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  Battle Commander: Napoleon's Italian Campaigns by Sound of Drums  One of the greatest perks or extra pleasures of playing wargames is ...

Battle Commander: Napoleon's Italian Campaigns by Sound of Drums Battle Commander: Napoleon's Italian Campaigns by Sound of Drums

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




 Battle Commander: Napoleon's Italian Campaigns


by


Sound of Drums





 One of the greatest perks or extra pleasures of playing wargames is the learning that is involved. I am not talking about game rules. I am talking about learning about other periods of history. While I can quote you verse and chapter about Napoleon's campaigns after 1808, I know very little about the early campaigns or the Spanish Ulcer. Oh, I know the general history but not the nuts and bolts of those campaigns. So, my first thought when I saw this title on my table was, I am going to have to do some deep diving. You cannot judge how a wargame represents a certain period of time without knowing anything about that period. Questions such as, Did the Austrians really have a chance? Was Napoleon really just leading a ragtag army that had very little chance of victory? How close in some of the battles did the Austrians come to winning, except of course for Marengo. To me, only after you have delved into the actual history of the campaigns can you get a feel for how well a game represents it, if at all. Some wargames are more of a sandbox than a representation of history and that is quite alright. It is the games that supposedly come close to being a simulation where they should be more harshly judged on reality. So, let us open the box and see what Sound of Drums and Mr. Paradis have in store for us. This is what Sound of Drums has to say about the game and the series:


Ew Gross, tokens it's a Eurogame!!!


"Battle Commander recreates historical 18th-19th century battles. It features a fresh framework focused on providing two key aspects: command decision and maximum playability. In Volume I, you act as Army Commander in a series of six dramatic Battles fought during Napoleon’s two Italian campaigns. Volume II will cover engagements of the Second and Third Coalitions, including Austerlitz and the Battle of the Pyramids.

In Battle Commander, you struggle against the chaos of battle, making meaningful high-level decisions, not micro-managing your troops: that’s your colonels’ job! Good card play is paramount for Battle success but make no mistake: this is not a card-driven, but a card enhanced game.

Cube-pull activation is used to manage game phases (movement, combat, rally, card draws etc.), and cards for the interactive combat system and events, allowing for a myriad of possibilities and solitaire-friendly gaming. No dice, no complex odds counting, no markers, no play downtimes, no sure thing!

A persona card represents each Commander, his specific abilities and your Army’s resources; the all-important Subordinate Leaders are integrated in an innovative multi-role card system. Morale and troop skill are a core mechanic: demoralizing the enemy goes a long way towards winning the fight, with Armies slowly degrading in performance, until the breaking point! Casualties are managed effortlessly, and a correct “Battlefield Look” maintained at all times.

With a game piece count similar to chess, you’ll be able to assess your going in one quick “coup d’oeuil”. Be ready for an exciting battle simulation that’ll allow you to refight Napoleon’s greatest triumphs, and failures. Action is quick and non-stop, rewarding planning, risk-taking, and initiative.


I seem to remember this person.


In Battle Commander you are in command, you make the critical decisions, you play history!

What makes Battle Commander a unique and exciting wargaming experience?

Immersive Historical Setting: The game is set during the early Napoleonic Wars, a period of great upheaval and change in Europe. You can command the armies of Napoleon himself, barely 26 years of age at the time, or lead the forces of his many enemies. The gorgeous deluxe game components, including painted wood blocks, pictured event cards, and a new map-grid system, fully immerses you in a series exciting of 19th-century military confrontations.

Engaging Gameplay: Battle Commander uses a cube-pull activation system that keeps the game moving quickly and creates unpredictable situations. You’ll need to make tough decisions on the fly, just like a real Napoleonic general. The game also features event cards that can swing the tide of battle, adding an element of surprise and excitement.

Streamlined Mechanics: While the game is historically detailed, the mechanics are streamlined and easy to learn. This allows you to focus on the strategic and tactical challenges of Napoleonic warfare, without getting bogged down in complex rules.

