second chance games

Search This Website of delight

  Old School Tactical Volume 5: Battle for France 1940 by Flying Pig Games  It's a bird, it's a plane, no it's a pork tenderloin...

Old School Tactical Volume 5: Battle for France 1940 by Flying Pig Games Old School Tactical Volume 5: Battle for France 1940 by Flying Pig Games

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





 Old School Tactical Volume 5: Battle for France 1940


by


Flying Pig Games






 It's a bird, it's a plane, no it's a pork tenderloin with wings (It just says pig. So, it could be pig byproducts). Old School Tactical is the biggest, literally and figuratively, baddest, and best (IMHO) World War II tactical wargame at this time. In terms of wargames, this is extremely playable, and you do not need to earn a degree to play. So, I might as well just leave the writing at this time and show you some pics and call it a day. What else do you need? The front cover shows a beautiful Char - B1bis rolling down a country road looking for some Panzers to chew on. Then again, it could be frightening the hell out of some Panzer grenadiers. Who knows? In 1940 seeing that thing come toward you with the 'door knocker' (3.7cm Pak 36) your only defense what would you do? You might as well throw some rocks at the behemoth. Strategically and operationally the French and Allies do not have much of a chance. However, here on the tactical level the French have much more than just a chance to bloody some German noses. This is going to be the first in a two-part look at the game. Here we are going to do an unboxing (although I really have a problem with that word. I would like to call it unveiling or almost anything else in its place) of this latest addition to the Old School Tactical family. Here is what Flying Pig Games has to say about the game:



The above pictures are courtesy of Flying Pig Games


"Battle for France 1940

OST v5 drops you into the early days of World War II when the German blitzkrieg shattered the illusions of the Allied armies.

It isn’t about the sweeping historical maneuvers, it’s about the granular, boots-on-the-ground chaos of small unit combat. Every hex is a decision, and every decision can mean life or death your troops.

The French side commands Regular army as well as Colonial troops. Also, some of the best early war tanks, such as the Char B1bis and Somua S35, are under their control.

The German opposition fields highly mobile Motorcycle troops and armored cars, as well as an allotment of early panzers

This is war the ‘Old School’ way - fast turns, tight maps and brutal outcomes.



French Counters


Each box includes:


3 sheets of unit, weapon, vehicle, and condition counters including Panzer II, II, IVC, French Char B1 bis, Hotchkiss H39, infantry, colonial troops, and much more.

a large (We are talking larger than the local diner's tables) 30" x 41" mounted game map, hexes are 1"

27 luck cards, such as One More Time, Duck, and Vive la France

36 unit data cards

full-color Playbook with 14 scenarios, including Bonne Chance- retreating French skirmish with German armor from the 2nd Panzer, Unstoppable- Char B1 bis tanks battle a variety of German panzers, and A Question of Honor- German motorcycle troops versus a shaken French ambush force.

2 x player aid cards

color rule book

dice

massive box"


German Counters


 Once again, we come to a place where what else is there to say? Massive, mounted map board, huge hexes, and huge, beautiful counters to fill those hexes. Plus, you have the 'massive box' to contain all of this gaming goodness. Pretty much all you should be saying is "sign me up". 


Additional Counters


 The mounted map has on it a beautiful rendition of the northern French/Belgian countryside. You will need a large table to place it on. The different terrain hexes that you will see are lined up on one side of the map. This is much handier than having to use a Player Aid to sort them out. Each end of the map also has a turn track and another track to keep track of enemy casualties and victory points.


Player Aid one side


 The Rule Book is, I believe, the nicest one that I have seen in the Old School Tactical world. It just seems more vibrant or something to me. It is 39 pages long, including the index. It is also in full magnificent color and typed in double columns. The Rulebook is chock full of play examples the way a Rulebook should be. Next, we have the Volume 5 Playbook. The first page has a detailed Terrain Chart. Then comes 'Theater Units and Rules' followed by a short bibliography. The meat of the Playbook appears in the 14 single-page scenario instructions. There are two full-size and double-sided Player Aids, naturally one for each player. These are made from card stock and are in full color. One-side has the vehicle and infantry combat result tables. The other has some handy information on Air Strikes, Bogged Down, and Rally rules etc. 


