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Review of Bayonets & Tomahawks
Even if you have Wilderness War, this game is definiitely worth checking out.
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- Sagrilarus
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Sorry, haven't read your review yet but I took a quick look to get some footing on your write-up and putting Northeast at the top of the map makes it look like something out of a pulp fantasy novel instead of the real thing.
Is there an official publishing rule that forbids putting a player board diagonally on the table?
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- Sagrilarus
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This is about a late as I like to get in wargaming, preferring pre and early gunpowder to more modern settings. To some extent it feels more charming to me (which is kind of an irrelevant observation I suppose) and it feels more intellectually manageable to me as well. Seven Years War is likely as politically complex as the best of them, but in the scope of a title like this I can wrap my head around its broader implications more easily.
And it sounds like this game has the right mix of chaos and control for me. Warriors of God hit my sweet spot and to an extent I use that as my benchmark. So card-drivens generally frustrate me with the straight-jacket limitations from turn to turn, but traditional hex-and-chit seem too Best Practicey for me.
One thing you missed though -- combat resolution. Dice? Cards? Wrist-Wrestle? I suppose I could look it up, but I'd be curious to know if there are shades-of-gray in the outcomes.
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I've always found that wargames really struggle to communicate raids and why they happened, no matter the era. Really anything lighter than a decisive battle. Clash of Monarchs did a really good job with this for the 7 Years War, even though it was complex. A whole different theater of war that denuded areas of supply and ended up being really consequential, in practice. And bonuses for them in regular massed combat.
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Sorry for the lack of detail in the review. I struggle with not merely regurgitating the rulebook when reviewing ( which I hate ) vs trying to convey how the game feels to play. Hopefully I came across as having played the game enough to relate how the gameplay is esp compared to the natural comp of WILDERNESS WAR.
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Gary Sax wrote: He talks about it. Looks like a dice roll system with symbols reflecting each of the types of unit and flags.
I've always found that wargames really struggle to communicate raids and why they happened, no matter the era. Really anything lighter than a decisive battle. Clash of Monarchs did a really good job with this for the 7 Years War, even though it was complex. A whole different theater of war that denuded areas of supply and ended up being really consequential, in practice. And bonuses for them in regular massed combat.
In an exchange of Geekmails with the designer I asked if he had other ideas he's looking to design. His response "I’m tempted to apply it to other conflicts. Pontiac Rebellion, Jacobite Rebellion, 1775 Invasion of Canada, detailed siege of Québec, Austrian Succession War (the birth of light troops). I’ll have to pick one and I’ll probably poll the community and request help. It takes a ton of research to make it right."
He said he's leaning towards Austrian Succession War.
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But this sort of topic can always use more strategic takes---same thing you had to say about this conflict. Hope he tries Clash of Monarchs, a lot of people think it doesn't matter and is just chrome but its treatment of light troops is incredible. The reason they think it doesn't matter is most people only play like the 1 turn tournament scenario of a wargame and make their judgment. The light troops and raiding in CoM only make themselves felt in the longer scenarios and campaign games, and they feel soooo right. They're like a vice that is turning, strangling your economy---and the whole game's economy! I think that's the best part of CoM, it is so dismal and communicates how hopelessly broke both countries become as the turns grind on and how much the war is hurting everyone involved. The last turns of a CoM game that isn't decisive are like two punch drunk boxers in the 12th round.
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Very interesting game too. I kept the horrible leader of the Austrians in charge the whole game because I never got beat very bad in a decisive battle with him. It meant the shape of the game was really really weird because the game leans toward the historical result that (iirc) the pretty incompetent Charles will get blasted by Frederick and Daun will take over. It still worked, since I never got routed I was super cagey and held most of Austria with this titanic force that I could only move around slowly to respond to Frederick. Austrian win iirc.
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- Sagrilarus
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I'm reviewing a rulebook for Pontiac's war at the moment.Msample wrote: Pontiac Rebellion
The Welsh don't get no love.Msample wrote: Jacobite Rebellion
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