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Friday, March 19, 2010

Mad March roundup #1. Chivalry and... sorcery?!

Wednesday night woes: but for whom?
Badger was on holiday from work a week past Wednesday, so a day's gaming was called for. There was talk of playing Conflict of Heroes because of my imminent demo session at next weekend's Conpulsion 2010 but that'd've felt too much like homework for me, so we decided to play Combat Commander: Pacific instead. The CoH homework will be done solitaire next week I guess.

Combat Commander doesn't hit the table as often as it used to these days, so I was pleased to get in another game. Full CC battle reports here @RD/KA! have become less common even than that, the most recent being May last year. So I'll forbear from comment about our game until another day.

Stemming the varlet tide
Liam came round for dinner later, which curtailed our CC session after that one game. Dinner done, we turned to that old favourite- a new favourite of Liam's to boot: Ivanhoe. We managed 5 games.

Score
Badger 1 (15 tokens).
Liam 1 (17 tokens).
Me 3 (21 tokens).

I also owned the pwnage, with a game in which Badger and Liam's combined total was 3 tokens. Bragging rights to brave Sir John! :0)

Stonking Sunday session!
Stemming the viral tide?
Gav was sick which made us 5 thanks to Dave and Tony. My hopes of
last Friday were realised: the lads were finally introduced to the game which had so impressed me last last xmas. A confirmed fan himself, naturally enough, Dave has already played the game elsewhere so he was able to get us up and running with the minimum of fuss. This is pretty neat when you think about it: Dave's new to adventure games some year ago and this new habit of his own is brand new: first post-Settlers entry-level breakthrough game anyone?

Game 1: Disaster strikes!

Setting: normal.
Roles:
  • Donald: Scientist.
  • Dave: Medic.
  • Me: Field Operative.
  • Andy: Epidemiologist.
  • Tony: Operations Expert.
Short and sweet: despite my save-the-day heroics with Remote Treatment and the Mobile Hospital, and Andy changing his role to the very useful Containment Specialist we lost due to exhausting our deck (just 1 of 6 ways to lose).

Game 2: In the nick of time!
Setting: normal.
Roles:
  • Me: Field Operative.
  • Andy: Generalist.
  • Tony: Archivist.
  • Donald: Despatcher.
  • Dave: Containment Specialist.
Our much more focussed team managed to cure red at the beginning of round 3 (we counted the cards then my notes became more detailed). Tony became the Medic- giving him near godlike healing powers (a highly trained and motivated innoculation team as I kept insisting). The first Outbreak came in Tony's turn, round 5; which also saw Donald cure yellow; and outbreaks- in Khartoum and via Epidemic in Dave's turn. Round 6 saw Riyadh pop in Andy's turn and Donald cured black. Tony cured blue- the last remaining strain of the 4, in round 7 just before he had to draw from an empty deck!

Final levels:
Outbreak: 6
Infection: 4
Blue: 1 block
Whew!

Score
The plague 1
"The cure?" 1
:-/

Carcassonne
With an eye on the clock we regretfully put Pandemic aside. The time was apt to introduce Dave to another recent favourite at the table. The teach went smoothly and the game was as clunk and fumble free as it could be when a seasoned green is introduced to a game of the class of Carcassonne.

The game didn't look to be going well for me for a long time: I opening my scoring on my penultimate turn. It all went down to the last draws: Dave had just before me drawn the piece that'd've won me my long farmers' game, so I was waiting for game-saving bum draws by Andy and Tony. I was out of luck. Still, I did have a play in that final round.

Score
Andy 86
Dave 50
Me 50
Donald 44
Tony 43

Afterthoughts
Pandemic was a smash! Fast paced even when people are pondering and engaging during downtime due to the cooperative element, the games had everyone at the edge of their seats and constantly leaning into and over the table, especially in the endgame. We were all really stoked at the end. There'll be more, you can be sure dear readers. ;)

Related@RD/KA!
Mad March roundup
- #2. Grand geek gathering!

Wednesday, March 17, 2010

Stepping out again!

I wrote last week of a "new project the exciting details of which I hope to reveal very soon". No prizes then for guessing the subject of this post dear readers.

Conpulsion compulsion
At some 15 years old, Conpulsion is Scotland's longest running RPG-oriented adventure games convention. Conpulsion is run by GEAS (Grand Edinburgh Adventuring Society), Edinburgh University students' RPG assocation, of which I was a member back in the 1980s. This year's con runs from Friday 26th to Sunday 28th March. After too, too many years of letting the event get past me, finally: this year I will be attending Conpulsion for the weekend.