Emphasis on Command: Battle Commander puts you in the role of a Napoleonic commander, making critical decisions about troop deployment, movement, and combat. You’ll need to manage your resources carefully, maintain the morale of your troops, and exploit your enemy’s weaknesses to achieve victory.

Varied Scenarios: The game includes a variety of scenarios based on historical battles. You can play as the French or their opponents, experiencing the challenges of both sides. Optional rules allow you to customize the game to your liking, adding new challenges and historical flavor.

High Replayability: With multiple scenarios, optional rules, and the unpredictable nature of the cube-pull system, Battle Commander offers high replayability. No two games will be exactly alike!


Yes, you get two different Nappy cards.


Who is Battle Commander for?

Wargame Enthusiasts: Battle Commander is perfect for wargamers looking for a new and engaging experience.

History Buffs: If you’re fascinated by the Napoleonic era, Battle Commander is a great way to learn about the tactics and strategies of the time.

Casual Gamers: The simple no-nonsense lively wargame mechanics and short scenarios cater to people new to this fascinating genre of games.

Solitaire Players: The game’s design makes it easy to play solo, thanks to the cube-pull activation system and a set of solitaire card-play guidelines.

What does Battle Commander offer?

A fresh, engaging, and historically accurate wargaming experience.

A chance to step into the shoes of a Napoleonic commander and experience the thrill of battle.

Hours of fun and challenging gameplay."


The other cards in all their glory.


Game Components

3 x Double-sided 22”x17” mounted game maps

105 x Wooden cubes & markers

100 x Customized silk printed wooden blocks*

100 x Event / Leader / Commander cards

2 x Army Management mats

2 x Player aid sheets

1 x Rulebook

1 x Playbook




 It may seem like I have let Sound of Drums prattle on where I should be the one typing. However, this is no different than someone doing an unboxing video and relaying all of the box's information to you by voice. 


 This game is most definitely a cross between a wargame and a Eurogame. There is nothing wrong with that and the ones that I have played have definitely visually livened up the wargaming tables. The one thing I have noticed about Sound of Drums games is the heft of each game. Uwe must have a feeling that a wargame is not complete unless you can use the box for curls (unless it is their Assault games series, those you can use to bench press). The boards are on the smaller size at 22"x17", but they are mounted. The first thing that you will notice about the boards is there are no hexes or areas as we have come to know them. They are covered with large squares. However, the squares are not aligned as on a chessboard. They are staggered from one row to the next. So, perhaps they come closer to maps that have very large hexes in their design. Just like any other game board or map that I have seen from Sound of Drums they are beauties in their own way. There are six battles with this first volume, so there are three double-sided maps. 


 It is hard to decide which piece of the game we should describe first. So, I guess we will start with the Rulebook. It is 40 pages long with a complete Index on the back page. Do not be too quick to judge by the number of pages. The size of the type and the incredibly numerous illustrations make the Rulebook longer than it would normally be. This is another gift from game companies to the denizens of Shady Acres Grognard Home. The Playbook is longer at 51 pages. Both it and the Rulebook are in a magazine style. However, the illustrations are even larger than in the Rulebook and some of them take up a full page. As usual, you get the setup for the six different scenarios. This is also what you get in the Playbook:


Game Component Manifest (this is exceedingly helpful)

Full Example of Play (eight pages long)

More Combat Examples (seven pages long)

Player Notes

Historical Notes

Designer Notes

Game Credits (with playtesters listed, always a nice touch)


 Next, we have the Player Aid sheet. This is a large fold out one that is actually six pages in total. It is as colorful and large as the two books. The absence of a normal CRT is because this game has no dice. Then there are two small Army Management Mats. These are actually in 3d and have different compartments for the game tokens. Then we go the game cards. The first thing I notice about the card packs is something that takes me back to my irresolute youth. They come with the little tab and lines for opening that cigarettes used to come with (for all I know they still do, it has been 41 years). The cards seem the normal size, but they do seem a little sturdier than most. The Leader Cards have the appropriate small picture of the leader on them. Most Leader Cards are double-sided. The French, Coalition, and Shared Cards have pictures depicting an actual event during the Napoleonic Wars.


