Showing posts with label King Philip's War. Show all posts
Showing posts with label King Philip's War. Show all posts

Saturday, January 1, 2011

2010 game purchases in review

I bought an unusually large number of new games in 2010 -- at least a baker's dozen -- and even more unusually, I played the majority of them! This is a welcome change from years past when i had high levels of purchases that didn;t make it to the table. Its been my experience that a game that doesn't make it to the table the first year I have it rarely make it later on.

In alphabetical order here are the complete new games I bought in 2010:

Arnhem: The Farthest Bridge - 0 plays. This is part of the new series of folio games published by Decision Games that are basically remakes of old SPI classics. The maneuver unit order of battle and map are identical to the old 1975 SPI Arnhem game, but there's a new game system with some significant rules changes. I bought this one in order to get a sense as to whether these represent enough of an improvement over the old game to warrant a purchase. I picked this one because I have more than a hundred Hexwar.com games under my belt using the old game for comparison. I like how some of the new rules look but final evaluation depends on getting this rather old-school hex-and-counter game played.

Axis & Allies Europe 1940 - 3 plays. I've only played this in conjucntion with last year's A&A Pacific 1940 as part of the epic Global A&A 1940 scenario but I've had a blast. I think the global game is big enough to mitigate some of the gamier aspects of the A&A system and yet simple enough to be a viable gateway, club, convention and game store experience. I expect more plays in 2011.

Battle Above the Clouds - 0 plays. This is the latest interation of the Great Campaigns of the American Civil War series, moving to the Western theater. I'm not entirely sure I like the new graphics, but until I get a chance to play it I can't be sure. This game was gifted to me by the widow of my good friend Mark Perry who died late last year. He had pre-ordered this game and when it arrived his wife decidedto give it to me rather than send it back. I do hope I getthe chance to play this one this year.
Battle Cry 150th Anniversary Edition - 6 plays. This update of the original Commands & Colors system game is one of my favorites for the year. I think it hits a sweet spot for gaming with newer and more casual wargamers and is an excellent intorduction to the system. This will undoubtedly hit the table a lot over this coming year as we start moving into the 150th anniversary era.

Battles of Napoleon: The Eagle and the Lion - 2 plays. This is one of the interesting trio of Napoleonic battle games that game out this year. It's probably the most involved of the bunch and has a real miniatures feel to it. I expect to get more plays in with this one over the coming year, although probably not qite as much as Napoleon's War and Commands & Colors; Napoleonics due to the lengthier playing time.

Commands & Colors: Napoleonics - 4 plays. This highly anticipated Borg title was well worth the wait. There are a lot of interesting twists to the system and it's a blast to play. The rules for squares in particular are interesting. Guaranteed to see more plays this year.


Cthulhu Dice - 0 plays. This trivial filler game surprisingly hasn't hit the table yet because thematically it's a little problematical for family play or with some of the more casual game groups I play with. I do expect to get a play or two in but it probably won't be played as much as it might have with a less grim theme.


Fires of Midway - 0 plays. I'm also surprised I haven't gotten this played yet. The stars just haven't aligned right, I guess, although that would probably be a more appropriate excuse for Cthulhu Dice. Still, it's one of my favorite topics and seems fairly quick to play, so I think it will get played before too long.



Gettysburg - 4 plays. This might be the surprise hit of 2010, getting played four times on three different sessions. It's slightly more approachable than Martin Wallace's Waterloo, which is similar. I expect to play this again this year as well.



Heroscape Master Set - Battle for the Underdark - 5 plays. It's hard to believe, but Heroscape started off the year with a new master set, pumped out three new Dungeons & Dragons-themed expansions -- and then died! It's too bad, but there's enough Heroscape stuff in my closet to keep me busy for years, the D&D foray added some interesting new rules (treasure glyphs, shadow spaces and Uncommon Heros) and I'm not even convinced that Heroscape is gone for good.

King Philip's War - 2 plays. This game prompted an unusual amount of mainstream press attention for a standard wargame when a newspaper journalist ginned up a little controversy about the game's topic among New England Indian tribes. The game itself is a nice little design with some interesting strategic decisions for players and opening a window to view an important, if obscure, episode in U.S. history. I hope to play it a few more times this year as there are some strategic lines I'd like to explore.


