Not long ago, Hjalmar Gerber kindly sent me his latest DTP creation: _Across the Piave_. It covers the final battles of WW1 on the Italian Front, both fought in the same area around the Piave river, NE of Venice: - Battle of the Piave (June) - desperate Austrian offensive; - Vittorio Veneto (Oct) - the war-winning Italian offensive. The game is innovative in many respects, so I'll try to describe each component: * Map: A3-sized but with very large hexes (3 cm = 6/5") so there are few of them (10*14) representing 3km each. Hexes are divided into hex-cores (unlimited stacking) and "contact boxes" between them (max. 1 unit). The Piave river is a line of dots replacing hex-cores. There are extensive rules for the river crossings - exposed to many risks: air and artillery bombardment, floods, ground (flank) attacks. * Units: division-sized, 240 1/2" counters. You have to mount and cut them. Colourful, with national flags and same-colour marks for each corps. Only the unit quality - called Tactical Rating - is written on them, very large. They are separated for each of the 2 scenarios, and quite few: 17-23 per side. The real memory of the system, hidden from enemy views, is a separate set of Tracks with markers for each unit: the Combat Readiness Ratings (CRR) "that represent a combination of current strength, supply level and state of readiness/exhaustion". Division numbers linking logically the map units and markers are however in a tiny font. There are also HQ chits for each corps, corps artillery and (Italian) aircraft markers. * Turn sequence (1/2 day): based on alternating actions, each needing a "chit": build/improve a crossing, bombard, and "corps actions". The historical flow of the battles is nicely represented by 'pick values' for each side and turn - how many actions the player can make at the *desired* moments, and including the critical river crossings. (Watch the fine print again!). Other corps actions happen in random order, at the mercy of the owners' Draw Cup. GHQ reserves can be moved several times but with increasing fatigue. * CRR levels: are the heart of the system. Every offensive action costs them: engaging, breaking off, attacking. WW1-like defender's advantage results exactly from this: attacking has certain costs, defender damage is uncertain and happens only when a retreat is forced: -1 level for each enemy unit in contact. Both sides can retreat, but defenders check first. Attacking is 1-on-1-unit and voluntary, from contact->core or core->contact. There is a Combat Table comparing the qualities (TR) of both sides, giving strength (CRR) thresholds at which units are 'invulnerable' to ground combat and can only be hurt by bombardments. Below the threshold, each side's CRR is just the chance, in 1/6 units, of *not* retreating. Hexside obstacles increase the chance of the attacker failing. Most effective tactics are to weaken a defending unit with bombardments, engage it (in a hex-core) from several sides (contact boxes), then attack once, with the best unit. Also defender's counterattacks, preferably against attackers' flanks, causing a forced retreat to cover the hex core, with more CRR losses. Retreats across the Piave can be catastrophic, with extra penalties. Then defenders can just 'move' back 1 hex at no cost (core->core) and attackers have to engage again - at cost! * Recovery: at turn end, for each corps left unused (chit in the Cup), unengaged units recover 1 strength point. In the long run (there are 16 turns!), this regulates the offensive pace. After exhausting efforts, whole sectors of front pause while others, fresher, continue the effort. It gives a very nice operational feel, avoiding the 'constant parallel effort' artifice of usual wargames. Only bombardments continue at 1 per corps per turn. * Unit density: feels very grainy. Each hex (3km) is either empty or has 1 division (more is a burden). Perhaps lower force densities couldn't assure a solid defence of terrain ? The front is 15-18 hexes long, with 17-23 units, but some are far behind, in reserve, recovering etc. * Weather: interesting system with two tables for AM and PM, each with probabilities based on the previous state: Clear, Fog, Overcast, Rain, and the damaging Heavy Rain. This forms a second-order Markov chain. A few matrix multiplications give the probability of Fog in Turn 15... Weather affects river crossings, arty and air, so it should be included in planning. * Scenarios: the critical setup decision is not just where the units are on the map, but their hidden CRR levels from a fixed total budget, designating main efforts. - Battle of the Piave: somewhat-strong Austrians try to force a hold across the Piave with enough force before Italian main forces further back can close the gaps. Heavy fighting for Montello hill, helping arty spotting. - Vittorio Veneto: more fluid, lower unit density. Two almost invincible British divisions crush tired Austrians. *Play is quite long, depending on the player's experience with chit-pull systems. At each stage choices are limited, but the need to correlate map positions with CRR strength on the Tracks, and synchronize the corps, all test the players' distributive attention. Players interact often, so the mechanism is better suited for face-to-face than PBEM. (Anyone knows how to represent these hex cores and contact boxes in Cyberboard ?) Thanks for reading, Mircea Pauca (mpauca@fx.ro), Bucuresti, Romania