LEGAL
TRICKS IN UP FRONT
by
Alan
R. Arvold
In 2001, the
article "DIRTY TRICKS IN UP FRONT" was posted on the Internet and
almost immediately caused a backlash of anger and resentment. The article
exposed the dirty tricks that unscrupulous players would use, exploiting rules
loopholes that have existed in the game since its creation, to win games especially
against new players to the game. These unscrupulous players, better known as
Elitists, thankfully comprise only a small percentage of the total number of UP
FRONT players. Yet despite their small numbers, these Elitists have wielded a
great amount of influence in the hobby, so much that they have kept the rules
loopholes in the game from being corrected for years, if not decades. Still
since the posting of last year's article, the reported incidence of these dirty
tricks being used in games and tournaments has gone down substantially. But
does this mean that the Elitists has seen the light and have mended their ways?
No, quite the contrary, it means that they have simply changed their tactics.
When it comes to satisfying their appetite for
cheap easy victories, the Elitists have always targeted the new players to the game.
These new players, usually in need of someone to teach them the game, have
always proven easy prey for them. However now that even new players are on the
watch for their old dirty tricks, the Elitists rarely if ever use them anymore.
So the Elitists have taken a more subtle approach. They teach new players the
rules but not the tactics to the game. These the newcomers can learn on their
own through their defeats. After three or four games as the new players are
beginning to learn the tactics of the game, the Elitists dump them in search of
other easy prey. Of course before they go, they will make sure that their
ill-gotten victories are properly recorded in the various rating systems that
they are listed in.
This
article, the sequel to last years DIRTY TRICKS, will introduce the beginner to
some of the commonly used legal tricks that an Elitist will use on them to give
them an edge in the game. These legal tricks (or game tactics) are ones which
the beginner will gradually realize after being the victim of them in his first
games and will start to use them himself as he becomes more proficient. Rather
than letting the beginner play at a disadvantage in his first games, this
article should help level the playing field between the beginner and the
Elitist.
1. THE
CROSS FIRE TACTIC
This tactic
is the first one learned by the new gamer, most often in their very first game.
It is essentially multiple fire attacks on the same enemy group during a player
turn. The basic premise of the tactic is the greater likely hood of overall casualties
that will be inflicted on the targeted group, usually in the form of Panic
Kills in the second attack on men who were pinned in the first attack. In
addition, the enemy player will not have a chance to rally any of his men,
barring of course, the use of a Hero Card. Beginners use this tactic when they
get in close to the enemy, usually Relative Range 3 or closer, where the multiple
attacks by high powered Fire Cards will have devastating effects. Expert
players more often start to use this tactic at longer distances such as
Relative Ranges 1 or 2. Granted, the Fire Cards that can be used are weaker,
but when used at the right time can be just as effective. For example, groups
that are moving or sitting in open ground or -1 terrain, make prime targets for
the Cross Fire tactic at long range. Beginners at long ranges, tend to either
concentrate their Fire Cards with their fire group while moving with their
maneuver group (fire & movement) or have each friendly group fire at a
different enemy
group.
Concentrating one's Fire Cards is good if the target group is on -2 terrain or
better or if indeed you are performing fire and maneuver with your two groups.
Spreading your fires out among the different enemy groups in order to keep them
pinned at long range is desirable if you want to keep them at arm's length, especially
if you are the defender in Scenarios D, L, and Q. But if you want to weaken the
enemy early in the game so that he can not use those big Fire Cards when he
gets in close then the Cross Fire tactic is the way to go.
When using
the Cross Fire tactic, it is usually best to attack with the weaker Fire Card
first. There are two purposes for this. The first being to draw out a Concealment
Card so that the stronger Fire Card has less chance of being reduced when
played. The second purpose is that if the first Fire Card causes no Pins, the
player has the option of not playing the second one and then doing something
else with his other group.
In
conclusion, when you get to Relative Range 1 (or 2 if your Russian, Italian, or
Japanese), start using the Cross Fire tactic on your opponent. It will whittle
him down so when you close the range later he will not be able to readily
generate high firepower attacks as he normally would with a full squad.
2.
FLANKING FIRE
As a
beginner, why is it every time you play one of those rare Flank Cards in order
to get Flanking Fire on one of the Elitist's groups, that he always seems to
wiggle his way out of it before you get a chance to fire? Furthermore, why when
he does it to one of your groups, you always seemed to be locked in place and
your group gets decimated? The answers to these questions are in the process of
setting up an enemy group for Flanking Fire.
