Showing posts with label avalon hill. Show all posts
Showing posts with label avalon hill. Show all posts

Tuesday, December 21, 2021

Memories of D&D Christmas

At this time of year I frequently look back with a nostalgic eye on the memories of my youth, particularly celebrating the winter holidays. As I’ve mentioned before (in seemingly ancient missives like “The Season for Fantasy”), the yuletide season seems ideal for indulging in fantasy media and games. Since I’m reading Alison Weir’s history of the War of the Roses at the moment, I am, strangely enough, thinking back on the first Christmas after I discovered Dungeons & Dragons: 1982. Having received the Moldvay Dungeons & Dragons Basic set as an Easter gift earlier that year, then purchased the D&D Expert set a few months later, I’d immersed myself in the game, spending most of my after-school time and the entire summer reading rulebooks and modules, creating characters, drafting maps, creating adventures, and running games for the neighborhood kids (from whom I’d first heard of D&D). That year began a tradition of receiving at least one gift to feed my adventure gaming hobby habit for Christmases and birthdays. That first D&D Christmas I got some D&D gifts, of course, but I also received Avalon Hill’s Kingmaker, a game that broadened my horizons and sparked an interest in history.

Tuesday, September 30, 2014

Wargaming Revelations in 1776

I recently had a chance to play Avalon Hill’s American Revolution wargame 1776 and discovered I fulfilled several of James Dunnigan’s statements about wargamers in The Complete Wargames Handbook: How to Play, Design & Find Them (revised edition). Playing the basic game revealed to me that I not only fall into what he considers the majority “favorite mode” of play – solitaire – but that I do so for one of his two major reasons (“lack of an opponent” instead of “preference to play without an opponent”) and that I particularly enjoy exploring the historical aspects of the situation in “that the player may exercise his own ideas about how either side in the game should be played without interference from another player.”

A month or two ago I acquired a small pile of well-used but mostly complete wargames for $10 (thanks to my wife’s sharp eyes perusing Craigslist). The haul included several Avalon Hill games I was keen to try given my varied historical interests, primarily Panzer Leader and 1776 (and one of Dunnigan’s own games, Empires of the Middle Ages, from the company he founded, SPI). Most needed a bit of attention: some tape to repair the boxes, a good deal of sorting punched chits from numerous plastic bags, and some online research to find and print out some missing chart inserts. But overall these activities and my rulebook reading have rekindled an enjoyment and respect for these classic games often overlooked in today’s flashy marketplace.

So I finally sorted out the pieces for 1776, read the pleasantly brief “Basic Game Rules,” (about three pages), and sat down to play the beginner scenario, covering the last seven months of 1776 in New England and the mid-Atlantic colonies of New York, New Jersey, and eastern portions of Pennsylvania. Each side began with relatively equal combat strength, the British concentrated in New York and a few outposts in Canada, with the Continental Army gathered in Morristown, NJ, and some adequate forces at West Point and Albany, and a few stray bits scattered in Philadelphia, Boston, and the Mohawk Valley. To win one side had to occupy several key locations with at least one point of combat strength to gather victory points exceeding the opponent.

Since I was playing both sides in this solitaire affair I decided beforehand to establish general strategic objectives for each side and carry them through at least the initial turns. The second and third turns would bring sizable reinforcements for the British, first in New York and then in a port of the British player’s choosing; the Patriots got about half the number of reinforcements in dribs and drabs allocated to Albany and Philadelphia. I decided the British would go for a very non-historically accurate aggressive strategy, leaving token forces in their Canadian towns and heading down Lake Champlain to take Fort Ticonderoga and then march on Albany, all while the New York forces sought to hold the Continental Army at bay and send a second force north to aid in Albany’s capture. The Patriots decided on a bold strategy to try taking New York. Both sides had aggressive agendas, but only the British had the strength to successfully undertake theirs. The British smeared the Continental Army outside New York, marched down from Canada to take Ticonderoga and West Point, then spent the rest of the game mopping up token Patriot resistance. Luckily for America the historical British were not so aggressive.

