Monday, April 01, 2024

Learning GMT's Next War Series Part V - Combat part 3

After two fairly long explanations of rules on combat, we're going to try and put it all together here in an example of what this all might look like. We are only discussing combat, so we are just going to jump in from the following setup - after we quickly cover the GSR for Korea that we'll see here.

Tunnels, Sniper Brigades and Combat Outposts - all are NW:K specific things. 

The following rules govern the usage of Combat Outposts (limited here as it pertains to this example):
  • CO markers are treated as units that have no movement allowance, no ZOCs, and must remain in the hex that they are initially placed throughout the game until they are eliminated.
  • COs are eliminated during combat if the CRT calls for a retreat or step loss result. COs have no stacking value although they do count as one “step” for purposes of combat losses. They stack “for free” in their hex.
  • COs must be chosen as the first step-loss in combat, regardless of which defending unit was used for efficiency column shifts. 

Mi-2 Attack Helicopters
This special DPRK unit - the Sniper Brigades, possess intrinsic Combat Support in the form of Mi-2 Attack Helicopters. These units may provide Attack Helicopter combat support as if an Attack Helicopter was in range and available. If the support survives Air Defense Fire, the unit earns an additional –1/+1 DRM.

Tunnels
- during any non-Allied Movement Segment of the first game turn, that player may place each such marker in an enemy-occupied hex that is adjacent to the border. The benefits of tunnel markers are as follows:

  • All non-Allied attacks against a Tunnel hex receive a –2 DRM.
  • Any two non-Allied hexes adjacent to a Tunnel hex have an increased stacking capacity of six Stacking Points during the Initiative Movement and Combat Segment of Game Turn 1.
Design Note: The discovery of several DPRK tunnels beneath the DMZ has created serious concern among allied defense planners. According to Jane’s Sentinel as many as 20 additional undiscovered tunnels exist and the DPRK will utilize such tunnels to infiltrate light infantry and Special Purpose Forces in the forward DMZ areas. These tunnels, however, do not extend very deep into the south (at least, not in terms of more than one 7.5-mile hex), so we don’t feel that they will have much effect beyond the border.
We chose to portray these tunnels with “Tunnel” markers that the DPRK can place during movement and prior to combat across the DMZ. We believe that the DRM and increased stacking that this allows adequately portrays the effect of the tunnels on the forward battle: some surprise as well as an increase in the number of units that can attack “across” the DMZ.

Here is our same map with out any chits so we can discuss some of the GSR regarding the locations.

Demilitarized Zone (DMZ) Hexes represent heavy Fortification hexes. DMZ hexes are represented as normal Fortification hexes but contain an additional combat DRM within the symbol - for defenders in their own DMZ hex. Each DMZ hex is occupied by Border Guards, Reconnaissance Troops, and numerous fortified positions designed to delay an enemy advance. Concentrations of these forces are abstractly represented by Combat Outpost (CO) markers (explained above). 

Random note: Uijeongbo was the village that served as the location of the M.A.S.H 4077 in the movie/TV shows.

Lastly, the non-allied forces have the initiative. In addition, they have surprise in this example, so receive a +1 column shift. ROK will have air support = 1, DPRK = 3. Air support is contested.

So away we go with the example! Again, we are skipping movement and just focused on COMBAT.

The DPRK 3/II infantry division with the 17th sniper brigade is going to try and take advantage of the tunnels and surprise to take on the ROK 5/VI infantry division.

The attack is made on flat woods, so the terrain has no combat effect as shown on the TEC

The total combat strength of the two attackers is 10, the defense is 8 for a ratio of 5:4 (or 1.25:1). Based on the ratio and terrain, this puts us on column 7 of the CRT. Because of surprise (GSR), this shifts us to column 8. The ROK's only unit in place gives them an efficiency of 5. The DPRK elects to use the infantry efficiency as well (also 5). The differential is 0, no additional column shifts - we use column 8.

Next are the DRMS. The attacker (DPRK) must decide on air support and helo's. DPRK elects to use 1 air point (from 3 down to 2) for combat support. Additionally, the sniper brigade has helicopter support built in. ROK elects to save its air support point for now.

Now we roll for ADF against the DPRK. Starting with the air support. The target is within 2 spaces of an enemy airfield, so there is a -2 DRM to the ADF roll. 

Rolling an 8 then subtracting 2 results in 6 which shows ADF didn't do anything. The air combat support allocated gives the attack a total DRM of -1 thus far.
For the helicopter, the setup is the same (-2 DRM to the ADF roll). This roll does not go their way at all with a 4, modified down to 2. This shows the result as Abort (-1). This means the the MI-2 Helicopters are not able to support the mission (total DRM still -1). 

Now we just walk through the list of DRM possibilities:
  • Not attacking from 5-6 spaces
  • DPRK tunnel attack -2  (total DRM now -3)
  • Not attacking from 3-4 spaces
  • Not Mt. Inf...
  • Not Lt. Inf...
  • Remainder in odds (it was 1.25:1) calc-1 (total DRM now -4)
  • Not Lt. Inf defending...
  • Defender not in Installation
  • Defender not Mt. Inf...
  • There are not multiple formations attacking (white formations do not count for this)
  • No Japanese...
  • No differing nationalities
  • no other combined attack items apply.
  • DMZ fortification (total DRM now -3)
That's it! The die is rolled and is a 2 (great for the DPRK), modified to -1. Looking at the result for column 8 and -1 the result we see is: - / 2R 

This means the DPRK takes no losses, the ROK must take 2 step loses and retreat. Since there is only the single unit, it takes both step loses and is eliminated. As the hex has been vacated, at least one attacking unit must advance into the hex. The DPRK elects to move both units into the vacated space. The unit(s) cannot advance more than one space because neither was mechanized / motorized.

Next, the DPRK is going to take the mystery unit (no designation name) from the II Armored Brigade and try and take out the CO on the other side of the river. Attacking across a minor river means half strength (round up) for attack strength of 3 vs 2 defense. 1.5:1 (even) ratio. In the Marsh, this puts the attack on column 7 of the CRT. 'Surprise' shifts this right by one to 8. The DPRK has an efficiency of 6 vs 5 for the outpost so get another shift to the right to column 9.

DPRK only needs one step loss or a retreat to get rid of the outpost, so elects to add no air support nor helicopters to the fight, so no need to do ADF for this fight. Walking through the same DRM list as above gives us a total of +1 (DMZ fortification the only modifier).

Rolling a 6 modified to 7 on column 9 results in: 1/2. The DPRK armored brigade must take 1 step loss and because that unit does NOT have a two step loss side, it is eliminated! Because the attacker was completely eliminated, the defender can reduce the number of step losses it must take by one. However. the CO could only take one step loss and also is eliminated.

