When I started to get back into wargaming after about
a dozen-year hiatus (moving house about fourteen times, and states twice), I
couldn’t imagine the circumstances under which I could get to play a two-map
game. And to be honest, strategic games didn’t hold the appeal for me that tactical
– and later, operational – games offered; shorter games playing out on a single
map. So, it didn’t occur to me that one day (nearly a dozen years later) I
would come around to Unconditional Surrender: World War II in Europe (GMT Games, 2014 – a
third printing is now available for pre-order on the GMT website). Unconditional Surrender
has a reputation for being a very playable “mini monster” that runs at a good
pace and keeps all the players engaged nearly all of the time.
The third printing of Unconditional Surrender may be out as early as later
this year, but in the meantime, US designer Salvatore Vasta and Allan Hill have brough us Unconditional Surrender: Western Campaigns (GMT Games, 2025). Unconditional
Surender: Western Campaigns – USWC from heron in – is a set of set-piece
campaigns on much smaller maps (most just 8 ½” by 11”), which offer an on-ramp
to the game, introducing the battle mechanics with much of the
economic/political overhead stripped away. BGG suggests a given campaign will
play out in between one and three hours. Small, footprint and shorter duration definitely
place US: Western Campaigns in A Fast Game’s wheelhouse.
The box cover features a montage of photographs from
the theatres represented in the game. The emphasis is mobile warfare, soldiers marching,
columns of mechanised infantry rolling through dusty plains, soldiers stepping
out of a landing vessel. Below the photos area listing of the five theatres
covered in the game, Poland, France, Norway, Italy and French North Africa. This
doesn’t tell the whole story about what’s on offer here, but I’ll come back to
that later.
| The Box-back. |
The back of the box offers a glimpse into the game content; there are maps (some of these are double-sided, so don’t go thinking you’ve been short-changed), and a selection of sample counters presented at actual size.
The box description
does its best not to reference its progenitor (the plucky little game that
wants to earn its place on its own merits, rather than its famous name). Instead,
it offers some of the flavour of play, pointing out the small footprint – most of
the maps are 8 ½” by 11”, with an additional page-sized Faction – and low
counter density.
The scale of the game
is in terms of armies, fleets, and sir-wings, with a map-scale of 30 to 40
miles per hex. The infographic advises that the game is of middling complexity (5
out of 9) and designed with two players in mind, although the solitaire suitability
is rated at 7 out of 9. As always, the recommended player age is 14 and up, and
a scenario might take between thirty minutes and four hours.
| The Rulebook. Don't start here. I did. Don't be me. |
The game comes with three booklets, A Rulebook, a Guidebook, and a Playbook. Ss I’m not repeating myself, all three ae printed on a mid-weight matt paper-stock familiar to anyone who buys GMT’s hex-and-counter wargames. The books are laid out in a two-column format and extensively illustrated with examples-of-play diagrams. Colour-coded box text highlights both important notes regarding rules and play, and designer comments scattered throughout. Each book has a short Table of Contents on the cover page, and the pages are helpfully numbered.
| Rulebook - sample spread. Well-documented, lots of illustratrions. |
The
Rulebook runs to 28 pages, but the actual rules content is only nineteen pages.
The rest includes four [ages of detailed explanations of the various Event and
Tracking Markers, a comprehensive two-page index, and on the back cover, a
single page USE Players: Fast Start, for players already familiar with Unconditional
Surrender: World War II in Europe.
I’m
looking at the Rulebook first because that’s how I roll, but the very first thing
the rulebook tells you under General Information is, “If you are viewing the
game for the first time, start with the Guidebook. The Guidebook contains a
list of the game’s components, different methods of how to play, game scale,
the writing style used, designer’s notes, etc.” Before We move on, I’ll just say
the rules for USWC are very clearly and sensibly laid out, and it should prove
an easy thing to locate any particular rule when you need to.
| The Guidebook. The cover photo caption is a joke, but not really. |
The Guidebook comes in at 32 pages and it meets all the expectations built up in the Rulebook intro. The “Learning the Game” section runs to 22 pages and, after noting the traditional Rulebook method and spending some column space on the Training Scenario method (playing through the Poland, Norway (also referred to as Scandinavia in some places, including the map) and France, 1940 in sequence will ease a new player into the rules), the next 22 pages are devoted to what the designers call the Example method. This is a step-by-step run through the third scenario, France, 40. This sounds like n example of play, but it’s much deeper than that, starting with a discussion of the components you need for the scenario. My first thought was to go the programmed scenario route, but having read through the first few pages of the Example method, I think I’m going to try this.
| Guidebook- sample spread. |
The Guidebook
also offers a page of notes on the rules, two pages of Tactical Tips, along
with some adjustments for Play-by-Email and solitaire play, another two pages
of Designer’s Notes and Bibliography, and a representation of the counter sheet
front and reverse (yes, this game manages to give you everything you need on a
single counter-sheet!). The back cover lists the game’s full credits.
| The Playbook. With nine scenarios, the game comes with baked-in replayability. |
At just twenty pages, the Playbook is the shortest of the included booklets. Here is where you get an idea of just how much game is packed into the box; USWC offers nine scenarios across seven maps, including a combined France/Italy 1944 scenario (two maps). The first two pages cover general scenario information and set-up notes, and the remaining seventeen present the relevant details for each scenario in a clear and easily digestible format.
