|
CaptainRightful posted:Just bought Conflict of Heroes + the solo expansion purely because it's quickly going out of stock everywhere and I feel like I will want to play it eventually. Just depends on your
|
# ? Aug 20, 2016 01:38 |
|
|
# ? May 17, 2024 20:23 |
|
No side was good in ww2 regardless of pov but soviets died so we could live the NEET lifestyle so appreciate their sacrifice.
|
# ? Aug 20, 2016 02:05 |
|
I've been reading a lot of Czech, Baltic and Polish/Lithuanian history lately, so perhaps I'm more prickly on the subject. Those people just got screwed from all sides for the past thousand years or so, and both the Nazis and Soviets wreaked havoc throughout that region. History aside, the CoH solo system gets rave reviews. As I recall, this thread thought pretty highly of the game, right?
|
# ? Aug 20, 2016 06:14 |
|
Ilthe, a mutual friend and I played Churchill tonight. I won as Churchill on the last die roll. I feel like I played poorly, to be honest. I got off to a significant lead early on and got spooked by the prospect of being so far ahead, so I pushed the USSR and USA closer to me. It turns out I either did this too early or got too cute because I was in a very poor position until I got the eight (?) VP from Japan being defeated. The main problem was that I had mediocre to bad hands in the last four or five conferences, with most of my five value cards sitting unused in my draw deck. I only won two conferences, the USA won five or six, and Russia won one or two. If I were in the same position again I would have continued to play aggressively in the early game and waited to hurt myself until later on when I had a better understanding of how the board state was developing. Overall love, love, love the conferences but I feel the board state is overly complex for what it is. Could the war/political resolution be less complex than it is and still be a viable WWII game? I honestly don't know. I am kind of neutral on the win conditions and still think the game would be better with fewer die rolls and more hidden information. I don't consider the optional hidden pol-mil rules to be enough. All in all I think it's a solid 7/10 and I wouldn't refuse a game of it. The pol-mil table is still obnoxious to resolve. Here is my graphical review of Churchill. cenotaph fucked around with this message at 07:51 on Aug 20, 2016 |
# ? Aug 20, 2016 07:47 |
|
CaptainRightful posted:I've been reading a lot of Czech, Baltic and Polish/Lithuanian history lately, so perhaps I'm more prickly on the subject. Those people just got screwed from all sides for the past thousand years or so, and both the Nazis and Soviets wreaked havoc throughout that region. Yeah, the name is silly. I haven't really kept up with this thread, but that game has a lot of depth, yet it's quick enough to learn that I can convince ordinary people to play. I'd recommend it if you like that sort of thing, although I will admit that I haven't played any other tactical level board games.
|
# ? Aug 20, 2016 08:01 |
|
cenotaph posted:Ilthe, a mutual friend and I played Churchill tonight. I won as Churchill on the last die roll. I feel like I played poorly, to be honest. I got off to a significant lead early on and got spooked by the prospect of being so far ahead, so I pushed the USSR and USA closer to me. It turns out I either did this too early or got too cute because I was in a very poor position until I got the eight (?) VP from Japan being defeated. The main problem was that I had mediocre to bad hands in the last four or five conferences, with most of my five value cards sitting unused in my draw deck. I only won two conferences, the USA won five or six, and Russia won one or two. If I were in the same position again I would have continued to play aggressively in the early game and waited to hurt myself until later on when I had a better understanding of how the board state was developing. Overall love, love, love the conferences but I feel the board state is overly complex for what it is. Could the war/political resolution be less complex than it is and still be a viable WWII game? I honestly don't know. I am kind of neutral on the win conditions and still think the game would be better with fewer die rolls and more hidden information. I don't consider the optional hidden pol-mil rules to be enough. All in all I think it's a solid 7/10 and I wouldn't refuse a game of it. The pol-mil table is still obnoxious to resolve. Just to elaborate on this a little bit, I think that the two of us ended up handing the third player the game early on because we jokingly dismissed his Nazi-killing ardor and that combined with my half-assed approach to fighting the war allowed him to really push the Russian vp ahead by taking German while the US/UK were still stuck in the Low Countries. On the other hand, as a first play for him and the first time me and Cenotaph have played in almost a year I'd say things weren't all that bad*, the end game scoring was exceptionally close and all three of us were within ten points. In the last turn I had basically lost, but I hadn't realized it yet so there was nothing I could really do and the new guy didn't quite realize the strength of political alignment until the very end. All told, I'm up for another game. * Everything Cenotaph said about the opacity of the board state with regards to scoring is an understatement. I had to spend about two hours out of our seven hour game calculating our scores and making sure i didn't miss a hidden source of vp for each player.
|
# ? Aug 20, 2016 08:17 |
|
CaptainRightful posted:Just bought Conflict of Heroes + the solo expansion purely because it's quickly going out of stock everywhere and I feel like I will want to play it eventually. I just found out yesterday that someone adapted the COH solo system for ASL!!! I'm so excited you guys There's also an official Solitaire ASL, but that uses specially designed scenarios. I've been considering making my own DIY copy of SASL, but I don't want to get into Rutibex levels of nerddom about this game. Oh who am I kidding, I'm already there.
|
# ? Aug 20, 2016 12:08 |
|
Jobbo_Fett posted:Just depends on your From my point of view, the Jedi are evil.
|
# ? Aug 20, 2016 12:55 |
|
COOL CORN posted:I just found out yesterday that someone adapted the COH solo system for ASL!!! Wasn't there something that allowed for SASL use of regular scenarios or am I just crazy? Lichtenstein posted:From my point of view, the Jedi are evil. You monster!
|
# ? Aug 20, 2016 14:36 |
...are there any star wars wargames? Like, really wargames, not rebellion or miniatures. Hex and counter or the like.
|
|
# ? Aug 20, 2016 16:09 |
|
silvergoose posted:...are there any star wars wargames? Like, really wargames, not rebellion or miniatures. Hex and counter or the like. I'm sure someone can make a pretty cool Star Wars COIN or CDG.
|
# ? Aug 20, 2016 18:05 |
|
tomdidiot posted:I'm sure someone can make a pretty cool Star Wars COIN or CDG. Sith, Stormtroopers, Rebels and Ewoks
|
# ? Aug 20, 2016 18:10 |
|
MoreLikeTen posted:Sith, Stormtroopers, Rebels and Ewoks Hutt space, Black Sun, Empire, and Rebels would be a whole lot like Falling Sky.
|
# ? Aug 20, 2016 18:16 |
|
I'm loving Falling Sky the more I play it. I got into some serious scorched earth tactics as the Arverni and almost managed to destroy Caesar's army, had him cornered in Brittany and he just got away. Good poo poo. FS is going quickly up my favourite COIN list.
|
# ? Aug 20, 2016 22:34 |
|
I've spent an inordinate amount of time doing some solo/mock play of Next War: India-Pakistan, and just to make things take extra long have been snap-shotting the experience. I picked up these games because the idea of messing around with cardboard representing modern conflict interests me, and the premise this particular series sets forth (wholesale modern war is going to be fast and messy) interests me in terms of gameplay. I'm did a couple of turns of the Standard game's scenario "Enough!" which uses basically the full standard game rules. It should be noted that "standard" does not mean "simple," the Next War rules are involved even without the added rules of special ops and in-depth air game. I wouldn't be trying the series out without knowing some basic ideas from stuff like It Never Snows from the Standard Combat Series. Let's take a zoom in. At the start of the scenario, IROP (Pakistan) gets to blow up bridges, forcing ROI (India) to cross smaller rivers or just go around for miles. Just how drat critical terrain is in this game caught me offguard initially, especially since different types of units have different move types, meaning different units can utilize different terrain completely differently. One armor brigade's lovely highland terrain is one light infantry brigade's bonus die-roll modifier. Those sun-burst red and blue dots are forts and are a pain to get past (they negate critical road movement and provide really good combat modifiers). I don't want to get too involved with what the hell is going on with all the numbers on a counter, other than holy poo poo there's more overhead on a counter piece in this game than in ASL D: Also I mistakenly threw out the counter sheets before reading that parts of them could be cut out to make thinner "bridge destroyed" markers The sequence of play (thankfully trackable next to the general records chart) has some salmon-highlighted phases that are basically everything the standard game ignores. The gist of Next War is that there are basic Contested Turns and special Initiative Turns where the player with advantage (i.e. won more VPs last turn) gets an extra move/attack portion of the turn. Every scenario pretty much starts with one side starting with Initiative (i.e. they initiated the conflict and have surprise). In addition, the side that starts the war chooses the weather each turn (which makes a poo poo-ton of difference by the way) I'm going with Clear so I don't have to remember all the extra rules for Overcast and Storm poo poo. Next up is Air/Naval. In the advanced game, you have all the aircraft going at it on a separate