SPI, THE ARDENNES OFFENSIVE (1973)17 comments
THE ARDENNES OFFENSIVE is an operational simulation — based on the KURSK Game System — of the German attempt to break through a thinly-held section of the American front in December, 1944. The game was designed by James F. Dunnigan, and published in 1973 by Simulations Publications, Incorporated (SPI).
HISTORICAL BACKGROUND
The German plan was a simple one: the Wehrmacht would tear a hole in a weak section of the American line and then rush powerful panzer forces through the newly-formed gap; as soon as the leading panzers had forced a crossing of the Meuse River and gained freedom of maneuver, they would then pivot northwest and drive on the Allied supply port of Antwerp.
Subsequent events would show that von Manteuffel’s men had made a costly mistake. The hasty decision to bypass Bastogne, although the local panzer commanders didn’t realize it at the time, had put the whole German offensive in jeopardy. And it was a lost opportunity that would come back to haunt the Germans as the battle wore on.
DESCRIPTIONThe playing area of the game map represents the Ardennes, a forested region where the frontiers of Germany, Belgium, France, and Luxembourg all intersect. This was the area in which most of the major action of the historical battle actually took place. The two-color game map is relatively unambiguous, although a few terrain changes are required; these, however, have been noted in the game errata. In addition, for ease of set-up, the historical positions for all of the starting units are printed on the game map. THE ARDENNES OFFENSIVE, besides the Historical Game, also offers nine additional scenarios, each of which allows the players to experiment with different set-up and reinforcement options. Conveniently, these alternative game situations have been scored by the designer as to which side they favor, and so can be used to vary lines of play or to adjust play-balance between unequal opponents. There are no “optional rules.” A PERSONAL OBSERVATION
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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) HAPPY THANKSGIVING!0 comments![]() As we celebrate this Thanksgiving with our families and friends, let us take a moment to remember all those whose lives and circumstances have been made more precarious by our Nation’s current economic problems. And let us also remember those who presently serve in faraway places on our behalf. This year has been a challenging time for many Americans, but let us hope and pray that the year to come will be better and more prosperous for all of our fellow citizens, both friends and strangers, alike. SPI, SINAI (1973)5 comments
SINAI is a historical simulation of the 1956, 1967, and 1973 Arab-Israeli Wars. The game also includes a collection of hypothetical (what if?) scenarios for an Arab-Israeli War that might have occurred (but didn’t) in the mid 1970’s. SINAI was designed by James F. Dunnigan and published in 1973 by Simulations Publications, Incorporated (SPI).
HISTORICAL BACKGROUNDOctober 6, 1973 was Yom Kippur (the Day of Atonement), the holiest day in the Jewish calendar. It was also the day on which Syria and Egypt suddenly attacked an unprepared Israel on two fronts simultaneously. The sudden large-scale offensive by Syrian forces on the thinly-held Golan Heights, in concert with the totally unforeseen, but crushing Egyptian breakthrough of the Bar-Lev Line on the east bank of the Suez Canal rocked the political and military leadership of Israel as few events had before. For the first few days after the initial Arab attacks, the Israeli Prime Minister, Golda Meir, feared for the very survival of the Jewish State. However, it did not take long for the Israeli military leadership to recover its balance and to mount a counterattack. . On 8 October 1973, General Schmuel Gonen, Commander of the Israeli Southern Front, ordered a full-scale armored offensive against the hastily-prepared Egyptian Sinai defenses east of the Suez Canal. His goal was to smash into the advanced Egyptian positions, break through and then push his armor into the enemy rear to rescue any surviving Israeli soldiers still holding out in parts of the Bar-Lev Line. Unlike previous Israeli-Arab engagements, however, the unthinkable happened: Egyptian soldiers held their ground and decimated the attacking Israeli armor with long-range Sagger missiles. General Gonen, shaken and confused by the unexpected failure of his attack, lapsed into a mental fugue; stunned by the defeat of his plan, the Israeli commander was unable to decide what to do next. Clearly, the resilience and defensive skill of the Egyptian Army had been a complete surprise to the Israeli Defense Forces (IDF) High Command, but something still had to be done about Sadat’s army on the east bank of the Suez Canal. A static IDF defense was not the answer; the Israeli tanks tied up against Egypt were desperately