UNE BAG MIXEE
LA BATAILLE DE LES QUATRE BRAS; Original Design by
MONTE MATTSON and DENNIS SPORS, Redesigned by ED WIMBLE
LA BATAILLE DE LIGNY; Original Design by
MONTE MATTSON and DENNIS SPORS, Redesigned by ED WIMBLE
from CLASH OF ARMS GAMES
QUATRE
BRAS:
One 22" 34" map, 600 counters, Standard Rules book,
Exclusive Rules Book, 2 Charts & 3 Displays, two dice; $38
LIGNY: Four 22"
x 34" maps, 960 counters, Standard Rules book, Exclusive Rules Book, 2
Charts , 1 small and 2 large Displays, two dice; $48
Published by:
Clash of Arms Games, Box 668, King of Prussia, PA 19406
Reviewed
by RICHARD H. BERG
It is almost impossible to
overstate the importance of this hoary old game system to the hobby of
wargaming. It first surfaced, along with its two, rather free-spirited
progenitors, at the first Origins convention, back in 1975. In a back room,
just off the main sales floor (which was about the size of a two-car garage),
you found, oh, maybe 6-10 guys standing around a huge table, playing the
largest battle game yet seen by
mankind. (Well, at least the consumer type of mankind.) This was the original La Bataille de la Moskowa, a four-map beast
with hundreds of beautifully drawn counters. Although the people playing the
game, and the crowd watching, changed every few minutes, there was always
a crowd. While SPI had been ruminating and mulling endlessly about producing a
"monster" battle game, here it was. Not only could it be done, but it
could be done with flair. And it drew crowds. The direct result of this
"demonstration" was SPI's idea to do Terrible Swift Sword. And the rest. as they say, is history .
. . .
Now,
you have to understand that LBdM was,
like its designers, somewhat unusual. It was a triumph of spirit and color over
reality. The spirit was embodied in the basic philosophies of Mssrs Mattson and
Spors, both of whom simply wanted to have fun. The color was, of course, in the
by-now, legendary counters. The reality was the game, a melange of screwball
rules and fractured franglais that almost defied description or interpretation
wherein Modigliani-like English mingled with mangled French to produce a set of
instructions only Inspector Clouseau could understand.No matter, M&S
clearly knew their audience, and therein lies the key to what has become one of
the most unlikely success stories in wargaming, Clash of Arms' "Les
Batailles dans L'age (sic) L'Empereur (sic) Napoleon 1er". (Editor's Note: At this point we will now
dispense with the editorial interjections, "sic"; they are too
numerous too continue and we think you get the idea .)
For
anyone who has never seen one of these games, the "Bataille" series -
an attempt to simulate the major battles of the Napoleonic era on a tactical
level - is a feast - if not a treat - for the eyes. This is especially so
in its later phases, as published by Clash of Arms under the watchful guise of
Ed Wimble. Each game in the series (there are now VI) is contained in a large, flat box sporting an evocative painting
of some Napoleonic-era piece of history (e.g., QB has Woolen's "The Black Watch at Bay"), many of
which are lovingly, and personally,
searched out by M.Wimble. Rick
Barber's maps, major improvements over some of the rather flat, dreary and
colorless earlier series efforts, are also good. Barber, and his calligraphic
side-kick, Wayne Robinson, provide the player with a clear, readable, period
setting for those famous counters.
The
rules booklets are better than most, although they could use a few section
numbers here or there. The historical commentary, at least in the two latest
games, is valuable and intersting . . . although an editor with some experience
in style and construction wouldn't hurt.
No
discussion of these games ever goes more than 30 seconds without someone
mentioning the counters. No game,
system or company has ever produced so beautifully crafted a set of counters as
in these two games. The attention to detail, and the historically accurate use
of color, is remarkable. The Duke of Cumberland's Hussars, with their diagonal
red/yellow stripe, the Dutch-Belgian commanders, the almost Manet-like use of
blacks for the Brunswickers (with their death's head insignias), and the
humorous - but accurate - General Picton counter. (" . . . Do you have a
reservation, sir?") The examples could go on endlessly. These are counters
that rival, in their own way, the visual impact of miniatures - which is exactly
what they are meant to do. Are they readable? No. Are they user friendly? Oh sure . . . in much the same way as an
Albanian computer system.
