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.

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.

License to Roll: James Bond Games for Children

Let's Be James Bond!
I found this four page gem of an advertisement tucked in a recently acquired copy of James Bond 007: Assault! (Victory Games, 1985). The game itself is a modestly complex game reenacting the assault on the volcano fortress from You Only Live Twice, with rules for adapting the game (and the underlying tactical combat system) for use with VG’s James Bond 007 RPG.

These roll-to-move “Action Episode Games” are hardly challenging for anyone who received the flyer in the Assault! game—as the flyer notes, they’re “For Children 8 and Up.” While possibly the games could be used in conjunction with the RPG, the intended demographic seems to be the children of wargamers/RPGers.

The gamer parents I’ve spoken with seem united in the hope that their children to also take up gaming. Hang around gamers of any stripe long enough and you hear the lament about the “greying” of the hobby. This old VG advertisement taps into the desire to grow a new generation of gamers, with games that provide a stepping stone into more complex simulations, taking kids who were skipping around Candyland into the Funhouse Maze from The Man with the Golden Gun, dodging Scaramanga while pursuing the Solex Agitator.

The games do appear to have some heft to them—fifty cards in one, an ammunition record pad in another, and at least a modicum of strategy required. These games had to be fun right out of the box and be simple enough for the stated audience to play, a very different design requirement than the usual VG fare.

Of note, the very happy children in the very 1980’s living room are actually using a playtest version of the You Only Live Twice action episode game map with pieces from the James Bond 007 RPG Gamemaster Pack.

Interior pages and back cover of the flyer after the jump.

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Game Preview: Birds of Prey

You know, some mornings, you just wake up and say, “Gee, the world needs another jet era air combat game that fits somewhere on the difficulty scale between Air Superiority and Speed of Heat.”

If that was you this morning, then you’re in luck:

Birds of Prey playtest set, taken from https://www.airbattle.com

Birds of Prey (Ad Astra Games), which just entered its pre-order stage, is a tactical air combat game focusing on jet dogfights, notable for its use of pitch and altitude markers under “box minis” that actually tilt the plane in its proper attitude—sort of a counter-miniature hybrid game.

Sadly, there’s not much information available on the Birds of Prey website beyond some basic marketing text. Not enough, at least, to justify a pre-order from me as yet—particularly given the strange self-e-mailing PDF pre-order system they’re using that is incompatible with the default Mac OS .pdf reader—but I’m hopeful that they’ll get a proper site with more details online soon.

In particular, I wonder about the “box minis”—will the registration on the die cuts be tight enough, and the construction simple enough, to produce aesthetically pleasing results? The “box minis” look pretty good in the playtest image above, but what about average results? I’m not renowned for my arts and crafts acumen. Board wargamers want to punch and play (or at the very most, punch, trim, and play). Don’t make us glue and fold stuff.

Worth following, though, and they’re shooting for a Summer release at Origins.

Update (March 14, 2008): Phil Markgraf has been in touch with me regarding the pre-order difficulties noted above. He’s put information on how to pre-order via e-mail on the Birds of Prey website. [Link outdated as of 2023, somewhat understandably.]

Movement Points: Standard Combat System

How one moves a unit in a wargame is, to my thinking, integral to how that game plays and, perhaps more importantly, how to understand the game. Game designers give us clues about the best use of units and potential strategies via the movement rules.

Movement allows you to bring your units to (or away from) combat in a manner of your own choosing. You can maneuver to assault the weakest point of your opponent’s line, make spoiling attacks to prevent his or her strongest units from operating at peak efficiency, or waste your forces in ill-advised sallies against well-fortified positions. Conversely, movement allows you to withdraw to better terrain, cut off enemy supply, and occupy vital territory, furthering your aims without attacking.

Combat is only part of a wargame. One of the hobby’s most venerable publications is called Fire & Movement, after all. Without movement, you’re simply rolling dice to see who wins. At that rate, just play Yahtzee.

One of the most succinct expressions of “how to move” can be found in the Standard Combat System (.pdf) (Multi-Man Publishing/The Gamers).

The SCS movement rules are a distillation of years of “best wargaming practice”—someone who has only played Avalon Hill or SPI games from the 1960’s or 1970’s wouldn’t have much trouble picking up an SCS game.

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Idiot Rules: The Mighty Endeavor

The tactical situation is dire and the course of action clear—pull back your forces to defensible terrain, shortening your supply lines and providing mutual support for your thinly-stretched units. But you can’t, because there’s an idiot rule in your way.

Wargames use idiot rules to prevent players from taking actions that are otherwise tactically sound and allowed in the rules, justifying the restrictions for historical reasons or to provide some form of play balance. After all, unless forced by the rules, very few sane gamers would throw division after division into Stalingrad or try to hold all of France in the face of a massive Allied invasion. Idiot rules attempt to enforce dictates from above the gamer’s pay grade.

Idiot rules can be subtle, offering rewards for following a particular course of action; games that use Victory Points as a means of determining the outcome of a game, for instance, can allocate a certain number of VP for control of locations that would otherwise be abandoned posthaste. Idiot rules can also be explicit, making certain sections of the map simply off-limits until a certain game turn or until certain criteria have been met.

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