Hope this post finds you in good spirits (literally if you'd like) and that the holiday season is going well for you.
Weather, family, and the holidays ended our Two Sides gaming a little earlier than expected this year, but we'll be cranking things back up next week with a look at Unhappy King Charles, the latest CDG from GMT Games covering the English Civil War. Designer Charles Vasey is a bit of an expert on the conflict, and it will likely lead to Mike and I taking a look at his earlier (and more detailed) effort The King's War.
Happy New Year, everyone!
Wednesday, December 31, 2008
Friday, December 12, 2008
Results at the Marne
Mike and I finished up our Rock of the Marne game last week with the final three turns. As expected, this only took us a couple hours as we maneuvered for the final VPs we thought we could reach. I'll post the final positions and let you know I ended up winning 12-11.






I took Chalons-sur-Marne for 6VP, and two roads leading off the southern edge of the map for 3 more VP each.
Mike took Chateau-Thierry (3), Fere-en-Tarden (2), Soissons (2), an Aisne bridgehead (2), and Bois Meuniere (2).
There were some significant runs of bad dice in this game. It's a definite poster child for “all dice rolls are not created equal.” Yes, the total may have ended up average (Mike was logging this, but I don't actually know what the totals were) but there are some VERY high leverage rolls. Probably the most important are the HQ replenishment rolls. If you do poorly on those, you're not going to get very far in this game. Both sides have the onus of attack placed on them for significant stretches of the game, and not having any attack supply hamstrings your efforts.
Now, my thoughts on the game.
Our biggest concern had been with the “monkey-drill” associated with the breakdown regiments. This has since been fixed with errata, but not in the way I expected. Operation Michael has a breakdown phase before movement, and a reassembly phase after exploitation. The fix to Rock of the Marne makes you do all your breakdown/reassembly before any divisions are moved, and only breakdown regiments that have not moved yet can reassemble. This significantly changes the game from the rules as printed.
I was originally concerned about the VP hex placement, then I realized that having nearly all the German VPs at the south edge of the board forces the German player into a decision around turn 7: they can either turn it into a race for VPs and a high-scoring game, or pull back, play defense, and try to win ugly. I decided on the former, and it worked out for me. (Though, had one or two die rolls gone the other way, Mike wins.)
I have a number of other concerns, but I realized they all come down to the structure of the CRT.
First, trenches seem to have very little effect. Technically, they shift you left 2 columns when your attacking a unit in a trench and halve the distance of any retreats. But, given the minor differences in the columns of the CRT, it doesn't make much practical difference. (For example, the 4:1 column rolling a 7 is A2D3 – attacker takes two step losses, defender takes three. The 2:1 column gives the same die roll an A3D2 result. A lone division is going to be dead no matter what.) After seeing what was happening to units in the trenches, we pretty much abandoned them. Mike pulled south in the eastern sector, and I pulled east out of the trenches in the way of the counter-attack.
I also think the CRT is too bloody. If I was playing the Germans again in the initial turn, I'd try something like this:
1.Break down every division in the easternmost trench line.
2.As there's no “minimum attack strength” rule, attack with solo regiments against every solo unit in the French trenches from Reims east. (out of 36 possible die roll results, 6 will lose to regiment to no effect, 27 will reduce the enemy at the cost of the regiment, and 3 will eliminate the division and reduce the regiment.) There's 12 solo divisions and 6 solo regiments in that general area at the start. You will certainly open up gaps.
Given the lack of a minimum strength for attack, later in the game it makes a lot of sense to send solo reduced regiments up against any assembled division you can find on its own. You're going to lose the regiment, but the enemy will lose 0.92 steps on average. But, since 1 divisional step = 3 regimental steps, you actually come out ahead. And, if it's a reduced division, you'll eliminate it 30 out of 36 times.
I'm curious to run a simulation of this, but let's say you're lone reduced division is being chased down by 3 other divisions. You break down your division into three reduced regiments, and send each after a separate division. You will lose your one reduced division, but you'll take out somewhere around three divisional steps in the process. Occasionally, you'll take out full-strength divisions, but it's likely at least one of those chasers was reduced. And he's probably gone now on top of any other losses you can inflict. (Given average dice, which certainly were not in evidence during this game.)
My impression of WWI combat was that the defender had a severe advantage, and it required a 3:1 superiority to have any real chance at success. The results the CRT give seem to be the opposite, and reward well-timed “suicide” attacks. Given the German superiority in numbers (something like 54 divisions to 37 at the start with 30 regiments available in the pool to the French 18) it's just a matter of grinding down the French, given enough attack supply.
Ah, yes. The other big concern. I appreciate what the difficulty in replenishing HQs is supposed to represent. The attack could only be maintained for so long. But, the random nature of replenishment means you are at the mercy of die rolls late in the game. (Mike, in particular, had his counter attack across the north edge of the map stall out because he couldn't get HQs replenished.) It also has the effect of shaping the German attack. They will push further wherever attack supply appears.
Late in our game, I was having little luck getting HQs to replenish. (In the 2nd half of the game, you must roll a 9 or higher to be successful. However, Mike had taken out six HQ units over the span of two turns. As those come back replenished into any controlled town and/or with a unit permanently assigned to them, you can pretty much choose where to place them. As this isn't something you want your enemy doing, you're actually DIScouraged from taking out enemy HQs as two turns later, they'll come back where they're most needed. Again, this seems counter intuitive.
It also had the side effect of my sort of exploiting the supply rules. Each bridge across the Marne can only support one HQ, and unsupplied HQs cannot replenish. They can, however, fuel an attack one last time if they're replenished when they go out of supply. As there's no restriction on replacing the Hqs south of the Marne, I just kept funneling them down there, and I probably had eight or nine Hqs placed south of the Marne with only three usable bridges.
Looking back at all these concerns, I'd probably do two things now that the breakdown rule has been fixed. I'd institute a minimum attack strength. (something like you couldn't initiate an attack that would start off the left end of the CRT.) Alternatively, make units defending in their own trenches ignore the first step loss against them. Also, I'd consider making German HQs placed back in play south of the Marne roll to replenish unless a bridge exists to support them. Of course, lots of testing on these changes would be needed, and for all I know they may have been proposed at some point but discarded.
All this being said, Mike and I did enjoy the game. There were tough decisions to make, even with playing the incorrect breakdown rules. The game came down to the very end as the 12-11 score indicates. And now that they've fixed the breakdowns, I'm looking to try this again to see if my CRT concerns are still valid. I think it's a good game, but I'm not sure how historical it really is. Our total play time was around 12.5-13 hours, but I think it's a 10-hour campaign game when all's said and done.






I took Chalons-sur-Marne for 6VP, and two roads leading off the southern edge of the map for 3 more VP each.
Mike took Chateau-Thierry (3), Fere-en-Tarden (2), Soissons (2), an Aisne bridgehead (2), and Bois Meuniere (2).
There were some significant runs of bad dice in this game. It's a definite poster child for “all dice rolls are not created equal.” Yes, the total may have ended up average (Mike was logging this, but I don't actually know what the totals were) but there are some VERY high leverage rolls. Probably the most important are the HQ replenishment rolls. If you do poorly on those, you're not going to get very far in this game. Both sides have the onus of attack placed on them for significant stretches of the game, and not having any attack supply hamstrings your efforts.
Now, my thoughts on the game.
Our biggest concern had been with the “monkey-drill” associated with the breakdown regiments. This has since been fixed with errata, but not in the way I expected. Operation Michael has a breakdown phase before movement, and a reassembly phase after exploitation. The fix to Rock of the Marne makes you do all your breakdown/reassembly before any divisions are moved, and only breakdown regiments that have not moved yet can reassemble. This significantly changes the game from the rules as printed.
I was originally concerned about the VP hex placement, then I realized that having nearly all the German VPs at the south edge of the board forces the German player into a decision around turn 7: they can either turn it into a race for VPs and a high-scoring game, or pull back, play defense, and try to win ugly. I decided on the former, and it worked out for me. (Though, had one or two die rolls gone the other way, Mike wins.)
I have a number of other concerns, but I realized they all come down to the structure of the CRT.
First, trenches seem to have very little effect. Technically, they shift you left 2 columns when your attacking a unit in a trench and halve the distance of any retreats. But, given the minor differences in the columns of the CRT, it doesn't make much practical difference. (For example, the 4:1 column rolling a 7 is A2D3 – attacker takes two step losses, defender takes three. The 2:1 column gives the same die roll an A3D2 result. A lone division is going to be dead no matter what.) After seeing what was happening to units in the trenches, we pretty much abandoned them. Mike pulled south in the eastern sector, and I pulled east out of the trenches in the way of the counter-attack.
I also think the CRT is too bloody. If I was playing the Germans again in the initial turn, I'd try something like this:
1.Break down every division in the easternmost trench line.
2.As there's no “minimum attack strength” rule, attack with solo regiments against every solo unit in the French trenches from Reims east. (out of 36 possible die roll results, 6 will lose to regiment to no effect, 27 will reduce the enemy at the cost of the regiment, and 3 will eliminate the division and reduce the regiment.) There's 12 solo divisions and 6 solo regiments in that general area at the start. You will certainly open up gaps.
Given the lack of a minimum strength for attack, later in the game it makes a lot of sense to send solo reduced regiments up against any assembled division you can find on its own. You're going to lose the regiment, but the enemy will lose 0.92 steps on average. But, since 1 divisional step = 3 regimental steps, you actually come out ahead. And, if it's a reduced division, you'll eliminate it 30 out of 36 times.
I'm curious to run a simulation of this, but let's say you're lone reduced division is being chased down by 3 other divisions. You break down your division into three reduced regiments, and send each after a separate division. You will lose your one reduced division, but you'll take out somewhere around three divisional steps in the process. Occasionally, you'll take out full-strength divisions, but it's likely at least one of those chasers was reduced. And he's probably gone now on top of any other losses you can inflict. (Given average dice, which certainly were not in evidence during this game.)
My impression of WWI combat was that the defender had a severe advantage, and it required a 3:1 superiority to have any real chance at success. The results the CRT give seem to be the opposite, and reward well-timed “suicide” attacks. Given the German superiority in numbers (something like 54 divisions to 37 at the start with 30 regiments available in the pool to the French 18) it's just a matter of grinding down the French, given enough attack supply.
Ah, yes. The other big concern. I appreciate what the difficulty in replenishing HQs is supposed to represent. The attack could only be maintained for so long. But, the random nature of replenishment means you are at the mercy of die rolls late in the game. (Mike, in particular, had his counter attack across the north edge of the map stall out because he couldn't get HQs replenished.) It also has the effect of shaping the German attack. They will push further wherever attack supply appears.
Late in our game, I was having little luck getting HQs to replenish. (In the 2nd half of the game, you must roll a 9 or higher to be successful. However, Mike had taken out six HQ units over the span of two turns. As those come back replenished into any controlled town and/or with a unit permanently assigned to them, you can pretty much choose where to place them. As this isn't something you want your enemy doing, you're actually DIScouraged from taking out enemy HQs as two turns later, they'll come back where they're most needed. Again, this seems counter intuitive.
It also had the side effect of my sort of exploiting the supply rules. Each bridge across the Marne can only support one HQ, and unsupplied HQs cannot replenish. They can, however, fuel an attack one last time if they're replenished when they go out of supply. As there's no restriction on replacing the Hqs south of the Marne, I just kept funneling them down there, and I probably had eight or nine Hqs placed south of the Marne with only three usable bridges.
Looking back at all these concerns, I'd probably do two things now that the breakdown rule has been fixed. I'd institute a minimum attack strength. (something like you couldn't initiate an attack that would start off the left end of the CRT.) Alternatively, make units defending in their own trenches ignore the first step loss against them. Also, I'd consider making German HQs placed back in play south of the Marne roll to replenish unless a bridge exists to support them. Of course, lots of testing on these changes would be needed, and for all I know they may have been proposed at some point but discarded.
All this being said, Mike and I did enjoy the game. There were tough decisions to make, even with playing the incorrect breakdown rules. The game came down to the very end as the 12-11 score indicates. And now that they've fixed the breakdowns, I'm looking to try this again to see if my CRT concerns are still valid. I think it's a good game, but I'm not sure how historical it really is. Our total play time was around 12.5-13 hours, but I think it's a 10-hour campaign game when all's said and done.
Thursday, December 11, 2008
DSDF hits the Marne
Eric proposed that we play a WW1 game to commemorate the ending of the war, and I suggested that we combine it with a longer, multi-session game report, as our sessions to this point have either been games that fit into a single evening session or our mega-long-term OCS Sicily game. I proposed that we try the new MMP release, Rock of the Marne (BGG entry), and Eric deemed it a good idea. So, for the past few evenings (4 to be precise) we've been slogging through RotM.
RotM is the latest in the SCS series, which has a simpler rule-set than some wargames, with the emphasis on playability, but not to the total detriment of the specific situation and chrome. It has certain similarities to other WW1 games in the series, especially in the limited breakdown counters available to spread the divisions out a little more. These breakdowns give a couple of extra MPs (for the Allied player) or reduced costs for moving into ZoCs, no overrun costs, and gaining exploitation movement (for the German player).
However, unlike Operation Michael in the same series, RotM doesn't provide a specific phase in the game in which to breakdown and recombine, but each division can breakdown immediately prior to moving in the movement phase, and then recombine at the end of its move. This means that as long as you have a few breakdown units available, there is a limited number of breakdown units for each player, you can use and reuse them as each division moves. Pretty big for the German player, and just feels a bit 'gamey'.
These two combine to give a totally ahistorical representation of the campaign. As seen from Eric's earlier post, his Germans attacked pretty much all along the line and just poured through, and I spent most of the early game just falling back. After the first turn the trenches were pretty much useless, as Eric just drove through and I had to fall back or face encirclement.
However, a large part of the game, including the end result, suffered greatly from the DSDF, a term coined by another of our gaming buddies, Doug, and which long-term readers will be familiar with by now. (For new readers, that's the Deansian Statistical Distortion Field. Basically any game that I play, that features dice (or any luck determining feature, it's not really only attributable to dice), will feature wacky outcomes way to the end of the bell curve. Whilst this normally works against me, in the (very) occasional game it works in my favor. Ask Chris about our FAB: Bulge game. Incidentally, I played FAB: Bulge with Eric recently. I got about as far in 7 turns as Chris did in 4.)
This game had it in spades. Early on, I used my Allied aircraft on CAP to intercept the German planes, a successful interception allowing the Allied player to not only negate the German 2 column right-shift on the CRT, but to replace it with a 2 column left-shift. A fairly major change in any single combat. The basic chance for a successful interception is to roll 7 or more on 2 d6, i.e. ~60%. In the first several turns I made 6 interception attempts, and missed every single one of them, which is somewhere off the 1% end of the bell curve. Making even 3 of those would have gone a long way to helping prevent the rather one-sided nature of the early game. (In contrast, Eric made 2 interception attempts, and scored them both, one even high enough to cause a step loss. In my 7 total attempts I rolled low enough to lose 2 steps from my own aircraft.)
