Richard I the Lion Heart

pic54653Even though I don’t really post at Wargame Wednesdays anymore [just haven’t had the time with everything going on], my Dad and I have never stopped our wargaming series. After a lengthy set of several games of Fortress Europa, where we concluded that the Germans have to drive the Allies back into the sea and essentially win or lose the game based on the turn-one set-up and how well the first two weeks of the Allied invasion plays out, we opted for something less modern.

Last week, we started playing Mayfair Games’ Richard I the Lion Heart. I completely screwed up my first go as Richard–I didn’t really understand the game at first and therefore failed to take an appropriate early-game strategy, and so took a mulligan. Things are playing out better this time.

Richard I the Lion Heart is a slightly-crunchier-than-beer-and-pretzels strategic-level game of Richard’s campaigns against Philip Augustus in France. It’s kind of an “asymmetrical warfare” game, though the imbalances are more subtle, I think, than in your typical asymmetric.

Richard has more and better leaders than Philip, meaning he can have more armies and theoretically accomplish more in a month. He also has smaller armies and less money than Philip, and must devote substantial chunks of his funds against Philip’s to prevent the nobles from various provinces rebelling against their rightful Plantagenet lord.

Each year, the amount of revenues and troop support can swing wildly, with nobles joining up or going home, refusing to remit revenues to their overlords, etc. Richard has to overcome an imbalance that generally puts things in Philip’s favor.

On the other hand, despite his superior numbers, Philip can’t easily beat Richard and his commanders in a pitched battle. Philip and the Count of Au aren’t particularly great generals. Richard can easily deliver significantly more casualties and come out ahead in a battle where he’s outnumbered 3:2 [provided Philip doesn’t have any knights]. Of course, this comes with a risk. Richard’s +2 modifier is HUGE, but it represents his leadership style, which was to command from the front and to wade into battle at the head of his troops. So, there is an every-increasing chance that after each battle he’s in that Richard will get an arrow in the neck. The Richard Death Chance starts at 15 and decreases by one to a minimum of 8 for each battle or siege Richard is present at; it goes back up by one each winter. While he starts out safe with a couple gimmes, the Richard Player must either hold back or risk an instant loss on an unlucky roll.

The goal of the game is to a)control Normandy, b)capture the opponent’s king, or c)Philip holds out until Richard dies on the battlefield.

For the Philip player, I’m thinking that the best strategy is to a)create more fires than Richard can put out with his vassals, b)avoid pitched battles except when you have knights, and most importantly c)force the Richard player to use Richard to keep and expand on strategic gains wherever possible.

As Richard, where possible, I’ve had Richard interpose between Philip’s army and a lucrative target—with a smaller force and the siege train, Mercadier or Marshel[Pembroke] can start a siege while Philip would have to fight through Richard’s troops, possibly taking massive losses, to relieve it. Richard buys his commanders time and earns a strategic win without taking the field. Of course, without Richard present, fortresses can potentially hold out for several months without giving in. But Richard can still come in, lend his bonus to the siege after a few months and only risk one death roll instead of several during the early stages of a siege where the fortress has almost no chance of falling.

Then there are knights… one of the interesting aspects of Richard is that combat is two-tiered and borrows certain tropes from miniatures gaming. Results are multiplied against the total number of troops to determine casualties. Except in the case of knights, who are worth three knaves a piece on the open field, nine knaves a piece when running down fleeing foes, and roll on a significantly advantageous combat chart against knives while they themselves are nigh untouchable against knaves. Knights, of course, are substantially more expensive than your bulk troop of knaves, but just a few of them can make a force unassailable. And having more money than Richard, Philip can easily gain the upper hand on the battlefield with just a few of these.

Our current situation stands with Richard in control of most of Normandy but fewer of his vassals loyal to him in the second and third year than the first. The second year saw some gains, mostly ruining some of the border lords’ castles, and even the destruction of most of Philip’s armies. But without knights to run down his fleeing knaves, the Count of Au was able to escape, and even without any knaves, Philips remaining cadre of knights would’ve been far too tough for Richard to take the field against. So, much of the fall of the second year of fighting was spent with some feints and continuation of sieges, but no real progress while both sides waited to buy new troops. Going into the third year of the war, I opted to supplement my knaves with 20 knights. While knaves might have been more useful in breaking sieges, I can’t afford to have an inferior number of knights against Philip and Count of Au’s replenished forces.

