Single Player: B-29 Superfortress

It’s something of Air Combat Week here at Movement Point, as we take a first look at Khyber Pass Games‘ newly published solitaire wargame, B-29 Superfortress: Bombers over Japan, 1944-1945 (2008).

Following solidly in the footsteps (airstream?) of Avalon Hill’s B-17: Queen of the Skies (1983; originally from On Target Games, 1981) solitaire game of bomber missions over Axis-occupied Europe, KPG’s B-29 challenges the solo gamer with the task of shepherding a Superfortress and its crew on 35 missions against Imperial Japanese targets in the Pacific. And just as the B-29 was a far more complex beast than the B-17, so too does this new game add to the complexities of its antecedent. The chart and tables book comes in at forty pages, covering such minutia as celestial navigation and engineer instrument damage tables. B-17, by contrast, contains fewer than ten pages of charts and tables.

Cross-reference, check, roll, apply, and move on.

Complexity in a wargame can be a double-edged sword. There are people who live for chrome in their rules, but quite often, games that add layer upon layer of complexity wind up as “shelf queens,” destined to gather dust and the occasional comment from a visiting gamer friend to the effect of, “Oh, yeah, I have that game, too. Never did play it. Looks cool, though!”

However, in a solitaire game, complexity can often mask, or at least minimize, the sense that you’re merely rolling dice to see what happens. One of the real knocks against B-17 is that the limited number of decision points the solo player encounters reduce the game to a dice rolling exercise—you might as well just roll the dice once: 2-6, you win; 7-9, you draw; 10-12 you lose.

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Game Preview: Nightfighter

It looks like the next air combat game to come from designer Lee Brimmicombe-Wood, who previously brought us Downtown (GMT, 2004) and The Burning Blue (GMT, 2005), will be Nightfighter, focusing on, well, air combat at night in World War II:

Nightfighter will recreate the tactics of night fighting, from the ‘cat’s eye’ fighting of the London night blitz to the Mosquito intruder operations at the end of the war. Scenarios include Freya AN interception in the Dunaja dark fighting zones, Himmelbett zones, the introduction of AI radar, Wilde Sau and Zahme Sau tactics. The evolution of electronic systems and countermeasures is modelled, including the use of ‘Airborne Cigar’, ‘Window’ and ‘Serrate’.

Most interesting to me is the use of one player as an “umpire” to simulate the uncertainty of locating attacking forces at night, sort of a “single blind” situation. Lee Brimmicombe-Wood’s prior two games both featured one player pre-plotting an attacking air raid that, while not “on rails,” was restricted in its ability to alter course once the defender engaged. Both sides still had plenty of decision points in those games, regardless of any tactical restrictions.

Nightfighter seems to move the attacking force even more strongly into an automated mode, with the umpire more of a moderator than a player, raising the question of how much fun the game will be for the umpire player.

Discussion by playtesters over at the ConsimWorld Nightfighter topic suggest that the game is enjoyable for the umpire, owing in part to the umpire’s omniscient view of the battle. Depending on game length, it might be feasible to play one and run one in an evening’s gaming. I can see myself enjoying running a bomber stream even without many decision points, if only because I can make droning bomber noises and fake cockpit chatter while my erstwhile opponent sweats out the details of the raid . . .

Nightfighter playtest map detail from http://www.airbattle.co.uk/nightfighter.html

The graphics, even in their playtest state as above, taken from the Nightfighter site, look great. Not that we spoiled gamers have come to expect anything less from Lee Brimmicombe-Wood.

Doesn’t sound solitaire friendly, but then anything with hidden movement/placement seldom is. With luck there will be a VASSAL module produced shortly after this game comes out to facilitate online/PBeM play, as we had with both Downtown and The Burning Blue.

Some of the playtest materials that have been posted bear a GMT logo, so it’s likely Nightfighter will be offered there first. I’m looking forward to this one and will pre-order as soon as it’s on any company’s pre-order list.

In Defense of Flyers Fans

Freddy the Flyer
I am a Philadelphia Flyers fan.

Am I going to throw my expensive arena beer on you when your team scores a goal? Am I going to heckle you because of the name on the back of your jersey? Am I going to spew profanities for three periods and two intermissions, including choice comments about the mental status of the Mighty Mites playing hockey before the Zamboni comes out? Am I somewhere between a camp follower of Genghis Khan and an oarsman on a Viking longboat on the civility scale?

To judge by the perceived reception that Flyers fans have on hockey blogs and forums, the answer has to be a resounding “Yes!”:

We all know we do… Who else hates flyers fans. They are loud, annoying, rude and just disgusting. […]

I’ve always thought they were annoying, but the game they had today was awful, lucky me, i was sitting between a bunch of them spilling beer all over the floors and being really rude to other people, they were all screaming at people 5 rows above, banging the glass etc…. maybe I always just get bad impressions of them. But so far every single time I see them they drive me nuts. […]

I hate the Flyers and their fans. Their fans are fat ugly idiots who know nothing about hockey.
(“Who else hates them?“)

Or, from this past Sunday, in the comments of Tarik El-Bashir’s solid Capitals Insider blog on washingtonpost.com, courtesy of “Jill”:

Oh, how I loathe the Flyers and their fans. I hope very few of their fans are in our house for Games 1 and 2, but I just know they will find a way to get their greasy little paws on our tickets. Let’s just hope our boys can shut down the Broad Street Thugs.

And “TimDz”:

Flyer fans are the worst. I was at the old Cap Centre years ago and was taking a leak with my Cap’s hat on (backwards). A Flyer fan knocked it off and made a nasty comment about my choice of teams…
So I did what any good Cap fan would do: I turned from my urinal and completed my business on his shoes. He took a swing at me, drunk as he was, but missed and hit the wall…I pushed him back and left him to defend himself against all my Cap’s breathren…the cops came in and took him out in cuffs…I blew him a kiss as he was lead out.
(“Caps to Host Flyers (Updated)“)

Lovely. But how accurate a depiction of the typical Flyers fan is this rather boorish portrait?

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First Impressions: Torchwood

CSI: Cardiff. I’d like to see that. They’d be measuring the velocity of a kebab.

I realize that I’m coming somewhat late to the party, but I’ve just begun watching the Doctor Who spin-off Torchwood, which recently came out on Region 1 DVD.

Torchwood Logo

Featuring Captain Jack Harkness, one of the Doctor’s occasional companions, and his band of alien chasers and tech scavengers, Torchwood is a much grittier and mature show than its parent program. It’s refreshing to watch science fiction with a bit of an edge, particularly in the television/episodic format. I often wonder what a show like Babylon 5 would have been like without the particular strictures of network television.

There’s a fine line between gratuitous and developmental, though. When a show pushes typical boundaries to tell a story more fully, then adding a more adult “sheen” serves a purpose. But adding adult contexts to a show merely to titillate cheapens the storytelling and the show in general. Does Torchwood burnish or tarnish the whole Doctor Who franchise?

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Idiot Rules: The Nuclear Option

Over at Zone of Influence, Matt Kirschenbaum has a nice piece on what may be the ultimate in Idiot Rules, the “nuclear die” (“Roll a D6 for Armageddon”):

What I like about this mechanic is that it breaks the frame of the game. By forcing the player to risk something very real—not just prospects for victory, because every wargamer wins and loses lots of games—but the time and experience already invested in setting up and playing the game and all the potential play that still remained.

Most Idiot Rules try to keep the wargamer in line by threatening the possibility of victory in some way—don’t cross this line or your opponent gains x amount of Victory Points, don’t abandon this city or you forfeit y number of reinforcement steps. The gamer has, at times, a choice and can balance the possible cost against the potential benefit.

Contemporary and Cold War wargames need to include the nuclear, chemical, and biological aspect, particularly in any hypothetical NATO/Pact conflicts. Leaving them out detracts from the sense of reality, but to allow their use without any penalty is equally unrealistic.

Boom.

The solution, as Matt points out, is to put something more than victory or defeat at stake. When games model nuclear escalation via the “nuclear die,” players leave to chance the possibility that a strategic nuclear exchange can occur. Lob that tactical nuke if you must, or use that chemical or biological strike to bump up an attack to the next odds column, but if you do, there’s a possibility that it’s game over.

No winner, no loser, just finished. Pack the counters back in the Plano.

Given that it’s a fair investment of time and effort to set up a wargame and play through it, being forced to stop the game is a potent deterrent indeed. Only an idiot would risk it, which is a fair model of the use of nuclear weapons as well.

Doctor Who Project: Marco Polo

I find your caravan most unusual, Doctor.

With the Fast Return Switch unstuck, the TARDIS lurches back from The Edge of Destruction and deposits our intrepid travelers on the Roof of the World, the Himalayas—Earth, albeit in the Thirteenth Century. But nothing can be easy, because the TARDIS promptly breaks down again, depriving them of heat, light, and water, miles from civilization of any sort. Luckily, though, they get a tow:

Need a lift?

Marco Polo just happens to be traveling by and gives the Doctor’s “caravan” a lift and his name to the seven-episode story. “Marco Polo” (Story Production Code D) is the first of the “historical” Dr. Who stories and, alas, the first of the stories that no longer exist in filmed form.

D'oh!

For reasons of frugality, shortsightedness, confusion, and bureaucratic bumbling, the BBC erased, discarded, and destroyed the video tapes holding either directly recorded or “telerecorded” episodes of many stories from the William Hartnell and Patrick Troughton eras. Film cans with master recordings were also destroyed. Fire hazards, I suppose. Only slowly did prints sent to other countries for broadcast, plus privately purchased recordings and even, as in the case of “Marco Polo,” audio recordings of the broadcasts, begin to return to the BBC. Richard Molesworth’s 1998 article for Doctor Who Magazine on the state of the Dr. Who archives provides a fascinating look into the complexities, quiet tragedies, and minor miracles surrounding the early stories’ loss and (partial) recovery. So this look at “Marco Polo” is based on a remastered (and abridged) audio recording of the story, accompanied by production photographs, put out by the BBC as a special feature on the DVDs of the initial three Hartnell stories.

So just what did the BBC destroy when they trashed “Marco Polo”?

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