From: Lglasttn@aol.com Subject: For Whom The Bell Tolls A short review of For Whom The Bell Tolls: Some addtional coments on the review you have printed: I bought FWBT because of a thirst its subject matter that has not been slaked by the scanty game output on the Spanish Civil War. Now I've always had misgivings about the Europa system. It's Igo-ugo movement system has been superceded in many a better game system; and it's AE/EX/DE laden CRT table gives no reward for any tactical finesse other than pushing one stack of units toward another. Unfortunately, the threadbare system doesn't work any better here. There is a detailed replacement schedule for the various subparties on one of its numerous cards; but since casualties tend to be sporatic and low, in actual FWBT play the replacements just accumulate up on both sides. I find that the air and naval subsystems of the Europa system are strictly of an early '80s literal, no-abstraction-ever design. I feel they do the impossible: they make aerial combat--and sea battles--boring. Despite my misgivings, my long facination with "The Passionate War" made me plunk down $50+ dollars for "For Whom The Bell Tolls". At first I was pleased. You get a nice map of Spain, and many of the subgroups that made the SCW interesting: Moors, POUM, Catalans, the Internationals etc. (At least Europa does not portray Gibraltar as the mega-fortress of the Europe). But the game gives you no idea about what made the units special made these units special. For instance, while the fast-moving Moors were lethal against trade unionist militia in the countryside, things became very different once the fighting shifted to the worker's home terrain in Madrid. But nothing in the rules, other than the usual doubling bonus for urban hexes, reflects this. The lengthy set up procedure of numerous units also masks the fact that the metropolitan Spanish Army in 1936 was as decrepit as the ships sent out against the Americans in 1898. What point is served by putting down endless garrison regiments and artillery batteries? It would have been better if the designer of FWBT had put their time into a subsystem reflecting the political challenges of the two sides. It is of note that at the start of the War, the Republic had pretty much all of the industry, the mines, the currency reserves, the rolling stock and the allegence of perhaps 70% of the people. Many outsiders thought the military putch had failed completely. Yet three years later the rebels were victorious. Why? If it was because of the foreign intervention and the fact most of the experienced officers were on the the other side, remember that roughly the same strategic picture for the 1936 Republic existed for the Reds in 1918 Russia. There should be a challenge to a gamer: be the Republic's Lenin/Trotsky. The options should be numerous: Try to get support from France, or endanger the government by raising as many worker's militia units as possible from the outset? Or please Stalin by uniting your army under Communist control? Buy T-28s with your gold reserves, or use it to buy bread and improve civilian morale? Can you hold out until WW II starts, which would have put the struggle into a whole new light for the West? For the Nationalists, can you do what Franco did--unite disparate groups, encourage German/Italian intervention without promising too much, and move slowly so that security units can shoot every potential troublemaker once you take a town? The ultimate SCW game might even start with the bloody Right-Left jockeying in Spain before the war. In short, I can't say I got my money's worth from FWBT. Thomas Niksa Burlington, VT