I don't like to talk too much about rules or production, but I'll say a few words about the production. Most of it is devoted to gameplay thoughts which I myself find far more interesting.
Production
Production is pretty outstanding for a wargame and a GMT production (which have been getting better anyway, IMHO). Best wargame I have, at least. Color series rulebook and playbook. Full suite of playeraids. Nice counters and plenty of wooden blocks and stickers. The developer has been *painstaking* about having introduction material in the game including a 30 minute (like an actual 30 minute) intro scenario separate map and full walkthroughs of an entire player turn to illustrate all significant aspects of the game in the playbook. The game also has plenty of the necessary chits for everything you'll be doing, so no bookkeeping or anything. Could use a few more control chits, but if you're only a minor wargamer you have like 100 different versions of German and US control markers--or you can cludge it with something else. Not an issue. The map looks great as well, it's amazing to think that this game used to be a point to point game, Mark Simonitch really did a wonderful job. My only component problem is the blocks are not painted as well as I would like (American green specifically; they can have some distinctive gold lines on them). Fog of war, I suppose, could be hurt with such a relatively low block density game.
I really want to put a special word in to congratulate Rick Young and John Foley for the variety and quantity of playaids and introductory material. John Foley, especially, seems to have a near fanatical devotion to making games he develops easy to get into and very few rulebook references. Asia Engulfed had this same level of production in this sense (another Foley/Young collaboration). It makes me far, far more likely to purchase a Foley/Young or Foley produced game in the future. A leg up reputationwise on the competition. I had to mention that.
Gameplay Niche
The general way I would describe the gameplay niche FAB falls into is mostly by comparing it to another game that I have, A Victory Lost, which got a lot of acclaim last year. Similar niches in my opinion. AVL is a great game, incredibly tightly designed, almost euro in its stripped downness (I put a review up on BGG of it). But it is, to me, boring. I don't feel like playing it--there's almost an abstract quality to the game to me. By contrast, FAB: Bulge is a superior production to my tastes because it's only slightly more complex ruleswise than AVL, in the same operational scale, but has a ton of color along with the important decisions. At its heart it's a introductory complexity block game (hidden units) but the units have different quality levels--so poorly trained units can become more veteran as they get shot up but more commonly elite units lose their quality as they lose the forward elements.
Overall, I think the design makes AVL look like a dry eurogame by comparison, though I do respect AVLs design. This is intro wargaming done right: it shows off all the cool color of wargaming without being overwhelming like many of the other games I play which I would never try to foist on someone who wasn't as crazy as me in terms of wargaming. I think in retrospect, after trying to introduce it to a player a few weeks ago, it is a more complex and difficult game than I gave it credit for. The rules are relatively light (like 9 or 10 pages) but something about the game plays extremely unconventionally. I think it puts together some different systems (assets vs. units) that require some different thinking and haven't been done too much before if at all--this leads to a learning curve longer than it perhaps deserves. Many players coming in will not have played a similar game in many respects and will suffer from their experience with other games.
Gameplay Thoughts
The glue that holds the whole system together is the assets system and it is the game's major innovation. These are smaller units, artillery and events that are not on blocks like the major units (i.e. 101 airborne) but rather on cardboard chits. Basically at the beginning of each turn you add new assets into your old pool of assets you used in the previous turn and you draw a certain number determined by the turn. They represent high command assigning you whatever resources they can. So early in the Bulge the Germans have a huge amount of artillery and combat assets as German high command had everything ready for their final big offensive. As time goes by the Allies start to draw more assets and become more dangerous, especially in later turns as air units are finally added to the mix (in real life weather was horrible until late in the game, grounding air units for a long period, which is why the Germans chose to attack). Anyway, assets and where you use them really matter and there are just never enough of them--blown bridges and engineers are critical for the allies while for the Germans the only way to blast really strong units out of tough terrain is by using your max 2 artillery chits for every attack. The Germans never get the numbers of engineers they so desperately need to repair bridges, tear down enemy fortifications and build roadblocks.
