Showing posts with label Twilight Struggle. Show all posts
Showing posts with label Twilight Struggle. Show all posts

Saturday, October 29, 2011

Some other new stuff come in





A few other new arrivals of note:

Victoria Cross II (shown above). This is a redo of the venerable (and inaugural) Worthington Games title. Major difference sin presentation include an overhead view of the Rorke's Drifty battlefield (instead of the perspective view used before ) and cardboard counters in place of the wood block. sticker combo of the earlier version. Major content differences include the addition of the complete Battle of Isandlwana as wella s the original battle of Rorke's Drift. I played the Isandlwana battle and got crushed as the British! Very historical, I'll need further plays to assess whether the British have a decent chance or I just played very badly the first time!

Napoleon's War II: The Gates of Moscow. Been awaiting this one and I expect to try it it next week. No surprises in the presentation.

Got some custom dice for Twilight Struggle and for Labyrinth. No special reason aside from the fact that they look cool.

Two cases of War at Sea's newest expansion, Surface Action. This was a very successful case purchase, as I got all 16 rares between the two cases. Some intersting models and intersting additions to the game system. The game badly needs some additional "official" scenarios that will play off some of the new special abilities and units. Right now the Standard dueling force scenario is really the only one well supported. THe Convoy scenario is still broken and virtaully unwinnable for the convoy player. Fixing that scenario and adding one for amphibious landings would be a big boost.

Sunday, March 14, 2010

Unexpected outcomes

The redoubtable Mark K. came by on Saturday for a day of gaming which ended up being full of unexpected outcomes. We started off the day with a match of Hold the Line playing the Quebec scenario from the Clash for a Continent game. The unexpected part was that the French won both times in a battle where they lost quickly and decisively in history. We ended the day with our first game of Serpents of the Sea, playing a duel scenario between the Shannon and the Chesapeake. The unexpected part of that game was a long, knock-down drag out fight between the two ships -- again a battle that ended historically with a quick and decisive victory for one side.
The bulk of the day's session was playing Twilight Struggle.

More than any game I've played in years I still feel completely at sea while playing it. So much so that I haven't even developed a sense of how to put together a narrative for a session report. Mark and and agreed that there was an awful lot going on and in our second game we were just beginning what promises to be a long learning process.
Overall the Early and Mid war games were pretty much a wash, with neither side able to make much headway one way of the other. Generally my USSR tended to keep the VP marker slightly on the Soviet side of the track, but Mark's US was able to keep things close enough that he had a reasonable expectation of making headway in the Late War. There were a number of scoring card plays that ended up with a relatively marginal haul for either player. Mark was generally ahead in Asia and the Middle East while Europe was very much contested. Both players tended to have a lot of influence spread around in Europe but had trouble controlling many nations.
Mark K.'s USA scored somewhat of a coup by getting the Africa Scoring Card discarded without scoring after the USSR had devoted considerable resources to building a strong position there.

The last turn of the Mid War period saw what turned out to be a critical turn-long battle for control of South America that ended up with the USSR scoring Control for a significant swing of around 10 points that ended up with the VP marker at around 15 for the Reds.

The game came to an unexpected end early in the first turn of the Late War period due to this card:


I used ops to coup a couple of countries, driving the DefCon down to 2 and then played this card. Being ahead by 15 at that moment I could give Mark's USA the 6 VPs while still remaining comfortably ahead on points. It seemed like an anti-climactic end to the game in many ways, although I felt pretty good about my chances going into the Late War anyway.

I'm pretty sure neither one of us will be caught by THAT card again, though, now that we have seen it in action. I think that's how it's going to be with Twilight Struggle -- a long series of harsh lessons on the way to basic competence. What a game!

Sunday, January 31, 2010

Game Expedition report -- A Bad Day for the British

Well, the inimitable Mark K. and I got in a full day of gaming, and as Mark's suggested Blog Post title hints, it wasn't a good day for the British.

We started out with a match of Hold the Line, playing the Montmorency Falls scenario. This battle was fought on July 31, 1759. It was Wolfe's first attempt to attack the French army near Quebec and the historical result was a bloody repulse for the British.

The set up is shown below:



The French army is ensconced in a strong position atop hills, behind a stream and in some redoubts. The British have to either fight their way across the stream or ashore from boats.

Our first game saw Mark's British elites gamely battle their way through the French right flank despite heavy losses. My French troops concentrated on reducing the Elites down to 1 Mp instead of trying to finish them off, on the theory that it was more important to reduce their chances of passing morale checks for close assaults. This generally succeeded, but it meant that the British firepower was not reduced and it got really close at the end, with the British getting 5 of the 6 VPs needed to win (1 VP marker, 2 militia, 2 regulars) . I was worried that a lucky shot might pick off a leader and give the Brits the win, so I pulled the leaders out of range. Hindering the British effort considerably were casualties among their leaders as both Wolfe and Townshend fell.

The flip side game was much less competitive, as every effort my British made to advance was met with a hail of effective fair. As a matter of fact, my British ended up taking 23 hits from the French before finally inflicting one. Needless to say, I wasn't able to dig my way out of that hole and the British went down to a resounding defeat, scoring no VPs at all while losing 7 units.

Our main event was our mutual first game of Twilight Struggle. I'm not sure how to frame the narrative for that one, as I'm still digesting the game. It's very interesting, however, and I expect to play it again. Mark did win our first game as the Soviets in the Mid-war period (and so the British were on the losing side again).