needed on the Golan Heights, where the Syrians continued to vigorously press their attack against the out-numbered Israeli defenders. On 10 October, Gonen was quietly replaced by General Chaim Bar-Lev. By 11 October, Bar-Lev and two of his senior commanders, Major Generals Ariel Sharon and Avraham “Bren” Adan, had come up with a completely new plan of action: one that, all three men fervently hoped, would both encircle the Egyptian Third Army and reverse the military situation on the east bank of the Canal. Their plan was based on newly-obtained American reconnaissance photos that had revealed a narrow gap between the Egyptian Second and Third Armies. This audacious Israeli armored offensive was code-named “Operation Stouthearted Men,” and it would begin with Sharon’s division driving through the gap in the Egyptian front, while Adan’s division attacked the exposed flanks of the Second and Third Egyptian Armies. Once Sharon’s unit had slipped through the enemy lines, it would then advance on Deversoir, destroy any Egyptian forces that it encountered there, and then move on to quickly seize bridgeheads on both banks of the Suez Canal. If Sharon was successful in this critical first phase of his mission, a mobile bridging-train would immediately rush to the newly-captured bridgeheads, and once the portable bridge was emplaced, Israeli forces would pour cross the Canal and completely cut the Egyptian Third Army off from food, ammunition, and most importantly, from water. Unfortunately, time was rapidly running out for the IDF. Faced with temporary stalemates in both the Sinai and on the Golan Heights, what Israel now needed more than anything else was a decisive battlefield victory: one that would transform the strategic situation and force the Jewish State’s enemies to seek peace on Israeli terms. And such a victory would have to come soon, before a UN ceasefire resolution could be forced on Israel that would end all fighting and preserve the existing Arab territorial gains. This daring armored operation, General Bar-Lev believed, could produce just such a victory. The jump-off date for “Operation Stouthearted Men” was fixed for 15 October, 1973. The ferocious clash that would result from this Israeli armored operation, however, would — in a matter of a few days — come to be known by a completely different name: the “Battle of Chinese Farm.” DESCRIPTION![]() ![]() ![]() ![]() A PERSONAL OBSERVATION![]() Unfortunately, despite its many good points, SINAI — like many of James F. Dunnigan’s early designs — is a disappointment; and, taken as a whole, it can probably best be described as an ambitious and intriguing “near miss.” The ’56 and ’67 historical scenarios both require a lot of fiddling with the victory conditions to produce anything approximating a reasonable amount of play balance; a fact that, not surprisingly, makes it hard for most players to summon up much enthusiasm when it comes to commanding the seriously out-classed Arab armies in these earlier scenarios. The ’73 and mid-’70s scenarios are much more interesting, yet they each seem to lack something intangible, both as games and as simulations. Of course, it is possible that the constant changes in the game’s developmental trajectory forced by the day-to-day news reports coming in from the battlefield were, in 1973, a little more than Dunnigan or SPI could handle at the time. This is not to say that SINAI is a particularly bad game, only that it has a curiously “cobbled together” feel, and that it probably could have been — had it not been rushed into print — considerably better with a little additional effort. Clearly, Dunnigan was in a hurry to publish this title, and it shows. For supporting evidence for this last argument, by the way, one only has to look at John Hill’s excellent and richly-textured treatment of the ’73 War, BAR-LEV, which appeared some time after SINAI, in 1974. The difference in quality between the two games is glaring. Design Characteristics:
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SPI, NAPOLEON AT WATERLOO (1971, 1979)6 comments
NAPOLEON AT WATERLOO is an grand tactical (division/brigade) level simulation of the climactic clash between the French Army, under Napoleon, and the Anglo-Allied Army, commanded by the Duke of Wellington, near the Belgian Hamlet of Waterloo, on 18 June, 1815. NAPOLEON AT WATERLOO was originally mailed, at no charge, to new subscribers of S&T Magazine. It was intended to be a simple, introductory game for those new to conflict simulations. The game was published in two versions: the original (two-color) brown on tan edition which was offered during the very early days of SPI (beginning in 1971); and a later (1979) edition, in which SPI reformatted the rules, colorized the game map, and added a colored title sheet. NAPOLEON AT WATERLOO was designed by James F. Dunnigan, and first published in 1971 by Simulations Publications, Incorporated (SPI).
