Nile Gunboat Battles: Issue #23 Spring 2009
Nile Gunboat Battles: Issue #23 Spring 2009
Editorial 14
• Regular Features
I S S U E # 23 Page 3
1st WFHGS Warmaster Ancients Tournament
We’ve really enjoyed using all of these archers. Again, this was to be a theme all
the historical version of things the games day as the Seleucid pikes and cavalry
Warmaster and after were set up in a performed well, but the supporting troops
several battles with Bib- remarkably short got taken out quickly in each game.
lical armies several amount of time
The Vikings hit the Seleucid cavalry
members of the group and play began
hard, but with no cavalry of their own
decided to branch out. quickly.
they were unable to follow up their ad-
This naturally led to
The first pair vantage. The Seleucid pikes once again
some ideas about possi-
of games had the plowed into the center of the enemy and
bly having a tourna-
Seleucids did a lot of damage, but some poorly
ment! So after a few
against the Hit- timed command failures doomed the Se-
months of on and off
tites and the leucids. The Vikings kept coming and by
discussions a date was
Romans against the Vikings. Since I the last turn there was a god sized pile of
set for shortly after Christmas, people
played the Seleucids most of the com- dead stands for both sides. The Seleu-
ordered figs, then started painting. It was
mentary will focus on those battles!
close, but everyone got enough done for a
1,000 point army plus a few units that get The Hittites got off to a good start
awarded through the campaign system. as the Seleucids had a number of
command problems (something that
In the end we had four armies; Seleu-
was to plague me all day!). The Hit-
cids, Vikings, Romans, and Hittites. We
tites had taken four units of chariots
decided to use the campaign system in
and quickly attacked the Seleucid
the second book and each player received
right flank. In the center the Hittites
three randomly generated territories to
and the Seleucids both had problems
add units to their starting forces.
moving up their main battle
lines, but the archers and skir-
mishers began to snipe at each
other from long range.
Finally, the Hittite chariots
attacked in force, hitting the Seleu-
cid cataphracts, but rolling very cids,, however, were unable to get going
poorly in combat. The Seleucids in the last few turns and the battle ended
counterattacked, knocking out the as a Viking victory on points.
chariots and following up against the
In the other battle the Hittites fought
Hittite infantry. In the center the
well again, but the Roman legions kept
Seleucid pikes finally came to grips
coming and broke the Hittites on the final
with the Hittites and began driving
turn of the second round.
them back. On the final turn the
Hittites broke, giving the victory to So after two rounds there was a three
the Seleucids. In the other battle the way tie for first , so the last round would
It was also much easier to set out the
Vikings and Romans, after a slow start, decide things and everyone was aware
terrain for the tables beforehand, then
had a series of wild and
through a series of die rolls allow the
bloody combats with the
players to pick which table they wanted
Vikings barely coming
to start on and then which side to deploy
out on top in points.
from. This saved quite a lot of time and
allowed everyone to set up and get the The second round saw
tournament started quickly. the Hittites vs. the Ro-
mans and the Seleucids
Once the tables were chosen the op-
vs. the Vikings. This time
posing players rolled again to decide who
both sides were able to
would set up first, the length of the game,
quickly close the gap in
and pick which side to start from. Al-
the center and combat got
though it sounds like a lot it went by in
started right away. Some
under a minute. To speed up the set up
good rolls by the Viking
time again we had each player deploy
archers decimated the
their armies in groups of four units. By
Seleucid skirmishers and
I S S U E # 23 Page 5
Storm Over Stalingrad Game Review
Although I am a huge The rulebook is another cards that can be used for air attacks,
WW2 East Front fan, I outstanding effort and simi- overruns, engineers, snipers, etc., and you
have surprisingly few lar to A Victory Lost and really have a lot of chaos developing on
games on the battles in Warriors of God. The rules the board!
and around Stalingrad. are in color, with numerous
Combat is done by adding up the
Drive on Stalingrad and examples of play and after
strength of all of the attacking units, roll-
A Victory Lost are both one reading I was ready to
ing two D6, then comparing it to the best
more operational in na- start. The few questions I
defense strength of the defender plus the
ture and John Hill’s Bat- had were answered by read-
area defense strength. The result is the
tle For Stalingrad from ing the forums on Consim-
number of casualty points that the de-
SPI, while it is a good world, but were nothing that
fender must spend. This can be in terms
game, takes a commit- would prevent play of the
of units spent (flipped over to their
ment of quite a few hours game as is.
