Professional Documents
Culture Documents
Melee, and it’s sister ideas, but it was really up versions of both Melee and
game Wizard, are two of to your imagination to take Wizard. At a time when
the best bargains in war- the game further. every game company on
gaming history. Produced the planet was putting out
by the fledgling Metagam- Which is exactly what RPGs, this one sort of got
ing company, for $2.95 you gamers did. My friends lost in the noise. Going up
got a lot of game in a small and I played arena matches, against D&D, Gamma
package. Both games came encounters against hordes World, Runequest, Harn,
with a small hex map, one of monsters, reenacted and many, many others was
counter sheet, and set of scenes from Jason and the a losing proposition. It
rules in a very small for- Argonauts, and more. Me- wasn’t that the system was
mat. Looking back now, lee and Wizard were a sta- bad, but there was some
they were truly “game kits” ple of fantasy gaming for serious competition and
where it was up to the gam- quite some time, which then (cont. on p 3)
WFHGS
ISSUE 52 Page 4
The Last Hundred Yards by GMT Games Game Review
Every so often a game probably played anything quite like is a brutal, no nonsense look at WW2
comes along with com- this before. combat operations. The designer has no
pletely new concepts and wishes for you to engage in long range
is unlike anything you’ve The first thing you notice is that demonstrations of firepower, turn after
seen or tried before. In both sides don’t necessarily get a turn turn of firefights that go nowhere, and so
2018 we had GMT’s Cata- as in many other games. The player on. This is about maneuvering your forc-
clysm, which certainly fit with the initiative pretty much deter- es to quickly overwhelm the enemy’s
that description. You mines the pace of play, activating position and the defender is trying to
would think by now that their platoons where each squad, tank, respond however possible to stop it.
every kind of WW2 small or asset (MGs, AT guns, etc.) gets to
unit action would have move or fire. The player without the There is also a time crunch involved
been in a game, game sys- initiative “reacts”, either by firing, as at the end of each turn a die is rolled
tem, or gamers would be tired of the sub- withdrawing, calling in mortars, etc. This and a number of minutes passes that is
ject. ASL, Combat Commander, Pan- goes on until the initiative player is fin- tracked. This can figure greatly into the
zergrenadier, Advanced Tobruk, and ished with their activations and the non- victory conditions and helps to force the
many, many others pretty much have this initiative player has no reactions left. actions. There’s no let’s move this com-
ground covered...or so you thought. This creates a very unusual pany up for three hours into
and dynamic system, which cover, firefight for two hours,
Into this crowded arena comes a new is not going to be for every- then when the enemy gets
game from GMT Games and designer one. ground down take the position.
Mike Denson called The Last Hundred This is a refreshing new ap-
Yards (LYH). Operational at times, tacti- The other big change proach to WW2 battles and
cal at others, LYH is certainly unlike any from other WW2 tactical coupled with the casualty dif-
other WW2 game that you’ve experi- games is that the firing hap- ference on the game tracks,
enced. Just by looking at the maps and pens as you activate units, makes for a new way to deter-
counters there is a feeling of “been here, then you resolve fire after all mine victory.
done that”, but once you look at the play activations are completed.
cards, rules, and play book there is clear- Each unit has a firepower Already, questions are
ly more going on here than you first be- number and range, so you showing up on forums about
lieved. take the number, add modifi- how this game compares to
ers, then put a counter (green ASL. The answer is simple in
Inside of the standard sized GMT box for small arms, red for mor- that it is not ASL, nor is it that
is a set of rules, a play book, two sets of tars, and yellow for AT) on the unit you complex. It’s also not Combat Com-
player cards, six back printed maps, mis- are shooting at. When you get to the fire mander or Fighting Formations. In fact,
sion (scenario) cards, some 10 sided dice, resolution part of the turn you simply roll it’s a game that is almost in its own cate-
and a few counter sheets. The compo- a D10 for each marker, adding or sub- gory. Operational in nature at times,
nents are high quality, with the counters tracting that number to the die roll. If it especially with some of the larger scenar-
being two different sizes that are thicker is higher than the unit’s cohesion value it ios played on multiple maps, tactical at
than normal. The maps, while small, are will destroy an armor unit or disrupt and others with the assault procedure or tanks
colorful and it’s easy to delineate the possibly eliminate a step of infantry. dueling one on one with each other.
various buildings, contour lines for eleva- Once you get the hang of it, the game can
tions, etc., and they match up to provide At first I was confused and had to play quite fast.
the basis for larger scenarios. The rules read over the combat sections in the rules
and play book are illustrated with multi- and the accompanying player aid card. I At this time there are only 12 missions
ple examples of saw the counters, charts, that come with the game. There is, how-
play, so finding etc., and somehow came to ever, a great do it yourself scenario pro-
how things work is the conclusion that this was cedure that can be used to generate all
fairly easy. some kind of ASL/ATS kinds of situations once you’ve finished
complex combat system that the original missions. There are also only
The rules are would take many, many the Americans and Germans in the base
not that long, rather plays to decipher. In actual- game, but you have to think that this sys-
they are different. ity, however, the combat tem will lend itself to numerous supple-
Most games of this system works pretty ments covering pretty much all of WW2.
type focus on anti- smoothly and is resolved In summary, this is a fresh take on WW2
tank and anti- quickly, with no actions that needs
infantry factors, have a combat results doubts as to what happened. to be tried. Just
table with various step losses, there’s a when you think
morale phase, routing, etc., so it’s a bit of The reason for this is quite sim- you’ve seen eve-
a shock to see that LHY is a completely ple and becomes apparent once rything in WW2
different beast. Gamers use to an you’ve played it a few times. This gaming, things
IGOUGO or chit pull system with both is a game about maneuvering one’s like this come
sides taking a turn are in for a rude awak- forces to the point of attack, close along and change
ening. As I stated before, no one has assaulting the enemy position, and your mind!
ISSUE 52 Page 5
Memoirs of a Miniatures and Board Wargamer Pt. 39
Colonial Rules-Then & Now eral well timed articles in The people playing and everyone wanted to
Courier. Back before the In- run at least 10 figures, so the games went
My love for the Victorian ternet, magazines were an es- on for quite some time. After one game
Colonial period began when an sential part of building up en- where we had around 70 figs on the table
incredible set of coincidences thusiasm for a project. Some- and it went 8+ hours it was back to The
merged together in a matter of times an article or two could Sword & The Flame.
days. I was looking for a new get you to commit to a one or
period to get into, even though two year project! As time progressed, more and more
my painting of micro-armor, colonial figure ranges began to emerge.
15mm ACW, and fantasy fig- While there are quite a few Today, there are colonial figures for eve-
ures continued unabated. On Victorian Colonial period rules ry major period, some minor periods, and
top of that I started to see all of available today, that was not in about six or seven different scales!
the ads for the new Ral Partha the case when I got into the Not only that, there are rules for different
25mm colonial ranges that were coming period back in the early 80s. tastes, from simple skirmishes to
out, which at that time in the hobby was a The Sword & The Flame (still large battles to fighting on Mars
big deal. Finally, there were a number of going strong today!) was the during the Victorian era. There
articles in The Courier that had created a leader for skirmish gaming, but are no shortage of figs, terrain,
huge level of interest in the period. if you wanted larger armies, or rules, and more to set up your
huge battles then you ran into colonial games. Getting into the
Armed with a copy of The Sword & some major problems with colonial wargaming hobby is
The Flame, several packs of Ral Partha rules. There were some out easier than it ever was.
