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Frontline D-Day Review Frontline D-Day Review Hot

ddayFrontline D-Day has caused quite a splash in wargaming circles of late because it’s been styled by some people as a long-awaited spiritual successor to Up Front, only a successor which is easier and faster to play. Having never played Up Front myself this is rather an academic question for me: what I found attractive in the game was the combination of quick-playing fire team level combat with a wide range of potential player numbers (1-4) the latter being a particular rarity for wargames of any sort. The publisher and designer, Dan Verssen, was kind enough to send me a copy to review so I was able to judge for myself whether or not it checked the boxes for me on the points I found most interesting.

The first thing you’ll notice about Frontline D-Day when you open the box is that it’s almost entirely card driven: there’s a sheet of chits for tracking things like wounds and equipment but all the soldiers and vehicles are represented by cards, all the terrain is represented by cards and so are all the actions the soldiers can take. To play you can either pick one of 19 historical scenarios from the rulebook or create a custom game on the fly. In both cases you start out by dealing nine terrain cards to represent the battlefield either a fixed set of nine for a scenario or a random set of nine for a custom game. Once both players have seen these and randomly determined who will start they get their soldier cards which are, again, either fixed for a scenario or chosen by the player up to a VP value that the players agree on. There are all sorts of troops to pick from with various weapons which are simply modelled by a set of firepower values at different ranges, but the key division is between commanders and commanded. A few soliders have a command rating which allows them to form a section with other cards, and these can then all act together, gaining the crucial advantages of being able to combine their firepower together into a single value.

Once you’ve chosen your forces you set them up on the table, a process which I found really quite awkward. The rulebook suggests that you put your soldiers in front of you and then lay the nine terrain cards out in the middle or to one side between the two players, and then track the card each section is in by taking the terrain card and placing it next to the soldier cards for that section. This not only makes it difficult to track the sequence of terrain cards (although they’re numbered 1-9, otherwise it’d be impossible) when calculating range or moving, but can get massively confusing when some sections are in the same terrain card. In the end I made up some little counters to represent the soldiers and moved them across the terrain cards directly instead - much neater. The game would look really cool with some little miniatures instead (I reckon Tide of Iron figures would work a treat since they can be combined into sections on the same base) but I think the omission of some professionally printed counters for this purpose is an unfortunate omission, especially given the relatively high RRP for a game without any kind of map.

Anyway, however you choose to set up your table, each player then gets to pick some equipment for their troops like grenades and medical kits and gets dealt a hand of action cards. These represent actions (duh!) such as attacking, moving, taking cover and so on and there are three basic types. Attack and move should be self-explanatory but the third, prepare, is vital as it allows you to get more cards, remove damage from your troops and reload any unloaded weapons. To take an action, just play a card on a section. In a neat twist you can use the actions from your hand, or you can simply play any card for a lower powered “default” action: for example you can play any card to attack, but if you use an actual attack card you’ll get a bonus to your firepower. This makes your hand tremendously flexible and offers an interesting dilemma of whether to try and make the best of the cards you’ve got and perhaps perform actions you didn’t really want, or whether to perform the actions you were planning but at lower intensity. Usually a section can only take one action during your turn.

Once you’ve announced your action your opponent gets a chance for a reaction. They also have to play a card to perform this. The reaction step is absolutely crucial because the key way of defending your troops from enemy attacks in this game is to counter-attack. In an attack you check the range and total up the firepower for the cards in the section - most cards also have a “rapid fire” option to give them more firepower for the attack but leaving them unable to attack again until they’re reloaded their weapon. To counter attack you do the same, then halve the total and compare the two values. The attack value is reduced by the amount of firepower in the counter-attack and if the counter-attack value is actually higher, it’s the original attacking section who’ll find themselves taking damage.

What I found particularly interesting about this action-reaction system is that it managed to give a game which is, to be honest, really quite abstract in mechanical terms, a real feel of the find-fix-flank-finish tactics of real World War 2 combat. As an I-go-you-go game the “fix” bit is going to be hard to model and given that the terrain is totally linear, with soldiers stepping direct from one to the other, any concept of “find” or “flank” is totally impossible to model: the game represents the latter through a flanking card which offers cumulative firepower bonuses the further you advance but that’s an abstraction, not a simulation. But by drawing sections in, one at a time, to a chain of events which sees them unable to act again afterward and possibly for several turns after if they decide to rapid fire or taking damage, the game is leant a strange cat-and-mouse feeling which gives the sensation of move and counter-move without actually having to represent tactical movement round a map. The fact that each unit can only perform a single action each turn adds to the illusion: either your dashing from shelter to shelter hoping covering fire from another section will save your skins, or you’re attacking or you’re hunkered down gathering your mental resources for the next push.

