So I've been playing FAB: Bulge since I got it a few weeks ago. I've recorded 3-4 ftf games now and a number of solo games so I'm in a position not to put the "Final Review" that many BGGers like to see, but what I believe is nevertheless an informed review.
I don't like to talk too much about rules or production, but I'll say a few words about the production. Most of it is devoted to gameplay thoughts which I myself find far more interesting.
Production
Production is pretty outstanding for a wargame and a GMT production (which have been getting better anyway, IMHO). Best wargame I have, at least. Color series rulebook and playbook. Full suite of playeraids. Nice counters and plenty of wooden blocks and stickers. The developer has been *painstaking* about having introduction material in the game including a 30 minute (like an actual 30 minute) intro scenario separate map and full walkthroughs of an entire player turn to illustrate all significant aspects of the game in the playbook. The game also has plenty of the necessary chits for everything you'll be doing, so no bookkeeping or anything. Could use a few more control chits, but if you're only a minor wargamer you have like 100 different versions of German and US control markers--or you can cludge it with something else. Not an issue. The map looks great as well, it's amazing to think that this game used to be a point to point game, <PERSON> really did a wonderful job. My only component problem is the blocks are not painted as well as I would like (American green specifically; they can have some distinctive gold lines on them). Fog of war, I suppose, could be hurt with such a relatively low block density game.
I really want to put a special word in to congratulate <PERSON> and <PERSON> for the variety and quantity of playaids and introductory material. <PERSON>, especially, seems to have a near fanatical devotion to making games he develops easy to get into and very few rulebook references. Asia Engulfed had this same level of production in this sense (another <PERSON>/<PERSON> collaboration). It makes me far, far more likely to purchase a <PERSON>/Young or <PERSON> produced game in the future. 993
A leg up reputationwise on the competition. I had to mention that.
Gameplay Niche
The general way I would describe the gameplay niche FAB falls into is mostly by comparing it to another game that I have, A Victory Lost, which got a lot of acclaim last year. Similar niches in my opinion. AVL is a great game, incredibly tightly designed, almost euro in its stripped downness (I put a review up on BGG of it). But it is, to me, boring. I don't feel like playing it--there's almost an abstract quality to the game to me. By contrast, FAB: Bulge is a superior production to my tastes because it's only slightly more complex ruleswise than AVL, in the same operational scale, but has a ton of color along with the important decisions. At its heart it's a introductory complexity block game (hidden units) but the units have different quality levels--so poorly trained units can become more veteran as they get shot up but more commonly elite units lose their quality as they lose the forward elements.
Overall, I think the design makes AVL look like a dry eurogame by comparison, though I do respect AVLs design. This is intro wargaming done right: it shows off all the cool color of wargaming without being overwhelming like many of the other games I play which I would never try to foist on someone who wasn't as crazy as me in terms of wargaming. I think in retrospect, after trying to introduce it to a player a few weeks ago, it is a more complex and difficult game than I gave it credit for. The rules are relatively light (like 9 or 10 pages) but something about the game plays extremely unconventionally. I think it puts together some different systems (assets vs. units) that require some different thinking and haven't been done too much before if at all--this leads to a learning curve longer than it perhaps deserves. Many players coming in will not have played a similar game in many respects and will suffer from their experience with other games.
Gameplay Thoughts
The glue that holds the whole system together is the assets system and it is the game's major innovation. These are smaller units, artillery and events that are not on blocks like the major units (i.e. 101 airborne) but rather on cardboard chits. Basically at the beginning of each turn you add new assets into your old pool of assets you used in the previous turn and you draw a certain number determined by the turn. They represent high command assigning you whatever resources they can. 579