Winter Offensive 2011 After Action Report

Every year over Martin Luther King, Jr. weekend, droves of gamers (well, about a hundred or so) descend upon Bowie, Maryland, for Winter Offensive, the premier East Coast Advanced Squad Leader tournament, sponsored by Multi-Man Publishing, publishers of ASL and other fine games. After a hiatus of several years, I made the pilgrimage to the palatial Comfort Inn Conference Center, home of nineteen of the twenty Winter Offensives, determined not to play any ASL at all.

My relationship with the One True Game™ stretches back to 1996, and my first Winter Offensive was 1997. But ASL is a Lifestyle Game: if you play ASL, you don’t tend to play other games. So many scenarios to play, so many counters to clip, so many rules to internalize—there’s little time to play ASL competently (which is not to say well) and play other games also. In the mid-Aughts, I set the Planos aside to focus on the other, growing piles of games on my shelves, and stopped going to Winter Offensive.

But I hadn’t seen the gang in ages, and this year I decided to get back to Bowie to catch up with everyone. My plan was to start with a scenario from OCS Case Blue. Being a MMP product, Case Blue would allow me to occupy a table at this ASL fest without too many undue stares. Doug Bush, a frequent PBeM opponent of mine, plays a mean game of OCS and took me on in the first scenario, Edge of the World. It was, perhaps, an ambitious idea, and we put in roughly twelve hours of play over the weekend before calling it, with Doug’s Germans a decent percentage of the way to a win over my Russians in Grozny.

And why did we call it? To play nine hours of Advanced Civilization, of course, roping in some fellow crazies (and former Washington, DC gamers).Advanced Civ at WO'11

From left, you have John Slotwinski (Italy), Chris Chapman (Illyria), Scott “Muzzlehead” Calkins (Babylonia) taking in the span of the world, Doug Bush (Egypt), and yours truly (Crete), rocking a new Giroux Flyers jersey. This shot was taken early in the game, before the fatigue had set in, before the stress of trying to trade away a terrible Calamity Card had taken its toll, before the endless recriminations and broken alliances and fractured treaties had dropped a veil of enmity upon the table. Damn, that was a lot of fun . . .

Doug’s Egyptians wound up taking top spot by running to the end of the Archaeological Succession Table with a heady mix of Achievements, followed very closely by Scott’s Babylonians. My Cretans (that joke was funny for the first hour at the table) came in a distant third as we avoided most conflict but also failed to stunt the leaders’ growth, and Chris C.’s Illyrians were just behind me. John had to step out mid-game owing to another obligation.

Chris C. and I also managed to get in a game of Twilight Struggle, with my Soviets taking advantage of a hand full of Scoring Cards in mid-game to gain an advantage I was able to ride to the end.

And, yes, I sort of failed in my determination to play no ASL, as Joe Jackson, an opponent and all around good guy from way back, enticed me into playing a quick scenario in Advanced Squad Leader Starter Kit, which utilizes a trimmed version of the full ASL rules. It’s not quite ASL, but it’s close enough, and I was almost tempted to start buying up all the plentiful ASL product on offer at WO. I managed to keep the wallet closed, but it was a close run thing.

In theory, Winter Offensive is a tournament. There’s a winner at the end, records are kept, prizes are handed out. But even when I was deep into the ASL scene, WO was never about the tournament, never about the win-loss record at the end of the weekend. It was always, and remains, about the camaraderie. This is not to say that winning and socializing are incompatible—every gamer wants to win, it’s the one immutable thread in our sub-cultural DNA—but winning is a temporary goal, wins come and go, and there’s always another match around the corner. It’s about the people you game with, the experience you create via dice and counters and choices. If you win a game and can’t tell a good story about it afterwards, you lost. And I had some good stories this past weekend…

Counter Culture: Counters as Tools

In our continuing examination of the physical culture of wargaming, we should stop and consider the typical wargame counter:

Unit Counters

It is a representation, a stand-in. It denotes a particular kind of force or unit or grouping manipulable by the player. People argue all day, in places where such things matter, about using representational figures or NATO symbols or made-up icons to depict different types of units, about whether the first number on a counter should be attack value or armor thickness or movement points.

Or perhaps the counter is a status marker, a chit that provides information about the state of the game—broken, suppressed, mired, impassable, out of ammo, out of control. Here be there trenches, dug into the map:

Status Counters

Standard semiotics stuff. Counters are signifiers. This is not a half-inch square of cardboard—this is a platoon of T-64s that has suffered damage but remains battle-ready. Nothing new here.