I’ve discussed Dunnigan’s book at Hobby Games Recce before; it’s helped guide me in looking at board-and-chit wargames in a new light and in examining my own gaming preferences. In reading and playing 1776 solitaire I came to a few realizations:

Basic Game Rules: These days I prefer basic rules to more complex fare. I have less time and focus to read, comprehend, and play out fully advanced games, but enjoy dabbling in ones with simplified rules that still impart some sense of the gameplay and historical context. I really like games that provide basic rules to enable newcomers to play with advanced rules to add levels of complexity later if players wish to continue (a subject I’ve covered before). I’ll admit, after trying the initial basic game scenario I’m tempted not only to try it again but to read ahead in the rulebook and incorporate more advanced rules into my gameplay.

Scenario Replay Value: 1776 comes in Avalon Hill’s famous “bookcase” game format, that sturdy two-inch-thick box that holds all the quality components...which means it’s not a cheap game to purchase new. Anytime someone pays a large price for a game – whether miniatures, board, Euro-style, or roleplaying game – they expect to get some good gameplay out of it beyond a simple game or two. 1776 provides four “scenario cards” listing the starting disposition of forces and victory conditions for several campaigns during the Revolutionary War as well as rules for the “campaign simulation game” so players can play out the entire conflict starting in January 1776. Combined with the solitaire wargamer’s urge to replay scenarios to “exercise his own ideas about how either side in the game should be played” as Dunnigan suggests, 1776 (and probably any similarly presented board-and-chit wargame) offers a solid replay value.

Combat Resolution Table: Dunnigan summarizes the concept of a table on which each side compares its fighting strength in a ratio, then rolls to determine the exact outcome of the battle within a range of outcomes based on that ratio. Although the results 1776 primarily include elimination of all or half of the attacker and/or defender strength, other games incorporate other effects, including retreat. In gameplay I realized the limited options provided by a six-sided die roll often seemed arbitrary without overwhelming differences between combat strengths, but I understand this is a wargame-design convention of the time that also allows players to quickly transition to other wargames, particularly those from the same company. In perusing the materials for Avalon Hill’s Panzer Leader I found encouragement that the game uses a similar “combat resolution table” based on ratios of unit strength values. Along with similar design in unit counter stats (such as combat value and movement allowance points) it provides a comfortable framework to wander from one game to another. Using the “rules master” system Dunnigan described in his book – in which many companies used similar rules text templates customized to historical and situational detail – as well as similar design concepts allows players to easily port their attention from one game to another.

Small Components: Playing 1776 also helped me realize the game’s components, while nice, aren’t quite suited to the older gamer. I often fumbled the half-inch-square chits of thin cardboard across a hex map and had some difficulty interpreting place names and terrain features on the board. It started me thinking about larger “showcase” game versions of board-and-chit wargames with oversized maps and counters...something akin to Steve Jackson Games’ massively impressive (and expensively Kickstarted) OGRE Designer’s Edition (I imagine...I’ve only seen the game once at a convention).

Overall I enjoyed by brief solitaire encounter with 1776’s basic game rules; with a little more time and focus I hope to revisit the beginner scenario, quite possibly incorporating some of the advanced rules options for a deeper game experience. A more realistic strategy for the Continental Army might help, too.

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Tuesday, October 29, 2013

Dabbling in Civil War Games

These past few years I’ve dabbled with various games focusing on the American Civil War to varying degrees of success and satisfaction. Several games have caught my eye, with some acquired and played, while a few remain yearned-for yet too-expensive additions to my game library. My experience is in no means comprehensive, nor does it encompass the vast panorama of Civil War-related games available over the years; but a few come within my realm of experience and touch on elements I enjoy or admire in games. BobbyLee

