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The
CONRAILS system is driven by the literarily colorful decks of
cards, from the 24 different rail companies, to Special War
cards, to Events, including Collapsing Bridges, unruly
Partisans, Cotton embargos, Train Seizures, even Collisions!
And, of course the various, historical cargo loads, from Troops
to Passengers, from Hogs to shoes ... practically anything that
got moved around during the war.
Each game of CONFEDERATE RAILS
includes Rules/Charts, Extensive Historical Background, one
sheet of Mike Lemick designed cut-and-paste counters, a
marvelous 32" x 21" Bill Ramsay, computer-drawn map
(in 4 sections), 165 cards on 17 heavy stock sheets, and enough
Confederate Money to bribe a Louisiana governor.
Richard Berg is to Wargames
what Reiner Knizia is to German games and he's been doing it
a lot longer
AIRSHIPS
AT WAR
a promo piece by Phil Eklund
Announcing
the latest Sierra Madre Game: AIRSHIPS AT WAR, 1914-1941.
In the 1920's and 1930's, America
experimented with Zeppelins that could carry aircraft. The 1921
Naval Treaty severely restricted the naval tonnage that could be
produced, but Zeppelins, literally weightless, did not count
against these limits.
A Zeppelin employed as a long
distance scout over the Pacific would run grave risk of
destruction soon after contact with the enemy fleet, but
nevertheless should be able to provide valuable information.
Operating three times the speed of a cruiser, and with a range
many times that of any airplane, Zeppelin screens could allow
the Pacific Fleet to operate in security and relieve its eight
cruisers of scouting duty. Alternatively, Zeppelins could
operate in the Northwest, to watch for Japanese flanking action
from their home islands or Formosa. As the cost of a ZRS4/5 type
airship was about equal to a destroyer of that period, the
Zeppelin seemed worthy of the cost and risk of development.
The U.S. and Japan were the second
and third largest fleets in the world after the U.K. Both
Pacific powers sought to modernize their limited fleet through
the use of naval aviation tactics to accommodate the vast
Pacific distances. In 1922 each had their first aircraft carrier
deployed in the Pacific. Japanese innovations included the first
fighter specifically designed for carrier operations (Mitsubishi
1MF) the first monoplane carrier fighter (Mitsubishi A5M1
"Claude"), the first catapult-equipped seaplane
tenders (IJN Notoro), advanced dual purpose 5 inch AA guns, and
giant long range flying boats (Kawasaki H6K4 "Mavis").
American innovations included
parasitic "skyhook" aircraft that could be launched
and recovered on "trapeze" cranes deployed from the
belly of a Zeppelin. The ZRS4/5 airships could carry five
biplanes. The ZRCV class airship could carry eight skyhook
dive-bombers plus two fighters. (This project was cancelled
after the crash of the Macon airship.)
AIRSHIPS AT WAR pits USN flying
aircraft carriers against Japanese naval innovations in
hypothetical Plan Orange conflicts set from 1923 to 1941. It is
played either solitaire or two player. It includes detailed
illustrations and specifications for 33 IJN ships, 4 USN
airships, and 28 aircraft. Rules cover subcloud cars, helium,
water recovery condensers, dive and torpedo bombing, and naval
rescues. Included in the game is LUFTSCHIFF, a solitaire game of
airships during the Great War, with another 5 airships, 18
ships, 24 aeroplanes. If you already own LUFTSCHIFF, ZRCV may be
purchased as a separate expansion.
Phil Eklund designs games and
runs Sierra Madre Games
FALLSCHIRMJAEGER
a review by Peter McCord
The
newest "Standard Combat Series" or SCS game from the
Gamers is called FALLSCHIRMJAEGER (FJ), and it features the
German combined airborne, air landing and ground assault on the
Netherlands in 1940. FJ has one map and 560 counters. The game
scale is 1km per hex, 3 turns per day and the units are mostly
companies, except for the German assault paratroopers which are
broken down into platoons, which sounds cool, but once you play
you'll quickly wish they dropped as companies. The rules are
short, the SCS rules are barely 6 pages, and the special rules
for FJ are barely 7 pages. The game's graphics are very similar
to many other Gamers games, you either love it or not, but at
the very least the graphics are functional, clear, and
facilitate play very well. I like the look
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of this
game a lot, both the maps and the counters are excellent for my
tastes.
