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  ITALIA 1917-1918 A FAREWELL TO ARMS FROM NUTS PUBLISHING The Italian Front in WWI is definitely ...

ITALIA 1917 -1918 ITALIA 1917 -1918

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

November 2024

ITALIA 1917 -1918

 ITALIA 1917-1918

A FAREWELL TO ARMS

FROM

NUTS PUBLISHING

The Italian Front in WWI is definitely one of the lesser known periods in military history and so, not surprisingly, one of the less frequently gamed episodes.  The narrative in the famous Hemingway novel, from which the game's sub-title is drawn, was my first and only encounter with any battles in Italy during WWI, until SPI's folio game on Caporetto came out in 1978 as part of its quad, The Great War in the East.  Currently two other games on the battle are underway, one of which has just been published as I write. Caporetto, in fact, is probably the best known and often only known battle from the period.  Sadly too it was a major disaster for the Italian army. Though Italia does include this battle, it provides far more than that single devastating rout. What we do get is a very full and impressive package.  Nowhere is this more evident than in the three splendid maps, two of which are double-sided, plus a mini-map.  
The mini-map, Monte Grappa, is intended to allow you to dip your toe into the basic rules.  Billed as an introductory scenario, it does that job admirably. Though small in scale it introduces virtually everything in the Basic Rule Book.  It focuses on the major Central Powers attack at the end of the campaign and provides a short, brutal gripping defence by the Italians which historically stopped the Central Power forces.
Perhaps, it’s no surprise that the first full scenario is Waffentrue: the battle of Caporetto and this gets its own full size map.  

The Battle of Caporetto map
The remaining four scenarios are all played out on two full size maps that together are entitled 1918: The Battles of the Piave. On the reverse of two out of these three maps, you again combine them together to form the map for playing the whole Campaign game that covers a period from October 1917 to November 1918.  This major undertaking in game time is covered by the Advanced Rule Book which introduces many new concepts and rules, but more about those later.

The larger scale maps combined to form the Battles of the Piave

Italia 1917-1918 is the third game in the series using the same basic system.  The first two games designed by Nicholas Rident were Marne 1918 Friedensturm and Somme 1918: Bloody Spring.  Whereas this latest Italia, designed by Stephane Senechal, introduces several modifications which are easily identified by being printed in blue and can retrospectively be introduced into the previous two games In addition, rules specific purely to Italia are printed in red.  Being unfamiliar with the system, I found that they needed careful reading, despite being only 18 pages long.
The turn sequence overall is very easy to sum up and grasp, as it is made up of only three Sequences: Administrative Declaration, Operational and Victory Point. The last is very, very brief and takes little time to carry out and the first is hardly any longer.  This Administrative Sequence has three Phases - Offensives Declaration which can only be made by the Initiative Player and is determined by a Scenario's rules, a Supply Phase carried out by both players and an Air Superiority Phase which is an optional rule, but so simple, quick and easy that it's hard to see why you wouldn't always use it.

The core and depth of the game all comes in the Operational Sequence.  It contains four steps: Movement, Combat, Disengagement and Exploitation.  All four steps are executed first by the Initiative Player and then by the Reacting Player. As the Scenarios range from a single turn to two Scenarios lasting 3 turns Scenarios and two Scenarios lasting 4 turns, even the longest two initially appear likely to be playable in a short time. However, this is misleading, as in each Scenario's special rules, the Initiative player has to launch an Offensive every turn.  Launching an Offensive means that the Operational Sequence is carried three times in each turn!  You quickly realise that most of the Scenarios take nearly the equivalent of 9 - 12 turns and certainly cover a lot of action and require considerable rules' knowledge.
First of all the game layers in many familiar features: weather, creating pontoon bridges along with building and destroying bridges, forced march, the use of trucks, designating reserves and their use and activation, supply depots, disorganisation and reorganisation.  Along with these are some interesting developments such as  disengagement which follows combat and can only be applied to units identified by disengagement markers placed at the end of the Movement Phase.  
However, what significantly enriches, but also adds to game length is an exceptionally detailed combat system.  The first complicating factor is the distinction between conventional units, primarily infantry, some cavalry and, for this late stage of the war, an element of tanks as opposed to Support units.  The latter include HQs, artillery, a variety of assault troops specific to each nation, along with the optional air support units.
Combat starts with the indication of the standard combat units involved and then each side allocates artillery support types that may either be for bombardment or counter-battery purposes and the resolution of whichever types have been allocated.  This is the first significant increase to the length and complexity of the combat process.  

