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STALINGRAD ROADS   FROM NUTS PUBLISHING What's in the box Stalingrad Roads has been a game that I have been waiting for with great anti...

STALINGRAD ROADS STALINGRAD ROADS

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

STALINGRAD ROADS 

FROM

NUTS PUBLISHING





What's in the box

Stalingrad Roads has been a game that I have been waiting for with great anticipation and enthusiasm and, I confess, some trepidation about its eventual realisation, as it continually seemed to be coming...but not yet.  So, at last, with a resounding cheer, it's a reality and I must give a big thanks to Nuts Publishing for not just sending me a copy to review, but a bonus of the neoprene map...only the second one that I've ever owned.  Stalingrad Roads is the third in a series that began with Liberty Roads and was followed by Victory Roads.  These first two were published by Hexasim, another games company I greatly admire, though with them my focus has been on their excellent Napoleonic series.   
My knowledge of the first two Roads games is purely of their physical appearance which, in both cases, was lavish with vibrant colours on the map and counters. Nuts Publishing has gone for a much more austere map and counters that in their simplicity of layout and contrast of ochre and grey have a distinctly retro feel to them.
This is a major aspect that may divide players.  I’m certainly in the camp that favours the austerity of the pale wintery palate of the map that suits the span of November to March deep in Russian territory. With the counters I have mixed feelings, not so much for colour, but size. In fact, I found the multiplicity of badges on the units in the first two games distinctly distracting and one For those with the modern gaming taste for the larger and more lavish the better, they may be too small and too simple.  Nonetheless, they are totally practical and clearly readable with the standard three number sequence: attack strength, defence strength and movement.


In all other respects, the contents should be uncontentious.  The game contains a substantial number of double-sided Play Aids, all on thin, glossy card.  An item I wish all games provided is an identical terrain, combat and weather chart, one for each player.  Thumbs up to Nuts Publishing for that.  So much easier than passing one backwards and forwards across the table and much more appealing than one player having a photocopy.  
Both players have double-sided charts that explain the many individual Support markers each side may potentially have in the course of the game.  Three more contain set-up charts for the different scenarios and a final four combine a variety of functions.  One side of each presents a variety of other play aids, from holding boxes to player specific charts, while the others provide more set up displays and one contains a mini-map for the introductory learning scenario, Wintergewitter.
Wintergewitter mini-map

...and how it appears if played on the full map
The rulebook (partially seen above) is a similarly attractive, glossy product of 22 pages of rules, 4 pages of scenarios and a 1 page index. It’s very compact and functional and, though the print size is fairly small, I’ve found it easy to read.   Illustrations are limited, but focus extensively throughout the excellent, detailed examples of the central elements of Combat, Retreat and Exploitation.
The rules themselves are an interesting blend of the familiar and the unusual.  The core of the system is a fairly basic one common to even early hex and counter games of  the igo-ugo format with the Soviets having the first half of the turn and the Axis having the second half, founded on supply check, movement, combat and reinforcements and replacements.  


However, a level of added complexity derives from both players having a Support Phase as well as specific individual Phases.  These latter Phases apply mainly to the Soviet player and for that reason I would recommend that a more experienced player take the Soviet side at least for the first few games.
Combat and Weather Charts on back of the rule book

A number of points looked daunting, but in reality weren’t. The first such was the weather table and its rules.  My one complaint here is that the explanation of the lettered code used in the table is given in the reproduction of the chart in the rule book and on the back cover of the rule book, but not on the Play Aids - an odd choice!  When I saw that Snow and Mud are the only two weather conditions, I feared I might be in for a mass of complexity.  However, as Snow predominates, it has been largely been dealt with by factoring it into movement rates and other data on the terrain chart; as a result it turned out easy to handle.  Apart from obvious ground features, especially rivers, being dealt with through the weather table, so too is cloud cover which affects air support markers.  Both sets of conditions have handy tracks and markers on the map as reminders - a welcome help.

Explanation of Weather Effects on Cloud Cover and Rivers

Perhaps surprisingly, weather does not affect supply, though supply itself is handled in a novel and interesting fashion.   Apart from a direct trace of 4 hexes to map edge supply hexes, roads and rails are the key.  This is a familiar rule; what is unusual is that you check HQs first for being in supply and then those that aren’t are removed from the map.   They will return to the map in the Reinforcement and Replacement Phase which is the last Phase of each player's turn.  Unfortunately, as the rules don't clearly specify, it must be assumed that they return by the same process as unit reinforcements arrive.  In the final step of the Supply Phase all combat units are checked for whether they are within command range of an HQ on the map.  If not, then they are marked as out of supply. 
Close up on the Combat Table

The other intriguing feature is the Combat Results table.  Though it is the standard CRT with an odds ratio and 2D6 roll, unlike the very conventional single columns for each ratio with either an Attacker result or Defender result or a split result for each, there are three columns.  The first column gives step losses, strangely in the rules labelled under the heading Application of Attrition Results, but then referred to from then on by the more familiar phrase "step loss."  The second and third column respectively provide what are called Attacker Tactical Results and Defender Tactical Results.  At first sight, several of these look familiar - AR, DR, DR1, DR2, DR3 and Eng - but the last one Eng definitely does not mean the well known Engaged Result which normally is much the same as "no effect." Here the Attacker has to roll 2D6 again and apply only the Attrition Result i.e. more step losses.

