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Issue #37

Ogre Designer’s Edition


Spring 2014

One of the first thought the system re- hough I missed out on the
wargames I ever ceived its final nail in Kickstarter extras.
owned was a the proverbial coffin, it
With only 12,000 being
“pocket” game would rise up yet again!
produced and no more, this
called Ogre from a I myself would take the
game will no doubt turn
new company game out for a few sce-
into a collectible item. Not
called Metagam- narios every now and
only that, the company
ing. At that time I then as it is still a good
must have come close to
read a lot of sci-fi system, plus it is great
bankrupting themselves as
anthology maga- for bringing in new
the price for the game in no
zines (they were big at the gamers.
way equates to what you
time) and I saw ads for this
This takes us to the pre- get in the game or what the
game as well as SPI’s Sixth
sent day where Steve Jack- printing costs must have
Fleet, which was the first
son Games (Steve is the been! My guess is that
wargame I ever owned.
original designer) decided there is easily $400 in com-
For $2.95 you got a map,
WASATCH FRONT HISTORICAL GAMING SOCIETY

to run a Kickstarter pro- ponents in a game that re-


some very thin counters,
gram to produce the ulti- tails for right around $100!
and a rulebook, plus some-
mate Ogre game. Not be-
thing else...a tremendous The first thing you no-
ing a big Kickstarter fan I
amount of game play and tice is that this is a big
checked in every so often
fun. game! I’m talking in terms
and surprisingly the pro-
of having never seen any-
As the years went by a gram exceeded beyond
thing close to this in my
second game was intro- their stated goals. There
Warning Order

almost 40 years in the gam-


duced called GEV, then were some design delays,
ing hobby! The box
Shockwave, followed by a changes in components,
weighs in around 28
Reinforcements supple- printing issues, etc., and I
pounds and I certainly got a
ment. The Ogre world was unfortunately missed out
great deal on the shipping
doing well and there were on the Kickstarter version.
charge. When you open
so many scenarios, coun-
the carton there is
ters, variants, Space Gamer
a ;large poster sized
articles, etc., that you could
sheet that says, “Read
literally just play this game
This First” and this is
for weeks on end and not
definitely what you
get bored. Over the last
should do. Just opening
35+ years Ogre has seem-
up things and punching
ingly come to the fore and
counters is a recipe for
then retreated to the rear of
disaster, so you should
the gaming hobby. Minia- When I finally saw that it
prepare yourself and take a
tures, various boxed sets, a was coming together and
long term view of getting
GURPS module, and more actually shipped I was for-
this game ready. By that I
continued to gain new tunate enough to find one
mean open the box, look
gamers. Every time you online at a good deal, alt-
over the components, then

Inside this issue:


Special points of interest:
Ogre Designer Edition 2-4
 Several battle reports using F&F ACW, Age
WMM: Crusaders vs. Saracens 6 of Discovery, Warmaster Ancients/
Medieval, and Blitzkrieg Commander 2.
Engagements 3 & 4-Scenarios for gamers 8

Annual WMA Tournament Report 12


 Large BKC 2 scenario using Google Earth
maps for planning.
BKC2: Night Attack on the Oder 16
 Several board wargame reviews.
F&F ACW: Battle of Chantilly 20
 Regular features and an editorial.
AOD; Two Renaissance Battle Reports 26
Ogre Designer’s Edition (cont.) Game Review
been some complaints, I like the there are what are termed Sponsored
designs and it sets this game apart Counter Sheets as well. Many of these
from most others. There are also a add more Ogres, buildings, terrain over-
large number of hex overlays, rang- lays, etc., as well as new factions. At the
ing from destroyed cities to rail time of this writing I purchased the two
lines, to marsh hexes. In fact, there sheets of terrain overlays and one of
are so many options that you should BGG colored models from
be able to represent almost any ter- Boardgamegeek, the Nihon Empire
rain combination that you can think sheets, and the Nightfall pack. With
of. these plus the components in the game
you have enough variety for a lifetime of
Then you come to the 3D models
gaming and I’m sure that there is more to
Just two of the 36 counter sheets included in the and again, there is a wide variety.
come. My guess is that within a year all
box. There are more than a dozen add on sheets Each faction gets a number of com-
of the additional counter sheets will be
available as well through other sources! mand posts, laser turrets, laser tow-
for sale in some form or another, which
ers, strongpoints, and admin build-
pace yourself by doing a few things at a will give the Ogre gamers who strive for
ings in their faction colors. Finally, there
time, aiming for a goal of getting every- completeness their chance to collect eve-
are the Ogres themselves, with models
thing finished over a number of days, not rything printed for the game.
for Mk. IIs all the way up to the
hours.
massive Mk. VI. The Ogres will
Besides the 36 (yes, that’s 36) sheets take up to two hexes on the
of counters and 3D models, there are two boards, although only the front
Ogre mapboards, four GEV/Shockwave hex is considered where they are
mapboards, rules, reference cards, Ogre actually located for movement,
log sheets, dice, the two main counter attacks, and defense. Again, to
trays, plus the two large Ogre garages. each their own, but I had no
Impressive does not even begin to de- problem with this and it helps to
scribe what you get in this game. The visualize the size of these be-
counter sheets are broken into three main homeths. For those who don’t
types of components; first, there are the like using the 3D models for the
basic vehicle/infantry counters, second, Ogres there are a number of one
the terrain overlays, and finally, the 3D hex flat counters provided as
models themselves. well. Also, there aren’t just a
few of these models, but sheet
There are three main factions repre-
after sheet with each sheet hold- The Ogre Garage where the various 3D models are
sented by the counters. There is the stored. These two trays fit into the top of the box and
ing around 6-8 models each!
North American Combine, PanEuropean are clearly labeled with which models go where. You
Union, and the Black Rose mercenaries. I decided to have a long term get more than enough to do even the largest games.
Each faction gets a variety of heavy view on the 3D models and after
tanks, GEVs, missile tanks, infantry, reading a number of articles and postings
Finally, there are the rules, scenario
howitzers, and more. The counters are in on BGG I decided to go all out. I went
book, two game reference sheets, and
a very interesting shape, being made to fit out and bought a set of colored Sharpie
laminated Ogre records that finish out the
about half a hex for most of them with pens and filled in the cardboard edges of
game components. Overall, it is one of
some, such as the artillery, having round- the 3D models, then used white glue to
the most impressive games I’ve ever laid
ed parts as well. Although there have permanently assemble them. Yes, there
eyes on. The garage and counter storage
is some Gaming OCD involved here, but
trays are an engineering achievement, the
the look of the models was enhanced
game oozes quality, and there is so much
100%. True, it did take me about 10 days
that comes with the game that it is hard to
to punch, color, and assemble all of the
find anything else to compare it to!
3D models, but to me it was definitely
Overall, this is a huge bargain and my
worth it.
advice is to get one while you still can.
Another incredible thing is that the 36
So, what of the game itself? For those
or so counter sheets you get with the
who are unfamiliar with Ogre, it is a sci-
game aren’t the only sheets available!
ence-fiction armored warfare game set
Yes, in case you think that you didn’t get
around the year 2070-2100 with war
enough in the box there are several sheets
breaking out across the (cont. on p. 5)
that only came in the Kickstarter set and

Page 3 WARNING ORDER


Roads to Moscow by GMT Game Review
Roads to Moscow: Battles of artillery and air support coordination,
Mozhaysk and Mtsensk 1941 is GMT’s engineers, and much more. Yes, each
latest release in the Roads series by noted combat becomes its own little game and
designer Vance Von Borries. This series when you add in things like combat
of games focuses on key battles in the refusal, reaction movement, no retreat,
early stages of Operation Barbarossa at armor attrition, etc., you have quite the
an operational level, with these two bat- involved process. In fact, combat takes
tles occurring during Operation Typhoon, up around 5 1/2 pages of the rules!
which was supposed to be the final drive
You also have rules for weather, lead-
to seize Moscow in late 1941.
ers, supply, fuel units, and more. The
It sounds repetitive to say this over use of fuel units is critical as at this
and over again, but you get the standard, stage of the campaign the panzers were
high quality components that GMT running on fumes and the German ad-
Games is now noted for. In fact, it would vance only goes as far as the panzers
guess is that you would be hopelessly
be quite the scandal if the components since they provide most of the Germans
lost.
were anything less than outstanding! combat punch. There is a number of
You get a back printed, 22 x 34 map of Roads to Moscow uses a chit pull strategies for using the fuel units with the
the two battle areas, a rule book, play activation system, but there are a lot of activations of the formations and it will
book with extensive notes on the battles, rules governing the chits such as putting take a few plays to get the panzers rolling
three sheets of some 500+ counters, refer- formations in reserve, what the for- successfully so as to win the scenarios.
ence card with game tables on it, and mations can do in terms of combat, and
There are four scenarios with two
several set up/play aids. The map is very so on. Understanding how the various
scenarios for each battle. Two are short-
well done, with trails, roads, bridges, etc., formations activate, move, and attack is
ened versions of the battle while the re-
clearly laid out and the counters are clear- the key element to understanding the
maining two scenarios are the full battles.
ly defined, which is good as there are game itself. The movement system is
The full battle type scenarios will take
many colors and numbers that need to be fairly standard, although the concept of
some time to play as there are a large
used for various things in the game. having to fuel the German armored for-
number of units. Ii was struck by how
mations needs to be clearly understood as
The rules are going to take some time similar some things were to the designers
well. The designer does a great job of
getting used to. They’re not poorly writ- other GMT series, which is the East Front
simulating the German supply issues in
ten, but it is a new system and quite un- Series, or EFS as it is known. Several of
1941 with this rule, so the Germans need
like many other operational level games the features in this game appear to have
to get organized and plan out their move-
I’ve played in the past. It is important to been lifted out of those games and used
ments and attacks to make the best use of
note the various colors on the movement here.
their limited fuel. You also have to
choose between a Mobile or an As- Overall, this is a hard game to rate.
sault sequence, with each one giving The two battles are interesting and the
you different options for using units in combat system is unique, plus the game
combat. There is some strategy to has outstanding components. I think the
this, but I found that the choice was question is do you want to learn a com-
pretty obvious on which one to use pletely new system for two scenarios?
each turn. By learn I mean “unlearn” a lot you know
about wargaming and get immersed in
Then you get to the combat system
this system by playing it multiple times?
and here’s where there are major dif-
It’s a tough call with so many games
ferences with probably most games
already out there waiting to be played.
that you’ve played. Fortunately, there
isn’t a lot of combat each turn, but
each single combat has a step by step
procedure that must be followed.
boxes, what the chits are used for, how There’s no figuring the odds, shifting a
artillery and fuel points work, etc., before column for terrain, then rolling a die to
even attempting a game. I had to review get a DR or EX result here! In fact you
some sections a few times to make sure first start off with assigning air units and
that I understood everything before mov- having combat with those, with the survi-
ing on. This is definitely not one of those vors contributing to the attack or defense.
games where you put the pieces out on You then compare Efficiency Ratings of
the map and just start playing as my the units, modifiers for combined arms,

