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Showing posts with label Up Front. Show all posts
Showing posts with label Up Front. Show all posts

Tuesday, June 18, 2013

Analogue gamer finally grokks digital? #1. In which I neither got nor 'get' computer games

My sorry excuse for a computer game collection…

Give me the damn
instruction manual!
I noted the paucity of my digital gaming experience last September in my review of Death Ray Manta. Getting a bit more precise: as far as I can remember I’ve only ever owned 5 or 6 computer games, and only 5 which I can remember for sure:-
Abe's ood, see?
  • Quake 2: played a few times but abandoned in frustration when I couldn’t get past the first level (I ended up running around banging on the walls hoping to find the secrets I knew I hadn’t uncovered).
  • Abe’s Oddysee: this charmed me but otherwise ditto because I couldn’t solve the problems of the more difficult screens- running around in endless frustrated circles was no fun, however cute.
  • Close Combat III: The Russian Front: my most-played computer game and my favourite, naturally enough- abandoned after I'd played the scenarios when I couldn’t fathom the campaign game.
  • Panzer General 3D Assault: played once or twice- meh, I'd rather'd've had a rulebook, and probably a map, counters and a FtF opponent to boot.
  • Combat Mission: Shock Force: out of the shrink, but otherwise the CD-ROM hasn’t even been inserted into the computer.
Of all of these I still own the wargames.

Wednesday, October 17, 2012

September games round-up: not writing, gaming!

Getting back on track
Write-ups of gaming sessions have been a staple here at RD/KA! since the earliest days (the first use of the ‘got game’ label dates to my 5th post back in August 2005, and the label itself is second only to ‘boardgames’ as the most used label). As well as being satisfying to write, these posts have also driven the development of my use of graphics on the blog, which in turn means that they have been the engine of my learning how to use the GIMP. These posts don’t come without their problems:
  • They’ve taken ever longer to prepare the more graphic-intensive they’ve become.
  • Writing them is very much ‘of the moment’; ie. they have to be written very soon after the gaming session, when my memory is fresh.
  • Taking notes during a game- for the sake of adding detail to a session write-up, can be more than just distracting: it can also disrupt my enjoyment of a game and my attention to the flow of the game- at the expense of my decision-making.

Tuesday, October 09, 2012

To tweak perfection?

Old news is good news
That cover, the true
story of which can
be found here
Word broke on the internet some weeks ago of news that at first sight seemed almost too good to be true: Valley Games have acquired the rights to Up Front and are working with designer Courtney Allen on a new edition, to be funded via Kickstarter later this year for a planned publication date in 2013. The initial excitement felt by fans of this all-time classic will have been quickly tempered by healthy scepticism upon all-too-immediate recall of the vapourware that was MMP’s ill-fated Up Front 2000. The lapse- in March 2011, of MMP’s licence with Hasbro was nothing less than a mercy killing. No one really believed anymore that MMP were going to bring this one home, and I’m sure I’m not the only one who’s ultimately relieved that some of MMP’s more esoteric suggestions for their new edition of Up Front (first announced in an ad in ASL Journal #2) didn’t see the light of day.

Wednesday, June 16, 2010

UK Games Expo'10 #2. Once more unto those hex-and-counter battlefields

The best laid plans
My experience of- and the feedback from, CC@UK Expo'09 had led me to reconsider the tournament's format, which had been very open last year: players just paired up at their own convenience and chose whichever scenario they wished. This had worked well; even so I was wondering if it might be worth experimenting with a more structured format.

My final decision so to do was forced to a degree by space constraints. Last year we had essentially just squatted as many tables as we could get away with in the Strathallen's main opening gaming room. This meant that we occupied space which could easily've accomodated twice our number or more so I wasn't at all surprised when Richard Denning- with whom I was liasing for CC@UK Expo'10, asked me about space requirements so that he could allocate us a specific room of our own.

The result of all this was that CC@UK Expo'10 was set up with 6 preselected scenarios to be played in seeded rounds. The scenarios were:
  • 8: Breakout Dance.
  • 13. Tussle at Maleme.
  • 19. Metaxas Season.
  • 21. Saint Agatha (@RD/KA! here).
  • E. West Tank Barrier.
  • K. Burning Buna.
In the event this format was abandoned on Saturday in favour of last year's because players were having to sit around for too long waiting for others to finish so that the next round could begin. This was pointless, the main aim of the tournament being to play as much Combat Commander as possible.

