To: consim-l@halisp.net Subject: Re: [consim-l] Polish game On Thu, 30 Nov 2000 13:41:29 -0500 "Silverman, Aaron" writes: > Hi gang, > > On the Boulder Games price list I saw the following: > > ENCORE & NOVINA OF POLAND > EMPERORS' LAST WAR (East Front 1914) ... $29.80 > YEAR 1920 (Russo-Polish War) ... $29.80 > > Is anyone familiar with this company? Quality of the games? I'm > especially > curious about the Year 1920 title. > > Thanks! Hi Aaron, I've got the East Front 1914 game. Haven't played it (sigh) but I'm pleased with the purchase. Graphically it's not stunning, but it's not unattractive either. Both the map and counters are clear, colorful and unambiguous. The rules are translated from Polish and while there are goofy phrases galore, it's not like you can't figure out what they're trying to say. Tournament players may find this a problem, but against a reasonable opponent you should be able to work it all out. There are 3 scenarios using progressively more of the rules, plus a campaign game, 2 campaign scenarios, rules for a 3-player game, and several variants. Some interesting features include reserve movement - essentially units not next to enemy units are "in reserve" and move during the "reserve phase," and you get 1 reserve phase in your turn and another in your opponent's turn. The trick is you get to pick when in the sequence of play your reserve phase happens. The normal turn sequence is player 1 supply-attack-move-attack, then player 2 repeats the sequence. You can't declare your reserve right after the other guy does his, and there are some rules for prioritizing who goes first in case you both want to move NOW, but not much else getting in the way. A neat mechanic I haven't come across before. Combat's kind of interesting as well. Units have 2 ratings, a combat factor and a morale rating. The attacker's and defender's strengths are cross referenced to get a "success roll" you need to roll under to succeed in the attack. Successful attacks force retreats and morale checks, and failed morale checks lead to disruption. Disrupted units are weaker in combat and are eliminated if disrupted again. Surrounded units can surrender, disrupted units can rally. Higher morale units get a combat bonus, "second line" units suffer a penalty. All units are therefore 2 steppers, but you're not never exactly sure how long they'll hold out. The biggest letdown is the historical background of the original rules wasn't translated. Neither was the enclosed errata page, for that matter. I really mean to dig more deeply into the game than I have already. I've been reading some Russian history lately and I'm kind of enthused about this particular era, so I'll be picking up the 1920 game shortly. Bob Titran rmt66@juno.com last played - Down in Flames, Landships!, Atlantic Storm ________________________________________________________________ GET INTERNET ACCESS FROM JUNO! Juno offers FREE or PREMIUM Internet access for less! Join Juno today! For your FREE software, visit: http://dl.www.juno.com/get/tagj.