Taking Command – First Impressions of NATO Air Commander (@Hollandspiele, 2018)

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Courtesy BGG.com

I am a Cold Warrior. I came of age in the 1980’s in the Reagan-era of the Cold War. I read Red Storm Rising or Team Yankee. In my wargames I fought the Red Bear at sea using Harpoon (Adventure Games, 1981/GDW 1987), fought them in the air in Air Superiority (GDW, 1987), and on the battlefields of Europe when playing Assault: Tactical Combat in Europe – 1985 (GDW, 1983). I even played the Twilight: 2000 RPG (GDW, 1984). In the late 1980’s, I joined the US Navy and we trained for the Big One – going to-to-toe with the Russkies.

 

Fortunately, that war never came. Which makes NATO Air Commander (Hollandspiele, 2018) a sort of alternate-history game. I acquired NATO Air Commander during the 2018 Hollandays Sale and took it out for a few sorties. NATO Air Commander is another “wargame” in my collection that challenges the classic hex-&-counter definition of a wargame. Instead, NATO Air Commander is yet another waro in my collection; a wargame using Eurogame mechanics in a highly thematic game.

Presentation

 

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Courtesy BGG.com

NATO Air Commander has a very small footprint. The map by Ania B. Ziolkowska looks just like so many air charts of the day with simple, believable graphics superimposed. The entire mapsheet layout is easy to understand. I do wish the Basing box was a bit bigger; at the size given one ends up with a big stack of aircraft piled high. The counters are typical Hollandspiele/Blue Panther; thick and punch cleanly with simple, easy-to-understand graphics.

 

Playability

NATO Air Commander is a solitaire game and like most solitaire games the rules are very procedural. The rules are 12 double-column pages and step the players through the turn sequentially. The rules themselves are not difficult to learn; I personally rate them  a 2- Medium Light on BoardGameGeek. After just a few plays all that is needed to reference is the Player Aid on the last page of the rule book.

Mechanics

At it’s heart, NATO Air Commander is a card game. Players draw Objective Cards that reflect their commander’s needs for the turn. The players then allocate their precious (and dwindling) air forces (resources) to Raids. Each Raid is resolved using Resolution Cards and the advance, or (very occasionally) retreat of Warsaw Pact forces along six Thrust Lines (Avenues of Advance) is determined. The success of missions and advance of forces affects the number of Resource Points (RP) available to repair or replace lost aircraft or “purchase” needed upgrades like Precision Guided Munitions (PGMs).

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Courtesy BGG.com

NATO Air Commander is also a dice-less game; instead everything is resolved using the Resolution Cards. Typically, the player compares the relevant factor to the card factor modified by a track. If the factor is greater than the modified card number it is a success. Once the player is familiar with what track modifies what card factor resolving an event becomes easy and almost almost instantaneous.

Historical Flavor

Starting with the map, the game feels very period-thematic. Although the different aircraft types are not marked, if one knows a bit of aircraft recognition it is easy to see. Some folks on BoardGameGeek forums have groused about aircraft ratings. I am with the designer here when he says if you don’t like it, change it yourself!

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Courtesy BGG.com

Speaking of the BGG forums, some folks have complained about the number of acronyms used in the game. Sure, the rules could probably use a glossary but the use of those terms actually help become more immersed in the play. Except for one acronym – DEAD. As defined in NAC this is “Destruction of Air Defenses” which I learned as SEAD (Suppression of Air Defenses). It make absolutely no difference to play, just makes me grin as I move the track marker.

Overall, NATO Air Commander immerses the player in the period. The map, the aircraft, the relentless Soviet hordes, all make for a very tense game experience. There is also just the right amount of chrome. For instance, there is one (1!) Stealth bomber unit and never enough Precision Guided Munitions.

Support

Both publisher Tom Russell (BGG user tomrussell) and designer Brad Smith (enragedbees on BGG) are very active on BoardGameGeek forums. Questions are usually answered very quickly.

