HEROICS
APRIL/MAY 1999
EDITOR'S NOTES
Some of you are probably wondering why you didn't receive a newsletter last month; the reason is this newsletter is published every other month, at least this has been the tradition since the beginning of this decade when the club was founded.
There is another, more practical explanation to justify bi-monthly publication: cost. The February edition was produced and mailed at a cost of forty-four cents each, and one hundred and fifty-nine copies were mailed. One of the office supply stores had a two-cent per two-side copy promotion, and we took advantage of it (I think they will never do that promotion again!).
To off-set the increased cost of copying this month's newsletter, those who have provided an email address will receive the newsletter electronically instead of in the mail. The content will be the same, but the format may be slightly different than the hard-copy publication. There may be a wrinkle to iron-out here and there, but if this is successful, then this will be how we distribute the newsletter in the future.
If you can receive email, please provide us with you address. Those of us who do not have email will still receive the newsletter in the mail.
Another reason to justify bi-monthly publication could be a lack of content to fill a monthly newsletter, but that need not be the case. Do you have a favorite game that you would like to play more often, but just cannot find enough other players who seem to be interested in it? Write a review of the game and submit it to the newsletter! I'll print it. Others will read it. Interest in the game will increase. You will have a greater chance of finding others to play your favorite game.
In this issue is Greg Jablonski's review of Saratoga (GMT), one of the best games he has recently played. Also in this issue, Greg List submits his account of the events from the last Oxford Valley meeting. Everything else in this issue has been made up. Just kidding.
Articles may be handed to me in-person, emailed to me at briancmiller@prodigy.net or mailed to:
2500 Knights Rd/Apt 15905/Bensalem, PA 19020
MEMBERS' NOTES
Cybergecko Games is running a weekly "play-testing" night in the Conshohocken area for any and all interested gamers. The intention is to play various Cybergecko games, (including some actual playtesting when relevant), plus the occasional "other" game just for fun. The current group is small (about 6) and meets on Thursday nights. If interest is there, a Tuesday night session could be added. If interested, please contact Alex at 610-825-2775 or email: sgms@cybergecko.com
(Ed. note: Cybergecko(www.cybergecko.com) is run by Alex Strang, who has been designing games for over fifteen years and is intent on publishing board games, card games, role-playing games and other forms of interactive entertainment).
John Desmond is looking for a ride or riders and room-sharing at COLD WARS 99 in Lancaster on April 16-18. Call 215-729-1561 or JAFD26@aol.com
Mike Fisher is also looking for a ride to COLD WARS 99 at Lancaster Host Resort on Saturday, April 17. Call (215) 438-9966.
CLUB NEWS
Change of Address
When a newsletter is "returned to sender," the addressee will be removed from the club mailing list. When you plan to re-locate, please contact Jerry Smolens, who is managing our club's mailing list, if you want to continue to receive the newsletter. Jerry can be contacted at: jsmolens@voicenet.com or call (215) 361-9381.
(Ed. note: Eighteen newsletters were undeliverable last time. We do not want to lose a single member. If you are in touch with any of the following people, please ask them to contact Jerry with their current address if they want to resume newsletter delivery:
Mike Clay, Michael Daschbach, Michael Ettinger, David Hammann, Michael Legrady, Bill Monroe, Sherry Pomelear, Rob Powler, Tim Shaw, Jeff Schulte, Tony Sherman, Eric Stehle, Aaron Teske, Tony Toglia, Louis Traini, Eric Turner, Chris Vickery, and Cliff Welsh).
Garden State Game Faire
We have been invited to have our November EPGS meeting at the Garden State Game Faire in Cherry Hill, NJ, which falls on the same weekend as our regular club meeting. There are a few conditions: namely, that our President, Steve, returns as the convention's boardgame coordinator, and that several other club members help run events. In return, ALL EPGS members will be admitted free to the convention (although I think there are separate fees to play in the events), and we would be provided with a rent-free space to hold our regular club meeting (which would benefit the club treasury, if we still collected dues for this meeting).
No decision has yet been made to accept or decline this offer. There are pros and cons to holding our meeting there, and it is prudent to pause and consider this unique offer.
50/50 Cash Raffle
February's winner received $37! Greg Jablonski, the March winner, collected $29! Will April's winner be you? The winning ticket receives half of all ticket money, and the other half goes into the club treasury. You can buy 1 ticket for $2, 3 tickets for $4, or 5 tickets for $6 (best bang for your buck). Please pay Bob Hranek (Treasurer). Good Luck!
