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  Hoplite 2nd Printing by GMT Games        The Greeks developed their own unique way of warfare somewhere in the depths of time. Other natio...

Hoplite 2nd Printing by GMT Games Hoplite 2nd Printing by GMT Games

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

review





 Hoplite 2nd Printing


by


GMT Games


 
 
  The Greeks developed their own unique way of warfare somewhere in the depths of time. Other nations and peoples had similar warriors as the Greek Hoplite, but none are as ingrained in our minds as the Hoplite. Most of the Mediterranean cultures ended up using the Phalanx. Was it thought up all at once by several different nations or was it disseminated throughout the area from one source? If you read enough books about the beginning use of the Phalanx you will find many authors in both camps. To be perfectly honest, there is still a raging fight over whether the spear was used under or over-handed. Due to the mists of time and the wanton and accidental destruction of libraries and artworks there is really precious little to answer all of our questions. There are only a handful of artistic representations of the Greek Phalanx. These really show us nothing of how it was actually used. The Greek authors never really mention the mechanics of it. I have read that this is because their audience would have seen their very own cities Phalanx practicing with their own eyes. Again, much of what we read and know about this warfare comes from each different author's idea of how it actually worked. What happened when Phalanxes crashed into each other is a mystery. Did the men in the back rows just push against the back of the man in front of them or was some other tactics used. Was the Phalanx as sophisticated as the Legion and were they able to exchange places or rows during the battle? We read about some of these battles taking hours to be decided. Did the enemy Phalanxes separate to catch their breath before beginning again, as I have recently read, or just struggle against each other and over the fallen until one side broke? Whatever is the truth of the above, we are definitely given two hard facts. That the designers Richard Berg and Mark Herman are two of the most esteemed and prolific wargame designers ever and that Roger MacGowan was the grand old man of wargame artistry. Let us see what manner of game they brought forth no matter what your views on the questions above.









 This is the 15th game in the Great Battles of History Series (GBoH). Once again with a GMT game, I am stuck on the horns of a dilemma. I really like all of the other games in the series. So, I am worried I might be too lenient in my review or too harsh. This is a list of all the games in the Great Battle Series:


Volume I (first edition): The Great Battles of Alexander
   Diadochoi: Great Battles of Alexander Module/1st edition
   Phalanx: Great Battles of Alexander Module/1st edition
Volume I (second edition "Deluxe"): The Great Battles of Alexander: Deluxe Edition
  Diadochoi: Great Battles of Alexander Module/2nd edition
  Phalanx: Great Battles of Alexander Module/2nd edition
  Tyrant: Battles of Carthage versus Syracuse
Volume I (third edition "Expanded Deluxe"): The Great Battles of Alexander: Macedonian Art of War includes Phalanx Module & Diadochoi Module battles
Volume II (first edition): SPQR
  War Elephant: Battles of the Diadochi 217-190 B.C. – SPQR Battle    Module
  Consul for Rome: SPQR Battle Module III
  Pyrrhic Victory: King Pyrrhus in Italy 280-279 B.C. – SPQR Battle    Module IV
  Africanus: SPQR Battle Module V
  Barbarian: Rome vs. The Gauls and Samnites, 315-200 BC –  SPQR Battle Module
  Jugurtha: Guerrilla Warfare in Numidia
Volume II (second edition "Deluxe"): SPQR (Deluxe Edition) includes Pyrrhic Victory, Consul for Rome, Africanus, War Elephant and Jugurtha Module battles
  Barbarian: Rome vs. The Gauls and Samnites, 315-200 BC – SPQR Battle Module
  Jugurtha: Guerrilla Warfare in Numidia
Volume III : Lion of the North: The Dawn of Modern Warfare, 1631-1632
Volume IV : CAESAR: The Great Battles of Julius Caesar – The Civil Wars 48-45 B.C.
The Great Battles of Julius Caesar: The Civil Wars 48-45 B.C. – Dictator
The Great Battles of Julius Caesar: The Civil Wars 48-45 B.C. – Veni Vidi Vici: The Battles of Nicopolis 48 B.C. Zela 47 B.C.
  Jugurtha: Guerrilla Warfare in Numidia
Volume V : Samurai: Warfare in the 16th Century Japan
Volume VI : Caesar: Conquest of Gaul
  Caratacus: The Roman Conquest of Britain
  Gergovia
  Battles of the Warrior Queen
Volume VII : War Galley: Naval Warfare in the Ancient World
Salamis
Volume VIII : Cataphract
  Attila: Scourge of Rome
Volume IX : Caesar in Alexandria
Volume X : The Devil's Horsemen: The Mongol War Machine
  Mamluk
Volume XI : The Siege of Alesia: Gaul, 52 B.C.
Volume XII : RAN
Volume XIII : Chandragupta: Great Battles of the Mauryan Empire – India, 319-261 BC
Volume XIV : Chariots of Fire: Warfare in the Bronze Age, 2300-1200 B.C.
Volume XV : Hoplite: Warfare in the Persian-Hellenistic Age 4th-5th Century BC

 As you can see, the games allows us to simulate more than 3000 years of warfare.

 Some of the games, mostly the ancients, have another interesting expansion or more correctly a different set of rules. These are available in:

Simple GBoH
Simple GBoH Battle Manual

 The battles that are included in the 2nd edition are:

Ephesus
Marathon
Plataea
Mycale
Tanagra
Delium
Cunaxa
Nemea
Coronea
Leuctra
Mantinea

 This is another blurb from GMT Games about the battle of Plataea:

"And you get to fight what was the biggest land battle in European history up until Napoleonic times, the immense Battle of Plataea (truly the deciding engagement of the Greco-Persian Wars):  two maps and about 250 combat counters covering The Greek Contingents from 26 City-States under Pausanias, Spartan Regent and General, vs. The Persians, Medes, Asians (Bactrians, Scythians, Indians and a whole lot of others) and seven Medized Greek city-states, under Mardonius, Persian Commander and son-in-law of The Great King, Darius I."

 It is also one of the most interesting battles to refight because the sheer size of the armies means that you are dealing with lots of different terrain. Almost all of the ancient battles were fought on level plain terrain.






 This is what GMT Games has to say about it:

"Hoplite, the 15th volume in the Great Battles of History series of games, allows players to recreate classic battles from the pre-Alexandrian Persian-Hellenistic Age, the heyday of the Hoplite (heavy infantry fighting in packed formation). This period is often considered to feature the birth of Western Warfare, as opposed to the Persian/Eastern style, which relied on archery , light cavalry, and mobility.

Exactly how hoplite warfare was fought – what really happened when “the bell rang” – is highly disputed by ancient military historians, even today. Hoplite allows you to test out your theories (well, our theories, using your dice) with eleven of the great battles of this era, from the Battle of Leuctra, featuring the huge 60-man deep phalanx of Beotarch Epaminondas … to the classic confrontations with the Persian missile-armed troops against the classic Greek hoplite phalanxes.

Hoplite uses detailed mechanics meant to convey all the possibilities of this style of warfare, from The Hellenic Law of Inertia, to Drift to the Right, to the special capabilities of the Persian Light Cavalry (Harassment and Dispersal) to three different levels of Hoplite advance to Combat (the Run Don’t Walk rules) and a whole lot more.  We even still have some good old chariots!

The package includes Simple GBoH versions for each of the battles along with special rules that highlight the hoplite style of warfare."

This is what comes with the game:

4 full-color countersheets

3 backprinted 22"x34" mapsheets

2 Player Aid Cards

Rules booklet

Scenario booklet

Simple GBoH Player Aid

Rout Point Tracking Aid

One 10-sided die





The Phalanx Counters



 Due to the nature of Hoplite warfare, the maps have to be a bit plain and without too much contour. This is nothing against them it was just the nature of Greek Hoplite battles. The Hoplite Phalanx was even less maneuverable than the Macedonian one, or so we are led to believe. So, the maps have to show us the exact nature of the different battlefields. Indeed, six of the maps have no terrain or contours at all, but this is definitely historical. The maps that do have differences in terrain and some vegetation are nicely done. The counters are the older standard 1/2" in size, with Phalanx counters being 1"x 1/2" in size. Then there is one large counter that is 1"x 1". This represents the double-sized Theban Phalanx, with the Sacred Band included in it, that was used in the two Thebes versus Sparta battles. Because of the sheer number of battles included the hex and counter size we as wargamers were accustomed to are used. They are a bit busy with both a picture of the leader or troop type along with all of the different values needed to play. I did need to hold them close to look at them before I memorized the different troop types etc. 


  The Rules Manual is 32 pages long. It is your standard fare GMT rulebook. It is in full color and uses double-column printing. It is also chock full of examples of play. Only the normal rules for the game are included in this Rules Manual. You would need to have your own copy of the Simple Great Battles of History 2nd Edition rulebook to use the Simple GBoH versions of each scenario. The Scenario Book is 46 pages long. It is identical to the Rules Manual as far as looks and setup goes. Each of the 11 scenarios/battles starts with a Historical Background write-up. Then we get into the meat and potatoes of the setups and special rules for each one. They also include a 1/2 page or better map with all of the units depicted in their starting position. This really helps with the setup of each scenario. The last four pages are the Simple GBoH rules changes for the game. The Scenario Book is very well done. It is written and shown in a style to get the player up and spearing the enemy in no time.


 There is a one-sided player aid that is 8 1/2" x 11" and is made of card stock. It has the Rout Points for both sides along with the turn track. There are six other player aids. These are 11" x 17"fold outs. So, each one has four separate player aid sheets. Each player aid has a twin so that both players can have their own. There are two that are used with the normal rules and one that has the Simple GBoH Charts and Tables.


 All of the components together make a grand ensemble to lead even the tyro to the battlefields of Ancient Greece.



More Counters



 This is a GMT Games synopsis of the Simple GBoH rules:

"Simple GBoH is designed for players who want a faster, less die-roll-heavy version of the GBoH system, while retaining as much of the historical flavor and insight of the original rules."



The Rules Manual



 The scenarios in the game really make this game one of the best, if not the best, game of the GBoH Series to learn the ropes with. While two of them are quite large, most of the other ones are very small battles as far as counter density. The lack of any different terrain in those same battles makes it even easier. GMT Games has the complexity listed as six on the scale, and a solitaire suitability of eight on that scale. Both scales top out at ten. So, it is an in-depth game but not a game where you would have to read a doctorate thesis to learn how to play, even if you do not use the Simple GBoH rules. Yes, there are a lot of die rolls. There are also a lot of markers. However, the markers do make it a lot easier to keep track of where you are and what you are doing. One of the rules I really like is 6.22 which discusses the Advance to Combat Table to find the rate of movement of your Hoplite troops (This does not affect Spartan Hoplites because of their training and moving to music). You can start your planned move with your Hoplites to find that they have either walked, trotted, or run towards the enemy, throwing your perfectly aligned line of troops into confusion.  



Rout and Turn Track




 My favorite battles to play are the two that match Sparta against Thebes several decades after the Peloponnesian War was won by Sparta. These two battles would be Leuctra and Mantinea, although Coronea is another good pick. I like playing the Spartans and try to beat Epaminondas and the Theban Sacred Band. Why? I have actually no idea at all. I just do. Both are also on the smaller side so you can play them out quicker than the larger scenarios. Time in the 21st century is not on our side. I do prefer to use the Simple GBoH rules also. Not that the full rules are bad, it is again just a time thing.


 The game will teach you that your light troops (Light Infantry, Peltasts, Skirmishers, Javelinists, Archers, and Slingers) are not to be disregarded. They can help by causing casualties, cohesion hits, and possibly wound or kill an opposing leader. The cavalry, both light and heavy, are pretty much seen as the red-headed stepchild during this period of warfare in Greece and its environs. In Asia both of them came into their own. In fact, the Persians were horse lords like the Medes before them. They too can be much more useful than you might expect. True, they do not have stirrups but even before they were invented the cavalry was a major arm in Near Eastern Armies. Leaders, and their survival, are essential to your armies. The Activation and Orders parts of the game are simpler than the other GBoH games. The designers wanted to make these as simple as possible in this game. The game is won by making your opponent's army withdraw. This is accomplished by accumulating rout points against your opponent. Each scenario has a Withdrawal Level listed for each side. Once that number is reached or surpassed that army loses. Different troop types and leaders have different rout points assigned to them.



Simple GBoH Charts and Tables



 This is the 2nd Edition of Hoplite. However, other than fixing some errata this is pretty much identical to the 1st Edition. If you have any interest in the time period at all or you just want to play a great wargame and learn somethings in the process this is your game. So, put on your greaves, cuirass, helmet, and Hoplon and then pick up your spear and join me.


 Thank you, GMT Games, for allowing me to review the 2nd edition of this really excellent game, from an excellent series. Take this from a man who was reading Plutarch when my first child was being born. The nurse suggested I put the book down and watch the birth. 



