Review by Alan Sharif
Designed by Mike Bennighof for S&T issue game This title simulates the Axis attempts to capture the Arctic port of Murmansk during 1941, most likely the Northern most campaign fought during WW2. Historically, the Axis underestimated the Soviets and allocated too little resource, around three divisions at their peak, to seriously threaten Murmansk. It uses the same game system that will appear in a boxed quad game entitled 'The Forgotten Axis' which at the time of writing is unreleased. It features an attractive 34" x 22" map sheet by Joe Youst and 140 double-sided unit counters. Unit sizes range from company up to regiment, except for some Soviet flotillas, and each map hex represents two kilometres. A game turn commences with the reinforcement phase. As well as placing newly arrived units on the map, the Soviet player also attempts to release units from reserve status via a die roll. Reserve units can neither move, nor engage in combat, till released. Should an Axis unit move adjacent this will also serve to release a unit from reserve status. Each division has a chit representing its formation and these are all placed in the now familiar opaque container and drawn at random. As a chit is drawn the units of the formation chosen follow the following sequence. The motorised movement phase follows when all motorised units, plus Soviet Naval units, can move up to their full allowance whilst Cavalry and Bicycle units can move up to half their movement allowance. For a number of reasons this may not be as dramatic as you expect for an East Front game. Firstly, Army Group Centre this is not, there are not that many units that are eligible to move during this phase. Secondly, the terrain is very heavy going, there is only one road, the map is mainly forest and tundra hexes separated by the occasional river. This phase can translate into a move of only two hexes if not using the road. Naturally, the road will be very well defended. No blitzkriegs here then. Thirdly, units must be within five hexes of their divisional HQ to move else must roll for initiative to do so with a 50% chance of failing. Once motorised movement has been made the combat phase follows. This means foot units must generally move adjacent to enemy units in the previous turn to attack during the current, unless their chit was one of the last drawn in the previous turn and the first in this. Artillery units are able to barrage independently, or support combats within range, which can up to eight hexes depending on the unit concerned. However, Artillery can either move or fire, not both, and if close to the front line may prefer to spend their time pulling back to a safer hex. Artillery units are a valuable asset, don't lose them. Soviet naval units can also barrage Axis units in range from coastal hexes but may move and fire in the same turn. Otherwise combat boils down to odds modified by terrain and a die roll on the CRT. Combat is bloody with step losses to both sides but terrain favouring the defence. The attacker will soon see his units depleted and his offensive come to an end. Artillery barrages can cause disruption. Disrupted units can not be moved and are halved in combat so a disrupted defender is vulnerable to assault. As an optional rule each division has its effectiveness marked on a chart. As losses are taken effectiveness falls but can rise if victory hexes are taken. A high effectiveness level gains a favourable die modifier in combat whilst a poor one has the opposite effect. As this rule favours the Axis player, and they will need all the help they can get, I would recommend use of this rule. After combat has been resolved the movement phase follows during which all units may move, including those that moved in the motorised movement phase. These are again subject to the same limitations listed previously. In addition Soviet naval units can transport Soviet Marines to coastal hexes for an amphibious landing. As the coast is very lengthy, and Axis units few, this is unlikely to be contested. Once all formation markers have been drawn disrupted markers are removed from units and the game turn is concluded. Scenarios There are three scenarios representing different Axis offensives but no campaign game linking the three. This is not a problem as not a lot happened between the events covered by the game. Victory is based on losses to both of the sides and holding of victory hexes, normally towns and cities. In addition the Axis player may pay a penalty in victory points to receive further reinforcements. I am sorry to say that in my opinion this is a poor game and no incentive to buying the boxed quad that uses the same system. There are a couple of areas where this games falls down. Firstly the system generally allows the Soviets to withdraw one hex once the Axis have moved sufficient units adjacent in the previous turns to guarantee an attack at good odds. Only very unlucky chit drawing will foil this. If, in order to avoid this tactic, the Axis attack at low odds, it were hurt them more than the Soviet both in losses and victory points. Axis artillery can try to disrupt defenders to prevent them withdrawing but its firepower is weak and the effects insufficient to seriously effect the Soviets. In addition, the more powerful Soviet Artillery can be barraging the slowly advancing Axis units, slowing them further via disruption and inflicting step losses thereby reducing their effectiveness and earning victory points. It's a depressing picture for the Axis player and frankly a dull game for both. The Axis has no chance of some sudden manoeuvre outflanking the Soviet line and forcing them to withdraw because the terrain makes such a rapid move impossible. Add to this that any victory hexes taken will need to be garrisoned to prevent its liberation via a Soviet amphibious landing and Axis player becomes even further depressed. Secondly, from an historical point of view the Axis had horrendous supply problems as everything had to come down the single road mentioned earlier. In the games, units trace supply to their HQ who in turn trace a path of any length to a friendly map edge. The road is simply not required. This may be because it was considered one burden too many for the Axis player but in such a hostile environment it makes a mockery of any claim to being a simulation. In addition it deprives the Soviets of their true reason for landing behind enemy lines, to threaten the Axis supply. A game to avoid I think. Back to Perfidious Albion #100 Table of Contents Back to Perfidious Albion List of Issues Back to MagWeb Master Magazine List © Copyright 2000 by Charles and Teresa Vasey. 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