Subject: War Without Mercy - Review From: thirts@aol.com (Thirts) This review is just to give a very general overview of Clash of Arms War Without Mercy (WWM) and my opinion of it and some of it systems. It is based on only three playing, one of which was solitaire and another which is still in progress so this is by no means an authoritative view When examining the game it more or less demanded that I buy it, the scale was spot on for me, just what I had been looking for in an East Front game (Army/Corp mainly with some Div., 30 miles per hex and two weekly turns). Components are excellent and the rules seemed to have the right amount of detail. There are several scenarios, Poland, which is a simple introduction to the system, then there is Barbarossa which can be extended to include the Russian counter offensive, Kursk and the full campaign.................. well to Dec 1944 I am in the middle of my third game of the Barbarossa scenario with the prospect of continuing to the end of the full campaign. My thoughts so far is that the game has not lived up to what I expected. The air system is fairly detailed and does slow the game up. Air units represent fighters, ground attack and bombers, these are allocated to various missions (interdiction, ground support, interception, escort etc) air combat then takes place if air opposing air units are in the same hex, followed by the completion of the mission for any surviving units. I would have preferred I more abstract system so as to concentrate on the land game. Also it appears to favour the defence, which I feel is out of character with the reality of WWII air support which I understood was more effective in attack. This is because the combat system is the normal combat ratio and therefore 10 points of air in defensive support is worth more than 10 in attack. e.g 30 ground points attack 10 (3:1), defender allocates 10 air support points, therefore to maintain the 3:1 the attacker would need 30 air points.. To try to counter this the defender allocates air points before attacks are declared but in reality it is fairly obvious which hexes are going to be attacked. Also the attacker can call of the attack once the air battles are resolved. The supply rules are a little odd and having written to Clash of Arms I still feel somewhat bemused. I can't go into detail here as I might take several pages to explain, however there is nothing that common sense shouldn't overcome. One thing that I don't like is that a major city e.g Lenningrad can still supply hordes of units despite being cut off from the rest of Russia so long as all adjacent land hexes are not in ZOCs of enemy units. In a game I played this happened and it looked bloody silly. The land system itself is simple and trouble free, movement with overruns, combat, exploitation movement and overruns (mech. units only) exploitation combat by units with leaders only. Terrain affects combat and movement as in most games, however armour is penalised more than infantry when attacking into cities, forest & swamps. Die modifiers can occur if you are dominant in armour or have a leader present, terrain can also provide modifiers as well as affect combat strengths. Reinforcements/replacements are fixed for the Germans. Russian reinforcements, and there are lots and lots are also fixed but replacements are generated by control of major cities. Therefore to reduce the number of Red army units re-appearing the Germans need to capture these cities ASAP. The game itslef plays smoothly apart from that damned air system, my initial views are that if the Russians run away in the first few turns then the Germans will have an almost impossible task in winning and the game will turn into trench warfare. Having said that I have seen this happen in other East Front games unless the players are prepared to repeat the mistakes their historical counterparts made. The reinforcements and replacements that the Russian player generates has a demoralising effect on the German because no matter how many Red army units are killed off, they just keep coming. To sum up, WWM is not bad, it compares very well with one of my all time favourite games, Russian Campaign and that is no mean feat. In fact it makes Russian Campaign looks dull and dated. It is also colourful, fairly straightforward and in some ways seem right..................Russia does look a awful big place to conquer. It is a big game and needs a reasonable investment in time and space, one full turn takes about an hour, two turns to the month................. figure it out yourself.Unfortunately it misses being a great game. As I mentioned earlier this is my third game I am in the middle of playing and if I never play it again that is still probably twice more than many other games I have in my collection so it must be OK.