TAHGC, PANZERBLITZ (1970)4 comments
PANZERBLITZ is a tactical simulation of armored warfare on the Russian Front, 1941-44. The game was designed by SPI’s James F. Dunnigan and published by The Avalon Hill Game Company (TAHGC) in 1970.
INTRODUCTIONWhen it first made its appearance in 1970, PANZERBLITZ — Jim Dunnigan’s game of World War II tactical armored warfare on the Russian Front — rocked the war gaming community as no war game had ever done before, and few have since. Its ground-breaking design blended elements of board war games with those of miniatures, and by so doing, created an entirely new, and extremely playable tactical design architecture. Moreover, it had something for everyone. For the history buff, the game was chock-full of historical and technical detail; for the pure gamer, the satisfying sight of burning wreck counters from one end of the game board to the other made it a blast to play. In the eyes of a number of longtime players, Dunnigan’s creation of PANZERBLITZ was his overdue atonement for the widespread disappointment engendered among many in the hobby by two of his earlier Avalon Hill designs, JUTLAND (1967) and 1914 (1968).Besides the original game, the PANZERBLITZ Game System also showed up in my personal favorite, PANZER LEADER, and in THE ARAB-ISRAELI WARS. In both cases, the game system handled the transitions nicely. And as a testament to the ongoing resiliency of these titles, there are still few long-time gamers who do not own or know how to play at least one or two of these games. DESCRIPTIONPANZERBLITZ also offers “optional” rules covering Indirect Fire, Real Space Line of Sight, Ammunition Supply, and Panzerblitz Assaults. In addition, the designer has included several “experimental” rules for those players who want to increase historical realism at the cost of diminished playability. A PERSONAL OBSERVATIONDesign Characteristics:
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Recommended ReadingSee my blog post Book Review of this title which I recommend for those visitors interested in additional historical background material. THE 2009 WORLD BOARDGAMING CHAMPIONSHIPS CONVENTION BEGINS TOMORROW IN LANCASTER, PA0 commentsWBC Pre-Convention events begin on 1 August while the Regular Week-Long Tournament Events begin on the 3rdIt is finally that time of year again: the WBC Convention kicks off in Amish Country on Saturday morning with a number of pre-convention events for those die-hards who don’t want to wait for the formal convention start on Monday, August 3rd. ![]() Have a GREAT TIME, everybody! For the unlucky stay-at-homes like me, I’m afraid that we will just have to settle for the “after action” event reports — once they finally show up on the BPA web site — to get the details of this year’s tournament goings on. For my own part, I can hardly wait. SPI, DRIVE ON STALINGRAD (1978)8 comments
DRIVE ON STALINGRAD, Road to Ruin: The German 1942 Summer Offensive is a historical game of World War II combat during the Russo-German War, 1941-45. DRIVE ON STALINGRAD, not surprisingly given its subject, is based on the very popular PANZERGRUPPE GUDERIAN Game System. It was designed by Brad E. Hessel and published by Simulations Publications, Incorporated (SPI) in 1978. The game was offered by SPI using two different forms of packaging: the plastic flat pack featured in this game profile and also in a bookcase-style cardboard Game Box.