To begin
with, the process of setting up a Flanking Fire maneuver takes three turns, one
turn to play the "Flank" Movement Card, one turn to lay down the
Terrain Card that the flanking group is going to be in, and the final turn to
fire. This can be shortened to two turns by performing Moving Fire with the flanking
group. (Note that the Fire Strength of a Fire Card is both halved and doubled
in this case, thus it can used at its basic strength.) Remember that the
flanking group can only get Flanking Fire on an adjacent enemy group, provided
that you have a friendly group directly in front of it. So, what will the flanked
enemy group most likely doing all this time? Well if it's moving, it can play a
Terrain or Movement Card on itself and cancel the Flanking Fire. If it's in
terrain, it can have a Movement Card played on it for any reason (except
Individual Transfers) and cancel the Flanking Fire. So how can we keep them from
doing this?
It is best
to have the enemy group pinned in place, with at least two of its men pinned,
when you start the flanking process. During
the process the friendly group directly in front of flanked enemy group should
keep firing it if at all possible to keep the enemy group pinned. Of course the
flanking group can also fire too. Never place a Wire Card on the flanked enemy
group unless they are heavily pinned and you can keep up the fire to keep them
that way. They can clear it in two turns, one turn to unpin the group, and the
other turn to remove the Wire with a Movement Card, which will cancel your
Flanking Fire.
Flanking
Fire can also be used as a bluff, at least the threat of it. You start the
Flanking Fire process with no big Fire Card to use, but the enemy player won't
know that and you may just bluff his group out of the good terrain that it is
in. Also if you are playing the "Flank" Movement Card for some other
purpose such as Lateral Movement or fording a Stream, but have no real intention
of flanking, well you might as well declare it anyway if you can because you
don't know what the enemy player is going to do and you just might create an
opportunity that did not exist before.
Lastly is
Natural Flanking Fire which occurs when the flanking group moves forward to
Relative Range 4 from Relative Range 5, in other words it is behind the flanked
adjacent enemy group. Although this does not require a "Flank"
Movement Card to execute, it still requires a friendly group to be directly in front
of the flanked enemy group. Also the enemy group can still cancel the Flanking
Fire advantage in the same way as it can with normal Flanking Fire.
In
conclusion prepare the enemy group to be flanked before you execute your
flanking maneuver. While this does not always work, it is better than starting
the process and hoping that the enemy can not do anything about it.
3.
PLAYING TERRAIN CARDS AS OPEN GROUND TO DELAY THEIR ACTIVATION
In almost
every scenario, there are certain Terrain Cards that are removed from the deck
when they are either discarded from one's hand or as they come up in RNC/RPC
draws. Most of the time these are Building Cards. It is to a player's advantage
to be holding a Building Card when they become activated so they can play it on
one of their groups, usually the fire base group, soon after the last Building
Card is removed. Elitists know this and they usually hold on to one of the best
Building Cards and try to get the required number of Building Cards legally
removed from the deck as quickly as possible.
To help
delay the activation of these, expert players will usually play the Building
Cards as an Open Ground Terrain Card on heir moving groups. This is legal under
Rule 16.1. Building cards thus played must go back into the deck for
reshuffling, they can not be removed from the game when put into the Discard Pile.
Players who have four card hands (Russians, Japanese, and Italians) can rarely
hold onto a Building Card for very long and so this is a viable tactic for
them. Players with five or six card hands can hold onto a Building Card longer
but this is still a viable tactic as they would want to delay activation until
they have the desired group at an ideal relative range (such as Relative Range
3) where the Building Card will do the most good.
In most
cases it is best to just play any Building Card as Open Ground early in the
game. It is not worth holding on to one. Once the third Building Card has been
discarded then it is wise to hold on to any Building Card that comes into your
hand because activation may not be far away. If one has multiple Building Cards
in his hand, get rid of the weaker ones, either as Open Ground or as a Discard
if this causes the remainder to become activated. Also keep an eye on those
that are discarded so you know how many of each type are left upon activation.
Of course if
your groups are already in good terrain and you do not need the Building Cards
then just play them all as Open Ground. One word of warning, do not discard a
Building Card if this will cause the rest to become activated while the
opponent has a group that is moving and thus eligible to receive a Terrain Card.
Chances are that he may have Building Card waiting in his hand. Also if you do
purposely activate rest of the Building Cards through discard, have a good Fire
Card handy that you can use while your opponent tries to move into his now
legal Building Cards.
4.
DISCARDING GOOD TERRAIN ON THE OPPONENT'S GROUP
Your moving
a group to Relative Range 3 and you have a nice -3 Building Card to place on
the group in your next player turn. Yet the Elitist discards a Brush Card on
your moving group. Do you except it or not? If you do, that means you will be
able to move into that Building at Relative Range 4 as soon as you get another Movement
Card. If you don't, it means you will most likely be moving into it at Relative
Range 2. You decide that since your opponent is being generous to except it.
