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Showing posts with the label Hex and Counter

Quick Looks: 1918 / 1919 Storm in the West

  1918 / 1919 Storm in the West   Ted Racer is one of the elder statesmen of board war gaming and best known for rehabilitating WW1 as a gaming topic. In the early 90s the short lived Command Magazine by XTR Corp published three of his titles, two on 1914 and one on 1918. And so it begins Fast forward just under 20 years and GMT is in the market for republishing some older titles. In 2014 they republished the two 1914 titles in a dual pack and in 2020 they dressed up 1918 from a magazine game to a full boxed game and republished it. The dressing up here is updated graphics, a very clear rule book and the 1919 alt-history second scenario.   The system is very vanilla but very effective; igo-ugo, ratio CRT, fairly sticky ZOCs, reinforcement schedule. Unit scale is mostly corps, turns are two weeks, hexes 8 miles. Like many of Mark Simonitch's ‘4X WW2 titles the quality is in the execution and the tweaks to the system rather than core innovation.   Start of ...

Quick Looks: 1914: Fureur a' L'est, Le Choc Des Trois Empires

Sometimes I have got to wargame! So I picked up a few titles recently including this magazine game from Vae Victis, a French language  periodical  that comes with a game. English rules translations can be downloaded from their website. It's good, within the expectations of what you get from a magazine game. 1914 depicts the east front of WW1 at Corps scale with two week turns in a small half mapper footprint and 16 pages of A5 rules. Like most magazine games it is fairly simple and most mechanisms are recognisable to hex and counter veterans. The rules translation and clarity is good enough to discern the designer's intent without quite being tight enough to eradicate all doubts and queries.  Each turn the central powers (Germany & Austria) and Russia will roll off to see who gets initiative (which can be very important and is entirely random). The  acting player will then chose a front to activate, the northern German front or southern Austrian and then they mov...

Quick Looks; Red Star / White Eagle

I generally hate it when people describe designs or ideas in games as dated, because many of the most innovative games  are older than I am. Equally it implies there is something innately good about new designs, which I don't think there is. Dune is arguably the best multiplayer 'war' boardgame and the 70s basic DnD is in my view still the best RPG. I wasn't born until the late 80s and didn't discover these things to the mid 2000s so this isn't nostalgia doing my thinking, its just that some old ideas are better than new ones, despite our apparent 'progress'. Back when Roger B MacGowan did cool art house covers But having said all this Red Star / White Eagle is a dated game design. And this matters if you are looking at popping £70 on a new reprint of it from Compass Games. I am a wary cheapskate so I picked up a second hand copy with a trashed box of ebay for £20. It was worth it, but only just. Poles have just been creamed on the south we...

Quick Looks: SCS Autumn for Barbarossa

Standard Combat Series (SCS) by MMP should probably be known as Vanilla Combat Series since in today’s wargame market its throwback simple jack of all trades system. There is no command and control system, no supply, no moral, just move and attack, and then move again if your units have wheels. Other than being fairly simple the system has a reputation for high movement rates and a really bloody CRT, both are evident in Autumn for Barbarossa. A tank division could almost move right across the length of the half sheet map and back in turn, assuming it moved again in the exploitation phase. In most WW2 wargames you want to outnumber the defending forces by 3:1 to get good odds on your attack role. This is apparently based on lots of research and has become ubiquitous in game CRTs. Unlike A Victory Lost, or a Kevin Zucker game Autumn for Barbarrossa’s CRT kills units on any result. For the Ruski 1:1 ratio is worth a punt given your replacement rates. That’s the system,...

