GMT Games
recently had their yearly Thank You Sale. This use to be known as the Summer
Sale, but after the company’s fans stepped up to help them through the COVID
lockdowns of 2020, GMT wanted to find a way to give back to the community that
had supported them with extra orders and understanding over shipping delays.
Under the Thank You Sale rules, anyone can order a single game at 50% off using
a code mentioned in their promotional emails. On top of that, for each P500
game you’d ordered in the last twelve months, you could order another game at
50% off the sticker price. I’d had to cancel a bunch of over the course of this
year, but I was surprised when I went through the list that I’d actually received
about eleven P500 products (it helped that mounted boards counted toward the
number). So, I took the opportunity to grab some of the games that I otherwise
would already have had if I didn’t have to cancel my order for them.
One of these was the The Battle of White Plains: Twilight of the New York Campaign, October 28th–31st, 1776 (GMT Games, 2023). This is the tenth volume in Mark Miklos’s Battles of the American Revolution (BoAR) series. I came late to the party, but I have the American Revolution Tri-Pack* (GMT, 2017), reprinting the Battles of Guilford, Saratoga and Brandywine, and The Battles of Rhode Island and Newark (GMT, 2020).
I’m a
big fan of the series; that is, I pretty sure I’m a fan. Thus far, I’ve only
taken a couple of them out for a two-handed getting-to-know-you spin, and to my
recollection, never a complete game. But I do like the cut of its jib. BoAR is
a relatively simple and robust system that still manages to capture the style
and nature of Eighteenth-Century warfare at the regimental scale. It’s a game
of manoeuvre and sharp combat, and the series has looked at some of the pivotal
battles of the War or Independence (US preferred name) or the American Revolutionary
War (as it’s referred to in the UK), as well as some of the lesser-known
actions.
The
Battle of White Plains, however, is the first time the system has been taken to
the realms of the hypothetical. I’ll come back to this point later. Right now,
I’d loke to look at what the box tells us.
The complexity
rating for the game is rated as a six out of nine, the high end of Moderate. I
guess this feels about right; the series rules I’d put at a five out of nine, but
every game has its own exclusive rues that can increase the difficulty-level a
little. Solitaire suitability is rated three out of nine. I think I’d concur with
this as well. It’s not unplayable in two-handed solo-mode, but given combat
relies to a degree on hidden information the use of tactics cards that are revealed
simultaneously), it’s not ideal.
The map-scale
is 200 yards to a hex, the turns roughly an hour. Each Strength point equates
to roughly 100 men or two field pieces. Now we’ll take a look at the Game Components
as they appear on the list.
Two mounted map boards. There is a lot to like about the play area
for Battle of White Plains. As a two-mapper, this is the largest footprint game
thus far in the series, but there’s a lot packed into those two maps. The hexes
are a forgiving one-inch across. The map itself is really quite attractive. the
colour scheme is rich but muted; there won’t be any competition for your
attention when the action starts. It adheres to the conventions of the previous
games in keeping terrain to hard hexes. Lakes and forests are all kept in bounds,
streams and ridge-lines adhere to hex sides to make movement and line of sight
that much easier to establish. The whole thing is really beautiful, and consistent
with the presentation style of the previous games.
The
Map-board also contains the Turn track, Army morale track and a strength-point
loss table. The spaces on the turn track are large enough to hold reinforcement
counters and are filled with handy written reminders about events or
prohibitions for different rounds. The whole thing is clean and functional. My
only gripe would be that the matching edges are just a tad off, maybe 1.5 mm or
so. The hex-edge on my copy of the map-boards make for a slightly elongated centre
hex line. I’ve heard of other people having this kind of problem, but this is
the first time I’ve experienced it myself in all of the joining map-boards; if
anything, I’m amazed that this isn’t an issue with mounted boards more often.
