300:EARTH & WATER
from
NUTS PUBLISHING
300: EARTH & WATER from NUTS PUBLISHING Cliche warning - good things come in small packages! This latest release from Nuts Publishing c...
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300:EARTH & WATER
from
NUTS PUBLISHING
FOR GLORY FROM SPIELCRAFT GAMES FOR GLORY TO RETURN Just an announcement to keep alert for a new launch later this year of a great deck bui...
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Rostov '41 Race to the Don by Multi-Man Publishing, The Gamers Field Marshal von Rundstedt, in command of Army Group South, had the t...
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Rostov '41
Race to the Don
by
Multi-Man Publishing, The Gamers
Field Marshal von Rundstedt, in command of Army Group South, had the toughest assignment of the three Army groups in Operation Barbarossa. To Hitler he also had the most important assignment. Army Group South was supposed to capture the Ukraine and especially the Donbass. Then it was to capture the Soviet oilfields in the Caucasus. It didn't help that the Soviets that were fighting Army Group South were the most numerous and best equipped German opponents at the time of the attack: June 22nd,1941. The actual 'largest tank battle in WWII' had taken place at Dubno early in the campaign for Southern Russia.
The game comes with:
Standard Combat Series (SCS) rulebook (version 1.8)
Rostov ‘41 game-specific rulebook
One full color 22" x 34" map
280 counters
4 Scenarios
Box and dice
This is the first part of the SCS Rulebook. It not only explains the games, but informs you on how to treat your opponent if need be:
"This series was designed for two reasons. First, it was meant to offset our other series which, by an order of magnitude, are much more complicated than the SCS. Second, it was designed to be a basic—read FUN—game which can be played at times when the others seem like too much of a good thing. These games are made for the “break out the beer and pretzels, and here we go” type of evening. While none of our games are designed with the beginner as their raison d’être, the SCS was designed as something the beginner would be able to was designed as something the beginner would be able to handle—as opposed to being devoured by.
I want to make the reasons behind a few things in this series known. First of all is our standard rounding rule. I have been forever pained by the “11 to 6? Oh, I’m so sorry, that’s only a 1 to 1 attack.” More importantly, watching players scrounge the map looking for a strength point or two to “make the odds break” is downright embarrassing. By making the “table break” happen at the 1/2 value, I hope to make players spend less time pre-calculating and more time just shooting from the hip. Its the shoot from the hip gun fight that is fun in wargaming, not the ravings of the accountant gone mad looking for each individual strength point. If your opponent starts to pre-calculate combats in this system (even after making it tougher on him), feel free to slap him silly! Sure, he can start scrounging for enough points to make that last 0.5, but only if you let him dodge around the Fog of War rule!"
The map is fully functional and utilitarian in look. This is keeping with the whole SCS series. The games were meant to be easy to play and simple to figure out. It also helps that the terrain in the area is mostly steppe. The counters complement the map. They are 1/2" in size, and use the standard NATO symbols. The symbols are a bit small, but the numbers are easy to read. The counters are the regulation Soviet brown and German gray and black (SS). Both of the Rulebooks are in black & white. The Series Rulebook is only eight pages long, while the Rostov '41Rulebook is also eight pages long. However, only three pages are for the actual Rostov '41 rules and the next four are the setup instructions for the four scenarios/campaign. The last page has the Terrain Effects Chart and the Combat Table Chart. All of the components match the style and price of the games in the SCS series.
You can play these four scenarios:
Fritz on the Don (Campaign), 14 Turns
Fritz on the Mius, 4 turns
Fritz Grabs Rostov, 7 turns
Soviet Counterpunch, 4 turns
The game plays as a free-wheeling affair. It is a standard size map, but the counter density is extremely low. The Series Rule that does not allow for your opponent to inspect your stack is a nice touch for some Fog-of-war. The Standard Combat Series was the brain-child of Dean Essig, and there are now over twenty games in the series. Rostov '41 was designed by Ray Weiss. The rules have no ambiguity in them at all. They are a model of rules for wargames, in both their being easy to understand, and their terseness. The Barrage rules (both Artillery and Air Strikes), are some of the most interesting ones in the game. The Soviet player can only use a barrage during the Barrage Phase. The German player can use his artillery in the German Barrage phase and the Barrage Phase. The German Air Strikes can be carries out in either Barrage Phase, but also in the Movement or Exploitation Phase. The German players' Air Strikes take precedent over anything else. This means that if the Soviet player is going to conduct a Barrage or Movement, the German player can interrupt him and use an Air Strike before the Soviet player makes his move or Barrage. The roll for Initiative decides how many Air Strikes each player has each turn. Each player rolls a six sided die (+1 to the Germans in a clear weather turn), and this decides who has the Initiative, The difference between each side's die roll is the number of Air Strikes the player with initiative receives.
