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Chariot Hit and Run

by Rindis on September 20, 2009 at 8:07 pm
Posted In: CC:Ancients

Had Mark over today for wargaming. It was his turn to pick, and he had originally wanted to do Spartacus, which both of us think looks interesting. But, he hadn’t gotten a chance to get it to me ahead of time, and we’re trying to avoid one of us teaching the other cold during these meets.

So, he’s now loaned it to me for a couple months down the line, and he brought over his Commands & Colors: Ancients collection, to celebrate the imminent arrival of my own copy (should be here within the next couple weeks).

Mark’s first suggestion was for a scenario from Expansion #2, as I had yet to play anything from that. I had already been thinking that I’d like to take care of that same gap, and readily agreed. We did a couple rounds of Vercellae, which is a big scenario, running to 8 banners. Anything with Gaius Marius involved gets my attention, and I was quite happy to take the Romans in the first round.

It’s an interesting situation. There’s a lot of Germans on the board, but they’re mostly in a big mass where it is easy for them to get tangled on each other. The Roman army is a bit thin, but good quality, and gets to draw six cards to the German’s four. In the event, things started decent, with us alternating getting banners at a decent clip. The problem was, I was always getting my banner second. I did a good job chewing up his center, and Mark did a better job getting several units out of harm’s way. My middle also got chewed up, but a good Rally put things back in order, and I thought I had a good shot at the game at that point. In the end, the Roman army ran out of momentum and couldn’t get it back again, even when I got a cavalry unit into where his weakened units were hiding. 7-8

We swapped places for a second round, and things went no better for me. In fact, the four card hand definitely gave me trouble, and I often had trouble getting anything I needed to move. I don’t remember what happened so clearly, though I was happy with how I managed to open up my center during the middle game. 6-8

After some discussion, we went for River Stour, a skirmish early in Julius Caesar’s second invasion of Britain. The Britons get a force completely made up of cavalry and chariots, against a standard Roman army, which makes for a very different fight.

I decided to take the Britons. When I considered that I knew nothing of how chariots worked, I wondered if that was such a good idea….

I really had to wonder when I got my opening hand of five cards. I had three that demanded infantry (could still use them to order any one piece, but I also didn’t like letting Mark Counterattack with them), a Counterattack (lets me mirror what Mark just played, but since I move first, he hadn’t even played anything yet), and an Order Two Right.

At first, things were pretty desperate. Chariots can evade against anything, so I’d charge in and attack, and as soon as he moved in and attacked the exposed units, I’d evade back out of range. But the losses still mounted pretty quickly, and I was struggling with a crippled hand the entire way. The ‘classic’ opening move is to try and pick off one or both exposed Roman archery units that are stuck where they can’t retreat; following a pattern that had been going on all afternoon, whenever Mark was vulnerable to Flag results, I couldn’t get any.

My right flank collapsed fairly quickly, and everything else migrated left, trying to stay out of range of Julius Caesar, who provides additional bonuses. Some gambles paid off… moderately well, and I managed to nail most of his right flank. I had grasped how to use the chariots fairly well, and the main thing was that the fight had degenerated into a bunch of little groups milling around, and the superior mobility of the chariots was letting me concentrate effectively. Also, I drew a third Counterattack card, and I stopped worrying about Mark having any. I ended up managing to eliminate his unit with his right-flank leader against the back row, getting me credit for the leader as well as the unit, getting me to 5-4 (out of 6). The next couple turns were tense as Mark tried to arrange ways to kill of a pair of units while I went pounding after his other remnants. It took me three tries before I managed it (the dice toying with me again, I’ll have to train the ones in my set better), and Mark had gotten one in the meantime for a very close 6-5 finish.

That put us at 19-21 for the day, but at least I won one of them, and perhaps the one needing the most finesse. Next time between us is my choice; I was planning on Unhappy King Charles, but my playtest copy of Archon Metropolis Archon just came in, and we’ll probably do that instead.