Hopefully these examples gave you a basic enough understand to be able to work through most STANDARD combat scenarios. To summarize, you determine the column to be used (based on the odds ratio, terrain, and misc additional modifiers as shown on the CRT), determine Air Support/Helicopter support and perform ADF,  then finally determine the total DRM (again by quickly going through the list on the CRT). Roll a die and add/subtract the DRM to get the result and apply the results.









Learning GMT's Next War Series Part IV - Combat part 2

Welcome back!  In the first part of the STANDARD combat system there was quite a bit of information covered and there is still a bit more to explain with combat. Part I talked about all the factors that lead to determining the outcome. This time through, we'll talk about the results of the combat roll - loses, retreats, and advancing.

Combat Results

Loses
Loses are the simplest part of the result. After the combat die is rolled, then modified and the CRT is looked at to determine the results of the combat, the results will be shown in the table as dual results - "A/D" where A is the attacker's step loses and the D is the defender's. The result could also include an R which indicates a retreat is required in addition to any Step Loses. Step loses are applied before retreating. 

Units consist of either one or two steps. Two-step units are back-printed with their reduced state on the reverse side. Single-step units are not back-printed, and are eliminated when called upon to lose a single step. When a two-step unit takes its first “step loss,” flip it over to its reverse side. When a unit on its “reduced” side takes another step loss, that unit is eliminated from play. 

When applying the results, the first step loss must come from the lead unit chosen (the one whose ER was used as comparison for column modifier). The step loss shown is the total loss for the entire force, not for each unit involved in the attack/defense. After the first step loss is applied, each unit that still has two step units in the stack must each take a step loss before any unit is eliminated (up to the total loss shown on the result). This means the units that still have two steps (ie un-hurt) have to get hit before eliminating other units.

If the final odds were in the 11, 12, or 13 column and the CRT calls for more step losses than the defender can satisfy, the attacker reduces his losses in that combat by one. If the attacker cannot satisfy all the step losses called for on the CRT or is completely eliminated, the defender reduces his step losses by one regardless of the column on the CRT.
Retreats
Generally speaking, one can think of "retreating" as meaning, "leave the space you were in when attacked." You will try to avoid the enemy's ZOCs if you can and try to head towards your friendly zones. This section gets a little long as we introduce a lot of information, the retreats, ZOC/EZOC, stacking, etc.
 
When a defending unit/stack is forced to retreat as a result of combat, each unit in the hex must retreat the full number of hexes (depending on terrain - units defending in non-City or non-Fortified Flat, Flat Woods, Rough, Rough Woods, and Marsh retreat two hexes. Units defending in any other terrain types retreat one hex).

If multiple units must retreat, each unit in the stack retreats individually. Retreating units may retreat to separate hexes. All retreating units must, however, end their retreat the indicated number of hexes away from the original defending hex. Use the following retreat priorities for each hex entered in the retreat:
  1. Priority 1: Non-prohibited terrain towards friendly map edge and free of EZOC.
  2. Priority 2: Non-prohibited terrain free of EZOC.
  3. Priority 3: Non-prohibited terrain towards friendly map edge. 
  4. Priority 4: Non-prohibited terrain.
If, during its retreat, a unit enters or moves through any EZOC, it must take an additional step loss if it fails an ER check. Note: Units retreating into hexes containing friendly units ignore EZOCs projected into those hexes.

Quick interlude to explain Zones of Control/Enemy Zones of Control (ZOC/EZOC). A fair bit of the rules here have to do with movement (which hasn't been covered yet - we'll re-visit those bits when the time comes).

Zones of Control (ZOC) - Enemy Zones of Control (EZOC)

Certain units/stacks project Zones of Control based on their stacking value. A ZOC exists in the hex occupied by a unit/stack and in each of the six hexes surrounding it with some exceptions. A ZOC affects enemy units for purposes of movement and retreat but not for advance after combat.

A unit always has a ZOC in its own hex. ZOCs are projected into surrounding hexes by a single unit or stack of units in a single hex that contains at least two SPs and an attack strength of at least one. 

Units with a zero Attack Strength cannot contribute their SPs.

Marine units stacked with an AMPH in an All-Sea hex do not exert a ZOC into any adjacent land hex.

ZOCs extend into all types of terrain except Mountain/High Mountain (even if traversed by a highway or road) and Urban hexes. 

ZOCs do not extend across rivers or all-water or impassable terrain hexsides (including across ferries, reservoirs, or bridged hexsides).

ZOCs do not extend into hexes that start any scenario under enemy control until after the first Movement Segment of GT 1 is complete.

Units under a Clearing marker have no ZOC.

Ground units with a Yellow Mobility Class are considered Light Infantry (LI) (example to the left). LI units moving alone enjoy the following advantages with respect to EZOCs when such ZOCs are not projected into Flat or Flat Woods terrain:
      • LI ignore EZOCs when moving during a friendly Movement Segment (but not when retreating or beginning or ending airmobile transport).
      • LI do not have to stop when entering EZOCs.
      • LI do not pay extra movement points to enter or leave EZOCs.
      • LI can move from EZOC to EZOC freely (as long as they have sufficient movement points remaining).
      • LI are free to move during the Elite and Exploitation Movement Segments even when beginning the segment in an EZOC.
Note: An LI unit cannot ignore EZOCs as above if it elects to use Road movement in or out of the EZOC.
ZOC Effects (Retreat pertinent sections highlighted here)
  • Units cannot enter a hex containing an enemy ground unit. Exception: Units using Airmobile Movement may overfly an enemy- occupied hex.
  • A moving ground unit must end its movement for the segment when it enters a hex in an Enemy Zone of Control (EZOC). 
  • If, during its retreat, a unit enters or moves through any EZOC, it must take an additional step loss if it fails an ER check. Exception: Units retreating into hexes containing friendly units ignore EZOCs projected into those hexes.
  • A unit cannot end its retreat in an EZOC unless that hex contains non-retreating friendly units. If a unit’s only retreat path would leave it alone in an EZOC at the end of its retreat, or it cannot fully retreat because of blocking terrain, the presence of enemy units, or any other reason, it must remain in its original defending hex. The unit must make an ER check; if it fails it takes an additional step loss. If multiple units from a defending hex failed to retreat, only the unit with lowest ER makes the ER check, and, if it fails, takes the step loss for failing to retreat.
  • It costs an additional Movement Point to enter an EZOC hex that has no friendly units present (including Airmobile Movement if landing in that hex).
  • It costs an additional Movement Point to exit an EZOC (including Airmobile Movement if beginning movement in the hex) if doing so leaves no friendly units in the hex.
  • If allowed by the segment, a unit that begins its Movement Phase in an EZOC can move directly to another EZOC by expending ALL its Movement Points.
(we now return you to the rules of retreating)
Retreating Restrictions
Retreats cannot end in an EZOC or enemy Installation hex (in-hex features such as Airbases and/or Ports as well as any additional features defined as such in the GSR), unless that hex contains a friendly ground unit. Retreats cannot end in a hex that would require the retreating units to place a Clearing marker. Retreating units may Bypass (i.e. move through, a hex that contains a City or enemy Installation if it has no enemy ground units or has friendly units under a Clearing marker) an empty enemy Installation or City hex.

