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  Campaign Series Vietnam Tutorial Walkthrough by Joe Beard   This is a series of videos that Joe Beard did for this excellent series. Here ...

Campaign Series Vietnam Tutorial Walkthrough by Joe Beard Campaign Series Vietnam Tutorial Walkthrough by Joe Beard

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




 Campaign Series Vietnam Tutorial Walkthrough


by


Joe Beard






 This is a series of videos that Joe Beard did for this excellent series.

Here is the link:

Campaign Series Vietnam Tutorial Walkthrough: https://m.youtube.com/playlist?list=PLujeLHPclRBNySMPROfnfgcums5QSknPN




  CRETE FROM STRATEGEMATA This is the third game that I've reviewed in the Great Battles of Small Units series from Strategemata and ea...

CRETE CRETE

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

 CRETE

FROM

STRATEGEMATA


This is the third game that I've reviewed in the Great Battles of Small Units series from Strategemata and each one has built on and improved on its predecessor.  Crete is no exception to this steady progress onward and upward.  Like its immediate predecessor, Carentan, the box art has maintained the combination of strong, aggressive images and colours.  
In this new game, though the actions themselves remain very playable because of the small number of units involved in each battle, the scope is much greater.  For, as the game's title readily tells us and the picture heralds, we are pitched into the famous German parachute invasion of Crete.  Operation Mercury may not have spawned the volume of games that the Normandy landings, the Battle of the Bulge or Operation Market-Garden have, but it still stands worthy of the "Great Battles" of this series' title.
There are so many developments to celebrate, beginning with the maps - not just one this time but four.  Each covers one of the major focal engagements of this epic action.  Maleme airfield, Heraklion Bay, Rethymno airfield and Prison Valley (whose map can be seen below).  


Each individual battle can be played in a couple of hours with plenty of replay value, as the game provides cards giving 4 alternative set-ups that give the German player a varying number of units.  Not only is this great for re-playability, but also for play balance.  Add to that you can combine all four maps and scenarios into a much more sizable complete game of the initial three days of the Crete campaign.

The four scenario cards for 
the Battle for Maleme Airfield 

Accordingly, this is one reason why I think it is such a good game for varying levels of player.  It's perfect for a more experienced player to use as an introduction for a newer player and yet should equally satisfy two players familiar with wargaming conventions and has the potential for team play as well.   
However, as an introduction to board wargames for the novice by themselves it may not be the best choice.  This is because, though the rules are brief, they introduce a system that contains a significantly high level of originality and so need careful reading to guarantee a sound grasp. Much of what I wish to say here can be found in my earlier review that can be accessed via this link.  For those who don’t want to bother with the link, I've appended at the end of this review a substantial extract that covers the major concepts of the system.

This is a very accessible system and swift playing.  My only criticism would be the Close Combat rules, which seem to stand in contrast to the ease of basic Fire.  This is high lighted by the fact that virtually all the Examples of Play section at the end of the Rules is taken up with how to resolve Close Combat.  This procedure starts with both players drawing a card from the draw deck and placing it face down for each unit that they have in the Close Combat. Then they either draw a second card or choose one from their current hand of cards to be placed face up.  If only one player has Combined Arms, they can draw another card or choose one from their hand and the player who has initiated the Close Combat can add an extra card for each hex that they entered the combat from.  All cards are then turned face up and totals determined.  Highest number wins the combat, while ties go to the Initiative player.  There is even the possibility of the defender making a Counterattack  which involves further card draw.

Just as the game provides so much more than its predecessors in maps, so too does it need far more counters.  These counters are very similar to the previous games, but once again there is that small but steady improvement in quality and most important is that each battle has its own set of counters with only one battle needing a single group of reinforcements to be drawn from another of the battles.  This has made the organisation and storage very easy.  For each battle I have a labelled, medium sized zip-lock bag for the Allied units with a smaller bag inside containing the German units. 
The play aids include a comprehensive terrain chart, an Allied set up card for each battle and a full display of German air and artillery assets for the linked four map battle.
German air and artillery assets display
All in all this is very good value for money, with a wide variety of situations each offering four different levels of difficulty and encompassing a significant campaign which many, like me, will relish the opportunity to play out over all four maps.

A final glimpse of the Allied set up for just one of the four battles


{Extract from Black Cavalry review}

 First of all the rules introduce a system containing a number of very interesting concepts.  The first and perhaps most important is the use of a deck of ordinary playing cards to regulate and introduce a mixture of control and randomness into the game.  This is an element not unfamiliar from some miniatures rules and systems.  [An excellent instance being To The Strongest - a superb set for conducting Ancient warfare!] However, I haven't previously encountered this in board wargaming.  Here all court cards count as 1 pt, while all other cards have their face value.

From the outset, these cards govern everything, including who will have the Initiative and play the turn.  This latter rule stands out for me as a leading innovation and one I have certainly never met with before.  There are four Initiative markers, one for each of the four suits in a pack of cards: Hearts, Clubs, Diamonds, Spades.  On one side of the marker is a flag to denote the German player, on the other a flag for the Allied player.

A pre-game card draw will determine which suits will determine each side's potential starting Initiative.  From then on, each Turn begins with a card being drawn, the suit determines the Initiative player and the Initiative marker for that suit is turned over to the opponent's side.  Thus a rhythm is established that overall evens out, but can throw up surprises and causes each player to focus very carefully on what he/she needs to do when they have got the Initiative.

What is even more novel is that only the player with the Initiative gets to directly activate their units with a choice of actions from Movement/Improving a Position/Fire and Rally.  However, and this is the third original idea, the non-Initiative player's units have a limited reaction ability.  Each unit can either move away one hex when an enemy unit comes adjacent or, at the point when an enemy comes into range and line of sight, can"roll" [i.e. draw a card] to see how many reaction pts the unit gets.  This will allow the unit from 1 to 3 Defensive Fire opportunities. 


