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Tank Chess by Forsage Games  Forsage games sent me their excellent Age of Dogfights:WWI game of aerial warf...

Tank Chess by Forsage Games Tank Chess by Forsage Games

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





Tank Chess

by

Forsage Games










 Forsage games sent me their excellent Age of Dogfights:WWI game of aerial warfare in World War I. They asked if I would want to review their other game 'Tank Chess'. I was a little reluctant to agree. I really like most games about World War I plane combat, but I was not so sure of a wargame that had Chess in its name. I was thinking that it would be a weird creation of half chess and half tank warfare, or tanks that would have to move like Chess pieces on a board. I am a die hard wargamer who loves thick rulebooks, and lots of counters or blocks on a map. So, in the end I agreed, not really knowing what I would be getting myself into. I had it in the back of my mind that I was just going to ship it back, and say that it was really not my cup of tea. It even took me a bit to decide to open the 'game' and see what I had to deal with. Follow along, and let us see what we actually have inside the box. This is what the game comes with (they also sent me an add-on to the game, more on that later):


- Box 24 x 24 x 4 cm (9,5 x 9,5 x 1,5 in)
- 2 double-sided boards:
        47 x 47 cm (18,5 x 18,5 in)
        38 x 38 cm (15 x 15 in)
- 30 tank pieces
- 30 flags/antennas
- 26 obstacles
- 4 border surfaces
- 2 reference sheets
- Notepad
- Blank scheme pad
- Rules
- Brochure





 The two different sized mounted boards are a really nice touch. If you only want a short game, then pick the small one. Each of the boards has a completely blank side, and the other has an already planned out battleground for you to use. The two premade sheets of obstacles mean that you will never have to play with the same setup twice. It also comes with two blank black sheets to create your own obstacles. The four page rulebook is written well and has numerous examples of play. The brochure is nine pages long and has a lot of different pre-made setups to use on the boards. It also has some mods to play such as capture the flag, etc. The plastic tanks and other armored vehicles are very well done for their size. They are small, but you can easily tell the difference between the units. The game is a neat little package that even includes a notepad for you to write down whatever you want. The game components and little additions just seem well thought out. 





 The game itself is extremely easy to learn. Like Chess the player has to move one piece, or change its orientation, each turn.  Even though some of the units are tanks with turrets, you can only fire in an arc of the three spaces at the front of the tank. The Tank Destroyer and the Heavy Mortar can only fire in a straight line. So, the game does have some Chess like rules thrown in. The game rules seem fine to me, except the rules for the Heavy Mortar. You do not need a line of sight to fire a Heavy Mortar. It can fire over obstacles that other units cannot see through. This rule is a two-edged sword. While the ability to fire without line of sight is more gamey than wargames, it does give the both players something to keep their eyes on. Maybe a house rule of only being able to fire the Heavy Mortar on other units if it, or another unit, has the target in its sight? That would make the Heavy Mortar use more in tune with a wargame. However, the ability to rain down destruction when your opponent thinks he is safe is also a plus. It is a bit like playing Chess with two boards with only one unit on one of the boards. The play is fast and furious, as the designers intended. It is still a very good strategy game even though it is not completely in the wargame category. 

 The units in the basic game are:

Light/Command Tank
Medium Tank
Heavy Tank
Tank Destroyer
Heavy mortar





 I like the game and it is fun. It delivers everything it is designed to, and its advertising is spot on. The basic game is a blast, but where Tank Chess really shines is when you play with one or all of the expansions available. Forsage Games was nice enough to include the Tank Chess 'Fun Set' expansion. 

