Fog of War

Fog of War

I’m a big fan of Columbia games. They make great products.  Their unique design feature is hidden strength with rotating blocks.  This generates a lot of uncertainty in the game.  Not only is this ‘Fog-of-War’ more realistic, it is more fun!  It’s a win-win.

Does Pub Battles simulate Fog-of-War? Yes!  It does not use rotating blocks but it does model many aspects of real battlefield Fog-of War.  I thought it would be fun to compare / contrast Pub Battles with the Columbia system.


Similarities

What do these two systems have in common?

Hidden blocks. You can see the enemy moving pieces around.  Unless you actually contact and fight, (or the artillery bombards) they remain hidden.  What does the enemy have?  Artillery?  Infantry?  Cavalry?  You can only guess.


Differences

Variable Strength   This is the key feature to Columbia Games.  Is the piece a strength of 1 or 4?  As you would expect, it is much easier to kill a 1.  A 1 strength defender also can’t do as much damage to you as a 4 can.  This effect compounds with more units involved.  Let’s say you attack a hex with 4 blocks in it.  If they are all 1s, the enemy only rolls 4 dice which hit on 5-6 average. (1.33 average losses)  If they are all 4’s, they roll 16 dice hitting on 5-6, generates 5.33 average losses!

So you don’t know if you are walking into a quick overrun or a hornet’s nest of trouble. As you could imagine, players can bluff and threaten with empty stacks.  You can also be surprised when you find out what you thought was just a bluff was real.

Pub Battles doesn’t use 4 step, rotating units. Their pieces do flip to spent status.  This makes them technically 2 step units.  Hits also apply in a cumulative fashion.  The first hit flips the piece.  Second hit forces it to retreat.  The third hit destroys the piece.  In this way, they are effectively 3 step units.  You just don’t have to rotate them.

There is another wrinkle. Pub Battles pieces come in grades:  regulars, elite and militia.  The elite absorb their first hit with no effect.  The militia are the opposite.  They suffer an additional hit.  So effectively, the elites become 4 step units while the militias are 2s.

This is further modified by the status of the piece. Is it fresh or spent?  Spent pieces are already hit once.  So it normally takes 3 hits to kill a regular piece.  If it is already spent, it only takes 2 hits to kill it.  So a spent militia is effectively a 1 strength piece.

An optional rule that we like, is to turn spent pieces face down. This keeps their status hidden from the enemy.  So if you are playing with this rule, Pub Battles essentially does the same thing as Columbia’s rotating blocks.  They just do it in a different way.  Same result:  you are attacking a hidden block.  It could be a spent militia (str 1) or a fresh elite (str 4).  Your guess.


Timing

In addition to these unknowns, Pub Battles players must also face an uncertain turn sequence.  Rather than the standard I-Go-You-Go format, your pieces move by command in random order by chit pull.  This results in a very dense fog of consternation.  So you don’t know when the enemy will move.  You don’t even know when your troops will move.

If you think about the real world, this makes sense.  If you order I Corps to occupy the hill, they will but not immediately.  It takes time for the orders to get passed down the ranks, for troops to get ready and actually make the move.  How long?  What is the enemy doing during that time?  Rest assured they aren’t just sitting around.  What if the enemy has designs on that same hill?  Will they get their first?

Everybody is moving all the time in a real battle.  You can order an attack but it’s anybody’s guess as to how and when this actually goes down.  Much of the details are out of your hands as the Commander.  Will your troops move quick and catch the enemy by surprise?  Will the enemy be able to bring up artillery support just in the nick of time?  Maybe.  These are all unknowns.  Fog-of-War.

What can you do as the commander?  Do you have any control?  Yes.  You can try to alter the timing.  Is it imperative that your boys move first to take the hill?  Roll to jump ahead in sequence.  Do you always want to move first?  No.  Sometimes it’s best to get the enemy to move first.  Then you can analyze their defense and attack their weakness.

Does all this chaos make you feel uneasy?  It’s not very clean and orderly is it?  It’s just like real life.  Messy.  Like real command.

Do you want more Fog-of-War?  Add in the Pub Battles optional written orders and live players for the sub command positions.  With an Umpire and double blind play, you won’t even be certain where your forces are or if they are doing what they are supposed to be doing.  Is it any wonder that Murphy’s Law, FUBAR and SNAFU came from the military?

