Reviewed by Edward F Snarski II
Operation Winter Storm is an operational level game on the battles fought in Southern Russia during the Soviet counteroffensive at Stalingrad and the escape of First Panzer Army from the Caucaucus. The Phoenix lives! This game was originally marketed by Vanguard Games in 1980 for a brief time and then disappeared. The present incarnation is the result of Clash of Arms Games buying the remaining copies of the game, boxing them, and distributing them for your wargaming pleasure. And pleasure it is, albeit complex. The physical components are disappointing. The game map is not a state-of-the-art map board and clearly shows its "third world" game company origins. The two map sheets included measure 12 X 34 inches and 22 X 34 inches. The counters are serviceable, but the colors of blue and red (almost pink) are a throwback to the very early days of wargaming. The 28-page rule book is well done and indexed. There is a problem with the rules in that important points are tucked away within the tightly packed printing, and YOU must search for the rule and/or clarification. Included with this edition of the game is an eight-page errata booklet that helps clear up the glitches in the original rules. The box art does little to induce you to part with your money over this game, but appearances are deceiving with this game as it is probably the best World War II operational game system ever designed. You will get your money's worth when you buy this game. The sequence of play consists of weather, strategic supply phase (every third turn), operational supply/ command phase, air operations (optional), Headquarters (HQs) movement and operations (movement and combat) phase. It sounds simple but it isn't. It is a complex system but the complexity is well worth the effort in playing this game. Even weather determination in this game is not simple but a two-die result that gives temperature conditions and atmospheric conditions which are then compared to a ground condition table! The strategic supply phase is a simple die roll to determine the amount of supply points that will be available for the next three turns of combat operations. Once you have these supply points you have to assign them to Army Group/Front HQs and then transport these supplies to the operational HQs that can actually use the supplies for combat operations. The supply points are used to supply offensive and defensive operations for the armies. Supplies or their lack affect movement ability and combat effectiveness. Supply must be used wisely to last three turns of offensive and counter offensive operations. Going on a general offensive will not win this game. Combat units have primary and secondary combat factors, an effectiveness rating, and a zone defense/support rating. Movement factors are not printed on the counters, but the rates are in tabular form in the rule book. The primary combat factor is used only when the unit passes an effectiveness check (die roll). This feature adds uncertainty to any combat because you do not know whether the primary or secondary combat factor will be used for any combat. The zone defense/support rating indicates the rigidity of a unit's zone of control to infiltration by enemy units and this value can also be used in combat calculations as will be explained later. The uniqueness of the game is the way it integrates command control and supply with movement and combat. Units must be within the supply chain in order to be given offensive or defensive operation modes. The type of mode assumed affects the movement ability and combat effectiveness of a unit. You must carefully plan where your HQs will be in relation to combat units. Exhausting supply leaves you open to immediate and deadly counterattack. The game may be criticized as a logistical planning game, but then that's war. Once his units are supplied the player can then start his operations. There are five types of operations: assault, support, maneuver, holding action and regrouping. Combat is integrated into the movement phase. Units may attack at any point in the movement phase but after the attack, movement for the attacker is finished except for any advance after combat that may occur. Only those units directly supplied for assault or defensive operations may attack. Only a limited number of attacking units can be used in a combat situation. These are units that begin the turn next to an enemy unit, any one unit or stack that moves adjacent to the enemy, and any mechanized unit that moves adjacent to the enemy. Other units may participate, if they are in the offensive or defensive mode, by using their support factors for the combat. Combat is via an odds combat table. Results are expressed as step losses, retreats, disruptions, and morale checks. Combat modifiers such as the presence of armor, artillery, elite units, air support, divisional integrity, leadership, engineers, and improved positions can affect the final outcome of any battle. Besides the standard movement that is employed in the game there are also special rules for rail movement, forced march, and reactive movement (marching to the sound of the guns). The only failing in the combat system is that it can be relatively bloodless as you can take retreats instead of step losses. Breaking a defensive line in this game can be a lengthy affair. The integration of movement and combat is novel, but it portrays well the realities of war. in the game, a player's turn can be interrupted and the enemy can initiate a counterattack. You cannot assume that the enemy will let you punish him at your leisure. Your best laid plans can be unhinged by reaction movements and counterattacks on the part of your opponent. Additional rules cover the use of artillery employed as barrages, close support, final protective fire, and counterbattery fire. Air support and unit breakdown round out the standard rules. optional rules include river crossings, pontoon bridges, bridge demolition, dismounted infantry, general retreats, partisans, German scratch units, Soviet entrenchments, early activation of German units, limited intelligence, retreat before combat, and reconnaisance in force. The game includes six scenarios: Battles on the Chir River, Operation Little Saturn, Operation Winter Storm, Operation Uranus, The Rostov Gate, and a campaign game. There are some problems with the presentation of the rules in this game. Important points are tucked away in what seem to be obscure places. Artillery barrages occur prior to movement in the operations phase, but this is buried in the artillery rules and is not noted on the sequence of play. That there is no comprehensive sequence of play is the biggest problem. There are lots of things to do in this game and having a ready reference would make the game more enjoyable. It is essential to understand the command and supply rules to play and win Winter Storm. The goal of any player is to initiate enough activity so as to have the opponent miscalculate and squander his supply points in fruitless operations against your feints. Since supply is crucial, attacks should be aimed at breaking through defense lines and attacking the vulnerable HQs. This must be done with caution as reaction movement can close up these breakthroughs and isolate your units behind enemy lines. The goals for each player are different. The Soviet player must devote himself to trapping the Sixth Army and destroying as many Axis units as possible. As in the war, the best Russian strategy is the slow steamroller advance. The German player, on the other hand, must use the quality of his units to break through the Russian lines, attacking the vulnerable rear units and the all important HQs. In the final analysis, this is one game that you should run out and buy if you are at all interested in WWII games. This game does to the simulation of World War II operational combat what Kevin Zucker's Napoleonic games did for the simulation of the campaigns of Napoleon. The game has everything you ever wanted in a war game: a tense situation, the ability for both sides to attack, and the unexpected surprises that can occur in mid- turn as reaction movement or combat mandated counterattacks wreak havoc with your assaults. The game system forces you to act as if you are on the Eastern Front. You must distribute the supplies and determine priorities for the upcoming time period. No more running around the game board attacking. all along the front. To win this game you must think and act like an Army/Front commander. You must concern yourself with the big picture of supply, operations to be initiated, combined arms coordination and finally, the assault. Except for a mediocre rule book, everything you ever wanted in a game is in Winter Storm. All you have to do is part with your hard earned money to discover how excellent Winter Storm is. More War Game Reviews
Game Review: Ace of Aces Balloon Busters WWI Air Combat Game Game Review: Carriers at War, 1941-45 Fleet Operations in the Pacific Game Review: Rolling Thunder Air War Over North Vietnam Game Review: Operation Market Garden Game Review: Stellar Conquest Back to Table of Contents -- Game News #10 To Game News List of Issues To MagWeb Master Magazine List © Copyright 1985 by Dana Lombardy. 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 |