AN'
DONTCHA' COME BACK NO MORE
BACK TO IRAQ by DORLON J. ELLIOTT
from
XTR
One
34"x22" map; 352 counters; Charts & Tables sheet; Rules Book.
Ziplocked, from XTR, POB 4017, San Luis Obispo CA 93403. $22
Reviewed
by SCOTT JOHNSON
The Second
Gulf war of 1990-91 brought about the death of the Iraqi Army. At the same time
it infused new life into certain segments of the wargaming industry, with more
than one company trying to ride the ebbing popularity crest of the Gulf War
wave. The latest such company to hang ten is XTR, with Dorlon Elliott's Back
to Iraq, which covers three, near-future but hypothetical wars in the Gulf.
Back to
Iraq uses XTR's Desert
Storm system, with most units at division level plus a few specialist
brigades, regiments and battalions. The game has that quintessential XTR look:
big font, 5/8" counters, alternating NATO-symbology with pictographs, and
a Simonitch map covering nearly all of Iraq and parts of her surrounding
neighbors. The rules are bone-basic, Igo-Hugo, with a simple move-fire
sequence. There is no, true exploitation phase, as such movement after combat
is accomplished by victorious mech units that did not move prior to combat. As
the game - like all XTR games these days, pace Chris Perello - eschews
ZOC's, it is too bad there isn't a reaction phase. Then again, the scale - 17
miles per hex - is rather large.
The game
models three "possible", near-future conflicts. The first,
"Between Two Rivers", is an Iranian, revenge/invasion of Iraq. The
second, "It's the Oil, Stupid" shows Iraq invading Kuwait and Saudi
Arabia all over again. The third
scenario portrays a revived, Western "Desert Storm" invasion of Iraq
to save the Kurds and Marsh Arabs from genocide, entitled "The Mother of
All Battles - Really". It is evident from the three scenario titles that
Oscar Wilde is not working in San Luis Obispo.
Of the
three, I found the first the most enjoyable … and plausible, the rationale
behind the other two being somewhat laughable. The proposed Iranian invasion
has them setting up first, with the Iraqi player having the luxury of seeing
where the main Iranian thrusts will be. (This is backed by some convincing
mumbo-jumbo about the west providing Saddam with the same information we gave
him - and Iran - to, more or less, force a stalemate.) This may seem to be a
disadvantage - and maybe it is - but the Iraqi player definitely has his work
cut out for him in stopping the Iranian steamroller.
The long
Iranian border has lots of victory-point laden targets all along it, and the
crippled Iraqi army is hard put to stretch its defenses to hold them all.
Luckily for Iraq, the northern and southern sections of Eastern Iraq are
formidable terrain obstacles for any attacker. The big prize, however, is right
in the center: the two-hex jewel, Baghdad. And when those howling Shi'ite
Iranian forces hit the border, it's gonna get real ugly, real fast.
The CRT,
with no retreat results, is pretty bloody, so units sort of stand around
bludgeoning each other into oblivion. On big plus for the Iranians, other than
their advantages in manpower and artillery, is that their Revolutionary Guard
units get to make "will o' God", human wave fanatic attacks that
double their strength. The flip side of this is that they automatically lose a
step of strength, plus any other losses they receive. This is nicely
representative of the Iranian incapability to do anything other than launch
insane frontal assaults, although doubling their strength seems a bit much. The
Iranians do have other tricks in their bag: two Marine brigades, their 55th
paratroop brigade, 3rd Special Forces Division, combat engineers, and that old
bugaboo, Chemical Warfare. (This time it's the Iraqis, seeking brownie point
from the West, are the ones withholding the gas.) And for those with that sort
of bent, the Iranians appear to have purchased an A-bomb on the Russian black
market. Must have come with a free Rollex. Hoo-boy!
For Saddam,
it's hold on until the end of Turn 15, at which time the war becomes a trench
affair, much like the original. To do so, he is forced to bleed the attackers
dry. What WILL save the Iraqi bacon
[Ed. an interesting metaphor there, Scottso …] is if Western powers intervene.
The proposed Western aid can be pretty substantial: eight different divisions
and a few regiments from the US, the U.K. and France, along with nine aircraft
units. These forces actually start deployed in Saudi Arabia and Kuwait (with a
plausible rationale) and build up gradually as the game progresses, with the
huge western units increasing their steps each turn … all the way up to the
giganto 23 step US 24th Mechanized Infantry division (as compared to the 1 and
2 step non-Western units). This is a curious bit of lumping all components into
one huge counter that lets you feel that the western armies operate under some
sort of Stalinist ideal, where the units stick around until the last man dies.
That has
about as realistic a feel as do the game's command and supply systems, the
woeful inadequacy of which should define both the Iraqi and Iranian armies.
Instead, it's "trace a supply line" time, which works on a pure
gaming level but provides little of the insight into what is really going on,
other than killing and maiming. To do otherwise would go against the XTR,
Design for Effect philosophy, wherein our troubled and already over-burdened
minds are freed from such mundane, byzantine small potatoes as logistics and
administration.While that's all well-and-good for the 3-1 Dice Bangers, it
greatly shortchanges the game in The Reason Why department. It all comes down,
as we have said before [Ed. well, at least I have] to what you want from these
games.
The second
scenario is actually something of a nail-biter, wherein the Western player must
deftly devise a good defense on the run, build up his forces, and then lash
back at the Iraqis. With no ZOC's there's a whole lot of counters zipping
around like waiters at a banquet, although it is a modest view of what it might
have been like if the Iraqis had his Saudi Arabia right after they took Kuwait.
The third scenario is simply an orgy of destruction, along the spin-like lines
of "… let's kill them because they're all butchers." You can end up
with the Iraqis and Iranians on the same side of the field, while a massive
Western-Israeli war machine heads their way, like a a giant wedge. The whole
thing is reminiscent of the tactical doctrine expressed by "Doctor Who's:
cyborg nemeses, the Daleks: "Seek. Locate. Exterminate."
The Dice
Bangers will love it.
CAPSULE
COMMENTS:
Graphic
Presentation: Solid, professional.
Playability:
Good. Command-o-philes can jump right in.
Replayability:
If you ignore the lack of detail, the first two scenarios offer good
competitive balance, and the games play fast enough to try again.
Wristage:
Normal.
Creativity:
Not much. We've seen it all before. The High Priest of Design for Effect
sacrifices much to the God of Fast Play. If you don't care about this, it won't
bother you.
Historicity:
Is the designer, a Naval intelligence analyst, trying to tell us
something here? Is it time for the Iranians to re-don the Bogeyman Hat?
Comparisons:
Certainly a lot more playable than Gulf Strike or Arabian
Nightmare.
Overall:
A solid, accessible XTR design. If you like their approach, you'll go
for this.