From: "John F. Kranz" <Kranzgroup@EWORLD.COM>
Subject: Mini-review: MiH's RING OF FIRE

Someone asked for this, so I'll just post it here for all. This is from issue
#1 of the Arizona Wargamer's Report, written by Phil Weltsch.

RING OF FIRE (RoF) is Moments in History's second release covering the fourth
and final battle for Kharkov in August of 1943. After the failed Kursk
offensive, the Soviets launched a major counter-offensive aimed at
recapturing Kharkov. Generalfeldmarshcall v. Manstein had anticipated a
Soviet attack in the area, but he had concluded that it would take weeks
longer to materialize. As a result, the Germans were caught flat-footed as
the initial waves of Soviet troops overwhelmed the thinly held line. What
followed was a classic German mobile defense, pitting hordes of T-34s against
a small but elite number of panzers.

Graphically, the game is presented as a solid package. The single, large hex
map covers the area around Kharkov at 2 km per hex with a style that shows a
clear influence from The Gamers. The map succeeds in being colorful without
being too busy which is an accomplishment given the large amount of German
fortifications in the area. There are 360 counters representing the combat
units as regiments for all mobile forces and German infantry while Soviet
infantry is represented in divisions. All units are back-printed for
step reduction with 4 step Soviet divisions being represented by two
counters.

Mechanically, players of PANZERGRUPPE GUDERIAN will recognize the influence
of that venerable game. At its heart, RoF is a medium complexity,
move-shoot-exploit system; however, the designer John Desch has added
enough chrome to the game system that elevates RoF to a new level. The
addition of both offensive and defensive reserve phases along with a new tank
combat segment gives a whole new feel to this game.

The turn sequence for RoF has the phasing player making his moves and then
declaring all of his attacks. Then, the defensive player is allowed to move
any units held in reserve up to one-half their movement allowance to
reinforce hexes under attack. Bean counters beware: this new wrinkle makes
any attack susceptible to ruin as a panzer division showing up to aid in
defense can really ruin a Soviet player's day. After all attacks have been
resolved, the phasing player is then able to exploit any holes by moving any
of his reserves up to one-half their movement allowance and then conduct a
second round of combat with them. Given that movement allowances are
generally 8 MPs for mechanized units, the German player must defend in depth
especially to deny vital roads into his rear area.

While the reserve phases make the game unpredictable, the tank combat phase
can make it a wild shootout. Tank combat occurs just prior to regular combat
and is mandatory between adjacent and opposing tank units.   All tank units
have a tank combat value from 1 (worst) to 4 (best). Tanks fire at each
other, highest value first with defenders going first in case of tie, one at
a time trying to inflict step losses on each other. Since the German tanks
are always rated higher than Soviets (Mark V and VIs are "4" will T-34s are
only rated "1"), the tank combat reflects the superiority of German armor and
tactics. Furthermore, since tank combat precedes regular combat, calculating
odds in a regular attack is further compounded.

I find the new Standard Rules included herein a welcome addition to RoF, and
I would also make the following rules change regarding replacements.

According to the rules, eliminated units may be returned to the game via
replacements. Such units may be placed in any friendly controlled hex. This
rule provides for a "magic carpet ride" wherein a unit may be eliminated on
the west edge of the game map and yet return to play the following turn on
the east edge of the game map. To prevent this, I recommend that for the
German player eliminated mechanized units must be placed on or adjacent to
another unit of their formation (should no units of their formation be on the
map, place the unit in a friendly town hex). For the Soviet player, place any
mechanized units on or adjacent to any other mechanized unit. Infantry units
are unaffected by this change. This will prevent both players from
using the replacement rules to unrealistically reinforce a sector that is
clear across the map from where the eliminated unit was operating.

RoF is a game that has a lot to offer. It is well-balanced with victory often
being determined on the last turn, thus making it standout as an excellent
tournament-style game such as PANZERGRUPPE GUDERIAN. The reserve phases along
with the powerful German counterattacks will keep both players fully involved
in the game.

NEW STANDARD RULES
FOR RING OF FIRE

1. Air Strike (Change) No more than three (3) air units may conduct an air
strike against a single target hex. Furthermore, air strike missions are no
longer flown against an individually targeted unit, but rather against a hex
(this reflects the relatively poor targeting skills of both sides;
particularly the Soviets). In effect, any losses due to air strike are now
absorbed by the defender with any units he chooses. However, no enemy unit
may absorb a second step loss before other units have also absorbed a step
loss from a successful air strike mission.

2. Defensive Ground Support (New) The defender can apply one (1) air unit for
defensive ground support purposes, causing a 1L shift on the CRT. This shift
applies regardless as to whether the attacker has any air units conducting
Ground Support during the attack.