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.

Wurzburg Pentomic

After nattering on like a raving lunatic about fallout shelters, nuclear weapons and the Soviet Union, in all fairness I now need to provide a look at the game that set the Wayback Machine in motion.

“Wurzburg Pentomic” is one of two games published in Strategy & Tactics magazine issue 263. The other issue game is “Kabul ’79″. The games share the Cold War Battles series rules — but play quite a bit differently due to an extensive array of game-specific special rules.

Of the four games published to date in the Cold War Battles series, Wurzburg Pentomic is the only one based on a hypothetical battle. The basic premise is a Soviet invasion of West Germany some time in the 1950s.

The time period in which the game is set is a central element of the design. Folks old enough to remember SPI’s “Modern Battles” quad games will no doubt recall the original “Wurzburg”, a folio-sized game that covered a hypothetical Soviet-NATO battle in the late 1970s. Wurzburg Pentomic is set about 20-25 years earlier, during the US Army’s period of reorganization along what was then called the “Pentomic” division structure.

Under the Pentomic structure, each US division was organized into five battlegroups. Each battlegroup was theoretically self-supporting, which gave it the ability to operate fairly independently. This allowed the division’s combat elements to disperse more widely in what was expected to be a battlefield environment dominated by the threat of tactical nuclear weapons. The division kept some powerful artillery support under central control, but otherwise the battlegroups were equipped to fight with decentralized command and logistics.

Enough doctrine. On to the game.

Wurzburg Pentomic (“W-P” from here on out) is basically a folio-sized production. The two games in Cold War Battles 2 share a single, standard-sized map sheet. The maps are wedged onto the sheet along with some charts and tables, so neither map is symmetrical.  Each game also gets exactly one-half of the standard sheet of half-inch counters.

There are a lot of positives to the game, so I’m going to get the bad news out of the way first. A couple of things in the package definitely aggravate me.

The map arrangement is a head-scratcher. A game-turn track and both CRTs (Mobile and Assault) are printed on the sheet. As a result, the game maps wrap around the gadgetry, leaving game-play areas with oddball sections and geographical enclaves defended by stalwart box borders and lines of type.

I’m a firm believer in leaving charts and tables off of game maps entirely. Maybe a turn track or other tracks/boxes that can be squared off with the map. But wrenching around the playing area to accommodate the CRTs is less than ideal — especially considering that the CRTs will usually be useless (as in “upside down”) for one of the players. Far better to print the tables on a separate sheet and square off the maps to avoid the “thick forest defended by typography” syndrome.

I realize printing CRTs on-map probably saves a page of the rulebook, but the “upside down” problem alone always justifies planning for at least one stand-alone sheet of play aids. Just for a tease, one of the CRTs is reprinted in the rules anyway because the on-map version is screwed up.

The next aggravation is as much a question as it is a complaint: Who ate crayons and puked on the countersheet?

Technicolor Commies and multi-hued Forces of Freedom.

Technicolor Commies and multi-hued Forces of Freedom.

Seriously. There are two sides in this game: Soviets and NATO. But the combat units are printed in about a dozen distinctly different colors. They’re not muted variations of the same basic colors, either. Each ‘command’ (usually a division) gets a nice, bright color all of its own. NATO units are variously drab green, forest green, light blue, dark blue, gray and tan. Soviet units are white on red, black on red, orange, yellow,  white and black.

Ugh. It’s not the first time Decision has used a Crayola color scheme on game counters. Sadly, I doubt it will be the last. Are things like ‘formation stripes’ along the counter bottoms or ‘formation colors’ in the unit symbol boxes such advanced graphic concepts? Somebody loan them a Pantone color chart, too. Good heavens.

It’s a double-aggravation because in general this is a pretty good game. The map artwork is fine. But the color scheme for the counters is simply wretched. I mean, really. Orange?

Those production faux pas aside, I found a lot of game-play value in W-P. The ‘series’ rules are an adaptation of the old Modern Battles system. Zones of control are semi-rigid. Once a unit is in a ZOC, it can only leave via combat result or by expending half of its movement allowance to withdraw. Combat against all enemy units that project ZOC into a friendly-occupied hex is mandatory — although artillery barrage and/or air points may be used to ‘soak off’ some mandated attacks.

Combat is based on differential and the attacker usually chooses which of two CRTs to use: Assault (bloody) or Mobile (lots of retreats). Soviet combat strengths — attack strengths especially – are generally higher owing to their preponderence of armor. The designer, Joe Miranda, also notes that Soviet regimental-level artillery assets have been factored into the combat strengths, as those guns were intended to engage in near direct-fire support.

