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.
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.
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.







