Peter McCord - 12:29pm Mar 26, 2002 PST (#655 of 660) The following are posts from a playtester (DAVID ROBERT) on what is new with MASTERFRONT (as compared to EUROFRONT). I copied these from the columbia forum on their website: Alright, Not seen much to justify 20 bucks... hum :) Here is my (biased) point of view: MaF (MasterFront) is the result of extensive playtesting since early 1999 (that make for 3 years of tests and fine tuning). I show know... I am one of Craig Besinque playtester. Here is a short list of some problems that were present in EuF 1st Ed: Summer 1939 * Poland: Problems with when to involve the Soviet player ; Problems with early Soviet attack, e.g. Rumania. * Free Game: See above. Additionally early unrealistic German attack on France to throw the Western Allies out of the game. Main problem is to balance the game that it becomes a challenging replay of history without giving one side the option to eliminate the enemy by some unrealistic actions due to weak spots in the rules. Winter 1939 * Winter War: Somewhat ugly to conduct. Just ordered by the rules, although the war was historically seen rather unnecessary. Missing what if options. * Norway: Quite unrealistic due to the need to fit it into the game turn sequence. Hard to balance the need to conduct the Norway operation. No real unit action or step losses, thus not following the usual game sequence... Summer 1940 * Fall of France : Very hard to balance. Especially the French surrender procedure! On one hand the historical option of Vichy must be possible, on the other hand also a different strategy must be possible. Many flaws due to Allied Blitz movement to secure French North Africa being possible. * Late MF opening Also hard to balance as e.g. Axis player could save a lot resources by not opening the Med Front (thus sparing resources for Barbarossa). Winter 1940 * Axis pre-Barbarossa shortcuts (Yugoslavia, Greece, Crete): Missing Axis need to conquer Balkans. Turkey nearly completely ignored as part of the Balkans. 1941-1942 * MF unbalanced when compared to standalone game * Insufficient Allied landing threat in 41-42 to discourage Axis EF overload * Axis overloading MF with WF PP * Torch initiative flip-flop Most of those problems are addressed by the concatenated MasterFront / EuroFront 2nd ed rules. Now the "Northern Campaigns" (Norway / Finland) are a bit more tought to prosecute (I would say excrutiating for the Soviets) but the effects in terms of overall logistics for the Axis and Soviets represent in an very easy way the efforts they had to provide for those campaign. The Allies investment is also important even if much lower than the Axis one. You must also consider that all the units shuffling, step loses and thus the induced PPs expenses needed to rebuild the units representing the Northern Campaign efforts are also designed to be coherent with a yet highly hypothetical "North Front" expansion (but real - I have the maps and unit listing as well as draft rules). This means that IF (and that a really big IF) CG & Craig decide that it is possible (and profitable) to publish such a expansion, the basic game and the expansion will fit together in an easy way since all this have been thought ahead. To sum it up: the Northern campaigns are much less abstract and there some choices involved. But read on and test it and you will see the changes when compared to EuF1. About Poland, its annexion process by Germany and USSR has been modified with some nasty rules like border disputes where one side can continue to advance in the other part of Poland if opponent did not garrison the border. THat led to some interesting border changes in Poland in our test games :) The most tricky part has been Summer 40. We have been looking for a better way to simulate it for the past 3 years. And the final result is a good balance between what happened in real life and play balance. Moreover, this is not a Axis walkthrough: Bad planning on the Axis player part and/or daring/cunning moves from the Allies can make this short and pretty one-sided campaign a real HQ steps hog for the Axis. And the Allies is now left with some choices and is not any longer a passive onlooker of Belgium & France demise, even if most of the time France surrender in June. Another point in this campaign that has also been thought about was the "after fall of France" part with Anglo-French union, French North-Africa status and the MedFront implication. (oh, by the way, I'm French) About the Balkans, Axis has to pacify it to be able to plan his Barbarossa (or lack of) correctly. And to achieve this, the Axis player must "pacify" this region where Mussolini started to mess up things. Now about the MedFront: it was too easy to overload the MF with external units, even with the restrictions imposed in EuF. Now, the desert maintenance costs as well as the production "Basing" and the list of WF units that can be sent to MF cleared things a bit. And now MF is again the tough game it was as a standalone, even when playing it in the campaign. Now one remark about the exit zones & transit boxes: EastFront 3rd Edition introduced some changes in the EZ / TB rules when it was published (some of those changes came from our ongoing work on EuroFront). The difference between the two is that EZ are connected to the main map (by rail or road connections) and TB are even more remote and far