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     As in Borries' previous GMT games, KASSERINE includes some options for defenders, like reaction movement and combat refusal for mechanized units, as well as a "No Retreat" rule where defenders can trade higher casualties for holding their position. Air units, in addition to close suppport, can perform bombardment and interdiction missions. There are two combat tables, mobile and assault, with some flexibility for the attacker in choosing between them, depending on terrain, weather, and participating units; combat results include retreats, disruptions, step losses, and, at extreme odds, total elimination. In a neat bit of chrome, the attacker may take automatic armored losses when combat occurs in a minefield or if the defender has heavy-duty antitank units like the German Tiger tanks and 88-millimeter guns.
     KASSERINE seems pretty balanced. It comes with six scenarios, including two depicting Allied offenses in March and April 1943. But the meat and potatoes are in the campaign game. The Americans are caught flat-footed and must try to preserve as many of their initial units as possible while falling back to form a stronger line of defense, ideally in places like Kasserine Pass that channel movement. Skillful positioning of minefields, strongpoints and artillery is essential. If the Germans can be delayed enough at first, Allied reinforcements and the likelihood of bad weather may well doom the Axis. Conversely, the Germans must strike hard and fast and keep moving, as their victory depends on reaching certain towns and exiting units from the map within a tight timeline. There are many tough decisions for both sides.
     Though KASSERINE appears to have received a very good response overall, there have been some complaints on the Consimworld board that the combat procedure is slow and "fiddly" -- one aggrieved gamer called it "convoluted" -- with too many coordination rolls that collectively don't seem to have that much effect on battles. Becoming familiar with all the modifiers for combat and coordination rolls also takes awhile. As well, some players have questioned the ZOC rules, saying they're either too rigid or too fluid, depending on the situation. A single tank company, for example, can force a stack of three infantry battalions to stop moving, while a lone motorized unit can waltz right between two huge stacks of enemy mechanized units.
     I have a sense Borries had some disagreements with the GMT development team on the final version of KASSERINE, which was delayed for weeks past its expected shipping date; GMT President Gene Billingley had an active roll in development toward the end. Borries has said he's considering modifications to KASSERINE to streamline play, changes that presumably would be used in two projected games designed to mate with KASSERINE to cover the whole Tunisian campaign. For my money, KASSERINE could use a few tweaks -- I think the ZOC rules need some adjusting -- but overall it's an excellent, great-looking game that covers a good topic. It's not for beginners, but neither is it mired in detail. Between the uncertainty of combat and the tough decisions both sides must make, KASSERINE ensures a lot of great action and replayability.

WILDERNESS WAR

     WILDERNESS WAR, a strategic game on the French and Indian War, represents GMT's third foray into card-based battle games, coming on the heels of PATHS OF GLORY and FOR THE PEOPLE. Designed by Volko Ruhnke, WILDERNESS WAR is played on a point-to-point map depicting the northeast American colonies and the southeastern sliver of Canada, running from Virginia in the South to Quebec and Montreal in the North, and from Boston in the East to the Ohio/Great Lakes region in the West. Each turn is six months, beginning in 1755 and running possibly through 1762.
     Graphically, the game offers typical GMT quality: clear, functional counters, well-organized rules, efficient play aids. The oversize counters, which display small soldier icons, include four types: leaders, drilled troops, auxiliaries, and militia. Drilled troops include trained European regulars, provincial troops, and light infantry. Auxillaries, represented by round counters, are Indians, rangers, and the French Coureurs de bois, or "Runners of the woods." Leaders, such as Montcalm for the French and Wolfe for the British, are rated for tactical ability, initiative, and how many units they can command; they're depicted on large rectangular counters that are fitted upright into plastic stands. With those units and the conventional flat ones on the map, the game has a striking look.
     My only gripe (a minor one) is with the map, which uses the same satellite-picture background imagery found in PATHS OF GLORY and FOR THE PEOPLE. I think the game would have benefited from a more period-looking map, although to its credit GMT has developed something along those lines for THIRTY YEARS WAR, an upcoming card-based game.
     The heart of WILDERNESS WAR, of course, is found in the deck of 70 strategy cards. As in the other point-to-point games, each player uses the cards to initiate various actions. "Activations" allow you to move and conduct combat with units, either individually or as part of a force under a leader's command. An alternative is to build stockades and forts, which are crucial for guarding retreat and supply lines in the wilderness and defending along the frontier. As a third option, cards can be played for events, covering everything from bad weather to British Prime Minister William Pitt's decision to commit major resources to North America. Some cards can also be played during the opponent's turn, like an "Ambush" card that lets a defender pounce on an unwary attacker.

