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Hold The Line: The American Revolution The French & Indian War Expansion Set by Worthington Publishing   It i...

Hold The Line The American Revolution and The French & Indian War Expansion Set by Worthington Publishing Hold The Line The American Revolution and The French & Indian War Expansion Set by Worthington Publishing

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



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 It is finally here, my boyhood dreams from fifty plus years ago have been fulfilled. We have a real wargame with plastic toy soldiers. Yes, there have been a few attempts before with this formula, but none have succeeded as well in my eyes as 'Hold The Line'.






 The maps is 21.5" by 34.5" across. It is a plain map, but the game comes with a ton of geomorphic hex tiles to represent pretty much any battle of the era. I like the artwork on the geomorphic hexes. To some they might seem plain, but to me they fit the period, and are highly functional. 





 Yes, these are plastic soldiers. So there will be some bayonets or flag standards that droop or bend the wrong way. As has been written, you can fix this by immersing them in hot water if you choose to. These were not, and are not, supposed to be fancy miniature toy soldiers. If they were, very few of us would be able to afford the game. These are the same plastic soldiers we played with fifty years ago. These soldiers work fine with the game, in my mind.  As you will see in the pictures, I did not bother fixing any drooping. 






 This is a remastered edition of the 'Hold The Line The American Revolution', so it comes with a whopping thirty-four scenarios. From the Minutemen to Yorktown, and from Quebec to South Carolina, and everywhere in between. These scenarios range from tiny to the largest battles of The American revolution. 






 The rule book is twelve pages long. Instead of cards or chit pulling, the game works off 'action points'. Each side has X amount of action points listed in the scenario notes to use each turn. At the start of each player turn, the player will roll a six sided die to see how many more points he will have to use.

1-2 Die Roll - 1 AP
3-4 Die Roll  - 2 AP
5-6 Die Roll  - 3 AP

 Every action of the player costs action points. Units move by the expenditure of one AP. As long as a leader is with a unit that is activated, the leader can move with the unit for no cost of APs. Infantry and dragoons accompanied by a leader can move one extra hex, for the cost of one AP. Fire combat costs one AP, and close combat costs two APs. 






 The game sequence is:

Player A rolls for extra action points
Player A performs his actions, movement, fire, etc.
Check for Victory
Player B rolls for extra action points
Player B performs his actions
Check for Victory
End Turn






 The line of sight rules are straight forward, and easy to understand. If something is in the way, there is no line of sight. There are rules for the Leaders to be able to rally troops, and the game also comes with some advanced/optional rules to enhance play. The player has the ability to play a campaign. These are linked scenarios, with as little as two battles, the largest being four battles. 





 One thing that has caused some players a problem is the amount of die to roll if a unit has sustained casualties. It is always three die no matter how many pieces the unit is missing. Most infantry start the game with four pieces per unit. The missing pieces represent mostly morale loss by the unit. 

 The following will be some pics of my Battle of Germantown playthrough.





 The game plays much faster than I expected. The regular infantry, which is usually most of each force, only moves one hex per turn, unless you have a leader present or are using the optional forced march rule. This, along with the low action points that each side has, made me think that it would be a few turns before the mayhem began. While the first turn was just movement on both sides' part, after that the the combat came fast and furious. The British were racking up a lot of Patriot morale losses with their die rolls, and it looked to be an easy victory for them. However, the next two turns the tables completely turned, and it was the Patriots who were rolling high numbers and causing large damage to the British units' morale. Here is the action on turn eight. The morale/unit losses are about equal right now.






The Hold The Line French & Indian War expansion set/add on comes with four sheets (two front and back) of added geomorphic hexes. The new tiles include boats and deep water hexes for playing out amphibious operations. The expansion set comes with, now wait for it, French and Indian plastic soldiers, but also includes green ranger soldiers. The French & Indian War expansion gives the player another thirteen scenarios to play. That means with both the base game and add on you get forty-seven scenarios. Most of the new scenarios are naturally during the French & Indian War, but you also get two from Pontiac's rebellion and another two from the American Revolution.






