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Star Wars Legion is a two-player battle between the Imperial forces and forces comprising the Rebel Alliance (what else?).  I've pla...

Star Wars Legion Star Wars Legion

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


Star Wars Legion is a two-player battle between the Imperial forces and forces comprising the Rebel Alliance (what else?).  I've played enough of the current catalogue of the seemingly never-ending release of Star Wars to be able to say I think this is my favourite at the tactical level (with a few caveats). 

Before I tell you why I think this is my favourite tactical Star Wars game, I've got to set some expectations. The Star Wars Legion box is a starter set for the rest of the system, it is far from the full SW:L experience.  This is a tabletop wargame with elements borrowed from board games that optimise gameplay; it isn't a board game.  To explain further, I would consider Imperial Assault to be a miniatures boardgame; SW:L is a miniatures wargame.

You can watch my unboxing video of the core set below:

Gameplay

A game, or battle, lasts for six turns in which all of your and your opponents will activate alternately with each other.  A full turn of the game comprises three different phases, (I told you it was like a board game), the Command Phase, the Action Phase and the End Phase.
Starter Battle setup
During the Command Phase, players choose one from a hand of 7 command cards to 'order' a number of their in-command units.  However, these command cards also determine the initiative for that turn. If you've chosen a command card with a high number of activations you've probably ceded the initiative to your opponent.  Because there are so few command cards in use, you can know what cards your opponent still holds in their hand and choosing a command card turns into a fun mini-game within a game.

Your commander will be able to order a small number of units directly by placing an order token next to that unit (assuming they're within order range). Units that don't receive an order token will have their order tokens shuffled and placed in a face-down stack. During the activation phase, you can elect to move a unit that has an order token next to it or pull from the randomised stack and activate whichever unit is drawn. 
Protecting the transmission dish
In the most basic terms, each activated unit can move and fire.  As you're moving after your opponent (except for the first activation of the turn) you should be able to react immediately to any manoeuvre.  However, if you've placed an order token next to units that are far from the action, you'll be reduced to hoping that you pull the right order token from the stack to react or cause your opponent the same dilemma. This may sound quite random but you can control it in a variety of ways and it actually plays out like another fun mini-game within a game. 

Your units are not just limited to just moving and attacking. In the learning battle, players can also, aim and dodge, but the full rules, allow for a plethora of abilities to be used. The abilities when used allow you to have more control over the timing or your units' activation, their movement or their abilities in combat.  These powers are mostly tracked through the use of intuitive tokens next to the unit which neatly avoids the ubiquitous lookup tables in many other wargames.  These abilities not only are evocative of the lore of Star Wars but make the tactical decision space far greater.


Father and Son dukin' it out

The movement system is nice and simple. You are given three movement rulers which hinge in the middle and you measure the unit's leader-figures movement. Every other figure in the unit is just placed somewhere within XXX of that figure. There is no need for unit trays or endless measuring of distance. I thought this sped up the gameplay compared to many miniature wargames I've tried and it lets you get on with the real battle.

When in combat your units roll a number of dice depending on how many figures there are in the unit.  The unit cards indicate the number of red, black or white dice a single figure rolls in attack or defence. The strengths of each dice colour are different and I was continually pleased with how thematic the units abilities and dice mechanics worked to fit into Star Wars canon. Once again this was quite a simple mechanic but when the full rules are used, your units may have more than one weapon type and can fire on multiple enemies. Although the gameplay is very accessible there are plenty of good tactical decisions to be made.  I particularly like the surge mechanic which is present in quite a few FFG games.
Stormtroopers rolling too well, they defended every single hit!
The starter battle is very easy to jump into even if you're both complete newcomers to the game or have never played a miniatures wargame.  And you know what? I thought it was a blast.  I've continued to play the advanced rules and built up to nearly a full army of Imperial and Rebels.  A full army is 800pts and when building your army lists visiting table top admiral is a must.  I've even put my 3d printer to good use producing terrain for the game.

I just wish there were more players of the game near me. I've only found one game store out of about 7 or 8 I've visited recently (I travel quite a bit for work) who is stocking SW:L product. Which is a shame because I think this game is a great example of what a tabletop wargame should be and it's set in the Star Wars universe. Win-win from me. Its largest rival in this space is probably Games Workshop's 40k behemoth, and for me, there is no question which is more fun. (hint: it's not the spacemarines)
500pt Battle to control the comms array

Components

The game comes with a plethora of different tokens and figures to get going with the base game. It's almost expected that I would say that these components are up there with the best in the business as is the rest of FFG's output. However, I can criticise the miniatures, specifically the limited glueing surface (e.g. two boots) to their bases. I thought I was a fairly competent modeller and used the right type of glue but I've still had a few miniatures come unstuck.  Why can't all minis come on slotted bases?


Ubiquitous Learn to Play and self-printed Reference

Criticisms

The rest of the production of this game is top-quality, as ever from FFG, but there is lots to criticise here.  I think the delivery of the product to gamers has been poorly handled. 

The core game doesn't provide enough dice to roll just one hand of dice. Scooping up the misses and rolling again, or remembering the previous roll to add to the next is not what I want to be doing. My first 'expansion' that I bought was an extra set of dice.  Adding an extra 9 dice couldn't have been that cost prohibitive, could it?
Can you spot the Rebel sharpshooters?
The rules reference is not provided in the box. The Learn to Play book is there and it's excellent, but to progress onto the next stage you'll need to download and print out or use a screen to read the rules reference.  I know this is intended to be a living document so any print out will show its age, but wargamers have been adding errata corrections to manuals for as long as Star Wars has been around. You can't even buy the rules reference as a standalone product. However, they have used lots of links in the pdf and it's very easy to navigate. You just need to have a large tablet or laptop at the game table.