HISTORICAL BACKGROUNDAs the Russian winter snows began to give way to the rains and mud of spring, Hitler and the OKH (Oberkommando des Heeres) made their final preparations for the 1942 campaign season. Despite the tenacious Ninth Army defense around Rzhev, the German High Command was disinclined to renew the drive against the now heavily-fortified Russian Capital. Nor was an assault against the formidable defenses of Leningrad considered a worthwhile option. Instead, Hitler had decided that once the ground was suitable for mechanized operations, the Wehrmacht would make its major offensive effort against the Soviet armies deployed between the Dnepr and the Don. By attacking in the South, the Führer was confident that not only would the German offensive achieve strategic surprise, but it would also, if successful, deal a crippling, if not fatal blow to the Soviet Union’s ability to continue the war.![]() Thus, in the Spring of 1942, the Wehrmacht, along with its Axis Allies, advanced confidently in search of the decisive mobile battles with the Red Army that might finally clinch an Axis victory in this, the second year of the war. However, despite numerous battlefield successes, the great encirclements and massive pockets of Russian prisoners and materiel that had characterized the first summer’s campaign eluded the Germans. The Soviet forces in the South fought tenaciously, but skillfully withdrew before they could be enveloped and destroyed. Gradually, it became apparent that the Red Army of 1942 was a very different and much improved force from that which the Wehrmacht had smashed in 1941. As the year ended, the Germans and their Axis Allies would learn, in the bombed-out rubble of a city on the banks of the Volga, just how different. DESCRIPTION![]() DRIVE ON STALINGRAD uses the popular PANZERGRUPPE GUDERIAN player turn sequence with some interesting innovations. The typical game turn begins with the Axis player rolling on the Hitler Directive Table to see what, if any restrictions will be placed on his actions by Berlin in the coming turn. The German player is always the first player, and the player turn sequence proceeds as follows: initial movement phase; combat phase; mechanized/cavalry movement phase; disruption removal phase; and air interdiction phase. The Soviet player then repeats the same set of operations and the game turn marker is advanced one space on the turn record track. Experienced players who have tried PANZERGRUPPE GUDERIAN will recognize most of the game mechanics present in DRIVE ON STALINGRAD: untried Soviet units, German step reduction, the German divisional integrity combat bonus, overruns, and headquarters-based supply (for the Russians) are all familiar. However, because of the scope and duration of the Stalingrad campaign, a number of additional features have been added to the original game system. Among other things, the game now contains additional rules on rail movement, Soviet strategic movement, Axis (truck) supply chains, air supply, tactical air units (points) for both the Germans and the Russians, and operational restrictions on both armies in the region of the Don River. Both players (not just the Soviet commander) in DRIVE ON STALINGRAD also have to contend with untried units. The German player must cope with the untried infantry of his Axis Allies; the Russian, as in PANZERGRUPPE GUDERIAN, will still find a major part of his force to be untried rifle divisions. Therefore, the nagging possibility of weak or zero strength units appearing unexpectedly in awkward locations will be a factor in the planning of both the Russian and the German player. ![]() A PERSONAL OBSERVATION![]() Design Characteristics:
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TAHGC, CIVILIZATION (1981)0 comments
CIVILIZATION is an abstract, grand strategic simulation of the development of human culture from about 8000 B.C. to 250 B.C. in the lands surrounding the Mediterranean Basin. The original game was designed by F. G. Tresham and published by Hartland Trefoil, Ltd. in England. This version was developed by Mick Uhl and republished in 1981 by the Avalon Hill Game Company (TAHGC).
DESCRIPTION![]() CIVILIZATION is a grand strategic simulation of human struggle and advancement on a truly epic scale. Seven or fewer players direct the efforts of their tribal/national groups as these groups attempt to increase population, build cities, develop crafts and trade, advance their scientific understanding, and develop the social/political skills necessary to become the dominant economic, military, and political power in the Mediterranean Basin. Tokens represent population/taxation, cities, and ships (fleets), but the main action of the game is card-driven. There are two types of cards in CIVILIZATION: Trade Cards, which represent the commodities most commonly exchanged in the ancient world; and Civilization Cards, which represent the attributes of cultural advancement (crafts, literacy, art, science, and civics, to mention a few). These cards are the most critical element in a player’s attempt to win the Archaeological Succession Track (AST) race to the finish line. ![]() ![]() Design Characteristics:
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STAY TUNED: AN 'AFRIKA KORPS' SERIES REPLAY IS ON THE WAY0 commentsProving yet Again that there is no Fool like an Old Fool: This Blogger’s flawed play will soon be exposed for all to see in an AFRIKA KORPS Series Replay that will be hosted by Russ GiffordFor those visitors who periodically drop in to check out my Blog, it is probably apparent that I have not been posting very much new material of late. I haven’t really been AWOL from my favorite hobby, however; instead, I have been writing commentary for an AFRIKA KORPS Second Round PBeM Tournament Match between Greg Smith and I that will soon be posted by computer guru and game expert Russ Gifford as a “real-time” Series Replay. That’s right: a Series Replay just like those that used to appear years ago in the General; only this time, the turn-by-turn action will be posted on line. The other difference is that, in the case of this Replay, the match is still in progress and the final outcome is still very much in doubt. Happily, present day technology should make for a much clearer and more detailed presentation of the game as it plays out: the maps will be much larger and crisper (thanks to VASSAL) and the commentary will be much more comprehensive (longer) because of the flexibility of the internet as a medium. In addition, to make sure that my every stumble and lame mistake is exposed, neutral play-by-play analysis will be provided by long-time player and tournament grognard, Scott Goehring. I am posting this notice now, because it is possible that Russ’ site may actually go active within the next few days. Once this Series Replay is up and running, a hyperlink will be posted in a permanent “Replay Box” in the right-hand column of this Blog. Hopefully, that will make it easy for some of my visitors — many of whom have probably silently scoffed at several of my attempts at game analysis — to see what a pushover I actually am when it comes to real live competition. I can’t wait for the match to finish so that I will be able to visit the Replay site, myself. So, if this sounds interesting, please continue to watch for the formal launch of Russ’ new site; I think that you will find it amusing! SPI, MARENGO (1975)3 comments
MARENGO: Napoleon in Italy, 14 June 1800 is a grand tactical simulation of combat during the Napoleonic Wars. The game was designed by David C. Isby as a part of SPI’s NAPOLEON AT WAR Series of Folio games on the campaigns of Napoleon. MARENGO was published by Simulations Publications, Inc. (SPI) in 1975.
