ANIMAL
HOUSE
WHEN EAGLES FIGHT by TED RAICER
WHEN TIGERS FIGHT by L. DEAN WEBB
from
COMMAND Magazine, #25 and #26
Magazine
games, each with a full-sized map. Eagles contains 176 counters; Tigers, 352,
about 80 of which are for other games.
Reviewed
by CARL GRUBER (Eagles)
and RICHARD BERG (Tigers)
Ted Raicer's
"sequel" to his popular 1918 is When Eagles Fight, a
strategic game purporting to cover WWI in Russia, Poland and Austro-Hungary.
The issue fairly bulges with the promise of hordes of Cossacks, Russian
steamroller offensives, Hindendorff, Mackensen, routing Hapsburgs and the
dramatic crash and burn of three different empires. What we get is pretty much
production line XTR, going Henry Ford one better in proclaiming, "You can
have your game with any system you want, as long as its Krim."
The
components are at the the normal, professional XTR level, with the units -
mostly corps, and virtually all infantry, with some German heavy artillery
thrown in - rated for attack and defense plus movement. Most of the cavalry is
omitted, we are told, as it was already blown in head-on charges at the start
of the hostilities. How nice of XTR to relieve us of having to make this
decision.
The sequence
is Igo-Hugo, with a rather nice exception being a German "Ober-Ost"
marker, simulating the effects of High Command planning, control and assets,
which enables nearby Germans to launch a second attack in the combat phase. The
Russian sibling for Herr O-O is their Stavka marker, which provides favorable
DRMs … but no second combat. Other
useful chrome includes Russian ammo shortages and a nicely done Random Events
Table that brings in off-map situations (Western Front) and political events in
Russia. The CRT is familiar and workmanlike, odds/ratio with the usual gamut of
drms and step losses as results. Dead units can be, for the most part, brought
back as reinforcements.
The problem
is is that I found it all rather dull, a recherché AH "classic" with
a nice map and flashy counters. The mechanics are tired, the play predictable,
and the content pretty much devoid of any historical interest. This is a game
for people who like to play games to win; it matters little what the background
is. Here, armies lurch zombie-like across the plains of Eastern Europe, beating
each other senseless. If you know enough math to calculate odds, you'll win the
game. The result is a strong feeling of
gamesmanship, with little feel at all for the Great War in the East, noting
some of the chromatic exceptions, above.
Now, lest
anyone accuse me of not giving it a chance, I managed three, complete
play-thrus before my neighbor's kid, during the 4th go-around, in a toddler's
imitation of the Brusilov Offensive, tried to eat a dozen German units. I just
simply could not get over the feeling that I was doing anything more than
adding and dividing combat factors and rolling dice. Granted, there are people
who enjoy the pure "game" aspect of this hobby, and if that's what
they like who's to say they're wrong?
But if you
seek anything more, if you wish to dig a bit deeper than "3-1 and you're
home free", if you're looking for a bit more creativity than the
photocopying process, you'll emerge from playing Eagles much as did
MacMurphy, from the clutches of Nurse Ratchet, slack-mouthed and permanently
stupified, with only enough cognitive and motor function left for the next
incarnation of Krim.
Well, having
heard from Carl that the Eagle has Landed with a thud, I figured, what
the hey, might as well see what all the screaming was about, this time with
those Fighting Tigers from XTR. No need, I assume, to dwell on the
similarity of titles in the two games - one prays we don't see a third in the
series, a game on dogfighting called Where Beagles Bite - Tigers
covers one of those operations that has received little attention from the
hobby, the 1944 Japanese offensive in China, this time to which has been tacked
on the Burma Theater.
You can
often tell a lot about a game by the conversations - or lack thereof - that
whirl around it. Some games come and go as if they never came, just went. With Tigers,
though, there was lots of hobby talk … lots. It went from is it good, to is it
bad; from I can win this way, to no you can't; to why is this here, to what the
hell does this mean; and so on unto the night. It matters little what gamers
were saying, with Tigers they were talking.
Essentially,
Tigertalk split into two camps, pretty much along "party" lines.
"Too XTR-ish" vs "Great Game". And with everybody rattling
on, I decided to give it a shot. At our weekly meeting of the Macho Gamers and
the Women Who Ignore Them get-together, we broke it out and got set for a
3-player run-through. The Fox took the Brits, Dr. John got the Japanese and I,
bowing to my pretty much useless degree in Asian History, got handed The
Phantom Counters: the Chinese army.
XTR has
added a new layer to their base system - Unknown Counters, a mechanic which we
all remember - and loved - back from Panzergruppe Guderian. (One of the interesting sidebars of Ty's
oeuvre is how much XTR borrows from Jim Dunnigan at the same time Ty publicly
denigrates him, as he does with remarkably little class in Command #27.) This
mechanic, of course, is a great provider of play tension, if done in manageable
form, which it is here. It gives Tigers much of its positive drive, and
it certainly keeps both the Japanese Player and the Chinese Punching Bag in the
game right to the end.
Which is
more than you can say for Burma … although Burma is the main area on which most
of that aforementioned conversation centered. We felt it was pretty much a
stagnant pool in which the Japanese must surely drown. Dr. John got nowhere,
although his offense was pretty much unimaginative. He was far more aggressive
in China, where every attack is a cardboard version of "The Lady and the
Tiger". It doesn't hurt for the Chinese Player to get some good dierolls
in bringing back all those dead bodies for another shot at being cannon fodder,
but it all evened out so that, by the last turn, Dr. John still felt he had a
chance to snatch victory for the jaws of ineptitude. Fat Chance, as we unloaded
our B-29s on China like some atomic bomb, one of those "why is this
happening", dei ex machina that abound in XTR games.
Pretty much
the same can be said for the far-too-generic supply rules, rules not only
simplistic but, given the terrain, pretty much defiant of natural logic. One of
the problems in simulating the Burma Campaign is that it WAS a logistical
affair. No one wants to do that for more than a turn or two - as GDW found out
about 10 years ago - so XTR sweeps it under the jungle's lumpy rug.
OK, So a lot
of Tigers is jury-rigged to keep the game alive, and the gamers lively.
But it wasn't all that bad. There's sort of a demented glee in resuscitating
1,000,000 Chinese a turn and dropping them in on the Japanese like unwanted
relatives. And there are enough "strategic decisions" to keep even
the dimmest of players - which pretty much describes our group - at at least
second gear, mentally.
Ultimately, When
Tigers Fight is nothing more than what XTR wants it to be: a game with a
historical background that is well balanced, well produced, well written (we
didn't have one question about how to play it) and, well, fun. For many,
that's enough. And while it's not why I play games, that does not make it A Bad
Thing.