CARENTAN Great Battles of Small Units from STRATEGEMATA This is the most recent game from Strategemata in this splendid series of small sca...

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CARENTAN
WARHAMMER 40K : BATTLESECTOR PREVIEW FROM SLITHERINE This preview offers you an initial glimpse of the beta model of this latest Warhammer...

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WARHAMMER 40K : BATTLESECTOR PREVIEW
WARHAMMER 40K : BATTLESECTOR PREVIEW
FROM
SLITHERINE
Napoleon's Resurgence The Spring Renaissance of the Grande Armée, May-June, 1813 War of Liberation, Part I Lützen, Bautzen, Luckau, Kö...

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Napoleon's Resurgence: The Spring Renaissance of the Grande Armée, May-June, 1813
Napoleon's Resurgence
The Spring Renaissance of the Grande Armée, May-June, 1813
War of Liberation, Part I
Lützen, Bautzen, Luckau, Königswartha, Weissig
"He could pass none of his wounded soldiers without being greeted with the cry of Vive l'Empereur! Even those who had lost limbs or who would die a few moments later made him this last tribute. He responded to their cheers by uncovering his head to them."
To discuss Napoleon's 1813 Campaign we have to go back to the 1812 Campaign in Russia. Although Napoleon did take Moscow, this did not force Tsar Alexander I to make peace. No, Napoleon's 600,000 man army was not buried in the snows of Russia. Typhus and malnutrition had pared the army down to about 1/4 its size before the first snowfall. The Russian winter and army finished the process of turning this remnant into a shambling mass of men that in no way resembled an army. Napoleon had left the remnants of this great army to its own devices and headed back to Paris. One of the greatest minds in history was hell bent on creating another Grande Armée and returning Europe to the status quo of 1811. Napoleon was faced with a superhuman task. While still fighting the 'Spanish Ulcer', he had to create an army from almost nothing. It is a tribute to his genius that he was able to do it. True, the new Grande Armée was mostly green conscripts, the 'Marie Louises', but it was an army nonetheless. In a tribute to his skills Napoleon was able to field a larger army than the Coalition against him in the first part of the campaign in Germany. This game is listed as the 'Library of Napoleonic Battles Volume VIII. It takes us through the battles that were fought before the armistice in the middle of 1813. I want to take a bit of your time and give you a short bio about the designer. This was written by John Best:
"Kevin Zucker was with SPI back in the 1970s. Like many who went on to "greatness" as designers under the tutelage of JFD, KZ initially served SPI in the capacity of Managing Editor, half-way between Dunnigan's R&D and Simonsen's Art Departments.
OSG was initially named Tactical Studies Group, and the name was changed relatively quickly, to avoid any clash with TSR. He left the company in September of 1979; the company remained active for a few more months.
KZ has remained active in wargaming during the entire period. He did work for AH for one year: 1980. It is interesting to hear him speak about the reasons he had for revitalizing the OSG brand name at this, seemingly unpropitious, point in time. "My grandfather, who farmed 80 acres in Iowa, had an old red & black 1948 Dodge pick-up. As a kid, I asked him why he didn't get a new one: 'Because everybody knows this is me.'" And it is interesting to consider the list of all the original OSG games. There were a dozen or so: Napoleon at Bay, Panzerkrieg, Rommel & Tunisia, Napoleon at Leipzig, Dark December, Bonaparte in Italy, Devil's Den and Air Cobra prominent among them.
The Napoleonic titles such as Napoleon at Bay and Bonaparte in Italy were pathfinding designs that for over two decades have been hugely influential on many members of the wargaming community. OSG did some WWII games too including the J. A. Nelson design, Rommel & Tunisia. By the standards of today, the 28 page rulebook is, I suppose, a mere bagatelle. But for 1978, the whole presentation gives the impression of somebody going for Big Ideas and Very Serious Stuff."
Let us take a look at what comes with the game:
2 Maps 34"x22"
1 Map 17"x22"
1 Map 11"x34"
2 Maps 11"x17"
2 Counter Sheets (560 die-cut player pieces)
2 Booklets (System Rules and Study Folder)
17 Player Aid Cards (TRC x 6, Initial Setup x 6, Casualty x 2, Combat Results, Reorganization, and Weather)
5 Resource Cards (Adding the Cards, Combat Tables, Sequence of Play, Victory Worksheet, List of Cards Removed).
2 Card Decks (50 cards each)
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Map of the early 1813 Campaign. |
Normally I would go right into an appraisal of the components. However, because of this game having multiple battles, I will post OSG's synopsis of three of the battles first.
