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Showing posts with label WWII. Show all posts
Showing posts with label WWII. Show all posts
'STALINGRAD' ANYONE?6 commentsSometimes what initially seems like a "hare-brained" idea, upon reflection, doesn't seem "hare-brained" at all. Such is the case with the idea of a STALINGRAD PBeM Tournament. Many of us who were first approached about the idea were skeptical, but, after kicking the idea around for awhile, a lot of us former "skeptics" have decided to climb on board. Thus, after over thirty or so years and against the odds, it really does look like there actually may be a new STALINGRAD tournament shaping up. After decades of neglect on the part of traditional tournament organizers, it looks like a PBeM STALINGRAD tournament may soon be getting under way thanks to the ad hoc efforts of a number of the game's many fans over at the Consimworld STALINGRAD Forum . This PBeM tournament is actually the "brainchild" of Brian Britton, but among those who will be helping Brian to get this project off the ground are long-time players such as Joe Angiolillo, Ed Menzel, and myself (just to name a few). The tournament, itself, will be free; however, the way things look at present, participation in this competition will probably be restricted to members of the Consimworld Forum community. And while a few administrative details still need to be worked out, the general outlines of the tournament are already taking shape. For starters, to maximize the gaming opportunities of the participating players, the competition — instead of using a "winner take all" Single Elimination format — will be organized along the lines of a "Swiss" style multi-round tournament so that players who suffer an early defeat will still have a chance to fight their way back and to gain a shot at making it into the "final four". In addition, because of the well-known pro-Russian bias associated with the standard version of STALINGRAD, several special tournament rules have been added to even the playing field for the Axis players. As might be expected, Soviet replacements in the tournament matches will be computed using the already popular, "reduced" 4-5-6 replacement schedule. However, the standard game's Turn Record Track will be extended by two full months; that is: all of the games in this tournament will end at the conclusion of the July '43 game turn (26 game turns), instead of at the conclusion of its regular end date of May '43 (24 game turns). In addition to an increase in the number of game turns, the Axis player — to further improve play-balance — will (on a one-time basis) be allowed, prior to the commencement of each new match, to stipulate whether both players will be required to use the traditional D6 Avalon Hill Combat Results Table, or whether the D10 "Postal" Combat Results Table (a "downloadable" file of this CRT will be made available for those players who do not already possess their own copy) will instead be used to resolve ALL combats for the duration of the game in question. As things now stand, the actual PBeM game platform to be used in individual tournament matches will be left to the players to decide among themselves (please note that there are several gaming sites that currently support STALINGRAD play, including VASSAL, Cyberboard, and Zun Tzu); in those situations where there are compatibility or download problems, however, rather than being locked-out of competition, players will be able to resort to a spreadsheet format such as the one already posted on this blog. As indicated previously, there are still a few tournament details left to be worked out (e.g., the actual number of "Swiss" rounds to be played, and the maximum time limit to be allowed to complete each round, among other things), but most of the more important elements of the tournament seem to be rapidly falling into place. For those readers who would like to visit the Consimworld STALINGRAD Forum in order to peruse the tournament discussion which is currently still in progress, a link has been provided at the bottom of this page. Please note that new visitors can drop in on any of the Consimworld Forums at any time, without having to formally join the forum community; however, if a "guest" decides to participate directly in the ongoing discussions in one or more of these game-related groups, then he or she must sign up and pay a nominal membership fee to the hosting site, Consimworld. THE 'STALINGRAD' NOTEBOOK: "BARBAROSSA" REDUX16 commentsIn my first "Notebook" essay on STALINGRAD, I presented a brief overview of the two main approaches developed by Russian players — one early on, one later — to deal with the particular challenges (and opportunities) that were and are an integral feature of the Soviet strategic situation prior to the German player's opening moves. In this second installment of "The 'STALINGRAD' Notebook", I take a look at the changes in German tactics that have developed in response both to the improvements in Russian opening set-ups that started to appear in the 1970's, and to the far more effective (and nuanced) middle and late game Russian positional play that, as time went on, began to accompany those "stronger" openings with greater and greater regularity. INTRODUCTIONCharles Roberts' (Thomas Shaw and Lindsley Schutz, although generally given credit for the design, were actually the developers) game of combat on the Russian Front, STALINGRAD — except for a few post-publication rules clarifications that first appeared in The General and then were formalized in 1974 — is pretty much the same game today as it was when it first saw print over four and a half decades ago. Yet, while the basic architecture of STALINGRAD has really not changed over the years, the way skilled competitors approach the game has changed, and changed significantly since its introduction in 1963. Of course, after taking into account the minor rules modifications that have appeared since then, the main explanation for this evolution in competitive play is that, as time has gone by, STALINGRAD players have become much more sophisticated in their understanding of the game. And the result of all this has been that, for those of us who still enjoy this classic, the game has become both far more difficult to play well and much more interesting. Roberts' eccentric take on the War in the East may be getting a bit "long in the tooth"; nonetheless, it still has the capacity both to entertain and surprise, even now. Which brings me, in a roundabout way to this current set of STALINGRAD essays: in the first installment of this series, I described the evolution that Russian play underwent from the time of the game's release up to the present; in this essay, I will attempt to do the same thing for German play. However, it should be understood that these two essays are not intended to stand independent of each other; and that the evolution of Russian and German play really needs to be viewed as being inextricably linked; that is: the changes that I will be describing, both in how STALINGRAD was once played and how expert players approach the game today, actually represent a sort of ongoing creative "arms race" between the ideas of the best Russian players and those of their most skillful German adversaries. And as long as there are gamers who continue to play STALINGRAD, I expect this process to continue.GERMAN OFFENSIVE STRATEGIES IN THE BATTLE FOR RUSSIAIt has been well over four decades since I played my first few games of STALINGRAD; nonetheless, I can still remember my cringe-worthy mistakes (both, alas, with the Russians and with the Germans) and the sheer carnage in the majority of those long-ago matches. Part of the explanation for the heavy casualties that tended to characterize most of my early STALINGRAD games can, of course, be chalked-up to a lack of any serious appreciation of the strategic subtleties and underlying dynamics of the game on either my part or that of my opponents. This obliviousness to the deeper possibilities of the game's design, however, was not the only factor that, in the 1960's and early 1970's, tended, in match after match, to lead to a mass migration of German and Soviet counters from the game map to their respective "dead piles". In addition to widespread player inexperience (or ineptitude, if you prefer), the flow and tempo of STALINGRAD play in the very early days of the hobby was also colored by two very different factors which — because they both heavily skewed the game in favor of the Russians — tended to steer more than a few experienced German players towards a strategy of combat-based attrition, particularly during the early turns of the game. The impact of these two factors on the early play of the game probably cannot be overstated; therefore, I think that before preceding, a short discussion of the STALINGRAD back story and of the two game elements that so heavily impacted the game's early play is probably in order.Early Play-Balance and the Genesis of the Blitzkrieg StrategyThe first of the two "pro-Russian" factors mentioned above was baked into the game by its designers from the beginning: this was the original "historical" Russian Replacement Schedule of 4-6-8. [Avalon Hill very early on, it should be noted, included an errata sheet of sorts — the notorious "pink sheet — which offered players the option of playing with what would ultimately become the standard among experienced players, a 4-5-6 Soviet replacement rate; however, this "option" was initially resisted by most Soviet players (for obvious reasons) and did not become widely-used until some years after the game's introduction.] Given that the Axis replacement rate was (and still is) four factors per game turn, it was abundantly clear to anyone who played STALINGRAD more than once that the longer the game continued, the greater the impact that the Soviet replacement rate had on play. Since most German players could do simple arithmetic, it was obvious that — assuming average combat losses for both armies — Hitler's Wehrmacht was never going to succeed against the Red Army if it waited around for three-to-ones; instead, the chances were good that if the Germans opted for a conservative approach that they would be swamped by hordes of resurrected Soviet units by early to mid 1942. Faced with this unpleasant (if inescapable) reality, most German players (me included) opted to attack during the early game turns with something bordering on total abandon. The theory that most of us used to justify this "all out" offensive strategy was a simple one: if the Germans were to win, they would have to place their faith in the die and hope that lucky combat results would cripple the Red Army enough to allow the Wehrmacht to gobble up significant amounts of Russian territory, particularly during the critically-important 1941 and early '42 game turns. Of course, even back then, different players had very different ideas when it came to the execution of this German approach (there was, for example, the "Leningrad First" strategy, the "Minsk-Smolensk-Moscow" strategy, and, for those players who felt really lucky, the "Fall Blau in '41" strategy). Nonetheless, two major objectives tended to take center stage over and over again when it came to this brand of Axis play: the first of these objectives was for the Germans to destroy as many Soviet units as possible, as quickly as possible, (particularly the two hard-to-replace 7-10-4's and the single 6-9-6); the second goal, which was considered to be even more important (if more difficult) than the first, was for the Axis player to capture at least one of the three "Victory Cities" (the most popular target being Leningrad) before May of 1942 (this was the game turn on which Russian replacements jumped from 6 to 8 factors per Victory City): such a strategic coup, it was hoped, would prevent the Soviet player from rebuilding the Red Army back up to its full, pre-war strength in the middle and late portions of the game.
