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Ostkrieg WWII Eastern Front by Compass games  The Eastern Front in World War II was absolutely immense. It i...

Ostkrieg WWII Eastern Front by Compass Games Ostkrieg WWII Eastern Front by Compass Games

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





Ostkrieg WWII Eastern Front

by

Compass games






 The Eastern Front in World War II was absolutely immense. It is by far the largest military campaign in history. It included millions of men and hundreds of thousands planes and tanks, and other Soviet and German machines of war. We Grognards love the multiple maps and thousands of counters that come with most Eastern Front Wargames. So, why am I presented with this small box with its tiny map and one sheet of counters? Let us see if good things really do come in small packages. First let us hear from one of the designers about the game and its history:

"Although I have played a lot of these kinds of games since I was a child, and toyed with designing one, this is my first design. I wanted to make a very simple World War II game. Why World War II? There are hundreds, perhaps even thousands of excellent games around that cover every facet of World War II, from tactical to strategic, with every conceivable game mechanic. What new perspective could I possibly bring to this topic?
 I started design on this game four years ago. My goal was to make a simple game, that would fit on an 8½ by 11-inch map, and take only an hour or two to play. Initially I only had one type of unit, and everything was abstracted in the cards. I also wanted something simple that could be played quickly but have decision points and focus on concepts that one would not need to be a historian to understand and recognize as being important.
 This game ended up having three generations. The first game was the simplest. The second was similar except that it had tanks, and then the third iteration which is the one that you are playing. This points out the importance in testing, and how key it is to refine a game’s design. Each cycle of playtesting brought up issues that needed to be addressed, and were addressed, to the improvement and strengthening of the system."

 This is what comes with the game:

  • One map (17" x 22" map size)
    One Countersheet of 9/16” unit-counters
    53 Game Cards
    Rules booklet
    2 Player Aid cards
    16 Six-sided Dice
    Box and Lid

  •  Pertinent information:

  • Complexity: 3 out of 10
    Solitaire Suitability: 8 out of 10 (solitaire bot system)
    Time Scale: Single Year Turns with alternating, multiple cards plays per player
    Map Scale: Area map
    Unit Scale: army-level infantry, armor, air groups, and partisans
    Players: one to two, best with two
    Playing Time: two to four hours




  As you can see it is a card-driven game that is based on a point-to-point moving system. The map is rather a Plain Jane with all the information needed, but somewhat bland. The counters are not what I have come to expect from Compass Games. They are easy to read, but to me they seem a little thinner and the color scheme is  downright ugly. I guess that is too strong a word. They work and are completely functional, but somehow reminiscent of when my children were much younger. Of course, beauty is in the eye of the beholder, and we buy these games for the game play not the aesthetics. The errata states that for both of the scenarios the Turkish Areas are out of play for both sides. I am not sure if that means there will be more scenarios or an add-on forthcoming. The rulebook is only twenty-four pages long and does have an index of the rules on the back. It is also in full color and eight pages of it is actually of play examples. So, the actual rules are only twelve pages long. The playing cards are well done and are the most eye pleasing part of the game. The game comes with a 'Bot' system, so it is very solitaire friendly. 




 On the plus side, the game does come with everything you would expect in an Eastern Front game. You get all of the Axis Allies, but you also get Partisans. The map does not just end at Poland, but shows the Balkans, Finland and Turkey. This means that you can also play the Partisan War that took place in Yugoslavia. Partisans can be placed through the effect of the Soviet Players cards. The game comes with two scenarios: The Barbarossa Campaign starting on June 1941, and the Uranus Scenario starting on November in 1942. The sequence of play is as follows:

The game consists of five turns, each representing one year of the war. Each turn has the following sequence of play:

Year Start - Determine first player based upon the year ( 1941-1942 the Axis player, 1943-1945 the Soviet player).
Card Play  - Players alternate playing cards until both pass.
Year End - Perform a Victory Check, determine country control, add cards to hand from next year, purchase cards from discard pile.





 One of the most innovative ideas in the game concerns combat and die rolls. This is a simple and easy way to show how the Soviet forces grew in actual ability throughout the war. These are the rules:

Any axis attack of defense that involves at least 1 German Armor or Infantry Unit gets one die roll for every two Units.
Any Axis defense which involves only Finnish Units gets one die roll for every two Units.
Any other Axis attack or defense gets one die roll for every four Units.
Any Soviet attack or defense in 1941 gets one die roll for every six Units.
Any Soviet attack or defense in 1942 gets one die roll for every five Units.
Any Soviet attack or defense in 1943 gets one die roll for every four Units.
Any Soviet attack or defense in 1944-1945 gets one die roll for every three Units.
If one player has more Armor points than the other in any combat, he rolls one additional die.