Sunday Conflict of Heroes
Conpulsion covers the full spectrum of adventure games, naturally enough; which is where I come in. On Sunday the 28th I will be spending the day running demo games of Uwe Eickert's multi award-winning WW2 tactical board wargame Conflict of Heroes. I will have room to stage 2 games side-by-side: one Awakening the Bear, the other Storms of Steel; so I'll be able to accommodate as many as 4 players simultaneously.

My event at Conpulsion enjoys official support from Academy Games:
  • I will be running special demo scenarios of Storms of Steel.
  • There will be discount vouchers for CoH products to reward participants (details on the CoH demo page over at the Conpulsion site).
Regular readers will be aware that I've been a fan of Conflict of Heroes ever since since I got my copy back in December 2008. So you can imagine that I'm very pleased at this vote of confidence from Uwe Eickert.

Combat Commander at UK Games Expo'10
Also perhaps remembered by regular readers will be the Combat Commander tournament I ran at UK Expo'09. The tournament was a great success. In this- its fourth year, UK Games Expo is firmly established as the premiere all-in games fayre in Britain and it looks set to go from strength to strength in what is widely acknowledged to be a boom time for boardgaming all round the world.

I am proud therefore to be able to confirm that CC@UK Expo'10 is go. Space is strictly limited to 12, with 6 places already booked; so if you're reading this and want to enter you can sign up via:
Places are limited as I said and will be awarded on a first-come, first-served basis, so you're going to have to show some despatch if you want to guarantee a place in Britain's only Combat Commander tournament.

The 'World War 2 Tactical Guild' (TacG-WW2) is the name I coined for the mailing list I was encouraged to start because the entrants in CC@UK Expo'09 were keen to see the event repeated. I would like here to thank everyone - you know who you are! - for the encouragement of your support in this past year, which has given me the confidence to stage CC@UK Expo'10 with every good reason to believe that the tournament will be an improvement on my efforts last year. Cheers guys! ;)

Sunday, March 14, 2010

Once more the culture vulture

Springtime for Glaswegians
If it's March in Glasgow it must be Aye Write!- Glasgow's Book Festival, now in its fifth year. Aye Write! had made little impression on me in previous years, despite my seeing the ads and the programmes in my local library each time. This was frustrating, so- determined to do better in 2010, I grabbed a programme as soon as I saw one and started looking for events. The first one which did more than just catch my eye was:
NEW SCOTTISH SCIENCE FICTION
The Early Days of a Better Future?
Presiding: Andrew J. Wilson of Writers' Bloc, Edinburgh

As if the due appearance of SF luminaries Ken MacLeod and Richard Morgan wasn't enough, this event was an instant choice for yours truly because the panel included Hal Duncan and Mike Cobley. Mike and Hal are old pals of mine from the Glasgow SF Writers' Circle, which featured in the first series of posts here @RD/KA!. It was this circle which drew me to Glasgow back in 1989, when I nourished active dreams of being an SF writer myself.

Sadly missed
Unfortunately events intervened at the last moment so that Ken MacLeod and Deborah J. Miller both had to drop out. I'd been looking forward to another chance to chat with Ken- whom I'd not met since the Glasgow Circle's precon party at Interaction, the 2005 Worldcon held in Glasgow, but it just couldn't be helped. Fortunately another of British SF's names who just happens to live in Scotland- Charles Stross, was able to fill in at notice that I can only imagine was little short of immediate.

Situation somewhat surreal?
The event took place last Sunday in the Jeffrey Room, situated under the dome of the Mitchell Library: the largest public reference library in Europe and one of the most striking of Glasgow's many monuments to a bygone imperial grandeur. Steampunk might be a popular subgenre of SF and speculative fiction these days, but I couldn't help but observe a measure of irony in the fact that an event thematically oriented towards the future was taking place in a venue so redolent not only of the past, but of a past the received version of which I can in all confidence state that the entire panel would simply be unwilling to take at face value.

The Mitchell: at the top of the stairs under the dome

The Mitchell: hallowed portals?

Readings from here and there
The event began with readings by the authors on the panel. Alphabetical order was observed.

Mike Cobley, Charles Stross, Andrew J. Wilson, Richard Morgan, Hal Duncan

Mike Cobley
Mike read an extract from 'The Maker's Mark'- a short story which will appear in the Conflicts anthology to be released on April 2nd. The reading was good though I have to say that it wasn't up to the standard of Mike's rendition of his 'The Intrigue of the Battered Box': the standout performance at the 2005 Interaction launch party of the Nova Scotia: New Scottish Speculative Fiction anthology in which 'The Intrigue...' saw its original publication. Then again, 'The Maker's Mark' didn't give Mike the same selection of strong character voices to play with as does 'The Intrigue...'.

