This review first appeared in IPW, the newsletter for all discount games club members. Contact colin@allusedgames.demon.co.uk for details. TUNISIA 1943 (Vac Victis premier issue game) The campaign in Tunisia during 1943 was a complex one and is certainly difficult to translate into game terms. Despite this fact, that's exactly what Vae Vctis attempted to do in their first issue. Furthermore, this is a relatively simple, quad sized game that nevertheless tries to simulate the campaign in an accurate and worth while manner. It gets around some issues by featuring two distinct scenarios. The first covers the Allied drive on Tunis, the second the Axis counter-attack that led to the battle of Kasserine. There is no campaign game linking the two and in this way it steers clear of many situations that would have led to making the game much more complex. For gamers who have not had the good fortune to come across Vae Victis before, it's a French publication much in the mould of S&T or Command except that it also covers figure and computer wargames. It's full colour throughout and has some of the best graphics you've ever seen - a fact that reflects nicely in the appearance of this game. It is also entirely in French which may frighten the faint hearted, but, believe me, any experienced gamer will be able to work out the intention of the rules armed only with a French/English dictionary. This review will also, hopefully, make the path much smoother. A game turn commences with the Support phase. A player has a number of support points and may allocate them to his divisional headquarters as he sees fit. Naturally, there are never enough to go around. The effect is to allow subordinate units to move in the Exploitation phase later in the turn. However, all Panzer divisions have this ability without the need for support points. The Movement phase follows and generally sticks to standard wargame practices. It is worth noting that, although units must halt when entering enemy zones of control, such zones do not extend into impassable terrain. There is an awful lot of such terrain in Algeria where this campaign is fought. In actual fact, armoured units do not have to halt when entering enemy zones of control and can attempt to infiltrate enemy lines. All units are rated for anti-tank cohesion. When an armour unit enters enemy zones of control two dice are rolled and the result compared to the cohesion level of each individual enemy unit that exerts a zone of control into the hex currently friendly occupied. If the die result is greater, then the friendly unit can continue its move. If not, it must halt its move and have combat against one enemy occupied hex adjacent in the Combat phase. It will come as no great surprise to learn that the Germans have the highest anti-tank cohesion levels, the Brits and Yanks fall in the middle whilst the French and Italian units just have to pray their opponent rolls low. This rule alone lifts Tunisia 1943 out of the ordinary and results in an exciting and fluid contest. After movement, there is Combat which is based on traditional odds but modified by lerrain, air support (which is given to players in points like support) and artillery support. Air support results in column shifts whilst artillery support modifies die rolls. Artillery support points are held by divisional HQ's and allocated to battles fought by subordinate units with in range. A final influence on combat is Armour Cohesion. Two dice are rolled, as for infiltration, if armour is involved in an assault and, if successful, a favourable shift is gained. Combat results are taken as retreats and step losses. Exploitation Movement follows but can only be made by units whose HQ's have allocated support, with the exception of the units that comprise a Panzer division. Also, moving units may not enter enemy zones of control. At the end of a player's turn, his final act is to check Supply. Units have to trace a path of up to four hexes back to their divisional HQ. These, in turn, must be able to trace a traditional supply path back to a supply source - usually a friendly map edge or port. Penalties for being out of supply are severe (this is North Africa after all) with not just the standard reduction in movement and combat factors, but also no artillery support and reduced anti-tank cohesion. A couple of extra rules exist covering co-ordination between two or more different divisions in joint assault and two special German Tiger units. The scenarios provided put the Axis on defence in the first instance and the Allies on defence in the second. Due to the simple rules and small number of units in play, this game is easily playable in an evening and highly enjoyable solo. All in all, my advice would be to try to conquer the language barrier. If you do, you'll treat yourself to a great little game. Alan Sharif