And now for something completely different
On top of these are several new results: E, F, S and R.  Unlike "E" usually meaning Eliminated, here it means Exploitation and its effect is influenced by a surprising number of additional rules for a single CRT result.  It is a Tactical result only found in the Attacker columns and allows a limited number of units to make exploitation and attack moves in the Exploitation Phase that immediately follows the Combat Phase.  The number of Attacking units allowed to take part is changed by such things as whether an armoured attack had been declared and terrain.  Added to that, the type of units chosen may mean that some can only move, while others can both move and attack.  Again an interesting and new approach replaces what is usually handled by the standard, conventional Exploitation Phase of many games.  On the other hand, the F, R and S are all Tactical Results that can only occur for the Defender and mainly add extra choices between retreats and additional or reduced step losses.
The final and crucial development in the novel twists to well known war game tropes is the Support Phase - what I might call the Good, the Bad and the Ugly (well, ok the last adjective doesn't apply) of the rules.  The fact that it is given its own separate Phase and both players get a double-sided aid to explain the use of each support marker signals its importance.  First of all, there are far more potential Support Markers in this game than I have come across before in most games.  Then the Soviet Player has four separate Available Marker holding boxes, while the rules for Support markers take up almost a full page of rules and unfortunately several other Phases separately contain details that affect the use of Support Markers.  At this point when learning to play the game, I began to feel that a little less might have been a lot better.   When mastering the information about the markers and the rules that govern them became far heavier to memorise than the whole Combat process itself, I felt a little overtaxed.  However, though they do add quite a bit to the learning process and to the complexity of game play, they also add a lot of chrome and historical feel to the game which I enjoy and appreciate.

Just a few of the many and varied Support Markers
So far, I've concentrated on what I would call the expected generic areas of rules as well as some of the intriguing individualities of the "Roads" system.  The last part of the rules that I want to consider are those designed specifically to simulate historical elements of this campaign, Operation Uranus.  Considering that this was a major and crucial Soviet offensive, it's not too surprising to find in the Sequence of Play a Soviet Offensives Phase.   The Soviet Player starts the game with one Soviet Major Offensive marker and will gain two Minor Offensive markers as reinforcements.  The conditions for launching a Major Offensive are closely bound up with the Support Markers just discussed, though the player is at liberty to choose the moment of launch whenever those conditions are met. 
Also highly important is the Stavka Phase.  This covers rules for releasing Reserve units generally during the course of the game and none of these reserves could be more important or valuable than for release at the beginning of the Major Offensive!  The Stavka Phase is also vital for withdrawing units and rebuilding them.  So far, these are all areas of the rules that help to give the Soviet Player both their characteristic feel and specific punch for this campaign.  The final element of specifically Soviet rules should be equally familiar to students of this period of the war and that is Soviet Lost Momentum.  The negative effect of these rules is closely bound to the number of times Soviet HQs move - a good incentive for ensuring that your HQs stay in supply and so don't have to execute lots of movement to return!
The final special Soviet Phase is the grand sounding Operation Mars Progress Phase.  This is designed to cover how a parallel Soviet Offensive launched by Stalin in another sector might have impacts on Operation Uranus.  It couldn't be easier to apply, as it is abstracted into a simple 2D6 each turn, from Nov IV to Dec III.   Depending on the dice roll, the marker on the Operation Mars track will either stay still or move on the track.  Possible outcomes may be a Soviet Collapse or a Soviet Breakthrough.  If neither has happened by the Dec IV turn, this Phase no longer occurs.  
All in all, these rules work together very well with a minimum of effort and plenty of flavour, as do the brief rules on German Superiority and Major Soviet Successes.  The very last section to consider is the Fortress Stalingrad Supply Phase.  This can be declared by the German Player, if both hexes of Stalingrad are German occupied and these units are out of supply.  It brings with it a substantial level of extra rules and is cancelled if the German units in at least one Stalingrad hex regain normal supply and, of course, may recur if both hexes again are out of supply.  It is obviously highly historical and again strongly adds to the game's "feel."  Whether it is worth the extra complexity and rule commitment will, I think, be dependent on the individual players and I would suggest that players discuss its implementation.  I'd expect more experienced gamers to go for it, but less experienced might like to leave it out until they felt comfortable with the overall system.
Finally, there are the Scenarios which offer a very good range in both length and complexity.  Without doubt the Wintergewitter Scenario is truly "introductory", as the rule book says, aimed at getting to know the basic, underlying "Roads" system. 
The three shorter scenarios range from 3 to 7 turns and use a reduced section of the full map.
Operation Uranus - a 3 turn blast that sees the campaign kicking off, using part of the full map.  Be careful to note the reminder that you use the set up for the full campaign, except for those units whose hex placement is in red.  The rule book advises playing this, above all, to familiarise yourself with the rules that pertain especially to this game's situation and I would go along with this suggestion.  Its brevity allows you to learn and make mistakes and try it out again.
Operation Star and Gallop - seven turns.  This has the advantage again of fewer turns and units at their last gasp.  It also follows on from the fall of Stalingrad and so helps again to experience situation rules specific to this game without having to master the added depth of the Fortress Stalingrad rules.
Backhand Blow - 5 turns.  It too has the same advantages as Operation Star & Gallop and having encountered this in several games devoted wholly to this part of the war, I greatly relished having this to play as a scenario.  In my view a great bonus.
Finally, it's the main attraction, the full campaign game scenario:

