PAPER WARS REVIEW
Reviewed by Britt Strickland
"It is not for glory, nor riches, nor honours that we are fighting,
but for freedom alone, which no honest man gives up but with life itself'
The Declaration of Arbroath, 1320
What good thing does not benefit from combination? Wine with cheese, sea with
sun, it is hard to argue against the beauty of. the righteous blend. It is no
different when good game mechanics meet intriguing historical subject matter.
So it is not surprising that I was all-ears when I heard news of Columbia Games'
take on the Scottish Wars of Independence. Being a long-time block game fan, as
well as having lived and studied in Scotland (not to mention having stolen away
their finest export, my Scottish bride), I more than fall into the demographic
of Columbia Games' latest release, Hammer of the Scots.Having reached their thirtieth
anniversary, Columbia Games has had some time to experiment with the different
approaches to their staple, the block unit. This game, designed by the skilled
Tom Dalgliesh and Jerry Taylor, shows something of the history of this experimentation
and brings in an interesting blend of the old and the new. Those familiar with
the company's games will recognize Bobby Lee-style initiative bidding mechanics,
Rommel in the Desert cards, combat ratings from Wizard Kings, and the area movement-style
of Quebec 1759.
Another company transition makes itself obvious, a clear design decision towards
simplicity and playability. While I feel this game is occasionally a bit overly-streamlined,
it is hard to argue against the key result of Hammer of the Scots' design philosophy.
The bottom line is this: it works.
This game plays fast, reflects well the broad strokes of the Scottish Wars
of Independence from 1297 to 1314, and causes you to spend most of your time in
decision making, not in rules interpretation. One afternoon, having read the eight
pages of well-written rules (with no small amount of historical sidebars and various
debunking of Hollywood inaccuracies--nice touch), I set out to playa few games
of Hammer of the Scots with a friend. On our first game session (while admittedly
he was experienced with the game), we easily completed my first run in several
hours, and then switched sides and played again. Not too shabby.
While I quickly learned the rules, I am a good ways away from mastering the
strategy of this game (this will not be a surprising admonition for most of my
opponents). With this easy-to-learn/tough-to- master approach, Columbia Games
has not forgotten the perennial benefit and undeniable staying power of older,
simpler war games. They are, perhaps, for better or worse (that's for you to decide),
aware of a popular new style of games from another continent. But make no mistake,
this is a war game, and like classics such as Columbia Games' version of Napoleon
and their masterful EastFront, it is made to be played often. Before we get into
the rules of the thing, let's look at what comes in the box.
The Goods
Hammer of the Scots comes with a 22" x 25.5" map of 13th century
Scotland, with bits of Northern England as well as hints of Ireland-- though Irish
areas are not playable except through some Celtic mercenary units that were known
to have played a part in the wars. The map is nice-looking, with large, fetching
heraldry for the various clans.
While I liked the crisp, clear font and well-defined border system of the map
in this game of area movement, I was not pleased with the aesthetic decision to
leave the actual topography of Scotland in a semi-unfocused, modern style. Though
I suspect it was done for the opposite reason, it seemed sometimes distracting,
and I would have much preferred a more period feel. With this" exception
excluded, I found it to be a very good-looking game with welcomed large-style
one-inch blocks like those seen in Wizard Kings (red blocks for English forces
and its allies and blue for Scottish).
The game offers such units as nobles, kings, infantry, knights, cavalry, and
archers, all with simply and nicely done artwork. There are various touches such
as English knights and infantry bearing the Cross of St. George, Norse with a
dramatic painting of a dragon ship, a head-shot of Sir William Wallace for
Braveheart himself (not the most striking piece of the bunch), crowns for Edward
I and Edward II, and also a crown for the Scottish King unit. This piece can be
used to represent one of a number of possible Scottish monarchs such as good King
Balliol, the Bruce himself, or even Laird Comyn. The game also comes with four
dice and twenty-five modestly but nicely done number and event cards, which will
be explained shortly.
The Basics
The center of Hammer of the Scots revolves around the block unit (those familiar
with these games may skip ahead). They are small wooden blocks with unit information
on one side only. The obvious fog-of-war benefits are huge and do more than disguise
the unit type; they also hide the variable strength level of the piece. These
can be decreased or increased in Hammer of the Scots through such things as combat
damage or pillaging, and are improved through such things as supplies (with the
use of the Victuals card), or more often, replacements.
Each unit has as many as four steps of unit strength with a number corresponding
to each side of the block--the number facing upwards is the active one. The controlling
player rotates the block clockwise or counterclockwise to designate the changing
strength, which represents both the health of the unit as well as its cohesive
ability to do offensive damage. The result is very easy record keeping and the
important historical aspect of over- or under-estimating an unrevealed unit. McClellan
would hate this game.