This is, for me, a wonderful system of increasing interest but not at the cost of simplicity. By far the best part of this assets system is that it basically sucks a lot of the chrome out of the game while still leaving all the good elements (unique events, cool character) of chrome. What would normally need endless timed rules and bullet points that you have to keep track of by memory instead get event and asset chits you draw--so you can just look up the correct rule in the series booklet when you draw the chit if it's something exotic but not constantly have to think about it and whether it applies now. Even these special events and unique gameplay aspects are generally not terribly complex rules. Need to simulate German infiltration teams redirecting US units on the battlefield? As the Germans you may draw the Grief team interdiction chit to simulate it--then you just look up the rule in the playbook or playaid, decide where to deploy it and roll a die to see its final effect and that's that.
Strategically, I think one thing to mention here is the masterful but tricky use of timing in the game system. The reason this game works is because of the carefully considered order of play. Mastering the timing of how and when you want things to move is the key to the game. And it really works. It's not a terribly complicated timing system but it is more involved than I go-you go. Basically you can manipulate the timing of your units' movement with reserve markers--units with reserve markers can move after your own normal movement and combat phases or even during the other player's turn after he moves his units! This means that correctly assigned, you fill gaps and more importantly jump through and exploit holes you (usually as the German) put in the enemy line. You can also use your own assets during the other player's admin phase--perhaps putting field works with engineers or a roadblock at an awkward time before the other player moves or even putting replacements in a key area before he moves and attacks. I haven't yet mastered this, especially putting myself in good positions to exploit holes with reserves and armor.
Another gameplay consideration is that in this game both sides get to attack and defend, with the Germans obviously doing more attacking than defending. For me, it's almost a prerequisite that games have this quality, and it is featured here. It is hard to muster enthusiasm for a longer game where you never attack, at least for me. In later turns the US army swells in unit terms and perhaps more importantly its asset cup does too--with powerful airstrikes. I do wonder, perhaps, if there is too little for the US player to do in the game? Right now I do not think so, otherwise I would not rate the game so highly, but it is a concern since the US player starts with so little (many 1 pip strength units) that their main choice is where to retreat to. In my games that weren't sudden death victories, though, the game has gone down to the wire as the Germans try to defend key victory spots until the end of the 9th turn from a large American counterattack. I think so far the well chosen victory conditions make this more than just a "Germans gamble, attack, succeed and win or gamble, lose and lose the game" type game like, say, many WWII strategic games are--the Moscow or bust syndrome.
On the negative side, I am concerned that the game may be predictable. Borders between armies set by high command (which are extremely expensive movement pointwise to cross) and terrain that is virtually impossible to push through when defended by reasonable units (-3 terrain) forces the action to certain areas. But is this really a complaint? I have it on good authority from people from the area that the terrain modifiers are accurate and that the -3 areas are virtual swamps. And this is wargame, which is about exploring possibilities within the constraints of history. I don't think this is a serious problem with the game, just a possibility to bring up for the reader. Also, the assets system, which determines a great deal of the game, is quite flexible in putting serious decision points into the game even if the unit movement could sometimes be predictable.
Last Word
The bottom line is that I highly recommend this game as an intro to wargaming. At first I thought I could be unequivocal, that it could be someone's first wargame. But since teaching someone the game I have decided that it is definitely far more complex than jumping in at CC: Ancients or Battlelore, and probably more complex than even AVL or something like that. Not in rules length, but in unconventional design decisions. It is worth it, however: in my opinion you will be far more likely to create a wargame partner with this game than a drier simpler wargame! It's so much more colorful for only a handful more rules. I also think it'd be manageable for a newcomer to pick up given all the effort that was made in the finished product to accommodate newbies--play a few short games of The Nuts! 30 minute scenario, for example. I think a problem for many people who get recommended wargames is that they are recommended intro wargames that are highly stripped down and mechanical--I know if I had started with AVL I'm not sure how far I would have gone into wargames from boredom. It doesn't show off what's cool about wargames. Mechanical competitive games are already done well by good euros; why make someone play a euroish game for their first wargame? By contrast, if you pick this game up IMHO you'll get a good taste of exactly why wargamers play their games and what makes them different from other games, with only a slightly steeper complexity level. Right now it is a 9, it may actually go up on more plays. It is early yet.
Last edited on 2008-03-12 23:51:57 CST (Total Number of Edits: 1)














































