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Conflict of Heroes: Awakening the Bear! - Russia 1941-1942 » Forums » Reviews
After playing the intro scenario (resubmit)
(NOTE: The comments on my first draught prompted me to rewrite and resubmit this as a separate item)

Larry and I only played the first scenario (and actually flubbed it a bit by forgetting a Savyet unit). He read the rules and walked me through it. Here are my initial remarks and impressions.

Components

The counters are thick, precut with rounded corners and easy to read



and the five geomorphic maps are hard-mounted.



There is a severely mispaginated colourful folio (I hesitate to say book) of rules and another for the scenarios. I have written to Academy Games to send me a new one and Uwe has made me an offer I can't refuse.

Mechanics

The scenarios are designed to be played by 2 and sometimes 4 players. The game is fairly easy to play solitaire.

Scenario 1 moved along quickly (with six counters to a side it bloody well should :) ). All scenarios consist of five turns (at least in this game, don't know about others in the pipeline) and each unit is activated individually (or as part of a group) following an initiative (goes first) roll. Combat is fairly simple, and the combat system does not rely on a CRT. A hit is counted when a modified die roll equals or exceeds a modified defense number and a random draw of a hit counter modifies all, some or none of a unit's abilities. In this game, there is quite a range of damage possibilities on units, which is a fairly novel idea. However I note, perhaps to reflect the effect of Hitler and Stalin orders, that retreat is not available as a result of combat ;)



For example, a unit fires at another. It is firing with a basic value of 3. The defender has a flank value of 10, plus 2 points for terrain. The attacker uses up CAPs to increase his fire value from 3 to 5. If he rolls a 6 or less, he fails to match or surpass the 12. If he rolls a 7 or more, the unit is damaged, and the player draws a hit counter. If the attacker fires again and hits, the unit is destroyed (second hit is ELIM), no matter how serious or trivial the first result was. One disadvantage to this system is that there are limits to the number of times a type of hit can occur whereas in "real life" (tm applied for) twenty units along the front can all suffer the exact same result, just as easily as not.

That being said, the drawn hit counter can do many things, such as increase the defense factor (cowering) or cancel ALL abilities, or reduce one or some by 1 or 2 or whatever, making the use of these abilities more costly. Units have a rally cost which must be satisfied before they can be brought back to full strength. Units are always able to return to full strength unless they are destroyed. Units which have acted using APs are flipped to their used side (marked with a stripe). They can still perform actions when using cards or CAPs. At the end of the turn (when both players pass), all counters are flipped to their unused side but damage counters remain. This is the easier aspect of the game.

A mechanism common to many tactical games (ASL, Combat Commander, et alia) is Line of Sight (LOS). To facilitate establishing whether LOS exists in CoH, each map hex has a *very* small circle in the exact centre (I hadn't noticed them upon first examination). As a tool, we used a retractable badge holder I bought from L2 Design and which gave us a perfect straight line. Here is a picture, in case some of you don't know what they are.

http://www.lanyardsupply.com/ly1/durable-steel-wire-retracta...

Activation of units

I found CAPs a bit difficult to comprehend at first and to be honest, I'm still not sure I fully understand them (some reading necessary here). APs are individual unit action points, each unit has 7 (at least in scenario 1). Almost everything you do (move, fire, change facing) costs APs. CAPs are points which all units can use and they can be used to make units with no APs take actions but at a prohibitive cost sometimes, or to modify firepower, etc.

Overall

Scenario 1 does not call for cards so I can't say how that goes, but I will bring it to our next regular club function in two weeks.

I liked it, but I need to play it a few more times before I can decide if it is going to be a star in my collection, or just another box gathering dust. One thing they claim that was not accurate in our experience is the line about teaching it in five minutes. You might be able to do that if: a. you have played umpteen games, b. you write your text, time it and rehearse for weeks in front of a mirror to avoid untimely pauses and stammering, AND c. you do it all in one single breath (because breathing will slow you down).

----

Comparisons re tactical wargaming:

There are aspects of others games in this one, being mostly ASL, Up Front and Combat Commander.

1. Rally is not automatic but requires the expense of a type of resource (card, points) as opposed to a die roll against an officer's value.

2. Additional units only add 1 to the combat value of the principal unit (as in Combat Commander).

3. You can create firegroups (as in ASL and Combat Commander).

Contrary to current tactical games (ASL, Up Front, Panzergrenadier, Combat Commander), there are no officer counters in this one, so no one to modify the rally roll (unless cards do so...I haven't looked there yet).

Also this game has vehicles which Combat Commander does not have (and will never have).

Last edited on 2008-09-23 07:14:09 CST (Total Number of Edits: 4)
Last edited on 2008-09-30 10:17:11 CST (Total Number of Edits: 19)
James Palmer
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alsandor wrote:
Contrary to current tactical games (ASL, Up Front, Panzergrenadier, Combat Commander), there are no officer counters in this one, so no one to modify the rally roll (unless cards do so...I haven't looked there yet).


There are plenty of ways to modify the rally roll.

There is an auto-rally card which makes rallies automatically work.

Every unhit unit in the same hex adds +1 to your rally roll.

Being in a hex with a positive defense modifier also adds +1 to your rally roll.

You can also spend up to two CAPs to modify the rally roll. (CAPs are the abstract equivalent to having officer/leaders out in the field.)
Michel Boucher
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Felkor wrote:
alsandor wrote:
Contrary to current tactical games (ASL, Up Front, Panzergrenadier, Combat Commander), there are no officer counters in this one, so no one to modify the rally roll (unless cards do so...I haven't looked there yet).


