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Showing posts with label Agricola. Show all posts
Showing posts with label Agricola. Show all posts

Sunday, September 4, 2011

Battles of the American Revolution, Vol. VII (GMT) ~ "Germantown"

Game: Battles of the American Revolution Series
Scenario: Germantown
Participants: Jim "HeavyD" D, Myself
Time: Friday, Sep 2nd ~ 6.30PM - 8.45PM, Saturday Sep 3rd ~ 12.00PM - 3.00PM



The last time I played Germantown was my first and it was a great time. Bob and I had a good game, with highs and lows and lots of drama. I lost as the British in the end, but I didn't feel like I was loosing until the very end when the Army Morale track gave out on me. HeavyD and I decided to play this one as we had been on a GCACW kick for the past several months and wanted to play something that we could finish in one or two sittings. As I had already played the British once, I volunteered to play the Americans this time around. 


When I sat down to set up and then to think about what I was going to do in this game, I thought back to my last game with Bob. In that game I remembered messing up the defense of the fortified house (the Chew house) by not putting enough guys in it. I also recall having Bob's artillery shoot the heck out of me, neither one of these recollections offered much insight into what I was going to do this time. So basically I was starting in fresh. 


Opening



Initial Set Up


After spending some time going over the special rules we were ready to start. The first turn went very well for me as I was able to capture HeavyD's initial battery after forcing his infantry to run off. In my second turn I decided to divert the lead elements of my army down a side road (lane really) using strategic movement. My thinking here was that due to the fog in the early turns we are really bound to the roads more then usual (-1 MP when not on a road). So my thinking was that I would split off the first portion of the army and try and get in around the fortified location and cut it off. I had the trailing elements (lower quality) of the army and most of the artillery stick to the main road. This, to me at the time made sense as I was moving almost all my guys at full strategic movement rate, instead of moving down the main road and then bumping into the Chew house. 


The American Main Force clashes with the British Picket line


We caught an error we made early enough on turn two to go back and fix it. You cannot use strategic movement on a path, so I had to re-march my right wing (Militia) along the road, causing them to move in parallel with my main force, keeping them separated as well. These early turns are quick as most of the British forces are unable to move yet. One thing that caught my eye was that HeavyD was moving very aggressively towards my Militia column with his Hessian's (some of the only British units that can move on turn two). 

End of American Turn 3 (top of the turn)



Action on the Right


As I walked away after completing my 3rd turn I felt ok about how things were going. I was a little annoyed at how rusty I had played already. An example of this is some of my initial attacks. This series is deceptively simple, yet underneath lie's a rich and complex system, especially the combat system. I had made an attack or two without thinking ahead to what might happen. Retreating is tricky and you need to plan for it, both your attackers retreating and the enemies retreats. I had missed this and bunched up my troops. 


Caught Unaware, the American Militia stumbles into a Hornets nest

Thus when HeavyD went after my right wing with his Hessian's I was caught off guard and badly placed. HeavyD got a back to back turn as well and this aided him greatly. It was yet another case of my not thinking ahead to that eventuality and thus planning for it. You should always plan for that if you win the initiative at the top of the turn. I didn't and it cost me. I was really starting to get frustrated by how badly I had played this. Also, I had greatly underestimated HeavyD who had clearly brought his A-game.


The Right Wing fighting for its life (end of British turn 4)

Things went from bad to worse for my Militia as he was able to virtually wipe out the entire column, capturing or eliminating almost all of them. I quickly shot down the army morale track as my hopes plummeted. His initial attacks didn't go as well as they could have, yet I was still trapped due to a PIN result and ZOC's. My wing was also unsupported, so I had little around to run over and assist with. Before I knew it, the game was all but over. True we were only on the 4th turn, but I had lost 7-8 units and my Army morale was already at the half way point. Elsewhere on the field of battle I had little to be excited about. 



HeavyD was able (with the double turn) to base his line on the Chew house and this was a bad thing as that place is hard enough to take when you have it completely surrounded. Now he had it well supported in the middle of his line. Also, the weather played a roll. It remained Dense fog on the fourth turn, thus my artillery was unable to even see any red coats, much shoot at any. 


The point in the game where I resign...

I decided to throw in the towel here as at best I had a long way to go to even get back into a position to even think about getting a win. Plus the day was young and we still had time to play some other games. 


I have to hand it to HeavyD, he beat me fair and square and very soundly. I really underestimated him. I also underestimated the game, missing (or forgetting) many important points that I had learned the hard way in previous playings. 


