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Here I Surrender

by Rindis on August 16, 2011 at 9:06 pm
Posted In: Boardgaming

Last Sunday, we got the gang together again for a learning session of Here I Stand. I’ve been eager to try this out since I got my copy of the second printing, so I was certainly eager.

We had a full six, and after some hemming and hawing drew randomly for who got to be what, ending up with Mark as the Ottomans, Jason as the Hapsburgs, me as England, Zjonni as France, Dave as the Papacy, and Patch as the Protestants.

The setup is a bit more intricate than I’d like (just for the on-board elements, I’ve got the deck separated out right), so that ran late. I’m going to have to find a way to speed that up a little.

At any rate, considering the amount of explanations needed, and the fact that the two ‘experienced’ ones (me and Mark) weren’t that knowledgeable, it went very smoothly overall. With a fair amount of rushing right at the end, we got through the end of turn three, which is more than I had expected.

The first real action of the game was with the war between France and the Hapsburgs (already in progress). Jason moved across the pass from Spain to southern France, where there was an army waiting. The battle had heavy losses on both sides, but the Hapsburg army ended up retreating back over the pass.

Since this was a learning game, I decided to be a bit aggressive with England. After beefing up the armed forces a bit, I used The Six Wives of Henry VIII to declare war on Scotland, hoping that France was too involved with the existing wars to want to intervene.

If I had thought about the fact that France was being played by Zjonni, I would have realized that hope was folly.

I also mistimed things, and didn’t have a chance to prosecute the war with Scotland before running out of cards.

For the second turn Zjonni got a peace deal with Jason (white peace), and he turned his attention north. I was generally one step behind, and not thinking things through, as well as keeping up my aggressive behavior. He besieged Calais, but did not take it in the first assault. I got the navy into the North Sea, and moved my main army, under Henry VIII to relive the key.

I should have thought about that longer. I will say that I thought there was a much bigger difference in our army sizes than there was.

So, I attacked his army, and naturally lost. This being a naval invasion, I lost the entire force, with Henry VIII being captured. The rest of the turn was downhill from there, losing more troops against the Scots, and forgetting that the Scots had a navy too, so when I moved to make sure the French navy was bottled up, they came out and provided transport across the North Sea for the French army. The only thing I could do about London would be to lose more troops trying to relive it, so I had to leave it to its fate.

Meanwhile, the Ottomans and the Hapsburgs were clashing in the Mediterranean, with two large naval battles. Jason was trying to transfer troops into range, but was having trouble arranging the logistics and CPs. Patch had finished translating the New Testament into German, and Protestantism got into full swing.

For the third turn, I sued for peace (naturally), taking London back, and ransoming King Henry for a total of two VPs and a card (I decided to leave him Calais rather than give him another permanent VP). With only two cards (including the home card), it was a turn of quiet rebuilding, and not a heck of a lot of that.

Zjonni however, was close to winning on Keys, and only had one war to worry about. He took full advantage of this, taking Milan and Ravenna without there being anything able to stop his armies. Between that, Calais, and his alliance with Scotland, all that was needed was to take Metz for auto-victory, right as we were going past our time limit.

It seemed like everyone had a good time with the game, so I expect we’ll get a second try at it soon. I definitely handed France the game with the ill-advised move to relieve Calais. Really, I shouldn’t have even declared war on Scotland at that point. Seems like something to reserve for when France is actually in trouble. But it was a valuable learning experience, and other than the Keys and VP problems, I think I could have kept going pretty well. Troops aren’t that hard to get, and the British navy was intact, so the only thing was to make sure the Scots couldn’t get too uppity.

└ Tags: gaming, Here I Stand
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Trifecta

by Rindis on August 16, 2011 at 8:51 am
Posted In: Gaming, Life

One of the sites I’m a long-time member of is Board Game Geek. It’s a site for people who like board games to look up information, talk to other people, post reviews and tips, and talk about how the session they just had went.

Two years ago, they started a new related site, RPG Geek, and just over a year ago they started Video Game Geek. They all have the same database, and you can cross-pollinate from one site to the others.