I’ve always nurtured an interest in the history of the various places I’ve lived: Ridgefield, CT, site of the Battle of Ridgefield during the American Revolution; Honesdale, PA, birthplace of American railroading with the first steam engine to run (briefly) on rails and once the staging point of a vital canal system supplying New York City with coal; Williamsburg, VA, colonial Virginia capital and living history restoration; and Culpeper, VA, a central Civil War location between the Shenandoah Valley, Chancellorsville and Wilderness battlefields, and site of its own engagements at Cedar Mountain, Brandy Station, and Culpeper Court House. (I discussed the subject of local history a while back in another blog post.) My interest in some of these locations sometimes inspired my game-related activities. I’ve long hoped to find a system and medium to replay the Battle of Ridgefield (and might have found one in my Charge! rules under development). Living in Culpeper has certainly spurred me to find some means of playing out small cavalry engagements -- Buford’s crossing of Beverly’s Ford as the opening move for the massive Battle of Brandy Station, Mosby’s raid on a train at nearby Catlett’s Station, and, of course, Custer’s action against the artillery and cavalry guarding the Confederate withdrawal from Culpeper Court House.

Over the years I’ve acquired a meager collection of Civil War-themed games; now that I’ve lived in Virginia for more than 10 years and currently live in a nexus of many related historical sites, I’m drawn more to investigating this period of history through games. I regret I sold my boxed set of West End Games Civil War wargame titles long ago when money was tight; though I’ve rarely had the time, attention, or interest for indulging in complex “chit-and-board” wargames (despite owning a few).

My interest in Civil War games has ranged across several resources and titles, some I’ve acquired and played, others remaining on my “wish list” for future investigation, though the material I’ve seen so far intrigues me:

Junior General: The website offers Civil War gamers several scenarios for miniatures battles and a few other games (card and matrix/map battles) for the historical period. Scenarios for First Bull Run and two segments of Gettysburg (Little Round Top and Pickett’s Charge) provide very simple rules and well-researched historical notes (though a familiarity with  miniatures wargames can help understand some of the basic gaming concepts). Although the materials on the website seem intended for adults to find resources and run games to help students explore history, it’s a treasure trove of materials for wargamers dabbling in various periods. Browse the site’s vast archive of military units to print out, assemble, and muster on the gaming table using the well-researched scenarios. Junior General remains a great starting resource for wargaming any historical period.

Sundered Union: Several years ago a new game company, Gordon & Hague Historical War Games, published a full set and then a quick-start version of Civil War tabletop rules to support its line of 10mm period miniatures. Both versions remained available as free PDF downloads from the company’s website until recently; a full-color, soft-cover printed version was briefly available for purchase, and I’m thankful I managed to obtain a copy from a convention vendor. While far from perfect and nowhere near as comprehensively complex as other, well-established miniature wargaming rule sets for the period, Sundered Union provided a basic framework for Civil War battles and included rules for most of the generally accepted tactical elements for these engagements. The quick-start rules -- at a concise four pages -- streamlined the main game further and offered newcomers to wargaming (or those of us who prefer lighter games) a more simplified yet gratifying experience. Regrettably Sundered Union is no longer available as a free PDF download from the Gordon & Hague website in either the full or quick-start versions. The game served as a solid platform for the company’s short-lived line of pre-painted 10mm Civil War miniatures and could easily work with its upcoming line of pre-painted 15mm minis. The company recently concluded a successful Kickstarter campaign for a massive board wargame using accurately illustrated top-down counters or the pre-painted 15mm minis, both of which, alas, remain beyond my own rational budgetary allowances.

Battle Cry: Board games packed with hordes of pieces, dice, tiles, huge map boards, and cards seem the norm for everything from light wargames to Euro-style games these days; Battle Cry is no exception. It uses the Command and Colors system developed by Richard Borg for simplified wargames focusing on a deck of command cards and custom dice to determine the outcome in combat. I have no direct play experience with this game, though I’ve perused an old version of the rulebook. I have played Borg’s engaging Memoir ’44, a World War II Command and Colors game incorporating many similar elements: a large hex board easily customized for scenarios with terrain tiles; plastic pieces representing different units and their strengths; left, center, and right flank card-based actions; specialized dice to resolve combat; and an easy means of creating or playing historical scenarios. Like it’s World War II counterpart, Battle Cry comes with a box filled with the aforementioned goodies (board, terrain tiles, plastic soldiers, dice, cards) as well as the understandably high price tag of $60 retail.

