second chance games

Search This Website of delight

Showing posts with label Academy Games. Show all posts

878 Vikings: Invasions of England is as a descriptive game title as you could ever wish for.  However, it is not until you play the game tha...

878 Vikings: Invasions of England by Academy Games 878 Vikings: Invasions of England by Academy Games

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

Academy Games


878 Vikings: Invasions of England is as a descriptive game title as you could ever wish for.  However, it is not until you play the game that you appreciate the weight that those ‘s’s are lifting.  Yes, there are lots of Vikings, and yes they’ll be lots of Invasions, on most turns as it turns out. 


Incongruously the rule book states that it is the year 865 however there aren’t many people who could split such small hairs or understand the nuance between the years 865 and 878.  I am not one of them despite regularly falling asleep to the British History Podcast (BHP) which covered this period for me about 3 months ago.  (I’ve got quite a backlog).



However let’s get back to the game, which is a team-based game for 2 to 4 players.  One side takes on the two factions of the Angles (thank you BHP): the Housecarls and the Thegn. The other team takes over the Viking Norsemen and Viking Berserkers.  The game plays out over at most 7 rounds or until the conditions are overwhelmingly in favour of one team.


Gameplay


This game reminds me of a simple COIN game; there are asymmetric faction powers and the play order changes each turn and it is a (wait for it) … card-driven game.  Feel free to disagree with me. One of the simplest aspects of this game is how the turn order is decided – by drafting faction-coloured cubes out of a bag.  Unlike most variable turn order games, this is not predetermined completely at the start of the turn but revealed as the first phase of the next players turn.  This is such a simple design choice but adds a delicious amount of tension (and involvement) from the very beginning and it only ramps up throughout the game. If the ‘English’ defenders go first then their opportunity to react to the Viking invasion is stymied.  If the Vikings go first they can deny the English important reinforcements later on. A double whammy of both team factions going before their opponents can be an opportunity for either side.


On their turn each faction will receive Reinforcements, activate their Leaders (this is mostly for the Vikings as the English don’t get a Leader until the 5th Round), Move their armies, Fight in regions where there are both enemy and friendly troops and then draws cards back up to 3 cards. Each player completes that sequence until either the end of the 7th Round, Treaty cards or overwhelming force end the game.  Both treaty and overwhelming force require a certain amount of control markers to determine if the English or Viking team won.


The first Viking Reinforcement phase lands the Great Heathen Army (i.e. the Vikings) into Englaland. And you might be forgiven for thinking that there would be no way the defending factions (normally one or two defenders in a region), could deal with the invading horde of 17 Norsemen and 8 Berserkers during the first turn.  However, it always seemed to be quite finely balanced by the end of each round despite the Vikings having a seemingly overwhelming force.  The wise Viking player will not spread themselves too thin; there is a strong desire to rampage and pillage with their superior forces but they are quickly whittled down.  A good Viking player should prepare and plan for significant reinforcements in later turns.



The core of the gameplay is driven by the cards played by the active faction, which will either be an event card or a movement card.  The movement cards dictate how many armies and how far they can move.  Movement is a simple affair, there is no unit drop off or pick up, and armies must stop when in a region with the enemy.


The battle phase is streamlined and quick to grasp and another area where this game shines with its design choices.  Each faction is colour coded and has its own battle dice.  The controlling player will roll as many dice as they have units available in the battle.  The berserkers are the strongest faction but also the most fragile.  The Norsemen and Housecarl are equivalent and the Thegn are a bit battle shy.  Any time a battle occurs in a region containing a city then the Fyrd are raised which are basically cannon fodder and play an important role in protecting the stronger Housecarl and Thegn from absorbing too many hits early on.



The use of colour to differentiate the battle dice and different factions really help to streamline the battle phase and it can be taught and grasped in a few minutes.  The simple and quick playing battles present a real ebb and flow that you can see across the board as the Vikings invade and are pushed back, a little less, each turn. The event cards may add a little wrinkle here and there to the overall flow of the game but all their game-changing rules are clearly presented on the cards themselves.  


The active faction player is allowed to ‘command’ the pieces of their teammate and move them and battle with them freely.  However, any decisions where to apply the hits and, I would argue where to move them, should be freely discussed and agreed upon within your team.  It is this discussion space with your other team member that allows this fast-paced game to breathe and enhances the overall experience. I have played it with 2 players (with my son) and with 4.  Despite my son enjoying the game and asking to play it again, I am a bit disappointed that he has not experienced it with 4 players yet.  When lockdown eases hopefully I can remedy that situation.

Components

This review was written with the recently published second edition of the game.  The artwork across the cards and throughout the game is lovely.  I am also a sucker for maps, especially ones of England, and this one is beautifully uncluttered and functional. 



