by Uli Blennemann
Although Moments in History (so far) has not produced a proper "Game Series" (with different rules booklets for series game and special game), four different of our games use the system introduced in Ring of Fire. With two new titles having appeared in July at Origins and the general popularity of these games, I thought it would be a good idea to focus on the key mechanics of the system and the differences between the individual games. FrameworkDesigner John Desch introduced the system in 1994 with the release of Ring of Fire: The Fourth Battle for Kharkov, August 1943. In general, John wanted to portray Eastern Front combat at the operational level with simple yet not simplistic rules. In terms of complexity, the Ring of Fire (RoF) system can be compared to The Gamers' Standard Combat Series. As you will shortly see, it is very different in individual mechanics, though. Even more than in a complex study it is most important in a pretty simple game to have a clear focus on what you intend to depict and what not; otherwise you get lost. RoF's focus is on the importance of armored and mechanized formations on operational operations on the Eastern Front during World War 2 and the necessity of having reserves available. Most of the other rules (movement, supply, airpower etc.) are very simple and can be explained in a couple of minutes to anyone who has played a wargame before. Armored and mechanized formations get their decisive importance through a special combat type -- called "Tank Combat" -- in the RoF family of games. Tank Combat is possible for all units with an armor element (shown by silhouettes on the counters for easy identification) and is in addition to regular combat available to all units. Whereas regular combat is fought on an odds-based Combat Results Table and with standard combat values, Tank Combat uses the special Tank Effectiveness Rating of armored formations. In Tank Combat, each armored unit is allowed to fire once at a single enemy armored unit. Moreover, both sides (attacker and defender) are allowed to fire - strongest unit firing first. Results are step losses. Because Tank Combat is conducted before regular combat, it is possible to kill the opponent's armor element during Tank Combat and later blow the infantry out of the way during regular combat. By the way, the differences in Tank Effectiveness Ratings do not reflect the quality of the individual tank used but the level of training and the experience of the unit at the brigade and Kampfgruppen level. Therefore Soviet formations equipped with T-34s have a Tank Effectiveness Rating of "1" while German units mainly equipped with PzKw IIIs have a rating of "3" at Kursk. In the RoF family reserves are very important, too. If you simply put all your available units into the front line, you won't achieve much. Both players are allowed to employ reserves. They aren't created by HQs or via complex command control rules (remember, these are simple games); you just designate them in your rear area and are then allowed to move them half their regular movement allowance during the two reserve movement phases. The defensive reserve movement phase occurs during combat resolution. It allows the non-phasing player to move available reserves into hexes to be attacked and in this way drastically change the combat odds (there is a difference between hitting a lone German infantry regiment and a full strength panzer division). The offensive reserve phase is after regular combat. If you have blown a hole into the enemy front line, now move your reserves in and exploit your success! Offensive reserves may even fight another round of Tank Combat and regular combat afterwards. In addition to the focus on armored formations and reserves, the RoF family makes it clear that combat at the Eastern Front was attritional in nature. With the exception of Triumphant Return (see below), the Combat Results Tables of the games do not include a retreat option - all results are step losses. Even a very successful attacker will feel that his offensive becomes weaker with every turn because losses mount. One other mechanic is worth mentioning -- the concept of the ZoC Link. Unlike most other wargames, one unit alone does not have a Zone of Control extending out into adjacent hexes. In the RoF family two units form a ZoC Link into the hex (or hexside) between them (only). This simple and elegant mechanic was pioneered by Mark Simonitch in Campaign to Stalingrad (Rhino Games) and works nicely at this scale. The GamesI will now briefly introduce the individual games in the "series": Ring of Fire: The Fourth Battle for Kharkov, August 1943 Ring of Fire simulates the southern part of the Soviet late summer offensive in August 1943. The objective was the recapture of Kharkov, an important industrial center in the Ukraine, and a breakthrough to the Dnepr River. Although Manstein, commander of Heeresgruppe Sud, had anticipated an attack on Kharkov, he was surprised how early it started. On August 3 Voronezh Front initiated the offensive by a barrage of massed artillery. Altogether, the Red Army was able to commit 870,000 men with 2,830 tanks for the operation, code-named Polkovodets Rumyantsev ("General Rumyantsev"). During the battle 155,000 more men with 410 additional tanks joined the attackers. The Germans initially defended with about 200,000 men and 210 tanks, later to be reinforced by 130,000 men with 280 tanks. On August 5 the Soviets already marched into Belgorod; in the night of August 21/22 Kharkov changed hands for the fourth and final time. Comments: MiH's second release and its best seller; graphics only mediocre. * You may still be able to find Ring of Fire at your favorite store or mail order house. As an alternative, MiH licensed the game to Command Magazine: Japanese Edition where it appeared in 1997. To order a copy (complete with photocopy of English language rules), get in touch with Masahiro Yamazaki at: mas-ymzk@sa2.so-net.or.jp. Eastwall: Battles for the Dnepr, September 1943-February 1944
