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Subject: Earth 7920 - World War I, II and III rss

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Craig Johnson
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The Donington group finally convened for the start of the campaign last night, ending with Three World Wars and one packet opened post-WW3.

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World War I - The Quick & Dirty War

Tom - Die Mechaniker - Egypt
Rogue - Enclave of the Bear - Northern Europe
Robbie - Saharan Republic - Japan
Craig - Imperial Balkania - Argentina

With Tom and Rogue starting so close it was almost inevitable they would come to blows at some point and indeed they did. Tom took his 11 troops and expanded to fill Africa then held fast, anticipating a future continent bonus. Rogue wasn't about to let that happen, and noticing that Egypt itself was relatively undefended (i.e. three troops left) and only two spaces away he went for it, wresting control of the HQ by the end of his turn and putting him straightaway on 3 of the 4 VPs needed.

Robbie had Asia and Oz to himself, but expanded slowly, leaving a huge force back in Japan, opting for the long game.

Which didn't pan out too well as Craig spotted that now both Egypt and Northern Europe were vulnerable to a cheeky stab so he went for it, ploughing straight through defenders and taking both HQs in one extended attack.

One round each, ten minutes gone, game over.

Craig founded the Major City of Buenos Craiges in Argentina as his reward.

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World War II - The War of Five Armies

Rogue - Die Mechaniker - Western US
Robbie - Saharan Republic - Japan
Craig - Imperial Balkania - Madagascar
Tom - Khan Industries - New Guinea
Phil - Enclave of the Bear - Brazil

Phil turned up as the game was about to get underway so parachuted into Brazil at late notice, upsetting not only the expansionist plans of the Imperials who were anticipating S America to be empty, but himself ultimately as he quickly realised he was between a rock and a hard place.

And so it proved, with Rogue expanding and putting pressure on him from North America whilst holding an uneasy truce over Asia, and Craig doing the same from Africa whilst also holding an uneasy truce over Asia, Phil quickly came under the hammer being forced back into a corner and not really being allowed to get going. The occasional to-and-fro between Craig and Rogue kept the border fluid, and neither of them could get a grip - or lucky enough rolls - to wipe both Phil out and the other player to secure South America.

This freed up Tom and Robbie to do their thing - Robbie went for the slow, calm, patient buildup and protection of his HQ, whilst Tom took Australia quickly and expanding across south Asia.

A few rounds of conflict over South America allowed Tom to consolidate his forces and Robbie held off attacking long enough for Tom to mobilise for one push to take two HQs in a single turn (as per World War I) in about 45 minutes.

As his reward Tom elected to boost Australia's continent bonus to 3.

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World War III - The War of Attrition

Rogue - Khan Industries - South Africa
Robbie - Die Mechaniker - Japan
Craig - Imperial Balkania - Eastern Australia
Tom - Saharan Republic - Ontario
Phil - Enclave of the Bear - Iceland

With South America empty, it looked like an inevitable battle ground between Rogue and Tom but it wasn't to be - Rogue expanded to fill Africa in two turns, giving Craig enough time to come across from Australia to nick East Africa and eventually a bunkered Egypt to prevent the bonus. Africa settled down to a long series of wars between Craig and Rogue - Craig not being able to push through to South Africa for the HQ until late in the game, and Rogue also being distracted with trying to stop Tom from filling North America with his troops.

Robbie and Craig made peace over Asia so Robbie pushed into North America from Alaska, cueing another series of skirmishes, this time between him and Tom, neither gaining the upper hand.

All the while, Phil was sat in Europe, taking one territory at a time, building his forces. Greenland was empty for much of the game, but Phil resolutely declined to invade or push towards Tom's HQ, until the inevitable happened - he filled Europe. At this point, Rogue and Craig eased off of fighting each other to push Phil back for a few rounds, but at a high attritional cost - and the round where they and Robbie failed to dislodge Phil from Russia meant the continent bonus kicked in, and prior round's costs enabled him to launch a double attack on the HQ in Ontario and in South Africa, giving him the game.

As his reward, Phil chose to found the Major City of Dawblin in Great Britain.

The held on rewards saw the ninth Minor City founded and the packet opened...of which more another day...

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Observations

- Everyone felt they had runs of bad rolls - statistically it should've evened out, but it didn't feel that way
- Playing once you've won the game and others haven't makes it very very difficult to win again, their starting VP is a very tough nut to crack
- All three Wars were won with a single push taking two HQs in a turn: is this going to be a feature of all our future wars I wonder?
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Darren Nakamura
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CraigRJ wrote:
- All three Wars were won with a single push taking two HQs in a turn: is this going to be a feature of all our future wars I wonder?


Doubtful, as with more wins in the group, fewer people will start with a victory point. So each player will need to hold his HQ and gain three victory points instead of two.
 
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