Played through the Middle Years scenario of Liberty or Death: The American Insurrection. This is part of GMT’s counterinsurgency or COIN series. LoD is not my usual “wargame” because this is not a game of a “war” as much an exploration of the politics of the time. Conflict is here, but it is just one “tool” in a faction’s kitbag of options.
I have read on BGG where some people find the rulebook a real mess. I disagree! Maybe it is my grognard background and years of Star Fleet Battles or Squad Leader or any number of Richard Berg games that clouds my thinking. That’s not to say the critics are stupid; the game is difficult to grasp at first because – as I see it – LoD is not a pure Eurogame nor is it a pure wargame. To play takes a different thought process.
Playing my first game was a bit of a challenge. In the first year of play I had to constantly refer to the Rulebook and the Playbook for clarification. By the second year of play I started to find the rhythm of the game, and by the third (and final) year I actually started “playing” the game; that is, I started making moves based on some form of strategy. The winners and losers of my game are not worth mentioning since so much was played without a coherent strategy behind the moves. Next time will be different.
LoD, being a different game, has captured my imagination. I want to try to win as not just the Patriots, but see what it takes for the British, or French, or even the Indians to win. We grognards often say that wargames can teach us history, but LoD goes beyond a simple battlefield experience and brings the politics and confrontations of Empires and Colonies and Frontier together in a beautifully packaged experience.