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Infantry Attacks: A Preview
By Mike Bennighof, Ph.D.
August 2007
Many years ago now, in the early 1980s, my
good friend Richard Craft gave me a copy of
a game called Soldiers. It seemed like
a very old game from the dawn of wargame publishing,
which meant it might have been all of seven
or eight years old by then. Time has a way
of compressing as it goes by.
I played it quite a bit, and found it fascinating.
The designer, Dave Isby, had created a World
War One variation of Panzerblitz, the
grandfather of tactical games like Panzer
Grenadier. It shared all the flaws of
Panzerblitz, with odds-based combat rewarding
you for jamming your troops into huddled masses,
but began to show evolution away from the original.
Leadership played no role, but unlike Panzerblitz,
at least some rudimentary troop quality rules
had begun to creep in. And it had just one map,
which served as the battleground for scenarios
ranging from China to Africa to Belgium to Poland.
But best of all, it had Austro-Hungarian units.
I put Soldiers away soon, and never
took it out again until just now, yet the
ideas stuck with me. I wanted to create a
game that actually captured World War I tactical
combat. A year or two later Jack Greene asked
me to design the game that became Panzer
Grenadier. While the design specifications
clearly called for a game of World War II
tactical combat to replace Panzerblitz
in the Avalon Hill stable, from the start
I had a Great War version in mind. That's
the origin of the cavalry rules in our current
game, which started out much more complex,
with separate "mounted" and "dismounted"
pieces and rules for changing from one state
to the other.
The God of War
Selling the First World War in wargame form
can be difficult, but we've done well with
Great War at Sea and with They Shall
Not Pass. Yet we hesitated to bring out
a Great War version of Panzer Grenadier
for years, despite a very good showing
in a "future game topics" poll we
did. The fans clamored for more World War
II games, and we delivered. But I never gave
up on the idea, and when we launched our Classic
Wargames program it seemed a natural fit.
Infantry
Attacks is very similar to Panzer
Grenadier; we felt this to be an important
aspect of the game system both for marketing
reasons and for ease of play. Experienced
Panzer Grenadier players should be
able to transition to this game very quickly.
They'll need to read the rulebook carefully,
but we note the differences and will probably
issue a primer of some sort here as part of
Daily Content — sort of a Five-Minute
Guide.
Units are infantry companies, cavalry squadrons
and machine-gun platoons. In Panzer Grenadier,
infantry platoons get most of their firepower
from their light machine guns, mortars and
other support weapons. In Infantry Attacks,
rifle companies are just that —
100 to 200 men with rifles. While they can
fire at standoff ranges, to make much progress
in an attack they need to close in and tackle
the defenders in assault combat.
Assault combat does not necessarily mean
troops are engaging in hand-to-hand combat
with shovels and knives, though it can. Mostly
it reflects combat at close range, where grenades
(rare in 1914) are tossed and rifle fire becomes
much more deadly. Getting to that close range
usually means getting past enemy machine guns,
which are very powerful though extremely slow
— excellent on defense, but not much
help in the attack.
Artillery is the god of war, and has its own
phase. Players plan barrages at the start of
each turn, and can execute drumfire against
enemy units, or interdiction fire against hexes
to slow units trying to move through them. The
Russians have the best artillery, though it's
often hampered by ammunition shortages. The
Germans have excellent medium and heavy howitzers,
but their 77mm light cannon is useful only in
direct-fire support. Austrian artillery of 1914
is almost all equipped with "steel-bronze"
barrels and is distinctly second-rate, though
it receives excellent pieces by 1918.
The system's designed to handle tanks, and
these will appear in future games, assuming
the first two meet their sales targets. Each
piece represents two vehicles at full strength,
just one at reduced strength. They're pretty
much unstoppable by infantry, with anti-tank
guns still rare in this era, but are often
mechanically unreliable and are not much faster
than infantry.
Infantry and Grenadier
Map scale is also the same as Panzer Grenadier,
200 meters per hex, and they are compatible
— you can lay Infantry Attacks maps
alongside those from a Panzer Grenadier
game to create your own scenarios.
All these references to Panzer Grenadier
don't mean you have to play that series
to enjoy this one. Infantry Attacks stands
alone as its own series, with a complete set
of rules and charts.
The first volume, Empires End, covers
the fighting at the outbreak of the war on
the Eastern Front. There are three antagonists,
Germany, Austria-Hungary and Russia, clashing
in 50 scenarios. Most of the battles are infantry
fights, and take place during the opening
months of the war when maneuver was still
considered the key to victory. Attacks must
be planned carefully, to make use of artillery
preparation, and players will soon see that
the generals of 1914 were not as stupid as
popular historians make them out to be: It's
very difficult to stand against a well-planned,
well-supported attack. It's even more difficult
to execute one.
Cavalry is still an important arm, and all
three armies have large numbers of horsemen.
Quite a few scenarios pit cavalry against
cavalry, and the charge is more important
than in World War II. Some units aren't even
allowed to fight dismounted.
All of the armies have units of varying abilities;
Austrian Kaiserjäger mountain troops
are probably the best troops in the game.
But some of the same army's Landsturm brigades
are of astoundingly poor quality, having been
thrown together from "excess personnel"
at the start of hostilities and rushed into
battle. Austrian cavalry is very good, and
the Landwehr (the professional army of the
Austrian half of the monarchy) and Honved
(the Hungarian equivalent) troops are not
bad. The Russian Imperial Guard is present,
and most Russian units are still very solid
in 1914. The German line regiments are of
excellent quality as are their officers; German
Landwehr (third-line troops, in contrast to
the Austrian Landwehr) units are quite poor.
Working on this game has been professionally
quite satisfying. The underlying Panzer
Grenadier system did not need excessive
modification, and the chance to add Austrian
units to a popular game series is never a
bad thing. Plus I get to watch gamers try
to pronounce "Pryzemsyl."
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