Legion Wargames Customer Preorder List -- Fall 2013
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Thanks for thumbing the list as you pass by!

Time for the quarterly Legion Wargames Customer Pre-Order (CPO) list.

There has been a lot of buzz about Legion Wargames recently, thanks in large part to this great thread:
Legion Wargames

I have tried to extract many of the golden nuggets of information from designers and incorporate them into this geeklist.

Company website:
http://www.legionwargames.com/

Click here to pre-order LWG games:
http://www.legionwargames.com/legion_pre-order.php

The Legion Wargames Preorder Subscription Thread:
Legion Wargames (LWG) Monthly Pre-order Geeklist Announcement Thread




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Mike W
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From the publisher's web site:
Picket Duty
Kamikaze Attacks Against
U.S. Destoyers - Okinawa, 1945
Solitaire game by Steve Dixon

By the time of the invasion of Okinawa in April 1945, the US Navy devised a plan to help ward off the expected kamikaze attacks during the battle for the island. In order to provide an early warning system for impending kamikaze attacks, the US Navy established 16 radar picket stations around the island Picket Duty is a solitaire game where you - as the captain of a Fletcher Class destroyer - fend off kamikaze attacks while performing picket duty off Okinawa. The game covers the time period from late March 1945 to late June 1945. Your goal is simple - survive.

The game comes with a basic game, advanced game, six historical scenarios, two hypothetical scenarios, a mini-campaign and a full campaign. Optional rules are also included. Each game turn is divided into three phases, each depicting an eight hour period. Key crew members are depicted with certain functions, as well damage control teams. 27 types of Japanese planes are represented. Some planes have special attack capabilities.

Game features include: Weather - Damage Control - Ammo and Fuel Consumption - Ship Trim and Listing - Land and Ship Radar - Air and Surface Fire Support - Ohka attacks, and more.

Game Map: 22" x 34" (more like a tracking chart)
EasyPunch Counters: 265 - 6/10" counters, 135 - 1.2" counters
Game Rules: 28 pg.rules
Player Aids: 30 pg. charts
Complexity: 5 of 10
Solitaire Play: 10 of 10
Est. Retail Price: $58.00
Preorder Price: $43.00

Preorder status:
313/250 (+68!)
According to the latest I've heard, it should be shipping in late October.

Additional Info:
Here is a "Prezi" on the game:
http://prezi.com/gexeo4mx0l7g/picket-duty/?utm_campaign=shar...

Link to the designer's page on the game -- has a play-through!
http://www.skdgaming.com/picketproject.htm

The back of the box:


Eggs-cutive commentary:
If I didn't already have a mountain of preorders, I would have preordered this long ago. Ultimately, I have succumbed and am now one of the 313 preorders. What pushed me over the edge? It seems like an interesting / fresh topic, the game are looks great, and I am still searching for a truly engaging solitaire game.

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2. Board Game: The Battle of Tanga 1914 [Average Rating:6.90 Unranked]
Mike W
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From the publisher's web site:
Invasion of German East Africa
Colonial Combat Collection - Vol. I
by Dennis L. Bishop - Andrew Preziosi - George Pearson

Often referred to as 'The Battle of the Bees', the Battle of Tanga, an amphibious attack launched by British and Indian forces, established the burgeoning reputation of Colonel (later General) Paul von Lettow-Vorbeck by the manner in which he successfully defeated the British-led attempt to capture German East Africa. A costly defeat, the attack at Tanga had cost the British 847 casualties (including 360 fatalities). In turn the Germans had suffered 67 deaths (from a total of 148 casualties), but Lettow-Vorbeck gained much booty from the supplies left behind by the British in their hasty retreat, including machine guns, rifles and 600,000 rounds of ammunition.

Game scale:
Units: Each combat unit represents a company or platoon, an individual officer, 2 artillery guns or a machine gun section.
Map: Each hex equals 200 yards.
Turn: Each game turn represents 1 hour

Game Map: 22" x 34"
EasyPunch Counters: 240 - 3/4" counters, 88 - 6/10" counters
Game Rules: 24 pg.rules
Player Aids: 4 Charts
Complexity: 5 of 10
Solitaire Play: 5 of 10
Est. Retail Price: $56.00
Preorder Price: $40.00

Preorder Status:
329/250 (+13)
Next to be produced after Picket Duty, along with Ici, from what I've heard

Eggs-cutive commentary:
It looks very intriguing, and I like the scale, but for some strange reason, WWI has never done it for me. Probably for the best, as I already have too many preorders.
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3. Board Game: Ici, c'est la France! The Algerian War of Independence 1954 - 1962 [Average Rating:7.78 Overall Rank:3822]
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Reprint

From the publisher's web site:
The Algerian War of Independence 1954 - 1952
game design by Kim Kanger

This game covers the French insurgency war against the FLN in Algeria during 1954-62. It is a conflict of great drama.
It cost the lives of at least half a million Algerians, it brought the tumultuous exodus of one million French settlers from Algeria and it brought France itself to the brink of civil war. There are three distinct factions of this simulation, Political, Insurgency, and Miltary, which are brilliantly interwoven such that it is the balance of these three factions that is the key to victory. One player is the FLN who will have units of three qualities, Moussebilines, Moudjahidines, and Zonal Commandos. The other player is France who will have both regular and elite regiments of Infantry, Mechanized, Paratroop, and Foreign Legion troops.

Game Map: 22" x 34"
EasyPunch Counters: 352 - 6/10" counters
Game Rules: 16 pages
Player Aids: 3 charts
Complexity: Medium
Solitaire Play: Med-High
Est. Retail Price: $56.00
Preorder Price: $40.00

Preorder Status:
43/?? (+12) Special Reprint for 2013 .. next with Tanga after Picket Duty comes out.