This sets up a highly interactive system that benefits defenders well dug-in on good defensive terrain, especially when the Initiative player has to cross open ground.  It also creates a fairly fast flowing pace to each turn, with the opportunity for reaction, but without an overcomplex set of rules and conditions. .


What I like even more about the use of cards instead of dice is that each player starts a Scenario with a a limited hand of cards, with rare Random Event opportunities to refill or exchange some of those cards. In a variety of cases, a player will have the opportunity to play a card rather than randomly draw one.  


Nowhere can this be more crucial than when you have the Initiative, as your first decision is always how many formations you are going to activate.  To activate a single formation is free  and guaranteed.  To activate more than one formation, then each formation costs 2pts and each support weapon costs 1 pt unless it is stacked with a unit from its formation, an Artillery strike costs 2 pts and an Air strike similarly costs 2 pts.  You must first announce what you are attempting to activate.  Obviously then you can use one of your precious cards in your hand to guarantee success, but if you choose to risk a random card draw and don't pull a card that will pay all your costs, then you forfeit all activation!  


Lots of tense moments here, especially if you have a lot of nice court cards in your hand which count as 1 pt - and remember you can only ever play one card.  So, perhaps you'll be saving those high point cards for activation purposes in crucial turns, but they're equally useful in Fire and Close Combat.  


Fire is very straightforward with each unit firing separately.  It involves simply the play or draw of a single card plus double the unit's firepower compared with the defending unit's morale added to its terrain cover.  If the Attacker scores higher, the Defending unit is disorganised and, if twice the Defender's score, then the unit takes a step loss as well.  Gun/Armour factors add a few more twists too, though the main problem here lies in the minute size of the print on the counters!


Close Combat involves a more complex combination of cards, drawn randomly/played from hand, both face down and face up.  This takes a little thoughtful reading, but help is at hand as a substantial amount of the two pages of examples is devoted to a very clear sequence illustrating these particular rules.


  Lock 'N Load Publishing Bonanza  Feast your eyes on the splendor!    I had one of the most glorious care packages known to man land on...

Lock 'N Load Publishing Bonanza Lock 'N Load Publishing Bonanza

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




 Lock 'N Load Publishing Bonanza



 Feast your eyes on the splendor!












 

 I had one of the most glorious care packages known to man land on my doorstep. I am surprised it did not come by helicopter or get dropped off like a resupply mission out of the back of a C-47 with a parachute attached. These are the games that showed up (along with a handy truss to carry them in):


"Close Quarter Battles (CQB) is a tactical game system that allows players to recreate specific actions from the most famous battles in the horse-and-musket era. The series begins with the Battle of Waterloo on June 18, 1815, focusing on the assaults on the fortified farms of La Haye Sainte and Hougoumont. It hopes to demonstrate how ferocious the fighting was around these iconic locations, which still bear the scars of that famous day.


Ju 87 Stuka Ace – You can play a single Mission or simulate the entire career of a Stuka Ace. Your Mission is to destroy as many targets as possible while advancing your pilot skills and increasing your personal rank and awards. Starting with operations in Poland in 1939 until the last actions in Soviet territory in 1944/45. 


World at War 85 – WaW85 Series is a fast and furious platoon-level combat, set in 1985, in an alternate history of World War III, when the Warsaw Pact armies storm across the border of East Germany in a powerful attempt to seize West Germany and the whole of Free Europe.  The WaW85 system features a unique combat system that involves die rolls by both attacking units and defending units, which keeps both players engaged throughout the game.


Point Blank – Point Blank is a World War 2 tactical squad-level card game where players maneuver forces to attack or defend objectives defined in scenarios. Game components are represented by cards consisting of squads, vehicles, support weapons, and leaders. Counters are included with the game and are used to mark player forces with information about the condition or state of a unit and a solitaire option is also included, well as team play.


Glory and Empire Series - First Victories: Wellington versus Napoleon. This series offers a fresh and dynamic approach to grand tactical command, maneuver, and combat during the French Revolutionary and Napoleonic periods. The system is designed to provide fast-paced gameplay while maintaining historical accuracy and a wealth of detail."


 I would like you to take a close look at the packaging. If you are sharped eye enough, you will notice the absence of something that has been coming with boxed wargames for many years. That is right, there are no peanuts!!! Peanuts are the bane of every wargamer. True, some companies do send out the ecofriendly ones that you are supposed to be able to eat. However, even if they are palatable, go ahead and try. I will not; they still get static and stick to everything. I swear, sometimes my wife is less upset about the actual buying of the game compared to a kitchen full of the darned things. They are sometimes as bad as the Tribbles that were on the Enterprise. Grognards rejoice! We have been liberated from this horrible menace!


 The games also came with canvas maps for four of the games. Ju 87 Stuka Ace came with the special neoprene mat.






The pictures need no caption for anyone who has read about Waterloo. For those that haven't, the first two are of La Haye Sainte, and the latter two are of Hougomont.


 This is the neoprene mat that can be purchased for JU 87 Stuka Ace:




  I have been waiting patiently for the release of JU 87 Stuka Ace and it will definitely be the first game that I review. After that, I believe I will step back in time and delve into Lock 'N Load's new series First Victories Wellington versus Napoleon.

 This is from the Gamefound page of JU 87 Stuka Ace:




 Lock 'N Load Publishing has also started using AI to assist the player with their Rulebooks that they put online. You can see that they have a lot of the newer games' Rulebooks already posted along with some older ones. They actually have all of their Rulebooks available to peruse online on their website. The first link goes to all of their Rulebooks and the second goes to the JU 87 Stuka Ace AI enhanced Rulebook:



Robert Peterson



PS. Yes, that is a Mig 15 and a JU 52 in the background.

