Washington’s War Session Report: The American Perspective, 1775

September 29, 2011

Over the next week or two John and I will be posting a session report of our recent game of Washington’s War. We decided to play-by-email (PBEM) using ACTS and VASSAL for a few reasons. First, it gave me a chance to use VASSAL. I’ve used Cyberboard in all of my other PBEM games but hadn’t tried VASSAL yet. Second, as John and I have both mentioned before, PBEM is a great chance to dive deep into a game and understand the rules. This was especially helpful for me since John has a few more plays of the game than I do. Third, we are both busy guys so getting together for a game can be tough. Playing this way allowed us to get game turns in between work, family and other obligation. Finally, it allowed us to take some notes as we played so that we could post a bit more in detail session report… so here we go!

Washington’s War: John vs. Rick
John chose the British forces and I took the Americans. I have only played as the Americans so far so I felt pretty comfortable with them.

American Initial Control Placement:
Savannah, GA
Camden, SC
Salem, NC
Richmond, VA
Frederick Town, MA
Reading, PA
Morristown, NJ
New York, NY
New Haven, CT
Falmouth, MA
Concord, NH
And RI and DE
My initial placement strategy was to put in places where the Brits would have to work to get them back. A specific example is Falmouth, MA. If John wanted to flip that he’s going to have to move somebody over there and I don’t think he would expend resources to do it. I soon realize I probably should have covered some of the ports better to prevent Brits from showing up where I don’t want them.

Year: 1775
American Hand: 3op, 2op, 1op, 1op, 1op, 1op, 1op
This hand highlights my biggest problem with this game. The deck of cards is very large because of the separation of events, end of turn, battle cards, and operation points. This means hand you are dealt each round can vary wildly. In other games you can usually do damage control with each hand, but I find this game less forgiving. But it’s early in the game so time to just start plopping down control markers.

I choose to go first and put Arnold and 3cu to Alexandria, VA, to protect the Congress from the south. Then with my 2nd card I put PC markers into Baltimore and Long Island to protect my ports. Playing my only two big cards right away my have hurt me but I wanted to start off strong. I’ll bring in my other reinforcements later when I have a better handle on what John is up to. I put down another PC marker and then John hits me with Pennsylvania and New Jersey Line Mutinies – no more PC markers this turn. I bring on Gates and 1cu to Albany to put a speed bump in the way from any northern aggression. I then move Arnold down to Norfolk, VA, to flip that at the end of the turn. John discards “Nathan Hale, American Martyr” but I can’t grab it with my remaining 1op card so I just discard it. John then is forced to play “Benjamin Franklin: Minister to France.”

The game board at the end of 1775. So far so good.

Then John points out my big mistake: I forgot that Washington is not in a Winter Quarters space so Washington is now down to 2cu. That discarded card DID have a use and I missed it. But with the French Alliance up 4 spaces I’ve got my sights set on the lone unit in Fort Detroit.

I’ll pause here and let John update you on his side of the story.


BattleTech, Carcassonne, Finca and a Surprise!

September 19, 2011

A week ago Saturday started out as expected. My wife and I got the kids ready for the day and then we headed over to a friends house – our couples book club was meeting that day. After a nice morning chatting, I headed over to Russ’ house to start a new RPG Campaign set in the BattleTech universe. The session was the first time playing for all of us. With the MechWarrior soundtrack playing in the background we went out on a training simulation to get our feet wet. We had fun but had to wrap things up at about 4:15 as people had stuff to get to.

I got in my car and texted my wife I was on my way home. She called me back and asked if I’d stop at the store to pick up something we needed for dinner. No problem. When I finally I got home I walked in the door to our lower level and started up the stairs.

That’s when it happened.

“SURPRISE!” and at about the same time I saw faces that I didn’t expect to see in my house. Lots of faces.

I was floored. And speechless. My wife was thrilled. She had flawlessly pulled off what I told her many months before something she couldn’t do: throw me a surprise party. I was sure I would pick up the clues and figured it would never happen – I would find someway to spoil the surprise. Not only did it happen it blew me away.

I finally made it up the stairs and said hello to everyone – all 40+ people! Then I looked at my cake:

The meeples placed illegally were quickly eaten.

