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  Ju 87 Stuka Ace by Lock 'N Load Publishing  The JU 87 Stuka, short for Sturzkampfflugzeug, was the German Luftwaffe's dive bomber ...

Ju 87 Stuka Ace by Lock 'N Load Publishing Ju 87 Stuka Ace by Lock 'N Load Publishing

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




 Ju 87 Stuka Ace


by


Lock 'N Load Publishing







 The JU 87 Stuka, short for Sturzkampfflugzeug, was the German Luftwaffe's dive bomber from the Spanish Civil War until the end of World War II. The German World War I ace Ernst Udet was an early proponent of the dive bomber concept. He was very impressed by the American Curtiss BFC-1 Hawk and its steep diving capabilities. He brought back two of them to Germany for testing. The JU 87 first flew in 1935. From then on it was an integral part of the German Lightning War concept. The JU 87 was also equipped with two small propellers, one on each landing gear, that made a banshee like scream in a dive. The German name was Lärmgerät but they are generally known as Jericho Trumpets, a Biblical reference to the 'Horns of Jericho'. If you watch any documentaries about World War II their scream will inevitably be heard in the soundtrack. Through the Polish and Western European campaigns, the JU 87 was a symbol of terror, and the Jericho Trumpets had Allied soldiers keeping their heads down even if the Stukas had already dropped their bombs. Their slow speed and small amount of defensive armament made them sitting ducks during the Battle of Britain. They were pulled from those air battles rather early because of losses. When Germany invaded the Soviet Union on June 22nd, 1941, the Stukas were once again in the forefront of the campaign. This game from Lock 'N Load Publishing is the latest in a spate of games dealing with this iconic German plane. Let us see what this game has to distinguish it from the competition. 



The Game's Counters


 This is what Lock 'N Load Publishing has to say about the game:


"Ju 87 Stuka Ace is a solitaire tactical air combat game by Lock 'n Load Publishing that places you in the cockpit of the infamous Junkers Ju 87 Stuka, one of World War II’s most feared dive bombers. As a Luftwaffe pilot, you’ll embark on historically accurate missions spanning multiple theaters of the war—from the blitzkrieg campaigns in Poland and France to the ferocious battles of the Eastern Front and the Mediterranean.

But the war isn’t just about history—Ju 87 Stuka Ace also lets you explore "What If?" scenarios, putting the Stuka in alternate wartime operations, from early missions in China to hypothetical carrier operations aboard the Graf Zeppelin. Will you rise to become an ace or fall victim to the dangers of aerial warfare?

 Engage in historical and alternate history missions, including:

Close Air Support – Strike enemy forces before they can counterattack.

Anti-Shipping Raids – Sink enemy warships and supply convoys while dodging AA fire.

Strategic Bombing Runs – Destroy critical infrastructure, bridges, and fortifications.

Interdiction Missions – Disrupt enemy supply lines and armored advances.

NEW: The Stuka in China (What If?) – Explore an alternate history scenario where Germany supplies Stukas to the Japanese forces against the Chinese Nationalists in 1937. 

NEW: German Carrier Operations on the Graf Zeppelin (What If?) – Fly missions as part of the never-completed German aircraft carrier, the Graf Zeppelin, where Stukas are adapted for naval operations against the British Royal Navy and Soviet forces.

Each mission presents unique challenges, targets, and enemy defenses, ensuring high replayability."






 This is what comes with the game:


1 x Counter Sheet (100 counters)

1 x Spiral Bound Game Manual (86 Pages)

1 x Spiral Bound Theater Book (44 Pages)

1 x Single Sided 11 x 17 Pilot Org Play Card

9 x Double Sided 8.5 x 11 Aircraft Reference Cards

4 x Double Sided 8.5 x 11 Player Aid Cards

1 x Single Sided 8.5 x 11 Player Aid Card

2 x Pilot Campaign Log 8.5 x 11

2 x Double Sided 8.5 x 5.5 Pilot Player Cards

1 x Plastic Insert 

2 x Career Cards (Tarot Size)

28 x Action Cards (Poker Size)

11 x Altitude Cards (Poker Size)

49 x Flight Cards (Poker Size)

10 x Objective Cards (Poker Size)

31 x Target Cards (Poker Size)

3 x Munition Cards (Poker Size)

36 x Special Flight Cards (Poker Size)

9 x Bonus Ace Cards (Tarot Size)

1 x 3" Deep Heavy Duty Box



As you can see you get to fly all of the different versions of the JU 87





 Right from the start you should know that I am blown away by the entire ensemble of game pieces in JU 87 Stuka Ace. Actually, I should rephrase that, I am blown away by all of the games that Lock 'N Load sent me this year. Their design, art and manufacturing are really second to none.


 The Neoprene Mat is a great example of the game's blend of art and function. It is great to look at but is also not large at all, and still it contains almost all of what you would need to play. Next, we will look at the Player Aids. If I counted correctly, there are 15 of them that are 8.5" X 11". Out of these, 13 of them are double-sided, and two are single-sided. These come in full color and are made of card stock. Nine of these that are double-sided are different variants of the JU 87 that you can fly! The next 8.5" X 11" card is double-sided with one side having the Pilot Campaign Log and the other having the Mission Report. Then there are two half page cards that are Pilot Player Cards. These show your rise in rank, if you become lucky and good enough at the game.


 The Manual and Theaters books are both spiral bound, as all of the Lock 'N Load Rulebooks have been for a while. The Manual is 83 pages long. It is printed in enormous type size and is in full color with many pages of examples of play and pictures of the game's components. The Theaters book comes in at 41 pages. This goes from Spain/China in 1938 until the Soviet Union/Italy in 1944. Once again, the type size is the same ginormous one from the Manual. I believe you might be able to read some of it from 10' away.


 The game's different decks are amazingly well done. Their size alone is something to write home about. The 'smaller' ones are the size of normal Poker Cards. Then they have some that are described as 'Tarot' sized Cards. I think that is the first in any description of a wargame that I have seen. If I had a Tarot deck handy, I would compare the two. However, I will take their word for it. The pictures that decorate the different cards remind me of watching The World at War with my parents when I was a child. All of the information on the cards is completely legible and large enough to read easily.


 The game also comes with two very nicely done bookmarks. One is just about the game and Lock 'N Load Publishing in general. The other is sort of a public service announcement with some important phone numbers on one side (Depression or Suicide hotline etc.). The other has some quotes from the Bible. If you have no interest in that side, the hotline numbers are still good to have around.


 All of the game materials, including the box, scream "look at me!" when you get the game into your hot little hands. The meticulous care that was taken from the packaging down to the smallest detail in the counters tells you that this is something special. 


You can play a campaign game where you rise in rank and awards


 The JU 87 variants you can fly are as follows:

JU 87 A-1 Anton (you can also fly it in Spain and China)

JU 87 B-1 Berta

JU 87 B-2 Berta

JU 87 B-2 Trop (Tropical for the Mediterranean areas)

JU 87 C-1 Caesar

JU 87 D-1 Dora

JU 87 D-3 Dora

JU 87 D-5 Dora

JU 87 D-5N

JU 87 R-1 Richard

JU 87 R-2 Richard

JU 87 G-1 Gustav armed with the two 37mm cannon

JU 87 G-2 Gustav armed with two 37mm cannon




 The game is for solitaire play only. However, in this hectic world we now find ourselves in this is not a minus point for the game. Gaming clubs and even gaming nights are getting few and far between for most people. So, these solitaire games and especially excellent ones like this definitely have their place. The only thing some of you may miss is the ongoing battle with 'Joe' over the rules. Fill in whatever name you like all clubs had one.



 The size of the rulebook may seem daunting but remember that it is done in very large type and has many full-page illustrations of play. At its heart, the game is not hard at all to learn. Your choices, which are myriad, and some luck are the cornerstone of its gameplay. One of your most important choices is how low do you dive before dropping your bomb/s. The lower you go the more accurate you are, but it also means that you will be that much longer in a straight unswerving flight path. Of course, that choice only appears if you have made it through enemy fighter and flak to make it to your target. 


 The game is easy to learn and relatively quick to play, especially if you are just doing a mission or two. It also does not take up a lot of space so that you can play it on the dining room table. The setup and breakdown time is also short so you should not get too many side eye glances from your significant other. Much like the Romance Languages things in the kitchen and dining room are usually in the female's zone of control. You will be happily bombing some target or parachuting to avoid the flames in no time flat. 


 The game also gives you some what if scenarios. These are interesting to me in games only if they are plausible. One what if in this game has you flying off the German carrier Graf Zeppelin. The ship was pretty completed before the war placed it on hold. So, that is entirely plausible. The other what if has the Germans selling some JU 87s to Japan and they use them against the nationalist Chinese. This too is in the realm of possibility, so I have no problem with it. 


 One of the biggest reasons I have for really enjoying the game is the fact that you get to fly all of the different variants of the JU 87. This means that you get to try your hand at the tank killer G1 series (Panzerknacker) or properly known as the Kanonenvogel. These JU 87s had two 3.7cm large cannon pods underneath each wing. The G series planes were also up armored (much like the Soviet Union's IL 2 and the German ground attack plane the HS 129) to help the plane and crew survive their low-level attacks. The German pilot Hans-Ulrich Rudel made the G series famous. However, to be fair, his attack on the Soviet Union's battleship Marat and its sinking had already made him famous and the early war years had made the JU 87, and its sirens, one of the most recognizable planes from World War II.


The gameplay overview is this:


Mission Setup

 1. Prepare Flight Deck

 2. Prepare Objective Mini-Deck

 3. Setup Player Sheet

 4. Setup Aircraft Sheet

  * Select Payload

 5. Prepare Action Deck

  * Take Initial Hand


Mission Overview

 1. Take Off

 2. Approach

 3. Target

  * Attack (Bomb, Strafe, or Gun)

 4. Return to Base

 5. Refuel






 Thank you, Lock 'N Load Publishing for sending me this wonderful, stupendous, action filled, just trying to stay away from the word excellent, game to review. Happily for me, and hopefully for you, their care package to me had to be dropped off with a truss. I will soon be reviewing these games:

Point Blank Winter Victory

Glory and Empire First Victories Wellington Versus Napoleon

Close Quarter Battles Waterloo

Blood and Fury World War 85 - This last one I will need some help from one of my sons to carry it to the table.


Robert Peterson

Lock 'N Load Publishing

Ju 87 Stuka Ace

This is a link to their new AI assisted manuals/rulebooks

Ju 87 Stuka Ace Manual Rev39-AI

SONG FOR WAR   KICKSTARTER RELAUNCH THIS WEDNESDAY 23RD APRIL AT LAST IT'S GREAT TO ANNOUNCE THE NEW KICKSTARTER FOR I NVICTA REX 'S...

SONG FOR WAR SONG FOR WAR

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

SONG FOR WAR 

KICKSTARTER RELAUNCH

THIS WEDNESDAY 23RD APRIL

AT LAST IT'S GREAT TO ANNOUNCE THE NEW KICKSTARTER FOR INVICTA REX'S MAGNUM OPUS

SONG FOR WAR

WITH TWO NEW PLEDGES TO CHOOSE FROM

THE MAIN PLEDGE OFFERS NOT JUST THE FULL MEDITERRANEAN CAMPAIGN SPREAD OVER TWO MASSIVE BOARDS, BUT EACH BOARD  CARRIES ON  ITS REVERSE SIDE A TOTALLY NEW SMALLER SCENARIO:
 
ITALY  ON ONE 



NORTH AFRICA ON THE OTHER




THE SECOND PLEDGE PROVIDES THESE TWO SMALLER SCENARIOS, IN A SMALLER GAME PACKAGE, ONE ON EACH SIDE  OF A SINGLE  MOUNTED BOARD 

KEEP WATCHING THIS SPACE FOR A FORTHCOMING REVIEW OF THESE SMALLER SCENARIOS,  ALONG WITH NEWS OF THE MINOR CHANGES MADE TO THE CAMPAIGN GAME

FOR A REMINDER OF MY ORIGINAL FULL CAMPAIGN REVIEW CLICK

  Relic Wars by Flying Pig Games Designed by Denver Walker   This is written by the designer of Relic Wars, Denver Walker, and yes, she is r...

Relic Wars by Flying Pig Games Relic Wars by Flying Pig Games

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




 Relic Wars


by


Flying Pig Games


Designed by


Denver Walker






 This is written by the designer of Relic Wars, Denver Walker, and yes, she is related to that Mark Walker of wargaming fame. I guess the game designing bug is in the blood. The game will show up on Kickstarter next month and links to it and the game will be below. Without further ado here is what she has to say:

"Flying Pig Games Unleashes Relic Wars: A Tactical Fantasy Skirmish and Exploration Game by Denver Walker

Flying Pig Games is set to release Relic Wars, a fast-paced skirmish battler and exploration game designed by Denver Walker. Known for publishing award-winning wargames, Flying Pig is venturing into new territory with Relic Wars a game that blends tactical combat, magical relics, and tense player interaction. This is not a wargame. It's a savage fantasy experience full of cinematic moments, emergent strategy, and brutal decisions.
Relic Wars is a tactical, low-complexity game with high replayability and evolving strategies, designed for 2Ð4 players with stretch goals in the upcoming Kickstarter campaign expanding that count to 5, with the potential for 6. Players take control of deadly champions each with unique stats and special abilities and enter a cursed battlefield made of modular terrain tiles that are revealed and explored throughout the game.
At the heart of the game is movement, positioning, and light inventory management. Each turn, players may explore new terrain, gather powerful items, or engage in direct combat. Characters can equip swords, bows, shields, and spells each with upgradeable effects and use terrain to their advantage for defense or line-of-sight. Chalices, the games ultimate objective, are scattered across the board, drawing players into inevitable clashes.
Combat is fast, intuitive, and driven by custom dice. Each weapon and shield brings its own tactical flavor, and players can stack upgrades to modify their attack and defense pools. Divine Intervention cards drawn at the end of each player s turn inject wild, unpredictable effects into the game from healing to destruction.
Victory in Relic Wars is achieved in one of two high-stakes ways: eliminate all other players, or collect three chalices and survive one final round. Every decision whether to attack, retreat, upgrade, or press your luck can swing the tide of battle.