Sudan figures, and a huge level of enthu- there such as Zulu, Imperial-
siasm, I set to work on a period that I ism, etc., plus some people However, it is still only one of
would still be gaming over four decades used variations of WRG’s the minor periods in the hobby
later. Along the way there would be con- rules, a set out of Miniatures and my first explanation is once
tinual second thoughts about changing Wargames (from the famous again due to the rules that are
scales, using different rules, what to do hair curler article), and other modifica- available. Outside of The Sword & The
about terrain, tions to popular sets. The issue was that Flame, Battles for Empire, and maybe the
where to find re- you either had to start a new scale, or Black Powder variations, not many others
sources, and so on. rebase the collection you had as no one have large followings. Painting infor-
Somehow I perse- used the same basing scheme back in the mation is still hard to get a hold of, creat-
vered through all of day! ing scenarios is always a challenge, and
that and ended up there are very few campaigns available
where I am today, The other issue about the army scale for gamers. What should be an interest-
with two large col- rules is that none of the games really ing period that has a lot of interested
lections in 15mm seemed to work well. It was almost as if gamers is still one
and 28mm for the you were trying to fight an ACW or Na- of those things you
Sudan and NWF poleonic battle with colonial and native pull out once a
respectively. forces. All of the modifiers, formations, year.
and so on gave the games a weird vibe, so
I think the first you were left with colonial forces on a For myself, I
challenge for this period would always be tabletop trying to use attack columns to still love the period
scale. Torn between the epic battles of El break up native formations because that’s and have forces in
Teb, Khartoum, Omdurman, Ulundi, and what the best melee modifiers forced you two scales; 15mm
many others, while at the same time try- to do! While amusing, large colonial for the Sudan using
ing to determine if doing all of this in games that were not skirmishes seemed to Battles for Empire
skirmish scale kept me occupied for sev- evade gamers interested in the period. 2 and in 28mm for
eral decades! For years I dreamed of the Northwest
having massive armies in 6mm from Ros One of the more interesting sets of Frontier using The
Heroics that could simulate any large rules that we tried a few times was the Sword & The Flame. Even though every-
colonial battle, but obtaining the figures famous blue booklet called Colonial Skir- one in my group gladly plays these games
and what rules to use were always the mish Wargames. With each turn a few each time they are offered, it’s usually
issue. 15mm back in the 70s and 80s seconds this was about as not more than once a year. Why that is
was nothing to write home about, tactical as colonial war- continually escapes me, since everyone
even though Mike’s Models had a gaming could get! The has a lot of fun with both sets of rules.
range, but compared to today’s mod- decisions about reloading,
els it wasn’t great. fixing bayonets, etc., were To this day I still look out for new
always intriguing in that colonial rules as I am always searching
So, the decision was to stick to you didn't get a lot of sec- for that colonial rules grail, even though
25mm for the start and do skirmish ond chances. We used I’m quite happy with what I’ve chosen so
gaming in the Sudan. Here I was them for raids, attacks on far and played with for quite some time.
greatly aided by Lynn Bodin’s Savage convoys, and more. While Who knows, maybe some day the coloni-
& Soldier magazines, as well as sev- fun, there were a lot of al period will get popular once again!
ISSUE 52 Page 7
Blitzkrieg Commander 4: Is This The Definitive Version?
When Blitzkrieg Com- the new future. Not only second game was smaller, with an em-
mander first appeared that, they would send every- phasis on actually trying to learn what
many years ago, it was one who ordered the third changed! In fact, I would suggest set-
something of a novelty. edition a copy for free! ting up a small scenario with armor,
Was it an alternative to That is taking customer infantry, and artillery, then running
Flames of War? Could it service to the next level. through a series of turns to learn the
be used in place of Com- After months and months of changes.
mand Decision, which hints, BKC4 has finally
many gamers were still arrived. However, there’s really nothing
clinging to? Was it truly major here if you’ve been playing
Warmaster Fantasy with a The 4th edition looks on Blitzkrieg Commander from the start
WW2 theme pasted over the outside very similar to and you can figure things out pretty
it? As more and more the third, but the inside part quickly. Artillery has changed a bit,
gamers tried the rules and has changed greatly. These especially some of the ratings and tem-
liked them, word of mouth are some of the things listed plate sizes, which seems to have helped
slowly, but steadily increased the num- from Pendraken and the things at least in our first few games.
ber of gamers who were either regular- forums: Some sections have been clarified a bit
ly playing the system or converting to and nothing seems to be missing, which
• Introduction of Snip- is always a good
it. When the second edition came out, ers and their effect on the
there was already a well established sign! Overall, it’s
battlefield. hard not to like this
audience. • Changes to the way version of the
BKC2 added additional rules, clari- Infantry Anti-Tank rules.
fications, expansion of the army lists, Weapons work to make
and more. Suddenly, this set of rules them more cost effective Are there any
became the alternative to Flames of and realistic. issues? Some mi-
War for those not interested in that sys- • Changes to the Artil- nor typos, but
tem or for gamers looking for some- lery Barrage rules – to nothing cata-
thing other than skirmish actions. Easy remove a potential for strophic. The abil-
to teach, suitable for group games, fun imbalance. ity to combine
to play, and accessible only helped to • The correction of an anomaly around large numbers of units firing on a sin-
increase BKC2’s popularity. As noted Naval Guns and FAOs. gle target is still there (I thought they
in the pages of this magazine, not many • Adding a new Tactical Doctrine for might do an optional rule here), and
issues go by without a battle report Guerrillas/Partisans, with additional infantry is still almost impossible to kill
using BKC2. When BKC3 was an- features to make playing an insurgency in fortifications and towns. Certainly
nounced there or resistance style game these things aren’t game breakers, but
was a huge level possible. can be mildly annoying at times.
of excitement in • Re-working and clari-
fying the Scenarios. So far, we really, really like this 4th
our group and edition. The game play is pretty
others to see • Adding to, re-wording
and editing the list of smooth, it’s easy to teach, and no need
what enhance- for multiple supplements to continue
ments would be Special Characteristics.
playing. Pendraken and Wargames
made to one of One of the biggest chang- Vault have started to release historical
our favorite game es is an enhanced and orders of battle with stats included,
systems. expanded Reconnais- which is a great addition. Pendraken
However, sance section – making deserves a ton of credit in producing
that’s not what Recce a more important what is the definitive version of BKC.
happened. BKC3, even with its good and integral part of the game. There
intentions, simply did not work. The are also 40+ army lists included as well
special characteristics, changes to the as over a dozen scenarios. The book
artillery rules, the reworking of the has a very modern, up to date feel to it,
army lists and unit stats, etc., not to and is an impressive package when you
mention the errors and errata, made this think that everything you need to play
version something of a mess. Our the game is contained inside.
group tried it twice and went back to In terms of our first two games with
BKC2. To Pendraken Miniatures’ the new rules (shown in this issue), the
credit, they saw that the third version first game was just us trying to learn
was a disaster and they responded by the system by playing it out while the
offering a newer version someday in
ISSUE 52 Page 9
Today’s Gaming & Realism: Down The Rabbit Hole Editorial
A recent thread on TMP I started toning down the realism effort to justify why they play their set of
regarding how realistic side of my gaming after Harpoon 4 rules. The proponents of the more com-
Warlord Games’ Bolt Ac- came out. The work needed for a cam- plex rules usually make matters worse by
tion WW2 rules were and paign was simply more than was nec- making fun of the simpler rules and those
the responses that followed essary, plus keeping track of all of the who are playing them, which certainly
set me to thinking about weapons, sensors, aircraft, ordnance, doesn’t win friends and influence people.
the state of realism in gam- etc., was getting to the micro-
ing for today’s hobby. management level for players who Lately, however, the justification of
Any time the subject were essentially in command of task the simpler game designs has been taken
comes up, supporters and forces. There weren’t many other to new heights. Not surprising, especially
detractors usually come alternatives and the less complex since the trend in the hobby is towards
out of the woodwork in droves to get in modern naval rules simply did not appeal painting smaller forces, skirmish games,
their side of the argument. At the end of to me, so I dropped the period. more Euro style board wargames, and
the day there are still two sides of gamers trying to keep things under 2-3
angry at the slights thrown at them by the This illustrates how I my- hours where possible. Let’s take
opposing side. What usually gets lost in self deal with the complexity for example, the practice of having
these continual arguments is the expand- vs. realism argument in the artillery assets deployed on the
ing size of the hobby, the wide range of hobby. My rationale is that (at table as you’re seeing in Bolt Ac-
interests, different age groups, and so on. least for modern naval combat) tion and Flames of War.
Not one to be shy about these things, I’m this period is very complex
and how the various weapons Clearly to anyone capable of
going to go down the rabbit hole on this rational thought, the companies
topic and see what’s on the other side. and sensors interact with each
other, while time consuming, that produce these games want you
I can remember shortly around the must be presented on the tab- to buy artillery batteries, especially
Falklands War that I purchased Harpoon letop. Rather than go with in boxed sets if possible. Then,
II along with some 1/3000th scale ship something like Shipwreck, design the rules where this is al-
miniatures. After playing various modern where those things are glossed over and lowed and in fact, can be beneficial to
naval board wargames, I felt it was time factored into a die roll, I choose not to your side. The result? Lots of gamers
to get more tactical and this was the way play the period. Other gamers may find spending a considerable amount of mon-
to do it. Needless to say, the amount of that Shipwreck meets their needs and all ey on extra models which, realistically
paperwork, research into weapons sys- the more power to them. However, speaking, would be nowhere near the
tems, converting miniatures, etc., was a please don’t tell me that Shipwreck por- front lines. Many gamers who are into
lot of work, but we had some really great trays modern combat more realistically or realism are quick to point out this heresy
naval battles. However, I started to look comes up with the same results as Har- and board wargamers shake their heads in
at other modern poon 4. disgust as with most of their games put-
naval rules such as ting artillery in the front lines is a good
Enola Games’ Sea This is where the realism argument way to get them killed off.