On The Brink of Disaster.

Soviet forces poised to launch their envelopment

A substantial 17 turns.  Fairly modest on map counter presence at start, with plenty of reinforcements to follow for both sides.

Initial Soviet Set Up Forces

Inevitably the full campaign for me remains the major draw in any game, but it's always pleasing when there are several shorter scenarios, as here, which all provide a solid play session.

 SEKIGAHARA 1600 FROM SERIOUS HISTORICAL GAMES Since reviewing the first game in this series, Nagashino & Shizugatake ,  from Serious Hi...

SEKIGAHARA 1600 SEKIGAHARA 1600

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

 SEKIGAHARA 1600

FROM

SERIOUS HISTORICAL GAMES



Since reviewing the first game in this series, Nagashino & Shizugatakefrom Serious Historical Games back in September 2022, I've been awaiting with great anticipation this second game in the Battles of the Sengoku Jidai series.  So, it's many thanks to Philippe Hardy, the designer and founder of Serious Historical games for providing me with this review copy.  

Before reading further, I'd strongly recommend reading the original review (link provided above) , if you haven't already done so to familiarise yourself with both the system and the historical period.  For purely an overview of the game system refer to Appendix A at the end of this review.

All the outstanding qualities of the first game are here on display in this second game, but on an even grander scale.   The battle of Sekigahara certainly deserves this expanded treatment.  It was the decisive conclusion of the period known as the Warring States or Sengoku Jidai and established Tokugawa Ieyasu as the supreme leader and Shogun, heralding in the Edo period.  Unsurprisingly Sekigahara has featured as a game in several Japanese magazines and boxed products.  It has also featured as one of three battles in the game, Tenkatoitsu, and in the highly regarded block game, Sekigahara: the Unification of Japan.  The latter is an excellent game and system in its own right, but its title covers a broad sweeping campaign, not focus on the battle that we have here.

Though the battles and scope in the first game of this series differs vastly from this second game, the mechanics of the game are identical.


With such a major battle, I'm delighted to say that what you see above is the superb two maps, each 33 inches by just over 23 inches making a magnificent 36 x 46 field of play.  With no overlap and an absolutely perfect match up between the two; it is a magnificent sight.
Stunning though it is, it does retain the same problem as the first game in the series, namely that the area identifiers are faintly printed and merge even more into the colour palate of these maps.  This and identifying the many different coloured "mons" (the symbols that identify each clan) on the unit counters makes set up a lengthy process.  Sorting into a counter tray or zip-lock bags is a must for speeding things up.  However, when completed the picture is striking!

This top-down view is deceiving as to the number of units involved.  When you consider that what you are seeing are predominantly stacks largely containing four units, that's quite a sizeable number of units that you are dealing with.  
This is a very different battle from the first two and produces a number of pros and cons.  From the very beginning, many of the units are in close proximity and the background colour of the two sides is very similar, according to the Scenario Booklet white and grey.  A more realistic description would be white and off-white, as this close-up makes clear.

The picture shows perhaps the most critical area of the map, where I've placed four red dice to mark the four areas that each give 5VPs for controlling them at the end of the game.   The top two areas start the game in the possession of the Ishida forces (positioned vertically) and the bottom two by the Tokugawa forces (positioned tilted to the left).  Obviously when playing a real opponent, each side is upside down to the other player's perspective - so, no problem.  Try to play solitaire and the best process I've found to deal with it is the diagonal positioning on one sides units.  However, the main factor about this game which makes solo play distinctly less user-friendly is reading the counters.  
First of all, each clan is distinguished by a coloured "mon" or symbol.  Here are four massively enlarged units.  The mon is the coloured image in the top right of each background banner.   These are four leaders who can be identified by the commander's paddle in the bottom left corner.


