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  Granada: Last Stand of the Moors 1482-1492 by Compass games  The Moors at one time had conquered the whole of the Iberian Peninsula and we...

Granada: Last Stand of the Moors 1482-1492 by Compass Games Granada: Last Stand of the Moors 1482-1492 by Compass Games

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

Compass Games





 Granada: Last Stand of the Moors 1482-1492


by


Compass games






 The Moors at one time had conquered the whole of the Iberian Peninsula and were on their way to taking France before they met Charles the Hammer of the Franks in 732. After the Moors lost that battle they kept most of Spain and Portugal except for some pieces that Charlemagne had recovered for Christendom. The fighting in Spain has given us El Cid. Once a famed Christian hero, he now seems to be just a mercenary who fought for both sides. The Moors made Spain the center of learning and culture during the early Middle Ages. Their architecture is still a site to behold. The battles for Spain waxed and waned for a few hundred years until only the area around Granada was left to the Moors. At that time Ferdinand and Isabella (yes, those two) by their marriage brought all of Spain except Granada under their rule. So, this game would be about one of the last Crusades ever to occur. Oh, and Ferdinand and Isabella had a daughter who married a Hapsburg prince, and their son became Charles V, the first ruler to have an empire that the sun never set on. They also gave some cash to Christopher Columbus. As an aside, their daughter was called Juana the Mad. Her Hapsburg prince had died young and she had this slightly odd obsession of carrying him in his coffin everywhere she went. One wonders if the Nose Gays were enough. But I digress, the game takes us back to Spain before Columbus and the last 10 years of any Moorish holdings there. So, what comes in the box:


22” x 34” mounted map

137 Rectangular wooden blocks in various colors

2 Sheets of stickers (for blocks)

2 Draw bags

20 Wooden Castle shape (10 white, 10 black)

20 Wooden Cylinders (10 white, 10 black)

20 Wooden cubes (10 white, 10 black)

7 Wooden markers (various sizes and colors)

3 Decks of cards (72 Christians, 66 Muslims, 17 Naval)

1 Victory Point track

2 Reference cards (identical)

1 Rules booklet




 This is Compass Games Product Information:


Complexity: Low to Medium (4 out of 10)

Solitaire suitability: Low (3 out of 10)

Time Scale: 1 Year per turn

Map Scale: Point-to-point map

Unit Scale: Units vary from 500-1500 men

Players: 2

Playing Time: 3½ to 4 hours per game


 They have written up a very well done and concise history and game description. I could not best it so here it is:


"Anno Domini 1482. For the past few centuries, the Iberian Peninsula has been a complex battlefield of crossed interests, kings’ ambitions and noblemen’s intrigues. The Muslim power, once uncontested under Cordoba’s Caliphate banners, lies languidly in the last Moor stronghold in Al-Andalus, the marvellous city of Granada.

The last rulers of the Alhambra (“The Red One”) have been buying peace from the powerful Christian kingdoms for decades. Weakened by internal family divisions, they now face their darkest nightmare: a nuptial union between Castille and Aragón in the figures of Isabel I of Castille and Ferdinand II of Aragon, the Catholic Monarchs.

Through cunning diplomacy and negotiations, large armies are congregating to push to the sea the last Muslim presence in Western Europe. The Pope promulgates the last Crusade and military orders join the mixed army of Castille and Aragon, along with mercenaries all over Europe. The Nasrid Kingdom tries to gather its men and garrisons, sending messengers to North Africa for military support and reinforcing the numerous castles and watchtowers all over its lands.

But deception and treason will play their part (Ferdinand II will be the main inspiration for Machiavelli’s ”The Prince”). Boabdil is conspiring to reach the throne in the city of the pomegranates whereas his uncle, el Zagal, is well known for his hit-and-run ambushes and guerrilla warfare. Will Catholic Monarchs be able to consolidate their dream of a united Iberian realm to continue towards world-wide domination? Will the Nasrid Kingdom accept the challenge and fight in a stubborn resistance until it breaks its enemies’ will to continue the fight?

Granada: The Last Stand of the Moors, 1482-1492 is a game for two players in which they will decide the outcome of this decisive historical episode in less than 4 hours.

Units are represented by blocks depicting their strength but also their origin: Castilians, Aragoneses, Leoneses and mercenaries for the Catholic player, and different clans like Banu Sarray, Zegríes, Banu Bannigas and proper Nasrids for the Muslim player.

The map is point-to-point, covering the ancient Nasrid Kingdom in southeast Iberia (present-day Spain). Granada, the capital, is the jewel of the realm: the game ends if it falls into the Catholic player’s hands.

Each season, players receive a predetermined number of cards which they can use to move their armies and fleets or rally new units. When a battle occurs, each regiment is summoned by the play of one card of its nationality, so as Tamerlan said: ”It is better to be present with 100 soldiers than absent with 1.000.” In other words, be sure you have the right cards to send your troops into battle.

As an almost Renaissance war, different weapons will also be present. Cavalry charges and crossbows will be extremely dangerous if well combined, whereas artillery will have a significant value when maintaining or defending sieges. Your fleets will fight for sea control, enabling the transport of North African reinforcements, Catholic naval movements or blocking sieged ports.