Napoleon's War - The 100 Days - 5 plays. The first out of the gate among the 2010 crop of Napoleonic battle games, this one builds off the popular system used in Hold the Line and the Wars for America series. Similar in scale and playing time to C&C: N, it will be interesting to see if it can hold its own now that the Borg game is out. It does have an advantage in set-up time over CC:N with the pre-printed maps and some find Borg's card-based section-restricted command system too artificial. I expect to get some more plays of this in as well, although I have to admit that CC:N has the edge with me.


Persian Incursion - 0 plays. By far the most serious wargame I bought in 2010. Persian Incursion examines the possibility of an Israeli military strike against Iran's nuclear program. This arrived late in the year but I'm trying to get a couple of plays in soon. While a stand-alone game that doesn't require Harpoon 4 to play, it's still pretty involved and not just a casual sit-down game.













Friday, November 19, 2010

King Philip's War review

King Philip's War, an offering of Multi-man Publishing's International Games Series line is at once both a fairly ordinary cardboard chit wargame and an unusual, even extraordinary, game.

The ordinary aspect of the game is that it's a relatively low complexity, point-to-point, CRT-based wargame that uses cardboard counters and markers (154 of them), has one standard-sized map, two double-sided player aid cards, one 20-page rule book, two standard D^ and one special Event die. The MSRP is $44, so it's not exactly a bargain, although it's still in the mainstream of current wargame pricing. System-wise it doesn't really break any new ground, although there are some neat twists here and there.

The extraordinary part is the amount of attention the game received before publication and its potential to popularize a truly little-know, but important, part of American History.

King Philips' War was fought in 1675 to 1676 in southern New England in the area now occupied by the states of Massachusetts, Connecticut and Rhode Island. Those three states were then colonies, with that part of modern Massachusetts that comprises Plymouth and Bristol counties and Cape Cod and the islands being the separate Plymouth Colony. I think it's safe to say that for most Americans the era between the Pilgrims stepping ashore at Plymouth and Paul Revere's ride are a blur, often covered in an afternoon in high school history courses. Growing up in Massachusetts I was exposed to more about the colonial period, but for us it was local history.

King Philip was the sachem (overall chief) of the Wampanoag Indian tribe, which lived in Southeastern New England and had had the longest and most intimate contact with the English. By 1675 the English had already been in the region for more than half a century. Despite that long contact relations between the native population and the newcomers were not smooth. While a substantial number of Indians had adopted Christianity and English ways (the so-called "Praying Indians") the majority still lived in the traditional style and considered themselves very separate people from the English. The colonists, on the other hand, seemed to regard the Indians as part of their community in some way, and not wholly separate.

Peace was mainained between the English and Indians so long as Massasoit, who was the grand sachem when the Pilgrims arrived, lived. And fortunately for the English, Massasoit lived to a ripe old age, dying in his 80s. His eldest son, Wamsutta, took over, but he died within a year, which elevated his brother Metacom, known to the English as Philip, to be sachem. The circumstances of Wamsutta's death were murky, and it appears that Philip believed that Wamsutta had been murdered. War didn't break out immediately, however, but over the next dozen years tensions rose. The final straw was the English arrest and punishment of two Indians for the murder of another Indian, which Philip regarded as a purely Indian affair. War broke out soon after.

King Philip's War was proportionately the bloodiest war in American history. While exact numbers are not available, it appears that about 1.5% of the 52.000 English colonists lost their lives and property destruction was immense. The Indians suffered even more heavily, with at least 15% of the 20,000 Indians in the involved tribes being killed and the tribal social structure being largely destroyed. Many of the surviving Indians were sold off into slavery.

It was the one chance, however, that the native people ever had to inflict a strategic defeat on the Europeans. The odds would never again be as close.

Fighting the war required the colonies to cooperate, laying the groundwork for colonial cooperation in later generations and also starting to forge an identity as Americans. The English colonist were completely on their own, getting no help from England during the war. It was fought entirely with local resources.