Additional Info
I believe the map is being redone. Looks great to me:



Eggs-cutive commentary:
Looks like a great game, and I have heard great things about it. Like this:
wifwendell wrote:
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4. Board Game: Maori Wars: The New Zealand Land Wars, 1845-1872 [Average Rating:7.40 Unranked]
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From the publisher's web site:
Maori Wars
New Zealand 1845 - 1872
by John Poniske

Maori Wars is a simulation of the principal uprisings that took place Between 1845 and 1872 due to British colonial incursions into native Maori lands on the North Island of New Zealand. Conflict involved the destruction of numerous villages, pas (strongly fortified villages that featured intricate trenchworks) and colonial settlements. The war introduced the British to a wily well-armed enemy whose defense works and strategy of ambush surprised and stymied them. As scenarios progress so does the extent of the conflict. More British regulars, native born Australian troops and New Zealand militia enter and are allied with increasingly more tribes who tend to change sides at the most inopportune times (those supporting the British came to be known as Queenites).

Historical scenarios feature a minimal number of counters, play inside of two hours, and feature a novel bush raiding rule. Random battle dispatches such as: SEEK PEACE, NEW RELIGION, and CONCERNED TRIBES help to shape player strategy. The English are penalized for fort building to reflect the fear and local uprisings they caused. Troop dispositions were designed to allow the possibility of historical outcomes not proportionate historical strength of forces.

Game Map: 22" x 34"
EasyPunch Counters: 264 - 6/10" counters
Game Rules: 16 pg.rules
Player Aids: 3 Charts
Complexity: 5 of 10
Solitaire Play: 7 of 10
Est. Retail Price: $48.00
Preorder Price: $36.00

Preorder Status:
138/250 (+30!!!!)

Additional Information:
From the designer:
Poniske wrote:
You asked for a bit more on MAORI WARS? This was a creative work that I absolutely had to do. About a decade ago, my wife and I visited the North Island of New Zealand as a kind of pilgrimage. My father recovered from wounds there, sustained in combat on Guadalcanal. While there, our marvelous hosts gave us the grand tour, much of which involved the Maori and the Maori culture (All you have to do to get hooked on this game is just once see the New Zealand ALL BLACKS rugby team perform the Haka war dance). I was fascinated and immediately started buying up books and reading up on the Maori defense of their island against colonial expansion. It was the same bug that bit me when I read about King Philip and his war against the New England colonists.

At any rate. I learned that around the time of our Civil War (before, during and after) a series of short bloody campaigns took place that rocked the confidence of the British in New Zealand. They found themselves facing a canny foe that was well armed, performed guerrilla ambushes expertly and moreover employed trench warfare before the term was known in Europe. Two key mechanics make each scenario in MAORI WARS a hoot to play and add tremendously to replayability - The Maori ability to use bush movement and surprise attacks as well as the unreliability of certain tribes who could fight for the Maori, for the English, or simply sit out the fight and watch what happens. If you're interested in the gaming aspect, well and good. If you're not, seriously consider preordering a copy for Nils Johansson's masterpiece of a map. I guarantee it will become a collector's item.



Eggs-cutive commentary:
Why is this the first game listed after the games next in the production queue? Because I wants the preciousss..yess.. Gollum!

A well known designer, an inexpensive price, a unique simulation, and an amazing map... this is one of my most eagerly anticipated preorders! 30 more preorders, awesome. Keep the momemtum going!

Map P0rn!
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5. Board Game: Corregidor: Fall of a Fortress -1942/1945 [Average Rating:8.00 Unranked]
Mike W
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From the publisher's web site:
Two Full Games:
Fall of a Fortress -1942
Retaking the Rock -1945
by John Heim

Corregidor is a simulation of the two battles fought for Corregidor and the fortified islands at the entrance to Manila Bay during World War II. The first battles began with the Japanese bombing of the island in early 1942 and ended in May of that year with it's surrender. After General Douglas MacArthur's return to the Philippines, Corregidor once again became a target of invasion, both to avenge the loss three years before and to clear the mouth of Manila Bay to Allied shipping.

Game Map: 22" x 34"
EasyPunch Counters: 540 6/10" counters
Game Rules: 24 pg.rules
Player Aids: 4 Charts
Complexity: 5 of 10
Solitaire Play: 6 of 10
Est. Retail Price: $75.00
Preorder Price: $55.00

Preorder Status:
207/250 (+1)

Additional Information:
From the designer:
jheim58 wrote:
My beautiful hand-drawn map and original playtest counters are on display at the Legion pre-order page for the game. The artist who did the Maori Wars map is currently creating a masterpiece for CORREGIDOR. I am quite anxious to get it and permission to post - it will be available for viewing as soon as those two things happen.

Testing is due to resume this Fall after a summer hiatus, and reports should flow from that to thrill the world with news of the defense/retaking of America's "Rock".


Eggs-cutive commentary:
This game looks like it will be quite interesting. It has not seen much of a rise in CPO numbers recently, but hopefully once some of the games above it get released, it will pick up some orders.
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6. Board Game: Tatchanka! [Average Rating:8.00 Unranked]
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From the publisher's web site:
Tatchanka!
Russian Civil War Campaigns
Ukraine, 1919
by Marja Erwin

The October Revolution brought civil war in the Cossack lands; the German invasion brought guerilla war in the Ukraine. The German collapse only spread the war. All sides expected this war to decide the future of Ukraine and Russia. They were determined to win at any cost. Denikin and Petliura accepted within their ranks outright bandits who plundered the civilian population. Trotsky encouraged internal assassinations, of bandits and dissidents alike.

Others, notably Nestor Makhno, struggled to halt these atrocities. The Red Army, the White armies, and Entente forces intervened in Ukraine at the end of 1918. The Red Army scattered Directory forces, capturing Kharkov and Kiev. Entente forces evacuated Odessa as the Red Army took the city. The Volunteer Army counterattacked and defeated the Red Army, taking Kharkov and Tsaritsyn. Denikin, supplied with Entente guns and ammo, struck north that summer, planning to take Moskva itself. The decisive battles came in the fall of 1919. The Volunteer Army took Voronezh and Orel before mounting losses and Red Army counterattacks forced their retreat. Meanwhile, the Revolutionary
Insurrectionary Army of Ukraine broke through the White lines, taking Taganrog and Yekaterinoslav.

By the end of 1919, the Bolsheviks and the Red Army had won. The Armed Forces of South Russia were retreating into the Crimea and Caucasus, while the Army of the Ukrainian National Republic was dispersing into partisan bands.

