Winter Offensive 2017 After Action Report

Certain occurrences trigger a realization that another year has passed, making one wonder just where the time has gone. The swallows return to Capistrano, the bulls have their fun in Pamplona, and, for wargamers of a particular bent, the Comfort Inn in Bowie, MD, opens up three conference rooms and hosts Winter Offensive. This year’s running of the gamers has come and gone again, with hosts Multi-Man Publishing putting on yet another sterling Advanced Squad Leader tournament and general purpose gaming cavalcade.

Winter Offensive 2017

Attendance this year seemed slightly down from the 2015 peak of 165 gamers, with no exhortations needed on prime day Saturday to free up table space. A minor weather scare might have dampened attendance somewhat, and with no marquee MMP product being released this year, the crowds that typically attend in conjunction with such releases also failed to materialize. But the room was still nicely packed, and while the fair majority of gamers were there to play ASL, wargamers interested in other MMP product lines, like the Great Campaigns of the American Civil War, the Standard Combat Series, and the Operational Combat Series, as well as other wargames, took up a good third of the table space by my rough estimation. It’s no longer a safe assumption that anyone you speak with at Winter Offensive will be an Advanced Squad Leader player only (if, indeed, at all!).

My gaming weekend started out with an exhaustive playtest of Red Storm: The Air War over Central Germany, 1987, an operational air combat game being designed for GMT Games by Doug Bush, one of my long-time gaming buddies and an all-around good guy. We tested one of the larger scenarios in the game, portraying a large NATO air strike on several Warsaw Pact airfields deep in East Germany.

Red Storm Playtest at Winter Offensive 2017; playtest art/not final art

Defended by a massive belt of anti-air missiles, the airfields were a tough target, one that took the full complement of Doug’s considerable forces some time to pick their way through. The game system features many rules for air-to-ground and ground-to-air combat, including electronic countermeasures and anti-radar missiles, and we used them all in this one. The scenario depicted (all art is playtest and provisional; not final art) falls on the more complex side of what Red Storm has to offer; a full range of scenarios covers actions from small fighter engagements and bombing missions through to night paratrooper insertions. Several people stopped by to ask questions and watch a few minutes of gameplay, and I think this game has quite a bit of appeal—lots of interesting and difficult decision making, cool hardware, and a well-tested game system chassis underneath.

Saturday’s main event fell on the ASL side of the equation, as Mike Vogt and I sampled 159 “White Tigers,” a classic scenario pitting Japanese attackers against Gurkha defenders in the midst of an unrelenting rainstorm near Imphal, India. Mike, another of my very good gaming buddies and another all-around good guy, took the IJA forces with the task of occupying buildings. In my defense, I had some stout Indian soldiers and, as importantly, the services of a very flooded river that served to channel the attack into three main avenues.

159 White Tigers at Winter Offensive 2017

The Japanese made good progress on two of the three fronts, Mike’s progress helped somewhat by a few of my attacks turning his cardboard soldiers into berserkers who could run through the withering fire covering the most critical chokepoint on the map. My dice were quite hot throughout, a situation Mike bore with good grace, and by the end of the ten turn scenario, the Japanese had a foothold on the final two buildings they needed to secure the victory. But time just ran out, with the remaining Gurkhas holding on for a very narrow win.

Truly, one of the best ASL experiences I’ve had in a long time—great opponent, tense scenario, and a visual treat as well. Matches like this one encourage me to try to play more of this unparalleled game, about as close to a resolution as I’ve made so far in this new year.

Of course, it wouldn’t be Winter Offensive without the side gaming, and I managed to fit in two matches of group favorite Battlestar Galactica and three of The Dragon & Flagon, a relatively new fantasy bar fight game that seemed to be a big hit (pun slightly intended) with everyone. Many old friends were in attendance, too, and having the gang back together just makes a good gaming convention even better.

Battlestar Galactica at Winter Offensive 2017

My thanks, as always, to Perry Cocke, Brian Youse, and the rest of the team at MMP for another successful Winter Offensive, and to my gaming compadres for a great weekend of gaming. It might not keep getting bigger, year after year, but it certainly seems to keep getting better.

