This 76 page staplebound book presents itself in a novel manner. There are 10 pages of rules, 4 of charts, an artillery calender and a sheet of counters (the last two to be photocopied). The rest of the book contains articles (for lack of better term) dealing with the Canadian/British German armies in Europe, how the Canadians used their various combat arms (infantry. artillery, etc.), and tactics notes for both the Canadians and thc Germans. The bulk of the book (46 pages) details the eight scenarios, with 2 pages of designer's notes (read these if you play the rules they're important!). The rules scale is unusual for the WW II era. One stand represents one company or battery of armor, infantry, AT guns, etc. The time scale varies - scenarios may cover several days and the number of turns per day is based more on what that happens that day than on how long a turn is. Ground scale appears to be about 200 yards per inch. Battalions are the basic manoeuver elements. They take one of several formations at all times. The scenarios, frequently covering several days of combat, specify how many activation points each side has during a game day. These points are used to get units moving. Players cast dice to get activated formations to do things - move, shoot, fire, etc. Units can be activated during the course of a day, but it costs more activation points. A daily turn ends when both sides have run out of activation points. Direct fire combat is straightforward. Units must have lines of sight to fire and the maximum sighting range is 12". Opportunity fire is allowed. Firers cast 1D10 to hit targets, based on firer type (light, medium, or heavy gun), target type (dismounted, softskin, light, medium, or heavy armor), and range, and a second 1D10 to damage those that are hit, subject to several dice modifiers. Hit targets are either suppressed (affects combat and movement) or destroyed. This is all very simple - but at this scale, it should be. Heavy weapons companies (e.g., in infantry battalions) don't fight on their own but provide dice modifiers for their .supported units. Close combat is equally simple (:and effective). Artillery doesn't kill units; it suppresses them. It doesn't scatter. either - given the time and ground scales, the fire would either (eventually) arrive where planned, or be cancelled... Players check morale at the end of each turn. Units failing morale basically disengage, if possible, for the rest of the game day. Several equipment-specific rules (e.g., flamethrowers and armored troop carriers) are addressed as special rules within the individual scenarios. In addition to detailing the equipment used in the included scenarios, the rules provide stats for a general selection of German, US, UK, and Soviet equipment. Though I understand the publishers plan further releases in this series that will doubtless fill in the gaps in equipment, the reader should have little problem detailing their own equipment lists. There were a few typos and omissions (Given the ground scale, "offboard artillery" could easily be onboard - it's addressed only obliquely, however, and then only for the German Wespe SPA), but nothing I, as an average reader, couldn't figure out. The rules felt a bit odd - I think - mainly because I'm not used to a WW II miniatures game where the various scales are so large - the highest scale I've ever played before was the platoon-per-model level of Command Decision II or Spearhead. These rules are coherent and consistent, though. They allow the player to run a division on the tabletop in a timely manner - one watches the battle unfold, not just a skirmish or an assault within the battle. More importantly, the rules allow the player to run a multiday battle in which things happen at a "proper" pace. The scenarios are quite good. They include numerous maps, orders of battle, reinforcement schedules, weather rules, and extensive historical notes. As you might guess, ALL of the scenarios pit the Canadians against the Germans (if this confuses you, reread the rules' title again!). Battles include Dieppe, Ortona (Italy), Agira (Sicily), a D-Day scenario (Juno), three Falaise operations, and one battle in the Hochwald. There's also a three page replay of Agira to ensure the players understand just what's going on. You may or may not accept author Bruce McFarlane's concept of the corps level miniatures game (I do. . .). Whether you do or not, however, if you have ANY interest in WW II in Europe, you'll find that The Canadians in Europe is well worth its $16 pricetag, just for the well done commentaries and interesting scenarios. Available from your local gameshop or directly from the Canadian Wargames Group, Box 1725, Stn. M, Calgary, AlberLa, Canada T2P 2L7. BILL RUTHERFORD Back to Table of Contents -- Courier #69 To Courier List of Issues To MagWeb Master Magazine List © Copyright 1996 by The Courier Publishing Company. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. |