The scale of the miniatures does not match that of Imperial Assault, they are larger and, however, much better quality, but I think this aspect alone massively damaged Legion's launch. Imagine if all the Imperial Assault players woke up to find a new game, playable with their existing miniatures with just a purchase of some dice and card decks. I guarantee that the uptake of this would have been through the roof. The potential for future expansions would also have been massive as IA players realise that this game is a much better skirmish game than IA. This miniature scale decision could be viewed as quite cynical corporate greed and I think it may have stabbed FFG in the foot a little.

If you do eventually buy the expansions, and I heartily recommend SW:Legion with them, then be prepared for the amount of air you're buying.  The expansion box sizes far outstrip the amount of content you get. I'm getting a bit fed up with publishers making their boxes with no consideration to the amount of stuff that box will hold. It's not bad in the Core Box, mine is stuffed and it comes with an almost workable insert, but the expansions are ridiculous. What is more egregious is that I'm sure 90% of players will be ditching these expansion boxes straight away.

Looking at the prices for this in the one store, I found actively stocking it (luckily it's local) is the price model.  FFG know what they're doing with this IP and the level of players they can expect to invest and support the game, but the prices for the expansions feels fairly wallet gouging if you're not a regular miniatures gamer accustomed to skipping meals to pay for the next unit...



via GIPHY

However, with all that said, these criticisms do nothing to detract from the gameplay. 

Conclusion

So I love the gameplay. There are some really great 'ah-hah' moments when you realise how to use your units abilities and how it fits thematically and I've only really scratched the surface; there's lots of game here to get your teeth into.  But there is lots to criticise as well. Thankfully very few of my criticisms are levelled at the gameplay, more at how FFG have handled the production and launch of this game.
Comms power generator captured by a severely weakened stormtrooper unit
Star Wars: Legion shares top-gong, with Star Wars Rebellion, for best game in the Star Wars universe, in my opinions, and is the most fun I've had playing a tabletop wargame.  Other games I've experienced which I'm basing this comparison on are: Lion Rampant, Warhammer Fantasy Battle, Warhammer 40k, and Bolt Action.

Legion plays quickly and you have a plethora of tactical decision every single turn of when to activate and how to minimise the damage an unwanted activation could do whilst attempting to destroy your opponent's forces. 


That's a lot of stuff in the base box
Some people have described this as an incomplete board game, and that is unfair. It is firmly a miniatures wargame with a little bit of a board game in there, e.g. the use of tokens and command cards.  You're paying for the rules and some starter units which aren't provided by many wargame rulesets.


If Star Wars is your thing and you're either a tabletop gamer wondering what all the fuss is about with board games, or you're a board gamer, curious what the other side of your local game shop is all about, then I can recommend Star Wars Legion, it has a foot in both camps.


Now would be a great time to get into Legion as the support from FFG continues to grow and the Clone Wars core box sets are soon to be released alongside the multitude of expansions that will eventually come with the new factions. At the moment only B-1 Battle Droids and Clone Troopers have been announced but you get General Grievous and Obi-Wan Kenobi (of Mcgregor vintage) in the core box alongside two base units and a vehicle unit for each side.

This is a little hard to find in local brick and mortar stores but still widely available online and actively supported by FFG, I get the impression that it is much more popular across the pond than in the UK.  You can 
find your nearest FLGS at http://www.findyourgamestore.co.uk/

Publisher: FFG

Website: https://www.fantasyflightgames.com/star-wars-legion
Players: 2
Designer: Alex Davy
Playing time: 1-2 hours

Battle for the the Baltic Islands Triumph Of the Imperial German Navy by Gary Staff         The usual stor...

Battle for the Baltic Islands: Triumph of the Imperial German Navy by Gary Staff Battle for the Baltic Islands: Triumph of the Imperial German Navy by Gary Staff

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




by



  


  


 The usual story told in history books is that after Jutland the German High Seas fleet ran home with it's tail between it's legs. Then it did nothing until 1918 when the staff had decided that it would go down in glory in a last ditch suicide sortie. At that time the sailors mutinied much like the Russian sailors had at Kronstadt. It seems like the real story because it has been told so many times. Unfortunately it is nowhere near the truth, and thankfully Gary Staff has written this book to put the story straight. This is the story of the 1917 German attack on the Islands, which are near the Gulf of Riga.

 This history of the German combined arms attack on the Baltic Islands should be a blueprint for other military history books. The book itself is less than 200 pages, but it is filled with maps (14) and has sixteen pages of photos (40 photos). The maps are some of the best I have seen in military books that were not an atlas. The author tells the story of the campaign from the smallest mine sweeper to the various battleships involved. The land fighting and the forces used there have not forgotten by the author. It is a tale of a very well planned and executed amphibious operation on the Germans' part.

 This book should put paid to the idea that the German fleet sat like a cur for the last two years of the war. Thank you Mr. Staff for writing this book. Your attention to detail in your books is much appreciated. I look forward to any other books you have planned. This book should be on anyone's shelf who has the slightest interest in the naval warfare or WWI.

Robert 
Author: Gary Staff
Publisher: Pen & Sword
Distributor: Casemate Publishers

 Azul probably needs no introduction. Since its release in 2017, it has proven to be one of those unicorn-games that has managed to cros...

