From: John Best Subject: GDW Arctic Front A few days ago, when we were talking about the S&T 90s, I made the comment that I liked Nordkapp as a stand alone game better than I liked the GDW game in the Third World War Series in that capacity. I added that I liked the GDW game as an addition to the first game, set in Germany, and this prompted Doug Murphy to ask about the GDW game. I'm just getting around to responding now. I could send this to Doug alone, but I tend to think of this kind of response as "signal", so I'm going to broadcast it. Some objective details: GDW Arctic Front (not "Northern Front" the way I was calling it the other day) Designer: Frank Chadwick Published: 1985 Scale: 45 kilometers per hex, ground units represent divs, brigades, and regts, air units represent 100 planes, each turn represents 1 week. Components: There are two 22" X 17 " maps depicting Norway, Sweden, Finland. There was one counter sheet containing 240 units. The rule book is 16 pages long. There are several of the usual GDW inserts (eg, the "map legend" is on a separate piece of cardstock). Consimers involved in production: One of the playtesters was Henry Cord Meyer III, known to us as Hank Meyer, I think. On the subjective, quasi-reporting level: The counters are standard mid80s GDW fare, which to me means pretty good. NATO symbols on the ground units (including the symbol for "overland ski" units--I think they made it up). The air units have the top-down silhouette icon of the aircraft in question. The maps have the somewhat oversized hexes, while the units are standard .5", creating some room in the hexes for the big stacks that characterize this game. Each ground unit is rated for attack-defense-proficiency, with the proficiency rating having a very big outcome on the actual odds. Basically, hits to the unit are taken in terms of hits to proficiency. At combat time, you average the prof. of your units, and your opponents. Differences in mean prof. ratings turn into odds column shifts. You can recover proficiency by getting out of an enemy ZOC at recovery time; basically NATO recovers better than the PACT does--and this feature works pretty well in the game to neutralize the generally stronger PACT units. The air war is pretty involved. There are lots of missions available to each player. It's kind of fun to put a "package" of the right air units together to see if you can pull off a little "runway cratering" mission for example. The turn sequence is very involved. You have segments broken down into phases, phases in turn broken down into impulses, which are in some cases broken down into sub-impulses. Not everything happens every turn, but nevertheless the turn sequence on page 2 requires a few dozen lines of text, with one line per phase/segment/impulse, to describe the turn sequence. In cases where I teamed this game up with Battle for Germany (the first game in this series), I could figure at least a couple of hours per game turn (but I'm a notoriously pokey player). Hope this gives you some idea of what's involved with the game; if you'd like to know more, according to my notes, there was a review of this game appearing in F&M 54. Thanks for reading. John Best jlbest@tuscola.net