Richard Simon - 06:30pm Jan 23, 1999 PST (#2344 of 2352) I Still Miss My Ex...........................But My Aim is Improving!! Just finished a first playing of Rob Markham's new Napoleonic series, the first game of which is Vimiero. Aside from the fact that everyone was most impressed with the physical quality of the game, raw though it was, I was most impressed by the game system. The system that rob has implemented is not only a lot of fun but presents the players with a lot of hard choices to make, each of which comes at a cost. No free rides in this one. The game scale is 200 men (100 for cavalry) or 1 gun per SP. Vimiero is at regimental level and features 8 British/Portugese brigades squaring off against 4 French divisions (three infantry and one cavalry). The ground scale is 200 yds per hex and there is no time scale. In a novel twist, each turn consists of only one player movement and combat; this may sound peculiar but it works exceedingly well. Who gets to go (and what he can do when he does) is determined by Initiative. Each player is provided with a set of nine cards (numbered 1-9). Each of these cards tells the players how many of his formations can attack, whether he is allowed continuation (basically a mechanism for follow-up movement and attack in a turn), and whether he can voluntarily retreat out of enemy ZOC's. The player who holds the inittiative (and the French have it on turn one)plays a card. The non-initative player can, if he desires, seize the initative but only by playing a higher-numbered card. The catch is, once played, the card must be discarded. Thus, each card played represents potential that is used up. At most, a player can go twice in a row; after that, the other player automatically gets the inititative although he must play a card (that cannot be "trumped") Generally, the higher numbered the card, the more formations can attack. The catch is that only the lower-numbered cards (1 and 2) allow voluntary disengagement from enemy ZOC's so you just can't play the low-numbered cards the first turn or two. Its a terrific little system that puts a premium on player decision making. Use your high cards early and attempt to knock out the other player early (which he can frustrate by trumping you) or save the cards for a counterstrike later. Since the cards are basically not reusable (although some can be recovered by Random Event), each one represents an opportunity that must be forgone in the future. A vicious little system. Richard Simon - 06:48pm Jan 23, 1999 PST (#2345 of 2352) I Still Miss My Ex...........................But My Aim is Improving!! Vimiero starts with the four French divisions deployed off-map in two zones (our of five). The British may see which zones the French are deployed in (B & C to start) but not what is in each zone. British deployment fins them strung out along a line, with three brigades (with Wellington and the artillery) deployed at Vimiero Hill, close to where the French enter. Our game saw the French lead with Delaborde's brigade, who quickly tried to overturn the flank of Fane's brigade, deployed in line east (?) of Vimiero Hill. After turn one, the French played Card 5, which allowed attack by one division and no continuation. The British were immediately faced with a choice. Use up at least a 6 (or higher) card -- permitting them to attack with four (or more) formations (which they could not exploit) or let the Vrench have a second turn. The British chose the latter and had Fane's brigade cut up and shattered. The French moved in behind Vimiero Hill and were prepared to seize the key bridge (the victory hex, representing the British supply train) and moving in behind the British forces atop Vimiero Hill, which found themselves sandwiched. On Turn three, the British got automatic intiative, which they grabbed with card 6 (allowing three formations to attack). They managed to save the supply train but were in dire straits, awaiting the arrival of their reinforcements. Unfortunately, we had to end there. Watching the British reaction was a treat. The british commander was complaing bitterly that he was not allowed any reaction for the first two turns. Of course, he could have selected a higher card on Turn 2, (allowing him to attack with three formations) but then he would have lost the use of this card for the remainder of the game. Like I said, every choice comes with a cost! I can't say we played enough to know how good either strategy was or whether the game is balanced or not. I do know that the Initiative Dynamic is tremendous; we were on the edge of our seats almost immediately. The game still has a few kinks in it -- some rules questions and clarifications, and the fire system takes a bit of getting used to (Artillery may be too powerful), but, all told, this is a great system. There are several other little goodies that I haven't mentioned (cavalry charges, a great rout rule, the Wellington card). The game will play quickly -- CV take note --(These were all small battles) but the fun and excitement factor are, based on admittedly only one incomplete playing, quite high. Solitaire playing is possible but will lose a lot over FtF. This should be fun for both the Napleonic folk as well as people who like playing fun, competitive games. It's beena awhile since i've had as much fun at a wargame table. I can't wait for the next playing. Mitchell Land - 10:57am Jan 25, 1999 PST (#2347 of 2352) "War doesn't determine who's right. War determines who's left." I would have to echo the above comments. La Guerra de las Independencias I believe is the name of the game and Vimeiro is the first battle to use the system. I will skip most of things Richard (Simon) already mentioned, except to say that the initiative is, indeed, distinctive and makes play much more interesting than would have been the case in a simply IGO-HUGO format (or even a LIM format). Continuation-- Richard glossed over this. Continuation allows certain leaders (marked with an asterisk on the counter) or the CIC (who can "give" his continuation to any leader in command range) to go again. That is, to move and attack again. In addition, cavalry have an automatic continuation if they dislodge the unit which they were attacking. Counters-- I second the above. The counters were awesome. Also of note is that the INF counters are rectangular. Which means that, when they are long edge on, they