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Showing posts with label Memoir'44. Show all posts
Showing posts with label Memoir'44. Show all posts

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.

Sunday, June 13, 2010

"Alas, I am undone!"

Sieze the day?
I said last Thursday that I wanted to get Dominion to the table up here in Glasgow "at the earliest opportunity". That opportunity arose when Badger appeared for Friday night gaming. I'd been touting for a game of Conflict of Heroes- what with the upcoming demo tour, but the lure of Dominion proved too much to resist. A Euro-style cardgame that can keep this grognard's favourite treadhead's game off the table? Regular readers will realise that this must make Dominion something really special.

What went down
The rules of Dominion include a few recommended sets of Kingdom cards to give beginners balanced games which demonstrate different dynamics of play (you only use 10 of the 22 different kinds remember?) so- knowing what I was looking at and for this time, I was quickly able to get the game set up using the starter game cards (all shown in the illustrations left and below). Five minutes later we were playing. Five minutes after that Badger was playing his cards like he'd been playing Dominion for ages: grinning all over his face as he surveyed good hands; grimacing at his hands of shite.

Tuesday, February 02, 2010

Just another Friday-night firefight

'Bloody' Omaha
A week of sleepless nights and long days had left me pretty frazzled by the time Badger arrived for Friday night games. Our success at last week's DiceCon East prompting an obvious choice- more Memoir Operation Overlord, Badger's week at work on top of my own condition meant that we kept things simple and revisited Omaha beach.




Operation Overlord: a plan comes together
The better known of the two invasion beaches allocated to the US forces, Omaha beach is infamous as the location of the bloodiest fighting on invasion day, as immortalised in Steven Spielberg's Saving Private Ryan. The average movie-goer might not be quite so familiar with the depth of planning which the Overlord operation entailed.

Wednesday, January 27, 2010

DiceCon East 2010 #1: We Go!

Getting in
An early start; a big bag of games; a cold and dreary Sunday morning; yadda, yadda, yadda- you get the picture dear readers: DiceCon East 2010 dawns. Badger, Donald and myself arrive promptly at the familiar old Over-Seas House on Princes Street, grab a table, and start getting ourselves settled in.

That Castle, looking south from the edge of Princes St.

We're expecting a 4th player who'd signed up via TacG@fB, but yours truly has cleverly forgotten to ask the guy his ETA, or for contact details; so we really don't know when to expect him. Other keen gamers are drifting in, looking around, and a Memoir'44 Overlord board generates the attention you'd expect as it starts to take shape. Someone appears who's at a loose end- Adam by name, new to Memoir and interested in having a go. Soon we are ready to begin.

Saturday, January 23, 2010

"Overlord? I'll give you Overlord!"

The big day looms!
So, DiceCon East 2010 is tomorrow. I've been beavering away at the Memoir'44: Operation Overlord game Badger and I decided ourselves upon last November. Simply turning up on the day with some friends wasn't good enough for yours truly though. Oh no; I had to go and complicate things by using fB to network and build for the day:
As a result of these efforts it looks like our Overlord games will be 4-handers at least, so that's a result I guess. :-)

Thursday, November 12, 2009

This, that and the other

I've got various ideas simmering away at the moment, looking for the hooks that'll make them into stories. Meanwhile, it's time for another pot pourri...

So it goes...
I warned you yesterday dear readers, of my intention to follow through on the story of the controversy generated by the RPGpundit's 6th November blogpost about FFG and its GW RPG licences. El pundito posted his 4th installment today. To keep this brief, I will just make a few points:
  • This post is a succint example of the hate-filled bile (here aimed at two of his favourite targets- RPG.net and the so-called "Storygames Swine") and overweening sense of self-importance which have defined the pundit's hyperbole from day one.
  • The pundit's excuse for "not post[ing] this link" (to a Storygames thread)- his "policy of not providing assistance to the Swine in promulgating their filth", is lame almost beyond words:
  1. Embedding links is so easy that I cannot help but imagine the man with the red flag from the early days of the motor car.
  2. The pundit's persistent unwillingness to enable this technologically trivial cross-checking cannot but cast further doubt on the credibility of his commentary.
  • The pundit's celebration of the publicity the whole affair has garnered cannot be said to have proved my speculations of yesterday, but I believe they remain valid and open.
There will be more I imagine. :-\

Tuesday, November 03, 2009

Geekish grab bag!