Then for all the other combat units, you have to be able to read the abbreviation of each type of unit (Te, Che, Ya, Yu, Sa and Ki) or identify them by their weapons and poses and this is roughly how you will see them on the map.


As soon as combat begins, and that is right from the start of the game, units rapidly acquire disruption markers (the first two counters illustrated below.)

One or more of these markers will regularly need to be lifted so that you can check which mon it possesses and what type of unit it is.  The low unit density and considerable amount of manoeuvring in the previous games made this a minor issue.  With this battle being of much higher unit density and close quarters conflict from the start, the process can become tiring when you're trying to handle both sides; so I don't envisage playing it too often solo.
That said, there are a number of factors that make it much less onerous for two players.  The first is that activation by division [ie. clan] alternates between players and most clans contain a low number of units and the attrition of combat losses adds to their reduction in numbers.  So, you're dealing with each player having to check these elements for a small number of counters at a time.  Low unit stacking rules is a benefit too, unlike many area-movement games that often allow ten units per area.
Next, the close proximity of units from the beginning of the game also works in your favour, as it makes pulling units out of combat to recover more difficult, adding to the likelihood of more rapid losses  and finally, each combat is resolved with a single Lead Attacking unit against a single Lead Defending unit. 

A close-up of the excellent map graphics

Other than that effect from the far larger number of units overall engaged in this battle, all  the other features of this system [outlined in the Appendix]continue to provide a smooth playing experience.  For me the elements that stand out are the constant involvement of both players, the interaction of the different types of unit, the very easy to remember terrain features and lack of extensive modifiers which greatly aids the combat system, the differing army stances from very aggressive to very diffensive that provide a small range of additional chits that can be used in combat and all of these can be embraced in a single, easy to read Play Aid.


So what creates the individuality of this battle.  First is the interaction caused by the disposition of the forces.  The Eastern Army, that of Tokugawa Ieyasu, holds the centre ground with a string of units stretching eastwards.  Because of his significantly better command range and central position, a large proportion of his subordinate clan leaders will be under direct control, making activation assured.  In contrast his opponent, Ishida Mitsunari, though commanding as substantial an army, begins personally located to the northwest.  Consequently, this position and his shorter command span means that, in the initial turns of the battle part of his main force will need to pass activation rolls in order to activate.  However, some of these are poised to strike the enemy's left flank.  What's more, Ishida Mitsunari  has a further potential enemy force to the rear of his enemy.    
However, this situation is even more imponderable than even the set-up I have described makes it seem. Making the battle increasingly more volatile and unpredictable is that both armies contain forces that may switch to fighting for the other side.  At the beginning of each turn, a roll must be made which is modified by each side's losses.  For quite a while,  the only outcome is that these potentially treacherous forces are mainly likely to remain inactive and play no part in the battle that turn, but as the battle losses pile up the chances of  defection mount.  Each side must also beware attacking such units prematurely, as this will guarantee their immediate alignment with the enemy!
So, the initial grouping of the forces provides a toe-to-toe struggle to secure the four key VP areas and destroy enough strength points to help bring some of the enemy forces over into your camp.  All in all this game has so far provided a very different, but equally enticing experience as the first battles in this series did.  I certainly feel that the series readily captures a very satisfying feel for the period.  
 

APPENDIX A

[A] Initiative Phase
Each Army has an overall Formation that can range from Extremely Defensive through Flexible to Extremely Aggressive and can be changed by a simple die roll against the Army Commander's Quality Level [QL].  Each Formation gives a player five tactical markers from which a random selection is made at the beginning of each turn, again using the Army Commander's QL.  The more Aggressive the more positive the markers, the more Defensive the more negative the markers.  This is such a neat idea.  It means that the Aggressive stances add benefits totally or mainly to attacking, while the Defensive stances correspondingly furnish benefits totally or mainly to defending.  Logical, but a neat way of  imposing its own constraints. 
Check whether divisional leaders are within range of the Army Commander and place isolated marker if not.
Determine which player has the Initiative and activates first
Check for possible arrival of reinforcements.
[B] Alternating Divisional Activation Phase
A chosen division is automatically activated if its leader is in command or has to role against the leader's QL if isolated [i.e. out of command].
Active units in command range of the division leader may be moved and charges are declared.
The inactive player may fire against any adjacent activated units.
Melee follows and is optional, unless a charge has been declared which makes a melee mandatory.
The inactive player may make a counter-charge where possible.
[C] Reorganisation Phase
Remove or attempt to remove disorganised markers.
Remove tactical and activation markers.
Check for victory at the end of the last game turn.

