Michael Resch begins as sviluppatore assistant of the games of David Bolt (had acquired in the 1982 The Cossacks are Coming! edition People Wargames), indeed for the precision like playtester to the Moment in History games (MiH). The game in playtest was Lodz that it found extremely twisted, even if pleasant historically. That game had the misfortune to endure some changes in the rules at the moment of the publication and it exited therefore quais not playtestato. Eventual the lesson learned and decided Michael that its future games had to enjoy adapted times of playtest. Michael, solo player and playtester until to 2004, begins to develop its plans in the within of the Bro Games, a amatoriale company of the Oregon. The first game to exit is the second edition of Cossacks are Coming! , risistemato from Resch on input of David Bolt, with graphical new and rules simplified. It throws also the bases of its game: Clash of Eagles: The Battle for Galicia and Poland, 1914, with an analogous system. 28 March 2006 announces that the Bro Games it changes corporate name and it becomes Oregon ConSim Games, explaining that the name it derives from the will to produce games historically founded and from the center of the company, Eugene in Oregon, neighbor to the Campus of celebre University of Oregon. Its design is modern and rigorously careful to the historical simulation, a planner who could itself be defined before of third generation (is the era of the Avalon games and SPI, the second one are under the scettro of King Richard Berg). Meantime Michael he becomes also associate of the Society for Military History and acquires the interest of the GMT games to its plan. The agreement is caught up shortly term and its plan Clash of Eagles, exits with the title it Twilight in the East. To the Oregon ConSim Games LLC they are born also some initiatives collaterals: a game simple and introductory to the hobby in DTP, Battle for Galicia, 1914 (BfG) and a review of support, Dispatches, the Oregon ConSim Journal, in which additional history articles and scenes for the games are found. It has also its situated web that invitation to consult: http://www.consimgames.com. For the future Michael it has in forecast ulterior plans: - 1914: Offensives to outrance, The Western Front in WWI is the campaign from August to November 1914 in France (before battles of the Marl) with the Battle scenes of the Marls, The Marls Campaign and Grand Campaign Game. The map will comprise the entire one Front western from the Sleeve until to the Swiss frontier. The system will be that one of TITE adapted. - Conrad's Gamble, the Battle of Lublin 1914 will be a regimental model of the Austro-hungarian invasion in Poland (agostosettembre 1914) it is will be a new system, more tactical, that it will deepen the various aspects of the units of 1914. - The Battle of Lodz, 1914 instead will speak about November-December 1914 and will be a system simple based on that one of Battle for Galicia, 1914. Same single scale and mappetta, Lodz could be also a DTP. Interview of the turkey, part 1 NOTURKEYS - Resch is a German last name and I know that your family is viennese. Us storys something on your origins and when eventually you have left Austria for the Oregon? MICHAEL: not, I have been born in California in 1963 (I have 45 years). He was my father to emigrate in the United States in the years 1956- 58, thanks to a Scholarship Fulbright. It still made return in the USA in 1960 and us it remained until to the 1995 qunado made return to Vienna, where now it lives. Also my mother (1940-2004), to which I have dedicated my game, was viennese. NOTURKEYS - you are a designer of third (modern) generation. Many game designers they came from the career to support or from atmospheres connected to the army. Your history is various? How you have begun to interessarti to the wargames? MICHAEL: Since boy appealed to me military history and geography. The Wargames historians arrange the two topics well. Mine love for these subjects, after all, was born also because of my numerous travels in Europe, to Vienna and in Carinzia in particular. My father and my grandfather (with theirs friends) often debated of history in mine presence. All this fascinated to me. Obviously, for the background cultural of my family, my historical interests and my acquaintances are remained Euro-centric. NOTURKEYS - I do not know nothing of what you make in the life and of yours hobbies. Us storys something, from i? MICHAEL: from 1986 until to 2000 I have worked to the Pacific Exchange Stock (from 1986 to 1989 like simple employee, then from May 1989 until to July 2000 like investor. In 2000 I have left the operations financial institutions and I nearly are withdrawn in pension. Nearly because now I manage a little one portfolio and to fine career I am carrying ahead my small company of financial investments, DRZ Derivatives. Mine hobbies is the wargaming, to walk in the middle of the nature and the sport (for 35% soccer, for 40% the basket and the rest to train the soccers player). However step the majority of the time with m the iei sons, anzie with mine two daughters, Hana of 9 years and Chloe of 6. They are much lives to us and busy! NOTURKEYS - the Net tells that you live to Eugene, " it happens them anarchical