By Chuck Holland
One of the most intriguing aspects of simulation gaming is that each situation is different. While similar in format to many others, each game has its own special rules and circumstances that makes it unique. This individuality is probably one of the main attractions for a lot of players and collectors. The special "feel" of each game adds interest and depth to similar situations. This trilogy is no disappointment, as each game has its own set of unique features. In SALERNO the artillery system is one of the most striking features. Reflecting a closeness to tactical situations, artillery is present and has a decisive effect on the outcome. Ranging from six to fourteen hexes, unhampered by blocking terrain, artillery is truly king of the battlefield in this game and decider of most conflict within its range. The artillery has many uses in SALERNO; foremost being offensive and defensive fire support. But it can also be used to silence enemy artillery, bombard units on its own, or disrupt beaches. The guns of both sides are complemented by naval fire and air support. The effect of all this fire on a battle is mighty: a 10-5 or 2-1 battle could develop into a gun battle and draw as much as 30-40 points of artillery support. The guns of SALERNO give the game a high level of quality interest and playability. The most individual facet of the INVASION OF SICILY is the Italian desertion factor. The initial Axis set-up covers the island and seems formidable. But with the Allied landing Italian units begin to break. A roll of one or two to remain in place that quite a few of the defenders desert without firing a shot. Luck enters in too, so that anything from little or no desertion to the Germans being left almost alone happens to begin each game. As the battle continues, Italian units remain subject to desert whenever attacked at greater than 3-1 and not close enought to rallying Germans. The Axis commander must consider unit nationalities as well as combat strength to have any hope of success. In addition, the number of deserted units is evaluated in the point system, making this one of the few games where losses other than through combat have an effect on the outcome. This simple, easy to use feature adds a lot of spice to an already interesting game. ANZIO BEACHHEAD has one of the most unique time record/movement systems around. Each turn is broken down into three impulses so that both players take turns having half movement/no combat, full movement/active combat, and full movement/no combat phases. This makes movement before and after combat take on a greater importance. Each side gets only seven attack impulses per game, so all combat has to be carefully considered. Deployment before and after battle has consequences not found or even possible in other games. A new dimension, other than all out combat each turn is present in this game to test any player's ability. This system is an attempt to get closer to simultaneous movement. It achieves a slowing down of the pace of the game, in that it allows a more gradual evolution of events present in the conflict situation. This feature is easy to understand and supported with a set-up/time record chart that aids in facilitating its use. At no cost to playability, impulse movement is a clear and simple but unique element that gives this simulation a flavor all it's own. Anzio's Heirs Three New WarGames
Anzio Beachhead The Invasion of Sicily Salerno Unique Features Conclusions Unit Organizations and CRTs Back to Table of Contents -- Panzerfaust #59 To Panzerfaust/Campaign List of Issues To MagWeb Master Magazine List © Copyright 1973 by Donald S. Lowry. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |