Lincoln’s War - The American Civil War was fractious in more ways than one. Abraham Lincoln power-brokered his way into the presidency, dealing with men who had no confidence in him, men who openly called him a bumpkin and gorilla. Jefferson Davis had to deal with a Vice President who felt he was a fool and with state governors who openly opposed his handling of the war. Both men entrusted their armies to military incompetents. At times, it seemed the general staffs and administrations of these men represented a second front in the war.
Lincoln’s War is a two to four player, “broad strokes” political approach to the Civil War, covering the 1861 call to arms through the fateful 1864 Presidential election. Political but no less combative, Lincoln’s War offers a unique, dice-less combat system, the introduction of 132 military and political personality cards—including 14 seditious characters, the challenge of juggling political resources (essentially victory points) to conducting military campaigns while maintaining national morale, make Lincoln’s War a delightfully fresh approach to the American Civil War.
Lincoln’s War is a card driven, hex-movement game lasting seven turns representing six months. Lincoln’s War takes two to three hours to play.
Each turn consists of six alternating phases: Initiative; Administration; Naval and Rail; Operations Card play; Supply; and Timekeeping.
Each turn, players are dealt a nine card hand they must use to make a myriad of decisions, including: banking political capitol, undermining the enemy’s moral, issuing marching orders, nudging reluctant generals into action, initiating battle, promoting worthy leaders, repairing battle damage, investing in a naval strategy, or setting political capitol aside to support the combat of favored generals. You, as the players, do all this, while dealing with seditious countrymen who erode your political support.
Lincoln’s War contains:
1 24” x 34” map 1 16-page rulebook 1 10 page optional rules and background booklet 160 Operations Cards (80 Union, 80 Confederate) Take A Peek! 140 1” counters Take A Peek! 76 5/8” counters 2 player aid cards Lincoln’s War was designed by John Poniske with the assistance of Mike Joslyn, and features the artwork of Niko Eskubi.
My unnecessary comments I am not much into this war, nor am I a huge fam of John Poniske's games. Nevertheless, there are a lot of people that really like this designer.
The designer is doing a labour of love with the promotion of this game both here and in CSW
This is a game I cannot commit myself to. I don't have many opponents and the ACW is something I am not interested in. BUT. And that is a big BUT. There is one thing I really dig about the design idea.
The marxist approach to history (class struggle as the basis movement of history) has lead to the study of the way the citizens lived in a particular time. That is not bad, but I have always thought that the focus was incorrect. For pre-XX century history, I think that the focus should be on the leaders and not on the people. Where marxist (currently "traditional") historiography uses sociology (of the whole community) as an aid, I think psicology (of the main characters) should be used.
This game (AFAIK) does precisely that. Focuses not on the XX Virginia Regiment charging up Godforsakken Hill, but on the tensions between Northern Democrats and Northern Republicans and Southern Democrats and Southern Republicans between each other. Have you ever consider that some military operations, the use of a leader or another, and the troop allotment, could be more decided by a political discussion between politician, more than because of military needs? This game has this focus. Or I have misunderstood everything (the latter being completely possible).
This is the month I will battle against Wendell for the destiny of the Union (I still need to go to see the film). John I would need the Vassal module and the rules, can I drop you an e-mail?
One line definition It is Normandy again, but using and area impulse system and it can be bundled with (French) Vietnam.
Months on the list: 40. October 09
Numbers: 59/520 +1 Last two months -2/-2
Percentage to publication:64.81%
The Buzz: It can be bundled with Storm over Dien Bien Phu. The Bundle has 278 preorders. Reached its preorder level in June 2011 (according to website) +1
The Company Line: June 6th 1944: American, British and Canadian forces landed at dawn on five beaches in Normandy, intent on starting the operation that would help end the war on the West Front. Storm Over Normandy simulates the first six days of the operation, with the surprise landing on the Allied forces, and the response by the German occupiers.
Using the Area Move system redefined in Storm Over Stalingrad, the game features the use of cards to augment game play, adding to the tension experienced by both sides. The rules are similar in length to those seen in Storm Over Stalingrad, and are of the same level of complexity, with modifications made to represent the scale of the operation.
New cards have been created in order to represent events encountered during the operation.
The game focuses on the landings on the five beaches “Sword”, “Juno”, “Gold”, “Omaha”, “Utah”, plus the Allied paratrooper operations, and the German response over the first week of the battle. The game is seven turns long, and can be played in less than 3 hours by experienced players.
