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Thirty Years War by Wargame Design Studio   The start of the Thirty Years War is normally taken to be the Third Defenestration of Prague in ...

Thirty Years War by Wargame Design Studio Thirty Years War by Wargame Design Studio

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




Thirty Years War

by

Wargame Design Studio






 The start of the Thirty Years War is normally taken to be the Third Defenestration of Prague in 1618. I had not known about the other two defenestrations until quite recently. The first was in 1419 during the Hussite War and the second took place in 1483. Technically, defenestration means to literally throw out the window. It now also means to throw out of power abruptly. The 1618 occurrence was when the two Imperial Regents and their secretary were tossed out the window of Hradcany Castle in Prague. Although they fell from a great height, their landing in a pile of offal meant they escaped with no real harm. So, if you are visiting Bohemia my suggestion is to take a room on the first floor in case you upset the populace.

 The throne of Bohemia was then offered to Frederick V Elector Palatine (one of the electors of the emperor in the Holy Roman Empire). Because of the shortness of his reign, he was called 'The Winter King'. This, in turn, started the Thirty Years War, one of the first wars that involved most of the countries of Europe. While ostensibly a war of religion, it sometimes had Catholics fighting Catholics and Protestants against other Protestants.  

 The warfare that took place at the time is usually written as the dividing line between older forms, (not much changed from ancient times) and the newer gunpowder age. The push of the pike gradually faded under the weight of a matchlock's ball. Some of Europe's greatest generals fought during the thirty years span. These included Turenne, The Great Conde, Gustavus Adolphus, and Wallenstein, among others.


Some Campaign Screens



 So, let us see what Wargame Design Studio has to say about their game:

"At the start of the 17th Century, Europe was in turmoil. Although largely centered on Germany and, at least initially, considered by many contemporaries to be a religious rather than political conflict, the Thirty Years War was in fact part of a complex series of interlinked conflicts. Some of which, such as the Dutch revolt from Spanish rule and the lengthy military rivalry between France and Spain, had their origins in the previous century. This title will weave in and out of these various conflicts with a focus on the larger battles and more predominant characters such as Tilly, Mansfeld, Gustavus Adolphus and Wallenstein.

The Bohemian Revolt of 1618 leads the way with initial battles between the Catholic (Imperialist) forces and the mercenary led Protestant (Anti-Imperialist) forces at Sablat and White Mountain. With the failure of the Catholics to completely crush and demoralize the resistance, the Palatinate phase began which would lead to larger battles and stretch through 1623.

1625-6 would bring in a new phase with the entry of the Danish king Christian IV of Denmark aligning with other Protestant forces to challenge the Hapsburg Empire. Poor performance on the battlefield and loss of major leaders such as Christian of Brunswick emboldened the Hapsburg Emperor Ferdinand II to try and clamp down on the situation in 1629. This would spur the Swedish king, Gustavus Adolphus, to enter the fray on behalf of the Protestant cause. This change would lead to the first defeat of Catholic forces under Tilly in more than a decade, at Breitenfeld in 1631. This would also see much larger actions taking place over the subsequent four years.

This ebb and flow would continue across the continent with new armies being raised and battles being fought in many areas of the continent. Civilian populations, commerce, and civilization itself would be shaken to the core for most of the region during this time and the effects of this conflict would be felt for generations to come. When the dust began to settle the "Holy Roman Empire" had been weakened beyond repair and the rise of the modern nation-state was solidifying."



Two zoomed in 3D Battle Screens

 This is a list of some of the battles:

Includes battles from all aspects of the war - major encounters to small skirmishes. 80 stand alone scenarios and 2 campaigns. A sampling would be:

White Mountain
Mingolsheim
Wimpfen
Hochst
Fleurus
Lutter
1st Breitenfeld
Rain, the River Lech
Ingolstadt
Lutzen
1st Nordlingen
Wittstock
2nd Breitenfeld
Rocroi
Freiburg
2nd Nordlingen

 Their names shine out from the past. Lutzen, 1st Breitenfeld, Freiburg, and Rocroi where Frederick the Great and Napoleon, among others, read about and learned their craft. The war spans from the age of the Tercio until its fall at Rocroi to the Great Conde.

 There is a 'Getting Started' scenario along with four 'Bootcamp' ones to learn the game mechanics. In total, there are 75 actual battle scenarios. Many of these allow the player to play against the AI from either side. I have dreamed about a computer game that would allow me to fight as the Spanish against the French at Rocroi.


A zoomed out 2D Battle Screen

 Unless you were kidnapped by the Fae folk or have been lounging for a long-time underneath a piece of granite, you should know about The John Tiller games and Wargame Design Studio. Wargame Design Studio has released or updated (really done over from the ground up) a myriad of computer wargames. The list of their Game Series is as follows:

Civil War Battles (American)

Early American Wars

First World War Campaigns

Modern Air Power

Modern Campaigns

Musket And Pike (Which Thirty Years War belongs to)

Napoleonic Battles

Naval Campaigns

Panzer Battles

Panzer Campaigns

Squad Battles

Strategic War

 They also have ten demos that allow a player to test the water in almost all of the above Game Series.

 I am a solitaire wargame player at heart, and I would prefer to play that way with either a boardgame or a computer one. What Wargame Design Studio has been able to do with the AI battle/campaigns is really just amazing. Even if you are a person who does not like to play solitaire, they have you covered.  You can play their games the following ways:

Play by E-mail (PBEM)

LAN & Internet "live" play

As well as two player hot seat



A little closer in screen with the inset map.



 The game 'Thirty Years War' has really been a dream of mine for as long as I can remember. We have had games about WWII, Napoleonic, and many others. However, the Musket and Pike Era has been almost completely ignored. You had to set up a boardgame if you wanted to play a battle from the age until quite recently. Wargame Design Studio's games were/are meant to transition the boardgame player to the computer with as little hassle as possible. Of course, there is a learning curve. What in life does not come with one? Thirty Years War, and all of their games (really simulations), is an involved game with many rules and a UI (User Interface) to master. I will say that learning to play one of their games is much simpler than trying to put together some plastic castle in the wee hours of the night before Christmas. The good thing is that the UI is used pretty much across the board with their games. If you learn one of their games, it is pretty easy to learn another. Just as I was finishing this review my phone alerted me to even more updates that WDS has released. It seems updates have been coming on almost a weekly basis. 

 As far as Thirty Years War, what can I say? I absolutely love the push of the pike and a failed cavalry charge. If you are a student of history, you owe it to yourself to pick up TYW. Books are now priced almost in the same range. or higher, than WDS games. For the maps and the setup of the armies alone it is worth the price of the admission, with the added attraction of being able to put you into your favorite general's saddle and boots they are priceless. 

 Now we have to talk about the downside of WDS games. They are addictive and once you have bought one you will want more. The other negative to WDS is this. They have not yet released a game about Marlborough's campaigns or the earlier wars of Louis XIV. I am also awaiting an Ancient Battles done with the new AI and UI.

 As I have stated before, I am an unabashed fanboy of the John Tiller games that started out almost 30 years before. Wargame Design Studio has taken all of the series of games to heights undreamed of when we were first playing them so long ago.

 They have also started to have a different game go on sale every week, although the standard price of $39.99 should make them easy to afford. It is almost half the cost of an AAA computer game and with what comes with it will keep you occupied/happy for years to come. 





Robert

Wargame Design Studio:

Thirty years War:


  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

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