Saturday, March 21, 2026

Weimar

Another opportunity to determine the political fate of Germany post WW1.  Simon was the KPD (Communists), Jeff the DNVP (Nationalists), Richard Zentrum (centre right) and I was SPD (centre left).  The SPD formed a coalition with Zentrum and I was the Chancellor.

We had our hands full negotiating treaties, battling inflation, debating issues, keeping Communist thugs off the streets and running around trying to get our forces to supress Communist cells and Nationalist regimes.

After declining to join the Government on the third turn, the KPD stage demonstrations, causing uprisings which resulted in forming councils in key cities and a win.

The one flaw in this game is the colours for the KPD (pink) and SPD (orange)
 don't allow for clear delineation, particularly in this image.


Friday, March 20, 2026

Burgundian Ordonnance versus 100 Years War English

Time for a practice game with Curtus who was running my Teutonic's as 100 Year War English in what was very much a learning exercise for him.

Out scouted, the ersatz English decided to spread themselves out.
There is a low hill in the centre and some difficult terrain on the right.

Some of the English advance.
The Burgundians get ready.

The Burgundians start shooting.

The Burgundians keep shooting but to no effect.
A unit of English archers change their mind about going into the difficult terrain.

The English "billmen" (pilgrims on a better day) bravely advance.
Burgundian knights get ready.

First kill to the English as they overrun some Burgundian artillery.
However, the Burgundian pikemen strike back.

The Burgundians start to move forward

Having despatched the billmen, 
the Burgundian knights crash into the dismounted English men at arms.

The victorious Burgundian knights continue forward,
while the rest of the Burgundian army tries to get into position to help them.

The Burgundian knights charge the English archers on the hill.
It's a gamble, but better than standing around being shot at.
The English archers are mauled, but the knights fail to follow up.
The situation on the right is developing, but it is too late.

The Burgundian knights finish the job and the English morale collapses.
Their commander makes a last minute charge but fails to make contact.


Tuesday, March 17, 2026

Nightfighter - Scenario 2: Dunaja

Three Hampden bombers braved the night skies on a moonless night while an Me110 tried real hard to find them with the aid of a Freya radar station.


Even with this wunder weapon the nightfighter still had to get super close (as in same hex, which are a mile across) to get a Tally.  

The first bomber was only detected by the radar as it left the zone.

The second bomber was too far along for the nighfighter to turn and catch after it was detected.

But the third bomber was unlucky.  The Freya radar had helped the nightfighter determine the path (hex column) being used and knowledge of the relative speeds allowed the Me110 to get in close.  It still had to get a visual.  Two dice needing a three on one of them.  Mark B rolled well, but could he shoot well?  He rolled two dice and got an 8.  To that you add the fire power which was either a 1 or a 4.  A result of a nine would be no effect, but a 12 would produce three hits which would shoot down the poor Hampden.  A bit of hunting in the rules clarified the fire factor as 4.  The Hampden and its load of deadly leaflets went down in flames.

Not much to look at, but the game plays quick and gives a good feel for blindly searching the night sky for prey (but without the cold, boredom or risk of physical danger).

Saturday, March 14, 2026

Wildcatters or Drill Baby Drill

In a rather apt game for our troubling times, Richard, Russell, Stefan and I had a go with Wildcatters.

Richard is yellow, Russell red, Stafan blue and I'm green.

Final scores.
Scoring over so many categories makes it tricky to know who is in the lead at anyone point.

Richard has provided this excellent critic:

Thanks very much for playing today, particularly Stefan for stepping up on short notice (not to mention also for being the purveyor of fine fayre to enjoy!) so we had a full compliment. It is possible to play at 2 and 3 players, but 4 is definitely the best experience.

Given that some rules/procedures needed to be clarified and "coaching" time, we did well to get it done in 5 hours. I think this is a four-hour game if players are up to speed.

The game is conceptually very simple:
  • Build Rigs
  • Drill Wells/Develop Wells
  • Transport to a Refinery
Complicating things are the limited number of area cards. Managing the choosing these cards is really one of the most important aspects of game play. I think it's important to feed off others as much as possible. Developing an area by yourself, like Stefan did in Canada, can be very limiting because there are only ever going to be 6 area cards that will ever come up. You really need to position yourself where there is at least one other player with drilling rigs.

I over committed to well drilling/development on turn 1 and then overbid for the Wildcatter so I had no shares of my own to move my oil in other players turns forcing me to feed my Asian oil to Mark. Also, as I was last to place a refinery, I think it was a mistake to place it in Asia as Mark had already placed one there already. Much better to have placed on a white continent like Australia, Africa or Europe.

A lot of oil was delivered to Mark in Asia. I feel it was a collective mistake to have continued to feed Mark's West Asian refinery as this enabled him to build up a big shareholding of his choice. Although how he managed to pay for all the oil going to his refinery without busting and needing a loan in the earlier turns is a bit of a mystery. I guess
he used his first lot of his own oil deliveries there to shore up his own shareholding (ed: correct). This was the decision which set up Mark for the future. Mark was able to purchase a consolidation token every turn and none of us came close to that. (Ed: I had 5 out of the maximum 7 you can potentially have)

Russell was plagued by indecision throughout the game (shocker), but had remarkable clarity and moved with alacrity when presented with the idea (thanks Stefan) and opportunity to completely screw me over by
commandeering my tanker. That was the fastest move he made in the game.... Just sayin'.

The dastardly deed.

Having more than one tanker is definitely a benefit due to global reach and end game workers can help with slapping down a refinery for bonus points.

This game is really excellent and will definitely be slated for replay in the near future.

Friday, March 13, 2026

Classical Indian versus New Kingdom Egyptian

Keen not to have three losses in a row against Karl's Egyptian, I turned to the Indians to redeem my honour.

The Egyptians out scouted the Indians who deployed between a lake and some broken ground.

Both sides advance.

The Egyptian chariots surge forward and were met by accurate bow fire.
They didn't expect that!

Regardless, the Egyptians press their attack on the Indian right 
and it immediately becomes messy.
On the left they try an unusual tactic of trying to run away.

On the right there is some very bloody mutual destruction.
While on the left the innovative Egyptian tactic failed.

The Indian left is redeploying while their right is now a fight between remnants.
The real action is in the centre, where the Indian general on his elephant
has engaged his opposite who does not have the same advantage.

Egyptian reinforcements have arrived on the right,
but in the centre the Indians are stomping through.

The Indians clean up the bulk of the Egyptian army in a decisive victory.


Monday, March 9, 2026

Nightfighter - Scenario 1: Cat's Eye

I've had this game for a while and finally I was able to give it a go (using the most basic scenario, even though it was described as Impossible).  Mark B took a Hurricane up to try and deter some Heinkel's on a nighttime bombing mission.  

The game's mechanics are straightforward and give a quick game.  It's not much to look at, which is why I made up the data cards for the aircraft involved.  The game has a lot of scope and hopefully we will get to try it out some more.   

Saturday, March 7, 2026

Churchill

Roosevelt (Richard), Stalin (Russell) and Churchill (myself) set about determining the future of the world in a series of conferences.  An interesting game, simple in its mechanic (except for determining the winner), but complex in its moving parts: agendas, debates, influence, political control, not to mention the need to keep advancing the fronts to victory.


So, the US finished with the most VPs.  You think that would make them the winner.  No it didn't as poor USSR had so few.  But when you added the UK and USSR VPs together it still gave the US a lead within some margin and so they did win.

All the same, I look forward to playing again.