Paul Rohrbaugh - 11:03am Dec 10, 2001 PST (#9279 of 9346) Basta imparare, comincia a morire! OOTW is Perry Moore's latest, Valor and Vengeance: the Battle of Ulus Kert. The DTP game covers the Feb. 29th to March 3rd, 2000 battle between elite Russian special as well as airborne forces, and Chechen rebels. The Russian units positioned themselves to block the flight of a massive Chechen force fleeing from their defeat in the capital city of Grozny. The Russian's occupied a mountain pass that offered the rebels their only viable route to safety. The Russians were confident that their superior weaponry and training would carry the day. They were tragically mistaken... The game comes with a 11 by 17 map, done in various tones of green and tan. 250 unmounted, half-inch counters represent companies and platoons. Russian forces also have air support from Su-25's and Hind helicopters, mines, as well as off-map artillery. 2/3rds of the turns are night, and weather this time of year was lousy to horrible, making all of the additional fire power rather problematic. To add to the Russian player's challenge, a sizeable contingent of Chechens infiltrated past the defenses, so the Russians start the game/battle pretty much surrounded. So much for being a blocking force. I have only read through the rules at this point, but the game mechanics seem simple, but logical. Solitaire play appears to be very easy to manage without wrecking the game's mechanics. Units are rated for fire combat, movement and heavy weapons capability. Rolling a 10-sided die, modified for range, firing and target unit status, and terrain will result in misses, the target being stunned, suppressed, pinned or killed. Melee combat is in-hex and potentially bloody. The turn sequence is chit-draw driven, each Russian formation having its own activation chit. The Chechen player determines how many and which units activate by the roll of the ten-sided die. A DR of 1-9 indicates how many units can perform movement and combat, a DR of 0 means no (not 10) units may activate despite the activation chit draw (the FUBAR factor). Perry's commentary and designer's notes likens this one to a modern-day reenactment of Custers last stand, albeit with machineguns and artillery. I'm itching to get the pieces cut out and having at it with this game in which little quarter will be asked, or given. Paul Rohrbaugh