“used” side where they are done for the
to play.
If you’ve played turn), eliminated units, or retreating units.
I’ve liked some of the Monty’s Gamble, then you You can use a combination of the three to
recent area games, most notably Warriors will find some similarities in the combat satisfy the combat result. Now this is
of God and Monty’s Gamble, plus the and movement systems. Basically, the where you can over analyze things!
recent MMP games have been great in Germans have arrived at the gates of Sometimes there are a variety of options
terms of components. After the first re- Stalingrad with several divisions backed that can have a critical impact on your
ports of this game came out I was inter- by armor. The Russian defense is in strategy later on in the turn.
ested, so sent off an order to Bunker Hill good shape, but they must hold out while
Games (which by the way has out- an endless stream of reinforcements
standing prices and service). crosses the Volga to take up posi-
tions in the city. Both players bid
The recent trend with MMP is out-
for the number of +3 areas that the
standing components and this game is no
Russians will control at the end of
exception. The map consists of two sec-
the game, with 3 being a good aver-
tions, covering the approaches to the city
age, especially for first time players.
and the city itself, broken into areas for
movement and combat. There is a turn The German player can look at
track, a place for the combat cards, and the defenses, then look at his forces
the area information is clearly displayed. and the standard opinion is that this
The maps are well done and it gives the is going to be easy. Unfortunately
gamer a good representation of the area for the German side, that isn’t the
in which the battle took place. case. First, deciding what to attack
where and when is critical to the
The large counters are also well done,
success of both players. Attack too
with standard NATO symbols and the
early and fail risks a counterattack that Choosing which units should attack
German formations are color coded for
can push you out of desperately needed and which should move in to assault the
ease of setup and play. There are plenty
area. Move units into an enemy held area next turn can be challenging. The final
of markers for area control and more than
for an attack next turn risks counterat- few turns can be pretty tense as the Ger-
enough units to fill the map, so gamers
tacks that could prove costly later in the mans launch a number of desperate at-
will have plenty of pieces to push around.
turn. I found this aspect of tacks and the Russians try to forma series
the game very interesting of defense lines to protect the last +3
in sequencing what to at- areas they need for victory.
tack, with how much, and
Although the set up is fixed, the num-
when in the turn to attack.
ber of starting strategies can be numer-
Play proceeds in im- ous. Each side will have a wide variety
pulses, with each player of options each turn and the combat cards
picking an area, then mov- add to the uncertainty. The good things
ing or firing with selected about this game are that it is a simple
units, so there’s quite a lot game to teach others, there are a lot of
of interaction between options, the components are well done,
players and virtually no and you can easily get in a game around 3
down time. Add to that hours. I now have a new favorite East
each side gets 5-7 combat Front WW2 game!
I S S U E # 23 Page 7
Encounter on the Nile Battle Report
This was to be our first actual game of machine guns. All of the boats had
Boilers & Breechloaders, played on our crews of around 15 men and little in the
annual Friday after Thanksgiving way of actual armor. The Mahdist gun-
gamefest where we get together and play boats, Korti, Ariab, and Hafir were like-
either a large game or two smaller games. wise converted steamers armed with
I had built three Anglo-Egyptian gun- whatever was available at the time. The
boats and three Mahdist gunboats for the Mahdists also had a shore battery con-
game, along with preparing some turn sisting of two Krupp guns in an en-
sheets and ship logs for all of the players. trenchment outside of a village along
the shore.
