C & C: Napoleonics: River Coa Scenario

February 20, 2012

Last Sunday I taught my brother the ins and outs of Commands & Colors: Napoleonics. He and I played a fair amount of Ancients between 2006-2008, so this was just a new twist on an old favorite for him. True to my vow to never return to a scenario until I had played through all of them once, I picked the next on my list, the Battle of River Coa. While this is a small scenario, it’s still fascinating; the British can exit units off the map via the bridge over the River Kwai Coa for victory banners if they choose. Also, each player only has four cards in his hand, so forming square drops your hand size by 25%! After a brief rules explanation, we were off and running.

Early Battle
I knew I had to drive hard to catch Mike’s units before they exited the map, but my cavalry started far away from his units. With few cards to move my cavalry, I instead advanced my infantry in the center, intent on knocking out his Portuguese light infantry before they could exit. (Also, the French infantry in the center start in range of the British artillery, so your only options are to retreat out or range or close and do damage.) Along the way, my units took some hits, but I was successful in knocking out one enemy unit.

The French center advances. The exit bridge is to the left.

However, in my haste to catch some of his units furthest away from the bridge, I advanced some unsupported light cavalry on my right, intent on catching his Rifles napping. Mike quickly formed square and sent some line infantry sailing in to drive my cavalry back and inflict heavy losses. Later on I attempted to bring in some infantry support, but they never really got in the fight.

Mid Battle
As the battle progressed, I worked to cycle out hurt units in the center and replace them with fresh troops. This worked well, and I actually managed to destroy a few British artillery units at the same time. Meanwhile, a few more British units exited the map and we were tied 3-3. Eventually the card draws started working in my favor, and I was able to move some heavy cavalry up my left flank. In a moment of daring, they vaulted over the breastworks of the beleaguered Portuguese light infantry, who were promptly cut down.

My heavy cavalry decimated the Portuguese cazadores. 

Set back on his heels a bit, my brother did what any good board game general would do–he suggested we sample some beer! I was ahead, 5-4.

General Mike distracts me with beer: Widmer Brothers’ IPA, to be exact.

Late Battle
After the break for beer, the few remaining British units set up in the most defensive posture possible on the hills in the center and on my right flank. I took my time, cycled in fresh troops, and brought up more heavy cavalry to fully block off the approach to the bridge over the River Kwai Coa. I focused on my goal and used the the tactical advice I received from a recently-arrived comrade, fresh from a rejuvenating nap:

Getting some help from my military advisor, Colonel Sweetpea.

The British tried to end it all in a grand charge of heavy cavalry, but my seasoned grenadiers took them out and thus ended the battle. The French won, 6-4.
My brother’s “losing face.”

This was a simple, short, and exciting scenario. The overwhelming size of the French force is mitigated by the distance they have to cover before the British slip away, and the small hand size makes every decision to “form square!” agony. I look forward to playing this again once I’ve played through the entire scenario book once. If I play the British in the future, I plan on moving my crack rifles into the fortifications that protect the approach to the bridge. From there,  they can pick off any French troops trying to cut off the Allies’ only exit.


When It Rains It Pours

February 13, 2012

Much like John, I was also clamoring to get back into some gaming over the holidays. I thought I would get a great day of gaming in on Black Friday as my wife and I were hosting a game day for all those people who didn’t go shopping. Unfortunately a stomach flu affected me, my wife and my oldest daughter so the gaming plans were scrapped. This lead to a drought of gaming in the early part of winter due to my #1 gaming partner, my wife, busy baking and crafting various things for Christmas.

But the long holiday weekends over Christmas and New Years started a gaming binge that lasted a couple of months! Below are some of the highlights:

Blokus: I gave my parents a copy of this game so now when I visit we usually get a game of this in. My sister’s family was in state to celebrate Christmas and I was able to get a few games in with of my nieces and nephew. After our first game, which I won, I made the mistake of letting them know I had never lost a game of Blokus before. I was immediately destroyed in the next game… and the next game after that. That will teach me to keep my mouth shut.

