From: John Murphy Subject: CNA: dispelling some myths Grognards (and anyone who would actually read a message with the initials "CNA" in the subject line is definitely a grognard)- Since the conversation has arisen over this very contraversial classic, I thought it best to set out some "facts" (and just a few of my own opinions) for those not directly familiar with the game to enable them to draw their own conclusions. So, for what it's worth, stand by for the dump... -Murf "only" 1800 counters 5 D-size maps 46 pages of land game rules 25 pages of air game and logistics game rules (each of these "games" are optional) 13 pages of scenarios 16 pages of common charts and tables 32 pages of allied charts and tables 36 pages of axis charts and tables a bunch of log sheets best re-designed to suit the fancy of the players Most of the contraversy appears to revolve around playing time, which is quoted as 10 hours plus set-up for a one-turn scenario (I believe this covers the same battle as Lou's "1st Alamein" game) to 1200 hours for the whole shebang. The time estimates are, in all fairness, from the rules as drawn up in 1979 before the widespread use of the home computer. Since the game relies heavily on off-map record-keeping and minimizes (a very relative term) the counters on the map, computers make a valuable aid for play of the game. This is definitely a benefit the general officers of 1940-1943, and their staffs, would have enjoyed. CNA is best played with 4-5 players per side. There is enough logistics stuff for 1 player to handle on each side all by itself although given the lack of excitement I would also make this the "supreme" commander. In addition to the very abstract naval system there's a bunch of rear-area non-logistics stuff (facilites & construction stuff), all best handled by the air commander in my opinion. The other players divide up the ground forces. Larger teams can seperate the logistics from the "supreme command" function and can seperate the rear-area / naval from the air functions, leaving smaller and smaller ground forces for each player to hassle with (but keep it at least a division per player). Each turn begins with initiative determiniation and then air planning which can have an impact on the following naval convoys. Finally logistics are handled through expenditure of stores. There are then 3 identical operations stages to each turn. The initiative player decides to go first or second for the stage in progress and determines the weather, then both players handle administrative items. Next the meat of the air operations are handled. There is then a single "Igo/Hugo" sequence for the meat of the land operations (movement & combat, which are integrated in the expenditure of capability points). The only exception is that in some restricted cases a non-phasing unit may "react" to avoid combat when a phasing unit moves adjacent. Some of the mechanics of the "continuous movement" system are probably similar in concept to those in Mick Uhl's "Gettysburg '77", with Berg's added effects on unit cohesion. The combat system is very similar to Frank Chadwick's "Operation Crusader" with the morale system of Berg's own "Veracruz" blended in. The air game is a concession on the part of the designer (who would have kept the air game at the abstract level) to the playtesters who enjoyed it too much. To a large extent it appears to be less integrated into the entire system than other aspects such as movement, combat and logistics. My opinion is that indeed it is a bit much and that, unlike the logistics game, the level of detail really adds very little "realism". I think "War in Europe" had a similar kind of thing with its air system. My own note would be that the logistics system is similar in many ways to The Gamers' operational combat series ("Guderian's Blitzkreig" etcetera) but more detailed in the sense that there are different "flavors" of supply. Logistics are also much more melded into units (i.e. attached trucks and supplies carried) and into the flow of the game system in general, and the entire system relies more on record-keeping off-map than on piles of counters. I feel the different "flavors" are signifigant for two reasons. First, because running out creates very different effects even on higher-level operations. This is largely self-explainatory. Second, because different "flavors" can be (and in fact usually were in North Africa) obtained from different sources. While fuel and ammo (and to a lesser extent food) had to be obtained from supply dumps or shipped, trucked or piped in (making the geography associated with each of these transport mechanisms indivisually signifigant even in larger operations), water could very often be obtained locally. The situations were it couldn't were strategically important to a higher commander and depended too much on dynamic conditions to be "realistically" abstracted. Scales: 1 hex = 8 kilometers 1 turn = 1 week (and takes about 10 hours to complete, less with little going on) this is divided into 3 "Igo/Hugo" OpStages, so each of these would represent 2-3 days 1 TOE strength point = 100 men, 5-8 armored vehicles or 4-8 guns land forces operate in companies (maybe 100 men) to divisions (maybe 15,000 men) 1 plane counter = all planes of a certain class in a hex status of each plane is handled individually each fighter and fighter-bomber is assigned a pilot planes operate in squadrons of 24 or less (max size varies by nationality) 1 fuel point (land game) = 250 pounds or 35 gallons 1 ammo point = 4 tons 1 point of stores or water = ? (undefined) 1 truck point = 10 trucks (used for both supply and motorization) The Campaign for North Africa turn 1 / stage 1 - turn 111 / stage 3 (Sep III 1940 - Jan I 1943) at least 1200 hours (we're talking over two years of weekends here even for two teams of the most compulsive wargame addicts on the planet) The Italian Campaign turn 1 / stage 1 - turn 20 / stage 3 (Sep III 1940 - Feb II 1941) 90-150 hours Graziani's Offensive turn 1 / stage 1 - turn 6 / stage 3 (Sep III 1940 - Oct IV 1940) 25-50 hours The Desert Fox turn 26 / stage 3 - turn 111 / stage 3 (Mar IV 1941 - Jan I 1943) ??? hours Race for Tobruk turn 26 / stage 3 - turn 38 / stage 3 (Mar IV 1941 - Jun IV 1941) 75-125 hours Operation Crusader turn 57 / stage 3 - turn 65 / stage 1 (Nov III 1941 - Jan III 1942) 200-250 hours The Long Retreat turn 102 / stage 1 - turn 111 / stage 1 (Oct IV 1942 - Jan I 1943) 50-100 hours The Last Chance turn 102 / stage 1 - turn 102 / stage 3 (Oct IV 1942) 10 hours excluding set-up