Wargame

First Impressions: Andean Abyss

First Impressions: Andean Abyss

I managed to get Andean Abyss to the table less than a week after learning it, which must be a record for me – it definitely beats the years I owned Here I Stand before I finally played it. I bought it largely because while Pendragon has been fascinating to learn, there’s no way I can teach that game to four people who have never played a COIN game before. It took me days to learn it – and I’m still not even sure I totally get it! The internet wisdom around learning COIN is to start with Cuba Libre, but for whatever reason the Cuban revolution doesn’t really grab me, so I went with the original COIN instead – Andean Abyss and the Colombian drug war. After all, if it wasn’t possible for people to learn from the original game then there wouldn’t be a series, would there? I’ve already documented my learning process on this blog (www.stuartellisgorman.com/blog/learning-coin-andean-abyss) but what that didn’t cover was teaching and playing the game, which is what we’re here for!

First Impressions: Warriors of God

First Impressions: Warriors of God

This game is amazing, I think I’m in love. It’s also total chaos, wildly messy, and definitely not for everyone. It’s a fascinating representation of the Hundred Years War that manages to capture certain aspects of the conflict while throwing vast portions of its history into the wind. It’s a game that feels like it has been built around one specific mechanic which I’ve never encountered anywhere else, and the rest of the design has spiralled out from that decision. It’s got area control, dice chucking, unit recruitment, and, most importantly, lots and lots of leader death. I am super enamoured with this design, and I think every wargamer should play it at least once – it’s an experience you cannot get anywhere else. Let’s talk about it.

Learning COIN: Andean Abyss

Learning COIN: Andean Abyss

Holy God this game is a lot easier to learn than Pendragon was. Part of that is certainly the familiarity with the system I developed over my two solo plays of Pendragon, but also there’s just a lot less going on and a lot less to keep track of! Don’t get me wrong, it’s not like Andean Abyss is a simple game, it’s more that I now see just how deep the water was where I first jumped in, and I understand why most people pick somewhere else. I know a lot of people learn with Cuba Libre, but for some reason the Cuban Revolution just doesn’t really appeal to me, so I decided that I should take a trip to South America instead. My knowledge of Colombian history is pretty limited, probably on par with a lot of Americans who are vaguely aware of the War on Drugs and its effects in Colombia but not much beyond that. I do know they have way too many hippos thanks to Pablo Escobar, but I’m not sure that will help me learn this game.

First Impressions: Red Flag Over Paris from GMT Games

First Impressions: Red Flag Over Paris from GMT Games

I can’t shake the feeling that I’m joining a chorus of wargame commentator by saying that I knew basically nothing about the Paris Commune before playing Red Flag Over Paris, the second game in the Final Crisis Series published by GMT Games. I did actually learn a bit about the Franco-Prussian War in school, but we focused more on Otto Von Bismarck and the theory of Realpolitik and basically ignored anything happening in France. French politics between 1815 and 1914 were not a focus of my teenage education. I must confess that I haven’t taken very many steps to fix that – unless reading The Count of Monte Cristo counts – so I can’t blame my ignorance exclusively on the Virginia public school system. If, like me, you are largely ignorant of this period of history then Red Flag Over Paris may be a great place to start. If you were already a rabid fan of Paris Commune, then I presume you’ve already bought the game and are just wondering if I liked it. The answer is that yes, my initial experiences with it were very positive, read on to find out more!

First Impressions: Pendragon by GMT Games

First Impressions: Pendragon by GMT Games

I have technically played Pendragon before when I sat down to learn the game (which you can read about here: https://www.stuartellisgorman.com/blog/learning-pendragon), but the first half of that game was with the aid of the playbook guiding all my actions and the second half was a fairly chaotic mess of indecision. I have since sat down and played the game for myself and I’m much more comfortable with playing it, but still feel a little out of my depth strategically. It is a real testament to the quality of the Pendragon playbook that I was able to complete my playthrough of the game without having read the rulebook. Sure, I referenced the rulebook fairly regularly – looking up specific rules and double checking how actions worked in specific situations – but I was able to play two entire Epochs without having to read the rules cover to cover. That’s impressive no matter what the game is, but doubly so with something as complicated as Pendragon. I intend to read the rules before tackling a full-length six Epoch game as there are definitely elements I still don’t fully understand, such as specifics of how the degradation of Roman rule functions, and over a long game those will probably come up more. I will also need to know the rules a lot better before tackling the enormous task of teaching Pendragon to other people, especially if they are relative COIN novices like myself. That all having been said, my experience playing a game of Pendragon was fascinating and I can’t wait to set it up again.

