Strategy & Tactics magazine 275-300
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From issue #275 (Koniggratz) to issue #300 (Desert Fox de Luxe)



Lineup for 2016-2020:

2016:
Early 20th : #301 Kaiser East (Joseph Miranda)
Gun Powder : #302 Great Northern War (Joseph Miranda)

2017:
Modern : #303 War Returns to Europe(Javier Romero)
Americana : #304 Southern Revolution (William Nester)
WWII : #305 Armies of the White Sun (Ty Bomba)
Ancient : #306 Agricola (Joseph Miranda)
Modern : #307 Cold War Hot Armor (Joseph Miranda)
Gun Powder : #308 War of Jenkin's Ear(Eric Harvey)

2018:
Early 20th : #309 War for Turkey (Javier Romero)
Special Edition : #310 American Civil War
WWII: #311 Pacific Subs (George Valaitis)
Ancient: #312 Alesia (Joseph Miranda)
Early 20th: #313 Windhoek (Joseph Miranda)
Gun Powder: #314 Isandlwana (Ty Bomba)

2019:
#315 Red Tide South (Eric Harvey)
#316 French & Indian War (Joseph Miranda)
#317 Moscow (Eric Harvey)
#318 Constantinople (Joseph Miranda)
#319 Schlieffen's War (Ty Bomba)
#320 Triple Intervention (Ty Bomba)

2020:
#321 Airborne Korea (Joseph Miranda)
#322 Vicksburg (Eric Harvey)
#323 Paratrooper (Joseph Miranda)
#324 Jerusalem (Ty Bomba)
#325 Romania (Chris Perello)
#326 Indian Mutiny (Joseph Miranda)

2021:
#327 Def Con 1 (Eric Harvey)
#328 Hudson River (Harold Buchanan)

S&T 301-350 list:
https://www.boardgamegeek.com/geeklist/199608/strategy-tacti...

S&T wiki list:

http://www.boardgamegeek.com/wiki/page/Strategy_and_Tactics_...
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1. Board Game: Koniggratz [Average Rating:5.69 Unranked]
Javier Romero
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S&T 275, June 2012

A Chris Perello design

On 3 July 1866 the armies of Austria-Hungary and Prussia met west of the Bohemian fortress of Königgrätz (now Hradec Králové). The battle was the culmination of a quarter-century of political and military maneuvering by Otto von Bismarck, aimed at enabling Prussia to supplant Austria-Hungary as the dominant state of the coalescing German nation.

The battle is presented using the folio line’s Musket & Saber system: brigade-sized units, one-fifth-mile hexes, 90-minute turns, 280 counters. The Austro-Hungarian army, chastened by a week of minor defeats, was entrenched a long line covering the fortress of Königgrätz. It occupied a central position facing three converging Prussian armies. To win, the Prussians must sweep the Austrians off the field (as they did historically), while the Austrians must maintain a presence on the field to justify their continued claim to political primacy. The game emphasizes the differences between the armies in doctrine, weapons and morale. The Prussian triumph was born of more than just the famous needle-gun: their infantry used flexible organization and tactics to mass men quickly at the decisive point, while the Austrians used a throwback to Napoleonic column formations due to a misreading of the lesson from an earlier engagement. The Prussian artillery is outclassed by the superb Austrian guns, but can be dangerous if used properly. The Austrian cavalry is superior as well, but horsed charges were already an anachronism. In the end the battle came down to crucial command decisions, giving both players an opportunity to win.
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2. Board Game: Operation Anaconda [Average Rating:6.95 Unranked]
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S&T 276, September 2012

A Joseph Miranda design

Operation Anaconda, the battle fought between Coalition forces and Al Qaeda in eastern Afghanistan in March of 2002. This battle was a combined US-Afghan-Coalition force attempt to surround and destroy Al Qaeda forces, but the operation fell apart owing to poor command control. While technically a Coalition victory, the battle demonstrated the strengths and weaknesses of both sides.

The game system is based on the "Boots" system, which makes command-control the central feature of the design. Each player commands a combat force composed of one or more sub-commands. These sub-commands are maneuvered via picking Command Chits at random; When a Command Chit is picked, that sub-command is then activated. Since players do not know the order in which those Command Chits are picked, battles become chaotic fights as players strive to create and exploit opportunities.