Robert Peterson

GMT Games

Hoplite 2nd Printing





 Caporetto 1917 by Europa Simulazioni  No one truly knows the actual casualty figures for the Italian Front in World War I. If you subscribe...

Caporetto 1917 by Europa Simulazioni Caporetto 1917 by Europa Simulazioni

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

review




 Caporetto 1917


by


Europa Simulazioni






 No one truly knows the actual casualty figures for the Italian Front in World War I. If you subscribe to the "Lions led by Donkeys" idea of the English Army on the Western Front let me introduce you to the Italian High Command in World War I. I am not sure what you could call what the Italian Army was forced to do on this front. Field Marshal Luigi Cadorna, commander of the Italian Army, seems to have had no strategic, operational, or tactical thinking in his body. He seemed to believe that his plans were the greatest thing since sliced bread. The only reason the Italian Army was not in Vienna was because of useless subordinates and cowardly troops under his command. His plans consisted of charging straight ahead time after time. What is that old adage about the definition of insanity? Including the Battle of Caporetto, there are 12 Battles of the Isonzo River. Almost all of them were Italians attacking the Austro-Hungarians. Several times, by the sheer weight of numbers, the Austro-Hungarians' line came close to collapsing. Unfortunately, Cadorna would not change his plan of battle to take advantage of these moments. So, we come to 1917, and the Austro-Hungarian Empire is on the ropes. Their massive casualty lists from the Italian and Russian Fronts have just about finished them. Now with the Russians out of the war you would think that they had a chance for revenge against the Italians. Unfortunately for them, this is not true. The Hapsburg Emperor asks the Germans for another favor. He wants to have a joint German and Austro-Hungarian attack on the Italian Front to push back the Italians and give his Army some breathing room. So, the stage is set for the Battle of Caporetto. We do have to introduce a young German officer by the name of Rommel. He has been promised the 'Pour le Merite', the highest Prussian Medal, if he captures Monte Majur. He actually does so but gets semi-cheated out of the medal by another officer. The mistake is rectified eventually, and Rommel will be seen in his World War II pictures with the Blue Max firmly in place. Onto the game!



 This is what Europa Simulazioni has to say about the game:


"After Strafexpedition 1916, and Gorizia 1916, the third chapter is added to the Great War series: Caporetto 1917. Caporetto 1917 proposes the rules of the system in their updated version, to recreate, at battalion and company level, the most famous, tragic and controversial event of the Great War on the Italian Front.


Caporetto is a picturesque mountain village, located in the upper Soča valley. It has always been a border town; his German name is Karfreit, and its Slovenian name is Kobarid, but for the story he has the Italian name. Probably the most famous battle in Italian history, it is synonymous with "catastrophe", and in use in the Italian language with the same meaning. Also known as the Twelfth Battle of the Isonzo, the Battle of Caporetto was the aftermath of the Eleventh Battle of the Isonzo, which saw the Italian army advance across the Isonzo River, creating a dangerous salient for both Ljubljana and Trieste. To drive the Italians back and make them unable to carry out new offensives quickly, an offensive was needed, but the weakened Austro-Hungarian Empire lacked sufficient resources. German help was therefore needed. Aid materialized in the 14th Army, composed of some of the best German divisions, experienced in mountain warfare, and returning from successes in Riga and Romania. But above all that they employed unknown tactics and materials on the Italian front. Operation "Waffentreue " (Fedeltà d'Armi) was born, with the aim of pushing back the Italians to the Tagliamento. The results went beyond expectations. Recall the story of the first fateful days of that battle.


The game system has been updated and refined in version 2.0. It is based on the concept of action and reaction by the formations, typically brigades or regiments, which make up the opposing armies. It is a system that requires planning in the activation of formations, provides for a lot of interaction between them, and, at first glance, it may seem demanding. The use of artillery is greatly important, as it is the morale of the fighting troops, which can deteriorate as a result of fatigue or fighting.


The third volume of the series proposes, in turns of 12 hours each, the first four decisive days of the battle of Caporetto, in four scenarios:

1. The historical battle: The complete battle in the first four days, with the historical disposition of the Italian Army, in which the two players are both attacking and defending, respectively manoeuvering one wing of each side: attacking with an Austro-German wing, defending with the Italian one opposite the opponent. Each player, or team of players, will have to reach their goals faster than the opponent.

2. The battle that might have been: The battle as it might have been if the Italians had been better prepared. The clash is between the Italian player, who can arrange his troops more carefully and respond more quickly to the enemy manoeuvres, and the Austro-German player, however stronger, who must break through against a prepared enemy.

3. The Battle of Cividale: The final phase of the breakthrough on the Italian right flank. A short scenario, to learn the system, or commit a little time.

4. The Fall of Monte Maggiore: The final phase of the breakthrough on the Italian left flank. This is also a short and undemanding scenario." 

 I was lucky enough to do a review of Gorizia 1916 for Europa Simulazioni; links will be below. However, it took a long time to find a copy of Strafexpedition 1916, and it was worth its weight in hens' teeth.


Close-up of the map


 This is what comes with the game:


Two 22"x34" maps covering the battlefield area, from Monte Canin and Rombon in the West, to the bridgehead of Tolmino in the East, from Bovec and Monte Nero in the North to Cividale and the Friuli plain in the South

A reduced map of the Tolmin beachhead, for managing artillery in that congested sector

1400 counters

System rules and specific rules for the game, including Rommel Grouping ( Rommel Abteilung ), Stosstruppen, gas and mine attacks, the Fog of Caporetto, and more

Very detailed order of battle, the result of years of research and information gathering

Terrain Effects Chart, Assault and Bombardment Tables sheet; sheets to contain: German battalions, which can be divided into companies

Assignment sheet for Italian formations

Sheet for eliminated units, Turn Record Track and Logistics Points.

Boxed


 I was given a large coffee table book as a child about the great battles of history. For some unknown reason the Battle of Caporetto really stuck with me, and I have endeavored to get every book and game in English about this battle. While it is true that this game only shows us the first four days and a limited amount of the battle area on the map, it is by far the best representation I have found of the battle as of yet.






 Both maps are beauties. They have large hexes, instead of ones the same size as the counters. The Printing on the maps is also nice and large. The terrain and elevation is incredibly varied in the area, so Europa Simulazioni has done a great job in not making it busy looking. The hexes do have different terrain in most of them. The rulebook uses the expedient of whatever terrain the dot in the center of the hex is that hexes terrain. So, there should be no arguments between players. The one-page Tolmin beachhead is an elegant way to deal with the artillery in that area.


 The Rulebook is 28 pages long. It is in black and white and has two columns of type on each page. It does not have any examples of play, but it does have a few photos from the time. The actual length of the rules is about 21 pages. The reset of the rulebook is taken up by the different scenario information and historical notes along with design notes. The game comes with seven player aids. These are in full color and done in card stock. They are in both English and Italian. So, the player aids are either double-sided or separate sheets. The type on these is large and very easy to read. There is also a set of thick paper tear-off sheets for all for the different scenario setups and reinforcements, etc. 


 The counters are small at 1/2". As you can see below, the information on them is a bit busy. The leader counters have a small picture of the commander on them. This gives them a nice historical touch. I am on the fence about the counters. From a purely artwork point of view, they are excellent. It is just their size and the amount of information on them that gives me pause. However, I totally understand that to have around 1000 counters to show all of the troops involved, something had to give. As it is, the map does not show all of the area of the battle, just the main parts. To have larger counters would have caused the game to become a true monster wargame. Do I need to sometimes pick them up to read them, yes. Is this something I have been doing since the late 1960's, yes. So, my thoughts definitely fall onto the side of the counters are great, but I wish they were larger.


 Other than my hemming and hawing over the counter size the components of the game are excellent. The maps are worth the admission price by themselves. It is now so easy to understand all of the books about the battle and why the battle progressed in the way it did. This is something that you, unfortunately, only get with a wargame about a campaign or battle and I am eternally grateful to designers for them. If I cannot understand what a writer is trying to tell me about the terrain, or why things happened in wars, wargames always come to the rescue.



Counter samples including you know who.


 So, components be damned, how does this beautiful Italian car drive? The rules and the maps etc. give the player a real World War I battlefield to move your counters around on. This is not just a cut and paste set of rules that would be just at home with tanks or elephants. The troops that you can control are:

Infantry

Mountain Infantry

Bersaglieri

Bicycle

Cavalry

Machine Guns

Engineer

Flamethrowers

Infiltration Capable Infantry - The Italian Arditi and the Central Powers Stormtroops.

The artillery units you can control, after all artillery was the king in World War I:

Light Artillery

Medium Artillery

Heavy Artillery

Bombard/Minenwerfer


 The rules include Command Range, Stacking, Supply, Reaction, and yes, those horrific gas attacks. Playing as the Austro-Hungarian/German you need to act like water or oil. Do not attack needlessly and get bottled up against stiff Italian resistance. Flow like water trying to find the holes in a sieve. Press on for as fast and hard as you can. Once you have pierced the armor of the Italian crocodile, continue to surge forward into the Italian vitals. As the Italian player, play like you have played the Russians during Operation Barbarossa. Sacrifice your troops to gain time and space. You will be left reeling after the initial attack. However, try and make the A/H/G player dance to your tune. Try and channel them to where your reinforcements can stop them and then counterattack. Depending on the grognardness of the opposing player, this game can be a real nail biter. The first scenario has the interesting, but not unheard of, idea of one player controlling some troops from both sides during the battle. Therefore, you get to play as the attacker and defender at the same time but on different parts of the battlefield. Scenarios three and four are both two turn short ones. These both have a particularly important part of the battle but can also be used to learn the system before charging into the two larger scenarios. Scenario two is by far my favorite. This allows the Italian player to have either replaced Cadorna or given him something to turn his left lobe on. As the Italian player you can try and setup a defense against the A/H/G player. You are not left hanging out to dry when you realize that a hurricane is going to be let loose on you. This scenario represents most of the battles of World War I. Both sides know exactly where the other side is going to attack and take certain measures. I am not saying the A/H/G player cannot win but it is almost an entirely different game.


 Thank you, Europa Simulazioni, for allowing me to review this excellent portrayal of one of World War I's greatest battles. I have been looking for this game for a long time.


Robert Peterson

Caporetto 1917

Europa Simulazioni

Here are some of my Europa Simulations reviews:

Custoza Fields of Doom by Europa Simulazioni - A Wargamers Needful Things

Piacenza 1746 by Europa Simulazioni - A Wargamers Needful Things

Gorizia 1916 La Sesta Battaglia dell'Isonzo (The Sixth Battle of the Isonzo) by Europa Simulazioni - A Wargamers Needful Things

  I, Napoleon by GMT Games Designed by Ted Raicer  This review is one that feels a bit strange to me. The reason being is that I have placed...

I, Napoleon by GMT Games I, Napoleon by GMT Games

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

review




 I, Napoleon


by


GMT Games


Designed by


Ted Raicer







 This review is one that feels a bit strange to me. The reason being is that I have placed myself in the Emperor's shoes on many different battlefields. I have never had the chance to place myself in his bed or anything more than just in charge of his troops. I also have a small hurdle to overcome. That hurdle is the fact that this is really an RPG about Napoleon. The problem arises in the fact that when I play RPGs my characters are always long on muscle and agility and very light on gray matter. I always put as much points as I can in the beginning and throughout the games into strength. I cannot remember the last time that I tried to add any brain power to my characters whatsoever. My characters can barely hold a conversation in the games let alone read a book. To play an RPG with someone who consistently is listed as one of the highest IQs ever is quite a leap for me. Make no mistake about it, even though you are playing with crowns, political matters, and high diplomacy this is an RPG of Napoleon. The only unfortunate thing about the game is that you cannot reroll a die to become part of another family. In this case you are stuck with these people no matter how inept or voracious for money and power they are. I think Madame Mère rapped the wrong offspring on the knuckles. She should have taken a paddle to the whole lot of them. Lucien is the only sibling that gets a pass. His success as a politician, and his help to his brother, is always overlooked when it comes to Napoleon taking power. So, there we have it. You are Napoleon in this game. You not only want to be a success yourself, but you also want to leave a dynasty behind you firmly on the French Imperial throne. Oh, and I forgot, it would be really helpful to stick a shiv into Talleyrand and Fouche as quickly as possible, as soon as their usefulness is over.



The back of the box



 This is what GMT Games has to say:

"I, Napoleon is a solitaire historical role-playing card game in which you step into the boots of Captain Buonoparte (as he still was) in the year 1793. Louis XVI has just gone to the guillotine, the brothers Robespierre control the destiny of France, and all Europe has joined French Royalists to take down France, end the Revolution, and restore peace and safety for the hereditary principles that have underlain society for 1,000 years.


