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  Inferno: Guelphs and Ghibellines Vie for Tuscany 1259-1261 by GMT Games   Most people would equate the name Hohenzollern with the German E...

Inferno: Guelphs and Ghibellines Vie for Tuscany 1259-1261 by GMT Games Inferno: Guelphs and Ghibellines Vie for Tuscany 1259-1261 by GMT Games

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

Enrico Acerbi




 Inferno: Guelphs and Ghibellines Vie for Tuscany 1259-1261


by


GMT Games




  Most people would equate the name Hohenzollern with the German Empire. These were parvenus to the Emperors of the Hohenstaufen dynasty of the Holy Roman Empire. Two Emperors from this line were named Frederick. The first was Frederick I Barbarossa (red beard), the second Frederick II was nicknamed 'Stupor Mundi' (the wonder of the world). Both had problems with the Italian city states and the different Popes. Since Pope Leo III crowned and invested Charlemagne as Holy Roman Emperor in 800 there had been a power struggle between the Popes and Emperors. The citizens of the Italian states were divided over their allegiance to Pope or Emperor. The Ghibellines stood behind the Emperors, and the Guelphs stood behind the Pope. This of course is a oversimplification of the rivalry and fighting for power between the Italian families and states. 

 On the back of the box is a quote from Dante Alighieri's Inferno:   "You thirsted for blood now drink your fill". Sometimes it is translated as “You did thirst for blood, and with blood I fill you”. The meaning is much the same. However, the latter seems to me to be an even darker way of saying it.

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

"Tuscany, 1259. As wealth from crafts and foreign trade elevated northern Italy's urban families above the landed lords, rivalries within and among their cities hardened into conflict between two great parties. Ghibellines aligned with the Hohenstaufen imperial dynasty that ostensibly ruled Italy, while Guelphs backed rival imperial claimants and the greatest challenger to each Emperor's authority, the Pope. Should any faction gain advantage, others coalesced to resist.
 
The comuni (republics) of Firenze (Florence) and Siena dominated inland Tuscany at the head of these competing alliances. As Guelphs sealed their control of the populous Firenze, Ghibelline Siena turned to Hohenstaufen King Manfredi of Sicily for reinforcement. Local rebellions and reprisals escalated on each side, as political exiles stirred the pot. After Manfredi dispatched German knights to protect his loyal Tuscans, Firenze mustered its people and allies to march on Siena, which responded with its own great army. Pisa and Lucca, Lombardia and Orvieto joined in. Guelph and Ghibelline in September 1260 at last faced off en masse in the center of Tuscany, at Montaperti—the result, a bloody Florentine defeat. But when Ghibelline exiles returned as masters of Firenze, its Guelphs rallied to Lucca and Arezzo, portending an eternal conflagration.
 
Inferno—the third volume in Volko Ruhnke's Levy & Campaign Series—fires up the cauldron 13th-Century Tuscan warfare, factional conflict fueled by the gold florins and teeming populations of up-and-coming cities and well-to-do valleys. Expert Italian wargame designer Enrico Acerbi brings the age to life within Volko's accessible medieval-operation system. Gathering transport and provender may not be as much the challenge here as the sudden treachery of rebel towns and castles along key roads. Italy's plundering berrovieri horsemen, famed elite crossbowmen, and distinctive palvesari shield bearers are just a few of the unique inhabitants of this volume. Muster, mount up, and find out whose blood will make the Arbia run red!"


The Game Setup



 This is a few hundred years before Machiavelli, but the Tuscan Lords and all of the personages that took part in this bit of history seem to know his tenets by heart. The two earlier games in Volko Ruhnke's Levy & Campaign games (Nevsky and Almoravid), did make the player have to worry about treachery. However, in this game it becomes almost a byword. 


The Game Map


 
  This is what comes with the game:

One 17x22 inch Mounted Map
175 Wooden pieces
106 Playing Cards
Three full-color Countersheets
15 cardboard Lord and Battle mats
One Lords sticker sheet
Four Player Aid sheets
Two Screens
Rules Booklet
Background Booklet
Six 6-sided dice


Command Card Sample


 The components are as beautiful as any Euro game that I have seen. Which, of course, is exactly what the designers and artists were looking for. Let us take for example this next piece from the game. This will show you the artistry that went into the design of this game.


