Friday, November 19, 2010

Memoir Online

I've just started playing the beta version of Memoir '44 Online. This is very nice. But boy is this going to be a time sink...

Friday, October 1, 2010

I'm Stuck on Westeros

I've resisted purchasing Fantasy Flight Games new "BattleLore" game Battles of Westeros, because it was priced high ($80), I already have BattleLore, and I didn't see that Westeros added much to the system. Well, I caved. Why? As usual, because my Friendly Local Game Store, Game Kastle, had a slightly damaged copy for 50% off!

So, I've been reading the rules, trying to grok the differences between BattleLore and Westeros. So far, the items of notes are:

- D8 instead of D6 for battle. dice have (3x light, 2x medium, 1x heavy, 1x all, 1x flag), so that heavy units are harder to damage
- Units in combat are engaged and retreating units have to endure "parting shots"
- Roll dice for a number of activations (single units) and card play for multiple units
- Players alternate activating units instead of iGo-uGo
- For units destroyed, light units count 1, medium units count 2, and heavy units count three

It remains to be seen whether these changes are for the better or not. Certainly it addresses many of the criticisms of the Commands & Colors system.

In the meantime, I've been assembling the figures. I've found that you really need superglue. Two hours and a small tube of superglue later, and I've managed to glue the Lannister faction and the leaders to their bases and tapping them in with the blunt end of a toothpick. Today, my fingers are sticky with dried superglue. But I must continue.

Thursday, September 23, 2010

Another new game: Julius Caesar block game

Another game that my brother and I played during PacifiCon was Columbia Games new block game Julius Caesar. JC, as I'll call it, is very reminiscent of other recent Columbia Block games such as Hammer of the Scots and Crusader Rex in that you play a card each turn then move that many groups of blocks.

JC adds the extra mechanic that movement cards have both a number (Roman numeral in this case) showing how many groups you can move, and symbols for how many steps can be recruited after movement. These steps can be to rebuild damaged blocks or to recruit new blocks. The extra wrinkle in this game is that many blocks, such as Roman legions, can only be recruited at a particular city. So, leaders find themselves having to move a block to that city (fighting for it if necessary), then using one of their recruitment steps to "build" a new legion. The legion is built at strength 1, so it's still very fragile at first, and players may have to spend several turns improving it so that it's fit to fight.

In our first game, which only lasted a few turns, I found it confusing knowing where all these recruitable legions were located. I suggested that we place these recruitable legions on the board face down. It then became obvious what cities were important to both sides for recruitment purposes.

This is a good game. Block game fans should check it out.

New game played: Marcher Lords

My brother was able to come visit me for PacifiCon over Labor Day. One of the the new games that we tried was Fiery Dragon's game The Marcher Lords. It's a medieval game about a relatively rare subject: the Normal invasion of Wales during the 11th century. Our mother's maiden name is Bowen (Welsh "ab Owen"), originally from the Swansea area. As such, both of us were interested in a simple game involving the invasion of Wales.

The game has some interesting asymmetric features:

- All reinforcements are random draws. The Welsh get infantry and bows, while the Normans get infantry, knights, and crossbows. The Normans have better fighters, including Knights, but the Welsh have more bows which get to fire first in combat. The Welsh do have some cavalry, but they appear at the start and can't leave their home kingdom. The first Norman reinforcement into a newly conquered area is a castle, which then shores up the defense of forces in that area. Often, the Welsh must try to reconquer an area quickly before the Normans can build their castle.
- The Normans can invade wherever and whenever they like, but any Welsh kingdoms adjacent to conquered areas become mobilized so that they begin receiving reinforcement. Welsh kingdoms not adjacent to conquered areas just sit there, as the Norman's aren't this kingdom's problem (yet!). So the Normans may want to invade only some areas so that the Welsh don't get as many reinforcements.
- To invade, the Norman force must be in supply. The more units they attack a Welsh kingdom with and the farther this kingdom is from the home Earldom, the harder it is to be able to commit resources. The Welsh only roll for supply when attacking a home Earldom.
- There are random events that come into play. At one point, the Vikings attacked the Normans, conquering one of their castles forcing the Normans to deal with them.