HISTORICAL BACKGROUNDOn 14 June 1800, Napoleon was, for one of the few times in his long military career, taken completely by surprise by the actions of an enemy general. At 8:00 am in the morning, Austrian forces began to debouche out of the Italian fortress city of Allesandria and to press forward against the French divisions, under General Victor, that were screening the town. Napoleon, somewhat removed from the battlefield, initially thought that the Austrian movements were nothing more than a probe to test the strength of the French positions around the town. However, he was wrong. In actuality, the Austrians, under the seasoned General Mélas, were intent on breaking out of Allesandria and, in the process, on inflicting a defeat on the French. And, at least initially, events seemed to favor General Mélas and his troops. By 9:30 the French units facing the Austrian attack were giving way; the situation was now becoming critical and, even worse, was rapidly slipping beyond the young French general’s control. Fortunately for Napoleon, the energetic and able General Desaix arrived with his reserve division just as Victor’s line was beginning to crumble.Desaix did not hesitate but immediately counterattacked the advancing Austrians. His attack came just in time. The newly-arriving French troops halted the Austrians long enough for the wrecked French divisions to reform behind the attack. This momentary check to the Austrian advance marked the turning point in the battle. Now Victor’s soldiers, as quickly as they could be rallied, were immediately thrown back into the French ranks to support Desaix’ division. The battered Austrian units, also under heavy pressure from the ferocious and repeated attacks of General Kellermann’s newly arrived French cavalry, began to give ground and then — their attack totally spent — to waver. Finally, the lines of exhausted Austrian soldiers, unable to resist the French counterattack any longer, began to disintegrate. Mélas’ army, having, only a few hours before, come so close to a decisive victory over the French, now turned into a disordered mob and began to flee the battlefield. It had been a "near run thing," but Napoleon's luck, and the valor of his officers and men, had salvaged a victory from what looked, for a time, like the wreckage of a certain defeat. By the end of the day's bloody fighting, 31,000 Austrians had been in action against 28,000 Frenchmen, and the casualties had been high on both sides. Austrian losses numbered some 6,000 killed and wounded, with another 8,000 becoming French prisoners. The French lost at least 7,000 killed and wounded. The hard-won victory at Marengo extended Napoleon’s run of both military successes and of good fortune in Italy. Just as lucky for the ambitious young Corsican as his dearly-bought victory, however, was that the charismatic, gifted, and potentially dangerous General Desaix had been killed while leading his troops. Through an unexpected twist of fate, an obvious political and military rival to Napoleon had gallantly acted to save the French army at Marengo from defeat, and then, quite conveniently for Napoleon’s future political plans, had gone on to meet a glorious end. Throughout his life, Napoleon never failed to celebrate his good luck at Marengo. One nagging question, however, still persists to this day as to which bit of good luck the French Emperor was actually celebrating with each passing anniversary of the Battle of Marengo: his near-run victory over General Mélas, or the fortuitous (and permanent) exit of a daring, brilliant, and well-connected political rival? DESCRIPTIONA PERSONAL OBSERVATIONSuch is the case with MARENGO; it simulates one of Napoleon’s early battles, and his come-from-behind victory at Marengo was instrumental in burnishing the young general’s military reputation throughout Europe. It is a classic “surprise attack” situation, with the Austrian army suddenly surging against Napoleon’s pickets, while the bulk of the French army is dispersed and scattered across the battle area. Napoleon’s initial forces must contain the Austrians long enough for reinforcements to arrive. Once the Austrian juggernaut has been stopped, the French — if their losses have not been too great — will then have the chance to seize the initiative and mount a crushing counterattack. In short, MARENGO makes for a fascinating see-saw game situation. The historical events of the battle, combined with the NAPOLEON AT WATERLOO Game System, offers a fast-moving and exciting game that is easy to learn and enjoyable to play. Moreover, all of the games in the NAPOLEON AT WAR game series are both simple enough to serve as introductory games for beginners, and still challenging enough to make for an exciting contest for experienced players. For this reason, I recommend MARENGO for anyone with an interest in the Napoleonic Wars, or just an affinity for good, well-balanced, and fast-paced games. Design Characteristics:
