The Games We Play

The Games We Play

A repository of reports on the Wednesday night sessions of the club and anything else related to the club or boardgaming in general, which may be of interest to anyone who may be passing by.

Sunday, 18 October 2009

Session Summary – 14 October 2009

4 comments

For the third week in a row, Combat Commander was on the table, although Steve and Donald have suggested that they will join the rest of us next week. They are obviously enjoying the game a lot. I got the impression when leaving on Wednesday that Steve was on for the win and I have included that in the records, I'm sure someone will chime in, if I've got this wrong.

Combat Commander: Europe 160 mins.

Posn.

Player

1

Steve H

2

Donald

That left Mike, me and Dave F and first we played San Marco. This is a game I have mixed feelings about, the card selection system is a wonderful idea and makes for some very hard decisions, the problem is that the cards to be selected from are totally random. I don't think this is such a problem with the action cards, but I think that the limit cards would be better if a fixed selection was available for allocation on each round eliminating the possibility of a mass of 3's appearing one round and a collection of 1's the next, both of which happened in this game we played. There is also the question of the random allocation of first chooser every turn, but my biggest issue is with banishments, which I find too potentially game breaking.

Despite my problems, this is a game I can probably be persuaded to play occasionally and I don't think anything happened in this one which would have changed the result.

San Marco 90 mins.

Posn.

Player

Score

1

Mike

65

2

Dave D

45+

3

Dave F

45

Next was Industrial Waste. I fell into a path of reducing the workforce early on and correspondingly used innovations (which seemed scarce in this game) to match those to allow me to produce orders. Unfortunately this meant I couldn't innovate on Waste production and had to take a risk when may waste snuck up to 9 (in the yellow) and then fell victim to an accident, this was immediately followed by another accident in the following turn, when I still hadn't been able to get the waste down.

Dave and Mike meanwhile pushed on with growth and the game ended quite quickly, although I somehow managed to stay with Mike and take second on the tie break for my second second place tie break of the evening.

Industrial Waste 55 mins.

Posn.

Player

Score

1

Dave F

49

2

Dave D

34+

3

Mike

34

Sunday, 11 October 2009

Session Summary - 7 October Additional

2 comments
Another turn at CC:E, this time a late '44 bocage scenario, Germans and Americans. I shall present this report from my point of view as I remember things. Sorry if I miss anything Steve!

Steve played Germany again. This time the US had radios to call in artillery. The Germans had some decent leadership, but only Volksgrenadier and quite raw recruits as the main body of forces. There were heavy machine guns that Steve set up at pinch points, but the cover of bocage made it difficult to get LOS to my units.

The US had a couple of elite squads, plus mortars and less effective leadership.

As the Germans started with control of all the main objectives plus a 20VP lead (what!?!?), and in defensive formation, Steve's main strategy was to hold on to what he had (I should explain that VPs are counted on a through-zero track, therefore if one player has a positive VP count, the other player has negative). Because of this, he had little need of Move Orders which, as we discovered last time, are important if you're going to attack anything, and enemy movement is often a prerequisite for taking Actions (especially Fire Actions) on the other player's turn. As the attacker, and with a lot of ground to cover, much of it covered with the hinderance of bocage, I needed the moves. Steve was well entrenched after setup and could afford to spend his Move cards as Actions.

Using one leader as an artillery spotter, I divided my soldiers into two 'platoons', I guess I'll call them for simplicity, each led by one of my remaining leaders, and started by advancing my first platoon on a single farmhouse to my left. I took my second platoon through the bocage to attack the centre. Instantly, I was in trouble because I ran into the same problem as last week – namely, that my leadership 'sphere of influence' wasn't wide enough for me to order the whole platoon to advance equally (remember, squads or teams in the same hex as a leader get his benefits, those in his 'sphere' merely get to take the order). With a stacking limit of 7 men per hex, and with squads starting at 4 men and only splittable into teams of 2 by a card Event, I was left with two squads trailing behind, neither of which were effective for much of the following battle. I think in future I would rather limit my leader's movement than lose control of squads. The only time I'd want a squad without leadership would be when they're in defence and waiting to fight off the enemy. I'd realised this by the end of last week's game, but still I didn't seem to learn from it.