Page 4 N E W S L E T T ER T I T L E
Ogre Designer’s Edition (cont.)
IGOUGO with hex move- est going, especially with this new re-
ment and an odds based lease.
combat table. Compare the
Are there any problems with this edi-
attack strength to the defense
tion other than the scenario issue de-
strength to get the odds, roll
scribed above? Not really. The game
the die, and you get either a
reference cards should have come on
miss, disabled (knocked out
cardstock or have been laminated. Paper
for a turn), or destroyed.
versions are a strange choice when every-
When fighting Ogres you
thing else in the box just oozes high qual-
target the individual weap-
ity. The selection of buildings, Ogres,
ons or treads on the Ogre in
etc., for the 3D models is unusual as you
an attempt to stop it.
get quite a few of some, but only one or
Simple, easy to learn, and two of others. The roads and railways are
games play fast. There is a nice pieces, but there’s no way that they
lot of combat, units die in will sit still on the boards during game
droves, but
Basic Ogre game in progress showing one of the Mk. III there is
3D models along with the large counters used with the surprising-
game. ly a lot of
strategy in
planet, but primarily focusing on the
the game, which is why
Combine (North America and England)
gamers keep coming
against the PanEuropean forces (Europe
back to the system time
and Russia). While there are large con-
and time again over the
ventional forces which feature tanks,
last 37 years. There are
infantry, GEVs (hovercraft), howitzers,
a several scenarios
etc., the most feared piece of equipment
available in the box as
on the battlefield are what are called
well as online with
Ogres. Basically an artificial intelligence
many variations for
in a football field sized tank with enough
each one. Ogre is also a
firepower to devastate a small city, Ogres
very good “gateway”
are the kings of the battlefield. It takes a
type wargame to intro-
lot to stop one and there are various
duce newcomers to the
marks of Ogres, ranging from the early
hobby.
Mk. IIs to the massive, almost unstoppa-
play and they should just have been print-
ble Mk. VI’s. Once you get the basics down you can
ed on terrain hexes. These are all very
start adding in more interesting elements
The game system is the classic small issues and some gamers will defi-
such as missile crawlers,
nitely think that I’m complaining for the
heavy weapons teams, ma-
sake of having something to write about!
rines, laser towers, and
Finally, I’m not sold on the sponsored
more. There is literally no
and Kickstarter sheets, which have prov-
end to the countless varia-
en difficult to track down, understanding
tions in forces and terrain
what is available, and from who, not to
that can be developed for a
mention when they will be out for sale.
scenario. Surprisingly, for
This could have been done a better way
the game being around for
and the company needs to take the lead in
so long you would think
this.
that there would be more
scenarios, campaigns, etc., Overall, however, this has proven to
but there aren’t and this is be one of the most incredible wargames
one of the few complaints I I’ve ever owned. The components, stor-
have about the system. age, accessories, etc., have proven to be
There are a few online, but well thought out, very high quality, and
what this system really you definitely get your money’s worth!
Another view of a basic Ogre game in progress. Human needs is a series of cam- My advice would be to get one of these at
defenses desperately throwing themselves at the Ogre in paigns and/or additional all costs as you won’t be sorry.
an effort to slow down its advance on the command post. scenarios to keep the inter-

VOLUME 1, ISSUE 1 Page 5


Warmaster Medieval: Saracens vs. Crusaders Battle Report
For our last gaming night before the The Saracens got off to
Christmas holidays we only had a few of a surprising start and were
us available and we played at GAJO, able to move almost every-
which is an outstanding gaming store in one, which rarely happens!
Sandy, Utah. We needed something for The Crusader first turn did
about a three hour battle (the store closes not go so well, with only
at 9pm) that could handle up to four play- one or two units moving
ers if needed. I had just finished a few before all the commanders
10mm Crusader units, so we decided to failed their command rolls.
pull out Warmaster Medieval and have a In fact, this was the recur-
Crusades battle. ring theme for the Crusader
side all night, although in
With the new units both sides were
the end it didn’t hurt them
pushing close to 2000 points, which gives
that much.
the Saracens a lot of units, but the Cru-
saders, being more heavily armored (and The first set of combats
costing much more per unit) would be were the knights charging
outnumbered. The Saracens went with a into anything that they could find. As we
ways seemed to have just enough units to
mix of heavy cavalry along with some had seen before, the first enemy unit that
hang on and they would inflict enough
skirmish cavalry units backed by a large is contacted disintegrates and you have to
damage to push the Crusaders back. The
number of regular infantry units, plus hope that the second line formations can
Saracens, having large numbers of units,
archers and skirmishers. Several of the do some damage. After several of these
could afford these losses while the Cru-
infantry units were rated as fanatics, charges the knights had destroyed several
saders could not. At the three quarter
which have better unit stats, so they were Saracen units, but had been severely
point in the game both sides were even,
used to form a second line that would damaged themselves. The action now
so it would come down to the infantry.
engage once the Crusaders were softened moved to the center and the right where
up and weakened by the initial combats. both sides were maneuvering to come to Sure enough, the infantry on both
grips. The Saracen light cavalry and the sides moved towards the center and be-
The Crusaders went with the usual
Crusader sergeants started a series of gan a series of charges and counterattacks
charges that went that went on for several turns. At one
back and forth for point it looked as if the Saracens were
several turns. going to break through and go on a win-
ning rampage, but several bad series of
In the center the
die rolls halted them and allowed the
skirmishers, arch-
Crusaders to come back from the verge of
ers, and crossbow-
losing. The battle was quickly turning
men of both sides
into a “last survivor” type of affair with
were busy shooting
hardly any full strength units still around.
each other to pieces.
In fact, there was a brigade of fresh Cru-
The Crusaders were
sader units that were still in reserve as
once again ham-
they had only been able to move once in
pered by their com-
the entire game! Finally, the Crusaders
mand rolls and
attacked one last time and carried the day,
could not get all of
eliminating a few damaged Saracen units
their units into posi-
that failed to roll well in their attacks
tion to inflict maxi-
during their turn.
mum damage. The
infantry were mov- Definitely a slugfest of epic propor-
ing up for the main tions! The Saracens just kept feeding
mix of heavy knights and cavalry, plus event even as the flanks were still seeing units into the battle and grinding away a
armored infantry, crossbowmen, and a major action. the higher quality Crusader army. The
few units of pilgrims. Although it was a Saracens certainly had their chances as
In fact, the units on both flanks had
smaller force than the Saracen army ar- the Crusaders had a brigade of units that
fought themselves into exhaustion and
rayed against it, the mounted knights are hardly moved during the game. In the
many units were withdrawn lest they be
the main threat that can be very tough to end, however, the initial Crusader heavy
finished off and count for too many with-
deal with if you’re the opposition. After cavalry charges and the bad Saracen com-
drawal factors that could lead to one side
setting up by brigades the game began. bat rolls at the start came back to haunt
or the other breaking. The Saracens al-
them at the end of the game.

Page 6 N E W S L E T T ER T I T L E
WMM: Saracens vs. Crusaders (cont.) Battle Report

Several images of the WMM battle where you can clearly see that the Saracens had the edge in numbers. The Saracen heavy cavalry
and Gazi infantry are the backbone of the army, with better stats than the average Saracen units. The Crusader knights, however, usu-
ally offset that advantage by being able to launch devastating charges, which obliterate entire units in a single round!

VOLUME 1, ISSUE 1 Page 7


Engagement 3: Airborne Assault
Situation: Red is trying to seize a river
crossing during a major offensive. The
plan is to use airborne forces to seize a
crossing, then the leading mechanized
elements of Red’s army can quickly
cross to resume the attack.
Period: Designed primarily for WW2,
but could be used for modern operations
with a few changes.
Table Size: 4x8 for larger games, but a
6x4 could be used with smaller scale
figures.
Terrain Notes: The green double arrow
represents an operational ferry crossing.
It takes one complete turn to move
across the river using the ferry and ca-
pacity is one infantry company or one
platoon of vehicles.
Blue can blow the bridge once Red forc-
es move adjacent to it, but the roll de- group 2 and 4. Those groups immediate-
for the relief force to arrive. ly are checked for where they enter the
pends upon how many turns it takes Red
to reach that position. If Red gets to the Red Orders: Seize and hold at least one board and arrive as reinforcements. On
bridge on Turns 1 or 2, only a 6 on 1D6 of the river crossings until the relief force Turn 3 Blue would still have groups 1,3,
will destroy the bridge. On turns 3 and 4 arrives and makes contact. 5, and 6 to check for.
a 4, 5, or 6 will destroy the bridge and Beginning on Turn 8 Blue needs a 5 or 6
after turn 4 it can be blown up at any time Blue Forces: On Turn 1 the two infantry
companies marked on the map may make on 1D6 to bring in any remaining groups
by Blue. Note: Blue does not have to each turn.
destroy the bridge in case it is to be used a half move. Also, on Turn 2 an alert
in planning for a counterattack or retak- force of one mechanized infantry compa- On Turn 8 Blue receives two batteries of
ing objectives elsewhere on the board. ny appears as a reinforcement that does medium off board artillery.
not have to be rolled for. Starting on
Red Forces: Two battalions of para- Turn 2 Blue additional reinforcements Reinforcement arrival: For each group of
troops, each consisting of three compa- may begin to arrive. Roll 1D6 for each Blue reinforcements, roll 1D6 for the
nies. This force airdrops onto the board group and on the roll of a 6 that group entry point. The number rolled corre-
on Turn 1 according to the rules used by appears on that turn. sponds to the numbers marked on the
the gamers. game map. If a 6 is rolled that reinforce-
Group 1: One heavy weapons company ment group is delayed a turn and must
Assault force: One company of airborne with mortars and MGs. roll again next turn.
troops in gliders. Too simulate the shock
and surprise aspects of the assault, the Group 2: One mech infantry company. Blue Orders: Counterattack and retake
gliders attempt to land prior to Turn 1 and Group 3: Two companies of infantry. any river crossing seized by Red’s air-
get one free move from the gliders’ land- borne forces.
ing location, then the game begins with Group 4: One armored recon company
with an armored car platoon, platoon of Initiative: Red is first each turn
Turn 1.
mech infantry, and one platoon of armor. Game Length: 15 turns
Heavy/Support Weapons force: One
towed battery of AT guns, one mortar Group 5: Armored battlegroup consisting Victory Conditions: Victory is deter-
platoon, and one machine gun platoon of one platoon of armor, one platoon of mined by how many of the objectives
arrive in gliders on Turn 1. heavy armor, and two platoons of mech (marked as red stars on the game map)
infantry. that Red controls at the end of the game.
Relief force: Two companies of armor
and one company of mechanized infantry Group 6: One company of infantry and Three stars-Major victory
arrive at the R location on the map. Be- one either self-propelled or towed anti-
tank platoon. Two stars-Operational victory
ginning on Turn 10, roll 1D6 and on a 6
the relief force arrives. Add a +1 modifi- Ex., on Turn 2 Blue checks for reinforce- One star-Tactical Victory
er for each turn after 10. Ex., on turn 13 ments, rolling a 6 when checking for
roll 1D6 with a +3, needing a 6 or better No stars-Defeat

