Patton’s Vanguard: The Battle of Arraourt, 1944 covers key battles in September 1944 in the Lorraine region of France. Designed by Mike Rinella (Michael Rinella on BGG) with graphics by Charles Kibler (BGG link), the game was published by Take Aim Designs and Revolution Games in 2017. Although I had played the game twice while on a road trip, it was not until this last weekend that I really played a deep dive of the First Scenario.
Patton’s Vanguard comes with two scenarios, each covering four days battle. Turns are a single day, units are Company-level, and the map uses areas to segment the battlefield. The really interesting game mechanic is found in 8.0 Impulses. Each Impulse the German then the American player performs one action. If the first American die roll (DR or 2d6) of the turn is equal to or greater than the Impulse number, the next Impulse is played. If the DR equals the Impulse number the weather also changes. If the DR is less than the Impulse number the Daylight Phase of the turn ends and the Refit and End Phase is executed and play goes to the next Turn. This mechanic is called the Sunset DR. It is what makes Patton’s Vanguard a tense game; one can never be sure just how long each turn will last. With only four turns to achieve victory the pressure is on the Germans to attack.
Using an area map also means there are no Zones of Control. Well, not officially. One of the hardest concepts for me to wrap my head around is the concept of Contested Areas in the game. Contested Areas first appears in 7.0 Stacking and Control.
7.4 Contested – An area is considered Contested if it contains units of both sides. Contesting an Area that is controlled by the enemy does not alter control of that Area. Units within a Contested Area may only conduct a Ranged Attack (8.1.2) or Bombardment (8.1.3) against enemy units within that Contested Area.
Sounds simple enough. An Area with units from both sides is Contested. Units in Contested Areas can only use Ranged Attacks or Bombardments. Looking at 8.1.2 The Ranged Attack Impulse further specifies in part:
….A ranged attack may not be declared in Fog Weather (9.1)….Units in the Active Area may attack (only).
The sticky wicket here is that each turn the weather starts at Fog Weather and it stays that way until the Sunset DR changes it or Impulse 6 when the fog automatically burns off. So units in a Contested Area cannot move – or attack – in Fog Weather.
OK you say, so armor and infantry can’t attack if stuck in a Contested Area during Fog Weather. Just use your artillery to bash’em.
Hold on. 8.1.3 The Bombardment Impulse states in part:
Artillery and Air Bombardment may not be declared in Fog Weather (9.1).
So OK, find a way to move them. Maybe 8.1.4 The Regroup Impulse? Be careful though:
….Units within a Contested Area may not Regroup into another Contested Area, even if friendly controlled….
In my postgame review I discovered the counterbalance to Contested Areas. It is 11.1 Mandatory Attacks and 11.2 Optional Attacks. Specifically, 11.1 says in part:
….If a Mandatory Attack results in a Repulse (11.5.4) all participating units must retreat (14.2).
11.2 Optional Attacks states in part:
….Moving units may not join with units already within a Contested Area (7.3) to make one combined attack.
Which shouldn’t make a difference until one reads Repulse in 11.5.4 Computing Results:
….Retreat is required in cases of Mandatory Attacks (11.1). Attacking units making an Optional Attack (11.2) may not retreat.
Why this detailed discussion? Because I totally messed up Mandatory Attacks and the Repulse part of 11.5.4 in my deep dive game. I didn’t retreat correctly (i.e. often enough) meaning I missed many opportunities for an Assault (move & attack) by making units too sticky with Contested Areas.
You might be thinking I am hating on Contested Areas and all the nuanced interactions with movement and attack and retreat. YOU. ARE. WRONG. I actually think Contested Areas is a BRILLIANT game mechanic and the very heart of Patton’s Vanguard. I am not disappointed or angry after my deep dive game, I am immensely happy that I unlocked another level of understanding in this game.
I am also amazed at the amount of chrome that is found in the short 16-page rulebook. Chrome like US airpower or weather or historical leaders. Chrome that is seamlessly integrated into the game and contributes to the experience rather than a useless bolt-on mechanic put there to be “historically accurate” with no real game reason.
Patton’s Vanguard is a refreshingly different operational-level view of the Battle of Arracourt. Kudos to Mike Rinella for delivering a tight, tense game. Even though I made mistakes the game continues to intrigue me. Will have to get it back to the table for the larger Second Scenario covering September 25-28, 1944.