As I said on Friday, I want to celebrate the latest small landmark in the life of RD/KA! by looking to what the future might bring for this geek and his games.

Memoir'44
Regular readers will know that Badger and I have recently taken a break from our 2½-year Combat Commander odyssey. We'll be returning to this great game for sure (there're scenarios still unplayed and more to come); and then there'll no doubt be a taste of Chad's next WW2 tacsim- Fighting Formations: Grossdeutschland Infantry Division; but not before we've indulged our taste for Conflict of Heroes.

Superior tacsims all though these games are (or promise to be), none are intrinsically more exciting than Memoir'44; nor do they relegate the game from its well-deserved status of light wargame to some nether region of little or no interest to this grognard. Days of Wonder themselves are doing their bit to maintain interest in the game, with their planned December release of Memoir'44 Battle Maps Vol. 3: Sword of Stalingrad, featuring:
  • 2 Overlord scenarios.
  • 2 Standard scenarios.
  • Summary cards for the previously published Battle Maps and Mediterranean Theater expansion.
  • Additional cards for in-game play - the new Combat Deck (see above) specifically designed for urban warfare (DoW News centre).

Sunday, September 27, 2009

What price survival?

Throwdown round up
I've been under the cosh of the annual D.I. (Depressive Incommunicado) in recent weeks, hence the bloglag. There's been a healthy diet of gaming all the same, as site-visiting readers attentitive to my 'Recently played games' sidebar gadget already know. I won't be revisiting all those games but, for the record (naturally enough):
  1. Sainte-Mère-Église x2.
  2. Utah Beach.
  • Andy, Donald, Gav and I played 6 games:
  1. Chaos in the Old World (unfinished).
  2. Carcassonne x3.
  3. Battlestar Galactica.
  4. Settlers.
Score
Andy Erm, no.
Badger Nope.
Donald Nada.
Gav 3 (2x Carcassonne and 1 Settlers).
Me 5 (BSG, Carcassonne and 3x M44).
:0)

Saturday, August 08, 2009

Back to the beastly badger baiting!

Memoir'44
Badger's visit for gaming last night saw me still in the mood for light relief so we again eschewed Combat Commander. Left to choose, Badger opted for our old favourite, Memoir'44. We considered playing an Overlord game but we were starting late and Badger wanted to be sure we'd play more than one game. So we decided to start with the first scenario from the Air Pack, and to proceed from there.


Yellow Beach
The first scenario took us to France in August 1942 for the ill-fated Operation Jubilee, the experimental amphibious assault on Dieppe. Operation Jubilee is best known for the heavy casualties suffered by the 2nd Canadian Infantry Division in the main assault: a frontal attack on the port itself. The Yellow Beach scenario covers one of the flanking attacks made by British commandos.

Wednesday, August 05, 2009

Fighting Formations preview #1: Some background

Readers who know me from the days of yore will remember the effort I put into designing a viable model of operational command and control for WW2 tabletopping. At the same time, regular readers should be only too aware that I regard Chad Jensen's Combat Commander as second only to Courtney Allen's classic Up Front as an exemplary gaming treatment of these matters, albeit both on a smaller scale (and that's a very close second, which has as much to do with accidents of history and biography as it does with matters of absolute quality).

Just to remind readers:- Chad's Combat Commander has enjoyed remarkable success in the past 2½ years:
  • Two boxed core games - CC:E and CC:P (the first already in reprint).
  • A boxed system expansion - CC:M.
  • Two zip-locked battle pack expansions - BP1: Paratroopers and BP2: Stalingrad.
  • The 3rd of the planned battle pack series - BP3: Normandy - sprinted through GMT's P500 system last April in record time.
  • A similarly continuous stream of new scenarios, maps and counters appearing in C3i magazine.

