Sunday, June 23, 2024

Barbarossa - Tweaking the Combined AGN and AGC Campaign

First challenge is to remember the campaign scenario is number 8 (Section 10.8) and number 5 (Section 14.0) in the AGC and AGN Playbooks respectively.

AXIS Railroad Capacity is 6 stacking points AGN and 12 stacking points AGC.  For some reason the playbook gives this as per map for AGN and all maps for AGC. (The "all maps" differentiation makes no sense to me).

Soviet rail capacity as per the Playbooks is 19 stacking points for the centre for all maps and for the north: 0 Map C, 6 Map A and B, 14 Maps I and W.  I will make this for the north 6 in the Baltic and East Poland and for the north 14 and the centre 19 in the other Soviet areas.

I am not going to use the insert maps.

I do want to use Air Transport Section 14.7

I have been reviewing Scenario Notes for Barbarossa: Army Group Center, North and Typhoon – 1941 (version 1.22) that supports the Vassal module and there are few things I will take form it.

Regiment Substitute Counters

This always seemed a counter mix issue, rather than an historical limit. The Vassal module provides AGN with 12 Strong (2-2-5) and 12 Weak (1-2-5) and AGC with 18 Strong, 18 Weak

Railroad Conversion

This is a big issue.

I'm going to use Railroad Repair Units.  Each will have 4 Railroad Conversion Points (RCP). A unit has 60 MP for rail movement and is flipped to its repair side at the end of the engineering phase (i.e. no converting if it was moving that turn).

In the Baltic states and East Poland 1 RCP converts 1 and a half hexes (so would be 6 hexes per unit). Swamp and marsh are doubled (so 3 hexes).  Mud doubles again (so 3 hexes or just 1 hex swamp and marsh).

However, for the USSR proper it takes 2 RCP to convert one hex (this is from an option in the Scenario Notes), with 4 RCP for a swamp or marsh hex or any hex in mud.

Each Army Group has 2 RCP each can allocate to anyone one RRU it has.

The remaining consideration is how many RRUs?  I'm going to go for one per bridging unit.  This gives AGN one and AGC three, based on bridging units available at start.

Garrisons

Another difference, but easy to harmonise.

One infantry step per city and or VP location 

For each city or major city not in the Baltic states (but including Vilnius) five steps GTs 1 to 20, then 2 steps GTs 21-28, one step after that.

From GT 36 no garrisons are required in Lithuania and Latvia.

Special GT 1 Sequence of Play

Use AGC noting that it is more generous to the Axis than the AGN Invasion Preparedness Restrictions.

Mandated Attacks

My intention is to play an aggressive, forward game with the Soviets.  I expect this to produce a quick game. 

Weather

Having given this some thought I've decided to leave it as it is.



Wednesday, June 19, 2024

Barbarossa - If I was to play again

As mentioned in a previous post I am thinking of playing Barbarossa again using Vassal, specifically the AGN/AGC combined campaign.  Vassal makes it easy.  It doesn't have the feeling of being in some kind of military HQ, but it can be played sitting down (depending on your PC desk configuration) and doesn't take up any space or setting up/sorting out counters time.

First my comments on Richard's essay.

Great minds...

It just so happens I have loaded up AGC/AGN combined campaign on Vassal.  I am trying to resist playing, but Covid has got me feeling miserable, so it would be a good distraction, but also a challenge I could do without.

I have given railroad repair units some serious thought.  In Vassal I found a counter I can use and repair rates etc are not problem.  Issue was how many.  I thought about one per bridge unit. Then I got stuck.  I could only find 4 on the maps (4th Army D2825, 9th Army C2831. 18th Army C2018 and "2nd Army" D3028).  This then got me looking at the OOB on Wiki.  2nd Army must be 2nd Pz Army.  This then generated the question: why do the other Pz Armies not have bridging units?  What about 16th Army AGN?  The Vassal counter mix has units for Armies 2, 4, 9, 18 and 16 plus 6, 11 and 17 for AGS.  This is where I got to and with Covid brain fog hit a wall of annoyance.

