Wrong First Impression?

Mine was, well, OK.  But, I’ve more than come to terms with The Chosin Few’s rules and appearance.

Really, really, really like the game system.  Situation fraught with peril all the time, especially with the shell-game of interdiction to stop ChiCom movement, or hoard for DRM on attacks.  Oh yes, you have to spend the chit before rolling…..took awhile to get that one right.

Well, the other thing I didn’t get right was ChiCom movement priorities.  This was a significant (in that bold and italics mood), error.

I was defaulting to white, as per rules.  Result was hordes of ChiComs stooging around South, far from the battle.  Figured it would get really bad during the Third (Breakout) Mission.  Hell, I made it easily through the first mission (despite not discarding cards!), and was hammering the Godless Red Hordes during the second (Retreat In Another Direction) mission.

Ahhhhhh… but for that buzzkill that is RAW.  Multiple routes out of a space, check the color of the arrows against US positions.  If they match, they will follow.  Default to white only occurs if there is no match.  Well, that changes everything……

Still really, really like this and it has given me some ideas about working on this thread.

Trying To Win

This post is more in the “notes to myself”category for the next time I pick up either Hapsburg Eclipse (HE) or Ottoman Sunset (OS).

  • Use actions to provide resources to other theaters.  Easier to do early in OS as there seems to be less pressure early.  You have to have those victories in other theaters for a chance.
  • Always keep the Hungarians happy.  The die roll for them much easier than Croats or Czechs. (HE only).
  • Husband your stop advance chits (Yilidrim (OS) and Radio Intercepts (HE) ) as long as you can.  This is especially true given the horrific effects of the -1 DRM for weakening of National Will.
  • Likewise with the Mackensen chits.  The higher of two roles should be saved for when disaster truly looms.  And disaster is always looming by the third deck.
  • Don’t close down the Polish front if it will cost you a loss in National Will.  Only try it when you have the luxury of spending the two actions.
  • Oh, yeah…..and roll either real high or real low whenever the occasion demands.

 

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.

 

 

Tim’s Take

Here are Tim’s thoughts:

  • As the German, I’m not sure it if is better to do overruns before combat or afterwards.  More than once, I had a stack stopped and left out of position for the combat phase when it received an adverse result on the CRT.  Maybe overruns are best used to disrupt a key soviet unit (most likely a headquarters unit).  I tried that once and it seemed to work well.
  • I forgot that ZOC’s don’t extend across the Don (even though you reminded me…probably the beer had an impact…).  That explains why I put so much time and effort into that area.  I was trying to extricate a couple of motorized divisions that had gotten ZOC’d up and that I wanted to use elsewhere.  Just like Hougomont at Waterloo, a subsidiary battle took on a life of its own.
  • I belatedly realized that I’d captured Voronezh on turn 2.  There are three hexes of Voronezh and I thought you had to capture all of them to get the VPs for the city…I only needed the two I had captured right away.
  • The Hitler directives do play a role.  I lost a motorized division when I had too many motorized/panzer units in the north and I was reluctant to move units across the Don as I was afraid that a bad die roll would result in them being taken away and sent somewhere else.
  • I enjoyed playing the game and I definitely want to try it again.

Turns 2-5

During Turn 2, the Germans advanced in the north and south, cleaning up Soviet delaying units in the center.  The Soviets pushed reinforcements to conform with the requirement for a continuous line along the Don, as well as in the center.  For the Soviets, the initial crisis has seemed to pass.

End Soviet Turn 2

The Axis continues to develop its attacks in the north and south, while cautiously advancing in the center.

End Axis Turn 3

Soviet reinforcements continue to arrive, with some deploying on the south map anticipating the Axis will “turn the corner” at Rostov.

End Soviet Turn 3

Heavy combat takes place in the north and south, with Axis units now advancing in the center,

End Soviet Turn 4

Intense fighting continues.  The Germans take Rostov and begin moving south.  Soviet forces tenaciously defend in the north, but gaps are appearing in the center.  Fortunately, the bulk of the Axis armor is deployed elsewhere.

End Axis Turn 5

As usual, we had to pick it up just when things were getting interesting.  BTW, this is a 27 turn game…..

 

Opinions, Rules & Playability

Lots of mixed opinions on this game, with the negative a little on the harsh side.