of the USA " , a citizen indeed " open mind" , as he says himself. Have known I it for via of the film (1978) " National Lampoon' s Animal House" and I know that Eugene is perhaps still more famous one for its "inventiveness of community" (besides Hippies, peace and flowers). All this people not she considers your design like too much warlike? MICHAEL: "Animal House" is my preferred film. As for Eugene and to its inhabitants, what you say is true only partially (indeed larger part of the chats is all bales). I have seen of recent a t-shirt that it had written: "Eugene, we're all to here because we're not all to there". (we are here because we are not all here) where the "all" mean here literally "outside" that is little intelligent or with some deficiency overhead. NOTURKEYS - they have come to know that you wanted to play Napoleon at Bay di Kevin Zucker (Monstercon 2001) and, siccome here from we it thinks together that it wants an acute and intellectually ready mind to us, to a discreet one background cultural, in order to appreciate those game OSG, we are also curious of knowledge which it was the game that it has made to discover you the hobby. MICHAEL: my first game was Tactics II, that I received like Christmas present them, task in 1975. After that I have played a bag of left to Russian Campaign, Napoleon at Leipzig, Conquistador, Terrible Swift Sword, Napoleon at Bay, many games of the system Bataille, Squad Leader, 43 Ukraine 'and Killing Ground. Of recent I have played the old Caesar (Alesia) several times. Divertentissimo, simple and fast (but not too much fast) Then, by force, I have played to Home Before the Leaves Fall and I have playtestato The Cossacks Are Coming! (too many times). NOTURKEYS - but at the end, to which it appeals to you to more often play of the others? MICHAEL: beh now I am enjoying mine 1914, Twilight in the East. More the game and more I learn new things on the system. NOTURKEYS - In 1982 I have bought the Cossacks are Coming! of David Bolt (People Wargames) (on council of Sandro. NdA). To my warning that one was my first (and only one) monstergame. You have said of being be a assiduous one playtester of the system of David, but, to that time, we had some difficulty in digesting its rules and the way with which they were expressed. Now which it was the true reason that carried to the rifacimento of the game? MICHAEL: when I saw for the first time Home Before the Leaves Fall I was fascinated some. The game was wonderful and the described history it was interesting. The designer, David Bolt, invited to combine me to me to its group of players and playtestare the new plans together to he. David wanted to transfer its system of HBtLF on the forehead orients them. I helped thus it, as it can also be read in notes begins them of designer (the paragraph of Cossacks) to pag. 45 of the 1914 booklet: TitE. NOTURKEYS - Well, then can say which percentages to us you checks to the storicità of a game and which to its giocabilità? Tasks are possible to obtain a game funny express and without to make to fists with the History? MICHAEL: the storicità of a system is the more important thing. Saying this, a game must also appeals to and to be simple to make. It must find the equilibrium. But it is truly difficult to find that type of equilibrium. NOTURKEYS - a curiosity from Consim. What you wanted to say with "Clash of Giants is an apple, while TiTE is by force an orange? You the memories? Eh. eh. (Famous of the interviewer: I had made a pact with Michael, that is of not to speak about Ted Raicer, but sometimes who exits from the door re-enters from the window.). MICHAEL: The answer is: "the two you play are thus clearly various that cannot be puttinges to comparison." The main difference is that CoG is not at all a simulation historical. Not there is null of the Large one War in that system. É only an exercise of base in order to learn to pull dice. (It can also be a good hand, but if you take to historical model of the campaign, then it is a very bad model.) Al time I thought that the game Galicia di Ted was thus ugly that wera necessary to supply the players a simple alternative. Thus I designed my DTP game, Battle for Galicia, 1914; in order to allow a comparison and in order to make capiore to the players the absurdity of the game of Ted. Interval When I chose to interview Resch I admit, it, was own for the annoyance that personally it gave (and it gives) the continuous surge to me of the games of Raicer (which for other it is anything but stupid, it possesses a good culture and she seems an pleasant person with which to rapportarsi. However, he will be because student of Ty Bomb, will be because it designs for job and not for hobby, that continuous to yield to the common place, to "chrome" like they say in America, in order to make giochetti funny, commercially vendibili the masses wikipediane, quite trying to justify the rules (idiot) manipulating the history to way own, was by now indefensible. Great part of the Europeans is convinced that it thinks thus. The example is in Tannenberg (CoG I) where the impossibility of giving to the Germans railway ilrifornimento justified era does not give the Actions of a Conference of historians on campaign, but from a chat with Ty Bomb. Both the candid ones