Cake-assonne! Even the Meeples are edible.

Wow. Even better than last year’s cake and that one was great.

All I could do is ask: How…? Where…? When…? I got the answers and all the little clues I had ignored previously started to make sense. Then we dug into the food and drinks and had a blast. Later in the evening I kept thinking about the past couple of weeks. It was like watching a good movie that has a surprise twist at the end. As soon as the movie is over you want to hit play again and see all the clues you missed.

A few days later I finally recovered my wits. Just in time to celebrate my birthday on the actual day. I received some fantastic gifts – one of which of course was a board game. This time: Finca. We played that night and had a blast. I’ve since played it 5 more times and am really enjoying it.

Now all I can wonder is: will I ever be able to top that surprise party…?


Manoeuvre: Distant Lands – My Playtesting Experience

August 24, 2011

Months ago, game designer Jeff Horger put out a call for playtesters for a Manouevre expansion. I immediately signed up. Not only is Manoeuvre one of my favorite games it would also give me a small glimpse into how a game gets made. Now that Distant Lands is on the P500 list I can finally talk about my experience.

Behind the Scenes
One of the reasons I signed up was to get a feel for what goes on with making games. I was sent a bunch of files that contained the rules and components for the Japanese army. The first thing I did was look through the rules and immediately had some questions. The new rules were pretty straightforward, but I wanted some clarifications. My other concern was with some of the components.

These don't look like the originals.


These are what I'm used to.


The new maps used completely different graphics and the units didn’t have the infantry and calvalry symbols on them. Instead they had a single box white box to represent infantry while two boxes represented cavalry. You’ll notice the Japanses don’t have any cavalry.

Japanese Army Tokens


The response I got back on the new map graphics were that he had been using the different graphics for many years and that “[he was] so used to it [he] didn’t think twice about it.” I think this is one part of game design that is key: have several people that are not familiar with the game and components play it. They will point out mistakes and missing information very quickly.

I then printed and cut out the units and cards. I was thankful for my wife’s scrapbooking supplies which I used to adhere the units to some chipboard. Then I sleeved all the cards. Plain pieces of paper in card sleeves worked very well for the small size of these cards.

The components I made turned out pretty well. I should note that I changed the colors of the cards to use less ink for printing. I would assume the final components look much more like the original game.


Once all of that stuff was out of the way it was time to play.

Playing with a New Army
I tend to like expansions for games – they can breath new life into a game that hasn’t made it to the table in a while. Or in the case of the Distant Lands, they can force you to rethink your best strategies.

My wife and I sat down for our first game and both instantly liked the new rule: Advance to Contact. In your first turn of the game you are allowed to move up to 3 different units, in the 2nd turn you can move 2 units. After that it’s back to normal. This change gets both players engaged much more quickly.

The two Japanese map tiles contained more marsh and lake features. The new ‘cluttered’ maps helped to slow down cavalry. The Japanese units were mostly unaffected by this. I’m curious to see just how many new map tiles come with this expansion. Although the base game already has enough for 6 simultaneous games.

The deck of cards had some unique features as well. Here is the breakdown of the Japanese deck:
• 40 Unit Cards
• 3 Forced March Cards
• 3 Supply Cards
• 2 Committed Attack Cards
• 2 Redoubt Cards
• 2 Death with Honor Cards
• 8 Leaders
Two things will stand out right away: eight leaders and the Death with Honor cards. The Death with Honor cards allow you to eliminate a unit and then inflict hits on every adjacent unit. Normally in Manouevre you try to surround a unit to eliminate it more easily. Now if you play against the Japanese you have to be careful that surrounding a unit isn’t exactly what your opponent wants you to do. I my games I usually only used one of these cards. Inflicting up to 4 hits can be powerful but losing a unit isn’t a decision to take lightly.

The leader and unit cards also act slightly differently. The other armies work together to drive their opponents back. However, each Japanese unit is self contained. They each get 2 normal attack cards and their bombard. They also get a volley only card and an attack card with a pursuit roll. These five cards are supposed to represent the “samurai, ashigaru, cavalry, artillery and teppo” in each of the clans. The 6th card for each unit is actually a leader. The leaders for the Japanese can only command the 1 unit they lead. Only one of the leaders, the Shogun, can unite up to four of the clans. Although the units start at fairly high strengths of 6, 7 and 8, the Japanese are weaker than the other nations because of their deck. A handful cards containing a leader and a few different unit cards for most armies was quite useful – with Japan it was a disadvantage.