Familiar Odds Ratio CRT and Combat Modifiers

The next step is wholly familiar and easily applied:- a normal odds ratio CRT [Combat Results Table] comparing each side's strength points to find the appropriate column to roll on.  Then add many typical DRMs for terrain, morale difference between lead units, tanks, assault troops, being out of supply etc. One original touch that I like is that should the attacker be left with no unit that fulfils the requirements for a lead unit, the attack is cancelled and the attacking unit with the highest morale loses 3 steps.  Ouch!
Normally, the last step rolling the dice and checking the result is the easiest.   What is added to the system in Italia gains my qualified praise. Four dice are rolled - two white, one blue and one green. The summed total of the two white dice referenced to the ratio column on the CRT gives you the basic number of hit points each side takes.  So far so good. But then you have to reference the blue Central Powers die and the green Entente die to an additional Tactical Coordination Table that has both its own modifiers and set of results that produce both compulsory and optional actions.  

Tactical Consideration Table

My praise goes to the granularity of detail added to the combat results, but my qualification is for the considerable length of time that every combat takes.  Nor is everything finished yet. The results from the Tactical Coordination Table have all to be applied before the CRT results are dealt with and the hit points have to be converted into step losses. 

Hit Point Conversion Chart

The Operational Sequence is rounded out by Disengagement and Exploitation.  The first of these, Disengagement, allows units so marked at the end of the Movement Phase to leave enemy ZOCs, however it doesn't allow Support units to move. The other, Exploitation, is even more limited as only those rare few units qualify that received an Exploitation marker because of a Tactical Coordination result during combat.  It allows those that are adjacent to an enemy unit to have combat if wished while those marked with Exploitation (or a Reserve marker) that are not adjacent to an enemy unit may move.
Finally, a Turn is rounded off with the removal of appropriate markers and the conventional totalling of VPs.  What I've detailed so far allows you to play all the Scenarios.  One Scenario is played on both maps that together make up the map labelled 1918 The Battle of Piave, while another Scenario uses the southern portion of both those map sheets.  Two further Scenarios are played, one on the west map and the other on the east map of 1918 The Battle of Piave and finally the Caporetto Scenario is played out on its own single, full sized map.  They all provide substantial medium to medium/high level games.  
Having absorbed all the not insignificant number of basic rules, we come to the Advanced Rule Book and another 18 pages of rules.  Its introduction states,
"The Advanced Rules do not make the game any more complex.  In the majority of cases they are organised such that players can learn them as they go along."


Just looking at the list on the front cover of the Advanced Rules Book (seen above) had me doubting that statement and reading and assimilating them hasn't changed my mind.
First of all, there are both totally new rules and significant modifications to the basic rules. On the simple level, each player has a new Phase, Strategic Movement, which takes up a full two pages of rules.  In many a game, this entails a simple doubling of movement while remaining a specific number of hexes away from enemy units. In Italia 1917-18, these detail the use of Strategic Movement markers and their use in Offensive and non-Offensive turns, the movement of units from the map to the Strategic Reserve Box or Rebuild Track and strategic movement on rail lines.

However, what is the most complex new addition for me is the Unit Admin Phase.  It introduces the rebuilding of eliminated units, units’ rest and recuperation and the managing of artillery support.  Apart from its extension of the rules, it substantially adds to an already sizeable play area by needing two display charts, one for each player.  The relevant rules add two more pages explaining the use of morale tracks and a brigade or regiment track along with four separate boxes for resting, loss, eliminated and encircled units.




Inevitably what I do like most in the Advanced rules are the extensive decks of Event cards of which the four illustrated below are a mere taster.  They are something I intend to explore adapting into some of the basic game play. 



So, to sum up, the basic game is a detailed and very thorough treatment of this infrequently covered theatre of WWI.  It provides real value for an amazingly low price (£50.95 at Second Chance Games - my go-to supplier), though as always I've Nuts Publishing to thank for providing this review copy. Its three maps are an exceptional geographic presentation and the package provides a good range of substantial scenarios with Caporetto probably being the one that most gamers will plump for.  For me, the Advanced rules took it to a level of depth outside my comfort zone, so the grand campaign will probably remain unexplored and I would suggest is more likely to be played at conventions where time can be devoted to it.