designer had concluded that in Prussia in 1914, to they to seem, the trains carried only fleeting and not vettovaglie and ammunitions. Michael is of an other planet, as it they are the boys of the Hexasym in France and other friends Americans. The Resch-thought appeared also in some its participations in Consim. The task base was (explains) that the apple and the orange is both good fruits, but totally various in the taste and the scent. "The only thing that TitE and Clash of Giants Tannenberg di Raicer have in common is that maps are in some way similar to like it was the Prussia in 1914 and that some strength point it carried the same designation of units that made that campaign. Time makes played with a my CoG friend several times and I was myself prefixed not to criticize the game before having it played at least two times. After that, my friend (large player of Squad Leader) said something of the type: "Now we are done good an idea on the campaign of Tannenberg" I remained of stucco. I did not succeed to hold it for me and sbottai: "But not! This is all fuorché Tannenberg. É be a Napoleon at played Waterloo on the map of the Prussia". True Philipp, now that you have played TitE, you have made yourself an idea better than as it was Tannenberg" The talked nonsense one of Michael on the Forum provoked a sdegnata reaction of some fan raiceriano forcing ours designer to justify itself and to try to close it makes it. In truth Michael asserted that it was not its intention to criticize the job of a colleague asserted, indeed it gave credit to it saying that created having a series of games of happening on the Great War it had thrown again the interest on that historical period and that it would be fierce state that own games were compared in terms of cabilità and divertimento", those of Raicer. Simply Raicer did not play with the history like model, while TitE yes. Then it depended from the personal tastes; to someone they appealed to more apples, no problem! The orange has more vitamins without a doubt. Now we go ahead. Second part: plans and you play. NOTURKEYS - the diagram of your games is remarkable. For which reasons you have oriented towards this (happy) choice and who makes the fact diagram? MICHAEL: they are proud of to say that the diagram is nearly all mine. I have only enlisted one "indigent" student of the University of the Oregon that he has put all in the computer. Like I have already said I have the passion for geography (and therefore for the maps). Before becoming an investor of Options Stock I thought to make the architect. I have always loved to design and I am making of my best for my next design on 1914 and I hope will be pleasant as for TitE. NOTURKEYS - which it was the municipality rising (if there were) for which the GMT enlisted you and Raicer under the same one stretches? This us it seems strange. MICHAEL: no common destiny. Uio determined to feel the GMT because I thought graves better road perc to make to distribute in turn for the world my game. I was trusting in the fact that once that the players to avessere touched with hand my job, I would have been still more in a position to interesting them ulteriorly. NOTURKEYS - till now you have made plans on 1914, an age in which the armys they marched and he mounted himself also to horse. I have read of a plan on Marl 1914 (attention to the forum French). True? MICHAEL: truest. They are to half of the plan of my game on the 1914 (Western Front). from what I see up to now nobody has produced a good model of that campaign. I hope of being the first one. (But of this we will be able to speak in an interview to part, even more ahead). NOTURKEYS - I cite you two riflessoni from Consim: " Michael: please he considers the forehead Italian! If there é a forehead forgotten like the Galizia is own that Italian." And then " Task that the problem of the Italian forehead or that one of the staticità. My system puts in evidence above all it makes furnitures of campaigns." Caporetto, however, was a transaction also too much mobile. But it is thus impor many to perpetuate this myth of mobility (together to the other myth: that one of the Stosstruppen). MICHAEL: the Italian forehead cause large difficulty to a designer. As you have emphasized the games need of movement (also if in reality it is a movement appearance). The creation of the movement on the forehead Italian needs of a scale much detail and dedicated. Task that, to part perhaps Caporetto, my system 1914 becomes little interesting to play on the Italian foreheads. NOTURKEYS - your system is the first one in which I have found the concept of " Area of attachment" (tactical dependency) that it was the base of the operations of the First World war. This has cancelled (and beats to me fingers if I say a stupidaggine) the rules, obsolete and stupiden, of the Leadership and the Commandos with theirs "ranges" in hexagons, in times of telephone, telegraphs and then radius. Us you say something in merit and. dicci even if it can find an alternative to the striscioline of paper placed on the map in order to delimit areas of competence of the Bodies. MICHAEL: the idea of the "Area of Attachment" the military atlases came me to mind watching. If you have present they always see lines that delimit the competence fields