Balanced and historically accurate, the game is easy to learn but difficult to master. The Catholic player will have to decide which invasion route to choose and whether he will create a massive army, leaving the Muslim player time to reinforce his strongholds, or go for a quick campaign where losses will be difficult to replace. The Nasrid player, on the other hand, will enjoy a central position but he will need to be cautious about the internal problems that can arise— the Boabdil revolt is almost an inevitable danger to face and crush.

As the Catholic player, will you gain fame and glory accomplishing the Reconquista and enlarging your kingdoms in one unified powerful state? And as the Muslim player, will you resist and save Granada or will you become the last King of the Nasrid dynasty?"


 The writer made a reference to Tamerlane(Timur) so I had to add it.



Some of the Cards


 The map is mounted and is done as a very nice period piece. You get the feeling that you are maneuvering around Medieval Spain. The small period illustrations on the map for castles etc. really add to the players' immersion. There are three main victory point illustrations on the map. These are: Castle, Watchtower, and Resource Location.  The blocks, and there are a lot of blocks, are all uniform in their different shapes. Most of them come in black and white. There are also white and black square castle pieces, and round Watchtower ones. Their colors denote which side has control. These pieces really caught my eye when I opened the box. They are just an extra little thought to bring even more immersion to the game. There are two sheets of stickers; remember, a lot of blocks. They are most definitely little pieces of artwork. The stickers are also large enough to actually enjoy the large amount of work put into them. Again, they are done in period artwork. The two Player Aids are made of hard stock and are in color. They fold out to give you two pages of information, and a full mini map on the inside. This has the block setup and placement shown as illustrations instead of saying "put x amount of y in Granada". This speeds up setting up the game tremendously. Next, we have two Battle Reference Cards. These are hard stock and are in the same color as the Player Aids. The writing on the sheets is somewhat small. However, there is so much information on them I understand why. Either that or you would be faced with shuffling through a few different Player Aid Sheets. You are given one white and one black draw bags. Once again just another nice touch instead of having to use a paper cup etc. The Rules Booklet is twenty-eight pages long. The rules take up the first twenty pages. Then comes Design Notes, and a great four page history of the facts behind the game. Now we come to the three decks of cards. These are of the larger variety that you find inside games. As you can see above, each one is its own small piece of beautiful Medieval art. Each time I look at one of the cards I see another excellent detail that escaped me the first time. Kudos to the artist and Compass Games for these. So that it about it. In the box you have an array of extremely well done components that are obviously a mixture of a 'normal' wargame and a Euro game. I am extremely impressed with the level of detail included in them.


Love the rats


  
  There are no scenarios in the game. This is just about the campaign in its entirety. The Instant Victory conditions are:

The Christian Player must capture the Alhambra Castle in Granada.

The Muslim Player must eliminate both the Ferdinand II of Aragon, and the Isabella I of Castile blocks in combat.

 If the game runs its course both sides add up their Victory Points at the end of the first turn of the year 1491-1492. The higher total wins, and if there is a tie the Muslim player wins.


"6.1 Sequence of Play Outline

A. Turn Order Step [6.2].
B. Turns I and II [6.3].
C. Reinforcement Step [6.4].
D. Turn Marker Step [6.5].
6.2 Turn Order Step

At the beginning of any year, each player bids for turn order by placing a card from their hand (any card with a number in its bottom right corner) face down on the table; then they are simultaneously revealed. The player whose card has the higher number chooses who will move first for both turns in the current year. Place the Initiative Marker on the “I” space (“II” space if year 1482) of the current year on the Turn track, with the first player’s coat of arms face up. Both players must discard the card they played.

6.3 Turns I and II
There is only one turn during the first year (year 1482, which starts in turn II) and the last year (year 1491-1492, which ends after turn I).
Each other yearly cycle consists of two turns: turn I and turn II. Each turn consists of the first player conducting movement and combat, followed by the second player conducting movement and combat.
When turn I ends, move the Turn Marker to II and play the turn II. The player who was first in turn I is also first in turn II.

After turn II, advance the Turn Marker to next year and begin the Sequence of Play again. After 7 years, at the end of the year 1491-1492, the game is over.

Turn I: Turn II:
1. First player Movement Phase 1. First player Movement Phase
2. First player Combat Phase 2. First player Combat Phase
3. Second player Movement Phase 3. Second player Movement Phase
4. Second player Combat Phase 4. Second player Combat Phase"





 
 So, what is like to command armies in late Medieval Spain? With the backdrop of the game, and the components being so good, does the game play also deliver? In a word, it is a resounding yes! The rules are easy to learn and remember, but the play is deep enough for the player to get lost in. Everything about the game screams immersion. You do not feel like you are just pushing tanks around a beautiful medieval landscape. You would think that the game would be very tilted on the Spanish monarchy side. In actuality, there is enough backroom politics for both sides to help tip the scales in their favor. Playing as the Moors, you will have to judge when is the right time to defend or go on the offensive. There are more Spanish forces than you have, but not incredibly so. Playing as 'Their Catholic Majesty's' you need to be aware that you cannot attack everywhere, or you will get your nose rapped. This is not 1941, it is medieval warfare with sieges as one of the most important parts. The cards and rules make sure that all good plans will go awry. So, there is a bit of luck involved, but in reality luck has always been a part of warfare. 