"LÜTZEN, STRUGGLE FOR THE FOUR VILLAGES, 2 MAY
With the death of Marshal Kutusov on 28 April, there was no further obstacle to the Tsar’s fervent dream of dictating peace from the Tuilleries. The Allies marched boldly across the Elbe, not knowing Napoleon’s plans, his strength, or his location. They took up a position astride the road to Leipzig, the Emperor’s presumed objective. After a string of actions at Halle, Merseberg and Weissenfels, the two armies met on the field of battle at Lützen on the 2nd of May.
BAUTZEN, THE GUARD’S MOMENT OF TRUTH, 20-21 MAY
The Russo-Prussian army was nearly 100,000-strong, but Napoleon outnumbered them, and Marshal Ney was approaching with 85,000 reinforcements. Napoleon had planned to pin down his enemies and then trap them with Ney's troops. But the Bravest of the Brave ended up coming in on the flank, not far enough to oblige Wittgenstein to redeploy, and so no deadly “hinge” was formed in the enemy line. The Russians were defeated, but Napoleon’s army was at the end of its tether, and the pursuit cost him more men than the enemy. The Bautzen map is one and one half map sections: 33x34”
LUCKAU, GATEWAY TO BERLIN, 6 JUNE
Bülow’s Prussian Corps of 30,000 men marched south from Berlin, threatening French Communications with Dresden. Oudinot’s XII Corps and Beaumont’s cavalry were at Hoyers- werda on the 28th of May when some of Bülow’s force stumbled upon them. By the time Oudinot caught up with them again on June 6th Bülow had concentrated most of his Corps at Luckau, driving the French back with a loss of 2,000"
The game, in truth, comes with five battles. These are:
Lützen
Bautzen
Luckau
Königswartha
Weissig
The game also has two Mini-Campaigns and a Campaign Game.
The components of the game are completely top shelf. The maps are beautiful. They are also easy to read and the terrain is not difficult to discern for each hex. They are a cross between a period map and a new wargaming one. This marriage works extremely well in my eyes. The counters are also up to snuff. They are 1/2" in size. Some of them are blessed with small portraits of the French and Allied commanders. Their size may put some people off in this age of 1" counters, but to a grognard the hex and counter size are completely normal. The stacking limit is up to five units in a hex with a leader. This sounds like it might make the game stack heavy, but in reality this is not the case. The System Rules Booklet is twenty-four pages long. It is mostly in black and white, but does have colored play examples, etc. The Study Folder Booklet is also twenty-four pages long. It is split in half between information about the battles and campaigns, and a wonderful Historical Notes section written by Mr. Zucker. These notes are a concise and well done history of this part of the 1813 campaign. The Player Aid Cards, and the Resource Cards, are either blank and white or one color. They are easy to use and completely informative. The game comes with two Card Decks (one French, and one Allied). The decks are smaller than regular cards, but are just as sturdy and laminated, more on these cards later on. All of the components are what you would expect from a company with such a life span and pedigree.
So, we have a bit of a different animal here than most. Not only do you get the battles, but you can also play out the campaign. I am trying to think of another game that I own or have played that has this. Many games do a chain of separate scenarios and make a campaign game out of them, and very well at that. However, I cannot recall having one that you could play either of them on the same map at the operational level. One other thing that the game has that no other one has is a separate Battle of Bautzen. The Battle of Lützen has a few games on it. I know, I have all of them. Bautzen, on the other hand, is a glaring black hole in the gaming world. This battle, had Ney not turned petulant, might have saved Napoleon's Empire. Had Ney not felt slighted by Napoleon, who gave him Jomini as his Chief of Staff, the history of Europe would more than likely be much different. The Allies were setup on the Bautzen battlefield with Austria close to their left flank. Tsar Alexander I was adamant that Napoleon wanted to crush the Allies' left flank and push them away from Austria. In actuality, Napoleon wanted Ney to crush the Allies' right flank and actually force them into Austria. Austria herself was still on the fence about joining against Napoleon and was not ready yet to intervene. This would have forced Napoleon's father-in-law to either become a belligerent before he was ready or to intern the Allies troops. If Ney had one wit of operational sense he would have come in behind the Allied right as Jomini begged him to do. Ney became like a stubborn five year old and followed Napoleon's orders to a tee. This only pushed the Allies back and allowed them to escape the battlefield. Ney had forgotten Seydlitz's famous answer to an order from Frederick the Great "After the battle the King can do what he likes with my head, but during the battle will he please allow me to use it?". Yes, you can tell that I am an aficionado of the Campaign of 1813.
