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  Aces & Armor by PKB Games  PKB Games is a new smaller company that has already made a big name for itself with their first KS game Tre...

Aces & Armor by PKB Games Aces & Armor by PKB Games

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




 Aces & Armor


by


PKB Games





 PKB Games is a new smaller company that has already made a big name for itself with their first KS game Trench Club, now Trench Club Legacy. Wargames with miniatures, real wargames, and not the simpler more children friendly versions of the 1960s, have become more and more popular. Even on the digital side of wargaming, 3D miniatures have been used for quite a while. So, has this merger between a more artistic approach and simulation type rules been a success? In the games that I have played it has been an undeniable yes. Let us see how this new KS from PKB Games measures up. Here is what they say about their company:


"We are a small board game publishing company. Our games started with games we wanted to play ourselves but didn’t exist yet. So, we were our first customer ourselves. I hope you share the excitement, and we wish you hours of fun with our games!"




 There has been a move in recent years to add minis and colorful maps to some wargames. To the grognard, it is easy to dismiss them as just Axis & Allies clones. In this you would be sadly mistaken. Many of these games that mix Euro games and normal wargames together are deep and give the wargamer a great experience. 




 As you can see, the game map and game pieces and player aids are extremely well made. They are colorful but large and very easy to read.



 Here you can see how meticulous the detail is in the miniatures. They are also paintable if you so choose.




 The miniatures sit on bases that have two columns built on them. These columns are used to keep track of the units' status elite, veteran, etc. and also the damage that any unit has.




  The units that the game gives you to play with are:

Infantry

Mobile Infantry

Mechanized Infantry

Militia

Cavalry

Tiger

Panther

T-34

Sherman

Pak 40

8.8 Flak

Katyusha

Howitzer

ME 262

Ju 87 Stuka

BF 109

Ju 88

IL-2 Sturmovik

Yak-9

P-51

B-17

 The game can be played by one to four players. This game follows the trend of giving the player a full solitaire experience right out of the box, instead of having to play both sides or wait for someone to create some solo rules for the game.


These are two painted minis. You can also see the detail in the railroad bridge.


 The game comes with three scenarios. However, the main crux of the game is its skirmish mode. This allows each player to choose the units that he wants to play with in the game. There are also factories to take away damage from units and to build new units. Victory is achieved through the capture of enemy factories. Because I prefer to play solo when I can, I was very happy to see the built in solo rules. I found the solo rules and play to be just fine. The game is made to be played fast and furious (the rules even suggest to time player moves to five minutes). It is not a game that you will leave up on your table looking at all of the different strategies you can try out before making your move. This is not a beer & pretzels game, but it certainly isn't Squad Leader either. Still, I had an enjoyable time playing it. The game is also completely finished. This cannot be said of all Kickstarter games by any means.

 Thank you PKB games for allowing me to kick the tires on your newest game. If you get the chance, also look at their Trench Club Legacy game.

Robert



Aces & Armor Kickstarter - Aces & Armor by PKB Games — Kickstarter 






  Great to bring you the latest announcement from  Form Square Games MAIDA 1806 Gamefound Launch   "The date has been set for the...

Latest news Latest news

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

 

Great to bring you the latest announcement from 

Form Square Games


MAIDA 1806


Gamefound Launch




 

"The date has been set for the official launch of the crowdfunding campaign for Maida 1806. The campaign will go live at 18.00hrs GMT on Tuesday 30th July 2024. The game will include the mounted map, two commander charts, hard mounted event clock and combat table, four sheets of punchboards and a full colour rule book plus eight dice and ten wooden pawns, all for an amazing £59, reduced from its normal price of £72. Follow the campaign on Gamefound before the launch date to be notified of it going live.

We are so excited to bring this second game in the Limits of Glory series to everyone who has been waiting. Thank you for your previous and future support."

 

  By Iron and Blood The Battle of Königgrätz July 3, 1866 by Blue Panther LLC  Bismarck is the prime minister for Prussia underneath King Wi...