Old School Tactical Volume 4: Italian Theater 1943-45 A Mark H. Walker Game Designed by Shayne Logan by Flying Pig Games  Churchill's ...

Old School Tactical Volume 4: Italian Theater 1943-45 by Flying Pig Games Old School Tactical Volume 4: Italian Theater 1943-45 by Flying Pig Games

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





Old School Tactical Volume 4: Italian Theater 1943-45


A Mark H. Walker Game


Designed by Shayne Logan


by


Flying Pig Games







 Churchill's 'Soft Underbelly of Europe' did not seem so soft or easy as Churchill had in mind. The Allies had knocked Italy out of the war with the invasion of the Italian mainland at Salerno. Unfortunately, they forgot to tell the Germans to take their ball and go home. 'Smiling Al' Kesselring was going to make the Allies pay for every inch of Italian soil that they took. The mountains and rivers of Italy were the perfect natural barriers for the Germans to use to make the Allied offensive a slow grinding process. Even after Rome had fallen, Germans did not give up and were still a thorn in the Allied side until the end of the war.






 This is what comes with the game:


3 sheets of unit, weapon, vehicle, and condition counters

A large (We are talking HUGE!) 30" x 41" mounted game map, hexes are 1"

27 luck cards, such as Tank Killer, No More, and Veteran Skills

40+ unit data cards

Full-color Playbook with 14 scenarios, including SAS Raiders- British SAS commandos search for the Italian howitzers to protect the landings in Sicily and Fallen Allies- with the capitulation of the Italian state, the Germans moved quickly to seize power.  Some Italian units did not go peacefully.

2 x player aid cards

Color rule book

Dice

Massive box  






 The Soaring Swine have, and rightly so, a reputation for beautiful and huge, not just large, wargames. The components that come inside this extremely large box are completely up to that reputation.


 The very well-done map shows both the pastoral and rugged terrain that the Allies and Axis soldiers fought over. It does not show the really rugged terrain of the Battle of Monte Cassino. This is shown in the OST Volume 4 expansion 'For the Empire' (that also includes the Commonwealth forces that fought in Italy). As usual, the hexes are large and show exactly what terrain is in each one. You get a Rulebook that is magazine type in style and is 25 pages long and also has an index. You also get an 18-page Playbook in the same style as the Rulebook. Both are in full color and the Rulebook is studded with examples of play etc. The players each get their own aid card with all of the terrain, CRTs, and pretty much everything else you need to play. The counters, along with everything else, are made to the same high standard that we have come to expect from Flying Pig Games. Next up, we have three countersheets. Two are for the units and one for gameplay. The infantry counters are 3/4" large and the armor etc. are 7/8". Then we have a deck of unit data cards, and another deck marked 'luck'. 





 The scenarios included run the gamut from the fighting in Sicily to the landing at Anzio near Rome. I was very happy to see that they included one of the more successful Italian pieces of armor: the Semovente. This was roughly the Italian equivalent of an assault gun/tank destroyer. It was probably smaller than the Hetzer, but it gave a good account of itself in battle.


 Thank You, Flying Pig Games, for allowing me to review another of your games in the Old School Tactical Series. The original game was about the fighting in Western Europe. They followed it up with Volume 2 taking place on the Eastern Front and Volume 3 in the Pacific. They also have an equally wonderful series called 'Black Swan' that was designed by the master Hermann Luttmann. This includes his magnum opus A Most Fearful Sacrifice. This has been joined by a game on the almost historical Pipe Creek campaign. The next massive beauty in the series is coming up and is called The Rock of Chickamauga. 


 I will have at least one more follow up piece on the actual gameplay of OST Volume 4.


Robert Peterson


Old School Tactical Volume 4: Italian Theater 1943-45


Flying Pig Games


My Review of Old School Tactical Volume I


My Review of Old School Tactical Volume II



  Eylau 1807 Battles of Napoleon Volume I by Sound of Drums A Uwe Walentin Design  I will confess up front that I am a Napoleonic fanboy, an...

Eylau 1807 Battles of Napoleon Volume I by Sound of Drums Eylau 1807 Battles of Napoleon Volume I by Sound of Drums

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





 Eylau 1807


Battles of Napoleon Volume I


by


Sound of Drums


A Uwe Walentin Design





 I will confess up front that I am a Napoleonic fanboy, and not only in my choice of wargames. If I had my way, some of the decor in my house would be of the Napoleonic variety, much to the chagrin of my better half. To top it off, the Battle of Eylau has for some reason always been my favorite Napoleonic battle to read about and to wargame. So, I might look a little more harshly on a wargame based on the battle compared to others.


 The Battle of Eylau need not have happened. After the destruction of 90% of the Prussian Army in the 1806 campaign, Napoleon was trying to come to grips with the Russian Army who were allies of the Prussians. Time had moved inexorably forward, and it was now almost full winter. Both Armies had pretty much gone into winter quarters. The Battle of Eylau was mostly caused by Marshal Ney disregarding his orders (He might have been the 'Bravest of the Brave' but he was certainly not the brightest of the bright) and causing the Russian Army to stir. Both armies finally met at Eylau in typical norther European weather. The battle was technically named Battle of Preussisch-Eylau, this being the town's actual name. However, the slaughter in the snow would make a more accurate description. The Russian Army was as tenacious as always, as Frederick the Great, Napoleon, and others came to find out. Sometime during the battle, a raging snowstorm took place to make the soldiers and generals jobs that much harder. Marshal Murat at the head of 10,000 French horsemen is usually credited with stopping the battle from becoming Napoleon's first defeat. It ended as the first check and not the outright victory that Napoleon had encountered. The battle was summed up by this conversation between Napoleon and Marshal Soult: Napoleon told Marshal Soult, "The Russians have done us great harm," to which Soult replied, "And we them, our bullets were not made of cotton." This famous interaction between a commander and his troops also took place at Eylau: "At the battle of Eylau, seeing his horse grenadiers lowering their heads as bullets whistled around, Lepic uttered the famous words: "Heads up, gentlemen, these are bullets, not turds!" (Haut la tête, messieurs, la mitraille ce n'est pas de la merde !)."







