Scott's wargames list
Scott Moore
England
Birmingham
flag msg tools
designer
badge
'This War Without an Enemy'
Avatar
mbmbmbmbmb
Recommend
12 
 Thumb up
 tip
 Hide
My personal wargames list ordered from favourite to least favourite game. This list is mainly for the benefit of my regular and prospective opponents, but anyone should feel free to add comments.

Games owned but not yet played
*This Accursed Civil War (GMT)
*Mr. Madison's War (GMT)

Games pre-ordered
*Revolt and Revolution (GMT): three games in one covering the Russian, French and English revolutions. Likely to be published in 2013.
Your Tags: Add tags
Popular Tags: [View All]
  • [+] Dice rolls
1 , 2 , 3  Next »   | 
1. Board Game: Twilight Struggle [Average Rating:8.35 Overall Rank:4]
Scott Moore
England
Birmingham
flag msg tools
designer
badge
'This War Without an Enemy'
Avatar
mbmbmbmbmb
15 games and still going strong. I expect to continue enjoying Twilight Struggle for many more games.

Twilight Struggle is both a wonderfully thematic game and a successful adaption of the CDG wargame format into a non-wargame of moderate playing time. Despite not being a wargame, I believe Twilight Struggle still belongs on this list as it has much in common with its military-focused peers; although the influence markers cannot be moved in the same way as units in a wargame, the geometry of the map is nevertheless important.

The only negative comment I could make about the game is that it is important to be familiar with the cards and their effects. As a relatively experienced TS player I find that opponents who have played the game no more than a couple of times cannot offer me any challenge. On the other hand, TS is always tense and exciting when I play against someone who is as familiar with the game as I am.
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
2. Board Game: Hannibal: Rome vs. Carthage [Average Rating:7.82 Overall Rank:135]
Scott Moore
England
Birmingham
flag msg tools
designer
badge
'This War Without an Enemy'
Avatar
mbmbmbmbmb
Hannibal fully deserves its place high on my list. The game simulates both the military and political aspects of the second Punic War using a combination of on-map movement, card-based battle resolution and strategic card play. With two evenly-matched opponents it seems guaranteed to produce a tense game. Unless one player makes a major mistake and/or is very lucky, then neither player will be able to gain enough of an advantage to guarantee a win. A full 9-turn game is 5 or 6 hours of often nail-biting tension.

After 6 games I have chalked up 2 wins and a loss as Carthage and 1 win and 2 losses as Rome. My 2 games against inexperienced opponents were mercifully short, while the 3 games that I lost against my regular opponent lasted the full 9 turns and at no point did I lose hope of being able to snatch a victory.
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
3. Board Game: EastFront II [Average Rating:8.03 Overall Rank:1263] [Average Rating:8.03 Unranked]
Scott Moore
England
Birmingham
flag msg tools
designer
badge
'This War Without an Enemy'
Avatar
mbmbmbmbmb
1 play of the Campaign, 3 plays of the Operation Citadel (Summer '43) scenario, 2 of Barbarossa (Summer '41) and one of Crisis in the Ukraine (Winter '43). EastFront has more rules than its close relation Rommel in the Desert, but the game is just as playable and even better themed. Furthermore, EastFront does not suffer from the supply cards effects that can sometimes marr a game of Rommel. The HQ mechanism in EastFront for determining block movement and air strikes works wonderfully. With the element of chance moderated, EastFront feels like a game of chess with a theme. The scenarios are just the right length (4 to 6 hours each) for a single session and can be combined into a campaign game.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
4. Board Game: Paths of Glory [Average Rating:8.00 Overall Rank:100]
Scott Moore
England
Birmingham
flag msg tools
designer
badge
'This War Without an Enemy'
Avatar
mbmbmbmbmb
After a four-year break (due to lack of time and a willing opponent) I returned to play Paths of Glory for the third time. We tried the mid-length scenario - I took the allies and my CP opponent conceded after 7 turns and around 6 hours of play. Really this was just a learning exercise and preparation for a play of the full campaign, which, alas, has not yet happened. PoG stands out by far as the best of the more complex CDGs (Napoleon, Wellington, Unhappy King Charles) I have played. The added detail makes it a more satisfying experience than Hannibal and the theme also feels more integrated into the game. The downsides are the complicated rules (especially the special rules that are specific to units or spaces on the map) and the length; it is not nearly as long as, say, the First Punic War scenario in Ancient World: Carthage, but my regular opponent for longer wargames is not particularly interested in CDGs.