Game Map: 2 ea. 22" x 17"
EasyPunch Counters: 440 - 6/10" counters
Game Rules: 20 pg.rules
Player Aids: 6 Charts
Complexity: 5 of 10
Solitaire Play: 7 of 10
Est. Retail Price: $60.00
Preorder Price: $45.00

Preorder Status:
188/250 (+7)

Additional Info:
Also has a newly updated map:


Here are some designer notes from Marja Erwin:
Quote:
I put a lot of work into it, both research and design, and hope it makes a good game and good history. I took a while before settling on the following four scenarios:

1. Fall of the Directory, with three sides, covering the fighting in the winter of 1918-1919 where the Ukrainian Bolsheviks defeated the Directory.

2. The Road to Freedom?, with two sides, covering the Makhnovist breakout from southeast of Uman and return to their home ground near Katerynoslav, in the Volunteer rear area.

3. The Bolshevik Advance, with three sides, with the Volunteer Army retreating and the Red Army advancing onto the map, and all three sides scrambling to control as much of Ukraine as possible.

4. Revolt Against the Volunteer Army, with three sides but designed for two players, combining the previous two scenarios.

I deliberately chose periods when the outcome was in balance, and where either the Directory [in the first scenario] or the Makhnovists [in the other three] could have secured independence or a significant degree of autonomy. I had considered a larger scope, covering the entire theater, but I think that would either make the Makhnovists and Directory minor players for most of the game.

I ended up with more of an operational game and less of a political game than I had expected. Most of the armies could recruit, or in some cases conscript, more people than they could arm, so the operational questions of capturing supply stockpiles turn out to be more important than the political questions or building and retaining support. When one side does lose support, and does suffer mass desertion, it is due to events outside the scope of the players' decisions [such as the coup in the Kuban in the fall of 1919].


Eggs-cutive commentary:
I like the look of the map, and the topic looks quite interesting.
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7. Board Game: The Russo-Japanese War [Average Rating:8.00 Unranked]
Mike W
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From the publisher's web site
Russo-Japanese War
1904 - 1905
game by Michael Taylor

Russo-Japanese War is a detailed, operational-level game that models the historical 1904-05 campaign in Manchuria. The game is designed for two players, but can easily accommodate additional players. For example, each side might have separate naval and ground commanders and/or multiple ground commanders. The Russian player controls the Russian ground and naval forces. The Japanese player controls the Japanese ground and naval forces. The Russian player must defend Russian possessions in Manchuria while building up his armies by reinforcement from Siberia and European Russia, and then inflict unacceptable losses on his opponent and force him to sue for peace. The Japanese player must quickly defeat the Russian army before it can reinforce itself. Both sides must avoid heavy losses and a protracted war. Russian National Will and social unrest may bring on the downfall of the monarchy, while Japan has very limited resources.

Game Map: 22" x 34"
EasyPunch Counters: 1100 - 6/10" counters
Game Rules: 24 pg.rules
Player Aids: 8 Charts
Complexity: 6 of 10
Solitaire Play: 6 of 10
Est. Retail Price: $100.00
Preorder Price: $75.00

Preorder Status:
243/250(+6)

Additional Information:
There was some concern that the playtest map for this looked a little primitive.. the response from Mr LWG himself:
RLEIN wrote:
Russo-Japanese War

While I'm at it. There was mention made earler of the playtest graphics for Russo-Japanese War map (and yes I agree it should be labeled as such), and I will soon enough be deciding two things. One, and I'm definitely leaning this way, is to expand the map from one to two sheets mainly due to the high counter density; and two, picking a graphic artist for the project.

In addition, I'm going to throw this out there and say that I really need some help in designing a box cover. This is one aspect of game publishing where I enjoy the challenge but at the same time find it exhausting to come up with just the right look. This one is especially challenging because there isn't much for photos to be had, and the same goes for the artwork I have been able to find (copyright free). Anyone out there feel they are up to the challenge?

I would like to get those two components in a more finalized state before I start vocalizing it's slot in the production schedule. I feel a little more sizzle is in order for a game that sports a fairly hefty price tag.

Randy Lein - Legion Wargames


Eggs-cutive commentary:
I preordered this after getting interested in this conflict recently and because I was quite happy with the other game I have from the designer, Adobe Walls. I've heard there will be efforts soon to give more details on the game, update the map, etc.. As the game develops more, I think it will get even more interest.
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8. Board Game: The Battle of Rosebud Creek [Average Rating:7.42 Unranked]
Mike W
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Reprint

From the publisher's web site:
Indian Wars of the Am. West -Vol. II
Battle of the Rosebud
June 17th, 1876
by Michael Taylor

Reprint of the CSR Award Winner: Best Desktop Published Wargame, 2007.

George Armstrong Custer and The Little Bighorn fight have long overshadowed the Battle of the Rosebud. Preceding the Little Bighorn by a week, the outcome of this battle directly influenced what happened to Custer and the 7th US Cavalry.

General George Crook was given command of the southern column of the Bighorn Campaign. With Gibbons column coming in from the west and the Terry/Custer column from the northeast, the campaigns objective was to trap the Sioux and Northern Cheyenne and forcibly return them back to their reservation. Tactically the battle was inconclusive. Casualties on both sides were relatively low, and in the end Crook held the field. But strategically the Rosebud fight was a great victory for the Sioux and Cheyenne. Crook expended a huge amount of ammunition; most soldiers were down to 10 or fewer rounds each. Many horses were killed, injured or worn out. Because of these reasons Crook decided to withdraw his command back to his base camp, effectively taking his column out of the campaign. Had Crook been able to continue operations he could have linked up with Custers column, adding his infantry and cavalry to the 7th Cavalry. Custers last stand would have, in all probability, never have occurred.

Game Map: 22" x 25.5"
EasyPunch Counters: 264 6/10" counters
Game Rules: 24 pg.rules
Player Aids: 6 Charts
Complexity: 5 of 10
Solitaire Play: 5 of 10
Est. Retail Price: $58.00
Preorder Price: $42.00

Preorder Status:
116/250 (+15)

Additional Info:
Rumor is that this game and Little Big Horn will be printed together, and there will be a yet to be named discount for getting them both (plus, you save on shipping!)

