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  Wings of the Motherland The Air War Over Russia 1941-1945 by Clash of Arms Games  I knew of Clash of Arms...

Wings of the Motherland The Air War Over Russia 1941-1945 by Clash of Arms Games Wings of the Motherland The Air War Over Russia 1941-1945 by Clash of Arms Games

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

Eastern Front





 Wings of the Motherland

The Air War Over Russia 1941-1945

by

Clash of Arms Games




 I knew of Clash of Arms Games because of their exquisite Napoleonic games. I have ones from the Napoleonic Operational series, namely Jena and 1807: The Eagles Turn East. I also own a copy of la Bataille de Ligny from their Tactical Napoleonic series. They are also famous for their 'Battles From the Age of Reason' series. From the latter, I'm extremely fortunate to have gotten  a hold of The Battle of Fontenoy (one of my Holy Grail games). So, I was a little surprised at how little I knew about the rest of their stable of wargames. This is my first foray into a top down two-dimensional flight game since I played Dogfight in the 1960s. This review is about the fourth game from their 'Fighting Wings' series.  The other three would be:  

Over the Reich - 1994
Achtung Spitfire - 1995
Whistling Death - 2003





 There were also a few add-ons made. I had played the computer versions of Over the Reich and Achtung Spitfire (these were released by Avalon Hill), but never have I seen the boardgames. 





 This review has to be both an unboxing and a regular review, simply because of all that comes with the game. I usually do a list from the manufacturer of what comes with the game, and then do a write up about the different contents, but in this game there is so much that comes with it. I will do the list, but I will go through the items in greater depth than normal. This is what the box says you get:

280 Aircraft Counters (1/2" square)
280 Ground Unit Counters (1/2" square)
70 Ship and Play Aid counters (1/2"x 1")
2 Game Maps (34"x22", front and back printed (4 maps total)
1 Game Rules Book (80 pages)
1 Game Rules Supplement Booklet (16 pages with play examples)
1 Game Scenarios Book (120 pages)
1 Aircraft and Ship Data Card Book (60 pages)
1 Play Aids Booklet (32 pages)

 So if you have been keeping track, that is 308 pages of different books and booklets to peruse. That is simply mind boggling even for a deep wargame/simulation. The massive scenario book is much more than that. It starts out with a brief history of the War. Then it goes into the different aircraft the Soviets and Germans used during the war. There are no 'exotics' or planes that could have been listed here, The ones you are given are going to be the run of the mill planes that carried the air war on their backs. There are:

Soviet Fighters - 11
Soviet Bombers - 9
German Fighters - 5
German Bombers - 6
German Auxiliary Types  - 5

 There are no ME-262s or anything like that. You do not get to fly 190 Doras or ME 109 Kurfursts either. The amount of scenarios is pretty mind boggling. Here they are:

Training - 2
Introductory - 9
Standard level - 150!
Ground Attack Introductory - 10
Ground Attack Standard Level - 40
Ship Attack Introductory - 3
Ship Attack Standard Level - 20
Mission scale Scenarios - 6

 Once again, for those keeping track, that is 240 scenarios to play through. The Scenario Booklet itself is in black and white with a few pictures of planes throughout. The book is so large it actually has a normal book spine to it. At the back of the book is a few pages of designer notes and play tips. The information in it is incredible, and that is over and above the actual amount of scenarios in it. 





 The Rules Book, as they call it, is so large that it has a three page index. These are a few sentences from the beginning of the Rules Book, and they are worth printing:

"Read the basic Rules of each chapter first. Skip any advanced Rules and continue reading until instructed to play a solitaire 'Training Scenario'. When finished, return to where you left off and continue until you complete all Training Scenarios."
"Be Patient, Have Fun! Do not expect to learn everything in a single sitting. Take your time. This is a game, so enjoy yourself as you strive to master the techniques and tactics of World War II aerial combat. Good Luck and good hunting!"





