion.
SERGEANTS!™ – In Miniature:
New sets of the excellent MiniFigs "N" gauge miniatures will be added for
American and French soldiers plus vehicle/antitank gun sets for the British,
French, Germans, Italians, Soviets and United States. Each set also includes
the bases for mounting the lead.
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GALACTIC EXPANSE™
STARSHIP BATTLES
SPACE WARS ACTION CARD GAME
IN SPACE, NO ONE CAN HEAR YOU SHUFFLE!
This is an exciting card game of strategy,
tactics and chance in deep space combat between the warring space-faring
humanoid species who all feel that the galaxy is not big enough for all of
them. There’s the Brean, who always try to operate their powerful starships
under the "rule of three" to increase their power. Then, there are the
matriarchal Gar/Garsin, who
are
most potent when a female "Queenship" is present. The Nizk are the absolute
masters of robotics, automation and firepower. The strong suit of the Sarn is
their almost hypnotic art of the deal and they emphasize defense in battle.
Starships can combine powerful particle accelerator beam energy weapons and
devastating hyperspeed torpedoes for close combats with long-range raids by
smaller ship-borne strike craft. All sides can hire the deadly mercenary
Shadowcraft. The four different species can ally in varying patterns, resulting
in different and interesting combinations in different games, or can operate
alone. Players determine when and where to seek battles in star systems or
nebulae. This is an entertaining and fun card game for two, three or four
players where every game is different. Playing time is one to three hours and
the game is currently available.
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NEW!
TASK FORCES AT WAR
RECOMMENDED FOR DADS AND LADS
INTRODUCED AT NASHCON
TASK FORCES AT WAR™
is a 64-card, diceless, two-player introductory card game designed to be both
easy to learn and quick to play. It is an excellent game for a parent to use to
introduce children to the fascinating
hobby of war games or to
expose an unsuspecting friend to the joys of historical gaming. The game is
based on World War Two (1939 – 1945) naval combat, when fleets combined
battleship firepower with bombing strikes from aircraft carriers. It looks
great; using the same full-color pictures of American, British, French, German,
Italian and Japanese capital ships of the Second World War that were used in
BATTLEGROUP™, and is backed up by the same informative
Ships of BATTLEGROUP™ articles at our website. The game system
allows players to deploy "task forces" of warships from their hands.
Comparisons of the ships deployed in the opposing task forces determine if they
will engage in a carrier battle, a surface battle or an air-surface battle. One
player commands the Axis fleet, one player commands the Allied fleet and the
side that scores the most victory points by "sinking" enemy vessels wins a
hand. Win two hands and you win the game, although this is easier said than
done! Every playing is different and playing time for a game is easily under
one hour. Components include an Allied Ship Deck, an Axis Ship Deck, and the
rules. The game retails for only $9.95.
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SO MANY GAMES, SO LITTLE TIME!
THE ORIGINS 2006 GAMING CONVENTION
Lost Battalion Games will be attending the GAMA-sponsered
ORIGINS International Games Expo in Columbus, Ohio. The convention site
is the Greater Columbus Convention Center and the festivities run from June 28
– July 2, 2006. Lost Battalion Games will have a booth there and is sponsoring
and running an event to teach and play our exciting new
GALACTIC EXPANSE: STARSHIP BATTLES card game.
Lost Battalion Games will also be participating in the Metagame
(a convention-wide quest game) run by Cheese
Weasel Logistics at Origins 2006. In the Metagame, each convention-goer
who wishes to play is given a quest marker with a back-story and a list of
ingredients on it. The gamer then needs to visit each participating company’s
booth for the item listed for the specific company. Upon finishing the quest,
the gamer will turn in their quest marker and receive a raffle ticket for the
prize packages awarded at the end of the convention. Last year’s prize packages
at GENCON were worth over $2,500!
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REAL PEOPLE IN BRAWLING BATTLESHIPS™ STEEL
BRAWLING BATTLESHIPS™ STEEL is Lost Battalion’s classic
beer-and-pretzels card game of luck and strategy that is based on World War One
(1914–1918) surface naval combat, a period when all the great powers had mighty
fleets of new steel ships with enormous guns which they were reluctant to risk.