Special rules make Drive on Stalingrad different from its PGG predecessors. For the Axis player, these rules reflect the overarching goal of securing oil resources in the south, Hitler’s operational interference, and competing manpower requirements at Leningrad. For the Soviets, the rules reflect Stalin’s directives and political considerations. Failure to adhere to these special rules results in either a loss of victory points or units.

Most of the on-line discussion centers around the “Hitler Directives” rules. At the beginning of each turn, the German player roles a single die. On an “odd” result, the Directive Table is consulted. These directives involve operational priorities and troop dispositions. A directive remains in effect until it is superceded by another directive.

Hitler’s impact is also reflected in “No Retreat” orders, and the imperative to capture cities. Failure to adhere to these guidelines results in a loss of victory points.

Another Axis operational constraint is “Divisions Across The Don”. If the number of divisions exceeds those called for by the current Hitler Directive, then those divisions are removed for use on other fronts.

The Axis Commander is also limited in the number of mechanized divisions allowed on the north map. If this number is exceeded, these excess divisions are removed.

Both Soviet and Axis players must maintain “Continuous Fronts” on the South map, in which each hex must be occupied by a unit or a zone of control. If not, victory points are lost.

The Soviet player may withdraw from enemy zones of control during a turn, but loses victory points. And, the Soviet player must defend East of the Don River, or lose victory points.

Sure, these rules effect how the game is played; but they are part of the game. Without these rules, the game wouldn’t exist within any historical context. Frustrating, yes. Maybe in this regard, it can be considered a simulation. Axis and Soviet commanders were influenced by higher leadership, and these influence/interference directly effected operations.

Flawed? That’s always a matter of perspective and, even, taste. For me, its flaws are fewer than many games I’ve played.

Drive On Stalingrad – Getting Started

Had a great experience with Drive On Stalingrad (DOS) this weekend over at Tim’s.  Of course, there was football to view, but we were able to get several turns in after our late Friday afternoon setup and initial play-thru.  As always, the first turn was brutal, so it was a quick re-set for Saturday’s action.

The basic system is taken from Panzergruppe Guderian.  However, there are important differences.  I’ll discuss these as the game narrative progresses.

Victory is determined by cities controlled, each of these has point value.  The Axis player (yes, there are Romanians and Hungarians) automatically wins if his victory point total is three times greater than his opponent.

Each side has constraints to their initial dispositions.  The Soviet player must remain on or within a ZOC of an initial defense line stretching across the northernmost of the two game maps.  The Axis player cannot use all of his units during the first turn.

Here’s the initial setup.  North is to the left.  Only the ten or so hexes to the right are in the South map.

The Soviet player has a very limited ability to start with a defense in depth.  On the other hand, the inability to leave ZOCs slows progress for the Axis player, unless a Soviet unit is eliminated or forced to withdraw two hexes.  However, the CRT is relatively bloodless up to 10:1 odds, with most results requiring the choice between withdrawal or a step loss(es).  Punching big holes for the second movement phase (armor/mechanized units only), takes time.

Tim concentrated his armor in the North and South, aggressively advancing in the North.

The Soviets receive 27 (!) units as reinforcements in Turn 1.  A total of three can be placed in a major city, with one each in smaller cities.  Eleven units can move up to 40 hexes by rail.  All I could do was patch up some type of defense in the North, and start pushing reinforcements eastward as fast as possible, using every city I could.

One terrible mistake was to allow the German SS unit to cut my rail line at Voronezh.  Any reinforcements coming by rail from the north had “to take the long way around.”  As a result, three Soviet units were left as a “forlorn hope” to hopefully slow down an Axis infantry advance in the center.

 

 

More Rostov

Cranked out another couple of turns.

Axis was able to make good their deep penetration in the center, as well as develop a flanking attack northwest towards Kharkov. However, the Soviets have built up a defense to counter the panzers, as well as using the rules to “ZOC Up” Axis infantry attacks in the south.

This is the real challenge faced by the Axis Commander.  Soviet units buy time through engaging German units that are unable to exploit tactical success due to the Soviet ability to retreat, perhaps with a one-step loss, but maintain zones of control that limit Axis advances.  Even when there is the possibility for a “ZOC Kill”, a result of less than “2” steps, stops the Axis for an additional turn.  And, in the case of Soviet units with a defense strength greater than “6”, the placement of a step reinforcement.

End German Turn 3
End Soviet Turn 3
End German Turn 4
End Soviet Turn 4

Will develop Axis attack towards Kharkov.

But, for now, off to PDX for Drive On Stalingrad with Tim.