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OPERATIONAL ANALYSIS: ! by David R. Grant Conq uistador! threatens to join the exclusive Each area is assigned an attrition level, is lowered, from seven to four bounds, the ranks 0/ the much played and discussed reflecting the difficulty of remaining alive probability of losses is lowered 160/0. multi-player eco-political "war" games such there. Likewise, each type of terrain will either as Russian Civil War and Diplomacy. In raise that level (in case of jungle or rough) or STRIKING IT RICH terms of intensity and density, I find much in lower it (in case of a partial water hex). The Making your investments, expeditions, and Conq. that is similar in my own recent game, attrition level ranges from 1 (a one-in-six settlements payoff is the object of the game. After the Holocaust Although the rules and chance of losing a colonist) to 5 (a one-in-six This demands a careful study of the best areas play are veT)' different, the same kind of chance of not losing anything. Anything but a for settling. planning and dealing are necessary in both. one removes some type of land unit). The quickest way to strike it rich is by looting But please, dOli 't anyone send me a "/ink " A key to beating land attrition is to settle those treasure cities (Cuzco, Tenochtitlan, and variant article for MOVES. areas low in attrition which also have other Chichen Itza) and mining for gold. Treasure advantages (proximity to Europe, abundant cities can be looted as soon as the native level If you liked the financial challenge of resources. and available gold). A second key is is reduced to zero. This means that enough Mo~opoly , but felt it lacked the combat when possible, to keep colonists and soldiers soldier units must be transported to the area element of the local branch of the mob; if you in partial sea, lake, or river hexes, thus to insure lowering the native level (usually five liked the player interaction of Pit, but were reducing the attrition level and lowering detachmnents-20 ducats-are sufficient, too sophistica ted for its boisterousness; if you overall losses. Stacking will also lower losses giving a 5 in 6 chance of lowering and a 50% liked the combat of Chickamauga, but missed by reducing the number of hexes in which chance of lowering the level by two or more). the feel of cold(?) cash; if you enjoyed the attrition is checked (be careful to stack no are used to lower the die roll maneuvering of Chess, but missed that more than 5 colonists per hex as only 5 will and increase native losses. The decision that element provided by the spotted cube; if you collect resources). Rough hexes should be has to be made is which city to go for. Chichen like redoing history wi thou t the swea t, you will avoided except wh en mining for gold-a case Itza and Tenochtitlan are both closer than want to play Conquistador. in which the Spanish player can lower his Cuzco, but they produce less gold per turn. Conquistador is the economic-political· attrition losses by keeping a conquistador Chichen Itza is in an area with lower native military simulation of the dawning (with all presen t. It is extremely frus trating to discover and attrition levels than the other two and is in due apologies to the Vikings) of the Age of gold only to lose your miners during the a partial sea hex (lowering attrition even . It covers the efforts of European attrition segment. In a high attrition hex, two further, but making it vulnerable to naval nations from 1492-1600 to discover, exploit, to three colonists should always be present to invasion). Cuzco puts out 100 ducats a turn and gain control of the new world. The game insure a continued production of gold in case and may be the best bet if opponents are system comes complete with the perverse the elements (attrition) get to one of them (and elbowing one another over the two closer vicissitudes of that era which accurately they probably will, if the natives don't gobble cities. Cuzco can best be reached through Rio simulate its hazards. low life-expectancy, and them up first). del Plate. potential for gold and glory. Naval attrition is a whole new ball game. Gold mines are scattered throughout the A 'first glance at the attrition, combat, and There is really no way to beat this table, as map. They maintain an advantage over the political events tables may lead one to over­ (especially long voyages) is very hard treasure cities in that there is less chance of balance the effect of the die on the outcome. on the constitution of Europeans. The best depletion after mining begins. The factors to But, although one will probably not see one can do is to minimize losses while be weighed in deciding where to mine are: 1) victory over the system, through judicious use realizing that, for most trips longer than three distance in bounds and the consequent of his ducats, colonists, and exploring bounds, a player will have to toss a Jonah expense of transportation; 2) attrition level personnel he can amass more gold and glory overboard to appease the attrltion table. Even and risk of losing colonists; 3) the number of than his opponents who have to put up with then it may ask for a whole . On any trip of mines in the area or nearby, effecting the the same obstacles. Conquistador, therefore, seven bounds or more there is an automatic output-per-turn and the profitability of trans­ becomes an exercise in how to minimize losses loss if the units called for are present in the pOl·tation. An area three or four bounds from to the game system, outwit your opponents, expedition. It is wise to plan for losses. On any Europe with an attrition level of 1 or 2, and and finish the marathon with the most victory longer expedition, take an empty caravel with 2 or 3 mines in it is ideal (see Gold and points. The remainder of this article will be an (cheaper to build than a carrack) and an extra Resources Chart). California is ideal in analysis of just how to accomplish this feat. soldier unit to offer. Since colonist units number of mines available and attrition level, OFFERINGS TO THE GODS­ cannot be purchased, one can only grin and but it would cost 28 ducats just to buy the BEATING THE ATTRITION TABLES bear those losses. Be sure to lis t the con ten ts of bounds to get the gold to Europe, providing Although the European explorers were each ship in case of losses. one beats the attrition tables. Perhaps the best anything but pagan, the Conquistador game One tool to lower attrition level (and bounds thing to do for distant gold mining areas is to system seems to have taken a page from the pu rchased) is to stop in the last hex of the area store the gold for several turns un til enough is priest's manuals of Tenochtitlan or Chichen one bound short of your destination, collected for profitable transportation. Be Itza. With great regUlarity the attrition tables disembark your land units, and during the sure to guard it with soldier units. demand sacrifices of soldiers, colonists, or land movement segment, use their movement Resources are the third way of striking it rich, for living in certain areas or traveling by allowance to move on to the next area. For and they become especially important after sea. Keeping on the low end of the land and instance, suppose one wants to settle the Deep Turn 13 when the resource level triples. naval attrition tables is one of the keys to Sou ih (4 bounds). By moving to hex 1719 in Certain areas (8 of them) have their resources success in Conquistador. the transoceanic segment, the player lowers doubled and are especially valuable. Of these The land allrition table is probably a fairly his bounds to 3 and the possibility of attrition areas, those which are closest to Europe and accurate simulation of the life expectancy of losses by 113. The units are within 4 hexes of have a low attrition level are obvious targets Europeans in various parts of the new world. every Deep South hex. For every bound a trip since the life expectancy of colonists will be 5

longer and will provide more return for your reestablishing the port that or the next turn Initiative: Initiative is determined by the ducat (see The Gold and Resource Chart for (You might rent him one for a bundle). An product of the monarch-multiplyer and the best targets). important tactic, then, is to protect key ports treasury level. The advantage of initiative is with a galleon fleet (which cannot be particularly manifest when trying to get credit attacked), several ships, or enough soldiers to for discoveries as the firs t discoverer to reach GOLD AND RESOURCE CHART make the invasion cost prohibitive. Europe gets the credit. On all turns, initiative Land combat is a little easier to handle. 2-1 gives the player the advantage of being the BEST AREAS FOR: odds will defeat any enemy and make him first one to perform combat, and he is able to Gold Mining Resources retreat. The only time higher odds would be pick and choose his opponents. T he player 1. Caribbean 1. Caribbean desirable would be when losses would leave who ranks further down in the initiative sequence might be able to clean up on those 2. Midwest Plateau 2. Rio del PIaIe the attacker vulnerable for attack by a player who have decimated their ranks in their own 3. Panama 3. Atlantic Coast in the same or next turn before he can get away with the loot. Land combat is valuable turns. Thus, the last one to move may grab the 4. Brazil 4. California for profiting from the fruit of other players' . gold. 5. California 5. East Coast mining labors, for crippling colonizing Gold vs. Resources: At some point in the 6. Sonora 6. Deep South efforts, or for gaining political control of areas game a player may decide it will be more 7. Great Lakes in the rock-em, sock-em end game. Key areas profitable to stop working gold mines and use 8. Brazil and hexes can be protected by a ring of soldier his colonists to collect resources. This will be detachments, obliging the attacker to break determined by the number of colonists in the through the protective screen before he can area, the number of mines being worked, the reach the valuable hex . The delay will give a resource level for that turn, whether or not the SLUGGING IT OUT player time to bring in reinforcements. area has its resources doubled, and the costs There are four kinds of combat to deal wi th in SA VING