So, how is the game/simulation? In a word, excellent. I do have many of Mr. Zucker's earlier designs so the rules and playing were probably easier for me than most. When you compare some of the older games, 1809 and Napoleon at Bay, to the newer ruleset you get a very good idea of how the Napoleonic games from operational Studies Group have matured into what they are now. The ruleset has been worked on during the years and this game's rules are from version 7.34.This is not an easy game. Meaning, I certainly wouldn't use it to introduce an Axis and Allies player to real wargaming. In fact there are rules about:
Zones of Control
Leaders
Command
Hidden Forces
Cavalry Charges
Vedettes
Supply
Baggage and Pontoon Trains
Road March
Along with many other concepts. As I mentioned earlier, the game can also be played with cards. This is OSG's blurb about them:
"Due to the chaotic conditions of war the actions of units and leaders were always uncertain. Opposing generals rarely knew where the battle was boing to be, nor who was going to be there. The cards make such doubts a part of the player's calculations."
I think I forgot to mention that the game is supposed to be played with all units and reinforcements hidden. Until you decide to uncover that genie's bottle, you will have no way of knowing what is in front of you. The French Imperial Guard could be right over that next hill. My favorite battles are Bautzen (of course), and Lützen. However, the Campaign Game is my favorite of all the different scenarios to play. I have played it with and without cards based on my mood at the time. Many thanks to OSG for letting me review this, I hate to say game, simulation of Napoleonic warfare at almost the end of the Empire. If you grognards have played some of the older games you owe it to yourself to get one of these newer volumes.
Robert
Operational Studies Group:
Napoleon Games – Operational Studies Group
Napoleon's Resurgence:
Napoleon's Resurgence – Operational Studies Group (napoleongames.com)
878 Vikings: Invasions of England is as a descriptive game title as you could ever wish for. However, it is not until you play the game tha...

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878 Vikings: Invasions of England by Academy Games
878 Vikings: Invasions of England is as a descriptive game title as you could ever wish for. However, it is not until you play the game that you appreciate the weight that those ‘s’s are lifting. Yes, there are lots of Vikings, and yes they’ll be lots of Invasions, on most turns as it turns out.
Incongruously the rule book states that it is the year 865 however there aren’t many people who could split such small hairs or understand the nuance between the years 865 and 878. I am not one of them despite regularly falling asleep to the British History Podcast (BHP) which covered this period for me about 3 months ago. (I’ve got quite a backlog).
However let’s get back to the game, which is a team-based game for 2 to 4 players. One side takes on the two factions of the Angles (thank you BHP): the Housecarls and the Thegn. The other team takes over the Viking Norsemen and Viking Berserkers. The game plays out over at most 7 rounds or until the conditions are overwhelmingly in favour of one team.
Gameplay
This game reminds me of a simple COIN game; there are asymmetric faction powers and the play order changes each turn and it is a (wait for it) … card-driven game. Feel free to disagree with me. One of the simplest aspects of this game is how the turn order is decided – by drafting faction-coloured cubes out of a bag. Unlike most variable turn order games, this is not predetermined completely at the start of the turn but revealed as the first phase of the next players turn. This is such a simple design choice but adds a delicious amount of tension (and involvement) from the very beginning and it only ramps up throughout the game. If the ‘English’ defenders go first then their opportunity to react to the Viking invasion is stymied. If the Vikings go first they can deny the English important reinforcements later on. A double whammy of both team factions going before their opponents can be an opportunity for either side.
On their turn each faction will receive Reinforcements, activate their Leaders (this is mostly for the Vikings as the English don’t get a Leader until the 5th Round), Move their armies, Fight in regions where there are both enemy and friendly troops and then draws cards back up to 3 cards. Each player completes that sequence until either the end of the 7th Round, Treaty cards or overwhelming force end the game. Both treaty and overwhelming force require a certain amount of control markers to determine if the English or Viking team won.
