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Fighting Formations Grossdeutcshland Division's Battle for Kharkov by GMT Games   The new histories show us t...

Fighting Formations Grossdeutcshland Division's Battle for Kharkov by GMT Games Fighting Formations Grossdeutcshland Division's Battle for Kharkov by GMT Games

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

Eastern Front



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 The new histories show us that Kursk was not the blood letting for the German Army that we were led to believe. The defensive battles after Kursk are really where the Wehrmacht was steadily depleted of machines and trained men. This add-on lets you game the Third Battle of Kharkov, but also a few of the defensive battles going into early 1944.


Box Contents


 This is a list of what comes in the box:

  • 1 back-printed 8.5” x 11” player aid card
  • 3 back-printed 22˝ x 34˝ mapsheets
  • 2 back-printed 22˝ x 17˝ mapsheets
  • a half sheet of die-cut counters
  • a 24-page Playbook 


Counters

 Fighting Formations Grossdeutschland Division's Battle for Kharkov is an add-on to the original very well received game. The included battles show the deterioration of the German Army's quality and quantity. The game covers scenarios that show German victory and defeat historically. The original game was designed by Chad Jensen of Combat Commander game. This add-on was done by Bryan R. VanNortwick. The units that are added to the base game are:

  • The Soviet SU-76M “Suka” open-topped assault gun;
  • SU-85 tank destroyer;
  • T-34C;
  • T-26b light tank;
  • The German Mk VI Tiger I
  • PzIII M;
  • 7.5cm PaK 40 anti-tank gun;
  • Low quality troops representing GD artillerymen forced to fight on the front lines





Play


  This is a great addition to an already great game. Gamers have been clamoring for more in the series because it is so good. Hopefully we will see more Division battles start to show up as was originally planned. Thank you GMT Games for letting me review this product.

 This is a link to my review of the base game:

Robert

Against the Odds Magazine #48 Apocalypse in the East and Balck Friday    ATO was unable to send me the #48 iss...

Against The Odds Magazine #48 Apocalypse in the East and Balck Friday Against The Odds Magazine #48 Apocalypse in the East and Balck Friday

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

Eastern Front














 ATO was unable to send me the #48 issue magazine, but they were able to send me both of the games from it. One game is about the fighting on the Eastern Front in December 1942. The next game is about the Rise of the First Caliphate in the years 646-656 A.D.

 We will start with the smaller game first; this is the Eastern Front game. General Hermann Balck was one of only twenty-seven officers to receive the Oak Leaves, Swords, and Diamonds of the RitterKreuz (Knights Cross). In the game, the Soviets were trying to capture the airfields being used to supply the German troops in Stalingrad. On Christmas Day 1942, Balck's Panzer Division almost totally destroyed a Soviet Tank Army. This game comes with:

8.5" X 11" Map
100 die-cut counters
Rule Book 
8.5" X 11" Page of Charts and notes



Balck Friday Map

 The sequence of play is:

Air and Artillery Unit Determination Phase
Supply Determination Phase
Operations Phase
 A. Fire Combat
 B. Movement Only
 C. Movement and Fire
 D. Entrench
 E. Rally
End Phase



Balck Friday Counters


 The game is based on a chit pull system. The designer calls the chits 'Formation Activation Markers'. There are rules covering supply, stacking, and reinforcements. The game is only thirteen  turns long. Play takes 30-60 minutes per game. I was able to get a few games in and I like the game and the rules. The game shows what the German Army was still capable of at that time. Even in a situation where they were heavily outnumbered, the Germans were still able to mete out a large amount of damage to the Russian Bear. The game mechanics show this, so a good German player, although in a tight spot, can still win the game outright. Victory is won by the accumulation of Victory Points. These are given for eliminated enemy units, as well as for control of various hexes. The map is sparse, but works well for the terrain the battles were fought in. The counters are easy to read and self-explanatory.







 Apocalypse in the East is a totally different animal. I have to give tons of Kudos to ATO for publishing this game. The early history of Islam is not a subject that we in the West know much about. The rise of Islam took place right at the same time that the Byzantines and Sassanids had fought each other to exhaustion. The wave of Islam was able to very effectively make use of religious and other cultural differences that affected both empires. The game takes place during the time of the third of the Rashidun (Rightly Guided Caliphs) Uthman ibn Affan (ibn means 'son of' in Arabic). So, let us get on with the game.