The Game: the Dutch are stuck most
unfortunately in their historical deployments, this was after
all a surprise attack. Even so, the German player will have a
very tough time matching even their historical progress. The
game ends on the morning of May 14 (turn 15), by which time the
Germans had only cleared a small portion of Rotterdam near the
bridges. The Dutch have artillery, anti-aircraft and yes
aircraft to attack the German airborne units with, and they even
get some small but not completely insignificant help from the
British and French. The Dutch even have some armored cars, and
some truck units which make their infantry highly mobile (let
the ongoing ASL jokes about "Dutch Trucks" commence).
Essentially, the German task is
not clearly defined. You need to take bridges, airfields and
other key installations (oil, the queen, the gold, etc.) and
take as few casualties as possible. The Dutch need to prevent
these things, cause casualties, and evacuate the Queen, their
government, etc. However, there are far too may things on the
map for the Germans to do attempt taking/destroying them all,
and so you can plan a variety of German assaults and
corresponding bundles of victory points. Sounds easy right?
What makes FJ such a great game,
besides the elegant system which I'll get to in a minute, is the
fact that while it feels very historically accurate, it
nonetheless does not by any means guarantee any type of German
success. View it if you can as the German Market-Garden, albeit
one that just barely worked, as opposed to the Allied
Market-Garden of 1944, which you could easily argue just barely
didn't work (if you don't believe that, then why so many
Market-Garden games?!). The Germans have a similar task: they
are attempting to capture 3 sets of bridges over 3 rivers,
entirely by airborne invasion, and they have to hold them for 2
and 1/3 days before any ground troops arrive. But the kicker is
you don't have complete air superiority! The Dutch and British
air forces show up, and your own air arrives only unpredictably.
German assault units are strong
and have the element of surprise, but they are brittle and can
easily be whittled down to nothing by Dutch counter attacks and
artillery strikes. The only real way the Germans can break up
Dutch concentrations during the early turns is through air
strikes, but there are never enough of these to go around. On an
average turn, you'll get 7 air units to hit ground targets with,
not enough to protect 3 bridges from counter attack. Your
airborne troops have very few combat steps and thus very little
staying power. This tightrope walk continues for 9 full game
turns, the German panzers don't arrive until turn 10. The
Germans can also land some stronger air landing troops of the
22LL division, these guys land directly onto airfields, which
sounds good until you find out that none of the airfields are
anywhere near the bridges! So the air landing game becomes a
game unto itself. You take airfields to air land strong units,
whose only purpose is to hold the airfield. At some point you
need to find a way to get the air landing units involved in the
bridge battles, and I think therein lay the key to victory,
otherwise all those strong units end up as fodder or bait. In
any case, the parachute units cannot hold 3 bridges for 2 days
by themselves. There aren't enough of them (only 20 companies
total at start, roughly 1/3rd the size of the Crete force).
The System: the SCS
"system" is very straightforward, another strength of
this game. You resolve air, move, barrage, fight, check supply,
exploit and clean up, and that's one player turn. The game has
fluid ZOCs, so you only pay +2 to enter. Most units have 6
movement points, and are infantry type, and so it is very
difficult to orchestrate an attack against enemy units that
aren't within a hex or two. The SCS works very well at this
almost tactical scale. You can attack across hexsides you can't
move across (simulating ranged fire), albeit at half or quarter
strength. Special rules, besides airdrops, include Standing
Barrages, Dutch Ships, Dutch Ammo Supply, German Assault Bonus,
Leaders, canals, and a lot more. The game comes with 3
scenarios, one is for learning, the other is a half-map battle,
and of course the third is the full campaign game.
As you can probably tell by now, I
am quite taken with this game. To date, even though I've barely
had the game for two weeks, I've already managed a large number
of solo games and one two player game. Because of the wide array
of German objectives, the random nature of airborne invasions
(scatter), the "thinness" of the German airborne
platoons and the incredibly late arriving panzers, this game has
high replay value. If all you are about is winning, then take
the Dutch! This is the game for players who are sick and tired
of playing German dominated games, where the German player mops
up the whole map and he either wins or quits before the Allies
can come back. Here, the Germans are supposed to win but they
have made a key mistake-they have just slightly over-reached
their capabilities at this point in the war, just as the Allies
did at Market-Garden four years later. The game puts the German
player in the position of having to save
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