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  1565 St. Elmo's Pay by Hall or Nothing Productions  It is 1565 and we are on the Island of Malta. Suleiman the Magnificent has sent an...

1565 St. Elmo's Pay by Hall or Nothing Productions 1565 St. Elmo's Pay by Hall or Nothing Productions

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




 1565 St. Elmo's Pay


by


Hall or Nothing Productions





 It is 1565 and we are on the Island of Malta. Suleiman the Magnificent has sent an armada filled with men to finally crush the Knights of St. John. Their full name was The Order of Knights of the Hospital of Saint John of Jerusalem, hence the Hospitallers. The Knights had been forced out of Outremer, and then also the islands of Cyprus and Rhodes by the Muslims. The Island of Malta is their last bastion in the Mediterranean. Can the Knights survive one of the greatest sieges in history or will Suleiman add another piece to his huge empire? This is what Hall or Nothing Productions say about the game:


"Relive the Greatest Siege in History!

A vendetta spanning decades reaches its terrible and bloody crescendo!

Suleiman the Magnificent's 30,000 strong armada descends on the 500 beleaguered Knights of St John and the defending people of Malta, with the express purpose of wiping them from existence, and changing the course of European history forever...

1565, St. Elmo's Pay is an asymmetric, competitive, tactical card game, and successor to the award-nominated 1066, Tears to Many Mothers, with which it is fully compatible. Each player, as either Ottoman Turks or Knights of St John, musters troops and resources to overcome the various obstacles in their path before the two armies clash in an epic siege over three fronts on the tiny island of Malta: Birgu, Senglea, and the doomed fortress of Saint Elmo.

Every beautiful card in the game is inspired by a real person or event from the time. With a focus on quick, tactical play and a thematic re-imagining of the events of the time, the game is non-collectable, and there is no deck building required. Each player simply grabs their deck and shuffles, then play begins.

Note on title: When, after a relentless show of strength, the small fortress of St. Elmo's finally fell to the Turks they butchered the bodies of the Knights and floated the corpses across the bay to the remaining two forts to deter them from resisting further, lest they suffer the same fate. Instead, the Maltese forces chose to fight with 'the spirit of St. Elmo's'. When they eventually turned the tides against the Turks and chased them away the people of Malta chanted 'St. Elmo's Pay' - an expression they still use today to mean 'no mercy.'





 The game's components are what you would expect from a card/Euro game mixture. Like so many other games coming out of the UK now, it is a beauty to behold. This also goes for the minimalist approach to what you get in the box. The following is what comes with the game:


166 cards in two decks (+3 bonus promo cards for their game Shadows of Kilforth!)

40 red wooden teardrop shaped tokens

40 blue wooden teardrop shaped tokens

22 cardboard attribute modifier tokens

1 first player token

2 Rulebooks (one for full solo play!)

1 solo play resource dial




 

 The two-player Rulebook has full glossy print and is eight pages in length. It is filled with illustrations from the cards and has a good number of examples of play. The solo play Rulebook is also in full glossy print and is only four pages long. There is also a full-page card stock that on one side has the 'Foe's Turn Flow Chart' and on the other side 'Foe's Unit/Character Deployment Flow Chart'. The print on the Rulebooks and the player aids are nice and large and easy to read. The flow charts are not 'busy' and are easy to follow. The red and green wooden tokens are all uniform in size and have no cutting errors or flashing on them. The 'cardboard attribute modifier tokens' (what we would call counters :)) either have a cannon or a gold or black cross representing from -2 to +2 as an attribute. They are very large, and again, very easy to read. The solo play resource dial has a listing from Easy to all the way to King. These numbers have an effect on the resources on the foe's ready cards during play. The front of the dial has a nice illustration from the siege. As expected, the cards in the game are the main artistic part of the whole package. From the simple action cards to the Mustapha Pasha and Jean Parisot de Valette cards, the illustrations on them are magnificent. The three 'frontier' cards Birgu, Senglea, and St. Elmo have full-sized artworks on them. The game also comes with two card sized player aids. On one side is the Game Summary, and the other has the Battles Summary. The components are all very well done. The only quibble I have is that the writing on the cards is small. However, you would either get bland cards with large writing or the excellent artwork, so I choose the artwork. The three Shadows of Kilforth promo cards are also wonderfully rendered.




 It might seem at first glance that the game is a simple one that is pretty much based on the rock, paper, and scissors premise. As in, this card beats that one which in turn is beaten by this other card. Thinking like this does St. Elmo's Pay a great disservice. The game has both strategy and tactics in it and is very nuanced. It also plays very historically. By this I mean that the outcomes that happen during play could very well have happened in reality. The game is not based on the designer's fancy of how the siege played out. It is based on solid knowledge of the actual history and scholarship. The cards themselves drip history. The inclusion of cards of the different characters during the siege also helps greatly with the immersion factor while playing. When playing on the Muslim side you feel the loss of the Giant Basilisk or some of Turgut's Corsairs. The same holds for your units when playing the Knights. 




 Victory in the game is decided by:


Destroy two Frontiers of enemy troops at the Great Siege of Malta, or

Destroy their opponents' Leader, or

Have their opponent run out of cards in their card deck.

You can also check playing solo how well you have done with your victory points against the different level of opponent on the resource dial.




 One of the best features of the game is being able to play either side solo. This is not a glued on after the fact solo bot. The game was obviously designed from the ground up for solo play on both sides. This is a design feature that we should see in many other games.


 Thank you, Hall or Nothing Productions for allowing me to review your product. I am now looking forward to delving into your large catalog of other games. Some of them have really piqued my interest, especially after having played St. Elmo's Pay.


Robert


Hall or Nothing Productions:

Games (hallornothingproductions.co.uk)

St. Elmo's Pay:

Shop (hallornothingproductions.co.uk)



  CUIDAD DE PATRIOTAS (CITY OF PATRIOTS)  FROM TRAFALGAR EDITIONS I expect that many, like me, first learnt about this bloody episode in Spa...

