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Finally, I
have spent a good chunk of my summer wargaming time (less than usual
unfortunately) playing BACK TO IRAQ 2 and THE FIRE NEXT TIME by
XTR. These are excellent games! BACK TO IRAQ 2 is a hypothetical
game on a resurgent conflict in the gulf, and it allows the Iraqi
player the option of trying to hold Basra to convince the Iranians
to join the fight, or to spread out and force the Coalition to pursue
them widely over the map, either choice results in an interesting
middle game, especially if the Iranians join, then you get the mother
of all battles in the middle east, and even the elite 24th mechanized
division starts to feel a little overwhelmed with targets.
The FIRE
NEXT TIME is a hypothetical game on a possible Pakistani-Indian
war which may result in nuclear exchange, with the slight problem
that missiles in this part of the world aren't very accurate. The
game is small and takes at most 15 turns, a good single evening
chess match. Many games will play out to a WWI like stalemate around
key cities, with one side or the other possibly earning a minor
victory through superior attrition rates. Other games will explode
into wild mobile battles in the desert that may end after any turn.
All of this with just a few simple rules and units. The game comes
with two scenarios, and if either side starts to lose too badly,
you can sometimes salvage a win with some hot "nuke" dice.
The big
summer release was, of course, GMT's PATHS OF GLORY, designed by
the esteemed Ted Raicer. It features area movement and the action
is card driven, essentially WE THE PEOPLE meets the Great War, although
the combat system is more wargame-standard and not based on card
play. The graphics are outstanding, although some have complained
of a thin mapsheet. Play is also precarious for beginners, the game
is easy to lose in the early turns if you are not careful. The release
of this game signals GMT's dive into the AH marketplace, word is
they are planning a series of "AH-type" games, which is surely a
good thing.
Another
big summer release for me was THE DAMNED DIE HARD by GR/D. This
is part of their "Glory" series, essentially Europa goes pacific
theatre, this particular game features a combined land/air/naval
system for the 1941 campaign, with a special inset map for Bataan.
This game has a bit more personal meaning to me than most, as my
father took part in every major U.S. naval action in the Philippines,
and there are very few games on this topic.
Well, that's
it for my first installment of Boulder Games' wargamers player's
notes. All in all, this has been an excellent summer of games!
Peter
McCord has been playing wargames for 20 years. Some of his favorite
games are STORM OVER ARNHEM, BARBAROSSA: ARMY GROUP SOUTH, TUNISIA,
A RAGING STORM and PROUD MONSTER.
TORRES
REVIEW
by Frank Branham
(The following
is based on a single play of a pre-production version of the game.)
My collection
is chock full of attempts to make a decent game where players move
in 3D space. Very few of them are interesting. The exceptions being
AXIOM (Seventh Seal), and STAGE 5 (Milton Bradley).
One of
the failures is a highly abstract game called TERRA TURRIUM, designed
by Wolfgang Kramer. The game involves placing blocks, and moving
pawns in order to have your pawns located on each of 6 vertical
levels. The game is very dry, and seems to devolve quickly into
uninteresting back and forth battles.
It looks
like Wolfgang Kramer and Richard Ulrich (the team that created TIKAL,
and coughed up DIE HANDLER.) return to the 3D game with an F.X.
Schmid release called TORRES. The bits are nice. Lots of plastic
castle pieces, pawns, and action cards. The artwork is very to my
taste, with Picasso-like angular towers, and text that looks cut
and pasted letter by letter from a magazine.
This time,
the object of the game is to gain points by getting your knights
to the top of large castles. During each of the scoring rounds,
you get points consisting of your knight’s vertical height times
the ground area covered by the particular castle. Instead of a single
"King of the Hill" game that many of these 3D games revolve around,
TORRES has its area broken up into 8 castles. The rules require
that they never touch, but instead grow in such a way as to crowd
each other out.
The basic
turn is very clever, and reminds one of TIKAL. You receive so many
action points which you can use to bring new knights on the board,
move knights, place blocks, and draw Action Cards. The Action Cards
in particular are interesting, as they allow you to perform very
unusual moves.
Another
oddity is movement. As in most of the 3D games, knights may move
up or down a level when they move one step. But TORRES knights may
also enter the doors in the sides of the castles to emerge at another
point entirely on the castle. This gives the game a fluidity of
movement that is often missing from other 3D games.
The downside
of all of these possibilities is that it takes awhile for our brains
to ponder the possibilities. Thus, each player turn can take several
minutes, which give the game a 90-120 minute playing time. And the
pace can be molasses slow, slower even than TIKAL, because
the action cards can change the boards dramatically on a player
turn. Downside #2 is that the board starts to lock down on the last
few turns, so there is very little you can do without an Action
Card.
