The Gauls Feared Only One Thing...
Designers: Volko Ruhnke, Andrew Ruhnke
Player count: 1 to 4
Publisher: GMT Games
Without fail, the term “counterinsurgency” conjures up modern images of armed conflicts. Late night TV coverage of one war or another in the Middle East, a social uproar somewhere in South Africa, a civil war in some ancient part of the Eastern Block—what these events all have in common is that they took place in modern times. Indeed, too many of them are still happening right now.
PARTING SHOTS
Without fail, the term “counterinsurgency” conjures up modern images of armed conflicts. Late night TV coverage of one war or another in the Middle East, a social uproar somewhere in South Africa, a civil war in some ancient part of the Eastern Block—what these events all have in common is that they took place in modern times. Indeed, too many of them are still happening right now.
And that’s what GMT Games
first tackled when they brought their COIN series of games to the table: drug
cartels in Columbia (Andean Abyss), guerrillas in Afghanistan (A Distant Plain), Fidel Castro’s own brand
of counterinsurgency (Cuba Libre), and the absolute quagmire of an operation that was the Vietnam
War (Fire
in the Lake).
The fifth title in the series opened the door a bit wider, as designer Harold
Buchanan offered Liberty or Death, which deals with the American Revolution against Britain.
In 1775.
This suggested
that “counterinsurgency,” as a wargame simulation concept, could see
applications outside of our immediate time frame. But just how far could that
model reach back and still feel accurate?
How about the year 52 BC?
Falling Sky recreates the conquest
of Gaul by Julius Caesar, and showcases the mighty Roman army as well as the
native tribes that resisted the Roman advance, sabotaged their efforts, and
fought back at every turn. The conflict unfolds on a beautiful map of what we would
noawadays call France (mostly), where one player wears the Roman red, and three
more embody the Celtic Arverni (led by Vercingetorix), the Belgae (under the
guidance of Ambiorix) and the more or less pro-Roman Aedui. The game is playable
with a full complement of opponents, or with just the one, in which case automated
bots (complete with decision flowcharts) handle the missing human controllers.
For the COIN virgins in the
audience, a quick overview of the system is in order.
The engine runs on a deck of
event cards with the opposing faction colors lined up at the top, in varying
order. At any given moment, two cards are visible: the one for the current
turn, and the one for the next turn. On each card, the first faction listed at the
top gets the option to act first, performing either the card’s historical event
or one of its own faction actions. If that faction decides to pass (or if it’s
unavailable because it’s acted on the previous turn), then the next faction in
the row gets a shot, and so on until up to two factions have acted.
An important notion here is that for each card, the
action of the first faction dictates the options left open for the second
faction. Generally, if a faction plays the event, then the following faction
will have to perform one of its actions, and vice-versa. Also, some actions are
different from faction to faction, while others are the same. For instance, in Falling Sky, all three of the Gallic
factions have access to Rally (get more warbands to the board!), March (move
your warbands across the board!), Raid (steal resources from your opponents!)
and Battle (crush the enemy!)—while the Romans can resort to Recruit (their
own, snobbish version of Rally), Seize (because Raid doesn’t sound imperial
enough), as well as March and Battle. There’s also the possibility of throwing
a “special ability” into the mix under certain circumstances, and those vary
greatly from one faction to another. Let’s list just a few: the Aedui can
Suborn (replace enemy pieces with their own), the Arverni can Devastate (which
starves armies and seriously hinders the Romans), the Belgae can Rampage (scare
away opposing pieces), while the Romans are allowed to Besiege (which
automatically destroys a citadel—a very painful experience for anyone at the
receiving end).
So far,
all COIN games have involved four factions. But Falling Sky introduces the concept of a neutral faction that can
possibly affect all others: the Germanic tribes. The Belgae can sometimes
manipulate them to do their dirty work (through one of the Belgic special
abilities, Enlist), but most of the time those guys will just mess around on
their own. Keep an eye on them.