However as soon as you attempt to move again with that group, the Elitist
unleashes a massive fire attack and pretty well destroys it. Have you been set
up or what?
One thing a
beginner learns right off the bat is the value of discarding adverse terrain on
the opponent. The adverse values of the Stream, Marsh, and Wire Cards are so
well known that they need not be repeated here. But what is the purpose of
discarding favorable terrain on an opponent. Well to begin with, in some scenarios
such as B and G where the primary terrain of choice are the Building Cards, it
is a safe assumption that if a group is moving it will end up in a Building.
Since Building Cards have -2 or -3 defense modifiers and are the best Terrain
Cards in the game, it is to a player's benefit if his opponent be denied them. Discarding
other terrain will not permanently deny them to the enemy but at least delay
their use. Another purpose is to take your opponent's main fire base temporarily
out of action so you have more freedom of movement. A Gully card fills the bill
nicely here because it keeps him from firing against all but groups at Relative
Range 5 and those on Hills. Still another purpose is to delay the use of
Building Card once they become activated, for once they do, you can bet your
opponent has one that he is ready to use.
So what are
the best favorable Terrain Cards to discard on your opponent. Well the best is
the Brush Card. A -1 defense modifier is more welcome than Open Ground and the
opponent will except it more often than not. The Wall Card is next, provided that
the enemy group is adjacent and not directly in front of your main fire group
so you may fire on it with only a -1 defense modifier instead of a -2. A Hill
Card is not a Terrain Card to be discarded on an opponent. The Elevated Fire
more than cancels out the low defense modifier. A Gully Card is only to be used
to take out a big group capable of putting out a lot of fire. However when
discarding a Gully Card it would be best to have a friendly group on a Hill
capable of keeping the enemy group pinned in the Gully. Also a Wire Card would
be handy to keep the enemy group in place, otherwise the enemy will use the
Gully to move up free from most, if not all, friendly fire. All other favorable
Terrain cards are best kept in your hand.
A few words
of caution. Discarding favorable terrain on an opponent is only done when you
have the Terrain Cards to spare. If you have, say, only one Brush Card in your
hand and your are planning on moving yourself, it might be wise to save it for
your group when it moves. Also one should only rarely discard favorable Terrain
on those enemy Nationalities which have four card hands (Russian, Italian, and
Japanese). These Nationalities are usually hard up for Terrain Cards and will
welcome any terrain that they can get.
One last
question. When is it not wise to discard a Marsh Card on an opponent? Answer,
when it causes him to achieve a Victory Condition in the scenario in question.
Marsh Cards do have a favorable defense modifier, though they slow a group
down. Thus they should not be discarded on those enemy groups who are at the required
Range Chit or Relative Range to achieve victory in the game. However when it is
your group that is in the same situation, then a Marsh Card will work just as
well as any other favorable terrain for you.
5.
RUNNING OUT THE DECK
A favorite
tactic that expert players, Elitists included, like to do is if they are
winning the game by the start of the last deck, either because they are ahead
in Victory Points or because their Victory Conditions are dependent on the
opponent failing to achieve his Victory Conditions, is to run out the deck as
fast as possible. They do this by various means, the foremost being constant
discarding. Another means is by making fire attacks which, after all
modifications, are so low that they have almost no chance of even pinning a
single man. These fire attacks are done against the opponent's largest group.
Usually players would cancel such a fire attack, but when running out the deck
it is preferable to resolve them instead, if only to use up more cards. Of
course players would also perform necessary actions too, to maintain the
integrity of their squads. The downside to running out the deck is that
frequently the player forfeits opportunities to inflict further casualties on
the opponent.
So in what type of situations is the running
out the deck most appropriate? Well for one thing, those scenarios where the defender
must avoid the attacker's Victory Conditions in order to win, which applies to
more than half of the scenarios in the game. Of course in this case the
defender need not wait until the start of the last deck to start running out
the deck, he should start running out the deck from the very beginning. For
another thing, in those scenarios where victory goes to the player with the
most Victory Points, the leading player should assess how wide the margin in
Victory Points is between himself and his opponent at the start of the last
deck. If the margin is great, then running out the deck would be most
appropriate. If the margin is slim, then the leading player should concentrate
on widening his lead before switching to running out the remainder of the deck.
