Continental Drift: End of Empire 1744-1782 (Compass Games)

My wargaming tastes skew decidedly modern, with the vast majority of my collection covering conflicts from the First World War forward. And yet, something about End of Empire: 1744-1782, the latest offering from Compass Games, covering the battles of the final five decades of British domination of North America, grabbed my attention.

The Battle of Quebec

Based on William Marsh’s earlier Command magazine game of the same name, End of Empire presents an operational-level view of King George’s War, the French and Indian War, and the American Revolution, plus assorted minor tiffs of the era. Two full-sized maps, linked horizontally, provide coverage from the Eastern seaboard west to the Mississippi and Lake Huron. Four and a half 5/8″ countersheets with striking graphics round out the handsome boxed package, which retails at about $100.

Recently, I had the opportunity to take two of the smaller introductory scenarios out for a spin with regular opponent (and all-around good guy) Mike Vogt at one of our game sessions at Labyrinth Games in Washington, DC. We played the Invasion of Canada scenario and also the War of Jenkin’s Ear scenario, both with a limited number of units and a short time frame. Our experience was mixed.

Leadership sits at the heart of the game system. Most units are severely constrained in their abilities unless stacked with a leader, who himself needs to pass an initiative die roll to do anything other than sit in bivouac on a given turn. While representative of the era’s command-and-control capabilities, a string of poor rolls can leave a player in a dire (or bored) situation. Mike’s Americans in the Canada scenario burned almost half the game in an immobile state, and in Jenkin’s Ear, we basically just rolled dice over and over for thirteen blessedly-brief turns until someone had a chance to move. The need for effective leadership also leads to giant stacks under the leaders with strong initiative. Again, likely representative of the historical reality, but the effect is odd for gamers used to maps filled with counters rather than dueling Death Star stacks.

For Jenkins and his ear!

I admire systems that foil player plans and prevent omniscience from becoming omnipotence, but for playability’s sake, there needs to be a middle ground. Our sense was that the system buckles a bit with smaller scenarios—the larger scenarios, covering forty to fifty turns and with hefty unit allocations, likely smooth out poor initiative results. We’re hoping to find out by taking the full American Revolution out for a spin via PBeM using the VASSAL module, thoughtfully approved by Compass. I do appreciate the inclusion of the shorter scenarios, if only so that I can claim to have gamed one of the decisive battles of the War of Jenkin’s Ear, complete with a thwarted Spanish amphibious invasion of the Florida coast.

End of Empire stands out as a near-definitive operational-level study of the conflicts of the British Empire in North America. Compass has already demonstrated exceptional support for the title, not only through the VASSAL module but also by sending out mounted errata counters to customers at no cost and providing additional scenarios and rules updates online. Very few games deserve second editions; End of Empire is one of them, and I’m happy to have this non-modern outlier in my collection.

From the Finland Station: The Finnish Trilogy (Mikugames)

Board wargaming is something of a niche market to begin with: even the largest game companies, like GMT and MMP, have print runs measured in the mid to low four figures, and except for some evergreen series games, once a game has sold through its print run, it’s gone, available only on the secondary market. Smaller game publishers have even smaller print runs, leading to a general sense amongst wargamers that you buy when the games are available or your forfeit your right to complain when you spend five times the retail price at auction. At the bottom of the wargame production hierarchy (in terms of production quantity), you have the boutique producers, usually a single person with a single game that has been lovingly crafted and produced, for little to no personal profit beyond seeing the game in print. For boutique games especially, you have to strike immediately or risk never getting a copy—and for many gamers, that’s simply a fate not worth considering.

Selected Components from Vol. 2 of The Finnish Trilogy

Thus, I now own a copy of Volume Two, The Continuation War, of Mikugames’ The Finnish Trilogy, focusing on Finland during the Second World War. Produced over a ten year span by Mikael Grönroos, The Finnish Trilogy is a series of massive operational level wargames, very much old school in concept, with thousands of counters and a large map. Monster games like this just don’t get produced any more, particularly not on semi-obscure fronts. The rules are not old school, though, with lovely bits of chrome (ice breakers, echelon combat, flanking bonuses, and airbases built on the ice) and a modern sensibility. There are even custom dice for the combat resolution system and small map sections for individual scenarios.

Beyond the evident care in the rules and orders of battle, though, the production quality of the game itself rivals that of the big publishers (and quite exceeds it in the maps and player aids). Lavish yet (mostly) sensible use of color abounds, and the game promises to be a visual treat when set up as well as an intriguing game situation. The mounted, die-cut counters (eleven big sheets of 1/2″ counters in Volume 2) strike me as slightly thinner than most “professional” wargames, but not so thin as to be in danger of shifting around on plexiglass when playing. The counter artwork does fill the entirety of the counters, so I’ll have to be quite careful with my prized counter corner rounder to not remove vital information.

Counter detail from The Finnish Trilogy

I’m not entirely convinced by the decision to use Cyrillic for the Soviet headquarters and aircraft designations—anything that can interfere with a player picking up on the situation at a glance should be scrapped for better playability—and some of the Soviet color choices are difficult to read (brown unit icons with red lettering inside).

