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  Mark McLaughlin writes about himself and his games and books  How I Got Into Wargaming – and How It Changed My Life by Mark G. McLaughlin ...

Mark McLaughlin writes about himself and his games and books Mark McLaughlin writes about himself and his games and books

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





 Mark McLaughlin writes about himself and his games and books








 How I Got Into Wargaming – and How It Changed My Life


by Mark G. McLaughlin



One Saturday morning in Brother Aloysius' optional/mandatory extra-credit class at Christian Brothers Academy (a military school run by Irish Christian Brothers), my fellow seventh-grade classmate, Dan Bunton, stood up to read his essay on “what I got for Christmas.” He wrote about a game called “Waterloo” that his father had given him. Guess whose house I showed up at that afternoon?


That was well over half a century ago, and I have been playing war games ever since. Yes, I did -and still do- play Battle Cry, Broadsides, Dogfight, Hit the Beach, and Risk, but Waterloo by Avalon Hill was my first true wargame – the first of a collection that at one point topped 800 titles (almost all of which I have sold, but I still have about 50 games, not counting my own designs).


That same year my father decided that since I was 13, I should give away all of my toy soldiers, as those were things of childhood, and I was no longer a child. I was crushed but did as he asked. Four years later, however, I picked up an issue of Time with  West German Chancellor Willi Brandt on the cover. On page 68 there was a picture of Brigadier General (Ret) Peter Young pushing painted miniature soldiers across a table in a pub in England. I showed it to my dad and said “this guy is not only a man, but he also is older than you, was in the same war as you, is a much-decorated general, and if he can play with toy soldiers then why can't I?”


My dad conceded. That day I went to the Palace Hobby Shop in downtown Albany, New York, and bought a bunch of Airfix HO boxed sets (Napoleonic, to begin with). I painted them up, and mybestfriendNino (all one word, always) and I started playing a very rudimentary set of miniatures rules we had written.


When it came time to decide which college to go to, it was between Boston College and Georgetown (heh, from Franciscan Nuns to Christian Brothers, why not go Jesuit and make a clean sweep?). I picked the latter. Why? Because I wrote to Time, to the journalist, and then to Brigadier General Peter Young, and asked the general if he knew of anyone in the states who made figures like he played with. He gave me the address of Duke Seifried in California (a legend in the miniatures community, with whom I developed a strong friendship over the next 50 years). Duke told me about Jack Scruby, and I wrote to Jack to ask if he knew of anyone in Boston or DC who bought and played with his line of miniatures. Nobody in Boston, he replied, but I know a couple of guys in DC.


..and THAT was the deciding factor. The day my parents dropped me off at my dorm before I unpacked, I got on my bike, pedaled three miles uphill to the home of Curt Johnson – and we played miniatures. Through him, I met more miniatures gamers and some board gamers. And I met more of both when I set up games (miniatures and board) in the common space in my dorm. One of those was Chris Vorderbruege, another was John Tuohy, both students at Georgetown's School of Foreign Service (from which I, too, graduated)..


These names are important. After graduating, I stayed in DC. I was at Curt's house one day, gamed late, spent the night on his sofa, and was there the next morning when his publisher came for a breakfast meeting. Curt was supposed to do a book on the Civil War for him. The publisher wanted it in six, not twelve months. Curt, a history teacher in a local (Catholic, of course) high school, said he couldn't get it done without a co-author. The publisher said, “you have anyone in mind?” Curt pointed at me and said, “how about him?”



These books are excellent

 The Amazon links to Mark's books:

Amazon.com: Mark G. McLaughlin: Books, Biography, Blog, Audiobooks, Kindle


….and that is how I came to co-author my first book: Civil War Battles.

...and how I came to write my second book: The Wild Geese (as the publisher liked my writing and had introduced me to Osprey, who published this book on the Irish Brigades of France and Spain.


As for John Tuohy, well, John has an older brother named Larry. A Vietnam veteran. He began to game with us. A couple of years later, when I got promoted from copy boy at the Associated Press (yes, even after being a lieutenant in the army I took that entry-level job just to get my foot in the door) I introduced Larry as my potential replacement. He and my former boss hit it off, and Larry soon moved up the tech path at AP while I went along the journalist path. One day when his car was in the shop I drove him home. It was midnight, and we were both supposed to be back at work in the morning. He suggested I stay the night on his couch (yeah, couches are karma for me). The next morning one of his roommates comes out, sees me, and says “who the hell are you and what are you doing on my couch?”


Her name was Cheryl. We have been married 534 months as of this September (44 and a half years).  We have two children. The elder of which is our daughter, Ryan, for whom a boxed set of miniatures rules, an Avalon Hill boardgame, and my sci-fi novel, Princess Ryans' Star Marines, are named.


And Chris? He is godfather to our son, Campbell. Chris has also been a playtester, editor, credited consultant, and/or co-designer on every one of the 27 games of mine that have been published, including the very first:



War and Peace.




PS: When Cheryl and I came back from our honeymoon in London in 1978, we both found ourselves suddenly unemployed. Having some free time, I wrote to Avalon Hill and asked if I could come up some morning to see how they did what they do (I lived an hour south of Baltimore). I was there, talking with Don Greenwood, when the senior VP, Tom Shaw, walked in. He and Don were going to lunch, and Tom said “bring your friend along, on me.”


We went to a great Baltimore old-school restaurant, and as I was raising a spoonful of a lovely crab bisque to my lips, Tom asked “so, what's this game you want to pitch us?”


War and Peace example


I froze for a second. I had not come to pitch a game. I had not thought of designing a game (I was then and still am a journalist and author, but at the time only played games). But I know when opportunity knocks. Over the course of lunch, I came up with, pitched, and sold them on the idea for a game. We went back to their office and signed a contract, for me to design that game....


War and Peace.


War and Peace Counters


War and Peace: From Avalon Hill to Avalon Digital


by Mark G. McLaughlin


Wargaming changed my life, and War and Peace was not only one of the “game-changers” (pun intended) but has continued to be so for more than 40 years – and will be so for a few years more!


War and Peace was published by the storied Avalon Hill Game Company of Baltimore, Maryland. I got an advance copy in December 1979. I brought it with me on a visit to my inlaws in Connecticut, and had set it up, punched it out, and was going to play a quick solo game when I got a phone call from my editor. The Soviets had invaded Afghanistan the night before. As I was on the “slow, quiet” and very lightly staffed South Asian beat, I had to pack up and head back to DC that night (without so much as rolling a die or moving a stack!)


