Having seen the quality of Waterloo, great news is that Austerlitz is next on the list for this game's system. With the scope for wider-ranging movement and hidden units, this is the perfect choice.
AUSTERLITZ 1805 from Trafalgar Editions Just a brief word Having seen the quality of Waterloo, great news is that Austerlitz is...
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AUSTERLITZ 1805 in the pipeline
Having seen the quality of Waterloo, great news is that Austerlitz is next on the list for this game's system. With the scope for wider-ranging movement and hidden units, this is the perfect choice.
WARFIGHTER PACIFIC from DVG It began with modern conflicts against drug cartels and insurgents across the globe and then moved...
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WARFIGHTER PACIFIC
For those unfamiliar with the system, I suggest a look at the link here to my original exploration of its processes, before returning to consider some of the specific points in the current Pacific theatre.
Up to now you, the player, have created your own Campaigns by choosing a selection of Mission cards and Objective cards to play out in sequence. Now Warfighter: Pacific gives you a series of historical Campaigns, covering Wake Island, Makin Island, Guadalcanal, Tarawa, Buna Station and Iwo Jima and two that take us back to the European Theatre, namely: Dunkirk and Market-Garden.
It also introduces the concept of Offensive and Defensive campaigns. Only one of the Pacific Campaigns is "Defensive" and only one Campaign features the Japanese as the Soldier Player. Both of the European Theatre Campaigns, however, are Defensive. Especially, with my personal interest- I've recently read Antony Beevor's "Arnhem" - Market-Garden is likely to be an early experience.
The following are the major new elements. Each Campaign Display sheet has a map with Start Points indicated. Offensive Campaigns list a series of Starting Location and Objective Cards to be used, while Defensive Campaigns list Starting Location and Mission Cards. With Offensive Campaigns, a random Location card is drawn which is placed on the main game board in the first spot where a Mission card would normally have been placed and then a D10 roll on a chart gives you both the number of turns and the Location spot where you place the Objective card.
Defensive Campaigns work almost in reverse to the normal expectations. A random Mission card is drawn and placed in its normal first spot on the game board, but the Starting Location card is placed where the Objective card used to be placed. Your units are then placed on the Starting Location card and the objective is always to fight your way back to the Mission card!
As with the first Warfighter WWII game, where you could play only as the American Soldiers versus German Hostiles, in Warfighter Pacific, you can only play as the American Soldiers versus Japanese Hostiles. These Americans destined for the Pacific theatre of operations differ very little from their European comrades, except that many have the Hardy Hot ability. For those of you unfamiliar with the overall games, this was a feature introduced through cards in some of the earlier expansion packs - except that then the ability was Hardy Cold to suit Campaigns fought on the Eastern Front.
As before, not all your soldiers will have this ability and so will struggle even more than their fellows to cope. Incorporating fewer soldiers with the Hardy Hot ability is one way of making your game a tougher prospect!! To match this many of the new Location cards feature … what else, but JUNGLE. In fact, Hot/Moist/Light/ Heavy and Warm Jungle - oh and just Jungle too.
Armored Brigade, the real-time tactical sandbox which covers a vast swath of Cold War gone hot possibilities, has received its first add on...
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Armored Brigade - Italy-Yugoslavia Pack + Campaign Generator
Armored Brigade, the real-time tactical sandbox which covers a vast swath of Cold War gone hot possibilities, has received its first add on content. It's called Nation Pack: Italy-Yugoslavia, and as the name suggests, it adds two unique new nations to the game. I won't go too far into describing the base game, since Robert did a good job of that here. Suffice to say, this a 2D RTS that will feel familiar to anyone who has played Close Combat or Combat Mission.
What really sets the game apart is its vast scope. The game covers theoretical war in Europe between the years of 1965 and 1991. Accurate army rosters are available for 7 different nations in the base game, with this add-on increasing the count to 9. The other significant feature of the game is how it generates battlefields. Rather than having hand crafted maps or randomly generated ones, the game ships with several gigantic, accurate maps of various interesting locales in Europe. Individual maps are then generated from this by simply drawing a box of your desired size on that big map, and there you go, a new place to fight over. Combat can scale from company sized skirmishes to brigade sized brawls. This is the beauty of the game, it can be stretched and squeezed to give you exactly the sort of battle you want.
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| Infantry squad knocks out a T-55 after losing their ride into town. |
Now, let's look at the new map a bit, as it offers a great variety of terrain to fight over. There are constricting mountain valleys, wide open plains, urban zones, coastal areas, and lots of rivers to cross. I have not fully explored the map yet, of course, but every battle so far has been on a tactically interesting battlefield. Where the map really shines is when you combine it with the new campaign generator.
The one great shortcoming of Armored Brigade (besides the lack of multiplayer) is that the game does not come with any campaigns and only a handful of scenarios. Those scenarios are mostly tutorials, and after playing around with them you are left with only one-off battles that you generate. While the battles you can generate are excellent, and created exactly the way you want, they are still just one off battles with no narrative or larger stakes to consider. That has all be changed with the free update launching alongside this nation pack, which adds a dynamic campaign generator to Armored Brigade, even if you don't have the DLC.
