Tag Archives: strategy and tactics

[February 4, 1970] To Rome, with love (SPI's wargame, Anzio Beachhead)

[New to the Journey?  Read this for a brief introduction!]

photo of a man with glasses and curly, long, brown hair, and a beard and mustache
by Gideon Marcus

When you talk about destruction…

Two months ago, Jim Dunnigan started a revolution.  He took over the wargame fanzine, Strategy and Tactics, and not only worked to revitalize it, he started the novel practice of releasing a new wargame in it every issue!  Avalon Hill, the previous, undisputed king of the wargame publishers, comes out with one or two new games a year, whereas S&T plans to put out six to twelve (there are two in the current issue) of these magazine inserts in the same time—plus a whole line of regular releases.  In fact, a number of them are already out as limited series test prototypes, which some of my friends are playing.  Once they get through this round of testing, we should see some or all of them in a more finished form on our hobby store shelves.

Wow!

The copyright page and table of contents for the magazine Strategy & Tactics.  The table of contents reads:
In This Issue...
The Luftwaffe Land Army, by Victor Madeja; Bastogne, by James F. Dunnigan; Anzio Beachhead, by Dave Williams; Outgoing Mail; If Looks Could Kill, by Redmond Simonsen; Games, by Sid Sackson; Pass in Review, by Albert Nofi; Diplomacy, by Rod Walker; Wargamers Notebook, by Ed Mohrmann; Incoming Mail.

Last issue's wargame was Crete, which I was well pleased with.  The two games in this issue are Bastogne, which looks very cumbersome, and a cutey called Anzio Beachhead, which we've had a lot of fun with.  Let's take a look.

Reconnaissance

If the name strikes a chord, it's because we've already played a game with "Anzio" in the title—namely Anzio, which billed itself as "A Realistic Strategy Game of Forces in Italy… 1944"!

Which is funny because the game actually covers from the Salerno landings in September 1943.  Anzio is a strategic game that covers the entire Italian campaign in WW2, with invasions treated very abstractly.  The invasion of Anzio in January 1944 was planned as a flank of the Germany "Gustav Line", against which the Allies had stalled.  The hope was that the Allies could pierce through at a weak point and destabilize the German front.  Instead, the Allies were bottled up for four long months.  The front didn't move again until the Allies bashed headlong into the Gustav Line, and General Mark Clark took the Anzio forces to Rome, claiming the Italian capital concurrently with the invasion of Normandy.

(This was the wrong move, strategically—by going for glory instead of providing an anvil for the Allied hammer, against which the retreating Germans would be smashed, it meant that the Italian campaign remained an agonizing meatgrinder until the end of the war.)

A black and white map of Italy. Parts of Switzerland, Austria, Yugoslavia, and Tunisia are also shown. Cities and regions  relevant to the Italian Campaign of 1943-45 are marked.

But that's neither here nor there.  Anzio Beachhead depicts the landings and initial expansion at an operational level, covering the early part of the campaign.  In fact, it's by the same fellow who designed Anzio, Dave Williams.  Here's what Jim Dunnigan has to say about it:

"Anzio Beachhead was seen as another situation like the Bulge, where the attacker had a rapidly declining edge.  The original American commander was not bold, and lost.  So the idea with Anzio Beachhead was to explore the what if's.  At that time, I had been working on designing games for about eight years (since I first discovered the Avalon Hill games.) Before that, I was always interested in the details of history, and how they were connected.  Avalon Hill wargames were the first time I saw someone else thinking the same way, and doing it in a novel way. I was always building on that."

"I had been designing a similar game, called Italy, which incorporated the rest of the Italian theater, with a smaller scale map of the Anzio area (ie, two interrelated games, one strategic and the other operational).  But when Dave's game came in I thought it did a better job of the Anzio section.  We had come up with some of the same solutions, and his game was more compact and suitable for the magazine."

