World War II
Battles
The Second World War remains an era of fascination
to both historians and gamers, and over the
years, our game line has reflected this emphasis
as well.
Currently, we have three different game systems in print covering
World War II land battles. Each gives a different
perspective on the conflict, either through
scale or system approach. These are our “real
wargames,” hex-and-counter simulations
of the type known and loved by old wargamers
for the past half-century.
The upcoming Army of Lappland
and Winter Fury use an unusual "impulse" system
to model battles where the two sides had very
different capabilities. Each player has a
set of chits allowing him or her to move and/or
attack with all, some or none of his or her
units. A number of these (varying by weather
and other factors) are placed in a common
container and then drawn. Players never know
who will move next or in what fashion.
Island
of Death and the upcoming Red Desert
share a much more involved game engine. Each
day is divided into four game turns. At the
beginning of each day, players receive reinforcements
and artillery ammunition. Players then alternate
turns conducting movement, bombardments and
attacks. Units that achieved breakthroughs
during combat have the chance to attack again
if their formation leader successfully activates
them.
Units are grouped in formations — divisions
and sometimes brigades. Players make most
of their decisions based on what they want
these formations to do, and then move the
battalions that make up the formation to execute
it. Formation identification is important
for assigning artillery support, executing
breakthroughs, and many other game functions.
Each unit’s formation affiliation is
indicated by the historically-accurate symbol
in the upper left corner of the playing piece.
Ground units are rated for attack and defense
strength and morale. Combat is resolved via
a tried-and-true odds-based table; a differential
in morale is a serious advantage (for example,
if a unit with an attack strength of 2 and
morale of 6 attacked a unit with a defense
strength of 2 and morale of 4, the odds of
the attack would be raised from 1:1 to 3:1
for the +2 morale differential).
Tank units are rated for all of the above,
plus armor quality. Armored vehicles battle
one another in a separate armored combat step,
and also have to face anti-tank guns. Artillery
units are rated for offensive and defensive
support. Each artillery unit has a corresponding
support marker that’s placed on its
target hex. These can be used twice before
the unit’s ammunition supply must be
replenished.
Fortress Malta is a book supplement for
Island of Death, loaded with variants,
new campaign options, and new game pieces.
Alsace
1945 is at a different scale.
Most units are regiments or brigades, and
each side draws “chits” corresponding
to headquarters on the map. Units assigned
to or within range of the headquarters (this
varies from game to game) can then move and
fight. The number of chits a player may draw
is usually dependent on his or her supply
situation; an army with a superior logistical
“tail” is able to do more than
a seemingly more powerful foe backed by a
weaker infrastructure.
Gazala 1942
is very similar, but adds a tank combat
segment to its combat rules. Armor quality
is important in the desert war, as are the
awesome German 88mm and Italian 90mm anti-aircraft
guns turned against tanks.
|