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  I, Napoleon by GMT Games Designed by Ted Raicer  This review is one that feels a bit strange to me. The reason being is that I have placed...

I, Napoleon by GMT Games I, Napoleon by GMT Games

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

2025

I, Napoleon by GMT Games




 I, Napoleon


by


GMT Games


Designed by


Ted Raicer






 This review is one that feels a bit strange to me. The reason being is that I have placed myself in the Emperor's shoes on many different battlefields. I have never had the chance to place myself in his bed or anything more than just in charge of his troops. I also have a small hurdle to overcome. That hurdle is the fact that this is really an RPG about Napoleon. The problem arises in the fact that when I play RPGs my characters are always long on muscle and agility and very light on gray matter. I always put as much points as I can in the beginning and throughout the games into strength. I cannot remember the last time that I tried to add any brain power to my characters whatsoever. My characters can barely hold a conversation in the games let alone read a book. To play an RPG with someone who consistently is listed as one of the highest IQs ever is quite a leap for me. Make no mistake about it, even though you are playing with crowns, political matters, and high diplomacy this is an RPG of Napoleon. The only unfortunate thing about the game is that you cannot reroll a die to become part of another family. In this case you are stuck with these people no matter how inept or voracious for money and power they are. I think Madame Mère rapped the wrong offspring on the knuckles. She should have taken a paddle to the whole lot of them. Lucien is the only sibling that gets a pass. His success as a politician, and his help to his brother, is always overlooked when it comes to Napoleon taking power. So, there we have it. You are Napoleon in this game. You not only want to be a success yourself, but you also want to leave a dynasty behind you firmly on the French Imperial throne. Oh, and I forgot, it would be really helpful to stick a shiv into Talleyrand and Fouche as quickly as possible, as soon as their usefulness is over.



The back of the box



 This is what GMT Games has to say:

"I, Napoleon is a solitaire historical role-playing card game in which you step into the boots of Captain Buonoparte (as he still was) in the year 1793. Louis XVI has just gone to the guillotine, the brothers Robespierre control the destiny of France, and all Europe has joined French Royalists to take down France, end the Revolution, and restore peace and safety for the hereditary principles that have underlain society for 1,000 years.


As an ambitious but unknown young artillery officer, who speaks French with a Corsican accent, you would seem to be an unlikely agent of destiny. Can you harness a brilliant mind, titanic energies, and a sometimes-terrifying charisma to leave your mark on history? Or will you die a minor footnote in the story of France?


Gameplay

In I, Napoleon, your fate lies in 220 beautifully illustrated cards, divided into three decks: Commander, First Consul, and Emperor. Overlaying a map of early 19th Century Europe are a series of Card Boxes, where you play out the events of your life and career, along with various tracks and tables to record the yearly passage of time and the events affecting yourself and France. The choices you make with the cards you are dealt will determine success or failure. You will have to manage politics, military campaigns, diplomacy, and the domestic well-being of the French while pursuing the Glory that lures you on. You will also have to manage your family, your wives, your mistresses, and your children, legitimate and otherwise.


Your path may lead you from the Americas to the Near East, from Spain to Russia, from a throne to exile. You will be the target of assassins, coups, and coalitions. You will deal with bad harvests and plague, face Wellington and Nelson, Kutuzov and Blucher. You will rely on—and perhaps be betrayed by—the slippery Talleyrand and unleash the secret policemen Fouche on your opponents. As you progress, your options will increase, along with the stakes.


Lead your men into battle and risk an early end to your life? Sail to Egypt or Ireland? Sell Louisiana or send an army to hold it? Marry a Habsburg or a Romanov? Create the Duchy of Warsaw or revive the Kingdom of Poland? Invade Russia or try to pacify the Tsar? Every choice will affect your legacy.


But there is not one version of a life here, but many. Every game will provide a different narrative, based on both luck of the draw and the decisions you make. In addition, you can start the game as a Commander, as First Consul, or as Emperor, each with its own starting situation and challenges. The story is yours to discover, and the decisions you make may just change the course of history."



The game map



This is what comes with the game:

222 Poker-sized Playing Cards

One Half Countersheet

One 22” x 34” Mounted Map Board

One 10-sided Die

One Rulebook

One Playbook

Two Player Aid Cards


 The Mounted Map is really more of a placeholder for all of the different cards and the decks they make up. It does have a period style map of parts of Europe in its background. The card placement areas are indicative of Napoleon's choice in color. The biggest fault I have found in Napoleon is his love for the color green. So, the card placeholders are about 70% green with the rest being red. There are numerous other placeholder parts of the map. These include the turn record track, and the General Records Track etc. The counters are nice and large at 3/4" and very easy to see and read what they are used for. There is one 8 1/2" X 11" card stock sheet that deals with the campaigns that can be played in the game. One side has the 'Potential Campaign Selection Table' and the other side is the 'Campaign Battle Mat'. Both sides have all of the instructions you need to use the cards different uses. 


 Next, we have the 24-page Rules of Play. This is your standard GMT rulebook with double column printing and in full color. There are examples of play etc. and all of what you need to know to play the game. Then we have a 32-page Playbook with the same full color and double column printing. It starts with a quick start guide and then moves into an example of play. This is followed by the complete 222 card manifest. Then we have a six-page history of Napoleon followed by design notes. It even comes with a suggested reading list from the designer along with his own take on the man.