These are just the troop tokens.


 Finally, we have the tokens. There is not one counter in the entire box. This is not a knock on the game. It is just strange to me because even games that use tokens usually have at least a few actual counters. The Tokens come in two distinct types. The first would be the ones depicting both sides' troops. The rest are either gameplay tokens or ones to use with the troop tokens to depict formation etc. All of the tokens are colorful and are cut correctly. There are no flanges hanging off or chipped tokens.


 So, there you have it. Sound of Drums has lived up to its aesthetic level of wargaming once again. We have seen what it all looks like but how does it play? This is not that easy of a question to answer.


 Carl Paradis (designer) and Sound of Drums took a bit of a gamble on this new series of games. First of all, they picked some of the earliest of Napoleon's battles to simulate. Most game companies start with the usual battles of the 1st Empire. Secondly, the game components look like they should belong to a much more beer & pretzels like game. The game is enough of a simulation to attract the grognard. However, grognards are typically hidebound and not attracted to new things. They, me included, are usually hex, dice, and CRT or nothing players. On the other hand, the way the game looks might attract the said beer & pretzel crowd, much to their chagrin. This is a game that you should on no account judge by its cover. It is a rich, deep, and thinking cap required simulation. The ability to solo play is a definite plus in this day and age.


 The game includes rules for these:


Infantry Square and Line

Fire Combat

Assault

Infantry - Elite, Veteran, Trained, Conscript, Militia Units

Cavalry Grand Charge and Steady

Horse Artillery and Foot Artillery

Grand Battery

Reserves

Garrisons

Headquarters

Rally

Morale

Reaction

 This is just a small list of what was included to simulate Napoleonic warfare.


My pathetic picture of part of the Battle of Arcole


 Morale is one of the core parts of the game. Just as in reality troops will lose the will to stay and fight quicker than actual casualties pile up. You, and your opponent, will also have the ability to rally their unsteady troops. All movement and combat is based upon the large six squared 'hex' around each unit. Each side starts out, or hopes to, with activation cubes, which are the currency of almost all parts of the game. Your ability to hoard them and then to use them at the appropriate moment is one of the core ideas behind the game design. As in Chess, the player must think turns ahead. If you are used to grognard wargaming then I do agree with Sound of Drums that it is an easy game to learn. 


 The cards put another level of gameplay on the table. They can put the proverbial 'wrench in the works'. Your well-developed plan that would take three turns to come to fruition is now, on the second turn, turned into a nightmare of your own making. Of course, on the other hand the card gods might be extremely helpful. However, do remember that this game and its winning and losing is entirely in your hands. You will be handed lemons and some plums, but it is up to you in the end. Your plans and reactions to the other players' plans are what is going to make you lose or win. The Austrian side of most of the battles is the one that requires the most gray matter, at least in my playthroughs. The French side becomes more able to deal with the friction of war as the battles go by in time. The optional rules can help balance between players level of skill.


The two Army Management Mats


 To be totally honest and fair, I did not really look at the game until it thudded down on my porch. My delight quickly turned to a little bit of chagrin because of its looks. Unfortunately, because of almost going straight from the womb to a love of history and a very early purchase of Tactics II, I am still not used to Euro style wargames. I see them and my lizard brain sees a game of RISK. I am very glad that I was completely wrong about this game. It is much deeper than I ever imagined but is not hampered by a set of rules that looks like an old phonebook and necessitates constant indexing and reading. Not that I do not like those games. I most certainly do. However, this is one of those games that make you realize that hexes and counters are not the end all and be all.  


 I am totally sold on the game and the series. The rules, along with the optional ones, play out more like a simulation than the game's slight resemblance to Stratego does. Looking at it from a historical point of view you would think that the Austrians are behind the eight ball right from the beginning. However, the card play and sheer 'friction' of battle mean that the games could play out with both sides having a chance at victory. The victory conditions also make it easier in that respect.


