Warhorse Simulations

Automated Card Tracking System: Home

Generic Module: Ariovistus Spring 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

View game card play report

Next 100 entries

Entry # Time Turn Player Title Entry
261 10/28/2020 12:28:00 PM Turn 1 German Message I did short session report from our game. That was fun, thanks!

https://theboardgameschronicle.com/2020/10/28/falling-sky-ariovistus-vassal-play-second-attempt/
260 10/23/2020 10:11:00 AM Turn 1 Belgae Message I was indeed expecting to be wiped off the board, and wondered if Michal was worried about becoming too much of a Roman target that way, or just generous.

The German phalanx capability made the contest between us two more lopsided, rendering my German horse capability useless too.

But I shouldn't be winning this game anyway as my understanding of it is too basic. It was interesting, though I'm still not entirely swayed by this COIN system.
259 10/23/2020 7:56:00 AM Turn 1 German Message Hi Guys,

I am glad I won but not necessarily happy what I have to do to achieve that effect. Indeed, Germans have to hit hard the Belgae and once you realize it, well, the charm is off. I decided not to go fully in that direction as I thought it unfair to put Bart of the game. I was sure I will be punished for this mild approach but it seems - thanks to well place Ariovistus and a lot of luck - it was still possible.

Regarding Germans - for me the most difficult part of the condition was not building the Settlements. Keeping control of the area was crucial - thing which you could easily use to deny me points.

Thanks once again and see you around!


258 10/23/2020 6:46:00 AM Turn 1 Rome Message Thanks everyone for playing. Good game with some tense moments.

Congratulations, Michal, on a first German win. It is possible!

I think the Germans have to play for the end game points victory. I don't see how they can possibly win an early Winter auto victory.......and if they're set up and the activations fall right they can do it with multiple simultaneous Settlement placements. It would have turned out differently if the activation orders had been reversed on the second last card or if Winter had hit early.......but that's exactly what COIN is about (and what many people don't get). You cannot force the win and you cannot guarantee it.....which drives some players crazy. The point is to set yourself up to be there at the right time and take the opportunity when it comes.....and that's exactly what you did.

After having played this scenario half a dozen times I think it has a significant flaw. That may seem odd because I've now seen all factions win, and it has taken multiple games to realise it......but as Michael has alluded to I believe there is an imbalance in the Ariovistus scenario. This is because I believe the most direct path to victory for the Germans is at the expense of the Belgae. I first realised this when the Germans went straight for me first campaign season while I was playing the Belgae and almost took me out of the game.....I got lucky killing Ariovistus because he overextended but it was very obvious to me what a potential problem it is. There are a number of reasons for this.

- COIN games are difficult to win and players need to use all tools at their disposal. The Germans have a particularly difficult path to victory so they have to be as efficient and ruthless as possible.

- The Belgae start underpopulated and very vulnerable, while taking on the Romans to the south is dangerous.

- Usually multiplayer COINs are self-balancing because concentrating on one enemy leaves you exposed to the other factions. But the Germans start in a strong strategic position with minimal external threat. The Arverni are a buffer between Rome and the Germans if Ariovistus bugs out of Sequani (his strongest play, I think), leaving him to concentrate on suppressing the Belgae with minimal interference. The corridor into Germania from Cisalpnia is narrow and limits Caesar's mobility, so is very unattractive. Rome's priority is to maintain supply lines and get to first Winter at Intrigue or Adulation and Caesar should have little interest in what the Germans are doing to the Belgae.

- The Belgae are tied to their home provinces more than any other faction in the game and their capacity to compete is based on their ability to Rally. Ariovistus can very easily and completely stop the Belgae rallying with the most powerful Special in the game, Intimidate. Even the best Belgic Capability, Commius, is completely neutralised by Intimidate.

The problem I see is not that the Germans are too strong but that to succeed in their difficult victory condition they need to take the Belgae out of play.....and they can do it very easily. Any situation where one faction doesn't get to play the game is a problem. This was not an issue in our first few games when we didn't fully comprehend the strategic situation but now that I know, I won't be able to play the Germans without feeling dirty :). I think Michal went a little light on Bart and the Belgae still struggled once the Germans invaded. If the Germans go hard at the Belgae straight up, they're out of the game. This won't happen every time because it depends on player experience and play style but I do believe it's baked into the scenario design. It also doesn't mean the Germans will win but it does mean the Belgae can't.

