Victory in the West series and related games

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Victory in the West series and related games

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This began with SPI and an effort to use more fog of war than the Panzer Gruppe Guderian system was offering.
Based on the Wacht Am Rhein system, the thinking evolved into Operation Typhoon, our founding mother/father or whathaveyou and stemed into what is now known as the Victory in the West series that includes Pattons Third Army, Operation Grenade and Sicily: The Race for Messina.
I put the system through a filter and produced Iron Tide: Panzers in the Ardennes, after more than ten years of tinkering and delays in production. It lingered on the top ten at BoardGameGeek.com for over 3 years, just to show you that the popularity for the system and its offshoots still exists.
After many years of non-production, more and more offshoots of the original have come down the belt including the fabulous The Killing Ground along with its expansion Overlord, to give the system a complete D-Day simulation.
Numerous reprints by Command Japan, additional award winning games like Red Star Rising and now, on the horizon, another set of offshoot games is slated to appear if the preorder numbers are met.
Don't look for this to go off your radar real soon. I feel that the innovation is not complete in simulating within this system and its relatives. The best part is that it just keeps on coming.

Discussion Forum

The Killing Ground - Cobra scenario

Started by TallBlondJohn Jun 6, 2010.

Replay of Operation Grenade 2 Replies

Started by Ola Palmquist. Last reply by TallBlondJohn Nov 30, 2009.

Replay of Patton´s third army

Started by Ola Palmquist Nov 30, 2009.

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Comment by Nate on November 10, 2014 at 5:04pm

Turn 3 end: Playing keep-away from the mandatory attacks is unrealistically causing fixed positions to disintegrate in the rush backward. This is evident in the east where the British advanced after combat and cut the road north near Augusta.

Up the middle the HG Pz and 15 Pg divisions are collecting assets to link up a blocking position.

In the west a ragtag assembly of minor units are making a show of it until shots are fired and then its white flag time.

Comment by Nate on November 10, 2014 at 11:04am

That is the problem with mandatory attacks, but as a simulation they had to know there were vital objectives. There needs to be a little more wiggle room for the drop IMO.

Comment by Stephen G on November 10, 2014 at 8:40am
In our game, neither side was aware that the Brits would drop where they would, so came as a real surprise...
Comment by Nate on November 9, 2014 at 8:27pm

Germans get hit in their forward line and lose some units, but the US are stuck through turn 4 without their eastern road. Germans have some consolidation time there but none against the Commonwealth who are pushing toward the Catania plain.

The 1 AB did self destruct having to land in a severe mistral and survivors against the trap that was awaiting them. Still, the stiffening line there with the added 1 FJ and small units should be tough going.

Comment by Nate on November 9, 2014 at 9:39am

RE: British 1 AB. Notice my reception for them in the pic? Getting as close to Catania as possible will make them self destruct I am thinking.

Comment by Stephen G on November 9, 2014 at 3:52am
Playing a two player Sicily at present. Up to GT 3. Axis do not appear to have run early enough, so I suspect they will be in for some hurt in upcoming turns. British 1st AB. Drop was almost perfect and will cause supply problems galore...
Comment by Nate on November 7, 2014 at 2:51pm

Axis pulling back on turn 2 before the US spring out of their limit box.

Comment by Nate on September 23, 2014 at 5:05pm

The results of the Allied combat:

3 losses are absorbed by Livorno division by Gela in order to hold open the road for the mech regiment of HG.

More losses have to be taken by the infantry regiment of HG Pz or lose the ability to retreat

Red stars are Allied victories, Black are Axis victories

3 failures on the British side with 2 hex retreats and some losses.

Comment by Nate on September 23, 2014 at 5:01pm

Here is the Allied 2nd turn move against the Axis rush to the beach. The US moves part of 2nd armor against the Italian division and concentrates 2 regiments of the 1st ID. A single battalion soaks off against the HG regiment across the river. Part of the 1 ID remaining is aided by tanks from the 45th ID beach and hit te infantry regiment of HG.

On the right, the 45th ID and scattered, reduced 82nd AB link up to the British beach.

The British/Commonwealth also link up to the US per the requirement to release the US from its enclosure on turn 3.

Their 50th and 5th ID take the armored reserve inland against whatever is blocking the roads and plan 3 attacks.

Comment by Nate on September 21, 2014 at 10:24am

I'm using Greg's enhanced version that includes the naval markers, rubble, per the Moves article, the ZOC marker that helps during the enemy turn indicate a hidden regiment under a stack, and also includes the limited viewing of enemy stacks like the rest of the new modules.

 

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