 The game is a completely card driven game. So, I would be remiss if I didn't mention them. Of course, with the number of cards that come in the box it is slightly like the elephant in the room. Most of the backs of the cards are that green color again that he loved so much. There are also some cards to keep the different years separate etc. and they are, (gratefully) beige in color. The side of the cards that are used for playing each have either a portrait of the person in question, (Marshals, enemies, and events) or a picture of the important event etc. The cards are sturdy enough for a good amount of play. However, if you do plan to play a lot of the game, and you should, I suggest sleeving them.


 As usual the components of a GMT game pass with flying colors. 



Some of the counters



 The game comes with a few scenarios. These are:


Full Campaign Scenario 1793 - 1821

Commander Scenario - 1793 to Napoleon becoming First Consul or 1802

First Consul Scenario - 1800 to 1804 or Napoleon becomes Emperor

Emperor Scenario - 1805 until 1817-1821 

Napoleon can be killed on the battlefield, executed, or overthrown.

He can also face the treason of the Marshals, as in 1814.

The following are also reasons for the game to end:


  If Napoleon is overthrown as First Consul or Emperor, 

because Glory reaches 0 during those eras or because of a 

Defeat in Austria (Italy) (67), end the game immediately.

  Resolving certain cards, such as Louis XVIII Writes (97), 

Natural Frontiers (156), or Peace of Europe (209) end the 

game immediately.

  The game will always end, one way or another, during the 

Abdication Segment (13.1).

  The game always ends at the conclusion of the final Year 

(1817-21).

 As soon as a game ending event occurs, proceed to the Game 

End and Outcomes (13.0).



 The sequence of play is not long at all, especially if Napoleon is still a commander and not First Consul or Emperor. The higher you go, the more cards there are to play. This is the sequence of play:


Year Setup Phase [6.0]

 (Skipped in the first Year of any Scenario)

  Year & Card Draw Marker Segment

  Resource Income Segment


 Card Deck Phase [7.0] 

(Skipped in the first Year of any Scenario)

  Remove Cards Segment

  Add Cards Segment

  Shuffle Draw Deck Segment


 Card Action Phase [8.0]

  New Card Draw Segment

  Existing Card Play Segment

  Phase Advancement Segment


 Campaign Resolution Phase [9.0]

 (If the CAMPAIGN Box is empty, Discard all cards in the 

CAMPAIGN MODIFIERS Box, and skip the rest of 9.0)

  Assign Commanders Segment

  Spanish Ulcer Expeditions Segment (EMD Only)

  Resolving the Campaign Segment

  Commander Casualties Segment

  Other Campaign Events Segment

  Additional Resolution Segment

  Clean-up Segment


 Diplomatic Phase [10.0]

 (First Consul and Emperor Decks only)

  Foreign Diplomacy Segment

  Treaties and Conquest Segment

  Potential Campaigns Segment


 Domestic Politics Phase [11.0]

 (First Consul and Emperor Decks only)


 Clean-Up Phase [12.0]

  Reset Cards and Markers Segment

  Game End Check



Some card samples



 It is a relatively simple game; the complexity is listed as a '3'. However, the player is still given a myriad of choices to make in his trek toward power and dominance. The chance that the very next card, or the first one, could be the end of the game makes it a nail-biting experience. Just like the historical Napoleon, anything can happen at any time to your character. You can choose to play out his life as closely as possible to history to see if you could do better, or you can take his path to glory any way you want. The fun, mystery, and sometimes misery is all in the cards. I have lost games within the first couple of minutes, and I have lived as long as possible as the Little Corporal. One of the things that a lot of gamers, not necessarily wargamers, want in a game is replayability. In this game the sky's the limit as far a replay value. Each game and each turn are a new chapter that you can write in an ever-changing biography of the Napoleon that you happen to be playing. Of course, it helps if you have an affinity for the color green and Golden Bees. 


 This game comes with nicely done components and is easy to learn, and you will be playing in no time. The 2nd edition of the game is already on the P500 list, and it has a larger more complex version of the game coming 'I, Napoleon: The Limits of Glory'. The new game has a lot more characters and takes longer to play among many other things. This is a very good thing because the original game was great, and more of it can only make it better.


 Thank you, GMT Games, for allowing me to do a review of I, Napoleon. I must also say good luck to all the other budding emperors out there. May your cards always be lucky and you avoid pulling the dreaded card 33 and end up bleeding out at the Place de la Révolution. Although you do get a good view of Nostradamus's famous 'tile works'.



Robert Peterson

GMT Games

I, Napoleon

I, Napoleon: The Limits of Glory

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  The Battle of Stalingrad The Beginning of the End for Hitler in the East by Dmitry Degtev   This is a book that is a bit hard to review. T...

Battle of Stalingrad by Dmitry Degtev Battle of Stalingrad by Dmitry Degtev

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

2025

Battle of Stalingrad by Dmitry Degtev




 The Battle of Stalingrad


The Beginning of the End for Hitler in the East


by


Dmitry Degtev






  This is a book that is a bit hard to review. This comes mostly from the fact that the author flies repeatedly in the face of what we 'know' about the Stalingrad campaign. The author does not include any memoirs from anyone on either side of the campaign. He believes all of them are tainted by censorship and distorted reality. These are some of his own words from the Introduction:

"As a result, I became convinced that almost all of the books about Stalingrad are a mixture of real facts with numerous legends. Take at least the popular stories about sniper duels in the city, about which they even made feature films. In fact, the author could not find a single mention of snipers in any German or Soviet document! Also in the books, the success of Operation Uranus, as a result of which the 6th Army was surrounded, is explained by good planning, good training of the Red Army and the use of a large amount of artillery. In fact, it turned out that there was no artillery, and the Russian offensive did not differ in any way from similar highly incompetent attacks undertaken by the Russians in other sectors of the front."