This is a two-player game, with one player commanding Coalition forces, and the other Al Qaeda. Combat in the game is quasi-tactical. Units fire at enemy targets at range. Additionally, the Coalition player has access to various types of fire support, such as airstrikes. However, owing to the chaotic nature of the battle, fire support as well as various reinforcements appear at random. The Al Qaeda player has the advantage of his units being deployed face down so that the Coalition player must use ISR (Intelligence-Surveillance-Reconnaissance) to reveal them. Game play becomes a tense contest between asymmetrical forces in the mountains of Afghanistan.
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3. Board Game: Ticonderoga [Average Rating:2.86 Unranked]
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S&T 277, November 2012

Designed by William Nester and Eric R. Harvey

Ticonderoga simulates six engagements in the region between the upper Hudson and lower Lake Champlain, specifically the area between northern Lake George and Fort Carillon (a.k.a. Ticonderoga) during the French and Indian War (1755-58). The game system emphasizes the importance of leaders, and highlights the role of individual command skills, circumstances and luck. Throughout the game, leaders’ skills are tested as their units maneuver and fight, and every leader has the capacity to be “inept,” “capable” or “exceptional,” varying from engagement to engagement.

The game includes a lot of randomization; so every game may vary in tempo. One game may involve more soldiers than another, and often the quality of the lower-level (unnamed) leaders will be different. There are three campaign and three raid scenarios, featuring many units for the longer games and fewer for shorter ones (280 counters total). Each hex on the Strategic Map represents 1.5 miles, whereas each hex on the Tactical Map (for the area near Ticonderoga) represents just 400 yards. Individual units represent from 50 to 800 men, and leader chits each represent a single commander, sometimes a famous historical figure, at other times an unknown man of low-rank.
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4. Board Game: Tobruk, Operation Crusader, Nov-Dec 1941 [Average Rating:6.68 Unranked]
Javier Romero
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S&T 278 January 2013

A Paul Youde design

Tobruk uses the same system as Sedan: The Decisive Battle for France, May 1940. Tobruk is a simulation of British Eighth Army’s Operation Crusader, the attempt to relieve the Tobruk garrison during the period from November to early December 1941, with each turn representing two days. The units in the game represent regiments (228 counters), and operate according to a chit-pull divisional-command activation system. Movement and combat are randomized by each division’s potential activation, such that the general course of play goes a long way toward simulating the fog of war in a simple yet realistic manner and without the need for special rules.
As a new addition to this system (not present in Sedan), to simulate the more pronounced effect of long-range anti-tank guns in desert terrain, units with AT capability are identified, and they’re given the capability to engage enemy armor as it approach, just as the infamous 88s did at Hellfire Pass.
Each hex represents four miles, and the map area portrays the Western Desert from around Tobruk to near the Libyan/Egyptian border.
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5. Board Game: Reconquista ! [Average Rating:6.03 Unranked]
Javier Romero
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S&T 279, March 2013

A Javier Romero design

Reconquista! is a two-player simulation of the Christian reconquest of Iberia from the Muslim Moors. One player directs the Islamic Caliphate, the other an assortment of not always cooperative Christian kingdoms. Each turn represents 25 years. Play starts in 850, when the Christian advance began in earnest, through 1250, by which time the outcome was inevitable.

The game includes an area movement map and 200+ counters representing Andalusians, North African jihadist forces (Almohades and Almoravides), Frankish, Catalan, Aragonese, Asturias/Leon, Castilians, Portuguese, Military Orders (Templars, Santiago, etc.) and Christian Crusaders. The Christian player controls the Christian kingdoms except when a "War among infidels" event gives the Islamic player control of one Christian kingdom's units for that turn. The Frankish units are generally neutral, but the Islamic player can try to activate them via random events (simulating the assorted wars between the Frankish and Aragonese kingdoms, especially during the XIII century).

Special rules cover noted leaders such as Al-Mansur and El Cid, North African invasions, the Taifa Kingdoms, independence of Portugal and Castille, rebellions, viking raids, and the St. James sepulchre.
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6. Board Game: Soldiers: Decision in the Trenches, 1918 [Average Rating:6.02 Unranked]
Javier Romero
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S&T 280, May 2013

A Ty Bomba design

Soldiers: Decision in the Trenches, 1918 is a two-player tactical wargame of low-intermediate complexity simulating the first 30 to 60 minutes of a hypothetical (though typical) attack by an American infantry division somewhere along 1st US Army’s area of operations on the Western Front in the late summer or early autumn of that year. The American player is on the offensive, attempting to use his division to break through the German defense line that covers almost the entire map at the start of play. The German player – in the historical role of a Kampftruppenkommandeur or “K.T.K.” – commands, in total, a reinforced infantry regiment that’s fighting to prevent a breakthrough, or any significant penetration, of its position. The game is won by playing once, noting the depth of the American penetration (failing a “sudden death” breakthrough victory), then switching sides, playing again, and comparing that game’s depth of penetration with that of the first match. Draws are possible and solitaire-play is doable.