The scenario was for the Anglo-
Egyptian force to clear the Nile in
this area in preparation for a larger
closed with the enemy gunboats. At this
operation in the near future. The
point everyone was getting the hang of
shore battery would also need to be
the turn sequence and how to move their
silenced for the mission to have been
ships. In the next few turns both sides
deemed a success.
continued to close the range and the first
After a brief overview of the rules few shots from each side’s main batteries
and how to use the ship logs, we were were exchanged with negligible damage
ready to start. B&B uses activation to any ship.
cards, so when a ship’s card is drawn,
The Abbas and the shore battery now
the player commanding the ship goes
began to exchange fire. One of the
down a list of options such as movement,
This has been mentioned in previous Krupp guns was knocked out and the
increasing speed, moving around the
issues, but there is little information machine guns were taking a toll on the
crew for damage control, etc… . Al-
about the gunboat fleets of both sides crew. A lucky hit by the remaining
though it sounds like a lot, it really plays
during the Sudan wars. The Anglo- Krupp, however, damaged one of the
pretty quickly. Once players get a feel
Egyptian forces operated up to 30 steam- Abbas’ sidewheels, causing it to lose
for the movement, turning, and how to
ers/gunboats during the early and late movement at the worst possible time.
fire the weapons the game proceeds at a
Sudan campaigns, while the Mahdists The ship moved to close to the shore and
better than average pace. Although we
captured and used several Egyptian boats. ran aground! Also, one of the Abbas’
did not have any boarding actions, that
Although they never fought each other, it guns was knocked out on the next ex-
could take some time to resolve. Players
is a great “what if” type of game. change of fire, but the Mahdist shore
use to playing TSATF will recognize and
battery was finally silenced by a combi-
The Anglo-Egyptian force consisted grasp onto the combat system fairly
nation of machine gun and cannon fire.
of three gunboats, of which all were con- quickly.
The Abbas then spent the next few turns
verted steamer. The Abbas (from the
The game opened with the Abbas trying to get back into the Nile and into
movie Khartoum), Sennar, and Alexan-
moving to engage the Mahdist shore bat- the fight. Luckily, a few good rolls got
dria were all armed with a variety of can-
tery while the Sennar and the Alexandria the Abbas back into fighting form.
non and early Gardner and Nordenfelt
I S S U E # 23 Page 9
Memoirs of a Miniature & Board Wargamer Pt. 10
The Star Fleet Battles and massive battles. It was paign maps, plotting strategy, then having
definitely a lot of fun and a large battles that served a purpose and
Experience very exciting part of my gam- influenced events in the campaign. How-
ing memories. ever, it was at this stage that we began to
notice that something was wrong.
I can still recall getting off
“Back in the day” there was of work on a Friday at around I think it was the release of the Cap-
this little known game from Lou 6pm, then a large group of us tain’s Edition rulebook that finally did it.
Zocchi about Federation cruis- going out to dinner, then stop- Back in the summer of ‘83 or ‘84 when it
ers fighting Klingon ships using ping off at a store for bags of came out there was a lot of excitement
miniatures. There were very sodas and snacks, then going to and all of us rushed out to get one. Here
few variations in terms of ships someone’s house and playing was the holy grail that would unite all of
and the rules were popular with the sci-fi Starfleet Battles until 3 or 4am! There the rules, clarify all of the questions, and
crowd, but there was no large scale fol- was no Internet, Sony Playstations, and restore balance to the Star Fleet Battles
lowing. video stores were in their infancy, so universe of gaming. It was not to be…
Well, that changed dramatically with gamers had time to devote to the hobby
The rules had grown so much and had
the release of Star Fleet Battles from and Star Fleet Battles had a tendency to
so many exceptions that it was almost
what at that time was called Task Force get people involved like few other games
impossible to play. The running joke was
Games. There wasn’t much to talk about I’ve ever seen.
