second chance games

Search This Website of delight

Showing posts with label VentoNuovo Games. Show all posts

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!

VentoNuovo Games




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


Leningrad '41 by VentoNuovo Games  The city enraged Hitler and he wanted the cradle of Bols...

Leningrad '41 by VentoNuovo Games Leningrad '41 by VentoNuovo Games

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

VentoNuovo Games




Leningrad '41

by

VentoNuovo Games














 The city enraged Hitler and he wanted the cradle of Bolshevism utterly destroyed. However, once his troops got there, he was so afraid of the house to house fighting in a city that he decided to surround it. So, Leningrad was forced to suffer a siege of almost three years. What went wrong, and could you have done better than von Leeb in 1941? This game was produced to answer that very question.



Map


 This is a block wargame, just like all of VentoNuovo's games. The map is a beautiful piece of work (as are all of their maps). The map is divided into areas, and is large at 62cm x 84cm. This is the second game of this series on campaigns from the Eastern Front. Moscow 41 and Stalingrad Inferno on the Volga are the other two, soon to be followed by Kiev 41. The blocks are 15mm x 15mm, so they are smaller than most used in block games. Some areas on the map are small, so even with the smaller blocks there is congestion to deal with. The stickers are, again, small pieces of art that really should be larger to show them off. The whole game production exudes quality. The game comes with four full sized and thick full color players' aids. There is a five page historical analysis which is excellent all by itself. Here is a list of what you get with the game:

Heavy Cardboard Map 62cm x 84 cm
110 Wooden Block Units
124 PVC Stickers
100 Other Wooden pieces for initiative, Bombers, Defensive     Positions etc.
2 Lightly Laminated Player's Guides
3 Short Scenarios, and the Campaign Game




Stickers



 This is the sequence of play:

Logistic Phase (2nd,3rd,4th,5th,and 6th Turns)
Impulse Phase (Combat, HQ Activation etc.)
Final Phase




Soviet Navy Counter



  The game itself is a challenge for both players. It plays almost exactly like Moscow '41 (a favorite of mine) except for the addition of the new terrain. The German player can, if he is good enough, take Leningrad. The Soviet player seems weak, but he can forestall his opponent's attacks, and slow him up to take the win. The game is very finely balanced between playability and history. All of the scenarios start after the Germans have already captured Riga. There are tactical HQs for both Zhukov for the Soviets, and Mannerheim for the Finns. Both can be game changers if used correctly.
Random reinforcement makes the game a very good solitaire game. Once you get closer to Leningrad, the terrain is heavily forested with some swamp. This means that the German player has to slow down regardless of the opposition. The German player can make good time through Estonia etc., but then has to slog through these areas along with tougher Soviet opposition. The German player also has to decide what he is to do with the Finns. Historically the Finnish troops only moved to take back what territory they lost in The Winter War in 1939, so they were really not much help to the Germans. The rules allow the Finnish troops to attack first in any battle (a nice touch). As the German player, you also have to decide whether to spend any resources to try and take Murmansk. So, the game comes with the chance to blitzkrieg, but also attack and defend in swamps. The varied terrain taxes both sides to play their best. As with the rest of Vento Nuovo Games this game is also very suitable for solitaire play. I will caution the German player that Leningrad looks a lot closer on the map then it will turn out to be.




Playtesting shots



 VentoNuovo has been able to take the simplicity of block games, and add in rules, while easy to understand, that represent the historical campaigns to a tee. So a player gets the best of both worlds. The game is easy to setup, learn, and play, but still be deep enough for us grognards. The formula is a guaranteed success, and it shows by all of their games' ratings by players. Thank you VentoNuovo for the chance to review Leningrad 41. Here are links to the game and company, and some links to other reviews I have done on their games. I cannot wait to do a review on Kiev 41.


Accessories you can buy


Vento Nuovo Games:
www.ventonuovo.net/

Blocks in Afrika by VentoNuovo Games     Apparently block wargames have been around for a lot longer than I had ev...

