Wilderness War: PBEM v.s. Jason of Point 2 Point, Early 1757

June 14, 2011

In mid-April, Jason from the Point 2 Point podcast and I agreed to wage the French and Indian War anew in a play-by-email game of Wilderness War. We decided to keep it simple and stick with the six-hand tournament scenario, Annus Mirabilis. This scenario has a great sense of asymmetry. The French have already made decent gains at this point in the war and are simply trying to hold on to what they have. The British are getting serious about winning and lots of reinforcements are streaming in from the homeland. However, they have a pretty limited amount of time in which to win some much-needed VPs. Jason takes the French and I agree to play the British.

1757 Early Season Hand (British)
British Regulars/3, Indians Desert/2, Provincial Regiments/2, Treaty of Easton/2, Rangers/1, Fieldworks/1, Amphibious Landing/1, Lake Schooner/1, Call Out Militias/1.

(I notice right away the problem with this hand: Very few 3 ops cards to activate the notoriously slow-moving British commanders. And while there are some nice reaction cards such as Fieldworks and Lake Schooner, using them as such means my opponent gets some free card plays at the end of the turn. Hey, at least there are some reinforcements. My plan is to increase militia presence in the northern sector, get reinforcements on the board quickly, and start moving a force toward Ohio Forks in the west if possible; it’s one of the two spaces I need to occupy to get the auto-win. Hopefully this last move will force Jason to move forces west, thus relieving the pressure on the Hudson corridor and giving me breathing space while I wait for a better hand.)

Jason opts for a standard opening move, shipping Levis and company from Quebec to join his best general, Montcalm, in Ticonderoga with a strong force in order to threaten my fort at Hudson Carry North. Not having a lot of “3” cards to use to jockey for position, I play my British regulars card and hope for the best. Lady Luck smiles upon me as Wolfe, my best general, arrives in New York. I split the three units between Halifax, New York, and Alexandria to keep my intentions secret.

Jason then orders Montcalm from Montreal to Ticonderoga–his large army is 27 strength points! In response, Wolfe heads up the Hudson and meets up with Webb in Hudson Carry South. Montcalm pushes through to Hudson Carry North, but Wolfe intercepts into the space. I set up fieldworks and beat him a bloody fight: French lose 8 unit steps, British lose 6. +1VP for me! I then place Rangers at Charlestown, NH so I can start raiding around Quebec, which is empty of forces at the moment.

The French general Drucor evacuates Louisbourg and heads for Quebec to back up Montcalm to the south. My rangers head to Trois Rivieres to raid–this is a space he can’t intercept into. This raid is successful as my boys burn some farms, steal some livestock, and get out of town. +1/2 VP, rounded up at year’s end.

Then Jason reinforces Montcalm’s bloodied troops with Victories from Germany. Dang. I think it’s pretty important to bloody the French early as it’s really hard for them to reinforce as the game goes on, but he had the right card for the job. The season ends with a fizzle, not a bang, as I build some stockades so my settlers are better able to fend off raids, and he sends troops from Quebec to reinforce Mr. Montcalm. I cause two Indians of his to desert, trying to drive down the size of his force.

All in all, I didn’t really achieve my original purpose, which was to dilute his forces between two or more avenues of advance. Nevertheless, it was a great campaigning season for the British! I’ll admit winning the first major battle was just a bit of dumb luck; I drew Wolfe early, aced the interception roll, and had Fieldworks ready, but I’ll take the victory point all the same. I was also pretty happy to have gotten some raiding in–that’s pretty rare for the British early on.

Look for more updates in the coming weeks as we battle our way through the second half of 1757. Oh, and if you want to hear about this all from Jason’s point of view, listen to episode 46 of the Point 2 Point podcast.