 Thank you, Sound of Drums, for allowing me to review this extremely interesting and dare I say fun (shudder) game. By the way, Expansion I for the game has been released and I will have something to say about that in short order.



Robert Peterson

Sound of Drums

Battle Commander: Napoleon's Italian Campaigns






 

A fresh, engaging, and historically accurate wargaming experience.

A chance to step into the shoes of a Napoleonic commander and experience the thrill of battle.

Hours of fun and challenging gameplay.

  Charles XII Warrior King by Karwansaray Publishers Edited By: John B. Hattendorf, Ã…sa Karlson, Margriet Lacy -Bruijn, Augustus J, VeenenDa...

Charles XII Warrior King by Karwansaray Publishers Charles XII Warrior King by Karwansaray Publishers

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





 Charles XII Warrior King


by


Karwansaray Publishers


Edited By:


John B. Hattendorf, Ã…sa Karlson,

Margriet Lacy -Bruijn, Augustus J, VeenenDaal, Jr,

and Rolof van Hövell tot Westerflier






 I have read thousands of books in my 60+ years of reading. This one is different in several meaningful ways to the books I am normally drawn to. In the first place, it's the first book I actually own that comes with a tassel to keep your place. I assumed that it would have a much fancier name, but I have been unable to find one. The second strange thing for me is its sheer size. It is really even larger than a coffee table book. I am never drawn to them because usually they are long on pictures and as deep as a kiddie pool. The third way this book is different than my usual fare is its composition. My favorite history/biography books almost always steer to the drier side of writing. The 'this happened and then the next thing happened' type of book, with just enough fluff or personal recollection so that the reader does not get lost in the weeds. This book is written in a completely different manner. It comes with a rather short straight biography of Charles XII in the beginning. However, to really get the full panoply of the man you need to read all of the book. I have probably read every written word about the man (yes, he is one of my heroes), but this book has literally tons of information about him that I have never seen before. It not only gives you his complete story but also shows you the world that he existed in. No man lives or dies in a vacuum. He is shaped and molded by the events, lives, and incidents that surround him. To show you what I mean let us take a look at the different chapters:


The Great Northern War (1700-21) and the Integration of the European States System (Hamish Scott, The United Kingdom)

Charles XII: A biographical sketch (Ã…sa Karlsson, Sweden)

Charles XII as a Protagonist in International Perspective: An Overview (John B. Hattendorf, United States of America)

Swedish Grand Strategy and Foreign Policy, 1697-1721 (Gunnar Ã…selius, Sweden)

Charles XII’s Armies in the Field (Christer Kuvaja, Finland)

Swedish Naval Power and Naval Operations, 1697-1721 (Lars Ericson Wolke, Sweden)

The Absent King and Swedes at Home (Marie Lennersand, Sweden)

The Impact of the Great Northern War on Trade Relations with the Baltic (Werner Scheltjens, Germany)

British Policy towards Sweden, Charles XII, and the Great Northern War, 1697-1723 (John B. Hattendorf, United States of America)

How to Handle a Warrior King: The States General and Its Policies in Regard to Charles XII of Sweden (Augustus J. Veenendaal, Jr., the Netherlands)

The French View of Charles XII: The King, the Soldier, the Man (Eric Schnakenbourg, France)

‘The Mad Swede’: The Habsburg Monarchy and Charles XII (Michael Hochedlinger, Austria)

Charles XII at the Centre of Swedish-Ottoman Diplomacy (Bülent Ari and Alptuğ Güney, Turkey)

Warmonger or Benefactor? Charles XII and the Kingdom of Denmark-Norway (Knud J.V. Jespersen, Denmark)

A Polish View of Charles XII and the Great Northern War (Gabriela Majewska, Poland)

Russian Views of Charles XII (Pavel A. Krotov, Russian Federation)

Brandenburg-Prussia and the Northern German States (Linda S. Frey and Marsha L. Frey, United States of America)

Charles XII: A King of Many Faces (Inga Lena Ångström Grandien, Sweden)

A Literary Charles XII (Nils Ekedahl, Sweden)


 As you can see by the number of chapters, this is a large book that comes in at about 450 pages. The publisher has spared no expense to make an absolutely beautiful book. Normally I am only impressed by the writer's content and not by the packaging, but this book is definitely the exception. This does mean that the price tag for the book is a lot higher than normal. However, in this case because of the contents and the physical presentation it is well worth it. 


