What I Did On My Holidays 2

Blood & Steel

by Alan Sharif

by Paul H Rohrbaugh for Microgame Co-Op.

Blood and Steel covers the Battle of Prokhorovka, the climax of the Kursk campaign. 2nd SS Panzer Corp go head to head with 5th Guards Tank Army in a small game unlikely to leave much room for subtly.

Graphics are an area where the Co-Op shine and this game does nothing to spoil their reputation in this area. The unit counters are larger than average, as seen in some Command issue games. I prefer this size where feasible. There are only 144 units so it does not take to get them mounted. Each formation is colour coded as they are activated individually via a chit chosen at random. One complaint would be that I found some of the Soviets a little difficult to tell apart under electric light. It would have helped to have a list of which individual units belonged to which formations. Armour units, of which there are many, use icons whilst the remaining units use standard NATO symbols. The rules are short and sweet but the errata for this game on the companies web site reveals there are a few minor oversights and some more serious amendments to victory point allocations.

This is very much a design where it is a game first and a simulation second. Players roll dice to determine the amount of artillery and air support available that turn. Units are rated for both anti-tank and anti-infantry strength. These are 'to hit' numbers similar to those found in XTR's Victory In Normandy. For example, if a player is in combat with an enemy armour unit he rolls a die and applies modifiers for terrain, or German fire at a two hex range. If the result were equal or less than the firing unit's anti-tank factor a 'hit' is scored. Hits lead to disruption, reduction and elimination. Artillery and Air support markers, received in limited numbers, also have 'to hit' factors, used the same way. Overrun is also possible, which results in combat resolved within the defenders hex, and is very bloody. The same combat factors and procedure is used but with a defensive, followed by an offensive, fire phase.

A game turn comprises of an activation of each formation represented via chits drawn from a pool, as in Victory's Across Five Aprils, giving a nice chaos element and adding to replay value. Each activated formations units may either move its full movement allowance, have combat, or make a limited move followed by, or proceeding, combat.

I had the pleasure of being able to compare notes with a fellow gamer, Fen Yan, who had purchased the game at the same time as myself. We both found it unbalanced in favour of the Soviets with the best German strategy being to drive for the North map edge. This was not in keeping with the historical battle, nor did it result in an entertaining game. He came up with some suggestions to improve both game balance and the historical feel. Those who already own this title might wish to try them. These are; 1) prohibit Soviet infantry divisions from moving or firing, they may defend if overrun 2) make Prokhorovka and Pravarat worth 2 victory points each 3) Only give victory points to the German for exiting Totenkopf division from the north map edge.

In spite of Fen's suggestions, which did help, I found I had little desire to play this game more than twice. It is quick playing and simple, things to be thankful for. But it also has a high wristage for one so small and I did not feel it had the correct feel for its topic. Not a game I could recommend.

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© Copyright 2000 by Charles and Teresa Vasey.
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