EPGS Heroics - December 2000/January 2001

Club News:

Raffle Winners

There were some big winners as Jerry Smolens won $54 in the October raffle and Lee Kendter won $41 in the November raffle. The winner gets half the money collected for the raffle, with the other half going into the club treasury. Tickets may be purchased from the club treasurer when dues are collected or at any time before the drawing. Tickets cost $2 apiece, $4 for three, or $6 for five. A real bargain!

Club Finances and Attendance

The October meeting was attending by 44 paying members and 3 visitors. $195 in dues were collected. In addition, the raffle added $48 dollars to the treasury while donated book and game sales brought in another $7. $21 in prepaid dues were used, lowering the prepaid-dues balance to $498. Club expenses were $162 for room rental and $41.88 for newsletter publication. The club cash balance was up $46.12 to a total of $924.20 The November meeting was attended by 26 paying members and 1 visitor. $115 in dues were collected. In addition, the raffle added $36 to the treasury. $15 in prepaid dues were used, while $15 in prepaid dues were collected, lowering the prepaid-dues balance to $483. The only club expense was $162 for room rental. The club cash balance was down $11 to $913.20

Extra Meetings to be Held

Due to popular demand, EPGS will be holding a series of extra meetings for those members who just can’t get enough of a good thing. These meetings will take place in the Community Room on the second floor of the Oxford Valley Mall on the following dates:

February 3rd, 2001 May 5th, 2001 August 4th, 2001 November 3rd, 2001

$2 dues will be collected from current members. New recruits may attend free of charge. So, come on out and bring your friends!

EPGS Mailing List

For nearly a year now, EPGS has had a mailing list maintained by Jerry Smolens. There has been next to no traffic on this list, possibly because people are unfamiliar with it or with mailing lists in general.

The concept is simple. When a member sends a message to epgs@egroups.com, the message is sent to all members of the list. If traffic on this list should become considerable, there is also an option to receive the posts once a day in a “digest” format.

This list should help members to organize games either at meetings or other times; arrange rides to and from meetings, conventions or tournaments; to buy or sell games; or to just talk about games.

To subscribe to the list, go to http://www.onelist.com/community/epgs or simply send an email to: epgs-subscribe@onelist.com. Hope to meet you online soon!

LOST & FOUND

A “DBM v3 Playsheet” was left at the October EPGS meeting. If anyone knows who owns this, please contact Bob Hranek to reclaim it.

MATTERS BEYOND OUR CONTROL

by Bob Hranek

As those of you who showed up last month already know, November’s EPGS meeting was held in Palace of Asia’s banquet room. We had a sign put up to help redirect members, but be on the lookout for future last minute changes. The hotel gave me no warning that our usual room would not be available. I was simply redirected to see the restaurant manager at 09:00. I did discover that they had furniture being stored in the room and our meeting relocation was discussed four days earlier. The room itself was fine, since it was slightly larger and had better tables, even if the lighting was inferior. What is distressing is that we were not told beforehand. Our service at the Best Western continues to get worse. I’m hoping to have a viable alternative next Spring, but until then we are walking through a minefield. Please bear with us through these difficulties as we try to resolve them as quickly as possible.

Interview with a Game Designer

by Brian Miller

EPGS consists of more then just game players. We also have about a half-dozen game designers as members. We tend to overlook the contributions from this segment of our hobby. Obviously, without game designers, we wouldn't have new games to play. In this article, I interview Bob Stribula, designer of Lunar Rails. This is scheduled to be Mayfair's next game in the Empire Builder series of railroad games. So what is Lunar Rails? Mayfair says, "Journey in another dimension with the Empire Builder system game. Lunar Rails features the exotic and shattered landscape of the Earth's Moon. Build tracks from city to city, move resources, cross the Sea of Tranquility (beware of cosmic x-rays and meteor strikes!), and pickup and deliver scientists, helium-3, or solar collectors."

Q: What sparked the idea for a railroad game on the Moon?

A: For a fact, the idea occurred on October 26, 1995. I recorded it in my planner for that day. Unfortunately, I'm not sure that a specific event prompted the idea. I especially like the Mayfair Empire Builder series of railroad games. I've also had a long-standing interest in science fiction, astronomy, and the space sciences. I think the idea for Lunar Rails came from a combination of these involvements. At the time, I was running a play-by-mail game called Empires in Space. In brief, EIS allows multiple players to explore, expand, colonize, and fight for control of a computerized galaxy. I'm continuously looking to improve the game. One of my concerns is symmetry. If one player drops out, his neighbors gain an advantage. It is far easier to expand into uncontested territory. I was trying to arrange the players' Home Worlds so that each player is a neighbor to every other player. That led to n-dimensional universes and other weird geometries that didn't work. (Who knew I would ever use those advanced math courses?)I could see how to model one side of a cube touching or wrapping to the opposite side. Wrapping would allow each player to be a neighbor to the players on the opposite end of the galaxy. However, a cube is a simple three-dimensional object. My galaxy is spherical. I couldn't figure how to wrap a sphere's surface. I was sitting in the bath tub that night when this train of thought morphed to rail games. (Like Archimedes, I do my best thinking in the tub. Fortunately, I didn't run through the streets of Athens shouting, "Eureka! I've found it!") The Moon is a sphere. Its map board, by necessity, must be flat. By adding a wrap mechanism to the Moon's hemispheres - Nearside and Farside - I had created the Lunar Rails map.