 I like the game and can easily recommend it to other gamers. The rules are easy to understand, and the game gives a good representation on the warfare of the American Revolution. The only rule I do not like is that dragoons cannot initiate close combat. I understand why the rule is in place. I just think that Banastre Tarleton would have an objection to it. With so many scenarios available, and the absolutely unlimited option to play out any scenario you can dream up, the game and its expansion set are worth every penny.

 Worthington Publishing also has Hessian and Highlander plastic soldiers for sale to add some historical flavor.



 Robert













Here's a first for AWNT, a Nintendo Switch game review! Aperion Cyberstorm is a twin stick "bullet hell" shooter in which ...

Aperion Cyberstorm Aperion Cyberstorm

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



Here's a first for AWNT, a Nintendo Switch game review! Aperion Cyberstorm is a twin stick "bullet hell" shooter in which you fight off an endless stream of neon colored enemies with your equally endless stream of bullets. While the genre is an old one, Aperion attempts to mix up by giving the player lots of customization in terms of ships and attack patterns. You can also play with up to 4 other friends if you have the controllers handy.


Aperion Cyberstorm's campaign sends you through a long series of rooms in which you fight off a huge number of enemies before moving on to the next room and doing the same thing again. At the end of each "world" you fight a massive boss. There's some sort of story tying it all together, but it's difficult to follow and not all that interesting. What you're here for is blasting a bunch of aliens and spaceships, and that's exactly what you will get a heaping helping of. One of the game's best strengths is the wide variety of enemy mechanics you will have to deal with. You'll find yourself adapting constantly from room to room as new enemies types appear in different combinations. There are big tough enemies, super fast little ones, enemies that shield others from damage, and enemies that blow up and turn into more ships. You'll also have to deal with the occasional environmental hazard like slippery ice or burning lava.


As you fight enemies and explore the occasional nooks and crannies of the world, you'll gain experience, gems, and upgrades. At certain intervals you'll be able to customize your setup a bit. There are a bunch of different ships, each with slightly different stats and shooting patterns. You can also pick from among several power up abilities, like a super rapid fire cannon or wide shotgun blast. These power-ups recharge often enough that you can use them multiple times in each room, while also picking up random temporary boosts (like freezing or burning damage) that can be found floating around mid-combat.  Ultimately, I couldn't find that any one strategy was particularly effective compared to another, the customization is mostly up to your personal preference.


The gems that you collect from destroying enemies and exploring the world can be used to upgrade your special powers, letting you give a boost to any of the ones that you particularly like. These upgrades make the power-up last longer and recharge faster, something you will definitely need as the game progresses and you find yourself facing meaner and more numerous enemies.

Although the mechanics of the game clearly have a lot of work and love behind them, the art design and sound are a bit less impressive. I didn't really enjoy how the entire game seems to take place in a series of caves, with black being the predominate color on screen at all times. Despite everything in the game being some flavor of neon, it always feels way too dark for my taste. The sound effects, something you will hear non-stop in this sort of game, could have used some more work. Many of them feel one notch removed from the original Asteroid. The music, on the other hand, was enjoyable throughout the game.



While the game has solid mechanics and gameplay, none of it is particularly original or inspired. The game can also get a bit repetitive, as there are only a few rooms with an objective other than killing wave after wave of enemies. You've probably played something exactly like this before, and it's probably been done better and with more style. However, for the low price point you will get many hours of engaging gameplay.  Although the game is available on PC, I would strongly  recommend getting the Switch version if you can, it's a perfect game for chilling on the couch and blasting away at limitless enemies.

Aperion Cyberstorm is available on PC, Wii U, and the Switch.