The rules are excellently written, and there is an abundance of examples and colours that at first glance looks confusing, but which are extremely useful when you’re reading to learn the game for the first time.  Because of its relative simplicity and presentation of the rules, I imagine returning to the game after a few months or more will be a very quick affair.


The leaders in the game come with Standees that tower above the army units.  They really serve to focus your attention, particularly for the English factions where there is a concentration of force, if it is not abundantly clear by the sea of black and red plastic surround them



My favourite part of the components has to be the Historical Overview at the back of the rulebook. I love Academy Games (and any other publisher that does) for allowing designers the space to add some context to the game they’ve designed.  There is also a line or two of flavour text on the cards themselves which is interesting to read. 

Criticisms

Academy Games have provided tiny miniatures in 15mm scale on little round bases.  Keeping these upright (and in line with my OCD tendencies) is more trouble than it’s worth.  At 15mm you can tell that they’re soldiers carrying axes and spears but beyond that, the detail is a bit lost.  The size isn’t the issue, any bigger and the map would drown in plastic, but I would have preferred simple cubes which can be easily formed into a good looking shield wall, but this is a minor complaint.



Another minor complaint is around the card art – I’ve already said that the art is lovely but I would have liked to see more unique examples of it.  Event cards with the same function and title have the same art.  Again, this is a very minor criticism and arguably it may be a design choice to keep consistency across cards that have the same effects. 


The most significant criticism I have is that the game feels quite different with just two players.  This is a shame because that is the only version my son has played. There is an added level of ‘je ne sais quoi’ with the full complement of four players.

Conclusion

I have read this game described as Risk+ but I think I would prefer the term COIN-lite. I understand the Risk+ comment but this is so much more than Risk.  If someone can handle the rules-complexity of Risk and enjoys the direct conflict in that ‘game’ then 878: Vikings can provide a much more rewarding experience in a much shorter time with marginally more rules.  I think that non-gamers suggesting a game of risk is pretty much apocryphal these days, but if you ever find yourselves in that situation, say no, go out and buy this (or any of Academy Games’ Birth of America series – 1812, 1775 or 1754) and insist that they try this instead.  However 878: Vikings is probably easier to get hold of due to the recent reprinting.


Although the rules are simple there is enough in here, especially with 4 players, to keep even the most experienced of Grognards entertained.  Even if they consider it as a simple 60-minute filler – my game of this went closer to 90 minutes plus a bit., I guarantee that they will enjoy it.  As will anyone else who has experienced any type of modern hobby games, or dare I say it again, Risk… 


With the almost constant Viking invasion forces, each turn really does feel like a battering against a meagre force of defenders that somehow seem to keep things on a knife’s edge throughout the entire game.  The game is finely balanced and seems to always come down to very small deciding factors that decide the entire game.  Being on the right side of that decision is where the best player (with wit and a small amount of luck) will find themselves.


I’d like to thank Asmodee UK for sending this review copy. You can use this link https://www.asmodee.co.uk/contentpage/find-your-game-store to find your Friendly Local Game Store; which need all the help they can get at the moment.


Designers: Beau Beckett, Dave Kimmel, Jeph Stahl
Bgg page: https://boardgamegeek.com/boardgame/204516/878-vikings-invasions-england
Playtime: 60 mins - 2 hours
Players: 2 - 4



  One Small Step by Academy Games     The Space Race: on the outside a scientific marvel; on the inside a propaganda and military powerhouse...

One Small Step by Academy Games One Small Step by Academy Games

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

Academy Games





 One Small Step


by


Academy Games




 
 The Space Race: on the outside a scientific marvel; on the inside a propaganda and military powerhouse for both the U.S. and the U.S.S.R. Those missiles grew bigger and stronger each day. The same missiles that had school children on both sides cower under desks. From Sputnik until the lunar landing it was not even twelve full years. Robert Goddard was one of the first rocket pioneers. The real dream of Werner von Braun was to put a man on the Moon. we will never know exactly how much we are indebted to Jack Parsons for his contributions to the effort. However, once President Kennedy threw the gauntlet down in front of the world the race was on. Both superpowers put their all into the effort to land a man on the Moon. This game from Academy Games allows the player to fill the shoes of either superpower in those heady days. Let us see what comes with the game:

1 Game Board
1 Beginner Map Overlay
2 Agency Boards (1 USSR, 1 USA)
46 Event Cards (12 for Era 1, 12 for Era 2, and 22 for Era 3)
19 Hazard Cards
14 Advancement Cards (Not used in Beginner Game)
12 Crew Mission Cards (6 USSR, 6 USA)
24 Satellite Mission Cards
90 Temporary Resource Tokens (10 of each kind)
54 Permanent Resource Tokens (6 of each kind)
12 Crew Markers (double sided, USA / USSR)
12 Satellite Markers (double sided, USA / USSR)
Bonus Tokens (21 Satellite, 10 Crewed Missions, 14 Media, and 9 Advancement)
3 Dice (1 Gray Agency Die, 1 Red Satellite Die, 1 Brown Crew Die)
4 Administration Worker Meeples (2 Red USSR, 2 Blue USA)
4 Engineer Worker Meeples(2 Red USSR, 2 Blue USA)
2 Summary Sheets (Beginner on one side, Advanced Game on other)
1 Rule Book
2 VP Track Markers (1 Red and 1 Blue Cube)
2 Media Track Markers (1 Red and 1 Blue Circle)




 Have no doubt about it, this is a Eurogame, and as such it shows it. Upon opening the box you will be presented with a cornucopia of items. Not only that, but the quality is second to none. Old hoary grognards have the wrong idea about Eurogames. To them they are all glitz with no substance. Guys I am here to tell you something that you may not have noticed. The word wargame actually does have the word game in it. 




 As mentioned, your eyes will be pretty much astounded at the components. The game board is only 22" square, but it seems much bigger. It is very nicely done, although at first glance it looks a little empty in some spots and busy in others. It is mounted, and feels like it will last for however much gaming you put it through. There are three counter/token sheets filled with beautiful and large tokens. They are also very thick and sturdy. The Beginner and Advanced Summary Sheets (Player Aids) are of cardboard, and like the rest of the game are eye-popping with color. To fit all of the game's actions, the Advanced Summary Sheets are done in small print. There is a lot to the advanced game so the sheets are busy, and because of the print size I do have to pick them up to get them closer to my specs. Naturally, the Beginner Summary Sheet is in larger print and much less busy. There are two sets of cards. Both are of very good quality. One is the normal size for game cards, and the other is a much smaller deck. However, the smaller deck can be read easily. The 'Meeples' are kind of cute in a way. The two Agency Boards are well set up and are not crowded. The Rule Book is twenty-seven pages long. It is the standard Academy Games Rule Book. By that I mean it is beautiful to behold and very well written. If you have problems understanding and following these rules, I would not blame the Rule Book. All in all, this game screams Eurogame, but a very well produced Eurogame. 




 I hate to tell Academy Games this, but even though I lived through the Space Race my interest in it was near nil. Now, give me a book or game about Alexander's Successors and I am in. So, this will have to be a very good game to pique and keep my interest. 

 Victory is won by how many points each side can accumulate. This is the Sequence of Play:

Phase 1 - Countdown
Phase 2  - Replenish
Phase 3 - Draw Cards
Phase 4  - Placing Workers
Phase 5  - Personnel
Phase 6 - Play Cards
Phase 7 - Launch Missions

 The game gives you both Administrator and Engineer workers. Each of these can only be used on their corresponding spaces. Personnel Cards have the different Astronauts' names on them. Along with them the cards also have some of the following:

Military Missiles
GPS
Cold War
Freeze-Dried Foods
Velcro
Satellite Research
Navigation Testing




  In a nutshell, this is a worker placement, and resource allocation game at its core. Having a Basic and Advanced version built in is very helpful for table longevity. It is a two to four player game. In the four player version two players are on the U.S. and two are on the U.S.S.R. sides. The missions that both sides have to fulfill are definitely a two edged sword. The tougher the mission the greater the gain for your side. The downside is that you do not want to fail missions. These setbacks have some real consequences to your attempt at everlasting fame. The game also has a Media track that is predicated on your successes and failures. The Beginner game is simpler, but that does not mean it is simple. This is a game that definitely has some meat on its bones. The advanced game is just that, advanced, or to be truthful very advanced. This is not a light Eurogame. It may not have tanks and hexes, but it is a deep thinking man's game. All through the game your choices are myriad, and unlike some games can have negative outputs for your side. Please remember that you are not just playing against yourself. There are hazards that both sides can add to missions to make them even harder than they were to begin with.



 
 Bottom line, this is not really a game I would recommend for a boardgame newbie. This is, however an excellent game for grognard to switch gears and learn to play. It is a deep game. Academy Games even touts it as a good game for teachers to help explain the Space Race to students. Please remember that this is a game about the entire Space Race. You as the player have to build your country's Space exploration history from scratch. Thank you very much, Academy Games, for letting me review this excellent game. The game has also come close to doing the impossible. It has managed to spark and interest in me to start reading about the history of the Space Race. If a game can do that, it has to be great.

 For you grognards out there who have been under rocks please take a look at their stable of 'Conflict of Heroes' games. It is a wonderful tactical series.

Robert

Academy Games:

One Small Step:

My review of Conflict of Heroes 'Storms of Steel Kursk 1943'
 

Conflict of Heroes Storms of Steel: Kursk 1943 (Third Edition) by Academy Games  Kursk was one of the biggest...