The game did so well in 1980 that it sold out and they decided on a second edition – which was really just a second printing but with extra scenarios and optional rules (which I wrote in articles for The General, AH's all-AH all-the-time magazine). It sold so well that even with my measly 2% royalties it paid for most of the downpayment on our first house. (Yes, royalties were a third of what they are now, and games sold for about a fifth of what they sell now....or in the case of the newest edition of War and Peace, one-ninth; but houses were a lot cheaper too – under $85K).


Another great game from Mark



I digress.


Right up through 1985 War and Peace was THE game I took to and ran tournaments for at conventions. By then, however, I had designed and published No Trumpets, No Drums (a Vietnam game), Holy Roman Empire (Thirty Years War), and East Wind Rain (WW2 in the Pacific), and was working on Viceroys! (age of exploration). And I was a dad (my daughter, Ryan, arrived in 1983). So I set aside War and Peace and, basically, it just sat on my shelf like a trophy.


Twenty-five years passed – seriously – until a friend who played games on something called Vassal (which I only started playing on during Covid, seriously) showed me that my game was there – and that there were several websites with scores of articles – and two unofficial new “editions” (3rd and 4th) of which I had no prior knowledge of and nothing to do with. Soon after, I was contacted by one of these web fans, John Gant, who had reworked my original game and called it The War Between France and England. He showed it to me, and I introduced him to GMT. They liked it, assigned my regular editor, Fred Schachter, to the project and forward they went – until they didn't. Creative differences between John and Fred, and between John and GMT, ended the return of War and Peace much like Napoleon's return from Elba collapsed on the field of Waterloo.


BUT


John and I kept in touch. In the meantime, Jon Compton of One Small Step Games asked if he could update and upgrade my No Trumpets No Drums and Holy Roman Empire (both of which had appeared in The Wargamer, of which I was managing editor for three years). After they came out, we sat in his study in Virginia and, a nice single malt in hand, and he said what he really wanted to redo was War and Peace. “Too bad Hasbro (which had bought AH) has the rights.”


I smiled. “No, I have the rights. Hasbro kindly gave them back to me.” (Hasbro had also tried to give me a nice royalty check for AH sales of War and Peace in stock, but I sent it back, as my agreement with AH had been 2% for five years, and vice 1% for life. They were touched by my honesty and offered me the rights back. Which they had done long before I met John Gant even).


He was excited. He was even more excited when I told him “I know a guy.” That guy is John Gant. Using the design he was originally going to do for GMT as a starting point, he and I (mostly he) went to work.


Out came the 5th edition of War and Peace. (As I mentioned, the first two editions were AH products, while 3rd and 4th were rules redos by assorted fans).


And we did it bigger, Bolder, BROADER and BRIGHTER! than the original!


The original map is there, but was broadened to include the British Isles, Scandanavia, Italy, and more – including a naval strategic game mini-map and an insert map for the Egyptian Campaign. John Gant added three scenarios (Italian, Marengo, Egyptian campaign) plus the naval mini-game AND a brand new Campaign game based on HIS designs.


This last bit was really critical, as when I originally did the game it was only supposed to be for scenarios. Six months before it went to the printer Frank Davis at AH (my developer) said they wanted a campaign game. Frankly, we had to rush – and it showed. It was “ok” but not great, which is what most of the 3rd, 4th and Gant's works addressed. John's campaign game is not only what I would have done if I had had more time in 1978 – but also is better than what I could of done, as he built upon 40 years of tradition and industry advancement. And John is also one very smart, savvy CEO (he has made of a career of running businesses).


The map had many changes, most notably rivers along hexsides (not through them – a definite improvement in terms of shortening rules and ease of play), and bridges, plus well-defined ports for the naval parts of the game.


Then there was the pure beauty of the new art work – and not just in the gorgeous map but also in the brilliant work on the counters - no more mere silhouettes - full color, CORRECTLY uniformed figures, faces, and flags....Antonio Pinar and I went over every single one of them; he is a stickler for detail and me, well, I paint miniatures. That should tell you everything you need to know.


Perhaps the best thing about it, was that if you played either first or second edition, you could pick up this game, lay out the pieces and without having to read the rule book play any and all of the scenarios. The basic rules from the original are almost exactly the same as those in the new editions.


One Small Step did this as a Kickstarter, and when it sold out (within a couple of weeks) decided to do another edition. Kickstarter does not like mere reprints, however, so we had to do something different to make it a 'new' edition. That meant backprinting two counters (French transports) adding a sticker to put on the map for a production center that had been overlooked, and fixing some minor typos.

The sixth edition sold out even faster than the fifth.


And then the French arrived.


A delightful Frenchman named Philippe contacted me. He said War and Peace was one of his favorite games and wondered if I had any interest in seeing it made into a computer version.


I said I would love it, but did not know any computer company that was interested in it.


Then Philippe told me there was one: his. Philippe has a very well-respected computer game design studio and company.


It's name?


Avalon. Avalon Digital.


How is that for Karma? Add to it that this is a French company doing a game on Napoleon and, well, vive l'empereur!


Screen of Avalon Digital's War and Peace (Beta)

PS:


We are currently alpha-testing and it is going extremely well. Most of the scenarios are up and being played by us both hot-seat solo and multiplayer, and the mechanics of the game are almost all done, but we keep fine-tuning. After we agree that everything is working properly, we have to move on to beta-testing, creating and testing an AI, and then, of course, there will be the campaign game to put to the test. The advertisement for the game for players to watch and follow just went up on Steam, and our goal is to have the game out by August 2023.


Latest Rules for War and Peace:

War&Peace_RULES.zip - Google Drive

Windows 64 Demo:

Setup_WarAndPeace_Demo_Lite_1.0.exe - Google Drive

Mac Demo:

WAR AND PEACE DEMO OSX LITE 0.1.dmg.zip - Google Drive

 Kickstarter Link:

WAR AND PEACE - THE DIGITAL VERSION by Avalon Digital — Kickstarter

 A list of Mark McLaughlin's games form BGG:

The Games of Mark McLaughlin | BoardGameGeek


War Diary # 21 A Wargaming Journal Issue #21  War Diary is an amazing wargame magazine that I have just found out about. Unlike most wargami...

War Diary #21: A Wargaming Journal War Diary #21: A Wargaming Journal

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



War Diary # 21


A Wargaming Journal



Issue #21


 War Diary is an amazing wargame magazine that I have just found out about. Unlike most wargaming magazines this one does not come with a game inside. It is strictly articles about games and the history behind them. These are the articles in issue # 21:


4 MEETING TRIUMPH AND DISASTER: The Italian Campaigns     in East Africa and Greece by Paul Comben. The second installment   of this three-part look at the Italian military in World War II.