That said, 'The Maker's Mark' struck me as one of Mike's most intriguing pieces of writing since the pyrotechnic days of his infamous Shark Tactics cyberpunk fanzine back in the late 80s. Verbally experimental techno-speak that didn't descend into technobabble, and with a certain breathless Doctor Who vibe, this was strong stuff. I was sold on the story and intend to invest in the anthology just as soon as I can. It's also worth noting that I still haven't read Seeds of Earth- Mike's latest novel, which only recently went to mass market (check out the rave review from my pals at EMOTIONALLY FOURTEEN). So maybe I've just missed earlier exercises in this vein?

Hal Duncan
Hal Duncan was the star turn on the panel that night. He read his 500-word, single sentence short story 'Last Drink Bird Head' from from the anthology Last Drink Bird Head, published by Wyrm Publishing and edited by Ann and Jeff VanderMeer. Published in aid of a pro-literacy charity, Last Drink Bird Head invited authors to give their interpretation of the title (four words randomly selected I imagine). Hal's take was the story of a summer day's carousing that turned ineluctably into an all night party at the end of which our protagonist finished one last drink then staggered out into the dawn of the new day.

What was so good about Hal's reading then? His performance in the first place. Five hundred words took a surprisingly long time to read and each and every one was delivered unfalteringly, with perfect intonation and pacing; so much so that it seemed as if Hal did the whole thing in one long breath: an effect essential to the success of the reading given its form. This piece was clearly well rehearsed.

And the story itself? A lyrical flight of the imagination distilling into a rollercoaster ride of carefully unfolded dazzling wordplay the essence of those epic youthful days that'll be familiar to many of my readers: days that dissolve through drinks and smokes into times that live long in the memory as flashes of incident bathed in a warm glow of delicious hours of pleasure and dissipation.

The poetic power of Hal's words evoked these memories and in so doing, catapulted his listeners into the world of his story; with the result that you were out there in that dawn, snapping into that peculiar instant lucidity accessible only after the largesse of excess. I loved it, and it made me realise that I'd put off for far too long reading Vellum- Hal's first novel, whose launch party I also attended at Interaction back in 2005. Another to add to the ever-growing readpile!

Richard Morgan
Richard read an extract from his first published novel- the best-selling Altered Carbon; an autographed copy of which I already own. (I reviewed Richard's comic Black Widow: Homecoming here @RD/KA! back in 2007.) The reading was not great to be honest. Sufficeth to say that I was left with the impression that Richard doesn't like reading his work in public. I'd still happily recommend both the book and the comic to my readers: they're rattling good reads.

Charles Stross
Charles read an extract from a work in progress titled Gangster 2.0. An interesting conceit this: a business letter from one criminal syndicate gone corporate to another. Unfortunately the reading fell flat for me because of a language/voice thematic mismatch.

As readers will be well aware, businessmen and their spokespeople adopt a variant of bureaucratese which comes complete with its own glib tone of voice, more or less lofty according to the rank, wealth and/or power of the speaker. Charles had the language down well but the unmodulated snide 'wide-boy' tone he maintained throughout simply drowned out the words, which was a shame. Even Richard Morgan's flat tone worked better, because you could at least construe it as aiming at the emotional identities of his alienated characters.

Highlights from the floor
The panel's readings were complemented as the evening proceeded by more from invited guests in the audience. Jane McKee read her poem about Mars- 'Beyond the Moon', published in the chapbook The Shantytown Anomaly. This was a nice piece in a conventional contemporary idiom.

These readings saw the second standout performance of the night: Gavin Inglis (also of Writers' Bloc) reading 'Ethernet', a short short from his collection Crap Ghosts- second apparition, published by Skeleton Press. The story was a smart and amusing take on the theme of the internet ghost; with witty and intelligent use of l33tsp33k- difficult to do without coming across all wrong; and one hell of a punchline. Gavin delivered his story with verve and a strong sense of comedic timing. I guffawed- often; not bad for a piece covering 3 pages of A5 in its printed form.

Omnivorously opinionated?
The rest of the evening saw a discussion among the panel members of a range of subjects thrown into the mix by Andrew Wilson. A systematic account of the discussion would be sociopolitical treatise diverting into economic analysis, complete with critique and detailed rebuttal- something which goes way beyond my brief here @RD/KA!, so I'm just going to pick out a few personal highlights from what the panelists had to say.

The talk ranged across four subjects, all more or less about the quality of the future:
  • Can things only get better in the next 50 years?
  • F&SF or speculative fiction: what do we call the genre(s)?
  • Where is the genre going?
  • What is the future of publishing?
Always stimulating; occasionally infuriating; the panelists gave a good account of themselves as they got wired into their subjects with a liveliness which kept Andrew Wilson on his moderator's toes as subjects were batted back and forth across the platform.

