Air & Armor Wurzburg: Designer Signature Edition
Tactical Armored Warfare in Europe
by
Compass Games
Trying to design a simulation about a war that never happened is, I assume, a bit of a pain. In this case, the Third World War might be a tad easier than most 'almost' warfare situations. We do have all of the information about the forces that would, or could, be involved. The once classified information about the armaments in use at the time are now almost all in the dust bin of history. To be honest, a soldier from World War II might not have been able to wrap his head around the battlefield of the 1980s. The lethality of the possible Third World War scenarios was tremendous compared to earlier warfare. The abilities of aircraft had multiplied tremendously even compared to the Vietnam War. Tank against tank warfare in Germany at the end of the 20th century would have made Kursk seem like a day at the park. So, the simulation that has been brought to us by Mr. Maxwell and Compass Games has scared away even some grognards. We will now take a look at it and see if there really is a rattlesnake in the box or just a pet snake looking for a home. There are some fine semi-historical books about these scenarios, my favorites being General Sir John Hackett's 'The Third World War, and 'The Third World War: The Untold Story'. Doing some reading about the Soviet 'Seven Days to the Rhine plan' should also help you get into the mood.
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| Back of the box courtesy of Compass Games |
This is what Compass Games has to say about the game:
"Hofheim, 15:00. Commander: “Oh thank God, help has arrived!” Gunner: “Those aren’t ours….”
Air & Armor: Würzburg, Operational Armored Warfare in Europe, Designer Signature Edition marks the return of one of the most highly rated wargames on modern warfare ever published. Air & Armor is a company-level simulation of a Hypothetical Soviet attack on West Germany in the mid-1980s. It depicts the collision of the Soviet 8th Guards Army and elements of the U.S. 3rd Infantry Division and West German 12th Panzer Division in a ferocious battle around the German city of Wurzburg. This new edition is lovingly recreated with new map artwork, new unit counters, new unit values and updated rules.
Air & Armor employs a highly interactive game system with asymmetric rules modeling the different Command & control techniques of each alliance. The game simulates all of the major aspects of modern warfare: reconnaissance, combined arms operations, air, helicopter and artillery strikes, chemical and electronic warfare and engineering. Multiple levels of hidden intelligence produce a true “fog of war” and provide plenty of opportunities for deception, surprise and ambush. Play this game to find out what it really might have been like to command a division in battle.
Based on detailed research from Warsaw Pact archives now available, this new edition includes a completely revised Order of Battle featuring one East German and four Soviet Divisions. Air & Armor includes a Basic Game, covering standard armor operations, and an Advanced Game that layers in air and engineering operations and Chemical and electronic warfare. Each game level includes four to six Scenarios, which are complete games in themselves. Extensive Scenario, Player and Designer Notes provide advice on play and historical detail.
A quick note about the Rules booklet:
Why is the rules booklet larger in the Compass version than the original West End Games version?
– The average word count in Würzburg is around 900 words per page, compared to 1500 words per page in the original Air & Armor.
– Non-rules information (i.e. illustrations or examples of play) takes nearly 50% of all pages in the new edition.
The rules text in Würzburg is approximately 40 pages, as opposed to 148 pages, when following the same format as the original rules booklet. This is not a significant difference compared to the original rules.
Product Information:
Complexity: Medium
Time Scale: 1 Turn = 2 Hours
Map Scale: 1 Mile/hex
Unit Scale: Companies and Battalions
Players: 2-7 players
Solitaire Suitability: Medium
Playing Time: 3 to 8 hours based on Scenario
Components:
Two 22″ x 34″ Maps
Five Countersheets (9/16″ size playing pieces)
Two Player Charts & Tables Booklets
Five TO&E Displays
Basic Game Rules Booklet
Advanced Game Rules Booklet
Two 10-Sided Dice
Game Credits:
Designer: Bruce Maxwell
Artist: Bruce Yearian
Project Director: John Kranz
Box Cover Design: Bruce Yearian & Brien Miller"
Let us now take a look at what actually is in the box. The maps are impressive. They are two of the normal sized 22" X 34" maps that come with the game. The artwork on them is done very well. The terrain in each hex is extremely easy to discern. There is a terrain key on both maps. The reason I am most impressed by the maps is because they are made of card stock. This makes them a little harder to flatten out but makes them almost impervious to accidental tears. They are also covered in a glossy waterproof covering. Kudos to Compass Games for them!