By Iron and Blood: The Battle of Königgrätz July 3, 1866 (2nd Edition) by Blue Panther LLC By Iron and Blood: The Battle of Königgrätz July 3, 1866 (2nd Edition) by Blue Panther LLC

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




 By Iron and Blood


The Battle of Königgrätz July 3, 1866


by


Blue Panther LLC





 Bismarck is the prime minister for Prussia underneath King Wilhelm I. Bismarck had intended to kick Austria out of Germany by hook or by crook so that Prussia would become the most powerful German state. He also had a much larger plan, which was to create a unified Germany for the first time ever. For almost the last 1000 years Germany was just some lines drawn on a map and called the Holy Roman Empire until Napoleon came along. It was just a conglomerate of many small and a few large states. Now was the time that Austria and Prussia were going to duke it out to see who was to control the future of Germany. All Bismarck wanted was an excuse to put them both at war. After the war started there were some battles on the frontiers but now the Austrian Army was gathered together for the final act of the play. Two Prussian armies were bloodhounds on the scent of the prey. The largest battle in Europe until the 20th century was about to take place. Hermann Luttmann and Blue Panther have put you in command of either army. The Prussians have the needle gun against the muzzle loaders of the Austrians. The Austrians have new Krupp cannons against the older guns of the Prussians. So, general, what are your orders?





 This is what comes with the game:


22"x17" inch game map

176 Unit Markers

27 Playing Cards

Two Player Aid Cards

Two Command Tracks

Game Turn and Victory Point Tracks

Rulebook

Two 6-sided dice


PLAYERS: 1-2

TIME TO PLAY: 4 Hours or More

AGES: 13 and up

SOLITAIRE SUITABILITY: 4 out of 10

SOLITAIRE COMPLEXITY: 6 out of 10


Game Design: Hermann Luttmann

Game Development: Fred Manzo and Ryan Heilman

Game and Box Art: llya Kudriashov

Production: Blue Panther LLC


What is in the box



 This is what Blue Panther says about the game:


"By Iron and Blood simulates the climactic engagement of the 1866 Austro-Prussian War, the Battle of Koniggratz (also known as the Battle of Sadowa). Taking place on July 3, 1866, this decisive clash pitted the forces of General Helmuth von Moltke's Prussians against the Austrian armies of Feldzugmeister Ludwig von Benedek.


At stake was the question of whether Prussia or Austria would be the dominant power in central Europe. This battle was the largest clash of arms on the European continent since the Napoleonic Wars (the Battle of Leipzig, 1813), and would not be matched again until 50 years later at the start of the First World War in 1914.


In this innovative game from award-winning designer Hermann Luttmann, the Prussian player will be challenged to match the skill of their historical counterpart by bringing together widely separated forces to engage in a crushing assault on the defending Habsburg army. On the other side, the Austrian player must effectively engage their opponent by defeating the enemy piecemeal before their armies can join together in overwhelming numbers.


With so many choices and variables, players are assured that By Iron and Blood will always offer an engaging and challenging experience. Will the Prussians crush their foes and set the path for the creation of the new German Empire? Or will the Austrians successfully fend off their foes and retain their position of power? Play By Iron and Blood to find out."



The map

 The map may seem like a Plain Jane, but nicely done, war game map. However, the colors and various terrain make it very easy on the eyes. It is very easy to read and there is no question about what terrain each hex is. The counters appear to be laser cut and have a glossy finish to them. Each counter has a small illustration depicting what each unit actually is. The Prussian units are divided into two armies: the 1st and 2nd (the 2nd army is a lighter shade of blue). The Austrian player has both Austrian and Saxon units to command. The Rulebook is 39 pages long. It is in color and is in very large type. There are variant rules that can be added to the game. The Rulebook also includes a write-up about every Event Card in the two decks. It ends with some short Designer Notes. There are actually three decks of cards in the game - the aforementioned Event Cards and then one that decides the Prussian 2nd Army arrival times. The cards are the normal size and thickness for game decks, meaning that you might want to invest in sleeves. They come with an artwork from the battle, or war, on the reverse. These also have large type on them. There are five Player Aids in the box. These are all of card stock and glossy. Four of them, two Austrian and two Prussian, are for the fire and assault tables, these are all one-sided. The fifth one is two-sided and has the Sequence of Play and all the other information you would need on the sheet. There are also three half-page sized sheets. These are for the Turn Record Track/Victory Points and the separate Austrian and Prussian Command Points. The entire ensemble is up to snuff.