7 Wonders: My 4 siblings and I draw names for buying Christmas gifts for each other each year. This year I drew my younger sister’s name. She’s been getting into board gaming and I thought she would enjoy 7 Wonders. We let her open this gift the night before the others so that I could teach her (and other family members) how to play the game. I think I lost some people while explaining the rules, but I assured them that once you start playing it’s actually a simple game. After the first game we played again and it was a hit. I played several more games of this over New Years when my sister stayed at our place for a few days. I find myself really liking this game: quick playing, always involved and you get to create a civilization in just 18 card plays.

Zooloretto: As Jon mentioned, my wife and I were finally able to host that game day. We were rescheduled for Martin Luther King Jr Day since I had the day off from work. Our Priest was able to make the game day and my daughters and I were able to get in a couple of games of Zooloretto with him. It was nice to hang out with Fr. Mike outside of church – I think the girls especially enjoyed that. I don’t remember the scores, but we all had a great time creating our zoos.

Age of Conan: Later in the month Joe, Russ and I sat down to capture treasure and women and slay some monsters. Russ and I spread our armies across the board and were scoring points for the first age. Joe didn’t score a single point, but his emissarries were out filling his coffers. After the second age Joe got on the board, but still lagged in points. However, he was moving Conan effectively and was able to crown him king. That swing in points along with some military progress in the third age catapulted him into first place by the end.

The gaming binge culminated this past weekend with another game day. This time it was the Minnepolis Board Game Madness on Saturday. This is a monthly meet-up of local gamers to spend a weekend doing what we love. With the kids at my parents house it gave my wife Jess, and I the opporunity to play.

St. Petersburg: Our first game of that day was St. Petersburg with Greg and Trish. Greg was new to the game so I was explaining the rules. After hitting all the points, I finished by telling him how the game ends: when one of the decks runs out the game ends after that phase. Trish stopped me and told me differently – we finish all of the phases of that round. She was certain and after a rules check I realized she was right! Jess glared at me. I’m pretty sure a few of the recent games where I had bested her would have been different had we been playing it right… I think we’ll be getting this to the table again soon to play it correctly. The game finished with Trish scoring huge bonus points with 9 aristocrats to give her the win.

Cuba: After lunch Jess and I were joined by Brian and Nadine for a few games. One that I taught was Cuba – I kept the rules close just in case! I got off to a good start using my Large Branch Office to ship plenty of products. But my wife was able to get a Distillery and Rum Cafe together to churn out VP. Brian and Nadine got their little plantation engines going as well. At the end of the final turn we paid our final taxes and duties and awarded the bonus points for buildings. The final score was 71VP to Nadine, Brian and Jess finished with 72VP and I eeked out a victory with 73VP. A very exciting finish to a close game.

I’m sure I’ve averged at least a game per day over the last couple of months and it’s been a blast. I’ve learned new games and played some old favorites. I played with family, friends and complete strangers and had fun the entire time. Hopefully I can keep up a steady number of plays through out 2012.

Now I need to get back to the Kremlin to plot my next move…


Twilight Struggle Session Report: The American Perspective, Early War

February 13, 2012

A few months after Rick and I concluded our Washington’s War play-by-email showdown, I got the itch to match wits once more. But flintlocks weren’t enough; ICBMs were needed. So we started a game of Twilight Struggle using ACTS and VASSAL in early January. And while I won’t give every last gory detail, I will be providing some commentary about our play styles and what we learned.

Setup
A coin toss determined sides; I settled into the virtual Oval Office as President Ron Jojers, while Chairman Rickatov moved his family to the Kremlin. We elected to play with the optional cards included in the third edition, but not with the “Chinese Civil War” variant. The initial card draw yielded the following hand:

U.S. Hand: 4/US & Japan Mutual Defense Pact*, 3/Warsaw Pact Formed*, 3/Duck and Cover, 1/Captured Nazi Scientist*, 2/Korean War*, 1/CIA Created*, 2/Defectors, 2/Olympic Games

Not bad! I like getting one-time Soviet cards out of the way early if possible.

Rick’s initial placement is standard: 3 influence points (ip) into both Finland and Poland. I counter with my standard placement: 4 ip into West Germany and 3 in Italy.