Two to six players each command a squadron of "dreadnought" battleships and
battlecruisers individually or in teams. The victor is the player or side that
scores the most victory points in three sorties by "sinking" enemy vessels. It
is $34.95 and worth every penny, by golly!
Now that the required advertising plug is out of the way, what
we will do here is examine the backgrounds of the game’s four playing cards
which are based on real people.
The identical illustrations on the two "Secret Agent" cards are
based on the most famous and most inept spy of the Great War, Mata Hari (the
stage name for Margarete Gertrude Zelle – 1876 – 1917). A native of the
Netherlands and a "dancer" by trade, she had a parade of lovers drawn from high
military and government leaders on both sides. A zaftig (look it up) example of
what rich and powerful men desired back at the turn of the last century, the
French shot her at dawn mainly because they could. It was a sad end but it made
her a legend.
The "Great Leader!" card (you can just tell this is a good card
to have by the exclamation point) displays a picture of United States Admiral
George Dewey (1837 – 1917), the hero of the 1898 Battle of Manila Bay during
the Spanish-American War. Although he played no part in the First World War, we
selected him for the illustration because he has a great moustache and displays
great panache in his admiral’s uniform.
The sinister-looking bearded fellow on the "Second Rate Leader"
card is a portrait of the game’s designer, Bruce Kohrn (a spoilsport who
refuses to disclose his birth and death dates) with his disembodied head set on
a picture of the uniform of Admiral Reinhard Scheer (1863 – 1928), who was
commander of the German High Seas Fleet at the indecisive Battle of Jutland in
1916. Now impress your friends with your erudition next time you play!
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THE BATTLE OF THE BULGE - PART 2
This issue of the Cher Ami Newsletter continues our series of articles about the
"Battle of the Bulge".
Reserves assembled to the rear of the German front lines
consisted of the newly-organized German Sixth Panzer Army, under General Josef
"Sepp" Dietrich, which included four powerful SS panzer divisions. Its
companion German Fifth Panzer Army, under General Hasso von Manteuffel,
included four army panzer divisions. As part of the German reorganization in
preparation for the attack, Field Marshal Gerd von Rundstedt, an old, competent
and much respected commander (already relieved of command twice by Hitler) was
again appointed to command the Western Front. Early accounts of the Battle of
the Bulge often referred to it as the "Rundstedt Offensive" but he was merely a
figurehead in the Fuhrer’s lofty schemes. The old Field Marshal was a ploy –
his prestige was used to rally other German generals to the plan.
The German offensive would fall in the thinly-held Ardennes and
would use the four armies in Army Group B. Every effort was bent to assemble
maximum forces and to achieve surprise. The north flank would be held by the
Fifteenth Army, whose infantry was to advance to cover the right flank of the
Sixth Panzer Army but, in the event, took only a small part in the offensive.
The main German effort was to be made by the Sixth Panzer Army, with the Fifth
Panzer Army advancing parallel to it and covering its left flank. The Seventh
Army, which originally held most of the front, was to cover the left flank of
the Fifth Panzer Army in a more limited infantry advance.
cpc_battleships.xml
German plans called for the oversized SS panzer divisions of
Sixth Panzer Army to reach the Meuse River in 48 hours, establish a bridgehead
near Liege and then wheel north to capture Antwerp. In a parallel advance to
the south, Fifth Panzer Army was to cross the Meuse River near Namur and then
capture Brussels. The attacking divisions got first call on Germany’s
decreasing manpower reserves, vehicle production, airpower support and all
available ammunition and gasoline. Despite their efforts, the Germans were so
short of gasoline that their plans required capturing large stocks of Allied
petroleum during the offensive. By single-mindedly concentrating on one object,
more strength was concentrated in the Ardennes than the Allies believed
possible. Hitler’s plan was intended to totally change the course of the war on
the Western Front. Seizing Antwerp would disrupt Allied supply lines and cut
off some 37 Allied divisions. If all went well, the planned success would allow
resources to be shifted to more neglected fronts once the offensive was over.
