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Dan Poole
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Field Commander: Rommel » Forums » Reviews
A Novel Solitaire Game
Field Commander: Rommel is the first game released by Dan Verssen Games (DVG). Each game in the series, from my understanding, will recreate important battles of an important leader in military history. These games are singularly unigue in that they are all solitaire. As a wargamer, I certainly know the importance of owning solitaire games; opponents can certainly be few and far between sometimes.

FC:R comes in a box about the size of the ASL Starter kits. The game components are as follows:

- 17x22 Mapsheets (x3)
- Counters for German, Itialian, British, French and US forces (and 1 belgian force)
- Counters for both Axis and Allied Battle Plans
- Veteran/Elite Counters, Supply Counters, Allied Operation counters
- d6 (x1)
- A logsheet to record additional objectives and past game outcomes
- Rulebook

The game comes with 3 scenarios, each of which uses different forces (mostly) and each of which are played on a different map. The maps are divided into regions, which are further divided into areas. The maps have all sorts of player aids and holding boxes as well. 2 scenarios take place in France, 1 in North Africa. The player always plays the side of the Axis, taking his turn first. Then the player takes the Allied turn but controls them based on situational priorities built into the game. So depending on factors such as unit location, presence of other forces, each Allied unit will behave in a specific way. This is an operational level game. There are 3 different units: Infantry, Motorized Infantry and Armor.


Map


Units [Attack/Defense/Movement]


The game turn is pretty similar for the Axis and Allies, though there are some important differences. Briefly outlining an Axis may give the reader an idea what the game is all about.

Axis Turn

1. Advance Turn Marker: This is easy enough to understand. Nonetheless, it is important to realize that the more turns that are played, the Axis VP's dwindle. Furthermore other events can come into play as the turn marker advances, such as Operation Torch, which can potentially end the game prematurely for the Axis,

2. Refit: Axis pay 2 Supply Points to flip a counter from its damaged side to its good side. This is one important use of Supply Points.

3. Battle Movement: All units moving into enemy-occupied regions move now. All counters have a movement allowance but must expend 1 Supply Point for each movement beyond one area. This is another important use of Supply Points.

4. Battle: Each contested area will now battle. First the allied player gets a certain number of Battle Plans, which are randomly drawn from a cup. These are assets which will aid them in battle. Some examples are AT Guns, Air Strikes, Artillery, Ambush etc. After seeing what assetts are drawn, the Axis Player then selects his own Battle Plans. These all have a cost (Battle Plan Points). You get BPP's depending on what forces are in the battle. You can buy additional BPP's by expending Supply Points (another important use of Supply Points). Combat occurs for 1 round (unless the Press Battle Plan is in use). The Attacker retreats from whence he came if he does not fully eliminate the defender. Combat is simultaneous (unless the Ambush Battle Plan is in effect). Basically if an attacking unit rolls equal to or lower than his attack value, it scores a hit. If the defender rolls equal to or lower than its defense, it scores a hit. Certain Battle Plans allow extra dice to be rolled. Armor may inflict 2 hits if the dr is lower than or equal to its superscripted attack number Eliminating enemy units upgrades survivng units to veteran/elite status.



Axis Battle Plans


5. Non battle Moves: same as above, but movement is restricted to non-enemy occupuied areas.

6. Supply check: each region has a number denoting the maximum unit stacking limit for that area. If in excess of this number, you either pay 2 Supply Points or reduce 1 unit per number over this limit. Note the Allies do not have a maximum stacking limit.

7. Axis Resupply: you gain Resupply Points (RP) based on various objectives held and allied units eliminated. These are spent on reinforcements (RP cost = attack value of reinforcing unit) and the above-mentioned Supply Points (1 RP purchases 2 Supply Points). During this phase a player can now pay 2 Supply Points to bring eliminated units back into the reinforcement pool.


8. Place new Forces: Reinforcements purchased may be deployed in certain areas of the map.

Allied Turn
Rather then repeating all the above, suffice it to say the Allied turn is similar in structure, though their actions are "programmed" based on their situation. Also, the Allies are always working on a side operation, which basically amasses units off the map. After certain conditions are met, this operation is launched, which can really mess up the Axis plans.

My Overall Ratings

Theme: 9 I enjoy WWII European and North African Theater games

Mechanics: 8 The Allied "AI" is pretty good, though the Axis player can sometimes cheat the system and get them to do dumb things. This is due to the fact that when the Allies have a choice of places to go, the Axis can usually decide for them. So does the Axis player move an Allied infantry into a space full of broken Itialian units or into a nest of tanks?

Strategy: 8 There is certainly a lot of careful planning involved. There is enough randomeness to hopefully keep each scenario from becoming scripted.

Rulebook: 8.5 Lots of illustrations and examples. A couple of minor amiguities here and there.

