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    an
    after action report of GMT's card driven game of the ETO 
      
    by
    Lawrence Hung 
      
    In
    memory of the bombing of Hiroshima
    
    60th anniversary, Simon and I played the 1942 scenario, which lasted 3-turns
    for the whole year.  The game
    emphasis is on the use of Operation Cards and Event Cards to conduct
    offensives.  The game system is
    very interactive and fluid in that the reaction player has every chance to
    react with a number of units, within the range of a Headquarter, quickly to
    a battle location.  So you'll see
    units being triggered to move at any time and thus developing small actions
    into large bloody battles.  Very
    realistic as to what was fought over. 
    
     
     
    Air
    units' Zone of Influence (ZOI) is another interesting concept not so often
    seen before. The ZOI can prohibit amphibious assault, strategic movement and
    tracing line of communication.  The
    air force is given its credit where it's due. 
    
     
     
     Movement
    allowance is dependent on the use of cards and thus its value as a
    multiplier to the basic movement rate by types.  Weather
    is a card in your hand of fate . . .  The
    intelligence war is simulated elegantly.  Every
    battle is a surprise attack unless modified by a reaction card or a die
    roll.  If successful, the battle
    is turned into an intercept or ambush.  The
    determination of intelligence state is in direct proportion to the amount of
    inflicted losses. 
    
     
     
    The
    rules are well written, albeit sometimes too lengthy, but the game concepts
    are generally explained well as a result.  Some
    rules are quite hard to understand at first e.g. Special Reaction Move vs.
    Amphibious Move, Joint HQ, etc.  Strangely,
    naval and air units cannot attack alone on their own. 
    
     
     
    On
    the 
    
    China
    
    front, only CBI is represented in this game. 
    Quite a disappointment to me.  Many
    actions in this theatre are abstracted out simply by removing the units in 
    
    China
    
    and thus reinforce the existing Japanese units on the map.  The
    
    China
    army stays largely in 
    Burma
    to guard the rear area of the Commonwealth or that of 
    
    China
    
    for that matter. 
    
     
     
     As
    it seems, our game of '42 was definitely not a balanced one.  The
    Japanese offensives were everywhere, surrounding the Allies with massive
    forces.  The Battle of
    Philippines becomes the focus of the game.  Once
    the 
    Philippines
    had surrendered, I found the Allied helpless, especially in face of a poor
    War in 
    Europe
    die-roll.  I had the Allies make
    a successful counterattack on the 
    
    Marshall Islands
    
    , but there were no victory points awarded for that.  The
    Dutch Indies and the resource hexes are a piece of cake for the Japanese
    18-12, being garrisoned with 1-6 Dutch units.  My
    opponent had several political cards to influence the course of the events
    in 
    Europe
    thereby delaying the Allied reinforcements, with Turn 3 units failing to
    show up at all to come to rescue the Dutch. 
    
     
     
    We
    were new to the game and thus completed the scenario in about 5 hours.  With
    one map and one scenario that can be played to completion in an afternoon,
    we are definitely looking forward to play it again soon. 
    
     
     
    The
    game ended in a Japanese automatic victory for the 1942 scenario,
    controlling 11 out of the 14 resource hexes.  We
    had great fun with it.  Victory
    over defeat.  What a day for the
    Japanese! 
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