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  AGAINST THE IRON RING FROM VUCA SIMULATIONS As with several previous Vuca Simulations games, Against the Iron Ring is a significant revam...

AGAINST THE IRON RING AGAINST THE IRON RING

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

WWII

 AGAINST THE IRON RING

FROM

VUCA SIMULATIONS



As with several previous Vuca Simulations games, Against the Iron Ring is a significant revamp of an earlier boxed game or magazine game.  In this case, Six Angles magazine game, Paulus' 6th Army, designed by Masahiro Yamazaki.  Its system has basic features very close to that in the two excellent games in the Traces of War series that I have previously reviewed.  It presents an operational treatment of the Soviet campaign that begins with Operation Uranus and continues into Winter Storm - a campaign that covers the encirclement which led to the surrender of the German 6th Army under General Paulus and Von Manstein's attempted relief.  It also covers much the same ground as Stalingrad Pocket, the first game in the Standard Combat Series (published by The Gamers).

The production bears all the hallmark qualities that we've come to expect from Vuca Simulations.  Excellent, thick pre-rounded counters, 2 maps in a muted steely grey, various play aids in solid, rigid boards and a clear, comprehensive full-colour rulebook.

All contents displayed above and the double map shown below
   


There are a few minor niggles.  The first being a small number of inaccuracies with counters, such as the Soviet unit 4MK 51st Army. Being a particularly powerful unit it has several counters to show it from its strongest to weakest strength.  Unfortunately the strongest counter with an armour symbol is missing.  Fortunately however, its corresponding counter with a Nato symbol is there - so a slightly hybrid result existence transpires for this unit.  My copy also came accompanied by the corrected foldable player aids - both the originals and their replacements display that substantial solidity that has been a hallmark of Vuca Simulations games from their outset, as do the four excellent double-sided Set-Up sheets that cover the game's three scenarios.  



Scenario 1 presents Operation Uranus's drive for the Kalach Crossings and this is played out on a single map over the first three turns, while Scenario 2 takes us to the end of the campaign in Winter Storm, again needing only single map and covers turns 8 to 12.  Finally, Scenario 3 uses both maps for the complete 12 turns of the whole campaign. 
Both the shorter scenarios are excellent for learning the rules and provide a lively and punchy experience in their own right.  If you're familiar with the Traces of ... series you may be forgiven for plunging straight into the full campaign, as none of these games need either the time or table space that could bring them anywhere near the label "monster"!  However, Against the Iron Ring provides a slightly more detailed system than that in the Traces of ... series.

So, diving in, the Turn Sequence is a fairly familiar and fairly standard igo-ugo one; with the Soviet turn being followed and mirrored by the German one in an identical sequence of Phases.

Soviet Movement Phase
Soviet Combat Phase
German Reaction Phase
Soviet Exploitation Phase
Soviet Supply Phase

German Movement Phase
German Combat Phase
Soviet Reaction Phase
German Exploitation Phase
German Supply Phase

The basic rules are also a familiar and generally standard affair.  However, there are many significant modifications and additions that give each side a slightly different quality  and character.  Consequently, both players need to get well acquainted with them to make sure they play their side accurately while being familiar with what their opponent can do that is slightly different.
Such is true of one of the features of this system that I continue to be uncertain whether I like it or not.  That feature is the colour coding signalled by division and corps for the Germans and Army for the Soviets.  As in the Traces of… series, this is largely irrelevant as units are activated according to their being within range of any HQ. In this game that is something of a relief, as some of the colours (particularly for German units), at least to my eyes, are all too similar especially under artificial lighting. However, to my surprise divisional integrity as shown by these colours does play a part for the German player in combat whether as attacker or defender.  Though this will only occasionally come into effect, the need to be on the alert for it would have been helped by more distinctively different colouring.
On the other hand what is highly useful to ease of play is each Player's substantial, individualised Player Aid.  Typically each contains the essential Combat Results Table and a range of other tables, such as Surrender Check, Supply Capture, German Mobile Unit Supply and German Supply Airlift, as well as a comprehensive Terrain Chart.  


Beyond that, each contains a very detailed Sequence of Play specific to the individual player and an equally comprehensive display that highlights the key points for Movement, Exploitation Movement, Reserve Status and Reaction.

These I've found very, very useful, both in learning the game's rules and during play.  They provide such helpful reminders not just of basic elements, but the minor individualities for that player.
One of the most significant for the Soviet player is the function of Soviet Offensive Supply Markers.  


A limited and finite number of these mobile units begin play on the map and the Soviet player will gain no more in the course of the game.  At what point in the game you choose to use them makes for some careful consideration, especially as they have to be flipped to their Offensive Supply Side at the beginning of the Soviet Movement Phase. They affect the HQ that they're stacked with, bestowing a series of important benefits.  First of all the HQ can act as a supply source even if it cannot trace a valid supply line to a normal supply source.  Next it allows every eligible unit within its range to undertake overruns and finally in the Combat Phase it grants units within range a +2 column shift right when attacking.


