Sunday, June 11, 2017

A Bit of C&C Ancients By Way of Apology

It's been a bit since I've been by.  The nice folks at grogheads.com have been publishing a fair amount of my stuff and I've not been to the table as much as I'd like either.  With that as prologue, HL and I set to several rounds of Commands and Colors: Ancients as we prepare for our part in the Grogheads Central Command, set to begin this very Thursday at Columbus, OH's own Origins game convention.  I stand shoulder-to-shoulder with those who remember that Origins was once a wargame convention and would like to see wargaming return to a place; its rightful place having been usurped it would seem by a combination of lovely boardgames and silicon chips.

Particularly exciting this year, we're going to have some wargaming geared to younger gamers.  We've chosen C&C:A because of its relative simplicity, but also because it's offered for sale by the fine folks at Enterprise Games who are one of the sponsors of Central Command.  We've got three slots available and have chosen three different scenarios, each of ascending difficulty, so that certain rules can be taught as we go.

The first is, appropriately enough, the very first of the included scenarios, the battle of Akragas (406 B.C.)  It suits the present purposes as it offers a limited number of troop types and has no terrain.  The historical narrative of the battle is reasonably well handled here:  https://en.wikipedia.org/wiki/Siege_of_Akragas_(406_BC) where, to sum up, the Syracusans come to break the Carthaginian siege of the city and win rather handily.  In our own dust up, HL had the Syracusans.

The image above is the board at start.  My big bats are the two heavy chariots, one unit to either side.  They punch hard and can follow up a successful melee with another melee, but, at two blocks, they are near an archetype of the glass cannon.  My foe men for their part have that cluster of heavy infantry in the middle that, while slow, represents the very best of Greek spear-and-shield fighting; all together best avoided.

It didn't take too many turns for matters to go pear-shaped.  The Syracusan right fell on my left -- as a dad, I'm pleased the boy is finding some aggression, but I digress -- and, with a couple of lucky rolls, wiped out my chariots before they could do anything more than kill a light infantry block or two.  My right flank is ordering pizza from a charming local eatery; or something else unproductive.

The left is not improving.  Dionysius has crashed his medium cavalry well into my lines.  If I'm not mistaken, I'm already down 3-0 in victory banners at this point.

I managed to turn the tide just a little bit by wheeling Himilco and his mighty auxilia (sigh) who, with the assistance of a "Clash of Shields" card, joined in my single best turn of the game.  With the bonus that card confers in hand, I was able to cobble together three victory banners.  Although, as can be seen, my other heavy chariot unit is gone.  HL proved unnaturally adept at rolling red squares this afternoon.

The end, though, was one of those moments for which C&C:A is deservedly well-regarded.  Daphnaeus had marched his heavies all the way across the board -- one hex at a time -- eventually to reach Himilco's command.  I would note in passing that Dionysius has scampered off to behind the Syracrusan lines.  His five heavy dice were enough to end the rest of Himilco's troops and then, at the last, Himilco himself.

Final score: 5-3.

This will be a good scenario for Origins, I think.  Short setup and HL and I managed the whole of it, with photography, in well less than 45 minutes.  Here's to a bit of groggy goodness in Ohio this week.

Saturday, April 22, 2017

What...in the Blue Hell...

I have never been more than tangentially involved in game development -- BETA testing, scenario designing, and the like -- so I try to be circumspect, but there are times that I see something that really winds me up.  I'm quite fond of GW's Battlefleet: Gothic.  It's another in their longish line of side-games that I wound up preferring to their mainstays, fantasy and 40k.  End of the day, lacking as it does a Z-axis, it was an Age of Sail game in space.  What, then, wasn't to love?

When they announced the PC version some months ago, I was fairly pleased.  The game looked lovely with glow-y Imperial ships, Ork ships that look like they've been cobbled together from scrap, and all the rest rendered in a reasonably high-end fashion.  I was saddened, though, that the developers made a choice to make the game "real" time.  The table top game is obviously turn based and so many of its best mechanisms are based on that IGOUGO system.  Still, it was a system I liked and I've more or less enjoyed it since BETA.  Then and now, though, I was left wondering what might have been had they taken a crack at making the game turn based.

This, then, stunned me:

http://grandcauldron.com/en/games-indie/battlefleet-gothic-game

Turn-based, still more or less lovely, full campaign, asynchronous multi-player, and a fairly faithful adaption of the tabletop rules.

For the iPad.

Say it again.  For the iPad.

I've fired off a message to the developer to see if there's any chance it will make its way over to Steam -- the developer has put together other products there -- but I'm not optimistic.

I do not understand.


Tuesday, April 11, 2017

Not Writing HERE Because I'm Writing THERE...