In the orders of battle, the US has more independent artillery units. Particularly useful are the Pentomic artillery battalions, which can split the fire of their ’5′ strength points onto as many as 5 different target hexes. Pentomic artillery is very handy for firing ‘soak off’ barrages so the US player can more effectively concentrate ‘normal’ attacks against his opponent. It’s also worth noting that as the game progresses into the later turns (9 total game turns), the US gains an increasing advantage in the amount of air support it receives.

The two US Pentomic-organized infantry divisions in the game — 3rd ID and 8th ID — gain additional advantages if/when the nuclear weapon optional rules come into play. Their constituent combat units are more resistant to damage from atomic attacks and they have a smaller chance of being affected by some of the game’s nuclear-related random events. The numerous US ‘leg’ infantry battalions can also take advantage of airmobile movement when helicopter transport is available.

Another interesting special rule in play is that units of different commands aren’t allowed to stack together. Elements of the ‘higher command’ formations — V Corps for the US, 8th Guards Army for the Soviets — are the only exceptions.

Each side starts with one or two commands on the map; everything else enters play through random reinforcement dice rolls. The US starts with 3rd Infantry Division and 14th Armored Cavalry Regiment on the map. The Soviets lead off with the 79th Tank Division. The entry of everything else is in the hands of cruel fate.

Because of the random reinforcement mechanism, W-P has a nice degree of replayability built in. Obviously, there’s a huge difference in play between a game where, say, the US 3rd Armored Division enters on Turn 2 and a game where it enters on Turn 6.

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.

Gaming the familiar unknown

Most wargamers are at least casual consumers of military history. An interest in some or another item along the rich, lengthy timeline of mankind’s most rigorously embraced and universal pasttime (i.e. finding clever ways, and even cleverer excuses, for blasting each other to bloody flinders) is typically what initially draws us in to our little corner of the gaming universe.

Whoa. Wait a second. I’m not trying to get philosophical here. What I’m heading toward is this: We’re all generally familiar with the ‘received imagery’ that characterizes past conflicts. But with the exception of a few of our most recent wars — fought since the introduction of film photography and serious, clinical methods of record-keeping — many of us (myself included) have a limited understanding of how elements found in many of our wargames ‘really’ worked in battle.

Napoleonic skirmishers, for example. Wargames that try to portray them nearly always screw something up. I’m not exactly sure how a skirmish line worked on the battlefield. I’m not that sure which armies used them (and when), how their usage changed from the 1790s through 1815, how many played a role in any given battle nor even (just being honest) what they REALLY did. But I’m pretty sure that the treatment they get in many wargames doesn’t quite square with history.

A British 60-pounder in action during the Great War.

A British 60-pounder in action during the Great War.

Another iconic element that wargames (and wargamers) seem to struggle with is indirect artillery fire. I guess in this case I’m looking primarily at tactical and grand tactical wargames. It’s a vexing subject.

Given that a lot of gamers (and some game designers) have first-hand familiarity with the processes and effects of modern-day “off-board artillery” I think it’s interesting that so few games come even remotely close to getting it right.

Sometimes I think that designers trip themselves up when they convince themselves that their game is incomplete without some sort of detailed treatement of artillery. Games set at the ‘man level’ — like SPI’s old Sniper and Patrol games — should have skipped it entirely. In Patrol, at 5 meters per hex, the blast radius of a super-heavy artillery round covered nearly an entire geomorphic map sheet (usually about one-sixth of the map). It’s nuts to even attempt to ‘game’ something like that — you’re not calling 8-inch artillery onto the bad guys when you’re close enough to throw rocks at them.

In cases like that (and there are others) a designer just needs to admit his game is set after Arty has done its work and move on from there.

The time scale of the call-for-fire process screws up a lot of game designs. Even well-regarded ‘technical’ games like ASL and ATS struggle with it, principally because of issues with turn scale, time compression and predictability. A more chaotic process gives artillery a better ‘feel’ in the Combat Commander series of game. Still,  in all three games we’re really dealing with artillery being commonly used well inside the “danger close” engagement zones that battery commanders rarely approved.

Platoon-level games usually get closer to the mark. Their longer time scales and larger hex scales are much easier to square with a real-world call-for-fire process. First-generation games like PanzerBlitz and its various offspring struggled with implementing artillery terminal effects on different target types (armored vs unarmored), but elements like call cycle timing and engagement ranges always seemed more appropriate.

Keeping all of that in mind, it’s time for me to steer back onto my original theme: Gaming elements of warfare that seem familiar because of our passing acquaintance with history, but about which we have limited first-hand technical knowledge.

