Sunday 30 May 2021

Boardgame Session; May 2021

The start of May was dominated by a prolonged session of ‘Roll for the Galaxy’. We had not played this for at least a year and had forgotten how good a game it is. It has a nice blend of thoughtful strategy mixed with a fair degree of luck with all the dice rolls. The game is also fast, taking roughly 30 minutes, so re-matches happen immediately.

 

The Castles of Tuscany Cover ArtworkNext, I received a delayed Christmas present of ‘Castles of Tuscany’, the Stefan Feld sequel to the classic ‘Castles of Burgundy’ (one of our all-time favourites). The obvious question is how similar are the two games? They are both are (1) tile laying (2) moving tiles from a common area into a holding area before placing on the individual player boards (3) scoring points for completed zones of identical tiles, with effectively more points for early completion (4) gaining a tile specific bonus when laying a tile (5) lack of any meaningful theme. There are some significant differences (1) no dice, instead using cards to place tiles (2) reduced options compared to Burgundy (3) faster set-up and playing time (roughly half to a third compared to Burgundy). So, is the game sufficiently different to be considered a unique game? I would say, ‘Yes’, just! But I feel it is not as good as Burgundy, and I think Tuscany has a major flaw in its design i.e. no catch-up mechanism. If at the end of the first round, a player trails by more than 1 or 2 points, then the chances of final victory are minimal. This is because first round points are effectively worth triple, when compared to those earned in the third and final round. Also, the green track is not re-set between rounds, so not only do you trail on the red (final) victory track, but you start the next round already trailing the early leader on the green track. I have yet to see a way that a player can set themselves up for a rapid, late game come-back. I am considering trying a house rule to remedy the situation: trailing players receive a bonus card for each point that they trail by at the end of each round. This would provide a small boost for the trailing players, but should not be an overwhelming bonus.

The month was finished when Val and Chris called round for a social gaming afternoon. We started with ‘Mariposas’ (the 4p game is no different to the 2p game), then ‘The King is Dead’ (a small game that packs a punch when it comes to strategy), and finally ‘Citadels’ (a classic game that is always fun, even with the ‘got you’ element). It was really great to get back playing again!

Thursday 13 May 2021

Thoughts on Battle Group NORTHAG rules

My 6mm Cold War forces (BAOR, US and Soviet) were bought back in 1980, just before I went off to university for the first time. They have made infrequent appearances on the tabletop, usually only when I purchase a potential new rule set covering the Cold War period. Initially I played using the Armoured Warfare 1950-75 rules (WRG, 1974) and the 2nd edition (WRG, 1979) that extended the dateline to 1985. I seem to remember enjoying many games using these rules. In the late 1980’s and early 1990’s a few new rules sets appeared; Corps Commander/OMG (Bruce Rea-Taylor, 1986), Command Decision (Frank Chadwick, 1992), Challenger 2000 (Rea-Taylor & Connor, 1992). Of these, I particularly liked Corps Commander/OMG and I spent many hours reorganising and basing my forces. The games played were enjoyable but rather long, and entailed considerable book-keeping (each model/unit had a strength value and deployment mode etc.). As a result, the game was not ‘club-friendly’ and could only be gamed at home as an all-day affair. The toys went back into their boxes for the next decade! The release of Cold War Commander (Pendraken, 2006) reinvigorated my interest in the period. They played much faster than other rule sets, had an interesting command/control mechanism, required little book-keeping and were very user friendly. These rules have remained my ‘go-to’ Cold War rules since, but games using the armies were still infrequent. Recently, it seems, the period has again become the focus of rules writers e.g. the publishers of Flames of War(FoW), Battlefront, released Team Yankee (TY). I was tempted by TY but resisted because, (1) I’m not a fan of FoW, and (2) the focus was on the 2nd generation Cold War forces of the late 1980’s i.e. Abrams, Challengers, T80s, AH-64 Apache, Bradley’s etc. My forces were earlier 1st generation types i.e. M60, Chieftain, T62 etc. and I was not going to buy more lead upgrading. In the last couple of years, I have bought two new rule sets that have come on the market: Seven Days to the River Rhine (SDTTRR) (Great Escape Games, 2019) and Battlegroup NORTHAG (BG-N) (PSC, 2020). Both rule sets cover the early 1980’s period of the Cold War, which is perfect for me! I have yet to try SDTTRR but from a read through I think these rules definitely require an opponent and would not work solo, so until lockdown ceases they will have to remain on the shelf.

I have tried a couple of solo games using BG-N. Before I give my thoughts on these rules I strongly recommend the reader to look at my earlier post on Battle Group Kursk/Overlord (Oct 2016), because all my comments (much more detailed) remain pretty much true with this modern version of the rules. The strength of these rules lies in the speed and simplicity of play; games fairly rattle along. The orders section is straight forward and I like the option to generate a random number of orders rather than going for a set number. I use poker chips to keep track of orders and their use. The ‘platoon’ and ‘company’ orders are vital to getting your forces into position. The ‘react’ orders appear to be great, but I found them to only be useful if you have a spare (quiet) turn to utilise them. Movement is fine (for my 6mm forces I used cm rather than inches) but infantry are slow, so you need to get them close before debussing. Therefore choosing the best (safest) route to the jump-off point is important as full APC’s are a juicy target! The combat mechanism is again smooth and fast, modern weaponry is deadly so the battlefield soon becomes littered with smoking wrecks. The Chieftain’s were particularly nasty, hitting and killing nearly every time, whereas the T-62’s were less efficient. Infantry proved to be difficult to eliminate and hard to shift from BUA’s, which were often battlefield objectives. Indirect (artillery) fire was also effective, but positioning of your FO’s is vital, so they have a good line of sight that ‘fits’ with your battle plan. Like the WW2 version of the rules there is no smoke options, which I find very strange! I really like the BR rating system for determining the outcome of the game, and in BG-N the taking of objectives has more significance on the result. The BAOR tank depletion rule also forces the British player to be more cautious with their MBT forces. The accumulation of random chits means the opponent is guessing about your morale and the occasional event chip can be important. From the games I played I quickly learnt that the ‘Forward Screen’ forces need to be fairly substantial, you will need recce units and some mechanised infantry to take and hold objectives, it is best to get your FO’s placed early, and it is important to have some air defence in place. In my first game a Hind helicopter gunship appeared early and the BAOR forces had nothing to counter it for the first four game turns! In my games I did not use close air support, so I cannot comment on the impact aircraft have (I look forward to trying them out). I cannot see myself using the Chemical or Nuclear options.

Overall, I enjoyed playing BG-N, much more than I enjoyed BG-K/O (I’m not quite sure why?). I’m undecided about whether these rules will take over from Cold War Commander as my preferred ‘modern’ rule set, I need more games to be sure. I look forward to the release of BG-Centag and the US lists. I would like to see some second line WARPAC forces included, with T-55’s maybe? When social gaming returns I plan to try the SDTTTRR rules.