A REVIEW OF EAST WIND RAIN by Gecko53 OVERVIEW East Wind Rain is a strategic level 2-player game of the war in the Pacific from 1941 to 1945. The design goals of Mark McLaughlin (War&Peace, Thirty Years War) and Chris Vorder-Bruegge (Shiloh, South Mountain) were to put each player into the role of the commander-in-chief for each side with a heady mix of strategic and operational decisions leavened with some basic economic considerations. The military emphasis is on the naval war (understandably) but without neglecting the air and land aspects. I must acknowledge a comprehensive review of EWR by Fred Hellferich (see Grenadier # 28 from 1986!). It includes a reply by the designers and is worth digging out whether you are considering getting the game or already own it. I think it's a cracking game but must admit to only playing through a couple of the shorter scenarios solitaire as yet. PHYSICAL COMPONENTS A five colour 22"x34" map kicks off the design goals (yes, you can still use your dining table). It depicts a sizeable amount of the Pacific theatre in an oversized hex grid from Madras to Hawaii and The Aleutians to Samoa. The hex grid is cunningly divided into 'areas' which contain island or land areas of military interest. Careful demarcation of the areas and some simple rules about crossing area boundaries mean that large stretches of empty ocean can be omitted but still allows geographic recognition of the theatre. Another important feature of the map are 'zones', these are places are outside the main theatre and are represented by blocked out sections around the periphery of the hex grid. Most of these are Allied-only bases (such as India, South Australia and the US West Coast). However China is depicted almost entirely by zones and these can be entered and fought over by either side. World In Flames (WIF) players should be familiar with this sort of representation but EWR takes the idea a stage further. The EWR map is not as stunning as those for WIF or Pacific War but it is perfectly adequate and those oversized hexes are extremely useful. In fact I've often wondered if more use should be made of large hexes, relative to counter size (leave that one to the newsgroups). Interestingly (for the name watchers out there) Kevin Zucker of Napoleon At Bay fame is credited with the map graphics. The 800 counters are a typical mix of sea, air and land combat units together with markers for the various game functions. The combat units are pictures rather than symbols and are in plain matt colours with red for the Japanese (JP), blue for the US and grey for the Commonwealth. Some generic unit types used by both sides, such as destroyers, transports, CVEs and subs, are simple black silhouettes on white counters. The other naval counters though are individually named with each of the smaller half inch square counters representing a pair of light cruisers. Centre stage of the counter mix, though, are the large one inch by half inch counters for the capital ships. That's one named and silhouetted counter for every CV, BB, BC and CA involved in the conflict! There's enough space to easily show the various ratings (gunnery, torpedoes, air capacity, armour, speed etc) needed to model the capabilities of these ships but, well to be honest, the chrome factor always helps to win me over. It's a lot easier to believe your thinking and acting like a Nimitz if you are ordering the Enterprise and the Hornet forward to head off a JP amphibious move than it is if you are allocating 2 SP's of CV. Delusion I know but, well, even the WIF designers added names to their CV and BB counters eventually. Air and land units are more abstract: infantry SP, naval air SP, army air SP and the like rather than counters for Zero's and Hellcats. There is still the necessary variety in these units with bombers; superbombers; green pilots and the mandatory US marines to provide some depth to the modelling. Key 'administrative' counters to mention are the strength point markers; task force (TF) markers and base markers. The strength point (SP) markers are a neat improvement on the norm. Through clever use of small numbers against each face a double sided counter can be used to show an SP value between 1 and 9 (called 'Pollard' markers apparently). I've seen them used elsewhere and they save searching through a tray for a number 3 or similar; just rotate the counter to the correct number. In case you're wondering how an eight sided counter can represent nine strength steps...anything without a counter under it defaults to 5 SP. The TF markers and the base markers have a role is in representing the 'fog of war'. Naval units are deployed off map in TF holding boxes and the TF marker is all that appears on the map. The structuring, deployment and use of naval TFs is, in fact, at the heart of the game IMHO. A maximum of 20 ships are allowed per TF and, normally, a maximum of 3 TFs per hex. This injects the required tension and uncertainty into play as, until you roll a successful contact, you don't know if the menacing looking