[As an intriguing bit of war gaming trivia, Don Greenwood (who had inherited this controversy, first from Tom Shaw and then from Randall Reed) was the one at Avalon Hill — I can only assume after he had seen one STALINGRAD rules question too many on this topic — to finally step in personally to end the persistent confusion over the issue of exchanges in STALINGRAD. He did so by reiterating, in the pages of "The General", that the original, printed exchange rules were correct, and that the popular "attack factors for defense factors" exchange rules, widespread though they might be among gamers, was incorrect. Most players — but especially those who preferred to command the Germans — were delighted, if a little nonplussed, when Don Greenwood (who had, at one time, alluded to the "exchange attack factors for defense factors, himself) threw the official weight of Avalon Hill (such as it was) behind the rules requirement that "attack factors be exchanged for attack factors". However, while the vast majority of STALINGRAD players were pleased with Greenwood's formal (if belated) rules clarification, it soon turned out that there was at least one group of gamers who did not appreciate Baltimore's intervention on this issue; and that was the MIT contingent, who were more-or-less headed by George Phillies, but who also included Richard Sylvan and Stanley Hoffman, among others. The reason for this kerfuffle between MIT and Avalon Hill is unclear, although the most popular theory is that the boys at MIT (particularly Hoffman and Sylvan), having developed their theory of play based on a quantitative analysis of projected loss-rates using the incorrect exchange rules, were disinclined to accept a change which invalidated much of their already-completed analysis. Whatever the reason, the boys at MIT were outraged; in fact, George was personally so unhappy with Avalon Hill that he and Don Greenwood ended up going back and forth on this issue for several months, even after the matter had been officially (and forever) resolved, first in "The General", and then in the 2nd Edition of the STALINGRAD rules.] A New Paradigm: The "Positional" or "Long Game" Strategy
Russian Geography and the "Nuts and Bolts" of German Play
The Case for the Blitzkrieg Strategy
The Positional Theorists' RebuttalThe "long game" advocates' response to the Blitzkrieg players' supporting arguments was both interesting and actually rather clever: instead of disputing the logic of their opponents' case, they began by conceding the overall validity of virtually every one of the opposing side's points; then, however, in a neat bit of rhetorical jujitsu, they turned each of these seeemingly pro-attrition arguments against their original authors. The Blitzkrieg supporters, asserted the "positional" advocates, were generally correct in their particulars, but completely wrong in their conclusions.
Debate Aftermath: Who Won?
