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Columbia Block Games Discussion A place to discuss all Columbia block and card games
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tmk Guest
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Posted: Sat Nov 13, 2004 11:39 am Post subject: Harsh maybe, but unfair? |
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The original poster, Ekted, was probably too blunt, but I disagree that he's being unfair. The original question can be restated as "Is this game being actively supported by the manufacturer?"
Consider:
-- Included scenario virtually broken. Stacking+hex side limits+defender fires first makes stalemates obvious in retrospect. Considering the claim that experienced players won't have "trench warfare" this is probably an honest mistake that slipped through playtesting.
-- To fix the "broken" scenario, various house rules have grown up. Fine, except many people say "Those rules unbalance the other scenarios."
-- Printing errors cause some unbalance among armies. Again, an honest mistake, but still a problem. Some folks say it's not a big deal, others develop detailed balancing acts, while others print their own labels and make new units. Again, some people say "These changes will unbalance many of the scenarios."
-- Apparently, the rules are a bit confusing in a few spots, and there are no existing errata or FAQ (until recently).
-- The company's web page still has v1.1 of the rules despite v1.2 floating around the web.
-- Scenarios don't say what assumptions they make about various common "fixes" for stalemate or army strength, so you're guessing about balance.
Are we surprised that a new user would come along, see all the confusion, and ask "Is this game still being supported by the company?" I have a lot of sympathy for Columbia, and I'm pretty sure this is a labor of love rather than a gold mine. Nevertheless, WK is pretty confused right now, and many of the patches are seemingly inconsistent with each other.
Experienced wargamers who spend a lot of time playing seem to handle these problems without much fuss. Maybe the small niche wargame market tends to be dominated by experiences like these. It's tough going for newbies, that's for sure. |
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tmk Guest
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Posted: Sun Nov 14, 2004 7:33 am Post subject: blunt vs unfair |
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Upon reflection, I feel badly that I sort of bashed the game in my last post. Based on my research, the core of the game looks like an "A", but a few unfortunate slip-ups drag it down to a "B/B+". FWIW, I'll likely get the game anyway, and I may go whole-hog with the complete package.
Rather than criticizing the game or Columbia, my point was to vindicate the original poster's question. It's factual that a lot of confusion has arisen around the game, and it's factual that Columbia hasn't taken a few simple steps to reduce the confusion (compile an errata or FAQ--although those do exist now).
Some other folks have argued that's just how it goes in a small, niche hobby like wargaming. Not being a wargamer yet, I can't speak to that. I only want to point out this state of affairs doesn't invalidate the original question: "Is the game being supported?" Rather, this explains why the game isn't being supported.
As I mentioned before, I do have a lot of sympathy for Columbia. These things are usually a labor of love more than a way to get rich. They have to lay out a lot of cash to print the games and then get paid back slowly in small increments.
Hopefully, Columbia finds a way to take up the offer from another poster who suggested the work could be distributed among the community. |
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RickSmith Private
Joined: 03 Dec 2004 Posts: 1 Location: Vancouver B.C.
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Posted: Fri Dec 03, 2004 6:28 am Post subject: Insults and is the game dead? |
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I think Ekted's points are completely reasonable. I have bought over the last few years ALL of wizard kings. All the maps, blocks, everything. I am underwhelmed by what Columbia Games has done to support the game.
I've spent over $200 Canadian for a set of rules that have obviously not been blind tested. Grant has said that there are lots of typo's on the blocks but has never got around to saying what the errors are so I can correct them.
Henri Anemaat says that Columbia Games has less rule problems & better updates that other companies in the field. Well... I have to wonder what companies he buys from. Most of the games on my shelf have far fewer rule problems than Wizard Kings. As for updates of the rules: there are more than a dozen questions that people have asked on this forum that Grant has not bothered to answer. Maybe Henri is being sarcastic because there is obviously no support for people with questions about holes in the rules?
I don't regreat my purchase of W.K. My friends and I are experienced war gamers and we have had to make up house rules to cover the holes. Having done so, we can play and have fun. But I feel for new players who have a question on some point and can not find any answers.
But getting to the point that prompted me to actually post: I think Iain's insults to Ekted are simply contemptable.