When
teaching the beginner, Elitists usually like to downplay the tactic of running
out the deck as "unsportsmanlike behavior". They like to instill in
the beginner a sense of "good sportsmanship" by allowing their
opponent a chance to retrieve victory in the last deck while they do their best
to maintain their victory. What they won't mention is that running out the deck
is a legal means to maintain their victory, sportsmanship has nothing to do
with it. Then in the last game that they will play against a beginner before
moving on to another, they will most assuredly use the running out the deck
tactic if they are in the lead at the start of the last deck, catching the
beginner by surprise. Don't let this happen to you.
6. THE
MEATGRINDER
The
Meatgrinder, which was alluded to in the previous article, is more than just a
particular beginning set up for one's groups. It is a specific strategy that
the player commits to in playing and winning the game in question. It is also
hard to switch from this strategy to another once the game has been in progress
for a while. This strategy works well in some scenarios and poorly in others,
yet it is a favorite among the expert players in most tournaments.
To start off
with, a player using the Meatgrinder sets up his squad, usually with a very
strong fire group and a weak maneuver group. The fire group will have all of
the high morale men in the squad and either the Squad Leader or assistant Squad
Leader as well as the squad's main automatic weapon (BAR, LMG, or even MMG). It
must be able to put out at least nine factors of firepower at Relative Range 1.
This usually means that it will have one or two extra men to be able to achieve
this. The maneuver group will have the weaker of the two leaders and the rest
of the men who will usually have the lowest Morale/Panic Values. Many times the
maneuver group will not have enough men
to achieve a Victory Condition of reaching a certain Relative Range or Range
Counter in the game, but then that is not their purpose. Their purpose is to
draw fire away from the fire group. For big squads (Italian, Russian, and
Japanese) there will usually be two small maneuver groups, the second one
having the men with the
weakest
Morale/Panic ratings of all. The fire group will be Group B and the maneuver
group(s) will be Groups A (and C).
The maneuver
groups will usually move forward first to draw fire, the fire group only moving
forward only when it has a good Terrain Card (-2 or better) to move into and
either good Rally and/or Concealment Cards to help protect it should it draw
fire. Once the fire group reaches Range Chit 2, it will no longer move forward
and only move laterally to either move into better terrain or to get a Flanking
Fire opportunity. The maneuver group(s) will also cease moving forward and
hunker down in whatever terrain they can find. The opponent is now forced to move
forward to achieve Victory and when he does, his groups will be met by
withering fire from the player's fire group, with whatever fire support the
maneuver group(s) can give. The fire will become especially deadly when the
Relative Range is 3 or more as the friendly fire group will now be able to fire
at 18+ firepower factors and can use any Fire Card in the deck and perhaps
several during a single attack. The player using the Meatgrinder will usually
save one Movement Card for any necessary functions, discarding the rest during
play.
The main
strategy of the Meatgrinder is to win by breaking the opponent's squad. It is
hard to switch strategy by mid game because the fire group will usually be the
only group able to win by achieving the Victory Conditions. The maneuver
group(s) will usually be so reduced by this time that they will be impotent for
the rest of the game. Also this tactic only works in those scenarios where both
sides win by getting a certain number of men to a certain Range Chit or
Relative Range. It does not work well in scenarios where the defending side
wins by preventing the
attacking
side's Victory Conditions because the defending side, who would be the logical
choice to use this strategy, usually has too small a force to make it work.
(The attacker can sometimes use it though, if the defender is locked in place.)
Also in Cityfight scenarios (B and G) both sides have access to those highly
defensive Building Cards from the start and these will substantially reduce the
fire attacks of the Meatgrinding player. Also when both players are using the
Meatgrinder, the game will quickly bog down into a long to mid range firefight
and the player who makes the most effective attacks in the game will most likely
be the winner.
The Elitist
will use the Meatgrinder on the beginner in every game that he can. Therefore
it behooves the beginner to learn the Meatgrinder fast and then use it on the
Elitist in those scenarios where it works best. The Elitist will quickly go
find another beginner to beat as they do not like it where both players have an
equal chance to win.
7. JUNGLE
AND DESERT TERRAIN
Once a
beginner has learned the original UP FRONT game then the time comes to go to
the expansions, BANZAI and DESERT WAR. However the Elitist likes to introduce
parts of the expansions while teaching the basic game, especially the new
terrain, then playing some scenarios from them in hopes that the beginner will confuse
the new terrain with the regular terrain in the game. This is easy if one is
using the regular Terrain Cards to represent the new Terrain presented in those
expansions. There have been new BANZAI and DESERT WAR Terrain Cards made and
posted on the Internet for people to download and paste up to some spare Action
Cards so that these can be used in place of the regular Terrain Cards. However
the Elitist will not use these when playing a beginner.
THE JUNGLE
When using
Jungle rules, all Woods and Building Cards are considered to be Jungle Cards.
