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| Infiltration: are you up for a caper? |
Showing posts with label Descent. Show all posts
Showing posts with label Descent. Show all posts
Sunday, October 21, 2012
Infiltration: the game that almost got away
Feel the hype, sigh
The social media advertising for Infiltration passed before my eyes registered but ignored, a disinterest no doubt prompted by its being set in FFG’s Android universe: Android — “a board game of murder and conspiracy set in a dystopian future” about which the consensus is that its attempt to marry narrative to a competitive boardgame failed because of the clunky complexities of Kevin Wilson’s design methods (as seen in, eg. Arkham Horror or Descent, whose heavy status-tracking and bean-counting mechanics are exactly what would suck all the fun out of playing a co-op against a pseudo-narrative solitaire engine) — was one of a handful of later FFG releases enjoying certain novel features sparking an initial interest which quickly waned when I realised what I’d be buying. That is to say: a big box of toys and other shiny stuff thrown together into the interminable clunk of too, too many cards and counters presided over by a rulebook both poorly organised and frustratingly vague.
Friday, July 16, 2010
Rain starts play
Get down, deeper and down!
Tuesday's visit to G3 was just the icing on the cake of what had been a bumper few days gaming for yours truly. Such a big night took priority over the weekend's gaming here at RD/KA!, which- thanks to my trip to Edinburgh and the recent good weather, saw our first Sunday session in a month. Donald, Gav and I made three on the day. First choice was down to Donald, which put him in the Overlord's Seat of Power for a long-awaited return to Descent, my favourite dungeonbash boardgame.
A dynamic duo?
With only 2 heroes a solid tank was a priority. Gav chose that role and quickly settled on Mordrog. I decided to run a rogue , choosing Kirga for his ability to keep the spawning monsters at bay. And so we had a pair of scurvy greenskin 'heroes' we hoped would be fit to tackle the best that the Overlord could throw at us.
Tuesday's visit to G3 was just the icing on the cake of what had been a bumper few days gaming for yours truly. Such a big night took priority over the weekend's gaming here at RD/KA!, which- thanks to my trip to Edinburgh and the recent good weather, saw our first Sunday session in a month. Donald, Gav and I made three on the day. First choice was down to Donald, which put him in the Overlord's Seat of Power for a long-awaited return to Descent, my favourite dungeonbash boardgame.A dynamic duo?
With only 2 heroes a solid tank was a priority. Gav chose that role and quickly settled on Mordrog. I decided to run a rogue , choosing Kirga for his ability to keep the spawning monsters at bay. And so we had a pair of scurvy greenskin 'heroes' we hoped would be fit to tackle the best that the Overlord could throw at us.Wednesday, July 14, 2010
A big night out
Small beginnings?
In part 1 of my 2010 gaming wishlist last December, I wrote of how I needed to find new opponents to maintain my regular fix of WW2 tacsim gaming. I finally took steps towards this end last month when I posted an 'Opponents wanted' thread on BGG. The thread resulted in one reply which I confess wasn't encouraging, but it was enough.
And so it was that last night saw me lugging a big bag full of Memoir'44 down to a local municipal hall- conveniently located a few minutes away, there to attend the very same Glasgow Games Group (G3) which had been my old stomping ground in the years before I started blogging, and whose 10th anniversary celebrations I had attended back in June 2008.
As you can imagine dear readers, returning to an old haunt like this involved meeting with a few familiar faces. The first was Barry, whom I'd introduced to Memoir'44 when it was still new back in the days before I took my break from the club. What a pleasant surprise that was. This led to another entertaining little moment when, chatting to Barry about what had brought me back to G3, I mentioned the person I was to meet that night. He was lurking nearby earwigging, naturally enough, and so I was introduced to Gregor.
In part 1 of my 2010 gaming wishlist last December, I wrote of how I needed to find new opponents to maintain my regular fix of WW2 tacsim gaming. I finally took steps towards this end last month when I posted an 'Opponents wanted' thread on BGG. The thread resulted in one reply which I confess wasn't encouraging, but it was enough.
And so it was that last night saw me lugging a big bag full of Memoir'44 down to a local municipal hall- conveniently located a few minutes away, there to attend the very same Glasgow Games Group (G3) which had been my old stomping ground in the years before I started blogging, and whose 10th anniversary celebrations I had attended back in June 2008.As you can imagine dear readers, returning to an old haunt like this involved meeting with a few familiar faces. The first was Barry, whom I'd introduced to Memoir'44 when it was still new back in the days before I took my break from the club. What a pleasant surprise that was. This led to another entertaining little moment when, chatting to Barry about what had brought me back to G3, I mentioned the person I was to meet that night. He was lurking nearby earwigging, naturally enough, and so I was introduced to Gregor.
Tuesday, February 23, 2010
Talons tear into the Tau
A newfound opportunity
This story begins late last year when I was invited to join a fB group called 40K for Glaswegians, which needs no introduction. David- the group's creator, contacted me to ask if I was interested in playing some 40K. I confess my feelings about this were mixed, echoing those evoked in me by the 40K game itself: I just love GW's 40K Dark Millenium- which I think is one of adventure gaming's great subcreationist endeavours; my DIY Space Marine army Penumbra's Talons is one of my proudest hobby creations; the tabletop rules though have long frustrated me because they're so like the Windows OS- buggy as all hell edition after edition.
Feelings mixed or not, my beloved Talons were just too much too leave lying- I knew I'd be playing sooner or later: I had been hoping for this since last year after all. David and I did the usual coffee meet last month to check each other out. We quickly hit it off. A game at the earliest opportunity was soon agreed upon. That opportunity finally arrived last Tuesday.
This story begins late last year when I was invited to join a fB group called 40K for Glaswegians, which needs no introduction. David- the group's creator, contacted me to ask if I was interested in playing some 40K. I confess my feelings about this were mixed, echoing those evoked in me by the 40K game itself: I just love GW's 40K Dark Millenium- which I think is one of adventure gaming's great subcreationist endeavours; my DIY Space Marine army Penumbra's Talons is one of my proudest hobby creations; the tabletop rules though have long frustrated me because they're so like the Windows OS- buggy as all hell edition after edition.
Feelings mixed or not, my beloved Talons were just too much too leave lying- I knew I'd be playing sooner or later: I had been hoping for this since last year after all. David and I did the usual coffee meet last month to check each other out. We quickly hit it off. A game at the earliest opportunity was soon agreed upon. That opportunity finally arrived last Tuesday.Saturday, December 26, 2009
My 2010 gaming wishlist #2: Boardgames
Preceding generalities in particular
I have already noted 2 key items on my 2010 boardgaming wishlist:
I have already noted 2 key items on my 2010 boardgaming wishlist:- More Battlestar Galactica.
- Other FFG games I'm keen to see hit the table in the new year are:
- Descent- that old favourite, with a new Overlord at the helm.
- Chaos in the Old World- a new game of which I've not yet got the measure.
- The imminent Horus Heresy.
New opponents to expand the sphere of my WW2 tactical gaming.- Among the more recently published 2009 additions to my collection which I'm keen to play are:
- Monty's Gamble: Market Garden: an 'area-impulse' game of Monty's ill-fated attempt to go down in history as the 'general who beat the Germans at their own game and brought the war to an end before Christmas'.
- Panzerblitz Hill of Death: the most famous and popular WW2 tacsim ever, revamped; the 'Hill of Death' was Hill 112, which were the commanding heights of the Normandy battlefield in 1944, and over which the British and Germans fought several bloody battles before the final breakout in August.
Storm Over Stalingrad: another area-impulse game inspired by Storm Over Arnhem- Courtney F. Allen's groundbreaking 1981 design; which serves to remind us that the legendary Up Front was neither a fluke nor a flash in the pan.
Monday, December 14, 2009
Underground, overground!
Bones to crunch underfoot, again!
Hotly anticipated by Tony, Donald's choice of Descent for yesterday's Sunday session was sure to be popular. When Liam joined us I knew it was going to prove interesting too: both the dungeon-bashing theme and the detailed systems put Descent outside the realm of the sort of family games that are the staple fare of the casual gamer, so that this would be the most obviously geeky of the games Liam had played chez yours truly.
I became immediately aware of this 'clash of cultures' as setup proceeded. I mean to say, Liam's a fan of that classic family strategy game Risk, so he's had a taste of boardgames which take a wee while to setup. With Risk though, the setup is a part of the game, in which the players determine their strategies. In Descent on the other hand, a similarly lengthy setup is a simple consequence of the sheer wealth of parts.
Hotly anticipated by Tony, Donald's choice of Descent for yesterday's Sunday session was sure to be popular. When Liam joined us I knew it was going to prove interesting too: both the dungeon-bashing theme and the detailed systems put Descent outside the realm of the sort of family games that are the staple fare of the casual gamer, so that this would be the most obviously geeky of the games Liam had played chez yours truly.
