STRAIGHT
A'S FOR "A5A"
ACROSS FIVE APRILS by ERIC LEE SMITH
from
VICTORY GAMES
2
22"x 32" mapsheets; 352 counters; 2 Rules booklets; 2 Player Aid
Cards; dice; boxed. Victory/AH, 4517 Harford Rd, Baltimore MD 21214 $2?
Reviewed
by RICHARD H. BERG
Eric Lee
Smith has been absent from the wargame scene for far too long. After working on
some of Victory's more intriguing titles in the mid '80's (such as the
interesting, but rarely played Moseby's Raiders, and the immensely popular
Civil War ), he retired to Philadelphia to make money, something
virtually unheard of in this industry (making money, that is). But,
after several years of getting in touch with Reality, he's back … and he's back
with a vengeance. His "pentagame", the rather opaquely titled Across
Five Aprils, is easily the best "simple" game I've played in a
decade, and the perfect retort to those designers of similarly
"simple" games who feel that "simple" = devoid of
creativity.
The last
year has seen several attempts, virtually all desultory at best, to
publish/design a game that is easy to learn, fast and simple to play, yet is
challenging to the mind and, dare I mention such a prospect, instructive to the
inquisitive. The most obstreperous attempt was the Bagget/Decision answer to
the LeBrea Tar Pits: that quicksand of simple-mindedness, The Ancient/Bag
Quad. 3W put out a couple of games that appeared to be reaching for the
Quick Play audience, but only those from wargaming's own Rabbit in Heat, Rob
Markham, even approached playability. The Gamers had some success with Stalingrad
Pocket, but, while StalPock is easy to play in the end, it does take
some time to both get into and finish. Excluding a host of False Dmitris from
both "S&T" and "Command", games often less simple than
they proclaimed - and sometimes less interesting - there wasn't much else to
answer that clarion call of Classic Simplicity … not even AH's own Smithsonian
Collection games, which are often far more complex than AH seems to care to
admit. Each of the pretenders, above, failed to answer the bell for at least
one of the following requisites: Easy to Learn, Fast Set-Up, Equally Fast Play,
Some Historical Insight above the level of a TBS movie, a system that revealed
some sort of Creativity, and a
situation Challenging to the Players. It is thus with no little satisfaction -
for I have done much work with Eric and know how creative he can be - that I
state that his A5A not only successfully meets the standards of all of
those categories, but it shines in the most important one. It is a whole lot of
Fun.
A5A is a multi-game in the venerable Blue
& Gray mold, but with a deal more pizazz. There are, as the title would
suggest, five battles in the box: 1st Bull Run, Shiloh, Pea Ridge, Gettysburg,
and Bentonville. 1864 seems to have gotten the back of the hand here, although,
when one thinks of it, other than The Wilderness, name a battle from that year
that IS gameable. Bentonville isn't much of a battle either, and one wonders
why this sorry affair was included over other similarly-sized battles. On the
other hand, aside from a privately published Bentonville of over a decade ago
that would please only the hearts of true collectors, it IS a battle untouched
by human dice. Unfortunately, there is a reason for that.
The least
imposing aspect of A5A is its rather drab box cover, even with the
Troiani painting adorning it. The game title is too small, and, as both the
painting and its border major in Deep Blue, the effect is more of depression.
The back of the box is actually nicer looking than the front. After that,
though, no complaints. The maps are similar in style to those seen in Stonewall
Jackson's Way, although they are not as crisp, evocative or impressive.
They're nice, though. Interestingly, Victory chose to put Gettysburg on one
map, and the rest of the battles on the other map (two on each side). Not
important; just interesting. The
counters are clear, readable and color-coded for Organizational identification,
which is quite important in play. The rules books are easy to read - big
typefonts help - and the Players Aid Chart
and extremely handy counter-tray complete the professional package.
The most
interesting aspect of the A5A design is that, while it is quite simple
and all of the mechanics seem quite familiar, it as anything but your basic
Igo-Hugo, 3-1 or die game. The Sequence of Play and the application of combat
results are not only both rather unusual, but their innovations serve to give
the games a solid jolt of fun jot while keeping game-play at a constant level
of tension. And that tension, that "what's-going-to-happen-next"
feeling, is what makes A5A so playable and so successful.
