OK, the original plan called for Eric and I to hit OCS Korea after we finished Sicily, but we're going to get diverted to Red Star Rising (BGG entry) instead, because it looks rather intriguing. Before that, however, I wanted a short game to hit the table, something that wouldn't tax our brains too much, something that was familiar, and, preferably, another in the (extensive) list of unplayed games. An SCS game was the ideal choice, as we'd played The Mighty Endeavor just recently, so I suggested Guadalajara (BGG entry), the game on the Italian involvement in the Spanish Civil War. I picked this one partly because of our recent play of EspaƱa 1936 (Eric's take, mine), and partly because Guadalajara looked colorful and interesting.
This entry in the SCS line covers the exploits of the Italian divisions in Spain, and their initial push for Madrid, when the Nationalists thought that a big push and taking Madrid would end the civil war quickly in their favor. It was not to be, however, as first the weather then the Republicans thwarted the over-confident Italians. The game changes quite a lot of the basic SCS rules, and adds a lot of special rules on top, some of them quite fiddly. All this would be acceptable, except that this is quite probably the worst set of rules in any of the SCS games. Even with the extensive errata there are numerous holes and poorly worded sections that remain unclear on the intention. I'm really surprised that they managed to get out the door in their final form.
The Republicans start on the main part of the board, with the Nationalists and Italians coming in from the east. The main feature here is that the Nationalists have to remain north of the river dividing the map, the Italians south. The Italians aim to get units off the west side of the map, driving on towards Madrid, or, failing that, victory comes down to the number of VPs gained for capturing villagess. Complicating the Italian effort is one of those special rules mentioned above: they're not allowed to move west of hex-row 16xx until they capture Brihuega, which makes it kinda imperative that the Italians head in that direction. To do this they have 3 militia divisions and some regulars. The militia have to be handled carefully, as if they take too many step losses they could fail morale and withdraw from battle.
Facing them is a growing army units supporting the Republicans cause, including Communists and Anarchists, so it becomes a race against time, and the Nationalist player needs to press hard.
As I'd played the Nationalists in our previous game on the Spanish civil War, I offered to take the Republicans this time, which left Eric on the attack. He opened with a fairly devastating attack, rolling lots of high dice with his Italians. However, his Nationalist allies fared the worst, as all his bad die rolls were concentrated with them. However, we did miss one critical rule, and that was that all of the Italian/Nationalist units get a free exploitation move on the first turn. This would have allowed Eric to push forward and move the battle line several hexes to the west, and likely had a huge impact on the game.
As he appeared to be concentrating his forces on Brihuega, my battle plan was to try to force his northern Italian flank, threatening his supply lines for his main thrust. I got set up with some strong units, artillery, and air support as well, and then rolled snake eyes in my first combat of the game. I tried a couple more times, but each time rolled poorly on the combat and lost more steps than I caused Eric to lose, which is pretty bad given how the CRT is slanted towards the attacker. I even committed my best unit in the whole game, but it died in two straight combats as first I rolled poorly in my attack and then Eric rolled well in his attack. All this was enough to reduce my flanking attack to a feeble holding action.
In the meantime, Eric was grinding onwards to Brihuega, but my reinforcements were arriving in strength, and I managed to stack them up high enough that they could absorb the losses. In the end Eric just couldn't clear them out fast enough, and the end of the game came before he could get to Brihuega.
In the north, the Nationalists were making the best they could of their bad start, but also didn't make much progress. They got as far as Miralrio in the last turn or two, but didn't manage to capture the big 5VP village of Cogolludo in the north. Elsewhere there was a minor skirmish over Abanades in the far southwest corner of the map, as my attack to recapture it whiffed again on 3-1, then saw Eric twice succeed at 1-1 to remove one of my two units there. In a final turn Hail Mary I managed to get a result on 1-1 to force him out and recaptured the 2VPs, which was enough to force the result into the Major Victory for the Republicans.
We managed to screw up several rules in the game, beyond the afore-mentioned exploit in the first turn. Armor effects are DRMs, not column shifts. Trucks tripped us up a couple of times. Partly this was due to my having only read the main game rule book, not the errata, up until 30 minutes before the game, so trying to keep track of the changes was a pain. Plus, I think there was a little bit of SCS complacency - we knew how to play, so just barely skimmed over the rules. It changed a lot more than other SCS games I've played.