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, November 18, 2009

Resistance is futile!

My last words after reporting a few weeks ago on the games of Ivanhoe I'd played with Badger and my neighbour Liam were, "He'll be back!" This prediction was proved correct when Liam joined Donald, Gav, Tony and myself for our recent Sunday session. Liam being new to that table first choice went to him, which left us playing Risk, a game Liam knows.

In my innocence I thought we'd get the game finished in 2-3 hours but we were still playing 4 hours later, when the game had to be put away unfinished so that we could eat in time to settle down for the latest Doctor Who special, The Waters of Mars. Still, the game was great fun and Liam is keen for more. I guess I'd call that a result.

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, August 19, 2009

Fighting Formations preview #2: The frakkin' game!

(A quick note: this post was supposed to go up soon after the first part, posted a fortnight ago. Unfortunately the CSW website crashed for more than a week so that I couldn't get the information I needed to complete the article, hence the long delay.)
**********

Fighting Formations went live on the GMT P500 at the end of June. It crossed the 500 preorders line in mid-August (17th AFAIK), meaning that will go into production. An xmas release is possible although I'm not holding my breath on that score to be honest: it's just a bit too much to hope for.

Opening FF@CSW last November, Chad announced:
I'll begin by answering the obvious question first: "No, this is not Combat Commander with tanks."
The most obvious difference was made clear immediately: FF is not card-driven. This should've been obvious to fans of CC who've followed Chad's oft rehearsed explanations of why the inclusion of tanks would quickly overload and crash the CC card engine.

Friday, July 31, 2009

Looking to tomorrow

Fingers crossed I guess
I commented last month that the new venue for Claymore has revived my interest in this venerable event on the Scottish gaming calendar, which I've attended in recent years mostly for the sake of nostalgia and the chance to catch up with my old Edinburgh buddies. I'm not quite sure what I'm expecting, since there is no sign that there are any radical departures in the programme; eg. there is still no open gaming space laid on, as is the norm at boardgaming conventions and which is commonplace across America AFAIK.

I could turn this post into a rant about the oddity that so many gamers seem to find nothing strange in conventions the primary purpose of which is not to enable them to indulge their primary hobby passion, ie. actually playing games. But no, instead I'll just get on with making what I can of the Claymore 2009 programme.

Tuesday, May 12, 2009

Adjusting the throttle

Bloody hell! No sooner had I survived the mayday gaming bash with Mark, Badger and the lads, than I found myself snapping awake and bouncing out of bed in the instant; a sure sign of my Stage 1 Hypomania. Oh dear, I thought, and I'd just got used to the unanticipated mood downswing.

Faced with this wakeup call, and after a frazzled week at the end of which I was pretty weary, I've decided that RD/KA! will be taking 2nd place in my gaming priorities until June. Or, to be more precise: Mark's, Badger's and my mayday weekend's games of Combat Commander and Up Front will be the last full-length game report I post before I return from CC@UK Games Expo'09.

CC@UK Games Expo'09
The event now has 4 players booked (myself excluded), plus 6 CC sets available. This means that we can already accomodate up to 12 players. Such a turnout would push the event up to the limits of this year's space, which would just prove my point about the demand for a WW2 tacsim tournament circuit in Britain. Fingers crossed I guess.

Meanwhile, I've made a start on the task of clipping, bagging, tagging and inventorying all the games I'm taking with me (CC aside, I'm taking my Memoir'44 and my Commands & Colours: Ancients to lend to Barry Ingram for his main-event tournaments (Saturday and Sunday, respectively). Hardly a thrill a minute (task and entry both), I'm going to get the latter done so's I can make headway on getting the former dusted. I've got two Sundays' games results to post, which I should get done before the week is out. ;)

Thursday, April 23, 2009

Easter extravaganza #2: Limbering up

The Easter holidays brought a visit from 'Uncle' Martin for a WW2 tactical megasession.

Up Front
Beginning in the wee small hours, we opted for a couple of quick games of Up Front. We managed 2 games. Turning to Scenario A. Patrol as ever, random generation pitted my British against Martin's Germans, then I took the Americans in against Martin's Germans.

