Jeffro's Space Gaming Blog

Microgames, Monster Games, and Role Playing Games

SE4X Alien Player Solitaire… AGAIN

Image

I tried this one again with the following settings:

  • 2 Alien Players with 10 CP’s per roll (“Hard” setting)
  • 20 CP home worlds and Industrial/Research Centers in play
  • Original Alien Player with the notes in Close Encounters on adapting the new rules and technologies.
  • Production sheets and rules changes from Replicators all in play (IC/RP’s cost 5 CP and not 3 there.)

Now, from my first pass at this I learned that you could not throw away your initial Scout units because the Aliens are sending tiny fleets at you early on and constantly. This turned out to be a key element of the appeal of this particular scenario. Behold:

Image

My initial Scout elements stayed in the game from start to finish, they never had a spare moment to get any refits, and they rapidly worked their way up to Legendary status. I’m sorry, but this is just freaking fun. I loved playing with those guys and I don’t think I ever got to see the experience rules come into play quite as much as in this scenario.

I went with only four Research Centers starting on turn 5 due to the fact that I could count on the Alien Players to constantly harass me. Tech upgrades were kind of boring. You need quantity, not quality in this game. With human players, you have more time for a wind up and the curve balls can be incredibly effective. It just never seemed right to go in for something like Fighters, Raiders, or Boarding Ships in this game.

I finally got to try out the ground combat rules, though. Here is the lineup from the final showdown:

Image

Grav Armor was kind of underwhelming. Heavy Infantry was absolutely brutal when they defended the Alien home world. Whoever programed the flow charts that determine Alien Defense purchases knew what they were doing! Marines were passable– if they land in drop ships, are supported by Grav Armor, and maybe have some kind of bonus from the card decks. Vanilla infantry, though? TERRIBLE. I bought a bunch when I was fearful of the Aliens getting past my pitifully weak star fleet. THEY ARE COMPLETE GARBAGE. Pay the 10 RP to get Ground Combat 2 as soon as possible. Heavy Infantry and Marines are many orders of magnitude better.

The whole point of playing this game was to finally get to experience Close Encounters ground combat and I’ve finally done it. The most important part of the rules is that (a) Transports can drop off troops after the second round of the space battle is over, (b) fleet size matters so that the Transports can be properly screened, and (c) without the Drop Ships of Ground Combat 3, attacking forces cannot fight on the first round of combat after landing. Taking altogether, this adds an entire new dimension to planning system defenses and assaults and I am persuaded that it is well worth the effort to add these units into a game.

The one thing I would change about this scenario would be to play the Alien fleets a little more intelligently. They should be able to zig zag around defending fleets and successfully drop infantry units on colony planets. I’m telling you, every battle and every move becomes fairly intense when the Aliens launch fleets several turns in a row– each one with a free fully loaded Transport. I think the intensity would be even greater if there was a chance that one of them might hold off for a moment when a second fleet comes on the board on the heels of another. I think it should be a bit more possible for the Alien Player to punish a defender that has overextended his defense fleets!

Image

Disaster on Athos-V

Image

Well, that was a nightmare. You can read the whole story just from the production sheet.

Now, I had wanted to open with Boarding Ships and Military Academies, but I was terrified that the Alien Player in the Close Encounters solitaire game would be sending in Raider fleets. On turn three, I opened with a pair of Destroyers with Scanner tech thinking this would be the key to my survival. Two turns later I would be kicking myself for not purchasing Attack-1 instead.

On my right flank, Green has sent a fleet of three Scouts to harass me. I can’t move anything into position to defend in time. My two destroyers may as well not even exist. Suddenly I feel very foolish for casually obliterating two of my own Scouts exploring deep space hexes as I would normally do. All I had to face him were one Scout paired with a single Shipyard. My dice were hot, however, and I narrowly survived the incursion with only the Shipyard as a loss. In reviewing the rules at this stage I discover that the Alien Players get a fully loaded Transport with every fleet. What are the implications of this, I wonder…?