A fan-started project that became an ‘official’ event several years ago is the Geek of the Week. It’s a chance to celebrate someone who has contributed to the community, and get to know him better. The original started when there was only BGG, but now there’s separate celebrations for each of the three websites.

This week, I became the first person to have held the ‘Geek of the Week’ title for all three sites.

So, come take a look around and join in!
http://videogamegeek.com/thread/686742/vggeek-of-the-week-24-james-lowry-rindis

└ Tags: gaming, life
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Persian Push-Back

by Rindis on August 10, 2011 at 4:12 pm
Posted In: Boardgaming

Had Jason over for a game on Monday. Yes, Monday—he teaches, and right now he’s got a free month, but weekdays are easier for him than weekends. So I took Monday off and we played Pursuit of Glory.

Jason decided to take the Central Powers, as most of his experience with the game is mostly with the Allied Powers. While my play is not going to go down in the annals of ‘how to win at PuG‘, my greater experience did show. I stuck with the normal Russo-British Assault opening, and knocked out a couple Turkish cavalry divisions on the Russian border, though I failed to do any damage to the troops defending in Mesopotamia.

As luck would have it, I got no CCs for the first turn, leaving me with a leftover Mobilization card in the turn 2 draw. Naturally, that was Secret Treaty. Jason played Persian Push late in turn 2, but did not take advantage of it, while I was set up to. I had moved the initial Azerbajani forces up to the Ottoman frontier, and put the troops from Sphere of Influence in their place, which then promptly moved into Persia. There wasn’t any cavalry to really gobble up distance, but I still got into position well.

In addition, I was able to start moving into Caucasia, and grabbed Van. This, along with the situation in Persia, was to rivet Jason’s attention for the rest of the game. Things went back and forth a little, though the situation steadily eroded for the Russians. MOs also tended to be “RU” for both of us, which fed the fires. Jason did a four Ops broad-front offensive on the final round of turn 6 (Winter 1916), and rolled ‘6’ on the two biggest stacks, which was a welcome relief to the Russians.

Meanwhile, Churchill Prevailed, and the RN successfully ran the Dardanelles and shelled Constantinople (but failed to destroy the Bosphorous Forts). With that in mind, I played Kitchener’s Invasion to put a force into the Gallipoli region fast (I came ashore at Suda Bay), and then played Salonika Invasion as a BR Reinforcements card to beef up the invasion. I was hoping to get some of the heat off of the Russian front, but instead, I had a free, if slow, run of things, and took over the entire inset map over the course of about a turn and a half to two turns.

Both Bulgaria and Parvus to Berlin came late (turns 4 and 5 respectively), though the Revolution was on track to go off at the end of Turn 9, since the Russians were quickly becoming a spent force. I was a turn late getting to Total War, and had drawn Romania early (turn 3), so racing my way though the deck again to get it out in time was going to become a problem.

At the time we had to call it, we were at the end of turn 7, VPs were at 2, Max TU RPs were at 19, and Jihad was stuck around 4-5. I had killed several tribes, and both Turks and Russians were tending to pile up in the dead pool. The direct route to Constantinople was still blockaded, but I was hoping to send troops (possibly the four French divisions still waiting on Lemnos) out to seize the ports along the southern Anatolian coast, and threaten all of the interior. I was about ready to break the line at Suez (I had tried once, and tied the combat 1-1), and I was finally starting to move in Mesopotamia (I had reached Kut, but was still a ways from being able to do anything about Baghdad). The Russians still controlled almost all of Persia, but TU troops were starting to push them back, had pushed them back into Azerbaijan, and the north part of the line was too weak to afford to do much about it. Bulgaria was in the war, but nothing had really happened there yet. (Thankfully, Bulgarian troops can’t enter Turkey to help stave off the British hordes….)

I figure I was either going to win in the next turn or two (likely), or Russia would collapse before the revolution, and I would have a long hard slog to make up the rest of the VPs, possibly going the full distance with VPs in the 2-8 region the whole time.

