Markus Stumptner - Apr 16, 2012 11:51 am (50492.) new "The sky is always the hardest part" -- Ludwig Wittgenstein Over the Easter weekend I finally got my teeth into one of the "Death Ride" games from Grognard Simulations. These games are quite interesting as they were designed by someone with military experience and with frequent reference to the seven "Battlefield Operating Systems", so I was interested to see if there were any deep differences to other systems I've seen. Unfortunately most of the games in the series are total monsters and so I got the first that I saw was of reasonable size. This battle (during Operation Battleaxe I believe) shows two British armour regiments attacking an entrenched German AT gun position that is reinforced by a German armour battalion. The system is a bit of a shotgun marriage between platoon level counters with 330 yard hexes and hourly daylight turns. In principle it makes for playable larger battles but at the price of a very high stacking limit. In this game this is not as much of a problem as it could be since there are few units and no halftracks, so keeping the maximum to six instead of twelve (before hit markers!) as it is for the Kursk games. For me that simply would be a scale mismatch that should have been caught at design time. [I've read since that the Salerno game and expansions are using company level units which should give a more natural stacking limit.] The map is fairly nice though is somewhat disfigured by a huge company and a 10-hexes long artist signature. The rules look like a draft copy written on a typewriter. Well, they're not in Courier, but except for the eleven section headings there is no highlighting of text in the rulebook, nor even any extra linebreaks, essentially there are no other headings! You're expected to count the depth of the numbering (this is 3.5.8.10 and the next line says 3.6, so this must be a new rule section!). The rules assume a lot of stuff is understood (the fire rules don't mention rolling rolling the die, nor do they mention the full-page table that you are supposed to use to determine fire strength modifiers! I found it by chance after the second turn when I turned over one of the charts). The basic sequence is Igo-Yougo, though there is some reserve movement. The odds-based combat system is a bit of a letdown - I don't think a tactical system has used odds-based combat since the Panzerblitz series (and rightly so). Also, what I normally look for in such a game is how well it does with command control because that's just so important at this level - at least as important as the hardware. Well, all we find here is an optional rule that says "trace range of X hexes to the next higher HQ". That's pretty weak and in fact it would turn the game into silly bug hunting for HQs because those platoons are clearly marked. Anyway, in the game I moved the British so they would not be taken in a pincer by the German tanks. Tactical play turned out to be a bit odd since you can freely combine fires. So to get rid of a pesky fortified AT gun you just have twelve tank platoons fire on it for an hour. This is a rather strange effect that the Tank Leader series got rid of eventually and it massively improved the game. Don't know what it would do to balance here though. It's also much easier to shoot up multiple platoons partially than to put extra hits on one that's been suppressed, so losses tend to accrue only on the occasional outright kill (about 1 in 10 or 1 in 5). Another oddity is that since you can simply add secondary values to the combat strength within range, the AT capability of an 88 is increased once the tanks come in range of the associated machineguns. (The machineguns accompanying an 88 unit are also much longer ranged than those accompanying a 37mm AT gun - they can knock out tanks out to 1200 yards.) Also, opportunity fire is unlimited but limited to one shot per stack at one moving stack. This is nice to play but has the unfortunate effect of making dense mass assaults the best tactic - trying to outflank someone means he gets double the shots at you! This does make play a bit unwieldy as you do get 5-to-6-high tank stacks plus individual suppression markers. My British strategy seemed to work as they eventually levered all the AT gun positions out of the bedrock by concentrated tank gun fire. They had achieved at least a draw by the morning of the second day. However they did not occupy every single hex of the ridges that constitute much of their victory terrain and on the last turn the Germans raced a tank company (three counters) past them to grab a ridge. Opportunity fire just isn't strong enough to keep them from doing so and they held on against the counterattacks. The other effect that showed up was that the last ridge held by a German AT gun was reinforced by the German regimental HQ. As that counter is a company formation it has a humongous defense factor and essentially it was just too big to be really hurt except for shooting it up with a tank regiment at short range and hoping for it to suddenly evaporate with a "X" result eventuating after a few hours (again, I thought we had left this behind with the invulnerable Russian infantry in Panzerblitz). Overall: to be sure, this is cleaner and faster than Fighting Formations, more action than Panzer Grenadier, vastly better than the Decision Games Famous Divisions mess, but nothing that will supplant TCS or Tank Leader on my shelf.