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  Air & Armor Wurzburg: Designer Signature Edition Tactical Armored Warfare in Europe by Compass Games  Trying to design a simulation ab...

Air & Armor: Würzburg, Tactical Armored Warfare in Europe, Designer Signature Edition Compass Games Air & Armor: Würzburg, Tactical Armored Warfare in Europe, Designer Signature Edition Compass Games

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




 Air & Armor Wurzburg: Designer Signature Edition


Tactical Armored Warfare in Europe


by


Compass Games








 Trying to design a simulation about a war that never happened is, I assume, a bit of a pain. In this case, the Third World War might be a tad easier than most 'almost' warfare situations. We do have all of the information about the forces that would, or could, be involved. The once classified information about the armaments in use at the time are now almost all in the dust bin of history. To be honest, a soldier from World War II might not have been able to wrap his head around the battlefield of the 1980s. The lethality of the possible Third World War scenarios was tremendous compared to earlier warfare. The abilities of aircraft had multiplied tremendously even compared to the Vietnam War. Tank against tank warfare in Germany at the end of the 20th century would have made Kursk seem like a day at the park. So, the simulation that has been brought to us by Mr. Maxwell and Compass Games has scared away even some grognards. We will now take a look at it and see if there really is a rattlesnake in the box or just a pet snake looking for a home. There are some fine semi-historical books about these scenarios, my favorites being General Sir John Hackett's 'The Third World War, and 'The Third World War: The Untold Story'. Doing some reading about the Soviet 'Seven Days to the Rhine plan' should also help you get into the mood.


 

Back of the box courtesy of Compass Games


 This is what Compass Games has to say about the game:


"Hofheim, 15:00. Commander: “Oh thank God, help has arrived!” Gunner: “Those aren’t ours….”


Air & Armor: Würzburg, Operational Armored Warfare in Europe, Designer Signature Edition marks the return of one of the most highly rated wargames on modern warfare ever published. Air & Armor is a company-level simulation of a Hypothetical Soviet attack on West Germany in the mid-1980s. It depicts the collision of the Soviet 8th Guards Army and elements of the U.S. 3rd Infantry Division and West German 12th Panzer Division in a ferocious battle around the German city of Wurzburg. This new edition is lovingly recreated with new map artwork, new unit counters, new unit values and updated rules.


Air & Armor employs a highly interactive game system with asymmetric rules modeling the different Command & control techniques of each alliance. The game simulates all of the major aspects of modern warfare: reconnaissance, combined arms operations, air, helicopter and artillery strikes, chemical and electronic warfare and engineering.  Multiple levels of hidden intelligence produce a true “fog of war” and provide plenty of opportunities for deception, surprise and ambush.  Play this game to find out what it really might have been like to command a division in battle.


Based on detailed research from Warsaw Pact archives now available, this new edition includes a completely revised Order of Battle featuring one East German and four Soviet Divisions. Air & Armor includes a Basic Game, covering standard armor operations, and an Advanced Game that layers in air and engineering operations and Chemical and electronic warfare. Each game level includes four to six Scenarios, which are complete games in themselves. Extensive Scenario, Player and Designer Notes provide advice on play and historical detail.


A quick note about the Rules booklet:

Why is the rules booklet larger in the Compass version than the original West End Games version?

– The average word count in Würzburg is around 900 words per page, compared to 1500 words per page in the original Air & Armor.

– Non-rules information (i.e. illustrations or examples of play) takes nearly 50% of all pages in the new edition.

The rules text in Würzburg is approximately 40 pages, as opposed to 148 pages, when following the same format as the original rules booklet. This is not a significant difference compared to the original rules.


Product Information:


Complexity:  Medium

Time Scale: 1 Turn = 2 Hours

Map Scale: 1 Mile/hex

Unit Scale: Companies and Battalions

Players: 2-7 players

Solitaire Suitability: Medium

Playing Time: 3 to 8 hours based on Scenario


Components:

Two 22″ x 34″ Maps

Five Countersheets (9/16″ size playing pieces)

Two Player Charts & Tables Booklets

Five TO&E Displays

Basic Game Rules Booklet

Advanced Game Rules Booklet

Two 10-Sided Dice


Game Credits:

Designer: Bruce Maxwell

Artist: Bruce Yearian

Project Director: John Kranz

Box Cover Design: Bruce Yearian & Brien Miller"




 Let us now take a look at what actually is in the box. The maps are impressive. They are two of the normal sized 22" X 34" maps that come with the game. The artwork on them is done very well. The terrain in each hex is extremely easy to discern. There is a terrain key on both maps. The reason I am most impressed by the maps is because they are made of card stock. This makes them a little harder to flatten out but makes them almost impervious to accidental tears. They are also covered in a glossy waterproof covering. Kudos to Compass Games for them! 


