Wednesday, February 21, 2007

An Ode to Crickets.

Crickets, crickets, everywhere...
Chirping in the seats out there.

When I type, they start to play,
Because they know not what to say.

Perhaps I write a bit to long...
Perchance they merely like their song.

But conversation suits me best:
That song, I think, just lacks the zest.

Monday, February 12, 2007

War of the Ring Session Report (with Devon)

Sorry... got no photos. :)

Interesting game last night with Devon & I. Devon played wonderfully under duress.

I pinned Helm's Deep & Minas Tirith under siege early. Didn't take them, just pinned them. Got the Balrog out, the Black Captain version of the Witch King, Saruman and all the nazgul.

I had two big armies pushing north. One with some Dunlendings toward the Grey Havens, one of Southrons & Easterlings (or are they just Easterlings if they come from the places north of Mordor?). Soon I woulda cleaned out the Shire & the Grey Havens, and pinned at least Erebor under seige. Dol Amoroth was also about to be pinned by big siege.

In addition, I was making sure to leave a regular in every town and city I passed (including all Gondor settlements), to ensure possession & no mustering.

Devon had both Gandalf the White and Aragorn out for dice... but they were pinned in Minas Tirith, which was where I had the Witch King. Swoop in a few nazgul and a few elites, and he's down to four dice.

All that woulda been perhaps standard, if Devon was marching madly with the Fellowship... but he wasn't. The fellowship marker was one region south of Rivendell, and the fellowship track was at step one. I think that's about 15 steps from the Crack of Doom. At that point, I didn't even need to bother to commit any dice to the hunt, so corralled was he. :)

Anyway, I had it in the palm of my hand.

You see where I'm going with this? :)

:(

So... I was crushing him like a bug... as comfy as Bryan's cat whilst licking itself... but I'd entirely emptied Mordor. At any point, a palantir or muster die could've accessed my event card letting me play two Sauron regulars in any three Sauron strongholds. Not a big deal. I had lots of dice. A few musters, or a small retreat with the 10-regular army two regions north of Morannon... I'm golden.

But on the last turn... I roll two armies and five characters... no musters or army/musters. Sigh.

Still, I coulda been ok.

Using the character dice (I had nazgul in most of my important armies) push south with the army just north of Morannon, and leave a few in Morannon on my way to pinning his army in a siege of Minas Morgul, breaking it soon after by swooping in the Witch king and a few more nazgul.

But I ignore the one leader and one regular he's sending south toward Morannon, and neglect to leave anyone in Morannon as I pass through. So his tiny army pushes south to Morannon, using an elven ring... and I forget that I can use it to make a muster die. Kiss of death!

So I have to leave the siege of Minas Morgul & move twice back to Morannon, but forget that an attack ends when the defending army retreats into a siege.

Anyway, that was the game, leaving me genuinely unnerved by my capacity for lapses in concentration. :) I was drunk on power, intoxicated by the smell of victory! :)

Kudos to Devon though, for finding the loopholes in my gameplay. Probably good we stopped. Almost 10 at that point. In fact... I meant to do it! Got everyone a good night's sleep. I'm so considerate... :)

War of the Ring: Expansion Thoughts.

Sunday, Devon & I got our first game in of War of the Ring in with the Twilight of the Third Age expansion.

It was a good game. Seems like the Balrog & Galadriel (since they can't leave their homes, and given their abilites) aren't likely to do too much but give you an easier die than you'd otherwise have. Unless attacking Moria & Lorien is a more important part of high-level playing (any Free People army coming near Moria could take an attack-out punch, and mustering in Lorien while under siege is good). On the other hand, Galadriel using an elven ring to discard a hunt tile you don't like is a good Free People move. And saving a few moves by moving the Fellowship through the Balrog's Moria becomes much more dangerous.
The other elements seem more quickly useful. The ents, at least, prevent Saruman from overusing the Voice... which is interestingly offset by the Dunlending muster. And a few Voice uses after the ents are mustered turns the ents into a big central Middle Earth threat (5 dice on army adjacent to any ent in the chain, hit on 5 or 6, used over and over as long as there are spare ents in Fangorn).
The Corsairs... not sure how useful they'd be in moving troops up the west coast. Dol Amroth clearly... but beyond that... the Grey Havens and the Shire are a looong way off. But you can instantly dump Umbar-mustered troops on the far North West.
Smeagol never made it into play, because Devon didn't move the Fellowship much, but he seems useful, with a permanently recycled "0" hunt tile in the bag, mid-turn declaring to negate hunt re-rolls, & a sacrifice to cancel hunt damage. The alternate Witch King (Chief of the Ring Wraiths, as opposed to the Black Captain) still has jump-around military potential, but also becomes a major hunt-re-roll threat with how he magnifies the Fellowship-tailing nazgul, and gets a free jump to declared Fellowship locations.
Trebuchets and Siege Towers seem interesting, though I never did much once I pinned Devon in siege... even though he mustered two trebuchets. Whoever has more of their respective engine gets a few big advantages (+1 for Shadow or -1 for Free, plus no extending with elites or free extending), and the Fellowship can burn a trebuchet to break a superiority tie and have one battle of superiority.
All in all, very easy to integrate, with very promising depth increases. Figured I'd keep the base-game expansion stuff in the base-game box, though it meant I had to trash the moulded plastic inside to make more room.
I definitely want to play more. Devon said so too. Play once a week, he said, or more... and I agree. :) If possible.

