SONG FOR WAR FROM INVICTA REX GAMES RELAUNCHING SOON In 2023, I reviewed and immediately pledged to the Kickstarter for Song For War when i...

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SONG FOR WAR
SONG FOR WAR MEDITERRANEAN OPERATIONS FROM INVICTA REX In 2023, I had the good fortune to encounter Invicta Rex games and their prototype ...

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SONG FOR WAR : MEDITERRANEAN OPERATIONS
SONG FOR WAR
MEDITERRANEAN OPERATIONS
SONG FOR WAR FROM INVICTA REX Song for War came to my attention some time back when seeing it mentioned in ZillaBlitz's list of top te...

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SONG FOR WAR
SONG FOR WAR
An area marked for Combat
SONG FOR WAR KICKSTARTER RELAUNCH THIS WEDNESDAY 23RD APRIL AT LAST IT'S GREAT TO ANNOUNCE THE NEW KICKSTARTER FOR I NVICTA REX 'S...

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SONG FOR WAR
SONG FOR WAR
The Cruelest Month: Air War Over Arras, April 1917 by Against The Odds Magazine The game that comes along with this 2020 Annual from Agains...

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The Cruelest Month: Air War Over Arras, April 1917 by Against The Odds Magazine
The Cruelest Month: Air War Over Arras, April 1917
by
Against The Odds Magazine
The game that comes along with this 2020 Annual from Against the Odds magazine is about 'Bloody April'. In a war that saw so many bloody months, April 1917 saw the Royal Flying Corps (it would not become the Royal Air Force until April 1st, 1918) almost bleed out. British pilots' lives were counted in hours and days during Bloody April. This being the Holiday Season, one is reminded of Snoopy and the Red Baron song. Unfortunately for the British, the lines in the song "Ten, twenty, thirty, forty, fifty or more, the Bloody Red Baron was rollin' up the score", are quite apt for Bloody April, if not for the Richtofen himself.
This is what ATO has to say about the game:
"The average flying life of an RFC pilot in Arras in April was 18 hours in the air. Our whole picture-- from movies like "Dawn Patrol" or "Aces High" -- of young men going straight from flying school into combat (and straight into the ground shortly after) comes from this six-week period, preparing for and supporting the "spring offensive."
Now, Paul Rohrbaugh's The Cruelest Month looks at this struggle, with the focus primarily on-air operations and ground battle abstracted (something like he did in Chennault's First Fight.) As the British player, you will marshal your limited numbers of fighters to help secure the skies for 2-seaters that would be better suited to training planes. As the German player, you will employ your well-armed modern fighters against waves of RFC planes that simply keep coming, regardless of how many you shoot down."
This is what comes with the Annual 2020 issue:
Maps - One full color 22" x 34" hex mapsheet
Counters - 176 full color 5/8" die-cut counters
Air Displays - 2
Rules length - 16 pages
Charts and tables - 2 pages
Complexity - Medium
Playing time - Up to 3 to 4 hours
How challenging is it solitaire? - Average
Designer - Paul Rohrbaugh
Development - Steve Rawling
Graphic Design - Mark Mahaffey
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Very nicely done counters and map |
As usual, this issue of ATO is filled with excellent articles from all ages of military history. These are:
THE CRUELEST MONTH:
The Arras Campaign, 1917
by Paul Rohrbaugh
Appendix 1: Dramatis Personae
Appendix 2: Aircraft of Bloody April
A TALE OF TWO PLANES by Kevin Duke
Some Other Plane Stories
Rules of Play for The Cruelest Month: Air War over Arras 1917
by Paul Rohrbaugh
Rules of Play for Backlash! An Expansion for The Lash of the Turk
by Andy Nunez
THE TRIPLE ENTENTE TAKES THE DARDANELLES:
What if Britain and France had won the Dardanelles Campaign? by Matthew Adams
A FURIOUS BACKLASH:
The Holy League invades occupied Hungary, 1685-99 by Andy Nunez
THE ROLE OF RACE IN PACIFIC WAR PROPAGANDA by Sam Sheikh
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These are from 'Backlash' an add-on for "Lash of the Turk' |
As with any issue of ATO, you get a huge dose of history and a well-designed game. The Annual issues give you more of a dose than the normal issues. The articles that come with any ATO issue, at least the ones I have read, are as well written as a military history book. They should be, because a lot of the article writers have written their own books.
At the end of the article, The Cruelest Month, are two appendices. The first, Dramatis Personae, has bios for Major General Sir Hugh Trenchard (the father of the Royal Air Force), Field Marshal Sir Douglas Haig, commander of the British Empire's troops in France, General Erich Friedrich Wilhelm Ludendorff, usually considered the brains of the Great General Staff for the second half of World War I, General Ludwig von Kalkenhausen, German general in charge of the defense of the Arras Front. Appendix 2 gives us the information on all of the aircraft on either side that fought the battle in the air. The next article, A Tale of Two Planes, is a deeper dive into some of the major aircraft from both sides and how they were used in Bloody April.
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Some of the two-part map |
