BUENA
VISTA by Roger Miller. From
Fifth Column Games, 2646 Los Nogales, Rancho Cordova CA 95670. $22
To let you
know where I'm coming from here, you should be aware that I've been working, in
somewhat desultory fashion, on a Buena Vista game for about four years. Not
that it's such a difficult project - it's really a rather interesting battle
between two totally dissimilar forces, one representing the past, the other the
future. It's just that I've never gotten up enough energy to finish it … or,
until recently, a publisher to publish it. Then along comes Keith P. (yeah, I
know …but it was "bird-in-the-hand" time), and he liked the idea. So,
whenever I get around to finishing the proposed Gringo game (which also
includes Monterey), I'll have finally got rid of this Mexican albatross. In the
meantime, we've got this similarly avian dead weight around our necks to deal
with.
I do not
like this game. I am not quite sure what Mr Miller is trying to show with his
design, but it isn't anything cohesive, that's for sure. BV is easily
the most overwrought, over laden, confusingly written, potpourri of ill-advised
thoughts and rules since John Prados was last let loose. You do more work to
less effect in this game than with anything I've seen in years. Playing this
has to be the board game version of Sysiphus, at least.
Visually,
it's fine. The full map (90 yards per) is Simonitch, the counters (100) are
SPI/Zucker-style, and the rules book is clear. BV is ziplocked, which
keeps costs - and consumer interest - down.
The turns are 20 minutes, each of which is divided into five minute
impulses. You'd think with that you'd be dealing with platoons, but no, you've
got 19 Mexican infantry and cavalry brigades against 11 US infantry and cavalry
regiments, six of which have a detachable rifle company counter, and the
excellent North American artillery. The Mexicans have division-level
commanders, the gringos either Zach Taylor or John Wool (who, by the way, has a
huge monument to his honor right in front of the NY Toy & Game Fair HQ!!).
Not too many counters to fill that big map, and not enough informational chrome
to fill the interest gaps created by the design. Except for their "names", every Mexican infantry brigade
is exactly the same, 32 SP's, 800 tired, quasi-Napoleonic Mexicanos. I wonder
how much intensive research it took to arrive at that design decision.
(Historically, these brigades, much depleted by the rapid march north, appear to have varied between 700 and 1500
men each.)
Little of
this system even approaches "elegant", the design term used to
describe a mechanic that represents something applied effortlessly and
accurately. This game is about as "elegant" as Roseanne Barr. I think
what we have here is an attempt to use miniatures-style rules for what should
have been a fairly simple board game. Since the weakest part of the miniatures
hobby has always been its rules, this line of thought is something less than
felicitous. Rules are presented as a
series of poorly-connected maxims, almost as if they were jotted down as Miller
thought of them, without any nod to continuity, organization or even common
sense. A few random selections - which was apparently the design method chosen
- will suffice:
•• The illustration for a
"rifle-armed" unit shows the Mexican 5th brigade from Pacheco's
division. My cerebrum did a jig on that one, as the Mexicans were anything but
rifle-armed. That's OK, because the "5th Pac" counter is NOT
rifle-armed in the game.
•• Check
this rule out: "Any movement points spent towards entering a hex are saved
from one movement phase to the next, and accumulated until the cost of entering
the hex is met." Aside from the bookkeeping problems this entails, this
means that units are actually suspended between hexes from phase to phase!!
•• There is
a 48 SP Mexican cavalry brigade. The rules state that a maximum of 6 cavalry
SP's can be In Line in any one hex. True, you get Line Extenders - gaming's
answer to Hamburger Helper - but you can only use two of these. That
means you have 30 SP's extra to deal with, and no rule, explanation or even
glimmer of intelligence to help you.
•• According
to 11.23, Mexican infantry can shock attack Americans only if they're in
trenches or buildings. Like the guy in the Honda ad says, "…you just can't
make this stuff up!" So, you look
at the map and see that there are 4 building hexes - at the far, north end of
the map, where there are no Mexicans - representing Buena Vista, a hacienda
that now resembles Vera Cruz in size; and 4 trench hexes, two of which are
along the top of a ridge, which is a mighty interesting place to dig a
trench. I can see John Wool running
towards La Angostura (the narrow defile where the trenches were) yelling,
"Out of those trenches, men, into the open. The Mexicans are Coming.
Protect Yourself!!"
•• Cavalry
is limited to one charge a day. So is my wife. Ta dum.
•• Mexican
artillery cannot unlimber if there is an American unit (visible) within 1/2 a
mile of them. Since almost half the Mexican gun wielders are Americans
(Irishmen of the San Patricio Battalion) - despite what the BV
countermix would have you believe - and highly motivated Patty's at that, what
in tarnation does this rule simulate??
•• Try this
one. "A unit in square formation has a tactical movement allowance of
four. A unit in square formation may move one hex at the cost of its entire
movement allowance." Elegance has
just expired, to be replaced by oxymoronic.
Layered over
all of this confusion is an Orders Writing system in which you have to remember
- or write down - how many impulses it takes for the Order to get from Point A
to Captain Z. And that's just for starters. There's a whole slew of rules for
something called Line of March which I never fully understood, and be aware
we're dealing with "written" orders here. Clarity is obviously not a
consideration here.
The combat
systems have a germ of creative interest - they're actually halfway to clever -
but they are so laden with adjustments, dierolls, check-this and check-that
that they're almost worse than getting shot at for real. I especially like
using 1/2 rounds of ammunition! Believe me, the supplied Roster Sheets are
truly needed. After two turns they're covered with notes, arrows and more
marginalia than the Talmud. And two
turns is about as far as you'll get before firing a bullet into your gaming
head. 20 combat units, and it takes over an hour to complete one turn. And a
tedious, page-rifling, what-the-hell-does-this-mean hour at that. All of this may count for little when you're
pushing those neat-looking figures around a table, but for board-gaming, this
is a definitive nadir.
Amazingly,
for all the unnecessary rules-crunching that Miller feels he needs to
"accurately" simulate this era of warfare, a simulation at which he
is less than partially successful, he completely misses the piñada by totally
fudging the Mexican OoB. True, this is not an easy OoB to pin down. But
information IS available; you can
do some footwork and come up with a respectable stab, especially since the
Mexican units have such colorful names (such as Aguascalientos Activos,
Gardacosta de Tampico, Jalisco Lancers, et al.) Simply lumping everyone into
all-purpose brigades, each with the exact same strength, is to reveal an
absolute dearth of comprehension as to why people play these games.
Buena Vista
is far too interesting a battle to deserve the back hand of fate it receives
here. It's a marvelous comparison between the strength of sheer numbers and the
virtues of speed and independence. Miller's Buena Vista has little
insight into the military minds of either combatant, here. The battle
may have been what they call a Mexican Stand-Off, but this game is really a
Chinese Fire Drill.
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