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| The two maps courtesy of Compass Games |
Up next is the main reason the game has gotten some flak over. This would be the 146-page Rule Book. Yes, you read that correctly. However, there are many mitigating circumstances to the length of the Rule Book. The main reason the Rule Book is that large is because of the giant size of the type and play examples. It is double-columned, but the type and pictures are a complete Godsend to the denizens of the Old Grognards Home for aging wargamers. The Rule Book is also manufactured much more like a book than a wargame Rule Book. The pages are also much more substantial than the 'magazine' pages that you sometimes find in newer Rule Books. The Rule Book, and both Players' Aids, are in full color. As far as the number of pages and learning the simulation, I will let the designer speak:
"Design Note: Even a veteran gamer is going to experience a sinking feeling weighing this booklet in his hands and wondering just how long it is going to take to digest these rules. Take heart! Three things lighten this load:
The first 15% of this booklet simply describes the components of the game and the various units and markers it contains; another 25% consists of detailed examples of play and Designer and Player Notes. Only 60% of this booklet is actually rules, and some ten pages of those are optional.
There is a solid little introductory scenario (see Thermopylae, Case 47.1), which makes it easy to play your way into the game after reading just half the rules.
You will find extensive video clips online showing how the game is played. Videos can be found at https://www.youtube.com/playlist?list=PLS3eFl8PtEYXv2O6dt75jQxsxF6qoO1hn.
Finally, it is worth relating that when playtesters first picked up the game, they consistently reported being daunted by the rules and the extensive Sequence of Play. Once they got into it, they equally consistently reported that the game was easy to play because the Sequence of Play and the Charts & Tables support game play without requiring much reference to the rules. Players familiar with my earlier game, NATO: The Cold War Goes Hot, may wonder why I have not used the Veteran’s Summaries that made those rules so easy to absorb. The answer is that Air & Armor is played using a unique game system. Even veteran wargamers are unlikely to have seen anything like it before.
Regards, Bruce"
So, not exactly a 'buckle up for the ride' warning but more like keep your hands inside at all times.
The Players' Aids continue with Play Book. It comes in at a substantial 58-pages. However, it is just as large inside as the Rule Book. The Play Book is broken up into these chapters:
Scenario Play
Scenarios (12 of them)
Player Notes
Designer's Notes
Developer's Notes
TO&E Notes
Index
Game Credits
There are two copies of the Charts & Tables Booklet. It comes in at a mere 18-pages with a full page back cover of the two maps in all their glory. Yes, that is a goodly amount of charts & tables. However, the designer does hold your hand through the scary process (see above).
The information for the players continues with a slew of card stock thick and full color single- and double-page Player Aids. They are made of card stock and are also covered in the same way as the map. These include:
Sequences Card 1(two copies)
Sequences Card 2 (two copies)
Warsaw Pact Tables of Organization & Equipment (two different sheets one double-sided and one single-sided)
Warsaw Pact Pool Card
Warsaw Pact Planning Card
Warsaw Pact Tracks Card (Game Turn, Sams, and Victory Points etc.)
Nato Pool Card
Nato Tracks Card
West German and U.S./Canadian Tables of Organization & Equipment (double-sided)
Then we take a look at the counters. The first thing you will notice is that Compass games for a while now has been sending them out in their own plastic wrapping. They do like to jump off the sprues. They have side views of armored and non-armored vehicles. The planes and helicopters are shown from top down. The information on them is color coded and also fairly large for this size of counter (9/16"). There are six countersheets and they are split roughly 60/40 as far as information counters and actual fighting units.
