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  Hall or Nothing Productions  This is a little information that Hall or Nothing Productions sent me. You will see they have a lot of RPGs a...

Hall or Nothing Productions Hall or Nothing Productions

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

December 2023

Hall or Nothing Productions





 Hall or Nothing Productions





 This is a little information that Hall or Nothing Productions sent me. You will see they have a lot of RPGs and Historic games already published and a lot more planned. I will be reviewing their 1565, St. Elmo's Pay in a bit. 


Illustration from their upcoming 1066, Tears to Many Mothers



"We’re a passionate indie gaming studio based in the North of England. Since 2015 we have been developing and publishing immersive thematic games. Amazing artwork, achingly beautiful music, and award-winning game designs are our hallmarks. 



Our unique Fantasy Quest Games – Gloom, Shadows, and Call of Kilforth – deliver an unparalleled RPG fantasy tabletop experience in one sitting, including hundreds of remarkably unique cards to create luscious living worlds for bold adventurers to explore. Whereas our richly detailed and lovingly researched Historic Epic Battle System games breathe exhilarating life into critical conflicts throughout history offering slick war-gaming combined with the gorgeous aesthetics of modern, non-collectable card games.



And if you want to experience the apocalyptic, haunting beauty of the world’s end, look no further than our very first Veil Odyssey Game, the monochromatic masterpiece that is Veilwraith and our latest game in production, Kreel Manor: Citadel of Horrors, The Dungeon Crawl Card Game is a prequel to the award-winning Veilwraith and is an all new epic fantasy adventure in the Kilforth universe, for 1-3 cooperative players (up to 4 with expansion) where players become the legendary champions of bygone times, embarking on a doomed quest to save the world."




Hall or Nothing Productions:

Hall Or Nothing Productions - Tabletop Games, Board Games

Veilwraith video:

https://youtu.be/NlU1cdKyh9M

1565, St. Elmo's Pay video:

https://youtu.be/j1GZT2F7h0U


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  The Siege of Malta by Worthington Publishing   The Knights Hospitallers, their actual name is ' Order of Knights of the Hospital of Sa...

The Siege of Malta 1565 by Worthington Publishing The Siege of Malta 1565 by Worthington Publishing

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

December 2023

The Siege of Malta 1565 by Worthington Publishing




 The Siege of Malta


by


Worthington Publishing





 The Knights Hospitallers, their actual name is 'Order of Knights of the Hospital of Saint John of Jerusalem' or in Latin if you prefer 'Ordo Fratrum Hospitalis Sancti Ioannis Hierosolymitani', are probably the least well known out of the three main knightly orders of the Roman Catholic Church. Their well-known cousins, the 'Knights Templars' and to a lesser extent the 'Teutonic Knights', usually steal the limelight. The Knights Hospitallers were founded in Jerusalem after the First Crusade had won it back from the Muslims. They had been displaced with the other crusaders after the fall of Acre in 1291. They then had found themselves on Cyprus and after the fall of Cyprus on the Island of Rhodes. When Rhodes was conquered by the Ottomans in 1522 their next stop was Malta. Their rent for their lands was one Maltese Falcon a year on All Souls Day (November 1st). Unfortunately for Hollywood, it was an actual falcon and not a gem encrusted piece of art.


 This is the story of one of the greatest sieges of the Renaissance. The historical notes of the game tell us that the Turkish invasion of Malta was commanded by Mustafa Pasha and Piyale Pasha, the first a general the latter an admiral. It also tells us that the Turks had 40,000 troops with them and 380 ships. The Knights Hospitallers could count on the walls of their fortresses and around 6,000 men, with only around 500 of them being knights. The famous corsair Dragut also joined the Turks to help take the fortresses. The main part of the siege, as well as the game, centers on the attack and defense of the three fortresses: St. Elmo, St. Michael, and St. Angelo. You can see below that St. Elmo is separated from the other forts.


The game map


 "This is what Worthington Publishing has to say about the game:

Both sides have elite units that can affect battle results with die re-rolls.  These are limited so deciding when to use them is important.

