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Major Duncan
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Simple Overlord Tue, 27 June 2017 13:48
I know Overlord is not particularly complicated, but as I only play solitaire, or only very occasionally with my brother, who only plays when he plays me, I was wondering if anyone had tried playing with just a normal deck and doubling everything up? e.g. Attack in the centre would order 6 units.

The game is basically a doubled up base game i.e. two boards and double the units and victory medals.
      
Zalamence
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Re:Simple Overlord Wed, 28 June 2017 10:49
How would you play tactic cards? Those that often order 4, like Direct from HQ, Firefight etc.?

Another issue is that sub-sections often contain more than 3 units, and in normal overlord you can't order them all with most cards. Attack (Right, Left, Centre) would become the same as Assault, or Assault would become a sort-of mega card that allows the movement and battle of tons of troops (well, this happens in some breakthrough scenarios anyway)

In normal Overlord, all sections advance simultaneously. I think the gameplay might turn out to focusing on Left or Right, just because the effective range of units across the map is relatively short.

In summary, some cards could gain lots of value (relative to others) if simply doubled.
Game probably flows differently to normal Overlord. I doubt either of these is game-breaking, however.
      
Major Duncan
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Re:Simple Overlord Wed, 28 June 2017 11:29
Again just double up.

The game would just be a double sized normal game. In a normal game it often occurs that action is, for periods of time, restricted to one section of the battlefield.

This method would lose all the nuances of the OL system, and would just play as a double sized normal game. Probably not as much fun as a multi-player OL battle, but trying to explain the rules to my brother for an occasional game of OL, and by occasional it is going to be once a year or less, means we probably won't play them. He just wants to play a card, move his troops and fire! He only plays games when we get together and even then we don't always play M44.
      
Zalamence
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Re:Simple Overlord Thu, 29 June 2017 11:50
Major Duncan wrote on Wed, 28 June 2017 12:29

In a normal game it often occurs that action is, for periods of time, restricted to one section of the battlefield.


My point is that in normal-sized maps, artillery and armour can and will have an effect on other sections. For example, the defender moves armour units near the action to work as deterrent. In Overlord, the players probably don't bother moving units over greater distances to assist other sections (and artillery range isn't long enough to fire from Left flank to Right or even to Centre).

What I imagine could happen is that one player gets a few good cards and a dozen orders to either flank, and the other player has difficult time countering the moves. For example, in normal scenario, if I have two Attack Lefts and my opponent has one Recon to the section, he can still do OK after my plays. But with doubled orders, I would get to battle a maximum of 12 times before his second card - enough to wipe out a few units. So it could be frustrating.

Of course, I'm just guessing what would happen. And like I mentioned before, I suppose the game would still be playable.
      
Major Duncan
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Re:Simple Overlord Thu, 29 June 2017 12:27
Yes, 12 attacks as opposed to 6, but then the defender will likely have twice as many units to absorb those attacks.

I get your point about a player in a normal game being able to react to the above situation in a better way by activating central armour and artillery to counter. As you point out, this reaction would be far less effective in my OL version, leaving the poor flank to get pummelled. But, that player will presumably have cards for elsewhere and can do some pummelling of his own somewhere else on the battlefield.

[Updated on: Thu, 29 June 2017 13:14]

      
Zalamence
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Re:Simple Overlord Thu, 29 June 2017 23:01
Even when the defender has a formidable number of units, the attacker can still focus fire on just a few at a time, taking them out without retaliation. And it's the initiator who will have good cards, so your only counter-action with difficult hand might be attacking elsewhere. I've played even normal games where the players are both "playing their own game" on separate locations on the map. Wouldn't call them the most enjoyable games, though.

I'm not saying you shouldn't try playing simply doubled orders, but you could also consider other options. How about playing two cards a turn, to different sections? (the sections being naturally Left, Centre and Right and sub-sections are ignored) The player could choose to play just one card on some turn, but would draw just one so the hand size would remain the same. The multi-section cards would have to be played one per turn.
      
ArchNME
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Re:Simple Overlord Fri, 30 June 2017 19:06
I Would really be interested to know how this plays out if you do try a game or 2 using this method. My guess is that using the overlord scenarios written for use with the normal rules might well end up being extremely lopsided.