 
 This is the Sequence of Play:

Game Turn Marker Phase

Command Points Phase

Event Cards Phase

Initiative Phase

Activation Phase

End Phase

 The separate phases, and their separate actions, above are meat and potatoes to any grognard. 


Prussian Event Card



 As far as the gameplay goes, this is a Hermann Luttmann design, thus making it a no-brainer for any grognard worth his salt. Most of us fans would buy an Ant Farm if it was designed by Mr. Luttmann. That being said, the game is as tense as the battle actually was. The Prussians' 1st Army is meant to hold the Austrians in place while awaiting their 2nd Army on the Austrian right flank. The Austrian Player has better artillery but only smoothbore muskets. The Prussian troops have smoothbore cannons, and their infantry has the needle gun. There are eight Victory Point hexes that give one point per turn and three that give the Prussian Player 5 Victory Points per turn (although these are on the lower and far right of the map, if the Prussian Player gets there the game is inevitably over). The game can be won in sudden death by either side. The Austrian Player is definitely on the defensive and should make good work of his longer artillery range and only close with the Prussian troops when needed to save Victory Points. The Prussian Player has to decide how much of a drubbing his 1st Army will take in trying to wrest Victory Point hexes from the Austrians. If the Austrians have too much of a lead in Victory Points the Prussian 2nd Army arrival may not make up for them. The game ends after 12 turns.

 This is a relatively easy wargame with a small footprint. You should be able to have it on the table to study it for a good long time. That is, if you have a dedicated gaming table. If not, it is short enough to be able to easily play in one sitting. Blue Panther has it listed for four hours of playtime and a complexity of six.

 Thank you, Blue Panther, for allowing me to review this nicely done small package. Please take a look at Blue Panther's other products. My only regret is that the Battle of Königgrätz has never been given a large game as of yet as befits its huge place in the history of Europe. Nothing against this good game; I just wish that the battle had a large-scale simulation about it.

 


Robert

Blue Panther LLC:


By Iron and Blood: The Battle of Königgrätz July 3, 1866:



 Mark H. Walker's '85 Afghanistan: Graveyard of Empires by Flying Pig Games  We are going to do things a little differently this tim...

Mark H. Walker's '85 Afghanistan: Graveyard of Empires by Flying Pig Games Mark H. Walker's '85 Afghanistan: Graveyard of Empires 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 '85 Afghanistan: Graveyard of Empires


by


Flying Pig Games






 We are going to do things a little differently this time around. I am going to make this a three part look at this game. I am also going to start off with something that I have never done, which is an unboxing for the first part. The second part will be a look at the actual game play and the third will be a look at Alone in the Mountains: '85 Solitaire Expansion.


 The year is 1979 and the Cold War is in full swing. Some people in the Kremlin decided that it was a good idea to invade Afghanistan and put their own puppet government in place. Afghanistan had been a country that had been a tough nut to crack for many armies and governments for thousands of years. It was the map board used in the 'Great Game' by Russia and England in their attempt to conquer more of Asia in the 19th century. Afghans have a well-deserved reputation for being hard fighters and implacable foes. They also invented Polo and enjoyed using the heads of their enemies as the ball. This should clearly clue you in as to the mettle of the Afghans. 


 The back of the box says:


"'85: Graveyard of Empires is the second game in the Squad Battles series. Building on the mechanics introduced in '65 Squad Battles in the Jungles of Vietnam, Graveyard of Empires features tense squad-level battles between the Afghan Mujahideen and the Soviet Red Army in an exciting card-driven, hex-and-counter game."


 As an aside, if you haven't heard of or played '65 Squad Battles in the Jungles of Vietnam, do yourself a favor and look into that excellent game.



This shows some of the counters and a piece of a map from the game


  This is what comes with the game:


5 richly illustrated, 11” x 17” geomorphic game boards. 

4 lavish sheets of thick 1” and 1.375” counters. 

1 deck of 54 action cards, 4 Event Cards, 5 Bonus Victory Condition Cards. 

Full color rules and scenario booklet.

Player Aid Cards, 

Terrain Effect Charts.

A die.

A box to keep it safe and warm.


 I thought one-inch counters were big. These 1.375" ones, for aircraft, tanks, and other vehicles are massive. Yes, the hexes are quite large enough to not be dwarfed by those counters.