Vital Statistics

The title page of the Anzio Beachhead game. In the upper left corner it reads: Dave Williams designed Avalon Hill's latest effort, Anzio, and, you will soon discover, a great deal more.  The Anzio Beachhead game is but a part of the additional design effort that went into Anzio but never saw publication. In the center of the page is a black and white illustration of Anzio Beachhead.  A tank is on the left and a military ship labeled US 21 is docked to the right.  A small group of soldiers stands between them. The title of the game is written in white capitals across the bottom of the image.

Anzio Beachhead seats two players and is seven turns long.  A complete game takes about 6 hours.  The map is black and white (I made a color version tinted with pastels).

The whole game takes two pages of rules, almost half of which are "optional rules", which we always played with. 

Instead of the traditional "Player one moves, then fights; Player two moves, then fights" sequence, each turn is divided into six impulses.  Each side gets two moves, while the other side gets a half-move inbetween, during which they can't move into an enemy's "zone of control" (the six hexes surrounding a unit).  Zones of Control (ZOCs) are really sticky.  You can't move from one to another, and if you move out, you can only move one space.  Thus, it's easy to slow an enemy unit down just by parking next to it.

Combat is pretty typical, adding combat factors of attackers and dividing them by the combat factors of the defenders, determining a ratio, rolling a die, and finding the result on the Combar Results Table.  Unlike Crete, but like most wargames, good results don't really happen for the attacker until 3-1. 1-1 isn't generally worth it.

There are some fiddly rules which allow the Allies to use naval guns and fighters to add strength to their troop stacks during one impulse per turn.  This becomes a fun game of trying to outthink the other.  The Allies cannot defend all of their pieces, but the German player can never know which defender is augmented.  A miscalculation can result in losing a lot of attackers!

If the Germans engage units with 30 or more strength factors on turns 4 and 5, there is the chance that the Allies will break morale, allowing the Germans to swarm the lines.  You can bet that those two turns will see a lot of action—sometimes desperate action.

The Germans win if they slaughter lots of Allies or if they manage to park units next to Anzio. The Allies win if they avoid that.

How does it play?!

After the initial irruption onto the map, which may not see a single combat, it's all defense for the Allies, setting up a defensive perimeter using rivers and cities as barriers. The Germans are looking for weak points in the line. Both sides have reinforcements come in, the Allies get most of them earlier, the Germans getting more later.

Photo of the Anzio Beachhead map, hand-colored with pastels. It is the size of four regular 8.5 inch by 11 inch sheets of paper.

Allied play is fairly simple, if unforgiving.  Keep your lines strong and counterattack where appropriate.  German strategy is tougher.  A lot depends on understanding how to use the two movement turns, as there is no advance after combat rule.  The allies can break their lines to hit bad guys one hex away and then get back in line in phase 2, which is nice.  Indeed, as the Allies, many is the time I pounced south of the Asturia River to preemptively break up Germany attacks.

A good Allied player will not let the Germans have more than 2-1 odds at any point, to ensure that the Germans have to risk ugly exchanges.  Both the Germans and Allies have a few very powerful units, and those serve as anchors for defense, linchpins for assault.

Experience

I've played four games of Anzio Beachhead, and each was a different experience.  I lost as the Allies quickly in the first game because the rules say that the Germans can show up behind enemy lines at the Asturia River line unless you block it with your units' ZOCs.  I won as the Germans as quickly the second time, piercing the Allied line such that they never regained cohesion.

Gideon, wearing a Shakey's faux straw hat, points at the Anzio Beachhead map in this photo, taken in a diner.

The last two games went down to the wire.  I was the Allies both times, winning the first game (the Germans couldn't quite collapse me fast enough) and losing the second game (bad luck, mostly).

There are some games where you can be pretty free-wheeling with your strategy.  Crete for instance.  Sure, throw yourself at the enemy at 1:1 and see what happens!  You might open up a hole.

Not so, Anzio Beachhead.  With two skilled players, every unit, every hex feels like the most critical, and a single wrong move could lose the game.  I know I played almost perfectly as the Allies except for abandoning Corroceto Station too early; this was barely balanced out by a less than optimal German placement early in the game.  Otherwise, it was like a rigorous chess match.