 This is what comes with the game:


two 88 x 56 cm map sheets

1120 counters (15 mm)

220 alternative counters (15 mm)

40 grey and 42 black cubes

20 blue and 20 green cube

2 army charts

2 OOB charts

2 play aid charts

2 tally sticks

2 counter trays

4 custom dice

1 rulebook



 This is what Sound of Drums has to say about the game:

"Battles of Napoleon is an epic game series that simulates the most famous battles of Napoleon on a tactical scale sharing an elegant and cohesive ruleset. 

The series portrays the most important aspects of battles of the Napoleonic era with easy to learn and remember rules, intuitive mechanics and procedures. This enables players to focus less time consulting the rulebook and more time on strategy, tactical decisions and gameplay.

The system focuses on the “cat-and-mouse game” of coordination and timing of the various formations of the different arms without unnecessarily complex or excessively thematic gameplay that too often compromises game-flow. 

The scale of the series is appr. 150 meters per hex. Infantry units are battalions; artillery are batteries, and cavalry are represented as regiments.

EYLAU 1807 contains 1120 large (15mm) counters, 280 alternative counters, 2 huge map sheets (each 86 x 55 cm) with large hexes, 4 charts and tables, 125 wooden cubes, 2 counter trays, 1 rules manual and 4 customized dice. 

Thanks to the successful funding on Gamefound and the unlocked stretch goals the components of the game are upgraded: the dice are customized and the charts and tables are deluxe (printed on 2mm grey carton) and the game includes 280 alternative counters.

The Game includes 5 scenarios: The fight for night quarters (small scenario), Murat’s massive cavalry charge, Davout’s attack, Lestocq saves the day and the Grand Battle scenario

Marc von Martial, one of the best graphic artists in the business, is in charge of the artwork. Gamers can expect beautiful, era-style maps and counters, and they will not be disappointed by his skill and love for detail."





  One thing about the game that was brought up before it was released was the map. This wasn't a discussion about how excellent it looks but the fact that it has a white overlay to it. Apparently, some people wanted to see the little brown buildings in the town etc. Well, here is a news flash. The battle was fought in the middle of a hard winter during a snowstorm. I thought from the very beginning that the map color added to the game and actually added to the historical immersion of it.





 

 Before I dive into the various components that come with the game there is something very important I have to say. That is, this game has some of the finest materials that I have seen in a game. It truly looks like the labor of love that it is. I was impressed by their earlier Hellas game, review link below, and its pieces but I am blown away by what you find inside this box. Now to be clear, I am talking about what comes in the 'regular', seems a pity to use that word, game box. I was lucky enough to get some of the special items from Mr. Walentin like the mounted map and the special dice. These only added to the magnificence of the ensemble.




 

 Unfortunately, my descriptions and the pictures do not do the game components justice. However, I will list off what comes in the box to the best of my ability. 


 So, let us start off with the map. As mentioned, it comes in two pieces. The size is a little over 22" X 34". I remember that we were supposed to change over to the metric system in the early 1970s, but I digress. It is simply a real wonder of an understated style. It is designed to show a landscape draped in winter and in this it succeeds admirably.


 Next up are the counters. Many games have huge amounts of counters. Usually, these counters are on the small size and rather hard to read, but not with all games. These come in around 5/8". This size is quite sufficient for most people to be able to see the pertinent information. They also have a small picture of the different Marshals and Generals, and they use what we have come to call the NATO symbols. The game places a lot of emphasis on command and control of the different units, as it should in a Napoleonic battle. So, being able to read the different Corps and division numbers is very necessary. The actual game units only take up two and 3/4 of the countersheets. The other 7 1/4 are the counters used in gameplay. The counters also come prerounded. I know this puts a damper on those of you who revel in piles of cut off pieces of counters. There are two types of alternative counters. The first is a set of alternative Marshal and General counters which have a flag instead of a small portrait. The other are 'Pollard" markers to show unit loss of strength. The game has regular loss counters of one number on each. The "Pollard" ones have four numbers on each side of the counter, and you put the correct number toward the front of the counter. Each counter also has a line or a column side. The game also comes with small wooden cubes to keep track of the different parts of the game. These are all uniform and do not have flash or bits of wood hanging off the ends.


  The Rulebook and the Scenarios, Notes, & History Booklet come in magazine type style. They are both in full color. The Rulebook does come with examples of the rules and play. The Rulebook comes in at 33 pages and the other at 19. The size of the lettering could be a little larger. However, the size of the Rulebook would then become a bit unwieldly. It comes with two large colorful foldout Orders of Battle, one for each side. The two identical Player Aids are made of the same material as a mounted map. All of the charts and tables needed to play are on them. You also get two foldouts to keep track of orders etc. These are also made of the same material as a mounted map. It also comes with two Tally Sticks, (more on them later), along with four custom dice. The entire game, except the map, is a bloom of color like a Napoleonic battle should be. 