As a repeat customer of Hollandspiele games I also feel the need to address the “stinky” issue. Hollandspiele games are printed by Blue Panther in a form of print-on-demand publishing. The inks used by Blue Panther give off a smell that Steve has assured is not dangerous. Yes, the odor can be strong when the box is first opened. I find that if I keep the box open for a day or two in a lesser used portion of the house the odor goes away.

Bottom Line

NATO Air Commander almost feels like a game module for a larger game. Indeed, in approach this “air war module” is not that different from systems used in the Fleet-series (Victory Games) or the Next War-series (GMT Games).

Some commenters have stated that the puzzle of NATO Air Commander lends itself to an optimal strategy. Well, yes, there likely is an “optimal” way to use your air force. However, the fickle hand of fate, as embodied in the Resolution Cards, will most assuredly throw wrenches into your “optimal” strategy. Those wrenches are a feature, not a bug. NATO Air Commander forces one to think about allocating precious resources against sometime impossible needs to turn back a relentless horde. If there is one lesson that NATO Air Commander teaches its that defeating the Warsaw Pact invaders was not going to be easy and there was going to be steep losses. Those thematic lessons make for a very tense, stressful game that NATO Air Commander allows one to play with minimal rules overhead and a quick, diceless resolution mechanic.

Featured image courtesy Hollandspiele

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Dining on #wargames – First Impressions of Table Battles (@Hollandspiele, 2017)

Truth be told, I am a 20th century or modern-era wargamer. Most of the wargames in my collection are World War II or later. Knowing that factoid it would seem that Table Battles (Hollandspiele, 2017) should not interest me since the battles range from The Battle of Bosworth Field in 1485 to The Battle of Brooklyn Heights in 1776. More importantly, the publisher’s blurb makes Table Battles not even really come across as a wargame:

Here is something new and exciting, something completely unlike any other game on your table. Table Battles is a thinky filler, a light dice game that nevertheless will have you scratching your chin and agonizing over your decisions. It reduces armed conflict to its essentials, to the absolute universal truths behind all battles: the threat of force and its application. It’s about leverage, about feints and counterfeints, threats and counterthreats, about creating openings and then going for the jugular, about leaving openings and springing a trap.

I picked up Table Battles in the 2018 Hollandays Sale and I am very glad I did. What designer Tom Russell claims to be a simple “thinky filler” and “light dice game” is actually a very fun, yet thematic, wargame of older battles that looks good on the table, is easy to learn and play, delivers a believable history of the battle, and makes you think really hard!

Presentation

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Set Up for The Battle of Marston Moor (2 July 1644) – Royalist in Blue and Parliamentarians in Red

To an old hex & counter grognard like myself, Table Battles appears heretical. I mean, it uses cards for formations, little wooden sticks for unit strength, and to attack you place dice on those Formation Cards instead of rolling them against a Combat Results Table. It doesn’t even use a map – you literally play on your tabletop. This os not a wargame, but a new-age wargame-Eurogame (weuro?).

Playability

The rules for Table Battles take up a whole four-pages of double-column type. The rules are easy to learn; most of what is needed is already on the cards. The rule book explains the Flow of Play (or Sequence of Play to this old grognard) and the definitions of what the iconography or text on the cards mean. The game can literally be taught in five minutes or less. Each game takes 20 minutes – or less – to play.

Mechanics

Mechanically, Table Battles has two parts each turn. In the Action Phase, a single unit (one Formation Card) can Attack. This might cause an automatic Reaction. Some units can take a special action, such as Bombard or Retire. For any formation to do anything, though, it needs to “be readied” with dice.

The “light dice game” is actually the heart of the game. Each side has six dice. In the Roll Phase players roll dice and can add them to Formation Cards. Each Formation Card has a Dice Area that show what dice can be added. Players can only add dice to one Formation Card in each wing (usually one or two wings).

As that old grognard I was looking for combat ratings and it took me a while to parse what the Dice Area means. It is truly amazing how designer Tom Russell uses the Dice Area to show how capable different units are. In Marston Moor, Cromwell can use Any dice to load up, but other units (often artillery) need a “Straight 4” – or four dice showing sequential numbers – to become readied. Obviously, this means it is much easier to get Cromwell ready while the artillery takes longer!

