READ 'EM AND WEEP
THE BIMONTHLY MAGAZINE ROUND-UP
"Strategy
& Tactics" #'s 154, 156 and 157, from Decision Games
"Command"
#'s 19, 20, and 21, from XTR
After a
brief hiatus while we sorted through a whole bunch of Xmas games, Zine-Buster
has returned to face the usual mixed bag of dust-gatherers and surprises.
Magazine games are, with some startling exceptions that only serve to
illustrate the general rule, the poor-trash cousins of the hobby. True, XTR's Inchon
got a Charlie last year, but how many of you took THAT seriously? And how many
of you played it more than once?
Therein lies
the problem. Magazine games are like Pampers: instantly disposable but still
hard to get rid of. The best assortment a magazine can come up with is a mix of
quick-play, competition-level games that virtually disregard their subject
matter, combined with a healthy sprinkling of off-the-wall,
far-corners-of-the-earth simulation topics that one would think far more than
twice before plucking off a shelf. I tend to agree with the XTR philosophy that
magazine games should be highly accessible. As interesting as most of the Joe
Miranda/S&T oeuvre has been over the past year, virtually all of these were
just Too Much. 25 pages on the Russo-Turkish War? It takes longer to get
through than the actual event! Magazine game designers should remember a basic
principle of speech presentation: no one is quite as interested in what you're
saying as you are. So, as the pundits are wont to say, when in doubt, KISS:
Keep It Simple, Stupid!
The assortment of six games from the past several
months give us the best - and the worst - efforts in those divergent
directions. We've omitted the latest entry in the Childe Schettler in Italy
epic, Anzio, mostly because we
never got our hands on a copy … but, at least partially, because we had little
desire to wade through, yet again, another effort of Mr Schettler to dazzle and
numb us with the amount of information he's collected over the years. His last
two efforts were stultifying; if Anzio is an improvement, by all means
tell your friends. We'll remain blissfully ignorant.
Even with
all of that rather bitter assessment, we feel that subscribing to one - or both
- of the game magazines is still one of the hobby's best buys. While Command
continues to shine visually, if only sporadically creatively, S&T has shown
some evidence of moving out of the Blands. The last couple of issues of both
magazines were some of the better ones they've put out … at least one can say
they're not dull. And for those of you who haven't noticed - or cared - that
old warhorse, "Fire & Movement", is starting to show more than a
bit of life. The last two issues contained lots of reviews which, if almost
totally lacking in style and verve, were at least informative. Harried editor
John Kisner appears intent on finding a marketable niche for "F&M",
something which the lamentable "Moves" has yet to discern. There is
much talk in and around Decision on what to do with the latter. However,
despite the obvious solution - put it down like the tired old horse it is and
distribute its few meritorious sections between "S&T" and
"F&M" - Clan Cummins seems intent on keeping this verbal
vegetable on as many life support systems as it can. Where's Jack Kervorkian
when you really need him?
The three
S&T entries under scrutiny here consist of a wedge of under-aged Kane/Cummins
Cheese dropped between two slices of rather thick and doughy Miranda bread. To
give Decision its due (if not its dues), they are not afraid - actually, they
seem eager - to publish games that allow subscribers to take a peek at some of
history's more arcane moments. The intrepid Carl Gruber says pretty much the
same about #156, White Eagles Eastward, a simulation of the Russo-Polish
War of 1920. This an intriguing, and
not unimportant, topic whose enjoyability as a game and a simulation is
ameliorated by sloppiness and poor development. With a little more care, this
could have been a neat, playable item, as evinced by the 3 and 1/2 pages of
errata needed just to get started!
Co-designers
Tom Kane (any relation to Batman?) and Chris Cummins have given WEE a
good sense of maneuver and surprise by omitting ZOC's and adding an
exploitation phase. All is negated, however, by setting the map so far west
that the Russian player can make little, if any, use of the huge expanses of the steppes that historically
allowed him to retreat, reorganize and counterattack in almost every western
war she fought. There is no off-map movement, and no sense of the Russian
vastness that has oppressed and defeated nearly every invader. By the time the
Russian player gets to throw in his crack konarmiya, it's not for a
counterattack but just to keep the Russian in the game. Perhaps this is all the
result of the usual magazine format shoe-horning, but it appears more
carelessness than anything else. Also careless is the use of the communist
"eagle sans crown" for Poland's national symbol. Hey Chris, how many
Poles does it take to draw a crown? Obviously one too many. The result is a
rather playable, interesting "game" with lots of fluidity and
randomness that shortchanges reality for reasons known only to its creators.
S&T
#154, The Russo-Turkish War, 1877-78, featured the Imperial Age system
that found some well-earned popularity with the Franco-Prussian War
issue. Joe Miranda's design theories combine both the military as well as the
political battlegrounds, and there is a lot of food for thought in both this
system and the one discussed below. The only problem is that Joe really needs a
developer, one that can impart some simplicity to a game that has all the
elegance of a mud wrestling contest. The Russo-Turkish War as a slice of
history was a desultory exercise featuring two vast empires on the edge of
extinction's precipice. As a game, RTW is certainly worth looking into
if you enjoyed the Franco-Prussian issue, even more so because it sheds
some light on a really obscure subject, much of whose roots lie exposed even
today in the Bosnia-Serbia-Croatia mess. As far as a game situation, it all
depends on how much glee you derive from watching the Ottoman Empire crumble
into dust.