That there are still raw feelings about this conflict, despite the passage of more than three centuries, was revealed when an article in a Rhode Island newspaper stirred up a minor firestorm when it reported that a game about the war was being designed.

As a journalist myself, I have to say that I didn't find this story an example of good journalism. The reporter apparently contacted some tribal leaders (yes, the descendants of the tribes still live in the region) and asked them for comments. It's hard to know exactly what was said to the tribal leaders about the game. It's highly likely that they were completely unfamiliar with the concept of hobby wargames or that many other conflicts past, present and future have been depicted by them, so it's natural that they had a negative reaction upon being told that someone was making a game about the biggest tragedy in their history. They protested, they criticized and they demanded that the game be dropped. Attempts by the designer, John Poniske, to reach out to tribal officials were rebuffed. To his credit, and he credit of MMP, the project went ahead. In his designer's notes he says "The purpose for this game simulation has never changed: it has always been my hope to increase knowledge and interest in this little-know, but highly influential, chapter of our country's history."

And to do that, the game will have to be played. Fortunately Mr. Poniske has designed a very playable and enjoyable little game that provides and interesting game experience and should see better-than-average table time for a wargame.

First off, it must be said that this is not a definitive, highly detailed simulation of all aspects of the war. I'm not sure there's information available to go into great detail and it's probably too risky to try it on such an obscure topic.

Instead KPW concentrates on the big picture of overall war strategy and maneuver, with questions of diplomacy, logistics and internal politics sketchily covered and the most tragic elements inferred.

The map depicts the colonies of Massachusetts Bay, Plymouth Colony, Rhode Island and Connecticut. Strewn throughout the colonies are spacces representing English settlements (red circle with a colored band for each colony) Indian villages (white circles with color bands for each tribe) and neutral spaces. linking the spaces are paths with 1, 2 or 3 "pips" that indicate the movement point cost for using that path. Normally Indian units have 6 movement points available, while the English normally have 5. Some spacesa re also linked by rivers which the Indians can always use and the English can use under special circumstances. River movement is speedy, costing just half a movement point per space.

The sequence of play is straightforward, beginning with several phases that may add new troops, followed by Indian movement and combat and then English movement and combat.

The mainstay for each side are counters depicting small groups of warriors (Indians) and soldiers (English) worth 2 Strength Points (SP) each at full strength and 1 SP when reduced. Each side's villages (Indian) and settlements (English) have an inherent defense of 1 SP, while the two forts on each side have a strength of 2. There are two "key leaders" on each side who also have a strength of 1, and the Indians have some musket counters that give a 1 SP bonus to the warrior carrying it.

Combat is conducted by rolling three dice, 1 green D6 for the Indians and one red D6 for the English and a special Event die, which I'll discuss in a moment. Generally the D^ roll for each side is cross referenced on the CRT with the number of SP in the respective force to determine a result expressed in SPs lost. For example, a full strength Indian warband with a musket (3SP) attacking an undefended English settlement will miss entirely on a 1 or 2, will cause 1 hit on a 3-5 and 2 hits on a 6. In return, the English settlement, with it's inherent 1SP, will miss on a 1-4 and inflict 1 SP loss on a 5 or 6. The first SP loss on the settlement permanently eliminates the garrison and it's marked with a "raided" counter. If another hit is inflicted then the settlement is "razed" and considered completely destroyed for all game purposes and awards a victory point tot he Indians. The English can do the same to Indian villages. Victory points are also scored for eliminating units and leaders.

The twist in the combat system is that third die, which is an "Event" die. To determine which player is affected by the die, you total the red adn green dice. If the total is odd, then the Indians are affected, even it's the British. If there's a tie then there's no battle at all (due to bad weather, getting lost, etc.).

Three of the results Panic, Ambush and Emergency Reinforcements aid one side or the other in the current battle, while the other three (spy, guide, massacre) potentially add counters for later use to one side.

Leaders are vital for both sides. Without a leader only two combat units can occupy the same space. A leader can stack up to three combat units, aids in evading combat and intercepting enemy units. Leaders can have guides attached to them to speed their movement and can have spys attached that hinder their movement. Each of the English colonies has one "captain" to lead their "companies" (stacks) Each Indian tribe has a sachem to lead their "warband." The Indians have more leaders overall, as there are nine tribes and just four colonies.