Azul Azul

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


 Azul probably needs no introduction. Since its release in 2017, it has proven to be one of those unicorn-games that has managed to cross over, from hobby games, into more mainstream gaming.  Last Christmas my Sister, who is not a gamer and who I haven't seen in years (she lives in a different continent), called me up to talk about Azul which she had just played.

It is a competitive abstract game that is quick to teach and has a surprising amount of depth and it will give gamers and non-gamers alike plenty to chew on. It also looks beautiful on the table and if anything, plays too quickly, i.e. it is over before I want it to be over, two or three more rounds would always be welcome. 

You can watch my quick unboxing of Azul below:

Gameplay

All players are building a mosaic on their own player board from a collective pool of tiles in the centre of the table.  Available tiles all start in a number of 'factories' that are placed in between all players.  You must take all tiles of the same pattern from a factory, any tiles that didn't match your pattern are discarded to the centre of the table to form a common pool of tiles. 

You could just play this game concentrating on your own board, but the tile draw mechanism also allows you to jeopardise your opponent's best choices in a deliciously mean fashion.  Of course, a casual gamer is probably not going to look for those 'take that' opportunities and will have a lovely time building their own mosaic on their own player board, albeit having to work through some unexpectedly tough decisions. 

Those tough decisions, in all likelihood, have come from the experienced gamer or keen Azul-player at the table who may be looking for as many opportunities to minimise their opponents' choices.

This game rewards either play style, if not through an abundance of victories (I've not figured out a consistently good strategy) but in playing experience and fun. And after all, why do we play and obsess over these cardboard and plastic pieces whose intrinsic value is so little? I know for me, it's because of the experiences and fun that I have when playing with a friend or group of friends, the memories that are made and recalled...

When you've taken one pattern of tile from a factory or the centre, you place them on a pattern line, which has one to five spaces available. Tiles can only be placed on empty lines, or lines that have the same tile in already and empty spaces available.  If you can't place them on a free pattern line, then they drop to the floor line. Any tiles on your floor line will cause negative points at the end of a round.

Any abstract game is always going to struggle with theme, but Azul probably has more of a theme than any abstract I've played. It's still fairly loose, but your actions and the overall look of the game reflect the process of building a mosaic work of art nicely.

Scoring happens after all tiles have been taken from the centre. It is simply a matter of taking a tile from a complete pattern line and placing it into your mosaic. When you do this you add up how many orthogonally contiguous tiles are touching it, and you count the placed tile in both the horizontal and vertical direction. If the placed tile is not adjacent to any other tile, it will score 1 point; if it is at the centre of a row and column then it will score a maximum of 10 points. ( I have never managed this)

The end of the game is triggered when one person has one complete row.  During my first game of this, my casual game group and I all raced to be the first to complete a row thinking that was a good thing. We did not appreciate that the end game scoring doesn't reward finishing the game. Players get far more bonus points from completing rows and using 5 tiles of the same colour in their mosaic.  end thinking that was a good thing... However, after their 2nd and third consecutive plays of it, we were all a bit savvier and trying to score more points, over finishing the game.

This endgame condition balances the gameplay nicely. When you're in the lead, you're pushing to finish the game as quickly as possible, which will probably cause you to lose scoring opportunities making you lose points relative to the other players. If you're trailing, you are able to engineer, at least if there are three other savvy players around the table much harder tile draw decisions for the leading player whilst maximising your own score. The player interaction, despite all playing to their own board, is high.

Components

The tiles are glorious and the art, although simple geometric patterns are again, evocative of the theme. The box looks and feels fantastic and it comes with a well-though-out insert. Unfortunately, my player boards are bowed which helps them to spin round like a record very easily.

Criticisms

A complete game is anywhere from five complete rounds to an average of six to eight rounds. For me, the game is over just a little too soon. I know this is normally the sign of a tight and balanced game and in general this a good thing. However, I find I am enjoying myself so much that I don't necessarily care that I may not be winning and just want to build a nicer pattern and have more turns in which to do so... I think I may be an artist at heart.

Conclusion

Azul is a heart-warming game, in the same vein as Patchwork and fully deserves its place as a modern 'classic', or at least, a soon-to-be modern classic. It is accessible for any type of gamer and although there's no direct conflict, there are certainly opportunities to mess with your opponents and it's this trait, being able to accommodate different play styles, that makes it appeal to any type of gamer. For me, it sits firmly in the filler category, taking about 40 minutes to play.  I could see this easily becoming a firm family-favourite at holiday gatherings.


I think I am correct in saying that every single game store will have a copy of this game on their shelves and you can use this link http://www.findyourgamestore.co.uk/ to find your nearest store in the UK.

Publisher: Plan B Games

Website: https://www.planbgames.com/azul
Players: 2 - 4

Designer: Michal Kiesling

Playing time: 30 - 45 mins

SHERMAN LEADER from DAN VERSSEN GAMES A good starting point would be with my earlier review of Tiger Leader , as clearly there...

SHERMAN LEADER SHERMAN LEADER

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

SHERMAN LEADER
from
DAN VERSSEN GAMES


A good starting point would be with my earlier review of Tiger Leader, as clearly there is much in common!  Identical size and quality of box...identical... identical.  As Sherman Leader is almost the mirror image of its predecessor, this is all to be expected.  Certainly no slipping of quality control - all my usual praise for the physical components can be echoed here.

The map board on which virtually everything takes place is identical[give or take about 1 cm!], except that rather than German field-grey, the overall colour is American olive drab.  [Note that "drab" is not a criticism, but the technical colour palette name]. 


