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 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





  Ju 87 Stuka Ace by Lock 'N Load Publishing  The JU 87 Stuka, short for Sturzkampfflugzeug, was the German Luftwaffe's dive bomber ...

Ju 87 Stuka Ace by Lock 'N Load Publishing Ju 87 Stuka Ace by Lock 'N Load Publishing

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

review




 Ju 87 Stuka Ace


by


Lock 'N Load Publishing







 The JU 87 Stuka, short for Sturzkampfflugzeug, was the German Luftwaffe's dive bomber from the Spanish Civil War until the end of World War II. The German World War I ace Ernst Udet was an early proponent of the dive bomber concept. He was very impressed by the American Curtiss BFC-1 Hawk and its steep diving capabilities. He brought back two of them to Germany for testing. The JU 87 first flew in 1935. From then on it was an integral part of the German Lightning War concept. The JU 87 was also equipped with two small propellers, one on each landing gear, that made a banshee like scream in a dive. The German name was Lärmgerät but they are generally known as Jericho Trumpets, a Biblical reference to the 'Horns of Jericho'. If you watch any documentaries about World War II their scream will inevitably be heard in the soundtrack. Through the Polish and Western European campaigns, the JU 87 was a symbol of terror, and the Jericho Trumpets had Allied soldiers keeping their heads down even if the Stukas had already dropped their bombs. Their slow speed and small amount of defensive armament made them sitting ducks during the Battle of Britain. They were pulled from those air battles rather early because of losses. When Germany invaded the Soviet Union on June 22nd, 1941, the Stukas were once again in the forefront of the campaign. This game from Lock 'N Load Publishing is the latest in a spate of games dealing with this iconic German plane. Let us see what this game has to distinguish it from the competition. 



The Game's Counters


 This is what Lock 'N Load Publishing has to say about the game:


"Ju 87 Stuka Ace is a solitaire tactical air combat game by Lock 'n Load Publishing that places you in the cockpit of the infamous Junkers Ju 87 Stuka, one of World War II’s most feared dive bombers. As a Luftwaffe pilot, you’ll embark on historically accurate missions spanning multiple theaters of the war—from the blitzkrieg campaigns in Poland and France to the ferocious battles of the Eastern Front and the Mediterranean.

But the war isn’t just about history—Ju 87 Stuka Ace also lets you explore "What If?" scenarios, putting the Stuka in alternate wartime operations, from early missions in China to hypothetical carrier operations aboard the Graf Zeppelin. Will you rise to become an ace or fall victim to the dangers of aerial warfare?

 Engage in historical and alternate history missions, including:

Close Air Support – Strike enemy forces before they can counterattack.

Anti-Shipping Raids – Sink enemy warships and supply convoys while dodging AA fire.

Strategic Bombing Runs – Destroy critical infrastructure, bridges, and fortifications.

Interdiction Missions – Disrupt enemy supply lines and armored advances.

NEW: The Stuka in China (What If?) – Explore an alternate history scenario where Germany supplies Stukas to the Japanese forces against the Chinese Nationalists in 1937. 

NEW: German Carrier Operations on the Graf Zeppelin (What If?) – Fly missions as part of the never-completed German aircraft carrier, the Graf Zeppelin, where Stukas are adapted for naval operations against the British Royal Navy and Soviet forces.

Each mission presents unique challenges, targets, and enemy defenses, ensuring high replayability."






 This is what comes with the game:


1 x Counter Sheet (100 counters)

1 x Spiral Bound Game Manual (86 Pages)

1 x Spiral Bound Theater Book (44 Pages)

1 x Single Sided 11 x 17 Pilot Org Play Card

9 x Double Sided 8.5 x 11 Aircraft Reference Cards

4 x Double Sided 8.5 x 11 Player Aid Cards

1 x Single Sided 8.5 x 11 Player Aid Card

2 x Pilot Campaign Log 8.5 x 11

2 x Double Sided 8.5 x 5.5 Pilot Player Cards

1 x Plastic Insert 

2 x Career Cards (Tarot Size)

28 x Action Cards (Poker Size)

