second chance games

Search This Website of delight

  Tactical Workshop Gaming Company Information  This is some information right from the horse's mouth by Tactical Workshop. "As an ...

Tactical Workshop Gaming Company Information Tactical Workshop Gaming Company Information

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

 



Tactical Workshop Gaming Company Information








 This is some information right from the horse's mouth by Tactical Workshop.


"As an avid wargamer, I own and have played many types of games for the more than 35 years I have known the hobby: Clash of Arms/Marshall’s “La Bataille”, GMT’s “Great battles of History”, (old) Avalon Hill’s “Advanced Squad Leader”, MMP’s all types of Combat Series and “Great Campaigns of the American Civil War”… My interest, however, has always been towards the more tactically focused games from battalions in the musket period to squads and vehicles in World War II. I also have had a tendency, except for a few systems I found “perfect”, to house rule out or improve things that I found unrealistic, unbalanced, poorly designed in the games I played. This led me to create new rules, new counter sheets, new payer’s aids,… over the years, some of those can still be found on the Board Game Geek website.




About Tactical Workshop


This led me to create my company: “Tactical Workshop”. I wanted to publish my designs in physical form and not just have people “print & play” them.

I first used the resources provided by The Game Crafter website (www.thegamecrafter.com) to get my products out there. It is a “print on demand” company that lets you order games one copy at a time. I started selling add-ons cards for GMT games’ "Red Storm" in 2019 (pro-bono as it was a play aid for an existing game) but quickly expanded to produce two original battalion-level Napoleonic wargames, “1811: Albuera” and “1810: Bussaco”.

However, the “print on demand” model has many drawbacks: the selling price is far too high compared to industry standard for similar products, our profit margin was less than 5% of the MSRP, the system has restrictions on the kind and format of the components that could be produced and the printing quality is still below industry standard for some game parts.

These did not justify the long hours spent on creation, design, promotion and play testing we spent on the games. 

I therefore decided to incorporate as an LLC and look for professional printing companies soon after. The question of the initial printing/promotion costs would be answered by using the crowdfund model for each of our new creations through the board game dedicated Gamefound platform (https://www.gamefound.com/).





About our games


We currently have one game out “1811: Albuera Second Edition” (out in 2025) and are in the process of publishing a second one ”1809: Talavera”, that has already reached its goal in the crowdfunding campaign that is running on Gamefound from March 1st to April 1st this year (https://gamefound.com/en/projects/tactical-workshop/1809-talavera).

Both games use our “Fix Bayonets!” system of rules and make the first two volumes of a series we hope to expend further in the coming years.

“Fix Bayonets!” is a system simulating Napoleonic combat at the battalion level. The rules include an emphasis on Command and Control, a card driven initiative activation system and limit the use of informational markers. The combat resolution system differentiates between the effects of fire, infantry assaults and cavalry charges. 

We always aim for:

quality components with large (3/4”) colorful counters (rounded corners easy to punch out), mounted maps, full color rules and player aids;

easy to understand rules that, while not complicated, are a challenge to master;

a system that leads players to make difficult decisions leading to exciting gameplay but also leaves the door open to a satisfying “playing both sides” solitaire experience; 

less reliance on informational markers to allow players to enjoy the counters on map fully;

a historical fidelity when it comes to tactics, orders of battle and most certainly the various uniforms of the period.

For experienced Napoleonic gamers, I would put the system’s difficulty below “La Bataille”, about the same as the old Spanish Simtac’s games but definitely more detailed than Lock and Load’s “First Victories” or Vae Victis’s “Jours de Gloire”.

For people that have not tried our games, we have a special on the Gamefound campaign for Talavera, where you can purchase both games for $99.99 (running until April)!


Talavera Gameplay



About the future


With the success of our first two entries, we plan on producing more games in the future.

Our next project will probably be the next volume in the series which might cover a non-peninsular war battle this time: “1806: Auerstadt”. I think our command system will shine simulating this uneven engagement between an experienced and well-led French Corps against a fumbling Prussian army more than twice its size!

After that, we still have plans to finish a World War II air-naval tactical system that would start with the invasion of Burma/Malaya in late 1941 and to update our old “1810: Bussaco” game to its second edition format.


These are an excellent addon for Red Storm


Thank you for reading this short history of our company and overview of our products.

