OK, you cockmonkeys. I'm actually playing wargames.
We're playing this FTF on my dining room table, so it'll only be updated when we fucking play. So don't give me any shit with Berkutesque "zomg we need 3 turns a day or else you're flaking out" bullshit. We both work for a living.
Started playing the TOC campaign last night, with the Comrade Guide's new units and we're using Leadership Cards instead of the basic Leadership factors.
Naturally, I chose RED. Major Joey is playing WHITE. Major Joey hates Communists with a passion. I adore my commie pinkos, especially when they're whacking Nazis, but since this is the RCW, whacking monarchists is the next best thing.
Set up according to plan. It's 1918, the Central Powers are still running about, the RED has primacy in the north and central, with the WHITE controlling the south and eastern regions.
A brief synopsis of Turn 1:
During the Political Phase:
Faction Control went heavy with Poland, the US and Britain going to WHITE Influence (Murmansk Expedition played heavy in that decision) as well as the Czech Legion, while Turkistan and Mahkno (:yeah:) goi to RED Influence. Ukraine and Finland land in RED control.
During the Action Phase:
WHITE decides to come straight out of the gate with an Event card, and decides to play "Czech Legion Commits", planting the Czech Legion squarely in his camp, adding the Gajda leader with Siberian troops in the Urals North, and delivering me the Mahkno faction. Naturally, with the Central Powers still occupying the map, Mahkno can't come into play but at least they're going to be there for me.
RED plays a Strategic Movement option, and transits Stalin with the 4th Red Army from Saratov to Millerovo; I've decided to pursue a "Don First" strategy, and going to use Stalin and his minions in conjuction with Trotsky's presence in the south to shore up the line with the Cossacks and perhaps go on the offensive early.
WHITE drops another Action Card as an event, "Support for Yudenich", which not only enables his forces later on in 1919, but lands Estonia in WHITE control.
I get a little aggressive and play the "Switch Sides" card early, and I roll the dice to attempt to win over the Don Cossacks South army in Kamensk-Shakhtinsky, directly bordering Stalin and his forces, to JOIN THE REVOLUTION OR FUCKING DIE. It fails. Damn. Obviously the Cossacks would prefer to pogrom Jews at this time.
WHITE plays a special action, and decides to utilize the IGSR Rail Construction option to build tracks in Iszevsk; as the train is now in control of the Czech Legion, and he is going to have Czech Legion unit control the next turn, I suppose he's planning to move the gold and silver reserve WHICH IS THE PROPERTY OF THE RUSSIAN PIPPLES out of my reach sometime in the near future.
RED decides it's time to bloody some Cossacks; I declare a combat in the Don region with the newly arrived Stalin and his troops to teach the Don Cossacks army in Kamensk that wouldn't switch sides for me a lesson. WHITE decides to utilize the nearby Cossack leader Krasnov to reinforce the defenders with another army. Stalin gets repulsed in short order. Actually, he gets his ass kicked. The 4th Army is obliterated, and the remaining corp is reduced. Oops. Even thought I spent enough points to activate Trotsky and his boys in nearby Bela Kaltiva, I choose not to engage at this time.
WHITE decides to play an action card that garners Influence Points, and assigns them to the US, Britain and France; the US and Britain are in his WHITE control, and France is WHITE influenced, so I believe he wants to make sure that once foreign intervention is a possibility, he wants them in the mix at the start.
Still smarting from Stalin's first loss as a military leader, as RED I spend my round action buying RS points, and I get 2.
WHITE plays a Propaganda special action, and gets the NO ACT counter removed from a Siberian troop stack in the Urals.
For shits and giggles, I attempt to play a Propaganda special action to land a NO ACT on another Don Cossacks unit in the south. It fails. DAMN YOU TROTSKY WRITE BETTER.
Logistics Phase:
WHITE doesn't accomplish anything, and I spend my two RS points to purchase the leader Koroshilov for future operations, and place him with the 10th Red Army in Tsaritsyn. He's in Stalin's Camp, so I want him closeby to Stalin as well as the Don front.
So that's the summation for Turn 1. WHITE's got his mojo going for the Brits and the US, he's enabled the very potent Czech Legion on his side---but I'm currying my favor for the Ukrainian factions and Mahkno for my side when the Central Powers decide to go home.
