Taking a Gander: TCS Goose Green (MMP) Released

Though best known for their prodigious output as the current benevolent custodians of Advanced Squad Leader, Multi-Man Publishing also shepherds various other wargame series, including the Tactical Combat Series (TCS) pioneered by Dean Essig (and previously released under the aegis of The Gamers, now folded into MMP). The most recent TCS title is Goose Green, designed by Carl Fung, focusing on the initial ground combat between British and Argentinian forces in and around Goose Green and Darwin on the Falkland Islands in May 1982.

Cover sheet detail from MMP's TCS Goose Green

As with the last TCS entry, Ariete, Goose Green comes as a ziplocked, rather than boxed, presentation, with a single standard 22″ x 34″ map on glossy paper; half a countersheet of die cut 1/2″ counters; series and special rules on glossy paper; some charts on relatively thin, glossy stock; and thick front and back cover sheets. It’s a tidy package at an agreeable price. TCS has never seemed to be as big a seller for MMP (or The Gamers previously) as the other series in their stables, so it’s good to see the series continuing in a format that gets the games out to players at a price that is as close to “impulse buy” as wargames tend to get.

Component overview for MMP's TCS Goose Green

Goodness knows I’ve bounced off of TCS more than once in the past, having owned (and sold and owned and sold) several titles in the series over the past two decades. What has thrown me off—and others, I would wager—is the innovation at the heart of TCS: written orders. Like ASL, TCS focuses on tactical battles, highlighting small unit engagements, typically at the platoon level as opposed to ASL’s focus on the squad. TCS, however, requires written instructions for units to act, orders that must pass through the chain of command. No telepathic, instantaneous communication between units here—orders are orders, and just because the player wants to react to an opportunity (or mishap) in one area, the written orders take precedence until new orders can be cut.

Rules detail from MMP's TCS Goose Green

For gamers used to pushing counters at will, it’s a difficult, or at the very least different, mindset to adopt, particularly at the tactical level, and while most TCS series games have small scenarios, the thought of orchestrating a major offensive in writing can be daunting. The relatively small focus of Goose Green feels like an ideal setting to try to come to grips with TCS; even the full campaign for Goose Green should be within the realm of the possible, given that there are a grand total of 140 counters in the game, fewer than half of which are actual units. The game contains a total of five scenarios, ranging from five to forty turns, each turn representing between twenty minutes to an hour duration, depending on light conditions.

Map detail from MMP's TCS Goose Green

Too, with the fortieth anniversary of the conflict in the Falklands just past, Goose Green feels a somewhat timely addition to the relatively thin conflict simulation corpus surrounding that clash in the South Atlantic. Designer Carl Fung goes to significant lengths via the special rules and scenarios to portray the difficulties facing the British as they attempt to conduct a rapid assault against numerically superior Argentine defenders, themselves well dug-in but on the receiving end of an advanced combined arms fusillade. Both sides need to make tough decisions about when to press and when to yield, decisions compounded and complicated by the TCS orders process. Besides, any game with counters for that lovely homegrown Argentinian close air support aircraft, the Pucara, deserves a place in my collection.

Counter detail from MMP's TCS Goose Green

The components themselves are up to the usual handsome MMP standards, the maps hewing broadly to the standard Gamers style, with graphics work by Nicolas Eskubi. Love them or (more likely) hate them, the trademark Gamers’ “every five hexes” printed map coordinate system rears its head here, as does TCS’ legendarily finicky line-of-sight process, but those are small quibbles to bear for a fairly unique take on one of the most important, and overlooked, land battles of the late 20th century. Goose Green promises to be worth the effort involved in finally coming to terms with TCS, in order to examine this signal moment in military history.

Doctor Who Project: The Five Doctors

Splendid fellows, all of you.

For a series about time travel, Doctor Who focuses on its own past almost as much as the historical past. From Season Eighteen on, under producer John Nathan-Turner and script editor Eric Saward, continuity references, those canonical recollections of various events and dramatis personae, have come to predominate, sometimes to the detriment of the storylines and befuddling more casual viewers who can’t tell an Omega from an Ogron. When faced with a marquee event such as the twentieth anniversary of Doctor Who, then, the danger is that the self-referential aspects will predominate, overwhelming the plot with a long string of cameos and call-backs. Thankfully, veteran Doctor Who hand Terrance Dicks provides “The Five Doctors” (Story Production Code 6K) with a script that neatly balances reverential appreciation of the series’ long tenure with a genuinely well-paced story that creates just as many memorable moments as it summons up from the show’s history.

Janet Fielding, Mark Strickson, and Peter Davison as Tegan, Turlough, and the Fifth Doctor

Airing as a single ninety-minute episode on November 25, 1983, two days past the actual twentieth anniversary of the initial episode of “An Unearthly Child” first appearing on screens throughout the UK, “The Five Doctors” brings all five of the Doctor’s incarnations together in a story that plays to their individual strengths while still respecting the primacy of the current inhabitant of the role, Peter Davison. Well, sort of all five, with Richard Hundall standing in as the First Doctor for William Hartnell, who died some eight years earlier in 1975, and Tom Baker being represented solely through clips from “Shada,” which remained uncompleted and unaired due to industrial action at the end of Season Seventeen. Baker withdrew from active participation after originally agreeing to appear, but as much as it would have been nice to see that curly mop of hair back in action as the Fourth Doctor, his absence gives more room for Hundall, Patrick Troughton, and Jon Pertwee to strut their stuff upon the crowded stage.

Jon Pertwee, Patrick Troughton, and Richard Hundall as the Third, Second, and First Doctors

Dicks’ story breaks very little new ground, being ultimately a rehash of “Arc of Infinity,” with its focus on Gallifreyan politics, and, curiously, the much maligned “Time-Flight” and “Death to the Daleks” in the exploration of an ancient—and lethally guarded—sanctum by the Doctor(s) and companions. His structuring of the story, though, contrives to keep the first three Doctors separate, each having been kidnapped, along with a companion, by a “time scoop” and deposited into a different part of the subtly-named Death Zone on Gallifrey, home of the long-abandoned Game of Rassilon that saw “lesser” beings forced to fight to the death. The Fourth Doctor and Romana (Lalla Ward), meanwhile, are plucked from punting the River Cam and trapped in the Vortex by a failed time scoop, the better to sideline them for the entirety of the story.

Tom Baker and Lalla Ward as the Fourth Doctor and Romana, trapped in a broken time scoop

The Fifth Doctor painfully suffers the loss of each of his prior selves as they are removed from the time stream, and as he slips in and out of consciousness, he sets the TARDIS to find them. The blue box takes him, Tegan (Janet Fielding), and Turlough (Mark Strickson) to “nowhere, in no time,” in the latter’s words, a fine description of the Death Zone, which itself is a foggy plain of rocks, dominated by the Dark Tower, host to the Tomb of Rassilon. The scene, replete with the Third Doctor’s beloved Bessie driving down dusty slate-lined roads, very much calls to mind the antimatter world from the tenth anniversary story, “The Three Doctors,” and in truth, could any celebration of twenty years of Doctor Who fail to feature a quarry?…

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