by Luc Olivier
Victory in the West, Volume 3 Sicily The Race for Messina 10 July - 17 August 1943 IntroductionSicily is a simulation of the Allied campaign to capture that strategic, Axis-held Mediterranean island in the summer of 1943. For the Allied player, the object of the game is to capture the island as quickly as possible while holding losses to a minimum. The Axis player’s objective is to frustrate Allied strategy. Depending on his reinforcement schedule, the Axis player may attempt to delay Allied conquest of the island, or decisively defeat the Allies by a strong counterattack. Each Game-Turn represents two days of real time, and each hex represents three miles from side to side.CreditsDesigner: Dick RustinDeveloper: Joseph M. Balkoski Publisher: SPI, 1981 (S&T 89) Components1 22”x34” Map 300 die-cut counters 1 Standard 8-page rule folder 1 Exclusive 4-page rule folder Counter ManifestUSA (black on green)7 Paratroop Battalions 3 Glider Battalions 1 Mountain Battalion (French) 15 Infantry regiments 12 Tank Battalions 3 Ranger Battalions 2 Mechanized Infantry Brigades 1 Reconnaissance Regiments 4 Self-Propelled Artillery brigade 7 Artillery brigades 7 Anti-Tank battalions 2 Depot Markers 1 Support point Marker
Canada
United Kingdom
German (Luftwaffe)
Germans (Wehrmacht)
Italy (Navy)
Italy (Black Shirt)
Italy (Army)
Markers (black on white)
Player’s ValuePublished initially in S&T 89, Sicily is the third and final volume of the SPI Game System Victory in the West. This game is the most ambitious and the largest of the three published in S&T. It covers the full campaign for Sicily in July-August 1943 from the landings to the capture of Messina, in 20 two-day turns. There is one variable campaign game to change set-up, landings and Para drops, and one US Landing scenario of four turns, ideal for learning the game.The Game System rules are fully used, and the special rules are especially large and diverse with landings, Para drops, support points and mule packs, specific reinforcements and withdrawals for Germans and Italian troops. The game flow reproduces reality with some twisted rules like army boundaries and support points, but overall the play is smooth. The US and Commonwealth troops land as historically and push forward to reach the first stop line. The German troops are committed to counter attack as historically. As the roads are few and the terrain terrible, the advance will be canalized and the defense easy. When the boundaries are reached every where, the advance can continue, first to get the all-important ports and their supply facilities, and second to capture airfields and strategic crossroads as soon as possible. Sooner or later, the Axis player will give up ground and prepare a major withdrawal, but making it as costly as possible for the Allies and in avoiding the general rout. To win the Allied player must liberate the whole island as soon as possible, without excessive losses. The game is a good use of the System, but still one sided and requiring more time than for the previous games. Today, it is perhaps not the best game on the subject, but still a good follow-up if you invest time and money on the Victory in the West System. Collector’s ValueBoone lists low, high and average prices of 3/25/8.38 at auction and 6/25/13.25 for sale. The true collector will get the game with the magazine for the historical background.Support MaterialMoves 60, pages 10-13 delivers the definitive operational analysis of the game, with the designer’s notes and some options like historical set-up and invasion plots. A good quick review is delivered in F&M 29. A capsule review is provided in F&M 60 page 43, part of the large WWII games anthology. For French readers, Casus Belli 13, February 1983, presents the game briefly.Other games of this typeOperation Typhoon; Patton’s 3rd Army and Operation Grenade.Other games by this designerLeningrad (SPI & DG); Tito (SPI).
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