Operation Conrad (By Perry Moore for Close Simulations.) Review By Alan Sharif In January 1945 massive allied armies were poised for the final destruction of the Third Reich. Any madman could see that German forces were exhausted and victory impossible. Hitler, however, some how saw an opportunity for a major counterstroke in Hungary. The plan was to strike between Lakes Balaton and Velencei, cut off then destroy Third Ukrainian Front, then swing North and retake Budapest, relieving the ill fated Ninth SS Corps beleaguered their. Finally, German forces were to cross the River Danube and recapture Eastern Hungary! Considerations of terrain and weather were not allowed to intervene, despite the fact that the plan included crossing a low-lying swampy area criss crossed by a multitude of canals and small watercourses. The plans strategic ambitions were even more impossible than the earlier, and better-known, Ardennes offensive. Operation Conrad is an operational simulation of the SS drive to relieve the Budapest garrison. That said, the likelihood of them achieving this aim is demonstrated by the fact that the City of Budapest does not actually appear on the map. On a good day the axis player may get to exit units from the map on route to Budapest. Often victory depends on holding towns on the map. The game comprises of a small map, one hundred and ten counters and a short rules booklet. The game is available both ziploc and in what has to be the smallest box I've ever seen used for a wargame. The units use silhouettes rather than standard NATO symbols and often represent companies or battalions. This leads to some very high stacks that are awkward to move about the map or look through. Graphically it is nothing special but quite acceptable. A game turn commences with artillery barrage. German artillery can also lend direct support to assaults later in the game turn. Barrages cause disruption or elimination of target units. Disrupted units defend normally but may neither attack or move and lose their zone of control. Surprisingly there is no defensive support by artillery in this game, which strikes me as rather odd. Combat follows and is based on differentials not odds. This means most units have to move adjacent to enemy units in the preceding turn in order to have combat. The Axis start the game with a heavy advantage in numbers but the CRT is fairly bloodless with mainly retreats resulting so attacks must be planned carefully in order to surround and destroy enemy units. The Soviet's receive a steady stream of reinforcements throughout the game and the initial Axis impetus will ebb away over a few game turns. Towards games end initiave will be firmly in the hands of the Soviet player. One minor gripe I have about the game is that some axis units have a minus figure for defensive strength. These are usually units of Tank Destroyers and Assault Guns. Whilst I'd accept that these weapon types were vulnerable to close assault by infantry, adding them to a stack of units reduces its total defensive strength. This seems a little harsh to me so I count their defensive strength as zero, a simple fix. The movement phase is standard fare. Units have high movement allowances but movement costs are high so you won't move as far as you might have first thought. Units recover from disruption automatically at this time. Chrome exists in the shape of special rules for SS units. Historically, the SS made almost superhuman efforts to reach Budapest, all to no avail. The game allows SS units to attack twice during the combat phase with SS artillery units able to support both assaults. In addition, from turn five SS units may spend four movement points between the barrage and combat phases. From turn six, however, fatigue rules may start to effect SS units. This is a small, simple and quick playing game that can also be played solo. It is not a bad game and certainly worth a closer look by WW2 enthusiasts.