All right, let's see if we can get some momentum going here again.
I had a chance to play MMP/The Gamers' latest Standard Combat Series game Bastogne the other day. I have sort of a love/hate (well, maybe like/dislike) relationship with this particular series. I like that it's simple and I can play almost all the game 15 minutes out of the box with little to no frustration. I like the minimalism of the design, the fact that it's sort of a throwback reductionist system, with hexes, ZOCs, CRTs, and basically all the standard components of a 70s-era wargame. The series tries to take these absolute basics and use them in interesting ways.
As I played the first 4-5 turns of the full scenario, I was really excited about Batogne and felt like it did a lot of stuff right. The early game is awesome, with a mixed bag of Germans ranging from elite armored units to low-quality infantry driving into the teeth of American paratroopers and an armored combat command. They deal with constricted terrain and US artillery and lousy roads - sort of a microcosm of the entire Battle of the Bulge. SCS games like to be small to mid-sized, I think; the good games in the series have only moderate counter density and unit counts, like Afrika and Fallshirmjaeger. Bastogne does have a fair number of units, but the low stacking limits (a feature that seems to be popular with Bulge games recently) of only a counter or two in a hex keeps things under control. It's not quite in the ideal SCS zone, but it's close enough. The rules for road marches, which allow units to rapidly move across the map if not engaged, are terrific in allowing players to rapidly redeploy troops as was historically possible, while avoiding the worst of the problems of having units with immense movement factors as was the case in Crusader. They allow for reasonably surprising attacks, as well as forcing players to maintain reasonably strong and coherent lines.
I find that I mistrust how The Gamers' games tend to do victory conditions. I've heard the terms "Design for Cause" and "Design for Effect" swirl around their games, but I really think of these two terms more as "the right way" and "the wrong way". Bastogne has several "Design for Effect" rules (or, in the case of supply, non-rules) which are basically arbitrary hacks to force the players to behave historically. For example, the US player receives reinforcements from TF Abrams, the lead units of Patton's army, coming up from the south. Historically, they were apparently used to try to relieve pressure on the besieged Americans, not to block the roads. So there is a special rule which says that these units don't count when determining whether or not the Germans control the roads, which means the Germans can "win" by securing a route paste Bastogne despite the presence of a large American armored formations on said road. The game would be silly without the rule - it would be extraordinarily hard for the Germans to secure the southern route, leaving them the northern route as the only viable way to win - but I'm not sure this is much of an improvement.
Too many SCS games have hacks like this to coerce historical play rather than to actually get at the roots of what is really going on. I refer you to Bowen Simmons fascinating and brilliant piece on Quiddity in his design diary for The Guns of Gettysburg. Obviously, the devil is in the details and maybe Guns of Gettysburg won't work out. But that's how you design victory conditions, and I anxiously await the new game.
It's easy to speculate on what might have been for Bastogne, how the victory conditions might be tweaked to make the game more interesting. If the Germans could win as soon as the roads are secure (seems reasonable), that might help - the US aren't getting any stronger as the game goes on. Or something more nuanced than "take and hold one of two roads plus some spare change" might have been good. Or some supply rules ... I disagree with the designer's notes on this, I think some supply rules would have helped to deter both unsupportable German suicide runs into Bastogne for cheap points as well as lone isolated Americans hunkering down off the grid for days in order to jump on supply roads right at the end.
All this is speculation though. Unfortunately, I think the second half of Bastogne just doesn't work very well. So for me, this is yet anther SCS game with a lot of promise that can't deliver. Gamers' games often seem to have these sorts of victory condition problems, and Bastogne seems to suffer more than most.
I'd be interested if anyone can, as a thought experiment, come up with a good answer for what the Quiddity was for the siege of Bastogne. All I can come up with is the somewhat unsatisfactory "as the Germans, you're hosed". This seems like a tactical battle that was lost at the operational level because the Germans never had the forces to win, in large part because they never had the forces to undertake the whole Bulge thing in the first place.
Thanks for the review.
ReplyDeleteI applaud you for playing any Gamer's game in real life. I can't even play Eastfront face-to-face without finding it tedious; But I can play the Enemy at the Gates campaign on VASSAL without breaking a sweat.
Have you tried VASSAL play-by-email yet Chris? Stacks 20 counters high in the middle of Stalingrad are no problem. :)
Bastogne is like most Bulge games. The excitement is all in the first week. Once US air and land reinforcements appear, the game becomes "mopping-up" and that is usually not very fun to play in a wargame. To me, the Quiddity of Bastogne, or the BotB at large, is all about the Germans having a limited window to do their stuff. If they can't do it by then, you can call the game right there and then.
ReplyDeleteThe interesting thing about Bastogne, which the reinforcement schedule presents quite starkly, is that the US commander is given a clear objective and the resources to secure it - the "sudden" appearance of an entire airborne division is one of the defining moments of this game. In contrast, the German commander, while he has a clear objective, doesn't get quite the same kind of support from his superiors, getting units pulled out because the higher-ups felt they were needed elsewhere.
Playing Bastogne, you're middle management, and the German CEO thinks your department is not as important as others...
I've been solitairing Bastogne for a bit and before I bring it to our game group for play, we'll come up with some house rules for balance... depending on the skillsets you can tilt for or against a side or even randominze things..
ReplyDeleteFor example ramdomizing when German units actually get pulled off certainly adds a bit of spice :-)
In 5 tries I've yet to have the US win. Am I missing something?
ReplyDeleteAs the Germans you can ignore all the VP's for losing units & just charge on in. Move, overrun, exploit & keep going. No supply to worry about. If US attacks back it just ties him up.
Any VP's lost for units come back in pressing for Bastogne early & aggressively. The US must fall back. Any straggling units left on road net A or C can be surrounded in no time by smaller German units & small artillery. Over time these US units just disappear.
Once most of your forces get centered on Bastogne the US circle will tighten & tighten.
If you get any retreat there you're in & the VP's will keep on coming. And, with it surrounded the US can't send additional forces out to block the A/C roadnets.
Any hole in the US line can be moved through, and even the 4 defense units can be overrun/attacked at 2-1 odds.
Die rolls for the additional units for the US can help, but don't count on it. I played the whole game & used the optional rule about recovering the paratroop units too & only had 1 extra unit ever appear. Artillery & Air is also scarce (or at least I found it so) and far too late to impede German progress.
I AM having fun trying to figure out a US strategy though! Nice quick/clean system.
Anyone winning with the US & how?? Thanks!
Put the glider infantry in Bastogne.. at 2-5-6 it drops the overrun odds at least a column and sometimes two. Use any extra to interdict the road nets.
ReplyDeleteHide your artillery as long as you can.
Get lucky on the Artillery/Air Support rolls, use as much as you can early because the German player will go hunting your artillery units.
Just remember that the US is only in desperate straits until the air force arrives. After that, the one-two combination of airstike plus combat will seriously dent German combat power.
ReplyDeleteUntil then, the key is managing the unit/perimeter ratio. The historical perimeter is about right. It gives enough units to defend along the line and have enough reserves so that if the Germans breakthrough, they can't go very far without getting tripped up in ZOCs. Also, use the arty (no point saving that ammo - it's meant to be used). And use the terrain - arty the German units in forest and attack German units in the open. Cover the roads - make the Germans crawl.
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