Bay Area GamesDay XXXVI - part 2
Sword of Rome: Rome wins one, the Transalpine
Gauls and Carthaginians cause problems, and on that pesky combat
system.
This is the second time I've had a chance to play
Sword of Rome. Last time I was the Etruscans/Samnites; this time I was the
Greeks.
This was the first time I had
played with someone else who had read the rules, and it was a good thing. It
turned out I had seriously misunderstood how victory points are accumulated. I
had been calculating VPs as simply how many VP spots you occupy, but it turns
out what you really need to do is to add one VP each on each
turn
you occupy a VP outside your home territory, and likewise subtract each turn for
each home VP you've lost. This makes losing home territory a lot more painful.
It also makes it hard to recover from an early game deficit. Because combat is
so attritional in the long run, and because there is a non-trivial "bash the
leader" element in the game, it's very unlikely a power will be able to go up 3
or 4 VPs, so if you get behind by a few VPs early it's unfortunately a rather
deep hole.
Our game started off in the
usual way - the Gauls invaded the Etruscans, the Greeks wrestled with the
Carthaginians, and Rome wiped out the Volsci. Things were looking good for the
Gauls, who sacked Pisae on the first impulse and went on to do some quality
plundering. Things didn't go so well for the Greeks, who saw two 9-strength
field armies virtually wiped out by poor dice rolling in the first two turns,
putting them seriously behind the VP 8-ball by going at least 1VP down
(Neapolis) starting on turn 1. The Samnites were eviscerated by the Gauls,
losing a couple ungarrisoned cities to revolt after the Pisae debacle, and so
the Etruscan/Samnite player spent most of his time trying to
rebuild.
In the midst of all this, the
Roman player was building up his position. The Via Appia was built up on turn
two, which really helps them defend. Given the layout of the map, the Romans
have a "hard core" of cities centered around Rome, where an army parked there
can reinforce to 6 critical adjacent areas, and it's extremely hard even for
large enemy forces to push beyond this unless the Romans get bad consul draws
(not as likely here as in Hannibal). Once the Via Appia is built, this protected
corridor drastically expands and an army parked in Rome can easily defend a huge
chunk of recruiting territory.
Up
north, the Gauls ran into some spectacular bad luck, as large armies continually
failed to evict a tiny Transalpine Gaullic outpost for several turns, costing
them several VPs.
Meanwhile, I had
started to recover as the Greeks and was going after Carthage, having decided
there was nothing I could do to Rome with Lilybaeum as still a thorn in my side
(even with the extra fortifications for Syracuse built, it's not enough for a
garrison to hold out there for long without a strong field army). With some help
from some slightly over-aggressive Carthaginian activations, Phyrrus finally
drove them from the island and could redeploy towards
Rome.
While I was doing that, Rome was
building up a lead. The Gauls and Etruscans/Samnites, however, were finding it
difficult to take the battle to them. The Romans had two big field armies, and
as long as they hid out in the Roman core the Gauls and Etruscans could only
fight them at negative DRMs, not an appealing prospect. On the other hand, the
Romans couldn't venture outside their safe zone either without fighting at a
disadvantage. So something of a sitzkrieg developed until the Gauls got bored
and tried to attack, with predictable
results.
The rest of the board was
eventually able to nibble at the edges of Roman territory, but it was too
little, too late; the Romans held on, although the lead was reduced from what it
was in the middle game and things were closer than I
expected.
There is definitely a lot to
like about Sword of Rome. It's got nice historical flavor. The individual event
decks seem very well done, with events that are powerful enough to be exciting
but not unbalancing; poor execution on the event mix (typically events that are
too weak or too hard to play; or, interestingly, the opposite extreme of being
overpowering in Wilderness War) has been a weakness in a number of GMT's
card-driven games. The game moves along well, as individual turns should not
take too long. You get lots of choices with all the events, and it feels like
you're making interesting
decisions.
There are two significant
wrinkles though, and they are intimately intertwined. The first is the combat
resolution system. It's quite clever, but I'm just not convinced it really
works. The results are hugely random, and it seems most battles are between
roughly even forces and are usually a crap shoot, with the results of bad luck
being potentially quite devastating. For example, in the early game, the Greeks
and Carthaginians are staring each other down with equally-sized and
similarly-led armies, and neither can really do much else until their opponent
is defeated. But there is also little either can do to make this anything more
than a dice-fest; the Greeks really have only 3 combat cards in the deck, and
none do much more than simply adding a +2 DRM, which is just not that
significant when compared to the combat cards in Hannibal or Successors, where
the very powerful combat cards (Allies Desert, Gift of Oratory, Anti-Elephants,
Silver Shields, etc., along with more plentiful Campaign cards) are an important
element in the games' overall balance in forcing action. (Although there is an
interesting Pyrrhic Victory card for the Greeks, which hands them an
auto-victory in one combat, albeit with the loss of half their forces for and
inflicting only a single CU loss on the enemy - but this can be deadly in very
specific situations, like, where the enemy has no retreat route. But the odds of
having the card when you need it are extraordinarily
low).
Anyway, all this alone really
wouldn't be that bad - just adding spice to the game - but Sword of Rome is a
long game. Our game took about 6 hours, and we were playing only the 6 turn game
and weren't playing slowly. That's a long game for something comparatively
chaotic, and something you can be basically knocked out of pretty early by bad
luck. I like a lot of stuff in Sword of Rome, but I really, really wish the
playing time were closer to Successor's 4 hours. It would make the high chaos
factor a lot more tolerable. I think the 9-turn game's 8-9 hour length is simply
unacceptable, and it's unlikely I'll ever try that
again.
With all this said, though, the
bottom line is that despite some reservations, I had a lot of fun with the game,
and look forward to playing it again. The relatively clean and straightforward
system, nicely-done card decks, reasonable play-balance, and interesting
situation add up to a game that is significantly more playable and enjoyable
that some of GMT's non-Racier card-driven games, which have tended to have some
issues. I also like how each power has such a different mix of cards, and so
plays quite differently - I want to make sure I get to play each one once. I
think in the end the good stuff is strong enough to keep it on the table for a
while; the more modest complexity is very important in this regard. So on
balance, a thumbs up. But I still wish it were shorter.
Posted: Thursday - December 23, 2004 at 12:35 PM