David R. Moody - Jan 29, 2009 1:34 pm (#26497 Total: 26638) Almost 20 years of pitiless combat! No rest, no sleep like other men. And yet the spring wind blows, Subotai. Have you ever felt such a wind? . . . For us, there is no spring. Just the wind that smells fresh before the storm. Last night the five of us (Joe Oppenheimer, John Gibbins, Jason Pipes, Darin Leviloff, and myself) met at Endgame in Oakland and had a go at Campaigns of King David. It's a moderate complexity game on the fighting in the Holy Land in the early 10th Century B.C., around the time when David (the fellow from the Bible who killed Goliath and wrote all those psalms) was king of Judah. The game is quite scalable--Joe had been playing it solitaire, with the Israelites vs. the Philistines; Darin had played it two player before. With five, Darin was Judah, Joe Philistia, Jason Aramaia, John Moab, and I took Tyre/Phoenicia. Each turn is five years. After dicing off for initiative, you go through a series of 12 impulses, in initiative order. You never know for sure what action you can take in each impulse, for they are determined by chits which you draw from a cup at the beginning of each turn and lay out in order. The first six impulse chits are flipped face up, so all players know what is coming for the first half of the turn; the other six are face down, and are flipped after you do the first six impulses. Some let you gather food or resources from your territories; some let you draw an Event chit, some let you move and fight with all your units. etc. There is also a diplomatic aspect to the game, and once you break an alliance, you may never ally with that nation for the rest of the game. You might make deals for territory, or trade food and resources. Food and resources are important--each space produces some of each, and you use them to build/maintain units and fortify cities, fight battles, and conduct sieges. You never know when you will get them, however; in a turn you might have a couple Resource and/or Harvest impulses, and end up quite wealthy. Conversely, you could have one or none, and use up your resources and food in campaigning and maintaining units. Units are of four types: phalanx (probably heavy infantry, really, in this era), infantry, militia, and chariots. A maximum of four units are allowed in one space; leaders (only Judah and Aramaia have these, including King David, of course) can increase this limit. Units are very slow, usually moving only one space at a time. Chariots can go two, but their combat effectiveness is reduced in hilly areas (quite a lot of those about). There's also the Jordan River, which can only be crossed at a ford, and the Sea of Galilee and the Dead Sea, which are impassible. Nice map, pretty colors. The counters, while clear and well done, are surprisingly bland for a Clash of Arms game, but then again not a lot of color to work with in the Bronze Age, I suppose. Combat is extremely bloody! There's a teeny battle board on the map. You spend a resource to fight, move your units to the Battle Board (and they have a nice Battle marker to put on the space so you remember where the fighting is--a welcome addition, as most games with battle boards tell you to use a coin or spare counter or something). Each unit may roll one Battle die--10 sider for the phalanxes and chariots (only if in open ground), 8 sider for the infantry and chariots in hilly ground, 6 sider for the militia. Roll the dice, add the combat ratings of your units. Each unit can absorb hits up to the kind of die they roll--e.g. a phalanx absorbs 10 hits, infantry 8. etc.--then are flipped over. Most units have two steps, some weak militia have only one. You can play chits like Ambush, etc., to influence combat. At the end of each round either side (starting with the defender? I forget) can decide to retreat. We had few battles like that, so most of ours ended up being fought to the death. Darin, for example, sent a nice sized (5 or 6 units w/leader) army to take a city in Edom. He won, but had one half-strength militia unit left. Sieges work a similar way--each city has a defense level from 1 to 3 or 4, and they roll that many 10 siders in defense. There's a Siege Works chit to reduce that defense value. Each power has sudden death victory conditions (usually take x number of cities beyond what you start with); otherwise the game ends after 7 turns. As an option, you can put Game End chits in the Impulse chit cup, starting on Turn 4, if memory serves. If one of those is drawn, the game ends. So we set up and had at it. I negotiated a treaty with my neighbor Aramaia, and tried to make a tripartite pact with Philistia, but the Philistines, Judah, and Moab all made common cause against us. Jason opened the ball by marching a strong force under his one leader down the east side of the Jordan, heading for Ammon. He found out quickly that Ammon was pretty strong, and fought a bloody battle there against Ammonite chariots. John, as Moab, advanced south into Edom and also tried to march north to assist the Ammonites. I helped my ally by playing a Bedouin raiders chit, sending raiders against Moab (though I rolled badly). John had to stop and deal with them. Meanwhile, Darin took Jerusalem and sent that aforementioned army into Edom, winning but getting cut to pieces in the process. I left a strong force on my southern border to watch the Philistines while I sent another army into a small neighboring territory whose name escapes me, stomping some militia, fighting and winning a big battle for one of their two cities. That city surrendered to me thanks to a Siege Works chit. It was a good thing I left an army behind, as Joe's Philistines made a run at my southermost city. My men beat back his charioteers with some loss. In a subsequent impulse, Jason sent some troops to help me; I used them to defeat another army defending their second city, but I was too weak to besiege it. Some more interesting happenings beyond the Jordan. John tried to paralyze the Edomites (under Jason's control) by playing a chit, but Jason responded with a Godly intervention chit to stop it. Darin, as Judah, played one to negate Jason's; I played mine to negate Darin's! Baal trumps Yahweh; time for King David to write another psalm. Anyway, John hit Edom with Royal Death, which had the same effect as the command paralysis thing. More Bedouin raiders also popped up, this time hitting Jason. By that point it was late, and we felt we had gotten a good taste of the game (and some of us had to get up, go to work, then fight another battle). So we picked it up, and had Darin demo his two VPG games for us. I'd definitely be up for another try at the game.