Temporary Insanity

Another little round of Real Life Interference isn’t the only reason this blog has again been too silent for a span of months. I’d also like to blame a bout of temporary insanity.

The primary symptom of the insanity was a sudden onset of time-consuming wargame complexity. For some reason — or lack of reason, more precisely — I decided to indulge in complex gaming exercises that I’ve managed to avoid for quite some time while still having lots of gaming good times.

Ah. Now I remember why, with few exceptions, tactical games set in the Pacific consume an inordinate amount of time.

Here’s a quick list of the new, somewhat fiddly, terrain types that appear in ATS Peleliu: coral outcropping, palm groves, bamboo, elephant grass, flimsy huts, casuarina forest, beach, shallow ocean, coral outcropping/shallow ocean, palm tree/coral outcropping, coral outcropping/casuarina forest, special anti-tank ditch, mangrove swamp, ponds, the japanese headquarters building, water cistern building, fuel bunkers, cave dugouts, airfield, airfield debris, pillbox/tunnels, aircraft hangar and fuel drum emplacements.

Name that terrain in ATS White Beach One.

Name that terrain in ATS White Beach One.

Each special terrain type gets its own special rules. They’re usually a sentence, but some of them rate several paragraphs of combat, movement and line-of-sight effects.

On one hand, I understand the need for special terrain types. Landforms in the PTO were quite a bit different from the landforms found in ATS’ more “stock” European settings.  On the other hand, I wonder if every single oddball terrain type needs its own specific blob of rules. If I played four or five PTO scenarios in a row, most of the terrain would likely become second nature. As it stands, though, I tend to flit from game to game on a regular basis, so the barrage of special rules means a lot of look-ups for me.

The terrain on the White Beach One map is also very close and cluttered. That means a lot of line-of-sight checks. When a number of stacks of playing pieces in close proximity are involved, those little sight checks can be pretty time-consuming as well.

Long story short, after one of my wife’s cats single-handedly defeated the Japanese defenders of Peleliu, I managed to get in a couple of short scenarios.

Then I really flipped the nutjob switch.

The next game to hit the table was “Birds of Prey,” from Ad Astra Games. Despite the fact that I’m a grunt at heart, I’ve always enjoyed the idea of air combat games. By “idea” I mean that I like all of the hardware, the sleek lines of beautiful jet aircraft and the mano-a-mano nature of play. What usually burns me out on them after a short spasm of air gaming is the complexity.

Yeah, I lost my mind for a while.

Yeah, I lost my mind for a while.

Birds of Prey is a very clever design that goes to great lengths to get the physics of air combat maneuvering “right.” It’s involved enough that I won’t even attempt a short description, but rather I’d invite you to look it up on BoardgameGeek if you’re curious.

I’ll just say that a lot of numbers are involved. A LOT of numbers. And some hefty 3-D imagineering using the game system’s “PHAD” (Pitch, Heading, Attitude Display). Once you grok the mechanisms of flight — which is enough of a challenge — you then face a daunting array of additional calculations in order to add in detection and weapons systems. Laminated play aids let you write out all of these calculations using a dry-erase marker. Individually, none of the calculations are that tough — but there are SO many of them. Even a “simple” one-on-one furball can easily take upward of 20 to 30 minutes to work through just one 6-second game turn.

I felt pretty satisified with myself when, after a couple of weeks, I got the whole thing to come together. After a few turns of serious dogfighting, however, it occurred to me that I was doing a whole lot of math and much less moving stuff around on a game map. The game is also very narrowly focused on only the “furball” aspect of air combat. Some of the more “grand tactical” aspects of air warfare that I really enjoy (hey, I wrote a series of college papers on electronic warfare…) are outside the scope of the game.

So back in the box it went.

Currently on the Big Table: “Semper Fi: Guadalcanal,” the PanzerGrenadier system sails into the Pacific. That’s something quite a bit less complicated. More on this one soon.