Designer: Ken Dunn and Nick Richardson Developer: Brian Youse Artwork: Nicolas Eskubi, Nick Richardson, and Brian Youse Components: - 22"x34" full-color mapsheet - 1 sheet of 5/8" counters - 12-16 page full–color rulebook with examples - 1 55-card deck of event/action cards - 4 six-sided dice
My unnecessary comments
I am more interested in Dien Bien Phu than in this game, but having the possibility of bundling them together sounds really good.
Losing ground to its brother. I have a lot of Normandy games and the idea of the bundle is not good for me as it will probably mean getting hit by customs.
Not a single comment on last months list. This game needs some more love!
One line definition The Warriors of God system goes to feudal Japan for more chaos and nobles killing.
Months on the list: 40. October 09
Numbers: 365/560 +4 Last two months +0/+19
Percentage to publication: 65.18%
The Buzz: According to Brian Youse in Special OPS 3 the game is done, waiting for its numbers.
The Company Line: Long considered one of the greatest games to ever be published in Japan, Warriors of Japan will feature much of the same system as we have seen in Warriors of God. The game covers the Nanboku-cho period of Japanese history and simulates one of the most dynamic and important periods in Japanese history.
From 1336-1392, all of Japan was aflame with war. After the fall of a corrupt and ineffective emperor, the two great courts of Japan dueled to determine the future ruler of the country. Warriors of Japan covers the vital period following the destruction of the Kamakura shogunate and the fight to find a successor.
Players of Warriors of God will find much familiar here, however, unlike the enormous time period covered in Warriors of God, Warriors of Japan covers only 4 years. Subtle changes in the system to cover this unique period have been exchanged in Warriors of Japan. For example, Leaders no longer die from old age but rather can switch sides unexpectedly during a combat. Subtle changes in the movement and combat rules will add to the strategy to a greater extent than in Warriors of God. A random game start generator will keep each game fresh and interesting.
Game Details: - Solitaire Rating: Excellent - Complexity: Easy - Playing Time: 4-10 hours - Scenarios: 3
Designer: Makoto Nakajima Developer: Adam Starkweather Artwork: Mark Mahaffey
Components: - 34” by 22” map - 140 1” counters - 16 page full color rulebook
My unnecessary comments
The Sengoku-jidai era is one of the most fascinating eras for a war-history buff. The way innovations, religion and allegiances where used is simply enthrilling. And this game uses a tried system. But it is not about the Sengoku-jidai era, but on the Nanboku-cho period hundred years earlier!
Games that steer away from MMP "traditional" stable seem to suffer a lot, still I have heard awesome things about this one.
After reading the description of some of the nobles in Warriors of God in Operations Mag, I realize where A Game of Thrones came from. I was almost able to determine which character represented which historical figure. And I have heard Japan is even more "colourful" in this time period....
One line definition Operation Typhoon (WWII East Front 1941) with some tweaks. Hidden units, hidden objectives... but hidden to both! You will know the strength of a unit when you attack it and you will know the impact of your lost (or victory) when you suffer it.
Months on the list: ???
Numbers: 402/560 +6 Last two months +7/+13
Percentage to publication: 71.79%
According to Brian Youse in Special OPS 3 the game is done, waiting for its numbers.
The Company Line:
In October 1941, the German Army launched Operation Typhoon – the last major German offensive of the year. In an all-out attempt to defeat Russia and end World War Two, the Germans managed to see the spires of the Kremlin as their high water mark for both this battle and for the war. Over two million men fought in this desperate battle that would decide the war and the future of mankind.
Masahiro Yamazaki, the designer of the MMP games Red Star Rising and Stalingrad Pocket has designed his greatest game on this great conflict—Last Stand; The Battle for Moscow 1941-1942. Using all the tricks in his designer’s bag, Mas has made this titanic struggle playable but without sacrificing a great sense of history. Offering 3 scenarios to show different aspects of the campaign, and a unique way of showing the plight of the Soviet morale as a nation faces possible complete military defeat, all in a manageable size, Last Stand is a game that has no competitor.
Designer: Masahiro Yamazaki Developer: Adam Starkweather Artwork: Masahiro Yamazaki and Niko Eskubi Components: - One 34 by 22 map - 560 ½” counters - 32 page full color rulebook - 2 player aids - Solitaire Rating: very good to excellent - Complexity: Medium - Playing Time: 3-10 hours - Scenarios: 3 - Game scale: Units are divisions, turns are ten days, and hexes are 17.2 kilometers across.
My unnecessary comments Japanese game, check. Adam Starkweather, check. Niko Eskubi, check. Now I only have to check my bank account.
A few months ago user billyboy published some information on the game in this geeklist, go check it!
Our friend Iain has a very nice AAR that you can check and that has skyrocketed this game.
