Showing posts with label First Bull Run. Show all posts
Showing posts with label First Bull Run. Show all posts

Monday, October 7, 2013

Test of Fire Review

I rather like Test of Fire better than most, it seems. I rated it a “9” on BoardGame Geek while the game’s average rating doesn’t break a “seven.”

This is a fairly wide difference of opinion, which prompted some consideration of how it came about that a game that I think is a clever, elegant and enjoyable little wargame doesn’t garner more than mediocre ratings overall.

I think it’s one of those cases where one man’s feature is another man’s bug. The same elements that I think make the game of a success as a reasonably authentic introductory level wargame detract from its appeal to the more hardcore wargamer who is likely to be motivated to acquire a game about the American Civil War Battle of First Bull Run .
“Elegant” is one of those hard-to-define terms that’s become popular among gamers and prompted a lot of threads to debate what, exactly, it means. I’m not going to define an exact meaning here, but I what the term generally seems to encompass in my view are games that have a large payoff in fun, simulation or some other aspect from a small investment in rules or work. It’s a common feature of the best-regarded euro-style games and may even be their most salient characteristic.

In contrast, wargames are often criticized for being “fiddly,” another term widely sued despite some contention over what, exactly, it means. Again, I’m not going to try to define it here, but generally I think it refers to game functions or mechanics that involve a lot of rules or work for relatively small payoffs. These are often justified in the wargame community on historical or realism grounds. Wargamers often value the details, non-wargamers often scratch their heads over it.

Test of Fire definitely eschews detail. It has just eight to ten pages of actual rules – and they’re not large pages and it’s not small type. There are just three kinds of playing pieces and, a handful of terrain effects. And yet it manages to capture the essential elements of the historical action rather well while providing interesting strategies and considerable replay value .

What it doesn’t have are detailed orders of battle or explicit depictions of period tactics. The players are placed firmly in the role of army commanders McDowell and Beauregard/Johnston . You dpon’t sweat the small stuff. You’re making big strategic decisions and the dice and cards do the rest.

The essential game mechanic is that on a player’s turn three (CSA) or four (USA) dice are rolled and the player’s allowable actions are controlled by the dice. For every “1” rolled a player can draw a card, which have various game effects and are discussed below. For every “2” or “3” rolled a player can “fire” one of his two artillery units against an adjacent enemy occupied area. This isn’t a high probability event. Typically a roll of a “5” or “6” is needed to a “hit.” If there’s a hit then a subsequent die roll is made, with a “6” damaging an infantry target and a 1-5 forcing it to retreat. For every “4” or “5”rolled the player is entitled to move a group of 1-3 pieces (infantry, artillery or leaders) from one area to an adjacent area. The number of pieces allowed to cross an area boundary is usually “2,” with difficult terrain such as woods or stream reducing it to 1 or 0 while areas traversed by roads can have three units. For every “6” rolled the player can exercise a choice among the other three options.

Combat is function of movement and this brings up one of the elegant aspects of the design. While a player’s choices are constrained by the dice, the order of execution is up to him and this can create all sorts of interesting game choices.

Combat is relatively bloodless, at least at first. When infantry units enter an enemy-occupied area a combat is fought, either immediately or at the end of the turn, at the moving player’s option. Each defending infantry unit rolls two dice, with every 5-6 being a “hit” and 1-4 being misses. For every hit a subsequent die roll is made, with 1-3 meaning an enemy unit retreats, a 4-6 causing damage. After the defender fires, any surviving attacking units get to roll, also at 2 dice per unit, with the same results. In both cases the maximum number of dice allowed is six.

Damage is depicted by flipping an infantry unit counter to the other side. This doesn’t reduce it’s combat ability, but a second damage result eliminates it. As there is no way to flip a unit back in the game the general trend is for both sides to weaken and become more fragile as the battle progresses.

Each side has its own deck of cards which are slightly different in composition. Cards can be played at any appropriate time as needed. Cards common to both sides are Move cards, which basically act as additional die rolls; Hold and Retreat cards which modify combat results; Artillery, Firepower and Friendly Fire Cards which modify the number of dice rolled in the various kinds of fighting; Lost Order which cancels an enemy die roll and Rout, which is one of the ways to end the game. When a Rout card is played the player gets to roll two dice and if the result is equal to or less than the number of enemy infantry units eliminated then the player wins immediately. Most games will probably end through the play of a Rout card, which is appropriate as that was the historical outcome.

Each side also has some unique cards. The Confederates have a couple of Cavalry Cards which essentially allow a free combat against a federal –occupied area on the Rebel side of Bull Run. This is evocative of the event depicted on the game box cover, when Stuart’s cavalry charged a unit of Zoauves.