 Because of the size of the counters, there are only so many counters that come with the game. However, just like its older brother '65, this game is about Squad Battles and not large military actions. So, you have more than enough counters, and a good variety of them, to keep you playing for a good long time. 


 The game boards all fold out to give you their 11" x 17" full size. The landscape that the game represents is seen in in wonderful detail, if a little muted in color. They represent the different battlefields extremely well. 


 The Player Aids are 8.5" x 11" in size, and they are made of card stock. One gives you the Sequence of Play and a turn record track. The other is two-sided and has the Terrain Effects Chart on one side and the Range Modifiers etc. on the other.


 The Rule Book is 35 pages in length. It is in full color and is in nice, large, type for us aging grognards. It comes with plenty of example of the rules. The Rule Book also has all nine of the game's scenarios included in it; the ninth scenario was a Kickstarter exclusive. This does not seem like many. However, the game is card-driven so you have endless possibilities for a hand of different cards each time you play a scenario. Because of their small size, it does not look like it would be any trouble to make your own scenarios to add to the mix.


 The deck has 54 Action Cards in it. These have actions for both sides in the game on them. The cards are also used to determine hits on vehicles. There are also four event cards. The above says it comes with five Bonus Victory Condition Cards, although my game came with 11.



Action Card


 If you have bought or played any of the different games from Flying Pig Games, you will be excited about the care and attention that is given to the manufacturing of them. If for nothing else, you should look at the Flying Ham Steaks rendition of Hermann Luttman's 'A Most Fearful Sacrifice'. Yes, once again it is out of stock. I do believe that it will be reissued again and again as that magnum opus deserves. I had the pleasant experience of playing '65 more than a few times and by looking at '85's rules it looks like playing this game will be just as enjoyable. 


 Thank you, Flying Pig Games, for letting me take a look at and review '85 Graveyard of Empires. Stayed tuned on this same bat channel for the other two perusals of the game.


Robert


Mark H. Walker's '85 Afghanistan: Graveyard of Empires:

Flying Pig Games




  LIMITS OF GLORY: MAIDA 1806 FROM FORM SQUARE GAMES Just about a year ago, I was fortunate enough to be able to review a prototype of the f...

LIMITS OF GLORY: MAIDA 1806 LIMITS OF GLORY: MAIDA 1806

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

 LIMITS OF GLORY: MAIDA 1806

FROM

FORM SQUARE GAMES


Just about a year ago, I was fortunate enough to be able to review a prototype of the first game in a new series by a new independent UK company, Form Square Games.  Recently I was able to update you on the final published edition of that game, Limits of Glory: Napoleon's Eastern Campaign. Now thanks again to Andy Rourke, the designer and founder of Form Square Games, I can explore the prototype of the second game in the series.  Like its predecessor, virtually all the components, bar the rulebook, are virtually identical in their excellent quality to what you will find in the final published game.

The system, as is to be expected for a series game, is identical in all its primary elements.  However, the historical campaign furnishes a situation that creates a whole different dynamic with some additional units that add a new level of interest and involvement in the naval side of the game.  In relation to the historical events, the key point to note is that this is not a game on the individual battle of Maida, but on the developing situation in Italy and Sicily.  

Map & Unit Displays, Combat Chart and Event Chart
In particular, British focus was on preventing the French from invading Sicily.  From the set-up instructions and opening Invasion Phase, this seems to be the game's intent as well.   The initial French forces are positioned on the north edge of the map, while various British, Russian, Neapolitan troops are scattered down the map.  The fact that the French cannot be activated until a roll on the Event table allows them to potentially invade Sicily reinforces the immediate impression that Sicily will be the crucial goal.  It therefore comes as a major surprise that the French total victory conditions are [1]to have more VPs than the Allied forces and  [2] to capture and control Gaeta, the very next area to where they initially set up! The rationale behind this will be discussed later.
First of all I want to separate out and discuss the various components that I have compressed into the single photo presented above, starting with the map.
At the top of the map is the Glory Track, where each Leader's marker is placed to record their Glory points.  As with the first game in this series, the map [and rule book] are handsomely illustrated with the political cartoons of Gillray and Cruikshank that are contemporaneous with the Napoleonic period. 

