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How hard are some of these popular wargames? Written from a Eurogamer perspective.
Eddie B
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We, seasoned Eurogamers, see all these cool wargames (Washington's War, Hannibal: Rome vs Carthage etc.) and we wonder: "I am ready for a new style of games, would this be something for me?"

We check the weight rating and it's only 2.5 (Washington's War) or so, and we think well Agricola is 3.6 so how hard can this be?

Then we end up buying one of these games, we read the rules three or four times and we are like: "how am I ever going to explain this game to my Eurogamer friends/wife/gf??? There are just too many rules! Rule 11.2.5 says you can do this, but rule 13.7.4.C says that you can't do it if the Allies control the bunkers in hex D5 and F9."

This scenario has happened to me several times. I bought We the People, Wilderness War and Hammer of the Scots only to realize that I would never get this on the table simply because I had such a hard times understanding the rules, let alone explain it to someone else and so I ended up selling/trading these games again.

This list will go through some of the wargames that are in the wargame top 100 that I have tried and my experiences with them. I hope this list can assist you, Eurogamer, to make some first steps into the wonderful realm of wargaming...

Now please note that this list is not in chronological order of my ventures into wargaming, but it's listed in order from the some of the easiest wargames to some of the hardest, from my Eurogamer perspective of course.

I don't claim to be a wargamer so grognards have mercy on me please.

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1. Board Game: Nexus Ops [Average Rating:7.28 Overall Rank:168]
Eddie B
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Number 70 in the wargames top 100.

Very easy to understand. Eurogamers can pick this up and pretty much start playing after 5 minutes.

On a scale from 1(easiest) to 5 (hardest) that I have played this is a 1.
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Marshall Miller
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I found that the hardest thing about this game is that it is much more about making attacks in the race for points and much less about controlling territory in an effort to conquer(unlike, say, Risk). This may throw people for a loop in the same way that Imperial does (its about shares at game's end, not controlling countries).

[edit] What I mean is that you don't actually have to hold territory or take over the whole board. Maintaining some mines and undertaking a series of surgical attacks can gain enough points to win even if you take heavy losses in your expeditionary forces or lose some mines. Turtling is counter to successful play.
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  • Edited Wed Apr 7, 2010 5:36 pm
  • Posted Mon Apr 5, 2010 7:35 pm
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Dan Lokemoen


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Mease19 wrote:
it is much more about making attacks

To put a fine point on it, it's all about fulfilling the requirements of the cards for points. You either hold mines to make money and aggressively pursue points, or lose.
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  • Posted Mon Apr 5, 2010 9:53 pm
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Quote:
hold mines to make money


That part's overrated.
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  • Posted Tue Apr 6, 2010 1:07 am
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2. Board Game: History of the World [Average Rating:7.16 Overall Rank:262]
Eddie B
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Number 72.

Again pretty easy. Eurogamers should have no issues with this. If you can play Ticket to Ride and Risk you can probably play this.

Again a 1 on the scale.
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Wendell
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It's also a pretty cool game.
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  • Posted Mon Apr 5, 2010 12:55 am
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M Stumptner
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curtc wrote:

Feel free to disagree. I don't care enough to debate it. I'm just answering your question. The main point of my previous post was to point out that there exists a new version specifically targeted at Eurogamers. So since that's also the target of this list, I thought it was worth mentioning. Obviously if the original game wasn't dated, they wouldn't have updated it.

No, they updated it because it was pretty long, and I guess after 3 editions they were after a different target. You make it sound as if a tendency in Eurogames towards short games were a new thing. It's always been the case. "Dated" has nothing to do with it.
 
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  • Posted Mon May 3, 2010 11:08 am
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Dan Daly
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1. Draft the civilization cards with the person having the lowest current score choosing first and the highest score choosing last (and everything in between). That way nobody get stuck with the worst civilizations, and a person in the lead won't luck into too good of one. I find this makes the game exciting until the end.


To add a differing opinion do NOT do this. I think the AH (per-hasbro) version has the best rules for assigning civilizations. Draft in the order of STRENGTH from lowest to highest. Use POINTS as the tie breaker with higher points getting to pick first. This method rewards good play and makes empire selection much more strategic as you have to weigh how many points you'll get out of an empire against how much their strength will set you up for a low draw in the future.
 
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  • Posted Tue Feb 15, 2011 12:52 am
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C Sandifer
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A Brief History of the World is now available.
 
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  • Posted Mon Jun 27, 2011 4:26 pm
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Tom Swider
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IMO, not a wargame.
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  • Posted Sat Nov 5, 2011 4:06 pm
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3. Board Game: Memoir '44 [Average Rating:7.56 Overall Rank:65]
Eddie B
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Number 33.

Ah, this is more like a wargame. The great thing about this game is that it gets gradually harder. I have played this game a lot with my 8 and 10 year old sons. Scenario 1 is just super simple but every scenario just adds one or two more rules.

I recommend this one. If you can play Stone Age you can play this.

Let's put this at 1.5 on the scale.
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Leonardo Martino
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I agree! For instance, playing Barbarossa campaign from the Campaign book isnt that super easy
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  • Posted Mon Apr 5, 2010 9:53 am
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Andy Leighton
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stophle wrote:
andyl wrote:
stophle wrote:
What about C&C Ancients?
I've just order it...


It is a bit more complicated than Memoir '44 but still approachable. The game play is pretty much the same - play a card from you hand and move/attack as appropriate.

I would think it adds an extra 0.5 on to the rating. Looking at the games you have you should be OK.

Ha, thanks! That's good to know. 2 out of 10 seems not to bad.

ps: Are my games that easy?


It is 2 out of 5.

No, it is just that Arkham Horror has a load of rules, and if you can manage that OK then most of the light wargames aren't going to be a problem if you have an interest in the subject.

I would note I don't agree with some of the ratings given on this geeklist - for example I found Hammer Of The Scots easier than the 3.5 suggested.
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  • Posted Wed Apr 7, 2010 9:40 am
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Chris toph
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andyl wrote:
stophle wrote:
andyl wrote:
stophle wrote:
What about C&C Ancients?
I've just order it...


It is a bit more complicated than Memoir '44 but still approachable. The game play is pretty much the same - play a card from you hand and move/attack as appropriate.

I would think it adds an extra 0.5 on to the rating. Looking at the games you have you should be OK.

Ha, thanks! That's good to know. 2 out of 10 seems not to bad.

ps: Are my games that easy?


It is 2 out of 5.

No, it is just that Arkham Horror has a load of rules, and if you can manage that OK then most of the light wargames aren't going to be a problem if you have an interest in the subject.

I would note I don't agree with some of the ratings given on this geeklist - for example I found Hammer Of The Scots easier than the 3.5 suggested.