All Souls Expansion: Death Is Not the End
Included in the Kickstarter is the All Souls expansion, which adds an entirely new layer of gameplay introducing ghost characters, ethereal terrain, and supernatural relics. In All Souls, when a character is KOÕd and doesn't return through Divine Intervention, they return to the board as a ghost, gaining new ways to influence the game and even win.
Ghost players move freely across the battlefield, unhindered by terrain or crowding, and use the unique Haunt Die to perform powerful spectral actions like possession, invisibility, or echo life a ghostly attack. They can also win the game by collecting three chalices and surviving a final round, creating a new path to victory even after death.
The expansion includes:
* 4 ghost miniatures and character sheets
* New map tiles including The Graveyard and The Castle
* A powerful set of new Relic War Tokens like the Shroud of Turin, Crown of Thorns, Longinus the Centurion s Lance, and more
* The purple Haunt Die, used exclusively by ghost players
* New rules for haunting, manipulating the battlefield, and even banishing ghosts entirely
With All Souls, no one is ever truly eliminated. Every player remains active in the game, and ghosts become wild cards disrupting plans, hunting relics, and tilting the balance of power in unpredictable ways.








The game launches on Kickstarter on May 6th, and has already been selected as a Kickstarter Project We Love. Fans can follow the campaign now via the Kickstarter pre-launch page to be notified the moment it goes live. As a special reward for early supporters, the first three backers will be able to pledge for the full game at just $1 + shipping.
Relic Wars will also be featured on major tabletop media platforms, including Zilla Blitz's YouTube channel and Becca Scott's Good Time Society, giving players a front-row seat to gameplay previews, strategy tips, and behind-the-scenes content.
Designer Denver Walker, in her first published release, expresses deep pride and gratitude for the years of development and support that shaped Relic Wars. She worked closely with artist Riccardo DAriano, whose stunning artwork brings the world of Relic Wars vividly to life from the brooding characters to the haunting landscapes and every relic in between.
The game has been rigorously playtested by respected figures in the wargaming world, including Mark H. Walker ('65, '85, The Long Road, 2022 CSR Winner), Hermann Luttmann (A Most Fearful Sacrifice, The Rock of Chickamauga), Fred Manzo (developer), Greg Porter (Armageddon War), and many others.
With accessible mechanics, rich tactical depth, and a mix of exploration, combat, and clever maneuvering, Relic Wars marks an exciting evolution for Flying Pig Games and a thrilling debut from a rising designer."










 Normally I am much more excited about pushing Panzers and regiments, etc. around a board. However, this game has really caught my eye.

 This is a link to the trailer:




  For the Empire: Canada & New Zealand in Italy by Flying Pig Games This is an expansion for Old School Tactical Volume 4  This is an ex...

For the Empire: Canada & New Zealand in Italy by Flying Pig Games For the Empire: Canada & New Zealand in Italy by Flying Pig Games

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




 For the Empire: Canada & New Zealand in Italy


by


Flying Pig Games


This is an expansion for Old School Tactical Volume 4









 This is an expansion for the game Old School Tactical Volume IV: Italian Theater 1943-45. The parent game has been as greatly acclaimed as the other in the series. I am really pleased to say that you now get to fight in the environs of Monte Cassino. This means that you now get to fight with the British Empire's troops and also the German Fallschirmjäger (roughly hunters from the sky). They were also called the Green Devils in comparison to the British Red Devils of Arnhem fame. The campaign in Italy was an infantryman's war from first to last. It was a slow slog up the Italian Peninsula. For the Allies, it seemed that there was always another mountain to climb and fight over or an entire mountain chain. 'Smiling' Al Kesselring made the Allies pay for every inch of Italian soil they captured. 



 As is the norm with Flying Pig Games, the game comes with a very large map with 1" hexes. This means that the counters are also large and extremely easy to maneuver whatever your scale of dexterity is. Of course, this also means that the counters' information is large enough to almost read across the room. The counters have the obligatory picture of the units and weapons you will be playing with. It almost seems like Flying Pig Games has been developing games for us senior citizens in the Old Grognards Home at Shady Acres. With new elite units on both sides, the tactical battles are tense and portray the battles of the campaign to a "T". There are five scenarios about the fighting for Monte Cassion, one of my favorite battles to read about, and three for the savage battle for Ortona. Thank you, Flying Pig Games, for allowing me to review this excellent expansion to an excellent game and series. The only problem with this series of games is that at some point it has to end.






 This is what Flying Pig Games has to say about it:


 "When Great Britain once again found herself in war, she sent out a call to her Commonwealth allies.  They stepped forward and answered the call, as they always had done.



New Zealand was in the thick of the action from the beginning.  The Kiwis fought bravely in the Balkans and Greece in the battle for Crete and were a key force in the North African campaign.


The New Zealanders came to Italy with the same amount of fight.  Among the many battles they faced, they were tasked with a difficult struggle to take the fortress at Monte Cassino.


The Canadian Navy fought vigorously in the battle for the North Atlantic, but the army was static, stationed in the British Isles.  But they were itching to get into the scrap.


They got what they wanted when their soldiers and tankers were added to Operation Husky, the invasion of Sicily.  They were bloodied and they learned.


They carried on to the Italian boot and fought their way North through difficult terrain against a determined enemy that always had the advantage. Many battle honors were earned, one being the terrible Christmas in Ortona."


