general - View From The Trenches
general - View From The Trenches
general - View From The Trenches
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Have you grown tired of the complexities of<br />
THIRD REICH with its endless questions? Have<br />
trouble devoting a day to its play, or lining up five<br />
fairly competent folk to play it? Maybe the colorless<br />
map and oodles of counters put you off. Now<br />
comes liberation from this demon that demands so<br />
much ofour bodies and souls. HITlER'S WAR spells<br />
relief.<br />
<strong>The</strong> latest edition of HITLER'S WAR is a revision<br />
of a game of the same name first published by<br />
the now-defunct Metagaming in 1981. This new version<br />
contains superior components, a mounted map,<br />
and a much cleaned-up design. <strong>The</strong> sequence ofplay<br />
has been changed (with strategic warfare now following,<br />
rather than proceeding movement and combat).<br />
Rules for strategic submarine warfare have<br />
been drastically altered (about which more in due<br />
course). Naval warfare has been refined. and greatly<br />
expanded. <strong>The</strong> player aid charts are significantly<br />
improved, as are the research and development<br />
rules. <strong>The</strong> physical improvements alone make <strong>The</strong><br />
Avalon Hill Game Company's edition worth the<br />
price.<br />
<strong>The</strong> Game<br />
HITLER'S WAR is a grand strategic simulation<br />
of the Second World War, European <strong>The</strong>ater of<br />
Operations. <strong>The</strong> board is small, 16" x 22 ", and the<br />
actual playing area only about 13"x 16". <strong>The</strong> very<br />
colorful map covers Europe and the Middle East<br />
from the Atlantic Ocean to the Ural Mountains, from<br />
northern Scandanavia to North Africa. Each hex<br />
represents an area about 80 miles across. Do not<br />
be put off by the scale; it is only four hexes from<br />
Normandy to Berlin, and seven from Moscow to<br />
Berlin, but the system makes each of these hexes<br />
critical and the battles raging over them exciting.<br />
Also on the mapboard are the Production Points,<br />
A WESTERNER'S VIEW<br />
German Strategy for HITLER'S WAR<br />
By Michael Palmer<br />
the total of which held by each player gives him<br />
his base of construction (in much the same manner<br />
as the BRPs of THIRD REICH, but with more<br />
realism). And all important sea routes to the rest<br />
ofthe world (the important parts of which depicted<br />
by colored boxes) are shown. On the map, a nice<br />
touch from some recent games, are all the tables<br />
you'll need in the play.<br />
Land counters represent Army and Army Group<br />
headquarters to which the players-Axis, Allied,<br />
and Soviet-can assign infantry, mechanized, tactical<br />
air, paratroop, and amphibious points. Under<br />
the optional rules, these headquarters may be<br />
assigned leaders as well. Individual charts (one each<br />
for the Western Allies, Axis and Soviet players)<br />
track the actual strength of the Armies/Army<br />
Groups. Obviously, some of the counters on the<br />
board will be built up, others only "paper tigers".<br />
An element of''fog of war" enters play. <strong>The</strong>re are<br />
also naval and strategic warfare markers representing<br />
capital ships and carriers, submarines, antisubmarine<br />
warfare units, strategic bombers, escorts,<br />
interceptors, and surface-to-surface missiles. All<br />
players have the potential to build an atomic bomb.<br />
<strong>The</strong> possibilities and options are endless. Each turn<br />
represents four months. A complete campaign game<br />
consists of eighteen turns.<br />
<strong>The</strong> combat systems are unique. Armies may<br />
move only within controlled areas. Once at the<br />
"front", they may be launched into enemy territory.<br />
All initial attacks are declared, the units may<br />
either simply assault-killing enemy combat points<br />
in on-board Army/Army Group counters-or<br />
advance entailing no casualties but capturing territory<br />
and making it "friendly". Each unit may<br />
assault only once per turn, but may advance as long<br />
as it continues to roll the die well. Unfortunately,<br />
a consequence ofthe advance devastates any produc-<br />
5<br />
tion points in that hex. (But these can be repaired;<br />
it just costs a bit.) Special rules handle mountain,<br />
invasion, winter and "Off-Map" (those important<br />
other areas ofthe world mentioned above) combat.<br />
<strong>The</strong>re are many subtle methods and strategies to all<br />
this, which I'm certain will be explored in detail<br />
in later articles. Suffice to say, that the combat<br />
system is intriguing enough to warrant extended<br />
study and is much superior to the traditional system<br />
found in THIRD REICH.<br />
As but a single example of this study, consider<br />
the following. In an advance, the mechanized points<br />
of the Army/Army Group are compared to all the<br />
combat points in the opposing army (or the inherent<br />
garrison if unoccupied). <strong>The</strong> difference between the<br />
two is the range of die rolls needed to succeed. If<br />
the number rolled is within the range, the attacking<br />
Army/Army Group advances into the enemy hex<br />
and the defending Army/Army Group is forced to<br />
retreat into an adjacent friendly hex. (It is possible<br />
for a force containing no mechanized points to attempt<br />
an advance, but only against either unoccupied<br />
or ungarrisoned enemy hexes.) A successful advancing<br />
Army may continue its drive by attempting an<br />
advance against the next enemy hex, but its chance<br />
of doing so is reduced. <strong>The</strong> attacker must add one<br />
to its die roll for each hex it has already advanced<br />
that turn.<br />
It would seem that one wants to maintain large<br />
purely-mechanized armies, right? Wrong! Any<br />
Army with armor will certainly drive far, but will<br />
let the enemy player in his following turn assault<br />
(a much bloodier proposition for the defender) and<br />
simply wear away the armored force. Since<br />
mechanized points are considerably more expensive<br />
than infantry, the morale is obvious. And, if the<br />
mechanized behemoth has advanced too far unsupported,<br />
the enemy may simply cut its supply line