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Muz Fish
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08
Last night I played my first game of Warriors of God (WoG – very unfortunate acronym) with wifwendell and it took about 4 hours or so including rule explanations from go to woe.

I hope that this little piece it is of interest. I’ll write up a session report to go with this review.

Your first port of call for a WoG review should be the excellent piece by Tom Hancock – http://www.boardgamegeek.com/thread/319977 - this was the review that first got me interested in WoG.

Anyway, what follows is my own brief review based on my first game.

Initial Impression and Components

My initial reaction is that WoG is a pretty good little game with some interesting mechanics and a good feel for the period. The board is also very well designed and the counters are also very nice, but then again, I’m a real sucker for heraldry.

So, the components are good, very good in fact. The map is of heavy paper as opposed to something mounted on stiff card or something like that. I would personally prefer a sturdier map a la 1960: The Making of the President, but I understand this can be a major expense so this is more an observation than a criticism.

I also would have liked a red and a blue die to use for initiative, again a minor quibble probably due more to my own personal preferences than anything else.

Other than that, full marks for excellent components. thumbsup

Rules

The rules themselves took wifwendell about half an hour or so to explain to me and I think I picked them up quickly enough.

The game plays smoothly and I think that once initial explanations were done it was easy enough to play through the turn (and great to have the turn sequence on the board).

Even though it was the first game for me and the first non-solitaire game for my erstwhile opponent we only had to consult the rule book three or four times for specific matters.

So, top marks for well written rules. thumbsup

Gameplay

The key with this game is leader death. A fair bit has been written on this elsewhere so let me suffice to say that it is a great balancing mechanism as well as being frustrating which makes it fun.

Rolling for leader death is much more than an irksome administrative task, as has been suggested elsewhere, it is a key activity of the game and failure to take into account the possibility of a leader dying can at best inconvenience you and at worst give your opponent a unexpected windfall of free troops.

The placement of new leaders also presents challenges to the players and really does force you to think strategically in the deployment and disposition of your forces.

The game has a lot of other distinctive features most of which I am a fan of.

Features of the game I liked:

• Non-aligned leaders. This balances out the dis-advantage of being the non-initiative player and really forces both sides to plan for future possibilities. The fact that the can change sides if they are captured and ransomed also adds to the uncertainty of it all.
• WoG has, it seems inbuilt opportunities, to regain your position if it all goes wrong for you in a few turns.
• Fog of war – no hidden counters or anything like that, but nobles can have the most unfortunate habit of dying when you don’t want them to – or living when you would rather they shuffled off this mortal coil. In the game I played English dungeons seemed to be the key to a long life in this game.
• Each side has their own “edge” the superiority of English sea movement and longbows balance throughout the game balance out the huge advantage Joan of Arc has during her short life.
• The leaders can remove a control marker of an enemy controlled area. This is a great way to simulate pillage and rapine which was a feature of warfare in the era. The locals may not go over to your cause, but they will cease to support a liege who fails to protect them.
• Mercenaries are brittle, unpopular and great to use as “ablative” troops. This makes you question yourself if it is really worth the inherent disadvantages they bring to employ them on the battlefield.

Features of the game that didn’t rock my world:

• “Kamikaze runs” - A leader who is about to die the next turn can be sent off on a suicide run to attack anywhere just for the sheer heck of it. When he dies then the player will lose the troops anyway, so why not get some mileage out of the old warhorse and see who he takes with him.
• The ability to engage in “pinning” attacks (turn up, fight one round of combat and withdraw) which occupy an enemy leader is a bit frustrating. I imagine that some time over the course of a decade the superior force would succeed in forcing a major engagement. Maybe having a fleeing leader dice to be captured, routed or killed regardless of the losses (if any) they take in the “+1 free shot” might discourage this sort of thing.

I have not played the “Lion in Winter” variant, but would be very keen to give it a go in the near future.

Conclusion

From the above you might conclude that I have a few gripes with WoG. I would like to emphasise that these are minor points and overall I am very impressed with WoG.

