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AFGHANISTAN
Playings; 10, Communist wins = 1, rebel wins = 9.
At first sight Afghanistan is like so many S&T games, the rules are
peppered with holes and do not match up with the tables (I have been
sticking to the tables). The rebels stick together just like they
really didn't and the government will be lucky to hold on for 2 years
regardless of how many troops the Ruskies pour in. Despite all this
the basic system is sound and easily adapted to fit your view of
reality, I have included a few ideas to balance the game. Taken as a
game this really works, having lost badly to the rebels in about 1 1/2
hours it is hard to resist setting the thing up and trying again
straight away, instead of just throwing it back in its bag. This is a
little like those computer games where the monster stomps on you in
seconds but you must have one more go, like them Afghanistan is best
played solo or as a pair of games in a single sitting with the players
swapping roles. The last S&T I played this often was Manchu (116),
which is a real free for all but alter those recruiting tables before
you play.
The game has a swift set up (always popular), there are few set hexes
both sides set up, government 1st but after the rebel has finished the
government rolls for all unreliable troops (about 3/4's of all his
units), these have a 50% chance of deserting (off to the dead pile).
There will not be enough troops left to garrison everywhere even with
Russian help so the rebel can walk right into some towns. The
communist has to work hard from turn 1 turfing this lot out and trying
to garrison every town (it is likely that he will still not have
enough units to do this, allowing for some new units and a lot of
casualties). The rebel builds up new units faster than the
government so clearing the rebels out of one area just means they turn
up somewhere else later on. The game has a definite feel of trying to
catch an elusive enemy while garrisoning all population centres
against his attacks.
Chits are a major part of the game but are only counter sized,
Decision have not included an inventory of the counters so don't lose
any. If you look closely 6 of the counters have the wrong back on
them, they should be the same unit type on each side, if you do not
play this way it gives the rebel another advantage. Ideally we
should have a deck of cards, each card could include the rules of the
chit instead of having to look them up in the rules summary. Of
course cards are almost unknown in the cut every corner world of
magazine games, the last I remember was in a Wargamer game of the 30
years war.
The military game system is not going to shock anyone, the game sees
the return of the chit, tested in Trajan these guys are back with us
in a big way. There are no ZOC's and stacking depends on terrain,
combat is from adjacent hexes and voluntary. Chits are spent to
influence recruiting, control of population centres (this affects
combat), to initiate random events and sometimes to cancel the effect
of other chits.
The game is won and lost by the accumulation of political points if
the total drops below 0 the communist has won, usually the total
shoots above 100 for a crushing rebel win. If neither happens the
game continues to the historical end date and victory is judged by the
amount of populated area controlled and the PP status. The rebel is
aiming for above 75 but the government needs below 25.
Control is not just sitting on a hex, it must be subverted to give
political control (hearts and minds), just about everywhere backs the
rebel so the poor commie has a hard time here. The commie has all
the work, stamp on all the rebels and they just come back somewhere
else (lots of replacement chits). It makes a change for the commie to
be the government. Call in the USSR, lose political points (less
chits next go), go for the hearts and minds (Socialist Revolution)
lose even more PP`s. Chits are the heart of the game, it can pay to
hold onto chits without playing them in the hope that a really useful
chit will turn up. The more chits that are held, the less in the bag
and the greater chance of a specific chit being pulled. Most are
Agitprop chits usually used to help subversion combat but both sides
have a few show stoppers, if the rebel pulls either of the 2
intervention chits early on the government is in trouble. Some chits
are harmful to the drawing side, notably resistance disunity, a big
boost for the commie, but the gains outweigh the risks. There are
not enough good units (the bad ones tend to desert to the rebels) to
hold the towns and knock out the rebels (needed to increase PP`s and
gain chits). Plenty to think about for the solo gamer, the rebel just
needs to play by the book and not make mistakes, let the cat play this
side.
The weakest link in the game are the control of hexes rules, most of
the map supports the rebel (fair enough) but it is unclear what is
being simulated when the government subverts a hex to his control.