Just a camporee with cannons...

Just a camporee with cannons...

The popular history of World War One is clogged with the imagery of slaughter on an industrial scale. Machineguns mowing down rows of advancing infantry, massive artillery barrages burying entire trenches packed with grunts, gas rolling across the battlefield like a silent wave of horror. Particulary because of the general stalemate in the West from 1915-1917, the Great War has received scant attention as a topic for tactical gaming.

Tactical reality for the grunts of World War One, however, was far from a static, wait-to-die affair. Although the battlefield was indeed dominated by then-modern methods of technological slaughter there was still plenty for an infantryman to do.

A couple of fairly recent games add substantially to the Great War’s tactical wargaming library. In The Trenches is a series from Grenier Games — the third volume is shipping now — set at the platoon level with a hex scale of 100 meters and 5 minute turns. Infantry Attacks is a PanzerGrenadier spin-off from Avalanche Press that tackles things at the company level, with 200-meter hexes and 15-minute turns.

The games take distinctly different approaches to the topic of indirect artillery fire. Artillery was undeniably one of the dominating factors on the World War One battlefield, which means in both cases the artillery mechanisms are crucial components of the game designs.

In my next blog post (or two, maybe), I’ll be taking a more detailed,  side-by-side look at these two games. Tune in next time for my take on where these games work, where they don’t and how they address some of the foggier aspects  of history surrounding the world’s first truly industrial war.

Wrapping up Horus Heresy

After a number of weeks here on the Big Table, I think it’s about time to wrap up my thoughts on the subject of the new Horus Heresy. It’s not quite time for the game to go back in the box, but at least it’s time for other games to start to get a little bit of face time on my cyberpages here.

All things considered, I’ve found the game very enjoyable. No game is perfect — as I’ve mentioned before — and Horus Heresy has a few pesky flaws, but really not that much to right home about.

In addition to the few items I’ve pointed out in previous posts, I’ve discovered one other minor aggravation. For me, at least, it’s something that does slow down game play a little bit. I’m wondering, would it have killed the presentation of the game if Fantasy Flight had managed to get a NAME somewhere on those stand-up figures of the ten Heroes?

Angron is a bit unhappy after routing off the spaceport.

Angron is a bit unhappy after routing off the spaceport.

Perhaps at full size it’s easy to tell all of the heroes apart. But at ‘normal gaming distance’ under ‘normal gaming light’, sometimes I find it a real PITA to figure out just who might be who. Yes, yes: I know there’s a little color-coded section beneath the portrait that matches the color scheme on the little “legion indicators” — but that’s starting to get into squinty-eyed territory for me when I might be 5 or 6 feet away from the little 2-inch images.

It’s a problem that likely evaporates after you’ve played the game 10 times (I’m not that far along), but in the meantime it IS a wrestling match for me. Heroes are generally always accompanied by units (such as Space Marines) that should help identify them, but sometimes I think graphic designers for games need to take a hint from their compadres in web design and follow the simple mantra of usability: Don’t make me think.

At any rate, again, not a gut-buster by any stretch of the imagination. Just another little weed that needs to get whacked out of the garden.

So. I suppose a few hard-won observations about game play would be in order at this point.

When the game is setup for the first time and the players step back to take a look at their opponent’s stockpile, there are usually a few moments when the Imperial player may despair and the Chaos player may allow himself a little chuckle. There are a LOT of Chaos units in that stockpile. Not so much for the Imperial player.

Chaos has to land more guys than this.

Chaos has to land more guys than this.

But here’s the trick: Those units are all in the Chaos STOCKPILE. They are NOT on the game board. The challenge for the Chaos player is to get as much of that large force into the game as quickly as possible. The slower the buildup, the more chance an aggressive Imperial player has to defeat arriving forces in detail.

Here’s another common-sense tidbit: The earlier Chaos units land, the more actions they can take before the game is over. Yeah, I know that sounds rock simple stupid, but it’s a point that’s easy to overlook. All of those little circles on the Initiative Track can play mind-tricks. The game is deceptively short. There are only five Refresh phases in the game. That means units in the game will be able to activate a maximum of six times in the course of a game.

Most Chaos units will expend one of those activations just to get onto the map. So there is a built-in “delay” of sorts before they can join in all of the shootin’.  Chaos units that don’t land until after the first Refresh are even more limited — they will essentially miss a third of the game before they can do much of anything. Ouch.

The other day in my post about combat, I wrote a little bit about Rout. When a unit retreats out of combat, the area it retreats into is marked with a “Routed Activation” marker. Rout pretty much puts a unit out of the fight for two Refresh phases. Because of their overall numerical advantage, very often Chaos players may want to “fight to the death” when things swing against them in hopes of taking down a few Imperial units as they go.

