- Russ Bunten (with Michael Conklin)
Critical Hit’s Ruweisat Ridge covers the first battles for Alamein in 1942. For you $24.95 you get a 28" x30" full color map, 6 scenarios, a PL campaign, SSR’s and a sheet of unmounted counters (note an additional scenario is available in CH’s online magazine #2).
THE MAP
Glossy paper (good quality paper though) has never been my favorite map material but it does not seem to be too bad here. The barren terrain doesn’t have too much problem with glare.
The map is obviously hand painted (never been the computer generated type myself so this is a plus in my book) and is not a bad product at all overall.
The main hill mass is the same color and texture of the escarpment overlay so it is a bit blotchy for my tastes, but it is the desert after all. In the center of the hill mass (all level 2) is a 7 hex cluster of level 3 hexes (Point 63), one of which is also a Crag hex. My opponent Mike and I would not even have noticed the Crag hex except it is mentioned in the SSR’s. This cluster is the focal point of all of the 6 scenarios (and presumably will be in the PL CG as well) so will see a lot of play. The level 3 hills are a bit dark (almost black) and the crest line between these hexes and the surrounding level 2 Locations is almost impossible to discern. On the bright side, this will rarely be a problem as the precise crest line won’t matter much.
At first glance, you’ll likely miss the subtle level 0 / level 1 crest line which runs from the lower west edge to the middle of the south edge. Once you notice it, you’ll realize that almost the entire map is level 1 or higher (much like RB is all level 1 or higher, except the riverbank area). Mike and I didn’t notice it until we decided that there must be some mistake and the level 3 Pt 63 hexes couldn’t be off limits to vehicle (due to a double crest line). We were relieved to see it. But again, this area of the map won’t be bothered with pieces much it seems so it should not be too big of a deal.
There are two extensive Deir (how do you say that anyway) areas (one each north and south of the ridge). The artwork for these Deirs reminds me more of the seawall in BR:T than the nice, soft artwork I’m used to seeing on the overlays but is livable. The cross-hatching along the edges really wasn’t necessary and detracts some from the overall impression. ‘Under the lights’ the inside of the Deirs look almost flourescent yellow (like they were shaded with a yellow highlighter). But this is also livable.
There are a number of sand hexes in these Deirs as well. At first Mike and I both thought they were Hillocks (due to the coloring and artwork). But then we noted the "brown hedges" on some of them and began to think that they were not Hillocks at all. Turns out they are Sand with some Low Sand Dunes on them. This is the only part of the map that "smells". These were done with some sort of colored pencil or crayon (in defense of the artist this was probably much more technical than that but it sure looks like it to us) and not even a good "coloring job" at that. My wife commented over our shoulder (pointing out one glaring spot that a stray mark extended outside the hex confines) that our son ‘Tony could color better than that’. The texture and even direction the artist used to shade them is obvious to the eye. They are a let down on what otherwise would be a very fine map.
The rest of the terrain is standard desert fare; crag, hammada-hammada-hammada, scrub and crests (which make their first appearance in the desert). I really dig crests but can see some problems rules-wise arising with some LOS’s that will involve up slope units looking at units in a (lip) hex of a Deir. Hmmm. Are these units the same elevation? Likely can be cleanly handled as if the units were on top of a Hillock so it may turn out to be a no brainer, but it seems that the Location of some of the crests could have more easily been handled with a Hillock to clear up any potential rules problems. Tough to explain without looking at the map. Once you get it, you’ll see the hexes I mean.
THE SCENARIOS
Standard CH! layout and format. Even on non-green paper. Easy enough to read and manage. Logically printed (1/2, 3/4, 5/6) and good quality. Though I did notice that 2 of the 4 scenarios take place somewhere other than The Ridge. Admittedly they are nearby (one says "Near Ruweisat Ridge" and the other says "East of Ruweisat Ridge") but I was surprised to see this in a historical release (especially since it takes place on the same map as the others). All of the scenarios use the entire map.
Three of the six scenarios have one side or the other comprised entirely of vehicles. I’ve never been too keen on the "no infantry" type so these didn’t thrill me but look like they could be fun anyway (I really am a desert rat). One night scenario, the rest are during daylight. All (but the night scenario of course) have either Heat Haze or Sun Blindness in effect so you’ll need to brush up on those (as well as "Stupid Vehicle Dust Tricks") sections.