 Even before you take to the skies in Training Scenario I you will learn about the following:

Counter Positions
Counter stacking Limits
Aircraft Collisions
Aircraft Movement
Fractional Value Table
Stalled Flight Procedure
Spin Procedure
Slatted Wings Effects
Wing Flap Effects





 Along with more than just a few more rules and information needed to take to the skies, the first Training Scenario has you flying both a MIG-3 and a Bf 109E-7U1. The Bf 109's moves are written out in the book, and your aim is to try to get and keep the MIG-3's gun arc trained on the Bf 109. The Rules Book is in black and white, but it does have a good number of play examples in it. By the end of the Rules Book you will be level bombing, firing rockets, and also taking on enemy Naval assets. It seems like the size of the Rules Book would overwhelm you, but just take the designer's advice and "Be Patient, Have Fun!' to heart. You will be going back to the book a lot to make sure you have everything right the first time you fly or try something new. After that, I promise it should become second nature to you. This game comes with the 3rd Edition Rules Set, by the way.





 The Play Aids Booklet is filled with table upon table, and also play examples to help you fight your way in the clouds. The two Rules Supplement Booklets are even more helpful for a fledgling pilot. Their play examples are also in 3D so that you can more easily visualize your aircraft and the enemies in a 3D world. 

 The Aircraft and Ship Data Card Book is exactly as it sounds. It is filled with the data the player needs to be able to fly his aircraft in a historical manner. Each plane, or different plane type, is given its own full page write up of its performance, firepower, and power/speed charts etc. The booklet also has the various ships', from battleship to sub chaser, information.





 The counters are small, but because there is nothing that needs to be read on them (all the information is on the data cards) their size is not a handicap to the player. On them are top down illustrations of each plane in question. For someone who has read a lot or played flight simulations the aircraft are easily discernable from each other. The various ground assets that you will try and destroy are also well represented on the counters. The tanks and some other counters do have information printed on them along with the top down view. They are a little small, but even I can read them, so that counts for something.





 The maps are extremely well done. They represent city, field, and also water on their four sides. The color is a bit muted and is mostly of a green and brown mixture. The size of them allows the players to have more than enough room to fight in any style. You can 'Boom and Zoom'; you are not forced to fight turning battles.

 This is the Sequence of Play, Combat scale:

Initiative Phase - Initiative Rolls
Tailing Friendly of Enemy Aircraft
Sighting & Blind Arcs
Movement Phase
Combat Phase Action Steps
Breaking Off From Combat

 This is a rule heavy game so to help you with different aspects there are a number of Logs in the Game Rules Book that can be copied. These are:

FW OP-Scale Mission Logs
Simple Movement A/C Flight Log
Ship Damage and Move Log
FW A/C Flight Log Sheet

 For anyone who questions the price tag put on the game, I believe the above statements should clear that up. Yes, it is worth it, and we haven't even discussed the gameplay itself. As with any Clash of Arms Games that I have purchased, the proof is in the detail and artwork of the components. You will find that here, along with a massive amount of  player information etc. No wonder the game took so long to actually get to the printer. 





 As I mentioned in another review, I was a late comer to the various 2D games that covered air war. I never really understood how a designer could give you the feeling of 3D flight in a 2D world. I am now totally convinced that I have cheated myself out of a lot of excellent game time by thinking that way. The designer of this series not only portrays it, but he takes you by the hand and only spoon feeds you what you will need at that moment to start to understand the system. I will say one thing, and that is that this system will only be worth it to someone who wants to take the time to learn it. You cannot, as a newbie, just set up the game and take to the skies to start shooting things down. Actually, I take that back. You could learn about just that part of the system in a short period, but you would be cheating yourself out of the whole ensemble of flight that COA has given you. So how is the game? C'est magnifique!. For an aviation junkie like myself it is an excellent experience in gaming. As far as its depth, if you can learn the intricacies of some Napoleonic games and tactical ground games of the Eastern Front you can learn this system. I am actively looking to get my hands on a copy of 'Whistling Death' to start enlarging my library of the Fighting Wings games.

 Thank you Clash of Arms Games for letting me review, once again, another excellent product. I have had a blast taking it through its paces. Please keep up the excellent work. For those of us Grognards who only know you by your Napoleonic games, take some time and peruse the rest of their games.

Clash of Arms Games:
https://www.clashofarms.com/
Clash of Arms Games Wings of the Motherland:
https://www.clashofarms.com/WingoftheMotherland.html
I couldn't resist adding this one:
https://www.clashofarms.com/LaBatLigny.html
Robert







Ostkrieg WWII Eastern Front by Compass games  The Eastern Front in World War II was absolutely immense. It i...

