HEROICS
AUGUST/SEPTEMBER 1999
EDITOR'S NOTES
Only members who have provided the club with their email address and those who have attended a meeting since January 1998 normally receive the bi-monthly club newsletter. Due to the important club announcements in this issue, everyone on our club mailing list, including those who have not attended a meeting in years (but whom I still feel has a viable mailing address), has been mailed this issue. If you have not been to a club meeting since January 1998, but want to receive the newsletter on a regular basis, then you need to attend a meeting or give Bob Hranek your email address.
In the June/July issue I stated that Bob Stribula's comprehensive article, Rail Baron Historical Update, although condensed in the hard-copy edition of the newsletter, could be read in its entirety in the email edition of the newsletter. Regrettably, I discovered that the electronic medium has its limits as well. My apologies to the author and the readers.
Included in this issue, in addition to important club news, are recent game reviews by Frank Cunliffe, an article from Chris Moffa concerning the club website (www.epgs.org), and Bob Hranek's continuing hints and strategies for playing Axis & Allies (my hint for you is to be on Bob's side if you wish to win often).
If you should become sick of reading about Axis & Allies, then you should write your own article about your favorite game and submit it for the newsletter. This is a finite space after all, and if there are more articles than there is room for, well ...then something just might have to be shelved.
Newsletter contributions are always welcome. The deadline for inclusion in the next issue will be Oct. 2. Send them to: briancmiller@prodigy.net ; or to: 2500 Knights Rd Apt 159-05, Bensalem, PA 19020; or hand them to me. Verbal contributions are not accepted, because I do not listen well.
MEMBERS' NOTES
Anticipate a miniatures event every month. A Micro-armor game (Mein Panzer rules) and a French-Indian War scenario are planned for August.
STATE OF THE CLUB WEBSITE
By Chris Moffa - EPGS Webmaster
The EPGS website is the online presence for our club. To help establish our identity in the minds of as many people as possible, we have acquired our own domain name: www.epgs.org
Within the website one can browse general information regarding EPGS. This includes an overview, history of the club, dues/raffle information, meeting schedule/location, club member listings (including their gaming interests), and updated related links to related websites.
Since EPGS has been growing to meet our members' needs, the website will be updated on a regular basis to reflect these changes, so it's a good idea to visit at least once a month to learn what's going on.
In the future we plan on adding more detailed information about our members' gaming preferences. This way one can browse the directory and find out the diversified tastes of the club, both by genre and by specific titles. A search engine will be implemented to make it easier for club members to locate other members with similar interests. An online trading post will be established for gamers to buy/trade/sell games with each other or to request a member to bring that "hard-to-find" game to the next meeting for all to enjoy.
Monthly recaps of the events of each meeting will also be updated on the website. This will detail which games were played, and members' comments.
To take this a step further, I will attempt to review any new game I come across and post a detailed summary in the website's "Reviews" section, which will be established in the near future. I encourage other members to do the same. Whether it's only a couple of sentences or a multi-page thesis on tactics, your contributions are always welcome. Since most gamers want to get the most bang for their buck and don't have a lot of free time to try new games, this could help gamers make informed decisions on how to spend their money and time.
I encourage and look forward to member feedback. If you have any ideas or suggestions for our website, or would like to contribute a game review, please email me at: chrism@snip.net
CLUB NEWS
New Dues Structure
Effective immediately, membership dues are $5 per meeting. Also, the discounted pre-payment plan, known as Charter Memberships, are no longer available for purchase. The attending members at the June meeting unanimously approved this course of action.
New Meeting Site
EPGS moves to the Best Western Fort Washington Inn starting 18 September 1999. From PA Turnpike Exit 26 (Fort Washington), ignore Route 309 exits and go straight to the first traffic light. Turn right here onto Commerce Drive and follow for 1/2 mile to the Best Western. Use the Palace of Asia restaurant entrance (hours 7 AM to 11 PM) and go up the stairs to the New Hope Room immediately on your right. We have the room from 9 AM until 12 Midnight. The late night exit will be the main Best Western entrance in the middle of the building and then down the stairs/elevator.
In the room there is a sink and a telephone (215-542-7930 ext. 340). In addition to the customary chairs and tables, there is a 4'x8' table that may be ideal for miniatures.
Food Options include: Palace of Asia's Exotic Indian Cuisine right down the stairs (and where our bathrooms are); an adjacent Subway Station; and delivery to the room from China Delight and Ambler Pizza Italian Cuisine. Menus and relevant phone numbers will be made available.
The overwhelming majority of the membership at the July meeting voted in favor of the Fort Washington site. Two other choices had each garnered a few votes in their favor, but the outcome was decisive. We have reserved the New Hope Room at the Best Western Fort Washington Inn until December 2000.
August Meeting
Carl Copeland will be the Acting Treasurer at the August Meeting. He has volunteered to fill-in for the Totalitarian Treasurer, who will be absent. Bob will be back for the September meeting.