Then again, Eric was rolling like a demon in the early part. 10s and 11s were appearing regularly, especially, it seemed, on the low odds attacks, which meant whole stacks of units disappeared, leaving gaping holes everywhere. Naturally these were rapidly exploited by his StossPanzerTruppen. His HQ recovery rolls saw him get most of them back in the early turns (and 90% in turn 5, all but 1 roll being higher than 5, another low probability outcome), although he suffered later on when the recovery number went up to 8 (i.e. he had to roll 9 or higher to recover the HQ).
Despite all this, at the start of the Allied turn 14, the points were 13-12 in my favor, when I made an attack on another 2VP hex, but rolled '2'. This not only eliminated most of my units, it also retreated the remaining unit from another VP hex, which Eric promptly moved into, and was enough to win the game. This was the only result that could have done it, as Eric didn't have any HQs that could provide supply for an attack. I tried to take any VP hex in my turn, but a combination of failed HQ recovery rolls and being unable to roll a '10' or higher in any of the 4 combats for VP spaces gave Eric the game.
(The game in pictures is here.)
In the post-game discussion we noticed that there was one HQ I could have used for another attack on a VP space in that final turn, as the attacking divisions were not tied to any particular corps HQ, and, just for kicks, I rolled. An '11'. That would have been enough to win the game, 11-9. Sigh.
I could go further into the details (like turns where my several combats rolls averaged 4.5, and Eric's averaged 8.5), but you get the general picture. Which is all to say that it's real hard to get a good feel for a game where it's as whacked up as this one. However, some things were readily apparent.
Firstly, the whole breakdown think needed rethinking. Being able to ripple the same breakdown units through each divisional movement just seems wrong. In fact there has recently been a rules change to address this, but rather than just take the same approach as Operation Michael (separate breakdown/recombine phases) they've introduced an even more complex version of the existing rule. Sheesh.
Second, is those very breakdown troops are way too strong for the Germans. Giving them reduced ZoC movement costs, no overrun costs and exploit movement makes them crazy strong. Yes there are limited numbers of counters, but they're pretty much unstoppable. The only thing that stopped Eric from taking Paris was that Paris wasn't on the map to take.
Next, the CRT is a bit too aggressive on the defender results at the upper level, with whole divisions just disappearing in one combat. This means that holes can be blown in defenses, and the German breakdowns units (aka StossTruppen) just pour through, which gives it more of a feel of WW2 'Blitzkrieg' armor operations than WW1. (In fact, at times, it felt more like WW2 desert warfare than the recent game of Afrika II I played with Chuck, which felt more like WW1 trench warfare.)
Certainly the breakdown rule change will make for a considerably different game, but is there enough there to make us want to try it again? Hmm, not so sure, but with so many other games out there to be played, it's going to have a hard fight to make it onto the table. The jury remains out.
RotM is the latest in the SCS series, which has a simpler rule-set than some wargames, with the emphasis on playability, but not to the total detriment of the specific situation and chrome. It has certain similarities to other WW1 games in the series, especially in the limited breakdown counters available to spread the divisions out a little more. These breakdowns give a couple of extra MPs (for the Allied player) or reduced costs for moving into ZoCs, no overrun costs, and gaining exploitation movement (for the German player).
However, unlike Operation Michael in the same series, RotM doesn't provide a specific phase in the game in which to breakdown and recombine, but each division can breakdown immediately prior to moving in the movement phase, and then recombine at the end of its move. This means that as long as you have a few breakdown units available, there is a limited number of breakdown units for each player, you can use and reuse them as each division moves. Pretty big for the German player, and just feels a bit 'gamey'.
These two combine to give a totally ahistorical representation of the campaign. As seen from Eric's earlier post, his Germans attacked pretty much all along the line and just poured through, and I spent most of the early game just falling back. After the first turn the trenches were pretty much useless, as Eric just drove through and I had to fall back or face encirclement.
However, a large part of the game, including the end result, suffered greatly from the DSDF, a term coined by another of our gaming buddies, Doug, and which long-term readers will be familiar with by now. (For new readers, that's the Deansian Statistical Distortion Field. Basically any game that I play, that features dice (or any luck determining feature, it's not really only attributable to dice), will feature wacky outcomes way to the end of the bell curve. Whilst this normally works against me, in the (very) occasional game it works in my favor. Ask Chris about our FAB: Bulge game. Incidentally, I played FAB: Bulge with Eric recently. I got about as far in 7 turns as Chris did in 4.)
This game had it in spades. Early on, I used my Allied aircraft on CAP to intercept the German planes, a successful interception allowing the Allied player to not only negate the German 2 column right-shift on the CRT, but to replace it with a 2 column left-shift. A fairly major change in any single combat. The basic chance for a successful interception is to roll 7 or more on 2 d6, i.e. ~60%. In the first several turns I made 6 interception attempts, and missed every single one of them, which is somewhere off the 1% end of the bell curve. Making even 3 of those would have gone a long way to helping prevent the rather one-sided nature of the early game. (In contrast, Eric made 2 interception attempts, and scored them both, one even high enough to cause a step loss. In my 7 total attempts I rolled low enough to lose 2 steps from my own aircraft.)
Then again, Eric was rolling like a demon in the early part. 10s and 11s were appearing regularly, especially, it seemed, on the low odds attacks, which meant whole stacks of units disappeared, leaving gaping holes everywhere. Naturally these were rapidly exploited by his StossPanzerTruppen. His HQ recovery rolls saw him get most of them back in the early turns (and 90% in turn 5, all but 1 roll being higher than 5, another low probability outcome), although he suffered later on when the recovery number went up to 8 (i.e. he had to roll 9 or higher to recover the HQ).
Despite all this, at the start of the Allied turn 14, the points were 13-12 in my favor, when I made an attack on another 2VP hex, but rolled '2'. This not only eliminated most of my units, it also retreated the remaining unit from another VP hex, which Eric promptly moved into, and was enough to win the game. This was the only result that could have done it, as Eric didn't have any HQs that could provide supply for an attack. I tried to take any VP hex in my turn, but a combination of failed HQ recovery rolls and being unable to roll a '10' or higher in any of the 4 combats for VP spaces gave Eric the game.
(The game in pictures is here.)
In the post-game discussion we noticed that there was one HQ I could have used for another attack on a VP space in that final turn, as the attacking divisions were not tied to any particular corps HQ, and, just for kicks, I rolled. An '11'. That would have been enough to win the game, 11-9. Sigh.
I could go further into the details (like turns where my several combats rolls averaged 4.5, and Eric's averaged 8.5), but you get the general picture. Which is all to say that it's real hard to get a good feel for a game where it's as whacked up as this one. However, some things were readily apparent.
Firstly, the whole breakdown think needed rethinking. Being able to ripple the same breakdown units through each divisional movement just seems wrong. In fact there has recently been a rules change to address this, but rather than just take the same approach as Operation Michael (separate breakdown/recombine phases) they've introduced an even more complex version of the existing rule. Sheesh.
Second, is those very breakdown troops are way too strong for the Germans. Giving them reduced ZoC movement costs, no overrun costs and exploit movement makes them crazy strong. Yes there are limited numbers of counters, but they're pretty much unstoppable. The only thing that stopped Eric from taking Paris was that Paris wasn't on the map to take.
Next, the CRT is a bit too aggressive on the defender results at the upper level, with whole divisions just disappearing in one combat. This means that holes can be blown in defenses, and the German breakdowns units (aka StossTruppen) just pour through, which gives it more of a feel of WW2 'Blitzkrieg' armor operations than WW1. (In fact, at times, it felt more like WW2 desert warfare than the recent game of Afrika II I played with Chuck, which felt more like WW1 trench warfare.)
Certainly the breakdown rule change will make for a considerably different game, but is there enough there to make us want to try it again? Hmm, not so sure, but with so many other games out there to be played, it's going to have a hard fight to make it onto the table. The jury remains out.
Tuesday, December 2, 2008
Back and Forth Across the Marne
Over the last two weeks, Mike and I have continued our Rock of the Marne campaign. We're through 12 turns at this point – just three more to go. To date, we've been playing for around 10 hours with another half hour for setup. Now, there's definitely been some extra time spent on getting your head back into the game than had we been doing this all in one sitting, but it's still probably a 10 hour game when all's said and done.
My last post covered us through turn 3. That is mid-day on July 16. (Each turn is 1/2 day.) On July 18 (GT 7) the Allies began a large counter-attack that eventually ended up pushing the German force back to their starting points, and destroyed much of what was left of the forces in that area.
Our game has deviated from history a fair amount, and the last three turns are going to prove which directions things fall.