The strength with the Japanese was keeping the units somewhat isolated. It allowed you to march single units to your opponents side of the board. Each unit was self contained. I cycled through my deck quickly while building up attacks with each unit separately. If things started to get bad for a particular unit I would sacrifice them while doling out hits.


Conclusion
Overall I really had a good experience. It got me really excited about the new armies for Manoeuvre (Chinese combat rockets!). I am also proud to have been able to help out in the creation of what I’m sure will be a successful expansion. I was a bit overwhelmed at just what has to go into making a game – and this was just an expansion! The amount of time and thought that has to go into creating a set of rules and components is massive. And then the refinement after playtesting… But it certainly gave me a jolt to get working on my own game ideas.


Manoeuvre: Starting Hand

August 19, 2011

In the tournament scenario of Manoeuvre, the players each pick their starting hand of 5 cards. I had never really given much thought to what kind of strategy to use until our recent Toeurnament. I had tried a couple of things in my games and I’ll share some of my thoughts on those as well as some others that I saw in this BoardGameGeek.com post started by Joe.

Mobility
In this start you pick out your Forced March, Supply and Withdraw cards to quickly move multiple units. Choosing this starting hand will really depend on the battle field. If there are some key defensive strongholds to grab quickly it could be useful to move in fast. However, Supply cards are very valuable with their dual use so I would choose to save these for later in the game. Playing this against the fast Ottoman cavalry it may not be as effective.

Strong Defense
In this start you select the bombard cards which generally have the strongest defenses for the units. This hand allows you to move your troops into position while fending off your opponents attacks. If combined with some of the mobility cards above or a Redoubt it could be quite effective in securing those towns and hills. This type of play will force your opponent to wait until he can coordinate his attacks better. If you can play the rest of the game holding on to those spots and disrupting your opponents ability to make a coordinated attack you could really frustrate your opponent. I initially didn’t give this strategy much credit, but the more I think about it the more I like it. I will definitely give this one a shot.

Card Dump
The strategy with this card selection is to take all 5 unit cards for the weakest unit and immediately discard them. This is a way to cull your deck of all the cards from that weak unit you planned on leaving behind. I like this strategy if you know your opponent tends to cycle through their deck slowly. Anything you can do to use your big cards, reshuffle quickly and use them again is to your benefit. The downside is you may be giving your opponent an easy kill. However, I think it’s a good trade-off.

Strong First Strike: Single Unit
Similar to the strategy above, but instead of discarding the cards you use them. This could be done with any unit. You push that unit out front right away to and use all their cards in one strong blow. If this is a strong enough attack you can take out a unit right away and make 5 cards in their deck worthless. This is a little hard to pull off as you are relying on the luck of the die. I actually like a slightly different approach of using them all on the defense. Causing hits against your opponent on their turn. Ideally you would follow it up with an attack or bombard to finish off the freshly wounded unit.

Strong First Strike: Multiple Units
In this strategy you are again going for a strong initial attack to quickly eliminate a unit. This gives you the advantage of more units plus it puts worthless cards in their deck. The cards you select here are a leader and 4 unit cards. The idea is that the hand gives you the ability to put together a multi-unit attack with the help of a leader. The unit cards could be of two of each of two units or all different – just so long as the units are clumped together.

This is my favorite start, but I would throw in one minor difference of adding a mobility card to your hand. Adding in the Supply or Forced March cards can help you move your forces into position more quickly. The Withdraw can either be used to spring the trap or as a contingency plan if things go bad.

What Else?
If you are the British or Americans you could grab your Spy to find out what your opponent has planned. I’ve also seen a ‘grab-five-bombard-cards-and-ditch-them-because-I-always-fail-those-rolls-anyway’ strategy. I’m sure there are others. What have you tried that works?


Columbia Block Games only 99 Cents?!

August 8, 2011

I saw the following ad on BoardGameGeek this morning:

Try a game for only 99 cents!


