Cooperative Asymmetric Betrayal

 

Do you win by backstabbing and betrayal?  What is the new Dracula game like?  Risk?  Diplomacy?  It comes from these roots but it has some very key differences.

 

-Not player elimination. If you get whacked by Dracula, you just go raise a new army.
-Cooperative. You work as a team to take down Dracula.
-Asymmetric. A real player actually is Dracula. It is a pretty extreme situation. Dracula is outnumbered 6:1.  Both sides have very different armies and must adapt very different tactics. 
-Epic player interaction.  In most games like this, the best path to victory is to betray some other player.  In Dracula, you can have some form of backstabbing and betrayal but player interaction is much more subtle and interesting.

You have to work as a team. Dracula can easily trash 1 player but there are 6 of you. Nobody wants to go first but somebody has to. You have to start wearing him down.

The fun thing is that you can’t ‘communicate’ unless you are in the same area. So you have to make a plan before the game and execute it without talking. So in a way, you can ‘betray’ the team by not following the agreed upon plan and running off to do your own thing. Does that help bring down Dracula or hurt?

You can also kind of mess with other players by taking their troops! So let’s say your army gets whacked by Dracula. You have to go all the way back to Rumelia to recruit a new army. OR you just wait until other player’s troops flee from Impalements. Then you can go round up their stragglers and form a new army. This is much quicker but your team mates won’t appreciate it. 🙂

 

 

 

Confederate Strategy Guide for Antietam

Sounds like the poor Rebs haven’t been doing so well lately on the field.  Here are some tips to raise a little hell with the Feds! 


First of all, let’s consider the mathematics.  IF you are under cover (Hills, Woods, etc) you have about a 2:1 advantage.  Meaning you should take 1 loss for every 2 you inflict on the poor enemy.  (Yes, I almost feel sorry for them now.)  So all else being equal, both armies should reach their breaking point about the same time.  Odds are, the game will be a draw.  All YOU have to do is something brilliant to tip the edge.  Easy. 

Note the key thing to making this work is: 

YOU ARE UNDER COVER


Tips

  1. You must setup carefully. There is plenty of good, covered terrain to go around.  That’s why Lee picked this location to fight.  Every front line piece should be under cover at the start. 
  2. Don’t launch some fool attack right from the get-go thinking you are Stonewall Jackson seizing the initiative. Jackson knew when to lay low.  Remember that you are starting off outnumbered 2:1.  You need to make the Federals pay dearly for everything they do.  The burden of attack is on them.  You are sitting on their home turf.  They have to force you back. 
  3. DO launch vicious counter attacks to keep that key, covered terrain along the front. Here’s your chance to be aggressive.  Consider this:  If you lose your initial position and have to fall back, what is your second line of defense?  Do you have good, covered terrain there?  No?  Then you better fight like your life depends on it, to get that initial position back!  Why?  Because it very likely does!

This is an interesting mechanic in Pub Battles.  Just because you lost a fight, doesn’t mean you lost it.  –What?!  Well, at least not yet.  Here’s an example: 

Let’s say Richardson (Fed Div) crosses over the Antietam on turn 1 and attacks DH Hill (Our Boys) in the Sunken Road. 

Wouldn’t you know it, the dice gods hate you and you get blown out. 

Considering that is the key terrain the anchors your whole center is this game over?  Well, it certainly isn’t good but no, not game over.  You can come back because technically, you haven’t lost the Sunken Road yet.  Richardson may have blown you out of there but he hasn’t taken it yet. 

Next turn is absolutely critical for you to move first, so that you can counter attack Richardson and get that road back. 

With your better HQs, you should be able to get the jump you need to do this:

-Don’t blow all your HQs by rolling to jump first.  Who knows?  You might get picked to move first naturally anyways.  That’s like a free roll, right there.  Wait until you need it:  Richardson’s Corps (or some other Fed Corps that can move into the Sunken Road) gets picked or jumps to move first.    