The other side of the Player Aid


 The counters in all their glory come next. As my daughter used to say, they are "big, huge". As more of us grognards advance in age Mr. Walker has always had our wellbeing in mind. They are both large enough to hold easily, they can also be read easily. The nurses at the Old Grognard Home will surely salute Mr. Walker. Imagine them trying to find 1/2" counters on that horribly colored rug in the main room? For the French you get some counters with the venerable 'French 75' on them. Mademoiselle from Armentières parlez-vous? Pardon my digression. For the Germans you get the aforementioned door knockers etc. 





 There are three different decks of cards. Well, to be honest, there is one deck of cards that can be played and that is the Luck deck. The other two decks are a staple of the Old School Tactical games and are cards that have all of the information for the units/counters involved. So, there is a deck of French and German unit abilities and information. They are made of card stock and are large enough to be easily read.


Unit Cards



 This is all finished off with a set of four excellent die. I was taught how to play craps at somewhere around four years of age. So, a good pair of dice, or two, has always been a draw for me.


Luck Cards


 Besides the Char B1bis the French also have the Somua S35, arguably the best tank on the planet in 1940. Tactically the Germans have an edge in training and have actually just been part of the Campaign for Poland. 




 So, there you have it another home run for Flying Pig Games at least as far as what actually comes in the box. I will be doing a second part on the actual mechanics. For anyone who has any experience with the Old School Tactical system buying this is a no brainer. It is just chock full of gaming goodness.



Robert Peterson


Old School Tactical Volume 5: Battle for France 1940

Flying Pig Games

I have done a good number of reviews of Flying Pig Games products over the years. Please use the search window on the main page to see them:

A Wargamers Needful Things

  Flying Fortresses - B-17 Missions over Europe by Worthington Publishing   The B-17 Flying Fortress is the poster boy of the American bombe...

Flying Fortresses - B-17 Missions over Europe by Worthington Publishing Flying Fortresses - B-17 Missions over Europe by Worthington Publishing

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




 Flying Fortresses - B-17 Missions over Europe


by


Worthington Publishing





  The B-17 Flying Fortress is the poster boy of the American bomber campaign over Germany. However, the B-24 Liberator is my favorite of the two. I have seen both of them up close and personal, and the B-24 looks like a newer design. The B-17 was first flown in 1935. So, it is pretty amazing that this plane's design lasted throughout World War II. The B-24 was first flown in 1939. The Liberator could carry a larger payload over longer distances. About 6,000 more Liberators than Fortresses were built. The loss rates of the two aircraft over Europe were about equal. Still, the B-17 is what comes to everyone's mind. The only time World War II videos or history articles really mention the Liberator is when discussing the airstrikes on Ploesti, Romania. That is enough about the two bombers. The B-17 rolls forward to take center stage in this game. Let us take a look at what Worthington Publishing has to say about the game:


Map courtesy of Worthington Publishing


"Flying Fortresses: B-17 Missions Over Europe puts you and your friends in the cockpit of legendary B-17 Flying Fortress bombers during World War II.


Flying Fortresses delivers the tension, strategy, and camaraderie of WWII bomber missions in a fast-playing, replayable board game. Whether you’re a history buff, a wargame enthusiast, or just looking for a unique cooperative challenge, this game lets you write your own chapter in the story of the Flying Fortress.


Together or solo, you’ll guide your crews through deadly skies filled with flak, fighters, and chance events as you try to deliver your bombs on target—and bring your men home.  **There are tournament rules that can increase the number of planes in the missions allowing for more than 3 players.


Mission Booklet courtesy of Worthington Publishing


This board game features a rich, multiplayer campaign on a large hard mounted game board, individual hard mounted player mats for each player, player aids for each player, log book, and components, and scenarios that bring each mission to life for 1 to 3 players.  Add the double sized neoprene game board to enhance the multiplayer experience and give that war room feel!  (Hang it on the wall when not in play!)


A key element in the game system is the establishment of AIR ZONES.  Each Air Zone has an UNKNOWN mix of German Fighters with different planes and capabilities.  While your B-17 is in each Air Zone the German fighters will be pursuing your plane.  If they intercept you dogfights occur between your B-17 gunners and the German fighters.  