Virtually
everywhere, Color substitutes for Clarity. This stuff looks great on the map,
but, unless you really want to play this game, the similarity of colors,
the fancy, gothic calligraphy, the miniature epaulettes, the family crests . .
. they all conspire to create severe eyestrain as well as an opthamalogical fog
of war. Perhaps even more frustrating is that most of the useful - and
necessary - information is on the reverse (and uncolored) side. This means lots
of flipping of counters back and forth, squinting to read the small numbers. In
terms of playability and accessability, the counters are almost unacceptable.
But they look great, and, to give that calligraphic devil his due, the QB and Ligny
counters are somewhat more clearer and crisper (and more colorful!) than their
predecessors.
The
Organizational Charts, supposedly provided to clarify the command structure,
are masterpieces of minimalism. C0A has opted to simply photograph the front of
the counters - which have virtually no easily discernable identification
information - grouped together in one
batch. No leader names, no unit names, no separation of battalions from
regiment . . . it's as if they assumed you'd already mastered the Napoleonic
Command structure from the company level up. Normally, this would only be a
minor irritant. However, punching out the counters and setting up the game - even
a game with as few initial units as Quatre
Bras - can be a tedious, time-consuming exercise. The units are not
only somewhat haphazardly grouped, but half are upside-down at any given time.
The riot of color and fancy scripts on the front makes identification from that
side virtually impossible; the print on the back is so small, you'll resemble
Rigoletto by the time you finish peering at the counter sheets. Why none of the command structures contain
printed names or any passing resemblance to a hierarchal structure, is almost
beyond comprehension, given the amount of loving work and research heaped upon
almost every other area.
Given
all this annoyingly byzantine, eye-scrambling artwork, it comes as somewhat of
a mild suprise that the damn thing works. Yes, it's not exactly state of the
art in terms of system design, and it simply ignores an entire area of tactical
importance. But where it does do things well, it does them so well, and in such
detail, that the game almost overcomes the heavy baggage it carries with it. I
said "almost".
To
understand why these games work - and sell - so well, you have to realize
that Clash of Arms knows their
audience, and everything in the games is aimed at satisfying THAT audience.
There is no effort - other than doing first rate work to produce a first rate
product - to pull in the peripheral gamer, the WWII gamer, the Slave of the 3
N's, or even the "anything-goes" wargamers. The "Batailles" audience is, essentially, closet (and
out-of-the-closet) miniaturists - and Napoleonic miniaturists at that - who
want to play boardgames because they have better rules. (Why is that? Who knows
? My guess is that, as with this series, the rules are of secondary importance
to the visual impact and, as such, they sort of get in the way.) This group
wants the more clearly defined, better constructed, and certainly more accurate
rules board games (usually) provide. Most of all, they want the color, the
period feel, the panache, the "aura of glory" that only miniatures
usually conveys. And these gamers are bound and gagged, like a bunch of old
French marshals, by tradition. Change is synonymous with Original Sin; "improvements", if any, should be
to form rather than substance.
Which
is why, unlike most series games, the "Batailles" games haven't
really changed since 1975, although the rules have certainly been
improved. The basic system is still a
masterpiece of anachronism. The Fire CRT - known locally as Combat a la Feu (and if this were a game on 19th century China, we could call it
the "Feu Manchu" Table) - uses an 11-66 dice read-out, where a 2-12,
or even a 10-sided die, would do (statistically) just as well. Actually, Fire
Combat is handled rather interestingly - if inelegantly. It's not just
"how many points can I throw into that hex." You must take into account the
"cover" a hex provides, the type of unit being fired at, as well as
its formation and nationality (the reason for which I would be most curious to
hear), as well as the range. Add to
this a very nice "ricochet" rule for artillery and you have a very
accurate, if somewhat cumbersome, fire system.
"Accurate
but Cumbersome" should actually grace the family escutcheon for these
games. Losses to units are in "increments" - to us non-crapauds, "steps". However,
to determine what effect an increment loss has on a unit's Fire/Melee strength
you have to do some fancy percentage-oriented calculating. For example, if a
unit with 9 steps and a firepower of '8' takes an increment loss, it has to
reduce the '8' by 11% . One hopes that purchasers of the game passed 6th grade
math. However, even if they aced it, this is not a method that lends itself to
easy playability. The game is also
top-heavy with charts and modifiers, the inate logic of some of which is
obvious, while others, like the Cavalry Modifier Table, must be kept close at
hand. I found myself constantly
referring back to the rules and the charts to see what was supposed to be
happening. For playing with a large group this is not a tremendous problem;
it's a major pain solitaire.
