Tuesday, January 05, 2010

City State Warfare

For the next game in my collection, we come to City State Warfare. I believe I got this game in the early '90s when I was living in Springfield and attending Missouri State University (not that it was called that at the time, of course). The game is a pretty generic tactical combat system for medieval style fighting. I say that because the average units in the game are footmen, bowmen, and mounted knights. All your standard medieval fare. The game also includes fantasy units, such as goblins and elves, but that is more for flavor and to expand the appeal of the game, as those units are treated the same by the game rules as the regular historical human units.

The game system itself is pretty generic, and doesn't hold up well to modern designs. Each counter represents living things, so a footman unit represents 20 men, while a mounted units represents 10 riders and 10 horses. Each hex on the map (two of which are included with the game) represents 60 feet. On your turn, you can move your units around the map up to their Movement Factor. You want to get your units next to enemy units so they can fight, but only when you outnumber them, so the odds are in your favor. The way to do this is by stacking your units as tight as possible in a few hexes, up to the stacking limit (3 mounted units, or 6 foot units, or combinations thereof). This allows you to attack with more punch, as you total up the Melee Factors of all attacking units when making an attack roll.

Attack rolls are made by rolling a six-sided die and referencing the Combat Results Table. First you find the Defense Class of the unit, and you find the row for your die roll. Then you slide over to the right to find your total Factors Attacking rating, and then you see how many enemy units you eliminated (none, one, two, or three). It is pretty basic, but it gets the job done. Maneuver actually becomes pretty important with this system, which I like, as just charging head-on is a good way to get dead unless your units are way better quality than their targets.

The game comes with 10 historical scenarios for you to fight it out with your friends. There are all right, and seem relatively balanced (usually through each side having different victory conditions). However, the meat of the game is in something else. See, the game was published by Judges Guild, which made a lot of adventures and supplements for fantasy role-playing games. In fact, this game says right up front on the first page of the rules that it was designed to allow RPG players to play out any battles that might occur during a RPG campaign. Hence the fantasy units, but hence some other aspects of the game.

First, each side will have one or more leaders. In historical scenarios these represent actual military commanders, but in a fantasy game they can represent player characters, thus allowing players to have their individual characters affect the battle directly. There are also detailed rules for how you can go about building up your own army through hiring mercenaries or even forming a goon squad to force the local peasants into your armed forces (just don't expect high morale in those units if you do that!), as well as how to design your own game units to reflect whatever oddball collection of troops you come up with.

As befits a game with campaign play in mind, there are also tables to determine how many of your people actually died in each unit lost, as realistically people don't fight to the last man in all situations, and having a unit "eliminated" could just mean that a few people got stabbed and the rest freaked and ran away, only to slink back to camp a week later. In the same way, eliminated leaders almost never actually die, but they can get maimed, or captured and ransomed back, or captured and then escape while stealing enemy treasure, etc. Lots of different things can happen. There is even a random mission generation table if you just want to come up with a random reason for a battle, though I don't think it works very well, and was most likely a late addition to fill up page count.

Overall, this game could use some work to bring some of its game mechanics into line with modern design principles, but the underlying system works decently enough. That said, it doesn't need a lot of work, and designing your own units is fun. Heck, I once wrote an entire campaign system just to let me fight out a bunch of battles with this game, and have had a lot of fun with it over the years. Definitely a keeper.

Greetings From Not Detroit

I was supposed to fly to Detroit yesterday, in order to start a new project. Didn't happen, due to my 102 degree fever and flu-like symptoms. Yes, I have come down with something for the third time this season. No idea what that is about, I thought I was being pretty healthy. Oh, well. The last time I had the flu it took a good three days to take care of, so I will probably be back to full function by Thursday. I don't think I'm making it to Detroit this week, though.

Saturday, January 02, 2010

The End of the Decade Makes People Reflect...

...on anime. At least, if you write for the website Anime Dream, you reflect on anime. Not that 2010 is really the start of a new decade, but let's not get into the math right now. As a staff writer for Anime Dream, I was asked to do a brief write-up of my favorite shows from the aughts. You can find them here. If you are interested in what the other staff writers thought, you can find links to all of the entries here.

Tuesday, December 29, 2009

Loot Check

So, what did you get for Christmas? I got some board games, and some new types of tea, and a couple books, and some clothes, and a bread pan (which really needs to get some lovin'), and I don't even remember all of it right now. Christmas was memorable by my Mom's dog, Sam, getting two bags of treats, which drove him so insane he started trying to eat everything in site, like styrofoam packing peanuts. Seriously, that dog is stupid sometimes.

However, today I got myself my own big Christmas present, a brand new 64 gig iPod Touch. I've already forgotten how I ever lived without it. I had not looked at portable media devices in over 3 years, since I got my iPod nano in 2006. Modern devices sure do a lot more, don't they? I am looking forward to experiencing Song Summoner, a game where you use the songs on your iPod to create characters that you use to fight the bad guys. I have no idea how that algorithm works, but it should be interesting trying to figure it all out and see what songs create the best fighters.

Sunday, December 20, 2009

Movie Time

With my time off from work for the holidays, I decided that I would watch one movie a day. I don't really watch many movies, so this is my way of forcing myself to engage in some popular culture. Maybe not American culture, per se, but culture none the less.

I'm on day three of my little adventure, and it has been interesting so far. The first movie I saw was Samaritan Girl, a Korean film about high school girls doing bad things and reaping what they sow. Or something like that. It was very odd. In fact, this is the third Korean movie I have ever seen, and "that was very odd" was my immediate reaction to all of them. That is probably enough to establish a theme, so no more Korean movies for me.

Yesterday and today were animated films. Yesterday was the classic Disney film Sleeping Beauty (I just love the art direction in that film), and today I watched Macross II. I thought I was watching a movie, as that is what Netflix said it was going to be, but it ended up being all six episodes of the video series streamed as one file. I have to admit, I was pretty impressed with the Netflix direct video feed; it looked quite good on my computer. Macross II is just as awesome and ridiculous as the original, except in six episodes instead of 39. And, yes, they still stop the aliens by singing. So ridiculous.

I'm not sure what tomorrow will bring, but I think Tuesday will be my day to go check out Ninja Assassin in the theaters. Hopefully it will be as ridiculously awesome as I have been told.