 This book is part of Karwansaray Publishers 'Protagonists of History in International Perspective' series of books. As of now there are five books in the series. This one, and then ones on Christian IV of Denmark, Duke of Alba, Duke of Marlborough, and the Dutch Admiral De Ruyter. 


 Normally I do not use the publisher's writing about their book for obvious reasons. In this case I will make an exception because they say it so much better than I could:


"For centuries, Charles XII has mainly been seen in the context of Sweden’s national experience, yet his activities stretched across the European continent from Russia and Denmark to Germany, Austria, Poland, Ukraine, and the Ottoman Empire. Even the Dutch Republic, Britain, and France became involved diplomatically and economically.


In this volume, 20 scholars from 12 different countries contribute to creating a broader perspective on Charles XII and the Great Northern War in European history. The contributors to this volume expand the scope of international research on Charles XII and his time by examining not only his victories and defeats but the king’s impact in other areas as well."


 So, if you have any interest at all in this great man or the times he lived in, this book is a needed addition to your library. Thank you so much Casemate Publishers for allowing me to review the book. I would also like to thank Karwansaray Publishers for printing this absolutely wonderful edition.



Robert Peterson

Book - Charles XII Warrior King

Publisher - Karwansaray Publishers

Distributor - Casemate Publishers


  Sound of Drums new games on Gamefound and other information  This is a post from Sound of Drums about shipping and new game information: ...

Sound of Drums new games on Gamefound and other information Sound of Drums new games on Gamefound and other information

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




 Sound of Drums new games on Gamefound and other information







 This is a post from Sound of Drums about shipping and new game information:


"Dear gamers,

Thank you for your continued interest in the games of “Sound of Drums,” your kindness, and your support.

I hope this message finds you well during this unusual summer. For me, this summer was very unusual and exciting because I spent just under 5 weeks in the U.S. to attend the Consimworld Expo and the WBC. It was very exciting, and I met countless players from the U.S. at these two conventions whom I had previously only known via email. It was a great pleasure to meet so many of you in person and say “hello.” I was especially delighted by the many games of Neither King Nor God LTD Edition and Mare Nostrum that were played.






While we spent the summer tracking the progress of the shipments of containers containing Battles of Napoleon Vol. 2: Quatre Bras / Wartenburg 1813, Brandywine 1777 from our friends at Les3Zouaves, and Model’s Counterattack 2nd ed. from DiSSimula to the various “hubs,” we weren’t idle and used the time to present our new projects at conventions, among other things:


- Battles of The American Civil War, Vol. 1 Bull Run 1861

Gamefound Bull Run 1861


- Iron Cross, Vol. 1 Army Group North 1941

Gamefound Irom Cross Vol. 1


- Neither King Nor God (Epic Edition)

Gamefound Neither King Nor God


- Assault – Red Horizon 1941 (currently on Gamefound)

Gamefound Assault Red Horizon 41 revised edition


- Battles of Napoleon, Vol. 3: Aspern-Essling 1809

Gamefound Battles of Napoleon Vol 3: Aspern-Essling-1809




That’s why we have several so-called “landing pages” for future projects—we want to use the GF platform as efficiently as possible to keep you up to date, in case you don’t use the other platforms we typically operate on.

There is only a very rough timeline for these projects, with no specific timeframes, since the games are at different stages of design and development.

The games The Great Escape and Operation Valkyrie are much closer to be ready for preorder / crowdfunding.


Gamefound The Great Escape

Gamefound Operation Valkyrie


The order of the upcoming releases is very likely to be The Great Escape, Battles of Napoleon, Vol. 3: Aspern-Essling 1809 and Operation Valkyrie.

Carl Paradis is currently working on Vol. 2 of Battle Commander (and I hope he has finished his part of the work before the ski season starts :-).