The siege in 1565 was during the early days when gunpowder came into use.  Each side has very limited use of gunpowder for musketry which can help their odds of success.

The Turks also have limited gunpowder for artillery.  While in supply they can bombard the Malta forts.  The Turks also have a siege tower they can use.

Play solitaire as Muslims or Christians"




 This is what they have to say about the Great Sieges Series:

"Syracuse 414 BC - The Athenian army lays siege to the great city of Syracuse.

Malta 1565 - The Turks versus the Knights of Malta in the last battle of the Crusades at the dawn of gunpowder.

Quebec 1759 - The siege that won North America for the English.

The Great Sieges game series highlights command decisions for players against a solitaire game engine opponent. They have been designed for easy set up and quick game play. Game unit placement is shown on the game board and units are wooden markers representing troop and ship formations. 

Each game was developed for solitaire play. In 414BC Siege of Syracuse and 1759 Siege of Quebec there is also a two player version of the game.  Both sides require you to make great decisions based on good strategy, keep your wits about you when orders do not turn out well, and press on to victory.

All three games use a common set of rules for game play, but each game has its own set of unique rules related to specifics of those individual sieges."


Turkish Order Book


 This is what comes with the game:

Box

Hard Mounted Game Board

2 sets of troop markers (one set per army)

2 sets of solitaire cards (one set per army)*Only 1 set of solitaire cards in 414BC Syracuse

Command Decision Cards

2 Field Order Books (one per army)

Rule Book

Custom plastic storage tray

Dice

Complexity: 3 of 10

Solitaire Suitability: 10 of 10

Playing Time: 30 to 60 minutes

Players: 1-2


Sample of Turkish Cards


 The components are more toward the utilitarian side of things compared to the arty hex and counter or Euro wargames we might see today. As far as the map goes, because there are only a few places to put your units, the map does not have to show terrain. It can also be smaller than usual for the same reason. The map is mostly light green and blue with the places you can put units coming in as dark green for the Muslims and white for the Hospitallers. It is a mounted map. I believe the units are made of wood and none of them are misshapen in any way. The cards are your standard wargame size cards. They come with a piece of artwork from the time on them. They are easy enough to read and understand. There are two Player Aids, called 'Order Books', one for the Turks and one for the Hospitallers. The Turkish player one is just in green and white with the Hospitaller one having a few more colors. They both come with slightly smaller writing on them than I would like. There is a map in the middle of the 'Orders' and a Sequence of Play on the back of both. The Rulebook is 12 pages in length and is in full color. The rules only take up nine pages and the other have Design Notes and Historical Notes on them. This is written in two columns and has the standard size rulebook type. The game does come with a nice little Battle Record pamphlet where you can record your playthroughs. The bottom of each page has a piece of artwork from the siege. I have reviewed two other of the designers, Maurice Suckling, games and these components are comparable. These games are meant for play and not aesthetics. 


Hospitaller Cards


  The games play out pretty simply. After all, Worthington Publishing has them listed as a three on the complexity chart. Play time is also listed as between 30 minutes to an hour. So, you can see that these are not the kind of wargames that take one player an hour to make one move. That is not to say that the game does not have depth or give you some immersion. It most certainly does. It is just the mechanics of playing are extremely streamlined. This is great for people who do not have dedicated wargame space. In a night of gaming, you could easily play three of four games all the way through. These Great Siege games are also meant to be played solo. The solo mode is not something that was tacked onto the games at the last minute. These games were built from the ground up to be an excellent choice for the solo game player. I believe that only the game in the Great Sieges series that you cannot play solo on either side is 414 BC Siege of Syracuse, (and no, you are not playing against the Orangemen). Worthington games has made a point of making a lot of these, I hate to say it, easy to learn and hard to master wargames. The way to victory is to drop your opponent's morale to zero. 

 This is the Sequence of Play:

1. SELECT ORDER: select one of your available Orders
by placing the Order Used card on the order in the Order Book corresponding to the choice you make.