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Armored Brigade II by Slitherine/Matrix a tutorial by Joe Beard  This is a video tutorial of the newly released Armored Brigade II by our go...

Armored Brigade II by Slitherine/Matrix a tutorial by Joe Beard Armored Brigade II by Slitherine/Matrix a tutorial by Joe Beard

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

November 2024

Armored Brigade II by Slitherine/Matrix a tutorial by Joe Beard



Armored Brigade II by Slitherine/Matrix a tutorial by Joe Beard


 This is a video tutorial of the newly released Armored Brigade II

by our good friend Joe Beard





https://youtu.be/ILB_RGTIAso


Thank you very much Joe!

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SONG FOR WAR FROM INVICTA REX GAMES RELAUNCHING SOON In 2023, I reviewed and immediately pledged to the Kickstarter for Song For War when i...

SONG FOR WAR SONG FOR WAR

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

November 2024

SONG FOR WAR

SONG FOR WAR

FROM

INVICTA REX GAMES

RELAUNCHING SOON


In 2023, I reviewed and immediately pledged to the Kickstarter for Song For War when it was launched.  An outstanding game reviewed enthusiastically by myself and many far more well-known names, such as Zilla Blitz and Andrew & Grant of The Players Aid.  Much to my disappointment and the disappointment of many more, its ambitious target eventually wasn't met.  But from the outset, Chris and Seth, who formed Invicta Rex Games, had encouraged comments, ideas and advice and these have helped inform their subsequent planning. 

So here we are on the verge of that re-launch in 2025 and I'd like to fill you in on what to expect.  But first, if this is the first time you've heard of the game, I'd suggest having a look at my original review at this link Song For War and at some of the many other reviews on this game.  But first just a quick reminder of what everything looks like when set out.


My focus today is going to be specifically on the single major new development.  This development had already been under consideration by the guys at Invicta Rex even before the gaming community started suggesting it. It was a request for some shorter scenarios and that's just what the new launch provides.  These two new Scenarios are Italy and North Africa.  What’s even more important is that you're being offered even more choice.  You'll be able to pledge for  the whole Song for War: Mediterranean Theatre with these two new Scenarios or you can choose to pledge for a separate package Song For War: Mediterranean Operations containing just the two Scenarios.

What’s the difference?

Song For War: Mediterranean Theatre contains all that was previously covered by the first launch.  But now on the reverse of one of the two amazing mounted boards is a new map focusing on Italy and its surrounding seas and on the other map’s reverse is a similar closer focus on North Africa and the bordering Mediterranean.  This is an amazing addition, as the following pictures show.   First of all, Italy.

Followed by North Africa - at a slightly tilted angle!



Both retain the gloriously vibrant map colours of their parent map.  To accompany these two new maps and their respective Scenarios
come some modifications to the rules to reflect the more detailed picture that this narrower geographical and historical focus allows, as well as the omission of the National Support Phase from the whole theatre game’s rules.

However, if you want something a little lighter, whether on your pocket, your shelf or your playing time, this smaller game [and that word smaller is a very misleading one] Song For War: Mediterranean Operations will be a stunning buy in its own right with a single mounted board with the two maps on opposite sides.  I hope I've whetted your appetite and in a few months time, curtesy of Invicta Rex Games, I shall be able to give you an even better detailed view and review of my own copy of this separate game. Personally, I shall still be pledging for the whole Mediterranean game as well, but that's my choice.

Meanwhile here are just a couple of highlights to savour.


The Allies land at Salerno


Tobruk - will it fall or not?  It's up to you!

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  PHANTOM FURY FROM NUTS PUBLISHING First published in 2011,   Phantom Fury was my initial reason some years ago for contacting Nuts Publis...

PHANTOM FURY PHANTOM FURY

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

November 2024

PHANTOM FURY

 PHANTOM FURY

FROM

NUTS PUBLISHING


First published in 2011,  Phantom Fury was my initial reason some years ago for contacting Nuts Publishing in hopes of reviewing it for A Wargamers Needful Things.  A copy by then was sadly unobtainable and, though I’ve had the opportunity to review many excellent games from Nuts Publishing since then, I’ve always harboured the desire to review that earlier game. Until now, the nearest to my wish being granted was Urban Operations which included a scenario on 2nd Fallujah.
After a long wait, however, at last the oft-promised second edition of Phantom Fury is in my hands and currently on my gaming table with many thanks to Nuts Publishing for this review copy.   