  The stacking limits for the game are a liberal twelve Infantry or Armor points per area. The air stacking limit is two normally or four for any Victory or oil area. A Player wins automatically if he controls Berlin, Moscow, Leningrad, and Baku. If there is no automatic victory the Player who has the most Victory Points wins a Marginal Victory. If it goes to counting Victory Points, Baku counts as 2. Advances into Victory Point Areas increase your production by one. If you are able to take an Oil Resource Area, your production is increased by the number of oil symbols on the map. At the end of 1943, the Italian Card goes to the neutral discard Area and all Italian Units are removed. Bulgarian Units can only enter Greece, Bulgaria, and Yugoslavia. Hungarian and Romanian Units can never stack in the same Area. These rules are meant to show the historical realities of the time. Maybe we could add a house rule to do a die roll to see when Italy actually leaves the war, possibly starting in 1942 and continuing until 1944.



The cards are easy to read and not flimsy

 So, you can see that it is an encapsulated game about the Eastern Front. Even given that it plays in year long turns and is pretty small, the game's playing time is listed from three to five hours. That should prove it is not a lightweight in the strategy department. The 'Bot' solitaire system works, especially because it does not tie the players hands, but only gives the player a general overview of what he has to do. Other than that, the player just tries to play as well as he can on the 'enemy' side. I am pretty amazed that the designers have been able to incorporate so much into so little. The game plays well, and for those who can get into its design it is well worth the cost. To be truthful, it is not my cup of tea. I really think that it is just because I have been indoctrinated into the 'bigger is better' when it comes the Eastern front. Had the game been released as one about North Africa I really do not think I would have any trouble with the designers' approach for that campaign. Thank you Compass Games for letting me review this very different approach to the Eastern front.

 PS: The game has been starting to grow on me after playing it some more. I wanted to leave my initial impressions in the review to show my change of attitude toward the game. Its rules do make it work and you do get historical outcomes. It just proves you should not be so hasty in your first judgements. I have had to change my mind on block wargaming, area instead of hexes, and now bigger is not always better. 

Compass Games:
https://www.compassgames.com/

Ostkrieg:


Robert






Verdun Steel Inferno by Fellowship of Simulations    This is just going to showcase some of the beautifully don...

Verdun: Steel Inferno by Fellowship of Simulations Cards Verdun: Steel Inferno by Fellowship of Simulations Cards

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





Verdun Steel Inferno

by

Fellowship of Simulations




 

 This is just going to showcase some of the beautifully done cards that come in the game. The game has smashed it's KS goals, but only has nine days left.







This is the best picture I have ever seen of him. Usually he looks emaciated.





 

Interview with Ray Weiss from Conflict Simulations LLC  Ray, please give us a bit of background on you, and how...

Interview with Ray Weiss from Conflict Simulations LLC Interview with Ray Weiss from Conflict Simulations LLC

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





Interview with Ray Weiss from Conflict Simulations LLC







 Ray, please give us a bit of background on you, and how you got into designing games?

 32-year-old from NYC, previously a touring musician that managed to screw up every other job I had other than this one. I started off designing RPGs 10 years ago, and wargames for the past 3-5 years. I majored in History and Political Science in college and was already into strategy games, the first time I laid eyes on a proper hex and counter wargame (John Tiller’s East Prussia 14) I was entranced. Experiencing that kind of control and attention to detail enraptured me to no end, and soon after I moved onto board games as I stare at screens enough all day. After getting sick of waiting for others to check out and publish my games, I decided to just jump off the deep end and publish them myself. I’ve now been running CSL for 2 years. 

 So what wargames have you developed, or working on?

Wargames I’ve Designed which are currently shipping:
1916 – Operational combat @ Verdun
1950 – Strategic Korean War
1812 – Strategic Napoleon’s Invasion of Russia
1987 – Operational What if Kaliningrad
1864 – Grand Tactics 2nd Schleswig War
AGN – Operational Barbarossa
AGC – Operational Barbarossa
AGS – Operational Barbarossa
1995 – Strategic What if Yugoslavia
1870 – Operational Franco Prussian War
1968 – Strategic Tet Offensive
1914 The World Undone: East Prussia – Operational Tannenberg

 If you had the chance and all the time in the world, what game would you design?

 Maybe a tangent, but my dream would be to design a computer or video game at some point, something like a CRPG, roguelike, or something as equally niche as wargaming, if not a computer wargame itself. One of the main reasons I got into analog design though was because I am so bad at programming so there’s that. One of the benefits to running your own publishing company is that you get to publish whatever you want, so I'm very fulfilled in terms of the stuff I’m working on, from the Eastern Front in 1914, an American WW1 What-if, Diadochi and more.

 Diadochi, that really hits the time period I enjoy gaming the most. Please hurry up with that design.

 What plans do you have for you and your company in the future?

  I am hoping to release an upgraded/deluxe version of our Destroy All Monsters series of games (AGN, AGC, AGS) which combine for a larger mini-monster type game. We’ve made the print larger, rewritten some chapters for clarity, and tweaked the exclusive rules for each module for historical accuracy and balance. I think it’s probably wishful thinking but I was hoping to get Imperial Bayonets: Sedan 1870 done or close to done this month, but I’ve been compulsively refining and perfecting the rules for this series making sure everything makes sense. The world undone is probably our simplest game at 6 pages of rules, whereas Imperial Bayonets is maybe our most complex system with both series and exclusive rules, similar to OSG’s Library of Napoleonic Battles (the system is similar as well). Basically, I hope to get most of if not all of everything that’s been up for pre-order the past 2 years out this year, which is a sh*t ton of work, but such is my (lovely) lot in life. 