So please post your results if you do play this way. This could be "Very Interesting!"

Don
      
50th
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Re:Simple Overlord Sat, 01 July 2017 19:56
I've played overlord many times with just two players. When you sign up to run an overlord game at a gaming convention, you never know how many players you are going to have. I just play as normal overlord. Playing CNC cards from your hand and laying out the FG cards. Then, the side whose turn it is turns up cards in each of his sections and plays them. This works just fine and plays faster than when you actually have six to eight players.
      
tank commander
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Re:Simple Overlord Fri, 07 July 2017 02:47
Major Duncan wrote on Tue, 27 June 2017 07:48

I know Overlord is not particularly complicated, but as I only play solitaire, or only very occasionally with my brother, who only plays when he plays me, I was wondering if anyone had tried playing with just a normal deck and doubling everything up? e.g. Attack in the centre would order 6 units.

The game is basically a doubled up base game i.e. two boards and double the units and victory medals.


in a normal game you play 1 card per board (3 sections). In an OL game with 2 boards you play up to 3 cards (6 sections). Do you double up all the cards played in a turn? I am not sure how you are playing with this variant?


      
Major Duncan
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Re:Simple Overlord Fri, 07 July 2017 08:31
tank commander wrote on Fri, 07 July 2017 01:47

Major Duncan wrote on Tue, 27 June 2017 07:48

I know Overlord is not particularly complicated, but as I only play solitaire, or only very occasionally with my brother, who only plays when he plays me, I was wondering if anyone had tried playing with just a normal deck and doubling everything up? e.g. Attack in the centre would order 6 units.

The game is basically a doubled up base game i.e. two boards and double the units and victory medals.


in a normal game you play 1 card per board (3 sections). In an OL game with 2 boards you play up to 3 cards (6 sections). Do you double up all the cards played in a turn? I am not sure how you are playing with this variant?


use a standard deck. Play one card and double the orders. There is just left, centre and right, each consisting of two sections.

Section cards double, so Recon in Force is two units in each section. Probe in the centre is four units in the centre etc.
Cards that order four units would order eight.
Cards that order one unit order two.
Barrage and Airpower allow two strikes against different targets.
Cards that order all units remain unaltered.
For 'Their Finest Hour' roll double the dice.
Ambush and Counterattack are unaltered.

As for the number of command cards, I would suggest halving the amount stated for the scenario (rounding down) and add one.

I have the Khalkhin-Gol Encirclement set up and I am going to give it a try!

[Updated on: Fri, 07 July 2017 11:30]

      
Major Duncan
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Re:Simple Overlord Fri, 07 July 2017 20:09
Just finished. It was a blast. Just like a big game of M44. Soviets won 18-11. So many tanks! Shocked

Soviets had most of the luck though. Finest hour early on which was almost immediately re-drawn by them, and which ordered 10 units each time, along with 2 armour assaults, was devastating. Japanese had good cards in the centre, but appalling rolls. In one attack their tank unit and all 3 tankettes attacked an infantry unit in the open and couldn't kill it with 12 shots! That sort of summed up their game.

One rule I did make was that the Japanese could only use two molotov cocktails per sector.

I'll give it another try today.

[Updated on: Sat, 08 July 2017 10:43]

      
Major Duncan
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Khalkhin-Gol Encirclement AAR Sat, 08 July 2017 14:53
Soviet T1 'Behind Enemy Lines':
Soviets start with a raid on the Japanese left flank. Two inf attack the Japanese forward MG and inflict 3 hits. They return to the nearby hills and woods.
2-0 (Japanese always first).

Japanese T1 'Move Out':
MG, ATG and inf in wood on left open fire. 5 inf in centre move up with one close assaulting (CA) the ATG. Good shooting gives 6 hits.
2-0.

Soviet T2 'Couterattack':
4 inf in centre plus 2 inf and 2 cav on right ordered. Excellent rolling gives 8 hits. Japanese MG unit assaulted last turn and the inf unit that CA in the centre are elim.
2-2

Japanese T2 'Attack in Centre':
The 4 inf that moved up last turn launch their assault, supported by a unit eack of Tkt's and AC's. 9 hits. Soviet ATG and MG elim.
4-2.

