Table for One: Revolt in the East (SPI/S&T) After-Action Report Part One


Revolt in the East (SPI/Strategy & Tactics 56, 1976)
Standard Scenario After-Action Report
Part One: Turns One through Six


The Standard Scenario in SPI’s Revolt in the East lasts for twelve turns, each of a week’s duration. The entire map is in play.

Victory is premised on control of cities in Warsaw Pact nations, as well as those in otherwise neutral countries (Albania, Austria, Yugoslavia) that are invaded during the course of the game. With twenty-one cities in the Warsaw Pact countries, draws are impossible barring neutral invasion; a simple majority wins. Control does not require lines of communication.

Initial Thoughts

For the Warsaw Pact/NATO player, the key seems to be in tying down Soviet units. With incredibly sticky Zones of Control, a single WP or NATO corps can tie down as many Soviet armies as can be moved adjacent to; though the Soviet units will certainly retaliate, since ZoCs cannot be exited, they’ve been held up for a crucial turn. An edge in airpower will also allow NATO forces to punch above their weight. Additionally, keeping cities garrisoned where possible will increase the chances of the Soviets needing to take more than one turn of combat to suppress the city—only Defender Eliminated (DE) results will suppress a city, so a single odds column shift on the CRT can make a huge difference.

For the Soviet player, speed is of the essence. Revolts need to be put down decisively to keep the number of cities in revolt low; the longer NATO intervention, keyed to a die roll linked to cities in revolt, can be delayed, the better the chance of victory. Defeat in detail should be the order of the day. The airborne units need to be reserved for cutting off NATO unit supply lines; throwing them away taking a city should be avoided unless they’re needed to tip an odds column to the next higher level.

(Combat results are EX—Exchange; DE—Defender Eliminated; DR—Defender Retreat; AR—Attacker Retreat. Phases with no significant action omitted.)

Turn 1

Revolt Phase:

Revolt in the East, Turn 1, Poland revolts

Poland revolts. Possessed with the most formidable of the Warsaw Pact armies, and with the most cities to control, Poland represents a difficult challenge right off the bat for the Soviets.

WP/NATO Movement Phase:

NATO units remain immobile until East Germany falls into revolt and intervention has been triggered. So for now, the Poles are on their own. The Polish 4th Army, on the Oder, prepares to attack the adjacent Soviet 5th Army, while all other Polish units move to fortify cities.

WP/NATO Combat Phase:

In a blow for freedom, the Polish 4th Army attacks Soviet 4th Army. [Attack strength of 5 against defense strength of 5 for 1:1 odds. Combat dr=6 for AR.] The Poles retreat towards Wrocław, beaten but unbowed.
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Table for One: Revolt in the East (SPI/S&T) Review


Many a wargame exists on hypothetical NATO/Warsaw Pact conflicts after the Second World War. Fewer still exist—possibly just one—on a joint NATO and Warsaw Pact conflict against the Soviet Union in that same time period.

Using the freedom afforded by the need to stick a complete game in a magazine every two months, SPI delivered a decidedly fresh take on the Cold War in James F. Dunnigan’s Revolt in the East, postulating a potential NATO intervention in an uprising spreading throughout disaffected Warsaw Pact member nations. Simple in design and streamlined in execution, Revolt in the East manages to provide an engaging game on a decidedly undergamed topic, even if the constraints of the basic SPI game “chassis” get occasionally in the way.


Revolt in the East: Warsaw Pact Rebellion in the 1970s
Simulations Publications Inc. (SPI), 1976
Strategy & Tactics 56
Designed by James F. Dunnigan

Revolt in the East, Cover image

Revolt in the East saw life as a “folio” sized game included in one of SPI’s house magazines, Strategy & Tactics, Issue 56 (May/June 1976). Coming in at an even hundred half-inch mounted counters, matte printed on the front only, and with a simple four-panel matte printed map measuring 22″ x 16″, the folio format severely limited the design space available—and probably helped drive many game development decisions. Other than lacking sufficient informational/mnemonic markers for tracking which Warsaw Pact cities are in revolt, however, the game doesn’t seem to have suffered from the physical restraints imposed upon it.

The counters feature typical Redmond Simonsen discipline, using generic “army man” figures for ground combat units (each representing an army or corps) and top-down aircraft silhouettes (F-4 for NATO, MiG-25 for the Soviet Union). Specific unit designations are provided, with the only other numbers on the counter a combat strength and, for air and airborne units, a range. The color registration on my copy leaves a fair bit to be desired, with about an sixteenth of an inch of offset color on several of the Warsaw Pact and Neutral nation counters. (I suppose it’s too late to write to SPI for replacements…)

Revolt in the East,  Situation in Bulgaria

The accompanying article on the game in Strategy & Tactics goes into detail about the locations of the various units in play, but in practice, the game does set too great a store on which unit sets up in which hex so long as it has the proper nationality and combat strength.