look like a line, and when they are short edge on, they look like a column...which, oddly enough, are the only two formations they may adopt (neat how that works out, eh?) Casualties-- It seemed to us that fire generated way too many casualties too fast. We were not sure if that was a function of the lack of a time scale or not, but we also agreed that Arty seemed too powerful. On the other hand, the simple mechanic of not allowing a unit to inflict more casualties than it has SP limited it to some extend. (Although, since the French are in regimental presentation (6-9SP) vs the British battalion presentation (2-5SP), there was a disparity there.) Initiative-- Only the player who actually wins the initiative loses his card. Therefore, if the French start the game with initiative on the First turn (which they do), they have to play a card (say, the 5). If the British pass, the French 5 card is discarded and the French win the initiative. If the British "trump" with, say, the 6 card. Then the British 6 is discarded, and the French 5 is placed back into his hand. I think this is one of the more subtle mechanics of the game. Since, as the French, I might play the 5 hoping that you will play the 6 (or higher if you need more formations to be able to attack). That way, I keep my card, and force you to burn yours. Also, there are random events which begin on the third turn and occur on every odd turn thereafter. The events are (1) one side or the other gains the initiative automatically unless it is the third in a row (although they must still play a card) or (2) one side or the other may take a card from the Discard pile and return it to their hand (this happens before Initiative is determined--so, potentially, that 9 I threw down last turn can be played again this turn!). All in all, it is a very fun game which, as was said, will be a joy to both grognards and FNGs at one and the same time. Richard Simon - 02:15pm Jan 25, 1999 PST (#2349 of 2352) I Still Miss My Ex...........................But My Aim is Improving!! We knew we were on to somehting when the British player, on Turn 2, having passed the inititative started complaining that he should have some sort of "reaction" move. I said he did but that he "passed" when he had the chance. The card mechanic is a great part of the design, as is the "off map" chart for the French. While the Allies can see the units on various chart boxes (each box corresponding to an entry point on the map), he can't see any details Its a case of the threat being stronger than the execution (at least in the Prepared French Assault scenario). It looked to us like the best French chance was to knock out the Brits around Vimiero Hill as quickly as possible and guard the bridges (to catch the Brits peiecemeal as they cross). Time being of the essence, we didn;t think that there would be much more than one French formation off-map and any French division other the Delaborde's could be handled by one brigade. However, casualties aside, the initiative dynamic should make this a great FtF play experience. john Halvonik - 04:22pm Jan 25, 1999 PST (#2350 of 2352) "All the world's outcomes are a bell shaped curve and we are merely DRMs upon it." Thanks guys, for the great description of a fascinating mechanic. So how do the players get their cards back after they play them? Are they simply returned after a certain time? Does it make for gamey play? I mean like you know all the cards will be returned next turn so you play your highest card or whatever. Also if you know someone is holding out the Nine then does this make for gamey play? Thanks in advance. Richard Simon - 08:02pm Jan 25, 1999 PST (#2351 of 2352) I Still Miss My Ex...........................But My Aim is Improving!! So how do the players get their cards back after they play them? Are they simply returned after a certain time? Does it make for gamey play? I mean like you know all the cards will be returned next turn so you play your highest card or whatever. Also if you know someone is holding out the Nine then does this make for gamey play? Basically, jH, you don't get your cards back. Each card is, in essence, a one-shot weapon. There is a chance that you might get a card back via random event but it is far from a sure thing. The British high card, the Wellington Card, trumps everything but the British can never get it back once it is played. For whatever it is worth, comparably numbered cards do not correspond directly. For example, the French 6 card allows two formations to attack while the British 6 Card allows five formations to attack. Plus, even though you know the other guy has his "9" card outstanding, what you don't know is whether he will play it or not. The idea is to try and get your ooponent to play his big cards when you want him to, rather than when he wants to. For instance, in our game, the French marched on and rapidly attacked the British left flank east of Vimiero hill. On Turn 2, the french played their "5" card. Thus, for the british to seize the inititative and get to realign their forces, they would have had to play at least a "6" card (and, of course, have it go bye-bye permanently). The British in our game chose to forgoe this pleasure, then screamed like stuck pigs when the french were able to roll up the British line. The British had a choice of playing a valuable card, losing it for the remainder of the game, or having the French get two turns in a row (plus possible continuation). of course, the French lost the use of their "5" card for the remainder but they deemd it worthwhile to get a chance to cut up the British. Thus, each benefit has a definite cost to it and there are few "no brainers" here. Everything is a gamble. charles vasey - 12:21am Jan 26, 1999 PST (#2352 of 2352) Think of the cards as representing effort, if you manage to get most of your high value cards out early then you've made a big push, but sure as eggs is eggs your opponent will now get to spend his powerful cards making massive counter-attacks. Since you can never have three moves in a row a defensive player can always play his lowest high card that achieves the level of activity he wants in the third "play". All will move towards the turn where matters turn around. In my view the weakest part of the cards is the present lack of a rationalising of what the underlying principle is. Armed with this you will find play flows easily.