Showing posts with label severed union. Show all posts
Showing posts with label severed union. Show all posts

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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Tuesday, August 28, 2012

Games in Museum Gift Shops

Frequent readers know I’m an advocate for introducing games to non-gamers, both to grow the hobby and to share an entertaining pastime. I’m always amazed at -- and discouraged by -- the lack of games in museum gift shops, especially when so many games seem thematically well-suited to various museums.

NASMHalbstdtI live near a number of museums of different sizes; all have gift shops, almost all cover periods or issues of history demonstrated by games I know, and none sell any of these games. They’re primarily filled with cheap souvenirs -- toys and trinkets that soon break, go missing, or are forgotten -- with a smattering of higher-priced “collectible” items appealing to (and affordable by) only a sliver of museum visitors; some provide a comprehensive offering of relevant books for research material and other inspiration for those playing games with related themes.

If they have any items one might classify as a “game” they tend to include themed playing cards, superficial trivia games, themed versions of Monopoly, and games designed from a purely educational perspective…not quite the contemporary board game fare with solid replay and production value we’re used to seeing.

Many games appropriate for museums carry a higher price point than most casual visitors might afford. Yet offering something previously unseen to visitors offers the potential for purchase and play; if a game isn’t on the shelf, people interested in the museum won’t know it exists and thus won’t become aware of the potential to further explore their interest through gaming. Combined with knowledgeable, enthusiastic, and personable volunteers, games might also provide the basis for in-gallery demos to further enhance the museum experience for interested visitors.

I understand a long and difficult path exists between game manufacturers, their distributors, buyers for gift shops, and the museum gift shops themselves. There are three or four steps involved in bringing a relevant game to the right museum store, and few can take the time or effort to fulfill a few niche accounts and put potentially unsalable merchandise (as possibly seen by museum shop buyers) onto the shelves. Yet ideal games for many museum shops exist if game publishers, their distributors, and museum shop buyers did some research and made some contacts.

As a general rationale, I’d recommend games for museum stores fulfill several key qualities to make them as appealing as possible to potential customers. Games with basic, if not introductory, rules remain preferable to complex games without easier alternatives (I’m thinking games that offer basic and then advanced rules in the same set, a subject I’ve discussed before). The price point should remain within reason for the average museum-goer, yet high enough to include some key, relevant games…I’d say $50 is the upper limit for these kinds of purchase, though in reality the ideal upper end probably sits closer to $25 or $30. The game should be ready to play out of the box; no painting minis or other laborious preparation, a common obstacle to newcomers getting involved in historical miniatures games.

Here are several game recommendations for various museum types that engage my own interests (so these are by no means comprehensive or complete). Bear in mind not every museum theme has appropriate games, but given the throng of historically themed games, many museums could find at least one appealing, affordable title to add to their gift shop inventory:

World War II Museums: Most museums with World War II exhibits could benefit from offering some classic, well-designed games for that period. Avalon Hill/Wizards of the Coast’s Axis & Allies, both the board game and the various flavors of the miniatures games (most of which, I believe, have a non-randomized base set) work, though the main board game has a hefty price tag. Days of Wonder’s Memoir ’44, also at the high end at $50, stands out as one of the best battle games for the period with amazing replay value and online support. At $40 Battlefront’s Flames of War starter game, Achtung!, an introductory boxed set also works, complete with beginner-friendly rules, a few unpainted, and dice (and now with the digest-sized version of the Flames of War third edition rules). Certainly period-themed games like Wings of Glory World War II would also fit the bill.

Aviation Museums: I recently talked about the rich aviation heritage in Virginia, though I quietly lament the lack of solid aviation-themed games there. Chief among these is Ares Games’ Wings of Glory line (formerly Wings of War) covering both World War I and World War II. The game benefits not only from a solid, easy-to-learn game design (and one with basic and advanced rules) but from the fantastic miniatures that help enhance play. Avalon Hill/Wizards of the Coast’s Axis & Allies Air Miniatures: Angels 20 provides a similar experience with a starter set of fixed Battle of Britain-themed aircraft.

Civil War Sites: I’m not familiar with many Civil War games currently available, but I’ve heard Gordon & Hague Wargames is developing a starter boxed set of pre-painted, 10mm Civil War miniatures to accompany its Sundered Union rules (the quick-start and advanced rules, both available free online); I fear, however, the price tag might exceed what casual Civil War aficionados might willingly pay for such a diversion. Although Avalon Hill/Wizards of the Coast’s Battle Cry fills the battle game niche for the Civil War like Memoir ’44 does for World War II, its price tag remains slightly above the parameters I’ve mentioned above (though not prohibitively so for some).

