READ
'EM AND WEEP
THE BIMONTHLY MAGAZINE ROUND-UP
"Stragety & Tactics" # 153,
from Decision Games
"Command" #17, from XTR
From S&T we have "Twin Geeks", the Felix/Zama issue.
Zama, the fifth wheel of
Decision's BagQuad, is more of the same cardboard pushing claptrap I harangued
everyone about two issue ago. This time there has been some effort to add a
little reality to the no-brainer system, but most of it, like Hannibal's elephants,
goes awry, destroying everything in its path. Are you ready? Well, here goes.
The Carthaginian Sacred band was cavalry, not infantry.
(Those were the Thebans, you dolts.)
Hannibal had no
archers. Where'd these guys come from? An old Robin Hood movie?
The "Greek
Phalanx" is legend, not fact
and it would have been Macedonian, not
Greek. There is a difference, you know. And if it was present, which most
everyone doubts, it would have been with the African Phalanx, in the rear line.
The Carthaginian
deployment must have been formulated by Stevie Wonder.
The Elephants
have the lowets Movement Allowance on the board - lower even than the heavy
infantry!! And the rules force them to attack the Roman velites, the one
group of units they would distinctly avoid. Again, there is NO effort to allow
players to use elephants like they were used historically.
A Roman velites
unit - skirmishers with neat headdresses - have a 1/3 chance of beating a
Carthaginian Heavy Infantry unit. Oh, sure
and Lifetime subscriptions last a
lifetime.
Like some doddering curate, it goes on and on to no effect,
other than depression. It doesn't help that the ID bands for the Carthaginians
are miscolored. It will stop you from playing the game, which, come to think of
it, is a plus.
Chris Cummins' Operation
Felix, which I was hoping was about the cat, is, in reality, an
alternate history, German attack on Gibraltar. It sports a map which makes
Gibraltar look like Robinson Crusoe's reaction to getting a mail-dropped copy
of Madonna's new book; a rather clean, evocative system, including rules for
the remote-controlled "goliaths"; a situation that is not exactly
much fun for the Brits
sort of Singapore goes Club Med; which means minimal
replay value; and no baboon counters. Not a bad effort for Doc Cellophane, but
only for those who really want a piece of The Rock.
Both games look quite good, by the way.
And from XTR and Joe Miranda comes Tet '68. This is one of the few modern
"battles" to pique my interest, and XTR has done a pretty good - if
not totally effective - job of reining in Miranda's excesses. The graphics are
also somewhat less "emphatic" than in the past. Most of Joe's stuff
is heavy on the politics, National Will to Win, etc., and this is as good a place
to use that as any. The Communist Player is going for political victory, the
American for a military succes - a dichotomy that produces some interesting
play decisions. After the rather dreary, endless set-up things move along right
smartly. As such, it's sort of a Golden Book, Large-Print version of Nick
Karp's monumental ouvre, Victory's Vietnam.
Probably a bit more complex than one would expect from XTR, there's lots for
the players to do, and plenty of optional stuff to throw in. A nice surprise if
you're a subscriber, a good game to take a look at if you're not.