I've got an online subscription to Wargames Illustrated, mostly for the older issues with many different rulesets. A few newer ones are free to subscribers, one of which is this one about the Cold War turned hot:
I haven't tried it before, for the obvious reason that I have no modern models or even much knowledge (beyond some aviation) - collection-wise I stop at the colonial period. Our local club, the South Florida Miniatures Gamers, tends to stick with colonials (primarily TSATF) and Napoleonics (primarily General de Brigade and Limeys and Slimeys), with occasional diversions into other rulesets and periods and an increasing interest in DBA. I have never played a WWIII game; for that matter I have not read the classics Team Yankee or The Third World War (and I really should).
This weekend is Hurricon, the yearly autumn gaming convention in Orlando, and most of our regular members are going. (I will sadly miss a Northwest Frontier game run by Jeff AKA Sgt Guinness.) I was itching to go but couldn't get leave - I will certainly make time next year in plenty of time. Ironically, there's an actual storm on the way as I write.
So it was kind of Oriskany Jim of SITREP Podcast to offer to run Seven Days on the River Rhine for the rest of us on short notice. Well, for two of us, as it turned out.
I reread the rules, which are relatively simple. I say relatively because for me, they still took getting used to. There are QR codes in the rulebook, linking to video demonstrations of the different mechanisms; since my phone can't read QR codes, I searched on Youtube for the videos directly.
They weren't there, but Oriskany Jim was. The first videos on the list, in fact - a review and two solo playtests. That was useful, and I came to Das Krieg Haus (the clubhouse) ready to play.
| The base of the terrain was a subtly camouflaged sheet that Jim swore he found in a store - and cut to eight by four before he discovered we could have done eight by six. |
| A representative handful of terrain. |
| A couple mechs for comparison! |
| 15mm scale T72 and Leopard. |
| More terrain and a Mil24 Hind. |
| The roads and water features are paper; the bridge is a historical model sized for 28mm swiped from the club collection. |
| The buildings were tough mid-weight card with beautiful color and detail. |
| Tanks and transports of both sides. |
| Infantry and a handful of American vehicles. |
| M42 Duster proxies as a Gepard Flakpanzer. |
| From the other end - almost done. |
| T80s. Speed is in inches, range unlimited. Armor is separated by frontal/side-rear. To-hit is with D10; penetration is D10+weapon score vs. armor. (Tie: immobilized; otherwise destroyed.) |
| BMP-2s. |
| Soviet infantry teams. with heavy weapons team to left. |
| German Leopard tanks - better than the Russkies but outnumbered. |
| Marders... |
| ... and Bundeswehr infantry proxied by US WWII infantry and a Desert Storm heavy weapons team. |
| A beautiful AH64 Apache. |
| A BO-105 - an indigenous attack chopper I'd never seen before. I mistook it for a Huey. |
| My entire army, discounting the ZSU23 at left. This is about 800 points, a medium-sized game. |
| There are also use-and-discard cards for special events. We each got five at the start of the game. |
| Turn 1: My opponent used a preliminary bombardment card! White chips denote negative morale, which affects activation (basically a suppression mechanic). |
| Dark chips are activation tokens - you get one per unit plus two for your HQ, except for transports and helicopters. Here I shoot at and miss the Leopard at top center by the trees. |
| "Panzer Vor!" |
| The Leopards from the previous photo score first blood. |
| My own first kill. |
Losing your command vehicle, as we both did, takes away your counters - D6 for NATO units, 2D6 for Warsaw Pact. Since I started with 15 and my opponent with 13, this is not a good thing.
And tank warfare in this era is deadly. The only reason we didn't wipe each other out in the first two turns is that we both rolled an awful lot of ones. The game lasted just over four turns, and that only because I brought in a reinforcement tank which upped my army's "break point" (two-thirds casualties).
| Here a Leopard gets round my flank - his 11 gun vs. my 16 side armor means he needs a 5 to immobilize or a 6+ to kill on a D10. I tried to react (my turret's pointed at him), but failed. |
| Special delivery of flaming death. |
| Tank duel. The yellow "cap" on the cargo crate is an objective marker. |
| Here I spent a "reinforcement" card to bring in a tank on an opposing tank's flank. Didn't do me much good. |
| My center gets the crap kicked out of it. |
Infantry in this game are very durable - they're easy to suppress, but hard to kill. Basically they don't take damage, but suppression, and must take their morale score (either 3 or 5) in suppression counters to be eliminated. (It is possible to remove suppression counters, but this can be a laborious process - normally one activation counter per suppression counter, unless you roll a 6 to remove all of them from a single unit. Makes sense.) At the end of the game nearly all my tanks were gone, but three of my four infantry teams were still intact, one of them with four morale counters on it, virtually unable to fight because it was hunkered down behind a hedge with German autocannon and 120mm fire whining about its ears, yet still alive. The one team that did die was wiped out in one blow by a nearby exploding tank - within four inches, infantry teams take multiple suppression tokens at once.
So a game with lots of tanks is spectacular but explosive, while a game with lots of infantry will be more a slogging match.
| End of game, testing out aviation mechanisms for fun. |
Good to see you getting a game. Nice looking table with lots of kit and terrain. Take care during the storm.
ReplyDeleteThank you, Jon!
DeleteGood luck in the storm. Looks like a great game. We're trying out the rules and find that you are right about what happens to both armor and infantry units in the game.
ReplyDeleteGood luck with them - they seem pretty realistic to me, despite the simplicity.
DeleteJennifer -
ReplyDeleteIf you're thinking of General Sir John Hackett's World War Three, be prepared for a few belly-laughs - or at least some large question marks. There is no doubt the general wrote well, and the thing is an exciting read. But really it's nonsense - at least, that is my view. I'd say why, but as a 'spoiler alert' I'll go only this far. It reads better as a straightforward work of fiction rather than any kind of polemic calling for greater military spending.
I used to have 'WW3: The Untold Story' as well, but found that to be even more opaque.
Cheers,
Ion
Fair enough. I'm more interested in Team Yankee, which my dad owned when I was a child but I never got into for some reason.
DeleteOh... I do like your table set-up. Looks like a fun game. I gather from your review of the game that there is plenty of player interaction - in my view the mark of a good, well-thought-out rule set. I once played a rule set very like that: so engrossing was it that not once during its course did I require - or even think of - a break to ingest tobacco smoke ... (I have quit since, incidentally).
DeleteI'm easily distracted, so this was a breath of fresh air.
DeleteAwesome blog post and battle report, Jennifer! Glad you liked the game, even if the dice did not treat you very well. Great photos and detailed review! :D
ReplyDeleteI'm glad you like it. Thanks again for the great game!
DeleteGreat AAR and photos Jen, I'm sorry I missed it, sounds like a good set of rules and a fun game. Hopefully we can get him to come back and run another.
ReplyDeleteSorry you weren't there! I certainly hope we can try it again.
Delete