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.


PBEM v.s. Jason of Point 2 Point, Late 1758…and the end.

August 29, 2011

Over the course of the summer, Jason from the Point 2 Point podcast and I continued our leisurely but regular pace in our Wilderness War match via PBEM. You may remember that I cut the French turn down to size  in the first turn and consolidated my gains in the second turn, but a daring foray by Jason into New Hampshire set me back on my heels a bit in the third turn. However, things started looking up in late 1758.

1758 Late Season Hand (British)
Provincial Regiments/2, Cherokee Uprising/3, Fieldworks/1, Ambush!/1, Call Out Mililtias/1, Northern Indian Alliance/2, Colonial Recruits/2, Stingy Provincial Assembly/2, Mohawks/1

(Similar to turns two and three, I have no British regulars coming across the pond to help me. Looks like my provincials will have to make do with some Mohawk allies. I begin to despair of ever making substantial gains.)

We open the second half of the year with General Levis and his French army hightailing it for the Green Mountains to avoid getting attacked after their dastardly foray into New Hampshire (which put Jason up to French +1 VP at the end of last turn). I play a card and activate General Monckton, who again misses his opportunity to breach the thick walls of Louisbourg (now renamed Minas Tirith in my mind).   Then panic strikes me and my hardy British troops as the French land their reinforcements at Quebec! This means I’ve got a decent sized force breathing down my neck.

But then…annus mirabilis indeed! I make one last desperate push to take the Impregnable Fortress of North America ™ and…Monckton gets the job done and TAKES Louisbourg. The British rejoice (+3 VP to me) and my lobsterbacks are now up 2 VP. Jason sees the writing on the wall and leaves one regiment at Quebec as a speedbump as the other two join his main force at Ticonderoga. He then moves my provincial assemblies to supportive from enthusiastic to stop any further British provincial regiments from being raised. In the meantime, the Mohawks ally with the British. I plan to do a bit of raiding up north if I can spare the cards.

A bit later, General Levis heads back into New Hampshire to beat up on Loudon, one of my worst generals, and a lonely detachment of British regulars. I’m thinking he’s hoping to take another stockade and defeat my troops in battle to boot. I let him move into my space, call up the militia, and play Fieldworks in a desperate attempt to fend him off. Jason rolls the dice, checks the results table and sees that, yup, my worst general just beat his force (British now at +3 VP). They retreat in shame, and Jason concedes the game, knowing it’s pretty tough for his French to snatch up 4 VP in two more hands.

And thus ends our blog v.s. podcast smackdown. It was a lot of fun, but I will admit that a lot of card draws and dice rolls went my way. Jason is a good-natured and talented opponent, and I greatly appreciate him taking time to play me. And there’s already talk of a rematch…

The last battle. While I feel sorry for Jason, I did have to laugh at his consistently bad dice-fu. Nothing can explain it

The final map. The British take Louisbourg and only inch up the Hudson Valley corridor, but it's enough to send the French a-runnin'.


PBEM v.s. Jason of Point 2 Point, Early 1758

July 26, 2011

Well, it seems Jason from the Point 2 Point podcast and I have hit a leisurely but regular pace in our Wilderness War match via PBEM, finishing a turn every three to four weeks. I achieved some substantial gains in the first turn and consolidated them in the second, but the early campaign season of 1758 turned out to be a head scratcher of sorts.

1758 Early Season Hand (British)
Campaign/3, Western Indian Alliance/2, Coehorns and Howitzers/1, Bastions Repaired/1, Rangers/1, Northern Indian Alliance/2, Indians Desert/2. Amphibious Landing/1, Call Out Militias/1.

(Like last turn, it seems that the reinforcements have largely dried up. Still, I should be able to get a lot done with this hand. I held the Amphibious Landing over from last turn, so let’s try that out.)

Jason opens by playing British Ministerial Crisis, hoping to snag a reinforcement card out of my hand and drop it in the discard pile; as I don’t have any, this has no effect. Breathing a small sigh of relief (I just know that next hand I’m getting tons of reinforcements), Wolfe moves north at a cautious pace, heading first to Hudson Carry North to link up with a small garrison left there over the winter. Jason tries again, playing Smallpox on Wolfe’s force. Unfortunately for him, he rolls a 1 and I only reduce one of my units. My response is to raise another regiment of rangers at Hudson Carry North and quietly chuckle over his bad dice rolling.

A bit later, Montcalm and force move south to Ticonderoga. I raise Northern Militia, hoping to beat back the raids I imagine will come at some point. However, Jason shifts his focus to the western frontier and Indian raiding parties start  filtering south. To combat this, I build stockades in Easton and Concord. Eventually a few raids are launched against my string of stockades, but Jason’s bad dice rolling continues and they fail. Using the campaign card I received at the start of the turn, I move Loudon and a small force from New York to New Hampshire to help with border defense. I use the other half of the campaign card to activate Monckton in Halifax. His small army performs an Amphibious Landing and lays siege to Louisbourg, where there are no troops but there is one leader, Drucour. In previous games I’ve never seen the French player sacrifice a leader in a siege, but here it makes sense: Louisbourg’s fortifications already mean I’ll be rolling on the siege table at a disadvantage, and the wily Drucour makes it even harder.