The fixed German air defenses for Europe are shown on the game board map but each mission has other mobile defenses and hazards that are unknown until they are flown over by your B-17. 


B-17 fuel consumption is also tied to how many Air Zones you must or choose to fly through and how often you encounter German fighters.


Will your crew make it home—or be lost to history?


Counters courtesy of Worthington Publishing


Gameplay Highlights

1–3 Players – Fly solo or as part of a squadron. Work together to survive or see who can score the most medals and mission success.


Dynamic AI BOT – Axis defenses are automated, keeping you on your toes with unpredictable flak, fighters, weather, and hazards.


Fighters are placed face down on the board according to the scenario setup. As your Flying Fortress (referred to as “your Fort”) enters an Air Zone, defined as any space within the white grid, those fighters are flipped face up. Based on a die roll, some may become activated and are then able to move according to their rules.


Tactical Choices – Plan your route, manage altitude, and position your gunners to survive relentless opposition.



Historical Immersion – Each mission echoes the real challenges faced by Allied crews in the 1943–45 bombing campaigns over Europe.


Plus, play in "Character Mode" and increase the proficiency of your crew as they fly multiple missions. Each successful mission you complete your gunners will increase their aim and the flyboys will become even better at avoiding the hazards of the air."


Player Mat courtesy of Worthington Publishing


  The map is mounted, as many are now, and measures 17" x 22". It is not that large compared with many others, but its size works well for its intended functionality. Looked at by itself, it seems kind of a plain Jane. However, since this is an abstract air warfare game, it does not really need to be a piece of artwork. As long as the board matches reality in terms of the locations of cities, etc., it is fulfilling its job.


The rulebook is a paltry 12 pages long. This is not a knock on it, but more of a backhanded compliment. Worthington Publishing is known for making highly playable games that come with a minimal learning curve. The rulebook itself is full color and is in two columns of text. Even given its brevity, the rulebook includes a large amount of play examples and visual aids. Next up is the mission booklet. This is eight pages long and comes with three different missions on each page. Each page has a full-color map to show you how to set up the board for each of those three missions.


The Map setup for another foray into the unfriendly skies



The game comes with three different player aids. The first is a set of three mounted player mats, each featuring a top-down view of a B-17. The picture has boxes that show the crew and gun areas, along with the wings, tail, and rudder, etc. These will be used for damage during your mission. You also get three card-stock sheets that have a picture of the cockpit dials at the top of the sheet. The bottom of the sheet has the different tables that you will need for your playthroughs. A logbook is included to keep track of your crew and everything else pertinent to each mission. This comes with 24 sheets and has room for three mission write-ups on each one. As an added bonus, on the back of the logbook is an 11" x 8 1/2" picture by Keith Ferris called Fortresses Engaged. This makes a wonderful addition to your gaming room wall. The game also comes with a large amount of counters that will be set up on the map or used during your flight to keep track of things. The counters with writing are all large and easily readable. A word of warning about the counters: they do try to remove themselves from the cardboard sprue at the slightest touch or gust of air. There will be no need to hack at them with a set of garden shears to remove them from their appointed places. They also come pre-rounded for those who care about that.


All of the components are up to the usual high standards of Worthington Publishing games. They are not delicate works of art; rather, they are designed for functionality and are strong enough to stand up to years of play. The game also comes with a plastic insert to hold all of the counters. This is definitely a plus and something that some game companies are unfortunately moving away from.


Keith Ferris artwork


The next part of the agenda is naturally, 'How Does It Play?' It depends on what you are looking for in the game. If you are looking for a board game simulation of flying a B-17 across Europe, then you are looking in the wrong place. If, however, you are looking for a lighter game that is easy to learn and has simple mechanics, then this is right up your alley. The game has just enough chrome and is grounded in history to the right degree to make a grognard like me happy. It also is easy enough to learn and play to make it a gateway game that encourages a friend to go as broke as you are by buying games. Most mechanics in the game are based on dice rolls, so luck does have a large part in the game. However, if you do get somewhat unlucky, that is where using your noggin comes into play.


