Showing posts with label wargames. Show all posts
Showing posts with label wargames. Show all posts

Monday, 28 April 2014

Video Games Player... Geek, Boardgamer... Geeky, Wargamer...

So... Apparently I've entered a niche that even the broad spectrum of general boardgamers don't approach for fear of being labelled "too geeky"! In this niche we don't use card decks, we don't use meeple, we certainly don't use miniatures, although there is an awful lot of cardboard, sorry... counters, a whole load of counters - don't forget the hexagonal map grids either!

It all started at the last UK Games Expo in 2013 when I was invited to try a game on the Saturday night.  I'd had a couple of beers - a couple of whisky shots too, so when my good friend Jay told me that we were playing a "wargame" - Conflict of Heroes - well I was more than happy to try.  I'll be honest, I was a little taken aback by the jigsaw puzzle size box - where were the miniatures, the scenery, the hundreds of dice?

Jay got things going with the starting scenario and then we just kept going - from explaining the coding of the counters, attack values, defense values, facing, cover, hard cover.  We just kept going through scenarios, adding more complexity but with each level of complexity a greater respect for what the game provided... immersion! I've played it since and again, thoroughly enjoyed it, although we still haven't got to the tanks... yet!

Now Jay was happy that he had someone who was willing to play one of his beloved wargames, but he went on - iterating that there are so many different wargames out there, perhaps I'd consider trying another of the titles in his collection, something perhaps a little closer to my heart, something a little more futuristic.  I think, he says, I've got a game that would be perfect for you - I think you need to try Space Empires 4x!

So... I've played Space Empires three times now, the most recent was last weekend (yeah I realise this isn't date specific).  Now I like 4x games, I own Eclipse which is one of my most favorite games in my collection,  it's a very good 4x game but so is Space Empires (I can't deny I've hunted and found a copy on the dreaded eBay).  They're both very different beasts though, different enough that I'm happy to have both in my collection and I would be torn now in having to choose between them!

So back to the games we've played... Game One involved a small two player map with not much space between us - the intention being that it was a learning game and hopefully not too long - we didn't finish the game but that was a timing issue!

The second game was the same small map and same basic rules but we picked up the rules and the admin pretty quick again once we got going - this game had an end and a winner but we didn't play until the other was totally annihilated, just until the homeworld was taken.  Now normally, certainly with other boardgames, once you've got an opposing player on the rails you go in for the kill.  Apparently with a wargame if you've got your adversary against the wall it's actually acceptable to call the game, especially if it means you get a second game in the evening. We didn't get a second game but we knew the next game would allow us to use the full complement of rules.

The third game used a larger map, meaning more exploration and all the rules were available - this meant we had access not only to all ship types and technology but also warp gates and alien races - however the game has been designed so the additional rules are in fact modular so you can pick and choose to make the game more complicated, or less so...

As the game started Jay had access to a lot of minerals whereas I had explored and found a lot of my starting worlds, what this meant was that Jay was initially wealthy although I had more opportunity to make wealth in the long game.  What I chose to do however was to use merchant ships to link all my newly colonised worlds together which provided two benefits 1) for every connected world I got an additional CP & 2) as my merchant ship network expanded it meant any ship travelling along it got an additional move (very useful as I later found out).

For the first handful of turns both us simply explored and made plans, it later transpired that Jay's plan was to learn terraforming so that he could colonise barren worlds, it was a sound plan (and an expensive one) unfortunately after finding one barren world he lost pretty much the entirety of his scout fleet and then was unable to locate any more barren worlds; a slight hiccup.

My plan was to build some big ships so whilst I was colonising worlds and increasing the size of my MS pipeline, I was also researching the necessary technology to build my big, big ships. I had also researched a technology that would allow me to explore a little easier - it essentially meant i could look at what a system contained without revealing it and then move to a different hex and explore again; quite useful! Especially since I was able to locate a number of black holes and some equally dangerous hexes.

As the turns progressed the inevitable happened and we both met in mortal combat, admittedly I was the aggressor but on this occasion I wasn't the victor - my attacking fleet was all but destroyed.  This wasn't the first fleet I lost either, the second fleet I sent on the attack although liberating a barren world was then lost to mines - they didn't even get a shot off - this was both a costly affair and also such a waste.

To counter this new threat of mines my scientists developed mine sweeping technology, my third fleet  was supported with my newly designed minesweepers - this fleets's mission to finally take Jay's homeworld.  Here was the problem for Jay, because of my MS pipeline I was able to get all newly created fleets onto Jay's doorstep by the end of my movement phase - meaning that he was having to go on the defensive as opposed to taking the fight to me. It was a close fight but the minesweepers did their job, unfortunately one mine survived destroying my designed & created flagship Dreadnought - one of the largest ships that could be created in my shipyard.  Fortunately, the Battleships that survived the dreadnought's destruction rained down righteous fire on Jay's remaining ships and homeworld - nothing survived!