I became immediately aware of this 'clash of cultures' as setup proceeded. I mean to say, Liam's a fan of that classic family strategy game Risk, so he's had a taste of boardgames which take a wee while to setup. With Risk though, the setup is a part of the game, in which the players determine their strategies. In Descent on the other hand, a similarly lengthy setup is a simple consequence of the sheer wealth of parts.Thursday, December 03, 2009
Unexpected arrivals
A fond farewell
Many readers will be aware of last week's news that the Borders Books UK chain has gone into liquidation. I was saddened to hear this because Borders has been my favourite bookstore for several years now. For all I know Waterstone's might be a better bookshop- it was certainly my introduction to modern chainstore bookselling; but I preferred Borders' ambience. My visits there down the years have netted me a great wodge of cheap crime novels and thrillers as well as many bargains in the military history department. Borders even featured in the first series of posts here @RD/KA!
I already knew I was going to miss the place, but I didn't expect to be mildly shocked at the stark reality when Bill and I visited yesterday in search of more bargains, from the closing down sale. The shelves around the store were already picked half clean, giving the place the eerie air of the rotting hulk of a familiar old ship in which I'd travelled halfway round the world and back.
Many readers will be aware of last week's news that the Borders Books UK chain has gone into liquidation. I was saddened to hear this because Borders has been my favourite bookstore for several years now. For all I know Waterstone's might be a better bookshop- it was certainly my introduction to modern chainstore bookselling; but I preferred Borders' ambience. My visits there down the years have netted me a great wodge of cheap crime novels and thrillers as well as many bargains in the military history department. Borders even featured in the first series of posts here @RD/KA!
I already knew I was going to miss the place, but I didn't expect to be mildly shocked at the stark reality when Bill and I visited yesterday in search of more bargains, from the closing down sale. The shelves around the store were already picked half clean, giving the place the eerie air of the rotting hulk of a familiar old ship in which I'd travelled halfway round the world and back.Friday, October 30, 2009
Dun! Dun! Dun! Dun! I've done the ton!
The winter blues' bloglag hinting at outright blockage since my last post three weeks ago has been all the more trying for yours truly because this post marks another small landmark for 2009 here at RD/KA!:- my 100th post; more in one year than any since 2005, when I began to blog.I didn't expect to take nearly 4 years to surpass in some 10 months what I'd first achieved in less than 5. So this is very satisfying let me assure you dear readers. RD/KA!'s 5th birthday is next year; if the bloggery continues in this vein, then I would hope to see 2010 marked also by my 500th post. Fingers crossed I guess. :0)
To celebrate I'd like to look ahead at what the rest of 2009 and then 2010 might bring here at RD/KA!. But first, naturally enough...
Sunday, August 23, 2009
WTF?! WFRP3... & FTW?
An otherwise fruitless trip last week to the big F in Glasgow's FLGS- Static Games, netted me some news which frankly had my mind reeling in horror and tooling me up to join an internet mob of torch-and-pitchfork-wielding heresy hunters. I refer of course, to FFG's announcement on August 12th of the impending Warhammer Fantasy Roleplay 3rd Edition (all rumour of which had completely passed me by). My entire vocabulary of superlatives distilled into ichor would barely summon the merest whiff of my rage, instinctive and despairing, at another oh so typical corporate betrayal in the face of which I was already brewing vituperation and vitriol (all sight unseen, naturally enough).
Kenny, Static's proprietor was pretty astonished himself. Telling me of reports from the FFG WFRP3 seminar at Gencon, he explained that this was going to be a completely new system. What? Why? What was wrong with WFRP2 (except that it wasn't FFG's own product, naturally enough)? We both agreed easily that WFRP2 was an exemplar of how to do a new edition well, and that it had been successful and popular. We discussed the issue at length and I left, none the wiser but determined to remain true to the prejudices awakened by my spasm of geek rage.Wednesday, April 29, 2009
A parcel of rogues...
Rogue Trooper
Donald, Gav, Tony and I made 4 for boardgames on Sunday. Casting around for the main event as you do I spied, tucked away almost out of reach on a high shelf, my as yet unplayed second hand copy of GW's Rogue Trooper boardgame from 1987.
I confess I was never a big fan of the Rogue Trooper story, which made its debut in the galaxy's greatest comic - 2000 AD, in 1981. To paraphrase a friend at the time, there are only so many ways to ring the changes with "Eat chemcloud Norter scum!" The story was very popular though, so it was hardly surprising that a Rogue Trooper game was added to the series of licenced 2000 AD products which came out of the young design studio's halycon days.
Donald, Gav, Tony and I made 4 for boardgames on Sunday. Casting around for the main event as you do I spied, tucked away almost out of reach on a high shelf, my as yet unplayed second hand copy of GW's Rogue Trooper boardgame from 1987.I confess I was never a big fan of the Rogue Trooper story, which made its debut in the galaxy's greatest comic - 2000 AD, in 1981. To paraphrase a friend at the time, there are only so many ways to ring the changes with "Eat chemcloud Norter scum!" The story was very popular though, so it was hardly surprising that a Rogue Trooper game was added to the series of licenced 2000 AD products which came out of the young design studio's halycon days.
Saturday, April 11, 2009
Doom, despair, devestation, dastardliness and dinner
Andy, Donald and Gav turned up for last week's Sunday session. Dinner was going to be a French classic: chicken cassoulet. The recipie was a quick and easy modern version from Nick Nairn's Top 100 Chicken Recipes, suitable as ever for advanced preparation and last-minute finishing.The dish was a great success, which was nice. I took special pleasure in the lip-smacking appreciation of my favourite spicy Italian bangers, which I believe were new to everyone else.
Doom
I was keen to have another go at the final Doom mission Donald and I had lost so pitifully last month. We were humped, again, even with 3 marines and a reduced difficulty level. Our humpage was of a degree less severe than the last time - we did get out of the first room, though only as far as the second area; but it was humpage in the extreme nonetheless.
Tuesday, March 03, 2009
Doomed, we're all Doomed!
Doom
So, Andy got his chance to lay down some smack as the Invader in Doom on Sunday. Donald and I took our 2 marines into the final scenario. It wasn't pretty. We only managed to get through 1 door, after which we just got bogged down by wave after wave of spawns.
We weren't helped by our luck: the number of attacks we missed was just painful, driving our results at least 1 point below the mean. Andy, on the other hand, enjoyed average luck, our constant dodging notwithstanding. On top of that, whenever Donald and I did pull something useful together, Andy'd have an Invader card in his hand to screw us over!
My marine wasn't much help either. My skills were Tough, Medic and Sniper. Tough gives you +1 armour, which was fair enough. Medic proved useless. I'm sure the ability to play the Ready action and use an order to heal 1 wound is something that'll've made the difference to winning or losing a game of Doom, somewhere, sometime; but on Sunday I just couldn't afford to spend an order on it when I had constantly to dodge while surrounded by Andy's Invader hordes. Sniper wasn't much better. What I really needed were skills which made my marine much more aggressive.
Our tactics let us down too, our respawning tactics in particular. Doom is a game in which the marine players can expect to get killed. So the trick is not so much avoiding getting killed as making sure that you can use getting fragged to respawn somewhere useful, ie. forward. Unfortunately Donald and I kept putting ourselves in positions from which we could only respawn backwards, so that we had to fight our way back to where we'd been. And when I did eventually spawn forwards, the Hell Knight guarding the door was more than a match for me.
We met our end shortly thereafter.
Score
Evil Andy 1
Puny humans 0
:-(
Afterthoughts
I enjoy Doom now as much as when I originally played it 3 years ago. I like the core system and the viewpoint it creates; I like the challenge of the scenarios; and, as fond as I am of the extra richness of Doom's sister game Descent, I still enjoy the more pared-down feel of Doom.
Also: I checked the FAQ; we missed a couple of things in our game:
I said last week that I expected Munchkin would "take its due place at the table as entertaining filler in the future". I confess I didn't expect that to be quite so soon, but Andy and Donald seemed keen, so off we went for a couple of games.
Routine finkage, general screwage and other high jinks aside, the details of the games are hazy now. All I can really report is that:
Evil Andy 2
Donald 0
Me 1
:-/
Memoir'44
Andy had to leave early, so Donald suggeseted a game of Memoir'44 after dinner. I was keen for some vengance after our last game, so I readily agreed.
Dinner was Simple Stroganoff from Delia's Complete Cookery Course (online variants here). With just 7 ingredients and no processes more complicated than browning meat, this really is simple cooking, but it's always been a hit when I've cooked it. It's also another good recipie for getting most of the work done the day before.
