DIRTY TRICKS IN UP FRONT
by
Alan R. Arvold
As an UP
FRONT player for almost 18 years I have seen just
about all the dirty little tricks unscrupulous
players will use
in the game to win. The sad thing about this is that
most of
these unsavory characters are not amateur players who
are just
learning the game and are probably making honest
mistakes. No,
these are so called expert players who have played
this game for
a long time and to whom winning is everything,
whether to win a
prize in a tournament, or move up the ladder in the
various
player rating systems for the game. The funny thing
about this
situation is that these experts do not use these
tricks against
other experts due to the fact that we all know the
tricks.
Instead they use them against the new players, those
who are
learning and don't know much about the game. They see
the
beginners as easy victories because they don't know
any better.
Now this is about to change.
This
article is for the beginning player, who is just learning
the game of UP FRONT. This article will give you not
only what
the tricks are but the reasons behind them, whether
they are
deliberately mistinterpeted rules or the use of
subtle slight of
hand tricks. It is based on years of observation by
this author,
both as a player and as a gamemaster who has run UP
FRONT
tournaments. This article is not meant to say that
all experts
are cheaters. No, the vast majority of experts I know
or have
known believe in fair play and on occasion do make
unintentional
errors, myself included. No, this article is directed
against
those experts who consistantly use these tricks again
and again,
going from one new player to another in the quest for
easy
victories.
This
article pertains to the UP FRONT game that came out in
1983 and subsequently had a Second Edition rule book
published
for it, as well as the two expansions BANZAI and
DESERT WAR which
followed in 1984 and 1989 respectively. It will make
references
to the original errata by Avalon Hill which was
published in
various issues of the GENERAL and in the Second
Edition rule book
to UP FRONT, the Official Errata which is located on
the UP FRONT
web site in www.grognard.com, and the Unofficial
Errata which can
be found on UP FRONT section in www.grognard.com.
under the
heading of "variant rules/Q&A". This
article has nothing to do
with the new edition of UP FRONT that is suppose to
come out in
late 2001 as this author has no knowledge of the rule
changes and
reorganizations that are supposed to have occured in
it.
1. PLAYING THE HERO CARD FOR NO REASON
Perhaps the
earliest trick which appeared was the playing the
Hero Card for no apparent reason. This was usually
done when the
player drew cards from the Draw Pile to fill up his
hand at the
end of his turn. The Hero Card can be played at
anytime, even
upon drawing it, in order to unpin a man, immediately
unpin a
pinned open top vehicle or buttoned up tank,
temporarily cancel a
wound result, or double a man's firepower for one
attack. About
half the time whenever a player draws a Hero Card, he
will have
at least one personnel card pinned, thus justifying
the play.
However the unscrupulous player will immediately play
it upon
drawing, even when he has nobody pinned, citing the
first
sentance of Rule 10.4 which states that a Hero card
can be
immediately played upon drawing it, thus entitling
the player to
draw another card from the Draw Pile. Unfortunately
these players
never finish the sentance which states that this is
done to
unpinned a man.
So why are
these people playing the Hero Card for no apparent
reason? Usually it is to increase the flow of cards
through their
hand in order for them to find the card that they are
looking
for. While a Hero Card can be a valuable card at
times thus
insuring its retention, at other times it can be a
card of
minimal value and so must be played or discarded at
the earliest
convenience. Another reason occurs during the last
deck of the
game if the dirty trickster is winning. By playing
the Hero Card
on the draw thereby getting another draw, he is
speeding up the
flow of cards in order to run out the deck and finish
the game.
While running out the last deck while in the lead is
a recognized
tactic and there are many legal ways to do so, the
illegal play
of a Hero Card is not one of them.
The
original errata from Avalon Hill stated that one can not
play a Rally Card on a group with no unpinned men
just to get it
out of their hand. However the experts got around
this by
pointing out that this applied to Rally Cards in general
and not
to Hero Cards which were a special case. In response
to this the
Official Errata has a number rules prohibiting the
illegal play
of Hero Cards, including the playing them on the draw
for no
apparent reason just to get them out of one's hand.
The
Unofficial Errata backs this up as well. So the next
time one of
these so called experts tries to pull this trick on
you, pull out
the errata and show it to him.
2. SWITCHING THE SEQUENCE OF SNIPER ATTACK RESOLUTION
Another old
trick which appeared early in the game's history.