Maturation of a metagenre
To single out one and only one subject to highlight from out of all this is difficult but I plump for the topic of naming the genre(s) because it struck to the heart of what this geek loves about how his childhood interests are flowering into something new in this 21st century. Hal- who stated his preference for the tag 'strange fiction', argued convincingly by reference to Kafka that there are no objective definitions of what qualfies as fantasy, SF, or what have you. For Hal, what all the different subgenres have in common is their use of the fantastic 'what ifs' to reflect upon what is.

My avid agreement with Hal was immediately challenged by Mike's rejoinder: taking the deus ex machina denouement to the epic Battlestar Galactica as his example, he argued strongly that there is a clear difference between rationalist speculation on the one hand, and irrational quasi-religious fantasies on the other.

I think the answer is a synthesis of the two positions. That is to say: Mike put the case for what is one end of a spectrum the other pole of which is openly mystical and religious fantastic fiction. Each end of this spectrum is clearly distinguished from the other, but they stand separated by a range of shades merging into each other so that you can at no point see the joins.

Meanwhile, the continued- and socially pressing, prevalence of fundamentalist religious, anti-science mystical, and otherwise debilitating superstitious beliefs in today's world; this real situation means that the irrational is an utterly essential topic for a literature priding itself on its attempts rationally to speculate on the potentialities of the ever more dynamic present moment. In this light, Hal's outlook can be seen as a strong case for the fact that the breaking down of subgenre boundaries is boon that opens up to writers a wider range of technique with which to approach their subjects.

Best lines and last words
The best lines on the night belonged to Richard Morgan and Charles Stross:
  • "If you guys don't get it together, these people will be coming to see you."
  1. Richard: referring to the authoritarian possibilities if progressive values continue to retreat; a retreat he blames fairly and squarely on the "shit left".
  • "It's nearly old enough to vote."
  1. Charles: referring to the website he's been running for some 16 years now.
The last words came- appropriately enough, in response to a question from the floor: "What's going to screw up next?"
  • Mike: "The NHS."
  • Charles: The death of print newspapers will undermine investigative journalism and so the democratic process.
  • Richard: Genetic technology; eg. the imminent ability to design chromosomes conferring specific immunities, which can be switched on and off at will.
  • Hal: "Me!"
How we laughed!

Afterword
This was a very enjoyable event indeed, comparing very favourably to the Adrian Mitchell commemoration I'd attended only the previous evening: some of the poetry at that event was very good, but our SF gathering was more intellectually challenging. The format was good although I have to say that something must be done to ensure that there is more time available in future for questions from the floor: with just 10 minutes at the end, we had time for only 3 questions. Perhaps at least one session of floor questions could be inserted into the middle of the running order; eg. before the moderator-led debate kicks off?

I also have to say that I think the event really suffered from both its venue and its place on the Aye Write! programme. I think that all present would've benefited from the more intimate atmosphere that'd've been created if the event had taken place in one of the smaller rooms in the Mitchell Theatre. And while it is all well and good to see an event of this ilk on the Aye Write! programme, the local geek fraternity shouldn't rely on simply being in that programme to publicise the event and generate attendance. Our own networks should be used to build for forays- of our Culture, into prestigious 'mainstream' settings like this; eg. a fB fanpage or two could keep people in touch with developments all year round.

These small criticisms aside, I was pleased to join everyone at 'The Early Days of a Better Future?'. I'd like to extend my personal vote of thanks to the organisers and to all those who took part, whether on the platform or from the floor. Twas a good'un!

An extra special thank you goes to Paul F. Cockburn, Mike and Hal for participating in my small photoshoot: for a competition staged by the Purple Pawn gaming newsblog as part of 'Read an RPG Book in Public Week'. Links to the photos can be found below (they're in my fB 'Friends' photo album, so you can click through from the first to the others; but I've posted all 3 links here for the sake of completeness):
The entry deadline is today so I'll know soon enough if I won. Fingers crossed I guess.

Afterwards
Events of this ilk being of this ilk, a pub was repaired to after the inevitable signage (Mike's Seeds of Earth and Gavin Inglis' Crap Ghosts for yours truly): the Bon Accord, Glasgow's most famous real ale pub. There I caught up with more old friends and acquaintances; made new acquaintances who I hope might become friends; and found myself dropped into a perfect storm of networking. I enjoyed myself immensely. A perfect end to an already matchless evening.

Hello there y'all! I hope we meet again soon. That's all she wrote. ;)

Addendum
- Wed 17th. Purple Pawn results in...

Friday, March 12, 2010

Just passing through...

I'm working on a big post which I hope to get up tomorrow. Meanwhile, I paid a visit to Glasgow's 2 FLGS today, in respect of a new project the exciting details of which I hope to reveal very soon.

