Showing posts with label Bonaparte at Marengo. Show all posts
Showing posts with label Bonaparte at Marengo. Show all posts

Saturday, December 8, 2012

Guns of Gettysburg heads for a Kickstart

Evidently the long-awaited Guns of Gettysburg is going to be published by an outfit by the name of Mercury Games instead of under Bowen Simmons' own Simmons Games imprint and it's going to be financed via Kickstarter, probably in January or February.

This is good news for those of us waiting for the game, of course, although on a personal note, it implies that the health problems that have delayed Bowen Simmons from getting the game published (it's apparently been basically finished for more than a year) are not expected to get better any time soon.

Some people don't like the new cover, shown above, preferring the old one, at right. I don't have a strong opinion. I think the old one is a little more period evoking and classy, but it was really geared towards the existing fan base. Kickstarter means exposing the project to a larger audience that is unfamiliar with Simmons' groundbreaking earlier work with Bonaparte at Marengo and Napoleon's Triumph and therefore the cover will have to "sell" the game more than it did before.

On the other hand, I think this means that the initial print run for the game will be much larger than what we saw for BaM and NT.

The game, itself, is the sort of groundbreaking, paradigm shattering work we've come to expect from Simmons. The basic fact about Simmons is that unlike nearly every other wargame designer out there, he doesn't work off one of the existing wargame models, whether hex-based or area-based, whether CRT or bucket of dice, whether counters or figures, etc. He starts from first principles of terrain, order of battle and combat effects and designs a system from the ground up, as it were. So far this has resulted in a couple of elegant and outstanding games that are often pretty hard for the traditional hex-and-CRT-familiar wargamer to wrap his head around. Once you do, however, you're well rewarded. Both games really make you think as a player, intensely and deeply. Guns of Gettysburg looks to be much the same. Can't wait.

Saturday, July 10, 2010

Napoleon -- wargame man of the year for 2010?



Napoleon is like the Lady Gaga of wargames --- eww! Let me take that back.
He's the Will Smith of wargames, nobody's name is a bigger draw when you're trying to make a sale.

It appears that first-run copies of Battles of Napoleon will be hard to find, just as last month the initial run of Napoleon's War sold out before the game was even published. And I have no doubt that the publication of Commands & Colors: Napoleonics will be one of GMT's biggest hits of the year and will probably also sell-out quickly.

Now these are all good games, and most are based on previously successful games, but it's still interesting that Napoleon is still the go-to man for wargames even in this tough economy.

I don't even consider myself a big Napoloenic guy -- but I have at least 8 wargames named after Napoleon: The AH and Columbia versions of Napoleon; Napoleon at Waterloo, Napoleon's Last Battles, Napoleon;s Battles, Napoleon's Triumph, Napoleon's War and Bonaparte at Marengo. I expect to get both the Battles of Napoleon and C&C:N, so that will make at least 10 with the man's name in the title -- not even counting a various other games set in the era I also own.

Instead of blogging I've been sending too much time on BGG debating on a thread comparing Napoleon and Grant. Most of the discussion has been about Grant, and that may very well be that Napoleon truly is incomparable as a general and a historical figure. No matter how much I like and admire Grant, I have to admit that he has had nowhere near the impact of Napoleon on history. Grant is an important figure in American history, but Napoleon is a world history figure. Indeed, I would say that he rates among a very, very selct few generals who have achieved a degree of ppular renown that even the generally ill-informed have heard of him. Even people who slept through all their history classes have at least heard of folks like Alexander the Great, Julius Caesar, Charlemagne, Genghis Khan and Napoleon, And I feel confident in stating that he will still be among that select group (maybe the future will add someone) centuries from now.

He's been written about, analyzed extensively and probed in far more detail than I can attempt here, but I think it's notable how much Napoleon and his era are identified with wargaming. I think if you had to pick just one iconic image for wargames, you'd probably have to select a Napoleonic soldier or cannon for that image.

