Honey Roasted "Nuts"

Bastogne or Bust

Original Design by Chester Hendrix

Reviewed by John Leggat

I suspect that the Battle of the Bulge in December, 1944 is the single most simulated battle in history. Every year we seem to find another version making its way to the market. Most of them are designed by diehard Bulge aficionados like Danny Parker and Randy Heller trying their hand at getting it right. So it is that Bastogne or Bust becomes the latest entry in a lengthening list that runs the gamut from killer to roadkill.

Designed by Chester Hendrix, Bastogne or Bust is an operational level game published by Terran Games as a Second Edition - a bit confusing because I don't remember a first edition. [Ed. That’s the one that Chester won a Little Mac Award for charging his playtesters for the privilege of playtesting.] Physically, it's a very nice package, with plenty of player aids. The map and counter graphics by Mark Simonitch are up to his usual stunning standards with lots of color, excellent terrain definition and very readable hexes, features of increasing importance for us aging gamers. The rules are well written and complete. Graphically, BoB is light years ahead of most earlier Bulge efforts.

The simulation is pretty straightforward and, as Bulge games go, Bastogne or Bust plays and feels about right. The German player sets up first and freely within certain defined Corps and Army level boundaries. Most of the Allied deployment is fixed. Still, it takes a good thirty minutes to set up, as there are lots of counters to organize and place and the German has to have a plan for his attack.

The German goes first each turn and the sequence is basically Igo-Hugo, with supply at the end. There are other minor phases within the turn sequence depending upon the circumstances of the game, including placement of reinforcements, bridge repair, building improved positions and forts. Units move either with or without a road bonus and, of course, while roads facilitate rapid penetration and movement across the map, the German must control the river crossings to take advantage of his mobility since many units can only cross the rivers at bridged hexsides. The Allied player can blow a specific number of controlled bridges and must decide which ones warrant his limited capability. Stacking is six stacking points per hex, representing three infantry regiments, and ZOCs are semi-rigid. All the special German units are present, including Von Der Heydte's parachute battalion, Einheit Steilau Commandos and the 150th brigade. For the most part, these are a minor annoyance to the Allied and the battle is unlikely to turn on them. Air units can be used for ground support and the Allies can use their air to interdict the roads, slowing German movement.

One innovative feature is the inclusion of a chart which allows units to be placed and held adjacent to the map in "zones” which, in turn, lead to rear areas which facilitate more rapid movement around the perimeter of the map. The designer’s intention is to minimize the “shoulders” around the edge of the map that create an “edge of the world” effect. As with most Bulge simulations, Bastogne or Bust has German units entering from the west and Allied units entering from the north, south and east edges. But, unlike most games, these units can be held on the edges and expand the edge of the map. In fact, it is very important for the German player to capture and occupy the zones around the edge of the map and, each time one is taken, the German is rewarded with an optional reinforcement die roll that can cause reinforcements to enter earlier than usual. Zones are tough to take since they can only be attacked from roads leading into and out of them and are treated like forts for the defender, i.e., retreat results can be ignored. Capture of at least one zones is a prerequisite for launching the German 15th Army offensive, and capturing enough of them can lead to a sudden death victory for the German.

Supply is simple and, as you might expect, tougher on the Germans than the Allies. Trace five hexes or less to a road leading off a friendly edge. Neither side can trace through an enemy ZOC unless a friendly unit is present and the Germans must own the terrain to trace through it. German units found out of supply are halved for all combat and movement. Allied units are only halved for movement and attack. The German player has an opportunity to capture a supply dump or two, and/or Liege, which can reduce the effects of fuel shortage.

All units have an attack and defense strength -- combat is voluntary -- with odds computed traditionally by comparing the total strength of the attacker to the strength of the defender, adjusted for terrain. The attacker can add ranged artillery and, if enough is added to a battle, a +1 DRM is also given. Almost everything else comes in the way of a die roll modifier, including German first turn surprise, divisional integrity, the benefits of improved positions and forts, air on the attack and artillery on defense. Combat is resolved with a single die on a table with odds of 1:3 to 7:1. The CRT is interesting, with eleven different types of results, lots of them requiring losses on both sides. Units are all single-sided, so, when a loss is called for, a unit is eliminated. If the combat calls for a retreat, the unit is "engaged” or disrupted for a turn if the retreat result number exceeds the units' movement allowance. Units can’t be retreated through enemy ZOC regardless of the presence of friendly units.

As with most Bulge games, terrain is a killer, and the German is continually frustrated by his inability to move where needed. Hendrix has done a nice job in recreating the difficulty of movement through the woods and across the rivers. It's very tough to capture garrisoned towns and forts which hold key road junctions, since units are doubled and receive a DRM of -1 and -2, respectively. Also, forts can ignore retreat results, so you have to destroy the enemy to take the hex, requiring attack odds of at least 2:1 or better.

While I’m not an authority on the Bulge, I’ve played a bunch of simulations, and I’d put Bastogne or Bust on my list of better ones. Both players are challenged, yet it seems balanced. Although there are lots of details to play, the rules are concise, easy to understand and, as far as I can tell, complete. As a single-map version, it does a very nice job of simulating the problems encountered by both sides. For me to like a game, it must have good graphics in addition to a good design. Bastogne or Bust has both.

One major drawback is the length of the game. Bastogne or Bust has just the single campaign scenario and, at two turns per day running from December 16am until January 2pm, the simulation has 36 turns. The early turns take longer, at about an hour each, speeding up as play goes along and the dead pile grows. But, even the speediest players will find it tough to finish a game in the six to eight hours advertised on the box. There are four varieties of sudden death victory but, I think most of them are unlikely, given two equally knowledgeable players, so most games will tend toward the full limit of turns. Still, if you’ve got a couple of days, Bastogne or Bust is worth the effort.

CAPSULE COMMENTS


Graphic Presentation: Very good, with functional terrain that is easy to read.
Playability: Excellent, with a simple turn sequence. But a full game will take at least 12 hours to complete. Decent for solitaire.
Replayability: Like most Bulge games, you either like them or you don't. Play will tend to follow a pattern for opening moves, then it becomes wide open.
Historicity: Seems good: the right units, map looks right, Germans kick butt in the first half of the game while the Allies try to hold on until they get enough reinforcements.
Creativity: Very good, with some nice touches, especially zone and area movement.
Wristage: One die, who can complain?
Comparison: Right up there with the best one-mappers. But, stick with the multi-map versions if you've got the time, space and stamina.
Overall: A good value offering a decent simulation and game playable in a couple of days by moderately intelligent people. With more than 20 Bulge games available, it's tough to pick the one that does it all.

from TERRAN GAMES
One 22” x 34” map; 600 counters; Rules Book; Charts & Tables Play Aids; boxed. Terran Games, POB 743, Newark CA 94560. c.$35?


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© Copyright 1995 by Richard Berg
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