That said, one RR unit per bridging unit seems about right. That would give 4 or 5 based on the counter mix for AGC/AGN.  Each can do four points of repair (one point does one hex in clear/fine weather etc), but it is a different rate for Baltic States and East Poland.  There is also a bonus 2 points that can be allocated per turn (which I rather like as it represents extra effort/resources being applied).

Then I thought I better look at the naval rules as this is important for AGN and something we didn't really tackle.  Same goes for air transport/supply.  All this requires I read some rules (which I have access to mostly so not a problem).

That still leaves the special reinforcement pools.  Vassal is not a good easy way to look at them.

50 turns of Barbarossa was a major life achievement.  Thanks for the opportunity.

There was a further comment about the weather which I really think would work best with a chit system. The cup contains only so many bad days as there were historically and if more than two bad ones are drawn in a row, return chit and draw again.  Once a chit is drawn it is removed from play.

Now my challenge is how many bright ideas do I try and implement if I play again on Vassal?


Friday, June 14, 2024

Huns versus Ghaznavids

I thought I'd fought Mark B's Ghaznavids before, but if so the post escapes me.

The Ghaznavids were out scouted, but it wasn't a sure thing (8 to 6).

Both sides advance.

Immediate action

There have been causalities on both sides.

The Ghaznavids are still redeploying.
A lot of shooting is going on.

Jockeying for position.

The Ghaznavid foot have become a pin cushion!

The missile fire is relentless.

But the Huns get the kills.


Thursday, June 13, 2024

Europe in Turmoil - Interbellum - Third Game Completion

Completion was delayed due to Covid (me), but all better now.

Victory (just) to the Left Wing due to a critical number of sanctions on the Right Wing.


War broke out on the last turn.

Wednesday, June 5, 2024

Barbarossa - Conclusions and Reflections

I've been having thoughts of tackling this game series again.  It is rather easy to set up on Vassal and doesn't take up any space.  It does take a lot of time to play and some juggling of a few rules.  While I was pondering Richard sent me an essay (his word) on his conclusions and reflections on having played the game.  This forms this post.


All games must come to an end.

Over the last few days all the Barbarossa games with the thousands of
counters associated with each game have been packed up. A full
reconciliation of the counters back to the starting OOBs to make sure
nothing was missing and having everything in the correct box was
undertaken. The exercise took about 20 hours over several days, itself a
testament to the immensity of the project to play all the games together
in one campaign.

This exercise was a fitting culmination. The process of finding each and
every counter, itself a challenge with the OOB spread across different
sheets and some units appearing in more than one place depending on the
scenario, meant quite bit of back tracking to find "missing" counters.
It took me back to the very beginning of the endeavour when I was
thrilled at the contemplation of playing the largest board game ever,
something I could only really have dreamt of, despite having some games
in the series for over 30 years.

With games packed up, the truly epic undertaking of playing all 3
initial Barbarossa games in one huge joint campaign has come to a full
conclusion. 50 Game Turns were completed, which put us at the end of the
original time frame for Army Group Centre game.

The situation on the front was that Leningrad was completely surrounded
and cut off from supply, but there was virtually no game play in the AGN
sector, with both sides at a stalemate and further turns beyond the
scope of that particular game.  AGS was advancing to Kharkov and
clearing the way to the Crimea, although Odessa, like Tallinn in the
North, continued to hold out.

The original plan had been to continue playing after GT50, with the Kiev
to Rostov game in the South and Typhoon in the Centre. We decided to end
the campaign at GT50 for several reasons.

Although AGC was at the gates of Moscow by the end of GT 50, so
significantly ahead of schedule (aided by a Moscow first strategy and no
Kiev encirclement or diversion to Leningrad) there was little to no
chance of capturing Moscow even with time scale for the Typhoon game
(some 45 additional turns).

There were several factors influencing the reaching of this conclusion.

Broadly speaking the issues were:

1) The shape and length of the front line with the resultant inability
by the Germans to concentrate enough combat strength in multiple
locations in order to force a breakthrough

2) The inability to inflict more damage on the Soviets than they could
replace each turn.