Only Light Infantry can retreat across unbridged river hex sides. Mechanized and Motorized Mobility Class units cannot retreat into Prohibited terrain unless along a road.

Marine units may retreat to an adjacent AMPH if the Marines are retreating from either a Beachhead or a Port. Units eligible for Airmobile Movement may use Airmobile Points, if available, (or intrinsic Airmobile Movement) to retreat. They must, however, retreat to a friendly-controlled Airbase/Airfield that must be traced as per normal Airmobile Movement. Also note that they will undergo ADF for beginning movement in an EZOC. Ignore any Abort result from this ADF.
Ignoring Retreating Result
Units in Urban, Highland/Highland Woods, or Mountain/High Mountain hexes, hexes with Cities, Fortifications or Beachheads may voluntarily attempt to ignore retreat results on the CRT. Such units make an ER Check against the lowest ER unit in the stack. If the unit fails, the unit/stack may either retreat as normal or lose an additional step and remain in place. If the unit passes, the unit/stack ignores the retreat. Note: Only one roll is made for the stack (even a “stack” of one unit) and the result affects the entire stack.
Over-stacking and Retreating
Units that retreat into a friendly-occupied hex that is the target of a subsequent attack during the same Combat Segment add nothing to the defense of the hex, nor can they be used to satisfy any combat step losses, but they may cause an over-stacked condition. Moreover, should no friendly units that defended in the hex remain after applying combat results, the original retreating units each make an ER Check. If a unit fails, it takes a step loss. Those units then retreat normally according to the result as all units in a defending hex are affected by a retreat result.

In most terrain types, players cannot stack more than four SPs per hex without a penalty. Players cannot stack more than three SPs in a Mountain/High Mountain hex without a penalty. Units may voluntarily violate stacking limits during and after movement (including retreating); Exception - no road movement is allowed into, through, or out of an over-stacked hex. This applies only if the hex was already over-stacked before the moving unit/stack entered the hex.

Note: remember that units retreat one at a time. It would be possible for a unit to follow a road into a hex and stop there because of being forced to retreat. If the hex then became over-stacked, it would block further units from retreating through that hex via the road.

At the completion of movement, stacks in excess of the stacking limit incur adverse effects as follows:
  • The ER of all units in the over-stacked hex is reduced by one for each SP in excess of the limit (round 1⁄2 up).
  • Only four SPs (three in Mountain/High Mountain) of units can attack from or defend in a hex; excess SPs are ignored. A player cannot split a unit’s SPs. Example: Two 2-SP units are in a Mountain hex. Only 3 SPs can attack or defend, so only one unit can be used.

Advance After Combat

Advance After Combat is only permissible for the attacking player; a defending stack cannot advance after combat. Whenever a defender’s hex is vacated as a result of combat, the attacker, if he has any surviving units, must advance at least one attacking unit of his choice into the vacated hex. Attacking units with an attack strength of zero which were stacked with an attacking unit may also advance.

If the retreating defender was forced to retreat two hexes or was eliminated and any of the remaining attackers are Mechanized/ Motorized units, those Mobility Class units may advance beyond the original defender’s hex (temporarily ignoring EZOCs) into any vacant hex adjacent to the original defending hex. This “second hex” advance is not allowed during “Storm” turns, following an Amphibious Assault, or into a Fortification, Urban, City or Installation hex. Nor is it allowed if the defender’s hex was an Urban, City, or Installation hex.

In order to do a second hex advance into Mountain, High Mountain, Highlands, Highland Woods, and any Jungle hex, or across rivers, then the adjacent hex chosen for the advance must be connected to the original defending hex by a road (of any kind), bridge, or a highway. 

When the defender vacates an Urban, City, or Installation hex, the unit that is required to advance and all units that the attacker elects to advance into the hex are placed in the hex under a Clearing marker. 

When ground units advance into a Port containing enemy Naval Units the latter are displaced or Eliminated. On a non-Storm turn, if the Inshore Box is friendly or Contested, place the units there; otherwise, the Naval Units are placed in the nearest friendly Port as traced along the coastline. If no Ports are available via those methods, the Naval Unit is Eliminated. Place it on the Game Turn track four turns ahead; it enters as a reinforcement during that turn’s Reinforcement Phase.

All units that conduct a successful Amphibious Assault must advance into the defender’s hex.

Yeah, that is a lot to take in. Next time, we'll put that all together to show what combat might look like.

NOTES: Misc things I maybe should have noted.
Helicopters
  • In the Standard Game, helicopters cannot be attacked in ground combat.
  • When an enemy takes control of a hex where helicopters are based, the player taking control rolls one die per enemy Helicopter in the hex. See the Loss of Airbase/Airfield chart for result. This may result in permanent loss of APs, damage or loss of a Helicopter, and/or forcing a helo to rebase (discussed in part IV of this series).

Learning GMT's Next War Series Part III - Combat part 1

The first two parts of this series covered the basics of the counters/chits and the basic flow of the STANDARD game ruleset. We now dive into COMBAT - this part is going to be a bit longer as it covers quite a bit more information and gets into a fair bit of the game details. As previously noted, Design Notes are straight from the rules and offer a little flavor. Other highlighted text is me just clarifying or otherwise adding my own bits of commentary or clarification.

As I've previously mentioned, the majority of the STANDARD game's rules seem to be about movement and combat - it is a war game after all. Rather than focusing on movement next, I figured I'd start with the combat system. Why? Why is the question - why move to a certain position? Presumably to gain an advantage in combat (either offensively or defensively). Why attack this position rather than another? Why can't I attack from this space or that? So why don't we figure out how combat works and go from there. 

For those familiar with complex war games, the general system will probably seem familiar. Odds are determined by the ratio of the attacker's strength compared to the defender's. This determines which column to use in the Combat Results Table (CRT). Additional modifiers can produce column shifts. The attacker wants a column further right, the defender further to the left in the table. Once the column is set, a die is rolled to determine the outcome. Again, multiple factors can add/subtract from the die roll (Die Roll Modifiers - DRMs). Most of the complexity comes from the number of factors that can cause a column shift or DRM.

Design Note: In contrast to what we witnessed during the war in Iraq, it is our belief that combat in modern warfare, especially in rugged and built-up parts of the world, will inflict heavy casualties on both sides. Terrain and massed firepower are the primary factors. Line-of-sight will tend to be limited due to intervening terrain. Thus, even stand-off fights (tank engagements, AT missile shots, etc.) will generally be fought at relatively short distances. Engagements will be sudden and bloody affairs. Artillery firepower will be telling, as both sides deploy large numbers of guns with pre-plotted fire concentrated on likely routes of advance and reinforcement. Unit cohesion will play a telling role as huge losses take their toll on troop organization and morale.While terrain will certainly aid the defense, the cover provided by rough terrain will hamper early detection of attacking units, especially during bad weather. Thus, tactical surprise, infiltration, and flank attacks will combine to “pocket” units and create a swirling, confused battlefield with uncertain front lines. If, after a few game turns, you feel that fighting in modern combat is a real mess, be thankful that, at least this time, it’s only cardboard.

