Saturday, 28 April 2007

Start Player: A Kinda Collectable Card Game

A recurring problem with various boardgames I have is that they don't specify who should start or, alternatively, they only give you a single option (i.e. youngest player, oldest player etc.) which becomes somewhat of a drag if you tend to have the same opponent. Bezier Games have come up with a solution - Start Player a kinda collectable card game. It's a deck of collectable cards each of which has different conditions to determine which player should start e.g. the shortest player, the player with the most body hair, the player who last bought a game etc. The cards are of pretty thin card stock and not all exactly the same size but they do come with different Board2Pieces cartoons on each and as a ten second distraction before the main game they work pretty well.

As with other, more conventional, CCGs Start Player has a starter deck (with 42 cards: 27 commons, 5 uncommons, at least 1 rare, 1 blank, and 8 rules etc. cards) and a series of booster decks are available. Unfortunately I believe it is only available direct from Bezier Games which, due to the postage, makes this relatively expensive circa US$21.95 with P&P to the UK. Bezier can also be a little slow posting the order - mine arrived about 4 weeks after ordering; however the post mark was only five days before it arrived!

First Look: Crusader

Crusader Historical Miniatures Rules by Crusader Miniatures is a set of miniature wargames rules designed to cover Biblical times to the Medieval period. Anyone who has read my earlier rant regarding Ancients as a period will have some idea of my views on this approach. The rules don't appear to contain anything radical or particularly innovative; however, this can be said of any number of other rule sets. They have a stand based approach which should avoid the need for rebasing and are both nicely presented and clearly laid out.

I picked up a softcover copy of the rules at Salute for their special offer price of £5 as opposed to the normal £7.50. Given that you get a 60+ page glossy booklet with nice colour pictures I thought the offer price was pretty good value. Obviously I've not tried playing them yet but will post a review once I have.

First Look: Typhon

Typhon by Alternative Armies is a set of miniature wargames rules designed to accompany their range of 50mm Greek Myth figures but can be used with other figure scales. Typhon is aimed firmly at Greek Myth and provides a synopsis of all the most well known stories. In addition to combat the rules allow the players to pray to the Gods for support either by granting special powers to various items or by bestowing skills or favours upon them. The object of the rules is to form your own adventuring band and create your own myth through a chain of scenarios.

I picked up a comb bound softcover copy of the rules at Salute for £12 but they are available direct from Alternative Armies either on its own or as part of a package deal with some of the 50mm figures (which are available both unpainted and painted).

First Look: Gloire

Gloire by Rattrap Productions is subtitled Swashbuckling Adventure in the Age of Kings and is a set of miniature wargames rules. Gloire is based on the mechanics of Rattrap's previous set of pulp rules .45 Adventure. As it says Gloire is aimed at Swashbuckling games and hence leans more toward the game rather than the simulation end of the spectrum.

I picked up a softcover copy of the rules at Salute for £10 but they are available as a .pdf download from either Rattrap or RPGnow for US$11 along with a few free scenarios, game aids and pre-generated characters. There is also a yahoo discussion group to support the rules.

Wednesday, 25 April 2007

Salute Sum Up

As always I made my annual pilgrimage to the Salute show at ExCeL in London last weekend. I arrived at around 09:30 (with doors scheduled to open at 10:00) and joined the Queuebuster Queue (an oxymoron if ever there was one as Lenin pointed out). Fortunately we were actually let in around 15 minutes early so it wasn't too long a wait. It was an expensive day out for some with the parking being a little on the steep side and with the entry price being £9 for the standard punters - along with the cost of getting there.

I must admit the new layout did go some way to reduce the feeling of wandering around an aircraft hanger but the space is still somewhat soulless. I trundled around picking up my figure pre-order and a few new rule sets (of which more in some later First Look posts) but there wasn't a huge amount that really caught my eye. There was a huge range in the games being put on from the "I'd be embarrassed to put it on in my living room" to the visually impressive but nothing that made me rush off and mortgage my house on a new project (probably fortunately). Lenin and I met up with Swiss Tony and all came to the same conclusion - we're not getting any younger and it's more difficult to generate the same excitement about a project.

Once I got home I broke out the new rules I'd purchased and they have certainly got me thinking about some new games - I've even started putting together some terrain for one of them which is a good sign. So maybe I'm not as jaded as I thought.