2. USE ADDITIONAL ACTION: decide if you want to use one Aggressive Commander Action (or, for the Knights, a Defiant Speech
Action). If so, place the appropriate Order Used card on that order too.
A. The use of an Aggressive Commander Action or Defiant Speech also refreshes all expended Orders, so remove any Order Used cards from the Order Book (except Knights’ Order 6: Launch Reinforcements, if it is not yet available). These orders become
available again.

3. EVENTS & SPECIAL EVENTS: reveal the top card of the Counter Orders deck and place it face up. Implement any effects
from the Event section of the card, or take them into account in any ensuing die rolls in the current turn. Then implement any effects from Special Events, if present on the card.

4. CORRELATE ORDER & COUNTER ORDER: if the turn
still proceeds, find the column on your issued Order that corresponds with the Counter Order from the side you are not controlling, then roll the white die, applying any modifiers, to calculate then apply the result. If an Aggressive Commander Action or Defiant Speech is played, roll the black die calculating results from the relevant table, then apply results.
A. Optionally, you may use your +/-1 ability (if you have any remaining) - your Musketry (for Turks) or Greek Fire (for Knights). Only one may be used per turn, and it may only be used on an Order. But you must decide the use of this ability before you roll, then apply results.
B. Optionally use your reroll ability (if you have any remaining) - your Janissaries (for Turks) or Elite Knights (for Knights). Only one may be used per turn, and it may only be used on an Order, then
reroll and apply results.

5. ORDER EXPENDED: once you have finished rolling for the current turn, flip the selected Order facedown. It cannot be selected again until refreshed.

6. Begin next turn.

7. Play stops immediately victory conditions have been
reached. 


 I have been in awe about the siege of Malta since I was a child. I read The Great Siege of Malta by Ernle Bradford not too long after it was published in the 1960s. I make a habit of rereading it probably once every two years or so. Thank you, Worthington Publishing, for allowing me to review this great game about an incredible historical event. The next Worthington Publishing game I will be reviewing will be 414 BC Siege of Syracuse; I hope Alcibiades makes an entrance into it.

Robert

Worthington Publishing:

1565 Siege of Malta:


My review of Freeman's Farm:

My review of Chancellorsville 1863:




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  By Force of Arms The Austrian Army in the Seven Years War by Christopher Duffy   Fr om as far back as I can remember,  I have always been ...

By Force of Arms: The Austrian Army in the Seven Years War Volume 2 by Christopher Duffy By Force of Arms: The Austrian Army in the Seven Years War Volume 2 by Christopher Duffy

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

December 2023

By Force of Arms: The Austrian Army in the Seven Years War Volume 2 by Christopher Duffy




 By Force of Arms


The Austrian Army in the Seven Years War


by


Christopher Duffy




 From as far back as I can remember, I have always been extremely interested in the history of Austria and Austria-Hungary. As far as history books go, Helion & Company publish some of the best military history books on the market. So, wanting to review this book was a complete no-brainer for me.

 This is the second volume in the series by Mr. Duffy (who unfortunately passed away in 2022). The first volume, 'Instrument of War', covered the political and national goals of Austria in the Seven Years War. This volume covers the actual battles and warfare of that war. So, for the first time really, we get to see the war from the Austrian viewpoint instead of the Prussian. Most books that have been written about the European theater of war, this being the first real world war, follow the career of Frederick the Great through it. The lack of a well written and all-encompassing book on the Austrian involvement was decried as early as 1881 per the author.

 One of the best things about this book is you get to see the entire history of the war. A lot of books talk in depth about the first years of the war from 1756-1760, but only pay lip service to the war from 1760-1763. The book shows you both the victories and defeats of the Austrian Army throughout the war (yes, Frederick the Great did lose a good number of battles). However, not only that, but it also shows the reasons behind the successes and failures of the Army.

 The author switches easily from discussing the war on a strategic level to the tactics during its battles. One thing the book has which is absolutely essential in military histories is a great abundance of maps. The maps are also incredibly clear and well-drawn. You can follow the course of all the battles and the war easily with them. The book also includes black and white photos of some of the areas of the battlefields as they look today. It also comes with portraits of some of the main players in the history of the war.