Ups, see reading is not my strongest suit
Just kidding. I think I can handle longish rules. And yes I am interested in the game in terms of mechanics and also the theme.
Plus I feel my collection needs a wargame. (Ok, besides WotR CE, which I have to admit I bought for the looks. Still need to play it).
Thanks for your help Andy!
 
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  • Posted Wed Apr 7, 2010 9:50 am
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rob brennan


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My 6 year old boy can play C&C Ancients. It is not hard.

rgds
rob
 
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  • Posted Thu Apr 8, 2010 4:40 pm
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Kurt Keckley
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The tactical basics of movement and fire can be taught to even the simplest of eurogamers. If my 4-year old could read, she'd have the entire game down. M44 is as easy as they come and I con't think of a better gateway game.

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  • Posted Sat Nov 5, 2011 6:51 pm
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4. Board Game: A House Divided [Average Rating:7.11 Overall Rank:426]
Eddie B
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Number 95.

This starting to get a little bit more complex. There are two sides that both play a little different. The game comes with a whole bunch of optional rules so you can start with the simple version. If you can play Puerto Rico you should be able to handle this.

Let's put this at a 2 on the complexity scale for Eurogamers.
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Eric Smith
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Worth the time to learn, this is about as classic a wargame as they come.
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  • Posted Mon Apr 5, 2010 2:44 am
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Mikko Saari
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Of course, the whole complexity of choosing the actual set of rules you want to use is somewhere around 4... The rulebook could've used some recommendations on choosing a good set of optionals. Played once, sold away - not a very interesting game, classic or not.
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  • Posted Mon Apr 5, 2010 6:11 pm
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Iain Cheyne
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Reading
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The WBC Scenario is probably best for regular play. If you like the ACW, it's probably a good starting choice.
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  • Posted Mon Apr 5, 2010 11:45 pm
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Christopher Lawrence
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ericleesmith wrote:
Worth the time to learn, this is about as classic a wargame as they come.


Coming from the designer of my favorite ACW game, that's a pretty strong endorsement.




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  • Posted Wed Apr 7, 2010 3:21 pm
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5. Board Game: Friedrich [Average Rating:7.59 Overall Rank:160]
Eddie B
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Number 24.

A great game that a lot of Eurogamers will enjoy. Yes it has some of the wargame rules (supply, force marching) but all done in a very easy to understand way. You can play this with your Eurogamer buddies and explain it in about 5-10 minutes. Where to place this versus a Eurogame? I would say Agricola.

Again a 2 on the scale.
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Andreas Johansson
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Linköping
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No force marching in this one (the sequel Maria does have forced marches).

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  • Posted Mon Apr 5, 2010 8:55 pm
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Eddie B
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My bad, I have been reading the Maria rules for the past week. whistle

I do remember you can move an extra step if you stay on the main road the whole movement.
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  • Posted Tue Apr 6, 2010 1:08 am
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Kurt Keckley
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Easy to play, hard to play well.
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  • Posted Wed Apr 7, 2010 1:44 am
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Andy Bultitude
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p38_Lightning wrote:
Easy to play, hard to play well.


Sign of a great game - I'm looking to expand my wargame knowledge, I shall look this up.

Since I'm posting anyhow, this is a great idea for a thread, nice one.
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  • Posted Thu Apr 8, 2010 12:00 pm
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Eddie B
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Also look at Maria from the same designer. A little bit more complicated, but maybe even better. Three player only though.
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  • Posted Fri Apr 9, 2010 2:11 am
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6. Board Game: Warriors of God [Average Rating:7.43 Overall Rank:412]
Eddie B
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Number 54.

This game has a great rulebook that works like a Eurogame. You can play this game and have the rulebook on the side. Phase 1, phase 2, phase 3 etc. Your opponent will not be overwhelmed because you can explain it in baby steps. I would still put this at Agricola level.

A 2 as well.
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eryn roston
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This is a fun game, and not too complex but I think most Eurogamers would be put off by the amount of chaos.
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  • Posted Mon Apr 5, 2010 7:07 pm
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Железный комиссар
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baditude wrote:
This is a fun game, and not too complex but I think most Eurogamers would be put off by the amount of chaos.


Or the amount of time... 6-8 hours??
 
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  • Posted Wed Apr 7, 2010 2:27 pm
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Wendell
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JohnRayJr wrote:
baditude wrote:
This is a fun game, and not too complex but I think most Eurogamers would be put off by the amount of chaos.


Or the amount of time... 6-8 hours??


I've played a lot of this game and even the FIRST time I played it took under four hours. Including explanation and set-up.
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  • Posted Wed Apr 7, 2010 4:47 pm
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Aaron Silverman
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It's not uncommon for this game to run 5+ hours the first couple of times, especially if the players are inexperienced. Eurogamers making a first foray into wargaming might run into that problem.
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  • Posted Thu Sep 2, 2010 2:43 pm
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Tanks Alot
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I would say the game can run about 3 hours for experienced players. I really like this game.
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  • Posted Thu Sep 2, 2010 7:21 pm
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7. Board Game: España 1936 [Average Rating:7.39 Overall Rank:630]
Eddie B
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Number 52 in the wargames top 100.

The rulebook is well written but the setup is confusing. They used the setup for the expansion in the rulebook. The rules are easy and this game is just a little harder than Warriors of God. I think you can still introduce this to a seasoned Eurogamer explain the rules in about 10 minutes and get going.

Make this a 2.5 on the difficulty scale.
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Important also to mention that it's gorgeous, and a fantastically tense game.
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  • Posted Mon Apr 5, 2010 12:27 am
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Antonio Catalán
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tommynomad wrote:
Important also to mention that it's gorgeous, and a fantastically tense game.


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  • Posted Mon Apr 5, 2010 11:15 am
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Kent Fletcher
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Riverton
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This game is high on my wishlist.
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  • Posted Mon Apr 5, 2010 7:24 pm
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Georg von Lemberg
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First time seeing this game, but it does look interesting. ..oh crap.. there's that urge to acquire again...

Anyway, I currently only own two games that fall into the most traditional definition of wargame with chits and crappy paper map with tiny hexes, plus several war-based games like A&A/Risk/Attack etc. etc. ad nauseum (not literaly, I like these types of games). and then several others that have a loosely warish-theme. But this list might just get me to expand that section of my collection. Or at least spend sometime going through the profiles of the games to learn more. Thanks!
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  • Posted Thu Apr 8, 2010 3:15 am
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8. Board Game: Richard III: The Wars of the Roses [Average Rating:7.56 Overall Rank:450]
Eddie B
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Number 45.