Back in Nicaragua (S&T 120) various social groups could be soaped to
support either side, workers, peasants and the like. In Afghanistan
the communist will be lucky to politically control Kabul and a few
other towns and cities, others with similar people in them will stick
with the rebels. So why does a political campaign work in 1 town but
not another and what exactly is happening when a hex is subverted? I
guess that 1 side must be putting up bill hordings, arresting
suspects, bribing public officials and the like. Oddly a unit cannot
subvert a hex it is in, change this rule. Hexes can be terrorised
instead (this I can relate to), giving neither side control, everyone
has run away.
The rebels should win the invasion scenario before game end due to
government collapse, Najibulla will be lucky to last as long as he
really did in the after Russia scenario. The campaign is pretty even
though. The game is eminently bodgeable so I am including a few
changes to help old Najibulla (purists should leave the room now).
The commie need some help so here goes, units in cities may ignore
retreats (if you reds keep 2 units in all cities they should be safe,
historically the rebels never got a city until the recent coup when
several units changed sides and all hell broke loose). Change victory
conditions to government only needing to occupy 3 cities and half
towns not control them, it is very hard for the commie to politically
control much of the board in this game. Overall the game is fairly
close to history the good government units are pretty shooty when they
can catch the rebs, the others desert to make more rebels. The game is
too short, a common fault in simulations, the designer knows that we
do not want to spend weeks playing but if turns are too long (game
time not playing time) all his lovely combat mechanisms fall apart.
The communists usually collapse due to high PP's long before the game
end. The reason why it took the rebels so long to get their act
together was that they hated each other more than the communists. In
the game there are 3 basic flavours of rebel but apart from recruiting
in different areas and occasionally falling out they are all much the
same, I played 1 game using markers to show which faction stacks
belonged to and forbade cooperation between groups. I can safely say
it was not worth the trouble, I went back to the standard rules.
The beginning of the supply rules has a note saying that players can
ignore them, I have to agree. They prevent tracing of supply through
enemy controlled hexes because the rebel controls most of the board,
the government cannot move far and remain in supply. I only use the
supply rules for placing rebel mechanised and armour units, this
forces them to realistically start in or near Pakistan.
Anti USSR bias? Certainly the rebel seems to get all the breaks, the
penalty for Socialist Revolution is 10PP's, USSR help up to 6.
Compare this to western help to the rebs being free unless the RDF is
called in for a paltry 5PP's (all these values are paid every turn).
This means that the world is shocked by Russian adventurism and the
government loses support but American backed intervention forces can
walk all over the place with no sympathy going to the government.
Once those PP's top 100 the communist is out of office so the game
does him no favours. The full intervention chit always turns up and
is a big rebel boost even if he does not call in the optional extra
troops. In the real war there never was armed intervention by the
west on a Kuwait scale so it would not be unreasonable to play without
this chit and give the government a big boost. Basically, the
American disregard for socialism shines through but things can be
bodged around to suit your own views. The weakest parts are the rules
for the effect of control of hexes on combat and the effect of
subversion on combat units. The communist has a hard time in the
invasion scenario but is better off in the, longer, campaign game.
Here are a few tips for struggling governments, call the Socialist
revolution near the beginning of the game but not until more political
subversion units have been raised. Leave it too long and many of the
rebels will be on their reliable sides and less susceptible to
subversion. The PP penalty for the revolution is so high that it
should not be used for above 2 or 3 turns, similarly the Russian
presence should be kept to a minimum after the initial invasion to
keep PP levels low.
This game must be fun or I would not have played it so often, I even
came back to it months after my initial playings and several S&T's
later. Most of my playings were of the invasion scenario only 2 were
of the campaign, 1 being the government win, this takes about 4 hours
or 3 to 4 game years, much shorter than the real thing. In conclusion
a better game than simulation (only 1 rebel player indeed) but the
campaign game is best balanced especially if the supply rules and full
intervention chit are scrapped.