Any friendly units with an attack strength greater than zero and that are adjacent to enemy units at the start of a friendly Combat Segment may choose to attack. Attacks are not allowed across all-water hexsides or into all-water hexes (Exception: Amphibious Assault).

Two sentences into combat and we have to divert into some terrain explanations that haven't been discussed yet.

Here is a portion of one of the game maps with the various water type features that can be found in Next War: Korea.

The upper-left side of hex 1816 is all water, so no attacks allowed across that side into 1715 (and vice versa). Similarly, the lake on top of hex 2016 prevents attacks to hex 2015 (and again, vice versa). 

Next are rivers. There are two types of rivers in the Next War Series. Minor and Major. In the Next War: Korea maps, there are no Major rivers, only minor rivers (shown here as the thinner blue line snaking up through hexes 1815, 1714, 1814). 

Attacks made over minor rivers reduce the attack strength of each unit by half (1/2) rounded up.

All units in a hex do not need to attack the same hex nor attack at all. Defending units always defend as an entire stack (Exception: Over-stacked hexes). Each attacking unit must use its full attack strength against a single defending hex (no splitting a unit's attack strength). There is no requirement to attack all adjacent enemy hexes. A unit may attack only once in a Combat Segment. Additionally, units are not allowed to attack into terrain that is prohibited to them during movement (if you can't move there, you cannot attack there).


Example: The North Korean (DPRK) stack on hex 2614 has multiple possible targets. Each unit may choose to attack different hexes, combine for a single attack to either hex 2714 or 2615, or each unit may choose not to attack at all.

The same procedure is used for all combat segments (shown here with the rules section number):
9.2.1 Attack Declaration
9.2.2 Initial Combat Odds Computation
9.2.3 Determine Column Shifts and Die Roll Modifiers
9.2.4 Combat Support Allocation
9.2.5 Air Defense Fire Resolution
9.2.6 Roll Die and Resolve Combat
9.2.7 Allocate Losses
9.2.8 Retreat and Advance After Combat

As described before, generically speaking combat is resolved by determining which column on the Combat Results Table (CRT) is to be used (based on terrain, the combined attack vs defense ratio, and any other Column Shifts) and then a die is rolled (and modified by Die Roll Modifiers (DRM)) to arrive at a result. The result shows the step losses for each side and/or if the defender has to retreat.

Attack Declaration

The attacker declares the hex being attacked and indicates his attacking units. Important: Once an attack is declared, it must be resolved fully before moving to the next attack. A hex may not be attacked more than once during a Combat Segment. A hex may be attacked from multiple hexes. In the above picture, the South Korean units may both attack the stack at hex 2614, but must do so as a single attack. When conducting a multi-hex attack, the attacker receives DRM bonuses for attacking from more than two hexes adjacent to the defender (see below).

There are multiple game markers that should be used on the CRT to track which column is being used and all DRMs

Initial Combat Odds Computation

Each side totals the appropriate combat attack/defense strength for all units involved. The attacker’s strength is divided by the defender’s strength. If the division does not produce a clean ratio; e.g., 10:5 = 2:1, but leaves a remainder; e.g., 9:5 = 1.8:1, round the odds ratio down in favor of the defender; e.g., 1.8:1 becomes 1.5:1.  Note: 1.5 for the attacker is the only 1/2 ratio in the CRT.

The possible options for the CRT columns: (less than or equals to 1:3), 1:2, 1:1, 1.5:1, 2:1, 3:1 and so on going up in favor of the attacker. The column to use is determined by the ratio, the terrain type, and additional column shift modifiers. The long and the short of it is - as the attacker, have a lot more attack than the defender has defense (and as many bonuses as you can). The attacker wants shifts to the right. When rolling the die, the attacker prefers a lower number.

If there was a remainder in the odds ratio (1.8:1 or 3.4:1 etc) and the attack strength exceeds the defense strength, then the attacker receives a –1 DRM to his attack die roll. If the Initial Combat Odds exceeds the maximum listed on the chart; e.g., 7:1 or greater on the Flat/Flat Woods row, the attacker receives a –1 DRM. The attacker can claim only one of these two DRMs.

Example: In the case of 1.8:1, round down to 1.5:1 however, since it was not a even ratio on the CRT, the attacker would receive a –1 DRM.

Determine Column Shifts and Die Roll Modifiers

Column Shifts
On the CRT card, there is a small table for column shifts. First, both sides choose a lead unit and compare that unit’s ER and reference the small table on the CRT to determine column shifts - Note: the units that are used to determine the efficiency column shifts must also take the first step-loss results (if any) in the ensuing combat. Column shifts may also happen for a surprise attack (some scenarios designate that one side receives a column shift (or shifts) benefit to reflect "surprise"), attacks into Cities/Fortifications, and any attacks conducted during the Exploitation Combat Segment. Use the net difference of column shifts to modify the initial odds column. If, after netting out all shifts, the odds would shift off the chart, use the highest or lowest column available.

Attacks against units in a City or Fortification (fortification only if in the defender's country (or allied) and friendly controlled) provide the defender a two column left shift. A city under a Clearing marker do not provide the column shift. The effect is cumulative for both city and fortification

During the initiative phase, Exploitation Combat shift two columns left

Design Note: This unfavorable column shift represents the reduced effectiveness of units that have been moving and attacking continually for days. Combat fatigue, low supply, and reduced combat support from artillery, engineers, and HQs are some of the key factors represented here. On the other hand, forgoing that Exploitation Attack could let the initiative shift to your opponent...

Amphibious Assaults incur a shift of one column to the left unless non-Amphibiously Assaulting units are also attacking the hex and those units contribute more than half of the combat strength (after modification). Amphibious Assaults are a type of movement that is then resolved during combat and have not been explained yet.

Artillery (including MLRS and Rocket Artillery) units are specifically dedicated to providing fire support. Artillery units are treated as ground units in most respects except that they can also provide column shifts in combat. Artillery units provide one column shift in combat. 

One or two Artillery units can support a combat on the attacking side, but only one can support a combat on the defending side. An Artillery unit can support any eligible unit (see below) within its support range, including in its own hex. They can support more than one combat in a Combat Segment. They can use this capability twice in any given Game Turn.

Artillery units with no color in their unit type symbol are independent units and can support any unit regardless of formation or nationality. Artillery units with a color in their unit type symbol are part of a formation and can only support units in that formation. Artillery units can always support themselves. when used, rotate the counter on the map to indicate they were used for support, Rotate them back in the Reorganization Phase using the same procedure as Attack Helicopters
Die Roll Modifiers (DRMs)
Likewise, there is a table on the CRT card describing the various things that can provide DRMs.