Railroad Museums: America justly has a fascination with trains, and thus several regional and even national museums focus on our nation’s railway heritage…Steamtown National Historical Site in Scranton, PA, comes to the forefront. Gift shops for such museums would be remiss without stocking at least the basic Ticket to Ride game from Days of Wonder. Granted, it has a higher price point at $50 than most folks might afford, but it remains today’s premier railway-themed game. I would be remiss if I didn’t also suggest some of the railway-oriented games from Mayfair Games.

Art Museums: Any art museum with a collection of cultural art from around the world and throughout history could easily stock a healthy gaming section. (I’m thinking primarily, of course, about the prestigious Metropolitan Museum of Art in New York City, though any art museum worth its salt could customize its gift shop game offerings to its collection.) Reiner Knizia developed several appropriately themed games, particularly Ra, Samurai, and Tigris & Euphrates; I’d also add Carcassonne for medieval collections. Any museum shop buyer wandering into a well-stocked gaming store could easily find enough affordable, relevant titles to represent the gallery’s holdings.

As noted earlier this is far from a comprehensive list. I invite readers to suggest other offerings generally appropriate for museums with specific themes, especially ones in their own geographical area.

Tuesday, July 31, 2012

Simultaneous Versus Alternating Turn Rules

I’ve been playing around with Battefront’s Flames of War on the under-used basement wargames table lately to gain a better grasp of the rules; it’s helping me realize I like simultaneous movement and combat resolution in miniature wargames more than strict alternating turn systems.

WargameFoWI’ll admit my experience with Flames of War remains limited. I’m still painting up (and slowly collecting) elements for two companies to fight skirmishes in North Africa, a Panzer company and a British armored company (though light or heavy I haven’t decided -- I have a platoon of Lees and one of Crusader IIs, only one of which being painted and ready for action). Most of my forays into the game consist of pitting my disparate bits of painted units against each other on desert terrain trying to wrap my head around the comprehensive but often-times complex rules. Maybe I shouldn’t pit superior German tanks against British Cruisers and Crusaders, which, despite relatively equal point values, seem to simply fold up in the face of Rommel’s panzers, especially when they sit idly in their final movement position from last turn to let the panzers pound them into oblivion. Nothing says “You Lose” like an entire platoon of Crusaders wiped out under withering panzer fire in one turn. (Obviously this is a deficiency in my collection of painted 15mm figures; I must paint up some British Grant tanks and some anti-tank guns…or maybe I just need to collect an entire German panzer company and field it against some folks at the Friendly Local Gaming Store to really get my butt kicked.)

I recall a Flames of War demo run by Jon Baber of What Would Patton Do at a Richmond-area game day a few years ago. It was an all-tank battle (without infantry or artillery, which was fine since I prefer all-tank engagements anyway). He walked me through the basics of the rules and taught additional rules as I rolled a panzer company through some French village surrounded by fields. Aside from my natural discomfort learning a new rules system, I also experienced a great deal of frustration from the alternating turn progression. Granted, both players follow the same rules and both take turns acting while the other helplessly watches; but turns can take so long, especially for a novice, that the feeling of helplessness drags on beyond the hope of possible victory and ultimately the enjoyment of the game. One might argue since both players use the same rules each benefits equally from alternating turns rather than simultaneous resolution. At least for me the play experience seems far more frustrating. For one entire turn I can do nothing while my opponent maneuvers across the board and shoots at my pieces, possibly destroying them before I have a chance to respond.

Simultaneous Bias

Most wargames I’ve played rely on a simultaneous system where each player resolves movement and then combat at the same time, giving each a chance to act and have what feels like a fair chance to react to the opponent’s tactics without sitting idly and often helplessly waiting for the next turn. Whether or not it’s technically evenhanded, it gives the impression of being fair.

I particularly like the simultaneous mechanics of Wizards of the Coast’s Axis & Allies Miniatures games. While I’ve not played -- and have little interest in buying into -- the latest air combat game, I’ve enjoyed the land-based minis game and War at Sea, the naval version. In both games players each take a turn moving all their units, then fire at targets in turn (and in several different phases in War at Sea to simulate different kinds of ordnance); but damage inflicted by successful attacks doesn’t take effect until the end of the combat turn or phase, giving each player’s forces an opportunity to attack the other from their present positions.