Once the unit is readied it can attack, but only certain other units. Once a unit is reduced (losses all their sticks-of-strength) it becomes Routed. When units Rout the player losses one of their precious Morale Cubes to the other player. If a player losses all their Morale Cubes, or enough of the enemy units have Routed that they do not have a formation able to attack any of your units, that player wins. Simple. Direct.

Historical Flavor

If one is looking for in depth analysis of warfare in this era then Table Battles will disappoint. However, if one is looking for a simple look at the units involved, their relative strengths and weaknesses, and a somewhat high-level take on a battle, then Table Battles will more than suffice.

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Royalist defeat at Marston Moor. An earlier Bombard by Parliamentarian Artillery took one Morale Cube and the Rout of the Whitecoats- brought up from Reserve when Tiller’s Right had to Retire – by Manchester completes the victory.

Like the historical Battle of Marston Moor my game resulted a Royalist defeat. Although my game ended pretty much as history did, I also see great replay potential in each game. Just because the battle goes one way does not mean it will always go the same, if for no other reason than the Dice Gods will play havoc with the rolls in the next game.

Support

Hollandspiele has two expansions for Table Battles for sale, Table Battles Expansion No. 1: War of the Roses and Table Battles Expansion No. 2: Age of Alexander. If you have the inclination, the base game and expansions are also available as print-n-play through WargameVault.com. Tom is also very active on the BoardGameGeek forums for Table Battles and questions are usually answered very quickly.

Bottom Line

Although designer Tom Russell likes to call Table Battles a light-thinky-filler-dice game he actually has designed a very simple, yet elegant, small waro/weuro that challenges players to focus on the fundamentals of combat. Although some might call the dice mechanic too swingy, it actually fairly represents the fog of war and reflects the different efforts it takes to get units into battle. Yes, Table Battles uses dice. Yes, Table Battles plays in as short “filler” amount of time. But Table Battles is very “thinky” and a legitimately challenging wargame for grognards old and new.

Giving Thanks for #Wargame Sales

If you missed the great GMT Games 50% sale earlier this year there are many other chances to get in on great wargame sales. Here are a few that I am aware of. For the record, not a single company has compensated me in any manner for these mentions; indeed, I am actually “compensating” many of them by making a purchase!

Academy Games

Compass Games Holiday Sale

  • It’s time to celebrate the holidays with special savings from Compass Games! We invite you to download our 2018 Holiday Catalog with special savings galore. Our holiday price brings you 30% off the retail price. Use the catalog order form or go online and use coupon code: HOLIDAY18. Note that special prices and preorder prices are already discounted so no holiday code is necessary at check-out. See catalog for more details. The holiday and special prices are valid through 1/15/2019.

Conflict Simulations LLC

  • CSL is having 15% off sale, just use the discount code: THANKSGIVING at the checkout.

Flying Pig Games

  • From RIGHT NOW, through Black Friday, Small Business Saturday, Cyber Monday, and Flying Pig Tuesday (Nov 27th), all in-stock, boxed games in the Flying Pig inventory are 50% off. That includes, Armageddon War, Burning Lands, Old School Tactical Vol I, Old School Tactical Vol II, Old School Tactical Airborne, Night of Man, and ’65 Squad-level Battles in Jungles of Vietnam. Click here to visit our website and Happy Shopping!

Hollandspiele

  • No sale yet, but I saw Tom Russell post in a BGG forum that his sale starts 01 Dec.

OSS (One Small Step)

  • From all of us at One Small Step, please accept our wishes for a safe and joyful Thanksgiving holiday! To help celebrate, we are now running our annual Black Friday sale. 25% off published games and magazines. Simply enter the following code at checkout: BLACKFRISale runs now through Monday the 26th. Does not include pre-order items, subscriptions, or games already on sale.

Revolution Games

  • November Sale – Save up to 40% on select titles.

Tiny Battle Publishing

  • From RIGHT NOW, through Black Friday, Small Business Saturday, Cyber Monday, and Tiny Battle Tuesday (Nov 27th), all in-stock, games in the Tiny Battle Publishing inventory are 25% off. Click here.

