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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.
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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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