Conflict of Heroes Storms of Steel Kursk 1943 (Third Edition) by Academy Games Conflict of Heroes Storms of Steel Kursk 1943 (Third Edition) by Academy Games

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

Academy Games





Conflict of Heroes Storms of Steel: Kursk 1943 (Third Edition)

by

Academy Games





 Kursk was one of the biggest battles in World War II, although it was not the largest tank battle. That distinction we now know goes to Dubno in 1941. Still, it was a massive clash between the Russian and German armies. Guderian had worked tirelessly to rebuild the Panzer force in the early months of 1943. He was able to build a large hard hitting force by the Summer. Kursk was an on again off again operation that kept being postponed from April until it finally occurred in July. Hitler was staking all on his new pet cats, the Tiger and Panther, and the massive Ferdinand, although the Germans took an incredible toll of the Russian forces. They also were damaged, but they just couldn't break through to Kursk. Then the other Allied Nations invaded Sicily, so the offensive was called off. Manstein had wanted it to continue to bleed dry the Russian reserves. The Germans lost a good number of tanks and men at Kursk, but they were really bled dry by the defensive battles they had to fight in the Autumn of 1943. So, this is the backdrop to the game; let us see what comes with it:


4 Folding Mounted maps (19.5" x 14.75")
1 Mounted Board That Comes With 6 Various Shaped Pop-out Geomorphic Pieces
4 d6 Battle Dice
2 Custom d10 Spent Dice
4 Counter Sheets
 1 with 70 German Units
 1 with 70 Soviet Units
 1 with 15 German Units, 15 Soviet Units, and Hit Markers
 1 with Miscellaneous counters
1 Round and Victory Track
4 Command Action Point Tracks
48 Battle Cards
7 Weapon Cards
10 Veteran Cards
1 Rulebook 40 Pages long
1 Mission Book 36 Pages - With 14 Missions
2 Rules Summary Sheets




 This is the Third Edition of the game. Here is a rundown of what is new:

Featuring the latest 3rd Edition Conflict of Heroes Rules!
We have updated the maps and overlay artwork to be highly detailed and more beautiful than the original!
Storms of Steel 3rd Edition will feature a number of new firefights in addition to classics from the original!
All new counters in addition to new versions of the previous counters!
New box format, with updated tray inserts designed by Game Trayz!





 The maps are very well done, and the hexes are huge at 1 1/4". They represent a lot of the same terrain, so there is not that much difference in color from map to map. However, they work extremely well and the size of the hexes makes it very easy to determine the terrain. Each hex has a dot in the middle of it. Whatever terrain that dot is in represents the terrain for the entire hex. The map hexes represent 50 meters of real terrain. Now we get to the really good stuff. The counters are fantastic and are a full inch in size. This means we can not only read them without glasses, but they are also easily handled by less nimble fingers. The unit and armor pictures on the counters are very well done. It is also very easy to see what each counter represents. The Rulebook is in full color and fits in with the rest of the components, meaning that it is very colorful and wonderfully put together. The way the Rulebook is setup up is this: You read x amount of pages and then play the suggested scenarios. After playing those you read a few more pages and then you are ready to play the next few scenarios. So each scenario has a level of the rules involved in playing it. So, by the end of the Rulebook you are thoroughly prepared to play any scenario that comes with the game. Everything about the components is meant to thrill a wargamer. Even the trays for the counters are done differently than normal. Instead of just laying in a heap, they are laid out for the player like a flattened out rolodex. The two Rule Summary Sheets are the only pieces where the writing is a bit small. 




 The game is played in 'Rounds' with players taking alternate Turns. Here is a description:

"The Player who has the Initiative takes the first Turn.
On your Turn, take a Single Action or Pass.
The Rounds ends when both players Pass consecutively."

 "To take an Action follow these steps in order:
1.Select a Unit.
2. Perform an Action.
3. Determine the Action Cost.
4. Make a d10 Spent Check."

These are Common Actions a Player can take:

"Move to an adjacent hex / pivot.
1. Attack a Target hex.
2. Rally to remove a Hit Marker.
3. Stall.
4. Play Action Card."

 As you can see the game uses many elements that we wargamers are used to. The game works with Command Action Points as its main mechanic. This way of giving each side a certain amount of points to use each turn for actions is also a well known feature of wargames. In Storms of Steel, it is the interconnected usage of these mechanics that makes this such a great game.




 Storms of Steel won a ton of awards when it was first released, and it only keeps getting better. The greatest praise that you see for the game is that people believe it is one of the best games for teaching a new player its rules. The Rulebook states that you will be up and playing in five minutes, even if you know nothing about the system at all. I would believe that amount of time is right on the money. However, that does not mean that this game is a beer & pretzel one. Each player has to keep thinking, and thinking quickly, because the rules make it so that everything can change in a heart beat. All of your well laid plans can go up in smoke in an instant. The play is not only very fun, but very deep. The Third Edition has been worked on for a few years, and it includes many suggestions from players. The designer team of Uwe and Gunter Eickert originally released a winner and each edition just keeps getting better. 