 This is a fine work that has been needed for quite a while. For those of us who are interested in the Austrian side of things in the war, it is a veritable gold mine. This book should be on the shelf of any person who is interested in military history and specifically the Seven Years War. Thank you, Casemate Publishers, for allowing me to review this very fine book. 


Robert

Publisher: Helion & Company
Distributor: Casemate Publishers

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  The Maps of the Wilderness An Atlas of the Wilderness Campaign, Including all Cavalry Operations, May 2-6, 1864 by Bradley M. Gottfried  W...

The Maps of the Wilderness by Bradley M. Gottfried The Maps of the Wilderness by Bradley M. Gottfried

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

December 2023

The Maps of the Wilderness by Bradley M. Gottfried





 The Maps of the Wilderness


An Atlas of the Wilderness Campaign, Including all Cavalry Operations, May 2-6, 1864


by


Bradley M. Gottfried





 We have all read about how Napoleon and Marshal Berthier would crawl over maps during their campaigns. I think possibly that image in my mind started a lifelong love of maps. I love to look at all maps but especially campaign and battle maps. I believe it gives me, and others, a much-needed visual representation of the histories we are reading.


 These books by Bradley M. Gottfried completely switches the program from what we military history readers are used to. Instead of the prose being the main part of the book, in this case the maps are the real headliner. The descriptions are not inferior; in fact, far from it. It is just we are finally given exact and easy to read and follow maps of a campaign or battle. This is in comparison to many very well written military histories that have two or three maps that look like they were drawn by a second grader. This is actually the fifth in this series of books by the author. I can easily recommend all of them to the reader. They are:


The Maps of Gettysburg

The Maps of First Bull Run

The Maps of Antietam

The Maps of Bristoe Station and Mine Run Campaigns


 This book easily measures up to its elder brothers. The confusing and claustrophobic fighting of the Battle of the Wilderness is finally brought into the light of day. The books written about the battle are sometimes hard to follow because of the complete confusion on the part of the actual participants. They sometimes had no idea of where they were, let alone where the units on either side of them were at any given time. The painstakingly drawn maps clears up all of that confusion. 


 In conclusion, if you have any interest in the Battle of the Wilderness, or the American Civil War in general, this book is a must have for your library. While you are ordering it at Savas Beatie please take a look at the rest of the series.


 Robert

Book: The Maps of the Wilderness

Author: Bradley M. Gottfried

Publisher: Savas Beatie

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  Conquering the Valley Cross Keys/Port Republic by Tiny Battle Publishing  The Shenandoah Valley 1862 campaign raged by the forces under Ma...

Conquering the Valley Cross Keys/Port Republic by Tiny Battle Publishing Conquering the Valley Cross Keys/Port Republic by Tiny Battle Publishing

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

December 2023

Conquering the Valley Cross Keys/Port Republic by Tiny Battle Publishing





 Conquering the Valley Cross Keys/Port Republic


by


Tiny Battle Publishing





 The Shenandoah Valley 1862 campaign raged by the forces under Major General Thomas J. 'Stonewall' Jackson had an immense impact on the American Civil War. Union Major General McClellan was poised to attack the Confederate forces by an amphibious landing on the Virginia Peninsula southeast of Richmond. McClellan, aided by Pinkerton, believed that he was outnumbered by the Confederate forces by as much as two to one. Jackson's campaign was to keep the Valley in Confederate hands and also to panic President Lincoln in Washington to draw troops away from McClellan. Jackson did his job admirably while at the end being outnumbered almost three to one. McClellan slowed his glacial pace toward Richmond while also writing almost daily to his superiors in Washington that he was surrounded by millions of Confederate troops. The game represents the last two battles of the Valley Campaign before Jackson marched to join the Confederate forces at Richmond. The Battles of Cross Keys and Port Republic took place on June 8th and 9th of 1862.


