RockyMountainNavy’s influential #wargame from the 2010’s (h/t to @playersaidblog for the idea)

Grant over on The Players Aid blog laid out his 15 Influential Wargames from the Decade 2010-2019. In the posting Grant asked for others to give their list. Although I have been a wargaming grognard since 1979 in the early 2010’s I was focused more on role playing games. That is, until 2016 when I turned back into hobby gaming and wargaming in particular. So yes, my list is a bit unbalanced and definitely favors the later-half of the decade. Here is my list of ‘influential’ games arranged by date of publication along with an explanation of why the title influences me.

Conflict of Heroes: Awakening the Bear (second edition) – Academy Games, 2012

pic1236709_mdFor the longest time I considered myself near-exclusively a naval wargamer. I’m not sure why, but in early 2017 I picked up a copy of Conflict of Heroes: Awakening the Bear (Second Edition). I think at the time I was looking for a good tactical WWII game to play with the RockyMountainNavy Boys. I am glad I did, as along the way I also discovered the excellent Firefight Generator and Solo Expansion, and eventually other titles to include the latest Conflict of Heroes: Storms of Steel, Kursk 1943 (2019) where I have a small credit in the rulebook. This game, like no other, awakened me to the ‘new look’ of wargames and the positive influence the Eurogame segment of the hobby market can have on wargaming.

1775 Rebellion – The American Revolution – Academy Games, 2013

1775-header-v3In 2017 I attended the CONNECTIONS Wargaming Conference. There I met a fine gentleman, Uwe Eickert, of Academy Games. As we talked about his Conflict of Heroes series (I even helped him demo a few games) I mentioned my boys and our search for good family wargames. Uwe strongly recommended his Birth of America series, especially 1775 Rebellion. So I ordered it and the RMN Boys and myself sat down to play this lite-wargame – and we haven’t looked back since. We now own all the Birth of America and Birth of Europe series. 878 Vikings is one game the oldest (least gamer) RMN Boy will play with us. Most influential because it shows that there are much, much better ‘family-wargames’ than Risk. As an added bonus, I am working with one of my youngest boy’s high school teachers to bring this game into his classroom.

Next War: Poland  – GMT Games, 2015

569After attending CONNECTIONS 2017, I tried to become a bit of a wargaming advocate at my job. So I looked at more ‘serious’ wargames. One of the hot topics of the day is the Baltics and Russia. I looked for wargames that could build understanding of the issues, especially if it comes to open conflict. Sitting on my shelf from long ago was were several GMT Games ‘Crisis’ series titles, Crisis: Korea 1995 and Crisis: Sinai 1973. I had heard about updated versions but had been reluctant to seek them out. Now I went searching and found a wargame that is a master-level study into the military situation. This game influenced me because it shows that a commercial wargame can be used for ‘serious’ purposes.

Wing Leader: Victories, 1940 – 1942 – GMT Games, 2015

pic2569281Before 2017, an aerial combat wargame to me was a super-tactical study of aircraft, weapons, and maneuver. The most extreme version was Birds of Prey (Ad Astra, 2008) with it’s infamous ‘nomograph.’ I had all-but-given-up on air combat games until I discovered the Wing Leader series. But was this really air combat? I mean, the map is like a side-scroll video game? The first time I played the level of abstraction in combat resolution was jarring. But as I kept playing I discovered that Wing Leader, perhaps better than any other air combat game, really captures ‘why’ the war in the air takes place. Units have missions they must accomplish, and those missions are actually the focus of this game, not the minutia of flap settings or Pk of a missile hit. Influential because it shows me that model abstraction is not necessarily a bad thing, especially when done right like it is here.

Liberty or Death: The American Insurrection – GMT Games, 2016

582As I returned to wargaming in 2016-2017, I kept hearing about this thing called the COIN-series. I looked at a few titles but was not quite ready to go ‘full-waro’* so I backed off. At the same time, having moved to the East Coast, I was much more interested in the American Revolution. By late 2017 I was becoming more ‘waro-friendly’ so when I had a chance to purchase Liberty or Death: The American Insurrection I took it. I’m really glad I did. LoD is influential because it taught me that a wargame can be political and a real tool of learning. I understand that LoD is the designer’s ‘view’ of the American Revolution but I enjoy experimenting within that vision and seeing what I can learn.

Command & Colors Tricorne: The American Revolution – Compass Games, 2017

cctri_ar_lgPrior to my wargaming renaissance, I acquired Memoir ’44 for the RockyMountainNavy Boys. We also had Battlelore and in an effort to entice the oldest RMN Boy (an ancient history lover) into gaming had given him Commands & Colors: Ancients. That is to say, Commands & Colors was not new to the RMN House. As part of my American Revolution kick I picked up Commands & Colors Tricorne thinking I would try to get the RMN Boys to play this version. Instead, I fell in love with the game. Influential because it showed me that with just a few simple rules tweaks a highly thematic, yet ‘authentic’, gaming experience is possible even with a simple game engine.