One line definition Another Area Impulse game on a rare subject. The french resistance against Vietnamese attack.
Months on the list: 40. October 09
Numbers: 114/520 +0 Last two months +4/+10
Percentage to publication: (including the bundle) 75.38%
The Buzz: Can be acquired together with Storm over Normandy in a bundle. The Bundle has 278 preorders. Pased its preorder goal in June 2011 according to the website +1
The Company Line: In the spring of 1954, General Giap shocked the world by doing what had previously been considered impossible—defeating a Western occupying force. Storm Over Dien Bien Phu simulates the climatic moment when the isolated French forces (composed of French legionnaires and elite paratrooper units), crumbled under the unrelenting pressure of the Chinese–backed Viet Minh forces.
Using the Area Move system redefined in Storm Over Stalingrad, the game features the use of cards to augment game play, adding to the tension experienced by both sides. The rules are similar in length to those seen in Storm Over Stalingrad, and are of the same level of complexity, with additions made for the situations encountered in this battle.
Additional rules added to the game include sapping, assaulting, and the French supply situation. In addition to these new rules, new cards have been created in order to represent events encountered during the battle. These include “Detonate Mine Shaft”, “Rats of the Nam Yum”, “Giap Demands Success”, “Propoganda”, “Débouchez à Zéro!”, and “B-26 Bombers”.
The game focuses on the attacks on the strongpoints of Gabrielle, Anne–Marie, Beatrice, Eliane, Claudine, Huguette and Dominique from mid–March to early May of 1953. The game is eight turn longs, and can easily be played in less than 3 hours by experienced players.
Designer: Nick Richardson Developer: Brian Youse Artwork: Nicolas Eskubi, Components: - 22"x34" full-color mapsheet - 1 and a half sheets of 5/8" counters - 16 page full–color rulebook with examples - 1 55-card deck of event/action cards - 4 six-sided dice
My unnecessary comments
This game is suffering from two main problems, a niche system in a niche battle. This is a really interesting battle that needs to be more gamed.
It is interesting to see how it competes with its sister game to be the one with the higher number of preorders, although they will be certainly published together.
I am currently being very restricted with my purchases, but this is one I am certainly considering.
I would like to try something new to promote this games. I have not read anything (apart from wiki and internet available information) on this battle, can you recommend a good read on the subject (bonus points if it kindle available). It'll be nice if the designer/developer dropped a few titles!
One line definition Area impulse game on the pacific. Why is it not popular?
Months on the list: 57
Numbers: 408/530 (Reached its goal on June 2011) Not anymore with the new system -1 Last two months +2/+4
Percentage to preorder:76.98%
The Buzz: It is slated for the next batch, so hopefully after the summer.
hahahahaha how naive!
Slated for release, with others, I don't feel I can give a date!
The Company Line:
Kawaguchi's Gamble: Edson's Ridge covers the area of Edson's Ridge and the surrounding jungle just south of Henderson Airfield on the island of Guadalcanal during September 1942. The Japanese, as part of a complicated multi-pronged attack, sent three battalions, nearly 3000 men, charging towards the ridge protecting the airfield. Almost 800 Paramarines and Raiders defended the ridge with amazing courage and, despite suffering horrible casualties, kept from being overrun and saved both the airfield and possibly the Marine presence on Guadalcanal. The Japanese are often cited as having lost nearly 80% of their men attacking the ridge. Kawaguchi's Gamble: Edson's Ridge is five turns long, each turn is a variable length of alternating impulses. The game length between experienced gamers is 2.5 to 3 hours.
Designer: Brian Youse & Ken Dunn Developer: Ken Dunn Artwork: Nicolas Eskubi
Components: - 22"x34" full-color mapsheet - 2 sheets of 5/8" counters - 4 player aid cards - full-color rulebook with examples - 4 six-sided dice
My unnecessary comments The designer is a pretty well known ASL players, but this time leaves the waters of ASL to try another tactical system in the Pacific. If IIRC the events covered in this game are portrayed in HBO's series The Pacific.
I am getting eager to see the area impulse games out so they start to see more appeal
I have three games on this topic (CC, TCS and ASL) not really interested.
It would be cool if someone (or a group of people) reviewed the four games (or the 3 MMP's games). I suggested it for Battles Magazine and it would be cool, but finding someone to carry out the enterprise is a different matter!
First game that has passed its goal and one of the oldest in the P500, still on the future for release.
Appears in the short list of future non-ASL printings, that is all I can say.
One line definitionA new series using variable combat values for units. The first game is on Salerno.
Months on the list: Unknown.