We wanted to try out the new air rules, so we plumped for the 1st scenario featuring them in the Air Pack's compiled scenario book. That turned out to be Utah beach, a scenario originally published on the Days of Wonder M44 site. The revised version features 2 changes:
The air rules are more complicated. There are 2 new command cards added to the game: the Air Sortie cards. These are used to bring 1 of the 8 airplanes into play. Once in play an airplane can be ordered using section cards just like any other unit. In fact, they must be ordered or you'll lose them. Airplanes can move 4 spaces, and can move through any terrain and/or units.
Airplanes often have to make Air Checks at the start of their turn. An Air Check is a dice roll based on the kind of terrain in which the airplane begins its turn and the number of adjacent enemy units and/or airplanes; eg. towns have an Air Check value of 2, which would be 2 dice. If any of the dice are grenades, then the airplane is lost, and it'll be worth a victory medal to the opposing player if any of their units were adjacent to the airplane.
Each aircraft can also carry out 1 or more different special actions. These include the obvious strafing - a more flexible but less powerful version of the Air Power card in the command deck; as well as useful tricks like ground support - negates the terrain protection against close assault of hexes adjacent to the airplane; or ground interdiction - units adjacent to the airplane at the start of their turn can't move. Oh yes, and the Japanese Zero has kamikaze.
The air rules proved decisive in our game, which was largely down to my good luck in drawing an immediate Air Sortie card. I picked a P38 Lightning for the sake of the aforementioned ground support. I then promptly played an Assault, and my entire centre rolled into action. With the help of the Lightning, I was able to clear the 1st bunker without too much difficulty, although Donald's fightback meant that I was actually behind for most of the game.
My momentum in the centre exhausted, I had some some units getting shot up on my right, and my left was still to be committed. Making the most of my P38, I sent it after Donald's unit dug in on the hill on the left. I got lucky with a flag, which meant that I could move up to seize the hill with ease. Shortly after this Donald used his airplane - a Fieseler Storch - on a rescue mission, which enabled him to save a 1-model infantry unit from destruction. It was too late for Donald though. His covering forces were broken and I had a simple run through the left flank exit point for my game-winning victory medal.
Score
Andy 2
Donald 0
Me 2
;-\
Afterthoughts
After 1 play I have mixed feelings about the air rules. The way in which air power appears and disappears is pretty decent, giving a good impression of how little control battlefield commanders had over air power in WW2. And the rules are pretty straightforward and simple to use, although I did find confusing some of what the rules say about the play of Air Sortie cards. So the air rules work OK. I have to confess I'm just not yet sure if Memoir'44 needed them in the first place. ;)
So, Andy got his chance to lay down some smack as the Invader in Doom on Sunday. Donald and I took our 2 marines into the final scenario. It wasn't pretty. We only managed to get through 1 door, after which we just got bogged down by wave after wave of spawns.We weren't helped by our luck: the number of attacks we missed was just painful, driving our results at least 1 point below the mean. Andy, on the other hand, enjoyed average luck, our constant dodging notwithstanding. On top of that, whenever Donald and I did pull something useful together, Andy'd have an Invader card in his hand to screw us over!
My marine wasn't much help either. My skills were Tough, Medic and Sniper. Tough gives you +1 armour, which was fair enough. Medic proved useless. I'm sure the ability to play the Ready action and use an order to heal 1 wound is something that'll've made the difference to winning or losing a game of Doom, somewhere, sometime; but on Sunday I just couldn't afford to spend an order on it when I had constantly to dodge while surrounded by Andy's Invader hordes. Sniper wasn't much better. What I really needed were skills which made my marine much more aggressive.
Our tactics let us down too, our respawning tactics in particular. Doom is a game in which the marine players can expect to get killed. So the trick is not so much avoiding getting killed as making sure that you can use getting fragged to respawn somewhere useful, ie. forward. Unfortunately Donald and I kept putting ourselves in positions from which we could only respawn backwards, so that we had to fight our way back to where we'd been. And when I did eventually spawn forwards, the Hell Knight guarding the door was more than a match for me.
We met our end shortly thereafter.
Score
Evil Andy 1
Puny humans 0
:-(
Afterthoughts
I enjoy Doom now as much as when I originally played it 3 years ago. I like the core system and the viewpoint it creates; I like the challenge of the scenarios; and, as fond as I am of the extra richness of Doom's sister game Descent, I still enjoy the more pared-down feel of Doom.
Also: I checked the FAQ; we missed a couple of things in our game:
- Blowthrough requires you to roll for the extra attack(s) after you've subtracted the dice.
- You do get an attack for Watchful when a figure is moved adjacent with Knockback, but only 1.
I said last week that I expected Munchkin would "take its due place at the table as entertaining filler in the future". I confess I didn't expect that to be quite so soon, but Andy and Donald seemed keen, so off we went for a couple of games.Routine finkage, general screwage and other high jinks aside, the details of the games are hazy now. All I can really report is that:
- Andy won the 1st game.
- I played a really neat trick in 1 game, looking for trouble with a Bullrog, Mate and Friendly in my hand, which netted me 10 treasures!
- I won the 2nd game.
- I'm still enjoying my return to Munchkin madness!
Evil Andy 2
Donald 0
Me 1
:-/
Memoir'44
Andy had to leave early, so Donald suggeseted a game of Memoir'44 after dinner. I was keen for some vengance after our last game, so I readily agreed.Dinner was Simple Stroganoff from Delia's Complete Cookery Course (online variants here). With just 7 ingredients and no processes more complicated than browning meat, this really is simple cooking, but it's always been a hit when I've cooked it. It's also another good recipie for getting most of the work done the day before.
We wanted to try out the new air rules, so we plumped for the 1st scenario featuring them in the Air Pack's compiled scenario book. That turned out to be Utah beach, a scenario originally published on the Days of Wonder M44 site. The revised version features 2 changes:- Landing craft.
- Air rules.
The air rules are more complicated. There are 2 new command cards added to the game: the Air Sortie cards. These are used to bring 1 of the 8 airplanes into play. Once in play an airplane can be ordered using section cards just like any other unit. In fact, they must be ordered or you'll lose them. Airplanes can move 4 spaces, and can move through any terrain and/or units.
Airplanes often have to make Air Checks at the start of their turn. An Air Check is a dice roll based on the kind of terrain in which the airplane begins its turn and the number of adjacent enemy units and/or airplanes; eg. towns have an Air Check value of 2, which would be 2 dice. If any of the dice are grenades, then the airplane is lost, and it'll be worth a victory medal to the opposing player if any of their units were adjacent to the airplane.
Each aircraft can also carry out 1 or more different special actions. These include the obvious strafing - a more flexible but less powerful version of the Air Power card in the command deck; as well as useful tricks like ground support - negates the terrain protection against close assault of hexes adjacent to the airplane; or ground interdiction - units adjacent to the airplane at the start of their turn can't move. Oh yes, and the Japanese Zero has kamikaze.
The air rules proved decisive in our game, which was largely down to my good luck in drawing an immediate Air Sortie card. I picked a P38 Lightning for the sake of the aforementioned ground support. I then promptly played an Assault, and my entire centre rolled into action. With the help of the Lightning, I was able to clear the 1st bunker without too much difficulty, although Donald's fightback meant that I was actually behind for most of the game.My momentum in the centre exhausted, I had some some units getting shot up on my right, and my left was still to be committed. Making the most of my P38, I sent it after Donald's unit dug in on the hill on the left. I got lucky with a flag, which meant that I could move up to seize the hill with ease. Shortly after this Donald used his airplane - a Fieseler Storch - on a rescue mission, which enabled him to save a 1-model infantry unit from destruction. It was too late for Donald though. His covering forces were broken and I had a simple run through the left flank exit point for my game-winning victory medal.
Score
Andy 2
Donald 0
Me 2
;-\
Afterthoughts
After 1 play I have mixed feelings about the air rules. The way in which air power appears and disappears is pretty decent, giving a good impression of how little control battlefield commanders had over air power in WW2. And the rules are pretty straightforward and simple to use, although I did find confusing some of what the rules say about the play of Air Sortie cards. So the air rules work OK. I have to confess I'm just not yet sure if Memoir'44 needed them in the first place. ;)
Tuesday, December 09, 2008
Brilliant beginnings and feeble finales
More than 2 years ago and full in the flush of my 2-year haul through Richard Borg's Memoir'44, I wrote 'another hymn of praise to cardplay', in which I listed some geeky stuff the reading or playing of which had most affected me. Looking back at that list I now realise that I inadvertently forgot where some of it began, namely the late lamented Avalon Hill's Squad Leader. That's a shame really, because it was with John Hill's masterpiece that I perfected the grub-and-gaming trick to get a regular WW2 boardgaming session going. And it was about Squaddie that I wrote, in a Top-10 (sadly no longer available) this was "the first game I knew I always wanted to play."Like I said, it's a shame that I left Squad Leader off a list upon which it really deserves its place. Why? Because my experience so far of the new Conflict of Heroes- Awakening the Bear! has pushed me over an edge on the brink of which I've teetered for months, thanks, naturally enough, to Combat Commander. What am I talking about? About the fact that I have a still horrible feeling that I might never play son of Squaddie, a.k.a. Advanced Squad Leader, ever again. So it's a shame that this landmark game didn't enjoy its pride of place in that wee list of mine before better games came along definitively to render it a museum piece for this gamer.
