FAT
DUTCHMAN
GD '40 by XXXXXXX
from
THE GAMERS
One
22"x34" game map; 840 counters; Series and Game Rules. From The
Gamers, 500 W.4th St., Homer IL 61849. $36
Reviewed
by JACK POLONKA
[A Note from
the Editor: Much of the system for GD '40, a TCS Game, is covered in the
enclosed review on Matanikau.]
GD '40,
another entry in The Gamers' TCS Series, covers the German attack by the
Grossdeutchland regiment on the town of Stonne, in May, 1940, and the
subsequent French counter-attack. Each counter is the equivalent of an infantry
platoon with a 5-step strength, the scale is c.125 yards per hex, and each turn
covers 20 minutes of real time.
The game has
the same, high graphic level that virtually all Gamers games carry.
This is one
of the better entries in this system. It allows both players to be on the
offensive and defense at different stages of the game, giving it a good ebb and
flow as both sides fight for control of Stonne. This ebb and flow also makes
the situation an extremely well-balanced one, often unusual in tactical
renderings.
Even better
is that GD '40 is a great way to get into the TCS system. Of the two two
combat unit counter sheets provided, you only, really need one to play the historical
battle. (The other sheet contains hypothetical and optional reinforcements to
add a little flavor.) With the low counter density there is a corresponding
diminution in the number of Operations Planning Sheets floating around, and the
game situation thus develops rather rapidly. Another advantage is that some of
the system rules, such as minefields, are not used in GD. On the other
hand, the rules do contain some errors, errors which need to be - and are -
corrected by an Errata Sheet quickly provided after a phonecall to The Gamers.
As has been
discussed in many places, the TCS is a fairly simple combat system over which
is layered a seemingly complex command system, none of which is helped by the
rather dense rules layout, and a set of wrist-warping artillery mechanics. For
many, the prospect of planning ahead - how many gamers actually think more than
one turn in advance - and/or rolling eleventy-seven dice to drop a few shells
far outweighs any other value the game might have. If such items do not count
heavily, then proceed onward.
One
interesting item is that, despite the scale - one counter is one AFV - the
armor rules are not very involved. Very little distinction between armor types
is made; it almost looks as if they were done by Cookie Cutter … and a mighty
abstract cookie cutter at that. This tends to relegate tanks into a support
role. The system - and GD - appear to be geared towards an intensive
examination of infantry tactics and the effects of artillery; there simply
wasn't enough space/time to deal with the tanks at the same level.
GD '40 is a great game for what it attempts
to simulate. It is easy to learn and easy to play … far easier than one would
expect from the wealth of detail. The battle is somewhat obscure, but it
provides a very interesting and competitive situation. And it allows the TCS
system to shine rather brightly.
CAPSULE
COMMENTS:
Graphic
Presentation: Great.
Playability:
Good, but slowed down by Op Sheets and artillery dierolls.
Replayability:
Good situation leads to high replay value.
Wristage:
Olympian.
Creativity:
Novel treatment of this aspect of warfare.
Historicity:
A good representation of the battle.
Comparison:
Better than most ASL scenarios, and easier to access.
Overall:
Good WWII Tactical infantry simulation.