CRETE
FROM
STRATEGEMATA
First of all the rules introduce a system
containing a number of very interesting concepts. The first and perhaps
most important is the use of a deck of ordinary playing cards to regulate and introduce a
mixture of control and randomness into the game. This is an element not
unfamiliar from some miniatures rules and systems. [An excellent instance
being To The Strongest - a superb set for conducting Ancient
warfare!] However, I haven't previously encountered this in board
wargaming. Here all court cards count as 1 pt, while all other cards have
their face value.
From the outset, these cards govern everything, including who will have the Initiative and play the turn. This latter rule stands out for me as a leading innovation and one I have certainly never met with before. There are four Initiative markers, one for each of the four suits in a pack of cards: Hearts, Clubs, Diamonds, Spades. On one side of the marker is a flag to denote the German player, on the other a flag for the Allied player.
A pre-game card draw will determine which suits will
determine each side's potential starting Initiative. From
then on, each Turn begins with a card being drawn, the suit determines the
Initiative player and the Initiative marker for that suit is turned over to the
opponent's side. Thus a rhythm is
established that overall evens out, but can throw up surprises and causes each
player to focus very carefully on what he/she needs to do when they have got
the Initiative.
What is even more novel is that only the player
with the Initiative gets to directly activate their units with a choice of
actions from Movement/Improving a Position/Fire and Rally. However, and
this is the third original idea, the non-Initiative player's units have a
limited reaction ability. Each unit can either move away one hex when an
enemy unit comes adjacent or, at the point when an enemy comes into range and
line of sight, can"roll" [i.e. draw a card] to see how many reaction
pts the unit gets. This will allow the unit from 1 to 3 Defensive Fire
opportunities.
This sets up a highly interactive system that
benefits defenders well dug-in on good defensive terrain, especially when the
Initiative player has to cross open ground. It also creates a fairly fast
flowing pace to each turn, with the opportunity for reaction, but without an
overcomplex set of rules and conditions. .
What I like even more about the use of cards
instead of dice is that each player starts a Scenario with a a limited hand of
cards, with rare Random Event opportunities to refill or exchange some of those
cards. In a variety of cases, a player will have the opportunity to play a card
rather than randomly draw one.
Nowhere can this be more crucial than when you
have the Initiative, as your first decision is always how many formations you
are going to activate. To activate a single formation is free and
guaranteed. To activate more than one formation, then each formation
costs 2pts and each support weapon costs 1 pt unless it is stacked with a unit
from its formation, an Artillery strike costs 2 pts and an Air strike similarly
costs 2 pts. You must first announce what you are attempting to activate.
Obviously then you can use one of your precious cards in your hand to guarantee
success, but if you choose to risk a random card draw and don't pull a card
that will pay all your costs, then you forfeit all activation!
Lots of tense moments here, especially if you have
a lot of nice court cards in your hand which count as 1 pt - and remember you
can only ever play one card. So, perhaps you'll
be saving those high point cards for activation purposes in crucial turns, but
they're equally useful in Fire and Close Combat.
Fire is very straightforward with each unit firing
separately. It involves simply the play or draw of a single card plus
double the unit's firepower compared with the defending unit's morale added to
its terrain cover. If the Attacker scores higher, the Defending unit is
disorganised and, if twice the Defender's score, then the unit takes a step
loss as well. Gun/Armour factors add a few more twists too, though
the main problem here lies in the minute size of the print on the counters!
Close Combat involves a more complex combination
of cards, drawn randomly/played from hand, both face down and face up.
This takes a little thoughtful reading, but help is at hand as a substantial
amount of the two pages of examples is devoted to a very clear sequence
illustrating these particular rules.
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