Find us at www.tacticalworkshop.com, contact us at support@tacticalworkshop.com.

  Sword & Siege Crusades: Book II by Wargame Design Studio   Wargame Design Studio is at it again. I am a little late to the party. It w...

Sword & Siege Crusades: Book II by Wargame Design Studio Sword & Siege Crusades: Book II by Wargame Design Studio

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

 



Sword & Siege Crusades: Book II


by


Wargame Design Studio







  Wargame Design Studio is at it again. I am a little late to the party. It was released a few months ago, but better late than never. You have so many famous rulers in this time frame of the Crusades. Frederick I Barbarossa, Saladin, and Richard I Coeur de Lion - also called Malik Rik by his Muslim opponents (supposedly by saying Malik Rik they would frighten their children to behave). In this game you also get the rather unsettling Fourth Crusade and its conquering of Constantinople. Apparently, none of the Crusaders had a compass and landed just a little astray. As an extra added attraction, you get probably the most famous Siege of Acre included (it had quite a few). It was included in the 'Art of Sige' by SPI and was one of my favorite board wargames. This is what WDS has to say about the game:

"Crusades: Book II" is the second title in a planned trilogy documenting the Crusades launched against the Levant over several hundred years.




In the mid-12th century, the eastern Mediterranean was a complex region of competing powers. The Latin crusader states, though wealthy in ports and castles, were short on manpower. The Roman (Byzantine) Empire, a Christian great power, had its own strategic priorities and a history of lost provinces. The Muslim world, while not unified, was increasingly capable of consolidating resources under strong rulers in Syria and Egypt. Warfare was constant, influenced by both politics and piety, with alliances shifting and control of strategic locations often more important than holding empty land.





“Crusades: Book II” picks up after the Second Crusade’s failure outside Damascus in 1148. The Crusader forces abandoned the siege due to supply issues, conflicting goals, and mistrust among allies. The Levant was left with a frontier society, the Latin states of the Holy Land, which were rich in sacred significance but lacked manpower. These states aimed to maintain their territories, secure routes, and expand influence where possible.





The early period of this era was marked by vulnerability in the north. The first battle in 1149 at Inab saw Nur al-Din defeat the Principality of Antioch’s army and kill its prince, highlighting the fragility of the crusader frontier. The Latin East was not a unified “Crusader Kingdom” but a collection of lordships—Jerusalem, Antioch, and Tripoli—each with its own priorities and rivalries. Cooperation was possible but not guaranteed, and a concentrated enemy force could turn a local defeat into a broader crisis.





From the 1150s to the 1170s, the strategic landscape shifted as Muslim power consolidated. Nur al-Din’s expansion in Syria escalated the conflict from border raids to a struggle for regional dominance. The Crusader states retained strengths such as formidable castles, access to the sea for supplies and reinforcements, and the ability to attract periodic aid from Europe. However, these advantages could be undermined if an opponent could choose the time and place of battle, coordinate multiple armies, and maintain pressure on several fronts.





The rise of Saladin marked a major turning point. Emerging from the politics of Egypt and Syria, he unified resources previously divided between rival courts to wage a more coherent war. This led to a growing ability to concentrate forces and apply pressure to the Crusader states’ weakest points. In 1187, the Frankish field army was defeated at Hattin, followed by the rapid loss of inland strongpoints, most notably Jerusalem. Even where garrisons held out, the strategic balance had shifted: the crusader presence could survive but no longer dominate.





This crisis led to the Third Crusade (1189–1192), notable for its scale and for figures such as Richard I, Philip II, and Frederick Barbarossa. It also highlighted a recurring theme in Book II—crusading involved logistics and coalition warfare as much as battlefield courage. Western armies had to transport men, horses, and supplies across seas and hostile coastlines, coordinate large forces from different realms, and convert tactical victories into lasting control. Coastal strongholds like Acre were crucial as ports, depots, and gateways, but inland dominance required field armies that the Latin states struggled to maintain year after year.





The years after 1192 marked the era's challenging middle, characterized by raids, sieges, and relief marches through towns, castles, and along connecting routes. The crusader states, now focused on coastal cities and fortifications, had to defend supply lines and prevent enemy armies from isolating strongpoints. Their opponents faced operational challenges, such as assembling forces over long distances, coordinating commanders, and sustaining pressure through repeated campaigns. This period saw the strategic balance tested directly by who could seize, hold, and relieve key positions.