Each game turn of Soldiers is equal to five to 10 minutes of “real time,” depending on the tempo of action in each turn, and each hexagon represents 25 yards (22.8 meters) from side to opposite side. Each unit-counter represents a platoon of infantry or heavy machineguns. Tactical support units – such as light artillery (“one pounders”), mortars, engineers, etc. – are assumed to have been broken up and parceled out among the infantry squads, as was the usual practice historically.
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7. Board Game: In Country: Vietnam 1965-75 [Average Rating:7.34 Overall Rank:7779]
Javier Romero
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S&T 281 July 2013

A Joseph Miranda design

In Country: Vietnam 1965-75 is a simulation of several critical campaigns of the Vietnam War, 1965-75. This is a two-player game. One player controls the Communists, the other the Allied Forces. The game has several scenarios (1965, 1967, 1968, 1970, 1972.) Each simulates a period of intense conventional warfare in which a critical decision might have been reached. It was during the periods of major offensives operations that there was the possibility to have altered the outcome of the Vietnam War. While the main emphasis of the game is on the conventional operations, unconventional war also has its place in the game; woe unto the player who ignores it! The game map shows the Republic of Vietnam, Cambodia and the adjoining regions of Laos and North Vietnam, as they were in 1965 to 1975. The game includes 560 pieces to simulate the entire war.
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8. Board Game: War of the Pacific, Chile vs. Perú and Bolivia, 1879-1883 [Average Rating:6.81 Unranked]
Javier Romero
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S&T 282, September 2013

A Javier Romero design

War of the Pacific, Chile vs. Perú and Bolivia, 1879-1883 is a two-player, low-complexity simulation of one of the most decisive wars waged in South America during the 19th Century. This game simulates the conventional aspects of the war, from the outbreak to January of 1881 when the Chileans captured the Peruvian capital of Lima, and the guerilla war that followed, to the standoff that ensued to 1883.

The game consists of twelve game turns, each game turn representing approximately two months of real time. Each hexagon on the map represents approximately 31 miles (50 kilometers) from side to opposite side, and individual units represent battalions and regiments; naval chits generally represent individual ships.
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9. Board Game: Fail Safe [Average Rating:7.01 Overall Rank:8506]
Javier Romero
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S&T 283, November 2013

A Bruce Costello design

Fail Safe is a wargame of a hypothetical strategic nuclear air war sometime in the late 1950s, before the age of the ballistic missile. There are two players, the East Bloc and the Free World. Each player has units representing formations of aircraft, weapons systems, and air defense forces. Players move their units, conduct air-to-air battles, and bomb ground targets. The objective of the game is to drop sufficient nuclear weapons upon the other side in order to prevent them from dominating the world.

The game map encompasses much of the northern hemisphere, centered on the North Pole. Each game turn represents an hour or more of flight time, and each unit represents a wing of specific aircraft, by type.
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10. Board Game: Jackson's Shenandoah Valley Campaign [Average Rating:6.46 Unranked]
Javier Romero
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S&T 284 January 2014

Design by Charles Diamond and Eric Harvey

Jackson’s Shenandoah Valley Campaign is loosely based upon the Twilight’s Last Gleaming (2) rules system (S&T #225), and simulates the movement of Gen. “Stonewall” Jackson’s army into the Shenandoah Valley in 1862, raiding the Union forces and allowing Jackson to move out to reinforce Gen. Robert R. Lee’s forces outside of Richmond to participate in the Seven Days Battles that decisively defeated the Union Army of the Potomac. One player plays the Union, and the other player plays the Confederate. The Confederate player will primarily be the attacker, but an observant Union player may have plenty of opportunity to counterattack.

Each combat unit generally represents 250 men or two artillery pieces; however, adjustments have been made to reflect individual unit levels of élan, proficiency, command control, etc. Each game turn is equivalent to one hour of actual battle time. The distance from side to opposite side of each hexagon on the map is equal to 300 yards.
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Javier Romero
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S&T 285, March 2014

A Chris Perello design

Duel on the Steppe is a simulation of the Winter Campaign in the Ukraine, from 29 January to 17 March, 1943. Known as Operation Star and Gallop, the Soviets arrayed their incredible numerical advantage against some of the best units in the German army. This game uses the same rules system as Sedan: The Decisive Battle for France, May 1940 (World at War #24), and Tobruk: Operation Crusader, Nov-Dec, 1941 (Strategy & Tactics #278), but is modified appropriate to the scale and the theater. Here, the Soviets have air superiority, albeit somewhat uncoordinated.