Well, I found out. On turn five I blithely ignore the yellow fleet that is bearing down upon my left flank. I mistakenly presume that four Destroyers and a Flagship would easily beat them back, but I was wrong. I opted to expand my economy by purchasing Terraforming-2 and stocking up on seven Merchant Ship Pipelines. The Aliens did not launch any new fleets that turn, but my heart sank when I realized that they would have a six Scouts in their fleet. The horror!

Everything fell apart. The Victory was vaporized and those stupid Destroyers proved ineffective. What about the ground combat? I had never even punched the counters for this before, much less played it. I decided that the Aliens would bombard the planet for all three turns, knocking my world down from Colony-5 to Colony-1. After that their six Infantry units easily mopped up my lone Militia and Infantry counters. The Alien opponent then immediately took Ship Size and Scanner technology from me. Painful!

Funny thing was, I spent the entire game thinking that the Aliens didn’t stand a chance! I think I can call this here as this is probably too big of an unforced error to come back from. Besides, I botched the home world rule right out of the gate here. The whole thing doesn’t count!

So much I would do differently next time:

  • Use the 20 CP home worlds rather than the fat 30 cp ones if you are using Research Centers.
  • Hold on to those initial scouts for sure. Maybe even buy a few more– quantity has a quality all its own!
  • Your empire being so wide and flat means you have to have multiple defense fleets set up early. Painful but true!
  • For technology, I want everything more than everything else. Ship Size, Attack, and Defense are critical… but Exploration-2 for reaction movement combined with Military Academies are also high on the list as well.
  • There needs to be a way to expand your economy incrementally… and I think Merchant Ship Pipelines take precedence due to the need to position your ships rapidly for defense.
  • Upgrading the Flagship to use Exploration tech and getting an extra Miner to harvest minerals and space wrecks might be the next thing. I think this has to be done before getting Terraforming for that initial barren planet in your home space.

So, yeah. I need Attack-1 Destroyers, Merchant Ship Pipelines, and Exploration tech– all early and all at once. NEXT TIME!

Image

Space Empires 4X at Thanksgiving

Image

I hate to say it, but the holidays means just one thing to me. Spending time with someone that will invest however long it takes to get your favorite games played again and again. I can’t help it. All of those college breaks that turned into reunions with my best friends from high school just made me that way forever and I will never get over it.

Today we did Space Empires 4X with both the Close Encounters and Replicators expansions. Yeah, it would be nice to have two more players. But this game works well enough with two. There is just enough fog of war to make it worth the effort.

So many things to remark on!

  • We both opted to rush each other. I went all in on carriers while my opponent opted for ship size and then (at the start) one level of tactics. He made his way across the board first and made that first nail-biting attack without having any idea what I had.
  • The big discrepancy between our empires was that my opponent had no Research Centers. I was doing 40 research points a turn to his 15. When he arrived, I was pumping out three loaded carriers a turn with Attack-1, Defense-1, Tactics-1, and I think Fighter-3. My technology advantage combined with Fighters made mincemeat out of his sneak attack.
  • We tried the Resource Cards from Replicators for the first time. These slowed down the game without really adding to it. There is just too many of these cards in play and we are in such a hurry to move through the turns that we just can’t be bothered to keep up with the best moment to play some of these things.
  • I did not get to use the ground combat rules which is really my one big gaming dream with this series. Some day!
  • The tech discrepancy was decisive. My opponent would not be able to change gears, so while he could maybe build up some point-defense before I could arrive in his sector, he would not be able to ever do anything about the edge I had in quality.
  • The experience my ships got from this first round was also a boon. Heck, I could roll right up to that alien world in the neutral zone and just get even more of an edge there.
  • The Research Centers are I think a really good addition to the game. They prevent people from going all in on production the moment combat begins which just makes everything in the game matter more and get used more. I’d like to see this cause the additional tech available in Replicators to come into play once we have a game that runs a little longer than this one.
  • Ah, I still haven’t leveraged the custom ship design rules to shake up the game at all. I will have to make a plan beforehand for that. There is just no time during a real game to mull that over!

Okay, we should be set now to have a decent game of this coming up for Christmas. No matter what gifts are under the tree, I am just not going to be happy unless I get some first rate gaming in. That’s just how it is!