Soviet T3 'Probe on Right'
A AC that will be a 'Hero of the Soviet Union' elims a Japanese AC on the edge of the centre. 3 tanks move forward and open fire on the entrenched infantry with a hit on each one to reduce their CA ability and soften them up.
4-3.

Japanese T3 'Attack on the Left'
The Japanese respond, but the AC, despite an overun and 6 dice against a unit of cav, scores no hits! The other cav is not so lucky and takes 3 hits. The ATG gets 1 tank hit and everyone else misses. Not a great turn.
4-3.

Soviet T4 'Firefight':
Not always easy to pull off with the Soviets, but by lucky chance they have 8 units in good positions and they let rip with 5 tanks, 2 art and 1 AC! 12 hits and 1 unit elim.
4-4.

Japanese T4 'Pincer Movement':
The Japanese just can't bring the same weight of fire to bear, but they score 5 hits and manage to elim a cav and AC unit, as well as taking sole control of Remisova Hill. The Hill will become a crucial battleground.
7-4.

Soviet T5 'Assault in the Centre':
Only 7 hits achieved, but 3 units elim.
7-7.

Japanese T5 'Direct from HQ':
Drawn last turn, and they need it. Remnants on the far left and centre push on supported by art and tkts. 11 hits and 1 tk, 1 cav and 2 inf elim.
11-7.

Soviet T6 'Probe on the right':
Soviet tanks surge forward and eliminate the AC, Cav and inf remnants.
11-10.

Japanese T6 'Recon in Force':
Cards are running out in the battle zone. Single figure inf takes Kawatama Bridge and elims a tank. 5 hits on tanks this turn.
12-10

Soviet T7 'Recon in Force'Cards and fighting is petering out across the front.Soviets continue to mop up remnants, including the figure on the bridge, and occupy Remisova Hill.
11-14

Japanese T7 'Recon in Centre'
The Japanese are in trouble, 3 Recons and 2 Att on right where there has been little to no action. Japanese attempt to take out 2 single figure tank units, but only get 1. 2 cards drawn are asslt and att on right. They will have to make a late charge on the right and hope it is not too late.
12-14

Soviet T8 'Move Out'
Not a good call. Soviet inf shuffles about and makes minor attacks with 1 hit. A tank unit on the right is re-supplied to full strength.

Japanese T8 'Assault on Right'
Here they go! and hopefuly the Soviets won't have responded. Only an AC in the centre can be attacked apart from some preparatory art fire which elims a tank unit. Remisova hill is once again contested.
13-13

Soviet T9 'Probe in the Centre':
AC on hill attempts to drive off Japanese infantry but fails. 4 hits v other units and the Japanese now have 3 central units with only 1 figure.
13-13

Japanese T9 'Attack on Right':
The Japanese hit the Soviets heavily with 9 hits. One inf elim (in one 4 dice attack). No progress on hill as AC proves unmovable.
14-13

Soviet T10 'Attack in Centre':
The Soviets are continuing to draw central cards, and they need them. They press on with their own offensive. Remisova Hill is retaken with the AC's eliminating the inf. Two remnants are also elim, but a 1 figure inf unit survives a 2 dice attack that would have won the game.
14-17

Japanese T10 'Attack on the Right':
4 medals needed. The Inf finish of two Soviet inf. a single figure cav unit goes back on the hill and with art support attempt to dislode the AC, but 4 dice achieve nothing.
16-16

Soviet T11 'Probe in the Centre':
4 units surround the poor cav on Remisova and the brave little AC delivers victory!
15-18

Great battle that I really enjoyed. This method is quick and dirty, but it seems to work okay.



[Updated on: Sat, 08 July 2017 15:08]

      
Major Duncan
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Re:Simple Overlord Sat, 04 November 2017 10:36
My brother and I played another 'Simple Overlord' battle this week, The Cadets of Saumur. It played very easily again, but unlike the Khalkin Gol battle, which was over in quick order, this one took some time as the Germans struggled to get over the river. We play a time penalty for the attacker in most games, so that the defender gets a medal bonus if the deck runs out (no shuffle after TFH). The Germans were close to victory, and although 9:10 behind they had easy banners just within their grasp, but he ran out of time and the 2 medal bonus won me the game 12:9.

      
    
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