The Federals, meanwhile get a Ford card, which represents the discovery of a new ford across the river, another key event of the actual battle. For play-balance purposes an optional rule allows the Federal Player to ensure the Ford is in the top half of the deck, but one could certainly make an argument for playing it straight/. By definition this was an unknowable event and maybe player McDowell shouldn’t be able to make a battle plan relying on information the historical McDowell could never have known.

There are, of course, some minor exceptions and variations for all of this – it is a wargame after all – but this brief outline captures the major points. Both sides are given an incentive to attack – they win if they occupy the enemy base. This incentive is needed to replicate the historical situation which saw both armies making plans to attack. The Federal side is given an additional way to win by occupying any two of three areas marked with stars on the south side of Bull Run. This signals that the burden of attack in on McDowell.

Leaders and artillery have some special characteristics as well, but the infantry is the star of the show and makes up the bulk of both armies. Infantry counters do not represent specific units and seem to represent about 1,000 soldiers, more or less.

It’s probable that I’ve just used more words to describe the game than appear in the rules of play. It’s really that simple. Yet it still plays out as a Bull Run game. The theme is not some paste-on. It’s the driving force behind every element of the game design. In this way, despite the very euro-style presentation, Test of Fire is clearly a wargame. While many wargame designers follow the James Dunnigan paradigm of designing a game system to depict a certain level or warfare and then modifying that system as needed to depict a specific battle, Martin Wallace’s designs always seem to be unique treatments. Even when they bear some superficial resemblances such as his Gettysburg and Waterloo games, they’re really more different than alike. Test of Fire is a stand-alone design that doesn’t seem like it could spawn a system of games at all. It’s very specific to the peculiar conditions of First Bull Run where two very green armies fought over a specific battlefield.

And you can play it in an hour or less.

It’s not the last word in simulations, but it does succeed in capturing important elements of the battle in an easy-to-play format and some elements, such as the Ford and Rout cards, arguably make it more authentic than some more detailed traditional hex-and-counter treatments of the battle.

Tuesday, September 20, 2011

Test of Fire -- testing, testing




It's ideal when you can open a box with a game that came in the mail and less than 24 hours later see it hit the table, but that happy circumstance came about with Mayfair's new Test of Fire.

Originally this was supposed to some out in time for the 150th anniversary of the battle, but, as such things tend to do in the wargame hobby, the release date slipped a bit and ity just arrived in September. Well, at least it's still the 150th anniversary year.

Test of Fire is an introductory historical wargame by noted euro game designer Martin Wallace. While not his first historical wargame, Wallace is definitely much better known as a euro designer and he's been careful to state that his wargames are not simulations in any way. I think he's being a little too humble, though, because no introductory warggame is going to manage to be much of a simulation and Wallace's games so far have shown a reasonable level of historical fidelity considering their scope. I think they compare very favorably to more traditional wargames. About the only thing Wallace designs definitely avoid it's being tied down to any particular unit or time scale. While units are differentiated by type, as appropriate, they're not labeled in any way. So, while we know that the Red Elite Federal unit in Gdettysburg is the "Iron Brigade," the figure doesn't say that.

Likewise in Test of Fire we don't see any unit identifications. The vast bulk of both armies is formed of infantry units, which seem to represent about 1,000 troops. Each army has two artillery units, which seem to represent nothing more than an aggregatuon of firepower in a sectoir. Both armies historically divided their artillery units up into a number of separate batteries. Each army has a commanding general (or, optionally, two commanding generals for the CSA). The presence of Stuart's cavalry is represented by a card ad the federal horsemen present are ignored altogether.

The mounted mapbaord is divided into areas representing the battlefield at Bull Run. Some area boundaries are marked with a number that shows how many units can be moved acroiss the boundary at once, with the default for unmarked ares being 2. Roads allow 3 units, woods just one. Along the river the values range from 0 to 2.

In addition to their on-board troops, each side has access to its own deck of cards which provide various bonuses and special events.

Game play is straightforward. Each player in his turn rolls a number of D6 (4 for the Union, 3 for the CSA) with the die results controlling which actions the player can take. For every 1 rolled the player can draw a card. For every 2 or 3 rolled an artillery unit can fire at an adjacent area with a 5 or 6 being a "hit." A subsequent roll determines the effect, with a 6 causing damage to a unit while a 1-5 forces a unit to retreat. For every 4 or 5 rolled a player can move one group of units from one area to an adjacent area, subject to the boundary limits. Finally, a 6 allows a player a choice between firing an artillery unit with a general, condcuting a move with units in the same are as a general or drawing a card.