Ah, the famous Columbia block games. If this is your first Columbia game then it's maybe better to start with War of 1812. Nonetheless, Richard III is one of the easier block games. It's harder than Agricola and at this point, and all the games that follow on this list, I am going to start suggesting that you and your opponent both read the rules before you get together. In my limited wargame experience it makes a huge difference if the both of you read the rules, preferably more than once, in advance. It will make the game a lot more enjoyable for the both of you.

Difficulty scale I would say a 3.
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Rob Doupe
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I'd disagree that it's harder than Agricola. How many discrete concepts/mechanics/interractions do you have to understand to play Agricola? 11? 12?

What's the first reaction of someone looking at Agricola set up for the first time? What the heck is all this stuff. And then about 15 minutes just to explain what this tile, or that deck, or these wooden pieces mean and how you get them.

There are about 5 things you need to understand how to do to play Richard III or Hammer of the Scots. You have blocks. They can move. They get to roll a particular kind of dice. There's a simple map with a few features. You have some very basic cards. That's about it.
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  • Posted Mon Apr 5, 2010 7:18 pm
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Jim Scheiderich
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We have found that most of the cards seem to be pasted onto the game and even with house rule changes, they have limited impact.

Opposed to Hammer or Crusader Rex, there are larger and more devastating battles likely due to the 3 "rounds" in which the King and Pretender can switch position.

From this perspective - settling the game in larger conflicts - it is easier to recommend R3 but Hammer make you think more about what you are doing. IMHO, of course.
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  • Posted Tue Apr 6, 2010 5:41 am
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9. Board Game: Hammer of the Scots [Average Rating:7.65 Overall Rank:94]
Eddie B
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Number 17.

One of my mistakes. I bought this game when it came out with no experience in wargaming and didn't have any friends interested in playing this. I tried it solo and I just didn't get it. In hindsight I should have kept the game because I would be able to play it now with no problems.

Let's make this a 3.5
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Tanks Alot
United States
Fort Mill
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My block games easy to harder list
Quebec
War of 1812
Liberty
Hammer
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  • Posted Mon Apr 5, 2010 2:27 am
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jamison creel
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Jerusalem
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I'm in the minority on this one. I think that the rules are very easy. I did grow up playing Axis & Allies and the like so I used to these kinds of rules systems. I also love the theme. My ancestors were from Scotland and I share my birthday with Robert the Bruce. Heck, my favorite movie is Braveheart. I like the theme so much that I took a vacation and went to Scotland. So, I was really excited about this game.

I played about 20 times and finally traded it away. I just don't think it's that good. The game is heavily luck dependent. You draft troops by drawing them (no choice). You draw cards, and of course roll dice. I don't mind luck in games. Memoir '44 has about the same luck factor, but the rule set is easier, it looks nicer (matter of taste, I know), and it only takes 30 minutes or so to play. I don't want to invest this much time and effort into a game that is so heavily luck driven.
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  • Posted Wed Apr 7, 2010 3:11 pm
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Alex H.
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My first wargame, my first block game. Took me about 4 games to get the rules right but I am convinced that with better written rules this could have been avoided. A very good game with some optional rules that allow you to adjust to an opponent with a different skill level (esp that rule about giving the Scottish infantry a bonus unless British archers are present).
Bottom line: rules per se are not very complex IMHO (which does not imply that playing the game is trivial).
 
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  • Posted Thu Apr 8, 2010 7:42 pm
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Chris Montgomery
United States
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Hammer's basic concepts are easy to grasp. It's the historical chrome - with the schiltrons, William Wallace's special rules, and the crowning of a scottish king that can confuse the players. But those concepts are probably only 5% of the game.

I'd give Hammer a 3 on the complexity scale.

Cheers.

Chris
 
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  • Posted Mon May 10, 2010 3:59 am
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L Gravel
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David Vander Ark wrote:
Where do Rommel in the Desert and Avalon Hill's version of Napoleon fit?


I can comment on Columbia Game's version of Napoleon. It was my first block game. The rules are reasonably concise and well laid out. I was able to learn it without anyone teaching me, and without too much trouble.

I'd say the complexity is roughly on par with Hammer, but in different ways. There are no cards or odd historical exceptions, but there is a subsystem dealing with battles on a battle board. There are fewer unit types (infantry, cavalry, artillery, leaders), so no special rules dealing with nobles, Norse, French Knights, etc.

As long as I'm typing, I would like to comment on Hammer. I didn't find Hammer too hard to learn from the rules (v. 1.2), which are only eight pages long. The rules are reasonably laid out; it's just that sometimes the exception rules are stuck in odd places.

To give just one example, in section "5.4 Retreats" it lists everything a player needs to know about retreating. Well, almost everything. The special retreat rules for the Norse block are covered back in section "4.6 Norse Movement". This may sound nitpicky, but this one little misplaced rule can cause a player to scan the entire rulebook looking for it. Hammer has a number of these.

But again, Hammer's rule book is eight pages. So it's really not too bad. I have a low tolerance for this sort of thing, and I still enjoy and recommend Hammer.

Say what you want about Napoleon's Triumph, but when Simmons lays out a procedure, it's all there. (NT is on the edge of the complexity envelope for me.)

Jim
 
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  • Posted Sat Feb 26, 2011 8:46 pm
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10. Board Game: Twilight Struggle [Average Rating:8.34 Overall Rank:1]
Eddie B
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Number 1 on the wargame list.

Again I got this game when it first came out and was my first venture into the "card driven wargame" mechanic. After reading the rules I had no clue what to do. I played it solo a couple of times and then it all started to make sense. The great thing with a CDG is that the cards pretty much determine what you can and so your choices are somewhat easier. Then again there has been quite a bit of debate whether or not this is a wargame.

3.5 again.
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Brian Morris
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Nice thing about the CDGs is once you learn one you've got an inside track to learning any of the other games using the system. Makes for an easier learning curve for future CDGs you might play.
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  • Posted Mon Apr 5, 2010 12:42 am
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John Lopez
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Actually, we have had wargamers try to throw eurogamers out of gaming space. Not because they were noisy (there weren't). Not because they were occupying reserved space (there is no reserved space and there was much empty space available). No, they just didn't like the games being played and repeatedly tried to claim that "traditionally this night is for war games".

The only group I have had more crankiness out of are bridge players, but at least their complaints tended to be more reasonable noise abatement requests. Perhaps they are a small percentage of the grodnard community, but there are some angry, cranky and socially maladjusted wargamers out there. And yes, they honestly act with super-exclusivity type behaviors, including mocking "lesser gamers", which include collectable card games, RPG player and eurogamers (the latter being called pussies for their "avoidance of conflict").

