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Sunday, July 27, 2014

HIS-English: Assault of Scotland

Goal: Scotland

Attacking and defeating Scotland is possible on the first turn.  It is not difficult, but it does require the expenditure of several command points.  The goal is to capture Edinburgh as quickly as possible.  The required steps for this plan are as follows:
General Plan
  1. During negotiations with France, DO NOT offer an alliance with France.  You cannot declare war on Scotland if allied with France.
  2. Spring Deploy troops from London to Berwick.
  3. Move both navies to the North Sea (2 cp).
  4. Play English Home Card to Declare war on Scotland.
  5. Move troops to Edinburgh and lay siege to it.

York vs Berwick

It is possible to launch an attack from either York or Berwick.  If launched from Berwick, it will be necessary to spend at least 1 cp for a mercenary and then spend 1 cp to move into Edinburgh.  The other option is to Spring Deploy to York and move all troops to Edinburgh.  This also takes 2 cp of movement.

The Berwick approach is the better option.  Both options require 2 cp, but replacing the York regular infantry would cost 2 cp whereas the loss of the mercenary effectively brings the player back to their starting pieces.

Average Losses & Winning the Combat

On average, it takes 9 dice rolls to eliminate the units in Edinburgh.  Mustering enough troops to reach these 9 dice rolls will require at least 8 troops.  With only three cards, and the 4 cp required to lay siege to Edinburgh, getting the additional 5 cp of troops needed to meet this in one die roll is highly unlikely.  Therefore, England will need to combat Scotland at least twice.

England can expect between 2 and 4 losses.  Therefore, England should begin the invasion with at least 2 mercenaries, with 3 being preferable.

Benefits and Challenges

If successful, England conquers Scotland and controls Edinburgh.  This gains them one Key and an additional card draw per turn.  Given Edinburgh's remoteness, it is unlikely anyone will be able to retake Edinburgh.  This makes conquering Scotland an attractive target for England.

The worst case for England is if France intercedes on Scotland's behalf.  In this case, the French could spend resources tying up England in a War in England.  This essentially places England in the unenviable position of fighting a war both on their island and near Calais.

Wednesday, March 19, 2014

HIS - English - Turn 1

Scotland, New World, or Preparation?

On the first turn, the English player cannot use their Home Card to advance their marriage.  This leaves the question of "Marriage" for the next turn.  Still the player needs to decide on Scotland, the New World or simply Preparation.

Given the few cards the player has to begin with, it is necessary to choose one of the three and then focus on that goal till it is achieved.

Goal: Scotland
Scotland is Light Blue Minor Power
in the Game

Attacking and defeating Scotland is possible on the first turn.  It is not difficult, but it does require the expenditure of several command points.

Rewards

  • 2 VP with the new Key,
  • Immune to the "Scots Raid" card (which is loss of English troops), BlueSecure the Northern Border from a possible French activation of Scotland later,
  • An additional Card Draw.

Challenges

  • Not having enough Command Point cards in hand,
  • Revolt in Ireland will disrupt English Troops,
  • France could decide to intervene and actually attempt an early war with England,
  • Scots Raid,
  • Gout,
  • Poor Die Rolls will leave the Scottish in place.

Goal: New World
New World

Exploring the New World can grant some Victory Points and cards.  Both of these are items which England needs.  There are three ways to complete this goal: Conquer, Exploration and Colonization.  Each has unique benefits and risks.

Rewards

  • Permanent Victory Points
    • Conquer (1-2 VP)
    • Exploration (1-4 VP)
  • Potential of additional card 
    • 28% - Colonization
    • 83% Conquer

Challenges

  • "Loss" of spent command points for no gain 
    • Colonization (2CP): 17%
    • Exploration (3 CP):   33%
    • Conquer (4 CP): 72%
      • with Smallpox: 42%
  • Delayed through card play
    • Exploration
    • Colonization
If the New World is chosen, Conquering is the least likely opportunity for England.  If successful, however, the reward is both a Card and permanent Victory Points.  This costs a whopping 4 Command Points, however.