Basically,
what Smith has done is to go a step or two further with what I, personally,
feel is the major system innovation to be put into pandemic use over the last
two years: picking chits to see who
goes. This is an idea that was almost accidently invented by Victory's departed
editorial wizard, Michael Moore (whose other claim to fame is Victory's Cooking
Game), and immediately adopted by Smith (in Civil War, in somewhat
different fashion). It's been used to great effect elsewhere (cf. Mark
Simonitch's Legend Begins, among others) and is so good that it will be
used by me (Ed. e.g., in the upcoming IV Against Rome and Gringo,
among others … this has been a Paid Political Announcement). Smith, though, has
added some unusual refinements. Each organization, usually a division or corps,
gets a Movement Marker. Some get two, but they can only move on one. And each player
gets a Combat Phase marker. So, into the hopper go a bunch of Movement markers
and two Combat markers, and the order in which they're picked is totally
random! This not only means that when
your guys get to move is totally unknown (at least until the end of the chit
picking), but it means you never know when you will be able to attack!! If you
pick your Combat marker before you've moved, and you have no one in your ZOC,
then you can't attack (except for artillery bombardment).
It actually
gets a bit more subtle than even that. If your combat marker is picked,
you must attack everyone in your ZOC. However, you can also retreat any unit
that you do not wish to so use. Players quickly acquire a system-enhanced
caginess, in which they will move units into enemy ZOC's z after their
combat marker has been chosen, because they know that when their opponent picks
his, unfavorable odds may force him to attack badly or, more likely,
retreat. Thus, the system produces bloodless, non-combat position exchanges, as
well as the inherent tension of not knowing whether the marker you want will
actually pop up in the "right" order. After a while, and when the
units become quite intertwined, as they do in almost all of these games, most
movement consists of such attempts to "bluff" the opponent out of
position. The great part about all of this is that, with rules so minimalist
Philip Glass would love them, the principle - if not the subtleties- of all
this are grasped almost immediately.
Combat,
while basically your good-ole odds/ratio, has just enough quirks to make it
interesting. Both defender and attacker have their own CRT, each one almost -
but not quite; defender gets a slight advantage - a mirror image of the other.
Terrain produces column shifts, but the unit's Morale Ratings, from the Bull
Run-laden "-1's" to the Stonewall and Iron brigades' "+2",
are used twice: as a dieroll adjustment per the unit chosen to lead the
attack/defense (and, of course, to take the casualties) and to affect any
Morale Checks upon step loss. Most units have two steps, and the CRT can be
most unforgiving in the middle ranges, so players quickly learn that the
position warfare allowed by the Attack Retreat rule and the marker system can
often produce better "results" than slamming ahead.
All of this
is covered in about 7-8 pages of rules which are assimilated and ready for
application in less than 10 minutes. Each battle has its own special rules,
usually a couple of paragraphs, none of which are particularly overwhelming. (Well,
to be honest, the Union Reserve
Artillery rule for Gettysburg is extremely artificial, pretty much the only
over-written section in the box.) To see how the game worked out of the box, we
chose 1st Bull Run, a battle unlike any other in the war, and one that has
successfully challenged - and defeated - many a game designer. Now, while it
didn't highlight many of the features of this interesting battle - piecemeal
attacks, massive confusion, unfamiliarity with the new weapons of war - our
game managed to mirror history rather interestingly. It was also nip and tuck
all the way, even though Tyler's Division got across the Stone Bridge with
little trouble. Stonewall's brigade proved to be a godsend, actually pushing
the Union right off Henry House Hill and holding it for the remainder of the
game. The CSA just held on for a very slim victory … and it was a tense, fun
game. It also took 55 minutes to play - and that's including kibbitzing and
commentary.