away areas connected to either other TB and/or EZ but never directly to the map. In the MF, the EZ/TB have been modified to represent more correctly the sea and road links existing there (as well as correcting the "travel expanses" needed to ship units from UK to egypt). Some of those boxes (Mid East and Turkey) are also represent offmap & offgame zones that may (same really big IF as for NorthFront) come in play with an expansion kit for Turkey/Caucasus/Persia (got map too). Those MidEast/Turkey/Caucasus EZ/TB can come in play if Axis manage to prosecute a very successful campaign in Russia in Summer 42 (check in the Dipl. Events). Oh one more thing that comes to my mind is the simple fact that by testing this game system and modifying it for 3 years we read through it countless times and since some of the playtesters were non native english speakers we often asked Craig to clarify some rules that even if clearly understood by most native english speakers where a bit tough to understand for the rest due to some "subtleties". I think that this long process made the rule system in a more easy easy to grasp one. And if you have still doubts about wether MaF is worth your $20 or not, take all the components game rulebook and try to mix them all in 1 rulebook along all the special EuF rules so that there is no contradictions in the resulting book. Try it... You'll see it takes some hard work there... Yours, David Peter McCord - 12:32pm Mar 26, 2002 PST (#656 of 660) He also followed up with these comments: Interesting issues you raise. I shall try to address them before my wife forcefully enjoin me to shut down my comp :) as it's 23:00 here (France) and that above piece of techno junk is in our bedroom... France: The DF defensive fire for Infantry units is a strong deterent against front assault on the north-eastern French defensive lines. But as explained (I think) in the rulebook, this strong defensive fire comes from the way the French army used and dispatched its armor & artillery assets to its inf divisions. And that's only defensive. Here is - as far as I remember - the chain of events that Craig and us used as a guideline for the Fall of France campaign: Belgium reverts to neutrality in the late 30's. France & United Kingdom try to persuade Belgium to reconsider. But the most they get is the authorization to send troops in Belgium IF its neutrality is not respected by Germans. The French & UK government kind of "guarantee" Belgium neutrality by promising to rush to its aid if and when troubles start. Since Belgium defensive system was to be the continuation of France own Maginot line, this neutrality (and stop of further defensive works construction) was a problem. That's why Allies ought to rush to Belgium's aid. The downside of letting Belgium die is that this means that first Allies do not fulfill their promise to help Belgium (much political trouble and dissension with Army, potential change of government/defense minister, further causing mess and troops posture changes in the French army). Moreover, a complete and fast defeat of Belgium will throw the French defense plans down the drain. Thus Belgium defeat > loss of French infantry DF defensive fire. Now about sedan: Sedan/Philippeville is French & Belgium hex (even if WF map shows this hex as mostly Belgium). That's why the Allies has the opportunity to set up there a unit. As long as Belgium is undefeated this hex, border with rivers can prove to be a tough nut to crack. But since it is technically in Belgium territory, on the turn Axis declares war upon Belgium, all assaults in its territory cannot be repulsed. Thus the most likely scenario is: Axis, during its first turn, engage Sedan while trying to crush Belgium and get Bruxelles (Blitz). If this succeeds, the French Inf lose their DF and Sedan can then be massively attacked with reinforcements (French troops there were unable to repulse the 1st wave thus no more repulses). A cautious Allied player would have put a 4cv Inf unit there making it still chancy to get through that easily but a determined Axis may well do it (Blitz). And this means that if there is no backup French units in Cambrai & Reims the French are then in real deep trouble. But having backup units in both Cambrai and Reims means less units available to defend Lille (the city where I live) and Calais thus making Axis job more easy there (usually that's where Allies put the British troops and Axis has a very deep interest in destroying or hurting those since they are most precious and often one or two of those are also earmarked for MedFront). If on the other hand, Axis fails in their daring plan to attack and crush Belgium so as to throw the French army off-balance and then strike at Sedan, the Allies have the opportunity to reinforce Belgium by landing troops in Ostende and sending the BEF and French troops to Bruxelles and attacking in Mons (saw it happen more than once). Just try the Fall of France part. You'll see. It can be tough for the Axis if the Allied player know his job. At least, it will be tough in terms of HQ steps expanded and thus PPs spent. Now about "West". It's right that Allies do not have much assets at their disposal in 39 to threaten the Axis in the West. But... If you have read the rules about Norway, you see that Axis must pre-position as many units as possible in the staging areas for Norway from the