Eggs-cutive commentary:
This is an automatic preorder for me give how much I love Adobe Walls. The system is good one.
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9. Board Game: Battle of the Little Bighorn [Average Rating:7.56 Unranked]
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Reprint.

From the publisher's web site:
Indian Wars of the Am. West -Vol. III
Battle of the Little Bighorn
June 25th, 1876
by Michael Taylor

Reprint of the CSR Award Winner: Best Desktop Published Wargame, 2007.

June 25th and 26th, 1876, eastern Montana Territory. The Battle of the Little Bighorn, also known as Custer's Last Stand, was the epic fight between a massive combined force of Plains Indian tribes and the 7th United States Cavalry under the command of Lt. Col. George Armstrong Custer. The battle was by far the most famous event in the Indian Wars and was a crushing victory for the Indians. Custer, already famous for his Civil War exploits, became an American folk legend. Little Bighorn was the last great victory for the Sioux and Cheyenne. Defiant and proud, they were determined to preserve their way of life. But within a year the great Sioux nation was broken and defeated by a nation swept up in the emotions of the Centennial and bent on revenge and retribution for the death of one of America.

Game Map: 22" x 34"
EasyPunch Counters: 352 6/10" counters
Game Rules: 24 pg.rules
Player Aids: 6 Charts
Complexity: 5 of 10
Solitaire Play: 5 of 10
Est. Retail Price: $65.00
Preorder Price: $45.00

Preorder Status:
128/250 (+14)

Eggs-cutive commentary:
Another automatic buy for the IWAW. This being the iconic battle, how can you say no? I know I cannot.
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10. Board Game: Dien Bien Phu: The Final Gamble [Average Rating:8.32 Overall Rank:3667]
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From the publisher's web site:
Dien Bien Phu
March 13 - May 7, 1954
by Kim Kanger

"Dien Bien Phu" depicts the decisive battle which took place in a distant jungle valley in northern Vietnam. It was a battle where both sides knew from start would be a final showdown. The French were desperately seeking for an opportunity to bring the Viet Minh main battle force into battle on French terms. Dien Bien Phu was a trap where superior units and weapons would crush the Viet Minh onslaught. Viet Minh felt they could not win the war unless they managed to upgrade their mode of fighting into a full scale war. The French were too strong in the delta but in a distant valley they had gathered almost all their best units without whom France would lose their will to continue. Dien Bien Phu was the place where France would be dealt a crushing defeat.

It was a battle of preparation, assault and reaction. Viet Minh dug approaching trenches before assaulting the French strongpoints. The overwhelmed French defenders were forced to react by throwing reserve battalions into the pyre in order to save their position. The game will be fast and furious. The Viet Minh player will try to make the French defense collapse, and the French player will try to make the Viet Minh steam run dry and force them to stop.

Game Map: 22" x 34"
EasyPunch Counters: 352 6/10" counters
Game Rules: 20 pg.rules
Player Aids: 4 Charts
Complexity: 5 of 10
Solitaire Play: 5 of 10
Est. Retail Price: $60.00
Preorder Price: $45.00

Preorder Status:
219/250 (+21)

Additional Information:
From the designer:
kanger wrote:
Dien Bien Phu

The Final Gamble" is a two player game about the decisive battle of Dien Bien Phu in 1954 that not only ended the French Indochina war, but also had political repercussions far outside the region itself. One player represents France and her colonial troops. The other player represents the armed force of Viet Minh, the communist/nationalist independence movement of Vietnam. This is a cage fight. There are no victory points, there is no marginal victory and there is no draw. Viet Minh wins by forcing the French troops to surrender. France wins by not surrendering.


Map and scale
The map covers the former village of Dien Bien Phu and surrounding areas. There is a small sub map of the French strongpoint "Isabelle" further south in the valley. There are several groups of French strongpoints scattered around the map, each one with a female name (all named after the commander - de Castries' - mistresses, according to lore). The map is divided into three divisional sectors (plus a fourth one facing the sub map "Isabelle"). Each sector has several zones that that represent Viet Minh trenches winding from the map edge towards the center of the map. Each hex represents 150 meters and each game turn covers three days. There are 21 turns in the game, but historically, it ended after 19 game turns with a Viet Minh victory. The scale allows a stacking of three French units (usually infantry companies) in a hex, but there are no stacking limits for Viet Minh battalions, which creates a chess feeling.


Three Viet Minh battalions form a regiment and three regiments become a division and there were almost four full divisions in the valley, as well as a full artillery division off map. There was also an equivalent of another three divisions in a replacement pool outside the valley. The French troops were a colorful array of colonial paras, Vietnamese troops, units from French Algeria and Morocco, and, of course, the French Foreign Legion. Some units are of average quality, some are outright terrible, but some are the very best that could be mustered...anywhere. A French battalion consisted of four companies and there were 12 battalions together with 11 auxiliary light companies at the start of the siege, as well as 16 artillery and mortar batteries, and three tank platoons. Waiting in Hanoi were another five para battalions together with an expected replacement pool of about 14 companies. In neighboring Laos, there were four battalions ready to march and perhaps save the day at the very end.


French supply
This battle took place far out in the wilderness of Vietnam and both sides had to adjust to the limited flow of supplies that could be brought forward, though air to the French, and through vast forests to the Viet Minh. Supplies, as historically was the case, tend to be a lot less than wished for. There are several supply tracks on the map showing how much ammo, food & bullets, fuel & spares, medicine as well as the amount of truck transport available for the French. Each game turn air transports will bring in a mix of supplies together with replacements and reinforcements. This is done on a chart with a grid where a mix of supply markers are placed together with eventual reinforcements and replacements. Weather will then decide what will arrive and what will abort back to Hanoi. The French player will never know for sure what and how much will arrive and has to take that into account.