A typical Soviet HQ - 
its range in hexes being the number on the left
By contrast the German player has none of these limiting restraints, but, on the other hand, nor does it gain the Combat Phase benefit of a 2 column shift.  By and large, all the rules that give each side its individuality present contrasting or limiting modifications.  
So, regarding Reserves, the Soviet player can place a single unit per HQ into Reserve.  As there are 10 HQs that allows a maximum of 10 units placed in Reserve, whereas the German player can place 4 stacks in Reserve.  As a stack may contain a maximum of 4 steps and units range in size from a single step to 4 steps, this gives both sides considerable flexibility and diversity.  If the Soviet managed to put ten 4-step units into Reserve this would be a significantly more powerful force than the German who can marshal at best four 4-step points of strength [i.e. 40 steps as opposed to 16 steps]!
What is even more startling is the distinction between how steps are signified for stacking purposes and what they mean in terms of a unit's durability.  Look at the example below.

The number of steps for stacking purposes is shown by the dots in the top left hand corner of the counter.  However, in conventional 
terms stacking points frequently equals the number of steps a unit possesses.  Not so here, as can be seen in the example above of one of the strongest units in the game.   The Soviet 1st Tank unit is represented by 4 separate counters, each of which has the same stacking value on its front and back.  Consequently, though it has only 4 stacking points at its strongest, it takes 8 losses to eliminate  the unit!
Another striking feature of the system is the developed Supply rules.  In particular, there are 3 levels of being out of supply that affect Attack strength, Defence strength and Movement in increasingly punishing ways  and with a specially debilitating Level 3 marker for Soviet Corps units!  The final additional rule that I like here is that Levels of being Out of Supply don't just increase by continuing to be OOS when Supply is next checked, they also get worse if you take part in Movement or Combat while being OOS.

The markers for 3 Levels of OOS
The final aspect to consider is the overall quality of the Rule Book.  This is well organised and structured, supported by plentiful examples that combine both pictorial illustration accompanied by substantial written explanation.  A typical example is the one below which starts with a picture of a series of potential overrun situations.

This is then followed by a full and very substantial unpacking of the diagram.  


As I've already indicated the rules are of medium density and the rule book takes you systematically and carefully through them.

The last aspect I want to explore are the Scenarios.  The following image shows the set up for Scenario 1: Operation Uranus.  This is a 3 turn scenario played out solely on the right hand map.  As such it's an excellent introduction to the system having a fairly low counter density and short playing time.  It's also useful for honing your skills for launching the full two map campaign scenario.
Set up for Scenario 1
(with Stalingrad inset overlaid at the bottom)

One minor draw back is that an excellent expanded display of the four hexes that constitute the area of Stalingrad is printed on the other map.  If you don't want to have your units piled up high, then  creating a copy of the display (like the image below) solves the problem.



Finally in the image below, I've left the four hexes that constitute Stalingrad empty for you to see.  Normally, I leave one counter in each hex with the remainder set up, as indicated above.  Though you can overstack in these hexes, it's important to note that you can still only attack from Stalingrad with four stacking points of units and only four stacking points can be used in defending Stalingrad hexes.


Scenario 2: Winter Storm is wrongly shown in the Rule Book as being played on the left hand map.  In fact it is played out on the same map as Scenario 1 and the Soviet Deployment  Lines insert on the Soviet counter Set Up  play aid is extremely helpful in getting everything right.


My final photo is simply one of my storage for all the units by Formation. This I've found ultimately to be the best way to sort them in order to swiftly find the correct units for a Scenario and transfer them on to the player Set Up play aids.


All in all, another excellent addition to my collection which I would highly recommend.  Thanks again to Vuca Simulations for providing the review copy and a special thanks for their patience in the four to five month delay in my being able to review Against The Iron Ring because of  family health problems.



STALINGRAD ROADS   FROM NUTS PUBLISHING What's in the box Stalingrad Roads has been a game that I have been waiting for with great anti...

STALINGRAD ROADS STALINGRAD ROADS

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

WWII

STALINGRAD ROADS 

FROM

NUTS PUBLISHING





What's in the box

Stalingrad Roads has been a game that I have been waiting for with great anticipation and enthusiasm and, I confess, some trepidation about its eventual realisation, as it continually seemed to be coming...but not yet.  So, at last, with a resounding cheer, it's a reality and I must give a big thanks to Nuts Publishing for not just sending me a copy to review, but a bonus of the neoprene map...only the second one that I've ever owned.  Stalingrad Roads is the third in a series that began with Liberty Roads and was followed by Victory Roads.  These first two were published by Hexasim, another games company I greatly admire, though with them my focus has been on their excellent Napoleonic series.   
My knowledge of the first two Roads games is purely of their physical appearance which, in both cases, was lavish with vibrant colours on the map and counters. Nuts Publishing has gone for a much more austere map and counters that in their simplicity of layout and contrast of ochre and grey have a distinctly retro feel to them.
This is a major aspect that may divide players.  I’m certainly in the camp that favours the austerity of the pale wintery palate of the map that suits the span of November to March deep in Russian territory. With the counters I have mixed feelings, not so much for colour, but size. In fact, I found the multiplicity of badges on the units in the first two games distinctly distracting and one For those with the modern gaming taste for the larger and more lavish the better, they may be too small and too simple.  Nonetheless, they are totally practical and clearly readable with the standard three number sequence: attack strength, defence strength and movement.