One full-size counter sheet; One half-size marker sheet. For such a
large play area, the counter density of the game is quite small, with barely
one sheet of unit counters, and a second half-sheet of markers. The units and leaders
are well-presented and easy to read, printed on good grey-core card-stock. The
counters are on the larger side, maybe 5/8ths. The British and Colonial forces
are differentiated by a background colour – beige and light blue respectfully,
with a bolder-coloured stripe at the top to differentiate troop types (e.g. red
for British Regulars, green for Hessians, ecru for Loyalists). Leaders are graded
by a number of stars along the right-hand side to denote seniority. The markers
are clearly marked, and denote a variety of game effects and functions, from
manoeuvre orders and rally reminders to earthworks and weather conditions. The counter-set also includes two replacement counters, one each for Eutaw Springs and Monmouth Courthouse
Opportunity cards (sample). |
52 Opportuity Cards; 16 Tactics cards. The game
comes with two sets of cards. The Opportunity cards haven’t always been a
feature of BoAR games, having been introduced with The Battles of Rhode Island
and Newark. As the name suggests, they offer minor advantages to the holding
player in given situations. No plan survives contact with the enemy, but a good
officer is alive to the opportunities that present themselves in the situation
to hand.
Tactics cards (sample). |
The
Tactics cards are two matching sets of cards representing the various tactical
orders a player can allocate to their troops in the game. These reflect the
nature of martial doctrine in the mid- to late eighteenth century. You have to
keep in mind that, especially in the earlier battles of the war, the British
and Colonial forces held very similar doctrines because so many of the officers
and professional soldiers had fought alongside each other protecting British
interests and projecting British might in the French and Indian War.
In the
event of close combat, each player chooses a Tactic card for their side. Once
each has chosen a tactic, both are revealed, and the matrix on the card consulted
to find the appropriate DRM for the chosen tactic against the tactic chosen by
the other player. A complete matrix of DRMs can also be found on the Player’s Aid
Card.
PACs, front and back. |
And interior spread. |
Two 11” by 17” Player Aid Cards. The game comes
with two identical bi-fold PACs. This is one of my favourite PACs for layout
and usefulness; I’d wager that once you’re familiar with the rules and played
it through a few times, you’ll rarely need to refer to the series rules. These are
printed on good cardstock (as are the Opportunity and Tactics cards, I neglected
to mention earlier).
Battles of the American Revolution Series
Rulebook / Battle of White Plains Exclusive Rulebook. The BoAR
series rules are clear, easy to read and to comprehend, and run to a mere 16
pages (really 14, plus a cover page and expanded Sequence of Play on the back
cover). The series rules say on the cover that they are the June 2022 version,
but after a quick comparison between this copy and the January 2020 version
from Battles of Rhode Island and Newport, I don’t believe there are any
particularly drastic changes; maybe some changes in wording for clarity, but no
significant changes in the workings of the rules.
Playbook sample page. |
The
Exclusive Rules are a little more extensive than previous games (from memory).
It comes to a whopping 36 pages, with six pages of preliminary notes and series
rules variations, five pages of Special Rules, and a couple of pages outlining
the special units introduced in the game. The game’s two scenarios are covered
in six pages, and Mark Miklos’s illuminating design notes take up another
three. The Exclusive rules also include a seven-page essay by Miklos outlining
the historical situation and background of the New York campaign, a full order
of Battle, and a representation of the counter sheets.
The scenarios
include The Battle for Chatterton Hill, a representation of the historical action
(4 ½ turns) and a hypothetical scenario, Howe’s Grand Assault (the expected
assault that never came) covering ten and a half turns. Both scenarios look
interesting, with the first probably playable inside of two hours (not counting
set-up time) and the hypothetical scenario completable in an afternoon (the box
says eight hours, but I think it would be doable in six or seven with no meal
breaks).
Two ten-sided dice. Yes, the game even comes with dice; one red,
one blue, so thematically appropriate.
That covers
all the goods. The Battle of White Plains is shaping up to be really interesting
game. The BoAR games tend not to be too counter-dense anyway, but with around
60-80 units a side over two maps, there shouldn’t be any congestion problems (well,
maybe on the roads; it can happen with bad planning).
* It
warrants noting that the first run of the American Revolution Tri-Pack,Vol. 1 sold out but is
slated for a reprint (on GMT’s P500 print schedule), and at a second Tri-Pack,
reprinting the battles of Monmoth, Newton and Germantown is also slated for
publication. These tripacks (each set actually contains four games, on
double-sided mounted boards) represent excellent value and dozens of hours of
play.
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