Ciudad de Patriotas (City of Patriots) Ciudad de Patriotas (City of Patriots)

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

 CUIDAD DE PATRIOTAS

(CITY OF PATRIOTS) 

FROM

TRAFALGAR EDITIONS




I expect that many, like me, first learnt about this bloody episode in Spanish history from the celebrated painting by Francisco Goya reproduced below.  
Tres de Mayo or The Execution
However, Goya's painting that relates most specifically to Trafalgar Editions' game depicting the Spanish uprising in Madrid during the Peninsular war is this second painting.



Goya's Dos de Mayo or The Fight Against the Mamelukes

Indeed the game's very short introductory scenario, designed to familiarise you with the basic game system, is entitled "The Charge of the Mamelukes."


To set the scene in its historical context, Madrid had been occupied by the French since late March 1808 and the Spanish king, Charles IV had been forced to abdicate in favour of his son, Ferdinand VII, but both were being held by the French in Bayonne. General Murat was in command in Madrid and appeared to be intending to move Charles's daughter and her children along with Charles's youngest son to Bayonne as well.  These actions were what sparked off this brief and bloody uprising on May 2nd [Dos de Mayo] 1808.  Quelled by the end of the same day, the spontaneous rebellion was followed on the next day by harshly repressive reprisals in which several hundred Spanish citizens (madrilanos) were rounded up and summarily shot, as immortalised by Goya's painting.
Cuidad de Patriotas presents the action of that day of rebellion in simple area-movement form with a brief set of rules and Trafalgar Editions' customary excellent quality.  So, it's with many thanks to the company for providing me with this review copy and giving me the opportunity to explore this unusual and highly individual event depicted with some equally individual features.  
The mounted map board vividly lays out the districts of Madrid in bold colours.  Each district is further divided into a number of neighbourhoods.  For a French victory, you need to control six out of the eight districts by end of the game's six turns, other wise it's victory to the Spanish player.  The quality of a French victory can range from Decisive to Pyrrhic!

Inevitably the Spanish player's task is, somehow, in the face of many more powerful French units, to delay and delay... and delay.  For the French player, it is constantly to move and attack.  Each district must have all its neighbourhoods cleared of Spanish units and occupied by at least one French unit, at which point it comes under permanent French control and cannot be re-entered by Spanish units or have their reinforcements appear there, nor do the French units have to remain there to maintain control. It's not so much a race of the hare and the tortoise as the steamroller and time!


As mentioned the components are of very good quality, especially the mounted board and the counters.  The latter have perfectly rounded corners and press out smoothly with none of the occasionally irritating side tags found in some games.



There are rule books both in Spanish and in English and the latter suffers slightly in being printed on plain white, A4 sized paper that doesn't quite match the smoother, glossy Spanish booklet.  The Play Aids are double-sided again to accommodate Spanish and English text.  The package is rounded out with an attractive, neat draw-string bag (a little small for its purpose), a pack of Command cards and a 10-sided die.




Though the basic rules are a bare six and a half pages long, there is quite a bit of originality to be embraced that takes them beyond the ease that might be expected for the suggested novice wargamer.  Also like many games that have fairly brief rules, you need to concentrate carefully in your reading.  The rules on Reinforcements are a good example of what I mean.  Their detailed explanation comes on page 11, five pages after the basic rules and is located after optional rules, designer notes and a full page table of Troop Composition.  Among them is the information that "the French player receives reinforcements from out of the city and from the accesses marked on the map."  This instruction can only be fully understood when you link it up with the overall information on page 2 about neighbourhoods "In some neighbourhoods there are flags with numbers and letters.  They are the barracks where the French and Spanish troops were stationed and are used to introduce reinforcements.  There are also French flags at the entrances to Madrid, they are entry areas for other French and some Spanish reinforcements."  Put these details together with the following play aid,


and the Order of Battle display cards (seen below) and you're nearly there for knowing exactly where to place most of your reinforcements.  Sometimes you will still need to locate the hard to find name of a road on the map board that some French troops arrive on to solve it.  I have to say it wasn't plain sailing!


Order of Battle Play Aids
When you've set up your units on these displays, the disparity in the forces is all the more striking.  First of all, more than half of the Spanish units are civilians and more than half of all the Spanish units have only a strength of one.  In total, they have 46 strength points.  In contrast, the French are all military units.  They have 32 units, but 11 of those are four strength and each can be broken down into 4 single strength counters.   These are essential both for the massive punch they have in combat and that they can be broken down in order to spread out to occupy the many neighbourhoods needed to gain control of six out of the eight districts that lead to victory.  In total, the French muster 90 strength points!

The shot above gives you a clear idea of the quality of the large counters - as mentioned earlier, not a marring side-tag in sight.
So there's the overview of the contents and a glimpse of the opposing forces.  Now to the sequence of play and the game's system.  

PHASE 1 REINFORCEMENTS, EVENTS AND COMMAND CARDS

New random Event chits are drawn and each player plays one chit.
Place reinforcements.
Draw command cards.

PHASE 2 COMBAT AND MOVEMENT

Unlike the majority of area movement games, there is no variation in cost whatsoever between entering a friendly or enemy area or adjacent to an enemy area.  Movement couldn't be easier - 1 MP (movement point) per area.
Combat on the other hand is a different matter altogether. You only have combat within an area; there is no combat between adjacent areas.  Combat resolution begins with a very familiar simple differential between total attacker and defender strength points, with a few equally obvious modifiers for such things as unit type, card play and Event chits.  Roll on the Combat Table and apply the loss in points to the loser.  However, how those loss points are applied is distinctly unfamiliar and took some getting used to.  At first it seemed straightforward.  If all individual units are higher in value than the loss, then all losing units simply retreat 1 or 2 areas.  If the combat loss is equal to the strength of the weakest unit, then the unit is dispersed - i.e. removed from the board. If French the unit is automatically returned as a reinforcement on the next turn, if Spanish roll the D10 and a result of 6-10 it too automatically returns as a reinforcement, but a roll of 1-5 eliminates it.  Any other units are retreated.
However, any loss result greater than the strength of one or more units will cause some element of immediate elimination and possible dispersal and retreat.  I couldn't discern a simple, logical process to work this out, but had to rely on following the summary of results.  Fortunately, this summary is fairly short and with practice becomes familiar.  Bu it wasn't initially helped by the use of "scattered" instead of "dispersed" at one point and "retired" instead of "retreated".   Just a bit more focus in proof-reading would have avoided this.