In all other respects, the contents should be uncontentious.  The game contains a substantial number of double-sided Play Aids, all on thin, glossy card.  An item I wish all games provided is an identical terrain, combat and weather chart, one for each player.  Thumbs up to Nuts Publishing for that.  So much easier than passing one backwards and forwards across the table and much more appealing than one player having a photocopy.  
Both players have double-sided charts that explain the many individual Support markers each side may potentially have in the course of the game.  Three more contain set-up charts for the different scenarios and a final four combine a variety of functions.  One side of each presents a variety of other play aids, from holding boxes to player specific charts, while the others provide more set up displays and one contains a mini-map for the introductory learning scenario, Wintergewitter.
Wintergewitter mini-map

...and how it appears if played on the full map
The rulebook (partially seen above) is a similarly attractive, glossy product of 22 pages of rules, 4 pages of scenarios and a 1 page index. It’s very compact and functional and, though the print size is fairly small, I’ve found it easy to read.   Illustrations are limited, but focus extensively throughout the excellent, detailed examples of the central elements of Combat, Retreat and Exploitation.
The rules themselves are an interesting blend of the familiar and the unusual.  The core of the system is a fairly basic one common to even early hex and counter games of  the igo-ugo format with the Soviets having the first half of the turn and the Axis having the second half, founded on supply check, movement, combat and reinforcements and replacements.  


However, a level of added complexity derives from both players having a Support Phase as well as specific individual Phases.  These latter Phases apply mainly to the Soviet player and for that reason I would recommend that a more experienced player take the Soviet side at least for the first few games.
Combat and Weather Charts on back of the rule book

A number of points looked daunting, but in reality weren’t. The first such was the weather table and its rules.  My one complaint here is that the explanation of the lettered code used in the table is given in the reproduction of the chart in the rule book and on the back cover of the rule book, but not on the Play Aids - an odd choice!  When I saw that Snow and Mud are the only two weather conditions, I feared I might be in for a mass of complexity.  However, as Snow predominates, it has been largely been dealt with by factoring it into movement rates and other data on the terrain chart; as a result it turned out easy to handle.  Apart from obvious ground features, especially rivers, being dealt with through the weather table, so too is cloud cover which affects air support markers.  Both sets of conditions have handy tracks and markers on the map as reminders - a welcome help.

Explanation of Weather Effects on Cloud Cover and Rivers

Perhaps surprisingly, weather does not affect supply, though supply itself is handled in a novel and interesting fashion.   Apart from a direct trace of 4 hexes to map edge supply hexes, roads and rails are the key.  This is a familiar rule; what is unusual is that you check HQs first for being in supply and then those that aren’t are removed from the map.   They will return to the map in the Reinforcement and Replacement Phase which is the last Phase of each player's turn.  Unfortunately, as the rules don't clearly specify, it must be assumed that they return by the same process as unit reinforcements arrive.  In the final step of the Supply Phase all combat units are checked for whether they are within command range of an HQ on the map.  If not, then they are marked as out of supply. 
Close up on the Combat Table

The other intriguing feature is the Combat Results table.  Though it is the standard CRT with an odds ratio and 2D6 roll, unlike the very conventional single columns for each ratio with either an Attacker result or Defender result or a split result for each, there are three columns.  The first column gives step losses, strangely in the rules labelled under the heading Application of Attrition Results, but then referred to from then on by the more familiar phrase "step loss."  The second and third column respectively provide what are called Attacker Tactical Results and Defender Tactical Results.  At first sight, several of these look familiar - AR, DR, DR1, DR2, DR3 and Eng - but the last one Eng definitely does not mean the well known Engaged Result which normally is much the same as "no effect." Here the Attacker has to roll 2D6 again and apply only the Attrition Result i.e. more step losses.

And now for something completely different
On top of these are several new results: E, F, S and R.  Unlike "E" usually meaning Eliminated, here it means Exploitation and its effect is influenced by a surprising number of additional rules for a single CRT result.  It is a Tactical result only found in the Attacker columns and allows a limited number of units to make exploitation and attack moves in the Exploitation Phase that immediately follows the Combat Phase.  The number of Attacking units allowed to take part is changed by such things as whether an armoured attack had been declared and terrain.  Added to that, the type of units chosen may mean that some can only move, while others can both move and attack.  Again an interesting and new approach replaces what is usually handled by the standard, conventional Exploitation Phase of many games.  On the other hand, the F, R and S are all Tactical Results that can only occur for the Defender and mainly add extra choices between retreats and additional or reduced step losses.
The final and crucial development in the novel twists to well known war game tropes is the Support Phase - what I might call the Good, the Bad and the Ugly (well, ok the last adjective doesn't apply) of the rules.  The fact that it is given its own separate Phase and both players get a double-sided aid to explain the use of each support marker signals its importance.  First of all, there are far more potential Support Markers in this game than I have come across before in most games.  Then the Soviet Player has four separate Available Marker holding boxes, while the rules for Support markers take up almost a full page of rules and unfortunately several other Phases separately contain details that affect the use of Support Markers.  At this point when learning to play the game, I began to feel that a little less might have been a lot better.   When mastering the information about the markers and the rules that govern them became far heavier to memorise than the whole Combat process itself, I felt a little overtaxed.  However, though they do add quite a bit to the learning process and to the complexity of game play, they also add a lot of chrome and historical feel to the game which I enjoy and appreciate.

