Front Page

Content

Authors

Game Index

Forums

Site Tools

Submissions

About

Latest Blogs...

J
Jexik
March 19, 2023
K
kbrsoftech
January 13, 2023

The Ultimate Guide To Call Break Game

Designer and Publisher Blogs
K
kbrsoftech
December 30, 2022
M
mark32
December 19, 2022

Anagram Intrigue

Member Blogs
K
kbrsoftech
December 12, 2022
K
kbrsoftech
November 22, 2022
S
Sagrilarus
November 20, 2022
J
Jexik
November 14, 2022

Lose and Learn

Member Blogs
K
kbrsoftech
November 09, 2022
K
kbrsoftech
October 27, 2022
K
kbrsoftech
October 19, 2022
D
darknesssweety
September 27, 2022

Viking Saga

Designer and Publisher Blogs
A
avawilliam128
August 05, 2022
N
ninehertz
August 03, 2022

How to Create Game Characters?

Designer and Publisher Blogs
G
Globalgis
July 07, 2022

emergency garage door services Toronto

Designer and Publisher Blogs

After Action Report -- Martin Wallace's Test of Fire

Hot
S Updated
After Action Report -- Martin Wallace's Test of Fire
There Will Be Games

 

    I had the opportunity to try out Martin Wallace's Test of Fire published by Mayfair Games.  This is likely the lightest, fastest wargame you'll ever get the chance to play but don't discard it out of hand -- it has some good action going on and teaches the basics without a lot of confusion in the mix.

Wallace has left the basics of wargaming intact.  Region-to-region movement with only two types of units -- artillery and infantry and frankly the artillery doesn't really count.  This game simulates Bull Run and it's about moving (and losing) infantry in order to take and hold ground.  Union Forces win by capturing key positions, Confederates win by holding out long enough.  Either side can also win by routing their opponents, essentially through destroying enough infantry.

This is a game where cards play a key role, but it's not card-driven.  That cardboard player aid you see in the image above is what drives your actions, all decided by rolls of the dice.  At the start of your turn you throw the bones and the results give you your options.  A 1 lets you draw a card, 2s and 3s let you activate your artillery, 4s and 5s  let you maneuver and battle for ground with infantry, and 6s let you take any action you want, but only at a location where you have a leader deployed.  The good news is that you roll three or four dice each turn, so you have the opportunity to cascade several actions into a consolidated event, moving multiple units into position for a fight or hurriedly get reserves up the road to reinforce a weak position.  Cards (drawn on a roll of 1 or optionally on a 6) support your actions, help you defend positions, or even provide whole extra actions at no additional cost.

For those of you frustrated by Battle Cry's heavily card-driven activation system, where units on one flank can be cut to bits while they sit idle, this is an interesting alternative.  Cards add capabilities and flavor to the game, but they're secondary.  Good old-fashioned select-and-activate runs the show, though each turn only offers you the chance to work with half a dozen or so units.

I'll be honest -- not much of Wallace's patented special sauce shines through on this one.  You can usually feel him sitting behind you when you play his games.  But it's a solid if light wargame that still manages to make for an interesting play.  Small box, small price, simple play.  45 minutes beginning to end.  A great choice for someone looking to get their feet wet in the genre.

S.

There Will Be Games
John "Sagrilarus" Edwards (He/Him)
Associate Writer

John aka Sagrilarus is an old boardgame player. He has no qualifications to write on the subject, and will issue a stern denial of his articles' contents on short notice if pressed.

Articles by Sagrilarus

Log in to comment