Men of Iron – Falkirk, 1298

Men of Iron – Falkirk, 1298

I was in a bit of a Scottish wars mood after playing the Braveheart: Solitaire book game so I decided to try out how Richard Berg modelled Falkirk in Men of Iron as an interesting counterpoint. As I somewhat hinted at in that review – I’ve got a bit of a chip on my shoulder when it comes to William Wallace. I feel he’s a bit overrated as a historical figure, basically entirely because of Braveheart – a movie I strongly dislike. Lest you think I’m a boring historian who hates fun, my favourite medieval movie is A Knight’s Tale, my hatred of Braveheart stretches beyond mere historical inaccuracy. I’ve born a slight grudge about living in a post-Braveheart world where William Wallace has overshadowed the far more interesting Robert Bruce. My opinions on this have mellowed with time – and I think it helps that Bruce seems to be getting more popular culture recognition as well (including his own movies, which I have not seen, making me part of the problem).

I was immediately interested to see that the Falkirk scenario comes with a sort of solo mode as default. With the basic rules the Scottish player basically sits in schiltron and the English player has to crack their defences. I was intrigued by only having to really think about one side and abandoned my plans to try playing this scenario with modified chit pull rules for activations. I have to confess I was a little disappointed by my experience. The scenario is timed, and while my understanding is that the timer only advances if the non-timed side passes, I moved it forward after every English turn because that felt like the only challenge to the scenario – could I defeat the Scots within 15 turns? The answer was a pretty definitive yes.

Review - Braveheart: Solitaire by Worthington Publishing

Review - Braveheart: Solitaire by Worthington Publishing

I’ll tell you right now that I do not like Braveheart, and I haven’t liked it for some time. It’s not just that it’s egregiously historically inaccurate, even looking past that I don’t like it on its own merits. Like why did they put in that romance between William Wallace and Isabella – wasn’t the whole reason this rebellion kicked off due in part to the tragic death of Wallace’s wife? Kind of harsh to fridge your wife and then in only a few years you’re off shagging French princesses – who while not the literal child that she would have been historically does seem a little young for Mel Gibson. Sorry, I got distracted there by my loathing for ‘classic’ film Braveheart – I’m supposed to be talking about the new book game from Worthington Publishing! I’ll try to stay focused; I promised my family that I wouldn’t rant about Braveheart anymore.

Columbia Games’ Card-Driven Block Wargames – An Almost Comprehensive Review

Columbia Games’ Card-Driven Block Wargames – An Almost Comprehensive Review

Columbia has been famous for their block wargames since the 1970s, but in recent memory none of have loomed quite as large as the series of four games card driven games starting with Hammer of the Scots in 2002, and including Crusader Rex, Julius Caesar, and Richard III. I played my first game from this line a little while ago, and you can read my first impressions here (https://www.stuartellisgorman.com/blog/first-impressions-richard-iii-by-columbia-games). In the intervening period, and with many thanks to the amazing digital implementations of these games on the website Rally the troops (https://rally-the-troops.com/), I have been able to play all four of these games and I have put my thoughts down on each of them below. Hopefully this will be interesting or enlightening, but at the very least you can tell me why I’m wrong and how your favourite is really the best one.

Before we get on to the games themselves, an overview of the features shared across these games is in order. They are all block wargames – meaning that the player’s pieces are wooden blocks with unit information only on the side which faces their controller. This creates a simple but effective fog of war where my opponent can tell how many units I have and where they are on the map but doesn’t know which specific units those are – and crucially doesn’t know their strength. Play is determined by playing action cards – there are generally two kinds of cards, those with action points and those with special events. Action points allow the movement of armies across the board while events usually allow for a limited action that breaks the game rules, such as moving units further than normally allowed or allowing units to recover strength.

First Impressions: Nevsky by GMT Games

First Impressions: Nevsky by GMT Games

Cards on the table, I have played Nevsky twice as of writing this piece. Normally my First Impressions are literally that, reactions to having played the game once. I played the first scenario in Nevsky and afterward wasn’t sure what exactly to say about the experience, so after a few days I set up the second scenario and started playing. It’s not that Nevsky isn’t a fascinating game – it is, and we’ll get to that – it was just that it has taken me longer to digest it. Part of this delay is probably due to Nevsky particular design decisions, but part of it is definitely down to me and my own obsessions.

As should be apparent to anyone who has been following my posts up to now – I’m completely obsessed with the Middle Ages, and I’m also pretty obsessed with wargames. Unfortunately for me, medieval history is not the most popular topic in wargaming. While I’ve been enjoying my time with the Men of Iron series, hex and counter recreations of medieval battles isn’t really my main area of interest. I’m not really a ‘battles guy’. I’m interested in medieval battles because I’m interested in almost everything medieval, but I’m far more interested in how the battle came to be than I am in which flank did what first. Basically, I’m more interested in strategic and operational level tactics. That’s where Nevsky comes in – it helps to fill the really quite large void in operational medieval wargames. Nevsky, and the Levy and Campaign system generally, is exactly the kind of game I’ve been waiting for, and I think that’s part of what has made it so challenging to get my thoughts in order after having played it for the first time.