 I was first introduced to the Conflict of Heroes series when Matrix/Slitherine were developing the PC versions years ago. I liked the games and played them a lot. One of the things I remember about them was that the designers were trying to make them as close to the boardgames as possible. A lot of the players of both were surprised how much they got right in the PC games. Now that I have had a chance to play a boardgame version of COH Storms of Steel I am completely blown away. Everything about the game feels and looks so well done. I do not think I could ever go back to the PC version. This boardgame is that good. This is pretty astounding when you add in the fact that it was meant, and succeeds, to be a players game, and not a rule heavy monster. 




 Than you so very much Academy Games for letting me review this excellent edition of an already great wargame. For anyone who is looking for a game that you can quickly learn, here it is. People looking for a historical portrayal of the Kursk battle look no further. Those two sentences are rarely seen together in a review about a wargame. When they do coincide you know that you have a real winner.

 I changed the size of the boards to represent their actual size. I forgot to times by 2. I am still not used to this getting old stuff.

 This is a blurb that one of the designers sent me that explains the difference in the Third Edition, better than I could.

"The biggest change in the 3rd ed is that a player takes an action with ANY of their fresh units. No more tracking APs. After the action, you test to see if the unit becomes spent by taking a stress test. That's it. Quick and simple
The stress test checks that Unit's cognitive suppression probability (its natural tendency not to move towards or interact in fire interchange. Units will often 'stop to assess the situation' before continuing on.
And this is what makes the 3rd ed so much different from the previous editions"

This is the Academy Games site:

This is the Storms of Steel site:

This is a review I did earlier on Academy Games 1754:
Robert


Freedom - the Underground Railroad gives 1-4 players the opportunity to become abolitionists in the fight against slavery in 19th centur...

Freedom The Underground Railroad Freedom The Underground Railroad

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

Academy Games


Freedom - the Underground Railroad gives 1-4 players the opportunity to become abolitionists in the fight against slavery in 19th century America.  Loosely, it is a cooperative, pick-up-and-deliver game that not only presents players with a satisfying movement puzzle during each round; it does so wrapped up in a surprisingly elegant ruleset that takes under 10 minutes to teach.

One of the enduring images in my brain from my childhood schooling was the famous Brooke's slave ship diagram. The horrors of such an Atlantic crossing are unimaginable and the slaves' subsequent lives in America, unbearable to consider. However, in this game, all players are working together to help your cubes/slaves escape into Canada and freedom.

You can watch my unboxing video below, apologies for the rambling discussion prior to opening the box. Skip to 2:43 to actually get to the box opening.

Gameplay

The games plays out over 8 rounds in which players have to move slave cubes along 'the railroad' of interconnected cities whilst avoiding the slave catchers.  Each round has five phases, three of which are purely mechanical with no decision points. In the other two, the Planning and Action Phases, players are deciding which tokens to purchase from the intentionally-very-limited supply (Planning Phase), and which slave cubes to move and where (Action Phase).
Players start with 8 money. The Conductor's ability is almost essential.
The Planning and Action Phase are bookended by a beginning Slave Catcher Phase which consists of rolling 2 unique d6 to determine slave catcher movement, and the final phases in a round of the Slave Market phase and Lantern Phase, The Slave Market Phase hopefully fill up the plantations with slaves. I say hopefully because if there is no space on the plantation then slaves in the market are lost.  Losing slaves is inevitable in this game and even though it is a game and the number of lost slaves is a primary victory condition, it didn't feel nice to move those cubes into the 'slave lost' box at all. I have, however, no objection to the mechanic and it very abstractly reflects the brutal reality of the slaves' existence.

Each player also has a role with once-per-round special power and one ability that can be used once per game. The roles are all anti-slavery abolitionists and reflect the history of the actual underground railroad's terminology. The historical aspect of many Academy Games' games keeps me coming back to them, and the treatment of slavery in this is a fun way to learn about important history that still has ripples in modern society.
Halfway through a solo game. Not many slaves escaped so far...
I lost.
The game is challenging no matter what player-count and victory is never guaranteed. In all my plays of this game, the first 2 or 3 rounds pass as just a satisfying yet achievable optimisation puzzle trying to avoid the slave catchers and you are able to lose few slaves. New players could be fooled into thinking this is an easy game.  The last few rounds, however, are anything but easy. You ruthlessly may have to knowingly sacrifice one slave to save 2 or more from the slave catchers and inevitably there is not enough room on the plantations after the slave market.