The details of the games escape me at week and a half's remove, and I wasn't taking notes. What I can remember is that, continuing my setup experiments, I decided to give my Germans a chance to gain a manoeuvre victory with a strong 4-man assault group on my open flank. I managed to pull this off.

I tried something similarly unusual with my Americans, setting up:
  • The 2 ML1 wimps with Cpl. Moores at group A.
  • A 6-man firebase at group B.
  • Sgt. Burnett with Myers and a ML3/Panic 5 rifleman at C.
Sgt. Burnett and his lads got into close combat, and amongst the game's high jinks were:
  • I took a prisoner.
  • Burnett junked a tommy gun (what?!), then picked up the dead Bernhoff's rifle from the German group he was infiltrating.
In the end, Martin's assault group died in a hail on fire and on the points of my bayonets, and I won again.

Score
Aging reservist 0
Combat-ready veteran 2
:)

Afterthoughts
These games were part of my ongoing consideration of Up Front tactics, naturally enough. Isolated data insufficient for the drawing of conclusions, the results are grist to my mill nonetheless.

Key for the Germans was the decision to keep open the option of the manoeuvre victory with 4 men at range chit 4. Historically authentic for the Germans, this aggressive strategy is also eminently playable with their hand in Up Front. Going with a strong 4-man assault group raises the question of how to build your firebase. I opted to put the ML1 Beck and the ML2/Panic 2 Wollack at group A, and to transfer Wollack into the firebase at the first opportunity:
  • The firebase has to have at least 5 men.
  • ML1 wimps shouldn't be in your firebase.
In addition, I would consider pulling Beck back to range chit -1 to keep him out of range of the enemy. That way, he'd be able to run around for the sake of card cycle without coming under too much fire.

Unlike the Germans, neither the American hand nor their firebase favours the manoeuvre strategy. So I prefer to go with a 3-man assault group whose role is to hold out against their German opposite numbers. The novelty in this game was to put Cpl. Moores with the wimps in group A instead of with the firebase in B:
  • Moore's tommy gun makes him largely superfluous in the firebase.
  • His smoke capacity is likewise mostly redundant.
So, putting Moores in group A with the wimps means that:
  • The wimp group can lay smoke to enhance their own survivability and to increase card cycle.
  • Group A will be more durable because of Moores' higher morale.
These strategies worked against Martin on Easter Monday. Even so, the vivid memory of the utter tankings back in 2007 which refuted my alternative Japanese strategy means that I'm not leaping to any conclusions about these setups, all the more so given my concerns about the scaling of Up Front's firepower engine. Still, I know I'm going to try them both out again the next chance I get. ;)

Related@RD/KA!
Easter extravaganza
- #1: The long weekend
- #3: Country-house carnage
- #4: Rumble in the jungle

Friday, April 10, 2009

A night on the Russian front

Up Front
Badger and I began last Friday's session with a game of Up Front, another Patrol because Badger's still green despite his excellent record. Random selection gave him the Germans against my Russians. He chose to go with a variant of his winning setup from 4 weeks ago. I went with my now standard 3-group Russian setup.

Routine trash talking aside, I was quietly confident as this game started. The Russians are probably the best force with which to take on the Germans. Sheer weight of numbers, a capacity for insane charges, and the best discard in the game are strengths which I reckon give them the edge over the British or the Americans. Plus, Badger's run of luck surely couldn't continue?

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, February 03, 2009

Banzai!

A busy week left me unable to finish clipping the Commonwealth counters in my new Combat Commander: Pacific set, so that Badger and I temporarily bypassed scenario B, moving on to Scenario C, Ichiki Attacks, which features a Japanese banzai attack at Alligator Creek on Guadalcanal in 1942.

Before the batrep, I must note that the sitrep below is a geekish landmark for RD/KA!. Alert readers might already've noticed that the compass points N to the right of the map, instead of to the top, as is conventional (and has been habitual in my CC map-making here at RD/KA!). Why is this? Because, based on real locations as they are, the boundaries of CC maps are chosen according to the dispositions of forces in the firefights that are the templates for the scenario which accompanies each new map. On top of this, I choose to design my sitrep maps so that the opposing sides are at the top and bottom.

The implication of this - namely that N and the top of the maps in my graphics couldn't be assumed to be identical - have quietly been nagging away at me for months now. So I used google to check out the location representd by CC:P's map C, with the result that N is to the right on this map, not to the more familiar top.