The game scores another notable and unexpected win in terms of thematics in the way it makes you feel about the soldiers under your command. The art in the game is cartoon-style which personally I didn’t find suited the subject matter very well, and the cards are all given generic names suitable to the nationality (UK, US or German) they represent. As such I didn’t expect to find them any different or more interesting than a plastic or wooden military piece from any other game. But in general you have so few soldiers, and each one has an individual (albeit cartoon) face, that loosing one of them comes as a serious blow. I found myself referring to them by name, game after game, and getting excited when particular heroes (and particular failures) made themselves stand out over a run of sessions. There are also no easy wins in this game: every point of damage you push through onto opposing sections has to be fought hard for, and every point of damage to inflict or receive feels like a major event, unlike a lot of higher-scale combat games where you can simply push over an enemy unit with no great thought. In short the game does rather a better job of putting you close to the visceral action of team-level combat than you’d have any particular right to expect from a game with no map, no counters and no figures.

You inflict damage on your unfortunate subordinates by drawing counters from a container which represent hit results: pin, morale, wound and dead in increasing order of severity. Each counter has three point values on it and you “pay” the cost from the firepower damage you’ve inflicted depending on the cover your target is in, so any given counter costs more if the target is in heavy cover than if in medium cover. You keep on drawing and assigning the counters to soliders in the target section one by one until the total firepower damage you’ve taken in exhausted and only when they’ve all been drawn do you apply the effects. This means that an already dead solider has a limited capacity for absorbing wounds that might have gone onto his comrades instead and makes the system slightly more random than it may sounds. It’s a clever and unusual mechanic and works well, modelling a variety of effects whilst keeping things fast and simple.

However the firepower/damage system does have a significant fault. Unresisted firepower is incredibly dangerous, especially in light cover, and if a single attack gets through that you can’t counter it can often spell doom for the section taking the damage. And because the game is small in scale, once you’ve lost a section you’re in serious trouble because it means one less counter-attack per turn and that means heading down a slippery slope of further unresisted damage and further carnage. This in itself isn’t necessarily much of an issue. After all if a fire team is caught by MG fire out in the open you might realistically expect them to get cut to pieces and for the most part attacks go get countered and there is a satisfying slow descent into chaos until finally one side makes the breakthrough. The problem comes because the game has an unfortunate habit of setting up situations where you can get caught unable to counter-attack through no great fault of your own. The most common complaint is that this situation arises simply from the choice of who gets to start, a fault which is compounded by the fact that the introductory game suggested in the rulebook sets up that exact problem game after game. In reality my experience is that first-player isn’t a common cause of this issue (it never is in the carefully designed historical scenarios which specify which side gets to start) but it can still happen with unfortunate frequency from other causes. A card which allows a section to act twice is a particular culprit, since the extra action can often take place after all the opposing sections have been already used up in reactions but you can get similar effects from mass grenade attacks and a shortage of the powerful counter-attack card. I can’t help but to compare this with my experiences of playing Hannibal: Rome vs Carthage, a game which has a similar habit of going horribly wrong through little fault on the part of the player. I found it a major fault with Hannibal. It’s much less of a problem in Frontline D-Day simply because the game is so much quicker to play. In a 3-4 hour session of Hannibal an unfortunate moment can flush the entire evenings’ gaming down the pan, but in Frontline, which lasts 60-90 minutes, you can generally just pack up and start again. But it’s still an unfortunate issue.

Another parallel which I could draw with Hannibal is one of tactical depth. It might not have come across from this review so far but this is game manages to pack a surprising amount of tough choices under the bonnet. Because the consequences of failing to deal with enemy attacks is so severe, every decision you make it fraught with difficulty and tension from a variety of sources. Which section to activate first? What to do with it? How is your opponent likely to react? Do you dare burn up valuable equipment counters or leave your men defenceless by reverting to rapid fire? How are you going to manage your hand, make best use of your actions, get more cards into your hand when it runs dry? How do you orchestrate things to leave your enemy with as unpalatable set of choices before him as possible? Make one slip and you’ll be punished severely and remember this is actually a game with a relatively minimal random element: sure the action cards you get are random but you always have the flexibility to fall back on default actions at a relatively small cost. And yet there is easily sufficient randomness and variability in the game to keep things interesting and ensure that the decisions are non-obvious and can’t always be worked through in a mathematical manner. Toss in a high level of direct player interaction and you have a card game which actually has some small echoes of the “what can everything do and how can everything respond” feeling of working through possibilities of a game of chess.