The terrain overlays are slightly less glossy;  marginally, I think that I prefer them, yet prefer the older terrain art work for the snow-bound tiles of the Bulge Campaign.  By historical necessity, some of the campaigns included in the previous game cannot be part of this package when focusing on the American side of WWII.  North Africa, Italy, the Normandy Campaign and Germany obviously feature, but in come three Pacific campaigns: the Philippines 1942, Saipan 1944 and Okinawa 1945.  To accompany the new Pacific Campaigns, we have new jungle terrain and a separate Battalion Deck for the Japanese.  These are identified on the front of the cards by appropriate symbols and pictures.

The Leader cards feature artwork in muted colours, while the illustrations on the cards with scenes and equipment from WWII remain the black and white type found in Tiger Leader.  We already know that some people liked them and some didn't - I did.  So, presumably there's still the difference in taste now  - and I still like them.  No surprises there!

As before, oodles of high quality counters and cards, all very familiar, as is the whole sequence of play.  So, for those of you familiar with the Leader series and especially with Tiger Leader you may wish to skip over the next sections.



First choose a Campaign and then select an Objective card.   These will determine the range of units that will be involved.  This particularly affects the range of tanks that you will be up against.  I like this attention to detail, as equipment for a campaign can only be chosen from the historical period during which they were operational.  At least with the Germans I had become familiar with what to expect, but the Japanese forces, especially their tanks have been a whole new learning experience.  Obviously the location of a Campaign affects the dominant terrain, again the jungle of the Pacific Campaigns is the new element for me personally to familiarise myself with. 

In game terms, the combination of Campaign and Objective is most significant in producing SO [Special Option] points, which are the purchasing power for the troops you stock your campaign with and to buy a few sundry benefits.  Your units range from basic infantry, including machine gun and mortar teams, through armour and light armour to anti-tank, half-tracks and artillery.  You can also buy trucks and scouts, but these don't appear as counters on your map.  Instead, trucks help in reducing the SO cost of attacking enemy battalions in specific locations on the Tactical Display Sheet, while scouts allow you to extend the standard number of 5 turns in a battle.  Both can be absolutely essential buys at times.


Before purchasing your units, you must randomly draw Enemy Battalion Cards up to the Campaign’s value. There are three types of battalion: Assault, Supply and Command and you must always select them in the order to 2 Assault, 1 Supply and 1 Command.  I’ve often thought it might be a good idea if some Campaigns had modifiers to the Objective Cards to reflect special historical circumstances.

These will be the total number of enemy Battalions that you will face over the course of a typical campaign which will last from 3 to 5 weeks.  Each week, you will make the choice of which of these Battalions you will fight and the number of them that you destroy by the end of the campaign will determine your level of success.  

Next you buy [using your OPs points] your unit cards and then you choose the correct type of Commander card for each type of Unit card (from the four basic categories: Infantry, Armour, Light Armour and Artillery). The Skill Level from Recruit to Ace and the number of each that you are allowed is given on the Campaign card. The earlier the Campaign, the less likely that you will be able to choose any Veteran or Ace Commanders, while gaining Experience points as the Campaign progresses will allow you to upgrade their Skill levels.

There is a photocopyable Roster Sheet to fill in all the essential
details and then it’s off to choose which enemy Battalion you’re going to fight in your first week and which of your units you decide to assign to combat each Battalion.  


Here is the typical layout for an encounter in one of the pacific campaigns.. At top right you can see the display on which the enemy battalion counters will be displayed, showing the various locations from Enemy Breakthrough to Friendly Staging area.  The nearer these are to your own troops, the fewer Ops points you will need to spend in order to engage with the enemy.

Once you've made your choice of Battalion to fight, you place your own units on the map and then draw the appropriate types of enemy units as shown on the Battalion card and according to random dice rolls place them on the map.   As mentioned earlier, most battles last 5 turns with the ability to extend the length is you've purchased scout cars.

In a turn, each enemy unit will activate according to dice rolls on the Tactical Movement chart printed on the bottom right of the play board.  Those of your units that have a Fast Commander will move and fire first, while those which have a Slow Commander will move and fire after the enemy units!   The earlier in the war a Campaign is the more likely that your Commanders will be Slow.  Again, as the Skill of a Commander is upgraded the change to becoming a Fast Commander will tend to occur.

A few tweaks have improved the game play, but only in what I would consider very minor ways.   For those who found fault with Tiger Leader, I do not think that they will find any changes that will significantly change their view.  Personally, I was well pleased with all elements of the former game and considered the rule book to be even easier to digest than those for the many Leader series games that concentrated solely on air warfare.  Sherman Leader maintains that clarity and ease of reading with continued excellence in graphical layout and consistent high quality illustrations, as seen in just a couple of examples laid out below.

One of the major features of these two games that I like is the marrying of Commander cards to unit cards, with the reality that a unit may lose its Commander in battle or that the unit may be destroyed while the Commander survives.  Obviously, for many the delight of Sherman Leader is the fact that this game places you in the role of directing the Allied forces that previously you could only fight against.

For those of you already owning Tiger Leader, there is the added value that the Tiger Leader Upgrade Kit comes as part of the package and a lovely substantial addition it is with 4 full sheets of counters, 6 supplemental sets of cards and a complete new rule book. Personally, I was fortunate to receive a bonus of the WWII Tank Leader Commander cards expansion pack.  These cards add a superb new element to both games giving you a set of enemy Commanders who will be randomly drawn and allocated to each enemy Battalion.   These cards give your enemy units bonuses and abilities.  For those of you who like a tough fight, the going just got tougher!  Though it's intended that these be randomly drawn, who can't be enticed by the thought of coming up against Erwin Rommel or Heinz Guderian or even, when playing the Germans, encountering Bernard Montgomery.  My only complaint is that, amazingly, I cannot take on General George Patton!! 

