Sunday, May 10, 2009

Review: World at War: Eisenbach Gap





Last Saturday, Greg Silverman and I sat down and played Lock n' Load's WW3 boardgame- World at War: Eisenbach Gap.
...it is May, 1985 and the Soviets roll in.... (and Patrick Swayze ain't around)
Scale: The game is a platoon level representation of NATO vehicles and company level representations of Soviet formations and each hex equals 150m.
Turns: Each turn represents approximately 15 minutes of time.
The map is 17"x22" and encompasses a small area of West Germany.


Turn Sequence: The TS is pretty simple, to represent command and control, both sides have a chit in an opaque container (called a cup) representing their command. The Russians typically have one and the Americans two (representing limited command). Along with these chits are two "end turn" counters. The counters are drawn and each side checks:
1) Command

2) Rally

3) Conduct Operations (movement/ combat)

Command: Each side has an HQ unit that is the central C&C center of the units. They have a command radius, morale level and leadership value printed on each counter. Simply see if your units are in the radius, if not, make a morale check.

Rally: Easy- make a morale check (there are two states of morale- Disrupted and Good Order).
Conduct Operations: The heart of the game. All the counters have a series of numbers on them representing: AP firepower, HE Firepower, movement value, Assault value and saving dice. The movement system is fairly easy. The true heart of the game is the combat mechanics. Each value (listed above) has three "sections": Range, Number of dice rolled, and the to hit number. Simply count range, roll the dice needing the "to hit" number. Whomever is hit rolls a number of dice equal to their save (modified by the terrain they're in). Each save cancels a hit. One hit disrupts, two reduces and three is a KIA.



Throw in some helicopters (Americans start with Huey Cobras, Russians Hinds), some artillery and wow- you have a good mix.
The developers are obviously miniature players and this game can be easily adapted to micro-armor. The rules are simple and the pace is fast. We squeezed in the first two scenarios and started the third when we had to call it a night. Greg and I have decided to play out the first 12 scenarios with me as the Americans and him as the Russians since the scenarios have a "campaign" feel to them.
More expansions have come out over the last year including: Blood and Bridges (the British enter the fray), Death of 1st Panzer, Operation Garbo (the invasion of Sweden) and the newest "Untold Stories" which includes the Danes, Canadians and Poles.




Overall, this is a great game that is fast paced and easy to learn. Email me if you want to play or watch out as Greg and I continue the campaign this spring!

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