As an ambitious but unknown young artillery officer, who speaks French with a Corsican accent, you would seem to be an unlikely agent of destiny. Can you harness a brilliant mind, titanic energies, and a sometimes-terrifying charisma to leave your mark on history? Or will you die a minor footnote in the story of France?


Gameplay

In I, Napoleon, your fate lies in 220 beautifully illustrated cards, divided into three decks: Commander, First Consul, and Emperor. Overlaying a map of early 19th Century Europe are a series of Card Boxes, where you play out the events of your life and career, along with various tracks and tables to record the yearly passage of time and the events affecting yourself and France. The choices you make with the cards you are dealt will determine success or failure. You will have to manage politics, military campaigns, diplomacy, and the domestic well-being of the French while pursuing the Glory that lures you on. You will also have to manage your family, your wives, your mistresses, and your children, legitimate and otherwise.


Your path may lead you from the Americas to the Near East, from Spain to Russia, from a throne to exile. You will be the target of assassins, coups, and coalitions. You will deal with bad harvests and plague, face Wellington and Nelson, Kutuzov and Blucher. You will rely on—and perhaps be betrayed by—the slippery Talleyrand and unleash the secret policemen Fouche on your opponents. As you progress, your options will increase, along with the stakes.


Lead your men into battle and risk an early end to your life? Sail to Egypt or Ireland? Sell Louisiana or send an army to hold it? Marry a Habsburg or a Romanov? Create the Duchy of Warsaw or revive the Kingdom of Poland? Invade Russia or try to pacify the Tsar? Every choice will affect your legacy.


But there is not one version of a life here, but many. Every game will provide a different narrative, based on both luck of the draw and the decisions you make. In addition, you can start the game as a Commander, as First Consul, or as Emperor, each with its own starting situation and challenges. The story is yours to discover, and the decisions you make may just change the course of history."



The game map



This is what comes with the game:

222 Poker-sized Playing Cards

One Half Countersheet

One 22” x 34” Mounted Map Board

One 10-sided Die

One Rulebook

One Playbook

Two Player Aid Cards


 The Mounted Map is really more of a placeholder for all of the different cards and the decks they make up. It does have a period style map of parts of Europe in its background. The card placement areas are indicative of Napoleon's choice in color. The biggest fault I have found in Napoleon is his love for the color green. So, the card placeholders are about 70% green with the rest being red. There are numerous other placeholder parts of the map. These include the turn record track, and the General Records Track etc. The counters are nice and large at 3/4" and very easy to see and read what they are used for. There is one 8 1/2" X 11" card stock sheet that deals with the campaigns that can be played in the game. One side has the 'Potential Campaign Selection Table' and the other side is the 'Campaign Battle Mat'. Both sides have all of the instructions you need to use the cards different uses. 


 Next, we have the 24-page Rules of Play. This is your standard GMT rulebook with double column printing and in full color. There are examples of play etc. and all of what you need to know to play the game. Then we have a 32-page Playbook with the same full color and double column printing. It starts with a quick start guide and then moves into an example of play. This is followed by the complete 222 card manifest. Then we have a six-page history of Napoleon followed by design notes. It even comes with a suggested reading list from the designer along with his own take on the man.


 The game is a completely card driven game. So, I would be remiss if I didn't mention them. Of course, with the number of cards that come in the box it is slightly like the elephant in the room. Most of the backs of the cards are that green color again that he loved so much. There are also some cards to keep the different years separate etc. and they are, (gratefully) beige in color. The side of the cards that are used for playing each have either a portrait of the person in question, (Marshals, enemies, and events) or a picture of the important event etc. The cards are sturdy enough for a good amount of play. However, if you do plan to play a lot of the game, and you should, I suggest sleeving them.


 As usual the components of a GMT game pass with flying colors. 



Some of the counters



 The game comes with a few scenarios. These are:


Full Campaign Scenario 1793 - 1821

Commander Scenario - 1793 to Napoleon becoming First Consul or 1802

First Consul Scenario - 1800 to 1804 or Napoleon becomes Emperor

Emperor Scenario - 1805 until 1817-1821 

Napoleon can be killed on the battlefield, executed, or overthrown.

He can also face the treason of the Marshals, as in 1814.

The following are also reasons for the game to end:


  If Napoleon is overthrown as First Consul or Emperor, 

because Glory reaches 0 during those eras or because of a 

Defeat in Austria (Italy) (67), end the game immediately.

  Resolving certain cards, such as Louis XVIII Writes (97), 

Natural Frontiers (156), or Peace of Europe (209) end the 

game immediately.

  The game will always end, one way or another, during the 

Abdication Segment (13.1).

  The game always ends at the conclusion of the final Year 

(1817-21).

 As soon as a game ending event occurs, proceed to the Game 

End and Outcomes (13.0).



 The sequence of play is not long at all, especially if Napoleon is still a commander and not First Consul or Emperor. The higher you go, the more cards there are to play. This is the sequence of play:


Year Setup Phase [6.0]

 (Skipped in the first Year of any Scenario)

  Year & Card Draw Marker Segment

  Resource Income Segment


 Card Deck Phase [7.0] 

(Skipped in the first Year of any Scenario)

  Remove Cards Segment

  Add Cards Segment

  Shuffle Draw Deck Segment


 Card Action Phase [8.0]

  New Card Draw Segment

  Existing Card Play Segment

  Phase Advancement Segment


 Campaign Resolution Phase [9.0]

 (If the CAMPAIGN Box is empty, Discard all cards in the 

CAMPAIGN MODIFIERS Box, and skip the rest of 9.0)

  Assign Commanders Segment

  Spanish Ulcer Expeditions Segment (EMD Only)

  Resolving the Campaign Segment

  Commander Casualties Segment

  Other Campaign Events Segment

  Additional Resolution Segment

  Clean-up Segment


 Diplomatic Phase [10.0]

 (First Consul and Emperor Decks only)

  Foreign Diplomacy Segment

  Treaties and Conquest Segment

  Potential Campaigns Segment


 Domestic Politics Phase [11.0]

 (First Consul and Emperor Decks only)


 Clean-Up Phase [12.0]

  Reset Cards and Markers Segment

  Game End Check



Some card samples



 It is a relatively simple game; the complexity is listed as a '3'. However, the player is still given a myriad of choices to make in his trek toward power and dominance. The chance that the very next card, or the first one, could be the end of the game makes it a nail-biting experience. Just like the historical Napoleon, anything can happen at any time to your character. You can choose to play out his life as closely as possible to history to see if you could do better, or you can take his path to glory any way you want. The fun, mystery, and sometimes misery is all in the cards. I have lost games within the first couple of minutes, and I have lived as long as possible as the Little Corporal. One of the things that a lot of gamers, not necessarily wargamers, want in a game is replayability. In this game the sky's the limit as far a replay value. Each game and each turn are a new chapter that you can write in an ever-changing biography of the Napoleon that you happen to be playing. Of course, it helps if you have an affinity for the color green and Golden Bees. 