The two maps courtesy of Compass Games



 Up next is the main reason the game has gotten some flak over. This would be the 146-page Rule Book. Yes, you read that correctly. However, there are many mitigating circumstances to the length of the Rule Book. The main reason the Rule Book is that large is because of the giant size of the type and play examples. It is double-columned, but the type and pictures are a complete Godsend to the denizens of the Old Grognards Home for aging wargamers. The Rule Book is also manufactured much more like a book than a wargame Rule Book. The pages are also much more substantial than the 'magazine' pages that you sometimes find in newer Rule Books. The Rule Book, and both Players' Aids, are in full color. As far as the number of pages and learning the simulation, I will let the designer speak:


"Design Note: Even a veteran gamer is going to experience a sinking feeling weighing this booklet in his hands and wondering just how long it is going to take to digest these rules.  Take heart!  Three things lighten this load:

The first 15% of this booklet simply describes the components of the game and the various units and markers it contains; another 25% consists of detailed examples of play and Designer and Player Notes.  Only 60% of this booklet is actually rules, and some ten pages of those are optional.

There is a solid little introductory scenario (see Thermopylae, Case 47.1), which makes it easy to play your way into the game after reading just half the rules.

You will find extensive video clips online showing how the game is played.  Videos can be found at https://www.youtube.com/playlist?list=PLS3eFl8PtEYXv2O6dt75jQxsxF6qoO1hn.

Finally, it is worth relating that when playtesters first picked up the game, they consistently reported being daunted by the rules and the extensive Sequence of Play.  Once they got into it, they equally consistently reported that the game was easy to play because the Sequence of Play and the Charts & Tables support game play without requiring much reference to the rules.  Players familiar with my earlier game, NATO: The Cold War Goes Hot, may wonder why I have not used the Veteran’s Summaries that made those rules so easy to absorb.  The answer is that Air & Armor is played using a unique game system.  Even veteran wargamers are unlikely to have seen anything like it before.

Regards, Bruce"


 So, not exactly a 'buckle up for the ride' warning but more like keep your hands inside at all times.


 The Players' Aids continue with Play Book. It comes in at a substantial 58-pages. However, it is just as large inside as the Rule Book. The Play Book is broken up into these chapters:


Scenario Play

Scenarios (12 of them)

Player Notes

Designer's Notes

Developer's Notes

TO&E Notes

Index

Game Credits




 There are two copies of the Charts & Tables Booklet. It comes in at a mere 18-pages with a full page back cover of the two maps in all their glory. Yes, that is a goodly amount of charts & tables. However, the designer does hold your hand through the scary process (see above).





 The information for the players continues with a slew of card stock thick and full color single- and double-page Player Aids. They are made of card stock and are also covered in the same way as the map. These include:


Sequences Card 1(two copies)

Sequences Card 2 (two copies)

Warsaw Pact Tables of Organization & Equipment (two different sheets one double-sided and one single-sided)

Warsaw Pact Pool Card

Warsaw Pact Planning Card

Warsaw Pact Tracks Card (Game Turn, Sams, and Victory Points etc.)

Nato Pool Card

Nato Tracks Card

West German and U.S./Canadian Tables of Organization & Equipment (double-sided)





 Then we take a look at the counters. The first thing you will notice is that Compass games for a while now has been sending them out in their own plastic wrapping. They do like to jump off the sprues. They have side views of armored and non-armored vehicles. The planes and helicopters are shown from top down. The information on them is color coded and also fairly large for this size of counter (9/16"). There are six countersheets and they are split roughly 60/40 as far as information counters and actual fighting units.





 The box, although not large, has a good number of things in it and they are very well manufactured. I am as impressed with this game's contents as I have been with the other Compass Games down through the last few years. 