Friday, 13 April 2007

TotW: Spanish Civil War

Another Triumph of the Will game this week - this time the Spanish rather than the Russian Civil War. We were the Nationalists attacking a Republican held town. Things started well, that is right up until we encountered the Republicans - largely by wandering across the open ground in front of their dug in machine guns! It might not have been quite so bad had we not been facing Eric the Spy whose dice rolling prowess has led many to speculate that he has in fact sold his soul to Satan! His probability smashing rolls cut my first battalion to pieces and gave the second a darned good thrashing until eventually our return fire actually had some effect.

In the end a victory for the Republicans but a good time had by all - but your time will come Eric!

Tuesday, 10 April 2007

WTF: In the Night Garden...

My daughter has just been watching In the Night Garden... and I caught a few minutes of it. Have the Beeb been spending my license fee on a lorry load of illicit substances or what?!? I know this is aimed at very young children but it makes the Teletubbies look like serious drama! And don't get me started on the Teletubbies... I always wondered if it was a post apocalyptic nightmare with our cyborg descendants living in a reused fall out shelter in a (Logan's Run) manicured haven in the (unseen) ruins of our world. Their lives controlled 1984 style by an invisible narrator with their only access to our time via their embedded TV screens showing archive footage of a lost world. And then there's the Boohbahs.... arrghhh ... where's my tablets??!?

Monday, 9 April 2007

C&C:A - The Battle of Akragas

I broke out Commands and Colors: Ancients in order to teach myself the rules, so I gave the first scenario, the Battle of Akragas (406BC), between Syracuse and Carthage, a go solo.

The rules are very easy to pick up (especially to someone used to miniature wargames) and give a quick game. The command card system certainly gives you plenty of challenges as the commander on each side. The combat system is pretty straightforward but with a few little "exceptions" that you need to keep an eye out for.

The blocks work well and the cards are made from good stock. The game board sits reasonably flat if you back fold it but is certainly a weak point if viewed from a boardgamer perspective. All round it's fine if compared to board wargames but doesn't compare well to the higher production values of other Commands and Colors games such as Memoir '44 or Battlelore.

Victory went to Syracuse, not least due to them having one more command card than Carthage. I am looking forward to getting the game in front of a real opponent!

Friday, 6 April 2007

Commands and Colors Ancients: Custom Dice

I ordered a set of custom dice from Valley Games in Canada for my copy of GMT's Commands and Colors Ancients (C&C:A) a week last Monday and they arrived yesterday. That's not bad from across the pond.

They are lighter than the dice included in second edition C&C:A (the ones in the first edition weren't up to much I hear) but have the symbols etched into the surface rather than using stickers like the originals. Very nice and not too expensive too even accounting for the postage.

Sunday, 1 April 2007

Operation Sealion - Back on the Agenda

I have been interested in Operation Sealion (Unternehmen Seelöwe), the planned invasion of Britain in 1940, for some time. It was reinforced when I moved to Kent and was able to have a look at some of the key locations. I even ran a short lived wargames campaign using GMT Games' Britain Stands Alone for the strategic element. As with most campaigns it ran out of steam largely due to the logistics. After that my interest waned for a period but I recently bought a copy of Invasion, 1940 by Derek Robinson which has rekindled it. Whilst the book doesn't live up to its own hype and, for me, doesn't really add anything new, it did get me thinking about Sealion again. So I will be going back through my various resources and will be making posts on the blog about my thoughts. I am also wondering about working on a new game or campaign based on it. After all it's not a new project just a dormant one being restarted. Watch this space.

Saturday, 31 March 2007

First Look: Commands and Colors Ancients

Commands and Colors Ancients by GMT Games is a light board wargame recreating battles between the Romans and Carthaginians. The rules system by Richard Borg appears in his earlier ACW game Battle Cry and more recently in Battlelore by Days of Wonder. Whilst it doesn't have the production quality of the Days of Wonder product, with blocks and a rather thin board, it has been said to be the best implementation of the Commands and Colors system (BTW when will our colonial cousins learn that "color" has a "u" in it?). Not having played it I can't comment but with games taking around an hour I should be able to get a few in and post a proper review in the not too distant future. I have just finished applying the stickers to each side of each block which, whilst a bit of a chore, is strangely satisfying when you have finished. I'm not entirely convinced by the sticker approach to the battle dice but I understand they are considerably better than those supplied in the first edition. I am looking forward to giving this one some table time.