WarZone Demo
Heartbreaker brought out their 2nd edition WarZone-Mutant Chronicles miniatures battle game to EPGS in February for a demo. WarZone is set in a science fantasy future, where the Dark Legion has invaded the solar system, and Earth has to stop them. Technological weaponry and magic in an easy to learn and fun game. Points based system allows flexible unit creation, and the basic game comes with two whole armies! For more info, contact Heartbreaker at PO Box 105, Folsom, PA 19033, or one or our affiliated stores!
World Boardgaming Championships
EPGS is forming teams to attend this convention, which is being held from July 27th thru August 1st at the Hunt Valley Inn in Hunt Valley, MD. Contact Steve Cameron if you plan to attend.
A recent visit to the Boardgame Player's Association website (www.bpa.nu) listed all of the game events scheduled as of mid-March, and more than 100 different boardgames will be played. Open gaming will be available, as well as Junior Tournaments. Among the games scheduled to be played:
Axis & Allies, Advanced Civilization,
ASL, Air Baron, Breakout Normandy,
Britannia, 1830, Hannibal, Junta,
Kremlin, Robo Rally, Settlers of Cataan,Successors, and We The People.
I am tempted to list all of the games to be played at this convention. Suffice it to say, some of your favorite games are on the event schedule. If you want more information, talk to Steve or myself.
Oxford Valley Report
On the first Saturday in March at Oxford Valley Mall, EPGS held a membership drive meeting. It was free for new members, and current members paid $1 to help cover expenses. The first game played was a German game, Airlines. It was played by Dave Bohrenburger, Bob Stribula, Bob Sohn, and Carl Copeland. Carl emerged the victor.
The political game, Junta, was played by Dave, Bob, Bob, Carl, Mike Fisher, and Greg and Tom List. There was plenty of back-stabbing in this tongue-in-cheek game about politics in a banana republic. When the smoke cleared, Dave and Greg tied for victory with thirty-five million peso each in their Swiss bank accounts.
Phil Carroll and Greg Jablonski played a game of Saratoga and a game of Alamo, which coincided with the anniversary of that famous siege. This time Davy Crockett had a good day.
(Ed. note: Could anything be better than martyrdom? Thanks to Greg List for this account of the last meeting at Oxford Valley. This effort has been discontinued because of poor results, and these resources will be diverted to promote
our regular club meeting at the Plymouth Meeting Mall).
ShoreCon
ShoreCon will be held September 9th - 12th in Cherry Hill, NJ. Details are available by contacting The Gamers Realm, which is on the store list on the last page of this issue, or at www.gamersrealm.com
Folks who run events can get in free. Contact Bob S. or Steve about running events, as they are trying to coordinate with the convention organizers.
Repeat: All Hands on Deck
The search for a better facility to hold our club meetings is on-going, and since this effort is rather important, it is worthwhile to repeat the key points in this article from the last newsletter.
All members are asked to in assist in the search for a facility that can meet the following criteria:
If you find such a facility, please do a little research and ask the facility management some qualifying questions such as: rent, table and chairs included, hours available, etc... When you have developed a solid lead, please notify Steve.
IN ACTION
The following games were played at the February and March meetings:
Advanced Squad Leader (AH)
Scenarios: Slow & Steady, Scouts Out.
Age of Exploration, 1492-1543 (Prism Games)2 to 6 players race to explore the New World.
Age of Renaissance (AH) - 3 to 6 players representing merchants in a primarily
economic game covering western civilization from the early Middle Ages to the Age of Enlightenment.
Axis & Allies (MB) - an EPGS tradition!
Airlines (ABACUSSPIELE) - players act as stock-holders in nine new airline companies, build flight networks, fight for majority interests, and even sabotage the competition.
Alexander der Grosse
Battlemist (Fantasy Flight) - players control 1 of 6 fantasy races and attempt to achieve supremacy.
Breakout Normandy (AH) - a regimental-level portrayal of the D-Day landings and three weeks of bitter fighting that ensued as the Germans tried to push the Allies back into the sea.
Everyman for Himself (Walter Mullers)
The Fire Next Time - India/Pakistan conflict.
Hannibal (AH) - based on the Second Punic War; try to establish and keep areas under political control
A House Divided (GDW) - an introductory level strategic game of the American Civil War.
Iron Dragon (Mayfair) - railroading based on the Empire Builder game system in a fantasy world.
Junta (West End Games)
Lancshire Railways (Winsome Games) - a game about the birth of commercial railroading.
Magalon (Ravensburger)
Moscow Option (XTR) - what if Guderian didn't head south in August, 1941?
Politika (Red Storm Entertainment) - Yeltsin has died, and a power struggle among various factions (up to 8 players) within Russia for control of the country is underway.
Saratoga (GMT) - see below for Greg Jablonski's review.