 This is what comes with the game:

A large map (30" x 41") game map (hexes are 1") that depicts urban ruins and Italian countryside for units to fight on

Two sheets of counters which add Canadian and New Zealand units, including the M5 Ram, the Fox Armored Car, AT74 Sticky Bomb, 6-Pounder ATG, Sherman V, 2" Mortar, Sapper squads, and much more

Also added are the German Fallschirmjäger

A full-color playbook with 14 scenarios involving these units














Robert Peterson


  France '40 by GMT Games designed by Mark Simonitch  The 1940 French Campaign cannot be discussed without mentioning one individual, an...

France '40 by GMT Games France '40 by GMT Games

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




 France '40


by


GMT Games


designed by


Mark Simonitch







 The 1940 French Campaign cannot be discussed without mentioning one individual, and that is Erich von Manstein. The idea for the 'sickle cut' came from his rather fertile brain. To go back a bit, you have to understand what the pundits, generals, and leaders had in their minds at the time. The French Army was the largest army in Europe. Who actually won World War One has been debatable down to this day. However, the French Army was absolutely one of the main reasons that the Germans finally lost. In 1940, all of the smart money was on the Allies. It is true that Germany had defeated Poland in a very short time. There were some mitigating factors about that victory, the largest being the stab in the back by the invasion of the Red Army. So, to a betting man, the size of the French Army and its strength was considered to be the largest factor in the coming campaign for Western Europe. The fact that there was also a British Expeditionary force added into the mix didn't help with the odds either. The bristling fortresses of the Maginot line also added to the thought that Germany had bitten off more than they could chew. The funny thing about the campaign is that both sides could not get the 1914 campaign out of their heads. The Allies based all of their plans on the Germans trying a repeat performance. Meanwhile, the Germans could not think of anything better to try than the same right hook toward Paris. The fact that most of the German High Command was absolutely in love with trying the same thing over again is a bit more than puzzling. More than a few of them fought tooth and nail for a repeat performance. Then along comes von Manstein with the audacity to suggest that maybe, going by how 1914 turned out, they should try something else. Was the furor on the German side just jealousy over the fact that none of them thought of it first, or our ideas that the German Great General Staff was filled with brilliant generals totally off the mark? Strangely the arguments on the German side continued until they inadvertently flew over the Allied lines and gave them the rehashed Schlieffen plan. At that moment Manstein's sickle cut became the idea for the campaign pretty much by accident. With this game we get to see why France fell in such a short time and all of the bookies went broke. It actually has two games included, so we also get to play out Operation Dynamo and see if the British, and some of their Allies, can escape the collapse of France. The box also has a nice picture of a French Char B1 tank on the cover.



 This is what Mr. Simonitch says about the game:


"France '40 contains two separate games: Sickle Cut and Dynamo. Both games use the same rules and share many game pieces, but each has a separate full size map.


Sickle Cut: Guderian's Drive to the Channel

This game covers the crucial week in May 1940 when the German army broke the French line on the Meuse and raced to the sea at Abbeville. The game starts on May 13th, the third day of Case Yellow. Six panzer divisions have passed through the Ardennes and are now at the Meuse River. The French and British have raced through Belgium to reach the Dyle Line and cover the Gembloux Gap. The stage is set. Can the Germans cross the Meuse in front of strong opposition? And, if they can, will they be able to break out from the bridgeheads and advance across the map while threatened by Allied reinforcements pouring in from the north and south?


Dynamo: Retreat to Victory

This game covers the British withdrawal to Dunkirk and the evacuation. The game starts on May 24th, the day the British decide that the B.E.F. is in real danger of being cut-off from their supply base and the best option is to head for the coast at Dunkirk. However, many of the German panzer divisions are closer to Dunkirk than the British. Can the British reach the coast before the Germans? Can they hold the Dunkirk perimeter for eight days while they evacuate?


The rules for both games highlight armor, air support, and morale. Special rules include: Allied Heavy Tanks, DeGaulle, Rommel, Hitler's Halt Order, and French Command Paralysis.


2ND EDITION

France ’40 2nd Edition is a major upgrade to the original game. The rules for Extended Movement, Combat, Advance After Combat, Breakthrough Combat, and Determined Defense have been updated so they are more in line with the recent games in the 19XX series (such as Stalingrad ’42 and Salerno ’43). A new scenario has been included designed by Mark Merritt that combines both maps.


In addition, many new units have been added and some old units modified to provide a more accurate order of battle for both Sickle Cut and Dynamo. A few minor cities, some roads, and a fortified hex were added to the Dynamo map.


And most importantly, both scenarios have been sent through the playtest cycle again to make sure they are better balanced than they were in the first edition.


This game has long been one of my favorites due to the exciting situation and short playing time. I’m really pleased with this 2nd Edition and excited about the new features it has."