11 x Altitude Cards (Poker Size)

49 x Flight Cards (Poker Size)

10 x Objective Cards (Poker Size)

31 x Target Cards (Poker Size)

3 x Munition Cards (Poker Size)

36 x Special Flight Cards (Poker Size)

9 x Bonus Ace Cards (Tarot Size)

1 x 3" Deep Heavy Duty Box



As you can see you get to fly all of the different versions of the JU 87





 Right from the start you should know that I am blown away by the entire ensemble of game pieces in JU 87 Stuka Ace. Actually, I should rephrase that, I am blown away by all of the games that Lock 'N Load sent me this year. Their design, art and manufacturing are really second to none.


 The Neoprene Mat is a great example of the game's blend of art and function. It is great to look at but is also not large at all, and still it contains almost all of what you would need to play. Next, we will look at the Player Aids. If I counted correctly, there are 15 of them that are 8.5" X 11". Out of these, 13 of them are double-sided, and two are single-sided. These come in full color and are made of card stock. Nine of these that are double-sided are different variants of the JU 87 that you can fly! The next 8.5" X 11" card is double-sided with one side having the Pilot Campaign Log and the other having the Mission Report. Then there are two half page cards that are Pilot Player Cards. These show your rise in rank, if you become lucky and good enough at the game.


 The Manual and Theaters books are both spiral bound, as all of the Lock 'N Load Rulebooks have been for a while. The Manual is 83 pages long. It is printed in enormous type size and is in full color with many pages of examples of play and pictures of the game's components. The Theaters book comes in at 41 pages. This goes from Spain/China in 1938 until the Soviet Union/Italy in 1944. Once again, the type size is the same ginormous one from the Manual. I believe you might be able to read some of it from 10' away.


 The game's different decks are amazingly well done. Their size alone is something to write home about. The 'smaller' ones are the size of normal Poker Cards. Then they have some that are described as 'Tarot' sized Cards. I think that is the first in any description of a wargame that I have seen. If I had a Tarot deck handy, I would compare the two. However, I will take their word for it. The pictures that decorate the different cards remind me of watching The World at War with my parents when I was a child. All of the information on the cards is completely legible and large enough to read easily.


 The game also comes with two very nicely done bookmarks. One is just about the game and Lock 'N Load Publishing in general. The other is sort of a public service announcement with some important phone numbers on one side (Depression or Suicide hotline etc.). The other has some quotes from the Bible. If you have no interest in that side, the hotline numbers are still good to have around.


 All of the game materials, including the box, scream "look at me!" when you get the game into your hot little hands. The meticulous care that was taken from the packaging down to the smallest detail in the counters tells you that this is something special. 


You can play a campaign game where you rise in rank and awards


 The JU 87 variants you can fly are as follows:

JU 87 A-1 Anton (you can also fly it in Spain and China)

JU 87 B-1 Berta

JU 87 B-2 Berta

JU 87 B-2 Trop (Tropical for the Mediterranean areas)

JU 87 C-1 Caesar

JU 87 D-1 Dora

JU 87 D-3 Dora

JU 87 D-5 Dora

JU 87 D-5N

JU 87 R-1 Richard

JU 87 R-2 Richard

JU 87 G-1 Gustav armed with the two 37mm cannon

JU 87 G-2 Gustav armed with two 37mm cannon




 The game is for solitaire play only. However, in this hectic world we now find ourselves in this is not a minus point for the game. Gaming clubs and even gaming nights are getting few and far between for most people. So, these solitaire games and especially excellent ones like this definitely have their place. The only thing some of you may miss is the ongoing battle with 'Joe' over the rules. Fill in whatever name you like all clubs had one.



 The size of the rulebook may seem daunting but remember that it is done in very large type and has many full-page illustrations of play. At its heart, the game is not hard at all to learn. Your choices, which are myriad, and some luck are the cornerstone of its gameplay. One of your most important choices is how low do you dive before dropping your bomb/s. The lower you go the more accurate you are, but it also means that you will be that much longer in a straight unswerving flight path. Of course, that choice only appears if you have made it through enemy fighter and flak to make it to your target. 