I had thought about posting this to BGG but don't want to ruin the scenario for other players. After all, it took me half a dozen plays to see it so I think there's plenty of game to explore before unlocking its secrets. I still enjoy the scen
257 10/23/2020 3:26:00 AM Turn 1 German Message Hi Guys,

thank you very much for the play. That was really exciting and much better then our first attempt.

Germans victory came as a complete surprise - never seen them winning before. It is always a bit of luck but I think also proper usage of their great capabilities (Phananx) and Specials (Intimidate). Truth to be told, I do not see other way then over the Belgae which Germans can pretty quickly maul with Intimidate. I also find very important that Settlements decrease both Aedui and Rome victory threshold.

Anyhow, that was great joy! Thank you!

As for results, looking quickly at the map I see:
1. Germans -1VP
2. Rome -5VP
3. Aedui -6VP
4. Belgae -8VP
256 10/23/2020 2:41:00 AM Turn 1 Belgae Message And I finished it, well played all and congrats Michal.
255 10/22/2020 1:44:00 PM Turn 1 Aedui Message Logged my turn, over to the Belgae. GG Michal, well played!
254 10/20/2020 3:59:00 AM Turn 1 Rome Message Absolutely nothing constructive to done so the (remaining) legions get drunk and Pass.

Aedui up....the Germans have won but there's maybe some jockeying for final position.
253 10/20/2020 2:40:00 AM Turn 1 German Message Hi Guys,
my action done. I just hope I did not made some last moment mistake which will cost me dearly...

Over to Rome and it seems the Winter is finally coming!
252 10/19/2020 7:59:00 PM Turn 1 Rome Message Oops, some non-sensical text typos in that last message, sorry

45c logged as a fix for the Arverni activation, which you can follow on from, Michal.
251 10/19/2020 7:53:00 PM Turn 1 Rome Message Mostly right on the Arverni activation, Bart. A few things:

- Remember that they can't Raid against a Fort (most commonly forgotten rule I think :)....so no Raid against Rome in Arverni.

- No Battle against Rome in Arverni because the Fort reduces them to less then 1 hit. You'd also asked about the legion taking a hit, which doesn't apply because no battle there, but if it did remember that it couldn't roll for survival in any case because the Battle is an Ambush (and Caesar isn't there). This happened to me a couple of cards ago in Carnutes where the Arverni wiped out my legion there without prospect of a saving throw, a result I've alluded to as possibly being game deciding because it denied me an additional Besiege. after trheoir 2 loss from Pictones.

- You rolled the Aedui as both the Raid and Battle targets in Aedui I believe so 1 Raid flip there to take the Aedui to 0 Resources, which is just right to allow them to Ambush.

I'll fix these before you log your way to the win, Michal :).
250 10/19/2020 10:23:00 AM Turn 1 Belgae Message Turn logged, over to the Germans.
249 10/19/2020 10:19:00 AM Turn 1 Belgae Die roll request Request: 6-sided die x 1

3


Message from Belgae:
roll for battle target in Aedui
1-3 Aedui, 4-6 Rome
248 10/19/2020 10:15:00 AM Turn 1 Belgae Die roll request Request: 6-sided die x 1

3


Message from Belgae:
roll again, 1-3 Aedui, 4-6 Rome
247 10/19/2020 10:15:00 AM Turn 1 Belgae Die roll request Request: 6-sided die x 1

1


Message from Belgae:
roll for raid target in Aedui region
246 10/19/2020 10:05:00 AM Turn 1 Belgae Die roll request Request: 6-sided die x 1

2


Message from Belgae:
target region for Arverni
245 10/19/2020 3:44:00 AM Turn 1 German Message You risked Brent and it paid off - your "besiege" was devastating. Now I risked with my Ariovistus in hope of good card (and being afraid of Winter any moment) and I got it. Still, so many options and such a close game - really, having fun!

PS. I assume it is now Belgae turn?
244 10/17/2020 3:33:00 PM Turn 1 Rome Message I'm sure you'll have those Settlements back very soon :).