Combat is also very simple and straightforward. Units use move actions to enter an enemy occupied area. As the timing of actions is under player control, more than one move action can be taken before a battle is fought. Infantry units roll 2 dice per unit involved, up to a maximum of 6 dice worth, with the defender firing first. Eacgh 5 or 6 is a hit (4-6 if defending a hill) with a subsequent roll resolving the hit effect: 1-3 is a retreat, 4-6 is damage. Damage flips an infanrty unit or destorys an alaready flipped unit. Artillery and leaders don't take direct part in the combat and have to retreat if left alone in the space with an enemy infantry unit. The attackers has one round of combat to clear the defenders from the space, otherwise the attacking units retreat.

Victory is assessed several possible ways. Most basically, if a side captures the enemy home base (Centerville or Manassas) then it wins, but barring very reckless play this shouldn't happen. When the cards run out, the next time a card would ahve to be drawn then the game ends on the completion of the Confederate turn. If the federals have two of the three starred areas on the Rebel side of Bull Run, then they win, otherwise the Confederates prevail. Finally, and perhaps most controversially, each side has a number of "Rout" cards they can play. each entitles the player to roll 2D6 and if the total is equal two or less than the number of enemy infantry units lost then that side wins. This obviously makes the game potentially very dicey, with a sudden death victory possible as soon as 2 enemy units are lost.

About the most that can be said for this is that's basically what happened historically, and a similar idea is seen in the Decision Games Blue & Gray First Bull Run quad. The game moves very fast, so there will generally be time to pick up and start again if a quick end happens.

The basic situation is familiar, the federal army is heavily weighted to its right flank as it prepares to march around the flank of the rebel army, which is, in turn, strongest on its own right.

Our first game took a bit over an hour, which seems good for a virgin out-of-the-box play. I can see experienced payers cooking through the game in the advertised 45 minutes easy.

Like all of Wallace's wargames, Test of Fire manages to skin the cat in a very different way from the traditional hex-and-counter game while being at least as historical and fun. The situation's historical constraints make this less wide-open than most euros, of course, but players do seem to have several viable approaches besides the strict historical plans.

The MSRP is under $30 so overall I'd rate this as a good value.

Wednesday, April 15, 2009

Strategy in First Bull Run

The First Battle of Bull Run is a fascinating little affair. It was the first major battle of the Civil War, yet it was almost like a prologue to the Real Thing, with little direct continuity. Oh, sure, there were some familiar names like Jackson, Sherman, Ewell and Burnside there. And there were some troops in Blue and in Gray on the field, although not necessarily on the expected side.

But in many ways it was an anomaly and not a representative Civil War fight. It was small, both armies not much larger than a later-war corps. While it's toll surprised contemporary observers, it was a particularly bloody fight -- Shiloh the following spring was a much better harbinger of what was in store for the country.

It's small scale and colorfully garbed troops have made it a favorite topic for wargamers and there are a large number of games on the topic. Indeed, I think it's fair to say that every systemic approach to depicting Civil War combat includes a Bull Run game sooner or later.

So it's a little surprising that the famous SPI Blue & Gray series never got around to showing the battle and it didn't appear in the system until Decision Games re-issued the quad. That B&G quad game is a fairly popular title among Hexwar.com players since it appeared.

According to statistics on Hexwar, out of every 10 games played, the Union wins 5, the Confederates win 3 and 2 games are draws. While Hexwar's stats don't differentiate between games played with their special Fog of War rules (only practical for online play) and games played with all units visible as a face-to-face game would be, the circumstances of the battle probably mean the differences between the two styles of play are negligible. The general lines of play are obvious and visibility is good enough that there's little scope for tricky play. The Confederate forces are frozen in place until Turn 3, making FOW inapplicable to them and most of the Union army will be visible on Turn 3 as they launch their assault. Neither army is big enough to withhold substantial forces from the fight.

The Federal army has just 11 brigades of usable troops, totaling 74 combat factors. Ten of those brigades are strength 6, 7 or 8, with one (Franklin) of just 4 strength points. There's a 10-factor division as well, but it's stuck in Centerville unless the Rebels cross Bull Run. As they have little reason to do so, this division should never enter play.

The opposing Rebel force is almost exactly the same size at 77 fcombat actors but it has a few more units so the average strength is a little lower. It's somewhat more diverse than the Union's purely infantry order of battle, including a couple of weak cavalry squadrons and small artillery battalions. There are also a couple of small infantry detachments. All of these small units have strengths of 1 or 2. The core of the Rebel army are their 10 infantry brigades of 6, 7 or 8 strength points.

