I really like about abstract strategic games.
As Scott has said the vertical map and sensitive control clicks means the VASSAL module does need a little more work
but nothing irredemable IMO
I get the British on DR taking the English, win the neutral leader DR taking Jacob in Flanders, and win initiative on a 5-5 tie
meaning I have 9 Actions and Scott 8. I bounce down through Britany to Aquataine winning the battle in Britanny while Scott claims
Flanders and gets Chamagne with the king. VP's are tied at 5-5 leaving the track on 0. The high number of actions means we both have to
flypaper pass for the last 3 actions or so
No Deaths in turn and scott wind initiatiive on a tied 1-1 DR. Leaving only 3 actions to 2
I consolidate in Brtianny and England while Scott gets Luxembourg and Scotland to go 2VP in Front
With only Minor leader death I manage to roll through Normandy trapping the French King there and scuessfully seige IL-de-France
while freeing Scotland as well. After ransoming to Free Louis (Giving up Flanders temporarily we get a 9 point swing puting me
7 ahead) and the French in a perilous situation. Sadly this is where we end the game as Scott finds both the implementation of
the game and the whole feel of the game not a fit for him.
I think the VASSAL module map orientation does present an issue, but
remember MMP were not necessarily heavily involved with the design of this.
Having played the game three times now, (Twice with Daryl Luncy with one blow
out game and one that went all the way to the end) I have a fair idea of the things
I like and don't like.
The leader death add a volatility and lack of control which control freak ASL'rs like
myself find most irritating but there are some contingencies. The interactive naure
of the turn means that yes it is not a PBEM game but the interaction and planning
actually make it very akin to 2-player diplomacy, chess or and PoG with pinning, timing,
sequencing, phasing all being important. This I like
The combat mechanics are simple and fun I think perhaps there is an opportunity to build
this out a little with two ranks as per the mechanics of "Seven Ages" in this way flanking,
penetrating lines and differential effects of knights, longbowmen, and gunners could be incorporated.
The thing I like most is the historical feel, though as Scott mentioned during the game matching
up the shields ion the regions with those on the leaders to find where "home" is is hard work
I can see why the game is not everyone's cup of tea but I really like the historical flavour
and abstract planning.
I would not play the game for kidneys because of the volatility but I would play it for a large cup of mulled
wine and a huge headache as I tried to outwit perfidious Albion.