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.

Side-Scrolling Spitfires: Wing Leader (GMT Games)

The art of design involves knowing what to remove as well as what to add. So I find what Lee Brimmicombe-Wood has done with Wing Leader: Victories 1940-1942 (GMT Games, 2015) rather appealing: he’s created an air combat game, at squadron scale, that eliminates an entire dimension, portraying the combat interactions of fighters and bombers from a side-on perspective. By focusing his game of Second World War air combat at the point of contact between the opposing sides, the need to maneuver squadrons to their destination has been eliminated, and with it, the need for that Z dimension on the plot. Wing Leader provides the sharp end of the stick, as it were, without the rest of the stick.

Wing Leader: Blenheims in Trouble

Similarly, the differences between aircraft types have been smoothed down to a small range, demonstrating the broad similarities between aircraft of the same generation. There are certainly contrasts between, say, a Spitfire and a Me-109, but they come out in very subtle ways that require the player to use the planes to their proper, and historical, advantage. Which is not to say the game lacks chrome, as Wing Leader includes forty beautifully drawn aircraft types (with data presented on nice cardboard cards) from Great Britain, the United States, Japan, Italy, Germany, and the Soviet Union. I defy any discerning gamer to resist playing a scenario involving Regia Aeronautica CR.42 biplanes against RAF Hurricanes over Malta.

As can be seen in Lee Brimmicombe-Wood’s earlier large-scale air combat game, Downtown, once fighters start mixing it up in Wing Leader, they quickly become ineffective in combat, not from losses per se but from progressive disorganization. Squadrons deteriorate slowly and then very suddenly in this game, and a single dogfight can reduce a fresh set of planes to a leaderless gaggle over a game turn or two. Loss, morale, and status tracking takes place on a set of charts, using counters for various states. The ergonomics work well, as though there are quite a few variables tracked, the counters mostly flip when needed to the next state, and ammo is only broadly traced. It’s not fiddly, the bane of many a game that uses charts and counters for tracking.

Wing Leader: Wing Tracking Chart

I had the opportunity to try the system recently with regular gaming opponent Mike Vogt at the District of Columbia’s finest game store, Labyrinth Games. We played a scenario set during the Sedan campaign in 1940 that features both sides escorting bombing missions. It was a fairly hefty scenario, with seven to eight squadrons per side, but we gamed through it in a decent time frame, perhaps four hours tops, and came away with a good sense of why you don’t let Stukas reach their targets.

As with Downtown, once the fighters lost cohesion and headed for home, the end of the game dragged slightly, with little to do but roll up the final bombing raids and flak attacks, but the overall experience remained solid. The game flowed quickly, with a fairly simple sequence of play that allows for focus on tactics rather than rules. Proper usage of squadrons was rewarded, and poor usage penalized. (Mike won a German victory by four VP, helped by some abysmal British bombing, if anyone is keeping score at home.)

Wing Leader: Victories 1940-1942 stands as the first in a series of games exploring the development of air combat during the Second World War. The second volume is already under development, promising to bring more aircraft from later in the war into the system, and I’m keenly following its progress. Not, of course, that I need much more in this life than a game that gives me Gloster Gladiators and Fairey Battles in the same box.

Doctor Who Project: The Web of Fear

Doctor Who Project: The Web of Fear

Here we go again.

Repeating monsters are, of course, nothing new by the middle of Doctor Who‘s fifth season. The Daleks have made six appearances so far (seven if you count “Mission to the Unknown” as separate from “The Daleks’ Master Plan“), the Cybermen a respectable three, together populating roughly a quarter of the Doctor’s stories to date. And yet there’s been no real linkage between the stories they’ve featured in beyond some vague desire for revenge on the part of the Daleks and ominous recriminations from the Cybermen for past plot foilings. Events of prior stories are waved away with single lines, the better to focus on the action at hand. Even the single return of the Time Meddler, the only recurring character thus far, as opposed to monster, feels more like a bit of early fan service (and an easy way for Dennis Spooner to leave his mark on Terry Nation’s magnum opus) rather than the establishment of a character with any depth or continuity across the series.

Yes, a Yeti in the Underground

So it comes as a bit of a surprise that when Doctor Who finally produces what can be considered a proper sequel story, “The Web of Fear” (Production Code QQ) by Mervyn Haisman and Henry Lincoln, the producers choose not a well-established opponent to bring back but the amorphous Great Intelligence and the eponymous Yeti from “The Abominable Snowmen.” Haisman and Lincoln did pen the Himalayan yarn, so bringing the furry robots back makes sense in that regard. Yet at the same time that Doctor Who showcases, at last, two stories linked by a single continuity, with recurring characters and monsters and a direct line of action yoking them together, it squanders the opportunity with a flat story and uninteresting characters.

Uninteresting, that is, except for Colonel Lethbridge-Stewart.

Read more

Doctor Who Project: The Enemy of the World

Doctor Who Project: The Enemy of the World

You’ll run out of doctors in a minute.

