Disclosure statement: I’ve done some playtesting for CSL in
the past (which I’ve written about here and here), and the designer, Ray Weiss
and I are friends on Facebook. I was in no way involved in the testing or
production of this or the other two DAMOS Eastern Front series games (Army Group North (CSL, 2019), and Army Group South (CSL, 2019)), although
I’m participating in the final playtesting round for the CSL’s upcoming Afrika Army Korps trilogy, which is also grounded in the DAMOS rules.
Army Group Center (CSL, 2019) is a compact, robust treatment of the German offensive against the Soviet Union in the second half of 1941, released, along with two companion volumes covering the northern and southern operations, by Conflict Simulations Ltd, a small wargame publisher operating out of New York. CSL has been pumping out some really interesting games for half a dozen years or more, covering some well-covered topics and some less visited by wargame designers.
Army Group Center and its companion volumes represent the first iteration of designer Ray Weiss's DAMOS rules-set. DAMOS is an acronym from the series rules, the Destroy All Monsters Operational Series.
The
first thing you notice about the box is its size. Its roughly half-sized, or
digest-sized; I don’t know what the technical term is, but it’s roughly the
size of the original (“Classic”) Traveller (GDW, 1977) box-set release.
The box
art is striking; it shares a trade dress with the other two games in the
trilogy, and features a portrait of Field Marshal Fedor von Bock, who had
operational command of Army Group Center from June to December of 1941, during
Operation Barbarossa. The imagery is German (black and white), but the tenor of
the box art is an enveloping Soviet red.
The box
itself is on the light side, but not flimsy, the top and bottom separating
easily and closing snuggly. All of CSL’s games are printed in the United States
on a print-on-demand basis. Given the measure of its contents, there’s no need
for it to be any more than it is. I should point out that (I’m pretty sure) all
of CSL’s games are available in a box-free, zip-loc format, which will save you
US$ in both cost and shipping (which is a consideration for us antipodeans).
The rulebook. Twenty pages of hard-to-read goodness. |
I have a couple
of issues with the production of Army Group Center (so, in all likelihood with
the other two games in the trilogy as well). These all come down to trimming
down the cost of production, which is of course a concern, but it’s been at the
expense of player experience. The rulebook is comes
out to twenty pages and is the size of a folded sheet of letter sized paper,
which is what it is. This part I have no problem with, but the whole thing is set
in a good, readable serif font, two columns with a good spacing between the
lines. The problem happens when you do the formatting on a regular page-view,
but then the whole thing is scaled down to fit a half sheet page, and your 12-point
Garamond now comes out to about a 5 ½ point and not the easiest to read (if,
like me, your best eye-days are behind you). I don’t resent the booklet-sized
rules, but stretching them out to an extra sheet (24 pages instead of 20) would
have allowed a much more readable font.
Sample page from the rulebook. |
Don’t despair,
though; with the upcoming release of DAMOS: Afrika Army Korps (CSL, ~2024), the
latest iteration of the DAMOS core rules should be available for download from
the publisher’s website, print off a copy of these and just use a magnifying glass
for the scenario-specific notes.
The AGC map. This photo really doesn't do it justice. |
Ilya
Krudiashov was responsible for the maps for the three games in the series, and
he has (as usual) done some really lovely work here. The map for AGC is really
quite beautiful. The presentation is clear, the terrain features, cities and
towns, road and rail links and national borders are clear and immediately
identifiable without taking away from the scope of the game. The map is 17” by
22”, printed on good-quality, heavy paper stock (maybe 180gsm at guess), and
covers the region from Warsaw to Moscow and from Riga in the north to Kiev in
the south. The hexes are a little small, but the counters aren’t big, there’s a
little corner spillage but it's manageable. Under plexi, this map will be a joy
to play on.
Counter sheet. They're small but pretty. |
The
counters are only half-inch in size, but are still pretty readable for that,
printed on really thick brown-core cardstock. Units are represented by NATO
symbols, with two factors (the unit’s Strength value and Movement Allowance). The
symbols are colour-coded by formation affiliation. The unit’s designation is
printed along the side of the NATO symbol, and is a tad small, but clear enough
to read when I remember to put my reading glasses back on (it’s been nine years
– you’d think it would be second nature by now). The unit designations are important
for cross-referencing with the Order of Battle displays.
German Order of Battle. You'll need copies of these to fill in during play. |
The
other gripe I have with the game (and I’m assuming the other two in the series
suffer the same problem. The cohesion status of the units for each side is
recorded on an Order of Battle sheet, one for each side.
Soviet Order of Battle. |
The two
unit status sheets are where you keep track of the hits a given unit has taken
(via a handy tick-box system) are printed on a single half-sheet, front and back.
A note on each side advising that these should be copied, which makes sense if
you want to play the game more than once, but it would also have made sense to have
printed these either on separate half-sheets or on a single folded sheet of
paper to make it easier to copy both the German and Russian Orders of Battle on
a single sheet.
The Turn-Track and PAC (make copies). |
The
single Player’s Aid Card is printed on a half-sheet of the same quality paper
as the OoB sheet. incorporates the Turn Track, Terrain Effects Chart, Combat
Matrix and Counter-Attack Table. It’s nicely laid out in black print with blue
highlighting for the tables. The font is small but still quite readable, like
the counters.
One of
the quirks of DAMOS is the options for combat. The system allows the player
four options for types of attack; Meeting Engagement (kind of a grand-scale equivalent
of D&D’s attack of Opportunity), Standard Attack, Grand Attack and
Penetration. These each have their own costs and circumstantial requirements,
and offer the attacker various benefits. The Defender, in turn has three
options for defence, subject to terrain conditions; Delay, Steadfast, and
Counterattack. This makes for a really dynamic fighting state with crucial
decisions for both sides in every incidence of combat. For this reason I’d
advise running off a couple of extra copies of the Player Aid as you’ll be using
the original to keep track of the game turns.
AGC also comes with three six-sided dice, a little small but serviceable. |
This
sounds as like I’ve done nothing but complain about Army Group Center. I don’t
want to go too deep here – this is merely an unboxing – but DAMOS is a remarkably
robust system for playing out operational-level actions at a relatively high
scale in a relatively short timeframe (AGC would definitely be playable in an
afternoon. For all my whining, I would still say Army Group Center (and by
inference, the other two games in the series) is a game that would have
benefited from a little more consideration around its presentation, but is
nonetheless worthy of consideration.
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