The most important factor in a tight game like this is the fall of final activations and the timing of winter. I need to be able to deny you a Command + Special but the activation orders and the very long autumn meant it was not to be....... but fittingly these late Arverni activation may also very well be the decider....the destruction of my legion in Carnutes a couple of cards ago might just be the difference, as small a factor as that might seem. Love these tight finishes. Good stuff :)
243 10/17/2020 3:28:00 PM Turn 1 Rome Message 44c done fro the Arverni activation.

Now over to the Aedui.
242 10/17/2020 3:26:00 PM Turn 1 Rome Die roll request Request: 6-sided die x 1

4


Message from Rome:
Arverni Ambush against faction in Aedui....1-3 Aedui, 4-6 Rome
241 10/17/2020 3:21:00 PM Turn 1 German Message Sorry, completely overlooked Arverni phase, being upset with all my settlements gone...
240 10/17/2020 3:17:00 PM Turn 1 Rome Die roll request Request: 6-sided die x 1

1


Message from Rome:
Arverni target region
239 10/17/2020 3:15:00 PM Turn 1 Rome Message Aaah...as always you position yourself and play for the fall of the cards and the uncertainty of winter.....and I think Caesar's gambit failed this time.

I think you missed the Arverni activation at the end of the last card, Michal. I'll run it before you play, Mark.
238 10/17/2020 8:24:00 AM Turn 1 German Message Romans really played brilliantly. I just realized besiege does not require Caesar presence...

The game is getting more and more tense and thrilling. Still now winter...

Over to Aedui!
237 10/17/2020 6:19:00 AM Turn 1 Rome Message 44a logged.

There were a number of possibilities for retreats for the Aedui and Germans. I assumed no retreat because I didn't see advantage for you retreating in almost all cases and staying meant killing legions. The only exception is in Aedui itself, Mark, because retreating in place would allow your warbands to stay hidden and their counterattack didn't do much.

Please just check my log and if you want to retreat anywhere we can adjust it.

Some terrible legion survival rolls. Total bloodbath. That's my cast. Bring on the Winter!

Germans up.
236 10/17/2020 6:09:00 AM Turn 1 Rome Die roll request Request: 6-sided die x 2

3
2


Message from Rome:
Legion survival in Pictones

235 10/17/2020 6:08:00 AM Turn 1 Rome Die roll request Request: 6-sided die x 1

1


Message from Rome:
Legion survival in Ubii
234 10/17/2020 6:06:00 AM Turn 1 Rome Die roll request Request: 6-sided die x 4

6
2
2
5


Message from Rome:
Legion survival in Morini
233 10/17/2020 6:05:00 AM Turn 1 Rome Die roll request Request: 6-sided die x 3

1
1
4


Message from Rome:
Legion survival in Treveri
232 10/17/2020 5:57:00 AM Turn 1 Rome Message Thanks Mark.

I've just done an adjustment to the activation. By priority the Arverni would make a Citadel in Arverni (they don't need control) so no warbands there. In Carnutes I didn't get any choice because of the ambush and both my units killed (kind of foiled part of my plan there, the damn Arverni).

I'm about to do my turn. Caesar's big play.

Alea iacta est......and just a. forewarning I expect there will be a fair bit of dice rolling in ACTS which will generate a lot of messages, I'm sorry. I'll sum up when I'm done.
231 10/17/2020 4:25:00 AM Turn 1 Aedui Message Aedui tried to be clever but it did not work out. Arverni activation done except for Roman battle resolution.
230 10/17/2020 4:22:00 AM Turn 1 Aedui Die roll request Request: 6-sided die x 1

1


Message from Aedui:
Rolling for Mandubii fort
229 10/17/2020 4:09:00 AM Turn 1 Aedui Die roll request Request: 6-sided die x 1

4


Message from Aedui:
Arverni target region.
228 10/15/2020 2:20:00 AM Turn 1 Belgae Message Sorry to keep you in suspense.

Turn logged, over to the Aedui followed by Arverni activation.
227 10/13/2020 3:32:00 PM Turn 1 Rome Message 42b logged.

