Cracked LCD 5.3: Manoeuvre Review
A light abstract wargame from GMT? Michael takes a look...
Date: Thursday, May 15, 2008
Author: Michael Barnes

The game ends when both players have gone through their respective decks (resulting in a “Nightfall” endgame condition) and points are tallied up based on the number of pieces left standing on the board and a sort of contrived area control system to generate points for units holding ground in enemy territory.

It all produces a result, but it feels fairly hollow- particularly when you’ve duked it out in a tit-for-tat battle only to have it decided by a unit that’s managed to sit out of the fray for most of the game and wander across enemy lines for the win. More satisfying is winning the game by eliminating five out of your opponent’s eight units, and fortunately it seems that a majority of games end in that fashion. A game plays in the 45-60 minute range once the rules are familiar and the need to consult the simple result tables is reduced. I’d say that adding fifteen minutes for casual conversation and a few jokes would probably be a good measure if you’re budgeting your time.

On the surface, MANOEUVRE doesn’t look or sound like much. The first impression I had was that it has a very “homemade” feeling, like the kind of game some guys you know came up with over summer vacation and as a result it doesn’t feel as carefully constructed as most modern games. But really, that feeling sort of undervalues some neat design choices that favor fun and a broader sense of period and situation over process, historicity, or complexity. There’s no daring, innovative, or particularly insightful rules for movement, morale, or engagement that bring the era to life as in a game like Bowen Simmons’ BONAPARTE AT MARENGO or NAPOLEON’S TRIUMPH. There’s actually very little detail overall, but there again I do not believe that was ultimately Mr. Horger’s intent for the design.

It turns out that MANOEUVRE somehow manages to packs a lot of flavor into its simple rules and I believe that really speaks to the designer’s understanding of what the core concepts and tactics of 19th century fighting really were. As the title suggests, maneuvering is a major strategic and tactical consideration and there is enough detail to allow for armies to flank, feint, scout, envelop, form defensive lines, and make often game-deciding breakthroughs into enemy territory. It actually feels pretty reasonably like a 19th century battlefield probably should, but without the substantial rules burden that sometimes accompanies the more serious wargames concerning the period.

The game is actually less of a proper wargame then the venerable COMMANDS AND COLORS series, falling even further down the paradigm away from simulation and further toward abstraction. Yet there are some qualities that I think make MANOEUVRE a more appealing game for a broader audience than the simpler COMMANDS AND COLORS games (BATTLECRY, MEMOIR ’44, BATTLELORE). The game can be set up in under five minutes, explained in ten, and the easy gameplay gets to the fun stuff a lot quicker than those games.

If there’s one substantial demerit I can levy against the game, it’s that I really wish that it would drop the pretense of historical specificity completely. The MANOEUVRE system would be an excellent basis for a light, simple fantasy-themed wargame with draftable units, semi-customizable decks, and special unit powers. Even if it couldn’t shake the Napoleonic trappings, building armies and decks would add a tremendous new level of depth to the game that it just doesn’t quite reach with its predetermined army compositions even though the intent is to portray (in précis) the differences between the fighting men and tactics of each nation. It almost feels as if the vestiges of wargaming that are present in the design- including the overall “19th Century Battlefield Command” schtick- serve to limit its potential as well as its appeal outside of the hobby more than anything else.

My only other chief criticism is that it feels like the game, although it has something for everyone, it also seems to be missing something for every one. Casual gamers who can handle something a little more complex than STRATEGO or RISK will likely enjoy the game but may be intimidated by the tables, charts, and wargame terminology. Eurogamers will appreciate the shorter length, simple rules, and hand management but will likely turn their noses up at the very mention of polyhedral dice. Ameritrash gamers will dig the conflict, cardplay, and exciting dice-based carnage but may feel that the theme strays a little too close to abstraction. And the wargamers will be attracted to the tactical command aspect but likely disappointed in the lack of detail or strategic density. It seems like an awkward fit into any niche of the hobby or genre of gaming.

But all things considered, I’m happy to say that I definitely recommend MANOEUVRE, and to a very broad audience at that. At the end of it all, fun wins out over unmet expectations and perceived deficiencies- and the game is definitely has plenty of quality fun to spare. It may take a few plays to really appreciate the game for what it is and what it does, but as a lightweight, “pop” wargame I think the game is definitely a success.

Questions or comments for Michael? Send them along to gameshark.feedback@yahoo.com .

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