 The game rules are one of the offshoots of Hermann Luttman's numerous designs for wargaming the Civil War (All hail King Hermann the first of his name). This is what Tiny Battle Publishing has to say about the game:


 "Following the release of The Hill of Death, Conquering the Valley is the second game in the Shattered Union series. Heavily influenced by 2022's Wargame of the Year, A Most Fearful Sacrifice, Herm Luttmann’s Shattered Union series is a new line of American Civil War wargames designed to be accessible to gamers of any experience level and playable in 3 hours.

Conquering the Valley covers the final two battles of Stonewall Jackson’s Valley Campaign of 1862. Jackson fights two Union armies, beats them both, and then heads off to Richmond for “The Seven Days”. 

Players can fight each battle separately or combine both as they historically were fought. The game also includes an interesting “What If” scenario; a Union cavalry force captured a key bridge but they failed to burn it and thereby cut Jackson off from his supply train. In the “What If” scenario, those Union troopers actually burn the bridge and force Jackson to fight Fremont’s army but Jackson has limited ammunition. In the end though, the historic game comes down to fighting it out for the Union guns at “The Coaling”. If Jackson can capture the Union artillery at Port Republic, he has won the campaign and can head towards Richmond!"


Illustration of the Battle of Cross Keys


  This is what comes with the game:


2 – Maps each 17" x 22"

189 – Counters 

39 – Playing Cards

Player Aid

1 – Series Rulebook

1 – Game Module Rulebook

5 – Six-Sided Dice (Red, White, Black, Blue and Gray)

A box to stuff it in

Designed by Claude Templeton Whalen 

Art by Jose R. Faura 

Number of Players: 2 (but solo friendly) 

Ages: 9 and up (potential choking hazard for anyone under 9 or hungry adults ) 

Playing Time: 2 hours 53 minutes (except if you play both battles back to back) 


 The battlefield maps are double-sided. The colors are somewhat muted, but you can clearly see the terrain and elevation. Their biggest claim to fame is that the hexes are 1" in size. The counters are well done with a picture of the troop type on each counter. The number on the bottom left is the unit's Strength Point value. The one on the bottom right is the unit's Cohesion Rating. Artillery units can be either Rifled (R), Smoothbore (S), or Mixed (M). The counters come in at 3/4" size. The game also has an 11"x 17" Players Aid that on one side has the CRT, Terrain, and other charts. The flipside has the Sequence of Play and rules etc. The game can pretty much be played by just looking at it without needing the Rulebooks. As I mentioned, the game materials are mostly in muted colors. However, I assume the art director decided to break free on the CRT and Terrain Chart side which is awash with color. It does not hinder the reading of it; on the contrary, it makes it easier to read and see what you are looking for. It just surprised me compared to the rest of the materials. The game, like most series games, comes with two Rulebooks. One is for the Series and the other for the Conquering the Valley game itself. The Series Rulebook is only 15 pages long. It is printed in double columns and the type is on the small size. It has only one example of play that is pictured; all of the rest are just written. However, there are a lot of them to help the player. This games Rulebook is only 11 pages in length and most of that is taken up by the scenario setups and individual rules. The game comes with four scenarios with the last one being a 'campaign' game of playing both battles. The 39 cards are used for unit activation, among other things. There are also Event Cards, Commander-In-Chief Cards, and Wild Cards The activation cards come with a nice ink drawing of some of the commanders. 


 The components measure up to the standard of the other Tiny Battle Publishing games I have played. About the only thing one could gripe about is the thinness of the counters. I do not remember the other games' counters and unfortunately, I have all of my games packed up for a move. It is possible the counters are the same thickness as in other games. They are certainly not thin enough to be detrimental to the longevity of the game.


