Showing posts with label Drive on Metz. Show all posts
Showing posts with label Drive on Metz. Show all posts

Friday, October 23, 2009

Drive on Metz -- differences between editions

Drive on Metz is an introductory wargame first published in 1980 inside the pages of prolific game designer James Dunnigan's book, The Complete Wargames Handbook. Since then the book as gone through several print editions and is also available for download at Dunnigan's Website. It may well be Dunnigan's last print wargame to see the market, so in a sense it represents the distilled essence of his design philosophy.

It might have remained a bit of a curiosity, except in 2007 it reappeared -- in not one, but two brand-new print editions!

In one case it appears as a full-fledged wargame inside the pages of GMT's C3i Magazine, issue No. 20., on a countersheet otherwise filled out with variant and bonus counters for more than a half dozen other wargames.

The other edition is a more deluxe. stand-alone version of the game published by Victory Point Games.

None of the games differ substantively in the rules, although the sketchier rules found in Dunnigan's book are filled out a bit in the magazine version and much more in the stand-alone version, which includes more examples of play.

The game itself depicts the attempt by a US corps in Patton's Third Army to seize the ancient city of Metz before the disorganized Germans can react. The Germans forces are a hodge podge of units, seriously understrength, attempt to stop them.

Normally a wargame about a battle at this scale would be set at the battalion level in order to give each player a substantial number of units, but Dunnigan's aim is to keep things simple and one way he does this is by bumping the scale up a notch, the regimental level. This results is just eight US pieces battling 10 German units at the start, plus one reinforcement. Combat is handled with a D6 die roll on a differential combat results table. American units range from a 4 to a 7 in combat strength, while the Germans are 1s, 2s or 3s. The battlefield is full of restrictive terrain, with forests, hills, forts, cities and a couple of major rivers aiding the Germans.

The components:

Counters

Book -- Half-inch counters that you'll have to photocopy, cut out and past onto cardboard to use. The American units are black print on white, the Germans are black print on gray. An optional counter for the US 502d Airborne regiment is mentioned i the rules, but not provided. There's also a game turn marker.

C3i -- Half-inch counters that you can punch out. The American units are multi-colored on green, with two optional units, the 502d and an additional infantry regiment. The German units are multi-colored on gray for the regular army units and white on black for the SS. The German units are backprinted with a combat value one higher than their standard value for use in a variant. Besides the game-turn marker, there are markers to mark the capture of the cities of Thionville and Metz, which are worth VPs.

VPG -- Three-quarter inch counters to punch out. The American and Germans are colored much like the C3i version, but here the German variant units are separate counters. Again there are markers for the capture of Metz and Thionville and for the game turn.

Dice

In all versions the player has to provide a six-sided die.


Map

Book -- The map is on back and white on an 8 1/2-inch by 5 1/2 inch page in the book. To play it will need to be photocopied.

C3i -- The map is in color on a 17-inch by 8 1/2-inch paper surface, with the actual map taking up half the area and the rest being fileld with charts and tables needed for play.

VPG -- The map is in color on a 17-inch by 8 1/2-inch cardstock surface. The actual map takes up about 60 percent of the area, with the tables and charts making up the rest.

Rules

Book -- 12 pages of rules in the book.

C3i -- Six magazine-sized pages as an insert.

VPG -- Six magazine-sized pages

Extras

Book -- Well, besides a 332-page book on the design, history and play of wargames, the book includes a 15-page illustrated example of play.

C3i -- A 48-page magazine with inserts, but nothing else directly related to the game.

VPG -- A four magazine-sized illustrated example of play. A setup map. A small insert about computer versions of the game.

Price

Book -- It's free online, but the map and counters are rather poor-quality scans from the book. The 3rd edition of the book is listed at $23.95, but Amazon lists it as low as $16.

C3i -- Included in the magazine, which is $20.

VPG -- List price is $19.95, but currently on sale at $12.95.

There's not much to choose from in price between the different editions, although I think the Victory Point Games edition is probably the best value unless you also own some of the GMT games featured in the magazine, like Asia Engulfed, Flying Colors, Command & Colors Ancients, Down in Flames, etc. The book version is free, of course, if you download it, but more work to prepare.

Sunday, December 7, 2008

Brief session report: Drive on Metz

Mark K and I wrapped up a full day of gaming with a match of the Jim Dunnigan Drive on Metz game, using the Victory Point Games edition.

While the flow of both games was quite different, in neithe rcase did the American side come close to victory. When I played the U.S> Mark was able to bog me down quite thoroughly and my troops never even got to the Moselle River. Mark didn't rack up a lot of points because he was pretty reluctant to release his mobile units to other fronts, but seeing as I didn't earn ANY victory points it hardly mattered that he didn't earn many.

The switch game was a bit wilder, with the Americans managing to fight their way into Thionville and reach the river, but also allowing the Germans to scoot the 106th Panzer Brigade off the map. In addition the Germans were able to spare a couple of panzergrenadier regiments in the early fighting. Between the different exiting units the Germans amassed a large lead in points, which was garnished with VPs for destroying the CCR unit in a surrounded attack, and the Americans again fell substantially short of anything resembling success.

Despite our universal lack of succes as the Americans neither of us was willing to call the game imbalanced, but felt more study was needed in order to uncover the best way to play that side.

Thursday, October 16, 2008

Dunnigan and The Drive On Metz

Charles Roberts may be the founder of modern board wargaming, but no one individual did more to expand the reach of the hobby than James F. Dunnigan. Under his leadership SPI and Strategy & Tactics magazine produced a flood of wargames tat shaped the direction of the hobby for years to come.

From a player's point of view Dunnigan's designs were definitely misses as least as often as they were hits. Dunnigan clearly came down on the realism side of the realism vs. playability debates that raged in the 70s and 80s. Still, some of his games were really quite good.

Dunnigan left active boardgame design for the most part when he left SPI just before its collapse and purchase by TSR. He found a second career as a military analyst and popular author on military affairs. He wasn't completely absent however, returning for a brief stint as editor of S&T at one point and authoring the Wargames Handbook, which is still one of the basic works about the hobby.

In the Wargames Handbook Dunnigan included a sample wargame, Drive on Metz, although not in ready-to-play format. The player would have to photocopy and cut and paste in order to actually play the game from the book. Recently, however, the game has appeared in ready-to-play formats in two venues C3I magazine and as a standalone from Victory Point Games. I recently picked up a copy of the latter edition.

As a writer Dunnigan has a pithy style, so it seems appropriate he's designed a pithy little wargame that makes his design points in the most economical way possible. With a battlefield of just 99 hexes The Drive on Metz is on the small side in the wargame universe, but more notably it includes just eight U.S. pieces and 11 German units.

In many ways the game is standard hex-and-counter wargame, with zones of control, combat and movement factor counters with NATO symbols and a simple IGO-HUGO turn sequence.

Yet clever victory point assignments, an unusual disparity in combat strength between the German and American units, a bloodless CRT and careful terrain design turn a minimalist design into an interesting little contest between quality and quantity. (In this case, the U.S. forces represent the quality and the Germans the quantity.)

The Victory Point Games version adds a few optional units and rules, but leaves the game's nature unchanged.

The Americans have enough power to do anything they want, but too few units to do everything they want. The Germans have the challenge of fighting an economy of force delaying action, trying to minimize U.S. progress while also freeing up some combat power for use elsewhere.

Recommendations:

(Yes) For wargamers: A fun little wargame that is good for introducing the hobby to newbies.

(No) For the collector: Not rare

(Yes) For eurogamers: A great sampler of wargaming principles in a tight, inexpensive package.