TOO MUCH, TOO LATE
PHASELINE: SMASH by FRANK CHADWICK
from GDW
One
22" x 34" map, 528 counters, two 56-page rules books, various cards
and charts galore, 10-sided die; boxed. From GDW, POB 1646, Bloomington IL
61702; $30
Reviewed
by SCOTT JOHNSON
Before the
Gulf War, it appeared that contemporary wargaming was crumbling faster than the
Cold War. Then came the modern wargamer's messiah: Sadam Hussein, a one-man
game series ready to happen. When the US decided to reduce the number of Iraqi
"provinces" from 19 back to 18 by what Clausewitz blithely termed "other
means", the wargaming industry shifted into high gear. Considering the rather one-sided nature of
the fracas, the total output in Gulf War games - we can think of at least a
half dozen - is approaching phenomenal.
Even now,
two years after the war's conclusion, wargaming's pontiffs are still trying to
ride the crest of marketability. And who better than to lead us in responsive
reading, but the Pontifus Maximus of the Church of SAM's and Sand, Frank Chadwick, whose previous efforts on
the subject - Battle for Basra, Sands of
War, and the Ny Times
Bestseller, "Desert Storm Fact Book" - were all beautiful works.
This time,
Frank is intent on leading us through the Joint Forces' bloody "left
hook" drive through the fortified Iraqi defenses to nail the Republican Guard
in the north. To that extent he has designed Phaseline: Smash, a
simulation in which the "good guys" have to breach fortified lines,
set up forward bases, pocket ill-fated defenders, and then annihilate every
Iraqi on the map without losing a single US/Brit unit. (Forget the Arab allies;
their bodies don't seem to count here.) Sound like fun for the Iraqi player?
Not unless his phone book includes 900 numbers for Mistress Melinda, which is
why Frank chose to go solitaire. About the only chance the Iraqis have of
"winning" would be to give them Godzilla, a few Nazi panzer units,
and some Death Rays. Someone, though, had already thought of that clever idea.
Now, you'd
think that a lop-sided, solitaire game would be easy to play. Boy, are you in
for a surprise. After delaying production for six months to "flesh
out" the game, Frank has come up with a set of rules so long and so
involved they'll have you yearning for a bout of Campaign for North Africa! Granted, the rules books look great … but 51
pages of basic rules, half of which each have 2-3 "exceptions"! Rick
Swan said he wanted solitaire … not six months in isolation! And what's worse, simply providing a lot of
material does not mean the game will be good. I think Frank missed the point as
to why people play solitaire. Who wants to go through hours of rule study and
an extended set-up period just to kill some time? There better be an awful lot
of gamers who really want some hard information, because Smash almost
defies you to play it!
What Smash
does give you is a definitive approach to utilizing a combined-arms army
(mechanized infantry, armor, scouts, engineers, artillery, air wings, logistics
people, etc.) to fight a modern battle to the best possible conclusion. This is
Perfect Plan Land. If you have the tenacity - and the dearth of social life -
to play this through the number of times necessary to reach that
Schwartzkopfian Nirvana (avoiding the pitfall of bad dierolls), you've really
achieved a hollow victory, because why would you play it again? Actually, after
seeing the lay of the land, why would you play it more than once?
To start
off, the set-up is long and tedious, with a quintessential GDW map, done in
flea-market/Velvet ugly, staring you in the face. The counters, though, are
magnificent, and you can revel in them as you place them all in their mandated
hexes. No variants here, me hearties. Having done that, you then get to fill in
all the informational tracks and charts with the formation counters, command
postures (for the Iraqis), etc.
Play, when
you get to it, is activated by the randomized, chit-pull system. Put the
formation chits in the cup, and the one you pull gets to go. In and of itself,
this is a good system which is coming into greater and greater use. The chit
allows units to move, deploy scouts or engineers, conduct bombardments, make
deliberate attacks, mobile attacks, hasty attacks, etc., etc. The Iraqis, of
course, use a strict doctrine to react, but the game's mechanics for this, as
well as artificial intelligence, are quite good. Although there are many
dieroll adjustments, the combat system is still the old odds-ratio; here it is
just so dressed up you'd almost never recognize it. None of the individual mechanics are overly difficult when
approached individually. However, there is just so much to do, and so many
exceptions and additions to the basic ways of doing them, that trying to
remember exactly what you're supposed to be doing is like getting on Jeopardy
and drawing the category, Victorian Wallpaper. No way you're going to get past
the first box.
The system
does have two rather interesting mechanics: Fatigue and Fratricide. Using units
constantly move, fight, and conduct all sorts of operations in bad weather has
a corrosive effect on their abilities. Smash simulates this with nine
(9!!) levels of fatigue, each of which gradually slows a unit down and reduces
its power. Players will find themselves having to pay strict attention to just
how much their units have endured. As for Fratricide, that covers the tragedy
of "friendly fire" accidents. Units must roll for disruption when
entering the ZOC of a friendly unit from a different formation. It doesn't
happen often, but some misdirected fire at a logistics unit can bring a drive
to a screeching halt. To this extend,
the system requires the player to be aggressive and careful at the same time.
Ultimately,
though, unless you're fascinated by the minutiae and information pertaining to
the recent war, this is all very heavy going. The rules are too long, the game is
too complex, the mechanics too intricate for any but the hungriest Gulf War
fanatic. It's just all too much.
CAPSULE
COMMENTS:
Graphic
Presentation:
Except for the map, excellent.
Playability:
The length and minutiae-driven complexity make this more solitary than
solitaire. For any but the aficionado, or the Perfect Plan buff, Smash is almost agonizingly
unplayable.
Replayability:
Again unless you seek the Nirvana of Plan Perfection, this is a major
dust-gatherer.
Creativity:
There's lots of good system work here. But that plus is it's own worst
enemy; there's just TOO much system here.
Historicity:
If this game has a main selling point, this is it. As usual, Frankie C.
is right on the money when it comes to insight into this area.
Comparisons:
Aside from its deficiencies - and they are myriad - this is THE
definitive treatment on the Central Front section of the Iraqi War. S&T's Arabian
Nightmare and Command's Desert Storm were more operational in
nature, so Smash is essentially the first game to examine the war at a
"battle" level. If I were to compare it to another system, I would
say that it's almost like another Next War (SPI), another entry in the
Overwrought Stakes. Actually, Next War was somewhat better.
Overall:
It's not that it's bad … it isn't, really. It's just too much. There are
few people with the time and insightful nature willing to endure a rules book
of Jupiterian proportions.