While the game does have rules that allow the player to run multiple missions and gain experience that can be used for perks, such as fuel, ammo, and lucky charms, the main focus of the game is on the single missions. Now, the one thing you must be aware of is that in each bombing raid there is no turning back. These are do-or-die missions. You would need a deeper game with more of a role-playing element than this one. You cannot just turn back home and take a hit on your earned points. Once the Fortress is in the air, you are committed to going to the target and back, regardless of the damage. Conversely, the damage done to your Fortress does accumulate, but it does not slow your movement or affect your ability to defend yourself. Everything is based on total accumulated damage. You will crash if you run out of fuel, your crew is wounded, or you take too much damage. There is a line in western France that separates safety from the Danger Zone. If you crash east of the line, your game is over, and your crew is interned. However, if you crash west of the line, you make a die roll to see which crew members can continue.


Rulebook


The game comes with a solo version. In a bit of a change-up compared with most games, you can play cooperatively with up to three players. Each player will fly their own Fortress and face the music over the skies above Europe. I do not think I have seen a co-op wargame in a while, or ever, actually. I mean, there are larger ones that you can separate into teams. I just do not remember one with this mechanic.


So, I give a hearty thumbs-up to this endeavor by Worthington Publishing. Does it go as deep as I might have liked? No. However, it never advertised itself as anything other than a fun, quick game with a lot of history thrown in. Please remember that I am taking a look at this game, not at a game I have envisioned in my own mind. I think some of us forget that at times. Thank you, Worthington Publishing, for helping me have some fun.


 The next review I do from Worthington Publishing will be one of these two:

The American Revolution

Wilderness May 5 - 6, 1864



Robert Peterson

Worthington Publishing

Flying Fortresses - B-17 Mission over Europe

I have done a good number of reviews of Worthington Publishing's games. Rather than list them all just use the search function on our main page:

A Wargamers Needful Things

  Eagles of 1807 Vol1: Winter Pultusk, Golymin, and Eylau by Fellowship of Simulations Eagles of France are back in force  The last chapter ...

Eagles of 1807: Vol1: Winter Pultusk, Golymin, and Eylau by Fellowship of Simulations Eagles of 1807: Vol1: Winter Pultusk, Golymin, and Eylau by Fellowship of Simulations

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





 Eagles of 1807


Vol1: Winter Pultusk, Golymin, and Eylau


by


Fellowship of Simulations







Eagles of France are back in force 


The last chapter of the series (Fallen Eagles 2) was published in 2022. It was an updated version of the very first battle in the series published in 2015. Until this day, Eagles of France has covered over 4 titles, 3 battles of 1815 (Waterloo, Ligny, Quatre Bras) and Austerlitz. Quatre Bras (the last original battle published) won the CSR award 2019 for the best Napoleonic era wargame.

 

In 2019, I decided to create Fellowship of Simulations (FSIM) to be able not to rely on third parties for my game design projects. Even if I got a fantastic reception with my first game “Verdun Steel Inferno” (best wargame CSR 2020), there was an upfront time cost to be paid before I got all the fruits of my design independence. Besides, I had committed to publish friends’ designs and it took years to empty the initial funnel. 

Now, the design/development/sourcing/marketing/shipping experience level is high enough to accelerate on my key series. 




Why coming back with the Eagles of France? 


Originally, I started to design the system for me, because I did not find the right balance between details/playability/realism on the market at this scale. Since 2015, the Eagles of France community has grown. 


Rising eagles is the best ranked hexagon Napoleonic wargame on BGG, all the battles of the series are in the top 5% among the over 12,000 wargames of BGG. 


But even more importantly, over the last ten years, I have been thrilled to see that the Eagles of France series was not a collectable line of products but wargames that people were consistently playing in conventions and at home. 




In my view, the success of the series so far was due to the following points: 


The system allows you to play the battle to completion in a decent amount of time. These games are more for players than monster worshippers. 


The system has a clear (and relevant focus) at the battle level. No formation rules folklore which is imho irrelevant (and a useless complexity) at this scale where the focus is on the commander’s decision to allocate formations at the right place and the right time. Of course, the infantry/artillery/ cavalry triangulation and combined arms tactics are rendered but without rules and bookkeeping complexity. 


