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  WE ARE COMING, NINEVEH FROM NUTS! PUBLISHING The front of the box lid Where to start?  There are so many avenues to approach with this gam...

WE ARE COMING, NINEVEH WE ARE COMING, NINEVEH

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

 WE ARE COMING, NINEVEH

FROM

NUTS! PUBLISHING

The front of the box lid

Where to start?  There are so many avenues to approach with this game. Well, my starting point is going to be a personal one - recently I was at PunchedCon, a new three-day convention of board wargaming launched last year and located in Coventry.  One of its two sponsors is Nuts!Publishing and so I had the greatest pleasure to meet Florent Coupeau, the head of the company, who I've been communicating with for several years, whenever I've had one of their games to review.  That pleasure was doubly compounded by the opportunity to play a ftf game against Florent himself of their newly published We Are Coming, Nineveh, which I had already received to review.  He was a great guide through the game, as we played, and just the nicest person to meet.  So, it's a huge thank you to Florent for providing my review copy and for the time spent gaming and talking about games with me.
My prior reading of the rules helped and I was already enthusiastic about the game just from that and viewing the components;  I left the table absolutely certain that I will be playing this game repeatedly.
The next avenue I need to explore is the topic and history being presented in the game.  This is a major issue.  Recent and, in this case, very recent warfare always raises questions about whether they are suitable for the gaming table.  I won't rehearse in detail the arguments for and against that I touched on in reviewing, early in January this year, FITNA [also published by Nuts!Publishing].  For some, including a few I spoke to at the convention, it will be unlikely to be their choice.  However, considering the huge success of the game, Labyrinth: The War on Terror, I'm sure this will not be a bar to the game being a success, for reasons that I hope will become clear in my review.
What we're dealing with is the last battle to retake Mosul and the intriguing title, We Are Coming, Nineveh - some I've met were baffled by it - is the name of the operation launched in 2016 to overcome Daesh or what many know better as ISIS.  As the game uses the word Daesh, that is what I shall use throughout my review. This was a brutal conflict and no individual encounter more so than this last appalling battle.  Some games on modern conflicts have been criticised for how little the historical facts are dealt with.  That cannot be said here, as the separate Design Notes booklet devotes the first eight of its eleven pages to the historical background alone.  These I found to be a serious and well presented section, well researched and referenced.  The remaining section begins with that very consideration of the ethics of gaming modern warfare and then explains the gaming decisions taken to fulfil the objectives of modelling this battle.  I have to say that during my game with Florent, he devoted plenty of time to exploring and developing my knowledge of this side of the game.
Aspects of this will be expanded on, as I look at the components and the games system.  I hope I can do justice to what there is to see and read and play in the game and to what Florent told me.
On the surface visually, We Are Coming, Nineveh [WACN for short from now on] is an area movement, block game.  The mounted map, like many other images used in the game, is viewed as an aerial picture of West Mosul depicting the open areas [dark brown], urban areas [light brown] and The Old City [dark grey].  These are the colours ascribed to the areas in the rule book.


Here's the full board and I would call those open areas and urban ones dark tan and light tan.  Doesn't make any difference, but I'm just anticipating someone commenting on my inaccurate colour palate! 
There is an unusual addition to area movement type games, I would say unique if I could be 100% certain that there wasn't another game lurking out there that might have this terrain feature.  This unusual feature is the important addition of the use of major roads - marked in light yellow along with key road junctions marked with a yellow circle.  These are very important for ISF movement.  For historicity, district names are written in block capitals and a number of individual buildings are picked out and labelled.  There is none more important than the Grand Mosque of al-Nuri in the Old City where the leader of Daesh declared the establishment of a caliphate in 2014.  
The units are the very familiar wooden blocks with the equally familiar sheet of stickers to be detached and placed on the blocks: black ones for Daesh and green ones for the Iraqi Security Forces [ISF for short].  I'm glad to say that they fit well on to the blocks, unlike some games I could mention! The number on each edge of a block is the "to hit" value, ranging from 2+ to 6+.  So, for 2+ you'll hit on any number except 1, but for 6+ only a roll of 6 will hit.  A slightly different twist on the usual procedure and you'll need to be very careful that you rotate them correctly, as we're so used to seeing numbers decrease as we take hits.  As the special HQ blocks do follow the normal pattern of decreasing in number as a point is used and increase as you resupply them by one point each turn, these need even more care.  On first play, I found myself initially rotating them in the wrong direction!  In the photo below, you can see on the left and bottom right the stickers and top right shows the very few carboard markers needed to play the game.  Unit density, as can be seen from the number of block stickers, is low and adds to speed of play.

Other vital components are several decks of cards which I shall introduce and discuss when I move on to discuss the rules and game system.  Lastly there are the two booklets, the Rules book and the Design Notes books.


This whole game was designed as a university  project by two students for their wargame design class. In the process, their Professor, Rex Brynen, provided some design advice.  However, the two students, Juliette Le Menaheze and Harrison Brewer are the creators of this impressive game and writers of the Rules Book.  Later in the process and after Nuts Publishing had appreciated the quality of their design and signed the game up, the well known designer, Brian Train, entered the project, advising and working as the final proof-reader.  After some initial work by Brian towards a solo mode, the final solo design incorporated into the game was the work of Rex Brynen, while the Design Notes book was a collaboration of thoughts and ideas from all four participants and written by Rex Brynen. 
So, that's the genesis of WACN.  Now it's time to look at the game in action and immediately encounter  a major aspect of WACN that generates its individuality, its variability and above all its high replay value.  Before play starts, each player takes an identical deck of three cards seen below.  He/she secretly chooses one of these three victory determinants which will be scored on the three tracks on the edge of the map board.

Time is obviously dependent on when the game ends: there is maximum of 12 turns, unless the ISF player automatically ends the game by eliminating all Daesh units in the Old City.
Collateral Damage tracks the amount of damage done by the ISF. 
Casualties tracks the number of unit blocks lost by the ISF player.
Finally, the scores on these tracks may have small adjustments made to them at the end of the game.
What I like about how this is developed is that there are two ways of assessing victory at the end of the game. 
[1] Competing Narratives.  For each of the three Tracks there are a series of written descriptions of what this level of victory means for each side.  
or
[2] Victory Points. At the end of the game, the points on a track chosen by a player are doubled and if both players have chosen the same track they are trebled.  All the adjusted points are then totalled and compared to a victory point table: the lower the total the greater the ISF victory, the higher the total the greater the Daesh victory [even if such a victory may be very much considered a pyrrhic one].  
No doubt the real combatants might disagree about the statements made, particularly on Method One of judging victory and perhaps the players too may choose to argue about it as well!  [How like more peaceful real life events. Just think about any sport or competitive occasion!] 
Next each player takes their core unit cards that will remain the same in every game.  These cards tell each player how many of these units they receive and the specific capabilities of the particular type of unit.
The ISF player receives: Headquarters, 9th Armoured Division, Counter-terrorism Service [CTS], Emergency Response Division [ERD] and Federal Police units.

In the right-hand column are the core ISF unit cards
The Daesh player receives: Leader, Veterans, Militia, Rumours [in most games these would be simply called Dummies] and IEDs, large IEDs, and VBIEDs [vehicle-borne ideas].  These last three may be one difficult element of the game for some, because of the images they immediately arouse.  Yet how many board wargames involve hidden mines or minefields from North Africa in WWII, to caltrops in ancient battles, to barrels of gunpowder in siege warfare, to Spanish guerrilla tactics in the Napoleonic Peninsular campaign...  Not to mention the many films, novels, history books et al.  It is an issue only the individual can resolve.  All I can say is that this game treats it with seriousness and due respect. 
The next step of preparation, Additional Units & Capabilities, also introduces another and perhaps the strongest feature to give the game its high replay value.   Both players have a Capability Deck, 25 cards for Daesh and 18 cards for ISF.  They provide a mix of extra units and special abilities and each card has a purchase price.  Each player has 30 pts to spend on purchasing whichever cards they want up to that limit. 



Typically the cards break down into supporting the three victory determinants I've outlined.  So, generally players will select from amongst those that best support their chosen path for victory.  At first, your choices may seem a little overwhelming and you might feel that it slows the game down for you.  Don't worry, the designers have taken care of this by providing a prepared selection of cards tailored to fighting the campaign according to its historical terms.
In fact, it was that selection that was used in the game I mentioned against Florent Coupeau. 

The front of each card in the Event Deck

This whole aspect of the game introduces so much of value to the game play and for me is a very strong element, admittedly one among many other reasons, for adding this game to your collection.  It is original and a very interesting stage of the game, which  provides extra factual knowledge and understanding of this battle and modern warfare in general.  Each card is kept secret, until you first use it.  A rare few are single-use only in the whole game, but the majority can be used each turn, with the familiar turning the card at right angles to the board when used or you can employ my preferred alternative of putting some handy marker [a blank counter, coloured bead etc] on them.  There is a whole little game within the game of trying to divine your opponent's victory determinant from their capability cards and the potential for introducing an element of bluff or deception through your game play.  Like it! 
The Event Deck too adds equally strongly to the replay value and the tension of game play.  In total there are 71 Event cards and though some several cards of the same event, there is a very wide range. 
Each card has either a 1 or a 6 printed on the front and so whenever a 1 or a 6 is rolled in combat, if the matching number is on the top card of the deck it is turned over and the event carried out.  This generally deals out a high number of events from my experience and, if you want a massively eventful game, the rules suggest carrying out an event every time a 1 or 6 is rolled, never mind what number is on the top card!
ISF approaching the Old City, but still  a lot to achieve

So, you are now ready to set-up all your core units and any extra ones you purchased on the map.  The ISF player places his green wooden unit blocks first and the rule for this was one of the only two rules that caused me a moment's hesitation.  The rules state that the three set up areas are marked with a star.  Looking at the map, the three areas on the south edge of the map are very, very obvious, but are marked with the symbol of a white bird on a green background.  Looking more carefully, I realised that there was a very small star on each bird symbol.  Slight doubt over.
The Daesh player sets up second and has the more thought-provoking decisions, as these black wooden block units can be placed anywhere on the map following stacking limits.  The choices made will strongly influence the game.  I have some personal opinions on placement, but nowhere near enough plays to judge their value. I look forward to forthcoming views on this and even more on that eternal knotty question of play balance. 
The Turn Sequence is very straightforward: an IGO-UGO system with the ISF player going first each turn.  Each player carries out three Phases.
Support Phase
Considerations of supply are dealt with and these are very simple and limited.  Generally, each HQ regains one step to each block and the most significant action may be those which result from any Capability cards that can be activated in this Phase.
Movement Phase
The rules are very clear, with the ISF having the advantage of the ability to use Fast Movement using the road system, while very few types of Daesh units can.  Other than Fast Movement, moving is one area at a time.  No surprise that all areas of the Old City with its narrow alleyways provide a slow grind forward for ISF as they try to clear it and end the game before turn 12.  Also, though the ISF 9th Armoured are very powerful and are the only units that have a saving roll against hits, they can only operate outside the Old City.  So, it's important to preserve your strong Counter-Terrorism Service forces for that crucial and difficult task.  Very simple differences like this and the differing Capability cards for each side build to create the distinctive feel of each side and the flow of the game.  
Combat Phase
Combat is mandatory when you enter an enemy area and is handled very effectively. After a single round of combat, the defender decides whether to retreat.  If they don't retreat, the attacker must retreat, but with the option that very specific units [Veterans for the Daesh player and Counter-Terrorism units for the ISF] may remain for a second round of combat.  After this second round, if any defending units still remain, the attacker must retreat.  So, each individual combat ends either with one side having retreated or one side having been eliminated.  Modifiers are few and all rules easily learnt so that, like every other step in this game, they are quickly assimilated and rule book referring to is seldom needed.
Should you find yourself without a partner - and I realise that solo play for some is preferred or forced upon them by lack of players where they live - Brian Train's solo mode rules are equally short and manageable.  However, you can only play solo as the ISF player, as  the Daesh player is handled by a deck of cards labelled Military Council.  Not being a lover of BOTs, whose rules I find may often be cumbersome and can produce long-drawn out turns, the Military Council cards and the ability to make sensible decisions when necessary provide a satisfying alternative.  Still, there's nothing like the challenge of a live opponent!
 
Conclusion
The low unit density of the game makes for quick moving turns and, through the combat system and actions that may happen as the ISF enter Daesh held areas as well as the effect of Event cards, both players feel involved the whole time.  The game play, the rules system, the tension, the multiple decisions, the replay value, the immediate enthusiasm generated from reading the rules and ftf and solo play - all have added We Are Coming, Nineveh to my list of favourite games.  Learning to play the game is easy and playing either side is rewarding and enjoyable.  It's the sort of game that you want to set up as soon as you finish it, just to try out one new combination of cards or one different approach.  It's also safe to say that the short nine core-pages of very well written rules contribute to this.  Over the years, I have come to value highly conciseness, clarity and the ability to play a game with barely any need to refer to the rule book after a few plays.
Still having seen one large group dedicate one out of three days at the convention to setting up Death Ride Kursk, all I can say is "each to their own taste!"  WACN is definitely to my taste and I highly recommend it to yours.


  The White Swan by JMBricklayer   This ship could be from the late 19th or the early 20th century. This is much more of a display model oth...

The White Swan by JMBricklayer The White Swan by JMBricklayer

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




 The White Swan


by


JMBricklayer




  This ship could be from the late 19th or the early 20th century. This is much more of a display model other than a toy that you can play with. The sails and some other parts are a bit too dainty for a child to play with. However, what it lacks in the play department it makes up for in sheer beauty when built. The kit comes with 1672 pieces and is meant for ages 14+. 



 Once you feel how heavy the box is you know that the kit is going to be a big one. The kit comes with six marked bags of parts with another bag with the sails and chains in it. Just look at the details that you can see in the picture below.




 Make no mistake, it is a large and pretty much intricate build. I spent a whole week on it, working on it for two to four hours a day. I did not want to make a mistake and find out near the end of the build. 





 This is definitely the largest block kit I have worked on so far. I was a little taken aback at the number of bags (7) that were in the box. 




 I had made some comments about the last JmBricklayer kit that I had constructed. The comments were made about how the instructions could have been a bit better in places. Either JMBricklayer took them to heart, or they were already working on making building easier without my input. These instructions were very easy to follow even with the number of instructions and bricks being so large.



The most perfect piece in the entire box.


 In the pictures above is one plastic piece that puts JMBricklayer above every other block kit company I have had the pleasure to build kits from. This is the handy dandy fixer for those of us who still have problems following instructions. This will take apart any type of bricks that you have put together through either not paying attention or just being in a rush. I used to use a small eyeglass straight screwdriver for my mess ups. This led to some close calls of almost impaling the palms of my hands. This little device is worth its weight in gold.




 Above is the next big trick that JMBricklayer has up its sleeve. They now have the ability to make bricks that can be printed with what you would want on them! This is a real game changer. The above piece now sits proudly on my desk.




 The build proceeded in a fairly straight manner. Other than there being just more pieces and instructions.




 In a shorter time that I believed possible the ship was taking shape. As I mentioned, I was not trying for a speed build but was taking my time with it. Building these kits are somewhat soothing, and at least for me, calming. 




 The ship comes with so many excellent details that you lose track of all of them. Here is a bit of the list:

Chains for the front of the ship and for the lifeboats

Railings

Tiller wheel

Propeller

Rigging for the masts, and so much more




 I have to admit that I had to stop the build right before doing the last step. The only thing that remains to be done is putting the thread that is used to add three more small sails like the one at the stern. The thread also really gives it a look of a real sailing ship from the time period. If you looked at the box, you would see that the suggested age for building the kit is 14 and up. This is that high because of the cloth like sails and the rigging using the thread. I stopped the build here because I wanted to get the review posted as soon as possible. I also wanted to take my time with the thread and sails to make the ship look as nice as possible. 

 Thank you JMBricklayer for allowing me to build this excellent kit. I will add a picture once I am done with the sails and rigging. I am still surprised that the sails are not made of plastic and yet looks so good on the masts.

 JMBricklayer has graciously given some codes to lessen the price on the White Swan:

1. The US Amazon code for White Swan 40104 is:  vipawgnft15  (from tomorrow to June 16) , and now it has a $8 off, so if you use the code, it will be $8 OFF+ 15% OFF

2. On our website www.jmbricklayer.com
the code is: vipawgnft15 (from now to 2323 12 31)
for all non-discounted sets
worldwide shipping, free shipping, and tax.
If customers register to be our members, they will get 100 points worth $10 , and with the code , it will be $ 10 off + 15% OFF

Robert

JMBricklayer:

The White Swan:

















Preview of 'The Soft Underbelly 1943-1945' by Dissimula Edizioni  Our very own Polydor has done a review of one of Sergio's earl...

Preview of The Soft Underbelly 1943-45 by Dissimula Edizioni Preview of The Soft Underbelly 1943-45 by Dissimula Edizioni

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




Preview of 'The Soft Underbelly 1943-1945'


by


Dissimula Edizioni





 Our very own Polydor has done a review of one of Sergio's earlier games:

FROM SALERNO TO ROME - A Wargamers Needful Things



 My name is Sergio Schiavi, I live in Turin, Italy;


I started designing games (and making them) recently, my first design was Radetzky's March, released in 2019; it’s about of the 1849 campaign in Piedmont, a very short campaign that ends with the battle of Novara. Now I'm about to print the second edition of the game, much improved.

The following year I published From Salerno To Rome, about the Second World War in Italy, a decidedly complex game but which had considerable success, over 1500 copies sold.

In 2021 I released Give Us Victories, on the Chancellorsville campaign, a game that uses the same RM system a more refined. In the box there are two other games, one strategic and one tactical, and a system for playing the campaign alone.

I usually draw everything in my games: system, maps, counters, box; I fund them if I can with Kickstarter and then I produce them.

Some time ago I came across Yasushi Nakaguro's Bonsai games and was very impressed by them; I designed a small game inspired by his design: little format, very cheap but very deep and fun.

The Soft Underbelly is a very small, inexpensive, two-player game that typically lasts about an hour.

It concerns the Second World War in Tunisia, Italy and southern Europe, the period I know best.


Some of the Map


It uses a very simple system where there are wooden blocks, which represent generic forces, and traditional counters, which instead represent specialized forces: tanks, planes, elite forces, fleets. The blocks, in addition to fighting, are used to buy specialized forces.

It is a game that generates a lot of tension, it does not admit mistakes; to win it you need a good strategy together with a little luck. It is asymmetrical: the Allied has many forces but must be able to make space to be able to deploy them all. The Axis, by contrast, must attempt to defend key areas, but inevitably must divide its scarce and costly forces widely. And eight turns pass quickly. There are events in the game that players can trigger by playing a chit: new reinforcements, premature end of a battle, partisans, and so on.




I also designed this game to bring new players as close as possible to our hobby and at the same time offer a good game, fast but not simple, on a little treated topic.

If it is financed, I intend to make others with the same system, on different themes, which I am already thinking about, including the Korean war 1950-53; the attack on Yugoslavia and Greece during World War II; the Norwegian campaign in 1940.

Among the next traditional projects instead, in September I will present a very large game about Husky and, later on, if I can, the continuation of From Salerno to Rome, which will be called To The Alps, which many are inciting me to draw.


https://www.dsimula.com/

The Soft Underbelly 1943-45:

https://www.kickstarter.com/projects/guv/the-soft-underbelly-1943-1945


 Scope U-Boot by Draco Ideas    Churchill said that the only thing that scared him was the war in the Atlantic Ocean between the convoys and...

Scope U-Boot by Draco Ideas Scope U-Boot by Draco Ideas

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



 Scope U-Boot


by


Draco Ideas


  Churchill said that the only thing that scared him was the war in the Atlantic Ocean between the convoys and the U-Boats. Oddly enough, in 1942, just as the U-Boats were sinking the most ships they ever had, the tide turned against them. They changed from the hunters to the hunted in a matter of months. 

This is what comes in the box


 
 So, what do we have here? This is a small card game about the war in the Atlantic. It is mainly a game about U-Boats hunting convoy ships. However, in turn the U-Boats are being hunted by the convoy escort ships. This is what Draco Ideas has to say about the game:

"Playing time: 15 minutes

SCOPE U-boot is a game for 2 players, in quick and dynamic 15-minute games, recommended for ages 12 and up.

It is an independent and very different installment of the SCOPE system, the only similarities are its grid of cards forming the board and the many strategic possibilities it offers!

 In U-Boot the German player will remain hidden under the surface and the Allied player must find him and avoid being sunk. The ships move on the surface, although the cargo ships move more slowly. The submarine gives away its position when it fires a torpedo, but beware! You will have to choose as an ally whether you prefer your freighters to dodge it or move your destroyer to the area from where the torpedo was fired and sink your opponent.

SCOPE U-boot has several game modes, with different levels of complexity and duration."
Yes, it is in Spanish. However, the game is simple enough to get the gist even without knowing the language.


 The game is a bit like cross between Stratego and the old card game concentration with the ability to actually move your pieces. The Rulebook is only seventeen pages long. There is both a basic and an advanced version of the game. There are also some Alternative Scenarios to allow the player to play some variant scenarios and to make up their own. You can also have a surface naval combat between the two players. 




 The Game Area is made up by placing Empty Sea Cards as the map that you will use in the game. Four of the Empty Sea Cards make up a quadrant. The game comes with these card and tokens:

12 - Allied Ship Cards
 2 Freighters
 2 Tankers
 3 Destroyers
 1 Battleship
 1 Escort Carrier
 2 Flower Corvettes/Mies
 1 Armed Freighter
 
7 - German Ship Cards
 3 Submarines
 1 Destroyer
 1 Battleship
 2 S-Boot/Mine

35 Sea/Empty Area Cards
6 Surface Firing Cards
6 Tokens
 4 Torpedo Tokens
 1 Allied Direction Token
 1 German Direction/Ping Token (Sonar)

  The scenarios are listed by the amount of Empty Sea Cards that you will use. These are:

Lone Wolf (One Submarine) 5x5 Empty Sea Cards
Coordinated Attack (Two Submarines) 5X6 Empty Sea Cards
Wolf Pack (Three Submarines) 5X7 Empty Sea Cards

 The German Player then secretly exchanges his units for some of the Empty Sea Cards in the first row on his side of the game area. The Allied Player does the same with the first two rows of the Empty Sea Cards on his side. Each player is allowed one action per turn. They then alternate turns. The actions allowed are:

Submarine Movement
Torpedo Launch
Fast Ship Movement
Slow Ship Movement

 The game continues until Target Points listed for each side in the scenarios are met or there are no more operational Cargo Ships. Each ship has a value number.


 For a small simple game, the players need to use strategy and learn the game's nuances. While this type of game is really not my cup of tea, I can see where others will really enjoy it. The components are very well done and feel like they will last through a great number of games.

 For those of you who like tactical hex and counter games, I suggest you look at Draco Ideas 'War Storm Series'. These are five games that are well worth their price. Their 'Saladin' game is also a good one.

Robert

Draco Ideas:

Scope U-Boot:

War Storm Series:



  ONUS TRAIANUS FROM DRACO IDEAS Back in September 2016, I reviewed Onus from Draco Ideas which, if you check via this  LINK , was a remark...

ONUS TRAIANUS ONUS TRAIANUS

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

 ONUS TRAIANUS

FROM

DRACO IDEAS


Back in September 2016, I reviewed Onus from Draco Ideas which, if you check via this LINK, was a remarkably small, but impressive game.  With this latest addition to the series. things have got a whole lot bigger and what a stunning package it is!  In my previous review I used the cliche "good things come in small packets": well even better things have just come in a much, much bigger packet.  The simple comparison below makes that very clear!
I also wasn't wholly sold on the rather cartoonish original box art and, as you can see, that too has taken a turn for the more serious.  The period has also shifted from the early days of the monumental clashes between Rome and Carthage to the glory days of the Emperor Trajan and an incredible range of cards to cover an amazing tranche of opponents - Celts, Dacians, the Germanic tribes, Parthians and Sarmatians, along with a massive deck of Mercenaries and to help out the Romans, a deck of auxiliaries.  The system remains the same, an admirable transformation of miniatures using cards for units instead of metal or plastic figures.  
Lifting the box lid and focusing purely on the cards, you can see just how many are stacked up.  There is ample storage not just for the cards, but also measuring rulers, dice and all the many markers. 

There are in total a magnificent 272 unit cards, 34 General cards, 98 action cards and 6 quick reference cards.  What I value even more in the storage facility is that all the compartments are designed to be large enough to hold the cards, if sleeved.  Usually, sleeving is my immediate choice, but in the case of Onus Traianus, I'm reluctant to sleeve the cards that represent the units, as I find them harder to manoeuvre over the battlefield.

Set out above are the five enemy nations, the Roman core units and below them the auxiliaries, the extra large stack of mercenaries, on the far right the stack of generals, with Trajan uppermost, and below them, the largest stack of all - the many action cards that determine your orders.
Even when you add in all the other components, the box remains delightfully spacious.  So much so that I'm intending to transfer my cards from the original Onus to this storage as well.

Impressive as all this is, it is the various books that add a distinctly luxurious feel to the game.  The original rule book was small, compact and did a very, very good job of setting out the rules.  For its small size, it included an amazing number of illustrations, but it was crammed to bursting with eye-straining text!  The new rule book is capacious and voluminous.  The print is still on the small side, but with double-spacing of all the text, plus frequent use of extra white space it is ease itself to read.  Combined with this are a steady flow of illustrative pictures to support the many examples of each clearly explained step in the sequence of play, a comprehensive 2-page Contents list at the front of the rules, a 2-page alphabetic Index at the back, a single page Important Rules Summary and finally on the back cover is a summary of all the Modifiers neatly headed according to each element of the game that they apply to.

Comprehensive  Summary of Modifiers
All this makes it a genuine pleasure to sit down to read, whether for the first time or simply to browse and refresh your memory.  An awesome accomplishment in rules presentation that deserves full praise as does the striking and handsome front cover illustration.


The rule book begins with a one page Introduction, which draws you in with a pictorial display of the card backs of all the nations included in the original game, its two expansions and now this stand-alone game. Then a page of new additions to the rules is followed by three pages explaining the three types of card in the game: Unit Cards,  General Cards and Action Cards.  Each page offers a compact illustration of a typical unit card with brief explanations of all the symbols they contain.
We quickly pass on to Setting Up which covers Historical Scenarios and creation of Scenarios by point count, Victory Conditions and Troop Deployment which details how to set out your card units on the gaming area.  The bulk of the book [32 pages] takes you through the Turn Sequence in order providing all-embracing, detailed, step by step rules. They provide an admirably clear explanation throughout which, as mentioned earlier, is significantly helped by the layout so that you never feel overwhelmed or intimidated by the level of detail.
In brief, the Turn has 7 Phases.
Activation
Movement
Ranged Attack
Skirmish
Melee
Flight
End of Turn
Among the many easy to understand rules, those explaining movement and melee stand out for me.  Especially the latter - melee rules - have so often with other sets of miniatures rules been a nightmare of complexity merely to understand, never mind actually carry out in a game.  Having watched in the past with other systems, ten or more minutes of number crunching, percentage calculations, modifier applications et. al. result in both sides suffering no effects, Onus' method is a gamer's blessing.
Many capitalised side headings, sequences of short simple statements, exemplification distinguished by its text being in italics and plentiful full-colour illustration all contribute to take the work and effort out of absorbing these rules.  I have two sets of very substantial miniatures rules for gaming battles in the ancient world which I thoroughly enjoy reading, but Onus Traianus covers so much in a straightforward way that leads to an ease of execution.
When you get down to play on your tabletop, this ease of understanding is augmented to a major extent by the fact that the units are cards not miniatures.  First of all, I always know immediately what a unit is simply because its nationality and type is written on the card.  I have a rather nicely painted set of 10mm ancients miniatures, but because of the scale I often strain to make out even such simple things as exactly what type of cavalry I'm seeing.
Typical set up for a basic game

Even more important is that all the key data needed for movement capability, ranged fire, melee strength in attack and defence, morale and health are also printed on the card.  




No need for reference to a multitude of extensive tables to extract this information.  The only limited reference needed is to the icons for special abilities and even here there are benefits, as colour coding on the cards quickly distinguishes those special abilities that are triggered automatically [orange and green circles] and those that need to be activated [blue circles] by placing a distinctive marker on the card.
Finally, the unit card serves as the base on which to place a range of markers, such as marching or fleeing, broken morale, number of wounds, the presence of a hero or loss  of an officer - all of which simplifies the organisation of your game in the course of play.
Romans v Celts

Whatever you're level of experience as a gamer, Onus Traianus provides a great range of qualities.   Perhaps the most important is that you're getting a satisfying depth of game play coupled with an ease of learning and a sand box of material with
 a very easy point system to design your own battles. Next it allows you to explore a wide range of conflicts from this period of the Roman Empire against so many different opponent nations.  This is not just because of the unit decks for these nations, but because of the impressively large Campaign Book - all in all, 95 pages and 38 battles organised into 4 Campaigns.  If the Rule Book looks superb, this Campaign Book is gorgeous and of a very substantial weight and thickness.  You really have got a book in your hands .


There are four campaigns covered and each one is prefaced by a simple map with the battles marked on and the order in which they occurred.  Each individual battle is illustrated with a full colour set up map, an historical outline, any special rules and victory conditions.  The one drawback is that only approximately half of the battles can be played easily with just Onus Traianus alone.  Frankly, if the Campaign Book had given you only those eighteen alone, you'd be getting huge value for money, but to play the others you will need the Terrain and Fortresses Expansion box, which will be explored in my follow-on review.  I defy you to withstand the lure and I must thank Draco Ideas for their generosity in providing the Expansion to review as well as the core game.
The last item in Onus Traianus is a very slim booklet for playing in Solo mode and here I did struggle to understand their workings because of the brevity of explanation, especially after the thoroughness and clarity of the Rule Book. In particular, I think the several tables used need much fuller explanation to make the system work smoothly. I have to admit that it is not something I would choose to support me in playing this game solitaire, but nor is it needed for me to enjoy playing the game solo rather than against a live opponent.  For those who absolutely insist on playing solo only by using a game system, it might not serve.  However, there are few miniature gamers I know who would consider this essential or even how they would play solitaire.
So, to sum up.
Excellent components throughout
Visually attractive 
Comprehensive rules well set out and clear to understand
Ease of play
Magnificent Campaign Book - extensive range of battles linked into four campaigns
Solo mode only weak point
I really hope that Draco Ideas will look at producing an Expansion for the Republican battles between Julius Caesar v Pompey the Great and/or the battles between Marius v Sulla.

Once again many thanks to Draco Ideas for providing the review copy for Onus Traianus and the Expansion Terrain and Fortresses which I shall be reviewing next.
  

  Epic Battles by Historical Games Studio  This is a write up about the first game in the Epic Battles system by Donato Maglionico. The game...

Epic Battles by Historical Games Studio preview Epic Battles by Historical Games Studio preview

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Epic Battles


by


Historical Games Studio





 This is a write up about the first game in the Epic Battles system by Donato Maglionico. The game and system looks to be a good one. It looks to be small enough for anyone to play and yet deep enough for us grognards.


 I have been playing at the historical simulation games and wargames since when I was a teenager.

I have been one of the founder of "Alea Iacta Est" a historical magazine which included a wargame designed by me. 

It has been the first Italian magazine that wrote about history and wargame. The wargames in AIE had carboard counters with rules also in English.




Epic Battles project was born from the wish to create a game system which can work well for any historical ages.

I made a great research work on historical sources studying books on tactics and military manuals written by both antique and contemporary authors.

I hoped to publish Epic Battles earlier, but the pandemic has been dramatically slowing down my plans and I had to weave again relationship with suppliers trying to handle the increasing costs of the raw materials.

Now Epic Battles prototype is ready and I hope to make it come true by way of crowdfunding that is going to start on kickstarter.

The official presentation at the Kursaal Center conference hall, San Marino May 6th 2023.




Epic Battles is the only wargaming rulebook that makes it possible to relive all the great battles fought from the dawn of history up to the beginning of the XX century, incorporating the development of tactics and weaponry throughout more than five thousand years of history.

In fact, the tactics the players will need to use to win the game are remarkably well aligned with the historical progress and limitations of the Armies that have written the course of history and with the terrain features of the battlefields on which they fought.

The rules - innovative to the world of wargaming - are intuitive, and easy to learn, understand and play - making any battle both a new and engaging experience.


Fornovo 1495


Setting up a game of Epic battles is really easy!

First of all, you have to select the battle you want to play from the historical booklet choosing one among the four proposals of Renaissance age.

The Scenarios’ booklet contains a short description of the historical background which the events took place. Each scenario also includes few special rules, provides the victory conditions, how setting up the terrain configurations on the map and how deploying the armies on the battlefield.

Once you assemble the game map, place on it the tiles that define the features terrain and, finally, deploy the armies. Now you are ready to start the battle.

In the volume of this wargame boxset, you are the Condottiero who has to lead his Renaissance army at the victory.


Close Combat

In Epic Battles you have to lead your army at the victory forcing the opponent's army at the withdrawal.

The core of your army is composed of combat units differentiated according to the tactical purpose they were used for and characterized by strength, combat value, morale, armour and manoeuvrability. In addition, some combat units may have superior skill to the average ones in the same class. This due to the specific training they have acquired.

Combat units sustain the bulk of the fighting, sometime they are asked to maintain a strategic position or, in others, to gain ground by pushing back the enemy.

They are organized in groups led by generals and typically they can move just by receiving orders from them. There are leaders who controls the units hierarchically and others who controls them directly, because there is not lower ranking general in their chain of command who can issue orders to that group of combat units. The geometrical shape and the colour strip on the counters of the combat units and leaders identify the group they belong to.

Information markers on the plastic stands of the game counters give the status of the combat units as well as the cohesion of the combat groups. Losses in the combat units strength also cause the reduction of the cohesion of the group they belong to.

You win as soon as a number of combat groups of the enemy army disband due to the casualties the combat units have suffered during the battle.


Scenario Booklet

Each game turn is divided in phases. Each phase may be divided in actions, or it may contain interrupts of the inactive player. Whenever a phase or action cannot be executed will be simply jumped.

Each game turn follows the following sequence:

1. Initiative

The players establish who has the initiative in that turn of game. Overall Commanders with the best command capability have higher probability to gain the initiative.


2. Number of orders available for each leader

The players roll the dice for the eligible Generals to determine the number of orders that each of them can issue. The number of orders a leader can issue in a game turn depends from his command capability. There are seven classes of command capability that go from incompetent general (the lowest) up to the legendary (the highest).


3. Spontaneous movements

The commanders inside the unit might issue an order as their personal initiative before a superior order comes. This represents the instinctive reaction of the combat unit due to the training received and it is triggered from something occurs on the battlefield.

Units that have moved as result of a sudden impulse without premeditation cannot move again neither if they receive orders from their generals.

For example, a colonel who lead an infantry line battalion could decide to deploy his men in square to resist at the incoming cavalry charge.


4. Command Activations and orders

The player who has gained the initiative decides if they want to activate one of own generals or letting that his opponent to do it. From that moment on, the two players take turn in the leaders’ activation up to all the generals have no more orders to issue.

The command activation starts when the activated leader issues an order and it ends as soon as the order is performed by the combat units.

The generals issue orders to the units moving them on the battlefield to engage the enemy. Combat units that have been charged from enemy might evade the charge if they are able to do it.

During the activation of a player, his opponent might try to steal the initiative to activate his general in his place.


5. Ranged Attack

The combat units equipped by ranged weapons that are not involved in a melee may target the enemy at distance or they might try to stop the enemy charge against them by the last volley of their weapons.

The effectiveness of attack depends from the ranged weapons of the attacking unit and from the protection of the target.

Each ranged weapon is characterized by rate of fire and piercing power. Higher is the rate of fire greater are the number of projectiles that reach the target while better is the piercing power better are the possibility to damage the target one time hit.

The morale of the combat units that are exposed for a long time to a ranged attack could be compromised and there is the risk that it could break down suddenly.


6. Disengagement from the combat

The combat units may try to disengage from a melee combat where they are involved if they are faster than those enemy. 

In this way, the light units that have moved close to the enemy to harass it by using long range weapons might attempt to avoid staying engaged in close combat whereas, heavy units involved in close quarters combat after attacking might decide to withdraw in order to crash with the enemy later in a series of violent waves.


7. Melee combat

The combats among the units will be resolved by area.

Once that has been defined the combat units engaged in a melee area each combat unit attacks only one enemy although it can defend from any attack. 

Combat units that are charged might try to stop the enemy charge against them by the last volley of their long range weapons with the risk, in this case, to be unprepared at the close combat if they do not have success.

The players identify if there are combat units that gain the impetus of the charge or which of them have a tactical factor superiority due to the effectiveness of the opposite weapons systems. Finally, the players establish how the terrain conditions the melee combat and if there are other tactical condition that affect the combat resolution. 

The combat units that have lost the area might be forced to do the cohesion test running the risk, if they fail, to retreat from the enemy.

The combat units that have won the melee might pursue the retreating enemy giving rise to a new fight that has to be resolved immediately.

The results on the involved combat units become effective as soon as all the foreseen actions in a melee area are solved. The combat phase ends when all the melee areas have been solved.


8. Reorganization, regroup and reorder

The units that have received an order of reorganization or regrouping might respectively recover their harmed morale or the ones in rout might try to rise their broken spirit coming back in fight. The eligible units recover a disorder point.


9. Update the time marker

The turn is over. The players move the time marker forward of 15 minutes.


Game Turn From The Battle of Fornovo


The game box includes:

Epic Battles Rulebook©, the only game system to live again all the historical battles up to the beginning of XX century. Cover artwork by Giuseppe Rava.

Scenario Booklet contains all you needed to play out four battles of the Italian Wars: Fornovo 1495, Agnadello 1509, Pavia 1525, Ceresole d’Alba 1544. Cover artwork by Paolo Maria Taddei.

93x65cm full-colour modular battlefield map. Hexagonal grid side 2 cm

full colour terrain tiles to ricreate the historical battlefield

199 full colour counters printed on both side (6,5x3,2cm). Generals portraits - Artworks by Paolo Maria Taddei. Warriors portraits - Artworks by Giorgio Albertini

Information markers (1,1x1,1cm)

full colour summary tables (Two folding out cardboards - 5 papers each)

50 plastic stands for counters in two colours

Time marker to mark the game turn.

10 Dice.




The Epic Battles map consists of a 24x18 hexes grid, it has been designed in modular blocks easy to assemble in order that even the huge battlefields could be obtained when the future expansions will come out.

Over the map the players will place the configurations tiles in order to define the terrain features where the battle was fought.




Epic Battles is the only rule system that makes it possible to live again the great battles of history, incorporating the development of the tactics and weaponry up to the beginning of the XX century.

Scenario booklet contains a short description of the historical background which the events took place as well an overview of the type of warriors who fought the Italian Wars. Each of the four proposed scenario includes few special rules in addition to how to set up the battlefield and deploying on it the armies.

Summary tables contain a short description of all the procedures used in the game making unnecessary to consult the rulebook every time. Indeed, the information you can find on them help the players in all the main phases of a turn making the game easier and faster.


Venetian Cavalry


The cardboard counters are printed on both sides, one side represents the front of the combat unit while the other is its back. In this way it gets a more realistic scene of the fighting on the battlefield and it is easy to identify the front from the rear of each unit. Put the counter into the base so that the picture portraying the front side is aligned with the vertical side of the base while its back with the oblique base side.  The oblique side of the plastic stand is used to carry the information regarding the current status of the combat units (their current strength and attrition points collected in the fightings) or the cohesion points of the combat group which that leader identifies.




The clock marks the historical time passing during the battle. Each game turn covers 15 minutes of real time. The scenario reports the time when the battle starts and ends. 




The first box set includes everything necessary to play four battles from the Italian Wars where the players put themselves in the shoes of the famous Condottieri who led their armies into the Italian battlefields during the Renaissance era. The four scenarios are the battles of Fornovo 1495, Agnadello 1509, Pavia 1525 and Ceresole D'Alba 1544.


The journey does not end there!

We have many other ideas to make this game even more remarkable and all this thanks to Epic Battles rulebook that is the unique framework of rules that covers five thousand years of history. One history, one rulebook to play the history!

Beside the initial box set, new scenarios will come that cover further historical eras. You could unleash the war chariots of the first civilizations or be at the head of the triumphant Roman legions. Moving forward in the time, you could order to your feudal knights to sweep out the enemy army or, why not, you could put the shoes of a Lieutenant Generals of the Napoleonic Wars who is in command of an Infantry Corps appointed to storm the enemy lines.

All these historical moments and even more can be simulated because Epic Battles rulebook allows to do that.

Soon the upcoming releases will allow to the players diving into the battlefields of all the ages and the next expansions will make to live again the greatest battles of the history as well. Indeed, the Epic Battles battlefield is modular, this allows to cover even the hugest battles just using more map tiles.

Stay tuned, the Epic Battles of the history are just started!

 Pavia,"All is lost save Honor" I cannot wait.


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