Just a few of the many and varied Support Markers
So far, I've concentrated on what I would call the expected generic areas of rules as well as some of the intriguing individualities of the "Roads" system.  The last part of the rules that I want to consider are those designed specifically to simulate historical elements of this campaign, Operation Uranus.  Considering that this was a major and crucial Soviet offensive, it's not too surprising to find in the Sequence of Play a Soviet Offensives Phase.   The Soviet Player starts the game with one Soviet Major Offensive marker and will gain two Minor Offensive markers as reinforcements.  The conditions for launching a Major Offensive are closely bound up with the Support Markers just discussed, though the player is at liberty to choose the moment of launch whenever those conditions are met. 
Also highly important is the Stavka Phase.  This covers rules for releasing Reserve units generally during the course of the game and none of these reserves could be more important or valuable than for release at the beginning of the Major Offensive!  The Stavka Phase is also vital for withdrawing units and rebuilding them.  So far, these are all areas of the rules that help to give the Soviet Player both their characteristic feel and specific punch for this campaign.  The final element of specifically Soviet rules should be equally familiar to students of this period of the war and that is Soviet Lost Momentum.  The negative effect of these rules is closely bound to the number of times Soviet HQs move - a good incentive for ensuring that your HQs stay in supply and so don't have to execute lots of movement to return!
The final special Soviet Phase is the grand sounding Operation Mars Progress Phase.  This is designed to cover how a parallel Soviet Offensive launched by Stalin in another sector might have impacts on Operation Uranus.  It couldn't be easier to apply, as it is abstracted into a simple 2D6 each turn, from Nov IV to Dec III.   Depending on the dice roll, the marker on the Operation Mars track will either stay still or move on the track.  Possible outcomes may be a Soviet Collapse or a Soviet Breakthrough.  If neither has happened by the Dec IV turn, this Phase no longer occurs.  
All in all, these rules work together very well with a minimum of effort and plenty of flavour, as do the brief rules on German Superiority and Major Soviet Successes.  The very last section to consider is the Fortress Stalingrad Supply Phase.  This can be declared by the German Player, if both hexes of Stalingrad are German occupied and these units are out of supply.  It brings with it a substantial level of extra rules and is cancelled if the German units in at least one Stalingrad hex regain normal supply and, of course, may recur if both hexes again are out of supply.  It is obviously highly historical and again strongly adds to the game's "feel."  Whether it is worth the extra complexity and rule commitment will, I think, be dependent on the individual players and I would suggest that players discuss its implementation.  I'd expect more experienced gamers to go for it, but less experienced might like to leave it out until they felt comfortable with the overall system.
Finally, there are the Scenarios which offer a very good range in both length and complexity.  Without doubt the Wintergewitter Scenario is truly "introductory", as the rule book says, aimed at getting to know the basic, underlying "Roads" system. 
The three shorter scenarios range from 3 to 7 turns and use a reduced section of the full map.
Operation Uranus - a 3 turn blast that sees the campaign kicking off, using part of the full map.  Be careful to note the reminder that you use the set up for the full campaign, except for those units whose hex placement is in red.  The rule book advises playing this, above all, to familiarise yourself with the rules that pertain especially to this game's situation and I would go along with this suggestion.  Its brevity allows you to learn and make mistakes and try it out again.
Operation Star and Gallop - seven turns.  This has the advantage again of fewer turns and units at their last gasp.  It also follows on from the fall of Stalingrad and so helps again to experience situation rules specific to this game without having to master the added depth of the Fortress Stalingrad rules.
Backhand Blow - 5 turns.  It too has the same advantages as Operation Star & Gallop and having encountered this in several games devoted wholly to this part of the war, I greatly relished having this to play as a scenario.  In my view a great bonus.
Finally, it's the main attraction, the full campaign game scenario:

On The Brink of Disaster.

Soviet forces poised to launch their envelopment

A substantial 17 turns.  Fairly modest on map counter presence at start, with plenty of reinforcements to follow for both sides.

Initial Soviet Set Up Forces

Inevitably the full campaign for me remains the major draw in any game, but it's always pleasing when there are several shorter scenarios, as here, which all provide a solid play session.

WARFIGHTER WWII MEDITERRANEAN & NORTH AFRICA FROM DAN VERSSEN GAMES Thanks to the generosity of DVG , the Warfighter series has become ...

