I’ve
been keen to get Brian Train’s Brief Border Wars (Compass Games, 2020) to
the table for over a year now. It’s a classic four game box-set in the
tradition of SPI’s quad-games; four situations using the same set of series
rules, with a couple of pages of exclusive rules to add more flavour to the
individual conflicts. It was one of the first games I chose for my 6x6 personal
challenge last year. Last year didn’t happen quite the way I hoped, but I’m
still keen to finish what I started, and so on Monday night I introduced T to
the Football War, which was fought between El Salvador and Honduras.
Train
offers a short but informative precis of the war in his designer’s notes for
this conflict – and I’d recommend reading his notes for each of the situations,
but in short, El Salvador briefly invaded Honduras in 1969 for a perceived
short-term political gain. In the end, nothing was gained, many more civilians
were killed than soldiers, and under pressure from the US and the Organization
of American States (OAS), a cease-fire was reached in less and a week.
Opening set-up (apologies for the plexi-flare). |
The
game is an interesting puzzle. El Salvador is the aggressor. They have the
larger forces at their disposal and enjoy the element of surprise, the majority
of their forces setting up on the border, while much of the Honduran army
available is still barracked near the capital. But the onus is on them to push
out and in many directions to cover more territory than the Hondurans can
protect, capture cities, then hold them against a limited but fully mobilised
Honduran force. The terrain is working against them. If no roads links
territories – which is the case along nearly the whole of the
Salvadorian/Honduran border – the movement cost to each unit is two points (double
the normal movement cost).
This is
probably a good point to break the narrative and talk about mechanics. This is
a game that takes seemingly clunky mechanics and works them into a relatively
seamless narrative. Play is driven by cards, and there are two suits, white and
grey, which are shuffled together and dealt out six cards at a time. Of those
six cards, the white-striped ones go to the Designated player (the instigator
of hostilities) and the grey-stripped cards go to the other player. Whoever has
the most cards in their hand goes first that round, and card-play goes back and
forth until both hands are depleted, or until both layers pass their turn. In
that case, any cards not played are discarded, the turn marker forwarded one
place, and the next six cards are dealt.
Access to the road network is crucial to success in The Football War. |
Each
deck has 20 action cards, and each action card has two values, Movement and
Combat. Each card can be used for one or the other – you can’t move and engage
in combat in the same card-play. The Movement number is normally how many units
you can move in that activation; one point will get one unit from one area to an
adjacent area. As mentioned earlier, the Football War, any non-road movement
costs two points per unit.
Combat
is handled simply, with one die allocated to each side for their participating units' combat
value (CV – the single bold number on the unit markers). Like with movement,
the number on the card played dictates how many units can be committed to fights
in that round (the points can be split over several areas, and points can also
be allocated to air support at a rate of one air unit per ground unit
participating. The Attacker calls the shots. He declare which units from BOTH
sides will participate in the action (he can gang up on a single enemy unit if
he wishes, ignoring other units present in the area), but the defender gets the
terrain advantage, up to two extra dice, as well as their own air support. A
successful hit will flip an attacker to its Disrupted side, while the defender
has the option of staying put and becoming disrupted, or to retreating to a
neighbouring area but maintaining its cohesion (essentially an orderly retreat).
More hits will lead to more serious results. As mentioned, terrain always
favours the defender, and in The Football War, much of the play area is both
mountainous and thickly forested. In most situations, a defender is going to
get an extra die for each of these for their rolls.
Air support can be a deciding factor *it just wasn't in this case - no hits for both sides). |
Each
deck also has a random event card, which is declared and played as soon as it
comes out. Each game comes with it’s on exclusive rules, and the exclusive rules
include a table of random events; when the card come out, you roll a d6 and check
the table. Every game runs through 7 turns, so each player will play through
their 21 card-deck completely through the course of the game.
At the
end of the seventh round, victory is determined. In The Football War, various Honduran
cities are allocated values of one or two Victory Points, and any of these
locations held uncontested by the Salvadorians go to their score. Being T’s first
game, and my first in more than seven or eight months, after playing through
the Operation: Attila and the Third Indochina War two handed, I think I can
safely say that neither of us had a coherent strategy going in. After some jockeying
in the first three rounds, I managed to distract T in the south, where his
long-suffering Hondurans had made an incursion into Salvadorian territory, near
the coast, tying up some of his limited resources while I made a late break
through the northern part of the map, occupying a few unprotected cities at
enough distance from his nearest forces to make interception unlikely. The
presence of Salvadorian forces in an area is enough to establish control, but
if there is also a Honduran unit or units in the space, it becomes contested,
and the Salvadorian player can’t claim that point.
At the bottom of the seventh. |
At the
end of the seventh turn the Salvadorians held cities to the value of 5 points,
a draw. Seeing how things played out, we both made a lot of mistakes, but that’s
why I always approach a first game out of the gate as a learning game and try
to be more invested in the how the mechanics function alongside each other rather
than what I need to do, or stop the other guy from doing, to win. I think we
both learned a lot, though I don’t think T will be able to curb his “all in:”
instinct enough to take advantage of all the benefits offered to the defending
player and set up situations to invite the aggressor to declare a fight; or at
least, not straight away. With five more games to be played and only four in
the box, I think I’d like to come back to the Football War with what I learn
from playing the others.
No comments:
Post a Comment