Don’t forget your FLGS either. Some of them are having sales too!

For all my wargaming friends out there, have yourself a blessed Thanksgiving and a happy Christmas season. May all your favorite wargames find their way into the trench beneath your tree and breakout in the New Year.

Featured image courtesy worldoftanks.com

A Grognard’s View of Root (@LederGames, 2018)

AS I SIT to write this post, the #1 Games Hotness on boardgamegeek is Root: A Game of Woodland Might and Right (Leder Games, 2018). This Cole Wehrle (@colewehrle on Twitter) design is described by some as a combination of Twilight Struggle (GMT Games, 2005+) and COIN (the COIN-series from GMT Games). As an old wargaming Grognard (playing for 39 years now) this game seems to be right in my wheelhouse. Given it’s pedigree, I am frankly surprised that Root is so popular amongst non-wargamer’s. With Root, Cole Wehrle has done the boardgame hobby a great favor – he has created a “wargame” with broad appeal to general tabletop gaming audience.

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Courtesy BGG.com

Root represents the cutting edge of the “waros” movement. Waros are, according to BGG, “…games which can be described as a fusion of a Wargame and a Eurogame. Waro games thus include aspects of both types of games….” I fully believe that the reputation of Cole Wehrle and the buzz behind Root created expectations of the game.

One manifestation of this popularity can be seen by the forum activity on BGG. As I write this post, there are 605 threads on BGG for Root. Amazingly, 318 of these are in the last 30 days! Of the 605 total threads, 272 are tagged as Rules with around 150 of those in the last 30 days again. I have no scientific basis, but it generally appears to me that, compared to other games, that this is an extraordinary number of threads. Now, understand that I really like Root. I subscribe to the Root feed on BGG. For the last month I have been getting all these threads dumped to my BGG profile. This led to the following Twitter exchange with Tom and Mary Russell of Hollandspiele Games:

In a later response, Joe (@CardboardTON618) righty points that people learn at different rates and goes on to say, “Also, I get the impression that a good percentage (although not the heaviest in the world) haven’t played a game of this weight.” I think Joe is onto something here, but contend it’s not the weight, but the fact Root is a waros game.

As a cutting-edge crossover game, Root is plowing new ground in the hobby. In this case, it is a wargame with strong eurogamer appeal. In some ways, it is similar to Supply Lines of the American Revolution: The Norther Theater, 1775-1777 (Hollandspiele, 2017) which is – at heart – more a eurogame with wargamer appeal. In the case of Supply Lines, about 2/3 of the threads on BGG are rules-related. The lesson I hope designers and publishers see is that Waros require tight rules writing – and lots of patience. I believe this is because of the diversity of the audience. Tight writing should avoid much of the rules confusion, but patience is still required to listen to and answer the slew of questions from players who maybe have never played a Waros before.

Players who read – and play – the rules will find Root an extraordinary game. It is a wonderful design and a shining example of what a Waros can be. Just don’t read too much into the rules!

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Courtesy BGG

 

What You See is What You Get and More – or – Why I Love the Modern Wargame Renaissance

I HAVE BEEN A GROGNARD since 1979. I started out by playing board wargames and still play board wargames today. I have seen the height of wargame companies like SPI and Avalon Hill as well as the darkest wargaming days in the 1990’s caused in part by The Great Magic: The Gathering Extinction Event. These days, I think wargaming is in a renaissance period. Although there are quantitatively many wargames being published, the part that excites me the most is the quality of those games. Today you can still find a “classic” hex & counter wargame with a CRT it but is the innovative designs with modern presentation and gameplay that really grab my attention.

Harold Buchanan, designer of Liberty or Death: The American Insurrection (amongst other games) has a really neat podcast called Harold on Games hosted off his website conflictsimulations.com. Episode 10 is an interview with designer Uwe Eickert, Principal at Academy Games. Uwe (pronounced “oova”) has a lot to say in the interview and listening to the whole podcast is well worth your time. For this post, I want to focus on his thoughts regarding presentation and probability in wargames.