Front Picture From one of the Screens

 
 The map itself is on the small size. However, it is definitely bellissimo! I am not sure if wargames are male or female in Italian. From the illustrations that adorn it to the actual Middle Ages look of it, it oozes the work of an artisan. The map picture above makes it look much smaller and busier than it actually is. There is plenty of room on the map for things not to get congested. It has the Turn Record Track at the top of it. The wooden pieces are all copacetic as far as size goes. They also have smooth edges. They are on the small size and if your dexterity isn't what it once was it might be a bit of a problem. The Playing Cards are divided into four decks. Each side has a 'Command' and an 'Arts of War' deck. The Command Decks have a Lord or City name on the front side along with its associated coat of arms. In the Command Deck you will find both 'Pass' cards and 'Treachery' ones. The Art of War decks have a nice picture of a knight on the back. The front has the instructions for the use of the card along with some nice pieces of art around the sides of the card. The counters are very colorful and come in a few different sizes. The large rectangular ones are for the Lords or Cities. The most numerous counters are 5/8" in size and come pre-rounded. These come out of the sprues with ease. There are a number of 1/2" counters that need to be cut the old-fashioned way. If you have looked at either of the other Levy & Campaign games, then you know that they come with Lord & Battle Mats. These are hard 5" square mats to keep track of troops etc. I first saw these in Almoravid and have been a fan since then. The mats help keep track of each Lord and city thereby keeping clutter on the map down. Next up, we have the small round Lord stickers. These fit on top of the round wooden pieces. There are twenty-eight of them so, one for both sides of the Lord token. There are four Player Aid sheets. These are made of hard stock and are just as nice looking as the rest of the game components. One of the sheets shows the Guelph (boo hiss) Lords and Vassals while the other side has the Ghibelline Lords and Vassals (Yay!). The next sheet shows the Revolt against Guelphs and Ghibellines Tables. The obverse side has the Revolt & Treachery Summary. The next two sheets fold out to make four Player Aid cards, one for each player. On these are:

Commands
Forces
Battle & Storm
Sequence of Play




A Selection of Art of War Cards

Assorted Command Cards


  We have already talked about the Screens. The Rules Booklet is thirty-two pages long. It is in full color and the pages are shiny like a magazine with thick pages. The rules are twenty-five pages long. The next pages have the setup for the game's six scenarios. Then comes a two-page index. Now we come to the Background Booklet. It is sixty-four pages long and has to be seen to be believed. This booklet is chock full of full-page examples of play. Reading the booklet will give you all of the necessary information you need to know. I also think that reading it should give you at least one credit toward a college course on Medieval Italy. It also goes through the information on every card in the game. The bibliography spans two pages. The only problem for me is that the books that are in English I have already read. The rest of the books are in Italian. Unfortunately, the only Italian that has stayed with me cannot be used in mixed company. Oh, and there are six die. They are three for each side; one set is in purple and the other gold. 


Assorted Lord/City Maps

 This is the 'General Course of Play' per GMT Games:

"In Inferno, players take one of two enemy sides, Guelphs (purple) 
or Ghibellines (yellow-orange, hereafter “gold”). The wealthy 
city-state republic of Firenze leads an alliance of Guelph towns 
aligned with the Pope. The Ghibellines comprise city-states Siena 
and Pisa and allied landholders. Guelph expeditions from northern 
and eastern Italy can join in, while Manfredi Hohenstaufen, King 
of Sicily, sends German detachments to back the Ghibellines.
In turns covering 60 days each, Guelph and Ghibelline players 
will levy lords and vassal forces, gather transport, and recruit specialists. Each lord’s forces and assets are laid out on a mat. Players then plan and command a 60-day campaign with their lords.
Cylinders on the map show the lords’ movements, as they seek to 
take strongholds by siege, storm, or revolt and perhaps face each 
other in battle. Markers on a calendar show how long each lord 
will serve, varying by hunger, pay, political events, and success or 
failure in their campaigns"


Ghibelline Lords and Vassals Player Aid


  I understand completely why the years 1259-1261 were chosen for the game. If I had my druthers, I would wish that it took place earlier during Frederick I Hohenstaufen's campaigns to put down the Guelphs in Northern Italy. Putting my own thoughts aside, we have a game that, just like its brethren, give a wargamer the chance to try and herd Jello or cats if you like. Playing either side gives you a good look, not just a glance, into how medieval campaigns were run. You must make a plan for each sixty-day turn. Then you may or may not see the plan completely destroyed before the other player even moves a piece. Your Lords and Vassals may decide to show up and be a part of your grand scheme. However, they might decide to leave you in the lurch or even worse, try to stick a nicely made Italian dagger in your back. Each turn will see you being taught another lesson from the school of hard knocks. After all, this is the arena where Machiavelli learned everything he wrote down. So, while you are herding your vassals toward your objective, and looking over your shoulder for the glint of steel, good luck.  The immersion in the game is highly palpable. You might want to take a short course on impolite Italian and the correct way to bite your thumb at an opponent. 