                               The Glory Track in detail
Each player has their own Command Chart that contains each Leader's two markers, until one is placed on the map and the other is placed on the Glory Track.  Below you can see the Command Chart for the French player.
The other two key Displays are the Combat Chart and the Event Chart.  Traditional concepts in most board war games, but given a wholly original and, as far as I'm aware, unique format.





For the moment I want to reiterate the main dynamics of the rules.  At its core, the simple foundational device is that everything is governed by seeking to roll either 5 or 6 on a D6 and Leaders' Glory points are spent to reroll dice.  The only Phase that departs from this principle is the Event Phase that begins each turn.
As in the first game in the series, it's handled by a Display board with events printed on.  Initially you roll a single die and ultimately will be rolling four dice and totalling their scores to find which Event has happened.  Some Events [marked with an R] may happen more than once, while others happen once only and then are covered by a new Event marker.  One of these announces the end of the game!  So much originality achieved with so little physical effort - the first of several concepts that have made this whole design and its designer, Andy Rourke, stand out for me.

 

Events Chart with the many future replacement events stacked at the top of each column that they will be moved onto

Following this comes Momentum, where each player rolls 4 dice and any dice rolls that do not achieve a 5 or 6 may be rerolled once by spending a Glory point from the Senior Leader's current total.  Each 5 or 6 provides a player with a Momentum marker which can be used to attempt to activate one area.  At best therefore, each player will get a maximum of 4 activations per turn - a factor that makes the game both swift playing and very interactive.
For Movement, an area is chosen to be activated. Each area contains a single number which tells you how many dice you roll to attempt to move units located there into an adjacent area.  A single roll of a 5 or 6 on any of those dice is a successful activation.  Should you roll no 5s or 6s, if you have a Leader in the area, you can choose to spend one of his Glory points for each die you want to re-roll.  For those areas where you can roll only one die failure is only too easy and you have to place one of your precious Momentum markers and the turn switches to your opponent!  Momentum markers are also placed, if you are the active player, when you lose a combat.  Movement is very simple and swift to carry out and is interrupted for Combat the moment you enter an enemy occupied area.  If the victor, you may continue to attempt to move on.
Combat, on the other hand, is by far the most detailed [though that is relative as it remains easier than in many other games] and highly original feature in the game, as the following example will show.   A French force with a Leader and 10 infantry units and 2 cavalry are attacking a British force with a Leader with only 4 infantry units and 1 cavalry unit  The first step is to total the combat values of your units, using the simple table below.  


As you can see the French have a strength of 14 pts and the British only 6 pts.  Both players start by placing their marker pawns on the appropriate column of the Combat Chart.

