- 1950: The Forgotten War
1987: On to Kaliningrad 1968: Tet Offensive
- 1995: Milosevic's Last Gamble
- 1973: The Yom Kippur War
The system uses a simple untried unit mechanic in which unit strengths are determined randomly after combat is declared - similar to SPI's Victory in the West and Operation Typhoon.
As of October 2022, only 1, 4 and 5 are available for purchase. 2 and 3 were withdrawn from the CSL catalog when the designer had second thoughts about them. This is a recurring issue with CSL in general - half-baked games rushed to print and overly optimistic production forecasts (i.e. Afrika Army Korps series). To their credit, CSL has offered store credit to purchasers of withdrawn titles.
Despite these production problems, the game system seems interesting, so I decided to make a VASSAL module for the first game of the series and give it a try.
1950: The Forgotten War
Here's my vmod for 1950:
Download the 1950 module.
The module uses a trimmed version of the map, since most of the tracks and boxes on the paper map are not used in this module. The units are Game-Piece images that mimic the printed ones.
The Terrain Effects Chart from the printed map is provided as a Chart Window in the module. Normally my modules don't include charts and tables, unless they are from the map.
Note the following procedural differences in the module vs. the rules as written.
Static and Fresh
Instead of flipping units over to indicate that they are Static (i.e. performed an activation), the module places a white stripe through the NATO symbol, toggled by the F1 key. There is a Global Key Command (GKC) on the Toolbar to refresh all static units at the end of each action phase.
The F2 key toggles an Out-of-Supply indicator on each combat unit: a magenta stripe through a unit's strength and movement factors.
The module does not use separate game pieces for unit strengths (which can vary each turn). Instead, each piece has a right-click command to set the strength to a random value that is within the correct range for each Class of unit (A, B, C, D).
The layout of the combat units has been changed (from that of the printed game) to show a "?" for untried status. There is a small class identifier at the bottom center of each unit.
Ctrl-W = Set strengh to random value from class range.
Strengths thus determined are shown directly on the unit, temporarily replacing the "?" untried status. There is a GKC on the Toolbar to reset all unit strengths to "?" at the end of each turn (Game Turn step 3.ii).
There are no mission boxes on the main map as in the printed game. Instead, there is a separate Air Missions map window. Air units mission types are defined in rule 3.3:
- "G" type - Ground Support, Strategic Bombing, or Interdiction
- "F" type - Patrol/Escort only
Note that (unlike ground units) air units DO have a flip side that is used to take a combat reduction prior to being routed.
CTRL-F = flip (toggle reduced/full)
Ctrl-X = send to the Routed Units area at the east side of the map.
Rule 3.1.3 (Color Key) does not say what brown units represent. Rule 11.3 designates the foreign intervention unit for the Communists as a Soviet infantry unit, which is a brown A-6 labeled "Int" (intervention). This means that brown = Soviet. There are two brown air units in the counter mix without a turn of entry indicated in the top left corner. These should enter the game with the Soviet infantry unit when foreign intervention occurs.
1995: Milosevic's Last Gamble
Download the 1995 vmod file. In this game, the PCS system is used for a hypothetical conflict in the Balkans between NATO and Serbia (backed by Russia).
Unit's are color coded and bear 2-letter country abbreviations. Some that may not be obvious are:
- HR = Croatia (Republika Hrvatska)
- RS = Serbia (Republika Srbija)
- SI = Slovenia (Republika Slovenija)
Players have a choice of using the Air Mission sections of the main map or a separate Air Missions window.
1973: The Yom Kippur War
Download the 1973 vmod file. This entry in the PCS (the 5th iteration) comes with a better-organized set of standard rules. It is a step up in complexity, with its dual map situation.
- Stacking: Rule 3.6 says stacking to one infantry unit. Actually, this limit should apply to all units. Only one unit of any type per hex at the end of any movement or combat phase.
- Arab air units: Air 1 and Air 2 are Egyptian, Air 3 is Syrian (per Ray Weiss on BGG 1973 forum). Arab air units may execute missions only on their own front.
- Israeli air units may execute their assigned missions on either front.
- Arab reinforcements: There are two Moroccan reinforcements designated (in the published games) as "MEF" and "Maroc" (sic). If the Arab reinforcement result is "Morocco" both Moroccan units arrive. They are labeled "Mor" in the vassal module.
The strength chit mechanic provides a second random element in combat (along with the die rolls for each battle), but lasts until the end of the current turn. Once you determine how good a particular unit is going to be in the first half of the month, you have that certainty in combat during the second half.
It must be said that having two random elements in combat resolution is superfluous. All random elements can be subsumed into the die roll. But creating another unknown before the odds are determined adds to the suspense. You could draw a good strength chit, but then get a bad CRT roll (or vice versa).
It could be that the only reason that the untried units mechanic was invented was to keep players from slowing down a game with factor counting in order to attain a particular odds ratio.