The game plays just like in any other Eastern Front game in 1941-42. The Soviet player must decide when to hold 'em, and when to fold 'em. He must try and stop the German motorized troops from shredding and then encircling his front. Some cardboard sacrifices will have to be made. The German player does not have time on his side. First the Rasputitsa (mud season), and then the winter will throw a monkey wrench into his plans. The campaign game has only fourteen turns for the German player to take as many Victory Hexes as possible. He needs at least twenty-two+ to get a Decisive Victory. In this game the five hexes of Rostov are worth fifteen points, so the German player does not have to occupy too many others. However, leaving supplied Soviet forces behind him will cost him dearly in taken away Victory Points.
In summary, this is a great game with excellent rules. Thank you multi-Man Publishing for letting me review this game. I have a few other games in the Standard Combat Series that I have not given the time they deserve judging by Rostov '41.
Robert
Rostov '41 Race to the Don:
Other Multi-Man Publishing reviews.
Monty's Gamble: Market Garden review:
Monty's Gamble: Market Garden by Multi-Man Publishing - A Wargamers Needful Things
Last Stand: The battle for Moscow 1941-42 review:
The Last Stand : The Battle for Moscow 1941-42 by Multi-Man Publishing - A Wargamers Needful Things
Baptism by Fire review:
Baptism by Fire by Multi-Man Publishing - A Wargamers Needful Things
St-Lo: Normandy 1944 The Breakout Begins by War Drum Games & Quarterdeck International Once again with a wargame, I find my history s...
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St-Lo: Normandy 1944 The Breakout Begins
by
War Drum Games & Quarterdeck International
The English version of the game is in full English |
The Black Prince and the Capture of a King Poitiers 1356 by Marilyn Livingstone & Morgen Witzel This book continues the trend in Cas...
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The Black Prince and the Capture of a King Poitiers 1356
by
Marilyn Livingstone & Morgen Witzel
This book continues the trend in Casemate Publications that I have mentioned before. To whit, never go by their titles. You would think that a book with a battle in its name would give you a little history before the battle and then end with the battle. This book actually gives the history of the entire Hundred Years War up to the Battle of Poitiers. It also gives a day by day journal of each day during the campaign. Then it finishes up with some of the events that happened after the battle. How the authors managed to get all of this in only 200 pages is pretty amazing. Because of the above, do not think that the history of the actual battle was given short shrift. The battle and the failed negotiations before it are gone into detail.
I have never been much of a fan of the 'Black Prince'. I have always delved into the Hundred Years War before and after him. Because of this book I am now much more informed about his exploits and why he was considered a great general. Contrary to the usual history about the French, this book shows that they realized they had to come up with a plan to beat the English long bowmen. They didn't just haphazardly charge at the first Englishmen they saw. The book also shows how some Scots, fresh from fighting the English, were high up in the French war councils. The authors show that the Black Prince was brought to bay, much like Henry V, by the French maneuvering.
This is an amazing book that gives the reader everything he would want to know about the battle and the campaign. Thank you Casemate Publishers for allowing me to review this wonderful history narrative.
Robert
Book: The Black Prince and the Capture of a King Poitiers 1356
Authors: Marilyn Livingstone & Morgen Witzel
Publisher: Casemate Publishers
CARENTAN Great Battles of Small Units from STRATEGEMATA This is the most recent game from Strategemata in this splendid series of small sca...
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WARHAMMER 40K : BATTLESECTOR PREVIEW FROM SLITHERINE This preview offers you an initial glimpse of the beta model of this latest Warhammer...