Ostkrieg WWII Eastern Front by Compass Games Ostkrieg WWII Eastern Front by Compass Games

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

Eastern Front





Ostkrieg WWII Eastern Front

by

Compass games






 The Eastern Front in World War II was absolutely immense. It is by far the largest military campaign in history. It included millions of men and hundreds of thousands planes and tanks, and other Soviet and German machines of war. We Grognards love the multiple maps and thousands of counters that come with most Eastern Front Wargames. So, why am I presented with this small box with its tiny map and one sheet of counters? Let us see if good things really do come in small packages. First let us hear from one of the designers about the game and its history:

"Although I have played a lot of these kinds of games since I was a child, and toyed with designing one, this is my first design. I wanted to make a very simple World War II game. Why World War II? There are hundreds, perhaps even thousands of excellent games around that cover every facet of World War II, from tactical to strategic, with every conceivable game mechanic. What new perspective could I possibly bring to this topic?
 I started design on this game four years ago. My goal was to make a simple game, that would fit on an 8½ by 11-inch map, and take only an hour or two to play. Initially I only had one type of unit, and everything was abstracted in the cards. I also wanted something simple that could be played quickly but have decision points and focus on concepts that one would not need to be a historian to understand and recognize as being important.
 This game ended up having three generations. The first game was the simplest. The second was similar except that it had tanks, and then the third iteration which is the one that you are playing. This points out the importance in testing, and how key it is to refine a game’s design. Each cycle of playtesting brought up issues that needed to be addressed, and were addressed, to the improvement and strengthening of the system."

 This is what comes with the game:

  • One map (17" x 22" map size)
    One Countersheet of 9/16” unit-counters
    53 Game Cards
    Rules booklet
    2 Player Aid cards
    16 Six-sided Dice
    Box and Lid

  •  Pertinent information:

  • Complexity: 3 out of 10
    Solitaire Suitability: 8 out of 10 (solitaire bot system)
    Time Scale: Single Year Turns with alternating, multiple cards plays per player
    Map Scale: Area map
    Unit Scale: army-level infantry, armor, air groups, and partisans
    Players: one to two, best with two
    Playing Time: two to four hours




  As you can see it is a card-driven game that is based on a point-to-point moving system. The map is rather a Plain Jane with all the information needed, but somewhat bland. The counters are not what I have come to expect from Compass Games. They are easy to read, but to me they seem a little thinner and the color scheme is  downright ugly. I guess that is too strong a word. They work and are completely functional, but somehow reminiscent of when my children were much younger. Of course, beauty is in the eye of the beholder, and we buy these games for the game play not the aesthetics. The errata states that for both of the scenarios the Turkish Areas are out of play for both sides. I am not sure if that means there will be more scenarios or an add-on forthcoming. The rulebook is only twenty-four pages long and does have an index of the rules on the back. It is also in full color and eight pages of it is actually of play examples. So, the actual rules are only twelve pages long. The playing cards are well done and are the most eye pleasing part of the game. The game comes with a 'Bot' system, so it is very solitaire friendly. 




 On the plus side, the game does come with everything you would expect in an Eastern Front game. You get all of the Axis Allies, but you also get Partisans. The map does not just end at Poland, but shows the Balkans, Finland and Turkey. This means that you can also play the Partisan War that took place in Yugoslavia. Partisans can be placed through the effect of the Soviet Players cards. The game comes with two scenarios: The Barbarossa Campaign starting on June 1941, and the Uranus Scenario starting on November in 1942. The sequence of play is as follows:

The game consists of five turns, each representing one year of the war. Each turn has the following sequence of play:

Year Start - Determine first player based upon the year ( 1941-1942 the Axis player, 1943-1945 the Soviet player).
Card Play  - Players alternate playing cards until both pass.
Year End - Perform a Victory Check, determine country control, add cards to hand from next year, purchase cards from discard pile.





 One of the most innovative ideas in the game concerns combat and die rolls. This is a simple and easy way to show how the Soviet forces grew in actual ability throughout the war. These are the rules:

Any axis attack of defense that involves at least 1 German Armor or Infantry Unit gets one die roll for every two Units.
Any Axis defense which involves only Finnish Units gets one die roll for every two Units.
Any other Axis attack or defense gets one die roll for every four Units.
Any Soviet attack or defense in 1941 gets one die roll for every six Units.
Any Soviet attack or defense in 1942 gets one die roll for every five Units.
Any Soviet attack or defense in 1943 gets one die roll for every four Units.
Any Soviet attack or defense in 1944-1945 gets one die roll for every three Units.
If one player has more Armor points than the other in any combat, he rolls one additional die.





