Showing posts with label D-Day. Show all posts
Showing posts with label D-Day. Show all posts

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.

Tuesday, November 17, 2009

So what is a wargame, anyway? War(card)games muddy the waters



Every few weeks there's a vigorous -- and sometimes vehement -- debate on Boardgame Geek about the proper definition of a "wargame." Or perhaps more on point, which games should be considered wargames and which ones should not.

There are lax definitions that would include almost anything that has a warlike theme and strict definitions that would exclude anything that doesn't include a rick of the player getting shell shock.

Most definitions are someplace in the middle, of course, but there;s still a wide range of legitimate difference of opinion over how "realistic" or "authentic" a game needs to be in order to be called a wargame. Most of the time the debate revolves around where to draw the line on a continuum of maneuver-oriented games that range from very simple military-themed games such as Stratego or Risk to highly detailed simulations such as Harpoon4 or Advanced Squad Leader. The line seems to be resting somewhere in the vicinity of Memoir '44 or Axis & Allies, which strike some people as too much game to be considered wargames and by others to be too much war not to be considered wargames.

Muddying the waters considerably are wargame-like card games such as Up Front or the Down In Flames series.

On the one hand they're clearly games geared to appeal to wargamers, with considerable detail, numerous intricate rules that reflect real-life considerations, manufactured by wargame publishers and marketed to wargamers. If wargames are "whatever wargamers play" then they certainly qualify as wargames.

On the other hand, as card games (and not card-drive wargames, which still revolve maneuvering on a board) they are necessarily highly abstract. The problems of hand management, deck management and the interactions between cards, players and rules are entertaining, but don't bear much resemblance to the actual activities and decisions of submarine commanders (Attack Sub), sergeants (Up Front), pilots (Down in Flames), generals (Lightning: D-Day) or admirals (Lightning" Midway). They are not simulations.

My inclination is to consider most of them as wargames, but I'll admit that I'm not sure I could come up with a hard and fast rule that would categorise them. I've posted a Geeklist on Boardgame Geek to solicit some opinions on the matter.



Saturday, June 6, 2009

D-Day 2009


It's a small thing, but I did manage to mark the 65th anniversary of D-Day in a couple of ways.


I watched the president's speech on the beach this morning. And Young General and I played one quick game of Lightning: D-Day.
I commanded the Allied forces, which successfully stormed the beaches.
One of these June's I'm going to have to do a whole weekend of D-Day re-enactments in "miniature." Besides Lightning: D-Day, I have Memoir '44 (doing an Overlord scenario on June 6 would be sweet), Axis & Allies Miniatures (with Higgins Boats!) and, of course the two giant games I would dearly like to do at least once, each -- the TCS game Omaha and the AH monster The Longest Day.


Tuesday, April 21, 2009

Axis & Allies: D-Day quick session report



Had an enjoyable game with Mike Powell and grandson Justin. The senior Powell was Bradley while the 11 y.o. was Monty. I played the Axis and went down to decisive defeat with the game called on Turn 6 with St. Lo apparently quite doomed.


Key seemed to be exceptional shooting by Monty's navy which blasted the pillboxes and the bombers, which meant Allied beach losses were quite mild. The darn fighters chewed me up too.
This was preceded by a series of drubbings at the hands of the Powells in Bosworth, with two wins by Granddad Powell and one by the young fella.


Tuesday, February 10, 2009

Review of Axis & Allies D-Day

Axis & Allies D-Day represents the point where Axis & Allies became a brand, not just a the name of a game. While Axis & Allies: Europe and Axis & Allies: Pacific came before D-Day, they were recognizable offspring of the parent game, sharing the grand strategic scope and most game mechanics.

Axis & Allies D-Day is a clear break from the earlier A&A titles. It focuses on one particular campaign while using a largely different game system. It does use many of the same pieces as the original game, and most of them have similar combat values, but that's about it for similarities.

