A
very short post this time. At Salute I bought some Japanese civilian models from
Col. Bills to add interest to my Samurai games. The six figures are nicely
sculpted and painted well. The noble and his wife were painted with patterned
silk kimono’s, whilst the other peasant figures had plainer dress. I could do
with a few more items to really give my tabletop a more Japanese feel; a statue
or shrine, a gateway, a bamboo grove, some paddy fields etc.
Tuesday, 15 May 2018
Thursday, 10 May 2018
Review of For King & Parliament ECW rules
I bought a copy of the new ECW rules “For King and
Parliament (FK&P)” (Simon Miller & Andrew Brentnall, 2018) at Salute
this year. I had heard good reports of their sister rules covering Ancient
conflict, “To the Strongest”, and was further encouraged by an excellent demo
game put on at the show. In addition, the rules were reported to be good for
solo play and, due to diary constraints, my opposed gaming opportunities are
restricted at the moment. After reading through the rules, I decided to try the
game as a solo experience using the Battle of Montgomery, 1644 scenario
provided at the back of the rule book.
Before discussing the rules, I will briefly outline the outcome
of the game I played. The battlefield is fairly open and splits into a clash of
foot on one flank and cavalry on the other. The infantry fight was fairly even.
The dragoons and forlorn hope units were cleared fairly quickly due to their
single hit strengths. The clash of the main units of foot was more prolonged
with neither side dominating. The cavalry fight was more fluid. Initially
Parliament was ahead, routing units of Col Trevor’s brigade, but the impact of
pursuit became apparent, which opened up a gap in the Parliament formation. The
remaining un-brigaded Royalist horse moved around the open Parliament flank
looking for a decisive blow. At this point the returning Parliament foraging
horse returned arriving in a compact block directly behind the now exposed rear
of the untried Royalist horse. Fairfax’s veteran regiment charged Vaughn’s
regiment in the rear; they had a large number of to-hit chances and missed them
all! In contrast the Royalist regiment passed its untried test and promptly
scored 2 return hits, killing the Parliament commander (Col. Brereton), and
routing the shocked veterans! This action had bottled up the Parliament
re-enforcements and allowed the other Royalist cavalry to attack and destroy
the exposed Myddleton’s regiment and kill/capture the attached Parliament
C-in-C (Sir John Meldrum). This ended the battle and gave the Royalists
victory.
Regarding the rules themselves:
1. The authors use adjusted decks of playing cards to
resolve all actions and combat, although they do suggest alternatives such as
chits and dice. In my game I used D10 dice instead of cards and this worked OK,
but they are not ideal when working out activations. There is a slight impact
on the distribution of probability by using dice but this is minimal. I think
in future I will move to a hybrid system of chits and dice. I think chits would
simply ‘feel’ better for activations, and dice ‘feel’ more satisfying when
resolving combat. I think playing cards would just clutter the table
un-necessarily, and I dislike having to shuffle repeatedly, so I would avoid
using cards.
2. The tabletop is gridded. Personally I’m fine with this (I
play and like many games from RFCM, which often use a grid system), but other
gamers may not enjoy such a mechanism. On the plus side, the grids allow rule
mechanisms to be clear and simple and, significantly, allow players to use any
basing conventions they are happy with. On the negative side, gridded games
severely limit the movement and manoeuvre options, and can feel a bit like a
boardgame rather than a conventional wargame. The appeal of a gridded wargame
is purely down to a player’s personal preference, but I have noticed a marked
increase in the number of gridded games produced recently.
3. The activation mechanism is the defining feature of these
rules. The first activation of a unit will usually be successful, but there is
always a chance of failure. The beauty is in the ‘Push Your Luck’ element of
deciding further actions, where failure becomes more likely, and which can
prematurely end brigade activations. Prioritising activations becomes a key
decision, and placement of commanders can be vital to mitigate against failure.
Essentially, this ‘Push Your Luck’ element is at the core of these rules, and
if the card/chit/dice Gods are against you, then your plans can quickly
disintegrate. This mechanism creates the fun and tension within the game, but
players have to accept a high degree of luck and swing within the outcomes. I
like the uncertainty and change of fortune produced, particularly in a solo
experience. I know many gamers, especially those who like to plan meticulously,
who would hate the system. So again, it comes down to personal preference.