United States Marines:
The bad-asses of ATS

 Before I dive into some serious cardboard bloodletting, I thought I’d have some fun (geek fun, but still fun) and dig a little bit deeper into something that’s caught my attention in ATS White Beach One.

ATS portrays US Marines as some pretty tough hombres. Since I’ve played a couple of other ATS titles featuring the Marines (Semper Fi! and Toktong Pass), it’s not the first time I’ve noticed it. But, finally, something this time pushed my curiosity button.

So I decided to take a look around some of my other ATS titles to see if the Marines were, indeed, the nastiest of the nasty that this game system has to offer.

Send in the Marines. Oh yeah.

Send in the Marines. Oh yeah.

I’ll confess that the first thing I discovered was that I have an embarassing amount of ATS stuff. I’m not a completist by any means, but my ATS collection consumes a fairly large shelf of the cabinet in my game closet. In case you’re not familiar with the ATS approach, many of the games are “complete,” meaning that each contains all of the counters needed to play. No single game is the only source for the core OOB for any particular nationality.

For example, White Beach One, Semper Fi! and Toktong Pass all contain several sheets of US Marine personnel counters. The upshot of this approach is that I’ve got a lot of unpunched counters — even though I’ve played at least a scenario or two from every game or module I’ve bought.

As it turns out, US Marines are indeed the baddest of the bad.

The counter format in ATS displays a personnel unit’s factors across the bottom as Firepower-Range-Morale. An infantry squad typically has four steps. when it takes its first casualty, you place a casualty marker on the unit and reduce the firepower and morale by one point each. The second casualty removes the marker and flips the counter to its reduced side. A third casualty result again places a casualty marker and a fourth casualty result eliminates the unit.

Finnish ski squads? Really?

Finnish ski squads? Really?

Marine squads, as you can see, are rated 9-6-9 — which is the most potent combination of any squad in ATS. In all of the games of the ATS system, only Finnish ski squads (at 10-3-9) have higher firepower — although they’re somewhat limited by their shorter range.

My great-uncle was a BAR gunner.

My great-uncle was a BAR gunner.

In the OOB of a typical scenario, Marine firepower is usually augumented by at least one “independent” BAR gunner (which is treated as a leader for casualty results) and one M1919 light machinegun (a 5-8 light weapon) in each platoon.

Nazis. I hate these guys.

Nazis. I hate these guys.

The “black” Nazi SS squads that appear in the Bunker expansion to ATS Berlin come close at 8-5-9, but they’re not very common.

Bunch of no-stat pansies.

Bunch of no-stat pansies.

Additionally, they suffer from the general uselessness of their higher-level backups. Old Adolph and Eva weren’t exactly well-known for their “follow me!” leadership.

The Marines at Peleliu, on the other hand, get Chesty Puller. The dude is so hard-core he gets an asterisk for his morale. ‘Nuff said.

Japanese squads are hard to dig out.

Japanese squads are hard to dig out.

The Japanese squads that are the usual foe of Marines in ATS have their own very stony morale, but they don’t pack nearly as much firepower. Their stat line of 5-5-9 is frequently augmented with support weapons, however, and they benefit from a maddening array of fortified positions all too often. They make for some very tough opponents indeed.

Crazy enough to jump out of airplanes.

Crazy enough to jump out of airplanes.

Giving credit where it is due, US paratrooper squads are also rated 8-5-9. They’re typically lighter on support weapons than the average batch of Marines, but their OOBs are liberally stiffened with good leadership.

More automatic weapons than Beau Geste.

More automatic weapons than Beau Geste.

The French Foreign Legion paratroopers that appear in ATS Dien Bien Phu are also fairly heavy hitters at 9-4-9. Their shorter range can be something of a disadvantage, but they frequently fight from entrenchments in the DBP scenarios and are very difficult to dislodge.

Ugly. And lots of them, too.

Ugly. And lots of them, too.