Quick Looks: A Victory Lost

The first hex and counter war game I bought and played was A Victory Denied, a follow up to AVL from about 10 years ago. I hated it, and wrote off hex and counter games for about another year. The victory conditions seemed off, the combat was ok but not that interesting and the whole thing just seemed to lack any hook. I assumed hex and counter games were only popular with nostalgic old men and I’d stick to card driven or block games. Sometimes I get this urge to East Front. Had it about 2 months ago, asked around and ended up picking up SCS Autumn for Barbarossa and A Victory Lost. A Victory Lost is actually great, and for good reason spawned a system that will soon include a reprint of Konigsberg, a game on Narwa and the whole of Barbarossa. This is operation Uranus through to Von Manstein’s vaunted back hand slap in the winter of 43, in Ukraine post Stalingrad. Units are divisional or bigger and the hook is the game uses chit pull. Chit pull has been around since t...

Quick Play Thru: Washington's Crossing

Being a man who likes diversity I bought / pre-ordered 4 games for Christmas about dudes in flashy coats with muskets marching around road networks. I’ve already Quick looked at Nappys Nemesis 1813, Metz is yet to be released from P500, Autumn of Glory is on the shelf, so this weekend I have played Washington’s Crossing. The Patriot opening more or less followed the script. Washington moved with his stack, crossed the Delaware with decent movement and ferry rolls and come morning was sat just outside Trenton next to Rall’s Hessian garrison. The American gets a rather scripted +5 to surprise rolls when attacking Trenton, plus it being dawn and a prepared attack gave Washington very favourable odds but the roll was terrible and Rall escaped with only 25% losses and a retreat. Further south Greene collected a few detachments of militia and drove the other Hessian garrisons north. The Hessians forced marched out wide forcing Washington to either hunt them dow...

Quick Looks: Napoleon's Nemsis 1813

A question often asked of a boardgames is does its mechanics represent its theme? Or is the theme just art work over a set of dice rolls and cube trading? Whether a war game simulates its historical era would seem easier to determine. Today we have a quick look at an east front war game set in 1813 1945. 1813 Napoleon's Nemesis covers the Leipzig campaign following Italian publisher Europa Simulazioni's previous game on the ill fated 1812 Invasion of Russia. The napoleonic game of maneuver has long been the grail of wargaming for me. I looked for it in Zucker's Day's series and found a bumper cars CRT, I looked for it here and found something more akin to Red Storm. Turn 2 Lets look at some numbers. According to the Wiki (that venerable source of 'facts') there were 380,000 coalition vs 225,000 French Empire men on the field at Leipzig. According to the Nemesis rule book each infantry counter represents a division of ~8000 men and 6 unit counter...

A weekend of Wargaming Part 3: Plan Orange: The Pacific 1930-1935 Review

I’ve played a fair amount of Empire of the Sun over the past 5 years and now there are two magazine games based on the same system; South Pacific which is effectively a trimmed down version of the 1943 (or is it 42) scenario from the original game, and Plan Orange, a variant that takes a pacific war in the 1930s that was war gamed and considered by both sides but never took place. I’m not going to discuss many of the games mechanics. Empire of the Sun is a very complex game and it is also rather unique. The core conceit is that you play cards from your hand to launch operations. An operation would be something like the battle of the Coral Sea, or the invasion of Guam. Based on the resources your cards give you, you would send out a fleet, your opponent may detect your move, either by die roll or card play) and counter with their own fleet. A battle or more may result perhaps followed by an amphibious landing. It’s a concise way for Mark Herman (the designer) to get you to jugg...

Quick Looks: Next War Taiwan

If there is a series for hex and counter hipsters at the moment it is Next War games by Mitch Land and Gene Billingsley. Kev Sharp's been blogging it 1 , 3MA have been talking about it 2 , these drunken reprobates have been playing it 3 , two of my friends have picked up Next War India Pakistan 4 , one of whom as his first hex and counter game. When I first saw the GMT Next War series with Next War Korea a few years back, I passed on it because it was pricey and I thought future wars were boring. I thought these things because I was a fool. I'm not entirely sure why the series has become popular, as speculative future wars seems like a hard sell but the continued releases (now three soon four) and the quality of the product seem to have carried it into the wargamer consciousness if not the popular. Initial Taiwanese deployment around Taichung, not as well defended as it first looked. Next War Taiwan depicts an invasion of Taiwan by mainland China sometime in the near fut...