The Sickle Cut Map


 This is what comes with the game:


Two Paper Maps

Two Countersheets

24 Page Rulebook

16 Page Playbook

Two Identical Player Aid Cards

Two Setup Cards

Two 6-sided Dice

You can also buy a mounted map for the game. The only issue that might crop up is that the new version of the game has a two-map scenario. Naturally, the mounted map has only Dynamo one one-side and Sickle Cut on the other.

The back of the box has the solitaire suitability and complexity both listed as a five. GMT Games states that playing time should be between four to six hours. 



Dynamo Map



 We will now take a look at the game's components. The Rulebook is 24 pages in length. It is in full color and also has many examples of play for the player to learn the rules. The type is nice and large for us old grognards. The Playbook is 16 pages in length and is produced in the same way as the Rulebook. You get some extended examples of play along with the 1st and 2nd Edition Notes. For the history lover, there are six pages of authentic situation maps of the campaign. Then you get the rules and setup to play the two games into one combined game. There are two card stock full-sized unit at start and reinforcement cards. On one side are the units for Sickle Cut and the other side for Dynamo. One is for the German player and the other for the Allied player. There are two card stock four-page fold out players aids. These have everything needed for play ie. the CRT, Sequence of Play, Terrain Chart etc. The type size on these is also quite large. There are two full countersheets. The counters are 9/16" in size and are very easy to read, and their larger than 1/2" size makes them easier for your fingers to manipulate them. They come with the standard 'NATO' markings except for the armored units which have a small picture of tanks from the unit on them. Both maps are very well done and are not just paper but have a laminate coating on them. The terrain is easy to see and there should be no quibbling about what terrain is in each hex. 


 The game components are fully up to GMT Games standard of excellence. 



Counter Sample



 The two games are part of the Simonitch 1940s wargames, which include:

Ardennes '44

Holland '44

Normandy '44

North Africa '41

Salerno '43

Stalingrad '42

Ukraine '43

These two games are in GMT Games P500 system:

Italy '43

North Africa '40



This is the Sequence of Play:

"A. GERMAN PLAYER TURN
 France ’40  Player Aid Card   2nd Edition
 3
 EXPANDED SEQUENCE OF PLAY
 B. ALLIED PLAYER TURN
 1. German Initial Phase 
• The German player flips all Air units from their Used side to their 
Ready side. 
• The German player places his Reinforcements in their Entry Hexes.
 Dynamo scenario only: 
• Starting on Turn 6 the German player must withdraw the units 
listed on the Dynamo Turn Record Track.
 • Each Panzer division under a Halt! marker and currently in 
supply receive one replacement step (22.3).
 2. German Movement Phase (7.0)
 During this phase the German player may conduct any of the activities below in any order:
 • Move some, none, or all his units. 
• Conduct Auto-DS combat against any defending hex where at 
least 10-1 odds are obtained. Indicate the units that participate in 
that attack with Auto DS markers (7.7). Advance After Combat 
for these units is conducted at the end of the Combat Phase.
 • The German Player may place disrupted units in full retreat 
(13.1.3).
 3. German Combat Phase (8.0 - 15.0)
 A. The German Player may attack adjacent enemy units or conduct 
Disengagement Attempts (20.3) in any order. As each attack is 
resolved apply the step losses, conduct the Retreat, the Determined 
Defense, and the Advance After Combat before moving to the 
next combat. 
B. After all combats are completed, advance all units with Auto DS 
Markers (7.7). 
4. German Recovery Phase (13.4)
 All German units that are Disrupted may recover one level—those 
that are Disrupted have the marker removed, and those that are in 
Full Retreat have their marker flipped to the Disrupted side. Units 
adjacent to enemy units must roll for Recovery (13.4.2).
 5. German Supply Phase
 A. Check the supply status of all German units (18.0).
 B.  Roll for Attrition (18.5) of all German units that are:
 • marked with a red Out of Supply marker (including those just 
marked), and
 • adjacent to an enemy unit. 
6. GQG Phase —Sickle Cut scenario only
 Any GQG markers scheduled to be removed are removed at this 
time (21.2.6). The German player places the remaining GQG 
markers currently in the GQG Marker Holding Box on Allied 
stacks containing at least one French unit. He then rolls two dice 
and removes the GQG markers with those numbers (21.2.4).
 1. Allied Initial Phase (depends on the scenario)
 Sickle Cut scenario only: 
• The Allied player flips all non-Disrupted HQs that can trace a 
Line of Supply to a W, S, SE or E Entry Hex from their Used 
side to their Ready side (17.2.1).
 • The Allied player draws a number of units from his Reinforcement Draw Cup and places them on a friendly controlled Entry Hex.
 Dynamo scenario only: 
• The Allied player flips all RAF units to their Ready side (22.6).
 • Check to see if Belgium surrenders (22.4.1). Belgium automatically surrenders in the Allied Initial Phase of Turn 5.
 • If Turn 4 or later, the Allied player may evacuate units from 
Dunkirk (22.5).
 2. Allied Movement Phase
 Identical to the German Combat Phase except switch the term 
German with Allied. In addition:
 • Sickle Cut scenario only:  The Allied player may use Rail 
Movement (7.6), and may complete the Dyle Line IP’s if still 
occupied at the end of the Movement Phase of Turn 1.
 3. Allied Combat Phase
 4. Allied Recovery Phase
 Both phases identical to the German Combat and Recovery Phases 
except switch the term German with Allied.
 5. Allied Supply Phase
 Identical to the German Combat Phase except switch the term 
German with Allied. In addition:
 • Allied HQs do not roll for Attrition. They are eliminated if they 
cannot trace a Line of Supply to a friendly Combat unit. 
• Do not roll for Attrition of Fort Units until all friendly Combat 
units stacked with or adjacent to the fort are eliminated. 
• Sickle Cut scenario only: On or after Turn 5 the Allied player 
may use the Hitler’s Halt Order rule (21.3) to slow German 
mechanized units. 
• Dynamo scenario only: In the Allied Supply Phase of Turns 1 
and 2 the Allied player takes any Halt markers in the holding 
display (always either one or two) and places them on a German 
panzer division and then rolls two dice to remove up to two 
Halt markers.
 C. END PHASE 
Record the completion of a Game Turn by advancing the Game 
Turn marker one box and proceed to the next turn."


