David Hughes - Dec 2, 2007 6:18 pm (#21142 Total: 21203) There is no being cleverer than Comrade Stalin On the table - A Fatal Attraction (ATO 20) Mark Ay and I played A Fatal Attraction a couple of times face to face on Saturday at Paddington Bears in Sydney. AFA is the game contained in AFA 20, covering the Gallipoli / Dardanelles campaign in 1915. Game 1 was interesting. The Ottoman player rolled well for mines, and especially well for mines in the Aegean. As a result, the Royal Navy was confronted by what turned out to be an impenetrable 12 factor mine field at the entrance to the straits (2 each in Besika & Hellas, 4 each in Sedd-el-Bahr & Kum Kale.) After the English Admiral showed too much Nelsonian spirit pursuing the Turkish navy (sending Goeben to the bottom in a hail of shells,) the mines ripped the heart out of his fleet. The carnage was dreadful. 12 RN capital ships had to face 7 mine attacks each (!) and ALL were either sunk or crippled. There was no coming back from this, and so we decided to start again. Game 2 was very different. Firstly, the Entente player rolled a "6" for the Suvla invasion, therefore putting the Allied "destroy the forts" quick win strategy out of reach. The mine rolls were much less favourable too. The combination of this - especially the lack of need to defend the entrance forts to avoid an auto loss - persuaded the Turkish player to go for a defence in depth strategy for the straits. We reached Turn 4 before time ran out. By the end of turn three, all that stood between the Entente and Constantinople were 1 Turkish Battleship, the Breslau and a single dummy minefield. However, the weather closed in on Turn 4, a single impulse turn was rolled, and that provided the breathing space the Ottoman player needed to remine the straits. The Aussies were ashore at Y beach, but that was all. When we called the game, both players were confident of losing, which is always a good sign. These were my 6th and 7th games of AFA, and my ambivalence continues. It seems very dificult to create a plausible narrative at any level beyond the very highest - e.g. "after the Royal Navy failed to force the Dardenelles, an amphibious invasion of the Gallipoli peninsula quickly petered out into a hopeless attritional stalemate." Beyond that, you descend into farce. For example, it is very easy for the Turkish ships to sail adjacent to the entire Royal Navy fleet - 12 capital ships - stop, aim, fire, sink 1 or 2, conduct a second activation, then sail back to base before the British sailors can even fire a single shot in reply. Even if this is a wonderful piece of design for effect it is so counter intuitive and implausible that - for me and for everyone with whom I have discussed or played the game - it renders the narrative ridiculous. However, the story does not end there. A number of the gamers present on Saturday asked me, "if the game is so crap, why are you playing it again?" Mark got it right I think - he said the game has a certain charm about it. I think the charm comes from the combination of the innovative, quirky multiple impulse and activation system, the ergonomics of the area system, the graphics, the subject and the relatively rare experience it provides of playing out a genuinely combined arms assault without dozens of pages of rules. Mark also described it as "more of a puzzle than a game" and there is something in that too. It's a unique experience for me. Normally I will judge a game within minutes of opening the box. AFA on the other hand has consumed every second of my gaming attention for the last 2 months, and I still don't know if I like it or not. Go figure