Joe Carter, for whom I have playtested previously, created a game based on the experience in the book titled Escape from Corregidor, and graciously invited me once again to playtest the new design. It's a great concept, and so far I have found the design to be solid and a good play.
Monday, September 30, 2019
Playtesting Another Joe Carter Game
Joe Carter, for whom I have playtested previously, created a game based on the experience in the book titled Escape from Corregidor, and graciously invited me once again to playtest the new design. It's a great concept, and so far I have found the design to be solid and a good play.
Tuesday, September 10, 2019
At War with the Evil Empire, Part II
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.
Wednesday, September 4, 2019
At War with the Evil Empire: A Review of "The Red Storm" Part I
J. Michael Hemphill, designer. Yaquinto Games, 1983. |
Upon its release in 1983, I bought a copy of this game. At the time, however, I was more into RPGs with my friends than solitaire historical wargaming, so a few years later it was sold, unplayed.
Last year I acquired a copy of it unpunched and in very good condition, albeit yellowed with age. Since my recent attempt to unbox and play the newest addition to the collection---Blue Water Navy---has been put on hiatus for a number of reasons, I got out RS and began setup.Since I like historical wargames, I was curious as to how accurate the designer's unit designations and overall historicity fared twenty-five years after the scenario was relegated to "alternate history" status.
On the NATO side, Hemphill really did his homework; considering that he had to have developed the game between 1979-1982, his unit IDs and their placement for 1983 is excellent with very few errors. I am particularly impressed with his inclusion of the six established Heimatschutzbrigaden (HSchBrig), or Homeland Security Brigades. These were units consisting of mostly reservists that provided rear-area security and defense against para-troops or infiltration groups. While he chose not to reproduce what has been called NATO's "layer-cake defense," he did assign initial unit placement with the proper army groups, dividing the map into BALTAP (Area K), NORTHAG (Area N), and CENTAG (Area C) and assigning units with almost complete historical accuracy. In my setup, I went one step further and ensured that my divisions were placed within their proper "layers" in each Area Command. I also researched the location of numerous army airfields and bases so my placement of the various air assault and attack helicopter brigades would be a bit more historical.
On the Pact side, however, Hemphill is on shakier ground. To be fair, the up-to-date placement and assigning of Soviet and Pact divisions within the German Democratic Republic (DDR) would have been difficult to obtain even by people familiar with the intelligence community, and would probably have been classified information even if it were available. Still, Hemphill does get quite a few of the units right, in particular the Soviet divisions present in the DDR, but there are inconsistencies in the OB although they do not affect the game in any significant way.
The game, itself, was very well produced, and bears the trademarks of Yaquinto's all-too-brief history: double-thick counters, and maps of heavy, coated paper that neither tear nor wear easily.
The artwork is well-done, with the map featuring a somewhat-abstracted West Germany divided into scaled hexes, with top-down views of terrain features and surrounded by both allied and enemy countries. For the counters, the designers chose to go with silhouettes for the various unit-types, rather than the NATO Standard symbols, and the unit nationality is indicated by color variation. This makes the game more approachable and easier to play, especially for new or first-time players not familiar with wargaming. Personally, I could have gone either way as I am comfortable with either format.
The calm before the storm: initial NATO unit placement |
The game is played at the operation level with most units at the division level, with a small number of brigade-units when necessary, or when breaking down Airborne or Air Assault divisions. Combat is resolved using an Odds system, which, while not my favorite mechanic, works fairly well once you've used it. Provision for counter-assault is made by allowing a defender to engage an attacker, although at slightly reduced effectiveness. Terrain effects are straightforward and easy to remember. Airborne drop survival rules are a weak point, in my opinion, since distance from friendly units would have no bearing in drop survival unless the division is being dropped in "Indian country." There is also no provision for drift.
I will detail combat more extensively in Part II.
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