ISSUE #37 Page 8


Engagement 4: Surprise River Assault
Situation: Red has been holding an im-
portant river crossing for quite some time
and the campaigning season is coming to
an end. Blue decides to make one pure
push to cross the river and destroy the
Red forces by deception.
Period: Primarily for the Medieval/
Renaissance era, but could easily be used
for ancients or the horse & musket peri-
ods with little to no modification.
Table size: 4x8 for larger games, but a
6x4 is the smallest acceptable size.
Terrain Notes: The river can only be
crossed at the bridge held by Red and the
bridge put in place by Blue. There are
twelve inches of earthworks/gun plat-
forms available to Red to guard the
bridge.
Red Forces: There are three infantry and
one artillery units guarding the bridge and force of three infantry units and one artil- victory. If Blue takes both the river
they must be deployed within 12 inches lery unit within 12 inches of the river bridge and town, the game ends as a ma-
of the bridge marked on the map. There bridge. This force must remain in place jor victory for Blue. Red wins a major
are also two cavalry units posted as flank until at least Turn 3 where it is then free victory by holding the river bridge, town,
guards . The remaining forces are garri- to move anywhere. and destroying the temporary bridge.
soning the town. On Turn 2 roll 1D6 for A temporary bridge has been built and Strategy: Naturally, the placement of the
each of the following units and on a result put into place overnight. Blue may posi- bridge will dictate Blue’s offensive strat-
of a 6 they are positioned on the road in tion the bridge anywhere along the length egy and whether they go for the river
the town and may move. There is a +1 of the river. The following units com- bridge or the town first. Red will slowly
modifier for each turn after 2. prise the assault/flanking force: build up forces and the randomness of the
4 infantry units reinforcements will provide some good
8 infantry units
replay value. Red’s challenge will be to
1 cavalry unit 4 cavalry units hold on long enough for a sufficient de-
1 artillery battery fense in depth to be established and then
2 artillery units a possible counterattack. The key here
Starting on Turn 6 reinforcements may One unit of Blue’s choice may start on for Blue is speed and getting to good
arrive from off board. Roll 1D6 and on a Red’s side of the river at the end of the positions before Red’s forces all arrive.
5 or a 6 roll a second time to see what temporary bridge. Another unit may
type of unit arrives. Units that arrive as Play Balance: Feel free to modify the
begin on the bridge with the remaining reinforcements and die rolls needed to
reinforcements may start at either loca- units lined up behind ready to cross.
tion 1 or 2 as marked on the map. activate the garrison. One of the prob-
Blue Orders: Seize the river bridge and lems with random activation and rein-
Roll Unit Type if possible, seize the town. Move forces forcements is that if there is a series of
1-3 Infantry quickly over the bridge to seize the objec- bad die rolls Red can get quickly over-
tives before Red’s defenses get stronger. whelmed, which while it may be fun for
4-5 Cavalry Exit forces off of the roads at points 1 Blue, it may not make the best game!
6 Artillery and 2 marked on the map. Other periods: Although designed for
Initiative: Blue has the first turn. the Medieval and Renaissance periods,
Red Orders: Hold the town as long as
you could easily convert this to Ancients
possible as well as the bridge. Prevent Game Length: 12 turns or the Horse & Musket periods. My sug-
Blue from exiting any forces off the roads
Victory Conditions: If Blue takes either gestion would be to use medium or heavy
at points 1 and/or 2. Counterattack to
the town or the river bridge the game will infantry for the standard infantry unit, but
destroy the temporary bridge or to retake
at least end in a draw. If Blue takes the perhaps give two for one or three for two
the river bridge if it is lost.
town, then exits at least four units off the units if replaced by light cavalry or infan-
Blue Forces: Blue starts with a pinning roads, the game ends in a Blue tactical try.

ISSUE #37 Page 9


Memoirs of a Miniatures & Board Wargamer Pt. 24
Weird Wargamers & Other Tales Pt. 1 the foam terrain boards to create hull Then there are the gamers who just
down positions for his micro-armor! can’t take a hint. We had been contacted
All of us have known some, well let’s
by some local gamers who were interest-
just say, unusual gam- For those that played Empire back
ed in trying out our club, so they came
ers over the years. in the day, I’m sure this next story is
over for a 15mm Battles For Empire co-
After playing in four or right up your alley. For the uninitiated,
lonial game. They didn’t cause any prob-
five different clubs, Empire used an order system that invit-
lems and seemed like OK guys. After the
conventions, game days ed abuse and coupled with the
game they were excited and explained
at stores, etc., I’ve ac- “teleporting” feature of the rules, things
that next time they would bring over their
cumulated quite the could get out of hand quickly. The
large collection of colonials and add it to
number of tales that problem we had at that time is that we
ours. When I asked them who made their
probably many of you had two gamers that were at the oppo-
miniatures they said, “ESCI”. Uh oh. I
have probably experi- site ends of the spectrum using these
explained that those were 20mm, not
enced yourselves. rules. The first guy simply abused the
15mm, plus their bas-
Gamers have quirks or rules, issuing orders that would
ing wouldn’t be the
they probably wouldn’t be in the hobby make any lawyer proud, with enough
same as ours. They
in the first place! The question is wheth- loopholes to cover everything from a
said that was fine as
er those quirks can have an adverse effect rear guard action to a major attack!
they didn’t paint theirs
on the rest of your gaming group or not. The second guy just didn’t pay atten-
or have them based
tion to the orders and did whatever
My first example was a particular anyway! They then
he wanted to each turn, always
gamer who was heavy into WW2 and showed us their home
claiming that he forgot, didn’t under-
modern armor, plus he was well known grown colonial rules,
stand, or that he was trying to make
(OK, maybe not in a good way) around which were a cross
the game more interesting!
the area. I was running a Command De- between 54mm skir-
cision II game at a local con and sure At yet another convention I was mish and toy soldier combat from the
enough, he chose to play in my game. tasked with running some The Sword & H.G. Wells era! Suffice to say, things
Not only that, he brought along one of his the Flame games. At one of them a gam- didn’t work out and we never saw them
gaming buddies who had a reputation er joined the game just as we were about again.
equal to his own. Since it was a conven- to start and was there just in time for the
This happened a year or so later when
tion game and we were under a time limit rules explanations. The game was set in
we were contacted by a guy who had seen
I stated that this was a straight up fight the early Sudan campaign and featured a
our web site and joined us for a game.
with no hidden movement and the game few units of British and Egyptians going
This first visit went fine, but then he
began. up against the Dervishes. I suspected that
started calling me and others all the time
there might be trouble when he kept ask-
After a few turns I noticed some of the about gaming stuff and his ideas. The
ing about grenadiers forming up on the
forest models and lichen was being weird thing was that it seemed as if he
right and front to flank maneuvers.
moved around the board by these two and had fallen off the planet for about 20
I asked them what was going on. In a The game started and he kept trying years. All of his ideas, comments, sug-
hushed voice they told me that was how to form tightly packed attack columns for gestions, etc., were based off of things
they were marking the advance of their what was a skirmish game. The other from 1978-1982! There was no mention
armor as they were using hidden move- gamers and I tried to gently help him by of anything gaming related from 1983-
ment. I responded that was not for this explaining things, but he wanted no part 2008, which was then the current year.
game and put their models back on of it. He aimed for the When I pointed out new revisions of
the table. A few turns later I noticed largest part of the Dervish rules, miniatures that were now out for
what looked like pieces of the trees I force and shoved off in certain periods (instead of converting
made moving around the board and Napoleonic attack columns things), and so on, he pretended like he
sure enough, they had broken them with the figures that he didn’t hear me. Weird.
off and were using them as hidden thought were painted best
Needless to say, this didn’t end well.
markers for their armor! When I put as the grenadiers formed
He was frustrated that we didn’t want to
their armor back on the board they up on the right wing! His
do any of his gaming ideas, which were
complained loudly that the game was forty men in two attack
impractical and based on things we
stupid, unfair, and they were never columns charged into
couldn’t even find any longer. He also
coming back, which was a good thing about 120 Dervishes, were
had a penchant for “fudging” movement,
as everyone else had a good time after surrounded, then wiped out
tracking sheets, etc., and the club quickly
they left! to the man. He stormed
grew tired of him. Yet, somehow these
off complaining that was the worst Napo-
I later found out that at another game people live on longer in our memories
leonic game he had ever played in!
this gamer would press his knuckles into than most of the games we played!

Page 10 N E W S L E T T ER T I T L E
Blast From The Past Pt. 23: Victory Games’ NATO
When thinking about hard to read the set up and rein- the British I Corps moving up, and the
wargames that I’ve had forcement hex numbers at times various West German corps spread out
fun playing my mind on the counters themselves. Over- over the countryside and moving into
always seems to go back all, the components are pretty av- blocking positions. The Russians and
to the 70s and 80s when erage, especially by today’s stand- Warsaw Pact forces look formidable and
there were a lot of ards. they are, but good use of terrain by
NATO vs. Warsaw Pact NATO forces near the border areas can
You get three scenarios with
games about. While severely attrite the attacking forces. Den-
the game which portray different
many of them have not mark gets overrun by a deluge of airborne
types of attacks into Western Eu-
aged well, had clunky and marine forces, with little that can be
rope. There is a Strategic Sur-
systems, below average done about it.
prise, Tactical Surprise, and Ex-
components, etc., some
tended Buildup type scenarios,
of them were pretty good
all with their own advantages and
games. One of them was
disadvantages for both sides. The sys-
NATO by Victory Games and I had a
tems are pretty basic and if you have
chance to pick up a copy recently (I sold
experience with classic hex and counter
mine in the great WWIII game purge in
type games you should be able to get
the mid-90s!) so I could give it one more
into this game with few problems. The
spin.
only differences are chemical weapons,
Armed with my tenth or so re-reading the use of airstrikes, zones of control
of Sir John Hackett’s great Third World and delay, plus a few other odds and
War books and the excellent WWIII al- ends. The best way to get going is to set
ternative documentary on YouTube up a scenario, then slowly walk through
(features a NATO drive on Berlin after a the first turn as the sequenced of play is
Warsaw Pact attack) I sat down with the quite long. Once you’ve finished a few On the southern front the West Ger-
game to get ready to turns and get used to the system, the turns mans and US VII Corps are in good posi-
play. go by pretty fast. tions and will be tough to push back.
This means that the main Warsaw Pact
The map is pret- Two of the most interesting aspects of
thrust usually occurs in the center and the
ty good by 80s the game are the use of Offensive Sup-
north, which is where most of the action
standards and it’s a port chits which give certain HQs each
will be. Most games feature a series of
shame that Victory turn the ability to have their combat units
desperate attacks and defense moves in
Games didn’t last strength double for attack that turn.
this area as one mistake and the whole
longer than they did There’s some interesting strategies here
thing can come to an end for one side or
as many of the as the Warsaw Pact forces only start with
the other. The combat results table is
games that they three of these (NATO only gets one all
pretty bloody and both sides get severely
made are still well game), so choosing where to mass an
worn down by attrition. In some games
thought of today. attack with this support is critical. The
the Warsaw Pact forces flood across the
The one odd thing is that it covers from other interesting aspect is the use of
Rhine while in others I’ve seen NATO
Denmark in the north to about half of chemical and nuclear weapons. Chemical
holds and counterattacks into East Ger-
Austria in the south. Yes, there’s no Nor- weapons give the Warsaw Pact forces
many and Czechoslovakia.
way, Italy, drive to the Med, or invading huge advantages the first few turns they
England as the game focuses on are used, but at a cost in I still think that this game deserves
the main attack to possibly reach victory points. Nuclear some merit, despite the alternative history
the Rhine. The rule book was options can rapidly premise for a war that never happened. I
written in that love it or hate it escalate to end the take issue with the ratings assigned the
style that VG had with the rules in game and in my opin- US forces as they should be much higher
one column and the notes/side ion should best be and I think chemical weapons would
explanations in another. I didn’t avoided! affect both sides, not just the NATO side.
have too many problems with it, It would be interesting to see someone
For my replay I
but I could see how others would come up with a new set of counters using
chose the Tactical Sur-
not care for that kind of layout. modern printing techniques as there is
prise scenario where
Finally, the counters are a mixed some good game play here. I’m not sure
NATO forces are on
blessing. While they are certainly how many times this will hit the table in
alert, but not fully de-
colorful and enable you to pick out the future, but for a few days it was fun
ployed. This finds US
the various formations easily, the reliving the late 70s/80s WWIII gaming
V and VII Corps ready,
font is pretty small and it can be era.

VOLUME 1, ISSUE 1 Page 11


6th Annual Warmaster Ancients Tournament
As many of you know who have been case of a tie, then the player with the
reading this magazine for awhile, we highest casualty points inflicted is
have a Warmaster Ancients tournament at declared the winner. We also give
the end of the year. We usually pick a out a Master of Mayhem award to
date, go to lunch or dinner, then play the player who caused the most cas-
three games each in the tournament. It’s ualty points over the tournament.
a great time, we get in some interesting
We’ve experimented with differ-
battles, and it has proven to be a lot of
ent sized armies the last few years,
fun for all involved.
but this year we went with 750
point armies plus a free general.
Each player also starts our with
three free territories from the
campaign system in the second
Warmaster book, which gives
freshing change and keeps everyone pay-
players additional units. When all is
ing attention during the tournament
said and done, each player generally
games! It’s also pretty hard to come up
has between 14-20 units, which is
with an army list that will be able to com-
perfect for getting in games under 90
pete against vastly different opponents in
minutes, which is our goal. Once a
each game. You may design your forces
game is done, the winner can either
to compete against a heavily armored
roll up a new territory or take one
opponent like the Successors, then find
from the loser, but everyone still
yourself greatly outnumbered by large
needs to have three territories for the
numbers of Hittites that come at you in
The format is quite simple as we usu- beginning of the next game.
waves!
ally only have four players each time.
For this year we again had an unusual
Each player is matched up against one of There were some great battles during
selection of armies, going with Assyrians,
the other players in a round robin type the tournament, which included a true “to
Hittites, Early Crusaders, and Late Ro-
tournament, which means three games the death” type struggle between the As-
mans. Naturally, the ahistorical match
each. Victory is determined by breaking syrians and the Hittites. The Romans and
ups are very interesting, often pitting
your opponent’s army or in the case of Early Crusaders never really got going,
forces against each other that you don’t
elapsed time (games can go anywhere even when they played each other! I’ve
see every day. This often causes a re-
from 6-8 turns) by casualty points. In had those kind of days in this tournament,
thinking of usual tactics, which is a re-
but usually with my Indian army! The
day definitely belonged to the chariot era
armies as in the end the Hittites won the
tournament with the Assyrians a close
second. The Hittites, who had been in the
tournament for the last few years, but
never did much of anything, really tram-
pled over everything in their path this
year. Everyone took note that maybe the
trend for next year is to find an army that
will give you a ton of units and just try to
overwhelm the opponent!
Overall, it was another good tourna-
ment and a fun time for all. We pretty
much have this format down and were
able to complete all of the games, set up,
take down, etc., in just under five hours.
If you have not tried a club tournament
then by all means you should really try to
organize one and choose a game that the
club knows well. It is definitely worth
the effort as you get some very interest-
ing games that you would not ordinarily
see on your regular gaming night.

Page 12 N E W S L E T T ER T I T L E
Overwhelmed? Editorial
You could say that Granted, for many rules, we would paint up the armies, talk
2013 was a productive gamers who email me about things at the local store or on the
year for our group (and about this magazine and phone, then play the heck out of that
myself in some ways) what they like about our game for several months. By that time
in terms of gaming group, namely all the everyone knew the rules pretty well and
new products. For games that we play, this by the time you were ready to move on to
new miniatures rules kind of a situation is something else, you at least had a pretty
we tried Firefight Nor- paradise! But is it, real- good sense of accomplishment.
mandy, I Ain’t Been ly? While we definitely
Fast forward to today where for many
Shot Mum 3, Battles have the financial re-
of our new games it’s almost a surprise if
For Empire II, Guns at Gettysburg, and sources to buy all of these products, take
anyone else in the group even owns the
Ronin. For new board games either the the time to try them all, and generally
rules! This does make it hard in that you
group or a few of us tried the following have fun (probably the most important
are basically relying on one person to
new games; Mr. Madison’s War, Pursuit aspect of them all), where is all of this
learn the rules, prep the game, teach eve-
of Glory, Bloody April, Roads to Mos- going?
ryone how to play, then run the game.
cow, The Supreme Commander, Sword
First, you need to consider the time Also, and this can’t be stressed enough,
of Rome, Case Yellow, Fading Glory,
element. For our IABSM 3 game, for there’s no incentive for most people to
Breakout Normandy, Heights of Courage,
example, the rules needed to be buy the rules for two rea-
and many more. This also should include
purchased, read, cheat sheets pre- sons. First, what are the
the hybrid games Sails of Glory and X-
pared, etc., then you need to ex- chances that the group
Wing (I’ve still yet to try this!). Now,
plain to everyone how the game will ever play it again?
you’re probably asking yourself, “How
works. Fortunately, I had a large Second, there are so many
many of those did you play a second
force of early war Germans, but I other rules sets and new
time?”
spent two months painting up Rus- periods coming out, why
Ouch. The truthful answer is not sian infantry and tanks for the would you want to get
many. In fact, a few of my group have games. We play the game twice stuck playing something
played X-Wing a few times, we tried and then that’s it. Now I spent that you’re really not in-
Ronin and ISABSM3 twice, but that’s well over $200 on rules and figs, terested in?
about it. In fact, “one and done” seems to plus my painting time, plus learn-
This, in essence is a
have been our theme for the past year. ing and teaching the system, only
blessing and curse within
This leads to another interesting question to play it twice in one month and now it
the hobby. Unlike in the 70s, 80s, and
in that is this good or bad/? Are we may never get back on the schedule?
early 90s where new rules and figure
wasting our time learning new things,
Then there’s the confusion aspect and lines came out in terms of years between
spending too much money on new games,
although it may be because we’re getting each other, we are today fed a continuous
or is it the simple fact that we can’t avoid
up there in years, we seem to have a real- conveyor belt of products along with
“shiny new things?”
ly bad problem in not remembering rules marketing for said products. I’ve talked
The answer to the first and second or confusing them with other rules! about this several times in previous edito-
questions is maybe, while the third is a When you’re playing this many games it rials, but in my mind nothing has
definite yes. There are so many products really turns into a challenge to remember changed. In fact, I think it’s gotten
coming out so fast, that at times it feels the rules clearly and how things work worse. It’s great to have 100 sets of
that you are being overwhelmed. For during a game. I can remember when I beautiful looking Napoleonics or An-
every gamer who has fiscal discipline or was trying to teach everyone IABSM3 cients rules available, but good luck find-
who stays true to the few periods that while I was at the same time preparing ing someone else in your area who shares
they continuously play over the years, I’ll for an upcoming Battles for Empire II your love for a particular set! Also, it can
show you a gamer who game, learning Case Yellow to teach be a challenge even finding those who are
has bought every sin- another gamer, plus I had just bought an interested in trying a new set out. After
gle rules set that came old copy of SPI’s Seelowe and had that all, the person who you’re talking to
out last year! Now set up on my gaming table! Little won- probably already has a dozen other rules
add this to the group der that I spent most of the night refer- sets that they can’t find someone to play
dynamic where you ring back and forth in the rule book with, so why should they be interested in
have several individu- during the game that night! yours?
als and you have quite
I can remember a long, long time ago This definitely needs more thought,
the gaming agenda.
when a new set of rules came out or the but we’ll see what transpires here in
So, is this a perplexing
gaming group decided to go in a new 2014.
problem or not?
direction. Most people would buy the