Still, it’s a handsome game and a real gem in my collection. So much so, of course, that I have Volume One, The Winter War, and Volume Three, The Lapland War, on the way as well now. With very few of Volumes One and Two remaining (and Volume Three sold out), it seemed the prudent course of action. Sometimes the game does go to the swiftest.

Counter Culture: Rounding the Corner

I’ve long been a proponent of the view that much of the pleasure derived from paper and chit wargaming comes from the physical culture of the games, from interacting with the games rather than actually playing the games themselves. Most wargames are not ready to play out of the box: they require some effort on the part of the players to prepare them, most often punching the die-cut counters out of their trees.

Unclipped Counter. The horror!

While some publishers have made great strides towards the “punchless” countersheet, notably Legion Wargames, whose “Easy Punch” counters pretty much fall out of the trees owing to some extreme die-cutting, the vast majority of counters come with a stubborn attachment to their sprues. Once the counters are punched (preferably, cut out via hobby knife), they still exhibit nibs and bits on the corners—or, in some egregious cases, along the counter sides—where they were held to the counter tree and to each other.

Take our Climb 2 counter here, from Avalon Hill/Multi-Man Publishing’s Advanced Squad Leader. These don’t come out of the Plano very often, so perhaps one could be excused for dropping this counter, with its ragged, uneven edges, onto a game board. And indeed, there is a minor schism in the hobby between those who tend to these nibs, the clippers, and those who do not. I’ve examined the reasons to clip or trim counter corners in the past, and I am unabashedly in the clipping camp, for aesthetic reasons as well as practical reasons.

My tool of choice for years was a trusty hobby knife with easily replaceable blade. I’m minimalist in my trimming, trying to strike a balance between uniform counters and taking off as little of the existing counter as possible. Some people swear by nail clippers (hence, “clipping” counters), but they’ve always taken a bit more off than I prefer, and they strike me as being a bit imprecise. And don’t even get me started on counter clipping jigs. Clipping counters should not be a mass production project, even when one has thousands of counters to process—I like to examine the counters as I clip, particularly for operational level games with much variation between units.

But, after a recent trimming extravaganza to get a game ready for a wargaming convention, I was about ready to join the non-clipping camp. Four hundred counters, four trims per counter. Blah. That’s a lot of knife work, I made some poor trims towards the end, and my fingers cramped all day thereafter. Surely a better method exists?

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Winter Offensive 2014 After Action Report

Another year already? Seems like just yesterday I was walking the halls of the Bowie, Maryland, Comfort Inn for Winter Offensive, the East Coast’s premier Advanced Squad Leader tournament and all-around game fest. The time between these confabs flies by, or perhaps that’s just a side effect of getting older.

Winter Offensive 2014

As ever, hosts Multi-Man Publishing put on a fine show, with Winter Offensive 2014 seeing a record 134 attendees by Saturday afternoon, eight higher than last year’s record of 126. All three ballrooms were open from Thursday’s start, and the extra initial space was much appreciated. Quite a few people were already there by Thursday evening, more than I had seen in years past. The crowd was mostly the same as ever, with familiar faces in abundance and a smattering of new (to me) players.

I started festivities with a playing of Three Crowns/MMP’s A Victory Complete, an operational-level look at the Tannenberg campaign. Chris Chapman, a long-time gaming compatriot, took the overwhelmed yet qualitatively superior Germans against my overwhelming yet qualitatively inferior Russians. The chit-draw game system felt like a comfortable fit for the situation, and we took the game almost to the end before we called it, with the Germans managing to push the Russians out of Prussia, but not enough for more than a marginal victory. Nice graphics overall on this one, though the corps colors for the Russians were nigh indistinguishable from one another in some circumstances, leading to much confusion in a system dependent upon corps-by-corps activations.

The main event (mine, at least) came on Friday, when I matched up with another of my long-time opponents, Doug Bush, in a playing of SPI’s BAOR, part of the Central Front Series focusing on operational-level battles in a thankfully hypothetical WWIII. I had the doughty British Army of the Rhine, holding the Weser River with considerable help from the Belgians and West Germans, while Doug drove the first and second Soviet echelons against my thin line. Neither of us had played the series before, but we soon got the hang of the rather unorthodox attack-as-movement system and the tracking of units’ gradual-then-sudden deterioration via friction points. By the end of the day—we put in a good twelve hours—the Soviets had achieved a substantial victory, with several more turns (and another echelon) to go. They hadn’t breached the Weser, though, so I’ll chalk up a moral victory.

BAOR

The system plays smoothly, particularly for the highly mobile contemporary forces involved. I don’t know that I’ll break this one out again anytime soon, but I’m quite pleased to have finally gotten this old gem (from 1981) off the shelf and onto the table.