3) Difficult terrain and lack of supply routes, limiting attack vectors

4) The almost certainty of extremely unfavourable weather and its
resultant effects.

A lot of these factors were interdependent, but the overall effect was
such that it was felt that they could not be overcome and the game in
AGC would bog down into a static front line and make for a very
uninteresting game from this point on whilst still involving a huge time
commitment.

Firstly, the shape of the front line meant that there were insufficient
German units to be able to provide a contiguous front line.

There were two very large salients, one to the south and slightly to the
east of Moscow and the other due west of Moscow stretching some distance
to the rear. This required a lot of German units to hold this line,
which impacted the ability to concentrate combat power. A possible
solution to this issue would have been to allow more Regiment Substitute
counters in play than the 12-15 allowed for in the counter mix.

At the conclusion of play, the German front was more of a screen in most
places with gaps between units and relying on ZOCs to slow any Soviet
advance. The Soviets by contrast were able to use their superior numbers
to have units in every hex, forming a solid front which would also have
been very difficult to attack.

Whilst the replacement rate was one factor, there was one major issue
which tended to magnify the effects of this.

In the scenarios for Barbarossa, there is a mechanism of sorts which
penalises the Soviet player if they don't make so called Mandatory
Attacks. This might work at a scenario level to adjudicate a "winner"
for the scenario, however, in the context of a full campaign VPs became
essentially meaningless, as it is the fight for the objective that is
really the only relevant factor.

So with no real disincentive for the Soviets to not attack. This means
that the Germans must do the attacking and were simply not able to
eliminate enough Soviet units fast enough. As the Soviets rebuilt more
and more of their units, the front became very static and large scale
breakthroughs were no longer possible. The last major German
encirclements were in the last 5 turns of the game where Rhzev was
finally encircled and the Soviets were forced to abandon positions
around Kalinin (held by the Germans) to the North of Moscow, however,
with bad weather in future turns almost certain, unfavourable attack
vectors in terms of bad roads and related supply issues North of Moscow,
this was a final hurrah. Prior to this, the last major breakthroughs
were 10-15 turns previous when the front line screening Moscow to the
South East was widely penetrated and the Germans made a rush for
Moscow. Whilst promising for the Germans, the combination of Logistics
Pause, Supply lines, unfavourable terrain and ever more dilution to
combat power to secure the flanks, meant that the attack stalled and was
never really able to restart.

With more and more Soviet units being rebuilt as well as the prospect of
significant Soviet Reinforcements arriving in the Typhoon game time
frame and none for the Germans, there was a significant risk that
failing to form a contiguous lines would have meant being exposed to
infiltration from Soviet units with the risk of units being cut off and
supply lines threatened. As mentioned above, a possible solution to this
issue would have been to allow more Regiment Substitute counters in play
than the 12-15 allowed for in the counter mix. Nevertheless, the
required dilution of combat power to form a front line, meant that there
would then be even fewer attack vectors.

Limited attack vectors means that not enough Soviet units were going to
be eliminated to outpace the Soviet replacement rate, meaning they would
become stronger as time went on, exacerbating the issue. Moscow was not
going to fall by destroying the Soviet defenders. The only real prospect
for capturing Moscow would have been to completely surround the city,
cutting off supply routes. With far fewer units, this would have meant a
third salient to the North, which probably could have been achieved
exploiting the successes North of Moscow achieved in the last few turns.
Cutting off Moscow from the east would have been almost impossible given
lack of supply to that area, poor road network exacerbating the effects
of the poor weather (Mud conditions) and most importantly the already
mentioned issue of maintaining a contiguous front line.

On the one hand it might have been nice to play it out to see how things
might have unfolded, however, given the time commitment involved to do
this and given the challenges referred to above, it seemed like
unsatisfying gaming, which would have taken the gloss off what had been
a truly remarkable game to play, not one which, however, had been
without its challenges on many levels.

Physical Challenges

Having to stand for the duration of each gaming session was a major
physical challenge. Playing this way was certainly atmospheric in the
sense that it really did look like we were standing at the map table in
Supreme HQ and planning our next moves. (I'm sure Mark must have felt
like he was in the Fuhrer's conference room at various times after
having to listen to more than the occasional tirade from myself). From
that perspective, I can't think of too many games which would give you a
true feel for being at Supreme HQ.