THE PLATOON LEADER CG
Looks well thought out though maybe a tad short. But to be honest, I don’t do PL so I can’t really do any sort of even cursory review and give it any justice at all. Check it out for yourself.
COUNTERS (Michael Conklin)
Enclosed on the counter sheet are 5 Location control counters and 45 Captured vehicle counters. Except for the German 15-cwt trucks, these appear to be all used for the Platoon Leader campaign game.
These are all unmounted. There are two other problems besides being unmounted as far as I’m concern. The first is the back side of the counter is not provided. I know I can copy it out of the rule book or scan it my self, but I shouldn’t have to. If you are going to give me counters give me the complete counter. Also, no changes due to being captured? No reduce values on specialize ammo, Gyrostablizers, etc.
The second is the Critical Hit artwork. While for the scenario cards I don’t really mind, for counters I find it annoying. I don’t have all the vehicles memorized and trying to find where Bow Machine gun is, now I have to search the counter.
For those who care a list of the counters:
Italian captured British Vehicles: Marmon-Herr III ME x2, A13 MkI x2, Crusader I x2, Crusader II x3, Valentine II x2, Stuart 1(a) x2, Humber II AC x2.
German captured British Vehicles: A13 MkI x3, Grant(a) x3, Crusader I x2, Crusader II x3, 3-Ton x3, Valentine II x3, 15-cwt x3 (the scenario that uses 15-cwt needs 6 so British colored units will have to be used anyway), Stuart 1(a) x2, 30-cwt x5.
BOTTOM LINE
If you’re into the desert, you’ll like it. If you only have desert boards because they came with the British counters, then this probably isn’t for you. If you’re the "ASL = I buy It" type then what are you waiting for?
The only thing missing is a historical commentary for those who don’t know anything about Ruweisat Ridge.
Can’t resist giving it a grade because it irks so many people out there. Solid B.
A DESIGNER REPLIES
Dan Dolan
I’m going to respond to comments concerning Ruweisat Ridge so as to let people know there is someone to whom they can direct their comments/accolades/rants/hatemail. Me.
"Map: Glossy paper"
Yep it is on glossy paper. A CH decision. I personally liked the Timmes Orchard paper but what are ya gonna do.
"The map is obviously hand painted."
Yes it is. I did it with my non-artistic stubby little fingers. When I did it I thought it was just the playtest version and when Ray said he thought it was a "Nice map" and wanted to use it as is I coulda shat. Never ever thought of myself as an artist. The dark quality of the Pt 63 hexes is due to the computer printing of the water colors I used making it a bit darker than my original. You do have to search for the crag hex on Pt 63. I don’t think it is a big deal however as in most of the play it will be the only hex without trenches in it.
"you’ll likely miss the subtle level 0 / level 1 crest line"
Also note the two "islands of Level 1 terrain in the level 0 area in the SW corner around 0222 and 1224. This area comes into play in Gunner Halm and Heave to Fuka.
"There are two extensive Deir (how do you say that anyway) areas"
Your guess is as good as mine. I tried to show them as different from the Level 0 and Level 1 terrain. Once again I plead not artistic ability. A phrase I will be using more and more in the near future I’m sure.
"There are a number of sand hexes in these Deirs...These were done with some sort of colored pencil"
The sand hexes are inded done with a colored BEROL pencil. I realized after doing several of the sand areas that they would be mistaken for Hillocks but at that point I didn’t want to redo the entire map to change them. I also wanted to show that the sand DIDN’T cause Bog checks in adjacent hexes so I colored the entire hex. I plan on going to the more traditional colors in the future modules. But I’m probably still gonna need Tony’s help.
"crests (which make their first appearance in the desert)."
The crests were used to make it easier than having Hillocks on top of a Level 2 Hill. I thought players would find it easier to grasp the effects of crests rather than hillocks (which are a rules section I find mighty confusing, give me caves anyday.) You’re right though about how to handle it. Like being atop a Hillock.
I tried to capture the feel of the desert in my mapmaking but I gotta say I think it is on a par with the map from HoB’s B:RV. It’s a hand drawn map. There will be changes made in the future ones now that I know what the computer printing does to watercolors. As to it not being acceptable, all I can say is some people like it. I think I can do better and will try to in the future.