Islamic Counters

Byzantine Counters

 These are what come with the game:


Map - One full color 22"x34" mapsheet
Counters - 200 assorted full color die-cut pieces
Rules length - 12 pages
Charts and tables - 2 pages
Complexity - Low
Playing time - 3 to 5 hours
How challenging is it playing solitaire - Average
 The sequence of play is:
A) Administration phase
 Events Table Segment
 Generate Replacements Segment
 Maintain Fleets Segment
 Mode Adjustment Segment
 Attrition Segment
B) Muslim Sea Movement Phase
C Byzantine Sea Movement Phase
D) Byzantine Patrol Movement Phase
E) Muslim Land Movement Phase 
F) Byzantine Land Movement Phase\
Next Turn
 

 The Byzantine player wins if he controls Constantinople at the end of the game, or kills Mu' awiyah ibn Abi-Sufyan. The Muslim player wins the moment he captures Constantinople.

 Some people might be surprised (I know I was) about how much sea movement and warfare took place this early in the wars between Islam and Byzantine Empire. This age also saw the creation or remembrance of the terror weapon 'Greek Fire'. The exact recipe for this horrific weapon of war is lost to us, but scientists and historians working together have come up with several theories on the matter. Some historians believe that Greek Fire was the only thing that saved the Byzantine Empire at this time. The game comes with rules for its use.



Inset of the Apocalypse in the East map


 Sieges and assaults on towns/cities are a large part of the game. The Rulebook is well done and easy to read and understand. You are not lost in it trying to make up your own conclusions. The map is your normal magazine wargame type. It is highly functional, but maybe a bit dull or dark in the colors used. The counters for the most part are also well done, but some of the darker colors used on them caused me to have some problem reading some of them. One of the things that has always made wargaming magazines great is their courage in letting games from obscure periods see the light of day. I am sure some designers feel trapped in our sometimes 'Bulge or Gettysburg' world. Thank you Against The Odds for letting me review these two good, seemingly disparate, games.

Robert





  








Battle of Korsun by Yobowargames  Let us set the scene. It is 1944, and there is a German group of troops in an expose...

Battle for Korsun by Yobowargames Battle for Korsun by Yobowargames

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

Eastern Front

Battle of Korsun

by

Yobowargames





 Let us set the scene. It is 1944, and there is a German group of troops in an exposed position in Russia. The Russians are smelling blood, and intend to cut off a large group of Germans. The 1st and 2nd Ukrainian Fronts were tasked with cutting off an exposed group of German soldiers that were part of Army Group South. The whole debacle was engineered by Hitler's refusal to ever voluntarily give up a yard of ground in Russia, even if it meant whole armies would be sent to Siberia. By 1944, the Russians couldn't have had a better ally than him. Your job as the German player is to get out of Dodge. As the Russian player you are tasked with bagging the entire German force.

 So, let us now look at the game. First, it is a turn-based strategy game with each turn equal to one day. The version I played was on a PC on Steam, however, you can also play it on a MAC, IOS or Android. You can play only as the German player if you want to play against an AI. You can also play by email or hotseat. Now, back to the AI. It plays brutally with a capital 'B'. The Russian AI gets the first move against your forces in the western part of the map. When I say move, it is a euphemism for the destruction and devouring of your units. The AI also will go for the jugular and try for as deep a penetration as they can with their armor units. Your first look at the map after the Russian turn as the Germans will probably tempt you to end the game and shut down the computer. Just like Ronco, just wait there's more. After you try and move your forces away from the Russian tide, you will notice that you cannot move any of your units on the Eastern side of the map (unless you read the rules). So you have to endure a second bloodletting, usually as bad as the first. So, after two Russian moves your tattered forces are left to try and defend themselves and keep a line of supply open to the Southern part of the map. I have never juggled chainsaws, but I have seen it done and the task given you is almost as hard. Lance Craner is the person behind the game and he should either be congratulated or put away in a locked room. His sadistic tendencies toward we helpless gamers should not be overlooked by other game companies or the authorities. 


First Bloodletting


 The game is simple. There are no air units, and no supply to worry about, other than the German side keeping an open one to the South. The only real addition to the game is the effect of weather on movement, and it is just as deadly as the combat. Unless you want to play the Germans as salmon swimming upstream in molasses, KEEP YOUR UNITS NEAR ROADS. I also suggest that you keep whatever fetish you have around the house close at hand, be it a rabbit's foot or whatever.