The normal accepted procedure of a Sniper attack on a
group
containing multiple personnel cards has been that the
PC within
the attacked group is determined first through an RPC
draw, then
the attack is resolved upon that man. This order of
events was
never written in the rules but was implied by the
fact that the
need to make an RPC draw was written in Rule 14.2 and
the
resolution of the attack was written in Rule 14.3.
The vast
majority of players use this sequence and have over
the years. I
have found a few players who believe that the attack
resolution
comes first, then the RPC draw to determine the
victim, but they
play this way consistantly. Then there are the
elitist experts
who play both ways and claim that since the exact
sequence of
events was never written in the rules, that either
sequence is
legal. Yet when these elitists play other experts
they always use
the normal accepted method, saving their sequence
switching
tactic for the beginners. Why is this?
The elitist
claim that it does not make any difference which
sequence is used as the end result is still the same.
This
however is not true. There are two primary reasons
why which are
explained as follows:
a. When
using the normal sequence of events after the PC to be
attacked is determined, if that PC is pinned the
owning player
has the opportunity to play a Hero Card to unpin him
before
resolution of the attack. When using the other
sequence of events
where the attack is resolved first, the owning player
still has
the opportunity to play a Hero Card on a pinned PC if
the result
of the attack is a pin, but he does not know whether
the PC he
unpins is going the be the target of the attack or
not. He can
not wait until the RPC is drawn because once it is
and the pinned
PC turns out to be the target, it is automatically
Panic Killed
(unless Wounded) and the Hero Card can not be played
to save him
as per Rule 10.42. Thus this alternate sequence of
events is used
as a ploy to draw out a Hero Card out of an
opponent's hand
prematurely.
b. When
using the normal sequence of events, the procedure
always involves the play of two cards, one for the
RPC draw and
one of the attack result. When using the alternate
sequence of
events, the procedure can involve one or two cards.
As the first
draw is for the attack result, if the result is a
miss there is
no need to make an RPC draw and so the procedure can
be dispenced
with. This will happen between 49.4% and 80.3% of the
time,
depending on the Sniper Card played. Thus this
alternate sequence
of events is used as one of tactics to slow down the
flow of
cards through the deck.
Now one is
tempted to say "So What? What's good for the goose
is good for the gander. Not so with these elitists.
During a game
against a beginner they always talk their way through
the
sequence of each Sniper attack, regardless who the
attacker is.
As one will observe they will switch back and forth
between the
two sequences of events, using whichever one benefits
them the
most at the moment. Thus as the attacker they will
want to
determine the attack resolution first in order to
sucker out a
Hero Card from their opponents hand. As the defender
if they have
a Hero Card in their hand, they will insist on doing
the RPC draw
first. In the last deck of the game if they are
winning they will
insist on using the normal sequence in order to speed
up the flow
of cards through the deck. If they are losing then
they will
insist on using the alternate sequence in order to
slow down the
flow of cards through the deck. Once the beginning
player becomes
more experianced with the game and starts to insist
on using both
methods to his own advantage, then the elitist will
admit he made
a mistake in his teaching and that the normal
sequence is the
only allowed method of Sniper Attack resolution.
The
original errata by Avalon Hill is silent about which
sequence is legal as is the Official Errata. However
the
Unofficial Errata does have a rule which designates
that when
resolving a Sniper Attack on a multi-personnel card
group, the
RPC draw is always done first and then the attack
resolution draw
is done second. The normal sequence is also the only
sequence I
have seen allowed in every tournament that I have
been to.
3. DISCARDING SCENARIO DEFINED COWER CARDS DURING THE
RESHUFFLE
OF THE CARD
DECK
In most
scenarios there are scenario defined Cower Cards which
are removed from the game when exposed in an RNC/RPC
draw or when
normally discarded by the player. Frequently these
are a certain
number of Building Cards which when removed cause all
further
Building Cards in the deck to become playable. As a
result
players will usually try to hold on to a Building
card,
preferably a -3 Building Card, to use when it becomes
available.
Some players like to delay the activation of Building
Card by
playing the scenario defined Cower Card as an Open
Ground Card
which is legal by Rule 16.1. The unscrupulous expert
has a way of
getting around this though. At the end of the first
deck they
always volunteer to shuffle the deck. While suffling
they remove
any Building Cards that they find, either through
slight of hand,
or more often doing it openly by claiming that they
had
inadvertantly discarded some Building Cards into the
discard pile
when they should have been removed from the deck. In
reality they
have removed every last Building Card they can find
in the hopes
of making the ones in their hands the only active
ones in the
game and in their possession. This puts them into a
slight
advantage going into the next deck as they will play
the Building
Cards at the first opportunity and leave them in play
for the
duration of the game to keep the other player from
getting them.