Welcome to command.

 

 

 

Napoleon’s Clone?

lego napoleon

I’ve gotten this question a couple of times now. Was Pub Battles inspired by Napoleon’s Triumph?  Surprisingly, no.  Though I can see how people would think that. 

 

Where did Pub Battles come from then?   It actually started from us playing mini rules, except we hated the idea of painting and storing lots of minis!  What was it?  Napoloen’s Battles from Avalon Hill that came with starter counters to use until you replaced them with minis later?  That’s what put us on this path. 

We started making our own custom cardboard counters to play mini games on maps. Then we moved on to Kriegspiel.  We loved the realistic period looking maps of Kriegspiel. 

Pub Battles actually started with cardboard counters.  Then metal metal rectangle pieces.  They looked nice but were too small to see and too hard to pick up.  We started experimenting with different sizes of pieces and materials to find the most natural and easy size to grab and move around.  Once we had the piece, then it was just a matter of sizing the maps and movement to match!

I actually have a copy of Napoleon’s Triumph but we’ve never played it. We never seem to be able to carve that much time out of our schedules these days.  Interesting how they developed in completely different ways but ended up looking similar.  I think you will find the actual game play entirely different. 

It would be fun to see somebody do a comparison/contrast article/review on Pub Battles and Napoleon’s Triumph. Is anybody interested in doing this?  Let us know!

Teaching New Players

starting_something_new

Marshall,

What do you find is the best way to teach the game to new  players?

My opinion is that it is best to let them play the British, as attacking is more straight forward and feels like “doing something.”

To defend is a little more subtle. It also lets you “let” the new guy finish better, maybe even victoriously. It is critical when introducing someone to the game to not completely pants them.

Yours,

Mike


Response

Every time I’ve asked a new player which side they want to be, they always pick Washington.  Is that good?

Well, I on the plus side it’s good to let them play the side they have an interest or affinity to.  Most Americans at least would want to be George Washington!  

Another plus is that it is a bit easier to watch and learn by being on the defense.  You can sit back, watch the attacks roll in.  Learn how it is done.  Then start reacting.  A couple of minor mistakes while you learn can usually be overcome later.

It is harder to be the attacker in a new game.  The burden is on you to kick things off and hit hard.  If you make a critical mistake in your opening offensive, the whole game can fall apart very quickly.  It is tough to strike boldly and decisively when you are new and uncertain of exactly how the game works yet.   

On the negative side, the poor Colonials are badly out maneuvered in this battle.  They are on the defense.  Most new players don’t enjoy getting beat up on the whole game.  Even an experience player can feel shocked and overwhelmed by the opening British attack.  Add a poor opening setup on top of that and a new player can immediately feel like winning the game is hopeless.

On top of that, the Colonials are badly out classed!  The British have many elites.  The Colonials have a Pennsylvania Militia.  Even if a new Colonial player sets up well and quickly moves in to good defensive lines in good terrain, they can still get blown out by British elites.  This can again result in hopelessness or a new player feeling like they suck at this game. 

So what is better?  Players like games they win.  They tend to not like games they lose.  (or get totally stomped in)  Given this, I’d strongly urge them to play the British.  At least if they lose the game, they can at least feel strong and like they are winning for awhile.  Their elite units might be able to cover for some of their amateur blunders.

I would even go a step further.  The tendency is to drag your feet if you are uncertain.  Make sure you emphasize to them before you start, the importance of striking hard and fast.  Time is against the British.  The game is only 5 turns.  You don’t have time to think of something, try it, pull back, think some more and then try something else.  They need to decide before the battle.  They need to move as fast and aggressively as possible.  Keep reminding them how many turns they have left to take a road.  Keep them focused on their goal.  Warn against delaying and foot dragging.  What did Patton say?  “A good plan executed now is better than the best plan executed tomorrow.” 

I would also definitely help and guide them through the first 2 turn orders.  These can be very critical.  In general, both players want to move last on turn 1.  They also want to move first on turn 2.  Make sure they understand why and help them make the right HQ rolls to achieve this. 

Usually I end up losing when I’m teaching the game to a new player.  I don’t throw the game on purpose.  I’m usually just distracted with my own game and strategy because I am focused on helping them avoid major blunders.  That is probably a good approach. 

