This review first appeared in IPW, the newsletter for all discount games club members. Contact colin@allusedgames.demon.co.uk for details. Army Group Centre - 3W Army Group Centre is an operational level simulation of the first week of the German blilzkrieg against the Soviet Union. It specifically covers the fighting with Soviet forces around Belostock and the drive on Minsk, historically a very one sided battle. Units range between divisions, brigades and regiments and a game lasts 14 turns, each simulating 12 hours of combat. A game turn starts with the air warfare phase. This only takes place on A.M. turns and as you would expect, the Red air force are both outnumbered and outclassed. Next, weather is determined with a simple die-roll. Poor weather only effects air units. Air units that survive combat are then placed on interdiction/ground support missions. The odd Soviet plane might make it this far, but don't count on it. Ground units make their first showing during the command decision phase. Each corps starts the game in a particular mode. The mode a corp is in affects its ability to receive support from its parent HQ, overrun, morale and movement. Also, mode can make a unit more or less susceptible to combat losses. During the command decision phase, corps may attempt to change their formation mode. The soviet player only gets to do this on PM turns, reflecting their inferior command control. The combat phase is unlike any thing I've come across previously. Combat is based on a differential rather than odds and is modified by terrain, support, armour superiority and formation mode. Combat results in the attacker/defender or both making a loss check, possibly with a die modification. A die is rolled and if higher than the casualty value that goes with the units mode, a step loss is taken. The die is modified not jusl by the CRT, but also by any air support. The power of air units in ground support is best described as awesome. Now, the same die roll used for the loss check is also compared to the parent formations morale, which in turn is modified by the units mode. If Ihe die roll is greater, the unit retreats. The Germans have a clear edge in morale. Next is the movement phase. Fairly standard, with only units in mobile offense mode able to overrun. The map has many forests and swamps that tend to channel movement along roads and clear areas. As well as a one-sided historical game, scenarios exist for the Soviets being prepared for war and a hypothetical 'Stalin’s Fantasy' scenario. The historical scenario is best played solo as it accuralely portrays the historical result of 287,000 Soviet troops surrounded and captured along with their equipment. I fear I may have over-simplified the game a little too much. Let me make it clear that the relationship between formation modes is a complex one. Gamers familiar wilh 3W's Kirovograd or Eric Goldbergs Kursk game by SPI will have a general idea how this system works. This is not a game for beginners and despite trying hard to like the game, I find thal I cannot. The game does a very good job of simulating the nuts and bolts of combat, bul sadly lacks something in enjoyment and fun. The more studious gamers amongst us will enjoy this one a lot, but it is not the fast paced game described on the box. Personally, it is not a game I'd play very often. being a little too dry and clinical. Alan Sharif