Pleasure not entirely deferred
The latest eagerly awaited- and slightly delayed, expansion to Chad Jensen's Combat Commander: Europe series- Battle Pack 3: Normandy, hadn't made its way yet through the transatlantic distribution channels to land at the Dragon and George by the time of my visit yesterday. Just as well really, because it meant that the fact that I couldn't afford it anyway didn't leave me to sit drooling at home in hapless anticipation until I had lucre sufficiently filthy to lash out on this must-have product. Soon though, we go!

Dave- on the other hand, was able to pick up the On the Brink expansion to Z-Man Games' highly successful Pandemic cooperative boardgame. Regular readers might remember how impressed I was with Pandemic when I played it during 'Uncle' Martin's visit last xmas. So you can imagine I'm looking forward to those few more plays I mentioned- starting on Sunday with any luck, to test my positive first impressions. I am optimistic about this one.

Incidentally, I take it as a measure of Pandemic's success that in the 2009 xmas shopping season it appeared on the shelves alongside the typical family and party games- in HMV of all places, where it's still regular stock AFAIK. The last major consumer goods retail chain which I can remember stocking anything from the hobby games industry was the old Virgin Megastores. That was back in the 1990s. This strikes me as something of a breakthrough, for Z-Man Games if no one else.

Bargains, bargains, bargains!
Just down the road at Static Games, Kenny had a wee present for me: a shop damaged copy of the Battlelore expansion For Troll and Country. The troll is missing- which is why he was giving it away, but replacing that missing piece is easy peasy for a miniatures gamer.

I wrote last year about my hopes of getting back to playing Battlelore again sometime soon. The double sided preprinted map featured in For Troll and Country might make this easier to achieve because it'll reduce setup time quite considerably. I know Badger's keen to see again magic and other mysterious powers wreak havoc across the gaming table, so this might turn out to be sooner rather than later. As ever, fingers crossed I guess.

I was just about to leave with my freebie when I was pointed at a temptingly large pile of shop-worn bargain games. Kenny tried to sell me FFG's Tide of Iron WW2 tactical boardgame, but I'd seen enough reviews of the game to know it wasn't for me. Besides, I've got unplayed WW2 tacsims and/or scenarios from already much played games out the wazoo, as I noted last December. I don't need another WW2 tactical boardgame in the form of an FFG big-box game of dubious simulationist merits.

Cash-strapped as I was I still couldn't resist a copy of Risk (Revised Edition), for which I paid the princely sum of £5 because a corner of the box is bashed and torn. I suspect I'll be back in search of more bargains just as soon as I can.

And finally...
I received a geekmail the other day from BGG user James Fehr. James explained that his project was to send out questionnaires to the 2 BGG users who'd each registered the most plays of the 100 top ranked boardgames on BGG, then to compile the answers into a Geeklist. It turned out that I qualified to answer his questions about- surprise, surprise: Combat Commander. Was I interested? I was, naturally enough. The results went live yesterday:
Even just copying and pasting 200 answers into 100 posts- not to mention sending out a number of geekmails at least that large, must've been a mammoth task. I'd like to thank James for his labours, and for inviting me to take part. I was pleased to join in. ;)

Tuesday, March 09, 2010

The Tau bite back

"Bring me the head of Shas El Quixo!"
So last Tuesday, Ezekiel Cromwell's Penumbra's Talons expeditionary force and the maverick Shas El Quixo's Tau battlegroup had their latest encounter on that as yet unnamed planet in a still unidentified system somewhere in the Eastern Fringes of the Imperium of Man. I'd been looking forward immensely to Dave's and my second game after the thrills and spills we'd enjoyed only a fortnight before. I was not to be disappointed.

Inevitable tactical adjustments
The Talons
Composing my army list for the upcoming game (lists here), I knew I couldn't afford to chance everything on another favourable roll on the Mission table, which'd've given me a 2/3 chance of being screwed before the game had even started if I chose to go with the Troops-light army I'd run the last time. My must-haves were the jump packers- as ever; dreadnoughts Elias and Stirner- they're the only heavy armour I've got just now; and a tacsquad with the free missile launcher (ML) and flamer options- the points shaving had begun.

More points were shaved on the bikers and the heavy bolter (HB) devestators. The big change though was that Zeke didn't take to the field (recovering from his wounds no doubt). When I say "big" I mean it. This was perhaps the first 1500pt game of 40K I've played since the release of 3rd editon in which my army wasn't led by their Chapter Master; the first for sure since I entered GW's Conflict: Edinburgh tournament back in 2002. It was fitting then that they were led by Brother Captain Conlan of Company the 8th. Fitting? Let me explain.

Regular readers might remember how- back in September, I snuck into my first impressions of the new Space Hulk a reference to the Space Hulk campaign I'd had published in The Citadel Journal #36 back in March 2000. Obvious reasons aside, I really liked that article because the editor had named the nameless Penumbra's Talons Captain who'd been in charge of the hapless first assault the decimation of which is the premise of my campaign. What could I do but adopt the name for my lads?