Close up of the strongly coloured map board

PHASE III THE UPRISING BOX

(Note that the sequence of play printed on the back of the rule book labels this phase as REVOLT BOX).

Each player keeps a tally of combat points lost for units and characters (i.e. leaders) and these are called the player's Fury Points and at the end of the turn the French total is deducted from the Spanish total.  The result is called The Uprising Box and determines which player draws 3 Event chits and the other 2 Event chits at the beginning of the next turn.   Again all seemed very simple, as all of these scores are reset to zero at the beginning of a turn.  However, the second example in the rule book for this Phase contradicts the rules by stating that each player started a turn with +2 Fury Points which was added to that turn's casualties.  As this didn't seem to make any sense, I simply disregarded the example.

The basic rules end with the Victory Conditions.
An automatic Spanish victory occurs, if the French do not control at least 2 districts by the end of Turn 4 - an outcome I cannot foresee ever happening.
Otherwise, the French win, as stated earlier, if they control at least 6 out of the 8 districts.  If the French win, you determine the scale of victory which runs from Decisive to Pyrrhic with the proviso that if the French lose 22 or more points their victory shifts down a level meaning that a Pyrrhic level victory would shift to a Spanish victory!

Continuing on from the basic rules, there are a few optional rules that add a little more colour and detail.  They cover such things as cavalry charges and special French cavalry movement, officers and significant historical characters, unit support, further combat modifiers, French garrisons and fog of war for Spanish civilian units which are randomly drawn and set up face down.  Most are simple and easy ti introduce and personally I would choose to play with nearly all of them as standard.

The rules booklet is rounded off with something I always like to see, namely Designer Notes, a troop Composition Table and rather oddly only now do we get the rules for Reinforcement Placement and the Set-Up and Reinforcement Schedule.
The last neat touch is to present an historical narrative of the day, hour by hour, giving details along with the appropriate unit and where to place them. 

Well illustrated rules

To sum up, Cuidad de Patriotas is an essentially light and intriguing exploration of a brief and small. but significant event in the Peninsular War.  The game is very attractively presented in all aspects and the rules are generally short and comprehensive, with one or two grey areas that would have benefited from a little more detail and clarity.  With a maximum of six turns and a small unit count, it provides a swift game that can easily be played in a single afternoon or evening's play.

As always it's with many thanks to Trafalgar Editions for kindly providing this review copy and their rapid replies to my rare queries on a few rules.






LIMITS OF GLORY NAPOLEON'S EASTERN EMPIRE  FROM FORM SQUARE GAMES Almost a year ago, I reviewed the prototype of this game.  I was majo...

Limits of Glory: Napoleon's Empire - a reprise Limits of Glory: Napoleon's Empire - a reprise

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

LIMITS OF GLORY

NAPOLEON'S EASTERN EMPIRE 

FROM

FORM SQUARE GAMES

Almost a year ago, I reviewed the prototype of this game.  I was majorly impressed by the quality and the originality of this game.
What I had to say then can be found by clicking on this LINK.

The game was launched later last year on Gamefound and rapidly reached its target for publishing and was a complete sell out.  Roll forward less than a year and here is the published product safely and proudly in my hands with many thanks to Andy Rourke, the game's designer and founder of  its publishing company Form Square Games.

In this brief reprise, I mainly want to highlight the extra notch or two by which the final professionally published game extends the existing qualities of the prototype.  Perhaps the most obvious step up is the map which suffered in its original draft from a strange abnormality in the colour of the sea.  Here, below, everything is as it should be with a perfect translucent blue sea, but my photograph still cannot capture just how strikingly bright the whole effect is.


Next come the counters - identical in every way to the prototype, but just that bit sharper and perfect in the images; especially the circular counters, two for each leader, one of which goes on the map and the other marking their Glory Points on the Leader Displays.



The Leader Displays too reveal the same increased precision with the background colouring and outlined cartoon images distinct and clear.


However, what I want to comment on most is the rule book.  In its prototype it was a simple set of black and white A4 stapled sheets.  It did the job clearly, despite the originality and novelty of so much of the rules.  The final product deserves my wholehearted praise and approval.  It's magnificent!  So here goes for a quick dip in, from the front cover...

to the admirable index on the back page.

Everything about it signals quality perfection.  Physically, it is a delight to hold and turn the substantial, smooth pages and reading the rules is a pleasure.  Large print and spacious layout complement the presentation and add to the ease of reading and comprehending what you read.

Substantial illustrations simply enliven the text...


while the majority serve to support and clarify the explanations.

The text, as in the prototype draft, is designed to be read consistently in chronological order.  This may seem an odd comment to make.  Surely all rules should be read in chronological order?  True, but I know many experienced gamers often turn to certain sections (e.g. Combat or Movement) for a preliminary scan.  This game and series introduces so many intriguingly original, yet simple, mechanisms and takes you carefully step by step through them at each appropriate stage of the game play that I think it worth emphasising.

There is so much to like about this presentation from the massive main headings for each stage of the rules to the comprehensive alphabetical Quick Reference page on the back of the rule book.  Understanding of the rules is supported by the many examples, all immediately recognisable by being highlighted in pink background boxes, and a factor I always like is the detailed explanation of all  the Events, which are particularly important in this game.

The richness and the attention to detail throughout in the artwork, the colour, the cartoons drawn from the historical period and the sheer physical quality contributes so much to the pleasure of the game.  It also testifies to the designer's love and appreciation of the game's subject and his desire to communicate this in a way that is so much more than just a set of rules.

If you did not back the boxed version of this game, it is still possible to buy the folio magazine version either directly from Form Square Games  or Second Chance Games.

And finally, I am more than happy to say that the second game in this series, Maida 1806 is well under way and shortly you will be able to read my review of the prototype here on A Wargamers Needful Things.







 Warfare in the Age of the Crusades The Latin East by Brian Todd Carey, Joshua B. Allfree, and John Cairns    This is a larger than usual bo...

