I recently received a copy of The Supreme Commanderfrom my 'dealer' and have been playing it in any spare moments I have. I wanted to write a review because I like this game and think it has so much to recommend it.
1. The Map
The map really works for me. It is relatively uncluttered and there is a neat option of playing it on a single map if you are limited for space. The hexes are a good size (at least on the double mapper) and the text is clear - even though my eyesight is starting to tell me I probably need glasses.
There are four types of land terrain which creates some interesting interaction with the seasonal effects of mud/snow/clear. I wasn't personally convinced that the polder (described as marsh in the map legend) of the Netherlands would be easier to attack in the snow turns,(no +2 for the defender),but this is a very minor quibble.
Terrain modifiers are cumulative too which is unusual for a wargame but I think is spot on at this scale. There are boxes on the map for placing air and naval units which are assigned to fronts rather than individual airfields. I wasn't sure if I would like this but the requirement of a friendly city in range of the target hex not only makes perfect sense but also allows for a very elegant mechanism as each city will only allow two air units to participate in the combat making it very hard to dominate the air in enemy territory.
2. The Rules
This is the first wargame I have ever played where 99.9% of my answers to questions are in the rulebook. Having recently played Carthage: The First Punic War, I can't tell you how happy that made me. There is a logical flow to them and the specifics are easy to reference. It is also quite short for what it delivers in chrome.
As is usual for GMT now there is not a separate playbook and I did initially think this might be an issue. This is an ETO after all! In fact, I was able to read the playthrough (illustrated), skim the rules and get playing within about half an hour - literally. It probably helps that I have played <PERSON> Third Reichand Axis Empires: Totaler Krieg!because there is definitely some overlap there, but the real genius - in my view - of <PERSON> is that he has taken the best of those systems and made them even better.
3. The Combat
There is a CRT table but it is based on force differential rather than odds. Included in it are a number of factors linked to terrain, time of year, involvement of HQ's, air cover, technology levels etc... Advances are strictly limited by ZoCs which is again unusual but also seems to work. This is compensated for by a second round of combat for stacks including armour which can be devastating. 993
At the highest odds there is still a chance that the attacker will suffer casualties. I like this because nothing in life is risk free. Divorce has taught me that (if very little else).
Naval combat is enhanced with the ability to build decoys if your technology levels reach certain points. This means that when you commit your ships to counter a threat you might find them shadowing ghosts while your opponent steams through the Channel. Subs can be used against ships or, if U-Boats in the North Atlantic, to reduce Britain's MSP's (basically the currency of the game). Bombers can be used to strategically bomb cities but their effect is limited by the MSP value of the cities.
A very interesting feature of ground combat is that only one stack can attack at a time. Other stacks surrounding the enemy will lend a modifier (+1 per stack), providing they are not adjacent to an enemy themselves. Attacks are also declared in advance with markers. No - 'oh, I think I'll attack here now I see that attack went well'. I suspect some won't like this - I did.
4. The Chrome
What I really love about this game is the simplicity with which it delivers chrome. For example, diplomacy uses a table, very similar to JP3R. A single roll with very clear modifiers and the ability to use MSP to influence it affects how neutrals feel about the two sides. Unsurprisingly events such as declarations of war can also influence it.
Technology advances are implemented through another table which, again, is easy to understand. These are very expensive to purchase although most major powers start with an edge in a particular areas (not Italy though). It offers combat, decoy options and eventually movement bonuses. A great twist is that if you race ahead it costs your opponents less MSP to catch up.
There are also historical events such as the Winter War. These are dealt with in a couple of lines in the rules but are easy to follow and have a real impact on the game. 449