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SWITZERLAND MUST BE SWALLOWED!
a playtester's report by Paul Rohrbaugh

     Among the latest games to be released by the Microgame Design Group is Peter Schutze's SWITZERLAND MUST BE SWALLOWED! (SMBS). The game covers the planned, but never carried out, German invasion of the neutral nation during World War Two. The Desktop Published (DTP) game comes in a 8.5" by 11" bag and includes one 11" by 17" map, 1 sheet of counters that will need to be mounted and cut-out, 8 pages of rules, 2 players' aid charts and a cover sheet. The cover is a bold and clever rendition of 4 bent black arrows converging on a profile image of Switzerland on a white and red background. The similarity to the Nazi swastika and flag, as well as the intimidating strategic situation the Swiss found themselves in the war, is graphically portrayed.
     The counters in this game mark a departure from the standard MDG format as this counter sheet is meant to be double-sided. Many who have done this before with other DTP publishers, such as those in VAE VICTIS, should not be overly challenged in preparing these before play. One can always, however, laminate and cut them out for use as single-sided counters. The artwork and graphics for both the game counters and map are excellent. MDG has been a standard setter for DTP games over the years, and this game continues that tradition. Combat units mostly use NATO symbology, with white on red for the Swiss, white and black on light green for Wehrmacht, or black on light blue for Luftwaffe ground and Fallschirmjager units. The one Luftwaffe air unit shows 3 Stukas ready to peel-off on the start of their dive-bombing runs. The map is a pleasant blend of browns, blues, and green that uses very nice images for the Swiss cities. The map and counters are free of any errors or misprints, another big plus when errata sheets follow upon the heels of most game releases nowadays. The rules and charts are concise, and follow the traditional MDG format. Combat units are mostly regiments or brigades, with a few battalions. Other counters represent German-Swiss militia (Nazi sympathizers and 5th Columnists), road-out (representing Swiss demolitions and mining), denoting units that are unable to receive replacements for a turn, pollard markers for step losses, and markers for recording the game turn and victory points. Turns are 12 hours long and a map hex is 20 kilometers across.
The German player carries the burden of attack, and can call upon a range of assets with which to carry out the invasion. However, the pressure is on to conclude the campaign as quickly and efficiently as possible. The Fuehrer has other plans, and neither he nor the Gestapo will abide any interference or delay. The number and type of units the German player will call upon, as well as the main routes of invasion, are crucial decisions that must be made and lived with from the very start of SMBS. The German force mix includes the 10th Panzer Division, several infantry divisions of varying strengths, a mountain infantry division, several motorized infantry divisions and regiments, border guard regiments, as well as the Herman Goering motorized infantry and units of the 1st Fallschirmjager and 22nd Luftlandung divisions.
     The Italians are not present in the counter mix, their presence is built into both sides' set-up restrictions as well as victory point penalties for the Swiss if they strip the Italian frontier to reinforce the forces resisting the Nazi invaders. The designer assumes that this campaign arises out of 1) Hitler's desire to unite all of the Germanic people, and 2) that mountain fighting in the south, with almost no roads and plenty of glaciers, would have been very difficult for the Italians to make much headway in the time span covered in the game.
There are 3 scenarios, one positing an invasion before that of Poland in 1939, a "historic" one fought in August/September of 1940, and a "Follow-on" attack during the summer (June) of 1940 when France was defeated. The Follow-on scenario allows the German player more flexibility in choosing where to invade (the western cities are much more accessible), but make the number and type of German units available at-start and as reinforcements much more problematic. The Swiss have fewer options in regards their force structure, but the scenarios fought after the historical outbreak of the war allow the Swiss to place more "road out" markers at start, prevent the deployment of German Militia, and deploy POW/internee infantry and armor units.
     The game turn sequence is a basic IGO/UGO one in which both players first conduct bombardment attacks by adjacent artillery units and, for the German player, the Luftwaffe. The German player moves and then attacks with his/her units, followed by the Swiss player. A recovery phase rounds out the game turn. Turns are alternating day and night, with the Luftwaffe possibly showing up only on day turns. Also, during the night turns units that do not move or become involved in combat can receive replacement steps. If chosen before the game start, German parachutists and air-landing troops can arrive at night (most likely early dawn, but the effect is captured in this way).
     There are no zones of control, and combats are conducted where opposing units occupy the same hex. The game scale and rough/mountainous terrain is the designer's rationale for using this combat mechanic, and it works well in this game. Overruns can occur in some terrain, hapless lone border units defending against overrunning armor or mechanized units at half strength.  Mountain units can overrun armor/mech