So, all in all, a total thumbs up to this latest addition to the many great Leader games.

Thanks again to DVG for providing the review copies.













 




Commands & Colors Ancients Expansions 2-3 Reprint by GMT Games   Commands & Colors Ancients was designed...

Commands & Colors Ancients Expansions 2-3 Reprint by GMT Games Commands & Colors Ancients Expansions 2-3 Reprint by GMT Games

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

Commands & Colors Ancients Expansions 2-3 Reprint


by


GMT Games






 Commands & Colors Ancients was designed by Richard Borg and first took the wargaming world by storm in 2006. This GMT game has exploded into all of these eras:

Samurai
Medieval
American Revolution
Napoleonics

 As you can see, the wargamer has a smorgasbord of eras, battles, and armies to choose from.






 For those of you who have not read about or delved into the Commands & Colors world, here is a a simplified breakdown of the game. The mapboard is generic with extremely large hexes. The player adds tiles to the board per the scenario instructions. The game itself is of medium complexity, and is a perfect segue to add new Wargamers to the fold. The game is card driven, so the player is always forced to think ahead. Each scenario lists the amount of Command Cards each player starts with. The player's opponent may make a mistake that the player is just dying to take advantage of. Unfortunately, the player only has a Command Card that only allows him to move or attack on a completely different part of the field or other troops. The rules are now up to the 3rd edition. The rules have been tweaked down through the years to rid them of any ambiguities, etc. This is the sequence of play:

1. Play a Command Card
2. Order units and leaders
3. Move
4. Battle ( combat between units)
5. Draw a new Command Card



This is actually a picture of the first printing. The only thing different on the newer box is that it says "Second Reprint"


 Much to the gaming community's relief, an anonymous donor was kind enough to bankroll the re-release of the game and all of the expansions for it. May he be blessed by the wargaming Gods. The base game, Commands & Colors Ancients, is needed to play all of the expansions. This review is of the new combined expansions 2-3. The expansion does not come with a mapboard as they originally did. This was to cut down on both shipping costs and the overall price of the expansions. 

 This is what comes with the combined expansion:

  • 3" Box
  • 457 red, green, gray and black blocks
  • 1 sheet of terrain tiles
  • 7 sheets of labels
  • 2 reference cards
  • 1 combined rule and scenario book 




 Expansion #2 covers battles that feature Roma versus various Barbarians. The battles range in time from the Battle of Closium in 225 BC, to the Battle of Cefn Carnedd in 51 AD. There are seven battles alone that deal with the revolt of Spartacus. The next, Expansion #3, deals with the various Roman Civil Wars. These go from the Sullan Battle of the Colline Gate, to the last battle that was fought in the civil war between Pompey and Caesar, the Battle of Munda.


 The game components are ones you typically see in GMT Games, meaning that the production values are extremely high. The blocks are of four different sizes. The largest is for elephants, the next size is for leaders, and the medium size is for cavalry. The smallest blocks are for your Infantry forces. About the blocks, there are a ton of them to be stickered, and I mean a ton. For those of us who have arthritis or some other problem (I have a mashed right-hand thumb), it might be worth your while to pay someone to do it. Other than that, for those of you who are lucky, or unlucky, enough to have kids living with you, corral them into helping. The stickers themselves are very nicely done. It is easy to distinguish between the forces by the size and their colorful picture. The two expansion rule books are well written and done in full color. This makes it extremely easy to setup the battles. Both expansion booklets have special rules for the battles listed.





 There is not much else to add. The game system is tried and true and has continually been upgraded. This expansion is a must for an ancients wargamer. The game itself brings the color and feel of ancient battles with shorter game times compared to other ancients games. One addition that I tremendously appreciate is the number of battles of Sertorius that have been included. A big thank you to GMT Games for letting me review these two expansions. GMT has also posted that there will be another expansion coming up dealing with early ancient warfare and chariots. These are links to the main game and all of the expansions:

Link to the downloads for Living Rules:
Commands & Colors Ancients main Game:
Commands & Colors Expansion 1:
Command & Colors Expansion 4:
Commands & Colors Expansion 6
Robert

Freedom! is an asymmetric card driven wargame that models a relatively unknown yet surprisingly important siege between the Ottoman Empi...

Freedom! a Kickstarter preview Freedom! a Kickstarter preview

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


Freedom! is an asymmetric card driven wargame that models a relatively unknown yet surprisingly important siege between the Ottoman Empire and the Greek rebel insurgents in the city of Messolonghi.  The siege in question is actually the third siege between greek insurgents demanding their freedom from the Ottoman Empire during the early 19th century, none of which I knew anything about prior to receiving this game.

The designer Vangelis Bagiartakis has written a fascinating designer's diary on bgg that is well worth a read if you're interested in the development or history of this game. https://www.boardgamegeek.com/freedom-designer-diary

Gameplay

Watch my rules overview to get an idea of how the game plays.  However, there are far more professional efforts which I will link to below.

Players control the two opposing forces and fight out the siege over 6 rounds. In each round, 7 cards will be played for a maximum total of 42 actions per player per game.  The Imperial player, however,  could end the game early if they manage to infiltrate just one of their units into the forts on the wall or into the Southern City, effectively assaulting the city from the Lagoon. 