Game Preview: Red Storm: The Air War Over Central Germany, 1987 (GMT Games)

Near the end of the Cold War, both NATO and the Warsaw Pact fielded impressively large and varied air forces that, thankfully, never contested the skies over Europe. Where the Warsaw Pact relied on larger numbers of robust but technologically-limited fighters and bombers, NATO offered up qualitatively superior but numerically inferior forces, making any conflict between the two sides one of doctrine as well as ideology.

Forthcoming from GMT Games and designer Doug Bush, Red Storm: The Air War Over Central Germany, 1987, seeks to model this potential conflict by enhancing the time-tested operational system originally designed by Lee Brimmicombe-Wood for his seminal work on the air war in Vietnam, Downtown. I’ve been lucky enough to work with Red Storm from the early playtest phase, and as a long-time admirer of both Downtown and its follow-on game, Elusive Victory, I find that Red Storm neatly brings the system’s strengths to the quite unique situation over Central Germany while addressing the complexities of the modern air battlespace.

Banner for Red Storm via GMT Games

As the playtest counter art shows, players will have at their disposal aircraft from several nations: the United States, the United Kingdom, the Soviet Union, the German Democratic Republic, the Federal Republic of Germany, Belgium, and Canada. And what a varied assortment of aircraft it is. From the top-of-the-line F-15s and MiG-29s through to the lowly Su-17s and puttering Alpha Jets, nearly every fighter and bomber that could have seen service in the Central German front makes an appearance. Doug has meticulously differentiated the airplanes, so that each flies, and fights, quite differently. Gamers who take the time to dig through the aircraft notes and make use of differences in radar, altitude performance, and weapon loadouts will be rewarded for their efforts.

Of particular note to me, the Su-25 Frogfoot close attack plane earns a few counter slots—it’s my personal mission as a wargamer to play every game that features this delightfully ungainly craft.

Playtest Art for Red Storm via GMT Games

Complicating both players’ plans, the electronic warfare support and anti-air missiles on each side make the mere act of flying hazardous. Going in on the deck might keep one safe from the SAMs, but then there are the copious low-level infra-red missiles and flak batteries to deal with. Successful ingress and egress require quite a few difficult choices. Making the initial flight plans could be a game in itself, and while players are never “on rails,” that initial planning does guide proceedings to a large extent, a hallmark of the system as a whole.

Planned scenarios range from contested bombing missions on both sides through to SAM-busting missions, rear echelon interdiction strikes, and escorting special forces on behind-the-lines infiltrations. One and two map scenarios will be included.

Red Storm promises to be both a worthy addition to the Downtown system and a signal accomplishment in air combat gaming in itself. Discussion of the game as it moves through development is taking place on ConsimWorld, and any gamer with interest in this hypothetical air conflict is welcome to head over there to follow along and participate.

(Playtest images and banner via GMT Games.)

Sailing the Ocean Blue: Conquistador (SPI)

Getting there, as they say, is half the battle, and few games demonstrate this truism as well as Richard Berg’s Conquistador—The Age of Exploration: 1495-1600 (SPI, 1976), a forty-year old conflict simulation game on the exploration and colonization of the Americas first published in Strategy & Tactics #58.

Spanish Virginia

One of the very first dedicated three-player wargames, Conquistador puts players in the role of the monarchs of Spain, England, and France as they vie to discover various features of the New World and then exploit the hell out of this teeming, already-inhabited land mass. Though nominally a wargame, players more often fight the game system rather than each other. Just sailing to and from the New World takes a heavy toll on ships, colonists, and soldiers; and woe betide the player who does not properly outfit an expedition, a failing that can result in the loss of all hands to the briny deep.

The early game, much as historically, focuses on discovery and the exploitation of gold mines, which provide the best source of income for the first six (of twenty-one) five-year turns. Once the contours of the Americas are well known and several colonies have been established, farming and the unsparing plunder of the Incan, Mayan, and Aztec empires becomes the fastest means of accumulating money and power. The native inhabitants are represented abstractly, as another variable on a table to be reckoned with. Careful management of colony size can lead to peaceful co-existence, but such tolerance is economically inefficient, and the game nudges players to see the brutality inherent in the historical colonial process.