An activation system which is superior to the I go you go system of course, but also much better than the chit pull which inevitably overstates chaos versus better leadership (good luck to simulate a battle like Auerstadt with a chit pull system). 


One title never limits itself to a plain “recreation” of the battle where all parties know what the real commanders did not know (and this is when the “tactical” realism becomes pointless if you miss the big picture). Every title in the series is offering ways to play variants where history will differ but the state of mind of the players will be better aligned with the historical uncertainties. 



The Master box concept

 

A project around Eylau started in 2019. For the first time in the series, there will be more than one battle playable in one box.

 

Eagles of 1807: Winter brings the Eagles of France Napoleonic battle system to the bitter winter campaign of 1806–1807. Instead of concentrating on one celebrated encounter, the box recreates three very different clashes between Napoleon’s forces and their Russian and Prussian opponents: PuÅ‚tusk and Golymin, both fought on 26 December 1806, and Eylau on 8 February 1807. It is a stand-alone 'master box', using the June 2026, version 2.4 series rules, that combines historical scenarios with tools for exploring alternative outcomes.




Three battles, three different problems:


PuÅ‚tusk is a six-turn engagement, from 11 a.m. to 4 p.m., in which Marshal Lannes faces Bennigsen’s larger Russian force. The roads, marshes and deep mud make mobility difficult, while the Russian reserve rules force important choices about when to commit troops. Its victory conditions reward the French for seizing key locations and inflicting losses without paying too high a price themselves.


Golymin, also six turns, covers the afternoon and evening of 26 December. French formations under Murat, Augereau and Davout try to break a Russian rearguard under Golitsyn. Here the Russian task is fundamentally defensive: hold on, avoid destruction and prevent the French from achieving a decisive result before darkness. The special conditions make this battle feel distinct from Pułtusk despite their shared weather.


Eylau is the centrepiece: a 13-turn battle from 8 a.m. to 8 p.m., featuring Napoleon, Bennigsen and major reinforcements. Players contest nine important towns while balancing casualties and command risks. Its blizzard can arrive and disappear during play, drastically reducing visibility, hampering attacks and making a second activation costly. Together, the three games contrast an outnumbered attack, a fighting withdrawal and a sprawling winter battle of attrition.




But there is even more. This 1807 Winter module provides you with ALL the order of battle for both the French and Coalition armies from December 1806 to February 1807. This is a sandbox project in which a lot of counters could be used to play other battles that could be published in a lighter format (only the map, or magazine format with few or no news counters). I think that Ostrolenka and Mohrungen could be good candidates for a follow up. I intend to publish smaller battles playable in a short evening. 


In addition, even for the battles which are in the box, having a full inventory of the units of that period could allow for even more variant scenarios in the future. For example, a mini campaign of Pultusk-Golymin with more optionality on the units engaged (like the Quatre-Bras-Ligny campaign) could be done one day. Here again the idea is to have a dynamic tool to test history versus replaying the battles with pure pre-science on order of battles and reinforcements timing. 


This Master box concept will continue in the future besides one battle set-up. This is moving the game box from a 4 counter sheet game to a 8 counter sheet game. 


But why another Eylau? 


There was recently an avalanche of games about Eylau. 


But this is no different from the crowded place for Waterloo games… 


Without repeating myself on what are the key features of the system, I think that this module brings something different. 


As always, the ability to play the battle in a reasonable time, with a system which is fair to the dynamic and the addition of the variant cards to try to experience the historical uncertainty about the arrival of Lestocq and Ney. 


Eylau is an interesting battle to consider when it comes to wargame design. There were extraordinary events happening during the real battle. So what? Should we force/script them? Or forget them? 


What is proposed in Eagles of 1807 for Eylau is randomized tools which could provide a near historical results, but which are not forcing them. 


The blizzard for example is a context and not a schedule. A blizzard blast may be triggered randomly and is not “scheduled” or “averaged”. Extraordinary events like the massacre of Augereau’s VII corps lost in the blizzard or the Murat’s exceptional counterattack may occur thanks to the play of specific cards but the right timing may never happen… If players find the Blizzard rules too chaotic (even if this is a good representation of the uncertainties of this battle), they may as a variant roll a die at the start of each turn: 1-2 Blizzard is on for the turn. 3-6 no Blizzard for the turn. 