Turn 1
Man, I love Defectors as a headline. I immediately cancel Socialist Governments, which I think takes the wind out of the Soviet sails right away. We see the usual successful coup in Iran, but Rick uses Marshal Plan to do that, so I get early influence in Europe. I gamble and make my coup attempt in Iran, and actually manage to eliminate Rick’s influence there. He keeps placing influence around the Middle East, so I engage in more regime change and take Iran back for good. I am also lucky enough to get into Libya (this can be shut down by the play of Nasser, and it will get me in the back door in Africa later). Rick does have Middle East Scoring, and I use some Captured Nazi Scientist[s] to get ahead in the space race. Turn 1 ends with the US up by 5 victory points (VP).

The board at the end of turn 1 (click for a larger image).

Turn 2
U.S. Hand: 
2/ Formosan Resolution*, 2/Decolonization, 4/Red Scare/Purge, 2/Cambridge Five, 3/NORAD, 0/Asia Scoring, 1/Nasser, 2/Korean War, 4/China Card

Again, I’m feeling pretty good. The China Card got passed to me in turn 1, and I have Asia scoring. I held onto Korean War last turn, and I’m hoping to play it once I mitigate its effects by taking some of the nearby countries. The turn starts with Rick driving hard for Western Europe; he headlines DeGaulle Leads France, follows it up with influence to gain control, and seals the deal with Europe Scoring. We’re now at US +4 VP. Meanwhile, I try to mask my intentions by playing ip into Europe and Asia, splitting each card. I pick up India and Thailand before playing Asia Scoring. This nets me 6 more VP, for a total of US +10. Rick starts a weak coup in Thailand after I score the region, and I start a successful coup in Iraq, thinking ahead to the next turn’s reshuffle. Unfortunately, Fidel shows up and the Russians are now in Central America.

The board at the end of turn 2 (click for a larger image).

Turn 3
U.S. Hand: 
4/NATO*, 2/Olympic Games, 4/US & Japan Mutual Defense Pact*, 3/Eastern European Unrest, 2/Decolonization, 1/Nasser*, 2/Special Relationship, 3/De-Stalinization*

This is the turn where you shuffle the discards back in, and unfortunately, I received no scoring cards so I have little idea of what’s coming. Rick sees his chance and headlines Indo-Pakistani War, which fails, while I incite some Eastern European Unrest. I gamble again with a phase one coup, trying to drive Fidel out of Cuba, but it fails miserably! (Maybe I would have been better to re-align.) We each spread influence around the world; I get into Africa via Libya, while Rick starts uses De-Stalinzation to get influence into Mexico and Venezuela. We see no more scoring cards, but…gosh, I’m embarassed to admit this, but…Rick plays Blockade and I don’t have anything to counter. Whoops. Guess the Berliners starve, the President backs down, and the Soviets are all up in West Germany. Hmm…that’s a problem. However, the only VP change goes my way (“We have a Special Relationship with the Brits, don’tcha know”), and I get out of the Early War with a comfortable 12 point lead.

The board at the end of turn 3 (click for a larger image).

We’re in the thick of the mid-war turns now, so expect an update in a few weeks!


Holiday Gaming and Getting Back into the Swing of Things

December 30, 2011

Well, the dearth of posts recently is a direct result of the small number of games I’ve been playing. But once I went on Christmas break, I planned to change all that. Here’s an excerpt from an email I sent to my family a week ago:

I am desperate to play a board game with you. 
I pine for the moment when I hear my brother scream, “Don’t touch my men!”
I wish so badly to see Dad’s Lex Luthor plans come to naught. 
I want to win (or lose) Power Grid to my sister-in-law by a margin of no cities and $1. 
I desire to lose to the Wifey in Man-ovaries. [Editor's note: this is code for Manoeuvre]
I need to hear Mom call someone “an ass” in the heat of the moment.

By and large, my gaming plans were realized with both my family and my in-laws. My wife and I ended up participating in seven games Dec. 23-27. Here are some of the highlights:

Funglish: We got my mom this game for her birthday but no one had yet had a chance to play it. Five minutes of reading the rules and we were off and running. This game is fast and furious, especially with great guessers like my sister-in-law. I also like that you play with a partner when you are the clue-givers, but in the end your score is your own. (I beat my sister-in-law out by one point.)

