Saturday, August 10, 2019

Monthly summary for July, 2019

Another month past, another late update, and another month where I really didn't get as much done as I wanted.  My excuse this month?  Honestly, stress.  My dad and father-in-law had health scares, which actually saw me hit the gym more than usual, as I realized just how unhealthy I really was, haha.  Plus, my evening time is spent more working on practicing and relearning Java programming, as my employer wants me to coming more proficient in it.  Work is a bit more important, sadly.

Games Played
  • KeyForge - Three games against Frans.  I open up my new decks from the Age of Ascension set, and give them a go.  One of the decks just gets ANNIHILATED by Frans.  Seriously, I didn't stand a change.  The other one goes a bit better, and goes 1-1 against him.  So, overall, 1-2 on the month in KeyForge.
  • Lost Cities - Three games against Marina.  Scores were 114-57, 49-22, 36-54, giving a composite of 199-133.  That first game really carried me, as I managed to get enough cards to score the bonus points, which let me break triple digits.  Pretty pleased with myself.
  • Star Trek Customizable Card Game (Second Edition) - Two games against my brother, Matt, both using my newly constructed Klingon Battle deck.  Game 1, he takes his Hologram deck.  I flounder out of the gate, but he struggles to find a ship.  Once he does, I'm still not set up, and he steams right through his missions and wins.  Game 2, he takes a Romulan Deneb/Q Planet deck.  I get going pretty well this time, and manage to get him stuck in a few battles, killing quite a few personnel, and score some points (I am at 65 points with a completed space mission).  I decide to lay off to go and try to solve my final mission... but Matt uses the time to get what he needs, and gets through his missions, and wins.  I still have yet to win a game of this, haha.
    Matt onto his way to a win with his Romulan deck.
  • Star Trek Customizable Card Game (1st Edition) - Two games against Rob, both using the Coming of Age Romulan starter against him running the Coming of Age Federation starter.  I win both, although game two was very close.  We're getting the hang of this one.  Probably time to try some new decks :).
  • Cataclysm: A Second World War - Start of a new play with me as the Soviet player, Rob as the Axis player, Dan playing as the US/France player, and Mark as the UK player.  For me, there wasn't a whole lot to do, just trying to get my standing up to usefulness, and get my army built.  I have some options for the coming turns though, including an invasion in the south to my old nemesis, Turkey.  Action to continue soon.
    The view from the Soviet side.
  • Fallout: Wasteland Warfare - This is a game Dan and Rob have been playing and enjoying, so I asked to give it a try.  I played as the mutants, Rob took the survivors, and even though I had a minor setback early, I ended up winning comfortably.  Game seems okay- I actually think I'd enjoy the skill system if I played more.  The biggest hurdle for me is the setting, as Fallout isn't something I particularly care about.  We'll see, the core set goes on sale a lot.  Maybe I'll pick it up sometime.
  • Hordes - Played Rask Will Work for Food into a Reznik2 Creator's Might list that BK was running.  When we rolled for scenario, the scenario had two jack zones, and only a single infantry zone, which is probably the WWFF's best situation.  We set up, I ran up, feated, he came up, and then I came and cleared out the zones to win a very quick game.  Because only a minor change in his movement would've stopped what we did, we elected to pretend that movement had happened, and continued playing.  From there, he ended up assassinating me soon after.  I learned to respect (*cough*fear*cough*) the Judicator.  That things is pretty nasty.
  • Small World - Taught the game to Megan and Christian, and then proceeded to beat them, winning by about 18.  One funny moment came at the end of the game.  Megan, having gone into decline the previous turn, chose a new race/power combination... and then went right at Christian, even though I was likely in the lead (one can never be sure, as current score is hidden in Small World, but it was pretty likely even to her).  She knocked Christian out of contention, and let me win.  She just wanted to have some conflict with him, haha.
  • Temporal Odyssey - One game against myself just to try it out, as I bought it at a Kickstarter and wanted to see how I liked it.  It was okay.  Nothing that I think changes the gaming world at all, but I worry there may be actual problems with it, but I'd need to play against a real person to truly determine that.
  • Tribbles Customizable Card Game - Going for the Star Trek card game Trifecta, I gave this a try against myself to see if there's much potential to make some cards and play for real.  I definitely think there is, this game was a lot of fun!  Now to find some people to play with.
  • Warhammer 40K, Eighth Edition - Matt brought over some miniatures, and we threw it on the table and played it, with me eventually winning, 4-2.  It's been a long time since I've played 40K... but I could see myself doing so again in the future.  The ruleset seems to be really good, and the game was quick and action-packed.  Damn you Games Workshop!  Stop making fun games so I can keep hating you, please!
  • Xia: Legends of a Drift System - Played with Rob and Mark, starting with the ship that can recover Energy.  I hop to an early lead, and keep the pressure up, eventually winning.  This game was a lot of fun- I'd love to play again, trying a new ship, a new career path, and just a new everything.  Seems to be a lot to explore here!
New Arrivals
  • An early arrival from a Kickstarter without the full delivery- I received the R'lyeh Rising expansion for the Cthulhu: Death May Die game which I backed.  Of course, without the full game, it's kind of pointless.  But hey, it is dang impressive.
    Pretty big!
  • Some new purchases from Amarillo Design Bureau, replacing some of my old product that were in bad shape (module C4 and S1), and getting some new product to expand my collection (Romulan Armada and Captain's Log 53).
  • Lock n Load Tactical - Heroes Against the Red Star - this game is a tactical level game about a hypothetical 1985 invasion of Germany by the USSR.  I owned a game in the previous LNL system, and it was pretty good, so I was definitely interested in trying to get some games from the new system. 
  • X-Wing: Servants of Strife - A new faction, so I was definitely interested.  Now to grab the Old Republic one!
  • Tribbles card game.  Tried it out, as mentioned above, but I also received it last month.  TrekCCG supports it, so I was curious.
  • Last Hundred Yards - Bob and I played this once, and it seems like a game that might have a good amount of depth, and if so, I wanted to pick it up so that I could spend some time getting to know the system better.
Miniature Assembly/Painting
  • Did some repair work on my Cryx and Minion models for Warmachine and Hordes.  Also, I finally got new super glue, as mine was almost done.
Reading
  • Catastrophe 1914: Europe Goes to War - Finished this!  Overall, it was a very good, very interesting read.  My main quibble is that Hastings spends what feels like an inordinate and inappropriate amount of time and space assuring the reader that Germany is to blame for the outbreak of WWI. Perhaps this is relevant to someone, but honestly- I'm reading a book about history. Apportioning blame and responsibility isn't really important to me. The book is good, don't get me wrong, but it definitely left me wanting more, even from the restricted time span covered.