Dessert was a match of Columbia's War of 1812. I took the first game as the United States, where the war went well in the West while both sides danced around a bit on the New York front. Losses were relatively low and the game ended up being decide by a vary large battle in New York, with the US winning by 11 points. The second game was much bloodier and wild all around, which tended to help Mark's Americans, although 1812 went well for the British, who were able to capture Albany. They were, however, unable to hold it and Mark's Americans were able to battle back from the 1812 deficit. My chances for a coming back to force a draw suffered blow when my big 1814 reinforcement army brought just one 4-factor British regular and no less than 4 militia!. Meanwhile the Americans had taken Detroit and swept through the West. An American army fought its way from Albany to Quebec. The British were able to destroy it, but chasing them down cost valuable time and the game ended up with Mark's American having exactly 10 more victory points and the win.

The final result was three wins for Mark, two for me and a fine afternoon and evening of strategy.

Thursday, January 14, 2010

Making choices -- Why I bought Twilight Struggle

As I noted a few days ago, at least 212 wargames or expansions were published in 2009 alone, a truly amazing number. Such a vast selection means that choices have to be made. Unlike the old days when Avalon Hill published one or two games a year that everybody learned to play, today's environment means a player has little hope of ever playing all the good games that are out there.

Given that I don't have an unlimited budget (and I spend more than I should anyway) I've tried to be more selective in recent years. Among my criteria are that a game is likely to be played (so it should be reasonably popular) and that the topic or theme appeal to me in a more than superficial way.

Many don't consider Twilight Struggle as a wargame, precisely, but it's definitely a history-based game. It's one of the top sellers and rated games on BoardGame Geek so I feel confident I'll get the chance to play it often. But the biggest attraction for me is that it's largely a personal history as well. As a Baby Boomer born almost exactly a decade after the end of World War II, the Cold War was the war I grew up in, went to school during and even served my initial military career in. Many of the Mid-War and Late-War cards reflect "current events" for me, not history!

In game terms, I was born in the last half of Turn 3, on the cusp of the changeover from Early War to Late War. So, while I didn't have personal memories of The Suez Crisis (card 28) or The Korean War (Card 11), they were very recent history and in some cases had personal meaning. My dad fought in Korea, for example.

Turns 4-7 represent the Mid-war period in the game, and 5-7 basically correspond to my years as a school kid. I was too young to understand the Cuban Missile Crisis (Card 40) but I was old enough to sense the fear in the air. The "Lone Gunman" (Card 62) struck with distressing regularity and the world was full of change with Flower Power (Card 50), South African Unrest (Card 53) and the ever-present Arms Race (Card 39). We wound down the Quagmire (Card 42 in Vietnam) while I was in high school, so I missed it, but it was foremost in everybody's minds. I knew people who served and naturally all my ROTC cadre in college were veterans. Nearly every single Mid-war card has personal significance. I remember watching "One Small Step ... " (Card 80) on TV and waiting in gas lines due to OPEC (Card 61). Oh, yeah, and I became a wargamer on Turn 6!

Turns 8, 9 and 10 represent the era when I played my small active role in the affair. During Turn 8 I was an ROTC student, and we studied the "Next War" actively. SPI started publishing games examining the tactics and strategy of a potential World War III. It was a time of conflicting emotions. I worried about Reagan's talk about "An Evil Empire" (Card 97) but I had to say he was right, and I generally thought that his play of Star Wars (Card 85) and Tear Down This Wall (Card 96) were good ones, even at the time. I didn't think the US had anything to apologise for in opposing Communism. Of course, every play wasn't a success, and events such as the Iranian Hostage Crisis (Card 82), Marine Barracks Bombing (Card 88) and Iran-Contra (Card 93) were reminders that we were definitely locked in a existential struggle.

During Turn 9 I completed my military education and I deployed to Germany, staying there halfway through Turn 10. It was a time of high tension, with Terrorism (Card 92) coming too close for comfort. One day my family and I returned home from the post exchange only to hear on the radio that just 15 minutes after we left a bomb planted by Red Army Faction terrorists had gone off within yards of where we had been. Of course, we had no idea that we were in the "Late War" period and that by the end of Turn 10 a combination of Glasnost (Card 90), John Paul Elected Pope (Card 68), Solidarity (Card 101) and Pershing II Deployed (Card 99). among others, would bring the "game to an end. I'm still amazed that things ended the way they did. I don't think many people foresaw that the Soviet system would fall without at least one "throw of the die" to use the military force it had built up at such great expense.

It still seems that the most likely end to the "game," even in hindsight, was DefCon 1.

Thursday, December 17, 2009

Out of the box, Twilight Struggle

I've long intended to get this game. Besides being very well-regarded as a game, it also has a lot of personal interest for me as a Baby Boomer -- it's not just history to me!

Just about the time I was thinking of getting it, though, I heard about the Deluxe Edition GMT was planning, so I decided to hold out for that.

It arrived yesterday and naturally I haven't played it yet, but I thought I'd share a few out-of-the-box impressions.

First off, the box itself is impressively tough. It's one of GMT's "armored boxes," and it should last a looooong time.

Inside the box is a very nice, solid mapboard and a full-color, lavishly illustrated rule book with a 3-turn example of play.

The cards are first rate, the counters thick, euro-style affairs and four player aid cards. I think they intended on including two, but the first run came out too flimsy, so they included a second set on firmer cardstock, or so it appears, as two of the aids are lighter stock than the others. There are some baggies for the pieces and a couple of dice (one red, one blue in a nice touch.) Oh, and the box has an insert that will keep everything from rattling around.

Altogether a first-rate presentation. I'm looking forward to the first game.