Showing posts with label Martin Wallace. Show all posts
Showing posts with label Martin Wallace. Show all posts

Thursday, June 27, 2013

And now for something completely different .. Wallace's Gettysburg

Martin Wallace's Gettysburg is a special limited edition (1,500 copies) euro-style wargame about America's most famous Civil War battle.

Wallace explicitly denies any simulation intent, but I think he may be too modest, as it's at least as reasonable facsimile of the battle as many games with pretensions of simulation authenticity.

What Wallace's Gettysburg doesn't have is a strict adherence to scale in either units, geography or time. Units are not measured in or called "brigades" for example, although the pieces typically seem to represent 1-2 brigades of infantry for example. Likewise the turns are not measured in "hours," although each cycle of player acts seems to depict something akin to a half hour's worth of action.

In perhaps the most controversial aspect of the game's presentation, the military units are represented with "meeple" style wooden figures vaguely shaped like marching infantrymen, kneeling cavalry troops and cannons. The CSA side is the traditional gray, except for elite infantry which is in black. The Union side is a little more varied, with blue for the regular infantry and artillery, a darker blue for cavalry, one bright red unit for the elite "Iron Brigade" and orange for the lesser quality troops of XIth Corps.

In a very "euro" style touch, casualties are marked with color coded tiny wooden cubes that match the color of the wounded infantry or cavalry unit and there are additional wooden pieces in a variety of shapes for other game functions.

Among those are some larger blocks numbered 2 through 5 in sets of eight in blue and in gray and corresponding gray and blue discs that are used to mark orders (along with some black discs for Union forced passes), These represent the heart of the game system, depicting the command and control problems of a civil war army in a paperless way.

The basic outline of a player's turn is as follows: Placing an available block (numbered 2, 3, 4 or 5) and then placing an order disc with a block, not exceeding the number on that block. (And not necessarily the block just placed.) That disc entitles the player to activate units in the same area as the block, or sometimes adjacent areas and do things with them. After the activity is done, the player can pick up a previously placed block -- and any discs that it has and return them to his stock.

The most common activity is to move one or two units into an adjacent area (up to four of there's a road). If the area is enemy occupied the move is an "assault" which is comprised of a number of steps involving fire and morale checks by both sides. Losses are marked with the various color-coded blocks and if a unit accumulates a sufficient number of those blocks (usually six) it is removed from the board.

There are other activities such as firing artillery at long range, removing disruption markers and other activities.

A period ends when the Union player has exhausted all his discs in a time period. Various housekeeping activities ensure and the stock of order discs is replenished for the next period. Note that discs remain on the board until their associated block is picked up, so there's an important resource-management aspect tot he game system, in another common euro-game touch.

Reinforcements arrive by a set, historical schedule. The burden of attack is on the Confederate side, but they also have more discs. Victory is assessed at the end of each day, with the CSA winning if he controls two "starred" areas marked on the board that roughly correspond to the historical Union "Fishhook" position. The CSA can also win a sort of "sudden death" victory by occupying the Little Round Top area at the end of any period.

Overall the game manages to reflect the overall course of the battle reasonably well -- it feels like Gettysburg. The pressure is clearly on the CSA to push hard in order to win, but the federals, carefully played, can manage to hold on.

The game mechanics are a refreshing change of pace for wargamers, who won't find a lot of overlap with the traditional hex-and-counter model. It may appeal to non-wargamer euro players who like relatively intricate games. Compared to most wargames it's not very intricate, but it's on the high side for the euros I have seen.

It's definitely playable in a single evening -- possibly even match play suitable for a longish evening -- and until The Guns of Gettysburg came out I'd have considered this my primary Gettysburg game for playing on the battle's anniversary. I think I'll still try to get in a game of it on July 1st - 3rd. There's only one "scenario" -- the entire battle -- and the area depicted is limited to the actual battlefield so it's not much use for exploring what-ifs. But it is a suitable commemoration of the battle and it appears to be scrupulously fair to both players with neither side having an obvious edge. Neither side can afford to be lackadaisical in their play, however, and it should be a tense contest throughout.

Overall I recommend this game as a very nice, entertaining Gettysburg wargame that is more game than simulation but still shouldn't offend the sensibility of the historically inclined.

http://pawnderings.blogsppot.com

Thursday, July 1, 2010

In the mail today, Gettysburg by Martin Wallace




I wanted to get this before this weekend's anniversary of the battle and. sure enough, it showed up today in the mail around the same time that Heth's men were skirmishing with federal cavalry outside Gettysburg.


With luck I'll get to try it out at least once before the sun sets on the third day anniversary.


My initial, out of the box impression is that it's much like his earlier Waterloo game, although perhaps a tad simpler.


I find Wallace's designs intriguing because, much like Bowen Simmons' games, they owe very little to the mainstream wargame hobby's conventions.

Friday, October 30, 2009

Martin Wallace's Waterloo: A dramatization of the famous battle in game terms



After playing a few times solitaire and against live opponents, I think a review of Martin Wallace's unusual Waterloo game is in order.

