SINCEREST BEST WISHES FOR A SUCCESSFUL AND HAPPY NEW YEAR!2 commentsWith 2009 Coming to an End, It is Time to look forward to 2010![]() From its start, this Blog’s essays have centered on presenting highly-detailed game profiles and operational analysis of traditional board-style wargames. However, in addition to these regular, game-related posts, the site has also occasionally offered commentary on other subjects as diverse as movie and book reviews, our national Holidays, convention announcements and updates, and even a few posts to cover important breaking hobby-related news. This basic format will not change appreciably with the advent of the New Year. On the other hand, what really matters is which subjects you, the “Blog’s” visitors, really want to see featured in the coming year. And for that reason, I have listed a number of topics that I have either begun work on, or that I expect to write about, in the next few months. If any of these or other subjects are of particular interest, please let me know via the comments section of this post. Possible Topics for Future Posts
Any comments or suggestions about the preceding list or about the future direction of this Blog in the coming year are welcome. Hopefully, “Map and Counters” will continue to be a site worth visiting regularly in 2010. That, at least, is my sincere wish. The year that is now ringing to a close has, for a variety of reasons, been a difficult one; let us all pray that 2010 will be a much better time, in every possible way, for us all! ![]() ![]() TRICKS OF THE TRADE: THE GENERAL LOOKS AT 'MIDWAY'4 commentsAn Exhaustive List of the Good, Bad, and Indifferent 'MIDWAY' Articles that Appeared from 1964-79 in the Avalon Hill GeneralMIDWAY is a historical simulation of the crucial carrier battle between the naval forces of Imperial Japan and the United States that occurred in the Central Pacific near Midway Island, on June 4, 1942. In this aircraft versus ship engagement, the Japanese advance across the Pacific was decisively defeated and turned back by a few hundred intrepid American naval airmen. More than any other single fleet action in the long Allied struggle against Japan, this battle — in which the surface vessels of the two opposing fleets never came into view of each other — represented the strategic turning point in the Pacific War. In the course of a single day’s combat, four of Japan’s best fast carriers were sunk at the cost of a single American flat top. It was a blow from which the Imperial Japanese Navy would never recover. MIDWAY was designed by Larry Pinskey and Lindsley Schutz and published by the Avalon Hill Game Company (TAHGC) in 1964. * * * ![]() ![]() Interestingly, in the course of my study of the game, I quickly discovered that the usefulness of the different articles presented in the General tended to vary inversely with their publication dates. The early pieces were usually of little real value, and occasionally even counterproductive. The later articles, on the other hand, were, with a few notable exceptions, much more instructive. The writings from acknowledged MIDWAY experts like Harold Totten and William Searight were particularly valuable in helping me to grasp the nuances of this classic title. And even Don Greenwood — who, before he decided to specialize in losing at BREAKOUT: NORMANDY, was a fearsome and diabolical MIDWAY player — provided many useful insights into the finer points of evasion and maneuver on the search board. And the end result of all my study? I freely admit that I didn’t win every one of my subsequent games, but I did win quite a few; and most importantly, I never again suffered the types of crushing defeat that I had endured during my first late-night attempts at MIDWAY. Which brings me, finally, to the purpose of this list: my hope is that some of my readers will be inspired to revisit this great old title; and further, that they will benefit, as I did many years ago, from the expert analysis contained in the insightful articles written by some of the best players to ever sit on one or the other side of a MIDWAY search board. So, for those of you who still have a pile or two of old issues of the General gathering dust somewhere around the house, or who have a friend who has a lifetime’s stash of gaming magazines stacked up in his game room, this list is for you. Even if you read all or most of these General articles a very long time ago, I encourage you to go back and give them another look. You might even find it hard to put some of these old Generals down, once you start turning through their pages! For no particular reason, I have arranged this rather long list in chronological order, from the oldest (1964) to the most recent (1979).