Illustration of the Battle of Port Republic


  As mentioned, the game and its ruleset are an offshoot from the massive wargaming hit, 'A Most Fearful Sacrifice' from Hermann Luttmann. I for one, would look at buying a game of Tiddlywinks if Mr. Luttmann's name appeared on the rules. So, I was very familiar with his varied rule systems. I also reviewed the other game in the Shattered Union System: 'The Hill of Death', link below. There are only about three and a half pages of rules that pertain just to this game, and already knowing the system made it that much easier. This series is also supposed to be light on the rules and quick playing. The games that Tiny Battle Publishing puts forth are in direct contrast to its older brother Flying Pig Games. Yaah! magazine is the inhouse magazine for both of the companies' games. It comes with in-depth looks at the games and new scenarios or changes to existing scenarios. 

  The game comes as exactly advertised. Light on the rules and quick and easy to play. This comes without losing the historical flavor or play of the games. It does not make you think that these are cookie cutter rules where you could just put in a counter of panzers, and it would play the same. The cards used in the game are a refinement of the tried-and-true chit pull system of gaming. It allows the designer so much more latitude in what can be presented to the player for and against him. So, instead of just doing a cup pull to find out what units can move you can vary the number of units that can move etc., the designer can almost design a completely different battle for the player but still be in the realm of historical possibilities. 

 The Battle of Port Republic (Jackson Attacks scenario) is a hard one for the Confederates to get a win. First of all, it is only nine turns long. You have almost a two to one advantage in numbers playing the Confederates but that is because of reinforcements. At the beginning of the battle, it is about even. The South River ford causes the main problem for the Confederates because high rain has made the ford very hard to get troops through. So, as the Confederates you have a numerical advantage but because of the ford can you get your troops to where they are needed in time? Between the four scenarios I think it is my favorite because the cards, friction of war, make it so hard to make a plan and go with it. Although, because of the cards it really seems that each battle you play in the system is completely different than the last one. My second favorite scenario is Campbell Burns the Bridge. 

 There are a total of four scenarios. They are:

Ewell Does His Job - Historic Cross Keys

Jackson Attacks - Historic Port Republic

Campbell Burns the Bridge - Cross Keys What if

Two Days in June - Both Cross Keys and Port Republic


 Thank you, Tiny Battle Publishing, for letting me review another great game in your stable. With the rules and the small number of counters, this is a great game for anyone, but especially for gamers who do not have a dedicated gaming space. 

Robert

Tiny Battle Publishing:

Conquering the Valley:

My review of The Hill of Death:

The Hill of Death: Champion Hill by Tiny Battle Publishing - A Wargamers Needful Things

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 FOURTEEN DAYS IN JUNE FROM STRATEGEMATA It may sound like the title of a spy novel, but as you can see we're back in familiar war gamin...

FOURTEEN DAYS IN JUNE FOURTEEN DAYS IN JUNE

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

December 2023

FOURTEEN DAYS IN JUNE

 FOURTEEN DAYS IN JUNE

FROM

STRATEGEMATA


It may sound like the title of a spy novel, but as you can see we're back in familiar war gaming territory... or, perhaps, not so familiar.  Especially, there's no need for the immediate exclamation - not another Waterloo game.  Why? Well, because this isn't the typical focus of the three days, but as the title and subscript spells out, it's a treatment of the whole two weeks leading up to and culminating in the battle of Waterloo.  This is a very refreshing change, especially as it's a game coming from a designer that I already rate highly.  Several of his games I've already reviewed for A Wargamers Needful Things and nearly all his other games are in my collection.  So, it was no surprise to see "A game by Stephen Pole" featured on the front of the game box.  It's a detail that would immediately make me pick up a game and have me well on the way to buying it.
However, once again I've got Strategemata to thank for their kindness in sending me Fourteen Days In June to review.  Opening up the box revealed typical features of both a Stephen Pole design and Strategemata production.  Much as I've liked the sequence of their smaller mounted maps in recent games, I was more than happy to see a full sized paper map for this game which gives justice to the necessary scale for this campaign.

