From: "Mr. Scott Hannon" re: GDW's _Citadel_ (Dien Bien Phu) >>Is this really considered a monster game? It only has two maps and less than >>800 counters! >>Joe Right...480 counters I think, although most of them are in play at the same time. Given the 2 maps and large number of turns, I consider it a mini-monster. I also think it's one of the best games I've ever played. BTW, what did your house rules & extra chrome deal with? > Okay, the first few posts were interesting but now I'm curious. Can you >give us a capsule summary of the game and review it here? >...graphics Typical late 1970's GDW...generally muted map colors (light green woods, brown hills, blue streams, and white "clear" hexes). Certainly not up to todays more flashy standards, but still acceptable. The counters were quite nice, at least the French....gray legionaires, tan colonials, blue French. And a sea of red Vietminh. >...historical value Quite good. The OoB seems to have been lifted from the appendix of Bernard Fall's book. The map is a bit questionable in spots, but is probably a case of "make it fit the hex grid". In terms of game system, well, it has some strange rules, but the game was obviously playtested enough such that apparent weaknesses are not readily exploitable. Overall, I'd say it works well unless one deliberately tries to finess the game (in which case imposing a few house rules may be necessary). >...speed of play In the campaign game, the first few turns take a couple hours, as a lot of action will occur (few casualties, everyone has a lot of ammo, and a major assault in the works....lots of action!). After a few turns, things settle down into a cycle of a string of turns where not much happens followed by a couple turns where major assaults are attempted. Hmmm, an average turn might be somewhere around 45 minutes, with most turns half or double that. >...number and duration of turns >Eric Wignall Wignall@Exodus.Valpo.Edu It's a tactical-operation scale game with 285 meter hexes (?) and daily turns. Units are mostly companies/batteries and Vietminh infantry battalions. Historically it was a 56 day seige. There are scenarios of just a few turns, but the main game is the campaign, and it is likely to last somewhere around as long as the historical battle (the supply rules more or less force it). As the game deals with a seige and involves a lot of waiting around and gather supplies, it probably won't appeal to gamers who want fast mobile action. The decisive element of the design is logistics, and game play involves a moderate amount of tracking the quantity of various types of ammo. The important decisions are: what do I attack/defend? and how strongly? and can I afford it? No fancy maneuvers or magic combined arms stacks. Scott. Scott Hannon, Wed May 31 1995 (hannon@umbc.edu)