Speaking of player interaction I can’t really wind this review up without harking back to what was, for me, one of the key selling points of the game: that wide range of player numbers. Its primary function is as a two-player game, no doubt, but instructions are given for solo and 3/4 player games. The solo game has an AI whose actions are controlled by a deck of cards. You might have thought that was a pretty silly idea for a solo game and you’d be very wrong. It works exceptionally well, especially when playing some of the historical scenarios that mimic attacking fortified positions. To compensate for its obvious inflexibility the AI is given a huge hand up in the form of its sections being able to effectively take “prepare” actions, removing pins and gaining back ammo, in addition to move or attack actions and as a result it becomes a very tough adversary, almost impossible to beat in some circumstances. But trying is still tremendously entertaining and is a good way to hone your tactical skills for play against real people. The multi-player option is, by comparison, a complete disappointment. It’s just a team game, the same sort of team game as you can play with any 2-player title by splitting up the command and as such actually including rules for it and claiming the game “supports” more players is a bit disingenuous.

The fact remains though that in Frontline D-Day you’ve bought a game which can be played in a variety of player-number modes. Look in the rulebook and you’ll find nineteen historical scenarios. Look on the web and you’ll find a couple more historical scenarios and the potential for fans to be writing their own in future. Look in the box and you’ll find a deck of terrain cards which offers huge variability for custom scenarios and three decks of troops, none of which is the same, offering further variations to try out including some vehicles (which are handled in a very simple but satisfying manner in the rules). Look at the counter sheet and you’ll see a variety of equipment to deck your troops out with offering a great deal of tactical creativity. Basically you haven’t just bought a game here: you’ve bought a game system. And a proper game system too, all in one go, not like the Memoir ‘44 system which, fun though it is, forces adopters to buy multiple expansions and learn multiple rule updates. Frontline D-Day offers a truly staggering amount of potential play time right out of the box, in total contrast to the vast majority of its peers in both the wargame world and indeed the wider board game fraternity and for that, if nothing else it should receive huge plaudits. But there is more to praise: the variability is ably supported by a very deep well of tactical and mechanical choice on which to draw, and it offers a surprising level of thematic immersion too. So, as long as you stay interested in the subject matter and can put up with the irritating niggle of a significant minority of games that career off the rails out of your control, this is a game you could be playing for a very long time indeed.


Matt is the founder of Fortress: Ameritrash. He is also a regular columnist for Board Game News.

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Comments (10)
  • avatarSouthernman

    Crikey - another monster review by Mr DP ... I'll have to read it at home. Will be interested in its Vassal abilities since games are few and far between in Swindon recently, Warhammer RPG and Fluxx has been it for me for a few weeks.

  • avatarJosh Look

    I like this game, but the tremendous amount of "slippery slope" just about kills it for me.

  • avatarKingPut

    One of these days I need to try Upfront and Frontline D-Day

  • avatarwkover

    I only played Frontline once, and I was subjected to one of the worst rules explanations of all time. So my opinion (as usual) may or may not be completely believable.

    In my post-game stunned state, this is what I recalled:

    While I was expecting a light game, I wasn't expecting "Kaiser's Pirates" light.

    And yes, you should be worried whether people are wondering - for the simpler scenarios, at least - whether going first is a huge advantage.

    Finally, if your opponent attacks with any reasonable amount of firepower, and you have no way to respond, your group under fire is just dead.

    So, I dunno. I hate to be the salt in everyone's sugar, but I had a hard time finding the fun in this one.

    Kingput ("I only play wargames now") - I owned Up Front for years (purchased as a kid) and was ecstatic to eventually get rid of it. Sacrilege, I know. But the rules for UF are horrible, and all it was doing was taking up valuable dust mite space.

  • avatarMattDP
    Quote:
    Finally, if your opponent attacks with any reasonable amount of firepower, and you have no way to respond, your group under fire is just dead.

    Well, that's pretty much my major critique of the game. I just didn't find it killed the game for me: a lot of the time there's plenty of tactical interest leading up to the point where your enemy can no longer respond appropriately to an attack. Forcing him into that position is kind of the point of the game. It's when it happens due to circumstance out of your control that it's a problem. I suspect an easy fix would be to change the text on the card that permits sections to act without flipping the "acted" counter to allow a section that's already acted to act again - that way it can also be used as a response.