6th Fleet: A quick look

I might be a Balkowski fan boi. There are things he does in his designs that just seem to work for me. I like good tables printed on the map, that are loaded with possibility, I like irregular turn sequences that don't use chit pulls, and I like the way he front loads his games with tense challenging decisions. He creates those smokey room nail brighter moments.  In 6th fleet this is done with your airforce. At the start of each three turn day you have to decide how many planes to allocate to strategic air missions and to which air zones they will be sent. Both players do this in secret. It is a mental game of chicken, as you need those fighters for CAP (combat air patrol) over your carriers and airbases but you also want to clear the Black Sea so your recon planes don't get downed by MIGs, but your opponent only has limited interceptors too, what will he or she do? It's a game about guessing and gambling and then watching the dice roll as a T16 bombers at...

1776 The American Revolution review

The American Revolution (rebellion!) isn't really covered by the curriculum over here in o'l blighty, in fact I've never seen a documentary on it, nor a book on the shelf of a local library. In some respects this isn't unusual as you don't hear a lot about things that aren't Waterloo, World War 1&2, Henry the 8th's wives or the Romans in the UK. But it is  a significant piece of world history and a major blind spot for me, so when I saw a copy of 1776 going cheap on the geek I picked it up. Sometimes the notion gets kicked around that modern games are great, and old games are rather bad and best left to the collectors shelves. 1776 tells me that War game design was as good in back in 1974 as it is today. The pitch is roughly thus; The rebel scum need to be put down, every few turns for the first year you will get a fresh skill stack of troops landing along the coast. You must engage the enemy where you find him and spread out your forces to occupy ...

The Operational Combat Series!

I've been in a war game mood lately. Not really done a great deal of RPG or regular board game. The urge to push counters across hexes is too strong. Having made a trade for Reluctant Enemies, the new Operational Combat Series title, I've taken the plunge and learnt OCS. It wasn't as hard as I expected. Heres a link to the playlist of videos I made on it; https://www.youtube.com/playlist?list=PLOxW5J6nEiueeqLZUYQ5ek4395qFfL-jk The quality of the videos is a bit ropey early on. I had to learn the ropes with the camera, focusing and lighting etc. heres a later video that is a little better; I don't cover everything in these vids, and there might be some rules mistakes, but they are enough to help anyone understand OCS and get playing.

The Korean War by Victory Games is Awesome

I've played two slightly truncated games of the Korean War recently and it has quickly become my favourite hex and counter game. This is a mid 1980s design out of Victory Games an off shoot of the dying (or dead I forget which by this date) SPI games but based in New York under the Umbrella of Avalon Hill. It'd designed by Joe Balkoski and covers the first 12 months of the war, which is where all the action was in history, at the divisional and regimental scale. Each turn lasts a month and you have 12 turns taking around an hour each. It has two medium sized paper hex maps that put together will fill a typical dining room table. As it is a divisional scale game (to non war gamers that means most units represent a full division of an army which is a lot of dudes), you don't have that many counters, which means no big counter stats and not too much time sorting them out at the start of play. This scores big points in my book. Yesterday I played the Comm...

Imperium:GDW

No post for a month, then three in one night! Its 1977, Marc Miller has just released the Sci Fi RPG Traveller, which will set the standard for all Sci Fi games to follow, and GDW, the company Marc works for release Imperium. A board war game in the Traveller universe. I picked this up of a guy in the next city from mine for 5 wigwams. Deal since this sucker normally goes for at least four times that on ebay. Its a pretty mint game too. This is a space opera board game, and its very asymmetrical. One side is the Terrans, the earthlings, the future us. The other is the Imperium, a massive conglomerate of alien races. The Terrans are the upstarts rebelling against the Imperium, and the much embattled Imperial regional governor has to put down this insurrection. This is one thing you get from older games that seem less common in the new, genuine imagination. I like Twilight Imperium as much as the next nerd but the back story for that game is very old hat compared with Chadwick and M...