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Oil War: Iran Strikes box art

Oil War: Iran Strikes

Players

1-2

Time

?-?

Age

?+

Weight

2.25

Rating

6.56

Fit

Teach 2.4

Teaching signal

Replay 4.0

High replayability

Interaction 3.8

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 2.8

Luck-sensitive

Table feel

The game has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to each other's strategies. However, there is a lower emphasis on cooperation in the game.

Replay value

The game Oil War: Iran Strikes has a high replayability score due to its high variability gameboard, the presence of expansions, deep strategic possibilities, and good scalability. The game offers fresh experiences each time it is played and allows players to improve their strategies over time. The player interaction score is also favorable. While the game may not be the easiest to learn, it offers a good balance between easiness and depth.

Luck profile

The final luck score for Oil War: Iran Strikes is 5.67, indicating a moderate influence of luck on the game outcome. Random elements have a notable but not exclusive impact on the game, and players have some ability to mitigate the effects of randomness through strategic decisions and planning. The game relies on a balanced mix of luck and strategy, with neither element dominating the outcome.

Overview

This near-future what-if wargame, designed by Ty Bomba, is an update and expansion of the classic old-SPI Oil War game from the mid-1970s. It has been released on the magazine Modern War. It examines an Iranian strategic alternative that’s becoming increasingly plausible in light of the draw down of US military strength in the Middle East. That is, just as it did in Cold War Europe, the prospect of both sides having nuclear weapons in this “zone of confrontation” may work to create a deterrent umbrella that, at least for some time, could allow for a potentially decisive conventional war to go on underneath the threat of “mutually assured destruction.” Oil War: Iran Strikes (OW) is a low-intermediate complexity design set in a timeframe of the near future – 2013 through 2017 – in which the Iranians may indeed have developed some kind of nuclear capability. At that same time, with the “War on Terror” having likely slithered to an indecisive end by then, and the US therefore likely fallen back into another post-Vietnam-type “neo-isolationist” phase, the possibility for a blitz-style Iranian conventional military victory – aimed at establishing and certifying Tehran as the hegemon of the Gulf region – moves to the fore. OW examines the strategic and operational possibilities and parameters inherent in the opening Iranian offensive of such a war. There are no rules for the use of atomic bombs or other weapons of mass destruction (WMD). The situation is on such a hair trigger in regard to that aspect of things, if one such weapon were to go off, many more detonations would be certain to follow. The idea is for Iran to gain a victory without resorting to “game changing” WMD. Each hex on the map equals 18 miles (30 km) from side to opposite side, and its coverage stretches from Turkey in the north to the UAE in the south, and from the Iranian border and Persian Gulf on the east to Baghdad and Riyadh on the west. Each game turn represents three days, with a full match covering the first month of the war. Units of maneuver are corps, divisions, brigades, and US brigade combat teams (BCT) of various kinds, each containing from about 5,000 to 15,000 men and/or 50 to 400 armored fighting vehicles or helicopters. The most up-to-date data available have been used to establish each participant country’s detailed order or battle, including the Iranian regular army (Artesh), Basij (martyr force) and Revolutionary Guards, along with the ground forces of Iraq (loyalist and insurgent militias and regulars, Kurds, and the “elite” Quick Reaction Force). There are also the armies of Kuwait, Saudi Arabia, Qatar, Bahrain, the UAE, Syria, Turkey and, of course, the US. Special rules cover such things as: sudden death victories and victories on points, variable phase sequences, US naval supremacy, unique Saudi combat5 characteristics, geographic and multi-national movement and combat restrictions, US locking zones of control, US bases, Kuwaiti border defenses, Iraqi unit defections, Al Qods terror attacks, massed Basij suicide attacks, Basra’s critical logistical status, Iranian airborne and marine units, artillery, combat engineers, airpower, UN intervention, unique US BCT capabilities, the legend of the 12th Imam, and much more.

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Credits

Designers

1
Ty Bomba

Artists

2
Larry Hoffman Joe Youst

Publishers

1
Decision Games (I)

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