 I have to confess that I am a fan of the 1940s game system and have played all of the above released games from it and enjoyed playing them all. So, my expectations for France '40 were probably higher than normal. They seem to have the perfect mix of playability and be historically correct at the same time.


 There are numerous rule changes in this second edition compared to the 1st. The components have also changed a bit. Here is that list:

1.11 new units included, plus many units had their values changed. 

2. New CRT

3. A few roads were added to both maps.

4. Determined Defense Table changed significantly.

5. Disengagement Table changed.


 Mr. Simonitch states that he tried to fix the play balance in Sickle Cut because it was too difficult for the German Player. I find this interesting because I have seen people posting that it is now too hard for the German player. Two things come to my mind. The first is that you cannot make everyone happy. The second is that hopefully you will not be playing against a French opponent who is as abysmal as the French Command was in 1940. After all, the Allies had more men and tanks (although spread out and poorly used) and it should have taken the Germans much longer than it did.


 One of the most interesting rules of the series is the one that deals with 'Determined Defense'. Usually in games, you roll the die and crosscheck the number rolled in the CRT on the appropriate odds ratio column and voila, you follow the instructions under that column piece. Not necessarily in this game. The defending player may choose to use a 'Determined Defense' against the attackers. As the rules state "A Determined Defense represents a hold-at-all-cost order or an immediate counterattack". You do have to first deal with any step losses from the CRT roll before the defender can make use of this rule. Then one of the defending units must be a 'Lead Unit' (see rule 11.2 in the link to the online rulebook below). You then would roll and look at the 'Determined Defense Table' to see if and what applies to this action. 


 This game itself has some rules that add some historical reality and flavor to the game. The first are the 'GQG' (Grand Quartier General) markers. There are six of these markers that the German player can use in the beginning of the game. This number drops due to die rolls and what turn it is in the game. These are placed on different French stacks be the German player. The GQG markers are effectively army fetters that hogtie those French units affected by them. This is to show the incredible confusion in the French High Command at the beginning of the 1940 campaign. The Allied player gets to use the 'von Rundstedt Halt Order' once on or after the fifth game turn. This is to replicate the Germans' actual halt order during the campaign. They had become almost frightened by their own success and were afraid that all of the Panzers would be cut off by an Allied counterattack. Both of the above rules are used in the Sickle Cut and Combined scenarios.



Some of the Newer Units


 The scenarios each last this long:

Sickle Cut: 10 Turns

Dynamo: 12 Turns

Combined Scenario: 23 turns


 As I said, I have been a fan of the game series since the start of it. So, it comes as no great shock that I am more than pleased with this game's new refined issue. You can, as the German player, recreate history, which is as it should be. Conversely, you can use your French forces to dull and even stop the Sickle Cut Plan from working. The game has the best of both worlds as far as size is concerned. You can have the normal size game that does not take up a lot of space and yet still be a good game. If you have the room, you can also play the combined scenario with both games - sort of a mini monster. If you are looking for both great gameplay and historical gaming, France '40 delivers on both accounts. Thank you, GMT Games, for letting me review the newest in the 1940s series. 



Robert Peterson

GMT Games

France '40 Rulebook

France '40



 Preview of Urban Battle by Forsage Games     The game Urban Battle has been worked on by Forsage Games for almost 20 years. It is actually ...

Preview of Urban Battle by Forsage Games Preview of Urban Battle by Forsage Games

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




 Preview of Urban Battle


by


Forsage Games





 

  The game Urban Battle has been worked on by Forsage Games for almost 20 years. It is actually the third release of the game that they have had in their minds for all of those years. The first release was called Panzer Strike. The second game, which I had the privilege of reviewing, was called Tank Chess. This third iteration of the concept has had the other two games' rules etc. to work off and germinate more ideas in Forsage Games combined heads. 