 I have to apologize to Yobowargames. I did not like this game at first. No, I will rephrase this, I loathed it. I actually thought to myself after losing the second time, that I would rather go to the dentist than play this again. At least he has good meds, even if they do wear off. So, I did not play the game again for a long time. I was actually going to pay them for the review copy and be done with it. I finally forced myself to fire it up again. Did I enjoy playing as the Germans? No I still don't enjoy it because I am not a masochist. However, I can now appreciate the work and give kudos to how historically real this game is. In reality, some German units did make it out, but pretty much with only the clothes on their backs. The game truly represents the terrible position that the Germans were forced into.

 The game also has some other things up its sleeve. It is so simple that it is a great way to introduce newbs into the hobby. The game itself goes for $15 US on Steam, so it is also easy on the wallet. While you are there check out Yobowargames first game 'Kursk - Battle at Prochorovka'. They also have a tactical World War II game that is going to go into early access soon: 'Valor & Victory'.

Robert

Fighting Formations Grossdeutschland Motorized Infantry Division by GMT Games   Fighting Formations ...

Fighting Formations Grossdeutschland Motorized Infantry division by GMT Games Fighting Formations Grossdeutschland Motorized Infantry division by GMT Games

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

Eastern Front





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 Fighting Formations Grossdeutschland Infantry Division was supposed to be the start of an ongoing series of wargames at platoon and squad level. It was released in 2011 and the series was only added to in 2018 by an add-on named Fighting Formations Grossdeutschland Division's Battle for Kharkov .One of the main pulls of the series was that it was going to spotlight different combat units from both the Axis and Allies. Its design was pretty innovative and people have been waiting for other releases. The game was designed by Chad Jensen, which should speak for itself. 



Box Contents



 Let us have a look at what comes in the box:

4 back printed 22" x 34" maps
5 die-cut counter sheets
2 Player Aid Cards 8.5" x 11"
55 Playing Cards
1 Track Display, 2 sided
24-page Series Rulebook
64-page Playbook
10 dice
10 wood cubes
1 wood pawn

The scale, as mentioned, is platoon and squad. Each hex is 75 meters across. The turn time is five minutes.
Some Cards

 It's coming up on the holidays, so it seems appropriate to open up this heavy box, and see what is stuffed inside. Stuffed is the right word for this game box. I do not know if you could incapacitate a burglar by hitting him with it, but you could sure stun him. First the box itself; some people were put off by the understated cover art. I actually kind of like it. It definitely says to me that here is a wargame, and not a Euro etc. The maps are very well done, and it is easy to distinguish terrain. They also have over sized hexes at 1.5" by 1.5".  The counters are a bit subdued in color, like the box. However, this also makes them easy to read. It also helps old eyes that the infantry counters are also large at 5/8" by 5/8". The tank and artillery counters are even larger at 1 1/4" by 5/8". The information markers are the usual counter size.These counters do show a side view of the weapon in question instead of top down. Some people have stated that they would have preferred to have top down views, but I think that would make them harder to distinguish from each other. The cards are very well done, and easy to read and understand. The ten die are different colors to help you with picking the correct numbered ones. The pawn and small wood blocks are red and not fancy. You also get enough small plastic counter bags for probably two games. 




Game play Picture



 The game's complexity is listed as a six, while the solitaire suitability is listed as a five. Myself and others have found solitaire gaming to be higher in reality. As mentioned, the rules are very innovative. The game borrows on the designer's earlier games, but are not a copy of them, and go to a new level. This does not mean that they are obtuse or hard to understand. It helps that the rule book has eighteen full page, and in color, examples of play. The game comes with ten scenarios, and one introductory one. Two scenarios are half-map size, six are full-map size, and two are double-map size. It is good to see a tactical game not only played on small maps.