Review: The Shores of Tripoli by Fort Circle Games   

Review: The Shores of Tripoli by Fort Circle Games   

I first became aware of the Barbary War when I was around fourteen years old. I was in my hometown’s Barnes and Noble and saw a book that covered the career of William Eaton, focusing on his role in the Barbary War and eventual conflicts with Thomas Jefferson. It had been granted a prominent place in the bookshop since it involved TJ – our local hometown hero, of sorts, and yes, we do call him TJ – and while I didn’t buy it at the time it stuck with me. Later I convinced my parents to buy a copy of the audiobook on CD and after one failed attempt, eventually listened to it with my father on a road trip somewhere. It is perhaps not the most ringing of endorsements that I remember almost nothing from that book, not even its title. I tried looking it up, but it turns out that several books on the Barbary War were published in the mid-00’s. Still, while my first encounter with the Barbary War was not the most engaging it has sat in the back of my head all these years as one of the more interesting, and forgotten, American wars.

We the People by Mark Herman: A Personal Retrospective

We the People by Mark Herman: A Personal Retrospective

It seems more than a little absurd given the trajectory my life has taken, but when I was twelve years old I was really struggling to find anything to enjoy about studying history. My teacher at the time was the tragically named Ms. Aufil, and while she wasn’t quite awful, she certainly wasn’t inspiring, and I was having a hard time studying Virginia colonial history for what must have been the fifth time. A quirk of the Charlottesville public school curriculum of the time was that we spent the first six years of school only studying the period from the settling of Jamestown to the American Civil War – otherwise known as the period in United States history when Virginia was Kind Of A Big Deal. I was nearly fourteen years old before I learned anything from the twentieth century in a classroom setting. It was during this difficult period in my childhood that Mark Herman’s seminal game We the People entered my life.

First Impressions: Infidel – Arsuf 1191

First Impressions: Infidel – Arsuf 1191

I was finally able to secure the big table for an evening late one night and I took the opportunity to unpack one of the really quite large maps that come with Infidel – the Men at Iron game focused on the Crusades. I’ve long been fascinated by the history of the Crusades, so I was very excited to try Infidel, but it was already getting late by the time I started setting up, so I picked my scenario in a rush. The scenario options in Infidel are intriguing – some of them are battles I expected, but there are some absences and inclusions that surprised me. Dorylaeum, Montgisard, and Arsuf all make total sense. I was very surprised to not see Hattin, Saladin’s most famous victory, and I have to confess I didn’t immediately recognise the Battle of Harran. Still, one of the fun things about playing these games is seeing what aspects of history someone else thought were the most interesting to include. I also have to say that the bibliography at the back of the scenario book was pretty impressive – multiple books by John France and not even one mention of Runciman! You love to see it.

In the end I settled on Arsuf – it had an interesting looking deployment and it’s both a battle I think is quite interesting and one I know a fair bit about. I then set about setting up the game – a bit of an involved process given the scale of the map but one that was pretty satisfying all the same. It was only after I’d laid out the armies that I noticed the note in the booklet that told me that Arsuf was quite a complicated battle with several important rules amendments and new rules involved to make the Men of Iron rules system fit the historical battle. Reading those rules and having played it now, I don’t think the new rules were as intimidating as I’d initially expected. That said, I definitely got a few rules wrong as it was both my play of Infidel, and I was playing the most complicated scenario! It was a lot to juggle!

Learning My First COIN: Pendragon from GMT Games

Learning My First COIN: Pendragon from GMT Games

I spread Pendragon’s massive board over my tiny corner of counter space I’ve set aside for wargaming and was relieved to see that it just about fit. There was no extra space, so the deck and any extra tokens would have to live on the board, but there was space in the various sea locations to make that an acceptable compromise. Pendragon’s board is gorgeous, and the components deeply satisfying to place and push around. That said, it’s also a bit of a bear to set up – there are so many bits of wood to put down to mark the status of Britain before the Roman collapse. I left the game up over the weekend, playing turns whenever I could grab a few minutes, which was definitely better than trying to set it up and learn it all in one go. After having spent a good few hours with it over several days I can confidently say that I know how to take actions in Pendragon: The Fall of Roman Britain, whether I actually know how to play the game is another matter entirely!

First Impressions: Richard III by Columbia Games

First Impressions: Richard III by Columbia Games

I don’t remember when I first became obsessed with playing a Columbia Games block wargame, but I would guess it was some time between ten and fifteen years ago. That game was Hammer of the Scots, and I still haven’t played it. Something about it captured my imagination, but it cost at least seventy euro, I was a broke student, and I already had several underplayed two player games so I couldn’t really justify the expense. Still, the idea of playing Hammer of the Scots lingered on and every time it got a reprint or showed up in stock somewhere I would think “maybe this time”.

