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 [F] CSW Forum  / Boardgaming  / On the Table

This is the place to talk about the game you are currently playing and why -- is it the topic matter, were you inspired by a book, because of a friend´s recommendation, because of the publisher or the designer? We invite everyone to post here your current gaming activities, so members can get a quick sense of what is presently hitting the table tops. Be sure to also take advantage of any topics dedicated to the game you are playing as well for more in-depth discussion. This topic is now spotlighted at our news site, so please post on-topic!

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J. R. Tracy - Mar 14, 2016 7:56 am (#75872 Total: 91497)  

 
[Tracy, J. R.]
We had fourteen gamers a couple weeks ago for a millennia-spanning selection of games, with some mythology thrown in.

Mark and Hawkeye finished their game of Crusade and Revolution, having reached the War of the Columns.


With a little help from their friends

Mark continued to preserve and protect Republican morale, holding onto province capitals and playing morale-boosting events whenever possible. Hawkeye pressured Madrid and cracked the outer defenses but could not take the capital itself, despite the aid of his Fascist patrons.


The Basques hang on

In the north, the Republic held its ground, and once the mighty Asturian corps appeared, Hawkeye's job was doubly difficult. A ripe crop of morale points remained just out of reach. With each passing turn, the morale threshold for Republican defeat receded, and the threshold for auto-victory approached. Finally, on the eve of the War of the Armies, the Nationalist battleship España struck a mine off the northern coast. The resulting boost to Republican morale cinched a victory for the regime, after a hard-fought war. Another good session with a game that grows more interesting with each playing.


The final blow

Dave, Campoverdi, Smitch, and Natus dove into Blood Rage. Dave had the run of the board after the first Age, but Campo closed the gap in the second thanks to a Loki-based strategy. However, the Age concluded with a massive battle amid the roots of Yggdrasil, during which Smitch played Odin's Tide, reducing everyone to a single figure each. The final Age was a battle between Smitch and Dave for first, but Smitch held the mighty Odin's Throne card, doubling his quest points. That was good for a solid victory, with Dave in second, and Campo edging Natus for third.


Natehalla

Scott and Jim squared off for a scenario of Bellum Gallicum II, a Vae Victis game on Caesar's adventures in Gaul. Scott's Helvetii were on the move, trying to reach the coast, while Jim's legions tried to stop them. Jim adopted a Hearts and Minds policy, cutting out Helvetic hearts and cleaving Helvetic skulls.


Dividing Gaul

This proved successful, thanks to some lopsided results on the swingy skirmish CRT and the mobility of the Romans, who force-marched with seeming impunity. Neither player was impressed, but they did say it's possible the scenario doesn't reflect the game's strengths the way a campaign might.


On the run

They followed up with Neanderthal, the latest groovy Eklund offering. Players propagate their species, expand their skill sets, and develop their tribal culture. Half the fun is trying to bring down the various critters that roam the prehistoric landscape without getting consumed in turn by the other predators in the neighborhood. Scott built a nice lead in intellect, but unfortunately his big-brained hipsters were so busy composing Beat poetry they forgot to send out for pizza before the big storm hit. A chaos event wiped out Scott's tribe, handing Jim a win, but I think they uncovered a rules error or two in the recap. Regardless, good experience gaming, and sure to return to the table soon.


Today's menu

Last up, GorGor, Dr. Rob, Bill, Brother Leon, and myself got in a couple games of an earlier Eklund effort, Pax Pamir. Dr. Rob poached a win in the first game with a deft manipulation of the regime status, overcoming Leon's superior board position. He zipped out the door, so we reset for a four-hander.


I can see my house from here!

Our second game saw the locals dominating. This was great for GorGor and myself, who enjoyed the lead in Afghan prestige - I was slightly ahead and well positioned for a win after the first couple Topples passed without incident. Unfortunately, the third topple was long in coming, and Leon avenged his close loss in the first game by grabbing a win in the second, thanks to timely plays from his hand to secure the dominance he needed in the nick of time. I am warming to the game - I think I like the gritty confusion of Pax Porfiriana a little more, but I appreciate the relative clarity of Pax Pamir's presentation, and enjoy the added geographical dimension.


Afghanistan for the Afghans!

Scott Muldoon - Mar 14, 2016 8:49 am (#75873 Total: 91497)  

 
[Muldoon, Scott]
I think they uncovered a rules error or two in the recap.


Yeap, we didn't realize you're immune to chaos if your population is smaller than your "vocabulary" (the main bidding currency). Oops!