One final tip:  don’t sit and read the rules to them before you start.  I hate that!  They mostly don’t listen.  They can’t remember everything.  It mostly just wastes time and makes their first impression of the game be:  ‘boring’.  Just jump in and start playing.  Explain as you go.  Just tell them it’s a practice learning game.  No pressure.  You can play a real game later.  They can even be Washington then!  🙂

Calamity

We had a very interesting situation come up in last nights game.  It is a great example of turn sequence strategy.  The starting situation looked something like this:

IMG_6961

Washington got pulled to move first.  Ok.  We are on the last turn of the game.  This is our last best position to hold to block the main road.  (worth 3 VPs)  I decide to move up the artillery to support Sullivan.  If I do this, I can’t Rally them.  No big deal.  They are just supporting anyways right?  So that is what I do:

IMG_6962My left is threatened but Greene did have a Brigade on Roundelay Hill, so I thought I could cover that. Who get’s pulled next?  Cornwallis!!

Greene rolls to jump ahead to cover my left flank.

He fails!!!

Washington was already spent.  He already had to roll to move 1st to block a critical hole elsewhere.  So he couldn’t roll for Greene again.

Ok.  Not too big of a deal if I get hit in the flank.  I am on a hill with artillery support.  Once I Rally and turn Sullivan about, I’ll be fine….

Now I realize my peril.  If Cornwallis really does move first, then it’s going to end up like this:

IMG_6963

If that happens, Sullivan CAN’T Rally because he is already in contact with the enemy!  Now I have 2 spent pieces being flanked.  I’m likely to lose that fight.  Even worse, if the lead piece (Sullivan) dies, the supporting artillery automatically dies with it!  That means 2 extra points for the British plus another 3 for clearing the road!!  That 5 point VP jump on the last turn will mean a British major victory.

Ok, no problem.  Sullivan hasn’t moved yet.  When he does, I’ll just run away.  I won’t fight there.  Normally this is an advantage.  If you move last as a defender you can just pull back and withdrawal.  Guess what?  That trick won’t work here.  The artillery already moved this turn remember?  Sullivan can run away but the artillery can’t!  The artillery will still be in contact with the British attacking it’s flank.  -Because Greene failed to cover it.  Lone artillery in contact with the enemy is automatically destroyed at the beginning of combat.

So I can’t run away.  If I do, I’ll lose 4 VPs.  3 for the road and 1 for the artillery.  I can’t stand and fight.  If I do, I will most likely lose giving up 5 VPs.  I have 1 chance to get out of all this mess:

Roll for Sullivan’s HQ.

He rolls.

Success!

This allows Sullivan’s Command to jump ahead of Cornwallis and move first.  Before all of this…. unpleasantness occurs.  Problem solved right?  No.

Now Cornwallis rolls for his HQ.

 Success!

 I mean:  Calamity!!!  (for me anyways)

My bacon is back in the fire once more.  There is no way out now.  Washington is already spent.  My worst nightmare becomes a reality.

Next up to move?  Sullivan.  A day late and a dollar short.  I could be safe and abandon the artillery for a 4VP loss.  Or I could risk a 5VP loss for the chance at actually holding this hill and running the British off for a draw.  I decide to go for the draw.  It is a long shot but after all of this, I’m due for a break right?

IMG_6964

Sullivan can’t Rally.  He can at least turn to face the attack so he isn’t getting hit from behind.  With artillery support, I get to fire first!  I need 2 hits.  1 to flip the British, a 2nd to send them running.  Then all I have to do is deal with the flank attack.  I roll.  I do get 2 hits.  Except it is Abercromby’s elite troops.  Curses!!

Elites absorb the first hit.  The 2nd hit flips them.  Abercromby fires back.  2 hits will destroy everything.  He gets 1.

Ok, so I catch a little bit of a break but not enough.  Sullivan must retreat.  I did save the artillery.  They retreat with me.  No lost VPs for pieces but we do lose the road now -3VPs.

A major British Victory.

Well, you can’t win them all.  Considering the crazy twists of fate, I think I did pretty well over all.  What do you think?

Leave a comment below!