Turn Two will be tonight after the Ravens-Patriots game. I'll figure out how to post pics using Vassal, or at least my digital camera. When I feel like it. If I feel like it.
Your collective lack of appreciation has been noted. <_<
Quote from: CountDeMoney on January 10, 2010, 12:26:30 PM
Your collective lack of appreciation has been noted. <_<
Pics or it didn't happen.
Quote from: ulmont on January 10, 2010, 12:27:46 PM
Quote from: CountDeMoney on January 10, 2010, 12:26:30 PM
Your collective lack of appreciation has been noted. <_<
Pics or it didn't happen.
Ass.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fimages.boardgamegeek.com%2Fimages%2Fpic642558_md.jpg&hash=f4997e95a210cbdd15c15dcb4def20fc43aa350c)
The Don region, after turn 1.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fimages.boardgamegeek.com%2Fimages%2Fpic642560_md.jpg&hash=245b38060bfb008e80a5daa5fcd33db20a6ba5a0)
Quote from: CountDeMoney on January 10, 2010, 12:26:30 PM
Your collective lack of appreciation has been noted. <_<
I don't play war games, either.
Now, from your description it sounds like turn 1 was a disaster for the Reds. Is that accurate, or am I reading too much into it?
Quote from: ulmont on January 10, 2010, 12:53:49 PM
Now, from your description it sounds like turn 1 was a disaster for the Reds. Is that accurate, or am I reading too much into it?
Just a minor setback. The first couple turns winds up being posturing. So, while I suffered a defeat, I'm not losing sleep over it.
Turn 2 should become much more interesting as WHITE will be able to activate the Czech Legion, and perhaps have a chance at saving the Tsar. I'm killing him as soon as I can.
Quote from: CountDeMoney on January 10, 2010, 12:56:24 PM
Turn 2 should become much more interesting as WHITE will be able to activate the Czech Legion, and perhaps have a chance at saving the Tsar. I'm killing him as soon as I can.
Where does the Tsar start?
Quote from: CountDeMoney on January 10, 2010, 12:40:44 PM
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Fuck Martinus
Fuck, fuck Martinus
:cool:
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fawesomelife.files.wordpress.com%2F2008%2F11%2Fthe-2-live-crew.jpg&hash=214b2c99018b5e2e64d5548710c03afb7abbbd2b)
Quote from: Caliga on January 10, 2010, 01:02:01 PM
Fuck Martinus
Fuck, fuck Martinus
http://www.youtube.com/watch?v=eQBjQs07wbw
You could probably adapt the rest of the lyrics, but I leave that as an exercise for the listeners.
Quote from: CountDeMoney on January 10, 2010, 12:26:30 PM
Your collective lack of appreciation has been noted. <_<
You waited less than two hours, on a Sunday morning. :rolleyes:
Cool pics, you commie bastard.
Quote from: Barrister on January 10, 2010, 01:08:09 PM
Quote from: CountDeMoney on January 10, 2010, 12:26:30 PM
Your collective lack of appreciation has been noted. <_<
You waited less than two hours, on a Sunday morning. :rolleyes:
While some of the main wargamers were busy in EU3. :rolleyes:
I love Triumph of Chaos :)
Marty's ancestors would were probably rooting the Reds on.
Quote from: CountDeMoney on January 10, 2010, 12:40:44 PM
Quote from: ulmont on January 10, 2010, 12:27:46 PM
Quote from: CountDeMoney on January 10, 2010, 12:26:30 PM
Your collective lack of appreciation has been noted. <_<
Pics or it didn't happen.
Ass.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fimages.boardgamegeek.com%2Fimages%2Fpic642558_md.jpg&hash=f4997e95a210cbdd15c15dcb4def20fc43aa350c)
:)
Only thing better would be to borrow a mushroom cloud counter from another game and pretend his astroglide got vaporized.
Quote from: ulmont on January 10, 2010, 01:01:12 PM
Quote from: CountDeMoney on January 10, 2010, 12:56:24 PM
Turn 2 should become much more interesting as WHITE will be able to activate the Czech Legion, and perhaps have a chance at saving the Tsar. I'm killing him as soon as I can.
Where does the Tsar start?
His presence is felt on the Turn Track starting in Turn 2. I have to kill him, or he's a Replacement Step bonus for WHITE.
Well now the Ravens are victorious how fairs the revolution?
Sounds like you both went with some fairly unconventional moves. Not that that's a bad thing, mind you--dicking around can be a lot of fun.