Monday, July 1, 2019

Monthly Summary for June, 2019

Whew, June just flew by.  I, once again, spent most of my time in the basement actually working on getting stuff organized and unpacked, and I actually made really good progress this month!  I feel confident that post-July 4th festivities, I'll actually have time to sit down there, and finally enjoy some of the benefits of having my own space :)  Take a look at my progress:
Showing my basement space from the door into the basement- a nice four by four table in
the middle lets me play most games easily, and I have shelves everywhere for storage. 
Plus a desk for working on some projects!



View from the other side of the basement.  Easily enough room for another table, and you can
see into the unfinished part, where I have a bunch of racks for storing games!

My birthday also occurred on the 21st- I'm 36 now.  Yay.

Games Played
  • Tsuro of the Seas - Three games against Christian.  I had played the original Tsuro plenty of times, but I had never played this version, and Christian had no experience playing either version.  We sat down, read the rules, played three games (I ended up losing twice), and I can say I don't really care for it.  The monster movement slows the game down (not much, but enough that the pacing is really disrupted), and the movement ends up being so random and chaotic at times that it really isn't much fun.  I think the expansion to this allows some way for the players to have some control over the monsters, but I have no experience with that, unfortunately.
  • KeyForge - Two games against Frans.  I use each of my two decks once, against a new Horsemen deck he had, and end up beating it once with each.  I am going to use some new decks next time- I think my decks might actually be pretty good!
  • Azul: Stained Glass of Sintra - One game against Christian, and I win by about 12 points.  This is a pretty good game, and we both played mostly cleanly (only one dropped glass apiece).  He crushed me on bonus points, but I managed to score my panes in the order that gave me the most points, and ended up victorious.
  • Batman Fluxx - My hatred of Fluxx is well known, but Marina had never played, and Megan and Christian decided to teach her.  I did as best I could, and mercifully the game was over quickly... with Marina as the victor.  She didn't love the game either (thankfully!).
    Early-ish game.
  • Catan Histories: Rise of the Inkas - One game against Marina, Christian, and Megan.  My streak of wins in this game comes to an end as Megan ends up winning, with the rest of us actually within striking distance (probably our closest game yet).  This is apparently Marina's favorite version of Catan.  I like it well enough (I prefer Cities and Knights).
  • La Garde recule!, The Gold Beach Landings, A Matter of Honor, Sire, The Omaha Beach Landings, Operation Cerberus: Channel Dash, The Toast of the Town, The Utah Beach Landings - One game of each, all solo.  These are all part of the Pocket Battle Games series by Against the Odds.  Basically, wargames that fit on a postcard.  Mostly, they weren't that good, aside from the two Napoleonic ones.  There are just serious issues with the design that I think detract from the enjoyment of them, even as a quick, casual experience.  I won't get into it here, but maybe someday I'll write some thoughts about how NOT to do attacker/defender scenarios (and a pretty popular game will get called out for it as well!).
  • Warmahordes - One game against BK.  I take my Rask WWFF list, and he takes his Harbinger list out of Faithful Masses.  I'm able to kill a bunch of stuff, including his Paladins in some places trivially, but I had a critical failure on a Frenzy test, and really just don't have the volume of models and attacks I need to win.  I really am just not sure what I can do with this WWFF list.  Maybe for Minions I need to look at an alternative list to pair with my Blindwater list.  The announced theme force changes will be a really big help, I think, as I can afford to take a few units of infantry even in a WWFF list, which would offset some of my issues.  Be a good time to experiment when that day comes.
    Early game, right before I send my army into his... and eventually get overrun by it.
  • The Last Hundred Yards - Newly released from GMT Games, I went up and played against Bob in Spring Grove, trying to wrap our heads around the system in the first scenario.  It seems really interesting, but we're going to have to play another couple of times to really figure out what we are getting into.  Definitely different than other World War II games at this level.  Very very different.
  • MBL Pocket Pro Tour - A quick little game that was in my Millennium Blades Set Rotation expansion box, surprisingly.  Tried it solo, and it seems fun.  Super quick, super easy, and probably enjoyable enough to break out once or twice more.
  • No Safe Harbor: The Raid on Darwin - A mini-game from Against the Odds, depicting the Japanese air attack on Darwin.  Used a very similar system to the above Pocket Battle Games (although mercifully, used a dice-based combat system).  Unfortunately, still just doesn't quite work.  Played solo, and the Australians won in a landslide.
  • Star Trek CCG, 1st Edition - Rob and I are trying to get into this game, so he printed off the Romulan and Federation TNG decks, and we sat down and played.  I ended up winning (as the Romulans), as he ended up bouncing hard against Do You Smell Something Burning? which really slowed him down.  This gave me enough time to get what I needed into space and solve enough missions to end up winning me the game.
    My MVP!
  • Star Trek CCG, Second Edition - My brother was interested enough in this game after learning that he went and printed out a deck (a TNG Federation Battleship deck) against my constructed Cardassian capture deck.  I end up getting ahead of him, and get to 85 points after capturing two of his personnel, really hindering his ability to get stuff done, but he ends up getting what he needs on the table, solves the two missions he needs, and get the bonus points need to hit 100, beating me.
  • Targi - As I mentioned last month, this is part of the Kosmos two player game series that people always recommend for non-gaming spouses.  This one has some of the best ratings for games of that series, so my wife and I tried it.  She ended up winning on the first tiebreaker, but said she would need to play it another time or two to really decide if she likes it.  
  • Tsuro - One regular game of Tsuro against Christian, so he could see how the base game played.  Game came down to the final three spots on the board, and he ended up beating me.
  • Warhammer 40K: Conquest - Taught the game to my brother, using my Necron deck against a Dark Eldar deck.  He ended up winning when I misjudged some of the battles (really out of practice), but sadly, he didn't leave loving the game.
New Arrivals
  • A few modules for Star Fleet Battles - Modules C1, R3, K, and the Lyran Master Starship Book.  I'm playing as the Lyrans in an online campaign, and all of my Lyran SSDs were basically ruined, so I figured it was a good time to replace a bunch of things, and see what my ships were capable of.
  • KeyForge: Age of Ascension two player starter set.  I seem to be playing the game enough that I decided I probably needed some tokens.  Two more decks are nice, too, as now Frans can play against something else.
  • Doomtown Reloaded: Out for Blood Expansion.  The latest release from Pinnacle Entertainment Group adds a bunch of new cards for every outfit in the game.  Organized all of these, and am getting ready to start building some decks to throw down with Joey.
  • Six expansions for Ashes: Rise of the Phoenixborn.  With news that the game is 'complete', there wasn't a better time to finally catch up on my collection, which I have now done.
  • Six total Pocket Battle Games, many of which I played above.  I renewed my subscription to Against the Odds magazine, and they rewarded me for it.
  • Gloomhaven... so yeah, my wife got me a really nice birthday present!  Now I just need to find people to play it with me :)
Miniature Assembly/Painting
  • Once again, I didn't get anything done in this area, as my normal time I would work on minis was instead spent working on getting my basement cleaned and organized.  I'm chomping to get back to work though.
Reading
  • Catastrophe 1914: Europe Goes to War - borrowed from my dad, who enjoyed it, this book covers the lead-up to the First World War, and the events of the first year of the war.  So far, it's been a good read, although I do have some small complaints.  I'll save those for when I'm done, hopefully in a few weeks (I am about halfway done).