The
most amazing drawback of the game, however, is its complete avoidance of any
semblance of an accurate rendering of the problems of leadership and command control.
All leaders - and there are lots of them - do is add to dierolls for combat
when stacked with units, an effect of dubious accuracy at best. (Some, like the
ignominious Prince or Orange, young William, actually hurt a unit's ability to
melee, which is even more psychologically unfathomable than the reverse
effect.) We're provided with a bunch of Aides, some with really neat uniforms.
What are they supposed to do? Even more strangely, leaders have a fairly wide
variety of movement capabilities. Is CoA rating their horses? What is that
supposed to mean? And their names are printed on the back of the counters. The
rules hint that this is part of the fog of war. Why? They don't do much in the
first place, so who cares who they are?
Essentially,
combat units are free to wander off on their own, individually, or in groups,
without any intereference or help from their commanders. It's like Camp Anarchy
for Boys. Granted, eliminating leadership restraints reduces complexity and
speeds up play; but neither is an advantage of which this system could boast in
the first place! I mean, we have all these neat-looking leader counters . . .
what do we do with them?
Nowhere
is this Black Hole of Game Design more apparent than in the opening turns for Quatre Bras. The Anglo-Allies have two,
thinly stretched Dutch-Belgian infantry brigades of dubious ability (not
counting the regiment of Nassauers that has to stay behind to protect the
crossroads from the French cavalry - and the Netherlanders from William, Doofus
of Orange), against which les froggies have a corps of good infantry and a
division of light cavalry. And while the French have two more divisions
plodding up the road, the Allies will get no help for almost two hours. This gives the French plenty of time to pin
and isolate one allied wing while almost totally destroying the other. By the
time a horde of British and German mercenaries arrives to "save the
day", the French are dug in north and east of the crossroads. And, with
their immense superiority in cavalry, they're impossible to dig out. Part of this is a result of starting the
battle at 11:20 in the morning. It gives the French too much time by almost
totally ignoring Ney's hesitancy (and his stupidity which, granted, is tough to
recreate). The player has almost
complete control over events, complete knowledge of the field, and complete
ability to take advantage of virtually anything that happens. While this is a good exercise in
"what-if's", it does little to simulate the realities of the
situation.
Quatre Bras, to be sure, is not the only
oft-played game that suffers from this, and, furthermore, the fact that the
system is far from "realistic" does little to detract from the
enjoyment that the game system provides. It can be kind of fun to see what plan
you can devise to plug all the leaks from the many holes that your
Dutch-Belgian line will spring. And the heart of the game is its recreation of,
and reliance upon, formation and its effects.
In no other tactical game does formation play such a role, and in no
other game does it do it so well. Brigades marching up roads don't just follow
each other like a conga line at a party. They strrreeetttccchhhhh to the rear
so far that a French corps using road column can often use up over a mile of
ground. There are similar mechanisms to
simulate the realities and effects of Line and skirmishers, plus a plethora of
charts and modifiers to implement their impact. The major decision a player has to make is usually his units'
formations, and it is not too difficult to become a "pocket Ney" in
terms of intelligence when playing these games for the first few times.
Cavalry
charges are also quite intricate, almost baroque one could say. Again, elegance
is discarded in favor of effect. Resolving a charge often means several
referrals to various rules sections, even after you've repeated the process
many times. Still, the result, while requiring endless calculations and umpteen
dicerolls, is rather rewarding - if it's the intricacies of tactical
maneuvering that bring your blood to a boil.
I
should note that all this tactical maneuvering revealed a curious design
decision. The grain of the hex grid is
wrong - for both games. This may sound like a quibble more than a quarrel (and
a rather arcane one at that). However, if facing is an important factor in your
game system, then the grain of the hex grid must be chosen quite
carefully. If the main thrust of the
battle, say, is north-to-south, then, in order for the combat units to deploy
most effectively (and visually), the grain should run east-to-west. In both Quatre Bras and Ligny, battles which definitely progress from south to north,
the grain also runs south to north, requiring some unusual positioning of
units. Granted, this is not exactly a fatal flaw . . . more of a curious
decision.