So, we have an underground base? Check. An unexplained device capable of creating natural disasters anywhere on the planet? Check. Monsters attacking said base to use the technology to their own ends? Um, no? Turns out, despite most of the trappings, David Whitaker’s “The Enemy of the World” (Story Production Code PP) changes everything up, and just in time. No monsters (of the non-human variety, at least), no base under siege, just a careful (and rousing) exploration of the importance of trust and certainty, played out through the device of the Doctor’s double. Or, rather, the Doctor being a double. Everyone winds up confused, and that’s a very positive development for Doctor Who as a series.

A smashing do!

We’ve covered this ground before, at least marginally, in the superlative “The Massacre of St. Bartholomew’s Eve,” wherein the Abbot of Amboise matches the First Doctor to a tee. But there, the arch coincidence remains mostly that, a coincidence that allows William Hartnell to stretch his acting chops somewhat by playing a new role; the story doesn’t make much of the similarity. Here, the Second Doctor is found to look exactly like Salamander, a highly influential philanthropist and inventor who supplies many of the Earth’s food needs by directing stored solar energy to areas lacking sufficient sunlight to grow abundant crops. However, when the Doctor is spotted cavorting on a beach just after landing—he does love the seashore—he, Jamie, and Victoria are set upon by men trying to kill him, thinking him to be Salamander, apparent benefactor of all humanity. With a hovercraft. It is the future, you see, just shy of the year 2019. Hovercraft it is.

Read more

Road Bites: Taco Bell’s Crunchy Taco

Life might not have been simpler in the 1970s, but the menu at Taco Bell certainly was. Perhaps six or seven items populated the Mexican-inspired fast food chain’s list of offerings then, and of those, very few can be found on the contemporary menu, stuffed as it is with Doritos-this and Extreme Baja-that, all festooned with “crunchy red strips” of uncertain provenance.

Back then, you ordered a taco. You got a taco. No need to specify “crunchy” or soft, no need to ask for it to be glued to another shell with refried beans or smothered in odd sauces. It was a taco: spiced beef mixture, lettuce, and cheddar cheese inside a hard corn tortilla shell. Perhaps not a taco in the sense anyone versed in Mexican cuisine would recognize, but the taco of my and many Americans’ youth.

Upon a recent visit to a Taco Bell in Frederick, Maryland, I ordered a meal composed of items you would have found way back when: crunchy taco, bean burrito, and pintos and cheese (frijoles, once upon a time).

Crunchy Taco and Pintos and Cheese from Taco Bell

For all the changes, the taco brought back memories of those originals from the ’70s. The timeless construction of spiced meat at the bottom, then shredded lettuce and shredded cheddar cheese at top, comforted me for some reason. Unlike my sandwich rule of proper ingredient distribution, a good fast-food taco needs variety—a bit of lettuce and cheese (with hot sauce added) this time, a bit of meat and lettuce next, with the cracking shell adding texture to each bite. Sure, the cheddar was industrially shredded three hundred miles (and who knows how many weeks) away, and the shell was hardly just-fried, but the experience was simple, filling, and just a bit nostalgic.

I tend to eat better (or at least more proper) tacos now, filled with al pastor and barbacoa, but you’re not always going to find a taco truck or taqueria on the road. My Taco Bell stop proved to be an inexpensive, interesting, and well-prepared meal, enough to get me back on the road to my destination, like a good road bite should.

And if Taco Bell would ever bring back the classic enchirito and tostado, well, I’d be stopping by quite a bit more often.

Doctor Who Project: The Ice Warriors

It’s good to know things, even when they’re dead.

Somewhere, buried in the design specifications for every base ever constructed, a TARDIS attractor can be found penciled in next to the obligatory nuclear reactor and the customary too-powerful-for-humanity piece of technology. Or so the past two seasons of Doctor Who would have us believe. At least “The Ice Warriors” (Story Production Code OO), Brian Hayles’ take on the mini-genre of bases under attack, adds an extra layer of danger by placing the base in question on the edge of a glacier (ɡlæs.i.ər in proper British pronunciation) steadily advancing as the vanguard of the Second Ice Age.

The titular enemies, the Ice Warriors, make for a menacing foe, with the helmets, sibilant hissing threats, and barely prehensile claw hands, but since they can be defeated by turning up the thermostat and throwing stink bombs at them, it’s for the best that Hayles focuses the six episode story on the dangers of trusting computers to make decisions best left to people. Indeed, far from being the monster-of-the week, the real enemy in the “base in danger” stories of the Second Doctor’s tenure to date has been unthinking obedience to authority in all its guises. Only independent decisions by People of Action can save the day. Here, the mod squad of scientists and bureaucrats running an Ionizer base holding back the glaciers in what appears to be northern Great Britain take no action at all unless confirmed by the Great World Computer, a machine with a voice that can barely be understood thanks to its squeaky, squawking oscillations.

TARDIS slightly askew.

And the Doctor has no truck with computers, treating them with undisguised contempt. He’s also rather poor at landing the TARDIS, which winds up on its side next to the Ionizer base (shades of the botched landing in “The Romans“), forcing our time travellers to clamber out of the blue box with all the grace of a comedy routine. It’s very little fun and games thereafter, though, as the glaciers continue to menace the base and a curious scientist in the field digs up what he thinks is a Viking. It’s Varga, actually, commander of the Ice Warriors and an all-around disagreeable chap. Did we mention the claw hands?

Read more