Belgae up
226 10/13/2020 3:06:00 PM Turn 1 German Message Germans done, over to Rome. I have an inescapable feeling of Sky Falling on my Germans... What a tense finish!
225 10/13/2020 1:44:00 PM Turn 1 Aedui Message Germans are up.
224 10/13/2020 5:15:00 AM Turn 1 Rome Message You didn't do a Special, Bart? Should your eligibility cylinder have gone to Command only?
223 10/12/2020 5:00:00 PM Turn 1 Belgae Message The Belgae marched. Over to the Aedui.
222 10/10/2020 8:13:00 PM Turn 1 Rome Message You're absolutely right, Michal. Sorry.

Caesar goes through Nervii, meaning 1 more auxilia loss from harassment. Fixed and Belgae good to go.
221 10/10/2020 5:37:00 PM Turn 1 German Message Such an epic and to our game!

One remark / question Brent: "Rhenus. Germania’s border with Gaul is a river that halts
March". Shoudl Caesar be able to move so far?
220 10/10/2020 4:23:00 PM Turn 1 Rome Message 40b logged.

Belgae up.

I made some decisions about harassment for the Germans and Aedui, which I'm sure you would do at this stage of the game.
219 10/10/2020 5:06:00 AM Turn 1 German Message Over to Rome (forgot to mention!)
218 10/10/2020 5:01:00 AM Turn 1 German Message Ok, done my move. We are getting close to the winter, any result is possible now!
217 10/8/2020 3:38:00 PM Turn 1 Belgae Message I rallied the last of the Belgae. Germans up now.
216 10/8/2020 1:25:00 PM Turn 1 Aedui Message 39a logged. Over to the Belgae.
215 10/8/2020 5:28:00 AM Turn 1 Belgae Message I've passed, back to the Aedui.
214 10/8/2020 3:23:00 AM Turn 1 Rome Message Thanks Michal.

I'm pretty sure it is in the crib, under Target Region.
213 10/8/2020 2:36:00 AM Turn 1 German Message Hi Brent,

sorry for my mistake on the target region. Was using the crib and forgot about table. Can you please add it to your document - even seeing this you remember to use it.
212 10/7/2020 6:20:00 PM Turn 1 Rome Message 38a logged and the Belgae are up.

I battled the Aedui in Mandubii. I made some assumptions about whether you would retreat or not, Mark, but the odds were so extremely far against any of your warbands surviving that I made the call to save time and went ahead assuming they stayed and fought / died.
211 10/7/2020 6:14:00 PM Turn 1 Rome Die roll request Request: 6-sided die x 9

4
6
4
4
6
2
5
6
1


Message from Rome:
Mandubii Citadel survival on 4-6. 9 rolls.
210 10/7/2020 6:06:00 PM Turn 1 Rome Message Mostly good with Arverni, Michal :). A couple of things.

Pictones was the correct target region but it looked from the journal as if you gave equal probability weighting to the three At War regions rather than going by the Target Region table. There's actually a skewed probability, rather than an even distribution, the way the chain of precedence works. So, for example, assuming all home regions are At War and none have Most Enemy Pieces, Arverni has a higher chance of being Target Region (50%) than the regions after it. I can't calculate the probabilities and it varies greatly depending on which regions are At War and which has Most Enemy Pieces, but it certainly isn't an even distribution. In this case it just happens that on a roll of 4 Carnutes wasn't At War so it advanced to a result of 5 which was Pictones in any case.

The 5 Arverni warbands in Mandubii only inflicted 1 hit on the Aedui, not 2, because they were halved by the Citadel. A minor point because it will be gone soon, anyway :)

I'll do my turn and make the adjustment in a few minutes.
209 10/7/2020 3:58:00 PM Turn 1 German Message German phase + Aedui (hopefully correct) cone. Over to Rome.
208 10/7/2020 3:31:00 PM Turn 1 German Die roll request Request: 6-sided die x 1