UPDATE: I've finally managed to play a full-length game - well, not quite as I won in turn 17 with the CP. The game proved to be very challenging for both of us, mainly due to the supply rules; groups of counters were cut off several times during the game and several armies were eliminated due to being out of supply at turn end. Probably this was due both to our relative inexperience and the fact that we both chose offensive strategies (not a single entrenchment was built over the course of the game). In the first few turns I managed to take a lot of ground in Russia but then suddenly my opponent struck deep into my lines resulting in the elimination of a few of my counters and the front reaching into Prussia and Hungary. From then on my opponent was ahead on VPs. In the Balkans, I had already destroyed the Serbs when I cut off a force of British corps invading from Salonika. By now, the action had halted on the eastern front. When my opponent brought Italy into the war a little after turn 10, he invaded Austria allowing me to cut off and eliminate a couple of his armies. So, even though I only had one AH army and a couple of corps on the southern front I found myself in possession of Venice and threatening the rest of Italy. In the west my opponent opened up the front by taking a couple of my forts, but I managed to halt his advance with some reinforcing German armies. Then we began to successfully eliminate each other's forces in encircling manoeuvres. By the start of turn 16, my opponent was only 2 VPs from victory. Then a mistake by him allowed me to put 3 of his 4 remaining western front armies out of supply. It was only a matter of time before his defences completely collapsed and I rapidly overran France, also taking a VP each in Italy and the Near East to reach 20VPs and victory. All in all, the game was very tense and interesting on the map. However, the card play was not quite as satisfying as I had expected, particularly as the political aspect of the game didn't really play a role - I was never in a position even to begin the process of forcing Russia out of the game, and neither was did the combined War Status come close to the level needed for the USA to enter the war.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
5. Board Game: Crusader Rex [Average Rating:7.17 Overall Rank:1221]
Scott Moore
England
Birmingham
flag msg tools
designer
badge
'This War Without an Enemy'
Avatar
mbmbmbmbmb
Played 8 times and I am very keen to play more. A small number of changes to the basic format give Crusader Rex quite a different feel to its Jerry Taylor-designed predecessor Hammer of the Scots. Furthermore, Crusader Rex is an improvement on HoTS; the luck of the cards has a more limited effect in Crusader Rex and the players' strategy is less constrained. Overall, Crusader Rex is strategically and tactically richer and thus even more satisfying than Jerry Taylor's first game.

UPDATE: a first play of the 2nd Crusade scenario in Onward Christian Soldiers reminds me of what a good game Crusader Rex is, but I need to try the 3rd Crusade scenario in OCS before I can make a valid comparison.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
6. Board Game: Baltic Gap [Average Rating:8.03 Overall Rank:2457]
 
Scott Moore
England
Birmingham
flag msg tools
designer
badge
'This War Without an Enemy'
Avatar
mbmbmbmbmb
Bearing in mind that I have never played the Germans in OCS, Baltic Gap has been the most interesting game to date. As the Soviet player there are a couple of major challenges: to take population centres with sufficient speed to earn Victory Points, and to figure out supply lines as your armies slowly advance. Villages and cities can be taken with mass attacks thanks to immense Soviet manpower, powerful artillery and air superiority. However, supply is limited - especially earlier in the game - so attacks need to planned carefully in order balance use of supply with the need to take centres quickly. Some areas of the map feature very defendable terrain so the least strong spots must be sought out and pressure put on them to create a gap and force the Germans to pull back to their next line of defence. In other areas with open terrrain there is a danger of a German counter attack with Panzers, so defensive measures are important. Although weak, the German airforce can cause problems so fighter cover is another aspect to think carefully about.