board in this step to determine air superiority--something that leads to lots of air strikes that feel like a WW2's strategy game's artillery units on modern-warfare crack, but in the standard game that all boils down to die rolls for Air Points each turn. These points can be spent to support combat with drm's and escort transports to protect them from air-defense fire. TL;DR, roll on chart, get that many points, take the difference of points gotten for each side to determine who has Air Superiority Also I picked India-Pakistan because I don't have to worry about the extra naval rules which are another bucket of worms. ROI has first-turn Initiative, which boils down to me learning how hard it is to move through rivers and mountains while dealing with enemy units' zones of controls. Seriously, roads are huge in this game. Mechs and motorized units can't even move through many of the terrain types without them, and highways are lightning fast ways to get troops to the front lines. After all of ROI's pieces move, combat happens. Combat in the game is a lot of moving columns and DRMs on a combat-resolution table, and then rolling a d10 on the CRT to see just how hosed pieces get. Interesting note is that what terrain the defender is on will heavily change what column you start at on the CRT. The game is won with VPs from eliminating units and capturing places of import (towns, installations, cities, etc.), and from what I'm noticing units are fairly hard to take down without some really good tactical positioning. Tactical positioning in Next War, however, is fairly doable with the multiple ways units can fly around the map (air game!), so I guess it balances out. The game design notes mention that front lines get blurred and messy after a few turns; I suppose that would make sense with the incredible mobility options in modern war. That being said, not much happens with combat on first turn, just because my rolls are lovely and I really had trouble understanding just how the terrain really can lock down troops on this board. Friends don't let friends try to get armor brigades to win in mountains. There was a good bit more to the turn: non-Initiative player's units with high enough Efficiency Ratings (basically combat training and gear quality) can reaction move, then after a second initiative combat the non-Initiative player gets a try at [s]flailing through rivers and mountains[/s[ moving and fighting. Ultimately Next War is far less scary than it looks; most of the game's complexity and involvement is procedural. The decisions in the game boil down to standard strategy hex-and-counter play with heavy addition using air and special ops to strike important targets (in the advanced game) and to protect units that air-transport. My advice for learning from the little I'm going through is to realize how important terrain, stacking, and unit types versus terrain can be. Also holy hell table space. This is the small game in the series so far and you can see it take out with ease a 2 1/2 ' x 6' table and still be a tight fit when I want to spread out player aids and charts. But if you want a strategy hex-and-counter game on modern wars, Next War is really involved and gives a taste of some chaotic and advanced battling.
|
# ? Aug 20, 2016 22:39 |
|
Here's my weekend! Let's see if I can actually learn OCS
|
# ? Aug 20, 2016 23:00 |
|
Trynant posted:Next War: India-Pakistan Great post, thanks. I was thinking about picking up Taiwan but I saw too many reviews that said that the advanced rules are bit of a mess and I'm getting tired of dealing with bad rulebooks.
|
# ? Aug 21, 2016 09:25 |
|
Obfuscation posted:Great post, thanks. I was thinking about picking up Taiwan but I saw too many reviews that said that the advanced rules are bit of a mess and I'm getting tired of dealing with bad rulebooks. India-Pakistan doesn't necessarily fix that, but NWIP does have the advantage of cutting out naval aspects. One useful thing I found was the rules made more sense following a mock turn and seeing the charts for everything rather than relying on absorbing things straight from the rules. There are a few discrepancies in the rules still, so caveat emptor I guess. COOL CORN posted:Let's see if I can actually learn OCS Good luck with that. Does it come with the starter guide like Reluctant Enemies does? Trynant fucked around with this message at 12:15 on Aug 21, 2016 |
# ? Aug 21, 2016 12:12 |
|
The latest calandale video at 22 minutes "Had to chase my wife out she's got it in her head it's ok to make noise." This is what we're all heading towards.
