Warhorse Simulations

Automated Card Tracking System: Home

For the People: JvE3 Journal

Number of entries per page:
  Sort order:
Most recent entries first
Oldest entries first

Filter on: (filter will search Player, Title, and Entry)

View elapsed game time

Next 100 entries

Entry # Time Turn Player Title Entry
76 12/28/2018 10:06:00 PM Master ID = 21428 Game Deleted
75 12/24/2018 10:27:00 PM Summer 1861 Union Message same to you, Eric!
74 12/24/2018 10:26:00 PM Summer 1861 Confederate Message Merry Christmas Josh. All the best for the New Year to come.
73 12/21/2018 11:57:00 PM Summer 1861 Confederate Message That is why I originally rejected the bad luck theory. But then I watched James Pei get his ass handed to him in round 1 by a nobody that got the luck.

I respect you have more experience and time with the game. I'm not questioning that. Nor am I trying to pretend that some of my moves have been the best.

However, the game involves three compounding "luck" factors. The number of 1's, 2's and 3's one draws and when, which 1's, 2's and 3's one draws and when, the weight of cards drawn in relation to the other player, then the dice. That's a lot of random that impacts the game and the players have NO control over whatsoever. About three times more random than your average wargame.

Consider our last game when I was the Union. You raided through HF to Philli and I lost a third of my reinforcements. Ultimately it resulted the following turn in game over. Had Mac rolled a 1-2 on the intercept it wouldn't have happened. Instead of hitting 2 @ HF defending @ +2, you'd have run into 5 @ +6 likely costing both of us 3 SP's and ending your movement. No raid and 6 extra Union reinforcements. That's a pretty damn big die roll that ultimately decided the outcome of the game. Against a Union that had drawn as many 1's as everything else put together.

Hence why I feel that an even game would be great fun. You'd still likely outplay me, but that'd be my fault entirely rather than being hamstrung by disproportionate card draws. But we've played 4 times, and I've played another 4 games, and I've yet to see anything come close. Always one side (not always me surprisingly) has got a far shorter end of the stick and have subsequently lost.

I'd suggest it is why CDG's since FtP invented the mechanic all have luck mitigating mechanics added in. "Clash of Monarch's" for example gives each player their own deck. Draw well one turn means you'll draw weak later. "Twilight Struggle" allows the opponent some ability to activate their event if you play it. And so on. Nothing evens up FtP.
72 12/21/2018 10:03:00 PM Summer 1861 Union Message I will say that your luck has been pretty bad in our games. This game is also very chaotic, and at times counter-intuitive with how swingy one activation can be. I don't agree that luck plays as great a role as you believe it does (it does swing the game occasionally as in any game with dice and cards), but if you look at how one guy wins the WBC tournament just about every single year, you have to believe that skill and knowledge of the game play the greatest part in deciding the outcome.
71 12/21/2018 4:55:00 PM Summer 1861 Confederate Message auto 1/1 Beau n2

would stop there. Needed to get through the medium battles only losing 1. If AoP didn't intercept into Gordonsville then Beau with (eventually) 1 could've got to Manassas. That might've made the Fall worth playing. AoP cut off and down to 3, no more PC's in VA, the 2 leaders struggling to help and the AoNV back to 8. "If" the Union drew poorly the whole situation in the East probably could've been stabilised.

But it always comes down to luck. Luck of the cards, luck of which cards and when, luck of the dice. Imo, the luck compounds in this game. It only has to lean one way or the other for profound effect. If it stacks one way or the other not even the highest ranked player in the World can withstand it....

I can only imagine that a game of FtP where the luck of the cards and dice was evenly shared would be very intense and exciting. Alas, it seems to be the exception. I was hoping to see how the Union could hold the Rebs at bay for the first 2 years. My puzzle. The answer seems to be "draw better cards", or "hope the Rebs draw lots of 1's."