Viet Minh supply and morale: Viet Minh will receive a more steady flow of ammunition, but not enough to barrage whenever wished. There is a large pool of replacements to use, but although it is large, it is not infinite. If Viet Minh losses are too heavy, then the fact that you can only replace one step per regiment per game turn will be a painful experience. If loses are too heavy for too long, then the pool will dry out. Viet Minh's main concern is troop morale. The battle force starts with excellent morale, but each division's morale will decrease when taking replacements thus diluting the experienced veterans with newly drafted peasants with no combat experience. Morale will rise slightly when resting (not assaulting). But then again, time flies and there is a battle to win. Morale is a very important part of the game and if it falls too low, the troops will be rendered useless.


Artillery
Artillery is another important aspect in the battle. There are barrages from both sides before assaults commence. You wish to achieve two things with barrage: Losses, and to make the target shaken. Targets that are shaken lose abilities to react and support combat, and they become easier to assault. Defending units bring in barrage to make it harder for the attacker to succeed. Both sides, of course, bring in barrage in order to inflict as many casualties as possible before clashing in combat. Viet Minh artillery is off board and safe from counter barrage fire (mainly that they were dug deep into the mountain sides). French artillery and mortar units, on the other hand, exist as units on the board and may fall prey to Viet Minh counter barrage fire. French artillery units that are reduced and/or shaken are not as efficient, and those that are eliminated are...well, destroyed and out of play. Both sides have a limited amount of ammunition so spend it wisely.

Combat: The main effort in the game is, of course, the assaults. Each player will conduct two die rolls during the course of an assault to determine the outcome. The defender first conducts defensive fire in the hopes of inflicting losses, but also to possibly force the attacker abort the assault. The defender’s first die roll is compared to their strength and will show how well they defend (as a positive or negative modifier to the second die roll). The defender’s second die roll (modified from the result of the first die roll, and defensive barrage), is compared to the assaulting unit's morale and will determine the result of the defensive fire. Providing the assaulting units do not abort, the attacker (who has suffered the effects of the defensive fire) conducts two die rolls. The attacker’s first die roll is compared to their strength to see how well the assault is conducted (as a positive or negative modifier to the second die roll). The attacker’s second die roll (modified from the result of the first die roll, and if the defender is shaken), is compared to the defender's morale to see the outcome of the assault. Other modifications, such as trenches, terrain, support from other units, etc., adjust the strength of a unit and make it stronger or weaker to compare against for the player’s first die rolls.

So, even though many strength modifiers might be in your favor when you make the first roll, you will never know for sure what that result will be and therefore you will never know for sure if the second roll will suffer a positive or negative modification. Through this, a strong attack may go sour but a weak one may heroically succeed. By rolling two times, you won't be able to quickly calculate your chances with a glance at a single table. You will know what your chances of success should be but you have that damn barrage that may spoil the best laid plans, plus you won’t know if your troops will crumble or stand strong against the incoming fire.
Dien Bien Phu – The Final Gamble, will be as tense and brutal a simulation as was the historical battle that determined the fate of a war as well as shaping the events of things to come.



You can find the game here: http://www.legionwargames.com/legion_dien_bien_phu.html


Eggs-cutive commentary:
Looks very interesting.
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11. Board Game: The Battle of Blenheim, 1704 [Average Rating:6.75 Unranked]
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From the publisher's web site:
The Battle of Blenheim, 1704
SHS Series - Volume I
by Steve Pole

The Battle of Blenheim is a tactical level two player game covering one of the pivotal battles during the War of Spanish Succession. One player takes the role of Marlborough, commanding the British and Allied forces, and the other of Tallard, leading the Franco-Bavarians. At Blenheim Marlborough found himself confronted by a superior Franco-Bavarian force in a strong defensive position. Like Hannibal's great victory at Cannae, Blenheim was won by the successful implementation of a bold and imaginative plan. The flanks of the Franco-Bavarian forces were pinned by furious attacks at unfavourable odds which denuded their centre of troops re-deployed to buttress the hard-pressed wings. Then Marlborough released his cavalry to smash what was left of Franco-Bavarian centre and cleave Tallard's army into two. The threat that Louis XIV's France would come to dominate Europe was over.

The Seven Hex System (SHS) derives its name from the map which is divided into areas comprised of seven hexes which enables the player to adopt various positions within an area to reflect different tactical formations thereby making it more likely that an attack will succeed or defending units will stand firm. The SHS incorporates several unique features intended to replicate in a simple and intuitive way the options available to a commander (the wargamer) of a large army. So whilst the commander has complete freedom to devise a plan, and a good deal when positioning units which have yet to encounter the enemy, once battle is joined the options become increasingly limited and unforeseen events can play a part in determining the outcome. Nonetheless, even at a tactical level a commander's decisions are crucial in shaping events. The key to success is a sound plan with a margin for error which allows for ill-fortune, the shrewd deployment of units so as to be able to implement that plan, and the timely commitment of reserves.

Game Map: 22" x 34"
EasyPunch Counters: 176 6/10" counters
Game Rules: 16 pg.rules
Player Aids: 3 Charts
Complexity: 4 of 10
Solitaire Play: 7 of 10
Est. Retail Price: $36.00
Preorder Price: $48.00

Preorder Status:
103/250 (+7)

Additional Information:
The Seven Hex System (SHS) looks interesting:



Eggs-cutive commentary:
This looks like a unique system. I am intrigued!
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12. Board Game: Fire on the Mountain: Battle of South Mountain September 14, 1862 [Average Rating:8.00 Unranked]
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From the publisher's web site:
Fire on the Mountain
Battle of South Mountain
September 14, 1862
by John Poniske


The History: During Robert E. Lee's first invasion of the North, Lee learned of a threatening Federal advance East of Hagerstown, Maryland. Because Stonewall Jackson was besieging Harper' Ferry, he instructed Daniel Harvey Hill to hold the South Mountain passes in the rugged Blue Ridge, just East of Boonsboro. It was essential to delay McClellan's progress so Jackson would have time to take Harper's Ferry and reunite his scattered divisions before the Army of the Potomac caught him unprepared.

Despite strong defensive features the numerically superior Federal forces should have overwhelmed the rebels but the inaction of Pleasonton and Burnside squandered their advantage. In the end Lee's defense of the South Mountain passes cost him 2800 casualties as opposed to the Federal losses of 2300 and lead directly to the fearful slaughter at Antietem.

