Warhammer 40k: Gladius - Relics of War came out almost exactly two years ago and brought the grimdark world of WH40k into the 4X realm for t...
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WH40k: Gladius - T'au Faction and Assault Pack DLC
Wise Bayonets 17 June - 19 June 1799 Suvorov at the Trebbia by Acies Edizioni Alexander Suvorov (the last...
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Wise Bayonets: 17 June - 19 June 1799 Suvorov at the Trebbia
Wise Bayonets
In 1799, while Napoleon had his hands full in Egypt, Suvorov was given the onus of reconquering Italy from France. In this he was matched against the French Generals Moreau and Macdonald. Moreau's part in this campaign is slight. Macdonald, on the other hand, was to feel the full fury of Suvorov and his Russians and Allies at the two day Battle of the Trebbia. Macdonald also had a storied career and was made a Marshal Of France. However, he was not in the same class of generals as Suvorov. So, this is the backdrop to Acies Edizioni's game about this battle. This is what comes with the game:
One Game Map 84x60cm.
216 5/8" counters and 140 1/2" counters
Four Player Aid Cards
One Rules and Scenarios Manual
Two six sided die
The game uses these charts and tables:
Terrain Effects Chart
Combat Table
Initiative Track
Casualty Table & Losses Box (on the map)
Turn Record Track (on the map)
The game scale is:
1 turn: 1 hour (2 hours turns 1 and 12).
1 hex: 300 m (about 328 yards).
1 strength point: 2-300 men for infantry, 150-200 men for cavalry, and 2-3 guns.
The rulebook is in full color and in large print. It is thirty-five pages long. The English translation of the Italian rules is very well done and there is no discernable Yoda speech. The designer, Enrico Acerbi, has included an excellent eight page historical commentary on the campaign and battle of the Trebbia at the end of the rulebook. The rulebook does not include samples of play. The map is well done, and shows the mostly open terrain dominated by the Tidone creek and Trebbia river. There are some higher elevations at the lower edge of the map, but the terrain is mostly clear, except for the marsh hexes next to both the river and creek. The fords and wooden bridges over both river and creek are the salient points to be aware of. The unit counters are 1/2" in size, and are very colorful, but easy to read. The general counters are 5/8", and come with well done small portraits of them. The marker counters (square, charge, etc.) are also well done. It comes with four separate paper like Player's Aids. Three are double-sided and one is single-sided. They are Initiative Track and Losses, Combat Tables and Terrain effect Chart, and the French and Russian setup pages. While not being of hard stock, they are printed in large type and are easy to read. The game itself comes with four scenarios, these are:
Scenario 1: The Battle of Tidone Creek - June 17th, 1799
Scenario 2: The Second Day - June 18th, 1799
Scenario 3: The Last Attack - June 19th, 1799
Scenario 4: The Campaign Game - June 17th-19th,1799
The victory conditions for all of the scenarios is a combination of controlling hexes and inflicting Strength Point losses on your enemy.
The game has a few nuances that you normally do not find in most tactical games. One of these is the ability of some artillery units to fire cannister. The weather plays no part in the game; during the battle it was hot and sunny. The games I have played have been touch and go affairs just like the actual battle. This is the Sequence of Play during the Command Phase:
"A. Command Phase
This phase is divided into four segments:
1. Command Segment
Units which are within the radius of their commanding officers are considered to be in command. The units beyond this radius are out-of-command (Place an Out of Command "OOC" marker on top of the out of command units).
2. Orders Segment
The Players check their Chains of Command. In this segment, it is possible to change old orders for new ones (5.3). The player may also declare "independent" brigade (s) in command (5.4).
Out of command officers maintain the order they had in the proceeding game turn, but they can try to change it in their activation (5.5)
3. Initiative Segment
The players roll a die to decide who goes first (7.0), and organize their formations on the Initiative Track (7.1).
4. Reorganization Segment
Players can try to reorganize their Disordered or Routed units if the type of order they received allows for it (19.0)."
Austro-Russian Counters |
French Counters |
The game continues with an Action Phase in which Bombardment, Combat, Movement, and Attacking all take place. It might seem a little deep, but it is no harder to play than any other Tactical Napoleonic game, and a lot easier than some I own. The rules work on a tactical scale, and seem to allow, or force the player to use their units in a historical manner. The game does not feel like you are moving generic anytime units across the map. In some games you can substitute Heavy Cavalry for tanks and the action plays out like a WWII game. This is not one of those games. It plays out as a Napoleonic warfare game. As mentioned, it is not as deep as some tactical Napoleonic games, but it has enough bells and whistles to make a grognard happy, and not make a newbie run from the table screaming.