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WARHAMMER 40K : BATTLESECTOR PREVIEW
FROM
SLITHERINE
Napoleon's Resurgence The Spring Renaissance of the Grande Armée, May-June, 1813 War of Liberation, Part I Lützen, Bautzen, Luckau, Kö...
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Napoleon's Resurgence
The Spring Renaissance of the Grande Armée, May-June, 1813
War of Liberation, Part I
Lützen, Bautzen, Luckau, Königswartha, Weissig
"He could pass none of his wounded soldiers without being greeted with the cry of Vive l'Empereur! Even those who had lost limbs or who would die a few moments later made him this last tribute. He responded to their cheers by uncovering his head to them."
To discuss Napoleon's 1813 Campaign we have to go back to the 1812 Campaign in Russia. Although Napoleon did take Moscow, this did not force Tsar Alexander I to make peace. No, Napoleon's 600,000 man army was not buried in the snows of Russia. Typhus and malnutrition had pared the army down to about 1/4 its size before the first snowfall. The Russian winter and army finished the process of turning this remnant into a shambling mass of men that in no way resembled an army. Napoleon had left the remnants of this great army to its own devices and headed back to Paris. One of the greatest minds in history was hell bent on creating another Grande Armée and returning Europe to the status quo of 1811. Napoleon was faced with a superhuman task. While still fighting the 'Spanish Ulcer', he had to create an army from almost nothing. It is a tribute to his genius that he was able to do it. True, the new Grande Armée was mostly green conscripts, the 'Marie Louises', but it was an army nonetheless. In a tribute to his skills Napoleon was able to field a larger army than the Coalition against him in the first part of the campaign in Germany. This game is listed as the 'Library of Napoleonic Battles Volume VIII. It takes us through the battles that were fought before the armistice in the middle of 1813. I want to take a bit of your time and give you a short bio about the designer. This was written by John Best:
"Kevin Zucker was with SPI back in the 1970s. Like many who went on to "greatness" as designers under the tutelage of JFD, KZ initially served SPI in the capacity of Managing Editor, half-way between Dunnigan's R&D and Simonsen's Art Departments.
OSG was initially named Tactical Studies Group, and the name was changed relatively quickly, to avoid any clash with TSR. He left the company in September of 1979; the company remained active for a few more months.
KZ has remained active in wargaming during the entire period. He did work for AH for one year: 1980. It is interesting to hear him speak about the reasons he had for revitalizing the OSG brand name at this, seemingly unpropitious, point in time. "My grandfather, who farmed 80 acres in Iowa, had an old red & black 1948 Dodge pick-up. As a kid, I asked him why he didn't get a new one: 'Because everybody knows this is me.'" And it is interesting to consider the list of all the original OSG games. There were a dozen or so: Napoleon at Bay, Panzerkrieg, Rommel & Tunisia, Napoleon at Leipzig, Dark December, Bonaparte in Italy, Devil's Den and Air Cobra prominent among them.
The Napoleonic titles such as Napoleon at Bay and Bonaparte in Italy were pathfinding designs that for over two decades have been hugely influential on many members of the wargaming community. OSG did some WWII games too including the J. A. Nelson design, Rommel & Tunisia. By the standards of today, the 28 page rulebook is, I suppose, a mere bagatelle. But for 1978, the whole presentation gives the impression of somebody going for Big Ideas and Very Serious Stuff."
Let us take a look at what comes with the game:
2 Maps 34"x22"
1 Map 17"x22"
1 Map 11"x34"
2 Maps 11"x17"
2 Counter Sheets (560 die-cut player pieces)
2 Booklets (System Rules and Study Folder)
17 Player Aid Cards (TRC x 6, Initial Setup x 6, Casualty x 2, Combat Results, Reorganization, and Weather)
5 Resource Cards (Adding the Cards, Combat Tables, Sequence of Play, Victory Worksheet, List of Cards Removed).
2 Card Decks (50 cards each)
Map of the early 1813 Campaign. |
Normally I would go right into an appraisal of the components. However, because of this game having multiple battles, I will post OSG's synopsis of three of the battles first.