Combining all the maps (20 in total) from each of the games was a major
logistical challenge. Not all the maps were in use at the one time. We
had the maps secured under perspex which worked well. As the front
moved, we had to remove the maps from the western edge and add the next
maps on the eastern edge. The maps needed to to photographed and then
the counters needed to be carefully put back and verified against the
photos.  Having to reach across the map at various times to awkward to
get to places in the middle of the map also proved a challenge.

Combining 3 different games which were not strictly designed to be combined.

There were several issues, some of which have already been touched on.

We played with 2nd Edition Rules from AGC and used those to cover AGN
and AGS. Whilst largely successful, a unified set of rules to cover all
the games would certainly have been an advantage.

The bigger issue we faced in combining the games concerned
reinforcements and replacements.

There were several issues in this area concerning the physical location
and timing of release of the Special Reinforcement Pool units.

Each individual scenario in each of the games has an OOB and
reinforcement schedule. Great care was needed in order not to double up
on units which appear in different scenarios, which was relatively easy
to overcome, but still required studying a lot of OOB material, often
presented across multiple charts in multiple games. Far more challenging
was the actual location of many units in so called special reinforcement
pools, as this required assumptions to be made about where they were
located at the start of the game. The timing of the release of special
reinforcement groups for the cost of VPs is normally handled by
achieving a certain result on the replacements table. As with Mandated
Attacks, VPs do not have the same meaning within the context of a
combined game, therefore it was difficult to come up with an acceptable
way of handling these units, which whilst physically present on the map,
did not necessarily play a part until a particular result on the
relevant table.

The rules concerning "Mandated Attacks" and Soviet replacements rate did
not combine well into the playing of all games together as a unified
campaign. The desired incentivisation of the Soviet player to attack
through this rule, did not translate into on map attacks and there were
a mere handful of minor Soviet attacks across the entire game.

These two areas would be the major aspect of playing all games together
which would need to be given some attention in order to keep the game
play competitive and remove uncertainty about where units where and when
they could be used and by whom.

Another challenge concerned railway repair. Once again, at a scenario
level for an individual game, the method of allowing a certain number of
hexes per map to be repaired each turn was probably Ok, however, having
to check each map individually for the railroad repair rate certainly
became a challenge when playing over multiple maps. Physical Railroad
repair units with repair rates would have made this aspect far easier.

The biggest challenge by far was, unsurprisingly, the time commitment
required to play. On turns where there was a lot happening, each turn
took an entire playing session of four hours or more. The game is brutal
in terms of the mental challenge involved in planning your turn, then
moving units and executing attacks. Having said that, the time just
vanishes whilst playing the game. One of the most absorbing gaming
experiences you could possibly have.

It took us 18 months to play 50 turns, not week in week out, but at a
generally steady pace including time off for vacation, illness and life
commitments.

Was it worth it? The answer is a resounding YES!

The breathtaking scale of the games, all played together, was certainly,
for me, the board gaming equivalent of summiting Everest. Probably a
once in a lifetime experience. It was great to be able to share the
experience with Mark, possibly the only person with the right stuff to
even contemplate playing this truly magnificent monster game.

Overall, the games give a stunning impression of what Operation
Barbarossa was, how it unfolded, how it was fought and the challenges
faced by both sides all rolled into a game where you can almost
visualise the combat formations represented by the counters you are
moving across the map and which taxes your cognitive abilities, not only
in terms of how to play, but what to do.

A completely immersive experience and for this reason, I would say:

Barbarossa Accomplished!

Sunday, June 2, 2024

Into the Heart of Darkness via Vassal

Having gotten a taste for this game and then finding it on Vassal, I thought I would give it a go.

Sadly, you don't get to name your explorer, so I will just go with Terence Harold Egbert Blue, soon to be known the world over as THE Blue, Bluey to his friends, thanks to the forthcoming syndication of his exploration curtesy of his patron, Mr Merdeduck.

