Roger Lai
Australia Churchlands WA
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This is my first review. I'd thought I'd give it a crack seeing the popularity of No Retreat The Russian Front and that people would be interested in its 'sequel' No Retreat 2.
Reviewer bias I enjoy playing low complexity wargames with some historical verisimilitude and an emphasis on fun. Thus I enjoy Combat Commander over Memoir ’44. I enjoy C&C: Ancients as it feels right. I love No Retreat the Russian Front.
No Retreat 2 (NR2)
This is the second game in the No Retreat series. It covers the African Front 1940-42.
It is quite different in rules and feel from its predecessor. I have played a few scenarios solo and am just starting a PBEM game.
Components It comes in a large format A4 ziplock bag. It has standard useable VPG counter quality. I find the map art very good. The period poster art on the maps helps to set the scene and mood.
Overview The game is fought back and forth over 5 maps. Control of a map is simply indicated on a Strategic Map Control Display by player markers. Game turns are monthly when weather is fair and span 2 months when weather is poor. Each turn starts with operational preparation. This involves strategic card play (Malta), gathering supplies depending on map position and spending supplies on replacements and fortifications.
The players then decide whether to commit supplies to begin an offensive. If there is no offensive, there is a lull on the African front and play proceeds to the next game turn.This is quite clever as it allows game months to go by very quickly while players build up their forces and supplies for the big push.
If there is an offensive, units are set up on the contested map (one of the five maps). There are then a variable number of ‘operational’ turns. One operational turn consists of one player performing movement & combat followed by the other player performing movement & combat. The twist is that each operational turn requires expenditure of supplies by a player (either side).
The operational turns ends (offensive finishes) when the players have either turfed one side off the contested map or decided not to commit further supplies to continue the battle (or as is often the case have run out of supplies!). Control of maps is adjusted as necessary, out of supply units eliminated and play proceeds to the next monthly game turn. ‘Operations’ Units
There are a large variety of units: Italian, German, Allied, mechanized, heavy tanks, anti-tank, mines and boxes (low level fortifications).
All the unit types have different rules regarding stacking, movement and combat. Some units have a dot and that dot can mean different things. Some units have up to 4 steps! Overall, lots of things to remember.
Supply This is fairly standard with trace of supply to a nearby road or track network. Units are only eliminated for lack of supply if they are out of supply when an offensive finishes.
Combat The counterblow concept as seen in No Retreat is here as well. Some find it confusing but I rather like it as it can throw a spanner into the best planned attacks (just like historically). In contrast to No Retreat, it requires expenditure of supplies and not cards to place counterblows. Placing more than 2 target markers also requires supplies.
A new concept is a mechanized response move after the phasing player completes combat declaration. This allows the non-phasing player to move one stack of mechanized units not in a zone of control (in reserve) up to 2 hexes. They also have a counterblow marker placed on them. Battle is fairly standard, based on odds ratio and rolling 1D6 on a combat results table (CRT). There is a different CRT for Germans, Italians and Allies. There are many modifiers and considerations. For example:
*Allied mechanized and infantry cannot attack together unless a leader marker is also on the map. *Mechanized combat bonuses - each side gets it if in allowable terrain. *Heavy tanks provide additional bonus odds shift. *Anti-tank units cancel mechanized shifts. If an anti-tank unit is stacked with a minefield there is an additional defensive bonus odds shift.
There is a wider variety of combat results. Many of the results require the defender to choose between losing steps or retreating. While more choice is good, more back and forth between players is not conducive to play-by-email which unfortunately is my main mode of playing with others.
Tobruk There are special rules for fortress Tobruk which means it can take a very long difficult siege to capture. This may be historically accurate but as the German player, banging one’s head against the wall seems more fun than trying to take this place off the Aussie Rats. (Rommel agrees).
‘Strategic’ Supplies As can be seen, supplies (supply points) are critical. This is as it should be for a campaign so often dominated by supply considerations. Earning supply points is simply based on reading a supply number on the map the player controls and adding 0-4 points for ports controlled - no tedious complex calculations here! Supply points can also be boosted by judicious card play and affected by Malta.
Malta This is controlled by card play. I have found the Malta rules fiddly. Worst of all, the strategy seems opaque to me. Is it simply just keeping Malta active when Allies and inactive when the Axis? There is a Malta player aid which makes my head spin trying to work out a strategy from the 5 different combinations.
It took me much searching in the rulebook to find how Malta becomes inactive/active - finally worked out it is through card play.
Cards Cards are used for events or for hording in case of Malta invasion.
In No Retreat 1, cards have many purposes with use for events, counterblows, unit replacement and upgrades. Thus card use and spending was always full of tense delicious decision making and trade-offs.
