|
Up
Front
Review #1 |
written
by: Andreas Ludwig |
|
Graphic
Presentation |
Despite
the fact that the snobish SS soldier on the cover doesn't please
every wargamer, the box itself and its contents are of high quality.
The heart of the game consists of Action Cards which look great
and contain all necessary information. After a short while, you
don't have to look at the rulebook anymore because the cards
contain all relevant information. The counters used in the game
are larger than the typical consim counters, which is based on
their specific function in this game - Up Front doesn't use a
mapboard, there is no need to place them in hexes. The overall
graphic presentation is fine. |
|
Rules |
The rules
are printed in the classic Avalon Hill font and layout. Very
few colors or pictures, and sometimes it's difficult to find
an answer to a question because the rules are somewhat scattered
throughout the rulebook. Not too bad, but not very good, either
- they do their job, that's all. Errata and extensive FAQs are
available and you should check them out. |
|
Playability |
Up Front
is a very fast going game, simulating squad movement and actions
in real time - and it's pure fun! In fact, one gets quite addicted
to this game, caused by the combination of luck ("where
is that damned movement card to bring me out of this mess?")
with tactical maneuver. The basic mechanics are easily understood
and the various possibilities portray infantry and armor combat
in a very realistic way without being too complex. |
|
Replay
Value |
Up Front
scenarios are very thrilling and their outcome is uncertain until
the very end. There are many scenarios available (lots of them
online), and it's easy to develop your own scenarios, so the
replay value is very high. |
|
Creativity |
There has
never been such a game (without a map) before Up Front - a complete
new approach to a wargame! |
|
Simulation
Value |
Very accurate
simulation of skirmish man-to-man combat, offering a very realistic
feeling about how quick a commander can lose his men in a battle.
The game includes the most realistic "fog or war" ever
portrayed in a game. In Up Front, there is no "omnicient
player" syndrom, which is typical for most board based consims
- the player doesn't know more than his people on the battlefield.
You don't know the upcoming terrain behind the next hill or wood,
and you don't know your opponent's options, and you don't know
what will happen to your own squad in the next seconds, either.
This is as close to reality as a wargame can get. |
|
Solitaire
Factor |
Solitaire
isn't recommended because it destroys the basic game mechanics
- not knowing your opponent's cards. |
|
Can be
compared to |
There are
more card based wargames now: Enemy in Sight,
Atlantic Storm by Avalon Hill, the Dixie-
und Eagle-Series by Columbia Games, Tank
Commander by MiH and NUTS!
by AP, as well as the new Battlecards - the
WWII card game. These are all good games and much less
complex than Up Front, Battlecards being the easiest of them.
Up Front offers the most detail and is the only card based game
of this scale (skirmish level) besides Attack Sub (AH)
which has the same - but less complex - mechanics portraying
submarine vs. submarine vs. surface ship warfare. Battlecards
has its own fans, but while Up Front can be compared to Squad
Leader, Battlecards equals Axis & Allies. |
|
Short
Review |
Well, this
game is one of the best games ever published, a true classic
and "must have", and there is nothing which can be
compared to this game. The scenarios can be over after 15 minutes
or take several hours. The combination of luck and your own tactical
abilities offer a great feeling and the game is very friendly
to new players. You can teach a newbie the basic mechanics within
half an hour and he will have fun from the first minutes. The
most important element is the "fog of war", which of
course is disliked by some players. If you are the Advanced Third
Reich-type of player, looking for the perfect move in a given
situation and not hoping for luck, you won't be happy with Up
Front. But the point is - Up Front isn't a luck based game, but
the game reflects the actual luck factor you have to deal with
in any real battle. In the average hex based game, the player
sees what's behind the next hill, while in Up Front your guys
are sitting on a hill and don't know what will happen if they
leave this position. Shall they move or stay where they are?
Consider this: your own squad is entrenched on a hill and you
have a movement card on your hand. This allows you to move forward
(or backward or sideways) in your next turn. You also have a
buildings card. Your plan is to reach this building, which will
offer you good protection, by moving there. Your turn is just
over and your opponent is conducting his actions - and suddenly
he plays a river on your moving group - bang! No building, no
cover, you are sitting in a damned river which is quite difficult
to cross without fording and which will slow your advance significantly.
This forces you to change your entire plan, while the opponent
can use this opportunity to look for better cover himself now.
What is simulated by this turn? It's very easy - your squad simply
didn't realize that a river was running just behind the hill,
but your enemy did and used this to his advantage. Another example:
A city fight. Your opponent has enough fire cards and can use
them because of his high fire power, shooting you to pieces,
while you draw one card after another without ever getting a
single fire card - you cannot do anything! A "game breaker"?
Maybe, if you cannot imagine the things which actually happen
in a real firefight. If you see this as a game, than bad luck
can destroy any chance for victory. If you see this game as it
was designed - as a simulation -, this simply means that your
guys are under heavy fire and unable to fire back (out of different
reasons). This can mean that they are unable to react properly,
maybe they have problems with their weapons or they cannot even
see where the enemy actually is. Of course, you will be defeated
in the same manner, but you will accept this because it is a
possible outcome under these special conditions. You cannot describe
these feelings, you have to experience them for yourself. Up
Front is one of the coolest games ever published, and there are
only few wargamers who dislike this game. Multiplayer is heavily
recommended, too, because it introduces some thrilling aspects,
for example allied players can only communicate with each other
and coordinate their actions if they own a radio or are very
close to each other. I remember an interesting situation when
two players (the Russians) tried to kick my Germans out off a
building. Despite of having armor support, they couldn't coordinate
their attacks. While they were discussing what to do, my MMG
pinned them down each time one group tried to cross the street.
I had so much movement cards that I discarded them unused, while
they were absolutely useless for the Russians who hadn't enough
firepower to pin my MMG squad. They had some firecards, of course,
but their job was to conquer the building and my cover was definitely
better than theirs. I stayed in the building till the bitter
end and won! We all realized how difficult such situations must
have been in real war... Up Front rulez! |