 This expansion adds these tanks and armored vehicles to the mix:

Recon Tank
Super-Heavy Tank
Tank Hunter
Assault Tank
Amphibian Tank
Twin-Gun Tank
Light Mortar
Rocket Launcher
Light Howitzer
Heavy Howitzer
Heavy Bulldozer Tank
Minesweeper Tank
Bridge Tank
Recovery Vehicle





 The new vehicles make the game even more of a strategy game. However, it is the addition of the following obstacles that really make it shine:

Two types of Land Mines (one is Remote-Controlled and hidden)
Low Obstacles
Water obstacles
Hedges
Mud
Trees





 The obstacles are see through different colored plastic pieces that are of different shapes, like the obstacles from the basic game. The expansions that can be bought are:

Fun Set Deluxe
Fun Set Light
Fun Set Pocket

 Do yourself a favor and pick up the standard or deluxe expansion. It adds a great amount to the base game. There is also an expansion that is called 'Central Square', and it also comes in a standard or deluxe model.


  Thank you Forsage Games for letting me review Tank Chess. To put it mildly, I was very skeptical of the game in the beginning. I was happily proved wrong by the game play. 

Forsage Games:
https://www.gamesforsage.com/

Tank Chess:
https://www.gamesforsage.com/product-page/tank-chess-standard

Robert

Stellar Horizons by Compass Games  I received a massive box from Compass games last month. For those of y...

Stellar Horizons by Compass Games Stellar Horizons by Compass Games

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




Stellar Horizons

by

Compass Games








 I received a massive box from Compass games last month. For those of you not now into weightlifting, the box is heavy enough to start doing a home regimen. It is filled to the brim with everything you need to play this game. Once again, Compass has put me on the horns of a dilemma. I do not know much at all about the science and history of space exploration. I lived through the space race etc. so I know a smattering of things about it, but it is something that never interested me enough to really read up on it. So as usual with games, I have not only had to learn how to play the game, but also had to read up on the history behind it. I guess we will have to start checking out this leviathan. 





 This is some of the information about the game from Compass games:

"Stellar Horizons is a "build your own space program" game where you will lead one of seven Earth Factions to explore and develop our solar system. Designed by a real-life space engineer with a PhD in long-duration spaceflight from MIT, Stellar Horizons is intended to be a plausible representation of the first steps of humanity towards the stars between 2030 and 2169, with each turn representing a year of time. You control your Faction’s space program, outposts, and fleets spanning across the solar system, although you will also have some influence over your Faction’s politics back home on Earth as space development becomes more important.

 Movement is based on real physics. You move from orbit to orbit, or conduct long range transfers to move between planetary systems like Earth, Mars, or Jupiter. As you send out robotic explorers and crewed vehicles to explore the solar system, they bring back valuable data to further your scientific research. Technologies are intended to represent plausible extrapolations of existing development during the next 150 years: there are no transporters or warp drive, but you will be able to develop rockets powered by fusion and even anti-matter. In the engineering and biology domains, you'll eventually be able to construct space elevators and put your crews into safe hibernation for long journeys.

You'll have access to a wide variety of robot explorers and crewed ships. These range from tiny probes intended to merely take photographs as you fly past Jupiter, to giant destroyers, cruisers, and battleships which ply the space lanes with peaceful or hostile intentions. New ship types become available as you gain access to better technology over the course of the game."


This is what comes in the big hefty box:

 1 Rulebook
20 Punchboards containing:
  • 231 Units – 33 for each faction
  • 1 Invader
  • 30 Mission markers
  • 2 Turn markers – 1 Year and 1 Decade
  • 8 Asteroid markers
  • 12 Signs of Life/Life markers
  • 12 Pirate markers
  • 15 Helio Transfer markers
  • 27 Trade markers
  • 90 Numbers – numbered 1 through 9
  • 182 Faction markers
  • 30 Damage markers
  • 100 Settlement markers
  • 130 Installation markers – 21 each of Supply Stations, Spaceports, Mining Stations, Refineries, and Research Stations, and 25 Defense Works
  • 40 Politics markers
  • 40 Victory point markers
  • 108 Technology number markers for Engineering, Physics, and Biology – in denominations of 1,2,3, and 5
  • 21 Technology bank markers – 3 for each faction
  • 2 Large Planet tiles – e.g. Jupiter
  • 2 Medium Planet tiles – e.g. Neptune
  • 8 Small Planet tiles – e.g. Earth and Alpha Centauri
  • 24 Satellite/Moon tiles – e.g. Hygeia-Palas and Triton
  • 1 Deep Space Astronomy tile
  • 54 World Cards
  • 29 Currency Coins in denominations of 1,2,5,10, and 25 Billion
  • 393 Resource markers – 131 each of Ore, Fuel, and Supplies in denominations of 1,2,5,10, and 25
4 Punchboards containing the 7 Player Faction boards and the Policy Tree
1 Punchboard containing the Tracks board
1 Technology Tree on a mounted board
7 Player Aids containing the various charts and tables needed to play and the Solar System and Space diagram
7 Rule summary booklets
1 Percentile die and 3 ten-sided dice
1 Box and lid set