I clicked the link thinking it was for a mobile version of the game. It took me to Columbia‘s page for Juluis Caesar with the following info:

Welcome BoardgameGeek User. How’s this for a fair deal? You get to try Julius Caesar for just 99 cents and we pay for the Priority Mail shipping! You’ll have the game in 2-3 days. Play it for a month! Your credit card will automatically be billed the $64.00 balance if you keep the game. Or return it with no further obligation. Credit card required. USA only. 1 game only.

Interesting concept. Board games are often purchased after someone has actually played the game. Once they know what the game is like they will be much more willing to put down the $40-80 a new game costs. The deal appears to work with Hammer of the Scots as well (possibly other games too?).

My personal theory is that it takes so long to put all the stickers on those blocks that by the time you’re done the 30 days will be up. In all seriousness, I wish them well. But I have my doubts. And what about those of us who take advantage of this offer and decide the game isn’t worth the $60-65? Will Columbia Games be offering a new “pre-stickered” version of their game with the returns?


What’s the Word

July 8, 2011

A few years back my wife and I got on a kick of playing a board game together every night. Since this was before my world of board games were “card-driven” or “euro”, our choices were limited. We usually ended up playing Scrabble every night. We had fun and got better as we played.

We played with an official Scrabble dictionary by our sides. We used it on occasion to find words and certainly to verify spellings, but we weren’t allowed to bury our heads in the book until we found a word every turn – this kept the game from dragging on. I also had printed off a list of all the 2- and 3-letter words as well as the “Q without a U” words. I have no idea what some of them meant but they sure were useful. Our scores increased by quite a bit and we enjoyed the mental stimulation – not only of words and letter permutations but optimizing the score for each play as well. I look forward to using Scrabble as well as other board games as educational tools with my children (more on that in a future post).

But with work, family and other hobbies those game nights diminished. They also changed. We don’t play as often and when we do, we play Euro-style games when it’s the two of us or simpler games when our oldest joins us. However, recently the board game and especially Scrabble-itch has been scratched in a different manner: Wordsmith. It’s essentially an electronic version of Scrabble but with a different tile/letter distribution/value and board layout. The nice thing about this is that we can take turns when we have the free time, we don’t have to leave a board laying out – which wouldn’t last long with 3 kids under 5 around the house! Plus we still get to have a friendly competition in a game we are fairly well matched.

I’ve really enjoyed the ‘board game on a touchscreen’ experience with this app. I have sought out a few other games and so far it hasn’t been too bad. There is also more support from the major game publishers as well: Settlers of Catan is on just about every platform that exists. Days of Wonder has a couple of their games already on the iPad. Fantasy Flight Games recently put out a game and GMT is actively working on them.

I still prefer sitting down to a table with a board and friends, but I’m also excited at the possibilities of electronic board games in the future. Will these methods replace board games – I don’t think so. But the line between “video game” and “board game” has certainly been blurred, and in my mind, for the better.


Family Reunion Time

June 24, 2011

Next week I’ll be taking a much needed vacation with my family. We’ll be heading to Wisconsin Dells to relax, have fun doing some touristy stuff and most importantly visit with my extended family. It’s been a long time since I’ve seen some of my cousins – who, like me, are now married with children – the last time I saw a lot of them were at my Grandparent’s funerals. I’m looking forward to chatting and spending time with them. And when we get together we play games.

I have fond memories of visiting my Grandparents’ house as a kid. The crossword puzzle was always completed by Grandma before we were even out of bed. Playing Boggle against her was a losing affair. And at night we gathered around the dining room table to play poker and “Cayman Rummy” – a rummy variant they invented while vacationing in the Caymans.

They’re will be plenty of card games being played, but here’s a list of games I’ll be bringing for the trip. My criteria for bringing a game are: portable/small, easy to learn, plays quickly and multiple players. Obviously not every game meets all 4 criteria but here we go:

Travel Blokus
Although this is only for 2 players, how can I pass up bringing one of the few games specifically designed for travel. Plus the game can be taught and played in about 15 minutes.

TransAmerica
This is one that meets all 4 criteria. I’ve had good success introducing this game to several people and they all enjoy it.

