1793 Patriots & Traitors
The French Revolution, Year II
By
Sound of Drums
![]() |
| This is quite a hand of historical cards. You have Robespierre(ugh!), Marat (sans his odor), and even Napoleon. |
1793 Patriots & Traitors The French Revolution, Year II By Sound of Drums To get us into the correct mood, here is a compilation of ...
For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!
1793 Patriots & Traitors
The French Revolution, Year II
By
Sound of Drums
![]() |
| This is quite a hand of historical cards. You have Robespierre(ugh!), Marat (sans his odor), and even Napoleon. |
Science of Arms The Art of War in the Century of the Soldier 1672-1699 Volume I: Preparation for War and the Infantry by Stephen M. Carter...
For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!
Science of Arms
The Art of War in the Century of the Soldier 1672-1699
Volume I: Preparation for War and the Infantry
by
Stephen M. Carter
For those of us who are very interested in the history of warfare this book is a Godsend. This is not just the author's idea of what took place or was thought of about both the preparations and how the infantry worked in the last years of the 17th century. As the author states:
"This Science of Arms series is based on the original French military treatises and the translated versions published in London by Charles Bill, Henry Hill and Thomas Newcomb in the 1670s and 80s. These cover more than formations and weapons drill. They explain the military practice of the age and when combined, we gain a fresh perspective on warfare. By comparing the details held in the treaties to battle plans and eye-witness accounts, the reader can plug the unsaid gaps that were taken for granted but long forgotten."
The book has a large amount of information, from preparing your magazine, to the artillery of the time and even its construction, and what you should seek to find and see in your Captain General, General Officers, and your General Staff. At this point we have only gone through half of the book! Then we go through a whole section on 'modeling' your infantry, cavalry, and artillery. The book uses the word modeling to show the formations, usage, and even the costs incurred with these three types of arms.
The last part of the book is all about the infantry. From weapons, various exercises, and even to the duties of Sergeants etc. it is all here. It will show you how to advance the 'Swedish way' and how to correctly 'volley attack with your grenadiers'.
So, if you happen to have about 50 friends, and the money, you can equip them and then the book will show you how to put them through the paces. You can teach them all of the steps to arm and fire their muskets and how to use their pikes correctly.
The book is a gold mine for both the military history lover and the wargamer. Thank you, Casemate Publishers, for allowing me to review this excellent addition to my library. I will have a review of Volume 2 of the series coming up.
Robert Peterson
Author: Stephen M. Carter
Publisher: Helion & Company
Distributor: Casemate Publishers
SONG FOR WAR MEDITERRANEAN OPERATIONS FROM INVICTA REX In 2023, I had the good fortune to encounter Invicta Rex games and their prototype ...
For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!
Hoplite 2nd Printing by GMT Games The Greeks developed their own unique way of warfare somewhere in the depths of time. Other natio...
For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!
Hoplite 2nd Printing
by
GMT Games
This is what comes with the game:
4 full-color countersheets
3 backprinted 22"x34" mapsheets
2 Player Aid Cards
Rules booklet
Scenario booklet
Simple GBoH Player Aid
Rout Point Tracking Aid
One 10-sided die
![]() |
| The Phalanx Counters |
Due to the nature of Hoplite warfare, the maps have to be a bit plain and without too much contour. This is nothing against them it was just the nature of Greek Hoplite battles. The Hoplite Phalanx was even less maneuverable than the Macedonian one, or so we are led to believe. So, the maps have to show us the exact nature of the different battlefields. Indeed, six of the maps have no terrain or contours at all, but this is definitely historical. The maps that do have differences in terrain and some vegetation are nicely done. The counters are the older standard 1/2" in size, with Phalanx counters being 1"x 1/2" in size. Then there is one large counter that is 1"x 1". This represents the double-sized Theban Phalanx, with the Sacred Band included in it, that was used in the two Thebes versus Sparta battles. Because of the sheer number of battles included the hex and counter size we as wargamers were accustomed to are used. They are a bit busy with both a picture of the leader or troop type along with all of the different values needed to play. I did need to hold them close to look at them before I memorized the different troop types etc.
The Rules Manual is 32 pages long. It is your standard fare GMT rulebook. It is in full color and uses double-column printing. It is also chock full of examples of play. Only the normal rules for the game are included in this Rules Manual. You would need to have your own copy of the Simple Great Battles of History 2nd Edition rulebook to use the Simple GBoH versions of each scenario. The Scenario Book is 46 pages long. It is identical to the Rules Manual as far as looks and setup goes. Each of the 11 scenarios/battles starts with a Historical Background write-up. Then we get into the meat and potatoes of the setups and special rules for each one. They also include a 1/2 page or better map with all of the units depicted in their starting position. This really helps with the setup of each scenario. The last four pages are the Simple GBoH rules changes for the game. The Scenario Book is very well done. It is written and shown in a style to get the player up and spearing the enemy in no time.