Tuesday, July 28, 2009

Curse you you varlet!

The recent gaming drought ended with a visit from Badger on Friday. I remained under the cloud of those recent vicissitudes, so we ended up playing a few rounds of Knizia's everfresh cardplay gem Ivanhoe. Everfresh? Clunky neologism? Quite possibly. A touch hyperbolic? Not at all.

I've recorded 68 games of Ivanhoe since I started reguarly recording my games played @BGG back in 2007. This filler from 2005 reminds me that I've owned the game for some 7 years now, so that even just 1 game/month in the forgotten years would add about 50 more games to the total. Ivanhoe thus merits its place in the 2nd division of my most played games ever: games which I've played some 100 or more times (that's games #6 to #10 below BTW).

Wednesday, May 20, 2009

Another bloody Sunday?

From the skies and the forests they came!
It was just Donald and me for games on Sunday, so we decided to begin our first campaign from DoW's Memoir '44 Campaign Book, Volume 1, which this M44 completist had treated himself to with the hoary old "it's my birthday" excuse.

The quick play and simple unit representations make M44 an ideal game for a system linking a series of scenarios into a campaign, and M44:CB1 was eagerly awaited by the game's many fans. After just 2 games it is impossible to have a sense of the full scope of what the DoW team have added to M44 with CB1, but I can report that I like the look of what I have seen so far (surprised, dear readers?):
  • A nice hardback book, with full colour art throughout: it's expensive to go hardback, but the book's more durable, and I think kids'd be extra proud of one.
  • A punchboard of counters stuck in the back of the book (keeping these in good nick is another good reason for a hardback book).
  • 51 new scenarios, many drawing on underused expansion sets.
  • 3 grand campaigns; each comprising several mini-campaigns, themselves played out across 3 or more scenarios (as many as 8 in the really big ones):
  1. Unternehmen Fall Gelb: France 1940.
  2. Operation Barbarossa: Soviet Union 1941.
  3. Normandy: France 1944.
The core campaign rules themselves are simple but effective:
  • Reserves: each player has a reserve pool; reserve rolls at the start of each scenario govern access to your reserve units.
  • Objective VP: many scenarios contain various objectives other than just destruction of the enemy; these provide bonus Campaign VP as well as victory medals in the given scenarios.
  • Victory events: dice rolls made before each new scenario begins, these provide another layer of variation by enforcing small changes to each side's deployments.
All told, these rules will add a few minutes to each scenario's setup time, which I would expect to see become increasingly insignificant as players gain experience of the campaign game.

Unternehmen Fall Gelb: Airborne Operation
#16. Fort Eben Amaël
Starting at the beginning, as you do, and with some random selection, I found myself the Belgian defenders of fortress Eben Amaël on the Meuse near Maastricht, under attack from German glider-borne combat engineers. The original action there was one of WW2's first and most famous coup de main operations.

Historical revisionism took root right at the start of our new campaign: the Belgians held the fort against the German attack so that the panzers were unable to cross the Meuse as quickly as had been planned. There was a minor rules hitch which might've contributed to my 5-4 victory, but I reckon more significant was the excellent shooting of my units, which was some 1 pip above the mean on the day as a whole.

#17. Unternehmen Niwi
Another interesting scenario showcasing the new depths brought to this old favourite with the expansions, Unternehmen Niwi features the operation in which the Germans used Fieseler Fi 156 Storch light utility aircraft to seize crossroads vital to the planned panzer 'infiltration' through the Ardennes. Among the new rules in play were:
  • Depleted units: units starting at less than full strength.
  • Armour Breakthrough: armour reinforcements which can enter on your opponent's side of the map.
History was again rewritten, despite Donald's canny use of an Armoured Assault card to mobilise his Armour Breakthrough. I had kept my own armour units safe, ready, and waiting, and so was able to mount a decisive armoured counterstrike which won me the game.