DUCA TS of transporting the gold to Europe. The Resource vs. Gold chart shows when the Conquistador. Native uprisings and native Inves/ment \is. Return: The one problem with mining should stop if only one mine is being combat are handled abstractly by the the Conquistador system is that everything worked in an area with doubled resources. If respective tables. As has already been one does is expensive. Unwise planning will more than one mine is being worked, or mentioned, the best chance for success in cost a player more than his expeditions resources are not doubled, the number of native combat depends on having five soldier return. A player can run up a high expense colonists needed per area to make the detachments in the area. The only way to going 7-14 bounds round trip for 2S ducats of cessation of mining profitable is doubled. avoid uprisings is by maintaining more soldier gold when he only breaks even by going a detachments than colonists in an area or by round trip total of ten bounds (accounting for eliminating the natives. Spanish players can maintenance costs). It is wiser to store gold for use minus-rated missionaries to help ward off several turns and guard it with soldier units RESOURCES Vs. GOLD CHART uprisings, but it is usually cheaper in ducats to until transportation is profitable. Combat is Colonists move in the soldiers, eliminate the native also expensive, and the player must calculate Resource Needed Resource population, and then either move the soldiers whether his gains vis a vis his opponent's Level in area * Tum Output on to another area to work on those natives, losses produce a favorable net gain. Through 1 12 1 24 duc. keep them around for protection, or refuse to miscalculation he could win the war and bust 2 6 7 24 duc. maintain them and let them be eliminated. his bank. In the end game, when players are 3 4 13 24duc. Naval combal occurs when ships occupy the vying for political control of an area, it may same hex and either player wants to start become profitable to spend money on a war. 4 3 17 24 duc. something. The combat strength points of Each area is worth 150 Victory Points but will S 3 20 30 duc. soldier detachments can be added to the only bring a profit if no more than 75 ducats resources doubled in area combat strength of ships. If one is expecting are spent to obtain it (one ducat is worth 2 * some naval action, he can double the strength VP). If the defender is the do~est competitor, by packing the ships with soldiers. This it may be worth 150 ducats (75 of yours and 7S precaution may backfire and double losses (in of his) to take control of an area. If the Exploring: Victory points achieved for ducats) if you lose a ship in combat or German banker option is being used, great various discoveries usually take a back seat to attrition. The only time ships should use care must be taken or the German will win his more profitable ventures. The discoveries of soldiers for naval combat is when they are technical victory by having a treasury larger smaller value (North, South, and Central transporting them for later land use or when a than the total of any two other players. America, Rio del Plate, Hudson Bay, St. naval invasion is planned. Naval combat Galloping Maintenance: The last phase of Lawrence, Great Lakes) can usually be picked should be avoided at less than 2-1 odds. 3-1 each game turn demands that players pay a up while settling those areas. The two river odds give a 100% chance of inflicting even or fee for each colonist, soldier, missionary, and expeditions (Mississippi and Amazon) can be grea tef losses on the defender as well as a 33% ship that he wants to keep in play for the next profitable if one has soldier units close to tha t chance of taking a prize ship. Attaining 3- 1 turn. Colonists should almost always be first area to use. Discovery of the Pacific and odds can be expensive, perhaps more to be maintained (except for Spanish mission­ Circumnavigation are more risky. Remember expensive than it is worth (to attack a three aries which are first by the rules), since it is that a discovery's respective worth in victory carrack expedition at 3-1 odds would cost 72 hard enough to keep them living despite points should be converted to ducats (divide ducats just for ships or soldiers). attrition, and they can return up to 10 ducats by two) and compared to the expense Naval in vas ion of ports can net a bag of gold if each per turn in the later turns. One good demanded to achieve discovery. For example, it is there. But such an operation can be super­ attitude to take is that maintenance buys circumnavigation looks valuable since it is expensive to effect, as offensive strength must units at one quarter the cost. If units really are worth 175 VPs. Converted to ducats it is worth be purchased in sufficient quantity to not needed for several turns. save the 871/ ,. The 30 bounds for the trip will cost 60 eliminate enemy ships in the hex and then maintenance and rebuild later. Figure that ducats. Since attrition demands two rolls at defeat the land enemy that is doubled in what is saved on maintenance will be used for 9+ , one must plan to take S caravels (20 strength. This tactic would best be saved for purchasing in later turns. Plan to use the land ducats) and 2 explorers just in case he rolls 2 the turn in which a pile of gold is waiting for movement allowance of soldiers to get them fives (eliminating four ships) or a two, shipment, a port is foolishly left unguarded, from one area to another to save on eliminating an explorer. And surely one of or when eliminating a port would drastically transportation costs. \t may take two turns to those rolls will be a six - wiping out the whole hinder an opponent who has no explorers for get there, but it's cheaper in ducats. thing as you watch your 80 ducats go down the 6