WARFIGHTER: MEDITERRANEAN & NORTH AFRICA WARFIGHTER: MEDITERRANEAN & NORTH AFRICA

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

WWII

WARFIGHTER WWII

MEDITERRANEAN & NORTH AFRICA

FROM

DAN VERSSEN GAMES


Thanks to the generosity of DVG, the Warfighter series has become a corner stone of my games collection.  They began with the original foundation, The Tactical Special Forces Card Game, and its many subsequent expansions including the massive Footlocker and continued with Warfighter WWII.  Once more DVG were kind enough not just to provide me with a review copy of the core game, but the Ammo Box Expansion, [an equally enormous equivalent of the initial modern series' Footlocker] along with a stack of the many expansion decks, only to be followed by the WWII Pacific game!  All of this can be charted through my series of reviews, links to which can be found at the end of the review of this current addition.

And what an addition for which I must extend huge thanks to DVG for once more giving me the opportunity to review them. Not just the two main new editions to the Warfighter WWII canon, Mediterranean & North Africa, but a further 20 expansion decks.  [For a detailed look at the core system I would refer you specifically to the links to my first review of the Warfighter system and the review of Warfighter WWII at the end of this article.] What follows is the briefest of outlines for anyone who is totally new to this system. I would sum it up as follows.  It is essentially a tactical game of solitaire or cooperative play.  Played on an abstract board.

All missions, objectives, locations, friendly and enemy units, equipment and many skills and abilities are represented by cards.  Along with these, there is a wide range of cardboard counters representing physical items ranging from ammunition, grenades and satchel charges to canteens of water and bandages and markers for such things as suppression and killed, the identifying number of each of your soldier units, the number of individual actions each possesses, wounds etc, etc. 



The image above gives you a picture of the game in full flow. Everything is handled by the decks of cards that you see down the left edge of the board and the information on the cards and, of course, plenty of D10 dice rolling.  It may look daunting, but after just a few turns you'll be immersed in a game that consistently produces nail-biting action narratives!  However, for the player unfamiliar with this game, I would strongly recommend buying the core Warfighter WWII game because of its excellent rule book.
The reason I advise this is because these two new games both contain the new massive, compendious Warfighter Universal Rulebook

The 100 page Universal Rule Book

This is an attempt to bring together everything in one all-encompassing rule book that will bind together what exists, what has just been published [Warfighter Fantasy] and what lies in the future [possibly Sci-Fi, possibly Vietnam, possibly WWI].
In his introduction, Dan Verssen attributes the inspiration for this to... you, the players of this series, and your insatiable desire for more and more Warfighter! I certainly welcome such a compendium of rules and I've tried to provide an outline at the end of my review of what has swollen the initial core book to this mammoth volume.  However, as many others have already commented, I hope that this is not what will now appear in every new game.  I personally think that this should have been offered as a stand-alone purchase for all who would like it.  I have consistently praised the previous rule books for their accessibility and clarity when learning the game and ease when checking back on a rule.  The new all-embracing rule book has the first two strengths, but it does not ease initial learning or help in checking rules when you have to locate it among so many pages. 

Typically, while playing Missions from both the Mediterranean and North Africa boxes, I have largely relied on my earlier core WWII rule book, with only occasional reference to this new Universal Rule Book for a few very specific points,

For me, the most significant novelty is contained in the Warfighter Mediterranean game and that is because it is the first to handle an Axis nation, the Italians, as the main player and the Hostiles are Allied troops, specifically the British. Perhaps because of this I have been drawn to this game and this has been reinforced by the topics in several of the Expansion Decks.  Like all the preceding Decks, they contain the expected mix of new Soldier and Hostiles cards, added Skills, Equipment, and most important of all are those Soldiers, Missions, Objectives and Locations related very specifically to an historical event or location.  For me, three Expansion decks stand out.
Expansion Deck #82: Raid on St. Nazaire 
Expansion Deck #76: Crete 1
Expansion Deck #77: Crete 2
The first of these will need the Warfighter Europe core game too, but the deck contains 7 Objective Cards, 8 Missions and 13 Locations that are specific to the famous raid on St. Nazaire along with a number of Soldier cards for specific British participants who you will be playing.  
The two Crete Expansion Decks purely relate to the Warfighter Mediterranean game and both naturally introduce a similar combination of Missions, Objectives and Locations relating to the battle for Crete.  Along with them and a major plus for me, Crete 1 includes several named New Zealand soldiers for you to play while Crete 2 brings in German airborne soldiers, parachutes, gliders and supply cannisters.
Obviously, I am biased as to my choices, partly by being a Brit, but I suspect many like me will be drawn to the two Crete decks. A long sequence starting with Avalon Hills' Air Assault on Crete and SPI's Descent on Crete have given me a life time's fascination with the campaign.  However, I restrained my impulse to turn straight to these expansion decks in order to give the Mediterranean box a proper airing.   Inevitably, the basic preparation for every session remains the same: choose your Mission and Objective and build up a suitable selection of Soldiers and their skills and equipment and then the meat of the game follows as you fight your way towards the Objective.

My leading Soldier, armed and dangerous!

