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Command Mag's first three years (89-92)
Seth Owen
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Command Magazine's first three years saw 18 issues containing 21 games or major variants that are listed as individual games here on BGG. Although the first few issues were heavy on World War II the final tally was remarkably diverse, although the 20th century accounted for most of the titles. Only two were naval games, the rest were land warfare oriented. Five were set in ancient times, just two in the black powder era. Five were set in a variety of pre-WWII 20th Century conflicts, five during the Second World War and five were post-war. Most of the games portrayed decision making at high command levels. Six covered a whole war while another nine depicted major campaigns. Only four were limited to single battles and just two were tactical engagements that were part of a larger fight. For a more detailed look at each game there are user reviews available for all.
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1. Board Game: Blitzkrieg '41 [Average Rating:6.92 Overall Rank:3965]
Seth Owen
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The initial campaign in Russia was a suitable subject for Command's premier issue.
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From CONSIM

"Null. Not good or bad, but got me to subscribe. Didn't like Proud Monster either..." RL

"Complexity 5. Solid first effort, fussy supply rules. Sharp counter graphics for the time. Only played it twice." RF

"Gem, convinced me to subscribe (though not until issue #3)." DW

"Enjoyed the system. Wish some of the supply rules here had been used in Proud Monster." MP

"Neither a gem or a dud in my book, that is, I wouldn't place it in either extreme tail of the distribution. But I thought it was good enough to get me to part with my bucks." JB

"A real Gem. I really enjoy this one and it makes my replay list from time to time." HSD
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  • Posted Tue May 24, 2005 8:48 pm
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2. Board Game: Sunrise of Victory [Average Rating:6.73 Unranked]
Seth Owen
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The critical middle period of the war, using a similar system as Blitzkrieg '41
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From CONSIM

"This one had some problems with the graphics, and XTR published a German "perfect plan" for turn one a couple of issues later. Dud." RL

"Complexity 5. Was this the one with the pink blobs? Never played it." RF

"One of my favorites. I liked the strategic choices that you were given at the start of the game. Good follow-on to Blitz '41." MP

"This was ok; neither a gem nor a dud, but not as much fun (for me) as Blitz 41. I didn't play any of the other first 10. But I did buy.." JB

"Somehow not as much fun as number one, but still a gem." HSD
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  • Posted Tue May 24, 2005 8:49 pm
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3. Board Game: Samurai Sunset [Average Rating:6.38 Unranked]
Seth Owen
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One of two purely hypothetical situations in the fist 18 issues, this covers the planned invasion of Japan in 1945-1946.
 
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"Gem 'cause I like alt.hist. Much better than its only quasi-soulmate: Op Olympic (SPI). Complex: 4. Plays great also with counters for TTW varient." DM

"Qualified gem. I've had a lot of fun playing it, but the Allies usually win. The suicide boats are way too effective, also." JD

"Gem. Olympic, Coronet, hunt down the Emperor, the whole shooting match. I do remember, however, some victory condition anomaly concerning occupation of cities. Oh, well..." TS

"Minor gem, marred by ugly map. But I never really could get into it." RL

"Complexity 4. Terrible map. Fun hypothetical game. Biased towards Allies in my opinion." RF

"My first Command. A gem. Hard (if not impossible) to win for the Japanese. There is an error in the VP system, though, which seemingly gave the Japanese VPs the more you bombed their cities. We played with that a few times because we thought the reason was that destroying cities might increase Japanese fanaticism and will to resistance." SO

"Interesting topic, ok mechanics, but a Japanese victory is a near miracle. Complexity: 5." MS
 
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  • Posted Tue May 24, 2005 8:49 pm
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4. Board Game: Lion of Ethiopia [Average Rating:7.08 Overall Rank:3062]
Seth Owen
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The Italian war against Ethiopia before World War II.
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From CONSIM

"Gem. Well developed look at the Italian invasion. Nice chrome. Simple. Complex: 4." DM