Uwe believes (I’m paraphrasing here) that a major reason modern wargame designs are exciting is because they are incorporating many of the best practices in game presentation and streamlined play.  Although he didn’t mention it in the interview, Academy Games also uses the Warcholak Guide, named after editor and developer Nicholas Warcholak, which states:

Is the rule necessary to simulate the TYPICAL (over 10% of the time) conditions and outcomes on the battlefield? If YES, keep. If NO, go to 2. Does the rule require significant mental resources to remember to play? (Significant is defined as needing to remember more than 2 facts.) If YES, dump. If NO, go to 3. Does the rule add to the fun of the game? Does it produce outcomes that add significant replayability, oh-no moments, gotcha momments, or simulation pay-off outside the general flow of the game? If YES, keep. If NO, dump.

In the interview, I keyed in on Uwe’s comments regarding charts and tables in wargames. He advocates for more modern design elements and especially a need to incorporate “the math” into different die rolls instead of endless modifiers and tables. This approach preserves the “probabilities” (and realism) of a wargame but also makes it fun! I absolutely buy into Uwe’s approach, which is also why I have bought many Academy Games designs to grace my gaming collection.

Listening to the interview with Uwe, I also discovered a real gem of information. Academy Games has a Kickstarter campaign for Agents of Mayhem: Pride of Babylon that is nearing delivery. This game, based on the Saint’s Row video game universe, is a “story-driven 3D tactical boardgame.”

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Agents of Mayhem (Courtesy Academy Games)

The part not mentioned in the publisher’s blurb but stated by Uwe in his interview is that Agents of Mayhem is based on their “Falujah game” for the US Marine Corps. Looking at Agents with this thought in mind it makes perfect sense! More pertinent to this post, Agents of Mayhem shows the extreme implementation of modern gaming presentation and gameplay mechanics. In wargame terms, Agents of Mayhem is a skirmish game. This skirmish game features a destructible 3D terrain board. Each soldier or squad has a tableau that in a graphically intuitive manner shows capabilities and available actions. Combat is resolved using special die rolls with few modifiers that capture the essence of combat in a speedy, easy to understand (i.e. highly playable) manner.

I really am enjoying the modern wargaming renaissance. As much as I am a classic hex & counter gamer, the newer designs are really exciting and I look forward to more!

Featured image – Conflict of Heroes – Guadalcanal, 1942 (Academy Games, 2016)

#Wargame #Retroplay – Beachhead (Yaquinto Publishing, 1980)

My not-so-lazy Sunday was capped off by a solo play attempt of Beachhead: A Game of Island Invasions in the South Pacific 1942-1944 from Yaquinto Publishing in 1980. Beachhead came packaged in what Yaquinto called their “Album Game'” format; the game “box” was basically a dual LP record cover. Very thin – so thin you couldn’t store the counters in the sleeves of the “box” without warping the board! Beachhead was designed by Michael  S. Matheny with a gorgeous cover by Roger B. MacGowan (@RBMStudio1 on Twitter). As I replayed this game I discovered it is not the game I remember; in some ways it is better, in other ways not.

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Small footprint – a 3’x3′ table will do!

As I reread the rules before play, several items jumped out at me. The first concerns serious gaming. Production of Beachhead was led by J. Stephen Peek, formerly of Battleline and obviously a serious gamer. So serious he didn’t call Beachhead a wargame but a “simulation”:

 

002 – BEACHHEAD As a Simulation

BEACHHEAD is a small unit level simulation of combat on an island in the South Pacific during the Second World War.

I pulled Beachhead out because I wanted to play a solitaire game. However, I quickly discovered that there is actually a fairly large degree of hidden information making this game not-so-solo-friendly.