 Do not think that he lets the Germans off the hook. He shows how the Fall Blau Campaign started out fine but turned into a complete fiasco with German troops crossing each other's paths and no real reason for some of their moves that were made.

 The author also comes up with much different figures for the captured and casualties on both sides. He does spend a lot of time showing the reader all of the movements and successes and failures of the Luftwaffe and the Red Air Force.

 Mr. Degtev has been the author of around 45 books. So, I think it behooves us to take a look at this book even though it contradicts a lot of what we have already read about the campaign. The book also comes with 32 photos and maps from the period. The only part of the book that brings me pause is something that afflicts many military histories. This would be the lack of enough maps. 

 Thank you, Casemate Publishers, for letting me review this book. Readers and other historians might have a bone to pick with the author due to his conclusions. However, I think this is a book that anyone interested in the Stalingrad Campaign should read, if just to get another take on the history of it.



Robert Peterson

Book: Battle of Stalingrad: The Beginning of the end for Hitler in the East

Publisher: Frontline Books

Distributor: Casemate Publishers

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  Louis XIV's Marshals of France by James Falkner  This is a book that I have been waiting to read for a very long time. Out of these Ma...

Louis XIV's Marshals of France by James Falkner Louis XIV's Marshals of France by James Falkner

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

2025

Louis XIV's Marshals of France by James Falkner





 Louis XIV's Marshals of France


by


James Falkner






 This is a book that I have been waiting to read for a very long time. Out of these Marshals of France I have only seen in English one biography of Turenne and another, done by this author, on Vauban. The author has opened up a large window on the wars of Marlborough by his various books on the subject. It is true that he did pen the book about Vauban, but other than that he has usually written about the English history of the War of the Spanish Succession.


 The book gives us small biographies of these Marshals:

Turenne

de Fabert

de Créquy

Luxembourg

Catinat

Boufflers

Villeroi

Vendôme

Villars

Vauban

Berwick


 The history in the book goes from before Louis XIV's childhood, and the Fronde, to the first years of Louis XV's reign. These men have a large part in the growth of France during the Sun King's reign. They run the gamut of being the children of simple folk to the illegitimate son of a king. The Fitz part of Berwick's name Fitz-James denoted at the time a child from the wrong side of the sheets, much like the name Snow in GOT. 


 The book also comes with 24 plates. These are of the 12 Marshals, and a further 12 are for other people who make up a large part of the Marshals' lives. 


 The lives of the Marshals are shown during their glory years and their not-so-great years. Marshal Tallard was not ostracized after his return from captivity after his self-inflicted debacle at Blenheim. Quite the contrary, he was held in high regard by Louis XIV after his return. Marshal Luxembourg went from pariah to heights of glory after his imprisonment during 'The Affair of the Poisons' (If you have not read about it, you should. It brings a whole new light on the Sun King's reign.). These are just two samples of what you will find in the book.


 There are only two things that I find upsetting/missing in this book. The first is that at 239 pages it is much too short. This book really needs to be a tome in length to give us all the information about these great men. The second is a technicality that I was hoping the book would find a way around. I have never found a biography of the Grande Conde in English. The technicality is that he was a Prince of Blood and therefore had no need of the title of Marshal to command armies for Louis XIV. He is shown during some of the other Marshal's lives but way too fleetingly for my taste.


 The author has done a spectacular job of helping to close the void or rend the veil that has hidden the Marshals of Louis XIV. These Marshals are a very large part of the history of Louis XIV's reign. While it is true that Louis did at times take the field with his armies, he never deluded himself as to who was actually in charge on the field of battle. Thank you, Mr. Falkner for this much needed glimpse into the French side of these conflicts. Thank you also, to Casemate Publishers for allowing me to review this excellent title.



Robert

Book: Louis XIV's Marshals of France

Publisher: Pen & Sword

Distributor: Casemate Publishers

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 Antietam For Men to Live Through by Command Post games  Antietam: the very name should be talked about in hallowed whispers. The United Sta...

Antietam: For Men to Live Through by Command Post Games Antietam: For Men to Live Through by Command Post Games

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

2025

Antietam: For Men to Live Through by Command Post Games



 Antietam


For Men to Live Through


by


Command Post games







 Antietam: the very name should be talked about in hallowed whispers. The United States has seen many wars and tons of battles. However, this is the place where there were more American casualties in one day than any other battle. The date of September 17th, 1862 should be known by every US citizen. The names of Burnside's Bridge, the Sunken Road, and especially the Cornfield have resonated down through the years. The Cornfield, Miller's Cornfield to be exact, was a blood bath for many hours during that fateful day. More than one person described the corn stalks as being sliced right off as close to ground as possible, as if some large being had used a razor to cut them clean. Unfortunately, it was actually canister and musket balls that did the job. The odds against the Confederates were close to two to one. If McClellan had actually used his army as an iron fist instead of disjointed fingers the history of the American Civil War might have been entirely different. This game by Command Post Games gives us a chance to refight the battle.







