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Well Sunday is fine for me as well! I played Navajo Wars by the way and it really is very good!
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# ? Nov 20, 2013 07:24 |
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# ? May 17, 2024 11:22 |
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Oh hey I wrote a ton of words about the COIN series.
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# ? Nov 20, 2013 17:48 |
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Good points. It's really hard to explain the series because it's just so different from anything, at least for me. I really do love how each game in the series is a totally new take on the system, instead of just a redressing of theme and maps. If I can make a horrible PC game analogy, COIN is to wargames what Crusader Kings is to the Total War series Dre2Dee2 fucked around with this message at 18:33 on Nov 20, 2013 |
# ? Nov 20, 2013 18:29 |
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Tekopo posted:Oh hey I wrote a ton of words about the COIN series. Good stuff and a very interesting analysis. I suspect at this time we should start discussing which one of the games we should play for the Sunday(?) session. Based on the spreadsheet, it seems that CL is the one with the most 1st and 2nd place votes. I also think it's the shortest, correct? This might be a great first game to see how the GOONCOIN group works out. Arguments? If we all agree, I strenuously suggest you read the CL rulebook before the game if you don't know how to play.
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# ? Nov 20, 2013 18:31 |
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Yeah, let's go with CL, it's a "quick" one. I am fine with Sunday.
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# ? Nov 20, 2013 18:34 |
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I don't have a problem playing CL again as long as someone takes up the Govt (and reads how to play Govt in the playbook if you have access to it).
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# ? Nov 20, 2013 21:01 |
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Hey is there anywhere that reviews some of the solo wargames? Im interested in how Space Infantry plays out.
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# ? Nov 20, 2013 21:24 |
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Exmond posted:Hey is there anywhere that reviews some of the solo wargames? Im interested in how Space Infantry plays out. http://boardgamegeek.com/boardgame/66781/space-infantry Reviews and video reviews are there.
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# ? Nov 20, 2013 22:20 |
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Apparently Navajo Wars is really extremely hard if you swap instructions with the ones on standby instead of flipping on rolls, who knew? Tomorrow: another crack at doing the campaign game, game is awesome anyway. Must remember not to run out of APs and use my families to create APs more often.
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# ? Nov 20, 2013 22:39 |
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Tekopo posted:I don't have a problem playing CL again as long as someone takes up the Govt (and reads how to play Govt in the playbook if you have access to it). Dibs, that way when I lose I can save face by claiming I was going for historical accuracy.
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# ? Nov 21, 2013 05:19 |
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Any of you have a PDF of the playbook? I don't own CL.
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# ? Nov 21, 2013 05:27 |
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Oldstench posted:Any of you have a PDF of the playbook? I don't own CL.
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# ? Nov 21, 2013 05:43 |
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First of all, I got some thematically appropriate bowls for blind counter pulls. Op 05 I preempt for 3AP and decide to run a Passage of Time op to get my people out of the POT box. I know the Pueblo Revolt is happening in 2 turns, and if I don't create new families before that, I'll lose half of the counters. The Passage of Time op is very procedural.
Spanish Turn They receive 8 AP (3 saved from last turn, 2 from the card, 3 from the Subjugation cubes) but can't spend it yet. That Raid 9 counter costs 9 AP. Something bad's on the horizon. I hope my people can do something about it... I roll double 6, so the two AI counters in the 6 spot switch places. A Build+Subvert 3 moves to the Inactive column and a Peace 2-6 replaces it. More good news! Major Event There is no Corn in play, so this does nothing. Minor Event I roll a 5, so the Build 3 switches with a Colonize 3. The turn ends, and I draw Ceremony 38. As I have no Ceremony cards in hand, the Enemy Way doesn't fire. I decide not to keep it, so I toss it. This ends these two turns. I feel I'm in decent shape. I know a Victory Check is about to occur, and I'd really prefer to have Family D out of Canyon de Chelly so I could get some VP for them, but at least I won't lose any pop counters. Oldstench fucked around with this message at 04:31 on Nov 22, 2013 |
# ? Nov 22, 2013 04:22 |
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Nice, I look forward to your next post! You are doing slightly better than me: having full families is really nice. I managed to get to the Mexican era but constant Ute raids absolutely killed me. I had two 2-value ceremenies which I used to help me in battles but I rolled 1 in both of them, very annoying. Just lost too many families, I think I had 4-5 Ute raids by the time I lost. So yeah, for the COIN games, it seems we are lined up for Sunday at 1pm EST. I think people that have showed interest for the weekend are: Dre2Dee2, ConorT, me and Trynant (Oldstench can't make it). If there's enough people/interest, maybe we can get a Saturday game? I'd be up for that! Currently we have: -ConorT as Govt -I would like to take 26JUL as first choice, otherwise DR Anyone else want to call picks?