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All of which
are complaints that could be filed against TIKAL. Personally, I
think TORRES is a wonderful game, requiring a lot of thought and
planning. And I’ve been frothing at the bit for the English version.
(While the game has been available since early June in Germany,
there is a lot of text on the Action Cards themselves. )
Frank Branham
is an avid collector and player of German, dexterity, and family
games.
[The following
is a reprint of Bill Krasner’s contribution to ‘96 Boulder Games
Catalog & Game Notes — that he will probably try to charge me for
again.]
BAD
WARGAME MEMORIES (PART DEUX)
by Bill Krasner
Part 1
was printed in the previous issue of GAME NOTES. If you read it,
you have too much spare time on your hands.
Story #5
DIPLOMACY (Avalon Hill)
— I really love this game. I have been playing DIPLOMACY since the
late 60’s. I prefer face to face games, but I have been known to
indulge in PBM DIPLOMACY from time to time. I even refereed a PBM
game once in about 1980. (And if any of you guys are reading this,
the Spring 1906 moves are in the mail. Really. No, this time I mean
it, I swear.) Anyway, this is the story: I had just moved in with
this woman in the summer of 1981. Looking back on it, it was a monumentally
stupid idea. At the time, it only seemed to just be ill-advised.
I had been playing a postal DIPLOMACY game for about three months
prior to this, and had planned to continue. I hadn’t reckoned on
the mental instability of my new companion. It seems she was opening
my mail and came upon a letter that read: "Army in Silesia
to Munich, supported by Army in Bohemia. Counting on you to keep
the British from interfering." It was signed, unfortunately,
"Your Russian friend."
It seemed that my girlfriend
had read this and was convinced that I was up to no good. I hadn’t
moved my games in, and as you all know, there is really no good
way to tell a loved one that you are a wargamer. So she had no way
of knowing what that cryptic message was about. I found out, after
we had split up (some 5 weeks later—a record of short term live-in
relationships, even by my standards) that she had called the FBI
(They weren’t interested.), my superiors at the Police Department
(They figured that since I couldn’t even direct traffic properly,
I was no danger to the free world) and even my mother who, of course,
confirmed that I was indeed a card-carrying communist and well-known
subversive. Thanks, Ma.
I SWEAR that the above
story is true (except for the part about my mother, which, of course,
I made up. She never called me a subversive. To may face. As far
as I know.)
Story #6
BAR-LEV
(Conflict Games) — Probably the best three player game ever invented.
For those of you who don’t know the premise of this game, here is
an overview: 1973: The Yom Kippur War, Syria and Egypt attack Israel.
The game is pretty well balanced, with a slight edge given to the
Arabs. Israel must protect both the Suez and Golan front by judicious
use of it’s reinforcements, superior air power, and not a minimum
amount of luck. I have never won as the Israeli player, but once,
just once, I almost did. Here is that story: I was the Israeli,
"Mr. Lucky" (see "Bad Wargame Memories, Part 1")
was the Egyptian, and a fellow whom we shall call "The Doofus"
(for reasons which will become apparent) was the Syrian. It was
about five turns into the game, and I was doing amazingly well (for
an Israeli player). I had slowed the Egyptian advance in the Sinai
and had forced the Syrian offensive to halt in the Golan. I had
just gained air superiority and it looked like I would be able to
go on the offensive and regain some badly needed terrain (as well
as some self-respect). I was really crowing about what I had accomplished
so far, and was rubbing their collective noses in what was going
to be, not only my first Israeli victory in that game, but one of
the really rare times I was going to be able to best "Mr. Lucky".
It was
at this point that it happened. It will forever be replayed in my
memory like some slow motion scene from a Sam Peckinpaw movie. "The
Doofus" leans over the map as if to get a closer look at the
tactical situation. As he does this, the baseball cap which has
been perched precariously on his empty skull for the last five and
one-half hours separates from the top of his head and begins its
fatal plunge toward the Golan Heights. Before anyone can react,
a moth-eaten New York Yankees ball cap is lying upside-down in the
middle of the map, with cardboard counters flying all over the place
(two Syrian T-55s eventually landing in the bean dip...serves them
right!) After the initial shock wore off, these two yokels are laughing
hysterically. I am frantically running around gathering up counters
and trying to convince those two hyenas that the game can be saved.
I plead and cajole, but to no avail. I insist that we can remember
where the pieces were, but they are already headed for the door.
"I would have won!" I yell at them, as they are leaving.
"Too bad we’ll never know," said Hyena #1 as they left.
The controversy
still remains. I say the hat fell at a pretty convenient time. Too
convenient, if you know what I mean. To this day, I don’t allow
any of my opponents to wear hats.
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