Just so you understand, this is not a game of air-to-air combat above the fields around Arras. This game puts you in the general's seat of either side. Here is more information about the game:
"While losses in the air were puny compared to the thousands dying on the ground, those aerial actions had great impact on how things worked out on the ground. The Cruelest Month will give you a full selection of aerial operations, including balloon busting, ground attack, bombing, and the all-important photo-recon and artillery observation missions, plus the fighter dogfights that center around protecting or stopping all the others. You'll use a Air Battle Board for these fights, and your planes will interact with ground forces on a map of the Arras area.
On the ground, your gray-suited soldiers will face mines, tanks, and the newly adapted "creeping barrage," in trying to maintain your hold on key defense lines. Can you hold the line? For the British, your objective is not so focused on the big "breakthrough," but now working with the idea of biting off chunks of key landscape and holding it. Can you equal the magnificent Canadian assault on Vimy Ridge?"
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English Air/Ground Display |
This is the game's Sequence of Play:
Random Event Phase
Airbase Construction Phase
Initiative Phase
Air Operations Phase
Ground Operations Phase
Supply Determination Phase
Regroup Phase
Allied reinforcement Phase
Victory Points Phase
The victory levels are determined by subtracting the German VP total from the Allied VP total. The victory levels are:
19 or fewer VPs: German Victory
20-40 VPs: Draw
41 or more VPs: Allied victory (historic result)
The victory points are received by either forcing your opponent to abort air missions or by losing air strength points. At the end of the game, you also get victory points for losing or gaining ground hexes, specifically for the Allies to take Vimy Ridge and parts of the Hindenburg Line or for the Germans to keep them in their control.
The magazine itself is 53 pages. It comes with the articles listed above. It is its usual beautiful full color self. There is one full counter sheet for The Cruelest Month game. There is also a smaller counter sheet for use with the add on scenarios for ATO's earlier game, The Lash of the Turk. The counters for The Cruelest Month are 5/8" in size. The plane counters show an above view of each plane that is in that group. The counters are all very nicely done. The ground campaign counters are not little works of art like the plane ones. However, they are easily read and some, like the artillery, tanks, and balloons are made as well as the plane ones. There is an Airbase Display for each player. These are made of thin cardboard. You may want to copy them and use the printed sheets. The map is split into two separate sections. One is a map for the ground war and the operations of the air groups. The other contains the Air Battle Board for resolving aerial combats. Printed on the map are also the Turn Record Track, Game Record track, Random Events Table, and the Sequence of Play. All of the components are well done. Be careful when unfolding the map. I fat fingered it and ripped a small hole in it. Fortunately for me, where I damaged it has no bearing on the map's usefulness at all.
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German Air/Ground Display |
I very much like the game and its play. Please remember that you are not dogfighting separate planes but groups of them. This is an operational look at the air and ground war around Arras in 1917. If your play is bad enough you can call in reserves. However, like a lot of games, you will get penalized in victory points for doing so. The Allied player will also be penalized if there is clear weather, and he does not execute a bombing mission. This gives the German player a whopping +4 victory points. So, try to avoid this at all costs.
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Another look at the counters |
This large annual edition is also filled with excellent information on other times and wars. The issue also comes with rules and counters for 'Backlash' a few scenarios to add to one of ATOs earlier games Lash of the Turk. The scenarios look interesting; however, I do not own that issue so I cannot give you a rundown of them and the game.
Thank you, Against The Odds for letting me review this close look at Bloody April from a totally different view than the cockpit.
They also have a surprise for we grognards. ATO is doing a reprint of 'Stalingrad Verdun on the Volga' in an annual issue format. This game originally only came in a boxed version. It sold out incredibly fast and is now as rare as hen's teeth. This is what comes with the Ziplock version:
Maps - One full color 17" x 44" hex mapsheet
Counters - 230+ full color 5/8" die-cut counters
Rules length - 24 pages
Charts and tables - 4 pages
Complexity - Medium
Playing time - Up to 3 to 4 hours
How challenging is it solitaire? - Average
Designer - Mikael Rinella
Development - Kevin Duke
Graphic Design - Mark Mahaffey
War for America The American Revolution, 1775-1782 by Compass games 'The World Turned Upside Down' is actually a song from 1640 a...