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Table for One: End of Empire (Compass Game) After-Action Report Part Three


End of Empire (Compass Games, 2014)
American Revolutionary War Campaign Report (1775 Start)
Part Three: Turns Thirteen through Seventeen (Spring 1777 to Winter I 1777)


Please see Part One and Part Two of the Campaign Report for a detailed breakdown of Turns One through Six and Turns Seven through Twelve, respectively, in my playthrough of the American Revolutionary War campaign in Compass GamesEnd of Empire.

The British start in control of Georgia, South Carolina, and North Carolina, with the remaining colonies faithful to the American flag. Howe’s forces in and around New York City remain quite formidable, though they are harried by Washington at every turn.

The Americans have eliminated only 7 of the 20 British Regular steps needed to convince the French to intervene. The attritional strategy thus far has not brought about sufficient losses, but the Americans can see little way forward otherwise. Washington’s considerable army seems more like a fire brigade than a spearhead, having to blunt British conflagrations wherever they spark into being. There are too many ports to guard against naval predations, and the fear remains that the British will scoop up enough of them to shake the fledgling economy, sending the fragile American army home, unpaid and demoralized. But if the Americans can weather the storm, surely they will gain the initiative, as British losses can but mount.

(Leader ratings given as combat modifier/rank/initiative. Combat results are attacker losses/defender losses. Phases with no significant actions are omitted.)

Turn 13 (Spring, 1777)

Naval Phase:

The British fleet sails north along the coast, taking position in the Gulf of Maine.


Howe [1/5/4] sees seven regiments of Loyalist and Provincial troops raised in New York City, with citizens in Georgia and South Carolina also rallying to the crown.

Their enthusiasm cannot match that of the Americans, however, who bring seven regiments into being in Philadelphia alone, with five appearing in Boston and a score more throughout the colonies. Also entering, a namesake of, if not match for, Howe in Howe (Am) [0/14/3].

End of Empire, Turn 13, Howe vs. Howe

End of Empire, Turn 13, Howe vs. Howe

The Spring recruitments refill the ranks of both American and Loyalist/Provincial troops, with supplies captured from Nova Scotia in 1776 going to re-arm the 1st New Jersey Regiment, whose homes are invested by Riedesel [1/12/2]. Ominously, though, British conquests prevent the replacement of thirteen regiments, a hefty sum indeed.

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Doctor Who Project: Death to the Daleks


Tell me, have you ever tried Venusian hopscotch?

This time, the Dalek story title wheel lands on an alliteration, but at a stretch, it’s possible that Terry Nation’s “Death to the Daleks” (Story Production Code XXX) actually could apply to the story itself, since the dozen or so Daleks in the story do perish at the end. Alas, as with most things Dalek in the early 1970s, the title, and the story, aim for the grandiose and provide the pedestrian.

Surprise, Daleks!

In keeping with one of Nation’s favored themes, a terrible plague threatens the outer colonies of almost all species. Only one planet, Exxilon, inhabited by a Stone Age civilization, possesses the cure in quantities sufficient to save the millions who suffer from the disease. Both the humans of the Marine Space Corps and the Daleks (of, um, the Daleks) want this miracle substance, parrinium, and would gladly fight each for it, if only their spaceships and energy weapons worked once they neared Exxilon.

For even the TARDIS succumbs to the energy-draining powers of the “forbidden city” of the Exxilons’ ancestors, who were old when the universe was young. Their city, imbued with a form of bio-technological sentience, was meant to be their crowning achievement, but in standard science fiction fashion, it realized they were an impediment to its efficient functioning and killed off most of them. The remnants worship the city, reduced to chanting and incense-heavy sacrificial ceremonies in its name.

The main course awaits her fate

Terry Nation must hold some grudge against the TARDIS, as for the second story of his in a row, the TARDIS runs out of a vital component (here energy, previously oxygen) and remains useless to the Doctor. Even in “The Daleks” back in 1963, he sees fit to render the blue box hors de combat, with the Doctor pocketing the fluid link to force everyone to investigate Skaro to find a replacement. The notion of the inviolable TARDIS never quite took with Nation, it seems, and he uses whatever plot device he can to get the Doctor out of its safe confines. At least the Doctor has an oil lamp handy with which to guide his way out of the blacked-out TARDIS, as one does…

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Table for One: End of Empire (Compass Games) After-Action Report Part Two


End of Empire (Compass Games, 2014)
American Revolutionary War Campaign Report (1775 Start)
Part Two: Turns Seven through Twelve (Spring 1776 to Winter II 1777)


Please see Part One of the Campaign Report for a detailed breakdown of Turns One through Six in my playthrough of the American Revolutionary War campaign in Compass GamesEnd of Empire.