Blocks in Afrika by VentoNuovo Games Blocks in Afrika by VentoNuovo Games

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

VentoNuovo Games


by





 

  Apparently block wargames have been around for a lot longer than I had ever thought; who knew? We hex and counter guys thought we had the wargame world to ourselves for many years. Block wargames are generally not considered to be that 'deep'. What I mean by that is that usually the rules are not that long and the map and extras are usually not that expansive. The block wargames have a very good history of being 'players games': easy to get into and relatively short and very good for game night. We normally associate hex and counter with monster or mini monster games, ones that will take a lot of space and the players pore over them, much like Napoleon and Berthier did over maps. So now we have this game from VentoNuovo Games that is at least a mini monster. So, let us see what we get when we actually open the box:

• N° 1 87x62cm Mapboard (double laminated)
• N° 1 A4 Strategic Map
• N° 1 A4 Tripolitania Extension Map
• N° 1 24 pages BLOCKS IN AFRIKA Rules Manual
• N° 1 24 pages BLOCKS IN EUROPE Rule Manual *
• N° 1 24 pages THE BLOCKS TRILOGY Scenario Booklet
• N° 2 Play Aid
• N° 8 Order of Battle
• N° 15 wooden light blue blocks (France)
• N° 29 wooden black blocks (Germany)
• N° 22 wooden light green blocks (Italy)
• N° 1 wooden tan block (Turn Tracker)
• N° 1 wooden dark green block (US)
• N° 22 wooden blue blocks (UK)
• N° 3 wooden orange blocks (Axis Forts)
• N° 66 wooden brown blocks (Minors)
• N° 23 wooden gray blocks (Axis Navy)
• N° 46 wooden white blocks (Western Allies Navy)
• N° 8 wooden pink blocks (Soviet Navy)
• N° 240 PVC stickers (laminated, 2x for the Turn Tracker)
• N° 35 wooden yellow cubes (General Production Points)
• N° 25 wooden white cubes (Navy Production Points)
• N° 10 wooden red cubes (Armor Production Points)
• N° 10 wooden blue cubes (Air Production Points)
• N° 10 plastic black cylinders (Oil Production Points)
• N° 5 plastic white cylinders ("Out-of-Supply" Markers)
• N° 10 white plastic Shipyards *
• N° 5 yellow-black-dotted dice






 This is the list of the actual counters and record keeping pieces:

• 3 Axis Forts: Orange (not used in BIA Scenarios – details in BIE)
• 15 French Units: light blue
• 29 German Units: black
• 22 Italian Units: light green
• 23 Axis Navy Units: grey
• 46 Western Allies Navy Units: white
• 8 Soviet Navy Units: pink
• 1 American unit: dark green
• 22 British units: blue
• 66 Minor Powers Units: brown
• 2 Turn recorders: tan
• 2 Replacement stickers for BITW American units




 What we actually have here in our hot little hands is an incredibly thorough almost simulation of the Second World War in the Mediterranean and adjoining areas in Asia. It comes with a Basic set of rules (still very deep), and then an Advanced set of rules followed by some optional rules. What I especially like is that the naval war has not just been tacked onto the game as an afterthought. It receives the scrutiny and importance that it deserves. After all, the area of the map is mostly sea. There are actually some naval only scenarios.
These are the scenarios that come with the game:


1940 Operation Compass, November 1940 - March 1941

1941 Operation Exporter, June - July 1941
1941 Middle East Uprising, May - September 1941

1941 The Desert Fox, March - July 1941

1942 Axis Hype, June - December 1942

1942 El Alamein, October 1942 - February 1943


These scenarios are primarily NAVAL!

Punta Stilo, 9 July 1940

Capo Teulada, 27 November 1940

Capo Matapan, 28 – 29 March 1941

Harpoon, 21 June 1942

 This is the Basic game sequence of play:

The game is played in turns, each representing the lapse of one
month. Each turn is divided into phases and steps that must be
performed in a precise order.
After the weather is checked, the Axis player completes his
phases first as described in the sequence below. Next, the Allied
player completes his phases.
When both players have finished their phases, victory conditions
are checked. The turn is now over and a new one may begin.
A. Weather Determination Phase
The Weather is always considered good when playing BIA.
B. Axis Phases
1. Strategic Warfare Phase (See Scenario Special Rules)
2. Supply Phase
3. Production Phase
4. Strategic Rail Movement Phase
5. Movement Phase
6. Defender Reaction Phase
7. Combat Phase
8. Blitz Phase
9. Final Supply Status Phase
10. Armor Exploitation Phase
C. Allies Phases
As for Axis Phases 1-10
D. Victory Phase





