Blog Moving!

October 4, 2011

Dear Readers:

Well, we’ve been at this address for over a year now, but it’s time for us to move to another site. You can now visit us here: http://marginofvictorygames.com

Please update your bookmarks and RSS aggregators as soon as possible; we want to keep our loyal readers! We’ll keep this announcement up for about a month, and will then dismantle this site.

ALSO, if you link to us from your blog, we’d appreciate it if you’d update as soon as possible. Thanks!


Dirty Hippy Win Criteria Makes Russ Rage

September 30, 2011

A while back, I had the pleasure of learning a new game, Shadow Hunters. Shadow Hunters is a bit like Werewolf or Mafia in that the players are out to determine who is who and eliminate their opponents. Stacked on top of that are items and special powers and a theme that’s a bit like Witch Hunter Robin meest Arkham Horror meets a number of anime tropes. I mean, what’s not to like about playing a horror of the night killing off the forces of light and neutrality?

Easy answer. Win criteria that results in just about everyone at the table winning, that’s what! At a seven player game, we had four people win. Then in the follow up game, we had five people win. People were flipping over their character cards, looking at their win criteria, checking the board, and then announcing, “I win too!”

What are we, a bunch of dirty hippies that need to have everyone win? We can just ride the coat tails of others to success? What’s next, games that give me a participation trophy for “doing my best?” Bah, count me out. I play King of the Hill, not Committee of the Hill.

I want competition in my board games. When playing Twilight Struggle, I want the Soviet player to announce his play of “We Will Bury You” with conviction. In Here I Stand, strained voices and beads of sweat means you’re playing it right. Shaking your fist at attack helicopters as they chew up your tanks in World at War, drives you beat your opponent next time.

The big problem is that when everyone wins, no one wins. There are lessons to be learned in loss and no pride to be gained in victory.


Washington’s War Session Report: The American Perspective, 1775

September 29, 2011

Over the next week or two John and I will be posting a session report of our recent game of Washington’s War. We decided to play-by-email (PBEM) using ACTS and VASSAL for a few reasons. First, it gave me a chance to use VASSAL. I’ve used Cyberboard in all of my other PBEM games but hadn’t tried VASSAL yet. Second, as John and I have both mentioned before, PBEM is a great chance to dive deep into a game and understand the rules. This was especially helpful for me since John has a few more plays of the game than I do. Third, we are both busy guys so getting together for a game can be tough. Playing this way allowed us to get game turns in between work, family and other obligation. Finally, it allowed us to take some notes as we played so that we could post a bit more in detail session report… so here we go!

Washington’s War: John vs. Rick
John chose the British forces and I took the Americans. I have only played as the Americans so far so I felt pretty comfortable with them.

American Initial Control Placement:
Savannah, GA
Camden, SC
Salem, NC
Richmond, VA
Frederick Town, MA
Reading, PA
Morristown, NJ
New York, NY
New Haven, CT
Falmouth, MA
Concord, NH
And RI and DE
My initial placement strategy was to put in places where the Brits would have to work to get them back. A specific example is Falmouth, MA. If John wanted to flip that he’s going to have to move somebody over there and I don’t think he would expend resources to do it. I soon realize I probably should have covered some of the ports better to prevent Brits from showing up where I don’t want them.

Year: 1775
American Hand: 3op, 2op, 1op, 1op, 1op, 1op, 1op
This hand highlights my biggest problem with this game. The deck of cards is very large because of the separation of events, end of turn, battle cards, and operation points. This means hand you are dealt each round can vary wildly. In other games you can usually do damage control with each hand, but I find this game less forgiving. But it’s early in the game so time to just start plopping down control markers.

I choose to go first and put Arnold and 3cu to Alexandria, VA, to protect the Congress from the south. Then with my 2nd card I put PC markers into Baltimore and Long Island to protect my ports. Playing my only two big cards right away my have hurt me but I wanted to start off strong. I’ll bring in my other reinforcements later when I have a better handle on what John is up to. I put down another PC marker and then John hits me with Pennsylvania and New Jersey Line Mutinies – no more PC markers this turn. I bring on Gates and 1cu to Albany to put a speed bump in the way from any northern aggression. I then move Arnold down to Norfolk, VA, to flip that at the end of the turn. John discards “Nathan Hale, American Martyr” but I can’t grab it with my remaining 1op card so I just discard it. John then is forced to play “Benjamin Franklin: Minister to France.”

The game board at the end of 1775. So far so good.

Then John points out my big mistake: I forgot that Washington is not in a Winter Quarters space so Washington is now down to 2cu. That discarded card DID have a use and I missed it. But with the French Alliance up 4 spaces I’ve got my sights set on the lone unit in Fort Detroit.

I’ll pause here and let John update you on his side of the story.


Commands and Colors: Napoleonics—The Best C&C Game Yet?

September 25, 2011

(Folks, let me open by stating emphatically this is not a review. We don’t do reviews at Margin of Victory. Rather, this is a simple explanation of why I believe Napoleonics to be the best Commands & Colors game yet published.)

I’ve only played five games of Commands & Colors: Napoleonics. And yet already I know it to be a more interesting game than its cousin, Commands & Colors: Ancients, which I played the heck out of between 2005-2008.

The same card-driven mechanic is in play here, as are the left, center, and right divisions of the battlefield. Light, medium, and heavy units are now infantry, cavalry, and artillery units (all of which have some weaker and stronger versions). So on the surface, it’s basically the same game, just with a few tweaks. What’s amazing is that Richard Borg gave players more choices in Napoleonics without making the game much more complicated.

Look familiar to some other games you've played?

The three important additions are Napoleonic-era tactical decisions:

Cavalry Retire and Reform: In the face of an infantry melee attack, cavalry may evade. This works exactly the same as evasion in Ancients, it’s just that only cavalry get this option now.

Form Square: In the face of a cavalry melee attack, infantry may assume a square formation. The defending player must have a random card taken from his hand, which is then placed out of play until his unit resumes its usual formation. Attacking cavalry may only attack with one die, regardless of other benefits. The infantry battles back with one die, but if they score a retreat result on the enemy, the cavalry must move one hex away from the square (a “bounce flag”). This formation is great if your infantry get cut off and are on their own. It’s a very tough choice if they are facing both enemy cavalry and infantry, as their ability to defend themselves against the infantry is vastly reduced.

Combined Arms Attack: While attacking, you may order one cavalry/infantry AND one artillery unit to attack at the same time. You roll the normal melee dice for the cavalry or infantry unit, but you also get to add the ranged combat dice of the artillery unit in the same roll. Yup, you might be rolling 8 dice in a massive assault.

On my first read through of the rules, I didn’t think these tactics would change the flow of the game much. But about halfway through my first game with General Rick of the allied army, it was clear they were going to matter quite a bit.

In the Rolica (first position) scenario, a unit of my French light infantry found itself way out ahead of the rest of my army. Having taken earlier losses, they were at half strength and facing British heavy cavalry and line infantry. Rick ordered both units and chose his cavalry to attack first. I formed square, knowing I would likely survive the attack but also realizing that my troops would get cut to ribbons by the line infantry attack a moment later. However, if I had not formed square, his cavalry likely would have destroyed my unit, received a bonus move, and received a bonus attack against another unit. So while I lost the unit to the second attack, I denied him a breakthrough.

The game ended when General Rick executed a perfect combined arms attack. Using cards that allowed his units to move extra hexes, he arranged it so some British artillery was on a hill, firing directly down on my troops (whoops!). Then he brought some line infantry up, ordered both units, and crushed my line in a devastating combined arms attack. He rolled 8 dice in one mighty attack (4 for the line infantry + 4 for the artillery firing at point blank range). Needless to say, this caused one of my full-strength units to magically transform from neat rows of blue-coated musketeers to a pile of corpses and, alas, my French lost the battle.

I enjoyed Ancients, but I like Napoleonics even more. I feel like I have more tactical decisions to make, and thus more control over the battle. Once I factor in the varied landscape in each scenario (no more featureless plains like in Ancients) and the specialized units (rifle infantry! horse artillery! cuirassiers! oh my!), I think I’ll be playing this game for a long time to come.