Unit Status

 

accounting-report

 

I got this interesting email from Mike today.  I’m sharing my response below!


I’m not familiar with the Columbia system, but I do see a close relationship with the PB philosophy and that of Phil Barker’s De Bellis Antiquitatis system. This game covers the ancient era, and there is no step loss, either the unit is fine, retreating, or eliminated. In his Designer notes he says (as well as I remember), “that games that track unit losses and morale levels and such were not accomplishing anything as far as giving the feel of battle to the commander. All he would have known is if his unit was pushing the enemy back, or if it was giving ground, or running in headlong flight, and that’s all the info the game gives you. Over time you see the well regulated army formations breaking up and order eroding away. This forces you to commit more command resources to just holding your army together.” This is what PB does beautifully as well.

Mike S


Yes, I’ve thought along similar lines. When we started Pub Battles, we actually tracked casualties on a separate sheet. This creates more work. It’s not too bad. The big reason we dropped it? It “looked” complicated. It also takes up more table space. Not good for playing out. It is a valid model in some respects.

I’ve seen many games go way too far! You know the complete status of every regiment or battalion at all times: men, combat factor, defense factor, morale, unit cohesion, even ammo level. Lots of computer games do this. It might be an interesting model in some ways but no commander knows all that as the battle is unfolding. Even if you did, why sit around and analyze tables of stats during a battle? There are lots of people to talk to a deal with! This looks more like an accounting exercise than actual leadership or command.

That is kind of the way it feels playing Total War also. Either your troops are rested, supplied, in good order and ready to do something, or they are all disheveled from their last bout or they are totally shattered and streaming from the field. What more do you need to know? What more can you know as a commander?

If you want more detail than that, it really should revolve around your communication and relationships with your subordinate commanders. Timing. Planning. Communicating. How can you win with those tools?

Marshall

 

 

 

Kriegs-mail?

washington email

Can you play Kreigspiel by email? Why not?

One of our play testers raised this question.  This will be a great thing to experiment with.  Will it work?  Can it be adapted to work?  Let’s try it.

We are starting an Umpired game of Brandywine by email. Wanna join in?  Send me an email!

What do you need?  Just a few minutes a day and an email address.  You don’t need the game, rules or pieces.  You don’t even need to know how the game works.

Help us test is out!

Brandywine Play Test

John and I had a very interesting game of Pub Battles –Brandywine last week. We played it Kriegspiel style with formal written orders. What??!  How can you have a 2 player Kriegspiel game?  With our  Umpire-less format and mixed commands.  It actually worked really well.

 

We randomly rolled to see who commanded which side. John got the British (Howe) I got the Colonials (Washington)

 

We used the early start optional rules. John wrote initial orders to both wings before we setup.  I wrote orders for how to setup the Colonials.

 

Next, we pulled for Commands at random. We each got 1 command on each side.

 

So John was:

Howe (British Commander)

Knyphausen (British Wing)

Sullivan (Colonial Wing)

 

I was:

Washington (Colonial Commander and Wing)

Cornwallis (British Wing)

 

Confused yet? So I execute the orders for Cornwallis and control those troops, while John runs Knyphausen’s Wing.  I control Washington and John runs Sullivan’s troops.  So we are both on the same sides playing against each other?  Yes.  This is actually pretty easy if you are used to playing solitaire.  Who wins?  It doesn’t matter.  It’s not a competitive game.  We play for the experience.  To hang out together and learn a little something about command.  It’s all about fun.  We each play each command to the best of our abilities given the situation at hand.

 

It was a lot tougher setting up the Colonial defense. You can’t just setup anywhere.  You have to write instructions.  The instructions need to be simple and clear.  I didn’t have time to personally place every piece perfectly.  The result?  Trouble.  John covered Jones’ ford with Sullivan.  I covered Chadd’s and Brinton’s Fords and held back a big reserve.  Everything else was pretty much left wide open.  Not good but it is about all we had time to plan and write orders for.

 

I entered at Parkerville with Cornwallis’ wing. These were my orders  from Howe:

“Crosse the river on the N West major road as a concentrate group + disperse troops on Brimington Lill + the forest on the other side of the toad. Take out any enemmys in the way.  Hold the hill + forest to maintain road.”