 This is what Command Post Games has to say about the game:

"In this game, you will lead an army through a key historical battle in the musket era.  With multiple players, you will run part of the army (Corps or Wing) on a team with other players.  Unlike most games, you won’t have God like knowledge and control of everything.  Like real generals, you will often not know what the enemy has, where they will attack from, when they will move or even when your own troops will move. 

How do you win?

You win by sacking one of the enemy’s baggage trains or by inflicting 50% losses on their army first. 

How does it work?

As you fight, your units take hits, fall back and become ‘Spent’.  Spent units are vulnerable and easy to kill.  You can unpack a baggage train to rally them back to Fresh, but unpacked baggage trains can no longer move.  If the enemy sacks one or your baggage trains, you lose!

What makes this fun and very tense, is that all the pieces remain hidden on upright blocks.  You can’t be sure which ones are fresh or spent, elite or poor grade troops.  Where are the baggage trains?

Each command moves in random order by chit pull.  This is very chaotic, just like real war.  Who will move first?  You can use your HQs to try to jump ahead or delay your move.  Is it better to move first or last?  It depends.  Do you need to plug critical holes in the line or seize key terrain before the enemy does?  Do you want the enemy to go first so that you can fall back and delay their advance?  Or do you want the enemy to attack first so that you know where to commit your reserves?  All combat is saved till the end of the turn.  So, movement during the turn is very fluid and up for grabs.  Timing is everything.

In this battle, the Confederates are badly outnumbered and hard pressed.  Their backs are up against the wall of the uncrossable Potomac River.  They have better troops and good defensive terrain initially.  If they are knocked out of those positions, their defense can unravel very quickly.

Rated Most Realistic & Accurate for:

• Command & Control limitations
• Fog of War -hidden units and chaotic move order
• Logistics -deployment crucial to victory and keeping your forces able to fight.

Used to train officers in the US military and in military academies around the world.

What the Professionals Play

Great for teams and solitaire play.

• Period style map.
• Kriegsspiel style, hardwood pieces.

Options

Divisions:  Much faster setup and play time.  Great for playing out at restaurants or pubs:  Pub Battles!     

Brigades:  More precision and accuracy for troops & terrain.  Playing with brigade blocks will take about 2-3 times longer.

Brigades blocks Only:  Optional upgrade for players with Divisions.  Includes updated rules & scenario."    
    


The Cornfield




 These are the options for the game that you can order:

You can order the game with either a canvas or paper map. It can also be ordered with just the blocks and stickers. In this case, as in all of their games, if you can afford it go with the canvas map. 

It can come with either divisions of brigades. Trust me, brigades is the way to go.

 This game, and its siblings, used to be called Pub Battles. The name has been changed to Musket Battles. I prefer Musket Battles. It pretty much sums up exactly what you will be getting or looking for on the web.



Another view of Miller's Cornfield


 The number of pieces that come with the game is not overwhelming at all. What is amazing is how wonderfully they have been manufactured and look. The canvas maps could be used with a frame to decorate your game room and believe me it would be worth the price of the game.

 The Musket Battles Rules of Play is in full color; it is also ten pages long. It comes with tons of examples of play to learn the system. The type is of a good size and is in triple columns on the pages. The Antietam folder is really only five pages long. The first two give you the information on this battle. Then there are two pages that can be photocopied. One has the Divisional breakdown of each army and the other has the brigade breakdown. In the center is the sheet that has the brigade stickers for the blocks. On the back page is a picture of Little Mac and Robert E. Lee. To round out the paperwork is a photocopied black & white copy of the battle map.   The stickers themselves are little pieces of artwork. They are very easy to pull off the page and are easily maneuvered onto the blocks correctly. The blocks are also well done and are all uniform in shape and size without any flashing.

 What you get with the game certainly passes inspection from an art point of view. However, as usual the gameplay is the thing.


 The Musket Battles simulations are of the Kriegspiel variety. They are meant to simulate 18th and 19th century warfare. This part of the blurb from Command Post Games deserves to be read again:

"Rated Most Realistic & Accurate for:
• Command & Control limitations
• Fog of War -hidden units and chaotic move order
• Logistics -deployment crucial to victory and keeping your forces able to fight.
Used to train officers in the US military and in military academies around the world.

A much cheaper option than a full Field Maneuver Wargame is the Command Post Game.  Instead of actually calling out the troops, this wargame simulates the same thing by tracking the units on maps.  The first great, codified version of this is credited to von Reiswitz’ “Kriegsspiel” in 1812.  The Prussians developed this as a way of preserving and passing on the vast experiential command knowledge gained by officers from the Napoleonic Wars. 

The new generation of officers growing up in the peace that followed, learned how to maneuver, plan and write orders by playing command post games.  How well can simple command post games on paper simulate the reality of war?  History lists Kriegsspiel as a huge contributing factor in the victories of the Franco-Prussian war that followed.

Good command post games allow us to learn real world lessons, directly applicable to the real world in at a highly accelerated rate.  Meaning:  you can learn things from a game in a few hours that would normally take you 10 years of working experience in the field to learn.  They can be incredibly powerful learning tools.

You get out what you put in.  Train hard.  Train for real."

"Amateurs study tactics. Professionals study logistics". I am not sure who first said it, but it is true, nonetheless.



