World at War:
Eisenbach Gap
Fictional games depicting a NATO vs.
Warsaw Pact conflict in Western Europe have been a staple in
tactical wargaming since the 1970s, beginning with
Red Star/White Star in 1972. The theme has been extremely
popular, with entire series such as GDW's Assault being built
up around such a fictional confrontation. The hypothetical match-up
of the world's first class militaries provides much food for
thought. Other genres got into the act as well, with computer
games such as M-1 Tank Platoon getting into the action.
Even the end of the Cold War in the
1990s has not dampened enthusiasm for this genre, and
counter-factual games simply ignore the fact that such a war never
took place. Eisenbach Gap does what the PC game Operation
Flashpoint did and simply presumes such a conflict took place in
an alternate reality; it's 1985 and tanks are crossing the East
German border as they did in Team Yankee.
World at War has been a pleasant, if
mild, surprise for Lock 'n Load Publishing. I designed the game
because I wanted to play it. Yes, in the back of my mind, I felt
that there might be a market for something depicting the war that
never happened, but primarily I created the game because it
interests me.
In ten years of writing and
designing, that's the only thing I've found that works. I've
designed and written on spec, and gave those pieces my best shot,
but it seems that the games, the writing, that gets my juices
flowing end up as the creations that other people also enjoy. I
absolutely love playing World at War. I like the combat system, am
intrigued by the era, and fascinated by the idea of a series of
games that link together to tell a story.1
The game is thus the first in a series
of games (the second planned game is Blood and Bridges, a
British expansion that will be a stand-alone save for two
scenarios).
The Game
The game is a
standard hex and counter design, though game mechanics make use of a
chit-draw command and control system, with the usual restrictions on
the Soviet player to reflect rigid doctrine. In Eisenbach Gap,
those restrictions are in the form of reduced chit draws, reflecting
lesser initiative.
Map scale is 150
metres per hex, turn scale is from five to fifteen minutes per turn.
The game comes with six different scenarios. The counters are
extremely dense as far as providing information, in relation to
other platoon-level games (or for that matter, any tactical-level
board wargame):
10:
Range of Armour Piercing Weaponry
4: Armour Piercing
Firepower
4: To Hit # for AP
5: Range of High
Explosive Weaponry
3: High Explosive
Firepower
5: To Hit # for HE |
|
3:
Armour Value
5: Save Number
2: Assault Factor
4: To Hit # |
Abrams:
Unit type |
6: Movement |
Yankee: Formation
name |
One of the prime
concerns of designer Mark Walker was to have units that were
functionally different from each other:
...one of my prime considerations was
to design a game that provided plenty of room for unit
differentiation. I hate generic units as much as I hate generic art.2
The game includes
helicopters, tanks, infantry fighting vehicles/APCs, anti-aircraft
equipment, anti-equipment, infantry, artillery, and various
munitions including smoke and artillery-delivered minefields. The
Soviet player may employ chemical weapons.
Notes
-
World at War Gamer's Guide
(Lock 'n Load Publishing, 2007)
-
Ibid
|
World at War: Eisenbach Gap |
Developer: |
Mark
H. Walker |
Publisher: |
Lock
'n Load |
Date of Release: |
2007 |
Scale: |
Platoon |
Players: |
2 |
Campaign Type: |
None |
Components: |
► 17"
x 21" mounted map
► 16 page rules booklet
► 2 die-cut sheets of 1/2" counters
(48 and 88 counters apiece)
► 2 cardstock quick reference sheets
► 4 six-sided dice |
All photos from the
webmaster's collection |