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Sound of Drums    This is just a brief look at Sound of Drums and their upcoming games. The pictures are about their Eylau 1807 game that is...

Preview of games coming from Sound of Drums Preview of games coming from Sound of Drums

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




Sound of Drums




 
 This is just a brief look at Sound of Drums and their upcoming games. The pictures are about their Eylau 1807 game that is coming soon.

"For thousands of years soldiers all over the world followed the sound of drums marching into battle or marching far away from their homes into unknown territory following a leadership. The Macedonian fighters followed Alexander the Great to India, the French Grognards marched into battle following the “pas de charge” up the hills at the Battle of Waterloo. Military drums have been used for martial music, communication, drill, honors music and military ceremonies."

 
 


  "My name is Uwe Walentin, born in 1970 in southern Germany and playing games since I can remember. I love history, books and board games."

The Gorgeous Map

"At the age of 13 I discovered my first wargame (“Waterloo” by international team). From there my wonderful journey of learning about (military) history with the help of games started. A fascinating hobby.

From 1993 to 1997 I worked for different French game publishers before creating my own game company: PRO LUDO. We published and distributed a huge range of games (like “Ticket to Ride”) but I had never the courage to publish what I really love: Strategy games with a historical context and wargames. In 2006 I sold my company and in 2008 I quit the gaming industry to work as a professional football coach in different countries in Europe."


Map Inset



 "During these years I did not lose my passion for board games and had many ideas working in my mind.

In 2021 I decided to found my company SOUND OF DRUMS to design and publish the games I always wanted to. Dedicated to traditional strategy and wargames with a lot of experience in quality (i.e. components) “Eurogames-style” publishing, I am convinced that we will find a new way how to design and publish wargames. We will break with a couple of traditions (no ZOCs, please!) and will implement new procedures and game components to our designs. The goals of our designs are highly interactive game play with a minimum of downtime and although being epic in scale keeping the games playable."


Setup at the Beginning of the Game

 "We are shipping as we speak the game series “History of the Ancient Seas” and will publish this summer “Battles of Napoleon – Volume I: Eylau 1807”. The first part in a game series covering the major battles in the Napoleonic era on a tactical level. Eylau will be followed by Quatre Bras, Ligny, Waterloo, Borodino, Austerlitz."


Lestocq is Arriving



 "This fall we will present a fantastic game about the French Revolution by Jason St. Just and late fall a game series by Carl Paradis.

We have many more titles in the pipeline like “Roma Victoria Semper” and “Neither King Nor God”. All epic in scale, highly playable, with gorgeous game components."

 I want to thank Mr. Walentin for allowing me to show these pics from Eylau 1807. Please take a look at their Ancients games also.

 














  Spanish Civil War Commander by Civil War Commander  The Spanish Civil War is sometimes broken down to Republican versus Nationalists. This...

Spanish Civil War Commander by Civil War Commander Spanish Civil War Commander by Civil War Commander

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




 Spanish Civil War Commander


by


Civil War Commander



 The Spanish Civil War is sometimes broken down to Republican versus Nationalists. This is a much too simplistic way of looking at it. The Republican side was a coalition of Communists, non-native fighters, and normal people who wanted a free Spain. Even the Nationalist side was splintered even though this had much more to do with personalities and jockeying for position in the post-Civil War Spain. Both sides also depended upon outside help from different countries. The Nationalists were helped by both Italy and Germany, but especially by Italy. The Republicans were helped mostly by the Soviet Union and to a much smaller amount other European countries. The Soviet Union was, however, giving aid to see a Communist Spain emerge from the Civil War. The Italians and Germans were also not helping the Nationalists out of the kindness of their hearts. They wanted to see a Fascist Spain come out of the Nationalist side winning the war. 


This is the brand new 2022 map with a turn record track for Nationalists and Republicans on each side of the map.



 The war was used and looked at by most countries as a proving ground to their different ideas of waging war. While the Germans were able to come up with the theory of combined arms and Blitzkrieg, the Soviets were not so lucky. Their idea of 'Deep Battle' (essentially Blitzkrieg) was shelved by them in exchange for turning back toward World War I tactics. This was to cost them dearly in the early years of their involvement in World War II. 


A Republican attack on the Ebro.



 Before I get into the components, I just want the reader to understand that this is a large game. The map itself is large and needs a big table. The playing pieces are numerous, as you can see above. To play the game also involves a lot of stickering, sometimes having to affix small stickers onto the plastic pieces. The game is also in the higher price range for wargames. All I can say is due to the game parts and play I believe it is fully worth it.



Closer image of the pieces.


  The Map is 48" x 35" and is made of canvas. It is a breath-taking work of beauty of the historical period of the Spanish Civil war. Pictures do not do it justice. It really has to be seen in person to get the full effects of it. The entire game comes in a large tube, so the Map is rolled up on arrival. It flattens out immediately upon it being placed upon a flat surface. It is an excellent piece of work.

 Next up, we have the list of components that come with the game:

1 set of 4 rule books
1 game board.
1 deck of game cards.
2 black pawns.
3 sand timers (red, blue, white).
1 set of tweezers.
2 transparent game trays (w/ covers).
5 sheets of labels.
7 flag poles.
10 yellow square border markers.
25 yellow wooden cubes.
20 black wooden cubes.
3 bronze metal cubes.
4 gold metal cubes.
12 silver metal cubes.
1 yellow fraction dice.
1 green victor die.
1 orange measuring stick.
6 × 100 RP tokens.
5 purple disc markers.

6 white ARMY counters
2 white AIR counters
2 white MOB counters
2 white Fleet counters

54 red ARMY counters.
25 red MIL counters.
8 red MOB counters.
6 red ART counters.
5 red AIR counters.
12 Naval counters.
5 red Fleet counters.
10 red Defense markers
10 red Attack triangle markers
12 clear red square Garrison markers

20 red transparent disc city markers
10 red transparent rectangle quality markers
35 red wooden cubes.
2 sets of red DD dice (7 dice).
1 red and black D2 die.
1 red and black D3 die (with dots).

54 blue ARMY counters.
15 blue MIL counters.
9 blue MOB counters
7 blue ART counters
8 blue AIR counters
18 blue Naval counters
5 blue Fleet counters
10 blue Defense markers
10 blue Attack triangle markers
12 clear blue square Garrison markers

20 blue transparent disc city markers
10 blue transparent rectangle quality markers
35 blue wooden cubes.
2 sets of blue DD dice (7 dice).
1 blue and black D2 die.
1 blue and black D3 die (with dots).

 And a partridge in a pear tree.


A Republican defense of Madrid and the surrounding area.


  The Republican pieces are red, and the Nationalist are blue. If you were looking closely at the list, you saw three sand timers included. I do not think I have ever seen a timer used with any game other than chess. More to come on these later. The wooden cubes are done perfectly no mismatch in size or extra hanging material on them. The five sheets of labels need to be placed on some of the red and blue plastic pieces/counters. Some of the smaller triangle and square pieces need to have labels on them, and so do the ship markers. These were the hardest pieces for me to put their respective labels on. Luckily, the glue on the labels is very forgiving and will still stick to the plastic even after being attached and removed several times. Unless you are very adroit it will take a while to finish all of the labelling. I know it seems like a lot to set up a game, but it is nowhere near as hard as a wargame with over 1000 pieces on the board at the beginning of a game. 

 All of the above comes in a large cylinder. This does help to keep the map in perfect condition. However, everything but the map and the four booklets come in two long plastic containers. These are fine for the original shipment, but they are not the sturdiest. Do yourself a favor and pick up a divided tray to put the pieces in as I did. Out of all the components, that is my only small gripe. Other than that, and the small size of some of the labels, these components are awesome. They really went out of their way to make the visuals of the game match the stellar map.



Some Republican counters


 There are four booklets that come with the game. These are:

Game Setup at eleven pages
Events at nineteen pages
Quick Reference at fifteen pages
Main Rules at nineteen pages

 The last is pretty amazing at its size. The reason I say this is that this is a full simulation of the Spanish Civil War, unlike almost every other game you need to keep track of your resources. I do not mean just your supply to your troops, although that is also in here. You have mines, agriculture, and gold reserves to worry about, along with much more. 

 The booklets themselves are made from thicker hard stock and are not glossy. They do come with some illustrations to help the reader understand how the game works. All four are printed in large enough type to make for easy reading. 

 The deck of cards is set up just like a normal deck of cards. They come in the four suits from king to ace. They have a picture on them that shows either a person in the war or a historical event. The cards match the other components in being well designed.






 This is an amazing piece to find at the start of a wargame rulebook. I know at least two other designers that add something like this to their rules. I just really like how this is written. Plus, the designer actually sends you his email address (redacted) if you buy the game. Here it is:

"The first and most important statement that the game
designer would like to make is: “have fun and do not let
the rules get the better of you”. What we mean by this is
that the game does have a substantial number of rules but
half of these are not crucial for gameplay; rather, they
exist to add realism and historical accuracy. Half of the
content is strict, but the other half is more in the spirit of
directions rather than rules. The rules are made in such a
way that, most times, if you were to forget to apply an
instruction, the repercussion might be very small. Also,
since all aspects of war are not certain, you can attribute
small imperfections in following the rules to the normal
course of events anyway. A few mistakes in playing may
not change the outcome too much and will certainly not
keep you from an enjoyable game play; so don’t stress!
Have fun.
If you have questions about the rules email the
designer directly:"

 That is a wonderful way to think when designing games.



Example of a Nationalist attack toward Madrid.


 This is the Sequence of Play:

LAND phase
Initiative player is first player to go. Players may study map for 1 min. before beginning turn.
1. Land Movement: roll D12+pay 1; start your timer; use rolled points actions; pause timer when done. 
Second player follows.
2. Land Combat: initiative player can attack any forces in range (one battle at a time) his timer runs while he
decides which attack to make or until he passes the round to the opponent; use combat/commander cards;
follow combat table on the board.
Initiative player will decide the next attack. When both do not want to attack further, they go back to step 1.
Repeat steps 1-2 alternating between players until color timer runs out or both are finished attacking.

NAVAL phase
1. Naval Movement: roll D12+pay; 1 min timer; use rolled points for actions.
2. Naval Combat: battle enemy units in same sea zone (one zone at a time); surviving units go to missions
(disrupt/escort convoys, disembark troops).

ECONOMY phase
Each player:
1. Waste: (a) remove 1 in 5 cubes from map, or (b) 1 cube min., or (c) place Supply log at 0 (in that order).
2. Receive resources:
GDP = Industry + Agriculture ÷ 10. 
Income points: GDP + Foreign Aid – Depreciation – Convoys disrupted 
Resource points: Income Points roll dice × 10. Receive in points Resource box. 
3. Country cards (that you hold): roll aid; roll war; exchange gold or mines; sell mines.

STRATEGY phase
1. Events: roll all four D12 dice; follow events.
2. Draw 5 cards from “New Cards”; give to players; study map 1 min; place in “Drawn Cards”.
3. Ships to bases: return all ships on missions to naval bases; leave any that are in sea areas.
4. Calendar: pick units to deploy from all or any of (a) current turn, (b) past turns and (c) “Any Turn”.
Pay with tokens and cubes in Resources box. Pick also fortifications (max 10 for all) and garrisons.
Subtract points from Men log (1 per Spanish army or reinforcement). Use credit if running low on
resources.
5. Deploy units selected above and supply cubes from Resources box.
6. Roll for war for countries with a yellow cube on the Foreign Aid log; remove cube as you roll.
7. Victory conditions check; move calendar markers to next turn.


The war at sea.


 Now you see where the timers come into play. The game comes with two scenarios but the second one is really a plethora of scenarios. The first is the historical scenario. The second is called the 'Probable Scenario'. This is because you roll a D4 to see which side all of the different cities start on. So, you can see you can have a ton of different starting points for this one scenario. They do lean historically to the side that they actually were on, but the die roll can change that.

 The game seems like it should be vastly complicated by the size of the map and the multitude of components. Luckily for us, it really isn't at all. It goes deep enough to satisfy any grognard, but it is still easy to play. I am really impressed at how the rules make it so easy to play. For a game that uses a measuring stick for combat, these rules are not that hard to learn either. Other countries can get involved due to various reasons. Each country that can intervene has a scale to show where they are in considering open war. The USSR for the Republicans and Germany and Italy for the Nationalists have certain forces in Spain without committing to a full war. However, the Republicans do have to pay to use the USSR help. The Nationalists do not have any cost associated with the different 'volunteer' groups from Italy and Germany. 

 Just because of the type of wargamer I am, I have always played the historical scenario. When dealing with an entire country's civil war there is enough variation for me to keep playing that way for a good long time. Just as it was historically, Madrid is a magnet for both sides in the beginning of each game. Most of the larger battles took place around it during the war. So, you as the Republican must make sure that you hold it with a good solid defense. The historical infighting of the Republicans is also taken into account during the game.

 I haven't even delved into the naval war aspect of the game. It takes on a much greater importance than I have seen in any other game. You have to keep your ports free to be able to receive aid, but also to bolster your economy. There are rules for submarines, air attacks on ships, and destroyers hunting submarines among others.
 
 So, if you were ever looking to put a toe into the miniature side of wargaming I believe this game is a perfect place to start. It definitely has a miniature feel to it. With its time constraints, if you use them, I can see where this would be a great game for a convention.

 
An example of a Republican attack.


 Thank you very much Civil War Commander, for allowing me to review this great and beautiful game. I might be a bit biased because the Spanish Civil War has always intrigued me. I am especially waiting, actually drooling, over one of your next releases: Roman Civil War Commander 49 BC to 30 BC. Their website says that American Civil War Commander will be the next release. 

Robert

Civil War Commander:

Spanish Civil War Commander:

  Bison Games by Dimitri Bugnolo  This is a small company that does print on demand. I like to help wargamers and designers by showcasing on...

Bison Games by Dimitri Bugnolo Bison Games by Dimitri Bugnolo

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




 Bison Games


by


Dimitri Bugnolo





 This is a small company that does print on demand. I like to help wargamers and designers by showcasing ones that most of us have not heard of. The following is a small blurb about the designer and his company. Please give it a read and look.


 I am Dimitri Bugnolo, Vice President of Bison Games Inc. My company website is https://bison-games.com/purchase-online. I have been designing board games my whole life, but only recently began selling them on demand since 2015. All my games are made to order. My games are historical and educational. The selling prices are high because the cost of printing them keeps going up and up each year.


The First Crusades





Greek City States


 Bison Games, Inc., is a publisher of high-quality board-games which aim to provide endless hours of entertainment and historically accurate information about the era in which they are set. Our games will emphasize player-initiative and an open-ended game-system which will make every game you play a unique entertainment experience.





 Strategy & Tactics #339 by Strategy & Tactics Press and Decision Games  Here we are yet again with another issue of S&T. To be ...

Strategy & Tactics #339 by Strategy & Tactics Press and Decision Games Strategy & Tactics #339 by Strategy & Tactics Press and Decision Games

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




 Strategy & Tactics #339


by


Strategy & Tactics Press and Decision Games






 Here we are yet again with another issue of S&T. To be perfectly honest, the game included with the issue is not a possible conflict that would be high on my list to game. Of course, it could be a great simulation/game of the possible campaign. So, I will not just turn away from it. However, I am very interested in reading this issue's articles. 

Take a look at some of the articles:

Pompey vs. the Pirates by Joseph Miranda (for grognards the author needs no introduction)

Operation Roundup Reconsidered (the possible 1943 invasion of Europe) by Antonio J. Muñoz

The Man Assyria Feared by Cam Rea (an excellent author)

World War I Railway Guns by Dave Schroeder

The US Navy's Yangtze River Patrol (definitely for any fans of 'The Sand Pebbles') by Patrick S. Baker

Saddam Moves South by Joseph Miranda

The Curious Case of Benjamin Pole by Peter G. Tsouras (writer of many well-done books on what ifs in military history)


Some of the Game's Map


  As usual, the magazine starts out with the largest article about the history of the Iraqi invasion of Kuwait in 1990. It naturally goes into the what ifs of Iraq deciding to invade Saudi Arabia and going for their oil wells as well. The history of the buildup of the Coalition's forces for the actual Operation Desert Storm is thoroughly delved into. Both sides had political land mines to maneuver around. Saddam Hussein was afraid of his Kurdish and Shite populations revolting while he was embroiled in Kuwait and Arabia. He also had to keep an eye on Iran. He was worried that Iran would try to attack Iraq to win back the slight gains that Iraq had won during the Iran-Iraq war of 1980-1988. On the other side, the Coalition had to worry about Iraq launching missile attacks against Saudi Arabia, and deciding just how far Desert Storm would take them. At the time, there were many voices against invading Iraq to topple Hussein. So, Desert Storm would be limited to liberating all of Kuwait and stopping at the border. The Coalition's plan was:

1. A strategic air campaign against Iraqi command control, industry, and airpower.

2. Gaining full air superiority over Kuwait.

3. Preparation of the battlefield by attriting Iraqi armor and artillery.

4. A ground offensive to liberate Kuwait.

 The article shows that Iraq, by only taking Kuwait and then not going any farther, allowed the Coalition ample time to build up its strength. More on the actual game will come later.


Assorted game counters



 Now we come to the main event, the article about Pompey vs. the Pirates. The Republic of Rome had been beset by pirates throughout the Mediterranean for many years. At different times Consuls etc. had been given command to try and eradicate them. In fact, both Marcus Antonius's father and grandfather (both named the same as him) had been tasked with this same issue. In 67 B.C. the Tribune Aulus Gabinus created his Gabinian Law to give one man more power than any other Roman had ever had. The law created a special command called the Prefect for the Fleet and Maritime Affairs. The new command would have authority over the entire Mediterranean and to fifty miles inland. The force under this command would consist of 200 warships, 120,000 soldiers, and 5,000 cavalry. Through the usual maze of Roman politics at the time, Pompey the Great was given command. The law was written for the command to last up to three years. Pompey eradicated the pirates in the entire Mediterranean in three months. If he did not deserve the title Magnus for his other military campaigns, he certainly did for this one. 


 The campaign was so short because of Pompey's inherent strength for planning. The Mediterranean was divided into thirteen zones. First, he dealt with the pirates in the west in a total of forty! days. Then he turned to the east where the largest groups of pirates were based in Cilicia and Crete. He offered the pirates the choice of annihilation or resettlement into depopulated areas. This article is a wonderful read about a campaign that most know nothing about.


 Next, we have another good article on Operation Roundup, the plan to invade France in 1943, by the Western Allies. The article shows that while the invasion could have taken place it, would have been smaller. Not only that, but it would have been faced by all of the German divisions that were defending Italy in 1944. So, there were many good reasons for just letting 'Uncle Joe' beef about fighting Germany all alone until the time was right.


The U.S. Navy's Yangtze River Patrol is another very good article. It goes back to the beginnings of the 'Gunboat Diplomacy' that was used by all of the larger powers against China in the 19th and 20th centuries. 


 The article about World War I Railroad Guns is short but has a lot of information on the 'Paris Gun'. This is sometimes confused with 'Big Bertha'. Big Bertha was a 42cm howitzer that was built to crack open fortresses. Bertha comes from the name of Mrs. Krupp. The Paris Gun was capable of firing a 234lb. shell 81 miles. It was also the first man made object to reach the stratosphere. The firing distance was so long that the rotation of the earth had to be taken into account.


 As usual, the rest of the magazine is chock full of little-known military facts. It is a smorgasbord for history lovers and wargamers.




 Saddam Moves South comes with the standard 22" x 34" Map along with sizeable 9/16" counters. The hexes represent 35 kilometers across. Time in the turns goes from three days of intense fighting to ten days of refitting. The rules are only sixteen pages long. 


 The game is based around Iraq attacking immediately out of Kuwait. This does not give the Coalition time for them to use their sealift capabilities. Therefore, to the Coalition player their Air Transport Points become extremely important in the game. The Iraqi player has to keep moving and trying to grab as many objectives as possible to be able to continue to fight. 


 The game is of a medium complexity. Both sides do have a real chance of winning. The fact that it is a hypothetical invasion of Saudi Arabia etc. means that there is no way to measure your accomplishments against history. There are two additional optional rules for the game. The first is to make the deployments of units based upon a die roll. The second is to use Special Operations Forces against the Iraqis. Victory is determined by the loss or destruction of units and holding objective hexes and Iraqi cities. 

 Thank you, Decision Games, for allowing me to review another great issue in a long line. Hard to believe it is fast coming up to 400 issues.


Robert

Decision Games:

Decision Games

Strategy & Tactics Press:

Strategy & Tactics (strategyandtacticspress.com)

Strategy & Tactics #339:

Strategy & Tactics Issue #339 - Game Edition (strategyandtacticspress.com)




The Great War: Western Front by Petroglyph Games Published by Frontier Foundry   Once again, we travel to the first part of the 20th century...

The Great War: Western Front by Petroglyph Games and Published by Frontier Foundry The Great War: Western Front by Petroglyph Games and Published by Frontier Foundry

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




The Great War: Western Front


by


Petroglyph Games


Published by Frontier Foundry 





 Once again, we travel to the first part of the 20th century for a look at a game. Oddly enough, it is not a boardgame but a computer one. There are tons of World War II games, both board and computer, but not many computer World War One games. I think you can count them using your fingers. So, why has Petroglyph Games decided to drop us into the mud, blood and frustration of the Western Front? Maybe it is because the field is rather thin, and they would stick out more, rather than designing the 1000th WWII game. The game has a campaign and allows you to play historical battles (historical battles in my eye should always be included in wargames). It also comes with a skirmish mode.




 Visually the game is stunning. The putrid treeless morass that was most World War One battlefields is present in the game. It is almost too correct looking for a game. Everything that was used to kill in WWI is also here. The game has artillery, tanks, gas, and planes plus a lot more. The uniforms are even correct. For the history lover or wargamer, it is history brought to life.



 As you can see by this statement about the game, it has a great pedigree:

"Revel in an authentic historical strategy game that captures the gravity and intensity of The Great War. Partnering with the Imperial War Museums, their expertise enables us to accurately portray these pivotal moments in history."

 If you are partnering with the Imperial War Museum for a game, you best have all your ducks in a row.




 The game keeps you on the edge of your seat. You need to add reinforcements to your beleaguered troops in the trenches. However, you also need to target the incoming enemy with your guns. How much time you have to do everything is the question. You can slow down the time. However, it is not a turn-based game, it is a real-time strategy game. Also, you can pause the battle whenever you want to catch a breather. Does it get a bit frenetic at times? Yes, if you let it and forget that you can take it slower. One of my bad habits with the game is forgetting that I can slow down and think more about things.




  You cannot forget that you are playing a WWI game. The defense has a great advantage over offense, if you are playing correctly. You will see your troops just disintegrate before the enemy trenches. If you are attacking and have 'rolling barrages' pounding on the enemy, you have to make sure that your troops are following them closely. How close? As close as you can get them without having them perish. As I said, use the pause button and look around. Also, be aware of your reinforcements and continually feed them into the meat grinder. 



It seems so easy to do when you look at this screen.



 This is a game where the player can get frustrated at times. Just take your time and use your head. This is an RTS, but it is a thinking man's RTS. Also, your troops are not all equals. You will have mediocre ones and you will have much better-quality ones. This is one game where going through the tutorial is mandatory. Do not just flippantly jump out of it and head toward a historical battle or campaign. You will end up dying quickly and possibly just leaving the game in your library, never to be played again. Trust me, the game is worth taking your time with. When you do direct a well-conceived assault for the first time, and it all goes as planned, it is a great feeling. It also looks great watching it on the screen. This game has tons of history built into it. 



Once again, I taste bitter defeat.


 The campaign game has even more than the entire other parts of the game. You get put into Haig's or Falkenhayn's shoes. It is up to you to run the entire Western Front. It gives you the choice of not only where, but also how, you are going to attack the enemy. This is what the game says about the campaign game:

"As Theatre Commander, experience enthralling turn-based grand-strategy as you direct the deployment of forces, perform research and carefully consider how you disseminate your resources. Alongside this, take up the mantle of Field Commander in dynamic real-time battles as you direct units to defeat your opponent, build trenches and perform direct assaults by sending your infantry over the top."


 Thank you very much Petroglyph Games and Frontier Foundry, for letting me review this beautiful game. Just remember that it is also deep and not just eye candy.


Robert

The Great War: Western Front

 

 SAIGON 75 FROM NUTS!PUBLISHING Back in 2019,  I had the opportunity to preview Nuts!Publishing 's proto-type of Saigon 75 , just before...

SAIGON 75 SAIGON 75

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

 SAIGON 75

FROM

NUTS!PUBLISHING



Back in 2019,  I had the opportunity to preview Nuts!Publishing's proto-type of Saigon 75, just before its launch on Kickstarter.  Now I can provide you with a deeper delve into the recently published edition and its highly professional quality.  Though even the proto-type had largely wooden pieces with sticky labels on with some cardboard counters, the final product has gone the full mile with its embossed  wooden pieces and  a distinctly COIN style appearance.  Even this peek inside the box shows what I mean.

Getting everything lined up for set-up makes it even clearer.  As promised the dice are customised and very attractive too and finally the cards remain identical in their layout and each individualised picture on them, but with that expected touch of refining in their rounded corners and subtle smooth finish.  And, of course, let's not forget the mounted map board which has the factor I prize - it folds out perfectly flat first and every time; no ridges, no back-folding.  Perfect from the minute it's laid out on your table.

With the preliminary rules that I received being a simple, very basic black and white printout, turning to the finished professional product is a stunning revelation.  The well-nigh obligatory division these days into a Rulebook and Playbook maintains such high standards that it's a pleasure just to pick them up and feel the quality.  The smooth gloss is combined with a bold text size in the rule book that makes reading it so simple, even if you hold the book at arms length. 
Typical of the quality of full-colour examples of play

Illustrations abound whether they be historical photographs or sumptuous large full-colour examples of the rules and not only does the Playbook have a full play through of the first turn and a half, but the Rule Book itself provides an example from a solo turn.  No complaints here then, I hope, from the those who absolutely must have a solo mode.  An additional feature of the Playbook is that not only does it have a four-page historical narrative, but that is followed by a section in which every single one of the 20 Event cards is pictured with an accompanying explanatory historical background.  Fantastic attention to detail here.
Just a few of the 20 cards with their historical background
Some of the actual cards

The game takes us from Summer of 1973 to Spring 1975 in eight seasonal turns.  Both the relatively short time span and seasonal turns highlight the broad sweep of the game.  They also indicate the first reason why the game is quick-playing; the second reason is that each player rolls for how many activations they get per turn.  The South Vietnamese units are largely divisions of the Army of the Republic of Vietnam [ARVN] with a diverse range of small unit American troops, including Ranger battalions, Marine and Paratroop brigades, two River patrol units and several mechanised regiments.  Grouped under the abbreviation SV, it is the American troops that tend to give flavour to the game.  Opposing them are 14 North Vietnamese divisions and 8 Viet Cong battalions, abbreviated to NV.  Only the divisions of both sides have the equivalent of two steps.  Being octagonal wooden pieces, when one of these is reduced in combat it is replaced by an identical piece half the size.  All the other units are half-sized ones and so one hit and they're gone!  Adding further visual appeal to the game are the star-shaped Quyet Thang markers [essentially NV control markers] and NV infiltration markers, while the variety of coloured pieces that represent American units are supplemented by black air support/air transport markers.

To emphasise and help pick out the units, I've placed everything with its embossed star uppermost.  In playing the game, these begin face-down and a unit is only turned star-end up to show that it is activated.   You'll notice too the compact footprint of the whole game.  Everything fits perfectly onto my 24"x24" board.
NorthVietnamese Divisions
Viet Cong Battalions
Quyet Thang markers
Game play itself is very smooth and the rules are a brief 8 pages long.  Each turn is divided into an NV Phase followed by an SV Phase.   Before starting both players need to agree on how the Event cards will be handled.  The standard process is for each player to draw eight Event cards and hold them secretly.  One must be chosen and used each turn.  An alternative is offered for those just learning the game where you only start with three cards and draw a new one each turn.  Obviously the idea is not to overburden a new player with too many decisions as to how you might be going to plan out the the course of all eight turns.  Personally, I like the easier approach, not because it's easier, but because it combines an element of control with having to react to what turns up! - a combo I've always liked in a game.
Both player's Phase begins with an Activation roll to determine how many units can be activated.  For the NV player it is the number of infantry divisions[whether at full strength or reduced strength] + an optional 2 Viet Cong units.  It is slightly different for the SV player as their activation points can also be used to bring airstrike/transport units on, but once the latter are in play, their use is free each turn, while they survive.
Low unit density reduced even more by the activation process and all units having 1MP [movement point], except for the few mechanised units that have 2 MP create a swift playing game.  This is helped even more by maximum stacking of five units per side and a quick and easy combat system that allows a maximum of 5 dice to be rolled in any one attack.  
The Customised Combat Dice

Combat is not mandatory and not all units in an area need attack, though all defending units in an area must be attacked.  Add to all this are customised dice that show either a blank or one of two symbols [the cross hairs symbol indicates a casualty and a running man indicates a retreat.]  One player deducts the number of retreats from the other player and the excess have to retreat.  So, as the rule book's example shows: if the NV scores 2 retreats and the SV scores 3, then the NV player has to retreat one unit.  Each side has some potential minor combat bonuses; for the SV it's air support and for the NV it's infiltration markers and the Quyet Thang markers. But, always bear in mind that 5 dice is the maximum rolled by either side. Both sides have a number of small differences that create each side's individuality.  For the SV it's mainly the variety of units and greater movement flexibility and for the NV it's mainly the range of combat bonuses.  Nothing too overwhelming, but this type of asymmetry is an aspect of a game system that I relish and so I was pleased that Saigon 75 has been announced as the first in an intended new series labelled UP! [Under Pressure]. 
The solo mode briefly mentioned earlier is designed purely for the SV player with the NV player controlled by a random card draw from the Solo Deck which in turn prioritises the draw made from the NV Event Deck. The Solo card also gives an order of preference for NV targets, details of its activation and how combats and retreats are handled.  I was surprised and welcomed the amount of detail that can be included in just two and a half pages of rules.  As always I'm personally happy to use the methods of my gaming origins [and I confess age!] that demanded simply that you played both sides to the best of your ability, but here is a solo system, both easy to follow and quick to execute.
A final point made in the opening sentence of the rulebook is that the games in this series are aimed to be played back-to-back.  Sometimes, I've found in the past that if games were designed that way, it often turned out to mean that one side is distinctly less interesting to play than the other.  That's not at all my view of Saigon 75.  I will willingly sit down to play either side with just as much expectation of enjoyment and anticipation of a tense match.
Once again, Nuts!Publishing have come up with a streamlined winner and one that I must thank them for, especially in letting me have to bites of the cherry by reviewing both the prototype and the polished published copy.

LINK to review of the prototype

  The Maps of Spotsylvania through Cold Harbor: An Atlas of the Fighting at Spotsylvania Court House Through Cold Harbor, Including all Cava...

The Maps of Spotsylvania through Cold Harbor by Bradley M. Gottfried The Maps of Spotsylvania through Cold Harbor by Bradley M. Gottfried

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 The Maps of Spotsylvania through Cold Harbor:


An Atlas of the Fighting at Spotsylvania Court House Through Cold Harbor, Including all Cavalry Operations, May 7 through June 3, 1864


by


Bradley M. Gottfried




 If you ask most readers of military history what they find most annoying in some history books the answer will be the lack of maps. However, to me that is not the most annoying. The thing that will set my blood pressure higher than anything is poor unreadable maps. We have all seen it. A book has one to three maps in it that looks like either a Rorschach test or something drawn by a four-year old. If you are going to add maps to your books, please look at them. I cannot believe that these things that pass for maps are just gleefully published by editors. The addition of good maps helps the reader immensely when they are trying to discern not only what happened but also why it happened.

 Savas Beatie has been publishing a group of books that are a complete one-eighty turn from the books I mentioned above. However, some readers take umbrage at books that have 'maps' in the title. They believe that it is really just a picture book for adults and while the maps are done well, they will have to read a second book on the actual battle/campaign to really know the history.

 So, with these books Savas Beastie has hit the perfect middle ground. The maps are gorgeous and give you not only troop placement but also the terrain. You can see exactly why this or that regiment was disorganized when it moved up to its position. You also get the written history to further explain what is actually happening and why.

 One side note about the actual 'wilderness' areas both before and during the Overland campaign that Spotsylvania etc. were part of. These areas were 'new growth' and not older forests. If you go to the battlefield today it is very easy to not understand the problems the troops had compared to what you are walking through. Now you can easily go off trail and walk between the trees etc. In 1864 the trees were all still young with many branches obscuring anything except the man in front or behind you.

 It is hard for us in the 21st century to understand the amount of sheer bloodshed and horror that took place in the areas shown in this book. The casualty figures are absolutely insane for the small amount of ground that is shown and discussed. You can easily drive for only five to ten minutes to get from one part of these maps to another. 

 This is from the author about the other books in the series and the idea behind them:

"I began the overall project with The Maps of Gettysburg in 2007. It continued in 2009 with two more installments: The Maps of Chickamauga (by David Powell and David Friedrichs) and my own The Maps of First Bull Run (2009). I continued the series with The Maps of Antietam (2012), The Maps of Bristoe Station and Mine Run (2013), The Maps of the Wilderness (2016), The Maps of Fredericksburg (2018) and, most recently, The Maps of the Cavalry in the Gettysburg Campaign (2020). All of these titles have been reprinted at least once (and several many times) and all of them remain in print today. 

 This series uses maps and precise facing-page text to visualize the action and thus better explain and understand a military campaign. There is no better way to understand military actions and no book can contain enough maps. Coverage herein is intended to be neutral. As anyone who is familiar with this series will attest, its purpose is to offer a broad and full understanding of the subject matter rather than a micro-history of a particular event or day."

 At least in this book the author has met and exceeded his ideas for the series. It is so much easier to understand military history with well-done maps for you to look at in between reading passages.

 The book itself covers a lot of ground. Not only do you get full maps of the Battle of Spotsylvania, you also get to read and look at the Battles around the North Anna and then end up with the foolish Union attack at Cold Harbor. All of the cavalry engagements that took place during the same time period are also given the full treatment. 



Two of the excellent maps in the book.


 This book, and the entire series, should be a part of any history lover or wargamer's library. I will definitely be picking up The Maps of the Wilderness and a few others. Thank you, Savas Beatie, for allowing me to review this very good book.

Robert

Publisher: Savas Beatie

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