16 THE FALL OF CRETE: The Games by Andrew McGee. A     “compare and contrast” look at a number of games on the invasion   of Crete, 1941.

28 CRETE: The Battle by John D. Burt. A brief overview of the   battle.

34 GUADALCANAL: Updating a Classic by Mike Nagel.   Designer’s notes for this new game from War Diary, a homage to   the  Avalon Hill classic.

39 ROADS TO LENINGRAD AND MOSCOW: Con-Z House   Rules by Clair Conzelman. New “house rules” to facilitate play of   these two Vance von Borries’ designs.

44 THE ITALIAN ARMY IN THE RUSSIAN CAMPAIGN by   Patrick Cloutier. Here the historian looks at the Italian order of     battle for this game from Compass, and includes some   recommended adjustments. 

49 FRONT TOWARD THE ENEMY: A Review by Arrigo Velicoga.   An in-depth look at this title from Multi-Man Publishing.

56 PASS IN REVIEW: Capsule reviews by John D. Burt and Andy   Nunez.


Issue # 20s Cover


 All of the articles that I read in issue # 21 were top notch. This was both the gaming and the history articles. I am very surprised that I let this magazine slip under my radar for so long. I am always hunting for information about the Italian participation in World War II. I was so enthralled by the first article (which is actually #2 of 3) that I am going to have to get whatever issue the first part is in. The way that the writers use the games to show the different historical situations is pretty amazing. 


 The article comparing the different games on the invasion of Crete is worth its weight in gold. I have a number of the games that the writer compares, and while I do not agree with some of the conclusions, the writer certainly has used the rules of the different games and their different ways of winning a victory for either side.


 The next article is called 'a brief overview' of Operation Merkur for the capture of the Island of Crete. This article is an excellent overview of the campaign and is a great starting point for someone who wants to learn about the battles for Crete.


 The next article is an in depth look at the games 'Roads to Leningrad' and 'Roads to Moscow' games. These were designed by Vance von Borries and released by GMT Games. The author Clair Conzelman gives us his Con-Z House Rules for the game, along with a good look at the rules themselves. I do not own either game, but I still like reading about other games. 


 The Italian Army in Compass Games 'Russian Front' is next delved into by author Patrick Cloutier. When and how the Italian units should arrive on the map are gone into in minute detail.


 Multi-Mans Publishing's 'Front Toward the Enemy' is given a deep  review by Arrigo Velicogna. 


 Last, but not least, is a part of the magazine they call 'Pass in Review'. First, there is a review of Quarterdeck International's '278th Squadron'. This is neat little card game about trying to torpedo Allied ships with the SM79 Italian bomber. Then there is a review of the book 'Stalingrad: New Perspectives on an Epic Battle, Volume one, The Doomed City' by Christer Bergstrom. The reviewer and I are on the same page that this book is something that everyone interested in history should have.


Their first Game Collaboration

 This is from issue # 21 about the above game:


"One of the unfortunate side effects for prolific wargame designers these days is “pre-order constipation.” Much like the supply chain problems that much of the economy has been suffering from, game designs that are ready for publication get stuck in pre-order queues, waiting for enough orders to come in to allow a design to “graduate” to production or, for those designs lucky enough to get there, wait for their own opportunity to float to the top of the production queue for actual printing. This is not a slam against those publishers who use pre-order systems to manage their production, as the process is necessary to ensure that their revenue stream continues unabated.

 But what’s a designer to do while they wait?  In my particular case, in addition to working on other designs that will eventually find their way into the queue, I thought it would be helpful to practice my graphic design chops by redoing the maps and counters for some classic games that have been out of print for years. I started with Avalon Hill’s Blitzkrieg and then tackled their 1914 game, each of which are over fifty years old. The third game I converted was the 1966 edition of Guadalcanal, also from Avalon Hill, but not the “American Heritage” version that was more of a naval operations game involving fleet and air management and was a sister game to the reissue of Avalon Hill’s Midway. This older version of Guadalcanal focused on land-based operations and the U.S. Marine Corps’ efforts to capture and hold Henderson Field from Japanese occupants."


 I will be reviewing their Guadalcanal Game soon, so there will be more on that in another post.


The Cover of the Next Issue

 
 This is an incredible magazine from front to back. Just like me, you might not agree with all of the different writers' ideas or their take on different games. However, it is well worth the read. 

 The is the magazine's information:

"Subscriptions to War Diary are for three issues, with subscribers being able to choose between receiving traditional print issues or electronic pdf copies.  

Please join us.  One year print subscriptions (three print issues) are $32.00 (U.S. and Canada), and $46.00 (Overseas).  PDF subscriptions (three issues) are $16.00.

 All subscribers will receive single use discount codes good for 25% off any single order from LNL Publishing, 20% off any single order from Revolution Games, and 15% off a single order from Diffraction Entertainment (TKC)!  Visit their websites at http://revolutiongames.us, http://store.lnlpublishing.com, and http://tkc-games.com ​ to view their available products."

 This is a very good deal. Thank you, for letting me take a look at War Diary # 21.

War Diary Magazine:


 Red Army Weapons Of the Second World War by Michael Green    This is a description of problems with a tank from the book: "The five-sp...

Red Army Weapons of the Second World War by Michael Green Red Army Weapons of the Second World War by Michael Green

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




 Red Army Weapons


Of the Second World War


by


Michael Green





 

 This is a description of problems with a tank from the book:


"The five-speed transmission proved to be as unreliable as the four-speed transmission in the early production models. The old-fashioned transmission combined with an understrength clutch and braking steering system caused endless breakdowns of the tank. The tank therefore soon acquired a reputation as mechanically unreliable. Unfortunately, before the German invasion the Red Army failed to organize an adequate repair and support service infrastructure. As a result, the Red Army's repair and support services were not up to the task of recovering the KV-1."


 I tried to make it so you would think you were reading about the German Panther or Tiger tanks, which are always described as being 'mechanically unreliable". According to the author the KV-1 had just as much trouble as the German tanks did in the beginning, but in the KV-1's case the troubles were never fixed.