Players Aid Card


 I'll try to explain the game's mechanics. Rest assured that I will probably make it sound harder than it is. The game play revolves around the 'Order Matrix', seen below. The scenario information will tell you where the red 'Order Cubes' are to be placed. The red pawn shows which side has the initiative and its placement is also shown in the scenario information. You can see that the Order Matrix has numbers descending on both the German and Russian side. Likewise, the initiative track is numbered with zero being in the middle of the track, and has ascending numbers going both right and left. To start a turn, the player with the initiative gets to pick an orders cube equal or less than where the red pawn is on his initiative track. Here is where it gets a little tricky. Let us say the German player has the red pawn on on number 7 on the initiative track. He then can choose to use the red cube on the order matrix that has 'Sniper' next to it. The German player then moves the red pawn toward the Russian direction of the initiative track seven spaces (it would now be at '0'). The German player can then perform the order on number 7 the 'Sniper' order, or he may choose to do any of the orders below 7 all the way to #1. Whatever he chooses as an order, he must always move the red pawn the number of the red cube that he chooses. In explanation, the German player has taken the #7 red pawn, but only chooses to do the 'move' order that is next to the #3. He still must move the red pawn the 7 spaces toward the Russian side of the initiative track, even though he has only used the #3 order. The results of these innovative rules are that a player is constantly trying to use orders, but he will also be trying to keep the red pawn on his side of the initiative track. So the player is forced to juggle between what he wants to do and what he doesn't want the other player to do.  



Order Matrix


 The turn sequence is:

The player with the initiative performs any order 
At the end of every order players check to see if the turn ends
Whoever has the initiative performs the next order
If no cubes are left on the Order Matrix the turn ends
Advance the turn forward one space
Check for 'Sudden Death' (where it is placed is in the scenario
   information)
Remove depleted Smoke Markers
Sniper Activity (the player with the sniper marker attempts to 
    destroy one of the other players 'Command Markers')
Regroup (flip Command Markers per the rules etc.)
Reinforcement
Reseed (each player rolls one die10 for each of the ten red 
     order cubes for the next turn)


                                        Counter Closeup




 The game also give each player, depending on the scenario, Command Markers.  These may be placed at any time during the turn by either player. These markers have two sides; one is named 'Mission Command', the other 'Tactical Command'. When placed the Mission Command side is used first. During the Regroup Phase of the turn, all of the Mission Command Markers on the board are changed to their Tactical Command side. Both sides of the Command Markers drop the initiative cost to activate the players' units. 









 The wargaming world was surprised and very happy with this very innovative game in 2011. The only thing that has led to any gripes was the lack of follow up games on other famous fighting units. The 2018 add-on for this game (soon to be reviewed), was the only new piece added to this gaming stable since it first came out. It is very surprising, seeing as the game is very good and was very well received. There is so much more I can talk about in regards to this game. It has air strikes, entrenchments, close assaults, and so much more. The play of the game flows very well for a tactical game with this much inside it. The rules are easy to follow and it plays  much simpler, in gaming terms, than a tactical game like this usually does. Thank you GMT Games for the chance to review this great game.

Robert

Stalingrad Inferno on the Volga by Vento Nuovo Games    Rattenkrieg; the word conjures up visions of hell on ...

Stalingrad Inferno on the Volga by Vento Nuovo Games Stalingrad Inferno on the Volga by Vento Nuovo Games

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

Eastern Front



by








 
 Rattenkrieg; the word conjures up visions of hell on earth. It speaks to us of enemies fighting and dying for yards or feet. Soldiers of both Germany and Russia collapsing exhausted meters away from each other, trying to get some sleep. Food or water, their thirst and hunger would never be able to be satisfied. It was death, plain and simple, with just a trickle of soldiers able to carry up supplies to the 'front lines'. Some houses had Russians on one floor and Germans on the next in a weird puzzle like creation. The battle has been called 'Verdun on the Volga'. This was because it was one of the few World War II battles that approached the desperate fighting for little or no gain as in the Western Front in World War I. In this review, we take a look at Vento Nuovo Games 'Stalingrad Inferno on the Volga'.


Back of the Box


 Let us first take a look at what you get with the game:

33" x 24" map of the city and it's environs
Over 130 wooden blocks and markers
More than 90 Russian and German Combat Units
Six, six-sided die
Two metal miniature planes
Rules for Solitaire and Multiplayer
Four Difficulty Levels
Two Red Draw Bags 



Rules Manual

 Like the two other games I have reviewed of Vento Nuovo's, the components are very well done. The blocks are smaller than their other games at 5/8". The map is the masterpiece of the components. It represents 30 km of the the Volga' with each hex being a huge 1.1km in size. It was made by piecing together different air reconnaissance pictures right before the storm hits the city. The area of play has 109 of these extra large hexes. The Germans control only four hexes in the beginning. The playing cards are also very well done. The are also easy to read with very well done pictures.
 The German Card Deck gives the player four different Leader cards to possibly play: Paulus, Hoth, von Richtofen, and Linden. As an example, the Hoth card gives the player the use of Combined Force Bonus and Blitz movement. 





