ROYAL TANK CORPS |
by Steve Carey Member Feedback Rate this Game Discuss this Game Purchase this Game
ROYAL TANK CORPS Publisher Moments in History (CH) Designer Ted Raicer Developer Ray Tapio Price $33.95 Components
Single 21"x32" Map
352 large-format, full color counters
Eight Page Rulebook
Boxed gameGame Scale
1 inch (area map) = 1 mile
1 turn = 1 day
Unit scale is mostly brigades (British)
and regiments (German), with tanks
generally depicted as battalions.![]()
Introduction
ROYAL TANK CORPS (RTC) is a low-to-moderate complexity game by well known World War One guru (and award-winning Game Designer) Ted Raicer. The game is fairly accessible, offering both sides opportunities for attack and defense, and is reasonably balanced. Numerous well-conceived bookkeeping abstractions (for artillery ammo, fatigue, initiative, etc.) prevent things from bogging down too much in unnecessary detail. If you can look past the shoddy Critical Hit production cloud (see below) that hangs over this product, RTC has a lot to offer.
Components
The game map for RTC is somewhat ghastly, a hazy mixture of green and purple. The paper quality is also razor thin, rating below industry standards. Sadly, the map is also rife with errors. The map on the box is advertised as being 35"x22"; actual size is 31.5"x22", so 3.5" inches shorter.
The counters are large and thick, making them easy to handle. I do prefer these big pieces, though things may get crowded in some of the smaller map spaces. The cartoony pictures depicting the various troops have already been criticized by some, but I like them. Personal preference here, I suppose. Ther e is no counter manifest or unit listing, so xeroxing the pieces before punching would be a good idea.
A terse rulebook (only about 4+ pages of actual rules) packs a lot of information, although more development could have enhanced its clarity. Still superior than most, you should be able to jump right in. Excellent designer notes and play hints are included as well.
There unfortunately are NO separate play aids provided. I've appreciated the reference sheets that have appeared in some other games recently (GMT is good at this) which provide players with rule reminders, combat routine notes, modifier lists, etc. We do get a tank breakdown holding box on the map, which actually is useful to keep apart the wrecks from those units that are destroyed in combat (the British will get a few repaired tanks back into play early in the game). Ammo resupply rates and fatigue notes are printed on the Turn Record Track, as well. Also, for some strange reason, the various types of units (tanks, artillery, cavalry, etc.) are boldly displayed on a section of the map. This is a waste as it simply repeats the same information from the face page of the rulebook. Besides, do we really need to be told twice that a tank looks different from a horse or an artillery piece? An opportunity lost in terms of providing the gamer with more helpful game play mnemonics.
And that ultra-flimsy box...well, let's not even talk about the box. I do find Craig Grando's modern/techno cover art quite pleasing, however, which was deserving of better packaging.
Historical Background
Cambrai is one of the most fascinating campaigns from the First World War. Fought during late November to early December 1917, it is regarded as first introducing two weapon systems on a mass scale: British tanks and German Stosstruppen (infiltration shock troops).
Also of note was the fact that shells were in short supply for this battle since a huge number of artillery rounds had been expended in Flanders earlier in the year. GHQ had a thousand guns available for this assault upon the Hindenburg Line.
Historically, the British armor achieved a breakthrough, but the plodding iron monsters proved to be favorite targets of enemy batteries, and they were also mechanically unreliable (approximately half of the starting allotment of 378 combat tanks were quickly lost). The initial gains were not capably exploited; cavalry units were positioned too far behind the front lines to advance, so the momentum petered out. German reinforcements quickly poured in, and their counterattacks ultimately tossed the British back to the original starting areas. An apparent Allied victory had turned into stalemate once again.
Game System
RTC uses an impulse driven system for its engine. The battle will flow back and forth as initiative transfers between the two players. One side keeps the initiative (activating units in one area at a time) until he voluntarily passes to his opponent, or loses it automatically if defeated in battle when assaulting. The players themselves thus determine how long a turn actually lasts.
Artillery bombardments alternate also, with the initiative player (only) being capable of performing special kinds of barrages. Hurricane allows you to toss an extra die for the shelling, but at the risk of a greater chance of running out of ammo. Rolling permits friendly units to pay 2 MP's less when moving into the area. And Interdiction mandates +1 MP for enemy units (careful, since your own units my not enter Interdicted areas) to enter or leave an area. Proper choice and application of these different types of barrages are key to successful play.
To reflect the impetus of their attack, the British will have the initiative for the first three turns. After that, a clever rule determines the all-important initiative by relying on the number of tanks (British) or shock troops (German) that each side has on the map, modified by certain controlled areas behind the Hun lines (British), and a 2d6 roll from each side. We found it somewhat tedious to rummage through all the stacks to add up our tanks and Strosstruppen; I recommend leaving those units at the top of the piles, or simply just maintain a count off to the side. This is a point in which a simple offmap display to track the number of these unit types would have proven beneficial.
