BLOOD AND SAND: THE ADVANCED GAME ================================= Design: Richard H. Berg Simulation Design, Inc. PO Box 567 White Plains, NY 10602 The North African Campaign in WWII is a topic for which there are a number of simulations. Only a few of these cover the entire campaign in a single game, and apart from all of these titles being out of print, most of these games simply omit the period of fighting before the arrival of Rommel. The two most notable games which cover the campaign, beginning with the arrival of Rommel, include the ubiquitous Afrika Korps (AH, 1964) and the popular Desert Fox (SPI, S&T #87). Western Desert (GDW, 1984) and Campaign for North Africa (SPI, 1978, known as "CNA") are two well-known games which cover the entire campaign period. CNA is particularly interesting. This game stands out quite unlike any other game in conflict simulation history. It has been the game which has defined "pure simulation" over the past 13 years. No other single game has even come close to what CNA successfully attempts. As many know, however, the problem with CNA is that it is not actually a game; it's more of an "experience." CNA requires a large number of people and 100s of hours of time, a major logistical problem itself. The designer of CNA and Desert Fox, one Richard H. Berg, has (once again) returned to this design topic to give gamers (one might say) the logistics flavor of CNA, along with the smoothness and playability of Desert Fox. The result will be "Blood and Sand." When released, the game will consist of a basic and an advanced version. The advanced version of Blood and Sand: a 2-map, 800 counter simulation covering the North African Campaign (Sept 1940 - Dec 42) will be published sometime in the near future by SDI. Note: The material herein is based solely on a playtest version of the game. PHYSICAL SYSTEMS ---------------- The game uses two standard mapsheets (22"x 34"). Each hex represents about seven miles. In all, sixteen types of terrain (not including fortifications, minefields and other "temporal" terrain) are included. Interestingly, these two full maps have nearly the same detail level as the five maps in CNA and a geographical range very similar to that of the two half-maps in Desert Fox. This geographic range extends from Marble Arch and El Agheila in the west, to just east of Alexandria, in the east; and stretching as far south as the Giarabub and Siwa Oases. Holding boxes are included for units in Cairo and Tripoli, as well as about 15 other assorted holding boxes. A Malta box is included for the bombing of Axis shipping convoys. For most scenarios, both maps will be used. The two maps are placed end-to-end (a la Desert Fox), making an oblong 22" x 62" map. For those with space constraints this could cause difficulties. However, at least one of the four scenarios included will be a one-map scenario. Four countersheets (800 counters) will be included, but a large number of these are for informational/marker purposes. And depending on how much paperwork players wish to do, informational counters and associated piece densities can be significantly reduced. The Advanced game includes about 425 counters depicting all ground units (regiments/brigades and many battalions), and about 120 for air units. Unit step losses can be recorded on TOE sheets provided (and this practice is highly recommended) or with informational marker counters provided (Step losses do not represent any concrete organization per se). Approximately another 200 pieces are needed for a complete set of informational counters. The total piece count is therefore 800. Although the playtester's rules are word processor rules in a large type font, one would assume they will fit into less than 30 pages once typeset into a standard three column format. For those interested in such matters, the rules are 85 pages of single spaced Courier 10 pitch (typewriter font) text on 8.5 x 11 paper. The tables, charts and play aids take up 43 pages (same font, etc.) There are 19 charts/tables, a game turn track (for timing of reinforcements, withdrawals and returning units), and TOE Sheets to keep track of step losses and unit attachment. GAME SYSTEMS ------------ Historical simulation aficionados who are familiar with recent simulations from this designer/publisher will not be treading in completely unfamiliar game design territory when learning the rules for Blood and Sand. The game system centers around logistics, initiative, maneuver, command and control elements and general uncertainties involved in warfare - key elements to a simulation on this topic. In game design terms this means the "TURN CONTINUATION TABLE" (TCT). For those to whom this is a new concept, it simply means don't get to move all of your pieces at once. And, on many occasions, you don't even get to move them, relative to the other player, when you wish to. The game follows a simple sequence of play. First of all, initiative is determined. Having initiative is fairly important as it guarantees having the first "move." Following initiative determination, a few housekeeping phases common to both players take place. Reinforcements in various conditions and states of readiness arrive in Cairo or Tripoli, respectively, as per historic tables. Replacements (called Refit Points) are determined by rolling on a nationality specific arrival table. The Axis player