Showing posts with label Session. Show all posts
Showing posts with label Session. Show all posts

Thursday, September 19, 2013

Soviet Dawn Session

So this is my best attempt at a session of Soviet Dawn, a game I've been utterly enthralled by, and plan on having reviewed by Monday.  This is going to be a bit higher level than other sessions I've done.  Partially because the gameplay of Soviet Dawn really isn't conducive to recording every action taken, and every die roll made.  But hopefully I can capture the key decisions that make this game fun.

So my strategy in the beginning is going to be to keep the Eastern Front back.  The worst event you can possibly get, is the Eastern Front rescuing the Czar!  I'm also going to try to improve my Political Level track, and hopefully get the Allied Front to go indecisive before they even become active.  I've been attempting to Reorganize the Red Army aggressively in the beginning, but all in all it feels like a losing strategy.  The only way to succeed is to roll a 6 on a 1d6.  I've wasted dozens of valuable actions attempting it to meager results.  So this game, I'm only going to attempt to Reorganize when I have a bonus to the die roll.


So the game is set up, now lets see how it plays out!


Wednesday, September 11, 2013

Field Commander Napoleon in Italy, 1796

Today I decided to play Field Commander Napoleon.  It's a game I just haven't had the time to really indulge in lately, so hopefully I don't make too many rule mistakes.  I've decided to start over again with the very first campaign, 1796 in Italy.  I start in Nice, in the Southwest, and must conquer my way all the way to Klagenfurt.  I need to take every city except Genoa, and if I ever control less than 2 objectives at the end of my turn, I automatically lose.  Also, once I move past Genoa, enemy reinforcements will sweep down from the Northeast to dislodge me.

Field Commander Napoleon is a significant step up from Alexander, both in terms of rules complexity, and difficulty.  The battles are far more strategic, as you will see, and the enemy won't sit around waiting for you to come to them.  Well, the game is set up, so lets play.  Wish me luck!




Sunday, September 8, 2013

Field Commander Alexander at Tyre

Today I'm going to record my playthrough of the Tyre scenario for Field Commander Alexander (review), which takes place after Alexander conquered his way through Asia Minor.  This one is a bit unorthodox, as it contains a host of special rules concerning the extended siege of Tyre.  It's a welcome change of pace from the usual scenarios Field Commander Alexander has to offer.  To make things interesting, I've decided to play with the Raiders rule, which adds one warship to Tyre for the entire game.  I've also decided to play with Gaza's Defenses which subtracts one from my Siege Engine strength in Gaza.  I start with Antipater, who allows me to purchase different types of resupply options.  I also had the option of 2 Advisors, so I picked my favorites.  Parmenion, who reduces the Battle Plans of the enemy by 3, and Hephaestion, who gives Alexander +1 to his strength.  The game is set up, so lets play!



Friday, August 30, 2013

Lord of the Rings, a Passage Through Mirkwood

This week I'm reviewing Lord of the Rings: The Card Game since my friend was kind enough to loan it to me.  But I figured while I'm working on that, I can record a solo play session.  The last time we played, I threw together a combined Leadership and Spirit deck, using Aragorn, Theodred and Eowyn as my heroes, and a ton of Ally cards.  She played a straight Tactics deck to complement it.  But tonight I'm curious how well my Spirit/Leadership deck holds up on its own, so I'm trying the first adventure, Passage Through Mirkwood, by my lonesome.  The game is all set up, so lets play!

Beginning of Turn 1


Sunday, August 25, 2013

Field Commander Alexander at Issus

Today I decided to play Field Commander: Alexander.  For some reason every time I go to meticulously document my play, my luck ends up atrocious and I die within 3 turns.  If I'm not recording for posterity I do fine.  So with that warning being given, lets begin.

I've chosen to play the Issus campaign, and I'm going to select the Treasurer Harpalus difficulty modifier, which reduces my income by one each turn.  I'm also choosing the Wide Plain modifier which adds 2 random units to the Issus location.  I have discretion as to my advisors, so I picked Callisthenes who gives you extra glory, and Parmenion who reduces the Battleplans of the enemy by 3 guy.

My play area at the start.


Wednesday, July 17, 2013

Field Commander Alexander at Granicus

Lately I've been feeling like Field Commander Alexander is too easy.  Playing it normally, I can usually conquer every scenario inside of 3 turns.  Especially if I go nuts, and raze my conquests every chance I get.  So today I decided I'd try Granicus with all the difficulty modifiers.  They are:
  • Memnon's Scorched Earth - Subtract 2 from Scouting die rolls
  • Memnon's Raiding Fleet - If Scouting roll < Forces, pay 2 Gold per point, instead of 1
  • Memnon's Diversionary Attack into Greece - From the Fall of 335 BC and after, your Forces cost +2 Gold each
  • Treasurer Harpalus - Gain 1 less Gold during Resupply
I may come to quickly regret this.

All set up and ready to play.


Wednesday, July 10, 2013

Space Empires 4X Doomsday Machine Session

I've had a vicious desire to play Space Empires 4X lately.  Sadly, it's a complicated and lengthy game, and that means finding room in everyone's schedule for it.  So this week I decided I wanted to try the Doomsday Machine scenario again.  It's a solo scenario where several Doomsday Machines will be sent against your empire over the course of the game.  They'll devour planets along their way, healing damage in the process.  I had tried it before on the easiest difficulty level, and on a small map.  So this time I thought I'd try it on normal, but still on a small map.  That way it plays in about 60 to 90 minutes.

All ready to play!