This image shows how the historical counter-attack happened. The solid red line is the front on the morning of July 18 (turn 7). I've drawn three sets of lines on this graphic.
The black box is the approximate map area the game covers.
The blue line is through the first three turns. You'll see it pretty much matches up with where things should have been after six turns.
The green line is through twelve turns. I've effectively created two salients that have seriously exposed flanks. This should roughly correlate to the red dotted line on the map. You can see I've continued to push in the southwest and southeast, but am getting pushed back much harder in the west than actually happened.
To what can this be attributed? Well, a number of factors. First off, the majority of German VP hexes are at the southern edge of the map. 15 of 26 points, IIRC. Historically, the Germans never came close to any of them. As I've maintained the offensive across the Marne, that meant I didn't have the resources to also put up a strong defense in the western trenches – therefore I abandoned them and attempted to set up a defense further east. Mike has spent a good portion of the last four turns chasing me across the northwest sector of the map. Our final session will pick up with him catching me as I can't afford to give up any more VP spaces running away.
In the southeast, I've taken Chalons and now have to hold it against a British relief force.
The other concern I've got is holding western bridges across the Marne river. As each bridge can only support one HQ, it's imperative to me to hold them. At the offensive's peak, I held seven bridges. I'm now down to three (though I may be getting one back this turn.) That's not enough to maintain all the HQs that have moved south, so I either need to pull someone back or take more space.
The latter is becoming more difficult as to attack, you need attack supply. To get attack supply, you must have replenished HQs. To replenish an HQ, it must be in supply, and you have to roll higher than your supply number each turn. For the last 1/3-1/2 of the game, that number is an 8 for the Germans. That means I have to roll a 9 or higher on two dice to get attacks supplied by that HQ. Not easy, and in fact on one turn (either turn 10 or 11) I whiffed on ever single roll.
Here's the current board position from the Allied perspective after 12 turns.
West