From this unstable equilibrium emerged the Fourth Crusade, intended to strike eastward but ultimately remembered for a catastrophic diversion. The decisive factors were practical rather than ideological: fleets, transport capacity, and the ability to deploy an army where needed. Entangled in Byzantine internal struggles and supported by Venice, the crusading force turned against Constantinople. In April 1204, the city fell and was sacked, shocking contemporaries and reshaping the balance of power in the eastern Mediterranean.





Between 1149 and 1204, the background covered in Book II is a story of momentum and miscalculation: how a frontier society tried to survive in a hostile landscape, how its opponents learned to coordinate and concentrate, how charismatic leaders and hard geopolitics could turn containment into reconquest, and how grand plans of kings could be derailed by money, weather, and temptation. If Book I ended with disappointment outside Damascus, Book II shows the subsequent long struggle to endure between crusade and counter-crusade, culminating in a finale that transforms the eastern world even as the original goal slips further out of reach.






The region where the game’s battles unfold encompasses the modern-day territories of Israel, Gaza, the West Bank, Jordan, Lebanon, Syria, parts of Turkey, and Iraq. This area has been a theater of nearly 3,300 years of continuous warfare, spanning from the Battle of Kadesh (dated to 1274 B.C., the first battle to be recorded with significant detail) to the present-day conflicts.





Crusades: Book II includes 102 Scenarios – covering a variety of sizes and situations, including a solo tutorial scenario, five Training scenarios, Historical, Variant and What If versions for both head to head play and vs. the computer AI.

A range of maps are included covering all the significant locations fought over during the 3rd & 4th Crusades, the period between the 2nd and 3rd Crusades and some of lesser known locations.

The order of battle files cover the various forces that participated in the campaigns with other formations added in for hypothetical situations.

There are extensive 3d unit graphics covering all of the major armies involved.

Campaign and Scenario Editors which allow players to customize the game.

Sub-map feature allows the main maps to be subdivided into smaller segments for custom scenario creation.

Design notes which cover the production of the game, campaign notes and a bibliography that includes the sources used by the design team to produce this historical simulation game.

Crusades: Book II provides multiple play options including play against the computer AI, Play by E-mail (PBEM), LAN & Internet "live" play as well as two player hot seat.

Includes battles from all aspects of the 3rd & 4th Crusades + period between 2nd & 3rd Crusades - major encounters to small skirmishes. 102 stand alone scenarios and 4 campaigns. A sampling would be:

Inab
Ascalon
Lake Huleh
Butaiha
al-Buqaia
Harim
Bilbeis
al-Babein
Alexandria
Montgisard
Damietta
Hama
Jacob's Ford
Kerak Castle
Hattin
Jerusalem
Tyre
Safed
Acre
Arsuf
Constantinople"


 Thank you WDS, for once again charging into the breach.



  Panzer Campaigns Donbas '43 by Wargame Design Studio (WDS)  If you play computer wargame simulations and you have never heard of WDS, ...

Panzer Campaigns Donbas '43 by Wargame Design Studio (WDS) Panzer Campaigns Donbas '43 by Wargame Design Studio (WDS)

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




 Panzer Campaigns Donbas '43


by


Wargame Design Studio (WDS)






 If you play computer wargame simulations and you have never heard of WDS, I have only two things to say: 1st, please follow the link below and prepare to be blown away. 2nd, if you are not actually a real Troll or Dwarf how do you manage to live under that rock. Also, please say hello to Regin and Fáfnir for me. But seriously, and stop calling me Shirley, the wizards of WDS are at it once again. Here in their own wonderful words are some of their thoughts on Donbas '43:


"Donbas '43' Info


**Overview


For the Germans, the Battle of Kursk was intended to be the main summer operation of 1943, aiming to slow the advancing Russians and regain the initiative. Launched on July 5, the initial victory quickly turned into a stalemate.






