Red Star / White Star: Tactical Combat in Europe in the 1970s
Red Star / White
Star was released by SPI
in 1972 as a stand-alone game (i.e. not sold as part of their
magazine games via
Strategy & Tactics). The game was ground breaking in many different ways
but most interestingly today, it was the first tactical level game to deal with
contemporary Cold War issues. While Grunt had been set on
Vietnam, RS/WS squarely faced the challenge of depicting the
unthinkable - a protracted war in Europe between American and NATO
forces and the forces of the Warsaw Pact. From a design standpoint,
the game billed itself as "the most sophisticated addition to the
PanzerBlitz - Combat Command game-design series."1
...in
1972, Dunnigan did it again, he crossed into another of those off
limits areas. The game was Red Star/White Star: Tactical Combat
in Western Europe in the 1970's. The controversial subject of
potential future wars in Europe and the clear depiction of the
Soviet Union as the real enemy opened another door. Since the
release of Red Star/White Star we have seen numerous tactical
level games on the subject and related subjects - not mention
operational/strategic level designs. This dividing line between
World War II and Modern Era tactical game designs remains today as
most 20th Century tactical games fall into one of these two
categories.
Red Star/White Star proved to be
a big success for SPI, but ... its designer was disappointed with
it..2
Dunnigan, who had
designed the first tactical board wargames Tac Game 3 and
PanzerBlitz, had earlier expressed disappointment that the
culmination of those two games had been a final product in which a
playable game had been loaded down with too much detail.3
Dunnigan wrote in
1973, only a year after RS/WS's release that PanzerBlitz and
Combat Command (also released in 1972 and dealing with
platoon-level combat in the Second World War in Northwest Europe in
1944-45) were already obsolete.
The reason for this rather negative
attitude lies in the fact that tactical games are extremely
difficult to design with a large degree of realism. This was readily
apparent while designing PanzerBlitz. We went through a good
half dozen approaches. The one we finally arrived at was not, in our
opinion, the best one. In other words, the research and development
on tactical game designs cold not stop with PanzerBlitz...The
Tac3 approach was ultimately a blind alley. It could really
go nowhere. In order to add any more realism to a game using this
approach required enormous sacrifices in playability. A
breakthrough, we feel, came with the development of a workable
simultaneous movement system.
...The most important thing needed for
the redesign of Red Star/White Star is the use of a
simultaneous movement system...Of course...we could not merely be
'adding' simultaneous movement. Many other changes will be made
also. This is, of course, because no game is ever finished as far as
its design goes. Not only does the state of the art change and
improve, but the historical data becomes more abundant, more
insightful, and more useful, the longer the game is out. A game,
after all, is a research tool...4
Unfortunately for
RS/WS, there were a number of issues with simply adopting a
simultaneous movement system; the game had no printed hex
co-ordinates. Dunnigan addressed that point in his article in
Moves by suggesting all one needed to do was indicate on the
movement orders the direction and number of hexes for a "crude but
fairly effective" method of implementation. A more critical problem
was the large number of units in most scenarios, for which his
solution was far less elegant: "simply cut the number of units
involved in half, in those scenarios that you find to be too
unwieldy."5
With tactical gaming
in its infancy, Dunnigan was not just making decisions for one game.
Thus Dunnigan realized that tactical
wargame design had reached a fork in the road and the correct
direction was towards simultaneous movement. The first two games
using this new system were released in 1973, Kampfpanzer
and Desert War.
The concept of Simultaneous Movement was
originated in the optional PanzerBlitz modular movement
system, which was really only half-turns. The concept held that all
combat is really simultaneous - one force doesn't sit back while the
other moves past it or fires at it. The integration of movement/fire
was the goal of this system. In part it was successful, but the cost
in bookkeeping and recording each units action began to take its
toll...Dunnigan's fear of sacrificing playability for realism was
coming true. Tactical wargames were in danger of losing the "fun
factor."6
In 1975, the original
series of tactical games by SPI - RS/WS, Combat Command, and
Grunt, a squad-based Vietnam era game, were all replaced by a
new generation of titles, all with a Simultaneous-Sequential Play
System (SSPS). RS/WS was officially obsolete, and in it's place,
MechWar '77 was introduced. However, the bookkeeping of
Simultaneous Movement (Si-Move) with its plotting pads had also been
eliminated. While players committed units to firing without knowing
the intentions of their opponents, movement was sequential. A
solution to marrying playability and realism had apparently been
found.
Red Star/White
Star was resurrected in 1979 as part of Mech War 2, which
was a combined product containing a thoroughly expanded and
redesigned RS/WS and Suez to Golan in one large box, along
with promises to update the unit and vehicle data available for that
product annually to keep the game current.
The Game
The game included 10
scenarios, each of 10 turns in length, depicting a tank battle, a
delaying action, a screening action, a deliberate assault, an
extended assault, an airmobile delaying action, a meeting
engagement, a rear guard action, an airmobile raid, and an airmobile
attack. The scenarios were reworked and republished in issue 12 of
Moves along with extensive errata for the game.
The designer's notes
claim that
One thing Red Star/White Star
does do that no previous tactical game has done is to re-create
actual tactics. For example, an American battalion holding its
"normal" front of 8 hexes would place observers well forward of the
MLR (Main Line of Resistance). The forward edge of this zone would
be the FEBA (Forward Edge of Battle Area). Attacking units would
have to struggle through American artillery fire before reaching the
MLR (where most of the defending units would be.) If things went
right and the attacking force were not too strong (a Russian
infantry regiment would normally attack on a 5 hex front) the attack
would be "broken up" before reaching the MLR.