The
game’s deck sports 77 cards. Five of them are Winter cards, seeded semi-randomly
into the deck, and which essentially trigger a housekeeping round. When a
Winter car pops up (signifying the end of a year), the Germans go haywire and
steal and attack everything in sight, while the other factions must prepare for
the cold season. This means that Gallic warbands need to relocate to friendly
tribes or citadels—lest they risk not making it through the winter—while Romans
legions and auxilia must relocate along their supply line (if it still exists…)
or else pay to maintain forces in place. And that ain’t cheap. Especially in a
devastated region.
If, at
the end of a Winter round, a faction has attained its own, individual set of
winning conditions, they win! Otherwise the game continues. When the last very
last Winter card has come and gone, the game ends anyway and the one faction
closer to its goal is declared winner.
WAR
PRODUCTION
As with
all previous COIN titles, Falling Sky
ships in GMT’s “reinforced double deep box,” a large, armored thing that keeps
every little piece safe. And there are a lot of those: 200 wooden pieces, with
cardboard counters galore. The cards are their usual, thick slabs, which makes
them capable of enduring hours of abuse, if a little tricky to riffle shuffle.
The (mounted) mapboard is pretty—not quite the showstopper served up with Liberty or Death, but the thing offers
more eye candy than the standard, functional, and a little drab board found in
each other COIN opus. I like a board that stops passersby in their tracks and
forces them to inquire about the game, and the one that ships with Falling Sky does a nice job of it. It’s
interesting to note that the board is much smaller than what COIN veterans have
come to expect: indeed, it shares its diminutive dimensions with the Cuba Libre board. Ah, but it achieves
this through subterfuge, in that each faction’s holding box (where unused pieces
are temporarily stored) exists as an external rectangle of cardboard instead of
residing in a corner of the map. It makes no mechanical difference, but it can trick
the unwary gamer into believing that Falling
Sky will consume less table space than most of its older brothers. Just
don’t put away that Ping-Pong table yet.
Then
there are the player aids, and those are legion. (I couldn’t resist the pun. I’m
not even sorry.)
Four
foldouts feature information relevant to all four playable factions; two more
foldouts sport decision flowcharts for any non-player factions in your
I-don’t-have-enough-friends games; two additional aids detail the sequence of a
Winter round, as well as highlighting the nasty stuff those Germanic tribes
have in store for you; and one last foldout outlines even more rules for
non-player factions, plus the whole battle procedure (a little difficult to
grok at first, but ultimately very smooth and logical).
A 32-page
rulebook and a 48-page playbook round out the package. But don’t panic just yet:
there’s no need to study all of it before you jump into your first game. Which
doesn’t mean it’ll be a cakewalk.
Read on.
RULES OF
ENGAGEMENT
I’ve
written this before about other entries in the COIN series, but it bears
repeating: the game is not complicated, but reading the rules can (almost
certainly will) be overwhelming. This
is because half the rules—eight pages out of 16, in the case at hand—consist of
lists of procedures. And that makes for a pretty sedate read. (“The Aedui can
do this, or this, or this, or even that. Then the Arverni can do this, or
possibly this…”) Otherwise, the core system is very simple.
So what I
always do when I’m teaching a COIN game to new players (or having them prepare
for their first game) is explain (or ask them to read) everything but the actions and special abilities of
each faction. You can read the action titles in bold (Rally, March, Raid,
Battle…) to get a very general sense of what everyone will be doing, but
otherwise, skip that section. You’ll be reading and re-reading all of that from
the player aids anyway, even if you read them in advance, because that stuff is
hard to learn unless you’re doing it as you’re reading it. So you might as well
absorb everything else about the game—turn sequence, what happens during
Winter, winning conditions—which amounts to eight pages when it comes to Falling Sky.
Trust me:
read those eight pages, sit down with the extremely well done foldouts, and let
it fly.