 Logistics and supply are a large part of the game. It does you no good to have a group of knights ready to descend on your enemy, only to have them fall out of their saddles from starvation. This is where your planning each turn really shines. You must carefully amass enough supply and carts to assist your forces in their endeavors. Conversely, you can put a monkey wrench in your opponent's plans by stopping him from foraging and ravaging his lands.

 My favorite scenarios are C and F. Scenario C has German Knights from Manfredi Hohenstauffen helping to stop some Guelph rebellions. Scenario F is the Campaign Game. There is also a nice learning scenario about the Battle of Montaperti. This was the largest battle of the time fought in1260. This is included to teach you how a battle works in the game.
 

Commands

 "I come to take you to the other shore, into eternal darkness, into heat and chill" (Inferno III 86-87)

 Thank you, GMT Games for allowing me to review this bright new star in the firmament. All of the game components were designed for utility and also beauty. Even if the gameplay was sadly lacking, and it isn't, any player would be proud just to show off the game on his table. If you have played any of the Levy & Campaign games, then you will not find this game hard to play. Each of the Levy & Campaign games have to have some tweaks to reflect the different situation. However, gameplay is pretty similar across the board.

Robert

GMT Games:
Inferno: Guelphs and Ghibellines Vie for Tuscany 1259-1261:

  Piacenza 1746 by Europa Simulazioni  The War of the Austrian Succession engulfed Europe in 1740. The war was caused by many of the same ci...

Piacenza 1746 by Europa Simulazioni Piacenza 1746 by Europa Simulazioni

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

Enrico Acerbi





 Piacenza 1746


by


Europa Simulazioni





 The War of the Austrian Succession engulfed Europe in 1740. The war was caused by many of the same circumstances as the War of the Spanish Succession. Before each of these wars all the European Powers were given a treaty to sign to stop any conflict that might arise from the succession in each country. The War of the Austrian Succession was preceded by the 'Pragmatic Sanction'. This was a law to allow a woman (shudder, gasp etc.) to inherit the Hapsburg lands. Every European power agreed with their fingers crossed behind their back, or with a stone in their hand (extra credit if you understood that last part). The minute Maria Theresa assumed power in the Hapsburg lands, the war drums in Europe started beating. Like buzzards around a dead body, the different Kings of Europe wanted their piece of the Hapsburg pie. The war pitted France, Prussia, Spain, and Bavaria on one side, while Great Britain, The Dutch Republic, and The Hapsburg Monarchy were allied on the other. There were numerous other small allies on both sides. Most people associate the war with the rise of Prussia and the start of the legend of Frederick the Great. The war was actually fought in many places in Europe. The Battle of Piacenza was part of the Spanish and French attempt to take some of the Hapsburg lands in Italy. 


 

Player Aid Cards


 This is what comes with the game:


One Map (roughly 23" x 25")

One Sheet of Counters

Rules Booklet

Complete OOB (Order of Battle) and Uniforms Booklet

Three Player's Aid Sheets

Two Die



Map and Rule Booklet


 I have a good number of games from Europa Simulazioni and I am always impressed by the components and work that goes into their games. The map looks a bit like a cross between a period piece and a new Euro one. The actual paper, or possibly a coating, feels much more resistant to normal wear and tear than normal maps. I believe it will hold up to many years of playing. The map is also easy to read, and the terrain is easily discernable. There are three hard stock Player Aid cards. They are double-sided and are in full color. Three of the pages are in Italian and three are in English. The first has the Terrain Effects Chart and the Turn Record Track on it. The second has all of the Combat Charts etc. on it. The third contains the map and has all of the setup hexes for the different units. The Rule Booklet is twenty-four pages long and is in full color. The actual rules take up just over eighteen pages. This is followed by a Historical Context essay which is about the whole war, but mostly about the Italian theater of operations. Then follows the scenarios and some Examples of Play. The OOB and Uniform Booklet adds a lot to the immersion of the game. It also acts as a manifest to check for missing counters if something untoward happens. I left the Counters for last. They are exceptionally well done. I know I have used the phrase before, but these are really little pieces of artwork. The Strength Points are easy to read, and they are color coded for which formation they belong to. Great Work Europa Simulazioni!