enemy TF is a lone submarine or a 20 ship fast carrier attack force. Bases come in two sizes; the smaller can only base air SPs whilst the larger function as ports and air fields. As expected the key to winning the game hinges on the establishment and or capture of bases in enemy territory (they directly affect VPs). A number of major historical bases (Singapore, Truk, Rabaul and the like) are already established in the game scenarios but the ability to build new bases adds an extra dimension to the players' planning. This contrasts with WIF where the major naval bases (ports) are fixed on the mapboard. Before covering game mechanics I must mention the tables and charts are all on a single A4 sheet, albeit printed on both sides. They cover searching and the various combat situations but what is striking is their relative simplicity. No rafts of 3 axis tables or complicated diagrams with extensive annotations as in PW (yes I know they are there to help, I'm just highlighting the differences). GAME MECHANICS Where and how to introduce complexity are questions that must dog game designers from day one of a new project. If you're modelling World War II in the Pacific then the underlying complexity of the campaign will come through (er...I must admit to not having played Victory in the Pacific).. EWR is no exception and it comes through in the multi-phase turn sequence; the rafts of supporting rules for both general 'operations' and for the different combat situations that can occur. The review I mentioned criticises the EWR rules, characterising them as an albatross around the neck of the game design. That's as maybe but any attempt to explain a highly integrated series of actions with the classic serial narrative format of games rules is going to hit problems. The EWR designers try to alleviate this with comprehensive (read 'very comprehensive') examples of play and with a flowchart explaining some aspects of the TF interactions that take place. I digress. The full campaign game runs from Dec '41 to Sep '45 with a single turn representing 3 months of campaigning. There are shorter scenarios though including an introductory single-turn one covering April-June 1942 i.e. the obligatory 'Midway' scenario. A turn starts with some economic activities for both players and then an Allied-only attempt at MK Ultra code breaking to get an intelligence advantage for the upcoming military activities. With the short scenarios the economic resources (ERs) are given, all you have to do is spend them. However the full game also requires you to 'harvest' ERs through markers placed at various points around the map (a lot of them in the East Indies unsuprisingly) which have to be transported to the home country to be used. This is more of an issue for the Japanese player as he needs them to supplement the home country production. He will find it a significant drain on his forces to allocate transports, escorts and other cover forces to ensure these ERs are safely harvested. ER's are the supply side of the equation. Military operations are the demand side. Just about anything you do military costs ER's and this acts as a further dimension to your planning The key military phases are the Deployment, Operations and Combat phases each working at different levels. Deployment is the staging of air SPs from air base to air base and the moving out of naval TFs from their bases and into the sea areas ready for operations. There are some limitations on TF deployment (you can't deploy too close to enemy bases or already-deployed enemy TFs) but it is basically free reign strategic decision making time: select your objectives for the turn; choose your force structures and send out the TFs accordingly. Sounds straightforward...it isn't. These are a tricky set of decisions in themselves but making them turn after turn within an overall strategic plan and accounting for counter action by that perennial nuisance...the enemy...adds up to challenging experience. Gaming heaven for some; purgatory for others. The Operations Phase deals with the next level down - execution. Any force whether naval, air or land can declare an operation but it is with the 'ballet of TFs' (as Fred Hellferich calls it) that the fun really begins. As soon as an operating TF moves it can be intercepted by an opposing TF (again within certain limits); the operating TF has to freeze temporarily in place whilst the interceptor starts moving. Howver the interceptor can then be counter-intercepted when it starts to move and so on. In fact the only limit to pushing interceptions onto this surrogate 'stack' is the number of eligible TFs within range. In this way large fleet actions can develop with covering TFs getting sucked in . Numbered markers are used to indicate the sequence of who is intercepting who. Once all the interceptions for a given operation have been declared the individual combats are resolved in sequence until the originally moving TF is reached. Combat is only joined if the target is 'found' through a successful search die roll. If