The victory conditions for such a massacre in the snow were also to be consistent with the strategic situation. The Coalition may run away, and it will be a draw because the battle will happen just another day elsewhere. To win, French must attack, inflict more losses and gain some ground. Once engaged with a credible level of losses, the Coalition may not just run away to avoid defeat. 




The next Eagles? 

As shortly as possible after Eagles of 1807, Winter module, we will move to the Spring Module with a box offering Heilsberg and Friedland. 


Also in development today are a battle in Spain (Salamanca) and a mini campaign for 1814 in France. Extensions for 1807 Winter will be in development soon and should be released after the Spring module with the battles of Heilsberg and Friedland in one box. 


The next master box should be done with 1812 to be able to play big and smaller battles. 


The objective now is to have at least one box per year released. I have enough content in development to be able to keep this cadence from now. 


So yes, Eagles of France are back! 


 I am a huge fan of the Eagles of France system, and have almost all of the games released so far:

Austerlitz 1805: Rising Eagles

Ligny 1815: Last Eagles

Quatre Bras 1815: Last Eagles

Waterloo 1815: Fallen Eagles II

The only one of the above I am missing is Austerlitz.


 From the above pictures the newest Eagles looks even better than the older ones, which were a tough act to follow. The Master Box concept is something that many grognards have been looking for in games.


 When you saunter along to their website, please take a look at the other excellent games that Fellowship of Simulations has to offer. Below are some of my takes on two of them.


Fellowship of Simulations


Eagles of 1807: Vol1: Winter Pultusk, Golymin, and Eylau


My look at Wars of Religion France 1562 - 1598


My look at Verdun 1916 Steel Inferno




  Aces & Armor: Spitfire – Taking WWII Battles to the Skies of Britain and the Deserts of North Africa by PKB Games Philipp K. Berger, d...

Aces & Armor: Spitfire – Taking WWII Battles to the Skies of Britain and the Deserts of North Africa by PKB Games Aces & Armor: Spitfire – Taking WWII Battles to the Skies of Britain and the Deserts of North Africa by PKB Games

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

 




Aces & Armor: Spitfire – Taking WWII Battles to the Skies of Britain and the Deserts of North Africa


by


PKB Games






Philipp K. Berger, designer of Aces & Armor and founder of PKB Games:


When I developed the original Aces & Armor, my goal was to create the kind of World War II strategy game I always wanted to play myself: a game with detailed miniatures, exciting tactical battles, and plenty of strategic depth, but without requiring players to spend hours studying complicated rules.


The original game was successfully funded on Kickstarter in 2024, and the feedback from players has been fantastic. So naturally, I started thinking about where to take the system next.


The result is Aces & Armor: Spitfire – Battle of Britain & North Africa, which is currently live on Kickstarter! The response has been fantastic, with the campaign reaching its funding goal in just 20 minutes!


A close-up of the hand painted miniatures.


Spitfire takes the proven game system to two iconic WWII theaters, introducing the British faction, new units, new maps, and new strategic challenges.


And the best part? It's both a standalone game for 1–2 players and an expansion for the original Aces & Armor, allowing epic battles with up to five players.


A Wargame – But Not a Historical Simulation

Before getting into the details, I'd like to clarify one important aspect of the game, especially for readers who enjoy traditional historical wargames.


These are some more of the hand painted miniatures


Aces & Armor is not intended to be a historically accurate conflict simulation (consim). While the units, equipment, and battlefields are inspired by World War II, the game is designed first and foremost to be an enjoyable strategy board game.


My philosophy has always been to create as much strategic depth as possible with as few rules as necessary. Rather than simulating every historical detail, I focus on the elements that create interesting tactical decisions: positioning, combined-arms warfare, terrain, logistics, and resource management.


This means making deliberate compromises in historical accuracy to achieve faster, more accessible gameplay. A typical battle takes around 60–90 minutes, and players can learn the basics relatively quickly.




I think of Aces & Armor as a board game with a historical war theme that bridges the gap between traditional board games and miniature wargames.