Jay's economy was understandably rocked but he was not down for the count,  Jay did however concede a victory to me (we were after midnight on the clock) since his homeworld was lost and it was unlikely to end well for him.  Jay wasn't defenseless though and he had in fact sent a fleet towards my MS pipeline.  His fleet may not have got too far since I had another fleet of Battleships lurking  two hexes away but he certainly could have slowed me down.

Our third game finished we both looked at the board and just talked about how things went - we both agreed, mines are nasty - they don't take hulls off, no they just take whole ships. A mine, if the other doesn't have minesweepers, takes out a ship that is in the hex with it - the mine owner gets to choose the target and it can take out a dreadnought just as easily as a scout.  With no shots fired and my first dreadnought removed from the board, it's very annoying, however I also had mines researched and built so they were fair kills - it could have so easily gone the other way.

The other thing we both agreed upon, we definitely want another game of Space Empires 4x soon, but our next game will now probably include additional rules from Close Encounters, the first expansion. SE4x:CE brings a lot of new rules in the form of ships even bigger than dreadnoughts, nebula mining and ground combat on colonised worlds to name but a few.  Space Empires is a fabulous game, allowing you to build an entire civilisation and then send it to war - it is most definitely a 4x game - explore, expand, exploit and exterminate - definitely exterminate ;-)

What can I say other than I believe I'm a wargamer convert... I quite like chits / counters!

Wednesday, 19 June 2013

On the Table - Viceroys

We've a little desk area upstairs that was ostensibly built to allow my wife to work from home, which just happens to be a nice size to set up the odd wargame and leave it out for a few days. I didn't plan it...honest. Anyway, the aforementioned wife is away on a business trip which affords me a little time and space to set something up, and that something happens to be Viceroys from Task Force Games.

Sadly my wife being away also seems to coincide with our youngest daughter deciding that sleep is an optional hinderance, and this leaves me with the slightly annoying problem of having the time and space to play something complicated whilst having the mental capacity of a cabbage. Still, I keep trying and occasionally it works out, sadly it's a little slow going this time round but I've been enjoying trying to figure the thing out.

Viceroys is a game of exploration and colonization, set in the age of exploration. It's pretty much 15th century 4X, you explore, make discoveries, colonize, produce wealth from those colonies, buy new units, fight natives, other players and pirates. It's all played out on an old school map, complete with the inaccuracies of the time which adds to the theme, though it is a little confusing to play on.

Luckily it comes with rules for non player characters so it's playable solitaire, as I'm not entirely sure it'll make it to the table with the group. It's old for one thing, 1986 though it feels like an old game, the pieces are old school cardboard counters with bad/non existent art, the cards are the old style thin stuff that came in sheets, it's got a ton of die roll modifiers to keep track of, it's looooonnng or at least I can see it taking a long time. The whole thing feels a little clunky in the way some of these old designs do.

There is a lot to like though, there's a lot of scope for interesting play, the diplomacy idea in particular sounds like it could be fun with people being able to make verbal or signed written treaties. Verbal treaties are just that and can be broken easily, but if you sign a written treaty then you lose victory points if you decide to break it. Each player takes on various "offices" to help run the actual game, and these offices bestow small benefits like extra income. There's land and naval combat, plus a system for war in Europe. There are lots of additional rules and intricacies, which make the whole thing seem more like a moddable system, though this is partly it's problem, especially with the particularly meandering rulebook which splits the rules up for no apparent reason into completely different sections.

Well, I've not got far. I may leave it set up a little longer.

You have to love a game which has the line "For the purposes of the game, the world is round" as one of the rules though. :)

Monday, 17 June 2013

Yo Ho Ho.....

Just had to write a quick post to point people towards the latest release from Two Hour Wargames. They produce some really interesting rules for tabletop wargames which have a lot of flavour, with great roleplaying and campaign elements. I've a few of their books as PDFs and have messed around little but it's their latest I am most interested in.

"And a Bottle of Rum" is their new product focussing on pirates, and our group really does enjoy a little over the top pirate gaming. I grabbed a copy as they had a sale over the weekend, and I might try it out if I can get over the current bout of sleep deprivation. One of the great things about their rules is that they can be played competitively, cooperatively or even solo, which makes getting them on the table and testing them out a little easier. The campaign and character creation usually has a lot of tables to roll on, and there are reaction tables for almost everything which determines how non player characters react to your actions.

Just need some miniatures...though I might just makes some card ones for now.

Anyway, some info from their website:

“FIFTEEN MEN ON THE DEAD MAN’S CHEST - -“
Everyone likes Pirates…okay, maybe not everyone but, if you’re reading this, I bet you do! So how do you like your Pirates? What? Let me explain.