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Recommended ReadingSee my blog post Book Review of this title which I strongly recommend for those visitors interested in additional historical background material. SPI, ‘WACHT AM RHEIN’ (1977)18 comments
‘WACHT AM RHEIN’: The Battle of the Bulge, 16 Dec 44 – 2 Jan 45 is a historical simulation, based loosely on the PANZERGRÜPPE GUDERIAN Game System, of Hitler’s last great gamble on the Western Front: a massive German winter offensive to smash through the Allied line, and by so doing, change the course of the War in the West. ‘WACHT AM RHEIN’ was designed by James F. Dunnigan and published by Simulations Publications, Incorporated (SPI) in 1977.
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Recommended ReadingSee my blog post Book Reviews of most of these titles; all six of which are strongly recommended for those readers interested in further historical background.THE WEST POINT ATLAS OF AMERICAN WARS (Complete 2-Volume Set) SPI, WAGRAM (1975)2 comments
WAGRAM: The Peace of Vienna, 5-6 July 1809 is a grand tactical simulation of combat during the Napoleonic Wars. The game was authored by game designer Irad B. Hardy as a part of SPI’s NAPOLEON AT WAR Series of Folio games on the campaigns of Napoleon. WAGRAM was published by Simulations Publications, Inc. (SPI) in 1975.
HISTORICAL BACKGROUNDOn the night of 4 July, 1809, Napoleon ordered the (French) Armies of Germany and Italy, numbering over 154,000 men, to cross the lesser arm of the Danube using Lobau Island as a staging area. The French advanced guard quickly drove back the Austrian pickets and the French crossing was completed by the early afternoon of 5 July. With daylight slipping away, the French Emperor decided not to delay and launched a late-day attack against the enemy formations to his front. Archduke Charles’ Austrian troops, some 158,000 strong, fought tenaciously and the initial French assault was bloodily repulsed. Clearly, the Austrians had established strong positions and were determined to hold them, whatever Napoleon threw at them. Despite the disappointing results of his first attack,however, Napoleon was undeterred. Instead, the French Emperor studied the enemy dispositions and began his preparations for the morrow. The battlefield laurels for the first day had gone to the Austrians; Napoleon, however, was determined that the 6th, bitterly-fought though it might be, would end in a French victory. The success of Napoleon’s whole Austrian Campaign now hinged on the outcome of one more battle. And it was a battle that he knew he could not afford to lose.DESCRIPTIONA PERSONAL OBSERVATIONThe NAPOLEON AT WATERLOO Game System is probably one of the most successful conflict simulation design architectures ever created. Besides being used in numerous SPI (and other publishers’) Napoleonic games, it also formed the foundation for the SPI BLUE & GRAY Civil War quadri-games, and showed up in at least one WWII title and even appeared in a modern naval game, SPI’s 6th FLEET. These games all share many of the same characteristics: they are easy and comparatively quick to play, full of action, and they usually model interesting and historically significant conflict situations.Design Characteristics:
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Recommended ReadingSee my blog post Book Review of this title which I recommend as a source for additional historical background information. GDW, WHITE DEATH (1979)2 comments
WHITE DEATH: Velikiye Luki, The Stalingrad of the North is a historical game of World War II battalion-level combat on the Eastern Front beginning in November 1942 and running through January 1943. WHITE DEATH was designed by Frank A. Chadwick and published by Game Designer’s Workshop (GDW) in 1979.