of Major unit (armys or bodies). That rule was of great benefit and allowed to eliminate those stupid regulations of "command control", often arbitrary, and it allowed also to eliminate the useless ones counters of HQ. NOTURKEYS - this that has made Zucker (OSG) with Napoleone (you play + history) appears also in your games on the Great War. Us you know to say something on the Dispatches review? It does not have a too much slow step? MICHAEL: the scope of my Dispatches magazine will be that one to add new history and new hypothetical scenes, to articles that together migliorerano the acquaintance of 1914 between the players. Obviously also in the hypothetical scenes particularly the adhesion to the history will be cured, cioé that these "what if" will be completely historically reasonable (no scene with free set up, consider them stupiden.) NOTURKEYS - we speak about assets about artillery. You have chosen to represent the artilleries in map and it is a possible choice for the operations you furnish of 1914. Obviously this generates much more counters gives to handle. Because you have chosen to make thus instead of (as an example) putting valri of artillery on counters HQ-Supplies type, designing a subsystem of markers of artillery? Famous that also this produces more counters in map, but it concurs to manage also the artiglerie not furnitures (war of trench). MICHAEL: the majority of the assets of heavy artillery, at the level of body, is distributed to the divisions. However there are assets of ariglieria that arrives as it reinforces or that sovente they change of aggregation. I have fact counters separated for these types of assets. Separating the artillery from the HQ, it could together eliminate counters the HQ (to all the pertinenti rules to the HQ) and separating the artillery from the Supply has concurred to me to use counters the Supply (and the rules annexed) only for the section of the refueling. Also I have thought to eliminate i counters of artillery from the map, but I noticed that they appealed to the playtesters and that in bottom rules could be made specific without to too much alter flowing of the game. NOTURKEYS - as it will go with it puts into effect them economic crisis? (I task will be a drastic reduction of the banns) But if creeds will be various which he could be the next game that you will publish (to part the Marl 1914 and the simple Lodz)? MICHAEL: we make one step at a time: before the n. 1 of Dispatches, then 1914: Dispathes or offensives outrance 2. Then? 3 Dispatches or Serbia or a game to regimental level on the Great War, goodness knows. Thanks for the questions and if us they will be some still I will be happy for answering? Well, we greet our friend of the Oregon, whose determination on 1914 is much German south wind (clear ideas and no compromise) with a single sorrow: for every gioc shiningly product from Michael Resch will be always a Raicer that it will make others 10. Thus the life goes. As for we, beloved Michel, we have been happy of ospitarti on our fanzine and we hope however to enter in game also with Oregon Sims. The fact is that, Michael, in 1914 Italian we we were "neutral". Battle for Galicia, 1914 Battle for Galicia, 1914 é a game to scale operational of simple learning, apt who it is approached the hobby, and conserve good characteristics of historical simulation. It speaks about the battles begins them of Austria Hungary against the Russians, period 23 August - 15 September, 1914. Only problem: it is one (DTP) game and must makes the counters (but it is worth the pain). It can be tidy on the site of Resch to 18 dollars + 2 of expenses mails them. Every turn of game represents two days of real time and the units are divisions or brigades of infantry, divisions or bodies of artillery. The map is a A3 (11x17 inches) and every hexagon rapppresenta approximately 12 km. In it there is the territory between the Vistola and the Carpazi, fortresses of Przemysl (Péremisl is said) and Lemberg (Leopoli). The booklet of the rules is of sun 8 pages, the counters are 280, forehead and back. Table of game: the Map The Wargame from table (not with the miniature) of usual it is played on a printed publication map, that often it is also fruit of a careful search historical. In order to facilitate the movement of the pawns of game to the map comes overlapped a grill of hexagonal usual (but you they are some also to square or irregular areas or to street points, said Point-to-Point). Galizia 1914 possesses classima a map to numbered hexagons (the numbers serve to recognize the hexagons where they will be placed game pawns. Other structures of map Every represented territory geographically in the map it possesses several lands: plain, hills, mountains, forests etc Possess also natural elements which lakes and rivers, and it crafts them which roads and bridges. All variable that the impact of lands and of the elements they cast on the actions of game is reassumed in a table that, next to the type of the land (and to its symbol) it often aligns the effects on the movement and also on the combats. In this case we speak of Table of the Effects of the Land or, in English, of Terrain Effects Chart (TEC). Sometimes instead there é only a simple one legenda of the several types of geographic