     The strategic situation is a good one and, broadly speaking, puts the French on the defensive and the British on the attack. Victory points are earned for winning battles, capturing enemy forts and strategic locations, and for "raiding." The latter category is one of the things that really sets WILDERNESS WAR off from its predecessors. The map is divided between "cultivated" and "wilderness" spaces, with the former representing areas of European settlement. Players can win points by sending auxiliary units into enemy cultivated spaces and rolling successfully on the raid table. This is a key tactic for the French, whose regular troops will inevitably become badly outnumbered by their British counterparts. The French, though, have numerous Indian allies and can harass the British all along the frontier, forcing them to suspend offensives elsewhere and build fortifications and post defensive forces, particularly in the southern and western sections of the map.
   
As in the real war, units can move much farther along waterways than through the forests and mountains of mid 18th-century America, and thus the Hudson River, as well as the Mohawk River in west/central New York, become major campaign avenues. The British can also initiate an amphibious campaign to capture the French fortress of Louisbourg in Nova Scotia and then move up the St. Lawrence River to attack Quebec. On land, auxiliary units can help regular troops move through the wilderness, and they can also attempt to infiltrate enemy-occupied spaces.  Combat takes place on a simple fire table that produces step losses. There's a separate table for besieging fortifications and then assaulting the troops within them. Several advanced rules add some real period flavor, like one that produces severe attrition among regular troops who don't find shelter in a fort or a friendly cultivated space before the onset of winter.
     WILDERNESS WAR represented my first real foray into the card-driven games, and I much enjoyed it. It's easily learned and fast-playing, and it covers a topic that's rarely been gamed. It's also not bad as a solitaire game. My impression is it favors the British, but that's based on relatively few playings. And given that the strategy cards ensure no two games will be alike, there's plenty of opportunity for a French player, as Ruhnke says in his designer notes, to "make a nusiance" of himself. Overall, WILDERNESS WAR is a winner.

Steve Pfarrer is a staff writer for the Daily Hampshire Gazette newspaper in Northampton, Ma., a town that he's intrigued to see appears on the WILDERNESS WAR map. Among his favorite games are UKRAINE '43, Army Group Center (GMT), BITTERWOODS, and JUNE 6.
       

AXIS & ALLIES PACIFIC VERSUS PACIFIC VICTORY

a buyer's guide by Jon Waddington

INTRODUCTION

     When it comes to grand-strategic scale games about the Pacific Theater in World War II, there are many games to choose from, particularly if you fancy yourself a grognard. If, however, you're not inclined toward games with dense rulebooks, thousands of counters, and playing times measured in days instead of hours, your choices are more limited. I'm not suggesting that these are the only two titles that fit the bill, but AXIS & ALLIES PACIFIC and PACIFIC VICTORY are in print, are playable in an evening, don't require extensive preparatory study, and do reflect the historical concerns of their subject matter while being primarily focused on playability. But which to choose? If you're like me, you've already chosen both, but I thought it might be beneficial to provide a "buyer's guide" of sorts for those of you who are on the fence.

OVERVIEW

     AXIS & ALLIES PACIFIC (AAP) is produced by Hasbro/Avalon Hill, and reflects the high production quality we've come to expect from them. AAP comes with 345 molded plastic pieces which resemble the historical forces during the period. For example: the fighters are P-38s, Hellcats, Spitfires, and Zeros; the battleships are Iowa class, Royal Oak class, and Yamato class; the other units reflect similar country-specific differences. All of which have no effect on gameplay, but they sure look nice. The area-based map is large (30" x 20"), mounted, and colorful, and the various charts and play aids are also nicely produced. The game accommodates two or three players, and playing time runs around four hours.
     PACIFIC VICTORY (PV) is produced by Columbia Games, and is another in their line of "block games," so called because of the use of wooden blocks (20mm x 20mm x 10mm) for playing pieces. PV comes with 100 blocks (50 for Japan, 50 for the Allies), and stickers which have to be peeled and affixed to the blocks prior to play. The stickers have illustrations of the various country-specific units, and the overall effect is very nice. The hex-based map is large (25" x 22") and nicely illustrated, but it's printed on cardstock rather than mounted. While serviceable as is, the map can slip and fold if jostled, and may not lay perfectly flat. It benefits from a plexiglass overlay (not provided), as do many unmounted maps. PV also provides for two to three players, and playing time should clock in at less than five hours for the full game. Two shorter scenarios are also provided, each of which shaves an hour off playing time--a nice feature.
 


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