WW2 DELUXE: EUROPEAN THEATER
Apart from the large sized hexes to match equally large counters and the clear, but clear graphics, it stands out as the first eight-panel board that folds perfectly flat immediately on the very first play! The subject is as obvious as the title announces and its treatment is at the opposite end of the monster spectrum of my recent review of Thunder In The East. Here we've got the whole European war, West to East and beyond as far as Saudi Arabia and from the Nordic countries to the whole North African coastline. As you can see the map is surrounded by a series of Sea Boxes that take you from America to the Persian Gulf
Just in case you don't want to play on this great mounted map, an identical gloss printed paper map is also included in the package. Along with that is a large gloss card display for game set-up, plus three A4 sized gloss, double-sided scenario cards that allow you to begin the game from six increasingly later start dates. Of these, three start dates will probably attract most attention Barbarossa, Overlord and Wacht Am Rhein.
Both the rule book and the double-sided player aid provide a thorough, detailed sequence of play, which appears to be exactly what you'd expect, but does contain some rewarding novelties.
Its essence is as follows:
Strategic Warfare
Production
Axis Player Turn
Allied Player Turn
Armoured Action
Supply
End of Turn Adjustment
I'll outline the basics of each Phase with some comments on original or unusual features.
Strategic Warfare Phase
This begins with alternating player use of their air units to bomb cities, with any loss destroying a city's one production point ability. Interception is allowed and results in air to air combat prior to the bombing attempt. A notable rule is that units used now can still operate in later Movement and Combat Phases, whereas units used in those later Phases will be marked Ops Complete and unable to take part in next turn's Strategic Warfare Phase.
Production Phase
This is a fairly standard process, with Production points being provided by each friendly city and applied to the relevant nation to upgrade [i.e. flip a reduced unit on the map back to full strength] or create a unit at reduced or full strength from a player's Force Pool.
A few simple rules give an appropriate flavour to this process, such as Britain receiving 2 pts from overseas Dominions or US production being used purely for Lend Lease until they enter the war. Minor powers' production is extremely limited, producing only a single point every Winter turn, and here it's important to point out that each year is made up of 4 turns with Winter being the first turn in each new year! Beware, this creates some confusing nomenclature, as a result e.g. the Wacht Am Rhein scenario begins technically in what is marked on the Turn track as "Winter 1945."
The meat of the game then takes place over the next three Phases:
ZOCs too are slightly more unusual. For land units they're perfectly normal, extending into all adjacent hexes, halting enemy unit movement, free to enter in the phase when all units can move, but costing +1 in the Armoured phase. But air and naval units project different ZOCs with different effects. Naval ones extend three hexes, cause a special type of attack [a transit attack] whenever an enemy naval unit enters any of them and Naval ZOCs also interrupt the supply lines for all units in all hexes they extend into.
On the other hand, occasions do occur when applying two different rules, do throw up some anomalous instances. For those who demand absolute certainty this may cause problems or for those who are simply rules-lawyers this may be a happy hunting ground! As the latter type of gamer is generally one to avoid, enough said.
In the main then WW2 Deluxe lives up to many of its promises and expectations. It does provide a fast playing game with its core of solid rules clear. Though there are some uncertainties they tend to occur in more peripheral areas of minor importance. As such this may not make it the best choice of game for a beginner, but for the experienced gamer it certainly provides a lighter experience of a massive topic that still manages to pack in many of the important historical factors of WW2 in the |European theatre.
The one thing I have wished for is a section of designer's notes, so often an element in many games. Obviously not a requirement, but I'd have loved Jon Compton to share a few thoughts on the design. especially as among his many previous hats is that of editor of the magazine Fire & Movement, many of whose issues I still possess.
Many thanks to Canvas Temple Publishing for providing a review copy and I look forward with great enthusiasm to the appearance of their next two WWII projects. Both of them are topics that I think many of you will share my excitement for: Admirals War which will cover the whole European and Pacific conflict at sea and Wacht Am Rhein, a perennial favourite.
RRP $79.95
Follow Us