I believe Mark Herman said this was the best game on Waterloo he has played.
Well, I set this up to just run through a couple of turns solo and get the rules sorted. I'm now up to 4pm, the Guard are released and I'm loving it, lying awake thinking about my next moves. A session report and/or review are in the pipeline. Some of the rules are definitely counter intuitive but they just seem to work.
Working my way through Scenario 4, "Open For Renovations". Both my opponent and I meant to play Fighting Formations but somehow fell into CC instead, and I've been struck the entire game by how much I would rather be playing FF. I just can't get into CC, anymore--too many better options out there.
We did a 3 player run through of the Playbook yesterday. We're all a bit intimidated by the complexity (our first COIN, but we have played Labyrinth and Twilight Struggle etc.)
Still determined it is a great game if we get through rules and get some sense for strategic approach. Good examples in the tutorial and now I'm sure going through the rule book will feel a lot easier.
Planning on playing it again before the end of summer.
Since I started this on June 22, still forging ahead. AGC was off to slow start due to too many D Retreat die rolls rather than D Elim, unbelievable really. Finally figured out to make progress in this game, it's all about encirclements and cutting off Russian supplies, that's the best way to eliminate large amount of units and gain ground. On the negative, like most east front operational level games, the Russian reinforcement and replacement rate is astounding. Once you get a few turns under your belt, the game flows pretty quickly.
On a side note, James, thanks for taking over the torch temporarily for the best list on BGG, and Judd, we miss you. Hurry back.
I have never been a fan of CDGs, but a couple of months ago, someone convinced me to try For the People - I did and boy did I have a good time - it was a great game. So, I just got the most recent edition of Paths of Glory (love the components) and am going through the example of play.
Well, technically this one is off the table, and hopefully my opponent wants a rematch...also, I hope he reads the log file before he reads this geek list! This was a North Korean auto-victory on turn 3. I was the NorKs, and had some pretty good die rolls, however I was greatly helped by a South Korean counter attack on turn 1 going disastrously wrong and basically unhinging his defense. This was the 1st game for both of us, and I learned a few things, especially about the defense and how risky attacks can be!
My final VASSAL game, it's been moving slowly, and I'm a big part of that, however I'm ready to get it moving forward. It's still early 1940, and the Germans, going East First, have apparently struck a chord with Europe, as everyone is rallying to the fascist cause, and the Western Allies just don't care. Russia cares, and has no resources to do anything about it.
In honor of the Fourth of July in the USA, I decided to play an American Revolution themed game.
I hadn't played Hold the Line in a very long time and I wonder why... because it's really nice. The rules are simple and there is a fair amount of luck but that keeps the tension high. It also allows for great solitaire play.
So I decided to pick one of the shorter scenarios: The Battle of Bunker Hill!
I think I tend to be too impatient in this game but then again I find myself running against the clock because there are often a specified number of turns before the game ends.
So as the British, I think I got a little anxious and attacked too quickly without taking the time to bring all their units up... They focused on the 2 militias in the British right flank hoping to pierce the defense and perhaps grab the VP flags from behind the hill. Yet the Americans rolled high on action points and the militia was crazy lucky with their musket precision... So the British suffered terrible losses trying to take Bunker Hill and the Americans were able to get their 6 VPs before the British got their 7.
My 10 year old son asked to learn a wargame yesterday so I thought I'd pull this out as an intro to block wargames. Teaching him the "ABC" system will provide him access to a number of wargames in my collection.
We started the game with a bit of a history lesson in which I explained the Ancients (Greeks, Romans, ...), using an Axis and Allies map to put everything in geographical perspective. Then I proceeded to explain the concepts of the old Roman political system and why Caesar and Pompey were fighting. My son chose to play as Caesar.
Although we only managed the first two years, my son quickly grasped the concepts of the cardplay, movement, and levies. Unfortunately for him, Antonius prematurely grabbed Rome and Pompey's counterattack eliminated his army. The end of the year saw Pompey with 10 points for the win.
Overall, the game was a successful introduction and my son has requested we play again really soon.
On the table, set up for the battle of Dreux, 1562. It's the first in chronological order, but also the biggest, so maybe not the best one to start with, but I'm sure it'll be fine. The rules are surprisingly short (5-6 pages), and use familiar mechanisms, so I don't think the complexity will be a problem.
Our group of 6 is gathering today for a gaming session. I chose Quartermaster General to get us started since it can handle six players perfectly and plays fairly smoothly and quickly. It will be my first go at it. It is definitely different than anything I have gamed before and my expectations are high after having watched a couple of video reviews but I am withholding my opinion, however, until after a couple of play-throughs.
Last month I started a thread asking what game people might be playing in celebration of the 200th anniversary of the Battle of Waterloo. Someone posted that they had this game but had never played it and wanted opinions about it.
I had bought the game when it was new in 1975 and replied that it was a good game with some interesting innovations and worth playing. I also remarked that I would not reacquire the game. Never say 'never'.
But the mention of the game had me thinking about it again and a few days later while looking to buy another game from a BGG seller, I noticed they also had this one for sale. We agreed on a price and I own it once more.
It really does have some interesting innovations but that was typical of GDW games. Cavalry is more than 'fast infantry'. They charge, become 'Blown' and must then recover before being effective again. Also, rules for disorganization, leaders and command, different stacking limits for the three different armies and bombardment.