Recently I’ve taken an interest in some board games made by a company called GMT Games. They specialize in niche, almost bespoke, historically accurate boardgames. This isn’t Settlers of Catan or Carcassonne but an attempt to model a conflict or situation in as accurate a way as possible.
There’s rose covered glasses, and then there’s DOS emulated screens. Memories tend be an odd thing, especially very fond memories of video games past. As we grow, and the games we’ve played grow, how do the old ones stack up?
One of the first war games I ever recall playing was V for Victory : Velikiye Luki. I was probably about 14 years old at the time and had no concept of the history behind the game. For me the Germans were some sort of parody from Hogans Heroes and the Russians just a generic bad guy. But man, I sunk some time into those scenarios.
Flashpoint Campaigns : Red Storm Review
was developed by On Target Simulations and released by Slitherine Ltd in 2013.
You take on the role of an all seeing Commander for either the NATO forces, or the incoming Warsaw Pact forces. As the game lays it out, the Warsaw Pact has struck while NATO was woefully unprepared. In fact it looked like the Cold War was coming to an end. Game wise it sets the tone for NATO to be the defender, and also scrambling to hold the border.
Flashpoint Campaigns has one very unique mechanic that elevates this game beyond just another hex and NATO counter game. Orders.
Support units are essential in the War in the East. They are your artillery, engineers, rocket battalions, and anti-aircraft. By abstracting these units it saves you a ton of time shuttling them about. But there’s still some things to know in order to maximize your effectiveness.
“Nebelwerfer and Land Mattress”. Licensed under CC BY-SA 2.5 via Wikimedia Commons – https://commons.wikimedia.org/wiki/File:Nebelwerfer_and_Land_Mattress.jpg#/media/File:Nebelwerfer_and_Land_Mattress.jpg
Support Units come in two flavors. One is Combat Support Units like Artillery or Pioneers (Engineers). The other is straight up support, or Construction Units. We won’t cover much on the Construction side for right now. But on the Combat side there’s a lot going on.
Supply in the War in the East at first seems incredibly complicated but is actually much simpler than it seems. Though like almost everything in WitE, it’s as complicated as you choose to make it.
In Road to Minsk, a 3 turn scenario, you don’t have to worry about supply at all. You can get a decisive Axis victory without ever thinking about it. But in the other Road to scenarios, and the full campaign, it becomes much more critical. But the good news, it’s not that bad.
In War in the East you have several options regarding Fog of War. You can play without it and see the entirety of the battlefield. You can play with it, or you can play with it and with the Movement Fog of War. We’ll get into all of that below.
War in the East – Encirclement
Encirclement is the most basic, and essential, tactic that the Axis armies have at the start of the game. Essentially you are using your fast mechanized and armor divisions to cut off the supply from less maneuverable pockets of Soviet troops. Without supplies they will surrender, saving tens of thousands of your own troops. As the Axis it is essential. As the Soviets, it’s essential to know how it works.
War in the East : Movement
Movement in Gary Grigsby’s War in the East is simple on the surface, but the devil is in the details.