The physical quality of the new release displays all the familiar advances in component production, especially in the counters that are substantially thicker and benefit from their easy to press out, rounded edges.





Similarly the two play aids are on glossy card stock.  The first being a double-sided Sequence of Play, the other a single-sided presentation of all the necessary tables.

The map, though essentially identical to the original, has undergone one or two major important changes. With the original, the location background strongly emerged, while the Zones and Locations critical for play disappeared into that background.


Whereas the new presentation reverses that process, making play substantially easier.



As a result things like the various record tracks create a stylish impression, while the Zones become easily readable.  At the groundfloor level you have the Courtyard distinguished by its red colour, the letter C and a small door symbol, subsequent levels have a connecting arrow, with usually one or two rooms until you reach the Roof marked in black and with the letter R.   Though identical in these respects to the first edition map, the ability to read them at a glance stands as a huge improvement in game play. In addition, as you can see, the outlying borders displaying the Turn track, VP track and various holding boxes, has been given a much stronger palate.  All this adds to the visual enjoyment of the game.

From visuals, we come to the situation which is broadly the USMC [United States Marine Corps] tasked with securing the town of Fallujah.  The focus is specifically on the morning of 9th November 2004 and the 3rd Battalion 1st Marines in the Jolan District in the north-west of the town.  Despite this attention to detail, it's hard not to view the game as a generic slice of any Middle East conflict involving a broadly typical action.   

The top two rows of counters are your enemy Insurgents, while the smaller counters below them are mainly the Suspect markers which are what will be the first that will be placed on the map as you approach each Zone.  When these are rolled for revelation, there's a 50% chance nothing will be there. When real opponents appear, they are an anonymous force of two types of unit, labelled Guerrillas and Martyrs, which you randomly draw from the familiar cup or bag.
This might seem appropriate for the sort of enemy and situation presented here, but your own troops are an equally simplified and faceless bunch.   Their only individuality lies in their strength factors, ranging from 4-6 and that a small number of them can be assigned a CAAT support marker which can be used 4 times to add +2 to Fire actions or Assault actions.
As the design is expressly noted as being based very strongly on an article entitled  "Infantry Squad Tactics.  Some of the lessons learned during MOUT [Military Operations on Urbanized Terrain] in the battle of Fallujah", published in the Marine Corps Gazette, I'm sure the elements involved are accurate.  Nevertheless, I consistently felt I was gaming a system, rather than a specific historical event.
That said, I enjoyed every minute of that gaming and the lack of individuality to the units may be a help in not focusing on the horrors of modern warfare.  What you do experience is the grinding progress, block by block, using fire and movement tactics to advance and assault block by block.  

Early progress in the south-east quadrant of the map

You’ll encounter the deadly dangers of crossing streets, unless you have the one and only  M1A1 Abrams tank in the locale and the endless uncertainty of Suspect markers and actions that reveal them.  You have a 50% chance that each one will prove to be nothing there, but I can assure you that I haven’t yet played a session where the number of negative sightings is anywhere near the number of actual Insurgents revealed!  You’ll face the difficulties of fighting your way upward from floor to floor of a building or the potentially swifter task of fighting from the roof down.
Virtually all your efforts depend on your Marines, with only 4 squads having the benefit of CAAT support being attached [these give an +2 bonus to fire or assault rolls].  Each of your turns begins with the ability to attempt call in some of a very, very limited number of additional missions.  In all, there are only four Dragon Eye aerial vehicle reports that merely identify suspected insurgents, two AH-1W Super Cobra close air support missions and a single F/A-18 Hornet.  Even your attempts to call these in have their dangers, as a failure to call in the mission allows a random Insurgent reaction to take place.
One feature that makes this system all the more engrossing is that there is no enemy turn as such.  Instead virtually all Insurgent action takes place as reactions to your individual actions.  Mainly these are Defensive Fire attacks when you enter a building and simultaneous fire when you are assaulting from one level of a building to the next level.

