Field Commander: Rommel Review (Dan Verssen Games)

Over the years, I’ve been getting into the world of solitaire gaming. We’ve all been there at some point where you find yourself with an hour or two to fill, an itching for a game but no one is around or available to game with. With my game group my schedule is the most flexible of the bunch so I find myself with those conditions fairly often. In the past I’ve talked about games like Silverton and more recently BlackBeard (which I did forget to mention it allows for solitaire play albeit with “Dummy” Players which I’m personally not a fan of). Both of which are fine games in their own right and do provide a satisfactory solitaire game experience but lately I’ve been looking for games with more of a historical flare.

Ah Wargames: The ones with paper maps, hundreds of little cardboard counters and must be played under Plexiglas. There’s something about these games that just draw me to them and a whole new world of gaming had been opened up to me once I’ve started to explore this genre. Many of these games are well suited for solitaire play, but many of them feel like playing chess solitaire where you play as both sides of the engagement. But a small subset of the whole new world of gaming is the solitaire game. Publishers like Victory Games, Avalon Hill, GMT Games, 3W and more recently DVG have all published solitaire titles at some point in their company’s history. With the rise of the computer in our daily lives, many of these games have become “obsolete”. Rulebooks which are dozens of pages referencing you to the various charts and tables have been replaced with 0’s and 1’s allowing an engagement in the Pacific to be fought over a few hours instead of a few days.

In today’s world, these games for the most part have lost their place. Of course there are always a few exceptions like Field Commander: Rommel by Dan Verssen Games (DVG). Dan Verssen designed the “Leader Series” of games, which are fairly simple (when compared to a game like Carrier by VG), yet highly enjoyable solitaire games published by GMT Games in the early 90’s. Recently Verssen come out with a new series called “Field Commander”. The first game in the series deals with three major battles which Erwin Rommel really made his name with. The second in line, which should be released fairly soon, is Alexander. Field Commander looks to be the start of a series of solitaire games which are easy to learn (even for non-wargamers), play quickly and are highly enjoyable.

(In the interest of full disclosure I went into this game with negative feelings due to some things that I’d consider a problem with the DVG ordering system, so I went in wanting to not like the game so I didn’t feel the need to order FC: Alexander, but those feelings were quickly dashed aside)

The components to the game I’m a little mixed on. With one hand the artwork is excellent, the counters are easy to read and everything from the artistic side is exceptional. The other hand questions the materials used in publishing. Everything is satisfactory, but just feels cheep. Everything has a very glossy texture and the best way I can describe it is it feels fake because of slightly different production methods and materials compared to the industry standard. Other than that though, that is the only thing that I’ve found which I’m logging a complaint on…The game play is really what matters after all!

The game play itself is very, very fun, and difficult. I will admit at this time that I have just played the first scenario (and for the record have gotten my ass handed to me each time) but I keep coming back. Perhaps it is the masochist in me, perhaps out of all the solitaire games I’ve played (and I haven’t played them all) this one I find very enjoyable. FC:R is an operations level game using area movement. On your turn you move your units which will attack this turn, perform the attack, do non-combat moves and then use the supply action to refit and purchase new units. This provides the player with a lot of options at their disposal and removes some of the “game playing itself” problems that some solitaire wargames have (for example B-17 Queen of the Skies).

Enemy turns follow roughly the same order and the order system and activation system but the chart rolling is very limited. At times it does seem like the enemy is not making logical choices, but overall the game is stacked against you so the illogical choices are needed just to give you a fighting chance. It also gives a feeling that you are playing against someone though because your logical choice may not be your opponent’s logical choice and you never know what is really in their head and this feeling is conveyed through game play. There are also a few instances where you are presented with two or more options for the enemy player and you get to decide the outcome. This provides you with a very slight control over what the enemy does. So in a way during the course of the game you can make some slight decisions to adjust the difficulty level of the game.

Overall the game isn’t perfect. It doesn’t really give you the historical accuracy which many other solitaire games attempt to recreate (which I think is part of their flaw with large rulebooks and tons of charts). The game is good fun, albeit frustrating at times, which provides you as the player a lot of choices and the AI system is pretty straightforward but offers you quite a challenge. For anyone looking for a solitaire game or an introduction to the wargame genre, I highly recommend the game. One other perk about this game is it doesn’t require that much space and can easily be played on a coffee table or desk and with an hour or two for playtime; it doesn’t need to be kept setup for extended periods.

Rating: 4.25 out of 5

‘Til Next Time - Happy Gaming
LvT

BlackBeard Review (Avalon Hill)

So, it seems as of late my muse has left me. I’ll be honest and say that I’ve started this article on at least three different occasions, but the words just were not coming out the way I wanted them. But enough about my woes, its time to ramble on about a game that I’ve been getting into lately: BlackBeard by Avalon Hill. This game had been sitting on my shelf for at least two years and well before GMT announced that they’d be reprinting the game and today I’m kicking myself in the ass for letting it sit for so long. (Just to get this part out of the way now, I have not played the GMT version and from the articles I’ve been reading about it, I have no desire to because it sounds like they’ve taken away everything about this game that I’ve come to love).