TotW: Flight From Smershk

Yet another Triumph of the Will game this week. This time a slightly less historic scenario from the Too Fat Lardies Christmas 2004 seasonal special. Quoting the Lardies:
Oh my Lord! Will evil Count Nikolai Vorskinski get the girl, or will she be saved in the nick of time by filthy oik Dimitri Urinovski. A bodice ripper for Triumph of the Will from the age of pulp.
We had a slight hiccup initially, largely due to my failure to proof read the email I sent to the chap providing the figures and hence the Reds were a little down on numbers but after a little reorganisation the game was rebalanced.
The Whites decided to dig in as close to the Red edge as possible to form a defensive line whilst the engineers fixed the damaged rails to enable the Count's armoured train to reach the ship. The Reds threw themselves at the line but took a substantial number of casualties; however, some of the cavalry managed a breakthrough on the left flank despite the intervention of the White's armour. Unfortunately the Reds didn't have enough fresh troops to exploit the move and whilst it held up that flank it didn't swing the game.
Meanwhile on the right flank the White defence crumbled before the Red onslaught with casualties minimised due to the cover reducing visibility for the MGs. More Red Cavalry broke through just in time to see the train steaming off towards Smershk. Comrade Urinovski led the advance crushing the Engineers which the Count had left behind but by now the breakthrough on the left flank had been crushed enabling the Whites to redeploy. The Reds didn't have enough troops to defeat the remaining Whites and were forced to withdraw. In his haste the Count nearly ruined it all by crashing the locomotive into the buffers and nearly into the sea! But he managed to unload his treasure and steam away with the girl thanks to his troops remaining loyal despite the fact he was abandoning them to their fate.

Saturday, 24 March 2007

Salute - Does it still provide inspiration?

Ever since I have lived within reasonable reach of London I have visited the Salute wargames show hosted by the South London Warlords. From the cramped conditions at Kensington through the variable benefits of Olympia (who can forget that first show with the lift access fiasco) through to the aircraft hanger that is Excel, I have trundled along with my "wish list" and duly tried to buy enough lead that I thought I'd saved myself the ticket price in postage. They have yet to announce the entry price for this year but I doubt it will be much shy of £10 and that's a fair amount of postage! In any event I generally do meet up with a whole bunch of reprobate gamers I haven't seen in a good while (probably since the previous Salute) and few other shows allow that. But overall I've found the show less and less inspiring. I used to do a lot of impulse buying as well as picking up stuff from my list but these days I seem to spend rather a lot of time wandering around but not buying much. Not that this is solely Salute, when I went to SELWG at Crystal Palace last year (and bear in mind I like that show a whole lot better than Salute even though it is a little smaller) I had a similar experience. Am I just getting old, have I bought it all already or is there just less to get excited about out there? I'm not sure myself but it will be something that's on my mind when I shell out the cash to get into the rather soulless space that the Warlords have taken this year.

Friday, 23 March 2007

How do they do it?

Placed an order with Shire Games yesterday for Diamant and Escalation! to play with the family. The order went in at 16:15 yesterday afternoon and the games arrived at 11am this morning. How do they do it - do they employ psychics to predict your order or what? I can't believe anyone can beat that (unless they've got a teleportation device). Anyway top marks to the folks at Shire Games!!

Saturday, 17 March 2007

Forlorn Hope

Managed to get a game of Forlorn Hope in this week at the wargames club. It has been a while since I have ventured into ECW and it has me thinking of sorting out my Redoubt Montrose and Covenanters which have been languishing in a cupboard for quite a while. It was the Umpire's first outing with the rules (and I'm not sure having one of the authors present helped his confidence level) but a fun game was had by all. Unfortunately, we (the Royalists) didn't carry the day but it was all going swimmingly when I had to leave early so I'll put it down to my fellow Royalists (OK chaps maybe it wasn't all your fault...).

Monday, 12 March 2007

Marked for dearth!

I hadn't realised how long it has been since I last posted. A nagging shoulder injury (not good for typing), work (encroaching on too many evenings) and other real life issues have left little time for gaming let alone blogging; however, this weekend has certainly started to put things back on track, gaming wise anyway.

5150, Antike, Bonaparte at Marengo (BaM) Luftwaffe 1946 and the naval rules from Rocket's Red Glare (RRG) all saw a first play along with a game of our old favourite Savage Worlds. A good mix of miniatures and boardgames along with air, naval and skirmish in historical, alternative history and SF genres!