So, with 2 scenarios to go, the Unternehmen Fall Gelb: Airborne Operation minicampaign stands at 10-7 to the Allies. All to play for then!

Score
Grizzled veteran 0
Stubborn defenders 2
:-)

Attack Sub
I've recorded a game or two of Courtney F. Allen's Attack Sub with Andy in the past, but none with Donald. We'd played it several times before, although sufficiently long ago that we decided to stick to the introductory scenario.

I drew the Russians. The game started well for me, as I was able to build up contact sufficient to take the first shot (IIRC), which missed. All told I think Donald and I each fired 3 times; mine all missed; 2 of Donald's were the 1-shot kills that won him the game. I will have my revenge.

Score
Old seadog 1
Not quite got his sealegs 0
:-\

PS. I don't know why the scans for the M44 maps turned out so scabby. I'll look into it. ;)

Wednesday, March 18, 2009

Cards, commands and combat #1. Golden Oldies

Badger and I enjoyed something of a WW2 tactical megasession last Thursday as I'd said.

Up Front
As brilliant as is Combat Commander, 2 years solid play had left both me and Badger looking to ring the changes a bit in our gaming sessions. And as much as I want to see Conflict of Heroes in action again, there really was nowhere else to go to reopen our gaming horizons than back to the great grandaddy of CDG's, Up Front.

Badger was quite happy to have a go. He'd won his 1st and 2nd games against me after all, way back in 2005 (although I must point out, for Badger's benefit, that our Up Front score stood at 2-1 in his favour on Thursday night, not 2-0 as he'd imagined). I gave Badger the standard scenario I offer to players new to Up Front: Germans against my Americans in Patrol.

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:
  • 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.
Munchkin
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!
Score
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 landing craft are handy in beach landings (no!), enabling units in the sea to reach the beach in a single move.

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. ;)

Wednesday, February 04, 2009

In which I am Donald's beeyatch!

A spate of cancellations reduced last Sunday's session to just Donald and me. We'd been having such fun with games of Battlestar Galactica and other multiplayer stuff in recent weeks that I wasn't quite sure how that would turn out. So I took advantage of the situation to get out some 2-player games I've not played as much as I'd like.

Starship Catan

Exactly whose idea it was to give this a try on Sunday now escapes me, but I was happy enough to give Starship Catan another go. The 2-player version of Settlers' sister game, Starfarers of Catan, I bought Starship Catan several years ago, while full in the flush of the first phase of my Settlers enthusiasm. I've played it a few times since then, finding it quite enjoyable though not as much to my taste as Settlers cards.

Tuesday, January 13, 2009

Prague games roundup #1: the family front

Ivanhoe
Hogmanay's Settlers was soon followed by a session of this stalwart. I was hoping to repeat my previous feat of winning on both Catan and Ivanhoe's field of honour. It was not to be.

Our 1st game started in a fashion that was to prove to be typical on the night: Bill leading the charge in a bout he ultimately lost. Bill's sitting on Radka's left made this so typical, because she won 3 out of the 5 games we played. Some of these were the closest possible, with all 4 of us sitting on 3 of the 4 tokens needed to win. Radka's victory on the night was complete though, as she won both more games, and more tokens overall (Daniel was keeping count). Bill and I trailed on 1 game each, with me pipping him by a single token.

The manner of my lone victory was pleasing, winning as I did with an uncontested 4-card purple laydown which had left me with an empty hand.

Sunday, December 28, 2008

My 2009 gaming wishlist #3

My lifelong interest in WW2 and in refighting its land battles are already familiar to my regular readers. Some of you might remember too that passing reference to my "rediscovering the geek that was a teenage tankie" when I wrote a couple of weeks ago about getting hold of Conflict of Heroes, which is to say that some 3 or more years' gaming dominated first by Memoir'44 and then by Combat Commander have thoroughly rekindled that oldest of my gaming passions. For months now I've been looking for games that might tempt Badger to dip his toe into the world of operational-level wargames. I'm hoping that this next game may prove to be the one.