  The stacking limits for the game are a liberal twelve Infantry or Armor points per area. The air stacking limit is two normally or four for any Victory or oil area. A Player wins automatically if he controls Berlin, Moscow, Leningrad, and Baku. If there is no automatic victory the Player who has the most Victory Points wins a Marginal Victory. If it goes to counting Victory Points, Baku counts as 2. Advances into Victory Point Areas increase your production by one. If you are able to take an Oil Resource Area, your production is increased by the number of oil symbols on the map. At the end of 1943, the Italian Card goes to the neutral discard Area and all Italian Units are removed. Bulgarian Units can only enter Greece, Bulgaria, and Yugoslavia. Hungarian and Romanian Units can never stack in the same Area. These rules are meant to show the historical realities of the time. Maybe we could add a house rule to do a die roll to see when Italy actually leaves the war, possibly starting in 1942 and continuing until 1944.



The cards are easy to read and not flimsy

 So, you can see that it is an encapsulated game about the Eastern Front. Even given that it plays in year long turns and is pretty small, the game's playing time is listed from three to five hours. That should prove it is not a lightweight in the strategy department. The 'Bot' solitaire system works, especially because it does not tie the players hands, but only gives the player a general overview of what he has to do. Other than that, the player just tries to play as well as he can on the 'enemy' side. I am pretty amazed that the designers have been able to incorporate so much into so little. The game plays well, and for those who can get into its design it is well worth the cost. To be truthful, it is not my cup of tea. I really think that it is just because I have been indoctrinated into the 'bigger is better' when it comes the Eastern front. Had the game been released as one about North Africa I really do not think I would have any trouble with the designers' approach for that campaign. Thank you Compass Games for letting me review this very different approach to the Eastern front.

 PS: The game has been starting to grow on me after playing it some more. I wanted to leave my initial impressions in the review to show my change of attitude toward the game. Its rules do make it work and you do get historical outcomes. It just proves you should not be so hasty in your first judgements. I have had to change my mind on block wargaming, area instead of hexes, and now bigger is not always better. 

Compass Games:
https://www.compassgames.com/

Ostkrieg:


Robert






From The Realm of a Dying Sun Volume 1 by Douglas E. Nash Sr.  This is an amazing book from cover to ...

From The Realm of a Dying Sun Volume 1 by Douglas E. Nash Sr. From The Realm of a Dying Sun Volume 1 by Douglas E. Nash Sr.

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

Eastern Front





From The Realm of a Dying Sun Volume 1

by

Douglas E. Nash Sr.









 This is an amazing book from cover to cover. The author not only shows you the IV SS-Panzerkorps from inception on August 5th 1943, to the end of the Battle of Modlin on November 25th 1944, he does it in spectacular fashion. You get to see the actual creation of the Panzerkorps from the ground up. From the paperwork that created the Panzerkorps, to the assigning of medical and all other staff, it is in this book. The first ninety pages are taken up by the organization and the actual officers who were to command the separate parts of the Panzerkorps. The rest of the book's 500 pages are taken up by the intensive fighting the Panzerkorps took part in on the Eastern Front. 

 The two Panzer Divisions that made up the Panzerkorps were the 3rd SS-Panzer Division Totenkopf, and the 5th SS-Panzer Division Wiking. Both of these divisions were already known for being in the thick of the battles on the Eastern Front. Their history after being coupled in the Panzerkorps only cemented their reputations. I think we should stop here to explain something. It is possible to read about the SS-Panzerkorps and be amazed at their level of battle-worthiness while fighting at extreme odds against the Soviets; however, you can still feel a revulsion at what the SS actually stood for. At this time of the war the reinforcements sent to the SS divisions were very rarely recruits, but ordinary Germans who had been drafted into the Armed Forces of Germany. This fact makes the actual exploits of the IV SS-Panzerkorps even more amazing. To be continually refilled with recruits and then able to give them the esprit de corps that the veterans had was pretty incredible.

 One of the more interesting claims by the author is that the Warsaw Rising did not really impact the German forces fighting off the Soviets that much. As a matter of fact, Field Marshal Model was actually using the IV SS-Panzerkorps at that moment to counterattack the Soviet forces attempting to capture Warsaw. 