Given that the day was young, we broke out Dominion and played several hands. We went with Random decks (5 cards each) from the Core set and Seaside. I think we played three hands, all were pretty close and entertaining. Then we decided to break out Agricola. I had been playing this one with Bob recently and wanted to get HeavyD familiar with the game again as it had been some time since he played it. We played the core game with the "E" Occupation cards. I drew a Plow maker and this really helped out. I wonder, in the wider world of this game whether the cards are seen as a good thing or a bad? In our case locally, they are usually the thing that will nearly always determine the winner. Usually one person will draw one or two Occupations that are really good and they'll shoot out in front (like I did here). Interestingly though, the final score was very close to the last couple games Bob and I had played with the winner having nearly double the VPs as the next player (always two player games). I am planing on having Bob and HeavyD play a three player game of Agricola latter in the month, so perhaps that will mix things up a bit. 


Nothing like a few hands of Dominion to take the sting off

Ah, the thrill of agriculture gaming!



Friday, April 1, 2011

Agricola (Z-man Games) ~ "2-player scenario"

Game: Agricola (Z-Man Games)
Scenario: 2-player (E Decks only)
Participants: Rikk "The Pirate" M, Myself
Time: Saturday, Mar 26th ~ 6.30PM - 7.30PM (Tempe, Arizona)

For the past 30+ years I have marveled at the reaction Rikk gets from the opposite sex. I could devote many blog posts to this very topic, yet I will spare you all this. However, if you ever have the good fortune to be in Arizona (he rarely travels) and go out to diner with him, you are sure to be entertained by the dynamics he evokes from the fairer gender (could it be those big ears, or perhaps the diminutive size?). The reason we ended up playing Agricola today was Rikk's encounter with an energetic sales-girl in a game store in the mall. Rikk and his crew had recently played Puerto Rico (an excellent Euro) and this triggered a discussion on Agricola. Thus Rikk was very susceptible to the enthusiasm displayed by our game-store girl; who certainly has mastered the art of retail sales.

At any rate, we walked out of the mall with a new copy of Agricola and another expansion for Dominion. I was excited as this weekend was turning into a Euro-centric gaming marathon. Rarely do I have the chance to play this many Euro's in Missouri. Rikk had never played Agricola, so I spent a half an hour going over the rules and the objective of the game with him. For those that don't know, Agricola was the game that unseated Puerto Rico as the number one game on BGG (oh by the way, the last time I looked, Twilight Struggle has taken over the number one spot.../nice). It was this (#1 ranking on Board game geek) that got my attention. I have PR and we've played it a good number of times and really like it. When I heard that Jim (a local gamer) got Agricola and liked it I decided that I would pick it up and give it a shot. We have had about a dozen games of it in Missouri.

A very busy Euro


The premiss of the game is pretty straight forward, you start as a farmer (and wife) and a plot of land (during the middle ages), your goal is to make a big thriving farm, one that is better (more VPs) then your farmer neighbors (players). The game has 15 turns, during each turn your people (farmer + wife) can take an action. The actions are as simple as gathering goods (wood, clay, stone, grain) or learning a profession (represented in the game by decks of cards) or making an improvement (again via cards) to your farm (like a fireplace or a well). Once each player has taken all their actions the turn (or round) is over. Early in the game you have 4 rounds before the Harvest phase, as the game progresses you have fewer and fewer rounds between harvests.

The harvest phase has each player feeding his people (failure to do so results in a -3 VP "begging" card), harvesting crops (taking one grain/vegetable from each field) and then making new farm animals (each pair of animals can make a new one). At the end of the game players will add up their scores to see who won. Turn order is very important in this game (as in PR) as there are times where some of the other players will want to take the same action you are wanting to take. This is the main point of player interaction in the game (one of the actions allows you to take the first player position in the next round). Aside from this, there is not much player interaction.

My Farm at game end

There are three decks for Occupations and Minor Improvements. This feature really adds to the re-playability of the game as their are all kinds of card interactions to ponder. The decks start with a simple one (occupations give players benefits to their actions as do the improvements), then a complex deck (which isn't really that much more complicated) and finally an "interactive" deck where the cards have features that will trigger other cards in the deck.

I made the mistake of including the cards in the first game with Rikk. The rules come with a family version (sans cards) and recommends doing that for the first game or two. It's not really that the cards are any more complex to new players, its just that they (the new players) tend to spend a lot of CPU time on the cards when in fact there are only 2-4 cards out of your starting 14 that you want to get into the game. The important thing for new players to focus on is setting up your farm and making sure your people get fed during the harvest phase.

Rikk's farm...


The game only took about an hour and Rikk quickly grasped the basics, only begging for food on the first harvest. Rikk enjoyed it and we decided to talk Chazzy into a game of it the next day.