A range of the games markers
There are quite a few innovative rules in this game, but all are remarkably easy to learn and remember without frequent reference to the rule book.  This is a major reason why I like this system so much,  as too is the fact that they interact on a simple level to cover a whole series of features seen in similar games.
Take the zone identification number.  It will begin with the number 0/1/2 which takes you from the lowest height level on the map to the highest.  The next two numbers like all area movement games is purely for identification purposes; then the final number is a Roman numeral either I/II/III.
This latter number covers a lot of ground: first of all telling you how difficult the terrain is.  No surprises that the higher the number the more difficult.  Next the number is the base cost of movement  for entry and finally it determines whether a unit in it projects a ZOC.  A unit projects a ZOC only if it is located in a higher number  . So, a unit in III projects a ZOC into II or I, a unit in II projects a ZOC into I and, of course a unit in I never projects a ZOC.  It also affects charges as you can only charge into a zone I.  Finally the colour of the box the zone identification number is in tells you whether the zone blocks line of sight.

This close up of the zone containing Shizugatake Castle highlights  the attention to artistic detail, so harmonious with the Japanese background, as well as illustrating the practical zone designation.  It also reveals other typical factors that come into play such as the border between zones that affects movement cost and charges too.


Take care when looking at terrain, as exemplified by this tract of forest just below the castle.  Most terrain II is forest in these battles, but differing prefixed numbers show that the height of the terrain varies and the borders to a single zone of forest often vary too.  One side may be shown by a dotted line as a trail or path crosses it, while another may have a single or double line to show increasing difficulty and so increased cost and finally one side of the zone may have a broad line showing that it is impassable.  All visually very nice and all very easy to remember!
Combat too has several innovative and artful touches.  Only a single unit may attack from a zone or be attacked in a zone whether by fire or melee and each player chooses their unit.  Normally in melee there is only one round of attack, though there are conditions when a unit may fight a second round.  Results only affect the chosen attacker and defender, though one of the modifiers in a melee does reflect a limited combination of different types of units present in either the attacker or the defender's zone.  
The process of a combat couldn't be easier: take the differential between the strength of the two units involved and then add any applicable positive and negative modifiers.  The resulting number is finally added to a 2D6 die roll and applied to the appropriate Fire or Melee Table.  A key point to remember is that all modifiers are simply added together, they are not applied separately to the strengths of the units. Two states of disorganisation, step losses or quality checks are the possible results.  The only surprise for me was the lack of any rout result.  As well as my satisfaction with the overall simplicity of approach, I was very pleased with how rapidly most modifiers became second nature after only a few combats had been worked out.  One tip I'd suggest is that you make a simple numerical  scale on which to move a marker up and down as you apply modifiers. 

8th Air Force 2nd Edition by Fortress Games    When viewing the newsreels and photos of what was left of Germany after the bombing campaign,...

8th Air Force 2nd Edition by Fortress Games 8th Air Force 2nd Edition by Fortress Games

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




8th Air Force 2nd Edition


by


Fortress Games




 
 When viewing the newsreels and photos of what was left of Germany after the bombing campaign, it is hard to believe anyone was alive, let alone living in those wastelands. A few of the bombing missions against German cities had a much higher death toll than the atom bombs on Hiroshima or Nagasaki. Let us be honest though, the Germans were desperately working on aircraft and munitions that would do the same to us. London itself was bombed pretty badly during the blitz. The Allied aircrews who flew and fought over Germany had some of the highest rates of casualties on our side during the war. The flak from the German defenses filled the air around the bombers. The German fighter pilots who had to go up against the US bomber formations also had a short life span. Shooting down an Allied four engine bomber was worth four points, while shooting down an Allied fighter was worth only one (this was in their calculations that added up to their various medals). So, this game is about putting you in command of the 8th Air Force. You are tasked with destroying the German ability to manufacture weapons and move them. At times, you will also need to help the Allied ground formations in their battle toward Berlin. Historically, in the beginning of the daylight campaign, the Allied losses were staggering. Early in the campaign the fighter escorts that you have available have very short ranges. This changes as time goes by, with  the new fighter aircraft that will help you in your task. Might I suggest a watching/rewatching of the movie Twelve O'clock High before or during your game time.



Back of the box


 This is what comes with the game:


 The game comes with the 28″ x 22″ mounted gameboard, 2 player aids (the calendar/bombing campaigns aid shown below), 18-page rules manual loaded front to back with examples, 2 dice, and 290 laser-cut thick, sturdy game counters representing almost 150 USAAF and Luftwaffe Groups/Gruppen, plus plenty of reinforcing squadrons, and dozens of strategic and tactical targets.




 This is what Fortress Games says about the game:

"In 1943, the US Army Air Force (USAAF) began a strategic bombing campaign with a small but growing number of aircraft. By 1945 it had, for all practical purposes, swept the German air force (Luftwaffe) from the skies, and was bombing targets throughout the shrinking Third Reich almost with impunity. But getting to that point was no easy task…

You, as commander, 8th Air Force, have a very full plate! Early on, ensure victory in the Battle of the Atlantic by bombing submarine bases in western France, then support the eventual Allied invasion of occupied France by bombing railroads and river crossings throughout France and western Germany. Failure in these critical bombing campaigns is not acceptable. Long-term, you’ll need to pulverize Germany’s aircraft factories and oil facilities to reduce the Luftwaffe’s aircraft production and support and win the war by blasting Germany’s heavy industry. There will be more challenges along the way, from providing heavy support for the D-Day invasion and Normandy breakout, to suppressing the demoralizing V1 and V2 attacks on England, to assisting your Soviet ally by attacking German army staging areas in the east. In the meantime, the Luftwaffe is developing advanced jet and rocket technology that may tip the tide of the air war if you have not crippled their industrial capacity."