For the Imperial player, the situation is nearly the exact opposite. Imperial forces don’t receive a lot of reinforcements as the game rolls on, so they can’t afford to get stuck into drawn out, bloody battles. They should rarely attack without a clear advantage in Total Combat Rank — primarily because they need to expend a good number of cards for their “shields” to soak off battle damage. Chaos can afford to burn a few combat steps in nearly every battle; the Imperial forces cannot.

As a caveat, I’ll note that games can run long — especially if either player has a tendency to over-analyze things. Large battles where each side may have 15-18 Combat Cards in hand might take 5 or 10 minutes to play out if somebody decides to engage in too much head-scratching. Ten minutes times lots of battles can add up pretty fast.

That said, I think both the card-based Orders mechanism and the card-based Combat resolution really serve to make Horus Heresy a very interesting and fresh ‘feeling’ wargame.

Plus, the little figures are pretty cool.

No dice! Combat in Horus Heresy

As I’ve mentioned in previous posts, there are no dice to be found anywhere in Horus Heresy. There is no CRT, no modifiers, no table look-ups. Combat is resolved entirely through card play.

Today I’ll take a closer look at how that works. But first, a few bits of nomenclature:

Combat rank: Each combat unit in Horus Heresy is mounted on a base. The base has a number of ‘points’ on it that indicate the unit’s combat rank. Subtract any damage points indicated by a damage marker to calculate the unit’s current Combat Rank. In combat, you will draw a number of combat cards equal to the total combat rank of your units involved.

Heroes: These are the ‘special characters’ in the game — 5 on each side — who are the larger-than-life figures involved in the titanic struggle. Having a Hero present in a combat allows you to draw 2 of the special “Hero combat cards” to your hand in addition to the number of ‘regular’ cards allowed by your total combat rank.

Damage value: A number found in the upper-left corner of a combat card that indicates the amount of ‘normal’ damage it inflicts in combat.

Shields: Shield symbols are displayed in the left-hand column of most combat cards. They indicate the amount of ‘normal’ damage the card can block. Shields can also be expended to block combat card special effects.

Special effects details

Special effects details

Special effects: Combat cards also display text instructions that indicate possible special effects they may trigger when played by the active player. Special effects may require the presence of specific unit types in the combat before they can be triggered.

On to the nitty-gritty. Combat is played out in a series of “iterations” where players alternate taking the role of Active Player. The number of iterations in a combat is stated on the Order card that initiates the combat. Co-existence battles, which are triggered during change of initiative, last up to 8 iterations.

The Defender in the combat (i.e. the player who did NOT initiate the combat with an Order) decides which player is Active in the first iteratation. This is an important advantage because the number of combat cards that the active player can play is limited to the sequence number of the iteration. In plainer English: In the first iteration the active player can play 1 combat card; in the second iteration the active player can play 2 combat cards. And so on – up to 8 iterations.

In an iteration, the Active player plays a number of cards up to the iteration limit. These cards both deal ‘normal’ damage AND produce special effects (usually). The Passive player may counter by playing cards for their ‘shields’ to either block normal damage or cancel special effects.

The card-play limits and player sequencing mean that before the first combat card hits the table, big decisions are already underway. It’s a straightforward concept, but there’s a lot of that “wheels within wheels” stuff to consider. Do you have 1 or 2 high-damage cards that could deal an early knock-out? Or maybe you’re out-numbered but have a deadly special effect you want to play before scuttling away in a retreat?

There are a huge number of possible variations in most combats — anything with more than 7 or 8 cards per side can get really wild. After the second iteration, large amounts of normal damage can hit the table. Special Effects can also screw up the best-made plans, particularly the effects that cause a portion of the enemy force to rout out of the battle.

Any time after the first iteration of a battle, the active player can elect to retreat from combat rather than lay down combat cards. This is the standard survival technique for vastly out-numered forces. The only problem is that when a force retreats from combat, it’s marked with a Routed Activation marker. Unless some extraordinary circumstance intervenes, routed forces are out of action for a long time.

Units in areas marked Routed can’t be ordered to do anything. They can defend normally, but otherwise they’re of little use until two Referesh phases have passed. On the first Refresh, their routed marker is flipped to Activated. On the second Refresh, the Activated marker is removed and they can be ordered normally.

There are only five Refresh phases in the game, so you can see how this might gum things up a bit. In later stages of the game it’s not uncommon for players to elect to go down swinging rather than Rout their forces out of action for the rest of the game.