Axis & Allies D-Day depicts the first part of the Normandy Campaign, from D-Day to roughly the point where Operation Cobra was launched. Units represent roughly regiment and brigade-sized forces of infantry, armor and artillery, with support from coastal fortifications for the Axis and air units and naval gunfire for the Allies.

United States forces are green figures -- a U.S. Army rifleman representing infantry, a Sherman tank for armor and a 105mm howitzer for the artillery. The figures are not in scale with each other, but are all around the same size, around an inch. The U.S. Army Air Corps is represented by four P-38 fighters and a B-17 Bomber model. The British Commonwealth forces are similar, but in a light tan color. The British also use the Sherman tank (accurate) and 105mm howitzer (not) to represent their armor and artillery forces, but have a specifically British soldier for the infantry and four Spitfire fighters and a Halifax heavy bomber representing the Commonwealth air forces.

The Axis are all black or very dark grey, with a Mauser-armed German soldier representing the infantry, a Panther tank for the armor and the infamous '88' representing the artillery. There are also some small pillbox figures representing the German coastal forts. These pillboxes are unique to this game and don't appear elsewhere in the A&A line.

Units have varying combat values, depending upon their type and whether they are the attacker or defender in a specific combat. Combat is always resolved by rolling a "hit number" or less on a single die for firing figure with each success causing a casualty on the enemy. For example, a British Sherman tank attacks with a values of "3" so it hits on a roll of 1-3, but if it's firing as a defender it's value is just a "2" and it hits die rolls of 1 or 2.

The map depicts the Normandy region using irregularly-shaped areas of roughly similar size. There are no terrain effects at all, but three areas, containing the cities of Caen, St. Lo and Cherbourg, are important for victory.

The map also contains holding boxes for the five invasion beaches and three parachute divisions, a turn record, holding boxes for the air units and spots for the order cards (which I'll discuss later). The entire map has a very muted look but is very clear and functional with no questionable borders or unclear functions.

The game also includes three light card stock reinforcement charts (one each for the Americans, British and German) and a battle board.

The rule book is 24 pages, done in a World War II-era graphic style that's since become the standard for all Axis & Allies line games. Rounding out the components is a small turn marker disk, eight dice and 48 cards.

These cards are the heart of the game system and drive all the action. 16 of the cards are "Order cards, which cleverly lay out the sequence of play in a way that will be especially useful for players with no previous wargame experience. The cards are drawn in a set order. As each card is turned over the player executes the functions named on the card. Once the deck is gone through a turn is completed and the players start over. This approach save a lot of rules reading and memorization. Some cards are used just once and removed from the deck, but players can also save time by removing any cards that no longer apply. For example, once all the pillboxes are gone the Allied naval bombardment cards and German pillbox firing cards can simply be removed from the deck.

As optional rules the players can by mutual consent add two other 16-card decks which add variability to play.

The first set are called "Fortune" cards. These are drawn just before a regular Order card is drawn and may effect that card. Each works the same way. A die is rolled. On a die roll of "1" something that affects the player positively happens, on a 2-4 nothing happens and on a "6" something happens that affects the player negatively. For example, Fortune Card 13 affects the "Axis Attacks/Allies Defend Order card. On a 1 the Axis player benefits from "Coordinated Infantry -- Axis infantry hit on a 2 in this phase." (Normally it's a 1 to hit.) On a 6 the Axis player suffers from "Uncoordinated Attacks -- Axis land units can attack in only two zones in this phase." (Normally there is no limit.)

These Fortune cards are a mixed bag and I'd hesitate to actually recommend their use. They add a lot of diceyness to a game that's already pretty dicey to begin with. Unlike the regular diceyness of the game, which is mitigated somewhat by the sheer volume of rolls, which will tend to even out over time, the fortune cards can have a dramatic effect on the game from just a single roll. A couple of them, especially Fortune Card 9 which increase the effectiveness of the pillboxes and card 10 which blocks landings from all but two beachhead boxes can be devastating to the Allies chances if they take effect early in the game. In their favor they do add some flavor to the game.

