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Revolting Edessa

by Rindis on April 26, 2009 at 4:46 pm
Posted In: Boardgaming

Had Mark over today for more gaming (this is three weekends in a row with someone…). Today was his pick, and he had decided he was interested in seeing the Third Crusade scenario from Onward Christian Soldiers, which was more than fine by me, as I think it’s a good scenario.

It was a rough start, as it’s been a bit since either of us has played, and we also had to remember not to confuse the issue with Carthage which can be similar.

One critical bit that didn’t hit me (the Saracens) at first was that Saladin starts under the onus of a rule where he has to have half his available forces with him, which he doesn’t. I could either sit in front of Acre as the Crusaders besieged it, unable to do much, and try to get reinforcements there, or leave and seek out those same reinforcements.

(The first try before we realized just how unbalanced his command structure was, saw Saladin attack the Crusaders twice and drive them away with good die rolls.)

I went seeking reinforcements, and was approaching the 50% mark, when a revolt broke out in Edessa, requiring my immediate attention. (Really immediate—I pick up Saladin and 10 SPs and move him all the way across the map to Edessa.) This pretty well froze me in place for a turn as nothing was set up for this. And two turns later it happened again, when I’d only gotten half way back and was still gathering a new force together.

So, while Saladin was gone, Acre was still besieged. Richard took Cyprus and then landed at Tortosa and quickly took it as well. Acre fell about the fourth turn, after siege attrition had got the garrison where it could be assaulted more easily. (An interesting note, about this time we had a turn where there was only one successful continuation roll. Slowed everybody down.) After this, Crusader attention turned to Jaffa, where Saladin had been gathering his army together. Also around this time, Saldin’s trusted subordinate, Taki ed-Din Omar, was killed by Assassins (further paralyzing my command).

I was actually able to sally during the siege of Jaffa with a minor leader and narrowly win the battle, causing the siege to temporarily end. As winter got closer, I realized the army there was way too vulnerable, and I planned to carry the force out by sea to safety, until something better could be arranged. So, in my biggest mistake of the game, I neglected to have my fleet marker be my automatic first activation after winning the initiative!

Jaffa fell, and with it went about 1/3 of the Saracen forces (and another leader). I managed to take some revenge by driving the Crusader fleet out of Acre Sea Zone, and then Saladin arrived to ravage the countryside around Acre, and retake it at the end of the turn. The Crusader army reconvened at the gates of Jerusalem, where Philip I decided he’d had enough and went home.

During winter 1190, Jerusalem was taken (for the second time) by Crusaders from Europe. Duke Hugh of Burgundy immediately set out to re-establish contact with the coast, as Jaffa had come under siege by Saracens coming up from Egypt. Marching around several strongholds, he took the town of Haifa (exactly 10 attrition points away from Jerusalem). Meanwhile, Saladin fell ill in Acre, not allowing him to isolate the Crusaders in the interior.

So, it was another Crusader auto-victory, though this one was much earlier. At first, Mark was worried about how to deal with Saladin, and the large force he was gathering. The events conspired against me, and he took advantage of every one. I could have done better even so, my play just did not rise up to the challenge presented.

It may be a while before we get together again, Mark has a socially busy month coming up. When we do get together, it will be for some-scenario-or-other of Stonewall Jackson’s Last Battle.

└ Tags: gaming, Onward Christian Soldiers
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Philip the Lionhearted

by Rindis on December 1, 2008 at 9:40 am
Posted In: Boardgaming

…And we ended up playing the Third Crusade scenario for Onward yesterday.

After playing the small 2nd Crusade scenario twice in a row, it was almost startling to see the system back in it’s full glory. It really pointed up just how limited of a scenario 2C is. As it turned out, we both wanted different sides, and I ended up with the Crusaders again. (My Dad wanted to be on the defensive, and I wanted Richard.)

At any rate, the scenario picks up in medias res, with Richard I just arriving off the coast of Cyprus, Philip II having just arrived near Acre while the combined armies of Guy and Leopold sit and besiege Acre with Saladin encamped nearby.

Historically, Richard took Cyprus (from the Byzantines), landed at Acre, took over the siege while ill, fought off a couple minor attacks, took the city, headed south, won a deservedly famous victory at Arsuf, but was unable to take Jerusalem when Philip and Leopold left him to return to Europe; nor was he able to secure a peace that could guarantee the long-term viability of the Kingdom of Jerusalem.