 I may not be the best person to do a review of VentoNuovo Games. I have to admit that I am an unabashed fanboy. All of the games I have reviewed so far from them have been, I dare say, great. The rules are well written and the components are first rate. This game is not any different. The components are very well done. The map is colorful, but if there was anything to bash the game is that the map is a bit too busy. There is, however, a very good reason for this. The map hexes represent 43 miles (70km) across. So that is a lot of territory and information to fit into some hexes. The map itself is 87cm x 64cm large. There is one questionable design decision with the map. There is an extra piece of the map that comes with the game. It is slightly larger than a copier sheet and represents the area around Tripoli. The only issue is that it also has needed game information on the other side. I realize in this day and age most people could just copy the back, but it still seems a weird decision. This game is part of a trilogy from VentoNuovo Games that includes this game and 'Blocks in the West' and 'Blocks in the East'. Some of the components that are included are only used if playing all three together. I will have a review of 'Blocks in the West' coming up. I will also have links to the different games and rules etc. at the end of the review. You can also separately purchase a pack of twelve special event cards.





 So how does it play? The scenarios are all very short as far as turn length. There are only 1-5 turns in each of the scenarios. The naval scenarios go from 1-3 turns.There are also listed in the rulebook the difficulty levels of each scenario. These go from 1-6 on a 1-10 scale. The rulebook is only 28 pages and that includes four pages on the scenarios. So even with the Advanced Rules it is a comprehensive, but still playable game of the Mediterranean theater during 1940-1943. The gameplay is nowhere near as fast and furious as other VentoNuovo Games. It really cannot be. There are just too many things to think about, especially once you add  the Advanced rules to the mix. This is a mulling over and thinking block game. That is not to say the other games did not have depth, just not to the extent that this game has. There was more to learn in this rulebook than the others, but it is written in an easy to learn manner. It is a great game and a huge undertaking when you combine even two of the fronts together. It is a game you can truly get lost in. The campaign game when all three games are together is a staggering 79 turns. Thank you VentoNuovo for the chance to review this game.

This is a link to Blocks in the West:

http://www.ventonuovo.net/games/blocks-in-the-west

A Link to Blocks in the East:


http://www.ventonuovo.net/games/blocks-in-the-east

A Link to the rules for Blocks in Afrika

http://www.ventonuovo.net/download-afrika


Robert



Bloody Monday by Ventonuovo Games  Bloody Monday, not a day in some insurrection against an invading power, or ...

Bloody Monday by Ventonuovo Games Bloody Monday by Ventonuovo Games

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

VentoNuovo Games



by








 Bloody Monday, not a day in some insurrection against an invading power, or a day that the Stock Market crashed. This is about the Battle of Borodino. Borodino is a city that is right on the direct route in Russia from Smolensk to Moscow. In both 1812 and 1941, titanic battles took place there to decide the fate of Russia.  







 In 1812, Napoleon invaded Russia to put a seal on his conquest of Europe, and to force England to its knees through the Continental System (The Continental System was thought up by Napoleon to force all of Europe to stop trading with England). The Russians had been backpedaling since the beginning of the campaign. This strategy was put in place by the 'Fox of The North', Marshal Kutuzov. He wanted to harass Napoleon, and let the breadth of Russia and its weather destroy him. Some other generals in the Russian army did not want to give up Moscow without a fight, and forced Kutuzov to stand at Borodino. Napoleon was approached by Marshal Davout about attacking the Russians from their flank, but Napoleon would not even think about it. He was too worried that the Russians would escape him once again. So the stage was set for the bloodiest day of the Napoleonic Wars. Much like Waterloo, it was  a straight up slug fest between the combatants. Between the two armies, 250,000 men fought and suffered 70,000 casualties. 







 In this game the players take the commend of each army, and put themselves in Kutuzov's or Napoleon's shoes. The game is a block game about the battle. You are provided with stickers to place on the blocks to represent the troop units and different generals of each side. The units are as follows:

Infantry
Jaegers -  Light Infantry
Militia
Light Cavalry
Heavy Cavalry
Tactical leaders
Foot Artillery
Horse Artillery

 This player aid will show the sequence of Play:



  The map is a large one at roughly 24" by 34". It is also very colorful, if a bit busy. The setup for the block units are also put right on map. It is an area map instead of hexes. This is what it looks like:





 The game rules are longer and more involved than other block games that I have played. The rules take up eighteen pages, with the last three being optional rules. The game also treats leaders differently than most games. Leaders can be destroyed in this game, and one of the ways to win is to destroy the enemy Supreme Commander. I like that the game rules include a chance for leaders to be eliminated. The game itself is only four turns long. The turns are:

6:00-9:00
9:00-12:00
12:00-15:00
15:00-18:00

 The other victory conditions are that you control all seven victory areas, or eliminate ten enemy blocks (Russian Militia, Jaegers, and Cossacks do not count toward destroyed units). 

