Exclusive Announcement:
TRL Games is now shipping this bad boy, and you heard it first here @ The BigBoard.
I believe this run is going to be much less than 100 copies, more akin to 500-750. So if you have an interest, I’d encourage prompt attention to ordering, if you are a person who has not been following the progress on facebook and BoardGameGeek and are unaware of the pre order process.
Sneak Peek at the rules!
Over the weekend in between receiving and driving 300 miles in my new wheels, Lacrosse, kids, packing up games, playing games and going to some social events, I squeezed in some solid reading of the rules for the cross bred cousin? Intermarried? Combination…of NDC [NATO Division Commander] & the Central Front System [ two of the most interesting and controversial Third World War titles to be released from SPI back in the day] . They were interesting because NDC was originally designed as a training game for Army, then then became a game for the general public..or was that vis-versa? The designer notes were awesome, the map very cool, the system was detailed and buggy at the same time and it really only lent itself to solo or umpired style play. Where as CFS was to be the 10 volume monster of the Third World War you always wanted. Except it went through several revision, had these ‘weird’ black arrows on terrain [I didnt mind them, others did], no air war, a faulty OOB even for at the time and a set of rules that if NATO was smart would game the system. Then half way thru the game system complete changed and the 5 volumes were split into 3 and 2, never to be played together…..genius ruined by tinkering?
Well this is an attempt to take the best, the intent, the ideas, and the game play and put together a potentially potent package that will be [hopefully] the beginning of a series of games.
But on to the rules:
They are improved on clarity from Under an Iron Sky Thin Redline’s other title . They also clock in at a comfortable 35 pages. Significant but not unbearable. With a point based declaration of rules and sub rules.
You will read about the need to plan prior to attacking or movement by allocating commands to formations using HQ specific CP’s. You will choose your “posture” – Recon, Assault, Active defense, March Assault etc.
Units are degraded over time with most have 6 Attrition points to lose before they are eliminated. Combat, river crossings, and other factors will impact attrition. This can include rocket launches, arty strikes and the like. One thing missing from CFS was of course the air war in any sense. Now helos, air strikes, interdiction and bridge bombardment all play a vital role. AA will of course have to be contended with also.
Finding the enemy is no long an eyes on target experience in the Fulda Gap. Rather it is utilizing technology, and assessing imagery and process signals intelligence. This will play a role in what you know about the units on the board. This will impact if and when and what type of bombardment can be applied to these units.
Of course EW raises its chaotic head too. No game would be complete with out it or Chemical warfare if we are fighting in the Future-Past 1985. Chemical warfare has a different impact and duration in this game. Watch out NATO! Then..you think well…what about the nukes baby?
Yes. Nuke points are available.
There is NO ESCALATION. _So it’s on like Donkey Kong!
There are severe consequences, which I shall save for when I play to share with you.
Other rules are present but as yet unread – Supply, Ribbon Bridges, bridge mining, panel bridges…and Action cards. Acton cards are going to give this game some juice and re playability I think, and they are used just once at the discretion of the player.
There is a lot to be excited about. But of course the proof is in the pudding as they say. So some detailed play will be had as soon as my grubby hands are on it. My wargame pal Pete is also acquiring a copy, so we will hit some face to face time ASAP also.
“Bring me my copy”, says Wargaming Pal Pete!