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By: Brant
1 comment:
Brian
said...
I have the magazine version. I understand the boxed version wasn't that different.
I found this to be an interesting take on the subject, for its time - compare with the SPI game NATO, which came out about the same time, and fixated on the "Tricap" division idea.
The game shone in the supply rules for the Russian-Warsaw Pact (RWP) side – this player has a limited number of supply points that can be used to: rebuild depleted units; prevent unit depletions; double, triple, even quadruple the attack strength of a unit; or allow airborne units to do their stuff. The cost to do this increases the further the unit is from the pre-war border. Victory depends on the number of cities the RWP player has captured after ten turns, so he has a choice between a deep thrust or a broad-front strategy.
1 comment:
I have the magazine version. I understand the boxed version wasn't that different.
I found this to be an interesting take on the subject, for its time - compare with the SPI game NATO, which came out about the same time, and fixated on the "Tricap" division idea.
The game shone in the supply rules for the Russian-Warsaw Pact (RWP) side – this player has a limited number of supply points that can be used to: rebuild depleted units; prevent unit depletions; double, triple, even quadruple the attack strength of a unit; or allow airborne units to do their stuff. The cost to do this increases the further the unit is from the pre-war border. Victory depends on the number of cities the RWP player has captured after ten turns, so he has a choice between a deep thrust or a broad-front strategy.
Good choice!
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