Finally, another common Marine foe appears in Toktong Pass– the large mobs of grunts from the Peoples’ Republic of Korea. At 6-3-6, they aren’t exactly born-again hard — but there are always a LOT of them in any scenario. I include them in this short survey primarily to illustrate why their lovely color scheme always gives me headaches.

Jumping into the Pacific

After a little break in the action to deal with a higher-than-usual volume of RLI (Real Life Interference) — caused by heavy sunspot activity, I guess — it’s time to get things cranked up again.

For the next few months (optimism: on) I’m planning to focus as much as possible on games set in World War II’s Pacific Theater of Operations, and on the history surrounding those games when I’m smart enough to figure it out.

As I’ve mentioned before, the PTO holds a lot of personal interest for me. It was the slice of world War II where all of the Foster Boys fought.

The map for ATS Peleliu is 24 x 24.

The map for ATS Peleliu is 24 x 24.

My Dad was born in 1930, so it wasn’t his war. Grandad Foster was a shade too old to fight and, besides, was employed in the strategic steel production industry. But two of his brothers fought in the Pacific, as did one of my great uncles on Grandma Foster’s side of the family. (Another relative flew as a volunteer for the Republican forces in the Spanish Civil War, but that’s a tale for some other time.)

Great Uncle Todd served in the 2nd Marines and fought on both Tarawa and Saipan. I keep the officer’s samurai sword he brought back from Tarawa under lock and key. Great Uncle Charles served in the 503rd Parachute Infantry. He fought both in New Guinea and in the Philippines, and jumped with the 503rd in their famous airborne assault on Corregidor in February, 1945. Great Uncle Preston was a Navy fighter pilot — but I’ve never been able to nail down the details of his service.

So, of course, I’m kicking things off by taking a look at game that has nothing to do with any of them.

“ATS Peleliu – White Beach One” is Critical Hit’s look at the 1st Marines’ early fighting in what would turn out to be the bloodiest battle in the Pacific War. It is not a complete game, as it does not include any of the myriad ATS markers needed for play. I own quite a few ATS titles, so that’s no problem for me — but I could sympathize with someone who may be disappointed in a $70 package (MSRP) that didn’t contain everything needed for play.

The new Japanese counters are very yellow.

The new Japanese counters are very yellow.

The 24 x 24 game map covers a slice of Peleliu that includes a section of White Beach One and the area inland from it that stretches a couple hundred meters beyond the heavily fortified Japanese HQ building. The countermix is an odd assortment that includes a number of the ATS “standard” PTO countersheets (which premiered in “Semper Fi,” a complete game), along with a couple of half sheets with additional Japanese squad counters and USMC personnel counters that are emblazoned with the 1st Marine Division patch. There are also a couple of quarter sheets (or sixth-sheets, maybe) with counters for the Marines’ LVT-4 Amtrac and some new Japanese fortifications.

I call it an “odd assortment” because the mix of standard and new countersheets means that there are Marine squads both with and without the 1st Marines markings. The “plain” squads may not be needed, but I also couldn’t help noticing that the ATS “standard” Japanese counters are an orangish-tan color, while the Japanese squads on the new countersheets are a fairly bright yellow. Ack. Looks like the printer fumbled his Pantone color wheel.

Also note the size of the game map. Critical Hit’s promotional copy on their website says the game includes a 24 x 34 game map. In fact, it’s a rather tight 24 x 24 mapsheet. It also appears to be printed on a lighter, more coarse paper stock than my other ATS maps.

The package includes eight scenarios. Seven of them are set on D-Day, September 15, 1945, and one covers some of the fighting on September 17. Scenario 8 “White Beach Blood Red” is a monster, 18-turn scenario that starts with the inital landings. For the treadhead crowd, one of the scenarios covers the counter-attack launched by the lone Japanese tank company on the island.

Two salvoes straddle, Part Two

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.

In The Trenches Through Mud and Blood

In The Trenches: Through Mud and Blood

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.