Both the attacker and the defender may modify the combat results die roll by allocating Air Points, Attack Helicopters, or Naval Combat Support to the combat. Either side may allocate any number of Naval Units within range of the combat. The attacker allocates each type of Combat Support first.

For each side, total the Attack Rating of Helicopters and the number of Air Points, both adjusted by ADF, along with Naval Combat Support. Subtract the attacker’s Combat Support from the defender’s. The difference (either positive or negative) is a DRM to the ensuing combat die roll, and it cannot be more than +6 or less than -6 (net).

So now, let's take a little side trip into Air Defense Fire (ADF) and what it means to combat. Some of this is about movement and some combat, we'll revisit ADF specifically for movement later. The relevant bits highlighted in green below. Remember, this is an abstraction and is about forces trying to suppress or destroy assets (planes) being used support combat missions.

Air Defense Fire (ADF)
Players conduct ADF once against each enemy air mission. For purposes of ADF, a mission is defined as:
  • All Air Points allocated to a Combat Support.
  • Each individual Attack Helicopter allocated to a Combat Support or Rebasing.
  • Each stack that is using Air Transport or Airmobile Movement or Airborne Movement that begins and ends its movement together.
Any unit that begins Airmobile Movement in an enemy country or an EZOC undergoes an additional ADF roll in its origination hex before it is allowed to move. (most of that sentence to be explained later)

Exception: When the Air Superiority Level is in a player’s favor or Contested, air missions are immune to ADF as long as that player’s entire mission is conducted within that player’s home or allied country and neither the origination nor destination hex is in or adjacent to a hex containing an enemy ground unit. Think of this in terms of - as long as the other team doesn't have air superiority, and aren't next to the take off nor target in your home country, they can't do anything to suppress your use of air power nor attack you (maybe not even gather the intelligence to do anything).

Combat Support (CS): During any ground combat resolution, each side may allocate their available Air Points to Combat Support (CS). The attacker allocates first, up to four points, followed by the defender who can allocate up to two. For each point, roll for ADF. Each point that survives ADF modifies the die roll by one in favor of the allocating player - move the DRM marker up or down appropriately for each surviving point.

Both sides may also use Helicopters to perform CS Missions (with the same effects as Air Points) for any single combat by designating and tracing a path of hexes that is within range from the Attack Helicopter to the defending hex. Play Note: You don’t actually have to move the unit to the hex, just point, allocate, rotate, and roll! Attack Helicopters can perform two missions per GT, but not more than one per combat segment. Rotate the helicopter 90° in its basing hex after each mission. An Attack Helicopter that is rotated 180° is not eligible to perform a mission (because it has already done two).

During combat resolution, the attacker can allocate up to two helicopters followed by the defender who can allocate one. Roll ADF for each Helicopter allocated to CS. If the Helicopters survive ADF, they provide favorable DRMs equal to their Combat Support Value - move the DRM marker up or down appropriately.
Additional DRMs
  • If the defender controls its hex and its hex contains an Airfield, Town, and/or Installation, a +1 DRM is applied to the combat. These DRMs are cumulative.
  • If the attacker attacks from at least three different adjacent hexes using units with an attack strength greater than zero, he receives a favorable DRM in that combat. The DRMs are –1 if attacking from three or four hexes and –2 if attacking from five or six hexes. Amphibiously Assaulting units cannot be used to qualify for this DRM
  • When different Formations (ie different type symbol colors) attack together, apply a DRM (see CRT) for each additional Formation beyond the first. Independent units; i.e., those with no Formation affiliation and/ or a white unit type box, are ignored for purposes of this DRM. Note: Unless otherwise specified in the GSR, each formation counts regardless of nationality.
  • The Terrain Effects Chart will note when an attacking or defending Light or Mountain infantry unit receives a –1/+1 DRM to the combat die roll. If a side has both types of units in a combat, it earns only one DRM. This DRM is not per unit but per combat. Exception: No DRMs can be earned by LI units that are part of an Amphibious Assaulting stack.
  • GSR may have additional modifiers affecting certain Special Unit types and/or multiple nationalities
Whew, that is a lot and we aren't done yet. Going to cut this off here and continue with combat results and small example in the next installment.


Monday, March 04, 2024

Learning GMT's Next War Series Part II - Sequence of Play (SOP)

The STANDARD sequence of play (SOP) can be found from the GMT's file location for the Next War series here. For reference shown here to the right. This sequence is the same for all the games in the series.

Some of this explanation is paraphrasing, sometimes I'll directly copy from the rules or the SOP sheet as it is just easier to clarify. 

FYI, die rolls are D10 based (0 = ZERO, not 10).

Game Turns (GT - I use GT when the rules use GT, otherwise, when I use "turn" I also mean GT). GTs are broken down into Phases (the red titles on the SOP). If one player "has initiative" all the phases are done. If initiative is contested then skip the "Initiative Turn Only" phase.

A lot of this is pretty much explained by the SOP card itself and I apologize if this explanation is a little boring or non-detailed, but again, this is an overview of the STANDARD game's turn.  

Weather Phase

Initiative player (defined by the scenario) decides (like a god) what the weather will be for the first GT. Thematically, since that player is starting the hostilities, it makes sense that they'd pick a time when the weather worked in their favor. After that, the dice gods decide what the weather will be each turn (ie roll to determine the weather for the next GT). Weather is one of:
  • Clear: no impact to game state
  • Overcast: reduced Airmobile Points (AP) and attack helicopters can only do 1 mission (explained later in this series during combat)
  • Storm: limited movement options (some choices are now not available), if a side has Limited All Weather capabilities, APs are very reduced, otherwise, there will be no APs at all. ALL ground movement uses the "Storm" column of the Terrain Effects Chart (TEC), reinforcements can be effected, no helicopter missions, Advance After Combat is reduced, naval units have to go to port or friendly Sea Zone

Supply Phase (Optional Rule for STANDARD ruleset)

Out of Supply (OOS) markers are removed from units that are no longer OOS and markers added to those that are currently OOS. OOS units have halved attack and movement, reduced effectiveness rating (ER) and have reinforcement limits. One the one hand, this adds complexity when trying to learn the game. On the other hand, what is a war-game without supply? (OOS fully explained in a later part of this series)

Initiative / Air / Naval Phase

(a lot of the game's state information is tracked on the Game Information Display, shown here)

  1. Determine Initiative (scenario rules dictate what determines who has the initiative for a scenario)
  2. Determine Air Power - Each side refers to the current game turn column on the Standard Game Air Point Chart and rolls a die. Weather conditions, Airbase control, permanent losses, and the presence of carriers may modify the die roll. The side’s modified die roll indicates how many Air Points it receives that GT. Air Points are determined prior to modifying for weather. (so figure them out, then go back and reduce them based on the weather if needed)
Air Points are used for Combat Support (CS) missions and Escort Missions and can be affected by Air Defense Fire (ADF). Combat Support missions cannot be escorted. Unused APs do not carry over from turn to turn. Mark APs on the track for each side and reduce them as they get allocated. Air Points can be permanently destroyed for various reasons. This is also tracked and then subtracted when determining the turn's APs.

