The storm front: Pact positions on the eve of invasion |
There are a number of ‘special’
attacks that can be made, either before or during the Ground Combat phase for
each side. Close Air Support (CAS) can
be used, with the number of units determined by die roll and Turn number, and
modified by Weather variables. Artillery
barrages can be called by the Pact player, either as its own attack or in
conjunction with a ground assault---but there must be sufficient ammunition,
and the supply is finite. The use of
special, high-tech munitions by NATO against mass Pact formations fall under
the abstraction of Assault Breaker attacks; they, too, are of limited supply,
and become less numerous as time goes on.
NATO also has the option of assaults by Attack Helicopter battalions,
which have the key strength of being able to assault a single division while it
is in a stacked formation; unfortunately, AH units can be savaged and Disrupted
by divisional AA, and can (unlike CAS units) be destroyed.
After all of the “special”
attacks like possible CAS, Attack Helicopter, Artillery Barrages, Assault
Breakers, and possibly Chemical/Nuclear, it still comes down to armor and
ground-pounders shooting at each other. An
attack against a ground unit takes into account relative Attack/Defense Factors,
terrain, external support (CAS, Artillery, etc.), and previous levels of
Disruption, if any. All of these are then combined to determine the
Odds between the two forces, then rolling for results on a table, both for the
Attacker’s assault and for the Defender’s counter-attack. I have always liked and preferred the “simultaneous
damage” approach, and it works well in RS.
Victory for either side
is determined by a point system. For the
Warsaw Pact, points are accrued by taking and holding West German population centers,
each of which has a specific point value.
For both sides, points are accrued by the number of enemy units eliminated. So, NATO achieves victory by minimizing the number of points accrued
by the Pact, either by successful defense or retaking of urban centers, or by eliminating
enough Pact units to put a dent into the Pact’s score when the results are
tallied.
The weakest area in
gameplay is Air Warfare. There is an
optional Air Superiority system which relies more on luck than technology and
other factors, and which is also somewhat clunky to use. It is the least attractive part of the game
mechanics, in my opinion, and it skews the game in that air superiority and CAS
were primary to NATO defensive strategy, and would be tilted in NATO’s favor. This is one area when Hemphill’s apparent
desire to avoid a lot of “chrome” actually shortchanges the game. For the purposes of my game, I chose to use
CAS only, ignoring the optional rule.
One optional rule that
makes life harder for the NATO player is the French Intervention Rule
(17.0). In essence, France holds its units back and
avoids involvement until Turn 3, when France examines the current strategic
situation and decides whether or not it will support NATO, and to what degree if
the answer is positive. While the fickle
nature of the French is well-known, and de Gaulle’s withdrawal of French
military forces from NATO is equally well-known, the Intervention Rule was
based upon incomplete knowledge on the designer’s part; we now know that France
had signed classified agreements with the US to honor its military commitments to
NATO in the event of war with the Pact. While
an interesting “what if” and, in its way, darkly humorous, it is not
historically accurate.
On the whole, the game
is solid. There are, however, several
major weaknesses which can affect gameplay and which (to me) hurt the game’s
authenticity. It’s not a bad game to
play, and it moves with speed since chrome is kept to a minimum, but I usually
prefer a bit more detail and complexity in my games.
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