This question of "which Columbia block game is best" seems to get asked every
so often on rec.games.board, so here are my comments. One of the coolest things about
Columbia is that their line really covers the range from simple (1812, Quebec) to
moderately complex (EastFront). Each of their games has it's own flavor, so it's not
really a question of which is "best" per se as much as which appeal to you most.
Steffan O'Sullivan also has a good writeup here.
War of 1812
& Quebec 1792
are good, simple games. Quebec is the only Columbia block game I don't own, as
I've heard it's a bit too much on the simple side for my tastes. They both use
point-to-point movement with a much more limited variety of units than in the later games
(mainly just infantry, although 1812 has a small number of dragoons and ships). 1812 seems
like a pretty good basic game, but for the more serious gamer later titles have more to
offer without getting out of hand, complexity-wise.
Napoleon
is a very good starting point if you've never done block games. It's built on the
1812/Quebec point-to-point system, but it adds just enough (including a very good and
exciting little battle resolution sub-game, where you move your units around in columns
and roll lots of dice) to make it engaging for somebody who's past the
"introductory" stage. Much of the actual game is tied up with Napoleon trying to
get his large army down the limited road network before the allies can consolidate. This
is still a very simple game: the AH version has about one double-sided sheet of rules, the
recent Columbia version just a small rules booklet.
Another common question is whether the 2nd Edition (Avalon Hill) or the 3rd Edition
(currently in-print from Columbia) of Napoleon is better. I think I like the AH version a
bit better personally (it's smaller and cleaner, with tighter rules IMHO), and it's
available fairly regularly on eBay. 3rd is larger, with maybe 50% more units, and a
commensurate increase in ability to maneuver. 3rd Edition gets a divided opinion from
people on quality, but I certainly haven't found it to be out of line as some of it's
detractors claim. I'd certainly play either. The point most people complain about in 3rd
Edition is the fact that the French cavalry is massively overpowered (triple fire in a
charge, three times as effective as infantry - 2nd Edition was "only" double
fire). On the one hand, this seems clearly wrong (in both his Face of Battle and
Mask of Command, John Keegan comments on the serious decline in the combat effectiveness
of cavalry at this point in history). On the other hand, as a game mechanism it does mean
that defending units actually have some incentive to form squares, which they didn't in
the AH version (and it is after all somthing they did historically). So anyway, somthing
is definately awry from a historical perspective in both versions with resepect
to combined arms combat. That having been said, both versions work quite well as games
from my perspective - but two fairly different games and which you will prefer will
probably be a matter of personal preference. Steffan has done a point-by-point rules
comparison between 2nd and 3rd Editions here.
Victory
is an abstract wargame in the mold of Blitzkrieg, Tactics II, and Kriegspiel. Abstract
WWII era units fight over abstract, geomorphic mapboards. Although the game is fairly
straightforward, it is still somewhat more complicated than the very short rulebook might
lead you to believe. There are a lot of exceptions and the system isn't that clean, given
it's simplicity. On the other hand, it's still quite playable and the game is pretty good.
Like the remainder of Columbia's games, it uses hexes and hexside engagement limits
(units/turn into a battle hex) rather than the earlier point-to-point maps. This is a game
that is extremely scenario-dependant. The default, out-of-the-box scenario is actually
very weak as there is no impetus to attack. The "unbalanced" scenarios (the one
where one side gets more units and the other more production, or the "two-front"
one) are much more interesting, but may have play balance problems in different map
configurations (there are currently a ton of different maps available, and while that's
cool - it adds variety - not all configurations will lead to an interesting game). This is
a pretty decent low-complexity wargame, but I think a key to enjoying it is realizing it
is pretty light. There is strategy, you get to push the units around, it's definately fun
to play, and short enough to not outlive it's entertainment value (at least in sensible
scenarios) - but nowhere near as compelling as EastFront or Rommel in the Desert. Although
I played Napoleon a lot many years ago, my recent re-introduction to Columbia Games was
through Victory, and I admit I was thoroghly unimpressed - the basic "meeting
engagement" scenario is a horrible klunker. It was not until after I had played
EastFront and then played some of the different Victory scenarios with the Elite units
that I bought into it.