 The game designer, Jose Antonio Rivero, says that Granada took a lot from the classic Sekigahara game. The latter had 'Loyalty Challenge Cards', where Granada has 'Morale Challenge Cards'. In Granada, units do not switch sides with a Morale Challenge Card. They just cannot participate in in that given combat. There is the possibility of the Christian player using the Boabdil Mixed Army to start a Civil War for the Muslim player. The use of siege guns by the Christians is a very powerful weapon. This is one of the wars that show the military changes being brought by the use of gunpowder. 






 The game does come with one sheet of 'Clarifications'. There is a small bit of information about the stickers and blocks. It also spells out some Setup information, although it was clearly plain to me. Next is a change in one of the rule's small paragraphs. It ends with a Siege Example. This is actually more than half the page.

 


 
 Thank you Compass Games for allowing me to review this beautiful and great playing game. I have come a long way from just being able to play, and enjoy, hex and counter games. Block wargames like this one have also stolen a piece of my heart. I know it is still May, but Compass Games Expo will be coming up on November 10-14 and will take place in the great State of Connecticut. For those of you who do not live in New England increase the zoom on the map to the right of New York State and you will find us. The only one I missed was last year's Expo. They are well worth the trip.

Robert

Granada: Last Stand of the Moors 1482-1492:

Compass Games:

Compass Games Expo:

  Defending America Intercepting the Amerika Bombers 1947-48 by Compass Games  I have no problem with historical alternative history in game...

Defending America: Intercepting the Amerika Bombers 1947-48 by Compass Games Defending America: Intercepting the Amerika Bombers 1947-48 by Compass Games

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

Compass Games




 Defending America


Intercepting the Amerika Bombers 1947-48


by


Compass Games







 I have no problem with historical alternative history in games, as long as it doesn't go too far away from plausibility. This game is set in 1947-48, and England and the Soviet Union have both fallen to the Nazis and Japan has fought the US to a standstill in the Pacific. So now the Luftwaffe is attempting to bomb and recon the US with bombers from their historically accurate 'Amerika Bomber' project. One of the Amerika Bombers did fly in the war, but most were just projects or designs before the war ended. To intercept these bombers, you are given sixteen real or experimental planes to try and knock them out of the sky. These planes will be familiar to people who have read about the airwar that could have occurred if World War II had continued on past its historical ending. Compass Games also has a game called Amerika Bomber: Evil Queen of the Skies. This is the exact opposite of the game we are looking at here. In it you are flying an Amerika Bomber and trying to evade or fight off the planes you will be flying in this game.



Back of the Box

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

"Defending America is a solitaire, tactical level game which places you in command of an actual or experimental interceptor aircraft during a frightening look at what might have been in World War II. Each turn consists of one sortie, during which the player will fly a mission to intercept Amerika Bombers which are enroute to bomb the mainland of the United States. As the player progresses, he may choose to upgrade to even more advanced interceptors in this alternate history game. Defending America is based on the action-packed “Amerika Bomber” game and reverses the situation with the player attempting to stop conventional and atomic bomb attacks on the homeland. It builds a strong narrative around the pilot as you look to earn skills, rise in rank through promotion, receive awards and survive a dangerous year above the Atlantic Ocean and America.

The objective of the game is to conduct numerous sorties in the role of an interceptor pilot and rack up as many bomber kills as possible, with a special emphasis on preparing to stop atomic attacks. Pilots may use the experience gained to improve their odds of success by purchasing skills. Awards and technological advances via use of the technology track help to narrate the player’s eventual goal – to become the “Scourge of the Amerika Bombers” and end the threat to the United States from the air."




Counters


 So, let us see the games rundown, and look at what is in the box:


Complexity: 4 out of 10

Solitaire Suitability: 10 out of 10

Time Scale: Weekly turns (individual sorties, 4 per month)

Map Scale: Abstract

Unit Scale: Individual aircraft, weapon systems, specific crew members, and ammo rounds

Players: One (with option for two or more)

Playing Time: 60-90 minutes


Components:

One Counter Sheet of 9/16″ unit-counters

Eight Double Sided Aircraft Display Mats

Three Single-Sided Player Aid Charts

Five Double Sided Player Aid Charts

One Combat Display Mat

One Pilot Awards Display Mat

One Air Operations Map

Rules Booklet

One Logsheet

Two 6-sided, and one 10-sided die

Box and Lid



Mounted Map Board


 While the box does not weigh a ton or is splitting at the seams, there is still a ton of stuff inside. I have come to expect a pretty high standard of components that come with a game from Compass Games. You will be glad to know you will not be underwhelmed with these. The map board is mounted. It is not a large map, but for this game it does not need to be. It also has the Sequence of Play right on it which is always a great plus for wargames. All of the Player Aid Charts are in full color and the material used is similar to  poster board. These are easy to read and once you have played a few times you will have no need of the Rulebook; everything you need is on them. I know some people are put off by Logsheets, but these are set up differently than usual. Like most they look like an Excel spreadsheet. Unlike most, they actually have large enough spaces to actually write something down. My penmanship is horrendous, so I have to write larger than normal to figure out what I have written. The spaces on these sheets help me immeasurably. The counters are large at 9/16". So, you can read them and enjoy the well done pictures of the aircraft from above. The Rule Booklet is twenty-three pages in total. Twenty pages of that encompass the rules. The last three pages have the Designer Notes, and a synopsis of all of the aircraft you can fly. The back of the booklet has the nowadays obligatory index. The Rule Booklet is in full color, and the print is medium in size. I cannot read it without my glasses, but there are not too many things I can read without them. As mentioned, the components are manufactured to their high standards. 



US Navy Aircraft Display Mat


 From the Rulebook:

"The system is packed with rich technical detail based on proposed aircraft designs, but without the complexity to capture the key facets of a hypothetical strategic bombing campaign over America. There are 16 interceptor aircraft to available to pilot (both historical and experimental, USAAF and Navy) and six types of Amerika Bomber to shoot down. The aircraft are:

P-80, P-80B Shooting Stars

XP-61, XP-67, XP-81, XP-83

F-86 Sabre, F-89A Scorpion

F8F-1, F8F-1B Bearcats

FJ-1 Fury, FH-1 Phantom

F7F-3 Tigercat

BoeingXF8B-1

F2H-1, F2H-2 Banshee

For each aircraft, you will be using the date of availability, speed, area of operations based on originating base, individual weapon systems, damage, and crew status.

Players are assigned to a land base if USAAF or an aircraft carrier if Navy/Marine, and conduct interception missions from there while Tench Class submarines stand by to provide “lifeguard” duty if required."



US Air Force Aircraft Display Mat


 This is a solitaire game. This means it pits you as an American pilot against the German bombers. It is played at the tactical level so it pits your single plane in combat against one bomber. Your job is to knock the bomber out of the sky, while still living to tell the tale. Some of these bombers will be carrying atom bombs, so many people's lives rest on your shoulders. You will be defending mostly the East Coast of the United States with some of the bombers able to fly as far in as Chicago to Miami in an arc. This is not a game of one off raids. You will be guiding your pilot through a sustained campaign against the bombers. Your pilot will also be able to gain medals and also become adept in air combat. A nice feature added to the game is being able to fly for the United States Marine Corps. The game also gives you the choice to play either a basic or advanced combat system. The advanced combat system naturally adds to the complexity and game time. I prefer the advanced combat, but to each their own. I am an aircraft nut, and I really enjoy reading about and playing with experimental aircraft from World War II. So, this game ticks off most of my boxes even before opening the box. 




Your Aircraft Position Chart Compared to The Amerika Bomber


 The game was designed by Gregory M. Smith. This alone should have you opening up your wallet. He has designed a good number of excellent solitaire wargames already, and has some in the making.

These are his games published by Compass Games:

Amerika Bomber

Interceptor Ace: Daylight Air Defense Over Germany 1943-44

Night Fighter Ace: Air Defense Over Germany 1943-44

Zeppelin Raider: Imperial German Naval Airships


These two designs of his are coming soon from Compass Games:

American Tank Ace: 1944-45

Western Front Ace: The Great War In The Air, 1916-18


 The last game I cannot wait for it to be in my hot little hands.





 So, the round up is that Mr. Gregory M. Smith and Compass Games have hit another one out of the park. With our fast-paced lives and all that they entail, getting other gamers together is many times not feasible. To still be able to play great wargames by ourselves is a definite must in our hobby. While it is true that almost any game can be played solitaire, it is much easier for the player to have a fully built solitaire game from the ground up instead of trying to make some rules on your own, or waiting until an add on 'bot' is released. 






 Thank you, Compass Games for allowing me to review another great game from your stable. One thing prospective buyers should know is that Compass Games has almost 100% of its games manufactured in the good ole U.S.A. So, thank you again, and pretty please get to work on Western Front Ace. I do not know how much more I can last without it. Solitaire play and World War I in the air, you had me at Western Front.


Robert

Compass Games:

Compass Games – New Directions In Gaming

Defending America:

Defending America: Intercepting the Amerika Bombers, 1947-48 – Compass Games

Night Fighter Ace Review:

Nightfighter Ace: Air Defense Over Germany 1943-44 by Compass Games - A Wargamers Needful Things



  Nato The Cold War Goes Hot The Designer Signature Edition by Compass Games  "NATO, nukes, and Nazi's" are what sells wargame...

Nato: The Cold War Goes Hot Designer Signature Edition by Compass Games Nato: The Cold War Goes Hot Designer Signature Edition by Compass Games

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

Compass Games






 Nato The Cold War Goes Hot


The Designer Signature Edition


by


Compass Games








 "NATO, nukes, and Nazi's" are what sells wargames. This concise aphorism from the late 70s or early 80s has been attributed to a number of wargame designers. The original game was released in 1983 by Victory Games. By the amount of press and pieces in the magazines of the time, I would think that every wargamer at the time had a copy. I know I had one, in those halcyon days before I was seduced by computer wargames. Well, it has now been recreated in a new wonderfully looking edition by Compass Games.