Wilderness War Strategy Guide: French

April 29, 2011

Volko Ruhnke‘s Wilderness War (2001, GMT) is a relatively simple game in terms of its rules, but at the same time it’s quite subtle in its gameplay. In fact, it’s the first game I ever set up and then stared at the board for an hour saying, “Okay, now what?” And there have been enough questions from newcomers to the game since its recent reprint that I thought it was worth cooking up a quick strategy guide for it. (If you’re looking for a post about the historicity of the game, head to this post; watch the sparks fly as folks argue about it at Board Game Geek.) Please note: This strategy guide focuses on the tournament Annus Mirabilis scenario, which is the most commonly played scenario.

Setup

As the scenario opens, the French are in a pretty strong position. Your historical predecessors have already bloodied the British at Ohio Forks and Oswego and command and control problems have kept them from doing much damage to you, hence the +4 victory points in your favor. The majority of your forces are concentrated in Canada proper, particularly at Quebec and Montreal. In addition, you’ve got a smattering of weaker forces in the western part of the map around the Great Lakes and the Ohio Valley corridor. Last, the French have a pretty decent force holding down Louisbourg, a key fortress way up north in Nova Scotia.

Facing you across the frontier is a medium-sized army at Halifax, the jumping off point for an assault against Louisbourg, some strong but scattered armies in the Hudson River/Lake Champlain corridor in the center of the map, and weak and scattered provincial forces in the West busy holding down a string of stockades.

Basic Assumptions

The key to this scenario is always keeping in mind that you start winning! If you can keep the British from making too many gains in the six hands of cards you two are about to play through, it’s all gravy. The other thing to keep in mind is that while the British will likely be receiving a lot of reinforcements and better leaders, almost your entire army is already on the map. King Louis and his buddies are done sending help to New France, and you need to fend for yourself from here on out. So this game is clearly not about defeating the British in huge pitched battles. Are your leaders better? Sure. But it’s ridiculously easy to get them killed in battle, so exposing great guys like Montcalm only when absolutely necessary is clearly important.This scenario is about fighting an orderly withdrawal while slowing down the British advance as much as possible and at the same time getting VPs through frontier raids. It’s a bit like running out the clock in a basketball or football game once you’re ahead.

Hopefully this is what you'll be doing a lot of...hit and runs, etc.

Opening Moves

In the opening hand, it’s usually best to do what the French did historically and come howling south toward Hudson Carry North with Montcalm. The small garrison there means you will likely a) besiege it and easily take the fort or b) force the British to destroy the fort and retreat. This will earn you 1 VP and make it much harder for the British to head north toward Montreal later in the game. It’s also a pretty sure thing if you move quickly, because there are no strong British leaders in the area.

After that, it’s time to start striking poorly defended settlements along the frontier. Ohio Forks is a great place to launch raids from, but don’t neglect the open spaces on the eastern seaboard either! Remember that each raid nets you 1/2 VP at the end of the year rounded up, so you’ll need to stage three successful raids to earn 2 VP. This can be difficult to do especially against militia, but every battle you fight where you damage the militia is a victory of sorts. Use Indian Alliance cards to restore your losses and you’re golden.

Keep Your Eyes Open for…

The British player usually isn’t able to move with any sort of speed and he’ll be telegraphing his moves once he starts building supply lines. Knowing when to stand and fight and when to run is crucial here. Sometimes it is possible to spoil an advance by swinging behind his main force and destroying his supply line. Another tactic is to leave a small leader with a good tactics rating and a clump of auxiliaries to act as a “speed bump.” The force might get wiped out, but you might also be able to knock off enough strength points from the British force to shift them one more column left on the CRT.  A clever British player will move along more than one avenue of advance at once; I think it’s often best in this case to pick which corridor to commit your forces to, as splitting them will usually result in defeat at both places.

Another big question is what to do with Louisbourg. You’ll want to keep spoiler cards like Fieldworks and Foul Weather for a push against this fortress. However, I think it’s wise not to place too large a force there, as you can’t retreat from the space and thus losing there will greatly cripple your army.