You can't get away from Napoleon, really, even as a Civil war buff, because he played a big role in that conflict. While long dead, the top leaders of the Civil War were marinated in Napoleonic thought, dreamed of Napoleonic glory and studied his campaigns intently.

So even though I'm only a casual student of things Napoleon, I expect to get a lot of Napoleonic gaming in this year as I put all the new games through their paces.

Sunday, July 26, 2009

WBC plans

I'm planning to be at the WBC for about three days, Thursday, Friday and Saturday, in case anyone wants to get together for some FTF gaming. I'm not going too heavy on tournaments this year. I think I'm just going to play in the Memoir '44, Battle Line, Lost Cities and maybe Nuclear War tournaments. As none of those are lengthy games and I have no reason to think I'll see much success in any of them I should have plenty of time for FTF gaming.

I'll be bringing along Martin Wallace's Waterloo, Friedrich, Bonaparte at Marengo, Napoleon's Triumph and Axis & Allies War at Sea, but as always I'm willing to play almost anything.

Sunday, July 19, 2009

Some more thoughts on Waterloo and other non-traditonal wargames

Actually, it even seems odd to use the word traditional when discussing a hobby that's a little over a half-century old, but most people will understand what I mean -- traditional being the hex-and-counter wargames inaugurated by Charles Roberts/Avalon Hill and made ubiquitous by James Dunnigan/SPI in the 1960s/70s/80s.

For many people hex-and-counter wargames are wargames and they pay little mind to other design choices or even disdain them.

On the other hand, there have always been other ways to skin that particular design cat. Many wargames from the hex-and-counter designers didn't use hexes at all, of course. Area movement and point-to-point maps have a long history in the hobby. And there have always been some games that were outside the main wargame design tradition, such as Kingmaker, Diplomacy, block wargames like Quebec 1759, Axis & Allies and the whole traditional miniatures line.

But for a long time hex-and-counter wargames were definitely where the action was design-wise. This provided many benefits, because the sharing of mechanics and design techniques within a limited universe of choices made it possible for wargamers to digest literally hundreds of wargames in a short period of time. A big draw for series games such as The Great Battles of the American Civil War, the various SPI quad games, The Gamers' various series (SCS,OCS,TCS,NBS etc.) etc. was that it allowed players to concentrate on the battle at hand instead of having to learn brand new game systems all the time.

On the other hand, this self-policing limitation on design tools did have some drawbacks. One of them is that not all situations lent themselves equally well to hex-and-counter wargames. Hexes have geometric limitations that made them problematic for linear warfare and tactical warfare at sea. Counters, being two-sided, imposed limits on fog of war or step reduction unless you added more counters to the pile. Zones of control, combat results tables and well-defined scales often brought anomalies or awkward compromises when applied to specific situations. And as time went on it seems as though hex-and-counter wargames had trouble recruiting new players, while the euro-style games attracted more interest.

Now, like any generalities, these kinds of statements obscure a host of counter examples. Hex-and-counter game manufacturers have gotten pretty adept at marketing their wares to the sort of p,layers who will find them interesting and the Internet has been a great aid. Players can find each other and game makers easily. Many hex-and-counter wargames have turned out to be well-suited for online play, so it's not all doom and gloom.

But at the same time, I am sensing a renewed interest in other design approaches. One very popular line of attack has been what are commonly called card-driven games, which use the detail and flexibility that cards can provide to bypass the chart-heavy approach of traditional wargame designs. Still, most of these designs are coming from h&c game companies and designers and still share many of their attributes, such as cardboard counters and even hexes.

There's a lot more interest in alternative design approaches. While both Axis & Allies and block wargames have been around for decades, both are showing new life these days.

And some designers have explored some completely different approaches to wargame design. Some notable recent examples include Friedrich, Bonaparte at Marengo and Napoleon's Triumph. And I put Martin Wallace's Waterloo in that category. Despite having little in common with a traditional hex-and-counter treatment of Waterloo, the game does good job of capturing the essential features of Napoleonic era combat and I think it's an instructive, as well as entertaining exercise, which is what a good wargame ought to be.