Dixit
Another game that has been a hit after introducing it to several people. I think people enjoy the creativity it allows.

Space Hulk: Death Angel
I think some of my cousin’s children will be approaching – or already in – their teens years. I’m thinking I should be able to get a group of young men to rally together and slay some genestealers. Plus the box is so small I can’t justify leaving it behind.

Wits & Wagers
A trivia game for up to seven people that isn’t boring. Plus it plays quickly. Although the box is pretty big… maybe I’ll throw the components into a smaller box to make room for another game.

Carcassonne: Hunters and Gatherers

I’m bringing this instead of regular Carc for two reasons: 1) my little sister has the Big Box so I don’t want to be redundant if she brings that and 2) it’s my most recent game acquisition so it still has that new game shininess.

King Me!
Another one that meets all 4 criteria. I actually like this game more than I thought I would after a few plays. A little bit of psychological warfare in a small package.

I’ll let you know how these games go over.


Manoeuvre Toeurnament: We Have a Winner!

June 12, 2011

Sara and Joe were able to finish up their two games in the Semifinals of the Manoeuvre Toeurnament. However, routing for Sara didn’t give her the boost she needed to take down Joe. He was also able to win in just two games. That gave him an edge in his army pool for the final games. Joe and I met up earlier this week to duke it out for the title of Manoeuvre Toeurnament Champion.

Game #24:
I knew with my 5 armies left I was at a disadvantage. I had the French, Austrians, Spanish, Ottomans and Americans left. Only 1 of the top 4 heavy hitters. Joe had the French, Russians, Prussians, Austrians, Spanish and Americans remaining. Fortunately Joe rolled a 10 and selected first. He chose the French and I went with my plan: throw the first game. I had to sacrifice one of the weaker armies so that I could get more favorable match-ups in the next two games. I went with the Spanish.

The first game wasn’t much of a match. The overpowering French army quickly scored hits on my guys. The Spanish reduced a few French units but I never drew the Guerrillas at the right time to prevent restoration. Joe didn’t take any play lightly so that at the end of the game, the Spanish lost 5 units while all 8 Frenchmen were at full strength.

Joe was now up 1 game to none, but I knew the next two would provide me with a good chance.

Game #25:
This time I rolled the 10 and selected the French. Joe deliberated and then selected the Prussians and their strong volley ability. The game started out well for me. I was able to move my units up and then foil Joe’s plans with a well timed Withdraw. The Prussians continued on though and took out the first unit of the game. My French traded that unit for one of his cavalry.

We each then positioned our units on the board hoping to set traps for the other. Some were successful while others fell through. We continued to trade hits and soon we were each down 3 units with about two thirds of our decks through. With nightfall coming, Joe pushed his Prussians forward. I allowed him to gain some ground so that I could take out two of his weaker units. I had reduced one and moved my cavalry in position to fire a bombard: 2d6 against a unit that was reduced to 3. I rolled the dice: snake eyes. That wasn’t supposed to happen. I was forced to follow up with an attack card I was hoping to save for the other unit. I took out 4 of Joe’s Prussians but the 5th unit held up in the woods would not quit. I was able to reduce it just to have them restored or supplied.

Nightfall approached, but with Joe’s Prussians well on my side of the board I didn’t stand a chance. Prussian get a well fought nightfall victory against the French.

Congratulations to Joe! Our 2011 Manoeuvre Toeurnament Champion

Final Toeurnament Stats:
Here’s the final army usage and win loss records.
French 3/5
British 6/3
Russian 5/5
Prussian 5/5
Austrian 1/1
Spanish 1/1
Ottoman 3/5
American 1/0
The top 4 armies and the Ottomans were the most used. The lowly Americans were only used once but won.

Conclusion:
Overall I think the Toeurnament was great. We had been talking about doing something like this, but just never got around to it. Now that it’s over I’m looking forwards to next year’s. In our group of friends, we always like some friendly competition. We play to win and generally don’t like to lose, but still have fun either way. Playing games where each win mattered added a certain intensity and rivalry that we all really enjoyed.

This also got us thinking as to how to run a tournament for other games. I think our next game to try will be open to a broader audience. So keep your eyes peeled for future posts about a possible Carcassonne Tournament. Please leave any suggestions on how to run it in the comments. Meanwhile, I’ll start working on a Golden Meeple trophy.