Unit Chart



 Urban Battle is meant to be a game that is incredibly easy to setup and to play. Going by their Tank Chess game and the little I have played of Urban Battle, they have hit the nail on the head. Urban Battle is a game of mechanized forces fighting in an urban environment. Most of the different tanks etc. seem to be based on many different World War II historical counterparts. You can also see it as a game about World War III mechanized combat. To be honest, most of the military items that are in use were introduced in their infancy during World War II.


 The game plays quickly and is very easy to learn. This does not mean that it does not have some meat on its bones. There are both strategies and tactics to learn and make sure you use in this game. If you do not, your pieces will soon end up on the rubbish heap. I will have a more in depth look at the game coming soon. Thank you, Forsage Games, for allowing me to review Urban Battle.



Some of the parts that come with the game


 Please do yourself a favor when you are on the Forsage Games site and take a look at their Age of Dogfights series. I had a chance to review their Age of Dogfights WWI, and it is an excellent game of air combat in the First World War. They have kindly sent me, along with Urban Battle and Urban Battle Junior Edition, their Age of Dogfights WWII to review.



Robert Peterson

My review of Tank Chess

Forsage games

Urban Battle

My review of Age of Dogfights WWI





Forsage Games Writes About Themselves and Their Games  This is, as they, say straight from the horse's mouth: In my childhood and youth,...

Forsage Games Writes About Themselves and Their Games Forsage Games Writes About Themselves and Their Games

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




Forsage Games Writes About Themselves and Their Games









 This is, as they, say straight from the horse's mouth:


In my childhood and youth, I did not play any board games, which at that time (1970-1990) were almost non-existent in my country (Yugoslavia). I entered the world of boardgaming in a completely different way. My parents were history professors, so I became interested in that field as well. I often examined historical atlases with my father, where the maps showed various phases of battles. I was fascinated by those blue and red arrows that showed the advances of individual armies, the closing of rings, breakthroughs through defense lines and the like... I was especially impressed by the Battle of Britain and that large table in Fighter Command where the girls moved markers representing individual British and German squadrons.


It was that table with markers that was my direct inspiration for the first game I came up with (1992). In the initial concept it was a pure air battle between two formations of fighter planes. In the next few years, the game became an air-naval military exercise for up to 6 players with aircraft carriers in the main role. At that time, there were no real publishers of board games in Serbia. Only in 1996, through a friend, I managed to find a company, Grafopapir (an importer and distributor of school and office materials), which wanted to publish the game. The game was given the commercial name 'Saratoga' and was accompanied by two smaller games (Saratoga on BGG). According to still unconfirmed data, it is the first original game released in Serbia by a local author. It is important to note that the Triangle system was designed for that game, which I later applied in my other war games.


The game was not a great commercial success, because it was too complex for the domestic market and it remained largely unrecognized. This did not discourage me, so I continued to design complex war games, but also simple family games. In the next few years, about 30 of my games were published for several other publishers in Serbia (Beoplast, Ponte Rosso, Brimaco).


I have also published several dozen board games on my own. Although more complex war games were produced (such as Harriers in Action or Naval Battle), the best selling ones were very simple games for the youngest audiences. Such a situation did not suit me as an author.


When my son Dragan joined me in game design, we improved our games significantly. To be able to market our original ideas, we realized that we had to try reaching board game audiences outside of Serbia. We contacted several dozen world publishers of board games, but none were open to fresh ideas that do not fit their existing templates.


Our dream gradually came true when we found out about Kickstarter, an opportunity to present our games directly to players around the world. We've achieved great success in our second Kickstarter project, with over 2000 backers (Tank Chess), despite not investing any funds in advertising. So far we had 10 campaigns on Kickstarter, some of which became real hits: Age of Dogfights WWI and WWII. Many reviews said that they are among the best aerial combat games.


After each campaign, we invested the funds in our own production capacities. Our workshop specializes in the production of small series of games, but in collaboration with large printing houses we are able to finalize large series of very demanding games. In addition to producing our own games, we have been successfully producing games for other authors and publishers from Serbia, the region and Europe for several years. During the production and implementation of some of our Kickstarter projects there were some ongoing problems and delays, but we always delivered rewards to all backers, often with significantly more content than what was presented during the campaign. We are always open to suggestions and feedback from gamers all around the world, which helps improve our games significantly.


As authors, we already have plans for several next projects. In addition to war-themed games, other games are also in plan, which we believe will gain great popularity as well.


P.S. the pre-launch page for Urban Battle is now activated (the campaign should start in about a week):

https://www.kickstarter.com/projects/1732812836/urban-battle


Here are some reviews I have done about their earlier games:


Age of Dogfights: WWI by Forsage Games - A Wargamers Needful Things


Tank Chess by Forsage Games - A Wargamers Needful Things

hpssims.com