You'll've gathered then that Tony and I really enjoyed playing CoH on Saturday. We played 2 games of Firefight 1- Partisans, a really well-considered introductory scenario: the barest minimum of pieces- 5 on each side; an objective the control of which will typically be the key to victory for either side- generating 5VP/game at 1 VP/turn, it starts under Soviet control; and simple setup variations meaning that each side faces a distinct tactical situation- the Soviets hold the field against Germans entering with immediate strength of numbers and superior firepower.
My Germans mauled Tony's Soviets 8-2, then my Soviets won 7-4, a bit of a comeback for Tony, especially since he had a great 'hail mary' play for a draw, but chance fell just the wrong side of mean for him at that crucial moment. Those scores also hide the fact that I only killed 1 more unit than Tony- if any- because 4 out of 8 of my Germans' VP were down to the objective, whereas my Russians held the objective for at least 4 turns out of 5. And it turns out that we'd been bringing the German reinforcements in in the wrong place too- they come in behind the Soviets, which would've made the firefight a whole new kettle of fish.
The simplicity and flexibility of the core AP/CAP system was what had been most striking to me last time, before I'd played CoH. What excites me most now is the realisation that CoH does something which I believe is unique in squad-scale, company/battalion-level WW2 tacsims- it handles absolutely all combat by the same single set of rules. This is such a bland statement that its significance might be lost on some people, so let me expand.
ASL has 3 different core combat systems, which are based on infantry and armour being defined by quite distinct statlines:
- Fire attacks resolved on the Infantry Fire Table.
- Fire attacks resolved on the AP To Kill table.
- Close Combat.
Even Combat Commander has 2 core combat systems:
- Fire attacks.
- Close combat.
In any event, units in CoH,
be they infantry, ordnance, or vehicles- soft or armoured, all use the same statlines. This sample armour unit shows the full statline, with the typical 7 stats plus facing indicator. These are the same for infantry as they are for trucks as they are for horse-drawn units (some units have less stats because they lack the abilities those stats represent, eg. horses and carts have no FP). Different coloured stats are used to mark the differences between the key aspects of the various units:- Target type, ie. soft target or hard target.
- Munitions, ie. AP or HE.
- Movement type, ie. foot, wheeled, or tracked.
The way the different colours of FP and DR work to give the effects of AP and HE is devilishly simple: red FP versus blue DR is halved, and vice versa. The AT gun shows the sort of neat effect this rule creates, with the blue- armoured- front DR to represent the effect of the gun shield, the single most elegant implementation of this I have seen (you should see the lengths ASL goes to to handle this detail).And there's more. Not only do all units in CoH use the same statline, resulting in a single combat system, but the combat system involves just 1 dice roll per attack- 2d6- and a tiny handful of modifiers. Part of this is because damage is handled by chit draws, so that extra dice rolls aren't needed to determine the success and/or the effect of attacks. The simplicity of this means that you can make quick, easy and meaningful assessments of your chances in any given attack, which is a great help to a player's tactical appreciation of the situation, as you can well imagine.
The effect of all this is amazing as you leaf through the scenarios book, looking at the huge 2-4 player scenarios, using perhaps 6 or 7 times as many units on 3 or 4 boards, and you realise that all of these are done with the same, single set of combat rules which are just a delight to use. For example, a neighbour popped in for a quick visit. This guy's no gamer, though he knows another grognard, and is curious about these games. I had CoH out on the table. I showed him a map and a playing piece. He was instantly fascinated, and was soon telling me that he felt like Rommel as he pored over the scenarios and the rules. He was really excited. I was quite boggled.
That's it for CoH just now. Expect to hear more.
Score
Tony: 0
Me: 2
:)
Meanwhile, elsewhere... Ack!
Our recent long run of Descent came to a close on Sunday. Regular readers will probably remember that it had fallen to us to save the world after our previous heroic victory had delivered it, neatly wrapped, to another common-or-garden megavillain with the usual plans of total domination of what remained after the all-too-familiar mass carnage. I'd expected Andy to want to take his chance to win a heroic victory himself, but he had other ideas.The result doesn't bear much examination, if only because our efforts were so feeble. Our brave party of heroes took the wrong turning, with the result that we attacked some very strong monsters with the minimum of loot (you might remember I talked a couple of weeks ago about the levelling-up effect inherent in the different grades of treasure). Andy pulled some fancy footwork to get past our fighters to attack the weaker heroes, and we were trashed without getting past the 1st room. So much for saving the world then.
We're going to take a break from Descent for a wee while now, but we'll be back.
Score
Andy: 1
Useless no-marks: 0
Settlers
We finished off with this old favourite: Dave had never played before; and Andy was interested in seeing how it worked with more than 4 players. Dave took to Settlers as quickly as he'd taken to Descent, and he made a good showing too, which just goes to show that the game's merits aren't overrated even as it becomes as achingly familiar to adventure gamers as family boardgamers are to the general public. It wasn't going to be Dave's day for a newb's upset though.It wasn't going to be my day though. Left with a tricky choice of regions I just couldn't find a fit I liked the look of, and ended up with one which was somehow worse than what I'd imagined it could be- I had neither sheep nor grain in my initial setup. I didn't expect to get far, and I expectations were fulfilled.
Tony meanwhile followed a by now familiar tactic of going for a quick city; Andy followed his example; and Donald grabbed the longest road which he held onto despite Dave's best efforts (and my dashed hopes). As the midgame drew to a close, the other 4 were poised neck and neck around 7 while I trailed, hoping to pull off a coup with both the longest road and the largest army to surprise everyone. It was not to be though. Tony hit 8VP, enabling me to explain to Dave the importance of an all-out trade embargo, as you do. But before it could bite, Tony stole the longest road, to win with an unexpected 2VP leap. Gutted! But a good show by Tony.
Score
Tony: 1
The other mugs: 0
Over the weekend
Andy: 1
Dave: 0
Donald: 0
Tony: 1
Me: 2
;)
Tuesday, November 25, 2008
As I was saying only yesterday...
Descent & anti-climax: intrinsic to the system, or just poor scenario design?
The sense of anti-climax observed by Andy after our final encounter with the Big Boss in Sunday's long-awaited heroes' triumph in Descent was recognisable to me from my own recent victories as the Overlord. I referred to this last month as being "taken a bit by surprise". And it has to be said, in 'narrative' terms, it is true that a 1-turn kill of the Big Boss by our pocket- nuke wizard Dave wasn't the epic toe-to-toe showdown that'd've capped with dramatic appropriateness our long slog to eventual victory.
I mean to say, looking at my BoardGameGeek games-played stats for Descent says that our heroes' road to victory was a 9-game marathon running from the end of September, through October, and up to last week. These statistics aren't 100% reliable, but the fact remains that the buildup to Sunday's triumph was 2 solid months of defeats, broken only for Andy and I, the Overlords. So yes, if these adventures had been part of a narrative- whether in print or in roleplaying- the sense of anti-climax would've been more than passing, it'd've been cause for serious complaint by players or readers.
I said yesterday that there is "something in this which strikes to the heart of Descent". This idea was sparked when I read an interesting thread discussing an insightful review over at the BGG. Among the various thoughts and perceptions of the game what was immediately most striking to me was Zimeon's comment that it "feels as if the designers have taken all the joy of new shinies from World of Warcraft the online game level 1-60, and packed it into 4 hours of play." Echoed by kingbobb ("I think the game does, within each quest, attempt to capture the WoW 0-60 progression"), this made me realise that the overwhelming power of Dave's lone hero against the Big Boss might well have been a matter of chance, but it wasn't entirely accidental all the same. That this wasn't accidental, and is therefore a conscious design feature of the game, is proved by Robb's explanation, from his Descent Decrees for an Aspiring Overlord, that
Heroes have no chance without good treasures. Moreover, the really good treasures- sliver/gold, or relics; or fortuitous treasure/skills combos, eg. Dave's Spiritwalker wizardry skill and Dragon's Breath rune treasure (a mere silver too!)- can indeed be utterly overpowering, as we've seen more than once before. This just goes to highlight the absolute importance, to the Overlord, of protecting the treasure chests- silver and gold at least- from the heroes, or making them pay a heavy price for each chest they open in any case.