 

 

This was a quickly scribbled hand written note. Some of the words and letters I couldn’t even make out or had to guess at.  Welcome to Kriegspiel!  🙂

 

(To be fair, I’m sure poor John had just as much trouble trying to figure out what my orders meant.  My hand writing is even worse!)

 

I’m assuming that Brimington Lill is supposed to mean Brimingham Hill.  If I didn’t want to attack, could I have used this a valid excuse to delay my orders?  😉

I have no idea what the forest is.  There are clumps of unnamed forests all over the map!!  Other side of what road?  (I’m assuming it’s not a toad)  Then I’m supposed to sit on the hill and some unknown forest while I do road maintenance?  Fill pot holes?  What does “disperse” mean?  Am I supposed to attack and disperse the enemy or am I supposed to disperse my troops and advance along a broad front?

So what do I do? It does seem clear that I’m supposed to attack up the main road to the left and take Brimingham Hill.  I’ll go with that until I get further clarification.

Wistar’s Ford is wide open.  I could shoot my dragoon’s across the Brandywine on the first move and follow up with an awesome flanking attack.  There are no Colonials at all NW of Jones’ Ford.  The problem is, I can’t.  It’s not in my orders.

I feel a little vulnerable to my right. Lots of Colonials across Brinton’s and Chadd’s Fords.  They could attack and flank me if they wanted to.  My orders say nothing about protecting my right.  For all I know, Knyphausen might be coming in there later.  I wasn’t told what he was doing.  I can’t really move in force to my right.  That’s not in the orders.  I do think it prudent to send at least 1 Brigade over there to the right to screen and delay any enemy advance.  I can’t get into much trouble over that.


 

So compared to a regular ‘god like’ game, there are a lot more ‘mistakes’ here. Lots of vulnerabilities that could hurt us.  Lots of missed opportunities that can’t be exploited.  Why?  Orders.  It is easy to see how a sharp commander with a quickly responding command system could exploit these weaknesses and do a lot of damage.


 

Normally this is played as a quick and simple 2 player game. Even with 2 players, you can have a very ‘kriegspiel’ type experience.  Not much added complexity.  How much time did it add to the game?  About 15 minutes before the game to decide who is doing what and write initial orders.  After that we used a 1 minute timer to write orders at the beginning of each turn.  We used the early start option, giving us 7 turns.  We didn’t write anything for the last few turns.  Everything was already done by then.  Nothing left to do but fight it out.  So about 20-30min all together.  Not bad.


 

One other quick comment about the written orders: What did we write them on?  I had some old defective parchment paper scrap.  We cut that up and used it for orders.  I used my black and gold fountain pen.  John wanted to use it too.  It is a simple thing and kind of silly.  It doesn’t really matter what you use but it was also kind of cool.  It makes you feel immersed in the period.  We felt like real officers in the period writing orders to the troops!

I could see taking this a step further: using real feather pens with ink bottles!  Yes, a little over the top but it would be fun.  It would slow us down.  Be harder to read.  Will the ink run?  What if it rained and it got wet during delivery?


 

One more random observation about written orders:  time.  We used a 1 minute sand timer to write orders.  That is pretty quick.  A good amount of time to write 1 set of short orders if you are quick AND you already know what you want to write.  That is the tough part.  Theoretically, you have time to think about what needs to happen next throughout the whole turn.  So when it comes time to write orders, you should be ready to go.  The problem is you are very distracted doing everything during the turn.

We wanted to take about 5-10 min time out to just stop and think about the game and our orders first. We decided to not allow this and instead hold ourselves to this strict time.  I’m sure real commanders were constantly distracted and interrupted during a battle.  When did they get time to think alone clearly?  Something needs to be done now and time is of the essence.  Isn’t this another important command skill to practice?

 


 

 

So how did the actual battle go?

 

On the Colonial side, I could see that Sullivan was about to get creamed. He only had 3 Brigades.  No reserve and his right was completely exposed.  What did I do as Washington?  Nothing.  What?!  Yep.  I think that was the best thing for me to do.  I sat there and patiently watched Sullivan getting crushed by Cornwallis’ best:  Grenadiers and the King’s Guards.  I didn’t dare move.  Why?  I still didn’t know where Knyphausen was!  What if this was just a ruse and Knyphausen came in on the other end of the field?  On my left?  I still had to guard the New State road.