The counters remain of very average quality by current standards and remind me very much of the simplicity of when I first encountered board games through SPI magazine games back in the 1970s!  Everything is functional and serviceable and so is the rule book, which remains a simple twelve page, stapled, black and white production.  
Front page of Rules Booklet

As has become almost standard, it is supported by a similar eight page booklet of rules examples, with plenty of helpful coloured illustrations, but with text in even smaller print than the rules themselves.  
Eight page Examples Booklet

Though these production qualities are a far cry from the gloss of many nascent games companies, the design itself is very much a quality one, blending as it does elements familiar from a number of Stephen Pole's previous games with some very interesting developments.
To start with, what is familiar from 2021's How The Union Was Saved are the wooden stands and oblong leader counters that are all that appear on the map itself.  Each stand and Leader represents a Formation.  They are very few in number, with only eight in total for the joint Allied British and Prussian forces and seven for the French when set up at the start,  growing to a maximum of fourteen for the Allied and twelve for the French.  This is followed by the identical layout down one side of the map for the units that make up each leader's command.  

On the display, you place unit markers, one for each of the three combat arms: infantry, cavalry and artillery.  These markers are numbered so that you can register the current number of divisions of each type that the force contains.  Those placed on each top row will be numbered in black to show full strength and those on each bottom row will be numbered in white to show half strength.
Just as your display was hidden from your opponent's by screens in How the Union Was Saved, so too here.

Each player gets to see a suitably dramatic scene of their enemy in firing line, while on the reverse they face a helpful set of informative tables.  All these elements are identical to those in the previous game, along with the combat system that I'll discuss later.  Virtually everything else is different.
The initial and very obvious difference is the larger size of map which promises that manoeuvre will be even more important than it was for the ACW game.  However, it is within the system itself that the major changes and developments appear and all of them I've found highly rewarding.  
The major one in this game is the issuing of orders.   What is rather strange is that in the Sequence of Play, it doesn't even get named!  There are, in fact, only three Phases listed:
[1] Attrition and Supply
[2] Movement and Combat
[3] Commander Movement
The first, Attrition and Supply, is fairly conventional.  Attrition is affected by two factors - the size of the Force and whether it is in supply or not.  Supply is handled by the tried and trusted method of  tracing to a supply source along a road, but thankfully doesn't allow the often ridiculous ability to allow your road to wander all over the map back to a supply source!  Instead the road you are using to trace supply may only progress three hexes ahead of the compass direction fixed for your nationality - south for the British, north for the French and west for the Prussians.  An extra restriction is that you must be on or adjacent to the road or be separated by a single clear hex.  It may seem a small point, but having despaired of many games with easy, but ridiculously liberal supply rules or some games with immensely complex ones!  Here, it is simple, but realistic.
Virtually all the rest of the game's rules are contained in Phase 2 Movement and Combat.  Personally, I would have labelled this Phase Orders and Movement, as it has five sections. Parts I to IV deal with Orders, while Part V deals specifically with the details of Movement.  However, the type of Order will affect movement and whether you can engage in combat too.  All these combinations depart significantly from the simplicity and ease of understanding that I associate with Steve Pole's designs.  Don't be deterred.  It is well worth getting to grips with and I would strongly recommend following through each part of the rules, using both the examples in the supporting booklet along with physical counters on the map too.  A single play of the game was then sufficient for me to play subsequent games with barely a reference to the rule book about orders.  I'd also suggest that, when first learning and playing the game, you stick to the Historical Set-Up rules and only move on to the Quasi-Historical Set-Up or Free Set-Up when you've bedded in the rules!