Successors (AH) - two to four player strategy game of conquest and civil war in the Macedonian and Greek world.
Tigers in the Mist (Raymond C Freeman II) covers the first week of the Battle of the Bulge.
Titan: The Arena (AH)
Tycoon (Jumbo International) - players jet between the world's premier cities building hotels and factories and attempt to be the dominant tycoon in enough cities for the longest period of time to amass the greatest wealth. The catch is you have to borrow money to make money. You need to manage your cash-flow wisely to win.
WarZone (Target Games) - see Club News.
Saratoga
review by Greg Jablonski
SARATOGA is the new 2 player offering from GMT games on the Battle of Freeman's Farm fought near Saratoga,New York on Sept. 19, 1777. This was the battle where America defeated the British attempt to split New England off from the rest of the colonies as part of a "divide and conquer" strategy. American forces, heroically led by Benedict Arnold, launched a spoiling attack against British forces under General "Gentleman Johnny" Burgoyne. The fighting was so fierce that General John Glover of Massachusetts later remarked, "Both sides seemed determined to conquer or die." By weakening the British attack, the Americans took heavy losses and retreated back to their main camp on near-by Bemis Heights. Here the British attacked again on Oct. 7, 1777 and were soundly defeated. At the end of a long supply line in enemy territory, they were forced to surrender their army to the Americans. The battles of Saratoga became the turning point of the American Revolution, since it was the first time a British army surrendered to an American army. It inspired France to begin sending money, arms, and later troops to support their cause against arch-rival Great Britain ultimately leading to the final victory at Yorktown.
The game is the first in GMT's new series of American Revolution games, which are intended to be both playable and historically accurate. The rules are clear and reasonably well-written in 10 pages with a 2 page glossary, and 2 pages of historical commentary. There is a small amount of errata available at www.grognard.com. Because of the low unit density and relatively simple game mechanics, experienced players can set-up and play a game in 2-3 hours without too much difficulty. The game scale is based on regimental units with each turn representing 1 hour. Each combat strength point represents 100 men or 2 cannon. There are 64 combat units and 24 markers based on the larger 5/8 inch counters. The turn sequence consists of players rolling for initiative, then follows player 1 phases: Movement, Rally, Defensive Artillery Fire, Rifle Fire, Remove "pin" Markers, Close Combat; player 2 phases (same as player 1), and the Victory Determination Phase. In the first 2 turns, the British automatically move first; the Americans move first on turn 3.
The game continues until the end of game turn 12 unless either of the "sudden death" victory conditions are met: The Americans must capture the British baggage train located north of the Great Ravine along the Hudson River, or the British must storm Beamis Heights to capture the American camp. Otherwise, the game is determined by victory points gained by destroying enemy units or leaders and capturing territorial objectives.
Saratoga is located near the Hudson River in upstate New York, so the map is bordered on one side by the Hudson River with the majority of the terrain being heavy forest hexes. The important clearing for Freeman's Farm in the central section of the map is one of the territorial objectives for both sides. The south of the map is dominated by Bemis Heights, which are fortified as the American camp. There is also a stream and gully called the Great Ravine, which passes north of Bemis Heights and south of Freeman's Farm, dividing the map from West to East. British units enter from the North and face the choice of advancing southward on three parallel tracks through the forest to meet the Americans as Arnold and his men sally forth from the their positions. Both sides usually first meet near the clearing at Freeman's Farm.
The map hexes are slightly larger than the counters to facilitate moving and stacking units. Stacking limits are 6 strength points and unlimited artillery and leader units per hex. Most units are back-printed with their reversed side containing reduced values. The combat units colorfully represent infantry, artillery, cavalry, and leaders. They also contain unit IDs, starting hexes, combat strength, movement factors, morale ratings, and Light Infantry indicators.
Leaders have ratings used for combat (close combat die roll modifier (drm)), and rallying the troops (leadership drm) in addition to a movement point allowance. The Americans are at a disadvantage as they have only 1 leader (Major General Benedict Arnold) on the battlefield versus the 3 leaders that the British can field (General John Burgoyne, General Simon Fraser, and Major General Baron Frederick von Reidesel). This is slightly balanced by the fact that Arnold has the best leadership ratings in the game. Before his ultimate treachery, when he became a turncoat and fought for the British later in the war, he was one of America's best and bravest generals. There is part of another American army under Major General Horatio Gates back in the fortified hexes near the American camp, but they can only be used starting on turn 8, dependent upon an activation roll. Gates' activation is somewhat of a meaningless achievement unless the American player decides to give up victory points and pull these units out of the camp hexes to reinforce Arnold's perimeter defense.