"LÃœTZEN, STRUGGLE FOR THE FOUR VILLAGES, 2 MAY
With the death of Marshal Kutusov on 28 April, there was no further obstacle to the Tsar’s fervent dream of dictating peace from the Tuilleries. The Allies marched boldly across the Elbe, not knowing Napoleon’s plans, his strength, or his location. They took up a position astride the road to Leipzig, the Emperor’s presumed objective. After a string of actions at Halle, Merseberg and Weissenfels, the two armies met on the field of battle at Lützen on the 2nd of May.
BAUTZEN, THE GUARD’S MOMENT OF TRUTH, 20-21 MAY
The Russo-Prussian army was nearly 100,000-strong, but Napoleon outnumbered them, and Marshal Ney was approaching with 85,000 reinforcements. Napoleon had planned to pin down his enemies and then trap them with Ney's troops. But the Bravest of the Brave ended up coming in on the flank, not far enough to oblige Wittgenstein to redeploy, and so no deadly “hinge” was formed in the enemy line. The Russians were defeated, but Napoleon’s army was at the end of its tether, and the pursuit cost him more men than the enemy. The Bautzen map is one and one half map sections: 33x34”
LUCKAU, GATEWAY TO BERLIN, 6 JUNE
Bülow’s Prussian Corps of 30,000 men marched south from Berlin, threatening French Communications with Dresden. Oudinot’s XII Corps and Beaumont’s cavalry were at Hoyers- werda on the 28th of May when some of Bülow’s force stumbled upon them. By the time Oudinot caught up with them again on June 6th Bülow had concentrated most of his Corps at Luckau, driving the French back with a loss of 2,000"
The game, in truth, comes with five battles. These are:
Lützen
Bautzen
Luckau
Königswartha
Weissig
The game also has two Mini-Campaigns and a Campaign Game.
The components of the game are completely top shelf. The maps are beautiful. They are also easy to read and the terrain is not difficult to discern for each hex. They are a cross between a period map and a new wargaming one. This marriage works extremely well in my eyes. The counters are also up to snuff. They are 1/2" in size. Some of them are blessed with small portraits of the French and Allied commanders. Their size may put some people off in this age of 1" counters, but to a grognard the hex and counter size are completely normal. The stacking limit is up to five units in a hex with a leader. This sounds like it might make the game stack heavy, but in reality this is not the case. The System Rules Booklet is twenty-four pages long. It is mostly in black and white, but does have colored play examples, etc. The Study Folder Booklet is also twenty-four pages long. It is split in half between information about the battles and campaigns, and a wonderful Historical Notes section written by Mr. Zucker. These notes are a concise and well done history of this part of the 1813 campaign. The Player Aid Cards, and the Resource Cards, are either blank and white or one color. They are easy to use and completely informative. The game comes with two Card Decks (one French, and one Allied). The decks are smaller than regular cards, but are just as sturdy and laminated, more on these cards later on. All of the components are what you would expect from a company with such a life span and pedigree.
So, we have a bit of a different animal here than most. Not only do you get the battles, but you can also play out the campaign. I am trying to think of another game that I own or have played that has this. Many games do a chain of separate scenarios and make a campaign game out of them, and very well at that. However, I cannot recall having one that you could play either of them on the same map at the operational level. One other thing that the game has that no other one has is a separate Battle of Bautzen. The Battle of Lützen has a few games on it. I know, I have all of them. Bautzen, on the other hand, is a glaring black hole in the gaming world. This battle, had Ney not turned petulant, might have saved Napoleon's Empire. Had Ney not felt slighted by Napoleon, who gave him Jomini as his Chief of Staff, the history of Europe would more than likely be much different. The Allies were setup on the Bautzen battlefield with Austria close to their left flank. Tsar Alexander I was adamant that Napoleon wanted to crush the Allies' left flank and push them away from Austria. In actuality, Napoleon wanted Ney to crush the Allies' right flank and actually force them into Austria. Austria herself was still on the fence about joining against Napoleon and was not ready yet to intervene. This would have forced Napoleon's father-in-law to either become a belligerent before he was ready or to intern the Allies troops. If Ney had one wit of operational sense he would have come in behind the Allied right as Jomini begged him to do. Ney became like a stubborn five year old and followed Napoleon's orders to a tee. This only pushed the Allies back and allowed them to escape the battlefield. Ney had forgotten Seydlitz's famous answer to an order from Frederick the Great "After the battle the King can do what he likes with my head, but during the battle will he please allow me to use it?". Yes, you can tell that I am an aficionado of the Campaign of 1813.