Dixie: At the height of the collectible card game craze of the mid-1990s Columbia Games jumped in by adapting to card play mechanics the designers ported from the tactical portion of the Bobby Lee block wargame (which I realize in retrospect thanks to the Kickstarter campaign mentioned below). Each deck of Dixie contained enough cards to run a battle, with cards depicting infantry, cavalry, and artillery units -- each with an original illustration of individual soldiers in uniform -- as well as generals, terrain features, and special conditions to modify the battle. Like the tactical combat in Bobby Lee, players deployed units on their left, right, and center, with forces held in reserve. Units revealed themselves advancing against and engaging the opponent’s positions, resolving combat, and taking ground. I can’t recall how I acquired the few decks of this game I possess (two of the Battle of Bull Run edition and two Gettysburg edition); possibly as a giveaway at a game industry trade show, maybe purchased at a convention or game store. They impressed me as a basic, card-driven means of refighting battles using historical units and some degree of tactical accuracy.

Bobby Lee: In 1993 Columbia Games also published a wargame covering the Civil War in Virginia (including Maryland and southern Pennsylvania, to include Antietam and Gettysburg). What seemed like a conventional “chit-and-board” wargame -- complete with a nicely-rendered map-board, detailed rules, and numerous pieces for various military units -- actually moved beyond those bounds by including two innovations Columbia Games incorporated in its many wargames: pieces on wooden blocks and a tactical battlefield combat to resolve engagements between forces meeting on the larger strategic map board. Each block represents a unit, with the usual wargaming stat information on a sticker; when stood on its side, however, the blocks enable a fog-of-war mechanic allowing a player to see his own forces but hiding the opponent’s armies from view until encountered in battle. The game combines both strategic action across the campaign theater map-board and more focused tactical engagement resolution on a separate skirmish board utilizing gameplay similar to that of Dixie (and probably derived from games like Bobby Lee). Columbia Games is funding a revision of Bobby Lee through Kickstarter; the campaign ends on November 11, 2013. This looks like a good game -- with tighter rules than the original -- for someone dabbling in the period. The $75 price tag seems quite daunting, considering many high-end Euro-style board games come in around $50. Still, the components look good, the map is huge, and I’m very interested in the fog-of-war mechanic with pieces using blocks.

These titles are the ones that come to mind or have formed my experience playing Civil War games, though I know more exist and I’m sure the Hobby Games readership has its own favorites and suggestions

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Monday, January 24, 2011

Nostalgia for B-17


B-17 Queen of the Skies was an innovative game for its day, combining solitaire play with a basic war game that, despite relying heavily on die rolls, managed to simulate the daunting hazards Allied aircraft crews faced during World War II daylight bombing raids.

An area theater recently screened Twelve O’clock High and I managed to get the night off to watch it on the big screen. The film focuses more on the human cost of the American daylight bombing raids on Germany, with pre-mission tensions running high and ground crews waiting to see how many planes return; but toward the climax the movie includes some intense sequences for the only bomb raid depicted, a narrative collage of studio-filmed action merged with actual period aerial combat footage.

The film reminded me of the old Avalon Hill game, B-17 Queen of the Skies, and I gave in to my nostalgia to pull the slim-boxed game off the shelf and reminisce over its contents. I bought it way back when I was in high school and played it a few times. Solitaire games in general can sometimes serve as little more than exercises in game mechanics, but with compelling stories or settings can momentarily immerse a single player in the game world for an entertaining experience.