 This is a book that is a delight for modelers, history buffs, and people who are just interested in weaponry. It comes with over 200 black and white photos of pretty much every weapon that the Red Army used during World War II. It is absolutely filled with information that I have not seen elsewhere. For example, the PPSH-41 submachine gun (which was valued by both armies) was so poorly made that it was not easy to find a magazine that matched up with the actual gun. Tidbits like this abound in the book. The pictures of the Soviet tanks, both inside and out, are amazing in detail. You will understand exactly why some of the tanks were accused of having cramped quarters. According to the book, 300,000 out of 400,000 tankers ended up as casualties. Looking at some of the inside pictures I am bit amazed that anyone was able to make it out.


 The author has gone out of his way to show how each weapon had its own good and bad points. He also does not walk away from calling some of the weapons showed as complete failures. I do wish the author had gone into more depth on 'Stalin's Organs'. However, I totally understand that some weapons could not be as fully written about as others. 


 The book is roughly 250 pages long. In those pages I guarantee that every reader will find some new bit of information that they have never seen, or more than likely plenty of these bits. Thank you, Casemate Publishers, for allowing me to review this excellent book, which is almost a small encyclopedia of the Red Army's weaponry.


Robert

Book: Red Army Weapons of the Second World War

Author: Michael Green

Publisher: Pen & Sword

Distributor: Casemate Publishers  




 LANZERATH RIDGE FROM DVG Here we have the latest in David Thompson's Valiant Defence series, Lanzerath Ridge .  Though retaining a soli...

LANZERATH RIDGE LANZERATH RIDGE

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

 LANZERATH RIDGE

FROM

DVG

Here we have the latest in David Thompson's Valiant Defence series, Lanzerath Ridge.  Though retaining a solid core, each one introduces some new nuances or variations.  In this case along with a new artist, Nils Johansson, a major difference is the move away from the constricted location of a single building to a slightly more expansive terrain.
As before, a period of considerable historical research lies behind the transfer of this knowledge to a game and the gaming table.  As with Castle Itter, I and many others have been treated to another little-known episode, but this time drawn from a very famous and often gamed WWII battle.  In this case, we are treated to a very small, but very crucial encounter on the first day of the Battle of The Bulge.  Having played many Bulge games and still owning several such treatments of the whole campaign, it was a pleasure to be introduced to a location, the said Lanzerath Ridge, and the equally brief, but significant delaying action that took place there.  
Once again, I'm indebted to DVG for not only providing this review copy of the game, but as they have so often done in the past provided bonus material.  In this case, the Companion narrative booklet, that is becoming a familiar and very welcome addition to David Thompson's designs.  This is a very substantial 40 pages. replete with several maps, photographs and aerial shots.  All complement a thorough narrative of the engagement and its aftermath, plus extensive appendices detailing the honours the individual men received - sadly many years after the war.
The physical game reflects all the high qualities that are the familiar and expected features of DVG production and the artistic elements of all the Valiant Defence series.

First off is the mounted map.  I'm uncertain how much the differences lie with a new artist or the fact that we're being treated to the much more expansive terrain of woods in winter.  I like it very much.  It has an almost monochrome effect and successfully creates a chill wintry scene for me. I also enjoyed having the linear set up with the American soldiers on the north side and the Germans on the south.  A very different feel than the previous games, though I'm glad to say that the strain of where your men are and where you're going to move them to and what they are going to do still generates the same high degree of tension.

As can be seen your troops, the individual soldiers retain the identical features - headshot, name, numerical information, key letter coding for specific skills/attributes and a colour code to differentiate the three squads.  The German enemy units are significantly smaller than usual and that was a little disappointing, except for the four full size MGs. The rest of the counters are generally very small and for once I've taken advantage of the range of coloured blocks supplied as an alternative form of marker.  Normally, I've not wanted to do this as I've liked both the quality and consistency of visual appeal given by the cardboard markers.  Here though I've found the cubes indicating dispersed status and to mark the five men you choose to activate in each Defensive Phase stand out much more clearly and considering the amount of usage that those five Activation Markers are going to get, I think those five green wooden blocks will be absolutely essential.
In all other respects the components match the consistently high standards of DVG games and all David Thompson's previous games.  Four substantial player aids detail all the actions you and your A.I. opponent will take.  This saves a substantial amount of rule referencing in the rule book and helps to rapidly fix them in your head.  The rulebook itself carries on the same qualities of clarity and ease of understanding of all the previous games in the series.

The above example of play, providing step-by-step details of the A.I.'s Assault process, as well as the following extract of one your own Major Actions as the Defender, are perfect examples of the blend that provides such an easy walk through of the rules.


The presentation of the rule book provides yet another of the underlying formats that allows a gamer to move easily from game to game in the series.  Without doubt Pavlov's House, the first in the series, stands a little apart because of its attention to what best can be described as a pyramid of the tactical, operational and strategic feel of a battle. 
In contrast, the last three out of the four games in the series have had the closest links by focusing in on the tactical feel, with Castle Itter undoubtedly the simplest in terms of rules and game play.  Lanzerath Ridge lies somewhere in the middle of the three in terms of complexity, but follows more closely in the footsteps of Soldiers in Postmen's. This is immediately seen from its division into four waves of attack with four distinct decks of cards. 

The first wave of attackers is a mix of fallschirmjagers ranging from 1 - 3 strength points, along with several 3 strength leaders and a smattering of MG42s.  This and the second wave which adds mortars to the attack, I have found relatively easy to cope with.  However, with the third deck, the pressure is really ramped up with significantly more mortar and MG cards starting to bite into your defenders and whittle them down, along with the Disguised Forward Observer card which is displayed at the beginning of this third Attack Phase.  Finally, with the fourth attack you are hit purely by soldiers and a very different sort of game plays out.  This is because of the change of your objectives through two new cards, Deny Equipment and Make Contact, which are placed face up at the beginning of the attack.


Essentially your aim is to get as much equipment and as many of your men off the map and onto those two cards respectively!  I've found this stage immensely exciting and rewarding, but as mentioned the tension and strain is there all the way.  
Apart from the variations in pace and objectives giving this game some of its distinctive features, they also show one of the ways in which David Thompson works the historical facts in so smoothly.

