SPLIT PERSONALITY
THE GAMERS CIVIL WAR
BRIGADE SERIES: BLOODY
ROADS SOUTH, PERRYVILLE and EMBRACE AN ANGRY WIND by DEAN ESSIG and JIM
EPPERSON (BRS)
from
THE GAMERS
Each game
has either one (PV) or two (BRS, EAW) 22" x 33" maps, 280 (PV, EAW)
to 560 (BRS) counters, Series Rules book, Game Rules book, dice. Boxed. BRS:
$32, PV: $22, EAW: $2?.The Gamers, 500 W. 4th St., Homer IL 61849
Review
by RICHARD H. BERG
The Gamers'
Civil War Brigade Series has been out and about for about five years now, and,
for a variety of reasons, I have been somewhat quiet about them. However, these
games - which are now some of the most handsome on the market - are too
prevalent and, dare I say, important, to ignore. They garner a lot of design
arguments, much conversation, and a fairly large number of adherents. They also
have their detractors, as do all games. But, in terms of design creativity,
these are water-shed games, especially now that they are in their second rules
version (revised … which I guess means the 3rd edition). And, as much as any
games that Les Frères "D&D" (Dean Essig and Dave Powell) produce,
they reflect what is both good and, if not 'bad', deficient about many of The
Gamers' products.
With a large
pile of CWBers sitting on my shelves, I chose to tackle the three most recent
incarnations: Bloody Roads South
(The Wilderness), Embrace an Angry Wind (Spring Hill and Franklin), and Perryville
(Perryville). I would have limited it to the last two had Big Brick Sasko
bothered to send in his review on the first, but, as we have all learned, Texas
millionaires tend to drop out of projects for which they've they signed up. The
CWB series is noted for two things (at least at this point in its career): magnificent, lush graphics and a
mind-boggling, minutiae-oriented Command system that far too many gamers debunk
without having tried. The CWB series does not appear to be something that will
attract the full spectrum of gamers, but it's not for lack of trying. And in
that attempt, therein lies most of the problem.
Graphically
and visually, there are certainly no problems. The original volumes of the
series suffered from a case of pallid jaundice. However, D&D seem to have
used up that large supply of yellow paint and traded it in for their now,
virtually trademark blue-green-gray shades. Even so, the maps in all three
games under discussion are excellent, although the use of a medium gray hexgrid
often causes the hexes to get lost in the thick woods. The counters are even
more lush; they're almost like a Victorian parlor, so thick with deep maroons,
heavy blues and vibrant yellows are they. It's almost a rococo riot of colors -
some applicable, some a bit much - but all eye-pleasing in a rather soothing
way. Like a Victorian sofa, you just
want to sink right into them.
As for the
rules, well, Dean is never going to be a Raymond Chandler. Short and terse is
not his style. He's more the James Michener type: fat with fact and over laden
with heavy prose. I'd say an editor with a metaphysical machete could work
wonders herein, although the prolific examples and explanations do help. One
hopes, though, that they could be separated from the text that counts. And
there seems to be an ongoing contest between The Gamers and GMT to see who can
come up with the smallest font. So far, it's a flat-out, retina-wrenching tie.
One major
plus for these games is the product and customer support provided by The
Gamers. They are accessible, responsive, and market-wise. If this is a factor
you consider when buying a game, know you are buying the best in that area.
And you'll
need that support, too, because, despite the umpteen revisions this series has
gone through, it still has more holes than a wheel of Emmenthaler. It's not for
lack of trying that these anomalies exist; it's mostly because of channeled
focus. Overloaded Emphasis could actually be said to be the motto that graces
the Gamers' family escutcheon. It shows up in virtually all of their games.
Either Dean or Dave get so wrapped up in one design aspect that they expend
most of their not-insignificant creativity producing a multi-layered series of
rules for that area that reveal it in all its glory. With Omaha it was
artillery barrage; here it is "command".
Shorn of its
Command rules and multi-tabled combat resolution, the CWB series is a fairly
simple game. Too simple. The units are brigades, with artillery in battalions.
Scale is usually 200 yards a hex. The sequence of play is for Player A to move his units and then resolve any close
combat (melee). After that, there is defensive fire followed by (and the phrase
"followed by" is important) phasing player fire. One curiosity is
that, with the State of the Art moving so fast away from rigid sequences,
exactly who player A is is fixed; there is no individual turn
initiative. One wonders why. Add in the
usually rally stuff and you have the "action" part of the game down.
Getting to that action, though, is where the CWB games are different, and that
trip is one hell of a bumpy journey.