If I haven't lost the game before turn 8 (I'd like to think my win ratio has been about 30%, but it's probably lower) then it is always a neck and neck race to save the required number of slaves whilst avoiding the game-ending slave-lost number.  The required victory conditions are different for every player count and the gameplay, in terms of difficulty, feels similar at all player counts. The game is finely balanced, players never romp to victory and the game engine is especially threatening from the mid-game onwards.
4 Player endgame ... we lost
The most unique aspect of this game, for me, is the manner in which the slave catchers move. A random Slave Catcher movement will happen at the beginning of every turn and if they ever land on a space containing a run-away slave then the slave is returned to the slave market. However, as slaves move northwards they may cause certain slave catchers to move one space along a predetermined path. This mechanism is an elegant yet difficult puzzle and really makes this game stand out.  It doesn't sound difficult on paper but you are forced to consider multiple moves ahead (no easy feat) to see which and when slaves should move.
A beautiful yet fiendish puzzle. You're going to lose slaves.

Components

Any 'elegant' game should have few rules, right? Well, this is just 8 pages which includes setup. The rules are excellently written, and after one or two rounds of your first game (20 minutes or so) all players will have seen and understood all the gameplay mechanics. There was only one edge-case which wasn't immediately resolved by turning to the rule book - regarding Northern fundraising, if you're interested.

The graphic design is fairly simple yet sympathetic to the period and theme of the game. The icons are all intuitive and the components themselves, I would imagine, lend themselves well to any sight-impaired gamer.

The board, tokens and components are all of an excellent quality and I found absolutely nothing to criticise production of this game.

Criticisms

The history geek inside me would have liked to have seen more historical 'fluff' on the cards and the board. Most cards have two or three lines of fluff at the bottom which wasn't satisfying enough for me. However, I do appreciate the design of the components and adding more text would have been detrimental to the look of the game.  You do get 2 pages of history in the rule book but not many gamers at game night are going to be exposed to that. 

The only negative aspect of this game for me, and this is purely subjective, is that it is a fully co-operative game. Although I have had fun playing this with a group, (it does play a bit long with a full complement of players) I prefer competitive games when playing multiplayer. Hence, I prefer to play this game solo, for the head-space. As with most co-ops, the solo rules are no different from the standard game and you can either play multiple characters or play in true solo mode (which is, in my opinion, harder and more satisfying) where you only play with one abolitionist.
Did I say you want to  have the Conductor in your team?

Conclusion

Slavery is not an easy topic to make into a game but it has been done excellently here. I would go so far as to say that this is one of my favourite solo games at the moment. If I don't have the time or energy for Mage Knight or a solo wargame and no other players around, then this is currently my go-to game. I can complete a solo game in approximately 50 minutes and the slave-catcher movement puzzle is rewarding.
Clear and short rulebook
I wasn't expecting the game to be as light as it is, but this doesn't detract anything from the gameplay which is simple yet still satisfying. The side-effect of being exposed to important history, events and people of the 'railroad' is gratefully received, and will hopefully serve me in good stead for pub-quizzes. 

I would recommend this to any person, whether they're a gamer or not, as either:  a fun game, an introduction to unique mechanics, an educational tool, a first step into cooperative board games, a challenging optimisation puzzle, an simple exploration of the Trolley Problem (apt no?) or a great solo game. It ticks all of those boxes.

Thanks to Academy Games for sending this review copy.

Publisher: Academy Games
Website: https://www.academygames.com/pages/freedom
Players: 1-4
Designer: Brian Mayer
Playing time: 1-2 hours

Overview Conflict of Heroes: Guadalcanal was released in 2016 and is a squad-level, tactical, hex and counter wargame. The Pacific ...

Conflict of Heroes: Guadalcanal & US Army Expansion Conflict of Heroes: Guadalcanal &  US Army Expansion

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

Academy Games



Overview

Conflict of Heroes: Guadalcanal was released in 2016 and is a squad-level, tactical, hex and counter wargame. The Pacific Theatre of WWII holds a massive interest for me; despite my living a figurative stones throw away from a lot of European WWII history.  I am just in awe of the willing and persistent sacrifice of both sides' combatants in a theatre that arguably comprises the most bloody battles of WWII, Guadalcanal included. To say I was eager to review this game would be an understatement.

CoH:Guadalcanal focuses on the landings of the US Marines onto the strategically important island of Guadalcanal and their subsequent defence of the island and the vital airfield it offered to the Americans. This action was at an early part of the Pacific War and is the first major allied offensive against the Japanese who had been enjoying a string of victories as they successfully invaded large chunks of real-estate in the South Pacific.  I think it is useful for wargamers to understand the context in which any wargame is set and Academy Games have done a fantastic job setting-the-scene with a rule-book littered with designers notes and a three-page [campaign introduction] that describe the strategic situation in which the players cardboard chits find themselves.
Inside pages of rules and firefight book

Gameplay

The game contains 12 firefights that play out the Marines defence of Guadalcanal against increasing numbers of Japanese forces. The rule-book follows a programmed instruction method whereby players can read a scant 9-and-a-bit-pages of rules before playing the first fire-fight (I estimate that includes about 3 pages of examples and designers notes). 