OK, given all that, it wasn't too bad of a game, but I didn't really feel that the outcome was in doubt for most of the game. Even given my disastrous attacking through the game I still walked away with a major victory, so, what happened? Certainly that first turn was critical. Whilst the Italians rolled a couple of 11s, the Nationalists rolled a few 3s, which more than balanced it out, as the 11s were overkill. The attack in the north never really put much pressure on me, and I was able to divert most of my reinforcements against the Italians. Plus, missing the first turn exploit meant that the main battle was fought 5-10 hexes further east than it should have, allowing me to build up in front of Brihuega.
Given all the other options, and SCS titles, I think this one's unlikely to hit the table again. Sure, it would be interesting to see if getting the rules right would make it any easier for the Italians, but there are so many other options out there that are calling loudly to me. I'm not even sure why I picked this one, really. Perhaps it was just all those nice colors. Ooooo, shiny.
Showing posts with label SCW. Show all posts
Showing posts with label SCW. Show all posts
Tuesday, August 11, 2009
Monday, August 10, 2009
Stalled on the Road to Madrid
After Mike and I completed Sicily, we were looking for something smaller before our next big venture. Mike had a few ideas, and we eventually settled on Guadalajara, the recent SCS game from MMP/Gamers that covers one of the major battles of the Spanish Civil War.
As Mike and I both mentioned a few weeks ago, neither of us know very much about this conflict, and after playing Espana 1936, I'm still not convinced I know anything. So, it was time to take the scale down a notch and play a specific battle.
This battle involves a combined Italian/Nationalist army attempting to break through the area around Brihuega on the road to Madrid.
This battle is one of those situations where the attacking side needs to make progress before the defenders are able to reinforce and effectively fight back. I took the Italian/Nationalist Side and off we went.
The actual session report here is going to be shockingly brief. It took us two nights to play, probably 5.5 or 6 hours total, including setup. The gist of our game was this: I pushed towards the edge of the map, Mike slowed me down, reinforced, then stalled my advance.
One final battle on the last turn put him in the Major Victory category. (It was a Major victory if he won the battle, Minor if he lost.)
The session isn't really where the story is, though. Instead it's in the rules.
First warning: do NOT, under any circumstances, attempt to play this game without a thorough study of the errata and frequently asked questions, both available at The Gamers Archive. In fact, I'd recommend marking up a printout of the electronic rules you'll find at that site with the errata. It's that extensive, and that important.
These are, by far, the worst rules ever published by The Gamers. In my experience, at least. Now, many of you probably know that SCS – at its core – is a VERY simple system. Move, fight, exploit, switch sides, repeat. The Guadalajara rules as written manage to convert this into a convoluted mess. There's loads of exceptions in the first turn, the Truck rules are simply strange (even more so once you incorporate the errata), and you're never sure you've caught everything. It might take three playings to really get the rules down, and this is an SCS game.
If there was EVER a game that exemplifies the argument against separate series and game rules, this is it.
Now, that said, if they can update the electronic rules to incorporate the errata and clarify things to handle the FAQ issues, there's a good little game here. It just takes some work to find it.
There are some interesting tweaks. The biggest is the separation line. The Italians must stay south of the River Badiel (and a line extending it east) while the Nationalists must stay to the north. You can't even fire artillery across the river. (It's unclear if ZOCs extend across the separation line, however.)
Another odd tweak is the restriction on the Italians moving too far west before they take Brihuega. The Italians are forbidden from moving west of the 16.xx column (about four hexes west of Brihuega) before taking the city. The justification for this is that it's a major communication/logistics hub and the Italians were not interested in moving further west before taking the city. This rule has the intended effect, but there's some odd side effects.

The primary Italian goal involves exiting a number of units along the main highway that runs north of Brihuega towards Madrid (point B on the above image). Until Brihuega falls, there may as well be a large gulf across the road – you just can't go any further than the 16.xx column (illustrated on the above image). So, it's possible to see a number of units just sit there on the road waiting for the city to fall. It didn't happen in our game, but it's been talked about in online forums as an odd side effect. This forces the Italians to focus on something other than their victory conditions in order to fulfill their victory conditions. Odd, but I can see what the designer was trying to impart.
The supply rules didn't seem especially onerous, and the Italian Volunteer Morale rules never came close to being in play for us. Probably because, as typical for me, I was insufficiently aggressive as the attacker even with an Attacker-friendly CRT. (at 1:2 odds, a 7 or higher has no negative effect on the attacker.)