Warfare in the Age of the Crusades, The Latin East by Brian Todd Carey, Joshua B. Allfree, and John Cairns Warfare in the Age of the Crusades, The Latin East by Brian Todd Carey, Joshua B. Allfree, and John Cairns

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




 Warfare in the Age of the Crusades


The Latin East


by


Brian Todd Carey, Joshua B. Allfree, and John Cairns





 

 This is a larger than usual book in two ways. 1st, it comes in at over 300 pages. 2nd, and most importantly, its name is deceiving. I had imagined it to be just a book about the warfare of the time. Meaning that it would tell us the different composition of the armies of the period and the troops that were used etc. It actually does that amazingly well. However, it also gives an excellent military history of the period in question: from the First Crusade to about the year 1453 (the fall of Constantinople). 


 The book distinguishes itself from other military history books by having many clear and readable maps. It also has two glossaries for the reader, one being of important personalities, and the other of military terms used in the book. In the center is a group of full color pictures from either the period or later and nowadays shots of some of the areas mentioned. The book also starts out with 'Chapter Chronologies'. This is a write-up about every battle or campaign that happens during said chapter. This is very handy for the reader to keep track of the different goings on. It not only has everything listed about the current book's scope of history, but also some taking place around the globe.


 I cannot praise this book enough. Usually, my mind flits from one age of history to another and I have at least several books that I am reading at one time. Very rarely do I read a book straight through from cover to cover and this is one of them. The writing and information in the book make it a sheer pleasure to read. The book will appeal to someone like me that already has read a lot about the time period, but also to the neophyte to this period of history.


 The writers and publisher should be congratulated on this tour de force. I cannot wait to start reading its brother 'Warfare in the Age of the Crusades, Europe'. Thank you, Casemate Publishers, for allowing me to review this extremely well-done book about the warfare and history of the Latin Kingdoms in Outremer and more.   



Robert

Book: Warfare in the Age of the Crusades, The Latin East:

Warfare in the Age of Crusades - Casemate Publishers US

Publisher: Pen & Sword:

Search Results Grid - Casemate Publishers US

Distributor: Casemate Publishers:

Military History Books - Casemate Publishers US

DRACO IDEAS OVER THE COMING MONTHS WE'LL BE FOLLOWING   MAJOR NEWS ON PRODUCTS ANNOUNCED BY DRACO IDEAS ,  A COMPANY WE'VE BEEN REPO...

DRACO IDEAS DRACO IDEAS

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


DRACO IDEAS

OVER THE COMING MONTHS WE'LL BE FOLLOWING MAJOR NEWS ON PRODUCTS ANNOUNCED BY DRACO IDEASA COMPANY WE'VE BEEN REPORTING ON SINCE 2016.

THE FIRST OF THESE PROJECTS IS A REIMPLEMENTATION OF SKULL TALES: FULL SAIL AND ALL ITS EXPANSIONS

FOR THE LATEST DETAILS OF THE CAMPAIGN TO BE LAUNCHED ON GAMEFOUND CLICK ON THE LINK BELOW TO PRE-CAMPAIGN INFORMATION.



AT THE SAME TIME WE'LL BE KEEPING YOU UP-TO-DATE ON A NEW SERIES GAME DESIGNED BY MIGUEL MARQUES.  
HIS FIRST GAME TETRARCHIA TOOK US TO THE FAILING YEARS OF THE ROMAN EMPIRE USING A NEW COOPERATIVE SYSTEM FOR 1-4 PLAYERS WHO BATTLED TO SHORE UP THE EMPIRE'S CRUMBLING BORDERS.
NOW MIGUEL MARQUES HAS TURNED TO
HISPANIA
THE NEW GAME HURTLES US BACK FROM THE IIIrd CENTURY A.D. TO FOCUS ON SPAIN OVER ALMOST A 200 YEAR SPAN FROM IInd CENTURY B.C. TO THE PINNACLE OF ROMAN POWER UNDER AUGUSTUS CAESAR.  WORKING THROUGH A MODIFIED VERSION OF HIS SYSTEM, THIS TIME PLAY WILL BE FOR 1-3 PLAYERS.


WE LOOK FORWARD TO KEEPING YOU INFORMED ON THESE TWO VERY DIFFERENT GAMES, BUT EACH CREATING POWERFUL DRAMATIC NARRATIVES.  
  

  Red Strike Air, Land and Naval Combat in Europe 1989 by Vuca Simulations  When we last picked up Wolfram von Eschenbach's magnum opus,...

Red Strike by Vuca Simulations Part 1 Red Strike by Vuca Simulations Part 1

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




 Red Strike


Air, Land and Naval Combat in Europe 1989


by


Vuca Simulations






 When we last picked up Wolfram von Eschenbach's magnum opus, Parzival was wandering through the forest of other wargames looking for the Grail. According to the tale, he stopped at the castle of Vuca Simulations and spoke to the fisherman. Did Parzival find the Grail or was this just another false lead from Klingsor? Read on to see.

 This is from Vuca Simulations about the 'history' of the game:

Red Strike is a war game simulating a hypothetical clash between NATO and Warsaw Pact (WP) armed forces in Summer 1989. It covers operational land, air and sea warfare in Central Europe and the Northern Atlantic, while also keeping an eye on the strategic situation around the world.

Red Strike is a highly interactive game. Its detection and interception mechanisms allow for simultaneous actions and reactions from both sides. Having to constantly monitor the battlefield minimizes player downtime and maximizes their ability to recreate a very fluid “What if“ representation of a Cold War gone hot. The mechanisms can seem complex at first but will soon become second nature.

The rules that make Red Strike so interactive, also make it perfect for team play. Players can divide responsibilities between air, ground and possibly naval forces. The ground forces could be split by army/front or corps.

The crucial naval/air war over the North Atlantic can be played either as a standalone game, or as part of the Campaign Scenarios. As would have happened historically, its impact on the battlefield in Germany can be decisive; the interception and sinking of convoys carrying supplies and reinforcements making the difference between success and failure.

The greatest feature of this game is that it perfectly embodies the theory of the "Depth-Three-dimensional" combat theory of the Soviet Union in the 1980s and the "Air-Land Battle" theory of the US military."


The game in some of its glory


 I had thought that Vuca Simulations 1914 Nach Paris was the pinnacle of wargaming in both playing and artwork. Now along comes Red Strike and I have to eat my words. All you have to do is to check out the box. Like all of Vuca Simulations games it is a work of art all by itself. However, the size and heft of the game put it in another category. It is one of the few wargames where I am stumped as far as where to begin. The game is so big that it is only the second game I have reviewed in eight years that needs a two-part review. 


