Friday, May 24, 2013
One of those occasional games
///First started writing back after the Fall Season Novag Game Day. Now as I start to work on completing it, I'm two weeks away from the Spring one. Whoops.////
If you live in the Greater DC Metro Area, and have not linked up with NOVAG, I highly recommend it. Good group of gamers, and yesterday they held their Fall Game Day. Sadly I only could only stay until Noon, which I was fortunate enough considering moving requirements.
Some things came out of this.
First of all, General Quarters 3 from ODGW is actually an enjoyable game. So far it's the best game I've seen for addressing the game vs. simulation balance for World War 1 Naval, and I understand it does the same for World War 2. Someone at the game event was running his "Wobbly 8" scenario, with a British Fleet of Armored Cruisers and Pre-Dreadnaught Battleships fighting four ultra modern German battlecruisers. I was doing ok, about to cross the T before I ran out of time, but only due to the absolutely dreadful luck of my foe.
So, with that in mind I was reminded of two projects which have been sitting on the way back burner. The first was Aeronef which is, more or less, normal pre-dreadnought at 10,000 feet, and I think GC3 would capture it well and quickly with only the addition of altitude mechanics while maintaining speed of play. For a long time I had been looking at the possibility of using Battlefleet Gothic. No clue why, as I'm sitting her thinking about it. It just seemed to make sense...I should probably go back and reread it to see if that core theory applies. My books have finally returned from deep storage (and let's face it, I'm still doing a happy dance.
Project number two, and maybe more viable is the CSN vs. USN in the 1901-1905 period. However this is for another time.
This has been sitting in my drafts for too long. just some random thoughts
If you live in the Greater DC Metro Area, and have not linked up with NOVAG, I highly recommend it. Good group of gamers, and yesterday they held their Fall Game Day. Sadly I only could only stay until Noon, which I was fortunate enough considering moving requirements.
Some things came out of this.
First of all, General Quarters 3 from ODGW is actually an enjoyable game. So far it's the best game I've seen for addressing the game vs. simulation balance for World War 1 Naval, and I understand it does the same for World War 2. Someone at the game event was running his "Wobbly 8" scenario, with a British Fleet of Armored Cruisers and Pre-Dreadnaught Battleships fighting four ultra modern German battlecruisers. I was doing ok, about to cross the T before I ran out of time, but only due to the absolutely dreadful luck of my foe.
So, with that in mind I was reminded of two projects which have been sitting on the way back burner. The first was Aeronef which is, more or less, normal pre-dreadnought at 10,000 feet, and I think GC3 would capture it well and quickly with only the addition of altitude mechanics while maintaining speed of play. For a long time I had been looking at the possibility of using Battlefleet Gothic. No clue why, as I'm sitting her thinking about it. It just seemed to make sense...I should probably go back and reread it to see if that core theory applies. My books have finally returned from deep storage (and let's face it, I'm still doing a happy dance.
Project number two, and maybe more viable is the CSN vs. USN in the 1901-1905 period. However this is for another time.
This has been sitting in my drafts for too long. just some random thoughts
I have a pulse dagnabit
The new job, in short, is about two jobs. Not an excuse, rather an explanation. Mainly to Brooks, my own personal Wargaming Jimminy Cricket. But, instead of "Conscience", his badge says "Paint Something". And he's taller.
I'd like to say things will get better, but it won't, not for a while.
So I finally got to get some dice rolled of late. Dux Bellorum against goodman Erik and his fine collection of beer and hospitality, with kind wife Jenny and bashful child looking on. The phone died so no photos (I never foresaw that statement about a decade ago...but that's another story). Only optional rule in play was "no more than one wound could be avoided by leadership". Time was tight.
Game 1-Erik's Early Wild Welsh vs. Sean's Overly Overly Enthusiastic Irish (Is there another kind).
The Welsh were a "I have figures, let me make a last minute 5th army", and one I didn't expect to be effective frankly. Warrior Welsh vs. Warrior Irish with Chariots, with the Welsh foregoing their ambush and holding on to their Javelins. Shockingly, and painfully, effective javelins.
I learned a lot that first game. Mainly I learned the optional rule of "spend one leadership point for avoiding charge" I've since found on the net. Though I outnumbered the Welsh, I didn't out maneuver my foe and was defeated in detail. Once I got within charge range (4 base widths, or over 5" on a 24" table for Chariots), it became a die rolling exercise, with all my forces on auto-charge. In short the Irish were unplayable with Chariots. But not Irish without them. Not historical with them, mind you, but who lets history get in the way of a good wargame. At this point i wasn't sure if this was a game for me. Frankly the game didn't play like it read. I made mistakes, i failed to take advantage on my better speed and didn't focus on one of his two rather divided flanks.