The game has a lot going for it in terms of quality components, compelling theme and unique mechanisms that really pose all sort of strategic questions for the players.

I would recommend WoG to anyone who enjoys wargames games, likes games of a strategically challenging nature or has an interest in the history of the period. thumbsupthumbsup

Edited for spelling
Last edited on 2008-07-08 22:51:16 CST (Total Number of Edits: 1)
Wendell A
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Good review Muz! Just a couple of comments.

The "kamikaze run" (great name) that I think you're referring to was when the ancient Jean II (a 3-star French leader in the Hundred Years War scenario) found himself surviving until the very last turn where his chance of croaking was 100%. I don't think kamikaze runs like this would happen too often; this situation was a bit unique in that Jean's fate was a solid lock AND that I had no 3-star leaders coming on the following turn to take over his army. But it wasn't pure suicide - he tied down an English leader from doing something annoying to me!

Agree about the mercenaries. Thru the vagaries of war Joan of Arc had a mercenary with her which twice cost her on rolling to control whatever area she was in... She IS pretty powerful.

As for fleeing leaders - I don't mind the pinning mechanic. Getting a free roll with a +1 is already pretty bad - remember how you completely eradicated my force fleeing from Normandy fairly late in the game!

edit: typo
Last edited on 2008-07-08 23:28:20 CST (Total Number of Edits: 1)
Muz Fish
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Hey Wendell,

Thank you for the kind words.

I was indeed thinking of the ancient Jean II, who cheated death at every turn, gathering his faithful chevaliers about him and saying words to the effect of:

"My dear friends, I thank you for your faithful service all these years. Now, the time has come for me to depart this earth, so let's attack England with no hope of success or retreat, for those who come after me have not the ability to command men such as yourselves. Your sacrifice will inconvenience an Englishman for a turn. God bless France!" :)

Actually, it's a valid strategy and, as you note, one that won't probably come up too often.

Joan is indeed a powerful commander, but I guess this compensates for the tactical edge the English have in battle with longbowmen for the entirety of the game. One thing I can't believe is that they would ever ransom her. I think that if Joan gets captured her piece should be removed from play and two points awarded to perfidious Albion.

The pinning mechanic is probably the major drawback as far as I can see. If, for example, Henry V was wanting to move into Ile de France then all that has to be done to stop him is throw in some gimpy halfwit and a troopie or two and he is stuck there unless further impulses are used to firstly get more English leaders than French in the area (and remember the "flypaper rule" for control markers) and then move.

The +1 to hit fleeing troops isn't, in my opinion, a strong enough dis-incentive to not pin major forces. My possible solutions are, after all of one game:

1. Keep things as they are, but fleeing leaders have to roll under their bravery to or they are captured.
2. If one side has double the SPs of troops in an area (not including artillery) it is not pinned and may move freely. However, it may not remove a control marker unless it has more leaders than the enemy (including their control marker).

Both of these options make larger forces pretty tough to slow down which seems fair enough to me. The possibility that their leader will die at the end of the turn is enough to make the palyer wonder about the viability of such forces.

As said above these are minor quibbles that do not really detract from what is otherwise a great game.

Thank you for sharing your thoughts and for being such a delightful opponent.



Wendell A
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Quote:
Hey Wendell,

Thank you for the kind words.

I was indeed thinking of the ancient Jean II, who cheated death at every turn, gathering his faithful chevaliers about him and saying words to the effect of:

"My dear friends, I thank you for your faithful service all these years. Now, the time has come for me to depart this earth, so let's attack England with no hope of success or retreat, for those who come after me have not the ability to command men such as yourselves. Your sacrifice will inconvenience an Englishman for a turn. God bless France!" :)


That should be, "mes chers amis, merci beaucops. Attaquez!"
:devil:

Quote:
Joan is indeed a powerful commander, but I guess this compensates for the tactical edge the English have in battle with longbowmen for the entirety of the game. One thing I can't believe is that they would ever ransom her. I think that if Joan gets captured her piece should be removed from play and two points awarded to perfidious Albion.