While
leaving a Terrain Card in play for the duration of the
game to keep the other player from getting them is
legal,
removing cards while resuffling the deck is not. Rule
16.22
clearly states that any inadvertant violation of the
rules are
considered to be legal play once the next player
starts his turn
if it is not corrected before then. Therefore any
inadvertant
discards (both real and alleged) into the discard
pile of
Building Cards while they are still scenario defined
Cower Cards
during the first deck of the game are considered to
be legal
plays. Of course when teaching the game to a
beginner, the so
called experts deliberately skip over Rule 16.22 as
well as the
last sentance of Rule 16.1 which allows these
scenario defined
Cower Cards to be played as Open Ground Cards. What
some people
won't do to get an edge.
Sadly,
neither the original errata nor the Official Errata
address this situation. Only in the Unofficial Errata
are there
rules addressing it.
4. PLACEMENT OF PERSONNEL CARDS UPON COMPLETION OF
INDIVIDUAL
TRANSFERS
When a PC
performs an Individual Transfer, where does he go in
the receiving group when he arrives? The crooked
expert will tell
you that it goes in the highest available numbered
position in
the group (i.e. at the end). Yet when you see him
perform
Individual Transfers he will put the PC anywhere he
pleases in
the group. When you question him as to why he will
explain that
he made a mistake and that he taught you the old way
of doing it
and that he is doing the new way. He then adds that
it does not
make any difference where you put him in the group.
As you watch
him sometimes he places them on the end of the group
and
sometimes in the middle of the group. But does it
really make any
difference where you put the PC in the group? Yes it
does!
In groups
containing certain number of PCs, those PCs in
higher numbered positions within the group have less
chance of
being picked in an RPC draw. These groups are those
which contain
four, five, seven, eight, and ten PCs respectively.
In a four
man group positions 3 and 4 have less chance of being
picked. In
a five man group positions 3, 4, and 5 have less
chance of being
picked. In a seven man group positions 2, 3, 4, 5, 6,
and 7 have
less chance of being picked. In an eight man group
positions 3,
4, 5, 6, 7, and 8 have less chance of being picked.
In a ten man
group positions 3, 4, 5, 6, 7, 8, 9, and 10 have less
chance of
being picked. Granted in all cases it a .62% less
chance but
these sneaky experts will take any edge that they can
get. Any
experianced Up Front player will always puts his more
valuable
PCs in the higher numbered positions within a group.
This way
when a PC makes an Individual Transfer into the
group, the owning
player can place it so all PCs to the right of it are
shifted
into positions where they have less chance of being
picked in an
RPC draw, assuming of course that their group has the
requisite
number of PCs to allow for this.
The
question of where PCs completing an Individual Transfer go
within the receiving group has been a matter of
controversy for
some time. The original errata was silent about the
matter
although this author did write to Avalon Hill about
the question
of where the PCs go in the receiving group back in
1989. The
answer received by this author was that the PCs go to
the
highest available numbered positions in the group
(i.e. if the
group had six men and two more transfered into it,
they would go
to numbered positions 7 and 8). However in 1995 this
was changed.
Thus the current Official Errata now allows them to
be placed
anywhere in the group. The Unofficial Errata restores
the
original Avalon Hill ruling. For beginning players it
is best to
learn both rulings. The Official Errata always holds
sway in
tournaments but either errata can be applied in
private games.
(The controversy over this ruling is that this method
allows a
player to alter the composition of a group in
violation of Rule
4.25. Although the elitist will be quick to point out
that it
does say that to attempt Individual Transfers is one
of the
conditions for altering the composition of the group,
this refers
to the group from which the PCs are transfering from,
not going
to.)
5. PACKING THE SQUAD WITH NCOs
As one
plays Up Front more they eventually get into campaigns
where players play a set number of different
scenarios. Part of
the aspects of playing campaigns is the individual
improvement
and promotion of the PCs on your roster. It is indeed
possible
for Privates to get promoted up into the NCO ranks
during the
course of a campaign. However as most campaigns last
ten to
twelve scenarios, at most two, or maybe three
Privates will be
promoted the NCO ranks. But these sneaky elitists,
not to be
outdone, organize campaigns of thirty, forty, or even
fifty
scenarios which are played over a period of several
months. In
the course of these long campaigns, a lot of
surviving PCs get
promoted to the NCO ranks thereby qualifying them as
leaders.
Thus it is not unusual for squads to have four, five,
or more
NCOs in their initial set up, not to mention how many
more will
come in as reinforcements. Now one may ask, what's
wrong with
this?