└ Tags: gaming, Pursuit of Glory
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SSG’s Lost Game of Gold

by Rindis on August 6, 2011 at 1:25 am
Posted In: Computer games

Review crossposted from VGG.

Initially released in 1989, Gold of the Americas was released at the height of SSG’s run as a major strategy computer game developer. Today, it is little remembered next to their signature classics like Warlords and Reach for the Stars, or their lines of historical wargames like the Panzer Battles series.

Like most computer games of the era, it came out for a variety of systems, though the only one I have ever encountered was the PC-DOS version with EGA graphics and primitive mouse control. (I believe this is the first game SSG did with mouse support, and the game will always ask at the very beginning “Do you wish to play with your mouse?” I’m not sure if there is any sort of driver auto-detection going on, as I’ve never played it on a system without a mouse….)

The general idea of the game is the conquest and colonization of the New World, covering 300 years in 30 turns of a decade each (from AD 1501-1800). With only 30 turns, and as a very simple game, it plays very quickly, even for a computer strategy game of its era. This makes the hotseat option very manageable, and worth the effort.

Setup

The game has four players (Spain, Portugal, France and England), each of which can be human controlled, or set to one of three AI difficulty levels. There are options to set the New World and Europe to being historical or random. The New World will look the same in every game, but randomizing it will change all details of each province. Each turn, each player can get a certain amount of help from his king back in Europe. If it is randomized, each player will get a small amount of random help each turn; if it is set to be historical, then the Spanish and Portugese players will get a lot of help at the beginning of the game, only to have it dry up in the ending stages, while the English and French will get no help at the beginning, but it will ramp up sharply in the later stages.

Once the Start Game selection is chosen, the bulk of the New World map blanks out, and the setup options are replaced with buttons for the four powers, and a ‘file’ button for saving games and the like.

History

I’ve played a number of ‘colonize the New World’ games, and many of them take a very modern viewpoint on events. Sid Meier’s Colonization, for example, has declaring independence from the mother country and winning a war of independence as the final hurdle for victory in the game. This does make for a good way to focus players on the actual development of their colonies in the game, but it was not a goal of anyone actually colonizing the New World (nor was it even a goal of the Continental Congress at the time the War of Independence started).

Instead, Gold of the Americas puts you in the position of the King’s viceroy, where you must balance the arbitrary demands of Europe against the needs of the New World colonies. Victory is gained by having well developed colonies—1 VP is awarded per development level in each colony, so maxed-out level 7 colony is just as good as seven level 1 colonies, and is a lot easier to protect.

However, as colonies become developed, their loyalty goes down, so well developed colonies can become a source of trouble. Independent colonies are not earning you gold, nor giving you VPs! Also, they are automatically considered ‘at war’ with everyone, so not only is your job to defeat them and bring them back to the mother country, but to do so before any other European power decides to do so.

Colonies

At the beginning of the game, only about three territories are explored and open for colonization. The rest of the map must be explored through expeditions led by explorers that are automatically (and randomly) provided to each country each turn. A successful expedition will bring back gold to fill your coffers, and open the territory up to colonization… by anyone.

A just-opened territory will have a number of different statistics: The number of natives in the region, the amount of gold and gems available to mine, the general climate type (tropical, temperate, desert and mountainous), and the maximum development level.

There are a number of resources to distribute each turn. Some may be provided by the King (especially if you paid your taxes), and more can be bought by you. Colonies are started by (of course) colonists, and can be aided with the use of slaves. Armies can protect colonies, both from Indians, and from raids and invasions from other powers; as well, they aid conquistadors while exploring or raiding foreign colonies. Trade ships earn money at sea (which generally goes down during the game), warships protect your trade ships, and privateers raid other power’s trade ships (hopefully; the manual points out that most privateers could not read their own letters of marque, and may attack your vessels as well).