These cards have a incoming fire modifier of -2 or -3, depending on the card,
and all have a one column shift to the left for infiltration purposes. In
addition to that all Terrain Cards, including Open Ground Cards, have an additional
-1 incoming fire modifier and a one column shift to the left when infiltrating.
(This reflects the greatly increased vegetation in the Jungle environment.) To
the experienced player, this is not a problem. However to the beginner, it is
easy to forget these additional modifiers, especially when playing with normal
Terrain Cards, and this is what the Elitist betting on happening. Also Marsh
Cards can not be rejected and thus can not be played on AFV Cards. One will
soon find hat when using the Jungle rules, one must get closer to make
effective Fire attacks because of all the modifiers and again the Elitist is
betting on the beginner wasting time with making long range attacks that are largely
ineffective.
THE DESERT
When using
the Desert rules, there are several changes to the Terrain Cards. Hills become
Rock Outcroppings, Streams become Wadis, Marshes become Soft Sand, -2 Buildings
become Escarpments, -3 Buildings become Cower Cards, Walls become Ridges, Woods
become either Mirages or Oases, and Minefields are always used. Not only that,
Entrenching becomes more difficult and there is a small chance of a Sandstorm
prematurely ending the game. All of the above mentioned Terrain Cards, except
the Wall, have some small or substantial changes to them. The ones which the
beginner frequently mistake are the Wadis and the Minefields. The Wadi's advantage
over the Stream is that it has a -1 Fire Modifier to incoming fire, no modifier
to outgoing fire, and does not require a Fording action to leave it. Instead it
only requires a Movement Card played sideways to leave. Many a beginner have
played a Stream Card in a Desert scenario forgeting that it is a Wadi Card, in
expectation of stopping an opposing group in adverse terrain, but instead they
have just given that group rather favorable terrain. Minefields can be rejected
in the Desert rules, something that beginner sometimes forgets when he plays it,
and the intended target group ends up backing away instead of falling victim to
the Minefield Card. There are many other changes to the Terrain Cards, too
numerous to mention here, but the Wadis and the Minefields are the ones which
the beginners make the most mistakes with. The Elitist knows this and almost always
uses the regular Terrain Cards in the deck when playing with the Desert rules, in hopes of causing
confusion in the beginner's mind.
The best way
to avoid for the beginner to avoid this is to not play BANZAI or DESERT WAR
until he has mastered the main game. Downloading and making the Special Terrain
Cards from both expansions off of the Internet is also highly recommended. Once
the Elitist sees that you have taken these steps he will be off finding another
victim.
8.
DIFFICULT NATIONALITIES (JAPANESE, ITALIANS, AND FRENCH)
These
Nationalities come from the above mentioned expansion modules. These
Nationalities take some experience to play them correctly and are not for a raw
beginner. It's not that they are hard to learn, it's just that there are
certain nuances about them which require careful play. And it's these nuances
that the Elitist will neglect to tell the beginner in order to entice them to
make mistakes when playing these Nationalities.
The
Japanese
The Japanese
have a four card hand with a two card discard, providing they take no Actions
during the turn. However any Movement Card played on a group does not count as
an action in terms of discard and Cower Cards may be discarded for free. They use
Russian Split-Action Cards, break when their casualties equal or exceed 75%,
and have an automatic one column shift to the left when attempting
infiltration. All in all, a pretty potent Nationality. But what the Elitist
will emphasize the most is the Japanese Banzai charge capability. This ability
allows them to play a Movement Card sideways on a group containing either a SL or
ASL, automatically rallying all pinned men in that group, and then charge
either the directly opposing enemy group or an adjacent one. Upon reaching
Relative Range 5 to the target group, on the next friendly player turn the
Banzai group automatically enters into Close Combat with the target group
without having to go through the infiltration process. The Elitist will tell of
many successful Banzai charges that he has witnessed in the game, some of which
have even started as far away as Relative Range 1. This is done to entice the
beginner to see the Banzai as a game winning tactic for the Japanese. Of course
he neglects to tell you the down side of the Banzai. So what are they?
For one
thing, all Pinned results that the Banzai group receives counts as a Kill.
Banzai groups can not play Concealment Cards to lessen the effect of incoming
fire. Also once a Banzai is declared, Movement Cards must be played in order to
move up to Relative Range 5 to the target group and if the charge started at Relative
Range 1, it can take a long time to get there. This usually results in the
Banzai group getting eliminated before it can get close enough to engage in
Close Combat. To tell the truth, more Banzai charges have failed in the game
than have succeeded. Expert players when they play the Japanese usually prefer
to move up the good old fashioned conventional way to Relative Range 5 and then
use the Japanese infiltration advantage to individually infiltrate and enter
into Close Combat with individual men in the enemy group. When they do use the
Banzai, they do it from Relative Range 5 and only after the target group has
been thoroughly pinned, as well as other nearby enemy groups which could also
fire at the Banzai group. And even when they do declare a Banzai charge, it's
when all other methods have fail and the game is fast coming to an end. The
Banzai charge is a game winning tactic in that it can win the game for either
side. Avoid using the Banzai tactic until you have become experienced with the
Japanese.