Most units should stay on the tracks while moving through the forests. Light Infantry units have the advantage of moving through forest hexes at a 33% faster rate than normal line infantry. Units may move up to twice their normal movement allowance it they start on trails and move entirely along them without entering into enemy units' Zones of Control (zoc). All units have zocs that extend into the 6 adjacent clear hexes but don't extend into forest hexes. A unit must stop movement when it enters an enemy unit's zoc. Entering a rifled unit's zoc costs an additional movement point.
Combat can take two forms: long range fire from artillery units or from rifled units, and close combat. Line of sight is blocked by forest hexes and friendly units, so artillery units only play a role around Freeman's Farm. In most cases the British artillery can only be used for defensive fire around the clearing, and the American artillery is actually immobile and must stay in the set-up hexes.
Fire combat is simultaneous for the single rifled unit available to each side. In a nice touch both units have special capabilities: Daniel Morgan's American Rangers can be used as a Leader unit, and the British mercenary Hessian Jaegers can use a special tactic called "Strassefeur," which gives them double the volume of fire. You will find yourself trying to use each unit in a way to maximize their capabilities in a given situation. This is one example of the designer's use of simple, playable but historically accurate rules to give the game more period flavor.
Close combat is the heart of the game system. All enemy units adjacent and in a zone of control to a friendly unit must be attacked, unless players use the optional rule for diversionary attacks which reduces the attack's odds ratio by one column. Each player totals up their odds, adds leadership values and chooses from some tactical chits to see if there are any die roll modifiers. The chits are: turn flank, refuse flank, echelon attack, frontal assault, commit reserve, skirmish, withdraw, and stand fast Some chits can only be used in the presence of a leader, and an optional rule penalizes players who use an illegal chit during combat. Players next consult the tactical matrix to see if the chit combination increases or reduces the die roll for the attacker. Players find themselves trying to outguess their opponent to get crushing attacks, fight to a standstill, or run away from certain defeat. Combat results include: retreat, disruption, step losses, pins, and army morale losses.
Each army has a morale track which affects their ability to roll during the initiative phase at the start of the turn or reduces individual units morale ratings during combat and rally attempts. Army morale is hurt by losing combat steps, deciding to call off attacks for units locked in combat by the pin attacks, or taking leader losses. As army morale starts to crumble, it reduces their capability if they do not attack effectively. They lose the ability to control the turn initiative. A special rule allows the British to start the game with momentum chits which allow them to spend one chit to re-roll a bad close combat die roll or spend 3 chits to automatically get the turn initiative and move first. Extra momentum chits are gained by getting major victories (>=10) on the modified ten-sided die roll for the attacker or major defeats (<=-1) for the defender. It's important to choose your attacks wisely, because if the enemy is able to grind your army morale to zero, they win a substantial victory.
There are plenty of opportunities to attack for both sides. The British must decide whether to go for a bold stroke straight at the center of the American defenses around Freeman's Farm or work on flanking maneuvers with von Reidesel and Fraser on the wings. Should they wait a couple of turns and make attacks with all three groups, or should the British start off the attack and have the late arriving Hessians join the fray as soon as they can? There's also the question of how much troop strength should be diverted to the flank to guard the baggage train.
How much attacking and where to set up the battles are the key questions for the American defenders. The Americans must be ready to counter any British breakthroughs and have to keep some fresh units in reserve to bolster weak spots in the line. Major General Benedict Arnold needs to be positioned where he can do the most to help out in both attack and defense.
American continental line infantry match up pretty well against most British units (except the Grenadiers), so this game can become a slugfest. Players can find themselves forced to attack with an increasingly blunt weapon which becomes harder and harder to wield effectively against their opponents. As army morale weakens, the desperation grows to make attacks to try to get back on the winning track. This increases the tension late in the game as players try to even the score.
This game is one of the best games that I've played since HANNIBAL from Avalon Hill. After playing the game three times, I find new subtleties each time I play. You can spend lots of effort trying to outguess your opponent tactically and trying to use Benedict Arnold to keep the British off balance. There's also the question of when to stop attacking and conserve your army. There's plenty of replay value by using the optional rules, including Fog which can slow the initial British deployment. The tactics chits make every battle seem like a contest of quick battlefield decision making as you try to out-think your opponent. This game definitely has the feel of a modern classic, and I'm anxiously awaiting the next game in this series on the Battle of Brandywine.
I have plans to have a SARATOGA tournament at the club sometime in the future and will post some announcements in an upcoming newsletter. I highly recommend this game! The more I play it, the more I appreciate how well designed it is. Special thanks to Phil Carroll for allowing me to take notes for this article while playing against him.