Napoleonic & ECW wargaming, with a load of old Hooptedoodle on this & that


Showing posts with label Boardgames. Show all posts
Showing posts with label Boardgames. Show all posts

Tuesday, 28 September 2021

Hooptedoodle #408 - Miles & Omar - Backgammon revisited

 

 
My yuppie backgammon set, from Jenner's, circa 1979. Some nice, turned wooden playing pieces would set it off handsomely, eh?

Yesterday I was sorting out some board games (not of the wargaming variety), which currently live on top of the big bookcase in our sitting room. You need a step-stool to see them at all, since the bookcase is nearly 7 feet high, so this was a serious undertaking. I found some amazing stuff up there, but decided to keep only a very few games: apart from some good sets of traditional dominoes, I'll hang on to my best chess set and board, an old set of Scrabble (essential), the base set of Carcassonne (much loved - with a couple of the expansion sets), De Bono's L-Game, a nice old set of Nine-Men's Morris (Merelles), and - last but not least - my Backgammon set, which I haven't seen for about 20 years, and haven't played for 30. 

I got to thinking about Backgammon, which I used to play a lot, and enjoy very much. It was a game which I knew of as a small child, but only because there was a board marked out on the back of a folding Draughts (Checkers) board I had. Sometime in the late 1970s I became friendly with a fellow named Miles, whom I got to know during my visits to the National Library of Scotland reading rooms, in George IV Bridge, Edinburgh. I used to spend a lot of time at the NLS at that time, because I was studying for professional exams, and if I removed myself from home distractions and babies and suchlike I had a better chance of getting some heavy studying done (though I seem to have read quite a bit of Napoleonic stuff during these same visits, which suggests my dedication was still a bit lacking).

Miles worked as an assistant at the NLS. When I got to know him better I found that he wasn't actually a librarian - he was pretty heavily qualified as an Art Historian, but he seemed to have got stuck in a temporary job in the Library for something like 10 years. They didn't pay him an awful lot, either; he and his wife rented a grim little flat up a tenement stair in Leith - a bit like downtown Beirut. I met him for a beer one evening, and went to his house for supper. Miles produced an ancient backgammon set, set it up, and during the next hour or two he taught me the rules and we played a few games. I loved it. A couple of weeks later, Miles made a return supper-&-backgammon trip to my place, but this time we played on my old folding board, and the game loses a lot like that. Ideally, a proper board should be boxed in, so you can throw the men around and they slide expertly into the corners, and the dice stay off the floor, and you should have a real wooden "bar" in the middle to place pieces on when they are out of play. The sound and the feel of the game are important, so my utility version wasn't nearly so good. Lesson learned.

Next time Miles visited me he promised to bring his old set with him. This had been his Greek grandfather's. His grandfather had taught him the game when Miles was at primary school (in London - the family owned a restaurant), and had given him his old set. The rules Miles taught me, by the way, were what his grandfather had played - I'll come back to this later.


Anyway, on his next visit, he didn't bring his old Greek set; instead, he presented me with a brand-new and rather posh boxed set - all leather and polished wood - which he had bought in the gift department of the old Jenner's store in Princes Street (long gone). I was suitably overwhelmed, but very pleased, and my new, yuppies' backgammon set, which had very little authentic class but was satisfyingly expensive, featured in our fortnightly games evenings for the next year or so. A couple of house customs grew up:

(1) you always knew which end contained the "home boards" - it was the end next to the wine bottle! 

(2) we didn't use the Doubling Cube. Ever. Miles told me that his grandfather said that it was just a device to make sure the player with the most money won in the end, so it was ignored. Miles and I used to play a-penny-a-point, using his grandfather's scoring system (which, again, I shall come back to).

Then Miles suddenly got a job more in keeping with his qualifications, and moved away to That London to work for The Royal Collections, where his first involvement was the cataloguing of historical drawings and engravings at Windsor Castle. My (first) wife was a little shocked by Miles' new status and evident salary; she classified each of my friends as either "vulgar" or "creepy" (I don't know if anyone made it into both categories - she set very high standards for everyone - apart from herself, for some reason...), and I guess that Miles was probably a creep, since he was a very courteous chap.

So that was my Backgammon career on hold. I missed my friend and our games, but I moved on (as one does). 

One day a few years later my wife came across my trusty Jenners Backgammon Set (probably on top of another bookcase), and brought it to my attention, which astonished me. Normally my hobbies were beneath contempt, but Backgammon was somehow associated with Omar Sharif, which was very interesting indeed. I must explain that my first wife had a thing about Omar from earliest puberty (no - hers, not his - don't be silly). Omar, you had better believe, was neither vulgar nor creepy; she had seen Doctor Zhivago a number of times, and on each occasion she required some days to recover her equilibrium - she had very little idea of the storyline, however, despite all that study. I digress...


Anyway, possibly because of some imagined link with Omar, I was encouraged to find someone to play with, and eventually I talked a work-colleague, Edward, into coming around for a game. I had to teach him my house rules, but we got on very well, and a new fortnightly series started.

Tragically, it didn't get very far. It was my turn to go to Edward's house, out in the suburbs, when I got a message the day before our meeting that his wife had died very suddenly (in fact she had committed suicide, I am still horrified to recall) and that was definitely the end of backgammon until further notice - the clock is still running, awaiting my return. You can see this would be a bit of a trauma. [The poor lady's demise had nothing to do with her husband's new interest in backgammon, as far as I know.]

Back to this week. 

I dug out my old set - cleaned it up (still looks good), and did a bit of online reading to refresh my knowledge of the rules. Hmmm. It seems this is more complicated than I had remembered.

OK - I bumped into the Doubling Cube very early - it states that this is an option, but playing without it is regarded as like riding your bicycle with stabilisers fitted. That's all right - in my book, coolness is not essential. If Miles' version of the game has a long tradition in the village squares and coffee houses of Greece then that has a nobility of its own. I then had a look at scoring systems, and I didn't find Miles' granddad's system anywhere, though I did read that there are a lot of local variations in traditional rules.

Which, at long last, brings me to the point. My compliments to anyone who has got this far (apart from Frobisher, who certainly will not have put up with all those adjectives and stuff). If anyone has any experience of Backgammon (and if you haven't, may I say that I believe it is well worth checking out?), I'd like to run Miles' granddad's scoring system past you. Have you seen it before? It worked well for me for some years, should I be nervous about admitting to this? Are there any ancient Greeks in the house?

The system is:

* The loser of a game pays the winner 1 penny (or whatever) for each of his men (pieces) which is in his own (the loser's) Home Board at the end of the game, 2p for each man which is in his own Outer Board, 3p for each man in his opponent's (the winner's) Outer Board, and 4p for each which is either in his opponent's Home Board or on the Bar.

* This basic total is paid over as it is if the loser has commenced "bearing off" his men before the game ends.

* If the loser has not yet borne off any of his men, the result is a Gammon, which means that he must pay twice the total.

* It can get worse: if the loser has not yet borne off any men, and any of his men are in his opponent's (the winner's) Home Board or on the Bar, the result is a Backgammon, and he pays three times the total.

I think this system does affect the strategy a little, since players will try to minimise the cost of a defeat. If you are interested in the rules of Backgammon, you'll find them here.




Tuesday, 14 September 2021

C&C Accessories - Spurious Precision?

 I chanced upon an advert for some custom component racks for Command & Colors, and I realised that I'd always wanted some, so I ordered up the "Napoleonic Starter Set", which I shall describe in a moment.

 
The "Sleeve", with four counter racks in it, and the scenery-tile holder in the foreground 

It came quickly, from "Sally 4th", of Melmersby, North Yorkshire. I realised that it required rather more assembly than I had planned for; that's OK, of course, but I put it away until the weekend.

The Starter Set comprises laser-cut MDF components to make up four counter racks (2 for small counters, 2 for medium), a "sleeve" thingy which the racks slide into, and also a rack to hold scenery tiles.

Background: Though C&CN is my go-to Napoleonic game with miniatures, I've never played the actual boardgame very much - setting out and tidying away the block counters is a pain in the tonsils, to be honest, and, since I store the boxes upright, on their ends, I have had to improvise all sorts of little containers to keep the counters in, to avoid the sort of chaos on opening the lid which would be guaranteed to make me put the lid back on and put the game away unplayed. It's not been a great success - the game doesn't get used, so perhaps the introduction of some better organisation would make all the difference.

I did the component assembly while listening to the Manchester Utd game on the radio on Saturday. Straightforward enough - the tabs are accurate and everything lines up, and I used my standard "Tacky PVA" to stick everything together. All quite straightforward, though one of the parts is a Perspex lid for the "sleeve" unit, which is not glued, but is anchored by tabs which fit into the sides. First problem was that the tabs on the Perspex bit did not fit the holes - quite a lot of fiddling with needle files to improve the fit - eventually I got it together by forcing it in - crude but OK. A couple of days to let everything dry out, and this morning I set about transferring my counters to the new racks.

That was rather less satisfying than I had hoped. The storage cells on the racks hold 4 layers of 3 x 2 (for the small counters) and 4 layers of 2 x 2 (for the medium sized ones), and there really isn't any space. This is glued MDF, not exactly engineering standard, and the counters are really very tight. It's fiddly to get them in and out, and they really don't fit brilliantly. Why on earth they couldn't have allowed an extra mm each way I have no idea. Never mind, I got them stored away, and they definitely don't rattle, though the Perspex lid holds everything firmly anyway, so rattling is not a problem. If I had made these, I'd have made them just a tad bigger - there is some risk of damaging the counters getting them in and out.

I also realised that the Large counters need a Large rack unit, but I had enough space to fudge them into the racks I have. Everything goes back into the box nicely enough - I was concerned about the raw MDF wearing the surface of the playing board, so put in some kitchen roll to pack it a bit. The game boxes have gone back onto their shelves with no rattle at all.

So:

(1) is it well made? - yes - it's OK - the MDF is what you would expect; the Perspex lid is not well finished, which turned out to be less of a problem than I thought it might (brawn over brains every time). The design is clever, but making it all so tight is unnecessary and something of a nuisance.

(2) is it good value for money? - it's expensive - I think I paid £28 including P&P for the Starter Set. I was surprised, given the price, that it required so much assembly. It's nice to have racks specially proportioned to hold C&C counters, and to fit in the game boxes. The pay-off is whether it encourages me to use the board game more often.

(3) is it going to encourage me to play the board game more often, then? - probably not, I'm afraid - it's not very quick or simple to get the counters in or out. I'll see how I feel in a week or two...

Monday, 22 May 2017

Another Solo Campaign? - Looking at Boardgames...

GMT's "Wellington"
In the last few years I have played out a couple of solo campaigns - one set in the Peninsular War, one in an unknown part of Lancashire and Cumbria during the ECW. I enjoyed them both - I mean really enjoyed them - there is nothing like a campaign to throw up interesting, assymetric miniatures battles, or hopeless defences, or tricky withdrawals, or games of a size and a format that normally I would not consider - might not even think of. Also, of course, as a solo player I need not worry about the one-sided nature of many of the resulting actions.

I documented these campaigns quite thoroughly, and still get a lot of fun and interest out of revisiting the narratives and the photos.

The mechanisms for supply and map-moving are always tricky - and then there's intelligence - despite my best endeavours, I didn't get either of these campaigns quite right - too much admin overhead, and the map systems forced the action into the same areas too frequently. For the ECW I used a map based on a customised set of The Perfect Captain's famous Battlefinder cards - it worked OK, but only just OK. For the Peninsula I used a map derived from Don Alexander's monumental (and terrifying) boardgame, War to the Death.

I have been thinking about a return to the Peninsula, later this year. I have been reading about the use of proprietary boardgames to provide the campaign framework - an obvious enough solution. One big advantage is that, apart from handling the logistics, the boardgame has its own inbuilt battle mechanisms, which you can use as defaults, so you can place whichever bits of the campaign you wish on the tabletop for the toys to fight out.