4. All Japanese units are placed on the game board and are turned upside down. (102 PREPARING TO PLAY THE GAME-D-4)

2. Flip over all units that will move this Turn. (202 Basic Game Sequence of Play, STEP B.2.)

4. Return the moved units to the Face up [sic] position. (SoP, STEP C.4)

The next rule that was different than I remember is Sighting. The mapboard has many jungle hexes so as I read the rules I expected to see a rule about jungle blocking line of sight. Instead, I got this:

3. Hexes containing trees do not individually block the line of sight. Though the trees may be up to 25-40 feet in height, there are very few of them in each hex and so so not present a problem in sighting. They will present obstacles to combat. However, if the line of sight passes through three Tree hexes the line of sight is blocked. (205 SIGHTING-B-1-3)

This “terrain as combat obstacles” theme is also applied to buildings:

4. Hexes containing buildings do not block line of sight. There are very few buildings per hex and so do not present a problem for sighting. They will still present obstacles to combat. (205-B-4)

I did remember what made Japanese machine guns so deadly – Fire Lanes:

  1. Only Japanese Machine Gun, Infiltration Machine Guns, and Emplacement units have a ‘Fire Lane’ and are called Fire Lane units.
  2. The base of the Fire Lane is the numbered edge of the playing piece.
  3. The Fire Lane extends ten hexes through the hexside to which the numbered edge of the playing piece is facing.
  4. ….
  5. ….
  6. Any American unit that attempts to cross this ten hex line is immediately fired on by the Fire Lane unit. (This means that the American player will be attacked during the movement portion of his Movement Phase…. (205-F)

Another rule I missed many years ago is Aircraft Spotters (207 COMBAT-C). This rule allows one to use Airstrike units as spotters. A simple way to give the American player a complex choice; bombard or spot?

One rule I did remember and still enjoy is how Preliminary Bombardment is implemented in the game. This is another challenging choice; delay the arrival of landing craft to bombard and risk running out of time or land against more defenders? While rereading the rules, I discovered a little wrinkle that I had missed years before and it comes from the fact the Japanese player’s units are face down (hidden) from the American player:

4. In a normal Firing procedure the Firing player consults the Combat Results Table to determine the effects of fire. In Preliminary Bombardment the Japanese player consuls the Combat Results Table. The American player still rolls the dice, but is not allowed to know the odds column being used. (207 COMBATJ. Preliminary Bombardment)

+VL5G3uHRRuvZp8VK9UhrAVictory Conditions (210 VICTORY CONDITIONS) are based on points differential. I really like the flavor text. It ties neatly back to the introduction where there is an emphasis placed on YOU. As the introduction states, “You are, in fact, on the BEACHHEAD.”

In the OPTIONAL RULES there are several items of “chrome” that I remember and really like such as:

  • Randomly rolling to see what size naval guns are bombarding (303 BOMBARDMENT TYPE)
  • Randomly determining what payload airstrike have (304 AIRSTRIKES)
  • The Duke arrives as SGT. Stryker! (308 SGT. STRYKER)

Near the end of the rules in the HINTS ON PLAY there is a section on GAME ABSTRACTIONS. It directly addresses concerns over the game’s realism. It is interesting to read the designer’s perspective that Beachhead is essentially a game of points with units representing those points. It is a useful perspective that conflict simulations/wargames sometime forget.

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They knew…all the way back in 1980

Given the hidden information needed to play, my solo Beachhead game sort fizzled out. These days, this game is ripe for an implementation using blocks instead of face down counters.

More importantly, the rules of Beachhead, in a mere 16 pages, show a great degree of design elegance and certainly capture – and communicate – the theme of the game. The game is a great reminder that good things sometime do arrive in small packages. For some reason, this game, with its mechanical elegance and smaller footprint reminds me of many Hollandspiele games. That’s a good thing because it means there is at least one publisher is delivering elegant, smaller games to this very niche hobby market.

Now, to get the RockyMountainNavy Boys to play….

 

 

History Supplied in Supply Lines of the American Revolution: The Southern Strategy (Hollandspiele, 2018)

In wargames, seeing history repeat itself is seen by many as a mark of good game design.  To many gamers, being able to recreate the historical result is often expected. To me, a mark of a good game is not only when it has the ability to recreate the historical result, but to offer some insight into why it happened. Such a case was well-illustrated in a recent wargame I played.