Then it was
off to Shiloh, another test of a designer's mettle. Here the game seems to
reach its peak, as this version of Shiloh is just marvelous. The Union lack of
alertness is easily and simply handled by not giving them any markers until
they are attacked. The rebels managed to get all bolloxed up in their movements
simply because the Movement markers came at the wrong time, often telling the
player to move his rear-line units before his front-line. There was some
marvelous risk-taking and some really bad decisions. By mid-afternoon
game-time, two Confederate corps simply blew their way through the center of
the Union line - as happened historically - but took major casualties in doing
so. They ran out of gas in the evening, and then Buell blew 'em away the next
day. Actually, Shiloh is a two-day battle that makes a one-day game, because
Buell's army simply tilts the balance so overwhelmingly that if the CSA hasn't
grabbed the landing and cut off the Tennessee by the end of the day, the CSA is
simply not going to win. Fortunately, in this game, they have a truly good
chance of pulling it off that first day.
Having found
Shiloh such a joy, we took a deep breath and flung ourselves into
Gettysburg. Avalon Hill, bless its
heart, has tried (and failed) to do this game so many times that you'd think
sheer exhaustion - aside from bad design work - would cause them to scream,
"No More. Never Again! Go
Away!!" Well, they can all breath
a (small) sigh of relief, for while this GB version is not as good as either
the Bull Run or Shiloh scenarios, it pretty much works. Granted, there was some
maladroit twisting and tugging, such as giving Buford's cavalry rather high
combat ratings so that Heth doesn't simply use them as boot wipers. The Iron
Brigade also seems to arrive a mite early for my taste, and, on the whole, the
Union does a bit better in the opening rounds than would seem appropriate. Then
again, the sheer randomness of the Movement marker selection - Turn 2 saw the
CSA player pick his Combat Marker first, and as he had no one in position, he
could do nothing against Buford - may have had a great deal to do with this.
It's also somewhat my problem; I'm a bit tired of the same old units
streaming up the same old roads, doing the same things, with virtually the same
results. Ultimately, that great Illusion of Movement - the false feeling that
you're actually controlling events - is just that, an illusion … a lie of
perception. Even with all that distance to cover, Gettysburg is a channelled
battle which plays out almost exactly the same each and every time. So, while
this version worked pretty well - the Union actually stands a better chance of
holding Cemetery Hill in this game than in most others - I'm just tired of hiking around all those
little tops, rail cuts and undulating ridges. There are few, if any surprises
here.
As for
Bentonville and Pea Ridge, neither situation was one I would care to delve
into. Pea Ridge is, if anything, more channelled than GB. And Bentonville? Feh.
I'd rather play Bull Run again.
The game's
simplicities are not without their problems. For example, use of artillery is
highly unrealistic, even with bombardment rules, cavalry is handled better when
its historical use was poor than in the later battles, and it is not clear what
happens (if anything) when units from different organizations stack. These problems, however, are easy to overlook simply because you are aware that that's NOT
what the designer is trying to show you.
Eric Smith
is intent on showing you a good time. That he succeeds so well, with such
panache, with so surprisingly large a modicum of insight, and with such disarming
simplicity is a testament to his creativity. This is a really good one: grab
it.
CAPSULE
COMMENTS
Graphic
Presentation: Good, but not great.
Playability:
A major asset. Easy to learn, easy to play. 3 of the 5 battles take
about an hour; the other two are longer only because of the number turns
involved. Excellent solitaire, probably workable PBM, and certainly sure to be
a tournament fixture for years.
Replayability:
Depends on the battle, but the Sequence and marker system ensure that no
two games will be the same. Except Gettysburg, which seems to defy any attempts
to alter the inexorable march of historicity.
Historicity: Within the limitations of its
design and aims, quite good. Certainly not the final word, but the systems and
combat are quite era-evocative.
Comparisons:
It's sophistication renders the old Blue & Gray games totally
obsolete, while its simplicity makes it far more playable than the 1863
and South Mountain systems. At its level of design intent, at least two
laps ahead of the competition.
Overall:
In its ability to combine simplicity with subtlety, historical insight
with ease of play, and tension with fun, Across Five Aprils is a major
achievement … one of the best games of the year.