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german version

Ruweisat Ridge Rating Note (1-10)
Graphic Presentation 5
Rules 8
Playability 7
Replay Value 7
Overall Rating 7

PRO The rules are very well written, innovative moce/combat system with interactive mechanic, integrating both players simultaneously
CONTRA Not suited for inexperienced players / Consim newbies

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Ruweisat Ridge
Review #1

written by: Andreas Ludwig
Graphic Presentation The map is printed on paper, folded twice, and the design is average. The map shows terrain features in a practical manner, the colors are eye-friendly. The most important local reference locations are printed on the map and allow historical references; the map contains all tables, CRTs and other helpful illustrations, so that it offers a good overview. The counters are average, too, but they do their job.
Rules The rules belong to the better rules you find in the wargaming sector. They are relatively short, text without additional graphics, but they don't contain any "black holes" - all questions raised during a game can be answered by a quick look at the rules. I'm missing an alphabetic index or catchwords, because things are explained and described in different phases and chapters. Since the rules are relatively short, you will find what you need anyway.
Playability Ruweisat Ridge is a fast going game concerning the actions that form the single turns: the units have very high movement factors because the game represents maneuver on an operational level. The basic mechanic is provided by a very interesting move-combat-system which permanently integrates both players. It is very interactive, which is something I like. This means, units change their positions, commit combat actions during this movement phase which allows the opponent to conduct own subphases in which he tries to stop the enemy with "opportunity fire" etc.. Changing initiative, movement, overrun, artillery support, assault combat, quick change of position by advance - which can lead to new overruns -, the (abstract) opportunity to call in air support, a clever system of activation and command points - all this allows exciting and fast gameplay for both players. The total playing time is quite long, a game can take some hours up to an entire weekend. There is a short version which ends after the 5th turn and which is decided by victory points, but this version is only recommended in order to learn the game. In the beginning, the game system is a little bit confusing and uncommon, but once you got a grasp of the single phases and steps, you'll certainly appreciate this interesting game system.
Replay Value The game doesn't include scenarios and portrays only one battle on the African front in a relatively small area - despite this fact, the replay value is quite high. This is caused by the impulse system which changes initiative between the players and due to the activation of the units by their respective headquarters - and these restrictions offer a thrilling random effect. Most certainly, each game you play will be different from your last game. I guess some day you will develop a working basic strategy, but Ruweisat Ridge promises a long-term motivation. Each unit is free to use the entire map in each turn - this high mobility allows many potential positionings and maneuver options.
Creativity Ruweisat Ridge offers a very innovative concept concerning the interactive phases because the movement phase doesn't only allow movement, but also combat, the combat phase allows movement etc.. It isn't based on the classic Igo / Ugo mechanic and if you never played this system before, it appears new and uncommon. The depth and possibilities within this game - despite the fact it has only a few rules - are amazing and it belongs to the best examples for proving that a not overly complex consim can nevertheless allow extensive gameplay.
Simulation Value The game simulates a small part of the African campaign and concentrates on the first battle of El Alamein. All important units are included in the game, the DAK, the 90th light division, different italian units such as the XX., XXI. and X. Corps, allied units such as the Newzealand Division, the 5th Indian Brigade etc.. Ruweisat Ridge has an astonishingly high simulation value which is caused by the innovative movement and combat system, two different combat methods (Fire and Assault Combat) which concentrate on specific qualities and advantages of the units and the terrain, and by the combination of useful abstraction effects with realistic "behaviour" of the units. So the game offers a very authentic "Africa feeling". For example, it is much easier to hit infantry than armor, but it is harder to elimate them, because they tend to become pinned and search cover. It's harder to hit armor, but if you do, they become elimated rather quickly. The units are separated into 3 main groups with their own reactions on attacks. Italian units are immobilized easier than german units, and it's recommended to attack them in assaults to get them off the game. The activation rules represent the historical problems between Rommel and the Commando Supremo, which forces the Axis player to plan his moves very carefully. This little consim does indeed a good job as a historical simulation.
Solitaire Factor This game can be played as a solitaire game, it belongs to the kind of wargames which integrate a random factor, thus enhancing the solitaire factor. But the main tension comes from the interaction between two players who don't have to fight against each other only, but against the restrictions they have to face in their specific situation as well. You may play it solitare, especially to learn the game system, but I would always prefer a two-player game.
Can be compared to: I don't know any game (from my own personal xperience) that could be compared to Ruweisat Ridge. I suppose Afrika Korps comes close, but it doesn't use the same interesting mechanics.
Short Review Ruweisat Ridge belongs to these litte, hidden treasures you can find in wargaming once you spend some effort on searching in older or unknown regions - for example, the magazine add-on games. A fast gameplay, few counters (meaning a quicker setup), historical authenticity, innovative concepts and few rules which nevertheless allow many actions! This is why this game belongs to my favorites. It should be mentioned that Ruweisat Ridge isn't suited for introducing consim newbies, the special interactive movement and combat sequences can be quite confusing for beginners, as well as the parallel use of two different combat systems. This requires some knowledge of the typical CRT use in consims. In addition, the fact that extensive maneuver plays an important role in the game, which leads to fast position changes, makes it quite difficult for beginners and inexperienced players to control the always moving frontline. Nevertheless, Ruweisat Ridge is a great example for a game proving that a historical accurate simulation can be realized not only on the monstergame level, requiring 100+ pages of rules, and it offers a good alternative to known fun wargames such as A&A which use as few rules, but don't have any simulation value. Both thumbs up for Ruweisat Ridge! It's a little gem imho.


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