elements. A trace that resides nearly always on map is to slide of the time (Turns) of game. In English Turns is called Track Record that is trace for the recording of the turns. In some game, like in our case, they exist other traces segnapunti on the map in order to indicate some useful scores to the game same (operating points, points of Victoria etc) In order to signal the progressions or regressions of the values or simply the turns of game esistone some appropriate pawns said Markers (segnalini) of which more ahead there are some examples. They will be moved on trace as that the game is left over in the turns or as the values to record they change. The Pawns of the game In English counters (in French pions) they are graphical rappresentazioni of the been involved units in the historical episode to simulate. Generally they are square, of several measures, printed publication on cartoncino of approximately 2 milimeter of thickness and they carry on the two faces some simbologie. The symbols represent the type of unit in field. Sometimes they are of easy acknowledgment because they are little ones soldatini or guns, like for the French review Vae Victis, other times they are more complex to intuire as symbols military used in the simulations. The set more frequent in use it is that one of the NATO, and is case also of Galizia 1914. The name of the unit is practically the designation historical of the pawn (in the event specific 23ª march brigade = 23m). The number to side represents the number of the hexagon of alignment (or the turn of game in which it enters as I reinforce). The rank of the unit us it says the military dimensions of pawn (one X it means brigade, two XX means division, three XXX army corps). In the scales of game inferior is also: = the companies; II = battalions; III = regiments. A graphical symbol to instead says the type us of soldiers whom that unit has, In the outline over said symbol is an infantry unit ( also of the "bustina"), under there é an unit of cavalry (cross-sectional band). There are also symbols with a point center them (artillery) and a myriad of other units that the experience you it will make to recognize. Like famous from diseno the i counters also they are colored so as to distinguish the friends from the enemies. In ours famous case as the designer it has maintained the historical gray or colors 1914 (hechtgrau blue for the infantry and the same one on base red, the pants, for the Ussari of the cavalry Hasburg). Values of the counters For international convention the typical values of the pawns they occupy of the fixed spaces (to right there is the value of Movement, on the left there é that one of Combat). Al center is found to times a third value aligned to the others two that it indicates a various parameter. In ours game indicates the Defensive Value of the unit. On counters you they can be other values important for the game and marked of side to it shadows. Here, on the left, there é a value of Artillery. Nearly always the pawns have a face alternative (the back) that it indicates several situations in which the unit is been involved. In Galizia 1914 the turned unit on the back is said to be to "half forces". In order to begin Before beginning a game it is necessary to line up on the map all the units, like described in the rules. Such operation that in English comes called Set has also given origin to the technical neologism (not most elegant) in Italian: the verbo to setappare. With this procedure we will put ours pawns on the map. enough to read the numbers of the hexagons on which to place the units. We begin to play Now the players have all the pawns on map and can give a glance to the situation general. Although the neophyte at the beginning he has others grattacapi which to think, it is good norm to learn which in the first place they are the conditions for being able to gain the game, otherwise already one has gotten lost in departure. In Galizia 1914 the conditions of Victoria are the following ones: - they will be recorded on the trace in map i Obtained points Victoria in the course of the game and who will have some more at the end of turn 12, will be the winner. But as they earn themselves? 1 - from the first turn to the ninth turn for every INFANTRY attack you will earn 1 point Victoria (VP). 2 - other points Victoria will be earned occupying important CITTA' and locality in map: for the Austrians (Lublino, Krasnostaw (hexagon 16,18), Chelm (18,17) and Hrubieszow (16,13); for the Russians (the fortissima Lemberg (7,09), Grodek (6,10), Sambor (2,11) and Jaworow (6,12). Now fermatevi a moment and visualizes them to you in map. You will be made an idea of the strategy to follow. Well, the Russians therefore will attack on the river Bug in direction of the Dnestr and the Carpazi, Austrians instead will attack the forehead of saint river in order to be connected with the armys Germans to north (not in this game). The game sequence Every Wargame has a its sequence ( to carry out itself of the several operations) that it is opportune to follow when s'impara one exactly new system of game, even if simple. Battle for Galicia, 1914 is played to Turns and every turn comprises a Russian phase of game continuation from a phase of game Austrian. However the FIRST turn is