Q: Did the incorporation of some basic characteristics of the Empire Builder series preclude the promotion of Lunar Rails to game companies other than Mayfair?

A: Yes, as I've been told a few times by members of the gaming industry. Extending an existing series gave me an immediate market for Lunar Rails. At the same time, it limited my ability to sell the game to that one company.

Q: What steps did you take to bring your game to the attention of Mayfair Games, and did you wait to do this until you felt the development of the game was near completion or was it discussed with them earlier on in the development stage?

A: I came up with the idea in October 1995. The following February, I showed a very preliminary map to some EPGS members for feedback. Ironically, one member who saw it was Steve Courtemanche - the designer of EuroRails - whom I had just met. I was very involved then in helping design U. S. Rails for Winsome Games. So it wasn't until August 10, 1996, that I first played Lunar Rails with friends. On August 17, I played it at EPGS. At this stage, I was getting one play per map or demand card set. I had to make major revisions each time. I thought the game was pretty good despite the limited testing. I wanted to determine if I had a viable game. So, on August 23, 1996, I drove to RailCon in Lancaster, PA. I showed the game to Jay Tummelson from Mayfair Games. Jay organized a play test. (He won.) Afterward, he said that it was the best first submission he had seen. I explained how I "reverse engineered" the payout matrix from the other games in the series. He showed me the actual Iron Dragon revenue equation and suggested some changes in the game. We discussed they're buying the game and I left encouraged. I tried the payouts that Jay suggested and continued modifying the game. In October 1996, I mailed the then current copy of Lunar Rails to Mayfair for review. Unfortunately, it wasn't long after this that they went into bankruptcy and Jay left the company. I continued to improve Lunar Rails during 1997. I took it to conventions and it generated considerable interest. At one of these cons, I met Mayfair's interim Operating Officer Lou Rexing. He also expressed interest in the game. In October 1997, a restructured Mayfair emerged. I sent them an updated game in January 1998. Since then, Larry Roznai, Mayfair's President, and I have worked together to modify and improve the game. He's standardized many of the series' features and I've updated my game to fit his pattern. When I first showed Mayfair the game at RailCon, I thought it was nearly finished. Jay, Lou, and Larry suggested changes after that to refine the game. Those countless revisions have produced a game that is now ready for production. Lunar Rails is scheduled for release in Spring 2001.

Q: Did you have veto power over the countless revisions?

A: I held veto power over changes to the game until the time it was sold. Recently I received my first payment but I'm still consulting with Mayfair as they prepare to print the components.

Q: If I may ask, were you paid a flat fee for your game, or will you receive royalties based on a percentage of the sales?

A: A flat fee. That's the way Mayfair prefers to pay for a new design. If you think of game designing as a fun hobby that might pay a little money, then it's great. If you think of it as a moneymaking venture, then it isn't a good enterprise. As Richard Berg says, "It's a don't quit your day-job business."

Q: Do you have any other games in development?

A: Yes. Short Lines, Mars Needs Railroads, and I'm thinking about Africa Rails.

Q: Would you take these games to Mayfair as well?

A: Africa Rails would be developed for Mayfair. The other games use my own systems; I can try to sell them to Mayfair or another game company.

16 December 2000 EPGS AXIS & ALLIES EUROPE Tournament

This will be a combined EPGS and AAEuropeMC event using their online bidding system. Check out www.aaeuropemc.com (in their "Armory") for full details on their bidding system. A summary of this is that each player bids the number of initial placement IPCs they’d be willing to play the Allies with. If you think the regular game is fair, then you’d bid 12. If you believe the Allies need more units than normal in order to win, then you’d bid some number higher than 12. The low bidder becomes the Allies. For a tie bid 1 of you rolls a die: odd and you’re the Allies.

We're looking for a maximum of 16 players (first-come, first-served) for a single-elimination 3-hour per game tournament. These will all be 2-player games. An additional $5 tournament fee will be charged to cover the prizes. This starting fee is split up as follows: $2.50 to 1st place (i.e., if there’s 16 players, the winner gets $40) $1.00 to 2nd place $0.50 to 3rd place $1.00 for the “trophies” I’ve already had a Champion button made for the winner, and plan to make signed color computer certificates for 1st thru 4th place, but any other awards are TBD based on actual number of entrants.

Your EPGS Treasurer, Bob Hranek, will be this tournament’s director: 1. All tournament players are expected to arrive by 09:30. (Please bring your copy of the game if you have one.) 2. The first round of games will start at 10:00. 3. We must complete turns as quickly as possible. If a game is taking too long, then Bob will have to decide the winner in order to continue the next tournament round. 4. If necessary, play will continue at Bob’s house on the 16th and/or the 17th (maps will be provided). 5. Bob will answer any questions and rule on any disputes that arise during the tournament. 6. Good luck to all players!