A number of sources were enthusiastic about the Pacific Rim game, Wellington's War, to manage a Peninsular campaign. I have never seen this game - I've read reviews, and seen pictures, and I was once quite excited about it, but there was a strange period of a few years when it was always just about to be published, during which I lost interest. It is very expensive, and I am unlikely to rush to buy such a thing unless I am convinced that it is worth the cost. I mean worth it to me (and I can be very difficult, I admit it).

It did get me thinking about two games which I own already, though I have not attempted to play either of them seriously. Firstly, I have the aforementioned War to the Death, which is so fantastically complex that I shall just reject it out of hand as a campaign driver. However, I also have GMT's Wellington, which is a smaller brother of their Napoleonic Wars and uses many of the same mechanics. In fact I also have the Napoleonic Wars game - and I haven't played that either (this is getting embarrassing...). The NW game has a replacement, de-luxe folding board, which is a major enhancement. At the time I bought Wellington, that was due to get an upgraded board as well - I don't care for the flimsy paper jobs, especially if the game is going to lie around for some weeks while I fight a campaign. However, GMT decided not to go ahead with that, for some reason, and the game has sat in its box at the back of my big walk-in cupboard for a long time, still unpunched, still waiting for the posh map which will never come.



I fetched it out at the weekend, and have been re-reading the rules in odd moments for a couple of days. It does seem a bit complicated, but the kit includes a Play Book, which walks through some detailed game-play examples, and that looks pretty good. Time permitting, I hope to set up a demo game and walk through the Play Book examples, to see how it goes. Customer reviews I've seen sometimes make reference to the game's being rather hectically interactive, which suggests it might be a dead duck for solo play. I don't normally do hectic anyway.

So what? Well, I just wondered if anyone had experience of the Wellington game (it doesn't have hexes, by the way...) and/or had any views about its suitability as the driver for a campaign. I'm not committed to using it, but it is lying in the cupboard...

Or should I splash out on Wellington's War? - or do you have good experience with some other boardgame for this purpose? All thoughts and suggestions welcome!

Wednesday, 25 January 2017

Number 6 - An Expansion Too Far?

Sometimes you get a sort of sign – admittedly, some of us are so blooming dense that it takes a good shove to make the point, but I seem to have got there in the end.

I am a big fan of Commands & Colors: Napoleonics, the GMT boardgame, which I play with miniatures – in fact this is the basis of almost all my wargaming now. In the past I have considered each of the expansion sets as they were announced – the only one I’ve invested in was #5, the Generals, Marshals and Tacticians set, which provides a new card pack, some upgraded rules and a rather richer game.


I’ve always been excited by the prospect of playing bigger C&CN games, on a bigger tabletop, so have been waiting for some time for the new Expansion #6, which allows Epic or La Grande Battle [sic] sized games on a bigger board. When it was announced, in March, I put my name down for pre-order in a state of some excitement, which qualified me for a discounted price, and I received an email receipt. Splendid.

And only then did I start to think about it more carefully.

Let me see – the new expansion gives you a couple of new playing boards (wasted on me, since I don’t play it as a boardgame), a book of new scenarios, using the bigger format, with some new scenery tiles and unit blocks (also wasted on me, for the same reason, and since many of the scenarios are for nations and campaigns which I do not play), a revised rule book (good, though I am aware that I need some new tabletops and, preferably, a church hall somewhere to play Epic games with miniatures in my scale) – no new card pack, though. The cost of the expansion is $75 plus postage, less about one-third discount for pre-ordering (plus UK VAT and Royal Mail handling charges).


The expansion was delayed for some reason, but shipping eventually commenced on 13th December. I have received nothing, and I was not convinced that I had actually paid anything, so I began to suspect that GMT had not sent me anything. Hmmm.

I sent an email yesterday, just to check where we are up to. GMT are good, and efficient, and the excellent Deb replied to me today, to say that, since they did not have up-to-date credit card information for me, they had not processed my order. If I wish to update my account information, they can sort things out. They could maybe have told me there was a problem, but they didn't.

Once again, hmmm. Was this the final sign?

Apart from anything else the pound Sterling has gone on a mighty slide since March – this game is getting more expensive, and more marginal, by the moment. I made a decision which surprised me, though I feel somewhat relieved having made it. I cancelled my order. I am confident that Expansion #6 is an excellent product, and that players all over the world will thoroughly enjoy it. But not for me. If I can piece together how the rule revisions work, I can probably make some tweaks to my own miniatures games to allow bigger, multiplayer games, and that’s really all I want. The shiny big box full of redundant bits and pieces would have been a folly – I can see that now.

It took me a while, but I got there. I may be enthusiastic, but I am not easy. Marketing departments, please note.

Thursday, 19 November 2015

Expansion #5, and a Question of Tubes


Well, I've paid my ransom money of £17.76 to Royal Mail (that's £9.76 for UK Value Added Tax on an item imported from outside the EU, plus an £8 "handling charge", for the privilege of having my parcel delayed for 2 days at a detention camp in Berkshire), and have now received the promised Expansion #5 for Commands & Colors: Napoleonics - "Generals, Marshals & Tacticians" from GMT Games.

I haven't had a proper chance to check it all out yet. There is a reissue of the C&CN Command Cards pack (green backs instead of blue - some tidying up, plus a logical dovetailing with the new Tactician pack), plus the new, additional pack of Tactician Cards, the initial allocation of which at game start-up is based on the ability of the General. There is also a bunch of new scenarios, there are some new unit and terrain types, and there are sheets giving General Tactician ratings for all the past scenarios.

I have steered clear of the C&CN expansions prior to this point. Expansion #1 covered the Spanish Army, but by the time it appeared I had developed my own additional rules for the Spaniards, and I have stuck with them (they are very similar to GMT's, in fact). I have no miniatures for, or particular gaming interest in, Russia, Austria and Prussia, which were the subject matter of Expansions #2 through #4, but I have always thought the role of Leaders in the core game was a bit underwhelming, so I was keen to purchase this latest instalment.

Once again, the production standards are very high and GMT themselves are nice, organised people to deal with - the pre-publication (P500) price represents a good deal, even with the international shipping and RM's ransom demand, and I hope to get some decent value out of the extended rules - what GMT describe as "enhanced fun"!

