Yes. I used to love it--though it took a while for me to get it.
> The reason I ask is the following,
>
> It plays like poker, and poker skills actually count for something.
>
> It can be played near anywhere, as it takes as much space as a game of
> cards.
>
> I have actually played it against two utterly non wargaming females
> both at once in a 3 way game (yes it can be played that way too).
LOL. I played it once against a female friend who'd never seen a
wargame before. She was lost at first and gradually began to catch
on, as I recall.
> It's fast, you generally play 3 draws through the deck.
>
> It looks like Squad leader (no shock there) so a fan of Squad Leader
> sort of gets their 'fix'.
I bought it when it first came out--at a time when I'd become so
frustrated with "Crescendo of Doom" that I'd nearly reached the end of
my rope. I hoped UF might provide a much-needed respite.
The first four times or so I played it, I felt I'd been gypped. "The
Squad Leader Card Game"? Pfft! It's nothing like SL! Besides, it's
weird--with terrain features appearing and disappearing randomly.
What a miserable excuse for a game! Those were my initial
impressions.
Then, around the fifth game or so, I got it. Something clicked, and I
could see what the system was trying to show. Everything came
together and started to make sense.
Pretty soon, I was ready to swear off SL and its expansions and just
stick to UF for my tactical-wargame fix. I kept it around, bought the
expansions for it, and continued to play it for ten years or so.
Finally, I sold it, along with all my other wargames, in 1999, just
before my last move.
> It has so many aspects of both a great wargame and an easy social
> game.
It does have a lot going for it--and it's apparently still very highly
regarded and commands good prices (when you can find a copy at all).
There are always rumors about a reprint, but it never seems to happen.
However (there's always a "however" with me), there are some things I
never liked about UF. One was the relative-range mechanic; I hated
having to study the relative-range chits and try to visualize where
the groups were in relation to each other. (Don't know how many times
I belatedly realized I was close enough to infiltrate an enemy group.)
Lining up the "personality cards" and counting up firepower every turn
was another downside to me. Seemed like there ought to be something
else--miniatures maybe--instead of "personality cards." Yet, they
were functional.
The main thing that bugged me about the game, I guess, was the fact
that all kinds of movement was *supposed* to be happening, but you had
to visualize it, because the "game pieces" didn't actually move on the
table.
Last time I played UF (in the mid 1990s), I was thinking that the
basic game system would be great for a board or miniatures wargame.
You'd still divide your troops into a few groups, and you'd still use
cards to drive everything, but there'd be actual movement on a board.
I briefly toyed with designing a game like that--and then I got
sidetracked and didn't get around to it. But I kept the idea in the
back of my mind.
Then, lo and behold, along comes designer Richard Borg with his
Commands & Colors system, starting with the game Battle Cry, which
came out in 2000. It works *very* much like UF transformed into a
board game with miniatures. Except that it's greatly simplified. I
doubt if Memoir '44 is much like UF (I haven't seen any C&C games
except Battle Cry), but there's a similar game mechanic. Basically,
Borg did almost exactly what I'd been thinking of doing myself.
Unfortunately, he didn't work nearly enough realism or accuracy into
Battle Cry for my liking. I can't stretch my imagination enough to
make the game seem credible. I did download a variant for it, which
supposedly adds some realism, so maybe I'll try that. Also, I've
heard rumors that Borg is working on a new, improved version.
> But yeah, solo with no expectation of ever not being solo is
> depressing I can agree.
> I play solo sort of intentionally, but I wish I didn't have to.
Same here. I don't mind; I usually like my time alone well enough.
But games seem to fit into the "it takes two to tango" category of
experiences. The fun and satisfaction can be magnified when two or
more people get together for a game.
That's why lately I've been favoring more popular, traditional games
(e.g., cribbage and backgammon). Even if, for the time being, I'm
playing solo, I'm also aware that many thousands, perhaps millions, of
other people play this game. Hence, there's always a pretty good
chance that I'll be able to play it with someone else someday soon.
Not the case with any wargame I know of. Not unless you count a
thinly war-themed game like Battle Line, which I expect to get my wife
to play one of these days. Or a fantasy game like Battlelore, which I
might also be able to persuade her to play--and which is popular
enough that I might actually meet another player someday.
Wargame-wise, I stick to only the lightest and easiest and most fast-
playing nowadays. Such games would be easy to teach to someone, and
that's a plus. Too bad I don't like fantasy more; fantasy-themed
games are all the rage and have a wider appeal than WWII games and
such. The American Civil War is boring to most people I know, so it'd
be hard to get anyone to play A House Divided or Battle Cry.
If someone did republish Up Front, maybe they'd do it with a medieval-
fantasy theme. It might sell better (though it would probably appeal
less to you and other wargamers). Come to think of it, there is a new
fantasy card-based wargame out that's supposed to be very good; it's
called War for Edadh:
http://boardgamegeek.com/boardgame/38400
--Patrick