Perfect John, a white man with a pensive expression, contemplates the Anzio Beachhead map in this photo. He is seated in the corner of a diner.

That kind of game can be exhausting, and it takes a long time.  There's no room for 85% thinking.  On the other hand… boy, it sure is rewarding when it all pays off!

Final thoughts

As Dunnigan said, wargames are all about "what if"s.  What if Napoleon had won at Waterloo?  What if the Germans had won the Battle of the Bulge?  The interesting thing about Anzio Beachhead is that the what if is not "what if the Allies have broken through to Rome or crushed the Germany Wehrmacht in Italy?" because that was flatly impossible, no matter how well they'd done at Anzio.  As one person put it, "a corps was given an army's job."

I suppose the hypothetical is actually "what if the Germans had utterly crushed the Italian invasion?"  It would have given German forces more freedom of movement and been valuable for morale and propaganda purposes, but the long-term results would have been the same.  Either way, the ramifications are beyond the scope of the game.

But taken as a primer in operational invasions, it's a lot of fun, whether you're the Allies trying to make a bigger pimple in the Germany side, or the Germans trying to hurl the Allies back into the sea.  It's a taut game with a lot of interesting new mechanics, very evenly balanced.  Its only drawback is that it's a bit lengthy for what you get.

3.5 stars.

Photo of ships and men of the American Fifth Army landing at Anzio beach



[New to the Journey?  Read this for a brief introduction!]


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[October 4, 1969] New kid in town (Strategy and Tactic's wargame, Crete)

photo of a man with glasses and curly, long, brown hair, and a beard and mustache
by Gideon Marcus

For the last decade or so, the term "wargame" has been virtually synonymous with Avalon Hill.  That Maryland game company has come out with one or two new titles every year in this exciting genre (along with a handful of other, more general releases).  But now, there's a new player in town.

Strategy & Tactics was, up to last month, one of many wargame fanzines.  Most such 'zines are devoted to supporting Play-by-Mail games of Diplomacy, but S&T has been more catholic in its coverage, reviewing many games and providing articles of general interest to wargame-lovers.  The magazine even included the occasional wargame, mostly rules for miniatures wargames (a related but different beast from board wargames).


Volume 1, Issue 7 of S&T including rules for the miniatures wargame of modern soldiering, Patrol


Janice and me playing Patrol with toy soldiers

With the latest issue, Volume 3, Issue 2 (#18 total), there is a new editor at the helm: Jim Dunnigan.  Dunnigan's name may be familiar to you as the fellow who developed 1914 and Jutland for Avalon Hill… and also a self-published game on last year's takeover of Columbia University.  He has elected to apply his wargame-creation talents toward designing a brand new board wargame for S&TCrete.


Cover of the latest issue of S&T


Table of contents of the latest issue of S&T

This fascinating game is a full-fledged simulation, incorporating a number of neat innovations.  It is also a Do-It-Yourself-er: the map and counters (and rules) are just printed in the magazine, which means you either need to cut them out and affix them to pasteboard, or make your own copies from scratch.  Since I have access to a Xerox machine, I was able to have the best of both worlds, photocopying the pieces and playboard, the former on colored construction paper, and the latter tinted with colored pencils.

Lorelei provided the box cover art!

So how does it play?  Read on!

Vital Statistics

Crete is a two-player simulation of the German airborne invasion of the island of the same name in May 1941.  If you remember your history, the Nazis had pushed the Greeks and Commonwealth allies off the mainland the month before.  The subsequent assault on Crete represented the Goering's last parachutist assault on a target, and it was a very near thing.

Rather than portray the entire island, Crete instead has three separate mapboards, each representing the area around each of the airfields critical to German success in the invasion.  Until an airfield is captured, no reinforcements can arrive to aid the Luftwaffe airborne troops.


