BREAKOUT & PURSUIT adds several new wrinkles to the regular features of the KURSK Game System. Independent transport (truck) units, “Mulberries”, supply pipelines, and motorized infantry all contribute to the distinctly western front play and feel of the game. Interestingly, to help impede the initial progress of Allied units immediately after their breakout, the German player has, in addition to his conventional ground forces, the temporary use of phantom “delay” units that act to temporarily slow the advancing Allies. For his own part, the Allied player has the use of powerful paratroop and air-landing units that can drop behind German lines; but the operational impact of these airborne units is limited by the requirement that their target zones be assigned nine days (three turns) ahead of their airdrop.
A particularly interesting aspect of this game’s design is that BREAKOUT & PURSUIT focuses extensively on the challenging Allied supply problems that inevitably resulted from the limitations intrinsic to amphibious operations. What this means is that, as soon as he has broken out of Normandy, the Allied player must decide how best to deal with the very real constraints that his limited post-landing supply capacity places on the speed of his advance and the combat power of the Allied Army. This game is an excellent choice for the Patton-style player who wants to explore the “single dagger thrust” to the heart of the Reich, versus Eisenhower’s steady “ broad front drive” towards the German heartland. The German commander’s task, while no less difficult in execution, is simple in concept: he must salvage a sufficient number of his mechanized units from the inevitable debacle at Normandy to be able to mount a coherent defense of the Fatherland.
BREAKOUT & PURSUIT offers three standard (historical) scenarios: the July 25th to August 20th Allied Breakout Scenario; the August 24th to September 10th Pursuit Scenario; and the July 25th to September 10th Campaign Scenario. In addition to these, the game also offers eight additional “what if?” Breakout Scenarios and five additional “what if?” Pursuit Scenarios. Each of these alternatives incorporates variations in deployment and reinforcement levels to reflect historically plausible alternatives to those in the actual campaign. The players can also modify the Campaign scenario by starting with one of the eight alternatives to the Historical Breakout set-up and reinforcement schedule.
- Time Scale: 3 days per game turn
- Map Scale: 10 kilometers per hex
- Unit Size: divisions, brigades and battle groups
- Unit Types: armor, armored infantry, motorized infantry, infantry, paratroop, air-landing, supply, naval supply, supply pipeline, truck, and information markers
- Number of Players: two
- Complexity: medium/above average
- Solitaire Suitability: average
- Average Playing Time: 2½-3 hours
- One 22” x 28” hexagonal grid Map Sheet
- 255 ½” cardboard Counters
- One 8½” x 11” Set of Rules
- One 11” x 17” German/Allied OB/Set-up Sheet (separated into two 8½” x 11” OB/Set-up Sheets, one German and one Allied, for ease of play)
- One 11” x 14” Turn Record/Reinforcement/Phase Record Sheet (with scenarios on other side)
- One small six-sided Die
- One SPI 12” x 15” x 1” flat 24 compartment Plastic Game Box (with clear compartment tray covers) and clear plastic game cover with Title Sheet
- One 8½” x 11” Errata Sheet (1974)
See my blog post Book Reviews of these titles; both of which are strongly recommended for those readers interested in further historical background.
THE WEST POINT ATLAS OF AMERICAN WARS (Complete 2-Volume Set); edited by Brigadier General Vincent J. Esposito; Frederick A. Praeger, Inc. (1959); ASIN: B000MTBTEU