I won't comment too much on the strategy for fear of tipping things, but if you still hold Magnitogorsk and Tsaritsyn at the end of the first turn, you've done pretty well for yourself as the Reds.
Quote from: Razgovory on January 10, 2010, 06:12:47 PM
Well now the Ravens are victorious how fairs the revolution?
We were both so exhausted from the Ravens game, we called it a day. Both dozed off in the BG-Ariz 3rd quarter, for Chrissakes.
Although, next weekend is a holiday weekend (thank you, Dr. King!), so we're going to put some major time in.
Quote from: Habbaku on January 10, 2010, 06:21:31 PM
Sounds like you both went with some fairly unconventional moves. Not that that's a bad thing, mind you--dicking around can be a lot of fun.
I won't comment too much on the strategy for fear of tipping things, but if you still hold Magnitogorsk and Tsaritsyn at the end of the first turn, you've done pretty well for yourself as the Reds.
I was surprised that he wasn't as aggressive with at least moving units--so I didn't feel compelled to counter at this time--but in this assymetrical conflict, I chalk his conservatism up to my opponent's military indoctrination. He'd feel more comfortable with panzers, breakouts and exploitations in depth.
It's obvious he wants to try to save the Tsar; I personally never saw the long range benefit of it, even with early RS bonuses.
Quote from: Ed Anger on January 10, 2010, 02:10:31 PM
:)
Only thing better would be to borrow a mushroom cloud counter from another game and pretend his astroglide got vaporized.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fimages.boardgamegeek.com%2Fimages%2Fpic642871_md.jpg&hash=dcd63c0be885b9a83f2bbe467a06ff35e9b1ae3d)
I will follow this with interest.
Quote from: Lettow77 on January 10, 2010, 08:11:59 PM
I will follow this with interest.
I shall be the anti-lettow woof!
More because the odds of CdM actually updating this before summer are astronomical.
Quote from: katmai on January 10, 2010, 08:13:27 PM
More because the odds of CdM actually updating this before summer are astronomical.
Oh, hush you.
Quote from: katmai on January 10, 2010, 08:13:27 PM
More because the odds of CdM actually updating this before summer are astronomical.
You reckon the collapse of the game before turn 2 will be blamed on something new, or will it be the old "round up the usual suspects?"
Quote from: CountDeMoney on January 10, 2010, 08:02:46 PM
Quote from: Ed Anger on January 10, 2010, 02:10:31 PM
:)
Only thing better would be to borrow a mushroom cloud counter from another game and pretend his astroglide got vaporized.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fimages.boardgamegeek.com%2Fimages%2Fpic642871_md.jpg&hash=dcd63c0be885b9a83f2bbe467a06ff35e9b1ae3d)
:lol: :lol: :lol: :lol: :lol:
Nice AAR there, never played it but I always thought it looked really good when someone else did.
Triumph of Chrome is a lot of fun.
:rolleyes: Please, it's "Triumph of No Developer."
Quote from: Delirium on January 11, 2010, 09:44:40 AM
Nice AAR there, never played it but I always thought it looked really good when someone else did.
It's one of the better CDGs out there. Despite the heap of chrome and the lack of development, Dockter ended up making a pretty good game. I suspect it has to do with him being quite the Paths of Glory shark and knowing what pitfalls to look for as a player when designing a game.
You think we'll ever know how it ends?
Quote from: Razgovory on January 11, 2010, 02:09:05 PM
You think we'll ever know how it ends?
Well, neither players seem to know what they are doing, which hints at Red domination around mid-game at which point they will declare the game decided and stop it.
Quote from: Habbaku on January 11, 2010, 12:55:20 PMthe lack of development
What do you mean by lack of development?
Quote from: ulmont on January 11, 2010, 02:43:15 PM
What do you mean by lack of development?
The heap of worthless chrome that really shouldn't in the game. Specifically, some of the oddball rules that are never used, but are plugged into the game to provide some sort of historical purpose that is, in the general scheme of things, irrelevant. I'm referring mainly to such things as the "Bomb Moscow," Propaganda activation, Red/White Fleet activation and other such trivialities. There is just no place for them in an otherwise already heavy game and they, along with more than a few others, should've been cut by a seasoned developer that knows how to focus the game.
