GIMME A DEVELOPER!
GIVE ME LIBERTY!, by ROB MARKHAM
from 3W
Games
Two
22"x34" maps; 400 counters; Rules booklet; die. Boxed. From 3W,
Cambria CA 93428. $30.
Reviewed
by RICHARD H. BERG
Nagging
question: does anyone - ANYBODY - ever play
a 3W game before it gets sent to the printer?
Does anyone bother to even glance at it before shipping it off to the
Art Department? Or does well-developed
refer only to back-up singers at an MTV festival?
These days,
3W games appear to fall into three broad, quasi-environmental but depressing,
categories: Recycled Trash, Industrial Waste and Misguided Development
Projects. Luckily, 3W's Give Me
Liberty!, designed by gaming's Rabbit in Heat, Rob Markham, falls into
neither of the first two categories. On the other hand, it is a major
contributor to 3W's third, and final, group: Games That Could Be Interesting If
Someone Bothered to Develop Them.
Historically,
AmRev games have not fared too well with the general public. The Revolution, as
a whole, seems to produce massive consumer yawns, and this is only the second attempt to sell one in a box. (A
third, We The People, from Avalon Hill, is due next year.) Previously,
only Randy Reed's almost 20-year old 1776, a game that is virtually
devoid of any hint of chrome or any history, other than geographical
locations (although it's not a bad
"game"), was readily available. The other two attempts -
SPI/S&T's The American Revolution (a truly goofy, area movement
game) and my own (TSR/S&T) 13: The Colonies in Revolt (well, I liked
it
did anyone else?) - are magazine games. Can you name an American Revolution
battle game that either sold well or did well in a magazine? Can you name an
American Revolution battle game? Slim pickings, indeed. So, give Rapid Robert a big hand for wading
into these unknown waters. And, on the whole, he has produced a rather fun game
I would usually say "little" game, but Liberty is anything
but small
except in the area of development.
For those of
you who shudder at the thought of opening a 3W box and gazing at components
that would nauseate even Taurus Games -
well, that's going some, but you get the idea - you can relax. Aside from the
unnecessarily small box (which only serves to give the consumer the impression
he's not getting much), the components are actually well done. The map is very
green, very plain
and very boxy, as it uses a House Divided box-to-box
movement system. Initially, my reaction was, "
there are so many boxes
why didn't he just use hexes?"
However, the box system, when combined with the fact that the two-map
playing surface is BIG - about 3'x 4' - makes the game very maneuver oriented,
reflecting the realities of the actual war. I think the maps could have been a
little more detailed in terms of background ornamentation, and another color
wouldn't have hurt (especially for the region and state lines), but it's clear
to read and easy to play on.
The counters
are workmanlike, readable and moderately colorful. I'm not sure why the leaders
weren't given a different shade from the troops, but they're better than much
of what 3W usually defenestrates. I do
note, however - and note with some disdain - that those awful leader portraits
that 3W seems to revel in are back again, including Lord Montrose - direct from
a six week run in Royalist & Roundheads LIX Meets Edward "X", The
Black Prince - who here shows up as
about a half dozen British generals. Busy fellow
great agent. Even worse,
though, is that these rather artless pictures actually confuse play! You see,
leaders are divided into one, two and three star commanders (their
terminology), according to what they can do. Instead of putting stars on the
counter (heaven forbid such a simple solution should occur to anyone in
Cambria), we get what appears to be Bach, Ichabod Crane and Doctor Demento. And
Lord Montrose. So where's Dr. Loutsch?
As for the
rules, more anon
except to note that the game's realtively few charts are
stuck in the middle of the book, on two separate pages, each backed by rules.
So, rather than dismantle the rules book, you leave them inside, where constant
referal de facto dismantles them anyway. Why they weren't put on a separate
sheet of paper is a fact known only to Keith's accountant, who was unavailable
for questioning because of the 1-3 he's presently doing at San Quentin.
As I said,
this is a BIG game, but it wears its "largesse" quite handily. There
are actually two, separate play sequences: one for each turn, and one rather
extended one for quarterly interphases (turns are biweekly, which gives you
some indication of game length here!). The Interphase Sequence handles all the
political and chromatic mumbo-jumbo, such as militia melt-away, Indian
alliances, a somewhat weirdly effective Lord Germain Table, exchange of
prisoners, et al., none of which is overly complex, but all of which do provide
the game with a sort of built-in breather
and some nice flavor.
However, it
is Markham's rather interesting sequence-driving Command Table that lifts this
system out of the ordinary and manages to give it much of the taste of the
times. Most turns the Brits go first, and that means either opting for caution
and choosing to undertake only one action - which means using only one
"army" - or rolling the ten-sider and seeing whether you can
garner from 0 to 6 such actions
or
give your gleeful opponent 1 or 2 of his own (a 20% Chance for Doom). As each
action enables you to move only one hex's worth of units (if leader-led), this
makes for much decision-making on the players' part. Good stuff, great fun.