They also have Ancient Pub Battles



 You can see from the above that this is a simulation and not a game. You are put in the boots of a general or Field Marshal of the time and this simulation attempts to put you in their place. This means that you will have to deal with all of the question marks and Fog of War that the real generals had to. You also have to take into account Moltke's "Friction". This means what happens when two forces collide and all of your well-planned thoughts for the battle go out the window. To me, the Musket Battles series succeeds in everything the designers tried to do and simulate. You have to worry about moving your troops in column during road movement if you want to get somewhere fast. This of course leaves those same troops vulnerable to attack. Flanking, Line of Sight, and Baggage Trains are just a few of the things and pieces that you have to deal with or remember the rules about. The rules are relatively short and well written. I really like the fact that when in doubt about things both players or player is expected to be an adult and act accordingly.

 Thank you, Command Post Games, for sending me this beautiful copy of Antietam to review. If your games can teach reality of the battlefield to an old dullard like me, they can teach anyone. Please peruse their site to see all of the excellent games they produce.



Robert Peterson



Here is a review I did about the Gettysburg module of Musket Battles:

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This video comes from Example of Play, a YouTube channel focused on a wide variety of strategy games, tactical titles, simulations, and more...

Learn to Play: Advanced Tactics Gold Learn to Play: Advanced Tactics Gold

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

2025

Learn to Play: Advanced Tactics Gold


This video comes from Example of Play, a YouTube channel focused on a wide variety of strategy games, tactical titles, simulations, and more. Subscribe to  Example of Play  for more tutorials and gameplay!


Advanced Tactics Gold is a unique wargame that offers infinite replayability with randomly generated worlds to conquer using WW2 era forces. The game gives maximum freedom to the player to create their military, designing their own unit formations and order of battle. That can be a bit overwhelming at first, so I created a series of tutorial videos to help you get going!






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 Balkan Fury by TKC Games  The whole problem of the Balkans for the Axis powers in World War II can be laid at Il Duce's door. Mussolini...

Balkan Fury by TKC Games Balkan Fury by TKC Games

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

2025

Balkan Fury by TKC Games




 Balkan Fury


by


TKC Games







 The whole problem of the Balkans for the Axis powers in World War II can be laid at Il Duce's door. Mussolini was upset about Germany taking all the glory with their rapid march of conquest through Europe. So, he decided that he would attack Greece from Albania that Italy had conquered earlier. Hitler had expressly told Mussolini in at least one of their conferences to not stir up trouble in the Balkans. Not that he was afraid of the armed forces of those small countries. No, he was afraid of English intervention in Greece, as had happened in World War I, and the possibility of the English bombing the Romanian oil fields. Germany had no real oil fields and even before the war was trying to make as much synthetic oil as possible from the coal that they had in abundance. Besides a few oil fields in Hungary, the Romanian oil fields were all there were in Europe with the exception of the Soviet Union, from which Germany was getting oil due to the 1939 Non-Aggression pact with the Soviet Union. The Italian army was fine in 1936 when it helped put Franco on his pseudo throne. By 1940 however, the Italian Army was already far behind the other major European powers. So, Il Duce botched the Greek invasion which, cue the I told you so, led to British intervention in Greece. Yugoslavia also had a coup that put them firmly on the side of the Western Allies. Germany had to bail out Italy in Greece and on the way through decided to try and conquer Yugoslavia. This led to a continual fight against Yugoslavian, Greek, and other nationals rising up and becoming almost as large a problem as Napoleon had with his Spanish Ulcer. Many historians have written that the Balkan episode delayed Operation Barbarossa long enough to make certain that Germany did not win in the Soviet Union in 1941. Il Duce stumbled from one failed attempt to recreate the Roman Empire to another. Germany had to bail him out in North Africa and after he was deposed captured him from his own people and set him up almost in a sort of Manchukuo in northern Italy. It is possible that the entire Italian Balkan adventure was the reason that Il Duce ended up hanging upside down at a gas station. This game, Balkan Fury 2 gives you the chance to invade Albania, Greece, Yugoslavia and to also try your hand at Operation Mercury in the island of Crete or to defend against those same invasions. 






 This is what TKC Games has to say about the game:


"BALKAN FURY 2 is the eagerly anticipated revision and expansion of the second game in the TSWW series. Balkan Fury is an exceptionally fun game to play… and now includes an much extended timeline, partisans, partisans and more partisans… plus of course all the original elements of our top selling game!  In the revised edition the game rules, order of battle booklets, and at start booklets are perfect or stitch bound (depending on booklet size), whilst the charts are printed on the high quality card stock so beloved of owners of Day of Infamy, Barbarossa, and Singapore!  Of course, we still provide you with 2 D10 dice (we can delete them on request if you have enough dice to start a shop already) and the usual TSWW refinements ranging from “what if” forces to a game system that gives historical results if you play using historical decisions.


Balkan Fury is the all-encompassing operational game covering the campaigns in Albania (39), Greece (40 and 41), Yugoslavia (1941), the Balkan partisan wars (1941-43) and the Aegean. The game mates with Barbarossa, Blitzkrieg and Mare Nostrum seamlessly to provide coverage of the War in the West from 1939-43…"






Balkan Fury includes:


MAPS

2 TSWW Standard size maps (each about 18″ x 26″) covering the Balkans. On map area includes Albania, Greece, Yugoslavia, plus parts of Italy, Romania, Hungary, Bulgaria and Turkey. Maps are to our latest graphic standards and are updated to include the very latest information..