Quote from: Habbaku on January 11, 2010, 02:57:35 PMThere is just no place for them in an otherwise already heavy game and they, along with more than a few others, should've been cut by a seasoned developer that knows how to focus the game.
You think he'll have learned his lesson with the upcoming Triumph of Fascism?
Quote from: CountDeMoney on January 11, 2010, 06:47:29 PM
You think he'll have learned his lesson with the upcoming Triumph of Fascism?
:lol:
He put this teaser out in November. You tell me :
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi14.photobucket.com%2Falbums%2Fa313%2FHabbaku%2FTOF.jpg&hash=0d0f0111023554aef2658ef16db61534cf98ac95)
Oh dear.
I'm still going to get it, though, if only for two reasons: Condor. Legion.
The chrome goes to 11.
Quote from: CountDeMoney on January 11, 2010, 07:15:49 PM
I'm still going to get it, though, if only for two reasons: Condor. Legion.
Well, duh. That and fucking Carlists. Who doesn't love Carlists? Bourbon-lovers GTFO.
Quote from: Habbaku on January 11, 2010, 07:16:26 PM
Who doesn't love Carlists? Bourbon-lovers GTFO.
:lol:
Quote from: Habbaku on January 11, 2010, 07:16:02 PM
The chrome goes to 11.
It's like he took every concept from every game he ever liked and threw them into the pot.
Quote from: ulmont on January 11, 2010, 07:21:21 PM
Quote from: Habbaku on January 11, 2010, 07:16:02 PM
The chrome goes to 11.
It's like he took every concept from every game he ever liked and threw them into the pot.
He's crazy like a fox.
Quote from: ulmont on January 11, 2010, 07:21:21 PM
Quote from: Habbaku on January 11, 2010, 07:16:02 PM
The chrome goes to 11.
It's like he took every concept from every game he ever liked and threw them into the pot.
It is top-heavy; it's not insurmountable by any means, the thing is you just have to be deliberate so you don't miss anything from the myriad of options that, like Habs said, are sometimes never even used.
Personally, I think this kind of approach would work great for another convoluted conflict, entitled "Triumph of Hezbollah".
ZOMG I GOT +2IP FOR THE DRUZE FCM
Quote from: Habbaku on January 11, 2010, 07:24:40 PM
Quote from: ulmont on January 11, 2010, 07:21:21 PM
Quote from: Habbaku on January 11, 2010, 07:16:02 PM
The chrome goes to 11.
It's like he took every concept from every game he ever liked and threw them into the pot.
He's crazy like a fox.
I can't wait to read the river control rules.
Quote3 : QASSAMS FTW
Ineffectually bomb Israel and prove your peaceful intentions. Gain 3 IPs with Old Europe.
Quote from: ulmont on January 11, 2010, 07:36:33 PM
I can't wait to read the river control rules.
Exchange initiated at the latest WBC by mine and Berkut's (semi-drunk) teammate towards Mark Herman during the For the People finals :
QuoteTeammate : "Hey, Mark, have you ever thought of making a historical scenario for For the People?"
Herman : "What do you mean?"
T : "Well, you know, like with POG, they add some rules and restrictions to make the game more realistic and historical. I think FTP would really benefit from that."
H : "FTP is perfectly historical the way it is, I don't think it needs another scenario."
T : "Well, you know, Mark, the Civil War wasn't fought on the streets of Atlantic City."
H : "I reject that premise."
Quote from: Habbaku on January 11, 2010, 07:16:26 PM
Quote from: CountDeMoney on January 11, 2010, 07:15:49 PM
I'm still going to get it, though, if only for two reasons: Condor. Legion.
Well, duh. That and fucking Carlists. Who doesn't love Carlists? Bourbon-lovers GTFO.
Errrr... For starters, are you aware Carlist pretenders were Bourbons too? Actually they were quite more Bourbon than the ruling branch, because the pretenders married with princesses of the Bourbon-Two Sicilies and Bourbon-Parma families.
Then, Carlists were
- In religion, rabid fanatics
- In politics, rabid absolutists
- In all fields... well, rabid rabbits in red berets. A return to the Middle Ages.
In short, a series of bumbling reactionary incompetents bad enough to make Louis XVIII and Charles X shine in comparison, that was lucky enough to live during the Romantic period. What's not to love? I'll give them a measure of fashion sense, those big red berets were the very best idea they ever had, if not the only one, but under the beret there was no brain whatsoever.