 

Mounted map board


  I was surprised to find that the game has a mounted map. It follows the gaming industry trend, but I was not expecting one from a new, smaller company. The map is somewhat different, as the view is from Great Britain south toward the European Continent. So, finding the different areas to bomb is a little confusing at first. It is an area movement map. As you can see, from above the map takes a minimalist approach instead of being arty (although there is a nice piece of artwork at the bottom). All in all, it is a nicely done map that once you get yourself oriented it is a breeze to play on. The Rulebook is nineteen pages long. It also is a bit different than normal. The front and back pages are not only card stock but also laminated. This gives them another point in the plus column. The Rulebook is in full color and the pages look like magazine pages, but they are definitely thicker than them. There are two single sided player aid cards that are in full color and are made of card stock. Most of the pages are very easy to read and well-spaced. The Calendar portion of one page is a bit busy, but the Rulebook explains exactly what you are looking at. Now we come to the counters. There is a small sheet that explains that these are laser cut and need to be cleaned off with a moist towel or rag. This allows them to be thicker and denser according to the sheet. They do seem to be. I have dealt with these counters before and take the time to clean them. It is definitely worth your while. There are roughly two and a half sheets of large 5/8" sized counters. The counters a very well done. They have a nice top-down view of all the different planes on them. The game management counters information is large enough to read in low light. The whole ensemble has great production values. My hat is off to Fortress Games.


Page from the Rulebook


 The game has you leading the entire daylight bombing campaign against Europe from Great Britain. So, this is from a strategic viewpoint instead of the single plane or squadron games we have seen recently. You have a chance to get some help from the RAF Lancasters night bombing each turn. 

 This is what Fortress Games has on the first page of the rules:

"This game is designed to be learned this way:

  1. Skim over the directions;
  2. Set up the game;
  3. Play, following "The Turn" section which walks you through the Turn phase by phase.
  4. Lots of examples throughout will help you"

 I find the above funny and excellent at the same time. A game company who knows how we actually learn a game and sets the rules up accordingly. Of course, this takes away the hour or so of complete stumbling that we do searching through rules. 

 So, how does it actually play, and does it live up to its designer's ideas? While it is not as immersive as some games can be it does have many good points. The rules look like they have been streamlined (it is, after all, the second edition). With this game the play is the thing and not a lengthy setup time or delving through rules to find the one you might have missed. The game also comes with some optional rules for people who like to bend history a bit. One allows the Germans to get a group of ME163 fighters. The other one, which is more plausible, is that the Germans get jet aircraft earlier in the war. This might seem like a game breaker, but you have a die roll to see if the USA's own jets make an early appearance. The rules are simple and so is the setup, but the game is far from easy or a 'light' wargame. There is a lot of thinking that has to go on in a player's mind. You have to figure out a way to hurt the German war effort without destroying your 8th Air Force in the process. The player is also given "Bombing Campaigns" which are orders from SHAEF to assist the ground war or take out the V1s for example. You have to decide on how to use your replacements (in this game called 'Refits' and 'manufactures'). Do not forget to assist in the Bombing Campaigns or you could find yourself out of a job. As an example of the game's depth, there are four ways to lose the game and only one way to win. Once you scratch the surface of this game you will find it much larger and deeper than the box it comes in. Everyone knows good things come in small packages and this game is a prime example. The game has been compared to AHs Luftwaffe which should make most grognards ears perk up. Unfortunately, I have to admit in 57 years of wargaming I never played it or owned it. I have heard it whispered about in hushed tones now and again. So, that is something to think about.


Missions detail


 Thank you, Fortress Games, for allowing me to review this game. While my own tastes go toward less abstracted games, this one plays well and gives you the feel of the bomber campaign. The added optional rules for adding more German and actual Allied jets puts a new spin on the historical campaign. To anyone who is interested in the 8th Air Force's bombing campaign or just wants a good solitaire gaming experience, I can highly recommend this game. They also have a game about the 20th Air Force and Superfortresses over Japan.


Robert


Fortress Games:

Fortress Games – The Art of Wargames (fortress-games.net)

8th Air Force:

8th Air Force, Second Edition! – Fortress Games (fortress-games.net)

 The Origins of Surface -To-Air Guided Missile Technology German Flak Rockets and the Onset of the Cold War by James Mills   This is the mos...