At the beginning of each turn, there is a report on each colony as well as the trading ventures. Population earns money dependent on the development level of the colony. Additional money is earned for mineral wealth in the colony (which will slowly deplete over time). You can set colonies to reinvest some of their earnings into the colony to try to raise the development level faster, or to try to prevent the loyalty rating from dropping, but neither is totally effective. Alternatively, you can attempt to squeeze more money out of the colony, which has the best returns from any Indians or slaves present, but that makes an uprising very likely.

This will happen

Once all the reports are done, the King demands his cut of the proceeds. This is a fairly high percentage of income and will likely nearly drain the treasury without recourse. However, a small portion of your money is not reported, and goes into a separate secret fund which can also be used to purchase extra items. The really evil thing in the game is that the King is really taxing you off of your projected income—that is, last turn’s income increased by a certain percentage, under the assumption that your income will have expanded this turn. This is easy to manage early on, but sooner or later you will have a bad turn, or two, and your income will not be sufficient to satisfy the King’s hunger for gold from the Americas.

If there is sufficient gold in the secret fund, you can make up the difference no questions asked, and therefore receive the normal amount of help from the mother country. A final threat to your finances is the occasional visit from the King’s auditors, which will discover the bulk of your secret stash.

Victory

As mentioned before, Victory Points are granted for each development level of each colony you control. The ending stages of the game can get exciting as the richer a colony is, the more likely it is for the loyalty to go down, and once it reaches zero, it becomes independent. Also complicating the end game is that all four countries are automatically considered at war with each other for the last four turns, allowing for the threat of invasions to any exposed colonies.

The conquistadors used for exploration also serve as leaders for raids and invasions of other player’s colonies. During the game, nations will ally with, or be at war with, each other. Unless allied, you can always send a leader (and armies) into another power’s colony to raid it, which if successful will loot half of that turn’s income to your coffers. If a colony belongs to a power you are at war with, and it is adjacent to one of your colonies, you can invade that colony.

Successfully invading a colony requires a great deal of success (random, but influenced by the quality of the leader, and the number of armies on each side), a lower degree of success is just treated as a successful raid (which can also lower loyalty). A conquered colony starts with a loyalty of four (instead of the normal seven). If you manage to gain one in the mid-game, this can become a real problem by the end of the game.

Each turn that a colony changes hands, the game highlights it at the beginning of the turn, and plays a… low quality MIDI of the appropriate anthem. This includes colonies going independent, with appropriate regional national symbols.

Summary

Gold of the Americas is a good game that holds up well because its simplicity makes the game just about the right length. It is not as good as some other SSG games of the era, and does not stand up to endless plays, but there’s still a lot of play here, and I give it a 7.

I also wish to mention here again that in some ways this simple little game is one of the most historical colonize the New World games I have run across. Usually any game with an emphasis on the New World assumes that independence is not only good, but the entire goal of the endeavor. GotA gives the player a much more accurate outlook on colonization, while independence is still likely to happen… unfortunately.

└ Tags: gaming, Gold of the Americas, review, SSG
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R vs B Coalition Turn 4 in Review

by Rindis on July 28, 2011 at 12:00 pm
Posted In: BvR - The Wind

Crossposted from the SFU blog on BGG.

I’m sorry for the long delay in posting here, but things have been going on! Belirahc sent forces into both Alliance capitals, and those fights really dragged on. After 131 Vassal logs for the combat phase, things have finally wrapped up for the turn.

By this point, I don’t really remember what the heck happened during the movement phase, but here’s how things looked at the beginning of combat, and the run down of all the combats:


Kzinti front.


Hydran front.

