David Longworth - Jul 8, 2007 1:26 am (#19115 Total: 19395) "What would be that feeling of a real blade entering another man's body? That initial resistance...and that sudden giving? The surprise on another man's face!" Ancient World: Carthage AAR (long) Yesterday I finally had a chance to crack this one out and play it with a live opponent. We started with Mercenary Wars scenario, one of the shorter and simpler ones in the series. I was the evil Pune: George was the evil and rapacious mercenary horde. There were many good points about the game. The physical presentation is colourful and lavish, the map is beautiful and functional. The markers and charts were adequate. Despite some comments I have come across, the rules were comprehensive and not very difficult, although this scenario does not use the political rules which generally seem to give people the most aggro. Nevertheless the mechanics were straightforward enough given the usual headscratching about new mechanics... Unfortunately the play of the game was less inspiring. The activation chit system combined with the Continuation mechanic meant that there was considerable randomness in play. Often I felt driven by the activation chits to do something other than I would have done in other circumstances eg "gee I want to use Hanno to besiege that city but Hamilcar has been activated and if I don't use this activation chance then the enemy could escape so I just have to use Hamilcar". If the design intent was to recreate a large amount of randomness it definitely succeedded: it may be realistic but was frustrating at times. Even when the activations were ok, the dice rolls and mechanics made it virtually impossible to pin down the enemy. If the active general continued and launched an attack, the enemy would invariably roll an avoidance and scoot away. One sequence bordering on the farcical involved Hanno pursuing Spendius through about eight successive swamp and rough hexes before Hanno finally gacked his last continuation roll and the enemy activated away (of course the interception failed) Decisive battles seemed to be particularly difficult to bring about as well. Even when attacking with solid modifiers (eg +6) the result would simply be a 10% vs 20% loss. The now slightly weaker merc force would retreat and that was pretty much it. A couple of times leaders were wounded only to be reborn at the start of the next turn hundreds of miles away in a different province, but it seemed that a series of combats was needed to seriously weaken an army. The end of the game turned into an ancient bug hunt with the mercenary leaders hiding in cities while Hanno and Hamilcar raced around trying to catch them. The mercs had captured a number of towns and stocked them with 4 SP garrisons which left me no chance of recapturing them so I had to go for the 'kill the merc leaders' victory condition. This phase at least gave me a chance to try out the different siege mechanics, as I used treachery on one city and starved out another one (I think it took three LAMs to get two garrison SP but it worked). The third leader was a different story as he took advantage of a rules 'feature'. If you activate and do an Attack on a force in the open, and the force Avoids away, at least you get to cancel the Attack and do something else - rock after them presumably. If the force is in a city, and you place it Under Siege, the defending leader can Avoid away, but the activated leader is forced to lay Siege and becomes finished! No option to abandon the siege and lay chase. Hence the last turn became of sequence of - rush to the town - continue - lay siege - Matho avoids away - leader becomes finished. After a few rinse-lather-repeats I conceded as I had insufficient activations left to catch him. So ultimately the game was like fairy floss - tasty and inviting but not completely satisfying. To be fair I am not sure that this scenario shows the system in its best light. There are definitely good features, both gaming and historical, and it deserves at least another playing or two with more involved situations to get a better feel for it. I wanted to love it. I really did. But on this first playing, colour me neutral.