Not wanting to disturb a winning formula, the major event of the first turn was Richard taking Cyprus. However, instead of proceeding directly to Acre, Richard then landed in the Holy Land at friendly (but neutral) Tripoli.

Richard eventually decided that the siege of Acre was well in hand, and moved north up the coast, taking Jabala as he went before stopping to assault Lattakiea. Saladin moved north, worried at the possible loss of Antioch and Edessa. In two pitched battles Richard defeated Saladin, allowing him time to take the city, and Saladin retired to get more troops and perhaps face someone a little less energetic.

Saladin came south, gathering a mighty host from various garrisons and arriving reinforcements along the way, and hit the Frankish army lead by Philip at Acre, where the siege was slowly grinding away. Philip was forced to retreat with moderate losses, ending the threat to Acre.

Fate intervened at this point, with a revolt in Hamah, which forced Saladin back north in a hurry with a minimal force. Richard would have liked to test him again with nearly equal armies, but was held up at Antioch. Saladin was, however, able to fly back south and resume control of his army fairly quickly.

Faced with an army too big to safely fight, and with Richard far away and with too small a force to face Saladin, Philip gambled: He marched around Saladin and down to Jerusalem as the rainy season started, which was defended by a small force under Taki. Too small for Philip’s combined force, however. Philip established a siege.

Richard tried to race down the coast to help, or at least do something while Saladin was distracted, but was stymied by the rains and the need to support his armored knights (3 AK + 1 army size +2 weather—soon +3—really slowed him down, even with a ‘5’ campaign rating to continue with). Saladin staged out of Jericho and attacked the Crusader army.

Saladin, however, was not up to his usual mettle, and Philip’s army stood its ground. In a second battle, things went even worse, and Saladin was forced to retreat. He had, however, accomplished his primary goal: Philip’s army was now too small to besiege Jerusalem effectively. Philip grimly determined to continue to ravage the countryside and assault the walls, to force Saladin to continue bleeding his army against him, while the other scattered factions of the Crusaders collected themselves.

And then fate intervened again. Saladin launched a third attack against Philip and again failed to dislodge him from Jerusalem. However, Saladin himself took an arrow in the eye during the battle, and died shortly thereafter. With no effective Saracen leadership left nearby, Philip was able to carry the walls of Jerusalem during the winter of 1191. This ended the game, and no doubt left Philip as the primary figure of the history books.

It was a very good game, and exciting all the way through. I considered my move to Jerusalem to be very risky, but worthwhile if I could avoid any true military disasters, as Saladin’s larger army would bleed down faster than mine, and would allow time for Richard to collect a slightly more effective force as Saladin was pretty much forced to react to the game-ending threat. Continuing after the siege had failed was a gamble I was pretty sure would backfire, as if I took the city, Philip would either have to defend outside it anyway, or let Saladin assault when the walls were still only worth ‘1’, making it easy to loose the entire army. Saladin dieing was extremely unexpected, especially as both Saladin and Philip had rolled ’11’s for the leader loss check in the previous battle.

Anyway, the next game will probably be on Tuesday, and I’ve been pressuring my Dad to try out Pursuit of Glory—we’ll see though.

└ Tags: gaming, Onward Christian Soldiers
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Forward to Glory! (But Not Victory)

by Rindis on November 30, 2008 at 10:25 am
Posted In: Boardgaming

Well, the annual vacation with my parents has started out well. Weather on the way down alternated between sunny and warm, and overcast and threatening. But, no actual rain, and traffic was pretty good other than along I-210.

Took care of the main tech support duties yesterday morning, helping a neighbor with her machine, and getting the wireless network up and running again here. No big projects, thank goodness.

So, yesterday afternoon, me and my Dad played the 2nd Crusade scenario from Onward, Christian Soldiers. It’s the smallest, shortest and simplest of the scenarios, and therefore a good introduction to the two-player play of the game. Since my one other play of the game was as the Saracens, and I consider the Crusaders to have the tougher lot in the scenario, I took the Crusaders this time.

I deliberately opened with the same move as my opponent’s last time had been: Move the combined armies of Jerusalem, France and Germany up from Acre to Tiberias. It’s possibly slightly cautious, but it helps keep the Saracen player worried about Damascus without possibly triggering a shattering confrontation right away, insuring that the initiative in the south stays with the Crusaders, and hopefully keeping the Mosul Turks from spending all their effort in the north.