Combats:
0215: Hydran: crip KN; Lyran crip FF, dest CA, DD
0902: Kzinti: dest SB, crip CC, BC, CL, CLE, EFF, 2xFF, dest DD, EFF; Lyran: crip CA, 3xCW, dest 3xCA, 6xCW
1017: Hydran: dest SB, crip 5xHN, dest HN; Klingon: crip F5L, 3xF5, E4A, dest 2xD7, 2xD6, E4, 2xFV, 2xE4A (1 captured and expended)
1003: Kzinti retreat to 1104
1304: Kzinti: crip FF, retreat to 1204
1105: Kzinti: 2xPDU, planet captured; Klingon: crip D5
0915: Hydran: dest BATS; Klingon: crip D5, E4
1116: Hydran: dest BATS; Klingon: dest 2xF5
1217: Hydran: dest BATS; Klingon: dest E4
1219: Hydran: dest BATS: Klingon: dest E4
0416: Hydran: dest 2xPDU, crip SC, planet captured; Lyran: crip 4xDD, 2xFF, dest DW, FF
0318: Hydran: dest BATS, crip 3xLN; Lyran: crip CA, dest CA, 2xCW
0718: Klingon: crip F5L, 2xF5, E4
0617: Hydrax I: 2xPDU; Hydrax II: 2xPDU, devastated; Hydramax I: 4xPDU; Hydramax II: 2xPDU, devastated; Anthraxan I: 4xPDU, devastated; Anthraxan II: 2xPDU, devastated; Hydran: crip TR, dest 2xCU, 2xHN; Klingon: crip D7, F5L, E4, 2xE4A, dest 5xD7, D6, 2xF5L, 5xF5, 3xE4; D7, D6 captured (and re-captured)
1001: Kzinti: crip FF; Klingon: crip F5, dest E4
1401: Kzintai II: 2xPDU, devastated; Keevarsh I: 1xPDU; Vielsalm III: 2xPDU; Vronkett: 4xPDU; Kzinti: crip 3xBC, MEC, CL, 2xFF, EFF, DF, dest CL, FF, DF, 2xEFF; Klingon: crip D7, D6M, dest D7, 3xD6, 2xD5, F5L, F5, 7xE4; Lyran: crip BC, CC, dest CA, 2xCL, DW, 6xDD, 10xFF
1502: Kzinti: crip BC; Klingons: crip 2xF5, E4, dest 2xF5

Things went fairly well on the Kzinti front, and not so well on the Hydran front. Given attacks on the the homeworld, 0718 and 0318, as well as all three starbases, the Hydran navy was overmatched, and frankly, somewhat out of position.

I decided that the Coalition didn’t have enough to do more than raid the capital, so I sent out partial reserves to save the Major at 0718 and the BATS at 0317. The latter is especially important as letting the Lyrans take it for free would cut the off-map off from the capital. I didn’t send nearly enough to save it (especially in the face of his willingness to self-kill), but the retreated ships will keep the grid connected between the off-map and 0509.

Unfortunately, I underestimated just how much had gone into the capital. He didn’t have what it takes to take out the actual capital planet, but everything other than that is devastated, and he did get a couple of PDUs on the capital itself. The Hydrans also managed to capture a D7 and a D6, though the D6 later got re-captured. Pity the D7H isn’t in the game.

I figured that the Kzinti were looking at a capital raid, so I already had a good chunk of the Kzinti fleet in place to defend it. That battle went on longer than I expected, mostly because Belirahc was willing to bring mostly crap, and then self-kill much of it to press the attack. Three planets were devastated, and one more stripped of its defenses, but in return the Coalition lost 35 ships. I expect this will noticeably alter the pin-count calculations on that front, and I really need to total up just how much everybody has.

Also, the Lyrans do not have any forward supply posts yet, so the 5 Lyran ships left over from the capital (two of them crippled) are stuck in 1402 out of supply. The Klingons hold 1003, so they won’t even be in supply next turn unless they’re declared Homeless. Of course, I’d like to see to it they don’t live that long….

During Strat move, pretty much all Coalition construction moved to the Hydran border. Things are only going to get tougher down there. I assume he’s set to blitz the Hydrans and try to kick them out of the capital well in advance of Federation involvement. It’s time, and past time, to turtle.

He’s also strat moved the portions of the Klingon Northern Reserve that hadn’t already moved out to 1504. Both Lyran reserves and two of the Klingon ones are on the Hydran border. The other two Klingon reserves are at 0504. The Kzinti have things to do, if they can manage to get ships on target.

└ Tags: bgg blog, BvR Wind, F&E, gaming
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