 This is what comes with the game:


24 Counter Sheets 3/4"!!!

82 Cards in two Decks

2 Operations Maps 46" x  34" Combined

1 Strategic Map 27" x 15"

24 Setup Sheets

2 16 page Player Aid Booklets

10 Air Base Sheets

5 Scenario Sheets (1-32"x 18", 1- 16"x 18", 3- page size)

1 56 page Rulebook

ADN  (pad ) sheet block 16 pages

2x10 sided die



This is a close shot of one of the Airbase Player Aids


 I have to add what is below so that you can see exactly what has gone into the designing of this game. How many games have a bibliography or one that is two pages long! This is straight from the designer Mr. Yes Rettel. If a game has had a longer time in design and incorporated more research, I would like to see it.


"Red Strike is based on the games Gulf Strike and Aegean Strike and uses many of the same mechanics. Mark Herman designed the Strike games as detailed, complex simulations. Red Strike, like its predecessors, is not for the fainthearted.

The game comes with this Rule Book and the Scenario Book. The Rule Book covers the entire game system and the Scenario Book contains everything needed to set up the game


Other games I took as reference to design this game:

G-SOF-G (S&T 220), NATO: The Next War in Europe (VG), 3

rd

Fleet (VG), The Next War (SPI) and

above all the “Next War” series from GMT.


Internet links:

http://en.wikipedia.org/wiki/Effects_of_nuclear_explosions

https://nuclearsecrecy.com/nukemap/


BIBLIOGRAPHY

General / Cold War

Bidwell, Shelford—World War 3 A Military Projection Founded on Today’s Facts, Greenwich

House, 1983

Bishop, Chris—Firepower Air Warfare, Orbis Publishing, 1999

Cockburn, Andrew—The Threat, Scherz, 1983

Crawford, Steve—Kriegsschiffe und Flugzeugträger, Gondrom, 2000

Donald, David—Modern Battlefield Warplanes, AIRtime Publishing, 1994

Dunnigan, James F. and Bay, Austin—A Quick and Dirty Guide to War, Quill, 1991

Dunnigan, James F.—How To Make War, revised edition Quill, 1988

Edited by Vojtech Mastny, Sven G. Holtsmark and Andreas Wenger—War Plans and Alliances

in the Cold War—Threat Perceptions in the East and West, Routledge, 2006

Epstein, Joshua M.—Conventional Force Reductions, The Brookings Institution, 1990

Faringdon, Hugh—Strategic Geography—NATO, the Warsaw Pact and the Superpowers, 2

nd

ed, Routledge, 1989

Friedman, Norman—The Fifty Year War, Naval Institute Press, 2000

Gaddis, John Lewis—The Cold War A New History, Penguin Books, 2005

Gunston, Bill and Hewish, Mark and Sweetman, Bill and Wheeler, Barry C and Taylor John

W.R—Air Forces of the World, Salamander Books, 1979

House, Jonathan M.—A Military History of the Cold War 1944-1962, University of Oklahoma

Press, 2012

Isaacs, Jeremy and Downing, Taylor—Cold War, Bantam Press, 1998

Jeschonnek, Friedrich and Riedel, Dieter and Durie, William—Alliierte in Berlin 1945-1994,

Berliner Wissenschaftsverlag, 2007

Krüger, Dieter—Am Abgrund?, Parzellers Buchverlag, 2013

Krüger, Dieter (Hrsg.)—Schlachtfeld Fulda Gap, Parzellers Buchverlag, 2017

La Guerre de demain, Tallandier, 1983

La paix surarmée Pour la Science, 1979-1987 (french edition of Scientific American)

La Stratégie Mondiale Bordas, 1985 (french edition of Atlas of Global Strategy, ed.Gra

-

ham Speake)

Leonhard, Robert—The Art of Maneuver, Maneuver-warfare Theory and AirLand Battle,

Ballantine Books, 1991

Miller, David and Foss, Christopher F.—Modern Land Combat, Salamander Books, 1987

Price, Alfred—Air Battle—Central Europe, Free Press, 1986

Stöver, Bernd—Der Kalte Krieg, C.H.Beck, 2007

Ware, Pat—Cold War Operations Manual, Haynes Publishing, 2016

Watts, Anthony J.—Jane’s Warship Recognition Guide ,HarperCollins, 2006

Winchester, Jim—Military Aircraft of the Cold War, Grange Books, 2006

World Air Power, Vol.1, Spring 1990, Aerospace Publishing Limited

World Air Power, Vol.2, Summer 1990, Aerospace Publishing Limited

World Air Power, Vol.3, Autumn/Fall 1990, Aerospace Publishing Limited

Zaloga, Steven J.—Duel 18 - M1 Abrams vs. T-72 Ural, Osprey, 2009

NATO

Behrendt, Hans-Günter—Flugabwehr in Deutschland, Miles-Verlag, 2021

Bolik, Gerd—NATO-Planungen für die Verteidigung der Bundesrepublik Deutschland im

Kalten Krieg, Miles-Verlag, 2021

Dorn, Wolfram—So heiss war der Kalte Krieg—Fallex 66, Dittrich, 2002

Eshel, David—The U.S. Rapid Deployment Forces, Arco Publishing, 1985

Ganser, Daniele—NATO Geheimarmeen in Europa Orell Füssli, 2008

Gehring, Stephen P.—From the Fulda Gap to Kuweit

Hughes, Wayne P.—Fleet Tactics, theory and practice US Naval Institute Press, 1989

Knobloch, von, Heinz—Bundesluftwaffe intern Motorbuch, 2008

Oestmann, Rainer—Handbuch für Unterführer, Walhalla Fachverlag, 2000

RAIDS n°24, Histoire & Collections, 1987

RAIDS n°31, Histoire & Collections, 1988

RAIDS n°34, Histoire & Collections, 1989

Walter, Uwe—Artilleristen, Aufklärer, Flieger, Infanteristen, Jäger, Logistiker, Pioniere und

Panzermänner, BoD—Books on Demand, 2018

Walter, Uwe—Die Strukturen und Verbände des deutschen Heeres (2. Teil), BoD—Books on

Demand, 2020

Walter, Uwe—Die Strukturen und Verbände des deutschen Heeres (Teil 1), Edition Avra, 2017