The other
Joe Miranda work is the latest S&T, and the successor to the fairly popular
Trajan, Roman Civil War. With some reservations, I liked the
original system, which simulated a situation almost totally devoid of gaming
interest. Here the situation is one just loaded and ready for players, with
some of the best counters S&T has had in a long while. So why am I about to
load my automatic carping machine? Why?
The map, that's why! Forget Simonitch's artwork; it's serviceable without being
memorable. It's the designer's map intent that raised my eyebrows so far I
thought I actually had hair again. Miranda insists on his Ptolemaic
vision of the Mediterranean - I say "his", because I have a copy of
Ptolemy's maps, and they bear absolutely NO resemblance to the game map - an
affectation that causes one to wonder what would have happened if Kandinsky or
Dali had taken up cartography. The world is not what someone thinks it
is, it's what it is. To represent anything else is nothing more than an
exercise in pedantry. This through-a-glass-weirdly vision is not helped by a
generic Roman road system that leaves out at least two important roads: the Via
Valeria, linking Rome to Corfinum, and the Via Popillia, connecting Ariminium
to Aquileia . Even worse, although the map gives us virtually all of
"Turkey", where little of importance in the war occurred, Spain is
completely absent. What? Not only was Hispania the sight of several campaigns
and the largest battle of the war (Munda), but it was Ptolemy's recruiting
base. What's going on here? It's like doing a game on the American Civil War
and cutting off the map at the Potomac because the South didn't do much north
of there anyway.
RCW is, fortunately - and despite some
rather silly rules - kind of fun to play, giving the players much food for
thought in terms of strategy. Personally, I'm not very big on Caesar as a
military genius. I think he spent most of the Civil War blundering around the
Mediterranean getting himself into potentially disastrous situations - e.g.,
Ruspina, Alexandria - from which only his not inconsiderable personal magnetism
and courage allowed him to extract himself. Tactically he wasn't that much
above the level of his turncoat lieutenant, Labienus. Carl Gruber found RCW
quite enjoyable, although he did rail on about the attrition rules, wherein a
player could lose an entire legion in traversing Italy, as well as the
"Civis" unit rules, which he felt were a wrong-headed waste. I wasn't
quite as enthusiastic, mostly because I felt that the really creaky combat
system, combined with the old Igo-Hugo mechanics, provided little insight into
ancient campaigns. Joe M really ladles it on with the tangential stuff here,
giving us lots of political "events" and such (most of which are quite
interesting, to be sure), producing a thick shell of chrome that only partially
obscures the fact that there's not much going on underneath. In that sense, RCW
is a lot like a hermit crab; without its protective shell it's got a survival
rate measured in minutes.
Can't accuse
"Command" of ever allowing THAT to happen. Issue #19, Port Arthur,
was Command at it's clone-a-matic worst - Jim Petranovi, on GEnie, insists that
XTR is wargaming's version of Muzak - taking a situation that can barely
maintain even the most feeble level of player interest and jerry-rigging its
round pegs into the XTR-mandated square system holes. This is a game that had
been lying around the hallowed halls of gaming for quite some time, and its
original form was supposedly quite different. E.g., I've been informed it used
to include a naval module! Whatever it was before, it ain't much now. The most fascinating things about Port
Arthur were the CRT, which was quite good and is used to much better effect
in Blood & Iron, and the 8.15 Acceptance Rating it appears to have
gotten (as per Command #21). I don't know what those gamers who gave it all
those 8's and 9's were looking for (or what they were on), and, to be honest
(writer code for "trust me"), I played it so long ago I can't remember
exactly why I disliked it … but I do remember that it wasn't what I'm after in
a game. Parenthetically, has anyone noticed that the triad of issue games - RTW-PA-WEE
- together provide an interesting picture of the rising and falling military
fortunes of Mother Russia in the transitional period prior to WWII?
All is not
lost for #19, however. As further indication that XTR, regardless of its
philosophies, knows how to treat its subscribers, they included in #19 a module
(for Spartacus) on Pyrrhus' Invasion of Italy in 280 B.C., complete with
counters! I'm not a big fan of Markowitz's ancient campaign system; I don't
like area movement, and the mechanics are far too generic and uninvolving for
me. However, it's a good introduction to this fascinating section of history,
and Larry Hoffman's rendition of the Roman anti-elephant ox-carts are, alone,
worth the price of admission.
And then
with issues #20 and #21, Command breaks with "tradition" to offer two
games that seem to indicate that they just might be moving away from their
cookie-cutter approach:
Cortés and Blood and Iron (yes, the
same title as the 3W game … and there's another one to come!!). These two
issues, together and alone, make a Command sub a pretty sharp buy. The magazine
covers for both issues are truly eye-catching, each in its own way, further
reinforcing the realization that XTR understands so well the impact of strong
graphics.
