Field Commander: Alexander Review (DVG)

A while back I reported on Field Commander: Rommel which was first in the Field Commander Series from Dan Verssen Games. I had a very favorable opinion of the game with the exception of the difficulty (it is still a damn hard game) and the clunky nature of moving the enemies around the map. And even though Rommel and Alexander were separated by over 2,000 years the Field Commander System holds up very well and Field Commander: Alexander is, in my opinion, an improvement upon the system.

Alexander differs in many was from Rommel particularly in scale. Time frames are longer, distances are greater and the number of men a counter represents has increased and for me Alexander has a greater strategic feel than its predecessor. But as I don’t want to dwell too long on comparing the two titles I’ll just sum it up and say that Alexander improves on what was already a great system.

The Field Commander Series are solitaire games that have the goal of distilling some of the great strategic minds of history into a playable format and in that regard Alexander is a success. I’ll admit that going into the game I knew very little of Alexander the Great and coming out of the game I now know enough to make me dangerous as in I have some interesting trivia knowledge but could find myself wrong a lot of the time if discussing his life. But the point of the game isn’t a deep analysis of the tactics that he used in particular battles, but his overall strategy on how to conquer and subjugate a region.

There are many decision points for you as the player which is great because often I find that solitaire games sometimes get a feeling of playing themselves as numerous charts are referenced and dice rolled. After a region is conquered you have to decide if you’ll govern the area which creates a steady income and has some positive effects later in the game or you can raze the land for a large and immediate cash bonus. You get to pick and grow your pool of personal and trusted advisers and who to pick and when will have long term effects during the campaign. How large of an army to muster and march around the land will often be dependent on the health of your treasury. Many aspects work and balance together creating a wonderful narrative as you work through the campaign.

The campaign game is where Alexander really shines though. The game includes four scenarios to play as a linked campaign which starts off early in Alexander’s career as he conquered the land around Greece and then moved south and east through the Middle East towards India. How well you do in the campaign will determine for how many years Alexander’s name will be remembered and his exploits told. Though each scenario is based on the same game system, as Alexander matures and grows in experience, as his pool of advisers expands and as various tactical “Insights” are gathered the scenarios feel and take shape differently. There are also a few special rules for some of the scenarios that help expand and grow the variety within the game.

What I find most impressive though is just how playable the game is. Alexander with the larger scale means the enemy isn’t moving on the map and due to that the administrative work for the enemy is very minimal. That means most of the time playing is making decisions for what you plan on doing with your forces. Which is very refreshing compared to other solitaire games that I’ve played where it feels more time is devoted to figuring out what the game’s AI will do during a turn than you actually take for your turn.

The only thing that I would complain about is now that I’ve worked through the few campaign a number of times I tend to find myself falling into similar patterns. I like to start with X Adviser, I like certain types of troops over others, I like to spend my money in certain ways, because I’ve found some patterns that work better than others for me and my play style. The game does do a good job with mixing thing up and presenting you with different challenges each time, but there is only so much that can be put in before the ease of play becomes cluttered and clunky. With solitaire games I’ll take ease of play over historical accuracy or a cumbersome game AI any day of the week. And even though I find myself falling into patterns I’ve found asking “What If?” sometimes forces me out of those patterns which allows the game to present different challenges for me to overcome.

As it stands this is a game that I feel will be staying around for a long time. The full campaign of four scenarios takes me about four hours to play and I am a slow gamer who likes to get up, walk around and contemplate decisions. If someone other than me were to focus from start to finish I could see it possible to play the entire campaign in around three hours. That means the campaign is perfect for a lazy Saturday or Sunday afternoon or a week night where you have no plans. Additionally if you only find yourself with an hour to an hour and a half then a single scenario is perfectly playable in that time.

Production is very nice though there are a few things that my anal retentive nature cringes at, but they aren’t even worthy of note. The only thing that I can see on the production end that did fall a little short of my expectations are the mounted map boards. They just don’t lay flat as they have warped a bit, but it isn’t a big deal to me personally and I’d take the mounted map boards over the paper maps in Rommel every time.

In closing Field Commander: Alexander is one of just a handful of solitaire games that I’d recommend to people because there are so many things that are going right in the game. The common pitfalls I’ve experienced solitaire gaming are burdensome game AI, repetitive, long, minimal decision points as well as a few others. Alexander has none of those traits, it is just as the system intends: To make the lives of histories great leaders playable in an accessible game format.