Each side also has two "Key Leaders," one at start and one that comes as a reinforcement. Key Leaders have all the powers of other leaders, plus they add one SP to a stack, allow units from different tribes to stack and they often have other special abilities.

For the Indian side the most important leader is King Philip, who starts on the map. Besides leading troops, King Philip can conduct "diplomacy" at the beginning of the turn. Depending upon how many English settlements have been razed, other tribes may join the three Wampanoag tribes in the war. For example, after 2 settlements ahve been razed, the powerful Narragansetts on the Connecticut-Rhode Island border will join if Philip conducts the necessary "diplomacy" to do so, which in game terms is simply picking Philip up from wherever he is and placing him on a village belonging to that tribe. Basically Philip can bring in one new tribe a turn so long as the Indians are burning settlements. On the other hand, if the English burn enough Indian villages then some tribes start surrendering and dropping out of the war.

The Narragansetts bring in the other Key Leader for the Indians, Canonchet, who doesn't have any special powers. The English start with one Key Leader on the map, John Winslow, who like Cononchet doesn't have any special powers other than the general leader/key leader ones.

The other key leader is a literal game changer, Benjamin Church. Historically Church was largely responsible for turning the tide after the initial Indian successes as he employed allied Inidans and used Indian-style tactics to fight the Indians instead of the less-effective European tactics.

In the game Church has a tremendous impact. Before he arrives the English can't use paths that cost more than 1 pip, they can only move three stacks and fight three battles, and they can't use river movement. After he arrives the English can use any path, they can move and fight with five stacks and stacks with Church and Indian Allies can use river moves. Once Church arrives the English can roll to receive Indian allies, which are 2 SP units that can arrive almost anywhere. The Indian movement/combat limit is five stacks all game.

Both sides have the dilemma of more things needing doing than stacks able to do it, so managing resources as well as strategy is vital. The Indian side starts with the initiative and Philip needs to do as much damage as he can to bring in allied tribes before Church arrives and evens things up between the two sides. The standard rule is for Church to enter on a die roll, but this does add a big luck element to the game and there's an optional rule that has Church arrive automatically on Turn 3. I'd recommend this for competitive play.

Both sides are to choose between trying to burn villages and eliminating combat units. Razing settlements/villages is important for tribal recruitment/surrender, a direct source of victory points and they're easier targets than stacks of troops. On the other hand, eliminating the enemy's troops can really crimp their ability to raze YOUR villages and can also generate victory point awards.

Overall victory is determined by accumulated victory points. If either side reaches 30 VP then they win immediately, otherwise whoever has the most VP at the end of Turn 9 is the winner. There are also sudden death victory conditions. If both Philip and Canonchet are eliminated then the Indians lose instantly. If both English forts (Boston and Plymouth) are razed then the Indians win instantly.

With both sides intermixed and evenly matched overall, King Philip's War is a game of opportunism and nerve. There's a pretty high chaos factor between the Event roll, Church entry, CRT results and the 1-in-6 chance a planned battle won't happen at all, so this is definitely not a game for those who hate too much luck. On the other hand it's a wild and woolly ride for players who have the nerve to try it and it should be an entertaining -- and educational -- time, win or lose.

KPW take about 2-3 hours to play, so a two-game match is doable in an evening's gaming. Set up time is minimal.

Saturday, October 23, 2010

King Philip's War first session report

Finally had the chance to get KPW on the table with the help of long-time friend and all-around excellent player Carl N. That Carl is, indeed an excellent player is demonstrated b how close this game was, being decided by a single point on the last turn. While neither of us had played before, I owned the game so I had the opportunity to study the rules and fool around with it solitaire. Carl came in stone cold.

I took the Indians for the first go around because I figured it would give him a turn or two to get into the game system. I think the Indians can't survive a bad start.

My general plan was to spend the first few turns causing as much havoc as I could in Plymouth and Rhode Island and then ship Philip out west to rampage in the Connecticut River valley while using the powerful Narragansetts to form a buffer. And this was pretty nuch how the game played out, although with some twists and turns along the way.