I must admit
that part of my reluctance to delve into these games was the fable, rumor,
inuendo and plain horse-hockey that had built up around their somewhat infamous
Command system. Well, it's everything everyone says it is - and less. It's not
the Gorgon from Beyond many seem to feel it is; it's just that, in order to
show you why Command Control was so difficult and so frustrating, they have
eliminated nary a step. You experience it all. An indication of what you're
dealing with is that there are seven (!!) charts used to simply send an order.
It's like
wanting to go to the movies. Usually, you get into your car, turn the ignition,
and you're off. Here, though, you have to ensure and oversee every step of getting
the car started, from connecting the ignition wires to hand-pumping the fuel
into the distributor cap.By the time you get the car started the show ended an
hour ago. And that's what it's like
sending an order in these games.
Fortunately,
however, while this is pretty much like determining how large a forest is by
counting the trees, it is laid out clearly and, amazingly, it all makes a lot
of sense. More importantly, it truly and accurately portrays the difficulties
of command - especially in a place like The Wilderness. In Perryville,
where both sides seemed to be attending a convention of The Generals From Hell,
I think it is mathematically possible (not probable, but possible) that no one
will ever move!! There are ways to circumvent the full Command process,
although the mathematical odds to successfully do so are not strong in your
favor. Also, it doesn't appear that you need a specific order to slam into an
enemy force right in front of you, unless your last set of orders says
otherwise. (At least that's how I interpreted it.) It is clear after a few
turns that this is perhaps the most accurate, most intelligently thought-out,
and most overwrought command system in all of Simulation Land. If that's what
you want, if Frustration is your game, then you'll be in Simulation Heaven. If
not, you've been warned.
Aside from
this vaunted Command System, what else have we got? A somewhat mixed, albeit
playable, bag is what you got. The system has a very interesting set of Fire
Combat mechanics in which absolute numbers mean little; relative numbers mean
all. In other words, the game recognizes that if you have 1000 men and 900 get
killed, the 500 of these that were firing in the first place will still be
there (the lost 100 having been replaced by an extra 100), still firing. It's
only when a unit starts to take serious losses that it looses firepower to a
great extent, or sinks to one of the three levels of lesser morale: Shaken,
Disorganized and Routed. Familiar
mechanics and numbers are used to produce the losses on the Fire Table, as well
as a very interesting Morale Check table in which you can actually increase
your morale level if sufficiently annoyed by enemy fire. That check also
produces one of the systems great bugaboos: Stragglers.
Few players
like stragglers; and no one likes to keep track of them. (I found that
out with Bloody April, at least.) They ARE a definitive part of the
warfare of this (and almost any) era and a major problem for commanders. But
they are NOT a major result of fire combat, as is portrayed herein; most
straggler problems result from either too much walking or too much routing. The
number of men who cut-and-run as a result of enemy fire (without a rout result)
in this game is simply not supportable. You can lose more men to
straggling from one round of enemy fire than you can to bullets. Is there
straggling after rout? No. Is there straggling from excessive marching? Not
unless you use Forced March. But it's easy to lose one-third your
strength to stragglers in one hour of combat. - and that's each unit!
I'm not saying straggling in great numbers didn't exist; I simply maintain they
didn't occur here. To add to this through-a-glass-darkly view of the problem,
recovering stragglers is far to generically simple, probably a result from a
desire to keep the rules complications cavalry entail to a minimum.
And then
there are what I call the "Subjective" Tables, such as the Status
Change Table. Each player has to decide, each turn, how he's doing. Literally.
Sort of wargaming's answer to "I'm OK, You're OK." Now even the rules
recognize that anyone who is smarter than Burnside will realize that you can
stay out of a mess of trouble (Army Panic dierolls) simply by saying,
"Hey, guys, everything's just Okee-Dokee." They recommend you be
objective about your subjectivity. Sure. Obviously not a game for those of a
competitive bent.
Even more
ridiculous - and more indicative of the skewed creative energy - are the facing
rules. It costs a brigade - even a brigade with an Extended Line of 600 yards
sitting in the Wilderness - absolutely NOTHING to change facing, even if such
units are in an enemy ZOC! They don't even get fired at!! I had such a brigade
perform a parade-ground maneuver that even Scipio at Ilipa would have drooled
over. Not a hair was mussed - well, they were a bit Shaken, but that counted
for naught - and each counter (the combat unit and its two "extended"
markers) managed to each adroitly spin
place, sort of like the Amazing Gazonga Brothers, sashay off to the left, wheel
right, turn around - all in full enemy view - and then flank a fully extended
enemy brigade. It was better than watching the halftime show at the Super Bowl
- and just about as dumb. With such detailed command rules, why are players
treated to such off-handed, who-cares minimalist rules-writing.
