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The "Bulge"-all those green, exhausted
Americans dug-in in the snowy woods (Van
Johnson in Battleground,); the overwhelming
failure of Allied intelligence; the bad flying
weather; the sneaky German infiltrators in
American uniforms and gear; Patton's prescient
planning and masterful execution of the move
from the South; Montgomery's hesitation to
commit from the North; McAuliffe's wonderful
"Nuts!" [if that's what he said]; the German
atrocities; Christmas in Bastogne.... Good stuff:
no wonder it's been the subject of so many films,
stories, histories, and wargames.
This month our review takes a look at two of
those games: 3W's The Last Blitzkrieg
[Blitzkrieg], 1994, Michael Scott Smith, designer;
and The Gamers' Ardennes, 1994 (part
of their "Standard Combat Series"), Dean N.
Essig, designer.
Blitzkrieg presents the battle at regiment and
brigade level, with twelve-hour turns and
two-mile hexes on one 22" by 34" map;
Ardennes works at levels from battalion through
brigade, with twenty-four-hour tums and
one-mile hexes on two 22" by 34" maps. On the
Blitzkrieg map, the grain runs North-South; on
the maps for Ardennes, the grain runs East-West.
Blitzkrieg and the Standards
The rules should tell us how to play the
game. Except for some pertinent quotations at
the beginning of each major rules section,
Blitzkrieg's rules do not indulge in extraneous
comment. The rules set forth the game mechanics
clearly and straightforwardly. The writing is
clear, understandable, and direct.
The rules should be organized logically.
Blitzkrieg has several logical organization faults;
they are not particularly misleading, because the
other rules appear closely enough on the page
that the thoughtful reader can immediately see
what the structure is.
These faults consist mostly in dividing a
thing into one part: thus, 4.1 (but no 4.2); 5.71
(but no 5.72); 6.1 (but no 6.2); 11.71 (but no
11.72).
Also, although the "Table of Contents" lists a
section "20.0 Automatic Victory," no such
section appears within the body of the rules,
which goes from 19.0 to 21.0. Presumably, there
was originally such a rules section, but we'll
never know.
Also, the page presentation initially misleads.
For example, 5.1, 5.2, and 5.3 are runin, without
separate heads; 5.5, 5.6, 5.7, and 5.8 (which, at
least from the numbering, should be coordinate
with 5.1, etc.) are standalone, bold face heads.
Similar presentation occurs at 16.1 and 16.2.
These logical lapses are not particularly
misleading, merely embarrassing. More serious is
the sequence of the headings (see below).
The rules should be presented in the
order that the gamer needs to know them.
Blitzkrieg does not conform to this standard at
all. For example, the first thing the player needs
to know how to do in the Sequence of Play is
how to check the supply status of his units. The
section of the rules that deals with supply (11.0)
is twelve columns away. The first player is the
German, and there is a further restriction on
German supply another three columns away at
section 14.0.
More seriously, section 17.0 contains a
number of rules (the "first turn surprise") that
reflect how thoroughly the Germans caught the
Allies off guard. All these rules significantly
affect the play of both sides during the first
game turn: does it make sense that the pertinent
rules should come on the next to-the-last page of
the rules?
Most of the rules appear in a sequence that
will have the player flipping back and forth
during play.
The rules should separate
non-playing information from playing
information.
[Aside: From some of the comments we've
received, there seems to be some
misunderstanding about this standard, which
simply asks the designer to separate rules used
in the Sequence of Play from other kinds of
rules. The gamer needs to know some things (for
example, the Zones of Control approach, if used)
before he begins the steps of the SOP; if these
things haven't been presented before the SOP,
the gamer has to stop during the SOP, look for
the pertinent rule(s), and then return to the
SOP.]
Blitzkrieg does not conform to this standard.
For example, immediately after 4.0 Sequence of
Play comes 5.0 Movement, 6.0 Stacking, and 7.0
Zones of Control, of which only the first figures
in the play sequence. The player needs to know
about stacking and ZOCs before he begins the
SOP. The playing and non-playing rules have
been shuffled throughout the rules.
The rules should contain complete
"housekeeping" coverage.