I should probably note, by the way, that in addition to this batch of articles, there are actually a number of other MIDWAY essays and “Series Replays” that appeared in the General after 1979 but that — because of a lack of time (read: motivation) on my part — did not make it onto this particular list. On the other hand, who knows? I may yet get around to cataloging these remaining pieces at some later date. In the meantime, this compendium of early articles on one of Avalon Hill’s first naval games should be complete enough to satisfy most of the long-time gamers who, like me, still have a “soft spot” for this classic design. Sadly, MIDWAY, like a number of the other great old games, has been out of popular favor for some years now; which is really too bad because this title — despite its dated graphics, and its “baby” blue and “frou-frou” pink counters — was, besides being a fast-moving and exciting game, actually a ground-breaking design in its day; and, I may be old-fashioned, but I still enjoy playing it whenever I have the opportunity. Finally, for those gamers who are relatively new to the hobby but who would, none-the-less, still like to check out some of these early MIDWAY articles, your situation is far from hopeless. Happily, there is an internet site (see my “helpful links” sidebar) that offers reprints from the General; alternatively, for those who insist on getting the “real thing,” there are also almost always old copies of the General and other hobby publications surfacing in the “board wargame section” on eBay. So, one way or another and with a little patience, interested gamers should still be able to track down quite a few, if not all of these early pieces, given enough time. VG, THE CIVIL WAR (1983)7 comments
THE CIVIL WAR: 1861-1865 is a strategic level simulation of the American War Between the States. The game spans the years 1861-1865 and focuses on combat operations in the three main theaters of the Civil War: the East, the West, and the Trans-Mississippi. THE CIVIL WAR was designed by Eric Lee Smith and published by Victory Games, Inc. (VG) in 1983.
HISTORICAL BACKGROUND![]() Finally, in mid-July, the 35,000 enthusiastic but poorly-trained Union troops bivouacked around Washington, D.C., stirred to action and began to lumber south. The Union commander, Brigadier General Irvin McDowell, although deeply skeptical about the battle-worthiness of his freshly-minted army, had at last reluctantly succumbed to political pressure and ordered his soldiers to move against the Confederate Capital at Richmond. Barring McDowell’s path were 20,000 Confederates under the command of the same Rebel general who had accepted Fort Sumter's surrender only a few months earlier, General P. T. Beauregard. The location and approximate strength of Beauregard's force was no mystery to McDowell; nor did its presence cause the head of the invading Federal army undue concern. Unbeknownst to the Union commander, however, an additional 12,000 Rebel soldiers from the Shenandoah Valley, under General J. E. Johnston, were already rushing to Beauregard’s aid. And by the time the slowly advancing Union troops at last encountered the first Confederate pickets, fresh reinforcements for Beauregard’s army were only miles away. The two opposing hosts — both composed mainly of green recruits and 90-day enlistees — spent the day after their initial contact with each other engaged in desultory sniping and minor skirmishing, but with no serious fighting. This brief period of relative calm did not last, however, and on 21 July, 1861, the two armies violently crashed into each other near the hamlet of Centerville, in Virginia. ![]() ![]() DESCRIPTION![]() ![]() ![]() ![]() ![]() ![]() The victory conditions, as might be expected, vary according to the scenario being played. They are also, thankfully, both intuitively logical and historically reasonable. As was the case in the real war, the political significance of attaining certain geographical objectives, particularly the control of the Border States are often central to both players’ plans. Play balance in THE CIVIL WAR, although far from perfect, seems to fall within acceptable bounds; which is to say that, with skillful play, either side has a decent chance of winning. A PERSONAL OBSERVATION![]() Hardy’s older (1977) WBTS design places far more emphasis on the historical problems that arose from the mobilization and organization of the manpower and economic resources of the North and South. The weekly game turns and low movement factors of the ground units, combined with the virtually perfect information available to both players about the disposition of enemy forces, means that campaigns have to be planned well in advance. Sweeping maneuvers and stunning surprises are, with the exception of rail and naval movement, almost never a factor in the game. Moreover, the combat and leadership rules for WAR BETWEEN THE STATES, although somewhat cumbersome, tend to reproduce the bloody and inconclusive battlefield results that actually characterized most of the engagements fought during the Civil War. The issue of leadership illuminates another frustrating, but historically accurate