There is a one-sided player aid that is 8 1/2" x 11" and is made of card stock. It has the Rout Points for both sides along with the turn track. There are six other player aids. These are 11" x 17"fold outs. So, each one has four separate player aid sheets. Each player aid has a twin so that both players can have their own. There are two that are used with the normal rules and one that has the Simple GBoH Charts and Tables.
All of the components together make a grand ensemble to lead even the tyro to the battlefields of Ancient Greece.
![]() |
| More Counters |
This is a GMT Games synopsis of the Simple GBoH rules:
"Simple GBoH is designed for players who want a faster, less die-roll-heavy version of the GBoH system, while retaining as much of the historical flavor and insight of the original rules."
![]() |
| The Rules Manual |
The scenarios in the game really make this game one of the best, if not the best, game of the GBoH Series to learn the ropes with. While two of them are quite large, most of the other ones are very small battles as far as counter density. The lack of any different terrain in those same battles makes it even easier. GMT Games has the complexity listed as six on the scale, and a solitaire suitability of eight on that scale. Both scales top out at ten. So, it is an in-depth game but not a game where you would have to read a doctorate thesis to learn how to play, even if you do not use the Simple GBoH rules. Yes, there are a lot of die rolls. There are also a lot of markers. However, the markers do make it a lot easier to keep track of where you are and what you are doing. One of the rules I really like is 6.22 which discusses the Advance to Combat Table to find the rate of movement of your Hoplite troops (This does not affect Spartan Hoplites because of their training and moving to music). You can start your planned move with your Hoplites to find that they have either walked, trotted, or run towards the enemy, throwing your perfectly aligned line of troops into confusion.
![]() |
| Rout and Turn Track |
My favorite battles to play are the two that match Sparta against Thebes several decades after the Peloponnesian War was won by Sparta. These two battles would be Leuctra and Mantinea, although Coronea is another good pick. I like playing the Spartans and try to beat Epaminondas and the Theban Sacred Band. Why? I have actually no idea at all. I just do. Both are also on the smaller side so you can play them out quicker than the larger scenarios. Time in the 21st century is not on our side. I do prefer to use the Simple GBoH rules also. Not that the full rules are bad, it is again just a time thing.
The game will teach you that your light troops (Light Infantry, Peltasts, Skirmishers, Javelinists, Archers, and Slingers) are not to be disregarded. They can help by causing casualties, cohesion hits, and possibly wound or kill an opposing leader. The cavalry, both light and heavy, are pretty much seen as the red-headed stepchild during this period of warfare in Greece and its environs. In Asia both of them came into their own. In fact, the Persians were horse lords like the Medes before them. They too can be much more useful than you might expect. True, they do not have stirrups but even before they were invented the cavalry was a major arm in Near Eastern Armies. Leaders, and their survival, are essential to your armies. The Activation and Orders parts of the game are simpler than the other GBoH games. The designers wanted to make these as simple as possible in this game. The game is won by making your opponent's army withdraw. This is accomplished by accumulating rout points against your opponent. Each scenario has a Withdrawal Level listed for each side. Once that number is reached or surpassed that army loses. Different troop types and leaders have different rout points assigned to them.
![]() |
| Simple GBoH Charts and Tables |
This is the 2nd Edition of Hoplite. However, other than fixing some errata this is pretty much identical to the 1st Edition. If you have any interest in the time period at all or you just want to play a great wargame and learn somethings in the process this is your game. So, put on your greaves, cuirass, helmet, and Hoplon and then pick up your spear and join me.
Thank you, GMT Games, for allowing me to review the 2nd edition of this really excellent game, from an excellent series. Take this from a man who was reading Plutarch when my first child was being born. The nurse suggested I put the book down and watch the birth.
Robert Peterson
NORAD 3 Designed by Dana Lombardy This is a write-up by Mr. Lombardy about this new edition of his game. "Dana Lombardy looks at hi...
For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!
NORAD 3
Designed by
Dana Lombardy
This is a write-up by Mr. Lombardy about this new edition of his game.
"Dana Lombardy looks at his game NORAD 50+ years later
In 1973, I needed a wargame for Conflict #4 – the magazine I started the previous year. Several new designs were under development and would be published with future issues of Conflict. But I needed a new game design – and it had to be finished in 60 days.
It wasn’t the first time I published a game that wasn’t a typical wargame. Conflict #3 included a time travel science fiction paper-and-pencil design called Assassin! It was too different for many of the readers whose feedback was: “Give us a real wargame!”
This meant that the game had to be a military battle or campaign and include conventional die-cut unit counters and a game map. But I wanted to create something that was not completely traditional.
NORAD was my first modern era design: a hypothetical nuclear war caused by the 1962 Cuban Missile Crisis between the USA and USSR. The readers’ reactions were extreme: they either loved it or hated it. NORAD used a polar projection map where the movement spaces were smaller at the North Pole and became wider as they moved South. To the best of my knowledge, this was the first wargame to use this type of map instead of a traditional hexagon or square pattern.