RR Question Map errata
For some reason one of the playtest groups renumbered the map using a letter/number system. This crept into the final draft by God knows what form of evil. We caught it and I thought it was corrected prior to print. But it is in there so I will try to explain.
The lettering begina with hex A1 in the upper NW corner ie.0101 is A1. Hexrow 2 is B Hexrow 3 is C etc. Hexrow SS was cut off the map for printing purposes.
These are the ones I can see right now for which I apologize. I hope there are no more to come.
Change the entry requirements in Alamein #5 to read 4408 or 4417.
I think this is the only place it is in a scenario.
Correct FSR 1 use (Deir ex:4017) (Sand ex:1902) (Sand Dunes ex:2802/2803).
The seven hexes of Pt 63 are 2012, 2013, 2112, 2113, 2212, 2213, and 2313.
Change FSR 7 Ex to read [EXC: 4410-4413 are NA].
"Counters"
This will be a major concern to some. It was a decision Ray made to get RR out as early as possible. Having mounted counters would have delayed RR by perhaps 2 months. Are the counters necessary to play any of the scenarios, not really. They are useful in the CG. But due to the court settlement I think CH cannot use the AH counter layout so they aren’t even real vehicle types. For those who need to heave the counters, blow up the armory page and color and mount them. You’d get a better counter, just my opinion. They’re an added piece of Chrome that I thought would be nice to have. When this was originally submitted to CH I thought they would be able to print up AH style vehicle counters. That, it turns out was not the case.
If the lack of mounted counters is gonna stop you from buying this module, so be it. Ray did however lower the price $5 from the original price.
"Scenarios:"
The use of the terms "Near RR" and "East of RR" are due to the fact that actions in the desert usually refer to the nearest landmark. RR is the nearest landmark. I tend to design ASL scenarios to be played as a "game" not the counter per man style of the All American type product. I like to stay within the game system and not incorporate a great many SSR’s and new rules. If ther are any "Holes" that are found please feel free to let me know and I will attempt to rectify the situation.
I also feel that a designer should have the ability/desire to see his baby become all it can be. This sometimes might require things to change. Perhaps a scenario might be found to contain some hidden quirk that new play brings out. I think a designer should be able to go back and change things that the light of day shows to be flawed.
Jan Spoor said "what is really important in the long run about both these modules is how the scenarios play out". This is my hope also, this is what I strive for as a designer. The playability of the scenarios and CG’s are the thing that make or break a product.
In closing, I hope that those of you who buy this module will enjoy it and feel free to drop me a line letting me know your opinions. I know there are some who feel CH can’t do anything right but that is your opinion and as you are entitled to it I am entitled to mine. We do however have one thing in common, we all seem to like this damned game.
CRITICAL HIT RESPONDS
Kurt Martin
We all liked the original Dolan Drawing version of the map, so it wasn’t changed too much before it went to the printer. As usual, the printer decided that purple SS I mean Really Dark Brown would be the color for the hilltop. But as Russ points out, it doesn’t matter much in the game, thankfully.
The counters were a toss-in. We never needed them in the playtesting and I probably won’t cut them out.
There was no ‘rush to get RR’ out that required changing components. CH originally marketed the game and spec’d it without die cut counters, then flirted with adding extra value to the game with counters. Suddenly everyone lost their job at AH one day and the ASL market was sent into a tizzy. CH lost hundreds of RR pre-orders in the panic.
Officially, these optional counters are meant to be replaced by using any other wreck counter when knocked out or just use the existing die cut counters in their usual colors.
Q. Do we treat the captured British AFV’s as Axis AFVs? Are there any restrictions in ammo? Do the Italians still use the red to hit numbers?
A. Yes. No. Yes.
So Ruweisat Ridge it the best module of the year (in some folks minds).
I'm sorry, I've seen it, and I won't waste my money on it (even at Boulder Games prices).
It has a map that looks like a first grader colored it with a crayon. But what is worse, it has unmounted counters with _NO_ backside representations. I guess I'm supposed to Xerox existing counter backs and glue those onto the counter's backs.
What's more it follows a bad CH! tradition; placing game charts, into, etc. on the silly binder the module comes in so I must Xerox those, or keep the silly binder forever.
Sorry guys, this is _not_ my cup of tea.
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