Corps Command: Totensonntag
The first in an intended series the 2nd of which is already in the works, Peter Bogdasarian's Corps Command: Totensonntag was published in 2007, but passed me by until I had decided to embark on the aforementioned hunt for quick'n'dirty games set at brigade or higher level. The theme of armoured desert warfare in 1941 was interesting enough; and the colourful map and counters were attractive too; but it was the game's self-proclaimed simplicity and the unique initiative system that did it for me. The game proved to be out of stock at Second Chance Games, but I eventually found a copy at the ebay shop of BattleQuest Games.

The box
I can truly say that I was initially a bit startled by the package I received: carefully boxed for the post as it was, it just looked too small to contain what I was expecting. It did. It was just that what I was getting wasn't what I was expecting. What I was expecting was a game in a standard bookcase-size box. I got instead a box the size of a medium-sized paperback (that size that comes between standard paperbacks and trade paperbacks). I'm far from complaining about this. I know minigames like this are not unique in today's industry, but I like the idea because it reminds me of the proliferation of minigames from a multitude of small publishers which was such an exciting feature of adventure gaming in the early 80's.

The pieces
Anyway, readers will by now have grasped that Corps Command: Totensonntag is a neat little package the contents of which pleased me. The counters are lovely to behold, bright and colourful with evocative pictures of tanks and armoured cars. Just as I said the other day about Battlestar Galactica, the graphic design is good, with thougtful use of text, colour and layout to convey information. Word on the net has it that there are 1 or 2 flaws here, but I am as yet in no position to comment. I can merely say that the counters are exactly as attractive as they need to be to attract someone who's not already interested in a corps-level WW2 tacsim about the first battle of Sidi Rezegh, ie. your average gamer as opposed to a confirmed WW2 geek.

I have read complaints that the counters are too thin. Well, they are very thin, it's true; thin enough to cause conniptions among some (OK, I exaggerate), they are thinner than the classic wargames counters of, say GMT, which makes them a lot thinner than what you get from companies like FFG. In a game where stacks could be as many as 6 counters high, I guess this could inconvenience some, as I will surely learn one way or another. One thing about the thin counters though: they were perfectly cut, so that they just fell out of their sheet and separated with the greatest of ease. This is exactly the right impression to create with someone for whom a game like this might be their first wargame (or even just their first product from Lock N Load games).

The map
I like the map. I'd read criticisms of the map which I couldn't understand until I got my hands on it. It's a very thick cardboard map of the sort that has to be cut halfway through at each fold. This map folds down into 8 sections in order to fit into the undersized box. I can see that this map won't sit very flat under its own weight. This is what I think people were complaining about. My answer: blutak! In any event, the map is very pretty, done in suitably sandy hues with some nicely designed player aids around the edges. And y'know, there's something about this map that reminds me of the original Ogre map. I wonder if this is just me?

The rules
The rules are remarkable. I can't yet vouch myself for how solid they are, but the game has received a lot of play and generated few errata, so that's a promising sign. What's amazing is that the rulebook is an 8-page A5 booklet; or, to look at it another way - the actual rules of play could indeed fit on 2 sides of A4. And as if brevity wasn't merit enough, the rules have that initiative system I mentioned.

This is really simple: each unit has a Initiative Rating (IR), ranging (as far I can see so far) from 1 to 5. Each phase, both players roll 1d6 to generate an Activation Number (AN); the higher roll gets to go first in that phase; only units whose IR is greater than or equal to the AN get to act in that phase; and moving units have Movement Points equal to that phase's AN. There are a few tweaks, but that's the core. I'll leave readers to figure out for themselves the implications for gameplay of how this system balances acting first, against frequency of activation, against how much a given activation might achieve. All I can say is that this deliciously simple idea looks like it should generate really tense gameplay.