None the less...On to game 2
Game 2-45 minutes on the clock for Dux Erik's Late Romans (Imposing horses and poor infantry) vs. Theign's Sean's drunken Saxon (Mead ability, basically making them orcs).
The time was tight, but while I was slaughtered the first game, it was a good time. Mead is a wonderful rule for a short game (+1 offensive dice, -1 HP per unit). So I had to unleash the Saxons. Things played different. The Romans were a poorer force. Heavy on cavalry in a game in which cavalry is not decisive, and completely hamstrung by no good leadership among their infantry, trailing far behind the battle. If it had been another game, I would not have stood a chance, and if we replayed, I'm certain Erik would have learned and I wouldn't stand a chance.
There is one other optional rule, scouring the internet, is that supporting units add two not one die that must be considered. I'm not sure if it should be 2 for the first and 1 for the second and later, but there needs to be better support. Flanking is rather easy, but i guess that's the way it should be in this time and era. This is a good game to simulate the difference between Shieldwall and Warrior armies, and probably Sheildwall vs. Shieldwall (which I haven't played), but as mentioned before, for warrior vs. warrior, it needs some modifications. This is a great sandbox rule system, good value for the money, but it needs some work in this gamer's humble opinion.
And all that said, if you're interested in the period in an approachable method, I really recommend the British History Podcast which is currently reaching the middle saxon period. If you have issues with Liverpool FC, then avoid, but he's in the weeds on medicine, food, and warfare, bringing interesting scholarship which, if not definitive, is worth listening to.
May you roll sixes, unless I face you on the field of battle. Apparently in latin this is: Sit seni volvere, nisi in facie tua proelio. I think I just found the new phrase for the hobby room door.
I'd like to say things will get better, but it won't, not for a while.
So I finally got to get some dice rolled of late. Dux Bellorum against goodman Erik and his fine collection of beer and hospitality, with kind wife Jenny and bashful child looking on. The phone died so no photos (I never foresaw that statement about a decade ago...but that's another story). Only optional rule in play was "no more than one wound could be avoided by leadership". Time was tight.
Game 1-Erik's Early Wild Welsh vs. Sean's Overly Overly Enthusiastic Irish (Is there another kind).
The Welsh were a "I have figures, let me make a last minute 5th army", and one I didn't expect to be effective frankly. Warrior Welsh vs. Warrior Irish with Chariots, with the Welsh foregoing their ambush and holding on to their Javelins. Shockingly, and painfully, effective javelins.
I learned a lot that first game. Mainly I learned the optional rule of "spend one leadership point for avoiding charge" I've since found on the net. Though I outnumbered the Welsh, I didn't out maneuver my foe and was defeated in detail. Once I got within charge range (4 base widths, or over 5" on a 24" table for Chariots), it became a die rolling exercise, with all my forces on auto-charge. In short the Irish were unplayable with Chariots. But not Irish without them. Not historical with them, mind you, but who lets history get in the way of a good wargame. At this point i wasn't sure if this was a game for me. Frankly the game didn't play like it read. I made mistakes, i failed to take advantage on my better speed and didn't focus on one of his two rather divided flanks.
None the less...On to game 2
Game 2-45 minutes on the clock for Dux Erik's Late Romans (Imposing horses and poor infantry) vs. Theign's Sean's drunken Saxon (Mead ability, basically making them orcs).
The time was tight, but while I was slaughtered the first game, it was a good time. Mead is a wonderful rule for a short game (+1 offensive dice, -1 HP per unit). So I had to unleash the Saxons. Things played different. The Romans were a poorer force. Heavy on cavalry in a game in which cavalry is not decisive, and completely hamstrung by no good leadership among their infantry, trailing far behind the battle. If it had been another game, I would not have stood a chance, and if we replayed, I'm certain Erik would have learned and I wouldn't stand a chance.
There is one other optional rule, scouring the internet, is that supporting units add two not one die that must be considered. I'm not sure if it should be 2 for the first and 1 for the second and later, but there needs to be better support. Flanking is rather easy, but i guess that's the way it should be in this time and era. This is a good game to simulate the difference between Shieldwall and Warrior armies, and probably Sheildwall vs. Shieldwall (which I haven't played), but as mentioned before, for warrior vs. warrior, it needs some modifications. This is a great sandbox rule system, good value for the money, but it needs some work in this gamer's humble opinion.
And all that said, if you're interested in the period in an approachable method, I really recommend the British History Podcast which is currently reaching the middle saxon period. If you have issues with Liverpool FC, then avoid, but he's in the weeds on medicine, food, and warfare, bringing interesting scholarship which, if not definitive, is worth listening to.
May you roll sixes, unless I face you on the field of battle. Apparently in latin this is: Sit seni volvere, nisi in facie tua proelio. I think I just found the new phrase for the hobby room door.
Subscribe to:
Posts (Atom)