Image

Patrols and the Reverse Orc Baby

It is a property of the DMG that it always seems to contain some offbeat rules element which alters your conception of the game when you finally take a moment to seriously contemplate it. Now, most people don’t want to alter their conception of the game. And I guess that’s fine. But some people want to actually try playing AD&D before they die. This post is for that sort of person.

First off, check out these notes on the denizens of an inhabited area:

Image

I don’t get why this in the book. I mean, everyone always told me that the implied setting of AD&D was post-apocalyptic. If AD&D is some kind of “points of light” style campaign setting by default, then how is it that there is room in the game for this low key renaissance fair stuff? Well, the answer to that is patrols. A good chunk of encounters in inhabited areas are going to be with patrols. What are those?

Image

These patrols are no joke. They are combined arms units. If enemies set for charge, they can hang back and let the men-at-arms fire volleys of arrows. If the patrol elects to charge, the lance attacks will likely go first at a bonus and the horses will get an overbear attack on the opening round and then melee attacks thereafter. The potential for midlevel clerics and magic-users to be along for the ride makes these units even more formidable.

Patrols are not something that is dealt with in most D&D supplements. Most people build their game off of the B/X derivatives of the game which omits things of that sort. Chances are you never gave such things much thought. But Gary wasn’t like that. His 1983 Greyhawk box set dedicates quite a bit of effort to the concept. Check it out:

Image

These entries are further detailed in the supplement, but one thing is immediately noticeable just from this. The patrols got much more formidable in the Greyhawk setting. I wonder why that is?

Well, that has something to do with the wilderness clearing rules.

Image

Look at that. This works out rather neatly. I had always preferred to use 30-mile campaign hexes per Gygax’s instructions and I was loathe to drop down to the one-mile hex scale in order to map out a bunch of measly hamlets and thorps per Appendix B. But the wilderness clearing rules suggest that the 30 mile hex is sufficient to denote that there is a domain with settlements in a given location.* And these guys when they have settled in and gotten the clearing job sorted out only have to deal with maybe one bad monster encounter a month. But then again, this stronghold hex won’t even have to bother with patrols at all if each of the surrounding 30-mile hexes are inhabited and patrolled. Which suggests that the inner hexes of a multi-hex polity could send a portion of their troops to serve on the frontier, beefing up the already formidable patrols which are there.

This is not post-apocalyptic at all. This is nowhere near anything like the “points of light” campaigns which I used to hear so much about. But this brings us back to the absolutely maddening inhabitants table which is back in Appendix B which I have never really bothered with at all. Why on earth would I ever care about the location of all these stupid hamlets and thorps and so forth at the one-mile hex level of resolution? The fact that they exist at all on the map is an indication that we are nowhere near anything that the typical AD&D adventure session tends to deal with.

Image

Seriously, look at that stupid stuff. Why would I ever care about the exact location of 700 renaissance fair peasants? But then I remember… there was something about this in the Players Handbook. You know, I really think there was. Behold:

Image

I think all of this is starting to fit together now. Because as the wilderness clearing rules state, hamlets, thorps, and various other settlement farms will eventually be established here and there in [your cleared stonghold hex], starting near the castle and working towards the fringe of the territory. These points of interest aren’t necessarily adventure locations. They’re the economy of your ongoing strategic element which you and the referee keep up with monthly turn orders and status reports– because obviously weekly and day to day activity would of course burn out any referee and cause them to delegate all domain activity to solitaire play. Boy, that would be stupid, wouldn’t it!?

And so we have arrived at the end of a great mystery which practically no one has argued about for forty years since the release of Gygax’s famed Dungeon Masters Guide. What is the real point of the inhabitation table in Appendix B? Is it so you can have abandoned fortresses just sitting around randomly for players to just wander up to and seize for their own purposes even in the midst of patrols which include powerful knights and magic-wielding NPC’s? You know, I am skeptical of that. Is it so that players can go deal with brigands which have taken over a castle hex which the local patrols have allowed to happen? Hey, I don’t buy that either.