 The designer has taken the time to help the player by using the scenarios to teach them small bits of the simulation at a time, using them as building blocks until you can experience the whole game. He knew that to just throw the player in the deep end of the pool would be completely counterproductive. The game comes with so many ways and rules to help it represent the time of this hypothetical conflict. This is the list under the Rule Book heading 'Units':


Unit Assembly

Hidden Intelligence

Dummy Units

Used and Unused Sides

Unit Splitting

Unit Combination

Unit Transfers


 One of the most interesting design choices was in how the TO&E and steps of each unit are used in the game. I probably will not explain it that well but here goes. The steps of a unit are used in various ways. First, they can be used as both Dummy Units and Hidden Intelligence. Your opponent will see that there is a counter on the board of Abrams. However, he will have no idea if they are real or how many steps are backing up that single counter. The designer has thought long and hard about how to show on a 2D map the effects of both 'Friction' and planned Maskirovka (deception and camouflage in Russian). One would be tempted to say that some of these are just 'Pasta Rules' included for chrome. This is not the truth in any way, shape, or form. To match the design that Mr. Maxwell had in his head, he had to do a lot of thinking outside the box.


 This is a list of some of what the designer also took into account for his game:


River Crossing Major and Minor

Fire Combat (Infiltration, Offensive, and Defensive)

Reaction Movement and Combat

Reconnaissance

Fire Support

Artillery (Direct Fire, Indirect Fire, and Rocket)

Strikes

Air Units

Attack Helicopter Units 

Utility Helicopters

Anti-Aircraft Fire

Airmobile Units

Headquarters

Shatter

Night

Engineering

Military Bridges

Improved Positions

Obstacles/Mines

Electronic Warfare

Poison Gas



 The list of everything added is quite a long one. However, the mastery of the game is how, if approached correctly, the player will not get overwhelmed. There is a lot of things to do and think about in this game, the sequence of play leads the player through all of it in an easy and straightforward way. 


 The Play Book has a wealth of information in both the Player and Designer Notes. You will get to see the history of Air & Armor from its inception to this newest edition (It was first published by West End Games in 1986). Bill Thomas deserves huge kudos for hunting down the designers of excellent older games and revamping them for this century.


 As the designer states "A game system is only as good as the scenarios designed for it". Rest assured that he has never really stopped tinkering and playtesting them since the 1970s. As mentioned, the scenarios range from small and simpler to large and complex. The game comes with 12 scenarios. The twelfth is called Hammer and Anvil and is roughly the campaign game. 


 I believe the designer was able to successfully complete his mission. I believe he wanted an in-depth semi-monster wargame that was also player friendly. That is usually a task that would approach Sisyphus's. My hat is off to Mr. Maxwell and what he was able to achieve. 


 There are four sheets of errata that do come with the game. While some might think this excessive, please remember the total amount of pages and words in the rules. For a game about warfare in the 1980s there had to be such a lot of rules for so many different scenarios and usage, there was bound to be a few hiccups. There is also a small square patch to fix an issue with the map around Karlstadt.


 Thank you very much Compass Games for letting me review this deep and enjoyable game. Yes, I had to do more learning and take more time than is usual with a wargame, but it was definitely worth it. As the old anacronym say GIGO. If you do not take the time or the firing synapses to learn the game, it is your loss. After all, isn't that why we are into wargaming. Otherwise, we could spend our time with tiddlywinks or FB cat videos (sorry Meta). 


 It has been a few years but the second game in the series has been released. This is Air & Armor: V Corps, Tactical Armored Warfare in Europe. From what I can tell it looks to be manufactured in the same exact way as its elder brother. There is a link to it below.



Robert Peterson

Compass Games

Air & Armor Wurzburg: Tactical Armored Warfare in Europe, Designer Signature Edition

Air & Armor: V Corps, Tactical Armored Warfare in Europe

  Worthington Publishing News   First off, the above package is still available on KS. Please take a look: Russia '41 and Germany '4...

Worthington Publishing News Worthington Publishing News

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




 Worthington Publishing News





  First off, the above package is still available on KS. Please take a look:

Russia '41 and Germany '45 + Bulge 1944 Reprint by Old School Wargames — Kickstarter


 


 The above is their newest game from their Civil War Brigade Series. Here is the website:

Wilderness: May 5-6, 1864 Board Game - Historical Strategy Game — Worthington Publishing and Pungo Games


However, the real reason I have posted is the next big news. This is the blurb that Worthington Publishing released about a KS that is coming up. Presenting:


"Lee’s War is Volume I in what I hope to be a 3 Volume set on the American Civil War.  It is meant to show the difficulties each side faced during the war.  There is no plan currently for a full war campaign scenario.  Players are given scenarios based on the campaigns and complete years of the war.  I hope you enjoy playing the short crisp 2 – 3-hour scenarios giving an intense game experience as well as a study in Civil War command. 


If this game is successful then Volume II, tentatively titled Grant’s War will be the Western Theater along the Mississippi from 1861 to 1864.  Volume III, titled Sherman’s War, will be the Western Theater and the battle for Eastern Tennessee and Georgia from 1861 to 1865.