Regards, Rick |
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Magnar Captain
Joined: 16 Nov 2004 Posts: 30 Location: Norway
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Posted: Fri Dec 03, 2004 7:29 am Post subject: |
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| What holes in the rules are you making house rules for? We play the game as written with no problems. |
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RogueChristian Private
Joined: 10 Dec 2004 Posts: 4 Location: Landau , Pfalz Germany
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Posted: Fri Dec 10, 2004 7:22 am Post subject: okay i will decide at the table |
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.... all those quote`s about "Is the Game Dead".... I am really intrested in the Wizard Kings Game and will order ist at weekend...
I think I must decided myself ... what`s right and wrong
Greetings from Good old Germany...
Roguechristian _________________ --------------------------------------------
Have Fun... at the table... |
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ralphreinert Captain

Joined: 10 Apr 2003 Posts: 49 Location: Seattle, WA
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Posted: Fri Dec 10, 2004 8:59 am Post subject: |
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Shut up! You're supposed to be dead!
Now lie down, or I'll have to kill you again. |
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RogueChristian Private
Joined: 10 Dec 2004 Posts: 4 Location: Landau , Pfalz Germany
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Posted: Tue Dec 14, 2004 9:28 am Post subject: what ????? |
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Kill me ????
dead no I am not dead....
ah.... surely you meant someone else  _________________ --------------------------------------------
Have Fun... at the table... |
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RogueChristian Private
Joined: 10 Dec 2004 Posts: 4 Location: Landau , Pfalz Germany
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Posted: Wed Dec 29, 2004 10:14 pm Post subject: this look good |
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wow.....
The Game found the way to Germany and my first impression is very good.
Can`t wait for my first Game......
Christian
P.S.: Only thing I do not undertstand... ships out with 1.4 Rules. Why ist the only 1.1 for download.... here ???? _________________ --------------------------------------------
Have Fun... at the table... |
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Etzel Colonel

Joined: 22 Aug 2004 Posts: 134
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Posted: Fri Dec 31, 2004 4:34 pm Post subject: In reply to the question... |
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| We have the whole WK set here at the gameroom, and occasionally it's requested as a sideline game or even as a small multi-player. No other CG games have drawn that kind of interest. A few of the gamers even bought their own sets. I'd call that a success. It's only dead if folks don't play it anymore, and they do. You might have thought Rommel was dead... but people were playing it clear up to the re-release! And as far as rules clarifications, I think they do a great job of answering zillions of posts and emails as well as updating this large website. In comparison, has anyone tried to get a response from Games Workshop! |
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Grant Site Admin

Joined: 07 Dec 2002 Posts: 305 Location: Blaine, WA
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Posted: Fri Dec 31, 2004 9:27 pm Post subject: WK rules |
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OK, I have a plan. I'll post the rules I print in the game with the few fixes I know about on Monday but I won't make a big announcement.
Then we can discuss the remaining issues and move toward a 1.3 set of rules.
Grant Dalgliesh _________________ Visit Columbia Games GamePlan and preorder upcoming wargames!
http://www.columbiagames.com |
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Norden Colonel

Joined: 16 Apr 2003 Posts: 225 Location: expatriate german
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Posted: Sat Jan 01, 2005 2:33 pm Post subject: |
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Sounds good.
Happy new year! _________________ Norden,
Hexagonally challenged |
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Iain Captain

Joined: 30 Mar 2004 Posts: 25 Location: London
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Posted: Sun Jan 02, 2005 1:48 am Post subject: |
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| Excellent. I'll try to update the FAQ accordingly. |
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Grant Site Admin

Joined: 07 Dec 2002 Posts: 305 Location: Blaine, WA
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Posted: Mon Jan 03, 2005 9:37 pm Post subject: Rules online |
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I worked on the rules some today and am just about ready to post them for the readers in this forum. But before I do...
I'm thinking about revising some rules and would like input:
1/ Change the hex control rule change that control changes instantly (instead of only at Buildup). This cleans up a mess I have defining the defender in a battle in a neutral hex. It means that the player who moves first to a vacant hex of any type assumes control and becomes the defender. Presently this is how it occurs in empty hexes (though its not explicitly defined and is confusing) but a city is an exception in that moving there would not give you control, allowing the owner to move in and be on defense. I find this ugly and think it would be much cleaner if hex control changes instantly. But are there any unseen ramifications...?
