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Destruction of Army Group Center» Forums » Reviews

Subject: Solo play - review and AAR rss

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Joao Lima
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Introductions

A bit about me. I've been playing wargames since around 20 years ago. I went through the boardgaming phase, and for as much as I enjoyed it, lack of opponents drove me to PC wargames. I became quite good at it, so much in fact that I now design PC tactical wargames for a well known publisher, with 2 already published and some in the works.

For all of this, I started to fell I was getting little return from it. The enjoyment of PC wargames became less and less. I tried VASSAL, but it somehow felt as the worst of both worlds, the alienation and distance of PC games, coupled with the inability to do automatic bookkeeping and rules enforcement of boardgames. So that also did not work. PC wargames meanwhile, through bugs and poor AI were quickly driving me away.

After a long period I decided to give a shot to wargames in paper again. I would also do this solo. I wanted the game to be a 2 player game, that I could see a way of soloing. This was on purpose since, if I could grab a wargame without chit-pulling and special solo mechanisms and make it work, a whole new world would open up. I decided on The Destruction of Army Group Center.

Components

The map is printed in good quality paper. The hexes are of a good size, and there is a nice touch since the game tables (all contained in the map) are orientated in a way that if two players are sitting opposite each other both can easily look at the tables without trying to read things upside down.

The counters are of a good size, and good quality. There was only one small print error in the 40th Pz Armee in that the reinforcement number is off from the intended position. But it causes no problems of legibility. I would like to see a more obvious differentiation between both sides of the two steps units, maybe a longitudinal stripe?

Overall, neither component is cutting edge graphic design, but they are both perfectly legible, clear, and of a solid quality.

Rules

As a starting point for this topic, I used the revised ruleset available at DG website.

Undoubtedly rules lawyers will probably be able to dissect the rules and find many holes. As it is, I found the rules clear, simple and concise. The rule are derived from the rules of the previous W@W Bulge game. They seem to suit the game perfectly, and also provide several alternate setups and variants that make the game rather more interesting. At its core the rules are a simple IGOUGO mechanism with a twist that is the Soviet air interdiction phase. Air operations and supply are heavily abstracted, and combat results are provided by a differential between attackers and defenders factors, modified by terrain and supply. I would like to see a table of all available modifiers since some are spread on the rules (like shock armies bonus) and may be forgotten during the game.

As with the components, the rules are obviously not intended to be a cutting edge definite words in wargame rules, but they are very well suited for the game, and they are simple such as even a newbie to wargames should be able to grasp them quite easily.

Gameplay

This was a solo game. To make things more interesting , I set out the following ground rules:

- German forces were operating accordingly to a set of orders I wrote BEFORE knowing were the Operation Bagration centre of gravity would be.
- The Operation Bagration centre of gravity position was rolled for after German setup. (there are only 2 possible positions, so 1-3 was right, 4-6 was left)
- German and Soviet reinforcements of the AGNU and 1UF were rolled for regarding entry turn, and also which units entered on each turn. (On the rules designated turn of entry I rolled on a 1-3 they would start to enter, after that I rolled for each unit, on a 1-3 they would enter, otherwise they would roll again on the next turn).
- 1UF was not restricted and could move around the map, but not cooperate with other Soviet units.
- German units used the optional rule to take loses instead of retreat.

The game developed with the expected Soviet first turn onslaught. 2 Armee was quickly disposed off, and soon the entire south flank of AGC was gasping for air. The Soviet units got a bit bogged down leaving the Western Pripyat, and they needed the entry of 1UF to help push things forward. As the Soviet units advanced to the Baltic coast bypassing many of the fortified locations, AGNU arrived and quickly engaged in a fierce battle against the Soviet right flank. A fierce battle raged between AGNU and 1UF around Prague.
With their flank threatened Soviet forces begun to clear AGNU. Meanwhile everything broke loose in the 4 and 9 Armee fronts causing the AGC to completely unhinge and start a 'run for your lives' retreat. This in turn exposed the left flank of AGN.

By the time Soviet units started moving forward and reached Memel, effectively severing the German forces in two, AGN was already running to Riga with the reminder of 3 Pz Armee.

The game went undecided to the last turn. Using their last Pz Reserves, forces from Riga and forces from Koenigsberg combined in a last attack against Memel, to dislodge the Soviet shock army defending it. They succeed. The end result were 30 points for the Soviets, with the resulting German victory (Soviets needed 31 points...).

Final conclusion

This was all I expected and more. I found it thoroughly enjoying, and it certainly revitalized my wargaming desires. Bring the next one!
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Mycroft Stout


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Nicely written.

How tight/ loose did you write the German pre-lim orders?
Did the roll for re-enforcement entry cause any wider swings than you anticipated?
Was the Run For Cover order part of the pre-lim, or set at a certain level?

I ask because it sounds like you have developed a very nice solitaire base system. I have something like it where I use three dice with icons covering three basic aspects of the military operation, and I'd like to fold your idea into it. Thanks!
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Joao Lima
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Edinburgh
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Mycroft Stout wrote:
Nicely written.

How tight/ loose did you write the German pre-lim orders?


Rather loosely, typical example:

18 ARMEE

Is to secure any penetrations from the north and maintain a close connection with 16 Armee.

If AGN is required to fall to the line DAUGAVPILS – RIGA 18 Armee is to secure the RIGA approaches.


Mycroft Stout wrote:


Did the roll for re-enforcement entry cause any wider swings than you anticipated?


Yes, if I'm understanding your point. The 1UF arrived piecemeal, when they were finally in a position to progress they suddenly found their path blocked by the massed arrival of the AGNU. The massed arrival of the AGNU was not really something I would expect given that all the units were being rolled for entry, so the Soviets suddenly found an army arriving in their flank.

Mycroft Stout wrote:

Was the Run For Cover order part of the pre-lim, or set at a certain level?


As per the example order above, the run for cover would happen if the flanks of the german armies suddenly collapsed. It was not a threat but a true collapse. But in short, it was a possibility of the initial order system.

Mycroft Stout wrote:

I ask because it sounds like you have developed a very nice solitaire base system. I have something like it where I use three dice with icons covering three basic aspects of the military operation, and I'd like to fold your idea into it. Thanks!


Thanks! Happy to help!

Another interesting idea, but that I felt did not really fit this game is to time your actions. that is, you have for example 1 minute to action each Corps or each Army.
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