this fails, the interception fails and the searching TF is flipped from it's normal faceup 'active' side to the face down 'patrol' side. It also has to retreat out of the sea area. It can still perform interceptions, but within a more limited range. So if your fast carrier defence force fails its search it is not necessarily going to be completely idle for the rest of the turn. Nevertheless it does mean some calculated guesswork before committing your TFs especially as the composition of the enemy TFs are not known until they are detected through search. Once a target has been 'found' it can typically search straight back and, in fact, will be at a combat disadvantage if it doesn't spot the incoming attack. In any case combat is joined and resolved in accordance with the type of forces involved. This is the Pacific War so there are bewildering variety of combat situations: surface naval vs surface naval, surface naval vs CV, CV vs CV; any of these vs a base; army air vs surface naval and so on in combination. Throw in land forces attacking on land or by amphibious assault and with or without supporting naval bombardment or air cover...phew...and you can see how the complexity layers up. Once you've located and understood the bits of the rules that apply, combat is reasonably straightforward but quite tactical. this is the third level to the game. I'll describe just two combat types to give an idea of the structure and sequencing of the action. SURFACE FLEET ACTIONS In surface naval vs surface naval the ships are deployed into three squadrons: screen, main and reserve. Again markers are used to save deploying the ship counters and the action is resolved on any free area of the mapboard. The forces slug it out through a fight, maneuver, fight, maneuver sequence until one side withdraws or is destroyed. TFs have a morale level assigned; it is based on the biggest surviving ship. If it is reduced too far (by combat loss) then withdrawal is mandatory. Gunnery and torpedo attacks are made with different factors depending upon range, time of day (the Japanese are better at night) and what year it is (i.e. the US/Allies have radar fire control after a certain point in the war). Hits result in accumulating damage points and when these reach certain breakpoints the target is crippled and then sunk. Interestingly fog of war is still maintained for naval actions as the ship counters are deployed face down and targets selected with only the limited information on the rear face of the counter. Again this adds to the uncertainty...did you whack an old cruiser with your torpedo rush or the Yamato? AIR COMBAT Air combat is similarly multi-stage. The assault planes are formed into waves and divided up into strike planes and fighter escorts (within some % limits on the maximum number of escorts allowed). This a neat work-around to avoid having a complex counter mix of separate fighters, dive bombers, torpedo bombers and the like. CAP can then rise up from the target base or carrier group for some air to air dogfighting (again within the maximum % limit). This is where the spotting is important for the defender; if the incoming strike has been spotted then more CAP can be deployed and exceptional reconnaissance (i.e. a high die roll) can even get a bonus in the dogfight. If the strike breaks through the CAP then it suffers flak fire from the ground or naval target before finally getting it's licks in. This is where the lone air SP gets its chance to 'scratch a flat top' (sorry, it's too good a phrase not to use in a review). As you'd expect the naval air SPs are more effective against ship targets whilst the army air and bomber SPs are better against bases and enemy land forces. This just gives a flavour of the combat options. There are further layers such as simultaneous strikes (where the enemy carriers try not to leave their air groups idle while you blast away at them); immediate second strikes, where the attackers reload, reform and attack the same target again all as part of the same action; finally if the attack was the first action for an operation then the whole thing can be repeated as the second action of the operation. This is the double barrelled nature of an 'operation' it allows for a maximum of four consecutive air strikes against the same target or of two distinct naval actions. However we are talking about three months of activity after all and I've always found that one of the forces involved is pretty beat up after that amount of activity. At the heart of the combat system is a clever bit of uniformity that makes the complexity elsewhere more manageable. Every 10 combat points equates to a basic 1 hit on the target ship, aircraft, base or whatever. A single 1D6 roll is used to vary the actual number of hits caused with some DRMs used as appropriate to the combat situation. Careful factoring of the various combat values makes it all work e.g. the Yamato packs 9 pts of gunnery factors, a naval air SP strikes ships with 10 pts, an army air SP strikes ships with 5pts and so on. Once