Walter, Uwe—Von Wölfen, Leoparden und anderen Raubtieren, BoD—Books on Demand, 2017


Novel

Clancy, Tom—Tempête Rouge Livre de Poche, 1986 (french edition of Red Storm Rising)

General Hackett, Sir John—The Third World War Macmillan, 1978

General Hackett, Sir John—The Third World War—The untold story Macmillan, 1982

Peters, Ralph—Red Army Pocket Books, 1989

Nuclear Warfare

Bernstein, Jeremy—Nuclear Weapons—What you need to know, Cambridge University

Press, 2008

Walmer, Max—Strategic Weapons, Prenticehall Press, 1988

Osprey Publications

Combat Aircraft—27 Air War in the Gulf 1991

Combat Aircraft—60 B-1B Lancer units in combat

Elite 10—Warsaw Pact Ground Forces

Elite 12—Inside the Soviet Army Today

Elite 16—NATO Armies today

Elite 26—Tank War—Central Front : NATO vw. Warsaw Pact

Fortress 36—US Strategic and Defensive Missile Systems 1950-2004

Fortress 69—The Berlin Wall and the Intra-German Border 1961-1989

New Vanguard 115—Landing Ship, Tank (LST) 1942-2002

New Vanguard 120—Scud Ballistic Missile and Launch Systems 1955-2005

New Vanguard 125—Huey Cobra Gunships

New Vanguard 134—Red SAM: The SA-2 Guideline Anti-Aircraft Missile

New Vanguard 138—US Nuclear Submarines: The Fast Attack

New Vanguard 152—T-80 Standard Tank

New Vanguard 158—T-62 Main Battle Tank 1965-2005

New Vanguard 2—M1 Abrams Main Battle Tank 1982-92

New Vanguard 85—M60 Main Battle Tank 1960-91

Wargame related

Allen Thomas B. War Games—The Secret World of the Creators, Players, and Policy Makers

Rehearsing World War III Today Naval Institute Press, McGraw Hill, 1987

Dunnigan, James F.—The Complete Wargames Handbook, revised edition, Quill 1992

Perla, Peter P.—The Art of Wargaming Naval Institute Press, 1990

Warsaw Pact

Department of Defense Soviet Military Power, Prospects for Change 1989

Donald, David—Tupolev Bombers, AIRtime Publishing, 2001

Gervasi, Tom—Soviet Military Power—The Annotated and Corrected Version of the Pentagon’s

Guide, Random House, 1987

Gervasi, Tom—The Myth of Soviet Military Supremacy Perennial Library, 1986

Glantz, David M.—Soviet Military Operational Art—In pursuit of Deep Battle Frank Cass, 1991

Gordon, Yefim and Dexter, Keith—Mikoyan MiG-21 Midland, 2008

Gordon, Yefim—Soviet Strategic Aviation in the Cold War, Hikoki Publications, 2009

Hoffman, Hans-Albert & Stoof, Siegfried—Sowjetische Truppen in Deutschland und ihr

Hauptquartier in Wünsdorf 1945—1994, Verlag Dr. Köster, 2017

Kopenhagen, Wilfried—Die NVA Land-, Luft- und Seestreitkräfte Motorbuch, 2006

La puissance militaire soviétique Bordas, 1984 (french edition of The Soviet War Machine

Salamander Books, 1984)

Lautsch, Siegfried - Kriegsschauplatz Deutschland - ZMSBw 2013

MccGwire, Michael—Military Objectives in Soviet Foreign Policy The Brookings Institution, 1987

Normann, Michael—Typenkompass Kampfflugzeuge der NVA 1956-1990, Motorbuch, 2010

Odom, William E.—The Collapse of the Soviet Military Yale University Press, 1998

Polmar, Norman—Guide to the Soviet Navy, 4th

edition Naval Institute Press, 1986

Suvorov—Inside the Soviet Army Macmillan, 1982

Sweetman, Bill—Soviet Military Aircraft Hamlyn, 1981

The Russian General Staff—The Soviet-Afghan War, How a Superpower fought and lost,

University Press of Kansas, 2002"


 This is a really amazing list on so many levels. It really shows the depth and detail that went into this design.



This is the Fulda Gap Scenario Map


 In another part of the booklets Mr. Rettel mentions that he has been working on this design since 2003. This is just one more in the list of superlatives that shows in the design. He is also completely correct in saying that the design is not for the faint-hearted. If you are a neophyte or someone who has just played block wargames, opening this box will come as a shock. This is the simulation side of our esteemed hobby. You might be inclined to look for the rule about pasta in the Rulebook. However, the game does not throw you into the deep end and hope you swim. There are many different sized scenarios that comes in this cornucopia. The naval and air portions of the game are simulations in their own right. The Operational Map has hexes of two different sizes. The smaller hexes are 28 kilometers across and the larger are 280 kilometers across. The game also comes with a Strategic Map. 


 Every land, air, and sea asset available to the NATO and Warsaw Pact Alliances is in the box. One thing about the game, there is a good amount of stacking of counters. I never really remember this being an issue when SPI and Avalon Hill released their monster games. I believe it has a lot to do with the now advanced age of some of our grognards. As far as stacking years ago, it was considered the more the merrier. 


 The price of the game at Vuca Simulations is $178 US dollars. Now before you get your knickers in a bunch, I think you should compare the normal sized games from other publishers and Vuca Simulations. Almost all wargame publishers now have prices for their AAA games right about or just under this price point, and sometimes over. This game should really be considered in the price per pound group of wargames. 


 This is a game that many grognards have been dreaming about. I'd bet after looking at it, many designers wish that it was theirs. Of course, you have to compare the 20-year gestation period of the game in the mix. Many will not like it because of the depth and the stacking and because it does not match the drapes. So be it, different strokes for different folks. If you grognards are lucky enough to have a gaming night where you have a few buddies who like games, this makes playing it that much easier. It would be just like the teams that played Campaign for North Africa. However, this game has all the eye candy and refinements that comes with a game that is almost 50 years newer than CNA. 