I enjoy Wings of War/Wings of Glory especially for its simultaneous movement and combat system, particularly when numerous airplanes cover the board maneuvering, shooting, and steering clear of other planes. At the beginning of each turn every player reveals and executes his maneuver, then determines if any enemy aircraft are within the fire arc and range. The truly simultaneous movement and combat can lead to some really unexpected and entertaining moments, including two opposing planes shooting each other down in the same turn.

I’m a fan of The Sword and the Flame, the Victorian miniatures rules covering many colonial wars I enjoy fighting (primarily Egypt and the Sudan). Those rules offer an interesting modification of the simultaneous move and combat systems, allowing players to move forces based on the random draw of cards; the British player moves one unit if red cards are drawn, the “native” player when black cards are drawn, until the one with units left over moves remaining forces at the end of the movement phase. The ranged combat system works the same way, though casualties take effect immediately. (Close combat is handled differently and, of course, quite savagely, though still simultaneously no matter who closed to engage.)

When I run roleplaying games, regardless of the system, I tend to favor resolving actions in a round -- particularly combat -- simultaneously, with considerations for extraordinary circumstances or exceptional character initiative (i.e., “Mack tries shooting the Japanese officer’s hand before he pushes the plunger detonator....”). Keeping track of who’s doing what, whether they succeed, and what the opposition does can prove quite the mental and imaginative challenge, but it moves the action a little more from an alternating turn-by-turn game simulation toward a slightly more dramatic, simultaneously resolved scene.

Alternating Defense

I believe alternating turn movement and combat resolution has its place in more traditional, war-themed board games. Obviously when one plays Risk, Stratego, or other such games there remains some element of frustration naturally inherent in the competition between players, but one isn’t left feeling quite so helpless while the opponent determines movement, hits, saves, damage, etc., often while consulting or explaining numerous rules and special exceptions. These turn-based games move far more quickly than often ponderous miniature wargames with comprehensive rules systems.

I enjoy “battle games” like Days of Wonder’s Memoir ’44 or the old TSR Sirocco; like most board games, these rely on alternating turns between players. For some reason -- possibly because of the smaller, board-game feel -- I don’t think my Memoir ’44 play experience is diminished by alternating turns. This might come from the games' limitation on player actions based on the command cards he holds, which can restrict his options to using troops in the left, right, and center (or some combination of those) or to particular troop types. Perhaps the feelings of helplessness in these games doesn’t coalesce as quickly given the quick turn progression and relative ease of the rules.

I was impressed by the Severed Union rules Gordon & Hague recently released for fighting American Civil War battles with 10mm miniatures. On the surface Severed Union seems to rely on an alternating turn system whereby one side moves, fires, and charges into close combat before the other player repeats those phases; except after movement and before long-range fire from infantry, any artillery on the defender’s side has a chance to fire at enemy targets. In fact artillery only fires on the opposing player’s turn, allowing for some degree of defense in the face of unrelenting combat phases.

In my own dabbling with miniature wargame design I’ve leaned toward simultaneous movement and combat resolution, streamlining rules for greater speed and ease of play with relatively few tethers to realistic simulation. Any designer -- for wargames, board games, card games, and roleplaying games -- struggles with a balance between complexity and playability. Historical wargames balance complex rules simulating realities of a period battlefield with ease of play. Some offer very realistic game engines simulating all aspects of warfare within a particular period, but they aren’t as accessible to general players due to their complexity. While some hard-core wargamers might downplay the importance of “battle games” like Memoir’44 and Wings of War/Wings of Glory, they serve as both entry games enticing newcomers into the gaming and wargaming hobby and worthy gaming pursuits in and of themselves offering in-depth play opportunities and solid replay value.

I’m no expert on wargames rules, and I’m certainly not familiar with even most of the popular systems so these remain broad generalizations reflecting my particular gaming tastes.

I’m drawn to the Flames of War “hobby” -- a term the company Battlefront Miniatures uses as a nod to the Games Workshop Warhammer “hobby” on which its modeled its sales and promotion structure -- primarily because it’s so ubiquitous these days among Friendly Local Gaming Stores that stock miniatures (much like its Warhammer forerunner). It remains perhaps the most popular World War II miniatures game today, with a vast, worldwide network of players, tournaments, and host game stores. I’ll continue learning the rules and painting my minis with an eye toward the day when I can field a full tank company at the Friendly Local Gaming Store’s regular Friday night Flames of War gathering, where I’ll fully expect to have my tanks burning on the field before the night’s out….