"and a partridge in a pear tree"






 Stellar Horizons is a game of space exploration and colonization for two to seven players. You will be in charge of the space program for one of seven Earth factions. These are:

Asia
China
Europe
Japan
North America
Russia
South America-Africa

 Each faction has its strengths and weaknesses. There is a short, but good breakdown of them on page twenty-nine of the rulebook.





 The game plays out the years 2030-2169, in one year game turns. The game begins with the current level of technology, and then builds to an advanced Star Trek future. This means that the game play relies on the technologies that are based on our current knowledge of physics. You will play on tiles that represent planets, asteroids, moons etc. Exploration will kick start your further endeavors to the stars. The game comes with both co-operative and competitive scenarios that last around one hour. Stellar Horizons also comes with a grand campaign that can be played in a day or longer. The campaign can be played solo as well. This is always a great addition to games, especially now. During your exploration you will deal with all sorts of problems, among them: severe radiation, severe atmospheres, and any other problems you can think of when exploring space. The game is not just one of science and exploration. In a twist that I have not seen in a boardgame like this, it also includes combat between fleets of the different factions. In one more twist, it also adds SPACE PIRATES! to your list of problems. The warfare part of the game reminds me of carrier battles in the Pacific. The main part of the build up to combat is searching out your enemy.





 The components are really a sight to behold. They are also of thick cardboard, like a mounted map. The pictures of the components do not do them justice. Holding and looking at the ones in this game is like the difference between a paperback and a limited edition leather bound book. I must caution you to be careful about handling the pieces of the game. They want to jump right out of their places on the sheets. You do not have to fight or worry about needing a pair of scissors or an exacto knife with these. They are like the proverbial lemmings near a cliff (yes, I know it is a wive's tale). The planet pieces are beautiful to look at. In fact, for someone who is very into our nearby space, it is worthwhile to buy the game for the visuals and the information with it, and forget about the game. Opening up the box reminds me of opening up my first monster boardgame so many years ago. The sheer amount of components might put you on your guard. However, I can assure you that even though your house will be overrun with pieces from Stellar horizons, the rules are not really that difficult to follow.

 The rules in the rulebook itself are twenty-one pages long. The next page is a listing of the events that can happen. Then there are two pages of scenarios, seven in all. There is a half-page of optional rules. Three and a half pages of play examples come after that. The last two pages are a picture of the Technology Tree, Policy Tree, and then the Combat Table is on the back page.

 The proverbial tech tree that is present in every space exploration game:




 This is a simplified Sequence of Play:

Each yearly game turn is divided into phases, which are subdivided into steps. Each phase/step is completed in initiative order.

1. Economic Phase (only every decade starting in 2040)

• Collect politics markers & roll for events
• Roll for initiative (simultaneous)
• Diplomacy (in reverse initiative order)
• Earth & base production
• Resource transportation
• Assign bases, pirates, asteroids, & trade markers
• Develop technologies in reverse initiative order)
• Settlement growth
• Policy step in reverse initiative order)
2. Build & Service Phase

• Build and service ships (in reverse initiative order)
3. Movement Phase

• Drop all ships in transfer boxes (simultaneous)
• Movement (order by initiative choice)
4. Combat Phase

• Space combat
5. Exploration Phase

• Explore (with depletion: mission, world card, search for life, politics marker); check for malfunction/recall
• Produce with Crew Vehicles
6. Trade & Base Construction

• Trade with bases
• Build & expand bases
• End of game check
• Advance turn marker

While every single step is quite simple, there is a lot to consider in a game turn of Stellar Horizons!