2/ Retreats. As it is, units must retreat to adjacent friendly or neutral hexes. If I change the rule above have to add the clause: but may not move through a hexside last used by the enemy (I should probably add that clause regardless). It goes on to state that flyers can retreat their full move which causes a lot of headaches and so I would change that to say flyers may retreat their full move only if they retreat to a FRIENDLY hex, otherwise they retreat as other units.
3/ Buildup. It might improve the game to require all cities to maintain a garrison to contribute gold to the treasury. This is related to hex control in that if all hexes are neutral if vacant including cities, a unit would be needed anyway to keep it friendly.
4/ Three round limit in combat: This improves the game by giving a defender a reason to fight out a battle even if outgunned and also avoids a wizard vs wizard stalemate. Like many of our other games, the attacker must retreat if he fails to take the hex in three rounds.
Comments please...
Grant Dalgliesh _________________ Visit Columbia Games GamePlan and preorder upcoming wargames!
http://www.columbiagames.com |
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Magnar Captain
Joined: 16 Nov 2004 Posts: 30 Location: Norway
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Posted: Tue Jan 04, 2005 5:16 am Post subject: Re: Rules online |
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| Grant wrote: | | 1/ Change the hex control rule change that control changes instantly (instead of only at Buildup). This cleans up a mess I have defining the defender in a battle in a neutral hex. It means that the player who moves first to a vacant hex of any type assumes control and becomes the defender. Presently this is how it occurs in empty hexes (though its not explicitly defined and is confusing) but a city is an exception in that moving there would not give you control, allowing the owner to move in and be on defense. I find this ugly and think it would be much cleaner if hex control changes instantly. But are there any unseen ramifications...? |
This is how we've played it all along, except we've disallowed retreats/regroups into vacant enemy cities. With this new rule, you would have to leave a garrison in the city to stop retreating units from grabbing it.
| Grant wrote: | | 2/ Retreats. As it is, units must retreat to adjacent friendly or neutral hexes. If I change the rule above have to add the clause: but may not move through a hexside last used by the enemy (I should probably add that clause regardless). |
Wizard King's mechanics help reinforce the feel of fantasy battles. It's not about frontlines, supply and command; it's about skirmishes and magic. The battles are chaotic, the units are autonomous, and the retreat rules are a big part of this feel. They make the game more dynamic. They also add the tactic of covering your rear with units, to stop your opponent from moving there. I like one thing about the suggested change tho; it empowers groundbased units slightly over flyers.
How about changing it to: In the first round of combat, units may not retreat through a hexside last used by the enemy.
To strengthen the mechanic, make it the first two rounds of combat.
| Grant wrote: | | It goes on to state that flyers can retreat their full move which causes a lot of headaches and so I would change that to say flyers may retreat their full move only if they retreat to a FRIENDLY hex, otherwise they retreat as other units. |
Yes, that's a great change! It neatly fixes the flyer double-move into enemy territory, but preserves the flying unit's ability to retreat back to where it came from. Also, it adds a fun little tactic of disrupting the flyers retreat capability by attacking its home base.
| Grant wrote: | | 3/ Buildup. It might improve the game to require all cities to maintain a garrison to contribute gold to the treasury. This is related to hex control in that if all hexes are neutral if vacant including cities, a unit would be needed anyway to keep it friendly. |
This changes the game alot. Let me run through a few of the immediate effects I can see. I'll go from better to worse:
Mobility vs Productivity: A neat effect IMO is that the player will have a new strategic choice between 1) more fighting units, 2) more production. Because a friendly city will still count for victory points, no?
No more Wizard chases: Since a defending Wizard can't be killed, I've seen my fair share of Wizards flying around the rear grabbing a city, being chased out, just to grab another city. It's annoying, and now it's gone.
Smaller battles: With more units in garrisons, fewer units will be out fighting. This reduces the importance of hexside limits, thus helping the attacker.
Large cities are better: Some maps will be better than others, because of a lower number of cities. A player on map 2 will have two more units available than one on map 1.