In the history of the American revolution we are taught that the war ends with he surrender of Cornwallis at Yorktown. True to history, my play of Supply Lines of the American Revolution: The Southern Strategy by designer Tom Russell (Hollandspiele, 2018) ended in nearly the same way.

Awesome sauce. Supply Lines – The Southern Strategy plays out close to reality. Nothing to see, nothing to learn, right?

Wrong.

At game start, the Crown player begins in Savannah, the extreme other end of the Southern Colonies from Yorktown. The Patriot player has only a small army at Charleston. In order to win, the Crown player must either control 10x Cities or Forts or move the Political Will Track to the far right. The Crown player moves Political Will through being victorious in battle. The Patriot player wins by either forcing the Surrender of the Crown Leader (instant Victory) or moving the Political Will Track to the far left. Similar to the Crown player, the patriot player moves Political Will by victory in battle and the passage of time; as more years pass Political Will decreases reflecting Crown fatigue with the campaign.

The victory conditions immediately supply the time pressure and in many ways drive strategy. The Crown must fight battles and win; the Patriot either focuses on the Crown Leader or avoids defeat and bides their time.

The Crown players advantage is that they have Transport (9.3) or naval movement available. This strategic movement ability can be used to outflank the Patriot player.For the Patriot player, the ability of a defender to Refuse Battle (10.0) is crucial. The Patriot player also has the ability to Skirmish (9.5); that is, battle but not take territory. Useful for eliminating Loyalists or moving away small Crown armies.

Layered onto this military confrontation is a irregular war. Militia and Loyalist units are also available to the players. Arranged according colony, these units can supplement the player armies. Available actions include:

  • Recruit – Exchange 2 Militia/Loyalist for 1x Army
  • Forage – Use to gain 1x Food Supply cube in the colony
  • Raid (Militia Only) – Removes Crown units or supply from the board
  • Hold (Loyalist Only) – Occupy a place to help move Supplies (see rule 5.3 “adjacency” – an easily overlooked yet vital rule) but are vulnerable to Raids.

In my campaign, the Crown player started out by taking the many forts in the southern part of the map. The thought was to take the Forts then let Loyalists hold them. This didn’t work out because the Georgia Loyalists didn’t materialize (units must be drawn from a pool and made available) in a timely manner. As a result, too many Crown troops were stranded in Forts with not enough Food available to move quickly. Sensing the time pressure, a (now reduced) Crown expedition was launched to Yorktown using Transport. It had to go all the way north because the Patriot player had built a supply line along the coast and controlled all the other landing points. The overland route would have to go through all those Forts meaning Food must be supplied from Savannah – a slow process given only 1x Food cube a turn is generated in Cities. At this point the Patriot Fleet showed up and forced the Crown Fleet to withdraw after a Sea Battle. Using a better supply line, the Patriot army struck west from Norfolk and looped around to Richmond getting a single Army into the second area around Yorktown and forcing a Siege. Twice the Crown Fleet returned, and twice it was defeated to keep the siege in place.

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The Battle of the Capes and The Battle of Yorktown

In the photo above and beneath the Siege marker is a Crown Army with Leader. In Norfolk is the Patriot Leader with a sizable army. Offshore, the Patriot and Crown Fleets are ready to fight their second Sea Battle. Much like history, the Crown fleet is defeated. Not quite in keeping with history, rather than waiting out the siege and risking the Crown Fleet returning a third time and possibly lifting the siege, the Patriot Leader led his army against Yorktown and forced the surrender of the Crown Leader for automatic victory.

So my campaign gave me the historical result, but in doing so did so much more by delivering insight into why forces moved where they did. I don’t think designer Tom Russell is a deep historian (not a criticism) but I do think he identified key factors of the campaign and brought them into this game. I am highly impressed with the amount of history Supply Lines of the American Revolution: The Southern Strategy gives to players using an uncomplicated set of game mechanics. By focusing on supply, a different view of the campaign is taught and made clear.

I wonder what other campaigns this supply line focus could help teach. Maybe Patton’s dash across Europe after D-Day? Hmmm….Tom Russell, you got any other ideas?

Featured image courtesy Hollandspiele.