Fingers crossed that Mercadier can make headway on his own at the siege of Dieppe while now, with a superior force, Richard can take Philip down a peg before he captures Les Andelys. Or better yet, if Marshel can get there in time, he could take the field while Richard is off on some administrative task that keeps him from dying.

So, I said I’d screwed up the first time… Originally, I’d tried to play it like Imperium Romanum; there, you typically have two large armies with a couple leaders commanding them–there’s a bit of cat and mouse to maybe justify the stupidly complex economic and diplomatic rules, but each scenario generally boils down to one big meeting battle that one side can’t recover from. My first go as Richard, I bought a few knights, bought a few knaves, didn’t counter Philip’s political investments, allowed my French holdings to go into rebellion, and chased after Philip… who ran away. This isn’t a war that the players can win with one quick blow. It’s got much more ebb and flow to it; in this, it’s somewhat akin to Victory Games’ The Civil War, though on a smaller scale.

Cirsova #9 is out now!

Kickstarter Fulfilled, Amazon Woes, and Submission Guidelines update

Issue 9 is out the door and can be bought here.

Amazon is folding Createspace into KDP. The fact that KDP’s backend isn’t working today as I try to upload issue 10 as a test bodes ill.

We’ve updated Cirsova’s submission guidelines and pay-rates. They can be found here.

We will be opening for submissions on October 1.

Winter Projects Update

I hate empty, contentless “I’m alive posting”, but things have been too crazy to write up any new game or fiction related content. So, instead, I’ll update you on the status of our upcoming projects:

-Thursday is the last day to get ad content to us for issue 9. After that, I’m uploading the files.

-Next week, I’ll begin entering fulfillment info for Issue 9.

-Issue 10 has been reviewed by both of our editors and is now in the hands of the contributors. I’ve heard back from most of them, so we’re easily on track.

-I’ve got a cool project that I’m keeping under my hat but will have some news on soon.

-Guidelines for Cirsova Volume 2 will be posted soonish.

-Castalia House is back online, so Short Reviews may be back where they belong (unless you believe they belong here).

-Have another tease for Illustrated Stark:

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Updates, Advertisements, and Short Reviews

Man, what a week!

Cirsova just wrapped up its most successful kickstarter evar.

And it’s probably the last kickstarter we do.

We’re going to experiment going over to the IndieGoGo platform in the future, since that’s where all the cool kids are. Plus, flexible funding and lower fees sounds nice. But that’s in the months to come.

Sunday this week is the last day to get in advertisements for issue 9. We’re a little thin on advertising content for this issue because all of our time was spent getting Wild Stars out by the end of July and then running the Kickstarter for issues 9 & 10. But if you do advertise with us, know that the magazine is going out to over 200 subscribers.

WordPress did some weird updates, so Castalia House has been down for a couple weeks now. I’m not sure when it will come back up; when it does, I’ll be resuming my weekly column there. I’m taking this week off, because I need to steel myself to get started on part 2 of Asimov’s “…And Now You Don’t”. If Castalia House isn’t back up, I will continue my column here at Cirsova. Doing it For the Fans.

Cirsova will open for submissions in October. Before then, I’ll post some of what we want and what we don’t want.

 

Running Holmes at AR RPG Con

I only ended up with two players at the con, but one was one of my regulars, and the other was The Mixed GM, so we made it work. Players ran two characters and I ran a “hireling”.

This won’t be a full run-down, but some observations and remarks on highlights.

Both times I’ve run Xenopus, the parties have known that the sea cliff where Lemunda might be held was to the west, and both times the parties made a B-line west. Main difference, this time the party was insistent on dealing with the out-of-depth 31 HP spider instead of going around it. They didn’t kill it, but they eventually hurt it bad enough that it wasn’t going to mess with them.

The party wanted some extra muscle, so I pulled out a character sheet for a pirate I’d played in a couple other games. Following a bad ‘you had to be there’ joke, Crusty Jim became Trusty Jim. And any character named Trusty just HAD to betray the party at some point. It made for a pretty wild fight in the sea caves, as pirates kept pouring in and Jim tried to make off with both Lemunda and the contract for the reward for her return.

Crusty Jim was going to try to convince Lemunda that he was the only one there to rescue her and he was rescuing her from the party. She might have helped him row away and beat the party chasing him. This didn’t happen, because Crusty Jim has CHA 4 and is OBVIOUSLY A PIRATE.