I wish I could love this game rather than be so disenchanted by it.
70 12/21/2018 4:32:00 PM Summer 1861 Confederate Message Banks TT
m4 Lynch
69 12/21/2018 4:30:00 PM Summer 1861 Confederate Die roll request Request: 6-sided die x 2

6
3


Message from Confederate:
Small battle 4 vs 1

CSA +6
USA +2
68 12/21/2018 4:29:00 PM Summer 1861 Confederate Message ...and that's my luck. Lose 2

m3 ACH
67 12/21/2018 4:28:00 PM Summer 1861 Confederate Die roll request Request: 6-sided die x 2

4
5


Message from Confederate:
Med battle 6 vs 1

CSA +7
USA +2
66 12/21/2018 4:27:00 PM Summer 1861 Confederate Play Strategy card as Operations #100: 3 / Shiloh
Confederate Player may move 5 SPs using Strategic Movement (rail connections only) to the same space with a Confederate General who is then activated and must attempt to enter a space with at least one or more Union SPs or fort. If a general casualty occurs in a battle caused by this card, the Commanding General is eligible, this is an exception to the rules. See 4.5.

Message from Confederate:
The Hail Mary that needs some luck. I had hoped to concentrate before your bombardment.

Beau with 6 from Richmond (AoNV n1)
m1-2 Burkeville
65 12/20/2018 8:25:00 PM Summer 1861 Confederate Message Unfortunately no vassal module. I'll have to let you know how it plays.
64 12/20/2018 11:42:00 AM Summer 1861 Union Message Never played that one, but I am curious.
63 12/20/2018 3:01:00 AM Summer 1861 Confederate Message Yet to play a single game where the Union gets a proportionate deal. It is little wonder most games finish in half the time the actual war took. What a red flag that is! It isn't so much a card "driven" game. More a card "determined" game, with dice! Less luck and more strategy involved playing poker.

I could go clear Weldon and open up supply again but it will only be yet another one way exercise in masochism. I can't be bothered. Time to play the US Civil War by Simonitch.
62 12/20/2018 2:06:00 AM Summer 1861 Union Message now if I could draw like that against nick...
61 12/20/2018 1:55:00 AM Summer 1861 Confederate Message 6 x 3 cards (7 if you count the 3 PC event) and a discard out of 9? Bit rich for me.


60 12/20/2018 1:22:00 AM Summer 1861 Union Play Strategy card as Event #99: 3 / Minor Campaign
Conduct up to two moves or conduct one special army-size naval move. No SP, general, or army marker may be moved twice with the same campaign card. You must move a different force each move.

Message from Union:
1st move: Banks alon3
m1-2 Clupeper, pick up 1
m3-4 AoP, pick up 3, n4
m5 Gordonsville, drop 1
m6 Charlottesville, drop 1
m7 Lynchburg, drop 1
m8 ACH with 1

second, pope with 6, aop n5
m1-5 Burkeville, drop 1
m6 Danville, drop 1
m7 Clarksville, drop 1
m8 attack Weldon 3-1, OOS, auto 1/1
n2 in Weldon
59 12/19/2018 11:38:00 PM Summer 1861 Confederate Message sw 103+ -3, -3 = 97-
58 12/19/2018 11:37:00 PM Summer 1861 Confederate Play Strategy card as Event #80: 1 / Southern Religious Revival
Confederate player immediately receives three SPs in a single space, and loses three SW points. SPs must be placed in a friendly controlled space (including Pro-Union spaces) with a LOC free of Union SPs.

Message from Confederate:
Memphis n4
57 12/19/2018 9:37:00 PM Summer 1861 Union Message drop 1 Nashville, and drop Rosey
m7 Bowling Green, drop 1
m8 Clarksville with 1
56 12/19/2018 9:37:00 PM Summer 1861 Union Message 1/1, but I may continue with 3
55 12/19/2018 9:36:00 PM Summer 1861 Union Die roll request Request: 6-sided die x 2

1
6


Message from Union:
US +3
CS +0
54 12/19/2018 9:36:00 PM Summer 1861 Union Play Strategy card as Operations #101: 3 / Chickamauga
Confederate Player may move 5 SPs using Strategic Movement (rail connections only) to the same space with a Confederate General who is then activated and must attempt to enter a space with at least one or more Union SPs or fort. If a general casualty occurs in a battle caused by this card, the Commanding General is eligible, this is an exception to the rules. See 4.5.