South China Sea – Compass Games, 2017

scs-cover-for-web_1Remember I said I was a naval wargamer? Notice the lack of naval wargames on this list? That’s because I found few that could match my experiences with the Victory Games Fleet-series of the 1980’s. That is, until I played South China Sea. All the more interesting because it started out as a ‘professional’ wargame designed for a DoD customer. Not a perfect game, but influential because it shows me it is possible to look at modern warfare at sea by focusing less on the hardware and more on the processes of naval warfare as well as being an example of a professional-gone-commercial wargame.

Supply Lines of the American Revolution: The Northern Theater, 1775-1777 – Hollandspiele, 2017

slar_wb_largeAt CONNECTIONS 2017, Uwe Eickert sat on a panel and recommended to all the DoD persons in the room that if they want logistics in a wargame they need to look at Hollandspiele’s Supply Lines of the American Revolution: The Northern Theater, 1775-1777 game. I found the game online and ordered it (from a very strange little company using a Print-on-Demand publishing model..WTF?). When it arrived and I put it on the table and played I was blown away. First, it has ‘cubes,’ not armies or dudes. Second, it really teaches why certain locations were crucial for the American Revolution. Third, it’s challenging and just darn fun to play. Influential because this was the first game I recognized as a ‘waro’, and the first of many quirky Hollandspiele titles that I enjoy.

Pavlov’s House – DVG, 2018

pic5126590Solo wargames are very procedural, right? So procedural they are nothing more than a puzzle to be solved, right. Not Pavlov’s House. I was blown away by the strategy and story that comes thru every play of this game. This is a solo game that makes you want to play because it’s the strategy that counts, not the procedure. Influential because I showed me what a solo game can be as well as how a game that screams ‘Euro’ is actually a wargame.

Blue Water Navy – Compass Games, 2019

TYt4vmWiRnWl0MUjqKCZUwAs the decade came to a close, I had all-but-given up on naval wargaming. When I first saw Blue Water Navy I had thoughts of one of my favorite strategic WW3 at Sea games, Seapower & the State (Simulations Canada, 1982). The play length of BWN, 1-16 hours, kinda put me off at first as I prefer shorter games. As I read more I became more intrigued so I finally purchased it. Now it sits on this list as an influential game because it shows me how abstraction and non-traditional wargame mechanics (cards?) can be used to craft a game that literally plays out like a Tom Clancy or Larry Bond novel. 

Brave Little Belgium – Hollandspiele, 2019

5SEI37l%T5yLJJc7vRLX2wI have been a grognard since 1979. Why do I need a simple wargame that doesn’t even use hexes? I mean, this game uses a chit-pull mechanic (good for solo play) and point-to-point movement. In a game this simple there can’t be much depth, right? Hey, where is the CRT? Speak about a small war…. Influential because this game shows that simplicity can be a very high art. Brave Little Belgium is my go-to quick intro wargame for hobby boardgamers. 

Hold the Line: The American Civil War – Worthington Publishing, 2019

6HSa418vRrKP6Dyy%qokEgThis one is very personal. My Middle Boy is on the autism spectrum and when his younger brother started an evening program once a week the Middle one was a bit lost without his companion. So I looked around for a wargame we could play in a sort of ‘filler-wargame’ mode – short and simple on a weeknight. And play we did; ten times in 2019. He beat me seven times. Influential because this game – sometimes derided as a simplified ‘Command & Colors wannabe’ – connected me closer to my Middle Boy than any game before.

Less Than 60 Miles – Thin Red Line Games, 2019

Gi47YGXvSuiIL8pOfxkb3gThe folks from the US Army Command & General Staff College at CONNECTIONS 2019 had a copy of Less Than 60 Miles on their table and were singing praises of the game. I was fortunate enough to be able to trade for the game later on BGG. What I discovered was a wargame built around John Boyd’s OODA Loop. At the same time I was reading A New Conception of War: John Boyd, the U.S. Marines, and Maneuver Warfare. Putting the two of them together was like lightening in a bottle. This is a heavy, serious game that is also playable and enjoyable. Influential for no other reason than it shows me that OODA applies far beyond the cockpit; indeed, I need to look at OODA for many more games.

Nights of Fire: Battle of Budapest – Might Boards Games, 2019Nights of Fire: Battle of Budapest – Might Boards Games, 2019

nof_packshotBrian Train is a designer that often looks at lesser or different wars and always brings forth an interesting perspective in his games. He calls this game, ‘a militarized Eurogame.’ He’s right; this title is the full embodiment of a waro game. I often argue with myself if this is even a wargame; after all, you can play solo, head-to-head, teams, or cooperative. Hobby boardgame or wargame? Influential for that very reason as it represents to me the full arrival of the ‘waro’ to the hobby gaming market.

Tank Duel – GMT Games, 2019

zGtfgQKQQ+SJpwWwL2RlAwLike Nights of Fire, this can’t really be a wargame. It has no board, no dice, and no CRT. Instead it has ‘tableaus’ for tanks and (lots of) cards! You can also play up to eight players. There is no player elimination – tanks respawn! What on earth is this? Influential because it challenges all my traditional views of a wargame only to deliver some of the best wargaming experiences I have ever had at the gaming table.