-Keep Lee in range of both Longstreet and Jackson.  That way when the time comes, if the Corps commander is asleep, Lee can give them the kick in the A they need.  (meaning roll again to jump them ahead in Pub Battle terms)

-Keep your Corps mixed, just like they did in the real battle.  Rebel HQs can command each other’s troops for attacks.  This ups your chances of going first even more!  Let’s say Longstreet fails his roll to jump ahead of Richardson.  Lee blows it too.  Okay so roll for Jackson!  If you keep a mixed reserve of Divisions from both Corps sitting around, you can move up some of Jackson’s boys to take the Sunken Road back.  Problem solved.

  1. I like to keep a few Elites in the backfield as a reserve. These are best to counter attack with into critical situations like this.  Even if you get the chance to move first, it’s still going to be a tough fight.  You are attacking them now.  That means the road won’t help you.  You’re going to need an Elite unit to pull this off. 
  2. Before you do this, pour all the artillery you’ve got into Richardson. If you can force him back, then you can easily saunter back into the Sunken Road without a shot.  Now the Feds have to start all over again. 
  3. Remember that most Federal Corps are only 2 Divisions. That means they go Ineffective very easily:  after only 1 loss.  Ineffective means, that Corps can’t Rally for the rest of the day.  That’s huge.  A good Federal player should become very timid and mousey after taking 1 hit on his lead unit while attacking with a 2 Division Corps in support.  If he has any sense, he should really fall back and regroup.  If he doesn’t have any sense, you might want to remind him how that is the prudent thing to do. 

If your Federal opponent is still being a mule about pressing his attack, it’s time for you to teach him a lesson the hard way.  You need to stick for another round to kill that lead Division.  After you do, you need to counter attack and kill the next one.  You’re gonna take down that whole Corps. 

But what if my lead Division is spent too?  Go all in.  The odds are in your favor because you are under cover right?  -And the Feds have a lot more to lose.  If you do down, you lose a piece.  As discussed before, you can likely get back up there and keep your good terrain.  If he loses his front piece, he has just effectively lost a whole Corps.  Do that another couple times and it’s game over for the Feds. 

If he is fool enough to press the attack, his supporting Division is likely spent also.  If not, a well placed artillery shot will do the trick.  He better keep it safely behind lines for the rest of the game now.  It’s worthless.  If not, this is the other place to launch vicious counter attacks!  Hood’s Elite Texans can mow down these sitting ducks, especially if they are Green.  Heck, even Stuart might be able to start picking off ‘unrallyable’ units like this with the right timing.

Against a Federal player like this, pretty soon half or more of his army will be Ineffective.  This is extremely dangerous for him.  A spent army that can’t rally is paper thin.  Stay calm.  Watch and wait for the right times and places.  Strike at this weakness.  Pretty soon you will start racking up devastating losses on them. 

I’ve seen games like this start to snowball into something that resembles Austerlitz!  50, 70, 80% loss for the Federals.  There was a reason for McClellan to be cautious at Antietam.  This is a real possibility.  Once you ‘teach’ them this, your Federal players will start becoming much more cautious too.     

Antietam Contest Answer

First of all, I’d like to point that this contest is a great example of a Multi-Player game.  It is a total mess!  Pub Battles can be a great and rewarding solitaire game.  It is even better if you can get more players together to play in teams. 

At first, you might think that there isn’t enough to do for a player.  If all you do is run 1 Command, that means you only control 2-6 blocks.  How can that be a game?  Because of this!

Yes, it is very different from the types of wargames we are used to playing.  We are used to controlling hundreds of pieces by ourselves.  We can do everything and have perfect control.  The game isn’t moving your pieces.  It is communication, teamwork and accomplishing the objective anyways.  

I suggest that real command is a lot more like this contest.  It is also a lot more fun.  It is also easier for more people to do and join in.  You don’t control everything.  You aren’t responsible for everything.  You only control 4 blocks.  You are on a team trying to defeat the enemy but you can’t talk. 

