Sword & Siege Crusades: Book II
by
Wargame Design Studio
Thank you WDS, for once again charging into the breach.
Sword & Siege Crusades: Book II by Wargame Design Studio Wargame Design Studio is at it again. I am a little late to the party. It w...
For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!
Sword & Siege Crusades: Book II
by
Wargame Design Studio
Thank you WDS, for once again charging into the breach.
Panzer Campaigns Donbas '43 by Wargame Design Studio (WDS) If you play computer wargame simulations and you have never heard of WDS, ...
For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!
Panzer Campaigns Donbas '43
by
Wargame Design Studio (WDS)
If you play computer wargame simulations and you have never heard of WDS, I have only two things to say: 1st, please follow the link below and prepare to be blown away. 2nd, if you are not actually a real Troll or Dwarf how do you manage to live under that rock. Also, please say hello to Regin and Fáfnir for me. But seriously, and stop calling me Shirley, the wizards of WDS are at it once again. Here in their own wonderful words are some of their thoughts on Donbas '43:
"Donbas '43' Info
**Overview
For the Germans, the Battle of Kursk was intended to be the main summer operation of 1943, aiming to slow the advancing Russians and regain the initiative. Launched on July 5, the initial victory quickly turned into a stalemate.
On July 13, Hitler summoned von Manstein and von Kluge, commanders of Army Group South and Center, to his Eastern Front headquarters, the Wolf's Lair in East Prussia. The Allied invasion of Sicily on the night of July 9–10, combined with the Soviet counteroffensive of Operation Kutuzov against the flank and rear of the northern side of the Kursk salient on July 12, along with attacks by strong Soviet forces at Prokhorovka on the same day, prompted Hitler to halt the offensive and redeploy forces to the Mediterranean theater. He ordered his generals to cancel Operation Citadel.
Kluge welcomed the decision, as he was already pulling units back to respond to Soviet attacks on his flank. Manstein urged continuing the offensive, believing he was close to a breakthrough. Hitler remained unmoved, worried about the Allied landings and the stability of his Italian allies. However, he did agree to Operation Roland, which aimed to destroy the Soviet reserves in the southern Kursk salient, caught between both the III Panzer Corps and II SS-Panzer Corps.
On July 17, the Soviet Southwestern and Southern Fronts launched a major offensive across the Mius and Donets Rivers against the southern flank of Army Group South, pressing against the 6th Army and 1st Panzer Army. In the early afternoon of July 17, Operation Roland concluded with orders for the II SS-Panzer Corps to begin withdrawing from the Prokhorovka sector back to Belgorod. The 4th Panzer Army and Army Detachment Kempf had already anticipated the order, starting to withdraw as early as the evening of July 16. Leibstandarte's tanks were split between Das Reich and Totenkopf, and the division was quickly moved to Italy, while Das Reich and Totenkopf were sent south to counter the new Soviet offensives.
In Donbas '43, as the commander of two Soviet Fronts—the Southwestern and Southern—you have multiple armies ready to defeat the proud but battered German Wehrmacht. As the German commander, you'll need to contend with limited panzer forces worn down by fighting at Kursk. Although Panzerarmee 1 is available, only the XXXX Panzer Corps has panzer divisions. Units from the 6th and 8th Armies are present, but their corps are mainly infantry defending the river lines. The Mius River defenses are strong, but both the quality and number of men available are likely to leave them vulnerable.
Lead Soviet spoiling attacks at Izyum and the Mius on July 17, while the Germans are still engaged at Kursk, or attempt a full multi-front offensive on August 16 to clear the Donbas. This will highlight how the Germans are discovering the challenges of ‘frontage versus depth’ and why the backhand blow tactics from four months earlier are no longer effective. The stage is set! All that's needed now is for you to launch one of the key campaigns of Summer 1943 on the Eastern Front!
**Game Content
Donbas '43 includes 101 Scenarios – covering all sizes and situations, including 5 solo tutorial scenarios plus specialized versions for both head-to-head play and vs. the computer AI.
The master map (211,470 hexes) covers the entire area from the Dnepr River in the west to Izyum, Voroshilovgrad, Stalino, and Rostov-Na-Donu in the east.
The order of battle file covers the Axis and Allied forces that participated in the campaign with other formations added in for hypothetical situations.
Order-of-Battle, Parameter Data and Scenario Editors which allow players to customize the game.
Sub-map feature allows the main map to be subdivided into smaller segments for custom scenario creation.
Design notes which cover or include the production of the game, campaign notes and sources the design team used to produce this simulation game.
**Game features include:
Phase or Turn-based play with 2 hour turns and 1-kilometer hexes.
