From: bgregory@nrel.nrel.gov (Brian Gregory) Subject: Re: Rommel in th Desert - any good? mwens@u.washington.edu (Mark Wensnahan) writes: >I recently purchased East Front, the block game made by Columbia Games. I >love the game and would like to buy another block game. Has anyone played >Rommel In The Desert? Is it any good? Will it be a disappoint compared to >East Front? >Thanks, MarkW Interesting query, Mark, I would have put it in the reverse since I've played Rommel (RitD), and want to get East Front. I think RitD is one of the tightest games I've played - there can be a supply problem (more on that below) - balanced, fun, medium complexity and density with just the right amount of chrome. The only problems I can think of are that such a tight game means the players should be well-balanced in skill and/or experience with the Columbia system! Detailed Comments ----------------- The game revolves around the road 'network', without which supply can't be traced and units become disorganized at the end of ones turn (and quickly die). Combat and movement thus are focused -without being confined to - the coastal road, but flanks must be carefully guarded to avoid having your communications cut by marauding recon forces. Units are regiment/bridage, with some very interesting chrome: German (and a few Matilda) regiments require two hits to cause a casualty (whereby they reduce two in strength: a Germ. armoured regiment is therefore a 6-4-2), which can make them invulnerable to all but a determined attack (and nearly invulnerable when in a minefield). There're armor, infantry, antitank and artillery for weapon systems, and four grades of mobility. The only terrain to speak of is mountain passes, which inhibit # units/hexside entering into combat. Manmade obstacles are fortresses (double defender's dice) and minefields (need two hits to cause a casualty to the defender). Combat is caused by moving into an enemy hex, whereby the defender can elect to retreat - but is subject to withdraw fire (affected by difference in mobility) and uses the standard SF hits on a 6, DF on 5 or 6, etc., with the various weapon types enjoying advantages against certain targets (armor DF vs. infantry, AT DF vs armor...). This seems standard to all Columbia games, but what isn't standard is the command-resource allotment. Movement is initiated not by expending HQ points (like in Bobby Lee and EF), but by paying a supply card - which are drawn at random (3 for British, 2 for Germans) at the beginning of each turn. Furthermore, 1/3 of the supply cards are blanks, which are useless. Two cards may be spent to gain a 'double impulse' allowing more than one group to move or several rounds of combat. A supply card may be expended to gain the initiative from your opponent as well. Each player enters replacements, builds minefields and redeploys troops during a turn inter-phase (can't recall the exact term). The available resources are identical to both sides, being the combined total of each side rolling a 2d6. I suppose all this stochastic-supply/expenditure is Columbia's way of abstracting the Med naval war, which was fickle without being advantageous to either side during this stretch of the campaign: all I know is it works simply and effectively. One must concentrate on outmanouvering ones opponent, carefully weighing when to attack and when to retreat. Reinforcements come on a strict time schedule, and destroyed units are lost for the rest of the game. I've blown my lunch hour. The thing to be wary of (i.e., SUPPLY PROBLEM) is how many RPs the Germans have to pay to buy a supply card during the inter-phase: 15 (original rules) is too high, and 10 (fairly recent errata) is too low, I suggest using 12-13, depending on any difference in experience between opponents. I suppose you could use this factor to alter play-balance, but it won't have a large affect until opponents are fairly closely matched (the more experienced player should take the Axis). Anyway, I hope I've conveyed the essesnce of this great game, and some of my enthusiasm for it. One may be spoiled by East Front, but this is a very different campaign and RitD does great justice to it. Hope this helped, Brian Gregory Boulder, CO