Cortés, a design from Dean Webb - I'd add
"a man after my own heart," but that's a dangerous phrase to use in
this game - covers the famous
conquistador's final assault on the Aztec capital at Tenochtitlan. The counters
are evocative, although the map is quite disappointing. Simonitch has chosen to
represent Tenochtitlan with a very modern-looking, generic city-grid, even
though there are maps available which could have allowed him to provide players
with a truly stunning play surface. Missed opportunities are not unknown in
this hobby. However little flavor the map has, there is none lacking in the
game, even if you can still hear the hum of the XTR Muzak Death Ray at various
times. Basically, any game in which you can gain a dieroll shift on the CRT by
eating your opponent has got a lot going for it in my book. This is a game
which pits totally different armies against each other, both battling for
control of a city that can be reached only with great difficulty (across
treacherously long causeways). Each unit type has its own flavor, and the
open-ended turn mechanic allows players to explore tactics and strategies that
are often obliterated by the "End Game at Turn 10" mentality. This is
a bloody game whose tactical relationships reveal themselves best after a few
run-thrus. My feeling is that the Spanish can't lose - the cautious, stolid and
inexorable use of the juggernaut-like gunboats is the key - but that takes
about 4-5 playings to figure out. And how many magazine games have you played
that many times lately?
Hard on the
heels of the Aztec demise is another good … actually, better than good;
excellent! … issue, Blood & Iron, Paul Dangel's version of the
battle of Konnigratz (1866, Prussians vs. Austrians). Interestingly, XTR has,
for the first time in a long while, abandoned its large-hex, large-counter
format and reverted to standard 16mm hexes and 1/2 inch counters. Both are
good, if not great. What is best about the map is the inclusion of most of the
charts, as well as an expanded Sequence which greatly reduces page
rifling. The game system also seems to
be only tangentially tainted by Die Clonemeisters. B&I uses a
standard Igo-Hugo sequence, but with some interesting permutations, mostly
having to do with artillery fire. Artillery is one of the few things the
Austrians have going for them here, and, if used sagaciously, the Austrian guns
can put a major dent into any Prussian offensive.
In the brief
space allotted to us here, the highlights of this game include a simple, but
effective combat resolution mechanic (cf. comments on Port Arthur) in
which players can either retreat or disrupt units, alternating such decisions
per unit. A Retreat by either player stops the resolution dead, but retreated
units are greatly restricted in their offensive capabilities for the next hour
(turn) or so. As such, the CRT reflects lower-level commanders' desire to
either save their troops or sacrifice their cohesion in an interesting game of
bluff. There are also good, albeit optional, rules for the variable (in terms
of both time and location) arrival of the Prussian reinforcements, a nice
handling of cavalry and its capabilities (or lack thereof), as well as an
Austrian Command Control rule that reflects the inner turmoil of the Austrian
high command. Some of the latter is a mite artificial, but it does create some
rather tense situations. Less fortunate is an Austrian Reserve Rule, the
benefits of which I failed to discern … so why put a corps in reserve? It also
is rather unclear on exactly how
"voluntary" reserve status is. Aside from that, and a typo or two -
the rally range in the rules differs from the one on the chart - this is a
clear, clean piece of work.
Best of all,
B&I is an exciting game. The actual battle was fairly close - as the
excellent accompanying article points out - and there are lots of alternate
strategies for both players to try. I can easily see this as the one magazine
game out of dozens that fosters repeat play. Blood & Iron is a game
of which all involved can be right proud … and which you ought to get ahold of
if you don't have a subscription.
I do note,
with some bemused interest, Chris Perello/XTR's intention to "re-do" Terrible
Swift Sword as Fateful Lightning (which, by the way, was the
original title for the CoA Chancellorsville game). Chris mentions how
disappointed he always was with the original TSS, which, as I look back,
was a rather disjointed design. (Obviously, not that many gamers agreed
with Chris, as is evidenced by the 30,000+ in sales both editions registered!!)
Whatever, he does make some good points about how regimental systems
should/could(?) work for this era. He'll encounter two problems: at a
regimental level, lots of systems that you think should work, don't; and, then
there's that Big Bugaboo Wall - Perceived Reality. TSS and its
successors were popular not because they were the last word in regimental
simulation, but because they were what the gamers thought was the last
word … aside from being fairly easy to play for a big game.
I must also
mention that I find Command far more fun to read than S&T … which doesn't
make it better or more accurate; it's just more fun. Most of that is due to the
editor/owners' ability to project their personalities into what they publish. you get the distinct feeling that there
are real people running this operation, not a bunch of drones. Now, I have
little liking for Ty's personal philosophy - I think that if/when Ty went to
see "A Few Good Men" he'd root for Jack Nicholson - but at least he's
up front with it (as distasteful and sophomoric as some of it can be). If you
want to be creative, you have to put yourself out on the line. XTR does just
that, and that's why it's fun. Got that, Joe?