HISTORICAL BACKGROUNDThe morning of 18 June 1815 dawned cold and overcast, but with the promise of fairer weather as the day wore on. It had rained steadily during the previous day and through much of the night. The change in weather was a welcome relief to the soldiers who were bivouacked in the open. With the morning’s first light, thousands of men stirred and stoked their campfires; those among them who had found food — often no more than a potato — ate, and were happy to have anything at all. Two armies, only a mile or two apart, began the mundane business of preparing for battle. The shambling disorder of milling men and snorting horses gradually gave way to the discipline of the military camp. And, on the commands of their officers and other ranks, men began to assemble: noisy chaos gave way to order; companies came together to become battalions, and then battalions assembled and became regiments. With an unexpected sort of rough grace, the regiments formed into columns and, on the shouted orders of their officers, thousands of grim-faced soldiers gradually began to array themselves across the valley from each other; each in their own carefully-dressed lines. ![]() Arthur Wellesley, Duke of Wellington, inspires his troops at Waterloo. Initially, despite the flurry of preparation on both sides, nothing much happened. The morning sun climbed higher in the sky, and the soldiers of the two armies: 67,000 men under the Duke of Wellington; and 72,000 commanded by Napoleon; all stood in bright, multi-colored ranks facing each other across a shallow valley matted with rain-soaked grass. Movement and even time, itself, seemed to come to a stop; in spite of all of the early morning’s bustle and hurried activity: no one on either side of the valley, except for quartermasters and dispatch riders, stirred from their serried ranks. Hours passed. Both splendidly uniformed hosts stood silently, fixed in place, like insects in amber. Then, abruptly and without warning, the stillness was broken. The soldiers in the ranks of both armies were suddenly startled by the first sounds of canon fire coming from somewhere on the French left. The Battle of Waterloo had begun at last with a French bombardment of the Anglo-Allied outpost that occupied the château of Hougoumont. No one then, or now, can be sure of the exact time of these first canon shots, but the cannonade probably began around 11:30 am. Whenever it was, the French artillery had sounded the overture for the bloody drama to come. The unnatural quiet of the morning had finally ended for the men warily watching each other across a sodden expanse of ryegrass. This tiny corner of Belgium had become a battlefield, and the morning’s unexpected quiet would now — on a patch of muddy ground no more than two miles wide and two-thirds of a mile across — give way to the noisy, cruel, and violent business of war. DESCRIPTION![]() ![]() ![]() A PERSONAL OBSERVATION![]() Design Characteristics:
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Recommended ReadingSee my blog post Book Reviews of Waterloo, Day of Battle, and The Campaigns of Napoleon and Face of Battle; books that I recommend as highly-readable sources for those visitors who are interested in further historical background.For decorating the game room with a Napoleonic theme: SPI/TSR, LA GRANDE ARMÉE (1987)0 comments
LA GRANDE ARMÉE (1987) is an operational level simulation of Napoleon’s major campaigns in Central and Eastern Europe during the period 1805-1815. LA GRANDE ARMÉE was designed by Mark D. Acres and published in 1987 by Simulations Publications Inc. (SPI), which by this time had become a division of TSR, Inc.
