MarketWar in Europe (game)
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War in Europe (game)

War in Europe is a grand strategic "monster" board wargame published by Simulations Publications Inc. (SPI) in 1976 that attempts to simulate the entirety of the European theatre of World War II from 1939 to 1945. One of the largest wargames ever produced, War in Europe features 4000 counters, four rulebooks, and nine maps that when placed together cover an area of 38.5 ft2. The game is nominally a three-player game, but each side can be represented by teams of players. SPI estimated the full game would take at least 180 hours.

Description
In 1974, SPI had produced War in the East, a "monster" wargame (having more than 1000 counters) that simulated the Eastern Front conflict between Germany and the Soviet Union from "Operation Barbarossa" in 1941 until Germany's surrender in 1945. Two years later, in 1976, SPI published War in the West, which covered the Allied-German conflict in Western Europe and North Africa. Later the same year, SPI published War in Europe, which combined a revised version of War in the East (henceforth called War in the East, 2nd edition) and War in the West. Players can either play one or the other, or can combine both games into one massive campaign covering the entire European Theater called War in Europe. Components • 4000 die-cut counters • 4 rulebooks: • Standard Rules (used in both East and West games) • Rules used only in War in the East 2nd Edition • Rules used only in War in the West • Rules only used in War in Europe • Nine 22" x 34" paper hex grid maps scaled to 33 km (22.5 mi) per hex • Various game aids and Combat Result Tables Scenarios War in the West • Poland 1939: four-turn introductory scenario designed to teach the rules. ==Publication history==
Publication history
In 1974, game designer Jim Dunnigan designed War in the East, a large game (3 maps, 2000 counters) to simulate the eastern front of World War II. The result was what critic Jon Freeman called "an ungainly beast with two thousand counters and poorly written rules. If anyone ever finished it, the fact has gone unreported." Dunnigan revised the game and in 1976 released a slimmed down second edition that had only 1000 counters. Critic Freeman called this version "a lot more manageable." War in Europe never entered the Top Ten. In 1977, SPI released a game extension called The First World War designed by Frank Davis, that used the War in Europe maps. Hobby Japan published a licensed Japanese version in 1979. Following the demise of SPI, Decision Games acquired the rights to War in Europe, and produced a new version with streamlined rules in 1999. Decision also published a computer version of the game. ==Reception==
Reception
In the five years following the publication of War in Europe, over two dozen articles containing in-depth analyses, variants and game replays appeared in Battle Plan, Moves, Fire & Movement, JagdPanther, Adventure Gaming, Battleplan, Boardgame Journal, American Wargamer, and Wargame News. In the October 1976 edition of Airfix Magazine, Bruce Quarrie reviewed War in the West, and commented on the game's physical size, saying, "the big problem is the game's sheer unwieldiness. The playing area is composed of no fewer than nine maps [that] occupies practically the whole of any normal room's floor! Similarly, there a no fewer than 2,400 game counters [...] while to replay the entire war in the West requires some 300 game turns. For the average board wargamer, this is far too much to cope with." Quarrie concluded "if the basic space and time is available, War in the West could undoubtedly be one of the most absorbing and challenging board games yet produced." British critic Nicky Palmer described the game as huge but not especially complex: a “”Big and Dumb” monster like Invasion America and Objective Moscow and "the king of the playable monsters" which he had actually played through over the course of a year, with the map and counters fixed to a wall with Blu Tack, a sight which had tempted visitors to his home to try a simpler game. The game is realistic enough “to simulate a good many of the war’s major turning-points” and capture some of the important causal factors. "The beautiful map and varied units ... make one itch to play it" but the basic land combat system is “pretty elementary” and “sometimes monotonous” as the fronts move “ponderously” ... “armoured breakthroughs are a little harder than historically and 1943 in particular seems to have a long hiatus in which neither side has the strength to do anything in particular”. The air system is “effective but abstract” and “Elegant, abstract” whereas naval rules are “almost non-existent” and rules for amphibious landings “insufficiently detailed”. “The heart of the game, and the only part which is sufficiently varied and complex to sustain interest throughout the game, is the production system” ... “the production rules, especially for Germany, give the most durably enjoyable aspect of the game: there are so many things which the Axis would love to build, and even the massive production apparatus which they build up is unable to satisfy every demand”. Germany will win many victories in 1939-42 only to see "a very clear picture " of units disappearing into “fragile lines” while “half the map remains unconquered as Soviet production starts to move into top gear”. “Soviet production is less interesting as it is largely determined by events" – first infantry then armour and artillery as the tide turns. “The game seems nicely balanced, with about the historical level of advantage to the Allies”. The outcome on the Eastern Front is largely determined by geography with massive battles as the Germans try to take Leningrad and Moscow. although “the Russians seem a little safer than in real life”. War in the West offers the best choice of scenarios, notably the 1940 and 1944 French campaigns whereas the Eastern Front sees “little alternative from hard grinding on the ground, after the initial shock attack [in 1941] has been absorbed”. In The Guide to Simulations/Games for Education and Training, Martin Campion commented on the difficulties of using this game in a college setting, saying, "the only way to play the game properly in a classroom situation would be to devote almost all the classroom time for a semester to it. It would also require its own room, which could not be used by any other classes." However, he pointed out that "the possibilities for role assignments are almost endless. [...] individual rules could be taught only to those people whose roles require the knowledge. The German production chief, for example, would learn about production but would not have to be concerned with the rules for combat." Campion concluded with a further warning: "this game would require a great deal of activity on the party of the instructor/referee." In Issue 50 of Moves, in a survey of wargames covering the Russian Front, Steve List called this "the biggest game of all [...] which could become a way of life." He concluded by giving the game a rating of B−, saying it was "a game no collection of multi-map monsters should be without." Fire & Movement named War in Europe one of the Top Ten wargames of all time. ==Awards==
Awards
At the 1977 Origins Awards, War in Europe was a finalist for two Charles S. Roberts Awards, in the categories "Best Strategic Game of 1976", and "Best Graphics and Physical Systems of 1976". ==Other reviews==
Other reviews
Moves #100 - Godzilla Returns: Phillip Evans • Fire & Movement #6 - Close-Up: War in Europe: Mark Saha • Fire & Movement #73 - World War II Anthology: Chapter 7: Global Wargames: Terry Lee Coleman • Boardgame Journal #2 ==See also==
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