Goal: Preparation
Preparing England

Preparation consists of simply building up your forces.  This should consist of building both a naval force and land troops.  Both of these types of units should be placed in Calais.  The most "safe" strategy, it does permit the player to focus on a Marriage/New World for the following turn.

Benefits

  • Gain military units

Challenges

  • Revolt in Ireland can delay, but not stop, the build up.

Review

Of the strategies, the most likely to succeed is the capture of Edinburgh.  If disrupted, however, it can leave England fighting a war on its island.  However, France is already at war with two other forces, and if either the Hapsburgs or the Papacy can be convinced to attack France, France will most likely ignore England.

France may also opt to ally with Scotland, thus providing France one of its two keys needed to gain another card.  If Scotland holds without France's assistance, France can find itself in a better position.

If going the Preparation route, it is recommended to spend the Home Card on an Exploration and a Colonization action.  The potential gains generally outweigh the potential risks in a long term gain.  In this scenario, England should hold one card for the following turn.

Wednesday, March 5, 2014

HIS - English - Overview

The English

The English are the Red forces in Here I Stand.  Like the Ottomans, the English have a few fairly straight forward decisions to make.  Unlike the Ottomans, the English decisions begin on the first turn and greatly impact their ability to achieve various goals.  Forutnately for beginning players, the initial decisions are "cut and dry" and only occur after other events in the game happen.  In my opinion, this makes the English one of the more "Strategically effective" factions to play, but still easy enough for new players to grasp the various areas of play.

Strengths

The English are the most versatile of the nations, capable of amassing an army for military conquest, explore the New World, and even actively participate in the Protestant Reformation.  This flexibility permits them to garner points in a variety of ways, but none so potentially quickly as the "Creation of an Heir".

The English Home Card, King Henry VIII, grants the powerful ability to declare war against a Power outside of the diplomacy phase.  However, it is also the only way the English King has of achieving a suitable Heir to the throne.

Weaknesses

The English have several serious shortcomings.  Like the Ottomans, their starting position on the "island nation" is a liability, but it is also a benefit.  The island nation is unlikely to be attacked"by an enemy nation, but it is relatively easy to blockade the English ports, preventing the creation of large armies.  Fortunately, the English can raise an almost unbeatable navy, but at great expense in Command points.

Again similar to the Ottomans, the English have a "War Card" worry, which can cripple their plans, particularly if it comes out early.  The worst timing is if it comes out on Turn 1 or 2, just after the player declares war using their Home Card.  It is only 4 troops, but 4 troops is enough to halt an English offensive in its tracks.

"Fortress England": Difficult to Assail, Difficult to Leave

The last major weakness of the English is their lack of cards.  The English player, more so than any other player, is tempted to go in all avenues for Victory Points.  The New World and its riches await, Conquering Scotland seems a necessity, and the player still needs to go for an Heir.  Later, there is the Protestant Reformation to support.  All of these require cards, however, and the English player is extremely limited in this regard.  Therefore, the English player needs to focus on one or two

"The Heir Issue"

English Home Card
Historically, King Henry VIII's desire for a male heir drove many of the events, decisions, and (ultimately) changed the history of not only England, but of the world.  Representing this, the English player's additional concern is about acquiring a male heir to the throne.  There are two major impacts on the English player's game revolving the quest for an heir: Victory Points and Successors.  This is an important enough discussion it will be handled in a later post.

Home Card

The English Home Card is one of the most powerful cards in the game.  Not only does it grant the ability to advance the Marriage marker, but it also grants the ability to declare war during the Action Phase.  The use of the English home card can seriously disrupt the plans of any of their nearby neighbors.  The Spanish and French players must be particularly aware of a build up of English forces in Calais, as they represent a potential threat which should not be ignored.

Friday, June 28, 2013

Through The Ages - Cards - Alex Randolph

This is a series of blogs written about each card in Through The Ages.  To find more, simply click on "Cards" label.

Alex Randolph (Sid Meier)

History

This card is named Sid Meier in later version of the game.  However, I will defer to my version of the game and will bio Alex Randolph.