I think something else is going on here and I think Gygax just comes right out and tells you what it is:

Image

I think the exact location of those thorps and hamlets most matter in the moment when inimical forces are set to roll right over your civilization. They are strategic targets for troops and monsters that want to destroy your ability to pay for mercenary troops. They are a measure for how far along you are in taming a wilderness hex. They are a marker demarcating just how much of your holdings you are able to maintain. Once the inhabitation table has been used to nail down just what is where in the area of your stronghold, you suddenly have a very clear measure of the economic power of your domain. And you also have a clear idea of just what it is you need to protect.

After all, the inhabitants of your settled region are just somebody else’s orc babies.

* Note that the range of these cleared areas spills over beyond a the standard 30-mile hex. They can end up with a 30-mile radius of cleared terrain. You can still map out polities on the 30-mile hex campaign map, though– just mark strongholds in every other hex!

Wilderness vs. Inhabited Regions in AD&D

The overworld of AD&D is concerned with the contrast between wilderness and inhabited regions. If you do not get this right, you are botching something that is integral to how everything in the game is set up. So pay attention!

Image

Inhabited areas have patrols. Uninhabited areas have fortresses. THIS IS THE DIFFERENCE.

Does that mean that inhabited areas don’t have castles per the inhabitation table from Appendix B? Not at all! A fortress in the wilderness is an isolated outpost. A castle in an inhabited region is not only manned, it is actively sending out patrols to sweep the area of monsters on a weekly basis– just like the player that is establishing a stronghold does when he has cleared a wilderness hex and wants to keep it cleared.

Check out what the text says in the section on fortresses:

Image

Look at that! From the context of this passage, it is as if these castle tables are tailored specifically to flesh out something that only occurs in a wilderness area. So now we know a few more things about the game.

  • It’s possible for a player to establish a stronghold in the wilderness and then set up a system for organizing patrols of an entire 30-mile hex.
  • 25% of outdoor encounters in inhabited regions will be from patrols which are based in the many cities and castles which are scattered about on maps drawn up at the one mile per hex scale.
  • Fortresses in the wilderness are, by definition, unable or unwilling to implement such patrols.

If you don’t get the difference between wilderness and inhabited regions correct, then the very elaborate stronghold building aspect of the game loses its luster. So get it right! And try to think about more than one aspect of the game at a time when you read through individual rule sections. They’re not going to make sense any other way!

“But what about the note in Appendix B that says to use the Castle tables? And what about the fact that the fortress section you quote above says that there will be settlements there? It sounds like the inhabited regions will have bandits occupying abandoned keeps and that wilderness hexes will have all of the things which are mentioned in that inhabitation table.”

Yeah, buddy. I know you think that makes sense. But it doesn’t add up with the rest of the text.

Image

Hamlet, thorps and various other settlement forms only show up in patrolled areas. The inhabitation table in Appendix B is not used in wilderness areas.

If you muddy the waters in how you define how inhabited and wilderness areas work, then there is no point to name-level player characters going out and clearing hexes and establishing strongholds. None. DON’T DO THAT!

There is one more thing that will happen if the wilderness clearing model of the player characters is actually honored. INHABITED AREAS THAT ARE THE RESULT OF ONE NAME-LEVEL CHARACTER CLEARING A 30-MILE HEX WILL NOT HAVE RANDOM LAIRS AND SETTLEMENTS AND CASTLES OF PEOPLE WITH OPPOSED ALIGNMENTS. The inhabitants of the hex will be people more or less of the same alignment. Thus, inhabited areas are not going to be as weirdly heterogenous as you might assume based off of a naive application of the random tables in the back of the DMG.

That is one more reason not to stock a hex in a completely random manner.

If you were wondering why it is that it took forty years before someone could explain this stuff to you, look no further than the Cook/Marsh Expert ruleset and all the people that are mindlessly singing the praises of the B/X incarnation of the D&D ruleset. Seriously, read this:

Image

Wait, are you telling me that in B/X that castles in the wilderness belong to high level NPCs who have cleared the land and hired mercenaries? Bruh. If they have cleared the land, then that area isn’t wilderness anymore.

The B/X ruleset is not just incomplete. It is disastrously wrong. If you’re still using it or one of its derivates as the basis for an ongoing campaign, stop it an start using Real D&D instead.

Design a site like this with WordPress.com
Get started