Numbers: 432/550 +3 Last two months +14/+91
Percentage to publication:78.55%
The Buzz: From the designer himself:
As it stands right now, there will be 2 smaller mapsheets. Charts added to both ends and just a little too long for a standard map to fit make this necessary. I had the playtest map joined and laminated and I have to tell you it rocks.
The next correction is that there is an increased need for counters and another 1/2 sheet will be added.
The playtesters were using the vassal set made for the purpose. The fact that there is no attacker and no defender in this fight takes a little adjustment. You are both throughout the game from turn 1 on through the end. I love the description by sgt maj Forrest Atterberry of our WBC game: "Every turn was a knife fight".
Need big time preorders to make it this year. Brian backed me on this project and believes in it as a great MMP product. He has given me Nick Richardson and Nicolas Eskubi to make sure the series volume #1 gets the best possible treatment.
I am also keeping close contact with Joe Balkoski on the progress. I also have his confidence that the similar theme isn't going to be ignored.
The Company Line: MMP is proud to announce the creation of a new series of games, the "Variable Combat Series (VCS)." The Series opener is VCS Salerno, a game undertaking the nearly impossible task of depicting the 1943 Allied invasion of Southern Italy and places all of the invading forces on a single mapsheet.
The main invasion, Operation Avalanche, is portrayed on Map Section A which is 1/3 of the map at 1 mile per hex. The east coast, Map Section B, is also at 1 mile per hex and contains strategic ports, highways and the main Axis airbase of Foggia. The last 1/3, Map Section C, is drawn up at 3 miles per hexside and is used by for the other two main operations, Operation Slapstick, the capture of Taranto, and Operation Baytown, the methodical capture of the Calabrian peninsula (toe of Italy).
Designer: Nathan Kilgore Developer: Artwork: Nicolas Eskubi Components: - One mapsheet - 1 sheet of 1/2" counters - VCS Standard and Salerno Exclusive rulebooks - charts/tables booklet
My unnecessary comments
I am interested in seeing how this series turn out. The fact that you will not know the unit strength until it is tried is something quite unique and interesting. A similar (or the same) system by the designer is the game Iron Tide: Panzers in the Ardennes.
The least interesting title for me. But I think it is going to be to many peoples liking. BTW, after this Kharkov.
There was a pair of threads a few days ago about why Market Garden and Bulge were so popular in wargaming. My take? Americans winning with spectacular deeds (or, in the case of MG someone to blame for not reaching the objective). The italian campaign on the other hand... Well, here is your opportunity to better one who is being considered (see the forum thread) one of the worst american generals of all time!
One line definition OCS in Korea. It is the reprint of a classic OCS game and I can't wait for it !! Korea!!!!
Months on the list: 17 (added October 11)
Numbers: 356 +2 Last two months 13/+37
Percentage to publication79.11%
The Company Line:
The Korean War stands as a key event in world history. It is well-deserving of further study. The first shooting confrontation of the Cold War, and the first limited war of the nuclear age, it is the only time since the Second World War that two of the world's major military powers fought one another - in this case the United States and China.
Diplomatically, the war offers an interesting view of the miscalculation and ineptitude on both sides that led to open conflict. It also brings to light the United Nations' first opportunity to play a leading role in world military events.
OCS Korea: The Forgotten War covers the first year of the war and highlights the mobile phases of the battle. Campaign victory is determined most often by the stable positions of the lines (relative to the "neck" of the peninsula). A number of shorter scenarios are also included to allow players to explore specific operations or to use as a training scenario before taking on one of the campaign games.
OCS Korea: The Forgotten War was initially released in 2003. This preorder offering is a reprint of the 9th game in the acclaimed Operational Combat Series, with changes made to address errata and to better conform to the OCS v4.0 series rules.
OCS Korea: The Forgotten War contains:
3 full-color 22"x34" mapsheets 4 full countersheets 1 OCS v4.0 series rulebook 1 Korea: The Forgotten War game specific rulebook 2 OCS v4.0 charts and tables booklets 1 Korea: The Forgotten War charts and tables booklet box and 2 six-sided dice
OCS Korea: The Forgotten War has 15 scenarios broken down as follows:
One line definition Strategic level wargame on the war between China and Japan
Months on the list: Unknown. (Preorder goal reached) Not any longer.
Numbers: 402/410 +6 Last two months +4/+15
Percentage to publication: 98.05%
The Buzz: It is not on any of the defined batches but still mentioned for a generic "fourth batch", could (difficult but still) make it in 2011.
It has received also the green light for a near future release together with the Gamers games.
BTW, a very controversial debate arised at CSW regarding the design of the counters. I have not read Adam's reply here in BGG as I didn't want to contaminate the high opinion that I have of him.