 Compass Games has been releasing some of the biggest games from the years of the last great board wargaming era. They are letting the original designers add or remove things from the games that they have been thinking about for the last forty-plus years. So, the gamer gets to have a fully revamped classic game that has also had all of the kinks, if there were any, worked out. This version has been printed with a lavishness that was not available at its first release.


 The Cold War going hot was a very big topic in both reality and the wargaming community in the 1980s. Tensions had risen between the East and the West, and there were countless books and articles written about the strength of both sides. 




  This is the blurb about the game from Compass Games. I like to include them to show the gaming company's thoughts on the game. Then I can compare my thoughts on the game to theirs. 


"NATO, Designer Signature Edition marks the return of a true wargaming classic by Bruce Maxwell. NATO simulates a potential NATO/Warsaw Pact conflict in Central Europe during the Cold War years of the 1980’s. First published in 1983, this game was Victory Games best-selling title, purchased by over 75,000 gamers worldwide. This new edition is based on an exhaustive two-year study by the Designer of the records that have come to light since the fall of the Berlin Wall. The game combines highly accurate information on the forces the Warsaw Pact actually had with now de-classified reports from the CIA and the Defense Intelligence Agency regarding what satellite surveillance and HUMINT revealed about their actual plans. The map has also been extensively updated with new satellite geography. Finally, the game system has been reworked to better reflect the fluid, fast paced and deadly nature of modern warfare, while retaining the original intention of simple and intuitive play. Here is the ultimate Cold War game, remastered, and playable in a single sitting.

NATO is a division/brigade level simulation of a Warsaw Pact invasion of Western Europe. The game map depicts the area from Denmark to the Swiss Alps, and from France to Poland.  The time frame covers the first 14 days of war, after which one side or the other has usually run out of an army. The game offers four different Scenarios, covering 1) a surprise attack from a standing start, 2) an attempt by the WP to quietly prepare without tipping NATO off beforehand, 3) an extended buildup of forces by both sides before war breaks out, and 4) an introductory scenario covering the invasion of Denmark.

 Scenario can be played with an Order of Battle from 1983, when NATO was still relatively weak, or with an Order of Battle from 1988, when NATO had rearmed and reorganized and was at the peak of its strength. The difference is impressive.

The game features infantry, armor, airborne and airmobile troops, marines, with easy mechanics to leverage combined arms operations. It also has extensive options for employing air power, chemical weapons and, for the truly desperate player, a last resort to nuclear weapons. The combat system is built around the concept that the best defense is a good offense, and features artillery, tactical and operational air strikes, reserves, counterattacks and deep exploitation, allowing for a rich set of tactical nuances in play. This is not a game where the WP attacks and NATO defends. Both players have to attack relentlessly if they want to defeat their opponent.

This Designer Signature edition of the classic Bruce Maxwell game has been upgraded with new units, new scenarios, new terrain, new tables and new player aid cards. Additional enhancements introduced in this edition include:

Super-sized components feature 9/16” counters and two game maps with larger hexes

Game map information has been updated and includes all-new map artwork

New units have been added, unit information has been updated and all units produced with new artwork

Existing scenarios have been updated and two new scenarios added

Orders of Battle are provided for all Scenarios both 1983 and 1988, allowing players to see the impact of the Reagan Era rearmament programs

The game system has been redesigned and the new rules include extensive illustrations, examples of play and Designer’s Notes to aid clarity

Each rules section now begins with a summary, allowing experienced players to skip many rules sections that embody classic game mechanics they already know

Rules details and restriction have been summarized graphically in Player Aids for faster reference and easier play

Enhanced ergonomics are provided for Scenario set up and Reinforcement charts

A new set of Designer’s Notes contain a wealth of historical information on what the West discovered after the Warsaw Pact collapsed and most of its members joined NATO."


The two maps together in all their glory


Components:

One Rules Booklet

One Play Booklet with Scenarios & Designer’s Notes

Two 22″ x 34″ Maps

Four Counter Sheets (9/16″ size playing pieces)

