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are printed on the map and allow historical references; the map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. |