[Another aside. "housekeeping" rules
comprise all those things the player needs to
know outside of the SOP-terrain effects,
definitions of terms, and so on. Gcncrally, he'll
need to know these things before beginning the
first step of the SOP.]
Blitzkrieg contains complete housekeeping
coverage, although it is intermixed with SOP
rules, as mentioned above.
Where appropriate, the rules should
cross-reference related rules. The designer's
conformance to this standard becomes especially
important to the player when standards two
through four have been ignored, because the
designer now has condemned the player to a
continual searching back and forth among the
rules. If this standard's requirements have been
met, the player will havc an easler tlme ot It.
Blitzkrieg does an adequate job of internai
cross-referencing, but it now and then slips up in
one of the most important aspects of the process:
the references have to be accurate. For example,
rule 8.3 proficiency Rating (PR) contains a
reference forward to rule 9.23. 8.3 is about
comparing the PR of the attacking and defending
units before combat resolution and modifying the
die roll. Some of these units may previously have
been "shocked," and the reference to 9.23 is
pertinent; but if the player reads only 9.23, he
will miss important information: the reference
should have been to 9.23 and 9.24, which
contains important information about how the
effects of shock affect combat.
The rules should present examples of
play. There are only two discussion-type
examples in Blitzkrieg, and there are no
purpose-drawn illustrated examples. I lowever,
the writing in the rules is clear enough that
experienced wargamers should have no trouble
understanding the rules despite this scarcity of
examples. More examples would probably
have helped the novice gamer get into this game
more easily.
The rules should adhere to the
conventions of language, presentation, and
typesetting. The language in Blitzkrieg follows
current practice well. Sentences are clear, their
meaning apparent, for the most part, on first
reading. There are some minor discrepancies
(especially in punctuation-mostly things that
an editor should have caught) and
inconsistencies, but nothing that jars the reader.
The page presentation also conforms to the
standard. The eye follows the presentation
easily, only questioning now and then the
differences of coordination and subordination
among headlines, as mentioned above. On the
whole, the rules pages are pleasingly nonintruslve.
The typesetting also follows the standard, but
not as well as it could. There is no particular
reason, for example, for the number of typefaces
on the page, and there are far too many all-capital
headlines for my taste: but few readers will find
the typesetting misleading or offensive.
The counters will be designed and
executed so that the player can immediately
know whom the counters belong to, know
what values the counters present, and
discriminate necessary information from
unnecessary information.
Blitzkrieg's counters
have been designed for ease of recognition: the
background colors for the counters cover the
whole area left over from the numbers and
symbols; and this large area of color (gray for the
Germans, black for the German SS, olive green
for the US, and red for the British) makes
recognition immediate. In addition, the unit
symbol boxes are colored to identify the unit's
parent organization (for example, light green for
US 1st Army, red for US 3rd Army).
Administrative counters that apply to a certain
side bear that side's color; counters used by both
sides have a neutral coloration.
It's easy to discriminate necessary
information from unnecessary information on
these counters; and the printer did a good job,
with nice tight registration and die cutting.
Blitzkrieg has 300 counters, of which just
under 216 are units in play and the rest are
administrative.
However, the counters in Blitzkrieg are
greatly disappointing in one respect: the major
numbers along the bottom of the counter (the
combat strength, proficiency rating, and
movement allowance-the numbers that the
player uses to the exclusion of nearly everything
else on the counter) have been printed with a
drop shadow that makes them look, at first
glance, as if the printer made a mistake. Even at
second glance, theyjust look fuzzy. The type
itself is large enough to read (nine-point
boldface), but not large enough to bear the drop
shadow. (The smallest drop shadow I've ever
used was fourteen points, and that was against
my better judgment: the rule of thumb among
most graphics designers is that nothing smaller
than eighteen points gets a drop shadow.)
To
make things worse, the color of the drop shadow
does not offer enough contrast with either the
background color or the color of the number to add distinction to itself: the drop shadow color repeats the color of the unit's parent organization. So, for example, the counters for
German 6th Panzer Army have black numbers, a light blue drop shadow, and a light gray
background. The situation is even worse for
the SS-white numbers, a light gray (about
a ten percent) drop shadow, and a black back
ground. The lack of size and poor color selections create a set of numbers that's continually
diffcult to read and that sometimes implies
double vision.