then arranges for supply via shipping convoy. The Commonwealth player is allowed to bomb these convoys from Malta either abstractly, or with airpower using the optional air game rules. After bombing, the Axis player gets to put what supply is left into the Tripoli box. The Commonwealth player receives unlimited supply from Cairo. The logistical problem of getting the supply to the combat units, however, is left as an exercise for the players. The initiative player is given the duty of rolling for weather. Weather can be one of two states: Hot or Normal. Hot weather makes it a bit harder to move for foot-infantry and makes for harsher attrition results. Sandstorms and Rain Squalls, which are localized phenomena, can also be invoked - but only through a random event. As one would expect, these severe weather occurrences have an even greater impact on a unit's ability to perform. Play Segment ------------ The Turn Continuation Table system (TCT) is the heart of the game system. The TCT system integrates BOTH players' moves and combat into one phase, such that moving and fighting actually become a series of actions and reactions. TCT is unique because players must roll the dice within a certain numeric range BEFORE they can move or attack, etc. with individual units. (these are called "Actions," appropriately). Before rolling the dice, a table of modifiers is consulted. These modifiers run the gamut from units being out of supply, to being out of range of a commander or HQ, disruption, etc. Overall, this process is smooth and intuitive once it is learned. After determining the appropriate modifiers, and stating out loud what one wishes to do (i.e., what action one wishes to take), the TCT roll is made. If it falls within your appropriate range you are allowed one action. If it falls within the opponent's range, he may perform one action. If the dieroll is a modified '7' a random event may occur. This process can be continued ad infinitum (with certain restrictions). Units which perform actions beyond the second action may begin to attrite. Attrition manifests itself in the form of disruption or step losses - or eventually elimination. Clearly, this continuous movement system allows virtually unlimited flexibility with units vis a vis fighting and moving, but can eventually become costly in terms of attrition. This "continuous movement" concept is one of the elements of the CNA game system (which was originally a concept loosely adopted from Uhl's Gettysburg '77 design) which is so realistic and interesting. In many respects, the TCT system used in B&S is equally realistic, and certainly more efficient for playability's sake. The question which immediately came to mind when first learning this system was: "how does one coordinate a multi-unit attack with only one action?" It is not always easy, but it can be done. This leads to the subject of command. Units within range of, and attached to, an HQ unit, ad hoc group "HQ" unit (e.g., German Kampfgruppe) or an overall commander unit may perform coordinated actions where more than one unit may move, perform combat, etc. Depending on terrain and the type of command unit in question, these units may "command" a particular number of combat units. While in command the group may perform actions as a whole. These command units vary in quality and TCT rolls can be affected (adjusted) by the varying "quality" of HQs and commanders. Just as important as coordination in movement is coordination in attacking. It is highly beneficial, as well as efficient, for units to attack as well as move under command of an HQ or commander. The combat system is quite detailed. When all optional rules are employed, combat has some tactical overtones. All but a few units have semi-rigid zones of control, and combat is mandatory. Infiltration is allowed. And disrupted or isolated units lose their ZOCs. Also, all units in an enemy ZOC must attack all units in whose ZOC they are in, but diversionary/holding attacks are allowed. To resolve combat, players simply add up their respective strength points, determine an odds ratio, and consult the Combat Results Table. The CRT strongly resembles, in its construction, the CRT in Desert Fox. The CRT is indexed by terrain, morale, and odds. The results are given in strength points, retreats and disrupts, for attacker as well as defender. Strength points are segregated into four types: infantry (5 morale levels), armor (6 "quality" levels), artillery and anti-tank. Column shifts are considered if a differential exists between attackers and defenders supplied artillery points which were applied to the attack in question. Artillery, as well as anti-tank, effects can also be adjusted for terrain considerations. Combined arms are considered, but in a more traditional, halved attack strength penalty, manner. Naval bombardment and airpower column shifts can be employed, and are optional rules also. An interesting option (which is highly recommended) is to employ the anti-tank fire rules. Anti-tank fire allows anti-tank units on both sides to engage and destroy each other's armor units before normal "odds" combat takes place. Underlying all of these command, maneuver, and combat elements are logistical concerns. Units must be in supply or they will quickly "melt away." Supply is represented in the game system by abstracted "supply points." These points