I am a Cold Warrior. I came of age in the 1980’s in the Reagan-era of the Cold War. I read Red Storm Rising or Team Yankee. In my wargames I fought the Red Bear at sea using Harpoon (Adventure Games, 1981/GDW 1987), fought them in the air in Air Superiority (GDW, 1987), and on the battlefields of Europe when playing Assault: Tactical Combat in Europe – 1985 (GDW, 1983). I even played the Twilight: 2000 RPG (GDW, 1984). In the late 1980’s, I joined the US Navy and we trained for the Big One – going toe-to-toe with the Russkies.
Fortunately, that war never came. Which makes NATO Air Commander (Hollandspiele, 2018) a sort of alternate-history game. I acquired NATO Air Commander during the 2018 Hollandays Sale and took it out for a few sorties. NATO Air Commander is another “wargame” in my collection that challenges the classic hex-&-counter definition of a wargame. Instead, NATO Air Commander is yet another waro in my collection; a wargame using Eurogame mechanics in a highly thematic game.
NATO Air Commander has a very small footprint. The map by Ania B. Ziolkowska looks just like so many air charts of the day with simple, believable graphics superimposed. The entire mapsheet layout is easy to understand. I do wish the Basing box was a bit bigger; at the size given one ends up with a big stack of aircraft piled high. The counters are typical Hollandspiele/Blue Panther; thick and punch cleanly with simple, easy-to-understand graphics.
NATO Air Commander is a solitaire game and like most solitaire games the rules are very procedural. The rules are 12 double-column pages and step the players through the turn sequentially. The rules themselves are not difficult to learn; I personally rate them a 2- Medium Light on BoardGameGeek. After just a few plays all that is needed to reference is the Player Aid on the last page of the rule book.
At it’s heart, NATO Air Commander is a card game. Players draw Objective Cards that reflect their commander’s needs for the turn. The players then allocate their precious (and dwindling) air forces (resources) to Raids. Each Raid is resolved using Resolution Cards and the advance, or (very occasionally) retreat of Warsaw Pact forces along six Thrust Lines (Avenues of Advance) is determined. The success of missions and advance of forces affects the number of Resource Points (RP) available to repair or replace lost aircraft or “purchase” needed upgrades like Precision Guided Munitions (PGMs).
NATO Air Commander is also a dice-less game; instead everything is resolved using the Resolution Cards. Typically, the player compares the relevant factor to the card factor modified by a track. If the factor is greater than the modified card number it is a success. Once the player is familiar with what track modifies what card factor resolving an event becomes easy and almost instantaneous.
Starting with the map, the game feels very period-thematic. Although the different aircraft types are not marked, if one knows a bit of aircraft recognition it is easy to see. Some folks on BoardGameGeek forums have groused about aircraft ratings. I am with the designer here when he says if you don’t like it, change it yourself!
Speaking of the BGG forums, some folks have complained about the number of acronyms used in the game. Sure, the rules could probably use a glossary but the use of those terms actually help become more immersed in the play. Except for one acronym – DEAD. As defined in NAC this is “Destruction of Air Defenses” which I learned as SEAD (Suppression of Air Defenses). It make absolutely no difference to play, just makes me grin as I move the track marker.
Overall, NATO Air Commander immerses the player in the period. The map, the aircraft, the relentless Soviet hordes, all make for a very tense game experience. There is also just the right amount of chrome. For instance, there is one (1!) Stealth bomber unit and never enough Precision Guided Munitions.
As a repeat customer of Hollandspiele games I also feel the need to address the “stinky” issue. Hollandspiele games are printed by Blue Panther in a form of print-on-demand publishing. The inks used by Blue Panther give off a smell that Steve has assured is not dangerous. Yes, the odor can be strong when the box is first opened. I find that if I keep the box open for a day or two in a lesser used portion of the house the odor goes away.
NATO Air Commander almost feels like a game module for a larger game. Indeed, in approach this “air war module” is not that different from systems used in the Fleet-series (Victory Games) or the Next War-series (GMT Games).
Some commenters have stated that the puzzle of NATO Air Commander lends itself to an optimal strategy. Well, yes, there likely is an “optimal” way to use your air force. However, the fickle hand of fate, as embodied in the Resolution Cards, will most assuredly throw wrenches into your “optimal” strategy. Those wrenches are a feature, not a bug. NATO Air Commander forces one to think about allocating precious resources against sometime impossible needs to turn back a relentless horde. If there is one lesson that NATO Air Commander teaches its that defeating the Warsaw Pact invaders was not going to be easy and there was going to be steep losses. Those thematic lessons make for a very tense, stressful game that NATO Air Commander allows one to play with minimal rules overhead and a quick, diceless resolution mechanic.
Featured image courtesy Hollandspiele