The
Italians
The Italians
have a four card hand with a two card discard, providing that they take no
Actions during the turn. They treat all Split-Action Cards as Cower Cards and
break when casualties exceed 40%. Their groups can only use Fire Cards that are
less than their total firepower at a given Relative Range. All in all these
make the Italians sound like a mediocre Nationality. The Elitist however will
extol their greatest asset, their large squads. The Italians have the largest
squad in the game, with 18 men being about average and going as high as 23 men
in some
scenarios.
Players can easily make four groups with these large size squads, giving them a
huge firepower advantage over most opponents. So why are the Italians so
difficult to play?
For one
thing the Italians have the lowest Morale and Panic Values in the game. Most of
their men have a Panic Value one less than their Morale Value. This makes them
the easiest to pin in an attack. Also the Italians have the Surrender Rule. In
this rule a group that consists entirely of pinned men may not have a Rally Card
played on them, not even a Hero Card. Only when an unpinned man successfully
individually transfers over to the pinned group may Rally Cards be played on
the group. Furthermore, if an enemy player successfully infiltrates a man into
the pinned group, the whole group is taken Prisoner. Of course if the enemy
fires at a pinned group, something which the Elitist will never do, then the Surrender Rule is suspended for the rest of
the game and the pinned group may have Rally Cards played on it.
The Italians
work best when fighting the Russians. The Panic Values of each man is increased
by one, the squad breaks when it suffers more than 50% casualties, and the
Surrender Rule is suspended during the whole game from the start. However when playing
against other Nationalities, expert players always keep a Hero Card in their
hand whenever possible. Thus in a fire attack, when a group looks like it will
be entirely pinned, he can play the Hero Card on a pinned man which has already
received its result in the attack to unpin him. Thus he will be able to play a Rally
Card on his next player turn to unpin the rest of the group. The Italians are
also vulnerable at Relative Range 1 as their Rifles still have a firepower of
"O" and most of the likely opponents will have Rifles with a
firepower of "1". The best way to get around this problem is to move
up your groups at the same time as your opponents do, thus you can make the
jump from Relative Range 0 to Relative Range 2 in one move. Avoid the
Italians
until you are very experienced with the game.
The
French
The French
have a six card hand with a one card discard, providing they take no Actions
that turn. They use German Split- Action Cards and break when their casualties
equal or exceed 50%. Their Morale values are about average and their Panic
Values equal or exceed their Morale Values by one. Their main advantage is
their superior firepower at Relative Range 1. With no SMGs in the French roster
and a squad size that equals the Americans, the
French have
marginally more firepower at that Relative Range than any other Nationality.
This is the desired range that the French prefer to fight their battles and
they are heavy users of the Meatgrinder tactic. With all of this going for
them, why are they hard to play?
It is the
one card discard that hurts the French. The other Nationalities either have
multiple card discards providing they take no Actions or in the case of the
Germans, can always discard regardless of what they do in a turn. It takes the
French longer to find the cards that they seek and a French player may be without
the card he needs for a long time. More often than not, this frequently puts
the French in a bad situation that he can
not get out
of and by the time he can, his squad will be unable to do anything because of
multiple Pins and Kills. Expert players get around this by always playing cards
on all of their groups, even if the Actions are not really needed. For example,
they will move their fire group up to the desired range and keep them there to
do the majority of the combat. As for their maneuver group, they are moving it
as much as possible. Most of these moves will be sideways moves but some
forward or reverse movement will be done too. The purpose of this is to keep up
the flow of cards through your hand. This neutralizes the one card discard disadvantage
for the most part. As always, Elitists will neglect to tell the beginner the
disadvantages of the one card discard and encourage them to play the French
like any other Nationality. If the beginner does this he will soon find his
French squad in a dire situation more often than not. By following the above advice,
the beginner should be able to play the French as well as the other
Nationalities from the basic game.
9. MORE
DIRTY TRICKS
Since the
posting of last years article, I have received information of some more dirty
tricks that I did not know about at that time. Here they are for your reading
pleasure.
