From: Eric Pass (epass@nyxnet) Subject: Piercing the Reich (Moments in History) NB This review first appeared in Games Games Games #106. It is reproduced wuth their permission. For a sample copy of this magazine please contact G3@sfcp.co.uk Piercing the Reich (Moments in History) By Eric Pass INTRODUCTION: Piercing the Reich (PtR) is the third World War II game release from Moments in History (MiH). Designed by Dirk Blennemann, it is an operational level game of the American assault on the West Wall and the city of Aachen in September-October, 1944. PtR features a deceptively thick 64 page rulebook, three different cardstock play-aids containing the game's charts and tables, one 22"x34" map and 360 backprinted counters, about half of which are combat units and the other half markers. There are five scenarios; an introductory solitaire scenario, two shorter intermediate level scenarios each using a different half of the map and two versions of the full eight turn campaign game; a historical set-up and a free deployment set-up. Also available is a 90 minute cassette tutorial by the MiH staff introducing the game and its systems. More about this novel idea later in the System Analysis section. PHYSICAL DESCRIPTION: Rulebook: Although imposing at first glance, fully half of the 64 pages are a detailed historical commentary and a very interesting four page interview with a German soldier who participated in the battle. The rules are well-laid out and orderly with copious examples of the more complicated or innovative game mechanics. Several optional rules for additional flavor are collected in a single section immediately following the scenario descriptions. Chief among these is the much discussed "Tiger Tank Scare Table" wherein American units may mistake German tank units for the feared Tiger tank and suffer a one column CRT shift as a result. Most of the optional rules strike me as slightly cinematic when used in a game of this scale so don't feel forced to use them. Map: The map is of the computer-generated graphics genre. I had heard some rumblings through the grapevine that MiH maps, particularly for the previously-released Ring of Fire and PtR were atrocious but I feel these reports were exaggerated. However, both commentary on the CONSIM-L Internet Mailing List and MiH's own Report #4's feedback rate the map as only fair. I found the map neither execrable nor outstanding. The choice of light blue for the hex grid, hex numbers, towns, cities and industrial symbols was not a good one. These are difficult to see against the tan background. Annoying but not crippling. At least the towns and city names are in black and visible. I would have rather seen MiH use the colour scheme depicted on the bottom of the box though! Counters: Individual counters represent infantry battalions and support elements for the most part. The counter information is well-presented with only minor errata. Key numbers on the combat units are the unit strengths, movement allowances and effectiveness ratings. Play-aids: There are many charts and tables but all are clearly labelled on the play aid cards and cross-referenced adequately in the rulesbook. SYSTEM ANALYSIS: MiH has come up with a number of interesting design mechanics to reflect their interpretation of World War II combat ebb and flow. This encourages the players to play each other, not the game system. Among these mechanics are the Initiative+DRM concept, the Operations Cycle, the Combat chits and the Plan chits in the campaign game. These mechanics contribute to the complexity but allow the players to focus on the strategy and tactics of the situation at the theatre commander level. Play revolves round the Operations Cycle and its concept of Formation Activation. Players must think in terms of Formation tactics (generally divisional) instead of individual battalion-size units. Play is interactive within the Operations Cycle as moving adjacent to an enemy combat unit during a Active player's Movement Action may trigger a Formation Reaction opportunity for the Reactive player. During the Formation Reaction Phase, only one Formation may attempt to react to any given Movement Action which encourages the historically accurate tactic of attacking at the "hinges" between formations. To mimic the historical situation of the US actually deciding on objectives DURING the battle, for Scenarios 4 & 5 (the campaign games), the US player must draw 'Plan' chits, one per turn, which determine what his victory conditions will be. This creates a little more uncertainty as the US player can not commit himself until his objectives are determined. Some mechanical differences from more traditional sequences of play: a) one side may receive more than one Formation Activation in a row although the system progressively makes it more difficult for the same side to receive the next Formation Activation. a) Formation Movement which may be interrupted by Formation Reaction. b) NO multi-hex combat, strictly one friendly-occupied hex versus one enemy-occupied hex. I mentioned the 'Talking Version' cassette tape in the Introduction. Available for $2 if purchased with the game or $5.95 US if purchased separately, I found this an useful instructional tool. Ulrich and Dirk Blennemann play through part of Scenario 2 and describe what