As a twist from the norm, troops pay set movement point costs not based on terrain, but determined by the presence of enemy units either in or adjacent to their areas of travel. I found this mechanic a bit quirky at first, but quickly got accustomed to it. Actually, considering the devastated condition that most 1917 battlefields were in (though the Cambrai battlefield was in relatively good shape, being a passive sector), this simple rule works remarkably well.
Units are either 'fresh' (fully functional for movement and combat), or 'spent' (meaning that they have already moved or assaulted this turn, or have been subjected to combat results). Starting on Game Turn 4, your opponent can also 'fatigue' (dependent on a halved single die roll) some areas containing your eligible fresh units (flipping them to their spent side), thus putting a crimp into next turn's battle plan. Besides, it's kind of cool to mess with your opponent's troops in unexpected ways.
There is no Combat Results Table in RTC. Instead, combat (both for bombardment and assaults) varies with each side calculating a base total strength (depending on a chosen "lead unit", available supporting units, the terrain modifier for the area, etc.) increased by a 2d6 roll by each side. Casualty Points (CP), if inflicted by the attacker achieving a higher final number than the defender, will result in units being flipped to their 'spent' side, troop eliminations, and retreats. If the defender's final total is higher, the attacker eliminates his lead unit, and then retreats to the space he entered from (and loses initiative, as well). Oh, things are rather bloody, as well.
Rules are also provided for divisional integrity, tank restrictions and breakdowns, special artillery situations, overruns (tanks and shock troops only), and basic supply. There are no provisions for aircraft.
General Play Description
In RTC, there is definitely not much sitting around idly as the impulse-driven system kicks into high gear. Carefully monitoring the enemy's movements, and his points of attack, will help keep players prepared when the initiative falls into their hands. Gameplay is often tense as a constantly changing battlefield dictates one decision creating opportunity after another.
Initially, British strength appears overwhelming as they punch through the thin front lines. An automatic overwhelming victory is possible, but not probable. The Germans will most likely stand firm before disaster strikes, and then general play will turn into a slugging match as both sides orchestrate forces to obtain the crucial victory point areas (whoever has the most wins, and since there are 13 indicated areas, a tie is not possible). If the contest does go the distance, the endgame will have become a grueling contest of endurance.
Keeping fresh reserves to fend off enemy advances, or to build upon your own local triumphs, is extremely important. Woe to the player who has exhausted his army while the enemy has available troops in proper position to move and attack.
Worth noting, there is a lot of dice rolling in RTC; each individual out-of-supply artillery unit rolls every turn to get shells back, initiative rolls are made at the start of each turn, and of course the numerous bombardments and combats. This is in no way meant as a criticism...after all, we gamers love to roll dice!
Summary
Ted Raicer
Game Designer
RTC looks simplistic at face value, but it is not. Too much strategy is required to simply label it as a 'shuffle the units to the front/dice rolling festival'. The area movement/impluse system mates nicely with the design.
Replayability is judged to only be fair since there's just one scenario (i.e., the full campaign game), though the designer has provided victory conditions for a 5 turn affair online. But RTC is definitely worth at least several playthroughs, and it is fun doing so.
A full game can take between 6 and 10 hours, depending on the pace.
I enjoyed this game quite a bit. Having never experienced an impulse system design, RTC was a fresh experience for me. It plays exceedingly well solitaire. The historical situation is compelling, and the game system provides a very good feel for the battle.Final Recommendation
Buy this game. While RTC is not an epic design in the same league as THE GREAT WAR IN EUROPE (XTR) or PATHS OF GLORY (GMT), it still is a solid effort. Raicer has, in my opinion, clicked on just about all cylinders here once again. RTC is a fine players game.For those seeking other Cambrai simulations, SPI's TO THE GREEN FIELDS BEYOND (1978) is an acknowledged classic, and definitely a collectable item. Rand's unheralded CAMBRAI, 1917: THE FIRST BLITZKRIEG (1974) offers some interesting options with many different scenarios. Along with RTC, all three games will each provide a different perspective on this intriguing battle. I'm somewhat surprised that more titles have not been issued on this topic.
Overall
RatingRating Commentary
Poor Critical Hit production standards mar an otherwise excellent design effort by Ted Raicer. More attention-to-detail in the development and proofing of this game would have increased my enjoyment level considerably. Let's hope the company (Critical Hit) that produced/developed this game learns a valuable lesson and never again puts so much tarnish on a golden apple like RTC that is left on their doorstep.
Components Rules
CompletenessGame System Enjoyment
About the Reviewer
Steve Carey is a 26 year hobby veteran, having enjoyed all types of games. Strategic area (and point-to-point) movement systems are his favorites.
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