HISTORICAL BACKGROUNDIn the winter of 1942, the Soviet High Command (STAVKA) planned a pair of massive offensives against a German Army that, having campaigned all summer long, was now overextended and spent. These two counterblows, it was hoped, would cripple the Wehrmacht and open the way for a sustained Soviet drive that would ultimately expel the hated fascist invaders from Russian territory. In the south, “Operation Uranus” was aimed at breaking through the weakly-held flanks on both sides of Stalingrad and then encircling and destroying Paulus’ Sixth Army which was still locked in a bitter fight for control of the final few blocks of the rubble-choked city. In the north, “Operation Mars,” called for Red Army to launch a multi-pronged Soviet attack against the precarious German positions along the edges of the Rzhev salient; if successful, STAVKA hoped to push the Germans farther away from Moscow, and in the process, envelope and destroy the German Ninth Army.A third, smaller offensive was also planned by the Russians to coincide with the two larger operations: an attack by General Perkayev’s reinforced Third Shock Army which was intended to encircle and recapture Velikiye Luki, and also to force a crossing of the Lowatj River. Once the Third Shock Army was established on the west bank of the Lowatj in strength, it was then to drive west to cut the critically-important communications link between Army Group North and Army Group Center: the Nevel-Leningrad rail line. To oppose the Russians, the Germans had only two under-strength divisions and assorted support and security troops in the rear area immediately behind the frontlines. The Germans had, however, one critical defensive advantage: they had spent the preceding months heavily fortifying Velikiye Luki. For General Perkayev, this meant that even after the Third Shock Army broke through the German lines, there would be no avoiding the fact that it would still require, on the part of his soldiers, a major and bloody effort to actually capture the Axis-held city. Despite the extensive German defensive preparations, however, General Perkayev — although concerned about the cost of capturing Velikiye Luki — was, outwardly at least, totally confident of victory. Now, with his preparations complete, all that remained was for him to issue the order for his troops to attack. DESCRIPTIONWHITE DEATH is a grand tactical level (company/battalion/regiment/brigade) simulation of the ferocious fighting that resulted when the Soviet Third Shock Army attacked the thinly-held German line near the city of Velikiye Luki in northern Russia.The various rules that add historical color to the game are almost too numerous to list. But as might be expected in one of Chadwick’s designs, besides the, more-or-less, expected rules governing supply and isolation, garrisons, morale, artillery observation, bridge destruction and construction, weather, reinforcements, replacements, and bunkers; there are also rules governing “tank fright,” the effect of Soviet cavalry on German infantry morale, elite combat units, and the Brandenburgers (a legendary group of German commandos). And then there is my personal favorite: a special rule dealing with the pathetically ineffective German 331st Infantry Division which was predominantly made up of elderly reservists and slackers! Finally, in addition to the regular body of rules, the game designer also offers two “optional” rules for players to experiment with: the Abandoning Equipment rule, which allows heavy weapons units to abandon their equipment and, as a consequence, gain both a ZOC and non-vehicle (leg) mobility: and the Cavalry Charge rule. WHITE DEATH offers six different scenarios that each covers a different phase of the battle. These scenario “mini-games” are: the Purkayev’s Attack scenario (Turns 1-4); Woehler’s Response (Turns 5-7); the First Relief Attempt scenario (Turns 8-9); the Second Relief Attempt (Turns 10-11); the Final Relief Attempt scenario (Turns 12-13); and the Velikiye Luki Campaign (Turns 1-13) which ties all five of the shorter scenarios together into one long game. A PERSONAL OBSERVATIONThis is probably just as well, because, whatever its other qualities, WHITE DEATH, despite its comparatively small size, is not a simple game; it is far too layered in both historical and tactical detail for that. Frank Chadwick, in my view, designed a great game in WHITE DEATH; unfortunately — as is the case with his better-known “monster” games — he just didn’t design it for everyone. In short, this game is a very poor choice for the casual gamer or the beginner. Instead, it is a complex, richly-textured, and very challenging historical simulation that is explicitly designed for the experienced player. For that type of player, I recommend this game highly. I personally believe that, for someone with a serious interest in grand-tactical combat on the Russian Front, WHITE DEATH and Jack Radey’s, KORSUN POCKET — although different in scale and in many other important ways — are still probably the best two simulations currently available on this general subject. Finally, in the category of completely unexpected trivial facts: One surprising, but interesting admission that showed up in the designer’s notes to WHITE DEATH was that the Civil War historian, Shelby Stanton, actually did virtually all of the background research that Chadwick actually relied upon when he he set about to design this game. Apparently, Chadwick and Stanton are friends, and the subject of the Battle of Velikiye Luki was one that had interested the famous writer for years. So Stanton, who was already a gamer, volunteered to do the historical research if Chadwick would turn the author’s work into a game. Happily for all concerned, WHITE DEATH is the result. Design Characteristics:
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SPI, RED SUN RISING (1977)11 comments
RED SUN RISING is a combined land and naval simulation of the Russo-Japanese War (February 1904 - December 1905). The game was designed by Frank Davis and published by Simulations Publications, Incorporated (SPI) in 1977.
