BRAGGING
RIGHTS
NO BETTER
PLACE TO DIE by DAVE POWELL
from THE GAMERS
One 22'
x34" map, 260 counters, one series rule book, one battle rule book, charts
and tables, boxed. The Gamers; 1-217-896-2145. $28.00
Reviewed by
CARL GRUBER
No Better Place
to Die, Dave Powell's shot
at the Battle of Stone's River, and The Gamer's 8th opus in their "Civil
War Brigade" series, is a one-map simulation of the hard-fought Bragg vs
Rosecrans News Year in Tennessee festivities.
For those unfamiliar with the CWB series, these are brigade-level
simulations which rely heavily on the generation, receipt and execution of
written orders (usually by corps).
Naturally, this places heavy reliance on player honesty in interpreting
and executing their orders. If you're up
against a loophole lawyer, or rule abuser, find a different game. Otherwise, the CWB gives a great perspective
on how hard it was to make some 40,000 men do dumb and dangerous things.
Best put, the
CWB's are command games wherein you are much less concerned with weapon ranges
or unit formations than you are with anticipating what the other guy might do
an hour from now, and how to get someone in your command structure to act or
react to changing conditions. So much hangs on your instincts as the commanding
general and on the ability of your corps commanders to act on your orders, you
end up with a very accurate picture of the Civil War commander’s psychological
environment.
While Die
is The Gamer's third one-mapper in their CWB series, the full battle can still
take a long time to play. Still,
compared to the space and time investment required for such as Thunder at the Crossroads and
Bloody Roads South, these smaller CWB games are welcome additions to the
line. BROG has already covered several of the games in the series, and, if
there’s one thing we’ve learned, the CWB methodology is something you either
buy whole cloth or toss out with last week’s milk.
Die contains 5 scenarios. The first, Hardee's opening attack on
McCook's corps is only 5 turns long and highlights the initial rebel surprise
attack on the Union right. As a small
scenario, it serves as both a good introduction to the system as well as an
opportunity to see if you can do Hardee one better. The second scenario, the
unsupported and pointless attack Bragg ordered Breckenridge to make against
Crittenden's dug-in troops and artillery, might also serve as another
introductory scenario if it wasn’t anything more than a useful argument against
letting schizoid personalities command armies.
My own favorite is
the "December 31st: First Day" scenario, which, much like the first
day at Shiloh, is when the Confederates will win or lose this battle. The two
remaining scenarios are "December 30th: the Lost Opportunity" which
allows Bragg a chance to strike at the Union army before it can concentrate and
the last, the full campaign from December 30th to January 2nd which allows the
players to make all of their own decisions right from the start. As tempting as these last two scenarios
might sound to players who want to "roll their own battle", let it
serve as fair warning that combining Braxton Bragg’s manic depressive
personality with Leonidas Polk's low command value makes it hard to implement
any useful orders fast enough for them to catch the Yankees off-guard. As said above, the CSA's best chance to win
is on December 31. Still, it's always
worth a try and both of these last two scenarios give the command system a full
work-out.
A Brief Diversion
While We Make Use of a Handy Soap Box. In the past, some criticism has been
leveled at the CWB for incorporating a straggler result into the Fire CRT. Such criticism might have been caused by the
very word "straggler", which. in this case, is an unfortunate
misnomer. What straggler losses from
fire actually represent are walking wounded, poltroons heading for the high
grass, reduced effectiveness due to command confusion caused by noise and smoke
and various other forms of combat friction and chaos. None of these straggler losses seem unrealistic in the primitive
command environment of the black- powder era and they are all temporary. Once the affected unit is removed from the
line, its cohesion slowly returns.
Other individuals
have complained that the CRT is too bloody in the permanent losses it
inflicts. Here, too, I disagree. In my own experience (limited, to be sure, to
historical reading and GBACW games), a brigade can withstand, perhaps, 1-2
hours of intense combat before it has to be withdrawn. (Ed. This is the
exact same theory embraced by the designer., Dave Powell.) I'd bet my best bone saw that the designer
deliberately made the CRT bloody to force players to think twice about where
and how they attack, to keep reserves, and to punish indiscriminate and
pointless attacks… that is, to handle their
forces with some
respect and skill. Making players think
twice before jumping into a fight seems to be a hall-mark of all the Gamer's
series, from CWB through TCS and OCS.
One thing that is
missing from the game is the lack of weather.
Much of the battle was fought in a cold winter rain. While I'm not sure
how much that would make itself felt at the
brigade level, it
does add flavor for those of us used to fighting this battle with wet feet and
runny noses.
Ultimately, for
fans of the CWB series, No Better Place to Die comes as one of the more
interesting entries, even if, after playing it, you still only get to scratch
your head and ask yourself, “What, in God’s name, was Bragg looking to do
here?)
CAPSULE COMMENTS:
Graphic
Presentation: Clear and
crisp. Some of the informational markers are getting a tad on the loud side
though. (Ed. Wait’ll you see April Harvest!!)
Playability: Not hard to learn for anyone familiar with
the period. Getting used to the command
system may take some time. The quirky command system allows for much bluffing,
second guessing and moments of sheer panic.
Solitaire problematical.
Replayability: Not a battle that invites much of this
sort of thing..
Creativity: Same as rest of series.
Wristage: Extensive
Historicity: Commanders seem to act about the way they
did.
Comparisons: Dead of Winter is the only other
Murfreesboro game I'm familiar with, and that’s on a regimental level and uses
a different command system. In both
games, the battle's Kursk with muskets.
Overall: Will be enjoyed by any fan of CWB and
serves as a good introduction to newcomers.