Official Website


- Joe Beard











878 VIKINGS: THE EXPANSION from ACADEMY GAMES This comes hot on the heels of its parent game and those of you who Kickstarted the...

878 VIKINGS: THE EXPANSION 878 VIKINGS: THE EXPANSION

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

878 VIKINGS: THE EXPANSION
from
ACADEMY GAMES

This comes hot on the heels of its parent game and those of you who Kickstarted the package will already possess it as part of the deal.  In all, the expansion provides nine possible additions to the basic game that can be added, in any combination desired.
A preliminary glimpse of all nine

These nine are:
   [1] War for Land and Gods
   [2] Kingdoms
   [3] Kings
   [4] Runes and Prayer
   [5] Relics and Holy Sites
   [6] Legends
   [7] Epic Battle Events
   [8] Viking Ships
   [9] Legendary Leaders
In physical terms, you get a new set of dice, more cards and counters and the rule book to explain their use.  Just reading the rule book, you will pick up a whole slew of information both historical and legendary.  In itself I enjoyed this simple pleasure, along with gazing at the familiar quality of the components.

As a package I'd view it mainly as a box of miniature delights to be dipped into as fancy and mood takes you.  Most provide extra thematic colour, while two, I would suggest, make significant changes to the focus of the game.  Mentioning colour also draws me to some of the pure delight in the artwork such as the Rule book's cover.
and this small insert of  a Viking.

However, delving into my "chocolate box" of gaming delights, I'm going to start with the last of the nine, Legendary Leaders, as this adds a coda to a brief comment I made in my initial review of the core game.  This was the fact that a single female character, Lagertha, was mentioned in the pen portraits of Leaders and, as I expected, here she appears as a potential variant.  From the little that I've been able to glean about the historical figure  I'm not even sure I'd dignify her with the title leader and her role in the game perhaps reflects this.  She does not appear independently, but can be chosen to accompany the arrival of one of the other leaders.  She appears with a meagre three units of her own, but can have as many of the accompanying leader's troops transferred to her cards you wish.

In essence, it allows you a two-pronged attack, but with a pair of weaker armies.  For me, it's an interesting added possibility with possibly its most powerful use coming in an end run where snatching an extra city may turn the tide.

The older, somewhat grimmer figure of Ragnar Lodbrok can be chosen as your first Viking leader to replace the original Card A "Halfdan's Great Heathen Host".  Ragnar comes with an equally mighty force and an additional Battle benefit.  Choose him and your start to the game should get off to an even more forceful opening - that is, of course, if you are playing the Vikings!

Expansion 8: Viking Ships might be considered almost as an item that should have been in the game from the very beginning, as a Ship maker is placed to mark the Shire where the invading Army lands each turn and allows movement of Viking armies between such sites.  As with the majority of these expansion elements, there is an appropriate corollary that benefits the English player.  If any English forces can occupy such a site with no Vikings present, the ship is burnt and the Viking player has to remove two of his units to the Fled Space on the map.  So, the Viking gets more manoeuvrability from the ships, but then has to decide can units be spared to guard them!  Nice touch - like this one a lot!

From a choice that I would simply add permanently to my game to the one I find least appealing: Expansion 3: Kings.  Another touch of flavour and a very simple addition.  Four Event cards named after four historic regional Kings - one randomly dealt to each faction and held as a bonus Event card that can be played once during the whole game.  This obviously is very easy to implement. Yet though the rationale that some English kings helped/appeased the Vikings while others stoutly resisted is certainly true, that they are randomly distributed means that the Viking player may get the benefit of a King who opposed them, while the English player may get the benefit of an appeaser!  For historical reasons not my favoured choice of expansion, but here the four are for your viewing.
Like the previous one, most of the others add, to a greater or lesser degree, elements of uncertainty which may or may not be to your personal persuasion: a factor I discussed in reviewing the main game.  Expansion 5: Relics and Holy Sites is even more colourful with two tiles of each type being randomly drawn for a game.  As some of the English tiles can be used if captured by the Vikings while none of Viking ones can be used by the English, this choice inevitably favours the Viking player. 
All the new tiles

Expansion 6: Legends introduces cards with goals that either help the Vikings to remove control markers from the VP track or the English player to add them.  Once more this tends to strengthen Viking play, as each Viking Leader draws a card on his arrival, while the English player can hold only one at a time.  This can easily be levelled up by allowing the English player to keep more than one at a time, but it seemed strange that an already strong Viking hand is further improved by this feature.