Manoeuvre: My wife, Sara, and I played this the afternoon of December 23 against each other. As our last bout was in late August, we were both a little rusty. Sara played the doughty Americans, while I took the wily Spanish. However, I was beaten in a nightfall victory. Sara outmatched me early on and took out some of my units, but played cautiously and went for the long game. (I lost by 1 point.) All in all, this was fun game, and it reminded me that I need to play Manoeuvre more often to keep up my game. Also, we’re thinking of playing with chess clocks next time!

Power Grid: My family started this at 8:30 PM on the 23rd and ended at 11:45. Phew, what a meatgrinder! We had a lot of fun though. Again, I reviewed the rules with everyone and we were off and running. We played on the Germany map but blocked off the easiest starting region in the west, which made this game a bit expensive for each company. My brother quickly cordoned his wife’s territory off, and hilarity ensued as she stewed! After a slow start, I got my company’s “engine” running and expanded in the northeast, winning by a margin of two cities with plenty of cash left over.

After a short Christmas Eve drive to my in-laws’ new house, it was time for…

Dirty Clubs: I don’t know why, but we all love this card game, a variation on bid euchre. It’s a simple trick-taking game that I am terrible at. Yes, you, dear reader, can bear digital witness to my three last-place finishes at a table of seven people. Ouch. And no, I will not blame the lateness of the hour or the fine craft beer that may or may not have been involved. As always, hilarity ensued whenever we entered the last round of play, in which each player draws a card and sticks it to his or her head, “Indian poker” style, before bidding.

Best of Tribond: We started this game late, and it took hours to play, but that’s probably because my sister-in-law and I, dubbed “Team Beer Face,” were causing too much mayhem. Although we didn’t win, we had a blast and came in second. I love this game and the style of the questions: “What do an arrow, stairs, and an airline have in common?” “Answer: they all have flights.” However, it was older entertainment questions which did us in, as my partner and I are both in our 20s and don’t know a lot about older TV shows and the like.

All in all, it was a great way to end the year with some laid back gaming. Next week, look for my 2011 retrospective–it’s good, bad, and ugly!

The bitter end for my Spanish troops!
“Our country is addicted to oil.”
End of the game. (I played black.)

Washington’s War Session Report: The British Perspective, 1778-1779…and the End

November 2, 2011

This report continues the Washington’s War game between Rick and me.  Check out the links below for the previous parts:
American 1775
British 1775
American 1776-1777
British 1776-1777
American 1778-1779

Year: 1778
British Hand: Major Campaign, 1 op, 1 op, 3 op, 2 op, Hortelez,  Thomas Paine

Hm, this looks like a slightly better hand for moving troops around the board, but I still have to deal with American events. I open with Major Campaign, execute a landing party in Baltimore, and move Clinton down from Canada to Baltimore. Meanwhile Cornwallis and company move to attack Gates’ force in Alexandria, VA, where they win easily. Rick raises a decently sized American army in Delaware, so I bring more reinforcements into Baltimore (it’s now my central supply depot…). After some PC placement in Virginia, Cornwallis moves through Baltimore to get reinforcements, and proceeds to boot Lee’s army out of Delaware. After a few more PC placements, I am in control of Georgia, North and South Carolina, Virginia, Delaware, and Canada. And as the year comes to a close, Maryland is soon to fall into my hands…

The end of 1778/start of 1779.

Year: 1779
British Hand: Minor Campaign, 1 op, 1 op, 1 op, Marblehead Regiment,  Thaddeus Kosciuszko Constructs Engineering Works, War Ends in 1779

Finally we see a “War Ends” card. Now I just need to time things correctly and victory should be mine. I take the initiative with a Minor Campaign and knock out the Continental Congress right away. Howe and his large army finally move out of Boston and take Rhode Island easily. Okay, 1 more colony in my hands and Rick has no easy way to place PC markers. Things are looking good. Rick raises troops in South Carolina, but I’m pretty sure he can’t do too much damage down there at this point in the game. So I begin placing PC markers in New Hampshire to distract him. He reinforces his New England armies and I start worrying Howe might get attacked, but I decide to keep him off balance by going on the offensive once again. General Burgoyne moves deeper into Maryland and knocks out Gates–at the end of the turn Maryland will now flip to British control.