drain. At best the trip is worth a net gain of 71h. required for gaining political control of areas. advantages of 1) immunity to attrition; ducats; at worst, a loss of 80. Discovery just They have a defense strength of 1. Their 2) ability to influence the odds to their for discovery's sake is usually an unwise disadvantage is that they cost t\>.'o ducats per advantage in naval combat; 3) taking as prizes investment. turn to maintain, which means that, for half any losses suffered by their opponent; 4) cap­ Random Political Even"ts: These contin­ the game, they barely return their own abilitv to serve as explorers and be rented as gencies yield colonists, taxes, and more maintenance cost in resources. such.- Their disadvantage is that they carry troubles than blessings. soldiers who may disembark only for naval STRATEGY FOR EACH NATION invasions. Privateers can well be used to decimate an opponents' ports and fleets, to UNITS USED BY ALL 8 capture ships carrying gold (if anyone is so unwise as to leave ships in the new world l+t 1 carrying gold), or to strangle opponents' efforts by attacking their colonist-carrying Spain has the advantage of two special units, expeditions. A lack of explorers from turn 3-5 missionaries and conquistadors. Missionaries hinders English early game efforts. With good Ships: Caravels are cheaper than other ships are of two kinds, rated on the two differing fortune he can get one of the treasure cities. and are stronger on defense than on offense. philosophies in the Ca tholic Ch urch on how to He should try to solidify at least hvo ports on They have the disadvantage of very limited convert the natives. The plus-rated mission­ turn 2 with his two explorers, creating bases cargo space, carrying only five ducats of gold, aries are useful in combat against natives, but for potential expansion into adjacent areas. plus one colonist or soldier detachment. help trigger uprisings. Minus-rated mission­ He , too, should budget his initial treasury Caravels are ideal for expeditions limited to aries can help avoid uprisings, but have no level over the first three turns to allow for discovery where cargo capacity is not effect on native combat. One disadvantage developing gold and transporting it to im portan t, or to accom pany other expeditions is that missionaries must be maintained. To Europe. His privateers in the late game should for attrition or combat fodder. Carracks cost avoid excess missionaries, consider marching payoff in the tussle for political control points twice as much as caravels to purchase and them from an area where natives have been by hindering enemy armies in transit. maintain, but they have the advantages of converted (eliminated) to an area that is defense, and they can carry twice the colonists currently being settled. France has an initial advantage of a high or soldiers (2) and five times the amount of treasury level that can payoff by making loans gold. Galleon fleets are five times costlier to (if the German banker is not playing) or by build and maintain than carracks, but have providing financing for voyages of discovery the advantages of: 1) unlimited cargo space which will payoff in victory points. His for gold; 2) immunity to attrition; 3) immunity financial condition might also payoff in the to attack; and 4) impregnability in protecting Conquistadors are the hardy Spanish land early game by providing an army large enough ports from naval invasion. Their disadvant­ explorers who are able to accomplish near to take a treasure city away from Spain or ages are: 1) high building and maintenance superhuman feats. They are useful in land England when they are too financially weak to cost; 2) inability to transport land units; and combat to lower Spanish losses and increase prevent it. He might be able to move in on 3) confinement to use solely in the Atlantic. enemy losses. They raise native losses when California with colonists while the other invol~ed in combat against natives (or prevent players are moving in on the closer mines. In loss of soldier units). They are especially the later game his lack of explorers will leave useful for lowering land attrition losses in him hampered for opening new areas unless mine hexes located in the rough. In the last he can ren t an explorer or two or settle by land hvo game turns, they should be used in land movement. Explorers are historical persons whose combat to gain political control over areas. is blessed with lots of explorers, but advan tages are: 1) ability