Thursday, April 25, 2024

Battleground: A Review w' One Hour Wargames #11

Miniatures? We don't need no stinkin' miniatures!
This will be a relief to some, heresy to others...

About 20 years ago, while at a convention, my little publishing company swapped our games [The Hell of Stalingrad, Fires of Midway CLICK] with the Your Move Games guys who were nearby. We got two decks of cards for Battleground Fantasy CLICKElves of Ravenwood and Orcs. And...they sat around in a box, until recently, when I pulled them out and decided I had to either give them a play, or get rid of them.  After a few months of "I'll get to that" I decided to check them out at BGG and see the reviews.  That was encouraging, so I finally gave them a playtest.  

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BLUF: These are a great idea, and give a great game of historicals or fantasy.  For a measly $20-40 you can have entire armies running around your tabletop with terrain, and it all packs into a small box / binder.  Perfect to transition your boardgame friends to open table games such as miniatures. They can easily pick up their own card decks, thrown down the paper terrain and you can have at it.  

While there is nothing novel in the mechanics or in the "take on things, either fantasy or historical" the game is well put-together and the mechanics so traditional that they are easily tweaked.  For example, there's no ZoC rule, but it would be easy to insert it if you want it.  

The rules reflect reduced effectiveness in combat in detail, with several factors coming into play, so one will be doing a fair amount of checking for modifiers, e.g. attacking a flank, fighting to the flank, etc, plus the use of the cards affects the values of attack and defense quite often. This is the main complicating and slowing factor of the game.  

The nice thing is that one can take a pass on using the Command Cards, and even the Command system in general, for a much faster game.  Again, it's easy to shape the game experience to how you want to play it given time and space constraints.

My only complaint is that there are no cards for generals and heroes [especially heroes for the fantasy set].  Altho the "effect" of generals is seen in the command system, it would have been appreciate to have some heroic elements, even if the card represented a hero and his bodyguard.  Also, the font size on the cards is a bit small, and it slows the game down a bit to read the cards - maybe not an issue for those who have 20/15...

While there are lots of aspects to game play, there is an element where the player who remembers the most will likely win: cards, command point use, modifiers, etc. This _may_  result in tactics taking a back stage to the game itself. IOW, flanking a unit may have less effect than using the right card at the right time. Some will like this more than others.

There's a sale going on at the new publisher, Rat Trap Games, so go buy at least a basic set and terrain!

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Lots has happened with Battleground since 2005 or so, including the release of numerous factions, terrain, campaign cards, and two historical sets: Alexander v. Persia and the Second Punic War. Also, YMG has been acquired by Rat Trap Games, who are responsive and have great customer service.

Official website of IP owner, Rat Trap Games: CLICK
Best all-around support page for the rules at BoardGame Geek: CLICK
I found the 2.2 Fantasy BG Rules as a 30-page pdf here: CLICK
I found the full 3.1 rules here, this is the most updated ruleset: CLICK

The rules come with a 1-page Quick Start rules that can make it easier to demo in a very structured scenario, but may fall apart if players want to be cagey [i.e. you'd then have to refer to the main rules, anyway].

First, I ran a playtest with the quick-start rules, which use only the most basic bare-bones of movement and combat [fine with me...]. This was Second Punic War, so Rome v. Carthage. Working with the stat lines wasn't bad - every attack, you need to subtract the defender's values from the attackers, then roll lower than the difference. Typically, you need a 3-4 to hit, then a 3-4 to wound. Depending on the stats, you can get into some other numbers, e.g. hitting on a 5 or less, but only wounding on a 1-2.

Below, the Carthaginians eventually destroyed the Roman cavalry and ended up fighting the Triarii, who are pretty tough. There's no Zone of Control, so maneuvering is pretty free, potentially, but more limited in the full game with the Order rules. This took under an hour, even with looking up a few things and getting familiar with the cards.

In short, the Quick-Start rules make for good demos and introduction to the game.  The next step is to start using the modifiers on the Quick-Reference Cards [QRC], and any special rules on the unit cards themselves.  This enhances the tactical aspect of the game but only adds a little complexity.

For the larger playtest, I picked two pre-made 1500 point armies for Orcs and Ravenwood Elves, right off their unique faction cards. I figured, the designers should know what will be a good matchup, right?

Scenario # Surprise Attack. Whoever owns the crossroads Turn 15 wins. The road and woods are typical, the bear fur thing is a bog and impassible.
Altho the units move a bit slower than in OHW, I figured I'd just see how things went and if necessary would make it Turn 20 if there wasn't a clear winner. Often, in the RAW OHW, victory is clear much earlier than Turn 15, anyway.