"Uh oh. Form square? Stay in line? Either way, I think we're screwed, guys."


BattleTech, Carcassonne, Finca and a Surprise!

September 19, 2011

A week ago Saturday started out as expected. My wife and I got the kids ready for the day and then we headed over to a friends house – our couples book club was meeting that day. After a nice morning chatting, I headed over to Russ’ house to start a new RPG Campaign set in the BattleTech universe. The session was the first time playing for all of us. With the MechWarrior soundtrack playing in the background we went out on a training simulation to get our feet wet. We had fun but had to wrap things up at about 4:15 as people had stuff to get to.

I got in my car and texted my wife I was on my way home. She called me back and asked if I’d stop at the store to pick up something we needed for dinner. No problem. When I finally I got home I walked in the door to our lower level and started up the stairs.

That’s when it happened.

“SURPRISE!” and at about the same time I saw faces that I didn’t expect to see in my house. Lots of faces.

I was floored. And speechless. My wife was thrilled. She had flawlessly pulled off what I told her many months before something she couldn’t do: throw me a surprise party. I was sure I would pick up the clues and figured it would never happen – I would find someway to spoil the surprise. Not only did it happen it blew me away.

I finally made it up the stairs and said hello to everyone – all 40+ people! Then I looked at my cake:

The meeples placed illegally were quickly eaten.

Cake-assonne! Even the Meeples are edible.

Wow. Even better than last year’s cake and that one was great.

All I could do is ask: How…? Where…? When…? I got the answers and all the little clues I had ignored previously started to make sense. Then we dug into the food and drinks and had a blast. Later in the evening I kept thinking about the past couple of weeks. It was like watching a good movie that has a surprise twist at the end. As soon as the movie is over you want to hit play again and see all the clues you missed.

A few days later I finally recovered my wits. Just in time to celebrate my birthday on the actual day. I received some fantastic gifts – one of which of course was a board game. This time: Finca. We played that night and had a blast. I’ve since played it 5 more times and am really enjoying it.

Now all I can wonder is: will I ever be able to top that surprise party…?


Commands and Colors: Napoleonics Storage Solutions

September 15, 2011

Having spent about four hours this weekend applying stickers to the blocks for Commands and Colors: Napoleonics, I was faced with a problem: where to store them all. While it’s true that the pieces all fit inside the game box, it’s a tight fit if you bag each individual unit type, which means finding another storage solution. After digging around a bit on the web, I settled on buying a Plano LockJaw box. I found one for sale at my local hardware store. The top portion of the box fits the Portugese, British, and French infantry with plenty of room to spare for an expansion or two:

Plenty of space left over!

Meanwhile, the bottom portion can easily be arranged to fix the larger pieces–cavalry, artillery, and leaders–as well as dice, terrain, and chits. If I ever purchase an expansion, it will be easy to transfer the last three items to the original game box. This should leave space for expansion playing pieces.

Open the lid, and you've got all large playing pieces with room to spare for terrain, etc.

Once you lock everything up, you’ve got a lightweight, organized carrying case for all of your armies. I think it will drastically cut down on setup time for this game.

Who knew you could carry the great armies of Europe so easily?


How I Learned to Stop Worrying and Love Losing

September 7, 2011

With Labor Day weekend over, it is time to regretfully close the book on summer. Camping, grilling, brewing, mowing the lawn: Every day was filled with joy. That is, until I sat down in the evening to play a board game with my wife, friends, or family.

And then I lost. And lost again. And then lost some more.

Like my beloved but hapless Minnesota Twins, I spent most of the summer getting thrashed by the opposition. If you’ve been following the blog for a while, you’ll know that every Memorial Day I declare a “summer of victory.” You may also remember that last year, the Summer of Victory III, didn’t go so well. However, it was nothing compared to the utter debacle that was the Summer of Victory IV: Actually, the Summer of Defeat, Don’tcha Know.

