From: "David A. Vandenbroucke" Subject: Re: Light Division(was The Good and Bad of 3W) (fwd) On Tue, 13 May 1997, Pete Varney wrote: > As a former member of the 7th ID (motto-Fight light, Freeze at night) I > have picked this one up a couple of times but never purchased it, general > comments on 3W games have scared me away. Could someone give me some > comments on this games, how does it play, what is the setting, etc. The > only thing on Web-Grognards I found was extensive map errata. Light Division (LD) is a batallion/company level game about the much-discussed fight for control of the Straights of Hormuz. Scenarios depict U.S. troops trying to seize Bandar Abbas and the surrounding area from either the Iranians or the Soviets (who, in their scenarios, have just seized the area themselves). The U.S. starts with the 82nd airborne, some Marines, a few Ranger companies, and air and sea support. They have to grab airfields and ports in order to bring in more Marines and one other division (exactly which depends on the die roll--either the 101st or [I think] the 7th, with an optional rule allowing a brigade of the 10th, IIRC.) The opposition is either Republican Guards or a Soviet airborne division, but heavy units are on their way overland. In the advanced warning scenarios, you also get to bring in the 24th mech division by sea. Reinforcements on both sides are heavily variable. The most interesting part of the design is the sequence of play. You roll D10 and get to conduct that number of operations, each of which involves one unit or stack. Then the other player does the same. This continues until everyone has activated all of their units. But if you roll a zero, you have to flip a unit to its inactive side and not do anything. You then roll immediately again. If you roll another zero, all of your units become inactive. Thus, you're never sure when/if you'll have the operations points available for a big multiunit attack. Artillery, helicopter, naval, and air support all cost operations points, and are limited in availability, depending one whether you choose a hasty, [the middle one whose name I can't remember], or deliberate attack. There are also special forces which the US and Soviet can use for long range actions or tactical advantages. I thought it was a lot of fun to play. There are enough scenarios and random variation to make it replayable, and the sequence of play is nice for solitaire. --Dav davanden@capaccess.org