David Buckland - 07:13pm Dec 29, 1998 PST (#3104 of 3104) [ Mark ] Having enjoyed Gary Graber's solitaire game on the Stalingrad encirclment (Der Kessel, published by Competitive Edge), I was interested enough to buy the first issue of Panzerschreck (advertised elsewhere in Consimworld), which contains his solitaire game Reichstag: The Fall of Berlin. The game covers the final Soviet assault on the central Citadel district of Berlin on 29th & 30th April, which started with the Russian 150th and 171st Divisions attacking over the Moltke Bridge, and ended with the raising of the Hammer & Sickle over the Reichstag. The player is the Soviets, while the game system handles the Germans. Like Der Kessel, this is a DTP game, if that term can be defined as one where the counters need to be cut and mounted. However, the graphics of RTFOB are a step backwards from the relatively slick professionalism of DK - cut-and-paste is in evidence quite literally - although this is not so bad as to distract too much from the game. The area-based map covers a section of central Berlin roughly 800 yards square, bounded by the Tiergarten to the south (Chuikov's 8th Guard Army, not in the game, was approaching the game board area from the south, but would leave Perevertkin's 79th Corps, part of 3rd Shock Army, to capture the Reichstag), and the River Spree to the north. So, this is a game on a much smaller scale than Der Kessel, which covered the whole of the Stalingrad pocket. The number of areas is smaller as well: 64 for DK, and only 29 for RTFOB. In the Reichstag game, the significant areas are the five key buildings: the Interior Ministry, the Kroll Opera House, the Flak Tower, the Chancellery, and (most importantly), the Reichstag itself. A small point, but some of the unidentified areas could, I feel, have been given their real-life designations (eg. Area 18 is the Konigplatz), which would have been more evocative than "Area X", and some of the streets which act as the dividing lines between the areas could have been named (eg. The Charlottenberger Chausee and the Zelten Allee radiating west from the Brandenberg Gate). One other point about the map: was there really a Flak Tower in the position the designer shows it to be, adjacent to the Moltke Bridge? What limited information I have to hand suggests that the nearest (the Humboldthain Flak Tower) was further north. Units sizes are not really defined, but are probably assault squads for the Russians (the attacking divisions formed two of these from each of the battalions committed to the battle), while the Germans are a mixture of tough veterans, good regular troops, Volksturm units of varying degrees of effectiveness, and (at the bottom of the heap in terms of quality) Hitler Jugend. Disappointingly, units of neither side are given historical designations. While there is some excuse for this with regard to the Germans (though even for them, the regulars/veterans still belonged to known military formations), surely the Russians could have been given their historical affiliations? Combat strength determines the chance of being eliminated in any one round of combat. So, a "6" unit (German veterans) can only be removed if the attacking forces roll a six. All Russian units are "5"s, as are the German regulars, while the Volksturm are "4"s or "3"s, and the HJ vary from 4 to 2. Some Russian units are designated as "elite", and although that does not affect their survival chances in combat, it does mean that they can fight in a follow-up to the usual one round. The Germans also have strongpoint markers (which need to be removed before other defenders can be tackled) guarding the key buildings and approaches, and there are also booby traps and ambushes to help the defenders. The chits in DK are replaced with cards, but the designer uses them as in the earlier game to kill many birds with one stone, since each card in RTFOB has 9 distinct uses, depending upon circumstances, from random events to determining when and if Hitler commits suicide. As is usual in solitaire games, the player has to balance an often-conflicting set of requirements to achieve victory. In this case, it is the need to raise the Soviet flag over the Reichstag without wasting too much time, or losing too many troops, and while clearing the Citadel sector in general. Each turn (of the 10 maximum) costs the player a point, as does each unit lost, and each key building and strongpoint held by the Germans when the flag is raised over the Reichstag (which does not necessarily happen when the building is cleared of defenders - as was historically the case). The player has to achieve victory by game end without losing more than 15 points. Game end is either the completion of the tenth turn, or the raising of the Red Flag, whichever comes first. On setting up, the German units are inverted, so the player has no idea whether the defenders of any particular area are Hitler Youth rabble, or die-hard veterans, although you do know that the key buildings are more heavily defended than the other areas. The Soviets start with three units (two elite) in the northwest corner of the board, with the Chancellery at the opposite corner, and the Reichstag to the north of that. In the first phase of each turn, the Soviet player determines his mode of operation for the turn. The Soviets start in Artillery mode, which has the benefit of providing artillery strikes which can be used to weaken the defences of the key buildings, but provides limited reinforcements. The other two modes provide few artillery bombardments, but more reinforcements. Cautious mode limits Russian casualties, while Aggressive enables the Russians to keep attacking over multiple rounds. The pros and cons of each mode can make for some difficult choices for the player, and this is compounded by the need to decide whether to guarantee a change of mode (at the cost of a turn), or try to implement the change immediately (with the possibility that you will fail, and either be stuck in the same mode, or worse, lose a turn without any benefit at all). The second phase sees the Russians drawing a card to determine their reinforcements and artillery barrages, followed by movement - a maximum of two areas, which imposes the need for some forward planning on the part of the player, since forces cannot be rushed from one sector to another as the game progresses. Combat, which has already been described in part follows next. Unless in Aggressive mode, there are a maximum of two rounds of combat, with only Russian elite units allowed to stay for the second round before retreating, unless the defenders are overcome. Units are targeted individually, with the firing side getting one roll per unit. This is succeeded by the Random Events Phase. The events are skewed in favour of the Germans, thus giving the player some additional challenges to overcome, although some (eg. Desertion, enabling the Soviets to remove defending units to which they are adjacent) are pro-Soviet. Random Events are followed by the Fuhrer Event Phase, in which Hitler's status is determined. A mixture of random and on-board developments determine the Fuhrer's status. There is a chance that he will flee (thus costing the Russians a VP), but more likely he will become demoralised and then later commit suicide - each stage of this process adversely affecting the defenders. Finally, the player determines whether the Soviet flag can be raised over the Reichstag, and if not, play proceeds to the next turn. Overall, given the modest price, this is a good little game. There are some real choices for the player, and these can be added to by varying the Victory Conditions, to reflect different Russian approaches to the battle (eg. "Minimize Casualties", or "All-Out Advance"). The random events and unknown defenders add sufficient uncertainty that there is no perfect plan, and coping with these spanners in the works spices up the game. Even if it runs to the full 10 turns, RTFOB should play to a conclusion in about 30. I will post a replay in the After Action Reports area to give anyone interested a better idea of how the game plays, and the various strategies available. Given that I have enjoyed both of Gary Graber's solitaire designs, it would be good to see what he could do with the bigger scope of a full-scale game. On the other hand, given the small 8.5" by 11" board, this one of the few games I know which can be played successfully on the tray-table of a standard airplane seat (though I would advise booking the window). Is there a mile-high club for wargamers?