However, I have an ace up my sleeve…Coehorns and Howitzers. I reveal this on the next card play and hope my doughty Britishers can batter down the fortifications. Unfortunately, it doesn’t quite turn out that way, and Monckton’s force ends the year outside the city. And it is here, my friends, that I had made my mistake. I had two card plays in the season that were actually double card plays: first the Campaign which required me to also play Amphibious Landing, and then the activation of Monckton’s besieging force with the Coehorns and Howitzers card played alongside. This left Jason with two cards and no threat of a British response.

So he did something quite dastardly; he detached Levis and a small force from Montcalm’s  huge army at Ticonderoga, marched east, tromped into Charlestown, NH, and burned a stockade to the ground. And Loudon, who was also in the area, did nothing. Typical.

We ended the turn at +1 French VP. And I wept big salt tears, shook my fist at the sky, and swore revenge…

The map mid-way through 1758. Click for more detail.


Some Thoughts on PBEM Gaming

June 28, 2011

Looking back over my board game records, it’s clear that I haven’t been playing a lot of games in the past few months. There are a lot of reasons for this: my wife working in the evenings, shouldering new new personal and professional responsibilities, other hobbies like roleplaying and homebrewing taking a front seat, etc. But with a bit more time at home this summer, I have been picking up a few play-by-email (PBEM) games; I mainly play these turns when the baby is taking a nap, or in the late evening once she’s in bed. These online games include the Blog v.s. Podcast Smackdown previously mentioned, as well as a few different games in the engrossing and delightful Combat Mission series of computer games. Still, if I had the choice, I’d stop PBEM gaming and stick with face-to-face experiences instead; online gaming is sort of like caffeine-free, diet soda–it’s a paltry substitute for the real thing! However, online games still have their place in the way I approach the hobby:

Learn a Game, Learn New Strategies: Since I really got into boardgames five years ago, this is what PBEM has been all about for me. I post a message on a forum looking for someone who knows the rules cold so I can learn from them. This is how I came to understand Wilderness War and Here I Stand, two games that have a pretty steep learning curve. Then I take the lessons and bring them back to my own local group. Incidentally, sometimes I have ended up paired with some really talented opponents who have shown me new strategies.

Engage in a Competition: When there just aren’t enough folks around to justify a local tournament of sorts, I head to PBEM gaming. I was able to participate in a Here I Stand tournament this way (and got past the first few rounds!), and also participate in several Combat Mission tournaments. Again, the level of competition is fierce and I end up learning a few new tricks to bring back home. This can lead to revitalizing our local group’s interest in a game too.

Keep a Gaming Connection Strong: Living where I do, some of my gaming buddies are pretty far away. (Russ, for instance, is a 45 minute drive away on a good day!) So a PBEM game allows us to keep playing something even when circumstances keep us apart physically. This is true with my dad too; we’ve played a lot of Combat Mission over the years because playing it in “hotseat” mode takes hours, but PBEM is five minutes a day.

In the end, I greatly prefer the social interaction of a face to face game. Play by email will always be a distant second to it, but it can be helpful. I think it makes me a better gamer, but even as I described my three reasons for online play above, I realized that it all comes back to my local group and my friends.


PBEM v.s. Jason of Point 2 Point, Late 1757

June 20, 2011

With only a few interruptions, Jason from the Point 2 Point podcast and I continue our Blog v.s. Podcast smackdown. The first turn saw some substantial British gains, but nothing is certain in war!

1757 Late Season Hand (British)

Massacre/1, Amphibious Landing/1, Amphibious Landing/1, George Croghan/1, Raise Regiments/2, Governor Vaudreuil Interferes/3, Courier Intercepted/3, Call Out Militias/1, British Politics/3

(This turn I have a few more high cards to move around my slower generals. However, I’m missing any reinforcements from Britain…well, I think it’s rinse and repeat this turn; head up the Hudson Valley and do some damage.)

On the first play, Montcalm comes raging back south and his sappers remove my Fieldworks at Hudson Carry North. In a straight up battle (28 British strength points v.s. 31 French, Wolfe v.s. Montcalm), I defeat the French forces but don’t manage to kill any leaders. +1 VP to the British. Then I raise some provincials to make sure Wolfe is one column higher than Montcalm’s force on the combat results table.

A bit later, Jason allies with some Western Indians, while I bring Dunbar and his forces north to Hudson Carry North to make absolutely sure I can whomp on Montcalm. However, he replenishes some of his depleted units with a reinforcement card, which causes me to nix that idea. Realizing I’m likely not going to be getting further VPs this year, I concentrate on border defense, building stockades and raising northern militia as Jason starts sending Indians down to the Southern Department to raid.