Dirty
Trick #1: Predesignating Actions
I received
information on this trick from a player in Witchita. In a player turn, a player
has a choice of either
predesignating
his actions for each of his groups or designating and resolving an action for
one group before going on to the next group. When predesignating, a player
plays a card on each of his groups or declines to which means no action will be
taken by that group during that player turn. Then each group resolves its action
one at a time. The disadvantage of this is that the actions (or lack of them)
have been committed for each group and if the resolution of the first action
produces an unfavorable result that can adversely affect the next group's
current action, it is too late to change it. When playing and resolving the action
of one group before going on the next, a player retains
his ability
to decide what to do with his next group, whether to go ahead with his planned
action or go ahead with an alternate action or do nothing. The advantage of
this is flexibility. So what is the problem with these two ways of performing
actions during a player turn?
In Rule 4.2
it states that a player need not predesignate his actions during a player turn.
However it does not prohibit a player from predesignating his actions either.
In friendly games between players, both players usually use both methods of
playing their actions during a player turn. Predesignation is used when a player
is going to play certain cards regardless of what the possible outcomes are,
usually to speed up play. It is also required by Rule 49.11 when playing the
game solitaire. Playing and resolving the actions of each group before going on
the next
one, is used
in all other cases. However in tournaments, only the latter method of playing
one's actions is allowed, in order to keep play consistent and fair for all
players. When playing for record in the various rating systems, the latter
method is also preferred by expert players. Elitists know this so when they
teach new players, they teach both methods but they down grade the method of
playing and resolving each action before going on the next one as being
"unsportsmanlike". They say the predesignation method is the preferred
method and in the few games that they play with each new gamer, they fully
encourage its use. Of course from time to time the Elitist will revert to the
other method when playing his turn. When the beginner points out this error to
him, the Elitist will make up some excuse and then say that was the way he was
going to play his cards anyway. Of course what the beginner does not know is
that the Elitist is using the other method in what he considers to be a key
play in the game. After a few games, the beginner will begin to realize key
plays when he sees them and also insist on using the other method also, but by that
time the Elitist has already gone on to another victim.
So what is a
beginner to do? The answer is to simply learn both methods and use the playing
and resolving one action at a time method as the primary means of playing one's
cards. Once the Elitist sees that he is not going to get his way, he will be
off seeking another new player.
Dirty
Trick #2: Counting 0 as Zero in the "0r" Column During
Panic Kills
A gamer from
Minneapolis sent this one to me. It seems that some Elitists like to count the
0 in the "0r" column as a zero when an RPC is drawn to determine the
fate of an opposing player's Personality Card that suffers a Panic Kill. This
of course puts the result in the permanently killed part of the column and
awards the Elitist two Victory Points in the scenario. However when it is their
Personality Card that has suffered a Panic Kill, they count the 0 in the
"0r" column as a ten, which puts the result in the Rout part of the
column and awards the Elitist's opponent only one Victory Point.
In Rule 14.6
it states that the "0r" column is actually "10 Rout". This
means that any "0" result in the column is actually a "10".
The reason that a "0" and not a "10" is printed on the playing
cards is due to a lack of space on the card. The only time that the difference
between a "0" and "10" would make is in the determination
of the fate of a Panic Kill. Any number less than or equal to the Personality
Card's Panic Value kills instead of routs the man, thus giving more Victory
Points to the opponent. Now there is only about a 10% chance of the
"0" coming up on an RPC draw on the "0r" column, so this
does not happen all that often. However the Elitist always seems to like to
talk through the resolution of any Action for either side and the beginner gets
use to this. Thus when the "0" result comes up during the resolution
of a Panic Kill, the Elitist will define it to whichever result benefits him
the most at the moment.
So what is a beginning player to do? The
answer is to simply pay attention when a Panic Kill comes up. If the result in
the "0r" column is "0", remember that it means
"10" which will put it in the Rout category no matter what
Personality card is the victim. If the Elitist tries to pass it off as a zero,
set him straight and the chances are that will be the last game he plays with
you.
Dirty
Trick #3: Switching Between the Second and Third Edition
Rules
Recently the
working copy of the Third Edition rules for the new UP FRONT game was posted on
the Internet. Although not official as the new game has not been released yet,
and may not be for some time, these rules show the progress that has been made
in the development of that edition. The purpose for their posting is to allow
players around the country to playtest these rules on their own. Most, if not
all, of the rules are set though and I do not think they are going to be
changed no matter what other players may suggest. The good news is that some of
the rules loopholes that I have preached against have finally been closed. On
the other hand there were several rules changes (which are too numerous to list
here) which will become the Official Rules once the Third Edition is released.
