an after action report of GMT's card driven game of the ETO
by Lawrence Hung
memory of the bombing of
Air units' Zone of Influence (ZOI) is another interesting concept not so often seen before. The ZOI can prohibit amphibious assault, strategic movement and tracing line of communication. The air force is given its credit where it's due.
Movement allowance is dependent on the use of cards and thus its value as a multiplier to the basic movement rate by types. Weather is a card in your hand of fate . . . The intelligence war is simulated elegantly. Every battle is a surprise attack unless modified by a reaction card or a die roll. If successful, the battle is turned into an intercept or ambush. The determination of intelligence state is in direct proportion to the amount of inflicted losses.
The rules are well written, albeit sometimes too lengthy, but the game concepts are generally explained well as a result. Some rules are quite hard to understand at first e.g. Special Reaction Move vs. Amphibious Move, Joint HQ, etc. Strangely, naval and air units cannot attack alone on their own.
it seems, our game of '42 was definitely not a balanced one. The
Japanese offensives were everywhere, surrounding the Allies with massive
forces. The Battle of
Philippines becomes the focus of the game. Once
We were new to the game and thus completed the scenario in about 5 hours. With one map and one scenario that can be played to completion in an afternoon, we are definitely looking forward to play it again soon.
The game ended in a Japanese automatic victory for the 1942 scenario, controlling 11 out of the 14 resource hexes. We had great fun with it. Victory over defeat. What a day for the Japanese!