The first Viking Reinforcement phase lands the Great Heathen Army (i.e. the Vikings) into Englaland. And you might be forgiven for thinking that there would be no way the defending factions (normally one or two defenders in a region), could deal with the invading horde of 17 Norsemen and 8 Berserkers during the first turn. However, it always seemed to be quite finely balanced by the end of each round despite the Vikings having a seemingly overwhelming force. The wise Viking player will not spread themselves too thin; there is a strong desire to rampage and pillage with their superior forces but they are quickly whittled down. A good Viking player should prepare and plan for significant reinforcements in later turns.
The core of the gameplay is driven by the cards played by the active faction, which will either be an event card or a movement card. The movement cards dictate how many armies and how far they can move. Movement is a simple affair, there is no unit drop off or pick up, and armies must stop when in a region with the enemy.
The battle phase is streamlined and quick to grasp and another area where this game shines with its design choices. Each faction is colour coded and has its own battle dice. The controlling player will roll as many dice as they have units available in the battle. The berserkers are the strongest faction but also the most fragile. The Norsemen and Housecarl are equivalent and the Thegn are a bit battle shy. Any time a battle occurs in a region containing a city then the Fyrd are raised which are basically cannon fodder and play an important role in protecting the stronger Housecarl and Thegn from absorbing too many hits early on.
The use of colour to differentiate the battle dice and different factions really help to streamline the battle phase and it can be taught and grasped in a few minutes. The simple and quick playing battles present a real ebb and flow that you can see across the board as the Vikings invade and are pushed back, a little less, each turn. The event cards may add a little wrinkle here and there to the overall flow of the game but all their game-changing rules are clearly presented on the cards themselves.
The active faction player is allowed to ‘command’ the pieces of their teammate and move them and battle with them freely. However, any decisions where to apply the hits and, I would argue where to move them, should be freely discussed and agreed upon within your team. It is this discussion space with your other team member that allows this fast-paced game to breathe and enhances the overall experience. I have played it with 2 players (with my son) and with 4. Despite my son enjoying the game and asking to play it again, I am a bit disappointed that he has not experienced it with 4 players yet. When lockdown eases hopefully I can remedy that situation.
Components
This review was written with the recently published second edition of the game. The artwork across the cards and throughout the game is lovely. I am also a sucker for maps, especially ones of England, and this one is beautifully uncluttered and functional.
The rules are excellently written, and there is an abundance of examples and colours that at first glance looks confusing, but which are extremely useful when you’re reading to learn the game for the first time. Because of its relative simplicity and presentation of the rules, I imagine returning to the game after a few months or more will be a very quick affair.
The leaders in the game come with Standees that tower above the army units. They really serve to focus your attention, particularly for the English factions where there is a concentration of force, if it is not abundantly clear by the sea of black and red plastic surround them
My favourite part of the components has to be the Historical Overview at the back of the rulebook. I love Academy Games (and any other publisher that does) for allowing designers the space to add some context to the game they’ve designed. There is also a line or two of flavour text on the cards themselves which is interesting to read.
Criticisms
Academy Games have provided tiny miniatures in 15mm scale on little round bases. Keeping these upright (and in line with my OCD tendencies) is more trouble than it’s worth. At 15mm you can tell that they’re soldiers carrying axes and spears but beyond that, the detail is a bit lost. The size isn’t the issue, any bigger and the map would drown in plastic, but I would have preferred simple cubes which can be easily formed into a good looking shield wall, but this is a minor complaint.
Another minor complaint is around the card art – I’ve already said that the art is lovely but I would have liked to see more unique examples of it. Event cards with the same function and title have the same art. Again, this is a very minor criticism and arguably it may be a design choice to keep consistency across cards that have the same effects.
The most significant criticism I have is that the game feels quite different with just two players. This is a shame because that is the only version my son has played. There is an added level of ‘je ne sais quoi’ with the full complement of four players.
Conclusion
I have read this game described as Risk+ but I think I would prefer the term COIN-lite. I understand the Risk+ comment but this is so much more than Risk. If someone can handle the rules-complexity of Risk and enjoys the direct conflict in that ‘game’ then 878: Vikings can provide a much more rewarding experience in a much shorter time with marginally more rules. I think that non-gamers suggesting a game of risk is pretty much apocryphal these days, but if you ever find yourselves in that situation, say no, go out and buy this (or any of Academy Games’ Birth of America series – 1812, 1775 or 1754) and insist that they try this instead. However 878: Vikings is probably easier to get hold of due to the recent reprinting.