So, how is the game/simulation? In a word, excellent. I do have many of Mr. Zucker's earlier designs so the rules and playing were probably easier for me than most. When you compare some of the older games, 1809 and Napoleon at Bay, to the newer ruleset you get a very good idea of how the Napoleonic games from operational Studies Group have matured into what they are now. The ruleset has been worked on during the years and this game's rules are from version 7.34.This is not an easy game. Meaning, I certainly wouldn't use it to introduce an Axis and Allies player to real wargaming. In fact there are rules about:
Zones of Control
Leaders
Command
Hidden Forces
Cavalry Charges
Vedettes
Supply
Baggage and Pontoon Trains
Road March
Along with many other concepts. As I mentioned earlier, the game can also be played with cards. This is OSG's blurb about them:
"Due to the chaotic conditions of war the actions of units and leaders were always uncertain. Opposing generals rarely knew where the battle was boing to be, nor who was going to be there. The cards make such doubts a part of the player's calculations."
I think I forgot to mention that the game is supposed to be played with all units and reinforcements hidden. Until you decide to uncover that genie's bottle, you will have no way of knowing what is in front of you. The French Imperial Guard could be right over that next hill. My favorite battles are Bautzen (of course), and Lützen. However, the Campaign Game is my favorite of all the different scenarios to play. I have played it with and without cards based on my mood at the time. Many thanks to OSG for letting me review this, I hate to say game, simulation of Napoleonic warfare at almost the end of the Empire. If you grognards have played some of the older games you owe it to yourself to get one of these newer volumes.
Robert
Operational Studies Group:
Napoleon Games – Operational Studies Group
Napoleon's Resurgence:
Napoleon's Resurgence – Operational Studies Group (napoleongames.com)
878 Vikings: Invasions of England is as a descriptive game title as you could ever wish for. However, it is not until you play the game tha...
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Incongruously the rule book states that it is the year 865 however there aren’t many people who could split such small hairs or understand the nuance between the years 865 and 878. I am not one of them despite regularly falling asleep to the British History Podcast (BHP) which covered this period for me about 3 months ago. (I’ve got quite a backlog).
However let’s get back to the game, which is a team-based game for 2 to 4 players. One side takes on the two factions of the Angles (thank you BHP): the Housecarls and the Thegn. The other team takes over the Viking Norsemen and Viking Berserkers. The game plays out over at most 7 rounds or until the conditions are overwhelmingly in favour of one team.
This game reminds me of a simple COIN game; there are asymmetric faction powers and the play order changes each turn and it is a (wait for it) … card-driven game. Feel free to disagree with me. One of the simplest aspects of this game is how the turn order is decided – by drafting faction-coloured cubes out of a bag. Unlike most variable turn order games, this is not predetermined completely at the start of the turn but revealed as the first phase of the next players turn. This is such a simple design choice but adds a delicious amount of tension (and involvement) from the very beginning and it only ramps up throughout the game. If the ‘English’ defenders go first then their opportunity to react to the Viking invasion is stymied. If the Vikings go first they can deny the English important reinforcements later on. A double whammy of both team factions going before their opponents can be an opportunity for either side.
The first Viking Reinforcement phase lands the Great Heathen Army (i.e. the Vikings) into Englaland. And you might be forgiven for thinking that there would be no way the defending factions (normally one or two defenders in a region), could deal with the invading horde of 17 Norsemen and 8 Berserkers during the first turn. However, it always seemed to be quite finely balanced by the end of each round despite the Vikings having a seemingly overwhelming force. The wise Viking player will not spread themselves too thin; there is a strong desire to rampage and pillage with their superior forces but they are quickly whittled down. A good Viking player should prepare and plan for significant reinforcements in later turns.
The core of the gameplay is driven by the cards played by the active faction, which will either be an event card or a movement card. The movement cards dictate how many armies and how far they can move. Movement is a simple affair, there is no unit drop off or pick up, and armies must stop when in a region with the enemy.