Final Thoughts

With only six hands of cards in the tournament scenario, the British really have to move quickly to win. If you can get yourself 2 VP every year between raids and other methods, you’ll do well. Look for the British strategy guide in the next few months once I finish up playing some online games against folks who read this blog! (Don’t want to tip my hand too much…)

Also, if you’re looking for more strategies to try out, you may want to read some reports of the World Boardgaming Championships final rounds: interesting stuff there.


A Sense of Complacency

April 18, 2011

I had an excellent time playing Joe in Twilight Struggle last week. We talked about how we hadn’t played it nearly as much as we would like as of late. Today I’m looking back at my records and realizing I only played Twilight Struggle three times in 2010. More surprising, however, is the following:

Twilight Struggle, Dec. 2008-Mar. 2011
Total games played: 19 (14-5)
As U.S. player: 13 (11-2)
As U.S.S.R player: 6 (3-3)

What I like about these numbers is the percentage of U.S. wins! They are generally considered a bit more challenging to play, and this used to be even more true with the older version of the game, which is what we played up until late last year. On the other hand, it’s quite clear that I am not so hot playing the U.S.S.R. Another note on this is that most of my Russian wins came when I was playing against a less experienced player.

This brings us back to last night’s game. When we sat down, I specifically requested to play the forces of Communism, as I wanted to learn more about how to play them. With the exception of a few bonehead plays, I thought during the game that I wasn’t doing too poorly. However, it still wasn’t enough to stop Joe from winning on turn 9 after locking up Asia. Once we ended, we started talking over the game and then it dawned on me: I had been playing the wrong side. I  let several key opportunities to coup on the first action round and deny Joe military ops slide by. I  scattered my influence in several non-battleground countries. Worst of all, I  got into a few fights in which I threw more and more influence at a region, hoping to outspend my opponent, not realizing he had far more high-value cards. Lulled into a sense of complacency by my previous successes as a U.S. player, I played like the other side (though the board and the cards were screaming otherwise) and lost.

The lessons for the evening? First, when playing a game with asymmetric sides, try to play them an equal number of times so you’re competent at all of them. Second, have a clear idea about the strengths, weaknesses, and common strategies for the side you’re playing so you don’t look like a fool out there.

Third (humorous) lesson: Take the opportunity to ditch CIA Created when you can. I had a shot, did something else, and spent turns 3-9 holding onto that baby. Man I hate the CIA.


Wilderness War: PBEM Game with Jason from Point 2 Point

April 18, 2011

I am starting a game of Wilderness War online against Jason from the Point 2 Point podcast, which is the best wargaming podcast out there. I met Jason very briefly during the 2009 World Boardgaming Championships, and am very excited to…well, get schooled by him, probably! Stay turned for updates as we work our way through the campaign scenario.


World at War: Chieftains on the Warpath Session Report

April 1, 2011

25 May, 0800 hours: Colonel Rickanov hurled the small handheld radioset at the interior wall of his command BMP. Between the pouring rain and the change in orders, he knew he would have to drive extra hard to achieve his new objective, the shattered remains of the West German village of Faulbach. As he barked orders to his subcommanders, his IFV was rocked by explosions. The colonel peered through the viewport and saw a platoon of T-80s smoldering not 100 yards away. “Report! Where did that come from?” he shouted over the radio network, but the confused replies from his division were drowned out by the shrieking roar of enemy aircraft…

With our wives away at their book club, Rick and I sat down last week to immerse ourselves in the sixth scenario in Mark Walker’s World at War: Blood and Bridges game. The Soviet and British forces start at opposite ends of the map, and both are charging hard for Anhausen. As the British player, I was in command of three platoons of powerful but slow Chieftain tanks, a unit of Scimitar recon vehicles, and a mortar carrier. One airstrike and jamming equipment served as early reinforcements. After taking a look at the map, I planned to head not for Anhausen (my Chieftains wouldn’t make it in time), but for a screen of trees northeast, then to a large, wooded hill about a kilometer from the town. From there I would set my Chieftains up in good cover to rain death down on Rick’s forces as they sped up the road to Anhausen. If they made it to the town, I planned on swinging east, using the hill as cover, and leapfrogging between tree cover to destroy the rest of his force. I faced a relatively strong force of T-80s, BMPs, infantry, and various missile systems.

