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Golan: The Last Syrian Offensive box art

Golan: The Last Syrian Offensive

Players

2

Time

?-?

Age

12+

Weight

2.67

Rating

6.26

Fit

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.6

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

Moderate level of direct confrontation and strategic depth, with high frequency of interaction. Limited emphasis on cooperation.

Replay value

Golan: The Last Syrian Offensive has a high replayability score due to its high variability gameboard, quality expansions, deep strategic possibilities, and adaptability to different player counts. The game offers fresh experiences each time it is played and allows players to improve their strategies over time. The player interaction score is average, and the game is moderately easy to learn with a moderate depth of gameplay.

Luck profile

Golan: The Last Syrian Offensive has a moderate level of luck influence. While random elements like dice rolls and card draws have a notable impact on the game outcome, players have substantial ability to mitigate this luck through strategic decisions and planning. The game strikes a balanced mix of luck and strategy, with player decisions playing a significant role in determining the outcome. Overall, luck plays a minor role compared to player strategy and decisions.

Overview

From the Decision Games website: At the start of the 1973 Arab-Israeli War, the Israelis could only spare two brigades to defend the strategic Golan Heights. On 6 October the Syrians attacked with five divisions, three of them mechanized, supported by mortars, artillery, mobile SAMs, and a heliborne commando brigade. The Israelis were therefore badly outnumbered, but were quickly reinforced by reservists (much sooner than the Syrians had anticipated). More significantly, the Israeli Air Force appeared overhead to impede the Syrian assault. However, the Syrians' surface-to-air missile batteries proved at least partially effective against those aircraft. Thus, among other things, the battle for the Golan would test the preeminence of air support against the ascendancy of the SAM. Golan utilizes the new Fire & Movement combat system that's designed so players can augment their units with "support fire" during the course of the turn. From artillery to air strikes, units can receive support to engage enemy positions and formations, allowing combat to develop at all levels. But Golan also introduces a new element to the battlefield: surface to air missiles. The Syrians fielded numerous SAM batteries during their advance, downing many Israeli jets and compelling that air force to implement new tactics. A single armor battalion, for example — perhaps supported by air support — could be tasked to assault a lone enemy commando brigade defending a fort. As that attack gets underway, though, the air support may find itself under fire from a mobile SAM battery. More support will be necessary to take the fort, but assets are limited. In Golan the attritional design of the new Combat Results Table simulates the true nature of modern warfare. Units are typically two-sided formations that can incur casualties, accurately replicating the realities of combat and the high losses sustained by both sides during the Yom Kippur War. Winning is thus a matter of maneuver, firepower and asset management.

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Credits

Designers

2
Irad B. Hardy Eric R. Harvey

Artists

4
Eric R. Harvey Larry Hoffman Redmond A. Simonsen Joe Youst

Publishers

1
Decision Games (I)

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