But in some games, counters also serve as tools to enhance gameplay beyond merely standing in for some object or state that the game wishes to portray.

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Counter Culture: In the Kingdom of the Board

Any ludological taxonomy that classifies games by physical features will contain an order, or perhaps a phylum, based on the presence of a pre-defined playing surface—a play mat, a tableaux, or, more simply, a board. Consider it Gamerus non-computericum meepleopile boardiferous. Indeed, boards give their name to this part of the gaming hobby as a whole, boardgaming, even when said games form their “boards” via tile or card placement.

For many people, particularly non-gamers, the board in a boardgame is literally a board, a thick piece of cardboard, usually with a single fold down the middle, with a paper playing surface glued or, less often, printed on top of it. The expectation when opening a boardgame is that you will find such a playing surface.

For wargamers, particularly contemporary wargamers—and wargaming is a genus within boardgaming—the opposite holds true: our boards tend to be printed directly onto heavy stock paper, not mounted to a board. (Wargamers tend to refer to boards as maps, as they most often depict terrain, either actual or abstract.)

Back in board wargaming’s first turn, though, Avalon Hill, the Standard Oil of wargaming, prided itself on producing wargames with mounted maps, only late in their existence switching to paper maps for some games. By contrast, their main competitors in the 1970’s and 1980’s, SPI and GDW, produced games almost exclusively with paper maps. Economically, paper maps are cheaper to print, lighter to ship, less bulky to package, and eliminate the tricky mounting process. As wargaming became more and more a niche market into the 1990’s, mounted wargame maps all but disappeared, showing up in the slow trickle of Advanced Squad Leader modules and not much else.

Modern printing methods and the much-debated resurgence of the wargaming hobby have seen contemporary wargamers spoiled for choice, with three types of maps available—paper, “deluxe,” and mounted:

Paper, deluxe, or mounted?

How do these three types of maps stack up?

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Game Preview: Angola

Which is rarer? A wargame on the Angolan Civil War, or a serious wargame that plays very well with three or four players? Well, the former, probably, but rarer still is a multi-player wargame on the Angolan Civil War. And that’s where Angola comes in.

Originally published by the Ragnar Brothers in 1988, Angola, an area-move game with card-driven unit activation, covers the opening portions of the Angolan Civil War in 1975-76, with the four major factions (MPLA, FNLA, UNITA, and FAPLA) represented.

Angola Prototype Counters from MMP

Multi-Man Publishing is re-releasing Angola as part of their International Game Series line, with updated graphics courtesy of Lee Brimmicombe-Wood, a noted game designer in his own right whose graphics always strike a balance between functionality and style. MMP’s Angola is currently available for pre-order:

The game is finely balanced, and all players frequently feel as if they are simultaneously on the verge of victory or defeat thanks to an ingenious victory point system that rewards good play for both sides and allows players to absorb reversals and strike back with the right countermove.

Reports from people who have played the original indicate that Angola provides an unique experience, with lots of deception and posturing possible, making it great for multi-player (or at least for the guys I usually play against). The rules scale to accomodate between two to four players, so it’s not strictly multi-player. And given that this is a MMP game, a VASSAL module is almost certain to be released as well, providing an excellent method for conducting multi-player sessions.

Angola has been sitting on MMP’s pre-order page for a while now, so if you have any interest, get over there and pony up a pledge. This game looks to be a hidden gem.

(Image from MMP)

Blogging Bowie: Winter Offensive 2009 Liveblog

MMP LogoAs he did last year, Keith Dalton of Multi-Man Publishing will be liveblogging Winter Offensive [link dead], MMP’s annual tournament, held in bucolic Bowie, Maryland. This year’s iteration runs from Thursday, January 15 through Sunday, January 18.

Keith did a nice job last year of allowing those of us unable to attend this Advanced Squad Leader tournament to vicariously participate, covering the release of new products and the general vibe of the tourney, and I look forward to following his reports this year.

And if you can make it in person, it’s worth the trip. In addition to ASL action, there’s limited open gaming during the day (mostly from MMP’s Gamer and International lines) and extensive Euro/multi-player gaming at night. Add to that a raffle, with proceeds benefiting Lou Gehrig’s disease research, a massive pizza feast on Saturday night, and designers and developers of MMP’s upcoming releases hawking their designs, and you’ve got one of the gaming highlights of the Metro DC area every year.

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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