The expedition will start from Fernando Poo.  Mr Merdeduck has moored his luxury yacht just offshore to be safe, comfortable and on firsthand to share in any discoveries, his stockbroker at the ready on speed ticker tape.


This location provides two options, go up the Benue River into the savanna rich territory of the Bamileke, a tribe that has been plagued by slavers and therefore might not be that friendly, or set off into the veldt and possible encounters with the Fang, who sound rather fierce, but might be friendly (or suffer a bad review).

But first Bluey gets some funding from Mr Merdeduck to equip his expedition with essential resources, fully itemised of course for tax purposes. He employs a guide and buys an altimeter, telescope, surveying equipment, a telescope and a machete.  To make sure he documents his adventures he is given a diary and a painting set.  He is also given a pickaxe in case he comes across any interesting minerals.  More food is obtained along with gifts for any natives that might be met along the way.  Finally, he has his illustrated, signed, first edition bible and his trusty fishing rod along with a selection of flies.  Last but not least he obtains some medical supplies for the body and mind plus a canteen which he has filled with cherry brandy in case he gets an upset tummy.  It is a pity he has to leave his teddy behind, but sacrifices must be made. Reluctantly he also takes a rifle.


The expedition eats a hearty breakfast (16 food is deducted which leaves 24 and Bluey thinking maybe he is going to lose some weight). Worrying about food consumption causes Bluey to skip his meal reducing his health and the resultant light-headedness combined with worry causes him to question his sanity (all that is a descriptive way to complete steps 3E, 3F and 3G).

At last they are on their way. THE Blue expedition ventures into the territory of the Fang which is presumed to be veldt.  It is!  In a bit of a mind-numbing exercise, it is determined that the territory is not classified as a water zone.  "Never said it was!" Bluey writes in his diary.  He later crosses that out and writes in decent copperplate "Territory of the Fang confirmed by me, not to be a water zone."


Bluey is excited as the region has lots of things to discover such as lost cities, kingdoms and maybe even a big lake.  Just as he takes his first exploratory steps a storm breaks out. Seven food supplies are spoiled (soggy crackers). Bluey then becomes very thirsty, but his trusty canteen sees him right.

But what does he find for his troubles?  Hmmm, somethings that locals might consider valuable: tusks, horn, skin etc.  You never know.  Six gifts are added.  Bluey hopes he can swap them for food (is there a rule for that?).

Setting off again Bluey thinks he finds some interesting leaves that he makes into a tea, but it only gives him a dreadful thirst.  Luckily, he has his canteen on hand to take away the horrid taste. 


THE Blue finds a lost city, you know, presumably just wandering around, not knowing where it is as cities seem to occasionally do. Not only lost but abandoned, so Mr Merdeduck won't be impressed - no one to buy his papers.  Bluey uses his machete to carve his initials on one of the walls "THE Blue was here" and gains a feeling of accomplishment (one DP - Drama Point).

Bluey uses his guide to help him through the lost city thereby regaining lost time. BUT he trips, falls, stumbles... (code for drawing two accident event chits).  Oh dear!  However, lucky for him, the veldt cushions his fall and there's no damage except to his ego which he ignores as no one saw him tumble (he thinks).

Members of the Fang kingdom observe his shambolic approach and suppress their laughter as they see he is loaded with gifts.  THE Blue offers gifts for food, wisely going for 7 to maximise success as well as buy the Fang's silence about his embarrassing fall.  The Fang look to be impressed by the bible Bluey has, especially when he tells them it was signed by JC himself and he notes in his diary that they may be a source for future sales of such biblical paraphernalia and gains a DP.

Upon leaving the kingdom THE Blue has another fall but laughs it off. When he looks around him, he sees some fabulous scenery and whips off a quick painting which is bound to sell well.  He gets a warm inner glow of achievement (3 DP).  Good luck abounds and Bluey finds lots of lovely ivory and skins that will make lovely gifts (roll of 9).

The way forward looks blocked, but wielding his pickaxe Bluey creates a way (as he has a will). There might have been a rumour, but it is just the wind rustling the leaves on some innocuous plants. Ho hum.