you've got the # of combat points sorted the resolution is simple. LOOK AND FEEL I like the game, but then I like most 'big' simulations. EWR grasps the entire war in the Pacific through three nested levels like a Russian doll: strategic, operational and tactical. It has most in common with Pacific War in this respect. Your long range strategic planning needs to encompass all the major theatres and campaigns of the area (yup the Burma/China camp get a look in). You have force structuring and commitment decisions to make as operations get underway. Finally you get involved in low level tactical actions where you are manoeuvring destroyer screens or allocating fighter escorts or stationing single infantry SPs to defend island bases. In this respect it's not as clean a system as WIF where the action never gets tactical (IMHO) but easier in some areas than USN where you have to laboriously plot out every air strike mission for the entire theatre, twice a turn. The span of decision levels may seem wide but I suspect most gamers like to get hands-on at the critical points. You feel more in control when it's your decision on the exact timing of the torpedo rush or on which wave your best bomber pilots should ride in on (the last usually, hoping all the CAP has been exhausted). My own game experience is limited to two scenarios as solitaire exercises so, for certain aspects of the game, I can only conjecture on how well they work. However things I do like are: 1) The force structuring and deployment decisions for each turn. Once you've decided the objectives for the turn, you organise the TFs and deploy them and the air fleets forward. Well it feels like strategic planning to me. 2) The way large air battles develop between carrier groups in open sea or between army air groups over key bases. Whirling, cracking, nail biting fun. 3) The nice chrome to naval actions with those named capital ships banging away with gunnery whilst the DDs and CLs race around trying to breach each others screen to get a torpedo lick in. 4) The unpredictability of air strikes. One lone SP remaining after penetrating the fighter CAP and flak fire can swoop in and scratch your best fleet carrier with a lucky critical hit. (Historical?) 5) The overriding importance of bases. Of building them, repairing them, garrisoning them and, even, capturing them. They are the tangible means to victory (within reason) and the springboards for your assaults into enemy territory. The integrated nature of play means each player is doing something throughout a turn but, as I have said, this integration of the action and the number of interrelated systems make the rules creak at the margin. Fred Hellferich was disappointed and felt he was reduced to 'guessing the designers intent' at some points. However the worked examples in the rules and especially the errata and flow chart brought out for the second edition help tremendously...get them they're in the second edition game (naturally) or in the Grenadier number I mentioned earlier! I do agree with Fred Hellferich that it is best to play with 'cards in the open' at first i.e. no fog of war concealment. This gets the game mechanics firmly understood and should allow you to approach the designers expected 2hrs per turn. Then you can explore the depths to the game with the mentioned long range planning, the use of surprise and bluff and in devising your own approach to sequencing of a particular operation. For example the capture of an island base by amphibious assault may take several operations over a turn or two...depending upon the resistance. I suspect the sequence goes like this: establish air superiority over the enemy air by striking the target base and any adjacent enemy bases; provide air cover for the amphibious assault from CVs or from your own air bases; float in the amphibious group with plentiful BB or CA gunnery support to shoot the SNLF/marines ashore; don't forget a surface cover force in case a powerful enemy squadron tries to intervene. Once you've eliminated the defenders either repair the captured base or build a new one. Debark a garrison of infantry; fly in some army air points and repeat the whole process for the next target! Well that's my guess and I could do a lot worse than suggest you read up on the historical campaign to find out how such operations were actually conducted. CONCLUSION So do I recommend you try EWR. Well of course I do. There are many aspects I have omitted from this review that provide extra chrome and depth to the game (including the ominous Rule XXX: THE BOMB'!). If you can track it down I think it is both a good game and a good simulation. Then again I'm impressed by most board wargames I've come across. Ours is a small specialist hobby and the obvious care and attention that our specialist designers put into their work never ceases to amaze me; to that end I'm willing to give them free wheeling, generous support. ========== Please feel free to comment on EWR and on this review (offensive flaming excepted) to gecko53@borodino.freeuk.com