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War for America: The American Revolution, 1775-1782 by Compass Games
War for America
The American Revolution, 1775-1782
by
Compass games
'The World Turned Upside Down' is actually a song from 1640 and laments that Christmas can no longer be celebrated due to an Act of Parliament. So, it would seem to be a strange tune for the British to play at their surrender at Yorktown. However, whilst the words have nothing to do with the occasion, the songs title fits perfectly with it. Washington had refused the British the 'Honors of War' (they would have been allowed to fly their colors and normally play a French or American song), because the British had denied them to the American Army who had capitulated the year before in Charleston. It seems that some historians doubt it was that song, but they are a cantankerous bunch.
Strategic games about the American Revolution have had a large growth spurt after around 2000. Before that, there were many battle games/simulation but not that many on the strategic level. This is actually Compass Games second strategic game on the American Revolution. The other is 'End of Empire 1744-1782' which also covers the French and Indian Wars leading up to the Revolution. It is an excellent game on one of my favorite eras for wargaming, but I digress. Trying to compare the two would be like apples to oranges Bart.
This is what comes in the box:
2 Map sheets
2.5 Countersheets of 9/16″ and 5/8″ unit-counters (432 counters total)
6 Player Aid Cards
1 Sequence of Play Card
2 Army Organization Displays
1 Setup Card
51 Action Cards
1 Rulebook
1 Playbook
This is a Compass Games blurb about the game:
Complexity: Medium
Time Scale: Seasonal turns (6 turns per year)
Map Scale: Area point-to-point map
Unit Scale: 1,000 men per strength point, individual capital ships, and leaders
Players: 2
Solitaire: Medium
Playing Time: 8 hours (15+ hours for Campaign Game)
The game comes with two maps that are each 22" x 34". They show from Nova Scotia to the top of Florida. One has an inset for travel to Europe and the other has a large inset that includes the Caribbean Islands. While these were not important to the Revolution, they were important to England, France, Spain, and the Netherlands after the three latter joined the war. The maps are not just paper. They have a coating on them to help them last. The Action Cards seem sturdier than most cards that come with games. These are easily read and understood. The cards come with small pictures on them of period pieces or other depictions of people and places of the Revolution. There are six separate Player Aid Cards. These are the obligatory hard stock and in full color. They are:
British Reinforcement Chart
Colonial Reinforcement Chart
British - Patriot Start Positions/Terrain Effects Chart
Six Nations Card/Foreign Entry Card
Charts And Tables/Sequence of Play
The Rulebook is twenty pages long including the Index. It is also in full color. The writing is smaller than I would like, but still readable. There is enough separation between the paragraphs etc. to make it not really difficult to read. The Playbook is twelve pages long. Six of these are for examples of play. The other six pages are comprised of Scenario Setups, Card Check List, Gazeteer of Place Names, Designer Notes, and Bibliography. Physically it is the same as the Rulebook. The counters are square in shape. So, if you are a wargamer who cannot live without rounded counters you will have to do this yourself. They are scored better than you would get with an older game. This means that very little snipping of any excess is needed. The strength points are generic. Most major commanders from both sides are represented by counters. These have small portraits on them. The counters are easily read and not 'busy' at all. The components easily pass muster.
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The two Maps together |
The Sequence of Play is:
"Step 1: Reinforcements
Both players place reinforcements according to their own
Reinforcement Chart. British first. (8.1)
All Turns:
Both Reinforcement Charts are consulted and reinforcements are
placed.
Units moving from the Europe Box by Naval Transport do not
consume an AP.
Leaders are Promoted/Demoted/Removed/Transferred.
Early Spring Turns Only:
Both players position their available magazines (British first).
If St. Eustasius is not controlled by the British, the Colonial player
receives a bonus magazine in the Deep South.
Cards which have been set aside by year, are introduced commencing in 1776 and shuffled into the Draw Deck along with the cards
from the Discard Deck.
Each player then draws enough Action Cards to fill his hand to a 3
card maximum.
If a player already has 3 Action Cards, he can draw 1 Action Card
and then discard any card of his choice.
The Colonial player rolls on the CLT to raise and place new SP.
Winter Turns Only:
After both players have moved two Action Rounds:
Colonials check for Expired Enlistments.
Both sides check for over-quartering.
Both sides remove all magazines at turn’s end.
Six Nations units return to their villages
If British Withdrawal is in effect, 12 SP must be removed to their
Caribbean possessions.
Step 2: Initiative
Players roll a D6 for 1st initiative. The player with the higher result
performs the 1st AP of the Action Cycle.
Step 3: The Action Cycle (9.0)
The player having the initiative moves and has combat with one single
force from one single space. He performs any ‘free actions’ (9.10) during
this AP, at any time and in any order of his choosing. He can perform
these at the beginning or end of his AP. It is entirely his choice. When he
has completed his actions, the other player proceeds with his AP in a
similar manner.
Step 4: Administration Phase
Check for Victory. (4.0)
Advance Year/Season markers on the Turn Record Track"
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Close up |
This is a big game in both size and scope. It comes with two scenarios: The 1775-1782 full scenario and the 'The French are in 1778-1782' scenario. This is a bit of a shame. With the maps conveniently splitting the colonies almost in half it is a shame there were not smaller scenarios for just the Southern and Northern Colonies. Perhaps a Burgoyne and Cornwallis scenarios could have been added. Do not get me wrong, what the game portrays in the two full scenarios it has it does very well. This is the first game that really adds some strategy to the Caribbean theater instead of just an off map box. The game also shows how seapower was the one really decisive part of the war. Without seapower there is no Yorktown. This not only goes for actual fleet actions, but also for supply. So, the game mechanics really show how the war was fought and what you need to do to win it.
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I think it is an odd choice of a picture of good old Banastre. Instead of the usually dashing cavalryman he looks a bit stodgy |
Thank you very much Compass Games for letting me review this very good game. As usual I have been very impressed by the components and gameplay from one of their stable.
Robert
Compass Games:
Compass Games – New Directions In Gaming
War For America:
War for America: The American Revolution, 1775-1782 – Compass Games
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