The overall number of games played went up slightly this summer, 43 compared to last year’s 38. Of these 43, I went 14-29, a .325 win average. This is a huge drop compared to last year (.447 average). In two player games, 26 in all, I went 14-12, again a huge drop off from last year, when I was 15-1-2. I attribute this to the fact that I was playing my wife a lot more, and she has proved stiff competition this summer, winning 8 of our 14 games.

The most popular games of the summer of loss were Hive (11 games played) and 7 Wonders (7 games played, no lie!). These are also the two games that Sara and I purchased together this summer, and we played them a lot. And it seems 7 Wonders is the new Carcassonne for me, as I have not yet won a single game of it. On the other hand, I finally snapped my 17 game losing streak in Carcassonne, winning for the very first time in the two years I’ve owned the game! That was a small bright spot.

In the end, I think this was a summer during which I learned to “stop worrying and love losing.” I don’t mean that I’m trying to lose, but that it doesn’t bother me like it used to. I’m much more focused on playing games that provide a bit of fun and some tough decisions as well, but even more importantly, I am enjoying the company of those with whom I’m playing.

A warmer, fuzzier John? Perhaps. But I’m still declaring a Summer of Victory V next Memorial Day!


PBEM v.s. Jason of Point 2 Point, Late 1758…and the end.

August 29, 2011

Over the course of the summer, Jason from the Point 2 Point podcast and I continued our leisurely but regular pace in our Wilderness War match via PBEM. You may remember that I cut the French turn down to size  in the first turn and consolidated my gains in the second turn, but a daring foray by Jason into New Hampshire set me back on my heels a bit in the third turn. However, things started looking up in late 1758.

1758 Late Season Hand (British)
Provincial Regiments/2, Cherokee Uprising/3, Fieldworks/1, Ambush!/1, Call Out Mililtias/1, Northern Indian Alliance/2, Colonial Recruits/2, Stingy Provincial Assembly/2, Mohawks/1

(Similar to turns two and three, I have no British regulars coming across the pond to help me. Looks like my provincials will have to make do with some Mohawk allies. I begin to despair of ever making substantial gains.)

We open the second half of the year with General Levis and his French army hightailing it for the Green Mountains to avoid getting attacked after their dastardly foray into New Hampshire (which put Jason up to French +1 VP at the end of last turn). I play a card and activate General Monckton, who again misses his opportunity to breach the thick walls of Louisbourg (now renamed Minas Tirith in my mind).   Then panic strikes me and my hardy British troops as the French land their reinforcements at Quebec! This means I’ve got a decent sized force breathing down my neck.

But then…annus mirabilis indeed! I make one last desperate push to take the Impregnable Fortress of North America ™ and…Monckton gets the job done and TAKES Louisbourg. The British rejoice (+3 VP to me) and my lobsterbacks are now up 2 VP. Jason sees the writing on the wall and leaves one regiment at Quebec as a speedbump as the other two join his main force at Ticonderoga. He then moves my provincial assemblies to supportive from enthusiastic to stop any further British provincial regiments from being raised. In the meantime, the Mohawks ally with the British. I plan to do a bit of raiding up north if I can spare the cards.

A bit later, General Levis heads back into New Hampshire to beat up on Loudon, one of my worst generals, and a lonely detachment of British regulars. I’m thinking he’s hoping to take another stockade and defeat my troops in battle to boot. I let him move into my space, call up the militia, and play Fieldworks in a desperate attempt to fend him off. Jason rolls the dice, checks the results table and sees that, yup, my worst general just beat his force (British now at +3 VP). They retreat in shame, and Jason concedes the game, knowing it’s pretty tough for his French to snatch up 4 VP in two more hands.

And thus ends our blog v.s. podcast smackdown. It was a lot of fun, but I will admit that a lot of card draws and dice rolls went my way. Jason is a good-natured and talented opponent, and I greatly appreciate him taking time to play me. And there’s already talk of a rematch…

The last battle. While I feel sorry for Jason, I did have to laugh at his consistently bad dice-fu. Nothing can explain it

The final map. The British take Louisbourg and only inch up the Hudson Valley corridor, but it's enough to send the French a-runnin'.