On the first turn, Rick cruised north, turned west at the village of Haln, and started heading for his objective. Unfortunately for me, the Chaos table came into play and a heavy downpour started, dropping movement by one hex. I began to sweat at this point, as that meant my ponderous Chieftains were even worse off, while his speedy T-80s weren’t hurt too much. But his cautious approach gave me time to get my forces in position on the wooded hill. My Tornado air support came in and destroyed…well, nothing, before it got chased off by Soviet missile fire.

My luck turned for the better about five turns in. With my tanks in position, I began directing plunging fire into the Soviet lead tank platoons, disrupting and reducing a few. Then disaster struck for Rick–a special scenario event rolled meant his objective had changed entirely! He now had to take Faulbach instead. Slowly his entire formation halted, turned around, and headed northeast in sight of my guns. By the time he was out of range, most of his tanks were gone. I quickly shifted my small force from the south to the north edge of the hill and waited. Eventually the Soviet infantry dismounted and began firing missiles at my tanks, causing me to lose half a platoon, but by then it was too late; my Brit tankers destroyed the rest of his units and headed back to base whistling merrily.

Rick’s dice were definitely against him in this game. He fired at my Chieftains several times and only managed to score a disrupt and a reduction on one of my platoons, while it seemed like my tanks couldn’t miss. However, I will say that it would have been a much different and bloodier outcome for my Brits had I not set up on the wooded hill. This gave my force two extra defense dice (1 for being at a higher elevation than the enemy forces, 1 for the woods) and thus a much better chance of ignoring hits. I think my use of the hill to slow down his force, then shifting positions to keep that good cover underscored one of the things I like about this game–that the terrain really matters and you need to plan ahead and use it to your advantage. Using it to mask or protect forces from enemy fire is key, but so is knowing when to move out of it.

Stay tuned for more World at War action on here in the near future. Russ and I will probably be playing again soon, and we’re talking about creating a campaign of sorts.


World at War: Blood and Bridges — Air Asset Imbalance?

March 22, 2011

Russ and I are both big fans of Mark Walker’s World at War series of games. We love us some Cold War gone hot, modern tanks rolling through the countryside of Western Europe, anti-tank missiles screaming down range, artillery strikes…it’s all good. We also like how World at War mimics the “organized chaos” of modern warfare (check out a great post on it here). But recently I thought I had found one sticking point, one thing that lessened my enjoyment of this series of games a bit. And that was the proliferation of air power in Blood and Bridges scenarios, especially when compared with the paucity of anti-aircraft weapons.

Playing the scenario “Separation,” I wondered how the Germans could win given their one SAM weapon v.s. two Hind helicopters and a Soviet airstrike. I wondered the same thing again when one blunder on Russ’s part (moving a self-propelled anti-aircraft unit so it was “ops complete” when my airstrike arrived on the scene) in “Calm Before the Storm” led to the total obliteration of two Chieftain platoons and their headquarters unit.

Burn, baby, burn!

After tallying up the aircraft and anti-aircraft assets used in the scenarios, it comes out pretty evenly: 27 v.s. 26. However, we must keep in mind that the aircraft are vastly more powerful than the anti-aircraft assets, with helicopters and airstrikes obliterating enemy targets relatively easily and surface-to-air missiles (SAMs) missing quite often, especially if the other player is careful to keep his valuable aircraft out of the way.

In most scenarios (but not all), the power of aircraft is mitigated somewhat by the inclusion of rules regarding missile depletion in helicopters. Also, some scenarios include the possibility of an air cover event, which allows a player to pounce on an enemy airstrike or helicopter when he chooses. However, these are determined randomly, as opposed to on board anti-aircraft assets like SAMs and self-propelled flak guns. Though I thoroughly enjoy the organized chaos of the World at War series, I think powerful helicopters and airstrikes aren’t always properly balanced out by anti-aircraft assets in scenarios like “Separation.”