A foothold in South America

Effectively, the game centers on building a strong economic engine—really, Conquistador is an early Euro game in that regard, complete with worker placement—and managing the very wild swings of fortune built into the attrition system (both for units on land and units crossing the oceans) and in the inevitable native unrest caused by the European onslaught, becomes key. Losing colonies outright happens often if they are not garrisoned by soldiers—and paying for those soldiers requires more and more exploitation of the land and the peoples thereon, a vicious cycle indeed.

The three nations receive historical Explorers who can sail where there be dragons—Drake, Columbus, Cabot, Magellan, Verrazzano—but the Spanish uniquely employ Conquistadors who provide benefits in land exploration (and combat with natives). They also must drag Missionaries with them wherever they go, to spread the Gospel by word (and, often, bloody deed). France and England enjoy much less differentiation in the rules, though the English do deploy “Sea Dogs” who can plunder gold from enemy ships towards the end game.

I had the opportunity to take Conquistador out for a spin recently at the District of Columbia’s finest game store, Labyrinth Games and Puzzles, with my regular opponents and all-around good guys Mike Vogt and Doug Bush. We played about half the game, abstaining for the most part from combat with one another’s forces, though as the Spanish I did detour Pizarro from a fruitless search for the Seven Cities of Gold to make an abortive raid on Doug’s English port that had been ferrying booty from Panamanian gold mines. Mike, meanwhile, established a strong French presence in Texas and drained the Sonora Valley of its mineral wealth, though at great cost in colonists, who succumbed frequently to the harsh terrain. When we called it, the English had a commanding lead in victory points due to their ability to move gold back to Europe most effectively, followed by the French who were buoyed by their many discoveries.

Pizzaro visits the Incans

Once we got a handle on the game, it played quickly enough. The planning for expeditions took the most time, though after I bankrupted the Spanish by bankrolling a hideously expensive (and unsuccessful) expedition by Columbus to round the Horn, planning was simple just by dint of having no money to spend. Would have been glorious (and profitable in VP) had it paid off, but I struggled for money for the rest of the game.

The map and counter graphics hold up well after four decades, conveying the needed information with a minimum of fuss in classic Redmond Simonsen style, and the counters rounded nicely with some attention from my handy-dandy counter corner rounder. On the table, the colors together provide a pleasing palette, making effective use of the limited colors available to the printing process of the day. Just a handsome game all around.

Good wargames do more than recreate a conflict; they provide some degree of insight, however fleeting, into the subject matter. Conquistador serves both as a strong three-player wargame with a fair bit of replayability and as an unique, if abstract, look at the nasty bit of business that was the European colonization of the Americas.

Compu-Krushchev: Twilight Struggle Digital Edition (GMT Games/Playdek)

If you think it’s hard to get your friends to play your complicated wargames with you, try getting a computer to do it. Playdek and GMT Games have given it a try with their digital edition of Twilight Struggle, a card-driven conflict simulation of the Cold War, originally released in 2005, that just happens to be one of GMT’s very best sellers of all time and a cross-over hit with non-wargamers.

I’ve had a chance to spend some time with the early access version of the game, which I received by virtue of backing the game during its 2014 Kickstarter campaign. I’m certainly no pro at Twilight Struggle, but while I was able to win my first two games (via Final Scoring, once each as the USA and USSR), I was pleased with the amount of resistance the Artificial Intelligence put up. The designers have provided a nice look at their efforts to teach the game to the AI, and I found the AI’s unpredictability to be its greatest asset.

Usually, against my regular Twilight Struggle opponents, I have a rough sense of their thinking process and can broadly figure out what’s coming next. Against the AI, I had zero idea why, for instance, there were influence plays into Central and South America in Turn One. (They are regions that do not score until Turn Four at the earliest, making them low priorities.) That unpredictability nicely encapsulates the experience both governments had of not entirely understanding their opponent’s intentions during the Cold War, I suppose, and I needed to play, quite happily, a much different game than usual because of it. Further iterations of the AI can only increase its strength and gameplay.

The interface gave me more of a challenge than the AI, I must admit.