"Absolute gem. Add the Tiger of Ethiopia part for some wild alt. hist fun. I didn't think I could have so much fun with rigid ZoCs." JD

"Gem. Good beer-n-pretzels game on the invasion of Ethiopia. The mag article was excellent, especially the sidebar on Graziani. Taught me a thing or two." TS

"One of their best efforts. Only thing that bothered me was the boring Bulge CRT." RL

"Complexity 5. The gem of the the 10. A 'golden age' game with knobs on. My favourite." RF

"Gem, good game on a little known subject - Tiger of Ethiopia alt-hist variant is good, too" DW

"Lion of Ethiopia. It really put me off that Tyrone lifted the whole system from AH's Bulge and slammed it into this game. Bulge has regimental sized units and 12 hour turns. This game has 2 week turns, if memory serves. What in the wide world of sports does a "contact" result mean on a scale like that? There was also something serious missing from the rules--something like reaction ratings or something." DAV

"I enjoyed the game but don't think the Ethiopians can win. In one game, I exploited my opponent's error and surrounded all the proto-blitz units in the south. within a couple of turns, Mogadishu was completely bottled up. All remaing forces headed off to fight the remaining Italians. Poison gas hit next turn and that was all she wrote." MP

"Another great game, and of particular interest to me personally, since my wife is from Ethiopia and her father fought in the war. The Ethiopians usually lose, but I can recall an Italian defeat (due to some VERY lucky die rolls)." SO
 
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  • Posted Tue May 24, 2005 8:50 pm
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5. Board Game: Hamburger Hill [Average Rating:6.09 Unranked]
Seth Owen
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The tactical fight for Hamburger Hill in Vietnam.
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From CONSIM

"Gem for Hamburger Hill. Scary bloody game. Complex: 5. Dud for the 2nd game whose name escapes me for the moment about invading NVN to rescue POWs. Clumsy mechanics. Complex:2" DM

"Partial gem. Slugfests can be fun and this game handles the situation fairly well, but we found replay value to be limited. I didn't like allowing the NVA player to look to see how much US fire support was left -- the results were too gamey." JD

"Gem. Watch the movie of the same name when playing and you'll get a feel why most of the guys in the movie die. Take the hill(s), lose 50% of your force. Never played Operation Solstice." TS

"Couldn't play HH solitaire, Op solace was a fun little game." RL

"Complexity 4. Yuk. Hated this and Op. Solace - Ramboesque rubbish." RF

"'Didn't play HH, but did play the other game in this issue, Operation Solace which I liked even though it was kind of silly." DW

"Pretty good. I like the topic though." HSD

"Haven't played HH, but I did play Operation Solace, the companion game once. As far as I recall it was fun, but I can't remember too many details." SO
 
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  • Posted Tue May 24, 2005 8:50 pm
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6. Board Game: Operation Solace [Average Rating:5.85 Unranked]
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The other hypothetical campaign in issues 1-18, here a proposed invasion of North Vietnam to rescue American POWs
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7. Board Game: Krim: von Manstein's Battles for Sevastopol, 1941-1942 [Average Rating:6.38 Overall Rank:4976]
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The Crimean campaign on the Eastern Front in WWII.
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From CONSIM

"Partial gem. Played it a couple of times but lost interest." JD

"Pretty good. Minor gem." RL

"Complexity 5. Did not gel for me. Moved the counters a few times, but disappointing - MBEF I' afraid." RF

"Pretty good game. Sweep across the Crimea and hammer at Sevastopol before the Soviets can mount a counter-attack." MP
 
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  • Posted Tue May 24, 2005 8:51 pm
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8. Board Game: Kadesh: Mobile Warfare in the Ancient Middle East [Average Rating:6.46 Overall Rank:4131]
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A battle between chariot-equipped armies.
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Heath Avery
Australia
Mount Keira
New South Wales
A great game won an award for its counter art certainly worth having
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  • Posted Fri Dec 31, 2004 7:26 am
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From CONSIM