I could pass to comment you funny ideas on Lebanon and 'Old Europe' (by the way, are you: from the past?) but one cup of reality is enough for a day. Two could plausibly be an overdoses.
Regarding 'Triumph of Fascism' the main problem I see is the sheer difficulty of designing a system in which foreign help is so important as it was, but doesn't become so decisive that anything else is merely a garnish heavy on garlic and olive oil and all depends on what's happening in Central Europe...
Besides, having a prewar system is quite worthless IMHO, because
1. the war was caused by a quite improbable result in which both sides ended up being more or less equally strong. If the game is realistic, 95% of the matches will end in a successful army coup or a successful government suppression of the rebels.
2. If the system is 'loaded' so as to get two balanced sides, anyway an initial setup different from the historic one will cause most cards, options, etc, to become completely surreal.
Consider what would happen if ToC has such a system and the Reds could start without Petrograd, the Whites could have the Tsar and/or the Tsarevitch with them, and the Great War could last until 1920 or be won by the Central Powers in the spring of 1918. How could any game design deal reasonably well with such wild variations?
:lol: Welcome back to the forum, Alatriste. I see you still haven't learned what facetiousness is.
Quote from: Habbaku on January 12, 2010, 02:30:56 AM
T : "Well, you know, Mark, the Civil War wasn't fought on the streets of Atlantic City."
H : "I reject that premise."
Awesome.
Fuck, it was actually worse than that, because my "friend" dragged my ass into it.
Set the scene: It is the finals in For the People - Rikku the Insane Finn against James Pei, who has won this thing, oh 7 out of 10 times? Something like that.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fwww.boardgamers.org%2Fcandids%2FCD09-FTP-08.jpg&hash=8c481892a3d014c10b3514a22f81b062f2a7504d)
Mark Herman is watching the game, and I am as well. *I* am sitting their quietly, minding my own 'bidness.
James is playing the South, and doing so using the normal Southern "shark" strategy of sending Lee and the ANV to rampage about in Maryland, Pennsylvania, and points north, cutting off the AoP in DC, etc., etc.
SO our teammate comes staggering up, looks at the map, and makes the previously posted set of comments, except for one slight change:
QuoteH : "FTP is perfectly historical the way it is, I don't think it needs another scenario."
T : "Well, you know, Mark as my friend Berkut here says, the Civil War wasn't fought on the streets of Atlantic City."
H : "I reject that premise."
While I had made that comment in the past, I certainly was not drunk enough to do so during the damn finals to Mark Herman's face while he watches the masters abuse his game like a altar boy.
Excellent story! :lol: :nerd:
On that Fascism game, what's with the sudden surge of games on the Spanish civil war these last few years? Where's the fun in that war except keeping track of a gazillion different factions?
C4 got on my case on the last forum for asking about the Arriba Espana! game. He didn't like that francoist term.
So, did turn 2 happen?
Quote from: Delirium on January 12, 2010, 09:35:12 AM
On that Fascism game, what's with the sudden surge of games on the Spanish civil war these last few years? Where's the fun in that war except keeping track of a gazillion different factions?
No idea, honestly. I suspect part of it has to do with the fact that it hasn't really been covered in depth by many people before, or at least has no decent modern treatment. The only one that's really shone in the last several years has been DeVir's
Espana 1936, but that is not exactly a simulation-level game, no matter how much fun it is.
I disagree that the amusement is only in keeping track of the varied forces involved, though. The war was a rather close-run thing at multiple points, from my recollection and definitely had some tense campaigns that could've changed the outcome. Nonetheless, the factional and political issues are, of course, of major importance to any decent design of the war.
Quote from: Habbaku on January 13, 2010, 03:41:05 AM
So, did turn 2 happen?
We're starting back up Saturday, from Noon until the Ravens game. Gonna try to knock out as many turns as possible, and then hit it some more on Sunday, since it's a holiday weekend.
I probably won't post the Turn 2 AAR til Sunday AM.
Quote from: Habbaku on January 13, 2010, 03:46:15 AM
Quote from: Delirium on January 12, 2010, 09:35:12 AM
On that Fascism game, what's with the sudden surge of games on the Spanish civil war these last few years? Where's the fun in that war except keeping track of a gazillion different factions?