Wednesday, January 14, 2009

Prague games roundup #2: the Up Front

Gloating carefully husbanded
Readers curious enough (verb and adverb? -: you decide) recently to have checked out my boardgame collection over at the BGG might just have noticed the addition late last December of Desert War, 1984's 2nd and final official Avalon Hill expansion to the legendary Up Front WW2 tactical CDG. I've never owned this, and only played it a few times with (IIRC) 'Uncle' Martin's copy, so you can imagine how pleased I am finally to have picked up a copy via the ubiquitous ebay. And I must add that I was really delighted when I eventually realised that I'd picked up a fully-expanded Up Front set for little more than what I'd've paid back in the early 80's when it was all originally released.

Of course, I had other plans for the bits of this bargain which were already in my possession: they were to go to Prague with me as a present for Bill (a gamer and his Up Front should not be parted!). Which led, naturally enough, to some games after we'd finished Warcraft: the Board Game.

Lessons learned à bounds
Patrol was the familiar place to start, random selection giving Bill the Germans against my Russians. Bill went for the familiar 2-group setup featuring a strong 6-man firebase at group B, and the 'wimps' at group A. I chose to go with the 3-group Russian setup I've adopted from 'Uncle' Martin's approach. This retains the 4-man assault group and the 7-man firebase already familiar to Up Front veterans - at groups C and B respectively; it simply puts the Russians' 4 wimps into a single group A.

My firebase was quickly able to advance to Range Chit 2 before the German firebase got off its startline. This put the Germans into their most feared position against the Russians; namely their firebase being forced to make its 1st bound into the teeth of the Russian RR3 killzone. I also managed to get some good cards (an early wire or somesuch IIRC) so that Bill's group was left pinned in poor cover while I just chucked hand after hand searching for fire attacks to rain down on his hapless men.

I got some good kills before Bill got himself out of the hole and regrouped. Well behind now, and needing to pull something special out of the hat to save the situation, Bill's best efforts proved insufficient and I won a comfortable VP victory at game end.

I was quite happy to go along with Bill's desire for a replay. Unfortunately Bill's firebase made its 1st bound first, leaving my Russians facing the German long range firepower advantage. The details that I can remember are vague, but involve much effort on my part to rebuild a badly mauled firebase by transferring into it all the men from the assault group; all to no avail I have to note. I seem to remember that I'd finally transferred Sgt. Rostov when the essential futility of the situation bore down upon me. Whatever, I lost.

Rumble in the jungle

At 1-all it was clearly time for a change of pace. Sure enough, Bill's choice was the inevitable Jungle Meeting Engagment, which gave him the Japanese. I ended up with the British. I confess to a sinking feeling as this all unfolded, but I went ahead with traditional pluck all the same.

Bill went for the traditional Japanese setup: 2 wimps at group A; 7-man firebase at group B; and 4-man assault group at C. I used my now standard British 3-group setup: strong 3-man assault group at C; 5-man firebase at B; and 2 wimps at C - the ML2 rifleman is to transfer into the firebase at the earliest opportunity. The precise interpretation of this last point was key for me.

Y'see past experience with the Brits against the Japs in the jungle, which had been confirmed by my Russian victory earlier that night, had taught me the absolute importance of your firebase making its 1st bound before the enemy's firebase makes its 2nd. Time after time my Brits'd lost games against the Japanese when I'd let them make those 2 bounds. So Bill was audibly surprised when he saw my firebase go straight to open ground after they'd moved almost immediately off of their baseline. But his Japanese had already moved off before me; I had no terrain; and I certainly wasn't going to waste any time before opening fire, not to mention not leaving my firebase open to streams or marshes.

Unfortunately for me, Bill had a fistful of wire cards (or something like that?). By the time my hapless firebase had reorganised itself, it was a 3-man group from which I'd already lost 4 other men (I was doing a lot of transferring again). So, I wasn't making my first bounds into the Japanese firebase's killzone, but I had 6 men facing an intact Jap squad. One thing was for sure, I wasn't going to get anywhere just sitting around, so some kind of advance was necessary. But just moving forward would surely prove fatal; all the more so since I was just so sure that Bill had a marsh or stream waiting for any of my groups which moved.