On July 13, Hitler summoned von Manstein and von Kluge, commanders of Army Group South and Center, to his Eastern Front headquarters, the Wolf's Lair in East Prussia. The Allied invasion of Sicily on the night of July 9–10, combined with the Soviet counteroffensive of Operation Kutuzov against the flank and rear of the northern side of the Kursk salient on July 12, along with attacks by strong Soviet forces at Prokhorovka on the same day, prompted Hitler to halt the offensive and redeploy forces to the Mediterranean theater. He ordered his generals to cancel Operation Citadel.





Kluge welcomed the decision, as he was already pulling units back to respond to Soviet attacks on his flank. Manstein urged continuing the offensive, believing he was close to a breakthrough. Hitler remained unmoved, worried about the Allied landings and the stability of his Italian allies. However, he did agree to Operation Roland, which aimed to destroy the Soviet reserves in the southern Kursk salient, caught between both the III Panzer Corps and II SS-Panzer Corps.





On July 17, the Soviet Southwestern and Southern Fronts launched a major offensive across the Mius and Donets Rivers against the southern flank of Army Group South, pressing against the 6th Army and 1st Panzer Army. In the early afternoon of July 17, Operation Roland concluded with orders for the II SS-Panzer Corps to begin withdrawing from the Prokhorovka sector back to Belgorod. The 4th Panzer Army and Army Detachment Kempf had already anticipated the order, starting to withdraw as early as the evening of July 16. Leibstandarte's tanks were split between Das Reich and Totenkopf, and the division was quickly moved to Italy, while Das Reich and Totenkopf were sent south to counter the new Soviet offensives.





In Donbas '43, as the commander of two Soviet Fronts—the Southwestern and Southern—you have multiple armies ready to defeat the proud but battered German Wehrmacht. As the German commander, you'll need to contend with limited panzer forces worn down by fighting at Kursk. Although Panzerarmee 1 is available, only the XXXX Panzer Corps has panzer divisions. Units from the 6th and 8th Armies are present, but their corps are mainly infantry defending the river lines. The Mius River defenses are strong, but both the quality and number of men available are likely to leave them vulnerable.





Lead Soviet spoiling attacks at Izyum and the Mius on July 17, while the Germans are still engaged at Kursk, or attempt a full multi-front offensive on August 16 to clear the Donbas. This will highlight how the Germans are discovering the challenges of ‘frontage versus depth’ and why the backhand blow tactics from four months earlier are no longer effective. The stage is set! All that's needed now is for you to launch one of the key campaigns of Summer 1943 on the Eastern Front!





**Game Content


Donbas '43 includes 101 Scenarios – covering all sizes and situations, including 5 solo tutorial scenarios plus specialized versions for both head-to-head play and vs. the computer AI.

The master map (211,470 hexes) covers the entire area from the Dnepr River in the west to Izyum, Voroshilovgrad, Stalino, and Rostov-Na-Donu in the east. 

The order of battle file covers the Axis and Allied forces that participated in the campaign with other formations added in for hypothetical situations.

Order-of-Battle, Parameter Data and Scenario Editors which allow players to customize the game.

Sub-map feature allows the main map to be subdivided into smaller segments for custom scenario creation.

Design notes which cover or include the production of the game, campaign notes and sources the design team used to produce this simulation game.


**Game features include:


Phase or Turn-based play with 2 hour turns and 1-kilometer hexes.

Three levels of 2D views and two 3D views of the battlefield.

The Panzer Campaigns game engine provides multiple play options including play against the computer AI, Play by E-mail (PBEM), LAN & Internet "live" play, and two player hotseat.


**Document Preview


- Design Notes

- User Manual

- Changelog


**Credits


Scenario Designer: Daniel Asensio

Project Coordinator: David Freer

Artist: David Freer


**System Requirements


Windows 10 or 11

Processor: 1 GHz

Disk Space: 1 GB

Memory: 1 GB

Video Memory: 512 MB


This wargame is for sale at https://wargameds.com/collections/new-products - The Wargame Design Studio Store"


 As usual, WDS has created a game where you as the player are going to question your life choices. I mean if you can commit to playing 101 different scenarios in just this one game, being a monk in Shangri-la might have been a better lifestyle choice. However, for we Grognards their games are truly slices of heaven on earth. All of their games, which run the gamut from the Crusades to World War III, are filled to the brim with historical information about the campaign that you are playing. Thank you WDS, for continuing to not only flesh out more periods of military history, but for updating your older games almost on a weekly basis. 