 The game is easy to learn and relatively quick to play, especially if you are just doing a mission or two. It also does not take up a lot of space so that you can play it on the dining room table. The setup and breakdown time is also short so you should not get too many side eye glances from your significant other. Much like the Romance Languages things in the kitchen and dining room are usually in the female's zone of control. You will be happily bombing some target or parachuting to avoid the flames in no time flat. 


 The game also gives you some what if scenarios. These are interesting to me in games only if they are plausible. One what if in this game has you flying off the German carrier Graf Zeppelin. The ship was pretty completed before the war placed it on hold. So, that is entirely plausible. The other what if has the Germans selling some JU 87s to Japan and they use them against the nationalist Chinese. This too is in the realm of possibility, so I have no problem with it. 


 One of the biggest reasons I have for really enjoying the game is the fact that you get to fly all of the different variants of the JU 87. This means that you get to try your hand at the tank killer G1 series (Panzerknacker) or properly known as the Kanonenvogel. These JU 87s had two 3.7cm large cannon pods underneath each wing. The G series planes were also up armored (much like the Soviet Union's IL 2 and the German ground attack plane the HS 129) to help the plane and crew survive their low-level attacks. The German pilot Hans-Ulrich Rudel made the G series famous. However, to be fair, his attack on the Soviet Union's battleship Marat and its sinking had already made him famous and the early war years had made the JU 87, and its sirens, one of the most recognizable planes from World War II.


The gameplay overview is this:


Mission Setup

 1. Prepare Flight Deck

 2. Prepare Objective Mini-Deck

 3. Setup Player Sheet

 4. Setup Aircraft Sheet

  * Select Payload

 5. Prepare Action Deck

  * Take Initial Hand


Mission Overview

 1. Take Off

 2. Approach

 3. Target

  * Attack (Bomb, Strafe, or Gun)

 4. Return to Base

 5. Refuel






 Thank you, Lock 'N Load Publishing for sending me this wonderful, stupendous, action filled, just trying to stay away from the word excellent, game to review. Happily for me, and hopefully for you, their care package to me had to be dropped off with a truss. I will soon be reviewing these games:

Point Blank Winter Victory

Glory and Empire First Victories Wellington Versus Napoleon

Close Quarter Battles Waterloo

Blood and Fury World War 85 - This last one I will need some help from one of my sons to carry it to the table.


Robert Peterson

Lock 'N Load Publishing

Ju 87 Stuka Ace

This is a link to their new AI assisted manuals/rulebooks

Ju 87 Stuka Ace Manual Rev39-AI

  For the Empire: Canada & New Zealand in Italy by Flying Pig Games This is an expansion for Old School Tactical Volume 4  This is an ex...

For the Empire: Canada & New Zealand in Italy by Flying Pig Games For the Empire: Canada & New Zealand in Italy by Flying Pig Games

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

review




 For the Empire: Canada & New Zealand in Italy


by


Flying Pig Games


This is an expansion for Old School Tactical Volume 4









 This is an expansion for the game Old School Tactical Volume IV: Italian Theater 1943-45. The parent game has been as greatly acclaimed as the other in the series. I am really pleased to say that you now get to fight in the environs of Monte Cassino. This means that you now get to fight with the British Empire's troops and also the German Fallschirmjäger (roughly hunters from the sky). They were also called the Green Devils in comparison to the British Red Devils of Arnhem fame. The campaign in Italy was an infantryman's war from first to last. It was a slow slog up the Italian Peninsula. For the Allies, it seemed that there was always another mountain to climb and fight over or an entire mountain chain. 'Smiling' Al Kesselring made the Allies pay for every inch of Italian soil they captured. 



 As is the norm with Flying Pig Games, the game comes with a very large map with 1" hexes. This means that the counters are also large and extremely easy to maneuver whatever your scale of dexterity is. Of course, this also means that the counters' information is large enough to almost read across the room. The counters have the obligatory picture of the units and weapons you will be playing with. It almost seems like Flying Pig Games has been developing games for us senior citizens in the Old Grognards Home at Shady Acres. With new elite units on both sides, the tactical battles are tense and portray the battles of the campaign to a "T". There are five scenarios about the fighting for Monte Cassion, one of my favorite battles to read about, and three for the savage battle for Ortona. Thank you, Flying Pig Games, for allowing me to review this excellent expansion to an excellent game and series. The only problem with this series of games is that at some point it has to end.