└ Tags: C&C Ancients, gaming
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A World in a Volume—Come Back For More?

by Rindis on September 13, 2009 at 2:21 am
Posted In: RPGs

The early 1990s marked the last part of the expansive history of the ‘classic’ TSR. New lines were being created all over the place, and most previous lines were kept fresh and updated. TSR’s financial collapse is mostly blamed on the novel publishing side of things, but I can’t help but think that the ever-expanding universe of game worlds they were trying to promote had to cause a great deal of over-extension on its own.

One of the odder niches in the TSR lineup was Mystara, a world that mostly grew out of the ‘wilderness adventures’ that made up most of the line of modules for the D&D Expert Set. It was never very well developed until the late 1980s when the Basic/Expert line was revamped and expanded, and the Gazeteer series of setting modules started.

At this point the world of Mystara was a fairly static place. Some modules introduced world-shaking events, but the big one, X10 Red Arrow, Black Shield, was quickly disowned from the main part of the timeline and asserted to actually happen a couple centuries later, so as to avoid shaking up the world in too many unpredictable ways (as the war in the module was heavily dependent on player actions).

With the release of the Dungeons & Dragons Rules Cyclopedia and Wrath of the Immortals, this changed. Massive changes were introduced to Mystara with the latter (including the removal of a major empire and the continent it was on). Which brings us to the current product under consideration: The Poor Wizard’s Almanac was a one-volume guide to Mystara, incorporating all the latest changes, and this review will focus on its utility as such.

But—the idea was to do a series of these books, one per year, each one advancing the game-world date one year, and giving the major events of the year, and updating the rest for the changes that happened the previous year. As I only have one of the series, this leads to the question I cannot truly answer, was it worthwhile to get a new Almanac every year?

On to the Review:
The Almanac comes as a very attractive looking half-inch thick 9″x6″ book with a full color folded map bound into it. Note that the latter has to be removed (via perforations) to be unfolded and is about 21″x17″.

The first 150 pages are the “Atlas of Mystara” and is mostly dedicated to a series of short entries on the various countries of the world. These entries are too short for anything beyond generalities, but they do a good job, and I found (as a former Gazeteer fan who missed Wrath of the Immortals) that they are excellent for providing the current essentials and showing just what had changed (and there is a note that some parts are purposefully trimmed back, to provide information on new areas being explored, also shown in the color map—nice touch, but if that keeps happening the page count has to go up at some point…). There is a good overview of the structure of the world, which is handy if you didn’t have the Hollow World Campaign Set. Less successful are sections on who’s who, and the militaries of the world. The latter is handy when you need it, but otherwise is just a dull repetition of facts, unlike the other sections that are generally a joy to read. The who’s who gives basic system stats, and an overview of the character; however, I found these not to be well enough done to feel like I could handle any of them as an NPC.

The second section (some twenty pages), Miscellaneous Information, gives the calendar and holidays, economic information, and climate info. All very well done, and more organized and concise than I generally see in products like this.

The final section is Current Events. Sixty pages of ‘headline news’, and the core of what makes each volume different. These are very well done, each entry organized chronologically, with references to the other entries that directly impact on it (before and after), and ‘adventure hook’ thoughts where appropriate.

So What’s it Mean?
I found the Almanac to be a great product. I’m also the type of person who loves reading through setting supplements, and suggestion-ridden meta-plots. For someone who likes reading up on settings in general, for whatever reason, this presented a lot of value for its original $10 price tag. The format and the writing do an excellent job of making a traditionally static setting into a living, evolving world.

The problem becomes, was it sustainable? Was it worth getting one each year? That is harder to answer. The bulk of the book does not change much from year to year, and only the last 70 pages (of 240!) are entirely unique. I have a feeling (but nothing to back it up) that the first one probably did quite well for TSR, but sales dropped off each time as saturation set in.

I would like to point out to anyone thinking of presenting their own setting to the rest of the world, this is not at all a bad format to do it in. I think a GM could run with all that is given in here and flesh it out his own way quite easily. Forget overproduced $20+ boxed sets (the typical TSR package of the time), this $10 book does well on its own. PoD/PDF seems like it would be an answer to someone wanting to follow the ‘almanac’ approach. Make the current events available separately, and allow people to buy the full version only as often as they think they need to for an updated ‘reference copy’.