The map will use color sparingly and consistently. Blitzkrieg's map is a pleasure to look
at and play on. The basic color for the map is
a very pale beige, which tends to disappear
nicely during play and avoids the glare of a
large white area. The terrain features use the
standard symbols for forested areas, rivers,
bridges, towns, roads, etc. I would quibble
with the colors chosen for rough (a sort of
peach color), road (a bright orange), and town
(a gray a bit too close to the gray background
for some of the German counters) as a bit
unexpected, but these are quibbles only. The
colors are both spare and consistent.
The map will avoid harsh colors. The map
does avoid harsh colors-in the map proper.
There are some shocking deep red borders
that separate the playing portion of the map
from some illustrations and the Game
Turn/Air Allocation Track and Terrain
Effects Chart; other than that, the colors are
not harsh.
The map will accurately represent the
battlefield. I do not personally own the necessary references to judge whether the map isaccurate. The major place names all seem to
be in about the right place. (But see further
comments towards the end of the article.)
The portion of the battlefield inc]uded for
the game seems appropriate (that is, you
should have enough room to play intelligently) for the scale of the game: Liege is at
the northernmost edge of the map, just to the
west of center; St. Vith is twenty-five miles
west of the eastern map edge; Namur is about
twelve miles from the western edge. The narrow edge of the map runs North-South, as
does the grain.
The map will contain as much playing
information as it has room for. Blitzkrieg's
map contains both a Terrain Effects Chart
and a Game-Turn/Air Allocation Track.
The TEC lists the effects of terrain on
movement, distinguishing between nonmechanized and
mechanized units. But it
does not show the effects of terrain on combat, and it could well have.
The Game-Turn/Air Allocation Track
keeps up with the days of the battle, lists the
Air Allocation Points available to the Allies
and the Germans for each day, and reminds the
players that unusual rules apply to certain days
("1st turn surprise," "Peiper breakout," etc.).
Play-aid cards will conform to the
standards for rules, counters, and maps.
Blitzkrieg needs only the one play-aid card,
which contains the Combat Results Table and the
Terrain Effects on Combat table. The card is
easy-to-read, the results are easy to understand
and apply. For some reason, the card uses several
weights of three different typeface families: one
would have been enough.
There are also two "Order of Appearance"
cards, one for the Germans, one for the Allies.
For their unit icons, these cards use a copy of the
counter artwork (about 25% larger), and the
problems noted abovc have been retained: you're
not getting double vision; it's just an ill-advised
drop shadow.
The game also includes a sheet of "Random
Event Cards," which the player must cut out
before play. They're well-conceived and
produced. (But see further comments about these
cards below.)
Play-aid cards will contain references to
pertinent rules. Blitzkrieg doesn't make many
references on these cards, mostly because they're
unnecessary; the cards are clearly laid out and
understandable by themselves. The CRT and
Terrain Effects on Combat card contains only
one reference to the rules, and it's only marginally
necessary. The Order of Appearance cards
contain no rules references, and don't need any.
The Random Event Cards sheet contains a
reference to the applicable rules section.
Play-aid cards will conform to
professional standards for tables, charts, etc.
There is a difference between Blitzkrieg's
play-aids that leads me to believe that more than
one person was involved.
Except as noted above, the Combat Results
Table/Terrain Effects on Combat card is well laid
out, easy to read, easy to understand. So are the
Order of Appearance cards. This person is
following the traditional standards.
But the tables printed on the map must be
from a different hand:
- The title of the Game-Turn/Air Allocation
Track table would bencfit from putting
"Game-Turn" on one line and "Air
Allocation Track" on the next.
- The background colors for the cells in both
tables is initially confusing, then
aesthetically unpleasing.
- In general practice, text should be centered
both vertically and horizontally within the
cell. In the Game-Turn/Air Allocation Track
especially, the dates look like they're trying
to run away through the bottom of the cell.
- Subdivided columns (such as the Move
ment Costs column in the Terrain Effect
Chart) commonly should have a vertical
line between them, just like any other
column except that it begins just below
the major column heading; one is needed
here.
