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BuiltWithNOF

'Attack' from Eagle Games

Phil has a 'good' idea - why don't the Ragnars have a bash at brother-in-law Nick's? It's convenient for Slade, and it's only fair that Phil gets a turn at driving. In retrospect, as decisions go, it is probably on a par with that one of Adolf Hitler's - you know, the "a break-through will be easy - now where shall we choose - why not here? - at - how do you pronounce it - Stalingrad?" However, the latter part of the evening is, at this point, still some two hours away.

First up is Phil's birthday present from Kendall (the annual exchange of expensive birthday presents that ensures a regular turnover of new games, but without having to explain major investments in the German boardgames economy). The game is Attack - new out from Eagle games. Phil has already spent a large part of the 5th Test Match hacking a mind-boggling assortment of Airfix-style plastic tanks, aeroplanes, guns and infantrymen from off their plastic sprues, and is enthusiastically ready to go.

Attack rather ambitiously claims to put players in the role of politicians at the start of the 2nd World War. This is perhaps a little generous - whilst Britain might claim to own South Africa and part of Canada with some justification, Patagonia is pushing it somewhat. Basically, this is Risk, with a 'lively' combat system, and simple economics. But undaunted, the Ragnars pile in to it.

And yes, the combat system is lively. Perhaps a little too much so. Nick uses a vast proportion of his initial forces - 6 infantry, 3 tanks, 1 artillery and 1 aircraft to invade some remote area in northern Canada (?). Waiting there is a random hotch-potch of units who proceed to all but wipe out the invaders. Somewhat shell-shocked, the other Ragnars tone down their ambitions.

But in essence, that's what the game is. Create massed armies, try to take territory and then watch the body count pile up (not unrealistically so, one might say). The final turn is dramatic enough, but oddly reminiscent of History of the World! As each player finishes their turn, they begin imparting advice to the current player. Phil edges it ever so slightly, as Nick's final aircraft fails to destroy Steve's final infantryman. A further point is that the rules say the game lasts until someone is wiped off the board - possible in a six player game, but highly unlikely in the three player game. For no reason the final turn is scheduled to begin at nine o'clock - not terribly satisfying.

Very curious. Suspicions are voiced that the best tactics look like letting other players do the hard work, and then piling in on the remains of their forces. The simple, neat naval combat rules are used just the once - Slade puts a destroyer to sea in the first turn and not until the penultimate turn does Phil challenge and wipe it out. Nick contemplates his naval throughout the game without building a single ship. Hmmm. A frustrating game - not far from being a cracking fun combat game, but just a little lacking.

However same could not be said for Phil's finale. Halfway through a competitive game of Modern Art Phil contrives to deposit half a glass of red wine over new curtains, new paintwork and new tablecloth. He is traumatised. Nick shows unbelievable courage in the face of adversity, and ushers Phil and Slade out before breaking said news to equally tolerant fiancée.

Footnote: the good news is the red wine washed out of the curtains and tablecloth; the bad news is the tablecloth shrank six inches. But not for nothing is Nick a state-of-the-art cutting-edge software designer. He washes the second curtain and, miraculously, Phil remains on their wedding guest list.

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