From: "John F. Kranz" Subject: Mini-review: MiH's RING OF FIRE Someone asked for this, so I'll just post it here for all. This is from issue #1 of the Arizona Wargamer's Report, written by Phil Weltsch. RING OF FIRE (RoF) is Moments in History's second release covering the fourth and final battle for Kharkov in August of 1943. After the failed Kursk offensive, the Soviets launched a major counter-offensive aimed at recapturing Kharkov. Generalfeldmarshcall v. Manstein had anticipated a Soviet attack in the area, but he had concluded that it would take weeks longer to materialize. As a result, the Germans were caught flat-footed as the initial waves of Soviet troops overwhelmed the thinly held line. What followed was a classic German mobile defense, pitting hordes of T-34s against a small but elite number of panzers. Graphically, the game is presented as a solid package. The single, large hex map covers the area around Kharkov at 2 km per hex with a style that shows a clear influence from The Gamers. The map succeeds in being colorful without being too busy which is an accomplishment given the large amount of German fortifications in the area. There are 360 counters representing the combat units as regiments for all mobile forces and German infantry while Soviet infantry is represented in divisions. All units are back-printed for step reduction with 4 step Soviet divisions being represented by two counters. Mechanically, players of PANZERGRUPPE GUDERIAN will recognize the influence of that venerable game. At its heart, RoF is a medium complexity, move-shoot-exploit system; however, the designer John Desch has added enough chrome to the game system that elevates RoF to a new level. The addition of both offensive and defensive reserve phases along with a new tank combat segment gives a whole new feel to this game. The turn sequence for RoF has the phasing player making his moves and then declaring all of his attacks. Then, the defensive player is allowed to move any units held in reserve up to one-half their movement allowance to reinforce hexes under attack. Bean counters beware: this new wrinkle makes any attack susceptible to ruin as a panzer division showing up to aid in defense can really ruin a Soviet player's day. After all attacks have been resolved, the phasing player is then able to exploit any holes by moving any of his reserves up to one-half their movement allowance and then conduct a second round of combat with them. Given that movement allowances are generally 8 MPs for mechanized units, the German player must defend in depth especially to deny vital roads into his rear area. While the reserve phases make the game unpredictable, the tank combat phase can make it a wild shootout. Tank combat occurs just prior to regular combat and is mandatory between adjacent and opposing tank units. All tank units have a tank combat value from 1 (worst) to 4 (best). Tanks fire at each other, highest value first with defenders going first in case of tie, one at a time trying to inflict step losses on each other. Since the German tanks are always rated higher than Soviets (Mark V and VIs are "4" will T-34s are only rated "1"), the tank combat reflects the superiority of German armor and tactics. Furthermore, since tank combat precedes regular combat, calculating odds in a regular attack is further compounded. I find the new Standard Rules included herein a welcome addition to RoF, and I would also make the following rules change regarding replacements. According to the rules, eliminated units may be returned to the game via replacements. Such units may be placed in any friendly controlled hex. This rule provides for a "magic carpet ride" wherein a unit may be eliminated on the west edge of the game map and yet return to play the following turn on the east edge of the game map. To prevent this, I recommend that for the German player eliminated mechanized units must be placed on or adjacent to another unit of their formation (should no units of their formation be on the map, place the unit in a friendly town hex). For the Soviet player, place any mechanized units on or adjacent to any other mechanized unit. Infantry units are unaffected by this change. This will prevent both players from using the replacement rules to unrealistically reinforce a sector that is clear across the map from where the eliminated unit was operating. RoF is a game that has a lot to offer. It is well-balanced with victory often being determined on the last turn, thus making it standout as an excellent tournament-style game such as PANZERGRUPPE GUDERIAN. The reserve phases along with the powerful German counterattacks will keep both players fully involved in the game. NEW STANDARD RULES FOR RING OF FIRE 1. Air Strike (Change) No more than three (3) air units may conduct an air strike against a single target hex. Furthermore, air strike missions are no longer flown against an individually targeted unit, but rather against a hex (this reflects the relatively poor targeting skills of both sides; particularly the Soviets). In effect, any losses due to air strike are now absorbed by the defender with any units he chooses. However, no enemy unit may absorb a second step loss before other units have also absorbed a step loss from a successful air strike mission. 2. Defensive Ground Support (New) The defender can apply one (1) air unit for defensive ground support purposes, causing a 1L shift on the CRT. This shift applies regardless as to whether the attacker has any air units conducting Ground Support during the attack.