Battle of Torgau The Seven Years War System Volume II by Adhoc-Edition    The Battle of Torgau was tactically pretty much of a draw. The Aus...

Battle of Torgau: The Seven Years War System Volume II by Adhoc-Edition Battle of Torgau: The Seven Years War System Volume II by Adhoc-Edition

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





Battle of Torgau


The Seven Years War System Volume II


by


Adhoc-Edition







  The Battle of Torgau was tactically pretty much of a draw. The Austrians did lose the heights, that were their main line of defense, after dark by an attack by Ziethen. However, both armies had been mauled by the vicious fighting and were in no shape to continue or for the Prussians to follow up this hollow victory. So, tactically you could call it a small Prussian victory. Strategically, the Austrians were becoming weaker because of the money spent on the war. After Torgau Austria was never again able to field as large an army as fought here. Prussia itself was getting worn out and soon Frederick was forced to just try and block the different armies attacking Prussia. With the death of Catherine the Great, Russia left the war in 1762. Really, all of the combatants were quickly running out of resources, except England, to continue the war. Peace was signed in 1763, and Frederick was left in control of Silesia. His land grab during the War of the Austrian Succession and Austria wanting to revenge its loss and take it back was the real cause of both wars.

 




 This is what Adhoc-Edition has to say about the game:

"Torgau 1760, the second game in the "SYWBS" series, will simulate the battle fought on the 3rd of November 1760 in northwestern Saxony during the Seven Years War. King of Prussia Frederick II the Great commanded the Prussian Army: 48,500 men (62 bns, 102 sqns) and 246 guns. F.M. Graf Leopold Daun commanded the Austian Army: 55,500 men (67 bns, 116 sqns) and 275 guns.

The games from the "SYW Battle System" (SYWBS) are highly playable grand-tactical portrayals of battles of the Seven Years War. The series’intent is to show how command operates on the battlefields, using the weapons and tactics of the period. The system emphasizes command & control and high playability.

The games all share the following characteristics: Scale = 200-220 m/hex (219-240 yrd/hex) Time = 30 min/Turn (60 min/Hourly phase) Counter = 1 Brigade, 1 Battalion, 1 to 3 Squadrons, 1 Battery. 1 Strength point = 100 men approximately.

Game components: 1 x A1 (58x81cm - 23x32") - 5.5 x A4 Countersheets (720 x 15mm 5/8" square counters & marquers and 52 x rectangular counters) - 4 x Orders/organization Sheets - 2 x Rules books (Simple & Standard V4.0) + 2 x Playbooks - 5 x Player Aid cards - 1 x Printed carton box."


This is a picture of the map from the designer. 



 The map is very well done, almost beautiful. To me, it really invokes the time period that it represents. However, because of the paper it is made from you do get some deep creases in it. I would suggest using a plexiglass piece over it. I did have one "for just such an occasion (Foghorn Leghorn)", but it seems I lost it in the move. 

 The game comes with a plethora of player aids and two rulebooks. The rulebooks are titled 'Simple Rules' and "Rules'. They are both made up of glossy paper and are printed in two columns. Both have many examples of play and have a sequence of play on the back of each rulebook. All of the documents are in full vibrant color and evocative of the time period. The Simple Rules are 27 pages long while the Rules are 39 pages long. The game takes an interesting change of pace with its playbooks. There is a separate Austrian and Prussian playbook. The first eight pages of both have identical and excellent historical recap of the battle. The six-scenario information and setups are next. The first is a 'Free Setup' one at the beginning of the battle. Scenarios two through five have the setup instructions on a full page on the left with the right side being a map. The formations that are already placed on the map at the start of the scenario are shown on the maps. Scenario six is the entire battle with the historical setups instead of the free setup in scenario one. The Austrian playbook does have a map with the troops position. The Prussians are approaching the battlefield. The Austian playbook is one page longer than the Prussian one because of the map for scenario six. The end of both playbooks has the order of battle for their respective armies. These OOB's are an integral part of the game system. More on this below.