Now both players roll four dice and each player can use the Glory points of the most senior Leader in the area [or the Glory points of subordinate junior Leader at the player's choice] to reroll any dice that have not scored a 5 or a 6.  If you do choose to use a subordinate junior Leader, beware.  He has to roll for survival after the battle!
For the example, note very carefully that in the French Commander's box is the number 12 and in the British Commander's box the number 8.  This is crucial because if the French player's four dice do not eventually add up to 12, they can count none of their 6s and 5s as successes, whereas the British player's four dice only have to add up to 8 for any 5s or 6s to score.
Continuing our example, the French rolls 6,4,3,1 and the British player rolls 6,5,1,1.  The French player decides to spend three Glory pts to reroll the 4,3,1 and rolls 5,1,1.  The British player spends two Glory pts to reroll the 3 and 1 dice and this time rolls 5 and 3. So now the French dice are 6,5,1,1 and the British are 6,5,5,3.
Finally each player can spend Glory pts to make their opponent reroll successes.  The French player's Leader is getting low on Glory points and decides to spend only two Glory points to make the British player re-roll a 6 and a 5.  The British player also spends two Glory points to make the French player roll their 6 and 5.  The new rolls are 6 and 3 for the French player and for the British player 5 and 5.
So, the final results are French dice 6,3,1,1 and the British dice are 5,5,5,3.  Looking back to the Combat Chart, the French player's 4 dice total is only 11 and so not having achieved 12, the French player's single 6 is not counted as a success.  Whereas the Allied player's dice add up to 18, far more than the necessary 8 and so all three of his dice that rolled a five are successes and a final check on the Combat table shows that for each 5 rolled he inflicts 2 hits.  Consequently, the British inflict 6 hits and the French none at all. 
Please note that reading my example takes at least three times as long as actually rolling the dice and resolving the battle!!  The loser retreats and, in the example I’ve used, as the loser was the active French player, they would have to place a Momentum marker and the Allied player becomes active.
The construction of the Combat table is an ingenious way of factoring in differences between nations and the quality of their troops.  In this game, the British have by far and away the best units, far superior to their Russian and Neapolitan allies and the Calabrian guerrillas, but there are only a maximum of 14 British units, whereas the French who are the best in quality after the British possess the potential to have 45 units in the campaign!  
For me, these concepts are the crowning success of the game system's combat and the designer, Andy Rourke’s signature most original idea.  With any conventional combat system or CRT that I know the only way to achieve this is by boosting the British combat factors to ridiculously high levels or incorporating a mass of chrome rules. These considerations are highly important for the game’s success both as a game and in having the ability to simulate widely varying types of campaign, while retaining ease and speed of play.
As with the first game, sieges and uprisings play their appropriate part too and are handled largely in a similar manner, but with one or two neat little tweaks to reflect this specific conflict.  So too is there a naval aspect, but whereas in Limits of Glory: Napoleon’s Eastern Campaign this was highly abstracted and played a very brief role, in Maida 1806 it has been given a significant boost.  In come counters for gunboats, barges, frigates and 3rd rates and some glorious crew counters, but all with the addition of a surprisingly low number of easy rules.  I’ve greatly enjoyed their inclusion and the individuality they bring to the situation.   If, as the French, you're going to invade Sicily or, as the Allies, try to stop them, you're really going to need and make good use of these units.  A final touch that I like is that there are just about enough VPs on the mainland of Italy so you can just about win the game as the French without getting your boots wet, but you'll have the finest of margins for error.  So, you are pushed in a historical direction just as the French were, but you're not hog-tied to that path.  Just one more element in a game that I relish.


The nautical angle - a particular favourite

The attention to detail is magnificent!

The final component is the rule book which, as with its predecessor's proto-type, is a stark stapled black and white product which gives the bare bones of the rules with no examples or illustrations.  At the moment it allows you to play the game.  In its final production, I can say, with utter confidence, the quality will be outstanding and is the perfect complement to a product at the top of its game...and here's the rulebook cover for the first game in the series.  If you want to see inside and see more of the physical quality have a look back at my reprise via this LINK


For me Maida 1806 is even more of a cracker than the first in the series.  Look out for its launch on Gamefound at the end of July and running through August; I don't think you'll be disappointed.
Meanwhile if you didn't pledge for the first game, I believe you might still be able to find a copy in the UK from Second Chance Games. 




  Big Red One at Bloody Omaha – 2 books, 2 posters & solo / 2-player game by Lombardy Studios  This is a sneak peek at a new game and tw...

Big Red One at Bloody Omaha – 2 books, 2 posters & solo / 2-player game by Lombardy Studios Big Red One at Bloody Omaha – 2 books, 2 posters & solo / 2-player game by Lombardy Studios

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

 

Big Red One at Bloody Omaha – 2 books, 2 posters & solo / 2-player game




by


Lombardy Studios




 This is a sneak peek at a new game and two books/posters being released from Lombardy Studios. Next up is a small bio of the man himself, Dana Lombardy:

"In 1972 while still in college, I started my first game and book publishing company, Simulations Design Corporation. In 1979 I published my award-winning monster game design Streets of Stalingrad which has seen three editions up through 2002.

Since 2015 my new publishing company LombardyStudios.com has specialized in military history games, books, and magazines.

I was inducted into the Charles S. Roberts wargaming Hall of Fame in 2022.

I currently have this crowdfund project – my sixth successful crowdfund campaign – running on BackerKit:

https://www.backerkit.com/c/projects/lombardy-studios/bloody-omaha-big-red-one-solitaire-and-2-player-boardgame

It funded in less than 4 hours.

As part of this project, there is a free downloadable print-n-play version of Bloody Omaha: D-Day Amphibious Assault™️ – a solitaire and 2-player board game:

https://lombardystudios.com/bloody-omaha-d-day-amphibious-assault-playtest/

It is not necessary to back or pledge to the crowdfunding campaign in order to download the game.