In Up Front
the normal squad has two leaders, a Squad Leader
and an Assistant Squad Leader. When both of these are
killed in a
scenario, the player loses one card from his hand for
the rest of
the game as per Rule 15.4. In certain scenarios a
squad may
receive additional NCOs, usually through
reinforcements, which
may act as auxillary leaders in the squad to replace
the Squad
and Assistant Squad Leaders if they are killed. These
are allowed
for in the Official Errata for Rule Section 35. Thus
at most,
three or maybe even four leaders will show up in a
squad,
assuming reinforcements, during a course of a game
although in
the majority of the scenarios a squad will have only
two leaders.
But the elitist in his quest for the edge, will pack
his squad
with as many leaders as he can in a deliberate
attempt to
circumnavigate Rule 15.4. This is possible in these
extremely
long campaigns where many of PCs called for in a
scenario have
risen to the NCO ranks. The written rules of the game
do not
provide a mechanism for replacing promoted leaders
with Privates
except through the death of the leader and the
elitists take full
advantage of this omission.
The
elitist, once he has finished teaching the game to the
beginner, will invite the player into an ongoing
campaign.
Unfortunately the beginner has to start from the
scratch with the
basic roster whereas the elitist will have a roster
with at least
ten to twelve Privates who have been promoted to the
NCO ranks
and all with high Morale and Panic values. This will
ensure that
the elitist will have a virtually unbeatable squad in
every game
he plays. My only advice to the beginner on this
matter is that
if you are going to play in a campaign, join one that
is just
beginning where all players start with a basic
roster.
The
original errata by Avalon Hill does not address this
matter. The Official Errata only aggravates the
matter by not
putting a limit on how many auxillary leaders a squad
can have.
The Unofficial Errata does put a limit on how many
NCOs in a
squad can act as leaders.
6. COUNTING ELIMINATED SNIPERS AS CASUALTIES
There is
one thing that I seen the elitist do against the
beginner in the first one or two of games they play,
at least
until the beginner has a chance to read the rules in
full by
himself. This is to count the beginner's eliminated
snipers as
casualties against him in terms of Victory Conditions
and/or
Victory Points. This is of course illegal as the last
sentance of
Rule 14.4 specifically prohibits this. However this
is a sentance
that the elitist conveniently skips over when
teaching the game
to beginners. It should also be noted that the
elitist will not
allow his own eliminated snipers to be counted
against himself.
When the beginner does catch him in his lie, the
elitist will
merely explain that he inadvertently missed that
sentance during
the teaching of the rules. However the elitist will
then show his
ability to split hairs by explaining that the last
sentance of
Rule 14.4 only applies to Rules 16.4 and 16.42 which
deal with
Victory Points and Victory Conditions and not to Rule
16.5 which
deals with a Broken Squad. In the course of the
explanation he
will neglect to say that Rule 16.5 is an automatic
Victory
Condition that applies to every scenario. This lasts
for another
game or two until the beginner tries to use this
phony ruling
against the elitist who then admits that he made
another mistake
and that the last sentance of Rule 14.4 also applies
to Rule 16.5
as well. Of course by then the elitist will realize by
then that
he will not get any more cheap victories from this
beginner and
move on the next one.
There is no
errata addressing this issue in the original or
Official Errata. But then there does not need to be.
The rules
are there in Rules 14.4, 16.4, and 16.42. Even Rule
16.5 says
that if a player's squad is broken by losing more
than half of
his PCs, he loses. No Snipers are mentioned in that
rule. The
Unofficial Errata does prohibit the counting of
Snipers towards
the limits of PCs one can receive as reinforcements.
7. SWITCHING THE CAPABILITY LOST FROM THE LOSS OF A
SNIPER WHEN
A PLAYER
HAS BOTH DUAL AND DOUBLE SNIPER CAPABILITIES
This is a
rare event as it only happens in DYO scenarios with
Random Reinforcements. (A good example where this can
happen is
"City Fight 501 in Four" in the GENERAL
Vol.26, No.5) In DYO
scenarios, players can purchase a Sniper for 35
points and an
additional backup Sniper for 15 points more to
replace the
original Sniper if it is eliminated in a Sniper
Check. This is
called Double Sniper Capability. Random
Reinforcements, which can
be purchased at 50 points per deck, have the ability
to bring in
additional Snipers into the game to add to the one
already in
service. When this happens a player can then make
multiple Sniper
attacks with the play of one Sniper Card. This is
called Dual
Sniper Capability (or Triple Sniper Capability if two
Snipers
come in by Random Reinforcements). A player is
allowed by Rule
48.4 to have both capabilities in a scenario.