Game Map: 22" x 34"
EasyPunch Counters: 264 .6" x 1.2" Counters
Game Rules: 12 pg.rules
Player Aids: 3 Charts
Complexity: 4 of 10
Solitaire Play: 7 of 10
Est. Retail Price: $52.00
Preorder Price: $39.00

Preorder Status:
150/250 (+6)

Additional Info:

New map (I am a sucker for a nice one):


From the designer:
Poniske wrote:
Fire on the Mountain is an easy to learn, rapid playing, unique treatment of the clash that led directly to the Battle of Antietam. Had it not been for Hill's stout defense of the passes, Lee would likely have been overwhelmed. This game is dear to me as I see South Mountain every day when I drive to work. I only live a few miles away. In designing Fire on the Mountain I concentrated on the effects of leader-loss and elevation on combat. It's a very tense see-saw battle with reinforcements trickling in throughout the game. I have also added rules to mirror the hesitancy of Burnside and Pleasanton. But for their flagging enthusiasm the battle would have been a brilliant Union victory instead of the stalemate it became.


Eggs-cutive commentary:
Looks like a great game. One of my most anticipated preorders. I like it for the subject matter, the designer, and the map.
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13. Board Game: Guam: Island War Series, Volume II [Average Rating:6.33 Unranked]
Mike W
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From the publisher's web site:
Island War Series -Vol. II
Guam/Operation Stevedore, 1944
by Michael Taylor

The Island War Series game system is a simulation of ground combat in the Pacific during World War II. Each game in the system represents a battle between Allied and Imperial Japanese forces on one of the many Pacific Islands.

The series contains:
Two sets of rules are provided with each game. The first contains the Standard Rules that are common to all the games in the Island War Series. The second set contains the Exclusive Rules for each game in the system, which includes Special rules, the Initial Deployment and the Reinforcement Schedule. Generally the unit scale is battalion, but there are company and platoon formations represented. The time scale, unless noted in the Exclusive rules, is 1/2 day per turn.

Due to the nature of the battles covered in the series, all naval and air forces are abstract. This means the main focus of each game is ground combat. The games are designed for two players, but can accommodate multiple players. For example, one player can play the US Marines, one can play the US Army, and the third plays the Japanese. The tactical situation for the defender can be described as "against the odds", which means it will be very difficult for the player playing the defender to win the game tactically. The victory conditions are designed in such a way that the defender can win by performing better than his historical counterpart. This also puts a lot of pressure on the attacker because he cannot afford to make many mistakes.

Game features include - Limited Intelligence - Amphibious Landings - Night Rules - Banzai Attacks
Coastal Defense Units - Beachheads & Replacements - Fortifications - Weather - And More.

Game Map: 2 maps, 22" x 34" each
EasyPunch Counters: 528 6/10" counters
Game Rules: 24 pg.rules for series, 4 page game rules
Player Aids: 6 Charts
Complexity: 5 of 10
Solitaire Play: 4 of 10
Est. Retail Price: $80.00
Preorder Price: $60.00

Preorder Status:
126/250 (+3)

Eggs-cutive commentary:
I recently got another game in this series, but I have not had a chance to play it yet. Looking forward to trying it.
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14. Board Game: Attu & Kiska: Island War Series, Volume III [Average Rating:6.33 Unranked]
Mike W
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From the publisher's web site:
Island War Series -Vol. III
Attu & Kiska
Aleutian Islands Campaign
by Michael Taylor

See previous entry for description of the Island War Series.

Game Map: 2 maps, 22" x 34" each
EasyPunch Counters: 528 6/10" counters
Game Rules: 24 pg.rules for series, 4 page game rules
Player Aids: 6 Charts
Complexity: 5 of 10
Solitaire Play: 4 of 10
Est. Retail Price: $75.00
Preorder Price: $56.00

Preorder Status:
117/250 (+1)

Eggs-cutive commentary:
I am little surprised this system does not get more preorders, given it is one of the more mainstream topics from LWG. Of course, maybe LWG attracts too many people like me, who like oddball subjects.
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15. Board Game: Battles of the Northwest Rebellion [Average Rating:4.50 Unranked]
Mike W
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From the publisher's web site:
Battles of the
Northwest Rebellion
by Mark Woloshen

In 1885, western Canada is rocked by the specter of rebellion. Louis Riel, who had fled to the US following the Red River Rebellion in 1870 had been called back by the Metis of Saskatchewan to make their case before the federal government. The result was the Northwest Rebellion, which started with the Battle of Duck Lake in March and ended with the Battle of Loon Lake in June. In the meantime, 5,000 government soldiers covered thousands of kilometers and fought four pitched battles against various First Nations and Metis opponents. Fish Creek was a meeting engagement that caused the government forces to re-evaluate their strategy against the Metis. Cut Knife Hill was a reconnaissance in force, which almost cost the government a "Custer" like tragedy. Frenchman's Butte was an assault on a prepared position designed to free hostages and capture the hostiles of Big Bear's Cree band. Each was a near run affair, and each was a battle of the Northwest Rebellion. Each game is grand tactical in scale, with units representing companies (or their equivalent) per unit (10 men per strength point), and each hex represents approx. 100 yards.

The game includes the following 5 battles, each with it's own map and counters.
1 Fish Creek - April 24, 1885
2 Cut Knife Hill - May 2, 1885
3 Duck Lake - March 26, 1885
4 Frenchman's Butte - May 28, 1885
5 Loon Lake - June 3, 1885

Game Map: 2ea. 11" x 17", 3 ea. 8 1/2" x 11"
EasyPunch Counters: 352 6/10" counters
Game Rules: 20 pg.rules
Player Aids: 4 Charts
Complexity: 4 of 10
Solitaire Play: 6 of 10
Est. Retail Price: $52.00
Preorder Price: $39.00

Preorder Status:
75/250 (+8)

Eggs-cutive commentary:
In my backyard.. it would be nice to have more information on this one.
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16. Board Game: The Great Game [Average Rating:7.36 Overall Rank:7719]
Mike W
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From the publisher's web site:
The Great Game
Rival Empires in Central Asia 1837-1886
by John Gorkowski

The Great Game recreates the 19th Century Anglo-Russian struggle for supremacy in Central Asia. In the actual contest, Tsarist Russia resented British expeditions into the Steppe Khanates while Victorian Britain feared that Russian entreaties to Persia and Afghanistan would jeopardize India's security. So the two imperial powers wove a complex tale of diplomatic intrigue, colonial conquest and proxy wars that spanned 50 years.

In the game, players alternate moving officers (historical personalities) and troops across a point-to-point map of Central Asia in yearly turns. Imperial powers strive to enlist vassal states such as Afghanistan and Bokhara into their camp through diplomacy or combat. Vassals offer troops and tribute to their imperial patron. But there's a twist, vassals closest to Russia prefer alliance with Britain while those closest to India prefer Russia, so an engaging game of move-counter move unfolds across the chessboard of Central Asia. Random events such as the Crimean War, Sepoy Mutiny and American Civil War intrude to make each game different.

Game Map: 22" x 25.5"
EasyPunch Counters: 264 6/10" counters
Game Rules: 16 pg.rules
Player Aids: 3 Charts
Complexity: 4 of 10
Solitaire Play: 7 of 10
Est. Retail Price: $48.00
Preorder Price: $36.00

Preorder Status:
139/250 (+13)

Eggs-cutive commentary:
A lot of buzz on this, some good growth in preorders.
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17. Board Game: The Last Invasion: The Fenian Raids on Canada – 1866 & 1870 [Average Rating:7.33 Unranked]
Mike W
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From the publisher's web site:
The Last Invasion
The Fenian Raids on Canada - 1866 & 1870
by Mark Woloshen

This is a pair of games, covering the battles of Ridgeway - 2 June 1866, and Eccles Hill - 25 May 1870, when large numbers of well armed and trained Fenians crossed the U.S. - Canada border. Their goal was to take territory in an effort to put pressure on the British government.

In 1866, a large, well armed and organized Fenians launched an attack on Canada West (Ontario) to put pressure on the British government. In June of that year, 1,000 Fenians, many of them Civil War veterans, marched into Ontario and were confronted by an equal number of Canadian militia. The Battle of Ridgeway ensued, and ended with the Canadians leaving the field to the Fenians. British regulars were on the way, so the Fenians had to make their escape back into New York. Four years later, the Fenians tried again, this time in Quebec, but things had changed. Canada was now and independent country and the militia system had changed as well. The Battle of Eccles Hill showed how militia could stand up to an invader - the Fenians were repulsed. The Last Invasion is a grand tactical game, with each strength point representing 10 men and each hex representing 80 yards at Ridgeway and 30 yards at Eccles Hill.

Game Map: 2 ea. 17" x 22"
EasyPunch Counters: 264 6/10" counters
Game Rules: 16 pg.rules
Player Aids: 3 Charts
Complexity: 5 of 10
Solitaire Play: 6 of 10
Est. Retail Price: $48.00
Preorder Price: $36.00

Preorder Status:
61/250 (+6)

Eggs-cutive commentary:
Steady as she goes.
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18. Board Game: Redvers' Reverse: The Battle of Colenso, 1899 [Average Rating:7.57 Overall Rank:8338]
Mike W
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From the publisher's web site:
Redvers Reverse
The Battle of Colenso, 1899
by Geoff Noble
Note: This is a solitaire game.

On the 15th December 1899 General Sir Redvers Buller tried to cross the Thukela River in order to relieve the Siege of Ladysmith. He was faced by well entrenched Boer commandoes who inflicted a reverse upon the British that ultimately led to Buller being relieved of command.

Redvers Reverse is a solitaire area movement game that recreated the difficulties for the British in trying to affect a successful crossing of the Thukela against the Boer commandoes (who are played by the game system). The game is at Battalion and Battery level with emphasis upon the leadership of the British at a Brigade level for Infantry and at Divisional level for the Cavalry. The key feature of the game is to present the player with the problems and difficulties that Buller himself faced. The player is provided with the same level of information and ability to influence events.

Game Map: 22" x 25.5"
EasyPunch Counters: 176 6/10" counters
Game Rules: 16 pg.rules
Player Aids: 2 Charts
Complexity: 5 of 10
Solitaire Play: 10 of 10
Est. Retail Price: $48.00
Preorder Price: $36.00

Preorder Status:
268/250 (+14)

Additional Information
Looks like the original designer had some issues, but the project has been picked up??

Eggs-cutive commentary:
In my backyard?

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19. Board Game: Toulon, 1793 [Average Rating:7.57 Overall Rank:7199]
 
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From the publisher's web site:
Toulon, 1793
Napoleon's First Great Victorygame design by Andy Loakes

Toulon, 1793 is an operational level wargame for two to seven players, covering the siege of Toulon, in the South of France, between 25 August and 21 December, 1793. It’s area based system covers the entire campaign from the initial landing by Anglo-Spanish forces (at the invitation of the rebel Toulonnaise) through to their evacuation of the town as their ships came under threat from the batteries of the previously unknown Napoleon Bonaparte.

Operation points are at the heart of the system and combined with an innovative combat, loss and movement system generate a vast number of decision points for the players. Chrome comes in the form of spies, gendarmes, multi-national forces (and associated cooperation issues), reconnaissance, variable reinforcements and much more. The game map covers an area from Ollioules in the West to Sollies in the East and from Mount Farron in the North to Cap Cepet in the South.

The game is played in seventeen weekly turns and units range from detatchments to regiments (with battalions and companies dominating the counter mix).

Game Map: 22" x 34" (area movement)
EasyPunch Counters: 200 unit counters - 0.6", 320 game markers - 0.6"
Game Rules: 20 pg.rules
Player Aids: 3 Charts
Complexity: 5 of 10
Solitaire Play: 6 of 10
Est. Retail Price: $70.00
Preorder Price: $50.00

Preorder Status:
165/250 (+9)

Additional Information:
From the designer:
andyloakes wrote:
Revolutionary France was on the defensive when yet another blow befell them – this time in the south of France where town after town revolted. Fearing reprisals as Republican forces advanced to crush the revolt, the rebellion’s leaders in Toulon, France’s greatest naval arsenal, invited Admiral Hood and the Anglo-Spanish Fleet to occupy the town and protect them.

