Triumphant Return: The Soviet Liberation of Kiev, November 1943 Publisher: Moments in History, 1998 Designer: John Desch Developer: Ulrich Blennemann Components: (ziplock) 17’’ by 22’’ map, 240 counters, 22 page rules booklet, 4 player aid cards TR is an operational level, low complexity game related to the Ring of Fire and Eastwall games. It portrays the fighting between the 4th Panzer Army and the 1st Ukrainian Front near Kiev. Solitaire suitability is given as high. The map (by Joe Youst) covers an area from the river Desna in the East to Korosten and Zhitomir and beyond in the West, at 7km per hex. The North is swampy and wooded; the center is fairly open terrain. The faint field patterns in clear hexes give a nice graphic touch. The Soviet player has large rifle corps at his disposal, with a smattering of smaller units, and no fewer than 38 tank brigades. Most German infantry units are regiments, with the odd security division and Korps Abteilung mixed in. Panzer units (17 total) are divisions, Kampfgruppen and heavy tank (509th) and assault gun battalions. Soviet rifle corps and the Kampfgruppen of the 1st and 1st SS Panzer divisions (two each) have four steps while other Soviet units and the remainder of the Panzer units has two steps, German infantry regiments have but one step. The Soviet player has four air units and the German has two, which apparently represent about 250 sorties each. Tank and Panzer units have color tank icons on their counters, T-34, KV-1 and Stug III, Pz IV, Panther and a lone Tiger I. Infantry units have NATO symbols. Furthermore the counter sheet includes 84 game markers and five replacement counters for the Eastwall predecessor (German 213 and 454 Security and 79 division, Soviet 23 and 49 rifle corps). The longest of the four scenarios has 14 turns, representing between 4 and 8 days each, depending upon on the weather. A game turn is divided into two player turns which each consist of a replacement, movement, combat, reserve move and reserve combat phase. A player may commit his previously designated reserves during his own reserve phases or his opponent’s combat phase. An interesting concept is that a lone unit does not exert a zone of control into adjacent hexes. Instead, a ZOC link must be made with a friendly unit one hex away for the customary ZOC rules to apply, i.e. their ZOCs meet halfway in the intervening hex or on the intervening hexside. The combat phase consists of an attack declaration, opponent reserve commitment, tank combat and a regular combat segment. Units with a tank silhouette must engage adjacent enemy tank units during the tank combat segment. Each tank unit has an effectiveness rating, between one and four. Tank combat (‘firing’) is resolved on the tank combat table. Tank type units may only engage in tank combat once per player turn; however, they can participate in regular combat (which is voluntary) that same turn. Victory is determined by control of various geographical objectives, including Kiev and the Soviet bridgeheads across the Desna. The rules contain many designer notes and examples of play. Eastwall has been severely battered (i.e. on Consimworld) for being a ‘broken’ game that needs house rules to make it work. Opinions about TR have been milder, although it does seem to have its problems too. Contrary to Eastwall, the German player appears to have a hard time winning. Comments have also been made about the relatively low combat strength of the Soviet tank brigades (between three and five) as opposed to the ‘monster’ four-step Soviet rifle corps (between 14 and 10). So, should you buy it? Well, if you like the subject, scale and complexity, then yes. The game is small enough to fix any major faults without too much trouble, and the components are quite nice. If you don’t find the above appealing, then this game is not for you. _________________________________________________________________ The new MSN 8 is here: Try it free* for 2 months http://join.msn.com/?page=dept/dialup