Just for the hell of it, I ran Lemunda as a MU; she tried to Charm Person Crusty Jim when they were in the boat together, but he succeeded on his saving throw. Her class was never relevant from that point forward. The players were unaware this even happened. Oh well.

Using the Holmes wandering monsters chart can land you with some weird stuff, but I just went with it. There was no good reason for a bunch of Norse Berserkers to be hanging out, but they somehow joined the party. And one of them fought a character to the death for the right to have the +1 sword. He also guzzled a potion of growth that someone asked him to just taste, so for a few minutes, there was a 12′ Nord romping around with the party.

The climactic fight ended up being with a neutral party of mouthy elves who’d mostly rolled utility spells. A random encounter roll had placed the large elf party in the same room with the ghouls. Two sleeps would’ve been the end of everyone, but bad rolls and poor economy of action resulted in the players overcoming and looting some dead elves.

They never found the wizard or his tower. Therefore, I didn’t get to use the little monkey mini my GF loaned me.

They went through maybe half of the 18 pre-gens I rolled up for the con.

Even without playing it straight and throwing extra pre-gens at big problems, two characters would’ve reached level 2, a dwarf and a thief. If the adventure had been played straight and not like a con game one-off, it could’ve easily been more.

Mixed GM’s dwarf actually survived the adventure from start to finish.

With two players, Holmes’ wonky initiative ended up not being a problem at all.

Dammit, they went into the Rat Tunnels! I ended up having to sketch out additional rat tunnels…

Short Reviews – Finished, by L. Sprague De Camp

Finished, by L. Sprague De Camp, appeared in the November 1949 issue of Astounding Science Fiction. It can be read here at Archive.org.

L. Sprague de Camp offers up something of a planetary romance with Finished, where I can’t quite tell if he just bungled his premise or was poorly spoofing Sword & Planet and Campbell ran it because he thought it would make the folks over at Planet Stories look like rubes.

Finished

Why do I feel like the genre is being mocked?

The truth may be somewhere in between. Finished is a mess of weird names and affectations, such that entire paragraphs barely register as coherent ideas expressed in English. De Camp is a smart guy who enjoys being smart, but he’s also a fairly decent writer who has done some really good humorous SFF that, while funny, didn’t quite dip into twee. So despite being a mess, there’s a damn good story at its core that makes me wonder why he didn’t work to tell it just a little bit better.

A planet in contact with the Galactic FederationTM is being kept at arm’s-length by the advanced space-faring culture; they’re just too primitive and barbaric to be granted access to the technical and philosophical knowledge of Earth (Ertsu). The planet has a perpetual regency: the “one king” of the planet is a revered and sacred mummy relic, and the princes of the planet rule in his name. The mummy is fraudulently taken off the planet, and the Prince demands the right to pursue it to earth to recover their world’s most sacred treasure.

Turns out, the theft was a sham. The prince allowed, nay facilitated, the theft of the mummy which could be stuffed with literature and technical manuals so that they might be smuggled back to his world.

There’s a large naval battle as one of the representatives of the galactic federation pursues the rogue prince, who fakes his death, faked a mummy (lost in the battle), and ultimately returns to his people with the promise of a new golden age.

Again, not a bad story, but it suffered greatly in the telling, and I would’ve much rather it be told by a Brackett or a Kline. It’s not something I can easily explain—not within the limitations of time I have for this column—so I can only suggest that you read it for yourself.

This is the last day of the Cirsova Issue 9 & 10 Kickstarter! Be sure to back today if you haven’t already!

Final Days of the Cirsova Vol. 1 Kickstarter

As of right now, we only need to raise another ~$600 in subscriptions. A big chunk of that could be covered by anyone who backs for the original line-art for Cirsova #8 by Benjamin A. Rodriguez.

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Abe Strongjohn’s original manuscript for Magelords of Ruach, Misha Burnett’s handmade Book of Lost Doors boxed set, and the signed Adventure of the Incognita Countess by Cynthia Ward have already sold out, so this is our last big-ticket item at the moment.

Also, a few authors have offered to donate ebooks that will be included in addition to previous issues of Cirsova and subscriptions at the $20+ tiers. So far, we have confirmed Friend of the Magazine J.D. Cowan’s Grey Cat Blues. Others TBA.