On the negative side, at least from my point of view, is the scale of the game - there are so many counters that is very time consuming for a single Soviet player to deal with the details of troop and supply movement. This detracts somewhat from the more interesting parts of the game - high-level management of manpower and supply across the front, planning and executing attacks, and reacting to German counter attacks.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
7. Board Game: Case Blue [Average Rating:8.23 Overall Rank:2235] [Average Rating:8.23 Unranked]
Scott Moore
England
Birmingham
flag msg tools
designer
badge
'This War Without an Enemy'
Avatar
mbmbmbmbmb
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
8. Board Game: Napoleon's Triumph [Average Rating:7.99 Overall Rank:382]
Scott Moore
England
Birmingham
flag msg tools
designer
badge
'This War Without an Enemy'
Avatar
mbmbmbmbmb
4 plays of the shorter scenario. Napoleon's Triumph has become one of my favourite wargames. Without any complex rules, cards or dice, Napoleon's Triumph succeeds both in imparting the theme of the battle and in creating a tense and even unpredictable game-playing experience. The rules book is a little opaque, and I got some of the rules wrong even on the second play; a player aid would be very useful.

First game as the French. I declined to bring in the reinforcements and was heading for a likely major victory when my opponent conceded. The Allies failed to bring their superior numbers to bear and lost a number of encounters within the first few rounds. Their morale was further reduced when they committed both heavy cavalry and guard units. Whenever I counter-attacked I made sure that I could win. On the final turn we played, the allies tried to push through my far right flank towards a victory objective but I had long anticipated this manoeuvre and managed to hold my ground.

Second game as the Allies. I decided during set-up to put my strength on the left flank and in reserve, with the latter being positioned to reinforce either the right flank or the centre. On the left was a strong cavalry corps - including both heavy cavalry units - and a strong infantry corps. The reserve corps, position to the right-of-centre contained all 3 guard units as well as a couple of infantry. By the third or fourth turn I had forced the rather weak French right wing to retreat and by turn 6 or so I had taken a victory objective and was threatening his rear. Meanwhile, in the centre the French had launched a couple of attacks which I won but at the cost of reducing a couple of my corps to almost entirely single strength units. I brought my reserve corps forward to help defend one of these weak corps, leaving a vulnerable position where the other corps lay. However by then my opponent was down to only 4 morale and my victory came in the following turn. Towards the end we discovered that my opponent had mistakely put all his units on the board during set-up, leaving none for Bernadotte's and Davout's corps. In effect he had started the game with his reinforcements on the field!

Third game as the French. I set up with a reserve Corps (containing the 2 Guard units) and a cavalry Corps (containing the 2 Heavy Cavalry units) behind my lines to the left of centre. When it was clear that the Allies were going to put more effort into attacking on their left flank (including moving a whole Corps on the far left in order to try to outflank me) I began to move the reserve Corps across to my right flank. Again, I decided that I did not need the Reinforcements as my morale remained comfortably high throughout the game. The Allies gradually lost Morale while failing to make a breakthrough anywhere (a single unit on my far right holding up their Corps for quite a while), a failed Guard Attack losing them 7 Morale in total. In the final turn I managed to Demoralize the Allies and win a major victory.

Fourth game as the Allies. I concentrated my strength on the left and in the centre, intending to focus my attack on the left but also to put pressure on the French centre. My opponent decided to bring in the French reinforcements, including one Corps on his right wing which was enough to halt my attack. After a while I decided to adopt a defensive strategy, but I should have done this earlier - I had already lost quite a lot of morale to a French counter-attack in the centre. I held on until the last turn, when my opponent finally gained a Decisive Victory, having outflanked me on my right wing with a Corps containing Guard units.
3 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
9. Board Game: DAK2 [Average Rating:8.26 Overall Rank:2236]
Scott Moore
England
Birmingham
flag msg tools
designer
badge
'This War Without an Enemy'
Avatar
mbmbmbmbmb
Well, OCS seems to get better and better the more I play it. I can't yet properly judge DAKII against Tunisia and Sicily as I have not yet played the campaign game. However, the first two small scenarios (Gazala and El Alamein) were excellent.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
10. Board Game: Tyrant: Battles of Carthage versus Syracuse [Average Rating:8.01 Unranked] [Average Rating:8.01 Unranked]
Scott Moore
England
Birmingham
flag msg tools
designer
badge
'This War Without an Enemy'
Avatar
mbmbmbmbmb
This is my introduction to the GBoH series, so first a comment on the system itself. The rulebook takes some time to read through and the number of special rules is rather daunting. In practice the rules are manageable, though I would have preferred a less complicated system. On the positive side, the rules result in an authentic and atmospheric game. So, my initial impression of the system is favourable.