The game is for 2 or more players but is highly solitaire friendly (one player playing both sides) due to the random nature of the certain rules such as Dice Differential and combat die rolls.


 Lee’s War is a strategic level hex and counter war game for 2 or more players of the entire American Civil War in Virginia from 1862 - 1865. Leadership is highlighted using counters representing the combat leaders of the war. The destruction of the opposing players forces are the main objectives of the game, followed by the occupation of key cities or rail lines. The political aspects of the war are not reflected in the game per say, however they are reflected in the Victory Conditions.  The longer the south drug out the war, and the more Union casualties inflicted, the better the chance that Lincoln would lose the 1864 election, and a peace Candidate (probably McClellan) would end the war with southern independence.




 We have provided a series of scenarios that allow you to start and end the war at different points. We hope that you enjoy playing Lee’s War, and that the game will be as enlightening for you as it is challenging.


Here is the link:

https://www.kickstarter.com/projects/worthington/lees-war-virginia-1862-1865?ref=profile_created&category_id=34


Here is the current 14 scenario list:


First Manassas / Historic 4 turns or optional long game 8 turns (July 1 – August 31, 1861)

The Peninsula Campaign / 10 turns (April 1 -  June 15, 1862)

The Peninsula Campaign Plus Seven Days 16 turns (April 1 – July 31, 1862)

Second Manassas / 7 turns (July 14  – August 31, 1862)

Antietam Campaign / 4 turns (Sept 1 – September 31, 1862)

Fredericksburg Campaign / 6 turns (November 15 – December 31, 1862)

The 1862 Campaigns / 30 turns (April 1 - November 1, 1862)

Chancellorsville Campaign / 5 turns (April 15 – June 1, 1863)

Gettysburg Campaign / 8 turns (June 1 – August 1, 1863)

Mine Run Campaign / 6 turns (November 15 – December 31, 1863)

The 1863 Campaigns / 32 turns (April 15 – December 1, 1863)

Wilderness to Cold Harbor / 8 turns (May 1 – July 1, 1864)

The Petersburg Campaign / 14 turns  (June 15 to November 1, 1864)

The 1864 Campaigns / 32 turns (May 1 – December 31, 1864)


 The game is ready and the scenarios are going through final testing, we just need your support to produce.


Thank you,


Grant Wylie - Lead Designer, Lee's War

  In Fours to Heaven Coming Soon From Vuca Simulations  "In Fours to Heaven – Poland 1939 Hold the Line. Delay the Inevitable. Rewrite ...

In Fours to Heaven: Coming Soon From Vuca Simulations In Fours to Heaven: Coming Soon From Vuca Simulations

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




 In Fours to Heaven


Coming Soon From Vuca Simulations






 "In Fours to Heaven – Poland 1939

Hold the Line. Delay the Inevitable. Rewrite the Campaign.

In Fours to Heaven places you at the operational command level of the German invasion of Poland in 1939—a campaign often considered decided, yet far more complex, chaotic, and uncertain than history suggests.


Will you execute a lightning campaign—or struggle against friction, supply, and coordination breakdowns?

Will you delay the inevitable—or collapse under pressure?


https://youtu.be/bK123Twkj54?si=Pz3JgsCjS80LiXof


What This Game Is About

This is not a scripted retelling.

It is a dynamic operational simulation of the Polish Campaign—driven by uncertainty, command limitations, and morale.


The German player must achieve rapid operational success before time, logistics, and resistance slow the advance.

The Polish player fights a desperate but intelligent campaign of delay, coordination, and survival—where morale becomes a decisive factor.

Unlike traditional wargames:


No fixed battle sequence

No guaranteed outcomes

No predetermined history

Every campaign evolves differently.


Check out the designer's interview:


https://youtu.be/D8e7jyDQb4Y?si=Vv6Iob9GYpCvsUE-


Core Design Philosophy

“Break the pattern.”


