Markus Stumptner - Jan 14, 2012 2:07 am (#48799 Total: 48829) You may just have missed your last chance for incremental garbage collection. After The Napoleonic Wars session, I put a game on the table for trying out solo: the old S&T Charlemagne. This is one I've had for a long time, but never got around to. Not only is the topic interesting, it is essentially ungamed. The game also is from an era when Joe Miranda was doing some good stuff. One unusual factor that was part of the reason why I didn't put this on the table before is the nature of the player sides: one side represents Charlemagne (fair enough), but hte other player is labeled as "Chaos" and runs all the territories, external empires and minor fiefdoms that Charlemagne didn't control (and that historically would have been rather much at odds with each other). The game looks very nice, great Joe Youst map, and reasonably tasteful counters and icons by Beth Queman. (The two most frequent units in the game, militia and warbands, have icons that look almost the same, so you ignore the icons anyway and just look at the ratings.) Unfortunately the counters suffer severely from some of these subtle effects that graphics artists who don't play the games can never pick up. First, there are about two dozen different nationalities in the game since every region (the game uses another term but I've forgotten what it was) has its own separate forces and the whole game revolves around bringing those over to you via conquest or vassalization. But the counter base colours are done in terms of which faction they belong to at a given point. So there are two ways to differentiate between nationalities: the colour of the counter ratings (two dozen different pastels - good on the side, but useless for sorting), and the name of the nationality. That name is printed in minuscule font at a right angle to the counters, because the upright icons means there's no space for it at the top. Now, that alone is already one of my pet peeves. I hate having to crink my neck constantly when trying to make out important ID information, but it gets more funny. The map labels are oriented sideways, towards the narrow side of the map, so in a two-player game, both players can see them if they crink their head. (Also they're pretty big and not all caps so you can like read them from the side without problems.) The tables, however, are universally oriented towards one long side, convenient if you play solo as I did, and you will then naturally seat yourself on that side. The counter nationalities are printed in all caps, so you can't tell the difference between Austrasia and Anglo-Saxon units by the shape of the name, you actually have to read the thing. Now, to distinguish neutral units (since there can't be a third, neutral, side), you have to orient them differently. If you turn them sideways, they either face the other way from the map, or they face away from you if you orient them that you sit where you're apparently supposed to sit. Not a big deal, but careless design and needlessly difficult to work with. The system is fairly clear, you do a certain number of operations per year, fight and besiege, raise troops and then build. The map has a large track for "operations points". I don't know what it's used for, as it is far too large for the number of operations points that you'll usually have. There is also a large track showing the initial allegiance of all the regions. It wouldn't have needed to be so large just for that. Unfortunately, it is too small for using to sort the reinforcement counters for the 24 nationalities, which will therefore end up in a muddle on the edge of the map. It has half the size, so with some thought, a set of colour coded boxes for all the regions could have been put in place instead. A missed opportunity. The points you really need to keep track of in the the game are treasury points. You gain them for all kinds of things, and you use them to raise units, build castles (burgs) and spend the money on rebuilding civilization (which helps you gain friends, and also win the game). The physical aids for that are summarized in one terse sentence in the rules (paraphrased from memory): "The players will need to keep track of treasury points on paper". So, a big fat minus for physical systems design, despite the wonderful looking map. At this point I was already significantly less enthusiastic about the whole thing. I have no problem with keeping track of points on paper, many games I like (such as Imperium Romanum II) used to do that. But here it seems to be treated like an afterthought, especially since actions that impact the treasury are spread across all rule sections. Anyway, I start to play. The system is based on dierolling to see how far you go; leaders double (or, in the case of Charlemagne, triple) the result. Each point allows you to move a hex, and a couple of points allow you to fight a battle (with the attacker having a slight advantage at 1:1 which is odd for an era with set piece battles, but at least it's not as bad as it was in Miranda's earlier Byzantium, where strategy basically, and absurdly, consisted of making contact with the enemy in your turn, so you either keep out of range and never fight, or you set up some little force as bait so the other side gobbles it up but in that fashion gets its main army in range of you so you can attack it. Complete nonsense). Anyway, here that was not the case. So you roll, and then find out that it takes your average army a turn to go from Paris to Aachen, and two turns (ten years) to go from Paris to Hamburg. Yeah, right. This is starting to unpleasantly remind me of Miranda's Asian Crossroads, where an army would take a decade just to march between a couple of Russian cities. But, OK, this is a large scale game, and runs for only ten turns. And it gives you a lot of options. So, i start with Charlemagne and a big army in Aachen. As there is a lot of terrain to grab, you don't want to spend ten years collecting armies from different regions all over the place. So I take Charlemagne's Austrasian army and march it (with Charlemagne) over to the vicinity of Hanover to attack some other tribe there. (The army barely makes it, only due to Charlemagne's tripling effect.) I attack. The CRT is the usual odds-based thing (again, doesn't really make sense for an era of set-piece battles, but what the heck). Charlemagne's army outnumbers the enemy by an (for the time) rather significant 50% but it still ends up at 1:1. Charlemagne however produces a tripling effect, so they go in at 3:1. Now, 2:1 and 3:1 odds are the columns where you are most likely to find one of Joe Miranda's favourites, the Bloodbath result. He didn't always have them, they started cropping up around that time and he just keeps putting them into pretty much every game regardless of era, scale, or topic. Anyway, Bloodbath means that the weaker side is eliminated, the stronger side has to lose equally much, and 2 out of 6 results at 3:1 are BB results. You guessed it, I roll a BB, and since Charlemagne's army is only about 50% stronger than the Saxons (?) because he has the same number of units but some of his units are stronger, this has the net effect of leaving Charlemagne at the end of his five years of campaigning, sitting alone in Saxon territory. At that point my bullshit threshold was exceeded and I packed up. I may actually put the map on the wall, it's an underappreciated era and you're unlikely to see those territories (Neustria, Austrasia) on many maps even though they formed the basis for a thousand-plus years of European history, so it should make a good conversation piece.