The
playbook offers another path to enlightenment, and that’s its detailed
tutorial, spread out over 16 illustrated pages. You’ll also find non-player
examples in there, as well as design notes and strategy tips. All of which
becomes very interesting… once you have a couple of games under your belt. At
the very least.
FUN
FACTOR
I’ve
always enjoyed COIN games, but have usually felt like I was standing just on
the edge of that great expanse we call cluelessness. Even in the case of what
is usually considered the simplest of the COIN series, Cuba Libre, I never felt that I was in total control of my faction,
nor that I could totally wrap my head around the possibilities afforded my
opponents. I was having a lot of fun, but perhaps not always completely
understanding why—if that makes any sense. I might be because too much time
would elapse between two sessions, allowing understanding to seep through the
cracks and evade all accumulation; but whatever the case may be, my next move
was always a source of nervousness.
With Falling Sky, however, everything became
clear. Stupefyingly so. It is because repetition, across the entire COIN
lineup, finally managed to crack that thick skull of mine? Possibly. But some
of my opponents also commented on the fact that Falling Sky felt clearer than its predecessors. There’s less of a
guerrilla, free-for-all feeling, for one thing: front lines tend to establish
themselves with more contrast, crisscrossing the board the same way alliances
are forged and torn asunder throughout the game. Perhaps making actions
essentially identical between all four factions lightens the number-crunching
burden a bit. But whatever the case may be, I wouldn’t hesitate to recommend Falling Sky as an entry point into the
COIN system. (For the curious, Fire in
the Lake is the last one I would recommend as a first foray.)
PARTING SHOTS
I will go
out on a limb and state that Falling Sky is my favorite COIN game so far. (I
was previously really in love with Fire
in the Lake, and I haven’t played Liberty
or Death yet.) It’s a really meaty contest between four players, and once
you get past the first few learning sessions (where downtime can wear out the
most resilient among us), the game just sings.
Two final notes.
Don’t underestimate the Aedui. At
first blush, the blue faction appears weak and somewhat less exciting to play.
They don’t have a leader (along with the associated unique power that other
factions enjoy) and they come to the fight with a smaller contingent of units
than everyone else. But their Suborn special ability is possibly the most
powerful in the game, and some events really give them the high ground. In the
end, the Aedui are a bunch of underhanded bastards; they may look like anything but a threat… until
it’s too late.
Also, don’t underestimate the
complexity of running non-player faction. Those are sophisticated AIs, and it
is worth nothing that no two factions “think” alike. So familiarity with one
flowchart doesn’t mean anything when it’s time for the next bot to act. I still
have some scars from my very first session of Andean Abyss (the first COIN title), when I sat down to play
the game solo. What can I tell you—I was young and foolish. Listen here: solo
is NOT a good way to learn the game. An unfortunate state of affairs, perhaps,
but very true. I’ve found that two bots was about as much as I could handle and
still find the overall experience agreeable.
Other than that, grab a few friends
and sit down with a COIN game. You’ll thank me later.
# # #
Thanks for the review!
ReplyDeleteAndrew says that your analysis of the Aedui is very apt!
Best, Volko
Comment back when you give the game a spin! I'd love to know what you think of it.
ReplyDeleteI picked up Liberty and Death for the subject matter but have yet to try it, and have been interested in this. I am for all practical purposes a solo gamer however, and have heard elsewhere cautionary tales of cutting your teeth on the bots. Since I know I more than likely won't end up playing with someone else, is it possible to gain a similar understanding of the mechanics simply playing multiple factions yourself initially? Would you recommend that over the bots at first?
ReplyDeleteThe bots are indeed a lot of work, even for an experienced player. I always recommend NOT learning the game with them. Your idea of playing multiple factions as a solo experience is indeed the right one.
ReplyDeleteEnjoy!
Thanks for the advice and the review. I ordered this yesterday.
DeleteOutstanding! Let me know how you feel about once you've tried it.
Delete