From there, things ran quite differently. In the north, things looked pretty good for a little bit. But I was unable to roll well, generating a horrific number of ‘1’s for formation in the opening battles. Meanwhile, the Saracens rolled well; the classic tale of a western army falling for a feigned retreat and getting smashed in a counter attack played itself out all too often in this game. Still, I kept the armies largely intact into the second turn, slowing things down a bit.

Down south only saw limited maneuvering at first. But Unur of Damascus eventually headed north to help with the situation up there. As a couple more battle reduced the armies of Antioch and Edessa to a point where they weren’t much of a threat to anyone, he ended up heading south again. By this time, Baldwin and Philip VII had moved to the gates of Damascus and were besieging it, and Conrad was holding Tiberias, planning to move up to Tripoli and joining the small army there. However, he got off to a late start (last chit in the cup), and was defeated by Unur (still couldn’t roll a good formation, it was a fairly even battle otherwise).

The final turn and a half was mostly clean up for both sides. The Turks spent their time trying to claim the rest of the County of Edessa (and barely made it), Unur made a try at Jerusalem, but when he realized he had 4 chances in 36 (needed really good assault rolls), he headed to Damascus to get rid of the French army there. For once, the Crusaders stood firm, and Unur was unable to do anything. However, I had screwed things up, and the siege had ended the turn before due to the army strength going too low (largely due to desertions–the only event roll that did anything during the game). Meanwhile, Conrad and the other leaders had been busy with ravaging cities and taking Homs, Hammah and Shaizar.

So, at the end the score was 7 to 22. I had nearly gotten another 10 for Damascus, and Samosata had nearly held out (good assault roll at the end of the game), which would have given me another point, and lost the Saracens 3 for a possible 18 to 19…. I’m definitely convinced that the Crusaders have a much harder position in this one, not least because it’s much easier for the Mosul Turks to shift between the two different theaters than for the Crusaders. If I hadn’t so consistently lost battles that were winnable, it might have been very different, as Edessa and Antioch have just enough forces to be a problem for the Turks, with careful handling.

Anyway, I’m down here for a bit, and I think we’ll end up playing the Third Crusade scenario soon.

└ Tags: gaming, Onward Christian Soldiers
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Combat in Onward, Christian Soldiers

by Rindis on October 31, 2008 at 1:15 pm
Posted In: Design and Effect

Crossposted from the Design and Effect blog on GameSquad.

I haven’t read nearly as much on medieval warfare as I might like, but what I do know is that for all the protestations of martial valor, and the romanticism of defeating your foe in combat, major battles were viewed as entirely too chancy things to trust the fate of your army and kingdom to.

With the considerable problems with communication, supply and training, this is an entirely understandable position. Instead, medieval warfare was largely a positional one, with control of key points being the objective.

With all this in mind, it makes sense that the combat system in Onward, Christian Soldiers is designed to be chaotic and unpredictable, with the idea of encouraging play that rewards sieges and other positional play. Even though it is acknowledged that players will remain more aggressive than their historical counterparts.

What gains my respect, is that even though they are chaotic, they are not random. Several factors go into the resolution. This means the system is a little cumbersome, but with practice it flows well, and it ensures the tension runs high whenever a battle is joined. Heck, the tension runs high whenever you think about a battle.

There’s good mechanics dealing with getting to a battle too, but we’re concentrating on the breakdown of what happens once battle is joined:

Step 1: What are the Odds?
Naturally, a larger army holds a distinct advantage over a smaller force, but instead of a conventional CRT system (a subject I should go into in another post), where the relative strength alone is the prime determiner of the possible results, this just generates a modifier for the final result.

An important note for those used to CRT wargames is that the odds calculation is rounded off instead of down. So, while normally 14 to 5 would be 2:1, in this game it is 3:1. While this is more appropriate as you’re just trying to gauge that the army is ‘about’ three times as large, and it keeps an odd hole from showing up in the modifiers, it does slow the process down because any edge case isn’t easy to resolve mentally. Aid cards are provided with a table for all the likely force strengths.

The odds themselves translate directly into the modifier—so 3:1 is a +3 modifier, 2:1 against is a –2, and so on—except that 1:1 is +0 (naturally), and 1.5:1 is +1.

Step 2: Formations
This is the real meat of what makes the system different, and why going into a good-odds battle can still put your heart in your throat—and why it can be good to seek a battle as the weaker army.

