David R. Moody - Mar 18, 2004 3:51 pm (#5993 Total: 6001) Last played: Lost Battalion (S&T), G-SoF-G (S&T), B-17, Age of Napoleon, Carrier, MechWarrior, Corsairs & Hellcats (GMT), Fading Legions. Reading: The Eustace Diamonds (Anthony Trollope), Flashman's Lady (George MacDonald Fraser). On The Table last Wednesday night (not last night) at Endgame in Oakland, CA: G-Sof-G (stands for Group of Soviet Forces Germany), from the latest issue of Strategy & Tactics magazine. Joe Oppenheimer and I gave this reworking of the old SPI NATO game a try, with me taking the NATO side. We got through the first few turns, enough to get a feel for the game and try to learn good strategies, and also because when we stopped it was getting late and the Soviet offensive had stalled in the face of a line of NATO units (Joe joked that we should start digging trenches). First off, the game is a lot of fun—easy to learn, with some cool chrome. Of course we used the optional electronic warfare and special forces rules, which aren’t that complicated. I particularly liked the NATO national cooperation restrictions, which can hamstring the NATO player as he tries to coordinate his polyglot of nationalities. I remember trying to counterattack one of Joe’s spearheads along the Weser with German, British, Dutch, and Belgian units, getting a six on the National Cooperation table, and watching my attack stall. DOH! Easy to see it happening, though, in the confusion of battle. A couple of really interesting touches: first, the Russians cannot move if adjacent to NATO units. This is a powerful advantage to the NATO player—I found myself attacking Russian units just to get them to retreat (and the winning player chooses the path of retreat of losing units) so I could advance and tie up more units. Second, it is really hard to kill units in this game. I think in five or six turns we might have had two or three step losses total. With fluid fronts and no ZOCs (with the exception above), you really need to surround units to have any hope of killing them. At any rate, it was a wild slugfest. I tried to make my initial stand along the Weser as Joe’s units lumbered across the border, but he breached that line fairly quickly. I did manage to get most of my West German territorials out and into city hexes (some of my FRG (Federal Republic of Germany) units made an heroic stand in Hamburg, delaying the better part of a Soviet army all game). I scraped together what units I could, trying to counterattack and sending some of my jagers to hunt spetznatz. US and FRG units seemed to work well together in blunting the offensive of the Russian 8th Guards Army, though I kept lapsing into Raglan moments (calling opposing units “Jerries” when the Jerries were on my side). We both made mistakes—I overcommitted to the southern front, sending all my French units and quite a few Americans to chase a scant few Russians, while Joe, despite having air superiority most of the game, never did use his Guards Airborne Army. It seems the best Russian strategy is to just drive like mad on the Rhine and Ruhr, using the special abilities of 8th Guards Army while he can. Lots of fun, though, and we’ll definitely try it again. At home, finished Lost Battalion (S&T)—got halfway through the game, with my offensive stalled (only two hexes of the Hindenburg line taken, I Corps just emerging out of the Argonne, losses mounting, and tons more Boche coming in ensuing turns) and despaired of fulfilling the solitaire game VC. A fun, if slightly flawed, game. If/when I play it again I’m going to junk the solitaire rules and try it as if I was playing ftf. Up next is an old favorite—RAF. I want to try it with some variant rules from Web Grognards. I might also get back into my Patton’s Best campaign. Flew the latest mission in Scott Settlemire’s PBEM B-17 game—hit the dockyards at Pola and made it back okay. Next Wednesday night probably more Corsairs & Hellcats with Joe, followed by the Cedar Mountain scenario from Stonewall Jackson’s Way. Shelly Crawford - Mar 19, 2004 6:50 am (#5994 Total: 6001) "The problem is that a tank is made of steel, and you are not." - Gds. Sgt Ivan Shelepov I also had Group of Soviet Forces Germany on the table (until last night) and can definitely agree that the game is a ton o' fun... Played without any of the few optionals, though, to see what the base game would be like... In opposition to David's game, the Soviet only had air superiority one the first game turn (Period.), and, trying to be oh-so-wiley and save the airborne for the perfect opportunity, never got to drop them... Came down very tight at the end, even with NATO planes running amok with the Soviets holding 29 city hexes, with the last three just out of reach. I would state, though, that I was playing solitaire, and that therefore my NATO opponent was a moron... Too many counterattacks in the "American" sector cost too many steps in exchanges, and the Frankfurt front simply collapsed in the last few turns... The "funny" highlight of the game was one West German Territorial unit that simply refused to "call up", until turn thirteen when the Soviets were knocking at the Ruhr's door... I guess they were waiting for the UN Resolution to act, or something.... I will definitely play this one again, with the optionals, and would also like to try out Joe Bisio's optional "Buildup" scenario... The one side-effect to playing it is that it makes me want desparately to run through The Next War again, but I'm trying to push through the unplayed pile right now... A good game and a good value... The only downside to it is the exceptionally thin counter stock, which actually made it quite difficult to use tweezers...