According to Brian Youse in Special OPS 3 the game is done, waiting for its numbers.
The Company Line:
The war in China-India-Burma theatre is always looked at as through a veil; perceived as a backwater front of the far larger conflict that was World War Two. Nevertheless, this war was vital to the final Allied victory in the Pacific, and even more so to the impact this war would have on the post-war world. Many “what-ifs” could have dramatically changed the world. What if China had surrendered in 1937 and over a million Japanese soldiers would be free to overrun India. There would be no Flying Tigers or Doolittle's Raid, or even Pearl Harbor. If Japan could have mobilized Chinese manpower, the world as we know it might not exist.
War of the Suns (WotS) was first designed by Leonard To, a Hong Kong native, more than 20 years ago. It won the championship of the First Wargame Design Competition in Hong Kong in 1984. The game has since been updated in the early 90's, and extensively again during the last 3 years. Offering exclusive research based on recently opened Chinese archives, as well as many Japanese and English sources, has made War of the Suns one of the most painstakingly researched and accurate games of its type ever made.
The title of the — "War of the Suns", refers to the flags of Kuomintang China and Imperial Japan. The game itself covers the period from July 1937 to August 1945. The roughly 1:3,000,000 map covers most of China proper, Burma, Assam area of India, and parts of Thailand and Indochina.
There is a campaign game as well as 5 separate scenarios, and the game can be played as a 1-4 players' game-with players taking the roles of Japanese, KMT, CCP, and British Commonwealth. In the game, politics will play as vital a role in how the game progresses as the units presented on the map.
Other key game concepts include: The HQ activation system - Players move units under the activated HQ. The number of activated HQs is affected by command points, the quality of HQ selected, and whether China is cut off from foreign routes. Randomness and quality of the HQ affects who moves what first. The KMT replacement system - KMT units are divided into 3 levels: The elite units with imported weapons; the standard units equipped with what Chinese herself produced; and the local units which simply bought whatever they could find locally. The Political Affiliation system - Each warlord and minor country has its own home territory. They may be affiliated with different players at different levels under different conditions. Friend may become foe with a random or historical triggering event. The Guerilla System - From the setting up of guerrilla bases to a unique combat system, Guerrilla actions from CCP, KMT, and even British player can be as active as the front line. Optional Rules - The game does not shy away from controversial subjects such as wartime atrocity, opium production, and Japanese collaborators. It also includes an "alternate history" section that probes into many "what if?" situations, e.g. what if Stilwell has not been recalled, but instead was capable of commanding all the Chinese forces?
War of the Suns Scale:
Game Turn: 3 months Counters: Army/Division for the Chinese; Division/Brigade for the Japanese and British Game Details:
Players: 1-4 Scenarios: 5 Complexity: Medium to Hard Playing Time: 5 to 34 hours War of the Sun Components:
3 22"x32" mapsheets Over 1500 counters on 12 countersheets 48 page rulebook 9 player aid cards 4 six-sided dice
Retail Price: $160.00 Pre-order Price: $120.00
My unnecessary comments A monster wargame, a monster price, a monster (in a good sense) of an artwork and a war because two major nations that started before WWII and almost ended after WWII. This is a really interesting topic far from the well crossed roads of the East front (and it is even further east!)
The designer is publishing a game on the same topic with a Taiwanese company.... it is not the same, but if you are tired of waiting for games that have reached its goal many moons ago, this can be a solution.
Below INS on the list for publishing, so don't bet on a 2012 release.
8 more preorders. Only 8 more preorders!!! According to Perry they are hoping to get it into production soon!
One line definition A reprint of a long acclaimed serie on the ACW.
Months on the list: 40. Added on November 09 (Made the preorder goal on March 2011!) Not anymore. It has not reached its preorder goal. Made its preorder goal again!!!
Numbers: 583/550 +2 Last two months +10/+32
Percentage to publication:106.00%
I hear that there is full attention on this game now that Virgin Queen is out.
The Company Line: Stonewall Jackson’s Way II: Battles of Bull Run is the 9th game in the award-winning Great Campaigns of the American Civil War (GCACW) series. This game is actually two complete modules in one: it includes a complete revision and augmentation of Stonewall Jackson's Way (SJW; the first game in the series), and an entire new module covering the First Bull Run Campaign, called All Green Alike (AGA).