John (Sullivan) was requesting help and needed it badly but I didn’t respond. So now he is mad.  He thinks I’m trying to make the British lose but I reminded him there is no winner.  The only thing that saved him was that he was rolling really good as Sullivan.  I rolled really bad as Cornwallis so the assault stalled.

After 2 whole turns of this, finally Knyphausen arrives but we still don’t know where yet. I (Washington) got picked to move first.  I roll to delay the move and am successful.  Knyphausen get’s pulled next.  The Brits roll to delay but miss.  Knyphausen has to come in.  He comes in on the right!  Right on top of poor Sullivan.  Cornwallis pounds away and Washington moves last.  I don’t have to write any orders to myself.  Thank God, or that would delay my response another turn.  Washington is in command of his own wing.  I put just about everybody in road column and rush over to help what is left of Sullivan.

Next turn. Knyphausen was held up by the awful terrain:  woods, hills, stream crossings.  He made it up to Osburn’s Hill.  Still, the door is wide open.  If he can move first, we are toast.  He can get pretty much the whole Street Road from Darlington’s Corner to Jones’ Ford, including Birmingham Hill.  Who get’s pulled to move next?  Washington!

John rolls for Knyphausen to jump ahead. He is successful!  Now I roll for Washington to jump ahead of Knyphausen.  I’m successful!  John rolls yet again for Howe to jump ahead of Washington.  Fails.

This turns out to be a disaster for the Brits. This basically gives Washington 2 turns in a row.  One more move puts all his troops into the good terrain blocking the British advance.  Now the battle is going to be a slug fest.

Sullivan’s Wing took a beating but fought well. They became ineffective from the losses.  He only had 1 block left.  I didn’t want John to feel bad so I detached 3 brigades to him so he had something to do.  A bad move for the game because there is a delay while those pieces switch commands, but you don’t want your buddy just sitting there with only 1 piece to move for the game unable to attack right?  Do you think things like that happen in real war?

It really disrupted our defense. It was a confused mess.  I had pieces on the right.  John had some of his newly attached pieces in the middle with his original piece.  I had some in reserve in the middle with more piece holding our left.  John controlled my pieces that I detached to him but they still moved when my command chit was pulled.  So he had more brigades but couldn’t coordinate their moves with his old brigade well.  This hampered our defense a bit as we gradually fell back.

At nightfall, the Brits were able to reorganize for 1 final assault on Brimingham Hill. The Royal Artillery was finally able to bombard. It was a spectacular barrage. Stirling’s New Jersey was shattered and ran leaving Knox’s Artillery exposed! Lord Grey charged up the hill and would have overrun them but that wily Washington was able to pull off yet another delayed move. –This allowed Knox’s artillery to move last and therefore escape. He also rushed up Nash’s Brigade to defend. They were spent but again rolled hot and were able to barely hold the hill.
I think we ended with 6 total dead Brit blocks vs 3 Colonial. Which gave Washington a Major Victory.

Our lesson learned: The timing of the move sequence for the first 2 turns the flank attack hits is critical. Howe and Knyphausen could have rolled a few times to counter this but didn’t realize how big of an impact it would have.

More Confusion!

After our play test last week, we’ve decided to add in more confusion!

The true compass heading on the map points at a 45 deg angle to the upper left.  This makes things confusing.  Which side do we setup on?  Which side do they enter at?  Which direction to they attack or withdrawal?  People were getting confused on all this.

We made a slight change to keep it simple and clean:  we rotated the compass 45 deg to the right.  It was incorrect historically but it did make the rules cleaner and more easily understandable.  No confusion.  A good mistake to make right?

After our play test last week, we decided to change this back to the more confusing, true compass heading.  Why?  Because more confusion is better.   :what:

We played with formal written orders and mixed commands.  Complexity and confusion in rules is not good.  Complexity and confusion in communication with written orders is FUN!  That means there are more opportunities for miscommunication, mistakes and confusion.

Guess what?  That is what real commanders have to deal with.  Writing clear orders in confusing terrain compass headings.  It’s messy.  Leads to many problems.  It is also a big part of what makes it so fun with live players.