The British start in control of Georgia and South Carolina; the remaining colonies hew to the American cause. Their position in the southern colonies looks strong, and they anticipate building northward.

The Americans have eliminated only 4 of the 20 British Regular steps needed to bring the French into play. Continued attritional attacks to whittle down British Regulars before large numbers of German and Loyalist troops arrive seems paramount, and with the British fleet about to arrive, attention must be paid to vulnerable ports as well. The British amphibious invasions can strike at will, perhaps their greatest strength in the war.

(Leader ratings given as combat modifier/rank/initiative. Combat results are attacker losses/defender losses. Phases with no significant actions are omitted.)

Turn 7 (Spring, 1776)

Naval Phase:

The British fleet arrives over the horizon, sails lit by the rising sun, and takes up position in the North Atlantic, menacing large swaths of the coast. [The British fleet automatically enters each Naval Phase until the French enter play.]


The captured Schuyler [0/4/3] and Carleton [1/4/5] are swapped, a fair trade given their co-equal ranks. Virginia, Pennsylvania, and North Carolina send large numbers of men to the colors, with Maryland and New York also sending troops to the Continental Army. Replacements flock to American units, bringing them all back to full except for the troops from South Carolina, currently under the royal thumb.

Howe [1/5/4] makes good his threat to invade and embarks from Halifax, leaving a small force in garrison. New York City soon sees the tall ships, and Lee [0/3/3] decides to stand, having brought his meager force into fortified positions. The NY militia turns out, but a neighboring regiment from New Jersey fails to respond to the calls for help.

Howe’s forces swarm off the longboats carrying them in. [32 attack strength against 16 defense strength for 2:1 odds. Mods are +1 Howe, -1 fort, +1 US reforms for net +1. Combat dr=1; final dr=2 for 1:0. 1 British regular step lost; 5 total lost.] The cannon Lee kept in New York pay off, but Howe pushes the attack, unwilling to return to Nova Scotia in defeat. [29 attack strength against 16 defense yields 1:1 odds. Mods are still net +1. Combat dr=6; final dr=7 for 0/2.] The militia panics, and Lee decides to pull out of the shambles of his base with the cannon, at least.

End of Empire, Turn 7, Situation after Howe's landing in New York City

End of Empire, Turn 7, Situation after Howe’s landing in New York City

Howe immediately calls out the loyalist New York militia, and in Philadelphia, Thomas [0/6/3] does the same, mustering the Pennsylvania militia, though there’s some grumbling about having to leave Philly to defend the New Yorkers, of all people. Meanwhile, in South Carolina, the Marion Militia appears just outside Charleston. Though not overwhelmingly strong, they represent a threat to the rear of Clinton’s advance.
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Doctor Who Project: Invasion of the Dinosaurs


Planet? Spaceship? What are you talking about?

Doctor Who has never been accused of subtlety, but Malcolm Hulke’s “Invasion of the Dinosaurs” (Story Production Code WWW) manages the closest thing: misdirection. From all the evidence on display, one expects the six episode story to be what it says on the tin, a tale of dinosaurs rampaging across London. Taking a page from Robert Sloman’s book, though, Hulke brings us an extended diatribe on pollution, zealotry, and nostalgia. Plus, yes, dinosaurs. So many dinosaurs.

An empty city

At the start of the story, the scenes of deserted London streets summon some of the series’ most striking visual moments to date: Daleks crossing the Thames with Big Ben in the background, Cybermen marching in front of St. Peter’s Cathedral, and Autons smashing forth from a high street window. Here, director Paddy Russell paints an eerie, desolate setting with a few deft strokes. But then, she has to add the prehistoric stars to the mix.

UNIT vs the dinosaurs

For a variety of reasons, the dinosaurs never actually appear threatening. In part, the combination of puppetry and green screen/CSO effects, though executed with great audacity, doesn’t work to great effect. Soldiers fire their weapons away from the beasties superimposed behind them, and the puppets jerk back and forth, particularly the Tyrannosaurs Rex model. Even when the seams aren’t showing, the Doctor insists to all who listen that they are (mostly) pea-brained vegetarians anyway and not to be feared. By the final episode, where the Doctor and the Brigadier drive a jeep under a Brontosaurus, the effects begin to come together, but at that point, the saurians have been relegated to plot nuisances.

Rare amongst Doctor Who stories, the true villains in “Invasion of the Dinosaurs” take up most of the character list, such that everyone seems in on the conspiracy: a Minister of Parliament, a British Army general, a mad scientist, and…Captain Mike Yates?
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