Three levels of 2D views and two 3D views of the battlefield.
The Panzer Campaigns game engine provides multiple play options including play against the computer AI, Play by E-mail (PBEM), LAN & Internet "live" play, and two player hotseat.
**Document Preview
- Design Notes
- User Manual
- Changelog
**Credits
Scenario Designer: Daniel Asensio
Project Coordinator: David Freer
Artist: David Freer
**System Requirements
Windows 10 or 11
Processor: 1 GHz
Disk Space: 1 GB
Memory: 1 GB
Video Memory: 512 MB
This wargame is for sale at https://wargameds.com/collections/new-products - The Wargame Design Studio Store"
As usual, WDS has created a game where you as the player are going to question your life choices. I mean if you can commit to playing 101 different scenarios in just this one game, being a monk in Shangri-la might have been a better lifestyle choice. However, for we Grognards their games are truly slices of heaven on earth. All of their games, which run the gamut from the Crusades to World War III, are filled to the brim with historical information about the campaign that you are playing. Thank you WDS, for continuing to not only flesh out more periods of military history, but for updating your older games almost on a weekly basis.
Battle of Torgau The Seven Years War System Volume II by Adhoc-Edition The Battle of Torgau was tactically pretty much of a draw. The Aus...
For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!
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| This is a picture of the multi-hex brigade counters from the designer |
Mark H. Walker's '65 Squad-Level Combat in the Jungles of Vietnam by Flying Pig Games This is the war a lot of us grew up with. I...
For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!
Mark H. Walker's '65
Squad-Level Combat in the Jungles of Vietnam
by
Flying Pig Games
This is the war a lot of us grew up with. It was there every night on the news. With only 3-13 TV channels it was hard to escape as a kid. This is just a look at what is inside the box.
This is what Flying Pig Games has to say about the game:
"Download the living rules PDF for 2e here.
Fast, furious, and fun. Mark H. Walker’s Squad Battles series of games are known for their beautiful components and ease of play. A card driven game that stresses accessibility over mind-numbing complexity, ’65 Squad-Level Combat in the Jungles of Vietnam uses its cards to increase uncertainty and decrease the number of rules gamers need to remember. '65 covers skirmishes from Ia Drang to Operation Starlight, and the players control U.S. Army Rifle squads, M48 tanks, M113 armored personnel, Hueys, North Vietnamese Sappers, RPD machine guns, and VC rifle squads as they attempt to outwit their opponents.
This second edition of ’65 Squad-Level Combat in the Jungles of Vietnam adds the lasting effects of artillery barrages, Desperation Fire, more immersive helicopter gaming and much more. Additionally '65 2e updates the rules and player aid cards and incorporates errata. This is a game created by gamers for gamers. We hope you enjoy it.
Each Game Includes:
3 richly illustrated, 11” x 17” geomorphic game boards
Over 175 HUGE 1” and 1.375” counters. Bigger is better!
1 deck of 54 action cards
Full color rules and scenario booklet
Age: 14+
Players: 2-3
Playing Time: 1 hour and14 minutes to as long as you want to take.
Retail: $100.00"
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| The dice that come with the game are also oversized. So, that should give you an idea of how massive these counters are. |
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| The NVA along with the VC are represented in the game. |
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| The cards are well done and easy to read. There is nothing fancy about them. However, they serve their purpose admirably. |
So, what do we have inside the box? First, a word of caution. The counters are prerounded and desperately want to eject themselves from the surrounding sprues. Almost like paratroopers during a drop. The counters are not only large but are very thick. I didn't try it, but I think you could play tiddlywinks with them. My apologies for the pics not being spot on. I have just decided to join the 21st century as far as taking them for the games I look at. Please bear with me as I learn a new task. Many times, in the past I was using the companies' pictures. However, I would have mentioned it if the pictures on their websites were not the same as what you received. In actuality, this was never the case.
The player aids, along with the other components, are exactly what we have come to expect from Flying Pig Games.
As the box proudly states, this is the 2nd edition of the game. Many people were clamoring for a reprint and Flying Pig Games has done you one better. I was a huge fan of the 1st edition. So, I cannot wait to see the differences stated in gameplay in this edition compared to it.
In keeping with the move to the 21st century. I decided to try to use an AI program to write some things about this game. This is what I received:
"Shuffling Sheep has released a new war gam(nice leg???). It is called ^56. The gam is about the Vitamin War(Vietnam??). Only Crippled Cockroach could develop a gam this goodness(What about Betty Grable??). Ornithopters fill the sky of Venice above the frozen fields of Veracruz(???)."