they are doing and how the system works. It's like having two gaming buddies over to show you how to play a new game. Great! Well done MiH. I felt this cut down my learning curve on the game although there were some discrepancies between Dirk & Ulrich's play and the rulebook which slowed down learning somewhat. I mentioned this to Dirk and his advice was that in any cases where the tape and rules conflicted, go with the rules as they were finalized after the tape was already made. Be prepared to pause the tape frequently to review the applicable sections in the rulebook. I found this a good way to ingrain the lessons being discussed before proceeding with play. Once mastery of the game mechanics is acheived, there is also an interview with designer Dirk Blenneman and while both the rulebook and tape label claim there are strategy and play suggestions on the tape, mine had none! PLAY ANALYSIS: Scenario 1 is a solitaire training scenario. The player takes the US 1st Division (7 units) and must capture part of the West Wall. The German force is a punching bag in this one so you don't have to fear any Formation Reaction moves. Use the 6 Tank Points of the 745th Tank for a Armor Superority DRM wisely. They will form the backbone of any major attack. Most of the German units will not be eliminated but forcing them to conduct Withdrawal due to failed Effectiveness Checks (not too hard, they only have an Effectiveness Rating of 3) will move them off the victory hexes. With practice you will be able to grab the victory hexes in two Formation Activations. Then you are ready to move on to a scenario with a real opponent! Scenario 2 is a three turn intermediate level scenario using the south half of the map. Victory points are gained by both sides for holding geographical objectives. Instant victories are available to both sides (if the Americans get to Aachen and if the Germans get to the south mapedge.) The American 3rd Armored Division will form the backbone of the offensive with the flanks held by the 1st Infantry Division and the small 9th Infantry contingent. The drive will generally come through the Stolberg Corridor (hence the name of the scenario) which is only lightly defended by elements of the weak 116th Panzer Division. In reserve however is the strong 9th Panzer Division which will serve to block the Americans from reaching Aachen quickly. As the American, don't be afraid to experiment with unexpected axes of advance. The 3rd Armored Division can also serve to draw the attention of the 9th Panzer Division while the American 1st Infantry conducts a left hook move on Aachen (perhaps expanding on those moves polished in the first scenario!) As the German, you must stall the American wherever possible. You can only retreat so far before Aachen is exposed so you might try and cut off his Line of Command to his main attack formation's HQ. The unavailability of HQ Support and an inability to conduct Formation Reactions because of no Line of Communication will throw the American attack off-balance. A threat of a move towards the south mapedge can not be ignored by the American either but is difficult to achieve as the unit must be able to trace a path free of enemy zones of control back to its HQ. Scenarios 4 & 5 are the full campaign game of eight turns using the entire map and will serve as the ultimate test of both sides endurance and mastery of the lessons learned in previous scenarios. The victory conditions are determined by the Plan chit draw and German strength point losses. The chart was accidentally omitted from the rules but can be found in MiH Report #4 and I have appended it below as well. You'll need a considerable block of time to get through the scenario though so I expect most gamer's with time limitations (an evening to a full day) will play Scenarios 2 & 3 most often. The campaign scenario is perfect for a weekend game or if you can leave the game set up and play over several sessions. SUMMARY: PtR is one of the new generation of wargames which deviates from the traditional 'I go - you go' sequence of play. While this represents an extra outlay of effort required to learn the game system, players who persevere will be rewarded with a tense, exciting game winnable by both sides AND they may well learn something about the nature and structure of late World War II combat in the bargain. A fine balance of playability and simulation, I recommend PtR as a good study of the Battle of Aachen. If you don't have an experienced teacher, the 'Talking Version' tape is worth the small additional cost. If available, get it. Also, request MiH Report #4 when you send in the Feedback card, it has the essential German Strength Point Loss Tabulator in it as well as a new optional Action - the Exchange Position Action (costing 2AP) and some roster combat strength sheets of all units in the game for those who prefer to record unit strengths that way rather than using the provided strength marker counters. GERMAN STRENGTH POINT LOSS TABULATOR The US player receives a certain number of Victory Points per German Strength Point lost, as follows: 1/20 VP for: non-mot. infantry bicycle infantry machine gun non-mot. engineers 1/10 VP for: mot. infantry mot. engineer armored infantry armored engineer recce 1/5 VP for: assault gun tank tank destroyer