Although the rules are simple there is enough in here, especially with 4 players, to keep even the most experienced of Grognards entertained. Even if they consider it as a simple 60-minute filler – my game of this went closer to 90 minutes plus a bit., I guarantee that they will enjoy it. As will anyone else who has experienced any type of modern hobby games, or dare I say it again, Risk…
With the almost constant Viking invasion forces, each turn really does feel like a battering against a meagre force of defenders that somehow seem to keep things on a knife’s edge throughout the entire game. The game is finely balanced and seems to always come down to very small deciding factors that decide the entire game. Being on the right side of that decision is where the best player (with wit and a small amount of luck) will find themselves.
Designers: Beau Beckett, Dave Kimmel, Jeph Stahl
Bgg page: https://boardgamegeek.com/boardgame/204516/878-vikings-invasions-england
Playtime: 60 mins - 2 hours
Players: 2 - 4
Viscounts of the West Kingdom is the final instalment of the West Kingdom trilogy (Architects, Paladins and now Viscounts). A series which I...

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Viscounts of the West Kingdom by Garphil Games
Viscounts of the West Kingdom is the final instalment of the West Kingdom trilogy (Architects, Paladins and now Viscounts). A series which I have immensely enjoyed and if I tell you that my biggest gripe with the series is that I can’t get my head around the thematic link between the game titles and what you’re actually doing in the games themselves, it might give you a clue a to how this review is going to do down…(spoiler I like it).
Viscounts is the most visually appealing of the three games coming with a central circular board and eye-catching 3-tiered castle in the centre of the board through which 1-4 players will be moving their single Viscount figure around the action spaces of the circular board, constructing buildings from their individual player board i.e. ‘building their engine’. As you build you’ll derive immediate and ongoing benefits on both the central board and your individual player board.
Gameplay
Each turn you’ll complete 6 distinct phases, however, the meat and potatoes, if you will, comes as you try to complement your Viscount’s new action space with the ever-shifting cards on your player board. Being able to optimise cards and actions across the boards describes a standard level of competence. What seems to be beyond me, certainly during the later stages of the game, is calculating the effects of your workers as they infest the castle – essentially only 3 workers are allowed in any section and the surplus is pushed into adjacent sections triggering further effects.Once you’re familiar with the iconography (which is largely shared with other games in the series) your player boards lay out the phases in your turn which repeat in player order until the Kingdom descends into Poverty, achieved by players rinsing the Debt cards and revealing the Poverty card; or by being virtuous and fulfilling Deeds until the Prosperity Card is revealed. However, the Poverty card will reward the players with the most Deeds, and the Prosperity card rewards the player with the most debts so there is a nice see-saw effect of players collectively taking debts and deeds until the game ends.
You’ll start the game with three Townsfolk in your hand and each turn you’ll have to add one to your player board. This will then push the existing Townsfolk to the right until there are at most three on your board. What’s nice, or crunchy – depending on your point of view, is that some cards have immediate bonuses, some have drop-off bonuses, and whilst they are on your board they all provide extra icons for your primary actions. There’s an element of deck building as well as you add cards to your discard pile and discard cards later in the game.
Your primary actions are determined by the icons which are present on the Townsfolk cards on your player board and constitute the meat and potatoes of the game. You can Trade, Build, Mess around in the cool castle or Do Some Churchey stuff. Trade is where you get the resources required to do the other actions all of which give you victory points which is ultimately what we’re trying to do here, as ever.
There are three different types of resources for which you’re trading, Gold (okay), Stone (okay) and Ink Wells (wait – what?). Which allow you to take the VP-rewarding actions. The first, Build, requires hammer icons to build either workshops, trading posts or a guildhall. Each building type has its own unique piece (beeple?) and provides permanent bonuses as well as victory points - “So far, so Euro”.
Finally, for the purposes of this gameplay overview, there is a virtue track. Criminals, as in the other ‘West Kingdom’ games are considered wild cards and their icons can be anything but using them does give you some Corruption. Corruption and Virtue are tracked separately on the virtue track and can give lots of Deeds and Debt cards. The castle and this virtue track are the two elements that make this game stand out, not just from the other West Kingdom games, but as a "it’s different from anything else and deserves a place in my collection"-type game.