Iain K - Mar 14, 2016 10:16 am (#75874 Total: 91497)  

 
[K, Iain]
My ongoing AAR of a playtest of Masahiro Yamazaki's Last Stand at Moscow on preorder from Multi-Man Publishing continues.



German Turn 5 (Nov II)



Well it's now or never for the Germans. If they wish to force a strategic victory through Soviet Surrender they need to push Soviet VP hex loses to at least 13. And with successes all along the front, they're on their way, but I suspect they're going to regret losing that turn to the Soviet raiders on the 2nd Panzer Supply line.

The map below shows the seven VP hexes that the Germans controlled before this turn (black), the four hexes the took (blue) and the remaining hexes still in Soviet control (red). The Germans took all they could have realistically hoped for and they've managed to advance to the shores of the Volga-Moscow canal opposite Moscow itself.

click to enlarge

However, Tula withstood the German assault. And that's important because Tula shows us what an assault on Moscow could be like. Cities have several benefits in Last Stand. First both Tula and Moscow have industry units. Industry is great boon for the Soviets. It keeps defenders in supply on defense regardless of supply trace elsewhere. It allows a reorganized unit to reappear in the city, again regardless of supply trace. And it halves the combat strength of attacking armor… a big hit to Germany's armored spearheads. Cities also have stacking limits of 3 combat units, plus any garrisons and industry (neither of which count against stacking).

The German attack on Tula resulted in a L/L result, mandatory step loses to both attacker and defender. Critically, and I say that meaning that it could determine the game, critically, the Soviets have managed to keep Tula in supply for one more turn. That means the city could get reinforced up to its maximum stacking value of 3, making good the loss from last turn.

Bottom line, Tula and it's 2 VPs won't come easy, they won't come next turn before the snow arrives.

There is good news for the Germans though. They've raised Soviet Damage into the realm where in results in a one column shift right on the CRT … which offsets the left column shift due to the weather.

The Germans have been focused on a Moscow or Bust strategy, and next turn they'll need to finish a southern pincer without the 2nd Panzer.

Assuming that the Soviets don't come out swinging as their portion of Turn 5 begins.

Ryan Kirk - Mar 14, 2016 2:51 pm (#75875 Total: 91497)  

[Kirk, Ryan]
Getting down to some playtesting. Sergey Prokofiev International Airport, Ukraine.

Attachments:

Playtest.jpg (368 KB) (173 Downloads)


Dick Vohlers - Mar 14, 2016 6:02 pm (#75876 Total: 91497)  

 
[Vohlers, Dick]
It needs a bit of work.


Ryan Kirk - Mar 14, 2016 6:17 pm (#75877 Total: 91497)  

[Kirk, Ryan]
Don't worry, the game isn't about air traffic control.

Matt Foster - Mar 15, 2016 9:56 am (#75878 Total: 91497)  

 
[Foster, Matt]
Gettin' all chatty about "Night of Man" from Flying Pig Games:

http://opportunityfire.com/index.php/2016/03/15/night-of-man-a-xenomorph-is-involved/


NOM-02

Jason Pipes - Mar 15, 2016 12:12 pm (#75879 Total: 91497)  

[Pipes, Jason]
OTT, the two volume set of books The Great Northern War Compendium. Arrived yesterday. Holy cow is this set a beautiful, engaging, wildly interesting compendium. I was heretofore totally disinterested in the period and without much knowledge on the subject, but this set is so well put together that I'm very excited to pick up their game on the same topic at Cold Wars this weekend. What a fantastic one-stop resource on this otherwise very obscure period. Highly recommended even if it's a period that, like me, you had little interest in.

Darin Leviloff - Mar 15, 2016 2:54 pm (#75880 Total: 91497)  

 
[Leviloff, Darin]
Some fascinating gaming going on. Love "Crusade and Revolution". Maybe I can get my eldest to play. He liked "Shifting Sands".

My solo tryout of "Balance of Powers" went really well. I got strange results, but the point of a play through is to screw up rules and strategies. The Germans are stalled outside of Brussells, the Frence decimated themselves in Alsace-Lorraine, and the Russians immolated themselves in Galicia against weak Austrian opposition. Of course, I messed up on the trench rules and forgot the German re-roll option, so I'll do a do-over maybe with an opponent.

Mark vr - Mar 15, 2016 10:40 pm (#75881 Total: 91497)  

 
[vr, Mark]
It is a great game Darin, strategies and tactics are not obvious. May want to look up the message on the CSW topic on how to conduct the Tannenberg battle --enjoy.