As the turn is coming to a close, Rick comments “Where are all the ‘War Ends’ cards?” “Funny you should say that,” I reply, and play at long last The War Ends in 1779. The final tally is 8 British colonies to 5 American colonies. Rick probably summed it up best: “Poor America. Back to tea at 4pm, driving on the left side of the road, horse races run clockwise, and erasers called rubbers…”

This Washington’s War match was strange for several reasons. We never saw a single “War Ends” card until turn five, there were very few American attacks, and the British were very aggressive. Maybe this just goes to show us how replayable this game really is. We did have a lot of fun doing this, and hope that you, dear readers, found it to be a lot of fun too. Feel free to tell us all about our many sub-optimal moves in the comments. And look for more PBEM action to come!

The war ends. Victory!

 

 


Washington’s War Session Report: The American Perspective, 1778-1779

October 24, 2011

This report will continue the Washington’s War game between John and I.  See the links below for the other parts:
American 1775
British 1775
American 1776-1777
British 1776-1777
Now on to the next two years.

Year: 1778
American Hand: 3op, 1op, 1op, Nathan Hale, American Martyr, Lord George Germaine Offers Royal Amnesty, Jane McCrea Indian Atrocity Sparks Outrage, Joseph Brant Indian Leads an Iroquois Raid
I end up with several event cards this turn. That’s probably good since it looks like I may be without the Continental Congress this turn.

And the British start their advance with a Major Campaign. John moves his forces into Baltimore and takes out Arnold. I’m a bit confused why John didn’t just move straight into Delaware. So I take advantage and bring in some reinforcements there. But then the British advance slows. I use my events and the rest of my ops trying to add more American control to the board and reverse some of the British gains in the South. With no end to the war in sight and the British poised to pounce next turn, things aren’t looking good.

The start of 1779

Year: 1779
American Hand: 3op, 2op, 1op, 1op, Hessian Infantry Bayonet Charge, Lord North Offers a Royal Amnesty, Don Bernardo Galvez Captures Pensacola
Dang… three worthless event cards. I’ll have to be careful about how I get rid of the Lord North card I really don’t want to see that played against me. I’m still surprised we haven’t seen any the War Ends cards.

John is able to strike right away again starting with a Minor Campaign that targets Philly and the Continental Congress as well as Rhode Island. The Congress is dispersed and I’ve lost more colonies. The only silver lining is that I am able to discard the British events during the battles. Although, in hindsight I probably should have considered using them.

I then focus on a counter attack for next turn. I don’t have the strength this turn but I may be able to turn things around then next. My Generals are positioned to flip afew more PC markers at the end of the turn. The South is one turn away from really getting turned around. Hopefully I can turn it around in the next turn because right now it’s not looking so good.


Washington’s War Session Report: The British Perspective, 1776-1777

October 19, 2011

This report is my perspective of the next two years of the Washington’s War game with Rick.  The first two parts can be found here and here.

Year: 1776
British Hand: 2 op, 2 op, 1 op, 1 op, Minor Campaign, Hortelez et Cie, Josiah Martin Rallies Loyalists

As the British player, this is an okay hand. I really like the Minor Campaign, but the lack of 3 op cards is getting a bit frustrating. As Rick mentioned, he had forgotten to move Mr. Washington to winter quarters and thus has to spend his first card getting his army reinforced. I decide to move aggressively and send Burgoyne and company to Charleston, SC to kick out the pesky rebels. This is pretty easily done. After flipping and placing markers in both SC and MA to keep General Rick guessing, I land Cornwallis in New Bern, NC. Eventually this force moves to Norfolk, VA to kick Gates and his force out. Meanwhile, Rick is placing markers as quickly as he can in VA. He sees that I’ve locked up the South and is trying to set up a barrier of PC markers in VA to slow me down. But I will not be stopped!

The end of the 1776.