4


Message from German:
Roll for Target region - 1-2 Veneti, 3-4 Pictones, 5-6 Arverni
207 10/7/2020 12:04:00 PM Turn 1 German Message What shall we do with Warband in Pictones? Mark - will you be changing your move, or simply rallying less in Mandubi?
206 10/6/2020 7:03:00 PM Turn 1 Rome Message Just a small correction to your turn, Mark. You couldn't use voluntary removal in combination with Suborn to place a warband in Pictones. Falling Sky is unusual among COIN games in that voluntary removal is permitted for Commands and Events but not for Special Abilities.
205 10/6/2020 6:53:00 PM Turn 1 Rome Message Yep. Germans eligible.
204 10/6/2020 3:35:00 PM Turn 1 German Message Is it not still eligible Germans now?
203 10/6/2020 3:17:00 PM Turn 1 Aedui Message Aedui done. Over to the Romans!
202 10/6/2020 2:35:00 AM Turn 1 Rome Message I think I really meant the crib as a sort of FAQ, a reference tool. It might be too detailed to use every time the Arverni phase is conducted but I wanted it to be a document where answers to all questions or uncertainties about the phase can be found.

For most routine Arverni phases the play aid is actually pretty straight forward.
201 10/6/2020 2:28:00 AM Turn 1 Belgae Message Ah yes, sorry.

I've been using your Arverni crib sheet but not the rulebook section. I think your additions are certainly useful.
200 10/6/2020 2:15:00 AM Turn 1 Rome Message Thanks Bart.

Only amendment is that the Germans have remained eligible after the Divination.
199 10/6/2020 1:59:00 AM Turn 1 Belgae Message Turn logged and now the Aedui are up.
198 10/5/2020 5:34:00 PM Turn 1 German Message Yes, Belgae. Somehow the colors switched in my mind when looking at the card...
197 10/5/2020 5:09:00 PM Turn 1 Rome Message Thanks Michal.

I think the Aedui are ineligible. It's the Belgae who are up.
196 10/5/2020 4:25:00 PM Turn 1 German Message German's action done, over to Aedui.
Germans wil lbe eligible next turn.
195 10/5/2020 1:44:00 AM Turn 1 German Message I am using the crib every time I am doing Arverni activation. It is quite useful!
194 10/4/2020 6:18:00 PM Turn 1 Rome Message Just curious if anyone has been using my Arverni crib as a reference, and if so, has it been useful? I ask because I was thinking of uploading it to the Files section at BGG if it's not just reinventing the wheel but is actually helpful.
193 10/4/2020 6:11:00 PM Turn 1 Rome Message All good with the Arverni, Mark, except:

1. No Rally in Carnutes as it wasn't At War, so no March into Pictones and Aedui will be Raided there rather than Battled.

2. The target faction is the target faction everywhere, not just in the target region, so in Mandubii the Aedui will be the target for Battle, not Rome.

Fixed those and drew new card.....Caesar's end game push has well and truly bogged down in mud from the spring thaw. Fall of the cards. He will be an observer for a while now :(.

Germans up.
192 10/4/2020 1:21:00 PM Turn 1 Aedui Message Sorry for the delay, finally logged my turn. Also did the Arverni phase but now the Romans have to assign 1 hit from the Arverni. Afterwards, Germans are up.
191 10/4/2020 1:19:00 PM Turn 1 Aedui Die roll request Request: 6-sided die x 1

6


Message from Aedui:
Arverni Battle+Ambush target roll in Mandubii
1-3 Aedui, 4-6 Romans
190 10/4/2020 1:04:00 PM Turn 1 Aedui Die roll request Request: 6-sided die x 1

5


Message from Aedui:
Arverni target region
189 10/2/2020 11:09:00 AM Turn 1 German Message Germans pass, over to Aedui.
188 10/1/2020 5:08:00 PM Turn 1 Rome Message 34b logged.

Germans up.
187 10/1/2020 4:55:00 PM Turn 1 Rome Die roll request Request: 6-sided die x 1

1


Message from Rome:
Arverni target region
186 10/1/2020 3:22:00 PM Turn 1 Belgae Message Over to Rome again.
185 9/30/2020 6:58:00 PM Turn 1 Rome Message 33b logged.

Belgae up.
184 9/30/2020 4:04:00 PM Turn 1 German Message Germans did their move; over to Rome.
183 9/30/2020 12:51:00 PM Turn 1 Aedui Message 32b logged and Germans are up!
182 9/29/2020 7:27:00 PM Turn 1 Rome Message Good work, Bart.