Command and a starts to get nasty. Why? Mainly be-
cause various factions of gamers who To those who play Bolt Action and
few from England. Flames of War, you can understand their
Why? I felt that support certain sets of rules start to justify
why they use these rules and not some predicament. You’ve just spent hundreds
Harpoon 2 wasn’t and hundreds of dollars on figures, rules,
realistic enough! other set of rules. When you point out
that the simpler set of rules doesn’t cover army books, paint, and terrain to play
Yes, that was certain aspects of warfare, too much is these games. Are you going to decry the
back in the 80s abstracted, etc., they only entrench them- entire thing and sell everything off? Hell
where playing Vic- selves more, then often lash out with the no. You’re going to defend the game
tory Games’ Gulf Strike on a Friday usual arguments. Everyone has heard system with everything you have and
night, then a Harpoon 2 game on Satur- them before, but for the sake of this edi- anyone who complains about realism
day, followed by a huge Starfleet Battles torial, I’ll list them again. regarding batteries of artillery
slugfest with all of the expansions on on the tabletop is going to be
Sunday afternoon was just another week- “It’s only a game”, “No deemed an enemy of the state.
end! Complexity and realism were the wargame is realistic”, “The
results are all the same”, Similar things can be said
priorities (even with Star Trek games!), about games like Battle Cry
with playability, game length, and the “That’s a design for effect
feature of the rules”, “It’s and the various implementa-
ability to introduce others to new games tions of the Command & Con-
being way down the list after those two. fun to play”, “Too many
rules in your game”, and so quer system, which are quite
Would any of these games do well today? popular. I’ve played them and thought
Not a chance. Times have changed, the on are what usually emerges in many
online discussions. Rather than deal with they were fine as quick board games with
hobby has changed, free time has a historical flavor, but after playing two
changed, patience is limited, and there’s whether a jeep with a MG could destroy a
Tiger at 1,000 yards, the proponents of or three Battle Cry scenarios in a few
too many gaming items coming out too hours, everything seemed the same after
quickly to just focus on one thing. simpler game designs bring up some ar-
gument similar to those listed above in an awhile. In fact, it started (cont. on p11)
ISSUE 52 Page 11
BKC4-First Test Battle Report
After several of us received our copies sides started the battle.
of BKC 4, it was time to take the rules
out for a test drive. This was also one of The Russians drove straight for the
the few times in the last year where the center, bypassing the German fortifi-
entire group was present for a game! cations on their right and moving to
This gave us three people on a side, so it break through the defenses quickly. A
would be a fairly large BKC game and large smoke screen obscured the Stugs
would certainly provide a good test for lying in wait and soon the Russians
the latest version of the rules. Several of were almost to the center of the board.
us had only just received the rules a few The smokescreens kept arriving turn
days earlier, so there would be a lot of after turn which created an unusual
checking and re-checking as the game situation, helped in part by the two
went along. Russian armored commanders rolling
snake eyes on the same turn!
The scenario was a slightly enhanced
version of Engagements 31, which is also In BKC when this happens that
34 battalions, each with 10-12 T-34s command gets two activations in a row
in this issue. Inspired by a second read- along with a company of truck borne
ing of Zhukov on the Oder, this scenario and since the Russians use the Rigid tac-
infantry. Beginning on Turn 3 the Rus- tical doctrine, the command all has to do
sees a Russian force expanding out from sians would receive some SU-76s, several
a bridgehead during the 1944-45 period. the same thing, which in this case was
SU-122s, followed by some SU-100s, move. Suddenly, the two Russian ar-
The Russians have two strong armor units then finally a battalion of infantry. There
already across and are ferrying more mored formations were on the outskirts of
were three batteries of 122mm in direct the town and past the road running down
troops as fast as they can to the other support and the chance of some
side. The Germans have blown the the center of the board. Both sides had
Katyushas from corps. A very powerful each other’s units in front of them, to the
force, but short on infantry flank, and to the rear! This set the stage
and outside of scheduled for a several turn no holds barred melee
support, the chances of get- in the center of the board, with both sides
ting artillery during the oper- firing in every direction! Not only that,
ation weren’t good. two more turns of smokescreens obscured
The Germans started with most of the combatants, who were only a
a company of infantry and a few inches apart from each other.
company of Hetzers in the The Russians and the Germans
town. There was a mixed slugged it out, with more Germans arriv-
battlegroup consisting of an ing to close off the exit routes for the
88mm, a King Tiger, and a Russian spearheads. The SU-122s and
company of Stug IIIs holding SU-100s seized control of a hill in the
the center. Finally, there was center and poured more fire into the me-
an understrength battalion of lee that continued to grow. A Russian
infantry holding the fortified infantry battalion entered and tried at-
area on the extreme German tacking the German fortified area, where
left. There were three batter- they were met by devastating fire and the
ies of 105mm artillery in entire battalion was wiped out. By Turn
bridge in front of the town and there are support. 7 the Russians were bogged down in the
sufficient units to defend the outskirts center and the Germans were barely
until help arrives. The Russians are try- Beginning on Turn 1 the Germans could
roll for their two reinforcement groups, hanging on. (cont. on p13).
ing to cut the main highway leading to
the town, which will enable them to iso- needing a 6 on 1D6 for the first
late and capture it at a later time, then turn, then getting a +1 each turn
rebuild the bridge to bring up supplies to thereafter until they arrived.
sustain their offensive. The first group was an armored
battlegroup consisting of a com-
Unlike in Engagements 31, the river pany of PZIVHs and a company
here is only in front of the town. The of Panthers. The second group
local German commander has gotten was a slightly understrength
wind of an impending attack and has panzergrenadier battalion with a
called for reinforcements, which will company of Tigers in support.
arrive shortly. The Germans need to hold The Germans had some power-
on for just a few turns and then the bal- ful armored units, but they
ance of power should be evened out for would be coming in piecemeal
the remainder of the battle. and would need to contain the
Russian spearheads. After
The Russians had two reinforced T- some time spent planning, both
(cont. from p12) The Russians renewed es to the army lists, but it would definite- and that we were hoping to see some
the offensive, pushing forward in the ly take more time to compare them to the improvements upon is infantry in defen-
center and knocking out most of the last few versions. It appeared as if they sive positions. They were pretty tough
Stugs and PZIVHs in the area, even had corrected some of the stranger stats before and now seem invincible. The
though one of the Russian armored and the new “profile’ modification did ability to shrug off hits at the end of the
groups was basically ineffective due to have an impact on fire combat. The turn coupled with being harder to hit,
casualties. The Russian infantry attached greatly expanded section on recon forces saves, etc., means you need to overwhelm
to the armored groups had formed a de- was not used in its entirety, so we’ll need them with massive force, which isn’t
fensive shield, but there was heavy fire to focus on that in coming scenarios. always available. It’s going to take a lot
from several German units. of trial and error to figure out a successful
In fact, that brings up an issue with strategy against infantry in towns or de-
Back and for the battle went until the larger BKC games in that you start to fensive positions.
Russians saw their chance. German casu- forget small stuff. Both sides rarely used
alties had created a slight opening in the their recon assets as you start to focus Overall, it was a good first game with
defenses and with two successive com- solely on the armored battles staring at the new rules. We made some errors,
mand rolls several T-34/85s were down you from the board. There were some learned a lot, and still need to learn more.
the road and off the main exit, earning the new combat modifiers, a few changes We have yet to try British and U.S. forc-
Russians a marginal victory. The game here and there to anti-tank units, artillery, es, so we’ll have to see if there are any
had gone for around ten turns and took etc., that we overlooked, so everyone changes to those army lists. Hopefully
about four hours. needs to go over the rules again thor- Pendraken will keep developing the rules
oughly and make notes of the changes. and it would be nice at some point if they
First impressions of the rules were would develop some campaigns.
pretty good. We did notice a few chang- The one thing that has not changed
ISSUE 52 Page 13
Engagements 31: Bridgehead to Encirclement
Situation: Red has a br idgehead Red Orders: Get as many units as pears first) and roll to see if they enter at
across a major river, but needs to capture possible off of road entrance/exit A or B A or B.
