| Rumors
of Rumors
By Mike Bennighof, Ph.D.
President, 119694_avalanche Press
August 2008
For some time now, we've made our livings
at 119694_avalanche Press by making wargames in
ways contrary to received wisdom, violating
the way things are supposed to be done. We
commit many sins against the wisdom, at least
according to the Internets. And one of the
worst is consorting with that evil role-playing
crowd.
Role-playing games are published under a
unique structure, known as the "core-supplement
model" within the game industry. There
are "core games" that you have
to have in order to play, and then "supplements" that
enhance your play experience. For example,
you have to have the Dungeons
and Dragons Player's Handbook and Dungeon
Master's Guide to play D&D. Celtic
Age enhances
this experience, and is not playable without
those other two volumes.
And so we've imported that method to wargames.
There are "core" games in our series
— in our modified version, identifiable as "anything
that comes in a box." And then there
are those that are only usable in conjunction
with other products. These are also easily
spotted: "anything that doesn't come
in a box." To follow this model, it's
important that every line have both boxed
games and supplements.
And so it is with Third
Reich franchise.
It has two core games
— Third
Reich itself, and Great
Pacific War.
Until now it's had one supplement, the Player's
Guide. Rumors
of War
is the second supplement, and it carries
on the tradition. Like the Player's
Guide,
it covers both of the core games. But it
has some extra enhancements that make it
a must-have for any dedicated Third
Reich player.
Over many years running a wargame company,
I've slowly learned a few lessons. Many are
negative lessons — the things not to
do. And most importantly, "hire very,
very carefully and do not hire the obsessed" (I
have all the obsession we need, and a lot
more besides). And then there are some positive
ones. Ryan Dancey, then in charge of role-playing
at Wizards of the Coast, pointed something
out to me when we brought out our very first
game supplement, a Great
War at Sea booklet called
Great White
Fleet.
Our first experiment in supplements, it
was titled "a scenario book" and
that's exactly what it was along with a set
of special tactical rules. We brought it
out in 2000, I think, and it sold out several
years ago. When it went into layout it turned
up a couple of pages short, so I wrote a
filler piece about Japanese use of prizes
taken in the Russo-Japanese War.
That piece, according to Ryan, was his favorite.
While players like the crunchy bits, both
historical gamers and fantasy players also
want context for their games.
"Most supplements," he advised, "are
consumed as literature."
I laughed at him at the time for the stilted
phrasing, but I did file away the lesson
and it's a foundation of the Daily Content
concept as well as the supplement line. Finding
time to play games is hard, yet as our VP
Lys Fulda likes to point out, "sure
you can't take Road
to Berlin into the bathtub,
but you can read White
Eagles there."
And so Rumors
of War kicks off with a fine
piece on the Versailles Treaty and its shaping
of the world of Third
Reich, by Dave Lippman
who wrote the Midway series on our website.
Third Reich is immensely popular, and it's
always been fun to write Daily Content for
both games as they readily lend themselves
to variant treatment. Rumors
of War brings
in a few things we simply can't do on the
internet, starting with the expansion map.
 The new map covers Central Asia, linking
up with the current Third
Reich map. It was designed by David
Meyler, with art by Beth Donahue that matches
the existing Third
Reich style. The hex size
is the same as the Third
Reich Deluxe Map
but it works just fine with the standard
size as well.
There are three new objectives on the map:
Samarkand in the Soviet Union, Mosul in Iraq,
and Abadan in Iran. There are two new countries,
Iraq and Iran, plus the British colony of
Kuwait and the empty wastes of Saudi Arabia.
The Middle East is still a sideshow — you're
still going to win or lose by confronting
your enemies directly in their home nations
— but now it's a much more tempting sideshow.
Many a foreign empire has come to grief in
these hexes.
New territory of course means new units.
The mighty Iraqi Army is present, all of
one unit. The Iranians do a little better,
with up to three more infantry units and
a cavalry unit, and the prospect of a single
surface naval factor.
But there are many more new toys, some of
which saw their first draft here in Daily
Content, some of which have never been seen
before. There's the Indian National Army,
Japanese atomic bombs, the Irish Army and
Chinese armor. But there are also many never-before-seen
variants: Romania as a player country, French
airborne, mountain troops, Russian fascists,
and much more.
And then there's strategy. Jeff Adams walks
us through Soviet attacks on Romania, while
Tim McBeth has a look at economics — one
of the basic underpinnings of Third
Reich.
William "The Red Goblin" Sariego
looks at island strategy in the Mediterranean
basin, and how to attack or defend Turkey.
Doug McNair, who developed the Third Edition
rules, has an overview of new strategic possibilities
opened by the new rules set.
Budgeted at 64 pages, like a number of our
supplements this one spilled over its allotment.
But that's okay. When it comes to wargame
fun, there's no sin in excess. And we do
like to commit sins.
If you're a Third
Reich player,
it would be
a sin for you to miss
Rumors
of War.
Order now. |