Yeah, interesting point. Seventeen-year-old peasant girls weren't part of the nobility and maybe wouldn't be treated the same...

Quote:
The pinning mechanic is probably the major drawback as far as I can see. If, for example, Henry V was wanting to move into Ile de France then all that has to be done to stop him is throw in some gimpy halfwit and a troopie or two and he is stuck there unless further impulses are used to firstly get more English leaders than French in the area (and remember the "flypaper rule" for control markers) and then move.

The +1 to hit fleeing troops isn't, in my opinion, a strong enough dis-incentive to not pin major forces. My possible solutions are, after all of one game:

1. Keep things as they are, but fleeing leaders have to roll under their bravery to or they are captured.
2. If one side has double the SPs of troops in an area (not including artillery) it is not pinned and may move freely. However, it may not remove a control marker unless it has more leaders than the enemy (including their control marker).

Both of these options make larger forces pretty tough to slow down which seems fair enough to me. The possibility that their leader will die at the end of the turn is enough to make the palyer wonder about the viability of such forces.


The flypaper rule (as the rule book calls it) is an interesting one. But throwing guys with small forces away against bigger groups already runs a very real risk of losing the leader in battle (one round of combat plus the "run-away" round where the enemy gets a +1) - if captured or killed, those are immediate victory points you give up, in addition to the use of the leader and his/her troops...

It might not have been as good a strategy if our game had been a bit tighter; by the last third of the game I had a comfortable lead and I was just trying to hold it. In a tight game, giving away VPs in battle in the form of killed or captured leaders may not be so wise!

edit to fix the quotes...
Last edited on 2008-07-09 02:04:09 CST (Total Number of Edits: 1)
David Bohnenberger
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Quote:
When he dies then the player will lose the troops anyway


I don't have the rules right in front of me, and I hope I'm not getting yet another rule wrong, but I'm pretty sure this isn't true.
Tom Hancock
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060708
One way to discourage the "pin-you-down-then-run-away" tactic is to move in behind and cut off avenues of escape. You can force your opponent to retreat somewhere they don't want to OR cut them off completely.
James Lowry
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wifwendell wrote:
Yeah, interesting point. Seventeen-year-old peasant girls weren't part of the nobility and maybe wouldn't be treated the same...

More to the point, the English had a mad-on about her every bit as passionate as the French devotion to her. If captured, burning at the stake (as happened) is about the only logical outcome.
Peter Bogdasarian
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A leader has about a 1.5% of surviving five turns so you won't see very many "kamikaze runs" by valiant old men.
Muz Fish
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Dweeb wrote:
Quote:
When he dies then the player will lose the troops anyway


I don't have the rules right in front of me, and I hope I'm not getting yet another rule wrong, but I'm pretty sure this isn't true.


We were playing under the impression that once troops had been assigned to a leader those troops could not be re-asssigned except when that leader died.

If, say, your three star leader had two knights with him and you didn't have another to replace him at that time then the knights just disappear.

That's right, isn't it?

Sorry if if my writing above wasn't clearer.
Wendell A
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muzfish4 wrote:
Dweeb wrote:
Quote:
When he dies then the player will lose the troops anyway


I don't have the rules right in front of me, and I hope I'm not getting yet another rule wrong, but I'm pretty sure this isn't true.


We were playing under the impression that once troops had been assigned to a leader those troops could not be re-asssigned except when that leader died.

If, say, your three star leader had two knights with him and you didn't have another to replace him at that time then the knights just disappear.

That's right, isn't it?

Sorry if if my writing above wasn't clearer.


Dweeb, you are right - when a leader dies from old age, the troops remain on-map; they are subsequently re-assigned later on during that appropriate phase.

But in my case, because of number of leaders I had on-map, the fact that no 3-star leader was appearing the next turn, I was pretty certain that even if I had left Jean II somewhere safe (from English leaders coming and taking them I mean) like Ile de France that I would have a hard time assigning Jean II's troops to a French leader.