 This game comes with nicely done components and is easy to learn, and you will be playing in no time. The 2nd edition of the game is already on the P500 list, and it has a larger more complex version of the game coming 'I, Napoleon: The Limits of Glory'. The new game has a lot more characters and takes longer to play among many other things. This is a very good thing because the original game was great, and more of it can only make it better.


 Thank you, GMT Games, for allowing me to do a review of I, Napoleon. I must also say good luck to all the other budding emperors out there. May your cards always be lucky and you avoid pulling the dreaded card 33 and end up bleeding out at the Place de la Révolution. Although you do get a good view of Nostradamus's famous 'tile works'.



Robert Peterson

GMT Games

I, Napoleon

I, Napoleon: The Limits of Glory





 Antietam For Men to Live Through by Command Post games  Antietam: the very name should be talked about in hallowed whispers. The United Sta...

Antietam: For Men to Live Through by Command Post Games Antietam: For Men to Live Through by Command Post Games

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

review



 Antietam


For Men to Live Through


by


Command Post games







 Antietam: the very name should be talked about in hallowed whispers. The United States has seen many wars and tons of battles. However, this is the place where there were more American casualties in one day than any other battle. The date of September 17th, 1862 should be known by every US citizen. The names of Burnside's Bridge, the Sunken Road, and especially the Cornfield have resonated down through the years. The Cornfield, Miller's Cornfield to be exact, was a blood bath for many hours during that fateful day. More than one person described the corn stalks as being sliced right off as close to ground as possible, as if some large being had used a razor to cut them clean. Unfortunately, it was actually canister and musket balls that did the job. The odds against the Confederates were close to two to one. If McClellan had actually used his army as an iron fist instead of disjointed fingers the history of the American Civil War might have been entirely different. This game by Command Post Games gives us a chance to refight the battle.







 This is what Command Post Games has to say about the game:

"In this game, you will lead an army through a key historical battle in the musket era.  With multiple players, you will run part of the army (Corps or Wing) on a team with other players.  Unlike most games, you won’t have God like knowledge and control of everything.  Like real generals, you will often not know what the enemy has, where they will attack from, when they will move or even when your own troops will move. 

How do you win?

You win by sacking one of the enemy’s baggage trains or by inflicting 50% losses on their army first. 

How does it work?

As you fight, your units take hits, fall back and become ‘Spent’.  Spent units are vulnerable and easy to kill.  You can unpack a baggage train to rally them back to Fresh, but unpacked baggage trains can no longer move.  If the enemy sacks one or your baggage trains, you lose!

What makes this fun and very tense, is that all the pieces remain hidden on upright blocks.  You can’t be sure which ones are fresh or spent, elite or poor grade troops.  Where are the baggage trains?

Each command moves in random order by chit pull.  This is very chaotic, just like real war.  Who will move first?  You can use your HQs to try to jump ahead or delay your move.  Is it better to move first or last?  It depends.  Do you need to plug critical holes in the line or seize key terrain before the enemy does?  Do you want the enemy to go first so that you can fall back and delay their advance?  Or do you want the enemy to attack first so that you know where to commit your reserves?  All combat is saved till the end of the turn.  So, movement during the turn is very fluid and up for grabs.  Timing is everything.

In this battle, the Confederates are badly outnumbered and hard pressed.  Their backs are up against the wall of the uncrossable Potomac River.  They have better troops and good defensive terrain initially.  If they are knocked out of those positions, their defense can unravel very quickly.

Rated Most Realistic & Accurate for:

• Command & Control limitations
• Fog of War -hidden units and chaotic move order
• Logistics -deployment crucial to victory and keeping your forces able to fight.

Used to train officers in the US military and in military academies around the world.

What the Professionals Play

Great for teams and solitaire play.

• Period style map.
• Kriegsspiel style, hardwood pieces.

Options

Divisions:  Much faster setup and play time.  Great for playing out at restaurants or pubs:  Pub Battles!     

Brigades:  More precision and accuracy for troops & terrain.  Playing with brigade blocks will take about 2-3 times longer.

Brigades blocks Only:  Optional upgrade for players with Divisions.  Includes updated rules & scenario."    
    


The Cornfield




 These are the options for the game that you can order:

You can order the game with either a canvas or paper map. It can also be ordered with just the blocks and stickers. In this case, as in all of their games, if you can afford it go with the canvas map. 

It can come with either divisions of brigades. Trust me, brigades is the way to go.

 This game, and its siblings, used to be called Pub Battles. The name has been changed to Musket Battles. I prefer Musket Battles. It pretty much sums up exactly what you will be getting or looking for on the web.



Another view of Miller's Cornfield


 The number of pieces that come with the game is not overwhelming at all. What is amazing is how wonderfully they have been manufactured and look. The canvas maps could be used with a frame to decorate your game room and believe me it would be worth the price of the game.

 The Musket Battles Rules of Play is in full color; it is also ten pages long. It comes with tons of examples of play to learn the system. The type is of a good size and is in triple columns on the pages. The Antietam folder is really only five pages long. The first two give you the information on this battle. Then there are two pages that can be photocopied. One has the Divisional breakdown of each army and the other has the brigade breakdown. In the center is the sheet that has the brigade stickers for the blocks. On the back page is a picture of Little Mac and Robert E. Lee. To round out the paperwork is a photocopied black & white copy of the battle map.   The stickers themselves are little pieces of artwork. They are very easy to pull off the page and are easily maneuvered onto the blocks correctly. The blocks are also well done and are all uniform in shape and size without any flashing.

 What you get with the game certainly passes inspection from an art point of view. However, as usual the gameplay is the thing.


 The Musket Battles simulations are of the Kriegspiel variety. They are meant to simulate 18th and 19th century warfare. This part of the blurb from Command Post Games deserves to be read again:

"Rated Most Realistic & Accurate for:
• Command & Control limitations
• Fog of War -hidden units and chaotic move order
• Logistics -deployment crucial to victory and keeping your forces able to fight.
Used to train officers in the US military and in military academies around the world.