Historical Set-Up
 
So, at the start only the French issue Initial Orders, one for each Force on the map and this involves writing a destination village, town or city on a record sheet.   This is a very similar method to Hexasim's Rising/Falling Eagles games that also cover Napoleonic battles.  While under Initial Orders, formations can only move on the road network.  For the first three turns, only the French can move using these Initial Orders, though on turn 2 the Allied forces do write down their Initial Orders and on turn 3 place the Order markers on the map.
Without going into too much detail, what follows on from Turn 4 is the issuing of Further Orders.    This is done one force at a time alternately from one side to the other.  Each time you attempt to issue an order, you test by rolling two dice with a decreasing bonus system to see if you are successful.  Fail and you cannot issue any more orders; also if you decide not to issue an order, you can't issue any more that turn.  There is quite a deal of subtlety here (especially as you can place +1 or +2 markers which act as a sort of delayed order process).  Once comfortable with applying them, it's a system I thoroughly enjoy and would single out as being a major factor.
Once all Order markers have been placed on the map, they are carried out,  again alternately.  One side chooses a Force with an Order marker, removes the Order marker and moves and conducts combat, if desired and possible, and then the other side activates a  Force and does the same.  Like the issuing of orders, if you decide not to activate a Force, then you won't be able to activate any more that turn and any Forces that still have orders on them have them removed!
Part IV (of the Movement and Combat Phase) is named Updating Orders and is the process by which a Force with a +1 marker is given an Order marker and a Force with a +2 marker has it substituted by a +1 marker.  
Included among these central processes of the game are a number of small details that contribute to the flavour and feel of this game.  Route blocked markers that hinder the progress of your own units; the ability to Force March resulting in placing a fatigue marker that affects combat; the use of markers to show that your Force has already been in combat and adds a negative affect to further combat; the role of Commanders for whom only the single highest ranking Commander's standee is ever located on the map and as Forces merge or split new Commanders come into play or are placed on the hidden displays where the unit strength markers are located; and one of my favourites, Inadvertent Moves  whereby every hex moved off-road has to be diced for and a failed roll ends the Force's movement in a randomly generated hex adjacent to the one you've just entered.  The latter is an excellent reminder of the difficulties of off-road movement along with the added difficulties brought on by bad weather. 

En Avant. Mes Amis
The blue markers indicate Route Blocked


Moving on to the Combat rules, they are the identical ones used in Stephen Pole's previous ACW game and they are highly effective and easy to implement.  Commanders once more play an important role, as the number of stars of rank a leader possesses determines the maximum number of dice you may choose to roll and the total rolled is the number of divisions you must commit to a battle.  So, a leader like Napoleon can roll up to five dice which, of course, means, depending on what he rolls, he may be able to commit anywhere between 5 to 30 divisions.  Obviously, if you don't have as many as the number rolled, you simply commit all that you have!  Factors like the quality of your Army Commander if leading the Force, combined arms and terrain add to your total with the final addition of a D6 roll for each player.
Whoever achieves the higher number wins the battle.  Then the difference between the scores is the maximum number of hits that the winner inflicts on the loser and the loser scores half that number of hits on the winner.  Each hit eliminates half a division point. The scale of a victory also involves who retreats and who controls that retreat. This is an excellent and very easy method which does away with unrealistic combat factor counting just to get that perfect combat odds and also does away with computing column shifts and die roll modifiers.  Moreover, losses from combat and attrition are crucial to winning the game.
Unless the French gain an automatic victory by capturing one of the two hexes of Brussels, victory is determined at the end of the fourteen turn game by the number of divisions lost by each side.  
The French win if either the British or the Prussians have lost at lest 10 divisions and the French have lost fewer than half the total number of divisions lost by the the British and Prussians combined.  Any other result is a win for the Allied side.  These conditions influence game play and player decisions from the very start - another excellent factor in the game.
This is a hugely enjoyable two-player game.  It is easy to play and one that will not have your head buried in the rule book, but concentrating on what's happening on the map.  Hidden strengths, the order system and combined movement & combat rules all lead to a fast moving, tension filled contest of cat and mouse game that can be played out in a single sitting.  It’s also the type of game where you will certainly make blunders, as you learn the potential for each side to deceive and pursue unexpected lines.  Learning how to counter these and devise and exploit twists of your own is part of the pleasure.  Even using the historical setup,  the course of the campaign may well not follow history, unless both players pursue identical decisions to their historical counterparts.  But if you want to put yourself in the place of those commanders with all the uncertainty that they faced and execute your plan to achieve victory, this game should just serve your needs.  Personally, I intend to try it out in the future with the added uncertainty of using my sleds so that I cannot initially see who is leading each Force. nor who may be in command when forces split up.
 


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