Going Forward:
I should also point out that while both Basic/Expert and Mystara were among the things dropped after the collapse of TSR, the Almanacs and the history of Mystara do continue, after a fashion. The official fan site for Mystara has created new almanacs for the next six years. However, I have yet to really go through them, and can’t speak to the quality.

└ Tags: D&D, gaming, Mystara, rpg
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Central Defense

by Rindis on August 17, 2009 at 9:46 pm
Posted In: Boardgaming

Had Zjonni over Sunday for some gaming and dinner.

That is, he came over and cooked dinner; he usually stays over for dinner with us on game days. Like my roommate Barron, he enjoys cooking, so this time he returned the favor by fixing us a dinner. As he’s between semesters at school, I’m the limiting factor on available free time right now, and there was a nice long day to spend on both gaming and cooking.

Important things first. It was delicious.

Zjonni decided when he came over that he was in a mood for something that had more than just a couple units on the board, which left out the usual SFB. He was also feeling somewhat out of it, and so didn’t want to go into the brain-burn of ASL. So, we settled on Pursuit of Glory, which I had at least introduced him to before. He decided to take the Allied Powers, which seemed easier to get going with (I agree), and I refreshed him on the basics as we set up.

The day went fairly well, with us getting to about turn 5, which is the most I’ve managed in a single session so far, and with someone who hasn’t really played before, yet.

The opening moves were pretty standard, I ended up with no real Combat Cards on turn 1, so I only spent 6 cards, and missed drawing one on turn 2 (I try to avoid that). Naturally, the missing card was Reserves to the Front and I got clobbered pretty hard by Enver Goes East. I did get the jump on neutral Persia, and it was only towards the end that he started pressing into there. However, I was slow in Palestine, and he occupied the Sinai before I did much there. In fact, I never really paid that front the attention it needed, and spent too much effort with Russia.

The Russians front was reasonably active, with me having to patch several holes. In fact, at the end, I missed one and he started a grand flanking maneuver. While I was preventing that from going any further, Kitchner’s Invasion landed hear Homs.

At the end of things, the numbers looked good for me: 17 VP, 8 Jihad. But I was in deep trouble in Palestine. Elsewhere, things were better, and in fact, I was doing a good job sweeping up in Serbia.

Oh, I should mention that Churchill Prevails hit on turn 2, and the British navy destroyed everything in sight, including the Bosporus forts. First time I’ve seen it get past the second or third fort.

└ Tags: gaming, Pursuit of Glory
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For the Glory of the Empire!

by Rindis on August 10, 2009 at 10:10 pm
Posted In: F&E

Had Mark over yesterday for our sorta-monthly FtF session. It was my choice this time, so the venue was Federation & Empire. We’ve been playing (or failing to) this game for quite some time now, but Mark’s been struggling with a lot of the details, of which there are many, and which are different from pretty much any other game.

So, today was mostly for getting into the flow of the game, with a fair amount of mucking around going on.

We’ve been playing a part (or sector) of a revised version of the third scenario from the original set. Sector C, or the northern Klingon-Federation front. The full scenario is ten turns, starting on turn 10; three turns after the Klingons invade the Federation and at the time the Romulans join in. The major fight is in the southern portion of the front, leaving this as a low-intensity backwater. Mark gets to be the ‘good guys’, while I have the Klingons and a squadron of Lyrans that are on loan to the front.

We’d been halted a bit less than halfway through combat for the first turn. But this time, we got through the rest of that, and through all of Mark’s turn to the beginning of mine. Not at all bad with the number of explanations going on, and a pretty short day. He had to leave at 4, and we had a couple things to talk about outside the game.

My initial strategy for the first turn was a main thrust up the south border of the sector. There’s a couple planets along that line that would be valuable locations to take, or at least devastate. As it was, it was a little too transparent, and I was pinned out for an open space battle. The main fight ended up being just north of there in 2308, where I was able to take out a Battlestation.