Waking up late in the morning THE Blue finds himself breaking a taboo for not getting up before sunrise.  Oh dear.  But no, no need to fret, the extra sleep sees him refreshed and ready to face the day (he passed his sanity test).  Or does it?  Looks like he has contracted malaria.  He staggers into a native village looking for sympathy. He offers two gifts and hopes the villagers will like him.  They don't.  His pallid and sweaty conditions puts them off and they choose to ignore him.  His Askaris quickly bundle him out before he causes a scene.

Upon exiting he finds his way blocked, but brandishing his pickaxe, a way opens up. The area, even allowing for the proximity of villagers, is relatively rich in wildlife and 2 gifts and 8 food are obtained by a bit of judicious hunting.

The adventure in the land of the Fang is complete.


The next stage of the expedition will see THE Blue head into the territory of the Mpongwe, an area that has had bad experiences with intruders in the past.  But first Bluey takes some quinine to help restore his health. However, the expedition insists on being fed so rations are distributed, this leaves only 28 food having consumed 16, but Bluey expects there will some chances to obtain more food along the way.  He is feeling better and confident (having avoided a disease roll and having passed a sanity check).

The area ahead looks like veldt and maybe it is, but maybe it's not.  Bluey decides it is not, but on closer examination it is.  Luckily nobody noticed this indecision.  

Splosh! Bluey finds a river.  He thinks it might be the Congo and writes a message asking if this is the case and if so, can advice be passed to Mr Merdeduck telling him of this wonderful discovery by THE Blue.  He puts the message in the used quinine bottle and chucks it in the river.  But what is upstream?  A lovely marsh.  It deserves a painting which THE Blue promptly undertakes, feeling exceptionally proud of himself (and earning three DPs).


THE Blue takes out his trusty if now somewhat rusty telescope and peers into the distance.  He can hear and smell the elephants before he can see them (he probably had the telescope the wrong way round).  Which way to go?
The lake looks inviting.

He heads right, right to a lake.  Wow, a discovery!  Deftly using his surveying equipment, once he had untangled the unholy mess it had managed to get itself in, he takes careful measurements and grandly calls it Blue Lake.  Momentarily the thought crossed his mind that he could have named it in honour of his patron, but Lake Merdeduck just doesn't have an imaginative ring to it.

Moving on from Blue Lake, our intrepid explorer finds his way blocked, without bothering to check, he wields his pickaxe and smashes through. The pile of precious ivory lays crumbled before him.  Oh dear.  Still, he manages to collect enough to make four gifts for people with poor eyesight.

Now to bag me an elephant, he thinks. Again, the way seems blocked, but his mighty pickaxe, which he is getting quite good at using, clears a way.  He levels his gun and fires! One bullet one dead elephant.  What a man!  THE Blue approaches the carcass and removes the heart which will make five healthy meals.  He also cuts off the tail which will make a nice gift. 

Where to next? In the distance our explorer can see a strange figure.  Who can it be? Hoping to discover a hitherto unknown culture THE Blue stumbles on and finds a mystical healer.
Wow, thinks our man, but feels no better for the encounter.

There is another odd fellow in the distance, so THE Blue trips on after him. Nnnnn. Ouch! A mosquito has beaten Blue who has now turned yellow and stumbles badly.  Nine gifts fall in some animal droppings and four roll into the river.  THE Blue is heard to use an expletive.  The odd fellow hearing his name, turns around, and seeing Blue's colour, rubs some foul-smelling ointment on him, restoring his cheeks to rosy pinkness, if making his eyes water.  THE Blue's health improves!  Amazing!

Stumbling on, Blue has another fall, but picks himself up, unhurt on the veldt.  He suddenly thought he remembered a rumour, but nothing comes to mind (which is sadly often the case for THE Blue).  

Wait!  What's this?  A warrior nation!  A rifle shot makes his presence known and that he is not to be trifled with, although it costs ammo.  Blue quickly signs them up to recurring subscription to numerous Merdeduck publications and beats a hasty exit.