This game has rocketed into my top ten (which by the way is very much a dynamic entity). Not because it is a tight design, not because it is simple, not because the components are all that great to look at, but purely because the game is flat out fun, which strangely is an item that I’ve found to be missing from a lot of games I’ve been playing over the past three or four years. Not to say that I haven’t enjoyed my gaming experiences, but this game brought me back to my early grammar school days while learning Axis and Allies, Fortress America, Mighty Empires…Etc. There was an innocence back then where competition wasn’t paramount and just getting together with the buds was the primary reason for gaming…And hell isn’t that one of the primary reasons why we all started gaming in the first point? Something to use as a reason to get together with friends, share a laugh and spend a weekend together (or at least the games I was playing then took at least a weekend). Truth be told, I don’t even remember finishing a bunch of those games back then but I sure as heck remember the experiences. BlackBeard brings me back to those days.

In BB you play as one of twenty or so pirates from The Golden Age of Sail raiding merchant ships and ports, running from Warships and King’s Commission ships, getting drunk, torturing captives …etc. You know; all the fun stuff that recently caused Pirates to be romanticized in modern culture. During the course of the game these actions will provide your pirate with notoriety and once a pirate reaches 100 notoriety that pirate wins. In practice this is very difficult to achieve. The more likely condition is each player is allowed to activate three pirates during the course of the game (though only two can be activated at the same time). Once a player has had his third pirate killed then the player with the most Net Worth stashed is the winner (there’s more conditions then that, but for the sake of the article it isn’t worth going into).

BB isn’t without its faults. The game uses an interesting card drawing system, but cards are being flipped a lot. This causes a lot of randomness to happen in the game and at times there is a slight feeling that the game is playing itself and you’re just there for the ride. This randomness is very hard to create tactics for, if not impossible, but it is reflective of life on the high seas at this time where your fortune falls where the wind takes you. The activation system is also a little strange where you could potentially have a player activating about three or four times in a row before anyone else is able to act. Though unlikely it is possible and not a pleasant experience when it does.

I will admit this game isn’t for everyone. There are rules that I’ve committed to memory that haven’t had to be used, and I still can’t play without the rulebook sitting out to reference back to all too often to really keep a flow, but with time that rulebook has been used less and less and I’m starting to see ways that the rules that I’ve committed to memory can finally be used in the game. It is also a long game where a good long sitting is needed (or a few consecutive short ones) and usually the randomness doesn’t have the “better player” winning. If those don’t sound like your cup of tea, then pass this game on and perhaps look into the GMT Games version where a lot of it has been “streamlined”, but from what I understand, at the cost of the character that I find so dear in the Avalon Hill version.

Though with its faults, I’m able to look past those because of the feeling this game invokes within me, but of course it is hard to capture that feel in words. With life, family and work making free-time a premium as I get older it is nice to bring out BlackBeard and just game. Not to overanalyze, over think, over plan. Not worry about who wins or loses. Not worry about if the game has perfect realism or not. It is nice to just sit back with a few buddies, share a laugh (and now that I’m of age, a beer) and just have fun with a game.

Rating: 4.5 out of 5

‘Til Next Time - Happy Gaming
LvT

Retailer Review - EnterpriseGames

I wanted to drop in and post some comments about a guy that I’ve come across recently: Don Pawley at Enterprise Games. My personal preference is to not buy things online and buy from local game stores, that is just my preference and I’m not judging you if you prefer the discounts that you can get online. But I find that on occasion the internet is my only source for some harder to find and out of print games.

I’ve been on a recent kick for wargames, not miniature based wargames, but the old papermap games with hundreds of small cardboard counters, rule books that read like…well they just read very poorly and dry. There’s just something about the genre that I’m drawn to. Since I’m coming in late to the genre and with the dominant force of Avalon Hill long gone, I’ve had to turn to online sources to get my hands on a few oldies that I’ve been looking for. Enter Don with Enterprise Games. Don has now become my first stop when looking for these harder to find games. He has an excellent selection and charges a fair market price compared to some other online shops I’ve seen (*cough*NobleKnight/Troll & Toad*cough*) that charge very high prices…Teetering on the edge of gouging…But I’m not going to say that because it is slanderous.

I cannot recommend Don enough for your paper wargame needs. I have just received a large order from him, which I’ll admit I still have to go home and count hundreds of cardboard counters and cards, but his communication is exceptional, packing of the games adequate and ships very fast.

Now that I’ve purchased a lot of games that I had targeted, and there’s no threat that y’all may buy it before I have the chance, I’m passing his name onto y’all. If you’re looking for an old (or in print) game from GMT, Avalon Hill, Victory Games, MMP, SPI, GDW…etc…There’s a good chance Don will have it for you and he’ll get it to you quick.