1st Turn Setup, North and South are switched |
As far as the actual gameplay, this is a battle that should not have been fought. Macdonald was outmatched in wits and soldiers. He believed that help would come from Moreau that never appeared. In truth, Macdonald's force could very well have been wiped out or mauled much more severely than it was. The French can credit their soldiers' tenacity in saving their army. Playing as the French on the first day scenario or the campaign scenario, your first order should be to march quickly and grab all of the passages across the Tidone. Then you have to hold onto them no matter what. The French have more troops than the Allies early in the day. However, the tide changes with each passing turn. Playing as the Allies you can either try to hang onto at least one of the fords or the bridge over the Tidone, or wait until more of your force arrives during the day. For the second day and the campaign scenario, at least the French have the Trebbia River line to fall back on.
game in play shot |
Thank you Acies Edizioni for allowing me to review another of your fine games. My next review from them will take us to the Battle of Austerlitz for their game 'Moravian Sun'. These two games, and a third earlier one 'Massena at Loano', are based on the Vive la France: Empire rules system. The system is of medium complexity and is solitaire friendly.
The photos are from Adriano Visconti; many thanks.
Acies Edizioni:
https://www.edizioniacies.com
Wise Bayonets:
https://www.edizioniacies.com/para-bellum/wise-bayonets
My review of their game 'Durchbruch':
https://www.awargamersneedfulthings.co.uk/2020/02/durchbruch-austro-german-attack-at.html
Robert
Isle of Cats is a successful Kickstarter from last year and one I’ve wanted to play since I first saw the Kickstarter version. In the last ...
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Isle of Cats
Gameplay
Components
The Island |
Criticisms
Conclusion
The Wars of Alexander's Successors 323-281 B.C. Volume II: Battles & Tactics by Bob Bennett & Mike Roberts ...
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The Wars of Alexander's Successors 323-281 B.C. Volume II: Battles & Tactics by Bob Bennett & Mike Roberts
Thank you Casemate Publishers, for letting me review this great second volume. No one with an interest of the military history of the period should be without the set.
Robert
Book: The Wars of Alexander's Successors 323-281 B.C. : Volume II Battles & Tactics
Authors: Bob Bennett & Mike Roberts
Publisher: Pen & Sword
Distributor: Casemate Publishers
It's exactly what it says on the tin, here's a video of me running through the demo for Tactical Troops: Anthracite Shift . If you s...
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Let's Play Tactical Troops: Anthracite Shift Demo
LIBERTAD O MUERTE from AVALON-DIGITAL When I first received this beta version of what was originally entitled Libertadores from Ava...
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LIBERTAD O MUERTE!
My knowledge prior to this game was purely the name Simon Bolivar whose nickname, El Libertador, lent itself to the game's initially projected title and whose surname is the title of the first Scenario.
Once more, we are in the digital manifestation of the sort of tabletop board wargame that stacks out my game shelves. It's an IGO-UGO system with the Patriot player going first and the Royalist Player second. You can play either side against the computer A.I., but there's also the option to use playbymail to take on another human opponent.
A familiar framework of Phases takes you the through the rules and as with Battles In Spain, there is now a full 52 page online rule book that you can access.
Primarily we're in the era of infantry, cavalry and artillery with combat and movement strengths as well as morale. Replacing the steps that you would have in a physical copy, each counter shows its steps by a number of green dots - a nice point is that some units that arrive as reinforcements aren't always at full strength!
Turns go by quickly and smoothly with the ability to set your A.I. opponent at three levels of difficulty: Basic, Voluntary and Expert. The centre one is the default setting with the choice to make it easier or more difficult. The Scenarios are diverse and range from ones that cover a small portion of the map to much vaster campaigns. For this, navigation around the map couldn't be easier with the mouse wheel making zooming in and out at your fingertips, as seen below. One minor draw back is that when the A.I. is playing the map zooms out. You can manage to manually reframe this, but as it moves from Phase to Phase it automatically zooms out again. I believe that small irritant is something the company are hoping to improve.
Naval Battles Simulator, in development by Anarchy'97 , has recently appeared on Steam Early Access. Although it's not going to be ...
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Early Access: Naval Battles Simulator
Heart of Leviathan Wave 2 Expansion by Image Studios Image Studios Heart of Leviathan is a game many o...
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Heart of Leviathan Wave 2 Expansion by Image Studios
Four Ship Captain Cards.
Eight Refit/Upgrade Cards.
One Ship Command Placard, made of thick cardboard.
The four cruisers you get are:
German:
Emden
Dresden
English:
Weymouth
Falmouth
I do not know how, but Image Studios has managed to top their game and first expansion. Thank you very much for letting me review this excellent upgrade to an already excellent game. You will find below their website and the two other reviews I did of the game and the first expansion.
Image Studios:
https://www.imagestudios.us/
Heart of Leviathan review:
https://www.awargamersneedfulthings.co.uk/2020/01/heart-of-leviathan-by-imagestudios.html
Heart of Leviathan Wave I Expansion:
https://www.awargamersneedfulthings.co.uk/2020/02/heart-of-leviathan-wave-1-expansion-by.html
Robert
Unlock Epic Adventures is the seventh box in the Unlock Series and contains 3 ‘Epic Adventures’: The seventh screening, The dragon’s seven t...