In Hammer of the Scots, each unit lists its name, strength, movement rate (a
range of two or three areas), and combat rating. The use of combat ratings, to
my knowledge only available in Hammer of the Scots and Wizard Kings, is a very
nice touch that essentially controls the order of battle (A2 attacks first, then
B3, then C2). This letter initiative factor reflects a wide variety of qualities
such as leadership, troop cohesion, and morale. The number following the letter
is the number that each six-sided die would have to roll equal to or less than
to score a hit of damage. The strength level of the unit, again the number pointing
upwards, is the number of dice the player could roll for the unit. For instance,
a B3 of strength two would roll two dice, hitting on any rolls of one, two, or
three.
In combat the defender always rolls first, with superior letter classes giving
an attacker the chance to strike first (for instance attacker A3 would hit before
defender B3, whereas defender A3 would hit before attacker A3). The highest strength
unit in a players force takes the hit first, but the player taking the damage
can choose which unit will be reduced when multiple units have strength numbers
that are equal. The result is simple, swift combat com- posed of three rounds
in which either player can retreat when their respective units are active. This
retreat sometimes happens gradually as the combat rating order is still active
(A can retreat during its activation, then B, then C). The idea of the rear guard,
or the quickly fleeing cavalry (unfortunately for the infantry), has a very real
meaning in this game. When the third round is over, the attacker must retreat
in exhaustion--hey, you try a highland charge sometime. Afterwards, the winner
can regroup by staying or moving forward to friendly or neutral areas. This aspect
of the turn is highly useful, or painful, depending on what side of the claymore
you ended up on.
The Turn Sequence, Wintering, and Broadsword Diplomacy
Turns in Hammer of the Scots are made up of a number of simple phases that
cover a wide variety of circumstances in Scottish/English history.
These are the three primary phases:
The card phase (in which players bid for initiative the first round, and consecutively
take turns playing one card from their hand until all five cards are played, or
players simultaneously play an event card, which causes the turn to end immediately
and winter to begin).
The movement phase (both players move during this phase).
The battle phase (in which all combat is resolved in areas where both sides
are present, with the attacker choosing the order).
After cycling these three phases until their hands are empty, there is the
Winter turn. That is when the Scottish nobles return to their home areas to bunk
down for the hard Scottish winter. Wintering is one of the keys to the game. When
this phase comes, the English are sent back to England. For them, it means starting
over, regrouping one's forces for the next turn to strike north again. The exception
to this, for the English, are the turns where Edward I is campaigning in Scot-
land, which allows the English to winter there. Castle limits, rated as one, two,
or three, determine how many units the area can sustain. The Scots get bonus capacity
for cathedral spaces, those areas with highly loyal local clergy. Excess units
are eliminated, or worse.
Unfortunately for the Scots, winter can mean going home to an occupied and
overrun local populous. If so, and Here's the kicker, your precious Alban clan(s)
immediately switches to the English side through self-interest, and at current
strength. Ouch! I like to call this procedure "going anglo." It can
be very unpleasant, once even causing me to say things that are, as yet, unprintable
in this magazine. But the fight to keep your nobles faithful is one of the most
challenging, maddening, and indeed fun aspects of the game.
Another way that your units switch their loyalties (this is true for Scottish
or English units) is when a noble unit is eliminated. Essentially a broken force,
the instinct for survival kicks in and you lose this unit to the other side at
strength one. This is a key strategy for both sides. Keep expanding, growing your
army, until your force cannot be resisted.
Though the inclusion of the Heraldry card does address some of this, the area
of diplomacy is one game aspect that I would have liked to have seen fleshed out
a little more--allowing you to game more of the intrigue of bidding for the favor
of disparate clans would have been nice. Not much more detail would be needed.
We are not talking about personal hit location tables for Robert the Bruce's murderous
exchange with John Comyn at Dumfries church. Just an ability to better decide
the level of effort that a player might dedicate to currying favor from either
England or errant Scottish factions would have been a nice addition.
Who knows, maybe it will happen. Columbia Games is already attentive to its
wide range of garners in online support, including some downloadable optional
rule material such as besieging, use of reserves, as well as online replays and
conference maps. This kind of player support goes a long way.
So you are quickly running out of fighting men. Not to worry (well, worry some),
there is a way to recover these lost troops. Hammer of the Scots simulates the
raising of new forces through the use of the Scottish and English Feudal Levy.
The Scottish player, in areas with surplus Castle Limit capacity (that is, areas
with more local resources than are needed to sustain troops quartered there),
may raise new units by randomly drawing new units from a face down collection
of unused Scottish units. The player also has the choice to replenish reduced
units.
The English player utilizes the English Feudal Levy, a feudal custom in which
the king required major nobles to provide soldiers for the current conflict. In
this game, the English player shuffles his group of blocks, which are face down,
and draws one half of them, rounding up. These units are placed in the Northern
England space and begin entering Scotland the following turn at increased movement
cost (it's a long journey folks). If luck is with you, Edward I will be among
those randomly drawn, meaning the King himself has returned from his concerns
abroad, and has decided to personally attend to the con quest.