Being from the Chain Reaction stable 5150 worked pretty much as expected with a Bug Hunt style game using random SF floorplan tiles. The Savage Worlds game was a pulp outing which owed a lot to both the Lost World and Indiana Jones with the descendants of Atlantis living on a jungle plateau inhabited with dinosaurs. Luftwaffe 1946 had B29s escorted by P51s facing off against HE162s and provided a good fun game but with little new (not that that is necessarily a bad thing!). RRG provided another use for my Wizkids Pirates CMG ships but didn't work too well (possibly not a surprise when many of the rules are based on the land game - though that works way better).

Despite losing BaM it turned out to be a great game and as the French I did only lose on the last turn after it looked like it would be a walkover for the Austrians after they got round my right flank so the game had plenty of interest. Whilst the combat mechanic is very simple the game gives you plenty of difficult decisions and a different perspective for each player. BaM will certainly be seeing some future play.

As a light civilisation game, Antike, works very well. A three player game demonstrated that conflict wasn't necessary for a win, although I'm not sure one of the players was really working to a plan (sorry dear!). With the game lasting 90 minutes, with little downtime and giving plenty of things to do I think this one will see quite a bit more table time.

Wednesday, 21 February 2007

First Look: Antike

Antike by eggertspiele and Rio Grande is a light civilisation type boardgame for 2 to 6 players. The game allows you to play various civilisations from the Babylonians to the Romans with the focus on securing various victory point cards rather than eliminating your opponents. There is combat but it is resolved very simply (and expensively!). The game has a playing time of between 90 minutes and two hours.

It is available from various sources but I managed to secure my copy at something less than the RRP on eBay. Look for a full review once I have had a chance to play it a few times.

Saturday, 17 February 2007

First Look: Bonaparte at Marengo

Bonaparte at Marengo from Simmons Games is a two player Napoleonic board wargame. It allows you to recreate the Battle of Marengo, 14 June 1800, between the French and Austrian armies. The opposing forces are represented by wooden blocks and the game utilises an innovative polygonal area to area movement system. The combat system is diceless. The game comes with two sets of, for a board wargame, deceptively simple rules but appears to present plenty of tactical challenges for both the French and Austrian players.

The game is available from Simmons Games in the US, Histogame in Germany and both Gameslore and Leisure Games in the UK. It retails for around $49.95 in the US and £42.99 in the UK (rip off Britain strikes again!).

Friday, 16 February 2007

Not a Great Week...

I managed to injure my shoulder - hence the lack of posts as work on the PC wasn't the easiest. Fortunately, I seem to be on the mend now. Things did look up as I managed to secure a couple of boardgames for very reasonable prices on eBay - Bonaparte at Marengo (you'll probably be able to guess from the title what that one's about) and Antike (a civilisation style game) - so expect some first looks and probably reviews once I've had a chance to look at them.

Saturday, 3 February 2007

Guards to Poltava

I have been running the Guards to Poltava Russian Civil War campaign for Triumph of the Will from the TooFatLardies featured in their 2006 Summer Special. The first two games went to the Whites but they took a bit of a beating to win the second game and it meant that they needed both a decent plan and good luck in order to win the third. Unfortunately they didn't fare too well with either and so the third game became the White high tide mark.

We all still like the Triumph of the Will rules, albeit they have a few rough edges which could do with smoothing, and they give a somewhat brutal but fast game. Given that we usually only have time for 2-2.5 hours gameplay we need rules that will work with multiple players on each side and allow us to reach a conclusion in the time available. TotW does both admirably.

We had a discussion after the game about the pros and cons of ladder campaigns and the difficulty of maintaining some sort of balance so they provide a challenge but don't end too rapidly. For a game to be fun it can't be dependent on one side making no mistakes whatsoever.

Whilst this campaign allowed the Whites to refight the scenario with the reinforcements they would have met up with at Poltava the conclusion was that they would still have had a tough time of it. It did provide an excellent example of the interesting aspects of the TotW rules with units being sized by their morale and determination rather than physical numbers. Also the need for control tests when a unit reaches five or less figures gave the Red Militia (starting with 6 figure units) plenty of worries. It did also show the need for proper consideration of counter battery fire too.

It looks like one of the chaps may try the rules for the Russo Finnish war next.