Reflecting the clash of different styles of combat that marked the Crusades, and the fact that even the best leaders did things in battle, that to our eyes, make little sense, Onward uses the idea of each side adopting a ‘formation’ for the battle (which has been seen before), but takes control out of the player’s hands by turning it into a die roll. The results of this roll depend on the leader rating, and side (Crusader or Muslim).

Also, the passage of time, and the fact that the Muslims adjusted to Crusader tactics is accounted for, as the Muslims get a different table in each Crusade, with better results each time.

The possible Crusader formations are Impetuous Charge, the vainglorious attack, possibly in the face of all military common sense, that was seen all too often from commanders just arrived in the Middle East; Defend in place (obvious), Flank attack (also obvious); and Frontal Charge, which is the well-timed charge most classically seen from Richard at Arsuf. A 1-rating leader has a 5/6 chance of IC (a ‘6’ being D), with the odds of an IC going down with each rating, and the normal competent 4-rating with one chance in 6 of IC, 2/6 of D, 1/6 of F and 2/6 FC. Richard the Lionheart (the only 5-rating leader in the game) replaces the chance of an IC with FC.

The Muslim formations are Defensive, Cautious (line up for battle and and look for an opportunity), Flank attack, and feign retreat and Encicle. In the First Crusade, a 1-rating leader has a 5/6 chance to go D and 1/6 C; by the Third Crusade it is even odds of either. A 4-rating leader has equal chances of C, F, and E in the First Crusade, and this only shifts slightly to a 1/6 of C, 2/6 of F, and 3/6 of E.

So… what does all this mean? What do the formations do against each other? As you might guess, FC and E are the formations that the Crusaders and Muslims respectively want to see come up. The Crusaders have a definite military edge in the fact that the Frontal Charge trumps everything else, and will always generate a positive modifier for the Crusaders, a mere +2 against E, and a +8 against a Muslim who is being Defensive. The Impetuous Charge is iffy, it can generate a positive modifier against D, but is a -5 against F and -8 against E (which sounds exactly like several of the worse defeats we read about in the Crusades).

Note that the worst Crusader formation (IC) does well against the worst Muslim formation (D), meaning that in the First Crusade a 1-rating Crusader leader can ride roughshod over 1-rating Muslim leader, as there are only three chances in 36 of not seeing IC vs D.

Step 3: Other Modifiers
There are a few minor modifiers that can show up, like defending in a town, some random cards that can be played, etc.

And then there’s armored knights. Due to the nature of the difficulties in employing knights in battle in the Crusades, and the devastating effect they could have when they did get to hit the enemy, knights are a separate factor of the army while everything else is just generic strength points. There’s a lot of restrictions on them: only certain formation results get to use them, they can’t be used in/against a town… etc. However, when the Crusader does get to use them, they generate a +1 shift per point. (This would generate a +8 in the First Crusade if the leaders of all four Crusader factions happened to be fighting together at this point—more likely it’ll generate a +2 or so.)

Step 4: Results
So, there’s all these numbers that add and subtract from the final result, inducing a fair amount of chaos into the system as it is hard to determine the end result without actually starting the combat. Now what?

The last bit is to roll 2d6, add the final modifier and consult a CRT table. As ever, dice don’t reduce the tension level. Combat results range from -10 to +24, with the results being #/# where the two numbers represent what the attacker and defender respectively take in casualties as a percentage of their army strength. The two extreme “blow out” results are 70/0 and 0/70, the two middle results (+7 and +8) are 15/15 and 20/20, and most of the time you can assume casualties will be between 5 and 25 percent of the army.

A nice brake on the system to keep a large army from taking excessive casualties against a small force is that if the odds are 3:1 or greater (or 1:2 or less), then the larger army figures its casualties as a percentage of the size of the smaller army.

And then there’s one last source of chaos. There are four results that say “X (#)”. These are Unpredictable Results, and you roll again (1d6 this time) add the modifier in the parentheses (from -2 to +2), and look for the entry marked with that number in its own column. As the six # entries are equivalent to -3, 0, +6, +9, +14 and +20, it can really shift where the results land. While the modifiers tend to constrain the results to what would be expected, so far in practice it has turned certain victories into costly ones and close battles into costly defeats.

Aftermath:
After all that, if one side took twice as many casualties as the other, it must retreat. Otherwise, either (or both) sides may choose to retreat, or both may stay of the field, and probably will go at it again soon (possibly after reinforcements arrive).