Early Access Twilight Struggle Digital Edition Interface

Twilight Struggle involves quite a bit of information for the player to keep track of, and to its credit, the interface keeps most of it accessible to the player at all times. The top row of information feels cramped, though, and for a player not familiar with all of the cards, the lack of immediate information about their powers could be off-putting. There’s a real mishmash of fonts as well that can be a bit jarring. I’d have preferred a cleaner, more consistent aesthetic, using the font from the cards themselves as often as possible. The interface feel is of a tablet/phone game—understandable, as that’s the target market here. The Mac/PC port plays well enough, particularly when taking advantage of the larger screen space allowed. Too, this is still early access software, so hopefully changes will be made to clean up the interface a bit.

Not a bad scoring play

Overall, my qualms about the presentation aside, it’s nice to have a version of Twilight Struggle playable on computer and against a computer opponent. Throw in the ability for online play and there’s the real possibility that, thanks to this digital edition, Twilight Struggle will remain one of my most played games of all time.

Winter Offensive 2016 After Action Report

If awards were given out for truth in advertising, then Winter Offensive 2016 would win handily. This year’s edition of the East Coast’s premier Advanced Squad Leader tournament coincided with the largest snowstorm in quite some time. As of this posting, it’s still going on, as I abandoned not-so-bucolic Bowie, Maryland, on Friday the 22nd, opting not to ride out the storm at the Comfort Inn Conference Center. More than a few hearty souls have decided to hunker down, though, obviously tempted by the prospect of being snowed in with nothing to do but play games until the roads clear. Certainly seems like one version of paradise, I have to confess.

By the time I left, about three hours before the onset of the snow, at least sixty people were still rolling dice and pushing cardboard. Over a hundred people were reported to have pre-registered, and more gamers showed up on the con’s initial day, Thursday, than I recall in recent memory. The usual crowd turned out in full force, with the crews from North Carolina, New York, and Norfolk all well in attendance in addition to the local lads. Still, despite the decent showing, Winter Offensive felt smaller this year, solely because the sliding wall partitions between the three convention rooms remained closed for unclear reasons. Also unexpected, MMP gave pre-registered attendees a gratis copy of ASL Journal 11, crammed full of new scenarios, including a pair of three-player scenarios sure to see much play.

So, with only twenty-four hours to play, I tried to cram in as much gaming as possible. Starting off on Thursday afternoon, I matched wits with all-around good guy Mike Vogt in BoF8 “Sting of the Italian Hornet,” an Advanced Squad Leader scenario full of funky Italian vehicles. (I sort of have a weakness for funky Italian vehicles.) We had pre-arranged the match, so I spent a fair bit of time before the con sketching out my Italian defense, putting my infantry guns up front and hoping to keep them hidden until Mike’s Canadians rolled their vehicles by, so I could try for flank and rear shots. Of course, Mike made an unerring beeline right for the gun positions, and both were quickly surrounded by infantry and tanks. I got some lucky shots and landed a few big hits, managing to keep the Canadians at bay long enough to stymie Mike’s carefully plotted advance. He moved as quickly as possible through the protective smoke he artfully laid down, but time was against him.

Advanced Squad Leader at Winter Offensive 16

A solid scenario (if a bit tight for the Canadians in terms of their goals) against a great opponent. Definitely the kind of scenario that reminds you why ASL has been around as long as it has—lots of moving parts that fit together very well to produce an entertaining (if not entirely historically accurate) gaming experience.

Thursday evening, Mike and I joined John Slotwinski, Doug Bush, and Ken Dunn for the traditional Winter Offensive match of Battlestar Galactica. Many, many Basestars were used in the early going, with four on the map at once, accompanied by the entire piece mix of Cylon Raiders. Sadly (for me, as a Cylon), the Galactica and Pegasus escaped from that trap using Cain’s emergency jump one-time ability, and the humans had a fairly easy coast to victory thereafter. In my mechanical defense, I didn’t become a Cylon until after the great escape, so I might have been inadvertently instrumental in helping the humans win just a little bit. Not that anyone cared, because the first action taken after the narrow escape was to put me in the Brig. Hmph. A fine session with some thoroughly enjoyable gamers. As should always be the case after a good game of Battlestar Galactica, the recriminations will last for months.