There are many more games from 2010-2019 that influenced me. Games with the chit-pull mechanic are now my favorite to solo with, but I didn’t put one on the list. Maybe I should of….

Hmm…I see it’s also hard to pin down one particular publisher that particularly influences me. In this list of 15 games we have:

  • 4x GMT Games
  • 3x Compass Games
  • 2x Academy Games
  • 2x Hollandspiele
  • 1x DVG
  • 1x Mighty Boards Games
  • 1x Thin Red Line Games
  • 1x Worthington Publishing

Not a bad spread!


*’Waro’ – A combination of ‘wargame’ and ‘Eurogame. To me it is a wargame that incorporates Eurogame like look/components or mechanics vice a traditional hex & counter wargame.

My CSR #Wargame Challenge for 2019

This is the time of the year that many in the boardgame community start their “challenges” for the coming year. The classic is the 10 x 10 – pick 10 different games and play each ten times during the year. As a wargamer, I sort of like that thought but want something more applicable to my niche of the hobby.

The other night I was messing around with the Advanced Search function of BoardGameGeek and sorting my collection in different ways. For some reason I noticed certain games of mine are Charles S. Roberts Award winners. This drew my attention because wargamers know that Mr. Roberts is the father of modern wargaming:

Charles S. Roberts…invented the modern wargame industry virtually single-handedly. As a designer and original owner-operator of Avalon Hill, he was responsible for the creation of the first modern wargame, including many of the developments, such as the Combat Results Table (CRT), which were later to become commonplace. (grognard.com)

According to Wikipedia, the Charles S. Roberts Awards are:

The Charles S. Roberts Awards (or CSR Awards) was an annual award for excellence in the historical wargaming hobby. It was named in honor of Charles S. Roberts the “Father of Wargaming” who founded Avalon Hill. The award was informally called a “Charlie” and officially called a “Charles S. Roberts Award”….Created at the first Origins Game Convention in 1975….The last year the awards were given was 2012.

After sorting my game collection, I discovered I own 20 CSR Awards winners. The challenge I am giving myself is to play all 20 games at least once by the end of calendar year 2019.

CSRAward
Courtesy consimgames.com

My 2019 CSR Challenge games are:

  1. Squad Leader – 1977 Best Tactical Game
  2. Victory in the Pacific – 1977 Best Strategic Game
  3. Mayday – 1978 Best Science-Fiction Board Game
  4. The Ironclads – 1979 Best Initial Release Wargame
  5. Azhanti High Lightning – 1980 Best Science-Fiction Board Game
  6. Wings – 1981 Best Twentieth Century Game
  7. Car Wars – 1981 Best Science-Fiction Board Game
  8. Ironbottom Sound – 1981 Best Initial Release Wargame
  9. Illuminati – 1982 Best Science-Fiction Board Game*
  10. World in Flames – 1985 Best Twentieth Century Game
  11. 7th Fleet – 1987 Best Modern Era Boardgame
  12. Tokyo Express – 1988 Best World War II Boardgame
  13. Tac Air – 1988 Best Modern Era Boardgame
  14. Operation Shoestring: The Guadalcanal Campaign – 1990 Best World War II Board Game
  15. For the People – 1998 Best Pre-World War II Boardgame
  16. Silver Bayonet: The First Team in Vietnam, 1965 – 1990 Best Modern Era Boardgame
  17. Crisis: Korea 1995 – 1993 Best Modern Era Boardgame
  18. Paths of Glory – 1999 Best Pre-World War II Boardgame
  19. Downtown: The Air War Over Hanoi, 1965-1972 – 2004 Best Modern Era Boardgame
  20. Conflict of Heroes: Awakening the Bear – 2008 Best World War II Boardgame

A nice perk of making my own challenge is that I get to make the rules. For instance, since I don’t always own the edition that won substituting a later edition or version that I own is acceptable. For instance, I own Silver Bayonet: The First Team in Vietnam, 1965 (25th Anniversary Edition) – that is a legal substitute.

I will keep this blog and a GeekList over on BoardGameGeek updated with my progress throughout the year.

So, what is your 2019 Wargame Challenge? 


*  Yes, I know Illuminati is NOT a wargame, but it is the only non-wargame CSR winner on my list. Besides, the RockyMountainNavy Boys may like it, so it stays!

Feature image courtesy BoardGameGeek. Afrika Korps was a 1964 design by Charles S. Roberts.

The Lesson from Morale – or – Elite can be Defeat in @gmtgames #Panzer

Often times, wargamers get caught up in the material of war. Comparisons of which tank or airplane or ship is better dominate the hobby. Wargames that are more simulationist reinforce this condition. The impact of war on the human condition is overlooked or even outright ignored. In the RockyMountainNavy weekly game night, the impact of morale was brought front and center and forced all of us to think about it deeply. To my surprise, the lesson came from the Panzer series from GMT Games; a game that I consider detail-oriented and a good game for comparing tanks. When the game was finished, the lessons learned had little to do with which tank was better and everything to do with the role of morale in combat.