Maybe you and your group are nothing like that, but I can introduce you to the local crazy wargamers if you would like. I suspect you will want to shower in hot water after.

Should the grognard community be tarred and feathered for having extreme members? No. Don't go telling me they don't exist (or that I haven't had the displeasure of setting disputes with them). Sadly, the worst actors are the ones that people remember, and as a niche of a niche hobby, we get some doozies in the wargamer group, followed closely by the bride players (who are at least mannered, but smiling is out of the question) and the train gamers (who are the snootiest elitists I have ever dealt with, but tend to keep to themselves.)
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  • Edited Wed Apr 7, 2010 6:37 pm
  • Posted Wed Apr 7, 2010 6:35 pm
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Matthew Barratt
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wha2do wrote:
krismoulton wrote:
From Merriam Webster:
Main Entry: war
Pronunciation: ˈwȯr
Function: noun

1 a (1) : a state of usually open and declared armed hostile conflict between states or nations (2) : a period of such armed conflict (3) : state of war b : the art or science of warfare c (1) obsolete : weapons and equipment for war (2) archaic : soldiers armed and equipped for war
2 a : a state of hostility, conflict, or antagonism b : a struggle or competition between opposing forces or for a particular end c : variance, odds 3

With that last definition any board game could be considered a war game.





With the last definition, the Olympics are a series of wars.


And so is this thread.
 
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  • Posted Tue Apr 13, 2010 9:36 pm
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Chris Montgomery
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Twilight Struggle (like many good games) is easy to learn but hard to master.

The game is all about card knowledge - both of what has been played and what is coming up in the deck. That, coupled with learning the proper card combos and timing of plays, makes TS a bit of a gamey-game that favors players who are good at hand management and counting the cards.

I, for some reason, can never wrap my head around WHAT TO DO with my hand. Even if I did know what to do with my hand, it's my biggest gripe with CDGs is that sometimes your hand dictates to you how to play it, and that takes some of the fun out of the game. This feels more true with TS and Hannibal RvC than with any other CDG I have played.

That said, TS is awesome fun.

When you play against someone who really knows their stuff, though, it can be a frustrating experience.

Based on just learning the rules, I'd give TS a 2.5.
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  • Posted Mon May 10, 2010 4:06 am
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Enrico Viglino
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Phoenix, AZ
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mrbeankc wrote:
Nice thing about the CDGs is once you learn one you've got an inside track to learning any of the other games using the system. Makes for an easier learning curve for future CDGs you might play.


Same can really be said of traditional hex-and-counter games.

I've been playing a lot of CDG's recently, and I have to say,
they're still harder to learn than equivalent light hex games.
 
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  • Posted Sun Apr 24, 2011 11:54 pm
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11. Board Game: Britannia [Average Rating:7.31 Overall Rank:215]
Eddie B
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Number 53.

The rules seem quite daunting, I believe it's 16 or 20 pages long. You need to play this with four people. It takes quite a long time to play (5 hours or so). It's like a History of the World heavy. I sold this knowing I just couldn't get 4 people together on a regular basis in order to play this.

Make it 3.5 as well.
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Brian Morris
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My group plays it in 3 hours consistently. They aren't the clearest rules ever written but they aren't bad. I think if you aren't an experienced wargamer the rules would look more daunting than they really are. I also think because this game was re-published by Fantasy Flight a lot of eurogamers take a look at it thinking it's an ameritrash type game only to discover it is very much a wargame.
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  • Posted Mon Apr 5, 2010 12:33 am
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Bob the Hobbit
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mrbeankc wrote:
They aren't the clearest rules ever written but they aren't bad. I think if you aren't an experienced wargamer the rules would look more daunting than they really are.


I found the rules quite clear and comprehensible by FF standards. I don't think we played anything really wrong the first time (we failed to take real advantage of the submission rules, but that's another deal altogether).
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  • Posted Mon Apr 5, 2010 10:41 pm
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Bob the Hobbit
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M St wrote:
I've always considered this to be essentially a Eurogame in the first place.


I read the author use an analogy of British v American type of warfare. Britannia would illustrate the British type of warfare where you try to use a minimum amount of force for maximum efficiency... American warfare would be more like Risk.

Probably oversimplified and only helps to understand Britannia rather than anything about any nation, style of warfare or another game Still interesting though.
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  • Posted Mon Apr 5, 2010 10:45 pm
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Calavera Hermosa
United States
Tucson
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This is the game Small World wishes it was.
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  • Posted Wed Apr 7, 2010 4:31 pm
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Judy Krauss
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Pittsburgh
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Maharaja is a similar design and plays well with 3 players (or 4).
 
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  • Edited Tue Feb 21, 2012 4:05 am
  • Posted Tue Feb 1, 2011 2:07 pm
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12. Board Game: We the People [Average Rating:7.42 Overall Rank:315]
Eddie B
United States
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Pennsylvania
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Number 36.

I found this game in Amsterdam for 50 Euro ($70) and had to have it. Took it back to Pittsburgh and just could not get into it. This was still in my phase as a die hard Eurogamer. Again I should have kept the game. I would have no issues playing it now.

Also a 3.5
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Dave VanderArk
United States
Coopersville
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I found this in a game store in the states a few years ago for $29.99. The game was all dusty and the shrink was yellow. It looked like it had somehow ended up under the shelf on the floor for years, maybe for as long as Avalon Hill had been out of business.
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  • Posted Mon Apr 5, 2010 3:46 am
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Bob the Hobbit
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A friend bought it from Essen for 20 EUR.
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  • Posted Mon Apr 5, 2010 10:47 pm
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Peter Martin
United States
Oceanside
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The first time I played this game, I didn't get it either. Being an old hex-and-counter wargamer, the card play seemed too random and silly and I traded it away shortly afterwards. A friend convinced me to try it again about a year later and I was hooked. I still am.
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  • Posted Tue Apr 6, 2010 8:44 pm
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13. Board Game: Washington's War [Average Rating:7.85 Overall Rank:122]
Eddie B
United States
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Pennsylvania
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Number 47 and rising fast.

The reason I wrote this list. I have only played this game once and made some mistakes and am itching to play it again. The rulebook is great, it only takes about 90-120 minutes to play and is a lot of fun. If you are an experienced eurogamer and so is your opponent and you both agree to read the rules a few times before you get together you are in for a blast.

Same as We the People, a 3.5.


+++Update+++ Played this about 5 or 6 times the past year and I think this might be the easiest CDG, that I know, out there.