- Common practice involves setting the
column (and row) headings in a typeface
(not type family) different from the table
entries. In both these tables, the typeface
is identical.
Ardennes and the standards
[Prejudice. I must admit to a long-standing
prejudice against games with two sets of rules,
one a "standard" set meant to apply to a series
of games, and one a "specific" set with rules
that apply to the specific game within that
series. The prejudice, in many instances
(and Ardennes is one), become a postjudice.
This prejudice has a number of reasons at
its foundation. The first is that the player
learning the game (and having to refer to the
rules after having "learned" the game) must
continually look back and forth not just in one
set of rules, but in two sets of rules; and,
especially with a badly organized and badly
written set of rules, this continual back and
forth business can be tedious and frustrating.
(Some of us may remember this state of affairs
as of the fourth module of Squad Leader.)
Another reason is that two-book sets of
rules seem somehow to require the writer to
violate the most basic logic and organization
and sequencing in their rules-almost as if,
by the very act of separating the rules into two
sets, logic and organization and sequencing
disappear as self-imposed requirements on
the writer.
Yet another reason is that there's no longer
any real reason for separating the rules in this
way. Longer ago than many of us want to
remember, the old SPI quad games and their
spin-offs began this process of standard rules
and specific rules. In those days, typesetting a
set of rules was a matter of sending copy out
to a hot-lead typesetter, who set and printed
long strips of type ("galleys"). The galleys
came back to the layout department, who did
an initial paste-up to see how things fit: if they
didn't, everything went back to the typesetter
for different type sizes, leading, line depth,
etc. After several iterations, a set of rules
would emerge to go before the printer's cam-
era for negatives, then plates from the nega-
tives, then onto the press.
All in all, the whole
process was expensive and time-consuming,
so it made at least some kind of economic
sense to produce a set of general rules for
several games (and print enough copies for
the whole series) and a set of specific rules
(with a shorter print run).
But today's computers make short work of
this process. Page-layout and word-processing software take the place of the old hot-lead
typesetter. Now, when things don't fit, the
operator can change type size (for example)
for a whole range of pages with just one
keystroke. Likewise, moving pieces of text
and illustrations is as simple as clicking and
dragging with the mouse. And, most impor-
tant, merging two separate files into a third,
single file, is both quick and simple. There is
no longer any economic or time-saving reason
for separate rules booklets.
If there is someone out there producing
rules on a hot-lead Linotype machine, he
should join the twentieth century. All those
producing two-book sets of rules on a computer should merge the rules into one booklet
before production and, while they're at it, take
a careful look at the resulting logic, organization, and sequencing of the rules.]
The rules should tell us how to play the
game. Ardennes' rules tell us how to play the
game; but, aside from the two-book business,
they do not go about it in a straightforward
manner. This is a generalized standard; my
comment is not about content, but manner.
The rules should be organized logically.
Both books of rules inArdennes mostly follow
logical division and subdivision in their or-
ganization. The few exceptions don't mislead:
for example, 2.0 Zones of Control has been
divided into one part 2.1 ZOC Effects. But,
while reading these rules, I have a continual
sense that little attention has been paid to
coordination and subordination and that the
sections have been numbered (or not: whether
Ardennes' rules are numbered or not is incon-
sistent) to present the appearance, but not the
substance, of logic.
The rules should be presented in the order
that the gamer needs to know them. Neither
rules book presents the player with rules in
any kind of a recognizable sequence, either
within one set of rules or as an overall, two-
book set. For example, as its first step for the
first (German) player, the specific rules for
Ardennes requires weather determination. Be-
tween the Sequence of Play and the rule for
weather determination, nine major rules
headings intervene. Likewise, the second step
is US air point determination: eighteen major
rules headings intervene before the pertinent
rule.
The rules should separate non-playing information from playing information. Ardennes follows this standard in that both rules
books put the "Designer's Notes" (and player's
notes) at the end of the books. The books
contain rules about how to play the game (the
steps in the Sequence of Play) and other kinds
of rules (housekeeping rules), and both kinds
have been thoroughly mixed. The player will
continually flip back and forth between the
two kinds of rules and between the two books.