Yep, your German Horse worked perfectly. Just remember that your warbands become unhidden after battle, the only exception being retreat (which the stubborn Arverni never do). Mark, could you please reveal the impetuous Belgic warbands in your turn?

Losing Boggy was a disaster. It may seem cruel but in fact eliminating any faction's leader is a massive strategic coup and one of the most decisive moves in any game of Falling Sky, although very tricky to pull off. It removes a strong fighting piece and in this case you lose your Belgic leader's attack bonus and ability to perform Special Abilities in adjacent regions. It's such an important play that I wrote a strategy article about it here (I think Michal and Mark have already seen it):

https://boardgamegeek.com/thread/2471464/strategy-bringing-enemy-battle

This was about trapping leaders by Resource denial. In this current game it happened through manipulation of the eligibility sequence but the principle is the same.

I would note that there is an Event, Flight of Ambiorix, which returns the original Belgic leader to play, symbol up, and I know that it is one of the cards that made it from the base game through to the Ariovistus deck. Through this card the Belgae are the only ones in the game to have access to possible leader revival. This is obviously thematic because of Ambiorix's against the odds survival during the years long Roman manhunt after the Aduatuca massacre, but I think it is an important card in the Ariovistus scenario because of the Belgic vulnerability to the power of the Germans (I have some thoughts on this and scenario balance which I'll be writing about when we've finished playing tis game). I've never seen Flight of Ambiorix used for the shaded event because I've rarely seen the Belgic leader killed or I've seen it pop up too early to be effective, when the Belgic leader is still alive and breathing. There's also no guarantee that it will be in this particular game's deck as 45 random cards of the 72 card pool for the Ariovistus scenario are used to construct the deck.......but there is a possibility that Boggy didn't actually die and is hiding out in the woods somewhere :)
181 9/29/2020 4:59:00 PM Turn 1 Belgae Message I've been impetuous, over to the Aedui.
180 9/29/2020 8:39:00 AM Turn 1 Rome Message Sorry Bart, I forgot to place Boggy's successor. I assume you're placing him with your army and you can do that when you have your turn.
179 9/29/2020 8:06:00 AM Turn 1 Rome Message 31c logged.

Winter completed and we're into the final campaigning season. The final struggle to decide the fate of Gaul. Good luck all.

Belgae up.
178 9/29/2020 7:51:00 AM Turn 1 German Message Germans quarters done, over to Rome.
177 9/29/2020 4:47:00 AM Turn 1 Aedui Message Aedui Quarters phase done. Over to the Germans.
176 9/28/2020 4:14:00 PM Turn 1 Belgae Message I finished the year and quartered. Aedui next.
175 9/27/2020 6:15:00 PM Turn 1 German Message File fixed, Raid for 0, Intimidate for 2 Belgae Warbands. Need control of that region.
174 9/27/2020 5:22:00 PM Turn 1 Rome Message Yes, both of those are possible if the Intimidating was more important than the Raiding. It wouldn’t have affected my turn so you could adjust that before Bart’s turn.
173 9/27/2020 4:44:00 PM Turn 1 German Message I would definitely play in any way to remove 1 Belgae warband.
172 9/27/2020 4:31:00 PM Turn 1 German Message Hi Brent,
is it possible to do Raid for 0 resources and use 2 warbands to remove Belage? Or 1 here and 1 here?

171 9/27/2020 4:29:00 PM Turn 1 Rome Message I should mention that I restored the the Belgic warbands you Intimidated, Michal. When any activity is "free" in Falling Sky it only refers to Resource expenditure. You would still have had to flip German warbands to Intimidate and you didn't have any hidden warbands available.
170 9/27/2020 4:26:00 PM Turn 1 Rome Message Thanks Michal.

30a logged and over to the Belgae to finish the campaign and start Winter. You'll be first to Quarter, Bart.
169 9/27/2020 4:06:00 PM Turn 1 German Message Just re-sent it.
168 9/27/2020 3:42:00 PM Turn 1 Rome Message Thanks guys.