Ready to go
The rebel player is largely stuck grinding out a victory over the full 6 rounds unless they are able to reduce the morale of the besieging units enough to where they give up and go home. However, nothing about this is a grind for the defending player. You as the defender, are as much a part of the action and must try to follow your own plan whenever possible to get a win. In other asymmetric games, the 'defender' is often just reacting to the aggressor's moves. As the insurgents, it never felt like I was just along for the ride.

I've played three full games of this and in each, they were all well balanced between my opponent and me. The only aberration I experienced was during the very first replenishment of the first game, my plea to the government, as the insurgent player was successful, (I rolled an 11) and had one point in my plea track which made my roll 12, i.e. a successful plea. This allowed my rebels to storm into the lead early on, but I eventually lost the game as my supplies completely dried up in the second period.
An early success for the rebels, unlucky for some
This timing and handling of the plea for government is crucial to manage for the insurgents to be successful.  Likewise, the Imperial Plea for aid is markedly different and nowhere near as significant, however, it is this asymmetry, not just in this mechanism, but in unit's attack, movement and replenishment abilities that really immerse players into a siege mentality, no matter which side you're controlling. There is a constant back and forth struggle, between both players that is evocative of what I imagine a siege to be like.
 
Like other card-driven games, cards are either played for the event or the action points. I should highlight, which for some reason,  it got lost on the editing floor, that when a player plays a card with their opponent's event, the opponent, on their next turn, can discard a card from their hand to have the previously played event happen.  This is an excellent innovation on the standard cdg mechanic, which serves to make the game that bit more accessible and forgiving.  This ability to 'play' your own event previously used by your opponent is unique and I would not be surprised to see the mechanic 'borrowed' by other designers for future projects. 

There are layers of games, area control, tight economic engine, and well balanced between both forces. Integrated into a whole that is engaging for both sides. The insurgents are just as much fun to play as the Imperials.
A selection of all components

Components

I have been sent a prototype and I am stunned by how good the art currently is.  I am reluctant to criticise a prototype's components but I would like there to be unique art for most of the cards. In many cases, the same art is used albeit the card events are similar. I hope they can commission the same artist to do many more pieces for the game.

The graphic design is a little dark in some places and the clouds across the board feel a bit redundant. The overall look of the board is fantastic and I'm sure will only get better as the game raises development funds through Kickstarter.
I'd love there to be unique art everywhere

Criticisms

The biggest criticism I have, and it's probably more justified to level this at our hobby rather than the game, is its theme, it is quite obscure, and serves a niche within a niche. This may serve to hinder the game's adoption amongst potential backers which would be a shame. I think wargamers who may well be very interested in the theme could be but put off by the 'simpler than Twilight Struggle' tag, (let's not discuss whether TS is a wargame or not...). Conversely, casual gamers who would be enticed by a siege game set in the Crusades, or even Leningrad which subjectively are far more accessible, may be put off by a siege in a city they've never heard of, and in a war they don't know.

Conclusion

Any game that I enjoy playing and at the same time helps me to learn something new is, in my opinion, excellent. This game has that property in spades, I knew nothing about the siege of Messolonghi before hearing about this game, and now I know some of the major events of the siege itself from reading the card texts and have also wished for some Messolonghi-related books to learn some more. 
These are glorious, more please...
We often talk about gateway games into the hobby and although this isn't one of those, it is an enjoyable foray into the CDG genre sitting firmly towards the more accessible end of the spectrum. This doesn't detract from the gameplay itself, there's still plenty to consider and mull over each turn. As much as I would like to pull out Labyrinth or TS more regularly, as an introduction to CDGs for interested players, this is a much easier teach and would be my gateway CDG game of choice. 

The underlying mechanics of this game are solid and as polished as any published title from any game publisher. The rulebook itself needs some work and the graphic design across most components could do with a little attention (I do love the art though). Freedom! is coming to Kickstarter at exactly the right time to secure some more funds to push it through the final stages of its design and I salute Phalanx Games for picking this up and giving us the opportunity to support it.  I will follow the campaign with interest. 

This project is live on Kickstarter right now, visit the project at https://www.kickstarter.com/projects/phalanxgames/freedom
These comments are all based from a prototype version of the game which is subject to change. 

A preview from the designer himself:


Bonding with Board Games preview:

Detailed review from the Players Aid:

Publisher: Phalanx Games
Players: 2...
Designer: Vangelis Bagiartakis
Playing time: 2 - 3 hours

Horse & Musket Volume III: Crucible of War by Hollandspiele  This is the third volume in the Horse & Mus...

Horse & Musket Volume III: Crucible of War by Hollandspiele Horse & Musket Volume III: Crucible of War by Hollandspiele

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



by








 This is the third volume in the Horse & Musket game series. The first, 'Dawn of an Era', is needed to play the series (the second volume is 'Sport of Kings'). As with every Hollandspiele game I have played, minimalism is the key word. Don't think that this means that game play is compromised; it's far from it. The minimalist approach means that instead of a fifty to sixty page rulebook, you get only the real meat in these wargames. 






 The game is a tactical one that gives the players various battles from the 'Age of Reason'. In this instance, the battles start in 1755 at Monongahela in North America , to 1762 at Freiburg in 1762. As you can guess the main subject is the Seven Years War. A few of the battles take place in North America, but most take place in central Europe. The exception would be Plassey on the sub-continent of India. The game comes with the following:

An updated set of Scenario Special Rule cards
A sheet of counters with new units and markers
Volume III specific Player Aid with charts
Rulebook

 The markers that are unique to Volume III include 'Woods markers', 'Fortified Town', and 'Square markers'. 