Reduce difficulty to a 3.
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Brian Morris
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The game is very reminiscent of some of the 70s era Avalon Hill wargames. Not a thick heavy rule set and low counter density. The big advantage over those mid 70 era games is it has much more historical depth.
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  • Posted Mon Apr 5, 2010 12:36 am
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Was George Orwell an Optimist?
United States
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mrbeankc wrote:
The game is very reminiscent of some of the 70s era Avalon Hill wargames. Not a thick heavy rule set and low counter density. The big advantage over those mid 70 era games is it has much more historical depth.


What 70s era AH games are you thinking of, specifically?

This game is clearly reminiscent of the 90s era AH game it is based upon. Many 70s era AH games had decent historical content and higher page count. For example, 1776, released in 1974, covered the same subject matter. It had a 32 page rulebook, compared to the 12 pages for We the People. Each game has its own strengths and weaknesses, but is solidly based on the history of the American Revolution.

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  • Posted Tue Apr 6, 2010 1:07 am
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Steve Wood
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I am currently reading the rules, and I have to say that they are quite verbose! I can already see this as a game that is actually much simpler than the rules portray.

Entire paragraphs are devoted to explaining the meaning of the word "may" as opposed to the word "must". (6.31) I admire the desire to be precise, but wow.

This does, however, provide solace that not all wargames are as scary rule-wise as they may appear.

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  • Posted Tue Apr 6, 2010 11:04 pm
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Железный комиссар
United States
Madison
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[curmudgeon]The rules are three times longer than We the People's[/curmudgeon]

shake
 
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  • Posted Wed Apr 7, 2010 2:34 pm
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Go-vangelist
United States
Denver
Colorado
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I asked a similar question recently about this game, and got some great responses, including from the designer:

How heavy is this, for a eurogamer?
 
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  • Edited Wed Apr 7, 2010 4:38 pm
  • Posted Wed Apr 7, 2010 4:36 pm
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14. Board Game: Crusader Rex [Average Rating:7.25 Overall Rank:446]
Eddie B
United States
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Number 71 out of 100.

This is probably the hardest block game from the 3 on this list. From this point on I not only suggest both you and your opponent read the rules in advance but I think from this point on you should have at least played several wargames that have been mentioned on this list so far. This has winter attrition, sallying, harrying, storming, forced marching, castles, retreats etc. etc.

Make this a 4.
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Michael Buccheri
United States
Glen Arm
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This game is no harder than hammer... the rules are just that much more of a mess.

Luckily my friend Dr Cody has taken a sabbatical just to write a FAQ for this game.

-M
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  • Posted Mon Apr 5, 2010 4:05 pm
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Eddie B
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It seems like Columbia is going to come out with a new edition and the rules will be rewritten. Looking forward to that new rulebook.
 
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  • Posted Mon Jun 27, 2011 3:57 pm
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15. Board Game: Successors (3rd Edition) [Average Rating:7.67 Overall Rank:293]
Eddie B
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Number 39.

Now that you have converted some of your friends with other CDG's like Washington's War, Twilight Struggle and We the People you are ready to give this gem a go. Everybody should read the rules in advance. This is such a great game if you can get 4 experienced people together.

Also as you are playing more of these complexer wargames, from a Eurogamers perspective that is, you might be able to hook up with some wargaming veterans. They can open up a whole new world to you. The best way to learn a game is to not only to read the rules and play it solo for a bit, but have somebody who knows the game very well sit down with you and play with you. It's the best way to learn the game and learn some strategies.

Put this at a 4.
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16. Board Game: Sword of Rome [Average Rating:7.30 Overall Rank:405]
Eddie B
United States
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Number 100.

On par with Successors. Some like Sword of Rome better with 4, others, like me, prefer Successors.


A 4 again
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Aaron Silverman
United States
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This is another game that can run very long if players are inexperienced. 8-9 hours is a possibility.
 
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  • Posted Thu Sep 2, 2010 2:44 pm
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17. Board Game: Hannibal: Rome vs. Carthage [Average Rating:7.93 Overall Rank:32]
 
Eddie B
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Number 4.

One of the classic CDG's. A masterpiece. Really fun to play. I had a hard time understanding this game at first. Fortunately I met someone who had played the game about a dozen times and was willing to play the game with me. We actually played this with 3 people the first time I played this. Another great way to learn the game. The two newbies played together against the experienced player. That way you have two minds working together. We have played several games like that (2 newbies vs 1) and it works really well.

Now don't get me wrong, it's not an easy game for a Eurogamer. I probably had to play it 3 or 4 times before I played it correctly. Also always read the rules again after you have played the game, you tend to forget little rules at times. I suggest making notes in your rulebook or on a sheet of paper.

Difficulty is similar to Successors and Sword of Rome. A 4.
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Ian Peters-Campbell
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Reedo wrote:
This game is easier than Twilight Struggle. The number of meaningful choices and options for those choices is much lower than TS.


It may be a lot easier to be _good_ at than Twilight Struggle, but Twilight Struggle is way easier to learn to play. Hannibal's rules are pretty long, and in the classic legalese style, and both players really should read them ahead of time, whereas I can explain the mechanics of TS and get people playing in under 15 minutes. Of course they won't know about Blockade, or CIA, or Destal, or any of the other cards that are so central to being good at the game, but they can actually play the game and enjoy it. I don't think a 15 minute takeoff from a standing start is realistic with Hannibal.
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  • Posted Mon Apr 5, 2010 8:09 pm
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Wendell
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Arlington
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meister_miagi wrote:
Twilight Struggle is one of my favorite games and was my first wargame-like game. I found it really easy to grasp the rules. But I gave up on Hannibal because there are just too many rules and exceptions.
I just got Washington's War though and haven't played it yet. I'm hoping it will be more along the line of TS than Hannibal.


WaWa is nothing like TS. But its rules are easy to grasp.
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  • Posted Thu May 27, 2010 12:27 pm
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A Oliveira
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meister_miagi wrote:
Twilight Struggle is one of my favorite games and was my first wargame-like game. I found it really easy to grasp the rules. But I gave up on Hannibal because there are just too many rules and exceptions.
I just got Washington's War though and haven't played it yet. I'm hoping it will be more along the line of TS than Hannibal.



Don't worry. WW is much closer to TS in complexity than to Hannibal.
 
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  • Posted Tue Jun 22, 2010 2:03 am
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meister_miagi wrote:
But I gave up on Hannibal because there are just too many rules and exceptions.


I gave up on Hannibal too for the same reason. (And the dice -- that was just rude.) I do fine with Twilight Struggle and Hammer of the Scots. And with a little effort, even Napoleon's Triumph.

Jim
 
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  • Posted Sat Feb 26, 2011 7:42 pm
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Daniel Blumentritt
United States
Austin
Texas
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It may be a lot easier to be _good_ at than Twilight Struggle, but Twilight Struggle is way easier to learn to play.


As long as you ignore the FAQs, sure...
 