 The Soviet Cards have three leaders: Chuikov, Zaytsev, and Khrushchev. The Chuikov card allows the Soviets to always perform Opportunity fire when defending and Soviet Hasty Attacks are now Deliberate Attacks.




The game offers FOUR different modes of play:

Solitaire (German player versus Soviet AI)
Cooperative (two German players vs Soviet AI)
Competitive:2 (German player vs Soviet Player)
Competitive:3 (two German players vs Soviet Player)




Dice etc.
 

 The game itself has only one scenario, but it does have some 'what if' changes to troops, etc. This will make it either easier or harder for each player or solitaire play. The game is big and the rules try to add as much history and flavor as they are able to. However, this is not a monster game in length or rules. Game play was designed with a one hour gaming session in mind. So this is a players game, not a stare at the board for an hour before each move. The rule book itself is only twenty pages long. It is in full color and uses large type so it is easy to read. The rules are explained well and are simple, yet let us use a word used to describe other VN games: elegant. The designer describes his long fascination with the battle of Stalingrad. He also goes into detail about the numerous sources he has used to make the game. 

This is the turn sequence of play:
1. Call for Reinforcements
2. Make One Long Movement
3. Make up to Two Short Movements
4. Make One Hasty Attack
5. Make One Deliberate Attack 

Blocks from both sides


 The Germans have a chance to win the game, just don't dawdle like they did once they first got to the city. L'audace, l'audace, toujours l'audace. Get to the Volga' as quickly as possible. For the Russians, it is the complete opposite. Do not waste your troops. Dig in and let the Germans come to you. Only counterattack when it is absolutely necessary, or you see that your enemy has made a mistake you can take advantage of. The game achieves its design in being a fast paced game that you could probably play though a few times on game night.

Wooden play aids


 These are the victory conditions for both sides:
German Decisive Victory:
A.The Germans control all six Soviet Spawn Hexes OR
B. There are no Soviet Units on the mapboard

Soviet Decisive Victory:
A. 10 German Units (each of the five Units marked 'R' count double) OR
B. Immediately when the last Card is drawn from the Soviet deck



Draw bags

 The game has so many different ways to play. You can play: Easy German Level, Easy Soviet Level, Impossible German Level. There are also additional rules that the designer recommends to play with. The game lists the solo mode as having a 'Soviet AI'. Unlike most games, this one can actually boast of this. Many times, games are built from the ground up as a two-player game, and then have a solo mode tacked on at the end. The short easy to understand rules will have you playing in no time. Your first few games will naturally take longer, but the later ones will be just as advertised. Vento Nuovo Games has been able to take a large complex battle and tame it to simple to follow rules. However, they have not made it a 'beer and pretzels' game. It is deep and full of historical flavor. 'Un bellissimo e bellisimo gioco'. Google translate gave me two different versions, so I hope it works. Unfortunately, all I know is Italian swear words.

Robert

Moscow 41 by Vento Nuovo Games  In July 1941, Smolensk fell to Germany's Army Group Center. The Germans were a...

Moscow 41 by Vento Nuovo Games Moscow 41 by Vento Nuovo Games

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

Eastern Front



by







 In July 1941, Smolensk fell to Germany's Army Group Center. The Germans were already two thirds of the way to Moscow. German Field Marshal von Bock was thinking he would be the one who would be the conqueror of Moscow. The only problem was that Hitler wasn't really interested in capturing Moscow, and Stalin might have something to say about it also. The game is a two player game (it also plays well in solitaire) about the second half of Operation Barbarossa. One player commands the Soviets in their desperate attempt to, if not stop, at least slow the German advance. The other player takes over the German troops trying to finish the Russian Campaign before the Russian allies 'Generals Mud and Winter' can come to their aid.


Map Portion and Blocks

 The first game I reviewed for Vento Nuovo Games was 'Bloody Monday' about another invasion of Russia one hundred and twenty-nine years earlier. Like the other game, Moscow 41 is a block wargame. In this game you get to fight over the same exact places, along with others, that were fought over in 1812. The Russian player has to trade blood and mileage to slow the German juggernaut. The German player also has to worry about the campaigns to the North and South of him, as the other two German Army Groups try to take Leningrad and Kiev.  So the German player does not act in a vacuum. As it was historically, Hitler's obsession with Kiev and Leningrad made Army group Center's job much harder, if not impossible, before the weather interfered. 


