Cauldron: Battle for Gazala After-Action Report David A. Vandenbroucke
[email protected] June 15, 2014 This is an after-action report of a solo play-through of Decision Games’ Cauldron: Battle for Gazala1, published in 2010. This game is part of DG’s “Fire and Movement” series of folio games. The series is an update of the SPI quad games line, for both World War II and later titles. Indeed, the design credits are given to Howard Barasch, who designed the game for the North Africa quad, and Redmond Simonsen is given credit for the cartography. Eric R. Harvey is credited for the redesign. While I never played the SPI North Africa quad game, I have played others of their World War II modern-era quads. Thus, I know the system well enough to spot the similarities and differences between the SPI and DG rules. The games are intended as small, quick-playing, and simple. There is no stacking, supply, or command control. The games use a differential CRT, with terrain integrated into combat resolution, essentially by providing column shifts. Both sets of rules use a move-fight player turns, in which the player is allowed to move and attack with all of his units as he sees fit. However, the DG rules add a mobile phase. Mobile units (armor and mechanized) that sit out the regular phases may instead move an attack in the mobile phase, which comes after. Thus, the player may commit reserves in response to the results of his regular player turn. Although the rules don’t specifically say so, it appears that each game turn represents one day.