A limited number of ready-to-play copies of the printed playtest game are available here:

https://lombardystudios.com/ddayshop/

I am available for interviews and enjoy sharing my 50+ years’ of experiences in wargaming and military history.

You can view some of my seminars and talks on my YouTube channel:

https://www.youtube.com/channel/UCcrcXPhTPieYmTIah4FHkQg

My most recent interview was a tribute to my colleague and friend John Hill (designer of Squad Leader, Tank Leader, Johnny Reb, etc.):

https://podcasters.spotify.com/pod/show/wade-gish/episodes/Dealing-In-Deadly-Games-with-Dana-Lombardy-e2g3hs1"

 The following is a number of pictures showing the different parts of the game:












 This is a picture of the award-winning artist Keith Rocco:



 This is a link to the items of Backerkit. It also has a video to watch about everything:


 I have been told that a preview copy of the game his heading my way for perusal. 

Robert

Thirty Years War by Wargame Design Studio   The start of the Thirty Years War is normally taken to be the Third Defenestration of Prague in ...

Thirty Years War by Wargame Design Studio Thirty Years War by Wargame Design Studio

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




Thirty Years War

by

Wargame Design Studio






 The start of the Thirty Years War is normally taken to be the Third Defenestration of Prague in 1618. I had not known about the other two defenestrations until quite recently. The first was in 1419 during the Hussite War and the second took place in 1483. Technically, defenestration means to literally throw out the window. It now also means to throw out of power abruptly. The 1618 occurrence was when the two Imperial Regents and their secretary were tossed out the window of Hradcany Castle in Prague. Although they fell from a great height, their landing in a pile of offal meant they escaped with no real harm. So, if you are visiting Bohemia my suggestion is to take a room on the first floor in case you upset the populace.

 The throne of Bohemia was then offered to Frederick V Elector Palatine (one of the electors of the emperor in the Holy Roman Empire). Because of the shortness of his reign, he was called 'The Winter King'. This, in turn, started the Thirty Years War, one of the first wars that involved most of the countries of Europe. While ostensibly a war of religion, it sometimes had Catholics fighting Catholics and Protestants against other Protestants.  

 The warfare that took place at the time is usually written as the dividing line between older forms, (not much changed from ancient times) and the newer gunpowder age. The push of the pike gradually faded under the weight of a matchlock's ball. Some of Europe's greatest generals fought during the thirty years span. These included Turenne, The Great Conde, Gustavus Adolphus, and Wallenstein, among others.


Some Campaign Screens



 So, let us see what Wargame Design Studio has to say about their game:

"At the start of the 17th Century, Europe was in turmoil. Although largely centered on Germany and, at least initially, considered by many contemporaries to be a religious rather than political conflict, the Thirty Years War was in fact part of a complex series of interlinked conflicts. Some of which, such as the Dutch revolt from Spanish rule and the lengthy military rivalry between France and Spain, had their origins in the previous century. This title will weave in and out of these various conflicts with a focus on the larger battles and more predominant characters such as Tilly, Mansfeld, Gustavus Adolphus and Wallenstein.

The Bohemian Revolt of 1618 leads the way with initial battles between the Catholic (Imperialist) forces and the mercenary led Protestant (Anti-Imperialist) forces at Sablat and White Mountain. With the failure of the Catholics to completely crush and demoralize the resistance, the Palatinate phase began which would lead to larger battles and stretch through 1623.

1625-6 would bring in a new phase with the entry of the Danish king Christian IV of Denmark aligning with other Protestant forces to challenge the Hapsburg Empire. Poor performance on the battlefield and loss of major leaders such as Christian of Brunswick emboldened the Hapsburg Emperor Ferdinand II to try and clamp down on the situation in 1629. This would spur the Swedish king, Gustavus Adolphus, to enter the fray on behalf of the Protestant cause. This change would lead to the first defeat of Catholic forces under Tilly in more than a decade, at Breitenfeld in 1631. This would also see much larger actions taking place over the subsequent four years.

This ebb and flow would continue across the continent with new armies being raised and battles being fought in many areas of the continent. Civilian populations, commerce, and civilization itself would be shaken to the core for most of the region during this time and the effects of this conflict would be felt for generations to come. When the dust began to settle the "Holy Roman Empire" had been weakened beyond repair and the rise of the modern nation-state was solidifying."