facet of WBTS: leaders are so scarce — particularly in the early phases of the war — that both sides have no choice but to place incompetent generals in positions of command. And then there is the Strategic Production Cycle that shows up every four game turns. Some players love this aspect of the game, and others just hate it. However, for those McClellan-style plodders, like me, who actually enjoy a heavy dose of administrative and organizational detail, WBTS is probably still the best strategic simulation — despite its several well-documented flaws — ever published on the War for Southern Independence. Eric Lee Smith’s 1983 design, THE CIVIL WAR, takes a very different approach to America’s bloodiest conflict from that of Irad Hardy’s WAR BETWEEN THE STATES. The two-month game turns and limited intelligence baked into THE CIVIL WAR game system makes for a much more dynamic and free-wheeling (read: nerve-racking) gaming experience. Major surprises are almost nonexistent in SPI’s WBTS; they seem to be almost commonplace in Smith’s newer simulation. By the way, one nice little historical touch in THE CIVIL WAR that is usually absent from games on this subject is that, as the war progresses and the Union naval blockade really starts to bite, Confederate rail capacity steadily deteriorates. This is a little detail, but it is one of many that give Smith’s design its unique flavor. On the down-side, several of the subroutines in THE CIVIL WAR seem almost too simple; and the outcomes of battles, although bloody enough, seem somewhat more decisive than was the case historically. That being said, Smith’s Victory Games design will probably appeal more to the R.E. Lee or Grant-style gamer than WBTS would. THE CIVIL WAR may not have the historical simulation chops that WBTS does, but it is still a richly-textured and challenging treatment of America’s costliest war. So where does all this leave us? I suppose that one way to put it is that, if I, personally, could only own one Civil War monster game, then, hands down, that game would have to be WBTS; if, on the other hand, I could add one more Civil War monster to my collection, then that second game would probably be THE CIVIL WAR. This is not to say that the Victory Games title is for everyone. This is not a simple game; and learning its game system, even for experienced players, takes a bit of work. For this reason, while THE CIVIL WAR is a good choice for those seasoned players interested in a detailed treatment of this tragic page from American history; given the sheer scope and complexity of its design, this title is probably a very poor choice for the inexperienced or casual gamer. Alternatively, for those novice or casual players who would like to own a smaller, more manageable (read: non-monster) game that still covers the entire Civil War, and not just a single battle — and for experienced players looking for a great 'beer and pretzels' game, as well — I strongly recommend GDW’s little gem of a game, A HOUSE DIVIDED, in any of its several versions. This title is an excellent game in its own right; it is also a challenging, fun, and very playable alternative to the other more complex simulations discussed in this profile. Design Characteristics:
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Recommended ReadingSee my blog post Book Review of this title which is strongly recommended for those readers interested in further historical background.. THE WEST POINT ATLAS OF AMERICAN WARS (Complete 2-Volume Set) . Also see my blog post Book Review of this definitive three volume work on the officers of the Army of Northern Virginia by Douglas S. Freeman. . Also, for those interested in battlefield maps, the "museum book" collection of historical Civil War maps by William J. Miller, released in 2004, or the atlas compiled by Stephen Hyslop in 2009 of Civil war battlefields are worth collecting. Recommended ArtworkThis Giclee print of a map of the Battle of Gettysburg is suitable for framing and makes a nice wall decoration for a game room with a Civil War theme.
2010 BOARDGAME PLAYERS ASSOCIATION (BPA) MEMBERSHIP RENEWALS ARE DUE0 commentsDiscounts on BPA Membership Fees for 2010 will Expire SoonIt’s hard to believe, but it is actually that time of year again. Although the WBC Convention in Lancaster, PA is still a little over eight months away, those gamers who are planning to attend this or any of the other premier gaming events that are hosted by the Boardgame Players Association should start making their arrangements now. This means, among other things, that you “grognards” out there all need to renew your BPA memberships for the 2010 convention season. ![]() Time is running out, so those gamers who wish to vote on next year’s WBC events and who also want to receive a discount (and who doesn’t?) on their BPA membership fee for the coming year should mail in their BPA dues and 2010 WBC event ballot on or before January 2, 2010. Not only could Don Greenwood use the cash right after the Holidays, but a December membership renewal enables next year’s convention attendees to save a little money on their BPA 2010 tournament entry fees; more important, it also