Twisting on the horns of this dilemma, I decided to transfer my Bren into the assault group. This done, I sat around twiddling my thumbs for a few turns more before I finally noticed that group C - now containing a Bren at RR2 - was actually flanking Bill's firebase (I'd done this ages previously for card cycle and to prevent Bill from flanking my group C). So I opened fire with the 13FP this gave me. Before either of us knew where we were, Bill's 7-man firebase was a 2-man LMG team. I was back in the game.

I knew what was to come, naturally enough: Bill's assault group were coming forward so that Sgt. Okimoto and his lads could save the day with a bit of bayonetting. So I started collecting cards to stop them. I didn't see any streams or marshes, but I did end up with 2 wire cards ready to play when they hit RR5.

Before that though, Bill threw his 2 wimps forward as a stalking horse. They died quickly enough to satisfy me. Meanwhile, a RR4 fire attack from my LMG group against Bill's assault group broke Sgt. Vasey's sten, which I was unable to repair before the Jap assault group made their final charge; by which time I was in the process of transferring a 5th man into my LMG group, with the effect that neither group was able to move when those mad bayonet men closed in for the kill.

With Okimoto and his lads at RR5 I slapped down those wires, which both stayed, to my satisfaction. My LMG group opened fire before Cpl. Barnard managed to infiltrate the Jap group to hinder their own infiltration. Moving and under 2 wire cards, I really hoped that that'd be enough so that I'd mow Oki's men down in droves sufficient to win the day (I had to kill 3 out of 4). It was not to be though. With a broken sten gun and a man caught in individual transfer both my firepower and my mobility were seriously hampered. So I threw Cpl. Barnard into close combat in a desperate ploy to turn things round with a bit of sheer dumb luck. Barnard died, mourned even by his enemies.

The wire was gone by about now, and Bill had started his infiltration. Once his group hit cover this was inevitably successful, which led equally inevitably to the close combat kill which won Bill the game because he'd broken my squad. Argh! I'd been so close, especially when I looked back to the moment when Bill's movement and those 4 quick kills had given him a VP cushion I'd imagined was impenetrable. It was a great game!

Score
Bill 2
Me 1
;¬/

Sunday, December 21, 2008

My 2009 gaming wishlist #2

Like I said, there's a Sunday session on today, so I'm going to post about the multiplayer games I'd like to see get a few plays in 2009. I'll start with new stuff I guess.

Battlestar Galactica
I rarely watched the original Battlestar Galactica TV show, and I watched the new one not at all. The new show's reputation did reach me though, partly through internet buzz, but mostly through Andy's enthusiasm. The new series' reimagining of the original material - with its equal-opportunities casting and darker tones - appealed to Andy where it appalled some geeks online. I have to admit it was precisely this contrast between the new and the old shows that made the new Battlestar Galactica in the slightest bit interesting to me, and then not interesting enough to get my bum in the seat in front of the TV (which says more about my TV habits than it does the show, naturally enough).

Friday, September 05, 2008

Oldie but goodie

Mark and Robert, a couple of old, old buddies, passed through last weekend. Mark was an avid and skillful Up Front player back in the day, so it was a cinch that we'd get a few games in; unless, that is, I could persuade him to try his hand at Combat Commander instead. In the event I deferred, naturally enough, to Mark's inevitable yearning to revisit battlefields of old, and we got stuck in.

We started with Scenario 1. Patrol, as you do; my Japanese against Mark's British (not jungle). My variant Japanese set-up having been decisively refuted at last year's post-Claymore mega-session, I went with the standard Japanese 3-group setup (2 ML rifles, firebase, and Sgt. Okimoto's 4-man bayonetting group). Against this, Mark too deployed 3 groups, including a 5-man firebase and Sgt. Vasey in a 3-man manoeuvre group. Hmm, I thought.

For the unititiated, Mark's choice of setup had reopened the old issue of the better basic British/German 10-man-squad setup: fire, or fire and manoeuvre. Or, as veteran players will know: the 2-group, 6-man firebase setup versus the 3-group, 5-man firebase setup. You lose 1FP from 9 and 10FP at RR1 and 2 respectively by going for fire and manoeuvre, so that the essential question is whether that 1FP is worth the additional fire and manoeuvre opportunities.