Too few blocks: This is IMO a strong enough detractor to not do this rule change. A basic Wizard King army consists of 25 regular units and 3 chaos units for a total of 28 blocks. A box of Chaos creatures will increase this to 32 blocks. In the improved basic scenario (two maps each), each player will on average control 15 cities at the start of the game. That is half the total number of blocks basically not doing anything.
I don't think the Wizard King armies have enough blocks to justify this rule.
| Grant wrote: | | 4/ Three round limit in combat: This improves the game by giving a defender a reason to fight out a battle even if outgunned and also avoids a wizard vs wizard stalemate. Like many of our other games, the attacker must retreat if he fails to take the hex in three rounds. |
The most common complaint I see from new Wizard Kings players, is that you're punished for attacking, which leads to stalemates (especially in the basic scenario). This rule change further enhances the defenders advantage. I don't like this change.
Extreme example: I attack a city with seven units, using almost all of the hexsides to engage. My smart opponent uses the new hexside rule for all it's worth, leaving me with 1 possible hex for retreats. After a devastating three rounds for my opponent, he's left with only a 1-strength castle. I have six units left. However, because of the new hexside rule, I may only retreat one unit each round. The castle would get five free shots at my otherwise victorious units.
The wizard vs. wizard stalemate is easily solved: An unshielded wizard must cast a spell or retreat.
Thanks for the update, Grant. I'm looking forward to seeing the new rules! |
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Ithaca Mike Private
Joined: 04 Jan 2005 Posts: 9 Location: Up state New York
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Posted: Tue Jan 04, 2005 10:50 am Post subject: Re: Rules online |
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| Grant wrote: | | 1/ Change the hex control rule change that control changes instantly (instead of only at Buildup). This cleans up a mess I have defining the defender in a battle in a neutral hex. It means that the player who moves first to a vacant hex of any type assumes control and becomes the defender. Presently this is how it occurs in empty hexes (though its not explicitly defined and is confusing) but a city is an exception in that moving there would not give you control, allowing the owner to move in and be on defense. I find this ugly and think it would be much cleaner if hex control changes instantly. But are there any unseen ramifications...? |
I must be weird, the city exception to the rule always made sence to me. I figured it took time to set up (or disrupt) a local administration.
| Grant wrote: | | 2/ Retreats. As it is, units must retreat to adjacent friendly or neutral hexes. If I change the rule above have to add the clause: but may not move through a hexside last used by the enemy (I should probably add that clause regardless). It goes on to state that flyers can retreat their full move which causes a lot of headaches and so I would change that to say flyers may retreat their full move only if they retreat to a FRIENDLY hex, otherwise they retreat as other units. |
Would flyers get to "control" hexsides for the purpose of retreating? I like it! This would allow you to use Gargoyle air power to isolate the battle hex. Move 1 into the battle hex. Move 2 into a hex next to the battle hex that may or may not contain enemy units. Move 3 back into the battle hex. That would make those wickedly expensive flyers more valuable.
I think I like the hexside rule. This would give an additional advantage to high mobility units by making it harder for the defenders to retreat.
I have no problem with flyers retreating a full move backwards, but I can't see a good way to define "backwards". The present retreat rules effectively give flyers a double move. I recommend restricting all retreats and regroups to adjacent hexes.
| Grant wrote: | | 3/ Buildup. It might improve the game to require all cities to maintain a garrison to contribute gold to the treasury. This is related to hex control in that if all hexes are neutral if vacant including cities, a unit would be needed anyway to keep it friendly. |
Basicly I disagree. I think the local administraztion of a city in your starting cities should be able to control the city without a garrison.
But if you do go with this idea then your other idea of having cities switching sides immediatley would be consistant.
| Grant wrote: | | 4/ Three round limit in combat: This improves the game by giving a defender a reason to fight out a battle even if outgunned and also avoids a wizard vs wizard stalemate. Like many of our other games, the attacker must retreat if he fails to take the hex in three rounds. |
I like this one. The existing system does not reward expensive A units enough. Currently a prolinged battle goes ABCABCABCABCABC... After the first round of combat the A units are not as good as C units since they are more expensive.
Mike G |
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