anomalous. At the beginning in fact the Austrian player plays only (practically jumped all the Russian sequence). A. At the beginning of the turn of a player marker of the Turn, if the sequence finishes, it is left over to the successive turn. B. Turn of the Russian player 1. phase of the Refueling (Supply in English) 2. phase of Rinforzi 3. phase of the Movements 4. phase of the Combats 5. recording of the Points Victoria (VP) Ended the Russian turn now it touches to the Austrian (turns the marker on the Hasburg side). C. Turn of the Austro-hungarian player. that it will be identical to that described Russian over. You notice that the player who is leading own turn also is said "player in action" (in English Phasing Player), while who observes other to act will be the inactive player (Non-Phasing).). The Refueling That is dates ammunitions, food and clothing to i your soldiers, Before acting on the field of he battles. Your pawns can be Resupplied (in Supply), to have sparsity of materials (Low Supply) or to be without refueling and to enter in logistic crisis (Out of Supply). These degrees of suffering will influence force of combat in attack and the units without ammunitions will not have not even i guns in order to talk nonsense. But where they are the warehouses? They are found to edge map, on special hexagons marked from the symbol of Warehouse (a circle divisio to bicolored half and), up and to right for the Russians (also part of the left map in truth), low and to left-deep for Austrians (in the photo the Warehouse of Przemysl). Not only, but with the exception of other games that go for the greater one, it is possible here to resupply itself directly to the RAILWAY STATIONS, connected from the railroad to the hexagons Warehouse of edge map. How to resupply itself to the Stations? Enough that the pawns are at least 12 hexagons of distance from a railway capolinea in order to decide of a limited refueling; at least 8 for being completely resupplied. Practically a way from the pawn to the station must be traced that no-go gage over unit enemies, and that no-go gage in the zone of control of an enemy unit in order more than a hexagon. Zone of Control? That roba it is. They are the six hexagons that encircle an unit. In they the pawn exercises a direct control and armed (Zones of Control or ZOC). This territory is useful to limit the enemy movement and it serves to control the refueling ways. To notice that a ZOC can here be also cancelled (denied) if it is held at the same time also from friendly units. I omit the outline classic, to most famous, newbies comprised. What succeeds if it is remained without refueling? If an unit remains not resupplied for two consecutive turns endure a Logorio (not that one of the modern life for which enough a glass of carciofo). The Logorio (Attrition) it is an accident that cause losses from hunger, diseases, desertions etc É' as if pieces for road got lost without to give the guilt to the enemy. And it is thus, force of the worn out units is reduced of 2 points, own they had as if them lost in battle. Phase of Rinforzi There are units that at the beginning of the game are not already on the map, but that they make their income in the successive turns, second one table indicated from the rules: rinforzi. These pawns will be put, during turn established, on the hexagon indicated from the table and will be able to begin to play. Sometimes they will not succeed to enter easy in game because pressate they give close from enemy units or because attacked from unexpected raid of cavalry (you see ahead). How one moves to us in map? In the Wargame the movement is estimated using the value (express in Points movement) of the units. As an example if an unit possesses 4 points movement (PM) it can march through 4 hexagons that are worth (they cost) 1 point for the passage (es. on road). But i various lands on which march or the various ones hexagon edges that are crossed can to be more complicated to pass. In this case one says that the land has one advanced cost. As an example if the cost is passed in a forest it is 2 PM and if the side of a hexagon with a steep china is crossed to go up the cost is added still 2 (indeed +2 to the cost of the land beyond the china). Therefore if our pawn with 4 PM must go up a china beyond which there is a forest will have to consume (to pay) 2+2=4 PM, that is all its points in order to be left over of a single hexagon. All these variable ones are for the note cited in the Table of the effects of the land, like already said. Moreover also to enter or to exit from the enemy ZOC will have variable costs, but not preoccupatevi, they are variable that s'imparano quickly. In Galizia 1914 also the units to half forces, that they want to resume the original force, they are forced "to spend" 4 PM and often for this they must remain firm in order to carry to term the operation. Here one does not move to us for railroad and the ancient task (cited in Liuzzi is respected, Reflections of armed Meaning of) second which: "The fanti go on foot and you sew them of it on the trains" This said in spite of the dispute of i you notice historians Ted Raicer and Ty Bomb! What ressa down here! What makes many units that they are grouped in a same hexagon: they are amassed, pile up, they