Richard Simon - Mar 16, 2016 6:48 am (#75882 Total: 91497)  

 
[Simon, Richard]
I've been looking at BoP but the footprint seems a bit large

John Gorkowski - Mar 16, 2016 9:35 am (#75883 Total: 91497)  

[Gorkowski, John]
I've been looking at BoP but the footprint seems a bit large

The game has meaty, one-map scenarios so one can adjust the shoe size.

The Germans are stalled outside of Brussells, the Frence decimated themselves in Alsace-Lorraine, and the Russians immolated themselves in Galicia

I've been asked to show some pics of a "normal" 1914 over in the game's folder. Feel free to take a look in the near future when I hope to have them posted.

Iain K - Mar 16, 2016 11:26 am (#75884 Total: 91497)  

 
[K, Iain]
My ongoing AAR of a playtest of Masahiro Yamazaki's Last Stand at Moscow on preorder from Multi-Man Publishing continues.



Soviet Turn 5 (Nov II)

Other than a general solidifying of the line and a failed spoiling attack west of Kalinin by cavalry, the main action during the Soviet turn was a powerful local counterattack that threw the Germans back from the outskirts of Moscow. It seems less likely that the Germans can take either Tula or Moscow before the snows hit.

click to enlarge

Also of note, the Soviets are getting more air power each turn, while the Jerries are getting less. This turn, the Soviets (who receive air power with their reinforcements, _not_ at the start of the GAME turn) banked their air point from this turn so they'll be able to thwart whatever attack the German's single point might support next turn.

This session isn't looking good for Jerry. He's got one more turn of decent weather and the overruns it allows and he has to make it count.

Darin Leviloff - Mar 16, 2016 4:09 pm (#75885 Total: 91497)  

 
[Leviloff, Darin]
[Simon, Richard] I've been looking at BoP but the footprint seems a bit large

I had the same concern, but as John as pointed out, there are a number of one map scenarios that don't take up more space than most magazine games. (I think the Africa game might have an even smaller footprint). The play time for these is in the area of "2 hours"- while as a beginner I think that's a very liberal estimate, its still not doomed to be a monster game if you don't want it to be. Also, the rules can be simplified if you don't go "full monty" on Naval and politics. I've held off so far.

I'll look for the 1914 photos.

Iain K - Mar 18, 2016 8:40 pm (#75886 Total: 91497)  

 
[K, Iain]
My ongoing AAR of a playtest of Masahiro Yamazaki's Last Stand at Moscow on preorder from Multi-Man Publishing continues.

German turn 6 (Nov III)

click to enlarge

It was a truly ugly turn for the German forces. In an attempt to close the noose around Moscow, several overruns against untried Soviets in entrenchments were attempted. They universally did poorly, resulting in step loses and disruption, and knocking those attackers out for the rest of the turn.

Not only did the Germans fail to advance on Moscow in any meaningful way, they failed to do enough damage to Tula (the single step loss can be replaced by Tula's Industry next turn). In fact they failed to take any new objective hexes effectively ending their hopes of a strategic victory.

And it gets worse. In their portion of the turn, the Soviets are getting a massive 18 infantry reinforcements, 3 armor, and 4 cavalry including 3 guards cavalry (powerful 9-3-8's).

The Germans are in trouble, and it hasn't even started snowing yet.

Scott Muldoon - Mar 20, 2016 9:59 am (#75887 Total: 91497)  

 
[Muldoon, Scott]
On the table yesterday afternoon, a first alpha test of game prototype Tank Battle. Designed by me, developed by Miles age 5. Miles loves to watch me play World of Tanks on the iPad. I am actually working on a more complicated tank game and he showed interest, so I told him I would make a simpler game for he and I to play. Should be one page of rules once I type it up.

Sadly the test ended in tears when his favorite tank was inadvertently accidentally ruthlessly exploded by some rat bastard. The good news is he internalized the basics very quickly. Strategy comes later of course.

Attachments:

image.jpeg (1928 KB) (116 Downloads)


Richard Simon - Mar 20, 2016 10:13 am (#75888 Total: 91497)  

 
[Simon, Richard]
On the Table yesterday at the Chitkickers was a modern version of Cosmic Encounters. Talk about a chance to relive our youth. We had a seven player game that moved along surprisingly well and everyone was involved. I'm not big on space games (but see below) but this was smiles all around. We followed up with several rounds of Guillotine. For those not familiar with it, you are basically in the beheading business in Revolutionary France. It's a late night special that's always good fro some grins. We then played a Presidential card game (I forget the name) that was long on graphics and short on just about everything else. It was and idea in search of development. We finished up with Formula De, which used to be a Chitkicker special. It's one of the few games I seem to be reasonably proficient and after a decade-long hiatus, I managed to claim the checkered flag.

