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Byron Collins
United States
Suffolk
Virginia
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The recent Guns of August Convention in Williamsburg, VA provided a great opportunity to showcase one of our latest games, the Frontline General: Spearpoint 1943 Village and Defensive Line Map Expansion.

Charles Cabell and his friend Michael Collarin were interested in a demo. Charles had his video camera and suggested we record what was happening in the demo game so he could share it on his youtube channel, Historical Boardgames Facebook Page, and the BGG entry for this expansion. I was happy to guide Charles and Michael through a demo game using the first scenario entitled Man vs. Beast, where US infantry currently occupying an Italian Village encounter a German Tiger I and German Infantry who also want to occupy that Village.

Video 1 picks up mid-game in a Combat Phase, after setup was determined, after a few turns had been played, and after a smoke-alarm in the building was silenced.

Setup of Scenario 1

Setup for this Scenario includes placing 8-10 Village-specific Feature Tiles (Terrain tiles) that mostly represent buildings and their associated Ruins on the Village side of the two-sided Map. Michael and Charles chose which country to control, and then took turns placing the tiles to create the Village terrain for this particular game. There are a few restrictions in this scenario for terrain placement- basically, buildings cannot be placed in what will become reinforcement entry points (columns 1 or 9 on the map) nor can they be placed in the middle of the road. Once complete, Michael as the US player was able to place his starting units- a Rifle Squad, Sniper, any team (he chose a Bazooka Team), and a 57mm Anti-Tank gun (which cannot move during the game, but may occupy Ruins).

Charles, as the German player, then selected either end of the Village to enter. Charles chose the "near side" for entry (relative to the camera in the videos below) and placed his starting units - a Tiger I and Rifle Squad at the edge of the Village in the road. A few Command Cards were removed from the Command Deck that don’t apply to this Scenario like "Fire Mission" and "Fighter Ace" (this scenario has no air or off-board artillery support). Each player created an Infantry-only 35 point Reserves Deck, chose a starting hand of 1 Unit Card and drew 1 random Command Card, and we were ready to play.

The objective of this Scenario is to score 25 points by destroying opposing units.

What does the map based expansion add to Spearpoint 1943?

So what are the differences from the basic game of Frontline General: Spearpoint 1943 when played with the Frontline General: Spearpoint 1943 Village and Defensive Line Map Expansion? What is a lighter Card Wargame Filler still functions as such for nights you don’t want to pull out the maps and terrain or for days on the road when you need a quick tactical fix and highly portable game. However, if you want to get a bit more in-depth, add a map, terrain tiles, and one addition to the Turn Sequence (as well as the updated rules to handle map-based combat), and the game has a completely different feel even with the same core combat system and same cards from the base game. Some things we abstract in Spearpoint 1943 (to keep things very simple) are no longer abstracted when playing with the expansion. For example, Line of Sight and terrain including cover and concealment are now very important. Movement is included. Range is very simply handled. Artillery units require spotters. Aircraft flight paths are declared over the map. Initiative is rolled at the beginning of the turn to provide structure to each phase. Mortars fire indirectly and can affect multiple units in a space. The list goes on. The key to remember is that the Map replaces both player’s frontlines from the base game keeping Artillery and other Rear Line Units off-board.

What’s more- if you want to go hardcore with it, you can optionally even pull the cards off the map and replace them with 15mm Miniatures. I'll show you how awesome it looks visually to do so in a future post. Further, the expansion boards are an expansion for both base sets- Spearpoint 1943 and Spearpoint 1943 Eastern Front. If you take a look at the Winter side of the map, it was designed so it could easily represent an early Russian Winter battlefield. Scenarios specific to the Eastern Front base set will be released once the Eastern Front set is out (on P500 now).

Back to the demonstration.

The turn sequence is as follows-

* Beginning of Turn- Roll Initiative for the turn. The Winner does everything first in each phase. Sometimes this is good and sometimes not.
* Movement
* Commitment
* Combat
* Draw
* End of Turn (clean up temporary counters, count down aircraft turns of flight and damage effects, etc.)

Look familiar? If you’re a player of Spearpoint 1943, you’ll notice that the only addition is a Movement Phase before Commitment and we re-arrange the point where we roll Initiative.