There is also a deck of Tactics cards. These are drawn after the order card, and generally give the player a one-time option to do something that benefits them. These add a lot to the game because they give the players meaningful decisions to make. While very card is beneficial to use, the timing of their use can be critical. For example, Tactics Card 10 "Combined Assault" increases the attack value of Allies infantry to 2 for each matching artillery unit in the zone, so the Allies player will want to spend the effort to set up a turn that maximizes this benefit of this. These are recommended for use.

Both sets of cards are optional, but the rules state that all the cards from a set should be used if any are used. I do think that there's room for adjusting this somewhat, especially if you're an experienced player teaching a new player. You could strategically include or exclude certain cards to balance the chances a bit.

The game takes about 15 minutes to set up and is easily playable in 2-3 hours. It also scales well for three players, dividing the Allies side into British and American.

I think both sides have an equal chance at victory, but the game will tend to disappoint history-oriented folks because it doesn't really unfold like the actual battle did. Indeed, it has a sort of Retro feel to it. Like many 1960s-era Avalon Hill wargames it tends to degenerate into a "last man standing" situation where a handful of surviving units are scrapping over the last victory space.

This is cause partly by the victory conditions, which revolve solely around the possession of the three cities of Cherbourg, Caen and St. Lo in theory, but really St. Lo is the key zone. Cherbourg is too far from the German reinforcement zones and Caen too close to the British beaches for the Axis to have a realistic chance of holding, so the battle usually ends up being decided at St. Lo.

Contributing more to the last-man-standing character of the game is that the combat system is simply too bloody. With the minor exception of a couple of cards there's no provision for returning eliminated units to play and the battle losses will tend to outpace the arrival of reinforcements. This was a common problem back in the 1960s with games such as classic Gettysburg but most designs since then have done a better job of balancing the ability to take losses and inflict them so that armies don't evaporate during the game. This isn't a complete surprise, of course, because the original Axis & Allies often suffers from the same problem.

The historicity of the game suffers from some other peculiar design decisions. For example, even though the U.S. fielded dozens of independent tank battalions, enough to equip several armored divisions, they disappear in this game instead of beefing up the infantry units. Meanwhile, German Panzergrenadier units, which were also mostly infantry with a few assault guns, get beefed up into tank units.

On the other hand, there are a lot of nice touches, such as identifying the participating divisions on the map and in the reinforcement boxes and the figures, themselves, which can provide fodder for game table discussions about history.

There's not much here for serious historical wargamers., who probably already have several more authentic D-Day wargames in their collection, but Axis & Allies D-Day does have some usefulness as a teaching or introductory game. It's also a good game for more casual gamers who might want to try a wargame now and then or have a wargame in their general game collection. Axis & Allies is definitely not a euro-ized wargame, but it is a wargame presented in a very user-friendly way. Unlike most wargames, I think this one is one that a virgin player could teach himself, instead of having a wargamer teach him.

Recommendations

Wargamers (Conditional Yes) Good teaching game
Collectors (No) Unless you are an Axis & Allies completist.
Euro-gamers (Yes) One of your best choices for an accessible wargame

Tuesday, July 15, 2008

Axis & Allies: D-Day, a different point of view

Axis & Allies: D-Day is, in many ways, a throwback to an earlier age in wargaming, when simulation definitely took a back seat to rip-roaring game action. Pieces fly off the board with such abandon that it's not unusual to see an endgame devoid of front liens as the surviving clumps of combatants maneuver like Napoleonic hosts around the objectives.

The entire A&A genre by designer Larry Harris represents, in many ways, a different way at looking at wargames from the mainstream hobby, although one that's becoming rather more common now.

Traditionally wargames have generally taken an organizationally-based view of warfighting, concentrating, except at the most tactical levels, on the organizations fighting the battle, rather than their weapons. Units are squads, platoons, companies, battalions, etc., all the way up to Army groups. This viewpoint goes right back to the origin of the hobby with Charles Roberts' Tactics, and the vast majority of wargames treat their pieces as military organizations.

