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     Each year is composed of 2 turns, an early season and a late season. Each turn players get 8 cards, but this can vary based on event cards. This is a larger hand size than many of the other games in the series and allows for more planning. Plus you can hold over one card till the next turn, allowing you to plan a major action, such as an amphibious assault on Louisbourg. At the end of the year comes winter attrition that will decimate any forces not in winter quarters. In game play typically the last few activations are spent dismantling the army and spreading it out so as not to over stack. In the spring it takes an activation or two to concentrate. This works well and simulates the ebb and flow of the campaigns. The movement system is interesting. In addition to naval movement, units may either move by land (slowly) or by bateau along rivers. The game centers around establishing strong points along rivers so you can rapidly cross the board and react to enemy incursions. In the later game as the British are building a line of stockades and forts towards the French forts the French will have an opportunity to conduct operations behind enemy lines.
     There are a wide range of event cards, from the ever fun Ambush to reinforcements to the devastating Small Pox (kills all Indians in the space). Some of the event cards are rather powerful (Diplomatic Revolution and William Pitt becoming PM) and there can be a lot of variability in the game. Cards may be played to activate a force, as an event, or to build forts and stockades, as well as in battle. The game typically sees both sides building stockades to secure their lines of communication and protect their settlements from raids. Raiding is a big part of the game, and consists of moving some Indians/woodsmen/rangers into enemy settlements and rolling on the raid table. Each raid scores ½ a victory point and if ignored all these little nips will cost you the game. The answer is building militia, stockades, and deploying troops. Afterwards the raiders are automatically repositioned at a fortification, ready to try again. The thing that slows them down are all the mountains. A stockade built in a mountain allows units to move through without stopping.  If the British allow the French to build some of these mountain stockades they will be inundated with raiders. But those stockades are worth 1 VP if taken so the French are taking a risk building them. And if the garrison them they make tempting targets for a large British force.
     Battle consists of moving forces led by a leader into an enemy space. Leaders have limited command control so they need subordinates to help move large armies. Just don't lose your main leader in combat because the second in command may be awful. If Montcalm falls and is replaces with Vaudreuil you'll be hurting. Roll a die add your leaders rating plus any modifiers like stockades, amphibious landings, or wilderness battles. Losses are in steps and it helps to have cannon fodder along such as Indians and provincials (Americans). The winner gains a VP and the loser must retreat. There is a limited force pool and destroyed units may not be rebuilt. This can be painful for the French who have to make some critical decisions such as how long to stand in battle and how strongly to garrison Louisbourg. Forts can be besieged and once breached the assaulting forces have to fight another battle against the garrison. Of course there's the Surrender card that takes the fort without bloodshed.
     Players gain VPs for raids, battles, capturing stockades and forts. Typically the French get off to a big lead by massive raiding. The British need to protect their colonies and build up their forces because they ultimately have a much larger force pool. Then they face some interesting choices. Do they try to take the river fortresses of Louisbourg and Quebec? They are worth 3 VP each and 6 VP goes a long way toward winning the game.
     The advanced game adds rules for battle avoidance, interception, and infiltration. Infiltration is a great way for Indians to sneak through garrisoned stockades and raid the settlements. These rules are not complex and add another dimension to the game and I suggest using them.
     For the French to win the campaign game they need to raid early and often, while recruiting tons of Indians. The Indians are the key to the game. They make up for the British superiority in regulars, they can take losses, and they can be rebuilt. The danger of concentrating large forces is that small pox can be devastating. The British have a much larger force pool and once they mobilize (which can take a few years) they will need to make significant advances to win because of the early French lead. They can advance on multiple fronts and try to stretch the French to the breaking point. Once they get going they still must be careful as the French contract because they can be defeated in detail. The French can pull back from Ticonderoga and rush Montcalm and the main body to Ohio Forks by river, driving the British back. Once the threat is dealt with they can rush back to save Montreal.
     The game is subtle and the situation different from most others. It's a fun challenging game, but more than that the designer has captured the feel of the period. I think it has greater simulation value than the other card games. The game has interested me in the period enough that I will read one of the  books the author recommends.