Friday, February 9, 2007

Notes on what people like to do! :) Plus, War of the Ring.

Just an aside here.

"One of the loopholes in the golden rule is that not everyone wants to be treated in the same way."

We all don't like the same games, the same style of games, or the same pass times. It's an important thing to note. I sometimes assume that everyone else wants the same things from games that I do. Myriad meaningful strategic selections. Theme irrelevant. Little randomness. Remind me if I let that assumption get too much of a grip on me. :)

Always wanted to make it crystal clear that no one ever has to worry about offending me when it comes to saying what they want or don't want when it comes to game night. I've got 50 games I always would love to play, so saying you love one, or hate another doesn't pin me down at all. :)

One of my fears has always been that people will be unhappy about something, but will be worried about offending, or about confrontation, and will zip it instead. Then they'll be grumpy, or worse, lose interest in coming. All that's much worse than giving info would be. I jump all over any info people give about how to make stuff more fun. I often have felt a lack of info, and get giddy when I've got something to act on. :)

On a related note, in the past I always worried about having a game night and having only one person show up, thinking there'd be more. Similar thing to grump about, time being precious. The let down sometimes seemed to blunt interest. Wouldn't hear from the person for awhile. It's why I like the communication and the shared workload now. Blunts the blunting. :)

So if people love a game and wanna play it a lot, or hate a game and want to play it never... speak up. Very very useful info. Important point: it's always the time together that's the keystone, not certain pass times.

How's everyone else on this topic?

Separate topic - I like what Devon & Shawn did with Flames of War. I think the photos and details of a game ("session report" I think they're called) are a great idea. We should shoot for that more. Who's got a digital camera?

I was wishing we did that for Dan's, Shawn's & my game of War of the ring two weeks back. Dan's and my assault on Helm's Deep crumpled, and Orthanc fell. Then the last assault on Minas Tirith crumpled as time ran out and we had to stop for the night. As we ended, Shawn had the clearest of all views into the heart of Mordor...

Dan & I did a good job of slowing the Fellowship, at least. 5 corruption points of 12 by Lorien. If we'd been careful with our time, I think we'd have broken the ringbearer. The temptation for a military victory is a major impediment to playing the game well. :) We didn't use the Witch King well, either. And letting Saruman be killed was crushing.

I've been reading the expansion rules for WotR. Looks easy to integrate, and deep. Smeagol, Lady Galadriel, Chief of the Ringwraiths, Balrog, Corsairs, Dunlendings, Ents, Seige Towers & Trebuchets!

Too long, I know. :)

-AnonAmos

Thursday, February 1, 2007

Flames of War after action report

On Wednesday night, Devon and I played our second game of Flames of War. We are still learning the ropes, and don’t have huge forces painted up so essentially played another “Play what you have” sort of game. For Devon, this included one platoon of Falchimjaegers including two mortars, a platoon of five Panzer IV F’s, and the monster: a Tiger heavy tank.

I have been focused on painting the Russian horde: a huge number of low quality troops, that constitute a human wave on the battlefield. I was pretty prolific during the month of January, so now have the following painted up: Battalion command consists of the command stand, the 2nd in command, and the Kommisar. They have a platoon of soviet Anti-Tank rifles attached. I have two platoons of Soviet Infantry; one unit is armed with rifles, and the other with Submachine guns. These platoons are supported by a Maxim heavy machine gun, and a light 50mm mortar. I also have an artillery platoon of 2 Zis-3 76mm cannon and the support stands. These guns are great as they can be used either as artillery weapons, or in an anti-tank direct fire role. The infantry and guns are supported by a unit of 5 T-34 medium tanks. To round it out, my sniper made it into the game as well.