Conclusion
Corps Command: Totensonntag looks like a real gem. As a game that might interest someone new to board wargaming it looks to me to be as well thought out as it is attractive. The rules are no more complex than those of Memoir'44. The recommended playing time of 2 hours strikes me as realistic, perhaps even on a first game, with the result that there's always time to play something else if you get this out on the table to begin a games session to try to teach it to someone. I like the look of this game a lot. More when I've played it! ;)

Related@RD/KA!
My 2009 gaming wishlist:
- #1: Combat Commander: Pacific
- #2: Battlestar Galactica

Friday, August 15, 2008

DiceConWest 2008

I still made it to this year's DiceConWest, where I took these pictures.
Ivanhoe. Here's Donald, Natasha and Andy in the heat of our medieval tournament.
Wings of War. And here we are at peril in our flying tinderboxes over the trenches...
Dakka! Dakka! Dakka! Complete with Andy's nifty WoW planes.

A family at war! Donald next decided to introduce Natasha to Memoir'44, a game where she'd've felt quite at home (she did, in fact, win, I seem to recall).

Here are some other sights from the day.
Ellis and Gordon at play.

Pandemic. A new release, this game (@BGG) seemed to be something of a favourite on the day.

A game of Battlelore under way.

A DoW Ticket to Ride game.

Twilight Struggle. This card-driven game of Cold War conflict was an unexpected hit for GMT back in 2005. It had long since sold out its first print run by the time that the positive buzz across the web had brought it to my attention. I made sure to look out for the reprint, which meant that I was also looking out for a game at DiceConWest. In the end Alan Poulter, webmaster over at Web-Grognards, was pleased to show me the ropes.

I'm not going properly to review Twilight Struggle here, but that long and painful first game with Alan was certainly a highlight of my DiceConWest 2008. I'm no stranger to long game sessions at all; and Descent means that I'm not unfamiliar with long games either these days; but that game of TI reintroduced me to a brain-burning intensity I'd quite forgotten. I lost of course, going down to an instant victory on VP in the very last turn, but such fun it was!

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.

Monday, August 20, 2007

Start the week @ RD/KA! : Got game!

It continues to be games-a-gogo for yours truly this August with a bumper weekend's gaming, most of which was a pleasant surprise (in more ways than one).

Battlelore and more
It all began Friday night with a visit from Ros. I'd been promising to introduce her to Battlelore for some time, and we finally got round to it. So it was back to Agincourt and another chance to save the day for the English in the topsy-turvy world of the Battlelore Uchronia.


This game was an important test of my enthusiasm for Battlelore. Y'see Ros is exactly the sort of person at whom Eurogames are aimed: she likes competition without destruction and prefers player interaction which is about negotiation instead of conflict. So, for example (as regular readers will already know), she really likes Settlers of Catan and Carcassonne, and for all the familiar reasons put forward by fans of those games. (You could check the BGG:Settlers and BGG:Carcassonne forums if you don't already know what these reasons are and you're interested in finding out more.)

Now I really like games like Settlers of Catan and Carcassonne myself. I really do. I enjoy playing them and also appreciate them as designs. But among all the familiar family games I grew up playing were games like Risk and Campaign. Plus I was a teenage tankie who shared with his brother the fun of writing our own wargames rules for our model collections, and I gravitated to professional tabletop rules and then board wargames in my teens. So there is a part of my gaming self which always yearns for the chaos and carnage of all-out battle.

So, after Ros' and my 24-game stint of Carcassonne in recent months, I couldn't help but feel it was time to step up to some butt-kicking dice-rolling for a change of pace. Battlelore struck me as the best battlegame in my collection for this purpose. I felt that Richard Borg's Commands and Colo[u]rs(!) system offers the ideal style of gameplay to appeal to Ros (who is an avid and regular Bridge player) as her introduction to tactical battlegaming. Moreover I suspected that the chivalric fantasy themes of Battlelore would appeal more to Ros than those of Memoir'44 or Commands and Colours: Ancients. On top of that, I hoped that the wide range of options offered by the fully expanded Battlelore will entice Ros into many future games.