The two maps included are newly painted by original map artist Charlie Kibler and include new historical and terrain details (to bring them up to the standards of the latest games in the GCACW series). The counters have also been updated to the new look established by Nicolas Eskubi for our latest title Battle Above the Clouds
Designer: Joe Balkoski, Ed Beach, Mike Belles, and Chris Withers Developer: Map Artwork: Charlie Kibler Counter Graphics: Nicolas Eskubi Components: - GCACW Series Rules Booklet (approx 24 pgs) - SJW II Specific Rules Booklet (approx 68 pgs including scenarios/designer notes) - Two 22"x 32" full-color mapsheets - Three Countersheets - SJW County Display Sheet (front) and AGA Off-Map Display (back) - Terrain Effects Chart - Two full-color Force Displays - Two 4-page color Charts and Tables - Two 6-sided Dice
My unnecessary comments
So many games, so little time. At least MMP is, slowly, reprinting some of its gems, which will help the second comers like myself, find out games that have been long out of print.
2 years on the list, and reached its preorder goal half a year ago... this does not look promising for Korea!
Apparently this one has more work than a straight reprint.
Virgin Queen is out already so it is time to focus on this game..
Loses 1 spot even though Perrry has announced that they hope to have it on production very soon.
One line definition TCS on the battles fought by the Canadians after D-Day.
Months on the list: 22 First Apperance in April 2011 Made its preorder goal
Numbers: 510/480 +3 Last two months +7/+49 Passed its preorder goal!!!!!
Percentage to publication:106.25%
The Buzz: No Mapple leaf as Canadian symbol! (read the discussion on CSW).
The system is undergoing a minor rules rewrite according to what I gather from CSW's game forum. It is not a new rules set but more clarifications. Certainly needed as I had real troubles trying to decipher the game system on my own.
The Company Line: Canadian Crucible is a new entry in the Gamers Tactical Combat Series (TCS) depicting the Canadian defense of Norrey on D-Day +2 (June 8, 1944) against a counterattack spearheaded by Grenadiers of the 12th SS Panzer Division.
The battle depicted here begins on D-Day +2, June 8th, and continues for the next 3 days and was known by the Germans as the First Battle for Caen. The situation unfolds with the 7th Brigade of the 3rd Canadian Infantry Division dug-in on its D-Day objectives. Aware of the resounding defeat that the 9th Brigade suffered the previous day at the hands of the Hitler Youth, the 7th prepares a Fortress around Bretteville, Norrey and Putot. The soldiers of the Regina Rifles and the Royal Winnipeg Rifles, still under strength from their D-Day losses, wait their turn for the inevitable encounter with the Grenadiers of the 12th SS Panzer Division. The Canadian must hold their thin red line at all cost as failure to do so could result in a serious set back affecting the invasion time table and loss of the initiative to the Germans.
This game is a well-balanced, 1-map fight between the highly motivated 12SS Hitlerjugend and their equally motivated Canadians who are determined to preserve and expand their D-Day bridgehead.
Canadian Crucible includes:
Devastating Naval Bombardment Variable Events Table Historical and free setup options Panzer Meyer Discarding Sabot rounds Radio jamming Captured battle plans Components:
Tactical Combat Series - Series Rulebook Canadian Crucible - Game Specific Rulebook Two Charts and Tables Booklets Four player aid cards 24"x32" Color Game Map 560 Counters 5 Scenarios Box and Dice
Retail Price: $52.00 Pre-order Price: $39.00
My unnecessary comments The economy and being hitted by customs for Case Blue (and probably again for Guderian Blitzkrieg II) has made me forget about this game... well, maybe when things get better.
It has yet to hit the preorder goal, but at this rythm it will be there before years end.
The system is being somewhat rediscussed (in order to create 4.1 version, not a complete rethinking) Artillery rules in particular.
The TCS fans are a devoted bunch, but less devoted (or smaller) than the OCS fans. Nevertheless, who would want to play a wargame with the peace loving canadians?
Soonisly on production (whatever that means). It has climbed a spot.
One line definition SCS on the war between Israel and Syria. Massive tank battles
Months on the list: Unknown
Numbers: 593/520 +1 Last two months +82/+30 Reached its preorder goal in October 2012
Percentage to publication: 114.04%
The Company Line:
In October, 1973, Syria and her allies lead a surprise attack to recapture the Golan Heights in conjunction with an Egyptian assault across the Suez Canal into the Sinai. Heights of Courage is a game covering the Golan Heights portion of this war—one of the largest armored clashes to occur since the end of World War II.
For a little over two weeks, massed Syrian armor tried to swamp the Israeli defenders who were buying time to allow mobilized reserves to arrive. They succeeded and managed to turn the tide launching their own offensive toward Damascus.
Heights of Courage is the 15th game in the award winning Standard Combat Series. It complements the 1995 CSR award winning game Yom Kippur (which covers the fighting in the Sinai). It uses the same 8 page standard series rulebook applicable to all the other games to bring out the action in a “beer and pretzel” way familiar to all wargamers.
