by Don Lowry
Take a bit of Anzio, add some Fall of Tobruk, some of various SPI division-level WWII games and many new and unique ideas and you have a new game from Game Designers' Workshop (designed by Frank Chadwick). Each oversized (a hit over I i " wide) hex represents an area seven miles across. Each turn represents one week, or rather one fourth of a month (as in Anzio). Most units represent divisions, but there are also numerous independent smaller units. The two 22"x27 1/2", unmounted mapsheets form a map of northwestern Europe from Switzerland to, and including most of, the Zuider Zee and from Dunkirk on the west to Munster in the east. There are two 8 1/2"x11" sheets of conventional-sized 1/2"-square unit counters of GDW's usual high quality (equal to Avalon Hill's). British units are black on tan, Americans black on olive green, French black on light green, Canadians white on brown, British Royal Marines black on red, Polish white on red, other Allies black on brown, German Army black on gray-green, SS white on b1ack, Luf'twaffe black on light blue and German Navy land units white on dark blue. Most units have reduced strength steps printed on their reverse side. Unfortunately the first paragraph of the rules on zones of control (ZOC) is garbled, and something is missing. However it can be inferred from the rest of the rules that the ZOC rules are pretty conventional. Units must stop when entering enemy ZOCs, but may leave next turn at. no extra cost. Attacking is always optional, and some units in a hex may attack while others in the same hex do not. Each side may stack up to three ground units in a hex, no more than two of which can be divisions. Both players also have air force units, each consisting of two parts- combat unit and ground element-one of which may be placed in any one city or town hex, in addition to any ground units. To operate at full effectiveness, ground units (but not air units) must be able to trace a line of hexes free of enemy ZOCs eight hexes or less to a road and then off a friendly map edge. In add it ion, motorized units and air units require the allocation of Maneuver Supply Points (MSPS), of which each side receives a limited number per turn and which can be accumulated if not used. The most unique feature of this game is that each player turn consists of a variable number of movement and combat impulses, determined by the player himself. In one turn each unit may move and/or attack only once, but the player may separate these into as many impulses as he desires, resolving the combats of one impulse before moving units in the next impulse. This continues until he has moved and/or attacked once with all the units he desires. Any ground unit which has completed its movement mav be designated a reserve, provided it was not in an enemy ZOC at any time during the impulse, it was in supply during the impulse and it did not expend more than half of its movement points. Reserves may not attack on the combat phase but may move and attack in the enemy player-turn. After the attacker finishes an impulse the defender may move reserve units and actually conduct attacks, though only against units the attacker has just used in the same impulse. As many or as few reserves may be moved in any one impulse as desired, but each reserve unit may move only once per player turn. There are three types of air units: transports bombers and fighter bombers. The Germans have only the latter type. The Allies have all three. Transports can be used to airlift MSPs, to put ground units in general supply or to transport airborne units. Bombers and/or fighters can be used for either offensive or defensive support of ground combats. Fighters may also be used to intercept enemy support missions. No provision is made for independent bombing or interdiction. Special rules are provided to cover weather, replacements, port capture, Dunkirk, airborne assaults, special units, reinforcements, the Roer dams. German first turn disorganization, national fronts (French units are allowed on the southern map only, American units on either map and other Allied units on the northern map only) and Western 'Holland (the possible flooding thereof). There are five scenarios provided: the Full Campaign Game (I Sep. 44 to IV Apr. 45), the Market Garden Battle Game (consists solely of the Allied player turn of the III Sep. 44 turn), the Market Garden Campaign Game (III Sep. 44 to 11 Dec. 44), The Bulge Battle Game (consists of the German player turn of the III Dec. 44 game turn) and the Bulge Campaign Game (111 Dec. 44 to IV Apr. 45). The idea of scenarios that consist of only one half of a game turn seems ridiculous at first-until one remembers the unique impulse and reserve system. Interesting designer's notes are provided, which include a move-by-move recounting of the historical Battle of the Bulge in terms of game moves and attacks to show how the game can simulate the actual historical events. This game should appeal to most hard core wargamers, especially those who are particularly fond of WWII at the divisional leveldevotees of Anzio, Panzergruppe Guderian and the like. It is a very interesting mix of familiar and unique game mechanics applied to an interesting strategic situation. It sells for $11.98 and is available from Lowry Enterprises, P.O. Box 896, Fallbrook, CA 92028 or from your local wargames dealer. More Reviews Back to Campaign #93 Table of Contents Back to Campaign List of Issues Back to MagWeb Master Magazine List © Copyright 1979 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 |