After combat, I realized that my own bases to the north were a bit vulnerable, and I had to pull units out to protect the area. Mark was fairly conservative on his turn, preserving EPs and and just pushing my fleets around a little in open space battles. We’re at the start of my second turn, and I need to figure out what my goals are going to be. He’s got everything fairly well protected, but there’s a lot of targets and I should be able to find my way to something he can’t cover.

From the looks of things, next time we get together will be Spartacus.

└ Tags: F&E, gaming
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The Age of Piracy! (Abridged Version)

by Rindis on July 19, 2009 at 6:51 pm
Posted In: Boardgaming

Had the gang, or at least some of it over yesterday to try out GMT’s Blackbeard, which Mark got some time ago. Due to schedule constraints there were four of us (the game supports up to five), me, Mark, Jason and Patch.

I’d played the AH Blackbeard a time or two ages ago, and while I remember that I generally liked it, I don’t recall much else. It didn’t take me long however, to realize that while this version is technically related to it, the relationship is quite distant. Offhand, I’d say the new one is much more historical and has a better flow as a game.

However, we stuck with the short game, and there are some definite problems with it. While the playing time is quite good (about 2-3 hours with four of us who weren’t overly familiar with the game), it seems to be way too short to feel like anything much has happened. You basically end up going through the deck of events once (possibly even 20 cards short of that), and it seems to us as if that’s just enough time for a pirate to loot a couple ships, rack up some notoriety, and retire—if he’s lucky. One additional note—a couple of us didn’t notice the lines separating the sea areas until they were forcibly pointed out to them. I don’t understand why, they were instantly obvious to me.

On our first go through both me and Patch took advantage of the second draw of the General Pardon card (the first does nothing, the third ends the game, only the second does the event on the card), to get to an English port and take the pardon and retire (converting all our notoriety and loot into victory points). Neither of us did anything much with the second pirates we activated right afterwards, and Mark and Jason never retired. At first we thought this left them with no VPs, but later review showed that they got a handful from accumulated notoriety. Patch had done better than I and won quite handily.

We went off to lunch at that point, and started a second short game when we got back. I don’t think it took any less time, but we started using parts of the rules to much greater effect. Most notably King’s Commissioners were quite active, and the bane of more than one pirate.

This time, it was more than some of us could do (including me) to retire a pirate before the end of the game. I started out well, picking off Patch’s successful pirate at the beginning of the game with my KC. After that it was all downhill. I took a gamble and started off the Gold Coast of Africa, where it turned out there weren’t any merchants. I moved over to the happy hunting grounds of India (about half the initial merchants were in that area. I took one merchant and got a valuable prisoner, but hardly any loot or notoriety (rolled ‘1’s for both on a +1 ship). The real problem was that my hostage was French, and the only French port with a non-anti-pirate governor was in the Caribbean.

So, I set out for the Caribbean, and that turned out to take longer than the game lasted. This was partially due to delays caused by my speed rating dropping below 0 halfway there from the combined effects of storms and events played on me. This left me at half movement in the middle of the Atlantic (transit box), and by the time I got to a port, got repairs and got close to my goal of a French port, I was drawing the last card of the deck (the General Pardon for the third time). Thanks to the early KC points, I again managed second, but not by a lot, and Patch was well ahead.

It seems like the only workable pattern for the short game is to cycle through pirates as quickly as possible. Catch a merchant ship, get a little loot and notoriety, and retire as soon after that as possible. Then start it again, and gain as much notoriety as possible, since that’ll convert to VPs on game end.

We actually had some time at the end of that, so we went for a round of Plague & Pestilence. Patch (as it turns out) and I have both played it before, but it’s been years…. Due to the Plague Ship showing up a bit late, and time constraints, we actually didn’t quite finish. I think I had the highest population (I’d managed to stay quiet and have good luck on the plague rolls, so I moved from a close third), though Mark had a seemingly endless supply of improvements, which could have kept him afloat. Both Patch and Jason were running pretty thin by the end of it.

Plans for next month are, so far, uncertain.

└ Tags: Blackbeard, gaming
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