Saturday, June 1, 2019

Monthly Summary for May, 2019

Another month, come and gone.  I had attempted to write more blog posts, but my time at home has been taken up by more working on my basement- we have a bunch of new shelves that I built, and I've been unpacking the basement.  Just part of the process.

Games Played
  • Fight for Olympus - Seven games all against Jonas (one of my nephews).  He brought this game over after my sister-in-law bought it for him for Christmas, and he hadn't had a chance to play it yet.  I read the rules, taught the game, and we sat down and played, with me winning six of them.  The game does have at least some tactical depth, and the replay was actually pretty good.  Not the deepest game in the world, but definitely a fun one to play with an interested kid.
  • Cataclysm - Four total plays for the month, all amounting to us playing through the full game.  I was the Democracies, Mark was the Fascists, and Rob was the Communists.  We all ended up ramping up pretty quickly, with Mark and Rob putting themselves into Total War status pretty quickly (about four turns, I think), which gave them significant force pools, and a lot more efficient builds. I gradually moved up to Mobilization after the Washington Naval Treaty and Status Quo ended, giving me a smaller force pool (but less danger of Home Front issues). Mark sneak attacked the Soviet Union, making decent progress... but the Soviet Union counterattack was a Triumph, and the Home Front marker that comes up soon after leads to Germany collapsing. This doesn’t end the game, however- Germany continues to fight, basically at the Mobilization level until the second to last turn when the USSR and I make it surrender.

    Japan is the second nation to collapse. After I enter the war, I focus on pushing back the Japanese in the Pacific pretty successfully. I end up holding the Philippines the entire game, kick the Japanese out of Java, have the UK push in from India, and start rolling up the Japanese forces through China. They collapse, but continue fighting for another two turns… until I successfully invade Japan, forcing them into surrender.

    Italy makes a surprise attack into France on the final turn, crushing a numerically superior land force (I rolled a lot of 1s on my last turn), and almost taking Paris before they are forced to deal with the USSR knocking on their doors.

    I also declare war on the USSR on the final turn, in an attempt to catch up on Victory Points (as he was winning). It took me two tries, and my initial attack ended with a tie, which didn’t gain me victory points.

    In the end, the USSR won with around 17 Victory Points, after they forced the surrender of Italy. I came in second with around 12, and the Fascists were in the negative.

    I had a lot of fun- this would be a great game to play again now that we know the rules a little better.

    Also, I’ve already realized some errors in my game play (as the Democracies). I really needed to build more land forces- by the end of the game, I had around 4-5 fleets around the map doing absolutely nothing (and maybe 4ish fleets who were actively fighting throughout the last two turns). The excess fleets may have helped curb Japanese aggression, maybe, but I think I would have been much more successful had I built a few more land units. In the final turn, as I was trying to get victory points, the lack of land forces was my biggest hurdle- I couldn’t get enough forces into useful positions to actually attack anywhere. My attempt to start gaining ground in the Middle East failed, first due to the failed Effectiveness check (twice), and then because I needed to move those ground forces elsewhere. The USSR ended up taking those countries, which could have been more points for me. This happened in Spain, as well (I managed to create an attack with a single land unit, that was destroyed on the tie- if I had a second unit, that tie still would have let me conquer Spain, for another point). I feel like I had just enough air units to accomplish what I needed.
    I really should have moved the United States (and maybe the UK) into Total War probably two turns before the game ended. I had excess resources I could’ve used, and this would’ve given me a chance to put a lot of land units in my Force Pool as well. I was very nervous about collapsing, though, having seen the effects of the Home Front check on Germany (and very nearly the USSR) when they were at Total War. Still, they have a good chance of making a Propaganda check to improve their Stability. I should’ve taken the risk and actually flooded the board with troops. Something to consider next time.
  • ORIGINZ: The Superpowered Card Game - Played three games of this on my own, as it arrived from Kickstarter a bit ago, and I wanted to play some new games.  I took it to my part-time job, sleeved it, put it on the table, and played a few games, just to try it out.  Plays really quick, and the different decks seems actually different enough to create some variety.  I think it'll be a nice filler game.
  • Fluxx: The Board Game - Two games against Christian, with each of us winning one.  I have to say, I absolutely hate Fluxx.  I really just don't find it a fun experience at all.  We just grabbed something randomly at the game store one night, and this ended up on the table... and it was okay.  I could see enjoying this, especially with three or four people.  Something I'd definitely play again.
  • Warmachine/Hordes - Played twice.  Played a random person's Khador with my Rask WWFF list, and lost badly.  He literally was deep into my various objective zones after his first movement, so I felt like I was playing from behind immediately.  I then followed it with poor play... so not a good game for me.
    I then played against Joey's Kozlov list out of Armored Corps.  We play Standoff. I split my gators into three groups- a unit each going to the left and right circle zones, and two units coming up the middle. Mortality + GP + Boneswarm basically gives me the zone to my right (facing against a unit of Shocktroopers, Atanovich, two Tankers, and a Kovnik). On the left zone, a unit of Posse starts to lose the attrition battle to a unit of Shocktroopers + a Kovnik (plus occasional help from Kozlov). I meet his jacks on his side of the board, and start contesting the far zone. Mortality helps my posse put some damage on his jacks, and he rolls terribly, keeping me in the fight. In the end, I send the Wrastler into his objective, destroying it, and winning the game.
    Every other time I had a chance to play, something screwed me up, whether a power outage at the store, or various other things that were more important.  Hard to hit my goals when things keep pushing me away from achieving them!
  • Leaps and Ledges - Two games against my wife at a random game store up near Gettysburg.  This game is about playing cards to move pieces up a tower, to safety.  I win both games.  Not too deep, and probably something I never play again.
  • Magic the Gathering - Two games against Jonas, using his mono-black Commander deck against his... wizard deck, I think?  He made me use his decks, as my decks are 'too good'.  I win both games, regardless, and offer to sit with him next time and show him how to build good decks, and how to value cards properly.  Next time!
  • Space Hulk: Death Angel the Card Game - Played this twice at work after teaching it to myself.  It's a game that plays well solo, which is always nice.  Both games ended up being very tense, as I got to the last room with light losses before really struggling with the final objective.  In my first game, I got overrun and lost.  The second game, I managed a narrow win with two marines remaining.  Go me!
  • Splendor - Two games against Christian.  I win both of them, one being very close, the other being less so.
  • Star Wars: Empire vs Rebellion - Two games at my part-time job to learn the rules and see if I enjoy it.  It kind of plays like blackjack with special card rules.  The Star Wars theme is super pasted on, but it's enjoyable enough that I kept it and will give it another try with another person some day.
  • Warhammer Underworlds: Shadespire - Two games against Matt, both wins, as he tried out the two newest warbands, the Thunderers and... whatever the Sylvaneth are called.  I used Garrek's Reavers both times.  Both seem like good warbands, although I could see the Thunderers being pretty good with a lot of practice.  Will have to grab them some day.
  • Ascension: Deckbuilding Game - One game on my phone, which I win.  Yay
  • Azul - I learned, taught, and played this with Christian, and ended up winning, 78-60ish.  I liked the game a lot, there seems to be a lot of strategy needed to win here, so I suspect repeated plays will make me better at this.  I look forward to playing again!
  • Dark Legacy - The Rising - Tried this at work, as it had potential of being another interesting LCG-like game, but honestly, after one play, I threw this in the trash.  It has so many issues that I can't even figure out how I would fix it.  The die rolls for generating resources are bad enough, but coupling that with the fact the cards aren't actually balanced right by cost/level, and the defensive cards are significantly stronger than any offensive one... there are a lot of issues here.  First game I've thrown away this year.
  • Star Trek Customizable Card Game (Second Edition) - Taught this to Matt, and played a game, with him beating my Romulan starter with his TNG Fed starter.  The starter decks for this game are actually realllllly boring, but it is a good, interesting game.  Hopefully he'll be interested enough to give it another try!
New Arrivals
  • VS 2PCG: Black Order expansion.  I never play this, but I am still caught up with all the cards!
  • Star Trek CCG (First Edition) cards - Boxes aren't super expensive, so I picked up a few.
  • Targi -  My wife has enjoyed the Kosmos two player games she has tried so far, so I figured it was time to get a new one.  This one is highly regarded, so seemed like a good choice, so I picked it up!
  • Various Warmachine/Hordes miniatures.  Usually stuff I got on sale.
Miniature Assembly/Painting
  • Didn't really get anything done this month.  Usually, I try to do minis on Mondays, but literally every single Monday this past month was taken by other things :(
Reading
  • May issue of White Dwarf.  Excellent, as usual.
  • The Impeachers: The Trial of Andrew Johnson and the Dream of a Just Nation.  This was very interesting, as its not a topic I know a whole lot about.  Another book I received as part of the Goodreads First Reads program.  Overall, it was very interesting, and very informative.  I will say, however, that I thought the writer was trying too hard to compare the situation then to the situation now, in some places, and there were way too many places where the narrative was a bit hard to follow as she jumped around to various topics or threads of the story.  So good, but maybe not great.
  • Mutants and Masterminds: Deluxe Hero's Handbook.  Jonas was interested in the system, so I figured I'd read it so that I could run the game.  Honestly, it seems like it would be fun, but I think it might be too complex a system for him to play in as his first RPG experience, and probably too complex for me to run as my first GMing experience.  I'll think about it.

