Well, tonight I got a chance to try out GMT's Halls of Montezuma.
BoardGameGeek Link
This is a 2-player, partially card-driven/partially dice driven game with a strategic map, a tactical process for resolving battles, and a variety of victory conditions that mix military and political outcomes. I'd guess a full game might take 4-6 hours to play once you knew what you were doing.
This is no Advanced Squad Leader with all supplements nor is it SFB with full rules from all sources and all options in play. Still, it is fairly meaty. The rules were a tough go. The quick start card helped, but was missing some really key lines. Figuring out what counters went where was a bit of a lag at the start, as was reading some of the stuff on the map.
Neither Lorry nor I knew much about the 1846-1848 period - I knew a bit about the context of the Alamo and why it was so pivotal (mostly by buying time), but that was about it. So, unlike Napoleonic Wars, 1960: Making of A President, or Twilight Struggle, my historical background was weaker on this one. But the other three games turned out to be good, so Lorry bought this one and we thought we should try it out.
There's a good game lurking in there. I'm sure of it. It's heavy, not the easiest to learn, the rules badly need a FAQ or living rules release, the index needs redone, and cross-references need added in quite a few places. Some actual rules fixes or clarifications are also needed. A lot of that stuff can now be pulled off board game geek or ConSimWorld.
But even the turn and a half we did were interesting (we chatted a lot about other stuff which distracted us).
I moved across the Rio Grande on my first action with a smaller force than the US defending Ft. Brown (and they had fieldworks). However, my Zapaderos (sappers) nullified his earthenworks and I managed to score better casualties despite weaker overall firepower (better luck with the dice) and evicted him from Ft. Brown. I then proceeded to try to reinforce, bringing attrited units up to full strength and adding one infantry regiment. I also started converting his fieldworks into a full fortress. That was my good luck this turn.
Lorry, on the other hand, came back at me by sending General Kearney and a small force over to Alte California to capture it for the USA, by way of the Disputed Territories (not currently disputed because my units had all been tied up in the attack at Ft. Brown).
He then got very lucky and rolled high enough to get the USA to declare war at the end of turn one. That's very bad for Mexico - before that, the US fights with one hand behind its back and hte Mexicans have initiative. I'd expect war to normally be declared by player choice or event card by turn 4 on average, but turn 1 was pretty unlucky for Mexico.
The war adds a huge pile of units to the American reinforcement pool and gives both sides bigger hands of strategic cards to work with. More crucially, in the pre-war period, only Mexico can generate reinforcements each turn. Once the war starts, there is an automatic reinforcement every turn plus the US can take a voluntary card based one they were ineligible for beforehand.
We didn't play much further. His reinforcements appeared near Ft. Brown so he had two moderately large forces facing my now-outnumbered single force. My fortification wasn't going as well as hoped - he'd probably get to attack first. Additionally, my baggage train had been left vulnerable in Matamoros and he could have swept around the end and taken it with ease, putting me out of supply before the critical battle for Ft. Brown.
It had the feeling of a very fun, meaty game. We didn't get to explore the taking of states very deeply or the US amphibious options for deep strikes nor what implications the unstable Mexican government had.
The game is interesting because basically it boils down to Mexican political will. If a game end condition arises (dice roll at turn end or perhaps with an event card or a sudden death condition differing for each side is achieved), you look at the political will track for Mexico. If their rating is high enough, they win. If it is a bit lower, a draw ensues. If it is lower than that, they lose. So the US goal is to inflict damage to the Mexican political will. The Mexican goal is to shore it up.
The polticial will is influenced by gaining or losing territories, winning or losing big battles, some events, and the number of Mexican provinces in revolt. Political changes like Santa Anna returning from (and possibly being sent to) exile and change of leaders in Mexico can impact the political will indirectly and influence how the game plays out. Revolts untended tend to spread over the turns but require actions and probably units to quash.
So essentially, the Mexican goal is to keep a stable government, not lose political will quickly, and quash revolts, occasionally kicking the US player for a victory in battle probably helps (and forestalls their adventurism). The US player wants to encourage bellicosity (helps declare war sooner), capture various disputed territories and Mexican holdings, keep the Mexicans out of Texas, not lose battles, and to wait for and/or encourage Mexican state revolts.
You get the feeling even from our short experience that the first game phase involves a few small forces, a few leaders, manouvering and trading back and forth provocations (Crisis phase). When actual war breaks out, the gloves are off on both sides. When the Mexican government collapses (and it may), Mexico is fighting with an extra 100 pound gorilla on its back (similarly a pile of revolts will do that).
The event cards teach you a bit about the conflict and the rulebook includes a deeper look at the events that underlie the cards. I drew Indian Raids twice which brought some annoyance to the US player (they can cut supply lines and increase Mexican political will because they weaken the US). There are certain turn-by-turn pre-ordained events and random ones that come up by card, giving the game an interesting feel.
If we can sort out the unresolved/broken/poorly worded parts of the rules, spend some more time playing this to be faster at it, I think there is a really great game lurking underneath.
Even in our short game, I felt like there were interesting event cards, good tactical possibilities for fights, strategic issues of supply and troop dispersion (for revolts and to counter flanking moves), and political considerations all to factor in. That first round attack was to try to generate some positive political gains, which it did (adding more than 10% to my political will total). So the game integrates a lot of interesting aspects.
I look forward to playing this one again.
Speed: 2 out of 5 (imperfect rules, meaty subject matter)
Strategy: 4 out of 5 (provisional, must play through full game, lots of seeming depth)
Fun: 4 out of 5 (fun might be higher if the rules hadn't been challenging)
Saturday, August 8, 2009
Boardgame Review: The Halls of Montezuma
Labels:
Boardgame,
GMT,
Halls of Montezuma,
Review,
Wargame
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