VOLUME 1, ISSUE 1 Page 13


Pursuit of Glory by GMT Games Game Review
I will admit that I’m would be impossible to memorize, so I Something else that complicates the
not a very good Paths of decided to just set up a solo game (not game is the unusual situation in this part
Glory (POG) player, easy with card driven games) to get of the world during WW1. Not only do
having lost pretty much the hang of it before I tried a face to you have the Turks and the Russians
every game I’ve ever face game. fighting it out, but the British and their
played of it! However, allies on the opposite end. Throw
Pursuit of Glory is a card driven
that doesn’t stop me Greece, Serbia, Romania, and Bulgaria
wargame, or CDG, where the cards
from acknowledging into the mix along with various tribes,
can be used for operations (movement
that it is one of the potential uprisings, a large number of
and combat), replacements, events, or
greatest wargames ever unusual units, etc., and you have quite the
to strategically reposition forces. This
made and very challeng- mess. In fact, trying to make heads or
is where the decision making is so
ing. When I saw that a tails out of what is hap-
different than in other war-
version of the game was coming out for pening is going to be a
games. Cards can only be
the Middle East during WW1, I was ini- challenge! I’m not say-
played for one thing each ac-
tially cool to the proposal as I was frus- ing this in a bad way, but
tion round (six in a turn), so
trated by POG and didn’t want to get it is difficult to say the
there are some agonizing
something else with the same system least in trying to plan
choices that need to be made
until I fully grasped the original system. when bizarre events and
on a continual basis. Does this
So, I received this for Christmas and after situations are continually
card need to be played for the
watching the restored version of Law- occurring!
event to bring in extra forces?
rence of Arabia on TCM, I decided to
Should it be used to repair all My feelings after
dive right in and get started with it.
of the damaged units on a par- playing this game is that
First, the map is a thing of beauty, ticularly front? Could it be it is not for everyone and
even if at first appearance it appears to be used to move units and coun- many Paths of Glory
cluttered. It uses terattack in a sector, gamers are not going to
the standard POG or to bring in re- get invested in this as
terrain for mark- serves from another front. well. The reasons are many, but the big-
ing spaces, forts, These questions and others gest is that there are a lot of special rules
etc., but there are come at you continuously, so if and you will spend a large amount of
a lot of new types you’re use to standard hex and time in your first few games just trying to
of areas that in- counter games you’re in for a find things in the rules. In fact, I think I
clude off map shock. spent more time learning about the vari-
boxes and far ous events and how to play them then I
Movement and combat,
more tracks than spent on strategy! There are so many
however, are pretty standard,
on POG. Then fires to put out across the board that it
it’s just that you can only do
you glance at the counters and see all of makes focusing on one area difficult to
these things if the units are activated,
the various markers for events, unrest, say the least and at times you feel that the
which means using a card for Ops. The
beachheads, etc., and you start to think game is playing you rather than you play-
issue here, however, is that most cards
that this may be a little more involved ing the game. This is, however, a prob-
are rated from 2-4 for Ops, so you won’t
than what POG is. Finally, you pick up lem that you see in many card driven
be moving too many forces each round.
the rulebook and playbook which con- games where there simply aren’t enough
Again, card management, having a plan
firms your suspicions that this is going to cards to do all the things you want to
for the turn, etc., can go a long way into
take a little more work than POG did! each turn. The problem with this game is
getting the most out of your forces each
that it seems magnified by at least a fac-
In fact, they’ve enclosed a fold out turn.
tor of two or three!
card for first time players new to the sys-
tem and for those who have played POG. Overall, it is a beautiful game on a
There is also a fold out card for the vari- very interesting situation and it does
ous units and just by looking through the play well, despite the requirement to
various components you can see that it is constantly check the rules. Whether or
based upon POG or Shifting Sands, but not you want to invest the time in this
probably closer to Triumph of Chaos game is the big question. If you liked
(which uses the POG system) in terms of Paths of Glory you should give this a
complexity. I did a cursory reading try, but you will need patience as there
through the rules and noticed that while it is a lot of ground to cover. Also, if you
was basically the POG system, there were like chaos in your games then this is
pages and pages of special rules that right up your alley.

Page 14 N E W S L E T T ER T I T L E
Sword of Rome (Deluxe) by GMT Games Game Review
One of the more nant power on the board. Rather, this cup each turn to represent the change of
enduring trends in board is the beginning of the rise of Rome counsels, which can greatly affect opera-
wargaming over the last and so there are powerful rivals at the tions. The Etruscans can bribe invading
several years has been start of the game that in- armies, forcing
what are called card clude the Gauls, Samnites/ them back. Car-
driven wargames, or Etruscans, Greeks, and Car- thage is a thorn
CDGs. Combining clas- thage if there is a fifth play- in the side of
sic area type wargames er. The beauty of the game everyone and the
with cards for events, is that each player has a Greeks have very
movement, etc., they number of strengths and good forces, but
present players with a weaknesses, so players are pay a penalty for
large number of choices continuously jockeying to the number of
and plenty of replay value. Sword of maximize their best weapons leaders they keep
Rome easily fits into this category and and neutralizing potential on the board. Of
this review will focus on the five player problems elsewhere. course, balancing
deluxe version from GMT Games. all of these things out, playing the events,
Each turn consists of several action
and then reacting to what everyone else is
First, you get for what is by now the rounds where players can play cards,
doing around you is quite the challenge.
standard, high quality GMT components. activate forces, besiege enemy cities,
First, there is a beautiful fold-out hard- increase the loyalty of areas, and conduct You can also make or break alliances,
bound map showing all of the Gaul areas campaigns. There are so many options conduct sieges, hire mercenaries, naval
down to Sicily. Then there are five decks that it’s difficult to explain all of them invasions, and much, much more. If
of cards, reference cards, counters and here. With each card being able to be you can’t find players then there are rules
markers, a rule book, and finally a play- used for multiple purposes, you could for playing the non-player factions, which
book. There is little to complain about in play the game in my opinion makes the game
terms of components and the fact that you several times and tougher on the players. For ex-
can play the game with anywhere from still not do the ample, in a four player game
two to five players is a huge selling point. same thing twice various cards in the deck from
The rules and playbook are not in color as in a game! Cer- anyone except the Greeks can
many of the current GMT publications tainly there are activate Carthaginian forces,
are, but this is a small problem. multiple strategies which can cause all kinds of
for playing cards issues for the Greeks. There are
The rules aren’t very long, but they
that once played tables for the Gauls in the three
are going to take some work and referring
are removed, using player game that cause havoc for
back to the playbook where there is a
cards for the vari- the players and in the two player
detailed example of play will definitely
ous events, or acti- game it is basically two factions
help. The game at first seems like an
vating forces for against two factions, which mas-
offshoot of Successors, so players of that
movement and sively changes your strategy.
game or Hannibal will recognize many of
combat.
the concepts here. The big difference is In fact, there are so many
the combat system, which is definitely Combat is one strategies that this actually be-
unique and can produce some interesting of the more unique comes a problem in the game.
results. things I’ve seen in For players used to standard hex
a wargame. Both and counter games, this can be a
The one thing to remember is that this
sides total up there bewildering experience. For
is a game where Rome is not the domi-
factors, then roll three dice. The those just use to playing games, they
highest total is the winner, but how seem to gravitate towards the challenges
the individual dice come up deter- pretty easily. However, coming up with a
mines the losses. This may result in comprehensive strategy is very difficult
a bloodbath for one or both sides, or to do and at times you find yourself start-
nothing at all! Combat is very tricky ing at the board and the cards in your
thing and you can quickly go from on hand, trying to figure out what to do next!
top of the world to the bottom in no Sword of Rome is not a fast game either,
time at all with a few bad rolls. so be prepared to be playing with four
players for a good 5-6 hours, maybe
There are some really nice touch-
more. Overall, however, it is a very good
es in this game such as the Romans
gaming experience and worth every pen-
needing to draw two leaders out of a
ny of the price.

VOLUME 1, ISSUE 1 Page 15


BKC2: Night Attack on the Oder Battle Report
We had not had a chance to play Blitz- garding unit compo-
krieg Commander 2 in quite some time, sition at this stage is
so for this occasion I decided to go all just guesswork.
out. Instead of our usual thrown together
As you can see
at the last moment type of scenario, this
from the Google
one would be quite involved and some-
Earth map I created
thing far different in terms of what we
of the area (not
usually do with this set of rules.
much has actually
I had been re-reading Zhukov at the changed there since
Oder, which is about the final Russian 1945) there isn’t a
drive to take Berlin from January of 1945 lot of cover from
to the end of the War in May of that same Golzow (the Ger-
year. When the Russians reached the man assembly area)
Oder they had basically outrun their sup- to Golgast, which is
plies, units were spread all over the place, the town on the
the air units had no bases near by, and a road to Kustrin,
host of other issues. Still,, they pressed which itself sits
on and created bridgeheads wherever astride the Oder
board to make a difference to win the
possible. The Germans, quite naturally, River. This would be a night attack and
scenario.
tried to counterattack and drive them the objective is for the Germans to seize
back across the river, but were plagued the areas on the map designated by a gold I did a bit of research and found that
by lack of fuel and ammo, a large number star by daylight or they would be inviting the sunrise in Germany at that time of
of hastily thrown together units, and no targets for the Red Air Force as well as year is right about 6am and the scenario
real plan at this stage. all of the artillery near the Oder. would begin at 3am. BKC 2 has a flexi-
ble time scale, so for this battle I assigned
Some of the fiercest fighting occurred Both the Russians and the Germans,
twenty minute turns, which meant the
outside the fortress town of Kustrin. The however, had other problems as well,
Germans did not have a lot of time to
Russians eventually surrounded the town namely that the forces on hand would not
accomplish their objectives. Night
and overwhelmed the defenders, but not accomplish the mission. The Germans
fighting in BKC 2 infers a –1 command
before several large German counterat- would have to stage their reinforcements
penalty (which is a lot in this game) and
tacks to reopen the corridor to the town in assembly areas and the Russians would
visibility would be 40cm as it was a 3/4
had occurred. This scenario would repre- be bringing units in over the river ice and
moon phase.
sent one of those attacks and although makeshift bridges. It would definitely be
there was info on the larger combat for- a race to see who could get enough com- The Germans had one infantry battal-
mations in the area, everything else re- bat power at a few decisive points on the ion holding Golzow, (cont. on p. 17)

Page 16 N E W S L E T T ER T I T L E
BKC2: Night Attack on the Oder (cont.) Battle Report
there was one infantry battalion in trucks
positioned as a reserve near the pontoon
bridge that could react to the German
direction of attack. The Russians also
had 30 inches of minefields (depth of
5cm) that could be laid out up to 10cm
from their starting positions. There was a
Russian FAO with access to three batter-
ies of 122mm artillery.
The Russians also had reinforcements
coming over the river ice and makeshift
bridges that would be rolled for. At the
end of each turn the Russians would roll
5D6 and each 6 rolled allowed them to
choose one vehicle or command stand
that would arrive on the road outside the
town. The units available were:
 Twelve T-34/85s and two command
stands.
 Three Su-100
 Four SU-76s and one command
(cont. from p. 16) but all of their other 105mm artillery, 1 Sdkfz 251/22, 1 stand.
forces had to arrive in staging areas for Sdkfz 251/8, 1 combat engineer At 6am (when daylight appears) the
the attack. Their were three staging are- stand, and two trucks with HMGs Russians would get to roll 2D6 each turn
as; the first in the lower section of Gol- and mortars. and each 6 rolled would result in a
zow, the second in the northern section of Sturmovik air strike. Also, an additional
The Russians had a full strength infan-
the town, and third on the other side of 2D6 would be rolled and a 6 on either
try battalion in Golgast, an understrength
the river above the town. The Germans would result in a battery of 122mm rock-
infantry battalion guarding a factory
first placed their units in the staging areas ets and three batteries of 152mm artillery
north of the town and covering that ap-
(off board), the rolled a D6 to see if they becoming available for (cont. on p. 18)
proach with two 76mm infantry guns, and
arrived at 3am, needing a 6 to show up.
If not, each turn there was a +1 die roll
modifier until all the forces arrived.
There were some decisions to be made
about where to stage units and what to do
if not everyone showed up!
The Germans had the following forces
for the attack:
 Heavy Tank Battalion-3 Tiger I
 Attachment-1 Tiger II
 SPG unit-4 Stug III
 Tank Hunting Unit-3 Jgpz IV
 Panther Battalion-5 Pz V
 Panzergrenadier Battalion-10 Sdkfz
251, 7 infantry stands, 1 HMG, 1
mortar, and 1 75mm AT gun.
 Pz IV unit-4 Pz IVH
 Support-1 FAO w/3 batteries of

VOLUME 1, ISSUE 1 Page 17


BKC2: Night Attack on the Oder (cont.) Battle Report

(cont. from p. 17) that turn. In other next turn by the panzergrenadier battal- their way towards their objectives, but
words, if the Germans weren’t under ion, but the rest of the German forces kept only getting one good command roll
cover by daylight, bad things were going were already two turns late into their a turn. The –1 modifier because of the
to happen to anything in the open! assembly areas. By the 4am turn the night and the 40cm visibility meant that
Germans made their first rush at Golgast the Germans could not use their superior
The German objectives were to seize
and promptly ran into a minefield. A long range fighting capabilities.
the two crossings on the map, the center
group of T-34/85s counterattacked and it
of Golgost, and the factory on the other The Russians did not receive any rein-
looked like ti might be a short game!
side of the branch of the Oder River as forcements for two consecutive turns, so
well as the woods on the opposite side for However, the German attack and the the mech infantry battalion was commit-
cover and as a staging area for an attack Russian problems were just beginning. ted to the defense, crossing the pontoon
towards Kustrin later on. The Russians First off, the Russian FAO blundered, bridge and taking over the northern area
needed to hold on to Golgast, then coun- then the T-34s were knocked out in a of the town. They arrived just in time as
terattack and seize the marked objects on brutal, close range slugfest. The pan- the Germans launched a major attack
the map in Golzow. zergrenadiers then tried to rush the road against the western side of the town,
leading into the town and ran into another gaining entrance to two of the blocks and
The game began with the Germans
minefield. The Russians unloaded MGs, forcing the Russians to counterattack.
only getting the Panther battalion at the
infantry fire, and mortars into the Ger-
start of the game. They decided to take By this time more German units were
mans, but they had little effect. The re-
this and the overall commander, then arriving, but bad command rolls prevent-
maining German forces were making
plunge down the table. This was joinded ed them from being (cont. on p. 19)

Page 18 N E W S L E T T ER T I T L E
BKC2: Night Attack on the Oder (cont.) Battle Report

(cont. from p. 18) deployed effectively. The Germans now consolidated the never even got close to 75% of their en-
The Russian FAO blundered again, send- position, clearing the remaining re- tire force engaged due to traffic jams, bad
ing a barrage down upon his own troops! sistance in the village and pouring more command rolls, and time delays.
The King Tiger and Tigers rolled up and Panthers across the bridge. Two SU-100s
For the Russians not much went right.
began to engage the Su-100s that had just were burning and more German armor
The FAO will be shot at sundown, the
arrived and were blocking the northern was moving to circle around the river and
first T-34/85 counterattack did not go
end of the town near the factory. towards the factory. Even with two turns
well, and the die rolls for additional units,
past daylight the Russians could not roll
The Germans continued the attack, air strikes, etc., were pretty bad. The
any airstrikes, additional artillery, or rein-
using a combined arms assault and slow- initial defense held up well, but the sup-
forcements. At that the game was called
ly, but surely securing the town, despite a porting cast let the town’s defenders
a German victory.
high number of casualties. The Panthers down and this resulted in a loss.
got across the river and engaged some It was a fun and exciting scenario
Overall, it does show that a well pre-
blocking T-34s, but knocked those out as that saw plenty of heavy fighting around
pared scenario is worth the time and ef-
well, then came under fire from the re- the town. The night rules definitely made
fort. Of course this isn’t going to happen
cently arrived SU-76s. The Russian FAO things interesting for both sides and the
all the time, but it was great playing over
tried once again and amazingly, rolled a assembly/staging areas for the Germans
real terrain and in a historical situation,
D12 for another blunder! Every time the did a good job of simulating trying to
especially with a different ending as his-
Russian artillery could have been deci- move forces around for a counterattack at
torically the German counterattacks all
sive something bad happened and no a specific time. Both sides made poor
failed in one form or another.
artillery arrived. use of their artillery and the Germans

VOLUME 1, ISSUE 1 Page 19


Fire & Fury ACW: Chantilly Battle Report
We suddenly had the urge to play Fire victory. There would be none of
& Fury ACW during a gaming week and this waiting around for the Union
with only four of us being able to attend, to attack us! Also, the battle
we looked for a good, quick game that started around 3:30pm and ended
could be finished in a reasonable amount sometime around 6pm, so with
of time. After searching through the sce- F&F turns being 30 minutes, that
nario books we came across Chantilly. did not leave a lot of time for
maneuver!
Chantilly (or Ox Hill) was a turning
movement by Stonewall Jackson to de- As you can see from the ac-
feat in detail the Union forces after the companying images the CSA
Second Battle of Bull Run. Historically forces are arrayed in battle lines,
the Union got themselves involved in ready to push off for the attack.
more of a fight than they wanted, but There were more brigades and
ended up stopping Jackson’s command artillery coming up in support,
and withdrawing in good order later. although there were few good
to be a fairly simple, head on assault was
areas to deploy the guns for a quick
already turning into more than we bar-
attack. The area to the left of the Con-
gained for! Additional forces came onto
federate attack should have been com-
the battlefield on the right flank and
pletely filled in with trees to simulate
headed in long columns for the Union
the wooded area, but we placed a few
lines, hoping to turn that flank.
trees and lichen there as a reminder
since we had to move a lot of troops in Hill’s units slammed into the Union
that area. Getting through the fist line forces in the center and pushed back the
of woods was going to be a challenge, defending brigades. However, strong
then the long stretch of open ground counterattacks by the arriving Union
to the farm where the Union forces units stabilized the situation temporarily.
were already deploying nearby. On Hill’s left Union forces appeared and
attempted to turn the position, but the
A.P. hill’s command led the attack
dense woods and poor command rolls
down the main road after getting them-
slowed their progress. The newly arrived
Our refight consisted of something a selves through the woods. Two brigades
CSA troops moved quickly to try to flank
bit different in that the Southern com- of Confederate forces peeled off to the
the Union forces that were still arriving,
manders (of which I was one) thought it left to guard against a flank attack as
but several of the leading brigades got
was our job to split the Union forces and Union forces began to arrive on that side
into position just as the first attacks be-
reach the road behind their position, of the board as well. What we, as the
gan. This set off a multi- (cont. on p.21)
which would have been a pretty good Southern commanders thought was going

Page 20 N E W S L E T T ER T I T L E
Fire & Fury ACW: Chantilly (cont.) Battle Report

(cont. from p.20) turn battle where the However, the last Union reserve was sent of the defenders, then attack, it was left to
Union not only held on, but counterat- forward and it blocked the advance of the the infantry brigades to force the action.
tacked, driving the leading CSA units victorious Confederates. There were The restrictive nature of the terrain also
back onto their supports. another two assaults to break this unit, played a huge part in the failure of the
but both failed and with it the end of the attack. Both sides knew where the main
In the center Hill’s command pushed
game. The Union was now counterat- effort would be made and the defenders
forward again. With little to no room to
tacking across the length of the board and were able to concentrate there. Even with
maneuver, the attacks went straight
there was no way that the Confederates those disadvantages, the South side did
ahead, grinding down the defending Un-
were going to reach the Union rear in the have their chances, but could not capital-
ion forces, but taking a toll on the attack-
time remaining. Still, they gave it one ize at the right time in the game.
ers as well. With no room for artillery to
more go, but the leading brigades had
deploy and being almost impossible to Overall, it was a very good and well
been fought to the point of exhaustion
pass forward fresh troops, there was a fought game with plenty of excitement.
and could not force their way through.
series of attacks and counterattacks as Both sides played very well in both attack
With that the battle ended as a Union
both sides jockeyed for position. and defense, making it one of our closest
victory.
and most bitterly fought contests in quite
Finally, and just for a moment, there
It had been a close run affair and the some time! It does show you that you
was a breakthrough. Two of Hill’s bri-
short time limit was a major obstacle to can still have fun doing small, short bat-
gades smashed through the defenders and
the Confederate attack. With no time to tles with large scale rules such as Fire &
the way seemed clear to the Union rear
get artillery into position to hammer some Fury as well as Age of Eagles.
and splitting the enemy forces into two.