Manoeuvre Toeurnament: One Finalist Determined

May 31, 2011

The play in game never happened as Brad conceded to me saying we should stick to the original standings. This meant John and I were going to meet in the semifinals to play the winner between Sara and Joe.

Game #20
John and I met up to play our first game. John won the die roll and chose the Ottomans. I selected the Prussians. The game was fairly close with both sides scoring a few hits. As the game went on and nightfall approached it was obvious the Ottoman cavalry was just too fast. They were able to take ground quickly and move into defensive positions as well. My Prussians took out one more unit as my last play but it wasn’t enough. John’s Ottomans took the first game at nightfall and continued his perfect record.

Game #21
A couple weeks later John and I got together to finish our games. John chose the Russians to keep his strongest armies available for the finals while I selected the British. The Brits came out strong but the hardy Russians fought back. Each side had taken two hits, but the Russians lost their mobile cavalry units. I used this to my advantage and quickly pounces on the remaining units. I drew the cards right as I needed them and finished off the Russians. John suffers his first loss of the tournament and I force a third game.

Game #22
In the final game John took the strong French. I hoped the Russians would do better for me. Since it was all on the line, we both played very defensively. In most games I’ve played the attacking unit taking a hit is a rare occurrence. However, there were 3 occasions where the attacker was surprised by a strong defense. I sprung the first trap against John, playing 3 cards on the defense. The other two were the result of some aggressive attacks where the dice just fell short. I then positioned my units along a diagonal cutting the board in half. If I could keep that line from breaking I might have a chance. The French battled back and scored some hits, but the Russians countered. Eventually the French were worn down and I was able to pick off the remaining units. I was in the Finals!

John and I have always been fairly evenly matched in Manoeuvre and our three games were no exception. I know John was upset with himself for his army selection and letting it go to three games, but all the games were close and very tense. I’m now routing for Sara to knock Joe off so that I can get my revenge in the Finals!


Manoeuvre Toeurnament: Groeup Phase Complete

April 16, 2011

Another update on our Manoeuvre Toeurnament since the Groeup Phase is complete. Here are the final results of each Groeup. I’ve added some recaps of the games I witnessed.

Groeup A: Rick, Sara, Hai
#1 Rick (Russia) vs. Hai (France)
I initially underestimated Hai’s abilities and tried for some quick kills. Hai played well and was able to capitalize on my eagerness. After taking out 4 Russian units and only losing 2 of his French, Hai was on the verge of victory. In his excitement, a couple of mistakes were made. The hardy Russians used these to their advantage and took out 3 more French units for the Victory.

#6 Sara (French) vs. Hai (Russia)
Sara and Hai sat down for their first game and it was a good one. They each played cautiously and only traded a couple of eliminated units. As nightfall approached we knew it was going to be a close one. Final score: 16 to 16! However, Sara only lost 2 of her French while taking out 3 of Hai’s Russians for the tie break.

#8 Rick (Prussia) vs. Sara (Russia)
Sara continued her success by crushing Rick in a 5-1 elimination victory. It started out Ok, but quickly went down hill for Rick.

#16 Sara (Prussians) vs. Hai (Ottoman)
#17 Rick (French) vs. Hai (British)
#18 Rick (Ottoman) vs. Sara (British)
Sara, Hai and I go together to finish out our games. We had a fun night of duking it out. Although I have to apologize to Sara for dragging the last game out. I was doing well most of the game. I was ahead on units and with 3 cavalry nearing nightfall I thought I had this one. My weak Irregular Cavalry stumbled moving into position though and I ended up losing them. Sara had gone through her cards and I was near the end of my deck handicapping me from playing anything. I took quite a bit of time trying to salvage a victory but there wasn’t a way out.

Final:
Sara 4-0 (-11)
Rick 2-2 (+7)
Hai 0-4 (+4)

Sara went 4-0 while I barely escaped my group with a .500 record! The number next to our names is a “strength of schedule” value. A high number represents using weaker armies against stronger armies and is used for tie-breaking similar records.