Holding the gap, two units of Ravenwood Elves: Archers and Spears.
Turn 3 Reinforcements: Bearkin and actual Bears.
Turn 9 Reinforcements, Stag Cavalry and Sword elves.

Orcs: Heading up the center, two heavy units of orcs and trolls.

Going to go around, Goblins and more Goblins! Wolfriders, Crazed, Raiders, Bows.

Each deck Comes with a QRS card, and explains a special ability of the faction.

Heading up the middle, the Orcs push ahead fast as they can, Lashing units to go a bit faster [A unit may be whipped to move one MC Movement Category higher].
Goblin bows shoot, get three net hits.
But only one Wound. 

Elves draw three cards with their Command Points.
Their special ability is to be able to guarantee a hit with a unit, basically.

Elves play "Force" card and manage two wounds on the Trolls.

Orc Turn 2, they keep pouring onto the board, using "Lash" to keep the units moving as quick as possible, trying to beat the Elf reinforcement schedule. This produces interesting tension, as the defender - not needing to move quickly - can spend Command Points to collect cards and improve fighting ability. The attacker has to carefully weigh the benefits of enhancing fighting ability v. moving quickly to enhance chance of achieving the victory conditions. So, plenty of player decisions to make at the highest level, and they will matter.


Using Spirit Guidance and some good rolls, the archers  inflict two more Hits on the menacing Trolls as they lumber forwards - they heal one hit a turn, so you need to keep at them!

Goblins bows inflict another Wound on the Elf archers who then have to check morale as they used all Green boxes - they pass pretty easily.

Elves return the favor, and the Goblins fail morale and are Disordered.

In combat, the trolls rout the spearmen, who rolled pretty badly for morale, a '15'.


But the Elvish swords aren't done yet!  They need to keep the Trolls fixed in the narrow roadway pass to delay them, even if it means they die - they lose their yellow boxes, and are now looking at just two red hits left - they roll a '9' and pass morale.
Thanks to the use of cards, they also manage to get the trolls into the red - they have no yellow boxes - and they have to check and fail, routing from melee.

Meanwhile, the flanking force has arrived, and the wolves are dancing with the bears, and getting the worst of it. Use of cards is helping both sides a little bit.

Meanwhile, the trolls are rallied [rallying is too easy in my opinion - no roll, just spend command points. I'd prefer a morale check to pass] and press on.

Despite being flanked, Bears are still smacking Goblins around...Wolfriders are destroyed, and only the Crazed Goblins are still in the fight!

Orcs get stuck in, and are good "heavy" units. They beat up the Archers who pass morale with a great roll. The trolls are weakened and having trouble hitting.

Generally, the elves are outclassed by the orcish center, and they continue to Rout them, looking to make more headway towards the objective. It is the Elves priority to prevent this from happening, of course.

Bears blow a pretty easy morale roll when they go green to yellow, stop at table edge [will leave next turn if not rallied]. Still, destroyed the Crazed Goblins...

Overview of situation at Turn 9 end. Trolls and Goblin Raiders threaten the crossroads - but Stag cavalry is on the way, and the Bears WILL rally...
Orcs are pushing ahead with all they have, but Bearkin are wearing them down.

Using maximum effort, Trolls nearly get onto the crossroads, supported by a pretty tough Orc unit. They other orc unit fails to rout the Bearkin, who roll great.

Goblins are barely hanging on, being outclassed by the Bares, erhm, Bears.


With the demise of the Goblin Raiders, the Bears end up fighting the orcs, right at the crossroads. Despite using a card, the orcs miss completely as do the bears.  This is a possibility of the mechanics if you roll badly - no effect.

Everyone getting stuck in at the objective. Bears rout again, but elf infantry is pinning some orcs down, while the remnants of the Ravenwood force surround the trolls to - finally - finish them off.


Using cards, and great rolls, lots of damage done at the objective.

...and BOTH orc and elf rout from melee [this is another aspect of the mechanics - as combat and results are simultaneous, it is possible for both to Rout].

Bears and Stag cavalry take on the orcs. All are on their last few hits. Stag Cavalry roll hot and wipe out the last orc unit on Turn 15. Decisive Elf win!

Final hands - Elves burned lots of cards, orcs had a few left, mostly because they either didn't fit the situation or I forgot to burn them turns 14-15.

Casualties on both sides were heavy.  Orcs were wiped out, Elves barely had two units left at the end. Definitely a hard-fought fight!

Overall, I liked the system altho it is a bit detailed for my taste. There are plenty of rule options, and lots of "splicing the mechanic" for partial benefits / penalties. This requires lots of head work to keep on top of the various modifiers and maneuver options, plus cards, command points, etc. Overall, a very tradition 1980s-1990s type of rule set, with a "More mechanics is MORE" philosophy.

