Finally Ready for Prime Time

East Front Battles I:
Blitzkrieg in the South

Design by Vance Von Borries

Reviewed by George W. Pearson

In the premier issue of "Schwerpunkt!", the Unsinkable Keith Poulter gives us a rather Candide-like tour of 3W efforts that would raise the gorge of even Dr. Pangloss. In this, the "best of all possible game companies", KP finds only 1 "dog". Although many gamers dismiss Cambria as a veritable kennel, Poulter's pollyanish plea that things are looking up does have merit. His box covers have always been eye-catching, while the counters and maps have evolved from the "Attack of the Blob" days. But, as anyone burned by FGA will testify, looks can be deceiving- and it looks to a lot of people that listing "Developers" and "Glitch Detectors" is just so much window dressing. Enough intriguing topics, clever systems, and fine ideas have been strangled in 3W's Development's Cradle to keep most companies in production for years. So it is with no little pleasure, and even more astonishment, that we greet Vance von Borries' East Front Battles I: Blitzkrieg in the South. This … is a game.

This may be the best 3W graphic presentation to date. Three full-size maps cover the Western Ukraine from the Pripyat Marshes to Odessa, and from the Polish-Hungarian-Rumanian borders to just east of Kiev and the Dnieper River. Joe Youst, noted, rising, graphics star, has created a sublime, neo-Simonsen set of maps. Despite a minor glitch in the actual hex grid (no effect on play), the maps are clean, functional, and aesthetically pleasing. With the exception of the da Vinci-esque armored train and flotilla, Beth Queman has wisely avoided the "My Little Pony" style of tank silhouettes in favor of standard NATO symbology. And despite some minor color glitches (for which 3W promises free replacements [Ed. … probably attached as "coupons" to 3W Bonds]), the counters are clear and legible; even better, they look good on the map. Especially commendable are the rules, surprisingly free of typos and presented in a clean, easy to read format.

BitS covers the opening weeks of Barbarossa on the Southern Front, using somewhat unusual time and distance scales: 2 days and 5 miles. As a topic, Russia in June/July '41 would seem to have all the tension and excitement of Poland '39, or Custer '76. But you, as cardboard commissar, will be delighted to discover that you wield some of the strongest divisions in the Soviet arsenal. And, as always, Russia is a very big place- especially at five miles to the hex. The game offers 3 basic scenarios; 1 learning (Siege of Kiev), a 5-turn, 1 map quickie (Rundstet's initial attack), and a 27-turn campaign game. Kiev takes an hour or two, Rundstet runs an evening, and the campaign will involve a long - or short -weekend, depending on how fast the ivories (or Germans) roll.

Fascination with the Russo-German war dates back to Avalon Hill's "pink-and-blue period". Then, during the late 70's, East Fronters dominated the hobby with a tyranny that would have warmed the hearts of both Joe and Adolf. Starting in the early 80's, operational simulations split along two lines: corps level games, which were usually simple, and division level, which grew increasingly complex. The Schettler series, in its various Clash of Arms guises, is the logical - and hopeful - end of this trend. Games like the ironically titled Prelude to Disaster are Rococo nightmares of Baroque complexity, wherein overwhelmingly ornate rules and frilly systems daze instead of dazzle. Blitzkrieg in the South eschews such dainties and returns to the roots of division-level games.

Here, the oft-ignored, but never underestimated, Von Borries has designed a game simple to play but interesting enough to replay. Many of the rules are firmly rooted in the collective unconscious of gamerdom: a motorized movement phase, voluntary combat, supply lines to road and rail nets, etc. But BitS is not some slavish imitation of the classics. Von Borries has taken care to ensure a snug fit between his game and its small scale. In contrast to the endless clear hexes found in, say, Fire in the East or War in Europe, this Ukraine is littered with terrain- hills, swamps, marshes, and towns. The traditional overrun rule would be out of place in two day turns, so Panzer's Progress is simulated by the ebb and flow of combat.

Supply is handled with a particularly deft touch. When a unit is determined out of supply during it's Initial Phase, it is given an Emergency Supply marker. This represents the unit's use of internal stores, but does not affect its capabilities in any way. Should the situation persist in its next Initial Phase, the unit is marked Out of Supply. This simple mechanic keeps players from employing the gamey tactic of cutting an opponent's units off from supply without his having a chance to react. Like the details of a classic film which only become apparent through repeated viewing, BitS has a number of subtle touches whose impact is only discerned through repeated play.