So, I decided not to try and decipher the rest. It resembled a drunken translation of cuneiform. I was going to use an AI picture of Mr. Walker. However, the number of extra digits and eyes made it look like a portrait done by Picasso. In all seriousness, the original '65 was an excellent tactical wargame. I hope and assume that the changes in the 2nd edition will only make playing it even more enjoyable.
Robert Peterson
Pontiac's War: Frontier Rebellion, 1763 - 1766 by Compass Games I was an avid reader of Allan Eckert and Francis Parkman books in my ...
For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!
Pontiac's War: Frontier Rebellion, 1763 - 1766
by
Compass Games
I was an avid reader of Allan Eckert and Francis Parkman books in my youth. They both wrote about the early frontier days of the thirteen British Colonies in North America. I had always read about the indigenous people since I was old enough to hold a book. I am not sure if it was in an Eckert book or somewhere else that I first read about Pontiac (Obwaandi'eyaag) the Odawa (Ottawa) War Chief, and his rebellion against the British. This was just after the end of the French & Indian War. British hubris, especially commanding General Jeffery Amherst's, was in full swing and their treatment of the natives was part of this. The British believed that they had beaten the French and that now most of North America belonged to them. This was without any thought of the natives who actually lived there. The Indians were no part of the peace treaty between France and England. The frontier turned into a powder keg after the French troops left and the English took over their forts. This game is about what happened after the fuse was lit.
This is what Compass Games has to say about the game:
“I mean to destroy the English and leave not one upon our lands.” Pontiac
“It is not in the Indian’s power to affect anything of consequence.” Major Gladwin.”
"Pontiac’s War: Frontier Rebellion, 1763-1766 followed on the heels of the French and Indian War which ended in 1763. Thanks to Indian resentment over the French surrender of their lands and the harsh policies of General Jeffery Amherst, governor-general of British North America, 20+ Indian nations rose up under the charismatic leadership of the Ottawa sachem, Pontiac and the Lenape Holy Man, Neolin. When the powder-smoke cleared, 450 British soldiers and countless Indians had lost their lives. Two thousand settlers were either killed or captured and 4000 more had been displaced. Moreover, Britain’s foreign conflicts had put the Crown 140 million £ in debt. These expenses led directly to a series of unpopular taxes in North America which in turn led directly to another uprising, our colonial revolution.
Pontiac’s War attempts to recreate the reaction of Indian leaders to British mishandling of frontier politics and the impending colonial crisis it presaged. Building on the point-to-point system and loose Indian alliances used in King Philip’s War and Blood on the Ohio, this design expands frontier conflict using Battle cards to introduce combat chaos, British expenditure on troops, Uncertain Indian Arms supply, siege rules, the capture of prisoners, French interference and trader influence.
The game offers five short introductory scenarios (15-30 minutes), three one-year campaign scenarios (2 hours), and one three-year grand campaign (5-6 hours). Although not a solitaire design, it is solitaire friendly. Players will appreciate the high-production quality of the components which includes a MOUNTED game map and large, 5/8″ size punch-out counters."
Product Information:
Complexity: 4 out of 10
Solitaire Suitability: 5 out of 10
Time Scale: Seasonal turns (approx. 3 months per turn)
Map Scale: Point-to-Point map (approx. 60-75 miles between points)
Unit Scale: 30-50 men, 4-6 artillery guns, individual officers and sea vessels
Players: 1 or 2 (best with 2)
Playing Time: from 15 minutes (intro scenarios) to 6 hours (grand campaign)
Components:
One 22 x 34″ MOUNTED game map
Four Counter Sheets of deluxe, 5/8″ punch-out counters
106 Game Cards
16 Wooden Cubes
11 Player Aid Cards
Rules Booklet
Eight 6-sided dice
Box and Lid
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| This is the center part of the map. I am still trying to figure out the best placement for the Indians in the first turn. |
The game comes with a colorful mounted map. It shows the territory from Wisconsin to New York and Pennsylvania, along with all of the area in between. The English forts are displayed on the map. The many and varied Indian Nations villages are also on display. The map has all of the pertinent information on it. The turn track, razed forts, and Indians arms, among others, are all right there for the player. The writing on the map is nice and large. The map has point-to-point movement. The game comes with two Off-Map Forces sheets. These are made of card stock and are a half page in size. Next up are two full sized Player Aids. These have the Charts and Tables on one side, and the Combat Sequence on the other. These are both full sized pages and are both made of card stock. The last Player Aid has the 'Indian Nation Activation' rules on it. It is also full sized and made of card stock. It is only single-sided. The Rulebook is 36 pages in length. However, the rules themselves only take up the first 18 1/2 pages. Then comes the information to play the three shorter scenarios and the campaign game. This is followed by a description of some historic sites and then the Designer's Notes. This is followed by a first turn playthrough from page 25 until page 36. This is a very nice addition to be able to see the game being played and the rules you need to use. The game comes with four counter sheets. The counters are nice and large and very easy to read. Both sides have their own deck of cards. Each side has a deck of 50 cards. They are of normal game size, but they do seem to be sturdier than most. The game actually comes with 16 six-sided die, eight per side, and small plastic cubes (these are for use on the Indian Nation Activation Player Aid).