Asymmetric doctrines:

German: speed, coordination, airpower

Polish: resistance, delay, morale-driven resilience

Friction at every level: command range, conflicting orders, communication limits

Operational realism without sacrificing playability

Includes layered learning scenario system 

Key Features

Dynamic Activation System

Chit-based formation activation creates constant tension and unpredictability

No I-go-you-go rigidity → true operational flow

Command & Control as a Core Mechanic

HQ ranges, conflicting orders, and chain of command matter

Units out of command behave differently → real operational constraints

Morale as a Strategic Resource

Polish morale influences the entire campaign

Events like the destruction of Warszawa directly impact gameplay

Operational Scale

1 turn = 1 day

1 hex ≈ 10 km

Units from regiments to divisions

Multiple Play Modes

Full campaign

Medium scenarios

Learning scenarios (ideal onboarding system)

Highly Solo-Friendly

Randomized activation structure supports engaging solo play

Gameplay Overview

Each turn represents a full day of operations:


Divided into impulses with variable activations

Players react to evolving situations rather than executing fixed plans

Core systems include:


Movement & Zones of Control

Combat with support and coordination

Supply & isolation

Airpower and artillery

Reinforcements and political events"


Vuca Simulations

In Fours to Heaven

  We should all get ready for a porcine power play.    The Pig Charges Forward: Upcoming Games at Flying Pig Games There has never been a mo...

Flying Pig Games goes into the breach Flying Pig Games goes into the breach

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




 We should all get ready for a porcine power play. 



 The Pig Charges Forward: Upcoming Games at Flying Pig Games

There has never been a more exciting time to be part of Flying Pig Games.

From tactical World War II combat and near-future mechanized warfare to supernatural horror, aerial dogfights, fantasy exploration, and brutal American Civil War guerrilla warfare, Flying Pig Games is preparing one of the most ambitious release schedules in company history.

The Pig is charging full speed ahead.

Now Available: Old School Tactical .V5, First to Fight, and Yaah! #16



Recently added to the Flying Pig Games webstore and arriving at resellers worldwide is the highly anticipated Old School Tactical .V5: Battle for France 1940.

Designed by Shayne Logan, OST .V5 drops players directly into the opening Blitzkrieg campaigns of World War II. French infantry, colonial troops, anti-tank guns, and iconic armor like the Char B1bis desperately attempt to slow the German advance in tense, fast-paced squad-level combat.



Alongside. V5 comes First to Fight: Poland 1939, bringing players to the desperate opening battles of the war with armored trains, early mechanized warfare, and fierce defensive actions.

Also now available is Yaah! #16, the newest issue of Flying Pig Games’ fan-favorite magazine series packed with articles, scenarios, and engaging gameplay content.

And the future of Old School Tactical is only growing larger.

Old School Tactical .V6 Heads to Africa

Coming soon to Kickstarter is Old School Tactical .V6, once again designed by Shayne Logan.

This next installment in the acclaimed tactical series shifts the battlefield to North Africa, bringing desert warfare, armored clashes, and brutal infantry engagements to the OST system. Expect all the cinematic gameplay, tactical depth, and player-driven storytelling that have made Old School Tactical one of Flying Pig Games’ flagship series.

Rebels Against Rebellion: A Civil War Like No Other

Coming to Kickstarter Summer 2026 is Rebels Against Rebellion, an intense card-driven game designed by David Thompson and Trevor Benjamin.

Tennessee voted to leave the Union. Scott County voted to leave Tennessee.



In the mountains of East Tennessee, Scott County defied the Confederacy by a vote of 521 to 19, remaining loyal to the Union and declaring itself the Free and Independent State of Scott. What followed was a brutal conflict of neighbor against neighbor: loyalist home guards and common folk against Confederate raiders and secessionist guerrillas, fighting for control of the same hollows, farms, and creek beds.

Rebels Against Rebellion is a one or two player card-driven area control game set during this violent struggle. Players build personal decks of unit and location cards representing the forces and territory under their control. Each turn, players maneuver into contested territory, attack enemy strongholds, gather precious resources, and recruit new forces to strengthen their cause.

This is not a war of armies and generals.

This is war at every man's door.

A Primitive Madness Enters the Black Swan Series



The award-winning Black Swan Series continues with A Primitive Madness, designed by Hermann Luttmann.

Set during the Battle of Antietam, this next installment in the acclaimed Civil War series brings players back to one of the bloodiest days in American history. Featuring the same immersive command challenges, historical detail, and elegant gameplay the series is known for, A Primitive Madness is coming to Kickstarter Fall 2026.

Above the Trenches Takes Flight

Flying Pig Games is also preparing its very first aerial combat game.

Designed by Bob Tkach, Above the Trenches: The Fokker Scourge 1915–1917 is a fast-playing two-player game covering the brutal early years of aerial warfare during World War I.

Using an innovative combat wheel system, players engage in tense dogfights across multiple theaters of the war while piloting fragile early-war aircraft in deadly contests of maneuver and nerve.

Coming to Kickstarter Summer 2026.


