What I Did On My Holidays 2

Guderian's Last Gamble

by Alan Sharif

(Perry Moore)

A new title from one of the true pioneers of DTP. Do you remember those two colour, (including black and white), photocopied games he used to produce? Well, technology has moved on a long way since then. This game comes with an attractive colourful map, small twelve-page rules booklet and colour, but a little drab looking, unit counters. The rules could have been better organised and I found a few rules queries after reading them. However, the Internet allowed me to pass these questions direct to Perry who was quick to answer them and also posted the answers as errata at his excellent web site.

The game covers an Axis offensive of February 1945, aimed at retaking the city of Arnswalde and pushing on into the weak Russian flank to divert Soviet forces from the Oder River. The battle only lasted a couple of days and warranted only a brief mention in Guderians book Panzer Leader. However, historically, Hitler forbade some units requested by Guderian from taking part. They remained in reserve and some were later sent to Hungary to be used in the Lake Balaton offensive. This game has scenarios where these forces are made available, and it must be said these are more interesting than the historical game. The historical game will see Arnswalde liberated for a couple of turns, an advance of only a few hexes, before being retaken by the Soviet. Accurate, but not likely to be played more than once.

Units are represented at the company up to the regiment level. Each map hex represents 1.5 miles and a game turn represents twelve hours. A lot of ideas from other games feature here. Weather is either mud or frozen with mud more likely and detrimental to the attacker. German armour and mechanised units can, or should that be will, run out of fuel, finding their movement severely restricted. Artillery can barrage, but the German player can only fire his artillery units for a limited number of times per game due to historical ammo shortages. In addition, each corps land units may only make a number of assaults per turn for similar reasons. Finally, a die roll will only allow a certain number of German corps units to move/assault per turn. You may be asking yourself, why bother with all these handicaps? The German player has one trick up his sleeve. Prior to movement and combat the German player may put into reserve any units he chooses that are not adjacent to Soviet units. After the initial movement and combat phase, which reserves do not take part in, any number of reserve units can be released to make there own movement and combat. This procedure can be repeated until no German units remain in reserve. Combat is in two types, anti tank, which results in step loses, and standard combat, which is more common and results in retreats. The use of reserves allows the German player to exploit any gaps in the Soviet line, cut off Soviet units, and course them step losses or elimination by forcing them to retreat through enemy zones of control. In addition, combat by reserves do not count against the limit of assaults each corps is restricted to making.

I find this an entertaining game that WW2 enthusiasts may enjoy. However, a few further points would be in order. The only scenarios worth playing more than once or twice are the hypothetical ones. I found the rules poorly organised and consequently players will need to put in a bit of effort to learn the game. Finally, I think the German side more interesting to play than the Soviet. That said this true of many games and is not a problem for solo play. If none of the above puts you off this title is worth taking a closer look at.

More What I Did On My Holidays 2


Back to Perfidious Albion #101 Table of Contents
Back to Perfidious Albion List of Issues
Back to MagWeb Master Magazine List
© Copyright 2000 by Charles and Teresa Vasey.
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