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# ? Nov 22, 2013 16:23 |
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Tekopo posted:Nice, I look forward to your next post! You are doing slightly better than me: having full families is really nice. I managed to get to the Mexican era but constant Ute raids absolutely killed me. I had two 2-value ceremenies which I used to help me in battles but I rolled 1 in both of them, very annoying. Just lost too many families, I think I had 4-5 Ute raids by the time I lost. I have no preference and will take whatever spot is left if Dre2Dee2 wants a specific role. I'd also love to try something Saturday as well.
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# ? Nov 22, 2013 18:39 |
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So here it is, the first Victory Check of the game. Pueblo Revolt At this point, I can decide to run this card as is, or perform Good Medicine. Good Medicine allows me to skip this Victory Check at the cost of (for this card) placing a single Black cube in the Subjugation of New Mexico box and give 1 Morale to the Spanish. Either way, I still need to play the card effects. I decide that I'm in a decent enough position to avoid taking the GM option. The Major Event on this card has 3 effects:
I reset the cubes as required and then begin the Victory Check. This is another highly procedural part of the game consisting of 10 steps.
That's it for the Victory Check. I'm not in a bad position, but the enemy Morale being as high as it is worries me. I'll likely need to get a battle result during an Outpost raid (hopefully with a dr1 Ceremony card in hand) and get a MAjor Family Victory to drop the Enemy Morale by 1. I don't actually have much hope. On an unrelated note, MY WIFE just walked in and asked my what I was doing. I told her and she gave me a look that I can only describe as "withering". "You're telling me that you document all of your moves and people actually read about it?" I think she's looking up divorce attorneys.
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# ? Nov 22, 2013 20:43 |
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Trynant posted:I have no preference and will take whatever spot is left if Dre2Dee2 wants a specific role. I'd also love to try something Saturday as well.
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# ? Nov 22, 2013 20:59 |
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Oldstench posted:I think she's looking up divorce attorneys.
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# ? Nov 22, 2013 21:04 |
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6-6 Military to Morale isn't that bad, since you can get it to 8 with elder actions. The real problem is the outposts: since the next event adds 2 automatically, you need to have 3 more Mil than Morale to win the scenario (One of the reasons I think this scenario is actually really hard. Another one is that with only a few standard cards, deck luck plays a much bigger role than when you do a full era.) You need to kill off the outposts, do enough planning to get morale up, and maybe hope you fully escape a raid to knock off a morale that way. It's going to be tough to fit all that into however many ops you have left.
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# ? Nov 22, 2013 21:45 |
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blackmongoose posted:6-6 Military to Morale isn't that bad, since you can get it to 8 with elder actions. I only have 8 Culture, so I can only get Mil to 7.
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# ? Nov 22, 2013 21:52 |
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Oldstench posted:I only have 8 Culture, so I can only get Mil to 7. Oh right, you bought horsemanship. You might have to fit in a passage of time too then to boost culture.
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# ? Nov 22, 2013 22:46 |
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blackmongoose posted:Oh right, you bought horsemanship. You might have to fit in a passage of time too then to boost culture. That's likely my plan depending on how many Ceremonies I get.
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# ? Nov 22, 2013 22:52 |
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How do you do a PoT to boost culture? If you place any Elders by converting children, you are going to leave spaces which pretty much counterbalances the gains. The only way to gain culture is to bust outposts, or be less than 5 and reduce ferocity during planning, or do the -1 mil, +1 culture, or have more elders than empty slots. EDIT: I missed the bit about doing ceremonies. Also, I managed to get to Mexican era again, but an unexpected Pueblo War screwed me and I had to Good Medicine one event card
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# ? Nov 22, 2013 23:34 |
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Tekopo posted:How do you do a PoT to boost culture? If you place any Elders by converting children, you are going to leave spaces which pretty much counterbalances the gains. The only way to gain culture is to bust outposts, or be less than 5 and reduce ferocity during planning, or do the -1 mil, +1 culture, or have more elders than empty slots. You can convert Children AND Adult pop counters in the POT box as well as the Family boxes.
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# ? Nov 22, 2013 23:50 |
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Yeah, that's why I said I missed the bit about the ceremonies. It's going to be tricky to be able to get many ops though.
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# ? Nov 22, 2013 23:53 |
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So I decided to do a Cuba Libre LP!. Join one, join all! Drama! Backstabbing! Politics!
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# ? Nov 23, 2013 02:09 |
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Got my copy of Ogre yesterday. Feels like I bought something people are still going to be laughing about decades from now. Man I want to run a mega game of this with a dozen ogres running around trampling helpless tanks.