Mind you, I’m not calling for fewer aircraft, but rather more SAMs and flak guns to oppose them! This will mean that players will feel less like they are at the mercy of the dice, praying for missile depletion or air cover, and more in control as they strategically place SAM teams and flak guns in woods, etc. As Russ and I play the series more, I’ll look for opportunities to tweak scenarios that seem a little off balance.

Yup. More missiles for our poor grunts.

So, have you seen an imbalance when it comes to aircraft v.s. anti-aircraft assets? What have you done to correct this? Or do you feel this perceived imbalance fades when playing point-based victory conditions? (Heck, those helicopters are worth quite a few points!)


Even Wittmann’s Ghost Couldn’t Save Them

March 6, 2011

Today we played the fourth scenario in the World At War: Death of the First Panzer game. It was titled “Wittmann’s Ghost,” a homage to the most famous German tank ace of WWII. On one side was Oberst Russell, trying to take back the town of Walkerburg from the Soviets with his West German forces. On the other side was Polkovnik John (me) and my commissar Comrade Kateri, defending the town with the glorious troops of Mother Russia.

The West Germans had two separate forces, a few platoons of Leopards coming from the north and a company of mechanized infantry heading in from the west. Standing in their way were elements of a Soviet airborne division, complete with a platoon of air-dropped self-propelled guns (ASU-85s). The three forces made contact early as Soviet Sagger teams and anti-tank guns opened fire on the German panzers and infantry fighting vehicles alike, but then inflicted little damage. Soon a company of T-72s arrived on the scene, taking light losses as they charged across the map to engage a rush of infantry fighting vehicles.

Things descended into a whirling melee during the mid-game, with T-72s and Soviet infantry slugging it out at close quarters with the West Germans. The Soviet tanks took pretty heavy losses, but they got the job done and eventually obliterated the West German mechanized infantry company, leaving only smoking hulks on the hill south of Walkerburg. Russ’s Leopards came on strong, eliminating and disrupting a few platoons of Soviet infantry, but after a short while, the combined firepower of the Soviets was too much for the Deutsche, and they quit the field.

This short, small scenario was a bit of a rollercoaster ride. I thought early on that I would be turned into mincemeat, but soon realized that there was only a small area of open terrain that my T-72s would have to cross before making it to a long ridge on the south edge of the map. I used this to shield my tanks from Russ’s deadly Leopards for as long as possible, which allowed me to concentrate the majority of my forces on the mechanized infantry, destroying them outright before the whole lot turned on the Leopards.

I was reminded tonight why I enjoy the World at War system so much–it’s a simple ruleset that I can not touch for months, then pick up in fifteen minutes and feel competent with. Plus, the carnage on the field after a scenario is just great to see!

Unfortunately, the Black Baron's ghost did not aid the West Germans.


2010 Personal Retrospective

January 5, 2011

I managed to keep a record of games played throughout all of 2009 and gave the breakdown in an earlier post, and after a bit of number crunching, now present my 2010 personal retrospective:

Games played: 143
Wins: 70 (49%, up 3% from 2009)
Losses: 72
Draws: 1

Average time between games: 2.5 days
Best game month: January with 31 games played (due to Guatemala service trip and lots of card games)
Worst game month: August and November with 2 games played apiece (August due to master’s thesis, November due to special events I’m in charge of at work)

Two player games: 52 (36% of all games played)
Two player wins: 36 (69%, a 13% increase from last year!)
Multiplayer games: 91 (64% of all games played)
Multiplayer wins: 31 (34%, a 7% drop from last year)

Most regular two player opponents
1. Rick (11 plays, 5 wins)
2A. Russ (9 plays, 8 wins)
2B. Wife Sara (9 plays, 6 wins)
3. Brother Mike (7 plays, 6 wins)
4. Dad Rob (5 plays, 4 wins)

