Western Front Tank Leader a review by: Markus Stumptner WFTL, by West End Games, is a tactical game on WW2 armored combat on the Western Front, 1944-45. It is the second in a series that started with East Front Tank Leader (EFTL) and was continued with Desert Steel on the battles in North Africa. All three share the same game system, with some minor differences and bug fixes. For example, Desert Steel has modifications for desert combat with reduced cover (tanks may fire at reduced effectiveness while moving, combining anti-infantry fire is forbidden, units can be taken from the flank), as well as rules for engineers (erecting and demolishing fortifications and obstacles). Since WFTL is the only one I've played, however, I'll concentrate on this one and only note differences if I remember them (references to USSR troops always refer to EFTL, of course). Game scale is 150 meters to the hex, with one turn taking somewhere between 6 and 10 minutes (not clearly specified). Units are platoon-sized, but are organized into higher-level formations by means of the card-oriented C3-system. The Maps The two maps of WFTL are geomorphic, having as terrain features roads, hills, towns, rivers and vegetation. Each of these occurs in at least two variants. The mapping from map symbols and colors to terrain features may change from scenario to scenario (you can even use a different interpretation for a new playing of the same scenario). A road may be a surfaced or a dirt road, buildings may be of wood, stone, or may be ruins, vegetation may be bocage, woods, or forest, and different combinations of these may coexist. For example, if urbanization is normal, black buildings count as stone and brown ones as wood, if it is sparse, then black ones count as wood, and the brown ones as clear terrain. If urbanization is defined as devastated, all buildings rate as clear terrain. Seasons also influence terrain, in terms of speed over open ground, and the impact of river crossings. By combining these variations for all kinds of terrain features, you get a multitude of different terrain configurations on the same maps. While this takes getting used to, there will usually be no difficulties in adhering to the correct interpretation once you have played a few games. This is not to say problems do not occur; in my second scenario I had a whole tank company annihilated by placing them in building hexes at close range to a Jagdtiger, because I forgot that buildings were devastated in that scenario. However, if one feels the variable map concept is totally alien, one can always define a standard set of features, play with that all of the time, and still not be worse off than with the maps of comparable games. In my experience, though, the added flexibility in terms of replay value is easily worth the effort. Formations As opposed to the merely unusual variable terrain maps, the C3 system is indeed unique. The individual combat units are rated for firepower (separate values for fire against vehicles and non-vehicles), defense strength, fire range and speed (fixed at 1 hex per turn for infantry and light artillery, while heavy artillery must be towed by vehicles). Units are then grouped together into formations (called "combat formations"). Each combat formation is represented by a card spelling out the units comprising it, the experience and morale level of the troops, and, most prominently, formation's C3 rating, which is given by letters from A to F. Basically, a better rating represents a combination of superior (or more available) communications equipment, and better leadership. In game terms, the net effect is that better formations can choose when to move during a given turn (see "Activity", below). There are no individual commanders in the game. Combat formations are again grouped together into "command formations" that represent battalions, brigades, and Kampfgruppen. These usually have a better C3 rating than their component combat formations. US and USSR (in EFTL) have a three-level system, with so-called "Parent Formations" (representing battalions) between top-level command and combat formations. Activity The basic turn sequence is very simple: Reinforcement Phase, Operations Phase, and Morale Phase. In the Operations Phase, every unit gets to perform one action (such as firing or moving). Fire may lead to units being killed or suppressed. Suppressed units may make a morale check in the Morale phase that may allow them to become unsuppressed again (if not, they will not be able to perform any action the next turn). On the other hand, formations that have had units killed have to a pass a morale check to avoid being shaken, which would result in no surviving unit of that formation being able to act the next turn. On subsequent morale phases, these units and formations then get additional chances for becoming unsuppressed and unshaken. The order in which both players' units are activated during the Operations Phase is in no way predetermined. It depends solely on the way in which the players' use their cards. The procedure is as follows: The worst-rated COMBAT (not command) formation card that has not been used ("activated") this turn is placed on the table. BOTH players then have an opportunity to interrupt by placing a command or combat formation card with a higher C3 rating on top of it. If both players want to interrupt, the player with the higher rating C3 wins. Ties are resolved by the following priorities: Command formations win against combat formations, more experienced formations against lesser experienced ones at the same level of command, and, if none of these conditions is fulfilled, Germans against Allies. The losing card can still be used later in the turn. When none of the players wants to go on interrupting, the units represented by the top card can be activated. Once these units have finished, the card is removed and put aside for the turn. The new top card is then activated, unless one player wants to interrupt again. This goes on until the stack is empty, at which time the lowest-rated remaining combat card is again placed on the table. In this manner, play continues until no combat cards are left, at which point the Operations phase ends. Command cards can be used for activating formations below them in the command hierarchy (they are listed on the card). German command cards can be used to activate all units listed on them (a