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| Each green box represents a potential battlefield for the campaign. It can be much shorter, of course, or feature much larger battlefields. |
This is a feature that the game desperately needed, and I'm happy to see it added as a free update. Really the only thing that I didn't like about the base game was that the battles never felt like they carried much weight, since they were just randomly generated one-off affairs. Now you can have a narrative arc, with real consequences for your losses and poor (or brilliant) decisions in battle. I haven't had enough time with the game to play out any epic campaigns just yet, but I imagine many players will be firing up a titanic US vs USSR campaign that spans the length of the Germany map. The especially cool thing is that everyone's campaign will be unique!
So, if you have been enjoying Armored Brigade so far, this is an easy recommendation. The two new nations add some extra variety to what is available in the base game, and the new map is excellent. If you were on the fence about Armored Brigade, the free update including the campaign generator has given it a lot more value, and I suggest that you take another look. I imagine we will be seeing several nation packs similar to this one over the next couple of years, and I look forward to trying them out. In a sandbox of a game like this, you can never have too many toys or too much sand.
Armored Brigade and the Italy-Yugoslavia Nation Pack are available directly from Matrix/Slitherine.
- Joe Beard
Dunkirk by Worthington Publishing Operation Dynamo was an outstanding success, carried out under the Ge...
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Dunkirk by Worthington Publishing
- Hard mounted game board
- Wooden blocks with labels for German and Allied armies
- Deck of 55 game cards
- 6 German strategy cards (larger than standard game cards)
- Rules
- Dice
1) Add or Remove Command Chits per the Turn Record Chart.
2) Deal each player a card(s) as indicated on the Turn Record Chart.
3) Seed the opaque container with the Command Chits indicated on the Turn Record Chart.
4) One player (does not matter which) draws a Command Chit from the container. That Formation is now the Active Formation.
5) FHQ (Formation Headquarters) ACTIVATION: The owner of the Active Formation reveals to the opponent the location of the FHQ (in order to prove the FHQ's Command Range).
6A) FORMATION MOVEMENT PHASE: In-Command blocks of the Active Formation may move to their full Movement Rating, limited only by terrain and enemy blocks.
6A) POSSIBLE SHQ (Strategic Headquarters) STRATEGIC MOVEMENT: The owner of the Active Formation may, if desired, spend a SHQ step(s) to perform a Strategic Move with a block(s) of the Active Formation. This may be done concurrent with the Movement described in 6a above, BUT NO BLOCK MAY USE BOTH Formation Movement and SHQ Movement during the same Activation.
7) POSSIBLE SHQ OUT OF COMMAND MOVEMENT: The owner of the Active Formation may, if desired, spend a SHQ step(s) to perform Out of Command movement with a block(s) of the Active Formation.
8) combat phase: Battles exist in any hex containing enemy blocks and at least one block of the Active Formation. Owner of the Active Formation selects the sequence in which battles will be resolved.
8A) BATTLE CARD PLAY: Each player may place ONE (1) Cattle Card per battle, if desired. Players simultaneously declare (show) a Battle Card if they wish to play one.
8B) BATTLE ROUNDS: Each battle lasts for one round of combat. A second round may be purchased BY THE ATTACKER ONLY using SHQ steps or possibly) a card play. No battle may have more than two Rounds per Activation. A side may NOT play a Battle Card in the second round of battle, if that side played a Battle Card in the first round.
9) Repeat steps 4 through 8b until no Command Chits remain in the opaque container.
10) REINFORCEMENTS & RESERVES PHASE: Players may play ONE Reinforcement card, adding steps per the Reinforcement rules. Players may ALSO spend SHQ steps to conduct a SHQ Reserves action, returning an Eliminated block(s) to play, per the Reserve rules. Players also add one free SHQ step to their SHQ block (Note: there is no Reinforcements/Reserves phase at the end on Turn 6.
11) Start the next turn with step 1 above. At the end of Turn 6, calculate Victory Points to determine the winner of the game based on the German Strategy Card selected.
As you can see, any game (no matter what German Strategy Card is used) lasts only six turns. Airstrikes/Artillery strikes take place when a player uses the correct Battle Card for them. Airstrikes/Artillery strikes cannot eliminate an enemy block.
I think it's a good game with a little bit more added to the rules than most block games. The rules are spelled out plainly for the players. There are also some optional rules that can be added to balance out the play between two players. You can "dial down" certain blocks to make it easier for the opponent. You could also remove certain powerful cards from one player's deck, among a few other things, to make the game more balanced. I have reviewed quite a few block wargames now, and have had a complete change of heart. I used to look down my nose at them as some kind of 'Stratego' game made into a wargame. The block wargames are just as good, and play just as well as hex and counter games. This is another good and relatively quick game that Worthington Publishing has added to their stable of growing games. You will be playing as either von Bock or von Rundstedt, or the Allies in no time flat. Thank you, Worthington Publishing, for letting me review this game.
Link to Worthington Games:
https://www.worthingtonpublishing.com/
Link to Dunkirk:
https://www.worthingtonpublishing.com/collection/dunkirk-france-1940
Worthington Publishing's newest kickstarter 'Napoleon Returns 1815':
https://www.kickstarter.com/projects/1456271622/napoleon-returns-1815?ref=dkeeld
Grant's Gamble review:
https://www.awargamersneedfulthings.co.uk/2017/11/grants-gamble-game-by-worthington-games.html
Robert












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