The dominating terrain features of the battlefield are Bull Run, an uncrossable (in the game) creek lying between the armies with some fords and bridges scattered along its length. On the western side of the battlefield are some extensive woods, which form a significant terrain obstacle in this battle. Because both armies are very inexperienced, the game assigns most of the infantry units on both sides movement allowances of 5, instead of the usual B&G value of 6. While it appears to be just a 1/6 reduction in speed, it's really a 50% cut as soon as woods get involved, because each woods hex costs 3 movement points. In effect, most infantry units can only enter one woods hex per turn. This comes close to making woods "no-go" instead of "slow-go" terrain.

This game only appears in the Decision Games package which use the revised B&G rules, with "Attacker Effectiveness," and not the original "classic"rules. The victory conditions take advantage of this to make attacker effectiveness an integral part of winning or losing, which fits the historical situation rather well. Both armies had fragile morale and it was mostly a matter of the fortunes of war that the Federal Army broke before the Rebels did. It could have easily gone the other way. At the end of every turn each side adds up points for ineffective units (1 each) and eliminated units (2 each) and adds the result of a D6 roll. If the total is 17 or more than that army routs and the other side wins. If neither army routs then victory is determined by who holds two of the small towns on the map, Groveton and New Market. The rub comes from the fact that Groveton is practically indefensible for the Confederates and New Market hard to seize for the Federals, so the usual state of affairs is for each side to hold one town and therefore it's a draw.

The fact that more games don't end up as draws is a testimony to the aggressiveness of the players.

The burden of attack in on the Federals. the Union commander, Brig. Gen. McDowell, actually developed a pretty good plan, albeit one that would be challenging for a green army to execute. Unwilling to try fighting his way across Bull Run in the teeth of the Rebel army, he conceived the idea of executing a flank march around the Rebel left flank. It might have worked. too, except that the Union troops in the Shenandoah Valley failed to pin down the Rebel army in that area and that force of four brigades had just arrived to reinforce the army facing McDowell. Even with those reinforcements it was a near-run thing, because the Rebel command was caught by surprise.

This surprise is reflected in the game by allowing the Union forces to move three times before the Confederates can move. Naturally the Union layer needs to make the most of this advantage and hit the Rebel flank hard on Turn 3.

It can be worthwhile to leave Franklin along the river to deprive several Confederate brigades of strategic movement, which will basically mean they will enter the fight a turn later than they would otherwise, a significant factor in an 8-turn game. It's probably NOT worthwhile to send a second unit (usually Richardson's 7-factor brigade) to the river front to deprive the rest of the Rebels their strategic movement. The Union will miss those 7 factors and the affected Rebels are close enough to the action that it hurts them less to be slowed down.

I like to use Richardson to cover Ball's Ford (1216) instead, ready to cross over once the rest of the Federal army comes up.

Two brigades (Sherman and Porter as good choices) should drive Radford's cavalry away from Lewis Ford. Radford will probably (and should) use the cavalry retreat ability to avoid the risk of a DE result.

Two more brigades (Burnside and Davies) should attack across the Stone Bridge at 3-1. It's possible to use Franklin here so that an exchange (1/6 chance) only costs 4 combat factors instead of 6 but this means you've either given the Rebels an unmolested run to the flank or wasted a stronger unit on that economy of force mission. Unlike most Blue & Gray games, there are no strength-based victory points, so losing Davies 1/6 of the time isn't much worse than losing Franklin would be. In any case Burnside will advance, setting up Evans and the Potomac artillery for a poor-odds counterattack. The rest of the Union host can either cross farther upriver around Sudley Ford or stack up behind Burnside. So long as somebody swings through Groveton it doesn't matter much what the exact paths are.

The objective is to wipe out Evans and the artillery quickly for 4 morale points and set up for an attack on New Market as soon as possible. The Rebels can probably stack enough units in that town so that all the Federals will get is a 2-1 attack or even just a 1-1 attempt. If that try fails, the Federals may get a second try, although almost certainly THAT one will have to be a 1-1. About half the time the Union will take New market and not lose it to the immediate Confederate counterattack. The other half the time the Union will end up with about half their army rendered ineffective. The trick then for the Federal player is knowing when to quit. The Union player can almost guarantee a draw by pulling back if he fails to grab New Market after having half his brigades knocked out of action. If the Confederates press too hard in an effort to take Groveton they may very well lose on morale.