The Youngest RMN Boy is getting into the machines of war. After diving deep into the aircraft of World War II and battleships of World War I he has turned his attention to armored vehicles of World War II. Last week, I introduced Panzer from GMT Games to the boys. This week he hounded me for a bigger, better battle.

9781841762029_4
Courtesy Opsrey

Youngest RMN Boy recently purchased a copy of Osprey Publishing’s M26/M46 Pershing Tank 1943-53 at a used book store. He read with fascination the accounts of battle between Pershings and German tanks at the end of World War II. After playing Panzer he wanted to see for himself how the match-up could of gone. I created a home brew scenario where a German Elite platoon of 4x Tiger II tanks, supported by a Jadgtiger tank destroyer, had a meeting engagement with a US Veteran platoon of 5x M26 Pershing supported by a platoon of 3x M36 Jackson tank destroyers with a single ‘Easy 8’ Sherman. Although the Germans were outnumbered almost 2:1, their better morale and training actually gave them a slight edge in scenario points.

In order to expedite the game, I once again played as umpire. Youngest RMN took the Germans while Middle RMN led the Americans. Both boys are still learning tactics, so I was not surprised they both split their forces on set up. Once the shooting started, something very incredible happened.

In Panzer, the experience/morale level of the unit impacts several game mechanics. On Initiative Rolls, units that are Elite gain a +40 while Veterans gain only +20. The level also determines Command Range – the distance units can be apart and still share a common order – with Elite having a 2-hex range and Veteran only 1-hex. In AP Fire, the superior training of Elite units gains a greater positive shift in combat (translating to better chance of hit) as compared to Veteran units. Taken together, Youngest RMN Boys’s Elite Panzers were not only superior in firepower and protection, but with their better training should have gained the initiative (control of the battle) more often. The American tanks had the advantage of numbers and mobility (both in terms of raw speed as well as turret slew rates).

bundesarchiv_frankreich_panzer_vi_tiger_ii_koenigstiger
Tiger IIs in France (courtesy tanks-encyclopedia.com)

The battle actually devolved into two separate skirmishes. In the north, two Tiger II faced  off against the 5x Pershings. In the south, two Tiger II and the Jagdtiger took on the 3x M36 and Easy 8.

First blood was drawn in the north where the Tiger II’s firing at ranges between 1600-2000m “brewed up” two M26’s. Even using better ammunition, the M26s were impotent against the German armor protection.

Another game mechanic in Panzer where morale/experience is represented is Bail Out. When tanks are hit, even with a non-penetrating/non-damaging shot, the crew must roll for Bail Out. In the case of a non-prentrating/no-damage AP hit, the crew will Bail Out on a percentile die roll of 10 or less. Elite units gain a +5 modifier, literally meaning there is only a 5% chance of an Elite unit bailing out.

At the end of the scenario, four M26 Pershings were knocked out along with two M36’s. The Jagdtiger and a single Tiger II were immobilized by Track Damage. But the most astounding result was that in three of the the five German tanks the crew bailed out from non-penetrating/non-damaging hits. Statistically speaking, this was an astounding outcome.

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CoH (courtesy BGG)

Youngest RMN Boy was greatly disappointed. He was even a bit angry at his brother. The Youngest RMN Boy plays other wargames where morale is important, like Command And Colors Tricorne: The American Revolution (Compass Games, 2017) with Routing units or Academy Games’s Birth of America-series with the Flee combat result. Even his favorite World War II tactical combat game, Conflict of Heroes: Awakening the Bear (Academy Games)  has morale in there, though it is more “baked into ratings” than visible in a die roll like Panzer. I think what made him angry was that unlike Militia units in the American Revolution or early-war demoralized Soviet units where he expected the morale failure, he never could imagine that his Elite Panzers could be the same and simply run away.

That is perhaps the greatest lesson of Panzer; the greatest tank with the best guns and armor does not always translate into battlefield success.

I fear that in this age of push-button warfare and video games that the human factor in combat is ignored or forgotten. This is also why I play games, and wargames, with the RockyMountainNavy Boys. I want them to know that war is not machine versus machine but human. I did not expect GMT Games and their wargame Panzer to be this vehicle of learning, but I am very happy that it is.

Featured image courtesy @RBMStudios on Twitter.

Pounding Panthers with Panzer (Second Edition, @gmtgames, 2012)

pic1444385_md
Courtesy BGG

The very first wargame I ever owned was James M. Day’s Panzer published by Yaquinto in 1979. My friends and I played the h*ll out this game, and the companion ’88’ and Armor. Looking back, I am amazed that these were my gateway games into the wargaming hobby. They definitely are not for the faint of heart as the rules are very fiddly. Today I introduced the updated Panzer Second Edition (GMT Games, 2012) to the RockyMountainNavy Boys. I am happy to say the updated Second Edition is a fine game too.

We played the Basic Game version of Scenario 2 The Village: Poland, late 1944. The RMN Boys took the Soviets and entered from the river edge of the map. I was the Germans and entered behind a small series of hills on an adjacent edge.