 The book is an excellent overview of what it takes to start up an armored corps from scratch. If it showed only that, the book would be worth buying. Then the author goes on to show it fighting for its life in amazing detail. From the decisions taken at the highest levels to the actual stories of the men in the tanks and on the ground, it is an unparalleled work of military history. The book comes with a good amount of pictures of the officers and troops, along with some well done maps. It also comes with a glossary of German military terms. Thank you Casemate Publishers for letting me review this book, and I am anxiously awaiting Volume II. The fighting on the Eastern Front in 1944 is usually given the short shrift in books compared to the volumes written about the Western Front at the time.

Robert

First Look at the Upcoming 'Fire and Rubble' the First Module for  Combat Mission Red Thunder  Th...

First Look at the Upcoming 'Fire and Rubble' the First Module for Combat Mission Red Thunder First Look at the Upcoming 'Fire and Rubble' the First Module for Combat Mission Red Thunder

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

Eastern Front



First Look at the Upcoming 'Fire and Rubble' the First Module for 

Combat Mission Red Thunder











 This is just a quick sneak peek at some screenshots of what Battlefront has been hard at work on. It is called 'Fire and Rubble', the first module for their Red Thunder game. Red Thunder is one of my favorite of the Combat Mission stable of games, and I am very happy to see that it is finally getting some love. So without further ado, here are the screens, and at the bottom will be some links for Battlefront games. 















 It is looking good, and please Battlefront keep your excellent games and modules coming!

Battlefront:
Combat Mission Red Thunder:

My review of the 'Rome To Victory' module for Fortress Italy:

My review of 'Shock Force 2':

Robert

Kiev '41 by VentoNuovo Games  The Germans have come a cropper against the Soviet Union in the southern part...

Kiev '41 by VentoNuovo games Kiev '41 by VentoNuovo games

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

Eastern Front




Kiev '41

by

VentoNuovo Games





 The Germans have come a cropper against the Soviet Union in the southern part of their Barbarossa attack (the invasion of the Soviet Union) in 1941. The strongest elements of the Red Army are deployed here below the Pripyat Marshes. Even a few books have been written that put forth the idea that Stalin was getting ready to attack into Poland, Romania etc. If so, that would explain the huge amount of soldiers, planes, guns, and tanks to be found in the Southern area. The German intelligence before Barbarossa was either non-existent or denied, again depending upon what book you read. The commander of the German Army Group South, von Rundstedt, was in for a rude awakening as far as Soviet might. Contrary to most histories, the largest tank battle on the Eastern front was not at Kursk in 1943, but around Dubno in 1941. The Germans were faced with what seemed like the zombie apocalypse. No matter how many Soviet tanks or soldiers they destroyed, more seemed to rise from the ground itself in front of them. The German Luftwaffe was the only part of the German war machine that successfully completed most of its task. The Soviet Air Force was almost completely destroyed, mostly on the ground, during the first month of fighting. This allowed the Luftwaffe almost free reign to assist the German ground forces in the South for a few months. Enough of the background; you are given the task to defend Mother Russia, or as the German commander to kick the rotten door in. The only thing is the door has been reinforced by iron bars behind the rotten facade. On to the Game!






 This is the third part of VentoNuovo Games trilogy of Operation Barbarossa in 1941. The other games are Leningrad '41 and Moscow '41(they also released a game on the Stalingrad Battle - Stalingrad Inferno). Kiev '41essentially uses the same rules and precepts of the other games. The rules have been continually updated, but if you have played either of the other two games you will be up and playing in no time. The timeline of the game is from June to December 1941. It comes with five scenarios. These are:

1. Les Preludes - July 1941
2. The River - August to the end of September 1941
3. The Pocket - September to the end of October 1941
4. The Snow - November to the end of December 1941
5. The Southern Struggle Campaign Game - July to the end of
     December 1941





 The map is a large card stock one of the Southern area of operations in 1941. The map goes from Tarnopol in the Northwest, to Maykop in the Southeast, and from Constanta in the Southwest, to Novi Oskol in the Northeast. The map (86cm x 62cm) is colorful and is like a cross between a glossy and flat finish. You do have a choice of buying either a Mounted Map or a larger (103cm x 77cm) Gortex Map. The normal map is just as good looking as the other maps that VentoNuovo produces, and I have almost all of their games. It is an area map, and for the most part you will have enough room in each area for both side's units to be in. There are some choke points that you will have to squeeze the units in if you have large scale battles in them. The blocks are small at 15mm x 15mm, which is almost too bad. The reason being is that the stickers are very well done and a pleasure to look at, especially if you invest in the Icon Stickers. I realize that the size of the blocks is so you do not need a map that takes up an entire table. You have to make some adjustment somewhere. All of the components are up to the usual great standard of VentoNuovo Games. The player's aid cards are all card stock and done up the same way as the map. When you open the box you will be happy if not delighted with what you find. This is what comes with the game:



 1. 1 Mapboard (heavy stock, laminated 86x62 cm)
 2. 1 Rules manual
 3. 2 rules Summary and Player's Aids
 4. 151 PVC Stickers
 5. 2 Orders of Battle/Scenario Setup Aids
 6. 56 Wooden Markers: 1 Weather Forecast Marker (yellow
      cylinder); 1 Initiative Disc (large green disc); 2 Weather 
     Markers (white discs); 4 Soviet Supply and Control Discs 
     (1 yellow, 1 orange, 1 light blue, 1 blue); 13 Artillery Fire
     Markers(squares, 2 blue, 4 black, and 7 red); 20 Area
     Control Markers (cubes, 10 red, 10 black); 5 River
     Crossing Markers (blue cubes); 10 Out of Supply Markers
      (white cubes);

 7. 112 wooden Block Counter Units (black, blue, brown, green, 
      tan, and red blocks)
 8. 8 Luftwaffe Bombers (8 black discs)
 9. 2 Soviet Fleets (red plates)
 10. 4 Dice 









 This is the scale of the game:

Map: 1:1,000,000 (1cm = 10Km)
Unit Size: Axis Corps/Divisions; Soviet Armies/Corps/Divisions
Time: 1 turn = 1 Month
Players: 2 Players, with excellent solitaire suitability







  Sequence of Play

1. Logistics Phase (2,3,4,5, and 6 turn)
2. Impulse Phase (player with the initiative first)
    Bad weather Check (2nd impulse of October)
    Supply Check (always)
    HQ Activation Segment (TI only)
    Command Segment (always)
    Combat Segment (TI and SI only)
    Blitz Segment (TI only)
    HQ Deactivation Segment (TI only)
    Isolation Check (always)
    Exploitation (playing the Initiative Disc after a TI)
3. Final Phase

 I will use their own words to describe a turn:

"A Turn is made up of a variable number of Impulses, from a minimum of two, up to unlimited. When a new Turn starts, the player with the Initiative plays the 1st impulse, followed by the other player, and so on.
  A player may:
a. play a Strategic Impulse (SI) or
b. play a Tactical Impulse (TI) or
c. Pass
After two consecutive Passes (by the two players. one per player), the Turn ends and a new one begins."








 The game mechanics of the series is a lot different from what you have been used to in Eastern Front games. In other games there is a sheet where you place all of your reinforcements and they come automatically at the appointed time. In these games the reinforcements are randomly drawn from the Reinforcement Pool in a number equal to the player's Logistics Value. A lot of people might call this heresy. However, the one mechanic that this does enforce is complete randomness to every single game. It also makes it easier to play it solitaire. You will have no idea of what you are going to pull, or more importantly, not pull from the Reinforcement Pool. You check for reinforcements during the logistics phase, or you can use the Initiative Disc. There are Logistic Phases on turns 2,3,4,5, and 6. You have to choose to activate your Supreme Leader (Hitler or Stalin) to be able to draw reinforcements or replace steps on the HQ or unit blocks. Your Logistics Value is calculated by the Supreme Leaders points and your non-exhausted HQs along with enemy losses etc. Each block unit is also color coded as far as their strength. They can be either black, white, or red. Depending upon the unit's color, the cost for Replacement Points is different (1 for black, 2 for White, 3 for Red). One part of the rule is that, say you have 6 as your Logistic Value after calculating it. You then have a total of 6 for HQ regeneration, AND 6 for replacement points, AND 6 for reinforcements, not just 6 for all three. The weather will also affect your Logistic Value. For example, a snow turn will halve the Axis Logistic Value once you have added it up.  The Initiative Disc is pretty much a Nuclear Option for the player controlling it. Using it allows the player to 'play a Strategic Impulse', and 'play an Exploitation Movement after a Tactical Impulse'. This can easily be a game changer. The only problem being is that once used, the enemy player now gets control of the Initiative Disc to use at his discretion. This is also a big change from most games where initiative is determined at the beginning of each turn. So, the big question is, do I just hoard the Initiative Disc and not use it for fear of what my opponent can do with it, or risk using it?





