THE MINOTAUR
MINI-TOUR
HUNTERS FROM THE SKY by WIG GRAVES and DEAN N. ESSIG
from
THE GAMERS
2 22x34” mapsheets, 840
counters, 28-page Basic rules book, 16-page game rules, 2 charts and tables
booklets, two dice; boxed. From The
Gamers, Inc. 500 W. 4th St. Homer, IL.
61849. $39.
Reviewed by SCOTT
JOHNSON
Hunters from the Sky has dropped IN on hobby store shelves, hot on the
airborne heels of GMT’s Operation Mercury campaign for Crete game. Hunters, the sixth game in The
Gamers’ Tactical Combat Series, simulates the airborne assault on Crete’s
Maleme airstrip on May 20-23, 1941. The
game’s scale is platoons and individual vehicles, 20 minute turns, and 125 yard
hexes. The game also sports the new,
streamlined version 3.1 rules, which are supposed to be the finally fiddled
variant. Then again, it’s hard to believe that Dean can ever leave the series rules
alone for very long.
The Gamers is definitely
pushing the “slick” for this game: slick box, slick maps, and slick
counters. I mean this not just in the
sense of a “jazzy” appearance. If you
play Hunters, make sure the windows are closed, because a sudden breeze
will move the slippery counters across the polished maps. (This actually may
have some practical application in a Winter War version.) Of course, we again
got lots and lots of color, all over the place, so much so that one starts to
wonder when Dean will put the brakes on his graphics software.
The players’ situation is
equally slippery. The German player
drops his glider- and parachute infantry in the midst of the Commonwealth
battalion defense zones, forms up his scattered forces, and then attempts to
clear out all defenders from the Maleme airfield to pave the way for the
airlanding reinforcements which will arrive nearly 32 hours (80 turns)
later. A full day at the office,
indeed!
This daunting task is eased by
the justly infamous Commonwealth Creforce Command (who else?), the professional
harrumphers who have rigidly anchored their forces to their corresponding
battalion defense zones. None of their
unreleased forces may stray more than ten hexes from their BDZ until they are
released, and they aren’t fully released until 96 turns after the initial air
assault. So they sit tight, waiting to be hammered by the German invaders,
instead of dashing out to annihilate the scattered paratroopers… which is the
Commonwealth player’s ardent wish.
The game allows a looser
release rule by having the Commonwealth player roll two dice each turn. If they
come up 11 or boxcars, then one battalion may be released. This is much like the Civil War Brigade
series initiative rule, where the front-line commanders finally become weary of
the Army Commander’s stupidity and inactivity and go take their forces on a
solo attack (…the “I’m tired of this sittin’ around crap, let’s go get those
guys and tell the General to go to hell” School of Thought). While not many wargamers would consider such
decisive assertive action to be “insubordination”, court-martial boards tend to take a somewhat dimmer view.
The only way to get the ball
rolling early for the Commonwealth player early is to have released battalions. At the start of the invasion, only a few
units are released, and these are only a few companies and squads that are made
of scratch units, RAF detachments - all their Spitfires got destroyed on the
airfield, so they were left without a job - and the more colorful units, such
as the three Bren carriers, two Matilda tanks, the Field Punishment Center
platoon (a band of viscous orange thieves … the Dirty Navel Dozen, as it were),
and the Band platoon, repelling the invaders with a medley of Gilbert & Sullivan,
one presumes. The only thing missing was to bring the Minotaur out of
retirement. This is the reaction force
to the initial airlanding assault regiment of the German XI Fliegercorps.
One factor that keeps Hunters
from being a Teutonic stomp-fest is the placement of the 22nd New Zealand
Battalion, which will cover the main objectives. The other factor which will put a crimp in the German drive is
the bothersome presence of Commonwealth units in the drop zones.
The German player only knows
where the few released units and the location of the BDZs are, not the precise
placement of the battalions’ units (as what was, historically, the case), so
the German player guesses the best location to drop his units and writes these
drop zone locations on his landing plan.
The Commonwealth player then places his units, which will invariably be
dispersed like a web in order to catch the greatest amount of gliders and
paratroopers. If any of these
air-dropping units land in an enemy-occupied hex, they are eliminated. They may also be eliminated, or reduced, by
landing close to (up to three hexes away from) enemy unit(s). Since the BDZs interlock and cover most of
the maps, and the air drops can deviate and scatter over a wide area, the
German player can be in the throes of a full-blown catastrophe at the start of
the game.
After the hunters have fallen
from the sky, play begins in earnest with the surviving German paratroopers
forming up some sort of coherent defense after being scattered across the
countryside. Dropping and then
assaulting during the same turn for paras is a bad (or desperate) idea, since
they’re in a state of disorganization.
Glider assault troops don’t suffer from this penalty and are fully able
to make the early game assaults, if they survived the drop.
Infantry Assault is pretty
much the name of the game here. There’s
not much artillery, and the Commonwealth player only has two tanks (Matildas)
which will probably break down if they move anywhere … or become Stuka food if
they become a nuisance. This is too bad
for the Commonwealth player because these two Matildas have the potential to be
great nuisances to the Germans, who have NO anti-tank weapons or capabilities
and must rely on their dive bombers to save them from hostile armor. The three Mk. III light tanks which arrive
with the Commonwealth reinforcements are easy pickins for the assortment of
anti-tank guns that the Germans will have by then. Some days, it’s just not worth getting up in the morning.
Play quickly degenerates into
a swirling, light infantry, rat fight for the 27-hex Maleme airfield and the
overlooking Kavkazia Hill. This area is
guarded by the scratch units, RAF troops, the 22nd New Zealand Battalion, and
the anti-aircraft guns located in the airfield Bofors pits. All this must be cleared out if the German
is to receive his reinforcements, which are to land on the airfield, and
digging those pesky New Zealanders out of their foxholes can be an ugly
business.
Because of the inherently
chaotic situation of the battle, the series command rules are not used, and the
dearth of armor and artillery is a boon to players, removing much of the detail
that makes TCS accessible only to those committed to platoon-level WWII
tactics, all of which suited me just
fine. There’s no way the command rules
could be used here, because, on Crete, chaos reigns supreme. The Spanish Anarchist Militia would’ve felt
perfectly at home here.
For those who are interested
in a good, WWII tactical battle system, but were wary of the detail that the
TCS has heretofore provided, Hunters is a good way to introduce yourself
to some fun gaming.
CAPSULE COMMENTS
Graphic Presentation: Slick and beautiful.
The box cover art is strangely plain, though.
Playability: Not having
command rules, hardly any tanks, and little artillery is a big plus in this
category. The release rules make
solitaire play easy.
Replayability: Only four scenarios, but they are interesting enough
to encourage repeat play.
Wristage: Heavy.
Creativity: Nice
streamlining of the series rules, and the air transportation rules are quite
nice.
Historicity: The usual,
top-level Gamers insight.
Comparisons: This is the
first tactical battle game on the Crete fiasco. Operation Mercury is the best campaign game, although slow
and frustrating. Air Assault on
Crete still has the bonus Invasion of Malta game.
Overall: A good
simulation on a confused, viscous slaughterfest for an airstrip. The play is prolonged, but not boring.