Actually, it makes the game.
Unfortunately,
some of the remaining rules seem intent on unmaking the game. As a rather
striking example of this - as well as printed proof that no one above the
food-chain level of protozoa ever looked at this stuff - is the following, from
§8.26: "Forts are destroyed if they receive 2 hits by opposing enemy
artillery during step four of the land combat resolution
[(see 9.0).] "
Sounds
reasonable, right? Deception, however, is in the air:
There is no "step four"; the
resolution sequence, such as it is, has
only three steps!
Is that 2 hits in the same Attack Phase, or
are they cumulative?
for which, by the way, there is no mechanism.
If they suffer one hit are they reduced to
entrenchments?
Section 9.0 covers Reinforcements, so that
reference is of no help.
Can you rebuild forts? Nary a mention of
that possibility.
And that's
only one sentence!!!
The above is
nothing compared to the instructions (or lack thereof) for resolving combat,
which tell you to place units in the Combat Display, but fail to tell you what
method to use for such placement. Granted, it's not too difficult to figure it
out, or you can extrapolate the somewhat similar naval combat system (which is
truly a waste of space/time until the French arrive). But still, a hint, a
glimmer
something! The combat system
is actually the game's major - and tragic - flaw. It's sort of a variant on the
Quebec, 1759 <> Eastfront system. You place all your units down,
and your opponent rolls the die for each one of his units. If the
dieroll is the same as or lower than that unit's Combat Rating, the affected
player applies a Step Loss (two of these and you're gone) to one of his units.
Most units are in the 3-5 range, but Militia tend to rout when hit (nice touch)
and the King's Men are about 20-30% more effective. After one round of this
dierolling, if both players so choose, they can order another round. (Hey,
barkeep
two Burgoyne Lites for my Hessian buddies here. Put it on Arnold's
tab.) And that's where things
start to fall apart. Aside from common sense, which few gamers ever
perceive as a rule, there is nothing to stop both players from beating each
other into two piles of useless, ahistorical pulp.
I think it
was late in the 1777 turn when a rather large army - the game gives no scale,
but it felt like about 10-15,000 men - under Burgoyne, Carleton and Grant
challenged a heavily dug-in Washington and Gates with a similar number of
rebels to a big set-to just south of West Point. Now, a 30,000 man battle was
about as big as one gets in this war, a war that counts engagements totaling
5000 men as major, so it was obvious that this was going to be, if not THE Big
One, certainly one of the bigger ones. Well, since the winner of such a fracas
gets an important Major Victory, and since both of us quickly (and
mathematically) realized that it was most likely to come down to a last
dieroll, that's just what we did. Assuming our best, Henry Kissinger,
He-Who-Blinks-Loses Face, we dierolled each other into oblivion. When the black
powder had cleared, one, solitary (and step-reduced) British unit remained
perhaps about 3-400 guys. Two armies totally annhilated equalled one Major
Victory for the British. Fun? Sure, if you also enjoy watching things like TBS
Friday Nite Boxing, wherein two sloppy, white monuments to Flab and Fast Food
trade punches until one of their pre-Neanderthalic brains finally realizes that
this is not a Good Thing. Historical? Arguable, in terms of what
"eliminated" actually means. Stupid? About as stupid as those two
boxers. What made it even more fun - and even more guffawingly dumb - was that
the number of units killed off was directly proportional to the number of House
Rules we had to come up with simply to get to that point, as only partially
exemplified by the infamous §8.26, above.
I have
focused on combat, because that is the least felicitous of the game's
mechanics, although most certainly not the only one riddled with The 3W
Disease: Developinowaytosis. This is a great pity, because, under all the wrong
references, lack of clarity, and does-this-really-mean-what-it-says rules
e.g., the rules appear to say that Americans can automatically Retreat Before
Combat, a great benefit, before any force except Hessians. Is that right? And
if so, on what basis? Did the Merry Teutonic Mercenaries walk faster than
Brits? Were they so feared that the rebels froze in place? Or was it all just
an oversight? Understand, that this is not an insignificant question in this
game
where was I?
oh
beneath all the industrial waste that passes for
rules writing is a pretty neat game.
