From: grue@cs.uq.oz.au (Pauli)
Newsgroups: rec.games.board
Subject: Line in the Sand
Date: 13 Aug 92 07:34:17 GMT
Reply-To: grue@cs.uq.oz.au
Organization: Computer Science Department, The University of Queensland, Brisbane, Australia

hi,
	We've got a group of people who have been playing TSR's A Line in
the Sand for a while now.  The game is easy to learn quick to play and
reasonably fun.  However, there is a problem: winning the two player
US vs Iraq scenario from the US side!

At first glance it appears that the US is going to have an easy time of
it...better units, better air-force, first attack, not too far to invade
to attain victory conditions.  The only down side is the lack of available
time (6 turns).  This seems to be the single factor that gives Iraq victory ---
the Iraqi army is usually looking pretty sick after 6 turns (the best result
for Iraq I've seen is about 8 unit left, the worst 2 or 3) and their air
force usually isn't by this stage.  But Iraq has always seem to manage to
hold onto two of the three victory cities (sometime capturing them back
at the end of the final turn --- there is an advantage in moving last).
In fact out of the 20 or so games I've seen, the US won one and then only
barely (and it was due to Iraq mis-management more than US ability).  I've
seen some close games that might have gone either way (but they did go
Iraqs way) and I've seen some major Iraq successes (like taking the offensive).

Note: I have seen the US player take two of the three sites only to lose them
again, so my experiences could be based upon bad luck whilst playing.  The only
time I've seen the US player take all three sites in a turn (it was turn 5),
they lost one of them that turn but still managed to win the game (Iraq had
abot a 30% chance to win on turn 6!).


What thoughts do other players of this game have?  What winning tactics
can the US player attempt?  What stratigies can Iraq use?  Does anybody
have some balancing house rules?  And have other people had the same
experience as myself (i.e. Iraq should win)?




As for stratigies, I've come up with some nice ones for the US but they
don't seem to save the day.

For the US:
	Stack all units double in the first turn but don't double up
your precious 6 factor armours (to get extra powerful attacks).  I don't
think it is worth the chance to double up two 6's in the hopes of a
break through.  Base six air-superiority air-craft in the double airfield
section in the east (reasons for this later) and your other aircraft pretty
much where ever you want.

	On the first turn, fly air superiority attacks against the Iraqi
airfields and shoot down the air force when it comes to intercept you
(no anti-air fire for missions against air-bases even if they're in cities).
You won't be subject to AA fire since it is possible to fly your missions
from the double airbase over the ocean and into Iraq from the north-east and
still be within range of pretty much everything.  This same procedure can be
used for flying ground attack missions against lone units behind the Iraqi
line without suffering AA from the front line.  If the Iraqi player has
been dumb enough to leave a single unit around, you might as well ground
strike it (the US usually has more than enough air power to strike pretty
much anywhere).



For Iraq:
	I like setting up 2 factor army corps along the front line in an
attempt to protect the better units for as long as possible.  I also like
to double unit everywhere so as to give maximum AA defence.  Forget about
your airforce, it isn't going to last very long anyway, but you might be
able to fly some missions against units out of intercept range for the
first turn or two so set up your all purpose unit in the northern-most
airfield and hope it survives.

	Try to maintain a doubled front line as long as possible and if you
have to have single units in your line put them in the west (you can shuffle
units down the line to fill holes in the east.  If necessary you can retreat
a single section which will gain you some safety since the US player will have
to choose move then attack which should limit any break throughs.  A slighty
more risky tactic is to abandon baghdad and retreat your units into the east
attempting to hold the other two victory cities.  Sometimes this is very
worthwhile later in the game (e.g. 4th or 5th turn) as it allows you to shorten
your front a lot.  Leaving a couple of units behind to plague the US is also
wise (they might even be able to retake your capital at the end of the last
turn if you've lost it).  If you get a breakthrough anywhere, send a unit
through (or 2 or 3 or 4 ...) if it can possibly still reach an air field or
city.  The US player must divert units to intercept you and will probably
divert ground attack planes as well.




Any comments?




        						Pauli

Paul Dale               | Internet/CSnet:            grue@cs.uq.oz.au
Dept of Computer Science| Bitnet:       grue%cs.uq.oz.au@uunet.uu.net
Uni of Queensland       | JANET:           grue%cs.uq.oz.au@uk.ac.ukc
Australia, 4072         | EAN:                          grue@cs.uq.oz
                        | UUCP:           uunet!munnari!cs.uq.oz!grue
f4e6g4Qh4++             | JUNET:                     grue@cs.uq.oz.au
--