One WP Player Charts & Tables Card

One NATO Player Charts & Tables Card

One WP Sequence of Play Card

One NATO Sequence of Play Card

One Warsaw Pact Strategic Surprise Reinforcement Schedule Card

One Warsaw Pact Extended Buildup Reinforcement Schedule Card

One NATO Strategic Surprise Reinforcement Schedule Card

One NATO Extended Buildup Reinforcement Schedule Card

Two 6-Sided Dice

One Game Box and Lid


The Strategic Surprise Scenario setup 1983

 So, the first thing we will look at is the components. The above picture of the two maps do not do them justice. They are done in a wonderful color scheme that is both easy on the eye, and simple to discern what each hex's terrain is. It was kind of odd to me to see a map that shows East Germany. For more than half my life Germany has been united. The hexes are large which is great for both old eyes and hands. The maps are covered in a myriad of tables and charts that help speed up game play immensely. These are also large sized and easy to read. To sum up the maps, thank you and excellent work Compass Games. The counters are large as well at 9/16". The color schemes on the counters make it easy to see what country they belong to, without making it hard to read their information. That is set out in large bold printing, this is once again entirely appreciated. There are eleven! Players Aids in all, and they are all two-sided. These are in full color and made of hard stock. There are three Reinforcement Schedule Aids for the different scenarios. These are followed by six Players Aids with tables and charts. Next comes two oversized (these are double sized compared to the other) Players Aids that have on one side the Terrain Chart, and on the other the Sequence of Play. You will not need a magnifying glass to read any of these. The Rules Booklet is eighty-seven pages long. The Booklet has to be so long to deal with all of the different aspects of modern war. It is in full color and the pages are made of thicker laminated paper. The rules are set out in a very simple to follow format. They are not just a jumble of rules and exceptions to those rules. The Booklet has many examples of play in it. It even comes with a glossary of terms used militarily and in wargames. That is a very nice touch. The Playbook is fifty-five pages long. Included is an eight page Designer's Notes that go over both the game and the history of the period it is portraying. At the end of the Playbook is an eighteen page OOB, Order of Battle, for both sides in the conflict. The first twenty-five pages of the Playbook are for the setup for the different scenarios. The Playbook is printed exactly like the Rules Booklet. It is set out in the same easy to follow manner as the Rules Booklet. 




 This is the breakdown of the game:

Complexity: 7 out of 10

Solitaire Suitability: 7 out of 10 (no hidden units)

Time Scale: 24 hours per turn

Map Scale: 15 miles per hex

Unit Scale: regiments, brigades, and divisions, abstract air and naval forces

Players: one to four, best with two

Playing Time: 3-8 hours depending upon scenario 


All the Components laid out


  There you have what comes in the box. I am happy to report that Compass Games has hit one out of the park as far as the components of the game. 


 So, the game gives you the ability to play either the Warsaw Pact or NATO during this titanic class. One thing though, both sides were betting on a short, very short, war. The turn record track has only fourteen days in it. You read that right - fourteen! This might come as a shock to gamers who are used to the seemingly fast World War II pace, or the glacial pace of World War I and before. The designer makes his case on the fact of the almost total lethality of modern war. We are not talking nukes, but the lethality of regular munitions against each other. The dead pile of counters will show you the truth in this assumption. The Rhine River was only eighty-seven miles from the East German border. That would be less than six hexes at fifteen miles per hex. NATO had the thought that it had its back up against a wall, and it was quite correct in its assessment. 




 There are a few things about the original game that the designer, Bruce Maxwell, did not like. One of these was the tactical nuclear part of the game. Remember though, he has had almost forty years to work on the game. They spent another two years on the game before allowing Compass Games to reissue it. 


 NATO is one of those gems where a player has to take a long, long time to learn how to 'game' the rules and game. That is if you actually can do it. Each game plays out entirely differently than the next one. Each side is presented with so many choices. These are some of the weapons/strategies each can use:


Helicopters

Transport Movement/Interception

Air/Sea Ferry

Rail Movement

Supply/Resupply

Offensive/Defensive Strikes (Defensive Strikes are only used by NATO)

Chemical Warfare (The WP must initiate it)

Air Power/Air Strikes

Nuclear Strikes




 As far as victory goes: The WP Player can win an Automatic Victory by having a Maneuver Unit (Not Airmobile, Airborne, or Marine Unit) in supply, west of the Rhine River and south of the Waal River. A NATO Automatic Victory can occur if they have been able to control two WP cities. The NATO Player can also get an Automatic Victory if he can relieve West Berlin or force Czechoslovakia to surrender. To relieve West Berlin the NATO Player must have a Maneuver Unit in Berlin with a Line of Supply to it. Each player must roll for the chance of causing 'Armageddon' when using nuclear weapons, with one caveat. The player who causes Armageddon loses automatically. Different levels of winning and losing are mostly defined by capturing and holding enemy cities. One very interesting rule is the 'Armistice' one. I do not think I remember a game having an actual rule for an armistice. Usually it is just something off the cuff by either player realizing he has lost. This game actually allows some structured give and take between each player.



Soviet Air Assets to the attack


 The scenarios are:


BALTAP Scenario (WP invasion of Denmark) This meant to be an introductory scenario.

Strategic Surprise Scenario 

Extended Buildup Scenario

War of Nerves Scenario (This is where the WP player secretly tries to build up his forces before attacking)

 There are OOBs and setup information for both the years 1983 and 1988. The year 1983 represents the low tide for US armaments. Where the year 1988 represents all of the buildup of the US Armed Forces under Reagan.


 As I mentioned, I had bought the original game years ago. You have to understand that I had almost zero wargaming interest in a WP vs NATO game, except for maybe a 1945 or 1946 outbreak of World War III. So, for me to pick it up is definitely a salute to a game that so many other gamers were raving about. I really liked the original game. This iteration with all of its bells and whistles I cannot speak highly about. From the first-rate components to the obvious care, and dare I say love, that the designer and his team put into this new version is very apparent. Thank you very much Compass Games for sending this excellent game to review. I can recommend it to anyone who is interested in the era, or is just looking for a great wargaming experience. Below are the links to NATO and to Compass Games. Do yourself a favor and take a look at what else is in their stable.