The Origins of Surface -To-Air Guided Missile Technology by James Mills The Origins of Surface -To-Air Guided Missile Technology by James Mills

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




 The Origins of Surface -To-Air Guided Missile Technology


German Flak Rockets and the Onset of the Cold War


by


James Mills




  This is the most technical book that I have ever read from Casemate Publishers. It goes through the tentative steps that the UK and the US made toward SAMs (Surface-To-Air Missiles), before and during World War II. The real crux of the book is the Allied and Russian scouring of Germany after the war for technology and designs of the German SAM programs. Much like Operation Paperclip (the US grab for German scientists, whether they were war criminals or not), this is a story of who is able to grab who and what before another country finds it.


 To tell this story, the author takes us back from the end of the war to the German designs and testing that took place before then. As usual, with the German Wunderwaffen programs, it is a tale of too little and too late, which is a tremendous blessing for the Allied and Russian Air Forces. It shows how the Germans were going in so many directions at once. They were working on both guided and unguided munitions. 


 The main part of the book is taken up by the story of the UK and US attempts toward producing a SAM. Then it goes on to show how each of these nations combed Germany for scientists and technology from the German projects. The US Nike SAMs came out of the collaboration between the scientists. The book then shows how France also got into the race to find information. Then the author goes into his conclusions about this hidden part of history (until now). Next, there are an extensive number of Appendices which also includes a look at the Russian attempts to appropriate the knowledge for themselves. 


 This is not an easy book to read. That does not mean that it is not engrossing. It is much more for history readers that are also military tech lovers. This is not just a strict book of who did what and when they did it. There is a tremendous amount of 'how' that are in these pages.


 Thank you, Casemate Publishers, for allowing me to review this deep and interesting book. It tells a tale that needed to be added to the military history of World War II and its direct aftermath.


Robert

Book: The Origins of Surface -To-Air Guided Missile Technology: German Flak Rockets and the Onset of the Cold War

Author: James Mills

Publisher: Casemate Publishers

  414 BC Siege of Syracuse by Worthington Publishing  The man named Alcibiades looms over the Siege of Syracuse in 414 BC even though he was...

414 BC Siege of Syracuse by Worthington Publishing 414 BC Siege of Syracuse by Worthington Publishing

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




 414 BC Siege of Syracuse


by


Worthington Publishing




 The man named Alcibiades looms over the Siege of Syracuse in 414 BC even though he was not even present. In point of fact, Alcibiades and his actions are the main points in the last war between Athens and Sparta to rule the Greek world. 



Alcibiades: a Roman copy of an earlier Greek work. With the head tilt and the face, it looks like it could be Alexander.



  The different wars for the control of Greece between Sparta and Athens are coming to a conclusion. One of the two is going to be the hegemon of Greece (although do not tell Thebes that). Alcibiades and his supporters came up with the brilliant idea of conquering Syracuse in Sicily. They claimed that the Syracuse was a major ally and impediment in their war against Sparta. Nicias was a conservative politician who spoke against the attack on Syracuse. Athenian democracy being what it was, Alcibiades and his group were able to get enough votes in the assembly to make the excursion a reality. The invasion force was voted to have three generals in charge, Alcibiades, Nicias (who wanted nothing to do with it), and Lamachus (a general with little political clout). The stage was set for the greatest overseas undertaking by a Greek city. 


 Athens had a number of Hermai, statues of Hermes, all over the city for good luck. On the night before the expedition was supposed to set sail, many of the statues were either destroyed or defaced, depending upon the source. Alcibiades and his friends were accused of the act. He demanded to be put on trial, but this was not done, and he sailed with the expedition. After the expedition left, enemies of Alcibiades had charges brought up against him and because of his, and his friends' absence it was passed. A fast-sailing vessel was sent to catch up to the expedition and bring him back for trial. Alcibiades somehow caught wind of this and fled to Sparta. So, the expedition was now headed by Nicias who wanted nothing better than to go home to Athens. However, the size and expectations of what the expedition could accomplish would have meant his immediate arrest and trial if he ordered it to go home. This sets the stage for the Athenian siege of Syracuse. Alcibiades helps the Spartans and their Syracusan Allies by giving them information and some great ideas. Meanwhile, the Athenian expedition is led by a man who has no heart in it and becomes increasingly unwell during the siege.



 This is what Worthington Publishing has to say about the series and this game itself:

"Syracuse 414 BC - The Athenian army lays siege to the great city of Syracuse.

Malta 1565 - The Turks versus the Knights of Malta in the last battle of the Crusades at the dawn of gunpowder.

Quebec 1759 - The siege that won North America for the English.

The Great Sieges game series highlights command decisions for players against a solitaire game engine opponent. They have been designed for easy set up and quick game play. Game unit placement is shown on the game board and units are wooden markers representing troop and ship formations. 