Combat did not have standard combat factors on each counter that was resolved using a customary Combat Results Table (CRT). Instead, if a Russian bomber or submarine missile reached a Canadian or United States city it was immediately flipped over to show a nuclear mushroom cloud. This designated that the city was destroyed and the Soviet player received victory points for that city. If the Canadian or U.S. fighter aircraft could reach the Russian bomber before it could nuke the city, both counters were removed. There were also anti-aircraft missile counters placed on some cities that were last-ditch defenses. Both sides had a few decoy (blank) counters representing electronic countermeasures (ECM) to confuse an enemy’s radar and weapons.
![]() |
| Mr. Lombardy at Origins 1976 |
To start, the U.S. player set up his fighters, decoys, and anti-aircraft missiles on any city square. These faster moving units were moved to the incoming Russian bombers to eliminate them before they could move onto a space with a Canadian or U.S. city.
Game play consisted of the Soviet player moving his bombers (including decoys) onto the northern edge of the map. At least four (or more) bombers of his fleet of 30 counters had to move onto the map every turn. Only one bomber could be in a square. Every bomber on the map moved every Turn until it was destroyed by a Canadian or U.S. fighter or reached a target city.
Each city was worth from 5 to 9 points. Soviet victory was achieved by accumulating at least 100 victory points. The U.S. player “won” if the Soviet total was less than 100 points. But America was still destroyed.
NORAD was easy to learn and fast-playing. One reader called the game “nuclear checkers.”
In 1977 a friend reprinted the game for his Mishler Company using the same artwork and a few rule edits. NORAD 2 was planned by Victory Point Games adding cards, chits, and major rules changes but it was never published. Banzai magazine’s NORAD 3 is a greatly expanded version based on the original design that adds the USA attack on the USSR.
I am honored and flattered to have one of my first game designs republished by Yasushi Nakaguro in a version that includes much improved graphics and the expansion of the American attack on the USSR.
New Edition!
NORAD 3
The original 1973 publication of Dana Lombardy’s “nuclear checkers” has been greatly improved and enhanced by BANZAI magazine with:
✔️Gorgeous new full-color graphics.
✔️Expanded game map that now shows the USSR as well as the USA targets.
✔️New playing pieces that represent USA bombers and USSR fighters.
✔️Illustrated rulebook in English that includes optional rules for NORAD and Dana’s 1973 designer’s notes.
✔️Plus new rules for the Soviet Home Defense forces and NATO expansion game by Yasushi Nakaguro.
✔️BONUS: Dana has written a backstory about creating the 1973 game and describes its 1977-2024 versions and a mini tournament held in Basque area of Spain in 2020.
GAME ONLY (rules in English)
Simple rules, fast-playing, amazing graphics, optional rules & expansion.
$40 includes FREE shipping to a US address
(BANZAI Japanese language magazine is out of print and not included).
Contact dana.lombardy@gmail.com for shipping to other countries.
Supplies are LIMITED."
This is a YT video about the game:
The Breakthrough of Kampfgruppe Peiper in the Battle of the Bulge by Hugues Wenkin and Christian Dujardin This book starts out with the ...
For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!
The Breakthrough of Kampfgruppe Peiper
in the Battle of the Bulge
by
Hugues Wenkin and Christian Dujardin
No book on Kampfgruppe Peiper could be complete without discussing the Malmedy Massacre, and others, that took place during the Bulge. The authors do a very good job in explaining what happened and what the circumstances were surrounding them.
The authors do a very good job of keeping a balanced view of Joachim Peiper. Was he a good soldier fighting for a disgusting cause? Unfortunately, the answer is yes. Should he and his superiors have been held accountable for the massacres of prisoners and civilians? The answer is also resounding yes. The book does show all of the different aspects of the human and military during the breakthrough until its inevitable failure. They heap praise on the American combat engineers that they feel were the real reason that Kampfgruppe Peiper was put in such a hopeless position.
Thank you, Casemate Publishers, for allowing me to review this very good book. The authors did a great job of showing the reader the whys and hows of the futile breakout. The book is filled with photographs of the people and places from the time. The only thing that I could wish for is more maps.
Robert Peterson
Book: The Breakthrough of Kampfgruppe Peiper in the Battle of the Bulge
Authors: Hugues Wenkin and Christian Dujardin
Publisher: Pen & Sword
Distributor: Casemate Publishers
A Wargamers Needful Things is a one stop blog for Wargamers, Military Minifig collectors, Toy Soldier collectors and military history obsessives. We will do our upmost to cover in depth as much as possible. We shall be reviewing books, miniatures\toy soldiers, MiniFigs and of course games, plus interviews, model making and AARs! Quote from a reader.. "Your site is a much needed breath of fresh air, I absolutely love the spectrum of things you cover/review. Keep up the great work. "
Follow Us