Of
the two games, Quatre Bras is
probably the best to get into the system. There are relatively few units
involved (the game provides far more counters than are needed, most in
anticipation of the upcoming "Mt. St. Jean" game), objectives are
quite clear, and there are few "special" rules. Unfortunately,
because of the lack of adequate command rules, the French player, almost
invariably, can do far better than Ney did. I don't say he will win, because
the vuctory conditions are skewed so that the sheer weight of the Allied units
arriving mid-afternoon from Nivelles virtually assures that the French cannot
gain total control of the road from QB to Nivelles. Unfortunately, I was
operating under the belief that Ney was to secure the road from Qutre Bras,
north - not east - a somewhat easier, and more historical, task.
As
for Ligny, I must confess I only
set it up to look at it. It's a big, sprawling battle covering four maps and
six corps. I would assume that this is not a task lightly undertaken, and it is
probably best handled by a club or group. Guiven the size and sheer scope,
balance is almost secondary; after playing for seventeen weekends, do you
really care who wins?
Both
games are decided improvements, both visually and in terms of rules clarity,
over their four predecessors (Auerstadt, Eylau, Talavera and Albuerra). Many of
the opaque rules have been rewritten, reorganized and clarified, the amount of
dumb French has been pared, the counters are no longer thinner than a $2 bottle
of wine, and the maps are likewise visually improved.
And,
now that we've mentioned it, a brief word to Clash of Arms about the use of
French in the rules. (A): if you're going to do this sort of thing, please,
PLEASE buy a French Ia textbook. You would be more accurate calling up Bart
Simpson than relying on whatever you have been in the past. (Ed, mon ami, the
plural for chateau is not chateauxs; that's what the
"x" is for.) And (B), while "period charm" is one thing,
pancreas-destroying cutesyisms are a whole different ball game. I think it's
time to start spelling the word "disordre" correctly - in English . .
. . We get the "joke". It trivializes everything else you've done.
And it's dumb.
Ultimately,
to criticize these games is, like King Lear, to rail at the wind. They have a
respectfully large and devote, if not huge, following. If you don't mind
constantly looking at charts and rules, or tempting the gods of eye-strain
peering at the ornate calligraphy on the counters, or the ludicrous lack of
command control, then playing the games can be lots of fun. Quatre Bras provides some interesting
problems in terms of how and where to defend, while Ligny is a classic, straight-on slugfest. The system is
excellent at recreating the tactical problems of maneuvering troops, and the
games have a good feel for the flow of Napoleonic warfare. They are lovingly
and exhaustingly researched and, as such, contain a wealth of valuable and
useful information. And if you enjoy the visual aspect of the hobby, these
games are sure to please. To
that extent, the "Batailles" series is truly successful at what it
intends to be: "miniatures" in cardboard.
CAPSULE COMMENTS:
Physical Quality: Excellent and
colorful, but marred by overly ornate counters that look great but defy
perception. Charts could be better
organized and more helpful.
Playability: Considering we're
dealing with large battles at a tactical level, a constant need to refer to
charts and rules, plus a fairly heavy amount of dicerolling . . . not too
bad. However, this isn't one of its
key selling points. It's complex, but certainly workable.
Historicity: Top-notch,
especially in the OoB area, although lack of any meaningful command rules
diminishes this somewhat.
Playing Time: These are long
games - even Quatre Bras would
probably take more than one evening. Ligny
has scenarios, but the big battle will take many weekends.
Comparisons: Similar in scale,
style and intent (if not subject matter) to the GBACW series. It's probably more accurate in representing
tactical warfare; however it is not as playable. The design thesis of the
"Batailles" series is on the difficulties of maneuver and bringing
troops to bear; GBACW concentrates
more on command problems and their effects.
Overall: Depends on what
you want from a wargame. You want visual impact? You want good tactical
insight? You want a pretty good round of fun? . . . you got it. You want
leaders who mean nothing, a failing grade in French, a massive case of the
cutes, and severe eyestrain . . . you got that, too.