ALBUERA 1811 BERESFORD vs SOULT FROM STRATEGEMATA The latest game that Strategemata kindly sent me a review copy of covers the battle of Al...

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ALBUERA 1811
Nuclear Submarine 61505 by JMBricklayer I have about twenty sets now from different companies who make brick models. It takes a lot for ...

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Nuclear Submarine 61505 by JMBricklayer
Nuclear Submarine 61505
by
JMBricklayer
It actually has about 100 less bricks than the White Swan ship but it seems much bigger than it. The inclusion of all of the different parts of a nuclear submarine are here. Just look at this list:
Storm Over Jerusalem The Roman Siege by Multi-Man Publishing Jerusalem: for many people down through the ages it was, and is, considered th...

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Storm Over Jerusalem: The Roman Siege by Multi-Man Publishing
Storm Over Jerusalem
The Roman Siege
by
Multi-Man Publishing
The gameplay is great. The game actually feels like a historical siege. One of my grail games is the Art of Siege by SPI. So, it shows that I find wargaming sieges as not only viable as a wargame but very entertaining as far as gaming. Each player is situated under his own Sword of Damocles. The Romans only have at most eight turns to take the city, or to accumulate enough victory points. The Roman player also has only so many options based on the cards and game length. He has to build Siege Towers and these cost both a card and an impulse. However, the walls of Jerusalem when undamaged give the defender a +4. The Roman player also has cards, Onager, Catapult, Battering Ram, and Siege Ramps, that will help him to breach the walls. Conversely, the Judean player can repair that wall using a card to do so. The Judean player has to decide when to attack or just wait for the Romans. The game makes counter attacking a really bloody part of the game at times. That is why the player has to really think about each attack. Because if it is a failure or does not really hurt the enemy, those attacking units are placed on the backside of the counter. These leave them extremely open to the other player's counterattack.
To add to the historical side of the game, the Judean player has to deal with having two leaders and their supporters. The Roman player has no leaders, but the Judean player has both a John and Simon counter. These represent Simon Bar Giora and John of Giscala. Historically before the siege started, and a little while after, there was serious fighting between the different factions in the city and even between the zealots themselves. A player has to use them wisely. They give both defense and attack bonuses to the Judean player. However, if they are eliminated in battle each of them is worth one point to the Roman player for every subsequent turn.
So, we have a game that historically feels like a siege and is also fun and nail biting to play. What more could a grognard ask for. The short and easy to understand Rulebook, coupled with simple but innovative rules help to make this game as great as it is. This has everything that I would want in a wargame. It is about ancients and features a siege. Kudos to Multi-Man Publishing for doing an ancients game and to Scott Blanton for designing it.
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Map close-up |
East Prussian Carnage: The Tannenberg Campaign 1914 by Three Crowns Games The Second Battle of Tannenberg in 1914 is usually referred to ...

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East Prussian Carnage: The Tannenberg Campaign 1914 by Three Crowns Games
East Prussian Carnage: The Tannenberg Campaign 1914
by
Three Crowns Games
The Second Battle of Tannenberg in 1914 is usually referred to as the first victory of the Hindenburg and Ludendorff duo. The actual truth is that the battle was won long before they stepped off the train in East Prussia. The Chief of Staff of the German Eighth Army was a man by the name of Carl Adolf Maximilian Hoffmann (usually just denoted as Max Hoffman). Hoffmann had devised the plan to attack both the Russian Armies that were invading East Prussia. The slowness of the Russians, the terrain, and the German railroad lines would allow the Germans to strike one Russian Army at a time. Unfortunately, Hoffmann was given no kudos, outside of the German Army, for his plan. Hindenburg and Ludendorff had become the heroes of Germany using Hoffmann's plan to virtually destroy the Russian forces.
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Max Hoffmann courtesy of Wikipedia |
The fear of the Russian hordes by Helmuth von Moltke the younger, the German Army's Chief of Staff, is usually credited with the failure of the German Army on the Western Front to defeat France because he sent reinforcements to the German Eighth Army from the German Western Army. In actuality, due to Hoffmann's plan and its success, the German Eighth Army was in no danger. However, the Schlieffen Plan, not a real plan just a thought exercise, against France was never going to work. The German Western Army was nowhere near strong enough, even without the missing troops, to actually complete its envisioned defeat of France.
The next question is why it is called the Second Battle of Tannenberg when it didn't really take place near there? This was because the Teutonic Knights were effectively crushed in the first battle by an allied army of Lithuanians and Poles. The German psyche needed to try and wipe that stain away. All three, Hoffmann, Hindenburg, and Ludendorff took credit for naming the battle.
So, Three Crowns Games has given us a game about the 1914 Tannenberg Campaign. While the German forces are outnumbered, you can use the above-mentioned factors in the Germans' favor to offset this. This is what comes with the game:
- A full color A1 map
- 16 page rulebook
- 143 high quality, 15mm die cut counters
- Front and Back cover with game aids, charts and tables
- Sturdy 100my ZIP-lock bag
This is what Three Crown Games says about the game:
"East Prussian Carnage is a two-player game that recreates the stunning German victory over Russia at the beginning of World War One. The Germans must use superior command control, interior lines, and the mobility provided by railroads to stop the large but lumbering Russian army. The Russians must try to pin the Germans down and bring their superior numbers to bear."
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Part of the game being played. |
Stalingrad: Advance to the Volga Solitaire Area Movement Series: Volume 1 by Revolution Games & Take Aim Designs Stalingrad has almos...