To begin, I was able to call in a lot of artillery because my hand allowed it. Artillery spotting works by playing a card turn dice roll and multiplying the two dice together. If the result is greater than the distance to target, the spot is successful. Another dice card turn gives drift, with an off-map hex displaying numbered faces, thus showing which hex direction is represented by which dice roll. A roll of 5-1 would mean that the mortar fire drifts one space in the 5 direction, then one space in the 1 direction. An unsuccessful spot takes one die as direction and the second die as the distance by which the call was off, so you can have some pretty huge errors if your spotter gets it wrong. My spotter was pretty accurate due to his close-to-mid proximity to his targets. In initial rounds, I was able to beat back one of the pinch point HMGs and break a few units taking refuge in one of the main objectives. When trying to press forward to attack this building, however, Steve was able to lay mines on me and make things difficult. I lost a squad, then shelled again and tried pressing the same objective from a different direction... with disastrous consequences. I lost one squad, Steve broke another and then routed them so that they almost retreated off the board. I did earn a Hero, who came and took one hex in a 3-hex objective, but as a single man he had little firepower and could only defend. In the end, though, he was taken out. Steve's hero came onto the board close to the game's end and hence wasn't much use. Not that it mattered: by the game's end, Steve was on 33VP with only three squads lost, whilst I'd lost 4 squads, 1 team, a hero and a leader (possibly two – I'm not quite sure), whilst also being very close to surrender. My remaining forces were in tatters, most disrupted if not suppressed, and it was not a glorious day for the US. Because of battlefield Events that required me to shuffle like Dominion, I went turn after turn without a Recover Order, therefore unit after unit was broken with no opportunity to rally. I'm not saying that this was my sole reason for such heavy losses as I was also, frankly, a bit reckless in my assaults, and Steve played his defence quite shrewdly. I think the only thing he'd play differently would be to try to take out my spotter much earlier.

Though my mortar fire was quite accurate through the game, ultimately it had little effect. I wonder how useful mortars really are as I feel they can be used to best effect on open ground or woodland, but I think they'll only work well if there is close infantry support to press the attack after the shells have fallen. The risk here is that close infantry can be shelled by friendly fire, even on an accurate spot, when drift is taken into account, and you run the risk of having your own forces broken or destroyed. If you keep your infantry at a safe distance you can't really take advantage of mortar fire unless a) you have some Move Orders to play; and b) your opponent doesn't have the chance to rally. As a choice, it seems a bit Hobsons to me.

So, what did I think?

Again, the three hours went very quickly. It's one of those games that takes a while to play (I think we're still learning and playing relatively slowly, though we're getting quicker) but feels like it's over in a flash. There's a lot to think about, but there's also a lot that's down to chance, so I don't feel particularly worn out at the end in the way I do when it's my choices that determine my success or otherwise.

It's fun, but it's not one to beat yourself up about losing because of all the randomness.

It's tactical, but not very strategic as the chaos of the cards in your hand dictating what you can do on your turn means it's hard to have a plan and stick to it. You can devise an attack with a Move Order, but you may not get another one for a while, so make sure it's the right thing to do. You are utterly reliant on what the cards give you, and must be efficient. You have to adapt as the opponent is against you and, often, so are your own Orders – the only upside is that the other player is in the same boat. It's over-simplifying to say that this is a bit like Memoir '44 in that you have to play the cards you're dealt, but the base mechanic is the same.

Do I like it? Well, I've ordered the CC: Med expansion which gives the Brits, French and Italians to play with, so I guess so. Not sure it merits its position on the 'Geek as No.1 wargame, though.

As I've said before, if you don't like wargames or randomness, AVOID!

Saturday, 10 October 2009

Session Summary – 7 October 2009

5 comments

A 4 & 2 split as Donald and Steve had a rematch of Combat Commander Europe, Steve winning this one.

Combat Commander: Europe 150 mins.

