I suppose this is slightly timely with all the awards this game recieved (which I don't disagree with!) in the CSR awards. I'll just go through a few things about the game briefly, but most of my time will be spent on the gameplay/my thoughts on it.
My own wargame path:
Prefacing all these comments is the rather interesting wargame path I've been on from my start in basic Euros a year or two ago; this is my first true hex and counter wargame (this and <PERSON> Musket and Pike series). I've become completely immersed in the CDG genre, playing and buying many, many of them. So the review is colored by that fact. Also coloring this is that my experience with this game has been almost entirely solo plays--I've only played it ftf once. Keep all this in mind.
Components:
The components are just fine, very functional, just like the rest of the game. The map is serviceable and the art is clean and recognizable but not exciting or drool worthy. The counter ratio, especially at the beginning of the game when all Russian troops are bunched up, is high for the size of the hexes. So things are a little sticky at the beginning in the small hexes, but once the game gets started things tend to get spread out a little bit. The setup on the counters and map is absolutely a lifesaver and whoever suggested that needs a hug or something. It probably shaves 30 minutes at least off the setup. Counters are basic, with the inclusion of two types of counters. I use silhouettes since I'm not a true hex and counter wargamer, I guess! I would prefer a heavier GMT box from MMP, just like Shifting Sands. But you can't have everything.
Gameplay Thoughts:
--More than anything, this game is stripped down and tight. In fact, if I had one way to describe this game, it would be tight. The rules are uncomplicated and there are almost no exceptions. The objectives are clear, and the types of terrain one will be fighting in are relatively limited.
--the game plays great solo, the chit draw system makes it ideal for solo wargamers (and I know there are many out there). My ftf game was great fun as well, but the game doesn't lose as much as, say, a CDG, from playing solo.
--This wargame has a dual identity in some ways. On one hand I would call it an ideal entry wargame for Eurogamers entering into wargames. 993
There is almost no chrome whatsoever in the game. The game is balanced, as far as I can tell, extremely well. It is very competitive. All units move virtually the same. The game is extremely positional as well and the CRT is not very variable, featuring almost entirely retreats. You generally know almost exactly what the result of combat will be. If one maneuvers correctly, the enemy will be defeated and to inflict losses one needs to surround the enemy. I think this is a great transition game for Eurogamers who are used to their "elegant," self-contained mechanisms. In many ways, this is as close as wargames get to that style of rulebook and game system.
On the other hand, I would say that this is the ultimate <PERSON> competition game. It plays quickly and to go back to an earlier theme, feels extremely well balanced. Most wargames, in my estimation, require some sense of the players "playing by the rules" and making the game narrative proceed in an entertaining direction. Once players start to deviate, the game system often bogs down or breaks. Most wargames simply don't hold up well to two cutthroat players playing against each other, gaming the system against each other. But there are a few wargames that play quickly, feature little errata and therefore are ideal games for competitive wargamers to match wits in. In my experience there are not too many of these games, surprisingly. I think this game has a good chance to be a key part of the wargame tournament scene in the future.
I find this dichotomy odd, but I suppose it makes sense--those same characteristics which make the game simple, play quickly, balanced, etc and appeal to new gamers could also lead to experienced wargame players playing often--> highly developed and refined strategies for experienced players.
--this game is one of the few I can think of that doesn't need any exceptions to create historical gameplay. And that is really impressive to see--it speaks to the quality of the design, I think. The campaign develops historically and the Germans frantically try to hold on to rivers and cities while they wait for their powerful units. There is a great deal of tension. In some of my games, there even was a significant German counterattack. 449