allows interested players to vote on their favorite game titles for inclusion in the 2010 WBC tournament event calendar. And if all that weren’t enough, those players who mail in their dues for a “sustaining” or higher level (read: more expensive) membership before the year’s end also get a “free” BPA tee shirt. How can anyone turn down a deal like that? To register or renew your BPA membership for the coming year’s tournament and convention events, click on this link to the Boardgame Players Association website 2010 membership page. MERRY CHRISTMAS & HAPPY NEW YEAR (SORT OF)0 commentsThoughts on an Uncommonly “Dickensonian” Christmas SeasonThis post is a belated, if somewhat somber Holiday Greeting to all of the visitors who, by one path or another, have found their way to the pages of this Blog during the preceding year. I sincerely appreciate your interest in my sometimes peculiar and always frivolous musings. However, I must confess that in the days leading up to this Christmas Holiday, I had a hard time deciding on what, if anything, to post about the current Holiday Season. We seem to be living through a troubling, even an anxious period in our history; for that reason, the usual festive mood of this time of year seems noticeably muted. Maybe it is just me, but Charles Dickens’ A Christmas Carol has never seemed more poignant or appropriate than it does right now. ![]() Traditionally, of course, the celebration of Christmas is both an uplifting period of religious renewal, and a festive time for gift-giving and for the gathering together of friends and family. That, at least, is what we and most of our friends typically expect during this, the “happiest” time of year. The Christmas of 2009, on the other hand, has turned out to be a very big let-down for a great many Americans. And, as the present year rapidly winds to a close, I think that it is fitting that we remember the millions of our fellow citizens who are presently without work and who now, through no fault of their own, find themselves facing serious financial hardship. This situation is especially troubling because, in many cases, their plight could actually be far worse. ![]() In point of fact, this Holiday Season would be even more difficult for many struggling American families without badly-needed assistance from the privately-funded charities and other non-profit organizations that tirelessly labor on the behalf of those in need. Thus, I think that it is important to remember — particularly when economic conditions are tough, as they are now — that the many worthwhile charities that work in our various communities across the country all depend on the voluntary contributions of individual donors. In times like these, private generosity — not just at Christmas, but year-round — really matters. It truly is “more blessed to give than to receive.” ![]() In addition, I think that it is fitting that — at this time of year, particularly — we direct our thoughts and prayers towards the American servicemen and women who daily face an implacable enemy on our behalf in many distant and dangerous corners of the world. They are the first and truest guardians of our way of life, and their overseas’ deployment is a hardship that must be borne both by them, and by their family members back home. For that reason, I urge that we all take the time to remember and honor those fellow Americans who, because of their military service, are bound by duty to spend this and other Christmases separated from their families and loved-ones. Their ongoing gift to the rest of us, because of the many sacrifices that it entails, is a very special one, indeed. ![]() Finally, as we approach a brand new year, let us all fervently hope that it will, in due course, end on a more up-beat note than 2009! Perhaps, the worst news really is behind us; if so, then ever the optimist, I will, with fingers crossed, wish everyone a Happy New Year for 2010. TAHGC, RICHTHOFEN’S WAR (1972)6 comments
RICHTHOFEN’S WAR: The Air War 1916-1918 is a tactical-level simulation of aerial combat in the skies over France during the years 1916 to 1918. Each player maneuvers his own plane in an effort to match or exceed the aerial victories of Germany’s legendary Ace, the “Red Baron.” RICHTHOFEN’S WAR was designed by Randal C. Reed and published by The Avalon Hill Game Company (TAHGC) in 1972.
HISTORICAL BACKGROUND![]() ![]() DESCRIPTION![]() ![]() ![]() A PERSONAL OBSERVATION![]() In the case of most of the tactical-level “also-rans,” I suspect that the failure of these games to achieve wide-spread popularity is usually not the result of a poor choice by the designer of subject matter, or even of an unappealing design platform; instead, I believe that, more times than not, it is because of the strong “miniatures” flavor attributed to many of these titles. Miniatures usually means record-keeping, and gamers, with very few exceptions, do not like to do paperwork. For this reason, I have noticed that both initial player interest and continuing enthusiasm for a new game tend to diminish in inverse proportion to the amount of writing that the game’s design requires of its players. In short, the more detailed