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Stalingrad: Advance to the Volga, 1942 by Revolution Games
Stalingrad: Advance to the Volga
Solitaire Area Movement Series: Volume 1
by
Revolution Games & Take Aim Designs
Stalingrad has almost as many games about it as Gettysburg or Waterloo. However, the actually tooth and nail fight for the city itself is not as represented in wargames as the campaign is. It has been compared with the Battle of Verdun in the First World War. The city itself was almost completed destroyed during the back and forth fighting during the end of 1942 and the beginning of 1943. The battle is often called the turning point of World War II. It certainly was a turning point on the fighting on the Eastern Front.
This game has two scenarios, one between September 13th and September 30, 1942 for nine turns. There is also a smaller five turn scenario from October 14th until October 31st. It is a solitaire game where the player takes on the role of the Germans. It is an area movement game for those of us who love hexes. You as the German have only a few turns to win the battle. If during that time the Germans control every area on the map you win an Automatic Victory. If, however, the German Morale Track reaches '0' at any time the Soviets get an Automatic Victory. If the game runs all the way to the end of turn nine without either of the above, then these are the Victory Conditions:
"If Automatic Victory has not been achieved by the start of the End
Phase of Turn 9, the game’s final turn, the German player wins an
Operational Victory if they control at least one Heavy Urban Area
and the “German Controlled” markers on the Record Track are 40
or greater. Design Note: this is the roughly historical result. If
they fail to do so, the Soviet side is the victor and the player has
lost the game."
This is what the designers have to say about the game:
"STALINGRAD: ADVANCE TO THE VOLGA, 1942 is a solitaire game simulating the campaign by the German Sixth Army to capture the Soviet city of Stalingrad between September 13 and September 30, 1942. The player commands the attacking German forces and the game rules handle the defending Soviet forces. In reading these rules, if any capitalized term or abbreviation confuses you, refer to the index and glossary at the end of this rulebook. The numerical references found therein and throughout these rules should be ignored during first reading and used only later to refer to related sections for greater clarity."
As you can see, the rules come with both an index and a glossary. It also has a History and Suggested Reading section.
This is what comes with the game:
17 x 22 inch MOUNTED Map
One sheet of 5/8" die-cut counters
One player aid card
16 page rulebook
Eight six-sided dice (4 red and 4 black)
Game Box
This is the Sequence of Play:
1. Dawn Phase
Reinforcement
Withdrawal
2. Random Event Phase
Roll 3d6 and consult the Random Event Chart.
3. Supply Phase
Roll 4d6 for German Supply
Consult Supply Cost Table
4. Combat Phase
Bloody Streets
German Movement/Attacks
5. End Phase
Automatic Victory Check
Flip all spent units to their fresh side.
Reduce German Morale by -1
As with all of the Revolution Games that I have played this game's motto is 'you get more with less'. This does not mean that they cut corners on their components. As a matter of fact, it is quite the opposite.
The game map is smaller than a lot of games. However, it still manages to have all of the needed features and adds a lot of immersion to the game. I am assuming that it was made from an original German map of the time. Either that or the artist added them all on top of his own map. As I mentioned, it is very immersive with the German language parts on it. All of the historical parts of Stalingrad that we have read about are on it and shown in English. Such as the Grain Elevator and all the rest. The counters are very well done. They have either a NATO symbol or a profile for the tank and panzer grenadier units. At 5/8" the counters are nice and large for a game this size. They are also not cluttered, and the information needed for play is nice and large. The Rulebook is only sixteen pages long. It is in full color and is easy to read and understand. It also has a few pictures and examples of play to boot. The actual rules only take up eight pages. Then comes a page of optional rules. Then there is the setup for the smaller scenario followed by an article on the history and one on game strategy. The back page is a checklist of all the areas on the map for both scenarios. There is one Player Aid that is made of card stock that has all the information you will need to play, and it has the Sequence of Play on it. It also has the setup for the first scenario on it.
There are more and more games that are being released that either can be played solitaire, or like this one built from the ground up for it. This is a very good idea for our hobby. More and more people are finding it hard to get friends, or enemies, to play wargames. So smaller games that can be played by yourself and do not take up much space are really needed in the 21st century. That doesn't mean that monsters are dead; far from it. It is just harder to coordinate getting a group together.
Stalingrad is a game that gives the player so many choices. Besides that, there are so many changes and twists and turns from one game to the next that it never goes stale. The German supply is your currency for all you can do. This alone makes the game a nail-biter. You can make the most grandiose plans and then find out you cannot do half of what you intended. This is even before the random events kick in. I want, and will get, a monster game about the street fighting in Stalingrad. However, even after that purchase, this game will still find a place on my table at times. It is just that good.
Thank you, Revolution Games for allowing me to review this game. The designer of this game is Michael Rinella. I will now have to be on the lookout for more games from him.
Robert
Revolution Games:
Against The Odds Issue #58 featuring Clash of Carriers The name of the magazine speaks for itself. In this issue, they really take on wha...

