From: Doug Murphy Subject: MIni-review: Balkan Hell Command 35 also contained a not-so-mini-game Balkan Hell, Ty Bomba's take on what might've happened in Bosnia-Herzegovina if the Croat/Bosnians tried for a military win in fall 1995 vs. the Bosnian Serbs et al. As someone who did much research for a possible game on this subject, let me start by saying Ty certainly got it right. This game would certainly make an interesting tool for some of our local media denizens who suppose themselves Bosnian experts. Also, this is a nice, simple game with no ZOCs, no replacements or reinforcements but plenty of interesting rule twists. One map: the reverse of Mason Dixon with a largely stylized map of Bosnia (but plenty accurate in overall terrain -- by "stylized" I mean if you're looking for a nice topo map of the area, you're in the wrong game). 352 counters which are wonderfully large (for my ham-sized fingers) with wonderfully large numerics and NATO icons (for my weak eyes) and on the reverse, wonderfully large setup hex numbers. All have attack, defense and movement factors. Lots of color (green, gray, black, gold, red, blue and white units) as benefits the different force match ups. The rules say theres a player card as well: we guessed this info ended up on the map because there was no card in my game. All units either mech or non-mech with one or two steps but lots of interesting types: special forces, static militia, light infr, mountain infr, road motorized light infr, anti-tank, cross-country motorized special forces, arty, road motorized infr, combined armes, armored infr, tank, heliborne sf. Winning is fairly straightforward but a bit out of the ordinary in that at game start, the Crot/Bos starts with 91 VPs. If they reach 121 by game end, they win. 115: Serbs win. One wins or loses VPs instantly for taking or losing a town or city anywhere on the map. If certain units are elminated or certain areas taken, one gets VPs as well. Turn sequence is basic IGO/UGO with a twist, the rebel serbs mech and Yugoslav special forces move in the middle of the Crot/Bos turn. So it goes Crot/Bos move; rebel serb mech/sf move; Crot/Bos combat; then serb combat, serb movement. Game ends after 9 turns or a bit earlier on a die roll meaning a UN ceasefire is imposed. Supply is traced traditionally: units can be OOS or in one of two flavors of supply: defensive or full. Stacking has restrictions for different nationalities together. Movement is pretty traditional with the caveat that hills are the rule across the map, there is little road net, and river valleys serve as conduits to movement rather than blocks. Just scanning this map was eye-opening for me to imagine the attempted movement of any sort of NATO heavy armor. Interesting use of markers to denote rail lines "cut" by Serbs. Combat is pretty traditional: results are in step losses. An interesting twist is without ZOCs units need not retreat in any particular direction, allowing retreats into good positions. Special rules cover arty, anti-tank units, special forces, "safe havens," Bos command limits on multi-hex attacks and rebel Serb tanks. This game is easy to play and pretty timely. Makes Command 35 a heck of a bargain since both this design and Mason Dixon are eminently playable. However, it just screams for a future variant with NATO/UN reaction force units vs. various local setups. BTW, I forgot to mentione NATO airpower is abstracted into the game on the Crot/Bos side. Doug Murphy Following a request from a long-ago thread, here are my notes to quickly start playing XTR's latest Command minigame in issue 35: Balkan Hell. I'll follow on with Mason Dixon. Sequence of Play: Crot/Bos Move (Roll for Bos Rail) Rebel Serb Mech & Yugo SF Move Crot/Bos Combat Serb Combat Serb Move (Rebel Serb Mech & Yugo SF can move again) - No ZOCs, replacements, or reinforcements. - No same hex with enemy. - Crot/Bos: Green / Gray / Black counters. - Serb: Gold / Red / Blue / White counters. - Units either mech or non-mech. Supply: - Full: must trace to Croatia for C/B or Yugo for Serbs & also to 2205 - Defensive: Green / Gray / Gold / Red in Bos town/cities Croat in Croat town/cities; Yugo in Yugo town/cities - Normal move / def. No attack, no arty/antitank effects. - OOS: No attack, move 1 hex, def halved. - Croat 8 Gds (heliborne) always in supply. Stack: 7 noncity / 10 city - If stack Croat only or Bos only, can attack. Rail Move: - Roll die: # = units can move. - All Bos must start together in same city/town on RR. - Cut by Serb unit. Repaird by Bos unit. Combat: - Results: Attckr step loss / Def step loss - if "R" retreat 1 hex unless in city/town. - Concentric attck: +1 drm - No Serb advance after combat. - when arty stacked with other, roll die: #=attk# (must be < nonarty attk) - when arty stacked with other, roll die: #=def# (must be < nonarty def) - when antitank stacked with other, attckr first loss from a mech. - SF roll on table 11.2 - If Serb attacks 1204, 3306, 3112, 3514, 2118, 1616, roll on table 11.2 - Rebel Serb Tanks never attack unless stacked w/ inf. - Green/Gray only 2 multi-hex attacks + one unit per other attack. - Place Bos Div markers 5+ hexes apart. Doug Murphy