Close up of Soviet Units

 What do you actually get with the game? Here is the list:

 A heavy card-stock map that is 64cm x 86cm
 120 wooden blocks and the stickers for them
 100 other wooden pieces
 Two player Guides
 Two Setup and Information guides

 You can purchase the following for the game:
 Mounted Map
 Gore-Tex Map
 Metal Miniature Bombers
 Extra Blocks and stickers etc. 



Close Up of German Commander Units



 The game comes with four scenarios; these are:

 Beyond The Dnieper - July
 Operation Typhoon - October to December
 The Wehrmacht's Last Gasp - November  to  December
 The Road To Moscow - Campaign Scenario 



Germans ready to strike



 This is the sequence of play:

1. Logistics Phase
2. Impulses Phase
 A. Strategic Impulse
 B. Tactical Impulse
  A. HQ Activation
  B. Command Segment
  C. Combat Segment
  D.  Blitz Segment
  E. Deactivation Segment
  F. Exploitation Movement
 C. Pass
3. Final Phase


German Bombers helping in an attack


 The scale of the game is 1cm of the map equals 10km. The game turns represent one month. Besides the unit blocks there are also 'defensive lines' that are represented by rectangular blocks.



Soviet Order Of Battle


 There are two ways to win the campaign scenario. A 'Sudden Death' victory is if either player has seven victory points. There are five 'victory areas' (Smolensk, Tula, Orel, Voronezh, and Moscow), and two victory boxes Leningrad, and Kiev. The other scenarios have you either taking or keeping Moscow or two other locations on the map to decide victory.


German Order Of Battle


 The Logistics Phase can only be performed at the beginning of turn two ( there is no Logistics Phase on the first turn). You can either choose to activate your leader (Hitler or Stalin), or declare a Logistics Phase. The replacement and losses on the block units are done by the usual method of turning the blocks themselves clockwise or counter-clockwise to the appropriate strength on the block.







  The rulebook is only nineteen pages long, without the scenario information. It is in full color and large type. The player without the initiative disk is the first to setup his units at game start, but he is the first to decide what to do in the Logistics Phase starting on turn two. The player who has the initiative disk plays the first impulse of the turn. The player with the initiative disk can also decide if he wants to play a Strategic Impulse; this would include calling for reinforcements etc. There are also rules covering artillery fire, isolation, and Soviet anti-aircraft fire. The games rules are easy to understand and the player quickly becomes used to the sequence of play. With the shorter rules and the game being so visually appealing, you might think that you have bought 'Russian Front Lite'. In this you would be very mistaken. The game is actually very deep, and puts the player into the generals' historic shoes. The game attempts, and succeeds, in making almost every choice of the player a nail-biter. As the German, do you go full bore and hope your logistics hold? As the Soviet, in the beginning of the game you can really only react to the Germans. In the latter part of the game the Russian player has more options.




 The one word I have seen consistently in write ups about Moscow 41 is 'elegant'. I could not agree more. Vento Nuovo Games are not only made to high standards, but the rules are also very well done. I am really looking forward to reviewing 'Stalingrad Inferno on the Volga'. 

Robert 

Ghost Panzer: Band of Brothers Remastered by Worthington Publishing    The game series name is based upon the S...

Ghost Panzer: Band of Brothers Remastered by Worthington Publishing Ghost Panzer: Band of Brothers Remastered by Worthington Publishing

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

Eastern Front



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  The game series name is based upon the Saint Crispin's Day Speech, from Shakespeare's Henry V. These are some of the words that the bard puts in Henry's mouth the day of the battle. 

 "We few, we happy few, we band of brothers.
For he today that sheds his blood with me
Shall be my brother; be he ne'er so vile,
This day shall gentle his condition.
And gentlemen in England now abed
Shall think themselves accursed they were not here,
And hold their manhoods cheap whiles any speaks
That fought with us upon."

 Sorry, I know everybody knows it, but it still puts a lump in my throat.





  This game follows the 11th Panzer division through four years of war on the East Front. The divisions first commander was Crüwell later of Afrika Korps fame. The original troops of the division came from Silesia in Germany. This is the part of Germany that Frederick The Great stole from the Hapsburgs, and fought two wars to keep (War of The Austrian Succession, Seven Years War). 

 The game is on a tactical and squad level. The system is meant to replicate reality on the World War II battlefield without burying the player in a ton of rules. The rule book is set up to give you all of the rules, but also tries to show and walk you through any instance that may appear in the game.