a game’s move-by-move records appear to be, the more the typical wargamer’s eyes glaze over. There may be exceptions to this general rule, but they are rare. [Don’t believe me? Then try this little experiment: the next time that you attend a major wargaming convention, see whether it is easier to corral an opponent for WOODEN SHIPS & IRON MEN or for a game of WAR AT SEA. Speaking for myself, I’ve read every one of the HORNBLOWER novels, and, having tried the game twice, I confess that I really don’t have any interest in ever playing WS&IM again.] This type of thinking, I freely admit, tends to produce a lot of player resistence to some pretty good games. But it also means that I understand why this anti-movement pad bias is so wide-spread in the hobby. Unfortunately, it is probably also the case that this reflexive prejudice, on the part of many gamers, is often ill-founded and unfair. Such, I believe, is at least partly the case with RICHTHOFEN’S WAR. Admittedly, this simulation of World War I air combat requires players to repeatedly make entries on their individual Aircraft Status Sheets as the game progresses; but, as previously noted, using these game records is really not that big of a chore. And this turn-plotting process gets a lot easier with a little bit of practice. Based on my own experience, I have found that it is really not the record-keeping, but rather the three-dimensional aspect of RICHTHOFEN’S WAR that poses the greatest initial challenge to many new players. This feature, intrinsic to all tactical-level air games, requires a little getting used to — if only because of the two-dimensional nature of the map and counters — but even this turns out to not be as big a challenge as might be supposed. In fact, a few short games are usually all that are required to familiarize most players with the basic ins-and-outs of three-dimensional maneuver and combat. Thus, while the mechanics of this game system might appear to be complicated, they really aren’t. Is RICHTHOFEN’S WAR the best simulation of World War I aerial combat in print? Even when using some of the post-publication rules modifications, almost certainly not; but nor is it the worst game of its type, either. So granted, KNIGHTS OF THE AIR is both a better game and a much better simulation; however, it also has a significantly more complicated game system and, for this reason, it is much more difficult for a novice player to quickly master the game's basic rules. RICHTHOFEN’S WAR, in spite of its faults, is at least comparatively easy to learn and, unlike a number of the other aerial warfare games, is still both relatively inexpensive and easy to find in the resale market. For this reason, and because of its overall playability, I feel comfortable recommending this title; even for players who have no particular fascination with aerial combat. Moreover, because of its colorful, readily-identifiable subject matter and first-class graphics, RICHTHOFEN’S WAR is probably a reasonable choice not only for the experienced player, but also for the casual or even the social gamer with a passing interest in history. Design Characteristics:
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SPI, NATO (1973)5 comments
NATO is a brigade/division level game, based on the KURSK Game System, which simulates a hypothetical attack by the Soviet-led Warsaw Pact forces on Western Europe in the 1970’s. NATO, like many of the early SPI offerings, was originally published using the white tombstone style cardboard box format. In the mid-seventies, the game was repackaged using the more familiar SPI plastic flat-pack described in this profile. NATO was designed by James F. Dunnigan and published in 1973 by Simulation Publications, Incorporated (SPI).
HISTORICAL BACKGROUNDAlmost from the day that Nazi high command surrendered to the Allies in 1945, a newly-partitioned Germany became a flashpoint for Cold War tensions between the Eastern Bloc, controlled by the Soviet Union, and the Western Allies, under the leadership of the United States. On 24 June 1948, the Soviets blockaded Berlin by closing off all rail and road access to the city in an attempt to gain complete control of the divided former German Capital. The United States, Great Britain, and other members of the British Commonwealth responded with the Berlin Airlift. Hurriedly organized and directed by American general Curtis LeMay, the relief operation proved to be a stunning success. At its peak, the airlift was delivering over 13,000 tons of food to the beleaguered city every day. Clearly, the cooperation between East and West that had won the Second World War was at an end. However, one positive, if indirect outcome of the Berlin Airlift was the formation, on 4 April 1949, of the North Atlantic Treaty organization (NATO). Faced with an embarrassing political and military failure, the Soviets finally ended the blockade on 12 May 1949. However, they did not abandon their designs on achieving control of West Germany.![]() Originally, NATO was little more than an administrative organization composed of America and democratic Western European States, but with the outbreak of the Korean War in the early 