"Gem. Some of the rules were a little funky (column and leader movement) and the surprise at the camps was also messy, but a fun game. Great counters -- I wish XTR would strive to maintain that standard in artwork." JD

"Gem. I loved such an obscure topic complete with Canaanites! It did have limited replay value." TS

"The rules were somewhat confusing in places (especially the rules for camp overrun), but also the Eygptian missle capabilites was much better that the Hittes edge in melee. I'd like to see this as a GBOH game to compare." RL

"Complexity 6. Second to LoE in my affections. Great counters only spoilt by the fact that my eyesight will fail me one day. Reminds of the Command babes as well." RF

"Gem, I'm playing this with my wife right now." DW

"Played it once. Seems like a walkover for the Hittites." MP

"Beautiful counters and a very good game. Not on the quick replay list though, still it comes back out from time to time." HSD

"The counters knocked me out! But, I never could figure out how to play the game. As the Hittites my army just sort of oozed towards the Egyptians in a very weird manner. Never got past that." DF

"Fun game, but longish. The command system worked ok, with some weird effects, such as divisions forming pseudopods to continue moving while their leader is bolted to the spot. Nice to look at, but I agree the colored shields should be larger - some squinting is needed to distinguish turquoise from green units. Complexity 6." MS
 
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  • Posted Tue May 24, 2005 8:51 pm
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9. Board Game: Jutland: The Duel of Dreadnoughts [Average Rating:6.42 Overall Rank:4867]
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The biggest naval battle between battleships.
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From CONSIM

"Gem. IMHO one of their best ever games. Ben Knight design. Excellent mechanics given its level of abstraction. Eminently playable. Complex.2" DM

"Didn't play it, and probably won't as long as I continue to own AH's classic." JD

"I say gem. Components are nice (although the dark print on the counters gets hard to read under some lighting), rules are short and easy to learn, didn't notice any holes in the rules, game finishes in a sitting. Nice & clean. I've said it before but I'll say it again: this game didn't curl my toes, because I'm used to doing this battle with a tabletop covered in miniatures. This game just made me want to go play miniatures. *BUT*, I could see that it is probably a perfect game for anyone who is not a miniatures nut like me, but who is interested in naval gaming in general or who just wants a quick fun game on the subject. The other downer is that it seemed to quickly degenerate into a contest to see who could roll the most sixes the fastest, but I suspect that was a function of how we were playing it. I'd never heard anyone else make that observation of this game, so it could very well be something we were doing wrong. Overall: highly recommended." DF

"It was a lot of fun with all that die rolling, but didn't have much replay value except as a solitaire exercise. Still, a neat little game." WS

"Complexity 4. Hated it. Cutting up things." RF

"The system is not bad but I found the torpedo carrying small boys way too powerful. Also, there is nothing to prevent the Germans from running away from the Grand Fleet." MP

"Gem. I beg to differ with Terry Rooker here (or perhaps I'm just shallow) - while the system abstracts many variables, it manages to integrate the rest into an excellent, quick playing whole. The flaw that the German main fleet can just run away after knocking off the British BCs is easily fixed. A triumph of design for effect, this is in my all time top ten in terms of realism per rule page. Complexity: 2." MS
 
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  • Posted Tue May 24, 2005 8:52 pm
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10. Board Game: Inchon: MacArthur's Gambit [Average Rating:7.05 Overall Rank:3372]
Seth Owen
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The American invasion during the Korean War.
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From CONSIM

"Partial gem. Play could be stereotyped. We found it hard to win as the North Koreans." JD

"Gem. Even if the NKPA had limited offensive capability and few options." TS

"I liked this quite a bit, short, well focused, easily understood. A fine example of the early XTR paradim." RL

