Conflict Kasserine Pass and Overlord A review by Peter Bolton Strategy & Tactics Issue 53, Games Rating Chart, WW11 period, shows Kasserine Pass at 24 and Overlord at 26, out of a total of 37 games listed. Possibly the main reason that these two games are in a low position is that the % played is 14 and 8 despite both games being available from 3/72 and 5/73 respectively, Whilst not wishing in any way to detract from the value of GRU's, this perhaps shows a weakness in that the chart does not tell you how good a game may be, especially in terms of pure enjoyment. Obviously different people get different kicks from any game--and in my case, the main thing to turn me on to any war game is the pleasure obtained from playing it--even to the extent of altering the historical accuracy if it makes for better playability. Both Kasserine Pass and Over lord are clean, highly enjoyable games and, in both cases, victory results can go either way. Of the two, Kasserine is perhaps better, particularly when played as a competition game. Units employed are from Brigade level down and Victory conditions are deter mined by what the German can capture and hold in twelve game turns. As the German has only to capture and hold 6 towns to gain a strategic victory, it all sounds pretty simple and an experienced player fighting as the German up against a newcomer will have little difficulty in winning--lousy dice throwing apart! But after two or three games it becomes very apparent that the Allies are not just around as whipping boys. By selecting the correct areas to defend and you do have a choice, or even just to see how it goes, going forward and giving the German a fight life can become somewhat difficult for the German player. He gets no reserves and, consequently, any unit loss can become costly. A two die Combat Resolution Table is used and, as well as the standard Attacker/ Defender retreat, Attacker/Defender elimination, a system of contact and engaged is also used. Without going into detail explaining these two terms, they can lead to a very sticky situation especially for the Defender in any particular phase. The Allies start off very much outnumbered and receive reserves on all but the first and last two moves, but unless these reserves are well deployed and co-ordinated with existing Allied units, they can quickly become swept along on a German tide of Victory. Conflict Games, the designers, say the game is very well balanced and this is correct. However, for historical accuracy an optional Allied air power rule can be used for the last four moves. This rule really is too little too late. Overlord, like Kasserine, is also by Conflict Games Co. and covers the Normandy Campaign from 6th June with the Allies on French soil, up to 28th August. Though it is possible for the German player to win-- especially if the Allies are rash and do not work out the best areas to attack with the correct odds--the game assumes that the Allies will eventually prevail, so the victory conditions allow for the Allies to exit 27 units off the map in a supplied state by the last move. As in Kasserine, unit strengths are from Brigade down--the CRT is the standard A/D retreat A/D eliminated and Exchange-- but the difference is that 2 CRT's are used the first for June and other is for July/ August. The second table gives the Attacker better results particularly from 3-1 and up, which realistically simulates battle fatigue on the Defenders part. Because of the terrain giving the Germans excellent defensive positions early in the game, the battle tends to follow within reason the actual fighting. Difficulties abound for the Allies to capture Caen in the early moves and attacks at the wrong odds can lead to a highly embarrassing situation in this sector, if an impetuous German player decides to chance his luck and push back the Allies to the beaches. On the other sectors, the Allies have an early chance to break out using road movement so stopping the Germans from forming a defensive line in the heavily wooded areas South and South West of Caen. By careful selection of Allied Naval and Air points and using them for interdiction instead of assisting in ground attacks, German reserves can be held up for one or two moves. If, however, the German can get his line established, the Allies are then faced with a tough slogging match and this can lead to attacks going wrong and counter attacks always liable to throw the Allies out of gear for a move or two. There is quite a lot more that can be said about Kasserine Pass and Overlord, such as the materials used in both games being of a very high standard, particularly the maps but this article is not intended as an analysis or review in depth and in any case why, hopefully, spoil your pleasure and anticipation . Peter Bolton