Starting this blog finally gave me the impetus to buy a block wargame and see if it lived up to the expectations of my imagination. Astute readers will notice that this is not a report on my experience playing Hammer of the Scots – and that’s because Richard III was significantly cheaper. I may have really wanted to crush the Scots as Edward I, but I wanted to keep that €40 more. I almost bought Hammer of the Scots anyway, since I never much cared about Richard III, but the title of the game is a little misleading. This game is not about Richard III – in fact in our game he didn’t even show up. This is a full retelling of the War of the Roses in block game form – and as such I’m much more interested in it. While I’ve never much cared for Richard III, his brother Edward IV is another matter.

Men of Iron pt. 3: The Battle of Poitiers, 1356

Men of Iron pt. 3: The Battle of Poitiers, 1356

After playing two highly defensive battles with minimal manoeuvring I acted upon the advice of a more experienced player given via Discord and picked Poitiers as my next battle. I’m glad I took that person’s advice, at Poitiers the French let me try my hand at some dynamic movements and a dramatic flanking attack – even if the English still ended up being reactionary and defensive for the most part.

Poitiers has long fascinated me. A triumphant victory for the Black Prince (I’ll just note here that he was not known by that name during his lifetime) and the capture of King Jean II of France. Jean II joined his Scottish ally King David II, who had been captured at Neville’s Cross in 1346, at the English court. The ransom for Jean II significantly enriched the English crown’s coffers and allowed them to negotiate the very favourable Treaty of Brétigny in 1360 – a treaty in which Edward III exchanged his claim to the French throne for more French territory than its own king had. If the Hundred Years War had ended there it would be remembered as an English triumph – but of course it didn’t, and all those gains would be gone within a century.

Men of Iron Round 2: Courtrai 1302

Men of Iron Round 2: Courtrai 1302

Having gotten a handle on the rules of Richard Berg’s Men of Iron with my fabulous French upset last week I decided to try a scenario that was on a slightly larger scale but still didn’t up complexity too much. I chose Courtrai, also known as the Battle of the Golden Spurs because of the loot that the victorious Flemings took from the dead French nobles, in part because I’ve always found it fascinating and because it once again sees a French army trying to attack a strong defensive position – historically with disastrous results. I won’t totally spoil what happened, but I will say that things did not go as well for the French this time.

I should probably talk a bit about how Men of Iron plays, because it is interesting and unlike anything I’ve played before. Instead of being divided into strict turns, the starting player as designated in the scenario chooses one Battle – a group of units with a single commander – to activate. As an aside, I love that the game uses the medieval term Battle instead of a more modern designation like company or squad. The selected Battle can then move and shoot or engage in melee combat – usually “shock” combat but mounted units can charge instead for an extra bonus. After activating that Battle the active player can pass or instead they can choose to try to activate another Battle. To successfully do so they must roll under that Battle’s commander’s Activation Rating on a d10 - most commanders have a rating of 2 or 3 so this isn’t particularly common but it happens often enough to keep things interesting. As an aside, in Men of Iron the 0 on a d10 is actually a zero and not a ten like I’m used to from D&D, something that frequently causes me to go from elation to disappointment whenever one is rolled. Each activation after the first imposes a -1 penalty to the roll, so it’s harder and harder to activate subsequent Battles.

Men of Iron First Impressions: Agincourt 1415

Men of Iron First Impressions: Agincourt 1415

I felt a wave of nostalgia when I first opened up my copy of the Men of Iron Tri-Pack from GMT – the new release that packages three of legendary game designer Richard Berg’s classic medieval hex and counter wargames together. It’s not that I’d played this game before, or any of the previous versions. I hadn’t even played a hex and counter wargame before, not really. My nostalgia stems instead from games I played with rather than played, and memories from my very early childhood.

You see, my father was something of a wargamer back in his day. He owned copies of classic Avalon Hill games like Gettysburg and Civil War. Some of the earliest photos of me as a child show him balancing me on one knee while he pours over a classic wargame, played solo in the basement of the house my parents were renting. As an older child my brother and I would occasionally coerce him into unpacking a game and trying teaching us how to play – as Virginians we couldn’t help but take at least a little interest in battles that took place in our home state. We never successfully played them, we were far too young and the games too long, but he gamely made an effort, and they were fun evenings even if we ended up making up at least half the rules ourselves. The closest we ever got to playing one of the classic Avalon Hill games was Civilization, a perennial favourite during the intermittent blackouts that accompanied major storms in the autumn. That game would be unpacked, the rules hastily learned, and the opening turns played before it got too dark, and we were sent to bed. We would leave it out with a plan to finish it tomorrow, but usually the power would be back, and it was far more tempting to play Super Nintendo instead. The more serious wargames never even got that far.