Two New Theaters of War

One of the things that fascinates me about World War II is how different the various theaters of war were. Fighting in the skies over Britain was an entirely different challenge from commanding armored divisions in the North African desert.


I wanted Spitfire to capture these differences without unnecessarily complicating the rules.


Battle of Britain


The first map takes players to southern England, northern France, and the English Channel.




Here, air superiority becomes particularly important. Players command iconic aircraft such as the British Spitfire and Hurricane and the German Messerschmitt Bf 109 and Junkers Ju 88.


The scenarios include defending British airfields against Luftwaffe bombing raids, fighting for control of the skies, and evacuating Allied forces from Dunkirk before German troops close in.


Of course, ground forces remain important too, and the game combines air and land combat using the familiar Aces & Armor mechanics.




North Africa


The second map offers a completely different experience. In the vast deserts of North Africa, mobility and logistics become essential.


A powerful tank division is of little use if it runs out of supplies!


We therefore introduced a new supply mechanic that makes controlling supply lines and cutting off enemy forces an important part of your strategy.


Instead of simply attacking your opponent's strongest positions, you might try to outmaneuver their forces and disrupt their logistics.




I particularly like this scenario because it creates interesting tactical decisions while staying true to the relatively simple rules of the original game.


Meet the British Forces!

One of the biggest additions is the new British faction, featuring six different unit types:


Supermarine Spitfire – The legendary British fighter aircraft.


Hawker Hurricane – Another iconic RAF fighter.


Churchill Tank – A heavily armored tank built to withstand enemy fire.


Daimler Armoured Car – A fast reconnaissance and combat vehicle.


Bofors 40 mm – An anti-aircraft gun to defend against enemy planes.


British Infantry – Essential for capturing and holding strategic

 positions.




The German faction features its own selection of six units, including the Panther tank, the famous 8.8 cm Flak, and the Junkers Ju 88 bomber.


Altogether, the game includes 24 highly detailed miniatures, representing the British and German forces.




Beautiful Hand-Painted Miniatures

One aspect I'm particularly excited about is the visual presentation of the game.


The detailed miniatures were already one of the highlights of the original Aces & Armor, and with Spitfire we're once again offering players the choice between unpainted miniatures and professionally hand-painted miniatures.


With the Deluxe Edition, all 24 miniatures come hand-painted, ready to be placed on the battlefield straight out of the box.




I think painted miniatures make an enormous difference to the atmosphere of a game. Seeing a formation of Spitfires facing off against German fighters above a battlefield filled with tanks and infantry really brings the action to life!


For those who enjoy painting their own miniatures, the standard edition naturally includes unpainted figures.


And for players who want to combine both games, we're also offering hand-painted miniatures for the original Aces & Armor as part of the Kickstarter campaign.


Please take a look at these hand painted miniatures


A Tactical Combat System Where Every Unit Matters

At the heart of Spitfire is the combat system from the original Aces & Armor.


Combat uses 12-sided dice, with the number of dice and probability of hitting depending on several factors, including the type of unit, damage already sustained, combat experience, and support from nearby friendly units.


Tanks, infantry, artillery, and aircraft all have individual strengths and weaknesses. Combined-arms tactics are particularly important, and a well-coordinated group of different units can be much more effective than a single powerful tank.




One of my favorite mechanics is the individual experience system.


Your units gain experience during combat, progressing from rookies to veterans and eventually war heroes. Experienced units become more effective, making them increasingly valuable as the battle progresses.


But here's the interesting part: Damage and experience are tracked directly on the miniatures themselves!


Each miniature has two small transparent holders attached to its base. Colored markers show how much damage a unit has sustained and how experienced it is.


This means you can immediately see the condition of every unit right on the battlefield, without consulting separate unit sheets.


It also creates some memorable moments when a battle-hardened unit survives against overwhelming odds, or when you must decide whether to risk your precious veteran tank in another attack!




Easy to Learn, Difficult to Master

Despite the accessible rules, Aces & Armor offers plenty of strategic decisions.


Players must consider unit positioning, combined-arms tactics, terrain advantages, resource management, and the experience and damage of their forces.


Players also need to capture factories to generate money, which can be spent on purchasing new units or repairing damaged ones.