The Tyrant module is regarded by some players as the very best of GBoH, in large part because the scenarios tend to be balanced. The Akragas scenario is, indeed, balanced and a good introduction to the system. Gela is an unusual battle, featuring an attack on a camp, but also seems balanced. Ecnomus is particularly interesting, featuring an uphill suprise attack by the Syracusans, while the Carthaginians benefit from the wonderful Balearic Slingers and reinforcements entering the map on Turn 2.

UPDATE: I have now played all the scenarios that are worth playing. The system is great fun, the rulebook needs improving but the rules themselves are very good, combining historical flavour with playability. The Tyrant scenarios range from good to excellent, with the largest ones really showcasing the system.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
11. Board Game: Washington's War [Average Rating:7.66 Overall Rank:428]
Scott Moore
England
Birmingham
flag msg tools
designer
badge
'This War Without an Enemy'
Avatar
mbmbmbmbmb
Seven plays to date. The British have won only 1 true victory with the other 6 games being won "by default" (as both or neither side achieved its victory objective).

Washington's War is a very well presented game with relatively clear and straightforward rules and a moderate playing time, and yet it offers a fair amount of historical flavour - I particularly like the asymmetry between the two sides. There are a number of strategic options for both players, although clearly the strengths and weaknesses of each side make some choices more obvious.

I do, however, have concerns about the card aspect of the game. A hand with few or low-numbered OPS cards really limits the available options for both sides, and even a good hand may not present much of a choice (especially given the strategy ratings of the generals: high for the British, and low for the Americans). Furthermore, the luck of the cards determines when the game ends and plays a major role in the French Alliance Track.

Still, despite the luck aspect, the results of all of our games have been close. It is only because of the slightly strange victory conditions that the British have wontevery time. Overall, Washingston's War is a great playing experience but the lack of decisive outcomes has been disappointing.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
12. Board Game: Successors (third edition) [Average Rating:7.52 Overall Rank:904]
Scott Moore
England
Birmingham
flag msg tools
designer
badge
'This War Without an Enemy'
Avatar
mbmbmbmbmb
A couple of plays with 3 and 4 players.

Based on my limited experience with the game, Successors oozes theme and is never dull. The chance factor of the cards and die-rolling makes the game feel a little chaotic at times, but this keeps things interesting and is not excessive given the moderate playing time (3-4 hours, though could be longer if the game runs to 4 or 5 Turns). The 4-player game seems more interesting as it provides greater scope for alliances, but the game also works well with 3 players. The 2-player game is not worth bothering with.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
13. Board Game: Sicily: Triumph and Folly [Average Rating:7.77 Overall Rank:3455]
Scott Moore
England
Birmingham
flag msg tools
designer
badge
'This War Without an Enemy'
Avatar
mbmbmbmbmb
Sicily was my second OCS feast after Tunisia. Again I took the Allies and at the beginning of the campaign I was more than a little lost deciding where to attempt beach landings and how to advance once the Axis withdrew. But after a few turns I began to feel in control even though I was managing both US and Commonwealth armies and the full panoply of land and air forces. With the Axis player having done his homework and chosen the only reasonable strategy - i.e. successive withdrawal to strong defensive positions - the British and Canadians found themselves pounding the German and Italian units in Catania seemingly to no avail. Meanwhile Patton took an age to capture Palermo. When the latter finally fell, the Americans raced east to face the new Axis line behind the river Pollina.

We were now about half-way through the scenario. Although the Axis had started the air war in a dominant position, by now my fighters were strongly positioned on Sicily and for an instant it seemed that the Luftwaffe were on the cusp of a precipitous decline. My fleets were sitting outside Catania pounding the coastal artillery and the port itself. From now on I had enough supplies to launch one or two major offensives, supported by artillery, every turn. But still Catania held, as it would until the end. Neither were the Americans progressing much along the northern coastal road. But a beach landing by the 9th Infantry Division close to Barcellona cut the Axis suuply line and he withdrew quickly further east. By now the ferries had shipped enough German units to ensure a victory for the Axis, and we calculated that it would require another 3 or 4 turns for me to reach Messina, which would possibly by a Major Axis Victory. Still, I could be comforted by the fact that I had, in my relative ignorance, made the same major choices as the US and British commanders in the war and had done no worse than they.

 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
14. Board Game: Tunisia [Average Rating:7.73 Overall Rank:1987]
Scott Moore
England
Birmingham
flag msg tools
designer
badge
'This War Without an Enemy'
Avatar
mbmbmbmbmb
Two plays of the campaign game. I'm still very much learning the ropes, as demonstrated by my opponent's victories. World War II at an operational level is not really my cup of tea, but the OCS rules are quite clear and manageable and, by all accounts, result in a very good simulation. What needs time is not learning the rules, but rather learning how to play the game without making mistakes: essentially mastering all the elements of operations that the real commanders had to face: the effects of the terrain on supply and placement of reserves, effective use of air power, concentration of forces when attacking. The attention to detailed required is really novel for me. Tunisia does seem to be a good entry point into the system for a beginner and is an interesting campaign of moderate length. Indeed, playing OCS has encouraged me to begin reading about Second World War campaigns and operations. Furthermore, after Tunisia, I am keen to try other OCS games.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
15. Board Game: Unhappy King Charles! [Average Rating:7.64 Overall Rank:1317]
Scott Moore
England
Birmingham
flag msg tools
designer
badge
'This War Without an Enemy'
Avatar
mbmbmbmbmb
Played 5 times. The core rules of UKC are similar to Hannibal or Successors, but there are quite a few changes or additional rules to reflect 17th century warfare and the peculiarities of the first English Civil War. UKC is somewhat of a challenge to learn due to these rules and the poorly laid-out (though comprehensive) rulebook, so the game is not ideal for anyone who doesn't know anything about the war. But I found that the game very effectively recreates the historical situation, while also working well as a game. Indeed, the card system is better than Hannibal. The victory conditions appear to be balanced too. On the downside, the game is a little too long and the last turn is a race for Economic Infrastructures and Region control.

1st game summary: naturally I chose the Parliamentarians. I was lucky with the Naval Chits, so I could hide the Fairfaxes in an impregnable Hull for much of the early war. Waller won an early decisive victory against Hopton, but unfortunately for me Hopton was able return at Oxford and then re-entered the Southwest, which I had left open as Waller was engaged elsewhere. I took Reading with Essex, and then York with the Fairfaxes. Then, still less than half-way through the game, I captured the King. We played on as if this hadn't happened, so that we could continue learning the game. When the Scots arrived, they took Newcastle but I couldn't join them up with the Fairfaxes, so instead I bided my time waiting for the New Model Army. When it was formed, I sent Cromwell with the Siege Train to take Oxford and then Basing House to secure the South and the Wool Road. In the meantime, Hopton had taken Bristol, so Fairfax came south to try to take it back. Unfortunately Cromwell failed to take Basing before succumbing to the Home!Home! card. Only the final turn remained. I had the East and the Midlands, but Hopton and Basing House had by then managed to take control of the South for the King, who also held the North. When the King himself headed south to take the 'Supplies for the City' Economic Infrastructure, I calculated that I couldn't take back both the south and the two disputed Economic Infrastructures that I needed in order to reach 12 points. So instead I decided to try to capture the King. Fairfax tried twice and failed, but then Cromwell abandoned his second siege of Basing House, won a victory and the King lost his final brigade retreating in enemy territory!

2nd game summary: this time I took the Royalists. I had hoped to make a major attack on London, Hull or Bristol in the early game but on the one turn that I was in position to head for an undefended London, I received no Campaign or 3-Operation cards. I settled for attacking Roundhead armies wherever I could gain an advantage (most often 2 points ahead). By mid-game I had lost in battle only 4 Veteran Brigades, while my opponent had lost at least that many Vets plus several Militia besides. In terms of Regional Control, I was comfortably ahead in the North and the Midlands, but behind in the South. I was again lucky with the naval chits: the navy only sided with the Parliamentarians for a quarter of the game. But Bristol was too heavily defended when I had my only chance to siege it and an attempt on Hull failed (reaching a Bombardment value of only 7 from 3 die rolls). When the Scots arrived, they started to siege Newcastle, but I sent Charles north to deal with them, later followed by the Marquess of Newcastle. In Mid 1644 I received the Irish, followed in Late 1644 by the Lorrainers, who I then used to whittle down the Lord General's army. By the start of the final turn, the only remaining Parliamentarian army of any strength was Cromwell's with two Veterans. The Lord General had only a Covenanter Brigade, which become a victim to my play of the 'King Abandons the Bishops' card and thus the Lord General was removed to the Unemployed Generals box. I, on the other hand, still retained sizeable armies under both Charles and Rupert. Furthermore my opponent received a poor hand of cards, while I benefited from plenty of Operations cards. The end result was 8 Victory Points - ie. a good win for me.

In our 3rd and 4th games we used a shorter-playing variant that we have created, which has only 8 Turns rather than 11. I won both games, the latter - as the Royalists - being my most convincing victory yet, based on the score of 6 Points. However, my opponent insists that the outcome of every game we have played has depended on luck during the final Turn!

5th outing for UKC and back to the full game but with a new opponent. We determined sides by chance - I had the Royalists. To cut a long story short, I won in Late 1644 as my opponent had one PC marker fewer than the required 20. By that time the Parliamentarians had only weak armies left, having lost several brigades in a series of small battles and also having failed to recruit as much as possible. Luck had been on my side in the battles and also, to some extent, in the card draws - on one turn I had both a major and a minor campaign card.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
16. Board Game: Hammer of the Scots [Average Rating:7.56 Overall Rank:299]
Scott Moore
England
Birmingham
flag msg tools
designer
badge
'This War Without an Enemy'
Avatar
mbmbmbmbmb
Played the Braveheart scenario 9 times. Hammer of the Scots generates a lot of atmosphere and a satisfying gaming experience within a relatively basic rules framework. The only negative aspect is that the English player's progress can be rather dependent on luck; in order to make a major offensive you need a good card of hands at the same time as Edward appears in your force pool.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
17. Board Game: Commands & Colors: Ancients [Average Rating:7.78 Overall Rank:98]
Scott Moore
England
Birmingham
flag msg tools
designer
badge
'This War Without an Enemy'
Avatar
mbmbmbmbmb
Played 7 scenarios. Commands & Colors is relatively simple and plays quickly, and yet captures the essence of ancient battles and provides players with opportunities to make tactical decisions that will have a significant impact on the course of the game. Commands & Colors is a little too light for my tastes - it is a fun filler among wargames - though the longer scenarios, in particular, can be interesting. UPDATE: I really appreciate the card management aspect and I'm becoming ever more impressed with how the game simulates both the high-level pattern of ancient battles and some of the low-level aspects such as the weakness of exposed flanks.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
18. Board Game: Maria [Average Rating:7.97 Overall Rank:252]
Scott Moore
England
Birmingham
flag msg tools
designer
badge
'This War Without an Enemy'
Avatar
mbmbmbmbmb
Played once 3-player and twice 2-player. Improves on Friedrich as a multiplayer game and is also very good 2-player, though playing the Austrians seems difficult.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
19. Board Game: Napoleon: The Waterloo Campaign, 1815 [Average Rating:7.34 Overall Rank:1016]
Scott Moore
England
Birmingham
flag msg tools
designer
badge
'This War Without an Enemy'
Avatar
mbmbmbmbmb
Only 2 plays to date. Despite its age, Napoleon is still among the best block games on the market. It simulates the Waterloo campaign both at the operational and tactical levels: the use of blocks and the well-designed map provide tension to the campaign game, while the battle board is a clever (though not always successful) mechanism to simulate the large battles using simple rules.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
20. Board Game: Wilderness War [Average Rating:7.75 Overall Rank:572]
Scott Moore
England
Birmingham
flag msg tools
designer
badge
'This War Without an Enemy'
Avatar
mbmbmbmbmb
First game, first impressions. I took the French and won in 1758 with 17VPs.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
21. Board Game: Rommel in the Desert [Average Rating:7.52 Overall Rank:1035]
Scott Moore
England
Birmingham
flag msg tools
designer
badge
'This War Without an Enemy'
Avatar
mbmbmbmbmb
4 plays of the Crusader scenario, 2 of Battleaxe, and one each of Gazala, 1940, 1941 and Pursuit to El Alamein.