Full Battle Setup. The Wooden Pieces do not come with the Game.


 This is an abbreviated Sequence of Play:


"A) Wing Selection Phase

Each player must choose a Wing Commander. Whoever

wins the die roll (see below), may decide to go with his

Wing Commander OR let the other go. These two Wing

Commanders must activate, one in step A.1 and the other

one in step A.2. Exception: in the first game turn, the

Spanish left wing begins, followed by the Austrian right wing.

A.1) Activation of the first Wing. Activate one of the

two Wing Commanders (see Wing Activation, 3.1 or

below).

A.2) Activation of the second Wing. Same as point

A.1 above.

A.3) Repeat from A1 with other two Wing Commanders

until all WC have been activated.

B) Reorganization and End of Turn 

B.1) Reorganization. Both players may try to restore

units to Good Order. See Reorganization, Par.11.4

B.2) Markers removal. All “Smoke” and

“Changing” markers are removed. Feu de Billebaude

markers are not removed.

B.3) Turn. Advance the current game turn and start a

new game turn.

C) Proclamation of the Victor. If the Austrian

Player does not obtain an Automatic Victory (see 13.2)

before the end of the last game turn, check whether one

of the two players has reached his Victory Conditions. In

this case, he is proclaimed the Winner.


Wing Activation

 a) Removal of Feu de Billebaude markers

Units of the activated Wing Formations may try to

remove the Feu de Billebaude markers (see 9.1.2).

b) Movement

Move all, some or none of the units of the activated Wing

Formations. For details see par.5.

 c) Bombardment

Bombardment by artillery units, as described in par.8., is

performed

d) Combat

Fire, Melee or Charge combats as described in par.9. are

conducted by one Formation at a time for the activated

Wing, in the order chosen by the owning player."



Play Close up


 This is a pretty amazing game for its size and length of rules. It manages to catch the feel of 18th century warfare as has been described to us in books. It has many rules that you do not see in other games of the same era. These are a few:


Wing Movement and Activation

Commanders in Chief

Capture of Commanders

Line Formation

Cavalry Refusal to stay next to an infantry unit

Stacking

Presence of Smoke

Cannon Failure

Infantry Changing of Ranks 

First Volley

Second Volley

Feu de Billebaude - It means 'Firing at Will', which in 18th century warfare is not a good thing. The unit would be firing haphazardly in any direction.

 These really add to the immersion of the players. 


 The game comes with four scenarios of varying length:


Full Game - 12 Turns

Scenario One - 5 Turns

Scenario Two - 5 Turns

Scenario Three - 3 Turns

 The smaller scenarios take place on smaller portions of the map. 


 The game has a little twist to the victory conditions. The Franco-Spanish player has to choose four geographical locations out of a possible eight. The Austrian Player is not told which of the four he picked. So, he has to assume that everyone might be needed for victory. If the Franco-Spanish Player only holds onto one, it is an Austrian victory. If he manages to hold onto two, then it is a draw. Three or more of his chosen geographical locations means he has won.



Another Closeup


 I am very impressed with this game, really a simulation, of a battlefield from over 150 years ago. You can really see the change of warfare from the charge of the pike to Napoleonic warfare. The battlefield is now ruled by firearms and cannons, but not that much has changed since the Campaigns of Marlborough, etc. Playing this game is like gingerly strolling through a minefield. Will your commanders activate? What happens if some of your cannons are no longer usable? What happens to your well-made detailed plan after the smoke of an 18th century battle obscures everything? The Friction of War is here in droves. I absolutely love historical simulation type games. Oh sure, a pundit or two will argue about the finer points. Let them; I will be busy having a great time playing the game, not discussing it.




 Thank you very much Europa Simulazioni for letting me review this very good looking and playing game.


Robert

Europa Simulazioni:

Europa Simulazioni (italianwars.net)

Piacenza 1746:

Europa Simulazioni (italianwars.net)



hpssims.com