Summary:
I’ve found Onward, Christian Soldiers to have one of the best battle resolution systems I’ve seen. It is a little clunkier and unwieldy than I would strictly like to see, but I think it is well worth the time put into it. The results seem to mesh well with what I know of combat in the Crusades, and the formations give you a feel for the flow of the battle, creating more of a narrative, or feeling of ‘being there’. And finally, it achieves the design goal of being a horribly unpredictable thing, despite being influenced by several factors that the players do have complete control over. Battles will always be more common with wargamers than with leaders who had their own lives and fortunes at stake, but you understand why they were to be avoided.

└ Tags: Onward Christian Soldiers
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One Holy City, Slightly Used….

by Rindis on August 3, 2008 at 9:58 pm
Posted In: Boardgaming

Went up to a wargame club in Oakland today. Found out about it through BGG, and gave it a try. Not hard to get to, and in a very nice game store (they have a second floor for all the club activities that could probably hold some gaming con open gaming rooms I’ve seen). Attendance was lower than what I understand the normal is (about a half-dozen guys plus me, and it sounds like a dozen is more normal. With the drive, I won’t be going too often, but I’ll certainly be back at some point.

At the moment, it looks like the current big item is Combat Commander. I’ll probably give it a try at some point, but I have to say that ASL is really more than enough squad-level combat for me. Right now they have a kind of meta-campaign of it going, which also explains the popularity.

I nearly got talked into a game of it, but talked my opponent (whose name I’m already blanking on) into a 2nd Crusade game of Onward, Christian Soldiers instead. This was a little more involved on my end than it might seem, as I’ve only played the 1st Crusade scenario (which is much longer), and the rules are somewhat different between the two.

He opted to take the Crusaders, and in hindsight, I’m not sure if that’s the best idea, they have a very challenging situation in front of them. For this scenario, there’s almost two separate theaters, the north and the south. In the south, the Crusaders have the Kingdom of Jerusalem (with their best leader–Baldwin II) and the French and German contingents against just the city of Damascus (which is a tough nut to crack). In the north, the Mosul Turks have a large army with a good leader (Nur ed-Din) against the fairly small forces of Edessa, Antioch and Tripoli. An interesting bit is that victory is VP-based after four turns(!), and you generally only get VPs for areas you don’t control at the beginning.

The first thing that happened was the Crusaders started staging their army towards Damascus. Unur (Emir of Damascus), decided to try and distract them by taking Tiberias (2VP) and threatening Jerusalem. Meanwhile, the Turks moved out, and started attacking the various parts of the County of Edessa.

While I did what I could (in between trying not to forget rules completely) to help him though it, there were the usual first=game fumblings with keeping the armies under control and moving. By the end of the second turn, the Turks had most of Edessa, while the forces of Tripoli and Antioch tried to take Aleppo. In the south I was dithering about as the Crusaders drew closer to Damascus.

The third turn saw the siege of Aleppo broken as Nur ed-Din started pushing them across the map, and Unur ravaged the countryside around Jerusalem to reduce the garrison, and the Crusaders invested Damascus. Or tried to. There was a good number of missed continuation rolls on both sides that prevented much from happening.

The fourth turn was quiet in the north as the Frankish troops retreated into Antioch, and I didn’t have much interest in trying to take it with a good garrison there. In the south, the Crusaders sent Louis VII to try and eject Unur from Jerusalem before it could be starved into submission. In the only battle where the armored knights played a part the Crusaders were unsuccessful and had to withdraw (got a ‘4’ on 2d6 with a net +0 modifier). However, the massive army at Damascus got a good roll and managed to take the city by assault, eliminating the garrison there (I had left about a 1/3 of the army there to make sure it wouldn’t be easy).

That ended things with a 20-10 VP Moslem victory. I had taken all of the former County of Edessa (slightly better than historically) for 15, and Jerusalem for 5, while Damascus was worth 10 all by itself (historically, neither of those fell), and the Crusaders had retaken Tiberias on the way to relieve Jerusalem.

I’m glad to report that the Crusader player enjoyed himself, and I have to say I’d like to try this from the Crusader’s viewpoint, I need to figure out just what their options are. The biggest mistake looks to have been not putting more of the Kingdom’s garrison troops in Jerusalem itself to make it harder to starve out, and that wasn’t obvious to me before hand.

└ Tags: gaming, Onward Christian Soldiers
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