The heroes' extreme power curve and the spread of its variations give Descent a peculiar razor-sharp balance.
I say 'peculiar' because halfway successful heroes will effectively turn the game inside out, as their superior treasures will enable them to turn the tables on the Overlord, subjecting him to the grind they'll already've had to endure. The taxing mid-to-end-game slugathon as the heroes start to overwhelm the Overlord's monsters is something I held against Descent at first, and that BGG thread plus another over at F:AT show that some people never got over it.
I wouldn't want to be too dogmatic about these conclusions, especially since other players- eg. quesodog at the FFG Descent forum- think that the expansion scenarios are radically different from the basic ones. All the same- and finally coming back to that sense of anti-climax- barring haplessly choosing all the wrong doors to open and corners to turn so that you stumble upon the Big Boss before you've properly powered up, I suspect that surviving long enough to meet the Big Boss in the first place will typically require hero parties to have got their hands on something powerful enough to make shorter work of that Big Boss than the Overlord (who 'is' that Big Boss, after all) would wish. Otherwise, I would expect the Overlord to win before the party is ready to face the Big Boss in any case. Built-in anti-climax almost by defnition it seems to me.
If true this perhaps isn't the best of adverts for Descent, but to be honest I don't really care. The game gives me exactly what I want, and I find myself looking forward to playing it as much as almost any other game in my collection. I'd call that a palpable hit! Definitely not the last word. ;)
Related@RD/KA!
- As I was saying only yesterday...
The sense of anti-climax observed by Andy after our final encounter with the Big Boss in Sunday's long-awaited heroes' triumph in Descent was recognisable to me from my own recent victories as the Overlord. I referred to this last month as being "taken a bit by surprise". And it has to be said, in 'narrative' terms, it is true that a 1-turn kill of the Big Boss by our pocket- nuke wizard Dave wasn't the epic toe-to-toe showdown that'd've capped with dramatic appropriateness our long slog to eventual victory.I mean to say, looking at my BoardGameGeek games-played stats for Descent says that our heroes' road to victory was a 9-game marathon running from the end of September, through October, and up to last week. These statistics aren't 100% reliable, but the fact remains that the buildup to Sunday's triumph was 2 solid months of defeats, broken only for Andy and I, the Overlords. So yes, if these adventures had been part of a narrative- whether in print or in roleplaying- the sense of anti-climax would've been more than passing, it'd've been cause for serious complaint by players or readers.
I said yesterday that there is "something in this which strikes to the heart of Descent". This idea was sparked when I read an interesting thread discussing an insightful review over at the BGG. Among the various thoughts and perceptions of the game what was immediately most striking to me was Zimeon's comment that it "feels as if the designers have taken all the joy of new shinies from World of Warcraft the online game level 1-60, and packed it into 4 hours of play." Echoed by kingbobb ("I think the game does, within each quest, attempt to capture the WoW 0-60 progression"), this made me realise that the overwhelming power of Dave's lone hero against the Big Boss might well have been a matter of chance, but it wasn't entirely accidental all the same. That this wasn't accidental, and is therefore a conscious design feature of the game, is proved by Robb's explanation, from his Descent Decrees for an Aspiring Overlord, that
"veterans... understand that the treasure dynamic is backwards from normal games of this type. In order for heroes to defeat monsters in Descent, they must get treasure. This goes against the thinking that heroes are slaying monsters to receive treasure."All of this is confirmed by our experience of play.
Heroes have no chance without good treasures. Moreover, the really good treasures- sliver/gold, or relics; or fortuitous treasure/skills combos, eg. Dave's Spiritwalker wizardry skill and Dragon's Breath rune treasure (a mere silver too!)- can indeed be utterly overpowering, as we've seen more than once before. This just goes to highlight the absolute importance, to the Overlord, of protecting the treasure chests- silver and gold at least- from the heroes, or making them pay a heavy price for each chest they open in any case.The heroes' extreme power curve and the spread of its variations give Descent a peculiar razor-sharp balance.
I say 'peculiar' because halfway successful heroes will effectively turn the game inside out, as their superior treasures will enable them to turn the tables on the Overlord, subjecting him to the grind they'll already've had to endure. The taxing mid-to-end-game slugathon as the heroes start to overwhelm the Overlord's monsters is something I held against Descent at first, and that BGG thread plus another over at F:AT show that some people never got over it.I wouldn't want to be too dogmatic about these conclusions, especially since other players- eg. quesodog at the FFG Descent forum- think that the expansion scenarios are radically different from the basic ones. All the same- and finally coming back to that sense of anti-climax- barring haplessly choosing all the wrong doors to open and corners to turn so that you stumble upon the Big Boss before you've properly powered up, I suspect that surviving long enough to meet the Big Boss in the first place will typically require hero parties to have got their hands on something powerful enough to make shorter work of that Big Boss than the Overlord (who 'is' that Big Boss, after all) would wish. Otherwise, I would expect the Overlord to win before the party is ready to face the Big Boss in any case. Built-in anti-climax almost by defnition it seems to me.
If true this perhaps isn't the best of adverts for Descent, but to be honest I don't really care. The game gives me exactly what I want, and I find myself looking forward to playing it as much as almost any other game in my collection. I'd call that a palpable hit! Definitely not the last word. ;)
Related@RD/KA!
- As I was saying only yesterday...
Wednesday, October 15, 2008
Quiet, but still unseemly, I gloat
So I've still not been posting much, despite my hopes about trying to think my way from a zine into a journal, and despite too several gaming sessions since my last post. Thirteen games across 3 sessions in that week and a half .
Settlers
First there was a visit from Tony and Di, which saw 4 games of Settlers, 5 games of Ivanhoe, and a couple of nice curries (one chicken, as requested by Di). The question of the strategy and tactics of robber placement was as thorny in that night's 4 games as they'd been in the games played the last time we'd got together. We ended up split 2-1 on the issue, with Tony and I in favour of a strict application of picking on the person in front, and Di preferring something else.
Settlers
First there was a visit from Tony and Di, which saw 4 games of Settlers, 5 games of Ivanhoe, and a couple of nice curries (one chicken, as requested by Di). The question of the strategy and tactics of robber placement was as thorny in that night's 4 games as they'd been in the games played the last time we'd got together. We ended up split 2-1 on the issue, with Tony and I in favour of a strict application of picking on the person in front, and Di preferring something else.Wednesday, April 30, 2008
Got game!
Back to Catan
The regular Sunday gaming session resumed last week. Andy and I had time to sit down to a game before Donald arrived; he fancied Crimson Skies, while I was convinced it was my turn to choose a game of Commands and Colours: Ancients; so we compromised with a game of The Settlers of Catan Card Game.
Settlers cards is a game I really like (as regular readers will will be aware), and I've been pleased recently to have introduced it to Andy to find him take to the game quite strongly. In our last game back in February we'd tried out the Wizards and Dragons theme deck from the expansion (the first time I'd used this most colourful of the expansion theme decks, both literally and figuratively), so this time we went for the Science and Progress deck (Andy's a physics graduate and fancied his chances with it!).
The Science and Progress deck is themed around city expansions, including the University which is essential to using many of the other cards in the deck. Among the various cards, a particular favourite of mine is Land Reform, which allows you to swap 2 different regions, a card which can be very useful if your early expansions haven't gone according to plan. I also just like the way the card takes a very simple action- swapping 2 cards in your display- and gives it a role in the game.
Andy got off to a good start, gaining an early lead. But I had a Scout, and the Grain Mill and Foundry cards. Soon enough I was able to get a settlement built, leaving me in a strong position for building cities. This I soon did, giving me a hold of the Windmill token which I never lost, and with which I was able to irritate Andy with the constant drip-drip of the theft of his resources when the Commerce event turned up. Andy wasn't giving up easily though, sneaking the last settlement off me, and putting up a good fight for the Knight token. In the end though my superior resource base told, and I won by some 13VP to 10.
Score
1-0 :)
Setting out on the Road to Legend
Donald arrived as we were putting the game away. There was no need for a debate about what we would play this time: I had just completed my Descent set with the recent Descent: Road to Legend. The 3 of us had completed the first dungeon of the basic set a couple of months back. We had all enjoyed the game enough to want to play it more often, but I was interested in Road to Legend because it offered a proper campaign structure built on the premise of the shorter playing sessions which we had taken 3 of to complete that lone dungeon.