 So, now we come to the the big question. Sure the game is big, bad and beautiful, but can you actually play it, and is it enjoyable to do so? To sum it up in one word: YES! Like some other great games before it, this game has done something that I believe all great games have to be able to do. That is, the player has to become so immersed in the game, that he feels compelled to read about the actual events and or possibilities the game portrays. In this the game has taken me from absolute novice about space exploration to someone who can actually now have a semi-intelligent conversation about it. If a game is able to do that, it should always be listed as a great game. When a game is not only able to give the player information and make him thirsty for more, but also give you a truly excellent gaming experience, then you know that the game is firing on all cylinders. 





 Thank you Compass Games for allowing me to once again step out of my comfort zone, instead of commanding a Sherman or Tiger to blast off into space. Below will be links to not only the game, but also the rules. Wargamers, you owe it to yourself to widen your horizons and fill your heads with even more information, useful or otherwise.





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

Stellar Horizons:
https://www.compassgames.com/general-games/stellar-
horizon.html

Stellar Horizons Rulebook:
https://issuu.com/consimworld/docs/sh_rules_0.1_100819?
fr=sMmQ1NzQwNTM5

Robert

Trench Club by PKB Games  So, just so we understand each other this is a preview of a game that is on Kic...

Trench Club by PKB Games Trench Club by PKB Games

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




Trench Club

by

PKB Games








 So, just so we understand each other this is a preview of a game that is on KickStarter right now. I do have a prototype heading my way, but I have seen the pictures of it and I was really impressed. 

 I have been waiting for a game that has the look of miniatures that come with the high end Axis & Allies games, but is also a deeper wargame under, and above, the hood. This game looks to be the one that will finally scratch that itch for me. I own one or two that come close and I know there is at least one other one the market, but this will be the first, hopefully, that I will get my hot little hands on. This is the company's blurb about the game:

"Highly complex strategy game, yet very easy and intuitive to learn the rules
Detailed miniatures 
 Different unit types with individual strengths and weaknesses – without using a simple “Rock, Scissors, Paper” principle
Individual strengths of the different nations, yet balanced chances
The game stays in balance for a long time, so every player still has a chance to win and stays excited
Complex combat system that depends on type of unit, combat damage, experience, strategic formation, terrain and armor
 “Dice luck” only plays a minor role (since battles involve a lot of 12-sided dice the outcome is usually around the expected value)
High re-playability due to the variable start setup" 

 This sounds exactly what my mind has been waiting to play since I was about eight years old. I was playing the game below, and I always wanted more depth to it. Then, at ten years old, I saw PanzerBlitz in a hobby store for the first time. Since then I have been looking to do a Dr. Frankenstein and splice the two types of games together to make my Holy Grail.




 Let us take a look at what some of the pieces that you get with Trench Club look like, and see the scale of the minis:




This is the two-sided map board:



An English Tank Unit Chart:


A Mounted Infantry Unit Chart:


These are different Nations Units; notice the German Big Bertha:




This is a picture of the different units on the map:



 You will notice in the picture one or two poles that are attached to each piece/unit. These are used to show a unit's damage and the experience points a unit has. This is a link to the RuleBook in English:


 Right now it also comes in German and French, and if there are enough backers, in Italian and Spanish.

 There is also a 'Special Forces extension' that you can purchase that includes these units:




"The Minelayer can install explosive mines throughout the battlefield. You know where they are – but your enemy doesn’t!
The Poison Gas Launcher (one of the many horrors of World War I) damages units on multiple fields at the same time – friend and foe!
The Medic lets you repair units in the field – normally you would have to retreat from the front line to your own forts."


