Kasserine Pass

Game Review

by Norris L. Darrall



TITLE: KASSERINE PASS - The Baptism of Fire
PUBLISHER: Conflict Games, P.O. Box 2071, W. Lafayette, Indiana 47906
GAME DESIGN: John Hill
GRAPHICS DESIGN: John Hill, John Goetz

When one first handles the box for Kasserine Pass and sees the price tag of $8.98, a certain shiver goes through the body of the handler. "Why", you say, "Avalon Hill produces a box twice this size for the same price and S&T can sell you a game for much less."

I will agree with your feelings on the above, but there the similarity ends. The AH box is filled with a plastic tray (which I, for one, have never used) and air. And, yes, S&T can sell you a game for less (I will not discuss the quality of S&T games since I already have a full time job which gives me enough headaches).

COMPONENTS:

The box is small (9 1/2" x 12 1/2" x 1") but I find that I don't need all the space in the bigger boxes so why not have a smaller box which occupies less space on my bookshelf. Bookshelf format adds years to the life span of the box. My early AH games are held together by Scotch tape and don't travel too well.

The board is a colorful rubberized paper which does repel water (or at least Pepsi). The company says that should the board wear out through normal use, send them the old one and they will send you a new one. The board is highly flexible and doesn't punch up in the folds as do some others. Hexes are larger as are the counters.

The combat results are somewhat unique, using a double die table. This makes it possible to win a 1-3 or lose a 3-1. The table also works well with AH's Bulge. One small error, perhaps a typing error, 4-1 and 5-1 are identical statistically.

Perhaps one of the best ideas component wise is the zipper lock plastic bags included for the counters. This I have been doing on my own for a number of years. Now, for at least one company, I don't have to.

About the only thing I can say bad component wise is that under certain light (i.e. my basement), kibitzers might have trouble distinguishing between the two armies. The allies are a light green and the axis are a buff color.

PLAYABILITY:

This section of a review is perhaps the most difficult, because a number of personal idiosyncrasies come into the picture.

Your reviewer is an old line AH gamer who has trouble with a lot of S&T games (particularly those which require a 3-sided counter or those that require a degree in map reading and a photographic mind to Interpret the rules). It is refreshing to me to find another AH-type that is easy and fast to play.

The rules are readable, easy to interpret, and the game can begin after one reading. This is about 10 minutes for a slow reader. It is also possible for two players who trust each other to delegate one to read and one to set up so that when both have been done the game can begin.

None of those pesky terrain questions exist on the playing board. Either the square is a river or it is not. This avoids a lot of arguments.

Movement, in general, is a simple matter. The BTA system As perhaps the best method of movement yet, whoever gets the credit for it. Rather than double the movement rate for this and halve it for that and quarter it for this (all-in-all too much math) you just subtract the cost of movement per terrain hex from the total.

American infantry (not armor) because of its inexperience has what might be called a passive zone of control. Axis panzer and panzer grenadier are allowed to move through the zone of control at a cost of 2 additional BTA per square. For example a German panzer unit could move around an infantry battalion in plain terrain at a total cost of 9 BTA - one for each of the 3 plain terrain hexes plus 2 for each of the zones of control. This rule applies only to American infantry not American armor or any Allied unit.

Another aspect of the BTA system is allowing for the unit to move and fight. it costs the Germans only 2 additional BTA to fight, while the Allies must spend 4. This is allowed to show the adaptability of the Germans in a war of movement which KASSERINE depicts.

Artillery plays an important part in the battle. In order for arty to lend support it must be in range of the friendly forces it is supporting. The attacker allocates his arty fire and all his battles and then tb. defender allocates his fire. This can cut a 3-1 down to a 1-1 rapidly

Play balance is superb. In every game I have played, save one, the game is not decided until the last turn. The one game was a freak. The German did everything right and the American did everything wrong (Historical perhaps).

Total playing time is about 2 hours, so this is one of those games that you can enjoy In one evening or an afternoon without making your wife (or whoever else wants to share your time) mad at you for spending your extra time on those "damn war games".

SUMMARY

This game is, beyond a doubt, the best endeavor of the Conflict Game people to date. The price is high, but you are getting your money's worth. I would not hesitate to recommend the addition of KASSERINE PASS to your collection.


Back to Table of Contents -- Panzerfaust # 60
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