|
# ? Aug 21, 2016 13:07 |
|
4outof5 posted:The latest calandale video at 22 minutes "Had to chase my wife out she's got it in her head it's ok to make noise." This is what we're all heading towards. Well hell, that's what I did. Trynant posted:Good luck with that. Does it come with the starter guide like Reluctant Enemies does? It doesn't, but the v4.2 rules are surprisingly easy to understand compared to the v3 rules. Took me a couple hours to read through, but I think I understand nearly all of it. Played through the first turn of Tunisia II, and was more baffled with how to keep my units in supply. Our poor boys in Africa
|
# ? Aug 21, 2016 15:32 |
|
So close to buying ADP or FS to put on the shelf of pretty much non played wargames. Also saw CoH firefight and Guadalcanal. Also close to picking them up too. At least the CoH solo system is easy to use. And not surprised it was adapted to ASL, you could adapt those cards to pretty much any hex wargame.
|
# ? Aug 22, 2016 22:48 |
|
COOL CORN posted:Well hell, that's what I did. Figuring out how to keep guys in supply is the core of the game. It's basically where all the fun and interesting problems are. Feel free to drop me a line if you have questions.
|
# ? Aug 23, 2016 01:48 |
|
Played through the first scenario of Combat Commander Europe tonight since I bought a used copy for $30. Surprisingly fun for as light as it is. Like a beer and pretzels version of ASL. I like it!
|
# ? Aug 23, 2016 04:06 |
|
Grognard Confession: I almost just placed an order for a game I already have! (D-Day at Peleliu) I need help.
|
# ? Aug 24, 2016 17:14 |
|
WAR DOGS OF SOCHI posted:Grognard Confession: Sounds like an excuse for gifts to try and get other people hooked!
|
# ? Aug 24, 2016 17:30 |
|
WAR DOGS OF SOCHI posted:Grognard Confession: Why would you even do that
|
# ? Aug 24, 2016 19:12 |
|
I just totally forgot I already owned it. I saw it online and thought, I've always wanted that in my collection. I put it in my cart and then thought, wait a second...
|
# ? Aug 24, 2016 20:22 |
|
WAR DOGS OF SOCHI posted:I just totally forgot I already owned it. I saw it online and thought, I've always wanted that in my collection. I put it in my cart and then thought, wait a second... Do you want D-Day at Tarawa in your collection? I can help you out.
|
# ? Aug 24, 2016 20:25 |
|
COOL CORN posted:Do you want D-Day at Tarawa in your collection? I can help you out. Thanks, but I'm good. I just wanted one of the D-Days to try out sometime. Peleliu will be fine. I appreciate it though!
|
# ? Aug 24, 2016 20:39 |
|
So there will be a COIN called A Thunder Out of China.
|
# ? Aug 24, 2016 23:15 |
|
There will be a coin game about every subject until people stop buying them as they get worse and worse as time goes on
|
# ? Aug 24, 2016 23:56 |
|
MMP Newsletter - Festung Budapest getting a reprint.
|
# ? Aug 25, 2016 00:46 |
|
4outof5 posted:There will be a coin game about every subject until people stop buying them as they get worse and worse as time goes on But they've been getting better over time? Also why is this in spoiler tags
|
# ? Aug 25, 2016 00:47 |
|
I guess I should actually play this game that's been on my shelf forever. Tarawa is such a fascinating event of WW2 and doesn't seem to get enough love. I'll post an AAR if and when I finish playing.
|
# ? Aug 25, 2016 01:10 |
|
COOL CORN posted:
That's why ASL has Blood Reef Tarawa! I should go full CC Insanity and LP all of ASL already...
|
# ? Aug 25, 2016 02:20 |
|
Jobbo_Fett posted:I should go full CC Insanity and LP all of ASL already...
|
# ? Aug 25, 2016 03:22 |
|
ASL, a game with a 400 page rulebook, has a Tarawa module, that runs around $300, that has scenario specific rules so complicated that there's a players manual (published after the module) to explain the scenario manual that comes with the module. I'm crazy, but I'm not Blood Reef Tarawa crazy.
|
# ? Aug 25, 2016 03:25 |
|
COOL CORN posted:ASL, a game with a 400 page rulebook, has a Tarawa module, that runs around $300, that has scenario specific rules so complicated that there's a players manual (published after the module) to explain the scenario manual that comes with the module. Time to assume my final form!
|
# ? Aug 25, 2016 03:28 |
|
Jobbo_Fett posted:Time to assume my final form! A normal game for well-adjusted people
|
# ? Aug 25, 2016 03:54 |
|
|
# ? May 17, 2024 20:23 |
|
COOL CORN posted:A normal game for well-adjusted people Absolutely loving all the stacks in the background. Now, if only I had 400$ to drop on a shrinkwrapped BRT
|
# ? Aug 25, 2016 03:58 |