Green markers indicate Zones still under Insurgent control

Though the imbalance of the strength of your Marines against the Insurgents’ strengths is markedly in your favour, the reverse is true of the number of their units as compared to yours. You begin with 9 squads have 3 more squads as reinforcements and can take a further 3 squads at the cost of losing VPs and finally will gain 3 Iraqi squads.  The latter are absolutely essential as they are the only ones allowed to enter the area’s mosque.
To avoid automatic defeat, you have 16 turns [13 turns if you play the historical variant!] in which to clear and control every one of the 61 zones on the map.  If you avoid defeat, your tally of victory points may earn you anything from a major victory to a costly victory. Time and the number of zones to fight through and eventually control makes this a very tough task.
I've found it an uphill struggle to achieve any level of victory, but Phantom Fury has the supreme quality for a successful solo game, namely the minute that I finish one play, I want to set it up and start all over again.
My final thoughts are on the rulebook which is equally attractive.  As, I believe, it is identical to the first edition's, that is a good recommendation for its quality and clarity.  It's extensively illustrated with examples through out the text and complemented by a very good example of a turn's play.

A section of the example of a Turn's play
The layout and organisation takes you easily through the Sequence of Play with concise but very clear rules' sections.  As there are a significant number of original concepts to represent the features of urban warfare, initially I found myself frequently checking the rule book to make sure that I was getting things right  purely because of their unfamiliarity.  However within less than half the 16 turns of my first game, I was playing swiftly with hardly any further checking.  What I've found even more satisfying is that a very swift glance over the rules when I return for another game is all that's necessary to have me playing very smoothly once again.  It's a very immersive experience where you are focused wholly in the action and the situation.  As a result those rather faceless-seeming men under your command suddenly take on a very personal degree of commitment and interest on your part.
I give Phantom Fury a strong thumbs up!  Get this 2nd edition while you can.




  


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Hellas: History of the Ancient Seas I by Sound of Drums   Once again, we are headed to the era of classical Greece. Only this time we will a...

Hellas: History of the Ancient Seas I by Sound of Drums Hellas: History of the Ancient Seas I by Sound of Drums

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

November 2024

Hellas: History of the Ancient Seas I by Sound of Drums





Hellas: History of the Ancient Seas I

by

Sound of Drums




 Once again, we are headed to the era of classical Greece. Only this time we will add the smashing of timber to the sound of hoplites crashing into one another. Sparta and Athens are locked in a deadly duel for the hegemony of Greece. Both sides have allies and mighty warriors and great generals on their side. You can hear the shouts of Brasidas and Alcibiades in the distance, along with a hundred or more generals. Pericles had put Athens into a position where she could fight an all-out war for about a decade (contrary to popular belief, rowers were usually not slaves and were highly trained war machines), and war is not cheap. Athens depends on its famous 'Wooden Walls' to keep the foe at bay. Sparta is nearly unbeatable on land. The contest at times resembles a fight between a dolphin and a bear. They each bellow at each other waiting to try and come to grips with the enemy.





 This is what comes with the game:

1 large 84 x 60cm mounted map board
241 wooden playing pieces
38 playing cards
74 Talent coins
2 recessed double layer Player Sheets
 for tracking Troops & income
2 Play Tracks for development & Resource tracking
2 Play Aids with Resource Icons, Cost Table, and Stability Status
"Archimedes" solo mode Rules & Cards
1 Rulebook
The second edition includes a printed German & French Rulebook

Historical Period: Ancients
Game Length: 180 minutes
Players: 1-2 Players
Age: 14+ years
Complexity: 5/10
Solitaire: yes





This is another one of them newfangled 'Eurogames' that we here have heard about. Heck, this here game even comes with Meeples! Meeples no less. All kidding aside, this is another game that shows us that a wargame does not have to fit into a tiny little hex covered hole. Yes, you can have your cake and eat it too. Hellas is a delightful wargame that is trussed up in its Sunday finest to give you both great gameplay and sartorial splendor.

The map and box are large ones. It also comes mounted; truth be told an unmounted map is getting harder to find these days. The map is a beautiful reproduction of a map from ancient times.
The names of the cities and areas are all done so that Thucydides himself could find his way around it. The shape and distances have been a played with, so that all of the important areas of the Peloponnesian War fit on the map. The map consists of areas and cities. It runs from Sicily in the east to Ionia in the west. It is extremely colorful and very vibrant looking; this of course fits the Eurogame model. 

I could go on and list every different Player Aid that comes with the game. It would probably just bore you though. They are all mounted and are just as much artwork as the map is. It is good to be a wargamer in 2024. The wooden meeples etc. are another fantastic
addition to this wonderful game. There are two Rulebooks. One is for the game rules, and the other is for the 'Archimedes' solitaire play. The Rulebooks are in full color and are in magazine form.
The cards are also well done. However, they are the only parts of the game that I would consider 'average'. They fit right in, but do not really have an artistic flourish about them. 