A much cheaper option than a full Field Maneuver Wargame is the Command Post Game.  Instead of actually calling out the troops, this wargame simulates the same thing by tracking the units on maps.  The first great, codified version of this is credited to von Reiswitz’ “Kriegsspiel” in 1812.  The Prussians developed this as a way of preserving and passing on the vast experiential command knowledge gained by officers from the Napoleonic Wars. 

The new generation of officers growing up in the peace that followed, learned how to maneuver, plan and write orders by playing command post games.  How well can simple command post games on paper simulate the reality of war?  History lists Kriegsspiel as a huge contributing factor in the victories of the Franco-Prussian war that followed.

Good command post games allow us to learn real world lessons, directly applicable to the real world in at a highly accelerated rate.  Meaning:  you can learn things from a game in a few hours that would normally take you 10 years of working experience in the field to learn.  They can be incredibly powerful learning tools.

You get out what you put in.  Train hard.  Train for real."

"Amateurs study tactics. Professionals study logistics". I am not sure who first said it, but it is true, nonetheless.



They also have Ancient Pub Battles



 You can see from the above that this is a simulation and not a game. You are put in the boots of a general or Field Marshal of the time and this simulation attempts to put you in their place. This means that you will have to deal with all of the question marks and Fog of War that the real generals had to. You also have to take into account Moltke's "Friction". This means what happens when two forces collide and all of your well-planned thoughts for the battle go out the window. To me, the Musket Battles series succeeds in everything the designers tried to do and simulate. You have to worry about moving your troops in column during road movement if you want to get somewhere fast. This of course leaves those same troops vulnerable to attack. Flanking, Line of Sight, and Baggage Trains are just a few of the things and pieces that you have to deal with or remember the rules about. The rules are relatively short and well written. I really like the fact that when in doubt about things both players or player is expected to be an adult and act accordingly.

 Thank you, Command Post Games, for sending me this beautiful copy of Antietam to review. If your games can teach reality of the battlefield to an old dullard like me, they can teach anyone. Please peruse their site to see all of the excellent games they produce.



Robert Peterson



Here is a review I did about the Gettysburg module of Musket Battles:

 Balkan Fury by TKC Games  The whole problem of the Balkans for the Axis powers in World War II can be laid at Il Duce's door. Mussolini...

Balkan Fury by TKC Games Balkan Fury by TKC Games

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

review




 Balkan Fury


by


TKC Games







 The whole problem of the Balkans for the Axis powers in World War II can be laid at Il Duce's door. Mussolini was upset about Germany taking all the glory with their rapid march of conquest through Europe. So, he decided that he would attack Greece from Albania that Italy had conquered earlier. Hitler had expressly told Mussolini in at least one of their conferences to not stir up trouble in the Balkans. Not that he was afraid of the armed forces of those small countries. No, he was afraid of English intervention in Greece, as had happened in World War I, and the possibility of the English bombing the Romanian oil fields. Germany had no real oil fields and even before the war was trying to make as much synthetic oil as possible from the coal that they had in abundance. Besides a few oil fields in Hungary, the Romanian oil fields were all there were in Europe with the exception of the Soviet Union, from which Germany was getting oil due to the 1939 Non-Aggression pact with the Soviet Union. The Italian army was fine in 1936 when it helped put Franco on his pseudo throne. By 1940 however, the Italian Army was already far behind the other major European powers. So, Il Duce botched the Greek invasion which, cue the I told you so, led to British intervention in Greece. Yugoslavia also had a coup that put them firmly on the side of the Western Allies. Germany had to bail out Italy in Greece and on the way through decided to try and conquer Yugoslavia. This led to a continual fight against Yugoslavian, Greek, and other nationals rising up and becoming almost as large a problem as Napoleon had with his Spanish Ulcer. Many historians have written that the Balkan episode delayed Operation Barbarossa long enough to make certain that Germany did not win in the Soviet Union in 1941. Il Duce stumbled from one failed attempt to recreate the Roman Empire to another. Germany had to bail him out in North Africa and after he was deposed captured him from his own people and set him up almost in a sort of Manchukuo in northern Italy. It is possible that the entire Italian Balkan adventure was the reason that Il Duce ended up hanging upside down at a gas station. This game, Balkan Fury 2 gives you the chance to invade Albania, Greece, Yugoslavia and to also try your hand at Operation Mercury in the island of Crete or to defend against those same invasions. 






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


"BALKAN FURY 2 is the eagerly anticipated revision and expansion of the second game in the TSWW series. Balkan Fury is an exceptionally fun game to play… and now includes an much extended timeline, partisans, partisans and more partisans… plus of course all the original elements of our top selling game!  In the revised edition the game rules, order of battle booklets, and at start booklets are perfect or stitch bound (depending on booklet size), whilst the charts are printed on the high quality card stock so beloved of owners of Day of Infamy, Barbarossa, and Singapore!  Of course, we still provide you with 2 D10 dice (we can delete them on request if you have enough dice to start a shop already) and the usual TSWW refinements ranging from “what if” forces to a game system that gives historical results if you play using historical decisions.


Balkan Fury is the all-encompassing operational game covering the campaigns in Albania (39), Greece (40 and 41), Yugoslavia (1941), the Balkan partisan wars (1941-43) and the Aegean. The game mates with Barbarossa, Blitzkrieg and Mare Nostrum seamlessly to provide coverage of the War in the West from 1939-43…"






Balkan Fury includes:


MAPS

2 TSWW Standard size maps (each about 18″ x 26″) covering the Balkans. On map area includes Albania, Greece, Yugoslavia, plus parts of Italy, Romania, Hungary, Bulgaria and Turkey. Maps are to our latest graphic standards and are updated to include the very latest information..


COUNTERS

2800 counters on 11 countersheets with the forces that fought in the Balkans, representing Albanian, Croat, Serbian, Yugoslav, Yugoslav Communist, Slovenian, Bosnian, Macedonian, Montenegran, Italian, Greek, Bulgarian, German, British and Hungarian forces, with 2 in game modules at a 5 day rather than a half month scale to permit a super detailed approach to operations in Albania (1939) and Crete (1941) to be shown.


ORDERS OF BATTLE

The OBs are dramatically expanded with 20 plus modules and scenarios provided to help players learn the game system, ease into the fury of combat in the Balkans and finally master the Grand Campaign overall.  Highlights include various small learning modules, the Italo-Greek War, the planned but never attempted Italian invasion of Yugoslavia, Operation Marita, the German invasion of the Balkans, Operation Merkur, the catastrophic assault on Crete by the Luftwaffe’s crack paratroops, Balkan Fury – the over arching grand campaign, and much, much more.