a town lying along a main highway. This (see Special Rules). This will cut off the
will allow for the destroyed bridge there town and force Blue to either undergo a Red Bridge/Ferrying: It takes one tur n
to be rebuilt and for supplies to flow over siege or evacuate the town, leaving the per unit to ferry from E to the west bank
it to continue the offensive. Blue has major crossing in Red’s hands. of the river. The combat engineers are
received warning of an impending offen- trying to repair the bridge, so at least
sive and is moving reinforcements to the Blue Forces: Blue’s forces are spread some traffic can cross each turn. Roll
area to seal off the bridgehead. out in an effort to contain the various Red 1D6 per turn and once the total reaches
bridgeheads. Advance warning of an 20 the bridge is repaired enough for one
Period: WW2 to Moder n, but could be impending Red offensive has forced Blue unit to cross each turn.
used for earlier periods with some modi- to shift additional reinforcements to this
fications. sector. Game Length: 12 tur ns
Table Size: 6 x 4, but a lar ger table Town Garrison: Special Rules: Pr ior to the star t of the
could be used with more terrain added. game Red chooses whether they will try
4 units of infantry to exit forces off of A or B without telling
Terrain Notes: The hills ar e not steep Blue (write this down to show after the
and while the forests are light, they do 1 unit of heavy weapons game).
provide cover. The villages are a mix of 1 unit of self-propelled/assault guns
stone and wood buildings. The blue line Victory Conditions: Red needs to exit
shows the furthest positions that Blue can Mobile Battlegroup: at least 4 units off of either A or B by the
deploy their forces to. The bridges over end of the game. Red also wins if they
2 units of mech infantry seize the town at any point. Any other
the river at the roads have been blown.
The river is too deep to ford and needs 1 units of armor result is a Blue victory.
either a ferry or some type of bridge to Variants: The scenar io could also be
support a crossing. 1 anti-tank unit
played as a Blue counterattack against the
Scale: Can be used with any r ules and 1 artillery battery (off-board) ferry and bridge repair sites by strength-
any scale. ening the Blue starting forces. Another
Reinforcements Group A possibility is Red having a toehold in the
Red Forces: Red’s forces consist of the 2 armor units town and trying to expand control of the
units on the board at the start. town in the face of Blue counterattacks.
1 mech infantry unit
Deployed West of the River in the Both sides could also use more artil-
woods and village: Reinforcements Group B lery and air support to balance out the
2 infantry units scenario depending upon how many play-
4 units of infantry ers there are, the miniatures that are avail-
2 units of mech infantry 1 anti-tank unit able, and the skill level of the players.
Allow Blue to have built entrenchments
2 units of armor 1 unit of heavy mortars
or have laid down minefields if you find
2 units of self-propelled guns (Stugs, SU- Blue Orders: Hold the initial Red at- that Red is winning too easily.
76, etc.) tack until reinforcements can arrive.
A night attack out of the bridgehead
Once they are on board, create a defense
Deployed at E: would supply both sides with a number of
anchored on the town and deny Red ac-
unique challenges.
4 units of infantry cess to the road exits.
ISSUE 52 Page 15
Compass Games’ Bar Lev Game Review
Long ago, a game com- thinking it was just a minor update of John Hill was a big believer in simple
pany called Conflict Sim- the old GDW version are in for a sur- systems and it shows here. Where some
ulations released a design prise. This isn’t the old 500+ counter games take up 5-6 pages of rules about
by John Hill (creator of game that could be set up and played ground combat, going over who can at-
Squad Leader) called Bar in a single (although long) session. tack, support, advances, retreat priorities,
Lev. It was one of the This is a detailed look at air and etc., not so here. You attack who you
first games on the 1973 ground operations on both fronts over want to (even individual units), roll a D10
Arab-Israeli War and it the course of the war. Just sorting the and if you get a D that unit is destroyed.
was unusual for its sys- counters tells you this is a monster Simple, quick, and effective. In fact,
tems and the bright orange sized game. ground combat takes less time than most
map. Later, GDW re- other phases dur-
leased a reworked version Fortunately, there is a beautiful, ing the turn!
that has been popular for the last several well laid out rulebook to help you along.
decades, usually fetching fairly high pric- Full of color illustrations, samples of At the end of
es on the secondhand markets. After a play, and takes nothing for granted. It the turn there is a
long, long time between versions, Com- also does something unusual in that it Refit Phase where
pass Games and designer Chris Fawcett takes what on the surface to be a compli- each side can
have released Bar Lev: The 1973 Arab- cated game and boils it down into its “scrap” a number
Israeli War Designer’s Edition. basic systems, which shows you that of units in the
while the game is big in scope, the sys- dead pile to bring
Compass Games over the last few tems are fairly simple. The play book some of those
years has evolved into a prolific game contains the orders of battle, some histor- units back. For
company, offering several redesigns of ical notes, and a detailed example of air- example, for eve-
classic games. Bar Lev is one of those craft tasking and operations. It looks ry three Mig-21s
classic games and is well scary, but can be resolved in scrapped the Arab
thought of, so how would just a few minutes once you player can bring
this game be approached start playing. one back or for
in terms of improving it? every two armor
The first thing you notice The Arab armies have oper- units the Israeli player can bring one
upon receiving the game ation points, which are used to back. This is a unique and interesting
is that box art, which is a either move their HQs (of way of simulating replacements, repairs,
good indicator of what’s which they have few) or to etc. With the amount of units killed off
inside in terms of overall release reserves. As usual, and the breakdown units, there will be
artwork and components. there’s never enough ops points quite a few decisions during this phase,
Two large 22 x 34 maps, to go around. This is followed including where the reformed units reap-
several sheets of coun- by indirect fire, then the air pear.
ters, play aids, rules, a segment begins. First, you
playbook, and dice com- decide who has air superiority Are there any issues? The set up is
plete the package. The by allocating fighters, followed definitely one and it will take some time,
first impression you get by tasking of other available especially if you are playing the full cam-
is that this is not a small aircraft. These can be assigned paign. As with any game on this war
game. to ground attacks, escort, or there are special rules for crossing the
airfield strikes. There’s air Suez and the anti-tank ditch on the Golan
As one of the few combat, AAA fire, SAM fire, Heights, which need to be read very care-
games on the subject (the complete war, then attacks. All surviving aircraft are fully. You then just need to get through
not parts of it), the maps for the two put in the Flown box where they have to the first turn or two to catch all of the
fronts are very well done and it also ena- roll vs. their service availability number pieces of chrome spread throughout the
bles you to play the entire war or just one to return to the Available box. Sounds rules. It is a surprisingly simple game,
front at a time. The 1800+ counters (!!!) complicated, but it really isn’t. However, but there are a number of special rules
cover all of the major combat units, there are a ton of decisions in this phase that are easy to forget.
breakdown units for the larger brigades, such as how many aircraft to achieve air
aircraft, and plenty of markers. There are superiority, what targets to attack, how At this point, at least for me, this is the
several play aids built onto the maps to many escorts, what altitude should they definitive treatment on the Arab-Israeli
ease play and there are air tasking cards, fly at (to avoid War. The ability to play either
reference cards, terrain charts, etc., avail- some AAA or front or the full campaign, the air
able for players. In summary, the compo- SAMs), etc., tasking system, and several paths
nents are well done, things make sense, which is very to victory for the Arab side gives
and there’s not much to complain about. challenging. this game extremely strong re-
play value. There are some mi-
Taken in its entirety, this is a big Ground units nor issues, but overall if you are
game! Almost 1900 counters, two maps, then move and looking for an exciting monster
a separate air system, SAMs, bridging then there is the type game on the subject, this is
units, breakdown units, and more. Those combat phase. definitely it.
