Friday, March 20, 2020

ASOIAF: Deployment And Activations

Get ready for some hard lessons.

One of the best things about this game how in-depth alternate deployment and activations work.  All of this is outlined really well in the main rulebook, but I want to take a moment to stress the importance of how greatly this affects overall gameplay.  A lot of this harks all the way back to my WHFB days where "drops" and chaff really meant something when it comes to deployment.  Having more drops than the opponent allows you to see where their most crucial units get placed so you can better deploy against them.  Keep in mind that when it comes to "drops", this is strictly limited to combat units.  It doesn't matter how many NCUs you have when it comes to deployment, but this will matter when it comes to overall activations.  Activation order and the number of total activations matter because the more you have, the more you can "force" your opponents to activate their units so you can better counter them.

Alright, so let's dive into deployment first.  Going forward, I'm just going to call these drops because I'm an old-school WHFB player and you're just going to have to deal with it.  I'll start by using my Robb Stark list vs. the previously posted Ramsay list.

Faction: House Stark
Commander: Robb Stark – The Wolf Lord
Points: 40 (4 Neutral)

Combat Units:
• House Umber Greataxes (7)
  with Robb Stark – The Wolf Lord (0)
• Grey Wind (0)
• Stark Sworn Swords (5)
  with Bran and Hodor – Protector and Ward (3)
• Summer (0)
• House Umber Berserkers (7)
  with Sworn Sword Captain (1)
• Stark Outriders (7)
  with Brynden Tully – Vanguard Infiltrator (3)

Non-Combat Units:
• Sansa Stark – Little Bird (3)
• Lord Varys – The Spider (4)

Made with ASOIAFBuilder.com

vs.

Faction: House Lannister
Commander: Ramsay Snow – The Bastard of Bolton
Points: 40 (20 Neutral)

Combat Units:
• House Clegane Mountain Men (6)
  with Ramsay Snow – The Bastard of Bolton (0)
  and Theon Greyjoy – Reek (0)
• House Clegane Mountain Men (6)
  with Dreadfort Captain (1)
• Bolton Cutthroats (5)
  with Assault Veteran (1)
• The Flayed Men (10)
  with Gregor Clegane – Mounted Behemoth (3)

Non-Combat Units:
• Tywin Lannister – The Great Lion (4)
• Lord Varys – The Spider (4)

Made with ASOIAFBuilder.com

Before we talk about anything else, keep in mind that after the battlefield is set up, you roll a die with your opponent and you see who gets to pick their deployment zone (winner chooses or passes).  The player who does not choose their Deployment Zone will the First Player.  The player who chooses the deployment zone puts down their first combat unit.

As you can see in the example lists above, Robb's army has a total of 6 drops compared to Ramsay's 4 drops.   This is one of the best things about the Stark Dire Wolves and that's because it comes with good 0-point chaff that are combat units.

If you choose Deployment and therefore starts deploying first, it would look like:
  1. You put a wolf down
  2. They put down a combat unit
  3. You put another wolf down
  4. They have to put another combat unit
  5. You put down some Stark Swords
  6. They put down another combat unit
  7. You put down some Berserkers
  8. They have to put down their Flayed Men with Ser G
  9. Now you counter-deploy your Greataxes to meet his knights
  10. ...and you can put your Outriders somewhere that best suits your needs

Hell, if you count his drops ahead of time, you can even choose to Outflank with your Outriders because you know the drop advantage is yours.  Always count the number of drops your opponent has and take note of any units of significance.

Do you see the power of having more drops than the opponent?  This is actually one of Stark's most powerful tools and that's the free Dire Wolves with Robb and Brann.  Once Shaggydog gets up in here, it's going to be a hoot.  Even having one drop over the opponent can mean a big difference because it allows you to better set up your slower moving speed-4 Greataxes somewhere that's going to scare those Flayed Men.  If you end up tieing with your opponent when it comes to drops, consider letting them choose deployment so they drop first.

Activating in the most optimal order is key.

Next, let's talk a little bit about activations.  For the most part, I'll try and keep things as generic as possible.  Knowing the when and why you activate your units will mean the difference between victory and defeat.  This is where most of the complexity of the game comes from.  By understanding that your NCUs count towards total activations and directly interact with the game through the tactics board, this greatly enhances how you play the game.  While most units interact directly with tactics cards, there's also a ton of ways to cheat out free actions.  To explain all of this is going to be really complex because it's simply impossible to predict any and all events that are going to happen in a game.  No worries though, I'll try and give out some hints based on the games I've had so far.  Keep in mind that who is First Player also matters greatly.