Center

East

I'll wait until next week to post my full thoughts on the game.
My last post covered us through turn 3. That is mid-day on July 16. (Each turn is 1/2 day.) On July 18 (GT 7) the Allies began a large counter-attack that eventually ended up pushing the German force back to their starting points, and destroyed much of what was left of the forces in that area.
Our game has deviated from history a fair amount, and the last three turns are going to prove which directions things fall.
This image shows how the historical counter-attack happened. The solid red line is the front on the morning of July 18 (turn 7). I've drawn three sets of lines on this graphic.
The black box is the approximate map area the game covers.
The blue line is through the first three turns. You'll see it pretty much matches up with where things should have been after six turns.
The green line is through twelve turns. I've effectively created two salients that have seriously exposed flanks. This should roughly correlate to the red dotted line on the map. You can see I've continued to push in the southwest and southeast, but am getting pushed back much harder in the west than actually happened.
To what can this be attributed? Well, a number of factors. First off, the majority of German VP hexes are at the southern edge of the map. 15 of 26 points, IIRC. Historically, the Germans never came close to any of them. As I've maintained the offensive across the Marne, that meant I didn't have the resources to also put up a strong defense in the western trenches – therefore I abandoned them and attempted to set up a defense further east. Mike has spent a good portion of the last four turns chasing me across the northwest sector of the map. Our final session will pick up with him catching me as I can't afford to give up any more VP spaces running away.
In the southeast, I've taken Chalons and now have to hold it against a British relief force.
The other concern I've got is holding western bridges across the Marne river. As each bridge can only support one HQ, it's imperative to me to hold them. At the offensive's peak, I held seven bridges. I'm now down to three (though I may be getting one back this turn.) That's not enough to maintain all the HQs that have moved south, so I either need to pull someone back or take more space.
The latter is becoming more difficult as to attack, you need attack supply. To get attack supply, you must have replenished HQs. To replenish an HQ, it must be in supply, and you have to roll higher than your supply number each turn. For the last 1/3-1/2 of the game, that number is an 8 for the Germans. That means I have to roll a 9 or higher on two dice to get attacks supplied by that HQ. Not easy, and in fact on one turn (either turn 10 or 11) I whiffed on ever single roll.
Here's the current board position from the Allied perspective after 12 turns.
West

Center

East

I'll wait until next week to post my full thoughts on the game.
Monday, November 17, 2008
In Remembrance
Last Tuesday was the 90th anniversary of the end of World War I. It seemed appropriate, then, to play a WWI game last week. The only relevant game short enough to be played in an evening that I could think of was They Shall Not Pass, the Avalanche small-box game on the battle of Verdun. Mike had a better idea, though: a multiple-evening session of Rock of the Marne, the new SCS game from The Gamers/MMP.
This fit better in my mind, as the game covers 2nd Marne - the final German offensive of WWI. After this battle was over, the Germans collapsed quickly, ending the war just three months later. An appropriate battle to play out given the date. Plus, I'd just gotten my copy as well and was eager to get some SCS gaming in.
We knew this would take at least two evenings to play, and Mike has the ability to leave it set up, so the next few posts will be a continuing look at our game.
We've frequently blogged about OCS on here before, and it's probably my and Mike's favorite series. But OCS is pretty hefty. Sometimes you want a good chicken salad instead of a five-course steak dinner.
SCS is that good chicken salad. It really does distill wargaming down to its essence. All games in the series (among which Rock of the Marne is the 12th) come with separate series and game-specific rules. SCS can be described as an IGo-UGo, ratio-based CRT, move-fight-exploit-supply game. Each game in the series tweaks these basic tools as the designer feels appropriate. Three of the games so far are set in WWI (RotM, Operation Michael, and Drive on Paris), one covers the Yom Kippur War of 1973, one is set in the Spanish Civil War, and the rest cover various parts of WWII.
Given that the basic rules are SO simple (seven pages including illustrations) it only takes a short amount of time to jump into a new game in the series. Rock of the Marne, for example, only has four pages of game-specific rules. These are usually broken up into four sections: overall, Axis/CP, Allies/AP, and optional rules. Following this are the scenarios.
Each game seems to have a small number of specific rules that give that game its flavor. The primary special rule for this one is breakdown units. Both sides have the ability to break down and recombine divisions into smaller, more flexible, and more resilient units. For example, a 8-8-6 (Att-Def-Move) German division turns into two 3-3-6 and one 2-2-6 stormtrooper units. These can then be moved independently and recombined into some other unit from the dead pool later on. (The only restriction is that you can't increase either your total attack or defense strength during the process.) This all sounds wonderfully flexible in being able to move troops around, but another game-specific rule reduces this flexibility a fair amount – many divisions are permanently attached to their corps, and can only draw supply from their Corps HQ. This means that when one of these divisions is rebuilt, they better be somewhere close to their HQ or they won't be good for much.
The other big key to the breakdown units is that a division is (nearly?) always a two-step unit. Each breakdown unit is also two steps. So, a two-step division could break down into anywhere between three and six steps. Much more useful given the CRT is very bloody (as you would expect in a trench-warfare situation.)
Of course, you're limited by the counter set in how many of these breakdown units can be in place at any one time, and given the starting deployment, you've got gaps all over the place you're trying to fill – I could use twice as many breakdowns as are supplied and still be wanting more. So, one of the skills to be developed in playing this game well is knowing where and when to breakdown your divisions.
As we all know so well, knowing how to play a game is NOT the same thing as knowing how to play it well. So, Mike and I sat down to learn about Rock of the Marne.
We started setting up pieces just after 7pm, and only got three turns in that night. I blame that on my inability to really get a handle on the situation as the Germans early on. I know I took a long time in my turns last week, as there's a lot to do for the Germans in very little time. And you really need to understand the entire situation before beginning your push.
The campaign game lasts 15 turns. On turn 7, massive Allied reinforcements come in on the German right flank. Nearly all the VP spaces the Germans are trying to take are at the far side of the map. So you have to cover a lot of ground quickly, then hold on for the counter assault.
Sound like the Bulge? 2nd Marne really is WWI's Battle of the Bulge. It was the last German offensive of the war and it played out in a massive assault creating a salient that was then beaten back mostly by an Allied counter-offensive from the flank. In this case, though, the war ended much more quickly, and the Germans never retreated back onto their own soil. The Armistace was signed while the Germans were still in French territory.
So, how have Mike and I done? I'll post three shots of my position after the third turn. I've just broken through east of Reims, and I've been pushing hard in the center. I've crossed the Marne in several places at this point. I don't know if I'm ahead of or behind schedule (I'm leaning toward the latter) but I just know that both of us are feeling like we're losing at this point – the sign of a great situation.
One quick note about the rules - every time we had a question about something, it was explicitly answered in the rules. So, they may be short, but they're definitely well written. As you would expect from a game from The Gamers.
First, my left (east) flank.