"Complexity 5. Enjoyed this. Number 4." RF

"Complexity 4. Have this, played it solo a couple of times. It looks like there is a good game in there, but not for solitaire. Easy to learn, too." DGH

"Great game!!!" MP

"Good, but I've enjoyed other titles on this conflict more." HSD
 
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  • Posted Tue May 24, 2005 8:52 pm
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11. Board Game: Alexandros [Average Rating:6.11 Overall Rank:5130]
Seth Owen
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The campaigns of Alexander the Great.
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"Dud. Without the errata the Persian can just run and never fight until they build the countermix. With the errata, it's better, but the melee CRT is weird, (the persians want their troops to rout as Alex doesn't have enough troops for a good pursuit force)." RL

"Compexity 3-4. Wanted to love it, really felt let down by the battleboard. Seems stacked against Alex, if he goes into battle. Just did not capture the flavour of the campaigns." RF

"Don't like area games. It bored me." MP

"Really wanted to like it but after about two turns I realized the Persian, if played right, couldn't lose. Just avoid fighting the concentrated Macedonians and occupy every other area on the map. If you avoided that strategy I suppose it was ok." DF

"This was the third Command I bought. I think it was the first Command game with massive errata. We now use a completely different system for combat (thanks to Charles Vasey) and only play the Diadochi variant any more because the strategic situation is more interesting, and we are still tweaking it, but it's lots of fun. Strangely, the graphic appeal of its map was never quite equalled for me by any of the many siblings and descendants of this game (Spartacus, Bellum Gallicum, Belisaire). Despite the flaws still a gem, kind of a Medwar affair en miniature. Somebody whack Mike Markowitz over the head and get him to do Byzantium. Complexity 5." MS
 
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  • Posted Tue May 24, 2005 8:53 pm
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12. Board Game: Xenophon [Average Rating:5.55 Unranked] [Average Rating:5.55 Unranked]
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A major variant depicting the Anabasis using the map and many rules and counters from Alexandros.
 
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13. Board Game: Successors [Average Rating:6.06 Unranked] [Average Rating:6.06 Unranked]
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Another major variant for Alexandros, here depicting the wars between his erstwhile successors.
 
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14. Board Game: Hougoumont [Average Rating:6.51 Overall Rank:3902]
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A rare Command Magazine foray into the Napoleonic period. Here its a tactical scrap over the key position at the Battle of Waterloo.
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"Gem. Good coverage of the battle. Wicked British artillery. A model for future games IMO." JD

"This is the only one I have of the bunch. Very tactical in scope, odd in a Napoleonic game. Lots of fun and more than a little brutal for the French. I was a bit put off by the squares (versus hexes) movement system, which reduces some of the tactical flexibility IMHO." WOH

"Nice tactical game. Very bloody for the French and I remember having trouble with the map and LOS tracings (I was very new to the hobby)" PK

"Gem. Great tactical Napoleonic game. You don't see many of'em." TES

"Gem. Played it a couple of times and really enjoyed it. I'm very fond of non-WW2 tactical games like these ("Devil's Den" and "Defense of Rorke's Drift" spring to mind). Lots of atmosphere, very exciting to play." JH

"I liked the concept, set up once and played a couple of turns. Always meant to return to it but never have." CWM

"Kind of neat, but since Napoleonics aren't my thing, I didn't play it much. It felt more like Napoleonic Squad Leader, but then I may have been looking for something with overblown formation rules and the like. Complexity 4. DEN

"Gem. This is a surprisingly complex game for the size, but a unique scale and works well. I liked the deformed hexes, which gave the map a feel of authenticity that the one of Bunker Hill misses completely (but I still find Bunker Hill interesting). Complexity 7." MS

"Pretty good. fire rules "boom and zoom" a little strange, but intresting. I was irrittated with the skipping of unit ID on the counters." RL
 