Nevertheless, this game whichever core box you may be playing, never fails to deliver.  A typical example was the play of the same scenario twice.  The first play saw some of the worst possible locations turning up for the slog to the objective and a devastating array of the most powerful British hostiles.  Half way through I knew there was no possibility of victory, only more of my soldiers dying!  A quick reset with exactly the same selection of soldiers met with a wholly different experience.  Easy locations to enter and initially light resistance saw my force surge ahead... until the sudden appearance of a Sherman tank at the provincial viaduct threatened to bring this to a crushing halt.  Fortunately, obstructing terrain blocked this killing machine's sight to its target and a fortuitous turn of an air support card and high rolling dice achieved its elimination and allowed me to move on and eventually achieve my goal.



Turning to Warfighter North Africa, all the same qualities naturally are repeated.  They start with the pleasing fact that just as the Pacific board was imprinted with  a wholly appropriate background scene, so too does the North Africa board reflect its desert terrain.  Not only is the background one of sweeping sand dunes, but the fore-grounded figures are British soldiers in a sandbagged emplacement.  


The colouring too ranges from sand to light tan and on to darker brown and the crowning touch is the familiar Desert Rats image identifying where your Mission card is placed!


The vast range of photos on the cards as always add to the historical setting of each core box.  This continues to be reflected across the whole range of different card types.  For example, Location Cards, such as Wadi, Salt Pan, Camel Bushes and Coastal Road.  How many of us have fought up and down, attacking and retreating along that very coastal road in many another North Africa game?  Event Cards like Oasis, Mirage and Heat Haze; the Cauldron Mission Card; the Benghazi Handicap Objective Card - all emphasise where we are for this game.  However, it is perhaps to be expected that the Expansion Decks are what dive deepest into the desert war.
Here are just a few of those location setting scenes taking you closer and closer to the action.






Just as I thrilled to the many Mediterranean Expansions that brought more history to the game, so too with Warfighter North Africa.  I expected to have a major toss-up between which of two groupings won my praise.  On the one hand there is the group consisting of Desert Rats and Vehicles Desert Rats matched by Afrika Korps and Vehicles Africa [why the change of spelling?] Korps and on the other hand is the grouping of the Battle of Bir Hakeim, the Battle of Bardia and the Battle of Damascus.  [What - no Battle of Tobruk?]  Not forgetting two other significant Expansions: Gurkhas and Long Range Desert Group.  Glad to see both of those getting a look in.
To be honest, in the first grouping I was disappointed with the Desert Rats Expansion, as 43 out of the 55 cards were Frontline/Elite British Hostiles!  I really hadn't expected to spend my time fighting against the Desert Rats rather than with them..  Even the Afrika Korps deck consisted of just over half the cards being German Hostiles, though this was compensated for by having 18 German Soldier and 2 German vehicle cards.  The two co-related Vehicle decks were almost identical in that, out of 55 cards in each, 45 were composed of two types of cards, anti-vehicle and vehicle.  I was intrigued by these, as though these type of cards and the concepts/rules related to them had featured in four earlier Expansion Decks, they were not an area that I'd previously explored.  These latest Decks certainly will be getting plenty of attention from me this time round.
The essence of their use is that you can buy Vehicle cards for a Mission just as you would Soldier cards.  They introduce a series of new concepts and the anti-vehicle cards form a new Hostile deck that a card must be drawn from for each vehicle you have in your group when you come to the Hostile Reinforcement Step. 
Much as I'm going to enjoy that strong element, my personal taste for adding more historical details to my Missions means that the three Expansions covering named Battles ultimately won my favour.  Bir Hakeim and Damascus both introduce French Soldiers and specific French weaponry and all three battles include a mix of historical features in Mission, Objective and Location cards, as well as generic elements relating to desert warfare.  Even more interesting is that Damascus includes as many French Hostiles as it does French Soldiers and finally Bardia to my delight brings in the Aussies.  I can envisage quite a bit of my time being spent digging into all three of these Expansions, as well as considerable research reading.  Heading the list will be Damascus which is a battle I'm totally ignorant about. 
Just as I was pleased to see nationalities such as the French, Australians and New Zealanders making an appearance, it was equally pleasing to find a whole Expansion focused on the Gurkhas. It cam as no surprise that most of the cards are fairly equally divided between the Gurkhas as Soldier cards and as Hostile cards.  With their reputation of service in the British army, I'm expecting to find them a daunting force whether I'm playing with them as my mission group or I'm the Axis group fighting against them.
So there you have, it a positive feast of material for a system that continues to grow and grow and grow.  Heading for the future my personal vote would be for Vietnam.  Meanwhile I have so much now that I suspect it might take considerably longer than WWII lasted to play the vast combination that I can marshal. 