VOLUME 1, ISSUE 1 Page 21


Combat Commander: Sea Lion by GMT Games Game Review
Sea Lion is the First, the scenarios begin with an air- This does, however, call into question
sixth supplement for borne attack against scattered British the narrative used and the scenarios cho-
the Combat Com- forces. Then comes an attack against the sen for this supplement. My own view is
mander series and it docks and port facilities at Portsmouth, that there are not enough “invasion” type
is not a standalone followed by fighting in London itself. scenarios where German airborne forces
games as you need There are then scenarios covering Fascist are trying to seize bridges, where are the
both CC: Europe and uprisings, partisan warfare, British coun- assaults on RAF airfields, counterattacks
CC: Med to play. teroffensives, and finally American inter- against beachheads, etc.? Good question.
The package in- vention. The scenarios follow the stand- Instead, you’re left with what feels like
cludes five new dou- ard CC template and are well done, with ten scenarios culled from a 50 scenario
ble-sided maps and a few new wrinkles here and there in the package, meaning that you seem to be
ten new scenarios, but no new counters special rules to cover the invasion. playing parts of a larger whole. It’s not
are provided. My guess is that is to save that bad, but it does make
We’ve tried a few of
costs, but I think many gamers, including you wonder .
the scenarios so far and
myself, would have paid a bit extra.
they have been very good Hopefully there will be
For those familiar with Operation Sea and definitely a change of more scenarios in the
Lion, this is a package of maps and sce- pace from the usual WW2 GMT C3I magazine that
narios for a hypothetical German inva- fare. Both games went fill in these gaps as this is
sion of England set in 1940. Although down to the wire, so in an interesting topic.
the subject has been popular with war- our estimation the scenar- Overall, I think it is a
gamers for quite some time, most games, ios are pretty balanced, good supplement and well
scenarios, etc., don’t follow a standard but I have no idea how worth the money, espe-
narrative. CC: Sea Lion, however, fol- long they were playtested cially for the new maps.
lows a narrative through the scenarios or whether or not our However, you have the
and this is where some gamers may have experience will be the feeling that it could have
some issues with this supplement. norm for everyone else. been much, much more.

15mm Blue Moon Colonial British Figure Review


I had already painted quite a few units ish each one.
Blue Moon (sold through Old Glory
for F&F ACW using Blue Moon 15mm Rather, there
25s in the U.S.) has begun releasing a
figures, so I pretty much knew what to is a minimum
large number of packs in 15mm for the
expect. The figures are sold 30 to a bag of equipment
Victorian Colonial period. So far there
and if you belong to the Old Glory Army and accesso-
are quite a few packs for both the North-
with a 40% off discount, it puts them mat ries on them,
west Frontier and the two major cam-
just under $10 a bag, which is a great so you can
paigns in the Sudan. Since I have quite
deal. paint up large
large forces in 15mm for the Early Sudan
units very
period I thought it would be a good idea The figures are well proportioned,
quickly.
to order in some figures and see how they although they are closer to 17-18mm than
fit with Old Glory and Essex 15s. they are 15 and will definitely be larger if There are already quite a few offerings
you use Peter Pig or for the Sudan, ranging from Egyptians to
any other company Camel Corps to artillery. I’ve purchased
that has true 15mm several packs of early British advancing,
sizes. The sculpting is command, Indian infantry, and Dragoons/
well done, clean, and Hussars. All are well done with minimal
the figures are de- clean up and can be ready for primer in
signed to be painted en no time at all. A wide variety of artillery
masse. By that I mean just came out and Blue Moon seems com-
that there is not so mitted to expanding this range. Overall,
much detail that it will a great start and a good range if you are
take you hours to fin- thinking about getting into this period.
15mm Blue Moon British with an Essex mounted officer.
Page 22 N E W S L E T T ER T I T L E
Zhukov at the Oder Book Review
A fascinating period of would come a few months later. book switches gears again, detailing the
WW2 history is the Battle for Zhukov continues to hammer the final Russian push as well as action on
Berlin in the spring of 1945. Germans where possible, trying the flanks.
While most books focus on to capture Frankfurt on der Oder
It is at this point that the book for the
either the fight for the city itself and the fortress of Kustrin, plus
most part unfortunately comes to an end,
or in the case of The Last Battle expanding the bridgeheads.
although this author has several other
by Cornelius Ryan, the drive by
It is this part of the book that books on the battle for Berlin. The au-
the Allies across Germany in
I found fascinating, with endless thor’s point seems to be that once the
those fateful months.
operations to outflank the Ger- main defensive lines were breached, the
With Zhukov at the Oder, mans coupled with armored war was pretty much over, which it was.
author Tony Le Tissier takes a counterattacks by German pan- Berlin never became a Stalingrad, but
very different path. Although zer forces. The desperation on unfortunately there were still several
the sub title of the book says “The Deci- both sides is show time and time again,, weeks of combat left and tens of thou-
sive Battle for Berlin”, there is actually with the author doing a very good job of sands left to be killed before it was over.
very little about the fighting in the city keeping the reader
I thought this
itself. The contention is that once the constantly updated
was a very good
Russians breached the Seelow Heights on the overall situa-
book, although it
defenses everything else was just a matter tion.
can be a bit dry at
of time.
The operations times, especially
The book begins towards the end of then turn towards the detailing the oper-
the destruction of Army Group Center, Russian attack on the ations of most of
Russian forces are approaching the Oder Seelow Heights and the units involved.
quickly, but having problems of their the German prepara- However, it was a
own. Lack of fuel and ammo, units scat- tions for the defense. very good insight
tered about, and strong German for- This book definitely into Zhukov’s
mations still on the flanks of the main goes into far more operations and the
drives. Zhukov decides to go for the detail than other overall battle on
jugular and tries to cross the Oder on the books on this battle, the Seelow
run to initiate the final attack on Berlin. inferring to the reader about the large Heights.
However, the reality on the ground dic- scope of the operation and the many units
For wargamers there is a depth of
tates that this is simply beyond the capa- involved. The defenses, which were
information here as well as numerous
bility of the Russian Army at that time. quite considerable, are fully described as
scenario ideas. In fact, the BKC 2 sce-
well as the planning by both sides.
nario in this issue is based upon some of
Finally, you come to the brutal, no the actions described in this book. The
holds barred battle that was the attack on chaotic view of combat, how operations
the Seelow Heights. With an artillery are coordinated, and differing objectives
bombardment that was probably the most at times for both sides are here to give the
massive in history, the Russian forces wargamer another viewpoint in how their
pushed off into the teeth of the German scenarios are conducted. You can easily
defenses. The book now switches to find this book on the secondary market or
actions at the platoon and company level through Amazon and the price is hard to
where the Germans face off against a beat. Highly recommended.
virtual horde of Russian infantry and
You also get the view from the Ger- armor. The failed Russian first attempts,
man side as well, which includes the first desperate German counterattacks, and
counterattacks against Russian bridge- finally Zhukov throwing two tank armies
heads and the utter confusion about how into the swirling chaos on the Heights on
Russian forces got there in the first place! the first day.
You see the German high command try-
That the Germans held at all was a
ing to shift reserves, poorly coordinated
minor miracle, but soon cracks begin to
counterattacks, and an unrealistic view of
appear in the defenses and the German
the situation.
shortage in manpower, armor, ammuni-
From there the book switches gears, tion, and the endless waves of Russians
going into extensive detail about the Rus- begins to take its toll. By the third day
sian build up for the final assault, which the situation is beyond desperate and the

VOLUME 1, ISSUE 1 Page 23


AOD: Defense of a River Line Battle Report
With all of the times that we’ve 1 unit of arquebus
played Age of Discovery over the years,
2 units French pike
it’s surprising that we have rarely used
the scenarios in the rules themselves. The defending Imperi-
Well, this time we chose the scenario alist forces were 25%
based upon Fornovo in 1495 with a force smaller than the attack-
attacking across a fordable river along ing force and consisted
with a few modifications. I had created of the following:
two different army lists; one based on
armies from the 1525 (Pavia) period and 3 units German pike
one from the early French Wars of Reli- 2 units Spanish pike
gion. I put it to a vote and the group
chose the army lists from 1525. 1 unit light cavalry

The scenario was quite simple, but 1 unit heavy cavalry/


difficult in execution for both sides. A Gendarmes
defending force is in place to protect a 2 units Spanish lancers
baggage train that is travelling along a
road towards an exit in a mountain pass. 2 medium artillery batteries
could mass for a decisive push. The
The attacking force needs to cross the 1 unit arquebus skirmishers French, for their part, were hoping to find
river and defeat the defending force. The
several crossings early in the battle, get
river has no bridges, but is fordable. The In AOD you use a unique set up pro-
across the river, form up, then attack en
issue is that a unit must move into the cedure where each side breaks their forc-
masse and carry the day.
river, then roll a 1-3 on a D6 to find a es up into three “battles” or divisions,
crossing. Once a crossing is found, other then you roll on a chart that determines The French left came into action first,
units can move to cross in that same place the order of placement. Unfortunately for finding a crossing early and getting two
after first having to stop in the river for a the Imperialists this meant that they need- light cavalry units across before the Im-
turn. ed to place two of their three divisions perialists knew what happened. When
first, so the attacking French had a good the French light cavalry charged and
The French were the attackers and had view of where the main defenses where cleared the Imperialist left on Turn 3 it
the following forces: going to be. This had the unfortunate set off a panic in the Imperialist camp!
5 units Swiss Pike effect of the Imperialists placing their The heavy cavalry on the Imperialist left
heavy cavalry on the left flank when it turned around and moved across the front
1 unit Gendarmes would be needed elsewhere. of the defense along with some of the
2 units Archers (heavy cavalry) artillery to shore up the right, which
The Imperialist plan was to defend
threw everything into chaos.
3 units light cavalry back from the river line, forcing the
French to cross in a disorganized matter Meanwhile, the French were having a
2 medium artillery batteries and then attack them hopefully driving hard time getting across the river. Artil-
1 unit of arquebus armed skirmishers them off before their superior numbers lery, a counterattack by the (cont. on p24)