The game appears to
have been rushed through production and in addition to the minor
errata sheet shipped in 1973, and the additional errata appearing in
Moves, extensive additional errors have been compiled at the
Web Grognard website by Alan R. Arvold.7 In particular,
the Red Army units appear to be exclusively made up of units of
1960s vintage while U.S. and Bundeswehr units are of
then-contemporary 1970s era equipment.
Dunnigan described
the genesis of the game in his Wargames Handbook:
Designed at the request (and support) of
the Infantry School. A tactical (maneuver units represented
platoons) level simulation of combat in the Central Front. Stressed
use of (Anti Tank Guided Missiles), coordination of mech(anized)
infantry, armor and artillery. This was the first commercial
simulation on modern combat. Very successful commercially.8
Articles
Moves |
No. 9 |
Jun/Jul 1973 |
►Errata: Red Star/White Star
►"Red Star/White Star First Hand" by Mark S. Powell
(Critique)
►"Vulcan/Chaparrel Weapons System" by James G. Jones
(Variant) |
No. 10 |
Aug-Sep 1973 |
►"White Star Rising?" by C.
King Sargent (Critique) |
No. 11 |
Oct-Nov 1973 |
►"Red Star/White Star
and the Paper Tiger" by L.F.W. Beck
(Critique)
►"Wargame Reviews" by Martin Campion (Review) |
No. 12 |
Dec '73-Jan '74 |
►"Red Star/White Star: A
Revision" by Abe Fox (Scenarios and
Variant)
►"White Star Viewpoint" by John P. Schneider and Albert
R. Amos Jr.(Critique)
►"The Designer Redesigns" by James F. Dunnigan
(Analysis) |
No.17 |
Oct-Nov 1974 |
►"Red Star/White Star
Weapons Systems" by R.E. Wilson (Critique) |
Strategy & Tactics |
No. 36 |
|
►"Red Star/White Star:
Warsaw Pact and NATO Forces in the1970's: by Stephen B.
Patrick (historical article) |
Fire &
Movement |
No. 15 |
|
►"Panorama: Is Paris
Burning?: The Games of the Next War" by
Rodger MacGowan and Mark Saha (Discussion of contemporary-era
games) |
Panzerfaust |
No. 74 |
|
►"A Panzerblitz Ramble" by
Herschel M. Sarnoff (Survey of tactical
armoured games) |
Jagdpanther |
No. 3 |
|
►"Black Star/Blue Star" by Stephen
V. Cole (Variant) |
Notes
-
Box top copy on the clear box
version. Like all SPI games, RS/WS shipped in a variety of
containers during its life. The initial containers were folded
and glued white boxes that had been introduced in September
1972; these boxes were complicated containers with integral
counter wells and were only in use for a short while before being
replaced. There were also white boxes with plastic counter trays
inside - RS/WS apparently
shipped in both types, before the move by SPI to the most common container, the
"black box", about three months after introducing
trays to their white boxes. The standard black box was actually a plastic
counter tray which served as the main storage compartment, to
which was glued a piece of stiffener (surviving examples rarely
have the glue intact and the cardboard is usually loose or even
missing). Maps and other paper components were slid on top of
the counter tray, and held the clear tray covers in place; a
clear plastic cover went over the entire "box" and a paper
insert with the box top art advertised the title and subject of
the game. Part of this insert actually extended outside the lid
of the box and folded onto the underside, and the entire package
was shrink-wrapped before delivery to retailers.
-
MacGowan, Rodger
B. "20 Years Later and 10 Years After Squad Leader" (F&M Special
Report: History of Tactical Games.)
Fire &
Movement Magazine Number 53 (May-Jun 1987)
-
His exact words in F&M 15 had been "...I
always felt that Tactical Game 3 was a better game than
PanzerBlitz. I think we just added a lot of accessories
on a small, but nimble little vehicle and thus loaded it
down..."
-
Dunnigan, James F. "The Designer
Redesigns"
Moves
No. 12 (Dec '73-Jan '74)
-
Ibid
-
MacGowan, Ibid
-
http://grognard.com/titler.html
-
Dunnigan, James F. Wargames Handbook, Third
Edition: How to Play and Design Commercial and Professional
Wargames (Writers Club Press, 2000, ISBN 0-595-15546-4) p.
397
|
Red Star / White Star
Tactical Combat in Europe in the 1970s |
Developer: |
James F. Dunnigan (Game
System); John Young, Kevin Zucker, Bill Sullivan (Game
Development); Kevin Zucker, Redmond A. Simonsen (Rules
Composition) |
Publisher: |
SPI |
Date
of Release: |
1972 |
Scale: |
Platoon level |
Players: |
2 |
Campaign Type: |
None |
Components: |
► unmounted 34" x 22" map
► concertina folded rule sheet
► 4 page oversize scenario and designer's notes
booklet
► 1973 errata sheet in later versions
► 500+ 1/2" counters |
Sequels: |
► MechWar '77
► Mech War 2 |
Add-ons: |
none |
|
|
SPI's early games shipped in white boxes before being replaced
with the more familiar black boxes/counter trays. See footnotes
for details. |
|
This photo of the the early white boxes appeared on ebay. The
counter wells were poorly designed and the playing pieces slipped
out from behind the insert, which was made of cardboard. Later on,
a plastic counter tray was added to the white box instead, before
the standard 'black box" as shown in the main article was adopted. |
|
Instructions on the inside of the cover of the white box. |
|
The
maps and rules fit into a folder on the left, and there were two
counter wells on the right. |
|
Magazine ad from Issue 36 of Strategy & Tactics. Click to enlarge. |
|
Soviet tank battalion counter. |
|