The battle phase is streamlined and quick to grasp and another area where this game shines with its design choices. Each faction is colour coded and has its own battle dice. The controlling player will roll as many dice as they have units available in the battle. The berserkers are the strongest faction but also the most fragile. The Norsemen and Housecarl are equivalent and the Thegn are a bit battle shy. Any time a battle occurs in a region containing a city then the Fyrd are raised which are basically cannon fodder and play an important role in protecting the stronger Housecarl and Thegn from absorbing too many hits early on.
The use of colour to differentiate the battle dice and different factions really help to streamline the battle phase and it can be taught and grasped in a few minutes. The simple and quick playing battles present a real ebb and flow that you can see across the board as the Vikings invade and are pushed back, a little less, each turn. The event cards may add a little wrinkle here and there to the overall flow of the game but all their game-changing rules are clearly presented on the cards themselves.
The active faction player is allowed to ‘command’ the pieces of their teammate and move them and battle with them freely. However, any decisions where to apply the hits and, I would argue where to move them, should be freely discussed and agreed upon within your team. It is this discussion space with your other team member that allows this fast-paced game to breathe and enhances the overall experience. I have played it with 2 players (with my son) and with 4. Despite my son enjoying the game and asking to play it again, I am a bit disappointed that he has not experienced it with 4 players yet. When lockdown eases hopefully I can remedy that situation.
This review was written with the recently published second edition of the game. The artwork across the cards and throughout the game is lovely. I am also a sucker for maps, especially ones of England, and this one is beautifully uncluttered and functional.
The rules are excellently written, and there is an abundance of examples and colours that at first glance looks confusing, but which are extremely useful when you’re reading to learn the game for the first time. Because of its relative simplicity and presentation of the rules, I imagine returning to the game after a few months or more will be a very quick affair.
The leaders in the game come with Standees that tower above the army units. They really serve to focus your attention, particularly for the English factions where there is a concentration of force, if it is not abundantly clear by the sea of black and red plastic surround them
My favourite part of the components has to be the Historical Overview at the back of the rulebook. I love Academy Games (and any other publisher that does) for allowing designers the space to add some context to the game they’ve designed. There is also a line or two of flavour text on the cards themselves which is interesting to read.
Academy Games have provided tiny miniatures in 15mm scale on little round bases. Keeping these upright (and in line with my OCD tendencies) is more trouble than it’s worth. At 15mm you can tell that they’re soldiers carrying axes and spears but beyond that, the detail is a bit lost. The size isn’t the issue, any bigger and the map would drown in plastic, but I would have preferred simple cubes which can be easily formed into a good looking shield wall, but this is a minor complaint.
Another minor complaint is around the card art – I’ve already said that the art is lovely but I would have liked to see more unique examples of it. Event cards with the same function and title have the same art. Again, this is a very minor criticism and arguably it may be a design choice to keep consistency across cards that have the same effects.
The most significant criticism I have is that the game feels quite different with just two players. This is a shame because that is the only version my son has played. There is an added level of ‘je ne sais quoi’ with the full complement of four players.
I have read this game described as Risk+ but I think I would prefer the term COIN-lite. I understand the Risk+ comment but this is so much more than Risk. If someone can handle the rules-complexity of Risk and enjoys the direct conflict in that ‘game’ then 878: Vikings can provide a much more rewarding experience in a much shorter time with marginally more rules. I think that non-gamers suggesting a game of risk is pretty much apocryphal these days, but if you ever find yourselves in that situation, say no, go out and buy this (or any of Academy Games’ Birth of America series – 1812, 1775 or 1754) and insist that they try this instead. However 878: Vikings is probably easier to get hold of due to the recent reprinting.
Although the rules are simple there is enough in here, especially with 4 players, to keep even the most experienced of Grognards entertained. Even if they consider it as a simple 60-minute filler – my game of this went closer to 90 minutes plus a bit., I guarantee that they will enjoy it. As will anyone else who has experienced any type of modern hobby games, or dare I say it again, Risk…
A Wargamers Needful Things is a one stop blog for Wargamers, Military Minifig collectors, Toy Soldier collectors and military history obsessives. We will do our upmost to cover in depth as much as possible. We shall be reviewing books, miniatures\toy soldiers, MiniFigs and of course games, plus interviews, model making and AARs! Quote from a reader.. "Your site is a much needed breath of fresh air, I absolutely love the spectrum of things you cover/review. Keep up the great work. "
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