that it was Squad Leader in space, and
in the way of components as there was a In fact, there was an Air Force guy this was before ASL came out! It got so
map with small hexes, counters with who played with us who did graphics bad that you almost swore that there were
bland colors and no artwork to discuss, work. He made each of us our own di- rules like, “On Thursdays after 4pm in
plus a rulebook and what were called ship gest sized SSD book, complete with a the Spring months, Romulan ships have a
SSDs. You have to remember that back professionally done cover and every SSD +1 power rating, except if they are fight-
then (the early 80s) it was all about func- laminated and punched! When the minia- ing Hydrans who are using the exceptions
tion and not glossy, attractive covers and tures came out our group painted entire noted in section 18.17.114 paragraph 3,
rulebooks which dominate today’s gam- fleets and bought several giant hex mats 2nd sentence…”.
ing. for our fleet battles.
Interest began to waver and then it
What there was in that first game was You could see that the game was suc- died completely. Most of the group
a very fun set of rules that gave sci-fi fans cessful in terms of stores carrying prod- moved on, friends took on new jobs, went
what they were after, namely large scale ucts, gamers in the area playing games, off to school, got married, or new games
ship combat set in the Star Trek universe. the discussions in the stores, and more. came and took its place. When the Cap-
On that level the game far exceeded its The series reached its zenith with the tain’s Edition boxed set came out in the
expectations and became a phenomenal release of the second expansion (drones 90s I bought one and tried to rekindle the
success. There were enough ships and were the big news here) and the third fire, but it was obviously gone. I looked
scenarios to play the game over an over expansion, which had carriers and fight- through the rules, which were by now a
without getting bored, and it was fun. ers. We would stay up all night, reading good sized technical manual, and thought
When the first expansion came out the and re-reading the new rules, fixing exist- to myself, “We really used to play this?”
game really took off. This showed that ing rules with the errata that was sent out, I haven’t tried the new incarnation that
the game was not only just a one shot trying out new tactics, then discussing all has come out recently and I doubt I ever
deal, but like D&D, there were going to of it endlessly over dinner and at the local will as the passion for Star Trek space
be more supplements and the company stores. It was definitely one of the most combat has all but gone.
was in it for the foreseeable future. fun times of gaming that
Will anything ever come
I’ve stated this before in previous col- I’ve ever had.
out that could be like Star
umns and it deserves mentioning again, Naturally, by this Fleet Battles back in its hey-
but back in this time period gamers had a time everyone was tired day? I think not. Gamers
commodity that they don’t have today; of one off battles or big don’t have the time or the at-
time. We also had something that you slugfests, so the era of tention span to give to a game
rarely see in today’s gamer and that is the Star Fleet Battles like that anymore. But ever so
passion. Combine those two and it cre- campaigns began. Our often I think of the fun that
ates a powerful driving force in terms of group played in several was Star Fleet Battles, the
the hobby. Everyone crowded around the and although we never many friends I knew, the long
UPS guy when he dropped off the boxes finished one of them, nights playing the game, and
that held the latest supplement, minia- everyone had a great the passion that went into it all
tures, or Captain’s Log. There were cam- time and spent many bring back fond memories.
paigns, long discussions about tactics, hours poring over cam-
I S S U E # 23 Page 11
Clash of Pikes Battle Report
Unfortunately for the French, that’s turn 8, which was the signal for the
bers would be the deciding factor. exactly what happened. The Spanish and French to pull off the field as they were
The battle began with both sides Germans held their ground, trading blow being worn down by numbers. The
quickly moving their light cavalry and for blow in the push of pike. When addi- French quality had not proved itself this
skirmishers out in front of their forces. tional Imperialist pike units attacked the day and the victorious, but severely
The Swiss heavy cavalry moved out on Swiss had been weakened and were in no bloodied Imperialist army was left in
the French right, seeking a decisive en- shape to continue the fight. They wa- command of the field.