There are plenty of ways to modify the rally roll.


I was thinking in terms of ASL, say, where you roll a die and also add (or subtract preferably) the officer's value to obtain a result. That officer's value is not used up and is valid every time he is called upon, whereas in CoH, you are dealing with diminishing resources (at least during the turn). This of course calls for parsimony in allocation of resources, which is an interesting concept.

James Lowry
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Felkor wrote:
Every unhit unit in the same hex adds +1 to your rally roll.

Being in a hex with a positive defense modifier also adds +1 to your rally roll.

The first one sounds like a nice touch. Question, does it still apply if the other units are also broken? Seems to me that other people cowering in fear nearby wouldn't do much good in getting my courage back.... :p

ASL does the second one as well (limited to buildings and woods).

ASL also has a +4 (high rolls are bad) for having been under fire recently. Does CoH have anything like that, or did it just dispense with that level of record-keeping (/marker counters)?
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By "unhit", I meant the same thing as "not broken". (In CoH, they're considered "hit" rather than "broken", which I believe is how ASL describes it.)

"ASL also has a +4 (high rolls are bad) for having been under fire recently. Does CoH have anything like that, or did it just dispense with that level of record-keeping (/marker counters)?"

CoH actually accomplishes something very similar to this without adding a single rule. If someone just hit my unit, I could immediately rally as a reaction (using an opportunity action, a card, or spending command action points.) Performing the rally like this, just after I've been hit, is much more expensive (and thus not always possible or feasible) than if I wait until it is my turn, activate the unit, and then rally.

So in CoH, I have the same percentage chance of rallying successfully, but doing it so soon is still much harder to do, and I'll suffer consequences from it with fewer resources to work with later.
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Actually, I missed the word 'unhit' completely. :cool:

Game-wise, the 'expensive instant rally' is a neat idea. Not sure what I think of it overall, but it certainly sounds appropriate for the game system as a whole.

ASL does have an involuntary version of that though. Rolling an original '2' on a Morale Check can cause the unit to go berserk, surrender, generate a Hero, or (quite likely) battle harden, which turns it into the next higher grade of unit. Note that other than surrendering, any of the results would also rally a broken unit.

In ASL anything can happen. And often does. (After generating a Hero and battle hardening the unit I'm firing at on two different shots, I have to wonder why I bother.)
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The detail of ASL fascinates me, but I do have to wonder if it really adds to greater simulation. When an entire firefight lasts just minutes, it's hard to believe a unit could really become "battle hardened" in that short of a time.

Same with the generating a "Hero"... sounds very cinematic, but not necessarily realistic.

Just some observations, definitely not coming down on ASL - I don't really know which is the more realistic simulation, although I think with CoH being a realistic simulation almost always came second to gameplay, which I think sets its goals to be a bit different than ASL.
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Felkor wrote:
CoH actually accomplishes something very similar to this without adding a single rule. If someone just hit my unit, I could immediately rally as a reaction (using an opportunity action, a card, or spending command action points.) Performing the rally like this, just after I've been hit, is much more expensive (and thus not always possible or feasible) than if I wait until it is my turn, activate the unit, and then rally.


I absolutely love this idea. If the command from on high is to "hold this position regardless of cost", I can perfectly simulate this by spending CAPs every hit until I run out to prevent a unit elimination. sure it will short change me elsewhere, but who cares, its "regardless of cost"!

Pure awesomeness.
Last edited on 2008-09-24 13:52:13 CST (Total Number of Edits: 1)
Jeff Thompson
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Felkor wrote:
The detail of ASL fascinates me, but I do have to wonder if it really adds to greater simulation. When an entire firefight lasts just minutes, it's hard to believe a unit could really become "battle hardened" in that short of a time.

Same with the generating a "Hero"... sounds very cinematic, but not necessarily realistic.

Just some observations, definitely not coming down on ASL - I don't really know which is the more realistic simulation, although I think with CoH being a realistic simulation almost always came second to gameplay, which I think sets its goals to be a bit different than ASL.



It's not as if the unit battle hardens within those 2 minutes. It is just a unit that was already tougher than normal. But the fog of war does not reveal their lively spirit until the game begins. Same with a hero.

First of of ASL. Reality arguments make no sense. For every reality argument you give me, I can give you the opposite one. :)
James Palmer
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Tompy wrote:
First of of ASL. Reality arguments make no sense. For every reality argument you give me, I can give you the opposite one. :)


Haha, I'm not really trying to argue anything, more just thinking outloud. As a eurogamer totally new to this "simulation" stuff, the idea of thinking about or even caring about how "realistic" a game is is pretty new to me. :)
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It has often been asserted that ASL is a better simulation of WWII movies than of WWII. ;)

But, there's all sorts of reasons 'battle hardening' can happen. It could just be a couple people in the squad overcoming their fear and standing up to be more aggressive, which makes the unit as a whole worth more.

There's all sorts of occasions when some random person just stands up and does something insane in the face of the enemy. If he lives long enough to actually accomplish something, we call him a hero. If he actually lives through the experience, we give him a parade (all too rare though).

These occasions, when people go far beyond the call of duty at the risk of their own lives are extremely unpredictable. Many of them don't even understand the fuss we make of them, they were just "doing what had to be done".

Oh-- and welcome aboard! Hope you enjoy your stay in Club Wargame. :)
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