The Rebel player has a harder path to victory. It's just a 6-turn game for that side, and they have to spend a big portion of that time rushing to redeploy from the right flank. Evans and the Potomac artillery can be written off. If they survive it will be through a combination of great luck and a gift from the Union player. The two cavalry units should always retreat if attacked and be careful to never take positions where they can be surrounded. Don't forget that a dead 1-8 costs just as much morale as a full-strength infantry brigade.

The first priority is to defend New Market and force the Union army to batter itself senseless trying to gain entry. An incautious Union player can easily lose on morale, perhaps helped along at the end by a judicious CSA counterattack. The difficult part for the Confederates is if the Union backs off upon failure to accept a draw. The Rebels at that point usually have too little time and insufficient forces left to have a good chance of taking Groveton for the win. Often an energetic drive for Groveton ends up handing a victory to the Federal side after all as the CSA losses put them in range of a morale loss. The Rebel player should pay particular attention to careful placement of the 1-factor artillery battery and Stonewall Jackson's 8-6 brigade. The artilelry can be useful for jacking up the attack factor of a CSA brigade to match a Union 7 or 8 in a pinch (much better to do a 1-1 than a 1-2) and Jackson's brigade is the only infantry unit able to traverse two woods hexes in a turn, making him useful in the trees. Unfortunately all the speedy CSA units put together (Jackson, guns and horse) can't muster any better than a 1-1 on even a weak Union brigade, so their offensive punch is best saved for desperate times.

Given that the Union wins half the time, taking a draw as the Confederates is at least a morale victory and sets up a good chance to win a match set.

I think that draws should actually be more common than they seem to be. Both sides have it in their power to drive things in that direction and I think close to half of all games played properly should be draws, with nearly all the remaining ones being Union wins. I'd expect the breakdown to be 5 draws, 4 USA wins and 1 CSA win out of every 10 plays. Out of 15 recent Hexwar plays I was involved in there were 5 Union victories (3 mine) 2 CSA wins (one mine) and 8 draws (4 each US and CS).

Saturday, April 4, 2009

First Bull Run quick review

One of the smallest games in the Blue & Gray series, First Bull Run only appears in the Decision Games edition. It shares the same map as the Second Bull Run game in the same box, although it doesn't bear much resemblance to the later fight.

The game follows all the usual rules for B&G.

There are just a couple of special rules. The most important being that the Confederate units can't move during the first two turns unless Union units cross Bull Run. There's a similar rule preventing Runyon's Division, a 10-factor Federal unit, from moving unless released by the Confederates crossing Bull Run.

Both armies are very small.

The Federal force comprises 11 infantry brigades with a total of 74 combat factors. There's also Runyon's 10-factor "division" garrisoning Centerville but it only enters play if the CSA crosses Bull Run. Considering the Rebels have no reason to cross said waterway that unit almost never plays a role in the game.

The Confederate forces are considerably more diverse. There are a dozen infantry brigades ranging in strength from 2 to 8, a pair of one-factor cavalry units and a pair of artillery units with combat strengths of 1 and 2. The total CSA force adds up to 77 factors, so the two sides are very evenly matched.

Victory comes from routing the enemy army. At the end of every game turn each player rolls a die. If the die roll is 17 or higher then his army routs. There's a +1 die roll modifier for every ineffective unit and a +2 for each eliminated unit.If neither side routs by the end of turn 8 then geographical objectives come into play. There are two, Groveton and New Market. Control of both is needed to win.

There are two ways for the battle to end in a draw. If neither army routs and each controls one objective, it's a draw. If both armies rout in the same turn, it is also a draw.

The general edge in the game goes to the Union side, according to results on the Hexwar.com wargaming site, which show 770 U.S. wins, 439 C.S. wins and 308 draws as of Jan. 22, 2008.

While the Federal side doesn't have a strength advantage, it does have the initiative from the start of the game and a more compact striking force. Typically the initial Federal attack will destroy the 2-factor infantry and artillery units guarding Stone Bridge, putting them up +4 in the contest to force a rout. Still, the Union player as to be careful because one set of bad rolls can easily render a large part of his army ineffective. Besides adding to the rout probability, this will often gut any further offensive potential for the Federals.

The Confederates have some trouble forcing a win, however, unless they can entice the Federals into pushing their offensive too far. It's fairly easy for the Federal player to settle for a draw if they end up with a large number of ineffective units. Groveton is not too hard to defend in the limited time available for a CSA counteroffensive and there's a real possibility such a counterattack could end up handing the Union player a victory after all through adverse combat results against the Rebels.

Still, it's a quick-playing contest so the scenario can be played several times in a single session.