If you are an experienced wargamer, there are lots of similarities to other rule sets that will enable you to be up and playing very quickly, for example the Line of Sight and blind hex rules were very familiar and the overall terrain defensive modifiers are almost exactly the same as in other tactical-level wargames. These similarities are all wrapped in a combat system and turn structure that is completely unique, as far as I can tell, to the Conflict of Heroes line. The rules are also very well written and littered with a plethora of gameplay examples, it was a rare case where I had to look up a rule in which either it wasn’t immediately obvious from reading the rule or there wasn’t a relevant example to clarify the situation.
The first firefight
Many good wargames reduce the IGOUGO problem by allowing an opponent to Op Fire a moving stack or react to a move. CoH completely removes the IGOUGO problem by alternating turns between players after every action is resolved. The players only have 1 active unit at a time and 7 action points to spend on that unit. The different actions cost a different number of action points and when they are all spent, or if a player decides to activate another unit, that counter is flipped to its 'spent' side. I really like this mechanism, it not only indicates which units have already moved (my memory is very grateful) but it removes any down time as you're only waiting for your opponent to make one action e.g. a single unit moves one hex, before it rolls back to you. It also means that as a player you're constantly having to evaluate whether your plans remains sensible in light of your opponents last move or whether you should adapt and activate a different unit, potentially losing Action Points.

All combat actions are quickly resolved by 2d6 modified by unit attributes and the environment. The combat system is very intuitive, easy to teach and if you're reading the rules by yourself, to learn. In essence you add the firing units Attack Rating to 2d6 for your Attack Total. The Defender adds any defensive modifiers from terrain to their Defence Rating. If the attack value is greater than or equal to the defence value that unit is hit. When a unit is hit another counter is placed face-down underneath which will affect the units attributes and available actions. Two hits on the same unit eliminates that unit. That's essentially it, although the action cards do add a nice layer of immersion.
The Action Cards
The combat system is really quick and I didn't feel that it was missing any crunch that we wargamers often yearn for. Attacking units use one of two Attack Ratings printed on the counter dependent on whether their target is a vehicle or personnel target. Defending units use one of two Defence Ratings printed on the counter depending on which direction the attack is coming from.  In my experience the direction individual units are facing is rarely modelled in wargames. Here, it is seamlessly integrated into the combat and adds a level of tactical consideration that I enjoyed e.g. should I activate this unit to turn and face the encroaching enemy and receive the best defence possible thereby losing my opportunity to attack with this other unit?

In overall terms of complexity this game is a little lighter (and maybe more fun?) than GMT's Combat Commander series, which does suffer a little with the IGOUGO problem. To stretch a bad analogy, if Advanced Squad Leader is like completing and filing your own tax return (some masochists enjoy it), Combat Commander would be like planning a monthly budget and realising that you've actually got money left over (always nice to see), CoH:Guadalcanal is like getting lucky after taking a punt at the betting shop (Let’s try that again…). In my face to face plays of this I felt like I was having more fun for a very similar level of enjoyment when compared to Combat Commander series.  If I did score games this game would get top marks for fun and also for the amount of [historical backgrounds] provided for each firefight. Academy Games have a reputation of releasing fun, educational games and in that they've excelled themselves with CoH:Guadalcanal.


Fully loaded box

One of my biggest dislike of many wargames, and I still play them so it's not that big, is that in a lot of them the players have a perfect knowledge i.e. the players can see all terrain and unit attributes and plan accordingly, there is no fog of war. This is not necessarily a bad thing in a wargame as long as the scenario is balanced, you're then playing against your opponents tactics and trying to mitigate the randomness of the dice. However, there is an extra level of immersion when you're fighting with fog of war modelled. CoH does a good job of this as your opponents do not know what effects their hits are having on your units and players can attempt hidden movement, or even setup hidden, in cover terrain. This is a very important tactic of the Japanese player and when it works it is, depending on your perspective, either a beautiful moment of bravery or an excruciating loss. Unfortunately, you're not provided with anyway to mark hidden movements but the rule-book recommends to print out maps from the Academy Games website to record hidden units on. You can also download all of the firefights and rule-books for the entire CoH system and expansions which I think is a good sign for the level of support that this game continues to receive.
Firefight 4 - Japanese have held out so far...
There are very clear differences between WWII-era military forces of America and Japan, their moral, funding, equipment, ethos etc. feel different in reality and should feel different when playing them in a game. In this game, and many others, I am always pleased to see those differences being part of the game system. Apart from the usual elements of Attack Rating and morale or Defensive Rating being different depending on the unit and nationality you also get a pool of hit counters specific to each nationality. I should highlight that in each firefight the Japanese player has to add from 1 to 5 'No Hit' counters into their mix. This is a great boon to the Japanese player effectively giving their unit an occasional additional hit, or more, before it is destroyed. This is a subtle yet very effective way of modelling the apparent bravery/personal disregard of the Japanese troops under a 'banzai charge' for example.