Relic Wars Expands the Pig into Dark Fantasy

Flying Pig Games is also entering entirely new territory with Relic Wars, a dark fantasy exploration battler designed by Denver Walker with artwork by Riccardo d’Ariano.

Explore, battle, and survive to capture three chalices. The first player to do so and survive a final round wins.

Relic Wars is a 1–6 player fantasy battle game where players choose from six unique characters, each with their own special abilities, and venture into a hidden, ever-changing battlefield filled with danger, magic, monsters, and deadly encounters.

With randomized terrain, Relic War tokens, Divine Intervention cards, and brutal player-versus-player combat, no two games are ever the same.

Relic Wars comes to crowdfunding in November 2026.

Learn more at:
www.relicwarsgame.com


‘95: The Years of Sorrow Continues Squad Battles

The legendary Squad Battles Series also continues with ‘95: The Years of Sorrow by designer Dr. Arrigo Velicogna.

Created within the acclaimed Squad Battles system originally developed by Mark H. Walker, ‘95 transports players to conflicts around the globe during the volatile 1990s, including Bosnia, Chechnya, Kosovo, Panama, and even a battle for West Berlin.

Modern infantry combat, mechanized warfare, helicopters, heavy armor, and political instability collide in one of the most ambitious Squad Battles titles yet.

Coming to Kickstarter Spring 2026.


Kill All Fermitians Brings Solo Sci-Fi Action

Coming in 2026 is Kill All Fermitians, a solitaire push-your-luck sci-fi game designed by Hermann Luttmann with artwork by Riccardo d’Ariano.

Fast, tense, and packed with cinematic action, players battle against a horrifying alien invasion while managing dwindling resources, impossible odds, and escalating threats.

It’s desperate science-fiction survival done the Flying Pig way.


Rising Dragon Ignites the Future War

Meanwhile, Greg Porter’s much-anticipated sequel to Armageddon War, Rising Dragon, continues generating enormous excitement.

Set in 2034 during a massive Chinese invasion of Taiwan, Rising Dragon combines platoon-level combat with hypersonic missiles, amphibious assaults, drone warfare, and massive mechanized engagements across East Asia.

The Kickstarter campaign launched with explosive momentum and demonstrated once again the incredible passion of the Flying Pig community.

Broken Logic Expands The Long Road

The nightmare also continues in Broken Logic, the newest expansion for The Long Road.

Set during the summer of 1985, British armored forces counterattacking Soviet breakthroughs in West Germany soon discover that conventional warfare is no longer the only threat on the battlefield. Supernatural horrors, resurrected soldiers, and terrifying experimental weapons emerge from the smoke of war.


Broken Logic pushes The Long Road universe into even darker territory while expanding the tactical gameplay and narrative immersion fans have come to love.

Games Made by Gamers, For Gamers

Flying Pig Games remains committed to making bold, immersive tabletop experiences with huge personality, memorable stories, gorgeous production values, and highly interactive gameplay.


Whether you love historical conflict simulations, fantasy battles, tactical warfare, horror, or science fiction, the future at Flying Pig Games has never looked bigger.

The Pig is charging ahead — and we’re glad you’re with us.

 


  Modern Tactics: Afghanistan by Vuca Simulations  Vuca Simulations started not too long ago at all. At first, it seemed like a small meteor...

Modern Tactics: Afghanistan by Vuca Simulations Modern Tactics: Afghanistan by Vuca Simulations

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




 Modern Tactics: Afghanistan


by


Vuca Simulations






 Vuca Simulations started not too long ago at all. At first, it seemed like a small meteor in the lower night sky. Then it turned into a supernova in the center of the sky. It has turned itself into a wargaming powerhouse during that time. Of course, if your senses had been attuned correctly you would have expected it. Even their first game was exceedingly well crafted and a pleasure to play. Since then, the gameplay and graphics and design seem to have gotten better with every release. 


 This game was designed by Shayne Logan, who already has a good number of excellent games under his belt. I assume that insurgency wars are as hard to design for a wargame as they are for a country to win. Most have proven totally unwinnable for the nation that is trying to pacify an entire populace. The Romans finally learned how to deal with it better than any other empire or country. They would simply move the, or most of, rebelling population somewhere else. The insurgency wars of the last few hundred years are usually between a much greater military power and a home-grown movement. That is why they are probably harder to design than normal wars. The greater military power can simply stomp like an elephant onto the insurgents due to their overwhelming power. However, the insurgents are like a will o' wisp or ball lightning. They are always present but almost impossible to catch. So, the greater power cannot bring its might to bear. Let's take a look at the game and see how well Mr. Logan has done.