50/50 Winners
Steve Cameron had purchased on the club's behalf a ticket that turned out to be the winning ticket in the June raffle. Therefore, the club treasury won $49. Barb Moffa won $33 in the July raffle.
The winning ticket receives half of all ticket money; the other half goes to the club treasury. You can but one ticket for $2, three tickets for $4, or five tickets for $6. Please pay the Treasurer.
IN ACTION
The following games were played at the June and July meetings. At the peak of activity, there were eleven different games being played simultaneously!
Advanced Squad Leader (AH)
Air Baron (AH)
Ardennes (Gamers)
Attack Sub (AH)
Axis & Allies (MB)
Battlemist (Fantasy Flight)
Big City (Rio Grande Games)
Breakout Normandy (AH)
Buck Rogers (TSR)
Doomtown (Wizards of the Coast)
Dry Gulch (Hangman Games)
For The People (AH)
Fortress America (MB)
June 6 (GMT)
Lowenherz (Gold Sieber)
Lunar Rails (Bob Stribula)
Miniatures (various)
Moscow 1941 (XTR)
Mystery Meat Mayhem (Dave Bohnenberger)
Paths of Glory (GMT)
Pokemon (MB)
Ra (Rio Grande Games)
Short Lines (Bob Stribula)
Super Giant Monster Showdown (Cybergecko)
Survival of the Witless (Avalanche Press)
Tikal (Ravensburger)
Union Pacific (Rio Grande Games)
Up Front (AH)
Young Jedi (Decipher)
JUNE/JULY EPGS REVIEWS
By Frank Cunliffe
Union Pacific (Rio Grande)
Bob Hranek, Bob Sohn, Laura Donovan, Brian Miller, Lee Kendter Jr. and I played a game of this.
This abstract game uses the historic Union Pacific Railroad and ten invented railroad corporations. It uses the same system as Airlines and Get The Goods Card Game. (Later that day I would play Get The Goods - see below for information on that game.)
These three games have the interesting feature that a player must choose between taking a normal turn or melding cards already in his hand to score victory points. (Traditional rummy games allow one to do both).
A negative aspect of the game, though, is that the graphics are hard to get used to. One problem is that some of the corporations' stock certificates have very similar colors. Three are gray, and two are blue. Another problem is that the four track types look similar. I did start to get somewhat comfortable with the components after an hour or two, but one player said he never got used to them.
One of the player's options each turn is to trade an unwanted share from his hand for a Union Pacific share (as long as a UP share is available). I believe that one should always trade for them. Although I didn't catch on to this essential tactic right away, eventually I became the only player to do so. Hence I acquired the majority of UP shares, and consequently won the game. Bob Sohn had the the second largest stake in UP and finished second. I think there are few situations where one could benefit from not taking a Union Pacific share, so it is a useless feature of the game.
Another thing I didn't like is that drawing cards at the start of one's turn slows down the game. Better would have been to fill one's hand at the end of a turn, as then a player could contemplate his next move while his opponents are taking their turns.
In conclusion, I don't think this is that good of a game.
Get The Goods Card Game (U.S. Games System)
This game uses the same system as the designer's (Alan Moon) Union Pacific and Airlines games, where in a turn a player can either draw new cards into his hand or else score cards already in his hand. Here the game is exclusively a card game, with the other components removed.
We started the game shortly before the Club closed and had to call it halfway through with Barb Moffa and Bob Hranek tied for first with 12 points, and Alex Strang and me tied for last with 8 points.
This is a better use of both time and money than the larger games in this system, costing only a one-fourth as much money and taking only one-fourth as long to play.
Super Giant Monster Showdown (Cybergecko)
Alex Strang, the designer, moderated this three-player contest between Brian (a ChineseDragon-Bull-Wasp), Bob (a BalloonFish-Worm-Tiger-Mole), and me (a Spider-Shark).
I got two Chemical Mutations as part of my initial allocation of cards, enabling me to draw two additional cards. Nonetheless my Spider-Shark was defeated by Bob's BalloonFish-Worm-Tiger-Mole, which then gutlessly used its Worm/Mole burrowing capability to dig underground to hide from the ChineseDragon. Eventually it succumbed, though.
In Super Giant Monster Showdown more than one player may claim to have achieved victory because there are three ways to win: destroy the most buildings; inflict the greatest civilian casualties; and, defeat the most opposing monsters. BallonFish Bob won on Destruction and Casualties, and tied with Bull Brian on Monster Defeats.
Editor's Notes - My recollection of the final outcome is different. The ChineseDragon-Bull-Wasp's powerful Wasp sting (boosted by poison) nearly killed the BalloonFish-Worm-Tiger-Mole in a single blow! The Worm/Mole separated into segments, reformed, and then promptly burrowed under the remains of a Chemical Plant that had been recently destroyed. The Bull/Wasp was still able to inflict damage by causing earth tremors, but the Worm/Mole was able recuperate even more quickly by leaching energy from the chemical wasteland. After a few turns with no signs of life in the chemical dump, believing the Worm/Mole to have expired, the Bull/Wasp flew-off to find a different city to raze.
