Back to the grit-and-grind of the Great War.
In my last game-related post, I took a quick look at the mechanism for handling artillery fire in Avalanche Press’ new-ish Infantry Attacks: August 1914. It’s a very rigid system that requires pre-game plotting for every fire ‘module’ for every turn of the game. The design goal is laudable — but the implementation leaves something to be desired.
If nothing else, the physical process of plotting an impact hex for every fire for each turn of the game can be enough to drive a man to strong drink. There are some long scenarios in the package — we’re talking day-long, regimental-size engagements — and artillery is usually plentiful.
When things go off the rails, cancelling a large group of plots certainly conveys some small fraction of the infantry commander’s frustration — but I know lots of gamers who will probably only ‘enjoy’ wasting an hour of pre-game plotting once or twice before they decide to find another game to play.
Jeux Grenier Games’ “In The Trenches” series has been around a bit longer than Infantry Attacks (maybe a year’s head start), and that system’s treatment of artillery tilts in the opposite direction.
As I’ve noted previously, In The Trenches is more of a ‘firefight’ scale game than a ‘battle’ game. At 100m per hex and 5 minutes per turn, it slices out bits of larger engagements for players to game. The game focuses on the action after opposing forces have closed to within small arms range, so artillery plays something of a lesser role. Nevertheless, artillery still consumes a decent chunk of the rule book and it still can cause a significant amount of casualties.
In The Trenches, among other things, introduces artillery fire ‘patterns’ into the mix. Your batteries can fire ‘drumfire’ (one hex), ‘barrage’ (a concentric 7-hex pattern) or ‘hurricane’ (a linear 7-hex pattern). There were lots of elegant artillery theories running around during the Great War, so the patterns are an interesting bit of period ‘feel’.
So far, so good. But the game comes off the rails a bit with regards to how all of that fire power actually gets placed on the game board.
There’s no plotting. Rather, a player has three target markers for each firing battery. On the first turn of the process, all three markers are placed on possible target hexes. Two of the markers are ‘dummies’ — only one of them actually designates the ‘real’ target. On the second turn of the process there’s a short scatter routine and then the fire mission impacts with its assigned pattern.
Since the scenarios begin at fairly close range, there isn’t much artillery to sling around in any given scenario. Which is a good thing, because the fires are far too flexible. A 5-minute call-for-fire response wasn’t all that common in 1940, never mind 1916 or 1918. Hurricane fires (’curtain barrages’ to you old-school types) in particular took extensive (as in hours-long) planning, registration and coordination. They were hardly a fire mission that could be laid on to any target in the field on five minute’s notice.
The use of a trio of ‘possible’ target markers also brings into play something of an artillery “shell game” that has a bit of a gamey feel to it. The placement of dummy target markers constitutes a bluff that can be used to influence an opponent’s actions. Does that part of the call-for-fire process have any sort of real-world analog? Assuming, of course, that “call-for-fire” even has a place at all in a game covering the Great War.
On the positive side, in order to account for the larger, more massive bombardments that often preceded Great War attacks (or trench raids, for that matter), In The Trenches also utilizes extensive ‘pre-game’ artillery fires in some scenarios. Typically the opposing sides set up, and then the attacking player engages in some pre-game carnage as outlined in the Scenario Special Rules. Given the ‘firefight’ scope of In The Trenches, I find this particular mechanism works quite well.
So: We’ve got two game systems covering tactical combat in the Great War, neither one of which quite scores a direct hit with its artillery rules. Infantry Attacks is too rigid and uses a pre-plotting process that can be downright mind-numbing in bigger scenarios. In The Trenches features a system that’s too flexible — probably even too flexible for a World War 2 tactical game. And it can turn a bit gamey in the use of the trio of target markers.
Neither game is entirely ruined by their artillery problems. Infantry Attacks can get a bit tedious when a lot of big guns are involved, but all of the planning and plotting does force a frustrating Great War ‘feel’ on the game. In The Trenches downplays artillery to an extent, so the ‘gamey’ aspects don’t crop up as often as they could were the game set at a higher scale.
In both cases, then, it’s close, but no cigar.