 The game has just passed a second Stretch Goal:

"The game just got better again. We unlocked the next stretch goal together and now Trench Club will get a tactile Linen-Finish for cardboard prints. This is a higher quality print includes a fabric-like texture you can feel and see. I love it and think it makes prints look a lot more premium. A big “thank you” to everyone who supported Trench Club in any way!"

 The KS campaign has already passed the funding for the game and the first Stretch Goal of adding Solo Rules.



 Just look at the detail of the pieces in the next two pictures:





 "Forts (bunkers) are printed on the game board – which is totally sufficient for the game. However, it just looks so much cooler with the extra large Fort miniatures to place on the game board!"

 These forts might make it into the game:







 The game rules seem easy to learn, but also have a good amount of depth to them. Though to be honest they had me at 'Big Bertha' as a unit! I cannot wait to get my hands on the finished product. So, please go take a look at the KS campaign and maybe help them unlock even more goals.

This is the PKB Games page:

This is the KS page:

Robert
















Pocket General World War II by Pacific Rim Publishing  This game is definitely new territory for me. I have...

Pocket General World War II by Pacific Rim Publishing Pocket General World War II by Pacific Rim Publishing

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




Pocket General World War II

by

Pacific Rim Publishing







 This game is definitely new territory for me. I have been used to at least playing on a 11"x17" map for some tactical games. This game map is even smaller than that. I am also used to cutting and popping out counters by the page-full; again, not with this game. So, what exactly do we have here? Is this a 'wargame light' version of World War II, and do I need to buy some pretzels and beer, or is this actually a deep wargame hidden in a small box?

 This is what comes with the game:

Gameboard
Players' Cards
11 Axis units
11 Allied Units
18 Location Hexes
5 War and Initiative Tokens
2 Ops Dice
Rule Booklet
Small Box




 The last listing is right on the money. The box is 6" by a little more than 4", and about 1 1/2" deep. The components are nowhere near what you would expect in a game that comes with a $20 retail tag. The Map/Game Board is made of the same material as most mounted Maps, and is durable and well designed. It is made up of four pieces that fold up nicely. The Game Board is cut into two pieces. The first is a map of the world sans the two Americas. The other half is the actual Battle Board and the country you choose to play Recruitment Box. In this game you can play either Russia/US or Japan/Germany. You can actually play the United Kingdom or Italy also, but the rules are not in the rulebook and are found on the Pacific Rim Publishing webpage. The main difference is the Italians use a Mussolini counter and the United Kingdom uses an RAF one. The two Player Cards are the only thing that resemble something from a game of this price. They are both well done and easy to read, however, they are are made on pretty flimsy, almost see through paper. What I did was to copy both of mine before playing in case of any accidents. The Player Cards have the Recruitment info on one side, and the Combat Chart on the other. The three sheets of counters are, just like the Game Board, made of thick cardboard stock. Every counter is just a picture of the unit it represents, or one of the terrain in each hex you will be fighting over. The Rule booklet is eleven pages long. The rules are clear and concise. The printing is small (naturally), but not a problem if your prescription is up to date. The die are both eight-sided and the numbers are colored either red or blue. The die have anywhere form +3 to -2 on each of their sides. All in all, a very nicely done package for a wargame that is so small. This is the sequence of play:

"1. Move Location Markers forward to fill the 3
Combat Hexes
 2. Recruit Units
 a. Move the 6 Core Units to the Recruit box
 b. Players may Recruit an additional unit
 3. Place the Threat Markers
 4. Players take turns placing all Recruited Units
 5. Resolve Combat starting with the first Location
 6. Place captured Locations on an available
Theater Marker or back in the Location Pool
 7. Check for Victory or Capitulation
 a. The first player to capture the enemy Capitol
wins a Total Victory, or
 b. The player who captures 9 Locations forces
Capitulation and wins
 8. If there is no winner, rotate the Initiative Marker
to alternate players, repeat the steps above.
Initiative
Players alternate going first each turn. Rotate the Initiative marker to point at player going first each turn.
Locations
To win the war, players battle for vast locations. The
16 Locations represent the terrain the global powers
fought to control. Locations are color coded. These
colors match the Theater Marker edges players must
control to win.
Fast Play Option: Play without Step 2, Recruit Units. Follow these
two rules instead, then skip to Step 3, Place the Threat Markers.
• All 11 units are recruited and must be played every turn.
• Place up to 4 units on any of the three combat Locations."