The first twist was a really miserable initial turn by Philip. Between canceled battles and other bad die rolls only one English settlement was razed. This meant Philp wouldn't eb able to recruit any more tribes to his cause on Turn 2. Among the disappointing attacks was completely unsuccessful raid on Edgartown oN Marth's Vineyard. The English reacted by summoning help from Connecticut by sea to make Edgartown too tough to take. Meanwhile Massachusetts Bay sent substantial forces south into Plymouth as well.

Over the balance of the Summer and Fall it became clear that the English strategy was going to be classic force on force fighting to eliminate as many Indian units as possible. Aside from devastating the Pocassets the English generally battled Indian stacks rather than targeting villages. In contrast the Indians generally avoided troops when they could, concentrating on razing settlements. Rhode Island came under severe early pressure, lsoing 3 of its five settlements before winter and one of the remaining was raided. Only Pawtuxet was untouched, largely because that was where the Rhode Island Captain and his company were stacked. While the gentleman was good at defending his home town, his 1675 attempts at offesnsive action all came to naught for one reason or another.

The English also caught a break when Church entered the game on Turn 2, so they barely had to deal with all the pre-Church restrictions. About the only thing Church didn't do is bring many Allied Indians with him.The English policy of generally leaving villages alone meant the potential allies were unimpressed.

Just before Winter Philip moved out West to recruit the Nipmucks and open a new front. Western Massachusetts and Connecticut were vulnerable with most of both Connecticut and Massachusetts troops campaigning in Plymouth. The surviving Indians in the Plymoutha nd Rhode Island areas were finding themselves hemmed in by large numbers of colonists. The surviving Pocassets took refuge in Montaup Fort and Wampanoags and Sakonnets generally stood on the defensive. Taunton and Swansea were the only razed settlements in Plymouth at this point. The Indians were ahead on victory points but not by much. Winter attrition sent home 5 Colonial units and one Indian.

The year 1676 saw Philip pretty much running wild out West, recruiting the Niantics, the Pocumtucks, the Abenakis and finally the Narragansetts into the war. Trying to bring in the Mohawks didn't seem worthwhile as the Indians already had more than five active powerful warbands available. The Abenaki effort north of Boston wasn't all that successful, on;y managing to raze Gloucester while losing an Abenaki village and a warrior to the Connecticut Company and some Massachusetts troops.

With no captains out West the colonists were pretty much stuck on the defensive, but the Colonial companies in Rhode Island and Plymouth were closing in on substantial Inidan parties and racked up significant victory points when Montaup fell and during the Sakonnet's last stand at Edgartown (which was at least razed the second time the Sakonnets went for it.

By the end of Indian combat on Turn 9 there was hardly a structure lefts standing in New England west of Lancaster/Marlborough aside from Hartford and Middletown. The last few turns Philip and Cononchet concentrated on Connecticut hoping to make th New York-Connecticut border war a sure thing. They fell a tad short, but the 5/6 chance was enough with a die roll of 3 and the Indians had 3 very important victory points. A last stab at victory on the English final turn netted 4 victory points but it wasn't enough and the final score was 28 to 27.

The different approaches taken by the two sides were reflected in the breakdown of how the points were scored. Philip's side scored three points for the New York war and one point for an eliminated English unit. The other 24 points all cane from razed settlements! The English only scored 10 points for razed villages and the other 17 points came from eliminated warriors and Sachems. No Key Leaders on either side were lost. The only fort even attacked was Montaup and it took three turns of effort by large English forces to finally fall.

Overall it was a very enjoyable game and both of us were interested in another go sometime. It too a little under three hours to play, including reading the rules.

Monday, September 20, 2010

Out of the box impressions of King Philip's War

King Philip's War would normally be an unremarkable wargame covering a little-known subject with a straightforward simple design.

But a story in the Providence Journal a few months back that highlighted the fact that a game on the topic was going to be published and spiced up with questions from a reporter to various tribal figures in the Rhode Island area that seemed designed to provoke reaction made this game stand out a bit from the crowd. Because, while the war it depicts happened a very long time ago -- 435 years to be exact -- feelings about it still run a bit raw among descendants of the Native Americans who were on the losing side of the conflict.