As a finale, based on the reviews I've seen on CSW, I picked up a copy of Talon, since it's essentially out of print. As I said, I'm not big on space games so if it I don't like it, it's all your fault! :pbpt:

T. Johnston - Mar 20, 2016 10:22 am (#75889 Total: 91497)  

 
[Johnston, T.]
As I said, I'm not big on space games so if it I don't like it, it's all your fault!


I'll bid ten quatloos for your copy when you don't like it. :cool:

J. R. Tracy - Mar 21, 2016 4:35 pm (#75890 Total: 91497)  

 
[Tracy, J. R.]
We had ten players a couple weeks ago, fighting on Earth and across the cosmos.

Scott and Jim returned to Neanderthal, with Scott a Cro-Magnon and Jim the eponymous Neanderthal. Scott again struggled on the food front, while Jim's randy Neanderthals used both gathering and some big hunting scores to expand their population. Jim maintained his lead and kept the good hunting grounds to himself, converting to tribal in the closing turns to seal a win.


Tribal elders confer

They followed up with the Kliszow scenario of Fields of Battle Volume 1, The Great Northern War, which Scott wrote up here on CSW and also over on BGG.

Dave and Stéphane played 1989: Dawn of Freedom, with Dave running the democratic movement against Stéphane's regimes. They're well-matched at this point, and went the distance in a close game. However, Stéphane managed to retain control of two countries, and the resulting bonus gave him the win. It's good to see a winning strategies developing for the Reds, contrary to our early experience.


Freedom waits for another day

Mark, Mitch, Smitch, and Bill traveled into the future for Forbidden Stars, a space conquest game set in the WH40K universe. Mark ran the Eldar, Smitch the Chaos Marines, Mitch the Orks, and Bill the Ultramarines. This was the first or second game for everyone so it moved a little slowly, but they had a lot of fun with it. Deft use of the warp storms frustrated many plans, but by the time they called it Smitch had the edge with two objective tokens in hand against one for everyone else. Other than an over-involved combat resolution system, I really like the game, and hope it sees more table time.


Chaos versus the Ultras

Hawkeye and I paired up for ASL. We selected Riding to the Rescue, designed by our very own Jon Bays, a sinister Canadian who hides his true malignance behind a veil of courtesy and good humor. The setting is 1940 France, and I had to extract a force of encircled second line British infantry with the help of late-arriving armor. I could head either for a long board edge or dash across a bridge. I chose the latter, as the terrain seemed to offer more cover on the approach, while the board edge option required battling through some stone buildings. My infantry was crap, but I had three zippy Mark VI light tanks on hand and a couple mediums arriving mid-game, against a pair of armored cars for Hawkeye.


Triple teamed

I opened by going after Hawkeye's armored cars, throwing all three Mark VIs against one. I managed to knock a tire off, but one of my tanks was immobilized as well. My infantry took out the other A/C with an ATR; I eventually killed the immobilized PSW, but lost a tank myself to a German ATR. My fight through the woods toward the bridge was held up by a very stubborn German squad, and by the time I solved that little problem, Hawkeye had brought up the forces who had been guarding the now-irrelevant board edge. I still had to get by the bridge garrison but now the bridge itself would be under German fire.

The bridge defenders didn't put up much of a fight, but Hawkeye had a couple clusters of Germans with line of sight to my exit path. I still had my medium tanks, however - one was an infantry support tank, armed only with smoke rounds. This seemed like just the ticket to deal with a leader-directed medium machine gun. Unfortunately, I missed my first smoke attempt as well as a second Intensive Fire shot. My other medium took care of a second machine gun position, but I would now be facing a -1 shot in my exit hex, along with the resulting residual firepower for later units. I had just enough units in range to theoretically win, but Hawkeye broke the first troops to move, sealing my fate.


Perilous crossing

This was a very fun scenario, a difficult puzzle for both sides. I was too slow in reaching the bridge, and perhaps a little careless with my armor. I needed to reserve a unit or two along with a tank to harass Hawkeye's follow-up group, who approached essentially unmolested. I also needed to get my smoke tank into better position - an orchard hindrance made the difference on my last-turn miss, and there were at least two other spots I could've parked with better lines of sight. Hawkeye did a good job keeping up the pressure and identifying the ideal positions to interdict my final rush. Nice situation, and short enough to finish on a weeknight.

Markus_St - Mar 21, 2016 8:28 pm (#75891 Total: 91497)  

 
[Markus_St]
A nice map. Brings up again the care with which terrain was arranged on the original SL maps. Intricate but not overloaded.


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