The box, although not large, has a good number of things in it and they are very well manufactured. I am as impressed with this game's contents as I have been with the other Compass Games down through the last few years.
The designer has taken the time to help the player by using the scenarios to teach them small bits of the simulation at a time, using them as building blocks until you can experience the whole game. He knew that to just throw the player in the deep end of the pool would be completely counterproductive. The game comes with so many ways and rules to help it represent the time of this hypothetical conflict. This is the list under the Rule Book heading 'Units':
Unit Assembly
Hidden Intelligence
Dummy Units
Used and Unused Sides
Unit Splitting
Unit Combination
Unit Transfers
One of the most interesting design choices was in how the TO&E and steps of each unit are used in the game. I probably will not explain it that well but here goes. The steps of a unit are used in various ways. First, they can be used as both Dummy Units and Hidden Intelligence. Your opponent will see that there is a counter on the board of Abrams. However, he will have no idea if they are real or how many steps are backing up that single counter. The designer has thought long and hard about how to show on a 2D map the effects of both 'Friction' and planned Maskirovka (deception and camouflage in Russian). One would be tempted to say that some of these are just 'Pasta Rules' included for chrome. This is not the truth in any way, shape, or form. To match the design that Mr. Maxwell had in his head, he had to do a lot of thinking outside the box.
This is a list of some of what the designer also took into account for his game:
River Crossing Major and Minor
Fire Combat (Infiltration, Offensive, and Defensive)
Reaction Movement and Combat
Reconnaissance
Fire Support
Artillery (Direct Fire, Indirect Fire, and Rocket)
Strikes
Air Units
Attack Helicopter Units
Utility Helicopters
Anti-Aircraft Fire
Airmobile Units
Headquarters
Shatter
Night
Engineering
Military Bridges
Improved Positions
Obstacles/Mines
Electronic Warfare
Poison Gas
The list of everything added is quite a long one. However, the mastery of the game is how, if approached correctly, the player will not get overwhelmed. There is a lot of things to do and think about in this game, the sequence of play leads the player through all of it in an easy and straightforward way.
The Play Book has a wealth of information in both the Player and Designer Notes. You will get to see the history of Air & Armor from its inception to this newest edition (It was first published by West End Games in 1986). Bill Thomas deserves huge kudos for hunting down the designers of excellent older games and revamping them for this century.
As the designer states "A game system is only as good as the scenarios designed for it". Rest assured that he has never really stopped tinkering and playtesting them since the 1970s. As mentioned, the scenarios range from small and simpler to large and complex. The game comes with 12 scenarios. The twelfth is called Hammer and Anvil and is roughly the campaign game.
I believe the designer was able to successfully complete his mission. I believe he wanted an in-depth semi-monster wargame that was also player friendly. That is usually a task that would approach Sisyphus's. My hat is off to Mr. Maxwell and what he was able to achieve.
There are four sheets of errata that do come with the game. While some might think this excessive, please remember the total amount of pages and words in the rules. For a game about warfare in the 1980s there had to be such a lot of rules for so many different scenarios and usage, there was bound to be a few hiccups. There is also a small square patch to fix an issue with the map around Karlstadt.
Thank you very much Compass Games for letting me review this deep and enjoyable game. Yes, I had to do more learning and take more time than is usual with a wargame, but it was definitely worth it. As the old anacronym say GIGO. If you do not take the time or the firing synapses to learn the game, it is your loss. After all, isn't that why we are into wargaming. Otherwise, we could spend our time with tiddlywinks or FB cat videos (sorry Meta).
It has been a few years but the second game in the series has been released. This is Air & Armor: V Corps, Tactical Armored Warfare in Europe. From what I can tell it looks to be manufactured in the same exact way as its elder brother. There is a link to it below.
Robert Peterson
Air & Armor Wurzburg: Tactical Armored Warfare in Europe, Designer Signature Edition





























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