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Andrew Carlstrom
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Hammer of the Scots » Forums » Reviews
A grognard's perspective: A unique and satisfying game
Last night fellow BGGer Paul O’Connor and I sat down for a game of ASL SK#1. Problem was, I was dead tired and simply not up for the mental strain of ASL. Not that the rules for ASL SK#1 are overwhelming, and we’ve played before, but ASL’s game play can be truly brain-burning, and mine was already fried. Feeling somewhat guilty about Paul lugging his custom oversized ASL maps to my house, I meekly suggested we try something a bit less intense. We ran down the list of my lighter wargames, and settled on Hammer of the Scots. Paul (as always, it seems) had played a few games in the past, and generously (again, as always) offered to teach me since I hadn’t planned on playing nor read the rules.

In short, I’m quite glad the night worked out the way it did, as I was exposed to an excellent game. I’m now looking forward to more Columbia games along the same vein (Liberty and Crusader Rex).

Components

As always, Columbia’s block games have strong components by wargame standards, and marginal ones by euro standards. The map (of my second edition) is bright and clear, and very nice looking. Its a heavy cardstock map similar to those found in Twilight Struggle and Command and Colors: Ancients.



The blocks are the largest and nicest of any Columbia I own (or any other block game for that matter). The paint colors are bright and seem ‘glossier’ than usual, without any wood grain showing through. They blocks’ corners are rounded, and the blocks are very consistent without the usual stray marks or scuffs found in most other block games.



The cards are colorful, but have a 'punched-out-of-a-sheet' feel. The artwork is nice, but pretty much the same on every card. Again, a step up from previous Columbia block games, but not up to the highest standards.



In summary, the blocks are great, everything is very colorful. Very serviceable.

Rules/Mechanics

The game is quite simple by wargame standards, with only about 8 pages of rules. Paul was able to teach me the game in perhaps 10-15 minutes. He taught me the game, we setup, and played a complete scenario in just under two hours – though the scenario ended about half way through with a decisive English victory – more on this later.

Other reviews cover the rules in some detail, but I’ll try to cover the four major aspects of the game.

1. Cards

Each player starts the turn with five cards. Most cards are numbered 1 through 3, while some have special events. The turn, which represents one year of campaigning, generally consists of five phases in which each player secretly selects one card which are simultaneously flipped up, followed by each player moving/fighting or enacting their chosen event. If both players select an event card, then the turn ends immediately after the events take effect.

The number of the card indicates who has initiative (higher number goes first, ties go to England) and the number of areas on the map that are activated (all units in the area can then move and fight).

The lines that divide each map area are either black or red. Six units can cross a black line per phase, only two over a red line. Most units can move two areas in a turn, unless crossing a red line.



2. Combat

Each unit has 1 to 4 of steps of strength, indicated along the block edge. They are also rated on combat efficacy with a letter and a number (for example A3, or B4, or C2). The letter indicated their initiative (i.e. who ‘fires’ first) while the number indicates how effective they are (i.e. what they need to roll in order to hit). Defenders always fire first, so defending ‘A’ blocks 'fire', followed by attacking ‘A’ blocks, then defending ‘B’ blocks etc. Hits are scored immediately upon rolling the die, giving the defender an advantage. A unit rolls a number of die equal to its current strength in steps, and scores a hit on a roll less than or equal to its combat rating (i.e. an A3 hits on 3’s or less, a C2 on 2’s or less). Combat goes for three rounds maximum, after which the attacker must retreat if he hasn’t already won. Either side can retreat a block in lieu of its attack – again in initiative order (A’s retreat first etc).



3. Allegiance

This is a very unique part of the game, and one that I always wondered about. If a noble unit is defeated in combat, rather than dying, it immediately switches sides! It can even continue in the same battle fighting its erstwhile allies. The fickle Scottish nobles’ allegiance is the key to the game. Whomever commands the allegiance or more nobles at the end of the game, wins, and instant victory occurs if you can win all the nobles over at one time.