COUNTERS

2800 counters on 11 countersheets with the forces that fought in the Balkans, representing Albanian, Croat, Serbian, Yugoslav, Yugoslav Communist, Slovenian, Bosnian, Macedonian, Montenegran, Italian, Greek, Bulgarian, German, British and Hungarian forces, with 2 in game modules at a 5 day rather than a half month scale to permit a super detailed approach to operations in Albania (1939) and Crete (1941) to be shown.


ORDERS OF BATTLE

The OBs are dramatically expanded with 20 plus modules and scenarios provided to help players learn the game system, ease into the fury of combat in the Balkans and finally master the Grand Campaign overall.  Highlights include various small learning modules, the Italo-Greek War, the planned but never attempted Italian invasion of Yugoslavia, Operation Marita, the German invasion of the Balkans, Operation Merkur, the catastrophic assault on Crete by the Luftwaffe’s crack paratroops, Balkan Fury – the over arching grand campaign, and much, much more.


RULES AND CHARTS

Fully updated to include the very latest TSWW rules and Chart elements, like the rest of Balkan Fury 2, they include all known FAQ and Errata elements from the first release of the product, and build upon the success of the original game.


2 D10 DICE!





 

 If you own a TKC (The Knowledge Company) game, congratulations! You have in your possession one of the finest simulations of World War II in your hot little hands. If you do not, wherefore Romeo or Juliet are you not possessed of one? They have a large number of simulations about World War II in their TSWW (The Second World War) lineup. These are going to be joined soon by a good number of them from their upcoming TFWW (The First Worls War) series. I am waiting with foetid breath the release of these new games. I will have a link at the bottom to the other review I did of TKC's Barbarossa.






 So, the first thing you need to know is that the boxes that their games come in are large and weighty. This one is a bit lighter than usual because of only having two maps. This is instead of the usual amount that needs an auditorium to set them out. 

 The maps remind me of the old Europa maps. These would be them if they were updated to 21st century standards. I am a big fan of the TSWW maps. The rules for the terrain mean that you do not have to argue about what terrain is actually present in each hex. This is a direct quote from John Bannerman, the designer and publisher, about the maps:

"Our maps are UV coated (which does reduce fading a bit) and then single side matte laminated with a plastic finish.  This should (and does) make them all but impossible to tear or crack.  It also means you can spill a drink without major issues if you mop it up quickly."

 Next up, we come to the smorgasbord, or plethora, of Player Aids. There are 18 double-sided (36!) of them that are made from card stock and are in color. These are 11.5" x 8+" in size. There are two more that are double that size and folded to give you eight more Player Aids. That means that the total number of Player Aids is a whopping 44!

 We will now take a look at the counters. There are certainly enough of them to give you Carpal Tunnel Syndrome in whatever hand you use scissors in. The blurb from TKC says that there are 2800 of them and I will just take their word. I know it is enough to make Guns of August pale in comparison. These 2800 counters are just for the campaigns in this small area of Europe. I cannot imagine the lengths that Mr. Bannerman went to, to create these Orders of Battle. The counters themselves are .5" in size. They are on the thin side. However, unless you also wanted to pay for a pack mule to help deliver the game they really have to be. There is a lot of information on them. The size of the information has to be somewhat small, (see above), but unless your myopia and age has gotten that bad, they are readable. The counters use the usual color-coded system for each country and different colored troop/naval counters within that country.

 There are four Manuals or booklets that come with the game. One of them is about the size that you would expect to find in a game box. The other three resemble yearly reports for Project Blue Book in size. Together they are about the size of a small city's phone book. They are printed in a no-nonsense way. They are totally in black and white. There are no examples of play or anything like that. Anything that is needed to be in color for the player is taken care of in the Player Aids. The printing uses the whole page, instead of the two columns we are used to in game rulebooks. The type is on the small side. Again, if it were larger the game would need to come with a back brace. 

The rules Manual, with index, is 142 pages long.

The Axis Order of Battle is 80 pages long.

The 'At Starts' for each scenario is 97 pages long

The smallest is the Allied Order of Battle at 22 pages long.

 The Order of Battle manuals also have a large amount of what ifs information for the players. This includes refitting of ships to the collapse of the entire Italian Army in Albania and everything in between.

 This is not a Euro wargame by any stretch of the imagination. It will not win on a catwalk exhibition of wargames for which is prettier. It is, however, among the penultimate hex wargames of 2025. This is a late 1970s wargame on steroids and using all of what the 21st century manufacturing can muster. Is it a pig with lipstick? Not by any means. It is a tour de force of substance over style.  







 Why do we play these monsters, even ones that are as manageable as this one? That I suppose is the question that has been asked since 1970 or so. There are computer games that can help with the minutiae. However, you lose the comradery and joy of being with and playing with other gamers. I know learning games is much easier with others to help. I still cannot help but think what a caveman from 50,000 BC would think of our wargames. I know, it is a strange thing to think about. In some ways I know that wargames help us to fight off the ravages of father time on our minds. Why exactly are we or have we chosen to be grognards? But I digress, just forget the above and put it down to a fevered dream.







 The one major thing about the campaign is that Britain is in the unusual situation, in this campaign, where their naval assets are in serious danger. Historically the Italian Fleet was not much of a player in the Mediterranean Campaign. Mostly, this was because of orders from on high. Mussolini was just as reticent as Kaiser Wilhelm to risk his big, beautiful ships. The cramped area of the Aegean made for easy hunting of British ships for both the Italian and German air assets. So, while we usually think of the invasion of Crete as a German fiasco it could have easily turned into a British one. When playing as the Italians you do have older tanks and airplanes than the Allies. However, your troops, especially with German help, can still be capably led. Just because the Italians did everything wrong during these campaigns does not mean you have to. 