This is natural, of course. It was a brutal and sad war, even by the standards of the time. Only a generation earlier Europe had been ravaged by the 30 Years War, for example. Indeed, the more genteel style of warfare that would come about in the 1700s was largely in reaction to the excesses of war in the 1600s.

King Philip's War is interesting, because it probably represents the one time that the balance of power between the English colonists and Native Americans was close enough that there was an actual possibility of a strategic defeat for the British. Unfortunately for the Indians, they had only a dim sense of what was at stake and disunity reigned. Indeed, a signficant factor in the ventual Engish victory were Indians who took their side in the conflict. Even among the tribes that rose against the English there was division, and many individuals tried to stay neutral or aided the British, King Philip, himself, was fated to die at the hand of an Indian ally of the English.

The game is, by the designer's admission, not meant to be an exhaustive detailed simulation of the conflict but an easy to play wargame that highlights some aspects of the war. The factors emphasized by the game include its fluid, no-front-line nature, the fractiousness among the Indians, the unpreparedness of the English, the greater resources of the British, the large distances involved and the volatile nature of the fighting which involved militais on one side and tribal warriors on the other.

Component-wise it's a fairly typical MMP offering, with a large, full-color heavy paper map, two color player aid cards, a rulebook, also in full color and one counter sheet with large counters. There are three dice includes, two standard D6 one in green and one in red and a special custom "Event" die which adds potential random events to each combat.

I won't venture much comment on how it plays as yet, having just one solitaire session, but it solitaires pretty well and plays fast. It should be easy to play within a typical evening's time.

As far as the controversy goes, there's nothing remotely controversial about the game content aside from the same objections one could levy against any wargame. The Indian side is treated with respect and the sanguinary nature of the conflict well exposed. And I think it provides a valuable reminder that this nearly forgotten war happened.

Thursday, April 15, 2010

A better article on the King Philip's War game

The Associated Press contributed a much superior article today on the "controversy" over the upcoming MMP wargame on King Philip's War. I use the word advisedly because there's really nothing controversial about the game itself, which is a wargame well within the mainstream of such topics. It's basically a media-generated controversy caused by a reporter calling up a bunch of people who have probably never heard about wargames and asking them what they thought about a game that depicted the near-destruction of their people a few hundred years ago.

The whole affair reminds me of the old controversy in the 1970s when the German mayor of Wurzburg found out there was an SPI wargame named after his city that depicted it being subject to being hit by tactical nuclear weapons.

I do hope the game gets published because it provides a real opportunity for some teaching moments about wargames and a neglected part of history. King Philip's War was undoubtedly the closest the English colonists ever got to being driven out of the New World by force of arms.

Monday, March 29, 2010

King Philip's War developments

The game's designer, a local journalist and a professor who is an expert on the subject engage in an informative and civil discussion about the game, its origins, its limitations and its promise in an audio.

This is a positive development. Perhaps the voices of reason can make some headway afterall.

Tuesday, March 16, 2010

Ignorance

So the Providence Journal provides a forum for more ignorance about wargames as some Native American leaders are quoted criticizing the upcoming King Phillip's War wargame. From the context it's quite evident that none of them have a clue what a historical wargame might be and apparently imagine it must be something like a King Phillip's War Monopoly or CandyLand, which would indeed be trivializing. Nearly all of their criticisms would basically mean you couldn't to a wargame on any topic at all -- or at least none involving history or any tie to existing groups. Interestingly, some of the criticism seems to assume that the Indians are destined to lose. One ignoramus says that it's apparently still OK to kill Indians -- obviously ignorant that the carnage goes both ways. Indeed, one assumes that the premise of the game is that the Indians might very well have won. It was, as a matter of fact, probably the only occasion when the Indians might have driven off the English through force of arms. As valiant and understandable their later resistance might have been, all later the later Indian wars were, essentially futile. During King Phillip's War. on the other hand, the English colonists did not have an overwhelming advantage in numbers nor in technology. There's a legitimate what-if involved in this campaign and it appears to be an excellent and long-overlooked topic for a wargame.