No idea, honestly. I suspect part of it has to do with the fact that it hasn't really been covered in depth by many people before, or at least has no decent modern treatment. The only one that's really shone in the last several years has been DeVir's Espana 1936, but that is not exactly a simulation-level game, no matter how much fun it is.
I disagree that the amusement is only in keeping track of the varied forces involved, though. The war was a rather close-run thing at multiple points, from my recollection and definitely had some tense campaigns that could've changed the outcome. Nonetheless, the factional and political issues are, of course, of major importance to any decent design of the war.
I recommend
For Whom the Bell Tolls. It's maybe my favorite game in the Europa series.
Quote from: dps on January 15, 2010, 06:10:41 AMI recommend For Whom the Bell Tolls. It's maybe my favorite game in the Europa series.
It's one of the better Europas, I'll grant you that.
I wonder who won the war.
Did turns 2 and 3 last night; got a lot of typing to do.
Quote from: CountDeMoney on January 17, 2010, 11:46:35 PM
Did turns 2 and 3 last night; got a lot of typing to do.
Well hurry the fuck up, no lollygagging just cause it's MLK day tomorrow.
Quote from: CountDeMoney on January 17, 2010, 11:46:35 PM
Did turns 2 and 3 last night; got a lot of typing to do.
:)
Quote from: CountDeMoney on January 17, 2010, 11:46:35 PM
Did turns 2 and 3 last night; got a lot of typing to do.
Yay!
Quote from: CountDeMoney on January 10, 2010, 12:40:44 PMAss.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fimages.boardgamegeek.com%2Fimages%2Fpic642558_md.jpg&hash=f4997e95a210cbdd15c15dcb4def20fc43aa350c)
:lol:
What happened to all the typing?
WIth a game title Triumph of Chaos and CdM at the helm I was kind of hoping that the AAR would consist of a photocopied handwritten note that trailed off into random invectives and illegible scratches.
OK, time to catch up...
Turn 2
As suspected, WHITE attempts to Rescue the Czar at this point. He fails. Not only do I execute the entire family, I rape the women. Before and after. And the boy too, just to see the look on his face.
Political Phase
The Factions don't see much movement, except that France moves to the WHITE camp, Turkistan and West Ukraine goes RED control, and WHITE can reassume control of the Czech Legion.
Action Phase
WHITE attempts to play Switch Sides on the 11th Red Army stationed in Svyoti-Krest--and it works. They now become the Gallician Army. They'll rue the day they betrayed the revolution.
RED plays the action card "Reinforcements", placing the 13th army in Voronesh and the 16th and Checka 1st Corp in Saretov
WHITE uses an action card to generate 4 RSs.
RED uses a special action to activate 1 OP, moving the 12th Red Army from Kizlyer to Gershown, to stack with the 1st Red Corps, to help cockblock the approach to Tsaritsyn.
WHITE spends an AC for 4 movement points; moving the 12th Siberian Army from Lyszva, the Siberian 3rd Corps to Buzularsk, the newly-switched Galacian Army to Tagovaya and the Volunteers 2nd Army and Russian Elite 2nd Corps from Petroskoya to Dzunoya. It's apparent he wants to shore up the north and the Don, for future assaults on Saretov and Tsaritsyn, respectively.
RED plays the People's Army 1 event card, landing the 1st Peoples Army in Suratov and the 2nd in Voronesh.
WHITE spends an AC for 5 RS points. He's definitely building up for an offensive.
RED spends 1 OP to move the RedFinland Army from Kouvalo to Helskinki. There's no way Finland ain't going to stay Red.
WHITE conducts a Special Action to move units out of Pyatigorsk, splitting the units of the Russian Corp 8 to Divnoye and the Vol 3rd Army to Velinkolniask to stack with Denikin.
RED I pull both Trotsky and Stalin back from the immediacy of the Don front to some hexes behind in order to support more flexibly, leaving speed-bump corps in each town.
WHITE conducts a Propoganda action on my units in Garush, inflicting a NO ACT on the Red 1st Corp and 12th Red Army. Lazy bastards.
RED drops the WHITE IN-FIGHTING event card, ensuring that things will be a little more interesting on the White side for a few turns. In addition, RED activates the 16th Red Army and the Checka 1st Corps to reinforce Voroshilov at Tsaritysn. If the monarchist bastards are going for it, they'll be impaling their bellies on my defenses.
Logistics Phase
The Central Powers don't withdraw.