 Balkan Fury II is a labor of love, just as much as anything that an artist can create. Mr. Bannerman has chosen to take us back to a time in history where momentous decisions were made on a daily if not hourly basis. The main thing from our point of view is that Balkan Fury II, and all of the TSWW 'games', works as a simulation of that period in time. Is this game time consuming to setup and learn? You betcha. Is it fun and stimulating for our historically bent minds? Of course. This game was made for players who love minutiae and well written rules that allow us to see a glimmer of what the actual commanders saw. If we wanted to play an excellent game, we would play chess. If we wanted to just waste some time, we could play Candyland (unless we were playing with special youngster). No, we have drawn the line in the sand, and we want to setup those 2800 counters and place them on a map of 1940 Europe and let the iron dice roll. 

 This game expects a lot of the players. In return it also gives back a ton. Just from a purely historical point of view, to see exactly how each army is setup for each scenario is a revelation. Military history books in the main are usually bereft of maps or have maps that resemble a child drawing something in the sand. Wargames fill in a lot of the empty spaces that books a lot of times leave out.



 Thank you TKC for allowing me to review this in-depth simulation of World War II in southern Europe. If you have not yet, do yourself a favor and look at the other games that TKC has in its stable. If you are intrigued by this game, they have even larger ones to get lost in.


Robert Peterson

TKC Games

Balkan Fury

My review of TKC's Barbarossa:

Barbarossa by The Knowledge Company - A Wargamers Needful Things





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  TRACES OF HUBRIS FROM VUCA SIMULATIONS Traces of Hubris  is the second game in Vuca Simulations series, that began with  Traces of War . ...

TRACES OF HUBRIS TRACES OF HUBRIS

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

2025

TRACES OF HUBRIS

 TRACES OF HUBRIS

FROM

VUCA SIMULATIONS

Traces of Hubris is the second game in Vuca Simulations series, that began with Traces of War.  Whereas, the latter was set in 1943/44, involving a crushing Soviet offensive against a desperate German defence, here we're in the familiar territory of Fall Blau (in English - Case Blue).  Whether thought of ultimately as the drive on Stalingrad or campaign to Stalingrad, it's summer 1942 and the Germans are set on driving for the oil rich southern regions of the Caucasus.  Hitler's obsession with Stalingrad is yet to manifest itself, but is reflected in the hexes of the city being, unsurprisingly, VP targets.

This game continues the simple and immensely playable system of its sister game.  It follows a basic chit-pull mechanic of activation that allows all the units within range of the respective HQ to move and have combat.  As previously this does allow, perhaps ahistorically, a mixture of formations to fight together, but in game turns makes for very easy application.  In keeping with the simplicity of this driving mechanism is the attacker/defender odds ratio CRT (Combat Results Table) with its very limited number of terrain DRMs (Die Roll Modifiers) that rapidly become second nature.
The effect is to create a hugely playable game where your head is rarely going to be in the rule book and your attention is almost entirely focused on what's happening on the map in front of you.  
If you do need to check or remember anything, it is easily found in the well illustrated rule book [as seen below].  


However, in reality all you are ever likely to need are the play aids which are excellent in more ways than one.  Well, first of all there are two of them - Play Aid A and Play Aid B, next there is a pair for each player, thirdly they contain virtually every bit of information that you need to play the game and finally they are printed on so solid a thick card that they are their own  little mounted board.  This is a very familiar feature of the quality of all Vuca Simulations’ games.
In contrast the two maps that make up the playing area are printed on paper.  I’m not going to bog down in the perennial debate between paper and mounted maps, nor the question of colour palate choices. They are far too much a personal choice to be resolved by anything other than your own taste and preference.
Full double map layout
Personally, I really like these paper maps.  I like the muted colours that the counters stand out vividly on.  They suit my overall storage needs and especially lend themselves to my method of covering with plexi-glass and stacking that allows me to play such games over a period of time. Unlike the complaints of a poor match up between the two maps in Traces of War (a niggle that I found grossly exaggerated when you had actually set the latter game up and got playing), these two marry up very well.  No doubt someone out there will disagree!
Also for a majority of the game's 9 Turns, all but a handful of your units will be operating on the western map, making the play area even easier to manage.
Here you see the opening set up, with a thin line of single Russian infantry counters and a sparse few units further back.  Facing them are largely double stacks of the German attacker.

Returning to the rules and rule book, they are presented in a simple, easy to read and organised layout.  They’re colourfully illustrated and exemplified and a bare 15 pages long, plus a couple of pages of Designer’s Notes, Player Strategy for both sides and, as always, historical background.

Historical background

The Sequence of Play is very straightforward and, as mentioned, is set out in detail on one of the excellent Play Aids.