 Strangely, for a game this size, the designer attempted to make it as easy as possible to play and remember the rules, without the constant checking and cross referencing that is needed in some game systems. The game is listed as a 5/10 on the complexity scale and the game length is listed as 180 minutes. This time is naturally based on knowing the rules and system and not for complete tyros. For a large game like this that is pretty amazing. The amount of counter clutter on the map has been cut down to as small as it can be. Mr. Walentin was trying to design a game series that would involve the player and be historical and yet still be extremely playable. I believe he has succeeded admirably in his assignment to himself. You get all the flavor of a Napoleonic battle without all the fluff and added rules that other systems use. 


 The gameplay is the very meat and potatoes of our chosen hobby. There are many beautiful games that gather dust on numerous shelves because of coming up short in this aspect. This game, and series, will not be one of them. The weather is also a large part of the rules and indeed that of the battle. Augereau's Corps staggered toward the Russian lines in a snow whiteout and was almost destroyed by the Russian cannon. This led to one of the most magnificent feats of the entire Napoleonic Wars. Murat led forward 10,000 French horseman who cut their way through the Russian Army and then repeated the process on the way back. The tableau has been used by numerous painters of the Napoleonic Wars.


 The game is won or lost by the amount of each army's fatigue points. As usual, you lose fatigue points for eliminated units, commanders, and the loss of objectives. However, you also lose fatigue points for each order that you issue. The way that fatigue is kept track of is also different. Instead of just having an army fatigue number that if you hit or go under, your side loses. The black and gray cubes are used to keep track of it. Essentially you have a stock of cubes at the beginning of the battle and scenario. You can win or lose them according to the rules above. When one side loses all of its cubes it has lost the battle. You can play with the historical weather, or you can roll a die to see what it is that turn. Now onto the Tally Sticks. Instead of having to find a bone or possibly a slide rule these are just included to help the player keep track of the army fatigue points etc. that are used in the game. These are a small but elegant addition to the game.


 I am going to break another one of my review rules now. That would make two in this month. While I will not mention the actual price, I can tell you that it is way below what a lot of other companies would charge for a game this size and is designed so well. There are so many outlets for buying games that I feel that it is not to the grognards' advantage to mention just one price. I do understand that it is best to send the money straight to the companies. However, some companies do sell their games to outlets that sell them for as low as the KickStarter prices. The grognard community as a whole is an older group. A lot of us are on fixed incomes and the 'younger' ones are dealing with college tuition for their children and many other things. In this day and age every penny counts.


 Please take a look at the other games that Sound of Drums has released and also take a look at the ones forthcoming. In their Battles of Napoleon Series, the next game is the Battle of Quatre? bras. That one, like Eylau, is a battle that could have gone either way.



 Robert Peterson


Eylau 1807 Battles of Napoleon Volume I


Sound of Drums


My review of Hellas: History of the Ancient Seas I:

Hellas: History of the Ancient Seas I by Sound of Drums - A Wargamers Needful Things



  Blitz in the East The Russian Campaign 1941-45 by VentoNuovo Games  The campaign in Russia was started on June 22nd, 1941. Amazingly it wa...

Blitz in the East The Russian Campaign 1941-45 by VentoNuovo Games Blitz in the East The Russian Campaign 1941-45 by VentoNuovo Games

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




 Blitz in the East


The Russian Campaign 1941-45


by


VentoNuovo Games





 The campaign in Russia was started on June 22nd, 1941. Amazingly it was not expected at all by the majority of the Russian High Command, (which really means Stalin and a lot of yes men. Most of the others were removed from this earth during the purge). The actual backwardness of the Soviet Union, as far as a good road network, is what really saved them. The strain on German supply and the actual breakdown of all types of motorized vehicles was something they had not planned on at all. In fact, Hitler had actually decreased the number of tanks being manufactured before the beginning of Operation Barbarossa. Still, the Soviets in 1941 suffered horrific loses in numerous kesselschlachts (encirclements) throughout the area of the European Soviet Union. The soldiers of the Soviet Union defeated the original onslaught because of their ability to be just like the moles in whack-a-mole. For every Soviet troop concentration that the Germans captured or destroyed at least one, and sometimes two, popped up again. The campaign went from the Germans almost taking Moscow in 1941 to the Soviets taking Berlin in 1945. One can make the argument that the Lend-Lease program was responsible for as good portion of their victory. However, their losses throughout the war show that they were determined to find victory no matter the human cost.

 So, VentoNuovo Games has decided to enter the fray again by releasing another game about the Russian Front. This one is slightly different then their last one. Their newest release is on the small physical scale compared to most Russian Front games. This is what VentoNuovo Games has to say about it:

"VNG developers have created a brand-new engine for this game that is both easy to learn and hard to master. The base rules are minimal in length with many designer notes, examples, and beautiful graphics. Several optional rules and the Scorched Earth Expansion also add more historical flavor and complexity for more seasoned wargamers. The game engine is the strength of BLITZ IN THE EAST, as it is new, easy, and incorporates all of the historical campaign’s main themes. You will not have the feeling of playing "another" Russian front game." says designer Emanuele Santandrea. The base game, with clearly defined concepts, minimal rules length, and numerous examples, allows novice wargamers to quickly learn and play. 

The map is the ultimate creation of our design team. Emphasizing every detail, it depicts the area of operations at 1200dpi instead of the standard 300dpi. This allows for zooming into details without disrupting the graphics.

The 65 counters represent the Armies/Fronts involved in the campaign and are 2.5mm thick, 18x18mm wide, and pre-rounded.
There are also more than 100 game markers to assist game play.

Each turn is two months. The game offers several scenarios and a campaign to relive the struggle from June 1941 till December 1945 (or earlier).

For proficient players, each turn takes approximately 20 minutes to complete. So, a scenario can be played in an afternoon. For campaign play, assume an afternoon and evening is required to complete.