Posn.

Player

1

Steve H

2

Donald

That left 4 of us to play Kremlin, which saw mass deaths in the politburo on the first turn, although Nestor was able to make it on to the podium at the end to wave for my faction. After that there were a couple of new party chiefs over the next turns, but none waved again until turn 4, when Mike was able to pick up a point. An interesting thing during the middle turns was the role of Anatol Mischif, who under Mike's control presided over 3 or 4 Funeral commissions, either as Foreign Minister or as a proxy, but never making it to the top job.

I got another wave on turn 6 with Niewitko, but he died the following turn. The funeral commission brought Ulan Putschnik to power, who had the dubious distinction of earlier being the only politician in the game to be sent to Siberia (on the first turn), despite the best efforts of various KGB heads and Defence ministers, I don't think I can recall a game when Siberia has been so quiet. Putschnik himself did not stay long as he had my 10 influence on him and I think it was Nestor himself who rehabilitated him.

Putschnik rose to power with the help of Andy and Dave F, who both had good influence in him and I was then able to jump in and take control, once he was in the top job to win the game on turn 7.

Kremlin 90 mins.

Posn.

Player

Score

1

Dave D

3

2

Mike

1

3=

Andy

0

3=

Dave F

0


After that we played Ra: The Dice game, the first time I have tried with 4 players. It was a very close game, with Andy taking victory by a point. He was able to inflict a drought disaster on his penultimate turn, causing the other 3 of us to lose our floods. We were each able to reflood but couldn't therefore do other things which might have earned us extra points.

Ra: The Dice Game 45 mins.

Posn.

Player

Score

1

Andy

52

2

Mike

51

3

Dave D

50

4

Dave F

45

Friday, 2 October 2009

2 comments
30 September additional

I've put a summary of the Combat Commander: Europe game into the Comments page of Dave's post if anyone's interested. Apologies for mis-spelling 'morale' as 'moral'. I offend myself!

BTW, I should state that this in no way felt like a 3-hour game. Once experienced, we will play much faster, but the time really flew by for me. I hope it did for Steve, too.

Donald

Thursday, 1 October 2009

Session Summary 30 September 2009

5 comments

This report is just a brief summary of the games played yesterday evening. I've been reluctant to do this sort of thing in the past, because I've always like to say something when I post, but in (not so) recent times, I've been, perhaps, suffering from a bit of writer's block, which has resulted in my sitting on things for weeks with the only result being that I've forgotten many of the details and end up not being able to write anything anyway. Anybody is welcome to comment on the games mentioned, so should you have a comment to make do so on this post or alternatively if you have posting privileges there is nothing stopping you making a post of your own. This was the original idea when this blog was set up. Note: anybody who attends regularly but can't post, send me an e-mail and I'll get you set up.

Anyway on to the games. Steve H and Donald have been waiting for a chance to play Combat Commander Europe, so split off to do that, I don't have any details of this so please let me know.

Dave D and Mike played Ra: The Dice game while waiting for Dave C to retrieve Ben from the fair up the road and then played Tinners' Trail for the rest of the evening.

That left Paul, Nigel, Steve Perkins and I to an evening of 3 games of Race for the Galaxy, where Steve showed his prowess by winning all three. The third game was very close and I think either Paul or I would have had him in game 2, if it hadn't been for his uncanny knack of finding Improved Logistics when he needed it.

The evening's scores

Ra: The Dice Game 25 mins.

Posn.

Player

Score

1

Dave F

68

2

Mike

64

Tinners' Trail 110 mins.

Posn.

Player

Score

1

Mike

111

2

Dave F

84

3

Dave C

82

4

Ben C

70

Race for the Galaxy 40 mins.

Posn.

Player

Score

1

Steve Pe

40

2

Dave D

29

3

Nigel

27

4

Paul

20

Race for the Galaxy 40 mins.

Posn.

Player

Score

1

Steve Pe

49

2

Paul

46

3

Dave D

42

4

Nigel

26

Race for the Galaxy 40 mins.

Posn.