I’ve not tried to describe every rule, there’s a plethora of other actions and rules I’m not going to cover but hopefully what I have done is given you a flavour of the game and why I like it. I’ve not even touched on strategies, that’s for another person to give but suffice to say I don’t think there’s any particular dominant strategy and you’ll do well by dabbling in a little bit of everything.
Components
The game comes in my newly-favourite sized box – i.e. one that fits the components perfectly with no extra space. I 3d-printed an organiser which did free things up a little bit but there is a massive amount of game in this deceptively small box.
Criticisms
The only criticism I have of this game is my lack of awareness of what a Viscount is. An architect designs buildings, Paladins are fighting monks, Viscounts – not sure, do they write manuscripts…? I just don’t have the familiarity with the term or the ability to link my in-game actions with a particular purpose of a Viscount. Maybe the designers’ adherence to the ‘West Kingdom’ trilogy (North, South and East as well) is providing too many constraints. I just don’t feel like I’m being a Viscount or my actions are anything to do with Viscounting…but that doesn't really detract from the excellent gameplay.
Conclusion
So with all that said, what do I think? The initial set up and cards provide a large number of variables and create a highly replayable game. I definitely want to play this again and again, however, as the UK is tentatively eyeing the easing of Lockdown in the next few months I expect that my groups' demands and appetites will be very wide and varied. Replaying the same title month on month or week on week is just not going to happen any time soon.
There is a lovely balance in lots of different aspects of the game and make it feels like it is in a constant state of flux. Any strategy you decide upon will likely have to be adapted turn by turn, in order to do well but any strategy (as long as you’ve got one will probably do alright). This is a testament to the balance of the game. I was initially enamoured of the castle strategy to win, and then the manuscript strategy and I’ve dabbled with the Building strategy (although not successfully). It is clear that the mechanics integrate together perfectly and there are multiple paths to victory.
In terms of the trilogy, I have liked each game more than the previous. And I started out liking Architects a lot. Maybe I suffer from a bit of cult of the new, but Viscounts is my standout game of the series.
Bgg page: https://boardgamegeek.com/boardgame/296151/viscounts-west-kingdom
Playtime: 60 mins - 90 mins
Players: 1 - 4
One Small Step by Academy Games The Space Race: on the outside a scientific marvel; on the inside a propaganda and military powerhouse...

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One Small Step by Academy Games
One Small Step
by
Academy Games
Frontier Wars by Draco Ideas We grognards have a love hate relationship with toy soldiers. As a group, we look longingly back in time to ...

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Frontier Wars by Draco Ideas
Frontier Wars
by
Draco Ideas
We grognards have a love hate relationship with toy soldiers. As a group, we look longingly back in time to when we played with them. However, to introduce them onto our tables, where hex and counters reign, is another thing altogether. Some of us are elitists; I am guilty of this at times, where we long for just sixty to 100 page rulebooks and an Ardennes map where each hex represents fifty yards. You know, games where we will only get to play them once or a few times during our lives. I am here to tell you that I was wrong and so was our thinking on games. The smallest footprint game can have great gameplay. A game that is short enough to play four times in one evening can still be a great game. Can a grognard play a game that has plastic toy soldiers? The answer is a resounding yes, as long as he manages to rise above his stuffy thoughts on what a wargame MUST be behind. Chess is the world's oldest and most beloved wargame, and guess what it has: toy soldiers. We must also forget our rulebook mania. A simple game can be a great game, and guess what guys, it might just bring new blood into this elderly hobby. Face it people, we grognards are not getting any younger, and if we really love the hobby we will want it to continue to thrive. So, I am removing myself from the soapbox, and onto the review.
The game is easy to learn and play. I believe Frontier Wars is a great game in its own right. It also bridges the gap for new players from simpler wargames, or just games, to more complex games. I mean, that is what we grognards are all about, isn't it? We entrap new players and then feed them a simple diet of beer & pretzels wargames. Slightly more complex games follow, until they start noticing hexes in their everyday life. Then when they least expect it we force them to play an entire weekend of Fire in the East or something similar. Okay, maybe other people do not do that, but I would love to have a dungeon full of hex and counter playing slaves. Enough of that. Frontier Wars is an easy to learn and fun wargame. This is the Sequence of Play:
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