German panzers are really powerful and can punch a hole in the line. But it is infantry that holds the line. Germany cannot win this war without help from her allies. "We are a small company and dedicate attention to Minor Countries." says Emanuele Santandrea."




The very stylish colorful map

 

 As you can see by the pictures this is a very handsome wargame, as are all VentoNuovo Games, that is in the newer Eurogame format. This has much more glitz than most of us grognards are used to. 

 The map has very large hexes and shows the area of Europe from roughly Berlin to the Urals. It also shows the Balkan nations of the forties. The counters are a sight to behold and come prerounded. There is only one countersheet due to their size and the scope of the game. The Soviets have 30 units and the Germans and their allies have 25. The map and counter information and writing is nice and large for these old eyes. There are two Player Aids that are on hard cardstock. Everything that is needed for play is either on the two-sided Player Aids or on the map. The Rulebook is in full color and is 30 pages long. Its pages are thicker than most Rulebooks. The writing in it is as big as what you get in a Large Print book. It is filled with easily understood play examples. It comes with a deck of 28 cards. These either show a historical picture or a picture of a commander from either side. Visually the game is stunning. The fact that all of the writing is oversized just adds to players' ease in learning the ropes.





Back of the box



 You would think by the size of the game and the terseness of the Rulebook that this would be more of a beer & pretzels game. In this you would be highly mistaken. Although VentoNuovo Games, all designed by the owner Emanuele Santandrea, are very much in the flashy Eurogame category, his games always have some meat under that glittering skin. The rules are designed for both grognards and tyros. 


Counters




  The gameplay is meant to be easily understood and to have the player up and running in as little time as possible. You can jump right in and start playing after only a cursory glimpse through the rules. The cards and the optional rules help to make it a much deeper game than you would think upon first glance. Remember that book and cover adage. Air, Armor and everything else that you have come to expect in a game about the Russian Front is here. What you do not get is tons of fiddly high stacks of counters and a rulebook that looks to have been published in 1975. The gameplay can be as fast as the early blitzkriegs of the war. However, I suggest you put as much thought into it as you would with some of its weightier cousins. As was mentioned, the game is played in two month turns and the designer expects each turn to be around 20 minutes. So, even if you wanted to play the whole campaign through, the game does not need to stay on your table (annoying your wife) for more than a day, especially if you were going to play one of the scenarios.





One side of the Player's Aid



 The scenarios that come with the base game are:

The game comes with two tutorials

  Beyond the Dnieper

  Blitz in the East

Operation Barbarossa

Russian Campaign




A picture of some gameplay




 The game can be enhanced by the addition of The Scorched Earth Expansion. This is some information on the expansion:

125 game markers 2.5mm-thick with pre-rounded corners
28 Game Event Cards
Illustrated rules with many examples
Two historical scenarios plus two alternative "what if" scenarios

"The base game, with clearly defined concepts, minimal rules length, and numerous examples, allows novice wargamers to quickly learn and play.

Veteran wargamers can also enjoy a more complex experience via several optional rules and the Scorched Earth Expansion.

New events and new details add historical flavor and depth with "what if" situations and detailed logistics management to expand your game experience!"






  The new rules and additional scenarios really help to make this game into much more of a grognards game. The additional scenarios are:

Fall Blau

In or Out

Balkans Pacified four turn version. This is a hypothetical scenario; there was no Balkan campaign in 1940-41.

Balkans Pacified full 28 turn version


 I was fully prepared to not take to the game. I am one of those people who thought that because the Russian Front was so massive you need a big game to simulate it. Luckily, I persevered with a Blitz in the East and found that I was totally mistaken. The addition of The Scorched Earth expansion also made my grognard synapses feel more at home. Thank you, Mr. Santandrea, for allowing me to take Blitz in the East for a test drive. As usual, with all of your games, it brings a new twist on an old gaming subject. 

 
 I forgot to mention that the game has a free downloadable Strategy Guide for the players.


Robert Peterson


Blitz in the East


VentoNuovo Games












  The Fate of All Strategikon Book I: Alexander's Campaign Against the Persian Empire, The First Diadochi War, and Other Deeds by Thin R...

The Fate of All by Thin Red Line Games The Fate of All by Thin Red Line Games

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 The Fate of All


Strategikon Book I: Alexander's Campaign Against the Persian Empire, The First Diadochi War, and Other Deeds


by


Thin Red Line Games






 Megas Alexandros, the son of Philip II and Olympias, both of which have had numerous books written about them, was born in July 356 B.C. Philip II was a hard man and king who had two desires. The first was to be considered Greek by the Greeks; most thought of the Macedonians as barbarians. The second, to invade the Persian Empire supposedly in retaliation for the two Persian invasions of Greece. Olympias was another matter entirely. To Alexander she was a doting mother who considered her son to be divinely born, or at least half divine. To others, she was Mommie Dearest on steroids. Anything or especially anyone who got in Alexander or his offspring's way was considered fair game for horrific retribution. The story of Alexander's invasion of Persia and his marching all the way from India and back is the stuff of legends and is well known. However, the stories of his generals are not as well known. Napoleon was well served by most of his Marshals. In reality they could not hold a candle to Alexander's generals, especially the Diadochi (Successors). 


