BAD DREAMS
POLAND '39: THE
NIGHTMARE BEGINS,
by TY BOMBA
BERLIN '45: THE
NIGHTMARE ENDS, by
JOHN DESCH
From
XTR
Each game
has one 22" x 34" map; 192 counters (P39), 320 (B45); Rulebook;
Ziplock. XTR, P39, $17, B45, $20.
Reviewed
by CARL GRUBER
I had a
nightmare once. I dreamed I was locked
in a room and forced to listen to
"Play That Funky Music, White Boy" over and over again. And now, I'm beginning to wonder whether XTR
is located on Elm Street, with a developer named Freddie Kruger.
The two
titles, above, are the latest entries in XTR's ziplock line, which they have
renamed "Command Historical Simulations". Make no mistake, folks; these are games, not
simulations. However, even as games, they seem to be
nothing more than chromed clones of everything else XTR has published. There's nothing wrong with series games, but
when the only real difference the player senses between games like Berlin
'45 and 1918 are the maps, something's wrong. These are "shake
and bake", alternating player-turn sequence games, with a little chrome
thrown in here and there like the "seasoned" breading on your
McChicken sandwich: calculated to offend no one, with a blandness to
match.
That
blandness extends to the physical production. The maps have little detail and
use drab colors. The counters - and virtually all XTR counters look the
same, regardless of subject matter -
have very large, fat numbers. XTR must be after the geriatric market.
Units range in size from regiments or brigades to corps, and they have the
inevitable attack, defense, and movement factors. There are no command control rules or HQ units (I can see Ty B standing
up, like Zwingli at an orgy, screaming "Anathema … anathema!"),
supply uses the John Hill Method, traced any distance to a mapedge or supply
hex, and there are no morale rules.
This is pure move and fight, count your beans, and roll the dice. This can, occasionally, be fun, mostly as a
break from larger games or just a way to kill some time. But there's no insight
whatsoever into these battles, and you don't feel any different playing either
these two games, 1918 or Krim. What a shame: both of these
battles could have made interesting games.
On the
positive side, the games do seem to accomplish what the designer intended, and
they are relatively glitch-free. (I don't recall XTR ever having much of a
problem with errata or quality). Both
games also offer alternate scenarios which seem to be the heart of the design;
the historical battles were so one-sided, there's really nothing to
"game".
Poland
'39's map covers all
of that country and its adjacent border regions. Most units are divisions with a
few regiments mixed in. The German
objective is, of course, to conquer Poland … and to do that in as little time
as possible. The Polish player
doesn't have
even a ghost of a chance of saving this country, but he "wins" by
making the German conquest take longer than it did historically or by exiting a
lot of his units off the mapedge, so they live to fight another day. One noticeable difference between P39 and
the other WWII games by XTR is that, while the German still
"blitzes", here he does so with caution. Why? His armored units have much lower defense
factors and can lose steps to Polish counterattacks, thereby exposing the
German player to much embarrassment and ridicule. Considering the fact that Blitzkrieg was still an untried
experiment in '39, and the
German army
was not yet blooded, this is a nice touch.
The alternate history scenarios offer a Polish free deployment
(relieving him of the ridiculous requirement to defend all of
Poland),
Soviets on the Polish side (say what?), and a third scenario with the Polish
army prepared to fight and the Germans with no Panzer units or blitzkrieg
abilities.
Berlin
'45 models the
blazing spectacle of the Nazi Götterdämmerung, minus the good music. (Actually,
listening to "The Death of Siegfried" while rolling the die can be
quite atmospheric here.) Given the
fact that the Russians took 200,000 casualties in their drive on Berlin, this
should have been a more interesting game than it is. Unfortunately, the design was given XTR's usual reductionist
treatment. The system is the same, old,
alternating
sequence with two day turns (OK, I'll do all my moving and fighting on Monday
and you can have Tuesday). The chrome
here comes from "concentric attacks" (simply attacking a unit from
two or three opposite directions) for a column shift, air
power (again
a column shift) and Soviet heavy artillery (contributing enormous attack
factors). Except for German units in
fortifications, there are no zones of control, which gives the game a good,
fluid, "slippery" feeling.