And? Well?

I can report we got off to a good start. The limited range of options offered by her hand of Command cards made it easy for Ros to start making decisions from among an otherwise bewildering array of options, the underlying logic of most of which were beyond her understanding as she got her first ever Battlelore army moving. With the minimum of coaching she was able to form her army up nicely as my English archers maintained a steady hail of largely ineffectual fire.

The first moment of contact was indecisive IIRC, and I could see Ros' spirits wilt. But it wasn't long before the dice started going Ros' way. By this time she was standing up to watch every dice land in the dice box. The moment of her first truly decisive attack was telling: instinctively exulting as she swept my little plastic men from the board, Ros was almost as quickly taken somewhat aback. But she could scent victory and would let nothing get in her way, of her rampaging cavalry especially.

Ros' well-earned triumph followed shortly thereafter: 4-1. I decided I could live with that. I knew there'd be another day. ;)

Score
0-1 :b

Usurpers dethroned!
The pleasant surprises began on Saturday with a call from Bill inviting us to a family boardgames night. I accepted with alacrity.

First, I regain my kingdom
The evening began with a 5-player game of Settlers of Catan (in which we all made sure to play the proper expanded board, unlike the last time we'd played- d'oh!). Facing each other across the island of Catan we had:
  • Radka, the unchallenged queen of Catan at our table.
  • Bill and I, both smarting from Martin's recent romps to victory.
  • Daniel, chomping at the bit to reassert himself after winning at his first ever game many moons ago.
  • Ros, keen to establish her winning credentials among a new group of players.
As cut-throat a bunch of colonising desperadoes as you could expect to encounter in virgin lands in other words!

The distinguishing features of that night's isle of Catan were, IIRC, a relative paucity of 6-point, 8-point and brick regions. And the gameplay? Looking back I would say that Development cards were one of the key features of the game. The particular nature of the resource base meant that lots of Development cards were being bought- we all often had both the resources and the time to spend them. The inter-turn building rule of the 5-6 player game meant that many of us were buying these Development cards in other players' turns, so that we could play them immediately in our own next turn. The net result of this was these cards were bought and played more often than is typical in an average 3 or 4-player game.

The upshot of this was that we entered the midgame with Bill in front thanks to his Largest Army while the rest of us were developing our own colonies quite nicely. For my part I was in a desperate life-or-death race based on a potentially fatal flaw in my initial setup. That flaw was the absence of Ore in my initial resource base. Without city-building resources I would be doomed.

I had only 1 way out- a 5-road build towards the centre of the board from my coastal fastness. A Road Building Development card helped me on my way, as did some careful use of the Robber to deny road-building resources to Radka and Daniel, who might've chosen to develop their own colonies towards my strategic target. I achieved my goal, but it was a close-run thing.

My road-building efforts drew attention to me thanks to the Longest Road, thus putting me in pole position for potential spoiler play via the Robber. And Ros started to build her own roads towards precisely the nexus I was aiming at just as I was collecting my resources for my final build. One or two different resource rolls or more favourable trading agreements were all it would've taken to pip me at the post to give Ros the endgame position I was aiming at, and Ros' excoriations when I finally got that settlement built (thanks again to inter-turn building) was sufficient proof that she knew this as well as I did!

And so I entered the endgame in front, with Bill a close second. This was a very dangerous position to be in. Y'see, among the many gaming skills Bill enjoys is that of being a silver-tongued devil. Last Saturday this came into play to distract the other players from his own potentially winning position while he was (with some legitimacy it must be said) rallying everyone to pick on the person in front- namely me.

On Saturday night this almost worked too: it turned out that Bill was a mere single Sheep card from gaining the resources he needed to build sufficient roads to steal the Longest Road from me for the win. In the end though the dice failed him where they didn't me, and I was able to play Year of Plenty to build my winning city.