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# ? Nov 23, 2013 04:54 |
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Op 25 aka: hold on to your codpieces, this'll be an exciting one! Spanish Turn I have no AP, so I can't preempt. The Spanish gain 4 AP; 3 from the card, 1 from the Pueblo Revolt card. This gives them a total 11 AP to spend on a Subjugate action. loving yay. I pull 11 cubes from the Raid Pool and get 3 Red, 2 Black, 2 Brown, 2 Yellow, and 2 White. Historically, the Pueblo Revolt card represents the revolt of the Pueblo tribes in 1680 when they drove the Spanish from the region. Approximately 400 settlers were killed during the revolts, the rest of the remaining 2,100 settlers fled to Sante Fe. 11 years later, in 1691, Governor Don Diego de Vargas led a Spanish expedition into New Mexico to drive the Pueblo from the area. This was largely successful mostly owing to the decline of Pueblo population by nearly half due to disease and Apache raids. The card actions (repeated Subjugation) is modeling the 1691 retaking of the New Mexico area by the de Vargas expedition. The 3 Red subjugation cubes cause the Pueblo Revolt card to go away per the Subjugation of New Mexico chart. The Spanish gain 1 Morale and I reset the cubes. Navajo Turn My best course of action seems to be to try to push those Missions out of New Mexico and move my Families out of the Areas that could be affected by the Major Event that's about to fire. I decide to perform a Take Actions op for those reasons. Family Actions:
Major Event I moved all my Families from the Zuni and Hopi areas because I can't afford lose any. I instead lose 1 Culture (10). Minor Event I roll a 5 and swap the Colonize 3 with the Build 3. While not a total disaster, this turn could have gone a lot better. Let's see how things go.
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# ? Nov 23, 2013 08:11 |
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What's the consensus on Space Empires 4x abs it's expansion. It looks really interesting and I was just able to procure a copy of the naze game for 15 bucks.
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# ? Nov 23, 2013 19:38 |
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Aaaahh, well real life responsibilities are not going to make the 1pm game tomorrow possible for me. I can do a later time, like 5pm or after. If someone wants to hop in and take my spot, they can. Sorry guys.
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# ? Nov 23, 2013 20:14 |
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OP 21 I have no AP, so I can't preempt. Spanish Turn The Spanish gain 6 AP (3 for the card, 3 for subjugation cubes). I roll a 2-5 and flip the Peace 2-6 to the Comanche 3 side (drat) and also flip the Colonize 3 to its Build 3 side. The Raid 9 isn't going to go off this turn as the Spanish are 3 AP short. It's not going anywhere though. Luckily, my people are Cunning and will be able to avoid it when it comes up. Navajo Turn I decide to use a Planning op.
Major Event Firearms! Booyah. If I spend this during a battle, I'll get a +2 DRM. Minor Event Drought check is 3 - Zuni Mts. again.
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# ? Nov 23, 2013 21:17 |
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I played a game similar to Check your Six at a convention a couple of years ago and can't remember the name of it. It was a world war 2 airplane war-game on a hex-grid. The key difference between it and check your six was that the moves were not written down ahead of time and instead were done turn-based on a by wing basis. Maneuvers such as a slip or split-s were conducted by exchanging speed, marked by number of consecutive hexes of straight and level flight, for the maneuver. There was no need for pilot experience level or things like "Pilot Reaction." Overall it was a much simpler system but not so simple as to not require a hex grid such as games like wings of war/glory. If anyone can think of what this game was based on my limited description of it, it would be much appreciated.
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# ? Nov 24, 2013 19:22 |
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Cousarr posted:I played a game similar to Check your Six at a convention a couple of years ago and can't remember the name of it. It was a world war 2 airplane war-game on a hex-grid. The key difference between it and check your six was that the moves were not written down ahead of time and instead were done turn-based on a by wing basis. Maneuvers such as a slip or split-s were conducted by exchanging speed, marked by number of consecutive hexes of straight and level flight, for the maneuver. There was no need for pilot experience level or things like "Pilot Reaction." Overall it was a much simpler system but not so simple as to not require a hex grid such as games like wings of war/glory. Sounds kind of like either Spitfire or Mustangs maybe? Oldstench fucked around with this message at 01:38 on Nov 25, 2013 |
# ? Nov 25, 2013 01:34 |
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Me and fellow goons ConorT, Trynant and Nerokerubina managed to start (and finish) a game of Cuba Libre and it was a lot of fun. I played as the 26 July faction for the first time and I have to say that it is pretty tough to play. Only getting 3-4 resources per propaganda really means that you have to use your resources effectively and it certainly made me more inclined to run events due to the scarcity of resources available. The government managed to win on the final card but everyone was in the running until the very end, with the margin of victory being 2/0/-1/-1!