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Against the Odds Issue #58
Against The Odds Issue #58
featuring
Clash of Carriers
The name of the magazine speaks for itself. In this issue, they really take on what in hindsight was not even against the odds, but pretty much impossible. The Japanese Naval Air Force was shattered and almost totally destroyed by the fighting of 1943. Japan did have carriers. However, they did not have trained pilots to fly off them. True, the amount of carriers Japan had seemed paltry to the amount the U.S. had. The one thing that Japan had still was the unsinkable carriers that were its island bases. The Japanese thought that with both, they just might be able to strike the U.S. Navy hard enough to stop its inexorable march across the Pacific. Japan had a plan that was called A-Go which was really just a rehash of their earlier plans, even before the war, for a naval showdown between the U.S. and Japanese Navies. The only real thing that the Japanese had on their side was that their planes had always been designed with longer ranges than the U.S. ones. They might just be able to spot and hit the U.S. fleet before their ships had even been sighted. Plan A-Go was a gamble but one that would have to be taken. The battle has become known as 'The Great Marianas Turkey Shoot'. This should give you some idea of the actual outcome. It is pretty amazing that the big gun battleships that until 1941 had ruled the waves were just bystanders in the battle.
Hard to believe, but this is issue #58 of Against the Odds. ATO is a wargaming magazine whose production values are second to none. I have been a fan of ATO for some time now. Some of my favorite magazine wargames have been made by them. The actual name of the game inside this issue is Clash of Carriers: The Battle of The Philippine Sea. The designer is Mark Stille. The game itself is based off of ATO's issue #17 game Imperial Sunset.
This issue of the magazine deals with the Battle of the Philippine Sea which was caused by the U.S. decision to invade the Marianas Islands. The Japanese knew that this invasion had to stopped or the Japanese mainland would be in the range of bombers taking off from the Marianas Islands. The magazine starts out as always with a succinct but invaluable retelling of the history of the game's battle. It is not just a primer on the battle but goes far deeper than that. Your reading of it will give you all the information you would want to know. It also comes with a list of sources used for it and the game.
This is what comes with the game:
Maps - One full color 22"x34" hex mapsheet
Counters - 160 large 5/8" and 160 standard 1/2" die-cut pieces
Rules length - 16 pages
Charts and tables - 8 pages
Complexity - Medium
Playing time - Up to 6 hours
How challenging is it solitaire? - Poor
Designer - Mark E. Stille
Development - Russ Lockwood
Graphic Design - Mark Mahaffe
The articles that come with this issue are:
Clash of Carriers: by Mark Stille
Exploring a Hard Pounding Fight: Optional Rules and Ideas (This is about a game on the battle for La Haye Sainte during Waterloo. It is published by ATO's partner Turning Point Simulations.) by Paul Rohrbaugh
On Guards: How These Fish Sharpened Their Teeth (about the U.S. Submarine Fleet in WWII.) by Andy Nunez
And The Data Shows: Shooting Fish in a Barrel (About the airplane and its coming to age against Battleships) by Ed Heinsman
Thunder Gods: The Kamikaze Offensive, April 1945 by Paul Rohrbaugh
Simulation Corner: Wargames Around Taiwan: Who Won? by John Prados
The "Archive Rat" Passes by Kevin Zucker. This is a tribute to John Prados who passed last year.
The Fifth Columnist: The Hussite Wars (An upcoming game from ATO.) by John D, Burtt
All of these articles are what you have come to expect from ATO. They are incisive and full off history and facts and figures and all of them are too short. They always leave me wanting the article to be much larger than they invariably have to be.
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The Surface Battle Display (Map) |
Historical Scenario
TF 58 Unleashed Scenario (This allows the USN to be unleashed from protecting the landings in the Marianas Islands.)
The Japanese Dream Scenario (All of the penalties for being untrained are taken away from the Japanese forces, among other things.)
This is a tense game for both sides, especially if you use the hidden movement rules. Because of the victory conditions and the fact that historically the USN was chained to the Marianas Islands does give the Japanese Navy a chance to pull off a big upset. Just be forewarned that playing the Japanese is a tough challenge and a draw should be considered a great outcome for you.
Thank you Against the Odds for allowing me to review another great issue and game from you.
These two have already been released by ATO:
ATO Annual: Beyond Waterloo
ATO Annual: Cruelest Month (The Airwar over Arras in 1917)
These three will be coming up from ATO:
ATO #59: Blind Faith (The Hussite Wars)
ATO Annual: Operation Roundup (Allies Invade France in 1943)
ATO #60 Cities of the Damned (Cassino and Aachen)
Do not forget to take a look at the line of games that Turning Point Simulations has to offer.
Against the Odds:
Against the Odds (atomagazine.com)
Against The Odds #58:
Against the Odds (atomagazine.com)
Turning Point Simulations:
Turning Point Simulations - Home Page
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