Now, the center.

Finally, the (for now) quiet right. The area to the bottom-right of this picture is where the Allied reinforcements will be arriving on turn 7.

We'll be picking this up again Wednesday night, and at least one more session after that. Mike thinks we'll need four, I'm betting on three. I know I've got a better handle on things now, so I'll be back to my usual quick-playing self.
This fit better in my mind, as the game covers 2nd Marne - the final German offensive of WWI. After this battle was over, the Germans collapsed quickly, ending the war just three months later. An appropriate battle to play out given the date. Plus, I'd just gotten my copy as well and was eager to get some SCS gaming in.
We knew this would take at least two evenings to play, and Mike has the ability to leave it set up, so the next few posts will be a continuing look at our game.
We've frequently blogged about OCS on here before, and it's probably my and Mike's favorite series. But OCS is pretty hefty. Sometimes you want a good chicken salad instead of a five-course steak dinner.
SCS is that good chicken salad. It really does distill wargaming down to its essence. All games in the series (among which Rock of the Marne is the 12th) come with separate series and game-specific rules. SCS can be described as an IGo-UGo, ratio-based CRT, move-fight-exploit-supply game. Each game in the series tweaks these basic tools as the designer feels appropriate. Three of the games so far are set in WWI (RotM, Operation Michael, and Drive on Paris), one covers the Yom Kippur War of 1973, one is set in the Spanish Civil War, and the rest cover various parts of WWII.
Given that the basic rules are SO simple (seven pages including illustrations) it only takes a short amount of time to jump into a new game in the series. Rock of the Marne, for example, only has four pages of game-specific rules. These are usually broken up into four sections: overall, Axis/CP, Allies/AP, and optional rules. Following this are the scenarios.
Each game seems to have a small number of specific rules that give that game its flavor. The primary special rule for this one is breakdown units. Both sides have the ability to break down and recombine divisions into smaller, more flexible, and more resilient units. For example, a 8-8-6 (Att-Def-Move) German division turns into two 3-3-6 and one 2-2-6 stormtrooper units. These can then be moved independently and recombined into some other unit from the dead pool later on. (The only restriction is that you can't increase either your total attack or defense strength during the process.) This all sounds wonderfully flexible in being able to move troops around, but another game-specific rule reduces this flexibility a fair amount – many divisions are permanently attached to their corps, and can only draw supply from their Corps HQ. This means that when one of these divisions is rebuilt, they better be somewhere close to their HQ or they won't be good for much.
The other big key to the breakdown units is that a division is (nearly?) always a two-step unit. Each breakdown unit is also two steps. So, a two-step division could break down into anywhere between three and six steps. Much more useful given the CRT is very bloody (as you would expect in a trench-warfare situation.)
Of course, you're limited by the counter set in how many of these breakdown units can be in place at any one time, and given the starting deployment, you've got gaps all over the place you're trying to fill – I could use twice as many breakdowns as are supplied and still be wanting more. So, one of the skills to be developed in playing this game well is knowing where and when to breakdown your divisions.
As we all know so well, knowing how to play a game is NOT the same thing as knowing how to play it well. So, Mike and I sat down to learn about Rock of the Marne.
We started setting up pieces just after 7pm, and only got three turns in that night. I blame that on my inability to really get a handle on the situation as the Germans early on. I know I took a long time in my turns last week, as there's a lot to do for the Germans in very little time. And you really need to understand the entire situation before beginning your push.
The campaign game lasts 15 turns. On turn 7, massive Allied reinforcements come in on the German right flank. Nearly all the VP spaces the Germans are trying to take are at the far side of the map. So you have to cover a lot of ground quickly, then hold on for the counter assault.
Sound like the Bulge? 2nd Marne really is WWI's Battle of the Bulge. It was the last German offensive of the war and it played out in a massive assault creating a salient that was then beaten back mostly by an Allied counter-offensive from the flank. In this case, though, the war ended much more quickly, and the Germans never retreated back onto their own soil. The Armistace was signed while the Germans were still in French territory.
So, how have Mike and I done? I'll post three shots of my position after the third turn. I've just broken through east of Reims, and I've been pushing hard in the center. I've crossed the Marne in several places at this point. I don't know if I'm ahead of or behind schedule (I'm leaning toward the latter) but I just know that both of us are feeling like we're losing at this point – the sign of a great situation.
One quick note about the rules - every time we had a question about something, it was explicitly answered in the rules. So, they may be short, but they're definitely well written. As you would expect from a game from The Gamers.
First, my left (east) flank.

Now, the center.

Finally, the (for now) quiet right. The area to the bottom-right of this picture is where the Allied reinforcements will be arriving on turn 7.