 The game comes with these scenarios:


10 Exercise Scenarios to teach you different parts of the system


Battle Scenarios:

 Fulda Gap - The one we know and love

 Berlin Blockade - Another one you have probably played

 North German Plains - The opposite of Monty in WWII

 Bavarian Option  - Southern Germany fighting

 Miami 1989 - North Sea naval scenario

 Valkyrie's Embrace - Invasion of Norway


Campaign Scenarios:

 99 Red Balloons - No preparations for war on either side

 We Didn't Start the Fire - Tensions rise slower given each side the time to call in more troops etc.

 Land of Confusion - Prolonged period of saber rattling before the Warsaw Pact attacks

 Two Tribes - Prolonged period of saber rattling NATO attacks

 



Part of the clash on the North German Plain


 I am overwhelmed, in a good way, that Vuca Simulations has sent me this monster of a simulation to review. I feel like a snake that now has killed its prey but cannot quite figure out how to swallow it. The detail and thinking, dare I say love, that has gone into the design is truly breathtaking. Please come back to read part two where I actually get to really play this big bad boy.


Robert Peterson

Vuca Simulations:

VUCA simulations - Premium conflict simulations from Europe – VUCASIMS

Red Strike:

Red Strike - 1989 – VUCASIMS

Across the Bug River by Vuca Simulations My Review:

Across the Bug River by Vuca Simulations - A Wargamers Needful Things

Donnerschlag by Vuca Simulations My Review:

Donnerschlag Escape From Stalingrad by Vuca Simulations - A Wargamers Needful Things

STALINGRAD ROADS   FROM NUTS PUBLISHING What's in the box Stalingrad Roads has been a game that I have been waiting for with great anti...

STALINGRAD ROADS STALINGRAD ROADS

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

STALINGRAD ROADS 

FROM

NUTS PUBLISHING





What's in the box

Stalingrad Roads has been a game that I have been waiting for with great anticipation and enthusiasm and, I confess, some trepidation about its eventual realisation, as it continually seemed to be coming...but not yet.  So, at last, with a resounding cheer, it's a reality and I must give a big thanks to Nuts Publishing for not just sending me a copy to review, but a bonus of the neoprene map...only the second one that I've ever owned.  Stalingrad Roads is the third in a series that began with Liberty Roads and was followed by Victory Roads.  These first two were published by Hexasim, another games company I greatly admire, though with them my focus has been on their excellent Napoleonic series.   
My knowledge of the first two Roads games is purely of their physical appearance which, in both cases, was lavish with vibrant colours on the map and counters. Nuts Publishing has gone for a much more austere map and counters that in their simplicity of layout and contrast of ochre and grey have a distinctly retro feel to them.
This is a major aspect that may divide players.  I’m certainly in the camp that favours the austerity of the pale wintery palate of the map that suits the span of November to March deep in Russian territory. With the counters I have mixed feelings, not so much for colour, but size. In fact, I found the multiplicity of badges on the units in the first two games distinctly distracting and one For those with the modern gaming taste for the larger and more lavish the better, they may be too small and too simple.  Nonetheless, they are totally practical and clearly readable with the standard three number sequence: attack strength, defence strength and movement.


In all other respects, the contents should be uncontentious.  The game contains a substantial number of double-sided Play Aids, all on thin, glossy card.  An item I wish all games provided is an identical terrain, combat and weather chart, one for each player.  Thumbs up to Nuts Publishing for that.  So much easier than passing one backwards and forwards across the table and much more appealing than one player having a photocopy.  
Both players have double-sided charts that explain the many individual Support markers each side may potentially have in the course of the game.  Three more contain set-up charts for the different scenarios and a final four combine a variety of functions.  One side of each presents a variety of other play aids, from holding boxes to player specific charts, while the others provide more set up displays and one contains a mini-map for the introductory learning scenario, Wintergewitter.
Wintergewitter mini-map

...and how it appears if played on the full map
The rulebook (partially seen above) is a similarly attractive, glossy product of 22 pages of rules, 4 pages of scenarios and a 1 page index. It’s very compact and functional and, though the print size is fairly small, I’ve found it easy to read.   Illustrations are limited, but focus extensively throughout the excellent, detailed examples of the central elements of Combat, Retreat and Exploitation.
The rules themselves are an interesting blend of the familiar and the unusual.  The core of the system is a fairly basic one common to even early hex and counter games of  the igo-ugo format with the Soviets having the first half of the turn and the Axis having the second half, founded on supply check, movement, combat and reinforcements and replacements.  


However, a level of added complexity derives from both players having a Support Phase as well as specific individual Phases.  These latter Phases apply mainly to the Soviet player and for that reason I would recommend that a more experienced player take the Soviet side at least for the first few games.
Combat and Weather Charts on back of the rule book

A number of points looked daunting, but in reality weren’t. The first such was the weather table and its rules.  My one complaint here is that the explanation of the lettered code used in the table is given in the reproduction of the chart in the rule book and on the back cover of the rule book, but not on the Play Aids - an odd choice!  When I saw that Snow and Mud are the only two weather conditions, I feared I might be in for a mass of complexity.  However, as Snow predominates, it has been largely been dealt with by factoring it into movement rates and other data on the terrain chart; as a result it turned out easy to handle.  Apart from obvious ground features, especially rivers, being dealt with through the weather table, so too is cloud cover which affects air support markers.  Both sets of conditions have handy tracks and markers on the map as reminders - a welcome help.

Explanation of Weather Effects on Cloud Cover and Rivers

Perhaps surprisingly, weather does not affect supply, though supply itself is handled in a novel and interesting fashion.   Apart from a direct trace of 4 hexes to map edge supply hexes, roads and rails are the key.  This is a familiar rule; what is unusual is that you check HQs first for being in supply and then those that aren’t are removed from the map.   They will return to the map in the Reinforcement and Replacement Phase which is the last Phase of each player's turn.  Unfortunately, as the rules don't clearly specify, it must be assumed that they return by the same process as unit reinforcements arrive.  In the final step of the Supply Phase all combat units are checked for whether they are within command range of an HQ on the map.  If not, then they are marked as out of supply. 
Close up on the Combat Table

The other intriguing feature is the Combat Results table.  Though it is the standard CRT with an odds ratio and 2D6 roll, unlike the very conventional single columns for each ratio with either an Attacker result or Defender result or a split result for each, there are three columns.  The first column gives step losses, strangely in the rules labelled under the heading Application of Attrition Results, but then referred to from then on by the more familiar phrase "step loss."  The second and third column respectively provide what are called Attacker Tactical Results and Defender Tactical Results.  At first sight, several of these look familiar - AR, DR, DR1, DR2, DR3 and Eng - but the last one Eng definitely does not mean the well known Engaged Result which normally is much the same as "no effect." Here the Attacker has to roll 2D6 again and apply only the Attrition Result i.e. more step losses.