What will be interesting is seeing how Wallace and Bowen Simmons (designer of Bonaparte at Marengo and Napoleon's Triumph) come up with next. Both designers are reportedly working on a Gettysburg game, and both games are likely to appear in 2010. Back in the heyday of AH and SPI it wasn't uncommon to see both companies releasing competing visions of the same topic, so it's nice to see that sort of choice being offered again. The more the merrier.

Monday, June 1, 2009

Are hex-and-counter wargames played out?

For decades when someone said the word "wargames" the images that came to mind were dominated by cardboard counters moving across a hexagon grid. Most purpose-built introductory wargames, from Napoleon at Waterloo, through Drive on Metz to Target: Arnhem feature a hex map, cardboard counters and usually feature "standard" wargame mechanics such as zones of control and CRTs.

But isn't that paradigm pretty much played out at this point?

The appearance and excitement over the new Waterloo game from Warfrog Games prompted me to wonder if the old hex-and-counter wargame is creatively played out. It seems like most of the innovation and excitement in the hobby over the last decade or so has been outside the hex-and-counter format.

While the sometimes feature hexes and counters, the card-driven games that are so popular now more often feature area or point-to-point maps and the very first one, We the People, did not use hexes.



While block wargames have been around nearly as long as hex-and-counter games, there's no doubt they have never been more popular, with genre-originator Columbia Games finding success with titles such as Hammer of the Scots and being joined by GMT with games such as Europe Engulfed.


Even when they use hexes, most of today's most exciting wargames such as Memoir '44 or Tide of Iron don't use counters and they certainly don't use standard wargame conventions such as zones of control or attack=defense-movement factor counters.


And some of the most innovative wargames of recent times such as Bonaparte at Marengo don't use any recognizably classic wargame mechanics at all.


There are still some hex-and-counter games coming out, but once senses that they're not really breaking any new ground and are not forming the leading edge of game design.

Thursday, May 14, 2009

There are some advantages to being older

It means that I have some hard-to-find but sought-after games simply because I was around when they first came out!

Probably the best example of that is the Holy Grail of wargames, Up Front! This card came has a well-deserved reputation for being an excellent game (although with tough rules) and it can be hard to come by in good condition without paying a lot. And it's becoming pretty likely that it will never again reappear, at least not in its current form. Even tougher to find are its expansions.
Another classic and beloved old Avalon Hill game that will never be reprinted in the same form is Dune. I also have the expansions for that game. This is one of the best multiplayer games out there, as well as one of the best realizations of a novel in game form.

In the case of Up Front!, the original artwork has been lost. So even though Multi-man Publishing has the rights (at last report) for a reprint, a new edition will require the same work as a new game. That project appears to have stalled however, so it seems likely that all the copies of Up Front that will ever be have are already out there.

For Dune there are plans for a reprint by Fantasy Flight Games, but it will have to be rethemed because FFG got the rights to the game system, but not the Dune license. Reportedly the theme will be set in FFG's Twilight Imperium universe. This may work just fine, but it will by definition NOT be Dune.

Ambush! is another system that I got in on the ground floor when it first came out. While copies of Ambush! are still available on eBay for reasonable prices, the expansions can be hard to find cheaply. This is a problem because, as a solitaire game, you need fresh missions for replayability.

I wasn't thinking about the long-term availability of those game system back in the day, but I do consider that now when making purchases. For example, I made certain to pick up an extra copy of Simmons Games' Bonaparte at Marengo because I suspected it would become a hard-to-find game. Simmons has since confirmed that there will be no reprint for that game.

The kind of game that's most likely to become rare are unusual designs from small publishers or those dependent on a license, as well as expansions. If you really like a game it seems worthwhile to make the effort to keep up with a series in near real time, because there is no guarantee you'll be able to get it later.

Tuesday, August 26, 2008

Bonaparte at Marengo -- a review

One of the hardest mental challenges there can be is to abandon our pre-conceived notions about something and look at a topic from the ground up.

