Category Archives: Review + Session Report

Solo and Simple

Resperitory ailment, snow and an empty house makes for interesting decisions.

Grabbed a copy of Yaquinto’s Fast Attack Boats (FAB) and set it up.  Reviews aren’t that kind, but there is some agreement that the campaign game shows FAB in its best light.

Agreed.  Plus there are some other attributes.  Game is quick to set up, has plenty of action, minimal bookeeping and poses some real tactical quandaries.

I’m not a big naval wargamer, despite my fetish for Avalanche Press’ Great War and Second World War At Sea series(s).  Tactically, it all seems a bunch of line ‘em and go at ‘em.  While GWWAS and SWWAS provides an operational context for battle scenarios, FAB does not.

I tried finding  doctrinal information on modern fast boat tactics, but it’s pretty slim out there.  What I did discover within the context of this game’s play is that it’s “shoot and scoot”.  Crank off missiles at max range and get the hell out of the way.

Problem is, and this is a nice design feature, that victory in each of the five segments comprising the campaign game are based on last force to have craft on the board.   While this would lend itself to all kind of gamesmanship in a FTF contest, when playing solo it requires a level of steadfastness and willingness to accept damage.

Egyptian and Israeli boats have their respective advantages.  The Egyptian boats are more numerous, can be faster, and have a longer missile range.   On the other hand, the Israeli boats can launch more missiles per turn, and have greater hitting power at longer ranges.

Each force will get hit with missiles.  The CRT is simple, but for this type of game, reasonable.  The longer the range, the less the effect.  Even at close range, the chances of a miss approximate 40 percent.  Missile fire is “fire and forget”, as they will hit a target if it is in range.  Missiles have a running time of three turns.

Boat maneuver is simple, but, again, fitting for this game.  All ships must move their maximum distance each turn.  Any turn must occur after one hex of straight-ahead movement, and is limited to 60 degrees (or a change in hex orientation).  This leads to some interesting group maneuvers.

My first campaign finished as a marginal Egyptian victory.  The Israeli’s got shy and decided to get ready for the next go-around.  I’m looking forward to  it.

Ready To Get On It………

 

 

 

What Was I Thinking?

Fortify Montreal……Fortify Montreal.  The object of the game is to prevent Montreal from being captured…………

If you ever play this game, please, please, please fortify Montreal.  Here’s why…….

The British have the strategic advantage, with the ability to advance on five fronts simultaneously . However, the French have the operational advantage in that they can attack both during their phase and the British Advance phase . Tactically, it’s a push. Both sides have special tactical cards which influence not only tactical advantage but also the total number of battalions used in the battle.

Tactical advantage is critical . The side with this advantage toss their “bucket of dice” (one die per battalion in the fight) first with any enemy casualties (battalions) removed immediately . In many cases the side without tactical advantage is simply wiped out before being able to inflict casualties of their own. While this system has its shortcomings, it is appropriate in a game of this scope and size .

During my first real play thru the British were hampered by a lack of leaders, advancing on two fronts and making it easy for the French to use their action points not only to stop any advances, but also construct Forts and Trading Posts .

Trading Posts provide the French with valuable replacements each turn. While Forts prevent the use of light troops for tactical advantage and offer an advantage themselves.
Once there were British leaders for each of their five axes of advance towards Montréal, the French were hard-pressed.

Just as the British were ready to enter Montréal , and end the game, I drew the Montcalm Leader Card.

Montcalm has extraordinary capabilities , and almost turned the tide for the French. But the simultaneous advance of the British armies , combined with some less than favorable die rolls, resulted in the eventual removal of Montcalm and two other French leaders. This re-opened the door to Montréal. And, of course I made it just that much easier by not placing a fort there.

Game Play was relatively smooth . It took a while to figure out which cards to trash and which to discard, rather than place back in the recycle deck . It also took two turns to figure out that the recycle deck is shuffled into the active deck at the end of each turn , or in what is called the Housekeeping Phase.

This is fine addition to the States of Siege series . While the playing time is extended compared to other offering, this trade off is well worth it in terms of depth of play .

Finnished

My first try at Finnish Civil War ended a Red marginal victory. Nothing went right for the Whites. Random events were usually bad, and they never made the necessary progress on the Peace Negotiations track. This progress leads to a withdrawl of Soviet forces and German intervention. The Finns needed both because the Red Guard units just keep coming and coming in the reinforcement phase and the Soviets have mobility, and the ability to coordinate multi-hex attacks.

Planned on writing a summary of the last three Brian Train designs played, but FCW is just too different to lump in with Freikorps and Konarmiya. So that will wait.