Thursday, May 9, 2019

Star Wars LCG Progression, Part 1

So, I love card games for many reasons, but a big one is that I love the deck-building side of things.  Sitting down with an idea, fleshing it out with a variety of cards from the card pool, and then taking your ideas and throwing them against your opponent's ideas?  Well, it's just fantastic.

Now, as part of this, I really enjoy exploring the whole card pool.  That card that no one ever throws in their decks?  Yeah, those are the cards I like looking at, and seeing if I can't get some mileage out of.  It's a big part of the enjoyment for me.  So LCGs are really a natural fit- I always get a full playset of the cards with my purchases, and with no rarity, the companies should have a disincentive to printing 'bad' cards.  Every card should have a role to fill in the meta and the card pool.  Otherwise, what was the purpose of printing that card?

When the Star Wars LCG came out, I played a decent amount of it, especially when the only product out was the Core Set.  Now that the game is 'complete', however, I look back and realize there were a LOT of gaps in my experience with the game, and I played a bunch at the very beginning, some after about cycle three, and a few games at the very end.  That's great, but wouldn't it be great if I could take my time through the game, really get to enjoy it, and really get to explore the card pool?

Well, looks like I'm getting a good chance to.  My friend Eric picked up the complete set after trying the game, and we've agreed to go through the game, playing it slowly, and deliberately.  Spend a bit of time with each cycle, trying out some new decks, and actually getting to enjoy the game without the rush to 'solve' the meta, and without the need to play only the top tier stuff.  So, I'm going to blog about this, as it'll be good to help me keep track of what I've done, and hey, maybe someone else will find it useful too.

At this point, he and I are playing with the Core Set, first deluxe expansion (Edge of Darkness), and the first cycle (the Hoth cycle).  We've played a few games, re-invigorating my love of it, and hopefully giving Eric a lot of enjoyment, but as we prepare to play some more, I have decided to push myself to actually use EVERY objective set in at least some decks, so that I can explore the card pool.

This post, I'm focusing on the Dark Side decks I'm running.  Also, I'm going to consider the Core Set objectives 'played' already- I played a lot of Core Set only games, and I guarantee I've used them all at some point.  Also, just because I use an objective set doesn't mean I won't use it in the future.  I just really want to force myself to look at all the cards, and give serious consideration to using them.

So, let's look at the decks I've used so far, and how they've done.

All of my decks, by the way, I've built using the CardgameDB Deck Builder.