‘Til Next Time - Happy Gaming
LvT

Field Commander: Rommel Review (Dan Verssen Games)

Over the years, I’ve been getting into the world of solitaire gaming. We’ve all been there at some point where you find yourself with an hour or two to fill, an itching for a game but no one is around or available to game with. With my game group my schedule is the most flexible of the bunch so I find myself with those conditions fairly often. In the past I’ve talked about games like Silverton and more recently BlackBeard (which I did forget to mention it allows for solitaire play albeit with “Dummy” Players which I’m personally not a fan of). Both of which are fine games in their own right and do provide a satisfactory solitaire game experience but lately I’ve been looking for games with more of a historical flare.

Ah Wargames: The ones with paper maps, hundreds of little cardboard counters and must be played under Plexiglas. There’s something about these games that just draw me to them and a whole new world of gaming had been opened up to me once I’ve started to explore this genre. Many of these games are well suited for solitaire play, but many of them feel like playing chess solitaire where you play as both sides of the engagement. But a small subset of the whole new world of gaming is the solitaire game. Publishers like Victory Games, Avalon Hill, GMT Games, 3W and more recently DVG have all published solitaire titles at some point in their company’s history. With the rise of the computer in our daily lives, many of these games have become “obsolete”. Rulebooks which are dozens of pages referencing you to the various charts and tables have been replaced with 0’s and 1’s allowing an engagement in the Pacific to be fought over a few hours instead of a few days.

In today’s world, these games for the most part have lost their place. Of course there are always a few exceptions like Field Commander: Rommel by Dan Verssen Games (DVG). Dan Verssen designed the “Leader Series” of games, which are fairly simple (when compared to a game like Carrier by VG), yet highly enjoyable solitaire games published by GMT Games in the early 90’s. Recently Verssen come out with a new series called “Field Commander”. The first game in the series deals with three major battles which Erwin Rommel really made his name with. The second in line, which should be released fairly soon, is Alexander. Field Commander looks to be the start of a series of solitaire games which are easy to learn (even for non-wargamers), play quickly and are highly enjoyable.

(In the interest of full disclosure I went into this game with negative feelings due to some things that I’d consider a problem with the DVG ordering system, so I went in wanting to not like the game so I didn’t feel the need to order FC: Alexander, but those feelings were quickly dashed aside)

The components to the game I’m a little mixed on. With one hand the artwork is excellent, the counters are easy to read and everything from the artistic side is exceptional. The other hand questions the materials used in publishing. Everything is satisfactory, but just feels cheep. Everything has a very glossy texture and the best way I can describe it is it feels fake because of slightly different production methods and materials compared to the industry standard. Other than that though, that is the only thing that I’ve found which I’m logging a complaint on…The game play is really what matters after all!

The game play itself is very, very fun, and difficult. I will admit at this time that I have just played the first scenario (and for the record have gotten my ass handed to me each time) but I keep coming back. Perhaps it is the masochist in me, perhaps out of all the solitaire games I’ve played (and I haven’t played them all) this one I find very enjoyable. FC:R is an operations level game using area movement. On your turn you move your units which will attack this turn, perform the attack, do non-combat moves and then use the supply action to refit and purchase new units. This provides the player with a lot of options at their disposal and removes some of the “game playing itself” problems that some solitaire wargames have (for example B-17 Queen of the Skies).

Enemy turns follow roughly the same order and the order system and activation system but the chart rolling is very limited. At times it does seem like the enemy is not making logical choices, but overall the game is stacked against you so the illogical choices are needed just to give you a fighting chance. It also gives a feeling that you are playing against someone though because your logical choice may not be your opponent’s logical choice and you never know what is really in their head and this feeling is conveyed through game play. There are also a few instances where you are presented with two or more options for the enemy player and you get to decide the outcome. This provides you with a very slight control over what the enemy does. So in a way during the course of the game you can make some slight decisions to adjust the difficulty level of the game.

Overall the game isn’t perfect. It doesn’t really give you the historical accuracy which many other solitaire games attempt to recreate (which I think is part of their flaw with large rulebooks and tons of charts). The game is good fun, albeit frustrating at times, which provides you as the player a lot of choices and the AI system is pretty straightforward but offers you quite a challenge. For anyone looking for a solitaire game or an introduction to the wargame genre, I highly recommend the game. One other perk about this game is it doesn’t require that much space and can easily be played on a coffee table or desk and with an hour or two for playtime; it doesn’t need to be kept setup for extended periods.

Rating: 4.25 out of 5

‘Til Next Time - Happy Gaming
LvT