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  • Posted Tue Jun 21, 2011 9:52 am
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18. Board Game: Wilderness War [Average Rating:7.75 Overall Rank:208]
Eddie B
United States
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Pennsylvania
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Number 30.

One of my early purchases. Reading all these rave reviews I had to have it. My FLGS still had a copy left. With no wargaming experience whatsoever it is needless to say this made it's way to E-bay pretty fast.

Now having far more wargaming experience I think I am going to get the reprint with the mounted board.

I read the rules again the other day and it's more complex than Hannibal.

Probably a 4.5

***Update*** Okay, one year later. I couldn't resist and had to buy the GMT Deluxe edition and I am glad I did. I read the rules again and things made far more sense this time. It has a lot of elements from H:RvC and Washington's War but gone are the PC markers. This game feels much more like a wargame than those two.

The really neat thing is that playing the French is completely different than playing the British. Another cool element is that you are allowed to save one card at the end of a season. You know how it goes sometimes in CDG's. You have this awesome card (minor/major campaign card anyone?), but it is useless this year but next year it would be great to have. Well, no problem, just save the card! So far I have played the game twice. I think with some experience you can play the main scenario (3 years) in about 3 hours which is great.

Reducing the difficulty to 4.
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Edward Jamer
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Fredericton
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I was surprised with this game too. It's not that hard... but there is a lot going on and a lot of details to remember with different unit and terrain types. In some ways, I think it might be tougher to start playing than other well-known CDGs like Paths of Glory.

Despite having a reputation for being a "relatively easy" CCG, Wilderness War is a huge jump for anyone coming from a Eurogame background. (Luckily, it seems to be a pretty cool game too.)
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  • Posted Mon Apr 5, 2010 1:58 pm
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Adam Deverell
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While not a difficult game, it is a simulation rather than a wargame with euro-style mechanics. It also has less abstract mechanics (such as placing of PC counters) than CDGs with similar complexities such as Hannibal.

This is one that is far easier if it is taught to you. The advanced rules, which should be played right from the start, can throw a beginner.
 
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  • Posted Fri Apr 9, 2010 11:43 pm
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19. Board Game: Combat Commander: Pacific [Average Rating:8.20 Overall Rank:116]
Eddie B
United States
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Pennsylvania
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Number 6.

I bought this game 2 months ago. I thought this game was going to be a lot easier. I was wrong. I find it hard. Lots of rules to look up, really hard to eliminate a unit, frustrating at times. I have it for sale in the marketplace right now.

Maybe squad level wargames are not my cup of tea. Tide of Iron also didn't do it for me. Too many rules that have to be looked up the whole time.

Is this a 4.5?
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Brian Morris
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Raytown
Missouri
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I'm not much into tactical WW II games but the Combat Commander series is one I truly enjoy. If you can however play the game the first time with someone experienced with it. The rules are well written but much of the game mechanics are unique which can raise the learning curve a bit.
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  • Posted Mon Apr 5, 2010 12:40 am
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Gene Baker
United States
Ocean Springs
Mississippi
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Games with dragons, spaceships, and bears aren’t wargames. Call them conquest games or strategy games or crap but they aren’t wargames.
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BradyLS wrote:
Honestly, I don't think the Combat Commander series is as difficult as the rules make them out to be.


As others have said: The rules are great as a reference - once you know the game. Unfortunately after reading the rules I was dumbfounded as to how to start. Fortunately the included example of play is a big help.
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  • Posted Mon Apr 5, 2010 6:04 pm
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jack raten
United States

Michigan
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I bought Combat Commander: Europe, with basically no wargaming experience at all, and i had no trouble understanding the rules for myself! It was 20 pages, but everything was laid out in a good way, and i could grasp all the concepts. It was a bit tough to teach, but ohh well.
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  • Posted Mon Apr 12, 2010 3:47 am
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Chris Montgomery
United States
Joliet
Illinois
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From a Eurogamer perspective, this game is probably a 2.5. The rules are not complicated, but they are laid out for easy reference and clarity; they are not laid out for easy instruction.

I think this game is right up a eurogamers alley, IMO. Just learn the game with a teacher.

When rules questions do come up, they are easily resolved thanks to the awesomely written rulebook (this series has the best written rules of any game I have ever played).

Chris
 
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  • Posted Mon May 10, 2010 4:17 am
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A Oliveira
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Sao Paulo
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Don't sell this one unless you don't enjoy squad level wargames.
After trying it out solo for 1 or 2 scenarios you will understand how MGs work, how mortars work and how you should define your fire groups in order to eliminate enemy squads more effectively, before your opponent gets the chance to revive them on his turn.
It is a great design and the mechanics make a lot of sense after a couple of plays.
And if you think that TS is easier to grasp because CDGs limit your options to the cards in your hand, try out a CC scenario where your posture is recon and you have only 5 cards to use every turn.
It's really fast to ride that learning curve.
But, again, if squad level warfare is not your thing...

PS: Hannibal is way harder to learn and master than this one...
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  • Edited Tue Jun 22, 2010 2:12 am
  • Posted Tue Jun 22, 2010 2:12 am
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20. Board Game: Napoleon's Triumph: The Battle of Austerlitz, 2 December 1805 [Average Rating:8.09 Overall Rank:80]
Eddie B
United States
Unspecified
Pennsylvania
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Number 5.

This is such a wonderfully produced wargame. The board is fantastic, the wooden pieces are awesome. You feel like you are in a battle room moving your troops around and yet.... I just can't get through the rules. I gave a copy of the rules to one of my buddies who has played Richard III, Combat Commander, Successors, Sword of Rome and Hannibal with me on several occasions and he also has a very hard time understanding the rules.

Together with We the People and Wilderness War this is the only game that I still have not played. I traded We the People, but have Washington's War now and love it. I sold Wilderness War and I am going to pre-order it again. Napoleon's Triumph??? I am going to keep it, it looks so great. I just need to find somebody who knows this game very well and can teach me this game. Is there such a person in the Pittsburgh area???

A 5?
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Jay Sheely
United States
Pleasanton
California
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This is a very tough game to 'get'. The rules are well written but are so concise that the first couple of plays will be difficult.

However, once learned, it becomes very fun! And it looks awesome on the table.
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  • Posted Mon Apr 5, 2010 4:49 am
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Chester Ogborn
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Albuquerque
New Mexico
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I'm not exactly sure who this "Eurogamer" is. I played a lot of Axis and Allies as a youngster, but when I got back into the hobby it was Euros first. Eventually I gravitated back to wargames. I don't remember there ever being a big deal about the complexity. I just accepted that the rulebooks were longer and a bit more involved. But it doesn't take any more intelligence to play them, just a bit more of a commitment to be able to learn them (and playing time). I think if someone isn't willing to do that, they probably don't really want to play wargames anyway.
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  • Posted Fri Apr 9, 2010 4:55 am
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jack raten
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I'm trying to grasp the rules to this one, and am sort of getting it, but actually understanding the rules is vital to know what and how you should be commanding! I think I need to be taught for this one!
 