Sith/Imperial Navy Capital Ships
Total Cards: (50)

Affiliation:
Sith

Objective: (10)
2x The Emperor's Web (Core 23-1)
2x Imperial Command (Core 26-1)
1x Death and Despayre (Core 29-1)
2x Deploy the Fleet (The Search for Skywalker 46-1)
2x The Executor Arrives (Escape from Hoth 66-1)
1x Imperial Blockade (Edge of Darkness 88-1)

Unit: (29)
2x Emperor Palpatine (Core 23-2)
2x Emperor's Royal Guard (Core 23-3)
2x Admiral Motti (Core 26-2)
2x Duty Officer (Core 26-3)
2x Heavy Stormtrooper Squad (Core 26-4)
2x Heavy Stormtrooper Squad (Core 26-5)
1x Devastator (Core 29-2)
1x Imperial Officer (Core 29-3)
2x Death Squadron Star Destroyer (The Search for Skywalker 46-2)
2x Death Squadron Star Destroyer (The Search for Skywalker 46-3)
2x Fleet Navigator (The Search for Skywalker 46-4)
2x Executor (Escape from Hoth 66-2)
2x ISB Liaison (Escape from Hoth 66-3)
2x ISB Liaison (Escape from Hoth 66-4)
1x Captain Needa (Edge of Darkness 88-2)
1x Imperial I-class Star Destroyer (Edge of Darkness 88-3)
1x Imperial I-class Star Destroyer (Edge of Darkness 88-4)

Enhancement: (10)
2x Sith Library (Core 23-4)
2x Orbital Bombardment (Core 26-6)
1x Control Room (Core 29-4)
1x Defense Upgrade (Core 29-5)
2x Death Squadron Command (The Search for Skywalker 46-5)
2x Sith Holocron (Escape from Hoth 66-5)

Event: (10)
2x Force Lightning (Core 23-5)
2x Force Choke (Core 23-6)
2x Admiral's Orders (The Search for Skywalker 46-6)
2x Aggression (Escape from Hoth 66-6)
1x Apology Accepted (Edge of Darkness 88-5)
1x Tractor Beam (Edge of Darkness 88-6)

Fate: (1)
1x Heat of Battle (Core 29-6)

I've played this twice so far, both times against Eric's Rebel Alliance Snowspeeder deck, and both times I won.  I'm able to get at least one capital ship out pretty early, within the first two turns, and although I generally lose an objective, I usually have enough muscle to power through to the end game. 

With 29 units, I usually can keep a good board presence, and with an objective reducer, 12 cards capable of generating resources, a few other cards that reduce the cost of capital ships, and the Sith Holocron to help get the Executor out... well, I seem to have the resource curve covered.

I don't really know what more I could do to improve this one, at the moment, but it does have at least some problems with the force struggle if Palpatine isn't on the board.  I'll use it from time to time to see how it plays as Eric's decks change, but at least for now, I'm happy where it is.

Mono Scum and Villainy... Control?
Total Cards: (50)

Affiliation:
Scum and Villainy


Objective: (10)
2x Lucrative Contract (Assault on Echo Base 57-1)
2x Hive of Scum and Villainy (Edge of Darkness 80-1)
2x Jabba's Reach (Edge of Darkness 81-1)
1x The Tatooine Crash (Edge of Darkness 82-1)
1x Trandoshan Terror (Edge of Darkness 85-1)
2x Feeding the Pit (Edge of Darkness 86-1)

Unit: (30)
2x Outer Rim Space Pirates (Assault on Echo Base 57-2)
2x Corrupt Official (Assault on Echo Base 57-3)
2x Corrupt Official (Assault on Echo Base 57-4)
2x Greedo (Edge of Darkness 80-2)
2x Paid Informant (Edge of Darkness 80-3)
2x Paid Informant (Edge of Darkness 80-4)
2x Jabba the Hutt (Edge of Darkness 81-2)
2x Jabba's Pleasure Barge (Edge of Darkness 81-3)
2x Gamorrean Guard (Edge of Darkness 81-4)
1x Jawa Scavenger (Edge of Darkness 82-2)
1x Jawa Scavenger (Edge of Darkness 82-3)
1x Sandcrawler (Edge of Darkness 82-4)
1x Bossk (Edge of Darkness 85-2)
1x Trandoshan Hunter (Edge of Darkness 85-3)
1x Trandoshan Hunter (Edge of Darkness 85-4)
2x Bib Fortuna (Edge of Darkness 86-2)
2x Krayt Dragon (Edge of Darkness 86-3)
2x Gamorrean Guard (Edge of Darkness 86-4)

Enhancement: (7)
2x Bounty (Edge of Darkness 80-5)
2x Prized Possession (Edge of Darkness 81-5)
1x Bounty (Edge of Darkness 85-5)
2x The Almighty Sarlacc (Edge of Darkness 86-6)

Event: (9)
2x Explosive Charge (Assault on Echo Base 57-5)
2x Captured (Edge of Darkness 80-6)
2x Reversal of Fate (Edge of Darkness 81-6)
1x Utinni! (Edge of Darkness 82-5)
2x Spice Visions (Edge of Darkness 86-5)

Fate: (4)
2x Twist of Fate (Assault on Echo Base 57-6)
1x Twist of Fate (Edge of Darkness 82-6)
1x Heat of Battle (Edge of Darkness 85-6)

One nice thing about this idea of a progression series is that I can spend some time REALLY getting to know some of the stuff I didn't get a chance to before.  One part of that is the whole Scum and Villainy card pool.  I really didn't play a lot of green cards during the game's lifespan, except rarely when I threw things together.  Now, I'm going to force myself to do so.

This deck has only been played once, against Eric's Rebel Alliance Speeder deck.  I ended up winning, primarily on the back of the two Reversal of Fates.  So I really need to get it on the table more before I try to tweak it any, so I can figure out exactly what it is good at.  It does capture cards occasionally... but not super effectively.  It has a lot of tricks, but it feels like it's lacking focus.  That may be what I try to build into it, going forward.

It has plenty of units, and six resource cards.  Eight units with Tactics icons.  I feel like I do struggle with resources, thinking back... but yeah, really just need to play it again.

Okay, that's it for this post.  Next post, I'll look at which Dark Side objectives I still need to play, and build a new deck using a bunch of them (something Imperial Navy or Sith focused, most likely).

Friday, May 3, 2019

2019 Resolution Progress, Part I


Well, we are a third of the way through the year, and it seems like a good time to look at my resolutions to see how I'm doing.  This year has been off to a rough start- a couple of illnesses, a lot of house work that needed to get done.  With that said, I haven't given up quite yet.  I am working to refocus, and I believe I'll still accomplish most of these, if not all.  So, I want to at least see what my current status is, and assess from there.

Here are my resolutions:

Get 15 painting points - I have currently gotten zero, but I have managed to put a few layers of paint onto a unit of Gatormen Posse and I think if I focus, I could get them done soon.  That would put me at about 10 points, I think, and then I can look for what's next.  I definitely think I can manage this.

Reduce my number of unplayed games by 10 - This is not going well.  I believe I am basically negative three in this column, but I have a bunch of quick games I can play, so I'll see if I can't get it under control.

Play 50 games of Warmachine/Hordes - I have managed to play ten games so far, which is far below where I should be.  That puts me on pace for about thirty games played, which is pretty good, but not where I want to be.  I can manage one game a week from here on out, I'm sure, but I'm going to have to find some weeks where I can get more than one game in if I want to hit my goal.

Read 18 books - I am currently at 12 books read this year, so I am quite healthily on pace.  I feel good about this one.

