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Showing posts with label Chad. Show all posts
Showing posts with label Chad. Show all posts

Thursday, 14 June 2018

Wot - no wargaming?

So, four posts in to the commentario revixit and no mention of it's raison d'être. ["You can pack that in right away." expostulates the Rhetorical Pedant "You know that no one likes a smartarse."] So here's the wargaming.

In the legendary etc. etc. we have been firmly fixed in the Central Europe of the mid-Eighteenth Century, which is fine by me. As much as I enjoy all the other periods and rules that we play, Horse & Musket using Classic Piquet floats my boat the most. Not that James' period specific set (somewhat ironically entitled "Easy, Peasy, Lemon Squeezy") remain terribly close to the original. One further rule changes has seen melee being possible from within 3" instead of only when in contact and incidentally has confused the hell out of James himself despite it all being his idea. It does seem inevitable that we shall see at least one further alteration in the immediate future. There is an obscure rule allowing some cavalry and grenadiers to issue a morale challenge under certain circumstances simply by virtue of being hench. This rule has been faithfully reproduced in each successive version of the rules despite never actually being used. However, back in the days when I could still read, it caught my eye. Several - mostly fruitless - uses later and one can see James itching to completely rewrite it.

The main scenario played has been Kolin, which could just be the least balanced ever written. Peter and I took the Austrians against James and Mark's Prussians and, as I said to my colleague afterwards, I've ever rolled so many terrible dice and yet won so easily; it was all over in a couple of hours. We gave them a chance to even things up and, with Mark notably upping his game second time round, they made more of a fist of it. Peter, despite changing his die roll of choice from 1 to 2, couldn't hit anything with musket or artillery fire and lost every cavalry melee. And yet, and yet, the Prussians ran out of morale chips and we won by a country mile once again.

The annexe at the Casa Epictetus has been cleared of all the stuff moved there après le déluge ["Stop it, right now"] and I have purchased my own hard copy of To The Strongest!. I intend to stay in Bohemia, but jump back three centuries or so.



Tuesday, 26 January 2016

Nearer My God To Thee

"It is better to light a candle than to curse the darkness." - Eleanor Roosevelt

The last boardgames of the month have been packed away into the box, eighteen different ones in total. In an (almost) exciting development the last of them hit the table in the dark as an extended power cut blacked out Otley. I am pleased to report that, in the finest tradition of the orchestra on the Titanic, we played on. Our only reaction was to switch to Werewolves, officially because it better suited the gloomy ambiance, but I suspect in reality because, as with at least one of my other hobbies, one's standards inevitably slip when the lights go out.

On with the games:

Boom: Runaway: Odd though enjoyable game about smuggling bombs out of the arsenal before they can be used. It's strangely difficult to explain its rules despite them actually being rather simple.

Codenames: A surprisingly fun game even when the spymaster on your team is crap. Do you hear me? Crap!

Condottiere: I finally found someone who doesn't like this game. However, for any wargamers reading the blog by mistake and who don't know Condottierre, you need to check it out.

CS Files: Or possibly really called Deception: Murder in Hong Kong. A new variant on the deduction/hidden identity shtick although I enjoyed this one. It's a bit random, and the majority side always seems to win, but it doesn't out-stay its welcome. There are some imaginative possible murder weapons, although the old Cluedo favourites also make an appearance.

Elysium: I won this by such a distance that I can't help thinking that I may have been doing something wrong. It's a good game (interesting and innovative mechanics, sufficient player interaction, nice length) that I'd like to play more often, but which has suffered from the constant temptation to play shiny, new games.

Good Cop Bad Cop: Possibly my favourite of its type. I think it's because the roles can change, although having said that the same concept doesn't help Werewolf much.

Hau La: A three dimensional plant building game (as in flowering plants), the best strategy for which is a complete mystery to me. Completely different to anything else and enjoyable.

Lifeboat: This is a nice card game with bluffing, secret objectives and - happily - plenty of duffing up one's fellow players. I liked it, although that's maybe because I armed myself with a flare gun early on and challenged the others to try it if they were hard enough.

Lords of Waterdeep: A very good worker placement game with a notoriously thinly applied theme. One of the players this time round tried to re-introduce the theme by referring to warriors, wizards etc rather than orange, black etc. He got laughed at.

Mission: Red Planet: I'm not sure whether this is a new game or not. It's a steampunk type space exploration effort with little astronauts yomping around Mars and Phobos. It's rather like Libertalia with a very limited number (ten to be precise) of card plays made during the game. I picked up my cards too often; I should have been bolder.

One Night Ultimate Werewolf: At least we didn't play with the Insomniac.

Operation F.A.U.S.T.: Coup meets any number of set collection games. A bit ho hum.

Power Grid: The Stock Companies: It all bears no relation to the real stock market; as someone pointed out this is entirely about insider dealing. On the other hand the base game is not much like how real power grids are built either. The base game is better.

Red7: Cracking card filler; highly luck dependent, but enough decisions to make one feel one is doing something skillful.

Sail to India: This is a very good game, and certainly a complete snip at the half price that Travelling Man were recently selling it at. It's better with four players.

 Skull: A fine, fine game.

Survive: Escape from Atlantis!: I've loved this game for years. It has to be played really viciously.

Tiny Epic Galaxies: This is a good game, all the better for the rules being explained properly this time round, albeit by someone who was playing in our first inept attempt at teaching ourselves. My own performance on this occasion was truly, truly dreadful.

Wot? No Quartermaster General?