Even so,
once you've beaten the Command System into the corner and decided on what house
rules to use to fill in the obvious blanks and dumb spots, these games somehow
have a higher level of fun than most … a level that does, however, vary with
the battle being portrayed.
Forget Perryville.
It's a game that succumbs to the system, because it's a battle that is
terminally linked to command problems. The only thing worse - or to less effect
- than sitting around trying to get
these Zombies in Blue and Gray to move is running through an artillery barrage
in Omaha. It's Buell vs Bragg, both at their worst. Whad'ya expect?
Bloody
Roads South is well
worth the effort, although it is a game that, because of the horrendous terrain
and the concomitant command problems, is pretty well channelled down the roads.
There are opportunities to do some unusual cross-country flanking maneuvers,
but, ultimately, history pretty much runs its course here. Both players,
though, are severely tested and the game's historical insights are excellent.
The most fun
is Embrace an Angry Wind, if alone for the excellent, only
partially-tongue-in-cheek John Bell Hood rules and Addict Table. John Bell Hood
was a man driven by personality and pain so far from the edge of reality that
his present, somewhat elevated, status in the Confederate pantheon is rather
difficult to understand. (I always think of the knight in the Monty Python
"Holy Grail" movie, the one who keeps getting his limbs lopped off
but still comes returns to attack again and again. That's Hood.) Anyway, EAW
covers the battles of Spring Hill and Franklin. The latter is, of course, a
major CSA disaster … and even the most astute player can't salvage a rebel
frontal attack. Solitaire play only, and enjoyable only in "northern"
precincts. Spring Hill, though - the prelude to Franklin - is fun. It's a
meeting engagement that starts with almost no one on the map and proceeds tp
show off the system at its best. Unit numbers are few, the map is fairly open,
there is room for maneuver and, although you are again dealing with yet another
futile gesture by Hood, at least there's lots of wheeling and clouting… and
lots of Bedford Forrest. It's also a
good game to get if you want to sample the system, as it has few special rules.
Ultimately,
although I had a pretty good time testing this series, I was really frustrated
playing the three battles. Not frustrated by the Command System; that I sort of
liked (if not really enjoyed). I certainly appreciated it. I also have no
argument with the game's infamous "No Woods Benefit" rule, especially
at brigade level; there's a lot of truth to what Dean argues therein. And once
you've played a turn or two, you do find yourself playing the situation, and
not the rules. I was frustrated, however, by playing a game that ran the gamut of reality from A to ZZZ: Afrika
Korps meets CNA. Why?
There's a
nagging feeling that much of what makes up the CW Brigade Series results from a
basic desire to "…do something different, and to do it differently."
After all, this is not the first brigade-level ACW system we've seen, and it
surely won't be the last. It is the most detailed, though, and truly the most
unusual. And it is definitely the most frustrating, often by design … but
sometimes by a lack of it.
CAPSULE
COMMENTS
Graphic
Presentation: Lush, beautiful, eye-catching. Excellent.
Playability:
Once (if) you get the hang of the Command system, playability is not
that much of a problem. It is not the game's strong suit, though. Solitaire is
possible, but heavy hat-changing is required to incorporate the Command system.
Replayability:
Moderate, and mostly for those interested in either the system's command
aspects or the what-if, historical aspects of the games.
Historicity:
Here the series has a truly split personality. In some aspects,
including OB and leader usage, its historicity is quite high … exceptional in
spots. Then, turn the page, and your only brush with reality is the name of the
battle.
Playing
Time: Depends on how long you take to write out
all those orders. Higher than most games at this scale, certainly a long
evening at best.
Comparisons:
Let's ignore the random, individual battle games that abound as well as
the ultra-simple brigade systems. In terms of portraying command, the CWB games
are far superior to anything going. That aside, what have we got? The
Markham/Berg 1862/63 series has little of the detail but is far simpler
and more "competition" oriented. The obvious comparisons are to the
the regimental-level GBACW games, which are more concerned with the effects of
Chaos and inability to control "events". Both are fairly complex,
involved systems. Withal, the two systems are remarkably similar in both
mechanics, effect … and the fierceness of its adherents.
Overall:
Although the CWB Series is probably the best brigade-level simulation
going, it is not without problems. And its problems are those that seem to
afflict most - if not all - of The
Gamers "in-house" designs: concentration on 2-3 areas, ignorance of
(and in) several others. Given the graphics and the possibilities, definitely
worth a try to see if you'll buy into it.