 The game components are just like every Hollandspiele game I have played. They are fully functional, but are not the fancy hand drawn maps etc. that sometimes come with games from the Age of Reason. The map is a blank slate that you add tiles of water, woods, and towns etc. to. The colors are muted, but still pleasing to the eye. The counters are a bit different. These have vibrant colors, and the portraits of the commanders are first rate.The counters themselves are very well made and seem thicker and sturdier.

 The new additions/revised rules for this volume take up just about a full page. These include:

Delayed Bayonet Charge
Movement Cadence marching
Artillery Fire Vs. Charges

 These are the Optional Rules that can be used with Volume III:

Nationality Rules (use these from Volume III, and not the ones that came with the earlier games)
Square
Volley Fire

 This is the sequence of play:

1. Player A rolls and determines random action points available to the command action points and stored action points for his total.
2. Player A spends his action points one at a time and performs allowable actions in any order he wishes.
3. Check victory
4. Player B rolls and determines random action points available to the command action points and stored action points for his total.
5. Player B spends his action points one at a time and performs allowable actions in any order he wishes.
6. Check victory
7. End turn - move turn marker ahead one space on the turn record chart and go to Step 1.

 As you can see, the game play adds the fog of war to both sides with the random action point rolls. The player must also consider when and where to actually spend theses points. Do you wait and see how your defense is holding up on this turn, or do you start your counter-attack now? Like all great wargames the Horse & Musket series does a stellar job of putting the player in the shoes of the generals from this time period. The game also has enough chrome to make you believe you are fighting in the 18th century and not a stamped out WWII era game with different names for the units. 





 
The leaders Montcalm, Wolfe, Friedrich der Grosse, Daun, and the battles of Leuthen, Kolin, Minden are all here along with a great many more. To see what I mean about the minimal approach, let us look at the Battle of Leuthen. This battle was one of the larger ones from this time. The Prussians have only eight pieces on the board, not counting leaders. The Austrians have a total of thirteen counters that you to have to order around like a good cardboard general. So, just like all of Hollandspiele's games the player can concentrate on his strategy, and not his manual dexterity. The battles of the Prussians against the Russians are my favorites. 





  Hollandspiele is a relatively new company, but it already has a large catalog of games for many tastes, from straight wargames to political simulations. They have quickly become one of my favorite publishers and a big thanks to them for letting me review this volume of Horse & Musket.

 Here are the links to the other volumes:
https://hollandspiele.com/products/horse-musket-dawn-of-an-era

https://hollandspiele.com/products/horse-musket-sport-of-kings

Robert

Battlestar Galactica: Deadlock released all the way back in 2017, and since then it has received a series of updates in the form of bot...

Battlestar Galactica: Deadlock - Season One in Review Battlestar Galactica: Deadlock - Season One in Review

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




Battlestar Galactica: Deadlock released all the way back in 2017, and since then it has received a series of updates in the form of both free patches and paid DLC. Developed by Black Lab Games, and published by prolific strategy game outfit Slitherine, Deadlock exceeded my own expectations by a great deal. I feared it would be a low budget, overly simple strategy game trying to cash in on the BSG name. But no, it was really quite good and I enjoyed it a lot, as you can see from my original review. Deadlock had not just a solid tactical layer with tense, WEGO space combat, it also had an immersive strategic layer that tied all the battles together. The only thing you could really knock the base game for was that it was a little light on content. The core was good, but there were only so many missions, and only so many ships to play with. We've now had a string of DLC and updates released to solve that issue.


Deadlock is the story of what happened during the First Cylon War, years before the events of the TV show. (Which if you haven't seen, do yourself a favor and watch it immediately). This is a game about a full scale space war, in which you have command of the entire strategic picture. The Cylons get in a sucker punch to start the war, knocking out much of the Colonial Fleet and leaving your mobile shipyard as the only means to get humanity back on its feet. From that point it's up to you to decide what ships are built, what new tech is unlocked, and where you take your forces. Each of the 12 colonies has its own morale level, and if it drops too low they will exit the war. To keep all of humanity in the fight, you'll need to build up multiple fleets and spread them out to fight off Cylon raids. In addition to random attacks, there is also a series of story missions to tackle, and plenty of side missions that give extra bonuses if you complete them in time.

So, that's the basic gameplay, but what about all these updates and DLC? What do they do? That's the focus of my article today, as we step through all the pieces that make up "Season One" of the game. Between several free patches and paid DLC, the game has seen the addition of new features, ships, weapons, missions, story, and an extra game mode. Let's step through each "episode" of the season in order, to see how it all adds up to the current state of the game. 


As an aside, before we get started, I will point out that you can't go wrong with the base game alone. It's a full experience that you can get a lot of enjoyment out of. If you do like it, everything else here just makes that experience bigger and better. I've put in quite a few hours with the game, but jumped at the chance to play the campaign again with even more features and tactical options.

Reinforcement Pack

The first DLC for the game is purely an injection of new ships and weapons. For a very modest price you'll get to see four new ship types (two for each side) and a variety of mines added to the game. The new ships give you some nice options for customizing your fleet, one ship is unlocked right from the start, and of course increases the variety of challenges you will face from the Cylons. The mines give you another option when choosing special weapons for you ships, and, being mines, create new strategic options in battles. This update doesn't change the core of the game, but you'll certainly want it to help flesh out the experience. 