The game caused quite a stir when first announced, especially when Mr. Wallace indicated it was going to be a limited run special edition. Wallace is a justly well-regarded eurogame designer, with some big hits in that field, but Waterloo was his first foray into wargaming.

And there's no mistake, Waterloo is definitely a wargame, although a highly innovative one, and not a merely Waterloo-themed Martin Wallace game. This caused some confusion among many Wallace fans, it appears, and not a little disappointment, as the game wasn't what many of them were expecting. It's not some super-elegant, stripped down intriguing game-puzzle of the sort prized among many eurogamers. Waterloo is full of the sort of procedures, modifiers, exceptions and quirky rules wargamers are used to seeing as their games try to wrestle the chaos of battle into some sort of game system.

On the other hand, Waterloo is not a simulation. In his designer's notes (another wargame staple rarely seen in euros) Wallace expressly denies any simulation intent and says there was no attempt to, for example, make his Napoleonic meeples represent a certain number of troops each or specific military units. But his rules do take into account the different arms of Napoleonic era warfare (infantry, artillery and cavalry) and the importance of troop quality (various rules benefit or penalize Imperial Guard, British, Dutch and Prussian Landwehr, for example).

So if not purely a game, and yet not really a simulation, then what is it? I'd say it's a dramatization of the Battle of Waterloo in game form, more than anything else. I think this characterization accounts for some of the details that euro-conditioned Wallace fans may have found so off-putting. There's a lot of little modifiers to remember and some of them may not make a lot of sense in game terms, but do in dramatization terms. While Wallace denies that there's a simulation going on, his rules do penalize British guns -- not because they were poor, but because there actually were not so many of them as he provides. He explains that they were spread out across the British front, a well-known fact to wargamers. Likewise there are rules for forming squares. Not because they're particularly relevant from a simulation point of view (few wargames set at this level -- roughly brigades -- use squares. that was tactic for battalions) but because, I suspect the British squares at Waterloo were too famous and dramatic element to leave out.

The game itself is probably best known for its use of Napoleonic "Meeple-style" wooden figures to represent the leaders, cannons, cavalrymen and infantry troops. This is not the only unusual aspect of the game, or even the most innovative, but it does illustrate the fresh approach Wallace took to the whole wargame genre -- something that I think many wargamers may have been uncomfortable with. Wallace's design accomplishes many of the same design goals of traditional wargames but gets there in fresh ways. For example, casualty markers and step losses have been seen before, but not quite in the same way as Wallace's use of damage cubes which sort of float around until a moment of truth requires them to be allocated.

Some love the Meeples, some hate them, but they are different. Myself, I think they're charming but they're not just there for decoration. Wallace uses their physical characteristics to include more dramatic elements while avoiding a lot of messy markers or rules. The British troops famously lay down to avoid artillery fire -- the player can lay his meeples down for defensive benefit. Blown cavalry mounts figure in most accounts -- so players may find their fresh upright cavalry units reduced to a "tired" status and have to lay them on their side.

And so it goes throughout the design. Although eschewing the rigors of simulation pretension, the game falls well within the mainstream of Waterloo presentations. One can quibble with design points on simulation grounds, but the overall effect is not "off" in any major way, except perhaps for pacing. It seems to unfold a little too fast, but that may be a function of player inexperience. I think casualty rates may decline a bit as players learn how to avoid costly blunders.

And the game is as intertwined with the history that it represents as any detailed simulation might be, so it's far from treating its theme as a decorative device far removed from the core game elements. Treating all the strongholds alike would have been simpler, for example, but instead each of the three key natural bastions in front of Wellington's line -- Hougoumont, La Haye Sainte and Papelotte -- has its own flavor, based on their historical impact.

Martin Wallace's Waterloo, not unlike Bowen Simmons' equally fresh (although systemically quite different) Bonaparte at Marengo/Napoleon's Triumph, shows there are different ways to skin the cat of Napoleonic wargaming other than hexagons and cardboard counters. From a wargaming design perspective it's an interesting design that questions some conventions and assumptions underlying conventional wargames.

And from a game player's perspective, the game succeeds in providing a very intense and involving and dramatic experience that does evoke the colorful aspects of Waterloo. British squares and impetuous cavalry charges, stalwart Prussians rushing to join the fray, Napoleon's grand battery blasting away and the Imperial Guard pressing forth to carry the day -- or perhaps La Garde Recule!

The physical presentation is absolutely first-rate, far above typical wargame fare and matching many of the nicer euros. As mentioned, the meeple troops will be a hurdle for some, but they do serve a useful game purpose while providing a distinctive look.

I'm very pleased with the game. I certainly wouldn't claim it's the ultimate Waterloo simulation and it's not the only Waterloo game I own. It might be the only Waterloo game in a more game-oriented collection, though, and I'd call that an excellent choice.

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.

Saturday, July 18, 2009

Martin Wallace's Waterloo session report


This intrigued me from the moment I heard about it. Like Bowen Simmons' designs of Napoleon's Triumph and Bonaparte at Marengo, Martin Wallace's Waterloo is a wargame, but one completely outside the hex-and-counter wargame tradition. It takes a completely different tack from what we've seen before, yet succeeds in being an-honest-to-goodness wargame and not just a war-themed game.