Of course, in the end, we are brought back to the crux of the original debate: which is, all things considered, which of these two approaches gives the German player the best chance of victory in STALINGRAD? This is certainly a simple enough question to ask; however, as I hope I have been able to show in this essay, it is also virtually impossible to answer definitively. Perhaps, when everything is said and done, the issue really comes done to a player's temperment: the aggressive German commander who wants to sieze the initiative on the first game turn and maintain it thereafter, will probably prefer the Blitzkrieg strategy; on the other hand, the Axis player who is patient enough to take risks selectively, but who still wants to maximize the battlefield results of a comparatively small number of low-odds attacks will probably be more comfortable with the less nerve-racking "long game" approach. CONCLUSIONThe play of STALINGRAD, like that of virtually all of the Avalon Hill classics, has undergone a number of changes in the decades since the game's introduction in 1963. Some of these changes I have already outlined in the first installment of "The 'STALINGRAD' Notebook", but others have resulted from a process — driven by the creative efforts of a number of dedicated players — that, for want of a better word, I will call the "deconstruction" of the original game design. What I mean by this is that, as time has gone by, improved Russian defensive play has inevitably led to new (sometimes radical) thinking about methods (both tactical and strategic) to improve the German player's prospects for victory in STALINGRAD; and, just as importantly, this new thinking has also led to a reappraisal of the effect of the flow and tempo of the game on German options. Stated differently, the rise in popularity of the hyper-modern Russian defense has had a dramatic impact on contemporary views of what is actually required to generate a reasonable chance of an Axis victory. Thus, German control of terrain at various stages in the game, strength differentials between the Wehrmacht and the Red Army, and the role of low-odds attacks have all been thoroughly reevaluated by long-time players, and, in more than a few cases, old ideas have either been modified extensively or even discarded completely.Finally, I should note that the terms "Blitzkrieg" (and "attrition") and "positional" (and "long game") are my own. In order to more clearly illustrate what I believe to be the gradual evolution of German strategic thought among STALINGRAD players, I have resorted to an arbitrary and (admittedly) somewhat simplified typology of the ideas that found themselves in competition both in countless face-to-face discussions and within the pages of the hobby press over the years. It is doubtful, in fact, that even the self-professed proponents of the two schools of German play that I have outlined in this essay would necessarily agree with all of my conclusions regarding the theories underpinning the two, very different approaches to German strategy. Nonetheless, I think that, on the whole, I have been fair to both factions, and that the preceding description — brief though it may be — is generally true, if not to the letter, then at least to the "spirit" of the facts. Related PostsAFRIKA KORPS: AN ENDURING CLASSIC12 commentsA Guest Post by Bob GoddardBack in January of this year, I announced that, among other changes to the future content of “Map and Counters”, I planned to begin adding an occasional “guest post” to accompany my own regular stream of game-related ramblings. Unfortunately, prospective contributors have been slow to come forward with their projects; something, by the way, that I understand completely: writing, after all, is hard work. This, I suppose, also explains why most of the early independent wargaming magazines had so much trouble coming up with new content, issue after issue. In any case, after a few months, I put this idea aside in the hope that it could be revisited later. ![]() There have been periods of revival and rebirth. In the eighties, I played several AK PBM games, as evidenced by the penned-in grid mark on the map board and notations on the Time Record Chart. In the nineties, a friend created the entire order of battle for the war in North Africa 1940-43, complete with homemade AK style counters. We only used these pieces a couple of times, but I still have them. Along the way, I got a new set of counters, new rules and just recently, a new map board. And then there is the game box. The box is now in pieces, and these have been glued to a sturdy mailing carton in order to protect the whole shebang much as you would to preserve an important historical document. Each revival has been an experience thick with nostalgia. As I would open the box and examine the components, I would always rediscover some extra game related item I had forgotten about: an AFRIKA KORPS PBM pad, an old Avalon Hill General with an Afrika Korps Series Replay, the homemade map extension eastward to Cairo and westward to Tripoli and Tunis. It was always fun to just to look and reminisce.