HISTORICAL BACKGROUNDOn 22 September 1805, the seasoned General Mack, accompanied by Archduke Ferdinand, advanced at the head of 70,000 Austrian soldiers towards the Black Forest crossings near the Rhine River. This advance, Mack believed, would serve two ends: it would intimidate the pro-French Bavarians into abandoning their support for Napoleon; and it would also discourage any French forces in the area from moving east into the Danube River Valley.The Austrian military commander was largely unconcerned about the threat of French offensive operations because, like most of the senior Austrian and Russian officers and nobles of the newly-formed Third Coalition, he believed that Napoleon would, as he had in the past, make his main effort against the Coalition forces in Italy. In the unlikely event that Napoleon’s army did strike east, Mack’s Austrians were expected only to temporarily slow the French advance until Kutusov’s Russians, approaching by way of Vienna, could join with Mack’s troops on the Danube. Thus, in keeping with this plan and supremely confident of allied prospects, Mack had decided that his army should adopt, as its center of operations, the ancient fortress of Ulm which was strategically sited at the confluence of the Iller and Danube Rivers. This decision, it soon became obvious, was a costly miscalculation on the part of General Mack. It would not be his last. Within a week of the Austrian army’s ill-considered advance to Ulm, powerful French forces suddenly appeared without warning to the Austrian army’s front; and Coalition misapprehensions as to Bonaparte’s plan of campaign were immediately dispelled. Napoleon had again completely outwitted his enemies and seized the initiative by choosing to move directly against Austria, and not to march against the allied armies in Italy, as his Third Coalition adversaries expected. The French offensive was stunning in its speed and ferocity. In the final three days of September, Napoleon force-marched the 210,000 men of the French Grande Armée east into Bavaria in search of a decisive engagement with the Austrian army. The French Emperor, with characteristic decisiveness and energy, had, through furious marching, catapulted his army against the allied forces in the Danube region before they could even react. Blinded by Murat’s cavalry and unsure as to either French strength or intentions, Mack hesitated. His delay proved fatal. By the time the Austrian commander realized his danger, it was already too late. Events were moving too quickly for the allied situation to be saved, and even as Mack’s army began a belated withdrawal towards the east, Napoleon’s hard-marching soldiers were already enveloping the allied flanks. Despite several courageous Austrian attempts to break through the French cordon, the Austrian commander and much of his army was trapped. The inevitable end to this Coalition debacle was not long in coming; almost exactly one month later, the unlucky General Mack was compelled to parade a force of 25,000 infantry and 2,000 cavalry out of Ulm to surrender to the victorious French Army drawn up at the foot of the Michelsberg Heights. Napoleon's Ulm campaign had been a military masterpiece: an entire enemy army had been destroyed at almost no military cost to Napoleon’s Grande Armée. Moreover, Ulm was only a portent of things to come for the now reeling allies: another military disaster still lay in the future for the surviving soldiers of the Third Coalition; and Napoleon’s star would reach its zenith near the Moravian village of Austerlitz on 2 December 1805. DESCRIPTION![]() ![]() ![]() A PERSONAL OBSERVATIONNapoleon Bonaparte once observed that, in the course of his long military career, he had fought over seventy battles. He was not exaggerating. His record, whatever one’s personal opinion of the French Emperor, is one of amazing martial accomplishments. Thus, it is not surprising that the many campaigns of Napoleon have, over the years, provided game designers with a bountiful source of subjects for conflict simulations. Whatever else can be said about it, the Napoleonic Era is simply a great historical period to draw upon for game topics. Most Napoleonic games, not surprisingly, have focused on individual battles. In addition to specific Napoleonic battles, however, a number of designers have also looked at particular campaigns for inspiration, and many of these designs — NAPOLEON’S LAST BATTLES (1976), 1815 (1975), LEIPZIG (1972), and 1812 (1972), to name a few — have been both interesting as simulations, and enjoyable as games. A