Michal, there my be a synch delay but I can't see your log.
167 9/27/2020 12:25:00 PM Turn 1 German Message Over to Romans; the Winter has come..
166 9/27/2020 9:25:00 AM Turn 1 Aedui Message 29a logged. Over to the Germans.
165 9/27/2020 2:47:00 AM Turn 1 German Message Thanks Brent, very insightful comment. I also like "moderate unpredictability" of Falling Sky to wild coups of the modern COINs. Not only thematic but also a very good solution game-wise.
164 9/26/2020 10:56:00 PM Turn 1 Rome Message One of my favourite features of Falling Sky is the limited predictability of when a Winter card will appear. We know that it will be one the next two cards.....a late Winter which could make for a short final campaigning year. There is enough uncertainty within its 6 card stack but it allows for an element of strategic planning that is less well formed in some other COIN games, where the break card (Coup, Campaign) is randomly shuffled into the entire campaign stack, meaning that once you're into that campaign the Coup could happen at any time. This is a feature of the more modern COIN games I've played, being Andean Abyss, Cuba Libre and Fire In The Lake. This is much wilder and less predictable and has its own tension, but I find it a little less satisfying, even if it makes thematic sense for these games, where modern insurgent and COIN operations are determined by non-seasonal political drivers, not the harvest and the weather. This isn't a criticism of those games (I love Fire in the Lake) but the dynamic is different.....you're constantly playing on the edge, constantly maximising your position and limiting that of the enemy, knowing that the end could come with any card flip within its campaign stack. I just appreciate the greater strategic element of the structured spacing of campaign cards in the COIN games that feature it.

This spaced campaign card deck construction is also a feature of Pendragon (Epoch cards) and Gandhi. It makes obvious sense in Pendragon although it is not so clear what the thematic justification is in Gandhi.....maybe the monsoon and India's agrarian economy of that period make seasonal drivers more important than political ones. I'm not sure how Liberty or Death and A Distant Plain handle it.

The Winter makes perfect thematic sense for Falling Sky and is a very satisfying simulation of the historical description of the seasonal campaigning described in De Bello Gallico. It's just serendipity or perhaps good design that it also informs good strategic gaming. In the next campaign season (I think we'll get there as I can't see an automatic victory in the coming Winter) I'll have an approximate idea of how far we have until final Winter and already have a rough plan for the last campaigning season, which I could not do if the game's end could happen on any card flip. I won't tell you what that plan is, of course!!.....and the fall of the cards will drive decisions, but the way the deck is constructed gives me that little bit more ability to plan, which I really appreciate. This might be less true of other factions, like the Aedui and Belgae, that I see as opportunistic winners, but the critical timing of their winning plays is still guided by the seasonal structure of the deck.
163 9/26/2020 5:04:00 PM Turn 1 Rome Message Last file updated with those changes, Mark, so you're good to go.

When I was updating it I received a notification that players who hadn't updated to Vassal 3.4 wouldn't be able to read the log, so I think everyone will need to make sure sure to update their Vassal engine.
162 9/26/2020 4:49:00 PM Turn 1 Rome Message Thanks Bart.

A few minor corrections on the Arverni activation.

They don't Raid where they can't take Resources, so stop raiding the Aedui in any other region after they took them to zero in Veneti (raiding first in the target region was correct).

They couldn't Raid Rome in Arverni because of the Fort but could Raid Rome in Pictones, so it would be a nett 1 Resource loss for Rome, not 2.

The Arverni would battle and eliminate the lone scouted Aedui trying to look inconspicuous in the corner of Arverni (tried to hide but stepped on a stick).

I'll do a quick fix of the log before the Aedui turn.

Just to answer the possible question, Mark, because I'm sure you're thinking about cash.....Caesar will grant Supply for a Trade for half the goods (Caesar's tribune calculates a Trade at 10 Resources so that would be 5 for the Legions). A steep tariff we know but it's getting very chilly and we have to stock up for Winter and the next campaigning season. As a concession, if you are thinking of Raiding, we qualify for alliance in Pictones, so you're welcome to use 2 of Caesar's auxilia to Raid there......as long as you don't use them to Raid Resources from Rome.

Next 100 entries

Copyright 2005 Warhorse Simulations