Lose 25 pounds - I am going slow here.  Again, been sick, but I still have managed to lose another two pounds.  I think I will be okay now I am healthy again, and my wife is healthy again, and we are both motivated to lose weight.

So, overall, not great, but I think I will be okay if I just stay focused.  Will post again in a few more months with my progress!

Wednesday, May 1, 2019

Monthly Summary for April, 2019

Another month gone, and more gaming was had!  This was a bit of a lighter month, it felt like, as I got sick not once, but twice, and that really slowed down everything I was trying to do.  I did eventually battle through it, and got some gaming done!

Games Played
  • KeyForge - Three games against my brother, winning once with each of my decks, and losing once with my artifact deck.  I actually feel like my artifact deck is the better of these two, but Matt actually had no issues dealing with it with one of his decks.  Anyway, still pretty happy with my decks.
  • X-Wing (Second Edition) - Three games.  Two against Joey, who recently picked up the game, and is interested in playing Imperials.  I have not been having a whole lot of success in the new version of X-Wing, although I do enjoy it.  For my games, I took a four ship Scum list that involved Fenn Rau, a Scurrg, a Z-95, and an M-3A.  I figure practicing with a variety of ships will give me the best chance to actually... you know, get good at the game.  So with that, I ran this list against him... and actually managed to win both games.  The second game, I played much better, as I figured out what the heck I'm doing with my ships, but regardless, both were wins.  The third game I played was against my brother, who recently bought Separatists.  He took a list with Maul in an Infiltrator and a bunch of Vultures.  I had a few bad dodge rolls early, which left some of my ships destroyed, and I followed that up with a few bad plays... and he wiped me.  Still, I learned a lot about my squad, so maybe I can turn this into a lesson!
    Getting into position... to destroy my poor squad :(
  • Folklore: The Affliction - Two games with Bob up in PA.  I had eyed this on Kickstarter when it was running, but didn't jump on it.  Thankfully, Bob did.  We played the first story, which had two chapters, with each of us running two characters.  I used the Slayer and Illusionist, he took the Exorcist and Witch Hunter.  We managed to complete the story successfully with only one death (the Slayer).  Overall, we had a great time- it really does give an "old school" D&D feel, and the story was actually pretty interesting.  Looking forward to getting this played again.
  • All or Nothing: The Fight for Fort Mercer – October 22, 1777 - Wrote up a session report of this, here.
  • Ascension: Deckbuilding Game - Played a solo game of this on my phone.  I won against the computer AIs.  
  • Europe In Turmoil - Played this against Rob.  It's a lot like Twilight Struggle, a game I enjoy but find kind of stressful to play.  This one takes all of the things I enjoy about Twilight Struggle, and adds some improvements to it.  The major additions seem to be the space race (into a naval arms race) - where each step has an impact on the game (the space race is TS only has a few spaces where something happens, if I remember correctly), and the Great War itself.  The specter of potential war is ever-present in this game, and happens under certain conditions.  When the war happens, you play a mini-game, with choices influenced by the status of control of the board.  The war itself can change the influence layout of the board, and the post-war state of the board is what you'll use to determine victory.  It was a very cool game, one I may get at some point.
    Fighting over Europe... with ideology
  • Catan Histories: Rise of the Inkas - Two games with Megan, Christian, and Marina.  This is my first experience with the Catan Histories series of games, which seem to be self contained games with a bit of historical background to their setup, play, and victory conditions.  Marina described this as her favorite version of Catan so far, and although I wouldn't go that far, I would say that I enjoyed it quite a bit.  It required a different style of play, and it included goods, which aren't always present, and it was definitely a lot of fun!  I won both times- I think I figured out the placement of my second and third tribes well, which my opponents did not manage to do quite so fast. 
  • Federation Commander - One game against Rob.  This was a teaching/learning game, where we each took two ships (of roughly the same point value) and played against one another.  I took the Federation, who are a good introductory race for any of the SFU games, and Rob took the Romulans, who he likes thematically.  On our first pass, I did pretty significant damage with my photon torpedoes, and he dropped a Plasma-R and Plasma-G that I ran from.  Unfortunately, the Plasma-R did end up catching one of my ships, and further shooting ended up destroying it.  We called it soon after, as I was in pretty bad ship.  I had a great time- I'd really love to play this again!
    Torpedoes incoming!
  • HATE - One game again Matt, teaching him the game.  He took the Hate-focused tribe, and I took the Support-focused tribe, and we played the Big Oven scenario.  In this, Matt, as the attacker, needed to rush to the middle of the board, and work to destroy four of the oven spaces, which weren't too absurd to destroy.  My objective was to grab any attacker bodies, and cook them.  We go back and forth, and a lot of damage was done to each tribe, but in the end, Matt managed to get the final oven destroyed, just as I had the final body I needed to cook to win, and on my way back to finish it.  Down to the wire!
    Matt is halfway through destroying the ovens.  I am halfway done eating for the day
  • Lord of the Rings: Journeys in Middle-Earth - This game came out in the last month, and Rob picked it up, so he came over, and we played it.  I took Gimli, he took Beravor, and we played through the first quest/adventure.  We ended up getting overrun near the end, and losing.  What a great time though- FFG definitely seems to have learned from their previous, similar games (Imperial Assault, Descent, etc), and this feels like the best yet of this genre of game.  I'll consider getting it some day.
  • Warmachine/Hordes - One game against BK.  BK is getting back into the game (yay!) and I was happily there to show him the ropes.  He took the Harbinger of Menoth in the Faithful Masses theme.  I didn't want to take my top-tier stuff, because I think they could be a negative play experience, especially when you are first playing, so I took Jaga-Jaga in WWFF.  This is still a very good list (I know people take it to tournaments), but it at least lets my opponent play the game.  So, we played, and it... was rough going.  I'm not very good with WWFF, but actually had the bright idea to put all my lesser warlocks on one side, with Jaga and her battlegroup up the other side... and it worked better than my previous tries with WWFF at least.  I still struggled dealing with all of BK's defensive tricks though- the penalties to hit from the Harbinger and Set Defense, plus the high armor, plus Martyrdom... I had some difficulties.  I did, however, end up winning, by throwing everything into his infantry, which chipped away at the Harbinger via Martyrdom, and managed to Overrun a Blackhide Wrastler into her, and on his final fury, killed her.  Whew!
New Arrivals
  • Omega Master Rulebook - This is a rulebook for Star Fleet Battles, explaining the rules for using the 21 races in the Omega Octant.  I owned a copy of this, but it was in the basement of the apartment in Catonsville, and flooding saw it get ruined.  I finally replaced it.
  • Two miniatures for Warmachine/Hordes - The Bride of Arkadius and Seeker of Silence mini-crate variant sculpts.  These are both character miniatures I already have the base versions for, so I wasn't overly excited about these, but they are nice miniatures, so I'm not super disappointed.
  • Dungeons and Dragons - the three book collector set (Dungeon Master Guide, Player's Handbook, and Monster Manual).  I'm going to be running a campaign at some point!
Miniature Assembly/Painting
  • I have begun working on assembling my Blackstone Fortress miniatures, as my brother expressed interest in playing.  I haven't made great progress, as I kept getting sick when I wanted to work on them, but at least I started.
Reading
  • Counterfact Magazine, issues 8 and 10.  I think I've caught up on reading all of the issues
  • The March and April issues of White Dwarf.  Very good reads.  GW is doing a great job!
  • Against the Odds Magazine, issues 48 and 49, dealing with the first Caliphate and the siege of Charleston.  Lots of good historical articles- and hey, I played one of the mini-games that were included!
  • Municipalists - I received this as part of the Goodreads First-Reads program, where they send you free books so you can review them.  This one was about an AI helping solve a terrorist attack, and taking the field in assistance to an 'agent'.  It was perfectly fine, although not really exceptional.  It read quickly, the characters were enjoyable, and the plot moved.  So, yeah- if you're looking for a nice quick read, take a look!
  • Until We Reckon: Violence, Mass Incarceration, and a Road to Repair - Another First-Reads book, this one a non-fiction book about how we deal with violent criminals.  It was very enlightening, and interesting, although probably not something everyone would be interested in.  I learned a lot, definitely.

