From: Doug Murphy Subject: Game: Nordkapp Since I'm "into" Norway these days with Strike North & Invasion: Norway, I thought it fair to dig out notes on this S&T game, from 94 I think by Charles Y. Kamps who also did the Central Front series recently discussed on consim. IMHO, Nordkapp presents the Sov player with the fascinating challenge of a "lightning-like" assault more in fashion with the '40 invasion than the classic Pact steamroller. NATO mobilizes the Norg units to buy time for the big Brit, US & Canadian battalions to arrive. It was a decent concept wrapped up with some quirky mechanics. The 28x32 map was pretty good by S&T standards of the time and indeed, compares well with some of the more recent WW2 games of this area. 200 backprinted counters covered Sov, Fin, Swede, Norg, Dutch, British, Italian, Canadian & US air & ground units, mostly battalions and air units of 12-36 a/c each. Ground units had "light" sides, minus heavy equipment that was invaluable as there were Big terrain limits on mech movement. Air units had a generic back, allowing fog'owar for placement. 16 pages of rules, interesting TO&E and other info. Future issues of S&T included varient counters as NATO changed its force structure a bit...I can't recall the details at the moment though it involved changing the Canadian units. Very Long & Involved sequence of play, with both player participation from determining weather, air interdiction, supply determination, airborne/ airmobile assault, amphib movement, ground movement, air movement, combat supply determination & ground combat phases. Combat was bloody, esp for the Sov who was on the offensive. The system harkened back to the loss pts used in PGG. Defender took losses in elim'd units or by retreating, within some limits, but the attacker had to lose steps. With up to 5 loss points on the CRT, the units bled. There were some strangeness in exchanges with very disporportionate results sometimes possible. ...I noted increduously a loss of a 15 pt batt for a 1 pt border guard unit. Helos are very goofy because your opponent can intercept them essentially at will, even during short hops behind friendly lines. However, IMHO, these were fixable quirks for a game in an otherwise not-heavily gamed subject. Any comments from others who remember this? Doug Murphy