There are several other matching elements that echo the previous game.  One is the Tactical Deck that offers two extra levels of increased difficulty. I love this latter addition, at the expense of making me feel even more inadequate a player!!  Another is the feature of an obstruction to hold up the progress of the German attackers along each track.  In SiPU, these were barricades, in Lanzerath Ridge, they are fences that have to be breached.  I like the additional touch of flavour in that beyond each one there is a further obstacle, a hand grenade that will take out one of your attackers.
Besides being variations on the gaming system they help to introduce and build up each game's narrative individuality.  
Nowhere is this more so than the development of victory conditions for this most recent game.  First of all, there is the out and out failure that can occur at the end of any of the first three Attack Phases, if even one Attacker unit occupies a Defender combat position or at any time if the Defender's morale drops to zero!  If you reach Attack Phase 4, but don't complete it, you do at least earn a draw.  However, if you survive to the end of Attack Phase 4, then a variety of factors bring you VPs that will reward you with anything from a Minor Victory and the award of the Bronze Star to an Epic Victory and the Distinguished Service Cross.
I may never manage an Epic Victory, but I've no hesitation in citing Lanzerath Ridge as an epic addition to the Valiant Defence Series.


  Mark H. Walker's The Long Road World War II... With a Paranormal Twist by Flying Pig Games  Normally, I will start with some history o...

Mark H. Walker's The Long Road: World War III ... With a Paranormal Twist by Flying Pig Games Mark H. Walker's The Long Road: World War III ... With a Paranormal Twist by Flying Pig Games

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




 Mark H. Walker's The Long Road


World War II... With a Paranormal Twist


by


Flying Pig Games





 Normally, I will start with some history of the battle or war that the game I am reviewing is about. In this case, World War III never happened at this time. However, we also have some interesting additions to this modern-day warfare tactical game. So, I will let Flying Pig Games take the helm. This is their write up about the game:


"The agents of those powers might be nothing more than a special ops team of mysterious origin sent to assassinate a world leader, nothing more than a militia, ambushing foreigners raping their mother country; nothing other than normal. Then again, they might be other than normal, or—by definition—paranormal.

So that is the twist, a wargame with paranormal elements. Make no mistake, I’ve strived to make this an accessible, yet accurate wargame. Included is everything from advanced sights, multi-spectral smoke, artillery-delivered minefields, to electronic counter measures, anti-tank guided missiles, attack helicopters and the man-portable, air defense systems required to bring them down. You’ll command the weapons of the time; Abrams tanks, T-80 tanks, M60A3, T-64B, and Sheridan tanks. Bradleys, M-113s, BMPs, infantry, spetsnaz, and more.

But of course, war isn’t won by equipment; war is won by soldiers. In The Long Road soldiers’ training and morale is integral to the game, integral to combat resolution. But even more important than the rank-and-file grunts are the heroes. The men and woman who can - turn the tide of battle. We’ve included them too. People like Mike Hudson, Colonel Adrik Aleksandrov Shabalin, tank commander Sergeant Matt Dahl, and Commissar Colonel Elena Petrova. Heroic humans, but humans, nonetheless.

But there is something more. Somethings that are not "humans nonetheless." Demons that summon electrical storms, rendering advanced weaponry nearly useless, Lycan clans that fight with assault rifles, RPDs, and RPGs, as well as the fang and claw of their elders. A witch with an agenda, plus the powerful spells to make it happen, and of course, Katarina Ubirek; an amoral Romanian vampire worth dozens of inexperienced soldiers in combat. You know those things that you have read about, watched in movies, heard about on horror podcasts? Well, in The Long Road they are real.

But not every scenario contains nightmares. Sometimes you’ll fight with/against/in spite of these paranormal beings, yet often your battle will be about nothing more than depleted uranium rounds, reactive armor, maneuver, and massed fires. In fact, we include a separate scenario book in the game titled Long Road Tactics that includes nothing but historical, for lack of a better word, scenarios.

So that is The Long Road; part military horror, part authentic recreation of World War III, but all fun. We hope you enjoy it."



According to the Floating Porcine this was the game that The Long Road was based on. It was from Tiny Battle Publishing.



  So, there you kind of have it. World War III with Vampires, Zombies, Lycans, and Witches. I think Mr. Walker has been watching too much of the Underworld series of movies (although they are very good). Now, Vampires, Lycans and Witches are my kind of people. However, I am not a fan at all of the Zombie movies and its attending craze. Apparently, in my mind I can grasp the idea of the undead sleeping in their coffins to rise every night but cannot grasp walking corpses coming out of their graves to shuffle off to Buffalo. Oh well, let us see what the game comes with:


7 sheets of thick (2mm thick), large (1" square, large) counters.

3 MOUNTED 17” x 22” map geomorphic boards. Not paper, not stiff cardboard, but rather 2mm-thick, wrapped and backed mounted game boards.5 sheets of thick (2mm thick), large (1" square, large) counters.

72 full-color Action Cards in two decks. The game isn't card driven; it's card assisted.

6 Over-sized Monster Champion Cards

Full-color Rules Book

2 Full-color Scenario Books

2 Player Aid Cards.

5 ten-sided dice for resolving combat.

A quarter ton of scenarios. 


"A quarter ton of scenarios". Do yourself a favor and got to Flying Pig Games and read their information about each game. Mr. Walker has a bit of a sense of humor, and it shows in each one.



Combat between 'regular' forces


 So, before we get into the mechanics etc. of the game. Let us look at the components. 


 The maps are muted in color. You might think that this might make them boring to look at. That is not the case at all. The colors match perfectly with Armageddon being fought, especially with the likes of Lycans and Vampires added to the mix. The three maps give the player a good amount of different terrain to fight on, with the added fact that more than a few scenarios only use one map. The counters are the usual Flying Pig Counters, which is to say, they are extremely large, thick, and come with excellent artwork. Their size makes that incredibly easy to read. Even though there is a good amount of information on them they do not look 'busy'. You might be tempted to use the counters to steady a table leg because they are so thick. The counters also come pre-rounded and are desperate to remove themselves from their sprues. There are two decks of thirty-six Action Cards. The first deck is used when only fighting with 'normal' units. The other deck is used for the Actions of the paranormal units. Both decks' artwork again shows Flying Pig Games attention to detail and wonderful choice of color and scenes. There are also six oversized cards that show the abilities and attributes of the paranormal Champions. The Player Aids are made of hard stock and in full color. One is single-sided and has the Sequence of Play and the Turn Record Track on it. The other one has the different tables used on one side and the terrain chart on the other.


 The Rule Book is thirty-nine pages in length. It is in full color and the type is large. The actual rules take up twenty-nine pages. Then there is a look at the individual Action Cards. Next up is a three-and-a-half-page Sequence of Play and Rules. On the back page is the index. These are always helpful. The Campaign Book is the main part of the game. It has eighteen scenarios that take you through the story. Naturally, each of them can also be played separately. If you are not in the mood for the paranormal, the Tactics Book will be right up your alley. This is eighteen pages long. It comes with a total of ten scenarios. Six of these are the US versus the Soviets. There are also two scenarios that use the East German troops. The last two scenarios are meant for solo play. The first one contains zombies, but the second is you commanding Soviet forces against US forces.


 Everything that comes in the box is produced to the high standards of all of the Flying Pig Games I have ever played.




The US forces go against the Lycans


 This is the Sequence of Play:


"2.1 DETERMINE INITIATIVE

  Both players roll 1d10. High roll wins the initiative. In the

  case of a tie during any rolls or rerolls the rolling stops

  and the player who DID NOT have the initiative the

  previous turn is given the initiative. Unless the first turn

  initiative is delineated in the scenario, reroll all first turn

  ties. Either player may reroll the number of times

  allowed by the Focus marker in the Initiative box (see

  3.1).

2.2 DRAW ACTION CARDS

  During the scenario setup, draw the designated number

  of Action Cards from the draw pile after both sides have

  set up their forces. During this phase on subsequent

  turns, each player draws the scenario-designated

  number of cards from the pile. The player with initiative

  draws all his cards first. Cards may be played when

  appropriate, but no more than two cards may be played

  per player, per turn (exception Winds of War 1.6.1).

2.3 RALLY PHASE

  Both sides may attempt to rally disrupted Combatants by

  rolling 1d10 for each Combatant and comparing it to the

  Combatant’s morale. If the number is less than or equal

  to the Combatant’s morale, it rallies. The Soviets have a

  morale of 3. The Americans, Lycan Clan, and Vampire

  Coven have a morale of 4. Zombies have a morale of 2.

  Other forces’ morale will be identified when introduced.

  The play of Action Cards may alter the die roll. The

  player with the initiative rallies his or her Combatants

  first. Combatants in cover (i.e. would receive a favorable FRT

  shift from any incoming fire originating from an enemy

  Combatant) and/or Combatants not in the Line of Sight

  of an enemy Combatant, or within the LOS of an enemy

  Combatant, but not within at least long range of said

  Combatant and not adjacent to or in the hex with (it

  happens with Zombies) an undisrupted enemy

  Combatant, add 1 to their morale. That’s 1 total, not 1

  per instance.

  The above bonus only occurs DURING THE RALLY PHASE,

  not when attempting to negate a hit in the Fire Phase. In

  the Fire Phase, targets receive shifts on the Fire Results

  Table to reflect the cover that they have.

  Zombies never Disrupt, so they don’t need to rally.

  Helicopters automatically rally.

2.4 FIRE PHASE

  Players ALTERNATE attacks as per the rules for Fire

  Combat (4.0). The player with the initiative executes the

  first attack. When neither player wishes to execute any

  further attacks, the phase ends. Mark firing Combatants

  with a Fired marker unless utilizing Gun and Run (4.1.1).

2.5 MOVEMENT PHASE

  First one side, and then the other player moves all their

  Eligible Combatants that they wish to move. The player

  with the initiative determines who will move first. Note

  that unlike the Fire Phase, the players do not alternate

  moving Combatants. One side moves ALL its Combatants

  and then the other side moves ALL of its Combatants.

  Mark moved Combatants with a Moved marker unless

  using Overwatch (4.1.2). Opportunity Fire may be

  conducted by Eligible Combatants during the movement

  phase. Mark Combatants that Opportunity Fire with a

  Fired marker.

2.6 CLOSE ASSAULT PHASE

  Non-disrupted adjacent Combatants that are not marked

  Fired may initiate Close Assault. Players alternate

  declaring and resolving Close Assaults. A Combatant may

  only conduct one Close Assault per phase, but may be

  the target of numerous Close Assaults. The player with

  the initiative declares and resolves the first Close

  Assault.

  Note that Lycan (actual werewolves “L”), Vampires

  (actual vampires “V”), and Zombies attack from the

  same hex as their target is located. Specific Abilities may

  alter these rules.

2.7 HOUSEKEEPING PHASE

  In this, EXACT order:

 1. Remove Out of Ammunition Markers on

  undisrupted units without a Moved or Fired

  Marker on them (4.2).

 2. Remove all Fired, Moved, Blast, Overwatch, Run

  and Gun, and Electronic Counter Measure (ECM)

  markers.

 3. Remove Smoke 1 markers (8.1.5).

 4. Flip Smoke 2 markers to Smoke 1 (8.1.5).

 5. Determine refugees’ status and movement.

  (12.0), create Armed Mobs.

 6. Consolidate Zombies (12.1).

2.8 AID AND FOCUS PHASE

  Place, flip, move, do nothing, and remove Aid and Focus

  markers as designated in the rules (3.0).

2.9 ADVANCE TURN MARKER

  Advance the turn marker to the next turn."


 



 The game rules are based on Mr. Walker's Platoon Commander Games. The story is based on two books that he has written:


Dark War: Revelation

Dark War: Retribution

 The Campaign Booklet follows his characters from the books as they face this new world.






 I love hex and counter board games. I also love role playing games. Most of the time they both have warfare in them. An RPG does not just have a battle(s) as the primary mover of the game. There is a story to be told. In this hex and counter game there is also a story to be told. So, I was a little bit reluctant to dip my toe in these waters. It was like having the worst part of your meal touching the best part on the same plate. It is just not done. My foray back into wargaming during the last several years has introduced me to all of the newfangled ideas that designers put into wargames. Most of them have been different ways to play a wargame as in card-driven, AI bots, and a host of others. The Long Road is definitely a real mix of both the genres.  Once I started to look at the monsters as just different weapons or soldiers, the game clicked for me. Of course, even if you do not take the leap of faith that I did you can still play The Long Road as a straight up tactical wargame. Just like its older siblings in the Platoon Commander series it plays extremely well. All of the newer weaponry that was available during the 1980s is here for you to play with. 



Here are a few of the Champions


 The Champions are very strong, but they are not as strong as say Dracula in the movies. The designer has given them the right amount of power. Without having the correct Action Card Lycans cannot just attack a tank. If, however, you use the 'Ferocity' card then they can wreak havoc on even an armored vehicle. They can use the Action Card 'Panic' to disrupt their enemies. Zombies are a bit of a dull bunch. Fear and panic do not enter their failed brain cells or as Mr. Walker writes "They are too stupid to care." Naturally they have a chance to turn troops that they have bitten.


 Some of the normal weaponry/ordinance Action Cards are:


Airstrike

Counterfire!

Artillery Barrage

For the Motherland

Double Time

Spetsnaz

KGB






 If you have played Platoon Commander Deluxe Kursk from Flying Pig Games, then you already know most of how it plays. To represent the new nature of the conflict compared to World War II many parts have been added. Tanks being able to move and shoot at the same time, Helicopters, and Civilians are among some other things that rules have been added for. If you are a connoisseur of Flying Pig Games, then the choice has already been made in your mind. Even if you are looking for a straight up World War III matchup then this is your game. I cannot recommend this game highly enough. It is deep enough for thinking and easy enough for just fun.  How many other games have B-52 strikes in them? 


 There is also an expansion for the game called 'Fatherland' which gives you West German units of the Bundeswehr to command. It comes with a new map, counters, and six new scenarios. I will be doing a review of it shortly.


Robert

Flying Pig Games:

Flying Pig Games

Mark H. Walker's The Long Road: World War III... With a Paranormal Twist:

The Long Road | Flying Pig Games

This is the website on Amazon for Mark H. Walker Books:

Amazon.com: Mark H. Walker: Books, Biography, Blog, Audiobooks, Kindle

The Last Hundred Yards Volume 3 The Solomon Islands by GMT Games  The South Pacific Islands are some of the most beautiful and desirable pla...

The Last Hundred Yards Volume 3: The Solomon Islands by GMT Games The Last Hundred Yards Volume 3: The Solomon Islands by GMT Games

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





The Last Hundred Yards Volume 3


The Solomon Islands


by


GMT Games






 The South Pacific Islands are some of the most beautiful and desirable places to live on earth. They can also be one of the most inhospitable places that you would want to be in. Heat, humidity, and some of the most impenetrable jungles are present on a lot of the islands. Of course, the soldiers had to do their fighting on the latter and not the former. It was a campaign where your uniform rotted while you were wearing it. These islands also had their fair share of nasty critters, like poisonous snakes and crocodilians. The Japanese and Allied soldiers that had to fight on these islands considered the climate and terrain as much of an enemy as each other. Once the Allied forces decided on the 'island hopping' strategy, many Japanese soldiers were left to starve to death. The Allied command of the air, in the latter stages of the campaign, sometimes led the Japanese to cannibalism while they were still fighting the Allied troops. The US Marines were always knee deep in many of these battles. However, the US Army and its Allies also had to fight in these green patches of hell on earth. The sheer size and mileage of the campaign is breathtaking. For most airmen, their flights during World War II were measured in hundreds of miles. In this campaign it could be sometimes measured in a thousand or more one way.

 The Pacific Theater in World War II has had many games devoted to the full campaign and smaller parts of it. These are usually strategic in view or based on the separate campaigns. Most of the tactical level games are based on the naval war.  There are not too many that are tactical that are based solely on the island battles. One would assume that some grognards are not interested in being the hunkered down Japanese in most of these battles. With this game we have the early battles of 1942-1943, with one scenario from 1944. This is mostly before the Japanese would dig in and dare the Allied forces to take their defenses. So, let us go back to the years where the air would be rent with the yells of Banzai (literal translation 'may the Emperor live for 10,000 years). Notice it is not Bonsai, a small shrub or tree.


American Counters


 This is a blurb from GMT Games on The Solomons: The Last Hundred Yards:


"The Last Hundred Yards Vol. 3: The Solomon Islands is the third game in the Last Hundred Yards Series. This game focuses on the vicious and brutal Solomons Campaign, including actions to control the islands of Guadalcanal, Bougainville, and New Georgia.

When you play the Solomon Islands Campaign missions, you will experience some of the fiercest small unit actions in the Pacific Theater. The game will focus on actions involving the 1st (The Old Breed) and 3rd (Fighting Third) Marine Divisions, as well as the Army’s 25th Infantry Division—the unit that finally drove the Japanese off the island, earning them the nickname “Tropic Lightning.”

Take to the jungles of Guadalcanal with the 1st Marine Division as they begin the first ground offensive of the war. Landed onto Guadalcanal and with intermittent naval support as the struggle for naval supremacy raged offshore, the Marines fought tooth and nail to secure their small foothold around Henderson Airfield. They fought against Japanese Reinforcements coming from all over the South Pacific area. Engage in bitter jungle fighting with the 3rd Marine Division as they attempt to hold and expand the beachhead on Bougainville Island against the Imperial Japanese 6th Infantry Division.

Finally, serve with the 25th Infantry Division’s famed 27th Regiment, the “Wolfhounds,” as they try to reduce Japanese positions on Guadalcanal’s Galloping Horse Ridge (an action that is portrayed in the movie “The Thin Red Line”). You will also fight with the Wolfhounds in the jungle around Munda Point for the airfield on New Georgia. Each of these actions involved tense jungle warfare and the routing out of fanatical Japanese units from hidden bunkers and pillboxes. You will understand the nerve-racking frustration of clearing an enemy position, only to have infiltrators attack you yet again from a different direction, at night!"


Japanese Counters +


 This is what comes with the game:


4 double-sided geomorphic maps (8 total)

4 full-size counter sheets

1 half-size counter sheet

1 full-color Rules booklet

1 full-color Playbook

5 Mission Cards (10 missions)

2 Combat/Terrain Charts

1 Game Turn Track

4 10-sided Dice




Assorted Counters


  "How do I love thee?" Let me look at your counters. I am pretty sure that Mrs. Browning would not approve, but it seems appropriate for our beloved hobby.

 The game comes with four two-sided hard stock maps. This means you get a total of eight maps in total. The maps are numbered instead of lettered as in most games I have played. The colors on the maps are a bit muted, but they work just fine with the dank and dark areas that they represent. The hexes are 1 1/4" in size. This is really big for most wargame hexes. Each hex represents 50 yards across. The only thing that put me on edge with the maps is that they come with terrain height lines, with some of the hexes being at multiple height. I will explain later how the game deals with this in the rules. The counters are nicely done. They are also large at 3/4". The numbers on them that you need to resolve combat etc. are large enough. The numbers and letters that are used for setup are small. Each counter that has a gun or an armored vehicle has its actual name underneath it. Those are very small. The pictures on them are well done, so that if you know anything about WWII weapons, you will have no need of trying to read the names beneath. The counters are somewhat muted also to fit in with the maps. Setup for the units is almost always by Company or Platoon. As I mentioned, those numbers are small but still readable. 

 The Series Rulebook v2.0 is thirty-nine pages in length. It is also in full color. There is a two and one-half page Index included as well. I love when companies add that in. As this is the third iteration of the Last Hundred Yards games the rules are clear to me. The only part I had to go over a few times is devoted to the use of mortars in the games. The designer has tried very hard to mimic their use in real battles. That is why those rules are more involved than others. The Playbook is simply amazing. It is thirty-six pages in length. The first twelve pages show full color examples of most of the rules in the game. This part made even a dolt like me understand any rule that had some nuance to it. From page thirteen to twenty-seven there is a play example of four full turns. If the first part of the Playbook didn't help you to 'get it' these certainly will. The last pages of the Playbook are the Designer Notes. These are a full nine pages in length. Once again, this is incredibly in depth. It is almost like the designer, Mike Denson, invited you over for coffee and you talked at length about the game and his design decisions. 

 There are five double-sided Mission Player Aids. These are made of hard stock and have a picture of the map that you use with that scenario. That map picture also shows you north (don't laugh I have seen maps that didn't), and what sides your troop consider home territory. Being double-sided, this gives you a total of ten missions. The next two Player Aids (one for each player) are a four-page fold-out that have all of the charts and tables for resolving all of the combat etc. They also have the terrain effect table on one page. The last Player Aid is a fold out; this has these on it:

Casualty Track

Random Event Table

Time Track

Fate Table

Coordination Table

Time Lapse

Mortar Support

Sequence of Play







 This is the Sequence of Play:

"I. Initiative Phase: Both players make a die roll. The player having
the Initiative on the previous game turn applies their Initiative die
roll modifier, if applicable, to the Initiative die roll [each mission lists the Initiative die roll modifiers for each player.] The player with the higher modified die roll wins the Initiative and becomes the active player. The losing player is the non-active player. In the case of ties, the Axis player wins the Initiative if the modified die roll is odd, while the Allied player wins the Initiative if the modified die roll is even. The Initiative marker is adjusted on the Game Tracks player-aid card to reflect the side that won the Initiative. A player without a Platoon Leader or an AFV in play at the end of the Initiative Phase — and after any Random Event results — automatically forfeits the Initiative to the other player. If neither player has a Platoon Leader or AFV in play, play proceeds to III. Fire Resolution Phase. In all cases, if the unmodified Initiative die roll is 1 or 10, that player must consult the Random Event Table on the Game Tracks player aid [18.0].

II. Activation Phase: The active player conducts Actions with units
of friendly activated platoon(s) [7.0], followed by both players
conducting Reactions [8.0]. Units of an activated platoon without
a Platoon Leader in play are restricted in their Actions [13.3.4.2].
Once all platoon Activations and Reactions have been completed,
play proceeds to the Fire Resolution Phase.

III. Fire Resolution Phase: Fire attacks are resolved in any order.
Each DRM marker in play represents a single Fire attack. (Fire attack die rolls are based on the DRM markers in the hex at the beginning of the Fire Resolution Phase, even if players find an error was made when the DRM marker was originally placed.)

IV. Assault Resolution Phase: The active player determines the order
in which assaults are resolved [14.0].

V. Mortar Fire Adjustment Phase
1. Remove MDRM, Smoke, and Illumination markers.
2. Determine Mortar Recovery [11.4.8].
3. Forward Observers (FOs) that elect not to extend, or are currently
on their Final side, or in a hex without a friendly unit, are removed
— along with the corresponding Primary Impact marker — and
placed in the Mortar Support Pending Box on the Game Tracks
player-aid card.
4. Conduct Mortar Fire Extensions [11.4.9].

VI. Determine Time Lapse: The active player makes a die roll on
the Time Lapse Table to determine the Time Lapse (in minutes) and
adjusts the time on the Time Lapse Track accordingly.

VII. Clean Up Phase
1. Remove Overwatch and Motion markers from all vehicles that
did not conduct an action during the game turn.
2. Place returning Platoon Leaders [13.3.4.1].
3. Recombine squads [10.3.3].
4. Conceal any units not in LOS of an enemy unit.
5. Reset counter orientation and record earned Promotion Points
[22.2].
6. Check whether the Mission Objective or Victory Conditions have
been met."






 It is the designer's contention that all battle is first and foremost confusing to the participants, especially at the tactical level. Many games try to take this into account, but others give you 'God mode' like powers to change your units mission and orders on a dime. As Mr. Denson writes in the Designer Notes "This has always bothered me about tactical level games, and one of the goals of LHY is to at least give the 'eye in the sky' cataracts." In this I believe that the design has done exactly what they started out to do. 

 The next important difference of this game to others is the 'Time Lapse System'. The game does not actually have game turns in the usual sense. In most games you will see each turn listed as 'X' amount of time as in fifteen minutes etc. After the turn is done you actually roll a die to see how much time has elapsed. This is meant to put the players on the proverbial hot seat. The amount of time it takes a player to complete their goals is added to their final score. So, dawdling is not encouraged. The only trick to this is that you have to roll the die at the end of each turn to find out how much time has passed. This could be anywhere from two to five minutes. This is to simulate the one factor that is completely out of your hands, which is the time it will take your units to do any action. To add to this, if a player rolls a one or a ten for initiative, they must consult the Random Events Table. If the player rolls a one, they are allowed to remove a concealment marker from an enemy unit that is five hexes away and in the LOS of a friendly unit. If you roll a ten you must consult the 'Fate Table'. These naturally are either a good outcome for the player or a bad one with some being worse than others. 

 Initiative is also done differently than other games. With LHY it is treated more like momentum and is slightly difficult for the opposing player to regain the initiative. So, it is not just the standard die roll at the beginning of a new turn. It sort of makes it like you need to wrest the initiative back from your opponent. If you have the initiative the game allows you to more easily go for broke.

 One other thing to take into account is the actual map size. Most are only 650 yards long. There is no maneuvering before battle really. You are dropped right into the midst of a knife fight. The terrain elevation of each hex is measured by what terrain height the actual center dot of each hex shows.






 What is the verdict, you ask? I believe the designers have hit one out of the park. They have achieved what they set out to do which was to make a tactical game with many new ideas and nuances. Playing this game made me go out and buy the other two volumes. If that isn't an endorsement, I do not know what is. The rules really give you some immersion. You are at times both happy with your units and then mad. You even take the Time Elapse roll as a personal affront at times. 

 Thank you, GMT Games for allowing me to review this game. Count me as being very impressed by this new system. The game volumes are:

The Last Hundred Yards:

The Last Hundred Yards Volume 2: Airborne Over Europe:

The Last Hundred Yards Volume 3: The Solomon Islands:

Coming up are:

The Last Hundred Yards Volume 4: The Russian Front:

The last Hundred Yards: Mission Pack 1:
















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