So what
happens when a player with both capabilities in a
scenario loses a Sniper to a successful Sniper Check?
Does he
lose his Dual Sniper or Double Sniper Capability? The
sneaky
elitist says both. If the sneaky elitist is the
attacker who
eliminated a Sniper in a successful Sniper Check, he
claims that
his opponent has lost his Dual Sniper Capability as
the elitist
targeted the Sniper that arrived as a Random
Reinforcement in his
Sniper Check. He further stipulates that the extra
Sniper that
his opponent purchased at the beginning of the
scenario can only
replace the original Sniper that he purchased for 35
points, not
any Sniper that has arrived as Random Reinforcements.
If the
sneaky elitist is the defender who has lost a Sniper
to an
opponent's successful Sniper Check, he will claim
that he has
lost his Double Sniper Capability because the
additional Sniper
that he purchased for 15 points at the beginning of
the scenario
can replace any eliminated Sniper in his force. Obviously
he will
not use both explanations in the same game, but will
use
whichever one suits his purposes at the time in each
game he
plays.
So what is
the correct answer to this conundrum? Both the
original and the Official Errata are silent about the
matter.
However the Unofficial Errata does provide an answer.
If a player
with both Dual and Double Sniper Capabilities loses a
Sniper to a
successful Sniper Check, he loses his Double Sniper
Capability
first and retains his Dual Sniper Capability. When he
loses his
next Sniper then he loses his Dual Sniper Capabilty
and is left
with just a single solitary Sniper.
8. THE MEATGRINDER
The
Meatgrinder is a tactic that is mostly used in tournaments
although it can be used in private games as well. In
it the
player organizes his squad with a large fire base
composed of the
best PCs in his force. The rest of the PCs are
deployed in one or
two weak maneuver teams which accomplish little
besides burning
up Movement and weak Fire Cards. The fire team will
move to
Relative Range 1 (or Relative Range 2 for the
Japanese, Russians,
or Italians), preferably in the best terrain they can
get, where
their massive firepower will overwhelm any enemy
group that
advances towards them. The fire team will not have
any Movement
Card played on them after that except to remove a
Wire Card or to
get Flanking Fire should the opportunity present
itself. In doing
this the player is forfeiting the chance to win by
accomplishing
the Victory Conditions of the scenario and is instead
concentrating on winning by breaking the enemy squad.
This is a
legal tactic by the rules. The reason that it is
mentioned here in this article is that the elitist
will use
nearly every dirty trick mentioned in the previous
sections of
this article to acheive his victory when employing
this tactic.
For example, in the first deck of the game he will be
playing
Hero Cards for no reason to increase the flow of
cards in his
hand. He will insist on resuffling the cards at the
end of the
first deck in order to remove the remaining scenario
defined
Cower Cards (usually Building Cards) so he can play
the only
remaining Building Card on his fire team. If this is
a scenario
in a campaign, rest assured that the elitist will
have his squad
filled with every NCO that he has on his roster. And
of course he
will switch back and forth between which procedure he
will use in
the resolution of a Sniper Attack.
So what can
a beginner do in this situation? Essentially fight
fire with fire. In other words use the Meatgrinder
against the
elitist. This means that the beginnner will have to
learn the
optimum Meatgrinder set ups for each nationality in
the game.
But it will be well worth it. If a squad uses the
Meatgrinder
against an enemy squad which is also using the
Meatgrider, the
elitist's advantage disappears and the scenario turns
into an
even game. Whoever gets the first effective Fire
Cards and uses
them will probably break the opposing squad first and
win the
game. Even if the elitist still uses his dirty
tricks, most of
them will aid you as well as him. Thus the elitist
will either
have to trust to luck to get those Fire Cards first
or else earn
his victory the good old fashion way like the rest of
us.
CONCLUSION
We have
explored different tricks that the unscrupulous
elitist will use to win his games. As I mentioned
earlier in the
article, these elitists comprise a very small
minority of the Up
Front players in the hobby, yet in some cases their effect
is
very profound. A new player when learning the game of
Up Front is
well advised to to read over the rules carefully and
be sure to
get all pertinent errata to the game. Armed with the
rules and
errata, a beginner can challenge the elitist when
ever he tries
his tricks. The elitist will soon tire of being
challenged and
move on to another victim. When the new edition of UP
FRONT comes
out, let us hope that the loopholes in the original
rules that
allowed these dirty tricks to occur are closed.