Cards
Cards in Hammer of the Scots are, I would say, pretty close to vital in making
the game what it is and add a great deal to the interest. It must be said that
Columbia Games is not simply a Johnny-come- lately to the boom in card-driven
games. The unfortunately out of print Columbia Games title Rommel in the Desert
utilized cards in unison with blocks, and to very good effect, according to its
many loyal fans.
Each card, of which players randomly receive five each turn, has a number that
allows the activation of one to three areas for movement of all present friendly
units (this game does not require leaders for activation). Once activated, they
can move their full movement, subject to border limits (the equivalent of hexside
limits based on terrain). The numbers represent a host of things such as time,
administrative energy, funds, and human resources. Having that precious 3- rating
card ready for the big push is a beautiful thing and has nice feel of the campaign.
There are three 3-rating cards, ten 2-rating cards, and seven I-rating cards.
There are also five event cards: Herald, allowing you to steal one enemy noble
to your side on a roll of one to four; Sea Move, a naval move of two unit to any
friendly coastal area; Victuals, the adding of three steps to any of your units;
Pillage, the reducing of two steps of adjacent enemy units while increasing yours;
and lastly Truce, a nice little eye-of-the-hurricane where there is no attacking,
but plenty '0 movement.
Do the cards add a random element? Yes and no. They can make just enough of
difference for a smaller force to allow them to survive under the right circumstances.
But I see them as a welcome breakup to what the game might have become a predictable
exercise in might always makes right. The history of the Scottish Wars of Independence
proves that numbers don't always make the difference (for instance,through the
war, the English cavalry had six to one advantage over their northern counterparts
and were still treated pretty badly at the Battle of Bannockburn). Cards can bring
in some nice, crafty options for alternative strategies in Hammer of the Scots.
In fact, I would have liked to have seen more event cards, allowing an even wider
range of choices and historical nuances to be reflected. However, considering
the fact that event cards do not double as activation cards, it would be possible
for a player to end up with merely an event-filled hand with little or no activation.
I'm sure this was considered in the making of this game.
Also, as far as randomness goes, the number cards actually lessen the element
of chaos present in some Columbia Games titles through the use of bidding for
turn initiative, as was used some games like Bobby Lee (and were, for me, sorely
missed in titles such as Wizard Kings and Victory, which require players to roll
for initiative and can be at times too influential). Each player picks a card
at the beginning of the turn from his five-card hand and lays it face down on
the table. Do you really, really want to go first? Maybe you just have to get
your boys into Fife before Longshanks. Spend that valuable 3-rating card and hurry
in there for a defensive position. The trick is, it might be the vital card for
you later. Planning plays a very large part in this game.
Scenarios, Campaigns, and How to Win the Darn Thing
Hammer of the Scots comes with two scenarios. The first is Braveheart (1294-1305).
The second one is The Bruce (1306-1314). The campaign is simply the connecting
of the two scenarios. I have an undeniable preference for the first scenario.
Okay, yes, it's cool to be Braveheart, but also I feel that the first scenario
is the most balanced one. The Bruce scenario does not allow English wintering
in Scotland which can be, on occasion, an insurmountable obstacle. But with the
right combination of players, The Bruce can serve as an excellent handicap game.
How do you win? The purpose of the game, of course, is to decide the sovereignty
of Scotland. The English player receives an automatic victory if he slays the
Scottish King block in battle. The Scottish king must be chosen by the Scottish
player by crowning him in Fife. But pick the right man, some factionalized forces
may leave because of your choice (a nice bit of clan politics in the game). The
other way for the English player to win is to control all nobles (the unswayable
Moray prefers death over dishonor and must be eliminated for the English player
to win through Noble control).
For the Scots, they also must control all nobles. Or, they must slay Edward
II (killing Edward I won't do it). Edward appears in the second scenario, or before
if Edward I falls. As for Edward I, the English player will miss this hardened
veteran badly if he dies--he has an imposing combat rating of B4 and a movement
rate of three. Just to give you the scale, an atom bomb would probably only have
been rated as a B6. Yeah, he is no pushover. But don't worry, it's your turn,
and you have the very hearty Braveheart himself hidden in that small stack in
Mar. I think it's time for a little ambush.
So What's the Word?
Hammer of the Scots is a well-researched, visually strong, highly playable
game on this fascinating period in history. If you like block games, or thinking
of trying one, or are interested in the subject matter, this one is a very safe
buy. For some war gamers it may come across a little light--at times I personally
desired a little more elaboration and chrome. But I must admit, my fellow gamers
expressed no desire for more detail and loved the swift flow of play just how
it is, and I believe this is no accident. Hammer of the Scots was clearly designed
as a player's game, with the emotional sweep of this war of independence well
reflected. Both players feel the huge burden of their task, and are required to
use all their resources and wits to make it happen, but without the obstacle of
poorly conceived rules and mechanics. Kilt, claymore, and clan, this one is a
keeper.