WHITE uses his points to purchase that rat bastard Wrangel, who enters Rostov, and flips his 3 Armies that were reduced to full strength. He rolls the dice to apply 4 RS points to the Faction Chart for IPs, and he gets them.
RED uses half and RS to flip one reduced corp to full strength, and I get to place 2 IPs on Finland, to assure they stay with the Revolution.
It's apparent that WHITE figured out that he really needs to get on the offensive macht schnell in the early game, but I think it's one turn too late; he spent the 2nd turn posturing and preparing, and I was more than happy to let him.
Quote from: frunk on January 22, 2010, 06:17:23 PM
WIth a game title Triumph of Chaos and CdM at the helm I was kind of hoping that the AAR would consist of a photocopied handwritten note that trailed off into random invectives and illegible scratches.
Funny, that's precisely what I'm working off of on this legal pad.
White sounds like my playing style. Build everything until you have a sledgehammer. Swing hammer. It it doesn't work, get a bigger hammer.
If that doesn't work, complain that my SS panzer divisions are underpowered.
Quote from: Ed Anger on January 24, 2010, 11:17:04 AM
White sounds like my playing style. Build everything until you have a sledgehammer. Swing hammer. It it doesn't work, get a bigger hammer.
Red sounds more like my playing style. Hang back and be defensive until the opponent overextends, then punish them.
Turn 3. Fall 1918.
Political Phase
WHITE draws his in-fighting chit.
Now, the White strategy starts to come to life; he blows some major cards on influencing the draws...and he's making an obvious attempt to forget about foreign intervention for a more indigenous effort. The USA falls out of White control, but White gains Khiva, I lose Turistan from RED control to WHITE influence, and he keeps an irod-clad grip on the Czech Legion, before they withdraw in the next few turns.
I dunno...for me, it seems the strategy of WHITE foregoing foreign intervention in this game is the equivalent of going heavy ARVN in Victory Games' Vietnam 1965-1975...IT JUST DONT ADD UP. The way Joey sees it, he can't afford to play with foreign troops, as any losses they incur are a pretty strong Victory Point penalty. I can appreciate that strategy, but I dunno...if you hit Red where they ain't, you don't lose armies.
Action Phase
WHITE drops Red In-Fighting in a tit-for-tat, so I've got to deal with that starting in Turn 4. He moves Wrangel out of Rostov to support the northern Don front.
RED plays Barricades 2, so I get more cheap proles on the map.
WHITE plays an AC for 4 activations--he moves the Siberian leader Gadja into Samara to stack with a Siberian Army, and also reinforces Karzan. He then attacks my Red bastion of Gashun with Wrangel and a shitload of White troops; the 11th Red Army is eliminated, as is the 1st Red Corps, even though they bloody the Whites enough to flip two corps to reduced. He advances Wrangel into Gorshun, pushing for Tsaritsyn.
RED plays Faction Passivity; this will freeze the Faction Tracks next turn, so he can't get anymore factions into the mix.
WHITE plays the Don Cossacks Reinforcement, getting additional Cossack units in the south.
RED attempts to play a Green Uprising in the Northern Urals, to get some little bastards behind his units that he's reinforced up there to fuck with his supply trains; no fucking effect. Damn.
WHITE buys 4 RSs
RED plays 5 points on Strategic Movement; I move 5 separate Corps from various areas in the rather quiet central to the front in the Northern Urals, anticipating his push there.
WHITE plays a special action, and activates the some of the newly arrived Cossacks reinforcements, the Don Cossacks Central Army, to move from Rostov to Skahty.
RED moves the 1st and 5th Red Army as well as the 2nd Red Army to surround the Czech Legion and the IGSR in Kazan.
WHITE plays a NO ACT on my 9th Red Corp in Syran; it works.
RED plays the "Red Army Organizes"; while this bars me from using any RSs this turn, it also paves the way for the introduction of the very powerful Konarmiia units, who will be available in the 1919 card pile.
Logistics Phase
A major, major event that favors RED at the moment: The Central Powers withdraw. WOOT KRAUTS GO HOME
WHITE spends 1 RS to flip back his two reduced Corps from the earlier fighting.
We'll play Turn 4 today, during the football games. WHITE will try to press his attacks in the Don, and possibly in the Northern Urals. WHITE is totally and completely fed up with Denikin's negative die roll modifiers for his side in various actions, so he's planning on sending him on a really, really long range patrol into RED territory. By himself.