Luckily, I beat off his Indian raids and decide to take a calculated risk–I send Wolfe and company north to Ticonderoga, hoping to take it from the French before year’s end. The French successfully raid and burn a stockade in Easton, but Wolfe takes Ticonderoga with no problems. +2 VP to the British. The season ends with Montcalm repairing to Quebec, and Wolfe to Albany. I elect to hold onto my last card so I can use it in Early 1758.

As 1757 draws to a close, I reflect on the fact that I’ve done pretty well considering I only had 1 infusion of British Regulars in 18 cards! I won two pitched battles and took a French fort, dropping the 4 VP gain the French begin with to 0. In addition, my raid into New France negated the only VP gain Jason was going to get by the Easton raid. But who knows if the gods of war will smile upon my hardy redcoats and provincials in 1758…

The map at the end of 1757. Click for a larger image.


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: 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.


Board Gaming over the Internet

May 12, 2010

Getting 6 people together to sit down and play through a full game of Here I Stand is difficult. With most people working during the week, the weekends are the only option that would allow enough time to fit in a game. But these often fill up fast with family, religious and other obligations.

However, technology allows some new options. There is real-time online play of games through websites, on gaming consoles or other devices. There is also the option is to play a game long distance by sending each move by email. Previous generations may have played a game of chess with their pen-pal by sending each move in a letter through snail mail. Now moves can be sent through email to speed up that process. Having played a few games with a couple of these systems, each has it’s own strengths and weaknesses.

Face-to-?
The most obvious advantage is that the games can be played from your own living room. No need to get everyone together in the same place. This will save on travel time and gets you right into gaming. For better or worse, the session is more focused on playing the game. I feel more comfortable playing with strangers over the internet than inviting random people to my house. But when I want to play my with my normal gaming group, the social enjoyment I get out of gaming suffers.

Saving…
I’m sure we’ve all done this with our board games: set-up up the board on the table and play through the game in multi-night sessions. I recently played a game of Twilight Struggle with my wife. We just left the board on the dining room table for a couple of nights. However, with small children in the house we ran the risk of the board getting changed between plays. Usually these online systems allow a way to save the game progress so that you can start where you left off at a later time. A full play through of a long war game can be broken into a few shorter sessions over a longer time period. That huge time commitment is now broken into bite sized chunks that are easier to manage. It may allow you to brush up on rules or rethink strategies before your next play. However, the game can also drag out to weeks or even months before it is finished.

Real Time
Russ has a good post on his experience with Settler of Catan on the XBox. I have played a dozen games using the website Wargameroom. One advantage of playing on a computer is that the rules are all programmed into the system. Only your available options are shown or are allowed to be carried out. This means no cheating, but more importantly it is a great way to help you learn the rules. Usually though you learn them the hard way. You think you are about to assault that fortress when the option to assault isn’t available because you haven’t met all of the requirements. A turn is wasted, but the next time you play you’ll remember that rule.

The real time aspect allows for a quick fix of a game. The board is set-up for you. Calculating dice requirements, card shuffling and rule checking is done instantly. There is very little down time that allows a longer game to be played much more quickly. It is a good option to get some gaming in on a tight time budget. Opponents can be found quickly through a chat room or even instantly with the use of AI opponents. The social aspect of gaming is mostly gone and a game that involves negotiations is greatly hindered. How do you convince or bluff a pre-programmed response?

PBEM
Play By EMail has also been a mostly good experience. Each player has a copy of the board on their own computer and a move file is sent as each person plays. Probably the most common program used is Cyberboard to track the board and generate move files and the website ACTS to track the play of cards and handles the random stuff: card shuffling and dice rolls. Each player checks their email at least daily and takes their turn. In a game that involves a diplomacy aspect, this is also handled by exchanging emails.

The huge advantage of this system is the long time between turns. For someone learning a game, they can check the rules or even ask for help on forums between moves to better understand the strategies and intricacies of a game. I’ve found that my understanding of the 40+ page Here I Stand rulebook has vastly improved. Diplomacy can be fun because is can be done simultaneously and in secret. No one has to know you sent an email to one power where in a Face-to-Face (FtF) play everyone saw you leave the room together.

Of course, the major disadvantage of this system is the long time between turns. Once the diplomacy phase is over, carrying out those plans for just one turn could take months. Waiting for a person to take their move isn’t fun. In a FtF game a minute can seem like an eternity. Try waiting 10 days for your opponent to take his turn because he was on vacation and then got stuck in Europe because of a volcano (actually happened).

Overall Impressions
I think using technology to play your favorite board game is a great idea. There are certainly some great advantages for new players and people who can’t make big time commitments. However, nothing beats staring down your opponent in a good ol’ face-to-face play of any game.