One thing to note though, his online ordering is a little unique. He doesn’t have an online shopping cart, but what he has works, albeit with a little “thinking outside the box”. Just make sure you e-mail him confirming the inventory before you place the order, since it isn’t an online shopping cart the inventory isn’t in real time, but he’ll get back to you quick.

‘Til Next Time - Happy Gaming
LvT

Blood Bowl – Carnival of Filth

The new season of Blood Bowl was about to start in our local league and so it was time again to start a new team. After a lot of debating with myself I decided to try a Nurgle team. These teams are a weird mix of strength (Nurgle Warriors and Pestigors) and cannon fodder (Rotters) with a strange big guy (Nurgle Beast) thrown into the mix as well which makes for unique tactics and game plans.

Unfortunately the Rotters team that is currently available from GW is not compatible with the current LRB5 version of the rules. So I had to make my own again. (EDIT: since the December 2008 revamp of the GW online catalogue there is a compatible team available. But too late now…)

This picture shows the team as a whole including the coaching staff. There are more than 16 players. I had made extra Rotters (to be used as Journeymen) and an additional Beastman with the extra arms mutation. The team was made (mostly) from metal WHFB Nurgle Champions, plastic Beastmen and Zombies and an OOP Citadel Nurgle Beast.

The name of the team was to include “Carnival”. The Carnival theme lends itself easily to Chaos and particularly Nurgle teams. Nurgle is sometimes described to be the Chaos God with a sense of humor and the wandering aspect of the circus allows him to spread disease more easily and hide the taint of chaos. Since I prefer trashy B-movie type names, the team ended up as the “Carnival of Filth”

For the color scheme I chose purple quartered with a green/grey harlequin pattern (to go with the Carnival/Circus theme). The miniatures were painted mostly with Citadel colors (”Space Wolf Grey” and “Dark Angel Green” for the diamond pattern) with the exception of the purple – this was “Dioxazine Purple” from Golden Fluid Acrylics. I chose this purple because my favorite GW Purple “Imperial Purple” is no longer available. This project was also the first one that I used the new Citadel Washes on. And I have to say I really liked the outcome.

The Nurgle warriors were converted from the WHFB Nurgle Champion. Actually the whole idea of the team started with this model, because I thought that this model would be great as a BB player. All that was done was to remove the weapon and basic head swaps. The bare horned head was taken from the plastic Beastmen box (one of the Ungor heads) the helmeted heads were converted from Bretonnian Knights’ helmets (which I got from a buddy).

The Pestigors were (more heavily) converted from the WHFB plastic Beastmen Regiment box. The weapons were clipped off the hands and the existing manes trimmed off. Then clothing, hair and shoulder pads were added with green stuff. The open outstretched hand of the Pestigor with the extra arms mutation was taken from the plastic Zombie box.

The Rotters were the part of the team where the Jesters/Carnival aspect of the team was to be expressed the most. They were converted from WHFB plastic Zombies. Each one of them had a Jester’s cap modeled with greenstuff. Each one of them also had two shoulder pads added (to show their AV8). And on some of them extra clothing was added (as the original Zombies were a little bit too torn up for me). The bells on the Jester’s caps were little beads that were glued to the end of each point of their caps.

The Beast was an unmodified Beast of Nurgle that is now sadly out of production. I had managed to order one from GW mail order several years ago for a different project (that never took off). So all I had to do was put it on a flagstone base and add a pennant to paint the number on.

Coaching staff was added in the form of three cheerleaders and three assistant coaches. The cheerleaders were second edition Chaos Cheerleaders. These models were unconverted.

The assistant coaches were converted to reinforce the Sideshow/Circus theme of the team. These were a “Strong Man”, a “Lion Tamer” and a “Tattooed Lady”. The strong man was based on a WHFB plastic Chaos Marauder, the Lion Tamer on a plastic Empire Militia model. The Tattooed Lady started out as a generic 28 mm female from Bronze Age. Each one of them had clothing added or modified with greenstuff and they were also painted in team colors, albeit with the team colors not as dominant as on the player models.

Our league uses 1,000,000 gc for starting teams. So my line-up in the beginning consisted of 3 Warriors, 2 Pestigors, the Beast and 5 Rotters. I also bought 2 rerolls. The first purchases were to be the remaining Beastmen followed by the last Warrior and then rerolls. This would allow me to fire the extra Rotters once they decay too much and hopefully get the odd free one.

In my case no project is ever fully done, they are merely put on hold for a while. Depending on how the season/team develops I might add some more players. I have a spare Nurgle Champion, in case I need to add a Mutation (the ever-so-tasty claw and mighty blow combo for example). There is a chance I add more mutated Beastmen (in case I need another one with an extra arm) and some non-human Rotters (if I manage to infect someone).

Until next time

Lamenter