significant advantage), Allied ones can activate one, plus a HQ company, if one is listed, Allied parent cards can activate one only. Formations can be activated in this manner by "orders from above" regardless of whether their own cards are somewhere in the stack, have not been used yet, or have already been activated this turn. This is because activity is limited at the unit level (only one action per turn), and the player is not required to activate all units when the combat formation is activated. It is conceivable (though not likely to be done) that, say, four tank units of a US tank company are activated one when the company's card is played, one each when the respective command and parent formations are activated, and one might do nothing to be able to opportunity fire at moving German vehicles later in the turn. (Opportunity fire is the only case where any activity is possible without the formation being activated by card play.) Actions The basic actions possible are firing and movement. They are the only ones possible in the Standard game, which does not include non-vehicle units. It is to the credit of the game and combat system that ithe additonal rules necessary to integrate infantry, artillery, transport, off-board artillery strikes, air strikes, entrenchments, bunkers, minefields (hidden), and the various infantry-related combat extensions take half as many pages as the Standard game rules. Movement is straightforward, unit per unit (with opportunity fire the only possible interruption). Firing consists of two parts. First you have to spot the target. This is done by rolling a die and comparing it to a spotting number based on distance and whether the target is in cover. (Cover effects on spotting are forfeited if the target has fired this turn.) The roll is modified by the types of the units involved, target vehicle stacking, and troop experience. If the target is not spotted, this effectively means the shots went wild, or the turn was spent in vain looking for the target, and the firing unit may not be activated again. Spotting is also necessary for opportunity fire. Anti-vehicle fire is done separately for each firing unit. Adjacent units that are active at the same time may combine their anti-infantry fire. All of them have to spot the target. If you have spotted the target, you subtract the defense strength from the attack strength, add eligible modifiers, and add the result to a 3d6-roll. The appropriate result can be found on the two-column combat table (one column for fire at vehicles, one for non-vehicles). This will yield either a kill, a hit with modifiers for the morale check, or a miss. If a hit is scored, the target needs to make a morale check. If it is unsuppressed and fails, it is suppressed. If it was suppressed and fails, it is killed. Rarely, a morale check will result in raising the experience of a unit. If a formation loses units, this adversely influences all morale die rolls of the remaining units for the rest of the game (the modifier is given on the formation card). This means it may actually be advisable to spread fire over formations, because they will tend to get shaken before all their units are gone. The extreme example of this is the British infantry battalion. This is the largest formation represented by a combat card, with 18 units (7 inf., 8 halftracks, some artillery). It is powerful, but very brittle. In effect, this formation will probably be shaken and thus effectively worthless long before even a third of its units is killed. And with every additional kill, it will be more difficult to unshake. A unit that scores a kill with a very high die roll gets a quick kill, i.e., it may be activated now or again later. This happens on a "10" for veterans, "12" for seasoned units, and "15" for green units. The relative ease of getting a quick kill is one of the factors that make veteran units especially deadly. The firing modifiers take into account range, firer and target experience, whether the target is in cover, has already moved this turn, is dug in (non-vehicles only), and others. There are about 15 modifiers in all, and one tends to check the list every time one fires, but this does not slow down play, since the whole procedure is so simple you never have to worry about forgetting anything. Advanced Actions The advanced game, with infantry and artillery included, introduces some additional actions. Indirect fire means that the spotting unit and the firing unit are different. Both must be activated (advantage for the Germans with their powerful command cards). There are special forward observer units (FOs) for spotting, which may be set up hidden. The non-specialized infantry units and US jeeps may spot as well. The ability to spot, and the ability to fire indirectly - on the whole restricted to mortars - are marked on the counters. There are some USSR heavy artillery units and German self-propelled Artillery units in EFTL, but they have been replaced by off-board strikes in WFTL (see below). In clear terrain, vehicles may overrun non-vehicles (i.e., move into the same hex, then fire). In cover terrain, infantry may close assault vehicles unsupported by infantry (again, move into the hex, then fire). Unless an explicit range is given on the counter, infantry may use anti-vehicle fire only in the same hex (exceptions include the bazooka-equipped GI's and the pretty tough special German Panzerschreck platoons). Non-armored vehicles (jeeps, trucks, halftracks, most SPA units) may be attacked by anti-infantry fire, though. Non-vehicle units may be transported, with heavy guns having to be towed by trucks, halftracks, or jeeps. Non-vehicle units may also entrench or be placed in bunkers. FOs may spot for artillery strikes, which may be preplotted at the beginning of play, with the spotting formation specified (protect those FO's!), or executed on demand (but then may be subject to delays). The number of available strikes of both kinds is assigned by the scenario instructions. Air strikes require no spotting, but may again be delayed. Strike delays and strength are again determined by cards. A card is drawn from the deck of strike cards. It specifies delay (ignored for preplotted strikes or strikes that were delayed), and respective strengths depending on the kind of strike (air or art.). The strength is again given in terms of anti-vehicle and anti-infantry ratings. The cards also list the