Robert


NATO: The Cold War Goes Hot Designer Signature Series:

NATO, Designer Signature Edition – Compass Games

Compass Games:

Compass Games – New Directions In Gaming


 Cradle of Civilization Includes Two Games: Sumeria to Persia & Alexander vs. Darius by Compass Games     The ancient Near and Middle Ea...

Cradle Of Civilization by Compass Games Cradle Of Civilization by Compass Games

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

Compass Games




 Cradle of Civilization


Includes Two Games:


Sumeria to Persia

&

Alexander vs. Darius

by

Compass Games





 

 The ancient Near and Middle East had a deep and centuries long history. Three of the West's largest religions had their birth there. The first law codes were written down and implemented there. The area had two of the four places around the world where civilization started to flourish first. It is pretty amazing to think that Cleopatra is closer to us than the people who built the pyramids. 


 So, Compass Games has bitten off a lot with two games in one box. We are used to having two games using the exact same rules in one box, but this is different. They have a civilization building game that goes from Sumeria to the Persian Empire. Then there is a totally different game about Alexander's successful attempt to conquer the Persian Empire. The first is listed as easy to medium on difficulty, and the second is listed as medium difficulty.




 I will tackle the Alexander game first. You have to read the designer's notes to understand the game. Their belief that Alexander's winning is not the cut and dried outcome that most have been taught. They think that Darius III had a good shot at beating Alexander except for getting some bad breaks. The worst of these was the death of his general Memnon very early in the contest. Memnon did not, unlike the Persian Satraps (governors), want to battle it out with Alexander. He wanted to use a Fabian type strategy against him. Memnon knew that in a straight up battle between the two forces the Macedonians would win. What he wanted to do was attack Greece with the huge Persian Navy, then always shadow Alexander and try to cut him off from home and getting supplies. In this game you get to see if it would have worked.


 The other game, Sumeria to Persia, is an altogether different  beast. Compass Games always knows where my armor is thinnest. I am a wargamer at heart, and they will have to hit a home run for me to get interested in this kind of game. I have played more than a few of this genre on a board or on the computer, but none so far has been able to keep my interest. So, let us see how they do. The Map board is the same for both games, and the counters only differ in what is pictured on them. Therefore, my assessment of the components will be done together. 




 This is the official Compass Games take on the two games:


Components:

One mounted map (22 X 34 inches)

Nine full sheets of large 0.65” counters

Two rules booklet

Six player reference cards

Forty-Eight Nation/City/Epoch tiles

Twelve 6-sided dice

One box and lid set

Complexity: 2 out of 10 (Sumeria to Persia), 4 out of 10 (Alexander vs. Darius)

Solitaire Suitability: 1 out of 10 (Sumeria to Persia), 7 out of 10 (Alexander vs. Darius)

Players: one to six

Playing Time: 3 hours


Game Credits:

Designers: Sean and Daniel Chick

Artists: Bill Morgal and Shane Hebert




 The box is both heavy and large. It is the size and girth of a game that delights us gamers to open. Of course, you should never judge a book by its cover. However, we all do it. We love to spread out all of the box's contents and glory over it like a dragon over its hoard. 

 As you can see above, the mounted map goes from Macedonia to the eastern parts of modern Iran. It folds out completely flat the first time you spread it out. The map is also very sturdy, so it should last through many games. Its colors are easy on the eyes, and still make it easy to see the different areas on it. It is subdivided for area movement instead of hexes. The counters have beautiful pictures on them. They are also large, and they come with the corners already clipped. As far as thickness, these are some of the thickest counters I have ever held. These are very easy to read and see even with old eyes. Now we come to the cards, or should I say clay tablets. The cards are the same thickness as the counters! I assume that they were made to look and feel like millennial old clay tablets. If that is what they were striving for, then Compass Games hit the nail on the head. If you sharpened the edges of the cards you could have some useful shurikens. The game comes with four sets of Player Aids: Two different ones for both Alexander vs Darius, and Sumeria to Persia. These are done in very hard stock, and could be easily used to swat flies. The writing is in large print and the sheets are colorful. Both games have their own Rulebooks. Alexander vs Darius Rulebook is twenty pages long. The rules are only nine pages long. The rest is taken up by the setups, Events Table, and the Designer Notes etc. Sumeria to Persia Rulebook is also twenty pages long. The rules for this game run a little over nine pages. A small write up about each culture in the different Epochs (there are six of them) makes up the rest of the Rulebook. As far as components, Compass Games has hit it out of the park. 




 These are two tidbits from the Designer Notes:

 "The idea for this game was born out of a moment of gaming frustration. In all my readings and studies on history and 
warfare I’ve found at least one historical truth: war is messy and its outcome uncertain. Alexander the Great is always held 
in such a certain esteem among military historians for his bravery and daring. He pulled off one of the most ambitious 
invasions in history and succeeded. His victory over the Persian empire is stunning in its entirety. Yet, Alexander’s victory 
is almost seen as inevitable. Persia is in disarray. Darius lacks military skill and daring. The Phalanx is dominate in the 
field. Therein lies a contradiction: How is Alexander’s victory over Persia simultaneously a great military endeavor and 
inevitable?