1950’s, the military component of the organization quickly became the dominant feature of the coalition. The Soviets, confronted with a strong and stable military alliance between Western Europe and the United States, reacted in kind; on 14 May 1955, the eight Communist Countries of the Eastern Bloc formed a military alliance of their own, known — because of the site chosen for the treaty’s formal signing — as the Warsaw Pact. Two great hostile military alliances now faced each other, one on each side of the “Iron Curtain.” ![]() British Army of the Rhine (BOAR) APC, Paderborn Germany 1971 Given the ongoing belligerence of the Communist leadership in the Kremlin; their ruthless suppression of the peoples of Eastern Europe, and their aggressive political adventurism in Africa and Latin America, the possibility of a Warsaw Pact invasion of Western Europe became, by the late 1950’s, a key feature of NATO planning as the Cold War continued. The two most likely routes for a Soviet mechanized offensive into West Germany were obvious: the North German Plain, and the Fulda Gap. The British Army of the Rhine was entrusted with covering the North German Plain; while the US Vth Corps was assigned the initial defense of the Fulda Gap. If the Soviets attacked without warning, these British and American formations would have to halt the Warsaw Pact offensive long enough for reinforcements from the other NATO countries to reach the front. Permanently arrayed against these British and American trip-wire units were mechanized divisions from the Soviet, East German, and Polish Armies. The other Warsaw Pact countries, like the supporting NATO members, would be expected to send their own additional front line and reserve units into the battle area, once hostilities actually began. ![]() This simple East-West divide, however, was not as uncomplicated as it appeared on its face. In actuality, both military alliances presented daunting political and military challenges to their respective operational planners. In 1966, the French formally withdrew from NATO and, although Paris continued to coordinate military planning with NATO headquarters in Brussels, the other member countries — particularly Britain, West Germany, and the United States — had serious reservations about French intentions if a Soviet attack were to come. In the East, the Russians had problems of their own. Because of the brutal Soviet suppression of popular uprisings in Poland, Hungary, and Czechoslovakia, Warsaw Pact planners could not be sure of the loyalty of these nations’ military contingents should war break out; particularly if their military operations did not meet with obvious initial success. Thus, if war came again to Europe, both NATO and Soviet planners would have to worry both about the actions of their enemy and the reliability of at least some of their allies. DESCRIPTION![]() The two-color map sheet is surprisingly featureless given Western Europe’s diverse geography. Moreover, the effects of what terrain there is are relatively simple: river hex-sides cost one additional movement point to cross; forest and mountain pass hexes cost phasing units two movement points; and mountain hexes require six movement points to enter. In addition, the combat strength of units attacking across river hexes is halved; and cities, forests, and mountain hexes all double an occupying unit’s defense strength. To add to the attacker's problems, these terrain combat effects are cumulative. Logistics, given the level of mechanization and firepower present in the two opposing military alliances, is a critical factor for both players, although it should be noted that the supply rules differ in important ways between the two sides. As might be expected, being 'in supply' is a necessary prerequisite for all of the belligerent armies for regular movement and for combat effectiveness, both in attack and defense. But it is especially important for the assaulting Soviet player because Warsaw Pact units (if adjacent to supply) may expend a supply unit and double their attack strength (called a maximum attack) during the combat phase of their turn. This maximum attack option is not available to the NATO commander, although logistical support for his forces is still made complicated by the requirement that individual units must draw normal attack supply from a supply source of their own nationality. ![]() Victory is determined based on a comparison of the two sides’ accrued victory points at the end of the game. The Soviet player gains victory points through the destruction of NATO units, and by occupying or controlling certain NATO country city hexes. The NATO player earns victory points by destroying Warsaw Pact units, and by preventing the capture of key NATO territory by the Soviets. NATO offers two standard scenarios: the M + 1 scenario (which ends twenty turns after the start of hostilities) in which the Warsaw Pact launches a surprise attack across the West German border with their regular peacetime forces; and the (ten turn) M + 31 scenario which begins after the Soviets and NATO have both mobilized in preparation for war. As a variation on these, the game offers the players (as previously noted) the option of using tactical nukes in either scenario. In addition to the tactical nuclear option, the opposing commanders can also experiment with optional rules governing Warsaw Pact unreliability, NATO neutrality, and even Chinese intervention. A PERSONAL OBSERVATIONNATO is an intriguing game, both for the design elements that it includes, and for those that it doesn’t. The mechanics of play, purely from a simulation standpoint, are neither particularly innovative nor overly complex. At its heart, NATO is pretty much TURNING POINT: The Battle of Stalingrad, only with helicopters, paratroops, expendable (for the Soviets, at least) supply units, and (optional) tactical nukes. The surprising absence of an air war subroutine — or any air rules, for that matter — is such a noticeable lacunae in the simulation architecture of NATO that the designer, Jim Dunnigan, felt obliged to make excuses for this omission in the game’s “Players’ Notes.” However, for all of the designer’s remonstrations, it is clear that Dunnigan chose not to include NATO-Warsaw Pact air operations both for reasons of economics (too many additional game counters) and because he had not, as yet, come up with a workable method for integrating modern air-ground combat on the design scale of NATO. Nonetheless, despite the strong World War II flavor of the game, NATO is still, in some ways, a transitional game design. Whatever the game’s weaknesses, it clearly establishes a developmental bridge between the SPI library of traditional World War II games that appeared in the early 1970’s, and the 'hypothetical' modern warfare designs that would begin to emerge from SPI in the mid and late seventies. The several critical design problems that NATO first posed — but did not solve in 1973 — would, for the most part, be successfully addressed by SPI in later 'hypothetical' games like FULDA GAP, OBJECTIVE MOSCOW, and THE NEXT WAR, to name only a few. This new generation of SPI titles would ultimately present a more comprehensive and realistic approach for simulating the complex, highly integrated, and lethal modern battlefield than any of the games that had gone before them.NATO, although events have passed it by — both in historical and in gaming terms — is still an interesting “what if?” simulation of some of the strengths and weaknesses of the two great post-World War II military alliances. These two enormously powerful coalitions, although guided by inimical political and economic ideologies, somehow managed to face-off against each other during the whole of the Cold War without ever actually clashing directly on a European battlefield. NATO, at least in terms of the opposing ground forces, allows players to experiment with several different possible scenarios for just such a clash; surprisingly, it is also a fast-moving, challenging, and enjoyable game. Design Characteristics:
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A 2009 WORLD BOARDGAMING CHAMPIONSHIPS CONVENTION RECAP0 commentsBPA Posts This Year’s WBC Tournament “After Action Reports”For those wargamers who, like me, were unable to attend this year’s WBC Convention, the recent publication of the latest tournament “After Action Reports” represents a welcome opportunity to vicariously enjoy the championship matches from every one of this premier convention’s hundred-plus gaming events. These extensive narratives — which are compiled by the various hard-working tournament Game Masters and which are published every year on the BPA website — provide an overview of virtually all of the late-stage convention action, and, most importantly, allow non-participants to follow the competitive ups and downs in any and all of the games that interest them. Even in those years when I make the trek to Lancaster, I still look forward to checking on the results of the various tournaments; reviewing the different reports always brings back a flood of pleasant memories both of friendships renewed and of the whole recently-past convention experience. These reports are an excellent means for players to check on gaming events that they might be considering entering at some future date; and, I should add, they are also a great way for players to track the tournament fortunes of their friends within the hobby. ![]() For those visitors to this blog who are specifically interested in past or future WBC Conventions, or who have a more general interest in high-level tournament play, I strongly recommend that you visit the BPA 2009 WBC Online Yearbook. I promise that you won’t be disappointed. DG, EMPIRES AT WAR (1993)0 comments
EMPIRES AT WAR: Great Battles of the 19th Century is a set of four games each simulating a different European battle during the transitional period between the Napoleonic Wars and World War I. The four battles represented in this collection of games are: INKERMAN 1854, SOLFERINO 1859, KÖNIGGRATZ 1866, and GRAVELOTTE 1870. These engagements are little known to many amateur students of military events, yet they each had important consequences for the armies that fought them. EMPIRES AT WAR was designed by Joseph Miranda and published by Decision Games (DG) in 1993.