Wednesday, April 24, 2019

Playthrough of All or Nothing [Against the Odds Magazine]

My first wargame playthrough in my new house!

I wanted to start with something fairly small, but new to me, so I chose to play All or Nothing: The Fight for Fort Mercer - October 22, 1777, a bonus game that came with an issue of Against the Odds Magazine (issue 49, specifically).

The battle depicted in this game (the Battle of Red Bank) where a Hessian force under Colonel Donlop attempted to take Ft Mercer.  Outnumbered three to one, the Americans inflicted pretty heavily casualties, and ended up holding the fort until the Hessians retreated.  Let's see how the game plays!  I will be playing this one solo.

At the core of this game, activation is determined by flipping from a standard deck of cards, with the nines and tens removed.  Black cards allow Colonial troops to activate in better ways, red cards allow the Hessians to do so.  Higher number cards allow for more activations.  If the Joker is drawn, the turn ends, unless one side hasn't activated yet, in which case the turn ends when the deck runs out (ie, it'll be a long turn).  Winner is whoever holds the fort at the end of the game.

I want to apologize ahead of time- I feel that this report may feel a bit drag-gy.  I'm trying to work on how I format session reports for games like that- I'd love any feedback.

First, I set up the game, and made some initial rolls for the PA Naval Support (3), and a card flip to determine the Royal Navy Support for the turn.  I flipped a six of diamonds, giving the Hessian player three Naval Support points as well.  Naval Support points can always be used for Fire Combat, which is good to disrupt opposing units, and potentially reduce and kill them.  The Royal Navy can also use their points to go after the PA Navy, in an attempt to suppress it for the turn.  In the historical battle, two British ships ran around, and this reduced the naval support the Hessians received here.
Post setup
Turn 1 - The Hessian are guaranteed the first activation, as you draw until a red card comes up.  The first card is an Ace of Diamonds, activating one unit, which moves forward.  This is followed by a Four of Diamonds, along two more units to move up and get into position.
Initial moves
The next card draw is a Jack of Diamonds.  The face cards allow a player to activate all of the units in an area, or a random number of supports.  Here, given the large number of Hessian units still in their starting location, the movement to break everyone out seemed a lot more important, and the units in the South-East moved out and closed in on the fort.  A Queen of Hearts follows, and the artillery in the Wooded-1 section in the middle of the board take their first shots at units in the Stockades, but fail to hit anything.

A Joker was drawn next.  Because the defenders haven't had an activation, the turn doesn't end... and I will go through the entire deck (this was a loooooong turn).

Next draw- a King of Diamonds- I activate the Clear-8 area, near the right hand of the Stockades.  The Hessian attempt to fill the ditch by the Stockade, which will help make assaults easier, but fail to get their facines into place.  The Queen of Diamonds I draw next activates that area again, and they launch their first assault into the Stockades, and succeed in reducing the defending unit.

After seven red cards in a row, the first black card comes up- an Eight of Clubs.  The Defenders focus shooting into one of the attacking units, routing and reducing it.
The Defenders finally get some revenge
Three more black cards are drawn, I reposition a little behind in the walls, and shooting kills the routed Grenadier, removing the first piece from the board!

Another two black cards are drawn (I'm sure not every game starts with large runs of the same color, which has to skew things quite a bit), and shooting from the fort and the defending units ends up eliminating another attacker, and disrupts yet another unit.  The elimination results in the first drop of Morale for the game, which makes it more likely that Hessian units break under fire.
The center of the Hessian attack is removed.
This is followed by a Seven of Spades, which involves more shooting, but the only effect was the PA Navy disrupting the Jaegers.

Finally, the large American run ends, and a Five of Hearts is drawn, giving the Hessians a chance to assault (which doesn't accomplish anything), and move another unit up, to prepare for the next wave.  An Eight of Diamonds is drawn next, and the British Navy suppresses the PA Navy for the turn.  Another Assault accomplished nothing, and another attempt to fill the ditch fails.  The Jack of Hearts activates the Clear-1 space, and the infantry begin to move up, to try to get an attack going on the fort space itself.

In response, two black cards are drawn, the defenders shoot, and two more Hessians are disrupted.  A quick note- in this game, the first hit a unit receives from Fire Combat results in Disruption, which isn't too bad- the unit's shooting range is reduced to one, they have to take a Morale Check before launching an assault, and further shooting hits require Morale Checks- failure of which can reduce or rout the unit.
Not going great for the Hessians...
A Four of Hearts is drawn, activating two Hessian units, which attempt to Assault into the right-most Stockade space... and succeed!  The defending unit is eliminated, and the attackers get their first toe-hold into the defenses!  The American morale drops as well, likely making things more difficult in the future.
The Hessians are in!
Two black cards come up, and the Americans retreat one of the Stockade units back into the fort, and the shooting Disrupts the two Hessians that had made it in.

The Hessians advance units into the Abatis, hoping to Assault into the Fort space itself (shooting from the Abatis space is harder), and the big 2-0 Howitzer finally starts to shoot, disrupting a unit inside the Fort.  The next activation sees the Howitzer shoot again for no effect, but one of those units located in the Abatis succeeds in filling the ditch into the Fort!
A ditch is filled
That filled ditch makes Assaults a bit more likely to succeed when going through the border of those two areas.

