WELCOME TO
MARLBOROUGH COUNTRY
A FAMOUS VICTORY by RICHARD H. BERG
from
MOMENTS IN HISTORY
1 22” x 33” backprinted
map; 720 counters; Rules Book; 3 Play Aid Charts. Boxed. MiH at 805-534-9723.
$39; $41 with audio tape.
Reviewed by CHARLES
VASEY
A Famous Victory covers the battles of Blenheim and Ramillies, in which
the French armies were defeated gloriously by the Duke of Marlborough and his
top receiver Prince Eugene of Savoy (with bigger armies, I might mention, which
takes the gilt off the glorious gingerbread). The game has a single map, with
the two battle-maps printed on either side. Blenheim (fought deep inside
Bavaria) saw a mixed Franco-Bavarian force taking on the English-Dutch-Imperial
forces. Ramillies (fought in Belgium) saw the Anglo-Dutch fighting the French
(with a few Bavarians in tow).
The counters show a jolly
illustration of a generic infantryman, a cannon, or a cavalryman (there is a
dismounted cavalry man as well for dragoons). Oddly enough the standard
cavalryman belongs to a very marginal sub-category - a horse grenadier. I would
have enjoyed seeing some different types of cavalry to make the dragoon-horse
split easier to grasp, perhaps, but that’s just me. The major error to an
atmosphere-junkie like me is the base uniform colors. Moments in History have
avoided the garish qualities of GMT counters and provided a background color which
tells you instantly the nationality. Indeed, Beth Queman’s counter work is
generally exemplary. So this should have allowed us to have the wee sprite in
the correct color uniform. Sadly the opportunity was not taken, so that the
French are all in horrid Revolutionary Blue instead of the white (French), red
(Swiss and Irish) and blue (Guards and Germans) of the real thing.
Now I can understand a desire
to avoid too much detail but this lack of the final touch is most
disappointing. It’s particularly sad because of the work done elsewhere on the
counters. For example, the French regiment of Lee is clearly shown to be an
Irish unit, and the Dutch army is full of units with mercenary origins (we
really need a different term for them, as they were mercenaries in the Hessian
sense rather than as individuals). Period fans will enjoy looking at the
counters and spotting errors, or making guesses about the provenance of units.
Excellent, but it could have been mondacious.
In terms of historical detail,
Richard has fought the good fight with the historical sources and produced a
workable summary. You may find mistakes, but you will find the work admirable
and it all contributes to the historical feel.
The initial set-up as a mite
unusual. Unlike most games where you spend forever looking for the 4th
Foppingtonians and hex 2324, in A Famous Victory you get all your units
are told roughly where to set up and then build you own lines of infantry and
cavalry. This makes set-up feel very different, but the maps do get full so be
prepared for both of you to work on your lines at the same time to get things
going.
The sequence is close to
Richard's Waterloo game. You draw command points by chit (these,
correctly, favor the Allies). This gives you the number of Leader Initiative
Markers you can select for the traditional opaque container. Each LIM when
drawn allows you to activate the units in that line. After all LIMs have been
played you can either activate lines in a restricted fashion or dice for
something better (risking doing nothing at all). As many lines will be formed
up in succession you will not want to waste a LIM on two lines where the second
is drawn first! You leave the second line until the No LIM phase. Most of the
time the defender will have no difficulties, but the attacker will want to
limit his attacks so as not to strand one attack in artillery range in a later
turn (with a smaller command chit). It all works surprisingly well, and,
although it may be a little too rigid to be historical, I was impressed.
Combat of the period has been
characterized as linear, and Richard uses the line as the unit of battle. You
constitute lines by having units (which are regiments/battalions) adjacent to
each other with a line commander in attendance. The number of lines is limited,
and once you form them you are stuck with them. You may not reform a line in
the middle of the battle. In effect, although you may have hundreds of
counters, you usually have no more than nine maneuver units. A very reasonable
historical summary.
Where the Wristage Wrampage
commences is that you dice for everything and its dog. As the lines approach
there will be a light smattering of artillery fire. The infantry move adjacent
and engage in volley battles. If the active player feels feisty (or he sees his
enemy line is demoralized) he may attack and try to drive them off (but he may
be demoralized himself). Most combat results (fire and melee) require a
disorder die roll, and it all got too much for poor little me. As the two
infanteries are pretty much balanced, two lines will tend to be very ragged
before one goes. The Dutch and English cheat by towing around light battalion
guns which give them an edge.
The cavalry combat is lovingly
constructed. Cavalry come in three varieties: Caracole (these engage in
pistolling the enemy line); Fire-Move (these chaps fire and then trot home);
and Full Tilt (Manly English Types these) who eschew the pistol and go in with
sabers. Most designers treat the caracolers as gutless light cavalry, but
Richard lets you choose your own poison. A Full Tilt charge is favored by a
strong combat factor but only after a round of fire has been taken. Whatever
the attacker wants to do the defender may have other ideas, and there is a
tremendous weight of detail in the combat resolution. Good for detail, bad for
playability.
That’s about it: you form up,
you attack, one side starts to lose too many troops and it breaks. There is
some level of Chaos simulated with the line activation and initiative
activation but not enough to spook you. It is just a very, very long game.
Being a lazy old fart, I must
confess after my first game I found A Famous Victory too much, but I solved
this by producing a set of Kwikplay rules which allowed me to have all the
excellent historical work but to simplify the combat to a number of die rolls
for entire lines. At this level one can really sit back and enjoy the
historical atmosphere, watching the French Guard clash with the Dutch, villages
being stormed, lines trapped in marshes, etc. I think it says something about a
game's quality that one feels the desire to amend it to fit one’s own play
preferences. A Famous Victory is such a game.
CAPSULE COMMENTS
Physical Quality: Very good overall: maps reasonable, counters exciting
and clear (but miss a trick), rules well laid out and edited.
Playability: Very much in the Berg Style, lots of sub-phases and
separate actions proceed neatly from helpful summaries. You will not finish
this baby quickly though.
Replayability: Because the set-ups are up to you there is a good
chance you will want to get it right a second time.
Creativity: Concept of the rigid lines and cavalry combat deserve
commendation
Wristage: More dice than combatants, at times I thought I was
dicing to see if I diced.
Historicity: Commendable try on establishing the parameters of
combat, and the order-of-battle work shows great devotion. The effect is
blunted slightly by each player commanding at all levels from colonel to
marshal
Comparisons: There have been other games on Blenheim, but they
were bastard Napoleonic and I discard them. Berg treats his topic as seriously
as any tactical designer, and you will learn a bit about why this period
differed from later ones… once the swelling on the wrists goes down.
Overall: Too much, too young for me: buy it, read it, think
about it, then play my Kwikplay version.