HISTORICAL BACKGROUNDOn 27 May, 1905, forty-five Russian warships, having sailed an astounding 18,000 nautical miles all the way from their regular station in the Baltic Sea, through the Atlantic, and into the Pacific and then the Sea of Japan, finally entered the Tsushima Strait between Korea and Japan. The Russian fleet, commanded by Admiral Zinovy Rozhestvensky, included seven battleships and six armored cruisers and was steaming towards Vladivostok when it was intercepted by the Japanese fleet, under the command of Admiral Heihachiro Togo. By late afternoon, a major battle had developed as the Japanese began firing at the Russian ships at long range. Within a matter of hours, four of the Russian battleships had been sunk and another severely damaged. Admiral Togo’s fleet, both faster and better armed than their Russian adversaries, suffered no losses during this initial clash.Indicative of the onesidedness of the struggle was the fate of the Russian Battleship, Borodino, which after being struck in a powder magazine, exploded and sank within minutes taking all hands with her to the bottom. Failing light brought no relief for the badly outmatched Russians as the Japanese continued their unrelenting attacks with destroyers and torpedo boats. By the end of the next day, all but twelve of the Russian ships had been sunk, captured, or run aground. Admiral Togo’s total losses, astoundingly, were only three torpedo boats. The Battle of Tsushima Strait had been the greatest naval engagement since Trafalgar, almost a century before; it had also been the only major naval action to ever be fought between pre-dreadnaught battleships. In addition, the lop-sided outcome of the battle was, despite the humiliating loss of Russian territory to the Japanese Empire, instrumental in bringing the Russians to the peace table. The Russo-Japanese War formally ended with the acceptance, by both sides, of peace terms proposed by the American President, Theodore Roosevelt, in December 1905. DESCRIPTIONRED SUN RISING simulates the Russo-Japanese War on both land and ![]() ![]() Land and naval movement and combat have been integrated in an ingenious manner in RED SUN RISING. An excellent way to get a feel for the flow of the game, therefore, is to examine the combined sequence of play. A typical game turn proceeds as follows. First is the Strategic Naval Sequence of Play which consists of five stages: the Russian Naval Initiative Stage; the Japanese Naval Initiative Stage; Naval Search Stage; Naval Movement Stage (which consists of 10 rounds); and the Attrition Stage. Once the Strategic Naval Sequence has been completed, the land portion of the game turn begins with the following sequence of actions: Russian Supply Stage; Russian Reinforcement Stage; Russian Land Movement Stage; Russian Land Combat Stage. After the Russian Land Combat Stage is completed, the Japanese player repeats the same steps, and once finished, the game turn ends. Unless, that is, a successful search has been executed during the Strategic Naval Sequence: in that case, play immediately shifts to the Naval Tactical Display and the Naval Combat Sequence of Play begins. This sequence can consist of multiple rounds, but will follow this series of steps: the Weather phase; the Search phase; the Range Determination phase; the Gunnery Combat phase; the Torpedo Attack phase; and finally, the Morale phase. A PERSONAL OBSERVATION![]() Players will quickly find that, as was the case historically, Russian naval sorties are exceedingly rare. But some sort of naval action is virtually guaranteed: first because the vulnerability of the Japanese sea borne supply lines makes raiding attractive; and second, because of the preordained arrival of the Russian Baltic Fleet. The importance of the Japanese supply lanes underscores an important factor in RED SUN RISING: it is much more economical and effective to put units out of supply, than it is to actually fight them. A unit unsupplied for two game turns melts away; while attacking, even with a superior force can often lead to outcomes in which it is hard to tell the winner from the loser. Although the Russian player is at a significant disadvantage in terms of leadership and command and control, the Japanese player has problems of his own: Japanese forces must capture cities on a strict timetable or the Russian player wins immediately. In short, the pressure is on the Japanese player from the first to the twenty-third game turn, and the historical Japanese victory is far from a foregone conclusion. Finally, I should note that the creator of RED SUN RISING, Frank Davis, is one of my all-time favorite SPI designers. Davis certainly had his his share of "misses" in the course of his career, but I personally think that his reputation is secured by his superb designs, FREDERICK THE GREAT and WELLINGTON'S VICTORY. That being said, this game does not, I confess, count as one of his best designs, but it is still an ingenious and well-crafted effort and well worth a look from anyone interested in this relatively obscure (and little understood) conflict. Design Characteristics:
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SPI, LOST BATTLES (1971)6 comments
LOST BATTLES is an operational/tactical level game of World War II combat on the Eastern Front. This title was designed by James F. Dunnigan and published by Simulations Publications, Incorporated (SPI) in 1971.