I'd read the RtL rules, but hadn't fully digested them, so setup and introduction was fairly lengthy. Andy and Donald had to choose and select 2 heroes each to create the party; I had to choose my avatar- I went for the Beastman Lord with extra wounds and speed, and my plot- I chose Ascension, because it was described as the simplest of the plots which give the Overlord player an alternative victory condition (alternative to crushing the foolish heroes when they finally confront me in my keep that is!). The avatar and the plot are features new to RtL. The avatar is the Overlord in person, while the plots define the Overlord's goals in a given campaign (details here). Getting all of these decisions made took time, including the task of adjusting the various card decks which have been modified in RtL. Still, we got a lot of stuff sorted to which we won't have to return, so that's good.
Once we were ready, Andy and Donald's heroes set out to explore the land of Terrinoth, heading out of the fabled city of Tamalir to the nearest dungeon, which they promptly began to explore. Clearing the first level went relatively smoothly thanks to a combination of the mini-dungeon-level format new to RtL and our existing experience of the game, only costing the heroes 3 lives. Packing up at this point we were all pretty satisfied with how things had gone. We'd managed to complete a session in some 3 hours. Mind you, we calculated that we'd need some 40 sessions at that game's rate of progress before the heroes finally encounter my Beastman Lord... That'll be sometime next year then! ;)
The regular Sunday gaming session resumed last week. Andy and I had time to sit down to a game before Donald arrived; he fancied Crimson Skies, while I was convinced it was my turn to choose a game of Commands and Colours: Ancients; so we compromised with a game of The Settlers of Catan Card Game.
Settlers cards is a game I really like (as regular readers will will be aware), and I've been pleased recently to have introduced it to Andy to find him take to the game quite strongly. In our last game back in February we'd tried out the Wizards and Dragons theme deck from the expansion (the first time I'd used this most colourful of the expansion theme decks, both literally and figuratively), so this time we went for the Science and Progress deck (Andy's a physics graduate and fancied his chances with it!).
The Science and Progress deck is themed around city expansions, including the University which is essential to using many of the other cards in the deck. Among the various cards, a particular favourite of mine is Land Reform, which allows you to swap 2 different regions, a card which can be very useful if your early expansions haven't gone according to plan. I also just like the way the card takes a very simple action- swapping 2 cards in your display- and gives it a role in the game.
Andy got off to a good start, gaining an early lead. But I had a Scout, and the Grain Mill and Foundry cards. Soon enough I was able to get a settlement built, leaving me in a strong position for building cities. This I soon did, giving me a hold of the Windmill token which I never lost, and with which I was able to irritate Andy with the constant drip-drip of the theft of his resources when the Commerce event turned up. Andy wasn't giving up easily though, sneaking the last settlement off me, and putting up a good fight for the Knight token. In the end though my superior resource base told, and I won by some 13VP to 10.
Score
1-0 :)
Setting out on the Road to Legend
Donald arrived as we were putting the game away. There was no need for a debate about what we would play this time: I had just completed my Descent set with the recent Descent: Road to Legend. The 3 of us had completed the first dungeon of the basic set a couple of months back. We had all enjoyed the game enough to want to play it more often, but I was interested in Road to Legend because it offered a proper campaign structure built on the premise of the shorter playing sessions which we had taken 3 of to complete that lone dungeon.
I'd read the RtL rules, but hadn't fully digested them, so setup and introduction was fairly lengthy. Andy and Donald had to choose and select 2 heroes each to create the party; I had to choose my avatar- I went for the Beastman Lord with extra wounds and speed, and my plot- I chose Ascension, because it was described as the simplest of the plots which give the Overlord player an alternative victory condition (alternative to crushing the foolish heroes when they finally confront me in my keep that is!). The avatar and the plot are features new to RtL. The avatar is the Overlord in person, while the plots define the Overlord's goals in a given campaign (details here). Getting all of these decisions made took time, including the task of adjusting the various card decks which have been modified in RtL. Still, we got a lot of stuff sorted to which we won't have to return, so that's good.
Once we were ready, Andy and Donald's heroes set out to explore the land of Terrinoth, heading out of the fabled city of Tamalir to the nearest dungeon, which they promptly began to explore. Clearing the first level went relatively smoothly thanks to a combination of the mini-dungeon-level format new to RtL and our existing experience of the game, only costing the heroes 3 lives. Packing up at this point we were all pretty satisfied with how things had gone. We'd managed to complete a session in some 3 hours. Mind you, we calculated that we'd need some 40 sessions at that game's rate of progress before the heroes finally encounter my Beastman Lord... That'll be sometime next year then! ;)
Monday, April 14, 2008
Start the week @ RD/KA!: Meanwhile... elsewhere, at the table, and on the shelf
It's been an eventful few months in the gaming industry since last August. D&D4 had been announced just before that last post and has wreaked its attendant hullaballoo across the net in subsequent months. I haven't played D&D regularly since my teenage years, so I've not been following much of this at all. I daresay I'll end up buying the game just to see what it looks like. The most I can hope for from it is that I'll find it interesting enough to read it from cover-to-cover, unlike D&D3 and 3.5
Black Industries finally releases one of the longest awaited and most hotly anticipated roleplaying products ever, namely the 40K RPG Dark Heresy. It shifts shedloads just in time for GW to announce the closure of their Black Industries subsidiary, the better to concentrate on Black Library's core publishing. Lamentations and woe betide us all! Until Fantasy Flight Games rode to the rescue with a licencing deal for GW's (non-miniature) boardgame, cardgame and RPG licences.
Note that Black Industries made their announcement on Jan 28, FFG's was Feb 22. What was the purpose of this three and-a-half week delay I wonder? Was there really so much unfinished business? Or were there just salesmen who couldn't resist the opportunity to sow the seeds of some panic-buying, such as yours truly, who promptly went out and bought the Dark Heresy book which might otherwise've been left lying for some months to come, and who finished off his WFRP collection for good measure, "just to be on the safe side". Also, some readers might remember that BI had procured the licence for the DC RPG. Has this now reverted? Or can we expect something from FFG? Its announcement refers specifically to GW's IP, so I won't be holding my breath.
Elsewhere, Steve Long announced summer 2009 as the release of HERO 6th edition. In a surprising move, he also announced that he'd sold the Champions Universe property- the official setting of the Champions' RPG since the original edition- to Cyptic Studios, who are to use the setting (but not the rules) in their upcoming Champions Online MMORG. Long meanwhile plans to licence the IP back from Cryptic Studios for use in the HERO games line.
Finally, as roleplayers the world over know, Gary Gygax died on March 4th. As people've tried to put his contribution to roleplaying into perspective, we can be sure that roleplaying would've happened without him, but he certainly put his unique stamp on the early days of the hobby with things like his infamously quirky list of polearms in the AD&D DMG. And, whatever his precise contribution at any stage of the creation of D&D was, Gary Gygax became, to all intents and purposes, the founding father of roleplaying. I think the last thing any of those guys were thinking as they dreamed up new ways of playing games with their toy soldiers (when they really ought to've been "far too old for them", remember!) was that they would start anything which would transform the gaming industry, let alonge grant possible 'founding father' status to any of them. So we have to reckon that Gygax's coming to bear this honour was probably as unexpected by Gygax as by anyone else. When all is said and done, he seems to made a tolerably good job of bearing it. And D&D and roleplaying have outived him, which must have pleased him in the end, wouldn't you think?
Gaming stopped completely for a couple of months last year after I went offline, restarting in December in time for the Xmas day Combat Commander bash with Badger. Combat Commander has been at the table a lot since then, but regular sessions with Andy and Donald mean that a lot of other favourites, new and old, have been seeing action. Highlights have included my first victory as the Overlord in Descent, the thrilling tales of my derring duo of ace pilots in Crimson Skies, and my first game in more than 20 years of the old AH game of chariot racing Circus Maximus. Commands and Colours: Ancients and Settlers Cards have also made welcome appearances recently, which I would hope to see again in the future.
Of course, I've bought a few new games, mostly filling out games with expansions: Days of Wonder's Memoir'44 Air Pack and Battlelore Specialist Packs, CC:A expansions #2- Rome & the Barbarians and #3- The Roman Civil War,and the Descent expansions, including the new The Road to Legend campaign expansion. Fast Action Battle: the Bulge and Manoeuvre, both by GMT, are 2 completely new games I've bought recently. Alert readers will already've noticed that I've recently played Manoeuvre (see right...), but it's still too early to report other than to say that it looks like the game delivers what I'd hoped (which was 'what it said on the tin'- check out the link to its page at GMT's site to see what I saw...). I'm still digesting FAB: the Bulge, but I like the look of it quite a lot. Quite a lot indeed.