ISSUE 52 Page 17
ACW Rules We’ve Played & Are Playing-Some Thoughts
If you’re a histori- Mountain to get as many figures in that surely, we converted all of our figures
cal miniatures gamer, scale as possible! over to F&F and haven’t looked back.
chance are you’ve Today, most rules use a universal basing
participated in an JR2 as it was known by, was our go to scheme, but in the 70s, 80s, 90s, and ear-
ACW game at some rules for the ACW for close to 15 years, ly 2000s that was still a dream, so you
point during your time serving us ably for large battles, smaller needed to rebase your figures, which is a
in the hobby. One of games, and several campaigns. So why massive commitment that does not al-
the more popular peri- aren’t we using them today? Good ques- ways work out well.
ods for gaming, the tion! Basically, Johnny Reb 3
ACW is usually an came out, everyone rebased, and
easy gateway into the hobby with plenty we got to playing the new version.
of figures, scales, terrain, and reference Unfortunately, JR3 was one of
material available. It’s also one of those those games where if you knew the
periods where there are a lot of rules sets rules you could really take ad-
available to go along with the amount of vantage of players who didn’t.
disagreement about them! Also, the new charge sequence
slowed things down considerably,
Many of us got our start back in the and after a few games many of us
70s with Rally ‘Round The Flag, which were wondering if we should go
was a typical set of rules for that era. back to JR2! However, that task
Most applied Napoleonic tactics and was daunting, the group was split-
modifiers to an ACW setting and quite a ting up into those who wanted to
few rules had no 15mm ranges as that do 28mm and those who already
scale was just getting started. You played had 15mm armies, plus times were
them because, well frankly, there wasn’t changing in terms of what gamers
much else available and at least everyone wanted out of rules. In essence, it was Since we moved to F&F we have tried
could find a copy. Our experiences time to move on. a few sets of ACW rules. Being in a club
ebbed and flowed, going to Stars & Bars, usually means that not everyone likes
With the new group who was things that others do! This includes
into 15mm there were several ques- wanting to do periods in certain scales,
tions about how to continue playing looking for interesting systems, or maybe
ACW. Stay with JR3, go back to just wanting to try new things on a regu-
JR2, or look for something new. lar basis. Needless to say, we have tried
We decided to look around and our share of rules! Some of these were
after a disastrous outing with Piquet non-starters and after the first game we
we found Fire & Fury (F&F). We could see that they were going nowhere.
also had to base our decision on we Others have been tried a few times, but
had just lost our permanent place to still don’t have the traction to be adopted
play, where anywhere from 8-15 of by the group as a whole.
us would play huge games on a 6 x
16 table. All of a sudden there was With that in mind, it’s time to take a
about 5-6 of us playing at a local look at the rules that we’ve played at least
store, so time became the critical a couple of times, which also just happen
factor as well as how would we to be some of the most popular sets of
introduce new players to ACW with ACW rules out there. (cont. on p19)
trying On To Richmond, and even New- the JR3 learning curve being
bury’s ACW Fast Play (actually slow fairly high. We simply had to
play) rules. Most, but not all, were high- be able to after dinner set up a
ly procedural, using plenty of charts, game, get started quickly, and
modifiers, etc., to represent ACW war- finish the thing in under 4
fare. hours. That was just the reali-
ty of the situation for our
The big change and for its part a revo- group for the next several
lution in the hobby, was the introduction years.
of Johnny Reb by John Hill. All of a
sudden here was an actual set of ACW We were one of the play-
rules that introduced new concepts, fo- test groups for Age of Eagles
cused on ACW warfare, and felt like you and so this was sort of a natu-
were playing an ACW battle. Although ral fit for us. Our first few
designed for a failed 10mm miniatures games went pretty well, so we
line, gamers quickly determined that the actually started painting up
way to go was 15mm and soon orders our new units with the F&F
were sent off to Heritage and Stone basing scheme. Slowly, but
ISSUE 52 Page 19
WMM: Bad Day For The Saracens Battle Report
While we certainly play a lot of War- On to the battle. Both sides did
master Ancients, we rarely dabble in pretty well on their opening moves,
Warmaster Medieval. This is mainly due with the Saracen right flank advanc-
to the fact that we really only have large ing pretty far in the first two turns,
Crusader and Saracen forces, plus the odd while the left did not fare as well.
assortment of Normans, Vikings, and The centers of both sides cautiously
German Landsknechts! Basically, if we moved up, waiting to see what
need to do a 4-5 player it’s time to break would be determined on the flanks.
out the Crusaders and Saracens, which is It was at this point that the Saracen
what we did here. command rolls started to get fairly
erratic.
We’ve had some concerns about the
Medieval supplement, especially the The action opened on the flanks,
point values and during this game it real- with the Saracen heavy cavalry
ly came out. When reading about the charging and countercharging the
period, the Saracens often outnumbered However, outside of the heavy cavalry Crusader knights. Both sides gave
the Crusader forces by quite a bit, de- and Gazis, most of the army was about as as good as they got, with most of the
pending upon the battle. In WMM they generic as generic gets. Clearly, the strat- heavy units being damaged to the point of
have hordes of cheap infantry, lots of egy for the Saracens is to overwhelm having to be withdrawn. The Saracens
heavy cavalry, plus an assortment of light your enemy with cheap units, use skir- pressed the issue, trying to at least elimi-
cavalry as well. After having played mishing cavalry on the flanks to soften nate a sizeable threat on that flank to the
several scenarios of Infidel from GMT things up, then finish the enemy with the other advancing units. In the end, how-
Games where there are usually far more heavy cavalry. Pretty standard and it ever, the Saracen cavalry was left with a
Saracen counters than Crusaders, seeing works for our armies of Egyptians, Hit- few damaged skirmish units, unable to
the board set up was a bit of a shock. tites, and others in Warmaster prevent much else from occurring on that
Ancients. side of the battle.
Not so here. For one, the On the left it was almost the exact
Crusaders had a higher break opposite. The Crusaders charged and
point than the Saracens! This charged again, eliminating the Saracen
could be due to the fact that the heavy cavalry. Sharp counterattacks by
Crusaders have few, if any, skir- the Saracens picked off a few Crusader
mishing units which don’t count stands here and there, but with most of
while the Saracens had around the infantry not moving at all, the only
10 or so units. Even then, when thing that was stopping the Crusaders
added up it seemed like the Sara- from finishing off the flank was a series
cens only outnumbered the Cru- of bad command rolls! The Saracens by
saders by about 8 units. Couple turn 4 were completely put on the defen-
that with poorly armed troops, sive on that side of the battle.
several leaders with a command After four turns the Saracens were
rating of 7, and several units of actually ahead; 3 1/2 to 4 1/2 in terms of
Crusader knights staring at you break points, although the skirmish caval-
First off, the Crusaders had a pretty across the field meant it might be a long
standard force, with units of Templars, ry had taken a beating. However, the
day for the Saracens. Saracens could see they were in trouble
Hospitallers, and other heavy cavalry
units classed as knights. In WMM they We also decided at the last minute to and sure enough, that’s (cont. on p. 21)
are pretty nasty and have a first round use the Medieval rules at the
bonus that often devastates an enemy’s back of the book that add mod-
line. In fact, we jokingly refer to them as ifications for the period. This
“medieval panzers”! They were backed includes having your forces in
by several units of mounted sergeants, three “battles” or formations, a
dome dismounted knights, then a a few big change to the skirmish
brigades of soldiers mixed with cross- rules, evades/countercharges,
bows. Since these were 3,000 point forc- and mixing crossbows and
es there were a lot of units on both sides. archers with the infantry into
combined arms type teams.
The Saracens had a large mass of in- We probably should have pre-
fantry, eight units of heavy cavalry, arch- pared this a bit better as we
ers, skirmishers, and plentiful light caval- had continuing questions dur-
ry on both flanks. There were also sever- ing the game, did a few things
al units of Gazis (fanatics) mixed in with wrong, and were pretty incon-
the infantry brigades which gave the Sar- sistent with it the entire night.
acens around 20 (!) infantry units alone.
(cont. from p 20) what happened. The forces, who were looking to finish the just seems like the Saracens are over-
Crusader dismounted knights, soldiers, battle themselves. matched. There could be a number of
and crossbows now reached the middle of reasons for this.
the battlefield pretty much unmolested. A few more rounds of combat and the
The Saracens moved out to meet them, Saracens reached their break point of 16, The first is that as the armies get larg-
sensing that there might be one more which is a lot of units that you need to er and the Crusaders get several more
chance to turn the tide and survive by lose. The Crusaders had just hit 9, which high quality units it’s tilting the balance.
grinding down the Crusader infantry. in WMA or WMM terms is as close to a Two Templar units for 1,000 points are
slaughter as you can get. Yes, there were tough, but when all of a sudden there are
As discussed earlier, here’s where the some exciting battles and everyone for 6 of them that might be changing things a
problems began. The Crusaders had not the most part had fun, but the game really bit. Yes, the Saracens get more as well,
only high quality infantry, but crossbows was never that close. In fact, if the Cru- but it could be that the quantity is not
backing them up, equal almost in number saders had pressed a few combats the offsetting the quality of the knights. The
to what the Saracens had. In the end it game could have been over at least one or Saracens could be choosing too much
wasn’t a fair fight. The Saracens attacked two turns earlier. infantry and should focus on more skir-
recklessly, at one point rupturing the Cru- mishing cavalry and the infantry need to
sader lines, but the knights and soldiers Now we’ve had one or two Saracen be the full 50% Gazis instead of the 25%
quickly closed the gap and started inflict- victories in the 5 or 6 games we played, they currently have. Still, something
ing some real punishment on the Sara- but even those were either due to bad does not seem right and I think in the
cens. By turn 7 things were looking bad- luck by the Crusaders or it was a final future we may go towards some historical
ly for the Saracens, so they threw every- turn, down to the wire victory through scenarios and try to balance things out
thing they had at the advancing Crusader attrition. In each game I can remember it that way.
ISSUE 52 Page 21
Introduction
At some point miniature gamers As far as forces go, gamers can use
will want to do a coastal invasion sce- whatever formations they want for the
nario, large battle, or even a campaign. rules they use. If you’re using BKC, then
While there are many boardgames and the battalions (which is the default unit
individual scenarios that revolve size) work well. If playing Bolt Action
around D-Day, that history is already then maybe each unit is a platoon or if
known and there are few surprises. using Flames of War maybe a company.
What is harder to find and what this Use the scale that fits the number of units
miniatures campaign attempts to ad- that you and your gaming group have
dress is a fictional invasion. available. There are no set orders of bat-
tle other than the units that are available
Invasion is a low complexity cam- for the invasion and as reinforcements. If
paign that can be used by any number a gaming group feels each armor battal-
of players with the miniatures rules set ion should have three companies, then so
of their choosing. The idea is to pre- be it.
sent a fairly straightforward invasion
scenario that includes airborne troops, over every inch of the campaign map, but The idea behind this miniatures cam-
attacks against fortified beach defenses, instead can focus on seizing critical areas paign is to of course have fun and gener-
bridge seizures, counterattacks, and more. and focusing the action. The idea of a ate interesting battles. Breaking through
This fictional campaign tries to add in the miniatures campaign is to generate inter- to airborne units holding bridges, armor
features that not only would be involved esting battles, even if they are one sided counterattacks against beachheads, des-
in most invasions, but what gamers or not balanced at times. The system is perate defensive actions at vital cross-
would like to see as well. pretty open ended, which allows for op- roads, and more will all come into play
tional rules and additional features to be during this campaign. It is an interesting
The map is broken down into areas exercise in how to seize a defended coast-
and zones, which help to regulate move- added at the players discretion. Players
can even add terrain features to the map if line or how to prevent a breakthrough if
ment and combat. This is an effective you’re the defender.
system in that gamers won’t have to fight they feel it is needed,
Beach River
Woods
Hill
Movement
Road Connection
Counters
Range for support
Unit Type
Formation
Formation Color
Combat Units
Status Markers
Armor Alert Formation
Artillery
Airborne
Commando
Infantry
ISSUE 52 Page 23
Sequence of Play
Each turn consists of the following phases: Invasion Phase
1. Weather Phase-Roll for the weather during the upcoming turn. The first turn of the game has a special sequence of play
2. Red Movement Phase-Red moves any or all of their forces. that replaces phases 1-5 of the standard sequence. Once
completed the regular sequence of play resumes with Blue
3. Blue Reserve Move-Blue moves any forces from the area with Movement in #6.
the Reserve marker.
1. Invasion Planning Phase-Red assigns the initial land-
4. Red Combat Phase-Battles are fought in any areas where both ing forces to their beach areas. Red also assigns the
Red and Blue have forces. forces that will land in the Second Wave phase at the
end of the Invasion phase.
5. Red Exploitation Phase-Red moves and conducts battles with
forces from any area containing the Reserve marker. 2. Airborne/Commando Phase-Airborne units land and
along with Commando units attempt to seize bridges
6. Red Landing Phase-Red lands additional forces. or vital areas.
7. Blue Movement Phase-Blue moves any or all of their forces. 3. Bombardment/Airstrike Phase-Beach defenses are
8. Red Reserve Phase-Red moves any forces from the area with attacked by naval ships and airstrikes.
the Reserve marker. 4. Landing Phase-Red units assigned to each beach land
9. Blue Combat Phase-Battles are fought in any areas where both as part of their movement phase.
Red and Blue have forces. 5. Combat Phase-Battles are fought in those areas where
10. Blue Exploitation Phase-Blue moves and conducts battles with Red forces landed.
forces from any area containing the Reserve marker. 6. Second Wave-Red’s forces designated in #1 above are
11. Supply Phase-Both sides check for any isolated forces. now placed in their beach areas.
12. Reserve Phase-Both sides place their Reserve markers for the Play now resumes with Blue’s Movement Phase (#7 of the
next turn. Sequence of Play).
13. Victory Check Phase-VPs are totaled and checked to see if there The weather is automatically clear on the first turn.
is an automatic victory.
Combat Phase
If there are opposing forces in the Attacker Assigns Support: The attack- support (or in case of a Blue counterat-
same area after either side has moved, er may place any naval, air, and artillery tack naval and air support) that is in range
then play proceeds to the combat phase support markers in the area that are in to the battle area.
and a tabletop battle will be fought. Each range of that area. After the battle is
area that has opposing forces will need to fought the air and naval support markers Terrain & Forces Set Up: Both sides
follow the steps outlined for the Combat are set aside until the next turn, and any use one of the terrain set up options, then
Phase below. artillery units that provided support place their starting forces. The terrain for
should be flipped over or turned on their that area on the map should be featured in
1. Defender Withdrawal the set up for the battle. So, for example,
side to signify that they cannot provide
support for the rest of the turn. if you are fighting a battle in area #10, the
2. Attacker Assigns Support
crossroads and a town surrounded by
3. Defender Assigns Support Defender Assigns Support: Same as some woods/forest, should be represented
above, but the defender assigns artillery on the board.
4. Terrain & Forces Set Up
Conduct Battle: Using the miniatur es
5. Conduct Battle rules designated by the players, a battle is
6. Retreat & Losses fought until one side or the other is forced
to withdraw or retreat.
Retreat & Losses: If one side or the
Defender Withdrawal: The defender other decides to withdraw or is forced to
decides if they will remain for the up- retreat, their forces are moved to a friend-
coming battle or withdraw. There must ly, adjacent area at this time. Permanent
be a friendly controlled area or areas with losses are now figured out for both sides
a movement connection to this area in and this ends the combat phase for that
order for the units to withdraw. All units In this example, two Red units join with a area.
do not have to withdraw to the same area. paratroop unit to attack Blue’s forces. An
If the defender withdraws the attacker air support and a naval support marker Combat could also occur in each
now controls that area for victory point have been placed to designate support for side’s respective Exploitation Phase if
purposes. If there is no friendly area to Red’s attack in this area. Blue has added forces in an area with the Reserve marker
withdraw to, then the defender will have an artillery support marker as well to aid move to an area containing enemy forces.
to fight the battle, even if it is an unequal the defense. The terrain will now be set This would start a new Combat Phase for
contest. up and the battle can commence. that area.
ISSUE 52 Page 25
Combat Phase (cont.)
Once it has been determined that a battle Forests should be an 18” square area final part of the Combat Phase is to check
will be fought in an area, there are several of trees, so for example the strip for permanent losses. Each side rolls
ways of setting up the battlefield. The could be 6x3, 9x2, etc. 2D6 and consults the following table to
first is to have both players mutually de- determine the actual losses for the battle.
cide what terrain and/or scenery should Farms and farm fields can be treated These are applied immediately.
be represented. The second is to have a as open or difficult ground.
third party set up the battlefield, then Die Roll Percentage Lost
each player rolls 1D6 with the highest No terrain piece other than the ridge 2 75
roll choosing which side that they will or stream should take up more than
deploy on. Note: The terrain on the map one square foot of area. 3 70
is the predominant terrain in the area, so 4 65
this should be represented on the board If a stream is rolled, roll 1D6 for the
where possible. number of 12” long sections that can 5 60
be placed. Roll 1D6 and if a 4, 5, or
A third way is to have each player 6 is rolled there is a bridge located 6 50
right down a number from 0-10 for how somewhere on the stream that can
many terrain pieces that they would like 7 50
support infantry and light vehicles.
to see on the battlefield. Both numbers Roll a second 1D6 and on a 5 or 6 8 40
are added together, then divided by 2 to there is a ford located on the stream.
get the number of how many rolls are 9 30
made on the Terrain Table below. Each Conduct Battle
10 25
player then places one terrain piece until Using the miniatures rules selected for
the desired number is reached (if an odd the campaign, a battle is now fought on 11 20
number roll 1D6 to decide who places the the battlefield set up by the players.
first piece). Once the battlefield is set up, 12 10
There are no set time limits for the battle,
each player rolls 1D6 and the highest roll but there should be an agreement before The winner of the battle adds +2 to their
decides on which end of the table to de- the campaign on how many turns each die roll.
ploy. battle should be. Some rules such as
Optional Rules
Terrain Table Warmaster or Blitzkrieg Commander
have break points and an army withdraws Players may feel that the permanent
Die Roll Terrain when hitting that target. Others such as losses are too random. A new table could
Age of Reason have withdrawal checks, be created or additional die roll modifiers
2 24” Ridge
which can also end a battle. Finally, one added to this table to reflect what players
3 Village side or the other may voluntarily break wish to see in the campaign. Players may
off the attack or withdraw from the area, also want to just use the original losses
4 Large Hill which would end the battle. and skip rolling on the permanent losses
5 Small Hill table altogether.
Retreats & Losses
6 Forest To prevent one side from seeing the
If a side is forced to or decides to
set up, then continually withdrawing after
7 Forest withdraw/retreat, their forces must move
the first turn or two, a pursuit modifier
either to the area they entered from (if
8 Small Hill and/or table could be added where if a
attacking) or to a friendly controlled area
certain number is rolled, the withdrawing
(if retreating). If there are no friendly
9 Marsh/Rough Ground side loses so much of their force. This
areas to retreat to, the force surrenders
will prevent players spending a lot of
10 Farms/Farm Fields instead and is removed from the cam-
time setting up a battle, then one side or
paign.
