Note: This is the original, unedited version of a review that appeared in BERG'S REVIEW OF GAMES (BROG). If you're interested in seeing more of Richard Berg's celebrated wit and insight in BROG, you can contact him at BergBROG@aol.com. LAST BATTLES "Everything that was old is new again," quite an appropriate quote for war gaming these days. The early 80's was gaming's first Golden Age, when SPI and Avalon Hill had something like 200 titles in print, with plenty of other little companies- Metagaming, Task Force, Peoples' Wargames- hovering on the fringes. Jump ahead now to 1995, when only one of those guys is still around, and they're not even publishing wargames anymore , when a couple of current gaming gurus, Doc Decision and Keith Poulter, have decided that some of those Golden games are just too good to leave lying around. So, like Doctors Frankenstein (that's Frankensteen !) , they've resurrected a few of those old corpses to go staggering about, mouthing incoherently and terrorizing the townspeople. Peoples' Wargames was Jack Radey's baby, jumping upon the scene in the late 70's with KORSUN POCKET, a very original (and very revisionist) East Front game, many of whose systems still stack up well today. This was followed by a bunch of stuff- GAZALA, AACHEN, TO THE WOLF'S LAIR- which built on that parent system. PWG sank beneath the waves at about the same time as SPI, although many of its titles can still be found on game store bottom shelves. Well, this was too good of an opportunity for mad scientist Keith Poulter to pass up, so dig up the carcass of TO THE WOLF'S LAIR, jazz it up with new map and counters, steal Jack Radey's brain from the lab and slap it in, and presto-- LAST BATTLES: East Prussia, 1945. LAST BATTLES comes to us from CoSi, a German company (or so I gather-- the German title is ENDKAMPF: OSTPREUSSEN, which causes some strange stares when you happen to be carrying the box in line at an ATM, let me tell you) for whom 3W does the distribution here in the U.S. The game covers the Soviet offensive into East Prussia in January, 1945, following up on the destruction of Army Group Center. Historically, this was the beginning of the end for Germany- the Ardennes offensive had just failed- and helped by Hitler's amazing decision to send his best remaining armored units south for a counteroffensive in Hungary, the Soviets were able to do major damage to the Germans, capturing the strategic fortresses of Thorn and Konigsberg in the process. Graphically, it's a step ahead of what PWG was able to offer. I imagine that the profit margins at People's were pretty slim, because most of their games were monochromatic and identifiable by the one predominant color-- AACHEN was green, GAZALA tan, and so forth. Keith sicced Joe Youst on the map and counters, so they are more elaborate than their precedents. Not better, just more elaborate. I prefer the minimalist MacGowan/Simonitch style myself, so the LAST BATTLES map wouldn't be to my taste anyway, but hooh boy, is this thing ugly. Every hex has at least three different terrain types in it (the rules never state which terrain is dominant) , crisscrossed by a maze of rails and roads , so that the overall effect is of a busy ski slope during a thaw. The counters are plainer, with simple NATO symbols and a row of numbers at the bottom representing strength points, barrage factors, and so on, the only problem being that the counter diagrams are very unclear about which number is which, nor do they use colors or symbols to help you out. But no movement allowances. There's plenty of extra room, why not put the MA on there ? Very annoying. Let's face it: clear rules writing is not exactly 3W's forte. The original material was pretty rugged to begin with- PWG was justly famous for dense systems that required lots of effort to learn and use- and 3W's tender attentions have not done much to soften it. Everything is in there, and in pretty good order, but there's so damn much of it. At bottom, this is pretty basic East Front stuff-- Igo/Hugo, Move/Fight, get-the-other-guy-before-he-gets-you. A nice twist on this allows players to place units in reserve, from which state they can either exploit after combat or move after the other player's movement but before combat allowing you to rush reserves into the line before the blow falls. Rules like this allow armor to be used to its full capacity-- I'd like to see other games doing it. Unfortunately, combat is a hopelessly intricate procedure involving all sorts of mechanics and adjustments. Players compute the "raw" combat odds by comparing barrage, support, and combat strengths, then modify them for terrain, air points, armor and AT values, and whether the Germans involved are East Prussians or Latvians (I'm not kidding!)