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Decision: Iraq (2013) Board Game

Decision: Iraq is a wargame that simulates modern warfare in Iraq. It was released in 2013 by Decision Games, a publisher known for producing strategic and historical board games. The game is designed by Tom Willcockson and Joe Youst, with artwork by Decision Games.

Game Components of Decision: Iraq

  • Map: An area control map representing Iraq and adjoining areas, divided into “open” and “infrastructure” sections within each region box.
  • Counters: Large counters depicting Coalition Multinational Forces (MNF), Iraqi brigades, and Insurgent Militia, including SOF and Jihadi units.
  • Netwar Chits: Representing various fortunes of war, used for modifiers in recruitment, combat, and negation of opponent’s effects.
  • Chaos Event Tables: Used for resolving chaos events at the start of each turn.
  • Combat Differential Tables: For CIMIC, COIN (guerilla), and Kinetic combat, with variable results and penalties.

    How To Setup Decision: Iraq

    To set up the game, players deploy their units into the region boxes on the map, distinguishing between “open” and “infrastructure” areas. Each region box is named for a specific geographic area, such as the “Green Zone.” Players must ensure their units are correctly placed according to the scenario setup rules, which include initial unit deployments and Netwar Index starting values.

    Gameplay Mechanics and Game Objective

    Mechanics

  • Chaos Phase: Each player rolls 2D6 on their chaos event table to apply the results.
  • Mobilization Phase: Players use Netwar Points to purchase forces and Netwar Chits.
  • Movement Phase: Units move between region boxes or within the open and infrastructure areas of a region box.
  • Conflict Phase: Combat is resolved using combat differential tables, with different tables for CIMIC, COIN, and Kinetic combat.
  • Control Phase: Territories are controlled by the side with forces in the infrastructure boxes.
  • Attrition Phase: Occurs on “A” years, where Iraqi and Insurgent units may desert if in enemy-controlled territories.

    Game Objective

    The objective is to establish control over Iraq by having the most Netwar Points at the end of the 2008 turn. The game ends immediately if one player’s Netwar Index falls below zero.

    Player Experience

    Players experience a complex and dynamic game that simulates the challenges of counterinsurgency operations. The game requires strategic planning, especially in managing Netwar Points and choosing the right combat approach. The distinction between open and infrastructure areas adds a layer of realism, reflecting the need for forces to be embedded among the population to achieve stability.

    Pros

  • Realistic Theme: Effectively models the complexities of counterinsurgency operations in Iraq.
  • Deep Strategy: Requires careful management of Netwar Points, unit deployment, and combat tactics.
  • Variable Outcomes: Multiple combat tables and chaos events ensure high replayability.
  • Historical Accuracy: Reflects the real-world challenges faced by Coalition forces and insurgents.

    Cons

  • Complex Rules: The game has a steep learning curve due to its intricate mechanics.
  • Limited Playtesting: Criticized for being playtested by a small group of individuals, which may affect balance and realism.
  • Component Quality: While counters are praised, other components may vary in quality.

    Personal Thoughts on Decision: Iraq

    **Decision: Iraq** is ideal for wargame enthusiasts and those interested in military history, particularly the Iraq War. It offers a challenging and realistic simulation of counterinsurgency operations, requiring players to think strategically about resource management, unit deployment, and combat tactics. However, its complexity may deter casual gamers, making it more suited for experienced players looking for a deep and immersive wargaming experience.

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