Brandon Einhorn plays and reviews wargames.
 
KASSERINE & WILDERNESS WAR

two reviews by Steve Pfarrer

KASSERINE: ROMMEL'S BATTLE FOR TUNISIA

     KASSERINE is Vance Von Borries' updated version of his earlier treatment of this classic World War II battle between a still-dangerous Afrika Korps and the inexperienced American troops that landed in western North Africa in late 1942. The battle of Kasserine Pass, as the February 1943 struggle came to be known, was the last shot the Axis had at regaining the initiative in North Africa. A sudden attack by two panzer divisions and supporting forces at first rolled the Yanks back in disarray, as Rommel sought to defeat the Allied troops in central Tunisia and then turn on Montgomery's 8th Army pursuing him from Libya. But after initial success, the Germans lost momentum and were finally stopped by Allied reinforcements, fatigue, and indecision within the Axis high command.
     Borries' new game is an operational treatment of the battle with some grand tactical flavor as well. The scale is two miles per hex, with 12-hour turns covering 10 days in the full campaign game. Units are battalions and companies representing German, Italian, American, British and Free French forces; included in the 420-counter mix are armored, infantry, artillery, antitank and reconnaissance units. Air power is represented by by a small mix of tactical aircraft. Also present are headquarter units and three leader counters -- the latter represent Rommel and U.S. generals George Patton and Ernest Harmon -- which provide favorable combat modifiers. Positional defenses come in the form of minefield and strongpoint counters.
     For starters, the game's components are generally outstanding. Mark Simonitch's 22" x 34" map is superb, using subtle tans, grays and browns to depict the rocky, mountainous terrain that was fought over. The rules and charts are well organized, though some players have grumbled that the combat-related modifiers could be more clearly presented. The mostly two-sided counters are bright and clean without being busy. Armored units use icons of their predominant AFVs, while other units have standard NATO symbols. Units are rated for combat strength, movement, stacking value and efficiency; that last rating is arguably the most important, as it represents a unit's ability to withstand the rigors of combat.
     In his designer notes, Borries explains that KASSERINE represents an amalgamation of sorts of his previous GMT operational designs -- Invasion Sicily, Operation Mercury, and the Eastern Front Series -- while also retaining basic elements of his 1983 KASSERINE game for 3W. The net effect has been to create a new game system, with an improved order of battle, in which uncertainty is the predominant element on the battlefield. Whereas some operational games simulate command uncertainty by, for example, making the availability of air and artillery support totally random, KASSERINE gives players full command of their cardboard forces. However, getting those forces to operate at full efficiency -- or at all, for that matter -- is another story.
     That uncertainty is generated through coordination rolls, which are used extensively for combat and for some movement options. Attackers must designate a lead unit for each combat and roll against its efficiency rating (ER) to see if the attack is coordinated; rolling higher then the ER shifts the odds two levels in the defender's favor. A number of die roll modifiers, such as attacking a unit in tough defensive terrain or with several units, can make coordination more difficult. Artillery support can either be at full strength, half-strength, or zero, based on a separate coordination check. Close air support, in the form of a combat DRM, also hinges on an air unit passing its ER check.
     Bean counters, then, must beware. An attacker may anticipate a 3-1 assault with a -2 DRM for air support, but fail enough coordination checks and you could get a 1-1 combat with no air power modifier. This cuts both ways: Defenders also must roll for artillery and and air support, so a 3-1 attack could instead become a 4-1.
     Though it takes a few play-throughs to get the hang of the combat system, KASSERINE plays pretty smoothly, if not necessarily that quickly. It's primarily a game of movement that showcases the advantages mechanized units have in desert warfare. Such units can move through enemy zones of control at a +1 per-hex cost and conduct overruns in the initial movement phase and during a post-combat mechanized movement phase. Overruns can be made at any odds, and they can be a preferred method of attack, with no coordination roll required. Defending units forced to retreat are automatically disrupted, lowering their efficiency ratings and making them more vulnerable if attacked in the ensuing combat phase. The Germans have an edge here because they can call in air support for overruns while the Allies cannot, reflecting the better air-ground coordination the Germans had at this stage of the war.

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