Eastwall covers the six-month bitter campaign for control of the Ukraine from September 1943 through February 1944. Throughout September, the Red Army and the Wehrmacht raced to the Dnepr, with the Germans scorching the earth in the path of the Soviets. Between September 19 and 23, 1943, the lead tank and rifle elements of Vatutin's Voronezh Front reached the mighty Dnepr river north and south of Kiev, successfully bridging the river at several places. At one of the most promising bridgeheads, at Velikii Bukrin, two Red Army airborne brigades made a jump on the night of September 24-25. However, the German defenders were able to overwhelm the scattered paratroopers. From late September through mid-November, both sides settled down to a new stalemate along the Dnepr. Then, on November 3, 38th Army and 3rd Guards Tank Army surprised and overwhelmed the German defenders at the Liutezh bridgehead north of Kiev. Three days later, the Red Army had taken Kiev and raced forward deep into the German rear. Manstein reacted quickly, trying to repeat his February "backhand blow" victory at Kharkov. However, circumstances had changed - while the Wehrmacht was able to stop the Soviet advance, Manstein did not manage to drive them back into the Dnepr. Starting in late December the Germans launched several more offensive, all skillfully parried by the Red Army. Then, at Christmas 1943, the Soviets launched their winter offensive with a massive offensive near Brusilov, seizing Kirovograd and moving towards Zhitomir. In early February 1944 the Soviets had managed to trap two German corps in the Cherkassy pocket. Manstein assembled forces for a counteroffensive to open the pocket; however, they were not able to reach the German lines. Comments: Much improved map graphics; special rules for air drops, bridgeheads, and Soviet Strategic Reserve Boxes. Unfortunately some play-balance problems - be sure to use the Optional Rules (printed in Operations 28). Clash of Titans: The Tank Battle for Kursk, July 1943
Clash of Titans features the German offensive (Operation "Zitadelle") at the Kursk salient, where the front lines bent westward, forming a bulge that was 250 kilometers from north to south and 160 kilometers from east to west. This salient seemed to be designed for an encirclement battle. On the Soviet side, Zhukov concluded that the 1943 Soviet summer offensive must be preceded by a defensive battle to absorb and reduce German striking power. They built massive fortified lines in the Kursk sector and relocated the forces of several fronts, including the Steppe Front as a reserve, to the Kursk salient. Finally, on 5 July 1943 the Germans attacked with 435,000 men in fifty divisions and 2,700 tanks and assault guns (including the new Panther and Ferdinand types). The Red Army was able to field 1,550,000 soldiers and 4,800 armored vehicles for history's greatest tank battle. Comments: Much improved counter graphics, a minimum of special rules, tons of armored units - a very attritional battle. Sold out at Origins on Saturday! Triumphant Return: The Soviet Liberation of Kiev, November 1943
Triumphant Return simulates the Soviet breakout out of the Dnepr bridgeheads. The largest of these, located north of Kiev, erupted on 3 November as infantry and tank units of the 1st Ukrainian Front burst through the German line. Caught off guard by a masterfully executed Soviet deception operation, the Germans were unable to contain the Soviet breakout and soon Soviet tank columns were racing to the distant towns of Fastov and Zhitomir, mauling several German panzer divisions hastily brought up to stem the Red tide. On 12 November, however, the Germans managed to assemble a powerful striking force centered around the 1st and 1st SS Panzer Divisions, threw them at the overextended formations of the Red Army, and rolled them back. Over the next four weeks the action see-sawed back and forth as reserves were committed and counterattack followed attack. The Germans succeeded in stalling the Soviet offensive, but only at great cost, and only for a short time. Comments: Much improved counter graphics, special retreat rules. Sold out at Origins on Sunday! Very fast playing with a short playing time. MiH will surely continue to release games using the RoF system (we might even be leaving the Eastern Front); however, at this point we have not decided which battle to cover next. Back to Table of Contents -- Operations #30 Back to Operations List of Issues Back to MagWeb Master List of Magazines © Copyright 1998 by The Gamers. 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 |