 This is what Flying Pig Games has to say about it:


 "When Great Britain once again found herself in war, she sent out a call to her Commonwealth allies.  They stepped forward and answered the call, as they always had done.



New Zealand was in the thick of the action from the beginning.  The Kiwis fought bravely in the Balkans and Greece in the battle for Crete and were a key force in the North African campaign.


The New Zealanders came to Italy with the same amount of fight.  Among the many battles they faced, they were tasked with a difficult struggle to take the fortress at Monte Cassino.


The Canadian Navy fought vigorously in the battle for the North Atlantic, but the army was static, stationed in the British Isles.  But they were itching to get into the scrap.


They got what they wanted when their soldiers and tankers were added to Operation Husky, the invasion of Sicily.  They were bloodied and they learned.


They carried on to the Italian boot and fought their way North through difficult terrain against a determined enemy that always had the advantage. Many battle honors were earned, one being the terrible Christmas in Ortona."


 This is what comes with the game:

A large map (30" x 41") game map (hexes are 1") that depicts urban ruins and Italian countryside for units to fight on

Two sheets of counters which add Canadian and New Zealand units, including the M5 Ram, the Fox Armored Car, AT74 Sticky Bomb, 6-Pounder ATG, Sherman V, 2" Mortar, Sapper squads, and much more

Also added are the German Fallschirmjäger

A full-color playbook with 14 scenarios involving these units














Robert Peterson


  Relic Wars by Flying Pig Games Designed by Denver Walker   This is written by the designer of Relic Wars, Denver Walker, and yes, she is r...

Relic Wars by Flying Pig Games Relic Wars by Flying Pig Games

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

review




 Relic Wars


by


Flying Pig Games


Designed by


Denver Walker






 This is written by the designer of Relic Wars, Denver Walker, and yes, she is related to that Mark Walker of wargaming fame. I guess the game designing bug is in the blood. The game will show up on Kickstarter next month and links to it and the game will be below. Without further ado here is what she has to say:

"Flying Pig Games Unleashes Relic Wars: A Tactical Fantasy Skirmish and Exploration Game by Denver Walker

Flying Pig Games is set to release Relic Wars, a fast-paced skirmish battler and exploration game designed by Denver Walker. Known for publishing award-winning wargames, Flying Pig is venturing into new territory with Relic Wars a game that blends tactical combat, magical relics, and tense player interaction. This is not a wargame. It's a savage fantasy experience full of cinematic moments, emergent strategy, and brutal decisions.
Relic Wars is a tactical, low-complexity game with high replayability and evolving strategies, designed for 2Ð4 players with stretch goals in the upcoming Kickstarter campaign expanding that count to 5, with the potential for 6. Players take control of deadly champions each with unique stats and special abilities and enter a cursed battlefield made of modular terrain tiles that are revealed and explored throughout the game.
At the heart of the game is movement, positioning, and light inventory management. Each turn, players may explore new terrain, gather powerful items, or engage in direct combat. Characters can equip swords, bows, shields, and spells each with upgradeable effects and use terrain to their advantage for defense or line-of-sight. Chalices, the games ultimate objective, are scattered across the board, drawing players into inevitable clashes.
Combat is fast, intuitive, and driven by custom dice. Each weapon and shield brings its own tactical flavor, and players can stack upgrades to modify their attack and defense pools. Divine Intervention cards drawn at the end of each player s turn inject wild, unpredictable effects into the game from healing to destruction.
Victory in Relic Wars is achieved in one of two high-stakes ways: eliminate all other players, or collect three chalices and survive one final round. Every decision whether to attack, retreat, upgrade, or press your luck can swing the tide of battle.