It was a pleasant game, finishing in a couple of hours. We were pretty pleased with the game; I'd rate it about a 6.5. It has some nice features, and might also make a nice game for a miniatures campaign.

Monday, July 26, 2010

Commands & Colors: Ancients Features on "View from the Veranda" Podcast

I really enjoy the podcast Meeples and Miniatures, but especially, the View from the Veranda episodes, which are extended conversations between Neil Schuck, the host, and Henry Hyde from Battlegames Magazine. In episode 5 of View from the Veranda, they talk about Commands & Colors: Ancients in some detail. As miniatures people, they admire the quick playing of C&CA, yet enjoy the satisfying feel of the games.

I talked with Richard Borg at KublaCon at some length. He said that his goal of the Commands & Colors games is not to simulate the battle, but rather to simulate how descriptions of battles read in print. Look at this depiction of the battle of Zama from Wikipedia, which has a lot of "the center does this" or "the flanks troops do this other thing". It's easy to see this battle being played out with C&CA.

"At the outset of the battle, Hannibal unleashed his elephants and skirmishers against the Roman troops in order to break the cohesion of their lines and exploit the breaches that could be opened. The attack was confronted by the Roman skirmishers. In addition to this Scipio ordered the cavalry to blow loud horns to frighten the beasts which partly succeeded and several rampaging elephants turned towards the Carthaginian left wing and disordered it completely. Seizing this opportunity Masinissa led his Numidian cavalry and charged at the Carthaginian left wing, also composed of Numidian cavalry, and was unknowingly lured off the field. Meanwhile the rest of the elephants were carefully lured through the lanes and taken to the rear of the Roman army where they were dealt with. The plan of Scipio of neutralizing the threat of the elephants had worked. Scipio's troops then fell back into traditional Roman battle formation. Laelius, the commander of Roman left wing, charged against the Carthaginian right. The Carthaginian cavalry, acting on the instructions of Hannibal, allowed the Roman cavalry to chase them so as to lure them away from the battlefield so that they wouldn't attack the Carthaginian armies in the rear.

Scipio now marched with his center towards the Carthaginian center which was under the direct command of Hannibal. Hannibal moved forward with only two lines and the third line of veterans was kept in reserve. After a close contest the first line of Hannibal was pushed back by the Roman hastati. Hannibal ordered his second line to allow the first line in their ranks. The bulk of them managed to escape and to position themselves on the wings of the second line on Hannibal's instructions. Hannibal now charged with his second line. A furious struggle ensued and the Roman hastati were pushed back with heavy losses. Scipio reinforced the hastati with the second line principes."

Wednesday, July 14, 2010

Love Child: Hold the Line and Black Power

I like the American Revolution game Hold the Line (previously published as "Clash for a Continent") by Worthington Games. In the game, each player rolls a D3 (3 sided die) plus a fixed number depending on the scenario for action points. Each action point allows one unit to move or fire or, with 2 action points, perform a close assault. I've not been entirely satisfied with this scheme: it would be nice if units far from the commanders were harder to control (e.g., costs more action points) and if groups of units could be giving similar orders for the same action point (in effect a "discount" for having multiple units perform the same action).

I have recently been looking at the miniatures rules Black Powder, a 17th and 18th century version of the Warmaster rules. I think there's enough synergism that one could play Hold the Line scenarios using an hex-grid adaptation of Black Powder. I need to play some games, if only solo, to see how this plays out.

Friday, June 11, 2010

BattleLore Reinforcements

I purchased a bunch of BattleLore expansions (Scottish Wars, Dwarven Battalion, Goblin Marauders, and 2 Goblin Skirmishers) on a 20% off sale with the thought that I would sell them on eBay. In the end, since they are out of print, I decided that I would keep them and use them for scenarios.

I like to paint green, blue, or red stripes around the base of my BattleLore to aid in the recognition of light, medium and heavy troops. Because the bases are grey, green or brown, the colors don't come through very well at times. However, I've discovered paint pens. First, I paint the side of the base with a white paint pen, then use a green, blue, or red "Sharpie" marker to paint the sides of the bases. Here's an example of my older efforts. The color isn't bad, but you can see that the green color is a bit dull: