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  Strategy & Tactics #338  Russian Boots South, Conquest of Central Asia by Strategy&Tactics Press  When you talk about Strategy&...

Strategy&Tactics #338 Russian Boots South, Conquest of Central Asia Strategy&Tactics #338 Russian Boots South, Conquest of Central Asia

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




 Strategy & Tactics #338 


Russian Boots South, Conquest of Central Asia


by


Strategy&Tactics Press






 When you talk about Strategy&Tactics magazine the word venerable comes to mind. Unfortunately, the word also has some connotations attached to it. Such as: old, no longer of use, and perhaps stodgy. In sports, it is definitely used to convey a loss of a competitor's edge. As in, he was a venerable contender for the crown. Yes, you can call Strategy & Tactics venerable, but only if you are thinking of its direct meaning. Merriam Webster's says this: "calling forth respect through age, character, and attainments". Only in this respect is Strategy & Tactics to be thought of. Even if it had been around since I was young it still has the competitor's edge. If you compare it to any other history/wargaming magazine of today it can easily hold its own. To be honest, it has only gotten better over the years since its first release. This review is about S&T's #338 issue. Let that number sink in. You should also see the writers and designers' names that have graced its issues. There you will find a plethora of our hobby's notables. That is enough of the past; now let us look at this issue and the ones to come. Here is some of its index:


Russian Boots South: The Conquest of Central Asia
   By Joseph Miranda

Hill 395: Korea, October 1952
   By Jon Cecil

The Gallipoli Campaign, Part 2: A Strategic and Operational Analysis 
   By John D. Burtt 

End of the Safavids: The Battle of Golnabad, 1722
   By Vernie Liebl

Flashpoints:

  Will Russia Use Tactical Nuclear Weapons in Ukraine?
   By Gilberto Villahermosa

  Syria Update
   By Andrew Mulholland

  The Cuban Air Force in 2022: A Shadow of its Former Self
   By Javier Romero Munoz

For Your Information:

  Assyrian Siege Warfare
   By Cam Rea

  Anti-Communist Uprisings in the 1950s
   By Maciej Lonasz

  Operation Fork: The Allied Invasion & Occupation of Iceland
   By Jon Cecil

  As usual the magazine is filled with many more historical tidbits. 

 
 To be honest, I really did not know anything about the Russian conquest of Central Asia during the 19th century. I assumed that those areas were taken over much earlier. I have read about the 'Great Game' between Russia and England, but that is almost entirely about their actions in and about Afghanistan. I also knew very little about Persia and its history after the age of Timur. Opening up an S&T issue has always been an immense pleasure of mine. This is because I learn at least one thing, if not many more, new about military history. 



The Central Part of the Central Asia Game Map


  Russian Boots South is the name of both the issue's game and the largest article in this issue. This is one of the greatest points about wargaming that I absolutely love. You not only get to read about the actual history, but you also have a chance to be in the protagonist's shoes as it were, even if you do not have any intention of playing the game. The map that comes with the game will make that point in history much clearer to you. 

 The next article is about the battle for Hill 395 from October 5th to 15th 1952. While reading about the first attacks to take the hill from the South Korean defenders, the movie The Battle of the Bulge came to my mind. The defenders rolled napalm charges down the slope toward the Chinese attackers. This is another excellent article that, as usual, is full of maps. The lack of maps is a sore point in many military history books. S&T has never had this problem. 

 Tha next article is the second of two parts on the entire Gallipoli Campaign. This really caught my attention. As I grow older my interest in all things about World War I has skyrocketed. The Gallipoli Campaign is one of WWI that I especially like to read about. 

 Then we go into the 'End of the Safavids: The Battle of Golnabad 1722'. Reluctantly I have to admit that I do not ever remembering hearing or reading about this ruling house of Iran. I certainly never heard of the battle that brought the Safavid Empire to a close after ruling for 221 years.

 As I stated, the rest of the articles and the smaller insets about military history are there as they are in every issue, chock full of information that makes an old grognard blush for not knowing them.
Assorted Counters


  As mentioned, the game inside this issue is 'Russian Boots South: Conquest of Central Asia'. The area of the game is bordered by the Caspian Sea, Persian Empire, Kingdom of Afghanistan, and China. You will play either the Russians or the different Khans in the game.

 The map itself is 22" X 34" with the hexes representing roughly fifty-three miles across. The map is just as good as one you would find with any boxed wargame. The color scheme and the terrain depiction works very well on the map. There are 176 5/8" counters. The hexes on the map are also nice and large. The troop counters represent 1000-5000 men. The rules are done in normal size type and are sixteen pages in length. There are three scenarios. Each game turn represents a span of one to six years. The rules are done in full color. The only thing they are missing are examples of play. However, this is a magazine and only has so much room to stuff all it does between its covers.

 The game system is based on other games for S&T: They Died With Their Boots on, Julian, and Sepoy Mutiny. This is one of the games that wargame magazines were made for. I would be surprised if many wargaming companies would take on a relatively unknown part of history like this. S&T has brought many of these games that are a niche of a niche to the wargaming table. 

 The game is a good one. It takes a while to get used to the terrain and your troops. There is a 'Great Game' table that marks the level of how each player is doing in the game. The higher the number, the better it is for the Russian player. The lower the number, the Khanates are doing better. To make the fog of war more interesting there are also an Incident Table and a Fortunes of War Table. The designer, Joseph Miranda, has added these optional rules to make the game even better:

"26.0 RAILROAD CONSTRUCTION & RAIL OPERATIONS 
The Russians can build the Trans-Caspian Railroad. The 
Railroad connects Krasnovodsk to Khokand fortress. 

26.1 Starting the Railroad
Railroad Construction is done as part of the Russian 
activation of the Caucasus Sub-command, during the 
Movement sub-phase. To start Railroad building, the 
player must have a Railroad Engineer in the start hex 
(Krasnovodsk). Expend one OP (8.0) to move the 
Railhead marker in the hex. 

26.2 Continuing the Railroad 
To further extend the Railroad, move the railroad 
engineer unit up to its movement factor along 
contiguous railroad hexes. For each such hex, expend 
one OP and move the Railhead marker. 

26.3 Railroad Movement 
To use Railroad movement, a mobile ground unit starts 
or moves onto a railroad hex. Expend one MP and 
move the unit an unlimited number of hexes via 
contiguous railroad hexes. If the unit has movement 
factors remaining, it can continue to move normally. 
Railroad and non-railroad movement can be combined 
in the same Movement phase. 
EZOC: A unit may start in in an enemy ZOC when it 
begins rail movement . It must cease its rail movement 
when entering a hex in an enemy ZOC. (This is a special 
case for 15.0). 

26.4 Railroad Supply 
Units on a railroad are automatically in supply if they can 
trace a line of railroad hexes back to a Russian 
controlled port or fortress hex. All intervening hexes 
must be clear of enemy units and their ZOC. 
ZOC do block rail lines of supply. 

26.5 All the Live Long Day 
Only Russian mobile ground units can use the railroad. 
Once built, a railroad hex can not be destroyed. 
The railhead marker has no other effect on play. 
The Railroad Engineer can also move without building RR 
hexes. 

26.6 RR and Victory Points 
When playing a scenario ending on Turn 8, modify 
Victory Points (5.2) by one of the following: 
No RR built: -6 
RR reaches Geok Tepe: -3 
RR reaches Merv: 0 
RR reaches Bokhara: +3 
RR reaches Samarkand: +6 
RR reaches Khokand: +9 

27.0 MORALE 
Historically, winning big battles did much to shift overall 
morale in Central Asia. 

27.1 Incident Markers 
1) if the attacker plays an Abject Lesson marker and 
pursues into a fortress, raise the Great Game index by 
one. 
2) if the attacker plays an Agent marker and pursues into 
a fortress, lower the Great Game index by one. 
Note: these effects are in addition to the index shifts for 
gaining control of the fortress. 

28.0 RUSSIAN REORGANIZATION
In the 1870s the Russian military went through an 
extensive reorganization and modernization of 
armaments. Therefore... 

28.1 On turns 1 to 3: 
1) Recruiting: the Russians pay one additional OP for 
each regular cavalry, infantry and artillery unit 
recruited. Other units are recruited per the Outfitting 
Chart. 
2) Cavalry Pursuit: Russian regular cavalry can Pursue 
only one hex instead of two hexes (19.0). 
27.2 Starting with turn 4: 
The above special cases are dropped; use the normal 
rules for Recruiting and Pursuit. 

29.0 ANGLO-RUSSIAN WAR 
Historically, both the Russian and British empires were 
reluctant to engage in open armed conflict with each 
other. Therefore... 

29.1 Open War 
The first time in a turn a Russian unit attacks a British 
Empire unit or vice versa, raise the Great Game index 
by one. Open War is applied on each such turn. It is 
applied only once per turn, regardless of the number 
of such attacks. 

29.2 Empires Only 
This applies only to the three Russian and the British 
Empire Sub-commands, not to other Sub-commands 
controlled by the players. 

29.3 Apocalypse in the Steppes 
If as a result the Great Game Index is pushed above the 
max number, the game comes to an immediate end 
(special case for 7.1). Check victory per (5.2)"


 Thank you S&T for allowing me to review this issue. The components and magazine are up to their normal level of history and gaming goodness. I will soon have a review posted about S&T issue #339 Saddam Moves South: What If.

Robert

Strategy&Tactics #338 Russian Boots South, Conquest of Central Asia:

  Fight for a Throne The Jacobite '45 Reconsidered by Christopher Duffy  'Bonnie' Prince Charlie and the '45 has always been...

Fight for a Throne: The Jacobite '45 Reconsidered by Christopher Duffy Fight for a Throne: The Jacobite '45 Reconsidered by Christopher Duffy

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



 Fight for a Throne


The Jacobite '45 Reconsidered


by


Christopher Duffy






 'Bonnie' Prince Charlie and the '45 has always been one of my favorite historical times. Even though, I would have fought on the losing side. It stands to reason, because one of the first songs I was taught as a child in parochial school was the 'Skye boat song'. The first part of the song:


"Speed, bonnie boat, like a bird on the wing,

Onward! the sailor's cry.

Carry the lad that's born to be king!

Over the sea to Skye."


 I later grew to like the taste of Drambuie, supposedly a favorite of Prince Charlie. Enough about me; let us head toward the book.


 Prince Charles Edward Stuart landed in Scotland on the 23rd of July 1745. He was called the 'Young Pretender' (his father James Francis Edward Stuart was called the 'Old Pretender'), because his grandfather James II was forcibly removed from the English throne in 1688. The author shows us that the Jacobite (not to be confused with the Jacobins) cause had many adherents in the British Isles and Ireland. This book goes through all of the history of the Jacobites before we get to the '45. 


 The prince landed in Scotland against the wishes of his father and in the company of seven gentlemen. While discussions about him landing had always included a good number of French troops (He and his father lived in France. Louis XV used them as pawns against George II of England), he landed with no troops whatsoever. The sheer lunacy of his act of essentially invading Scotland with a total of eight men should be clear.


 The author goes into all of the twists and turns of Scottish Highlands politics of the time. He shows us how Charlie was able to raise a rag tag army that came much closer than it should have to taking George II's throne. He had even been able to invade England before his Scottish troops and lairds pulled him back to Scotland. The story continues through their retreat to the Highlands. They were being chased by British Regulars and their rotund commander the Duke of Cumberland. He was George II's favorite son and George III's brother. Because of his harshness in the Highlands, he was nicknamed the butcher. The book goes into how the Jacobite cause was virtually wiped out after the last battle on English soil Culloden was fought.


 One thing that the book has enormous amounts of is large wonderfully clear maps. In Appendix II there are thirteen! weather maps corresponding to the major events of the campaign. This book is certainly one of the best books I have read that allows the reader to keep up with where and when by the use of these spectacular maps. I have seen books that have maps that look like the author drew them on a drink napkin in the dark. 


 Thank you, Casemate Publishers for allowing me to review this large, 600+, pages work. This is an excellent history of the Jacobites and the '45. Did I mention that it has maps?


Robert

Book: Fight for a Throne: The Jacobite '45 Reconsidered

Author: Christopher Duffy

Publisher: Helion & Company

Distributor: Casemate Publishers



 SONG FOR WAR FROM INVICTA REX Song for War came to my attention some time back when seeing it mentioned in ZillaBlitz's list of top te...

SONG FOR WAR SONG FOR WAR

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

 SONG FOR WAR

FROM

INVICTA REX



Song for War came to my attention some time back when seeing it mentioned in ZillaBlitz's list of top ten games, even though it hadn't even been launched on Kickstarter.  After his later videos unboxing and playing through some turns I was sold on this game enough to contact Chris Helm at Invicta Rex.  This led initially to a transatlantic phone call and then a session discussing and playing Song for War with Chris and his fellow designer, Seth Stigliano, on Tabletopia!
There is a lot to unpack both literally and figuratively.  The setting is the whole Mediterranean theatre of WWII presented in an area map painted in some of the richest and most dynamic colours, whether land or sea.  It is eye-poppingly stunning and clear, but clear! The land masses stand out dramatically against the sea areas which are themselves striking, both in changes of colour and in the scattering of depth numbers.  Though the latter play no functional part in game play, they add to the feel of you as supreme commander, pouring over just this sort of operational/strategic map in your nation's war room.

The whole shebang- map, units, markers etc...

Next up are the units - which explains the game's serious heft factor. That's because the proto-type units are wooden with images of the units pasted on.  The final components will remain solid wood pieces, but with even more sumptuous silk-screen printing.  There is a magnificent range, covering various types of ships, aircraft and land units.  Here too the colours are strikingly bold: Germans in red, Italians in yellow, British in blue and US in green.  Not exactly conventional, but you certainly won't confuse them and the whole effect of map and counters is amazing.  You just can't wait to be manoeuvring your units around on this stunning vista.

A closer look at just a small number of units
As you can guess from the four nations, this can accommodate from two to four players.  Perhaps too, because of the desire to accommodate four players, one of whom will be the US, the time span of the main Scenario [6 Turns] is from just before the landings for Operation Torch in November 1942, while a second shorter scenario [4 Turns] starts in April 1943.  Personally, there's more than enough action here to satisfy me with either time span, but the lack of an earlier starting date has been a disappointment for some. My initial thought was that with the physical components at your disposal, I imagined enterprising aficianadoes would be hot on the trail of self-designed preludes.  However, having met the designers, albeit via online video, I'm not surprised that they're already responding by working on just such earlier scenarios.  

More of the stunning counters and map design
To return to those four players, you'll be playing as two teams of two cooperative players.  That in itself appeals to me, because like many other aspects of this game it adds to the sandbox element of the game's concept and intention.  Player personality may definitely exert an influence here.  Will your co-nation player be an accommodating partner or will the sort of historical rivalries that bedevilled Allied relationships raise their head, as each of you thinks they know best how to pursue this war. 
It's worth emphasising the sand box nature of this game that I've just mentioned.  This game will only go down an historical road if all the players choose to follow it.  This is NOT a game scripted by its rules to pursue a largely defined historical path.  In fact, some of its most innovative elements will, I think, lead you in the opposite direction. 
British ships in deadly danger from Italian forces

Song for War's conception certainly visually has roots back in the designers' younger days playing Axis and Allies and conversation with them confirmed that, but in all respects they have equally achieved their goal to produce something richer and deeper and truly innovative. They've also succeeded in producing a system that is both highly interactive, while retaining a high fun-level factor - an element that has been singled out by all the enthusiastic video reviewers. 
Before moving on to explore the overall system in more detail, I'd like to take you through some of the details regarding the final finished product.  What you already see in the prototype is stunning in its own right, what you will get in the released game will be even more so.

The map from the Axis perspective
First of all that gorgeous map will be mounted in two sections, each of six panels combining to form a 54"x 31" playing area.  The majority of the many [475 to be precise] units will be  silk-screened on painted wooden pieces, while the 24 unique pieces will be in 3D plastic.  The hidden fleet dials will be cardboard fastened by a plastic rivet and each of the four nations will have a very solid Play Aid detailing all the relevant information for each unit.  Victory objective markers will also be wooden and each nation has a small deck of National Support cards.  Finally the Rule Booklet is a substantial full colour print measuring 330mm x 330mm.
All this, even in its prototype form, was enough to do more than get my attention.  Added to this were the extensive playthroughs on YouTube presented by reviewers and the designers themselves.  However, the absolute certainty that I wanted this game was cemented by having the opportunity to explore directly the system via Tabletopia with the two designers, Chris and Seth, and discuss with them their intentions and the background to the game and its design.
The British Play Aid

At first sight, each game Turn [called Stages] appears fairly conventional and consists of four Phases.  
Phase One : Tactical
Phase Two : Victory 
Phase Three : National Support
Phase Four : Resupply
Phases 2 - 4 are very swift to execute.  
Victory Phase 
This is the simple observation of the VPs  racked up this turn by each of the two sides, Axis and Allied.  These are scored for a variety of Objectives and the total will be visually recorded by wooden tiles which are placed against  a printed scale on the edge of the map.  No need to do even the simplest of addition.  The linear placement of these tiles will always record exactly what the score is at any point in the game. Both sides have totals which, if achieved, immediately win the game.
National Support Phase  
At the beginning of this Phase, each nation will draw 2 cards from their individual deck of National Support cards and will also be given a very small number of National Support tokens which they can spend to buy these cards.  Tokens may be saved from Stage to Stage and the cards cover four categories -  Strategy, Unit Upgrades, Unique Units and Events.  All of these will impact play either temporarily or in the long term.  It's for you to decide which cards to buy  and when you play them.  Plenty of decision making and flavour here.
The distinctive backs of each Nation's National Support Cards

Resupply Phase
Each nation gains supply points from the Objectives they control and can purchase new units with them.  The rules for this Phase are still simple, but a step up from most games, as each Objective is rated for Land, Sea and Air supply and obviously you can buy only the appropriate type of unit with its corresponding supply type.  Add to that the additional effect on your supply of controlling shipping lanes on the map and you can see just one significant way the designers have sought to create a much more detailed and realistic game, with simple, clear rules.
Tactical Phase
Though the first Phase in each Stage, I've kept it for last, as it is the heart of the game, will occupy most of your playing time and contains all of the most innovative elements of this game.  The designers' goals were to achieve a highly interactive system with little downtime that would appeal to a wide range of gamers.


The table showing all Movement steps and all Combat steps

Here is how they have achieved their goals. The first, and in my view, most significant decision was to divide the Tactical Phase into six separate Movement steps, with some lighter, faster units [e.g. fighters] having the ability to move [and potentially attack] in more than one of the Movement steps.  To explain further I shall outline play in Stage 1.
Being an odd numbered Stage, the two Allied Nations go first.  [On even numbered Stages, the Axis go first.] So they perform Movement Step 1- fighters and submarines move and as they move into an enemy occupied area they place a Combat marker and then resolve any legal attacks in the order shown on the Combat steps side of the table above.  Any defending enemy units that can legally fire do so.  This combat is simultaneous and as in many games, Combat is only mandatory when entering an area solely occupied by enemy units; on entering a contested area it's optional. 
Next the Axis nations repeat exactly what the Allies did - moving their fighters and submarines, marking where combat must occur and both sides performing eligible fire simultaneously. Each of the first five Movement steps follows this identical pattern creating an exceptionally highly interactive system of movement and combat.  
Movement step 6 is different, as all aircraft simply return to eligible bases or aircraft carriers.  Beware moving aircraft moving in earlier turns and being out of range of bases to return to.  Beware even more the enemy capturing your base/s!
This intertwining of Movement and Combat is, as far as I'm aware, the unique design concept and one that has been developed to make play engrossing and above all a fun experience. Inextricably part of this is the equally innovative handling of Combat.  Virtually all units are divided into one of three categories of Firepower shown by a colour code: blue, yellow or red. Similarly, each unit will also be designated as belonging to one of three defensive Armour colours; once again blue, yellow or red.  This hierarchy of colour from blue to red runs from weakest to strongest.  So a unit of blue Firepower can only hit a unit of blue Defence armour, whereas a unit of yellow Firepower can hit units that have either yellow or blue Defence armour.   To make this system even easier to operate, there are matching blue, yellow and red dice.  In among this are a very, very few special units that have the greatest strength and these are coded black!!  A further look at the British Player Aid below shows that for this nation blue and yellow predominate.

Every single piece of information needed is to be found on this one Player Aid for each nationality.  Movement, Armour type and Firepower type along with a variety of symbols that tell you what type of units you can attack, any special abilities that the units possesses and the cost to buy the unit in the Resupply Phase.  Consequently, each of your units simply displays a very familiar identifying image and an equally familiar lettered designation e.g. a tank symbol and the letter T.  The final item of information on the Player Aid is each unit's Firepower hit number.  No complicated combat charts, just a simple "to hit" number - roll equal or higher on a 12-sided dice and you've scored a hit.  Another factor I welcome wholeheartedly in the Combat system is that normally a unit can only fire on units that are of the same or lesser Defence colour as the Attacking unit's Firepower colour.  However, a neat addition allows two units of the same Firepower to defer their attack until the very last step of Combat in order to fire on a unit whose Defence Armour is one colour level higher 
Alongside these broad, overarching, distinctive elements of the system are some additional simple features either not generally found in most war games or here given greater definition without greater complexity of rules.  These include features such as: units when moving can attempt pass-through movement at the expense of suffering a simple defensive die-rolls; and more nuanced distinctions between eligible targets   

An area marked for Combat
[note the black marker indicates the Axis are the Attackers]

Only one area has raised a question and that is solo play and, in particular, the lack of a designed solo system.  As a gamer who began in the fairly early days of the hobby, when approx. 75% of gamers played entirely solo for lack of anyone else, the simple and only solution was play both [or even multiple sides] to the best of your ability.  All I would say for Song for War is that virtually everything that makes its system so innovative and special - namely its high degree of interaction, multiple simple steps, multiple avenues of movement and multiple paths to capturing the crucial Objective areas - make a solo system either impossible or would produce an A.I. that would remove the very fluidity, variety and flexibility that is the heart of this game.  I, for one, will happily want to explore this game solo playing all sides as best I can, while seeking every opportunity to play it with all number of potential players, whether two, three or four. 

A final look at the whole picture 
Behind the qualities of this game are the co-designers and producers of this game, Chris and Seth, who have been incredibly generous of their time in discussing and allowing me to share in game play with them and readily respond on the various internet platforms to all questions and suggestions.

So to sum up, here are the key factors that make me consider this game an absolute must-have.

OUTSTANDING PRODUCTION QUALITIES
STUNNING VISUAL AND TACTILE APPEAL 
HIGHLY INTERACTIVE SEQUENCE OF PLAY
MAJOR INNOVATIVE INTEGRATED MOVEMENT AND COMBAT SYSTEM
EASY TO EXECUTE MECHANICS
GREAT VARIETY OF PLAY
AND ABOVE ALL ... A FUN EXPERIENCE 
  

 

  The Hill of Death: Champion Hill by Tiny Battle Publishing  I will be the first to admit that I knew very little about the campaign to tak...

The Hill of Death: Champion Hill by Tiny Battle Publishing The Hill of Death: Champion Hill by Tiny Battle Publishing

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




 The Hill of Death: Champion Hill


by


Tiny Battle Publishing







 I will be the first to admit that I knew very little about the campaign to take Vicksburg and some other events in the Western Theater of the American Civil War. So, I did what every other red blooded grognard would do and I read up on it. For me, wargaming is as much about the playing of the game as it is in learning about the history of what is depicted.  Rather than me just spouting off some history that I just assimilated I will leave it to the master, Hermann Luttmann, to describe the history and the game.


"The Hill of Death is the first game in the new "Shattered Union" American Civil War series by Tiny Battle Publishing. The series is designed to be accessible and fast-playing, suitable for gamers of any experience level. It is based firmly within the core design philosophy of the Blind Swords and Black Swan systems, but will focus on more obscure or over-looked battles and campaigns, including some fictional "what if" battles that could have occurred during the war. The entire series is governed by one relatively simple set of standard Series Rules, which are altered in each game by a few Game Module specific rules.


The Hill of Death is the first Game Module in the Shattered Union series and covers the entire Battle of Champion Hill. This critical engagement was fought just outside of Vicksburg, Mississippi on May 16th ,1863, between the Union Army of the Tennessee (under Major General Ulysses S. Grant) and the Confederate Army of Vicksburg (under Lieutenant General John C. Pemberton). Grant successfully landed his Union army on the shores of the Mississippi River and quickly advanced inland towards the Mississippi state capital of Jackson. General Joseph E. Johnston’s Confederate force made only a token effort at defending the city and then Johnston instructed Pemberton to sally forth from the Vicksburg fortress and attack Grant’s line of supply. On the morning of May 16th, Pemberton’s Army of Vicksburg was in route to fulfilling that mission when it received new orders from Johnston to turn around and join him near the town of Clinton. Pemberton hesitated and as he contemplated his next move, Grant about-faced the Union army. Leaving most of Sherman’s Corps to hold Jackson, he began a determined advance against Vicksburg and Pemberton’s strung out and confused Rebel army. The Battle of Champion Hill was underway, and the fate of Vicksburg hung in the balance."


 This is what comes with the game:

1 – 17" x 22" Map

189 – Counters

45 – Cards

1 – Player Aid

1 – Series Rulebook

1 – Game Module Rulebook

5 – Six-Sided Dice (Red, White, Black, Blue and Gray)






 So, Mr. Luttmann has developed a third rule set of games for American Civil War Battles. This can only be a good thing for us grognards (Along with being a terrible thing for our wives and wallets. Come to think of it, someone should use wives and wallets somehow in a game or company title. Maybe even a gaming convention named 'Wallets sans Wives') 


 If you did not know, Tiny Battle Publishing is the little brother of 'Flying Pig Games'. To illustrate the difference just look at A Most Fearful Sacrifice and this game next to each other. Unlike David and Goliath you do not have to pick a side with these two. With Tiny Battles games you get the best of both worlds: great games with a very small footprint and quick play. You do not have to build on an addition to your house and buy a regulation pool table to set up your copy of A Most Fearful Sacrifice.








 The map is smaller than usual for most games at 17" x 22". However, this is to be expected from a company named Tiny Battles. It looks even smaller because the hexes are one inch wide. So, there is no trouble with cardboard clutter. The map is very well done and very easy on the eyes. It is one of those maps that you would like to copy and put on your wall. As you can see, it is easy to see what terrain each hex is made of. The addition of the names of the different families and their dwellings is a nice touch. It also helps to use the map to follow along with books about the battle. The counters are large at 3/4". They are extremely easy to read, and you can eschew your magnifying glass when playing. The colors are the standard blue and butternut for the Union and Confederate units. The game comes with one large 11" x 17" double sided Player Aid. It is in full color and made from hard stock and laminated. It really reminds me of a restaurant menu in size, color, and the type size. One side has all of the tables needed for the game. The other side has the Sequence of Play etc. on it. Like most games in a series there are two different Rulebooks: one for the series and another for rules that will only apply to the game itself. The Series Rulebook is fifteen pages long. It is made of your normal rulebook paper and is in full color. The type is a bit small but still readable. There is an index included on the first page. The game Rulebook is only eleven pages long with the last page of the Rulebook being another copy of the tables used in the game. The rules take up only five and a half pages. After the rules come the setup and Victory Conditions for the two scenarios. This is followed by a write up about the Optional Units that both sides can add to the game. The game comes with forty-five cards. These are the normal game size cards, but they do seem to be a little sturdier than most. There are Event Cards and Formation Activation Cards. The Formation Activation Cards come with a black and white picture of the units' General or CIC. The components as a whole are as good as you would see on more of the 'larger' games in our hobby.







 This is the Sequence of Play:


1. Game Turn Marker Phase

2. Command Decision Phase

3. Held Formation/CIC Activation Card Phase

4. Activation Phase

  a. Draw Activation Card Step
  
  b. Immediate Event and Wild Card Step

  c. Formation Activation/CIC Card Step

  d. Fire Combat Step

  e. Movement Step

  f. Close Combat Step

  g. Regroup Step

  h. End Activation Step

5. End Phase

  a. Held Event Card Step

  b. Rest and Victory Point Step



 So, what we have here is a new subset of Mr. Luttmann's rules that are a bit streamlined for smaller battles. For those of us who wanted to have the battles of the American Civil War that did not make the 'A' list- Antietam, Chickamauga etc. this is a bit of a Godsend. Champion Hill probably influenced the ending of the Civil War as much or more than any of the much larger battles. 


 How does the game play? Fast and furious, as the designer intended. The footprint of the game and play time are both on the small side. The game is listed as taking two hours to play. From my experience that seems just about right. Of course, it helps if you have played some of his other designs. Naturally, two newbies to the systems are going to take longer on at least their first playthrough.  The game includes rules and counters of the Confederate Army Supply Wagons. As the Confederate player it behooves you to keep them safe. The rules also include some Optional Units for both sides that could have been present at the battle. I would say to get a least a game or two under your belt until you dabble with these 'what ifs'. The game system, like Mr. Luttmann's others, replaces a chit pull or die roll with cards for unit activation etc. So, he has been able to add many different actions that the player would not have if he just pulled a chit that activated x units. It adds a whole new layer to the 'friction' of board wargames.





 One thing about the Tiny Battle games is that if you are so inclined you can buy a PDF of the game and print everything out yourself at a substantial saving. My very few efforts at this have been underwhelming, to say the least. However, I have seen some people who have done it perfectly. Thank you, Tiny Battle Publishing, for allowing me to review another great game from Mr. Luttmann. It plays quickly but is still pretty deep. It also plays well within the bounds of historical accuracy.

Robert

Tiny Battle Publishing:

The Hill of Death: Champion Hill:

A review of The Devil's to pay: The first day of Gettysburg:

A review of Cruel Morning Shiloh 1862:


'85 Afghanistan: Graveyard of Empires  by Flying Pig Games  The aeronautical porcine is at it once again. This time they take us to Afgh...

'85 Afghanistan: Graveyard of Empires - A Squad Battles Game by Flying Pig Games '85 Afghanistan: Graveyard of Empires - A Squad Battles Game by Flying Pig Games

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



'85 Afghanistan: Graveyard of Empires 


by


Flying Pig Games






 The aeronautical porcine is at it once again. This time they take us to Afghanistan in the 1980s. This is when the USSR tried their hand at pacifying that country. For Russia to have control of Afghanistan had long been a part of their strategy. England and Russia played the 'Great Game' for it during the 19th century. Now the USSR tries to see if they can do better than the Tsars. This is the second game in their Squad Battle Series. The first was '65 Squad Level Combat in Vietnam, which has earned some very deserved kudos from the wargaming public.



  This game is on Kickstarter right now. It has already almost doubled the first pledge hurdle. Now it is working on its stretch goals.




 "’85 Graveyard of Empires is the second game in the Squad Battles series. Building on the mechanics introduced in ’65 Squad Battles in the Jungles of Vietnam, Graveyard of Empires (GoE) features squad-level battles between the Afghan Mujahideen and Soviet Red Army in a card-driven, hex and counter game."




  "GOE introduces card-activated events, immersive helicopter rules, more tactical decisions, new powers and abilities, and of course beautiful counter and game board art. The counters are 1” or larger (for the vehicles) and the game board hexes are huge. Included are counters for Mujahideen RPG and RPD teams, rifle squads and heroes, as well as captured T-55 and BMP armored fighting vehicles. The Soviets respond with Spetsnaz, line rifle squads, heroes, Hind-24 attack helicopters and several types of AFVs, such T-55, T-62 tanks, BMPs, BTRs, and more."






 To add to the game, you can also buy an add-on that allows you to play solitaire.




 "Alone in the Mountains is a solitaire expansion for '85 Graveyard of Empires. Utilizing an updated version of the same solitaire system used in Night of Man and '65 Squad Battles in the Jungle of Vietnam, Alone in the Mountains comes complete with a full sheet of counters, a new map, rules, solitaire action cards, and 6 solitaire scenarios for Graveyard of Empires. All that for only $45."


 The soaring swine have some of the largest and beautifully made games in the wargaming world. I urge you to take a look at this and all the others they have to offer.


Robert


'85 Afghanistan: Graveyard of Empires -A Squad Battles Game by Mark H. Walker — Kickstarter

A Most Fearful Sacrifice 2nd Edition/Reprint | Flying Pig Games

Old School Tactical | Flying Pig Games

Bohemund of Taranto Crusader and Conqueror by Georgios Theotokis   This is a very informative book on not only the man himself, but also the...

Bohemond of Taranto: Crusader and Conqueror by Georgios Theotokis  Bohemond of Taranto: Crusader and Conqueror by Georgios Theotokis

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



Bohemund of Taranto


Crusader and Conqueror


by


Georgios Theotokis 






 This is a very informative book on not only the man himself, but also the age he lived in. As far as the man, we do not have many books at all about him in any language. So, this volume is more than welcome.


 The book is filled with information that is not known to many. For example: his birth name was actually Mark. Because of his size at birth, he was given the sobriquet of 'Buamundus Gigas' the name (Gigas means giant) of a mythical giant whose story is lost in the ravages of time, according to the author. He was of Norman extraction (Normannorum being the Latin term for Northmen). Many of the later generations of Normans had sailed for the new and different world of Sicily and Southern Italy. His size had continued to grow apace of his contemporaries, so it was quite easy to pick him out in a medieval crowd. 


 The author goes into great detail of how the Normans ended up in these sunny Mediterranean lands. The book continues with Bohemond's family and how his famous father Robert Guiscard had divorced Bohemund's mother when he was just a child. Even though this made Bohemund technically a 'bastard' it does not seem to have lessened his worth at his father's court. 


 The largest part of the book is dedicated to his different dealings with and invasions of the Byzantine Empire. This may surprise some people because of the large role that he played in the First Crusade. You would think that the Byzantines would want him as far away as possible from their lands, instead of letting him march an army close to their capitol. The author describes in detail what happened during the First Crusade and how in the first years Bohemond's military astuteness was one of the main reasons that the crusaders were successful.


 Most of what we know about him was written down by a Byzantine princess named Anna Komnena. She was the first born of Alexios I Komnenos, the Byzantine Emperor. She does let her venom come through toward him at times. At other times it is plain that she begrudgingly admired him. 


 The author has done a fine job of showing the reader the life of this truly giant man. Thank you, Casemate Publishers, for letting me review this very informative book and shining the light on Bohemond's life. His life and adventures would match or surpass any of his Viking forebearers.


Robert

Book: Bohemond of Taranto: Crusader and Conqueror 

Author: Georgios Theotokis

Publisher : Pen & Sword

Distributor: Casemate Publishers

  Guadalcanal: The Battle for Henderson Field, 1942 - 1943 by War Diary Publications  "Starvation Island", "Island of Death&q...

Guadalcanal: The Battle for Henderson Field, 1942 - 1943 by War Diary Publications Guadalcanal: The Battle for Henderson Field, 1942 - 1943 by War Diary Publications

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





 Guadalcanal: The Battle for Henderson Field, 1942 - 1943


by


War Diary Publications







 "Starvation Island", "Island of Death", or simply hell were among its many epithets. As bad as the conditions were for the American Marines/Soldiers, unbelievably the Japanese had it worse. The Japanese were forced to resort to cannibalism during the end of the battle for the island. Most everything rusted and your clothes would rot while you were wearing them. Contrary to some reports, the Japanese were not highly trained and acclimated to fighting in the jungles of the South Pacific. It was as much a shock to them as it was to the American forces that were on the island. Even being on the troopships before seeing the island was a misery. This is where our wargaming takes us with this game.

 The game was designed by Mike Nagel, and he also did the art, using the 1966 release of Guadalcanal from Avalon Hill Game Company as a template. It was not really taken up by the wargaming community as many of the Avalon Hill games were. In fact, I had played and knew about almost all of Avalon Hill's games and had never seen or heard about this one until reading about this game. 



What comes in the box



 This is from the publisher:

"Deluxe Guadalcanal: The Battle for Henderson Field is a grand tactical game on the efforts of the U.S. Marine Corps and U.S. Army to capture and hold the island of Guadalcanal during the beginning of the island-hopping campaign to push back the Japanese empire.
Errors in strategy and logistics at large made this effort extremely difficult for the Marines, as they held on to the island in the face of Japanese onslaught with dwindling supplies.
Players experience huge swings of fortune from one side to the other and back again as the battle for the island unfolds. Critical to the efforts of both sides is the capture and holding of Henderson Field, an air strip whose control dictates air superiority and the ability to land supplies and much needed reinforcements.

The game includes a huge 17” by 55” map, provided in easily printed letter- and tabloid-sized sheets (8.5x11” and 11x17” respectively, this is for the Print-N-Play form of the game), that covers the northern extents of the island. Combat units are mostly battalions, with a smattering of regiments and companies, representing infantry, armor, and artillery. There are also specialized units such as engineers and LVTs that aid in the maintenance or destruction of Henderson Field as well as movement across the difficult jungle terrain.

The basis for Deluxe Guadalcanal is the original Guadalcanal game published by The Avalon Hill Game Company in 1966. The project began as an effort to create an updated version of the original game’s map, providing some tweaks here and there for accuracy or playability. Once completed, it was not that much of an effort to also create a new, colorful set of counters (including new informational markers) that simplifies play. It was then a short, additional step to rewrite the rules in a manner that incorporates some of the “advanced” rules, some new rules and mechanics, and known errata to create a new, cohesive rules set of under twelve pages."



The Map in all its glory


 This is the component list:

352 laser-cut counters

2 19" x 27" full-color map sheets

2 player aid cards

9 special event cards

16-page rulebook

6-sided die



Close-up of the map and the tables and turn track


 
 The map is pretty big. Because of the actual terrain, it will never be thought of as a piece of art. However, it shows the island's topography as it actually was. It is a long and relatively thin map, although most gamers will have a place where it will fit. The Rulebook is in full color and is made of glossy paper. It is only sixteen pages long but has a good number of play examples. The type used in the Rulebook is nice and large and very easy to read. The game comes with two players aid cards that are on glossy hard stock. These have all the tables and the Sequence of Play on them. There is also a glossy hard stock one-sided sheet for the Optional Reinforcements Setup Chart. The counters are big and have the usual NATO, or what we have come to call NATO, markings. They are very easy to read and really pop out against the map. The cards are sturdy if a bit plain. They have a picture from the box on one side and the event side is really just type. However, matching the rest of the components, the type is nice and large.






 Sequence of Play:

Random Event

U.S. Victory Points

U.S. Naval Bombardment

U.S. Reinforcements

U.S. Artillery Supply

Guerilla Action (only the U.S. player)

U.S. Movement

Japanese Artillery Fire

U.S. Artillery Fire

U.S. Combat

Japanese Random Event

Japanese Victory Points

Japanese Naval Bombardment

Japanese Reinforcements

Japanese Artillery Supply

Japanese Movement

U.S. Artillery Fire

Japanese Artillery Fire



 I think the game is a very good one and is quite a testament to its original forefather. This is what was said about its first iteration:

"Although innovative in many ways, GUADALCANAL was a failure as a design and as a seller. The huge mapboard was virtually wasted as 95% of the action took place on 20% of the mapboard. GUADALCANAL was discontinued after having sold only 27,000 copies. Its failure left AH with the impression that the Japanese were poor “box office” subject matter for years to come."

 I think most wargaming companies today would jump for joy if they sold 27,000 copies of a game. The designer has added victory points for controlling the different village places on the map. This means that the whole map is really now in play. The game still has Henderson Field as its focal point. The whole reason both forces were in this jungle hell was the airfield. The original was also labelled 'very complex' by Avalon Hill. I think the game now is much closer to a medium complexity. This is even with the bells and whistles that the designer has added. The game play is still largely based upon each side's reinforcement schedule. Both players are also compelled, just as in reality, to deal with the lack or surplus of artillery supply. The naval war is abstracted. The air war and forces are not explicitly mentioned, but I believe those forces are added into the different sides' artillery strength. The rules also allow Japanese units to go into Stealth Movement. They can remain in that mode for three turns maximum. For each turn they remain hidden, and not detected by U.S. forces, they get to multiply their movement points. So, if a Japanese unit has been in Stealth Movement for two turns, they would multiply their movement points by two. When moving they can only move into jungle hexes and each of those cost four movement points. There is an optional rule to allow U.S. units to also use Stealth Movement.


 Thank you very much War Diary Magazine for allowing me to review their first published wargame. One can only hope that the endeavor is crowned with glory, and they publish many more.

  

  These are the two latest volumes of War Diary Magazine:




CURRENT ISSUE:  Number 21

MEETING TRIUMPH AND DISASTER:  The Italian Campaigns in East Africa and Greece by Paul Comben

THE FALL OF CRETE:  The Games by Andrew McGee

CRETE:  The Battle by John Burtt

GUADALCANAL:  Updating a Classic by Michael Nagel

ROADS TO LENINGRAD AND MOSCOW:  Con-Z House Rules by Clair Conzelman

THE ITALIAN ARMY IN THE RUSSIAN CAMPAIGN by Patrick Cloutier

FRONT TOWARD THE ENEMY:  A Review by Arrigo Velicoga

PASS IN REVIEW:  Capsule Reviews by John Burtt and Hans Korting



The Coming Issue:
THE RUSSIAN CAMPAIGN vs. RUSSIA BESIEGED by Art Lupinacci


Robert

War Diary Magazine:

Guadalcanal: The Battle for Henderson Field, 1942 - 1943:

hpssims.com