All Souls Expansion: Death Is Not the End
Included in the Kickstarter is the All Souls expansion, which adds an entirely new layer of gameplay introducing ghost characters, ethereal terrain, and supernatural relics. In All Souls, when a character is KOÕd and doesn't return through Divine Intervention, they return to the board as a ghost, gaining new ways to influence the game and even win.
Ghost players move freely across the battlefield, unhindered by terrain or crowding, and use the unique Haunt Die to perform powerful spectral actions like possession, invisibility, or echo life a ghostly attack. They can also win the game by collecting three chalices and surviving a final round, creating a new path to victory even after death.
The expansion includes:
* 4 ghost miniatures and character sheets
* New map tiles including The Graveyard and The Castle
* A powerful set of new Relic War Tokens like the Shroud of Turin, Crown of Thorns, Longinus the Centurion s Lance, and more
* The purple Haunt Die, used exclusively by ghost players
* New rules for haunting, manipulating the battlefield, and even banishing ghosts entirely
With All Souls, no one is ever truly eliminated. Every player remains active in the game, and ghosts become wild cards disrupting plans, hunting relics, and tilting the balance of power in unpredictable ways.








The game launches on Kickstarter on May 6th, and has already been selected as a Kickstarter Project We Love. Fans can follow the campaign now via the Kickstarter pre-launch page to be notified the moment it goes live. As a special reward for early supporters, the first three backers will be able to pledge for the full game at just $1 + shipping.
Relic Wars will also be featured on major tabletop media platforms, including Zilla Blitz's YouTube channel and Becca Scott's Good Time Society, giving players a front-row seat to gameplay previews, strategy tips, and behind-the-scenes content.
Designer Denver Walker, in her first published release, expresses deep pride and gratitude for the years of development and support that shaped Relic Wars. She worked closely with artist Riccardo DAriano, whose stunning artwork brings the world of Relic Wars vividly to life from the brooding characters to the haunting landscapes and every relic in between.
The game has been rigorously playtested by respected figures in the wargaming world, including Mark H. Walker ('65, '85, The Long Road, 2022 CSR Winner), Hermann Luttmann (A Most Fearful Sacrifice, The Rock of Chickamauga), Fred Manzo (developer), Greg Porter (Armageddon War), and many others.
With accessible mechanics, rich tactical depth, and a mix of exploration, combat, and clever maneuvering, Relic Wars marks an exciting evolution for Flying Pig Games and a thrilling debut from a rising designer."










 Normally I am much more excited about pushing Panzers and regiments, etc. around a board. However, this game has really caught my eye.

 This is a link to the trailer:




  France '40 by GMT Games designed by Mark Simonitch  The 1940 French Campaign cannot be discussed without mentioning one individual, an...

France '40 by GMT Games France '40 by GMT Games

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

review




 France '40


by


GMT Games


designed by


Mark Simonitch







 The 1940 French Campaign cannot be discussed without mentioning one individual, and that is Erich von Manstein. The idea for the 'sickle cut' came from his rather fertile brain. To go back a bit, you have to understand what the pundits, generals, and leaders had in their minds at the time. The French Army was the largest army in Europe. Who actually won World War One has been debatable down to this day. However, the French Army was absolutely one of the main reasons that the Germans finally lost. In 1940, all of the smart money was on the Allies. It is true that Germany had defeated Poland in a very short time. There were some mitigating factors about that victory, the largest being the stab in the back by the invasion of the Red Army. So, to a betting man, the size of the French Army and its strength was considered to be the largest factor in the coming campaign for Western Europe. The fact that there was also a British Expeditionary force added into the mix didn't help with the odds either. The bristling fortresses of the Maginot line also added to the thought that Germany had bitten off more than they could chew. The funny thing about the campaign is that both sides could not get the 1914 campaign out of their heads. The Allies based all of their plans on the Germans trying a repeat performance. Meanwhile, the Germans could not think of anything better to try than the same right hook toward Paris. The fact that most of the German High Command was absolutely in love with trying the same thing over again is a bit more than puzzling. More than a few of them fought tooth and nail for a repeat performance. Then along comes von Manstein with the audacity to suggest that maybe, going by how 1914 turned out, they should try something else. Was the furor on the German side just jealousy over the fact that none of them thought of it first, or our ideas that the German Great General Staff was filled with brilliant generals totally off the mark? Strangely the arguments on the German side continued until they inadvertently flew over the Allied lines and gave them the rehashed Schlieffen plan. At that moment Manstein's sickle cut became the idea for the campaign pretty much by accident. With this game we get to see why France fell in such a short time and all of the bookies went broke. It actually has two games included, so we also get to play out Operation Dynamo and see if the British, and some of their Allies, can escape the collapse of France. The box also has a nice picture of a French Char B1 tank on the cover.