A Six of Hearts is drawn next (followed by another red card), and this results in the first two assaults into the fort, which don't work out well- a failed Morale test and a roll modified to higher than a six (which deals a step loss to the attacking unit).  The Americans counter-assault on their next black card draw, dealing an additional step loss to the Hessian force.

A few more cards are drawn for some back and forth attacks, but for a bit, there is a lull, but the Americans move their last unit back into the Fort.
Preparing for their last stand
A Jack of Spades is drawn, activating the that full Fort space... and they get to work.  Some shooting, some assaulting, and when they are done, that Abatis space is clear... and a Hessian Leader is removed as a casualty, resulting in another Morale drop.  A brutal setback for the Hessians!

More cards are drawn- the Hessians move more of their forces up, to prepare for another offensive.  They manage to inflict a step loss on the routed unit in the Fort.  However, on the last card of the Turn, the defenders once again shoot well, routing and reducing a unit, and leaving the attacking force that much weaker.
End Turn 1
During the end step of the Turn, all the units attempt to recover morale, and all actually succeed- every disrupted unit lost its disruption, and the routed units became disrupted, instead.

Turn 2 - First, the flip for Royal Navy support was a King of Hearts, which, due to the face card, meant the Hessians would have no Navy support.  PA Navy Support was a four.

The first draw of the turn was an Eight of Diamonds, which allowed the Hessian to move forces into the Stockade-1 space, and prepare to assault the Fort.  The following Five of Hearts saw the first assault begin, but there was not effect.
Hessians prepare to assault!
A Queen of Hearts is drawn, but the assaults, once again, accomplish nothing.

However, two straight black cards (the Eight of Spades and the Jack of Clubs) see much more effective work done- their shooting disrupts the two units in the Stockade space, and their assaults see both units reduced.

The next draw... is a Joker!  As both sides have had at least one activation, this ends the turn.  Much shorter than Turn 1!  The Hessian units all recover their disruption, the American unit does not.

Turn 3 - The flip for the Royal Navy is an Eight of Clubs, meaning no support.  The PA Navy, however, gets a six.  Things aren't going well for the Hessian as is... having more fire support is sure to cause more challenges.

The first card of the turn is a Four of Diamonds, and with this, I finally do what I should've been smarter about doing all game- I move Lt Colonel Werner over to the Howitzer space, and use it to start shooting.  This increases the chances that the Howitzer hits, which can have beneficial effects to the Hessian morale... but I guess I was busy trying to get some early gains, and hadn't thought it through.  Something to consider if I play this again.  Anyway, the Howitzer DOES finally get a hit, but the defending unit masses its morale check.

A King of Spades is flipped, and the defenders lay into the Hessians, disrupting a unit with shooting, and killing it with an assault.

A lowly Ace of Hearts is flipped (activating a single unit, unfortunately).  I shoot with the Howitzer, disrupting another unit in the Fort.  I couldn't decided at this point whether I should be disrupting all of the defending units (easier to do, stops them from shooting more than a single space, and makes them a little easier to assault), or try to rout and reduce the already disrupted unit (much less likely to accomplish, but much more valuable if I can).  I opt to Disrupt as much as possible to try to get my final attack in place.

Next, a Five of Spades - a BRUTAL turn for the Hessians.  The American assault destroys another unit... and then the leader... and this results in TWO Morale drops for the Hessian player.  The Mercer artillery gets in on the action, and disrupts another unit.
The Hessian attack falters...
More cards are drawn.  The Hessian moves up.  The PA Navy disrupts one of them, and the Howitzer disrupts another defending unit.
Preparing for the last push.
A Six of Spades comes next, and shooting disrupts the Jaegers.  More cards come and go to no effect, than a later Jack of Spades is drawn, and more shooting disrupts the other Stockade Hessian, as reduces the Jaegers.  The following card, a Two of Spades, sees the Fusiliers reduced.  A Queen of Hearts is drawn, and the Howitzer disrupts the last un-disrupted unit in the Fort.

Several more cards get drawn, resulting in a lot of shoots, and a few assaults (plus many failed pre-assault Morale checks), but no change in board state.  Finally, a series of three black cards sees the Defenders shoot out... and kill all of the attacking infantry units.

The artillery can move... but it can't enter the Fort.  And with that, there's no way for the Hessians to get in, so the Americans win!

Thoughts on the game
So, this is a game about a siege, and given that sieges are kind of... dull, there are definitely some challenges for a game designer trying to put one into game form.  How can you make it so both sides have interesting things to do, as opposed to just getting bogged down in running through the system?

This game, I think makes a good effort, but only partially succeeds.  The Hessian player does have interesting things to do- trying to balance out using the artillery to keep the defender's heads down, then advance the infantry up into position to assault and carry the day.  Trying to fill the ditches gives something to influence their assault odds, and the artillery, especially with leadership, definitely has a role to play.  And heck, the Royal Navy, if it can be a factor, gives you another way to get some disruption on the defenders.

For the American player, there is really nothing to do.  Sure, they get two different types of support (the PA Navy and the Fort Mercer artillery), but that's just more static shooting.  They are definitely just reacting, and eventually stacking up the Fort space to make it tough for the Hessians.  There is an option to disembark infantry from the Navy, landing it off the eastern board edge, which may have made it more interesting, but having the consistent firepower feels more important and relevant, so I don't know how or why I'd take that option.

Overall, it was a fine game, and one that I think is probably best solo.  I may get it back on the table someday :).

Thoughts on my play
I will look at two sides to this- my American play, and my Hessian play.

For the Americans, I think I played just fine, but as I said above, I don't think there's much to it.  They are just there, shooting, and consolidating.  They won, so it's harder for me to critique my play objectively.  I think I probably would do the same, were I to play this again, even face to face.

For the Hessians... I have more ideas.  I should have set up and kept a leader in the area with the Howitzer- the extra +1 to hit would've made the Howitzer and the other artillery piece a lot more effective in their attacks.  Using those artillery pieces to disrupt the defenders would allow the Hessians to advance with near impunity (disrupted infantry can't shoot further than adjacent).  Once infantry is disrupted, they have a better chance to lose assaults, AND the Howitzer stands a chance of getting some more meaningful hits, which would keep the Hessian morale high.

I think not keeping a leader with the artillery was definitely my biggest mistake, as it meant I wasted a LOT of activations shooting for almost no effect.  I had time to correct this, but was too committed to the actual assaults to pull my guys out and reposition things.  When things started going bad, pulling my guys back a space (assuming I had disrupted the defenders, of course) would've kept the Hessian forces fresh, and able to really pound away with the assaults.  Time might get tight towards the end, but given how much time I wasted, I feel there probably was enough time to get the assault done.

So anyway, I do think if I play again, I'd be able to be a lot more effective as the Hessians, at least.