The rules should contain complete
"housekeeping" coverage. The special rules
book for Ardennes badly needs an illustration
of its counters. Other than that, the ru]es
contain relatively complete coverage, although it is intermixed, distractingly, with
SOP rules, as mentioned above. And much of
it will remain tantalizingly unclear, due
mainly to a severe case of bad writing (see
below).
Where appropriate, the rules should
cross-reference related rules. There is some
cross-referencing in both books (the special
rules book has more than the standard rules
book), but surely not enough. Much of the
interrelatedness of the rules, both within and
among the two books, will only become apparent after much deduction.
The rules should present examples of play.
There are no illustrations in the special rules
book, and it would certainly benefit from
some, especially for the modifications to the
stacking and overrun rules in the standard
rules.
The standard rules contain seven illustrations, of which one shows a typical counter
and the others show ZOCs and terrain effects
on ZOCs. Illustration three shows how a unit
expends movement points in moving through
various ZOCs; it's misleading until you realize that "ZOC" actually means "EZOC" for
the moving unit. The fourth illustration
shows how to trace a supply line, continuing
the confusion between ZOCs and EZOCs.
However, you can figure them out; it's just
poor presentation.
But you'll have significantly more trouble
with the last three illustrations, of which the
first two illustrate the same move. In "Example of Combat part 2," you may find difficulty
in determining how unit 14 went from a
strength of 2 (in part 1) to a strength of 0 in
part 2: is there a replacement counter in the
mix? or did this counter have a strength of 2
on one side and a strength of 0 on the other?
And what about unit 7 in the same illustration: did it have the option of reducing to a 0
strength?
Altogether, yes, there are examples; but
they tend to introduce more questions than
they answer.
The rules should adhere to the conventions of language, presentation, and typesetting. The language in these two books falls far
short of acceptable technical writing: where it
needs to explain, it is confusingly unclear;
where it is reasonably clear, the content is less
than important. For example,
Units that overrun can stack with
those which aren't (adjacent to the target
hex) and that the hex's stacking total
must be within the stacking limit.
(I assure you that I have faithfully transcribed
the sentence and that there are no typesetting
errors in this quotation.)
You should note that this sentence appears
in the standard rules book. From its title
(Series Rules, ver 1. 6), we can deduce that the
rules have been through five previous versions
before reaching this sixth version. I find it
amazing that this kind of writing could survive the first rough draft, let alone make its
way into the sixth printed version.
The page presentation and typesetting follow the more amateur practices, worse in the
special booklet than in the standard booklet.
The basic type family is Times Roman, nine
points with two points of leading, on a twelve-and-a-half-pica line depth, resulting in an
easy-to-read basic presentation. Normal,
italic, and bold faces ofthis family appearwith
a Helvetica bold face and a Helvetica condensed for various heads. The problem arises
from the indiscriminate mixture of these faces
and all capitals and underscores. For example,
Times Roman appears as normal face, bold
face all capitals underscored, bold face, and
italics-all in the same sentence (1.7a) of
only twenty-two words!
The counters will be designed and executed so that the player can immediately
know whom the counters belong to, know
what values the counters present, and discriminate necessary information from unnecessary information. The counters in Ardennes meet this standard very well. The
colors are about what you'd expect:feldgrau
and black for the Germans, olive drab for the
US. The type is readable at a comfortable
playing distance. My only complaint is that
using a drop shadow without an outline on
the playing numbers tends to let the characters break up on the non-shadowed side.
The map will use color sparingly and con-
sistently. The map colors for Ardennes are
used consistently, but not necessarily spar-
ingly. The basic color for the map is a plain
white that almost glares, but not quite. The
forests are represented by the standard symbol
in a muted grayish green; secondary roads are
a greenish brown with a black outline; pri-
mary roads a bright yellow with a red outline;
cities are red; and the streams and rivers use
two different colors of blue, both with out-
lines. All in all, a bit too colorful.
The map will avoid harsh colors. As noted
above, the white on this map almost glares; it
could have been avoided merely by printing
on a paper with a bit of color to it. But the
colors for the other features on the map do
glare, especially the major roads; during play,
the map continues to call attention to itself
rather than to disappear under the counters.