I'll get the old reading specs on this evening, make some coffee and have a good study - with luck this should encourage me to get the table out for a game next week. Interesting now that I see the scope of what this expansion comprises - prior to this I had very little idea what it would be, so the reality is bound to be more restrictive than the unlimited scope of what it might have been (including all the things I never imagined, of course!).

Looks very good - I hope to say more about this sometime soon. I'm confident you'll find proper, informed reviews of the product all over the place, so I won't attempt anything of the sort, but the mere fact that I, who have scorned all the previous expansions, should have invested in this one is evidence of my devotion!

Separate topic - acrylic paints. When I first started painting again, maybe 12 years ago, after a lengthy sabbatical, with what to me were new-fangled acrylic paints, a friend talked me into using a starter set of acrylic artists colours, in tubes. It didn't go well - I had enough trouble just getting my eye in again with the brushes, and I couldn't get to grips with artists' paints at all - couldn't get the coverage I expected, had problems with mixing and the gloopy textures. I switched to pots of modellers' paints, and have continued thus, quite happily.

My paint collection must have reached a certain age - many of my pots are now turning into chewing gum, and there is a limit to how much reactivation you can do (not to mention the time and the hassle). A big blow during my recent Spanish Grenadiers effort was the demise of my beloved Revell Stahl silver (in a square pot) - it is now metallic chewing gum - visually spectacular but useless.

The time is coming when I'm going to have to replace quite a few of my paints. There is a local problem in that there is no shop selling Citadel or Foundry paints within 40 miles of here, and I don't like buying unfamiliar shades or makes online. There is a Hobbycraft store about 25 miles away, and they sell the DecoArt pots, including the rather excellent Americana series, but the stock is uncertain and there are often gaps on the shelves. None of this is insurmountable, but since I am in any case forced to review my paint preferences, I thought it was probably worth revisiting the topic of artists' acrylics. Again, a friend suggested that was the way to go, though he is not near enough (or supportive enough!) to talk me through this in detail.

So - the point of mentioning the subject - there are certainly a few art suppliers fairly close to here, so availability would be OK. Does anyone reading this have experience or opinions of (tubed) acrylic artists' colours for modelling? I hasten to add that I am not really interested in mixing my own colours, so would tend to use them straight from the tube. I feel it would be silly to overlook these if they would be useful, but even more silly if they were not going to be suitable for my rather childish painting style!

As is always the case with this humble blog, all advice and clues will be gratefully received!

Wednesday, 23 April 2014

Toygaming - some afterthoughts

Nothing childish here...
This additional post is merely a follow-up to the previous one, after the comments and some further emails (for which thanks to Martin and Louis) and a bit more reading of the Sabin book to which I referred last time. I propose to reproduce a couple of paragraphs from it which I found thought-provoking – I have no permission to quote these, but if they interest you then I recommend you purchase the book, which is Simulating War, by Philip Sabin, published by Bloomsbury Academic, so I can sort of justify it as promotional if pressed!

Philip Sabin is Professor of Strategic Studies in
the Department of War Studies at King's College, London, UK
The passages I chose are not because I have a particular axe to grind (well, no more than usual), simply things which I felt might stimulate some interest and fire up a few neurons. It must be borne in mind that the Professor is approaching his subject very largely from the point of view of education (both of academic students and of future generals), and thus his position might be regarded as a little rarified.


Firstly, on the subject of playability:

The fetish for wargame detail and complexity famously reached its greatest extreme in 1979 with The Campaign for North Africa, a multiplayer monster with five big mapsheets, 1800 counters, and nearly 200 pages of rules and charts that seemed to cover every conceivable logistic and tactical consideration. It is said that not even the designers themselves had time to complete the full campaign game. One later reviewer wrote that: ‘This game is just too involved to be played by a small wargame club with finite resources’, but that it might be ‘instructional to a graduate history seminar’. Nothing could better illustrate the growing disconnect between the dwindling band of traditional wargames enthusiasts and the rest of society over what ‘playability’ really means. There is a reason why a popular game such as chess has only 64 grid squares and only 32 pieces, of which each player may move only one per turn. That is quite enough to generate subtleties and complexities that have engaged the greatest minds for many generations. One does not need to go much beyond these parameters to produce wargames that offer challenging and thought-provoking simulations of real military campaigns. The great majority of published manual and computer wargames are, unfortunately, too complex, time consuming or unrealistic to be used directly in an academic context, but they do offer a mine of ideas on which one’s own more tailored designs may be based. Above all, it is crucial to remember that a simple wargame that is played will be more instructive than a detailed wargame that is not.

Now on the subject of the tension between games developed for military and hobby purposes (note that the games he refers to here will normally be board-type games):

The relationship between military and recreational wargaming over the past 50 years has been decidedly double-edged. On the one hand, professional wargamers, already sensitive to the negative connotations of the word ‘game’, have often been embarrassed by any link with hobbyists, especially given the blurred boundaries between recreational wargaming and playing with toy soldiers or the popular enthusiasm for fantasy gaming. As Allen reported: ‘“This is not Dungeons and Dragons we’re doing here,” a Pentagon officer indignantly told me in a discussion of what he called “serious modeling and simulation”.’ On the other hand, many professional wargamers themselves play recreational wargames in their spare time (Dunnigan reported that around 20% of hobbyists were in the military or related government jobs), and dissatisfaction with the cost and unwieldiness of official games has often prompted officers to investigate cheaper and more accessible commercial alternatives. Dunnigan himself has been an enthusiastic advocate of this approach, although he claims that: ‘[T]he existing government suppliers of wargame technology did what they could to discourage the purchase of these “toys” (commercial wargames), as the “toys” were a lot cheaper and more competitive than the multimillion-dollar military wargame projects that kept so many defense consultants (and many government employees) comfortably employed.’