Black Industries finally releases one of the longest awaited and most hotly anticipated roleplaying products ever, namely the 40K RPG Dark Heresy. It shifts shedloads just in time for GW to announce the closure of their Black Industries subsidiary, the better to concentrate on Black Library's core publishing. Lamentations and woe betide us all! Until Fantasy Flight Games rode to the rescue with a licencing deal for GW's (non-miniature) boardgame, cardgame and RPG licences.
Note that Black Industries made their announcement on Jan 28, FFG's was Feb 22. What was the purpose of this three and-a-half week delay I wonder? Was there really so much unfinished business? Or were there just salesmen who couldn't resist the opportunity to sow the seeds of some panic-buying, such as yours truly, who promptly went out and bought the Dark Heresy book which might otherwise've been left lying for some months to come, and who finished off his WFRP collection for good measure, "just to be on the safe side". Also, some readers might remember that BI had procured the licence for the DC RPG. Has this now reverted? Or can we expect something from FFG? Its announcement refers specifically to GW's IP, so I won't be holding my breath.
Elsewhere, Steve Long announced summer 2009 as the release of HERO 6th edition. In a surprising move, he also announced that he'd sold the Champions Universe property- the official setting of the Champions' RPG since the original edition- to Cyptic Studios, who are to use the setting (but not the rules) in their upcoming Champions Online MMORG. Long meanwhile plans to licence the IP back from Cryptic Studios for use in the HERO games line.
Finally, as roleplayers the world over know, Gary Gygax died on March 4th. As people've tried to put his contribution to roleplaying into perspective, we can be sure that roleplaying would've happened without him, but he certainly put his unique stamp on the early days of the hobby with things like his infamously quirky list of polearms in the AD&D DMG. And, whatever his precise contribution at any stage of the creation of D&D was, Gary Gygax became, to all intents and purposes, the founding father of roleplaying. I think the last thing any of those guys were thinking as they dreamed up new ways of playing games with their toy soldiers (when they really ought to've been "far too old for them", remember!) was that they would start anything which would transform the gaming industry, let alonge grant possible 'founding father' status to any of them. So we have to reckon that Gygax's coming to bear this honour was probably as unexpected by Gygax as by anyone else. When all is said and done, he seems to made a tolerably good job of bearing it. And D&D and roleplaying have outived him, which must have pleased him in the end, wouldn't you think?
Gaming stopped completely for a couple of months last year after I went offline, restarting in December in time for the Xmas day Combat Commander bash with Badger. Combat Commander has been at the table a lot since then, but regular sessions with Andy and Donald mean that a lot of other favourites, new and old, have been seeing action. Highlights have included my first victory as the Overlord in Descent, the thrilling tales of my derring duo of ace pilots in Crimson Skies, and my first game in more than 20 years of the old AH game of chariot racing Circus Maximus. Commands and Colours: Ancients and Settlers Cards have also made welcome appearances recently, which I would hope to see again in the future.
Of course, I've bought a few new games, mostly filling out games with expansions: Days of Wonder's Memoir'44 Air Pack and Battlelore Specialist Packs, CC:A expansions #2- Rome & the Barbarians and #3- The Roman Civil War,and the Descent expansions, including the new The Road to Legend campaign expansion. Fast Action Battle: the Bulge and Manoeuvre, both by GMT, are 2 completely new games I've bought recently. Alert readers will already've noticed that I've recently played Manoeuvre (see right...), but it's still too early to report other than to say that it looks like the game delivers what I'd hoped (which was 'what it said on the tin'- check out the link to its page at GMT's site to see what I saw...). I'm still digesting FAB: the Bulge, but I like the look of it quite a lot. Quite a lot indeed.
Monday, June 18, 2007
Start the week @ RD/KA! : DiceConWest 2007 #1. A gathering of friends
It's been a busy week for your humble scribe since I posted my 'Last call for DiceConWest 2007' last Monday. Doing the rounds by phone I managed to get a few friends to attend. Hugh, a gaming buddy from the old Edinburgh crew made the trip for a short weekend; Gav (already known to regular readers) made an appearance; and Donald (best known as the young dwarf Mordrin in my little Old World) turned up with his daughter Natasha, both eager to try their hands in the Settlers tournament. In addition to all this, I arranged to borrow Ros' digicam so's I could take some pictures, so I had to master that too (not difficult really, but you never really know about these things when you find yourself becoming an aging technophobe as contemporary developments increasingly outstrip your capacity to keep up!).
In any event, I dragged myself from my slumbers at the appointed hour of 8am yesterday to get ready to arrive promptly for this, the 5th annual DiceConWest. Donald arrived at the appointed time and drove Hugh and I there with Natasha, which was much appreciated by yours truly, bent as I was under the weight of my big bag of games. We met Badger at the entrance to the venue- the Quality Central Hotel- and we were in! We met Andy (of Berthold, the mincing scribe notoriety) inside. Andy's interest yesterday was to have another game of Descent: Journeys in the Dark, so I claimed a table and got setup underway while he went off to sort out mundane stuff elsewhere.
It was barely 10am by this time; gamers were arriving in steady dribs and drabs; and games were already under way as people took their pick from the wide choice made available by the SBGA.
By this time Andy had returned, so I left him to be the Overlord in Descent, which handily freed me from setup chores, and let me wander around, soak up the early-day atmosphere, and look for some suitable targets for the digicam I was so eager to try out.
I couldn't resist taking a pic of this game underway- it just looks so neat. If anyone out there can tell me what it's called and what it's about I'd love to hear from you.
In no time at all, the Settlers tournament was under way.
Meanwhile, among the welter of familiar faces I was saying hello to and trying to put names to was Barry, who'd taught me such a harsh lesson in lore management in my first Lore game of BL at DiceConEast 2006. He and another friend of his were interested in joining the Descent game Andy was getting moving, so after a hiccup about keeping places open for other friends whose arrival was expected any time, this pair sat down to set to some serious dungeon-delving.
Swords and sandals once more
And so it was that I finally managed to get into my own first game, which turned out to be introducing Hugh to Commands and Colours: Ancients, which meant yours truly enjoyed another chance to see what can be done with the Carthaginian army at Akragas (the beating of which I'd already undertaken).
Here's the setup which will be familiar to anyone who's played this great game even just a few times.
The game started well for Hugh: he grasped the rules quickly and moved his units confidently forward, positioning them well. I helped by making a foolish swing forward and left with Himilco's force. I really don't know what I was thinking- I could do nothing with them except beat a hasty retreat from the heavies who were soon bearing down upon them.
There was nothing for to do but turn this to my advantage. I promptly marched Himilco and his lads right across the gap between the 2 armies. The Syracusans hit them in the centre, naturally enough. All those heavies dished out some serious punishment you can be sure, but they didn't get off scot free. When the dust settled we pursued our plans. Hugh used a Line Command and Leadership cards to close in on my centre-right. I combined Himilco and Mago's best frontline infantry, formed into a column, and tried to punch a hole in the Syracusan line.
The dice flew thick and fast and I was able to win through 5-3 in the end. Hugh was a bit stunned that my crazy manoeuvres had pulled the win out for me after his good start, but I'd managed to achieve my primary tactical aim, which was to achieve a local superiority so that his heavies couldn't just smack me down. It also has to be noted that Hugh suffered from his lack of knowledge of the Command deck, and of the pace of the gameplay. This last point was particularly important with his Line Command, which was under-utilised because he didn't take the time to dress his lines first (he still enjoyed playing it mind you!). There really is no way round this in C&C:A- the only way to learn what your armies are capable of is to send them into the fray as you will and find out the hard way. And then try again.
Score
1-0
Meanwhile, Bill and his family had arrived while Hugh and I were playing C&C:A. Late thanks to the wonders of the railway service and Saturday morning traffic, Bill and Daniel took the places which were being kept for them in the Descent game.
Andy demonstrating the cheerful insouciance typical of all the best Evil Overlords as Barry, Daniel, Radka and Bill look on in... in... well, in what exactly? I think that is best left for you to figure out for yourselves dear readers.
Settlers Cards
Not resting long content with merely sitting as an onlooker to others' gaming, Radka readily agreed to my suggestion to try a game of the Catan Card Game. I was keen to play this yesterday because I'd just upgraded my old set to the new edition, passing my old set on to the King family at Saturday night's family games session (3 games of Bill's newly acquired copy of the nice GW edition of the peerless Cosmic Encounter, a game much enjoyed in days of yore; and much enjoyed by yours truly Saturday, what with 3 wins, 1 of which was all my very own!).
Radka is a fan of the boardgame (regular readers will already be aware of her reputation there), so she was very interested in finding out how the cardgame worked.