4. Wintering

Another pretty unique mechanic, and one that certainly fits the theme, is wintering. At the end of every game turn, all the nobles head home to their native province, but whichever side controls the province during the winter automatically gains their allegiance! So even if you can’t beat a particular noble in combat, if you conquer his homeland he’ll be yours in time. Other key events in wintering are that the Scots can rebuild lost or damaged units, and most of the English army melts away, to be re-levied at the start of the next years’ campaign. A critical exception is that King Edward of England can choose to winter in Scotland, and any armies with him can stay on the campaign. Edward, however, cannot winter in Scotland two years consecutively.

Game Play

The game is unique, interesting, and challenging. The first few turns (as England) I struggled with what to do. Getting the large and powerful English army deployed into Scotland is difficult, and there is a definite sense of pressure to get moving before winter descends and the troops and nobles head home. This created an fine sense of tension.

After a few turns, and seeing how wintering impacts both sides, I started to get the hang of it. As other reviews have noted, in our game the English essentially conquered the south and Wallace held most of the north. This is natural based on the proximity of the English border, and didn’t bother me a bit. In fact, I rather liked it as before this occurred there was no battle line and it felt very chaotic.

This, to me, is one of the strongest points of the game and one I look forward to exploring. The game provides a very different feel in the early stages when anything goes and every one of your nobles is surrounded by enemies. Everyone is vulnerable and you simply can’t defend them all. But the same goes for the Scots, so early on its all about where do you choose to attack.

As England it seemed natural to pacify the lands closest to the border where your army comes streaming over the border each spring. Once that was done, there were some rear areas that could be denuded of forces to reinforce the front line.



Also, it soon became apparent that the Scots possess a very different kind of army than that of the English. They are quicker and more nimble, but also more fragile. Wargames are at their best when they portray asymmetrical forces that require unique tactics. Hammer of the Scots certainly does this. I can’t judge play balance after a single game, but from what I’ve read, both sides have a fair chance to win.

In our game England marched to an easy victory based on a misplayed rule! Paul thought he had to stand and fight the first round of every battle before he could retreat, but after the game he discovered no such rule in the manual. This put him at a grave disadvantage as the heavier English army was able to pound his forces repeatedly.

Haters of chance, beware! One other factor had a pretty big impact on the early English victory: luck. I was lucky enough to draw King Edward in every feudal levy. And in combat, the dice-gods were kind to me far more often than to Paul.

Summary

Hammer is a fine quick wargame, with a small footprint and short playing time. Its clearly a good gateway game for new wargamers, and satisfying enough for graying (or balding, in my case) grognards. And its very satisfying when your work-tired brain just isn’t up for ASL or heavier faire.

thumbsup
Last edited on 2007-09-14 15:46:49 CST (Total Number of Edits: 3)
Paul O'Connor
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Nice review, Andrew, and I'd be happy to play this one again.

What my opponent is too gracious to note is that I suffered major brain fade and took on Edward's army in the field in the very first year ... Wallace escaped with his skin and that part of my army that wasn't shattered was reduced to one or two steps at most. It had been a year or so since I'd played and I forgot that the Scots need to hit-and-run for the first few years before seeking a decisive battle.

Plus, Argyle fought like a guy in a sweater and my Wallace was more like Grommit's partner than Mel Gibson.

In short, Andrew stomped me. But all in a good cause if it leads to more block games on our table.
Alex
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Good review. I have played this a couple of times solo and am looking to get a F2F in. It seems like such a simple game that provides a good array of strategic and tactical options.

I have a couple of questions about the rules you stated, as I interpreted the rules differently and wonder if I played my solos incorrectly.

1. Simultaneous Event Play - You stated that two played events end the turn, after initiating their effects. Did you mean to say it ends the year (i.e., all 5 turns), as this if what I thoughts the rules were.

2. Group Activation - You stated that the numbered cards activate a number of areas, allowing the blocks in these areas to move/attack. I interpreted the rules to say that it activated a certain number of groups, with groups being defined as any number of blocks that start and end movement in the same space. So if cards activate groups, a card of "3" would allow at max three blocks in an area to individually move to three different areas. However, a card of "1" only allows for one group to move from the start area to an ending area (this move could be any number of or all of the three blocks). So, the one card would not allow the movement of three blocks in a single starting space into three different ending spaces.