As stated above, one can easily drop lots of the detailed options, and play at a simpler level, e.g. eliminating command points / cards / orders. This will speed up the game. Playing with the "Quick-Start Rules" is even easier.  

My choice would be to streamline things a bit, eliminating some of the special rules and multiple-choice mechanics to concentrate on bigger options that have more impact.

CARDS: they affect game length, and can also cancel out.
Game length can get long if you are using the cards. If one side is working hard to stay in the fight [defensive Blue cards] while the other is working hard to destroy the enemy [offensive Red cards] the net effect over a few turns is mainly to slow things down as the cards cancel out.  

Sure, the cards are random, so there are definitely times when you lack cards you prefer. However, a skillful player should be able to save cards that they will need in the future without much trouble. Then they will get burned as you engage in heavy combat. They add an element of skill in game play and planning, so YMMV.

The two factions were great, each having plenty of flavor in very traditional Tolkein / D&D way. If you grew up in the heyday of those genres, you will definitely feel completely at home with the flavor of the Ravenwood Elves and the Orcs.

Again, there is very little truly original material in this game system. It is full of tried and true mechanics that most gamers will have seen repeatedly in historical games. The main draw is that the game is super-portable and can be played at multiple complexity levels for different types of players. It is also a perfect crossover game for your board-game bound friends, introducing them to miniatures gaming at very little cost. Like many card games, this is a complete game you can carry along with you to any boardgame event and throw it on the table quickly. I recommend getting the terrain pack as well, which adds to the visuals and tactical options.

Can't see how one can go wrong with this game - it deserves a lot more audience and a lot more play, go get yours today as there's a sale at Rat Trap productions!

Next Post: Battleground Historicals with One-Hour Wargames!

Monday, April 8, 2024

ME SBG - Moria Goblins are everywhere!

This Troll Should Be a Weeble-Wobble...
...then he'd wobble but not fall down!

So, went at it again in December - I forgot to finish this post - met up with Ryan K at Palladium Games, always a nice venue. This time pitting my Moria Goblin Horde against a pretty stacked competitive Rohan list. A largely mounted force is probably the toughest opponent for a mass of bad infantry, but some scenarios might make it work. Of course, other scenarios might make it worse. 

My Goblin horde at present doesn't have any fast-moving figures, altho I've since purchased some options, including wargs, spiders and a Dweller in the Dark, aka the mini-balrog.  Skillful use of terrain also sometimes help. Skillful use of goblin speed-bumps can also help, but ends with some attrition, of course. Not that we're concerned about casualties, mind you...

Ryan has a lovely Rohan army, with very interesting bases built up out of corrugated cardboard and perhaps some cork-like stuff. I should have taken a few pics of his army. Of course, this is an important part of the game, and playing against good visuals is always a plus.

We through some terrain down, discussed options that have opposing values - generally, mounted don't like / want Difficult Terrain or Obstacles, and infantry-heavy armies are fine with it. Plus my Goblins have the climbing bonus. With this figured out, we then chose scenario #4 "Destroy the Supplies" in the MRB, since neither of us had ever played it.

Each side needs to overrun and then roll to destroy a supply point of the enemy's, each has three evenly spaced out. Not having proper markers [which I'm now working on] we used some red/white "Battleshock" markers from another game.

The scenario posed an interesting challenge - on the one hand, the high speed of Rohan should enable them to overrun markers pretty easily. On the other hand, I have a lot more bodies and could theoretically space myself out, and lurk in Difficult Terrain, harassing Rohan with shots, magic, etc. 

Who will be the victor? Stay tuned and see, Dear Viewer!

After a few turns, the fight is thick and bloody in the center:
I commit the Cave Troll with some support from the wee folk.

Center-right, skillful use of terrain is keeping my goblins alive and in the fight. A few Rohirrim have been killed by bows.

Table right, my Goblins hold out on a hilltop that has one supply point on it. "Come and take it!" they screech...

Table left, the Rohirrim are balked at the terrain, and trading shots with Goblins who are in woods. In the distance is a Rohan supply marker - who will go get it?  Any volunteers??
A bold Rohirrim contests one marker against a goblin.

Eventually, using Might and stacked special abilities, the Rohirrim leadership get the breaks they need to surround the most dangerous Goblin opponents, like the Cave Troll.
King Durburz goes down [above] and then Big Ugly [below].

The drummers do what they can to slow down the unfolding disaster, but another goblin Captain does down.

My unpainted Cave Troll breaks out of cover to beat on some Royal Guard and mounted Rohirrim. Does kill a few. In the background, some goblins are sneaking along the edge of the building to destroy a supply point - I forgot and waited too long to do this... goblins are easily distracted.

