I’m not sure, but the original Supply Lines of the American Revolution: The Northern Theater (Hollandspiele, 2017) may have been the first game I recognized as a waro (wargame-Eurogame hybrid). I never thought a game about logistics could be the basis of a good wargame. I also appreciate that instead of simply redoing his first game on a new map, Mr. Russell added, with little rules overhead, game mechanics to reflect the unique “irregular” war in the southern colonies. The result is a very playable game that is not only fun but offers decent insight into the conflict.
Gettysburgand Battle of Issy 1815arrived Christmas Eve. My initial impression of Gettysburg is that it is a very simple introductory-level wargame that features a rich decision space. Indeed, I almost put it here in a tie with SLotAR:TSS as a co-winner! The Battle of Issy 1815 is my first introduction to the Jours de Gloire -series of rules. Although I admit Napoleonic wargames are not really in my wheelhouse this is a fast-playing, rules-lite game; I like what I have seen – and played – so far!
Regarding Cataclysm, I debated when making these “of the Year” postings whether to categorize it as a strategy boardgame or a wargame. Regardless of where it ended up, the game is still a triumph of design and is interesting to play every time. Battle Hymnwith its chit-activation mechanic brings the Fog of War to a game with little rules overhead and is a visual masterpiece. I am looking forward to Vol 2 later this year. Even the newly arrived NATO Air Commanderis fun and a very playable solo game – when its not bringing back nightmares of Soviet armored hordes rolling across the West German frontier!
NATO Air Commander(Hollandspiele, 2018) bills itself as, “…the game of solitaire strategic air command in World War III.” Well, really it’s “operational” air command (go look at Joint Pub 1 page I-7) but I can forgive that mistake because NATO Air Commanderis a very enjoyable solitaire wargame.
Part of the “charm” of NATO Air Commander is that it is very thematic. From the map that looks like so many charts I looked at back in the day, to all the acronyms, the game oozes 80’s Cold War theme. Last night in my game I discovered another thematic feature – nukes.
In this particular case, it’s rule 13.4 Nuclear Escalation Step. Simply put, during the Turn End Phase if the Warsaw Pact (WP) player has 20 or more Victory Points you draw a Resolution Card. If the card number is less than the VP amount, the game ends as your superiors have decided to employ nuclear weapons. Rightly so, the rule ends with, “Boo!”
So did my game end on Turn 6. It was a nasty battle with the WP getting heavy reinforcements on nearly every Thrust Line on Turn 1. So much reinforcements that I was not able to turn back the juggernaut. That, and the Major Effort Objective Card calling for seven Raids when my air forces have already taken a beating; well, defeat was almost inevitable.
I also really appreciate that NATO Air Commander has a very small footprint – it’s really a small coffee table game – meaning it an be set up nearly anywhere. Right now my regular gaming area has been replaced by the Christmas present wrapping station so I have to game on “borrowed” real estate elsewhere in the house. The diceless resolution mechanic also means it’s a quiet game – no rattling of dice on a table makes it a great for late-night play when the Significant Other is already asleep.
Fortunately, that war never came. Which makes NATO Air Commander(Hollandspiele, 2018) a sort of alternate-history game. I acquired NATO Air Commanderduring 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 Commanderis 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 Commanderis 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 Commanderis 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 Commanderis 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 Commanderimmerses 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.
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 Commanderteaches 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.