 And the verdict is (drum roll please), another winner from VentoNuovo Games. This game, while using the mechanics of its older siblings, is in most ways a lot tougher nut to crack, at least in the beginning. The player will get to see exactly what Amy Group South was up against during Barbarossa. The components are second to none (especially if you avail yourself of the more expensive options). The gameplay is as usual a winner (when you have a winning combination, why change it). The addition of all of the randomness in the games, as mentioned, lead to each game being different. It also lends itself to solitaire play. This is a great selling point in this day and age. Thank you VentoNuovo for allowing me to review this game. Owners of the first two in the Barbarossa trilogy will be pleased to know that work is being done to make all three playable together. What a monster that will be!




 A whole slew of YouTube videos about the game:

VentoNuovo Games Kiev '41:

Robert


1914 Glory's End/When Eagles Fight by GMT Games  This game box actually contains two separa...

1914 Glory's End/When Eagles Fight by GMT Games 1914 Glory's End/When Eagles Fight by GMT Games

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

Eastern Front





1914 Glory's End/When Eagles Fight


by


GMT Games




 This game box actually contains two separate games. Ted Raicer originally designed both for (sob) Command magazine. I don't have many of the Command magazines, but the few I have I keep pristine and they are some of my prized possessions. Mr. Raicer was like a prophet in the wilderness when he started designing WWI games. No one was interested in WWI; it was all static trench warfare without any room to maneuver or use any finesse. Oh, how wrong we were. World War I is actually one of my favorite eras to wargame, especially the Eastern Front. There you have sweeping and swirling campaigns. The first game, '1914 Glory's End', is about the first campaign on the Western Front of WWI. So it is about the German army's swing through Belgium to outflank the French and take Paris. This culminates with the 'Race to the Sea' and the 'Kindermord Bei Ypern' (The Massacre of the Innocents at Ypres). While history has taught us that the German reservists were actually closer to middle age, they were still massacred in droves. The second game, 'When Eagles Fight', represents the entire war on the Eastern Front. The chaotic nature of the first and second years of the war come through loud and clear.

 This is what is in the box for Glory's End:

One 34"x22" Map
Two countersheets
Two Player Aid Cards
One Pad of Roster Sheets
One Rules Booklet
One Mini-map 

 This is what you get for When Eagles Fight :

One 34"x22" Map
Two Countersheets
Two Player Aid Cards
One Rules Booklet
Two dice 

 GMT has done a complete overhaul of the original games. Not that the original versions were bad, but usually everything can be improved upon.

 Per GMT the difference from the Command version of 1914 Glory's End:

"The game scale is 9.5 miles per hex and three days per turn. The campaign game runs a full 30 turns, but the new edition will include not only a previously published mini-scenario on the Battle of the Marne, but a short ten turn campaign scenario covering the decisive opening weeks of the war. In addition the campaign games can be played in historical or free set-up versions."

 This is from GMT about the differences in When Eagles Fight:

 "But the new edition of When Eagles Fight is more than just a reprint of the original version. The Random Events Table has been exchanged for a system of random events chits allowing for more events. The effects if the Germans do not launch a Verdun offensive in France-which sometimes threw off the balance of the original design- have been revised. Changes in the stacking rules after 1914 more accurately reflect the effect of trenches on the course of the campaigns. And the map now contains the rail lines removed by Command from the first edition. The game also includes a short alternative-history scenario in which the bulk of the German army goes east rather than west in August 1914."



                       

 This is the Turn Sequence for 1914 Glory's End:

I. Allied Player Turn A. Reinforcement & Replacement Phase (Not on Turn 1)
 B.  Entrenching Phase (Turns 10-30 Only)
 C.  Command Control Phase (Not on Turn 1)
 D. Strategic Movement Phase (Not on Turn 1)
 E.  Operational Movement & March Combat Phase
 F.  Prepared Combat Phase
 G. Attrition Phase (7.12)
 H. Allied Victory Check Phase (Not on Turn 30*) *  On Game Turn 30 make one mutual victory check at the end of the turn, adding in all conditional VPs at that time.
II. German Player Turn
 A. Reinforcement, Replacement & Withdrawal Phase (Not on Turn 1)
 B.  Entrenching Phase (Turns 10-30 Only)
 C.  Command Control Phase (Not On Turn 1)
 D. Strategic Movement Phase
 E. Operational Movement & March Combat Phase
 F. Prepared Combat Phase
 G. Attrition Phase (7.12)
 H. German Victory Check Phase (Mutual Check on Turn 30*)