I won by 2 points over Bill, with everyone else on 7 points. But it could easily've been very different: Bill could've lost his Largest Army but taken the Longest Road off of me. This could easily've kept the game open long enough for everyone to reach 8 or 9 points thus being in with a real shout in a whole different denouement.

Score
1-0 :)

Then I establish my kinghood
We then moved on to play 3 games of a favourite of Radka and Daniel's: Ivanhoe. I won all 3, even after Bill decided to join the last game after having sat out the previous 2 (his Ivanhoe record against me is at least as good as his recent Up Front record!). Perhaps Bill sought to intervene to stave off the terrible fate he saw looming? I don't know, but it was to no avail in any event.

I'd love to be able to put all this down to skill, but I can't. I did play my cards well for sure, but there was also at least one time when I took a great risk in playing out most of my hand, so that I was liable to get shut out of the rest of the game while everyone else raced ahead of me. I also enjoyed some luck with the other players confounding each other so that they couldn't get ahead of me while I sat rebuilding my hand.

No matter. Be it luck or judgement, the night was mine. You can be sure that my fellow players (some at least!) were as despondent as I was delighted, although I must tell you that I was modest enough to forbear a victory dance... ;)

Score
4-0 :b

Finally I show those French a thing or two
Returning from chez King, Ros and I rounded off our own evening with a rematch at Agincourt.

Looking back at our first game, I had concluded that my main mistake was that I hadn't been aggressive enough, ie. that I'd spent too long sitting back firing with my archers, so that my army wasn't well prepared for the moment when the French made contact. For the rematch, I was determined to change this. I did.

Dealt a Foot Onslaught card in my starting hand, I set out to form up my medium and heavy foot to exploit this to attack the French with an unexpected 2-hex charge into melee. This didn't go entirely to plan because I split my forces thanks to misreading the Foot Onslaught card, but I was still able to launch 2 medium and 1 heavy foot units right into the the French lines, then to push them further forward with the other Foot Onslaught.

Ros gamely tried to retrieve the situation, but the cards and dice were against her. I won 4-1.

Revenge aside, what was interesting about this game was the ideas it prompted about how to deal with the knotty problem of teaching basic battlefield tactics to a player to whom this kind of gameplay is utterly new. This problem is amplified by the very nature of card-driven games like Battlelore, where you simply can't separate your knowledge of your own cards from the advice you give your opponent. I hope to return to this another time.

Score
1-0 :)

Curse you Biggles, curse you!
The weekend's (pleasant) surprises were rounded off with a call from Andy, who had some unexpected time on his hands, and was angling for some games of Wings of War. A quick visit to Static Games- our FLGS- later, we sat down to Dawn of War: Wings of War, featuring Andy's 2 Spitfires against my 2 Me109's.

Maybe it was the fact that I was too caught up in the weekend's existing medieval mindset to play my 20th century aerial steeds to their best advantage; maybe it was just that I played really badly (and I have to confess that my first game demonstrated the worst wingman play I've yet shown, with my 2 planes ending up halfway across the table from each other); or maybe it was just sheer dumb luck (and I'm sure that even Andy would admit that- short of outright one-shot kills- some of his shooting was superb beyond reasonable expectations... Hmm?).

Whatever the cause, I lost 1 plane then exited my other with just 1 damage point remaining in our first dogfight. In the second I feared my first plane's days were numbered thanks to its taking an initial 13 damage (out of 19) in our first pass. That'll be the last time I play chicken with 1 plane against 2 then I guess. My fears proved correct, although I did manage to down 1 of Andy's Spitfires in the same (IIRC) deadly pass which saw my own plane crash and burn.

The hopes thus raised were not realised. Luck was with Andy and my remaining Me109 was lost while his last surviving Spitfire flew home on spit and polish (2 damage left out of 17!). My 2 pilots parachuted into the drink quietly adding Goering's name to Biggles' as the object of their curses.

Score
0-2 :(

Weekend's tally
5-3
Grins ;)