A BattleMech Shakedown

August 25, 2011
MechWarrior 2 Cover

This image was burned into my mind as a youth.

It was the first computer game I ever bought with my own money: MechWarrior 2. The game of giant battling robots and clan honor captured my imagination. While the FASA catalog included in the box hinted at a much larger world to explore, I had no local gaming store to sell me products or tell me where to start. And, perhaps most importantly, I had no more money to indulge in such a game.

Fast forward to last Friday night and all that changes. In a fit of nostalgia, fueled by free rules, John and I sat down to have our first ever ‘mech on ‘mech slug fest. The previously mentioned free rules are the Classic BattleTech Quick-Start Rules; a 31 page–including cover, two fictional stories, and play aids–rule book. The rules presented are a subset of the full BattleTech rules, not surprising considering this is a quick-start.  However, what is interesting is that book presents one set of rules and then has you play a scenario using those rules. In this case, you first learn the basics of movement, attacks, and line of sight and then slug it out with two BattleMechs. Next, combat vehicles are introduced and you field a ‘mech and a tank in the next scenario. Finally, infantry is introduced and the scenario sees each player bringing a ‘mech, a tank, a conventional infantry unit, and a battle armor infantry squad to bear. It successfully taught the game in increments and something I wouldn’t mind seeing more games do.

While the game provided a nice diversion and a great opportunity to get together and game, at the end, we were both left with that “having eaten a twinkie” feeling. Something light, fluffy, but with no nutritional value. Or in board gaming terms, something that keeps you occupied, but doesn’t require hard decisions nor do you spend time analyzing what led to your win or loss. As a wargame, the twinkie feeling is probably the last thing you want your players, and especially potential players, left with.

I blame this on the subset of rules the authors decided to showcase. BattleMech combat was so simplified that it became just move and attack. The things that set BattleTech apart, like heat management and critical system placement and damage were removed from the rules. The one cockpit shot of  the game was wasted. It wasn’t enough to destroy the ‘mech, and chances are another roll of snakes-eyes wasn’t about to happen. It would have been far better to see rules that focused solely on ‘mech combat and introduced the previously mentioned heat and systems rules in later sections and scenarios rather than vehicles and infantry. Let’s face it, you can get tanks and soldiers in a number of war games, big stomping robots armed to the teeth, less so.

But this decision is probably a result of how the Classic BattleTech rules are presented to the player. It seems the quick-start rules are supposed to teach you the basic system. Then the introductory box set build on those basics to teach you the tactics and decisions you need to make. Which  in turn to leads you to the 300+ page Total War rulebook that explains all the rules and possibilities in detail.

BattleTech Boxed Set

Where, oh where, art thou?

However, this model is flawed. The introductory box sets sell out in no time. They become more like collector’s items for those already into the game, than gateways to the game. Even my awesome gaming store that just about has everything, The Source, didn’t have a box set. And on eBay, there is only one listing with a buy-it-now price $25 more than MSRP. This means, going from the quick-start, right to Total War. If the end product is a steak dinner, don’t start me with a twinkie. Give me a twinkie, if the end is a cake.

As it is, the quick-start fails both as a recruitment tool and as a teaching tool. It doesn’t separate itself from any other hex based wargames, by showcasing something unique or interesting and it is so far removed from the full rules in Total War that there no need to bother with them in advance.

It would be interesting to hear from a veteran BattleTech player how they see the quick-start rules and if they find it a useful tool in teaching people to play the game. But for me, I was let wondering if this is a game I’d enjoy with the added complexity or if it isn’t worth my money. As it is, if a fit a nostalgia take me again, I’ll probably spend my time seeing if I can track down Ghost Bear’s Legacy. I never did get a chance to play MechWarrior 2’s expansion.


Manoeuvre: Distant Lands – My Playtesting Experience

August 24, 2011

Months ago, game designer Jeff Horger put out a call for playtesters for a Manouevre expansion. I immediately signed up. Not only is Manoeuvre one of my favorite games it would also give me a small glimpse into how a game gets made. Now that Distant Lands is on the P500 list I can finally talk about my experience.