Here are some helpful tips:
  • NCUs tend to activate first to either stifle the opponent's zones or take advantages for themselves.  For example, as First Player, taking the Tactics zone can be super useful, or robbing the Stark player of free maneuvers can also be strong, especially when there are plentiful objectives on the board.
  • Whenever you interact with the tactics board, you should first consider if you're planning to give a direct benefit to yourself or to disrupt the opponents' plans.  Every decision you make should be deliberate and has a significant impact on the game.
  • When units are already engaged,  claiming the Combat zone is very strong and should be claimed if you have First Player.  This is essentially a free combat action, which is just incredible.  Anything that gives free anything is highly-sought after.
  • Activating your Dire Wolves first before your main combat units allow you to better move units in response to what the opponent is going to do.  They have to activate their units and cannot choose to just pass.  They can, however, put an activation token on the unit and just not do anything.
  • Always look for low-risk activations first if you want to bait your opponent into doing something so you can counterplay it.  However, you need to prioritize high-value activations if you absolutely need something to go in your favor.  This is how tempo is set by the player:  If everything you're doing gives you an advantage some way or another, you will always be ahead.  An example of this could be deciding to put an NCU down first to disrupt the opponent or to activate a unit.  You want to choose the one that will put you ahead while leaving the opponent unable to respond.  The best type of activation is getting to do something that gives you advantage while the opponent gains nothing.
  • As the game progresses, this is where the true chess element of the game comes in:  Choosing the wrong activation order can literally mean victory or defeat.  Everything is a risk because both you and your opponent has a hidden hand of tactics cards, and with NCUs being different every game, there's always going to be calculated risk.  This is why Varys is one of the strongest NCUs in the game currently:  He has 4 tries to foil your opponents' plans with the tactics board or their NCUs.
  • Once combat is joined, the focus of the game shifts a bit from NCUs to actually fighting the battle.  Otherwise, you risk skipping pivotal combat and your opponent might just tactics your unit into the ground before you get a chance to swing.  If you see the opportunity to inflict damage, it's almost always worth it to take it unless you have the appropriate counter.  Look for unit activations that will give you the battlefield advantage.  NCUs are not the ones fighting over objectives.
  • Typically when you're a couple of turns in and the battle is joined, you should look for opportunities for free actions first, then combat, then NCUs in that order.  There are many factors that will change this order around, but that's completely up to you to analyze the opportunity cost.  Since there are a lot of things to keep track of once battle is joined so it's important for you to get comfortable with your units, your commander, your NCUs, and your tactics cards.  Else, you risk missing vital opportunities or triggers that can win the game for you.

Alright, that's pretty much all I have to say about activations.  There are just a billion examples and each one of them is unique.  However, I think mastering your activations is the most difficult, most complex, and most rewarding part of the game.  It's probably the biggest factor in identifying player skill and experience, so it's definitely worth practicing.  Good luck!

Thursday, March 19, 2020

Complex But Not Complicated

To me, the best games are the ones with rules that provide a structure for making moves towards victory, then get out of the way and let you play. I don't like games where an encyclopedic knowledge of the rules gives an advantage, and I can't stand games where it's possible to win on a technicality. The advantage should come with the ability to understand the consequences of making a particular play, like thinking several moves ahead in chess.

Twilight Struggle is a good game for that reason. It gives players a relatively simple set of options on their turn, primarily by playing cards for one of two purposes: either to spread their influence on the board, or to enact a more specific game effect that targets a particular location or gives some other in-game advantage. Simple options, but a lot to think about and try to plan for.

In Twilight Struggle, two players vie for control of the world during the Cold War of 1945-1989. The board represents a map of the world, with players placing competing levels on influence in the various countries depicted with an eye towards controlling particular regions. Scoring cards are played at various points in the game, so the goal is to set up your influence to take advantage of the scoring cards you have, but also to anticipate what your opponent is trying to do based on where they are placing their influence.

Another option each turn is to spend cards to progress with the Space Race. Achieving space-based advances does give an advantage, especially to whichever player gets to each milestone first, so (much like in the real world at the time) it's something that can't just be ignored. I'm not sure if it's intentional or not, but in all of our plays we've found the space race to be an annoying distraction due to the amount of time a player needs to spend on it and the random, hard to predict results. I wonder if the military commanders of the time felt the same way?

There is also a Military Operations track which requires both players to engage in roughly the same amount of aggressive military action each turn, an interesting balancing mechanic that slyly represents the sabre-rattling and chest-thumping that often occurs between world powers. However, too much military action will advance the DefCon marker, and if it gets pushed too far nuclear war breaks out and the game immediately ends. This is where the real brilliance of this game lies, and where it perfectly reflects the world it takes place in, as the two players constantly need to look at how far they can push things without going too far.