Since I am on a bit of a roll here, regurgitating the wisdom of others, I'd like to end with a fine quote from CS Lewis, of which I was most kindly reminded by the Honourable Conrad Kinch. Since the word "childish" seems to appear in, or be implied by, most of the forms of disapproval to which wargamers of any shade react badly, it is worth remembering that it is a word which, most typically, is employed by children themselves. Children, lest we forget, are also noted for their ability to learn and take on new ideas, and for an innate creativity and sense of fun:

CS Lewis
“Critics who treat 'adult' as a term of approval, instead of as a merely descriptive term, cannot be adult themselves. To be concerned about being grown up, to admire the grown up because it is grown up, to blush at the suspicion of being childish; these things are the marks of childhood and adolescence. And in childhood and adolescence they are, in moderation, healthy symptoms. Young things ought to want to grow. But to carry on into middle life or even into early manhood this concern about being adult is a mark of really arrested development. When I was ten, I read fairy tales in secret and would have been ashamed if I had been found doing so. Now that I am fifty I read them openly. When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up.”


Personally, I am not very interested in people who know everything, though I do seem to meet a great many.



Sunday, 20 April 2014

Thoughts of a Toygamer


As an appropriate foreword, here is a clip from a thread on boardgamegeek.com (of which I am a fairly regular reader) which I offer as an example of something I have struggled with for a long time – including a few heart-searchings on this very blog, I believe.


The author of the clip has published this on the Internet, where everyone can see it, and appears even to be quite pleased with his idea, so I see no reason to change any details of it or protect his ID. Everyone is perfectly entitled to express their views (subject to moderation, of course), and it is only reasonable that everyone else is entitled to a free opinion of those views (without moderation), and of the sort of people who express them, and why they feel moved to do so.

Respect all round; fair is fair.

I don’t have a problem with this view – it seems a tad bitchy, maybe, but it’s quite amusing. Equally, I don’t have a problem with Martin’s most recent instalment of his serial emails to me on the subject of the evil that is Commands & Colors, and how it will never replace proper Old School wargaming. Martin has probably never thought of himself as a Toygamer, but he appears to be just that, and will probably be proud of the fact now that he knows.

So what is all this about? What is it that makes us (all of us, including me) pay lip-service to the enrichment which diversity brings to our hobby, while still taking every chance to stick pins in some “other lot”, because they offend some fundamental ideal which we’ve held so long we can’t remember where we learned it?

I don’t feel I ever got close enough to the human race to have a valid view on human nature – whatever that is – so I’ll spare you some embarrassment by grasping the opportunity to keep quiet on that one, but I had a couple of thoughts while shaving.

(1) Is it, in fact, a single hobby? Is a single hobby too straightforward? Do we all need some imagined opposing faction within it, to which we can feel superior?

(2) Are we all a bit defensive anyway, because of the traditional (imagined?) contempt felt for wargamers by the rest of the world? Is it easier to take out one’s touchiness on near relatives?

(3) I’m on shaky ground trying to produce unqualified generalisations about the hobby and its disciples – my own preferences and areas of interest are much too limited for that, and I do not have as wide a general understanding as I sometimes like to think. I can only have a go at analyzing where I am myself, and how I came to think the way I do.

(4) …and, because he deserves it, I’ll have a go at Martin.


As briefly as possible (not least because I have written all this numerous times before):

* I was originally excited by the same books as most wargamers of my age
* I’ve spent a great many years since then trying to make the games as enjoyable as I expected them to be when I started
* I’m still trying, but I’m more pragmatic about it now
* I love little painted soldiers in neat rows – the more colourful the period the better; this love is out of all proportion to any sensible reason for it, but it is a major influence on the types of games I like to play
* I was deeply shocked by board wargames; it took a long time before I would try one, but I was amazed at the clarity and completeness of the rules, the speed and logic of the play, and by the almost total lack of arguments
* However, I found the visual spectacle less satisfactory, and I missed the little men, so I spent the next 30 years looking for some satisfactory middle ground that combined the best of both worlds
* Commands & Colors (played with miniatures, in my case) has gone a long way to filling that hole for me; it doesn’t suit everyone, and it doesn’t provide absolutely everything I need either, but I wish the game had been around many years ago

At which point Martin appears and tells me I’m mistaken and that I have sold out to the enemy. He does it pleasantly and amusingly, of course, and his reasoning has an orthodoxy that I have come to recognise.

You see, my friends (whisper it) – Martin has also struggled with the disappointment which much of his wargaming has generated, but he has dealt with this by going back to the original books and starting again – back to the time when he was still excited. I can see a flaw here – it is something to do with failing to learn from history. If I were to go back 30-odd years – good heavens, it’s 40 years now! – I would recognise all the holes and shortcomings in the game which led to all the blind-alley tweaks and improvements and the eventual realization that boardgames had something which was useful and (more whispering) sometimes better.

I’ve got them all here – Featherstone, Wesencraft, Young, Morschauser, Grant. I really enjoy them – so much that I have actually replaced a couple of them that I had sold on eBay in a rash moment. But this is nostalgia, for the most part. Particularly Wesencraft’s Practical Wargames, which was the biggest influence on my developmental years – I sometimes have a mad urge to play a game using Wesencraft’s rules, but when I stop and consider how it will be – all the morale testing especially – I usually go off the idea.


So do I play a lot of board wargames, then? No – I own a good few, but seldom, if ever, do I play them. I recently bought a decent old copy of Ariel’s The English Civil War on eBay, entirely because it is considered an excellent instrument for conducting solo compaigns as a framework for miniatures battles. I haven’t used it yet. By the time I had checked that all the (rather dull) cardboard counters were present and correct I couldn’t face it. All those counters – all that effort to sort them out, change a 20-point cavalry counter for a 10 and a five and 3 ones after each action – as a solo experience I find this, I regret to say, dismal. I live in hope that I shall shake off this lack of fortitude and get on with it, but I find that handling large numbers of cardboard counters is a great chore, while – strangely – I will happily arrange cupboards and boxes and tables full of painted toys all day long.

Discuss. I also have to point out that the attraction of the cardboard squares is not helped by my dwindling eyesight, nor the fact that my fingertips appear to be changing into elephants’ feet.

Martin, meanwhile, is feverishly setting up games which look exactly like the photos in the original Charles Grant (Sr) books, and even fighting those same battles, in his rush to recapture the thrill. Good for him. He knows he is right, too.