For the STANDARD game, Air Points are an abstraction of your air power since there are no actual planes and such. ADF happens each time you allocate APs for support missions and is covered in the third post of this series which covers combat. 

There is also an East Sea Naval Box on this map...
Air Superiority Level (ASL) for each GT is determined by which side received more points (if permanent loss of points reduces to zero, the side always counts 1 for ASL determination). Mark this in the box on the map.

AWACs is an ADVANCED rules thing and can be ignored for now

  1. Determine Sea Control - Sea Zones generally contain two boxes, an At Sea and an In- shore Box. Where there is no At Sea Box, the Sea Zone itself serves as the At Sea Box. The status of each Box is determined separately and affects certain game actions and the capabilities of naval units.
Players roll the die on Clear and Overcast turns during the Initiative/Air/Naval Phase to determine who controls the respective At Sea and Inshore Boxes.

The Initiative/First Player determines control for each Inshore Box:

  • If the At Sea Box is contested (not controlled by either player), do not roll for the Inshore Box.
  • If a player controls the At Sea Box and also controls the Inshore Box, do not roll for the Inshore Box.
  • If a player controls the At Sea Box and the Inshore Box is contested, roll for the Inshore Box.
  • If a player controls the At Sea Box and the Inshore Box is controlled by the other player, roll for the Inshore Box.

Then, the first player rolls for control of certain At Sea Boxes as outlined in the Game Specific Rules (GSR). Using any applicable modifiers, cross- reference the results on the Sea Control Table.

Use the appropriate marker to denote control. The absence of a marker denotes a Contested area. Control of an Inshore Box also indicates control of All-Sea hexes associated with it. The presence of Naval Units can affect Sea Control

There are a whole ton of rules in the book about using APs, ADF, helicopters, navy stuff etc. To me, it makes more sense to talk about those things in the course of "doing stuff" rather than during this phase where you are really just determining where to put the markers that set the conditions for the round.  
  1. Mine Clearing (this is not done on turn 1 and for clarity here - this is sea mines)Enemy Mine markers may be cleared during the Mine Clearance Step of the Air/Naval Phase if the associated Inshore Box is friendly-controlled. Each player can attempt to clear up to two Mine markers during the Mine Clearance Step. Roll separately for each attempt. On a roll of 0-3, reduce the Mine marker Density by one; i.e., from two to one or remove a one; if removed, it is removed from the game. Modify the die roll by “–2” if a friendly Naval Unit is present in the Area of Effect.
I'm just going to summarize the SOP steps for the rest of the steps. Note, Movement and Combat is pretty much the bulk of the STANDARD game. Holding the initiative is pretty important. 

Design Note: This mechanism [initiative] portrays the ebb and flow of combat operations, as the side with the Initiative pushes, exploits, and presses the advantage of momentum until running out of steam. If constant momentum cannot be maintained, a short lull occurs as both sides rush to resupply, reinforce, and strike to gain the Initiative. Alternatively (and less often), the non-Initiative side might wrest the Initiative away by spectacular gains that radically reverse the momentum of battle.

Initiative Movement and Combat Phase (only if one side holds initiative)

  1. Movement Segment for Init Player
  2. Combat Segment for Init Player
  3. Elite Reaction Movement Segment for non-Init Player (pretty limited)
  4. Exploitation Movement Segment for Init Player
  5. Exploitation Combat Segment for Init Player
  6. Reactive Movement for non-Init Player
  7. Reactive Combat Segment for non-Init Player

Basic Movement and Combat Phase

"First Player" here means first player if no Init Player, otherwise the actual Init Player is "first"
  1. Movement Segment for first Player
  2. Combat Segment for first Player
  3. Reaction Movement Segment for second player
  4. Reaction Combat Segment for second player

Reorganization Phase

  1. Reset/Rotate helicopters and artillery (when used, these counters are rotated to show they were used, this resets them back to "no missions used" state)
  2. Remove Air Points marker from display
  3. Reset Airmobile Points
  4. Remove Tunnel Markers
  5. Conduct Clearing Operations
  6. Determine hex control changes

Reinforcement and Replacement Phase

  1. Both sides reinforce based on the scenario's specifics
  2. Both sides may use replacement points to replace or reconstitute units (not those units in enemy Zone of Control (ZOC)
  3. Adjust Submarine Threat and ASW levels

Victory Determination Phase

  1. Add each player's "VPs This Turn" to their total. (don't reset "VPs This Turn" yet)
  2. Determine if either payer is allowed to check for Auto win. If last turn - determine winner.

Game Record Phase

Advance the turn marker and begin the next turn...

Summary:

So a basic summary of each turn is going to be: 
  • Determine the state of things for the turn
  • Do some amount of Move+Combat stuff either:
    • With Initiative: IP M+C, non-IP limited move, IP M+C, non-IP M+C, IP M+C, non-IP M+C
OR
    • Contested Initiative: IP M+C, non-IP M+C
  • Cleanup some stuff 
  • Reinforce stuff
  • Winner?
  • Repeat!
Describing the SOP doesn't really feel like I explained a thing - mostly because I didn't explain anything except the general flow of a turn. Movement and terrain information alone covers at least 6-7 pages of the STANDARD rules. Combat is also a large portion. As movement is the means to preparing for combat, the next part of this series will cover combat (even though combat is always done after movement in the SOP phases). 





































Saturday, March 02, 2024

Learning GMT's Next War Series Part I - Counter information

For no reason in particular, I've decided to jump into hex and counter wargames (ok, the reason is they seem a little interesting, particularly (for me) the conceptual "Next War"/modern scenario concept). Now, the closest I've come to this kind of game is Paths of Glory, which is not  a hex-and-counter game, nor really a full war-game by Grognard standards (it does have a few typical concepts baked in though).

So here we are, assuming no background in war games (again, which I don't really have) let's figure out GMT's Next War series. I'm starting from - Next War: Korea (2nd ed) from GMT. From the CORE rules (the core rules are the same for ALL the games in the Next War series - as far as I can tell the cover of the core rules is specific to the game, but otherwise, the CORE rulebook is the same content). The Core Rules are divided into Standard and Advanced rules - this series is initially going to just cover the STANDARD rules. 

Each Next War game then has ANOTHER rule book specific to the conflict and terrain etc. THAT rulebook is also broken into Standard and Advanced rules. Again, we are starting with the STANDARD rule set here and while I'm hoping that the basics should get anyone going with any of the games in the series, I'm also working from NW:K, so there may be notes specific to that version of the game.