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  • Posted Mon Apr 12, 2010 3:49 am
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Was George Orwell an Optimist?
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Corvallis
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burrie wrote:
This list purely serves the Eurogamer to get an idea of what kind of wargames they can first play if they are interested in trying out a few wargames.


That makes sense, so long as you don't infer a linear hierarchy. Learning the other games on this list will not make it easier for you to learn NT.
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  • Posted Sat Apr 17, 2010 12:59 am
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A Oliveira
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"Learning the other games on this list will not make it easier for you to learn NT."

I agree. I think that it's not that hard to learn NT's rules. It's just really hard to understand how to use them effectively, independently of your gaming background. You're gonna be lost in your first play of NT, regardless of how many years of experience you have with hex and counters...
But you gotta insist. It's a fantastic design. No other design, IMO, has captured the particular dynamics of Napoleonic era warfare into a playable wargame better than this one.
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  • Edited Tue Jun 22, 2010 2:26 am
  • Posted Tue Jun 22, 2010 2:26 am
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21. Board Game: Manoeuvre [Average Rating:7.41 Overall Rank:238]
Michael Buccheri
United States
Glen Arm
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You left this one off the list.

Great little tactical war game!

I would put it at a 2
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Eddie B
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Pennsylvania
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I didn't leave it off. I only included games that are in the top 100 of wargames and that I own or used to own. Thank you for adding this game tough.

Feel free to add more games, even if they are outside the top 100 wargames, to this list and give them your weight rating compared to my little list. This list is meant as a a little guide for Eurogamers who want to try a wargame. The more wargames the merrier!
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  • Posted Tue Apr 6, 2010 1:18 am
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Muz Fish
Australia
Canberra
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I wrote a review of this game a while ago ttp://www.boardgamegeek.com/thread/390646/manoeuvre-is-to-na...

Please do have a look and see if you agree with my point of view.
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  • Posted Thu Apr 15, 2010 3:06 pm
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Thomas and Leah Stanley-Jones
Canada
Steinbach
Manitoba
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(If Muz Fish's link doesn't work for anyone, it's just missing the "h" at the beginning)

I read your review, and it was good. I mostly agree with you and that's why I don't think Manoeuvre fits in this grouping of wargames. I see what you mean about a pasted on theme. But, I think it does well with the Napoleanic theme. Sure you could change the cavalry to tanks, and the infantry to more modern representations; change all the nationalites and their unique card amounts and generals; change the naming of some of the activity cards; and voila, you have the same game with a different theme. This can be done with any simplified game. But I think the designers did well in steeping this game into the Napoleanic time period, without the complications of a simulation war game. So, I think we mostly agree, haha, but I'm speaking from a fondness of the game and you, less so.

It was a good review.
 
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  • Posted Sat Apr 17, 2010 12:29 am
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Muz Fish
Australia
Canberra
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Thanks for the kind words.

Yes, a "h" at the beginning of an internet address will work wonders.

Who knew? blush



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  • Posted Mon Apr 19, 2010 12:16 pm
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Andrew Swan
Australia
Sydney
NSW
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muzfish4 wrote:
I wrote a review of this game a while ago http://www.boardgamegeek.com/thread/390646/manoeuvre-is-to-n...

Please do have a look and see if you agree with my point of view.

FTFY. Who knew you could edit posts?
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  • Posted Wed Jun 23, 2010 12:31 pm
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22. Board Game: Advanced Squad Leader [Average Rating:7.90 Overall Rank:68]
Paul Franklin-Bihary
United States
Seattle
Washington
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Difficulty= infinity

Recommended for virtually no Eurogamers.

Nuff said.
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Wendell
United States
Arlington
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Quote:
Recommended for virtually no Eurogamers.


Well... at least not as a point of entry into wargaming!
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  • Posted Tue Apr 6, 2010 12:39 am
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Edward Jamer
Canada
Fredericton
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I also think the "difficulty=infinity" comment is misleading.

There are a LOT of rules to remember and learn how to apply, but the actual game isn't really that difficult to play. If you have a local rules guru willing to teach and help out, then almost anyone can play ASL (or at least the ASL Starter Kits) with some prompting and assistance.

However, I don't recommend any eurogamer or inexperienced wargamer start here unless such a guru is willing to take things step-by-step with them for a the first handful of games. It takes a special type of person to dive into ASL without a strong support circle.
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  • Edited Wed Apr 7, 2010 12:33 am
  • Posted Wed Apr 7, 2010 12:32 am
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Paul Franklin-Bihary
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Seattle
Washington
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Agreed, newuser. I was trying to be funny, more than anything. If I could learn how to play this without the help of a mentor, anyone could. I just think that, in many ways, ASL is the antithesis of a Eurogame. So I blew it up a bit.
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  • Posted Wed Apr 7, 2010 5:31 pm
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23. Board Game: Wallenstein [Average Rating:7.63 Overall Rank:86]
Roy Hasson
Israel
Kfar Saba
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I feel that Wallenstein is a good mix of Euro-game and war game. It does have some confrontation and battles but it also has the planning and resource management of Euro-games. Being overly aggressive in this game and concentrating just on conquest without ensuring your grain or gold supply will soon leave you facing rebellions all over and losing more territory than you gain.

There is also Shogun the sequel to this game but I have not played it myself.

I would say that Wallenstein's complexity is slightly less than that of Puerto Rico, around that of El Grande.
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Innovan .
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San Francisco/East Bay
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In my experience, wargamers do poorly at Wallenstein while eurogamers do well.

Wargamers are very much about player kills.
Eurogamers are more into attacking NPCs rather than eachother.

The key to Wallenstein is grabbing territory through dominating all the provinces owned by the NPC peasants. Every wargamer so far I've had play my copy of Wallenstein immediately launches into attacking other the players instead, wasting the time they should be building up their economy, and never recover.
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  • Posted Tue Apr 6, 2010 9:27 pm
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Darren Copple
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Burbank
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In my one play of Shogun so far, it was the same. One player went for the player v player fighting and finished last. The gent who went after the peasants only won handily.
 
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  • Posted Wed Apr 7, 2010 2:31 am
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tiger tiger
United States

South Carolina
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Innovan wrote:
In my experience, wargamers do poorly at Wallenstein while eurogamers do well.
.........they should be building up their economy, and never recover.