 The units are divided into 'fast' and 'slow'. Fast units are Cavalry, Horse Artillery, Tactical Leaders, and Supreme Commanders. These all have a movement allowance of five. Slow units are infantry and Foot Artillery, and these have a movement allowance of three. As usual, the units have their current strength points at the top of the block in the 12:00 position. Losses to the unit will involve flipping the block counter-clockwise one side.






 The sequence of play is:

1.Logistics phase (not on turn one)
2.Impulse Phase
     A.Tactical Action
     B.Initiative Action
     C.Pass
3.Final Phase

 In the Logistics Phase, both the players may call for reinforcements, restore artillery, tactical leaders and Combat Units.

 During the Impulse Phase, players take turns performing single impulse actions (a tactical Action, a Pass, or a Initiative action). The Impulse Phase ends after two consecutive Passes.

 During a Tactical action, which is the most common action undertaken during the game, the Phasing Player:

 1.activates his Tactical Leaders
 2.moves his Units
 3.resolves battles

 During the Initiative Action (which can only be done if the phasing player has and spends the initiative Disc) the Phasing Player may move his Units and resolve battles without activating any Tactical leader.

 During a Pass, the Phasing Player may move only one of his units.

 The Final Phase is just moving the Turn Track marker forward one space to the next turn.





 Besides being able to be destroyed, the Supreme Commander's Unit has a few other interesting design choices. Both Supreme Commanders can only be activated a maximum of three times, and the actual block has to be turned over so that the enemy can see where it is located if it is activated. Without activating your Supreme Commander, a player cannot call for reinforcements or restore any unit's strength. The logistical value of each Supreme Commander unit is lessened by each time it is activated. The block is flipped one side each turn it is activated. Both Supreme Commanders start with four stars, and these can be used for three turns so that they will become two stars on the third activation. This is a large part of the game because the logistic value is totaled up between the stars on the Supreme Commander, and the number of victory areas its side is in charge of. So you will have to choose wisely when you want to use your Supreme Leader activations. The initiative disc is moved between each player by its use. On turn one, it starts with the French Player. If it is used by them to call for reinforcements etc. it is then expended, and handed to the Russian player until he uses it, and so on. After two consecutive passes, one for each player, that turn ends.





 As was mentioned, this is a stand up brutal battle. The French player will have to batter and then pry the Russian player from the Raevsky Redoubt and the Fleches. This is not easy, and comes at a high price. As The Russian player, you will have to tenaciously defend and guess when to counterattack. Your job is made a little easier because of the straight forward nature of the French attack. However, you have to deal with the Grande Armee during one of its last hurrahs as a fighting force. 





 I have five boardgames and a few computer ones that deal with the Battle of Borodino. The design choices made in this game have made it a clear winner for me, and has been put on my favorites list. I can readily endorse this game to any gamer.


Robert

 They just had a KS on their game 'Stalingrad Inferno on the Volga'. It has a huge map, but is playable in only 1-2 hours. It also has what they call an AI to be able to play either side in solitaire. I am very interested in the game's mechanics. Here is the webpage if you are interested also:

http://www.ventonuovo.net/games/stalingrad-inferno-on-the-volga





 

VentoNuovo Games Some of the Stalingrad Map  VentoNuovo games is an Italian game company that opened in ...

VentoNuovo Games VentoNuovo Games

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

VentoNuovo Games

VentoNuovo Games





Some of the Stalingrad Map









 VentoNuovo games is an Italian game company that opened in 2012, and by the ratings on BoadGameGeek their games are all highly recommended. The games come with high end components, according to all of the reviews I have read. The maps look both easy to read and well done as far as the art work. They have a Kickstarter campaign going on right now for their newest game 'Stalingrad: Inferno on the Volga'. The game is either a solitaire or two players as Germans against the Soviets. Naturally, a human can also play the Soviet side. If playing solitaire, they call the Soviet side an AI. The map for the game is supposed to be the most authentic Stalingrad map ever. It was taken right from the Luftwaffe's reconnaissance photos. Here is a link to their Kickstarter page:


This is a link to their web page:

PixelPLaybox.co.uk