In fairness to me, I've not been neglectful in recounting my gaming adventures, I've just been sharing them with the fine folks at grogheads.com.

Here, for example, is the interview I did with VentoNuovo games for its Bloody Monday KickStarter.

http://grogheads.com/?p=14188

People did not understand the difficulty I was going to have when I gave up purchasing or ordering new games for Lent.  Now perhaps they understand.  On the other hand, let it be noted that the KS doesn't end until the day after Easter.

And here's my latest interview with the fellow who invented by favorite game by a living author -- Dr. Didier Rouy, author of The Flight of the Eagle.

 http://grogheads.com/?p=14345

Both have interesting things to say, but I particularly enjoyed Dr. Rouy's for his introspection on a career not only in gaming but in medicine.  He said so much, in fact, that the article wound up being broken in two.

Saturday, March 18, 2017

Two Fine Bits of Reading I Commend to Your Collective Attentions...

https://panzerde.blogspot.com/2017/03/how-not-to-be-general-in-age-of-reason.html?spref=fb

In which my guy Doug goes after a video guy for not understanding how horsies used to work.  He's dead on right.

http://grogheads.com/?p=14089

In which your host opens many boxes, stickers many wooden blocks, wonders at game production choices, and revels in Napoleonic battles.


Monday, March 13, 2017

Back to Gallipoli -- John Tiller's SB: First World War

It's been a while since my friend Charles and I were hard back at one another in the Dardanelles.  We'd made our way through the first six Gallipoli battles on John Tiller's Squad Battles: First World War when we ran into a technical glitch that bollixed our PBEM save.  With that behind us, we've started scenario seven.

I'll let it speak for itself:

1915 May 19, Gallipoli Front. 0320 hours.

Size: small (company +)

After the opening battles in April, the ANZAC sector saw little activity as both sides were disorganized and expended. Both sides spent weeks reorganizing and digging in. The Turks inched their positions as close as they could to ANZAC lines to avoid naval gun fire, since the British ships would not risk firing on their own troops, and the ANZAC forces dug in where they could to hold the small beach head.

In May, sporadic Turkish artillery fire, sniper fire and sporadic small attacks occurred but on the 18th the whole line was strangely calm. ANZAC forces suspected something was brewing and this was confirmed when British aircraft reported another Ottoman division arriving in their area and that enemy forces seemed to be massing for an enormous assault.

In the early morning hours of the 19th, ANZAC forces manned their trenches and stood at the ready for the suspected Turkish attack. At 0320 ANZAC infantry peered across the flat 400 Plateau and observed wave after wave of dense Turkish troops advancing with fixed bayonets.

MISSION:

(Allied Powers) Hold your trench line at all costs! We cannot fall back!

(Central Powers) Attack across 400 Plateau and overrun the ANZAC trenches. Doing this will overrun their front line in this area and will cause their whole position to collapse.

NOTES:

*Historically the Turks advanced bravely and were shot down en masse, littering the whole plateau with hundreds of additional corpses. In a couple of hours, the Ottoman attack along the whole front line had failed, with over 10,000 dead and nothing to show for it.


One of the things I've enjoyed about playing through this sequence is the terrific research the descendants of the ANZAC forces have done to keep the memory of both sides of this conflict alive.  There's a lot of great photographic tours of the grim space where all this took place, but I also found this sketch which portrays well, I think, just how much was in the hazard.

This is the setup for my Turks at game start.  As I said regarding the Combat Mission game below, it's what you don't see that gives you the willies.

 I figure there's nothing for it but to advance, light up the trench (it's 0320 at start, if memory serves) and have at them.  At the end of the first turn, I've marched the lads out in front of their officers -- better to rally the pinned with my dear -- and will set on Charles' Aussies next turn.

There are many scenarios provided with this game that speak to a more sweeping war of maneuver than is usually depicted in World War One.  I have a fancy hunch this will not be one of those scenarios.





Tuesday, March 7, 2017

A Rante: Parte the Seconde...With A Worthie Assiste

Very, very strange serendipity.

The crew at grogheads.com asked if I'd be interested in interviewing the folks behind the Pub Battles series of games.  Having been a fan for some time, I jumped at the chance.

What I did not expect was that Marshall Barrington's critique of rule complexity -- up to and including a pretty direct hit at ASL -- would match my own thoughts on the subject.  In a way likely more concise than mine, he makes the case the war games generally will either simplify or die.  Mind you, they need not become "stupid", but complexity is not realism, over-narration is not completeness, and beauty is not truth.  In this last bit, I digress.

I think all his responses are well worth a read (I would think that, wouldn't I), but his remarks concerning the above are particularly noteworthy.

http://grogheads.com/?p=14032#more-14032