Groeup B: John, Russ, Aaron
#5 John (Ottomans) vs. Russ (Austrian)
#7 John (Russians) vs. Russ (British)
Russ took back to back losses to John. These games were going on at the same time as game #6 above.

#9 Aaron (British) vs. Russ (Prussians)
#10 Aaron (Prussians) vs. Russ (Spanish)
A week or so later Russ took Aaron on in back to back games to put himself back up to 2-2. Good enough to tie for the 4th best record in the toeurnament.

#14 John (Prussian) vs. Aaron (French)
#15 John (British) vs. Aaron (Ottoman)
Then John finished as strong as he started with back to back wins against Aaron.

Final:
John 4-0 (+1)
Russ 2-2 (+1)
Aaron 0-4 (-2)

John also goes 4-0. For those of you who don’t know: John and Sara are husband and wife. But the only way for them to play each other now is to meet in the finals!

Groeup C: Joe, Jess, Brad
My wife, Jess, hosted their groeup’s initial game night so I got to spectate the following matches.
#2 Joe (British) vs. Jess (Russian)
#3 Joe (Prussian) vs. Brad (Russian)
Joe found himself facing the Russian army once more, this time against his Prussians. The game was fairly close with the units lined up in the middle of the battle field trading shots. However, timely supply and restorations prevented the Russians from finishing off troops. The dice were also not with Brad he failed an improbable number of bombardments, volleys and pursuit rolls. To give you a taste, he bombarded a weakened Prussian unit (strength of 3) from a hill (+2 to his roll) with a d10… and failed. Joe racks up another victory.

#4 Brad (Austria) vs. Jess (Ottoman)
Brad and Jess then finished off the night with the Austrians and Ottomans respectively. The ‘weaker’ army choice was a strategic move for them save their stronger armies against their current group leader Joe. The battle was fairly evenly matched. However, the Ottoman cavalry took too many chances and Brad served Jess her second loss of the night.

Another game night with the groeup at our place:
#11 Brad (Prussians) vs. Jess (British)
This was a long game, but Jess happily won this one to keep from being shut-out.

#12 Joe (Russians) vs. Jess (French)
Joe clinches a position in the elimination phase with his win against Jess.

#13 Joe (Ottoman) vs. Brad (American)
Brad took a gamble by choosing the weakest army. He also picked out an unusual field of battle which included the lakes, marsh, and fields. However, Brad had all the right cards and his dice (unlike the last game) were on fire. He hit well above average on all of his rolls. The Ottomans faced strong defenses on most of their attacks. In fact, the only way Joe was able to eliminate any units was by surrounding them. Nightfall was approaching and the Ottomans were regrouping to wait it out. The Americans hadn’t even made it to the other side of the board. Then the wily Americans sprung an ambush. Only a 10 would give Brad the choice in the result and he amazingly rolled exactly that! Brad scores an impressive win.

Final:
Joe 3-1 (+1)
Brad 2-2 (0)
Jess 1-3 (-1)

Joe takes the top seed in Groeup C, while Brad joins his brothers at 2-2. Because of the ranking systems we used I would advance. However, there is some consensus in our gaming group that the Ottoman army should not be ranked second to last. If we re-rank the armies Brad’s strength of schedule value would shoot up and he would advance. So, Brad and I will choose from our remaining armies and have a play-in elimination game.

More Numbers
Here’s a summary of the armies used and their record in a Country Win/Loss format:
French 2/3
British 4/3
Russian 4/3
Prussian 4/3
Austrian 1/1
Spanish 1/0
Ottoman 1/5
American 1/0

I think the most interesting stat is the Ottomans losing 5 of their 6 games. Perhaps we over estimate the strength of the Ottoman army.

Groeup Phase Complete
That about wraps up the Groeup Phase. Brad and I will have a play-in game and then the Elimination Phase will begin. Sara and Joe will duke it out while John faces the winner of the play-in game. These semi-final matches will be the best 2 out of 3 games. All of the armies have been reset for this phase. However, during the semi-final and final matches each army can only be used once by each player. It should be exciting.

And one last thing, the trophy will now be unveiled. The winner of the 1st ever Margin of Victory Manoeuvre Toeurnament will win this:

Risk pieces are good for something.

Manoeuvre Toeurnament Champion Trophy