Informative bits are highlighted like this block, but aren't always rules or "gameplay important" per se. Images are taken from the publicly available rules, charts etc and screen grabs from the Vassal module for Next War: Korea. If it seems like I skip a chart or other important piece of information, its because it doesn't appear to be publicly available (which I know GMT does purposefully, so I'm not going against that).

The Next War series are hex-and-counter games with a high complexity,  so there is lots of counter details. Being new to war games like this, the counters can be a little overwhelming (there are over 1000 counters in NW:K). As I understand it, the iconography is based on standards from -https://en.wikipedia.org/wiki/NATO_Joint_Military_Symbology, and while not always an exact match for everything, a lot of it is standard and will be more or less familiar to other war games.

Here are the id charts and counter identification diagrams from the rule book:





Here is a real example of pieces on the map:

Upper-left counter (items in bold are important game-wise, there rest is largely flavor/descriptive):

  • Upper left of the counter indicates its designation
  • The color of the image in the middle designates counters that are part of the same parent formation
  • A question mark indicates lack of real knowledge as to the unit's real designation within its parent formation, which is interesting, but not game important per se
So the upper left counter in the picture is part the 26th Brigade of the IV Division (the two counters on the left side are both part of the IV Division). 
  • The upper right of the counter indicates the counter's starting location on the map for helping setup
  • The label above the symbol in the middle indicates the unit size (see chart at the top describing unit sizes) - some games use dots, others tick marks, this game uses 'X's
  • The image in the middle indicates what kind of unit it is (see chart at the top). The type a unit is does matter in game play (for example marine units can be transported by ship)
Again, for the upper left counter, this counter is an infantry unit - the 26th of the IV
  • The number to the left of the symbol is the Stacking Points (size) - for stacking limits on a hex
  • The number to the right of the symbol is the Efficiency Rating - used for various checks
  • The bottom of the counter shows: Attack - Defense - Movement Rating
That covers pretty much all your ground units (except HQs, which are not used in the Standard rule set).
Air units (planes) are not used nor setup in the Standard game either, so we aren't explaining any of the chits with planes on them here. Helicopters are not "air" units but part of the ground forces.

Lastly, some of the chits have silhouettes on them above the type icon and will be explained as we go. They are not typical of the bulk of forces.  


For reference, here are all the Nationalities through the first 5 games (Korea, India-Pakistan, Taiwan, Vietnam, Poland). #6 is Next War: Iran, so they'll probably have to expand this since I see nothing in there for Iran.

The map scale is 7.5 miles (12 km) per hex. Unit scale is generally divisions and brigades, although battalions and regiments are used to represent some units. Each game turn represents roughly 3.5 days. 

Another game - France '40 for comparison, is about 1/2 this scale at 4 miles per hex. 


That should cover enough of the basics of the counters to get started with the standard game rules.












Tuesday, January 31, 2023

COINs

Well, my current gaming obsession isn't so much one game as it is a company - specifically GMT games. If you asked boardgames, they'd likely indicate that they know of GMT - they make war-games, right? Well, yeah, they make some fine hex-and-counter (so I hear) games. This includes my number one game of all time, Combat Commander: Europe (if you haven't experienced CC:E, I'm very sorry).

They do make other games as well, but for the most part, they focus on quality games with decent parts - whether that's chits, wooden bits or whatever. The rules are generally good if not a little spartan. As I get older in my gaming life, I'm finding that I appreciate the depth of some of these games more than I appreciate the overly produced less interesting games that tend to make up the majority of  publisher's offerings these days. That's not to say that there aren't good games out there and not to say that GMT games are all special, just that I'm starting to appreciate some of the complexity of this company's offerings.

In particular, I've found the series of COIN games of some interest. The first COIN game (which stands for Counter Insurgency) was designed by Volko Ruhnke and published in 2012 (Andean Abyss). This was followed up by Cuba Libre, which was designed by Jeff Grossman and Volko. Other games by other designers were released year after year and the count of the games in the series currently stands at 15 (published or near published). The game system has done very well and each game slightly modifies the system and presents a different historical period and area of the world (including soon - outer space).

The key to this series is the basic gameplay. Multiple asymmetric factions (2-4) trying to accomplish their own unique goals of control (it might be area control, it might be control of the minds of the people or whatever). It's easy to believe this might be a war-game - there are hints of that and because of the basic topic, the scenarios often revolve around wars and related struggles. It's also not quite dudes-on-a-map.

What it is, is a four-way tug-of-war. Sometimes you and another faction pull in similar directions, but ultimately, you mostly pull your own way. The government faction wants control and peace. The insurgents want disruption and chaos. The other factions? Maybe they want control through money, maybe they want their own separate space. Maybe they want a little bit of control and not quite so much chaos. 

The heart of the COIN system is the interactions of the players each turn through the card system that drives the games. Each turn there is a single shared event card. On the top of the card is the order that each faction will have their opportunity that turn. Only one faction will get to execute the event (if at all). And, only two factions will act per card (players may pass until the next round if they so choose). Players that take actions from the card are not eligible to act on the next card. Here's the kicker - the card for the next round is fully known. The start player on card one may have good options to act on "their card", but they can see what's coming next and probably infer what their opponents might do or how they might react to what they do now. They can force a reaction (or try to position themselves to keep the damage down). It is this bit of delicious simplicity that makes these games what they are (ok, that and each faction feels and acts differently). 

The insurgents are trying to start more fires than the Government can control, the Government is trying to uncover all the hidden guerrillas so they can't cause trouble. Its all wonderful. And if guerrilla warfare in the Columbian jungle or the Cuban revolution doesn't interest you, there are other theaters - India and their non-violent struggle to get out from under the British, The American Revolution, the Americans against the Taliban in Afghanistan, and a number of others. Each game brings a unique twist to the core system of asymmetric factions and action selection driven by the cards.

One other thing drew me to the COIN series - GMT ranks them extremely high on the "Solitaire Suitability" scale. And that's because they include bots or flowcharts for the factions so that you can play a full game while only acting for one of the factions and letting the others be automated. I'm currently in the midst of a solitaire game of Gandhi and this solitaire system is everything you'd hope for as far as "opponents" that provide a somewhat realistic approach and are competitive without simply skirting the rules and boundaries of the game. And unlike a lot of standard euros that have a solo mode, these aren't simple efficiency challenges. It simply isn't that kind of game and it requires more effort. Hint: it's worth the effort. Solo won't ever replace real players for me, but I'm enjoying these solo a lot more than I ever thought I would.

