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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

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