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Subject: Doug Murphy *Quick Start Notes* rss

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From the "grognard.com" 'site' with their LINK on this:
http://www.grognard.com/reviews/bundwehr.txt

While also presented here "just in case"

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From: Doug Murphy
Subject: QuikStart Notes on Bundswehr

I have recently reacquired this game and been able to pull together my tattered notes on it. For your reading/gaming pleasure.

Bundswehr (Bu) is one of 4 battles featured in the SPI Quad game set known as Modern Battles II (along with Yugoslavia, Jerusalem and DMZ). Published in 1977, Bu is distinguished by two features nearly unique in all of wargamedom. Can you guess them? (See the end of this note).

22x17 map. 100 counters. Hex: 1mile. Turn: 12 hrs. Units are battalions or regiments. w/ attack/ defense/ movement factors and backprinted Untried.

NATO symbology. Arty has barrage / FPF (final protective fire) / range/defense / move factors.

Turn: Nuke weapons interphase / First player moves / combat / Second player moves/ combat.

Rigid ZOC. Mandatory combat between adjacent units: soak-offs allowed.

2 CRT: Mobile, with mostly retreats and Active, with exchanges/destroyed (bloody).

Retreats # hexes: A1, D1,2,3,4, BR. EX uses printed defense strength vs. printed attack strength. Displacement and advance after combat allowed. Arty can barrage, must attack adjacent enemy units and can use FPF to supplement another defending unit. Ground support points used as FPF and barrage in same turn.

Bu covers 1970s-era combat across the Luneburg Heath/ North German Plain...(see also later 3W S&T of the latter name for comparison). Units unrevealed until moment of combat (must make "exploratory" attacks at low odds to uncover). 22 bridges can be demolished by Nato with dr-(die roll). Note blown w/ a blank counter from another game...

Both sides receive significant reinforcements making the lack of a turn TRACK more than an annoyance. Use of nukes is optional and significantly impacts play. Nuke weapons chart is "fun" though: choose your weapon by yield all the way (for Soviet at least) up to 200 kt. NATO must use Mobile CRT save during 2 consecutive turns (counterattacking). Soviet has air supremacy mostly with a variable number of pts. 3 scenarios: initial attack; Nato counterattack; final assault. Victory on exiting units and capture greatest number of 6 cities. Final assault Scenario: Uses revealed (depleted) units and is most interesting IMHO. Map is murky green (lots of grove/forest/mixed hexes) with 4 rivers. No supply rules per se.

Soviet: 32nd Guards Mech div; 9th Armored, 20th Armored, 38th Armored, 8th Mech (E.Ger) vs. NATO: 7th Panzer Grenadier Bde, 8th, & 9th Panzer (Lehr) of 3rd Panzer div, 31st, 32nd, & 33rd Bde of 11th Panzer Grenadier div, 1st Royal Tank Regt, 17th/21st Lancers, 1st Gordon Highlanders, 1st Irish Guards, 4th Field Rgt (RA), 15th/19th Hussars...

Russian is awesome in arty attack in combination with use of Active CRT. NATO must use FTP to blunt attacks/ save units. Almost any grognard should be able to play this one within 5 minutes of scanning rules.

Distinguishing features:
1) Bu is one of the only wargames designed by a woman: Virginia Mulholland.
2) Bu is one of the only wargames of the "NATO/WPact" era without any American units.

Doug Murphy

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