Message from Union:
Burnside with 2
m1 Vincennes, pick up 2
m2 Bloomington, pick up 2 and Rosey
m3 Louisville, drop 1
m4 Lebanon, drop 1
m5 Bowling Green
m6 attack Nashville with 4...I will roll
53 12/19/2018 3:35:00 PM Summer 1861 Confederate Play Strategy card as Event #118: 3 / Mexican Supply Line
Confederate player receives 2 SP in any friendly controlled Texas space (both SPs placed in the same space). The space does not need a LOC. The space may not contain Union SPs or forts. If no eligible space exists the SPs are lost.

Message from Confederate:
Marshall TX n2
52 12/19/2018 12:21:00 PM Summer 1861 Union Play Strategy card as Event #10: 3 / Dorothea Dix
Union immediately receives three SPs. Place in the Union Capital or in any space (friendly or not) that contains a Union army with a LOC.

Message from Union:
AoP n13
51 12/19/2018 3:57:00 AM Summer 1861 Confederate Play Strategy card as Operations #51: 1 / Confederate Torpedoes
Confederate receives three torpedo counters. Must be placed in a friendly controlled port, and no more than one per space. Torpedoes provide a -1 DRM against Running the Guns and a +1 DRM against amphibious assaults.

Message from Confederate:
PC Paducah
50 12/19/2018 2:33:00 AM Summer 1861 Union Play Strategy card as Operations #19: 1 / Belmont
Either player may move up to two infantry SPs from the same space as if led by a General. This move is a Corps move and may enter enemy controlled spaces because the SPs are moving as if they are led by a general.

Message from Union:
Fort Hanover
49 12/19/2018 2:07:00 AM Summer 1861 Confederate Play Strategy card as Operations #11: 2 / Nathaniel Lyon
Union places or flips three PC markers in Missouri. The spaces may not contain Confederate SPs or forts.

Message from Confederate:
AoNV under AJ
48 12/19/2018 2:06:00 AM Summer 1861 Confederate Message 4*/5 CSA victory

AoP n10 in Hannover
Richmond n7

SW USA -5 to 95-
CSA +3 to 103+
47 12/19/2018 2:01:00 AM Summer 1861 Confederate Die roll request Request: 6-sided die x 2

4
6


Message from Confederate:
Large Battle

USA +3
CSA +3

drum roll.....
46 12/19/2018 1:38:00 AM Summer 1861 Union Message m4 PC Hanover
m5 attack Richmond, large battle baby!!

should be US+3, CS+3
45 12/19/2018 1:19:00 AM Summer 1861 Confederate Message I am!!!!
44 12/19/2018 1:19:00 AM Summer 1861 Confederate Message Are you in shock I jagged a roll? :)
43 12/19/2018 1:06:00 AM Summer 1861 Confederate Message Richmond n11
42 12/19/2018 1:05:00 AM Summer 1861 Confederate Die roll request Request: 6-sided die x 1

3


Message from Confederate:
attempt withdrawal
41 12/19/2018 12:54:00 AM Summer 1861 Union Play Strategy card as Operations #12: 3 / Cabinet Intrigue
Union SW reduced by three.

Message from Union:
AoP all 15
m1-2 Fred, PC
m3 attack Hanover
react/resolve?
40 12/19/2018 12:48:00 AM Summer 1861 Confederate Message Union first up
39 12/19/2018 12:47:00 AM Summer 1861 Confederate Draw Strategy cards 5 cards drawn.