We'll be picking this up again Wednesday night, and at least one more session after that. Mike thinks we'll need four, I'm betting on three. I know I've got a better handle on things now, so I'll be back to my usual quick-playing self.
Sunday, November 2, 2008
Conflict of gamers
After our Vassal fun last week, it was back to regular gaming, and I won the toss for selection. It wasn't too hard to pick Conflict of Heroes, a game I bought several weeks previously, but hadn't really looked at since. I wasn't even aware of this one until our gaming friend Patrick mentioned it and I started some research, starting with the BGG entry. Pretty quickly I was sold on the game and it was one of the first games I purchased with my store credit from the recent Rainy Day Games auction, in fact I even placed a pre-order for it before the auction had even taken place.
I've been looking for a good squad level game for some time. ASL wasn't it, too detailed, too many rules to remember, and although it has a big following, it just wasn't doing it for me (although it was great to just read through the gorgeous rule book, and drool over the fascinating range of weapons and hardware). Combat Commander wasn't it, too wacky. Although I will play it, too often it's not very satisfying. (I still can't make up my mind whether I want to get the new Pacific version, but, for the moment, I haven't cancelled my P500 pre-order.)
So, over the past few weeks I've been following all the posts on BGG, and, boy, have there been a lot of them! And then some more! (46 pages in fact.) This game is generating a LOT of interest, and it's all positive, with everyone raving about how good it is. Can they all be wrong, or have they just been drinking the Kool-Aid? Time to find out.
Prior to our game, I decided not to do more than just read the rules, in order to keep a level playing field. That way neither one of us had any more experience than the other, although it was hard not to get it onto the table. The rules appear ridiculously simple, and the first major thing of note is that there are no leaders in the game, which comes as something as a shock to those brought up on ASL and CC. Instead, there are Command Action Points (CAPs), which represent the abstraction of command, that can be used to allow units to perform actions, or modify dice rolls. Each player has a CAP allowance, which is received each turn, unused points at the end of the turn being lost.
Players take turns being the active player, being allowed to take multiple actions per activation, and only when the player is done taking actions is their activation over. However, after each action in that activation the non-active player gets a chance to react by taking an action. During an activation only one unit, or group of units, may be activated, where it gets 7 Action Points, with each movement, fire, or rally, etc. being an action, and taking a number of APs to perform. Other possible actions are Opportunity Action, Command Action, and Play an Action card, and the reacting player may choose any of these three actions as a reaction to the active player's action. (The non-player may not choose a unit/group activation as a reaction.) The
Opportunity Action allows a player to use a unit/group to perform and action is response to a previous action. A Command Action allows the player to use CAPs to perform actions with units/groups. This is useful, because after activation or an Opportunity Action, a unit/group is flipped over to show they have been used. Note that CAP can be used on ANY unit, even one that has been flipped! The final action is a Card Action. Each player has a number of cards which allow a variety of actions to be performed, e.g. firing for no AP cost, adding to firepower, etc.
And that takes us, rather conveniently, to combat. Units are divided into 'hard' targets (e.g. armor) and 'soft' (e.g. infantry), marked by the color of their defense strength, blue or red, respectively, as well as frontal and flank defense values. Some units, e.g. armor, also have both types of attack strength (red & blue), and if using the 'wrong' type of attack strength for the intended target the strength is halved. Take the attack strength, apply any modifiers, add 2d6, and compare to the target's defense strength. Equal or greater scores a hit, 4 or more greater scores 2 hits, and 2 hits kills. When a unit is hit, the player draws a damage marker from the bag (for the correct target type) which identifies the impact of the hit, which ranges from pinning (no movement) to varies modifiers to action costs, defense and attack strength, and outright kills. This marker is kept secret and placed under the unit until it rallies and removes it. A hit scored on a unit with a damage marker removes that unit from the game, and each removed unit reduces the CAPs by one point.
As an example, to start their activation, player A could play a card, and in response player B may choose to do nothing. Player A may then choose to activate a unit, placing the AP marker in the 7APs space, moving it one hex for a cost of 1AP. In response to this player B may use CAP to allow a unit to fire on the moving unit as a Command Action, which means the firing unit isn't flipped to its used side. Player A could choose an Opportunity Action, firing with a different unit to the one currently active, which would flip the unit, but save CAP until later. And so it goes on, back and fore, until the active player decides he doesn't want to do anything more that activation. Pretty simple and straight-forward.
So on Wednesday Eric and I sat down, briefly recapped the rules required (it uses a programmed instruction style), and set up scenarios 1. (We used the set-up in the play book, although I note now that there is a correction.) I was the Russians, Eric the Germans, and has the Germans trying to kill units and take control of the victory location. Eric started by advancing strongly, and managed to capture the VP location at one point, but I forced him out and scored lots of casualties for a convincing win.
That took around 45 minutes, so onto scenario 2, which once again saw my defending Russians being attacked by Eric's Germans. This scenario introduces hidden units and group activation (costs 1 CAP to activate a group of units). There are two VP locations, one in the village that the Russians get more VPs for the longer they can hold onto it, the Germans more for capturing it quickly. I placed a couple of units forward, hoping to catch Eric quickly, and it almost worked as Eric activated a group and dashed forward up the road. I allowed them to move past the hidden unit, and then fired on their flank from an adjacent hex (+3 fire modifier). Requiring only a 5 on 2 dice I whiffed one of them, then when he turned to face me (a movement action, spending APs, so allowing me a response) I whiffed on both units requiring a 6. He fired, scoring a hit with one unit, but as I'd used two cards to allow fire for no AP/CAP cost, I used an Opportunity Action to fire again, finally scoring a kill, but Eric got his revenge and also took out my unit. That could have gone so much better for me!
Eric started a drive up my right flank, and I (stupidly) let him, rather than fire on him, eventually revealing my other forward unit when he advanced into my hex. In my reaction I fired in Close Combat (which is just fire, but with different modifiers), scoring a hit, and Eric decided to run away rather than risk losing an LMG unit (they're -2 in CC). The next turn he played a card that flipped one of my units to its used side, and chose the unit protecting the VP location. He then used his activations to gang up on it, as I didn't have any LoS to stop him, managing to capture it in turn 3 for mucho VPs. I did manage to capture it back again in turn 4, but Eric kicked me out again in turn 5, and those VPs were enough for him to take the win.
I think I can honestly say that this is one of the two most exciting and interesting games of the year for me. (The other is Napoleon's Triumph, btw.) The price is high ($75), but the production values are excellent. Great mapboards, luscious large counters, colorful rule book, play book and play aids. (The rule book was mis-collated, but free replacements are offered, and the customer service response (from Uwe, himself) to my request for a replacement was almost instantaneous.)
The game play is some of the most elegant I've seen, and it just flows together. The idea of CAPs work wonderfully, and gives some hard decisions to make, and each CAP spent has to be justified. I found myself spending CAP too quickly, allowing Eric freedom from response at the end of the turn, as well as playing a very poor tactical game in the second scenario, leaving my units without mutual support. The interactive flow of the game makes for some tense decisions and flexibility. This has obviously been some time in the production and must have seen serious play-testing as everything just fits together so well and so cleanly.