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Unlock: Epic Adventures
Unlock Epic Adventures is the seventh box in the Unlock Series and contains 3 ‘Epic Adventures’: The seventh screening, The dragon’s seven tests and Mission #07, each one harder than the next. If you’re familiar with the Unlock games, then nothing more needs to be said (apart from Mission #07 is my favourite of the lot). If you’re not then read on. No spoilers were harmed in the making of this review...
Gameplay
Each adventure is contained in a deck of 60 cards and a companion app which is necessary to play the game. Each of the 60 cards has a number (or other identifiers) on its back which are pivotal to how the game works. The top card in the deck contains the introduction on one side and the initial location on the reverse. There is almost no setup time (just place the deck of cards on the table and start the app) and the rules can be explained in about 5 minutes. If you’re playing for the first time, each box also contains an additional tutorial deck of 10 cards which can teach the rules by playing through a mini-mission before starting one of the adventures.
Once you’ve read the starting card and flipped it, you’ll usually see some obvious numbers and/or letters in grey circles. This is the primary mechanism of the game and it tells you to find the corresponding cards in the deck and put them face-up on the table. Sometimes there will be hidden numbers on the cards, which also permit you to take the corresponding card, don’t forget to inspect every card if you get stuck.
The story is told in the text and images on each card and the designers of all the Unlock games have done a great job in telling very different (and interesting) stories across each adventure. There are also object cards, whose numbers should be combined, the sum of which will indicate another card in the deck that you’ll be allowed to take. For example card 14 (a magnifying glass) can be combined with card 65 (a marble statue) to take card 79 (14 + 65) that reveals a new clue hidden on the plinth of the statue (this is not a spoiler as I just made it up).
There are also machine cards which will require the app. I’ve not played all the Unlock boxes but I am always surprised at just how much variation you can get out of one deck of cards. It is certainly true that the designers are not limited to ‘you’re stuck in a room and you have to get out in 60 minutes’. This variety ultimately comes from how you interact with the machines (using the app).
The app will also provide hints if you get stuck. Which I recommend using fast and often if you’re unsure what to do next. Instead of taking hints you could guess at what cards join together but doing this or many other guesses (by adding cards together or guessing on a machine) will often result in a penalty card, these take 1 min of your overall time from the countdown timer in the app.
These games try to recreate the experience that you’d have if did a real escape room, there is a timer counting down and you do feel the pressure of completing within the time.
I found that sometimes the cards or even the solutions were quite obscure and even after being told the solution or stumbling upon the answer, we weren’t quite sure how we got to that stage or even how the answer works. This was a bit disappointing as you’re robbed of the ‘ah-hah, I’m such an idiot!’ moments that make deduction games shine. After you complete an adventure you’re given a rating out of 5 stars, (disclaimer - I’ve not got more than 3 stars). But the best thing about these games, as opposed to the Exit: The Game series, is that nothing is destroyed and you can freely give it to some friends to try or trade it away.
There is a good mix of puzzles and different ways to use the app and cards in this box. I am continually amazed at the imagination of the designers of these games. There is one section in the Dragons’ seven tests where you’re instructed to work in two teams (hence its a 2-6 player range not the usual 1-6). Having said that, the solutions do start to feel a bit repetitive, after-all there’s only so much you can do with a single deck of cards. However, Mission #07 did stretch what was possible and has easily been my favourite Unlock mission so far.
When the cards are face down you can only see the next number in the stack. Seeing any number can be gamed a little bit and if the object combinations add up to a number seen in the stack then you could guess… Initially I was annoyed that the stack of cards was not in numerical order. So I spent the first 5 minutes arranging, however I quickly learnt that you're not supposed to do this. The OCD in me struggles not to reorder them, but doing so will give you an uncalled-for advantage and cause other issues. A benefit of not sorting them is that the new location cards visible objects often appear just on top of of the deck.
Cards which are answers to the puzzles will never be on top of the deck. You and your team will have to search the deck for the card number you think is the solution. The rules suggest splitting the searching between the players, which keeps everyone involved (not just the alpha who just has to handle the cards). Splitting the card search amongst the team gives more eyes the opportunity to see the backs of all the cards. Which will probably help to solve later riddles.
The only criticism I have of the components is the size of the box. There are three decks of cards and a few bits of paper. And a lot a wasted space taken up by the plastic insert. I wish publishers wouldn’t feel the need to make boxes that belie the size of the components.
I will always sit and play an Unlock game and will enjoy it but due to the constraints of a single deck of cards to contain the entire game, I think they are limited in what they can achieve. I would recommend any of the unlock games but I would suggest, and prefer, Kosmos' Exit: The Game series instead. You can get two of those for the price of one unlock. Which I think is a good trade. If you can get an unlock in a trade or play a friends copy then they’re definitely worth your time, if not your money.
I’d like to thank Asmodee for sending this review copy. Many local game stores will have Unlock games if not this one, although they may not be open currently. You can use this link http://www.findyourgamestore.co.uk/ to find and use their online store during this difficult time.
Designer: Cyril Demaegd
Bgg page: https://www.boardgamegeek.com/boardgame/294612/unlock-epic-adventures
Play time: 60 minutes.
Players: 1 – 6 players
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