11 Forest the other withdrawing without firing a
Once retreats have been completed the shot, which happens at times in cam-
12 Stream paigns.
Artillery
Artillery moves as per area where the unit is currently Artillery units can only provide support
normal forces and can located in where fire support can once in a tur n, so consider ation needs
move on turns that it does be provided. to be given for attack, defense, or firing
provide fire support to in support of units using the Reserve
battles. Each artillery unit During Step 3 of the Combat marker. Once an artillery unit has sup-
has a range expressed by a small number Phase, each side allocates artillery sup- ported a battle for the turn, its support
on the upper left corner of the unit coun- port by placing the artillery support mark- marker should be set aside until the fol-
ter. This is the number of areas from the er(s) of any artillery unit(s) in range on lowing turn.
the area where the battle is to occur.
ISSUE 52 Page 27
Landing Phase & Port Damage
Red has a Landing Phase in each turn unable to capture the three initial invasion When area #9 is captured after a battle
which allows additional units to arrive for areas or one is recapture by Blue, Red or Blue withdraws from the area, Red
the campaign. This also represents the will only be able to land a limited number rolls 1D6 to determine the extent of the
supplies, ammunition, and fuel required of additional units each turn. damage; 1=no damage, 2-3=1 turn of
for the units already on shore. Until the damage, 4=2 turns of damage, 5=3 turns
port in area #9 is captured, the initial Once the port at area #9 is captured, of damage, and 6=4 turns of damage. At
beach invasion areas are the only place Red can land up to three additional the start of each turn Red can repair
where Red’s additional units may land. units per turn at that location pro- one point of damage. Use the Port
vided the following are in effect: Damage marker to note how many
During each Landing Phase Red may turns of damage there are left. Until all
land one unit at each of the three initial Area #4 has been captured (the
Blue positions there would of the damage is repaired, Red can
landing areas (if they have been cap- only land one unit at the port.
tured), which means that until the port in prevent entrance to the port)
area #9 is captured, Red may only have
three new units arrive each turn. If Red is The port is damaged
Alert Units
Alert units are scattered forces cannot add additional Alert units until determine what type of Alert unit is avail-
that are randomly generated that one is destroyed or withdrawn. Alert able:
can be used to plug holes, join in forces can be placed in ANY area or zone
counterattacks, etc. They repre- currently under Blue’s control, unless that D6 Unit Type
sent scratch forces, stragglers, area is isolated. 1-2 Infantry
survivors of destroyed units, and more.
Blue has five of these units available The composition of the unit will de- 3 Armor
during the campaign. pend greatly upon what rules the players
are using for the campaign and the scale 4 Mech Infantry
One Alert unit can be added to Blue’s of their units. It is recommended that 5 Anti-tank
forces each turn during Blue’s movement these be company strength units as com-
phase. There are only five Alert units pared to most of the campaign units 6 Recon
available, so if they are all in play, Blue which are battalion strength. Roll 1D6 to
Weather
Weather can be a critical factor in the Rain-No air support allowed for Red. D6 Result
campaign and is rolled for at the start of
each turn. There are several possible Storms-No air support for Red. Port 1-4 Clear
results: damage cannot be repaired and Red can
only land one unit during the Landing 5 Overcast/Rain
Clear-No effect on operations Phase. Only naval support markers with 6 Storms
a range of 2 can provide support during
Overcast-Reduce Red’s available air the turn. With Overcast/Rain, roll 1D6 and on a 1-
support from 5 markers to 3 for the turn. 3 it is Overcast and on 4-6 it is Rain.
Optional Rules
Hidden Units-Allow Blue to mark the Variable Reinforcements-Create a table try that is positioned in a random area as
positions of its units for the first turn and that would randomize the reinforcements a major counterattack force. There
any arriving reinforcements, which will that Blue receives. Add additional units should be a die roll for its release and
definitely make things more challenging that may or may not ever arrive in the once released it would need to attack the
for Red. You could also use one of the area. closet (or towards the closest0 Red held
hidden movement/recon systems from beach.
some of the previous rules sets in past VP Schedule-Set up a schedule for Red
issues. that shows the number of VPs they must Armor & Special Forces-If Red is hav-
have by the end of each turn or they lose ing too much difficulty seizing a beach,
Detailed Air System-You could greatly the game. This will a) force the action, allow Red to land one armor unit in the
expand the air system by adding missions and b) can be used to balance the experi- Initial Landing Phase and/or allow Red
such as CAP, interdiction, bridge destruc- ence level of the gamers participating in an extra commando unit that is able to
tion, counter-air, etc., and give Blue air the campaign. open up or destroy a section of beach
units as well. This would force Red to defenses in one landing area. Allow Red
escort their strikes, close air support, etc., Drive to the Beach-Give Blue a counter- to cross-attach some engineer units to the
as well as generate some air to air battles. attack force with armor and mech infan- initial attacking force.
ISSUE 52 Page 29
Page 30 WARNING ORDER
ISSUE 52 Page 31
Invasion: Charts & Tables
Turn
0 1 2 3 4 5 6 7 8 9
Victory Points
0 1 2 3 4 5 6 7 8 9
ISSUE 52 Page 33
Ronin: Three Way Fight Battle Report
We’ve played Ronin enough by the Samurai’s team who had just
now that most of the games go pret- escorted a villager to their hold-
ty quickly. Usually it take a turn or ing area. Again, one shot, one
two before all of the rules come kill. Who were these guys?
back to us after playing 20+ other Finally, another survivor of a
periods and board games, but once melee showed himself between
you get the system down it’s fairly village dwellings for too long
easy to remember. With only four and got picked off as well. Four
of us able to make it this night, total shots and three kills is not a
Ronin fit the bill for the table we bad game for the archers!
had available and the time slot.
By this time the battle be-
The scenario was pretty basic, tween the two factions at the far
but it probably needed more guile, end was nearing its end. Both
cunning, and patience, which is in sides only had a few combatants
short supply in our gaming group! left, while the Sohei on the far
In effect, what was probably set up side of the table were busy scor-
to be a protracted battle ended up in ing all of the points. The inter-
a monumental clash that left two of esting thing is that the two fac-
the factions combat ineffective and third through, move up slowly, see what the tions didn’t once think about changing
merely picked up the pieces leftover for a other factions were up to, and go from tactics, withdrawing and going around, or
victory! there. Which is exactly what didn’t hap- considering alternate paths to victory. In
pen! The Sohei moved up slowly, but the true Samurai fashion they just bashed
There were three factions and the vil- away at each other in hopes of a final
lagers in the scenario. One of the fac- other two factions saw each other and
moved into immediate bat- victory! Slowly and surely they ground
tle. each other down until it was literally the
last two warriors of each faction left
This started a long run- standing. Both sides continued the com-
ning series of melees that bat and when the dust cleared, one lone
went on for about a dozen warrior was left on that side of the table.
turns! Meanwhile, the Sohei
slowly advanced up, round- This meant the Sohei basically
ing up villagers (all who snoozed their way to victory. In fact, the
were hostile to them) and only combat they had during the entire
scoring points. In fact, but game was subduing the villagers and
the halfway point through firing a few arrows at the other factions!
the scenario the Sohei could The game could have played out any
have just walked away and number of ways and it would have been
probably scored enough very interesting had all sides avoided
points to win. By turn 6 the combat until they reached the center of
Sohei were near the middle the board. A huge 3-sided combat would
of the board, had four villag- have been pretty fun. Even with an ex-
ers under their control, and planation of the scenario and deployment
set up their archers to do some long range the game took roughly around two hours,
tions, was led by samurai and featured sniping. which is about our average for Ronin.
several ashigaru, including an arquebus.