Sure, generally it's best to build on the achievements of those who have gone before, but every so often someone needs to challenge the status quo.

The vast majority of wargames build on the foundation laid by Charles Roberts a half-century ago, but now and then somebody surveys a new lot.

Bonaparte at Marengo is a game like that.

Inside a standard bookcase-style box is a handsome mounted mapboard, about 80 wooden red and blue blocks, two copies of the rules and three plastic markers. That's it. From these minimal -- although high-quality -- materials designer Bowen Simmons crafts an elegant and absorbing strategy wargame. There are no dice, no charts or stacks of markers.

But there is a "look." Players who want the full story can check out Simmons' excellent Web site at www.simmonsgames.com but the story, briefly, is this: Inspired by old battle maps that showed the armies deployed in red and blue lines, Simmons wanted to capture the same look in a wargame. Achieving this goal meant rethinking wargaming conventions from the ground up.

The units are depicted as elongated wooden blocks which can be placed on their sides for fog of war. Unlike other block games, which rotated their square blocks in order to show losses, in BaM losses are shown by replacing a block with a weaker one, but the overall effect is similar.

The heart of the game system is the map, and the innovative way movement on the map is handled. The board is divided into "locales" depending upon the lay of the land, and each locale has several "approaches." Pieces can be in "reserve" in a locale or occupying one of its "approaches."

If opposing pieces are in facing approaches there can be an "assault," which is usually very costly for the attacker, but may be the only way to carry a position. Most losses come from "maneuver attacks" which are attempts to move into a locale occupied by the enemy. Pieces in reserve can move to "block" the approach, perhaps setting up an assault in a subsequent turn, but if the enemy retreats or doesn't have a reserve unit available for blocking duties the maneuver attacking piece can move into the locale, forcing a retreat. Cavalry units in reserve can retreat without loss but all other pieces will take losses. Outmaneuvering the other side is therefore the focus of activities, supported by occasional assaults as needed.

Each side is limited in how many units it can move. Each army has three "commands" available. A command is expended to move one or more units that follow the exact same path. Primary roads provide additional "free" commands for units that move along the roads.

Every strength point lost translates into a one-point drop in morale. If an army's morale drops to Zero it will generally lose. If neither army's morale drops to zero -- or both do -- then the game is decided on territorial victory conditions, but this rarely happens.

The entire feel of the game is very chess-like, in my opinion. It's very much move and counter move. There are many little intricacies and subtleties in the rules.

It's not a complex game, but it can be a hard one to grasp. In part this is because it's so different from any other wargame that previous wargame experience is of little help. In part it's also because of the minimalist style of Simmons' rules. Many key aspects of play are implied by the rules rather than spelled out explicitly. Since the game came out the forums have been filled with questions. In almost all cases the answers are there, in the rules, but aren't always obvious.

It's one of the most absorbing and intriguing wargames I've ever played and tops my list of favorites. It does have a few shortcomings, however.

Play does tend to be stereotyped. The general line of play involves the Austrian army gathering in front of Marengo and forcing a breach in the French line, followed by a retreat and a final showdown near the victory objective stars on the board edge. If the French player times it right the Austrian player will fall a turn or loss factor short of victory. Games often come down to a 1-point or 1-turn margin.

This wouldn't be a big problem, except that it also means that the historical course of the battle is rarely replicated. The French have no incentive to launch a late-game counter attack to break the morale of the Austrian army and salvage a victory from defeat. If the French are in a position to launch such a counterattack they're almost certainly also in a position to win the game anyway by standing on the defense.

Simmons Games later title Napoleon's Triumph uses a similar system that succeeds in being closer to history while also providing many more strategic options and is, overall, a better game that BaM, but BaM does deserve credit for being first.

Thursday, May 1, 2008

Now this is exciting news

One of absolute favorite game designers is Bowen Simmons with his fantastic Bonaparte at Marengo and Napoleon's Triumph.

Now he's started work on a game about one of my favorite battles, Gettysburg.



But here's the box art: