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Subject: What's the Last Wargame You've Completed? August, 2015 Edition rss

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J.L. Robert
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Please list any recent wargames (stand-alone games or scenarios) you have COMPLETED since your post in the previous thread. And please continue to add more wargames as you complete them.

The big cons need more wargame presence. Get those plays in!
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Robert Fox
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I managed to get a quick training game in for Churchill.

I think the game is going to be better than I expected it to be. The rules surprised me. They are 17 pages long, but around page 7 it tells you to stop reading and start playing. The other 10 pages basically just goes through the details of the individual issues and how the military portion works, the actual structure of the game only takes a few pages to explain.

When I started to resolve the issues on the first turn, I began to realize how deliciously evil this game could be. A lot of the issues effect only one of the players negatively to the benefit of one or both of the others.

For example, there are two U.S. production issues. If one is on the table, if the U.S. wins it nothing happens, but if one of the other players win it they get use one of the U.S. production chits as their own on that turn. So Britain or Russia can put it on the table, and the U.S. is forced to either spend cards to maintain the status quo or let the issue go and lose production.

A lot of the issues have this dynamic. You can force a player to spend resources on a front they'd rather not participate in or invade countries before they want to (like force Russia to declare war on Japan).

I cannot wait to get a full game in this weekend. This might be a game where I actually use the AI bots. I usually prefer to play each side equally, but in this one I foresee me actually wanting the other sides to be coldly disinterested in anyone but themselves. I also know I can get some others to play face-to-face (where I mostly play Euro-type games).
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Les Marshall
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Just played through Rebel Raiders tonight. It's my second full game and second win as the Confederacy though the end game was a nail biter.
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Michael McLean
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Labyrinth kicked my behind solo mode yet again. Something between my brain and this game just isn't clicking. Think I might have to let it go.
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John Longstreet
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FuManchu wrote:


. . . When I started to resolve the issues on the first turn, I began to realize how deliciously evil this game could be. . . .



Don't you love how Mr. Herman does not wants this to be a 'sit around and pounder you next move game!'

"One Mississippi ... two Mississippi ... three Mississippi ..."
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Robert Fox
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lmjarl wrote:
FuManchu wrote:


. . . When I started to resolve the issues on the first turn, I began to realize how deliciously evil this game could be. . . .



Don't you love how Mr. Herman does not wants this to be a 'sit around and pounder you next move game!'

"One Mississippi ... two Mississippi ... three Mississippi ..."


I'd consider that the nuclear option in the game. The rules don't really mention a minimum amount of time before you can start the clock, so you could technically start the count the second it gets to a player's turn.

The constant Mississippi's will be quite distracting in addition to the time crunch, but you'd have to expect a quick Mississippi retaliation in return. It could even end up as part of the negotiations,

U.S.: "OK, I won't contest the global action this turn if we could please have a Mississippi truce. Deal?".
U.K.: "OK. Truce".
Russia: *intense stare* "One Mississippi. Two Mississippi."
U.S.: "Dangit Russia ...".
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Mark Herman
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FuManchu wrote:
lmjarl wrote:
FuManchu wrote:


. . . When I started to resolve the issues on the first turn, I began to realize how deliciously evil this game could be. . . .



Don't you love how Mr. Herman does not wants this to be a 'sit around and pounder you next move game!'

"One Mississippi ... two Mississippi ... three Mississippi ..."


I'd consider that the nuclear option in the game. The rules don't really mention a minimum amount of time before you can start the clock, so you could technically start the count the second it gets to a player's turn.

The constant Mississippi's will be quite distracting in addition to the time crunch, but you'd have to expect a quick Mississippi retaliation in return. It could even end up as part of the negotiations,

U.S.: "OK, I won't contest the global action this turn if we could please have a Mississippi truce. Deal?".
U.K.: "OK. Truce".
Russia: *intense stare* "One Mississippi. Two Mississippi."
U.S.: "Dangit Russia ...".


Actually the rule is quite explicit, "If this starts to happen..."

Each group has a different tolerance for pace of play, but if you are spending more than 10 seconds playing a card, you are playing too slow. After having watched and seen comments on 'analysis paralysis' I thought I would create an official safety valve.

All in good fun,

Mark
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Mike Szarka
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When it is your turn to send a VASSAL move, the wait is excruciating. When it's my turn, well, I've been busy.
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The game simulates negotiation. One of the really great joys about negotiating in a professional context (most of my job) is that you constantly have to think on your feet. If you're always "let me take this back to the team to discuss" you're going nowhere. So bravo for keeping it moving.
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Nigel Wright
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2nd solo run through of Fire in the Lake, 65-72 scenario. Just completed, but played most evenings last week. Learning more about combining ops with abilities and the risks of large scale US operations near NVA troops hiding in Laos & Cambodia!