Player

Score

1

Steve Pe

34

2

Dave D

32+

3

Paul

32

4

Nigel

19


Combat Commander: Europe 180 mins.

Posn.

Player

1

Donald

2

Steve H

Wednesday, 30 September 2009

Sessions 26 August – 23 September 2009

2 comments

26 August

With 6 people, this was the first try at Battlestar Galactica with the Pegasus expansion. The players were Ben – Caprica 6, Steve H – Ellen Tigh, Dave F – Helo, Myself – Dee, Mike – Boomer and Dave C – Tom Zarek.

Zarek was President from the beginning, but Ellen was eager for power and immediately went to Administration, despite our best attempts she was able to become president. I took this opportunity to point out that she must be a cylon, which seemed to be a reasonable assumption and also allowed me to divert attention from myself, as I was a cylon. Soon after I was able to check her loyalty card and confirm that she was indeed a cylon and in very few turns, Ellen & also Helo were able to check mine, so we cylons knew each other's identity.

The game went in a surprising way from the beginning with a series of crises that saw morale tumble rapidly and when it came to my second turn it stood at 3. This left me with an awkward decision as if it were drop to 2, Dee would have to shoot herself and be automatically revealed as a Cylon. I decided to reveal at that point so proving that my ally Ellen had been truthful in her pronouncements about me and drawing off suspicion from her.

Of course as things went, morale stopped falling at this point although things did not improve for the humans who were stopped at 6 distance due to loss of fuel, having failed to reach New Caprica.

Battlestar Galactica 170 mins.

Posn.

Player

1=

Dave D

1=

Steve H

3=

Ben C

3=

Dave C

3=

Dave F

3=

Mike


2 September

We had a good gathering this week with 7 players, first I played Ra: The Dice game with Steve Perkins and Dave F, while Steve Pagett, Mike, Gordon and Andy played Chicago Express. We then rearranged the groups, with Andy joining Steve and me for another game of Ra, followed by Keltis the card game. The other group played Rheinlander.

Andy's thoughts on the games he played

"Chicago Express

This seems to be becoming an emerging club favourite among certain members.  However the jury is still out on whether the game is good or we are just fascinated by the fact that none of us really know how to play the game properly!

After winning my first game a number of months back I've been investing in a long term strategy of exploring all the mistakes one can make in order to become a future grand master of this game.  Some would argue I'm just a bit rubbish at it, but I'm sure they're just befuddled by my maverick ways!

Four of us played; myself, Mike, Gordon, and Steve Perkins.  Only Steve hadn't played before.

It's a train game, and like most train games it involves investing in shares, building tracks and receiving dividends.  However unlike most Train games the rules are simple and plays in around an house.  Despite this it packs in a hell of a lot of game in this time.

The game is all about creating incentives - you want others to people helping you on their turn, yet you wanting to making moves that mainly benefit yourself on yours.

The trouble is it is really difficult to judge what company to invest in at what point, and it is really easy to overbid on a share and then have someone else win the same company's shares for a fraction of the price straight afterwards.  A mistake Gordon made to his immediate horror. (I made an even worse mistake in overbidding for a share that did me no good!)

I managed to get myself into a position whereby I helped Mike at least as much myself not matter what move I took.  Gordon got into a similar position with Steve, but didn't fritter his money away making futile attempts to remedy this.

The result was a joint win for Mike and Steve.

RA: The Dice Game

First game for me and Steve Perkins, second in a row for Dave Dudley.  As I've not played the original Ra before, this was completely new to me.

The game is quite a light dice rolling game, which is good fun if played on that basis.

We rolled a lot of 'suns', which caused the epoch to end quickly each time.  We therefore struggled to achieve a positive net score in each epoch - the lack of civilisations usually being the killer.

I had a narrow victory by dominating the pharoah track for the first 2 epochs, which just pipped Steve's long-term investment in Monuments.

Keltis: The Card Game

A German import I brought along.  This is the card game of the board game of the card game - Lost Cities.

It is broadly similar to Lost Cities but playable up to 4 players and with some minor additions such as Wishing Stones to consider.

