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

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23 Nov 2012 19:02 #271946 by Sagrilarus
by Sagrilarus    
November 23, 2012    



...

 

    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.

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