One reason is scale. Nothing but ants. And, that’s OK. But, restrictive terrain, and the requirement for all units to perform the same action in each segment, leads to an entirely different operational mindset. Oh, and did I mention the need to make bloody low-odds attacks? If you wait for a juicy 3:1 or 4:1, you will just have to wait and wait. And if you don’t get that progress on the Peace Negotiations track?

Higher odds attacks take time to develop. Both Red and White Guard units cannot move through woods until after the Spring Thaw. They are restricted to clear hexes and rail lines. Any envelopments, which also require an adjacent headquarters , can only be conducted with Finnish National Army (FNA) or Soviet units. At best, these envelopments are local because axes of advance are channelized by forests.

The great force multiplier is artillery (or armored trains if using optional rules). Each artillery counter adds/subtracts one from the die roll (as appropriate). There is no restriction to the number of artillery units that can be brought into play as reinforcements. Each unit with an attack factor can have an accompaning artillery counter.

Good game. Plan on playing this again after TAD.

The Channel Dash

That’s the popular name for Operation Cerberus, Germany’s plan to sneak two battlecruisers from Brest to Wilhelmshaven.   It’s also the topic for an Against the Odds Magazine Pocket Battle Game.

It’s an area movement game, with the Germans having to fight off multiple air and surface unit attacks while moving through the English Channel.  However, the German player can use his air assets to attack threatening British surface units.

It’s a fun little game, but, as one reviewer observed, with relatively little replay value.  Why?  The options for each side are very limited.  On the other hand, it’s dicetastic, so any number of situations might arise.   This randomness also makes it a good game for solitaire play.

This pocket battle really pushes the envelope when it comes to rules and chart density.  It is what it is, a game on a postcard.  Lots of information in very small print.  I’m thinking about enlarging it along the lines of a Minden Games footprint.  My only reason for this is that it came with die-cut counters, making it less of a print-and-play type offering which I usually put on thin card stock.

Worth getting at the right price – free with an ATO purchase.

More Than It Seems/Change Up

Wolves 0ver, World Series over….Summer is over and Fall near done.

Finished up first “real game” of Chosin Few.  Made it through first operational order, but lost after only six cards during second operational order.

Sucked in and overwhelmed by hordes which aren’t pulled after an Operational Order is completed.  Another reason why first game was so easy

Really like this game.  A Puzzler that is far more than it seems to be to a Hex & Counter Gamer.

Cleaned off the table last night.  Set up Hof Gap and Thunder At Cassino.

Hapsburg Eclipse

Have also able to get in a couple of games of Hapsburg Eclipse (HE), the “sister” game to Ottoman Sunset (OS).  Been trying to work up a stand-alone review, but these games are so similar physically and mechanically that I’ll just cover salient differences.  Must not be alone in this.  No reviews in BoardGameGeek, but plenty of comments.

The Austrian have to fight on the Carpathian, Romanian, Polish, Italian and Balkan fronts.   Three battles in Serbia are considered Out of Theatre and handled the same way as battles in Europe or the Near East, with defeats or victories effecting National Will.

The Hapsburg player receives three Radio Intercept tokens which can stop enemy advances.  German aide is more extensive in his game.  Besides providing staff DRMs, five Mackensen counters allow the player to take the higher of two dice rolls. Would you mess with him?

Another interesting aspect is  the Hapsburg player can literally “shut down” the Polish front by trading victories or actions to initiate the historical Russian “Great Retreat” from Poland.

The biggest difference is that Event cards have an additional “Trigger” section indicating which of three nationalities (Croat, Czech, Hungarian) must be checked (no pun) for loyalty.  On a roll lower than the loyalty rating, the nationality moves closer to revolt.  When a nationality is in revolt, there is a negative DRM for specified fronts.  If all three are in revolt at the same time…game over

I really like the addition of this aspect to the game.  It’s historically relevant and creates more a lot more tension.

Again, a fun and challenging game.  At some point I’ll link them up and try the campaign.  Here’s another trailer (trash) photo of the map.  This one is  a bad defeat.  I left too many Mackensen chits on the table, and those foreign defeats didn’t help either.

 

Chosin Few

Set up Chosin Few for a change of pace from my State of Siege games (yeah, the Hapsburg Eclipse post is coming soon…baseball is in the way).

Had read several positive reviews about this game but hadn’t spent any time looking at the graphics on Boardgame Geek .

Opening the box was a real revelation, and not a good one . While the topographic map is nice , the troop disposition graphics are not to my taste . The order and event cards with their faux typewriter fonts seem just a little too precious.