I managed to snag a copy of Andean Abyss which arrived yesterday so that could be next up as it may be easier to learn, or perhaps I should stick with Fire in the Lake?
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André
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Played the real game on a real table, no vassal:



for the first time with:

Norbert Kurz
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We played for over 7 hours straight and had to stop without finishing it.
It was lots of fun. Very good game.

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Trireme, 4 ships sunk, 3 captured





Across Suez

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Jonathan "Spartan Spawn, Sworn, Raised for Warring!"
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As Paul mentioned it was Wargame Day again!

Personally played with James:

x 2



x 5


And with Paul:


I, as the Israelis, came as close as I ever have to having a coherent and defensible line that was able to push the Egyptians back from the roads in Across Suez (It is the little victories). Still didnt win though. laugh
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Tim Korchnoi
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My Little Man's first real wargame play: Barbarossa Solitaire
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Finished the 1796 campaign of Field Commander: Napoleon with a historical win. I plan on playing all the campaigns in order so now it is off to Egypt!
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RedPlanet
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This is a story of Huberis.

Constant MUD turns, during the variable weather turns of November, caught Jerry out of position, allowing for the Soviets to attack in number during the December Snow.


The German response to the crisis was valliant.


But with German Winter Paralysis in play, plus increased HQ costs for W'41, the end was inevitable - and the towel was thrown......
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James Luksich
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From over at Gencon:
Conflict of Heroes with the firefight generator annnd
...Guadalcanal (It was pretty sweet, hyped for release in the fall)

Along with the actually fast playing Quartermaster General
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Dune Tiger
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MarkHerman wrote:
After having watched and seen comments on 'analysis paralysis' I thought I would create an official safety valve.


That, or you really have something against Mississippi.
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ian morris
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Played the Meat Grinder scenario from ASL Action Pack #5: East Front yesterday, against Andy Smith. It was a close game, with one of my KV-2s single-handedly keeping me in it, but superior German tactics shredded my force. Good to play Andy again after a 2-year gap.

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Stuart Adams
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Had a 4 player game of fire in the lake today. Really enjoyed it.

Fire in the Lake
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Silver Bowen
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Got in two games of the first scenario (Long Island). I lost badly as the British, then won almost as badly as the Rebels. Definitely an overall victory for my opponent. Great game; simple, fast, and fun.
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David Kershaw
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Another play of Epic of the Peloponnesian War. This time I was Sparta. Again, we only got 1 year done, but a much more interesting game, the highlight of which was the Argives coming into play on the Athenian side and burning Sparta, which I had left undefended. Oops.


Even so, I had done so much raiding and messing about of Attica that Athens were getting perilously close to giving up.

Overall, it is quite fun, but takes far too long to play.
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Gator Skin
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Over the weekend, I learned and played three scenarios from Navajo Wars. I've been avoiding this for a while because of the supposed steep learning curve. I'm ecstatic to report that the tutorial is the best I've ever read. It gave me total confidence as a player and was, shockingly, really fun.



I'm pretty blown away by this game. How you have to keep an eye on the Right Now (battles, etc) and the Far Away (future generations of Dine) gives it a feel both intimate and epic. Can't recommend this enough.
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Gordon Watson
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Scenario 163 ("Stopped Cold") from Hakkaa Päälle!: ASL Module 14 against
Russell D
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A 4 hour ftf session finished off with an hour on VASL. It's 1939 and a swarm of desperately poor Russian (Russell) infantry is trying to breakthrough Finnish (me) positions and exit across a half map-board, escorted by a hotch-potch of Soviet armour.

An entertaining scenario saw us having to blow the dust off several sections of the rule book we hadn't been to before - escaping prisoners, prisoners in melee, rearming, fire-lanes (my master-stroke) among others.

The Russians started well deploying cleverly behind a tank screen which the Finns simply didn't have the weapons to counter. With two of the main Finnish fire positions overwhelmed it was looking bleak despite the the MG firelanes slowing the Russians down. The Soviet armour then moved forward to engage the rear Finnish units only to run onto AT mines and finally allow the Finns to get to grip with them using DC's. A MA malfunction and a recall followed by the Finnish prisoners overcoming their guards (with the help of the last frontline Finnish unit) swung the game back to the Finns.

Great fun.
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Robert Fox
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I completed a solo campaign game of Churchill last night.

The game ended on Condition 3 (Germany did not surrender) with England winning by one point over the U.S. Russia was behind by 17 points. Both Russia and the Allies had a shot at conquering Germany with a breakthrough move on the last turn, but both failed to roll the required number (U.S. needed a 1-6, Russia a 1-4). Japan's surrender conditions would have been met had Germany fallen.

Some quick gameplay observations:

- Churchill won 9 of the 10 Agenda segments. I don't see Churchill not winning unless they draw a bad hand. I cannot see why they'd willingly surrender this win unless they had a really odd hand (lots of low cards, and one five).