The most recent rebirth occurred in early 2011. This latest episode was prompted by my plans to attend the WBC and enter the AFRIKA KORPS Tournament. Two things came to my attention when I lifted the remnants of the box lid. First, I noticed on the original Time Record Sheet there were two games with the notations “Bob” and “Dad” scrawled in my 13 year old printing (in ink!). My father was my first opponent for AFRIKA KORPS. He was a WWII Army Air Corps veteran and had served in the New Guinea, as well as the Philippines and Okinawa campaigns. He really did not have any interest in these games; he was just spending time with his youngest son. It is funny, because for years I remembered only playing one game of AK with my father. The second thing I saw was a map board that was less than presentable. It was stained in a several areas and marred by the aforementioned grid markings. In addition, the eastern quarter had separated from the rest of the board. There was just not enough charm here to make up for its abysmal condition. I needed a new map board. I posted on Consimworld.com that I was looking to purchase a new AFRIKA KORPS map board. While you can get a complete player’s copy of the game at Consim Marketplace or on eBay for $20-$25, I just wanted the board. One person responded. Here is the email he sent me: Hi Bob
With Gary’s board, I now have a presentable copy of AK for WBC. I’ve since changed my mind about entering the tourney, but I still plan on bringing the game with me to this year’s WBC Convention and will play it in the open gaming area. I promised Gary I would send photos of his board in action at WBC. AFRIKA KORPS was first published fifty years ago and people are still playing it. I see no reason why it won’t be around for another fifty years. To be sure, the elder generation of wargamers – the original grognards – are aging and our numbers will eventually dwindle. Nevertheless, a good game is a good game however old it is, and as long as there are players like Gary Vesper who are willing to share their passion for the classics, a gem like AFRIKA KORPS will always have a following. HAPPY MOTHER'S DAY0 commentsA Special Tribute to America’s Military Mothers, both Past and PresentWhile I really have little of significance to say about the background of this peculiarly American holiday, its arrival does provide me with the opportunity to post one of my all-time favorite Norman Rockwell illustrations. I confess that I have a special affection for this evocative image because it reminds me of my own experience when I came home, for the first time, from Vietnam on a 30-day leave. I can still remember, like it was yesterday, me still in uniform (having flown in earlier that evening) sitting at the kitchen table with my mother — long after the rest of the family had gone to bed — drinking cup after cup of coffee and talking endlessly about the trivial, everyday events that had colored the lives of my friends and family during the year that I had been deployed half-way around the world.
Being young, it didn’t occur to me, at the time, that mine was actually my mother’s third war; that she had met and married my father — a Navy corpsman serving in the Pacific — during World War II, and that, with two small children to tend to, she had seen him recalled to active duty during the Korean War. Looking back, I can not remember a single instance in which she complained about the hardships brought about by my father’s service; nor, in my own case, can I recall a single word of recrimination from her when she learned that I would be going back to Southeast Asia at the end of my leave. Only many years later, after my mother had passed away, did I learn from my sister about the constant worry and, even more painful to me now, the dread with which my mother greeted every unexpected knock on the door during the whole of the time that I was overseas. Nowadays, of course, only a small number of our fellow citizens actually serve in the armed forces and, for that reason, it is easy for most of us to put out of our minds the wives and mothers that those in uniform leave behind when they go into harm’s way. On this Mother's Day, however, I enjoin all of my readers to remember, along with their own mothers, those others who day-by-day wait stoically for their husbands and sons, and now daughters, to come home again. And while other Americans may seldom think of it that way, theirs, quite possibly, is the hardest wartime job of all.