Behind the Scenes
One of the reasons I signed up was to get a feel for what goes on with making games. I was sent a bunch of files that contained the rules and components for the Japanese army. The first thing I did was look through the rules and immediately had some questions. The new rules were pretty straightforward, but I wanted some clarifications. My other concern was with some of the components.

These don't look like the originals.


These are what I'm used to.


The new maps used completely different graphics and the units didn’t have the infantry and calvalry symbols on them. Instead they had a single box white box to represent infantry while two boxes represented cavalry. You’ll notice the Japanses don’t have any cavalry.

Japanese Army Tokens


The response I got back on the new map graphics were that he had been using the different graphics for many years and that “[he was] so used to it [he] didn’t think twice about it.” I think this is one part of game design that is key: have several people that are not familiar with the game and components play it. They will point out mistakes and missing information very quickly.

I then printed and cut out the units and cards. I was thankful for my wife’s scrapbooking supplies which I used to adhere the units to some chipboard. Then I sleeved all the cards. Plain pieces of paper in card sleeves worked very well for the small size of these cards.

The components I made turned out pretty well. I should note that I changed the colors of the cards to use less ink for printing. I would assume the final components look much more like the original game.


Once all of that stuff was out of the way it was time to play.

Playing with a New Army
I tend to like expansions for games – they can breath new life into a game that hasn’t made it to the table in a while. Or in the case of the Distant Lands, they can force you to rethink your best strategies.

My wife and I sat down for our first game and both instantly liked the new rule: Advance to Contact. In your first turn of the game you are allowed to move up to 3 different units, in the 2nd turn you can move 2 units. After that it’s back to normal. This change gets both players engaged much more quickly.

The two Japanese map tiles contained more marsh and lake features. The new ‘cluttered’ maps helped to slow down cavalry. The Japanese units were mostly unaffected by this. I’m curious to see just how many new map tiles come with this expansion. Although the base game already has enough for 6 simultaneous games.

The deck of cards had some unique features as well. Here is the breakdown of the Japanese deck:
• 40 Unit Cards
• 3 Forced March Cards
• 3 Supply Cards
• 2 Committed Attack Cards
• 2 Redoubt Cards
• 2 Death with Honor Cards
• 8 Leaders
Two things will stand out right away: eight leaders and the Death with Honor cards. The Death with Honor cards allow you to eliminate a unit and then inflict hits on every adjacent unit. Normally in Manouevre you try to surround a unit to eliminate it more easily. Now if you play against the Japanese you have to be careful that surrounding a unit isn’t exactly what your opponent wants you to do. I my games I usually only used one of these cards. Inflicting up to 4 hits can be powerful but losing a unit isn’t a decision to take lightly.

The leader and unit cards also act slightly differently. The other armies work together to drive their opponents back. However, each Japanese unit is self contained. They each get 2 normal attack cards and their bombard. They also get a volley only card and an attack card with a pursuit roll. These five cards are supposed to represent the “samurai, ashigaru, cavalry, artillery and teppo” in each of the clans. The 6th card for each unit is actually a leader. The leaders for the Japanese can only command the 1 unit they lead. Only one of the leaders, the Shogun, can unite up to four of the clans. Although the units start at fairly high strengths of 6, 7 and 8, the Japanese are weaker than the other nations because of their deck. A handful cards containing a leader and a few different unit cards for most armies was quite useful – with Japan it was a disadvantage.

The strength with the Japanese was keeping the units somewhat isolated. It allowed you to march single units to your opponents side of the board. Each unit was self contained. I cycled through my deck quickly while building up attacks with each unit separately. If things started to get bad for a particular unit I would sacrifice them while doling out hits.


Conclusion
Overall I really had a good experience. It got me really excited about the new armies for Manoeuvre (Chinese combat rockets!). I am also proud to have been able to help out in the creation of what I’m sure will be a successful expansion. I was a bit overwhelmed at just what has to go into making a game – and this was just an expansion! The amount of time and thought that has to go into creating a set of rules and components is massive. And then the refinement after playtesting… But it certainly gave me a jolt to get working on my own game ideas.