This Summer I played Up Front (UF) both solitaire and face-to-face. It’s a comfortable game. I keep coming back to it.
What I like about UF is that it isn’t too complex (like Advanced Squad Leader), isn’t too simple (like many miniature tactical/skirmish games), and is more accessible than Advanced Squad Leader Starter Kit (ASLSK). By “accessible”, I’m referring to a level of detail requiring numerous chart references, multiple plays for the requisite knowledge, or a savant-like memory.
Also….you don’t need the space required for a board. ASLSK has a number of compact one- board scenarios…..but not that many. UF doesn’t require multiple boards to enjoy an involved experience, but the number of scenarios provided are limited. However, those scenarios can be tarted-up using different force mixes, different nationalities, or removing cards to create new terrain and obstacles. Actually, if you could still buy the game (and why that is involves a strange and terrible saga that I am only vaguely familiar with), a case could be made getting a second box to add cards.
By the way, Chris Farrell has some very interesting observations about the game over at his blog.
To keep the game in its comfortable place, I add selected sections to enhance the Basic Game which is limited to Sections 1-16.
17. Flank Fire and Encirclement; Lateral Group Transfers
18. Weapons Acquisitions
19. Malfunction and Repair
20. Infiltration and Close Combat
For Chrome, I will include – on a case-by-case basis – the following sections.
21. Demolition
22. Flamethrowers
23. Pillbox
24. Minefield
39. Troop Types
With these five additional rules, you can attack a pillbox; first without any additional weapons, then with demolitions and, finally, flamethrowers. After that, assault the pillbox through a minefield. Excellent for solo play.
Tanks? Artillery? I’ll leave those for Advanced Squad Leader or the Starter Kit. Tanks & Artillery rules make me uncomfortable.