few foolhardy designers, however, have been still more ambitious and have attempted to simulate the whole or at least the greater part of the Napoleonic Wars.LA GRANDE ARMÉE (1987), like WAR & PEACE (1980) and EMPIRES IN ARMS (1986), just to name two other examples, is an attempt to simulate — on a strategic/operational level — both individual campaigns and, for those gamers with too much time on their hands, the whole (or at least the greater part) of the Napoleonic Wars. In the case of this particular title, the designer’s success in meeting this complex set of simulation goals has, to say the least, been notably uneven. When it comes to modeling individual Napoleonic campaigns, LA GRANDE ARMÉE — like a number of other, earlier titles — seems to do a workmanlike, if uninspired, job of it. However, to actually play the game requires a bit of patience and inventiveness on the part of players because gaps in the game system seem to show up at the most inopportune of times. This has led some critics of the game to suggest that the TSR version of LA GRANDE ARMÉE is unplayable; that's probably going a little too far. On the other hand, as noted earlier, this new title really introduces nothing that is truly original or innovative into the Napoleonic design mix; which is to say that the game system when it can be teased into working, still feels very familiar in a derivative, "cut and paste" sort of way. To make matters worse, the “really big” 1805-1815 Campaign Game III just doesn’t — based on my own admittedly limited experience — seem to hang together at all when it comes to presenting a seamless, integrated simulation of all of Napoleon's major campaigns in Central Europe. To be fair, this is neither unusual nor that much of a surprise. Because of the very real limits that time and money impose on any commercial game’s development, it is very rare for a campaign monster game to work exactly as the designer intended, without post-publication tweaks to fix the inevitable problems that didn’t show up during the developer’s original play tests. Still, while these types of design stumbles may have been acceptable when GDW's DNO first appeared in 1973, it is really frustrating to find the same types of problems in a game published fourteen years later. So where does all this leave us? First, although I am personally very fond of the older, John Young version of LA GRANDE ARMÉE, I am, none-the-less, willing to weakly recommend LA GRANDE ARMÉE (1987) as a flawed, but salvagable game system for anyone with the willingness to do the many fixes necessary to make the game work. However, for the player with a serious and wide-ranging interest in the various Central European campaigns of the Napoleonic Era, this title, although interesting, is probably more trouble than it is worth. Stated differently, as a comprehensive simulation treatment of the most important decade of the Napoleonic Wars, 1805-1815, I am only barely persuaded that LA GRANDE ARMÉE can, even with a considerable amount of post-publication player input, be made to deliver a manageable and realistic simulation of 19th Century European warfare. In view of that, when it comes to doing a good job of recreating, in abstract form, the entire Napoleonic Era, I am therefore strongly disposed to favor the less orthodox, more politically-grounded, and inclusive EMPIRES IN ARMS over LA GRANDE ARMÉE (1987). EMPIRES IN ARMS may be weak as a military simulation, but it covers all of Europe and it still seems to get a surprising number of this fascinating historical period’s other 'important' elements right. And besides, its graphics are uniformly excellent, and with a decent mix of knowledgeable, experienced opponents, it is a real blast to play! Design Characteristics:
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Recommended ReadingSee my blog post Book Review of this title that I recommend for further historical background. Recommended ArtworkHere's a Giclee print map of the battle available in various sizes that is great for a Napoleonic themed game room's wall. HAPPY VETERANS DAY!0 commentsA Time to Honor Those who have Secured Our Freedoms and Our Way of Life throughout the History of This RepublicThis Veterans Day is, because of the recent tragedy at Fort Hood, an especially poignant reminder of the many extraordinary sacrifices that our men and women in uniform, both at home and abroad, make daily on our behalf. ![]() Finally, in keeping with my thoughts on this Veterans Day, I have decided to include a short discussion of the origins of this, often