- Roosevelt won 6 conferences, Churchill 3, and Stalin 1. I'm not sure why Roosevelt won so many compared to Churchill, especially since Churchill got to go last so many times.

- The Axis are much more resilient than they appear. Once the big 3 start fighting over their own agendas, cooperation breaks down and those fronts start to stall out.

- Stalin seems to have a hard time winning Pol/Mil issues. A big reason for their being behind on VPs was an inability to get political alignment markers. It looks like Stalin will need to use his conference card mostly on Pol/Mil issues to get the free political alignment marker.

- I wish there was something to distinguish the minor countries and colonies. They are all worth 3VP, so winning France has the exact same value as winning Laos. I see a C3i variant that gives each nation it's own VP value, or maybe some sort of minor game-altering ability. There should be something that would give a reason to target one nation over the other.

- Churchill and Roosevelt need to cooperate over the European and Pacific leadership issues. Winning both provides 2 bonus offensive support markers, which really helps getting fronts to move.

- The game does a good job giving the players too much to do, and not enough resources to get it all done. Two players fighting over one issue will pretty much throw the conference to the third.

- I really should have had Stalin work harder at bringing the Allied Western front into Normandy. Until that happens, it's a real uphill battle trying to advance the Russian Eastern front against the bulk of the German army.

- The U.S. penalty for Inter-Service Rivalry is genius. The U.S. generally has enough resources to guarantee one of their Pacific fronts advance, but not enough to guarantee both. They end up getting stuck advancing one, then the other, over multiple turns.

Overall it was a fun experience. Since VPs are only tallied up at the end (you don't earn persistent VPs on each turn), I imagine the tournament scenario might get more play than the campaign. The early turns sets the stage, but the later turns is where the real fight for VPs happen.
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Mark Herman
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FuManchu wrote:


I completed a solo campaign game of Churchill last night.

The game ended on Condition 3 (Germany did not surrender) with England winning by one point over the U.S. Russia was behind by 17 points. Both Russia and the Allies had a shot at conquering Germany with a breakthrough move on the last turn, but both failed to roll the required number (U.S. needed a 1-6, Russia a 1-4). Japan's surrender conditions would have been met had Germany fallen.

Some quick gameplay observations:

- Churchill won 9 of the 10 Agenda segments. I don't see Churchill not winning unless they draw a bad hand. I cannot see why they'd willing surrender this win unless they had a really odd hand (lots of low cards, and one five).

- Roosevelt won 6 conferences, Churchill 3, and Stalin 1. I'm not sure why Roosevelt won so many compared to Churchill, especially since Churchill got to go last so many times.

- The Axis are much more resilient than they appear. Once the big 3 start fighting over their own agendas, cooperation breaks down and those fronts start to stall out.

- Stalin seems to have a hard time winning Pol/Mil issues. A big reason for their being behind on VPs was an inability to get political alignment markers. It looks like Stalin will need to use his conference card mostly on Pol/Mil issues to get the free political alignment marker.

- I wish there was something to distinguish the minor countries and colonies. They are all worth 3VP, so winning France has the exact same value as winning Laos. I see a C3i variant that gives each nation it's own VP value, or maybe some sort of minor game-altering ability. There should be something that would give a reason to target one nation over the other.

- Churchill and Roosevelt need to cooperate over the European and Pacific leadership issues. Winning both provides 2 bonus offensive support markers, which really helps getting fronts to move.

- The game does a good job giving the players too much to do, and not enough resources to get it all done. Two players fighting over one issue will pretty much throw the conference to the third.

- I really should have had Stalin work harder at bringing the Allied Western front into Normandy. Until that happens, it's a real uphill battle trying to advance the Russian Eastern front against the bulk of the German army.

- The U.S. penalty for Inter-Service Rivalry is genius. The U.S. generally has enough resources to guarantee one of their Pacific fronts advance, but not enough to guarantee both. They end up getting stuck advancing one, then the other, over multiple turns.

Overall it was a fun experience. Since VPs are only tallied up at the end (you don't earn persistent VPs on each turn), I imagine the tournament scenario might get more play than the campaign. The early turns sets the stage, but the later turns is where the real fight for VPs happen.


Thanks for posting this session report... you might want to take a look at the Strategy primer that I wrote up on the Churchill page. Much of what happened here is more or less discussed in that paper.

(GG)
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Rick Thompson
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FuManchu wrote:
- I wish there was something to distinguish the minor countries and colonies. They are all worth 3VP, so winning France has the exact same value as winning Laos. I see a C3i variant that gives each nation it's own VP value, or maybe some sort of minor game-altering ability. There should be something that would give a reason to target one nation over the other.


There is the Secret Agenda Variant which awards additional VP's for Political Alignment markers in your chosen countries/colonies.

While this is not exactly what you've mentioned, and seems to be best used with three players, it is a nod in the direction that you've discussed.
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