Original Design by Dave Friedrich
Reviewed by Marty Arnsdorf
Charles Vasey, Gaming’s Grand Doyen of Brit Wit, can’t understand how anyone can play a game with umpteen hundred counters, cutting at least 20 to 30 hours out of what, most assuredly, must be a mad social whirl. Why roll endless dice and push endless counters around a map, when we can all join the cast of Waiting for Diana? Charles, of course, is one of the chief spokespeople for the There is Grace in Simplicity forces, who are gaining a rather impressive beachhead in the hobby. There is much talk about it’s all too much, and who wants to do all that historical micro-managing. Much of what they say is, of course, true. However, even more telling is the fact that in this day of dwindling sales, the games that are selling are the macro-sized micro-managers, of which Dave Friedrich’s latest for the Gamers’ OCS series, Hube’s Pocket, is a good example. Some people say that it is all these “series games” that are squeezing the creative vitality from the hobby. For many others, though, series games allow a company to maintain quality and consistency. Hube’s Pocket depicts the encirclement battles of the 1st and 2nd Ukrainian Fronts and Manstein's Army Group South. Gen. Hube was the commander of the 1st Panzer Army, a victim of the last Russian pocket of the campaign. In map size, it is the smallest of the OCS games, but it's counter density rivals Guderian's Blitzkrieg. The Russians have an awesome force of nineteen mechanized or armored corps supported by the usual hordes of infantry. But even the infantry has now matured with 27 Guards or Guards Airborne divisions. These are at least equal in strength and action ratings to the Germans and are supported by several five action rating armored brigades. Throw in eight artillery divisions and you have the Russian army that will drive the Germans all the way to Berlin. To oppose this horde from the east is a German army that has seen better days. Although the twenty armored or grenadier divisions are still a force to be reckoned with, the German infantry is scarce and weak. Forced to hold a line stretching across the map, the Germans will find their panzers acting as fire brigades as they try to hold back the Red tide. They are further handicapped by the sudden death victory conditions. Give up to much ground and you will lose the game. Lots of neat chrome abounds, though, to relieve the incoming depression. Friedrichs has factored in Hitler's interference by means of two important rules. First, the Germans must hold the Dnepr River line, or they give the Russians 6 victory points and a possible quick victory. This rule creates a vulnerable salient that no self respecting player will ignore. Second, any time a Soviet unit moves within 3 hexes of a minor or major city hex a German fortress unit is deployed on the hex. The city hex becomes a little Stalingrad, able to survive with little supply, but it also freezes any units in its hex plus any units that move into the hex. The German player must be careful lest he lose a panzer division to some fortress commander. Another neat rule depicts the collapse of the southern wing of the German army. If an Axis HQ can trace supply only from the southern map edge, that HQ along with any units the player wants, can exit the southern edge of the map. The Russians must pursue with an equal force, or the German units will reappear as reinforcements on the western edge … a nice rule that helps overcome that "edge of the world" mentality our hobby has created. The only thing that slows down the Russian army is its logistical situation. The Reds lack trucks and wagons, and most of the railroads need to be converted. The result is that the game will play along historical lines, with the Russians unleashing ferocious offensives while the Germans desperately try to contain the breakthrough. The game then pauses as the Russians bring up supply, clear rail lines and prepare for the next round. This is probably the least balanced of all the OCS games so far, as the Germans are hard pressed to stop the Russians. But before Dean flies to Florida, with a brace of OCS wiseguys in tow, I do note that, if the Germans can avoid a sudden death defeat, they will force the Russians to pretty much control the whole map by games end, a difficult task even with the huge Red Army. Overall, the OCS has taken its place as the premier, modern-era operational system. Dean has been able to give players a detailed model without the detailed, over-written rules of past systems. Logistics are fairly simple and straight forward. Units trace supply to HQ's or supply sources, which must then trace to an ultimate supply source. Combat supply and fuel for motorized units must be paid for with on-map supply units. Sound simple enough, but what isn't in the rules is important. First, there is never enough supply to do everything you want, so each combat and movement must be carefully weighed. Second, there is never enough transport to move the supply, so planning is necessary if you don't want a supply dump stuck where it becomes of no use. Like most Gamers’ games, planning is the key to keeping your offensive going. Another area that is not mentioned in the rules is rear area security. This is largely ignored in games of this scale, but the lack of ZOC's and high movement rates of some units make this an essential part of your game plan. Now, our editor did have a valid point when he criticized the ability of a unit to drive by a whole armored division, waving “bye-bye” as the stationary unit stood, as if transfixed by the very boldness displayed. But the player is given security and other small units to use to avoid having his supply or airforce destroyed by roving recon units. A player can rarely build a front line without holes, so take care or, like me, you will lose half the German airforce to a Russian armored brigade. Concomitantly, reserves, largely ignored in most games, play an important role in OCS. Well-placed reserves can stop an attack or turn a single combat into a disaster for your opponent. Care must be taken as to the placement of reserves and their numbers, as reserve markers are limited and reserves have limited movement ability until released. Again, the system forces the player to plan his attacks and defense or risk seeing his army disintegrate. Still, the OCS has system holes, and one of them is airpower. The current game system encourages huge air offensives and massive air battles. Air power is also very powerful, and like artillery, can disorganize an entire panzer division. Dean has included new, albeit optional, air rules that correct most of the problems in the original system. The OCS is not for everyone. It requires an investment of time and space, but it is an investment that will pay rich dividends. Its sharpest two-edged sword is its series familiarity. While, for many, this provides instant accessibility, for others, it breeds that all-too-familiar contempt. And some may be unable to cope with the amount of planning and time required. Those that do, though, will enjoy a detailed and fun game. Hube’s Pocket is a well researched and welcome addition to an excellent line. It may not be the best game in the series, but it’s fun enough for its adherents. Capsule CommentsGraphic Presentation: The usual clean and crisp. Playability: Campaign game will require some time, but shorter scenarios are included. Replayability: Limited by the size and nature of the battle, except for OCS buffs. Creativity: Good feel for the campaign, with some good special rules. Historicity: Usual excellent research and feel for the situation. Comparisons: Easily the best op-level series available, and this is the only recreation of this battle. Overall: For OCS fans, a must buy. For those wanting to get into the system, Tunisia is better. from THE GAMERS
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