The game plays as either a solitaire or two-player one. One player is the Spartan player and the other the Athenian. You can play the game as an empire builder or more of a strictly wargame. The game itself is pretty easy to learn and play. However, the nuances of play give you a myriad of choices. The player is given so many choices in their fight for hegemony of Ancient Greece. There is a 'normal' setup for the game and a Peloponnesian War scenario. The only thing about the Peloponnesian War scenario that gives me pause is the starting
talents, money, for both sides along with how much income both sides bring in. The scenario has Sparta having more in the bank and more coming in than Athens. I do not believe that is historical, at least until Persia opened its purse to Sparta. So, you have economic warfare along with land and sea. This game is dripping in historical immersion. 

 Play is relatively quick and very fun. While it might look like Axis & Allies 400 B.C.E. it is definitely not. You need to have your thinking cap on to come up with a coherent long-term strategy. 




The game also has three expansions. These are:

 I New Markets - This expansion makes it so the merchandise that is shown on the map for all of the different areas is to be now random. 

 II Pirates and Barbarians - These two new additions to the game are placed by the player but are controlled by the AI. They could help your side or turn against you in a heartbeat.

 III New Armies - This comes with wooden blocks and stickers. This adds the Fog of War to the game.





 This is what Sound of Drums has to say about Hellas:

"The game series “History of the Ancient Seas” is the ultimate journey through these exciting times. Build new fleets in your city to explore unknown lands, conquer islands and build a great empire.


In HELLAS, the first installment in the “History of the Ancient Seas” game series, you will lead one of two great City States – Athens or Sparta.

HELLAS is originally a two-player game, but the “Archimedes” solitaire bot allows you to play HELLAS in full solitaire mode!


Your goal is to become the leading empire in known world. To achieve this, you will need to build armies and fleets to increase your military might, expand trade routes, conquer islands and provinces, develop your military skills, economic efficiency and culture, while always keeping an eye on the wealth, happiness and stability of your people.

The game is played in highly interactive micro-impulses. The heart of the game is the “action cycle”. An action chosen by a player can’t be chosen by the other player in his upcoming segment. And each action can only be chosen a limited number of times each turn. There is always more you need to do than you can actually do.


You will move your wooden meeples (representing legions, ships, armies and fleets) across the beautifully illustrated map from the center of the Hellenistic world to the shores of Persia in the east and the sandy beaches of Sicily in the west to expand your trade network and increase your trading status.


War or peace: That is your decision! You can expand your empire by leading your people to war! But war is costly, and the outcome is uncertain. You can lead your empire to the golden age of civilization by keeping the peace and bringing stability and wealth to your people without following the path of war. Offer terms to aggressive enemies to distract or delay them, but always be prepared to defend your empire."

 Thank you, Sound of Drums, for allowing me to take this game out for a spin. I have to use that worn out phrase 'easy to learn and hard to master' to help describe it. For anyone who is into gaming and Ancient History this is the cat's meow. However, if you are just looking for a great playing and easy to learn game this is also your cup of tea.






 This is a little teaser about Sound of Drums 'Battles of Napoleon' series. I will have a review forthcoming on Eylau 1807. This is what Sound of Drums has to say:

"The bloody winter battle of EYLAU 1807 will be the first volume in this series. Special rules like the possibility to launch a massive cavalry charge and features like snowstorms, Russian Cossacks and the French Guard add distinctive flavor of the battle. 

EYLAU 1807 will contain 1020 large (5/9”) counters, 2 huge maps (each 22”x33”), charts and tables.

Marc von Martial, one of the best graphic artists in the business, is in charge of the artwork. Gamers can expect beautiful era style maps and counters, and they will not be disappointed by his skills and love for the detail. 

The first volume EYLAU 1807 is a great hit on Gamefound and is shipping early 2024. It will be followed closely by QUATRE BRAS 1815 and LIGNY 1815. The collection of data, like precise orders of battles, map research for WATERLOO 1815, BORODINO 1812 and AUSTERLITZ 1805 are in the works."


Volume I: EYLAU 1807 (released & shipping)
Volume II: QUATRE BRAS 1815
Volume III: LIGNY 1815
Volume IV: WATERLOO 1815
Volume V: BORODINO 1812
Volume VI: AUSTERLITZ 1805
Volume VII: DRESDEN 1813


Robert




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