And, yet again, supply is from the John Hill School. Whatever historical
atmosphere there is comes from the big, ugly Hakenkreuz in the middle of
Berlin, and the historical scenario is over almost before it begins. The tables have turned on Jerry, and he is
now as hopeless as the Poles in '39.
Expect to
see a huge
German dead pile within 2-3 turns at most.
The first two game turns forbid attacks by the Second Belorussian Front,
mobile assaults by any Soviet unit or artillery barrages by the First Belorussians. Why?
Don't ask me, I just did what I was told by the rules… but I'd bet my
lederhosen that it has something to do with historical circumstances requiring
the designer to come up with some of those infernal, XTR-verboten, logistical
and command rules!
Because the
historical scenario is so one-sided, the real meat of this game seems to be the
"alternate history" scenarios.
The first of these is the "maximum" historical scenario, which
postulates Hitler withdrawing the mechanized forces earmarked for the Battle of
the Bulge and sending them east against the Russians. Of course, this is based on the rather large assumption that the
Western Allies were nice enough to not take advantage of a sudden absence of
German armor on their front, and the even larger assumption that the Germans
would have actually had enough fuel for that much armor at that late date in
the war. Nevertheless, this does give the
Russians a harder game to win and makes the final fighting in and around Berlin
itself very bloody. A second
hypothetical scenario has the Western Allies deciding to go for Berlin and,
like SPI's old Battle for Germany, the Allies control their own forces
and the East Front Germans and the Russians likewise control the West Front
Germans as well as their own troops. The scenario turns out to be a race for
Berlin. Of all the scenarios, this one
is the most plausible … and the most fun.
The final two scenarios involve one of Ty Bomba's - and George's, to be
sure - favorite themes, unleashing
Patton on the Russkies.
If one
considers XTR's philosophy of producing quick and playable games, these two
titles have succeeded quite well. They
are easy to learn, the rules are straightforward, and they do produce
historical results in both campaigns.
Furthermore, unlike so many other publishers these days, XTR can be
credited for turning out finished, playtested games. However, encountering the same 20-year-old design technology in
game after game soon becomes tedious, and such minimalist design techniques
deprive the player of any sense of reliving an historical event. That's OK with
me, as far as it goes, but why can't they
come up with
some original ideas and give their games some historical flavor and
unpredictability? From the player's
perspective, there is almost no difference between Inchon and the two reviewed here. They're like
Robert Ludlum novels: same plot, same incidents, only the names are changed to
lull the dull. Moreover, other publishers
have created "easy" games that are quick to pick up but offer their
players real challenges, a feeling for what happened at these battles, and that
je ne sais quoi that makes them fun and unique. Cf. Stalingrad Pocket,
Anzio (S&T in 1990), and the herein reviewed Across 5 Aprils.
In comparison, the Nightmare Twins are as dull as dishwater. Like much "minimalist" music,
they're easy to assimilate, but the mind grows awfully numb after about two
minutes of the stuff.
CAPSULE
COMMENTS:
Graphic
Presentation: Professional but bland; but you can read the
counters from across the street!
Playability:
Excellent. Easy to learn and no
glitches. They also play in about 2-3 hours. Of tangential importance, is that
XTR supports these products with extra rules and counters in their
"Command" magazine. (E.g., see #20.)
Replayability: Little. The systems are very rigid, and the action becomes stereotyped
after about 2 play-throughs.
Historicity:
Very good at What; complete failures at Why.
Comparisons:
As to subject matter, B45 supersedes the old SPI Battle for
Germany. P39 is a lot faster than Europa's, Case White,
version. As for systems, comparable with Krim, Mississippi Banzai,
1918, Inchon … or is it the other way around?
Overall:
Quick, easy and body-strewn… but Minimalist Misery. I had more fun trimming the counters than
playing the games.