From: "Richard Guenther (128983)" Subject: Re: Platoon board game Review of TAHGC's PLATOON My intentions in this review are to give a summary of what you get if you buy this game. This game is similar to the Smithsonian line of games from AH, in that it is at about a level 2 complexity and has the one page of quick-start rules, supplemented by a "battle manual" that adds a few optional rules and historical detail. The game is based on the movie of the same title. MAP The map consists of two mounted mapboards (each the size of the AH flatbox) that fit together in only one configuration. The map is pretty simple, but attractive nonetheless. 75% of the map is jungle, and the remaining 25% is a clear section at the right side. There are also 3 paths that run through the mapboard, mostly from north to south. A simple key is printed on the map to remind the players of terrain effects. The hexes are large--like in some of the ASL modules. PIECES The pieces for the game consist mostly of generic NVA soldiers and the US characters from the movie (1 soldier per counter). Along with the counters, you get black plastic "pinch" stands to hold them upright on the map, facing only you. This is like the pieces used in STRATEGO--your opponent only knows you have something in a particular hex--he doesn't know what. The counters are attractive and list the name of the soldier, the weapon carried, rank, and the existance of a radio (if any), and the vitals (movement rate, firepower, fire range). Aside from the soldiers, there are also group counters, which can represent any number of soldiers all together in one hex. The soldier counters, in this case, are kept off the mapboard on a group sheet. There re also counters for booby traps (NVA) and claymores (US). In the basic game, these are put on the map just like soldiers, and the rules prohibit firing through (over) one of these counters--which of course makes little or no sense. The optional rules allow for hidden placement of these counters, which takes them off the map and makes the firing LOS rules more realistic. And then you also have foxholes and bunkers, which provide cover. These counters are placed flat on the mapboard, so that either side knows where they are. RULES This game is rated at 2 on the AH scale, but I may vouch for a rating of 1. The single rule sheet takes about 20 minutes to master, if you're an experienced gamer. This game, however, is aimed at new gamers [it even has the classic line, "In this game the dice is NOT used for movement..."). The new gamer may find the game a bit difficult to learn, especially by just reading the rules. Thankfully for them, the battle manual has several good examples of play to illustrate the rules. More games (even ones aimed at experienced gamers) should do this--I certainly learn more when I have examples of play. The game uses a movement system like that used in FIREPOWER (also from AH)--where a number of US and NVA chits are thrown into a cup and drawn randomly to see who gets to permorm a single hex-action. One chit equals one action from one hex, unless there's a leader present, in which case everyone in the hex gets to perform an action. So...staying in groups with a leader is an advantage offensively. Defensively, however, they are ALL subject to fire if the hex they are in is targetted. Firing is resolved using two 10-sided dice--one roll from the attacker, one from the target. The attacker adds his firepower bonus to the roll, while the defender adds any defensive bonus for terrain or cover. Then the adjusted rolls are compared. If the attacker's adjusted number is 1-4 greater than the target's, then the target is pinned and can not move again that turn. If it's 5 or greater, the target is eliminated. Besides moving and firing, other actions include tossing grenades, cutting wire, and calling for artillery on the radio. There are four scenarios in the battle manual, all of which re-enact scenes from the movie. These probably take anywhere from 30 to 60 minutes to play FTF. Game balance, to me, seems to favor the US side, although I haven't had much time to test this impression. There are typically less leaders for the NVA side without a corresponding increase in the number of non-leaders, which makes the NVA side move quite slowly through the jungle, which seems wrong to me. Still, the game plays quite well, with all the optional rules added on. It at least simulates some of the "Fog of War" with the STRATEGO-like counters, and thus may appeal to new gamers. Players of Squad Leader will probably have the same reaction I did to the game's simple Line of Sight (LOS) rules: "What!?!? You can't fire over your own guy at the bad guy way over there!?!,, but once you remind yourself it's just a game (and a simple and playable one) you can get over it :-) Because of the counters-on-stands system, the game does not solitaire well. The game would be very good for email, however. Also, the game isn't all that flexible--something an advanced gamer may find disappointing. It has it's four scenarios and the same US characters for most of them. It's not a system, but it didn't try to be--it only set out to be a quick, playable and fun game based on the movie. As that it succeeds, I believe. Richard G Richard Guenther guenthre@cc3.adams.edu