Like the best strategy games, Twilight Struggle gives you a lot to think about during play, without bogging you down in complicated rules that need to constantly be referred to. The strategy and maneuvering

It's a great game design for what it is trying to do, and you could even argue that it's educational, sparking the imagination about this unique period in world history. Unfortunately the game's presentation is more textbook than Hollywood blockbuster, and the game's graphic design is very...utilitarian, which is what I think has held this game back from gaining a wider spotlight. On the other hand, it has been in print continuously for 15 years, so I suppose it's finding its audience.

Rating 4 (out of 5): It's a 2-player game that takes a while to play so it doesn't come out that often, but we always enjoy it in spite of its somewhat dry presentation.

Burgundian Candy

One of the 3 pike blocks 
 This is partly what re-kindled my interest in the late 15th century. It's become extremely popular over the last few years - in no small part to the fantastic plastic and complimentary metal ranges put out by the Perry twins. Trouble was, the wars of the Roses never quite did it for me. Seemed a bit dull, but what was going on in Europe at the same time always appeared much more exotic. So where to start? Burgundians were a logical choice, many, many years ago I spent 5 years living in modern day Burgundy, in the environs of Dijon, so I had a slight affinity with the area, and had spent plenty of happy hours clambering around castles and fortified chateau that still grace the area. So Burgundians it was. The vague and not terribly joined up plan, being that Burgundians meant Swiss, which could stretch into The wars of Burgundian succession, and then into the early Italian Wars. Like I said, not that joined up.
Perry knights and coustillier 
Anyway, here are a few pictures of the Burgundians so far. Mostly Perry and Foundry, with a few Steel Fist
Perry knights 

Crossbows and handgunners to the fore

These were a lot of fun to paint


Worms eye view

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Monday, March 16, 2020

A New Direction On An Old Road





Bern front ranks
In the early 1980s, I, like many others were enormously inspired by the pictures in the early editions of Miniature Wargames of Peter Gilder's Italian Wars collection and the accompanying range of figures he did for Connoisseur. 
I bought and painted them- a couple of Swiss pike blocks, a few Gendarmes and handgunners etc. Not a lot but enough for a few games with my mates Spanish using the great George Gush rules. Anyway, I think they were sold in the late 80s but I've always had a fondness for the armies. 
So last year I thought I'd revisit the period, using the more modern and fabulous Perry metal and plastic ranges alongside some still really terrific Foundry figures (which date from the late 80s iirc).
I've even shoe-horned in a few of the better old Connoisseur figures for old times sake. 
On top of this there are some superb figures available from Steel Fist miniatures and good old Front Rank has a few offerings.
So far I've accumulated a decent little Burgundian army and I'll feature those in some later postings but to start with I'll show a few pictures of the first 2 Swiss blocks I've completed.

Uri and Bern
 The intention with these was to make some dynamic looking units. I get a bit bored with units of purely upright pike. Yes, I fully appreciate their practicality but I'm starting to reach an age where I'd sooner do stuff I really like and thinks looks good than feel constrained by practicality! Plus in the aforementioned ranges there are some great figures.
Uri:
So, the nitty-gritty. I've gone for blocks of 48 - 6 wide, and 8 deep to give a beefy look. For the Swiss I'll be doing 6 of these (although this might, might turn into 12!) to allow them to be used as 3 x96 figure units which should truly look the part.
They are based theoretically on 20mm x 20mm per figure in a minimum of 4s with some more larger multiples. I have ordered a few big movement trays but I'm not sure if I'll use them, we'll see. Obviously there is an overhang of 40mm at the front of the unit to accommodate the pikes, this also allows a bit of battlefield detritus and casualty figures to enhance the look. The bases are my tried and tested sand/glue oil paint style with lots of Army Painter tufts and bit of flock.
The figures are a real mix, and I've taken advantage of the Perry's who do extra Swiss heads for their plastic ranges. Steel Fist also do a set of 4 amazing armoured front-rankers with beautiful separate heads, so these have been swapped in with the plastic stuff for more variation

Uri and Bern 
The flags are mostly from Pete's Flags on e-bay and the lovely Flags of War range. I'm going with 4 flags per block so they really stand out.


Bern
So, that's the bare bones of how I'm approaching this project, I'll put in more details as I add to this blog when I can give you more Swiss, the already completed Burgundians, before moving on to the Italians and Landsknechts.





Other Swiss blocks planned will be "red/white combination (Zurich and Schwyz) and a blue/white and black and white pair (Fribourg and Lucerne).


Sunday, March 15, 2020

Recycle Reuse

Seemed a shame to clear the table after just one game.



The original game was played with Don's 30mm Spencer Smith ACW figures but my first wargame book was his Battles With Model Soldiers and the figures were Airfix ACW so........


Hobby time has been curtailed this last week and casting & converting has taken precendence.

If all goes well I'll get to play on Wednesday.