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  • Posted Tue May 24, 2005 8:54 pm
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15. Board Game: The Chaco War [Average Rating:6.42 Overall Rank:4542]
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The little-known but bloody war between Bolivia and Paraguay.
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"9. I thought it was great. I love obscure wars, especially ones like this. You can usually almost *see* blood running off the map by about halfway through. A good strategic matchup." AW

"I bet I wasn't the only one who played this hoping to recapture just a bit of the magic that the GDW game was. Well, that didn't happen for me. This was an ok effort, but that's all. Neither a gem nor a dud, but I think for those of us who remember the GDW game, the Command Chaco is always going to be the equivalent of drinking a Miller Lite." JB

"Great game! Too bad it has almost nothing to do with the war that is supposedly the subject of the game. Very biased towards the Bolivian perspective, which is undertandable since the designer had lived in Bolivia (if my memory isn't failing me). The published supply rules were apparently simplified from the original. Which is probably too bad. The published rules involve moving around a lot of trucks and such. We found only a couple of situations where a standard line of supply rule would not have worked the same as the published rules." TR

"Not bad. GDW did it better." TES

"Perennially on my "to play" list. I love the topic and the map, but it seems a bit much for solo play, and my main "I like supply systems" opponent and I so far always ended up in North Africa." MS

"Tried once, supply rules were tedious. Good effort though." RL

"My first subscription issue. I played it once but found the supply rules too cumbersome, so it's back on the shelf." SO
 
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  • Posted Tue May 24, 2005 8:54 pm
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16. Board Game: Desert Storm: The Mother of All Battles [Average Rating:5.54 Overall Rank:6409]
Seth Owen
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The first war against Iraq.
 
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From CONSIM

"Gem. The Allied Worst Case Scenario is the most fun to play. I've been dying to try Phase Line Smash to compare. This is the one with Godzilla." JD

"7 if you're coalition, 2 if you're Iraq. NOT a good strategic matchup. Thus it's much like the real thing, although in this version there is an outside chance a Coalition unit could take a step loss. Even teleporting the Grossdeutschland Panzer Corps didn't help too much--Iraq should have 'ported in the Luftwaffe instead." AW

"It was a quick play of the Gulf War, useful for getting a rough feel for what happened, but not much else. The Iraqis needed Godzilla or something for balance, which was fortunately provided in a later issue. Complexity 5." DEN

"Vastly inferior to Phase Line Smash [GDW], but OK otherwise." RL

"Nice game, but slightly one-sided... All the allied player has to do is to make sure that none of his attacks are at less than 7-1 odds, and then there is no risk of suffering a step loss and thus lose the game." SO
 
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  • Posted Tue May 24, 2005 8:54 pm
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17. Board Game: Victory at Midway [Average Rating:7.14 Overall Rank:2141]
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The decisive naval battle of the Pacific War.
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"Didn't like it. Too small and too random. The search was pre-ordained and the attack wave were so luck based that strategy took a back seat." MP

"Not a big fan of naval battles. I started asking myself, as the Japanese no doubt did, "Why did I bother with battleships?" (XTR pet peeve: all these naval battles (what is it now, two?)--where are the air tactical/strategic games? Luftschiff would have been such a good Command title.)" AW

"We played it three times or so in a Hotel Room during our school trip to Paris. We had fun, although the Japs won all three engagements due to American faults. It was a very easy to play system with not so much historical value. Good for teaching novices." PK

"Enjoyed the concept. I like naval and the system is simple and elegant. However, I seldom get to play anything but solitare, so after playing a couple of times had to shelve it." CWM