to effect landing at With a view toward these units and the extra bothered by a low initial treasury level and the hexes that are not friendly ports, thus opening explorers in the first turns, the Spanish player fact that his explorers run out in game turn up new areas to colonies or reopening areas should aim for as many treasure cities and 11 . Since he cannot use the extra explorers that have lost the colonies through combat or areas rich in gold mines as possible. He should without ducats, he can either try to borrow attrition; 2) rental cup ability, useful in raising budget his initial treasury level over three funds, rent out his explorers, or trade them to ducats; and 3) ability to garner discovery turns as that is probably how long it will take England or France in turn for use of an credits. Their weakensses are: 1) suscept­ to prime a treasure city for looting. He may explorer for turn 13 or later. Trading off two ibili tv to elimination by attrition or combat; 2) need to borrow from France (especially if the or three explorers this way may help Portugal rapid mortality rate; and 3) potential for wrong random political event strikes) or trade maintain his presence in the late game. being captured and ransomed. an extra explorer for some needed ducats. He Otherwise he will have to be content with should mine like crazy until at least turn 13 building some strong ports in the early game Gijl and hope that treasure cities and'mines are and using them for expansion later overland. not depleted. Thereafter he should consider If finances permit, he may become aggressive moving in with ports and settlements on the against other players and cut them down to ~ areas with doubled resources, planning how his size. Soldiers can be used for combat, transporting to gain political control in the late game turns. gold, discovering gold (although the cannot German banker is an abstract player whose Converting emphasis from gold to resources efforts are only financial and diplomatic. He mine it), and looting treasure cities. Their on turn 13-14 also prevents English privateers movement allowance of 8 makes them quite can win by canny investing and by renting his from cleaning up on unprotected ports. Of explorers (Spain is a primary target for them). mobile. They cost one ducat per turn to course, if the treasure cities have not been maintain. When this option is used, he is the only player depleted, he will want to continue his loo ting who can make loans. Since his ducats are pleasures. tripled (as opposed to doubled for other players) for victory points, he must keep in 14 15 mind that what he loans in the later turns is worth more to him than the opponents. His I~I Ilawklmfl investments can take several forms: 1) Strict Colonists are the productive units in the loans which yield repayment of the principal game. They establish ports, mine, and can England has the services of special units and interest per game turn; 2) Investments transport gold. They collect resources and are called privateers at turn 14. They have the which yield repay me~t of the principal and a [continued on page 291 29

Conquistador! jcotltilluedjrom page 61 the loan to avoid losing this investment. For attrition table and lose the entire expedition. example, the loan agreement could say that if Anger comes from watching one's opponent percentage of the profits of a certain area; 3) a political control is not maintained, the player move in on Cuzco and loot the 100 ducats. combination of 1 and 2; or 4) Investments owes the banker 25 or 50 ducats. The banker Misery is having 25 ducats of gold at each of yielding repayment and a percentage of the also needs to be careful of greed. If his rates five ports and not enough of a treasury to buy financed expedition's profits (especially are too high, the players may do without hi~ the bounds to get it all. Frustration is rewarding when financing gold raids). If the help. Besides a profit for himself, the Banker borrowing enough to finance the expeditions German banker can achieve SOo/G of the must seek to make borrowing profitable for to get the gold, paying off the loan, and profits from an area, and that player has his clients. Blind loans should be avoided, coming home with just a few ducats more than political control of the area, the 150 VPs since bankers always want to know how the could have been transported without the loan. (worth SO ducats to the banker) goes to him at loan will be used and may put restrictions on Ecstasy is loaning to an opponent who cannot the end of the game. The Banker must its use to insure success or adjust expected afford to get all of his gold, taking your cut of remember that this puts him at the mercy of profits. the profits, and saving yourself the expense of that player, who might lose control of that a military expedition to capture the gold. area on purpose to deny the banker victory Agony is fighting one's way through the Inca' FUN- is playing Conquistador, a game that points. A penalty clause could be written into Empire to Cuzco, only to roll a six on the land should provide hours of keen competition.

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