OFFICIAL A&AE RULES CHANGES

1. Destroyers only hit on a die roll of “1” or “2” when providing shore bombardment. 2. The “Great Patriotic War” rule that allows Russia to replace Allied units with Russian pieces may only be applied to Allied units in any of the four starting Russian Industrial Complexes.

A&AE Clarifications 1. Fighters defending on a carrier may not hit subs. 2. Fighters that survive defending their territory’s Industrial Complex from Strategic Bombing while the territory is captured during combat have 1 movement point to land elsewhere. 3. Retreating aircraft are subject to AA fire in other territories (occurs before non-combat moves). 4. You cannot blitz thru a territory solely defended by AA guns, but can blitz thru an IC territory if there’s no enemy units there. 5. Transports only unload to one territory (unlike old A&A’s possible non-combat move for a transport to split unloading units between two friendly territories touching one sea zone). 6. If an amphibious invasion is “called off” after its naval battle is resolved, any surviving transports may unload during non-combat that turn, and any aircraft or other troops may retreat after 1 round of combat (as usual).

Details of three separate EPGS 2001 Tournaments for Axis & Allies, Axis & Allies Europe, and Up Front will be announced in the next Heroics newsletter.

Russian Axis and Allies: Europe Strategies By Bob Hranek

The Soviet Union faces the brunt of the Axis assault in Axis & Allies Europe. Your task is to survive long enough for Great Britain and the United States to divert Germany’s attention away from Moscow. Try to convince the Allies to give you all 12 cash advance IPCs. With this, you could add 4 infantry to the Baltic States, but I currently think adding 3 artillery in Belorussia works better as a turn 1 counterattack force. If it’s decided to start with an extra ship, then make sure it’s a British sub and that you still get 1 extra artillery in Belorussia. You should produce at least twice as many infantry as artillery every turn, and very little else. You must convince your Allies to send as much airpower as possible for conversion, since you can put them to best use. Only once you’re ready to push into German starting territory you should start building as many tanks as artillery. Since you won’t be building any new ships, use your starting ones to best advantage. Your sub’s job is to secure the Soviet convoy box. On turn 1 this usually means attacking a U-boat in the Barents Sea. If your 1st sneak attack misses then you’ll probably have to fight to the death in the convoy box in turn 2. Your transport usually tags along with your sub to take a hit, but amphibious opportunities sometimes appear. Landing infantry in an undefended Norway is a good investment, and the long-term threat of a 3-player assault on Germany is worth consideration as well. Should they survive the first 2 turns, then use these ships however your Allies direct. Belorussia is the key to Soviet survival. Your combats should be focused on controlling the territories it touches and your non-combat moves should place as many units there as possible. If the Germans have taken the Baltic States in force then you’ll need to retake it with everything that’ll reach to secure Leningrad as a conversion point for Allied aircraft. Otherwise, you’re looking to retake the Ukraine, Baltic States, and East Poland (in that order) with as few units as possible. Everywhere else you simply look for opportunities to inflict more German casualties than you’ll sustain while conserving your tanks and planes for the big battles at the gates of Moscow. Cleaning out Finland and Norway is tempting, but if not started on turn 1, will put too many units too far from the real action for too long. You’re usually better off killing these units once they’ve fought their way adjacent to Leningrad. Striking into the Balkans only works if the Germans decide to force you out. These units will be too far out of position if he simply ignores them and drives straight for Moscow. Always remember to keep at least 1 unit on all borders, to prevent German freebies! Once you can’t realistically secure this perimeter you’ll need to put everything you can into Belorussia. Your armor should probably be there too to give your fighters extra defensive breathing room. Or, basing your armor in Leningrad and/or Stalingrad can preserve them for counterattack or at least stall the Germans for a turn as they take the opportunity to kill them. Any turn the Germans don’t end up closer to Moscow is a victory for you. The only reason you’d ever leave a token defense in Belorussia is if you’d be significantly stronger (relatively) in counterattacking next turn. When your big armies face-off, resist attacking him first unless he’s got more tanks than other land units. Your non-combat moves usually try to only leave 1 infantry in your enemy-bordered territories, but on turn 1, put all 3 Caucasus infantry into Ukraine for best use. Leave the Middle East to the British and move the Iranian to the Caucasus. Take 2 turns to move the Archangel AA gun to Moscow unless there’s a German bomber in Scandinavia. Move Moscow’s AA gun to Belorussia. Base most aircraft here as well. Your bombers can be based almost anywhere that they’re not alone (if the Luftwaffe can reach them). For instance, a bomber could start in Siberia, bomb a lone transport in the Eastern Mediterranean, and land in Cyprus. Convert all Allied planes into Soviet unless you need additional fighters moved to defend Belorussia or Moscow this turn. Your builds should be split between Leningrad and Stalingrad every turn until one of them or Belorussia falls. Defending your southern IPCs is required, but not if it tips the balance in Belorussia. As long as you can hold out until your 6th turn, your Allies should be applying real pressure, and you can start thinking about chasing the Germans all the way back to Berlin. Of course, if the Germans are spending more at sea, then you’ll be able to push Westward that much sooner.