Back of the Box from Vuca Simulations



 This is what Vuca Simulations has to say about the game:


"Dust kicks off an unpaved road, echoes bounce inside walled compounds, and one radio call can change the plan. Modern Tactics: Afghanistan drops you into platoon-level firefights from 2006–2009, where coalition patrols trade impulses with a nimble insurgency across villages, vineyards, and wadis. Every activation is a hard choice—move, fire, breach, rally, call support—while civilians, contacts, and rules of engagement keep the battlefield tense.


What it feels like

Snap decisions, constant pressure: Alternating impulse play captures the push-and-pull of real operations.

Asymmetric warfare done right: Coalition (Canadian, U.S., ANA, SOF) faces Insurgent forces with Fanatics, Recruits, Bombers, Snipers, IEDs, and hidden contacts.

Terrain that tells a story: Walled and multi-hex compounds, high and low walls, irrigation ditches, grape fields, rough ground, and wadis shape LOS, cover, and movement.

Civilians and ROE matter: Unknown contacts, civilian presence, and collateral risk influence your tempo as much as raw firepower.

Combined arms, cleanly integrated: LAV III, Bison, RG-31, Leopard 2, and air support (including Apache gunship) join infantry, engineers, mortars, and AT weapons.


Highlights

Twenty scenarios spanning quick raids, relief missions, and set-piece assaults—e.g., Barton’s Holdouts, Open Market, Operation Medusa, High Value Target, Snake Pit, Outside the Wire, Strongpoint, and more.

Play the compounds right: Edge-hex firing arcs, interior LOS, and wall bonuses reward careful positioning and breaching.

Air & artillery windows: Timed off-board fire missions and gunship arrivals open corridors—or close them.

Risk vs. momentum: Smoke, interdiction, suppression, and morale create openings…but overreach gets punished fast.


What’s in the box

Scenario & theater playbook (Afghanistan) • Core rules (v1.0) • Geomorphic tactical maps • Coalition and Insurgent counters (infantry, leaders, weapon teams, vehicles, markers) • Player aids and reference tables.

Scale: ~50 m per hex; each turn ≈ a few minutes

System: Hex-and-counter, alternating impulses; leadership, morale, suppression, breaching, vehicles, OBA/air

Players: 1–2 (team play possible)

Playtime: 60–120 minutes per scenario (varies by scenario size)

Designer: Shayne Logan"


 

 The game components are what we have come to expect from Vuca Simulations. The maps are naturally a depiction of the terrain that most battles in Afghanistan were fought. So, they are completely correct and look spot on. That being said, it is a pretty drab and inhospitable looking place. The maps are a little stranger than most. There is an eight-piece fold out one which is pretty much standard in size. Then there is a two-piece fold out one that is longer on one side and shorter on the other compared to the pieces of the other map. All of the map pieces are double-sided for as much differing terrain as possible that you would want in a game.  





The Maps certainly do not give you a Garden of Eden feel.


 There are two three-piece fold out Players Aids. These are made of card stock but are more flexible than others I have seen. They are also laminated and in full color. The lamination was definitely an excellent choice on Vuca Simulations part. It will help them hold up for the game to have a long-life span. They are double-sided with the inside three being the different CRTs. The outside three are a Players Aid, with the Turn Sequence, Other Combat, and a Terrain Chart that is in spreadsheet form without any images of the terrain in question (do not worry there is another one that does have images). 





Some pages from the Players' Aid fold out.


 Next up are two single-sided card stock, also laminated, Track Displays. These track Victory Points, Enemy Casualty Points, Impulse Points, and Impulse Point Modifiers. The last one is called the Scenario Display, and it has the Turn Track and the Terrain Key on it. This is the one has the images of all the terrain on it with all the pertinent information for each type listed to the right side of the image. It is made just like the other Aids but rectangular and is slightly longer than the other pages.


 There are five decks of cards. Four of them, USA, Insurgent, Canadian, ANA (Afghan Army), are used to show all the information of each different types of units on both sides. The fifth deck is the Luck deck. This, naturally, represents the 'friction' of war as Moltke described it. The cards are a little bit smaller than a regular deck but also seem to be laminated. They have nice large writing, and the pictures of the different units and pieces of equipment are certainly what you would expect in a Vuca Simulations game.



Luck Cards




U.S. and Insurgent Unit Cards


 Then we come to the five countersheets. The countersheets are split about 60/40 between each side's units and playing markers. The troop counters are 3/4" and the vehicle ones are 7/8". They also come pre-rounded for those of us who care about that. The artwork on them is nicely done without unnecessary gaudiness. The information on them is quite large but you also have it on the unit card decks.