are tightened and they pulled lousy to squall for having spaces. But all do not find place inside of the same space. This to meet itself together is, in English, Stacking saying voice that indicates the capienza of one hexagon, regarding its occupants. In order to calculate the capienza the games resort often to an artifice that measure the present amount of people. Every unit comes uniform in mass parts, second own dimensions (in English such leaves calls STEPS). To times the reference parameter will be the combat force, other times will be own a measure to part, like in our case. A division, as an example, was not formed from soldiers only armed, but also of employees, fattorini, cucinieri, couriers, assigned several etc And here as Galicia 1914 calculates the capienze: Division of infantry to full force = 2 parts or Steps Body of cavalry to full force = 2 parts or Steps Brigade of infantry = 1 Divisone of cavalry = 1 Division of infantry to reduced force = 1 Body of cavalry to reduced force = 1 The limit of capienza (or Stacking Value) NOT it must never exceed 6 parts (6 STEPS) for hexagon. The overcoming of such limit generates drastic penalties (eliminates the units in more). The presence more pawns in a hexagon generates also of the mucchietti of unit, one over the other, than for comfort we call Stacks. In our game é a precise order in order "to amass itself there" together. All the markers that they signal, as an example the state of refueling, are placed UNDER the pawns, in order to prevent to the enemy of knowing the exact situation adversary. Your adversary, moreover, he will be able to only see the pawn put in summit to the Stack, in order to simulate the uncertainty of the information on the enemy who not plagued the armies of that time (in Galizia was the portable radios of Raicer). These mechanisms of segretezza (partially much obvious) generally they go under the fog name (uncertainty) of war (Fog of War). Now to the attack! In the Wargame the moving phase more is sure the combat. The mechanism classic enough is diffused: the unit or the units moves, enters in the enemy ZOC, they arrest and they are prepared for the battle. In some game the combat is obligatory, in Galizia 1914 can also not be attacked it wants. IMPORTANT: Before triggering the offensive it must give a glance to the forces that they want launch to the onslaught. They will have to depend all from the same body (are admitted also an independent unit) or will have to be two independent units. The same one is said for the defenders, also they they will have to verify the dependency from the commandos. Who attacks will have to hold account of own offensive value of ciascuna unit been involved (the value on the pawn less eventual penalties caused from the state of refueling not optimal and from the general state of the unit (to full force or half). If thus operating offensive value turning out total had to be equal or inferior to ZERO, that unit will not be able to attack. Parimenti any pawn in defense with an equal defensive value or less than zero, it will have to be esonerata from the attack (in the event extreme in which all the units in defense were zero or less, the group of the defenders will be defended with a value of 1 assigned of office). What is the Shifts of column? In order to control the result of attacks one Wargame of usual uses an appropriate table (matrix) that door on an axis the numbers random facts pulling the dice, and on the other axis Force of the attack (expressed in absolute numbers or, more frequently and in our game, expressed like an obtained RELATIONSHIP divindendo the total of the values of who attacks with total of the values of who defends (example: 16 total attacking against 16 total defending gives 16:16 = 1:1; if the values of attacking double 32:16 = 2:1, the relationship will be 2 against 1 etc) These relationships (in Odds English or Ratios) will form the columns of the table cited, one of the more classic institutions of i Wargames, by now entered in the language municipality like CRT (Combat Results Table or table of the result of the combat). The reading of the result in table is made crossing the shooting made with the dice and the column of the relationship obtained with the described procedure. In some cases (as an example when it attacks a hexagon with more unit, coming from various sides, that is when an attack is made on the flank (Flank attack), such situation it will benefit who assaults determining one movement of the column to read to favor of the forward. An attack lead with a relationship of 1:1, if carried on the flank, will determine a movement (SHIFT) of reading of TWO columns (1,5: 1 and 2: 1) and it will become of fact a type attack 2:1. Part of the CRT of Galicia 1914 Others of these shifts will be guaranteed from who it will be found to defend the territory of the fortress of Przemysl. What wants to say DRM? Die Roll Modifier (DRM) in Italian means modifier to the result of the dice. When the dice will be pulled (or better two dice in our case) the result will be increased (if the DRM are + or positive) or diminished (if the DRM are - or negatives). In the game these details DRM are not applied to the CRT but to an other table about which we will speak here underneath. Like saying, the