VON MANSTEIN'S TRIUMPH FROM NAC WARGAMES Initially, I was drawn to Von Manstein's Triumph purely by the bold dynamic box art. It ...
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VON MANSTEIN'S TRIUMPH
Bloody Monday by Ventonuovo Games Bloody Monday, not a day in some insurrection against an invading power, or ...
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Bloody Monday by Ventonuovo Games
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
Hold The Line: The American Revolution The French & Indian War Expansion Set by Worthington Publishing It i...
For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!
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Hold The Line The American Revolution and The French & Indian War Expansion Set by Worthington Publishing
The game plays much faster than I expected. The regular infantry, which is usually most of each force, only moves one hex per turn, unless you have a leader present or are using the optional forced march rule. This, along with the low action points that each side has, made me think that it would be a few turns before the mayhem began. While the first turn was just movement on both sides' part, after that the the combat came fast and furious. The British were racking up a lot of Patriot morale losses with their die rolls, and it looked to be an easy victory for them. However, the next two turns the tables completely turned, and it was the Patriots who were rolling high numbers and causing large damage to the British units' morale. Here is the action on turn eight. The morale/unit losses are about equal right now.
The Hold The Line French & Indian War expansion set/add on comes with four sheets (two front and back) of added geomorphic hexes. The new tiles include boats and deep water hexes for playing out amphibious operations. The expansion set comes with, now wait for it, French and Indian plastic soldiers, but also includes green ranger soldiers. The French & Indian War expansion gives the player another thirteen scenarios to play. That means with both the base game and add on you get forty-seven scenarios. Most of the new scenarios are naturally during the French & Indian War, but you also get two from Pontiac's rebellion and another two from the American Revolution.
I like the game and can easily recommend it to other gamers. The rules are easy to understand, and the game gives a good representation on the warfare of the American Revolution. The only rule I do not like is that dragoons cannot initiate close combat. I understand why the rule is in place. I just think that Banastre Tarleton would have an objection to it. With so many scenarios available, and the absolutely unlimited option to play out any scenario you can dream up, the game and its expansion set are worth every penny.
Worthington Publishing also has Hessian and Highlander plastic soldiers for sale to add some historical flavor.
Robert
Holdfast: EastFront 1941-45 by Worthington Publishing We have another Worthington publishing game for review. T...
For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!
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Holdfast: EastFront 1941-45 by Worthington Publishing
This is a link to the rulebook:
https://worthingtonpublishing.com/wp-content/uploads/2017/02/HOLDFAST_EASTFRONT_rules_WEB.pdf
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