YOUR PIRATES, YOUR WAY!
Some like their Pirates from history, you know, Blackbeard, the Spanish Main and such. But some like their Pirates a little more open-ended. More “what if” history, where the game is grounded in the period, but the player is open to do what he wants. Write your own story, if you will.
In “And a Bottle of Rum” we do both. We start you off learning the mechanics of the game. Build your crew, get your first ship, etc. We give you all the game mechanics you’ll need for you table top adventures. Not strictly a miniatures game but not a traditional Role-Playing Game either. We like to call it an Immersion Game where you take the role of a Pirate Captain and fight and flee as needed to gain Fame and Fortune.
Inside you'll find...
Rules for small land Encounters from Carousing to Smuggling.
Rules for Big Land Battles for sacking cities.
Rules for ship to ship combat with boarding actions.
Rules for Big Sea Battles with multiple ships per player.
To cap it off, in “And a Bottle of Rum.” We give you two Campaign areas. The first is the Spanish Main, the New World around 1660; the Golden Age of Piracy, if you will. That’s the historical part with the places and people of the time period.
The second is the “what if” historical version. Instead of the Spanish Main you’re plying your trade off the coast of Lemuria, seeking the charms and treasures of Mermaids then carousing in the Trade Ports of … but I digress.
What we’re saying is you can Pirates your way. Torn from the pages of history or from your imagination, it’s up to you! So grab a beverage of choice and prepare for nights of high adventure as you write your story. Listen! Hear the song? Sing along matey, you know the words.
You can also find some more information at their blog, with some examples of play.

Saturday, 6 April 2013

Infidel! - My Somewhat Rambling Fascination with Historical Wargames (Part 1)

So we find ourselves looking over the crusader camp at the Battle of Dorylaeum, with the massive Seljuk Turk army just visible in the distance. At least this is a quick photo I snapped of the Dorylaeum scenario from GMT's Infidel boardgame. It's the second in their Men of Iron series, this one focusing clearly on the huge cavalry battles of the early Crusades. Whilst I have the pikemen on display here, they tend to be a little..squishy in battle, this is really all about the mounted units and their movement.

It's currently set up on the desk in our bedroom much to my wife's dismay, but I'm taking my time playing it solitaire and trying to absorb the rules, and it really does work for me as something to dip into now and again when I have the time. It's also quite brilliant, and as a good example of why I enjoy historical wargames I thought it would serve as a nice little introductory post about my fascination with this area of gaming.

So why do I play these games? It's certainly not for the shiny components, the one above is a pretty good example of the genre but even this one consists mostly of small cardboard counters and a paper map. You can't really see it in the picture, but the perspex from a poster frame is covering the map, just to make it playable. Things are definitely improving all the time, but for gamers into massive heavy boxes full of intricate plastic miniatures, then these board wargames really don't compare.

It isn't for the cost either. It's not like they are hugely less expensive for not having those mountains of plastic or wood. Actually thinking about it, almost all of my most expensive games are wargames. I think that's largely down to it being a niche within a niche, small print runs, and the added cost of all the shipping given there aren't many companies producing them in the UK.

So why then? Well it all started, for me at least, with...

Solitaire play - When I first got back into boardgames this was almost a necessity, I hadn't yet found a local group, and I lived a fair way from any of the people I had gamed with before. More than that though I enjoy it, always have done, sometimes I read a book, sometimes watch a film or some TV, sometimes it's a game on the  PC or console, but if I'm in the mood I really enjoy sitting down with a board or card game. So in my hunt for good solo boardgames, a lot of the recommendations were for wargames. Whilst there are many great "designed for solitaire" wargames, I also discovered that many wargamers will solo games not designed for one player, playing each side to the best of their ability just to enjoy the process and see how it all played out. I'd found my people. :)

One of the big draws for me when playing solitaire, is the ability to take time, and really study the...

Complexity - Now this doesn't necessarily mean the rules have to be complex, though that is something I enjoy, and it is something you would need to get used to if you were to explore the world of historical boardgames. Sure, many of the rulesets are more complex than your average boardgame, they are after all modelling complex situations, and even when abstracted there can still be a lot going on. It's also the emergent complexity I'm interested in though, the idea of a relatively small set of rules producing a complex simulation. This ties back to some of the academic work that interested me most, and I find the whole "cardboard machine" idea fascinating to peer at. Then there is the simple satisfaction of learning a new set of rules, I enjoy the process which seems bizarre given how much I avoided it during my academic years.

Another side of the learning that goes hand in hand with these games is the...

History - I've always been fairly science focussed when it came to education, hence my fascination with the mechanics and modelling aspects, but my interest in these games has opened up an interest in the history that they portray. I've read so many more books, and articles on history since getting into wargames than I ever have before. There is something very satisfying for me about playing a game, and also reading around that subject, though that tends to lead me off in different directions reading more history. The end result however is that I know far more about the world, and some of the conflicts that have shaped it than I ever did, and that's all from playing some games.

It's partly the rich history that creates a great....

Narrative - I do like a good story, and I particularly enjoy a solitaire game if it creates an interesting story. Wargames are very good for this, there is so much going on you can't help but get caught up in the story. This ties in with the above part about history, where you read about these great battles, and then watch them played out before you with the ability to try different approaches. Infidel is a great example with this constantly moving battlefield with charges and counter charges and reaction fire turning these beautiful lines and formations into chaos before they regroup for the next clash. Some of my favourite though are the squad based tactical games, which often play out like scenes from a great war movie.

...and at that point I think I'm going to break. Lets call this part one, as I'm in danger of rambling for far too long and I still have more ideas milling around. I'll pick up where I left off in part two.