Thursday 31 December 2020

REVIEW: Battles of the Age of Reason IX: Mollwitz 1741 and Chotusitz 1742 - by Matthew Hinkle (Clash of Arms Games)

Consider the rulebooks of some games I have learned to play: the current Civil War Brigade Series rulebook is 32 pages long, and each game has a game-exclusive rulebook, too; Here I Stand is 48 pages long, excluding the separate playbook/scenario book; and Advanced Squad Leader...well, to play an Infantry Only scenario, and setting aside Nationality and Terrain rules, you still need to learn about 40 pages if you're self-teaching. All small type, tightly set. And moreover, I’ve learned dozens of games with rulebooks in that region or longer.
 
What’s wrong with me? And what’s wrong with wargamers in general? We learn and play games with much longer rulebooks – Lace Wars or A World at War come to mind. I’m tempted to suggest we do so because, the saying goes, “they’re there”. Surely the desire to accomplish a vast task is part of the motivation of the average wargamer playing a monster or a heavy game. Yet I think there is more.
 
This was the key question that entered my mind when I sought to reflect on Battles of the Age of Reason IX: Mollwitz 1741 and Chotusitz 1742, a game covering Frederick the Great’s first battlefield commands. Why do I play games like this? It has 48 pages of series rules, 28 pages of module-specific rules, a 12-page booklet of tables and roster sheets, and another two double-sided charts – for a total of 92 sides of paper. Not all of this has to be learned to play a scenario – as this contains 7 scenarios over 2 different battles, you only need to learn battle-specific and scenario-specific rules for whatever you are playing. You can ignore the few pages of historical notes. Beyond that, though, most of the rules are non-negotiable.
 
BAR, like its forebear La Bataille, is a dense, procedural simulation of the horse and musket era. Where La Batt simulates the Napoleonic era, BAR simulates (so far) the period 1741-1783, with games covering the War of the Austrian Succession, the Seven Years’ War, and the American Revolution. Why did I buy Mollwitz 1741 and Chotusitz 1742, then? Well, I like the period; I have heard many good things about the system; and the specific game was billed as a good starting place, with two single-map battles (most of the other games set in Europe are multi-mappers).
 
And, if I’m honest, I was curious about the weight, the density. “It was there.” It was a mountain I wanted to climb. But why? People climb mountains, but don’t leap into lava streams just because they are there. Something valuable inheres in the target – and the hardship of the journey makes the attainment of the target all the greater. What is this in complex wargames?
 
I should begin my answer by saying that it does not include the actively confused layout of the sheets and charts of this game (key charts are hidden in the game-specific chart booklet, next to rosters; but the other key charts are loose and cardstock; I’ve still not yet learned to instinctively look in the right place when wanting to check the Terrain Effects Chart, or the Fire Multiplier Chart!), or even the surprisingly disjointed rulebook, where information is repeated across sections in a way that sometimes tricks me – is the whole summary of Wing and Command Leader Initiative in the Sequence of Play section? No, wait, there’s a much fuller description spread across the Initiative Determination section and the Command and Control section, though none of this is particularly well cross-referenced.
 
I wouldn’t want to extend this criticism too wide, but it is certainly jarring to read an obviously refined rulebook – a system with nine iterations, building on the whole tradition of La Bataille beforehand – that still has concrete usability issues. I suppose one might enjoy conquering usability issues – I enjoy solving a complex, frustrating problem with a model train – but I don’t think that is why wargamers flock to heavy games. We’re nerds, but most of us aren’t masochists (direct letters disagreeing to the editor).
 
No, I think the reason I pick games like this up regularly is that the density of procedure, the array of interlocking systems, the neurotic attention to historic detail, all serve two purposes of core importance to most dedicated wargamers: the seeking of mastery, and the desire for historical transportation.
 
What do I mean? In a classic “beginner’s” wargame – Napoleon at Waterloo is the obvious touchstone – units move under fairly simple rules, using a simple set of movement modifiers on a table. They attack in a fairly simple way, too. Typically, either a “to hit” roll is made (more usual in miniatures) or a simple odds ratio is calculated between the attacking units and the defending units. A roll is made on a table displaying the various odds, and that gives a result – in the simplest cases usually out of a range of “No Effect”, “Retreat”, and “Damaged/Killed”. Everything about these results can usually be explained in a sentence or two (though, then again, we’ve all read an otherwise simple rulebook with a multi-page Retreat system!).
 
Mollwitz 1741 and Chotusitz 1742 is a close follower of the second model – but significantly more complicated. How do we work out the odds ratio, that staple of the hex-and-counter wargame? Well, to take the example of fire combat: (1) determine how many Strength Points can fire out of each hex firing upon a target, and then, applying modifiers where necessary, multiply each firing unit’s SP by the range modifier of its troop type, with e.g. a 12lb Artillery unit multiplying its SPs by 4 at a range of 4 hexes – the cumulate result is the Fire Strength; (2) divide that Fire Strength by the Fire Defense Value of the targeted hex – with e.g. a Clear Hex having a FDV of 10 whilst a Village has an FDV of 20; (3) roll d100 and apply any final modifiers, and then cross-reference the result on the Fire Combat Table. There are actually only a relatively few types of results of a “hit”, and none particularly complex, but if you roll 00-09, you have rolled a Fire Combat Special Result, for the effects of which you must consult the relevant Fire Special Results table (there are three separate tables, for three types of Fire).
 