Given the two Boys, the Soviet force was divided between them. Little RMN took his part of the force (which included three T-34/85 and a SU-85 and SU-100 tank destroyer) and immediately turned to fight the advancing Germans. Meanwhile, the rest of the Soviet force (seven T-34/85’s) dashed for the village. The Germans were able to top the hills and shoot down at the exposed medium tanks and tank destroyers, eliminating all six tanks for a loss of a single Panzer IVH destroyed and a Panther damaged.

The other Soviet force buried themselves in the village but the relentless German drive eventually evicted them. A few more Germans tanks were lost, but the rest of the Soviet force was destroyed.

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The Soviets hold the village for now, but 4x Panthers backed up by a StuG IIIG will make short work of them soon….

The Basic Game in Panzer focuses on the Sequence of Play and utilizes a simplified damage resolution system. Most importantly, armor has only two factors, frontal (forward hemisphere) and rear (back hemisphere). In this simple matchup, the frontal armor of the Panther was impervious to all the Soviets guns beyond a range of 4 hexes (400 meters). The Youngest RMN Boy expressed extreme displeasure with this condition – he had read that one way to beat the Panther (or Tiger tanks) was hit it from the side or behind. In the Basic Game this is hard to do because the “frontal” armor covers the forward 180-degree hemisphere – there is just no “side” armor unless you are behind the tank! This led us to a discussion of the Advanced Game with a much more detailed hit location and armor penetration model. Both RMN Boys expressed a desire for a rematch using the Advanced Game rules because the Basic Game just “doesn’t feel right.” Youngest RMN Boy also commented that Panzer helps him understand World of Tanks better where a Panther is Tier 7 but the T-34/85 is a Tier 6.

Overall, I have to rate the RMN Boys first reaction to Panzer (Second Edition) as “guarded interest.” They didn’t dislike the game, but they immediately compared it to Conflict of Heroes: Awakening the Bear (Second Edition, Academy Games, 2012) which they have played often. They agreed with me that CoH: AtB is more a “game” and less a “simulation” whereas the Basic Game of Panzer is too much game in what should be more a simulation (meaning the Advanced Game is the “gamed simulation” Panzer should be).

pic439690_md
Courtesy Academy Games

The RMN Boys want to play Panzer again as they (especially Youngest RMN Boy) want to get into some of the details and experience what they have only read about in Osprey Books and the like. That said, they are also looking forward to the delivery of the new edition of Conflict of Heroes: Storms of Steel! 1943 – Kursk to see how the tank battles version of that series plays out.

Panzer was my gateway game 39 years ago. It is good to see that 39 years later the game still ignites the imagination and promotes learning. The game has stood the test of time well, and I expect it to continue to do so into the future.

Featured image courtesy Roger MacGowan (@RBMStudio1 on Twitter)

When #TerraformingMars, you gotta remember to Terraform….

This weekend, Terraforming Mars (Stronghold Games, 2017) landed on the table for the RockyMountainNavy Game Night. Surprisingly, we had not played this game since November last year. Even with the long hiatus, we found gameplay to be quick and satisfying.

In January, I was able to pick up the expansion, Terraforming Mars: Hellas & Elysium from CoolStuffInc.com for a bargain. Tonight, we played on the Elysium map:

Elysium takes players almost to the opposite side of Mars’ equator, with vast lowlands for oceans in the north and a dry, mineral-rich south. Place a tile on Olympus Mons, the highest peak in the solar system, to gain three free cards! [Stronghold Games]

We played a three-player game. For corporations I had Thorgate, Middle RMN Boy Interplanetary Cinematics, and Little RMN Boy took Ecoline. I started out strong, using my corporations power advantage to build power production that I was able to convert to Steel and oxygen using the Steelworks and Ironworks projects. As such, I was able to build a moderate lead in the Terraform Rating (TR). Meanwhile, Interplanetary Cinematics built a few cities, and Ecoline focused on greenery.

The game session played fast as we all rapidly developed our game engines and pushed the Global Parameters (Oxygen, Temperature, and Oceans) ahead quickly. We probably pushed ahead too fast, because we ended in Generation 11. While conducting the final scoring, I became painfully aware that I had no cities and no greenery tiles laid. As a result, my moderate lead quickly disappeared and I came in a very distant second place.

Overall, this is the fifth time we played Terraforming Mars since I acquired the game in September 2017. Playing time is advertised at 120 minutes but all of our previous games played at 150-180 minutes. This time was different with game time coming in at almost exactly 120 minutes. That is, 120 minutes to set up, play, and pack away the game! The quick play did not mean the play experience was less satisfying; on the contrary, the shorter playtime made for a more intense game. It is also amazing that after five plays this the first time I can remember that we actually made it through the Project Card deck and had to reshuffle. Little RMN repeatedly exclaimed, “I haven’t ever seen this card before!”