However, the biggest change to the CoH system is the addition of Bushido Points for the Japanese player. This allows the Japanese player to achieve firefight-specific objectives to get Bushido Points which give them more Command Action Points (CAPs) per round. CAPs are distinct from Unit Action Points and allow players to interrupt their ‘activation’ and use other fresh units to immediately react to their opponents actions.  This is a necessary escape from the on-rails Unit Action Point system and it gives players a real feeling of making important and timely tactical decisions.  The Japanese player should always have an eye on those point-awarding objectives.  The Command Action Points also permit easy balancing of the game when pitting players of vastly different experience of the game against each other, which I found really useful when introducing the game to newcomers and it is not often considered in wargames.
Command Tracks and Players Aid

Components

The counters, which break the wargame mould of 1/2" and 5/8" counters, are a glorious 1" of real-estate to pick up and stack, as with all CoH games.  On a purely physical accessibility measure this wargame beats any other that I have seen. I can see wargamers with poor eyesight being able to play this when other wargames are no longer legible. Additionally, Academy Games have provided a hard plastic organiser in which to store all the counters. This is hands-down the best stock insert I have ever seen in a wargame; other wargame publishers should take note. There is more than enough room in it for all the counters from the base game and the expansion to be, not just stored, but even organised into nationality, unit type and even system counters by type as well. I can't tell you how much I appreciate that, after the outlay in time and money of storing other wargames' counters.
Left to Right: ASL, Combat Commander, Conflict of Heroes
Best Insert Ever
The maps, of which you get 4, are satisfyingly geomorphic and depict the terrain in a photo-realistic style, the trees even have shadows!  Initially, I didn't like the artwork on the maps, thinking that it was just getting in the way and too busy, but these criticisms largely evaporated through game play. The only minor gripe with the components that did remain is that the hex sides and hex numbers sometimes were too dark to immediately discern them against heavy jungle hexes but this was not a significant hindrance.
Into Mirkwood

The Expansion

The expansion adds 5 firefights and several more units with which to play with. The first firefight of the expansion - The Last Banzai, The Fight for Henderson Field: The Second Night, picks up where the 11th firefight of the base game finished, i.e. at the end of the first night during the Fight for Henderson Field. This is a really nice touch and provides players with sense of continuity between the base game and the expansion. These two scenarios are however 4 player, behemoths and I couldn't arrange a 4 player game to cover the two firefights so we played two-player and still had a blast.
Some of the expansion components

Criticisms

In an ideal world I would have liked the expansions firefights and units to have been included in the base game as they feel like an integral part of the base game. The game is excellent without the expansion but the expansion’s firefights have to be printed from the Academy Games website. The OCD collector in me would have liked them to be in the same book or at least a book of the same paper and print quality as the base game’s firefight book. You only get a single page of paper introducing the new units and rules for mine along with a single punch-board of tokens which costs $25, this feels a little steep.

Prior to each round starting, which is made of any number of player turns, the players roll 2d6 for initiative which determines who is going first. This can be altered be spending Command Action Points but this mechanism felt a little arbitrary and I recall one player looking a bit annoyed that they had lost the roll six times in a row. C’est la Vie!

Conclusion

I really enjoyed this game, and not just for its theme. The combat system is simple yet it captures everything that I would want and it exposes the nuance in different fighting attributes of both forces whilst remaining balanced. It could almost be classed as introductory wargame but even a veteran wargamer would find a lot to enjoy in this system.  There are no game-slowing table look ups and your actions and decisions come around so quickly, sometimes it’s a relief when the Round ends and you can take a short breather; I want all my wargames to have this quality. I will still evangelise for Combat Commander, but now I may be inclined to offer this up as a more fun experience, i.e. less downtime, fewer rule look-ups and plays quicker than other tactical squad-level games.

I would like to thank Academy Games for the review copy of this game.

Publisher: Academy Games
Players 2 – 4
Designer: Uwe Eickert, Gunter Eickert, Dean Halley
Playing Time: 60 minutes to 120 minutes
MSRP: $90

You can currently get the Guadalcanal and US Army Expansion bundle from the Academy Games website for a sale price of $80.

hpssims.com