gagement with the Imperialist cavalry vered at first, then began to fall back,
pursued by the remaining Spanish and Another good Renaissance battle
force. The Imperialist pike, meanwhile,
Germans. which saw wild swings of fate that char-
moved to the center and the right to try to
acterized battles of that period. We’ve
overwhelm the Swiss. Meanwhile, on the French left the found that the Age of Discovery rules do
The action got going with the French light cavalry of both sides had pretty an outstanding job of simulating that and
heavy guns opening up on the advancing much wiped each other out, so both sides now it’s back to painting more Swiss as I
German and Spanish pike. On the second could expect no help from that area. The need to finally bring out my 128 fig
turn one of the French guns rolled bad remaining French heavy gun blew up on Spanish Tercio someday!
and blew up! This naturally created a
small hole in the French lines and the
Imperialists headed directly for it.
On the French right a wild cavalry
melee developed with skirmishers from
both sides intermingled in the mix. One
French cavalry unit got shot up by the
skirmishers, but then those same skir-
mishers were run down by a French unit
of gendarmes. The heavy cavalry
crashed into each other, with the Imperi-
alists coming off the worst of it, although
they did some serious damage to the
French horse.
In the center the Swiss came to grips
with the Spanish and Germans. In these
rules if the Swiss can deliver a knockout
blow in the first round they usually tri-
umph in the upcoming push of pike con-
test, but if they can’t then it becomes a
battle of attrition which they will still
probably win, but be severely weakened.
I S S U E # 23 Page 13
Time to Retrench? Editorial
There is an interesting much fun it will be once eve- point some of us are saying enough is
development in the hobby rything is ordered, then enough. If you have 3,000 15mm Napo-
that I thought I would com- painted for a future game. leonics, masses of colonial figs, books,
ment on. As the economic rules, boardgames, etc., when do you
Now even up to a year or
downturn picks up steam, reach the saturation point? Well, I’ve
two ago I would have already
as jobs are lost, gaming determined and I think many others as
sent in the first order and
budgets get a little tighter, well that we’re there now. It’s time to
been on the way to budgeting
etc., you are beginning to dump stuff, focus on what we like to do
the second and subsequent
see gamers “dumping” in the hobby, and continue to support
orders for more stuff for the
things on a large scale ba- those projects that will at least have a
project. But lately I find
sis. chance to actually get on the gaming ta-
myself doing what a lot of
ble.
This has been going on other gamers are doing, judg-
for as long as I’ve been in ing by many of the threads Now by this time many readers are
the hobby, but this time it I’ve seen on TMP and other probably breaking out the torches and
is a little bit different. As forums; retrenching. pitchforks, trying to determine where I
the gaming hobby has ex- live so that they can set this heretic
By definition the word
ploded over the last five or straight. Figure and game manufacturers
retrench means to cut off,
so years, the amount of will offer new deals or sales to show the
pare away, curtail, to lessen,
“stuff” that each gamer has futility of this approach, and local store
to limit, or to restrict. And
accumulated has reached owners will be heard saying, “Don’t lis-
that’s exactly what I did. I’m
unprecedented heights! ten to the crazy guy” when he comes in.
already painting up 10mm
People were literally buy-
ancient armies for WMA Will this cause some problems in
ing figs for the sake of
The Miniatures Page offers (I’m working on Indians-my some clubs? Yes. There are many gam-
buying figs, getting their
weekly or monthly “fix”. a marketplace area for their 4th army), Saxons and Poles ers for who the hobby is more than paint-
members to sell or trade for AOE, the occasional colo- ing and gaming with figs. I’ve known
Now, many need either
gaming items. nial unit in both 15mm and many over the last 30 years who get as
money for real world
25mm, plus several other much enjoyment talking about new pro-
things such as clothes, gas,
odds and ends. Not to mention all of the jects, figs, past games, etc., as they do
or food, or they need to fund additional
terrain projects I need to continue for form the actual gaming itself. To all of
gaming purchases and don’t have the
those periods. sudden say that you can’t be counted on
funds available that they used to.