The main exceptions to this have been low-level tactical games and games set in the ancient era, which more often break forces down on a functional or weapons-based basis. A piece will represent a certain number of tanks or spearmen, rather than an organization such as a company or cohort.

This isn't, of course, the only way to look at things, and it's certainly possible to consider battles as being fought by numbers of men and machines without over-emphasizing their organizational basis. Is it more illuminating to consider an attack as being by a tank company or by 17 tanks?

Harris' designs have taken the functional, weapon-based approach all the way to the grand strategic level, with the base Axis & Allies game. The Axis and Allies wage war with tanks, fighters and U-boats, not armies, air forces and fleets.

The latest iterations of the A&A line have moved down the organizational scale, but still reflect a functional approach to fighting. It's instructive to compare A&A: Battle of the Bulges with FAB; The Bulge, for example. Both games are at a similar scale, but one emphasizes the weaponry much more than the other.

In this light, it's appropriate to consider the Axis & Allies title an appropriate umbrella for the Hasbro line of military and naval miniatures, even though they're not designed by Harris and don't use his typical techniques.

Likewise, it's interesting to note that the functional approach has also found a new popularity among many of the newest designs. Borg's Commands & Colors system takes a very functional look at warfare in everything from ancients to World War II. Even Bowen Simmons' Bonaparte at Marengo and Napoleon's Triumph are largely functional in approach, although the latter title adds a little organizational touch with its corps commanders. But a corps in NT is defined by the number of infantry, cavalry and artillery blocks it has, not by its regiments, brigades or divisions.

Both organizational and functional approaches have validity. It's a matter of emphasis.

Saturday, July 12, 2008

Lightning: D-Day review

Lightning: D-Day was the second of the initial offerings in the Lightning series of wargame-like card games published by Decision Games.

Like Lightning: Midway, the play is too abstract to be considered any kind of simulation, but much too imbued with military arcana to be considered a simple military-themed card game.

Like its sister game it shares the problem of rules that are too succinct for the task. I didn't find it too difficult to figure out how to play, but many did and the game's official Q&A is longer than the main game rules. As with Lightning:Midway this is mostly because too much is assumed and not because there are any particular flaws in the game rules. Everything is a clarification, rather than a change.

Despite what the rules say, there are actually five, not four, different kinds of cards. Unlike Lightning:Midway, which has no explicit time limit, Lightning: D-Day is a 5-turn game. The turns are tracked using five "Turn Marker" cards which have varying special effects (such as "Wading Ashore! All Allied Attacks get -1" for Turn #1). Each card also informs the players how many cards to draw to prepare for the following turn.

There are a pair of "Country" cards which summarize the sequence of play and say who goes first (The Germans).

There are five Beach cards which are simple zone markers for (from East to West) Sword, Juno, Gold, Omaha and Utah beaches.

These dozen cards are set aside at set up and don't form part of the players' hands, which comprise the remaining 98 cards (49 each). The fighting portion of the decks are made up of Force Cards which represent major formations such as the 1st Infantry Division. These are identified by beach and are divided up by beach, shuffled and placed face-down at each beach as "inactive" units. During play these are turned face-up in order to fight. Each has a combat strength and most have some special powers or conditions as well.

The leftover cards are all "action" cards which modify the game in various ways.

A turn consists of fighting a battle at each beach in turn, comparing the respective combat strengths as modified by various action cards. As the allocation of force cards is fairly scripted the players' main tools for influencing the battle comes down to the three dozen or so Action cards that can be played, for the most part, on any beach. Winning battles generally results in discarding force cards and Allied victory is measured by how many beaches have been completely cleared of German force cards (active or inactive). In order to win the Allies must clear at least four beaches, which is considered the historical outcome. I presume that, in game terms, Omaha beach was not cleared. Clearing three beaches is a draw, while the Germans win if the Allies clear two or less.

Playing the entire invasion takes about 30 minutes, making this another good filler game for wargamers once they have worked through the rules issues.