The Republican forces arrived in two wings, nominally under the command of the ineffective Carteaux, but the wings failed to cooperate and made little real progress as they set about besieging the town. During the early stages of the campaign, Carteaux’s artillery chief was seriously wounded. This apparent set-back was to offer a golden opportunity to a young artillery captain in the vicinity on convoy duties, and would ultimately determine the outcome of the siege - for that young captain was one Napoleon Bonaparte!

Supported by the local Republican political representatives, Napoleon was to have a profound influence on the way the remainder of the siege was conducted. He successfully intrigued to ensure Carteaux’s removal and established mutual respect with his replacement Dugommier. He then worked tirelessly to build up an effective artillery train. Once the artillery was properly established Napoleon was able to use it, not to attempt to demolish the walls of the city as in a traditional, unimaginative , siege but in a more radical and effective manner. He recognised that the promontory sitting between the town’s protective inner and outer harbours was the key; possession by the Republicans would see their guns brought to bear on the Allied fleet, making their presence untenable. With the fleet forced to withdraw, the town would be at the Republican army’s mercy.

On the17 December, after weeks of careful preparation, the assault on the fort protecting the promontory went in. Now a Major, Bonaparte was in the thick of the fighting (taking a bayonet wound to the leg) that saw the fort fall and the peninsular in French possession. Within a day Bonaparte’s predictions became fact as Hood uped-anchor and sailed out of port; on the 19th the town fell and Republicans took their revenge on the rebels.

This victory was of huge politico-military importance for the struggling Republic and Napoleon was awarded with yet another promotion, to General de Brigade. He was just 24 but Toulon ensured his name was now known to the public – and history would ensure it never again left their consciousness.

Toulon 1793 allows you, for the first time in board wargame format, to recreate the events of the entire campaign. This operational level game has an area based system covering the action from the initial landing by Anglo-Spanish forces through to their evacuation of the town as their ships came under threat from the Republican artillery.
Operation points are at the heart of the system and combined with an innovative combat, loss and movement system generate a vast number of decision points for the players as they seek to out manoeuvre each other as the campaign builds towards its climax. Chrome comes in the form of spies, gendarmes, multi-national forces (and associated cooperation issues), reconnaissance, variable reinforcements and much more. The game covers an area from Ollioules in the West to Sollies in the East and from Mount Farron in the North to Cap Cepet in the South.
The game board is based on a map by the 19th Century cartographer A K Johnston, with the counters designed to complement it in mimicking the original’s depiction of the troop deployments - as illustrated below in this sample from a current playtest game (you’ll note the map and counters are nearer to production quality than the images in the Toulon entry on BGG).





Eggs-cutive commentary:
This not my type of game in a few ways: topic, area movement.. yet I am tempted. The map is gorgeous and the systems sounds very interesting.




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20. Board Game: Decisive Victory 1918: The Second Battle of the Marne [Average Rating:7.50 Unranked]
Mike W
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Portland
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From the publisher's web site:
Decisive Victory, 1918
The Second Battle of the Marne
by Tim Gale

Decisive Victory, 1918, cover the Allied offensive in July of 1918 know as the Second Battle of the Marne. It is significant for a number of reasons; it was the first time that the French army used a large-scale attack with tanks supported by a surprise (i.e. not pre-registered) artillery bombardment, similar to the British attack the previous year at Cambrai, and it was the first time that full-size US divisions went on the offensive incorporated in the French army. It was not known at the time, although suspected by many, that this battle was the death-knell of the German army.

Game Map: 3 maps, 22" x 34" each
EasyPunch Counters: 528 - .6" counters
Game Rules: 16 pg.rules
Player Aids: 3 Charts
Complexity: 4 of 10
Solitaire Play: 7 of 10
Est. Retail Price: $120.00
Preorder Price: $85.00

Preorder Status:
120/250 (+4)

Additional Information:
From Randy Lein:
RLEIN wrote:
Here are the map and counter samples from Decisive Victory 1918, one of the games that I have taken a special interest in. The counters are a work in progress as we have recently added movement factors, and the division commanders name where applicable.

Randy Lein - LWG


Map artwork by Ian Wedge


Counter artwork by Randy Lein


Eggs-cutive commentary:
Slowly but surely gaining ground. I do like the art on those counters.

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Mike W
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Oregon
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From the publisher's web site:
The Waters of Oblivion
The British Invasions of Argentina 1806-1807
by Joseph Miranda & Javier Romero

The British invasions of the Rio de la Plata were a series of unsuccessful attempts to seize control of the Spanish colonies located around the La Plata Basin in South America (today part of Argentina and Uruguay). The invasions took place between 1806 and 1807, as part of the Napoleonic Wars, when Spain was an ally of France. The invasions occurred in two phases. A detachment from the British Army occupied Buenos Aires for 46 days in 1806 before being expelled. In 1807, a second force occupied Montevideo, remaining for several months, and a third force made a second attempt to take Buenos Aires. After several days of street-fighting against the local militia and Spanish colonial army, in which half of the British forces were killed or wounded, the British were forced to withdraw.

THE WATERS OF OBLIVION is an operational level wargame of the British attempt to conquer the River Plate area in 1806-1807. There are two players in each game. One player controls Spanish and Platense forces, the other commands the British forces. The game uses a simple, but realistic, system to model Napoleonic operations at this scale.

Basically, each player's turn consists of the following components:
1 Reinforcement: Place new units on the map.
2 Siege: attempt to reduce enemy fortresses by using siege units.
3 Movement: attempt to move friendly forces by using the March Table;(since command control in this area was limited at best, movement itself can be problematic).
4 Combat: friendly forces adjacent to enemy forces may attack them.
5 Logistics: out of supply units may be removed from the map.

Game Map: 17" x 22"
EasyPunch Counters: 176 - 6/10" counters
Game Rules: 16 pg.rules
Player Aids: 3 Charts
Complexity: 5 of 10
Solitaire Play: 7 of 10
Est. Retail Price: $48.00
Preorder Price: $35.00

Preorder Status:
65/250 (+5)

Eggs-cutive commentary:
Steady growth.
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