Year: 1777
3 op, 3 op, 2 op, 2 op, 1 op, 1 op, Light Infantry (discarded and picked up The Gamecock)

This is a hand on par with last time, and I’m happy about getting a fun British battle card too! It’s tempting to use the 3 op cards to move around some of my slower generals, but I think that Howe is best kept in Boston as an “army in being” and there’s not a lot of damage that Carleton can do up in Canada. So I use two consecutive plays of 3 ops cards to drop PC markers all over the place. Some of these are immediately countered (like my play in Genessee, NY), but Rick is countering by moving armies onto the spaces and letting them sit there. That just means fewer armies coming south to deal with my heavy hitters.

I move Burgoyne and his small army to Charlottsville, VA, hoping Rick will attack, and attack he does! We both lay down combat cards, but I get the better of him. Then it is time to move Cornwallis further north. The year ends with an American army popping up behind me in SC, but I can at least bring in reinforcements down there to deal with it.

At the end of the year, I feel like the game is starting to swing in my favor…

The end of 1777.


Washington’s War Session Report: The American Perspective, 1776-1777

October 11, 2011

This report will cover the next two years of the Washington’s War game between John and I.  The first two parts can be found here and here.

Year: 1776
American Hand: 3op, 3op, 3op, 2op, 1op, 1op, Minor Campaign
This time my hand is much better operations point-wise.  I again opt to go first to continue to act and hopefully force John to react.  But my first move is to put 3cu with Washingtonto try and recover from my big first turn mistake.  If I don’t reinforce Washington I risk Howe taking him out.  The mistake is quite costly.  I use the rest of my turn to place PC markers.

Near the end of the turn I move Lafayette and his 3cu to Fort Detroit to score an easy American victory.  The French alliance marker is now at 5.  The British meanwhile continue to slowly creep up from the south and take out Arnold on the way.  I’m not too worried about that though as the American troops just act as speed bumps in this game.

The end of the 1776

Year: 1777
American Hand: 3op, 2op, 2op, 1op, 1op, Minor Campaign, “Mad” Anthony Wayne, 2op
The Americans usually do better off when they aren’t aggressive militarily.  Just use the American forces to slow down the British advance.  However, with the French Alliance at 5 and the +2 drm battle card, all I am thinking is where is my next battle going to be!  I start by reinforcing the south by moving Arnold back into Virginia.

Then John starts hitting me with 2 consective plays of placing PC markers in 6 locations.  The board is getting red.  I start to look for ways to isolate those markers.  I see two spots and take one with a one op card.  Moving Lafayette to Genesee, NY, cuts off one British PC marker and it’s bait to set a trap for Carlton.

John doesn’t bite and instead sets his own by moving Burgoyne into Virginia.  I take my chances and attack with the help of “Mad” Anthony Wayne.  However, the British bring their Light Cavalry so it turns into a straight up die roll and I lose.  Losses are minimal though.  John continues to press north so I bring in Lincoln and 2cu into South Carolina to try to shake things up a bit and reclaim parts of the south.  The distraction seems to work as John brings in his reinforcements into the south.

With my last plays I try to position my armies to avoid too much isolation but it’s not looking good. But then The Gamecock: Thomas Sumter is discarded and I grab that to shore up any isolated PC markers in the south. I’m still feeling OK, but I think the tide is turning.


Washington’s War Session Report: The British Perspective, 1775

October 8, 2011

As mentioned in Rick’s previous post, we played a game of Washington’s War via ACTS and VASSAL from August to September. What follows is my perspective during the first turn.

I’ve played the Americans far more than the British (6 v.s. 3), so I decide to play against type and choose the forces of the grand 18th century empire. Rule Britannia, down with the rebels!

British Initial Marker Placement (For the King!):
Wake, NC
Fort Niagra, NY

My strategy here was to open up the backcountry a bit up north, and to force Rick to keep spending points in North Carolina to keep up with me.