 I am breaking a rule that I have followed since I started wring for AWNT a good number of years ago. This rule was to never compare one game to another, the main reason being is that much like children, all games are different, and they are the offspring of each designer's thoughts. There are two games that I would never part with. These are the Art of Siege and The Conquerors, or just Conquerors. Both were released by SPI in the late 1970s. Between the two, The Conquerors is in the number one spot of this grognard's heart. I have three copies of the SPI version, two just for extra maps and counters. Both I got for a steal, and even another version by Excalibre Games released in 2011. As grognards we all have our most favorite games, and we also have extra copies in case of something untoward happening (much like how Foghorn Leghorn has his numbered feathers for emergencies). However, my heart skipped a beat when I opened the first map I came across and looked at the area of Lydia. I was absolutely enthralled. I was not really expecting to be. This game after all is about Alexander's invasion of the Persian Empire (The Conquerors also has a campaign about the Roman war with Antiochus the Great). Whilst I have read all of the books that have been written about Alexander and his great enterprise, I was never really a fan of Alexander's. Some things he did have really touched a chord with me such as smashing Cassander's head into the wall repeatedly when he laughed at the obeisance that the Persin nobles showed Alexander (Cassander being no favorite of mine). The Diadochi and their wars and battles have always meant much more to me than the great Alexander. I saw that one of the scenarios was about the first Diadochi War. Then I saw a counter that really grabbed my wargamer's heart. It was a counter for Antigonus, who according to Plutarch "was the oldest and greatest of Alexander's successors". To finally find a boardgame with a scenario about one of my heroes pretty much put me in awe of the game. It was from that moment that I began to realize that I had found a successor, no pun intended, to SPIs The Conquerors.


 Thin Red Line Games are known for their massive simulations about the Third World War happening in 1985. It seems the minute they go into print they go out of stock and the games then hit astronomical resale numbers? on those markets. I had read about those games, but never have I seen one up close to see for myself what all the other grognards were swooning over. Having seen the contents of this box I can now say that they have absolutely wonderful production quality. If they World War III games are like this no wonder, there has been such hubbub over them. This is a list of their WWIII games:

In a Dark Wood

1985: Under an Iron Sky

Less Than 60 Miles

1985: Deadly Northern Lights

The Dogs of War

1985: Sacred Oil

Die Festung Hamburg


 This is what comes with this game:

4x 90×60 cm matte plasticized map, covering Greece, Anatolia and the Middle East

1x Battle Map

5x 5/8″ matte plasticized counter sheets

20x Fate Cards

Rules Booklet

Scenarios & Designers’ Notes Booklet

Strategikon Booklet, containing examples and suggestions for the Commanders

2x Charts & Tables booklets

4x Player Aid Charts

2x 10-sided dice

10x zipbags


Game Highlights

30 km per hex, one month per turn

Units representing various formations, from Phalanx to Chariots

Order of battle and commanders based on primary sources and the most recent historical research

Realistic supply problems with realistic and possibly violent solutions

Cavalry Reconnaissance, Foraging and Raiding

Reaction Movement, not so easy retreats and catastrophic routs

Attrition and Army Morale, your first problems in the morning

Naval Warfare

Satrapies, Taxation and Bribes

Revolts, Treachery and worse

Five Different Scenarios with different complexity



A picture of all you get with your purchase


 This is what Thin Red Line Games has to say about their magnum opus:


"Loosely inspired on SPI’s “The Conquerors”, The Fate of All is an operational / tactical simulation covering the first four years of the campaign led by Alexander the Great against the Achaemenid Empire ruled by Darius III.


The final goal is to give a realistic representation of ancient warfare, without strange salads of godly interventions, auguries and Homeric duels. In the end, players will find that the problems faced were similar to those encountered during the Napoleonic era or the American Civil War.


The four maps cover Greece, part of the Balkans, Anatolia, Egypt and the Middle East up to Babylon. The scale is 30 km per hex with monthly turns.


The maps are designed using the latest archaeological studies and findings, but despite centuries of research several things are still only vaguely known: Some examples are the extension and path of the Persian Royal Roads, the location of several important cities and the exact route of Alexander’s Army. In these cases, the “most accepted theory” rule has been used.


Counters are 5/8″, each one representing a formation, from a Macedonian Phalanx Taxis (approx. 1500 soldiers) to a Cavalry Ile (200 – 300 mounted soldiers). Commanders and naval forces are also represented and will be key elements for the final victory.


Rules are centered on the problems of army organization, supply and morale: Commanders are essentials, armies must be organized in a balanced way, or they will move slowly, cavalry must be used for foraging, raid and reconnaissance, morale must be kept under control using sound military achievements or donations.


Political aspects are also a key element: Actions like Plundering and Sacking will have a negative impact on the local support by the ruling class and population, and both sides will have to use money or threats to gain it back. Last but not least, treason, revolts and dubious allies will be a problem too."



The map pieces put together

 

 I will just say at the beginning that the booklets and pieces of the game are really a sight to behold. There is a gaggle of player aids that come in the box. Here is a rundown on them.


 The Rulebook is in full color and is 23 pages long. The front and back cover have the famous mosaic of Alexander attacking Darius III in the latter's chariot. The different sections are headed by titles made to look like ancient Greek writing. This is a nice added touch to the game. Next up is the Scenarios and Designer Notes Booklet. It is 19 pages long and both of the above are designed in thick magazine style. The print is large enough where you do not need a magnifying glass and the rules etc. are written out so that you are not jumping back and forth to learn them. The Strategikon is an eight-page booklet of examples of all of the types of play. It is wonderfully illustrated for the player to follow along easily to learn the ropes. The charts and tables booklets, you get one for each player, are done the same way as all of the rest of the booklets mentioned. They are six-pages long and give the player everything he needs at his fingertips. There is a map made of card stock of the entire area of the map. It comes with the Forage Value of each of the different Satrapies. Then there are two card stock sheets for each side's Force Boxes. Each side has four armies and four fleet boxes with the Persian side getting an extra box for troops in Persepolis. This means that the map is not cluttered with large stacks of individual units. Last is a card stock sheet with the Calendar, Satrapies Alignment, and the Movement Points track. The counters of troops and markers are on five sheets and are a nice size of 5/8". The troop counters are little works of art and even show portraits of the different leaders on both sides. There are four wonderful maps from roughly Babylon to the entire Greek Peninsula. There is also a large fold out map for the tactical battles that comes with extra-large hexes. Both the counters and maps are in matte and come 'plasticized'. I know these help with waterproofing; however, it will be a cold day in hell before I let liquid of any kind near any of my games. Of course, this is a personal preference and is a very nice touch that has been added to the game. It will also help the life span of the maps. The game has a deck of 20 Fate Cards that are in line from an artistic point of view as the rest of the game. These give a historical feel to the game and also give it a bit of a wild card approach to play. So, there you have the long list of what you get. I cannot stress too much the excellent design and manufacturing of the game parts. You really have to see and feel them for yourself.