TAHGC, THE BATTLE OF THE BULGE (1981)16 comments
HISTORICAL BACKGROUND
DESCRIPTIONTHE BATTLE OF THE BULGE ’81 is a regiment/brigade level simulation of the last great German offensive on the Western Front in the winter of 1944-45. On 16 December 1944, three German armies struck the lightly-defended section of the American line running through the Ardennes region of Belgium. The Campaign Game begins with this initial German onslaught on 16 December and continues through the 2 January 1945 PM game turn: a total of thirty-six game turns. For those who are short on time, or who want to look at a “snapshot” of the battle, BULGE ‘81 also offers a collection of shorter scenarios that simulate different phases of the larger campaign.BULGE ’81 is offered in two versions: the Basic Game and the Advanced Game. The Basic Game is intended to introduce new players to the game system, and to familiarize them with the essential features of the movement and combat rules. The Advanced Game builds on the Basic Game by adding both additional units and additional layers of complexity to the simulation. In both versions of the game, one player controls the Germans; the other player controls the Allies. The game is played in turns which are further divided into a German player turn and an Allied player turn. Each complete game turn represents twelve hours (AM/PM) of real time. The German player is always the first to act, and each game turn follows a rigid “Igo-Ugo” sequence of player actions. In the Basic Game these are: the non-phasing player’s Support Phase; the phasing player’s Supply Phase; the phasing player’s Reinforcement Phase; the phasing player’s Movement Phase; and finally, the phasing player’s Combat Phase. At the end of this series of game operations, the actions are repeated in exactly the same sequence, but with the players exchanging roles. After the second player completes all of his own turn, the game turn ends and the turn record marker is advanced one space on the Turn Record Track. BULGE '81 makes use of a hexagonal-grid, four-color map of the area in which most of the major actions of the battle occurred. Each hex on the map equals two miles from side to side, and each hex depicts one (or more) of eight different types of terrain: clear, rough, cliff, forest, river, bridge, road, and town. As might be expected, different types of terrain directly affect movement or combat; and some types of terrain will affect both. Towns and river-lines, for example, confer significant combat advantages to the defender. Cliff hex-sides completely block the movement of all units; river and forest hexes, on the other hand, although completely impassible to armor-type units, may be passed over or through by infantry. In addition, road hexes multiply the movement capabilities of all unit types; for example, both Allied and German mechanized units traveling along roads may always move four-times (4x) their regular movement allowance. In contrast, infantry units are somewhat disadvantaged by the movement rules; that is: the road movement multiples for infantry units are reduced if the moving unit begins or ends its movement phase adjacent to an enemy unit. Also, German corps artillery units have their road movement multiple reduced if they are slated to attack on the same turn that they move. The Basic GameFor novice players, the Basic Game offers an excellent introduction to the simulation’s essential architecture; it is intuitively logical, uncomplicated in its sequence of player actions and, hence, is relatively easy to learn, even for beginners. Most experienced players, on the other hand, will find the overall game system of BULGE ’81 to be both quite familiar, and easy to master. Movement for both sides can take one of two forms: conventional ground movement, and, as already noted, “bonus” road movement. Stacking is limited to three units per hex, and zones of control (ZOCs) are “rigid”, but not “sticky”. Supply is traced by the phasing player to a friendly road, and then along the road to friendly map edge. Because of their more abundant motorized transport, the first leg of the Allied supply line can be longer than that of the Germans. Supply lines are blocked if they are forced to pass through an enemy unit or an empty hex interdicted by an enemy ZOC. As might be expected, the east edge of the map (at game start) is a friendly supply source to the German player, and the west, and north and south map edges (that is, those behind the current Allied front lines) are friendly to Allied units.Combat between adjacent units, under most circumstances (more on this later), is mandatory. However, one important difference between BULGE ’81 and its predecessor is that powerful new corps artillery units have been added to the Orders of Battle (OoBs) of both sides. This is not a trivial change. These artillery regiment and brigade-sized formations — just like their infantry and mechanized brethren — can attack adjacent enemy units normally; however, unlike the other combat units in the game, artillery units (excluding the German nebelwerfers) can also be used to “barrage” non-adjacent positions (up to four hexes distant), either offensively (both sides) or defensively (Allies only, unless the German "15th Army Offensive" is cancelled). In addition, players receive a +1 die roll modification (DRM) for each group of 20 artillery factors that participate in a single attack. [This artillery DRM, by the way, is a big help to the Germans in the early going, but once the Allied reinforcements begin to stream in, the Allies’ ability to concentrate 40+ artillery factors against one target hex really shifts the battlefield dynamic over to the Allies.] Once battles have been designated and final combat odds have been determined, the actual outcome of each separate engagement is resolved by cross-referencing the phasing player’s combat die roll with the appropriate odds column of the odds-differential Combat Results Table (CRT). Not surprisingly, given the designer's starting point, the BULGE ’81 Standard CRT is very similar to that of the original Avalon Hill ‘65 version; hence, Retreats, Elims, Exchanges, Contacts (which require the defender to counterattack or withdraw), and Engaged results (which pin defending infantry-type units in an attacker’s ZOCs) represent the full range of this CRT’s potential combat outcomes.