Most popular games of the year
1. Cribbage (15 plays, 8 wins)
2A. Chrononauts (9 plays, 2 wins)
2B. Washington’s War (9 plays, 9 wins)
3A. Carcassonne (7 plays, 0 wins)
3B. Mafia/Werewolf (7 plays, 5 wins)
3C. Pacific Typhoon (7 plays, 3 wins)

Games played for the first time: 13 (9%)

Not a whole lot of surprises here, other than I actually didn’t play many more or fewer games than I did last year. Considering the hectic nature of this year (medical issues, completing graduate school, first child born), I’m pretty impressed with how many games I got in. The only thing that really surprised me is that…I can’t win a game of Carcassonne to save my life. Go figure.

Oh, and because it’s a new year of gaming, time to throw down the gauntlet. Rick, I’m gunning for you. And everybody else…you’d better be gunning for me.

Tell us about your gaming breakdown in 2010 in the comments.


Colonists Crushed in 1777: Lessons Learned

December 27, 2010

I played what might be the shortest game of Washington’s War ever yesterday afternoon. And in an effort to make sure that my opponent and I both learn from the experience, I’ve decided to write down a few lessons learned here:

  1. Don’t throw good cards after bad: Perhaps one of us should have stopped hurling colonial troops at Boston after the first defeat. Definitely after the second battle, when Howe inflicted maximum casualties on Washington’s army. Doing “more of the same” gets troops killed in an unnecessary fashion. Final count after three assaults on Boston: Brits lose 2 troops, Americans lose 7.
  2. Armies have multiple uses: Sure we like duking it out, but that’s not really the point of the game, is it? Armies can anchor vulnerable lines of political control markers or threaten territories an opponent would have otherwise considered safe. Each army is a “force-in-being,” that is, if it is on the board, the opponent has to stress out over it a bit, and sometimes that’s enough. For example: the British landing Cornwallis in Maryland on turn one forced the Americans to defend the Congress in Philadelphia by raising an army there. Conrwallis never attacked, but slowly made his way up the coast, taking MD and DE away from American control.
  3. Act, don’t always react: Almost every move the Americans made was in response to something the British had done earlier. Had the Americans raised a force in the south, say placing a small army in Georgia, they could have taken the initiative and forced the British to do a bit of reacting. Instead, the Americans reacted to Cornwallis landing in MD by raising an army in Philly (when perhaps dispersing the Congress might have been a better long term strategy). They reacted to Carleton coming into NY by moving Gates out of RI. They reacted to Clinton landing in NY by raising more troops in MA. Sometimes such reactions are necessary. Perhaps even in two of these three situations a reaction was necessary. But certainly not in all of these cases.
  4. End a turn ready for the next turn: This is one I often have trouble with. If an army ends its turn on an enemy-controlled space, it flips to friendly control at the end of the turn. It’s basically a free PC action. This, I have found, is what wins games. Similarly, one can never be too cautious when ending a turn. Our game ended on the first card play of 1777. The British played a minor campaign, used a small force to block off Washington’s retreat, then maneuvered a large force to crush him. Result: army destroyed, Washington captured, the American player cedes the game. Had the American player moved Washington to a decent winter quarters space late in 1776, this would not have happened (too many escape routes to block).
  5. Try something new: This is what keeps me coming back to particular boardgames–the knowledge that there is always another strategy to try. I think this is particularly true in Washington’s War, where the interactions between the war and the politics offer endless possibilities. In this most recent game, the British player purposely avoided his usual strategy (which involves landing troops in the south right away and working up the coast) and tried something new (landing Cornwallis in MD). It ended up successful, though who knows if that will happen again.

Just a few thoughts after this very strange session of Washington’s War. If you want more details on the game itself, check out our Twitter feed for the play-by-play.


Shamless Plug for Pics of Her Royal Cuteness

November 1, 2010

I just posted on my family blog, The House on Winslow, about our newborn beginning to “play” boardgames with the family. Check it out!