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| This is the same area of the map (I am still debating my first turn placement) with the addition of a card form both decks. Atrocities on both sides were the name of the game in this conflict. |
The game rules show us the actual realities of the conflict. The Indian Nations are disjointed and have their own agendas. The British forces are, of course, under their officer's control but are hamstrung in different ways. The Indians' pressing concern is to keep their Arms Track, guns and ammunition, as high as possible. To do this they must take forts and win battles. One of the major reasons that the war took place was because the British were starving the Indians of powder and ammunition that they now used for hunting. By taking forts and winning battles, they can replenish their limited supply of guns and ammunition. Great Britain nearly bankrupted itself during the Seven Years War. This was a global conflict that taxed even the British treasury. So, the number of troops in North America was pared down to keep costs low. As the British player you can add to your forces, but the amount of these forces and their shipping etc. comes with a cost in victory points. So, the Indian player needs to attack, and spend Arms points to do so, but they have to weigh out the loss in arms compared to their possible gain.
The game is played in seasonal turns. British Officers and Indian Sachems are prime targets for their enemies. The Indians will be hard pressed if they lose the five victory points for the loss of both Pontiac and Neolin. Neolin was the Lenape/Delaware Prophet. As in some other Indian Wars a native prophet (Neolin) was preaching a return to a lifestyle before the Colonials appeared. There are no stacking limitations, except in forts and during winter (the Off-Map Player Aids come in handy). The game has rules about captives, ambushes, and the destruction of both settlements and native villages. The Indians have to raze as many British forts as possible, and the British can knock the different Nations out of the war by destroying all of their villages. The Indians can move ten points per turn, and the British can move eight. Captives play a large part in the game. The game also gives both players a deck of Combat Cards to be used with, you'll never guess, Combat. Some of the cards also affect the game in other ways in the bigger picture. In the Campaign Scenario the British player has a historical setup to adhere to. In that same scenario there are some rules to adhere to setting up the Indians, but the player is given a lot of leeway. The big question for the Indian player is whether to try and take Detroit on the first turn or not. You can have enough different Nations warriors at Detroit to try it. The other strategy is to spread out your forces and sweep up the numerous smaller English forts first. Historically the latter idea was tried with Detroit trying to be taken by a coup de main. The additions of the cards to play along with luck of the die makes either one a viable option for the Indian player. The victory conditions are based upon the realities of that moment in time. Obviously, the British and Colonials, given their power and population and time, would eventually steamroll over the different tribes. At best, historically, the Indians could have kept the status quo for a decade or more.
The game comes with these scenarios:
The Rising - Spring, Summer & Fall 1763
The British Response - Spring, Summer & Fall 1764
The Inconclusive Conclusion - Spring, Summer & Fall 1765
Pontiac's War - The Full Campaign 1763 - 1765
There are also five Introductory Scenarios. Four of them are of two turns each and the fifth has four turns.
The designer has also added six optional rules to help give the players even more replayability and ways to use their gray matter.
This is the Sequence of Play:
Indian Reinforcement
1. Optional Annual Activation
2. Key Leaders
3. War Belts
British Reinforcements
1. Militia Volunteers
2. (Spring) Guinea Loans
Indian Movement/Combat/ Both sides replenish cards
British Movement/ Combat/ Both sides replenish cards
Supply/ Siege Attrition
Rebuild Forts & Rally
Lift Sieges/ Wintering
Determine Victory Points
Advance the Turn Marker
There is a sheet of errata that can be downloaded here:
Pontiac's War Official Clarifications Sheet
You can also download the Rulebook.
Thank you, Compass Games for allowing me to review this very well-done game on Pontiac's Uprising. I also want to thank the designer John Poniske for developing a game on this important historical period.
Robert Peterson
A Wargamers Needful Things is a one stop blog for Wargamers, Military Minifig collectors, Toy Soldier collectors and military history obsessives. We will do our upmost to cover in depth as much as possible. We shall be reviewing books, miniatures\toy soldiers, MiniFigs and of course games, plus interviews, model making and AARs! Quote from a reader.. "Your site is a much needed breath of fresh air, I absolutely love the spectrum of things you cover/review. Keep up the great work. "
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