Phoenicia and Cyprus

Macedonia


 Just as with any other game, the gameplay is the real thing. As they say, you can put lipstick on a pig, but it is still a barnyard animal. So, how does the game play? I was a bit hesitant about how the game was designed and plays. After all, this was a game that was meant to replace one of my favorite games for 45+ years. I am here to tell you that it not only matches, or surpasses, The Conquerors in gameplay, especially the tactical part, but blows it out of the water in the art department. It almost makes me a little sad. It makes me think of the games like Philip II and Alexander. One was excellent for its time and the other is just superb. This 'game' is much more a military and political simulation of the time period. The designer stresses the fact that supply is one of the major factors in the game, just as it should be. The game puts you in these ancient leaders' shoes. You do not feel that you could put Panzers on the map and the game would play out the same. Supply and strategic thinking are the name of the game in this simulation. You actually get to see if you can emulate Alexander, or you can stop him with Memnon's take on what strategy the Persians should have used. As Alexander, you have one of the greatest fighting forces of all time. However, they can easily be swallowed up by the vastness of the greatest of ancient empires up until that time. As the Persian player, you have vast amounts of troops at your disposal, but they are not a homogenous force whatsoever. Most of them are of a lesser caliber than Alexander's troops. The ones that are able to stand up to the Macedonians' foot soldiers are few and far between. The Perian Empire was based upon some of the greatest horseman that had been seen in the ancient world up to that point. The Persian player has excellent cavalry and also a good number of them. You need to use them both tactically and strategically to win against a deck that is definitely stacked against you. As mentioned, the rules are set up for the player to easily learn how to play and find a rule or situation that may come up in the game. 

 Just like The Conquerors, you can have land combat resolved in a simple way or actually use the tactical map for the battles to play out (the tactical portion of The Conquerors was the only real downside to the game). In this game the tactical gameplay is just as good as the strategic.





  This is the Sequence of Play:

1. Events Phase
 a. Fate Step
 b. Bribery Step
 c. Revolt Step
 2. Administrative Phase
 a. Taxation Step (January only)
 b. Maintenance Step (January only)
 c. Recruitment Step
 d. Build Baggage and Siege Trains
 e. Remove Depleted Markers (April only)
 f. Remove Requisition markers
 g. Adjust Plunder markers
 h. Flip Breach markers to the Siege side
 3. Faction 1 Campaign Phase
 The first Faction executes the following steps:
 a. Siege Resolution Step
 b. Siege Declaration Step
 c. Naval Assignment Step
 d. Sea Shipping Step
 e. March, Fight & Die (MFD) Step
 f.  Final Supply Check Step
 4. Faction 2 Campaign Phase
 The second Faction executes the steps of Phase 3




Two different event cards form the deck. Oops, there goes Cleitus the black. The latter might show his marriage to Roxana.


 The Fate of All has been able to make me decide to put an old friend on the shelf probably never to be played again. This is both a sad moment for me but also a revelation and a wonderful feeling of great gaming to come. The fact that the designer was also a fan and used The Conquerors as a steppingstone mitigates my sadness. I am a self-professed ancient's nut when it comes to military history. The fact that this game has a scenario about the first Diadochi War is just the best icing I have ever tasted on the cake. 



The Battle of the Granicus setup.


"The Shattered Bonds

The first Diadochi war, 320 BCE

In 321 BCE, most of the internal rebellions caused by the untimely death of Alexander and the subsequent splitting of his empire have been quelled, and the Diadochi are finally ready to put every energy toward their common goal: Killing each other.


As Perdiccas moves to settle the score with Ptolemy, a coalition formed by Antipater, Craterus and Antigonus prepares to invade Anatolia, hoping to undermine Perdiccas’ dominant position and to bring support to Ptolemy before it’s too late.


The defence of Anatolia is entrusted to Eumenes, a previous secretary of Alexander raised to the rank of general thanks to his capabilities. Perdiccas also assigns Neoptolemos, an able officer but with a reputation for troublemaking, to act under the command of Eumenes.


As Antipater and his allies move into Anatolia by land and sea, Perdiccas’ faction is hit by a string of defections: Neoptolemos, the fleet admiral Cleitus the White, the Lydia Satrap Menandros, and the Karia Satrap Asandros all side with the enemy.


It’s only the beginning of a bloody war that will claim the life of most of its protagonists."


Read the introduction carefully.


 Thank you, Thin Red Line Games, for allowing me to review this excellent addition to your stable of games. I have read so much and seen how well your Third World War games play and look. I was really wondering how you would do with a game from this era. I need not have worried. Great gameplay and wonderful artwork are what grognards' dreams are made of. In this game you have succeeded in making dreams come true. I hope the readers take a look at those Third World War games when they click the link below to this masterpiece. Luckily, Thin Red Line Games does do reprints on occasion.




Some of the counters in all their glory.




Robert


Thin Red Line Games

The Fate of All

hpssims.com