The first vid of Charles and Michael playing picks up in the Combat Phase of Turn 3. Both players are looking for 25 points for the win, and remember, the US (Michael) only has infantry (and an underpowered 57mm AT Gun) to try and deal with that Tiger I and other German Infantry. You’ll see Charles and Michael using paired Targeting Counters that match up by number to track what unit is firing where - those are useful for the base set as well. As the units complete their attacks, the Targeting Counters are flipped over. You’ll also notice a Spotting Counter used to identify that a particular infantry unit is spotting for a mortar instead of attacking as normal. There are some other counters you'll see in the vids as well- useful for tracking things like Initiative, Smoke, Temporary Damage and more.

Let’s see some action-

Video 1 Synopsis

We start in the Combat Phase of Turn 3.
The Initiative Winner (Michael) declares his targets first (US).
The US Spots for two 81mm Mortar Teams near the US setup zone.
The German Tiger I is declared to bring its main gun to bear on the Intact Building directly in front of it. Since the Tiger is so close (1-2 spaces away), it’s an auto-hit. He needs an Intensity roll of 5 to destroy the building and flip it to its ruined side.
After attacks are resolved, we go on to the Draw Phase. In this particular Scenario, players each get 1 Command Card and 1 additional card (typically 2 in Standard Games).

Watch the vid to see how this Combat Phase resolves, and in the video, I’ll also explain how buildings may be destroyed by large weapons and a bit about Line of Sight, Spotting, and what those highlighted edges mean the Feature Tiles.

The video then moves on to the next Turn @ 4:38 or so.

Note: One thing I messed up is that a unit inside a building that is destroyed immediately gets a Damage Card. I realize this @ about 5:07.

Part 1 ends during the Combat Phase Target Declaration step of Turn 4.



Video 2 Synopsis

We pick up with some additional Target Declaration decisions in Turn 4, some line of sight checks, and get everything set to fire @ about 4:34 in to the vid.

Watch the video to see what happens with those attacks and to see if the Tiger I can take out another Village building containing some US Infantry.

We show use of a Temporary Damage Counter @ 7:19.

Michael and Charles finish up with the Draw Phase of this turn @ 8:40.



Video 3 Synopsis

We pick up with the beginning of the next turn, starting with an Initiative Roll. The Germans get the Initiative for the first time in the game (Good rolling, Charles)!

Here, as a learning game, in the Movement Phase, I mention to Charles he may want to "raid" the building containing the damaged US Rifle Squad. This is probably not the best advice or tactical decision, but it was meant to show how a building "raid" works. A raid is anytime an opposing unit enters into a building that’s occupied and occurs during the Movement Phase. It triggers Opportunity Fire and gives any defending units one free attack against the incoming unit(s). They then MUST attack each other in the Combat Phase that turn (and until the space occupation is resolved), which can be good to tie up units within a building so they can’t do other things like spot for mortars or fire their weapons from a concealed position.

Note: @ 2:02 I mess up again and note that the raiding unit "gets the defense of the house". That’s incorrect. Doh!

@ 3:00 or so, Michael smartly moves up his US units through the Village houses for cover.

@ 5:24 we go into Target Declaration for this turn.

Target Declaration continues with some tough choices for the US till the end of this vid.



Video 4 Synopsis

We’re still in the Combat Phase and now start resolving those attacks.

The Tiger attempts to take out another building. Watch to see what happens as attacks are resolved.



Video 5 Synopsis

This video starts with a new turn and the Germans getting the Initiative.

In the Movement Phase @ 0:50, an advantage to stacking an Infantry Unit with a Tank is explained. An Infantry Unit stacked with a Tank receives the Defense of the Tank minus 2 (5 in this case instead of 0).

@ 1:30, the minefield Feature Tile is explained.

The US has an opportunity to Close Assault the tank with at least 3 Infantry Units, but it’s a risk as it will trigger Opportunity Fire from an MG-42 as one of the units moves past. Will Michael take the risk?

@ 3:50, Combat Phase Target Declaration begins.

@ 4:06, Charles plays a cool Command Card, "Lay Smoke" that functions a bit differently in the expansion (explained in the video).

Can the Germans under the cover of smoke take out the building right next to the Tiger?

@ 9:27, really loud guy in the background.



Video 6 Synopsis

This video starts another turn and the US gets the initiative. Michael has to figure out how to deal with that smoke-covered space providing concealment for the Tiger I and Rifle Squad.

Again, Michael uses the cover of the buildings to move his infantry up to get into a better position.



Video 7 Synopsis

After we plug in the Camera to keep it from dying (sorry), we finish up this game with this short video. A win for either Michael or Charles is the result. Watch to see how the final Combat Phase plays out and who gets the win!