 Now we go the player aids. They are also glossy and are made of card stock. It is easier to list them:

Austrian Terrain Effects Table/Austrian Units Data

Prussian Terrain Effects Table/Prussian Units Data

Rules Reminders (two-sided)

Charge Opponents Ratio Table/Charge Results Table

Austrian Relative Firepower Tables/ Fire Combat Results Table

Prussian Relative Firepower Tables/Fire Combat Results Table

Order of Battle for the Austrians under G.F.Z. Lacy

Order of Battle for the Prussians under G.d.K. von Ziethen (the battle was fought in two separate actions)

Order of Battle for the Prussians under Frederick II

Order of Battle for the Austrians under F.M. Graf Daun (the last two are two foldable pages)

 We advance forward now to the counters. The counters are beautiful and really immerse the player into the 18th century. Most of the Brigade counters are two or three hex rectangles. As battle or movement affect the units, normal square counters are used. The counters can show line, column, and other formations. One thing you will not find on them are number values. This paragraph will explain how to use the OOB's in the different playbooks.

"All units on the OOB's have important values, under their name. Each value is for each status of the unit: 'B' if the unit is still within its Brigade and in the same formation (Brigade counter used. unit's square counter still not used). 'F' if the unit is Well Formed within or not within its Brigade (unit's square counter is used). 'S' if the unit is shaken and, finally, 'P' if the unit is Panicked."

 This means that you will need to cross reference your units with the OOB's in the playbooks to find out their combat values. You will probably also need to swap out the larger rectangular counters for the square ones during play. I will do a close up on the OOB's to illustrate this.

 The only other thing to mention is the game is sent in a flat pack that also contains the game box to be assembled by you. The box is surprisingly strong once put together. I have had other normal sized and weight games placed on it and it had no issues.

 How do the components of Torgau measure up? In my book they get an A- for their beauty and ease of reading etc. The only thing I am not a fan of is the deep map creases. 


This is a picture of the multi-hex brigade counters from the designer



 Now we get to the crux of the matter, gameplay. I have seen a good number of beautiful games ruined by bad game mechanics. The next question to be asked is do the rules give a historical representation of 18th century warfare?





 The first thing I want to say about gameplay is this. The game does come with both Simple and regular Rules. However, like most good wargames, they adhere to the GIGO principle (garbage in, garbage out), meaning that you will have to put some effort into learning the game. If you are a seasoned wargamer of even the Napoleonic era, this game and its rules will come as no surprise. If, however, you are only used to pushing cardboard panzers it will take some time to get used to. The biggest difference between the Simple and regular Rules is the inclusion of orders into the mix. This also includes the time it takes to send an ADC off on his horse to the troops in question. Some wargamers are not a fan of orders in game rules. However, I like their addition in games that simulate warfare before radios were commonplace. It is true that the designer has given us the Simple rules to do away with more tracking and forget about the time lag. 







 When you are first presented with the game, the number of counters seems large for a smaller battle such as this. This is in comparison to other battles that have about 100K troops all totaled. The reason the counter number is so large is because of the way the game handles some mechanics. Each unit will have multiple counters depending upon its status at that moment. So, counter clutter is cut down, and you also do not have stacks of informational counters teetering on top of the unit counters.






 I believe that it most definitely helps a player to be immersed in the subject matter of the games they are playing. In fact, most of my gaming is totally dependent on what military history I am reading at the moment and not the other way round.



This is actually double-sided



 The crash of brigades and squadrons in the game seem to me to really give plausible 18th century results. The Battle of Torgau was a close and highly contested one. This was not an easy win for Frederick, as with Rossbach. In actuality the battle came down to the wire. The Prussians became the winners almost in a double overtime situation. This was not the Austrian army of the War of the Pragmatic Sanction, and the rules and the designer's ideas show that. 






 Victory is decided by points. Each side in the different scenarios have their own special conditions. Units that are panicked or removed from the board are either added to your total (enemy units) or added to your opponent's score if they were your units. Some of the scenarios also have points given for control of certain hexes. So, pretty standard fare in wargames.





 To me, the game does make a good representation of the pageantry and linear form of warfare used in the Seven Years War. The different rule sets allow the players to decide how immersed into it they can get. Even with the Simple rules you will feel like you are commanding Prussian or Austrian brigades across a battlefield from over 200 years ago. The rules are not the cookie cutter kind. They are not designed to, nor do they feel like, replicate other eras of warfare with just prettier counters. This game sucks you in and makes you not so much care about the cardboard counter, but you do get a rush when a brigade that is faltering is able to make one more push to crack the enemies line.