No with the Central Powers vacated, I anticipate that the Ukraine, West Ukraine, and Makhno factions that are entrenched in the Red Control camp will be making an appearance for RED, totally assfucking the Don Cossacks and Whites from the west.
I anticipate that 1919 will be a Red year. The only variable is Poland, who is completely and totally in the White camp. What I do along their borders dictates how they will enter. I'm not in the mood for a shitload of Martinuses limpwristing their way to Moscow.
I got the vassal module for this the other day as well as the rulebook in PDF. It looks: extremely complicated.
Quote from: Caliga on January 24, 2010, 12:24:38 PM
I got the vassal module for this the other day as well as the rulebook in PDF. It looks: extremely complicated.
Note that half the rules aren't even in the "rulebook" but only the "supplement." The game is: chromed out.
Yeah, probably in an attempt to justify the $99 price tag. :rolleyes: I ain't paying that much for this shit, unless the counters are printed on ivory tiles or something.
Quote from: ulmont on January 24, 2010, 11:39:49 AM
Quote from: Ed Anger on January 24, 2010, 11:17:04 AM
White sounds like my playing style. Build everything until you have a sledgehammer. Swing hammer. It it doesn't work, get a bigger hammer.
Red sounds more like my playing style. Hang back and be defensive until the opponent overextends, then punish them.
Oh yeah, I'm more than happy to hang back, adding units to the board, waiting for the inevitable White overextention. Then, they will learn the meaning of pain.
Quote from: ulmont on January 24, 2010, 12:31:29 PM
Quote from: Caliga on January 24, 2010, 12:24:38 PM
I got the vassal module for this the other day as well as the rulebook in PDF. It looks: extremely complicated.
Note that half the rules aren't even in the "rulebook" but only the "supplement." The game is: chromed out.
Yes, when I first got the game, the first thing I wanted to do was to edit the fucking rules.
Good AAR, thanks. Hope you keep it up, it's a good read.
Quote from: CountDeMoney on January 24, 2010, 11:54:55 AM
No with the Central Powers vacated, I anticipate that the Ukraine, West Ukraine, and Makhno factions that are entrenched in the Red Control camp will be making an appearance for RED, totally assfucking the Don Cossacks and Whites from the west.
I anticipate that 1919 will be a Red year. The only variable is Poland, who is completely and totally in the White camp. What I do along their borders dictates how they will enter. I'm not in the mood for a shitload of Martinuses limpwristing their way to Moscow.
:D Don't forget the RP bonuses for the Ukrainian cities, nor the fact that those Peasants might actually go White, rather than Red, despite your control.
Ukraine is the most important faction after Poland. He who controls the Ukraine wins the war.
Quote from: Tamas on January 11, 2010, 02:13:25 PM
Quote from: Razgovory on January 11, 2010, 02:09:05 PM
You think we'll ever know how it ends?
Well, neither players seem to know what they are doing, which hints at Red domination around mid-game at which point they will declare the game decided and stop it.
Was Tamas: prophetic?
Quote from: ulmont on February 07, 2010, 03:52:36 PM
Quote from: Tamas on January 11, 2010, 02:13:25 PM
Quote from: Razgovory on January 11, 2010, 02:09:05 PM
You think we'll ever know how it ends?
Well, neither players seem to know what they are doing, which hints at Red domination around mid-game at which point they will declare the game decided and stop it.
Was Tamas: prophetic?
Prohibitive snow storms the last two weekends have suspended action, which has been pretty fucking annoying.
Quote from: CountDeMoney on February 07, 2010, 04:10:43 PM
Prohibitive snow storms the last two weekends have suspended action, which has been pretty fucking annoying.
Fair enough. My wife went to DC last Wednesday, was supposed to come back Saturday, and so far flights have been canceled until at least Monday afternoon.
Quote from: ulmont on February 07, 2010, 04:20:09 PM
Quote from: CountDeMoney on February 07, 2010, 04:10:43 PM
Prohibitive snow storms the last two weekends have suspended action, which has been pretty fucking annoying.
Fair enough. My wife went to DC last Wednesday, was supposed to come back Saturday, and so far flights have been canceled until at least Monday afternoon.
Oh yeah, the airports aren't going to be doing shit until at least tomorrow night.
And they're talking another 9"+ on Wednesday.