 This is what Mr. Simonitch says about the game:


"France '40 contains two separate games: Sickle Cut and Dynamo. Both games use the same rules and share many game pieces, but each has a separate full size map.


Sickle Cut: Guderian's Drive to the Channel

This game covers the crucial week in May 1940 when the German army broke the French line on the Meuse and raced to the sea at Abbeville. The game starts on May 13th, the third day of Case Yellow. Six panzer divisions have passed through the Ardennes and are now at the Meuse River. The French and British have raced through Belgium to reach the Dyle Line and cover the Gembloux Gap. The stage is set. Can the Germans cross the Meuse in front of strong opposition? And, if they can, will they be able to break out from the bridgeheads and advance across the map while threatened by Allied reinforcements pouring in from the north and south?


Dynamo: Retreat to Victory

This game covers the British withdrawal to Dunkirk and the evacuation. The game starts on May 24th, the day the British decide that the B.E.F. is in real danger of being cut-off from their supply base and the best option is to head for the coast at Dunkirk. However, many of the German panzer divisions are closer to Dunkirk than the British. Can the British reach the coast before the Germans? Can they hold the Dunkirk perimeter for eight days while they evacuate?


The rules for both games highlight armor, air support, and morale. Special rules include: Allied Heavy Tanks, DeGaulle, Rommel, Hitler's Halt Order, and French Command Paralysis.


2ND EDITION

France ’40 2nd Edition is a major upgrade to the original game. The rules for Extended Movement, Combat, Advance After Combat, Breakthrough Combat, and Determined Defense have been updated so they are more in line with the recent games in the 19XX series (such as Stalingrad ’42 and Salerno ’43). A new scenario has been included designed by Mark Merritt that combines both maps.


In addition, many new units have been added and some old units modified to provide a more accurate order of battle for both Sickle Cut and Dynamo. A few minor cities, some roads, and a fortified hex were added to the Dynamo map.


And most importantly, both scenarios have been sent through the playtest cycle again to make sure they are better balanced than they were in the first edition.


This game has long been one of my favorites due to the exciting situation and short playing time. I’m really pleased with this 2nd Edition and excited about the new features it has."



The Sickle Cut Map


 This is what comes with the game:


Two Paper Maps

Two Countersheets

24 Page Rulebook

16 Page Playbook

Two Identical Player Aid Cards

Two Setup Cards

Two 6-sided Dice

You can also buy a mounted map for the game. The only issue that might crop up is that the new version of the game has a two-map scenario. Naturally, the mounted map has only Dynamo one one-side and Sickle Cut on the other.

The back of the box has the solitaire suitability and complexity both listed as a five. GMT Games states that playing time should be between four to six hours. 



Dynamo Map



 We will now take a look at the game's components. The Rulebook is 24 pages in length. It is in full color and also has many examples of play for the player to learn the rules. The type is nice and large for us old grognards. The Playbook is 16 pages in length and is produced in the same way as the Rulebook. You get some extended examples of play along with the 1st and 2nd Edition Notes. For the history lover, there are six pages of authentic situation maps of the campaign. Then you get the rules and setup to play the two games into one combined game. There are two card stock full-sized unit at start and reinforcement cards. On one side are the units for Sickle Cut and the other side for Dynamo. One is for the German player and the other for the Allied player. There are two card stock four-page fold out players aids. These have everything needed for play ie. the CRT, Sequence of Play, Terrain Chart etc. The type size on these is also quite large. There are two full countersheets. The counters are 9/16" in size and are very easy to read, and their larger than 1/2" size makes them easier for your fingers to manipulate them. They come with the standard 'NATO' markings except for the armored units which have a small picture of tanks from the unit on them. Both maps are very well done and are not just paper but have a laminate coating on them. The terrain is easy to see and there should be no quibbling about what terrain is in each hex. 