Two zoomed in 3D Battle Screens

 This is a list of some of the battles:

Includes battles from all aspects of the war - major encounters to small skirmishes. 80 stand alone scenarios and 2 campaigns. A sampling would be:

White Mountain
Mingolsheim
Wimpfen
Hochst
Fleurus
Lutter
1st Breitenfeld
Rain, the River Lech
Ingolstadt
Lutzen
1st Nordlingen
Wittstock
2nd Breitenfeld
Rocroi
Freiburg
2nd Nordlingen

 Their names shine out from the past. Lutzen, 1st Breitenfeld, Freiburg, and Rocroi where Frederick the Great and Napoleon, among others, read about and learned their craft. The war spans from the age of the Tercio until its fall at Rocroi to the Great Conde.

 There is a 'Getting Started' scenario along with four 'Bootcamp' ones to learn the game mechanics. In total, there are 75 actual battle scenarios. Many of these allow the player to play against the AI from either side. I have dreamed about a computer game that would allow me to fight as the Spanish against the French at Rocroi.


A zoomed out 2D Battle Screen

 Unless you were kidnapped by the Fae folk or have been lounging for a long-time underneath a piece of granite, you should know about The John Tiller games and Wargame Design Studio. Wargame Design Studio has released or updated (really done over from the ground up) a myriad of computer wargames. The list of their Game Series is as follows:

Civil War Battles (American)

Early American Wars

First World War Campaigns

Modern Air Power

Modern Campaigns

Musket And Pike (Which Thirty Years War belongs to)

Napoleonic Battles

Naval Campaigns

Panzer Battles

Panzer Campaigns

Squad Battles

Strategic War

 They also have ten demos that allow a player to test the water in almost all of the above Game Series.

 I am a solitaire wargame player at heart, and I would prefer to play that way with either a boardgame or a computer one. What Wargame Design Studio has been able to do with the AI battle/campaigns is really just amazing. Even if you are a person who does not like to play solitaire, they have you covered.  You can play their games the following ways:

Play by E-mail (PBEM)

LAN & Internet "live" play

As well as two player hot seat



A little closer in screen with the inset map.



 The game 'Thirty Years War' has really been a dream of mine for as long as I can remember. We have had games about WWII, Napoleonic, and many others. However, the Musket and Pike Era has been almost completely ignored. You had to set up a boardgame if you wanted to play a battle from the age until quite recently. Wargame Design Studio's games were/are meant to transition the boardgame player to the computer with as little hassle as possible. Of course, there is a learning curve. What in life does not come with one? Thirty Years War, and all of their games (really simulations), is an involved game with many rules and a UI (User Interface) to master. I will say that learning to play one of their games is much simpler than trying to put together some plastic castle in the wee hours of the night before Christmas. The good thing is that the UI is used pretty much across the board with their games. If you learn one of their games, it is pretty easy to learn another. Just as I was finishing this review my phone alerted me to even more updates that WDS has released. It seems updates have been coming on almost a weekly basis. 

 As far as Thirty Years War, what can I say? I absolutely love the push of the pike and a failed cavalry charge. If you are a student of history, you owe it to yourself to pick up TYW. Books are now priced almost in the same range. or higher, than WDS games. For the maps and the setup of the armies alone it is worth the price of the admission, with the added attraction of being able to put you into your favorite general's saddle and boots they are priceless. 

 Now we have to talk about the downside of WDS games. They are addictive and once you have bought one you will want more. The other negative to WDS is this. They have not yet released a game about Marlborough's campaigns or the earlier wars of Louis XIV. I am also awaiting an Ancient Battles done with the new AI and UI.

 As I have stated before, I am an unabashed fanboy of the John Tiller games that started out almost 30 years before. Wargame Design Studio has taken all of the series of games to heights undreamed of when we were first playing them so long ago.

 They have also started to have a different game go on sale every week, although the standard price of $39.99 should make them easy to afford. It is almost half the cost of an AAA computer game and with what comes with it will keep you occupied/happy for years to come. 





Robert

Wargame Design Studio:

Thirty years War:


hpssims.com