As ever, I haven’t really got anywhere here, other than confirming that there are a lot more questions than answers, but often the consideration of the questions is useful. Or at least it passes the time until I can’t remember why I was doing it in the first place.

Which reminds me that my original intention was to say a few words about a book I am reading on my Kindle. It is Simulating War, by Philip Sabin, and I believe I was prompted to purchase it by a comment on one of the blogs I read – I can’t remember exactly where I heard of it, but if it was your comment then thank you.


I’ve not really got very far through it yet, but have found it fascinating. Sabin discusses many aspects of the theoretical modelling of warfare, and compares the approaches and relative success of professional strategists, educators and hobbyists, and the various strengths and weaknesses of paper layouts (which we might describe as boardgames) and computer games, which, briefly, he considers to have been less successful than expected, since they are market and technology led, and tend to be designed bottom-up. The criterion for success here is not commercial profitability, but Sabin’s central theme of the optimal balance between realism and playability – a subject which we could all bore the legs off donkeys with for many years.

I offer no kind of review here, other than to recommend the book if this is the sort of thing you find interesting. I did notice, however, that occasionally I found myself pleased because he had expressed something which I feel myself, but rather more skillfully and convincingly than I could have managed. If I am honest, I was especially pleased at the occasions where he was criticising some “other lot”. At other times I found he was sticking pins in my lot, at which point I would say to myself, “ah, he doesn’t really understand that”, or “that’s true, but it doesn’t really apply to me…”

That other lot have much to answer for.

Saturday, 25 May 2013

The Man Who Killed Pythagoras – and other tales

Pythagoras, indicating the tricky diagonal
I’ve recently been involved in a number of Real Life issues which have left me very little time for any hobby-related activities, but I have managed to spend the odd moment reading other people’s rules, and scribbling and pondering ideas – some of them very old ideas, it has to be said.

I have banged on about hexagons and their pros and cons at great length in the past, and am confident that I don’t have very much more to say on the matter – you would think...

In one of my odd moments, the other day, I was recalling a series of debates that I had with a few friends – a very long time ago now – in which we considered gridded miniatures games and their advantages, but which mostly served as an excuse to drink beer. We agreed, very early in our discussions, that the most innocent comment any of us had made on the topic to date was credited to our resident optimist, Alan Low, and it went along the lines of:

“It is much easier to consider the merits of hexes if you can rise above all the prejudices and sacred cows which they seem to upset.”

Yes, Alan, we said – but you can’t really separate these things – the problem is that the biggest single disadvantage of hexes is that people hate them. Whether that is justifiable or even fair is beside the point – if HG Wells had been pictured with hexagons scribed on his floor then no-one would worry about it. As things stand, hexes are an affront to everything which is cherished in miniatures gaming. Worst of all, they are associated with BOARD GAMES, which are the greatest affront of all. We are, after all, talking of orthodox religion here.

We also agreed that the only acceptable plea we might make on their behalf was that Joe Morschauser was famous for gridded games – though I believe that at the time Joe was regarded as less Old School than he is now. His game was generally seen as a harmless eccentricity, and not proper wargaming.

Morschauser, of course, used squares. Squares are easy to draw, and have an ancient precedent in the chessboard, but for wargames they have some inherent snags, the very largest of which is Pythagoras. Orthogonal moves of 1 square are fine, but a diagonal move of 1 square is 1.4142135 (etc etc) times as far. Some games get round this by prohibiting diagonal moves or combats – somehow, units which are adjacent to each other along a diagonal cannot see each other – or, as in the De Gre/Sweet game, the square root of two is taken to be a rather more convenient 1.5. That certainly helps.

A to B is easily seen to be 4 hexes
Hexes are not easy to draw at all – even with an accurate template, you can get a gradual drift with accumulated small errors, so it is necessary when marking out a hex table to have copious guidelines and preliminary sketchings. They do have the advantage of six-fold symmetry, and they get rid of Pythagoras, but many gamers object to the fact that they distort straight lines. You can either lay out your hexes so that there are straight columns going across the table (like my own hex-based games) – in which case your units may advance in a straightforward manner (literally), but do not line up side by side very neatly – or you may have the straight columns running sideways across the table (like Commands & Colors) – in which case you may form exemplary lines of battle, but your units advance in a rather odd zig-zag.

In fact both these issues can be solved visually at a stroke by having the hexes a good bit larger than the units, so that you can place the units off-centre and smooth out the battle lines and the marches.

We rambled around this subject through many beers, enjoying the scenery but not really deciding anything, and then one Sunday morning Pat Timmins rang me and announced:

“I may have just killed Pythagoras.”

Pat had been applying square vinyl tiles to his kitchen floor – in a very bold combination of navy blue and white. His wife objected to the basic chequer-board configuration because, she said, it “gave her the buzzings” and seemed likely to promote epilepsy. He had tried various alternatives, and at one point experimented with alternate rows offset by half a tile, like this:


He realised that such an arrangement on a wargames table would allow movement in six directions, and was in fact a sort of hexagonal arrangement without the hexagons. Judging distances, for example A to B in the illustration, was not quite as intuitive as with hexes, but was still possible with a bit of methodology (I reckon AB is 5 squares distant).

We were unreasonably enthusiastic about this – perhaps we could pass off our offset squares (or “squexes”, as Pat called them) as a sort of logical descendant of Morschauser’s game, and overcome some prejudices. The next non-development was that someone suggested that the squares should not be squares but rectangles with sides in the proportions of √3 to 2, which would even up the six-fold symmetry so that it was a proper 60 degrees all round. It made the table layout closer to natural hexes, but made the board look even more distorted – at this point, we actually preferred normal hexagons, which put us back where we started. So we eventually decided that squexes had had their brief moment, and resigned ourselves to being outcasts in the wargaming fraternity with our conventional hexes.