You get the idea. And of course, there’s plenty more of this: multiple complicated formations, the relative inability of infantry to move obliquely without changing facing, and even a whole Special Cavalry Movement sub-system. Even Terrain Effects on Movement often include three items of information – Movement Cost, Stacking Limit by Troop Type and Formation, and Disorder Check if applicable. The system isn’t revolutionary – it doesn’t even go so far as to use a “Differential Odds” combat system, let alone something as quirky as that of the Civil War Brigade Series, mentioned above – but it is dense and layered.
 
At first, this can be exasperating. How many cases apply to a Fire check? Have I missed something? (Yes.) Oh, wait, that line of cavalry couldn’t have moved that far because they had to change facing – and anyway, I miscalculated the command ranges (as there are so many different effects on measurement) so I should have rolled Command Initiative.
 
Eventually, for the hardened wargamer, something clicks – oh. It was when I realized I had a second Opportunity Fire shot on a Skirmishing Hussar unit which was leaving a hex, and actually fairly quickly processed the maths involved. Suddenly I felt like I saw beneath the surface of the systems, to some kind of mathematical realm beyond – which sounds like an exaggeration, but is not. When a system clicks, I experience a sense of sublimity – and that means that the more complex and deep a system is, the more sublime.
 
This connects to the other great benefit I find in complex systems – that sense of being transported across history. Some of us wargamers are noisy in saying that we don’t believe we are playing simulations; one particularly strange (and unnecessary) defence of ASL is that it depicts Movie World War Two, not the real deal. Yet the very nature of typical wargame rules – the basic “language” we use – is simulatory. Representation is the point, not elegance or fine engineering. If you wanted elegance in your rules, virtually no traditional wargame’s combat system would make the grade. But the combat systems – whether CRTs or To Hits or whatever else – are meant to make us think of the clash of arms. Thus when Mollwitz 1741 and Chotusitz 1742 forces me to muck about – in a scenario with Snow, indeed, so movement is already really slow! – with facing changes so I can actually align my cavalry for their charge, because I can’t just move them in a straight line of hexes but have to alternate...that’s the sweet spot for the nerd.
 
The snow is heavy on the ground. The Prussian infantry have to slog through it to get to the Austrian centre, where they can probably caramelize the shaky Habsburg foot. There are strong wings of enemy cavalry on either flank. To quick march they have to suck up Fatigue – or you can accept the tradeoff of losing time so they can arrive in better shape. The Austrian Hussars are providing an extra obstacle, and are so much harder to hit because of their Skirmish formation. And the winter sun is falling fast.
 
Dense mechanics – big rulebooks – fields of chrome, endless exceptions – these seem like a nightmare, but our Cardboard Time Machines need lots of knobs and dials if we are to get in close. This is because the transportation through time most of us are seeking is not the exact metrics of shots fired vs wounds caused, but the story which explains the battle and the personages involved. Games, in this sense, are claims about reality – they tell the story. And the heavy games tell those stories in a way no elegant, insightful design can – not through neat tricks but through the very weight of the rules. When you must memorize dozens and dozens of rules and sub-systems, the claim about the battle or war is impressed upon you in a very distinctive way.
 
Mollwitz 1741 and Chotusitz 1742 is a very fine example of this species of game. Its rules rarely seem arbitrary or stupid and never really break the suspension of disbelief. This is partly through using Strength Points and Roster Sheets rather than Steps – damage is steady and cumulative, so Rubber-Banding or Bloodbath CRTs can’t ruin the illusion. The battle-specific rules are not overly onerous. The range of scenarios is fairly varied – there are two fairly different battles to begin with, and they each have different situations, including cavalry battles and full deployment scenarios (which remind me of the Main Scenarios in the Prussia’s Glory series). All told, I think this was a very good introduction to BAR (I have two other games in the series on the shelf already!).
 
What is required, to be sure, is persistence – this is a system that has to click to work its magic. I can teach a complete newbie a Battles of the American Revolution game by Mark Miklos with fairly little difficulty. I might need to handhold, but the basic dynamic is clear, and the basic mathematical problems are fairly open (though, inevitably, Retreats are the nightmare piece of the puzzle). But with Battle of the Age of Reason, both the engineering puzzle and the historical vision only come out once the rules have been rehearsed.
 
For many gamers out there, that is (naturally) a problem – spending hours learning a game and then spending hours beginning to play it, before even getting a hint of the joy involved, seems like more than delayed gratification. It seems like insanity. But to the Initiate of the Wargaming Mysteries, a game like Mollwitz 1741 and Chotusitz 1742 is a path to higher enlightenment.

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