The overall look is that of a Euro Game that can’t quite make up its mind

The rulebook is only a few pages long, but does an adequate jobof explaining the game’s mechanics. However, the abbreviated discussion of the campaign , with plenty of space still available, is very disappointing .

Despite this bad first impression, my first few turns of a playthru was good . While highly abstract, the mechanics seem to give a good sense of the challenges facing the US forces.

I’ll bring this one with me when I’m back TAD later this week. Speaking of week, here’s a  photo.

Ottoman Sunset

Playing a lot….Posting not so much….

No shortage of reviews or comments about this game, so I’ll stick with a general overview.  It is one of the States of Siege series by Victory Point Games.  The first game was Soviet Dawn.

Nice quality components. The interlocking “puzzle” map is great, but the paper map tends to show crease wear after a few playings. That’s the only negative thing I can say about this game.

 This is a fun game and an intriguing examination of the same topic as the more complex, involved and time-consuming Pursuit of Glory.  

As with the GMT product, the player must juggle the demands of several active fronts and react to out of theater events. These pressures only increase as the game, and introduction of new card decks, moves along.  

The Ottoman Player is tasked with defending Constantinople while maintaining National Will until all Event Cards are exhausted. Initial set-up is so simple the information is contained in a separate event card.

The core of the game is the card deck, which is divided into three sub-decks, representing three phases of the war. Each card has Event, Advance and Action sections, along with historical commentary concerning the Event. Events can be in-theater or out-of-theater, requiring the resolution or introduction of an element into the game. Advances dictate which enemy force or forces advance towards Constantinople, and the number of actions dictate the limits of what the Ottoman player can do: roll to stop an advance (by a die roll greater than the invading army’s strength), allocate resources to off-map theaters or foment rebellion in Persia, India or Afghanistan.

The on-map theaters are the Sinai, Arab, Mesopotamia, Caucasus, and Gallipoli fronts.  In addition the Aegean narrows leading towards Constantinople must be defended against British naval attack. British success here will immediately end the game.

While the initial three fronts are manageable, the addition of a fourth or fifth can overwhelm the Ottomans.

I played four games and have had different outcomes each time. These have ranged from total defeat to a marginal victory. It is very hard to gain a decisive victory.

In three of the four games, I was fortunate to have success in the off-map battles/events. These events directly effect National Will. A victory increases National Will, while defeats reduce it. Roll poorly, and your game will be a short and/or disastrous one.

For this reason, I devoted early actions (before other on-board theaters come into play) funneling resources to the three off map theaters in order to gain die roll modifiers for these off-map events.

The Ottoman player also receives German aid or elite units to modify combat rolls.  These help avoid the loss of cities that have a negative impact on National Will. 

One disastrous event that cannot be avoided is the War Weariness event.  This leads to a -1 die roll modifier on all combats for the rest of the game.  This event usually occurs just when the Ottoman player is assailed on all fronts, with every roll being critical.

Replayability is excellent because the inclusion of a new card deck is driven by a specific drawn card.  Draw this card early, and the deck expands.  This is not a good thing for the Ottoman player because the three decks are composed in historical chronological sequence and, historically, the further the war progressed, more adverse situations developed.  Again, not historical, but dynamic in terms of game play.

Great Game, Great Fun.

Here is photo taken of my marginal in the bizarre lighting and bizarre gravitational camera pull of the Airstream.

Note the high number of Off-Map Theater victories, defeat of British at Gallipoli, and defeat of Russians in Caucauses.  However, it was a near-run thing given proximity of French in Salonika and Arabs (!) to Constantinople.

 

 

Leningrad – Again

Good game, and as advertised in reviews.

Quick play, small footprint.  Unknown strength Soviet units help make it solitaire friendly and increase replayability.

The Germans have to be good and lucky to win.  I didn’t make low odds attacks or try aggressive overruns, and wound up losing.  Sums up the whole historical proposition.

Now, the Soviets have to play their part, too.  Can’t just lay back on Leningrad.  Some level of forward defense is needed and, necessary.

It’s nice for a game to live up to one’s memories.

 

Next Up – Leningrad

Decided to go with another small and quick game.  Can remember several enjoyable solo sessions many years ago.

The full title of the game is Leningrad:  The Advance of Army Group North Summer 1941.  An excellent review of the newest edition can be found here.  I’m playing the original 1979 game.

As the author points out, it’s a beginner’s version of the very successful Panzergroup Guderian series of games.  These were a mainstay of late 70’s and early 80’s board gaming.

Will set it up tonight and get on it tomorrow.