RULES AND CHARTS

Fully updated to include the very latest TSWW rules and Chart elements, like the rest of Balkan Fury 2, they include all known FAQ and Errata elements from the first release of the product, and build upon the success of the original game.


2 D10 DICE!





 

 If you own a TKC (The Knowledge Company) game, congratulations! You have in your possession one of the finest simulations of World War II in your hot little hands. If you do not, wherefore Romeo or Juliet are you not possessed of one? They have a large number of simulations about World War II in their TSWW (The Second World War) lineup. These are going to be joined soon by a good number of them from their upcoming TFWW (The First Worls War) series. I am waiting with foetid breath the release of these new games. I will have a link at the bottom to the other review I did of TKC's Barbarossa.






 So, the first thing you need to know is that the boxes that their games come in are large and weighty. This one is a bit lighter than usual because of only having two maps. This is instead of the usual amount that needs an auditorium to set them out. 

 The maps remind me of the old Europa maps. These would be them if they were updated to 21st century standards. I am a big fan of the TSWW maps. The rules for the terrain mean that you do not have to argue about what terrain is actually present in each hex. This is a direct quote from John Bannerman, the designer and publisher, about the maps:

"Our maps are UV coated (which does reduce fading a bit) and then single side matte laminated with a plastic finish.  This should (and does) make them all but impossible to tear or crack.  It also means you can spill a drink without major issues if you mop it up quickly."

 Next up, we come to the smorgasbord, or plethora, of Player Aids. There are 18 double-sided (36!) of them that are made from card stock and are in color. These are 11.5" x 8+" in size. There are two more that are double that size and folded to give you eight more Player Aids. That means that the total number of Player Aids is a whopping 44!

 We will now take a look at the counters. There are certainly enough of them to give you Carpal Tunnel Syndrome in whatever hand you use scissors in. The blurb from TKC says that there are 2800 of them and I will just take their word. I know it is enough to make Guns of August pale in comparison. These 2800 counters are just for the campaigns in this small area of Europe. I cannot imagine the lengths that Mr. Bannerman went to, to create these Orders of Battle. The counters themselves are .5" in size. They are on the thin side. However, unless you also wanted to pay for a pack mule to help deliver the game they really have to be. There is a lot of information on them. The size of the information has to be somewhat small, (see above), but unless your myopia and age has gotten that bad, they are readable. The counters use the usual color-coded system for each country and different colored troop/naval counters within that country.

 There are four Manuals or booklets that come with the game. One of them is about the size that you would expect to find in a game box. The other three resemble yearly reports for Project Blue Book in size. Together they are about the size of a small city's phone book. They are printed in a no-nonsense way. They are totally in black and white. There are no examples of play or anything like that. Anything that is needed to be in color for the player is taken care of in the Player Aids. The printing uses the whole page, instead of the two columns we are used to in game rulebooks. The type is on the small side. Again, if it were larger the game would need to come with a back brace. 

The rules Manual, with index, is 142 pages long.

The Axis Order of Battle is 80 pages long.

The 'At Starts' for each scenario is 97 pages long

The smallest is the Allied Order of Battle at 22 pages long.

 The Order of Battle manuals also have a large amount of what ifs information for the players. This includes refitting of ships to the collapse of the entire Italian Army in Albania and everything in between.

 This is not a Euro wargame by any stretch of the imagination. It will not win on a catwalk exhibition of wargames for which is prettier. It is, however, among the penultimate hex wargames of 2025. This is a late 1970s wargame on steroids and using all of what the 21st century manufacturing can muster. Is it a pig with lipstick? Not by any means. It is a tour de force of substance over style.  







 Why do we play these monsters, even ones that are as manageable as this one? That I suppose is the question that has been asked since 1970 or so. There are computer games that can help with the minutiae. However, you lose the comradery and joy of being with and playing with other gamers. I know learning games is much easier with others to help. I still cannot help but think what a caveman from 50,000 BC would think of our wargames. I know, it is a strange thing to think about. In some ways I know that wargames help us to fight off the ravages of father time on our minds. Why exactly are we or have we chosen to be grognards? But I digress, just forget the above and put it down to a fevered dream.







 The one major thing about the campaign is that Britain is in the unusual situation, in this campaign, where their naval assets are in serious danger. Historically the Italian Fleet was not much of a player in the Mediterranean Campaign. Mostly, this was because of orders from on high. Mussolini was just as reticent as Kaiser Wilhelm to risk his big, beautiful ships. The cramped area of the Aegean made for easy hunting of British ships for both the Italian and German air assets. So, while we usually think of the invasion of Crete as a German fiasco it could have easily turned into a British one. When playing as the Italians you do have older tanks and airplanes than the Allies. However, your troops, especially with German help, can still be capably led. Just because the Italians did everything wrong during these campaigns does not mean you have to. 

 Balkan Fury II is a labor of love, just as much as anything that an artist can create. Mr. Bannerman has chosen to take us back to a time in history where momentous decisions were made on a daily if not hourly basis. The main thing from our point of view is that Balkan Fury II, and all of the TSWW 'games', works as a simulation of that period in time. Is this game time consuming to setup and learn? You betcha. Is it fun and stimulating for our historically bent minds? Of course. This game was made for players who love minutiae and well written rules that allow us to see a glimmer of what the actual commanders saw. If we wanted to play an excellent game, we would play chess. If we wanted to just waste some time, we could play Candyland (unless we were playing with special youngster). No, we have drawn the line in the sand, and we want to setup those 2800 counters and place them on a map of 1940 Europe and let the iron dice roll. 

 This game expects a lot of the players. In return it also gives back a ton. Just from a purely historical point of view, to see exactly how each army is setup for each scenario is a revelation. Military history books in the main are usually bereft of maps or have maps that resemble a child drawing something in the sand. Wargames fill in a lot of the empty spaces that books a lot of times leave out.



 Thank you TKC for allowing me to review this in-depth simulation of World War II in southern Europe. If you have not yet, do yourself a favor and look at the other games that TKC has in its stable. If you are intrigued by this game, they have even larger ones to get lost in.


Robert Peterson

TKC Games

Balkan Fury

My review of TKC's Barbarossa:

Barbarossa by The Knowledge Company - A Wargamers Needful Things





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