There are tank rules reminiscent of the WWI games in the series, which is understandable as tanks didn't really progress until after WWII got into full swing. As in Espana 1936, tanks augment a combat instead of being full-fledged participants, and the tanks fight each other if both sides are represented.
Net result? I heartily do NOT recommend Guadalajara as a first SCS game. However, if you do your homework and make sure you've got the rules down, it seems to be a decent game. It's not in the top five SCS games, but it's notable for covering an under-represented conflict. And, it's in print for an eminently reasonable $32 retail.
I know I'd like to give it another go after some study. It's easy to go into an SCS game thinking “I don't need to learn much to play” and I think that's what Mike and I both did. Do yourself a favor - prepare yourself before playing.
As Mike and I both mentioned a few weeks ago, neither of us know very much about this conflict, and after playing Espana 1936, I'm still not convinced I know anything. So, it was time to take the scale down a notch and play a specific battle.
This battle involves a combined Italian/Nationalist army attempting to break through the area around Brihuega on the road to Madrid.
This battle is one of those situations where the attacking side needs to make progress before the defenders are able to reinforce and effectively fight back. I took the Italian/Nationalist Side and off we went.
The actual session report here is going to be shockingly brief. It took us two nights to play, probably 5.5 or 6 hours total, including setup. The gist of our game was this: I pushed towards the edge of the map, Mike slowed me down, reinforced, then stalled my advance.
One final battle on the last turn put him in the Major Victory category. (It was a Major victory if he won the battle, Minor if he lost.)
The session isn't really where the story is, though. Instead it's in the rules.
First warning: do NOT, under any circumstances, attempt to play this game without a thorough study of the errata and frequently asked questions, both available at The Gamers Archive. In fact, I'd recommend marking up a printout of the electronic rules you'll find at that site with the errata. It's that extensive, and that important.
These are, by far, the worst rules ever published by The Gamers. In my experience, at least. Now, many of you probably know that SCS – at its core – is a VERY simple system. Move, fight, exploit, switch sides, repeat. The Guadalajara rules as written manage to convert this into a convoluted mess. There's loads of exceptions in the first turn, the Truck rules are simply strange (even more so once you incorporate the errata), and you're never sure you've caught everything. It might take three playings to really get the rules down, and this is an SCS game.
If there was EVER a game that exemplifies the argument against separate series and game rules, this is it.
Now, that said, if they can update the electronic rules to incorporate the errata and clarify things to handle the FAQ issues, there's a good little game here. It just takes some work to find it.
There are some interesting tweaks. The biggest is the separation line. The Italians must stay south of the River Badiel (and a line extending it east) while the Nationalists must stay to the north. You can't even fire artillery across the river. (It's unclear if ZOCs extend across the separation line, however.)
Another odd tweak is the restriction on the Italians moving too far west before they take Brihuega. The Italians are forbidden from moving west of the 16.xx column (about four hexes west of Brihuega) before taking the city. The justification for this is that it's a major communication/logistics hub and the Italians were not interested in moving further west before taking the city. This rule has the intended effect, but there's some odd side effects.

The primary Italian goal involves exiting a number of units along the main highway that runs north of Brihuega towards Madrid (point B on the above image). Until Brihuega falls, there may as well be a large gulf across the road – you just can't go any further than the 16.xx column (illustrated on the above image). So, it's possible to see a number of units just sit there on the road waiting for the city to fall. It didn't happen in our game, but it's been talked about in online forums as an odd side effect. This forces the Italians to focus on something other than their victory conditions in order to fulfill their victory conditions. Odd, but I can see what the designer was trying to impart.
The supply rules didn't seem especially onerous, and the Italian Volunteer Morale rules never came close to being in play for us. Probably because, as typical for me, I was insufficiently aggressive as the attacker even with an Attacker-friendly CRT. (at 1:2 odds, a 7 or higher has no negative effect on the attacker.)
There are tank rules reminiscent of the WWI games in the series, which is understandable as tanks didn't really progress until after WWII got into full swing. As in Espana 1936, tanks augment a combat instead of being full-fledged participants, and the tanks fight each other if both sides are represented.
Net result? I heartily do NOT recommend Guadalajara as a first SCS game. However, if you do your homework and make sure you've got the rules down, it seems to be a decent game. It's not in the top five SCS games, but it's notable for covering an under-represented conflict. And, it's in print for an eminently reasonable $32 retail.
I know I'd like to give it another go after some study. It's easy to go into an SCS game thinking “I don't need to learn much to play” and I think that's what Mike and I both did. Do yourself a favor - prepare yourself before playing.
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