I recall an earlier play test we did on Antietam.  Emily ordered Gabe to “Attack down the road to the SW and take town x.”  The problem was Gabe sat at a fork in the road.  Town X was down the road to the SE. Town Y was down the road to the SW.  What is he supposed to do now?

There aren’t any good options.  He delays the attack and wastes 2-3 hours while he asks for clarification and gets a response back, or he guesses and runs the risk of messing up the battle plan by going the wrong way and colliding with or blocking another friendly Corps axis of advance.

Now we are talking about real command.  SNAFU

Pub Battles: Brandywine -Under Military Watch!

The new Pub Battles Brandywine game (now on Kickstarter) is catching the attention of the military. Command Post Games has been contacted by military instructors from the Army War College.  They like what they see in the new Pub Battles design.  They are going to be reviewing the new Pub Battles system for possible use in the classroom.  Why?  Training for military officers!

 

 

Though Pub Battles is designed primarily for entertainment, it is realistic enough to teach basic leadership and military principles.  Military officers can also benefit from better understanding some of the constraints their 1700 predecessors dealt with:   Things like communications and navigation before radios and GPS.

 

ACWwargame

 

What makes Pub Battles different? Rather than focusing on the minutia of weapons, terrain and game mechanics, Pub Battles instead focuses on command, timing and friction or fog-of-war.  In traditional wargames, players often have God like knowledge and control.  You know where everybody is.  You can control each unit and each attack.

 

Pub Battles was developed around Prussian Kriegspiel ideas. In real battles, you can’t be certain where your units are, little lone the enemy.  Not knowing exactly where the enemy is or if your attack will even be carried out can be unsettling and frustrating at first to players used to traditional wargames.  The Pub Battlefield is always changing and unpredictable.

 

IMG_7505a

 

Does that make this game a random, chaotic mess? No.  The uncertainty is manageable.  Players instead must learn to plan strategies based on missions, with contingencies.  They also need to watch the random movement sequence to exploit critical opportunities that open up.  Timing can be huge.

 

Players can influence this sequence of moves by rolling their HQs rating or less. Some HQs, like Stonewall Jackson or Napoleon Bonaparte, are good at shifting the timing.  Some, are notoriously bad.  With planning, patience and a little bit of luck, a player can engineer a double move on the enemy:  You move last this turn but you move first the next turn.  At the right time and place this can be devastating.

 

You can learn more about the Pub Battles Brandywine game at:

https://www.kickstarter.com/projects/1743441977/pub-battles-brandywine-washingtons-last-surprise

 

Interview with the Designer -Brandywine

GGS with Marshall Barrington from Command Post Games


 

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That is an unusual name. What is Pub Battles?

(Chuckle) Yes, that is the name that stuck.  The main idea is that we wanted a wargame that could be played out.  I remember playing backgammon at the beach, restaurants, bars etc. in the 80s.  I just thought, “What a great pr tool!”    Wargaming needs to grow.  Most people don’t even know what a wargame is.  Our industry is in the closet!  How wonderful would it be if wargamers started playing out?  At the park.  At the beach.  At restaurants, cafes and even pubs.  What would a ‘backgammon’ style wargame look like?

 

It has to be something cool looking. It can’t look like a little kids toy.  It has to be quick.  Few pieces.  Quick play time.  It has to be simple.  –“Wow, that looks cool.  What is it?  How does it work?  Can I play?”

 

That is the vision. There are many other games we would like to design for ourselves as gamers.  We thought this was more important.  We need to design games that increase exposure and grow the hobby.  Easy ‘gateway’ games.

 

It reminds me of the Simmons Games.

Yes, this was part of our inspiration as well. Simmons and Kriegspiel:  the original wargame.  We ran further with the idea of making it look real.  Something authentic from the period.  That’s part of why we play games:  to relive history, to imagine what it would have been like.  What better look than to immerse the player into the look and feel of the times.

 

The map is amazing. It looks so real.  There are no hexes.  Not even areas.  How do pieces move? 

Kriegspiel style, or mini style. Most of this decision came from the design parameters:  1 page rules.  How do we fit all this on 1 page?  Cut out all non essentials.  We started analyzing game rule books.   It is incredible how many words and pages are dedicated to hexes, or areas.