INTRODUCTIONThe four games in EMPIRES AT WAR: Great Battles of the 19th Century utilize a similar mix of game components, and are designed around a set of standard rules that are common to them all. This design format, first popularized by SPI's 'quadri-games', makes it almost effortless to move from one game to the next without a lot of time spent learning a completely new game system with each of the different titles. However, because the historical setting varies from battle to battle, each individual simulation also has its own short set of exclusive rules specific to that game. This means that each game, while similar to the others in this set, still offers the players a different and historically unique gaming experience. DESCRIPTIONAll of the games that make up EMPIRES AT WAR use the same basic game system; although each of them makes use of its own game map and counters. The playing area depicted in each of the four game maps represents the terrain in which most of the major actions of these different 19th Century battles actually took place. INKERMAN 1854![]() SOLFERINO 1859KÖNIGGRRATZ 1866![]() The opening Prussian attacks, ordered by Prince Frederick Charles, made little headway against the larger defending force. Slowly the cautious Benedek — encouraged by the repeated Prussian failures to gain ground —began to take heart. After hesitating for most of the morning, at about 1130 hours, the Austrian commander finally sent his troops forward in a counterattack. Unfortunately, this order could not have come at a more inopportune time; almost as soon as the Austrians advanced out of their defensive positions, they were struck on their northern flank by the fire of newly-arriving troops from the Second Army, commanded by Prussia’s Crown Prince, who were only now beginning to spill onto the field after a long forced march. These reinforcements — numbering 90,000 to 100,000 men — continued to pour in and, by about 1400 hours, both the numerical and the battlefield advantage swung decisively in favor of the Prussians. With Benedek’s counterattack broken and in disarray, the fully-concentrated Prussian force — which, with the Second Army’s arrival, had swelled to over 220,000 men and 700 guns — surged forward to smash into the Austrian center. The Austrians, already disordered and discouraged, began to give way. General Benedek, now confronted with the beginnings of a military catastrophe, scrambled to save his army from complete ruin. This, the Austrian commander managed to do by covering his soldiers’ retreat with repeated cavalry charges. Benedek’s withdrawal was successful, but his army’s losses were heavy: 5,800 killed, 8,000 missing, 8,400 wounded, and nearly 22,000 captured. Prussian casualties, considering the size of the action, were surprisingly light: 1,900 killed, 300 missing, and 7,000 wounded. This victory, by making possible the formation of the pro-Prussian North German Confederation, was an important step in laying the political foundation for a greater, unified Germany. KÖNNIGGRATZ 1866 is 15 game turns long; there are no alternative scenarios. GRAVELOTTE 187![]() A PERSONAL OBSERVATIONJoseph Miranda’s EMPIRES AT WAR presents an interesting, if somewhat uneven, collection of game situations. The four simulations that make up this set of titles are all historically important, and with the exception of Inkerman, are also relatively unknown. For this reason alone, this batch of games is probably worth a look; particularly, by those players who have an interest in the evolution in both tactics and technology that European warfare underwent during the mid and later 19th Century. Moreover, each of the individual battles in EMPIRES AT WAR represents a critical juncture in their respective campaigns. The outcomes of the battles of Königgratz and Gravelotte are especially fascinating because they each had such far-reaching military and political repercussions for the political future of Germany, and, by extension, for all of Europe. The outcome of neither battle was a sure thing; in both cases, the Prussians could well have been defeated. Thus, intriguing questions about these battles still remain. What if, for instance, Benedek had launched his counterattack against the outnumbered and disordered Prussians even one hour earlier? And how would history have remembered Marshal Bazaine if the commander of his only fresh reserves had not been both insubordinate, and a personal favorite of Napoleon III? History, of course, cannot answer these questions, but the games in EMPIRES AT WAR that deal with these two specific battles — at least in a highly-abstracted, symbolic sense — can. Of the remaining two titles in this set, INKERMAN 1854 is probably, purely from a playability standpoint and despite its tiny map area, the best of the lot; SOLFERINO 1859, on the other hand, is arguably the least satisfying, both as an historical simulation and as a game. Despite my generally positive take on EMPIRES AT WAR, I do have a few nits to pick when it comes both to the underlying game system and to the rules. First, when it comes to movement, there is simply too much die-rolling. Game designs that emphasize leadership, and command and control, are fine, but there has been a tendency, of late, to overemphasize this simulation factor to the detriment of other, equally important design elements. And Joseph Miranda is not the only well-known designer guilty of this vice. I realize, of course, that often this design approach is taken as an indirect means of improving a game’s appeal for “solitaire” play; none-the-less, it is frequently overdone, and usually off-putting. Second, I am personally getting a little tired of the proliferation of 'Impetuous' or 'Berserker' rules. Historically, these impromptu events were comparatively rare and — excepting for the well-known reaction of the Swedish Army to the death of their charismatic leader, Gustavus Aldophus, at the Battle of Lützen — almost never had any significant impact on events on the battlefield. Finally, Mr. Miranda is one of a growing number of designers who display an annoying penchant for renaming familiar gaming concepts. 'Fire zone' (FIZ) instead of 'zone of control' (ZOC), and 'disintegration' instead of 'demoralization' are just two examples of Mr. Miranda’s use of awkward, unfamiliar terms to describe well-recognized game concepts. If any of these new terms actually added anything to the descriptive power of the originals, I wouldn’t complain, but they don’t, so I will. Conventions exist for a reason; in my view, if a designer cannot offer a convincing argument for changing them, then he should leave well-established conventions alone. Design Characteristics (all four Games):
Game Components (for all four Games):
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