Glinski's game - note the 3 bishops
Also on the topic of hexes, I invented hexagonal chess in about 1970. My excitement was tempered more than somewhat when I discovered that there were already in existence a number of varieties of hexagonal chess, and that my own new game had been previously invented by a man named Glinski. This was useful, since it allowed me to drop the idea and move on to dabble with something else. I expanded Glinski’s game into a 3-sided version. There are 3-sided chess games now, but mine used a board with a full hexagonal grid (most of the available games now use distorted squares) – the board was a little larger than the normal (normal?) Glinski board, and the 3 sets of pieces set up in alternate corners.

It looked spectacular, but it didn’t work very well. Early experiments revealed that a game of this type for 3 players brings some interesting problems. The first is order of turns – if red plays white into check then white has to respond immediately, which reverses the turn cycle if it was in fact black’s move next.

More fundamentally troubling is the very nature of 3-player strategy. It is very difficult to have a game in which each of the players is attacking both of the others – it makes more sense to have two gang up on the third, and then double-cross each other at the end, which gets you into all sorts of negotiation, time-outs for diplomacy and other stuff which we decided it was simpler to just ban. No chat, we said – no sign language, no secret notes left in the bathroom. This left us with a game in which the only possible recommended strategy was a passive opening - allow the other two players to attack each other and weaken each other. If all 3 players adopt the same strategy, of course, you get a very strange non-game. You may feel free to draw your own parallels from history on any or all of these.

A very smart looking 3-sided chess set - mine was different from this,
since it used the Glinski layout of pieces, and  the playing board was
a rather larger version of Glinski's
So we gave that one up as well, though we did briefly consider 3-sided soccer on a triangular pitch, but abandoned that very quickly, not least because we could not agree how the offside rule would work. We did, however, think that the winner might be the team which conceded the smallest number of goals.

How very silly.    





Monday, 7 March 2011

Commands & Colors: Napoleonics - More On-the-Job Training


Russians & Prussians down the right hand side. Terrain is based on the Rolica scenario. I wouldn't drink from that river.

This weekend I finally played my first CCN games with an opponent. Clive - the Old Metal Detector himself - kindly came up to the Land of Mud to help with the action. I even got to see his umbrella, which he brought along.

The CCN game is now sufficiently well established for there to be a good number of players with more experience and better understanding than I have, so there is not a great deal of point in my revealing my findings in great detail, but we did learn a few things.

We fought three battles which were closely based on the first 2 scenarios in the CCN book. I say closely based because:

(1) My hex table has the hexes rotated 60 degrees from the CCN board, and has slightly different proportions. None of this is a big problem, but I am now giving some serious thought to painting CCN-oriented hexes on the reverse side of my war boards, complete with painted-out part-hexes on the edges of the table (don't hold your breath).

(2) Clive brought some lovely vintage Russians and Prussians - mostly Hinton Hunt and Der Kriegspieler - to fight my French army. In the absence of an official GMT national chart for these armies, we defaulted to making their characteristics the same as those for the French.

To finish 3 battles in a day, still able to speak and walk about, is a rare event indeed at my house. We learned a lot, almost all of which is certainly well known to many other players already. The main things were:

(1) The game makes a whole lot more sense with two players. It is an excellent game, though I do not think it is the only game I will ever wish to play.

(2) For players with little experience of CCN, defending is far easier. We decided that attacking needs very good co-ordination of troops (and thus shepherding of suitable cards). In particular, bringing artillery up to support attacks needs a lot of skill.

(3) The limited activation of units, about which I had misgivings, works well. Luck with the fall of the cards helps a lot, but the turns are crisp and logical, and the game seems inherently sensible as you play it through.

(4) It does matter where you place your generals - if you are sloppy about this, a leader may get in the way of one of your fighting units, and he might even be eliminated by enemy attack.

(5) The game works well with miniatures - we had no problems with the rules, though inexperience required us to do a lot of reading of the fine detail of Bonus Combats and so forth. It is vital to make best use of the terrain, and to use troop types to their strengths.

Retrospective edit: Clive now has a couple of very nice slideshows of his photos of these games posted here or here.

Thursday, 20 January 2011

Commands & Colors: Napoleonics - Observations #2

Some more of the preliminary stuff...

Observation 6 - this maybe seems a small matter, but it's niggling - once you have removed the contents from the CCN box, put the required stickers on and removed the scenery and so on from the punched cards, it is a fair old challenge to get everything back in there. At least it is if you are being careful not to damage anything, and if you wish to preserve any form of order in the unit blocks. I'll have to get my hands on a tray or shallow box of the correct size to hold the blocks - shoving them all in plastic bags and squeezing them in the original box would mean that a game would require a lot of preliminary sorting and counting - how about 2 hours to sort out the components and 2 hours to play? How would boardgamegeek.com rate that? It is not unknown for boxed games in my house to sprout all sorts of additional boxes, and somehow they refuse to stay in the one place. I believe they crawl away at night.

Observation 7 - Artillery unit sizes - not insoluble, but I do need to come up with an answer. Infantry units can be 4, sometimes 3 or 5 blocks. My minatures battalions have 4 subunits, so this is compatible, not a problem - just depends on the numerical strength. Cavalry doesn't offer a problem, either, though my basing is not absolutely perfect for CCN - I can handle this. Artillery is a different matter - CCN uses 3-block artillery units - the rules require this structure. My miniature armies use 2 crewed guns per battery, and 3 guns side by side would not fit the hex size on my table. So I need something which is not a gun, which can be used to denote the 3rd block. Preferably something which is not stupid(!). I had a great idea - I could use a caisson - unfortunately I don't have any. How about an ammunition chest? - tried this - it's hard to spot. I could, of course, use a dirty great coloured counter, or something, but it seems a bit crude, and doesn't please me as an accessory to the shiny new game. I shall think about it. It has to be something sensible, something which does not require a whole new painting frenzy to arrange, and something which, if possible, maintains the dignity of the game!

Hmmm.

Commands & Colors: Napoleonics - Observations #1

I have to remind myself, right here at the start, that I have bought GMT's new game primarily because I intend to use it with miniatures. I have made up the troop blocks - all the game's own equipment is ready now, to the house's rather rigorous standards (as discussed). The blocks, supplied hex board and scenery tiles will all be useful for gaining a bit of practice, but I confess that I find board games a bit unsatisfactory visually - even though this is rather an attractive one.

