Flashpoint:Golan The Fifth Arab-Israeli War -------------------------------------------- Topic: Hypothetical Arab-Israeli conflict in the Mid-East, 1990 Scale: Operational Units: Bn/Rgt/Bde units Map: 4km/hex Time: 1 day/turn Components: Hey, it's by Victory Games. Ergo lots of pretty ones. Just tried FG last night with a friend and tackled "Battle Day on the Golan", a one turn introductory scenario. I was very impressed with the interactive game system; now there's no excuse for reading a book while your opponent schemes! The system is a continuous mesh of action and reaction as your formations are activated via a random chit pull. The activated formation can trigger reaction from the enemy when (and if) its actions are detected. These include strikes (arty, air and missile), air defence fire, counterbattery fire and HQ detection. Combat Support fanatics will be disappointed as there are no individual field kitchen companies, graves registration units, engineers, trucks, supply dumps etc. ... they're all amalgamated into the HQ units. An HQ acts as the focal point for all the support functions of a formation. During each turn an HQ can utilise a wide range of functions by expending capability points (a quantitative expression of how much an HQ can do each turn). The range of HQ capabilities includes: Aerial Resupply, Ammo replenishment, Battlefield Recovery, Combat Engineers, Tank Transporters, Jamming etc. Troop Quality plays a big part in battles. Troop Quality is determined just prior to the first battle that formation engages in (roll on a table and cross-index the units training (Elite, 1st Line, Reserve etc) with a die roll. Basically, the higher a unit's TQ the harder it will be to take step losses (morale levels) in battles. Step losses are equated to losses in morale (Normal, Disorganised, Broken, Cadre) and are indicated by flipping combat units or adding a marker beneath the unit. The only way morale changes is due to winning conclusive battles (up) or due to casualties (down). The key system (which we didn't get to explore due to game length) is the concept of momentum. Basically the more battles you win, the more out of joint your opponents forces become ("turning within the enemy's decision cycle") and the more chances you get to activate your formations a second time! There are also rules covering Supply, Arty/Air/Missile strikes, Helicopters, Air Defence Fire, Combat Engineers, EW and Special Forces; suffice it to say each of these topics is dealt with in an elegant and easily understood manner ... I won't elaborate on the aforementioned rules unless other CONSIM'ers really want me to. The mechanics are detailed but not overly complicated (I'd give it a 7 on the old SPI complexity scale); mastering the system however looks like a challenge indeed! Trying to launch your operational plans (when you know darn well the enemy's going to try to put a cork in it) is frustrating when it fails, exhilirating when it comes together and shucky darn fun in any case!!!! Kudo's to Mark Herman and Victory Games; a fascinating look at modern battlefield doctrine and well worth my financial investment ... I just cannot understand why Mil Sims P/L (OZ company) is letting them go at 60% markdown (not that I'm complaining). Heartily recommended if the Arab-Israeli conflict interests you. Now if only they'd tackle another hypothetical conflict with the system ... Korea anyone? Cheers, Phil +-------------------------------------------------------------------+ | Phil Th‚ EMail Address: | | Southern Region Computer Services Internet: filthy@acslink.net.au | | Repatriation General Hospital Compuserve: 100242,3423 | | Battery Point Tasmania 7004 Fax: 61-02-209-392 | | AUSTRALIA Voice: 61-02-209-359 | +-------------------------------------------------------------------+ | XTR Web Page: http://www.peg.apc.org/~filthy/xtr-home/ | +-------------------------------------------------------------------+