The Broken Alliance

The first major DLC for Deadlock is the one that is a must have in my opinion. It integrates all of its new content smoothly into the existing campaign, making for a richer overall experience. This DLC features an 8 mission story campaign which you play alongside the normal story missions. Anyone who has watched BSG knows that politics plays a central role in the story and drives a great deal of internal conflict for the humans. The Twelve Colonies of Man rarely agree about anything, even in the midst of a war. The Broken Alliance campaign, as the name suggests, focuses on the internal strife and intrigue which plagues humanity throughout the First Cylon War.

The Broken Alliance also adds four more new ships (two for each side) and a new squadron type for each side. The new ships add even more tactical options to the game. The Celestra resupply ship, for example, has little firepower potential on its own, but it can provide extra ammo for other ships mid-battle. Even more helpful is its ability to repair a section of armor on a friendly ship in combat. Each ship has separate armor sections for each side, top, and bottom. Lose a section of armor and now that ship becomes less useful, as you can't risk exposing an unarmored section for long. With the Celestra around you can patch things up and get a warship back in the fight. You can even use this offensively, hardening the nose of a Battlestar as it goes head on against an enemy group.


Endurance Update

Around the same time as the Broken Alliance came out, the game received a big free patch. This patch did some balancing, made the UI better, and generally polished the game. The best new feature was adding persistent damage to ships between battles, and visibly showing battle scars on ships after they took some hits. The persistent damage adds another layer of strategy to the game, as now you must spend resources to get ships back to full health. This seems like something that should have been in the game from the start, but I'm glad they added it in as a free update. 

Anabasis

The next DLC for the game added an entire new mode, which was initially received with mixed opinions, but has since been balanced and polished a bit to make for a better experience. The new mode Operation Anabasis tells the story of a colonial fleet sent out on a deep strike mission against a Cylon base. Things go topsy-turvy as usual, and the fleet must flee back to Caprica, Cylons in hot pursuit the entire way. These mode obviously draws directly on the plot of the BSG show, in a good way. Your fleet starts out strong, but includes many civilian ships you must try to protect through battle after battle. You can repair your ships if they survive a fight, but that's about it. Each jump brings with it a random new set of bonuses and penalties to deal with. Your final performance is measured by how many ships you get back to Caprica safely, if you get there at all. While the mode is standalone, it does feature characters from the main storyline, and ties in with the overall plot of "Season One."


While the new survival mode is separate from the main campaign gameplay, the new DLC includes plenty of new content for it. Several new types of munitions are available that are far more interesting than the standard missiles and rockets of the base game. The EMP Generator lets you pull off that Star Trek-esque move from the BSG pilot, in which a ship winds up its generators to release an electromagnetic pulse, which damages any Cylons venturing too near. The Cylons also get some new toys, so watch out!

Another addition from this DLC is a dozen new types of side missions that can pop up during a regular campaign. These aren't just new maps (though there are new maps), but completely new types of objectives to accomplish. 


Sin and Sacrifice

The just released, final DLC of Season One. Sin and Sacrifice extends the story of Deadlock beyond the conclusion of the original campaign and the Anabasis mission. The Cylons have been beaten back, but of course the big bad is still out there, ready to launch a fresh attack on the twelve colonies. You can either jump straight to this campaign with a pre-built late game fleet, or carry over your own fleets from the base campaign. I didn't have enough time to make it through the entire campaign just yet, but what I've seen so far is great stuff. Big battles between late game bruisers are the order of the day. There is plenty of new variety in what you are trying to do each mission as well, besides blowing apart as many toasters as you can, as usual. The two new ships added to the game reflect this idea. The humans get the Heracles, a new heavy offensive ship that is literally covered in gun turrets. It doesn't get any munition slots, but it can blast away at an entire Cylon fleet all at once. The Cylons get a new fighter support ship, which can repair their fighter squadrons mid battle and boost their performance. That's nothing to sneeze at when late game fleets are hauling around a half-dozen or more fighter squadrons at the least.


The other big, really cool addition to the game that Sin and Sacrifice brings is additional radio chatter. Previously, your ships had little voice lines announcing important things like missiles being launched or ships taking hull damage, but there were only so many of them, and they always sounded the same. Now, however, a ton (1100+ in fact) of great bits of radio chatter have been added into the background of a fight. You'll here plenty of utterances of "Frakkers!" and "Blast those toasters!" and every thing else you would expect from the BSG world. This adds so much flavor to the game and really increases the immersion as you watch the battles play out. 

Veterancy Update

Another free update, which just came out along with Sin and Sacrifice, the Veterancy update adds a significant new feature to the game: the ability for individual ships to gain XP and "level up" over time. In the base game, you have fleet commanders who gain levels and unlock new abilities. The ships, however, never changed, no matter how many battles they survived or enemies they destroyed. That's all different now, as ships can level up and become more deadly over time. I really love this addition, as now you can really latch on to your early ships that hang around through a dozen battles and become your aces. Losing one, of course, will sting badly as you can't just crank out another veteran warship in a couple turns.


In addition to what I've listed here, the game has also been polished a great deal from when it was released. The game looks, sounds, and plays better than ever before. If you pick up the game, along with all the DLC, you'll be looking at paying a AAA game price, but you will be getting a very good, rich experience. Each DLC expands on the story and content of the original game, and I think each one is worth a purchase. All of them together make for a meaty game that you can sink a lot of hours into. As a big fan of the show, I'm really happy that such a worthy game was finally created. 

Calling it Season 1 implies that there will be a Season 2, and the developers have confirmed that fact over on the forums. I look forward to seeing what else is added to the game!



- Joe Beard

BSG: Deadlock is available on PC, PS4 and XBOX One




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