If I remember correctly, some time ago I was listening to the Ludology podcast with designer Geoff Englestein and he mentioned that he was happy if someone played his game five times. I too am surprised that since my boardgame renaissance started in late 2017 that Terraforming Mars has entered into my BGG Five and Dimes category (i.e. games played at least five or ten times). Putting aside children’s games, fillers, and other “lite” games, Terraforming Mars joins Conflict of Heroes: Awakening the Bear and The Expanse Board Game as “fives” in that time. Given the excellent game play and enjoyment of Terraforming Mars, I feel confident in saying it will reach Dime status before too long.

Hot #Boardgames in Winter

In preparation for the arrival of a few new games this Christmas, I was updating my BoardGameGeek collection pages and noticed my profile page. There are two lists given, one is my Top 10 and the other my Hot 10. Looking at the two lists, I realized I had a methodology for creating the Top 10 list (based on my personal BGG rating) but I did not have a system for the Hot 10. Giving it a bit of some thought, I decided to use my Logged Plays as a guide. The resulting list is actually a good reflection of my year in gaming.

My logged plays games are a bit unbalanced. From January to July it featured one or two wargames a month. Beginning in August, the RockyMountainNavy family started family game nights every weekend. In the last five months of the year my gaming changed from wargames to more family boardgames. The pace of gaming also accelerated; so far in December I have already played more games that all of January to July put together. So here is my Hot 10:

#10 – Agricola: Master of Britain

As much as I play wargames solo it is actually rare that I play solo games. Agricola: Master of Britain is an easy-to-learn yet hard-to-master game that uses interesting cup mechanics to reflect shifting allegiances of tribes. I also like the escalating victory conditions that constantly force you to achieve more – sometimes more than is possible.

#9 – 1775: Rebellion

A “lite” wargame that plays well with 2-4 players. In many ways 1775: Rebellion showed me that a “family wargame” should be.

#8 – Scythe

Scythe marked the real birth of family board gaming in the RockyMountainNavy this year. One of the heavier games we played this year, we have not played in a while and need to get this one back to the table soon.

#7 – Pandemic

An older game that we “discovered” this year, I am always amazed at the narrative power this game delivers.

#6 – Plan Orange: Pacific War 1930-1935

Probably the only “real” wargame in my Hot 10. At first I was a bit surprised this was in my Hot 10 but then I thought about it; I really enjoy this CDG-design and the shorter play time means it can land on the gaming table more often.

#5 – The Expanse Board Game

At first I was a bit negative on The Expanse Board Game but I have warmed to it. I want it to land on the table a bit more but in the last game Youngest RockyMountainNavy Boy was ruthless on his brother who swore revenge. So far he hasn’t had a chance, but when it comes I’m sure it will be glorious to watch.

#4 – Terraforming Mars

Another game that exemplifies the arrival of family board gaming in the RMN family. This will be played many more times and there may even be a few expansions purchased.

#3 – Conflict of Heroes: Awakening the Bear (second edition)

If there is a wargame that connected my grognard past with my boys it is Conflict of Heroes. The Firefight Generator has led to several memorable games so far.

#2 – Ghostbusters: Protect the Barrier Game

A lucky thrift-store find, I posted earlier how this is actually a reskinning of the Kinderspiel des Jarhres-winning Ghost Fighting’ Treasure Hunters. A fun cooperative game, it probably will be superseded in a future Hot 10 by Pandemic and demoted to the kids collection for Mrs RMN to use in her teaching.

#1 – Kingdomino

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Courtesy Blue Orange Games

Given the short play time and our usual Dynasty play where we play three games in a sitting one could argue that this game is artificially high in my Hot 10. I disagree; Kingdomino fully deserves to be the Hot 10 leader not only because of my logged plays, but it is landing on the table with the RMN Boys even without me. Even the video-gaming oldest RMN Boy will join in!

So there is my Hot 10. This list helps me recognize what I have sensed all year; as much as I am a wargaming grognard this year I became more of a family gamer. This has resulted in many positive changes in the family. Not only do we spend more time socializing together, we also use games to guide our learning. The boys have learned so much more about the American Revolution and space exploration thanks to gaming. Even Mrs. RMN,  a non-gamer, is touting the value of board gaming to the parents of her students.

#WargameWednesday – A Conventional Revolution #AmericanRevolutionTriPack (GMT Games, 2017) #FirstImpressions

As much as I am an Old Grognard, I missed out on more than a few games over the past 38 years. After moving to the East Coast of the US, I took an interest in the American Revolution. So last year when I saw that GMT Games was going to publish the American Revolution Tri Pack with the battles of Saratoga, Brandywine, and Guilford I jumped on the P500. It recently delivered and I have started playing the games. My first impression of the game series is that it is a welcome conventional hex-‘n-counter wargame that is simple and fast playing.

The American Revolution Tri Pack (TriPack) is actually four battles. It updates Saratoga (first published 1998), Brandywine (first published 2000), and Guilford (first published 2002) that includes the bonus Battle of Eutaw Springs. TriPack has two 22″x34″ double-sided mounted mapboards for the four battlefields with each battle getting one counter sheet (176 chits). There is a Series rulebook and each battle gets an Exclusive rulebook and player aid card. This really is four games in one box! First impressions are important, and out-of-the-box TriPack is impressive; the high quality of the components is ready apparent.