Attack Sub (Avalon Hill)
This card game includes numerous scenarios having one to five vessels per side. Jerry Smolens and I played the first three scenarios in preparation for the World Boardgame Championships, where he is the GM for Attack Sub.
The sole drawback of the game is its poor components. The ugly deck of cards is particularly surprising, as Attack Sub is a derivative of the earlier Up Front which has a beautiful deck of cards. Just because it's murky a mile below the ocean's surface is no excuse for the dismal components found here.
Still, Attack Sub is one of my favorite games. One reason that I like it is that it frequently creates a greater feeling of suspense than is found in any other game I have played. The most crucial element of the game is the strategic decision to whether seek or avoid combat. In seeking combat by trying to improve one's firing solution, noise may be made, exposing oneself to counter attack. Alternately, playing it safe by reducing the opponent's chances of hitting you also reduces your own chances of hitting the enemy.
SCENARIO A: SUB DUEL
This introductory scenario pits two NATO Los Angeles class subs against two Soviet Victors. This scenario is biased in favor of NATO; I fortunately got to be NATO.
Although I won, this was a moral victory for the Soviets, who staved off defeat until our third time through the card deck. This occurred as I was an inept shot, missing the enemy with numerous torpedo attacks. Furthermore, the first time one of my torpedoes did manage to hit the enemy, it only did superficial damage.
Eventually I succeeded in sinking one his subs. Then, as my two LAs homed in for the final kill, the Victor got off a lucky shot which eliminated one of my subs. My survivor then avenged its partner, sinking the final Victor during my next turn.
SCENARIO B: SEARCH AND DESTROY
Here a NATO surface fleet comprised of the CGN Virginia and the Perry class frigate Simpson battle two Soviet subs, a November and a Victor. Additionally, the Simpson can launch a helicopter.
Helicopters have the advantage of being able to perform "noisy" actions (using active sonar and launching torpedoes), without risking disclosure of their mother ship's position. Furthermore, a launched helicopter increases the player's hand capacity by one. (In Attack Sub one's hand capacity is three cards plus one additional card for each combat vessel or helicopter in play.)
Jerry's Soviets were able to kill the Simpson, which also removed its helicopter. Before this happened, however, the NATO force was able to acquire such good fixes on the enemy's positions that the surviving Virginia was able to dispatch both Soviet subs shortly thereafter.
SCENARIO C: BREAKOUT
In this scenario three Soviet subs (a Victor, a Charlie, and an Alfa) attempt to get past the Seawolf into merchant shipping lanes. Both sides may receive one reinforcement, which arrives randomly. For NATO, the reinforcement is the British Trafalgar, which is almost as good as the Seawolf herself. The Soviet's reinforcement is just another mediocre Victor. To win, the Soviets must get any combination of two sunk NATO subs or two exited Soviet subs. From the NATO point of view, this scenario should be like shooting fish in a barrel. I, unfortunately, had the displeasure of being the Soviet fish.
The Soviets do, nonetheless, have one advantage: a greater hand capacity. I started with a hand of six cards to my opponent's four cards. This increased to seven vs. four when my reinforcement arrived.
After a few turns in which my Charlie gained Contact Level One against the Seawolf, I drew a "Close/Open Range" card and had my Charlie play it to close the range. My opponent laughed at my recklessness, as he thought the Charlie should instead open the range to try to escape from the mighty Seawolf into the shipping lanes. My opponent stopped laughing the next turn when I put a torpedo into the Seawolf's midsection, instantly ending the game.
Tikal (Ravensburger)
This game, named after a large Mayan Archaeological site, pits four teams of archaeologists against each other in an effort to get the most victory points for discovering treasures and tall pyramids.
Considering that my interest in Archaeology was strong enough that in college I minored in the subject, that the game has very beautiful components, and that the first time I played I trounced three veteran players 116-81-80-79, I would be expected to love the game. It instead turned out that I didn't. Tikal was poorly developed, and it was boring.
One reason that I won is that I had less treasures than my opposition. I know this seems counterintuitive as they received more victory points for their treasures than I did. They, however, had wasted too much time collecting treasures that would have been put to better use uncovering pyramids. I think the treasures should be worth more victory points.
Another reason I won is because I got the crummier tiles to play. Again, this is counterintuitive. But, since one must bid victory points to get the first choice of tiles each turn, good tiles may not be cost effective. I rarely wasted my VPs on good tiles.
The worst thing about Tikal, though, is that it is boring. The three-fourths of the time that is not your turn, there is nothing to do. This game is dull.
I understand this game won the coveted German "Spiel des Jahren." Clearly, this was a vote for the graphics and not for the underlying game. If others want to play this, I will enjoy looking at the components, but I won't waste time joining them, particularly when Jerry has submarines lurking around the North Atlantic needing to be sunk.