to assist anymore or you’re not interested
So, I was faced with a choice. On the
The big difference is that this time could be problematic. You may also feel
one hand I could go ahead with the pro-
there is an emerging reality that is going at some point that you’ve been stuck in a
ject and continue to add onto the pile of
along with dumping large quantities of rut, working on the same projects for
things that will never get done or start on
gaming stuff and that is the fact that most quite awhile and the urge to go back to
it right away and put off other projects.
gamers are never going to finish every- the old ways could get to the point of
On the other hand I could forget that pro-
thing that they’ve bought. Yes, I know being unbearable.
ject, retrench, and continue to work on
that gamers love to daydream about new
my current projects to get them com- But remember, this is a hobby, not
projects, picking up a new range of fig-
pleted. I chose to retrench and not do that life and death. Each gamer is free to
ures, planning out purchases, etc., and
project. choose to do what they want so as to give
that’s part of the fun of the hobby.
them the most enjoyment out of their free
We’ve all done it at one time or another Did it hurt? You bet. There’s noth-
time. I have chosen to retrench, but not
and I do it sometime more than once a ing quite like opening newly arrived
abandon the hobby. I am still painting
day! packages of gaming stuff! But at some
figs, reading rules, picking up terrain for
I’ve been reading about some of the existing projects, and gaming with my
East Front battles during the fall and win- club. I have just chosen to say no to the
ter of 1942-3 and got enthused about the vast amounts of new stuff that continues
period. I started planning out purchases to arrive on the scene each day. Will I
of GHQ and CinC micro-armor, how I buy a new company’s figs ever again?
would dry brush the trees white, creating Yes, if it is something I’m currently
a white cloth mat for battles in the snow, working on and need them.
and bookmarking Ospreys I may need
Meanwhile, I will continue to resist
from Amazon. As a gamer you live for
the temptation to do 25mm Crusades,
this stuff and you can feel the energy and
6mm anything, etc., but it’s tough!
excitement building as you think how
I S S U E # 23 Page 15
Russian Counterattack AOE Battle Report
I think that I’ve mentioned that when
the first scenario book came out for Age
of Eagles, the thing that caused the most
astonishment in our group was how com-
pacted the battlefields were. You had
well over 100,000 men packed in a very
small area for most of the major battles.
As with most gamers we love to have big
tables with endless flanks and lots of
maneuver, but obviously we were doing
something wrong!
So lately we’ve been packing in the
figs on smaller tables and have liked the
results. This would be another of that
type of game, as we played this on a 6x4
and had planned it to go for one night, but
everyone had so much fun that it went for
a second!
The scenario was set in early Spring Initial deployments showing the Saxon VII Corps covering the bridge and hill, but with
of 1813 and was slightly modified from more Prussians and Russians arriving every minute.
an actual historical battle based on the
troops that we had available. The Saxon
VII Corps, with one Saxon and one first turn! Obviously this would require However, their artillery continued to
French division has approached a Prus- more troops and fortunately there was a decimate the VII Corps, causing at least a
sian held village across a river. More French infantry corps moving up the side one stand loss each game turn.
French are arriving from both roads and road to assist.
Things were not looking good at this
this will be used as the main crossing to
Then the first of the Russians began point for the French and Saxons. A ma-
get to the enemy on the other side. The
to appear on the Saxon left. First one jor enemy force had arrived on their flank
Saxons deployed for an attack on the
division, then another, then another, then and the French infantry corps was having
village while screening their left with
another, all backed by lots of artillery. difficulties in moving up. The other con-
some light cavalry and a battery of artil-
The Saxons desperately began to turn sideration was that the defenses that kept
lery.
around to meet this new threat while try- the Prussians bottled up on the other side
The village, however, was not just ing to disengage one of the French bri- of the river were beginning to crack and
lightly held, but strongly held by a divi- gades to form a link with the brigade the French had to send two brigades over
sion of Prussians backed by artillery. directly across from the Prussian held to help on the river when they were des-
They opened up on the French and Sax- bridge. The Prussians counterattacked perately needed in the middle of the
ons, causing some serious damage on the across the bridge, but were thrown back . board.