4. Combat resolution is very simple to calculate and there
is little need to refer to the rule book. I like the differentiation between
firing tactics (single/double/salve), and the ammo rules work well. I would
like to try artillery and see how these perform on the tabletop. The game I
played lacked ‘Dutch’ horse, so again I would be interested to see how these
work on the table. The use of ‘dash’ to reflect the freshness of horse units is
a nice mechanism and fills an omission in other rule systems. Cavalry pursuit
is important and can really muck-up your plans (as Parliament found out in my
game). Rallying was not used as much as I expected because, once forces are
locked in combat, they don’t have opportunities to recover.
5. The ancillary rules covering battlefield set up (terrain
choices and placement, scouting, points etc.) all appear fine. I liked the
‘untried’ status of units in my game, and I particularly like the variable
personality rules for generals, and the variable strategy options. One
criticism of the rules is the lack of a QRS. Most of the rules are very simple
and easy to remember, but a QRS would help to reinforce turn structure and
remind players of modifiers to things like activations.
Overall, I like For King and Parliament. They give a quick,
fast paced game with many important decisions to be made. There is a high level
of luck which can engender significant swings of fortune, which could put some
players off. I think they are eminently suitable for solo play. I don’t think
FK&P will replace my favourite rules for ECW i.e. Regiment of Foote v1
(RFCM, 2002). Interestingly I rejected the second version of Regiment of Foote
(RFCM, 2016) because it was gridded and was too much like Square Bashing (see an
earlier blog post). With FK&P, the gridded mechanism worked well, but the
core of the rules lies in the activation mechanism.
Monday, 7 May 2018
Boardgame session: 6May18
In the UK we are enjoying a beautiful, warm, sunny May bank
holiday. We visited Val and Chris for a leisurely al fresco lunch in their
garden, and managed to play a game of Concordia in the afternoon. I’m slightly
surprised that this acclaimed game had not made it to our table before, so was
keen to try it out. It did not disappoint. Essentially it is a trading game set
in the Roman world with players generating trade networks, acquiring and
utilising goods to expand their commercial empires. There are numerous
potential routes to victory. Each player starts with the same hand of action
cards, which they can work through in any order they wish, and to which they
can add to by purchasing further cards from the common bank available to all.
The twist which makes the mechanism really work lies in two key card actions;
the Senator (which allows a player to duplicate another players card), and the
Tribune (which recalls all your played cards back to your hand). Cards also
have a secondary function (the God to which they are dedicated) which can
impact the end-game scoring procedure, and therefore the strategy you may aim
for during the game.
The game play flows nicely once you have got your head
around the different card actions. At the start it feels that only having one
card that allows you to move and build (the Architect) is a bit limiting, but
you soon appreciate the importance of judicious play of the Senator card, which
can overcome such shortcomings. I was surprised at the game length (over 2
hours) considering the speed of card play we achieved, but at no point did the
game feel slow paced or cumbersome. Players face tough decisions during the
game; at points you lack certain key resources, your money supply fluctuates,
you are keen to get access to new regions etc. There is no direct conflict
between players apart from making areas of the board more expensive to get
into, and some of your actions can actually benefit others by providing them
with resources.
When we tallied the points at the end, Val (who had a cloth
monopoly) was the clear winner, whilst I surprisingly was second placed.
Concordia is definitely a game we will happily return to. In fact it has
convinced me to purchase a new game, Transatlantic, by the same designer (Mac
Gerdts) when we visit UKGE in a few weeks. This game uses very similar
mechanics but is set in the Victorian era of steam ships and world trade.
Tuesday, 1 May 2018
Off the painting table (May 2018)
Whilst at Salute I bought some more models for my latest
project, ACW Riverine, from Peter Pig. Four more Union vessels including a
monitor ironclad (USS Passaic), a tinclad (USS Tyler) and couple of common
wooden vessels (USS Fuschia and USS Unadilla).
For the Rebels I got the casement ironclad, CSS Albemarle, a
large tinclad (CSS Gen Bragg), plus a couple of small wooden vessels (CSS
Sumter and CSS Drewry).
Finally I painted up a medium fort and some army artillery
pieces. I now have plenty of ships and all the accessory pieces I need to play
Hammerin’ Iron. I must admit it is tempting to buy all available Peter Pig
models, but I will hold off for the moment.
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