Expansion 7: Epic Battle Events is a more even handed deck with many of them affecting Battle dice rolls on both sides. As the Viking battle dice tend to be more powerful than the English, this in fact results on average in a very marginal benefit to the English. 
However, from these new cards, only  three are added to the main Fyrd Deck and as three more are added only if the Fyrd deck is completely run through, the reality is that a relatively small number will apply to any given game. 

Linked to the previous expansion is Expansion 4: Runes and Prayer as this too affects Battle.  Again I think this choice may divide opinion. The additional ability to influence battles will undoubtedly appeal to some players, while others may prefer the existing elegance of the existing core dice and system.  I confess that I currently veer towards the latter view, but will explore further plays using the prayer and rune dice. 
Above are the Prayer & Rune Dice and below the cards you can place them on to activate different Battle effects.

My penultimate exploration will be Expansion 2: Kingdoms.  This will surely appeal to those who wanted a little more geopolitical history in the way that the ruling of the country was divided.   Considering the colour-coding of the map, I think it's fairly clear too that at least this part of the expansion was a planned introduction from the very beginning.  It is an easy and enjoyable choice for inclusion.

I have deliberately left the first Expansion until last, as for me it is the most substantial and significant.  War for Land and Gods introduces an alternative goal for victory.  The key difference is that 14 Church tiles are placed on the map and the Vikings win by destroying all 14 churches.
The Church Tiles
Viking Forts & Settlements
I am not convinced that the explanation that England is converted to paganism is in any way a valid historical one, nor one that the Vikings themselves ever contemplated.  Nevertheless, I find it brings an attractive physical addition, especially in its conjunction with Viking Fort and Settlement tiles.  But for me, its main appeal lies in the need for the Viking player to destroy all 14 churches to win, while they lose if they have not achieved this by the time the Treaty of Wedmore is activated.  This makes the Viking task much more difficult and introduces considerable time pressure and is a must for those who think that the Vikings have a strong edge in the victory stakes or wish to balance the chances of a less experienced player against a stronger one.

All in all, a fascinating "pick and mix" selection to choose from.  I wouldn't recommend swallowing the whole bag full at one go, but then I'm sure if you venture on this expansion the temptation to do so will overcome you at least once.  Happy indigestion!!








The Battle of the Metaurus by Turning Point Simulations      The year is 207 B.C. the place is along the banks of...

The Battle of the Metaurus 207 B.C. by Turning Point Simulations The Battle of the Metaurus 207 B.C. by Turning Point Simulations

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



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 The year is 207 B.C. the place is along the banks of the Metaurus River in northern Italy. Hannibal has run rampant through the Italian peninsula since 218 B.C. This battle was picked by Sir Edward Creasy as one to add to his famous book The Fifteen Decisive Battles of the World. Hasdrubal, Hannibal's brother, has lost Spain to Scipio, soon to be Africanus, and is on his way to reinforce Hannibal and finish the war. The Romans have found out about Hasdrubal's whereabouts and have succeeded in hoodwinking Hannibal, and have slipped away to attack Hasdrubal's army. The Romans are led by Marcus Livius and Gaius Claudius Nero. Nero has marched almost the entire length of Italy post haste to be part of the battle. The Romans succeeded in destroying Hasdubal's army and ending Hannibal's chances for a victory.

