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  A Victory Awaits Operation Barbarossa 1941 by Multi-Man Publishing   Barbarossa, the invasion of the Soviet Union by Germany, took place o...

A Victory Awaits: Operation Barbarossa 1941 by Multi-Man Publishing A Victory Awaits: Operation Barbarossa 1941 by Multi-Man Publishing

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





 A Victory Awaits


Operation Barbarossa 1941


by


Multi-Man Publishing







  Barbarossa, the invasion of the Soviet Union by Germany, took place on June 22nd, 1941. Many people do not know that Germany was incapable of fighting a long war. This is because of having limited natural resources, and especially oil, to fuel their economy, as well as their armed forces. Hitler had decided to attack the Soviet Union to procure all the oil etc. that Germany needed. After the abysmal showing of the Red Army against Finland in 1939/1940. The German High Command thought that it would be relatively easy to conquer the European parts of the Soviet Union. 

 This is what this game is all about. As the Germans, you have nine turns to get from one side of the map to the other, taking as many victory points as you can along the way. The Soviet player has to throw his forces at the German meat grinder to try and slow, if not stop, their forward motion.



 This is a blurb from Multi-Man Publishing about the game:

"Famed Japanese designer Tetsuya Nakamura, who created A Victory Lost, Fire in the Sky, A Most Dangerous Time, and What Price Glory?, returns to the East Front with A Victory Awaits.
 
Using a lightly modified version of the A Victory Lost system, the game covers Operation Barbarossa from June 22 to mid-September. Game play features the same chit-pull mechanics used in AVL, with 10 one-week turns. Players can play either the full campaign game, or the Army Group North, Army Group Center, or Army Group South scenarios. Each of the scenarios plays on a single map, or play the full campaign game on all three maps!
 
This design was originally published as a series of three games in Japan: Fierce Fight! Leningrad Blitzkrieg, Fierce Fight! Smolensk Blitzkrieg, and Fierce Fight! Kiev Blitzkrieg. The game also includes rules for multiplayer (four to eight players) and a series of optional rules. The rules have been expertly translated into English, with detailed assistance from the designer.
 
On the wide steppes of the Soviet Union can you emerge victorious from the opening blows of the Russo-German war?"


 So, the pedigree of the game is clearly shown. The fact that it was a trio of magazine games (boo, hiss, eye rolls) makes no difference whatsoever to me. Some of my best times in wargaming were had with magazine games. The way the game is setup you have the ability to play the full first part of Barbarossa, or you can play a scenario of each German Army Group (North, Center, and South).


 This is what comes with the game:

Three maps
Three countersheets
15-page full color rulebook
4 player aid cards
2 dice
box and lid
 
Solitaire Rating: Excellent
Complexity: Low
Playing Time: 3-15 hours
Scenarios: 4

Game scale: 
Each hex is about 10 miles (16 km).
Each turn is 10 days.
Units: Divisions.



Part of the Middle Map and Army Group Center's Attack



 This game is a bit like Barbarossa on $5 a day. You will get the full panoply of the immense invasion cut down to its bare bones. The Rulebook is only fifteen pages long. The actual rules for the game are only a little over ten pages. Then come some optional rules, the scenarios, and it also has rules for playing with up to eight people. The rulebook is in full color. Unbelievably, it has enough space to have a good number of rules examples included in it. There are two full color hard stock Player Aid Cards, one for each side. These both have the terrain chart on one side with the CRT and Sequence of Play on the other. The other two Player Aid Cards are for the four of the games separate scenarios (Leningrad, Kiev, Smolensk, and the Campaign Scenario). I am torn as far as the counters go. At first glance, I thought they were a little garish. I believe these are the deepest hues ever used for counters I have seen. They have grown on me. There is no problem reading the information on the counters. The counters do not use the 'NATO' designations that we are used to. I want to say that the designation shapes are from German sources from WWII, but I could be completely wrong.  You are also given alternative counters that show a silhouette of tanks and mechanized units instead of the rectangles and quadrilaterals. The maps are very well done. Each hex terrain is easy to see, and the artwork of the maps is plain to see. You are given three maps: Leningrad, Smolensk, and Kiev. These represent the areas of action for the German Army Group North, Center and South. So, other than the color choice on the counters, the games components pass muster.



This is part of the Northern Map



 This is the Sequence of Play:
 
 Game play proceeds using the following sequence. Once through the sequence comprises one game turn. After nine complete game turns, the game ends and victory is determined.

(1) Selection Phase. Each player secretly selects which of their command chits will be put into the cup for this turn. The command chits are mixed together into a single cup.
(2) Command Phase. One command chit is drawn blindly from the cup. The owner of the chit becomes the active player. The active player enacts the command chit (7.0).
(3) Activation Phase. If required by the command chit, the active player activates the appropriate HQ unit and any other eligible units (8.0).
(4) Operations Phase. Activated units may move and attack.
 • Movement Segment. The active player may move his activated units (9.0).
 • Combat Segment. The active player may attack enemy units with his activated units (10.0).
 After resolving steps 2-4 above, if any command chits remain in the cup, return to step 2 (Command Phase). If no chits remain in the cup, proceed to the End Phase.
(5) End Phase. Advance the turn marker into the next space on the Turn Track. Any Axis units in that space are moved to the Axis Available Box.  Return to step 1 (Selection Phase) and begin the new turn (6.0).