I decided to allocate Brother Captain Conlan to the 8th Company- the Reserve Assault Company, for two reasons:
  • By his tactical blunders in that hulk assault he'd demonstrated that his speciality lay outside those of the regular infantry.
  • I was planning to do up all my bikes and land speeders as 8th Company for a bit of theme and variation and I really fancied the idea of a biker Captain.
The fact that having a biker Captain meant that my bikers counted as a Troops choice and so could qualify as a scoring unit in an objective-based game was nice, naturally enough; but I was equally pleased to see Brother Captain Conlan finally roll out on the tabletop.

The Tau
Dave's core consideration was also simple enough: he needed more big guns to deal with my power armour. These appeared in the form of 9 (count them: 9!) more Crisis suits, 3 of which were Shas El Quixo's personal bodyguard (lists again; plus previous ones for the sake of comparison). I had some idea of the variety of deadly weaponry these could pack, so I confess the sight of so many of these suits worried me just a bit.

The setup
David hadn't prepared the table in advance this time so we went through the familiar routine of taking turns placing terrain pieces until we'd exhausted those available. I always enjoy this process, with its combination of narrative- developing a table representing some kind of recognisable place instead of just a random collection of terrain features, and sheer gamism- building a layout that you hope will enable you to exploit your army's strengths while cramping those of your opponent's army.

A couple of dice rolls later our situation was:
  • Mission: Capture and Control: each player has one objective- worth 1VP, in their setup area; you gain that VP if you control an uncontested objective; to control an objective you must have at least 1 model from a scoring unit within 3" of the objective; any unit can similarly contest control.
  • Deployment: Spearhead: table quarters again.
I had to set up first- which I didn't like; once Dave had followed suit he decided to seize the initiative to go first- which I did like (setup picture below left).

What went down
The first couple of turns saw me pay for the foolish placement of my scout snipers: I decided I had to reposition them- which would cost me 2 turns of shooting; they took 3 casualties and promptly failed their Leadership check, falling back 10". This effectively removed them from the game. By this time my bikers had made their way through the rocky outcrops and were facing off against the Crisis suits. I experienced for the first time the hot melty death with which Dave had beefed up the Tau firepower. No 3+ saves with my marines? Ouch!

Turn 3 saw the arrival of the Tau reserves:
  • Kroot flankers: arrived on my right; proving the wisdom of my placement of my objective (which I had pondered putting in the woods occupied by my firebase tacsquad).
  • Deep-striking Crisis suits: landed right behind my bikers (oh dear).
Fire Warriors and Crisis suits unleashed a hail of fire after which my 5 remaining bikes had been reduced to Captain Conlan on his last wound, and Brother Stirner was burning. Dave was already fearing the worst at the thought of the havoc Conlan could wreak on his Crisis suits. ("You what?" I was thinking.) Then he remembered his Devilfish drones, one of which promptly put paid to Conlan when I rolled the inevitable '1' on my 2+ save.

My 18 shots of return fire- including 12 HB and 4 assault cannon (AC) shots, resulted in 1 wound on a Crisis suit(!). I took a measure of consolation when my jump packers wiped out the Pathfinders over on my left.

The Tau began to mop up my now much weakened army in turns 4 and 5:
  • Brother Elias was blown up by a damnable Crisis suit.
  • The Kroot flankers brought my firebase tacsquad's heroic 2-turn stand to an end.
  • My manoeuvre tacsquad was finished off by fire from Crisis suits.
  • More Crisis suit fire started to whittle away at my devestators.
Meanwhile I unloaded 40 shots- 16 shotguns (my shotgun scout flankers had arrived on turn 4: on the wrong side of the table, away from the Tau objective), 12 bolters, and 12 HB; with the net effect of killing 2 Kroot (!!). I confess I was getting a bit demoralised by this time; all the more so when some Fire Warriors did for my remaining jump packers who I was hoping would deny the Tau their objective.

It turned out that I had one last hurrah after all. Long story short: my shotgun scouts finished off the Kroot in an exemplary display of assault fire and follow-up CC; sprinted towards the Talons' objective around which were massing Shas El Quixo and his bodyguard; beat them in CC and finished them off on the pursuit; then rolled a '1' on the consolidation roll (my 3rd of the game!) to leave them a mere 1" away from holding the objective to pull the draw out of the hat! So near yet so far (aftermath picture above right). Gah!

Score
Triumphant Tau
1
Tattered Talons 0
:-/

Afterthoughts
Out-rolled and outplayed, ah well!
Another fantastic game which went right down to wire despite my faltering morale and frankly quite craptastic tactics. Dave really showed his mettle. Unfailingly sporting once again, he explained to me the weaknesses of his intimidating Tau Crisis suits, which turned my shotgun scouts into the heroic light assault troops I've always imagined they're capable of being.