38 12/19/2018 12:47:00 AM Spring 1861 Confederate Message Strat moves all to Richmond n8

1 Tuscumbia
1 Corinth
2 Columbus Ga
1 Marion
1 Mobile
1 Savanah

Generals:

Stuart to Hanover
Others to Richmond
37 12/19/2018 12:42:00 AM Summer 1861 Union Draw Strategy cards 5 cards drawn.

36 12/19/2018 12:41:00 AM Spring 1861 Union End Turn
35 12/19/2018 12:41:00 AM Spring 1861 Union Message that's burnside to Salem
Rosecrans to Bloomington
Buell to Pittsburgh
Banks and McClellan to DC
Pope and Halleck to AoP
34 12/19/2018 12:39:00 AM Spring 1861 Union Die roll request Request: 999-sided die x 7

331
580
675
301
378
219
667


Message from Union:
from high to low
1 to Salem
1 to Bloomington
1 to Pittsburgh
2 to DC
2 to AoP

rolling in alpha order

33 12/19/2018 12:39:00 AM Spring 1861 Union Message to AoP
Springfield
Columbus
Indianapolis
1 from St. Louis (1)
3 from Cincinnati
6 from DC
AoP n15
1 from DC to Baltimore
DC n2
32 12/19/2018 12:26:00 AM Spring 1861 Confederate Message EG now Columbus GA n2
WG now Sabine TX

1 in Baldwin now 1 in Ft Gad
1 in Sabine TX now Ft StP/J
31 12/19/2018 12:15:00 AM Spring 1861 Union Message you'd have to use the FL/LA state reinforcements to do those, this should only change things slightly as most of those guys will rail somewhere
30 12/19/2018 12:14:00 AM Spring 1861 Union Message technically the blockade runners can't come directly into the forts I believe
29 12/19/2018 12:13:00 AM Spring 1861 Union Message ah, you caught it too, since you failed anyway, I'll take the one less PC
28 12/19/2018 12:13:00 AM Spring 1861 Confederate Message NA Wilmington
SA Savanah
EG Ft Gadson
WG Ft Phil/J

1 Hanover VA n3
1 Weldon NC
1 Marion SC
1 Columbus GA
1 Baldwin FL
1 Dover TN n2
1 Sabine TX
1 Corinth MS
1 Tuscumbia AL
27 12/19/2018 12:10:00 AM Spring 1861 Confederate Message ok roger that
26 12/19/2018 12:09:00 AM Spring 1861 Union Message I realized Beau could have intercepted, so instead, drop 1 in Clupeper and move with 2 back to Manssas
so no PC in Wilderness
25 12/19/2018 12:08:00 AM Spring 1861 Confederate Die roll request Request: 6-sided die x 1

5


Message from Confederate:
intercept hanover to wilderness
24 12/19/2018 12:07:00 AM Spring 1861 Union Message HOLD
23 12/19/2018 12:07:00 AM Spring 1861 Union Message USA PC Winchester, Clupeper, Wilderness, Manassas

no attrition

done

DC +8, n9
Cairo +1, n2
Salem +2
Jonesborough +1
Vincennes +2
Bloomington +2
Cincinnati +2, n3
22 12/19/2018 12:05:00 AM Spring 1861 Union Play Strategy card as Operations #24: 3 / Pre-War Treachery
Confederate may place up to two forts in any friendly controlled spaces with a LOC free of Union SPs and forts. Remove from deck if event is played.

Message from Union:
AoP
m1: Manassas
m2: Strasburg
m3 PC
m4 Culpeper, drop 1
m5 Wilderness, drop 1, n1
m6 Manassas
21 12/18/2018 10:25:00 PM Spring 1861 Confederate Play Strategy card as Operations #42: 2 / Kentucky Anarchy
Remove up to three enemy PC markers in Kentucky. You must also remove one of your own PC markers from the state if you have any there. Removal of a PC marker makes a space neutral. Remove from deck if event is played.