units that generated that firepower. Thus, if you're lucky, you get two Typhoon squadrons to pound those Tigers to pieces, or you get two meager Mustangs for a strafing attack. Doctrine The game also provides rules for tactical doctrine. In effect, these determine over how large an area the units of a formation may spread out. Most combat formations have to designate a central hex (which does not have to be occupied), and the units have to be within a certain distance from that hex. German units may be two hexes away, US and British units one hex (with US units restricted to three adjacent hexes), and Russians have to bunch together in the same hex, which makes them fairly juicy targets. There are also rules for US and USSR parent formations. Units which do not adhere to doctrine suffer adverse modifiers when shooting and checking morale. "F"-rated separated units do not move. Scenarios There are 5 Standard and 10 Advanced scenarios included, providing for all kinds of force mixes. In the advanced scenarios, the Allies usually have a strong advantage in artillery and air strikes. German C3 ratings are mostly superior, at least for the armored units. Infantry units of both sides are generally a bit lower-rated, but the German Volksgrenadier units are pitiful. There are several scenarios with hidden or random setups. Usually, different levels of victory are specified. Some of the scenarios appear slightly unbalanced (e.g., the RHINE RIVER BLUES scenario in favor of the British). Evaluation There are games where simple mechanisms are combined to yield very complex interactions. I would say the description fits in this case. Morale, experience, firepower, C3 rating, and doctrine all have different but smoothly integrated effects on what your units can and shouldn't do, in a manner that sometimes borders on the beautiful (for example, it's devilishly hard to kill a Jagdtiger unit, but if you manage it, its comrades get very nervous and are easier to suppress), in the same manner that spotting, firing, and the different fire strengths deal with combat between infantry, artillery, armor, and recon units. Once you are used to it, the card play flows very smoothly, and handling the cards does not slow play down at all. The impact of card play depends on the situation. If forces are far apart and maneuvering for position, it's advantageous to force your opponent to move first by not interrupting, so you can react to his plans. At point-blank range, it's preferable to get the first shot, but in most cases it's not clear cut. Sure, you don't want him shooting back, but even if he's too weak for that, you don't want him to move first and thus present a harder target. On the other hand, spotting targets in cover at a distance is notoriously difficult and it can be an advantage to entice him to fire so you can spot him and finish him off. If each side has a few differently-rated units involved, possibly with command cards, things get complex very fast. It should be noted that in theory, the card system does not depend on luck at all. In practice, there are so many factors to consider that one is bound to overlook something eventually. Bringing that one command card that your opponent forgot about into play at the correct moment can be fairly satisfying experience. The rules recommend an optional version of card play where cards are not shown on interrupting, and the information on them is only revealed to the degree necessary for ascertaining the legality of the interruption. This should provide nicely for the fog of war. As for comparisons with other strongly command-oriented games, the differences to Panzer Command's chit system (which is probably the easiest to compare) have already been discussed on the list. Most other systems I know represent command at the turn or multi-turn level (by using accumulated command points or preplotted movement). In terms of play, the cards do not require any record keeping, and result in thoroughly interactive turns, you constantly have to be on the lookout for holes left by your opponent. Finally, what do others say about the game? The most common complaint about the card system is that it's hard to play solitaire. It is true that solitaire play removes some of the uncertainty that goes with the complex strategies possible with the card system, but effects like that go with every game that is not specifically designed for solitaire play - it works, but it's not as much fun. More annoying is the loss of some of the advanced features, such as the hidden forward observers, minefields and setups and the unknown turn when the preplotted strikes happen. Still, these are mostly details. The real problem I had when playing solitaire is that contemplating all the card play possibilities from both sides gives you an headache. In a review in some F&M issue, I found a comment that "the infantry combat seems lacking." Well, the game is primarily about *armored warfare*, and while infantry is present, it's simply so slow that it's going to spend most of the time in a defensive role and/or under cover. And you always have the possibility of having it riding into attack on some vehicle. Not on the halftracks though, they are too vulnerable. Components The graphics of the game are ok. Map and counters are very colorful (perhaps a bit too much so). The values on the counters are well legible, with type designations on vehicle counters, which makes them look a little less anonymous than those of EFTL. At first I thought the British and German counters were too dark and the light green US counters too bright in color. The net effect, though, is that the counters stand out very well from the map background despite having an air of camouflage about them. Artillery counters are marked by a yellow stripe. The game tables are on a single card. Basically, the back side deals with terrain (and you know about this after a few games), and the front side with firing. This side is constantly referred to, thus it's nice the card comes in two copies. Bugs As Steffan O'Sullivan has commented, there are several problems with the EFTL rules, so if there is any discrepancy, it's advisable to use the WFTL version. The only real bug I have found in the WFTL rules is that British mortar counters are marked as being unable to fire indirectly, which to me seems improbable to say the least (the counter's depiction in the rules has the same defect).