Showing posts with label Battle of the Bulge. Show all posts
Showing posts with label Battle of the Bulge. Show all posts

Wednesday, December 16, 2009

65th anniversary of the Bulge

Couldn't let the night end without noting that today is the 65th anniversary of the start of the Battle of the Bulge.

From a wargamer's standpoint it was high drama and a perennial favorite of designers. Nearly every wargame designer, it seems, has felt the need to make a stab at the battle.

But underlying that gameboard drama was the heroism and sacrifice of real people, heroes whose ranks are diminishing daily at a rapid clip. So let me just note the anniversary of their big challenge and say 'thank you' for meeting it.

Friday, December 4, 2009

Axis & Allies Game Day and Meetup

We will be having an Axis & Allies game day and Meetup at the Arkham Asylum's new store location here in Norwich at 276 West Main St. on Dec. 12 starting at noon.

We will have at least the following Axis & Allies series games available for play: Anniversary. 1942, Europe, Battle of the Bulge, D-Day and Guadalcanal. We will also have Axis & Allies miniatures and War at Sea naval miniatures.

Friday, February 6, 2009

Wave of Terror, The Battle of the Bulge

The issue game in Command Magazine No. 41 was Wave of Terror: The Battle of the Bulge, another of the “mini-monsters” that XTR published in its wargame magazine in the mid-90s.

With two maps and 720 counters it is a big game. Like most monster games the game system is kept pretty basic, with the usual combat factor-movement factor NAT)-style unit symbol ½-inch wargame counters. The SS are in black, Luftwaffe in blue and German Army in light grey, while the Americans are in their standard XTR olive and the British are tan. The map scale is 1.5 miles per hex and covers pretty much the same ground as every other Battle of the Bulge wargame since the first. As one would expect, the map is covered with small villages, dense woods, rivers and altogether is a busy terrain study. As always with a Beth Queman production, the map is functional, although, as is often the case with one of her maps, not particularly attractive.

(Shown clockwise from upper left are the US 26th Infantry Division, the US 4th Armored Division, the German 9th Panzer Division and the 246th Volksgrenadier Division)

Each of the 17 turns is a day, with two “player couplets” each. The only unique action in the game turn is the weather determination, so the play sequence could have just as easily be organized as one player couplet per turn with weather checked every other turn. Players could consider this to be a 34-turn game, which may give a better understanding of its scope. Despite the relatively straightforward rules (15-page rulebook, moderate complexity) the large number of turns and units means this game will take a long time to play, probably at least one whole weekend day.

The most notable aspect of the player turn couplets is the player’s ability to choose whether to move and then fight, or fight and then move. Moving first allows the attacker to get an attack off before the defender can react, but limits the ability to exploit successes. Attacking first gets a favorable odds modifier and allows a full movement phase to exploit any breakthroughs. On the other hand, the attacks have to be set up the player couplet before, which gives the defender a chance to spoil the attack or retreat away from it.Combat is odds-based, with attacking voluntary. As in nearly all XTR games, the CRT provides numeric results for attacker and defender which are taken as step losses. There are no retreats and no zones of control.

Most of the time the player will wish he could move and then attack in some parts of the battlefield, while doing the opposite in other sectors, but he must choose, creating an interesting game tension and some choices.

The general course of play will be no surprise to anyone with even a passing familiarity with the historical event. The Germans attack a thin line of American units with overwhelming force. They pour through the gaps while the Americans rush reinforcements to the battlefield. The difficult terrain, limited road net and heroic defense by small packets of U.S. troops begins to throw the Germans off their timetable. Small delays add up to big ones. The American front line slowly stiffens while the forward progress of the Germans slows. Finally the German offensive grind to a halt, and the Americans start limited counter attacks until the game ends on Jan. 1. Historically the fighting went on for a couple more weeks as the Allies pushed the bulge back, but nearly every Battle of the Bulge game does stop right around Jan. 1 because the latter phase of the battle is not very interesting to game.

As usual in this sort of game, the fun is in the detailed battling within the overall script. The big strategic decisions have been made and there is very little scope for either side to make big departures from the historical event. The German player, for example, can win a decisive victory by getting a single unit across the Meuse River. The singular nature of this victory condition hints at how unlikely it is.

The Allies have sudden death victory opportunities if the Germans are driven completely back to the start line or fail to hold St. Vith at game end, also unlikely outcomes. (These victory conditions are designed to prevent the German player from simply sitting behind his Westwall fortifications and skipping an offensive altogether.)

Most matches will come down to points, which are scored for capturing cities, eliminating enemy steps and a few game events.

Recommendations

(Yes) For Wargamers: Absolutely. The Battle of the Bulge is a classic game situation and if you have the time to play this, you’ll find it a very satisfying wargame.

(No) For Collectors: No special collectibility.

(No) For Euro gamers: Way too much wargame for you.

Monday, September 1, 2008

A&A: Battle of the Bulge -- another bulgeless Bulge game

Axis & Allies: Battle of the Bulge is definitely a wargame far down on the game-simplicity scale, but many more detailed and complex Battle of the Bulge wargames also have trouble replicating the historical "bulge" for which the battle is named. It's been a problem ever since the original Avalon Hill Battle of the Bulge game and it's been seen in just about every game since.

Many reasons have been offered for this state of affairs, but I think this consistency across time and designs comes from a more fundamental problem, I think, and that's the too-narrow view of the battlefield taken by designers.