Message from Confederate:
Beau & 2 to Hanover
20 12/18/2018 9:47:00 PM Spring 1861 Union Play Strategy card as Event #44: 2 / Western Virginia
Place three Union PC markers in any West Virginia space free of Confederate SPs. If the space contains a Confederate PC marker, it is flipped. Remove from deck if event is played.

Message from Union:
Grafton and Franklin and Wheeling.
19 12/18/2018 5:05:00 PM Spring 1861 Confederate Play Strategy card as Operations #120: 1 / Horace Greeley Editorial
If played by the Union increase Union SW by 1. If played by the Confederate decrease Union SW by 1.

Message from Confederate:
Leader re-org

AJ to Richmond
18 12/18/2018 5:01:00 PM Spring 1861 Confederate Message ..and it continues....
17 12/18/2018 5:00:00 PM Spring 1861 Confederate Discard random Strategy card Operations - 3 / Minor Campaign

Message from Confederate:
16 12/18/2018 2:20:00 PM Spring 1861 Union Play Strategy card as Event #119: 2 / War in the West: Valverde/Glorietta Pass
Randomly remove one strategy card from your opponent’s hand, which is discarded. Remove from deck if event is played.

Message from Union:
JJ dying turn 1 is pretty unfortunate, plus I always seem to draw these against you
15 12/18/2018 1:02:00 AM Spring 1861 Confederate Message I had rejected the "bad luck" theory. But some good luck certainly goes a long way in this game! :)
14 12/18/2018 12:55:00 AM Spring 1861 Confederate Play Strategy card as Operations #127: 2 / Brooklyn Navy Yard Conversions
The Union blockade level is increased by one. Remove from deck if event is played.

Message from Confederate:
PC's

Falmouth & Frankfort KY
13 12/18/2018 12:51:00 AM Spring 1861 Confederate Message AoP n3 in Fred
Beau & 2 in Man
12 12/18/2018 12:50:00 AM Spring 1861 Confederate Die roll request Request: 6-sided die x 2

2
2


Message from Confederate:
4 v 3

USA +1
CSA +1
11 12/18/2018 12:49:00 AM Spring 1861 Confederate Die roll request Request: 6-sided die x 1

2


Message from Confederate:
withdrawal
10 12/18/2018 12:25:00 AM Spring 1861 Union Message can't say much about your luck..., drop1 Winchester
m4-5 Frederick, pick up 2, n4
m6 attack Manssas, 4v3
9 12/17/2018 4:58:00 PM Spring 1861 Confederate Message AoP n3 may continue
8 12/17/2018 4:57:00 PM Spring 1861 Confederate Die roll request Request: 6-sided die x 1

1


Message from Confederate:
JJ death on a 1
7 12/17/2018 4:56:00 PM Spring 1861 Confederate Die roll request Request: 6-sided die x 2

6
6


Message from Confederate:
USA +5
CSA +2
6 12/17/2018 4:56:00 PM Spring 1861 Confederate Die roll request Request: 6-sided die x 1

5


Message from Confederate:
withdraw
5 12/17/2018 4:34:00 PM Spring 1861 Union Play Strategy card as Operations #52: 3 / Trent Affair
Confederate gains 5 SW points. Remove from deck if event is played.

Message from Union:
AoP with 4, DC n1
m1 Fred, drop 1, n3
m2 HF, pick up 2
m3 attack JJ with 5
you may react/resolve
4 12/17/2018 3:43:00 PM Spring 1861 Confederate Message US may begin her war of aggression
3 12/17/2018 3:42:00 PM Spring 1861 Confederate Draw Strategy cards 4 cards drawn.

2 12/17/2018 8:03:00 AM Spring 1861 Union Draw Strategy cards 4 cards drawn.

1 12/17/2018 8:03:00 AM Spring 1861 Union Message figured I'd go US, since I've played CS 3 times in a row.

Next 100 entries

Copyright 2005 Warhorse Simulations