Final Thoughts

This demo game is a single scenario that will set up differently the next time it is played. The decisions players make on where to move, what to attack and in what order, what Command Cards they draw and choose to use, what Units they put in their Reserves Deck, and how the die rolls go all influence how the game plays out every time. This is just a single Scenario using one side of the board (Village side, Summer 1943). The flip side (Defensive Line) is a completely different feel. On the winter side, players have to deal with Bunkers, Trenches, minefields, MG Nests, and strong defensive positions as they battle across muddy Italian terrain in a partially-snow covered landscape that again changes with each game. Not just scenarios, but open-ended Standard Games with 100pt Deck Builds per player can also be played with the terrain tiles and boards. The end result is more depth for the nights you want to take Spearpoint beyond a quick filler. But don’t take my word for it as the designer / publisher, check out the review Charles wrote here on BGG about this expansion.

I hope the session report above gives you a feel for how Spearpoint plays with the Map Expansion. I hope you’ll consider preordering it through us. Direct preorders pay for the production run and we’re getting closer to our P500 goal with each convention (we only need about 145 more to go to print). We’re really looking forward to getting this game out to you.

One final preview from the Guns of August Convention in Williamsburg- Air Attacks

Charles was also interested in how Air Attacks function with the maps. Since we didn’t have any aircraft in the above Scenario, we shot another video to preview how an air strike works in the expansion:

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Joel Eddy
United States
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Fascinating! What a great system you have going.

I have enjoyed the "base" game quite a bit. Looking forward to this map expansion (and your video/pictures with the miniatures).
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  • Last edited Thu Aug 18, 2011 6:41 am (Total Number of Edits: 1)
  • Posted Thu Aug 18, 2011 6:41 am
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Dundy O
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This looks Soooo cool! Even though these series of videos were more tutorial in nature, I still felt much tension as I watched. I read Charlescab's review and it seems he has the same feelings about this that I do. It works fantastically.

Am I missing something here or is this a miniatures game without spending your children's future and being lost to the world for days on end as you are attempting to finish a battle?

I can't see the downside to this. I've read two comments on the cost of the expansion board being too high but I don't buy into it. I actually believe this expansion is a huge bargain.thumbsupthumbsupthumbsup

Expansions are many times money holes.thumbsdown They offer a few new things, sometimes a new wrinkle in gameplay but charge almost as much as a whole game.

This expansion doesn't do that at all. If you watched these videos you can see that it uses the cool mechanics and streamlined play of the base game and yet blows it up to a whole new level. This is almost an entirely new game! It really is. The designer has almost created a brand new game.

That is the part that amazes me. Byron Collins used the same rules as the already very entertaining but low complexity card game he created last year, tweaked only a few of those rules, added movement and one of the most immersive game boards I've ever seen. Out of that he may have created a whole new genre.

It's a miniatures game for the new millennium, folks! You don't have to spend many hundreds or even thousands of dollars on figures, terrain, or paints. No worries about storing plywood, 2x4s, and tables in rooms that your family would like to use for other things. Guilt won't hound you as it would if you left your family or significant other to "miniature war-game" for a day (or more likely--two days).

This system that Byron created is truly inspiring. It's a tight system that allows for flexible play. As he's already proven, it's as expandable as the imagination allows. Because it's a war-game, your mind will get a thorough workout as you attempt to cat-and-mouse, out-maneuver, and out-wit your opponent. As you may have read near the bottom of this session report, he is also hinting at future game-board additions that you can add directly to the village game-board you saw in these videos.

That is a lot of bang for relatively little money. Did you check out the last video in this session report where Mr. Collins gives a quick tutorial of how airplanes are used in the expansion? So, so cool! Very exciting.

If any of you have visited his website you have witnessed that he publishes--free of charge--numerous player tested scenarios for the base card-game, Frontline General: Spearpoint 1943. This speaks to the passion he has for his game and a desire to show goodwill to people who invest in him and his creations.

I had already pre-ordered this expansion prior to this series of videos because I enjoyed the base game so much, but after watching these videos, I am like a kid in a candy shop. I want my game-board NOW!!

My brother has a 9 year old boy who is developing a passion for gaming (particularly card games), so I already know what I am going to buy those two for Christmas. Frontline General: Spearpoint 1943 and its expansion map.

Definitely.



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Kev.
United States
Austin
Texas
TheBigBoard-Blog www.meshtime.com
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Nice job here.
Great vids and wonderful AAR.
Looks Like I need to get this guy.
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Andrew Migliore
United States
Portland
Oregon
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Check out their kickstarter project:

http://www.kickstarter.com/projects/cewargames/frontline-gen...

Byron, looks great!
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