As can be seen from the scoring the game cam very close.

Not an outstanding game, but a decent filler, with the bonus of it coming in a very small, easily transportable box - which could see it getting some regular play on that basis alone!"

For myself, I enjoyed a somewhat lighter session, both Ra: The Dice game and the Keltis card game played well. Ra the Dice game is Ra with dice but without the auctions and as would be expected provides a somewhat different experience, with more a push your luck element. I think both versions of the game are well worth playing. I actually found Keltis to be superior to Lost Cities, which I always thought had a problem with the opening, I don't know whether this thought is due to the fact that it is multiplayer or maybe the ability to build sequences in each direction (up or down).

Chicago Express 65 mins.

Posn.

Player

Score

1=

Steve P

72

1=

Mike

72

3

Gordon

56

4

Andy

40

Rheinlander 60 mins.

Posn.

Player

Score

1

Mike

52

2

Dave F

49

3

Gordon

30

4

Steve P

25

Ra: The Dice Game 60 mins.

Posn.

Player

Score

1

Dave D

76

2

Steve Pe

71

3

Dave F

69

Ra: The Dice Game 40 mins.

Posn.

Player

Score

1

Andy

24

2

Steve Pe

23

3

Dave D

15

Keltis: The Card Game 30 mins.

Posn.

Player

Score

1=

Andy

16

1=

Steve Pe

16

3

Dave D

15


9 September

Just Mike and me, we played 3 games of Ra: The Dice Game and 1 of Industrial Waste, I won 2 to 1 in Ra, although I have since discovered a rules error we made regarding civilisations, I don't know what difference that would have made to the scores in any of the games, although they were all close enough for a potential change of winner.

Mike won at Industrial Waste by finishing the game quickly; he was behind in innovation but had the edge on growth and money.

Ra: The Dice Game 30 mins.

Posn.

Player

Score

1

Dave D

50

2

Mike

42

Ra: The Dice Game 20 mins.

Posn.

Player

Score

1

Mike

41

2

Dave D

29

Ra: The Dice Game 20 mins.

Posn.

Player

Score

1

Dave D

51

2

Mike

47

Industrial Waste 25 mins.

Posn.

Player

Score

1

Mike

39

2

Dave D

34


16 September

Back to Pegasus, characters were Myself –Leoben, Steve H – Admiral Cain, Dave F – President Baltar, Mike – Starbuck, Andy – Helo, Donald – Apollo and later Roslin after Apollo's premature demise.

Another game where new Caprica was not reached as the humans ran out of morale at distance 6, this was despite the fact that it had briefly increased to 11 (above its starting value) early in the game. The humans were really on a hiding here, with 2 hidden cylons (Starbuck and President Baltar) from the start. I initially tried to help them from the beginning because I need them to reach distance 6, giving them the illusion of hope before bringing about their doom.

There was some discussion about this afterwards and I think we will try the optional rule of leaving out the cylon leader next time.

Battlestar Galactica 160 mins.

Posn.

Player

1=

Dave D

1=

Dave F

1=

Mike

4=

Andy

4=

Steve H

4=

Donald


23 September

4 of us played Power Grid on the German map, taking out the Red & Brown areas, leaving the northern green area isolated. I placed first in Hannover and was able to expand south making it very expensive to get in behind me.

We reached the stage where only Steve and I were in a position to start step 2 and as I was running somewhat less efficiently, I thought I would have to, but Steve beat me to it.

Coming to the end of the game in step 3, the lack of efficient fossil plants had caused both Oil and Coal to be in a position of being either run out or extremely expensive and this put Steve in a good position as he was able to run, partly on cheap nuclear power. On the final turn, I was last in the order and was the beneficiary of good fortune when the number 50 plant (2 nuke ->8) fell in my lap. If this hadn't happened, the game would still have finished and I would have been tied with Steve on 16, but he had a lot more money than me. As it was, I was able to win with 17.

Power Grid 120 mins.

Posn.

Player

Score

1

Dave D

17

2

Steve H

16

3

Mike

15

4

Donald

14