Rommel is, without doubt, among the top tier of Columbia block games. Yet again it surprises me how deep a gaming experience can be constructed from a simple and clear map, a bunch of blocks and a modestly complex rule set. Despite being twice the length of the Hammer of the Scots or Crusader Rex rulesets, the Rommel rules are still very manageable, although a player aid would be an asset. One aspect in which Rommel scores above more recent Columbia stablemates is in the large number of scenarios. The only concern I have is that if the Axis player is cautious (ie does not conduct offensives) this results in a static and less interesting game. And if the Axis player has a poor hand of supply cards then he may have no option but to be cautious. All in all, Rommel is a very variable game - it can end early if one player succeeds in an audacious move to cut off a large opposing force's supply, or it can run the full distance in a battle of attrition. An attack on Tobruk by the Axis player can be particularly decisive - success resulting in a large supply bonus and failure possibly leaving the Axis with no supply and very vulnerable.

1940 is a very minor scenario, suitable to teaching the game or a very first try. Crusader is much more interesting, but seems to be difficult for the Axis to win. Battleaxe and El Alamein are also good scenarios of moderate length.
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
22. Board Game: Julius Caesar [Average Rating:7.78 Overall Rank:715]
Scott Moore
England
Birmingham
flag msg tools
designer
badge
'This War Without an Enemy'
Avatar
mbmbmbmbmb
First play and so just an initial impression. But this seems to be the best Columbia title since Crusader Rex.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
23. Board Game: No Peace Without Spain! [Average Rating:7.62 Overall Rank:3105] [Average Rating:7.62 Unranked]
Scott Moore
England
Birmingham
flag msg tools
designer
badge
'This War Without an Enemy'
Avatar
mbmbmbmbmb
Played a couple of games back-to-back. The rules are so straightforward that my opponent could explain them to me within half an hour. And yet the game provides strategic-level decision-making, narrative and lots of tension.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
24. Board Game: Richard III: The Wars of the Roses [Average Rating:7.44 Overall Rank:1215]
Scott Moore
England
Birmingham
flag msg tools
designer
badge
'This War Without an Enemy'
Avatar
mbmbmbmbmb
Five plays. With Richard III, Jerry Taylor has again created a unique and very thematic game by making subtle changes to a tried and tested basic system. Richard III is more akin to Hammer of the Scots than to Crusader Rex, but improves on HoTS in terms of player control over recruitment, and greater breadth of movement options due to the sea movement rules and extensive coastline. However, with four Yorkist victories out of five (in the latter tweaking the set-up in favour of the Lancastrians), I believe that the game is not balanced - the Lancastrians would seem to need very careful play and some luck to win.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
25. Board Game: Conflict of Heroes: Storms of Steel! – Kursk 1943 [Average Rating:7.77 Overall Rank:605]
Scott Moore
England
Birmingham
flag msg tools
designer
badge
'This War Without an Enemy'
Avatar
mbmbmbmbmb
Conflict of Heroes is a very good tactical system that combines many aspects of more complex wargames, including attention to historical detail, with Euro-style playability and game length. It offers more of a wargame experience than the Commands and Colors system, albeit at the expense of a longer set of rules.

I have played most of the earlier Storms of Steel scenarios that use only a subset of the full rules. They are very good for learning the game, but with small numbers of units on each side chance can perhaps play too significant a role. I also doubt whether many of these scenarios will be worth playing more than a couple of times. The Scenario 10 tank battle, however, is on a larger scale and better shows the potential of the system.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
1 , 2 , 3  Next »   | 
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
1 , 2 , 3  Next »   | 
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.