The past five games I have played have all been from the World at War series. I’ve enjoyed my immersion in the game as it has allowed me to learn the rules, be a better players, teach the game, and develop sound strategies.
For me, one of the defining characteristics of the War at War series is the activation method. Formations are activated based on a blind chit pull. Soviet formations get one activation chit, while NATO units get two. This is meant to represent the better training and initiative of the NATO forces; the force multiplier, so to speak. However, Soviet formations are larger than NATO formations. Also, into the blind pull go end-of-turn markers. The number of markers is based on the scenario, usually two, but pull two end-of-turn markers and the turn is over.
Random activation makes for a wild experience and a grand departure from the normal turn taking in all the other games I’ve played. Proper deployment of your forces at any moment is vital. To me, the combination of random activation and positioning strategy meshes well with my idea of modern warfare.
In this game, the player isn’t some general pushing blocks around a map in an air-conditioned room. He’s the commander in the middle of a raging battlefield desperately defending a city, while trying to mount a counter-attack and convince HQ to sent him some air support for once. In this game, players must accept that some things are beyond their control.
The Blood and Bridges expansion adds to this turmoil by adding a Battlefield Chaos marker and air support to the blind pull. The Battlefield Chaos marker represents everything from weather to air cover to the situation elsewhere and HQ pulling or lending support. It is an interesting mechanic and one that can totally change the nature of the game.
This was the case when I played as the British in the defense of Dattenburg against John’s Soviets. I had forced John’s units into single bottleneck approach to the city. The 1st King’s Regiment had take up a defensive position in the city and provided overwatch for the Royal Lancers who had moved out to harry the Soviets approach. And a Royal Tank Regiment was on their way to provide reinforcements and the heavy punch to keep the Soviet from crossing the Rhine. I was quite happy with my position when the Battlefield Chaos marker was drawn and a think fog covered the area. Suddenly, all my fighting ranges were reduced. The Royal Lancers’ ambush couldn’t go off. And even worse, the overwatch couldn’t cover them any more. Suffice to say, the Soviets made quick work of the Lancers and my game went down hill from there.
I know for some players, this would be unacceptable. A perfect plan ruined by a totally random event! But, I placed myself in the role of the beleaguered Brit commander trying to defend West Germany against the totalitarian forces. At the end of the day, Dattenburg was lost and it was best to retreat with the remain forces and live to fight again another day. Perhaps it is the fictional nature of this game, WWIII started by a Soviet invasion of Germany, that allows me more leeway when playing this game. Or perhaps is an understanding of history and how the tides of battles were often changed by weather or the smallest events.
But, I keep coming back to this game, because it is fun (randomness included), plays fast, and offers surprising depth.