Dave's tactics were excellent too. He disembarked his first Fire Warriors unit in turn 3, the other stayed aboard its Devilfish until the endgame; and that despite both Devilfish being immobilised quite quickly. I thought this was a waste of their firepower but Dave pointed out that they were too vulnerable to be exposed to enemy fire until their firepower could be decisive. I was impressed, because that was exactly what had happened.

Oh, the banter!
Something which contributed a lot to our enjoyment of the game was the story we began to build up about why the Talons and Shas El Quixo's Tau were fighting this particular series of engagements. We had a pretty good idea of what this was about by the time the game was over and easily decided that our next game would round off the series as a 3-parter. Our plan therefore is to work up the background a bit more and then revisit the same battlefield for a big finale.

This has inspired me finally precisely to locate Belon in the Eastern Fringes- see map above. I've also added a couple of suggested regions in which our battleground might be located. More in due course, naturally enough. ;)

Related@RD/KA!
- Talons tear into the Tau

Friday, March 05, 2010

The pen: mightier than the sword?

But whose pen will it be?
Dave and Tony joined the regulars to give us a full table of 6 last Sunday. First choice fell to Andy. After a short swither which included a disparaging nod in the direction of my mention of Battlestar Galactica, he plumped for History of the World. This choice pleased me because I'd been hankering lately to revisit this fine old game.

History of the World and all that
Looking back from the vantage point of the second decade of the 21st century, it is possible to see 1991's History of the World as the last word in a unique moment in British games design; a moment which- though quite self contained, was simultaneously widely influential; far more so surely than anyone could really have imagined at the time.

The time
Across the Atlantic in the early 1970's James F. Dunnigan's SPI was a leading innovator in conceptual and graphic design as it tried to challenge Avalon Hill's domination over the recently emerged board wargames market. Meanwhile back in Britain, the pre-eminent boardgames manufacturers of the time were two stalwarts of the family games market:
I whiled away many a happy childhood hour playing various quality games produced by these companies. Unfortunately, to my memory neither showed any interest in expanding beyond their traditional family games lines.

The place
Younger readers might find it hard to imagine- in these globalised days of worldwide mass commodity shipments; online purchasing with express despatch from vast centralised warehouses; and, naturally enough, the dominant market position of Games Workshop in its sector of the adventure gaming hobby industry; but in the early 70s Britain simply couldn't support a company of the ilk of AH or SPI. Neither the home hobby market- dominated by cottage industries producing historical miniatures, nor the transatlantic distribution chain- limited in quantity and largely one-way, were sufficient to sustain such an enterprise.

The games
This discouraging background notwithstanding, a small group of designers and companies were able to produce some games which broke out of the family games mould; which demonstrated innovative mechanics; and which set new standards in functional and attractive graphic design. Chief among these games were:
  • 1829 (BGG) (1974): the grandfather of the contemporary railway-building genre.
  • Kingmaker (BGG) (1974): set in the Wars of the Roses, Kingmaker was the original game of dynastic conflict, in which players:
  1. Amassed armies of nobles and mercenaries as they vied to control the senior surviving heir from either the Yorkist or Lancastrian houses while eliminating all members of the other royal house.
  2. Captured nobles in battle and ransomed them back to their enemies, or not.
  3. Held Parliaments and voted to divvy up the spoils of war.
  4. Holed up forever in their castles to avoid marauding enemy armies or the plagues in the cities (a turtling tactic which would make games drag on for inactive ages).
  • Seastrike (BGG) (1975): a quick and dirty game of contemporary naval warfare which:
  1. Offered early proof that beer and pretzel needn't mean dumb.
  2. Delievered the first card-driven combat resolution system of which I am aware.
  • Civilisation (BGG) (1980): another game which defined a new sub-genre, Civilisation included:
  1. Expansion and development.
  2. Resource management and trading.
  3. Advancements cards- special abilities.
  4. Calamity cards- events.
I think the fate of these games vindicates my claim that they were "widely influential" (leaving out Seastrike because OK, I admit I snuck a personal favourite into the list of 'influentials': so sue me!):
  • 1829 (Wiki)- of which BGG says, "The board gaming hobby has in its history a few landmark games, which redefine a part of board games in general, or even spawn an entire genre. 1829 is just such a landmark"; lives on the 18xx series still produced by designer Francis Tresham.
  • Kingmaker (Wiki) was produced in an AH editon- to my knowledge the first British boardgame to be taken up in this way by one of the big 2 in the US; which came complete with an expansion.
  • Civilisation (Wiki) too was published by AH- running to 2 editons with 4 expansions; was also published in several European-language editions; and that's even before you mention its disputed role in inspiring the computer game Sid Meier's Civilization.
I started by calling HotW the "last word in [this] unique moment in British games design". I said this because the rise of GW- whose halcyon days as boardgames publishers stood between the 'big 3' and HotW; and because the subsequent rise of Magic: the Gathering and of computer games meant that this moment in the boardgames industry was about to pass. Whatever the rights and wrongs of this statement, we can be sure of the truth of two things: HotW was a worthy successor to its eminent ancestors; and the gaming world as a whole is much richer for all of them.

