Wherever You Go, There You Are
With no certain future, and no purpose other than to prevail
First, I must state that I have not played QAdN yet. However, I have read the rulebook now, and there isn't a single post of substance on the game here at BGG - finding information on CSW is just painful (2000 + unorganized posts). So, I will go over my first impressions.
My only experience with gaming this subject is GMT's Wilderness War, and my only historical knowledge are the historical notes in the WW playbook.
Maps: Both a strength and weakness here. Given the cost of the game, trimming 8 11X17 sheets to fit together is disappointing (although understood given the size of the print run). The size of the maps also rules out a frame or similar, so you are likely talking lamination/tape to hold things together. The map artwork, however, is quite nice.
Counters: Very nice artwork, although thin if that bothers you (not a problem for me). These must be cut apart and trimmed.
Rulebook: Well written, clear, and logical. I would expect minimal rulebook consulting once play starts.
Box: A plain box with small artwork stickers applied. functional.
Player Aid Sheet: Very good, but you will need to duplicate for the player 'other than you'.
Event Cards: functional.
1. Very little chrome is present - I would rate the complexity of QAdN well below Wilderness War. Many would consider this a plus, but if you are going to play a hex-based game that will take about 30 hours (CSW estimates), shouldn't it be more historical that a 3 hour game of Wilderness War? For example, a combat result of a 1 kills an attacking leader, while a result of 6 kills a defending leader, independent of odds - easy to remember, but realistic and identical to historical loss rates?
2. There is only one start and end point to the campaign (1755 to 1763). I would think a 'tournament scenario' of 1757-1759 would have been nice to have to shorten play time.
3. After reviewing the CSW folder, the amount of playtesting seems pretty limited. It looks like only a few months passed between map/counters/rulebook complete and publication. There are also very few AAR's, and I didn't see any that went more than a few years into the game. How well the end-game works, and balance between sides in competitive F2F play may be fairly undiscovered country.
4. QAdN expands on the WW map by adding a different-scale Southern US map. I think this may be a bit like the Far West map for VG Civil War - was this a decisive theater that needed to be part of the core game? I don't know enough of the history to say. A game option to allow for not using the Southern map would also have been a nice addition to reduce play time.
5. QAdN also has a naval movement and combat system, unlike WW. The naval combat system is much more a 'bucket-of-dice' approach, as opposed to the land combat system of a CRT. How it works will be interesting to see.
Criticism and questions above aside, I am happy with my purchase. Every game isn't going to be a GMT mega-production, so I understood the edges were going to be rough before I bought it. I look forward to playing it and answering all of my open points. While the length is a bit intimidating, the fact that the rulebook is not complex will get the game on the table.
I am also interested in this game. Have you had a chance to play yet?
Miguel Ángel Sánchez Galán
I am just soloing the game, to see how the system unfolds, and after almost a year of gameplay (1755), I found the rules so simple they are confusing when it comes to put them to work. The game may be played without much consulting the rulebook, but there are a lot of minutiae-silly-little-bothering things that are just not openly and explicitly explained.
When soloing as I do, you can just get to make an arrangement with yourself and get things fixed, but I wonder how this will turn out with two players.
As for now, the Louisiana map is an useless theater. Lots of Cherokee raids and nothing more worthy of the space taken in the table. We'll see.
The time scale seems much too small (makes you remember Epic of the Peloponnesian). Monthly turns that take too long to play to achieve just some damage at a fort or pushing some units, or... well, nothing.
But it's not a bad game. I think some patience and errata will do the trick.
- Last edited Wed Jul 21, 2010 3:05 pm (Total Number of Edits: 1)
- Posted Wed Jul 21, 2010 2:40 pm