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# ? Nov 25, 2013 11:53 |
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I hope all of you who celebrate it had a nice Thanksgiving. Op 04 There are two possible Raid counters coming up, so I can't afford to spend the AP to preempt; I need them for reactions such as Ambush, Harass, or Negotiate, but not Evade (thanks Tekopo). Spanish Turn They get 7 AP (4 for the card, 3 from Subjugation cubes). With the 6 AP left over from last turn, they have 13, certainly enough to perform the Raid! 9! I roll for AI counter adjustments and get a 1-4. The Raid! 9 has a red stripe, so it doesn't adjust. Space 4 does switch though - a Slaves 5 for a Raid! 11. Ugh. The Raid! 9 fires. I opt to use the Cunning 1 Culture card to negate this op. The Culture card is exhausted, the counter is moved to the Inactive column, and no Enemy AP are spent. Unfortunately, this means the next counter, Comanche 3, will fire. If there weren't 3 Subjugation cubes in play, this would convert to a Subjugate action. There are, so 3 AP are spent (10 left) and 4 Tribal Raid counters are placed on the board, 1 for each Family. Well, I can't read. I've been playing tribal raids incorrectly every time. Everything below this is wrong, and completely obviates the rest of my playthrough. Sorry. Each counter is placed on the board by rolling a die and adding the counter to the lowest numbered Area space that doesn't already have a Tribal Raid counter on it.
I really lucked out. As there were no actual encounters by the Raiding Comanches, they leave the land in relative peace; the counters are removed from the board to represent this. Next, 3 AP are spent (7 left) to fire the Colonize 3 instruction. As there are no cubes in the Raided Cibes box, this converts to an Expand 3 instruction, which in turn converts to a Build instruction because there are no Outposts on the map. A Mission counter is placed in Shiprock 1. The next instruction is that godawful Raid! 11. As the Spanish only have 7 AP left, they can't use it (yet), but it's going to go off next turn unless a miracle double 1 is rolled. The turn ends, the AI counters are reset, and the Navajo get their chance. Navajo Turn I decide to Take Actions. I know that I only have 4 cards left in the draw pile, and 1 of those ends the game with a Victory Check. If I keep my families together in one Territory, I won't be able to get enough VP to keep from losing Military points, which will be devastating. I can activate all 4 families for having 3 Elders. Family A gets 5 MP (6 - 1 for the missing Man counter), B and C get 7 MP (6 + 1 for having Horse counters), and D gets 6 MP.
This ends my turn. Major Event Per the card, I remove 1 red Subjugation cube and place it back in the Raid Pool. Minor Event I roll a 2, which does nothing. That ends this turn. Here's hoping I don't pull the final scoring card. Oldstench fucked around with this message at 21:26 on Nov 29, 2013 |
# ? Nov 29, 2013 19:38 |
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Franciscan Friar Ascendant So, that's the end of the game. It's a 10 VP Victory Check. I add the two Missions as required by the card and tally up the results. Long story short, my final score is -2, a Minor Defeat. I hope that if you've followed this I piqued your interest in the system enough you might consider buying a copy. It's a fantastic game and well worth a play. Thanks for reading. Oldstench fucked around with this message at 21:27 on Nov 29, 2013 |
# ? Nov 29, 2013 21:09 |
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It is still an amazing AAR even if there was the one mistake with the tribal raid. Then again, I played my first 2 games by switching counters when rolling for them instead of flipping them, which is also a huge mistake.
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# ? Nov 29, 2013 21:58 |
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Tekopo posted:It is still an amazing AAR even if there was the one mistake with the tribal raid. Then again, I played my first 2 games by switching counters when rolling for them instead of flipping them, which is also a huge mistake. I really appreciate it. I think I'll try to set up the scenario as I had it on the last turn and re-play from there. It's literally just the Tribal Raids followed by my turn, then the end scoring. I just assume that unless I get magic die rolls, I'll end up with a Major Defeat.
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# ? Nov 29, 2013 22:15 |
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The lack of availability for Fields of Fire in Europe and this excellent AAR make me think this could be a brilliant xmas present suggestion (from the missus to myself of course). Your report has certainly been a brilliant tease, although FOF is tempting me with it's ongoing campaign. Are there any other similar games in this vein that you would recommend?
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# ? Nov 29, 2013 23:02 |
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# ? May 17, 2024 11:22 |
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I think those are the two main GMT solo games, DVG has a ton of games though and TAL isn't actually that bad (although a bit random at times). I think I wrote a few words about it. I'm also in a desperate search for a copy of FoF here in Europe.
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# ? Nov 29, 2013 23:18 |