misunderstood, national holiday. A Brief History of this Special Day of Remembrance![]() After the guns became silent in 1918, many European countries came to commemorate November 11th as a day of remembrance and thanksgiving. In the British Commonwealth, the red Poppy became the symbol for the end of the First World War’s bloodshed and the advent of peace, and remains so to this day. Across the Atlantic, American President Woodrow Wilson proclaimed the national observance of the first Armistice Day for November 11, 1919. Seven years later, the U.S. Congress passed a concurrent resolution calling for the President to again declare a formal observance of November 11th as a day of remembrance for all those Americans who had fallen during the Great War. Finally, on 13 May, 1938, the U.S. Congress enacted legislation to make Armistice Day a legal holiday. ![]() As the preceding account illustrates, our understanding and appreciation of Veterans Day and what it represents has gone through a number of changes over the years, but the dependence of our society on the sacrifices of veterans has been a constant reminder that the American way of life comes at a cost, and that we, as a nation, are fortunate that one generation after another of our fellow citizens has been willing to bear that cost. SPI, FULDA GAP (1977)2 comments
The FULDA GAP is an operational-level simulation of a hypothetical attack into West Germany by Soviet-led Warsaw Pact forces in the late 1970’s. FULDA GAP uses the PANZERGRUPPE GUDERIAN Game System and was designed by James F. Dunnigan. It was published in 1977 by Simulations Publications, Incorporated (SPI).
HISTORICAL BACKGROUNDAlmost from the day that Nazi Germany surrendered to the Allies in 1945, the newly-partitioned country became a flashpoint for Cold War tensions between the Eastern Bloc, dominated by the Soviet Union, and NATO, under the leadership of the United States. On 24 June 1948, the Soviets blockaded Berlin by closing off all rail and road access to the American, British, and French zones of the city in an attempt to gain complete control of the divided former German Capital. The United States, Great Britain, and other members of the British Commonwealth responded with the Berlin Airlift. Hurriedly organized and directed by American general Curtis LeMay, the operation proved to be a stunning success. At its peak, the airlift was delivering over 13,000 tons of food to the beleaguered city every day. After months of East-West tension, and faced with an embarrassing political and military failure, the Soviets finally ended the blockade on 12 May 1949. However, they did not abandon their designs on achieving control of West Germany.Given the ongoing belligerence of the Communist leadership in the Kremlin; their ruthless suppression of the peoples of Eastern Europe, and their aggressive political adventurism in Africa and Latin America, the possibility of a Warsaw Pact invasion of Western Europe quickly became a key feature of NATO planning as the Cold War continued. The two most likely routes for a Soviet mechanized offensive into West Germany were obvious: the North German Plain, and the Fulda Gap. However, given the strategic Cold War importance of Frankfurt, as West Germany’s economic heart, the Fulda Gap was considered to be the primary axis for a Warsaw Pact attack against the NATO forces arrayed to defend Germany. Because of this fact, military planners on both sides of the “Iron Curtain” saw the Fulda Gap as the most likely site of the first major battle of a 1970s war between East and West. The Fulda Gap is, geographically speaking, unremarkable. It is a swath of low ground that lies between the Hohe Rhön and Knüllegebirge mountains near the East German border, and the Spessart and Vogelsberg mountains farther to the west. This low-lying corridor runs along the Fulda River and then through the Fliede and Kinzig Valleys and debouches onto the open terrain bordering the Main River near Offenbach in the north and Wurzburg in the south. Militarily speaking, this relatively flat ground was considered, by both NATO and Warsaw Pact operational planners, to be excellent terrain for large-scale mechanized operations. ![]() DESCRIPTION![]() To model the complex elements of modern warfare, the FULDA GAP game system weaves a number of innovative design features into a well-tested turn sequence. The standard game turn sequence proceeds as follows (the Soviet player is always the first player): Initial Movement Phase; Combat Phase; Secondary Movement Phase; and Reorganization Phase. The Advanced