 So, now the big question. Does it play like a small wargame or does it have more in common with its larger brethren? The game designer describes the game as a mixture of Chess and a Wargame. I believe he has hit the nail on the head. At first glance you might be tempted to think that the units and play is just glorified 'Paper, Rock, Scissors'. In this you would be sadly mistaken. This is not Stratego put into a smaller box. This is a thinking man's wargame that is something that most wargames are not. That one big difference is portability. The game takes up a smaller area than most paperback books. So, you can take it anywhere. The footprint of the game takes up roughly one person's place at a dining room table. The quickness of play, not simplicity, and the size of the game gives the wargame the ability to place this almost anywhere and anytime. Once again, I have been deceived by my prejudices for a lot of years. Bigger is Better, and the more weight a rulebook has, was always my mantra. I have seen the error of my ways with area movement maps, block games, and now small is also good if not great. If this keeps up I might actually buy some Rogaine next month, who knows (although bald is infinitely easier).




 This is how Combat is resolved:

"After all units are placed, start from the first Combat
Hex and resolve combat in this order:
1. The first player uses their Spy (if present) to remove
an enemy unit. Move both units to their Depleted
Box.
2. The other player uses their Spy, if present, the same
way.
3. Both players calculate the Combat Values of their
remaining units. Include negatives for Weather,
Anti-Aircraft values and all other combat affects.
4. Both players roll their Operations Die, and add or
subtract it to their Combat Value. This generates a
Combat Roll;
• If one player’s Combat Roll is greater than the
other, and that player has a MILITARY unit present, the higher roll wins. The winner must place the Location on their Theater Marker.
• If a player’s Combat Roll is greater, but they have
no MILITARY unit present, or no Theater Marker
edge available to place the Location, the player
cannot take the Location. Instead, place it at the
end of the Location Pool. The player may then
choose a different Location Marker in the Pool
and move it to the front of the Pool.
• If both players Combat Rolls are the same value, count the number of MILITARY units in the location. If one player has more MILITARY units, that player wins the Location."






 As I said, simple but deep and effective. Thank you Pacific Rim Publishing for letting me review this odd (at least for me), but good wargame. 

Pacific Rim Publishing:
https://www.justplain.com/main.sc

Pocket General World War II:
https://www.justplain.com/POCKET-GENERAL-Games_c18.htm

Check out these two while you are there:
https://www.justplain.com/WELLINGTONS-WAR-PRP-006.htm
https://www.justplain.com/ACROSS-THE-PACIFIC-PRP-005.htm


Robert



The Hunters German U-Boats at War, 1939-43 by GMT Games   Amazingly, the German  U-Boat service during World...

The Hunters: German U-Boats at War, 1939-43 by GMT Games The Hunters: German U-Boats at War, 1939-43 by GMT Games

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




The Hunters

German U-Boats at War, 1939-43

by

GMT Games







 Amazingly, the German  U-Boat service during World War II suffered 75% casualties. 75%, let that sink in for a bit. The odds of playing Russian Roulette on the dock without bothering to go to sea are much better. One of the most decorated and prolific U-Boat commanders (Wolfgang Lüth) actually survived the war a whole seven days , and was shot by a German sentry on 5/14/1945.The other amazing thing about the North Atlantic Campaign was what were the Allies thinking! They had barely escaped World War I by using the Convoy System. So, in 1939 you would assume that the Convoy System would immediately be implemented once more. To one's astonishment, it was not. The worst time for Allied losses were just after the US entered the war. The U-Boat sailors called the first six months after Germany declared war on the US as the '2nd happy time'. One other item that is not well known about the undersea war was that the early German torpedoes were just as prone as the US ones regarding how many were duds. In the early part of the war the U-Boat's deck gun was more important than its torpedoes, not for self-defense, but to attack lone ships that they found. This being the third iteration of the game, let us find out what comes in the box:

Rules booklet w/ Designer notes
One full-color,2-sided countersheet
Four Player Aid Cards, 2-sided
U-Boat Combat Mat
Four U-Boat Display Mats, 2-sided
U-Boat Patrol Log Sheet
Three 6-sided, two 10-sided, one 20-sided dice





 This is the write up by GMT Games about the Game:

8 German U-Boat types represented
9 Patrol Assignments
350+ named shipping targets
Special Missions for Abwehr Agent Delivery and Minelaying
 Combat encounters with individual ships, ships with escort,   convoys, and aircraft
Daytime and Night Engagement including wolfpack patrols
U-Boat Damage includes flooding, hull, torpedo doors, periscope, 
 fuel tanks, crew injury (by crew type), engines, hydrophones, flak   gun(s), deck gun, batteries, radio
Crew Advancement, Commander Promotion including special   decoration up to The Knight's CrossMulti-player and Tournament Rule options (including Wolfpack Tournament)
Evasive Maneuvers, Patrol Abort, Variable Escort Quality, Resupply at Sea, Gibraltar Passage, Reassignment to Newer U-   Boat, Torpedo Duds, Random "Historical" Events, and much,   much more!





 The Hunters is a solitaire game of captaining a U-Boat in the years 1939-1943. Your goal is to complete missions and rack up Allied ship and tonnage loss. This is almost a role playing game about a U-Boat commander. As, or if, you complete missions you can be promoted in rank, and also win medals for your accomplishments. These are the U-Boats you can command in the game, and where you can patrol:

Type VII A
Type VII B
Type VII C
Type VII D
Type VII FlaK
Type IX A
Type IX B
Type IX C

Patrol Assignments include:
Atlantic
British Isles
Spanish Coast
Mediterranean
Norway
West African Coast
North America
Arctic
Caribbean 






 So next, let us look at the game's physical components. This game does not come with a map that will cover up two dining room tables. It also does not come with enough counters to equate one for one for an infantry battalion either. This game is all about information, and it makes sure that the player has a ton, and it is at his fingertips. The Rulebook is in color and is twenty-eight pages in length. This includes a historical briefing about the ten actual U-Boat commanders you can play as. In a nice touch that some games have, you also get a two page spread of the front and backs of all the counters. This is a great help with any mishaps that might occur. The print is smaller than I would like in a rulebook, however it is not GMT Games' fault that I am getting older. Another good design choice I am seeing more of, is that the Rulesbook has an Index on the back cover. The rules are much easier than would seem by their length. Once you have a game or two under your belt the game speeds along like clockwork. There are two 8-1/2"x11" maps. One is a copy of the official German Navy map with the coordinates shown just the way it was used in WWII. This map shows all of the areas of the North Atlantic and its environs that you can cruise in. The other map is the same size, but this continues down to Africa and South America. There are four double-sided pages/mats for each of the type of U-Boat you can command. Next, there are five Player's Aid pages for the Random Events, Encounter Chart, and Target rosters etc. These are all 8-1/2"x11" sized like the maps. The print on these is larger than the Rulebook, and they are also color coded for their use. The counters are 1/2" in size. These are nicely done and easy to read even with some of them having almost painting quality backgrounds. The game does come with a Patrol Log Sheet for the player to fill out. I know, boo hiss! These are my least favorite components in any game I come across. I have more than a few games where you have to keep track of your manpower for each division or whatever on a log. Definitely not my cup of tea as far as games go. I find them tedious and a real joy killer. I know, how much more is it of an onus to write down or mark a page than move a counter on a scale. For some reason it just irks me. However in this game it does not effect me at all. Because the game is more of a role-playing one, and you are listing your achievements, I do not have a problem with this log sheet. So, the components are up to GMT Games pretty high bar. Let us see what else we have.