This is simply a Euro-game, not a hybrid. A euro where conflict is possible, but almost always detrimental to winning the game. Its an economic/logistic game, and Game discourages player on player conflict.
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  • Posted Wed Apr 7, 2010 4:53 am
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Colin Hunter
New Zealand
Auckland
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tiger_tiger wrote:
Innovan wrote:
In my experience, wargamers do poorly at Wallenstein while eurogamers do well.
.........they should be building up their economy, and never recover.


This is simply a Euro-game, not a hybrid. A euro where conflict is possible, but almost always detrimental to winning the game. Its an economic/logistic game, and Game discourages player on player conflict.
I must admit I've only played shogun, but going by that, this isn't a wargame, it draws no real lineage from other wargames, it merely shares a thematic component.
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  • Posted Wed Apr 7, 2010 8:49 am
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Roy Hasson
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While I agree that Wallenstein is more a Eurogame than a wargame, it still in my mind contains many elements of a wargame that you don't find in "classic" eurogames - the ability to attack other players, taking territory through combat and not using other means, a combat mechanism (the tower) - just to name the main ones.

I agree that wargamers usually do badly at this game because they do ignore the winning conditions and especially the economic part of the game, but the second time around they play they take careful notice...

I still think that Wallenstein is a good step up from non-confrontational eurogames with no war theme to a game that still has many of the elements of a eurogame (not the least of which is no player elimination) while having a wargame feel and some of the mechanics.
 
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  • Posted Wed Apr 7, 2010 8:58 am
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24. Board Game: Hearts and Minds: Vietnam 1965-1975 [Average Rating:7.73 Overall Rank:1073]
Steve Herron
United States
Johnson City
Tennessee
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I think this would be around a 3.5 to a Eurogamer. It is a CDG and reminds me of A House Divided the way units are promoted. If one was interested in the Vietnam War I would suggest it. Not very many pieces to move which I think would be a nice factor. Good game
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Andy Leighton
England
Peterborough
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Whilst I haven't played this, and don't like modern era games as a rule I think you are spot on with the number of counters.

Having relatively small numbers of counters, and relatively small stacking makes a game more approachable. I think this is why I found block games such as Columbia's to be immediately attractive.
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  • Posted Tue Apr 6, 2010 9:35 pm
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25. Board Game: The Campaign for North Africa [Average Rating:5.10 Overall Rank:7438]
David Wickes
United Kingdom
London
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"Carcasse, tu trembles? Tu tremblerais bien davantage, si tu savais oú je te mene."

Carcass, you tremble? You'd tremble even more if you knew where I was taking you.

-- Henri Latour d'Auvergne, Vicomte de Turenne (1611-1675)

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castiglione
United States
Sunnyvale
California
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Probably not a good entry game into the world of wargames given that I read somewhere that someone almost had a nervous breakdown playing this monster.
 
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  • Posted Fri Apr 9, 2010 4:17 am
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Enrico Viglino
United States
Phoenix, AZ
Arizona
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castiglione wrote:
Probably not a good entry game into the world of wargames given that I read somewhere that someone almost had a nervous breakdown playing this monster.


Most just die of old age.
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  • Posted Sun Apr 24, 2011 11:55 pm
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Wendell
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Arlington
Virginia
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Lots of good games here!
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  • Posted Mon Apr 5, 2010 12:56 am
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tiger tiger
United States

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I think the general trend with complexity in wargames is that it is going down. Sure you have your beasts that are popular, but there's a lot of "intro" level games being produced now its almost surprising. I'd say wargames increased in complexity through the 80's and 90's, but now are becoming more streamlined with fewer exceptions and fiddly rules. Certainly in the 60's and 70's they tended to be much simpler, and then the "more complexity is more realistic" mantra hit later on. I think external pressures of video games, card games, and even euros have had something to do with this, plus the younger generation's lack of attention span has made the demand for simpler games greater.

************************************************************************

Its not clear from your comments, but you do realize that Washington's War is just We the People reimplemented? Both are by the same designer, who decided to make some changes b/c he couldn't get rights from Hasborg to reprint the original. Most notably he got rid of the Battle Cards, as well as changing how France enters the war.


*******************************************************************

Eric M.,

A eurogamer entering wargaming is just like a non-gamer entering euros.....everything is foreign so little is easy. Once you get a few Euros played for a non-gamer you start to see similiarites and terms become familiar. It is the same with wargames, once you learn a few you start to see the same terms and concepts, and less and less is completely foreign.

I play both euros and wargames, and I can honestly say nothing on this list is more complex than Caylus and several other Euros. So your view of complexity may be a bit skewed by unfamiliarity with the genre.

************************************************************************

Eurogamers do seem as much put off by the time to play as much as the complexity. I suspect that some equate "time to play" with complexity, as that is generally the case with Euros, but not as good a rule of thumb with wargames. Mostly a 4 hour wargame is simpler than a 2 hour Euro. Also it seems many eurogamers equate gaming with socializing, so spending 3 hours with one person doesn't appeal to them. Interestingly (it seems per BGG) eurosgamers who play mostly with their partners don't seem to have this barrier when trying out wargames.

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  • Edited Wed Apr 7, 2010 6:09 am
  • Posted Wed Apr 7, 2010 5:47 am
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Jason Russ
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burrie wrote:
I don't claim to be a wargamer so grognards have mercy on me please.



That's a pretty good list of wargames that you've played, Eddie! You're a wargamer.

whistle


Cheers,
Jason
Wargame Depot
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  • Posted Wed Apr 7, 2010 1:53 pm
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Iain K
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Arvada
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foggybottom wrote:

I was just looking over some of my older games in reaction to this thread. The instruction book for "1776" (Avalon Hill, 1974) is 30 pages long.


And let's consider the tiny, tiny font that was used. These games can have *a lot* of rules.

That's the price, the benefit is that when a historical sim hits the spot - it is a much richer, more rewarding gaming experience.

Did Agricola or any Euro ever encourage you to read about the game's "theme"?
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  • Posted Fri Apr 9, 2010 10:42 pm
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Judy Krauss
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Pittsburgh
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but I'm not the only one
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IMHO, the complexity on the box for most games (and the BGG Avg. Game Weight) is pretty useless except to compare games within the same company, maybe. This has been the case for as long as I have been playing games, and is not just a problem with newer games.

With the internet, it has gotten easier to find out whether a game's "heaviness" or other factors is right for you because often the rules are made available for download by the companies, and Boardgamegeek often has pics of components.

These resources may be able to help you choose without having to base your decisions on subjective ratings. (Although feel free to rate the games for weight and whatever. Most of us do! )
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  • Posted Tue Feb 1, 2011 1:57 pm
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