may be physically represented by counters on the map, or they may be recorded on paper. Supply points are expended the moment a unit attacks, defends, moves, engineers, etc. (i.e., performs an action). Supply lines do exist in the game, thus the actual supply does not have to be located in the hex of the unit which is expending the supply points. Units must trace a line of supply to a supply source in the traditional manner (Avoid enemy ZOCs and one-half the unit's movement allowance in length, etc.). The supply source may be a supply dump, a city (which has supply points), or a truck unit carrying supply. Essentially any location which can hold supply is a "source." Trucks are the only supply source (logistical unit) which can actually move. One can also use trucks (which are not carrying supply) to motorize units. Supply, as one would expect, is expended most heavily by artillery, anti-tank (optional rule), and especially airpower (optional rule). The turn continues with units acting and reacting back and forth, until essentially all units have moved or fought twice, and the players do not wish to move or fight, or whatever else they wish to do, any longer. However, a turn may well end sooner than players expect under a number of differing situations - including an unfavorable random event. The turn actually "ending" simply means the Play Segment is completed and the players must move on to the final three mutual phases of the turn. The first of these final phases is to check for units out of supply. Those units which are out of supply are then considered to be isolated. Any unit which was isolated previous to this segment is now attrited. The next phase, units are refitted. Units can be refitted with the appropriate type of Strength Point on the map (in play), or previously eliminated units can be refitted off-map. These "Refit" points are drawn from a pool which is replenished each turn as per an availability table. The final phase of the turn is simply for administrative/housekeeping purposes such as removing unneeded informational counters. In game terms, the completion of a turn represents 2 weeks (2 turns per month). Airpower -------- The air game consists of an optional rules section and is simulated at a fairly abstract, but appropriately realistic, level. Each air unit represents a "group" of 40-50 planes. There are two basic types of air units: fighters and bombers. Fighters can conduct a number of missions, but are used mainly for air superiority, ground support, and bomber escort (as they should be). Bombers can fly missions against supply sources, fortifications, and other airbases. The most noteworthy aspects of the air game are the difficulty in actually getting planes off the ground, the difficulty in coordinating air-support for ground units, and the exceedingly high supply usage rates (Airplanes use a lot of fuel). Game balance, at times, appears to be somewhat better than it should be, historically speaking. For instance, in the campaign scenario, the Italians can make considerable eastward progress, early on, until supply becomes a limiting factor. But what was an historical rout by the Commonwealth can actually become a rather close contest. A competent general can do a lot of good for the Italians. On the other hand, the correct sequence of random events and a poor wargaming opponent can help contribute to making the game more historical - at least in the early going. Playing time is rather consistent. Once the rules are grasped, and play becomes smooth, full turns can be completed in about an hour. This does vary with the number of units on the map, and how well organized players are. Scenarios range from 6 to 55 turns. Scenarios cover Graziani's "offensive," Rommel's initial drive and investment of Tobruk, Operation: Crusader, and the entire campaign itself. This designer's reputation is one of accurate and historical simulation designing which is always backed up by extensive research and unmatched design experience. That alone is not always enough to make a good game, but is a good place to start when making decisions regarding game purchases. Given a decent graphical treatment (and SDI's short track record is quite admirable) this game should be successful. If anything, it will have thick counters. GAME FEATURES LIST ------------------ Standard and optional features of Blood and Sand: The Advanced Game: Turn Continuation Table System with 26 different TCT diceroll modifiers, 16 natural terrain types, 3 levels of fortification, trucks and supply points, truck breakdown, amphibious operations, HQ units, ad hoc battlegroups, step reduction of ground units (Strength Points), attrition, disruption, isolation, reaction, overrun, infiltration, weather, 5 morale levels, combined arms rules, anti- ank fire, 6 levels of armor "quality," artillery fire, recon attacks (probes), unit training, naval transport, rail transport, engineering (minefields, fortifications, supply dumps and airfields), supply capture/destruction, commander quality, airpower, and 18 distinct aircraft types. As with many other simulations, there is another simpler "detuned" version of Blood and Sand - Basic Blood and Sand. Presently, the publisher has plans to include the Basic game in the same box as the Advanced. A review of the Basic version may follow if readers are interested. Copyright 1991, Robert B. Kasten.