In No Retreat 2 I have found the opposite. There is no tension and often a player holds a bunch of cards with no seeming use apart from holding on to them in case something happens with Malta (and its too hard and not fun to figure out when an invasion may occur).
I think a lot of it is to do with supply points taking over unit replacement and counterblows thus leaving little to spend one’s cards on apart from an occasional event.
Play The historical flavour and feel is certainly there. The North African Campaign is like a Warner Bros cartoon. One side chases another a long way, there is a bit of stalemate before a big battle and then a long chase the other way, rinse and repeat. No Retreat 2 certainly captures this.
I like how the system is divided between strategic and operational components. I like how supplies are handled. I like the low unit density.
I found myself exhilarated driving mechanized units through dusty roads on a rapid advance. I found myself worn out when inevitably running up against a defensive mine belt and anti-tank barrier and having to slowly slug it through. I greedily horded supplies and targeted supply dumps. I despaired of ever taking Tobruk - so much so that my player morale collapsed(!) and I didn’t finish that particular campaign.
I never could get the Axis in a position to invade Malta.
Criticisms My main criticism that detracted from my enjoyment was that the game was very fiddly. There are many many exceptions and differences in the rules for unit types, movement and combat.
Eg. You can’t move from one enemy zone of control (EZOC) to another. Except you can if your unit is mechanized - except you can’t if it is a mechanized or minefield EZOC.
I seem to spend half my game time checking things in the rule book. It doesn’t help that the rule book does not have an index so a lot of time is spent finding the relevant rule as well. I note the many rules questions in the No Retreat The Russian Front forum on BGG. I actually found the rules from that game quite straightforward. No Retreat 2 is a much harder beast!
A beginner fresh to the wargaming hobby is likely to find it pretty hard going learning from the rulebook even after experience with No Retreat The Russian Front.
I miss the multipurpose cards from No Retreat 1.
I still have trouble working out a Malta strategy.
This is not a game criticism and I know its historical but I do find grinding down and through fortifications and minebelts somewhat tedious.
GMT We anticipate adding future No Retreat series games to this line as they become available from VPG.
What I would like to see in the Deluxe version
Make Malta simpler or explain it better and provide some strategy tips.
Review the card system. My untested wild suggestion: ditch the Malta cards. Roll on a table to determine whether extra supply points are gained with a die modifier for Malta active/inactive. Commit supply points to roll in an attempt to activate/inactivate Malta. Spend a supply point to purchase a random ‘tactical event’ card. Also burn a card for a supply point - would need some tweaking to the overall system to avoid balance issues. Make supply points (cash) king!
Move some of the less used rules exceptions to the optional rules eg. Anti-tank stacked with minefield bonus shift rule becomes optional.
Indexed rulebook with easy to read large font ala No Retreat The Russian Front.
Play aid that lists ALL modifiers for combat. Include stacking and movement summary on play aid.
Deluxe quality counters but retain the map art - I rather like it. Also preserve the same counter/map size - desk space is a premium!
More designer notes, strategy pointers and a historical synopsis (or reading list). Designer notes are my favourite part of the rule book. 
A minor consideration is perhaps some optional rules tweaks or tips to provide for a smoother PBEM experience ala Here I Stand rulebook.
Conclusion Overall, I was a bit underwhelmed. I had been spoiled by No Retreat The Russian Front and was expecting more of the same smooth very high quality and rapid play. I would give NR2 a much higher rating if I wasn’t checking the rule book constantly. Part of the problem is that I am still playing No Retreat The Russian Front and the rules differences between the games doesn’t help.
It could be just a matter of getting more experience with the game system. I am certainly going to give it a few more plays, perhaps starting with the scenario where Tobruk has already fallen!
Thumbs up to the designer Carl Paradis for trying new things. A lot of love and sweat has gone into this one. I look forward to No Retreat 3 - ?France 1940 I believe.
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Chris B
Canada Victoria British Columbia
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Thanks, good review! I'm interested in both this theatre and this game, but will probably wait for the GMT version.
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Iain K
United States Arvada Colorado
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Nice job, a solid review that intelligently discusses both pros and cons - Thanks!
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David Brown
United Kingdom
Stockport
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If that's your first review you should do more of them.
Really good review of a game on my radar - Thanks
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Carl Paradis
Canada Ste-Therese Quebec
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boisse wrote: Thanks, good review! I'm interested in both this theatre and this game, but will probably wait for the GMT version.
Not sure there will be one. In fact I am not sure I will do another "Deluxe" game. It was far much work than I expected, both before and after publication, for what is supposed to be for me a fun hobby. and what I mainly like is design games, not having to manage reprints. 
But if decide to do it, then I'll of course add some more material, as I did with Deluxe No Retreat.
