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Storm Over Jerusalem The Roman Siege by Multi-Man Publishing  Jerusalem: for many people down through the ages it was, and is, considered th...

Storm Over Jerusalem: The Roman Siege by Multi-Man Publishing Storm Over Jerusalem: The Roman Siege by Multi-Man Publishing

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



Storm Over Jerusalem


The Roman Siege


by


Multi-Man Publishing




 Jerusalem: for many people down through the ages it was, and is, considered the center of the world. The first Roman siege of Jerusalem was in 63 BCE. Pompey the Great had just finished the Third Mithridatic War. Mithridates of Pontus was finally dead, and Pompey was now making a leisurely stroll through the territories that had now become adjacent to Roman lands. That siege actually lasted three months before the entire city was taken. Now, we go forward more than 100 years to the Jewish Revolt of 66 CE. The Jewish freedom fighters had almost completely thrown out the Romans from the whole of Judea. Nero then gave the task of reconquering it to the future emperor Vespasian. We are very lucky in the fact that Vespasian captured a man called Josephus who proceeded to write down the history of the revolt and the following Roman campaign. Jerusalem has probably a greater history of sieges than any other point in the world. The sieges started pretty much right after King David made it his capitol and have continued down through the roughly 3000 years since. Assyrians, Babylonians, and so many others have tried to make the city theirs. This game deals with the siege that Vespasian started, and his son Titus continued, in 70 CE. Strangely, with so many sieges, there are not many games about them, ancient sieges that is. For some reason wargame designers do not think to develop too many actual siege games. 





 So, here we are in 70 A.D. and about to either try to take the city or defend it. This is what Multi-Man Publishing says about the game:

"By the year 70 of the Common Era (CE), the province of Judea had been in revolt against Rome for nearly 4 years. The protests and riots that began in 66 CE had quickly turned into open rebellion. The standard Roman punitive force under Syrian legate Cestius Gallus, having failed to capture Jerusalem, was wiped out at Beth Horon. General Vespasian was given command of the Roman army in the region and ordered to crush the rebellion and restore order. Turmoil in Rome, however, saw Vespasian recalled to become Emperor. In early 70 CE, Emperor Vespasian dispatched his son Titus (a future Emperor) along with four legions to end the rebellion in this important province. Titus arrived in Jerusalem in April to find the city still at war with itself. Throughout the rebellion, differing Judean factions had fought a bitter internecine war among themselves. The primary factions fighting each other in Jerusalem at this time were controlled by Simon bar Giora and John of Gischala. With the arrival of Titus and his legions, however, they were now faced with a common threat to their immediate survival.


The brutal siege of Jerusalem lasted nearly five months. During the siege, city walls were breached one-by-one, much of the city devastated, and the Temple—central to both the Jewish religion and the defense of the city—destroyed and burned. With the capture of Jerusalem, Titus had effectively ended the Judean revolt, with the last of the rebels finally cornered and eliminated in the legendary siege of Masada in 73 CE.

Storm Over Jerusalem is a card-assisted, area-movement game based on Multi-Man Publishing’s Storm Over series of games (Storm Over Stalingrad, Storm Over Dien Bien Phu, and Storm Over Normandy). Cards augment the game play and increase the tensions and choices faced by each player.

As the Judean player, you are outnumbered and surrounded; you must use your forces wisely to hold out as long as possible behind the Walls of Jerusalem. As the Roman player, you must breach the Walls to capture the city, eliminate the rebels, and end the Judean rebellion before time runs out."


 So, we see that the game's pedigree comes from the highly acclaimed games in the 'Storm Over' series. We also see that it is card assisted and has area movement. Let us take a look at the components. This is what comes with the game:

One 22"x34" full-color map
Two full sheets of counters (162 3/4" counters and 88 5/8" counters)
Full-color rulebook with examples
Two double-sided player aid cards
Card deck with 55 full-color cards
4 six-sided dice






 For those of us who have any knowledge of Jerusalem, be it secular or not, the map is an amazing piece of time travel. We get to see the city exactly as it was laid out at this time in history. Other than being completely historically accurate, the map was designed as a wargame map. It was not designed as a piece of art that you would hang on your wall. However, that does not detract one bit from it. The colors and illustrations are perfect for its use. The artist has truly given you the image of an oasis in the midst of desolation. The map paper comes with a coating that will help with its longevity. No, do not bring your different beverages around the game table to see if it endures; it will not. The counters are what my daughter used to call as a child "big huge". All of the Jewish and Roman units, along with a few of the gameplay ones, are 3/4" sized. They have a nice picture on them to denote their weaponry. The numbers on them that are needed for the game are very large. Their very physical and number size bring tears to an old grognard. There are two identical full-color Player Aids. They are made of light card stock. The writing on them is not large, but it is also not really small as some I have seen. The fact that some of the parts/tables are in different colors helps you find what you are looking for. The two decks come together in cellophane, but they are also in a cardboard holder. That is a nice touch so that you do not have to find something yourself to keep them from sliding around the box. The decks are different colors on the back; red and blue is the game's theme. The front of the cards is done in a gold coloring, and each has a very nice piece of artwork as the background. The cards' covering makes them pretty slick and they do try to get away from you. The information size is comparable to any others. The Rulebook is only twelve pages long. It is easy to read and understand. It comes in full color and has a great many examples of play. That is pretty great for only twelve pages. The components are very well done as a whole. 




The Sequence of Play is:

Each turn the following sequence is performed:
A. Draw Phase: The Roman and Judean players draw 
enough cards to fill their hands. If a player has more cards in 
hand than their hand size, they must discard down to their 
hand size. The Game Turn track indicates the hand size of 
cards each player has for that turn. Note that there is one value 
for the Roman player and another for the Judean player. Control of Area 19 (Tyropoeon South) or Area 30 (Lower City) with 
no enemy units in the area provides one additional card to the 
controlling player (see 5.1) for each area.
B. Impulse Phase: Both players perform alternating impulses (see 6.0). The Roman player takes the first impulse on each 
turn.
A player may pass if he does not wish to perform any actions 
for their impulse. If a player has no units that can perform 
actions and does not have any cards remaining in their hand, 
they automatically pass.
If the Roman player passes the turn enters the end phase, 
unless the Judean player immediately discards one of their 
tactical cards (the card is not played, just placed in the discard 
pile). Exception: Judean card #54 (Romani ite domum) can be 
immediately played after the Roman player has passed, it does 
not require another card to be discarded. If a card is discarded, the game turn continues normally, with the Judean player 
taking their impulse, and then the Roman player taking their 
impulse, and so on.
C. End Phase: Both players perform the following sequence 
listed below.
• Cards may be discarded (see 5.3), with the Roman player 
discarding first.
• Remove any Out of Supply markers from the map.
• If the Roman player controls areas 1 through 11, the Roman player rolls a die to see if the Judean Supply Restrictions will increase on this turn (13.3).
Then the Judean player must check the Judean Areas Unable to Refresh (13.3) to determine how many areas containing spent Judean units will not flip to their fresh side 
during this End Phase. The Judean player should mark 
the affected areas with an Out of Supply (OOS) marker. 
If there are not enough locations with spent Judean units, 
any excess OOS locations are ignored.
• Next, players should flip all spent units and siege towers 
to their face-up (“fresh”) side, other than the units in areas 
that the Judean player designated as OOS in the previous 
step.
• The Roman player may remove any Siege Towers from 
Roman controlled areas.
• The Roman player now receives up to 6 reinforcement 
units for the turn and places them on their fresh side in 
any area adjacent to their Reinforcement Zone (see 11.0). 
Roman reinforcements do not all have to come from the 
same Reinforcement Zone. If there are no units in any of 
the Reinforcement Zones, this step is skipped.
• If the Roman player controls both Area 22 (Temple Mount) 
and Area 27 (Herod’s Palace) the game ends with an automatic Roman victory. 
• Each player that controls Area 22 (Temple Mount) or Area 
27 (Herod’s Palace) gains 1 Victory Point for each area. If 
the Judean player controls all city areas (12-31), they gain 
1 VP.
• The Roman player gains 1 VP for each Judean Leader that 
was not placed on board this turn. After this, remove any 
Judean Leaders on board so they can be placed during the 
next turn.
• At this point the turn ends. If it is not turn 8, the turn 
marker is advanced one space on the Game Turn Track, 
and the sequence of play is repeated. If the current turn is 
turn 8 (or 7 if the Judean player played Judean card #54), 
the game ends. Both players must discard all cards and all 
Escape the Siege cards discarded at this time will trigger 
as an event.


 The gameplay is great. The game actually feels like a historical siege. One of my grail games is the Art of Siege by SPI. So, it shows that I find wargaming sieges as not only viable as a wargame but very entertaining as far as gaming. Each player is situated under his own Sword of Damocles. The Romans only have at most eight turns to take the city, or to accumulate enough victory points. The Roman player also has only so many options based on the cards and game length. He has to build Siege Towers and these cost both a card and an impulse. However, the walls of Jerusalem when undamaged give the defender a +4. The Roman player also has cards, Onager, Catapult, Battering Ram, and Siege Ramps, that will help him to breach the walls. Conversely, the Judean player can repair that wall using a card to do so. The Judean player has to decide when to attack or just wait for the Romans. The game makes counter attacking a really bloody part of the game at times. That is why the player has to really think about each attack. Because if it is a failure or does not really hurt the enemy, those attacking units are placed on the backside of the counter. These leave them extremely open to the other player's counterattack. 


 To add to the historical side of the game, the Judean player has to deal with having two leaders and their supporters. The Roman player has no leaders, but the Judean player has both a John and Simon counter. These represent Simon Bar Giora and John of Giscala. Historically before the siege started, and a little while after, there was serious fighting between the different factions in the city and even between the zealots themselves. A player has to use them wisely. They give both defense and attack bonuses to the Judean player. However, if they are eliminated in battle each of them is worth one point to the Roman player for every subsequent turn. 


  So, we have a game that historically feels like a siege and is also fun and nail biting to play. What more could a grognard ask for. The short and easy to understand Rulebook, coupled with simple but innovative rules help to make this game as great as it is. This has everything that I would want in a wargame. It is about ancients and features a siege. Kudos to Multi-Man Publishing for doing an ancients game and to Scott Blanton for designing it. 



Map close-up


 Thank you very much Multi-Man Publishing for allowing me to review this great game. It has been a long time since I played a 'Storm Over' game, and it looks like I will have to dig one or two of them out. This game is part of MMP's International Game Series. There are also Storm Over Stalingrad and Storm Over Dien Bien Phu available from MMP.

P.S. I have really warmed up to the map since I started playing. It is a piece of art that you would hang on your wall.

Robert 

Multi-Man Publishing:

Storm Over Jerusalem: The Roman Siege:



East Prussian Carnage: The Tannenberg Campaign 1914 by Three Crowns Games    The Second Battle of Tannenberg in 1914 is usually referred to ...

East Prussian Carnage: The Tannenberg Campaign 1914 by Three Crowns Games East Prussian Carnage: The Tannenberg Campaign 1914 by Three Crowns Games

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




East Prussian Carnage: The Tannenberg Campaign 1914


by


Three Crowns Games




 

 The Second Battle of Tannenberg in 1914 is usually referred to as the first victory of the Hindenburg and Ludendorff duo. The actual truth is that the battle was won long before they stepped off the train in East Prussia. The Chief of Staff of the German Eighth Army was a man by the name of Carl Adolf Maximilian Hoffmann (usually just denoted as Max Hoffman). Hoffmann had devised the plan to attack both the Russian Armies that were invading East Prussia. The slowness of the Russians, the terrain, and the German railroad lines would allow the Germans to strike one Russian Army at a time. Unfortunately, Hoffmann was given no kudos, outside of the German Army, for his plan. Hindenburg and Ludendorff had become the heroes of Germany using Hoffmann's plan to virtually destroy the Russian forces.



Max Hoffmann courtesy of Wikipedia

 

  The fear of the Russian hordes by Helmuth von Moltke the younger, the German Army's Chief of Staff, is usually credited with the failure of the German Army on the Western Front to defeat France because he sent reinforcements to the German Eighth Army from the German Western Army. In actuality, due to Hoffmann's plan and its success, the German Eighth Army was in no danger. However, the Schlieffen Plan, not a real plan just a thought exercise, against France was never going to work. The German Western Army was nowhere near strong enough, even without the missing troops, to actually complete its envisioned defeat of France.


 The next question is why it is called the Second Battle of Tannenberg when it didn't really take place near there? This was because the Teutonic Knights were effectively crushed in the first battle by an allied army of Lithuanians and Poles. The German psyche needed to try and wipe that stain away. All three, Hoffmann, Hindenburg, and Ludendorff took credit for naming the battle.    


 So, Three Crowns Games has given us a game about the 1914 Tannenberg Campaign. While the German forces are outnumbered, you can use the above-mentioned factors in the Germans' favor to offset this. This is what comes with the game:


- A full color A1 map

- 16 page rulebook

- 143 high quality, 15mm die cut counters

- Front and Back cover with game aids, charts and tables

- Sturdy 100my ZIP-lock bag


 This is what Three Crown Games says about the game:

"East Prussian Carnage is a two-player game that recreates the stunning German victory over Russia at the beginning of World War One. The Germans must use superior command control, interior lines, and the mobility provided by railroads to stop the large but lumbering Russian army. The Russians must try to pin the Germans down and bring their superior numbers to bear."



Part of the game being played.


 I have reviewed a few of Three Crowns Games, although some were published by different companies. I did review their 'Tolling of the Bell', and I will put a link to the review below. Their games come in ZIP-lock bags instead of boxes. However, this also means that the shipping costs from Sweden to other areas is cut down immensely. It does not take away anything from the actual games. Sometimes, a grognard just wants to play a smaller game and not have to reach over the table to move a stack or does not have the space at the moment for a large game. 

 The map is a little over 23" X 33" in size. The hexes are large in size. The map goes a little bit west of Thorn and Danzig on the western side to one hex east of Bialystok (The producers anyone?). The map colors are somewhat muted. The rivers also go along hex sides. The Turn Record Track and some other tracks are on the map. The counters are both thick and wide in size. They use the usual NATO markings on them. The numbers and the other information on them are nice and large. This is just what an old grognard wants to see. There are two Player Aid Cards. They are both one-sided and made of thick card stock. The Sequence of Play and any other chart or table you need are on them. They are also in full color and the writing is large enough to read without a problem. The Rulebook is sixteen pages in length. It is mostly in black & white with colored sections of Historical, Designer, and Game notes. The print is again of a nice easy to read size. The components are certainly up to snuff for a lower priced game. 


Some of the counter artwork.


 The game map represents 10km for each hex. The game is powered by a chit pull system for both the Russian and German Player. The Turn Track specifies how many German and Russian Command chits are used in each turn. There is also one German Special Command chit. The game uses Zones of Control in a pretty standard pattern. They block lines of supply, and you have to lose a step if forced to retreat in an enemy ZOC among other rules for them. The game also comes with a few optional rules. These mainly affect the German Player and his use of the Hoffmann counter. There are two scenarios in the game:

The Campaign Game of sixteen turns.

The Battle of the Masurian Lakes from turn twelve to sixteen.

 This is the third iteration of this game designed by Magnus Nordlöf. The game is the first one in Three Crowns Games Collison of Empire Series of games. These are to represent battles and campaigns from 1870 - 1920. 

 The first thing about the game you should know is it is no lightweight. It comes closer to a simulation than just a beer and pretzels wargame. The one thing that sticks out is its Random Events Table. Every single turn has different events that could happen. These even include a player getting points for taking a specified hex. This amount of randomness in both the chit pulls and the events means that the game does not get stale. Each time you play there are going to be differences compared to your last time. 

 I am just as impressed with this game as I have been with the other designs from them that I have played. Both the Russian and German player have a chance for victory. The German player must make use of his interior lines to deal with the Russian hordes. The Russian player must ponderously try and use his elephant to stomp the German lion into the ground. It is a good nail biter of a game.

 Thank you, Three Crowns Games, for letting me review East Prussian Carnage. I thoroughly enjoyed the game and the amount of history that was put into it. Please take a look at their game, but also the two that Revolution Games has published of theirs:

Konigsberg

Across the Narva

Robert

Three Crowns Games:

East Prussian Carnage: The Tannenberg Campaign 1914:

My review of Tolling of the Bell:









 GIVE US VICTORIES FROM DISSIMULA EDIZIONI Once again it's many thanks to   Dissimula Edizioni  for providing this review copy of Give U...

GIVE US VICTORIES GIVE US VICTORIES

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

 GIVE US VICTORIES

FROM

DISSIMULA EDIZIONI


Once again it's many thanks to Dissimula Edizioni for providing this review copy of Give Us Victories.  Having greatly enjoyed their previous game From Salerno To Rome, I was enthusiastically waiting to see both the contents and the system involved in their latest production.  Most periods hold an interest for me, but the ACW is one that I have always enjoyed.   Chancellorsville has been covered in a number of ways beginning with the very early Avalon Hill edition in 1961, which was reissued in 1974. No surprise that, considering their time of publication, both were very conventional hex and counter treatments.  My most recent encounter has been with Worthington's Chancellorsville, a markedly different approach at a strategic/operational level using a small number of kriegspiel-type wooden rods to represent the individual corps and division-sized units and hidden, off-map displays for recording strength levels.  Enjoyable though it is as a game, I was looking for something more substantial with Give Us Victories.  I'm glad to say that I haven't been disappointed, though there were several surprises when I opened the zip-lock version of the game that Dissimula Edizioni generously provided.  As ever I'd like to thank the company for this.
The major surprise was that the package encompasses three separate games.  Added to these is a substantial solo play component, as well as a Variable Placement Map and a number of optional forces.  The latter two items give great additional replay value to the main game that will be the focus of my review.
Maintaining the quality established in From Salerno To Rome, the playing area is a similar two-map product of crisp, thick paper and visually very attractive.  The overlapping alignment of the two is perfect, with good-sized hexes that accommodate the equally impressive counters.  Even more impressive is the provision of two sets of counters: pictorial icons and standard NATO symbols.  A tough choice, as both look look splendid.

As you can see, my personal choice has gone to the icons.  Whichever you do prefer, they need some counter clipping, but the result as seen below is highly satisfying.

What is equally satisfying is the comparatively low unit density for the whole campaign game and the pleasingly simple set of rules that take up a mere 11 pages of the rule book's 27 pages.  Though it has to be said that the print size of the rules is very small, I have had no difficulties reading them.  The full campaign consists of five days with five turns a day.  Despite this 25 turn length, this is no monster.  Instead it can be easily completed in a half-day's play.  In part, this is because each side has a limited number of action points meaning that each turn you can activate only a portion of your army.  The other reason is that the rules, though containing a number of innovative elements, can be easily assimilated after little more than a single read and the quick play of a couple of the very short mini-scenarios.  You won't find your head stuck endlessly in a rule book, but be concentrating on the action
Sequence of Play
Players spend their turn's activation points to place formation leader chits into a suitable cup/bag.  Each point allows a Confederate division or Union Corps to be activated.  Each player also has an Independent chit that is automatically placed in the draw cup.
Activation 
When a formation leader chit is drawn it's placed on the map and all units of that formation within range can move and have combat.  When the Independent chit is drawn, it is placed on the map and any three units that have not yet been activated in or adjacent to the chit's hex can be activated.  The use of Higher Commanders and a single detachment marker for each side add a little extra flavour and choice. That is the essence of a turn in a nut shell. 
Based on this framework, all the rules are very clearly explained and illustrated with good graphics and examples highlighted in blue boxes.  Above all, the two most important areas - Movement and Combat - are easy to execute while introducing unusual features. 
For Movement, three major points combine to create a very fluid and simple to execute situation.  There are no ZOCs, there is a +1 MP cost to enter any non-woods hex adjacent to an enemy unit and all types of enemy units are allowed to retreat a hex when you move adjacent to them.  This combination, especially the lack of ZOCs, immediately eliminates a whole range of rules that can often bog down game play.  
Combat too is wonderfully simple with no need for any charts. Work out the strength ratio between the units in a particular combat [e.g. 3 to 1] add 1 to each number and that's the number of dice you roll, scoring hits on 5 or 6. [e.g. that ratio of 3 to 1, becomes 4 dice rolled by one side and 2 dice by the other.]  A limited number of modifiers may be made for such things as terrain, breastworks and fortifications, elite units, encirclement or events.  Most involve adding +1 to a die roll or a player getting one less die to roll or an automatic attacker step loss.  Once again all are easy to remember and execute, as are retreat, advance, disorder and demoralisation.
Rules for the two major rivers, the Rappahannock and the Rapidan, pontoons and supply linked to roads introduce further flavour to the game.  Yet all do so with a simplicity that means the game retains its refreshing clarity and speed of play, even when engaged in the full campaign scenario set out below.
The Union start with the burden of attack and both sides have the bulk of their forces lined up north and south of the Rappahannock on the eastern portion of the map.    This can be better perceived in the following close up, which appears to present a tough fight for the Union.

However, further west are more Union troops poised to unhinge the Confederate position with a slim Confederate cavalry division attempting a delaying action.  How the Confederates respond will be perhaps the most crucial test.  They have the edge in the number of activations and must in part seek out swift counter-punches.  Neither side has an easy, obvious path to victory and the Variable Placement Map extends the potential replay value even more, allowing you to explore different dispositions for each side.

As a prelude to the full campaign, there are four short scenarios that act very much as rules learning exercises.  Frankly, the rules are so easy and well explained that I feel they are hardly necessary.  on the other hand they do make the package all the more appealing to a beginner as well as a died-in-the-wool gamer as myself. They also allow you to explore small historical moments in the battle, especially as the full campaign may well play our differently from its historical course.  The area used for the Jackson Attacks scenario is typical of the compact size of these scenarios.



My views on the rest of what the game provides are mixed and none more so than with the solo game which allows you to play the campaign as the Confederate player against the Union A.I.  This solo component, entitled Hurrah For Old Joe, significantly dwarfs the simplicity of the core game's rules.  First of all the last 6 pages the main rule book cover the A.I. rules and then has its own separate solo book that is essential for game play.

All these elements combine together with the further addition of the display map that you see below.


I have found it both confusing to understand and that it confounds the very ease of game play for which I strongly commend the core game.  In addition, you are playing with two markedly different sets of counters; the normal Confederate ones from the main game and a totally different set of Union ones.  I know how popular and fashionable it is to include a solo system, but for personal enjoyment I'm having a much better time playing both sides to the best of my ability.
On the other hand, more bonus material provides two further light games that sit at the the two extremes of strategical and tactical play.  Of these two I personally prefer the simple strategic game, A Perfect Plan.   With a mere 6 turns, the A3 strategic map shown below, 17 formation units and 10 minor units and 2 pages of rules, it is very much a lunchtime's interlude and a very pleasant one.


Variety certainly seems to have been uppermost in the designer's mind for the tactical game, with its title, The Red Die of Courage giving the nod to one of the most famous novels of the American Civil War!  Here we move away completely from the specific battle of Chancellorsville to present a very simple introductory skirmish system, with 48 cardboard standees and a sheet of cardboard terrain and three pages of rules.


 

The set-up guidelines are that it be played out on a table top of minimum dimensions 120cm x 80cm, with as many obstacles and terrain features as possible and with at least 20 figures per side.  These all suggest the miniatures gamer as its target. Yet the brief rules mix with its avowed focus on the main mechanic being based on "calculated risk" of a push your luck type seems to head off in a very different direction.  If the intention was to draw the conventional hex and counter buyer of the main game off in a new direction, I'm not sure that it will serve its purpose.  

So overall be prepared to be a little [even a lot] surprised by the package in its entirety.  Whether the unusual additions will appeal to you, I'm not sure, but I can strongly recommend the main game for its quality, its highly accessible rules and swift engaging game play.

 

  Stalingrad: Advance to the Volga Solitaire Area Movement Series: Volume 1 by Revolution Games & Take Aim Designs  Stalingrad has almos...

Stalingrad: Advance to the Volga, 1942 by Revolution Games Stalingrad: Advance to the Volga, 1942 by Revolution Games

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




 Stalingrad: Advance to the Volga


Solitaire Area Movement Series: Volume 1


by


Revolution Games & Take Aim Designs




 Stalingrad has almost as many games about it as Gettysburg or Waterloo. However, the actually tooth and nail fight for the city itself is not as represented in wargames as the campaign is. It has been compared with the Battle of Verdun in the First World War. The city itself was almost completed destroyed during the back and forth fighting during the end of 1942 and the beginning of 1943. The battle is often called the turning point of World War II. It certainly was a turning point on the fighting on the Eastern Front. 


 This game has two scenarios, one between September 13th and September 30, 1942 for nine turns. There is also a smaller five turn scenario from October 14th until October 31st. It is a solitaire game where the player takes on the role of the Germans. It is an area movement game for those of us who love hexes. You as the German have only a few turns to win the battle. If during that time the Germans control every area on the map you win an Automatic Victory. If, however, the German Morale Track reaches '0' at any time the Soviets get an Automatic Victory. If the game runs all the way to the end of turn nine without either of the above, then these are the Victory Conditions:


"If Automatic Victory has not been achieved by the start of the End

Phase of Turn 9, the game’s final turn, the German player wins an

Operational Victory if they control at least one Heavy Urban Area

and the “German Controlled” markers on the Record Track are 40

or greater. Design Note: this is the roughly historical result. If

they fail to do so, the Soviet side is the victor and the player has

lost the game."





 This is what the designers have to say about the game:


"STALINGRAD: ADVANCE TO THE VOLGA, 1942 is a solitaire game simulating the campaign by the German Sixth Army to capture the Soviet city of Stalingrad between September 13 and September 30, 1942. The player commands the attacking German forces and the game rules handle the defending Soviet forces. In reading these rules, if any capitalized term or abbreviation confuses you, refer to the index and glossary at the end of this rulebook. The numerical references found therein and throughout these rules should be ignored during first reading and used only later to refer to related sections for greater clarity."


 As you can see, the rules come with both an index and a glossary. It also has a History and Suggested Reading section.

 This is what comes with the game:

17 x 22 inch MOUNTED Map

One sheet of 5/8" die-cut counters

One player aid card

16 page rulebook

Eight six-sided dice (4 red and 4 black)

Game Box




 This is the Sequence of Play:

1. Dawn Phase

  Reinforcement

  Withdrawal

2. Random Event Phase

  Roll 3d6 and consult the Random Event Chart.

3. Supply Phase

  Roll 4d6 for German Supply

  Consult Supply Cost Table

4. Combat Phase

  Bloody Streets

  German Movement/Attacks

5. End Phase

  Automatic Victory Check

  Flip all spent units to their fresh side.

  Reduce German Morale by -1





 As with all of the Revolution Games that I have played this game's motto is 'you get more with less'. This does not mean that they cut corners on their components. As a matter of fact, it is quite the opposite.


 The game map is smaller than a lot of games. However, it still manages to have all of the needed features and adds a lot of immersion to the game. I am assuming that it was made from an original German map of the time. Either that or the artist added them all on top of his own map. As I mentioned, it is very immersive with the German language parts on it. All of the historical parts of Stalingrad that we have read about are on it and shown in English. Such as the Grain Elevator and all the rest. The counters are very well done. They have either a NATO symbol or a profile for the tank and panzer grenadier units. At 5/8" the counters are nice and large for a game this size. They are also not cluttered, and the information needed for play is nice and large. The Rulebook is only sixteen pages long. It is in full color and is easy to read and understand. It also has a few pictures and examples of play to boot. The actual rules only take up eight pages. Then comes a page of optional rules. Then there is the setup for the smaller scenario followed by an article on the history and one on game strategy. The back page is a checklist of all the areas on the map for both scenarios. There is one Player Aid that is made of card stock that has all the information you will need to play, and it has the Sequence of Play on it. It also has the setup for the first scenario on it.


 There are more and more games that are being released that either can be played solitaire, or like this one built from the ground up for it. This is a very good idea for our hobby. More and more people are finding it hard to get friends, or enemies, to play wargames. So smaller games that can be played by yourself and do not take up much space are really needed in the 21st century. That doesn't mean that monsters are dead; far from it. It is just harder to coordinate getting a group together. 


 Stalingrad is a game that gives the player so many choices. Besides that, there are so many changes and twists and turns from one game to the next that it never goes stale. The German supply is your currency for all you can do. This alone makes the game a nail-biter. You can make the most grandiose plans and then find out you cannot do half of what you intended. This is even before the random events kick in. I want, and will get, a monster game about the street fighting in Stalingrad. However, even after that purchase, this game will still find a place on my table at times. It is just that good.


 Thank you, Revolution Games for allowing me to review this game. The designer of this game is Michael Rinella. I will now have to be on the lookout for more games from him.


Robert

Revolution Games:

Revolution Games | Main Page







  Against The Odds Issue #58 featuring Clash of Carriers  The name of the magazine speaks for itself. In this issue, they really take on wha...

Against the Odds Issue #58 Against the Odds Issue #58

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




 Against The Odds Issue #58


featuring


Clash of Carriers





 The name of the magazine speaks for itself. In this issue, they really take on what in hindsight was not even against the odds, but pretty much impossible. The Japanese Naval Air Force was shattered and almost totally destroyed by the fighting of 1943. Japan did have carriers. However, they did not have trained pilots to fly off them. True, the amount of carriers Japan had seemed paltry to the amount the U.S. had. The one thing that Japan had still was the unsinkable carriers that were its island bases. The Japanese thought that with both, they just might be able to strike the U.S. Navy hard enough to stop its inexorable march across the Pacific. Japan had a plan that was called A-Go which was really just a rehash of their earlier plans, even before the war, for a naval showdown between the U.S. and Japanese Navies. The only real thing that the Japanese had on their side was that their planes had always been designed with longer ranges than the U.S. ones. They might just be able to spot and hit the U.S. fleet before their ships had even been sighted. Plan A-Go was a gamble but one that would have to be taken. The battle has become known as 'The Great Marianas Turkey Shoot'. This should give you some idea of the actual outcome. It is pretty amazing that the big gun battleships that until 1941 had ruled the waves were just bystanders in the battle.

 Hard to believe, but this is issue #58 of Against the Odds. ATO is a wargaming magazine whose production values are second to none. I have been a fan of ATO for some time now. Some of my favorite magazine wargames have been made by them. The actual name of the game inside this issue is Clash of Carriers: The Battle of The Philippine Sea. The designer is Mark Stille. The game itself is based off of ATO's issue #17 game Imperial Sunset.




 This issue of the magazine deals with the Battle of the Philippine Sea which was caused by the U.S. decision to invade the Marianas Islands. The Japanese knew that this invasion had to stopped or the Japanese mainland would be in the range of bombers taking off from the Marianas Islands. The magazine starts out as always with a succinct but invaluable retelling of the history of the game's battle. It is not just a primer on the battle but goes far deeper than that. Your reading of it will give you all the information you would want to know. It also comes with a list of sources used for it and the game. 


 This is what comes with the game:


Maps - One full color 22"x34" hex mapsheet

Counters - 160 large 5/8" and 160 standard 1/2" die-cut pieces

Rules length - 16 pages

Charts and tables - 8 pages

Complexity - Medium

Playing time - Up to 6 hours

How challenging is it solitaire? - Poor

Designer - Mark E. Stille

Development - Russ Lockwood

Graphic Design - Mark Mahaffe


 The articles that come with this issue are:


Clash of Carriers: by Mark Stille


Exploring a Hard Pounding Fight: Optional Rules and Ideas (This is about a game on the battle for La Haye Sainte during Waterloo. It is published by ATO's partner Turning Point Simulations.) by Paul Rohrbaugh


On Guards: How These Fish Sharpened Their Teeth (about the U.S. Submarine Fleet in WWII.) by Andy Nunez


And The Data Shows: Shooting Fish in a Barrel (About the airplane and its coming to age against Battleships) by Ed Heinsman


Thunder Gods: The Kamikaze Offensive, April 1945 by Paul Rohrbaugh


Simulation Corner: Wargames Around Taiwan: Who Won? by John Prados


The "Archive Rat" Passes by Kevin Zucker. This is a tribute to John Prados who passed last year.


The Fifth Columnist: The Hussite Wars (An upcoming game from ATO.) by John D, Burtt


 All of these articles are what you have come to expect from ATO. They are incisive and full off history and facts and figures and all of them are too short. They always leave me wanting the article to be much larger than they invariably have to be.



The Surface Battle Display (Map)


 The game components are excellent. They are just like you would find with a boxed game costing much more. The counters are especially well designed. They come with a nicely done profile of the ship or plane that they represent. The numbers that you need to play the game are large and the counters are not cluttered. The ship counters are 5/8" and the planes and informational counters are 1/2". Normally I like to play only historical wargames. However, in this case you have to go with the designer and his choice to make the USN victory conditions, as he puts it, tough. The game also comes with plenty of Optional Rules including Secret Movement. There are three scenarios included with the game. These are:

Historical Scenario


TF 58 Unleashed Scenario (This allows the USN to be unleashed from protecting the landings in the Marianas Islands.)


The Japanese Dream Scenario (All of the penalties for being untrained are taken away from the Japanese forces, among other things.)

 

This is a tense game for both sides, especially if you use the hidden movement rules. Because of the victory conditions and the fact that historically the USN was chained to the Marianas Islands does give the Japanese Navy a chance to pull off a big upset. Just be forewarned that playing the Japanese is a tough challenge and a draw should be considered a great outcome for you.

 

Thank you Against the Odds for allowing me to review another great issue and game from you.


These two have already been released by ATO:

ATO Annual: Beyond Waterloo

ATO Annual: Cruelest Month (The Airwar over Arras in 1917)


These three will be coming up from ATO:

ATO #59: Blind Faith (The Hussite Wars)

ATO Annual: Operation Roundup (Allies Invade France in 1943)

ATO #60 Cities of the Damned (Cassino and Aachen)


Do not forget to take a look at the line of games that Turning Point Simulations has to offer.


Against the Odds:

Against the Odds (atomagazine.com)

Against The Odds #58:

Against the Odds (atomagazine.com)

Turning Point Simulations:

Turning Point Simulations - Home Page


 


  Dreadnoughts and Super-Dreadnoughts by Chris McNab    In building the Deadnought, the English actually shot themselves in the foot. This o...

Dreadnoughts and Super-Dreadnoughts by Chris McNab Dreadnoughts and Super-Dreadnoughts by Chris McNab

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

 



Dreadnoughts and Super-Dreadnoughts


by


Chris McNab





   In building the Deadnought, the English actually shot themselves in the foot. This one ship with its 10 x 12" guns was a radical change from the 'Battleships' that came before it. Overnight it made every other ship in the world obsolete. Until then, the armaments on battleships were a hodge podge of different size calibers, with at most four main guns of roughly 12". The Dreadnought's speed of twenty-one knots also made it much faster than all the other battleships in the world. However, just like any other country, all of England's battleships were also made obsolete by the Dreadnought. This meant that every country was now in a race to build their own Dreadnought. It also started a Cold War of sorts between the German and English Navies. Germany saw her chance for her Navy to become just as strong as the British Navy. While this did not happen (England started a massive program of battleship building), it did give the Germans a chance to become a world naval power. 


 All of the above is shown to the reader by the author. The story of the development of the Dreadnought herself and her contemporaries and then onto the Super-Dreadnoughts is all here. The arguments of the type of boilers (coal or oil), and the amount and placement of the main guns, along with their massive increase in gun size, are all shown.


 This book is about an era of a few short years, roughly 1906 until 1918. In twelve years, the naval builders had gone from the Dreadnought to the Hood and Bayern classes. For anyone who is interested in the First World War at sea, or just these mighty ships themselves, this needs to be in your library. It is filled with facts, figures, and photos of all of the world's different capitol ships of that era. Unlike most books of this kind, it does not show the later battleships built during, before, and after World War II. The author does show us the history of the Battlecruisers but does not go into them in the detail that is shown with the Battleships.


 This is a large book, almost what you would consider a coffee table book. Unlike those books which are mostly eye candy, this book is a naval history connoisseurs' version of meat and potatoes. Thank you, Casemate Publishers for allowing me to review this very good book.


Robert

Book: Dreadnoughts and Super-Dreadnoughts

Author: Chris McNab

Publisher: Casemate Publishers


  The Seven Days Battles by Worthington Publishing   In Porter Alexander's mind the only real chance the Confederacy had to become free ...

The Seven Days Battles by Worthington Publishing The Seven Days Battles by Worthington Publishing

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





 The Seven Days Battles


by


Worthington Publishing





  In Porter Alexander's mind the only real chance the Confederacy had to become free from the Union was during the Seven Days Battles. In truth both governments were upset with their army leaders in the Eastern Theater of the Civil War. The North was upset at the snail's pace of George B, McClellan's, the Union commander, advance toward Richmond, while the South was angered at how close McClellan was coming toward Richmond. Not only that, but Joseph E. Johnston, the Confederate commander, was not fighting the Union army at all. If McClellan got any closer to Richmond, he would be able to start using siege tactics and his larger artillery to bombard the city. Johnston was almost forced by Jefferson Davis to attack the Union Army. Johnston was subsequently wounded in the Battle of the Seven Pines and Davis put Robert E. Lee in charge of the Confederate Army outside of Richmond. Lee immediately started to build fortifications around Richmond. This was not taken well by the Southern press. He was given the nickname of 'Granny Lee', among others. While Lee was very well known in the U.S. Army (he was actually offered the command of the Union Armies) he was not very well known outside of it. In point of fact, he had actually already lost to McClellan in the fight to keep West Virginia from breaking away from Virginia and joining the Union States. So, that is the situation that we have here in Virginia before the Seven Days Battles begin. Lee is actually in command of the most troops he would ever have during the war, while McClellan, who has more troops, believes the Confederate Army is close to 200,000 strong almost twice the size of his army. Apparently, the Pinkerton Agency detectives were prone to double the number of troops that they investigated.


 This is the third game in Worthington Publishing's Civil War Brigade Battle Series. The other games were Antietam and Shiloh. The next battle that is on track for the series is Gettysburg. So, let us take a look at what comes with this game:


Two double sided hard mounted game boards (each map is 25" x 22---joins together to make a "44 x 25")

Four counter sheets of thick 7/8" counters with rounded corners

Two 8 page full color rulebooks

Two 12 page full color playbooks

Two player full color player aids

Two 10 sided dice




 So, the first thing to talk about is the maps. You get two double-sided mounted maps. No wonder why the box was so heavy. The maps themselves do not veer toward the artistic in their depiction of the battlegrounds. They remind me of SPI maps made in the twenty-first century. They were produced to be the playing field for a wargame, and in this they succeed. Their one big plus is that the hexes are one inch wide. There is a trend in some wargame companies to go with larger hexes than ever before. The older I get the more I am liking larger hexes. I believe Worthington Publishing was at the forefront of that design decision. Next up will be the counters. These are also large, coming in at 3/4" size. These have been produced in the same manner as the maps. Kind of a 'more is less' approach. Everything you need to read on the counters is nice and large. They are not cluttered at all. The brigades belonging to a division all have a colored stripe across the counter. This is because one of the big parts of the rules of the game is command and control through leaders. On the counters is also what larger force they belong to corps/division. The counters come pre-rounded and really want to jump out of their slightly confining cardboard sprues. Unless you are ready to have counters everywhere, hold them gingerly. There are two identical Player Aids that are made from card stock. These have all of the charts needed to play on them. The charts include everything but the Turn Record Tracks and Casualty Track, which are on the maps. There are only nine different terrain types in the game. The Series Rulebook is only eight pages long. It comes in full color and also has some play examples in it. The Seven Days Battles Playbook is twelve pages long. There are only a little more than two and a half pages of rules just for this game. The other pages are for the different scenario setups. On the back is a third copy of the Terrain Chart. The game also comes with two dice and small plastic bags for the counters. If you have seen one of these Brigade Series games from Worthington Publishing, the above will all be very familiar. I did a review of their Antietam game from the series, and I will include the link below. These were produced, as all of Worthington Publishing games are, to be played and not looked at lovingly. 




 So, we have gone through the components; what is the game play like? Worthington Publishing goes by the KISS method of designing wargames. The Series Rules being less than eight pages prove my point. They rules are clear and come with no ambiguity. You keep track of a unit's strength points by using the strength point markers. In some games these become a hassle because of there being so many units on the map. In the Brigade Series there are very few counters and no stacking of units (leader counters are the exception). So, dealing with the strength point markers is a breeze. The series is designed mostly around command and control of your various leaders. The usual command range is four hexes for a unit. The Army leaders, Lee and McClellan, bring this up to five. Your leaders can become casualties. A replacement leader only has a command range of three hexes. However, the commanders are able to give a nice -1 die morale check modifier for any unit they are stacked with. So, you must choose wisely when to put your leaders in harm's way. 


 What the rules give you is a relatively fast playing, but still deep, wargame about the Seven Days Battles, or at least about some of the battles. The Jackson Initiative rules are a simple, and might I say, an elegant way of dealing with Stonewall during these battles. You really have no idea if you are getting the Stonewall from the Valley campaign or the one from the Seven Days. The battles are bloody, just as in real life. Just like Antietam, the previous game of the series, I really like this game and the system in general.



This is the Sequence of Play:

First Player

1. First player COMMAND PHASE

2. First Player ORGANIZATION PHASE

3. First Player OFFENSIVE ARTILLERY PHASE

4. First Player MOVEMENT PHASE

5. First Player COMBAT PHASE

» Second Player Defensive Fire

» First Player Offensive Fire

6. First Player RALLY PHASE

Second Player

1. Second player COMMAND PHASE

2. Second Player ORGANIZATION PHASE

3. Second Player OFFENSIVE ARTILLERY PHASE

4. Second Player MOVEMENT PHASE

5. Second Player COMBAT PHASE

» First Player Defensive Fire

» Second Player Offensive Fire

6. Second Player RALLY PHASE

The Turn Marker is advanced to the next hour on the turn

track. Players continue the sequence until the end of the

scenario being played.


 See what I mean about KISS.





 These are the scenarios that come with the game:


Scenario 1: HISTORICAL BATTLE OF BEAVER DAM CREEK (one map)

Scenario 2: HERE COMES JACKSON (This scenario assumes Jackson is behind schedule but rouses himself to attack). (one map)

Scenario 3: JACKSON ARRIVES ON TIME (This scenario assumes Jackson arrives on time and is ready to fight). (one map)

Scenario 4: HISTORICAL BATTLE OF GAINES MILL (one map)

Scenario 5: BEAVER DAM CREEK TO GAINES MILL (two map)

Scenario 6: HISTORICAL BATTLE OF GLENDALE. (two map)

Scenario 7: HISTORICAL BATTLE OF MALVERN HILL. (one map)

Scenario 8: GLENDALE TO MALVERN HILL (two map)

There are special rules to portray Stonewall Jackson's lethargy during this campaign.


The 'Jackson Command Initiative' is needed to play historically.

 Thank you, Grant Wylie, for allowing me to review another one of your fine games. Mr. Wylie is a scholar and a gentleman and one of the nicest, if not the nicest, persons I have met through wargaming. He also has an incredible knack for designing wargames. By the way, the maps have grown on me since I started writing this. I possibly made them sound too stark.


 This is the link to the Brigade Series Rules:

Brigade Rules v1.3b_v2.pdf - Google Drive

Worthington Publishing:

Worthington Publishing / Old School Wargames / Pungo Games

Seven Days Battles:

Seven Days Battles 1862 — Worthington Publishing / Old School Wargames / Pungo Games

My review of Antietam from the series:

Antietam Septmber 17, 1862 by Worthington Publishing - A Wargamers Needful Things

  DELIGHTED TO ANNOUNCE THE LAUNCH TOMORROW OF THE RECENTLY REVIEWED LIMITS OF GLORY:  BONAPARTE'S EASTERN EMPIRE FOR MORE INFORMATION C...

LAUNCH OF LIMITS OF GLORY: BONAPARTE'S EASTERN CAMPAIGN LAUNCH OF LIMITS OF GLORY: BONAPARTE'S EASTERN CAMPAIGN

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

 



DELIGHTED TO ANNOUNCE THE LAUNCH TOMORROW OF THE RECENTLY REVIEWED

LIMITS OF GLORY: 

BONAPARTE'S EASTERN EMPIRE

FOR MORE INFORMATION CLICK ON THE LINK BELOW

LINK

hpssims.com