Battlestar Galactica at Winter Offensive 16

Friday, Doug and I set up Mikugames’ Tornio ’44, a company-level game on the Finnish naval landings behind German lines in central and western Finland, designed to trap the evacuating Germans after the Finnish/Soviet armistice. The game uses an interesting combat system, where the final odds ratio of a combat corresponds directly to the number of dice rolled; the opposing player must spend that dice roll total via a menu, from an inexpensive and relatively mild Broken status through retreats and step losses. The situation itself offers a fascinating challenge, as the Germans have to face Finnish units arriving from several avenues (most of which are chosen by the Finnish player) while keeping escape routes open and protecting victory point locations. The gameplay ebbs and flows. My Finns opened strongly, then the weather turned poor, delaying my reinforcements by a turn and allowing Doug’s Germans to occupy one of my planned avenues of advance. I was able to recover somewhat, but the density of German artillery began to take a toll on my units. We had to call the match half-way through due to the onset of snow (in the real world, not the game) with the Germans arguably in better shape, VP-wise. Hopefully we’ll be able to get this one on the table again for a full session, because it’s the most interesting wargame I’ve played in some time.

Tornio 44 at Winter Offensive 16

As always, my congratulations and thanks to the team at Multi-Man Publishing for another solid event, albeit one that was cut somewhat short for me. It felt strange, and somewhat wrong, to be leaving on Friday as opposed to Sunday, but since I used up quite a bit of my luck via gaming, I didn’t want to take chances with Mother Nature this time out. I hope everyone still there has a safe and enjoyable time of it.

Triple Threat: Churchill (GMT Games)

Three players is an odd number. Well, literally, of course, but also in terms of finding a good game. Some games play well with three, but the purpose-built three player game tends to be a rarer beast, particularly with wargames. One of GMT Games’ latest offerings, Churchill: Big Three Struggle for Peace, by Mark Herman, fits the bill with an intriguing blend of office politics and abstracted grand strategic combat.

Players take the role of one of the three leaders of the Allies during World War II: the eponymous Churchill, Franklin D. Roosevelt, and Joseph Stalin. While nominally a co-operative game wherein the players allocate resources to various theaters of war against the Axis powers, it’s co-operative only in the sense that while everyone loses together, only one person really wins. And balancing that desire for a non-lose state (surrender of both Axis powers by the end of the game) against an individual win (most victory points without going too far above your opponents) provides the game’s essential tension.

Churchill: European Front

The conference system sits the heart of Churchill’s gameplay. Cards representing cabinet-level assistants are played to debate various agenda items during one of the war’s ten conferences, corresponding to historic meetings of the leaders and their teams during the war. Winning an agenda item through debate, be it resources for combat or political shifts in conquered Europe and Asia, gives you the ability to shape the outcome of the war. But, as long-time gaming buddies Doug Bush and Mike Vogt and I found during our initial playthrough at the first ever WashingCon last month, just because you win the debate doesn’t mean you win the war.

Doug took the Soviet side and painted almost all of Eastern Europe red on the road to taking Berlin, giving him a big VP lead, but because Mike’s Americans and my British failed to muster enough strength to knock Japan out of the war—caused mostly by our attempts to counter Doug’s clandestine machinations—at end game, we wound up with a group loss. The system played smoothly, and we managed to finish the five turn Tournament scenario in about four hours. Dice do play a role (no pun intended), but proper planning (and resource allocation) can overcome almost all luck-dependent situations.

The Churchill box comes filled with bits, mostly of the wooden variety, to justify its price tag. Counters take the form of GMT’s deluxe “rounded” counters, with individual counter die-cutting rather than die-cut strips, and the fifty-odd cards are of typical size and with a nice finish. The mounted map has a good matte finish and works ergonomically for the most part. A note to the sticker-averse, however: some of the wooden blocks do require stickering. Thankfully GMT provides extra stickers and blocks in case your manual dexterity just isn’t what it used to be.

Churchill fits a good niche: a grand strategic World War II game designed for three players that focuses on the conduct of the war more than combat. There’s no real panzer pushing here, just perilous politicking over production. Charts included with the game allow one or more sides to be run via flowchart in the event that you have fewer than three players, but the deal-making (and deal-breaking) at the heart of the game make Churchill best with three. Churchill occupies a prime spot on my very short list of games I’ll bring out when three players are on hand.