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Tactical games, much more than operational or strategic ones, have been left in a quandary. The problem is how to represent movement, fire, and elapsed time in a coherent and logical manner, without the rules approaching the size of 'War and Peace'. Some of the most heated discussions online and off are about tactical games, and how each game does or doesn't fulfill the above in the gamer's eye.
Combat Infantry portrays the Normandy landings, and the fighting in the Bocage right after them. It is strictly a U.S. infantry and their supports against the Germans. More add-ons are planned to include other armies and terrain.
Columbia Games states "The game delivers a high level of tactical realism, yet is very playable". If you were going to sum up this game in one sentence, I do not think you could do better.
The rule book is only twelve pages long. The game is a block game and uses that format to simulate the 'fog of war'. One innovative rule is that once a tank moves or fires, its block is shown face up for both sides to see. The designer states that infantry could locate and distinguish between tanks by their engine sounds. Listening to the different cars around my neighborhood in the morning, I believe he is correct.
The game focuses heavily on the command part of small unit tactics. You have both PHQs (platoon headquarters), and CHQs (company headquarters) to order your units with. The command/leadership rules really require the player to maintain unit integrity. As in real life, mixing up units from different commands is not a successful tactic. The game does not use cards. In another innovative way, the game also has no combat results table. I know, heresy, simply heresy. As I said, the rules are not long and are well written. It will not take long at all to start playing.
It was meant to be a two player game, but the solitaire gamer has not been forgotten. You can play it just playing both sides, and there is an optional rule for a chit pull system for the enemy activation.
The game's two maps are 16.5" X 22", and they represent the beaches and some territory further in. They are hard cardboard maps. The scale of the hexes is 100 meters per hex. The blocks are standard and there are 66 for each side (green and black). There are also 22 yellow markers to show smoke etc. The only problem with the rules and maps are in relation to the Bocage hedgerows. The rules are written as if the hedgerows were actually represented on the hex sides, where they are actually portrayed in the hex itself. It is really not that big of a deal, and once you understand the gist of the rules it becomes a non-issue. The line of sight rules are also easy to understand. The game comes with all of the rules and markers needed for tactical gaming ie. counters for foxholes, mines and barbed wire etc. Their are also rules for airstrikes. The game rules can be downloaded here:
Here is a link to the games FAQ:
This is the sequence of play:
1.0 The active player on the first turn is specified by the scenario. In each successive turn it is determined by a high roll on one ten die.
1.1 The active player activates any one HQ per company. When commanding multiple companies, the player will have multiple HQ activations, each resolved one by one.
1.2 Units in command (or have passed a no-command roll) can do one of the following actions: Rally, Fire, Special Action, Move. HQ actions take place after all other commands.
1.3 Assaults, units that have moved into an enemy occupied hex now trigger up to three rounds of combat per assault.
After all activations are resolved, the enemy player now conducts his player turn. Player turns alternate until both players complete four player turns. This then ends one game turn.
Deciding victory in the game is standard and straight forward. In each scenario certain hexes are victory hexes, and each eliminated enemy unit adds to your score.
The rule book contains a 'what's not in this game' section, with an explanation of why. Some of these are:
"Opportunity Fire:
Opportunity fire, always a difficult game routine, was not that common in reality. World War II infantry and vehicles simply did not move through open terrain without clinging to every tiny bit of cover available, nor without fire support to keep the enemy heads down. The standard 'fire and move' tactics, where one or two platoons gave fire support, allowing the third platoon to move, was specifically intended to eliminate enemy opportunity fire".
"Status Markers:
Status Markers should not be missed. Cluttering maps and units with markers such as 'used', suppressed', or 'final fire' is not necessary. Units are upright, face-up, or face-down depending on their action"
Units have their blocks revealed by tilting them face-up when firing. One hit is scored for each die roll that equals or is less than the firing unit's (modified) firepower. So there is no need to cross reference a table. The unit either hits or misses. If it is a hit, the target unit's strength has one step deducted, and the block is flipped to its appropriate side.
The rule book contains a 'what's not in this game' section, with an explanation of why. Some of these are:
"Opportunity Fire:
Opportunity fire, always a difficult game routine, was not that common in reality. World War II infantry and vehicles simply did not move through open terrain without clinging to every tiny bit of cover available, nor without fire support to keep the enemy heads down. The standard 'fire and move' tactics, where one or two platoons gave fire support, allowing the third platoon to move, was specifically intended to eliminate enemy opportunity fire".
"Status Markers:
Status Markers should not be missed. Cluttering maps and units with markers such as 'used', suppressed', or 'final fire' is not necessary. Units are upright, face-up, or face-down depending on their action"
Units have their blocks revealed by tilting them face-up when firing. One hit is scored for each die roll that equals or is less than the firing unit's (modified) firepower. So there is no need to cross reference a table. The unit either hits or misses. If it is a hit, the target unit's strength has one step deducted, and the block is flipped to its appropriate side.
You can use a headquarters unit to rally any unit under it, as long as it is in command range. If the rally attempt succeeds, the unit gains one step back to its strength. The unit is then flipped down on its face, and can do nothing else that turn.
So, the question becomes does the game system work, and the answer is a resounding yes. One thing to keep in mind is that movement points are expended crossing hexsides, and not entering the hex. There are some innovations and changes from the usual in tactical games. So gamers should approach the game with an open mind, and not automatically look askance at it. Columbia Games has succeeded in making a highly realistic, but fun and fast wargame to play. As mentioned, different armies and theaters are to be added, and I am looking forward to them.
Robert
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