"Rohan hero falls to lowly spearman...news at 11"!
I think it was Theodred...if so, he was doomed to die!

Shaman puts the "ZZAaap!" on a Royal Guard, immobilizing him.
A lowly goblin withstands a charge from mounted Rohirrim!

In the end, despite lots of heroics, the goblins were unable to handle the superior mobility and heroics of the Rohan force. They also lost a couple of supply points, and failed to make it to and destroy any Rohan ones. Again, very easy for Rohan to block these attempts unless they are surrounded or there is terrain for the goblins to sneak around in.

Overall, a tense game and a tough challenge for the goblins. They definitely need some mobility options, and I am really liking the wargs as cheap anti-mounted units. They are mobile, and sometimes that is all you need to achieve a tactical edge.

Good game, Ryan was helpful [had to loan me dice as I forgot mine] and altho we both forgot some rules here and there, together we managed to muddle through. 

Looking forward to a re-match!

Friday, November 17, 2023

Battle Games In Middle Earth #1

Never heard of it...there's more to discover all the time!


Found out about this magazine on line, and after a bit of effort, managed to get more info.  Each mag had some figs, "history" of ME, painting guides, and a scenario.  And it is the scenario that is of most interest here.  Altho I can definitely recommend working your way through this series if you are a new table top gamer, or want to introduce it to a new gamer who is also finding their way with the hobby aspects: painting figs, making terrain, etc.

For #1, the scenario pits a simplified Aragorn [no Might, Will or Fate] against 12 Moria Goblins.  Goal is for Aragorn to kill all the Goblins or exit the board on the opposite side.  There were no guidelines for terrain, so I picked 1 / square foot.
Aragorn will start at bottom, and most exit at the top.  The Goblins deploy at center board North, West and East.

To make it interesting, I roll a d8 and use the straight value as well as the direction the triangle points to move the terrain piece.  This results in some randomizing of the terrain.
The board now looks like the below:

Below, Aragorn charges forward against the hideous goblins!

In the first few tries, I can't manage to keep Aragorn from getting whacked.  Without Might, Will and Fate, he's just a 3 attack model with Strength 4; a superior Captain Hero.
There's just too many Goblins, or I'm not playing him well.  Or I'm playing the Goblins too well!

Below, I decide to try the scenario with the straight rules - I need the practice and it is always a good idea to get better acquainted with high-level hero capabilities. The Goblins close in as Aragorn cuts left. Two Goblins take shots and miss.
While he's outrunning four, the other eight close in...one bow shot hits, passes the obstructing brush and fails to wound on a '2' [needs a '6']. Aragorn forges ahead...

Turn 3, Goblins win Priority and form a cordon to restrict Aragorn's ability to counter-move freely.
He still has enough move to go lateral, making next turn's priority crucial to him dodging them.

Turn 4, Aragorn wins Priority and dodges outlying goblins!
They race to catch up on their Move, but can only get a few models into Contact.
>>Aragorn storms forward!

Aragorn spends his free point of Might on Heroic Combat, wins the Dual roll...
...and easily kills the two goblins in Contact!
He moves into Contact with two more...
...wins again......and kills the spearman to open up some space.

Turn 5, Aragorn loses Priority but declares a Heroic Move with his free point of Might!
He dashes 6" to the board edge, and is successfully chased by only one Goblin - but can this lone little creep stop him??
Almost!  Despite rolling a '6', Aragorn ties him and win on the tie!
He then kills him twice over.

But, let's consider this - even if Aragorn had rolled triple 1's...
He could've spent 3 points of Might and killed him anyway. Cuz he's a Mighty Hero worth dozens of Moria Goblins.

Aragorn can't be stopped - he has a free point of Might and will move off board Heroically if he loses Priority, which he does, 6-3.

So, yeah, Aragorn with his full abilities is way too much for 12 Moria Goblins to handle.  I tried it a few more times with 16 goblins, which does help a bit to build up "layers" of defending goblins for Aragorn to break through.

This skirmish scenario is interesting, of the "break through the Ambush" type. At 60 points, what does the exiting side need in points to break through and get off the board?  If they have multiple models, how many need to exit to count it as a win?  

There's an interesting challenge of using the archers to try and get a few shots in as the defender moves across the board, and then a blocking force to hold them while the archers close in and encircle them.  But it's not as easy as it looks. 

The 2' square board also keeps action fast and furious.

Certainly worth a few more plays, trying alternative forces... I used some of my Moria dwarves and they provided a much more even playing field. With them, a captain had to get off the board, sort of a VIP escort scenario. That was pretty even-up, and the goblins playing with points usually had close to double the numbers, which meant a hard fight at some point.

Overall, a fun little puzzle, the shortest iteration took all of 6 minutes to play, and I can't complain about that!