Here is the simple outline.
SEQUENCE OF PLAY
1. LUFTWAFFE REORGANISATION PHASE
2.COMMAND CHIT SELECTION PHASE
3. ACTION PHASE
4. TURN END PHASE
1, 2 & 4 are extremely simple and brief.
The Luftwaffe Reorganisation Phase is a simple die roll to see how many air units you get this turn.  A nice little touch is that you get two numbers e.g. 6/2.  The 6 tells the maximum number of units and the 2 tells you that you may select up to 2 of those units for Air Supply.  Though you will primarily be choosing Air units to support your combat, the use of Air Supply can be critical.  
The Command Chit Selection Phase is done secretly and is critical on Turn 1 for the Axis player as he can only choose four out of the six German HQ chits and none of the Axis Minor HQ chits.  However, as both Panzer HQs have two chits each, I've found it rare that I don't want to choose all four of them.  In the next four turns, the Axis choice is even simpler as largely they can choose all or nearly all of the potential chits available!  For the Soviet player the choice is much more limited.  For most of the game it is 3 chits plus a choice between the Stavka chit or the Reinforcement chit.  Even here circumstances tend to force a path that seems likely to be the same from game to game.  Particularly the choice between Stavka and Reinforcements.  The Stavka chit allows you activate one HQ twice or a fourth HQ, but the pressing need for Reinforcements will most often dictate that that will be your preferred choice.
The Turn End Phase is simply the assessment of whether the Axis player has achieved the single Victory Condition of controlling NINE in-supply Target Hexes.  Should this not be achieved by the end of the game, VPs are totalled and if the Axis player has achieved 15 or more VPs, the game is declared a draw, though this is qualified by the comment that you may consider it a Minor Soviet Victory!  If less than 15 VPs then it is a Soviet Victory.
The Action Phase typically is the heart of the game and it is a very straightforward process.  The Action Chits placed in the draw bag are selected one at a time and activated.  If it is an HQ chit, then all units within that HQs radius can be moved and then have combat, which is voluntary.  This makes the choices even simpler than in Traces of War, where you had the option of choosing Move/Combat or Combat/Move.  If the Soviet reinforcement chit is drawn, then the player places the designated reinforcements on the map and the number of units are generally substantial!  In contrast if it is the Axis reinforcement chit, a dice is rolled and a meagre dribble of units [maximum 7] will be gained - too often these are mainly a few Axis Minor troops usually of a single strength point.  For that reason, I've found that on the turns when you have to choose between either the OKH chit or the Axis reinforcement chit, I've almost always chosen the OKH chit which allows you to activate any HQ you like [even if if it has been activated twice already].
One of the delights of the system for Traces of Hubris and its 
predecessor, Traces of War, is how it keeps to the bare essentials both in rules for movement and combat.  The few modifiers for both are soon committed to memory and combat itself is made simple, being both non-compulsory and a familiar d6 die roll on an attacker strength/defender strength odds ratio CRT, with most results being R or RR [i.e. retreat 1 or 2 hexes] and a single step loss only starting to appear at odds of 4:1.  While any significant step losses only result at 7:1 odds or above.



Besides making the computation of attacks very smooth and easy, these factors also significantly drive the nature of this campaign - surrounding and pocketing is very much the focus of the Axis player's strategy.  This is supported in two ways.  First the drive to achieve the major pocketing of Soviet troops is encouraged by the opening set up, where the line of Soviet infantry already creates a shallow bulge.  This is further bolstered by the strong Panzer divisions being positioned toward the flanks and, as previously indicated, both have two HQ chits allowing the possibility of being activated twice.  Secondly, the slightly higher movement factor of German infantry [4 MPs as compared to most Soviet units having 3 MPs] and the substantial 8 MPs of German tanks allows for the Axis player to frequently carry out single hex or more infiltration.  This advantage also allows the tanks and mech infantry to disengage easily and make sweeping manoeuvres.

A pocket starts to be formed

The other element that plays a very significant role in the situation is the Supply Phase and its rules, as this occurs once each Turn only when the Supply chit is drawn.  The Supply check is made simultaneously, so both sides units can potentially lose a step.  For the Axis player this creates an element of potential risk taking when trying to create pockets or in lunging for VP targets.  Do you gamble a few high quality units when you have the chance to cut off  significant numbers of Soviet units from supply?  These opportunities, if looking likely to occur on the up-coming turn, may also determine the choice of selecting Luftwaffe chits for Air Supply.  
So, how does it play?  For most of the game, the Axis player is on the attack with the Soviet player engaged in the all to familiar defensive shoring up task.  However, it is nothing like the wholly desperate, frantic, nail-biting scramble that the Axis player has in Traces of War.  It is a more measured retreat, with several potential hobbles put on an Axis advance -the main one being the large number of Soviet reinforcements.  For me, the question of when that Soviet Supply chit gets drawn is perhaps a too powerful and unpredictable, but deciding factor.  

Tenuous German hold on Stalingrad broken

What it does do is give considerable variety to the course of the game.  In one particular such game, the Axis player was repeatedly on the verge of a crucially sizeable pocketing only to be thwarted by an early Soviet Reinforcement chit being drawn in four out of six turns.  
Frustrating though this was, the game was still hugely enjoyable and like many East Front games, solo play is always very rewarding and immersive.  As with the previous game, there is the helpful play aid that presents all the necessary tracks for solo play on one sheet.  However, it's important to note that solo play is purely you playing both sides to the best of your ability.
Solitaire Play Aid

Whether you play solo or 2-player, both the relatively low counter density for a two map game and a mere nine turns sustains the immensely satisfying playability of this series.  With this great playability and sustained high quality of Vuca Simulations presentation, I hope that further campaigns will follow, whether on the eastern front or turning to the western theatre.  









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