HISTORICAL BACKGROUNDIn the winter of 1943, the Red Army seemed invincible, and Hitler’s armies in southern Russia appeared to be on the verge of collapse. The commander of the surrounded German Sixth Army in Stalingrad, Field Marshal Friedrich Paulus, had surrendered his forces on 31 January and the last German holdouts in the city had finally capitulated on 2 February. Stalingrad was again totally in Soviet hands. With this victory, the tide of battle seemed to have finally turned decisively in favor of Soviet forces.With an entire German army destroyed at Stalingrad, Stalin and the senior commanders of the Red Army thought that one more major blow would destroy the remaining German units scattered along an uneven line between Kharkov and the Sea of Azov. Within days, the Russian Armies — newly released by the fall of Stalingrad — surged west, confident that victory over the invading Germans was close. However, the Wehrmacht in southern Russia was not yet finished as a military threat. On 19 February 1943, Field Marshal Erich von Manstein, with the recently reinforced divisions of Army Group Don, launched a surprise counteroffensive against the northern flank of the Soviet forces advancing across the open steppes between the southern Donets and the Dnepr. In the space of a few short weeks, the attacking Germans — often outnumbered by their enemy eight to one — smashed four Soviet armies and, more importantly, halted and then threw back the Soviet offensive completely. Manstein’s “backhand blow” had succeeded in retrieving German fortunes in southern Russia: by the time his brilliantly successful offensive had run its course, Manstein’s forces had regained most of the ground lost in January and had reestablished a relatively straight and stable German defensive line stretching from Belgorod to Taganrog on the Sea of Azov. DESCRIPTION![]() LOST BATTLES is a historical simulation, at the regimental/battalion level, of several types of combat actions that were typical of the fighting between the Wehrmacht and the Red Army in Russia between 1942 and 1944. The different engagements presented in the game are hypothetical, but the situations they describe were all quite common on the Eastern Front during these years. The game makes use a rich palette of different unit types: infantry, motorized, armor, antitank, direct fire artillery, ranged artillery, engineers, headquarters, supply, and even abstract air power to model combat at the operational level during this period. The combat and movement rules are also interesting. Each player turn consists of two regular combat segments plus an armored attack segment, a ranged artillery segment, an air strike segment (depending on the scenario) and two movement phases: one at the start of the player turn, and the second at the end. In addition, the players must also contend with rules governing supply, command and control, bridging engineers, and even road march formations. The graphics may be simple, even primitive, by today’s standards, but the game and the wealth of different design ideas it introduced 35 years ago are not. ![]() LOST BATTLES offers four scenarios each representing a different, but common, combat situation on the Eastern Front: the Russian Tank Offensive; the Russian Defensive Position scenario; the Meeting Engagement; and the German Mobile Defense scenario. In addition, because the game system is so open and flexible, the game’s designer, James Dunnigan, invites the players to construct their own scenarios. He writes: “Practically any possible combination of forces appeared on the eastern front during the war. Practically anything you could conjure up probably did occur. Give it a try.” A PERSONAL OBSERVATIONLOST BATTLES was originally published as the insert game for S&T #28; later it was reissued as an independent game in the standard SPI flat plastic game tray format. For East Front game collectors, this title is interesting both for its innovative game system; and because Frank Chadwick (of GDW) publicly acknowledged, many years ago, that the simulation ideas first introduced in LOST BATTLES were the inspiration for many of the game concepts that he ultimately put into the design of DNO (1973). For this reason, it is probably not too great a stretch to suggest that — whatever the game’s flaws — had there not been a LOST BATTLES, then there just might not have been a EUROPA Series of games from GDW.Design Characteristics:
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