reading of the case in which s'incrociano the shooting of the dice with the final relationship of the combat will give origin to some express result the numbers or letters. A simple sign less (-) will indicate that the attack has not produced some effect, a + or - followed from a number it will indicate the DRM to apply in the calculation of the losses, the letter R will indicate the number of hexagons of an eventual retreat. The combat result will be applied or to who attack (values to the left of the bar/) or to who defend (values to right of the bar/). Calculation of the losses An other table this time dictates to LRT (Losses Results Table or table of the endured losses) the units allow to calculate us how much they will lose in terms of Efficiency of Combat (CE or combat effectiveness). In order to use this table a single dice is pulled and some DRM join to the shooting. - the DRM exited from the consultation of the CRT; - an equal DRM to the number of hexagons of retreat always emerged from the CRT. - a DRM turning out from the sum of the values of opposing artillery been involved in the attack. - a DRM of +2 in case of attack on the flank. - a DRM in case of impossible retreat - a DRM in case of attacks to high relationships type 4:1 or more. On the LRT, once calculated our shooting of dice modified from the DRM, we will go to watch if it has been be a matter of a great battle (been involved 7 or more Steps than unit) or of one localized crash (been involved less than 7 Steps). Therefore we will read the result in the appropriate one column of result (RESULTS) that it will supply the exact one to pile of the losses. This result however is expressed in degrees of loss of Effectiveness from combat (CE) and the reduction of this CE will come marked with appropriate segnalini markers. We make the example of an infantry division: loss of CE = 1 puts marker CE - 1; loss of CE = 2 turns the marker on side CE - 2; loss of 3 CE = the pawn of the division it is turned on the back to reduced force that is it has lost an entire Step; loss of CE = 4 it shadows turned puts marker CE - 1; loss of 5 CE = the turned pawn puts marker the CE - 2, division to miniums you finish, an ulterior one loss will cause its elimination. Naturally the example speaks only about an isolated unit, while of usual in the combats there are more been involved unit. In such case the losses will have to be fairly distributed. The lost effectiveness of combat will go later on to influence the force of that unit, diminishing some upgrades them of attack and of defense and will be good norm to carry that pawn in the rear for being reorganized and to restore its efficiency of combat. This reorganization (dealt here in way detail) in the Wargame is often one constant, sometimes said phase of I reorder (Rally) or phase of Rimpiazzi (Replacements). The base concept is the same one. An only detail of Galicia 1914 is the presence of some units makeshift (Recalled units of and little you train, Marsch brigaden and Landsturm) said Ersatz unit. These pawns they risk premature eliminations, before to still lose the Step, and they cannot be reorganized. Their risen ones are marked, like the history has told to us. Conclusion The departure idea was that which the Newbies they learned a simple system of game, equipped of good historical foundations and that above all they could be oriented between the concepts base common to all games (ZOC, CRT etc). They are not sure to be successful in the enterprise, but Galicia 1914 was adattissimo to the prefixed scope. Above all considering a wounded deeply invitation for the lovers of military simulations historical generally: not learned to play the Great War with i games of Raicer. They are agile and funny but they do not have nothing to that to see with the history. We give action of its repentance on the way of Damascus (citation from the battle book of Galicia Clash of Arms II with the prayer to stop the very bad custom to alternate an improbable one Galacia to the corrected Galicia, at least this from i): "Unlike other battles in the CoG series, Galicia railroads are used to trace supply." . but it goes? Thanks of the beautiful gift, Ted! Raicer's Been of the Art "At the end of Turn 10, before determining victory, roll to single die if Przemysl is besieged (regardless of the presence of Austrian troops in the fort). On to die roll of 6, the fort surrenders and is counted as to Russian VP". Comment: "Historically the fortress complex at Przemysl was besieged in late September, and held out long enough to be briefly liberated by an South wind counteroffensive on October 11. To month later it was besieged again, finally surrendering to the Russians on March 22, 1915. I've chosen to give the Russian player the small possibility of an early surrender if he places the fortress under siege." That is where the history is hard master of life and boring to play in simulation. we put ourselves a little of "culo" ravvivare fires. Via all! They have pulled 6! Ergo, if you want to instruct the neophytes to the game, gone on www.consimgames.com and you take Battle for Galicia, 1914 of Michael Resch and dimenticatevi of all the Giants that they make Clash, you do not yield to the Great Illusions and not you cover disagevoli Paths of Gloria.