Yes, you don’t have tons of pieces to control.  There may not be anything going on in your sector of the battle for awhile.  I submit that the issues like this that you have to wrestle with can be just as engaging and even more fun.  –Especially when you can watch the whole board.  You can see what needs to be done.  You can see what everybody is screwing up but you can’t talk about it.  You can only control your 4 blocks to the NE.

I can’t over emphasize how GREAT this is.  Looking back over my entire life of gaming, I have 4 great moments that stand out.  Moments that we remember vividly and still talk about with excitement years later.  Three of them resulted from a Multi-Player, Pub Battles conundrum like this with limited communications.  (the fourth involved a player announcing a 12 ICBM launch in Supremacy)

I know it is hard to round up players.  I urge you to make the attempt.  It is worth the effort.  Pub Battles is a simple game.  How hard can it be if you only have to control 4 blocks?  If you are a newbie, you can’t do too much damage with that, right? 


Ok, so enough preaching.  What is the correct answer?

Although I am partial to answer number 2:

“2.  Write a letter to President Lincoln, asking him to remove McClellan from command for incompetence and give the Army of the Potomac to you.”

Answer number 1 is the best answer

“1. March SW and attack the 2 Confederates to the West near the river. (far left)”

I would also do part of 7: 

“7. request clarification”, and inform McClellan of my interpretation of his orders and current action. 

Followed up by number 11:

“11. Sigh and open a new bottle of whiskey.”


To refresh your memory, you can see the original contest here.

Do you agree with this answer?  Why?  Why not?  Join the discussion below in the comments.  

 

Little Bighorn Review

This Custer game, in particular, is one of the best Little Bighorn board games that I have played, and I have played most of them.

I wrote a review of the game and posted it on Boardgame Geeks, hopefully it will encourage other gamers to try the game.

The game design was excellent, simple but capturing faithfully the nature of combat between the cavalry units and their Sioux opponents. Very well done.

Thanks,

Tom D


 

Little Bighorn is a fast-paced and interesting game of Custer’s famous fight on the Little Bighorn. It is one of the most interesting Little Bighorn games that I have played, and I have played most of them.  A deceptively simple game system recreates the difficult tactical choices confronting Custer and his command, and allows players to explore the consequences of different decisions. 

A note of caution here – while this game is marketed as a “Pub Battles” game, it actually has a completely different and unique game system, designed specifically for the Custer fight. It makes for a gaming experience that is distinct from other Pub Battles games, and is fascinating in its recreation of the swirling, unpredictable fights along the Little Bighorn.

The game has one of the best maps I have seen of the Custer battlefield, accurately capturing the military significant terrain and identifying key landmarks. This is not a small thing – maps of the battlefield as it existed at the time of the fight are notoriously problematic, and this one is outstanding, as well as being a real work of cartographic art. Battle enthusiasts will enjoy acquiring the game for the map alone.

The game avoids traditional hex-based systems altogether. Movement is regulated by a simple combination of distance, facing, and terrain, using measuring sticks (take note – the measuring sticks must be ordered separately, although it is fairly easy to make your own using the movement gauges printed in the game rules). Units are small blocks of wood, representing companies (and battalion headquarters) for the cavalry and small groups of warriors for the Sioux. The Sioux are grouped into seven identical “tribes.”  Each tribe also includes a critical “Noncombatants” unit, capture of any one of which will end the game (and usually result in a victory for the cavalry).

Some historical purists will object to the absence of tribal designations, and the identical nature of each tribe. Some other games have very specific Sioux orders of battle, with differing strengths, combat capabilities, and including key leaders and arcane leadership rules. In this case, I think the simpler approach is better. The truth is we have no idea who was really at the battle on the Sioux side, or what their strength, equipment, or specific capabilities were, other than in the most general terms.

The key component of the Little Bighorn system is its variation in how many tribal encampments are actually present, from a minimum of one to a maximum of seven. This critical feature accurately reflects what Custer expected to find in the valley – a series of villages, of varying size, strung out up and down the valley. The Sioux had never in living memory or oral tradition – ever – summered in a single large camp, for several very good reasons, sanitation and grazing for the huge pony herds among them. Custer expected to encounter several villages, and was probably hoping to round up two or three of them at most, declaring victory and escorting the captured tribes to the nearest reservation.