The heart of TriPack is a good ol’fashion hex-‘n-counter wargame. Initiative, morale, movement, and fire combat mechanics will be very familiar to many veteran warmers. The Series rulebook is easy to follow and understandable. It incorporates nearly 20 years of errata making the game mechanics pretty tight. Tight, but relatively uncomplicated. GMT rates TriPack as “Medium” complexity in exactly the middle of their scale. For the Series rules alone, I would rate it a bit below center as the game mechanics are logical and very straight forward. Where it may creep up a bit in the complexity scale is the many die roll modifiers (DRM) in various combat actions, but the player aid cards have them all captured making it easy to step thru combat resolution. If anything, TriPack suffers from the lack of a Series player aid card; each battle gets a card but some of the Series-generic rules (like combat effects) are only found in the rulebook. Battlecards add tactical flavor and are a welcome additional mechanic that is layered in without harsh rules overhead.

The Exclusive rules for each battle add nice flavor, but without major rules overhead. I look forward to playing the Brandywine Intelligence rules (“Muddying the Waters of Brandywine Creek”) and I really enjoyed the Looting rules in Eutaw Springs. These battle-specific rules really bring out the distinct character of each battle. It also doesn’t hurt that each Exclusive rulebook has very good historical notes making reading about the battle more than half the fun.

At first I was worried that the mapboards were too large for the battles. For each countersheet only about 1/2 are actual combatants, split amongst the two sides (Guilford/Eutaw Springs use only a half-sheet for each game or 88 counters). Thus, each player “gets” really no more than ~20-40 units each. Even in larger battles, with up to 80 units on the board, stacking rules will allow some to occupy the same hex. For each battle, the major area of combat seemed confined to about a third of the board. I was worried that the games would devolve into a long, boring approach battle with a major action confined to a small space. Fortunately, in play I found the balance between scale of units, distance, and time work out well and the approach battle goes quickly (and interestingly) with the major battle not always where one expects it.

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Battle of Eutaw Springs

The smaller counter density enables faster playing games. I played the Battle of Eutaw Springs for my first solo/rules exploration experience partially because the counter density looked to be the smallest. From set-up to finish was less than 2.5 hours. The simple rules and handy player aid cards made stepping through turns quick and efficient. In the RockyMountainNavy household, table space is a bit limited so getting a game down, played, and put away in an afternoon (or evening) is most welcome. TriPack meets this desired requirement quite well.

Although I consider the RockyMountainNavy Boys to be gamers, I am shy to play the more “grognard” games in my collection. They are quite happy with “light” wargames like Memoir ’44 or 1775 – Rebellion. We do play Conflict of Heroes: Awakening the Bear! (second edition) but it is a medium-complexity wargame using many “modern” game mechanics making it a less-than-conventional hex-‘n-counter wargame.  TriPack, with its easy rules, lower counter density, and handy player aids may just be the hex-‘n-counter “gateway” game to move them towards the more grognard part of my collection.

 

#GuestPosting – #ConflictofHeroesAwakeningtheBear (@Academy_Games)

Youngest RockyMountainNavy Boy continues his writing exercises. This week he wrote about what is one of his favorite wargames, Conflict of Heroes: Awakening the Bear! (Second Edition) from Academy Games. We also play with Firefight Generator to make our own scenarios. As before, what follows is his lightly edited essay. I really like getting his perspective on gaming and enjoy reading what works – or doesn’t – for him.


Overall, I think the game Conflict of Heroes: Awakening the Bear! with the Firefight Generator is fun and interesting. This game is based off the Russian Front during World War II. The players in the game are commanding either the Germans or the Soviets.

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Courtesy BGG

The appearance of the game is interesting because of the counters and the map. The counters are easy to read and all the information needed to play is right on the counter. The map is geomorphic meaning all the maps fit together in different ways.

The Action Points in the game show the difference between the Soviets and the Germans. For example, a German tank gets two or three shots while a Soviet tank only gets one shot each turn. This shows the differences in training and leadership between the Soviets and the Germans. Action Points can also make you think about what you have to do and what you can do. Also, Actin Points can give you a lot or a little flexibility in the game.

Finally, the Firefight Generator makes the game fun because you get to make your own battle. You get to pick your own troops. You get to pick the battlefield and the conditions on the battlefield.

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Courtesy Academy Games

Overall, I think the game Conflict of Heroes: Awakening the Bear! with the Firefight Generator is fun and interesting.

 

#Buttkicking in #ConflictofHeroesAwakeningtheBear @Academy_Games

I have created a monster. Well, two monsters actually.

We played Conflict of Heroes: Awakening the Bear! (second edition) for the RockyMountainNavy Game Night. Used Firefight Generator to make the scenario. The RMN Boys took the Germans with myself as the Soviets (again). It really was a near-hopeless battle as the Germans started out with a control hex that they occupied/protected with forces deployed to the board at game start. The Soviets may have had a chance but the Boys played Expanded Battlefield and added a second board, making it necessary for the Soviet player to have to quickly cross lots of ground to get to the control hex. I was ready to play Partisans and get some forces behind the German lines but the Boys played a card that stole my Partisans and allowed them to use it themselves.