Contrary to the Fuhrer’s plans, his generals’ more conventional
military minds agreed that his reach exceeded his grasp and they proposed a
less ambitious offensive to "spoil" the coming Allied offensive by cutting off
and destroying the salient already created by American attacks north of the
Ardennes. After barely surviving a coup attempt by the officer corps on July
20, Hitler refused to listen to their "defeatist" ideas and insisted that his
plans be implemented. The German forces were massed under an effective cover
plan. Although the Germans did not realize it, their use of land lines (the
German telephone network) eliminated the super-secret "Ultra" radio
interceptions that had served Allied intelligence so well in the past. Radio
messages used by the German military were used to simulate defensive
preparations. As a further deception, the code name for the offensive was the
defensive sounding "Wacht am Rhine" ("Watch on the Rhine"). Troops and vehicles
were moved up from their hidden reserve positions only at the last minute.
Finally, at 0530 hours on December 16, a brief but violent artillery barrage
started falling on the American lines and the offensive began.
Continued
Next Month...
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CHER AMI NEWSLETTER BULLETIN BOARD
OPPORTUNITIES FOR CLUBS AND CONVENTION ORGANIZERS!
Our Lost Battalion Games – Club Affiliate Program supports clubs and convention
planners. If contacted in a timely manner, we can support your conventions or
game days with door prizes, program advertising and/or attendance including
running events and securing a booth or table. We are dedicated to helping
groups experience and enjoy our games. If you are interested in becoming a Lost
Battalion Games – Club Affiliate, contact us at
clubs@lostbattalion.com.
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WRITERS WANTED!
PUT FINGERS AND TOES TO KEYBOARD AND EARN SOME CASH OR
DISCOUNTS!
Lost Battalion Games is looking for contributors in many
different places. As you know, the heroic pigeon Cher Ami had wings for arms
and a wooden leg and couldn't do much typing (see the Feathered
Friend" article in the "A Mystery Called History" feature column). This
new expanded format CHER AMI NEWSLETTER now has at least four pages and we hope
to double that on a regular basis before too much longer. We need and have room
for many more interesting newsletter articles and are actively looking for
contributors. We desire short (about 500 to 1500 word) articles on unusual
military topics, with the emphasis on "unusual".
However, this newsletter is just the tip of the iceberg. Do you
have any "Cold War Stories"? Are you the top man in your class at one of the
Lost Battalion games? So, how about some replay or hints on play articles to
instruct the great unwashed?
If you have some writing talent and have an interesting yarn to spin, we will
pay you for each (edited) word in a final accepted/printed article. The pay
will be five cents per word or twice that amount if taken as a discount on an
order for any of our fine Lost Battalion Games products. Submit articles to
newsletter@lostbattalion.com
HAVE YOU SEEN THIS?
Our website contains a number of devoted columns of information
and opinion. One of these features is the "Day of Decision" column by PANZER
designer Jim Day, each of which covers a bit of history about World War Two
weapons and technology. Jim has been researching ground equipment data for many
years and brings a wealth of information to his column. If you have not yet
taken the opportunity to look the "Day of Decision" articles over, the
following is a sample:
Panzer® Fact #4
The British 2-pdr.—Solid Shot Fire Power and HE
by James M. Day
The elegant British 40mm 2-pdr. was designed
between the two wars as a replacement for the less-capable 47mm 3-pdr. tank
weapon. Entering service in 1936, the anti-tank gun version included features
unheard for the time: an optical sight, semi-automatic breech, two-speed
traversing gear, and a two-wheeled carriage with three trail legs. When its
wheels were raised from the ground, it could be quickly traversed through 3600.
A little known fact is that an HE shell was developed for the
2-pdr., but for some unexplained reasons it was never put into general service.
That meant both tank and anti-tank fire was limited to just solid-shot AP
rounds; HE fire power coming from machineguns or 'close-support' tanks armed
with 3.7 inch breech-loading mortars or 3 inch howitzers – two vehicles
required to do the job of one.
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