Each game was developed for solitaire play. In 414BC Siege of Syracuse and 1759 Siege of Quebec there is also a two-player version of the game.  Both sides require you to make great decisions based on good strategy, keep your wits about you when orders do not turn out well, and press on to victory.


The Game Map


All three games use a common set of rules for game play, but each game has its own set of unique rules related to specifics of those individual sieges.

Play Solitaire as Athenians and 2 player version too!

Unique to 414 Siege of Syracuse:

New rules for constructing walls and counter walls.

Solitaire Cards are divided into 2 decks to represent 2 Epochs of the lengthy siege.

Aggressive Commander Orders have been replaced by Leader cards that allow high risk/high rewards decisions by players.

As the Athenian side you win the game in two ways:  

Complete your siege walls around the city AND have a ship in a blockade space.

Or reduce the morale of Syracuse to zero.

As the Syracusan side, victory is achieved by: 

Holding out until the siege ends (all cards have been played).

Or the Athenian morale is reduced to zero.

Highlights of 414 BC Siege of Syracuse:

The Athenian player must keep up attacks and deal with Syracusan reinforcements that come into play.  They must also construct siege walls to choke off the city and fend off counter attacks by the city army.   As Syracuse builds counter walls the Athenian must destroy them if he expects to encircle the city.

The Syracusan side is playing for time.  It must defend the city against attacks by land and sea.  Its forces must sally out of the city to drive the morale of the Athenian side down.  Further, as the progress of siege walls is advanced by the Athenian side, Syracuse has the ability to build counter walls to slow down the progress."




 This is what comes with the games in the series:

Each game includes:

Box

Hard Mounted Game Board

2 sets of troop markers (one set per army)

2 sets of solitaire cards (one set per army) *Only 1 set of solitaire cards in 414BC Syracuse

Command Decision Cards

2 Field Order Books (one per army)

Rule Book

Custom plastic storage tray

Dice

Complexity: 3 of 10

Solitaire Suitability: 10 of 10

Playing Time: 30 to 60 minutes

Players: 1-2


Two cards

 The components are as follows. The map is not a hex or area movement one. There are places where you can put your walls, troops, and ships. Worthington has released a few of these games. They include the other Great Sieges games and Freman's Farm etc. The map is stylized because of just having the placement areas. However, the map is colorful and incredibly easy to read all of the different things on it. It is also mounted, which seems to be a feature of all of Worthington Publishing's games. You get pieces that represent either troops, ships, or walls. These are just rectangles etc. that are color coded for each side. The Rulebook is full color and is only 12 pages long. The solitaire rules take up the first nine pages and then there is about two pages of the two-player rules followed by Historical Notes. The Rulebook is easy to read and very simple to understand. The Field Order Books are made of card stock and fold out to be 11"x17" in size. These are also in full color and are easy to read. They also come with a small version of the map in the center. The different card decks are the real artwork that comes with the game. Most of the cards come with a nice piece of artwork dealing with ancient battles. The information on them for play is very easy to read. As you can see, the components pass muster easily.


 The sequence of play is very easy for the single player game. It follows the Worthington Publishing KISS thoughts on game rules. It is as follows:

Select one order to play.

Reveal the solitaire counter order card.

Resolve the action portion of the solitaire counter order card first.

Apply the results of your order using the solitaire counter order card portion.

Repeat the above.


Two more cards

 The game might seem a bit strange to some people because it does not have the usual siege tactics we are used to. There are no rams or other siege engines at play. One has to remember that this is 414 BC. The only siege techniques that are known are to surround a city and starve them out. This is why it is crucial to the Athenian player to complete his walls around Syracuse. This is also why it is imperative for the Syracusans to build their counter walls. The Athenian must also have a ship unit blockading Syracuse. There is no real turn length to the game. If the solitaire cards run out so has the Athenian time to win. These are the victory conditions:

The Athenian player wins if:

You complete all eight segments of your wall and have a ship in a blockade space. 

You reduce the Syracusan morale to zero.

The Athenian player loses if:

You run out of cards in the solitaire deck.

You also lose if your morale reaches zero.


 I did not have the ability to play the two-player version, but the solitaire game is a blast. Because of the rules, it plays quickly and easily from one phase to the next. Worthington Publishing has the game length as 30 to 60 minutes and that seems right on the money. The way the game is structured some things have to be simple and a real ancient nut like yours truly, might want more meat on its bones. However, there is enough history and plausibility built into the game to keep even me really happy when playing. Thank you, Worthington Publishing, for allowing me to review this very well thought out game on one of my favorite parts of history. With this game and 1565 Siege of Malta, (my review is linked below), my siege gaming appetite is definitely assuaged for now. 


Robert


414 BC Siege of Syracuse:

414BC Siege of Syracuse — Worthington Publishing


1565 Siege of Malta review:

The Siege of Malta 1565 by Worthington Publishing - A Wargamers Needful Things


Worthington Publishing:

Worthington Publishing


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