While the
Elitists are undoubtedly unhappy about loosing some of their rules loopholes,
they will certainly take advantage of some of the upcoming changes and claim
that they are current, at least when they suit their purposes at the moment in
some games, and deny them in other games
when they don't. The new gamer will thus be bewildered with Third Edition rule
changes that aren't official yet while trying to learn the Second Edition rules
of
the game.
The best way
to counter this is to concentrate on learning the Second Edition rules along
with both the Official and Unofficial Errata to the game and keeping them with
you at the game. If the Elitist tries to pass off a Third Edition change as
part of the Second Edition, make him show you in the Second Edition rules and errata
where it is. If he refuses or he can not find it, then you will know that he is trying to pull a fast one
on you. After a few challenges, he will move on to a new player.
Once you
have mastered the Second Edition rules, then go on and check out the Third
Edition rules. The rules there are far better organized and easier to
understand, in my opinion. Highlight the changes between the Second and Third
Edition rules as you find them so you will know what they are. It is inevitable
that they will become Official so when they do, you will be better prepared to
make the transition. But until then, the Second Edition rules are the ones used
in tournaments and for record when it comes to changing ones ranking in the
various
rating
systems.
10.
REFERENCES
There are a
lot of articles on the game UP FRONT, both in magazines and on the Internet.
Unfortunately, most of these deal with new rules variants or present new
scenarios, with a couple of reviews included as well. There are few articles
that deal with game strategy and tactics. This article only lightly touches on
the tactics of the game. To get a greater in depth study of the game's tactics,
beginners should read the following articles, mostly from the GENERAL magazine,
which are listed below.
Playing Your
Cards Up Front: An Old Fashioned Card Playing Lesson: Don Greenwood (GENERAL
Vol.21 #1): This is the basic primer for any beginning player for UP FRONT.
Covers most of the tactics mentioned here in this article. Also covers Scenario
A, the Patrol scenario, which is the
most played scenario in the game.
Up Front by
the Numbers: An Analysis of the Odds: Jim Burnett (GENERAL Vol.21 #1): This
article details the odds of the various numeric functions in the game. These
would include the frequency of different RNC and RPC results, frequency of
different types of cards in the Action Deck, and the value of the different Firepower and To Hit factors. There is a
mistake in Table 3c, the number of Radio Cards per side are 8 for the US, 6 for
the
Germans, and
4 for the Russians. Note that an abridged version of this article was printed
in the BANZAI rule book, but for the complete article get the one in the
GENERAL magazine.
Return to
the Front: A Look at the Scenarios of Up Front and Banzai: James Burnett and
Ron Whaley (GENERAL Vol.22 #2): This article deals with the BANZAI expansion
module, including the Japanese and British Nationalities, the Jungle rules, and
also deals with the rest of the standard scenarios in the game system.
There is a
typo in the article, the section which deals with the Pillbox scenarios deals
with both Scenarios C and O, not just C.
Moving Up
Front: A Study in Movement Options: Rex A. Martin (GENERAL Vol.23 #2): This
article explores in great detail all of the movement options and movement
related functions in the game. A must read for all beginners.
Up on the
Africa Front: The Desert War Expansion for the Up Front Series: Steve Harvester
(GENERAL Vol.25 #6): This article deals with the DESERT WAR expansion module,
including the Italian and French Nationalities, the Desert rules, and also
their impact in the various standard scenarios in the game system.
The Long
Campaign: Polishing Up the Up Front Campaign Game: Micheal Hall and Gradie
Frederick (GENERAL Vol.26 #5): This article deals with the Campaign Game in the
game system. It makes a few corrections to some of the rules and also provides
game rosters for the British, Japanese, Italians, and French
Nationalities. Has some good tips on playing the Campaign
game.
Extending
the Long Campaign: Further Polishing of the Up Front Campaign Game: Alan R.
Arvold (BOARDGAMER Vol.6 #2): This article by myself deals with several variant
rules to the Campaign Game. The beginner need only concern himself with the
first part of this article which corrects some mistakes that were made in the previous
article.
With the
GENERAL magazine out of print, it is getting harder to find the issues in
question. A beginner should either try to get copies of these articles from
friends or try to get the issues from Ebay or other auctions. Rest assured that
the Elitist will never let you see his copies if he wants to maintain his edge
in the game.
CONCLUSION
We have gone
through the most commonly used legal tactics that the Elitist likes to use on
the beginner. Armed with the information in this article, beginners can now
take on the Elitists on a more equal footing in their games. I wish to thank the
many UP FRONT players who contacted me and shared some of their bad experiences
when learning the game, which in turn has led to the creation of the article.
UP FRONT is a rich and fulfilling game and once you have learned it, there are
a whole variety of scenarios and variants out there to try with it. Just don't
let any adverse experiences with the Elitists prevent you from enjoying the
game.