Alexander Randolph was born May 4, 1922 and died May 10, 2004.  He spoke four languages fluently and was an avid game designer.  Although born in the United States of America, he traveled extensively and lived in many countries.

Alex Randolph created several well known games, and pioneered several game mechanics which are now considered 'everyday'.  His games include: Twixt, Raj, Sagaland (Enchanted Forest), InKognito, and Breakthru.  It is almost impossible to list all the games he had created here.  However, he is recognized as one of the world's most prolific game designers, with his games having been on the selection list for the Spiel des Jahres award no less than 10 times, among numerous other awards.

Alex Randolph's philosophy involved games as a very human activity.  Games define the human animal.  It is human nature to create a way to describe the universe and to simulate them.  To him,   games are the mechanism by which humans simulate this.

However, it is also a feedback loop: the games influence the animal.  Games are what permit us to describe the universe, but they also end up shaping our culture.  Given the same core game, different cultures will modify the rules differently, eventually creating two distinct games.  These games then may become popular, imprinting and reinforcing a style of thought on those that play the game.

Game Stats

Alex Randolph is the most popular Age III leader.  Statistics seem to support choosing him as an Age III leader, given such a high win ratio.

Opinions

Randolph provides a significant boost to culture at a time when science resources are waning in importance.  The four rounds of science which Alex could generate can add up to 12 culture at the loss of 4 science.  And that is the gain/cost per lab!  This is a significant gain fora marginal cost and one which shouldn't take much thought.  Of all the Age III leaders, Alex Randolph is the only one which can be played without any hesitation with regards to the situation.

Monday, June 24, 2013

Through The Ages - Albert Einstien

This is a series of blogs written about each card in Through The Ages.  To find more, simply click on "Cards" label.

Albert Einstein

History

One of the most unique minds to inhabit our planet was born in Ulm, Germany in 1879: Albert Einstein.
 He was a talented musician in the piano and violin.  Hus family moved to Switzerland and Italy, and he graduated High School in 1896 in Switzerland.  His grades were good enough to graduate in all subjects except mathematics and science, at which he excelled with maximum scores.  He applied for ETH Zurich for advanced training later that year at the age of 16.

His goal was to attain a teaching position when he graduated, but he failed in that endeavor.  His classmate secured him a position at the Patent Office in Bern, Switzerland.  His specialty was evaluating patents for electromagnetic devices.  Many of these patents involved synchronization of timing devices using electronic signals, items which become important in his "thought experiments" when he wrote his papers.

In 1905, still at the patent office, Einstein was a landmark year.  He published 4 papers that year, one of which covered the equivalence of Energy and mass.  By 1908, Einstein was a recognized scientific leader.  It took another 7 years before Einstein finished the "General Theory of Relativity", but experimenters were quick to confirm the accuracy of his findings.  For his efforts, Einstein was given the Nobel Prize in 1921.

Einstein's equations unlocked a several secrets of the universe.  His equations permitted the development of television, lasers, and modern electronics.  It also unlocked atomic power, both its peaceful and military applications.

His personal life was one fraught with successes and failures as well.  He was married twice and had three children.  Einstein died April 18, 1955 in Princton, New Jersey.  Albert Einstein's name is recognized worldwide and has become synonymous with "genius" in many cultures.  His legacy lives on as mathematicians, physicists, and philosophers try to complete the work he started by unraveling the mysteries of light, matter, and energy.

Game Stats

Albert Einstein grants a great boost to both science and culture.  This late in the game Einstein's science will only be of benefit for a very short period of time.  Einstein has a (relatively) high first place rate, this may be the effect of already acquiring a successful culture engine rather than contributing to it greatly.  Still, Einstein's ability to get critical technologies out in a short time may contribute to additional bonus cards.

Opinions

I view Einstein, like most Age III leaders, as extraneous.  If he appears early in Age III, he might be worth the two actions required to bring him out.  Einstein's boost may be critical for completing some Age III technologies before time runs out and adjust final Bonus scoring.    Still, if he appears late in the game, actions may be better spent on other things.