OOBs for both Ziethen and Lacy scenario



 Thank you Adhoc-Edition for allowing me to review this game. I am much more versed in the earlier battles in the Seven Years War like Kolin. So, this was also a chance to increase my knowledge of the era. I am also a big fan of Field marshal Daun so that also adds into the equation. Adhoc-Edition has added a few battles to their Seven Years War System in the interim. Please check out the entire line below.


Robert Peterson





  Mark H. Walker's '65 Squad-Level Combat in the Jungles of Vietnam by Flying Pig Games  This is the war a lot of us grew up with. I...

Mark H. Walker's '65 by Flying Pig Games Mark H. Walker's '65 by Flying Pig Games

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




 Mark H. Walker's '65


Squad-Level Combat in the Jungles of Vietnam


by


Flying Pig Games






 This is the war a lot of us grew up with. It was there every night on the news. With only 3-13 TV channels it was hard to escape as a kid. This is just a look at what is inside the box. 


 This is what Flying Pig Games has to say about the game:

"Download the living rules PDF for 2e here.

Fast, furious, and fun. Mark H. Walker’s Squad Battles series of games are known for their beautiful components and ease of play. A card driven game that stresses accessibility over mind-numbing complexity, ’65 Squad-Level Combat in the Jungles of Vietnam uses its cards to increase uncertainty and decrease the number of rules gamers need to remember. '65 covers skirmishes from Ia Drang to Operation Starlight, and the players control U.S. Army Rifle squads, M48 tanks, M113 armored personnel, Hueys, North Vietnamese Sappers, RPD machine guns, and VC rifle squads as they attempt to outwit their opponents.


This second edition of ’65 Squad-Level Combat in the Jungles of Vietnam adds the lasting effects of artillery barrages, Desperation Fire, more immersive helicopter gaming and much more. Additionally '65 2e updates the rules and player aid cards and incorporates errata. This is a game created by gamers for gamers. We hope you enjoy it. 


Each Game Includes:

3 richly illustrated, 11” x 17” geomorphic game boards

Over 175 HUGE 1” and 1.375” counters. Bigger is better!

1 deck of 54 action cards

Full color rules and scenario booklet

Age: 14+

Players: 2-3

Playing Time: 1 hour and14 minutes to as long as you want to take.

Retail: $100.00"


The dice that come with the game are also oversized. So, that should give you an idea of how massive these counters are.


The NVA along with the VC are represented in the game.






 


























The cards are well done and easy to read. There is nothing fancy about them. However, they serve their purpose admirably.




 So, what do we have inside the box? First, a word of caution. The counters are prerounded and desperately want to eject themselves from the surrounding sprues. Almost like paratroopers during a drop. The counters are not only large but are very thick. I didn't try it, but I think you could play tiddlywinks with them. My apologies for the pics not being spot on. I have just decided to join the 21st century as far as taking them for the games I look at. Please bear with me as I learn a new task. Many times, in the past I was using the companies' pictures.  However, I would have mentioned it if the pictures on their websites were not the same as what you received. In actuality, this was never the case.


 The player aids, along with the other components, are exactly what we have come to expect from Flying Pig Games.


 As the box proudly states, this is the 2nd edition of the game. Many people were clamoring for a reprint and Flying Pig Games has done you one better. I was a huge fan of the 1st edition. So, I cannot wait to see the differences stated in gameplay in this edition compared to it.


 In keeping with the move to the 21st century. I decided to try to use an AI program to write some things about this game. This is what I received:


"Shuffling Sheep has released a new war gam(nice leg???). It is called ^56. The gam is about the Vitamin War(Vietnam??). Only Crippled Cockroach could develop a gam this goodness(What about Betty Grable??). Ornithopters fill the sky of Venice above the frozen fields of Veracruz(???)."


 So, I decided not to try and decipher the rest. It resembled a drunken translation of cuneiform. I was going to use an AI picture of Mr. Walker. However, the number of extra digits and eyes made it look like a portrait done by Picasso. In all seriousness, the original '65 was an excellent tactical wargame. I hope and assume that the changes in the 2nd edition will only make playing it even more enjoyable.


Robert Peterson

Flying Pig Games

Mark H. Walker's '65























hpssims.com