All of this creates a surprisingly deep strategy game, despite its relatively short playing time.


Spitfire maintains this philosophy while introducing new strategic possibilities through its maps and scenarios.


Expand Your Battles – Or Start Fresh!

If you already own the original Aces & Armor, you can combine both games to introduce the British alongside the American, Soviet, and German factions.


With five different factions, additional units, and new maps, there are plenty of opportunities for larger battles and new tactical combinations.


But you don't need to own the original game to enjoy Spitfire. Everything required to play is included in the standalone box.


And for those who missed the original Aces & Armor, which is currently sold out, we're also bringing it back as part of this Kickstarter campaign!


Join Us on Kickstarter!

We're a small independent board game publisher based in Germany, and our games have always started as projects we wanted to play ourselves.


The response to Spitfire has been incredible so far, and I'm very grateful to everyone who has supported the campaign.


I'm excited to bring Aces & Armor into these two new theaters, and I hope players will enjoy the new tactical possibilities as much as we enjoyed developing them.


Aces & Armor: Spitfire is live on Kickstarter right now!


You can discover the game, see the painted miniatures and maps, and support the campaign here:


https://www.kickstarter.com/projects/trench-club/aces-and-armor-spitfire


Thanks for reading, and I hope to see you on the battlefield!


Philipp K. Berger

PKB Games

https://pkb-games.com


You can buy the Base games, Deluxe Bundle, and Premium Upgrades. The one upgrade that you must have is the hand painted miniatures! You can also add a neoprene map which is larger than the original. It also can be ordered with Dice Towers and Metal Intercept Tokens. These other games can be bought with the Kickstarter on sale:

Lord of Loot

Trench Club Base Games

Trench Club Legacy


 These miniatures below can also be added:



 Yes, that is a miniature Anzio Annie! It is sharing the stage with a Zeppelin, Maginot Fort, and Nebelwerfer.


This is a link to my quick look at the original Aces & Armor game:

Aces & Armor by PKB Games - A Wargamers Needful Things




  Hammerstein Ai by Ray Weiss  I guess, boys and girls, it is time to hold onto your hats or privities (for 60 years I have been saying it w...

Hammerstein AI by Ray Weiss Hammerstein AI by Ray Weiss

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

 



Hammerstein Ai


by


Ray Weiss






 I guess, boys and girls, it is time to hold onto your hats or privities (for 60 years I have been saying it wrong). AI is coming to get our wives, children, and farmhouses. The fear or glee that the AI boom has instilled into all of us might possibly be coming to fruition. I have no dogs in the fight. However, I will say that the online AI posts I have seen about historical events, people, and places are always, and I mean always, riddled with errors. Now to be fair, this is not AI's fault. It is simply a tool that disgorges the information that it is given. It is much like the old computer adage GIGO (garbage in, garbage out). I am only talking about AI's use as a writing tool in this instance. We have all seen the horror stories of AI being used by lawyers and making up its own fake cases etc. So, obviously we are still looking at the infancy of the AI age. Will it destroy us all or allow us to live in the lap of luxury? Who knows. Unfortunately, I probably will not be here to see the finished product.


 So, this is about a program that was written by Ray Weiss to take advantage of the new computing age. It could very well be the Holy Grail for people who only want to play solitaire or cannot find opponents to play board wargames. Here is the blurb straight from the horse's mouth:


"**Hammerstein.ai — an AI opponent for wargames**


Hammerstein.ai is a hosted AI opponent and umpire for tabletop wargames, built by Conflict Simulations LLC (designer Ray Weiss). It plays against you: load your VASSAL save file and Hammerstein reads the position, checks move legality against the game's rules — with citations — and plays its side. It's built for solitaire players who want a thinking opponent across the table, and it's currently being put through its paces on Napoleon at Waterloo. Its Match mode, which brings the AI opponent into VASSAL games, is in closed final testing with a circle of volunteer testers. You can try it free in your browser, no card required, and subscriptions are inexpensive — $4.99 a month for Basic, $9.99 for Regular, or $89 once for Lifetime."


Hammerstein AI - website: https://hammerstein.ai/


 Please take a look at what might be an evolutionary step.






hpssims.com