Speaking of Victory
Expansions, I usually reccomend a couple more maps as being the best bang for
your buck. All the different map configurations add a lot of variety to the game, and I
think are quite worthwhile. Not all configurations will lead to balanced scenarios, so
just bear that in mind. In particular, if the attacker is going to have to build a bunch
of naval units as a requirement just to get at the defender, he is going to need a
handicap. This is probably also true if the defender is on a board with lots of woods or
mountains. I'd reccomend some sort of bidding, say, number of extra units you think you
need as the attacker.
The Elite Units are also pretty good. About half of them are pointless filler (destroyers,
cruisers, medium bombers, mechanized, extra marines), but the elite fighters & armor,
artillery, torpedo bombers, resources, and supply are all tremendous and critical
additions to the game. The expansions are all pretty cool (well, actually I'm not entirely
sold on the logistics counters yet), but they can be pricey.
EastFront
is probably the best actual game of the lot if you don't mind a bit of complexity. This
game actually isn't as complex as the rulebook, and I think of it as being on the order of
Breakout: Normandy or Hannibal, i.e., beyond introductory but still comfortably at the low
end, wargame wise. It's just that a somewhat convoluted and bloated rulebook makes it seem
worse than it is. The system is actually extremely clean and intuitive once you get
rolling. I like this one a lot; the size is right, the complexity is right for me, usless
chrome is minimal, and it's fairly exciting because of all the hidden information. It's
just a bit longer than I might like. One 6-months scenario is 4-5 hours, and to play the
whole war might take quite some time.
The Front system is very attritional between relatively even forces; it's hard to get
serious breakthroughs once the defender gets to full strength because it's hard to get a
real high concentration of force for the attacker if the defender is strong. This system
works extremely well for most scenarios on the Eastern front, but when transported to the
other theatres (WestFront,
MedFront)
with narrower fronts and higher unit densities, it works somewhat less well. It's still a
good game, but EastFront is the one to go with first. EuroFront is
actually kind of cool, not so much because it allows you to link everything together and
play the whole war (an appealing concept, but probably unworkable in practice) but because
it gives you access to the OBs for France and many minors, and it allows you to play the
early-war scenarios. The linked yearly scenarios are also appealing and although large,
probably fairly playable with 3 or 4 players.
I think of Bobby Lee
and Sam Grant
as sort of a cross between Napoelon and EastFront. It's got hexes, HQs, production, and
supply from the Front games (although units are not nearly as bound to their supply lines
as in the Front or Victory games), but it has the lower unit density, cool battle subgame,
and reduced number of unit types from Napoleon. The battle subgame has been beefed up from
Napoleon, and is now significantly more complex. The whole thing lies somewhere between
EastFront and Napoleon in complexity; enough that I can't reccomend it as
"introductory" anymore but certainly not enough to give anyone who has played
anything by Avalon Hill or GMT pause. It's a nice mix of the tactical Napoleon with the
more strategic EastFront. The caveat, as has pointed out in many places, is that the
simulation may not be particularly compelling. Personally, that doesn't bug me too much,
but if you are seriously in to simulation, these games may not be the best choices. I
actually haven't played Sam Grant, but the early-war scenario is supposed to be broken.
YMMV, but the word seem to be to start with Bobby Lee.
Despite evidence that it should be far and away my favorite, I have not yet had the chance
to play Rommel in the
Desert. It's similar to EastFront, but as it focusses on North Africa it's
smaller scale and has more emphasis on supply. It's also smaller-scale, with a greater
variety of unit types. There is a lot to like here, but it is currently out of print. Like
my copy of 2nd Ed. Napoleon, I got my copy on eBay and paid a reasonable price, so it's
not too hard to get.