Invariably the board starts more or less from the German starting areas (which are never threatened by the U.S.) and runs west to Liege and Namur. In the north it starts around Monschau and ends just south of Martelange.

The problem with this battlefield, especially the northern and southern limits, is that it invariably brings an "edge of the world" problem. The German player is always tempted to go that extra hex or two to the board edge to anchor his flanks. The cost in terms of diluting his main effort a little is more than balanced by not having to garrison his flanks. Even games that allow allied flank attacks rarely have provisions that are enough to discourage this tactic. In A&A:Bulge there isn't even this danger, as Allied reinforcements can only appear behind their own "front line."

In the actual event, of course, there was no edge-of-the-world. The front extended for many mile north and south and pushing in either direction would have direct consequences in weakening the German drive west, while adding no appreciable benefit, because there would always still be a "bulge."

It mystifies me why, after all this time, Battle of the Bulge game designers insist on restricting the battlefield to its historical extent. If they merely added another 10 miles of front north and south they could ensure that there would be a "bulge." Adding another 25%-33% more front would illustrate why the German attack unfolded as it did. If the German player tried to advance across that whole front he would obviously be diluting his attack beyond any hope of a breakthrough.

A&A:Bulge compounds this problem by giving the German player no real incentive to drive as far West as possible. There are 24 victory points of towns within a moderate distance of the start line and a broad front advance that reaches as far as Werbemont and Bastogne will be enough. There's no need to even get as far as Liege, let alone Huy or Namur.

This is not to suggest that the game isn't an interesting game or that the victory conditions don't result in a fair game, but they seem designed to ensure that there won't be a "Bulge" in the Battle of the Bulge on you tabletop. It would be easy to dismiss this as a flaw caused by it being just a simple, entry-level wargame, except for the fact that it's seen in just about every Bulge game ever printed.

A similar problem afflicts Gettysburg games, although on that topic at least a few designers have experimented with expanding the battlefield enough to the east and south that there's enough room to maneuver and try alternative strategies.

Wednesday, February 27, 2008

One-Page Bulge analysis

Players sitting down for a game of One-Page Bulge know what to expect in a Battle of the Bulge game. The Germans will be starting off with overwhelming force, but face a very tight time schedule and difficult terrain.
Compared to many Bulge games, OPB is pretty friendly to the Germans in its allocation of combat strength. Not counting the Allied air points, which are highly variable, the Americans never actually catch up to the Germans in strength points, even after taking into account all the reinforcements.

The Germans start on turn 1 with 202 strength points on map plus 31 more in turn 1 reinforcements for a total of 233. The Americans have just 108.

By fifth turn the Germans get another 94 SPs, while the Americans only get 80 more. Given probable combat losses it's quite possible for the Germans to have a bigger strength differential on Dec. 20 than at the start.
The last five turns see the ratio change in the American favor, as the Germans get just one more pulse of 27 SPs on turn 8, while the U.S. player sees another 132 points become available during turns 6-10.While the Germans have a strength advantage, the Americans have a significant mobility edge. All the U.S. units are faster than all the German units. In addition, the U.S. units have better access to the road net, while the Germans will often be forced into cross-country moves. Zones of control are not locking in this game, so American units can easily and quickly disengage. About the only factor keeping the Americans from freely trading space for time are the presence of 11 supply dumps behind their lines which are worth victory points for the Germans. Fortunately for the Americans, they have the ability to evacuate and/or destroy those dumps, so they can prevent the Germans from scoping those points, or reduce the amount gained.

As always in Bulge games, the German player has to push ahead ruthlessly in order to have any chance of victory. Compared to most Battle of the Bulge games the Germans seem to have a somewhat better chance of getting something across the Meuse River. This is reflected in the victory conditions, which require them to get 50 strength points over the river for a marginal victory -- the equivalent of two Panzer divisions.

The usual solution is to make the big push is the Fifth Panzer Army sector, basically along the axis of Clerf-Bastogne-Marche-Namur. This was the sector that saw the largest territorial gains in the historical battle. Most German players will ensure they capture Bastogne, rather than bypass it, so supply will be available. The drawback to this approach is that it's the longest way, with an exposed southern flank. It misses all but one small supply dump which is easily evacuated or burned. It relies on getting troops across the Meuse.

An alternative approach is to make the main effort in the Sixth SS Panzer Army sector, which was the historical plan. This requires taking on the strong part of the U.S. line from the get-go and is much more of a do-or-die plan. The drawback is that the terrain is very unfavorable and the American line pretty strong.
On the other hand, there are 42 VPs of supply dumps in the area. Getting one supplied Panzer Division into Liege can be enough to tip into the win column. If the Allied player attempts to burn the dumps and they get captured anyway, they're worth even more points to the Germans, making it worthwhile to even threaten captures. In order for this plan to work, however, the German player has to keep up the pressure elsewhere along the front in order to disguise his aim.

Draws are very possible in One-Page Bulge. In order to win, not just prevent a German victory, the U.S. player has to keep the German total to 19 or less victory points, which means that they cannot afford to let any major supply dump fall into German hands, especially the 1st Army POL dump near Malmedy. The worst case is to start burning the dump and then have it captured anyway, giving the Germans 15 Vps. If the Germans also capture the adjacent ASP then they are almost guaranteed the draw.

It's a very close game, with no "perfect plans" available, but the Germans do have options in OPB they rarely have in Bulge games to try a somewhat different approach than typical.