Part of the Kiev Map


 The game does not have separate air units. The two Air Forces strength has been built into the ground forces strength. As mentioned, this game was based upon boiling down all the extraneous rules and thoughts that are in almost all other Eastern Front games. As the German, you do not have to worry about rebuilding railroads either. That rebuilding has also been built into the system. 

 The supply rules are also different than most Eastern Front games. In all of the scenarios, the German player does not have to check if his units are in supply until turn four. As all the scenarios are nine turns, that means that he has almost half the game to run rampant on the Soviet player. 

 The game is only nine turns long. As the German player you have to get moving and keep moving. One thing to keep in mind is that destroyed Soviet units will come back to haunt you. The rebuilding of destroyed Soviet units is one of the few standard rules of Eastern Front games that is in this game. However, Soviet units that are starved out by lack of supply do not come back to haunt Ebenezer Scrooge, the German player, later in the game. So, as the German player you must hit the Soviet Union like the Road Runner. Put the Soviet units into sacks and then tighten them. Then you will not have to worry about them rising from the grave.

 The Soviet player is completely caught on his back foot. Time is generally on your side in Eastern Front games, but not this one. So, you must always be worried about if and when you strike back at the invaders. You have to be very careful not to attack and then find those same units out of supply. Of course, there are times where you just have to dig in and take those unit losses.

 The game is built on the chit pull system. There is even a chit pull for supply. So, neither side will know where the next blow will fall. This a fast-paced game even if it is actually a mini-monster. The sheer size of this part of the Soviet Union is what puts it into that category. If you have the area to play the full campaign, that is excellent. However, do remember that you can play three different one map scenarios.



Part of the Leningrad Map



 Thank you, Multi-man Publishing for allowing me to review this game. Mr. Nakamura has added another excellent game to his stable. My apologies to MMP for my tardiness with this review.

 Multi-Man Publishing has games about battles and campaigns all over the globe and from many different time periods. These games go from real monsters to much simpler easy to learn and play ones. They have numerous series of games to choose from. These include, among others:

Standard Combat Series
Operational Combat Series
Tactical Combat Series

 When looking through my collection earlier this year, I was surprised to see how many of their games I actually owned.


Robert

Multi-man Publishing:

A Victory Awaits:
 

 FITNA from NUTS PUBLISHING Modern or   hypothetical modern warfare raises more uncertainties and qualms in wargaming circles than more fami...

FITNA FITNA

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

 FITNA

from

NUTS PUBLISHING



Modern or hypothetical modern warfare raises more uncertainties and qualms in wargaming circles than more familiar traditional conflicts of the past.  I understand those concerns, but question why such issues don't trouble non-fiction and fiction writing that explores the same ground.
Certainly, FITNA with a sub-title Global War in the Middle East explores through its eleven Scenarios both very recent historical conflicts from 2012 - 2018 and speculates on the potential conflicts that might occur.  
The early historically based scenarios take us from the civil war in Syria through the fight against Islamic State and Russian intervention and the complexities of problems in Turkey and into the collapse of Islamic State.  From that point on the remaining scenarios explore possible developments in differing regions of the Middle East culminating in a full campaign game involving six players.
The scope of these scenarios allows play ranging from two-players up to that final six player finale, while including several three or four player scenarios that can easily be handled by just two players as well.  Consequently the game offers very good value with such a diverse and accommodating range of player count.
I have to admit that I was drawn to this game mainly for reasons that lie outside its geographical, political and military subject.  First it had been well recommended as a surprisingly swift playing and easy to understand game and second that the publisher was Nuts Publishing, a company that I have a high regard for.  
The first reason particularly drew my attention, as in the past nearly all the games on modern conflicts had turned me off with lengthy, and highly complicated rules with interminably long turns and often lengthy periods of inactivity as my opponent/s took their turns.
The Designer's Notes section of the rulebook clearly sets out his aim:
 "I conceived FITNA with two principal ideas in my head: to create a simple, fluid game to allow players, even beginners, to concentrate on their strategies and the search for alliances." 
So how has this been achieved?  Well, it's pitched at the grand strategical level with a point-to-point map, with a simple, short basic rule set and a card-driven motor.  

The suitably barren map in very muted colours covers Kuwait, Iraq, Syria and Lebanon, as well as parts of Iran, Jordan, Saudi Arabia, Israel and Turkey.
With bi-monthly turns, there's no worry about detailed terrain charts - a simple one movement point moves you one box on the map. Airmobile capacity and strategic movement allow greater distances to be covered, but with equally simple, brief rules for doing so and a very limited capacity.  
A surprisingly short rule book, only16 pages in total, proves to have a basic core system covered in a mere 5 pages.  In outline, each player in turn performs the following sequence of Phases, with a maximum hand size of four cards.
Events
The active player can play as many cards as they like.  If they play a reinforcement card, it can be played to take either a single batch of reinforcements or for replacements [i.e. upgrade 2 units on the map/return one eliminated unit.]
Supply
Check supply for all players.
Planning
The active player chooses 1 or 2 cards to play for their Operation Points [OPs] and then has to announce how many points will be spent on movement and how many on combat.
Movement
Each OP spent allows 2 units to move.
Offensives [i.e. Combat]
Each OP allows you to make one offensive with a single stack usually of up to 3 units.
Strategic Movement
A single supplied unit may be moved any distance from one friendly controlled space through friendly controlled spaces to another friendly controlled space.
Adjust Cards
Draw back to  4 cards in hand.

These rules governing the core of the game are refreshingly straightforward and swift to execute.  Whatever way you divide your OPs, there are only going to be three broad outcomes: mainly units moving with little combat, little movement and more combats or a balance of the two.  None of them involves the sort of numbers that will make a player's turn lengthy.
Any "complexity" to the game lies in the many small differences in a particular nation or faction's restrictions or allowances to the rules.  Typically such elements are the varied supply sources for the many nationalities/factions or Scenario specific details or exceptions.
What I've found is that if you handle these on a scenario by scenario basis as you come to play them, they are easy to assimilate into your game play.
The range of nationalities and factions in themselves make for a very colourful and diverse range, as seen in the three sheets of counters.

Be warned, these counters were so well punched that at least thirty or more fell out as I eased them ever so carefully from the box!  Frankly that's no problem, as they are so well colour coded - other than I wanted to be able to give you the neat, tidy picture shown above.  As I prefer to bag my counters, I also found the combination of background colour and colour-bar along the top counter edge very helpful to this task.  

For me, much of the "feel" and direct enjoyment of the game comes from the wide range of cards, that are divided into two decks: Events and Assets.  In particular, the inclusion or omission of specific Event cards help to create the appropriate historical parameters and, I suspect, for many of us provide previously unknown insights into the complex tangle of middle eastern conflict.  Because of the small hand-size [only 4 cards], the choices never become overwhelming and an aspect I like in CDG games is the constant tension between what you want to achieve on your turn and what you want to hold back for reaction in your opponent's turn.

Just a small sample from the all-important cards 

Another aspect that recommends the game to me is the handling of reinforcements and replacements.  First of all, these can only be accessed by play of a Reinforcement card and this brings your first choice whether to take a batch of pre-designated reinforcements or opt for replacements.  Normally an initial choice with be a batch of reinforcements, as choosing replacements allows either the return of only a single eliminated unit or the flipping to full strength of two reduced units. The strong point of  this element of the game system is the uncertainty of when you will draw a reinforcement card.  This lack of a totally predictable arrival is always a valuable feature.  [I think here of how many Gettysburg games suffer from knowing exactly where and when those reinforcements will arrive, so that units are being shuffled in the right direction to counter them, even before they arrive!] 
Supplementing game play are six player aids.  All have one side identical, carrying the Sequence of Play, the Combat Chart and explanation and finally actions that influence the International Tension level.  The reverse sides carry the set-up information for the final two scenarios, the major multi-player ones involving 5 or 6 players.

The Scenario Booklet opens with what is billed as a short two-player tutorial scenario Scenario.  In that it has a limited number of units and the play area is restricted to Syria, as seen below, it is definitely a good starting point.  However, don't think that it is a mere learning exercise.  It focuses on the early stages of the Syrian civil war and is the foundation for the four historically based scenarios

The set-up can be seen above, with one player controlling the Syrian army [brown background] and 2 Hezbollah units  [light green background] and the other elements of the Free Syrian army and Sunni and Shia militias [purple background], while Isis [black background] and Kurdish Peshmergas [yellow background] may come into play through card use. 
The map above displays the northern area of the game map which extends down to the Persian Gulf on the south edge, as seen below.


Along the map edges are the different Force Pool Holding Areas where you set up your Reinforcement batches, as well as the Turn Track and International Tension Track.  The latter is especially important for the introduction of some of the most powerful cards in the game along with the potential intervention of Russia and the USA.


However large or small the scenario you are playing, the footprint for the game, especially when engaged in the big multi-players, remains refreshingly compact, as the standard sized map encompasses all you need, other than each player's A4 player aid.

Nuts Publishing have achieved a remarkably accessible and playable game of a major modern conflict, largely overlooked by the western-centric American and European gaming world.  For that and for providing my review copy many, many thanks once again.

  A Greater Victory South Mountain September 14, 1862 by  Revolution Games  The time is 1862 in the month of September. Robert E. Lee has ta...

A Greater Victory: South Mountain September 14,1862 by Revolution Games A Greater Victory: South Mountain September 14,1862 by Revolution Games

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




 A Greater Victory


South Mountain September 14, 1862


by 


Revolution Games






 The time is 1862 in the month of September. Robert E. Lee has taken his Army of Northern Virginia across the Potomac to invade the North. His army leaves behind a good number of men who feel that saving their states from invasion is okay, but are not too happy to invade the Union. From Lee's point of view the campaign is going well. His troops have surrounded Harpers Ferry and are about to bag the entire Union detachment there. The Army of the Potomac is once again being led by Little Mac and Lee believes he knows how slow and deliberate his foe will be. What Lee doesn't know is that one of his orders for the invasion showing where every one of his units will be has been found by Union soldiers wrapped neatly with three cigars. Little Mac sees this as the Godsend it is and declares that he will destroy Lee with this information. The gleam in Little Mac's eyes last only about a day. He is energetic enough to send soldiers to cut Lee's army in half at the gaps around South Mountain going into the Shenandoah Valley. Meanwhile the Confederates have learned that the gaps are not being held by any of their troops. So, now we have a footrace between the two enemies to see who gets there first. That is the battle that Revolution Games has given us to refight. 


 This is a game from the Hermann Luttmann Blind Sword Rules System. This is just one of the systems that Mr. Luttmann has created to replicate warfare in the mid-eighteenth century. He seems to have as many systems in use right now as some men have ex-wives. 





 This is what comes with the game:


352 5/8" Counters

22 x 34 inch Map

Exclusive Rulebook

Series Rulebook

2 Event Description Cards

2 Combat Results Table Cards

1 General Records Track

2 Player Reference Cards

2 Brigade Activations Cards


 This is what the designer has to say:


"A Greater Victory (South Mountain,1862) features two small, quick playing scenarios (Fox’s Gap and then the actions around Frosttown), along with a long scenario covering the full day’s engagement. Each scenario has its own Fog-of-War table to more accurately reflect that particular phase of the battle.

The Order-of Battle has not relied upon customary “paper strength”, but a more accurate number of effectives for each regiment and brigade, so expect some surprises here.

Taking advantage of the proven Blind Swords system, AGV has been injected with abundant history while still offering players a plethora of choices as to where and how to deploy their troop formations. Being heavily outnumbered, the Confederates must conduct a skillful defense while the Union will have to effectively coordinate their powerful brigades over brutal terrain. With the climactic battle of Antietam just three days distant, casualties at South Mountain are also an important consideration.

I want to point out that I’ve also focused the design to be an excellent solitaire study, made possible by the historically desperate position that DH Hill found himself - from forgotten rear guard to frontline army savior.

The single map (by Edmund Hudson) and counters (by Charlie Kibler) are truly excellent, and I also wanted to publicly thank Roger Miller from Revolution for his outstanding support of this project since its inception. It’s been a lot of fun to work on, and there’s much more to come!"

Steve Carey - Designer



Beautiful Map



  At 5/8" the counters are nice and big. Infantry/Cavalry units are color coded with a stripe on top to show what brigade they belong to. Artillery units have the commanders' names at the top. They also have their state pictured in the middle of the counter. So, they are nice and big, easy to read, and you will have no trouble picking them up to move. The map is very nicely done. It has good sized hexes to fit the counters. Elevation is done better than most maps and also has a trick up its sleeve. The heights are listed with a small roundel with a number inside going from one to eleven (one being the lowest ground), and the different levels are color coded. These are an excellent way to describe elevation in wargaming maps. The Exclusive Rulebook is sixteen pages in length. It is also in full color. Half of it is taken up by the rules and examples of play. The other half gives the setup for the three scenarios. The end of the Exclusive Rulebook is the various victory conditions and some player notes. Then there is an index, and on the back cover are the Fog of War Tables. The series Rulebook is also sixteen pages in length. However, it is in black and white and has no examples of play. The type on both Rulebooks is large enough to easily read without squinting. All of the Player Aids are made of hard stock and are in full color. The Event Cards are double-sided with the Union and Confederate events on one side and the Unique events on the other. There are two identical ones that are single-sided and have some of the tables and Sequence of Play on them. The next two are also identical and have the CRT, Cohesion Test, and Terrain key on them. Lastly there is another single-sided one that has the Turn Record Track, Victory Point Track, and Broken Track (for broken units) on it. There are also two smaller Brigade Activation Display for both Union and Confederate. Between the beauty of the map and the well-done Rulebooks and Players Aids there is a lot of great things in this small package.









 This is from Revolution Games:

"A Greater Victory is a game covering the key encounter at South Mountain on September 14th, 1862. It has been designed to be an historical yet readily playable regimental-scaled simulation of the twin conflict at Fox’s and Turner’s Gap. With two smaller, quick-play scenarios plus a comprehensive scenario covering the full day of action, the design offers flexible and tense situations for both players (also excellent for solitaire play). The Order-of-Battle has been researched to account for items like Confederate stragglers, offering a fresh perspective on the battle.

This is the seventh release in Revolution Games’ popular Blinds Swords series which features a chit-pull system covering the most interesting and important engagements of the ACW. New features debuting here include Brigade Activation cards so that each side can more easily gauge the status of their formations, along with a customized Fog-of-War table assigned to each scenario for an enhanced historical narrative. The series rules have also been adjusted at certain junctions to better reflect the extreme harshness of the terrain that soldiers on both sides had to contend with."

 Revolution Games describes the Blind Swords System thusly: " It emphasizes the three FOW's of military conflict: Fog-of-War, Friction-of-War, and Fortunes-of-War."

 If you have had the pleasure of playing one of the Blind Swords games, you know that this description is right on the money. These game rules have created an almost perfect balance of fun gameplay and adherence to history. It gives you the what ifs without adding dragons or anything else from D&D. Almost anything that is plausible could happen on any given turn. This in turn keeps the player always on his toes. Remember that grandiose plan you made last turn to win the game? Well, forget about it now. Playing the Confederates, you are always looking over your shoulder for those damned reinforcements. As the Union player you will be hampered by the usual 'slows' that affected the Army of the Potomac at that time. Both sides will have to deal with the very rough terrain on the battlefield. One of the biggest changes in the Exclusive Rules is the cost of terrain in movement points. To reflect the nature of the terrain a unit attacking up or down in a steep slope gets penalized when doing Close Combat (this is not in the Series Rules).

 This is the Sequence of Play:

1. COMMAND DECISION PHASE
  a. Both players choose event chits and setup draw 
  cup
2. ARTILLERY PHASE
  a. Union Artillery Step (move or fire)
  b. Confederate Artillery Step (move or fire)
  c. Both sides alternate “a” and “b” above until done
  d. Artillery Rally/Rebuild Step
3. CHIT DRAW PHASE
  a. Held Event Chit Step (play any held events)
  b. Draw Chit Step
  • If Event chit, owning player keeps it or plays it, 
  draw new chit
  • If Wild chit, resolve immediately, draw new chit
  • If CIC chit, owning player selects brigade and 
  proceeds to Phase 4 or holds the chit
  • If Division Activation chit, proceed to Phase 4
  • If Brigade Activation chit proceed to Phase 4
4. BRIGADE ACTIVATION PHASE
  a. Orders Step
  b. Fire Combat Step
  c. Movement Step
  d. Close Combat Step
  e. Rally Step
  f. If any chits remain in the cup, return to Phase 3. 
  g. If no chits remain in the cup, go to Phase 5
5. END TURN PHASE
  a. Final Held Event Chit Step
  b. Victory Point Awards Step
  c. Flip over all “Activated” brigade markers to their
  “Available” side.
  d. Broken Track Adjustment step
  e. Each player gathers all their Event chits together, 
  none are saved for following turns, and then 
  advance the Game Turn marker


 The Blind Swords System is meant to give the player the full enjoyment of playing a well-done tactical 19th century wargame. This is without giving the players a really deep micromanagement type of game. The system (as well as this game) hits the sweet spot between fun and realism for the player. The games that Revolution Games have published for the system are all excellent for dipping your toes into the system.  

 The center of the Blind Swords system is the chit pull mechanic. This alone will make sure the Fog of War enters into both sides play. As mentioned, there is also a chance to pick one of these chits: Event chit, Wild chit, Fortunes of War chit, Fog of War chit, and the CIC (commander in chief) chit. The designer, Steve Carey, had to make some adjustments of the rules because of the actual terrain of the battlefield. Because of this, the Union was not able to bring its superior numbers to bear and crush the Confederates. The battlefield is essentially split into two parts, North and South. The Union player has to remember that his 'Rally' chit is no longer used after 12:30pm.

 The game comes with three scenarios. These are:

1. Carnival of Death

2. Every Man was a Hero

3. The Battle for South Mountain

 The Victory Conditions for all three are mostly based on hex control. Each side also gets victory points for enemy units' destruction. There is also a chance for the Union player to win an automatic victory in the third scenario. I must say that the hex victory conditions in the third (whole battle) scenario are a little more complicated than just which side was the last to occupy the hex in question. 





  As the Rules state, this was D.H. Hill's finest hour. He mostly gets short shrift in many histories. His work here and at Antietam were first class soldiering. Unfortunately, he was known as an irascible man. He was put to the side because of his personality trait of always saying when the emperor had no clothes on. Considering that Lee kept Jubal Early (his "bad old man") D.H. Hill must have really known how to ruffle feathers.


  I am an unashamed fanboy of Hermann Luttmann's games and his gaming systems. So, when I found out that I would be able to review another Blind Swords System games I was very happy. When I got to play the game, I was even happier. Thank you, Revolution Games for letting me review this well-done game. A Greater Victory is on sale right now at Revolution Games. The sale price is $65 for the boxed version and $55 for the Ziploc version. That is $20 and $15 off the regular price.

Robert

Revolution Games:

  Wars of Religion France 1562 - 1598 by Fellowship of Simulations "Paris vaut bien une messe!" Henri de Navarre (Henry IV of Fran...

Wars of Religion France 1562 - 1598 by Fellowship of Simulations Wars of Religion France 1562 - 1598 by Fellowship of Simulations

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




 Wars of Religion


France 1562 - 1598


by


Fellowship of Simulations





"Paris vaut bien une messe!" Henri de Navarre (Henry IV of France)


Huguenot : "A French Protestant of the 16th–17th centuries. Largely Calvinist, the Huguenots suffered severe persecution at the hands of the Catholic majority, and many thousands emigrated from France."


"The young lion will overcome the older one,

  On the field of combat in a single battle;

  He will pierce his eyes through a golden cage,

  Two wounds made one, then he dies a cruel death." Nostradamus


 The death of Henri II of France brought to prominence his wife Catherine de Medicis. She was an astute woman who tried to ride the whirlwind of French politics. Henri II's death (supposedly prophesied by Nostradamus, see above), made her the regent for her brood of sickly sons. This period in France was dominated by the machinations of three groups: 

The League - Staunch Catholics

The Huguenots - Protestants

Royalists

 

 The history of the period is about as confusing as the Fronde period during Louis XIV's childhood. During both times the players shifted alliance back and forth between the different sides. Catherine's sons, Henri III, and Charles IX were rulers whose kingship was as frail as their constitutions. Henri de Bourbon Navarre became king Henri IV after Henri III designated him king from his deathbed from an assassination (Henri IV was Louis XIV's grandfather and he was also assassinated). Henri IV changed his religion and became a Catholic to become king (hence his quote above "Paris is well worth a Mass"). So let us see what Fellowship of Simulations has done to make this into a coherent game





 This is how Fellowship of Simulations describes the game:


"Wars of Religion, is a card driven game on the XVI century War of Religion in France.

The game can be played by two to three players ( three’s the best ). It simulates the clashes of the Religion Wars between the massacre of Wassy in 1562 and the signing of the Edit of Nantes in 1598. Eight successive wars were fought between the last Valois kings ( Charles IX and Henri III ) and the Huguenots, supporters of the new reformed religion and the Ligueurs, who held an uncompromising Catholicism backed by Spain.

Each of the three players will take control of the destinies of a faction and try to win at the end of the six rounds of the game. Not only will it have to impose itself militarily, but it will also have to win the mind through active propaganda.

a French Protestant of the 16th–17th centuries. Largely Calvinist, the Huguenots suffered severe persecution at the hands of the Catholic majority, and many thousands emigrated from France."


This is the Catherine card in the game

 This is what comes with the game:


One Mounted Map Board

One Counter Sheet

Three Player Aid Cards

Rulebook

Playbook

74 Character Card Deck

46 Event Card Deck

88 Black, Blue, and Red Colored Cubes

Three Die


Back of the box


 
The map is smaller than most at 16 1/2" x 23 1/2". However, it is mounted and is done to look like a 16th century map. So, that does add to the game's immersion. It is made up by areas instead of hexes. The counters are 1/2" in size. This is too bad because the artwork on them is phenomenal. The writing on them could also stand to be larger. They use a script that is meant to match the map, but it leads it to be slightly less easy to read. The three Player Aids are pretty much identical except the amount of 'Turncoat Leaders' is larger on the Royalist Card. These are made of hardstock and are easy enough to read. The typing on them also matches the time period. The Rulebook is nineteen pages long with the rules themselves being seventeen pages. This is in full color and reminds me of a magazine. The writing in it is very large. It does not have examples of play in it but does have some of the components and artwork. The Playbook is of the same material and in full color also. The first fourteen pages describe the Campaign Game 'The Wars of Religion' and a short scenario 'Te Deum for a Massacre'. There is then a section of Historical Notes followed by a small biography of the different historic characters used in the game deck. Then there is a section on all the different Event Cards. The Character Deck has a picture in the middle of the card of the personage it represents. It also tells which of the wars the character is in; more on this later. The Event Cards have a smaller picture from the time to decorate the cards. There is also a full explanation of the cards' uses in the game. Taking in the ensemble, Fellowship of Simulations has done an excellent job of using art to add to the immersion of the game. The small writing on the counters is the only thing that some players might have trouble with. 







 As mentioned, this game covers the six wars that occurred between 1562-1598. The French were busy little beavers trying to kill their enemies during this time. Maybe my disparaging of the young kings is over the top because of what a snake pit they were thrown into. This is a game of war and diplomacy with both being as important as the other. Especially when you add in the game of musical chairs thrown in by all of the characters involved in the skullduggery. 

 The game can actually be played by one, two, or three players. The game is good playing solitaire or with two people. However, it really shines when you have three players. Then it becomes a much more interesting game of 'And Then There Were None'. Bitter rivals can become the closest of friends given the right inducement. Each side has a good number of possible turncoats that probably have a plethora of coats in their closets. 

 This is the very abbreviated Sequence of Play:

Every game is comprised of six turns, each divided into
five phases.

1. Initial phase
2. Event Phase
3. Court Phase
4. War Phase
5. End Phase

 This is the War Phase of Play:

During the War Phase, each faction tries to capture
enemy cities while protecting its own. The War Phase
continues until all factions decline to take further
rounds, at which point the war for the current turn ends
and the winner of the war is determined.
War phase sequence:
a) Draw War cards
b) Armies deployment
c) Army leaders placement
d) War rounds
e) Determine War Winner

 The Playbook goes through an extended game turn with three people playing. Some might call this a deck building game. In this game it is more nuanced than that. Sometimes it is better to take a less efficient leader. One of the ways to end the war is by treaty. So, it is usually a good idea to take a writer into your deck. This is one of those games that is like an onion. It is very hard to describe play because it has layer upon layer of strategy to win the game. If you are interested in a deep game that has more than just war at its center, this game is for you.





 These are the games victory conditions:

"
A faction may achieve automatic victory at the end of
any game turn if it meets the following conditions:
- Royalist: the number of League cities is less than
six and the number of Huguenot cities is less than
six.
- League: the League faction controls twice as
many cities as the Huguenots.
- Huguenot: the Huguenot faction controls more
cities than Royalist and League combined and
control Paris.
If no faction has achieved automatic victory by the end
of the final turn, then count the total victory points as
below:
City control: the faction controlling the largest number
of cities earns (7) seven points, the faction with
the second-largest number earns (5) five points and the
faction with the least earns (3) three points.
Political conviction: the faction that has created the
most treaties earns (4) four points, the faction with the
second-largest number earns (2) two points and the
faction with the least earns (1) one point.
The faction with the most victory points wins the game.
In case of a tie, the winner is by order of priority:
the Royalist faction, then the faction allied with the
Royalist."

 As you can see, creating the most treaties gives you four points so that number is nothing to sneeze at. The card play and events allows anything to happen at pretty much any time. You might have a perfect plan built in your hand only to see it swept away in the next moment. The only thing the game does not give you is actual daggers to stick in your opponent's back.






 Thank you, Fellowship of Simulations, for allowing me to review this game. I am very impressed that you were able to design a game about the convoluted events in France at this time. I can see where it would definitely help a player to have knowledge of these times. However, the game can be taught to someone who knows nothing of the history behind it. Below is a link to my review of their Verdun game.

Robert

Fellowship of Simulations:

Wars of Religion France 1562-1598:

Verdun 1916, Steel Inferno my review:



 

  Fatherland: The Long Road Expansion by Flying Pig Games  For some unknown reason whenever I look at the title of this expansion, I am alwa...

Fatherland: The Long Road Expansion by Flying Pig Games Fatherland: The Long Road Expansion by Flying Pig Games

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




 Fatherland: The Long Road Expansion


by


Flying Pig Games





 For some unknown reason whenever I look at the title of this expansion, I am always reminded of the Nazis singing Die Wacht am Rhein in the movie Casablanca. Which, of course, is then followed by the Marseilles being sung by the rest of the patrons in the bar.


 I cannot do a rundown of the history behind the game because luckily it did not happen and hopefully never will. You will however get to test the different NATO and Warsaw Pact armaments from 1985. The biggest addition to the NATO forces in the game are:

10 - Leopard II tanks

10 - Leopard I tanks

10 - Marder (not the World War II variety) The 1985 Marder was equivalent to a Bradley Fighting Vehicle. It possesses a 20mm automatic cannon and also carries Milan anti-tank missiles.

1 - Tornado multirole aircraft

2 - PAH-1 helicopters

10 - Panzergrenadiers

You also get three of the last units of Jagdpanzers to be designed after World War II: the Jagdpanzer Kanone 90mm, plus several other vehicles.






 These are the only rule changes when playing this expansion:


As a member of Nato, West German forces use the American/NATO Action Cards.

Armed Mobs do not count against stacking restrictions.

Armed Mobs will never attack West German units.

The West German player may control Armed Mobs that are generated in a hex containing a West German Combatant.

The West German player may control Armed Mobs after a West German Combatant moves into their hex.

Armed Mobs controlled by the West Germans assume the morale of the best West German unit in the hex.





 So, in this expansion Flying Pig Games have gone for the straight military World War III simulation as far as units. There is no Yog-Sothoth unit, or any other nightmare added to the mix. This does not mean that they do not show up in some of the six new scenarios that this expansion brings to the table (literally).


 Fatherland comes with a new mounted map. It also contains a full counter sheet of those beautiful one-inch counters that came with the main game, The Long Road. So, now you can see how the Bundeswehr would have matched up against both Soviets and Vampires etc.


 This is a great add on for an excellent game. This is a piece from the rules of The Long Road:

"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 measuresanti-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."


 Now we can add to the mix a lot of West German troops and armaments. What is there not to like? Plus, we will get the grognards arguing about which one is better, the Leopard II or the M1 Abrams. The game system used is Mark H. Walker's Platoon Commander Deluxe. Which if you have not played in some version, I think you should check it out.


 Thank you, Flying Pig Games, for allowing me to review this expansion.


Robert


Flying Pig Games:

Flying Pig Games

Fatherland: The Long Road Expansion:

The Long Road | Flying Pig Games

My Review of The Long Road:

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


  Waterloo:  Napoleon's Last Army Featuring the Art of Keith Rocco Research and Text by Paul L. Dawson Published by Lombardy Studios  Cu...

Waterloo: Napoleon's Last Army Featuring the Art of Keith Rocco Research and Text by Paul L. Dawson Published by Lombardy Studios Waterloo: Napoleon's Last Army   Featuring the Art of Keith Rocco   Research and Text by Paul L. Dawson   Published by Lombardy Studios

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




 Waterloo: Napoleon's Last Army


Featuring the Art of Keith Rocco


Research and Text by Paul L. Dawson


Published by


Lombardy Studios






 Cuirassiers, Hussars, and Dragoons oh my! That is not even mentioning the Chasseurs and Lancers. Of course, we also have to add in all of the different types of infantry and artillery. 



Naturally, the pictures in the book do not have the watermark. It is just so they are not passed about the internet. This picture is  Artillerie a Pied de La Garde



 This is a big coffee table sized book. However, unlike most books that size that are long on pictures and not very deep, this book is extremely informative while also being canyon depth. When you hold the book in your hand it has real heft to it. Then after you look at the picture on the cover you realize you might just have a treasure in your hand. Once you open it there is no more doubt. This is the definitive book on the dress and equipment of all the units of the L'Armée du Nord that Napoleon commanded in the 1815 campaign.



93e Regiment de Ligne Tambours



 This is what Lombardy Studios has to say about the book:

"64 original paintings portraying many of the French Army units at Waterloo
Over a decade of research and artistic rendering by Keith Rocco went into producing the paintings in this book
150+ photographs of historical artifacts from the holdings of three museums and seven private collections
Foreword by David Markham, President, International Napoleonic Society"



7e Dragons 1815 Chef dEscadron Marligne



 "176 oversize-format 9 3/8” by 13 1/2” large pages
128 pages featuring 64 Keith Rocco soldier paintings – 32 Imperial Guard and 32 Line units
Full color throughout
Fine high-grade, art quality paper
Facing pages feature descriptive text relating to the subject of the painting along with captioned photos of rare artifacts depicted within the artwork
An added plus: 28 more pages dedicated solely to beautifully photographed and captioned artifact photos
Illustrated Uniform Glossary in French and English
Index of units and officers that are portrayed in the book’s paintings
4 large horizontal battle paintings on 2-page chapter title spreads, including:
Plancenoit – Guard Infantry & Artillery chapter. A NEVER-BEFORE-PUBLISHED PAINTING OF THE IMPERIAL GUARD FIGHTING IN THE CEMETERY! The artist created this painting especially for this book.
Empress Dragoons – Guard Cavalry chapter.
The Great Gate of Hougoumont – Line Infantry & Artillery chapter.
Quatre Bras – Line Cavalry chapter."



Shako Plate and Cockade of a Grenadier in the 27th Line Infantry


 This is an absolutely amazing magnum opus for both Mr. Rocco and Mr. Dawson. Speaking of Mr. Dawson (historian, researcher, and author), he has put over two decades worth of time into this book. So, if you are keeping score this book has over thirty years of research put into it. Very few books can boast that claim.


Coat of the 25th Line Infantry Regiment Voltigeur Company


 Every page is a blaze of color and information. This book is a miniatures wargamer's treasure trove. Actually, I take that back. This is a treasure for anyone who has the slightest interest in the last French Army that Napoleon commanded. 

 This little tidbit of history is on page twelve:

"At Waterloo, the 3rd and 4th Regiments of the Foot Grenadiers attacked the Allied line in a final, futile attempt by Napoleon to break the British before the Prussians could tip the balance against the French"

 In 1815, the 1st and 2nd Regiments of Foot Grenadiers were the 'Old Guard'. The 3rd and 4th Regiments were the 'Middle Guard'.



Line Lancers Helmet

 The pictures that I have included are only a tiny amount of what you will find in its pages. To be honest, I am usually not impressed by books that have this many paintings and pictures. My tastes turn more to the books that are heavy on type and maps. So, even I was surprised how much this book enraptured me. Of course, for each Rocco illustration there is also a full page of information about the formation shown.

 I must admit that I have always had a soft spot in my heart for Cuirassiers. I have watched all cavalry charges on film innumerable times. However, if the charge includes those armored fellows, I am rapt to the screen. Oh, the 'Big Boots' or 'Gods' of the Imperial Guard are incredibly impressive but give me a Cuirassier charge any day. The pictures that Mr. Rocco has done of my favorite horsemen have left me in awe of his ability.


I had to add this picture of Mr. Dawson in the uniform of 'The Gods'


 I would definitely say run, walk, or crawl (or use your mouse) and head toward Lombardy Studios to pick up your own copy. You will not be sorry. Thank you, Mr. Lombardy, for allowing me to review this garden of Napoleonic delights. Now, please excuse me. I have to watch some War and Peace.

Robert

Lombardy Studios:

Waterloo: Napoleon's Last Army Featuring the Art of Keith Rocco and Research and Text by Paul L. Dawson:

P.S. for you board wargamers the work is proceeding well on Mr. Lombardy's new Stalingrad game.
hpssims.com