 This is the Turn Sequence for When Eagles Fight:

The Russian Player Turn is the first each Game Turn. Exception: When play begins, the Russian Player Turn of Game Turn 1 is considered to have already taken place, so play begins with the “Central Powers Regular Movement Phase.”
 I. Random Events Phase (From Game Turns 5 to 24)
 II. New Units & Withdrawals Phase A. Russian  • Reinforcements  • Replacements  • Withdrawals B. Central Powers • Reinforcements  • Conversions  • Replacements  • Withdrawals III. Strategic Movement Phase
 A. Russian
 B. Central Powers
 IV. The Russian Player Turn
 A. Russian Regular Movement Phase
 B. Russian Combat Phase
 C. Russian Attrition Phase
 V. The Central Powers Player Turn
 A. Central Powers Regular Movement Phase
 B. Central Powers Combat Phase
 C. German OberOst Combat Phase
 D. Central Powers Attrition Phase
 VI. Victory Check (Game Turns 2, 6, 11, 15, 20, 24) 




 Both games are listed as a '4' on GMT's complexity 'Meter'. So, they are both easy to get into for the player, and a good step up for new gamers from introductory games. Yet, both still have all the bells and whistles that Grognards love, such as Forts, Cavalry, Strategic Movement, Sea Movement, etc. 

 In 1914 Glory's End the German Player, just as in real life, has to smash through Belgium and its forts as quickly as possible. The German player has a timetable that has to be met if he is to take Paris. The German Player is given the historical choice of invading Belgium or not. If the German Player does not invade Belgium, Britain is kept out of the war for now. If the German Player reaches 20 Victory Points, then Britain does declare war. So you have to juggle the pros and cons of invading Belguim. I think most of us budding generals will choose to follow Schlieffen's thoughts on the matter. The Alied Player must delay the German Player as much as possible. The game shows how the original distribution of the French forces leaves the German Player a small window of opportunity in Northen France. The Allied Player has to play for time until his forces can be moved into Northern France to stave off defeat. The start of trench warfare on the Western Front is very effectively shown by the game's rules.

 When Eagles Fight gives the armchair general the chance to fight the entire war on the Eastern Front in World War I. This game is a strategic one instead of operational like it's brother. In 1914 the roles are reversed in Northeast Germany. The German Player must play for time and avoid being crushed by the 'Russian Steamroller'. In the South the 'Central Powers' Player must decide what to do with the Austro-Hungarian army (although I doubt anyone could do as badly as Franz Conrad von Hötzendorf it's commander for most of the war). Luckily for the Central Powers Player he does not have to worry about Serbia, other than not being able to move the 2nd Austro-Hungarian Army on turn one. The Central Powers Player does have to worry about the Italian Front after turn seven. The game's Random Events are full of opportunities or disasters that both players must work around. The Russian Player is hamstrung by ammunition shortages, just like in reality. The Russian Player has to decide if and when he will go on the defensive and what to do on the German and Austro-Hungarian part of the Eastern Front. Luckily for the Russian Player, the game's rules show the lack of cooperation between the Central Power's armies. The Russian Player is hamstrung by ammunition shortages, just like in reality. The Russian Player also has to worry about the threat of revolution depending upon how the war is going for them. 




 The games do unfortunately come with the maps printed on each side of one sheet. This means that unless you copy one of the maps you can only setup one game at a time. The maps are, however, done in typical GMT Games fashion, meaning that they are very well done with all the tables etc. at your fingertips without making the map look too 'busy'. The counters are your typical 5-6-4 type using NATO symbols. They are 5/8" and are very easy to read, even for old eyes. The Player Aid Cards are also very well done. The components are all up to GMT Games standards.

 These games were one of the few that we could play about World War I when they were released. We now have a multitude of games we can play on the war. Some are much more complex than these two games but I think both games have withstood the test of time, and are still two of the best in depicting their different fronts and scales. The Random Events for When Eagles Fight are only that, and do not dive into the realm of fiction or non-plausible as some games do. Do yourself a favor and pick up this great bargain of two great games for really the price of one. Thank you GMT Games for allowing me to review both of these games.


Robert

hpssims.com