Radka grasped the rules very quickly and played very well. Just like Hugh in our C&C:A game, she was hampered by her lack of knowledge of the deck. And she did begin to wonder at her fate when her development stalled as we entered the midgame, while mine seemed to be roaring ahead. But as I knew would happen, her strategy paid off eventually, while her play became more assured to boot. She was able to pull back to level-pegging at one point, and was certainly in with a shout as the endgame approached the finale. Most important of all: Radka enjoyed the game, and is already looking forward to trying it again. Job done!
For my part, I like the new edition. The rules tweaks make sense of a few old anomalies, while other upgrades just make the new rules all the more playable. Well worth the £28 price of admission IMO.
Score
2-0 :)
Elsewhere, the Descent game over, Daniel got the chance to play what I'm sure is his favourite game right now: Ivanhoe. Published by GMT, this most excellent Knizia design has sadly been out of print for some time, although a honcho from GMT has announced that it will be reprinted soon, probably this year. I know that I read this on the ConsimWorld forums somewhere- probably on the GMT games forum, but I can't for the life of me find it again. Anyhoo...
Daniel exercising his Ivanhoe skills. Did he win any games I wonder? I never found out (or I did, and forgot).
Elsewhere:
It's been a good time for Gordon and his brother Fraser at Fragor Games, with their games being snapped-up by publishers all round the world. The German edition of their last Essen hit Shear Panic was on display yesterday, while Mayfair Games have an English edition in print now. The world is now waiting to see what sort of storm the Lamont brothers' new game- Hameln- will kick up at Essen later this year. Have fun guys!
Elsewhere still:
Two Up Front veterans deep in concentration as they ponder the next moves that their cards offer them.
Meanwhile, I also had the chance to say hello to an old DiceCon acquaintance- John Poulter, webmaster at Web-Grognards, who I'd first met at DiceConWest 2004. He and a friend were playing another GMT hit...
John and Richard with GMT's Twilight Struggle.
This is another card-driven game which is on my 'must-buy' list. I was amazed at how attractive it looked. Antony (yes, that's Antony of librarian-thwacking blunderbuss-toting psycho-dwarf infamy- he'd arrived earlier in the afternoon) was interested in what the game was all about. And John, for his part, was surprised that it wasn't already in my collection! It will be sooner or later John, I can assure you! ;)
In any event, I dragged myself from my slumbers at the appointed hour of 8am yesterday to get ready to arrive promptly for this, the 5th annual DiceConWest. Donald arrived at the appointed time and drove Hugh and I there with Natasha, which was much appreciated by yours truly, bent as I was under the weight of my big bag of games. We met Badger at the entrance to the venue- the Quality Central Hotel- and we were in! We met Andy (of Berthold, the mincing scribe notoriety) inside. Andy's interest yesterday was to have another game of Descent: Journeys in the Dark, so I claimed a table and got setup underway while he went off to sort out mundane stuff elsewhere.
It was barely 10am by this time; gamers were arriving in steady dribs and drabs; and games were already under way as people took their pick from the wide choice made available by the SBGA.
By this time Andy had returned, so I left him to be the Overlord in Descent, which handily freed me from setup chores, and let me wander around, soak up the early-day atmosphere, and look for some suitable targets for the digicam I was so eager to try out.
I couldn't resist taking a pic of this game underway- it just looks so neat. If anyone out there can tell me what it's called and what it's about I'd love to hear from you.In no time at all, the Settlers tournament was under way.
Meanwhile, among the welter of familiar faces I was saying hello to and trying to put names to was Barry, who'd taught me such a harsh lesson in lore management in my first Lore game of BL at DiceConEast 2006. He and another friend of his were interested in joining the Descent game Andy was getting moving, so after a hiccup about keeping places open for other friends whose arrival was expected any time, this pair sat down to set to some serious dungeon-delving.
Swords and sandals once more
And so it was that I finally managed to get into my own first game, which turned out to be introducing Hugh to Commands and Colours: Ancients, which meant yours truly enjoyed another chance to see what can be done with the Carthaginian army at Akragas (the beating of which I'd already undertaken).
Here's the setup which will be familiar to anyone who's played this great game even just a few times.The game started well for Hugh: he grasped the rules quickly and moved his units confidently forward, positioning them well. I helped by making a foolish swing forward and left with Himilco's force. I really don't know what I was thinking- I could do nothing with them except beat a hasty retreat from the heavies who were soon bearing down upon them.
There was nothing for to do but turn this to my advantage. I promptly marched Himilco and his lads right across the gap between the 2 armies. The Syracusans hit them in the centre, naturally enough. All those heavies dished out some serious punishment you can be sure, but they didn't get off scot free. When the dust settled we pursued our plans. Hugh used a Line Command and Leadership cards to close in on my centre-right. I combined Himilco and Mago's best frontline infantry, formed into a column, and tried to punch a hole in the Syracusan line.
The dice flew thick and fast and I was able to win through 5-3 in the end. Hugh was a bit stunned that my crazy manoeuvres had pulled the win out for me after his good start, but I'd managed to achieve my primary tactical aim, which was to achieve a local superiority so that his heavies couldn't just smack me down. It also has to be noted that Hugh suffered from his lack of knowledge of the Command deck, and of the pace of the gameplay. This last point was particularly important with his Line Command, which was under-utilised because he didn't take the time to dress his lines first (he still enjoyed playing it mind you!). There really is no way round this in C&C:A- the only way to learn what your armies are capable of is to send them into the fray as you will and find out the hard way. And then try again.
Score
1-0
Meanwhile, Bill and his family had arrived while Hugh and I were playing C&C:A. Late thanks to the wonders of the railway service and Saturday morning traffic, Bill and Daniel took the places which were being kept for them in the Descent game.
Andy demonstrating the cheerful insouciance typical of all the best Evil Overlords as Barry, Daniel, Radka and Bill look on in... in... well, in what exactly? I think that is best left for you to figure out for yourselves dear readers.Settlers Cards
Not resting long content with merely sitting as an onlooker to others' gaming, Radka readily agreed to my suggestion to try a game of the Catan Card Game. I was keen to play this yesterday because I'd just upgraded my old set to the new edition, passing my old set on to the King family at Saturday night's family games session (3 games of Bill's newly acquired copy of the nice GW edition of the peerless Cosmic Encounter, a game much enjoyed in days of yore; and much enjoyed by yours truly Saturday, what with 3 wins, 1 of which was all my very own!).
Radka is a fan of the boardgame (regular readers will already be aware of her reputation there), so she was very interested in finding out how the cardgame worked.
Radka grasped the rules very quickly and played very well. Just like Hugh in our C&C:A game, she was hampered by her lack of knowledge of the deck. And she did begin to wonder at her fate when her development stalled as we entered the midgame, while mine seemed to be roaring ahead. But as I knew would happen, her strategy paid off eventually, while her play became more assured to boot. She was able to pull back to level-pegging at one point, and was certainly in with a shout as the endgame approached the finale. Most important of all: Radka enjoyed the game, and is already looking forward to trying it again. Job done!
For my part, I like the new edition. The rules tweaks make sense of a few old anomalies, while other upgrades just make the new rules all the more playable. Well worth the £28 price of admission IMO.
Score
2-0 :)
Elsewhere, the Descent game over, Daniel got the chance to play what I'm sure is his favourite game right now: Ivanhoe. Published by GMT, this most excellent Knizia design has sadly been out of print for some time, although a honcho from GMT has announced that it will be reprinted soon, probably this year. I know that I read this on the ConsimWorld forums somewhere- probably on the GMT games forum, but I can't for the life of me find it again. Anyhoo...
Daniel exercising his Ivanhoe skills. Did he win any games I wonder? I never found out (or I did, and forgot).Elsewhere:
It's been a good time for Gordon and his brother Fraser at Fragor Games, with their games being snapped-up by publishers all round the world. The German edition of their last Essen hit Shear Panic was on display yesterday, while Mayfair Games have an English edition in print now. The world is now waiting to see what sort of storm the Lamont brothers' new game- Hameln- will kick up at Essen later this year. Have fun guys!
Elsewhere still:
Two Up Front veterans deep in concentration as they ponder the next moves that their cards offer them.Meanwhile, I also had the chance to say hello to an old DiceCon acquaintance- John Poulter, webmaster at Web-Grognards, who I'd first met at DiceConWest 2004. He and a friend were playing another GMT hit...
John and Richard with GMT's Twilight Struggle.This is another card-driven game which is on my 'must-buy' list. I was amazed at how attractive it looked. Antony (yes, that's Antony of librarian-thwacking blunderbuss-toting psycho-dwarf infamy- he'd arrived earlier in the afternoon) was interested in what the game was all about. And John, for his part, was surprised that it wasn't already in my collection! It will be sooner or later John, I can assure you! ;)
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