The map will accurately represent the
battlefield. As noted above, I do not personally own the necessary references to judge
whether the map is accurate. The major place
names all seem to be in about the right place.
(But see further comments towards the end
of the article.)
The map will contain as much playing
information as it has room for. Appropriately,
Ardennes' map contains an explanation of the
terrain symbols, a turn track, a weather track
and table, a weather change table, and a US
air point track.
Play-aid cards will conform to the standards for rules, counters, and maps. Ardennes
doesn't have separate play-aid cards; instead,
the necessary tables appear on the last two
pages of the special rules book. The information in the tables is clear. There are also several
boxed text blocks, which repeat the SOP,
some special rules, and the Victory schedule.
The information boxes on the map reflect
some amateurism: many of them have their
text actually touching the outline of the box,
without any margin or white space at all.
Play-aid cards will contain references to
pertinentrules. There are no references to the
rules within these tables.
Play-aid cards will conform to professional standards for tables, charts, etc. The
CRT and the Barrage Table are both professionally laid out, but the Terrain Effects table
is an example of amateurism: a horizontal line
(intended only to guide the eye across the
table) is two points in weight, over twice as
heavy of the stroke weight in the characters
in the table; and this line obliterates the descenders of the letters above it.
Some General Comments
In Blitzkrieg, the German initial setup will
become very important: the setup merely
specifies a number of units to be set up on "any
[setup] hex with a figure" five, six, or seven (a
reference to a number of hexes with a red digit
to indicate a setup hex). US units, however,
are placed in specific hexes. The game will
probably have as many variants as there are variations in German setup.
On the other hand, the five scenarios in
Ardennes allow no variation: all units are
placed in a specific hex. Ardennes setups are
very tedious: some scenarios require six rules
columns just for the setup.
General Comments
I have mentioned that I don't personally
own the references to make a judgment about
the accuracy of the maps, other than to point
out that the major points seem to be in the
right places on both games' maps. However,
there does seem to be enough discrepancies
between the two that some serious questions
should be raised: if the scale of Blitzkrieg is
two miles to the hex, and the scale of Ardennes
is one mile to the hex, then the distance
between major points in Ardennes ought to be
larger by twice than between the same points
in Blitzkrieg. But they aren't. Nor are the roads
all that similar (Blitzkrieg doesn't discriminate
between "major" and "minor" roads, as Ardennes does.)
Blitzkrieg's Order of Appearance cards
contain some comments, and the importance
of these may not be immediately clear. The
rules reference the cards, without further explanation. These comments strongly affect
play: players should take the time to understand them thoroughly.
The random events cards in Blitzkrieg are
an unnecessary non-event. There is only one
random event in the game (at the beginning
of turn 18); and there are only ten possibilities, fully explained in the rules text. Players should dispense with the cards and roll a
ten-sided die for the results.
Blitzkrieg doesn't have the depth of detail
of Ardennes-for example, Ardennes has both
an overrun and an exploitation mechanism,
where Blitzkrieg doesn't. But pay attention to
Blitzkrieg's rule 13.0 Armor Reserve: this
short, simple little rule adds immeasurably to
your concept of the game (too bad it doesn't
come earlier in the rules). And rules 13.0
through 17.0, the random event, and the
above-mentioned German setup variations
combined to give me a pleasurable gaming
experience.
I invested about two hours in studying the
rules and maps and counters and cards before
setting up Blitzkrieg for play. I invested many
hours in flipping back and forth between the
two rules books of Ardennes, many more than
I thought rewarding. My copy arrived from
the editor, who (with several other players)
had spent several hours trying to play it before
giving up; it came to him from another wargamer, who had the same experience. I would
like to tell you that I had a better experience
with the game, but I didn't. I still don't know
what the pink counters are for, or what the
skull and crossbones counters are for, or what
the scenarios' "dead pile" means. About half
way through the tedium of setting up a scenario, I suddenly remembered an important
previous engagement and took the trash out.
[Next month, 3W's Barbarians.]
Back to Table of Contents #5
© Copyright 1995 by One Small Step, Inc.
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