The Advanced GameAs soon as players have mastered the rules of the Basic Game, they will usually want to move on to the more complicated, but also more interesting Advanced Game. This version of BULGE ‘81 brings a number of new factors into play: some of these factors are important; some are simply interesting, but all add historical color and excitement to the game.One important change that appears in the Advanced Game is the introduction of a new alternative "Blitzkrieg" CRT to go along with the Standard CRT. This new Combat Results Table can, at the phasing player's option, be used in lieu of the Standard CRT. What this all tends to mean is that, in the Advanced Game, the Standard CRT will typically be selected when the attacker’s goal is either to capture key enemy-held hexes or to cause battlefield attrition; in contrast, the attacker will usually choose the Blitzkrieg CRT when he/she seeks to dislocate the enemy’s frontline arrangements by side-slipping around, rather than pushing straight through, hostile defensive strong-points. Although the opportunities for using the Blitzkrieg table will tend to be limited, it can, nonetheless, be very effective when the attacker's primary goal is to achieve deep, multi-hex penetrations into the enemy rear (say around St. Vith or Houffalize). In addition to a new CRT, the Advanced Game also introduces a number of other new rules; these include: rules governing the use of tactical and strategic air power; bridge demolition (several bridges begin Advanced Game already "blown") and construction; the success of the German "Fifteenth Army offensive"; and Fort construction (in towns) and Improved Positions (in other types of terrain). Each of these new design features adds more simulation value to the game situation, but at the cost of increased complexity. Also included in the advanced version are rules for the capture of Allied fuel dumps and alternative rules for British reinforcements. Besides the addition of new historically-based game elements, each turn in the Advanced Game is more complicated and has more player segments than that of the Basic Game. Thus, the player actions required in the advanced version follow this sequence: non-phasing player’s Support Phase; the phasing player's Supply and Fort Construction Phase; the phasing player's Reinforcement Phase; the phasing player's Movement Phase; the phasing player's Combat Phase; and the phasing player's Engineer Phase. As in the Basic Game, each player completes his own set of game operations, and then play proceeds to the next game turn. Finally, in addition to the standard rules, the Advanced Game also offers a collection of “optional” rules — for those players who want to maximize the game’s color and content — that cover historical “might have beens” as diverse as the German early commitment of the SS Panzer forces, the German airdrop behind American lines, Otto Skorzeny’s special 150th Panzer Brigade, Steilau commandos, additional limitations on British force commitment, and even restrictions on armor in the attack. A PERSONAL OBSERVATION
In BULGE ’81, I think that, considering the origins of his project, Bruno Sinigaglio did a very nice job of modeling the critical elements of the fighting in the Ardennes during the winter of 1944-45. His decision to simulate the battle at the grand-tactical (regiment/brigade) level is hardly unusual, but it is, nonetheless, a scale that seems to work well for this particular battle. Of course if it didn’t, why would so many game designers’ keep returning to it when it comes to the Battle of the Bulge? Admittedly, no dramatic innovations show up in this game, but neither is the game system weighed down by any real design clunkers. [Note: the choice, on the part of the designer, to keep the game mechanics relatively simple was, as Bruno noted later in 'The General', a conscious one: it was aimed at insuring that the new game was both accessible to beginning players and easy to play by mail. That being said, the “Blitzkrieg” CRT can be seen as a way for the designer to introduce some of the simulation sizzle of “mechanized movement” into his design without actually adding an additional movement phase to the game’s relatively uncluttered turn sequence.] In fact, all things considered, the game has a surprising amount of simulation value given the simplicity of its underlying design platform. Bad weather, supply, Allied fuel dumps, the critical importance of bridges and roads to the German advance; in short, everything that a player familiar with the battle might expect to find is present in Bruno’s design.
Design Characteristics:
Game Components:
Blog PostsTAGC, BATTLE OF THE BULGE (1965)SPI, THE ARDENNES OFFENSIVE (1973) SPI, BASTOGNE (1976) SPI, ‘WACHT AM RHEIN’ (1977) OSG, DARK DECEMBER (1979) GDW, ROAD TO THE RHINE, (1979) TAHGC, FORTRESS EUROPA (1980) GDW, ATTACK IN THE ARDENNES,(1982) TAHGC, BATTLE OF THE BULGE (1991) 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)
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