---------

I did say that GMT games were my current obsession though, not just the COIN series. Last year, in search of something I could play solo, I stumbled into SpaceCorp: 2025-2300AD. SpaceCorp is a (surprise!) space exploration game played over three eras - near solar system, outer solar system, and finally near galaxy exploration. The beauty of this game (and there is lots to love) is that the game system is actually pretty simple. Turns are simple action that take almost no time to take. Complexity in one era is only marginally expanded upon in the next, so you learn the game as you go. This isn't a 4X game, its a corporate race to find profit as we explore space in the near future, so there is no combat - you simply try to manage your meagre technology (such as it is) to make your exploration teams more efficient at travel and building bases. Along the way, there are a couple of surprises, but not an overwhelming game. Despite its simplicity, the game is engaging and offers players a constant stream of interesting choices to make. And as I mentioned it plays solo. 

THIS solo bot is a cheater. In fact, the bot doesn't really try to mimic player choices and actions, instead each turn the bot simply adjusts the game state in some way that mimics the results a player might produced had they acted a certain way. In some ways it does make the solo game an efficiency puzzle combined with a little press your luck, but it doesn't feel like it - it feels like you are playing someone else whose turns you don't get to see, just the results of their actions. All in all, this is a good solo experience and even more fun with real opponents.

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Also acquired recently (Christmas) was Imperial Struggle. At first glance, the cover of this game looks like a war-game. Open the box? A crazy complex looking map spanning the world and a sheets of counters to punch out. But this is definitely a "looks can deceive" game. Imperial Struggle is designed by the team that created the amazing Twilight Struggle (and they tag this as its spiritual successor in the rulebook). After watching a quick explanation video, I realized that the game was not nearly as intimidating as I thought when I first opened the box. In fact, the overly complex board is not nearly as complex as I thought and is decently done, once your head wraps around what you are seeing. 

Imperial Struggle certainly scratches a similar game feel as Twilight Struggle and provides a similar tug-of-war, back-and-forth series of trying to control the map better than the other guy, but otherwise is almost nothing like it's "spiritual counterpart". In fact, if I had to pick between the two, the edge Twilight Struggle holds for me (at the moment) is that the subject is more immediately part of me - I grew up in America at the end of the Cold War and the history was part of either what we learned about or lived through. I have no such association with (and if I'm being honest, knowledge of) the events that Imperial Struggle plays through. 

Thankfully random theme never bothered me in games about Medieval Merchants, Train Barons or any High Fantasy game. But Imperial Struggle isn't a tacked on theme. It's a story element with a game abstraction layer. Luckily, it is a very good game abstraction layer. Two players are going to alternate making action selections each turn to improve their positions in Europe, North America, the Caribbean, and India. Each round, different areas of the map are going to be important. Each round different goods markets are going to be important, and each round, different events/cards are going to be available for players to take advantage of. It is another masterful game from Matthews and Gupta and one that I feel may have been overlooked in a way their previous games were not.

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One of the best part of the GMT game library? A large number (most?) are available to play via Vassal. Vassal is a platform that supports PBEM (by saving log files and emailing them back and forth) and live online play of a number of games. Most of the game don't enforce all the rules for you - you have to know how to play, but a lot of them have been put together such that they will do some of the bookwork for you. 

I highly recommend Vassal when learning COIN games - the game module will clean up automatically for you and track the resources and winning scores / conditions for the players, taking that out of the novice player's (that includes me) hands, simplifying what you have to pay attention to. There is a little learning curve to Vassal and each module is different due to being put together by different people, but the games are very playable. I'm currently playing Gandhi solo using the cards and references from the box game and Vassal to track the game state for me. It works very well and doesn't take any table space up!

Sunday, August 28, 2022

Descent: Journeys in the Dark - What's Next?

 


So what's next? Having finished up (FINALLY) the original (sort of - I played Heirs of Blood campaign from the core set using only the core set of stuff), I can plow ahead. Up next is the small box expansion set - Lair of the Wyrm (which has already been painted and waiting to be played for quite some time). 

That being said, this small box expansion only adds in two more heroes and two new monster types. Yawn. That's not the kind of additional variety I want and need after facing the zombies and cave spiders repeatedly  - the core alone had eight heroes and nine monster types. Let's face it, I don't know that I need to worry too much about adding a lot of heroes to the mix, but more monsters would be nice - I really don't need to see goblin archers and flesh moulders every other quest anymore either.

Since Lair of the Wyrm's campaign is nice and short - only four quests, I don't need to go way overboard. The Crusade of the Forgotten monster and hero pack was the first full hero and monster expansion I painted to completion, so if I add them into the mix that would add (combined with Lair of the Wyrm) five monster types and six heroes. That matches up pretty decently with amount from the original core set I think. 

What I don't know is how much other content there is to be added. Lair of the Wyrm does add a few new market cards, search cards, and travel cards - all good. Also, we have the possibility of side quests now (Crusade of the Forgotten also has some additional side quests). I'm not sure if I want to dive into those, or just plow on through the four main story quests of the mini-campaign, but the options are nice to have. I also don't know if I want to stick with three heroes or just go with two this time around. I was thinking about giving two heroes a go since the campaign is short and would give me an idea if I should stick with that or go back to three for the campaign after that (which would be a big box set). My concern (if you can call it that) is that if I only play two heroes, I'll be lucky if I ever see more than a fraction of the heroes in play.

A lot will simply depend on the quality of the main quests honestly. If I actually am playing and enjoying the expanded world of Descent, I may just plow on through to the next expansion (which would have to be Trollfens, since I don't have Labyrinth of Ruin yet). I'll likely do the same thing - add on the mini expansion and another Hero and Monster set. So, on the one hand, it makes sense to hit some of the side quests during the short campaign rather than adding to the length of a longer one later. Right? I mean, the point of collecting and painting all this stuff is to play it and enjoy it, so either plan works.

Of course, the main question left is which heroes and classes of heroes to use. My only guidelines here are probably not to reuse anything I've already played with. I am leaning towards not using Reynhart and saving him for a later campaign. If I try and always use one of the new heroes, that means definitely using High Mage Quellen. From the Crusade of the Forgotten set of heroes, I think I'm going to go with Tetherys as a Wildlander. Since I want to try using a healer as well I'll dip back into the core set and pull out Avric. I really hope not having a meat shield, but having a healer works out.

Here is one thing of interest. Though the hero and monster packs add heroes, they do not add classes. Sooooo - I'd get two new class choices from Lair of the Wyrm, but only for the fighter and mage types. While I was looking over the various class types available, I realized there is yet another option available to me - the Lost Legends expansion. 

This expansion was one of the last things put out by FFG for Descent 2nd ed. Basically, it was released so they could finish releasing classes (so that all the types had an even number). This small expansion is literally just hero classes. Additionally, there are hybrid types. You pick a type along with one of the other class types and can use cards from either set except the 3XP cards. Perfect for the small box campaigns! It also means I could add a Warrior skill set to Avric so he can tank a little. Or I could add some Scout class to Quellen along with a mage set. That could be really cool in a limited campaign setting. I'll have to dig a little into the option before I fully decide. 

Having finished the first campaign for Descent just has me excited for more. Should be fun getting started again!