"I have to disagree with the naval professionals here. This is one of my favorite Commands ever, tense, quick to play, and true to history in the mechanisms and results, except for the silly rule that attackers fire second in surface combat. 2 Caveats: 1. Unless you are a total beginner in wargaming, ALWAYS (even the first time) play with the optional rules as suggested. 2. Don't play it if for you, detailed plane handling is a prerequisite for carrier games. It will not appeal to people who sneer at games below Flat Top level for the same reason that Jutland is not liked because it does not cover damage control or signalling problems. VaM is a game of sneaking and bluffing that is over in three hours, and IMO that is the only way to make a situation as extreme, unique, and hindsight-laden as Midway actually playable without massive idiot rules. Someone asked about the Smithsonian Midway. I think at the minimum rules level the Smithsonian edition should play about as quickly, but VaM is far more elegant. VaM also has more historical strike ranges. Absolute gem. Complexity 4." MS

"I tried this several times, 'couldn't get into it." RL

"Gem. I like this one. It's fast, small, and yet has the ground troops involved. I agree there is luck involved, but it's still a good game." PRC
 
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  • Posted Tue May 24, 2005 8:55 pm
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18. Board Game: I Am Spartacus! [Average Rating:6.47 Overall Rank:3495]
Seth Owen
United States
Norwich
Connecticut
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Slaves revolt against Rome.
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Thom Denholm
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From CONSIM

"Gem. A neat game that lets you build an army only to see it crushed.

The end can be tough for Kirk if the Romans concentrate their forces." JD

"3.5. I kinda like area games, and I think it works in this case. I don't like the "roll this number or less to hit" system, which I believe this has. Also, Spartacus--barring enormous luck in his first battle against a true Roman incompetent--is doomed, usually." AW

"Loved the game, beautifully done on a neglected era (unless you guys vote on my game proposal in S&T #182!). However, enthusiasm in my group waned after about a year. Consensus was that if Spartacus could successfully evade destruction, the Slaves were assured an end game victory on points." WS

"The Kirk Douglas Counter LOL!! The rest of the game was not so funny. Played it twice and the slaves did not have much chance against good Roman play." PK

"Liked the system didn't like the situation. Makes me wish XTR would try there hand at a generic Prestags like system someday, so we can have something between Ancients and GBOH in complexity to choose from." CWM

"Fun game, hopeless imbalence in the victory conditions for Sparticus, who will get wiped out but win on points." RL

"Liked it, but sold it." DA
 
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  • Posted Tue May 24, 2005 8:55 pm
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19. Board Game: 1918: Storm in the West [Average Rating:6.87 Overall Rank:2371]
Seth Owen
United States
Norwich
Connecticut
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The decisive final campaigns of the First World War and the game that helped spark renewed interest in wargaming that conflict.
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From CONSIM

"Partial gem. Fun to play, but it somehow left something to be desired. Maybe it was the scale. I'm anxious to see how the new MiH divisional level game compares.: JD

"A favorite. One of the most elegant games I've seen. I've had some really dramatic "middle games" in this one where the German offensive, about to go dull and shatter, is trying to hold on for one more turn before the Allied front finally collapses. It never does, but I keep coming back for more." AW

"My all-time favorite. Played it dozen times. Very easy to learn, great strategic situation, sometimes nail-biting tension as the German Stosstruppen slash through the rear of the Allied forces. I lost twice as the German player after the collapse of the whole northern sector after an epic struggle for Verdun. Then I changed the strategy and split the Brits and French, only to lose the salient again. I am longing for All Quiet (maybe at Hexacon in Germany in May?)" PK

"Gem. Thank you TR for reintroducing me to WWI games which aren't exercises in futility." TES

"Gem. Great game. This was the first XTR product I saw: I remember being immediately attracted to the theme (a non-static WW1 game), the big, colorful 5/8" counters, the Bruchmuller counter, etc... Actually it's been a while since I played it. I should probably give it another shot... :-)" JH

"Gem. One of the most replayable Commands. If I didn't love TGWIE so much this would be pulled done even more than it has been." CWM

"Complexity 4. I thought this was the best of Raicer's WWI stuff. Really captured the feel of the last year of WWI. A good game." DEN

"I was at origins at the XTR talk when Ted dropped this off for Ty to test. Good game. I've got the new one from MiH on order." RL