game rules add a Joint Air Superiority Turn prior to the start of the regular game turn. Once the air war sub-routine ends, the Advanced game turn begins with the addition of a Nuclear Planning Phase, and a Nuclear Strike Phase to the standard player turn sequence. The rules for combat in FULDA GAP are generally familiar and, because of the important role of ranged artillery for both offensive and defensive fire, are somewhat reminiscent of those for MODERN BATTLES (1975). Regular combat between adjacent units is voluntary and is resolved using a conventional odds-differential Combat Results Table (CRT). However, while the CRT is familiar, the various combat results are not. Instead of stipulating step or strength losses, individual combat results specify losses in terms of Retreat Points (RPs). This somewhat unorthodox approach works well because terrain effects are also presented in terms of RP values. Thus, if a phasing player is attacking a unit defending in a rough terrain hex (RP value of 3) and receives a combat result of 2 or less, the defender would not be required to retreat; however, if, instead, the combat result is 5 RPs, the defender would then be obliged to retreat two hexes (assuming the flight hexes were clear terrain): 3 hexes for the rough terrain hex (3 RPs, remember), and 1 RP for each of the 1 RP valued clear terrain hexes. Interestingly, although this combat results system is somewhat cumbersome to describe, it actually works very well in the context of the game. ![]() ![]() FULDA GAP offers three short scenarios: the Tripwire Scenario, in which Warsaw Pact forces attack into Germany without warning (7 game turns); the Advance Warning Scenario, in which NATO forces have enough warning of the impending Soviet attack to begin to concentrate and deploy for battle (7 turns); and the D+7 Scenario, in which both armies have mobilized and completed their initial preparations for the impending campaign (7 game turns). These scenarios can be played using either the standard or advanced game rules. In addition, players may also opt for either the standard or advanced version of the Campaign Scenario (14 turns). The advanced version of the rules introduces several new subroutines into the sequence of play. These new phases involve the use of air power, nuclear weapons, and special units, such as: Soviet paratroops, attack helicopters, airmobile units, and NATO airbases. A PERSONAL OBSERVATIONFULDA GAP, looking back, can probably best be described as an innovative, but ultimately disappointing Dunnigan 'near miss'; and like SPI’s FIREFIGHT, it never really succeeded in capturing the interest of most gamers. This is unfortunate because, despite its several imperfections, FULDA GAP is still an interesting treatment of a hypothetical confrontation between Warsaw Pact and NATO forces in Germany in the 1970s. A number of modern-era design concepts made their first appearance in this title. For this reason, it is not surprising that despite using a familiar game system for its basic mechanics, FULDA GAP is not a simple game. Moreover, it is not an updated version of SPI’s earlier foray into a hypothetical East-West battle for control of Western Europe: the 1973 title, NATO. In truth, other than the fact that both modern-era games use a variant of the KURSK Game System as their basic design architecture, the two titles have almost nothing else in common. And because Dunnigan’s nuanced design incorporates newer, more advanced weapons systems into its game mechanics, combat operations take on a quality distinctly different from SPI’s simulations dealing with World War II operational combat. Purely from a design standpoint, this was probably unavoidable. The hypothetical European battlefield of the 70s and 80s, because of Cold War technological advances, is a very lethal environment indeed; and FULDA GAP demonstrates very clearly, if only in game terms, that to be seen and targeted in the modern combat zone is to be destroyed. That being said, there are other modern-era simulations — SPI’s THE NEXT WAR and Victory Games’ GULF STRIKE come immediately to mind — that probably do a better job of representing the complex interactions of the different combat arms on the contemporary battlefield. Nonetheless, this title does offer those who are interested in recent (the last thirty years or so) military affairs, a fascinating, manageable, and challenging simulation of the first days of the war that might have been, but thankfully, wasn’t.Design Characteristics:
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