B-17 Queen of the Skies simulates daylight bombing missions over occupied Europe, with the solitaire player in command of a four-engine B-17 bomber and its crew. The game’s basic mechanic randomizes the number, location, and type of enemy aircraft assaulting the player’s B-17, modified by how deep into enemy territory the mission takes the formation and whether escort fighters help engage enemy forces on the way to shorter-range objectives. A host of charts, die rolls, and effects tables leads the player’s crew through flak and fighter attacks, all plotted on mission and campaign logs. This element of record keeping (tracking target accuracy, aircraft damage, and various gunners’ kills plus their own injuries and deaths) gives players the feeling of keeping a captain’s log book. Looking at the campaign record shows the imprecision of daylight bombing, the low number of enemy fighters downed during missions, and the high rate of crew injury and death.

My feelings for B-17 Queen of the Skies remain nostalgic, but one could see how playing the game in a classroom setting, even flying multiple bombers on missions, might demonstrate on a personal level the hazards of daylight bombing in World War II.

B-17 Queen of the Skies stands among the first board games to offer entirely solitaire play (roleplaying games and non-game “pick-a-path” adventure books having tread there only slightly earlier). Other war games often provided a rating for “solitaire suitability” or gave alternate rules for playing solo, but few catered solely to single person play. Only a handful of other solitaire wargames reached the market, most notably Victory Games’ Ambush! and West End Games’ RAF: August 1940, The Battle of Britain, both designed by John Butterfield.

Where roleplaying games rely on “programmed” adventures, sending players to different entries based on their choices and die rolls, solitaire board games rely on internal mechanics to run adversaries, obstacles, and other challenges. The concept has been ported to “cooperative” games where all the players struggle against a common adversary; one of the best, most recent examples of these remains Gamewright’s Forbidden Island.

In our modern times, of course, computers can simulate opponents in many games, giving rise to an unstoppable horde of computer games players can enjoy on their own in a trend that further endangers the survival of “analog” board and war games.

Know of an interesting solitaire or cooperative game with innovative systems to handle adversaries? Drop us a line so we can investigate and profile it.

Thursday, November 11, 2010

Avalon Hill Releases Borg’s Battle Cry


Avalon Hill plans to release an updated version of Richard Borg’s American Civil War game, Battle Cry, on November 23, 2010. Having the backing of parent company Wizards of the Coast, itself a division of Hasbro, enables Avalon Hill to produce the game with an impressive inventory of components: rulebook, board, 46 double-sided terrain tiles, 60 command cards, 8 custom dice, numerous tokens, a flag label sheet, and 122 plastic figure for infantry, cavalry, and artillery. Battle Cry also includes 30 battle scenarios, 13 more than the previously released version.

Although the Avalon Hill website doesn’t list a suggested retail price for this newest edition, a quick online search showed Battle Cry priced at $60, though Amazon.com’s supplier Funagain Games offers it at a 20% discount at $47.99.

You can download a black-and-white PDF of the rules from the previous edition at the Avalon Hill website’s “downloads” page. Although designers might have revised some rules and added 13 more scenarios, there’s a good chance the gameplay remains similar.

Games like Battle Cry, Days of Wonder’s Memoir ’44 (also designed by Richard Borg), and Nexus/Fantasy Flight Games’ Battles of Napoleon help introduce new players to the gaming hobby based on engaging periods in history. They provide an entry point into wargames and miniatures games based on their historical themes and components similar to typical board games. The game systems balance easy-to-learn rules with the complexities of period battles. The components include all the goodies one expects in a boxed game: board, cards, plastic soldier pieces, custom dice, terrain tiles. In many cases players can purchase supplemental materials (maps, pieces, cards) to expand the game depending on their interest; just take a look at the numerous Memoir ’44 expansions Days of Wonder has released to cover various World War II campaigns.

Granted, the retail price of such games can run between $50 and $100, but the replay value remains nearly limitless with the included scenarios, those created for online resources, and situations players can create on their own. For history enthusiasts, these games can help their favorite periods come alive and enable them to explore them from a fun, first-hand perspective of battlefield commanders.