 From what games and designers do you get your inspiration?

 One thing I’d hope sets my games apart from other contemporary publishers is that I really attempt to put many of the same design principles as practiced by SPI into practice. I prefer older games as I find them more immersive and less distracting, along with often times being more historical. My favorite designer is John Young of SPI who tragically died pretty young, but designed my favorite wargame The Marne, after him would be Kevin Zucker, who was gracious enough to encourage and help my initial efforts at design, and finally David Isby who designed SPI’s Soldiers and East Front Quad. I believe these designers represent a holistic approach to design in which every aspect of a game works to support another, there is little to no “chrome” in most of their games, and the games are historically accurate above all else.

 Full disclosure; I invested in a preorder of Ray's 'Imperial Bayonets: Solferino 1859: For Liberty & Lombardy. I couldn't help it, another of my favorite historical times.

 Thank you Sir, and good luck with your designing and company.

Here is the link to Conflict Simulations LLC:

Robert 

Preview of Nations At War Digital by Lock 'N Load Publishing  The Nations At War boardgames from Lock 'N Loa...

Preview of Nations at War Digital by Lock 'N Load Publishing Preview of Nations at War Digital by Lock 'N Load Publishing

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




Preview of Nations At War Digital

by

Lock 'N Load Publishing








 The Nations At War boardgames from Lock 'N Load comprise these games and add ons:

Nations At War Starter Kit
Stalin's Triumph
White Star Rising
Desert Heat
Solo Assistant for Nations At War

 These games portray platoon-level combat in the different theaters  of World War II. You will get to command armor, artillery, infantry and air support. From tanks fighting tanks to close infantry assault. If you are inclined to play both digital and boardgames (who isn't?), you should take a look at this series.


 So, I did reviews of two out of the three boardgames that comprise the L'NLs stable of Nations At War games. I found them to be great games that were quick to play, and gave historical results. The rules were meant to allow the player to play the game, and not to pore over page after page of the manual. In this, L'NL succeeded admirably. Now I have been allowed to do a preview of Nations At War Digital edition, and put it through the paces and see if it is as good as its cardboard cousin. So on to the game.







 First, the action is based entirely on the Western Front of WWII. The scenarios and equipment, etc. were taken from the 'White Star Rising' edition of the boardgames. Before we get too deep, please remember that this is a preview and things could and probably will change. I had played a much earlier version of the game, so I have seen it grow and become much more polished. 


 The player can play either the German or American side in the game. This means that you get to play with both Shermans and Panthers, along with most of the other equipment that each army used.

 The AI plays almost like a human opponent. To give you an example; I had four Tigers and the AI has a multitude of Shermans, M18s, M36s, and a few Stuarts. The victory conditions for the German side was that I destroy all of the enemy and exit the western edge of the map. The AI would use the Stuarts in Kamikaze like attacks towards the Tigers. At first glance, this seems a rather foolish move. However, for at least two turns I was forced to deal with the Stuarts and not do anything about the real threats that were enveloping my position. So, even though the tactics seem 'gamey', it is exactly what some players would actually do. The Allied airpower is not to be trifled with either. The ground attacking American planes took out two of my Tigers and a Wirbelwind in the above scenario. I have lost more than I have won playing against the AI.




 Another factor that is part of the boardgame, and is a real game changer at times, is Fate Points. Both sides are assigned so many of them at the start of each scenario. I will use L'NL's words to explain them:

"Despite generals, sergeants,riflemen, spreadsheets,tables, and game designer’s best efforts, battles are often won not by the side with the best weapons, most men, or better morale, but by the unforeseen actions of men and women and inexplicable twists
of fate. Fate Points (FPts) in the Nations at War system represent those twists.Fate Points are points that can be used to sway the turn of events and change an unfavorable situation into a favorable
one.
Fate Points are assigned within each scenario to a side and can be used anytime within the game. They cannot be carried over to other scenarios.Fate Points can be thought of as currency and can be used to purchase an event that can change the game. They can be used by the active player or their opponent at anytime.  The defending player ALWAYS has the last chance to use FPts to adjust a unit’s outcome. Fate points that are used to adjust die results may only be used on that players own die results."




 So instead of getting an almost faithful representation of the boardgames, L'NL was able to transpose the boardgames right into the silicon world. This in itself is a major kudo for the game. The AI knows what it has to do to win victories, and is able to follow through and do it. It uses its forces very aggressively, so don't assume it will be passive and better on the defense (as most AIs are). I am very impressed by the game, and really looking forward to L'NLs Tactical Digital series of games that is also coming out soon. Thank you L'NL for allowing me to do this test drive on Nations At War Digital. I almost forgot, this game will be available on Steam at release, as will L'NLs Tactical Digital series.

Lock 'N Load:
https://store.lnlpublishing.com/
Nations At War Digital:
https://store.lnlpublishing.com/series/nations-at-war-series/nations-at-war-digital-for-windows
Nations At War boardgames:
https://store.lnlpublishing.com/series/nations-at-war-series

Robert
hpssims.com