 The game components are fully up to GMT Games standard of excellence. 



Counter Sample



 The two games are part of the Simonitch 1940s wargames, which include:

Ardennes '44

Holland '44

Normandy '44

North Africa '41

Salerno '43

Stalingrad '42

Ukraine '43

These two games are in GMT Games P500 system:

Italy '43

North Africa '40



This is the Sequence of Play:

"A. GERMAN PLAYER TURN
 France ’40  Player Aid Card   2nd Edition
 3
 EXPANDED SEQUENCE OF PLAY
 B. ALLIED PLAYER TURN
 1. German Initial Phase 
• The German player flips all Air units from their Used side to their 
Ready side. 
• The German player places his Reinforcements in their Entry Hexes.
 Dynamo scenario only: 
• Starting on Turn 6 the German player must withdraw the units 
listed on the Dynamo Turn Record Track.
 • Each Panzer division under a Halt! marker and currently in 
supply receive one replacement step (22.3).
 2. German Movement Phase (7.0)
 During this phase the German player may conduct any of the activities below in any order:
 • Move some, none, or all his units. 
• Conduct Auto-DS combat against any defending hex where at 
least 10-1 odds are obtained. Indicate the units that participate in 
that attack with Auto DS markers (7.7). Advance After Combat 
for these units is conducted at the end of the Combat Phase.
 • The German Player may place disrupted units in full retreat 
(13.1.3).
 3. German Combat Phase (8.0 - 15.0)
 A. The German Player may attack adjacent enemy units or conduct 
Disengagement Attempts (20.3) in any order. As each attack is 
resolved apply the step losses, conduct the Retreat, the Determined 
Defense, and the Advance After Combat before moving to the 
next combat. 
B. After all combats are completed, advance all units with Auto DS 
Markers (7.7). 
4. German Recovery Phase (13.4)
 All German units that are Disrupted may recover one level—those 
that are Disrupted have the marker removed, and those that are in 
Full Retreat have their marker flipped to the Disrupted side. Units 
adjacent to enemy units must roll for Recovery (13.4.2).
 5. German Supply Phase
 A. Check the supply status of all German units (18.0).
 B.  Roll for Attrition (18.5) of all German units that are:
 • marked with a red Out of Supply marker (including those just 
marked), and
 • adjacent to an enemy unit. 
6. GQG Phase —Sickle Cut scenario only
 Any GQG markers scheduled to be removed are removed at this 
time (21.2.6). The German player places the remaining GQG 
markers currently in the GQG Marker Holding Box on Allied 
stacks containing at least one French unit. He then rolls two dice 
and removes the GQG markers with those numbers (21.2.4).
 1. Allied Initial Phase (depends on the scenario)
 Sickle Cut scenario only: 
• The Allied player flips all non-Disrupted HQs that can trace a 
Line of Supply to a W, S, SE or E Entry Hex from their Used 
side to their Ready side (17.2.1).
 • The Allied player draws a number of units from his Reinforcement Draw Cup and places them on a friendly controlled Entry Hex.
 Dynamo scenario only: 
• The Allied player flips all RAF units to their Ready side (22.6).
 • Check to see if Belgium surrenders (22.4.1). Belgium automatically surrenders in the Allied Initial Phase of Turn 5.
 • If Turn 4 or later, the Allied player may evacuate units from 
Dunkirk (22.5).
 2. Allied Movement Phase
 Identical to the German Combat Phase except switch the term 
German with Allied. In addition:
 • Sickle Cut scenario only:  The Allied player may use Rail 
Movement (7.6), and may complete the Dyle Line IP’s if still 
occupied at the end of the Movement Phase of Turn 1.
 3. Allied Combat Phase
 4. Allied Recovery Phase
 Both phases identical to the German Combat and Recovery Phases 
except switch the term German with Allied.
 5. Allied Supply Phase
 Identical to the German Combat Phase except switch the term 
German with Allied. In addition:
 • Allied HQs do not roll for Attrition. They are eliminated if they 
cannot trace a Line of Supply to a friendly Combat unit. 
• Do not roll for Attrition of Fort Units until all friendly Combat 
units stacked with or adjacent to the fort are eliminated. 
• Sickle Cut scenario only: On or after Turn 5 the Allied player 
may use the Hitler’s Halt Order rule (21.3) to slow German 
mechanized units. 
• Dynamo scenario only: In the Allied Supply Phase of Turns 1 
and 2 the Allied player takes any Halt markers in the holding 
display (always either one or two) and places them on a German 
panzer division and then rolls two dice to remove up to two 
Halt markers.
 C. END PHASE 
Record the completion of a Game Turn by advancing the Game 
Turn marker one box and proceed to the next turn."