Three maps (one complete, two partial)

This game seats two players and takes about two hours to finish. The German player has to land 13 battalions of paratroopers to take on the 43 weaker British, Australian, New Zealander and Greek battalions. If the Germans dislodge the Allies from an airfield, they can unload a brigade of mountain troops each turn from the captured runways greatly enhancing the German forces. The German player also has seven invincible airplane units with infinite movement which add a bit of strength to attacks, improving the odds.

The goal of the game: points are scored for the destruction of each unit (one per strength point) and 5 points are awarded for the occupation of airfields, 10 for occupying the city of Suda Bay, at the end of the game. Whoever has more points wins—the bigger the margin, the bigger the victory.

The Rules

Those familiar with Avalon Hill games will recognize most of the concepts—and some of the stock language for beginners.  For instance, "unlike chess and checkers, you may move all of your units in a turn," and, "henceforth, all hexagons shall be called 'squares.'" The rules are very simple. Germans deploy, move and fight. British move and fight. Repeat for ten turns.


Drake (Trini's brother), playing the Germans, contemplating his first move

Each counter has a combat strength and movement rate. British unit strength values range from 1 to 6, 4s being the majority.  They are slow–average movement rate of 4.  The German mountain troops have a strength of 6, as do most of the paratroops, and 4 of the battalions have a whopping strength of 8!  The mountain troops move 6 and the paratroopers move 5, so the Germans have a mobility edge, as well.

Terrain effects are minimal: defense doubled in rough terrain or towns, roads triple movement. Travel between the boards is possible at specific road exit points at the map edges.

There are several novel aspects which make this game interesting.  The Germans employ a kind of hidden set-up, choosing on which board(s) to drop 7-13 paratroop battalions.  Leaving some paratroop units in reserve means the Allied forces never know where or when the next German troops will appear out of the sky.  This essentially freezes the defenders in place until all of the parachutists land.


Example of a secret setup allocation (and the victory point balance at the end of that game)

The airborne units may scatter upon landing, and they can't move or fight on the first turn unless they land on some hapless British unit.  Woe be to the Fallschirmjäger who drifts out into the sea and drowns… (this eventuality is not explicitly covered in the rules, which are not as rigorously laid out as Avalon Hill's, but it makes sense, and it's how we play).

There are two odds-based Combat Result Tables—one for "limited assault" and one for "all out attack", the attacker choosing which one is preferred (and it is an important choice).  There is no "defender/attacker retreats" option, as one finds in most other games.  Instead, a common combat result is "counter-attack"—the defender may retreat or choose to fight back…but you get to choose which stack you counter-attack.  In practice, that means a 3-1 on first attack can turn into a 1-1 or even 2-1 in the counter attack. Fights can seesaw back and forth for quite some time in an exciting fashion.

Gameplay

The game quickly becomes a pitched battle for one or more airfields. If the Germans can't secure one within a few turns, it's all over.  The Allied units are pathetic compared to the Germans, which they need to spend most of their time picking strategic defense points, only attacking on the rare occasion that they can pounce on an isolated German unit (which usually happens during the initial drop phase). The Germans need to be daring in their drop, landing amidst the Allied formations to cause a maximum of confusion.

Generally, only two of the boards will see action at any one time.  The Germans simply don't have the forces to hit all three at once.  Once the battle is won on two of the boards, it's a lost cause for the third, most likely.


Me, ebullient after a local victory

After Action Report

This game provided a surprisingly fun afternoon of play.  There are lots of decisions to make, and it can be a real nail-biter.  Not only does the game present an interesting puzzle, it is one of the shortest wargames out there.  The shortest Avalon Hill game, Afrika Korps, still takes a few hours to get through.  On the other hand, after a few games, the optimum Allied strategy presents itself, even with the Germans having several options for attack strategies.  Still, the game is good for several plays, is a great introduction to the hobby…and it's worth every penny you spend on it (i.e. virtually nothing).

Dunnigan has promised that each bimonthly issue of S&T will contain a brand new wargame (or two!) so this column promises to get a lot busier soon.  That's what I call a good problem to have!

(This report brought to you by the proud members of the Galactic Journey Wargaming Society!)