| Playbook- sample spread. The left page demonstrates the complete scenario format: the Balkan Campaign - two turns and nineteen on-board units total. |
The
scenarios range from one to fourteen turns in length and include details like
month-to-month weather status and varying victory conditions for the two
factions. They are presented more or less chronologically, and include a
counterfactual France 1941 scenario, working off the assumption that Hitler
delayed his western push a year.
| Counter sheet. Half-inch counters one can work with. |
Unconditional
Surrender: Western Campaigns comes with a single, full-sized counter-sheet of 254
½” counters. I’d be annoyed with the size of the counters if is wasn’t for the fact
that the units are essentially force-presence markers. The units have no
strength indicators; rather, they feature a NATO symbol for infantry (including
some mechanised infantry), armour and air-support, with a flag and army-level
designation (BEF, Afrika Korps). The fifteen nationalities (counting French
Republic, Vichy and Free-French forces separately) represented are sensibly colour
coded.
The track
and admin markers are equally readable, with many performing double-duty on
their reverse sides. These look generally playable, but the proof will be in
the playing.
| Player Aid Card (outside; Front panel (right) and rear panel. |
| Player Aid Card (inside the fold). |
The Players’ Aid Cards – yes, there are two – are bi-fold, 11”by 17” that offer all the tables and charts you’ll need for the game. The Front panel presents a Sequence of Play Flowchart, with Phases and sub-phases colour-coded. I’ve wrestled with flowcharts in some games in the past, but this looks like it was prepared by an information sharer rather than an engineer. I like it. On the back panel is the Operations Phase Flowchart. This drills down into a little more detail around a deeper, more pernickety turn-phase.
Opening
the folder reveals the Combat Results Table, tables for Weather, Movement and
Production Costs, the Combat Resolution Sequence, Air and Ground Combat Results
tables, and listings of various situation-specific Dice Roll Modifier lists.
The separate sections are also colour-coded, and the whole thing is well laid
out and easily navigable. And it’s worth mentioning again, there are two of
them, one each – no waiting.
| The Faction Card, for all your turn and points-tracking needs. |
All of
the off-board action takes place on the Faction Card, a shared tracking board,
offering a Turn Track, National Will & Production track, Faction boxes for
recycling eliminated units, a Weather Track and a handy Terrain Key. When a
unit is eliminated, it is placed in the upper box on its Faction box, the
appropriately named Elimination box. It is unavailable for the remainder of
that turn, but in the End of Turn phase it’s moved down to the Mobilization
box. From the following turn, the unit will be available for purchase (at the
cost of Production Points). The Third box is for Event tokens. Each scenario
will dictate which events are in play, and these will be located on the turn
track. When the turn is reached, the Event token is placed in this box, ready
for use by the faction.
| The Poland map. With the scenario running to just one turn, this one will likely show the least wear and tear. |
The
maps are numerous, attractive, and quite playable, with clear terrain and
movement features (roads and rail). Playing out a whole campaign like the
invasion of Poland seems incongruous on a single page map with a mere seventeen
counters, playing out in just one turn, but I’m keen to try it out.
| The France map does quadruple scenario duty for the France 1940, 1941, 1944, and France/Italy 1944 scenarios. |
| The Norway/Scandinavia map. The Scenario is called Norway, but the playable map area also takes in Denmark and part of the Pomeranian coast (as well as neutral Sweden). |
Even on
these small maps, the playable area can be somewhat reduced by the scale of the
conflict, such as on the Scandinavia map, with Sweden (neutral during the war),
which covers half the land area on the map shaded out, marking it as off limits
for both factions.
| The North African map, covering the narrow stretch from Casablanca on the Moroccan coast, to Tripoli, the capital of Libya. This scenario covers the period from Operation Torch in November 1942, to around the time of the Axis evacuation from Tunis (the game runs to June 1943, though historically the bulk of the surviving German forces had fled by May). |
| The Italy map. Geographically a tough nut to crack. |
The maps are printed on the same weight card as the PACs and Faction Card. This is perfectly adequate for the purpose. I don't think I'll be breaking out the plexi for a two or four turn game on one of these maps (and of course, being mostly single panels, no crease-puckering to deal with).
Everything in the game is resolved by a d6 die roll, and two colour-appropriate dice are provided in the game. Baggies are also provided and appear to be sufficient for the game’s counter mix, though I think USWC is a good candidate for a GMT counter tray (a subject for a future unboxing – so stay tuned).
It's worth mentioning that the box is a solid, 2mm board construction. A fabrication engineer might argue it was built beyond its required parameters. Too bad – I for one appreciate the At two inches deep, you'll have no trouble accommodating the aforementioned counter tray.
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So,
that’s all of Unconditional Surrender: Western Campaigns. For all my best-laid
plans, real life prevented me getting much to the table in January. If the
first couple of scenarios here are only one or two turns long, I really don’t
have an excuse not to get some USWC games in in the next couple of weeks.
Fates, be kind.
One final thought: to paraphrase a popular meme, the existence of an Unconditional Surrender: Western Campaigns suggests the possibility of an Unconditional Surrender: Eastern Campaigns. I don’t have any inside scoop on this, but it seems a logical addition. It would practically write itself; the Winter War (Finnish campaign of 1939-40), Barbarossa (North, Central, and South), Bagration, Romania/Hungary, and Vistula/Oder. I would buy that game, just saying.