Two salvoes straddle, Part 1

As the Great War of 1914-1918 opened, indirect artillery fire was just beginning to come into its own as a weapons system.  In the previous decade or so of technological development, many nations had devoted considerable attention to the improvement of explosives, propellents and fuzes. Advancements in steel-making enabled the creation of both larger-caliber and more portable guns. And modern industrial production methods allowed many nations to field truly vast numbers of artillery pieces supplied with large amounts of munitions.

Little wonder then that artillery plays an important role in two recent wargames that cover tactical combat in the Great War: Infantry Attacks, published by Avalanche Press, and Through Mud and Blood, the third installment of the In The Trenches series published by Jeux Grenier Games.

The games operate at different scales, so it’s no surprise that each treats artillery differently. They’re also set during different periods of the war. Infantry Attacks: August 1914 (as the title implies) focuses on the earliest stage of the Great War, specifically on the opening battles of the war in the East. Through Mud and Blood presents a number of ‘firefight’ scale actions set in various theaters and during different periods — although primarily the later war.

What is surprising, to me at least, is that neither game seems to get artillery quite ‘right’. In both cases I think I see what the designers are trying to do. Unfortunately, both seem to fall a bit short of the mark.

[As a brief caveat, please note that I claim to be neither a professional historian nor a trained historical researcher. I am, however, the grandson of a World War I infantryman and I've widely read and studied the subject for close to 40 years. In my distant and misspent youth I was privileged to sit many hours listening to my grandfather talk about his service in The Great War. Not that that gives me any extraordinary insight into the techncial aspects of artillery, but it did spark in me a beyond-ordinary interest in All Things Great War.]

Infantry Attacks presents artillery as a completely inflexible combat arm. Off-board artillery (my main focus here) is allocated in discrete firing concentrations of bombardment strength points that represent batteries/battalions of various calibers. Each player then lists his available concentrations on a roster sheet and then proceeds to make a turn-by-turn plot of the hexes each concentration will target. Artillery affects only the hex it impacts. ‘Friendly fire’ casualties are possible if friendly forces are adjacent to the impact hex, and there is also a minimalist scatter routine (as in the PanzerGrenadier series).

A player can cancel the fire plot for a given concentration at any time — but once a fire plot is cancelled, that particular artillery concentration can’t fire for the rest of the scenario. On-map artillery batteries can fire at whatever they can spot, and they can also move. But once they’ve moved, they can’t fire for the rest of the scenario, either.

I think I understand the goal of the mechanism. Artillery wasn’t very flexible in 1914, and there were frequent instances of fires shifting to the wrong places at the wrong times or not shifting at all. The mechanism in Infantry Attacks encourages careful planning (especially on the attack) and a scrupulous adherence to the pre-planned schedule.

Historically, even in 1914, artillery wasn’t completely inflexible. Most nations made some sort of attempt to put  tools in the hands of the infantry that they could use to communicate with the artillery. Sometimes communications worked in a limited fashion; often it did not work at all. The relationship between infantry and their artillery in 1914 wasn’t exactly a happy one.

For the wargamer, the question is whether or not Infantry Attacks’ fire plotting mechanism is an acceptable trade-off between process and effect. A system that used a couple of tables and a few dice rolls to attempt communications might have a better ‘feel’ to it – but such a system would need to include target reference points and possible pre-plotted fires for each concentration. ‘Real life’ artillery fire planning can be pretty complicated. So would the results, essentially, be the same — only for a lot more work and dice-rolling? And would such a mechanism increase the complexity of the rules?

I’ve only managed to get in a few plays of Infantry Attacks since its arrival here in the swamp. While the artillery mechanism feels very limiting and is at time frustrating to deal with, it occurs to me that the strict limits on how artillery can respond to the changing battlefield is one of the fundamental differences between Infantry Attacks and its parent system, PanzerGrenadier.

The games use the same core game mechanisms to simulate two very different types of warfare. At first encounter, I think a lot of players probably wonder how the same system can accommodate both ‘set piece’ infantry warfare and World War II’s mobile warfare. It occurs to me that one of the key differences lies with the artillery.

