This review first appeared in IPW, the newsletter for all discount games club members. Contact colin@allusedgames.demon.co.uk for details. Ring of Fire (Moments in History) Following the failure of the 'Zitadelle' offensive at Kursk, the Germans withdrew to prepared defensive positions. They knew they had inflicted heavy losses on the Soviets and that it would be some time before they recovered and were able to go over to the offensive. Unfortunately for them, the Soviets were unaware of this and were about to attempt to liberate Kharkov. Ring of Fire simu lates, at an operational level, the Soviet offensive of August 1943. Whilst a simple game, the sequence of play is quite lengthy. A player starts his turn by rebuilding reduced or eliminated units with replacement points. Players may accumulate replacements for use later. If either player is able to do this, you're not playing the game right! Movement follows, with units that use only half their movement allowance or less and do not move adjacent to the enemy being able to be placed in reserve. Alternatively, units that avoid the enemy may make a strategic move, which doubles their movement points. In this phase, a player may also place air units to interdict enemy movement. Combat commences with mandatory assaults between Adjacent opposing armoured units only. The Soviets are much more numerous but the Germans are of a better quality. My experience is that German armour should be avoided as much as possible. As the game progresses, this becomes increasingly difficult thanks to German reinforcements. After tank combat, air units may make air strikes against individual units. These are quite effective, particularly for the Luftwaffe. Following this the phasing player declares his up and coming assaults so that the defender may use his reserves to reinforce defending hexes. Combat is voluntary and resolved with the standard odds modified by terrain. Air units can lend direct support and the Soviets have a few powerful barrages. It is worth noting that armour units may assault for a second time during this phase. There are no retreat results - only step losses which soon leave gaps in a players line and, for manimum effect. the attacker may declare a combat an all out assault, which doubles step losses to both players. See why you're unlikely to be accumulating replacement points? After combat, the phasing player may move his reserves and these units commence a second round or tank combat, air strikes, enemy reserve movement and standard combat. The non-phasing player then repeats the entire sequence. Vctory is earned for victory hexes (clearly marked on the map) and for exiting units off map. With one standard size map, 360 counters and four player aid cards, it's an attractive package. Ring of Fire sets out to be a playable, fast paced and easy to learn game. It succeeds on all three points and, as a bonus, is also highly playable solo. Veteran players will find this game simple, but, unlike most other games, help is on hand for the beginner. Players may order the talking version of Ring of Fire. This features a sixty minute audio cassette with a guide to key mechanics of play plus strategy and tactics. An interview with the designer is also featured. Copies of the talking version are limited so, who knows, it may become quite collectable. Whilst some players may feel that the last thing the hobby needs is another East Fronh game, I'd say that a good, solid game like this is always welcome. Highly recommended. Alan Sharif