Professional Documents
Culture Documents
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
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-
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!
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.
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
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.
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
(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
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.
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
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.
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!