Perhaps the most novel design decision, and the most difficult to get used to, is the sequence of play. Random, chit-drawn sequencing is currently all the rage, but von Borries has opted for a standard, but asymmetrical, sequence which emphasizes German superiority in combined arms attacks. The Axis sequence is pretty much standard: Initial Phase, Regular Movement, Air, Soviet Reaction (limited by HQs). Combat, and Motorized Movement. The Soviet sequence, however, is anything but standard: Initial Phase, Motorized Movement (!), Air, Axis Reaction (no HQ limits), Combat, and Regular Movement. When the Soviets are on the defensive, there is no real effect. But when Ivan is attacking, he must do so with only with his precious mech and motorized forces, or he must move his infantry up during the Regular Movement phase in order to attack next turn. Of course, this allows the Germans to either reinforce their position, or avoid the combat altogether. Russian attacks in BitS tend to be blunt, costly, and ineffective. Worse, Ivan has an Uncle Joe in Moscow, who firmly believes attacking to be the best thing since the Gulag Archipelago. Failing to meet the mandatory attack requirements results in negative die roll modifiers on the random events chart, and substantial victory point loss at the end of the game. Very elegant, very nice.

There are a few minor oddities and annoyances. There should be some provision for naval supply and reinforcement of Odessa, which was a very tough nut for the Axis to crack. Motorized anti-aircraft and anti-tank battalions are able to operate with too much impunity. The Axis player is likely to use stacks of 2 battalions as recon/raiding units, when in fact their primary function was to support larger infantry and armored formations. And doesn't anyone in Cambria know the meaning of the word "bibliography"? A bibliography is important, a) to help figure out where the designer is coming from, and, b) to assist the player in finding out about a topic. The feeble excuse that there isn't room just won't wash. A company like GMT takes 1-2 pages to list and analyze a game's sources. Maybe 3W can squeeze in a couple of citations next time out, eh?

[Ed. It's good to know I'm not the only one doing a King Lear imitation, here.]

Aside from these few quibbles, Blitzkrieg in the South is a solid effort. And if you like it, there's more on the way: 3W promises a whole slew of EF games. If you buy them all, you can link them up to create a 25 map, 4800 counter monstrosity covering the whole schmear from 1941-1945. Imagine your reaction when the cat jumps the map on turn 389?

Because the design is straightforward and easily assimilated, the player plays the game, not the rules. One hallmark of a good game is a variety of tactical and strategic choices. BitS allows numerous approaches to various operational problems. Do you split the panzers to gain more objectives, or keep them concentrated and strong? Do you evenly distribute your motorized battalions to keep your opponent from gaining the armor modifier, or do you form ad hoc divisional stacks? Ultimately, the game is a dynamic interaction between how hard the German drives and how quickly the Soviets retreat. If that's your meat, this is prime cut.

CAPSULE COMMENTS:


Graphic Presentation: Good, with Youst's maps a standout.
Playability: Simple, familiar system with clear rules makes for quick and painless play.
Replayability: High for the 5 turn scenario and campaign game, but Kiev is a snore.
Creativity: More synthesis than originality, but that was always Vance's strong point … and here he's at top form.
Historicity: Hard to tell, without a bibliography. There sure are some big Tankmeister names in the credits, though (Jack Radey, Bob O'Connor, Dirk Blennemann, and Louis Rotundo).
Comparisons: Campaign to Stalingrad is more original, but less polished (never expected to hear THAT about a 3W game, did you?). Guderian's Blitzkrieg is richer and more complex, but correspondingly slower. The Europa system is, well, what it's been for the past 20 years. BitS is certainly more fun than enduring the constipation of COA's Prelude and Edelweiss.
Overall: Required fare for East Fronters, and recommended to anyone looking for a good, enjoyable game.

from 3W Inc.
Three 22" x 34" maps, 400 counters, 5 organizational/turn charts, 20 page rulebook; Published by 3W Inc., POB 155, Cambria, CA 93428. $35


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© Copyright 1993 by Richard Berg
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