Because both sides have offensive and defensive phases of the battle to enjoy, victory is determined by comparing the best Syrian performance in their early offensive to the Israeli offensive results at the end of the game. This forces both sides to fight tooth and nail on both the offense and defense with enormous time pressure on perform rapidly.
Designer Steve Newhouse (previously part of the team that created The Mighty Endeavor) gives all the sizzle of the fast-paced armored battle with enough steak to give the game the appropriate level of depth. For example, he gives an innovative two tempo operational speeds to both players as the battle goes beyond the endurance of the forces involved. Each player can select to go “fast” in order to fight more or “slow” in order to get more replacements.
While Heights of Courage cannot be directly linked to Yom Kippur, the game provides rules to allow players to play both games in tandem so as to play the “whole war.”
Scale: Each turn is between 1/2 to two days (depending on when in the battle the turn represents). Each hex is 1 mile across. Syrian units are battalions and brigades. The Israelis are shown as task forces which range from half battalion to company sizes.
Four scenarios allow different looks at the 17 turn campaign (turn length varies based on when a cease-fire occurs). The full Historical Campaign A short version of the Historical Campaign (10 turns) Operation Badhr—a 6 turn look at the Syrian offensive Operation Al-Owda—an accelerated Syrian offensive which can be played in the 6, 10 or 17 turn versions (the Syrian plan was watered down for various reasons).
The fate of Israel hangs in the balance. Are you up to the task?
Components: Series Rulebook Game Specific Rulebook Full Color Game Map 280 Counters 4 Scenarios Box and Dice
Retail Price: $40.00 Pre-order Price: $ 30.00
My unnecessary comments The SCS system is really nice. You can learn how to play in less than an hour (unless someone teaches you, then it is just 10 minutes) and play a lot of games with the same system. Like it a lot.
The growth of this title is really nice with the designer showing a lot of love on CSW (less love here)
Slowing down, but still a nice number.
I am not interested in this one, and I have a question for you readers, particularly europeans, are you interested in this conflict? I don't know why but it doesn't appeal the slightest to me.
A really good month. Nevertheless there are rumors that another company might be publishing a game on the same topic using the tried and proven Fast Action Battles system.
I had the impression that the SCS games sold themselves pretty easily. Considering their simplicity and depth it would have been only natural. Lets hope that INSS will give this one a hand.
Very positive AAR in CSW, but it has not managed to give this game the last push.
Another one that should be going to production soon. Although I am intrigued by the hovertanks in the cover I am going to pass on this one.
- ASL Rising Sun. The combination of Code of Bushido, Gung-Ho and a mini-HASL. Mentioned as upcoming in Special OPS 3. Box cover has been uncovered (see what I did there?) probably up for preorder very soon.Still nothing
- The Doomsday Project. WWIII Germany. Mentioned as upcoming in Special OPS 3
- La Belle Alliance.
- OCS Reluctant Enemies. 1 mapper on the battles between the french and the english in´WWII middle east. Already the prototype on my table! The heavy flak has stopped me dead on my playtesting. Mentioned as upcoming in Special OPS 3
- OCS Beyond the Rhine. Same place as TBL but different timeframe. This time is the Germans running backwards.Rumor has it that the campaign game is well along, but the scenarios are not yet ready.
- OCS Italy. Too far away, but still in the works. Rumors speak of a 3.5 mile per hex map, for a three mapper.
- OCS Crimea. After some time without news some CSW post said that this game was still in the works as a one mapper "introductory" game to the system.
- Pacific War Reprint. Mark Herman has said that he is working on it so...Mentioned as upcoming in Special OPS 3. Mark Herman hinted something in the latest C3i (or am I confusing something?
- Victory...Deferred? After AVL and AVD, the milking of the system is just natural.
- The Rise and Fall of the Galactic Empire. ????
- Solomon Sea. ???
- Decision at Elst. Historical ASLSK. You can read the blogs in MMP webpage talking about this campaign game that will make ASLSK jump another level! The pictures of the map look beautiful and we will finally get Off Board Artillery for the SK There is information on Special OPS 3 about it (although Brian missed it in its "Coming Down the Pike" column.Radio silence for a while, although MMP publishing system is normally in batches... non ASL games, then ASL games and I am betting for this one to be published in 2013 -late-
- ASL Korea.
- ASL Sealion. Counterfactual ASL module. You want to kick a hornest nest? Go to CSW and celebrate this module!
- OCS Smolensk
- Monty's Gamble: Market Garden.
- Lots of rumors on the TCS front, but first CC must be out.