LINK 1 for Warfighter review
LINK 2 for Warfighter WWII review
LINK 3 for Warfighter WWII Pacific review

Appendix 1: new elements and expansion of existing elements introduced in "Warfighter Universal Rule Book"
A 2 page introduction.
Skill Cards expanded to a full page.
Engage in Hand-to-Hand Combat becomes Striking Counter
Deploy the Decks omitted.
Select Your Mission has been substantially expanded from half a page to ten pages.  The core books only refer to Standard Missions covered by a specific game.  This refers to types of Mission cards found throughout various expansion packs.
Introduction of Team Soldiers.
Melee cards appear to have been renamed HtH [Hand-to-Hand] cards.  In sequence of Play HtH becomes Engage In Striking Combat.
Section on Armor Cards and Shield Cards included relating to new  Warfighter Fantasy release.
The inclusion of details on doors/beneficials/obstacles/traps expands section on Placing Location Cards
In Soldier Attacks there has been a small addition of Shadow elements.
Hostile Cards section includes the introduction of Double Reticles and mainly 2 extra pages relating to Warfighter Fantasy.
Hostile Turn slight amplification.
11 pages devoted to Shadow war
6 pages devoted to Private Military Contracts
5 pages devoted to Warfighter Fantasy.

Appendix 2: Expansion Decks specific to the Mediterranean Core Game
Exp #71 Royal Italian Army
Exp #75 Operation Tombola
Exp #76 Crete 1
Exp #77 Crete 2
Exp #78 Battle of Rimini
Exp #79 Gothic Line: Fortification
Exp #80 Italian Partisans
Exp #81Italian Airborne "Folgore"
Exp #82 Raid on St. Nazaire [needs Warfighter Europe Core Game]
Exp #83Savola Cavaleria
Exp #86 Vehicles Italian

Appendix 3: Expansion Decks specific to the North Africa Core Game
Exp #69 Long Range Desert Group
Exp #70 Afrika Korps
Exp #72 Battle of Bardia
Exp #73 Battle of Bir Hakeim
Exp #74 Battle of Damascus
Exp #84 Vehicles Africa Korps
Exp #85 Vehicles Desert Rats
Exp #87 Gurkhas
Exp #88 Desert Rats



 

  TRACES OF WAR FROM VUCA SIMULATIONS Traces of War takes us back to the Eastern Front and its physical contents initially made me expect a...

TRACES OF WAR TRACES OF WAR

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WWII

 TRACES OF WAR

FROM

VUCA SIMULATIONS

Traces of War takes us back to the Eastern Front and its physical contents initially made me expect a welcome return to the system used in Crossing the Line and Across the Bug River.  The sheer quality of all its components certainly puts it in the same league.  However, a quick look at the designer's name, Tetsuya Nakamura, and the fact that this is a re-tread of the Japanese magazine issue, Manstein's Last Battle, made me realise that this was a very different and simpler system.  I had encountered his system in the MMP production of A Victory Lost and like many others had both enjoyed its simplicity and playability, but not the disappointing production values.  So it's with many thanks to Vuca Simulations for providing this review copy and opportunity to explore its qualities.

Vuca Simulations have established an excellent reputation for quality and the only feature in Traces of War that has raised some criticism is the two-part map.  There are those who, relishing the company's previous beautifully mounted maps, lamented that these are paper maps.  Others have complained of the slight imperfection in matching up the two maps, though some have qualified that their concern stems from their experience of Vuca Simulations' record for perfection!  What I do like about the maps is the almost linen-like feel to them.
 

Personally, I've not found the matching up of the two maps anything other than a minor imperfection, especially once the Soviets start advancing into that area of the map, though I would highly recommend plexi-glass sheets that are always useful, especially where you have two-map games.  
Other than that, all other components live up perfectly to the company's customary excellence.   The three sheets of familiar rounded-corner counters are some of the best you'll find.  


Smilarly, the four charts [two identical ones for each player - another highly commendable practice] are the very thick, rigid A4-sized cardstock that also has become an expected feature.  These double-sided cards will rapidly become all you need to play the game.  Player Aid A contains a detailed sequence of play and all the necessary charts, while Player Aid B outlines all the rules and critical information.


Frankly after a turn or two, all you will really need is the single side of charts, because the rules are very easy to remember.  This is partly because they are relatively short, a mere 13 pages, but mainly because of their absolute clarity and the rule book's admirable presentation.  The pages are glossy without being too shiny, with the text set out in double-columns with plentiful illustration and examples that couldn't be easier to read because of their size.

A typical page of the rulebook
Having looked carefully at the English rules translation for the original Japanese magazine edition, I can safely say that these in Traces of War have an organisation, flow and readability very much lacking in the original. 
Sequence of Play
Luftwaffe Reorganisation Phase
This is a simple random chit-pull of German aircraft tokens that give offensive or defensive column shifts in combat.  The increasing number drawn - and there are only a maximum of four - depends on how many crossing-points the Soviet has captured.  Therefore it will be several turns before any are available.
Command Chit Selection
Both players choose which activation chits they will include this turn.  Mainly these are HQs that can activate all units within a given radius, but there is a single supply chit that is always included and the German player potentially has 2 OKH chits from turn 2 onwards and the Soviets receive a single-use airborne chit and airborne unit and may have a Stavka chit available from turn 5 onwards.  I like chit-pull activation mechanics generally and the system in Traces of War is an admirable one that is crucial to creating both the differing abilities of both sides and a substantial amount of the tension this game generates.
Action Phase
As a chit is drawn, the player has the choice for all units within the drawn HQ's command radius of either a move-combat sequence or a combat-move sequence.  I like the flexibility of choice and the variation to pace this offers the players, though as the German I would have loved the option of a move-move choice!
Both Movement & Combat are swift and easy to carry out. It's a rare pleasure to be able to remember all the terrain modifiers and movement costs in my head and the Combat Table too is very user friendly.  Most results are either R or RR - i.e. one hex or two hex retreats.  If this sounds like a very bloodless chart, don't be fooled, because a lot of that retreating will be through an enemy ZOC, each of which causes a step loss.  Imagine what might be going to happen soon to those German units in the pocket forming around Kharkov.