The other thing I have to remind myself about, and I'll write this in bold characters, to increase my chances of remembering, is that I will not start changing the rules. At least not until I have some experience of the game as published.


CCN's pocket-sized Waterloo scenario


The scenarios supplied start off with Rolica, and finish with Waterloo, no less. Rolica has about a dozen units a side. At Waterloo, the Allies have 21 units in total, including 3 batteries. Righto. Observation 1 is that there is an obvious amount of implicit scaling of the game to suit the size of the original action. That is certainly one way to fight a big battle with fewer troops (and it is only a game, after all...), but I have some initial misgivings about the distortion this can introduce to the structure of the armies, and the potential for (for example) musket ranges to get out of proportion to the ground scale. Having recently gone through the process of developing Grand Tactical rules of my own, and having consciously rejected the approach of just pretending big battles were smaller, with smaller armies on a smaller field, I'm pretty focused on the areas of potential discomfort. OK - maybe I'll avoid their Waterloo scenario for the time being.

Observation 2 - I quite fancy trying some rather larger actions - not ridiculous, of course, but involving a few more units, on a larger board. I could do with a little more information on how they design the scenarios - in particular how they fix the number of command cards to be used with the armies as deployed, and how they set the victory conditions (which in CCN is "the number of victory flags"). By inspection, it looks as though the number of command cards for each commander is something like a third of the number of units in his army, rounded up. That's fine - I can use that to create my own battles, but an obvious scalability question looms. The command cards are played singly, and allow a number of units to do something - this number is not large, and it may be that for actions involving more than, say, 25 units a side, I may have to alter the game so command cards are played in twos. This is a first guess - I'm not sure how this will work. Initially I will be trying small actions, and it could be that the proposed La Grande Battle extension set will provide command cards capable of rather more extensive orders.

Observation 3 - The troop classifications will need a bit of generalising - units are described as Grenadiers, Guard, Militia etc, and I have no problems with these descriptions, but there will have to be some conventions so that I can remember that, for example, poorly-trained line troops might be classified as "militia" for the purposes of the game, even when they are evidently nothing of the sort.


Militia in trouble


Observation 4 - there are some very nice bits in the game. Naturally, the bits I am most pleased with are the sections in the movement rules which are almost identical with my own hex-based game - sound judgement, GMT! No - this isn't just self-congratulation, it's simply something less I'll need to re-learn! The combat dice bear various symbols, some of which cause casualties and one (a flag symbol) can cause a one-hex retreat. Retreats may be ignored a bit in certain terrain situations, or for good quality troops, but if the rules say a unit must retreat, then retreat they must. If for some reason they are unable to retreat as required then they will lose blocks (subunits), as extra casualties. The Militia are treated specially - they retreat 3 hexes for each flag, which means, if they cannot retreat, they lose 3 blocks for each flag they are forced to ignore. Since an infantry battalion will normally be 4 blocks, this means that the unit is effectively wrecked - retreats for Militia are bad news, they either lose a lot of ground or a lot of men. I like this. It's simple and it's elegant.

Observation 5 is from the smart-ass department - one of the supplied troop classes for the blocks is Portuguese heavy cavalry. Naturally, my hand shoots up - please, miss, the Portuguese don't have heavy cavalry. That is correct, comes the answer, but they do when they are pretending to be Dutch Belgians, or whatever, so go and stand in the corner, and try to buck your ideas up.

Friday, 14 January 2011

Commands & Colors - The Dice


Battle Dice - the original GMT 18mm (black) & my proposed 19mm replacement


I have received my set of Commands & Colors: Napoleonics (hereafter CCN) from America, and am impressed with it. I haven't had time to get on with all the stickers yet, but I hope to do some of that this weekend. I checked the contents, and everything looks very good, and the quality, as always with GMT, and as is almost always true with American games, is excellent.

Since I have spent a little time gawping at the pre-release discussions on various fora, I was aware of some concerns about the quality of the battle dice. Now I have to say right up front that if I hadn't read about this, it would not have occurred to me when looking at the supplied hardware, and much of the prejudice which I have read about seems to come from the Ancients version of the game. Yet I can see that the dice might wear a bit.

In case you do not spend much time reading discussions about the quality of dice in a game you do not own, a quick explanation might help. The game uses special Battle Dice, each of which carries 2 infantry symbols, 1 cavalry, 1 artillery, 1 crossed sabres symbol and 1 flag, all of which (obviously) have a defined meaning in the rules. The dice are supplied blank, with stickers to be applied by the purchaser (or his kid brother, if it is that kind of family).

The discussion threads on GMT's site and at boardgamegeek.com get into odd areas such as whether people prefer the feel of wooden or plastic dice, whether dice with stickers attached can ever be truly dynamically balanced, whether wood swells with the weather conditions, etc - you know how these discussions develop.

The dice provided - and there are 8 of them - are black plastic, 18mm across, with very slightly recessed areas to take the stickers, which are shiny printed paper, each one being 14mm across. I can see that the edges of the stickers might wear a bit - the indentation is shallow, and the thickness of the paper will protrude a little. It is entirely probable, of course, that the dice as supplied will work excellently well for many years, but I am such a worrier - and then I read the misgivings of all these other people - oooh oooh.

I do have some alternative blank dice. I purchased some samples of various types of plain dice, quite a number of years ago, and (naturally) they are still lying in the Diddy Box in their original packets, untouched. Amongst these are some slightly larger dice - 19mm - which have deeper indentations, and the indentations would fit 14mm stickers perfectly. OK. Unfortunately I only have 5 of these, but I have ordered a couple of additional packs on eBay, from a firm which specialises in educational toys. Given enough of these alternative dice, my plan is to fit GMT's stickers onto them, the deeper indentations will protect the edges nicely, and I might also apply a bit of acrylic varnish over them (subject to a bit of preliminary testing). If all this works, I should have dice which will be the envy of all. Dice of Thunder. When the smoke clears after World War III, my dice will be the only undamaged objects they find around here.

Only potential fly in the ointment is that the supplier cannot guarantee that the dice will all be the same colour, but they are hoping that will be possible. Let's see what I get.