The Saxon light cavalry charged into Prussians crossed two brigades and began
the Russian light cavalry that was screen- to exchange musket fire with the French is where the first night ended.
ing their deployment in an attempt to buy along the river. When the second night began, the
time. Although they were wiped out, Russians renewed their attack in the cen-
The first Russian attack against the
they did give the Saxons and French one ter, again driving back the French and
French and Saxons went in. The defend-
additional turn to move their forces over Saxons, who were by this time getting
ers rallied and although they gave ground
to the middle of the board, forming an down to almost 50% strength. A strong
slowly, they were being ground down
“L” shaped defensive line. The Russians French counterattack stabilized the line
ever so slowly. A second attack pushed
had by now deployed their infantry and for a few minutes and gave time to rede-
the French line back a bit further, but
were advancing toward the Saxons in an ploy some of the artillery batteries to
there were several continuing melees that
effort to break the center of the line and better positions.
prevented the French and Saxons from
win the battle quickly.
disengaging and strengthening the line. One of the highlights of the game was
Then a Prussian corps appeared on the the heroic defense of the linchpin French
The Prussians now attacked over the
Saxon left and began to move towards the infantry brigade attached to VII Corps. It
bridge and despite some casualties,
main road in an attempt to cut off the was the center of the line that held the
gained a foothold on the other side. A
Saxons. Fortunately, the third French French and Saxons together and although
Russian cavalry corps appeared and be-
corps along with a division of cavalry it had been pushed back from the bridge,
gan to look for some operating room, but
arrived to square off against this new it was still full of fight! The Prussians
since there was none to be found, they
threat. The French and Saxons were now charged it again and were repulsed, then a
acted as a reserve. All of the French
obviously pulling back all along the line, Russian brigade charged it from the front
forces and their allies were firmly com-
even giving up the river defenses. The and that, too, was repulsed. (cont. on p19)
mitted in action across the board and this
I S S U E # 23 Page 17
Inside Story Headline
Several pictures showing how the battle progressed. We use 15mm figures from various manufacturers along with terrain that is also
from a variety of suppliers. The markers were custom requested from Litko and they have proven invaluable.
I S S U E # 23 Page 19
I know that I’ve complained a lot in the past about the large number of rules that
WFHGS keep coming out, which can be seen as good or bad, depending upon if you are a
“rules junkie” or not. However, there has been a recent surge in new rules an-
nouncements where hardly any information is given about the rules! You go to some
WASATCH FRONT HISTORICAL of the links and there’s not much there either or you have to join yet another Yahoo
GAMING SOCIETY
group to learn more. Who, besides the authors, are playing these rules? I realize
Meets every other Friday night in the SLC, Utah that the hobby is a grass roots, mom & pop, cottage type industry, but this is the 21st
area. We play Age of Eagles, Age of Discovery,
Age of Reason, Flames of War, Blitzkrieg century after all. Here’s an idea; get these things called computers, make some sam-
Commander, Sword and Flame, F&IW, and too
many other s to list here! ple PDFs that describe the combat systems, scale, etc., and put up a web site or blog
Email comments or suggestions to: that has pictures, additional scenarios, and more. Yes, this was hard ten years ago,
mirsik1@[Link] but not now. Is it because gamers are inherently lazy? Do they think that just be-
cause they produce a set of rules that people will buy them? Gamers fail to under-
The best in historical miniatures stand that there are already a lot of rules out there in the marketplace with some
wargaming having been played on a regular basis for more than 15-20 years. For someone to
invest in a new set of rules they need to know why they should. Marketing is a big
part of selling the rules and a lot of gamers fail to understand that. You could have
Visit our site at: just created the best set of Renaissance rules in gaming history, but if your an-
nouncement doesn’t say much, your web site is broken or has no information, and
[Link]
you have to join a Yahoo group for more material, guess what? You’ll probably end
up selling 10 copies of your rules!