-- suffice to say that one combat example in the rules took up an entire page by itself. Now, all of those ratings for support, barrage, armor, etc. are on the counter somewhere, but who knows which is which ? The rulebook sure doesn't help. Tied into all this is supply. Players must expend supply points to use their barrage and support factors, the Soviets receiving more attention for their Rocket and Artillery Division units. The end result is to make combat a very cumbersome, frustrating process. Special rules throw into the mix flamethrower tanks, Volksstrum (which tend to pop up like mushrooms), refugees clogging the roads, and a host of regulations requiring players to mirror history by freezing reserve units until a specified turn or withdrawing their best troops, always seemingly just when those guys would be most useful (Hitler raising his strategically inept head, once again). There is even a rule preventing the Russians from attacking certain German units until those Germans are released ! Excuse me ? I really detest rules like that-- why not allow players to try something different, with suitable VP penalties or release die rolls ? War games should reflect history, not repeat it. Why are some game designers so afraid that those pesky players will do something they're not supposed to ? A fair selection of "What If ?" scenarios allow gamers to try out Soviet or German fantasy situations, while the last four pages give a military history of East Prussia from 405 A.D. to the present, featuring a fairly detailed history of the actual campaign. 3W has become notorious for doing strange stuff with the rulebook, but LAST BATTLES is particularly irksome. Didn't anyone read this thing before it went out the door, streamlining some sections (Combat) and eliminating others (movement restrictions) ? If you have four pages to spare for an East Prussian history lecture, why not replace one with better counter diagrams or a chart listing the various combat modifiers ? Gamers have been yelling questions like these into the Cambrian wind for years, and been getting nothing but a gust in the face in reply. You ever put down the rulebook, squint at the map with all those counters on it, and say to yourself, "So... what the hell do I do now ?" That's what I said after setting up LAST BATTLES. The appropriate answer is, "Read the sequence of play, dummy." So we did. We were playing the historical scenario, which starts with the opposing armies stacked up eyeball to eyeball along the East Prussian line of scrimmage, ready to go at it. There's no reason for movement, so the scenario begins with a long series of combats, the game's worst mechanic. There are three nice player aid cards in the box, two for initial set-up and one for weather & terrain, but nothing to help the poor distracted gamer keep track of all those combat effects. Like a college Chemistry course, you have to memorize everything the instant you read it, and woe betide the player who forgets that Soviet rocket divisions require that extra support point. A few minutes of this and I started to bleed internally-- I don't see how the ASL guys can stand it. This is not a fun game. The historical scenario is very unbalanced-- the Soviets are poised with overwhelming forces to smash into East Prussia with the Germans withdrawing their best units three turns in and a host of special rules forcing players to mirror the historical result. I understand that 3W/CoSi will be publishing other PWG games in the future; I just hope they're not as much of a chore as the first one. LAST BATTLES takes a lot of work just to get going, and the results aren't worth the intellectual effort. I wonder if Igor dropped the brain on the way to the lab... CAPSULE COMMENTS: Graphic Presentation: Ugh. Too much detail on the maps, not enough on the counters. There must be a happy medium somewhere. Playability: Mighty tough slogging. Jack Radey's games were never known for their smoothness of play, and 3W's tender mercies have not improved them. Replayability: It might be worth trying the optional scenarios, as they allow both sides to operate with more freedom. I think the historical game will play the same every time. Creativity: Seeing as how this is a re-make of an older game, not much. Maybe Keith Poulter has finally given up on producing a decent game of his own, and will now devote himself to publishing everyone else's. Historicity: Good-- too good. It's no fun playing an army whose overall commander is a paranoid maniac (I mean Hitler, not Stalin) with dreadful strategic vision, to boot. However, the game does give a strong feel of division-level tactics- particularly the importance of air, artillery, and engineer support- and has some good rules that reward players for the proper use of armor. Wristage: Not bad. For all of its numbing detail, combat only requires one die-roll, and most of the other systems follow suit. Comparisons: There must not be more than, oh, one or two thousand division-level East Front titles out there. LAST BATTLES doesn't begin to stack up against such classics as PANZERGRUPPE GUDERIAN or DESTRUCTION OF ARMY GROUP CENTER; even KORSUN POCKET, upon which the system is based, is much better. As far as more recent games, CAMPAIGN TO STALINGRAD and STALINGRAD POCKET are simpler and far smoother; LAST PANZER VICTORY is more complex and even less fun. I don't know of any other games on this particular campaign. Overall: Like climbing a mountain right after eating Thanksgiving dinner. Hard, heavy work, and when you're finished you ask, "Why did I bother ?" David Fox fragilfox@aol.com