Insurgents and other counters


Canadian and more Insurgent counters


U.S. and ANA counters


 The Rulebook and Playbook are also pretty much standard Vuca Simulations fare. Thet are both in full color and also seem to be slightly laminated. Not enough to give you horrific glare but certainly much more substantial than a magazine. The Rulebook is 48 pages long and is in double columns. However, the printing is nice and large, and it is filled with play examples. So, do not be daunted by the 48 pages. It also comes with an Appendix which is really just a very handy set of "common combats in flow chart form". This is an excellent player aid to keep at hand. The Playbook is 26 pages long and is set up the same way as the Rulebook. The first five pages are some designer notes and a little bit of history. The rest is taken up by the setup and rules for the 20 scenarios it comes with.


 The game box is filled up with all of the wonderful things that we have come to expect from Vuca Simulations. All wargames are pricier now than ever before. However, with Vuca Simulations games you definitely get your money's worth. 



Turn Track and Terrain Key



 With modern day simulation games, or even ones going back to a World War 3 in the 1970s or 80s, you can go one of two ways with the games. Most designers go for the kitchen sink approach to the modern battlefield and try to design a game that is full of micromanagement and flashy details on weapons systems. There is nothing wrong with this approach and it is also seen in other periods of war simulations. Sometimes, I love to get mired with minutiae. Other times, I am looking for a game that has some depth but is quicker to learn and you can get up and playing faster. This game was designed with the latter in mind. Do not get me wrong, it does have plenty of depth. However, you are not making die rolls to see where each bullet fired by your soldiers land. Mr. Logan has made a name for himself by designing all of the Old School Tactical, based in World War II, wargames. If you are conversant with those games, this new Modern War series will be very easy to learn. Sometimes an 'easier' game is decried by grognards as not being as good as a wargame with a 100-page rulebook and needing to phone a friend for help deciphering them. Please try and remember the gameplay is the thing. 


 This game is definitely based in the actuality of modern war. If you try to play it like the Eastern Front in World War II you will get your hand slapped, or lose victory points, because of it. Yes, the insurgent forces are more brittle. However, you cannot just sit in your helicopters and fire away, although that is very helpful. You as the USA and Cannada and its Afghan Allies will have to put boots on the ground. The bloody infantry are the deciders of war on the ground since time immemorial. This is a game about small unit engagements. Even the units with huge armies and supplies behind them only have a finite number of things. Those troops are also put in some of the most inhospitable and remote areas of combat. They are also faced with a homegrown enemy that has a lot going for it before the action even starts. If you expect to just steamroll your way through these villages etc. you have another thing coming. Likewise, the insurgents have to be completely aware of the modern armaments and mechanized units their enemies have, and their training. The Luck Cards can have a great effect on your plans for your units, especially if the Breakdown Card rears its ugly head. Your opponent gets to remove an enemy support weapon or flip a Weapons Team to its Team side, thereby becoming just infantry.


 The coalition forces should try and keep their helicopters and armored vehicles out of harm's way. The helicopters are worth three victory points, and the armored vehicles are worth two, this is the same as a full squad. The insurgents have RPGs, a heavy machine gun unit at times, and a good number of light machine guns at their disposal. Naturally not in every scenario, but they can be there. The 'bomber' units of the insurgents are one of their most dangerous weapons. If possible, the Coalition forces should target them, and any heavy weapons, that the insurgents have early in each scenario. Then we come to the insidious IEDs. These are hidden until sniffed out by Coalition forces or by the blast that your units will suffer from them. The addition of civilians running amok during these firefights is another thing that the Coalition forces have to be aware of (these are also worth two points to the insurgents). The Rulebook also has some rules for tank-to-tank engagement but there is no chance in this game. This is just because they are Core Rules for the gaming system.


 The game uses Impulse Points and an Initiative Phase. The scenarios go by fast and furious and you can easily get lost in the gameplay. The Luck Cards can, and will, change how a scenario is playing out. Lady Luck is equally distributed between the forces. This is a game for playing and not cross-referencing rules and yet it still gives a good approximation of the realities of the combat. It is a cat and mouse game played out with newer weaponry. Of course, drones are nowhere near as effective or muti-purpose as they are now. These battles took place roughly 20 years ago.


 Thank you Vuca Simulations for letting me review another of your excellent games. A big thank you also to Mr. Logan for designing another great game system for me to get obsessed about. 



Robert Peterson

Modern Tactics: Afghanistan

Vuca Simulations






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