In his haste he falls over again, stubbing his foot on a rock.  Wait a minute, that's not a rock, that's a gold nugget!  It is surround by some elephant tusks that will make a nice parcel of five gifts.  The actual gold seam is slightly further on and THE Blue rushes to check it out, using his trusty pickaxe to collect some samples and feeling that his exploration is really starting to pay off (1 DP).  And what's that glinting in the distance?

In his rush to get to the silver ore body he of course falls over again, thanking his lucky stars that he is in the veldt.  In the distance he can see copper ore as well, and the knowledge that there must be a rich mineralogical culture in the area.  But the sun is beginning to set so it is time to camp.

Blue's trek through Mpongwe.

THE Blue considers turning back, maybe he is not really an adventurer, he's just playing some kind of game. Best to head south, follow the river, and then stop in Angola and get a boat back to Blighty.  But first he has to feed his Askaris and bearers.  Thankfully they seem a happy lot and there is no discontent, unfortunately he can't say the same thing about his tummy which rumbles badly.  Too much elephant heart perhaps?

Ahead there is open savanna and as the sun rises it can be seen to be truly savanna as far as the eye can see. The river seems very forked, but THE Blue knows he will not be if he just follows it downstream.  A quick spot of fishing nabs some extra food (rations were getting low).  He can't be bothered looking for the source of the forks.  That must be the cutlery drawer or something, he chuckles.

THE Blue finds forks in the river.

Listening to the early morning sounds, THE Blue picks up on a rumour of a lost city, How good is that! It is thirsty work, but the abundant water features keep the canteens full.  On, on, on!

Trudging along he again hears whisper of a lost city, before telling his team to keep quiet and stop whispering stuff.  But the rumour persists.  Could it be the wind, something he ate for breakfast or the sound of the distant drums that he can't hear but can well imagine?  

It can smell you before it can see you, but THE Blue is ready. Unfortunately, one of his Askari jumps in front of the bullet, saving the Rhino which runs off.  The dead Askari's packed lunch is retrieved and added to their rations.  Who would have thought the Askari was a member of the WWF?  Blue is a little alarmed.

So alarmed that he chases after the Rhino, slipping in the famed Bulla Bulla.  In cleaning himself off in a nearby stream he uses up some gayly colored blankets that he a brought along as gifts.  Oh well, at least they had a use.

Hacking his way through the Savanna, being careful where he places his feet, THE Blue finds the lost city, except he sees that it is just a lost city, and not really that lost really given the recent graffiti indicating that "Leroy woz ere".  After scratching "Blue too" which looks a lot like "Boo hoo" our man trundles off at least knowing he has earning one Drama Point for his efforts.

Thanking his lucky stars, THE Blue finds a dead Rhino or two and is able to collect some horn and hide to present as gifts. It was thirsty and somewhat smelly work, but the abundant water features and his canteen keep him refreshed.

The way forward seems blocked, but again using his pickaxe he breaks on through to the other side (thinking that would make a good lyric for a song).  Better still, he finds... Lead! Mr Merdeduck will be pleased.

THE Blue thought he was heading for a jungle village, but forgot he was in a savanna.  Whoops.

With time and his patience running out, he again finds his way blocked.  Once more the pickaxe comes in handy and a way through is created.  Seeing something sparkling in the distance, he almost misses the iron deposits laying all around. 

He must go on. There must be gold...

Ouch!

He stubs his toe on a big diamond.  He's rich!

His team consume the last of their food and say goodbye Bulla Bulla.  THE Blue walks proudly into Angola, his backpack stuffed with second-rate paintings, dodgy gifts that won't get past customs, maps annotated with wriggly blue lines and Xs that mark the spot, and sundry tools of exploration that will look good in the Merdeduck museum.  He books a passage back to dear old England, although he was born in Wales to an Irish mother and Scottish father. Armed only with a single, but substantial diamond, he starts his most perilous journey yet - he's off to find a bride.

Last Word

Writing this was more fun than playing the game, which is a pity.  The Vassal implementation is first rate, but really this would play better as a computerised version, such as you find with the excellent Castles of Burgundy implementation on Boardgame Arena.