"Gem - first Command game I picked up and played it a lot." DA
 
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  • Posted Tue May 24, 2005 8:56 pm
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20. Board Game: Gettysburg: Lee's Greatest Gamble [Average Rating:6.53 Overall Rank:4020]
Seth Owen
United States
Norwich
Connecticut
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The most famous battle of the American Civil War.
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Thom Denholm
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Seattle
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From CONSIM

"Looks like a great game on the subject, have not had a chance to play it yet. I like the scale better then their other game on the subject, Fateful Lightning. The rules appear to be clean and when I get to Minnesota I'll be looking for someone to play it against." PB

"Though I've heard it panned, this is one of my 2-3 favorite ACW games. You're not tied to terrain and the armies may or may not do what you want. After slamming randomness in VaM, I feel it's well balanced here." MP

"A true gem, loved the system, after figuring out the inherent wierdness of an innovative system such as this. Keep begging Chris P. to do another game in the system." AR

"For some reason I can't put my finger on, I really didn't like this one." DEN

"Semi-dud (we had a discussion on this recently). The command system is a fascinating experiment that did not work, and the terrain-free victory conditions work well up to a point and then no more. I really liked the hidden march rules, but the attacker-favoring CRT was odd. Complexity 6." MS

"I didn't like the command system, and felt it was rather solitaire hostile." RL

"A different feel to Gettysburg with unusual victory conditions (ie. don't take the round top). Gem, I guess." DA
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  • Posted Tue May 24, 2005 8:57 pm
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21. Board Game: Tet '68 [Average Rating:6.42 Overall Rank:4954]
Seth Owen
United States
Norwich
Connecticut
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The Communist offensive that changed the course of the Vietnam War.
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From CONSIM

"Partial gem. Some strange victory conditions (both players could win). A lot of neat specialty units." JD

"Great fun, clean, fast and easy to play. Just short of a gem due to same old/same old mechanics." AR

"Traded for this one, then wished I hadn't. Game seems essentially over after 2nd turn. NVA VP c(ances ride heavily on first turn attacks." CWM

"Complexity 5. The focus seemed wrong. The North Vietnamese player would try to maximize points, rather than go for any type of military victory. The US, knowing he had a military victory locked up from the start, played to minimize NVA points. Didn't play it enough to say much else, since the feel was all wrong." DEN

"Looked good (kind of a slicker cousin to Holy War: Afghanistan), nice map and counters, but doesn't work well. Propaganda is so powerful that it makes combat near irrelevant, and losses are far too high. (Try playing the first scenario and comparing the results to the setup of the second.) Complexity 5." MS
 
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  • Posted Tue May 24, 2005 8:57 pm
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5 comments [Hide]
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Shyue Chou Chuang
Singapore
Singapore
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What an interesting list. Do list more.

Sadly, I have only the later newstand issues of 'Command'. meeple
 
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  • Posted Mon Dec 27, 2004 6:00 am
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Seth Owen
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I will eventually do Geeklists for the whole Command run, but I want to have user reviews done for each game when I do the list. It's a little time consuming and not my biggets project, either, so it will tkae a while.
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  • Posted Mon Dec 27, 2004 6:30 pm
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Shyue Chou Chuang
Singapore
Singapore
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That's great! I look forward to reading more lists from you. Thank you.
 
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  • Posted Tue Dec 28, 2004 4:53 am
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scott ramage
United States
Clarkesville
Georgia
WOW I would love to get my hands on some of these. I've never even seen/heard of most of them. Thanks ...
 
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  • Posted Tue Dec 28, 2004 7:40 pm
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Thom Denholm
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For each magazine game, added commentary culled from the CONSIM-L list, as compiled by Danny D. Holte. The complete list of comments and contributors is available at:
http://etloh.8m.com/st.html
.
 
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  • Posted Tue May 24, 2005 9:56 pm
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