 

forces in mountainous terrain. The Swiss has many mountain-capable units, so the panzertruppen have to tread warily if unescorted by infantry.
     Day combats are conducted in a series of rounds until one side is compelled to retreat by the CRT. There are no voluntary retreats here, so theater commanders can quickly lose control of the ground troops. Several times German play-testers looked on in horror as their lead units got torn up in prolonged combats that turned into meat-grinders. Night attacks are risky ventures. All units will take 1 hit following the resolution of the combat due to attrition and the dangers of night-fighting. There is only 1 round of combat, but if any defenders survive, the attacker automatically takes another hit (at least 2 now in addition to those called for in the CRT). Combat odds can be modified by German engineers, but these valuable assets (engineers are also needed to clear road blocks) take the first step loss if things go south. All combats are stressful occasions when the bold risk-taker can either end up with victor's laurels, or as dead meat. Units can retreat "forward" for a massive drive-by like effect. Although there are no supply rules (we're talking a week's worth of fighting in this game at the most), those units too deep behind enemy lines may find themselves totally surrounded and unable to take replacements (Swiss headline: Germans Re-enact Custer's Last Stand with Tanks outside Bern!)  Since there is no supply, surrounded units do not wither on the vine and disappear. If they want it, the attacker must pitch in there and root the defenders out. Cut-off units, or those compelled to retreat through an enemy-occupied hex, must execute an overrun to cut themselves out. Little quarter is asked or given in SMBS.
     Most games will see the Germans make quick inroads along the frontier as Basel, Frauenfeld, St. Galen, and even Winterthur can be brought under the panzers treads in the first turn. The Swiss player can redeploy some units before the game starts (to simulate faulty German intelligence), so this is not guaranteed, however. From there things get tougher as the Swiss begin to form lines of resistance, and bring up forces from other sectors that are not directly threatened. Depending on how fast the German engineers can clear out the blocked mountain passes, mechanized forces may have problems advancing very far into the Swiss heartland.
Casualties will mount as the battles for the cities commence. As losses mount, the Swiss will come under greater pressure to bring up the Italian frontier forces. Both players will be challenged in keeping some/any units back to rebuild those shattered in earlier fighting, or keeping units in the line to maintain the pressure. The Germans can bring in emergency reinforcements that may reinvigorate their offensive, but this costs victory points. If the airborne troops are selected, the Swiss will be compelled to keep a garrison in all or most of the cities lest the Alpen Adleren swoop down and grab an easy VP or two. The German will also be sorely tempted to throw these elite troops into the breach as the game grinds to a conclusion, hoping that these guys could be the ones that finally tip the scales. If they don't, however, the loss of the Fallschirmager could spell the end of the campaign (and the German General's career). The game ends when enough Swiss cities have been captured, and front-line divisions/brigades have been eliminated,  compelling the Swiss to surrender. Depending on the skill of the 2 players this can be relatively quick or horrifically long. Most play-test sessions ended with both sides exhausted, bleeding, and either a Phyrric or marginal victory for the German player. Once as the German player I was able to win a decisive victory, but that was early-on against an opponent who had not grasped all of the game's nuances and mechanics. Later on he got his revenge against me when a few weeks later he led the Swiss to a -1 VP win over the German.
     Additional rules and scenarios cover the Swiss following a "National Redoubt" strategy in the mountains instead of full-out fight in the northern frontier (very risky for the Swiss, and potentially bloody for the German), fog-of-war Swiss deployment, more restricted movement for non-motorized artillery, and mobilization of internees/POW's (I nicknamed that Swiss armoured unit the William Tell brigade).
     There is a lot in this DTP game package. Both sides will be challenged, as a passive defense, or slow methodical offense will not work here. When to take risks, and how best to deal with telling setbacks are common issues every turn for both the Swiss and German player. For those who want an action-packed, no-holds-barred game, of a campaign that could have happened SWITZERLAND MUST BE SWALLOWED! will not disappoint. In this title, one can not only play with one of World War Two's great "what ifs," but repeatedly test your mettle on either offense of defense. At $9.00 ($12.00 Canadian, $10.00 overseas) Peter Schutze's and the Microgame Design Group's latest effort offers up a lot of bang for the buck.

Paul Rohrbaugh is the designer of TRAMPLING OUT THE VINTAGE and other conflict simulations. 

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