For me, this Winter Offensive will probably be remembered as the year I finally broke down and played ASL again, for the first time in years and years. Regular gaming chum Mike Vogt graciously faced off against me and my absurdly dusty rule book in an all-day Saturday scenario, the Chas Smith-designed “The Shan Capital,” featuring Chinese GMD troops holding a town against Thai (!) forces in 1942 Burma. Gotta play something like that, no question, so I took the plunge back into the tactical game system. Mike held on for the victory with a very cagey fighting withdrawal, limiting me to two of the four required victory buildings by scenario’s end. I even managed a Thai hero creation. That’s a feather in any gamer’s hat.

It was good to get some ASL under my belt again. I might have to start playing a bit more—there’s a reason the system is going strong almost thirty years after its release.

No Winter Offensive would be complete without some late-night gaming. I played in fewer than usual this year, only managing one play of Sierra Madre’s Pax Porfiriana, my current card game of choice, and one of FFG’s Battlestar Galactica, a game that has become something of a cult favorite with my gaming crowd. The humans lost in the latter, coming a single jump away from reaching Kobol, but the toasters prevailed, as is their metallic wont.

My thanks to the team at MMP for another great three days of gaming. Now if only I could get three days of sleep to compensate.

Rolling the Dice on Kickstarter

I’ve backed enough Kickstarter projects by now to fully understand that it’s not really a “pre-order” site. You’re supporting a concept, a product, or an idea, and hopefully said concept, product, or idea comes to fruition. As a wiser person than I once said, “You pays your money and you takes your chances.”

Indeed, of all the Kickstarter projects I’ve backed, only two have, thus far, delivered, though I’m not worried quite yet. I knew the lead times would be long, and my investment is hardly large. I received my most recent Kickstarter backer rewards just last week, a set of four Precision Machined Dice, and the results are quite stunning.

Precision Machined Dice

These anodized aluminum dice were machined from solid blocks of aluminum and have significant heft (and sharp corners). They’re not really practical for actually rolling, but they make lovely display pieces. I consider them propitiations to whatever forces control the flow of luck in the universe.

Thankfully, though, the creator of these dice, Amber Rix, has launched another Kickstarter project for Precision Machined Metal Gaming Dice, a little smaller (at either 16mm or ½”) than the casino sized dice from the original project and with rounded edges. As with the original project, they will be available in a variety of metals and, for the aluminum, a variety of colors. Plus, looks like you could roll them without damaging a table, though you’d still likely put your glass dice cup at risk. The creator of these projects has also mooted the possibility of metal polyhedrons as a future Kickstarter project. Yes, please!

Because at a certain point in every gamer’s life, you have to ask: Why roll plastic?

A Taste of 1989 at Labyrinth

This past weekend, I had the pleasure of participating in a demo session of GMT‘s recently released 1989: The Dawn of Freedom, hosted by one of the co-designers, Jason Matthews. Held at the finest game store in Washington, DC (and indeed, the entire metro region), Labyrinth Games and Puzzles, as part of their “A Taste of…” series of game demos, the event filled the store’s back gaming space with players eager to recreate the struggle for democratic change in the countries of Eastern Europe during the tumultuous late ’80s.

Jason Matthews provided a nice overview of card driven games in general, spoke to his design process and the challenges of creating (and publishing) innovative designs in an increasingly crowdfunded market, and also worked through the rules for the game. It’s always a pleasure to be able to ask rules questions of the person who designed them.

Using a similar card-driven armature as Twilight Struggle, which Jason Matthews also co-designed, 1989 pits two players in the roles of Communists—attempting to keep control of the social and political structures of Poland, East Germany, Romania, Hungary, Bulgaria, and Czechoslovakia—and Democrats, striving to gain control of the same. Players familiar with Twilight Struggle can jump right in, as the basic dilemma of using cards for either operations (to take actions on the map representing efforts to gain or wrest control) or events (representing significant moments from history) remains in place.

1989 The Dawn of Freedom via of Labyrinth Games and Puzzles

New to the system, the Power Struggle sub-game comes into play when overall control of a country must be assessed due to play of a Scoring Card. The Power Struggle—essentially a suit matching contest using cards apportioned via relative control of the country—adds quite a bit of uncertainty into what was, in Twilight Struggle, a very cut-and-dry calculation. You can go into the Power Struggle with an edge in country control and leave with no control at all. Some might find that variability unsettling, but I like what it adds to the game. There are no guaranteed victory points in this game.

As with most event-based card driven games, once you know the events and their placement in the game’s “storyboard,” much of the sense of wonder and discovery vanishes; I’ve played Twilight Struggle enough times to know which cards open me up to late game traps if I play them and which cards are mandatory plays as soon as they appear in my hand, certainly a strategic benefit, but I’ve also lost the thrill of watching the history unfold via the cards. While I don’t think 1989 will ultimately escape that fate (and it’s not a terrible one, for the basic game play is still quite satisfying), it’s nice to have another game in this vein where the gameplay is somewhat seat-of-the-pants, not knowing how one action will reverberate into another, as ultimately I game for wonder as much as winning.

My thanks to Jason Matthews and the always awesome crew at Labyrinth for hosting this demo session. It prompted me to pick up a copy of 1989, which I’m sure will see a fair bit of play.

(Picture via Labyrinth Games and Puzzles)