- The mighty Endeavour II (almost the whole European Theater 1944 to 1945 will be up for preorder. Mentioned as upcoming in Special OPS 3. With INS out and HOC very advanced it is time for a new SCS title for preorder
- The Greatest Day: The British Beaches will also be up as the next GTS game. You can see the proposed maps on CSW. Mentioned as upcoming in Special OPS 3. Apparently showed off in Winter Offensive
- Operation Brevity and Battleaxe for GTS. Apparently being showed off in Winter Offensive.
- Königsberg '45. From Three Crowns Game Productions. Mentioned as upcoming in Special OPS 3
- Plan West. From Three Crowns Game Productions. Mentioned as upcoming in Special OPS 3
I am including this game still. Why? because it was the game that led me to MMP and my first preorder, and because I want you to keep the interest on this game. And because it is my list and I do as I want to .
Crusade and Revolution (C&R) pulls together enjoyment, playability and historical simulation. It uses the traditional card-driven system, adapting it to the specific circumstances of the Spanish Civil War.
Each player has his own deck of strategic cards, which are the heart of the game, and must make difficult choices on their use through-out the game. Each card has four possible uses, but only one of them can be chosen each time the card is played! The possibilities are:
•Recreate a Historical Event: Each card shows a historical event that affected the course of the war. They include political, military, economic and even social events, as well as the reinforcements that flowed to both sides through-out the war both from within Spain, and from foreign powers Germany, Italy and Russia. •Conduct Operations: Each card has an operations value that is used for activating units on the game map for movement, preparing fortifications, or attacking. •Strategic Redeployment (SR) of Troops: Each card has a Strategic Redeployment value that is used to move units great distances on the game map, or to bring units out of Reserve to shore up a threatened flank. •Replacement Points for Reforming Your Army: Each card has a Replacement Point value which is recorded and used for repairing damaged or rebuilding destroyed units at the end of the turn.
The greater impact the historical event of a card has on the game, the greater its Operations, SR and Replacements value. As such, a player is often faced with a dilemma while playing each card: use an important event, launch an offensive in a vulnerable zone, move units from one front to other, or accumulate replacements to recover from losses? Combine this with "Combat cards" that bring tactical benefits, and a player faces has a myriad of choices with each and every card.
A complete C&R game is divided into three phases, which illustrate the evolution of the Spanish Civil War and introduce new strategic cards:
The War of Columns phase begins with the outbreak of war and finishes in February 1937. During this phase only “small units” are used, because both sides had limited combatants, almost all grouped in irregular units - called “columns”- that operated across large, poorly garrisoned fronts. The best of these “small units” are the Nationalist African Army regular army units – brought to the Spanish mainland from Morocco by Franco at the outbreak of the war. These units are strong, but brittle, as they cannot be replaced or replenished with Replacement Points.
The Large Units phase lasts from March 1937 to February 1938. During this period the two sides realized that the war would not be over quickly, and began to mobilize their human and material resources to form regular armies. The players deploy their first “large units” (army corps) and large battles erupt across Spain.
Shopping Cart Stock: Crusade and Revolution (#1022) Retail Price: $85 Preorder Price: $60, Save $25 Standard Preorder Discount: Buy one, get one in-stock game $10 off Expected Release Date: April 2013
Product Information Stock: #1022 Status: Preorder (Expected Release Date: April 2013) Retail Price: $85 Complexity: Medium (6 out of 10) Solitaire suitability: 4 Time Scale: 1 turn = Two months (1 month during the first 4 turns of the game) Map Scale: 1 space = approximately 60 kilometres (37 miles) Unit Scale: (Small Units) from Irregular columns to divisions. (Large Units) From reinforced divisions to army corps. Players: 2 Playing Time: Small Scenarios: 3-4 hours, Full Campaign: 8+ hours
Components: •One 22" by 34" map •110 Strategy Cards •176 5/8" diecut counters •280 1/2" diecut counters •One Rulebook •One Playbook •Four Player Aid Cards •One six-sided die
I have the small Dutch minimap set up in my man-cave, and, although I don't have much time I am giving it a shot solitaire. Lovely game.
Next month I will add (hopefully) Lincoln's War against Wendell.
And Ihad a 3 day gathering (we were only 5 but we had fun) with friends. A lot of euro/AT games played. I can heartily recommend Eclipse (really enjoyed beating the snot out of our friend Enrique ) Lord of Waterdeep (yes, it is a no-theme Euro, but it did not feel dry). The worst was a bad game of my all time favourite Republic of Rome, we were not in the mood and had to stop it early.
BTW, Enrique brought Crown of Roses and although it did not get played I am eager to give it a shot (specially after the latest news!)