What went down
Note: the pictures are illustrative of the empire of the player in front in each epoch.

Epoch I

  • Gav: Indus Valley- 12VP
  • Dave: Egypt- 8VP
  • Andy: Babylonia- 7VP
  • Donald: Sumeria- 7VP
  • Me: Shang Dynasty- 5VP
  • Tony: Minoans- 4VP
Gav got the Hittites Minor Empire event. Little else of note can have happened in Epoch I, because I noted nothing else.

Epoch II
  • Gav: Vedic City States- 27VP
  • Tony: Persia- 27VP
  • Me: Assyria- 24VP
  • Donald: Carthaginia- 22VP
  • Andy: Greek City States- 19VP
  • Dave: Scythians- 19VP
We came across a rules question this epoch which was to plague us for the rest of the game: when placing armies as part of an event- Barbarians in this case; how do these armies fit into the rules for selecting army counters? We were to resolve this to our satisfaction before the game was over. Away from matters theological, in the world temporal the mighty Carthaginian chariots swept all before them- winning at least 5 conflicts with 6s on the dice!

Epoch III
  • Tony: Maurya- 56VP
  • Donald: Romans- 48VP
  • Andy: Macedonia- 47VP
  • Me: Sassanids- 44VP
  • Gav: Celts- 43VP
  • Dave: Han Dynasty- 39VP
Donald drew the Jewish Revolt event which crushed my last Assyrian outpost in the Middle East.

Epoch IV
  • Gav: Arabs- 84VP
  • Tony: Goths- 77VP
  • Donald: T'Ang Dynasty- 75VP
  • Andy: Byzantines- 70VP
  • Dave: Huns- 64VP
  • Me: Khmers- 60VP
Tony got the Anglo-Saxons Minor Empire event. In another apt moment, Rome fell to his Goth hordes (contemporary stereotypes confounded completely!).

Epoch V
  • Gav: Holy Roman Empire- 132VP
  • Andy: Mongols- 110VP
  • Donald: Chola- 98VP
  • Tony: Franks- 95VP
  • Me: Vikings- 86VP
  • Dave: Seljuk Turks- 80VP
Gav got the Fujiwara Minor Empire event. Andy's Mongols got the Crossbows event and launched a continent-spanning rampage exceeding even that of the Carthaginians back in epoch II.

Epoch VI
  • Gav: Mughals- 165VP
  • Andy: Timurid Emirates- 155VP
  • Donald: Portugal- 130VP
  • Me: Spain- 115VP
  • Tony: Incas/Aztecs- 110VP
  • Dave: Ottoman Turks- 108VP
Donald got the Safavids Minor Empire event. Not much of note happened this epoch, expect that a tragic pattern can be seen to be well established at the top of the leader list.

Epoch VII
  • Gav: Germany- 205VP
  • Andy: France- 182VP
  • Donald: Manchu Dynasty- 164VP
  • Dave: Britain- 158VP
  • Me: Netherlands- 156VP
  • Tony: Russia- 143VP
If Gav ruled the world? Well now we know.

Score
Usurper tyrant 1
Grumbling under the yoke 0

Afterthoughts
Another great play of a game I like more and more each time I play it. This being only HotW's third appearance on the table we were still getting to grips with the game's strategic intricacies, exactly as with War on Terror the last time we played that. In particular we (for 'we' read Gav) realised that there is more to passing off Empire cards at the start of each epoch than just giving rubbish wee empires to the leader; there is also the matter of ensuring that a powerful empire can be cut down to size before it has a chance to score everything twice (I'm afraid readers will have to wait for a future play before I explain all these rules references).

Our game last Sunday took some 6 hours to play, a time which will limit how often we play HotW, naturally enough. One consequence of the inevitable long gaps between plays was- and will no doubt continue to be, that some of the key rules and fiddly case exceptions had just slipped our mind; so that they took some getting used to. These rules aren't complicated per se but- as I noted after our first play last Easter: the rules of HotW leave a little to be desired when it comes to clarity; a problem residing mostly in the realm of the lack of concise summaries of oft-used mechanics. I aim to address this with a summary sheet ASAP.

Also we routinely violated one essential rule of the game: "No 'diplomacy' must take place during the [Empire card] distribution phase." We'll have to do better next time.

In short: we'll be back if I've got anything to do with it! ;)