In terms of Phases, that's it.  Unlike most games, Supply and Reinforcements are handled not as Phases each turn, but as part of the chit pull system.  In this eight turn game, the Soviet player has six batches of reinforcements.  When he/she chooses to include the Reinforcement chit in a turn, one of those batches in numerical order will be placed on the map.  I love this further element of choice, along with the uncertainty of when in the turn they will arrive.  The ability to position them just where you most want them may perhaps be rather too powerful.  However, it is balanced by the chance that they won't arrive until they are too late to be valuable this turn.
For the German player, the reinforcement element is even more unusual and more restricted.  Just as for the Soviet player, it does depend on the inclusion of a chit in the Activation Pool.  In this case, it is the inclusion of an OKH chit and the German player has two of these chits available to include from the beginning of turn 2.   This is not the powerful tool it sounds, because the OKH chit can fulfil three different functions [1] activate an HQ [2] activate a set number of units anywhere on the board [3] provide a number of Negotiation Points to be used either to buy reinforcements or remove a Supreme Command Order.  All of those choices are going to be vying for the German player's attention every turn.  It's one of the frustrations and delights of playing the German side and for me gives a very convincing feel of what a desperate situation being the supreme commander must have been like with his nightmare of conflicting demands.  
If you're wondering what a Supreme Command Order is, it is this game's way of incorporating a version of what, in other games, are called Hitler Directives.  The six major cities on the map each holds one of these markers representing Hitler's demand that they should be held at all cost.  Should the Soviet player succeed in controlling any one of these cities while the marker is still in place, he/she wins.
As some of these will eventually be captured, the German player must at some point use Negotiation Points to remove those markers from cities where the Soviet player looks likely to seize control.   It is another simple, but hugely successful rule to ratchet up the pressure on the German player and provide a neat series of quandaries.  The German player is constantly forced to think what's the key priority now.
Supply too is governed by a Supply Chit that goes in the draw bag/cup every turn and when it is pulled out both sides check supply.  Again, I like this, though the method of checking supply definitely shows its age.  All that's needed is a line of any length free of enemy ZOCs and a few other restrictions, such as not passing through an enemy city or an unbridged major river.  

[Couldn't resist showing my favourite chit-draw bag "borrowed" from the V-Commandos game]
An additional feature that characterises the carefully thought out double-edged nature of some of my favourite rules in the game is the rule about Crossing Points of which there are six on the map.  All are located on the Dniepr that bisects the centre of the map and along which the Germans will strive to form some sort of coherent defensive line.  Their capture by the Soviets greatly aids their advance, but the corollary is that all the German bonuses [such as Luftwaffe markers, Supreme Command Negotiation Points and the value of the OKH chits] increase depending on how many the Soviets control.  This is both a clever balancing help for the Germans and a dilemma for both sides.
Before I conclude, a word about the very high solitaire value [9] given on the back of the box.

The only solitaire element in the game is the Play Aid below, which reproduces the two player charts that are printed on the opposing map edges.  This is provided so that, when you play the game solitaire by playing both sides, everything is facing you and easy to use.  As those of you know who've read other of my reviews this is my preferred way of soloing a two-player game and so I'm very happy to have such a simple resource.  But for those who want/need solo rules/bots, this is not what this game provides.


My final question is that of play balance which is already being argued about on BoardGameGeek [Ok, what game's play balance doesn't get vehemently argued about on BGG?]  The Soviets are definitely going to be doing a large percentage of the attacking and the Germans the defending.  There are two scenarios in the game: a short play of the first 4 turns and I do think that for the Soviet to accrue the necessary VPs to win is a well-nigh impossible task. However, the full game of 8 turns is the important consideration.  It is a struggle for the German player first to survive losing to an automatic Soviet victory and secondly to prevent the Soviet player gaining enough VPs to win at the end of the full 8 turns.  However, the more I play this game the more that German victory seems achievable and the more rewarding the feeling when you do!

Not one of my best efforts, as Dnipropetrovsk falls early
 to give an automatic Soviet victory

To sum up this is above all a highly playable game with short, very accessible rules.  Its components are a pleasure just to see set out and play is a tense experience, fuelled by plenty of interesting decision making for both sides.  It's a game that I strongly recommend and one that will be staying in my collection.
hpssims.com