Year: 1775
British Hand: 2 ops, 2 ops, 2 ops, 1 ops, Pennsylvania and New Jersey Line Mutinies, Nathan Hale: American Martyr, Benjamin Franklin Appointed Minister to France

Ick, ick, ick! Already I have no good way to move generals Carleton (Quebec) and Howe (Boston). This means Clinton will likely stay in the leader box too. Also, I’ve got to deal with two American event cards. The Mutiny card is a godsend, however. I’ll wait until near the end of the turn to ditch Nathan Hale and hope Rick doesn’t have an ops card to snatch it up.

I’m a little surprised that Rick’s first play is to raise an army in VA; this is usually the time to start plunking down political control (PC) markers right away. I adopt the southern strategy and bring General Burgoyne and 3 combat units (CUs) into St. Mary’s, GA. My plan is to lock up the larger southern states first, then strike north from a position of strength. I spend the next few card plays locking up all of Georgia and linking up to the Loyalist backwater towns in South Carolina. (In hindsight, it would have been better for me to cause Rick’s lines to Mutiny first…this was a misstep on my part.)

By the end of the first turn, I’ve got a pretty strong position, holding GA, SC, NC, and Canada. While it isn’t enough to win the game at the end of 1775, it’s about what I hoped for. And Washington’s failure to move into winter quarters just makes me smile a bit. The only downside is that the French Alliance track is moving in the wrong direction…

The end of turn one...


Washington’s War Session Report: The American Perspective, 1775

September 29, 2011

Over the next week or two John and I will be posting a session report of our recent game of Washington’s War. We decided to play-by-email (PBEM) using ACTS and VASSAL for a few reasons. First, it gave me a chance to use VASSAL. I’ve used Cyberboard in all of my other PBEM games but hadn’t tried VASSAL yet. Second, as John and I have both mentioned before, PBEM is a great chance to dive deep into a game and understand the rules. This was especially helpful for me since John has a few more plays of the game than I do. Third, we are both busy guys so getting together for a game can be tough. Playing this way allowed us to get game turns in between work, family and other obligation. Finally, it allowed us to take some notes as we played so that we could post a bit more in detail session report… so here we go!

Washington’s War: John vs. Rick
John chose the British forces and I took the Americans. I have only played as the Americans so far so I felt pretty comfortable with them.

American Initial Control Placement:
Savannah, GA
Camden, SC
Salem, NC
Richmond, VA
Frederick Town, MA
Reading, PA
Morristown, NJ
New York, NY
New Haven, CT
Falmouth, MA
Concord, NH
And RI and DE
My initial placement strategy was to put in places where the Brits would have to work to get them back. A specific example is Falmouth, MA. If John wanted to flip that he’s going to have to move somebody over there and I don’t think he would expend resources to do it. I soon realize I probably should have covered some of the ports better to prevent Brits from showing up where I don’t want them.

Year: 1775
American Hand: 3op, 2op, 1op, 1op, 1op, 1op, 1op
This hand highlights my biggest problem with this game. The deck of cards is very large because of the separation of events, end of turn, battle cards, and operation points. This means hand you are dealt each round can vary wildly. In other games you can usually do damage control with each hand, but I find this game less forgiving. But it’s early in the game so time to just start plopping down control markers.

I choose to go first and put Arnold and 3cu to Alexandria, VA, to protect the Congress from the south. Then with my 2nd card I put PC markers into Baltimore and Long Island to protect my ports. Playing my only two big cards right away my have hurt me but I wanted to start off strong. I’ll bring in my other reinforcements later when I have a better handle on what John is up to. I put down another PC marker and then John hits me with Pennsylvania and New Jersey Line Mutinies – no more PC markers this turn. I bring on Gates and 1cu to Albany to put a speed bump in the way from any northern aggression. I then move Arnold down to Norfolk, VA, to flip that at the end of the turn. John discards “Nathan Hale, American Martyr” but I can’t grab it with my remaining 1op card so I just discard it. John then is forced to play “Benjamin Franklin: Minister to France.”

The game board at the end of 1775. So far so good.

Then John points out my big mistake: I forgot that Washington is not in a Winter Quarters space so Washington is now down to 2cu. That discarded card DID have a use and I missed it. But with the French Alliance up 4 spaces I’ve got my sights set on the lone unit in Fort Detroit.

I’ll pause here and let John update you on his side of the story.