The design of this game was kept simple and accessible in order for it to be picked up quickly. The design of the battles 
are also kept simple, but also very bloody in its losses. I wanted a game that was fast enough to make sure almost every 
decision you make matters and must be weighed carefully but not too carefully. Playing it too safe will not win you the 
game. I hope I have succeeded in doing that and I also hope you enjoy this game.
As Alexander himself said “I am not afraid of an army of lions led by sheep; I am afraid of an army of sheep led by a lion.”





 I love, worship, and adore Ancient Wargames, and I have noticed exactly what the designer has. Alexander's Uncle went so far as to say, " I have fought men and Alexander faced women" (when he invaded Italy). However, I still accept the "great men" thesis of history. What happens if it wasn't Darius III on the Persian throne, or if Memnon hadn't died from illness? This is an excellent game to find out. It is also fast paced, so you can try more than one strategy on game night, or even have a few more games. The rules are simple to learn, while still giving you the flavor of the war. You also get to play with the world beating Phalanx, and Persian Cavalry (which if handled correctly could have given Alexander a run for his money). I think it says a lot that Alexander wanted to seem to be a legitimate King of Kings in the Persian Empire's eyes, and not just some barbarian usurper. He adopted almost everything of the Persian customs, and this is what probably got him killed (if not a pickled liver). Alexander vs Darius is fun even playing on the losing side. The Events Table adds a certain doubt in your mind for every move you make. This is the Sequence of Play of the game:

The game is divided into 20 turns. These turns represent 
each season over a 5 year period. Each player will take 
turns taking certain actions during these turns. The number 
of actions you can take will depend upon the amount of 
treasure you have to spend.

Phases
1. Generate Treasure
2. Take Actions Until Both Players Pass
3. Supply and Recruitment
4. Spartan Rebellion (Starting turn 3)
5. Maintain Armies and Navies 


 These are some of the events that you can get on the Event Table die roll:

Crete Aids Alexander
Illyrian Raids
Egypt in Revolt
Persian Court Intrigue
Poris Invades
Scythian Raids

 You will have to deal with rules about these and other subjects:

Sieges
Force March
Leaders
Out of Supply Armies
Maintaining Your Forces




 Sumeria to Persia is a different game. Here is Mr. Chick again with some designer notes about it:

"Sumeria to Persia is an update of sorts to the mechanics of History of the World, adding rules for wonders, colonization, 
and old civilizations still enjoying steady growth. The system, without modification, breaks down a bit with the Neo-Assyrian and Persian Empires. Both were massive. Indeed, Neo-Assyria enjoyed two periods of particularly robust growth, 
while Persia all but covered the map by the time the Persians were defeated at Marathon. The answer was to have both 
periods of Assyrian growth simulated, while Persia would cover only Cyrus the Great’s conquests. The Persian army is 
large, but its growth is erratic, making the choice of Persia a calculated risk. Any player who is behind will want them, but 
that is no guarantee of victory."

 This is the games sequence of play:

The game is played in six Epochs (or Turns). Each Epoch is 
divided into three phases:
 1) New Civilization Allocation Phase
 2) Strategy Phase
 - Player Civilization Rounds
 - Player Scoring
 3) End of Epoch Phase

Sumeria to Persia was not really the type of game I thought it would be. It does have civilization growth and fall in it. However, it is also a game about conquering territory, which is right up my alley. My favorite part about the game is its sheer scope. I have seen games that had ancient Egypt, Babylon, and Israel in them as playable. have you ever seen a game where you could play the Mitanni? Here is a list of some of the nations/city states that you can play:

Sumer 
Elam 
Old Kingdom
Akkadian Empire
Minoans
Hittites
Hyksos
Mycenae
Troy
Assyria
Sea People
Urartu
Archaic Greeks

 Besides conquering, you also get Victory Points for building a Wonder, colonization, and advancing your culture. To try and build a Wonder you must take one of your armies out of play and challenge the fates with a die roll. 

 Once again, Compass Games has taken me to a place I never really had interest in before playing this game. Then they didn't just take me there, but ensured I had fun doing so. 




 Naturally, because of my wargaming bias, I prefer to play Alexander vs Darius. That is not to say that Sumeria to Persia is not a good game. The Epochs that it represents, especially the early ones, I am extremely interested in from a history point of view. How the 'Land of Two Rivers' became so important to the budding world is great stuff. Thank you, Compass Games for allowing me to review both of these games. I was very interested when I found out Sean Chich was one of the designers. I have a good number of his other games, and I felt with him you cannot go wrong, at least so far. On the games' websites below you can read both of the Rulebooks of the games. Peruse the site at your leisure. I have a ton of their games, and am in the queue for a good many more. 

Robert

Cradle of Civilization:

Compass Games:

While you are at Compass Games check these two upcoming games:


I am drooling over both of them.


















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