The second faction was Sohei, or fighting Now in our previous
monks, who had two archers in the force. Ronin games the archers
The third was sort of a ronin/mercenary/ and arquebusiers have been
wandering heroes type force that consist- next to worthless! In fact, I
ed of more figures than the other two can’t remember a time
factions, but were unarmored. The vil- when they actually killed
lagers, meanwhile, were the objective and someone in long range
when contacted, cards would be drawn to firing, but they may have
see if they willingly went with their cap- caused a few wounds or
tors or fought. The objective was to take stunned results here or
the most captives as well as heads of the there. Today the archers
opposing factions. redeemed themselves. One
of the survivors of the me-
All three factions had their own de- lee who was taking heads
ployment areas and it would take a few was the first to go, with a
turns to get into hand to hand, so that shot just under two feet
gave each player a chance to think things away. The next was one of
More views of the Ronin battle with the three forces advancing while the villagers head for cover. The 28mm figures are from various
manufacturers while the terrain is mainly scratch built, which as can be guessed, takes some considerable time to come up with the
right “look and feel” of the Samurai era.
ISSUE 52 Page 35
BKC IV: Containing the Bridgehead Battle Report
For our second try with the 3 Stug IIIHs and command stand
new BKC IV rules, we decided to
do a smaller battle with fewer Panzergrenadier company with
types of units, just to get the rules support and command stand.
down for future games. Our first
try with the rules was a pretty The British plan was to cross the
large six player game with all river and use the woods near the river as
kinds of unusual units, which a staging area while the forces on the
forced us to continually check heights kept watch. Once a significant
and re-check the rules. This force was at hand everyone would at-
time, especially with only three tack towards the village and a smaller
of us (due to summer vacations) group would break off and try to get off
we went the smaller, cleaner the board. A great plan if the Germans
route! had played along! As you will see, this
plan went by the wayside on the first
The situation is that the Brit- turn!
ish have unexpectedly seized a
bridgehead over a large river and The reason for that was that the Ger-
put a force across. This force has occu- mans weren’t going to just sit back and
platoon of MGs and one platoon of let the British dictate terms to them in this
pied the high ground overlooking the mortars plus halftracks for the force.
bridge and will cover the other advancing game. Realizing that they only had to
elements as they make their way over the prevent the British from taking the town
Three batteries of 5.5 inch guns (off- or getting off the board the Germans went
bridge. However, the bridge is damaged board) with one FAO and one Recce
and can only support three units per turn. with the strategy of holding the village
stand. and then seeing if they could prevent the
The British need to hold the heights until
all of the remaining units are across the The Germans had a force in place on British from getting off the board. In
river, then strike out and seize the main the board, centered around the village, essence, playing for a draw with a small
village/crossroads as well as exiting units but only had one commander to cover the chance of a victory.
off of the German held edge of the board. entire area at the start. Sure enough, the German PZIVH
The British had the following forces In and around the village: company counterattacked right from the
available: start, moving around to the flank of the
4 PzIVHs British forces on the heights and coupled
Holding the heights: with some well timed artillery salvos,
2 Marder IIIs and 1 75mm AT gun attacked up the heights. This instantly
6 Shermans including one Firefly turned into a multi-turn battle within a
4 stands of infantry battle that forced the British side to rede-
3 platoons of infantry and one MG ploy some forces that were crossing the
platoon 3 batteries of 105mm (off-board)
with one FAO and one Recce stand. river to this fight. The two Marders ap-
Across the river: peared and tried to battle it out with the
Reinforcements (arriving 1 group per British on the hill and they were knocked
9 Shermans including three Fireflys turn) out quickly. By the end of turn 3 the
British were doing OK and things looked
8 platoons of infantry, including one 3 PZVs and command stand good for the advance. (cont. on p35)
(cont. from p34) However, the battle for who had just finished driving off the After looking over the situation the
the heights was still far from over and the PZIVs. The British infantry attack, game was called as a draw. The British
attack on the village would either need to which had just started, ran into withering had a mech company that was only inch-
be delayed or with half of the intended fire from the village and the Stugs, which es away from the edge of the board,
forces. The remaining British crossed crushed the attack. which would fulfill one of the victory
and moved up the British right flank, conditions. However, with the pan-
knocking out the German 75mm AT gun, The Panthers, meanwhile, couldn’t get zergrenadiers and remaining German
but then running into the Panthers that out of their way, but the Shermans on the infantry in the village it would take a
immediately counterattacked from the right couldn’t do much either, so they force double the size of the current Brit-
road. focused on the Stugs. After an uneven ish force to take it now, thus both sides
fight that went several turns, the Stugs achieved one of their objectives.
Here’s where things started to go were all knocked out. The British made
wrong for both sides. The British got two one more try at the village, desperately A very fun, fast playing, and tense
(!!!) double action command rolls, ena- trying to get a toehold on one of the cor- scenario that went down to the final few
bling them to knock out one of the Pan- ners to then support future attacks, but turns. Both sides had several chances to
thers and get a mech infantry platoon way that was thrown back as well. By this break the game wide open, but were una-
beyond the reach of the German forces, time there were burning vehicles all ble to due to horrific die rolls at the
meaning that the Germans really needed around and the British strength was scat- wrong time! Definitely scaling back
to focus on holding the village cross- tered. It was then that the panzergrena- things for a smaller game was the way to
roads, which they did. The Stugs came diers reached the village and took up go and it gave us a good chance to learn
roaring through the village and counterat- defensive positions. the changes with the new rules, which
tacked the British forces on the heights, will help out for the next game.
ISSUE 52 Page 37
I’ve always had a soft spot for Avalon Hill games, proba-
WASATCH FRONT HISTORICAL bly because the days of my youth were spent either saving
GAMING SOCIETY up money for one or playing them with friends. When I first
got into wargaming there were basically only two compa-
Meets every other Friday night in the nies that had their games in stores; Avalon Hill and SPI.
SLC, Utah area. We play a wide variety
of games in 1/300th, 10mm, 15mm, Avalon Hill had a limited catalog, but the games seemed to have been of higher quali-
and 25mm, including Age of Reason, ty while SPI had tons of games, but sometimes the games were a lot of work. My first
Age of Discovery, Age of Eagles, Fire &
Avalon Hill game was Starship Troopers as I had just
Fury, General de Brigade, Warmaster
Ancients/Medieval, TSATF, Phantoms, picked up the book at a local thrift store and immediately
Mustangs, Saga, Battlegroup went out searching for a game on the topic. From that
Panzergrenadier, Saga, Ronin, BKC4,
board wargames, and more... point my collection of their games continued to grow, add-
ing Panzer Leader, Arab-Israeli Wars, Third Reich, and
Email the editor: many, many more. When Avalon Hill created Victory
mirsik1@juno.com Games I bought many of those as well as they were a hy-
brid of both Avalon Hill and SPI. To this day, I still have about 30 Avalon Hill games
The best in historical miniatures
gaming on my shelves.
Why have I hung onto these for so long? After all, many of them are well over 40
Visit us on the web: years old now! Surely, there are better games out there, my time
www.wfhgs.com could be spent learning new systems, etc., but that’s not how I see
it. Maybe some of it is just simply nostalgia, needing to return to
one’s roots when the hobby seemingly gets too big, or it could be
that I already know how to play those games. The other explana-
tion is that some of these are just good games
and are worth playing more than once, which
is something I can’t say about many of the non-Avalon Hill
games I’ve purchased over the last 10-15 years. Games like War
at Sea, Storm Over Arnhem, London’s Burning, etc., can be
played at least once a year amidst the avalanche of newer titles
that seem to come out each day as they are good games.
As a testament to how good some of these games are, they keep getting reissued,
albeit with state of the art components. GMT’s Successors, Compass’ African Cam-
paign, Phalanx’s Hannibal & Hamilcar, etc., are all older Avalon Hill titles. Could
all of the buyers be simply stockpiling them for nostalgia purposes? Or, are they
good games worth a facelift that can be enjoyed by a new generation? Later this year
there will be new versions of Successors from Phalanx Games, Korea from Compass
Games, and a new Russian Campaign from GMT, so the desire for
these older games still exists. I recently came across the Avalon
Hill gamers Facebook page, where there is a very large and active
community still enjoying these games. Even in the face of newer
Be sure to check out our various
campaigns for rules such as WMA, games with lavish rulebooks and components, the old Avalon Hill
TSATF, and BFE II on our web site.
games can survive. Avalon Hill...you did good!