 This is the Sequence of Play:

1. DETERMINE PATROL ASSIGNMENT
 A. Consult U-Boat Patrol Assignment Table
 (7.0) [P1]
 B. Enter patrol assignment on Log Sheet (on
 row corresponding to patrol start date)
 C. Place U-Boat Marker on Display Mat
 beside first Travel Box of assigned patrol
2. CONDUCT PATROL
 A. Check for encounters for Travel Box
 occupied by consulting Encounter Chart
 (8.0) [E1]. If no encounter occurs, repeat
 this step for next Travel Box entered. If
 encounter is rolled, follow steps below:
RESOLVE ENCOUNTER
 a. Determine Random Event (if
 rolled, 12.0), or resolve Air or
 Ship Encounter (8.0). Engaging
 enemy ships in combat is always
 voluntary (8.1.4).
 b. You may perform additional
 rounds of combat as necessary
 against unescorted ships (9.4.3) or
 attempt to “Follow” escorted ships
 or Convoys (9.7) until the encounter is completed, reloading   torpedoes between instances.
 c. Additional rounds of combat may
 also occur should your U-Boat
 be detected and undergo repeated
 depth charge attacks. This cycle
 repeats automatically until your
 U-Boat escapes Escort Detection.
 d. Attempt to Repair any Damaged
 U-Boat systems once all combat rounds are completed (10.7).
 Note: Following is still allowed
 once you escape detection.
 B. Proceed to next Travel Box and repeat
 until U-Boat enters and resolves any
 possible encounter for final Travel Box
 (7.5). Upon completion, place U-Boat
 marker in the In Port (Refit) Box.
3. REFIT U-BOAT
 A. Assess U-Boat damage and duration
 required (10.10) to complete all repairs
 (record Refit duration on Log Sheet to
 determine when next patrol will begin).
 Note: if the next patrol start date is after
 Jun-43, the game ends.
 B. Check for Crew Recovery and possible
 replacement (10.11).
 C. Check for Crew Advancement (11.1).
 D. Check for Kommandant Promotion and/
 or Knight’s Cross Award (11.2 and 11.3).
 E. Check for possible U-Boat Reassignment
 (11.4).
 F. Replenish and set Torpedo Loads (4.5)
 and replenish Ammo markers (4.6) in
 anticipation of next patrol. All damage
 and crew injury markers should be
 removed from the U-Boat Display Mat
 in anticipation of next patrol assignment.






  Because of the loss rate of U-Boats and sailors, the game keeps track of everything that might go wrong on a mission. A Submarine is a very complex machine of war, and could suffer myriads of problems even before you make contact with the enemy. These are some of the random events that you roll a dice for, once every patrol:

Man Overboard
Gyro Compass Fails
Torpedo Breaks Loose
"Hals und Beinbruch" - Literal meaning 'neck and leg break' slang for 'good luck'.





 This is another situation where a game has been good enough to get me reading a lot more about the North Atlantic War. I knew the basics and a smattering of things, but certainly not the amount that I should have known about it. You have to understand that this is from someone who watched the director's cut of 'Das Boot' without a bathroom break! The game itself transcends wargames and really is more of a role playing game for the player. Like all the great games that go down to this level you, the player, become enmeshed with your cardboard warrior. As the years go by in your U-Boat you are forced to decide to go for the glory or just weather the storm and be content to survive until 1943. This is my first foray into the cardboard U-Boat world, but hopefully not my last. However, another game will have to be pretty good to want to make me consign this game to the shelf. Thank you GMT Games for another enriching and great gaming experience. I will be reviewing 'The Hunted' next from GMT Games. That follows the U-Boats from 1943-1945. You can continue with your U-Boat commander from this game or create anew.





GMT Games The Hunters:

Rulesbook, Errata, etc.:

GMT Games:

Robert








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