Granted, the
game does not need to be two maps big, although I have no objection to it being
so. It has some really goods movement rules - including a nicely interesting
Reserve Movement that actually has to be pre-anticipated - that impart a true
maneuver-oriented feel, which is what this war was all about. And the victory
conditions are true to the topic: the Americans win simply by being around
after everyone gets bored and leaves. The feel is right, in that the redcoats
can deliver defeat after defeat against the Yankees and still get almost
nowhere on the Victory Track. The British Player can get very frustrated
playing this game. There are lots of leaders, most of whom have a curious set
of individual (optional), but somewhat artificial, special abilities. Failure
to keep your eye on that chart can cause more grief than a shipload of
Crapauds. There are the usual militia-raising and disappearing rules, but I
wonder why demobilization of these units was not, at least partially, linked to
how far away they were from their home "state". The supply rules,
complete with foraging, are simple yet
effective - a rare achievement in any game.
Even with
all of this good work, there's still a difficult to explain, yet definitive,
dopiness to all of it. There is hardly a rule section that doesn't require the
players to come up with some sort of Appellate ruling. And, despite the fact
that individual turns take about 10 minutes to complete
less, if nothing's
happening
this is a monstrously long game in its full, campaign version.
Given that the four-a-year Interphases take a bit of shuffling and rolling, to
play all the way to the end would take at least 30 play hours
not counting
breathing. And, barring a series of unfortunate dierolls on the Command Table
(like having your opponent get to move 6 consecutive times during your turn, a specialty of mine), the American
Retreat rule plus the difficult victory conditions for the Brits virtually
assure both of you will stagger into that December 1781 turn.
There are
shorter scenarios, to be sure, the best of which are the Southern Campaign
stuff. Because of the small size of the forces
involved - the biggest battle therein, Guilford Court House, involving
not much more than 6000 men - and the rather large expanse of space, this makes
for a very interesting, maneuver-oriented situation that shows off the game far
better than the full war.
Liberty, in many ways, is the quintessential
Markham/3W product. Bottom line, it's fun to play. But it's put together in
such a slapdash manner - from both sides - that you just know it could
have, nay, should have, been a lot better than it is. Some of the oversights
are so egregious that even Decision Games would have spotted them. Markham, as
designer, has got the military focus about right, with a good feel for the
quasi-guerrilla aspects of the campaigns. But he drops the ball by insisting on
yet another of those pseudo-tactical battle play-outs that serve only to
indicate a total lack of creative insight (and a similar lack of energy) on the
dedigner's part. Why bother attempting to come up with a CRT that will resolve
combat in a quick but meaningful and evocative manner - something that will
require a bit of thought and experimentation
and, dare I say, playtesting -
when you can have the players just roll a bunch of dice endlessly. Can we have
a moratorium on this method-sans-portfolio, please! Markham also manages to instill some of the political problems
with which both sides, but mostly the British, had to deal. Praiseworthy as
these efforts are, the political end of the war is still overlayed chrome, rather
than the driving force behind decisions. Then again, at least it's there.
What's NOT
there is a complete game. Once again, 3W insists that simply hiring what they
eupahmistically call a Glitch Detector - here, one Don Gilbertson, who, if he
played the game even one turn, should resign from his office for taking
money under false pretenses
although
anyone who can get a check out of Keith these days should get two points for
heroism above and beyond - solves the problem. 3W doesn't need a Glitchmeister.
What they need is three guys with back hoes to roll into the 3W parking lot and
dig a mass grave for the rotting corpses that 3W insists is its inventory.
Angry? You
bet your CRT I'm angry. I'm angry because this was (and still is) an
interesting design that should have been a nice little/big game. I'm angry
because I've known Keith for years; I like him. He's highly intelligent, witty,
he likes games and history, and he has
done some very good things with some of the games I have done for him. He knows
better. That he doesn't want to DO better is very sad. Give Me Liberty, indeed.
Give HIM a swift kick in the ass and tell him to get his act in gear.
CAPSULE
COMMENTS
Graphic
Presentation: Good. Time for Lord Montrose to retire,
though.
Playability:
A fairly simple game that moves along right smartly and requires the
participants to make some interesting decisions. Players will have to provide
some rules, many of them in rather important spots. Solitaire is good because
of the Command Table system. Each "year" of play should take about 4
hours.
Replayability:
Once you've penned in your House Rules, pretty good. Several scenarios,
and the full war has many different strategies available.
Historicity: Within the designer's stated
goals, acceptable, if not detailed. Lots of leaders, but no OB. Best is the
feel of what the war was like militarily. Forget combat (which is something
Markham seems to have done, too).
Comparisons: I was never a fan of Randy Reed's 1776,
which gets little of the war right. Good maps, though. SPI's old American
Revolution was goofy fun, but not much else. Liberty is far better
than those two. As for my own 13, that was a game that truly suffered
(although I don't think that much) from being jerry-rigged into magazine format
(S&T #104). Although I think I did some things better, overall Liberty
is probably more fun to play. Then again, at least 13's rules were
finished.
Overall: Fun, but Flawed, albeit not
Fatally. And if KP doesn't get his act in gear soon, he's gonna be on the same
state office waiting line as Mike Crane.