 This is what you get with the game:

One 11” x 17” mounted game-map
200 die-cut mounted counters
8 page Rules Booklet





 The game comes in a standard folio series size ziplock bag. The game is part of TPS' "Twenty Decisive battles of the World' series of games based on Creasy's book with additional battles added. As stated, the map is mounted, which is a very nice touch that TPS includes in this series. For this price and size you almost always get a paper map with a game. The map is also well done with the rivers, streams, and heights well defined. It is a typical closed hex map. You have to supply a ten-sided die, or use the 0-9 chit counters supplied for both sides.




 The counters are of a gray background for the Carthaginians, and a red one for the Romans. The background doesn't drown out the counter illustrations, and the morale rating and movement allowance are very easy to see. The Carthaginians have one elephant counter, and that also comes with the prerequisite of the possibility of the elephants going berserk. The ancient battles that have elephants always have that extra fog of war: who are these behemoths going to trample, friend or enemy? The game rules also throw the Hasdrubal player a curve ball with his newly raised Celtic Gauls. The Gauls may or may not follow their orders, and to top it off they have low morale ratings.  In a change from most ancient games there are no missile troops to command. The sources only mention a few slingers on the Carthaginian side, and the hex size (200 yards) precludes it.








 Just as it was historically, the Carthaginians have less troops than the Romans. The Romans also have better troops with higher morale ratings. The Carthaginians do have a slightly better position to start in. 

 The rules can be looked at or downloaded here:

https://www.turningpointsimulations.com/cw3/Assets/Rules/TPS04_Metaurus_Rules.pdf

 The sequence of play is: 

1. Determine Initiative
2. Change Orders
3. Undertake Player Turn
4. End of Turn/Winner Determination 

Player turn sequence
1. Movement
2. Combat
3. Reform


 The initiative is decided by a roll of the die or pull of the chit. The higher number wins, and ties are redone until there is a winner. There is no stacking allowed at any time. Naturally status markers do not count toward stacking. There are six Roman legions and each can be issued commands separately. The Carthaginian player has four separate unit groups to give commands to. These four units are all infantry. The Carthaginian cavalry and elephants do not require you to issue them orders. 





 The orders you can give the legions or groups are:

Stand and defend
Move
Move to attack
Attack -  this does not need an order chit
Reform

 As in most depictions of ancient battles this game has a facing rule. The facing can be disregarded during movement, but the counter has to face one of the vertices of the hex at the end of movement. It also does not cost movement points to change facing. Attacking an opponent's flank or rear gives the attacker a bonus on the combat results table. Terrain also gives the attacker either a bonus or a minus when deciding the die roll on the combat results table.

 The games victory conditions are straightforward. The Roman player has to eliminate nineteen Carthaginian units (Light Infantry and Elephants do not count) before he loses 12 of his own units. If the Carthaginian player can exit twenty units off the south edge of the map before the Roman player can eliminate nineteen of his units, the Carthaginian player wins.




 The only sort of odd rule for setup and play is that all of the numbered half-hexes on the map edges are fully playable. The game was designed by the venerable Richard H. Berg, so you can be sure the rules are intelligible, and all make perfect sense. 

 The small footprint and counter amount makes this a great game for people who need a small footprint, and cannot leave a game up except during play. The Carthaginian player is faced with very long odds to either win straight up or get twenty of his units off the south edge. I would suggest that the player with more experience play the Carthaginians. The optional rule about the chance of the Gauls under Hasdrubal having to pass a die roll check for movement or attack can also be ignored to give the Carthaginian player more of a chance. In my play-throughs, the Romans invariably win most of the time. The victory conditions have been modified to make it harder for the Romans to win, but still being able to win as the Carthaginians is not an easy task. The decision to go with greater hex size and remove missile combat makes this a quick playing ancients game. For any gamer interested in a fast playing low complexity wargame, here it is. I actually stole "fast playing and low complexity" from the rules book, but it is very apt. 

Robert

hpssims.com