And now for something completely different
On top of these are several new results: E, F, S and R.  Unlike "E" usually meaning Eliminated, here it means Exploitation and its effect is influenced by a surprising number of additional rules for a single CRT result.  It is a Tactical result only found in the Attacker columns and allows a limited number of units to make exploitation and attack moves in the Exploitation Phase that immediately follows the Combat Phase.  The number of Attacking units allowed to take part is changed by such things as whether an armoured attack had been declared and terrain.  Added to that, the type of units chosen may mean that some can only move, while others can both move and attack.  Again an interesting and new approach replaces what is usually handled by the standard, conventional Exploitation Phase of many games.  On the other hand, the F, R and S are all Tactical Results that can only occur for the Defender and mainly add extra choices between retreats and additional or reduced step losses.
The final and crucial development in the novel twists to well known war game tropes is the Support Phase - what I might call the Good, the Bad and the Ugly (well, ok the last adjective doesn't apply) of the rules.  The fact that it is given its own separate Phase and both players get a double-sided aid to explain the use of each support marker signals its importance.  First of all, there are far more potential Support Markers in this game than I have come across before in most games.  Then the Soviet Player has four separate Available Marker holding boxes, while the rules for Support markers take up almost a full page of rules and unfortunately several other Phases separately contain details that affect the use of Support Markers.  At this point when learning to play the game, I began to feel that a little less might have been a lot better.   When mastering the information about the markers and the rules that govern them became far heavier to memorise than the whole Combat process itself, I felt a little overtaxed.  However, though they do add quite a bit to the learning process and to the complexity of game play, they also add a lot of chrome and historical feel to the game which I enjoy and appreciate.

Just a few of the many and varied Support Markers
So far, I've concentrated on what I would call the expected generic areas of rules as well as some of the intriguing individualities of the "Roads" system.  The last part of the rules that I want to consider are those designed specifically to simulate historical elements of this campaign, Operation Uranus.  Considering that this was a major and crucial Soviet offensive, it's not too surprising to find in the Sequence of Play a Soviet Offensives Phase.   The Soviet Player starts the game with one Soviet Major Offensive marker and will gain two Minor Offensive markers as reinforcements.  The conditions for launching a Major Offensive are closely bound up with the Support Markers just discussed, though the player is at liberty to choose the moment of launch whenever those conditions are met. 
Also highly important is the Stavka Phase.  This covers rules for releasing Reserve units generally during the course of the game and none of these reserves could be more important or valuable than for release at the beginning of the Major Offensive!  The Stavka Phase is also vital for withdrawing units and rebuilding them.  So far, these are all areas of the rules that help to give the Soviet Player both their characteristic feel and specific punch for this campaign.  The final element of specifically Soviet rules should be equally familiar to students of this period of the war and that is Soviet Lost Momentum.  The negative effect of these rules is closely bound to the number of times Soviet HQs move - a good incentive for ensuring that your HQs stay in supply and so don't have to execute lots of movement to return!
The final special Soviet Phase is the grand sounding Operation Mars Progress Phase.  This is designed to cover how a parallel Soviet Offensive launched by Stalin in another sector might have impacts on Operation Uranus.  It couldn't be easier to apply, as it is abstracted into a simple 2D6 each turn, from Nov IV to Dec III.   Depending on the dice roll, the marker on the Operation Mars track will either stay still or move on the track.  Possible outcomes may be a Soviet Collapse or a Soviet Breakthrough.  If neither has happened by the Dec IV turn, this Phase no longer occurs.  
All in all, these rules work together very well with a minimum of effort and plenty of flavour, as do the brief rules on German Superiority and Major Soviet Successes.  The very last section to consider is the Fortress Stalingrad Supply Phase.  This can be declared by the German Player, if both hexes of Stalingrad are German occupied and these units are out of supply.  It brings with it a substantial level of extra rules and is cancelled if the German units in at least one Stalingrad hex regain normal supply and, of course, may recur if both hexes again are out of supply.  It is obviously highly historical and again strongly adds to the game's "feel."  Whether it is worth the extra complexity and rule commitment will, I think, be dependent on the individual players and I would suggest that players discuss its implementation.  I'd expect more experienced gamers to go for it, but less experienced might like to leave it out until they felt comfortable with the overall system.
Finally, there are the Scenarios which offer a very good range in both length and complexity.  Without doubt the Wintergewitter Scenario is truly "introductory", as the rule book says, aimed at getting to know the basic, underlying "Roads" system. 
The three shorter scenarios range from 3 to 7 turns and use a reduced section of the full map.
Operation Uranus - a 3 turn blast that sees the campaign kicking off, using part of the full map.  Be careful to note the reminder that you use the set up for the full campaign, except for those units whose hex placement is in red.  The rule book advises playing this, above all, to familiarise yourself with the rules that pertain especially to this game's situation and I would go along with this suggestion.  Its brevity allows you to learn and make mistakes and try it out again.
Operation Star and Gallop - seven turns.  This has the advantage again of fewer turns and units at their last gasp.  It also follows on from the fall of Stalingrad and so helps again to experience situation rules specific to this game without having to master the added depth of the Fortress Stalingrad rules.
Backhand Blow - 5 turns.  It too has the same advantages as Operation Star & Gallop and having encountered this in several games devoted wholly to this part of the war, I greatly relished having this to play as a scenario.  In my view a great bonus.
Finally, it's the main attraction, the full campaign game scenario:

On The Brink of Disaster.

Soviet forces poised to launch their envelopment

A substantial 17 turns.  Fairly modest on map counter presence at start, with plenty of reinforcements to follow for both sides.

Initial Soviet Set Up Forces

Inevitably the full campaign for me remains the major draw in any game, but it's always pleasing when there are several shorter scenarios, as here, which all provide a solid play session.

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