The game was played on a small 4x4 board, probably better suited to an infantry-only engagement. The east side featured a small village on the Russian steppe, and we agreed this would be objective of the game: Devon’s tanks with Falchimjaeger support would attempt to clear the village, while my soviets would need to defend it. Despite the soviet advantage in numbers, the real advantage went to the Germans with that big Tiger tank.

With the village to the east surrounded by stone walls and hedgerows, the center of the board was dominated by a low line of hills and cleared forest running north to south; Farther west was a broad open area that acted as the German jumping off point. A dirt road ran down the table center, from West to East.

The soviets deployed first, in a two-line formation- The platoon of riflemen spread out along the walls to take the initial German thrust, while the sub-machine gunners dug into the village to await the close-quarters fighting that was sure to ensue. On the soviet left flank, I deployed the AT rifles along a hedgerow to act as a tripwire and to slow any armored advance. The T-34’s would arrive later in the game, and I held the Zis-3 guns back anticipating using them in an Artillery role.

Devon, meanwhile, split his units into two sections, with the PZ-IV’s on my right flank, and the Falchimjaegers on the right. His big cat would also make an appearance later in the game. As dawn broke over the scene, Devon launched his attack by throwing everything forward. The ridge and trees broke LOS from the Soviet lines, but he punched the tanks through the cleared woods; None bogged, and the established a good concealed base of fire from the tree line overlooking the defensive lines along the village.

The soviet command responded by realizing the big guns would be needed to counter this threat, so rolled them forward into an anti-tank roll along the stone walls. Troops began shifting to the left flank to counter the Falchimjaegers, who were probing through the tree line at the center of the theatre. First blood went to the Germans, as a pair of PzIV’s opened up on the Soviet AT rifles, ripping one section to pieces. However, the German commander’s gloating was short-lived when the Soviet artillery destroyed one tank, and forced the crew to bail from another. Things also looked more daunting when the platoon of T-34’s joined the battle by supporting the soviet right flank.

Mid-operation saw two Panzers threaten and overwhelm the AT rifles, while the remaining German tanks maintained a base of fire from the tree line on the right. This enabled the Falchimjaegers to press their attack, which was only briefly disrupted by the brief and futile appearance of the Soviet sniper. The Soviet line began to quail as the ground shook and the big Tiger began rumbling down the road towards the village. The soviet artillery and tanks traded fire with the German tanks along the treeline until they were eliminated; Then the Soviets pushed their armor forward in an attempt to out-flank the big German Cat.

While the right flank seemed manageable, the left flank was in near collapse: The two Panzer IV’s supported an aggressive attack by the Falshimjaegers that found the left edge of the Soviet defenses, then swept around and behind them. The Village was now been pressed from both the West and the South, and the Soviet command was desperately feeding troops in to fill the gaps as the tanks and supported infantry let rip with machinegun fire and SABOT rounds.

It was clear that there were two desperate struggles that would determine the battle—Fist, the Tiger was being enfiladed by the Soviet tanks and artillery; To counter, it fired it’s big 88 at the soviet artillery: Phoom! One gun down… Whump! The second was eliminated…. Then is slowly swung the big turret back towards the Soviet tanks….

Second, the battle for the Pig Barn had developed into a conflagration: The PZIV fired a SABOT into the building, crushing the defenders and covering the structure in a cloud of dust, debris and smoke. As the soviet resolve began to waver, the Kommisar grabbed the nearest unit that was about to run, and promptly shot the desperate troops. The remaining defenders realized it would be better to stay and face the Germans then to run in defeat, so they steeled their resolve. More units were sent into the barn to defend it, and as the Falchimjaegers prepared to assault, they were thrown back in a spray of submachine gun fire.

Victory hung in the balance. As the T-34’s approached the tiger for a clear flank shot, two more were gunned down, and the unit broke. The Falchimjaegers launched a second assault, finally taking the Pig Barn and the log house, but were met by the second line of resistance as the Maxim HMG opened up. Two sections- a whole squad- were ripped to shreds, as their comrades fell back in horror….

In the end, both sides fell back, exhausted and depleted. The soviets had nothing that could crack the German Tiger, but the Germans lacked the troops to clear and hold the village. So, the game ended in a draw, and both Devon and I resolved to press forward, painting up more units to flesh out our forces.
Kudo's to Devon for some beautifully painted miniatures, and a well played game!

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