Just wondering if I played it right, since I was teaching myself the game. Thanks.
Alex
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ciscokidnj wrote:

1. Simultaneous Event Play - You stated that two played events end the turn, after initiating their effects. Did you mean to say it ends the year (i.e., all 5 turns), as this if what I thoughts the rules were.


Yes, that is how we played it. I called each card flip a 'phase' and a full year a 'turn' (not having read the rules, of course).

Quote:
2. Group Activation - You stated that the numbered cards activate a number of areas, allowing the blocks in these areas to move/attack. I interpreted the rules to say that it activated a certain number of groups, with groups being defined as any number of blocks that start and end movement in the same space. So if cards activate groups, a card of "3" would allow at max three blocks in an area to individually move to three different areas. However, a card of "1" only allows for one group to move from the start area to an ending area (this move could be any number of or all of the three blocks). So, the one card would not allow the movement of three blocks in a single starting space into three different ending spaces.


Good question. We played that it activated an area, but we might have had that wrong.
Last edited on 2007-09-14 15:30:26 CST (Total Number of Edits: 1)
Philip Thomas
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1) yes they end the year
2) Basically you are wrong. A 'n' value card activates n areas - all blocks in those areas then get to move. However there is an exception for blocks in England. You can only activate 1 block in England for each 1 you spend from the card. So with a 3 card you can
a) Activate 3 Scottish areas and move all the troops therein
b) Activate 3 units in England and move them all
c) Activate 2 Scottish areas (and move all the troops theirin) and 1 unit in England
d) Activate 1 Scottish area (and move all the troops theirin) and 1 unit in England.

Hope that helps.
Nils Ropertz
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Good review, explains pretty well why I love this game so much (and my group also made a grave mistake in our first game since we didn't know if Edward wintering lets all units in his own area or entire scotland stay in play).
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Philip Thomas wrote:

d) Activate 1 Scottish area (and move all the troops theirin) and 1 unit in England.



Of course, Philip meant:
d) Activate 1 Scottish area (and move all the troops theirin) and 2 units in England.

;)
John Owen
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This is an excellent review of my favorite game. Thank you.
Lee Massey
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HOTS is my favorite game too. Excellent game review! :)
Stephen Sanders
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One thing I want to warn new players about with regard to the blocks is that you don't want to shuffle the (English esp.) blocks face down on an abrasive surface. We wore off some of the print before we realized what we had done. This is especially evident with the English blocks which are shuffled at the end of every year for muster. Need to find an alternative method (like using a bag) to preserve the original print.

With regard to gameplay, I have been frustrated by the element of chance in the initial dealing of the five cards at the beginning of each year. Having some 1's with events that are not tactically effective for the current situation can hamstring your entire campaign for the year. The dice rolling actually is not a big problem as it tends to even out with the amount of rolls, but you can get nailed pretty bad by a string of bad "luck."

I intend to try this game one more time before I write it off. There are actually a lot of tactical decisions to make with the movement and retreat/advance rules to gain an advantage with position. This part of the game seems a bit chaotic to me, though, with units going different directions.

Keep us updated with your sessions to let us know if you change your views.

Last edited on 2007-09-14 21:18:22 CST (Total Number of Edits: 1)
Rusty Ballinger
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caltexn wrote:
you don't want to shuffle the (English esp.) blocks face down on an abrasive surface. We wore off some of the print before we realized what we had done.

Yeah, this happened to me too.

caltexn wrote:
I have been frustrated by the element of chance in the initial dealing of the five cards at the beginning of each year. Having some 1's with events that are not tactically effective for the current situation can hamstring your entire campaign for the year.

Have you tried fubar awol's suggestion here?
David Dixon


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That was a great review--sounds like a fun game, and your point about the assymetrical nature of the sides really appeals to me.

Curse you though for exposing me to a game that I didn't know anything about twenty mintues ago and now simply absolutely must have.

Sigh.

Another trip to Thought Hammer for me...
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