 

It is kind of ironic really. I imagine the original intent of using areas and hexes was to make things easier.  The result seems to be the opposite.  If you define a hex, then you have to describe how to move through them.  ZoCs or not?  How and when?  Facing?  Spine or side?  What about multiple terrain types in the hex?  Is the river on the hex side or in the hex.  And on and on and on.  Is that more simple?  Here is an idea!  How about we just move the piece?  How far?  This far.  Done.

 

We had a lot of resistance to this at first. We gave it a try.  The more we used it, the more we liked it.  It feels much more like what real commanders (or staff) did.

 

That’s interesting. I also notice no CRT.  So it’s bucket-o-dice?

Essentially yes. We did a lot of testing with kids and noted what they perceived as complex or simple.  Numbers = Complex.  Charts tables and odds calculations = Complex.  As wargamers we don’t think much about that.  It is simple to us.  We are used to it.  What does that look like to the average person?  -Highly Complex.

 

Again, this goes back to our design parameters: Simple game that even more importantly, APPEARS simple.  If it doesn’t look simple, people won’t give it a try.  We wanted this to look like checkers or backgammon.  –well at least somewhat.

 

Is this going to be too simple? Are regular wargamers even going to play it?

Great question. This was very important to us during the design.  Some games are so absurd, I find it hard to play them as an advanced gamer.  Risk comes to mind.  Don’t get me wrong.  It is a great game in many ways.  You can’t argue with numbers.  It brings tons of new players into the hobby.  That is all good.  It just has so many ‘silly’ mechanics that it is hard for me to enjoy.

 

We didn’t want this Risk effect in Pub Battles. Yes, the rules and mechanics are very simple.  It isn’t a monster game with hundreds and hundreds of pieces.  We also took care to make sure it plays right.  Plays like it should.  Some game results are so random you might as well be playing tic-tac-toe.  Our results are tied pretty close to real historical engagements at this time.  We based our movement and combat off of the original Prussian kriegspiel.

 

More importantly, we worked in subtle things like combined arms effects, initiative, timing, chaotic battlefield friction and of course terrain effects for movement and combat. All the critical things that advanced wargamers will appreciate.  These are all worked into the system but without lots of rules.  We were shooting for a game that was very simple in rules but much more complex and deep in strategy and play.

 

Is it I-GO-YOU-GO?

No. Random chit pull.  This is done by formation.   In this battle there are only 2 wings.  For Civil War or Napoleonics it would be by Corps.  During development, we also play tested this system on Antietam, Little Bighorn, Marengo and Gettysburg.  We wanted a universal system  that could be easily applied to engagements of the period.

 

So it’s very exciting. You never know exactly who is going to move next.  Sometimes you want to go first.  Sometimes last.  Sometimes it doesn’t matter too much.  Sometimes it is absolutely critical!  This is where the leaders come into play.  The HQs can attempt to move first or delay their move.  This gets even more tense!

 

Also, which formations are actually eligible to move? With this we can simulate some of the kriegspiel effects of orders.  For example, at Antietam, only 1 Federal Corps starts active:  in the cup.  The Army HQ can add them as the turns progress.  –slowly, like McClellan.  So in the bigger battles later on,  you won’t be sure if they can move, when they can move, or why they aren’t moving.

 

Does it really play in an hour? I never seem to be able to play a game in the stated time.

Well, (chuckle) I guess it depends on how much you talk. Or maybe how much beer or coffee you drink!  We kept close watch on this in testing.  We averaged 45-60min.  That includes setup time.  Barring the first learning game, you should hit that time pretty consistently.

 

Sometimes players will capitulate early if the game opens terribly.

 

What was the biggest challenge in designing this game? Or games in general?

I’m pretty strict about keeping the design within the predetermined parameters. I think this is really important.  You have to set goals and know exactly what kind of game you are making and why.  If you have done that, then the design is actually pretty easy.  You just follow it.  Or at least I do.

 

I think the problem comes when you start designing but haven’t quite nailed that down yet. Everybody has lots of neat ideas but which ones do you use?  Which fit the game?  What is this game exactly? Throwing a bunch of fun ideas and rules together is not a game.  Often times what you don’t put in the game is more important than what you do.

 

After we finish one game, I often feel we have enough material to make about 10 games! I think sorting through all that and keeping it together and focused on the goal is the hardest part.