    I think the first player problem is vastly overstated. Even if it were a big issue, there's still the historical scenarios to play which have been balanced with player order in mind.

  • avatarmaka

    I love this game, it was the biggest surprise of the year for me. The solo game is very interesting as well as the 2-player game.

    In my experience the going first problem is only pronounced in the introductory scenario which I think was a mistake and is best ignored. Then it's up to how players setup the game, but a variety of solutions have been probosed like bidding points to go first (so the first player gets fewer points to build the army). I'm not convinced there's a problem, but for people that do, the solution is not hard...

    And about the problem of defenseless sections getting wiped out, I think it's usually because of bad play more than anything. Also, sometimes is necessary to sacrifice a section in order to gain the initiative. If you don't have good cards, instead of wasting an action counterattacking you can instead prepare so next action you'll get the upper hand. Hand management is very important, and is key not to waste cards that can save you form a tight spot in less effective actions.

    I've also found that it's easy sometimes to slip onto a mindset of "my turn - I'm attacking, his turn - I'm defending" and I think one of the keys is to be aggressive all the time. Is your enemy moving and you have a good firepower card? Then attack right away. If you lose the initiative and enter the cycle of defend-prepare-defend-prepare... you're doomed.

    I really do think this game has enough depth to be played many times and most of the problems people are complaining about are more due to the inexperience of the players than to problems in the system...

  • avatarmaka

    btw, remember you can move as a reaction to an attack. This can get you to better terrain, but also, in some circumstances can divide your section so that, if unprotected, not everyone in it will die...

  • avatarmaka

    And last (hopefully :) ) There are combination of cards that are very powerful, like using an instant card (which doesn't spend the action) to retreat and gain cover points (remember that cover points unlike counterattacking firepower doesn't get halved so it's much more effective) while using the action to either counterattack or move another section/prepare. Your attacked section will probably survive (especially if under heavy cover) and you get to advance your position.

    Equipment here is also key. If you don't have any card that can give you cover points, but you have a few shovels, it can make a huge difference when under attack...

  • avatarwkover

    I really do think this game has enough depth to be played many times and most of the problems people are complaining about are more due to the inexperience of the players than to problems in the system...

    Fair enough. I certainly fall into that category.

    And I'm glad to hear that the first-player issue may not actually be an issue at all. I'm sure that I'll never end up loving the game, but I'd wouldn't mind trying again - this time with a decent rules explanation. That never hurts, to be sure.

  • avatarFragMaster

    I really do think this game has enough depth to be played many times and most of the problems people are complaining about are more due to the inexperience of the players than to problems in the system...

    Seconded.

    I have played this game extensively for the past two months and I'm having a blast. The Historical scenarios have no "First Player" problem at all.

    Actually the only scenario that can actually cause this problem to appear is ironically the introductory scenario or tutorial scenario. What a bad way to introduce players to the system!!

    Non-wargamers won't notice probably but wargamers will see this "problem" immediately.
    Just ignore this horrible "tutorial" and play Historical scenarios.

    The heavy hitting Firepower in this game can and will alienate some people but I believe that this is mainly because of what players are used to expect from similar games. Other wargames tend to have more "miss" results so that the firefights can drag longer but in Frontline the firefights can be brutal.

    This is not a bad thing. In fact it's perfect for those who like a fast-paced game and not a 3-hour drag.

    There are strategies and tactics that players can follow and the game is not light as in "family game" light. People who tend to lose easily in Frontline are actually people that played this game badly and not because of plain bad luck.

    The review is great btw. And the game is great. Just don't compare it to Up Front.
    Up Front has 50 pages of messed up rules and it's in a different gameplay weight category than Frontline. Any comparisons don't do justice to Frontline unless you compare the time that it takes to complete each game.
    You can play 4 Frontline scenarios in the same amount of time that you need to play one session of Up front. Or you can play Frontline in instances where setting up and playing Up Front is simply impossible due to time limitations.;)

    As for the "First Player problem", Dan Verssen has proposed a rule when playing randomly generated scenarios {and not Historical which have no problems at all}. In the first turn of the game all ATTACK firepower is halved like a Counter-Attack. Counter Attacks are halved normally.

    So this will prevent a player {who knows that he is going first} from buying Mortars, Snipers and Infantry Guns and immediately blast the opposition away with a first turn full attack. So if you are playing randomly generated scenarios just use this rule and the problem is solved.

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