The Indian player determines prior to the game how many tribes will be present, and where. He places a single tribal marker on each of seven camps; the cavalry player will not know which markers are real until he has a unit within “spotting” distance of the camp. For their part, the Sioux cannot move until turn 4, and must exit their noncombatants off the board through two exit points on the northern (downstream) map edge. Since the cavalry enter from the south (upstream) edge of the map, the cavalry player must be able to get a force north of the village before the Sioux can get rolling after turn 4 to have any chance of victory.

 

 

Rules are simple and easy to apply, making for fast moving games that are easily completed in the advertised 1 to 1.5 hours. As with other Pub Battles games, the game is divided into a movement phase, during which each of the Army battalions and each Sioux (and Cheyenne, to be accurate) Tribe moves according to a random “chit” draw, followed by a combat phase.  The Army (only) can attempt to pre-empt the Indians in the movement phase, either by forcing Indian units to move first, or by moving first with one of the cavalry battalions.

 Combat results are generated by simple (and simultaneous) die rolls, using two dice per unit, with “hits” scored on a four, five or six. Complicating this process for the Indians is their treatment as “Militia,” giving the Army a significant combat advantage. The significant numerical superiority enjoyed by the Indians (even if only two or three tribes are present) can counterbalance the cavalry’s advantage in combat, but only if the Indians can engage single cavalry units with two, three or even four warriors at a time. This last point makes positioning cavalry units in mutually supporting positions – too close for Indians to engage with more than one warrior unit – a key Army tactic. It also makes open flanks potentially fatal for the Army.

Tactically, the overwhelming numerical superiority usually enjoyed by the Sioux can be deceptive. A careless Indian player who cedes the initiative to the Army can find himself severely punished over the course of two or three turns, reducing his ability to successfully screen the withdrawal of his non-combatants. The Army’s tactical advantage combines with two other factors to enable the occasional Army victory: the Army’s ability to engineer two consecutive moves, and the unique capacity of the Custer unit to attack during the Army movement phase. This gives the Army the ability to open a “hole” in the Indian line with Custer, then move through and attack with other units. This requires the Indian player to maintain a layered defense at all times, as the Army can and will punch through outer layers in the combat phase, then seize the initiative to move immediately in the following turn, again led by the Custer unit. Once a single Army unit contacts (by being fully adjacent to) any noncombatant unit, the game ends immediately (before the ensuing combat phase).

Victory conditions for the game are variable, depending on how many cavalry battalions and tribes are present. Generally, more tribes or fewer battalions makes it easier for the cavalry to win, while fewer tribes or more battalions make Sioux victory conditions easier to achieve.

The key to winning for the cavalry is early reconnaissance to determine how many tribes are present, combined with a flexible strategy to accommodate the level of Indian superiority in numbers, once it becomes apparent. Small numbers of tribes require highly aggressive Army play, while large villages will force a much more cautious approach. Even with most tribes present, the Army has a chance for victory. More tribes means more noncombatants, with will be more difficult to screen effectively against the Army’s ability to combine consecutive moves with Custer’s unique attack capabilities.

An additional – and significant – advantage for the Army is in mobility. All of the Army units except for the pack train and the “Gatling Guns” (ahistorical – Custer left the guns behind, as they limited his mobility) are mounted, while most Indian units are on foot. This advantage is fleeting, however. Once a cavalry company has engaged in combat, it moves dismounted for the remainder of the fight (the Indians have run off its horses). This feature, besides simplifying play, makes it wise for the Sioux player to engage cavalry units early, even with single warrior attacks. The cavalry will almost always win these initial engagements, but will be deprived of their mobility advantage for the remainder of the game.

The mix of Tribes and the varying configuration of the villages makes each game different. The action can shift rapidly from daring cavalry attacks to seize noncombatants and end the game, to desperate fights for survival by encircled Army battalions on isolated hill tops. It is a fun game to play, easy to learn but difficult to master.