Player Aid/Terrain Chart

 This game is different than most tactical games in a few respects. First, instead of just a battle or campaign you get to follow the Ghost Panzer Division from the start of the War in the East until almost the end of it. Second, there are no leader counters. Leadership is added into the counters' stats already. Third, the game has no CRT. I will post a bit of the designer notes:

 "Based on years of research, the game system uses a unique suppression mechanic. There are no longer two unique states for a unit, but varying degrees of suppression. This allows suppression to accumulate from multiple fire sources and means that the unit will not take take a morale check until it is asked to do something. You will never know for sure how your units will respond until they are needed"


Scenario Booklet


 So the game focuses much more on the morale side of battle rather than focusing on just casualties.This also increases the fog of war. So not only do you have to guess what your opponent is doing, but also wonder if your troops will follow orders.


Map Section

 The game comes with seven double-sided geomorphic maps that are 8 1/2" by 11". The hexes are large and are meant to represent forty yards across. The maps can be joined in all different ways to represent the battlefield being played on at the moment. The unit counters are large, at 7/8 inch in size. The action counters are 1/2 inch in size. The illustrations on the counters are well done, and represent infantry, tanks, planes etc. The numbers and other info on the counters are also large and easy to read. 


Rule Book

 The game comes with two player aid cards that have the terrain charts and situations chart on the back. The rule book is twenty pages long. It has two pages of play examples in it. There is also a glossary and an index of the rules. The scenario booklet is just as nicely done. All of the booklets and the aid cards are in color and are relatively easy to read. It would have been nice to see the rule book in larger print, but it has so much in it that it would then end up to be thirty to forty pages long. I have seen people posting about how long rule books make them not look at the purchase of a game, even if the game might interest them. So, this might have been for the better. The rule book is this long because it is for the whole series of the 'Band of Brothers' games. So if you learn or have the rule book for one game you now know the whole series. The scenario booklet comes with fifteen scenarios. As mentioned, the scenarios cover most of the war so the player gets to use a plethora of equipment on both sides to experiment and play with. One good thing about the counters is there a lot of them. One bad thing about the counters is there are a lot of them. The counters are large and thick, which is nice, unless your are trying to cut them away from the cardboard sprue. You will definitely get a workout of your scissor hand.


Counters


 The sequence of play is as follows:

Command Points Phase: Each player receives a certain amount each turn
Operations Phase: This is the phase where most movement and fire takes place
 Movement
 Infantry Fire: This actually includes tanks and guns also
Suppression and Morale Checks; MC in the rule book
Opportunity Fire
Final Opportunity Fire: This is for units that are marked 'used'
Rout Phase
Melee Phase
Recovery Phase

 Their are also special rules for the following:

Special Anti-Tank Weapons: Piats, Panzerfausts etc.
Flamethrowers
Mortars
Fortifications
Smoke
Night Scenarios 
Along with many others

 So as you can see, the game has all of the bases covered as far as what could or did happen on the battlefield in World War II.


Introductory Infantry Scenario


 As I have mentioned before in another review, tactical wargames are the toughest to get right. One can know how far a man can walk or run with a pack or certain weight. One can also know how far a weapon can shoot reliably and accurately. It is the time and other variables that make or break a tactical game. I might also add that the designer of a tactical game is playing to a rough crowd. In my almost fifty years of gaming, and reading about gaming, and listening to gamers grumble (hence our title grognards), tactical games, especially World War II tactical games, for some reason bring out the fightin' words in gamers. Every designer has an idea in his head of how tactical combat works. They base it on Dupuy or any other number of pundits on the subject. It is almost like they are directors of a movie or a playwright. The question usually comes down to: is it believable? I think the more important question is: is it fun? Is this game something you want to spend a few hours or more of your precious life playing? To me Ghost Panzer answers both those questions as a resounding yes. I believe that the rules give you a good representation of the tactical battlefield of the time. It also plays quick and is really fun. So, to you grognards, take a chance on someone else's vision and check out the Band of Brothers line. I have reviewed a good number of Worthington Publishing games and have never been unsatisfied. Going by the other reviews and their scores on BGG, I am not the only one by far.

 The other games in the series are:

Band of Brothers: Screaming Eagles Remastered
Band of Brothers: Texas Arrows
Band of Brothers: Epic Battles Expansion

Robert



 
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