Asthetics/Component Quality: 8 Nice Counters and Mapsheets. I didn't like the die, but that of course is no big deal, since they are easy enough to replace.

Verisimilitude: 6 Not a historical recreation for sure, but who cares...there certainly are realistic factors such as supply etc.

Fun Factor: 8

That is the bottom line. This game is fun and can be tough to beat. Admittedly, I have only played 2 scenarios, but both are challenging and at times frustrating due to unexpected Allied moves. I am hoping the scenarios do not become "Scripted," though intermingling various other Campaign Options will be helpful in this regard. When I finally win all 3 scenarios, I will start assigning 1 or 2 random Campaign Options. Obviously being a solitaire game, you always wonder about the AI. In this case, the Allies mostly make sensible decisions, though again, when there is multiple allowable moves for allied units, the Axis can decide for them. So do you do the noble thing and do what you think is in their best interest? or do you send them on a suicide mission guns ablazing. I admit I am prone to the latter, especially when I am losing (hey, this represents limited intelligence on their part).

I will say again, I have had a lot of fun with this game. Be careful, it may even become addictive. It is fairly easy to learn and an hour can slip by before you even realize it. I thank Dan Verssen for his help in answering questions here on the BGG and also for sending me a new box, since mine was torn. Yes, the game has a weird smell, but I must be a weird person because I actually like that. I definitely look forward to Alexander the Great.



Last edited on 2008-04-13 12:28:00 CST (Total Number of Edits: 1)
Joseph
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Thanks for the review. I'm always on the look out for solo games - and this one looks like a winner. Your article was a fun read and easy on the eyes. Thank you most humbly for not subjecting us to the dreaded "Wall 'o Text".

So many reviews have excellent content, but are a real eye sore. Your review is a nice exception.

Thumbs up

Respectfully

Falloutfan
Dan Poole
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Thanks for the feedback. Sometimes I have to resist the impulse of reiterating all the rules in a review, especially since most games have rules posted elsewhere. I have to remind myself that those kind of reviews rarely get read completely. I usually skip to the end.

I would whole-heartedly recommend this game for those who like solo WWII games
Ubergeek
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Quote:
Mechanics: 8 The Allied "AI" is pretty good, though the Axis player can sometimes cheat the system and get them to do dumb things. This is due to the fact that when the Allies have a choice of places to go, the Axis can usually decide for them. So does the Axis player move an Allied infantry into a space full of broken Itialian units or into a nest of tanks?


It seems like there was a change between the game series replay and the final rules. On the DVG website replay, Allied units, when having a choice of regions to move into, would move into the area where there is less difference between the attack strength and the defense strength. This would avoid the suicide attack against a much stronger (and possibly mechanized) force like you describe. The current rules however seems to allow Allied forces forces to choose the area so long as the number of Allied and Axis forces has the same number (if possible), and with no regard for unit strengths.

I'm not sure which would be better in preventing a cheat of the system. Maybe a combination of the two methods would work. Perhaps when you pair off units, you still must consider the strength difference then placing Allied units. The strongest unit must be placed first into the area with the least strength difference, then pair the other units as you choose.

The only other thing I don't like and will change in my games is the way battle plans are treated the same for both Axis and Allied attacks. I think that in an Allied attack, you (me) should be required to choose your battle plans before drawing battle plans for the Allied units. This creates more of a fog-of-war in not knowing exactly what the attack plans or forces comprise of before choosing a defensive strategy. I think it's more than fair to draw the Allied battle plans first when you're attacking as represents better intel and planning before lauching an attack.

Great review. Looking forward to lots of plays with this one.thumbsup
Dan Conley
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Thanks for the review, Dan! I just ordered this one at Boulder Games yesterday. I felt good about ordering at that time, but feel even BETTER about it now!!! :D
Dan Poole
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Thanks, Dan. I don't think you will be disappointed!! Walt, that rule would make a lot of sense, but as far as I know, there is no ruling about Allies moving into regions where there is less difference between attack and defense strengths. There is a rule that allies must try and equal their number of units to the axis number of units in contested areas.
Ubergeek
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The reference I'm referring to is on the DVG website in their Sample game, Part 2, bottom of page 3.

The sample game even makes reference to the rule about Exploit being changed before the game was released (to require 1 supply per unit exploiting). My guess is this was a rule change prior to final release though I don't know what precipitated the change.
Dan Poole
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Yes, I agree it would be interesting to see what precipitated the rule change. Perhaps it was to try and keep the Allied actions from getting too complex.

I am glad it requires 1 supply per unit to exploit. If not, I believe the exploitation would be too powerful.
Edward Wehrenberg
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Great review - thanks for posting it! I just picked this game up today, looking forward to playing this weekend!
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