Wallace's design notes emphasize that he didn't mean for it to be considered a simulation and eh wasn't too worried about coming up with an exact order of battle or making each piece represent a particular number of men. Yet the interaction between the arms and the relative strengths between the armies ended up seeming about right and is consistent with the judgements made in similar wargames.

As it turns out I had the chance to play Chris O. at the recent gathering of the Central Connecticut Wargamers. While I didn't know this, Chris had just gotten a copy and posted a request on the club email asking if anyone wanted to try it. I rarely have Friday nights off, but I happened to have this one off and brought my copy of Waterloo, also hoping to get in a game.

This made it possible to play and finish a game within the four hours we had because both of us were familiar with the rules. I think it would have been slower going if one of us had been required to try to teach the game as well as play it. While not a difficult game, the fact that it doesn't really share any of the usual hex-and-counter mechanics mean the learning curve was a little steeper than the usual, even for experienced wargamers.

The general course of the game is simple enough to relate. I drew the French, and I think my in experience with the game hurt a little bit, as the game system is designed to reward the proper execution of combined arms tactics but I wasn't quite sure how to bring everything together. I made pretty good progress on the French right, Anglo-Allied left in the first few hours, and also captured La Haye Sainte, but ended up butting my head up against Hougoumont rather badly.

When the Prussians arrived and Chris got more action discs he was able to take advantage of my unnecessarily heavy losses to push me over the victory point limit. The final score was 16 for the Allies and 10 for the French.

It was very instructive though and I have a lot of ideas for how I might do better the next time. It's a very entertaining game system, though and Chris was a great opponent as well, so while victory wasn't mine, the fun was.

Wednesday, June 24, 2009

Fiddled with Waterloo a bit today

Finally had the time needed to try a couple of test turns in Waterloo.

it's an intriguing design, and while completely different from Bowen Simmons' Bonaparte at Marengo or Napoleon's Triumph , Martin Wallace's Waterloo is similarly completely divorced from the hex-and-counter wargame tradition.

While traditional hex-and-counter wargames have their flaws and limitations, they do have the considerable advantage of familiarity. After some 40 years of playing them it's pretty easy for me to sit down with an unfamiliar h&c wargame and get up to speed relatively quickly. Are there zones of control? Are they locking or semi-rigid? Is the CRT odds based or differential, etc.

Waterloo is different enough from all that to have required a dedicated stretch of time to set it up and try to step through a couple of turns without interruption. So today I ran through the set up and first two turns solitaire.


What's immediately apparent is that, notwithstanding Mr. Wallace's protestations and the cute little meeple soldiers, Waterloo is definitely an intricate wargame, not a euro. While flavored with some euro-style mechanics (such as casualty cubes instead of loss point markers) the game is much heavier than most euro fare and is probably a heavier wargame than Borg's Commands & Colors system.

There's a lot going on, and while I think experienced players will probably hit pretty close to the 3-hour playing time mark promised by the box art, I wouldn't be surprised to see early games take twice that long to play. A combined arms assault into a heavily defended area can easily be a very intricate affair, with defending cannon fire, a multi-step cavalry melee, a cavalry vs. infantry duel, a two-step contest between infantry and finally an overrunning of the guns!

Because it's a wholly new system, it's not immediately obvious what to do and what the pacing will be, but my 2-turn play through revealed that it's certainly not a game that will reward just tossing troops at the enemy and seeing what will stick. Similarly to Simmons' games, although getting there in an entirely different way, it's best to think of battles as multi-round affairs that will require staging, reinforcements, counter attacks and combined arms.

It's definitely NOT a filler game, but must be the main course for an evening's gaming.

Wednesday, June 17, 2009

Waterloo out of the box impressions


Game arrived today and I couldn't resist opening the box right away.

After looking it over most of the afternoon I have to say I am intrigued. It appears to be a pretty original approach to a wargame, reminding me in many ways of games such as Napoleon's Triumph, Friedrich or Hammer of the Scots. The components are fine-looking, in a euro sort of way (I don't mind the meeple troops, but they've gotten a very mixed reception among wargamers, it seems).

Indeed, BGG comments also seem to indicate that eurogamers also don't know quite what to make of it.

First off, despite physical appearances, and Martin Wallace's disclaimer that it's not an attempt at "simulation," let there be no mistake -- this is a wargame. It's probably even more firmly in the wargame camp than Borg's Commands & Colors system. And I think Wallace may be selling his design a little short. While he didn't do an SPI-style system analysis. detailed OB study or terrain walk, Waterloo is not some simplistic or stylistic war-themed game either.

Still, it may be too euro for most hex-and-counter lovers and too wargamey for Wallace's usual fans. I'm looking forward to trying it out.

My only component reservation on first glance is that the dark blue of the French Imperial Guard is hard to pick out from the black color of Prussian regulars under some light conditions. This may not turn out to be a problem in actual play, but it would have been better to have a little more separation in shade, I think.