Page 24 N E W S L E T T ER T I T L E
AOD: Defense of a River Line (cont.) Battle Report

(cont. from p. 23) Imperialist arquebus five units until there were barely any round several of the Imperialist units
unit, and repositioning of the Spanish and figures left in any of the units. broke and that was for all intentional
German pike kept the French busy. The purposes the end of the game. Both sides
While all this was going on the Swiss
Imperialist right flank finally straightened had suffered heavily and there were quite
finally got across the river, shook them-
itself out when the French light cavalry a few units in rout.
selves out into a line of battle, and ad-
had a catastrophic morale failure and fled
vanced. They were met by the German Another fast paced and exciting game
back across the river. By this time the
and Spanish pike, who got the better of from this colorful era. This was an unu-
French heavy cavalry had crossed and
them for the first couple of rounds. The sual battle and full of drastic shifts of
moved out for the decisive action against
game was hanging in the balance at this momentum. The large number of low
the Imperialist heavies.
point as the troops on the flank had morale grade troops on both sides meant
This battle went on for quite some fought themselves out. that many ran away at the first opportuni-
time. The initial charge crushed the ty, often times carrying away others
In fact, on the Imperialist left a French
French gendarmes, who fell back on the along with them! At the end of the day it
light cavalry unit had broken through and
archer units (basically heavy cavalry, but was the heavy cavalry and pike units of
could take the baggage train at any time.
without the horse armor) for support. both sides that determined the outcome,
The Imperialists were out of reserves and
The Imperialist cavalry crashed into them with several high casualty rate battles.
prepared for an all around defense if the
during pursuit, but attrition began to take Definitely one of the better Renaissance
light cavalry continued further. In the
its toll. The ensuing melee, counterat- games that we’ve played and a change of
center the Swiss began to grind down the
tacks, and more melee, ground down all pace for the set up and deployment.
Germans and Spanish. After another few

VOLUME 1, ISSUE 1 Page 25


AOD: The Tercio Attacks! Battle Report
We played two Renaissance they began to grind down the
battles right in a row, which Spanish pike. The other French
shows that we really do like this pike units faltered, were blasted
period, even though no one has by the tercio, and fell back with a
come up with any tactics that actu- few in rout. This meant it came
ally work for it! There have been down to the Swiss vs. the Spanish
calls for quite some time to use and the Swiss prevailed. The
my 128 figure Spanish tercio, so Spanish simply could not get
this was the chance to finally see back into the fight and bad die
it in action. Although we had rolls during the three turn melee
used parts of it in an FOGR play- didn’t help any.
test a few issues back, this was our
As we surveyed the scene after
first time using it with the AOD
ten turns things didn’t look good
rules.
for the Imperialist side. The ter-
This battle would be a head on cio was broken into three parts,
affair, with both sides being about the left flank was falling apart,
equal strength. However, the and while parity had been
French definitely had the qualitative edge achieved on the right, there were too few
some artillery. A smaller force was as-
over the Imperialists, meaning that they units to do anything meaningful to save
signed to watch the bridge in case the
would have to suffer almost 20% more the overall situation. With that assess-
French tried to turn the flank from that
casualties before withdrawing. The or- ment the game was called as a French
side.
ders of battle were the following: victory.
The tercio advanced as quickly as
French Overall, it was a very fun game with
possible, trying to pull even with the vil-
some interesting units and situations.
4 units of new Swiss-Grade 3 lage and protect that flank. At first the
The tercio was not as invulnerable as we
French were unsure about how to ap-
2 units of new Swiss-Grade 4 were led to believe and once the Swiss
proach the tercio as the masses of arque-
got to the Spanish pike it was just a mat-
1 unit of French pike-Grade 2 bus arrayed on the edges of it looked
ter of time. I had some questions about
daunting. The French cavalry charged
2 units of Italian pike-Grade 1 how the tercio functions in the rules and
the two medium guns, forcing the gun-
have sent them into the Yahoo AOD
1 unit of Gendarmes-Grade 4 ners to flee (one of the great things about
group, so hopefully something good
these rules is how artillery is handled),
2 units of Archers (heavy cav)-Grade 3 comes out of it. We definitely need more
but then the tercio opened fire and deci-
low grade pike units as I had to fudge the
1 unit of mounted arquebus-Grade 1 mated one of the cavalry units.
army list percentages, so that could have
1 unit of mntd. crossbow-Grade 2 The other cavalry units charged into been one of the problems. The other
the Imperialists, setting off a series of issue is what to do with the tercio? This
1 heavy and 1 medium gun batteries running battles that saw the Imperialist period is definitely hard to come up with
heavy cavalry defeated, but the light cav- suitable tactics!
Imperialist
alry did not fare so
1 Tercio-Grade 2 well and fled back
towards the French
3 units of German pike-Grade 3 camp. On the other
2 units of Italian pike-Grade 1 side the Swiss moved
up to the river and
1 unit German heavy cavalry-Grade 3 despite getting shelled,
1 mounted arquebus unit-Grade 1 began to move across
it to engage the units
1 unit of Stradiots-Grade 2 on that side of the
1 heavy and 2 medium guns Imperialist line.

The Imperialist were outnumbered in Finally, the Swiss


cavalry and with the village in the center attacked the tercio and
of the board decided to anchor the ad- remarkably got past
vance of the tercio on the right of the the firepower of the
village. The other flank would have the outer edges. Once
Imperialist cavalry, a few pike units, and inside the pike units

Page 26 N E W S L E T T ER T I T L E
AOD: The Tercio Attacks! (cont.) Battle Report

These images show the advance of the tercio until it is met by several Swiss pike units, which break into the tercio and start grinding
down the Spanish pike. The tercio was trying to clear all the opposition in front of the enemy camp before the more numerous French
cavalry could threaten the Imperialist left flank and the remaining Swiss attacking the left flank.

VOLUME 1, ISSUE 1 Page 27


Looking back, 2013 was a strange gaming year, both in the hobby and in our
WFHGS club. Despite all of the new rules that came out last year, I really only purchased one
and that was Ronin. The others were new editions of Battles For Empire and IABSM,
but we were already playing earlier versions of those. I’m not sure if it’s just old
age, I’m locked into what rules I know, or disinterest in new rules, but my rules buy-
ing has taken a massive plunge the last few years. As I scroll through TMP’s threads
WASATCH FRONT HISTORICAL
GAMING SOCIETY I see that I’m not alone as many gamers seem to be revolting at the “cult of the new”,
Meets every other Friday night in the SLC, Utah area. We play a which leads me to wonder what the future is of designers generating new rules and if
wide variety of games in 1/300th, 10mm, 15mm, and 25mm,
including Age of Reason, Age of Discovery, Age of Eagles, Fire we’ve hit a saturation point in the hobby.
& Fury, General de Brigade, Warmaster Ancients, TSATF,
Phantoms, Mustangs, BKC2, and more...

While we had many fun games on club nights in 2013, there were few prepared
Email the editor: scenarios which is our own fault. Most games were hastily thrown together affairs
mirsik1@juno.com that seem to succeed through sheer willpower alone! Again, not sure if it is the old
age syndrome, been there-done that, or time constraints, but you get the feeling that
The best in historical miniatures
we’re not playing what we really want, but rather what works at the last minute. I
gaming
thought for awhile that our club was maybe different, but I seem to be seeing this
occurring throughout the gaming hobby. It’s an incredible paradox; back in the 70s
and early 80s we had time, but were limited on figures, terrain, rules, and periods.
Visit us on the web: Today, we have everything a gamer could ever want, but don’t seem to have the same
www.wfhgs.com time, will, or dedication that we use to have!

Other Games We’ve Been Playing


I’ve often stated that we’ll that adds problems to the superhero ers take the roles of various castle dwell-
play almost anything once and team so that not only are you fighting ers turned into mice, who have to save
that does extend to non- the villain and their henchmen, but the king from an evil enchantress.
wargames or games right on the also trying to save the city, deal with
The mice have to explore and fight
fringe of the wargaming hobby. base defenses, etc.
their way through various chapters, which
Most of the times these are
The game plays fast and is a lot can be played as a campaign or
games we pull out when our
of fun. There are several supple- standalone missions. Each mouse is rated
Friday night plans go horribly
ments already out for it, but the base for their movement, attack, defense, lore,
wrong! In that case we find
game gives you several villains, four and can carry a range of weapons and
something someone knows or
different environments, and plenty of equipment. Along the way they have to
has tried with their friends/family and
superheroes to choose from. The average fight rats, spiders, cockroaches, centi-
sets it up for the group.
game takes anywhere from 45 minutes to pedes, and the house cat (a tough mon-
The first of these is entitled Sentinels an hour, so it’s great for those times ster in this game!) plus there is a very
of the Multiverse. Sentinels is a card where your historical wargame finishes unique system where the players are on
driven superhero game where the players early or you need a fast game. the clock, so you need to hurry.
choose a hero from those supplied in the
The second game is called Mice & Overall, this is a very good game and
game and take on an evil villain. Each
Mystics, which is sort of a “dungeon playing the entire campaign will take
hero and villain has their own card deck
crawl” type game com- some time. I liked it so
that features their unique skills and/or
plete with miniatures. much that I painted the
weapons. Up to four players can play at
High quality compo- plastic miniatures!
once, so usually the game involves two to
nents and some well There’s already one
four of you taking on a villain who is
presented ideas are the supplement out for this
played by the system. Standard fare, but
first things you notice game and more are
there is also an environment deck with
about this game. Play- planned.
places like Atlantis, a base on Mars, etc.,

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