Since this subject is running a bit long, I’ll pick up the tale of the “In The Trenches” system in my next blog post.

The Great War on the Big Table

Before I dive into a wargamer’s look at artillery in World War One (as mentioned in my previous post), I figured it probably would be a good idea if I first delivered quick looks at the two games I’ll be waving around during the discussion.

Infantry Attacks: August 1914

Infantry Attacks: August 1914

First to arrive — some weeks ago now — was August 1914: Battles for East Prussia, which is the initial offering in the new Infantry Attacks series from Avalanche Press.

The Infantry Attacks rules are close relatives of APL’s PanzerGrenadier series rules. The game scales are the same with 200-meter hexes and 15-minute turns. However, the combat units in the two series represent different sized formations; in PanzerGrenadier a typical unit is a platoon, while in Infantry Attacks most units are company-sized. Infantry Attacks devotes substantial additional “rule-age” to artillery fire and artillery ammunition (among other things), which balloons the series rules to a hefty 35 pages (compared to PG’s slim 16 pages of rules).

That said, the two series share many core mechanisms. If I had to venture a guess, I’d say most PanzerGrenadier players will be up and running with Infantry Attacks in fairly short order. Otherwise the rules aren’t as complex as you might expect from 35 pages, although I would recommend that total noobs to the series take a look at the “Infantry Attacks in Five Minutes” download on the APL website.

The game’s physical package is in line with the latest of APL’s releases in the PG series. The six cardstock maps, produced by a new artist, are another small advance for a publisher that has occasionally struggled with map art in the past. The counters are very attractive and clean (as usual) and charts and tables are printed on the familiar tan cardstock. My overall impression is that it’s an attractive, clean and very functional graphic presentation.

A more recent arrival is Through Mud and Blood, the third game of the In The Trenches tactical series from Jeux Grenier Games.

Through Mud and Blood

Through Mud and Blood

The first two games in the series were, more or less, “super-DTP” productions that featured pre-mounted, cut-em-out countersheets. I skipped the first game in the series (“Opening Engagements”), mostly because I found the mixed bag of scenario topics less than compelling. The second game (“The Lost Generation”) piqued my interest, however, and I’ve played it a number of times.

The game scale for In The Trenches is 100-meter hexes and five-minute turns, with most pieces representing platoon-sized units. While the game’s command system rewards players for operating their troops in company-sized formations, In The Trenches is very much more of a “firefight” scale game than it is a “battle” game like Infantry Attacks.

Unlike its two predecessors in the series, Through Mud and Blood comes with professionally-printed, mounted and die-cut counters. For gamers who wrestle DTP counters with rhomboidal cuts and slipping X-acto knives, this is a definite step up. As with all of the Grenier-published games I’ve played, the counter artwork is very crisp and functional. The production quality of the countersheet overall is excellent — better in many aspects than the counter work produced by some of the much larger players in the market.

The maps? Well. Aaa. Mmm. These are truly a mixed bag for me. Previous games in the series have featured 12 x 18 inch maps printed on a heavy, glossy stock. TMB’s maps are essentially half that size, checking in at 8.5 x 11 inches. They’re printed on the same glossy stock as earlier maps. The graphic style is also similar to the earlier games — clear and functional, if not particularly inspired — with the exception of the “Hill 06″ map that uses a color palette that’s very dark indeed. On parts of the “Hill 06″ map, in fact, the black-lined hexgrid all but disappears into the map’s dark colors.

For those of you who are unfamiliar with the series, the mapboards in the ITT series are not geomorphic — they are all historical bits of battlefield from the Great War. So in general, the actions represented in Through Mud and Blood are much smaller firefights than those found in earlier games of the series. After some of the heavy-duty actions in the series’ second volume, this is a little bit of a let-down.  I imagine it does, however, make this a very good game for introducing new players to the ITT rules.