Mark clearly thought it was. He was almost right too. My initial Japanese rush was quickly pinned and started taking casualties early. That was the point at which I managed to keep my nerve. I pulled everything back together quickly enough to leave Mark facing the killer tactical problema of the British versus the Japanese: how to avoid your firebase getting stuck at Range Chit 0 while the Japanese swarm forward. His failure to solve this problem left me winning comfortably from the position I enjoyed once I'd rallied from under Mark's early hails of fire.

An excess of whisky renders vague the precise order in which followed the subsequent 3 games. But I can avow that Mark's SS enjoyed an easy victory over my Russian Conscripts in Scenario K. Elite Troops on the Attack. I'm also certain that I defended with the US in Scenario F. Infantry's Iron Fist, and with the Germans in Scenario D. Rearguard Action. What I can't remember (whisky again) is who won which playing what to leave us tied 2-2.

Circumstances conspired to force us to declare a draw just as we were readying ourselves for our next game. I have to confess I was a bit relieved. I was going into the attack with the US against the Japanese in Scenario S. Jungle Assault. A flamethrower and 2 BAR's might be all very well; but you've still got to get through the jungle to use them on the beggars, and they're dug-in with their MMG to stop you. So, like I said, I was satisfied to call a draw! ;)

Friday, May 16, 2008

Meanwhile... Last week's Sunday session

My week started with a hangover after a lovely Thai meal Andy, Donald and I shared on our regular post-session dine-out last Sunday, a little 'adventure' which included my losing my glasses... Erm. Fortunately, just like the last time, I had a spare pair waiting.

As site visitors might've noticed- via the recently-added handy BBG widget which shows the last 5 games entered into my games played database, the last Sunday session saw Attack Sub, Ivanhoe, Nexus Ops, Nuclear War and Settlers hit the table.

Attack Sub

The old Avalon Hill cardgame of Cold War submarine warfare in which designer Courtney F. Allen explored the potentialities of his revolutionary Up Front (BGG) CDG engine, Attack Sub (BGG) is a game that Andy and I had played before, so I was confident that it'd prove suitable as quick filler while we awaited Donald's arrival. Picking up from where we'd left off we played scenario B, 'Search and Destroy', featuring 2 US surface vessels- the nuclear-powered guided missile cruiser USS Virginia and the helicopter-carrying guided missile frigate the USS Simpson; versus 2 Soviet fast attack submarines, the Molniya and the Skvortsov.

Friday, May 09, 2008

Meanwhile... Up Front rerelease finally just over the horizon?

A family visit in the heart of rural England left me offline on Monday, and so unable to start your week dear readers. I'll do better next time. I'll take a camera too. The countryside down there is beautiful and I'm going to show it off. Meanwhile, here's the story which had already been pushed down the schedule by my last-straw rant at the steam-driven OS that is Windows. This one will run and run I can promise you!

Browsing the forums over at Fortress: Ameritrash, I found this post about the long awaited rerelease of the legendary Up Front. Sure enough, one of the staff at MultiManPublishing posted details at CSW, including the suggestion that UF might reach preorder in July. Given the infamous history of delays of the so-called 'Up Front 2000' project gamers are justified in taking this with a pinch of salt until something concrete is seen, although I would imagine that the requisite pre-orders will be filled very rapidly once MMP add UF to the pre-order list.

Regular readers will know that UF is one of my favourite games of all time. All the same this news leaves me with mixed feelings for reasons which have little to do with the caveats above. Part of this might be due to my newfound fondness for Combat Commander, and I'm certainly not keen on the increased cost the packaging of the new edition will bear, but I think it's mostly due to some of what I've read about the new edition in recent years.

In that respect though this is a good announcement from Perry Cocke at MMP. Talk of replacing all of UF's counters has been dropped. And the touted gameboard turns out to be just a learning tool rather than a necessary feature of play. So the last major discussed change which has been bugging me is the idea that the Relative Range values will be reversed in the new edition. I won't go into details of what this entails, but this struck me as an unnecessary fix of a key feature of UF which isn't really broken IMO.

Ah well, this might be a trivial revision given that we've been reassured that the core design will remain unchanged, and of course, it's not my money that's at stake in this project. MMP are going to have to do something really stupid to spoil my interest in the long-awaited new edition of this classic game. I'll be watching this one all the way. ;)