start of the game or this will costs that much HQ steps to put those units there over and above all the movements needed to finish off Poland then garrison properly the Curzon line then pull back units West and prosecute Norway campaign. This means that the German defensive line in the West is most often 1 unit thick only. And not the best units. Try to fiddle a bit with the French army deployment and you'll see that the French can attack in September in Saarbrucken without river assaults with at least the following: 2cv HQ blitzing in Metz sending a 3cv Inf, 4cv Inf and 3cv Mech in Saarbrucken. Most often there will be a 1cv Fort there and/or supporting infantry (1 or 2cv). But I often saw Axis players putting there only 1 unit here. So there is a slim chance that the French troops may breakthrough. And even if they do not, they may well clean the Hex in 2nd blitz turn. Try to imagine what that would mean for the Axis will the attack on Poland is unfolding... I agree that is can be a coslty gamble for the French but the result can be devastating for the Axis in terms of HQ steps burned because of this. And since this can be achieved with only French units, British HQs and troops are still fresh and can then be used to even more deplete Axis HQ while prosecuting Norway campaign later on. But that's only some IFs. Players have to try them. :) Now about the overloading of EF & WF by Axis: there are some serious limitations about what HQ and units can go in those 2 fronts. This added to the fact that by cleverly placing units, the British can managed to send rather strong troops in MF as soon as it opens if the BEF affair in France is managed correctly make MF in EuroFront a more balanced part of the game (as it was in standalone version). But it's right that Axis can send some more units in the East to start Barbarossa with better troops and maybe some better deployments. But do not forget that the Soviet players also has the opportunity to deplay his troops in a more barbarossa-aware way and this tends to balance things a bit. About Balkans, it's right that Yu can be defeated pretty fast. But again it is also a matter of deployment and... luck. If the Allies manage to get Greece when or before Yu is attacked they can properly protect Yu supply lines at least during the 1st turn of the attack. You write that to defeat Yu, you do not even have to attack it, just cut supply. That's right, but in my mind, supply denying is just another weapon to be used in this game as well as Armor and Inf corps. :) THe games I enjoy the most are those where there is more movements and moneuvers (and often supply problems) than pitched battles. MasterFront does not try to fix things that are pretty well historical in the way they unfold or at least if the results achieved may be historical. What was a-historical was when some Axis players simply chose not to meddle in Balkans preferring to build up troops for Barbarossa and trying to get Rumania and other balkans states later on. Now at least there are some incentives for Axis to crush Greece and Yu so has to fully pacify the Balkans. "Balkan pacified" is precondition for at least 4 diplo events, among those the release of Satellite armies and MidEast Rebellion. THis last one is really important since it forces the Allied player to dedicate one MF combat unit to garrison MidEast so as to keep their 10PPs there. And most often this means an MF Veteran or resident Infantry corps. Now about the cost. Well, ok that's some real money there, but even if all the rulebook were uptodate so as to fit perfectly, they would still be separate product. And to update fully the old EuroFront rulebook, you would have either to handle a many pages long errata or write all the erratas in the existing book (but many sections were moved/changed/added) and that would have been not very handy. And all charts would have to be modified reprinted. That's just what CG did: reprint a coherent comprehensive rulebook, with reprinted diplo charts etc. Are you sure that's not worth the bucks asked for (or at least part of it... grin) ? Well, ok those could have been made available for free download on the Internet (that's the way I played and tested this baby since 1999 so this means that it's possible) but do you truly expect its author and the firm that publish those products to let this sum work go for free? CG is no philantropic organization. It's business. :) They got bills to pay (as we do) and I think it's fair for them to ask us to pay to get this. Now, on the other hand, I would appreciate if we could download the updated and printable versions of the component games rulebooks on the same principle as the BobbyLee/SamGrant and PacVictory "living rules". For those, it's no problem to have them for free: to play, you MUST have the blocks and maps. And to buy them separately but without the rules would cost you as much as buying the full game... But on the other hand, MaF is just printed material and making it available to download would deprive CG and its author of the sole way for them to get paid for their work. But that's only my humble opinion... Now let me go catch some ZZZzzzz so that I can continue my work on this other nice "piece" of Blockgames, the ADC2 gameset (since my opponents is in Norway, that's how we are also testing MaF, by using the ADC2 gameset, thus making a double test). Yours, David