 I have to confess that I am a fan of the 1940s game system and have played all of the above released games from it and enjoyed playing them all. So, my expectations for France '40 were probably higher than normal. They seem to have the perfect mix of playability and be historically correct at the same time.


 There are numerous rule changes in this second edition compared to the 1st. The components have also changed a bit. Here is that list:

1.11 new units included, plus many units had their values changed. 

2. New CRT

3. A few roads were added to both maps.

4. Determined Defense Table changed significantly.

5. Disengagement Table changed.


 Mr. Simonitch states that he tried to fix the play balance in Sickle Cut because it was too difficult for the German Player. I find this interesting because I have seen people posting that it is now too hard for the German player. Two things come to my mind. The first is that you cannot make everyone happy. The second is that hopefully you will not be playing against a French opponent who is as abysmal as the French Command was in 1940. After all, the Allies had more men and tanks (although spread out and poorly used) and it should have taken the Germans much longer than it did.


 One of the most interesting rules of the series is the one that deals with 'Determined Defense'. Usually in games, you roll the die and crosscheck the number rolled in the CRT on the appropriate odds ratio column and voila, you follow the instructions under that column piece. Not necessarily in this game. The defending player may choose to use a 'Determined Defense' against the attackers. As the rules state "A Determined Defense represents a hold-at-all-cost order or an immediate counterattack". You do have to first deal with any step losses from the CRT roll before the defender can make use of this rule. Then one of the defending units must be a 'Lead Unit' (see rule 11.2 in the link to the online rulebook below). You then would roll and look at the 'Determined Defense Table' to see if and what applies to this action. 


 This game itself has some rules that add some historical reality and flavor to the game. The first are the 'GQG' (Grand Quartier General) markers. There are six of these markers that the German player can use in the beginning of the game. This number drops due to die rolls and what turn it is in the game. These are placed on different French stacks be the German player. The GQG markers are effectively army fetters that hogtie those French units affected by them. This is to show the incredible confusion in the French High Command at the beginning of the 1940 campaign. The Allied player gets to use the 'von Rundstedt Halt Order' once on or after the fifth game turn. This is to replicate the Germans' actual halt order during the campaign. They had become almost frightened by their own success and were afraid that all of the Panzers would be cut off by an Allied counterattack. Both of the above rules are used in the Sickle Cut and Combined scenarios.



Some of the Newer Units


 The scenarios each last this long:

Sickle Cut: 10 Turns

Dynamo: 12 Turns

Combined Scenario: 23 turns


 As I said, I have been a fan of the game series since the start of it. So, it comes as no great shock that I am more than pleased with this game's new refined issue. You can, as the German player, recreate history, which is as it should be. Conversely, you can use your French forces to dull and even stop the Sickle Cut Plan from working. The game has the best of both worlds as far as size is concerned. You can have the normal size game that does not take up a lot of space and yet still be a good game. If you have the room, you can also play the combined scenario with both games - sort of a mini monster. If you are looking for both great gameplay and historical gaming, France '40 delivers on both accounts. Thank you, GMT Games, for letting me review the newest in the 1940s series. 



Robert Peterson

GMT Games

France '40 Rulebook

France '40



hpssims.com