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David Brown
United Kingdom
Stockport
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Quote: Not sure there will be one. In fact I am not sure I will do another "Deluxe" game. It was far much work than I expected, both before and after publication, for what is supposed to be for me a fun hobby
Well I hope you change your mind. I know you have taken a bit of undeserved flak for No Retreat, but you should take it as a compliment. It means gamers are playing it and playing it a lot.
GMT's No Retreat has been my best wargame purchase for years. Yes I have bought bigger, flashier games, but they don't get played, No Retreat does.
If No Retreat were to get the GMT treatment it would be a must buy for me.
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Carl Paradis
Canada Ste-Therese Quebec
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thirtybrowns wrote: It means gamers are playing it and playing it a lot.
Yeah, this was my main goal: To make a game that would get played. I own thousands of wargames, some of them fascinating, but more than 80% I never played more than even once, as they are just too damn long to play, and just even to setup, even some of the "simpler" ones. 
This is why I try to keep the initial situation in my games "simple" and with very little counters. You have to be able to set-up and play in less than 10 minutes. This is also why I offer as many scenarios as possible.
But again, since the start of the year I'm in a real reflective mood, asking myself "Is this really what I want to do with my (rare) Hobby time?". Obviously I have not come to a decision point yet, but I will definitely put less hours in game design, compared to what I did since 2008. I was fun, but I might need to just do something else for a time.
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Sean Chick
United States Hammond Louisiana
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licinius wrote: But again, since the start of the year I'm in a real reflective mood, asking myself "Is this really what I want to do with my (rare) Hobby time?". Obviously I have not come to a decision point yet, but I will definitely put less hours in game design, compared to what I did since 2008. I was fun, but I might need to just do something else for a time. 
You are a fine designer Carl, so as a player this is disappointing. I guess though it would be great if you did finish that Napoleon game you mentioned and maybe the No Retreat series. On the other hand I understand. I've been asking myself similar questions in regards to my work and how I spend my time on BGG, even as I move more towards game design. Either way, you gave us No Retreat! The Russian Front and a fellow really can't ask for anything better.
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Carl Paradis
Canada Ste-Therese Quebec
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gittes wrote: You are a fine designer Carl, so as a player this is disappointing. I guess though it would be great if you did finish that Napoleon game you mentioned and maybe the No Retreat series. On the other hand I understand. I've been asking myself similar questions in regards to my work and how I spend my time on BGG, even as I move more towards game design. Either way, you gave us No Retreat! The Russian Front and a fellow really can't ask for anything better.
Hey, thanks! Do know that next month there will be one LAST version of the "Living Rules". I am doing some minor tweaks and clarifications after getting a lot of player input. This should make for a better game.
As for the "No Retreat!" series, I would Love to complete it, too. But it could take a bit longer than I anticipated. As for the "Napoleonic" game, fear not, there is a gamer from Portugal that took up the torch! Instead I'll probably do a WW-I Game one day (I'm doing research oon it right now in fact).
But, again, I'll most probably cut my "Hobby Time" by half for a while. In fact I have already started doing this a few months ago (going skiing instead), and my projects have barely advanced, namely a VPG "State of Siege" solitaire game that I was supposed to have completed in November. Ouch...
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Roger Lai
Australia Churchlands WA
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One does need to recharge the creative batteries every once in a while.
I was knackered after writing that review so I have a little inkling of the volume of work that goes into checking the rules, making tweaks, testing and checking again and again.
Love your games and will wait patiently for when that creative itch comes back - its your destiny!
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Carl Paradis
Canada Ste-Therese Quebec
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rlai wrote: Love your games and will wait patiently for when that creative itch comes back - its your destiny!
The problem is NOT the creative itch. But TIME! 
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Roger Lai
Australia Churchlands WA
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Like ALL wargamers we look forward to the utopia of retirement!
Why else would we buy so many wargames??!! 
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Carl Paradis
Canada Ste-Therese Quebec
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rlai wrote: Like ALL wargamers we look forward to the utopia of retirement! Why else would we buy so many wargames??!! 
Why? Because we are as conpulsive game buyers as some women in a shoe shop? 
And I have my retirement all set-up all right!
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Carl Paradis
Canada Ste-Therese Quebec
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Well, well...
GMT contacted me a few days ago and...
It seems they want to publish a Deluxe version of "No Retreat!2"... And I agreed to do it. Gasp! 
It will be the same type of components as the pervious Deluxe No Retreat. I will not add the Tunisian campaign, but will add instead a "Air Assault on Crete" minigame as a bonus. You'll have 3 mounted, 2-sided mapboards in the game, 55 cards, 88 square counters, etc...
I will take the opportunity to tighten up some rules, and make the game play faster, too.
Wish me luck. 
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Roger Lai
Australia Churchlands WA
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Great news! Need any help?
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