Not all was lost at first. I had Divisional Artillery as part of my forces and was looking for this to be a great equalizer. The Expanded Battlefield added a board with a nice hill that the Soviets were going to place anti-tank guns on. Unfortunately, they first had to eject a pre-deployed German anti-tank gun that started the battle there. Good job for the divisional artillery, right?

What Divisional Artillery has in firepower it lacks in flexibility. The artillery pre-plots at the beginning of a Firefight Round and impacts in the next round. This forced the Soviet player to avoid the gun the first round and delayed the deployment of the guns. By the time the gun was destroyed the waiting Soviet weapons were attacked by German “Partisans” and further delayed. Adding to these issues is the lack of flexibility of Soviet tanks, some of which are ponderous and don’t get the Tracked Bonus movement making them advance much slower than their German counterparts. Then there is the slower rate of fire issues where Soviet tanks often get only one shot versus two (or three) German chances to fire. The results were ugly.

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This is getting your butt kicked…those are all dead units!

Although I was soundly thrashed by the RockyMountainNavy Boys the game was very fun. There was much trash-talk at the table from the Boys but they really earned that right through great planning and tactical execution.

A Cold Night in Hell #ConflictofHeroesAwakeningtheBear

I am Prisoner 46001628. Until last night I was a Major in the Red Army. I was leading a small ad-hoc unit that was trying to stop they German juggernaut. I failed. For that I will pay the penalty the State has imposed.

The Generals say they gave me enough force. I was given two platoons of infantry with mortars and five tanks, including a lumbering T-35, a new T-34b, and even a ZiS-30 tank hunter. Our mission was to recover a valuable cache of documents that had been left behind in a command post that another unit had failed to destroy properly. The command post was in an entrenched position near a village. The documents were considered so valuable that we were ordered to attack in a cold winter night. But the orders were also confusing for was told to preserve as many units as possible.

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The German force with Secure Mission and Night Condition Card

From the start the mission was difficult. We had been told the Germans were not around, but upon our arrival we found a small armored detachment already occupying the command post.

 

Using the Firefight Generator the scenario was set. As the Soviet player, a series of entrenchments was placed around the Control Point, but before units could occupy the trenches the German players took it. Whoever removed the Control Point (the documents)  also immediately gained 5 VP. In an effort to salvage the situation, the Soviets played Rear Guard which awards 2 VP for every unit that escapes after Round 3 of the five-round firefight.

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The Soviet force with Freezing Cold Condition Card and Rear Guard VP Bonus

My units advanced slowly in the dark, led by the slow T-35. Visibility was greatly reduced, but we soon figured out the Germans had the documents and were escaping. My units took defensive positions as we tried to determine the German disposition and searched for a weak point. Very quickly, we took fire on our right flank and we quickly lost a T-26. In the center of our force, the Germans charged the ZiS-30 and destroyed it.

The German players started out very aggressive, closing the range and immediately targeting the dangerous ZiS-30 tank hunter. The Soviet defenses on the right and center collapsed under the constant attacks.

At this point I was in a knife-fight with the Germans. After losing the T-26 and ZiS-30, we quickly also lost a submachine gun squad, a BT-7 tank, and even the T-35. Seeing my position hopeless and rapidly dissolving, I ordered a retreat. Two squads of soldiers valiantly defended the escaping force and gave their lives so that at least some of us may live.

I make no apologies; the Germans brought superior firepower to bear on my forces that lacked proper anti-tank weaponry.

I gladly give my life for the Motherland.

The German players pushed their force forward very aggressively and were not afraid to engage in Close Combat using tanks against infantry squads. The Night Condition and the inability to conduct indirect fire meant the two Soviet mortar squads were unable to fire against German troops, and the Soviet tanks proved to have too slow a rate of fire in the armored engagements. Conflict of Heroes uses Action Points and Command Action Points to allow a unit to move or fire. Each unit gets 7 AP when activated. The Soviet tanks too from 5 to 6 AP to shoot, whereas the Germans took only 2 or 3 AP – meaning the Germans had double (even triple) the shot opportunities. In the end, the Germans not only were able to exit the documents (5 VP) but destroyed seven other squads/tanks for a total of 12 Victory Points. The Soviets were able to exit four units for a measly 8 VP.

This scenario shows the narrative power of the Firefight Generator. Built randomly, both sides built their force, altered the weather and visibility, and modified victory conditions.  The RockyMountainNavy Boys and myself are getting much more familiar with the CoH system and event his involved battle was completed in a fast-paced and tense 2 hours.


The following handwritten note was found scrawled on the bottom of Prisoner 46001628’s letter:

Unexcusable! This coward could not even kill one German squad! He took a force that should have been sufficient to at least kill one German squad or tank and did NOTHING with it! SHOOT HIM NOW!

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After the Surrender – Courtesy historylearningsite.co.uk