There's a time for a long, detailed, intricate game, and there's a time for something lighter, and this fits the bill for the latter category very well. Both scenarios took us no more than a couple of hours, which is a very decent length. Looking forward in the scenarios/rules there is armor, off-board artillery and larger multi-formation scenarios, so there is a lot of depth to go yet. I can hardly wait, as I think I've found that squad level game I was looking for. This is going to see a lot of table time in the future, and I plan to pick up the new installments as they're released. My CC:Pacific pre-order is in the greatest danger it's ever been, and is now hanging on by a thread.
I've been looking for a good squad level game for some time. ASL wasn't it, too detailed, too many rules to remember, and although it has a big following, it just wasn't doing it for me (although it was great to just read through the gorgeous rule book, and drool over the fascinating range of weapons and hardware). Combat Commander wasn't it, too wacky. Although I will play it, too often it's not very satisfying. (I still can't make up my mind whether I want to get the new Pacific version, but, for the moment, I haven't cancelled my P500 pre-order.)
So, over the past few weeks I've been following all the posts on BGG, and, boy, have there been a lot of them! And then some more! (46 pages in fact.) This game is generating a LOT of interest, and it's all positive, with everyone raving about how good it is. Can they all be wrong, or have they just been drinking the Kool-Aid? Time to find out.
Prior to our game, I decided not to do more than just read the rules, in order to keep a level playing field. That way neither one of us had any more experience than the other, although it was hard not to get it onto the table. The rules appear ridiculously simple, and the first major thing of note is that there are no leaders in the game, which comes as something as a shock to those brought up on ASL and CC. Instead, there are Command Action Points (CAPs), which represent the abstraction of command, that can be used to allow units to perform actions, or modify dice rolls. Each player has a CAP allowance, which is received each turn, unused points at the end of the turn being lost.
Players take turns being the active player, being allowed to take multiple actions per activation, and only when the player is done taking actions is their activation over. However, after each action in that activation the non-active player gets a chance to react by taking an action. During an activation only one unit, or group of units, may be activated, where it gets 7 Action Points, with each movement, fire, or rally, etc. being an action, and taking a number of APs to perform. Other possible actions are Opportunity Action, Command Action, and Play an Action card, and the reacting player may choose any of these three actions as a reaction to the active player's action. (The non-player may not choose a unit/group activation as a reaction.) The
Opportunity Action allows a player to use a unit/group to perform and action is response to a previous action. A Command Action allows the player to use CAPs to perform actions with units/groups. This is useful, because after activation or an Opportunity Action, a unit/group is flipped over to show they have been used. Note that CAP can be used on ANY unit, even one that has been flipped! The final action is a Card Action. Each player has a number of cards which allow a variety of actions to be performed, e.g. firing for no AP cost, adding to firepower, etc.
And that takes us, rather conveniently, to combat. Units are divided into 'hard' targets (e.g. armor) and 'soft' (e.g. infantry), marked by the color of their defense strength, blue or red, respectively, as well as frontal and flank defense values. Some units, e.g. armor, also have both types of attack strength (red & blue), and if using the 'wrong' type of attack strength for the intended target the strength is halved. Take the attack strength, apply any modifiers, add 2d6, and compare to the target's defense strength. Equal or greater scores a hit, 4 or more greater scores 2 hits, and 2 hits kills. When a unit is hit, the player draws a damage marker from the bag (for the correct target type) which identifies the impact of the hit, which ranges from pinning (no movement) to varies modifiers to action costs, defense and attack strength, and outright kills. This marker is kept secret and placed under the unit until it rallies and removes it. A hit scored on a unit with a damage marker removes that unit from the game, and each removed unit reduces the CAPs by one point.
As an example, to start their activation, player A could play a card, and in response player B may choose to do nothing. Player A may then choose to activate a unit, placing the AP marker in the 7APs space, moving it one hex for a cost of 1AP. In response to this player B may use CAP to allow a unit to fire on the moving unit as a Command Action, which means the firing unit isn't flipped to its used side. Player A could choose an Opportunity Action, firing with a different unit to the one currently active, which would flip the unit, but save CAP until later. And so it goes on, back and fore, until the active player decides he doesn't want to do anything more that activation. Pretty simple and straight-forward.
So on Wednesday Eric and I sat down, briefly recapped the rules required (it uses a programmed instruction style), and set up scenarios 1. (We used the set-up in the play book, although I note now that there is a correction.) I was the Russians, Eric the Germans, and has the Germans trying to kill units and take control of the victory location. Eric started by advancing strongly, and managed to capture the VP location at one point, but I forced him out and scored lots of casualties for a convincing win.
That took around 45 minutes, so onto scenario 2, which once again saw my defending Russians being attacked by Eric's Germans. This scenario introduces hidden units and group activation (costs 1 CAP to activate a group of units). There are two VP locations, one in the village that the Russians get more VPs for the longer they can hold onto it, the Germans more for capturing it quickly. I placed a couple of units forward, hoping to catch Eric quickly, and it almost worked as Eric activated a group and dashed forward up the road. I allowed them to move past the hidden unit, and then fired on their flank from an adjacent hex (+3 fire modifier). Requiring only a 5 on 2 dice I whiffed one of them, then when he turned to face me (a movement action, spending APs, so allowing me a response) I whiffed on both units requiring a 6. He fired, scoring a hit with one unit, but as I'd used two cards to allow fire for no AP/CAP cost, I used an Opportunity Action to fire again, finally scoring a kill, but Eric got his revenge and also took out my unit. That could have gone so much better for me!
Eric started a drive up my right flank, and I (stupidly) let him, rather than fire on him, eventually revealing my other forward unit when he advanced into my hex. In my reaction I fired in Close Combat (which is just fire, but with different modifiers), scoring a hit, and Eric decided to run away rather than risk losing an LMG unit (they're -2 in CC). The next turn he played a card that flipped one of my units to its used side, and chose the unit protecting the VP location. He then used his activations to gang up on it, as I didn't have any LoS to stop him, managing to capture it in turn 3 for mucho VPs. I did manage to capture it back again in turn 4, but Eric kicked me out again in turn 5, and those VPs were enough for him to take the win.
I think I can honestly say that this is one of the two most exciting and interesting games of the year for me. (The other is Napoleon's Triumph, btw.) The price is high ($75), but the production values are excellent. Great mapboards, luscious large counters, colorful rule book, play book and play aids. (The rule book was mis-collated, but free replacements are offered, and the customer service response (from Uwe, himself) to my request for a replacement was almost instantaneous.)
The game play is some of the most elegant I've seen, and it just flows together. The idea of CAPs work wonderfully, and gives some hard decisions to make, and each CAP spent has to be justified. I found myself spending CAP too quickly, allowing Eric freedom from response at the end of the turn, as well as playing a very poor tactical game in the second scenario, leaving my units without mutual support. The interactive flow of the game makes for some tense decisions and flexibility. This has obviously been some time in the production and must have seen serious play-testing as everything just fits together so well and so cleanly.
There's a time for a long, detailed, intricate game, and there's a time for something lighter, and this fits the bill for the latter category very well. Both scenarios took us no more than a couple of hours, which is a very decent length. Looking forward in the scenarios/rules there is armor, off-board artillery and larger multi-formation scenarios, so there is a lot of depth to go yet. I can hardly wait, as I think I've found that squad level game I was looking for. This is going to see a lot of table time in the future, and I plan to pick up the new installments as they're released. My CC:Pacific pre-order is in the greatest danger it's ever been, and is now hanging on by a thread.
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