by Herman (Ted) Bingham
Introduction by Hitler’s Reich Co-Designer Fred Schachter: A wonderful part of our beloved hobby of gaming is the opportunity to meet fellow enthusiasts through a variety of means. This was the case when I responded to a BGG Hitler’s Reich site post, captivatingly titled “Is Hand Size a Game Breaker?”, from the author of this article, Herman (Ted) Bingham.
What follows is an edited version of Ted and my posts and related emails converted into InsideGMT article form. Hopefully, you’ll enjoy this read which only goes to show that with a game such as Hitler’s Reich, initial impressions can be deceiving and its great fun putting a theory to the test.
Incidentally, if you’ve not yet viewed it, here’s a video from Hair Brained Games, a revisiting of the Hitler’s Reich Game after four years which features its Second Edition Rules: Hair Brained Games Revisit – Hitler’s Reich (GMT Games) – YouTube.
TED’S OBSERVATION
“I’ve been enjoying this game for a while with a regular opponent, my buddy Jacob Murray: playing back and forth tense games of Hitler’s Reich.
On our 7th game last Sunday, as the Allies, I didn’t take one area via an Attack Action. I just drove the Axis hand size to zero through repeated Event Actions.
There came a point when I realized the Axis could not beat me in Event conflict. His hand size fell to four cards, then three, then two, etc. He couldn’t stand up to my hand of eight cards.
During our “after action” debrief, we wondered if attacking hand size again and again was the one obvious strategy that breaks this game.
Has anyone else had that experience? If so, how do you counter that? Next game he’s going to do it to me!”
FRED’S ADVICE RESPONSE
“Hi Ted,
Just as Allied cards can be used to drive down the Axis Hand Size; the Axis counter-measure for that is to acquire cards which cancel that… such as Swedish Trade, Synthetic Fuel, and/or the Axis-Allied War Production cards. For each card which reduces a side’s Hand Size, there’s an opponent’s card to counteract it.
This should drive a player to seek another approach to victory…. such as on the map… for which the Axis has an early game advantage. A successful Blitzkrieg series of Attack Actions can take more than one Allied Production Center while a single Wolfpack Event Card only reduces the Allied Card Hand by one. That should distract the Allies from the described economic Event Card approach… particularly during the early war turns.
Then it may be the Allies who’ll need those economic cards such as War Production and Convoy to keep their Card Hand size “above water”.
Hopefully, the preceding provides a solution to what you and your opponent confronted.
Enjoy Hitler’s Reich: A Card Conquest System Game.”
RESPONSE TO ADVICE
“Thanks Fred,
What you recommend wasn’t happening for sure. The Axis was too busy trying to get me involved in land battles.
My friend will be the Allies this Sunday. I’m guessing he’ll try the same strategy. I’ll be ready!”
TED’S HITLER’S REICH GAME AFTER ACTION REPORT
“(BTW We use the Hitler’s Reich 2nd Edition Rules.)
I played the Axis on Sunday and made the mistake of doing Operation Barbarossa on my first turn. I lost hand size through a Blitz to Kharkov and never recovered. As predicted, my friend Jacob hammered my hand size via Events. My initial Event draw helped only in Land Conflict. So, using my high value Conflict cards in Barbarossa put me at a further disadvantage when it came to Event Conflict. Before the end of 1943, I conceded. Nothing I had in my Conflict card hand or with available Event cards on the table was working.
The good news is the following Sunday we again played Hitler’s Reich and I learned something. Always good, yeah? Me still playing as the Axis. My initial Event cards included Special Ops, which could improve my chances at winning Events a bit, if I ever used it! At the beginning of play with my Axis Conflict card hand front loaded with high value cards; I used that threat to bring out the Allies’ high value Conflict cards. He couldn’t afford to lose Event Conflicts for cards such as Wolfpack that would reduce his hand size.
But actually: I bluffed him and threw nothing higher than an 8! I just wanted his high value cards out of the way. When his Russian high value cards were gone, I did Barbarossa. Each battle (Attack Conflict) was a success. Now, he’s scared of what I’m going to do next, right? So he fortifies Russian Production Centers. I then learned what I suspected, but until then didn’t see, which is an important facet in the game’s tight economy: Placing Fortifications don’t get Bonus Actions. They’re a passive approach! He puts one down and I’m right back to menacing him.
I’m feeling good now about my increasing threats to the Allies and win the Franco Spain Event. In response, his final fort goes to Gibraltar. Then I win the Iraq Revolts Event and start crawling up the south of Russia. He admitted he didn’t see that coming. As one Production Center falls after another, he concedes.
TED’S HITLER’S REICH POST GAME ANALYSIS & PARTING THOUGHTS
As usual, we debrief after each game and now we saw for the first time that we weren’t even close yet to playing *all* of what this marvelous GMT game offers. For example, we spent 30 minutes imagining all the scenarios to use the Paratroopers Event in. Neither of us had yet to play it in 10 games! Oh, we imagined, oh the places we’d go!
Frankly, I would not have stayed with Hitler’s Reich without my friend Jacob’s insistence that we continue playing it. I confused short with lite and when I was not playing expertly after a couple games, I blamed the design. After sticking with it, I realized I just expected it to be a different game, a lighter game.
I’ve pushed cardboard and blocks around ZOCs for 40 years. As a wargamer, I’m better tactically, but competent operationally. So I was shocked at how hard I worked to outplay my opponent in Hitler’s Reich. The excitement, the uncertainty, the agony is in every play. It’s grand strategy with an emphasis on grand.
The more competent we become with Hitler’s Reich, the longer it takes to play. This is something I will talk about in my upcoming review (a teaser folks!). The length of the game depends on the competence of the players and their will to win. It isn’t AP (“Analysis Paralysis”) that makes this game longer to play, it’s the tug-of-war of constant tension between players. The design is brilliant, and it may be better than you, dear readers, thought it was. It certainly is better than I initially thought it was. If it wasn’t for my opponent seeing more in the game, I would have put it back on the shelf. Now, it’s on the table every week. Sadly, though, not during the 2022 holiday season.
Thank you Mark McLaughlin & Fred Schachter for this experience. Thank you for Hitler’s Reich. I hope it never goes out of print. It is the best game I have played in any genre. As a war game, HR makes you fight for everything. Every decision is a sacrifice. Learning how the parts work together and then putting them together for your good or your opponent’s harm takes many games to experience and appreciate. Maybe it’s an acquired taste, like Islay Scotch or caviar. Whatever, HR is under-rated, and is probably a better game than you think.
I won’t be playing any other wargame any time soon. I don’t want to. Neither does my regular opponent. Hitler’s Reich is a game we want to get good at. And after 10 plays, we can see there is so much more to get good at.
Here’s my favorite Hitler’s Reich review. I hope you enjoy it! Finally, here are a series of captioned pictures from the 12th Hitler’s Reich game Jacob and I played. It’s not a complete detailed replay; but should provide an impression of what the game’s about and the fun we had playing it.
Please note: I reserve the right to delete comments that are offensive or off-topic.