Kevin Moody - Apr 28, 2005 2:20 pm (#25173 Total: 25186) "The pair of designer is just as good as bread hamming nice ham and cheese. Perfect!" Your description sums it up pretty well, Tom. I prefer to play something that might tend towards more historical/narrative lines, and the game is full of scenarios based on Axis/Wallies encounters, but abstracted with the force mix a la Squad Leader, ASL, etc (except for their HASL's and the two Journals, of course, and the third-party stuff, etc etc). It has a basic ruleset which involves only armor (what probably draws in most players anyway), and introduces the C3 mechanics that run the game. Very basically, each player is issued command cards representing his various counters, broken down by company, battalion, etc. Each card contains the soft-factors, which may vary between scenarios (usually due entirely to the time of the conflict), such as morale levels, the abilty of a unit to survive/recover it's morale and the effect of unit losses on that roll, and most importantly the cards include the C3 rating which is a letter from "A" to "F". The game plays very fluidly by having players alternate cardplay/activations based on increasing C3 value, so the "F"s go first, etc. In addition, each player usually has one or two higher-level command cards, which can be used to activate larger groups (which all have their own company command cards in the hand, as well), help in morale checks, re-activate members of a previously-activated unit that haven't been "spent", etc. The cards can be used to trump another player. For example, in a recent game I played, the Americans activated an "A" level tank unit to round a bend and go against a small panzer group I had lurking over a hill. I was able in turn to trump his trump by playing my overall command card and activating my guys first. It's not without cost to do so, however, because that meant I had little flexibility to orchestrate my other activations since their "backup" command card had been used. (Does this make sense? It's very similar to the GBoH stuff.) Each nationality has specific requirements/restrictions on doctrine, usually reflected in their ability to separate from members of their own unit without penalty. Those that are separated suffer from a lower ability to hit a target and pass morale checks. The advanced rules add infantry, forward observers, artillery (towed guns and on-foot mortar groups, etc), off-map air strikes and artillery barrages, hidden minefields, bunkers/entrenchments/wire, other stuff I'm spacing on. All in 18 pages of rules, with numerous examples. The rules are tight. There are 5 basic scenarios in the WFTL game, and about twice as many advanced ones, IIRC. The terrain features are typically highly variable, and allow multiple playings of the same scenario. That's a blessing, in that the game has an enourmous bang-for-the-buck factor, but a weakness for someone like me who prefers something based more along historical situations. The counters are well-illustrated and easy to read in spite of a glut of info. However, they are on the thin side and can tear easily when sparating them from the trees. A scenario display tracks game turn, scenario length, visibilty distance, road conditions, city/town conditions, height conditions, season (affecting other factors), wood/forest conditions, etc. It all seemed too highly variable at first and I thought it would be difficult to remember what the conditions were from one scenario to another when using the same map (two maps are in the game, allowing several combinations before map variablilty is considered). However, once we were a turn into it, it was easy to remember what was what. Stumptner applied his TCS 3D map technique to the EFTL map, which can be seen here if the elevation is difficult to remember. The map is a little cartoonish, but that may have been why we were able to easily filter-out extraneous map information when the scenario altered something. Combat is possible only if a target can be seen. That's reflected through a simple chart that considers such obvious things as distance, how many additional units are in the area, unit type, spotter/target experience levels, whether that unit is moving or has fired, if it's in woods, if it's in LOS, and if it's within the visibility restrictions of the scenario (some winter scenarios have some very, very short visibility distances). Sometimes, a unit in the firing unit's group that has spotting capabilty can spot for another, most notably for big guns/mortars...if these units sight-in its own target it doubles its attack value, which is typically devestating if you're using indirect fire against a group of soft-targets. (Loaded with infantry ) If a target is spotted, combat is based on a comparison of attack factor vs defense factor, with distance, unit quality, defensive terrain, etc factored in. Three dice are rolled and results go from "Miss" to "Kill", with the majority of hits expressed through a required morale check, sometimes with harmful DRMs. If a target has lost units in its group, it's more likely to break from the additional DRM penalty as reflected on the unit's command card. Units that are broken and fail another morale check from a hit are eliminated. If certain units naturally roll high numbers, the result is considered a "quick kill" and the firing unit may attempt to fire at another target. Units with higher expereince status aren't required to roll as high to achieve a quick kill. That's another way the high-quality German uber-tanks can be so devestating. It takes awhile to get the game down, but shortly afterwards it can mostly be played off a small player aid card that includes about everything. The game is also highly tweakable. For example, we didn't care for the requirement that movement or use of a FO requires the unit to be revealed. We'll probably adapt a hidden movement/activation system based on mutual trust, and allow for FOs to be spotted only if they're within a certain range of the enemy. Also, off-map air-strikes and artillery barrages are variable...you draw a card to see what you get. The strike may arrive immediately, or be delayed by as long as three turns. We think that information shouldn't be revealed to the opponent, so if a strike isn't immediate, we'll just place the card face down to the side and bring it up at the appropriate turn...still too much info to alert the opponent, but better than revealing everything. (I hear Markus sighing and readying a stern rebuttal ). There is much, much more to the play of the game that I won't go into (*horray!*). WFTL can be typically had on eBay for $15-$30. I think it's worth several times that. My advice in order of the "rank of aquirement" would be: WFTL, Desert Steel, and EFTL. EFTL can be played with the tweaked and improved WFTL rules. Desert Steel (the last of the series) includes a few more tweaks, but they are more suited to that game, I think, and I'm not sure if they're worth incorprating into the earlier two games until we get in more play.