Logistics has become a truly complicated challenge. We ship from the printer to 7 different hubs worldwide. I’m asked for updates every now and then, and it might seem like I don’t feel like providing them. The truth is more complex: I’m often waiting for reliable information myself. An ETA is always very tentative at this point, and I’ve stopped asking our brokers for updates every single day, because that doesn’t make the ship go any faster and it doesn’t prioritize customs clearance at the port. The brokers want to settle the paperwork quickly, and we want to get the goods as soon as possible so we can start fulfillment. I hope we’re not upsetting anyone—believe me, I’m not happy about the current transit times either.

Next week, the Italian version of BATTLE COMMANDER will finally be in stock and we can fulfill. Unfortunately, our Italian "partner" BlacKnight Edizione disappeared somewhere, and we will take care of fulfillment ourselves.


On behalf of the Sound of Drums team, I thank you for your support and patience, and wish you and your beloved all the best, a great summer, peace, health and harmony!

Uwe and the Sound of Drums Team"









 

 Lee's War: The War in Virginia 1861 - 1865 by Worthington Publishing  This game has seven days left on KickStarter. Below is what Worth...

Lee's War: The War in Virginia 1861 - 1865 by Worthington Publishing Lee's War: The War in Virginia 1861 - 1865 by Worthington Publishing

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




 Lee's War: The War in Virginia 1861 - 1865


by


Worthington Publishing







 This game has seven days left on KickStarter. Below is what Worthington Publishing has to say about the game:


"Lee’s War: Command the War in Virginia

Lee’s War is a strategic-level game covering the American Civil War in Virginia from 1861 to 1865. Players command the Union and Confederate forces, maneuver armies across Virginia, Maryland, and Pennsylvania; engage the enemy in battle, and fight for control of key cities and rail lines.


The two national capitals stood less than 100 miles apart, making Virginia the war’s most politically and strategically important battleground. Its varied geography created several distinct theaters of operation. Armies fought through the mountains and valleys of the Shenandoah, across the rolling and wooded terrain of Northern Virginia, and throughout the Tidewater region in the east.


As President Lincoln and President Davis discovered, having troops in the field was not enough. Victory depended on the commanders entrusted with leading them.




Leaders Shape the Campaign

Leadership is at the heart of Lee’s War. The game includes more than 25 Union leaders and more than 15 Confederate leaders, representing commanders at the division, corps, and army levels.  


Each leader is rated for initiative, command ability, and combat leadership. These ratings affect how effectively your forces maneuver and fight. Players must contend with the same differences in ability, temperament, influence, and ambition that challenged both governments during the war.


Can you succeed with the commanders available to you? Can you avoid their historical mistakes, exploit their strengths, and achieve a better result than Lincoln or Davis?




Fight for Military and Strategic Victory

The destruction of the opposing forces is the primary objective in Lee’s War. Control of important cities and rail lines also contributes to victory.


Although the game does not directly simulate national politics, the political consequences of the war are incorporated into its victory conditions. The longer the Confederacy prolongs the conflict, and the more casualties it inflicts on the Union, the greater the possibility that Lincoln will lose the 1864 presidential election. A peace candidate, most likely George B. McClellan, might then bring the war to an end and leave the Confederacy independent.


This gives the two sides different strategic pressures. The Union must defeat Confederate forces and secure key objectives before Northern support for the war collapses. The Confederacy must preserve its armies, inflict losses, defend vital territory, and keep the struggle alive.


The game shows the war at the big picture level, while battles are the ultimate door to victory - it is the maneuvers that are the keys to the unlock the door.  Each strength point equals roughly a brigade of 2,500 infantry and artillery.  Each hex is 5 miles from side to side. Each turn equals roughly a week.


There are rules for army and cavalry reaction, rail movement, Union naval movement, the destruction of rail and supply depots, leader casualties, entrenchments, weather, and we've kept it to 12 pages. (So far!)


 Worthington Publishing has always released great wargames that are easy to learn and short on the rulebook.


Worthington Publishing 

  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

hpssims.com