Duel on the Steppe includes one counter sheet (228 counters), and one map of the Ukraine area of the Soviet Union (approximately 260 miles, or about 418 kilometers), each hex representing about 6.5 miles (~10 kilometers). Unit sizes vary from kampfgruppes to corps, the latter which can be broken down into smaller formations for more operational flexibility, or simply to absorb casualties.
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12. Board Game: Sparta versus Athens [Average Rating:5.20 Unranked]
Javier Romero
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S&T 286, May 2014

A Ted Garland design

Sparta versus Athens is a strategic level game of the Peloponnesian War in it's entirety, spanning twenty-eight years, from 431 B.C. to 404 B.C. The map is a point-to-point map, using city-states and the common land and navigable sea routes as the conduits that defined the Grecian Mediterranean. The game is designed for simple movement and combat mechanics to resolve battles and sieges, all centered upon the predominance of famous and historic leaders (e.g., Alcibiades). The game is richly historic, and keeps players within historic parameters in such a way that alliances and politics can shift, depending on how the war is going, but only within the limits of historic possibilities. Some city-states of the Delos Confederation may ally with Athens, while others may ally with Sparta, for example. Athens vs Sparta includes four scenarios: The Archidamian War (431 - 422), The Peace of Nicias and the Sicilian Expedition (421 – 413), The Ionian War (412 – 404), and the campaign scenario covering the entire war.

The game includes one 22x34" map of the Grecian Mediterranean, including Sicily and southern Italy, and as far east as the Persian empire, 280 counters of all participants in the Peloponnesian War. Each game turn is played as four seasons of one year. Each inch equals ~18 miles. One naval strength point represents 5 galleys of the era (Triremes), and one land strength point represents 350 to 450 heavy infantry (Hoplites) or 500 to 600 light infantry or 200 to 300 cavalry.
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13. Board Game: Goeben, 1914 [Average Rating:6.78 Overall Rank:8259]
Javier Romero
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S&T 287 July 2014

A Joseph Miranda design

Goeben, 1914 puts you in command of the SMS Goeben, the German battlecruiser that made a historically epic voyage through the Mediterranean during the opening days of World War One. This is a solitaire game in which the player must accomplish a specific “objective” to win the game, which will be generated at random at the start of the scenario. The player must manage the various outfittings and functions of the SMS Goeben and its escorting light cruiser, the SMS Breslau. As you fight your way through the Mediterranean, you will encounter various Allied warships, merchantmen for raiding, and unexpected opportunities and objectives. These are represented by “Incident” chits.

German ships in the game are shown in detail. Allied ships are shown in a more abstract way because you, the player, are seeing the situation from the standpoint of Admiral Souchon, the fleet commander of the German Mediterranean Division. The possibility of running into enemy warships will be increased via the “Alert Level”, which represents how much the Royal Navy’s Admiralty is concentrating its resources against your task force. The game can be played with two players, one in command of the Goeben, the other in command of the Breslau.

Each game turn represents about one day, and each sea spaces are approximately 100 miles apart. Most warship counters represent one ship each, although some counters represent flotillas, such as destroyer and convoy chits.
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14. Board Game: Hindenburg's War: Decision in the Trenches, 1918 [Average Rating:7.36 Unranked]
Javier Romero
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S&T 288 September 2014

A Ty Bomba design

Hindenburg’s War: Decision in the Trenches, 1918 (HW) is a strategic-level, two-player wargame of low complexity that covers the fighting on World War I’s western front during that final year of the war, from the start of the first German offensive on 21 March through Armistice Day on 11 November. The game’s sub-systems are crafted to present a supreme-commander’s-eye-view of the war: it is therefore almost fully strategic in its perspective, with only the most pastel of operational undertones added to enhance historical tone and texture.

Each hex on the map represents 9.31 miles (15 km) when measured from side to opposite side. Each full turn of play, other than the first and last, represents half-a-month. Every combat unit in the game represents one division of infantry or one brigade of tanks.
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15. Board Game: War of the Austrian Succession [Average Rating:6.79 Unranked]
Javier Romero
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S&T 289, November 2014

Designed by Ty Bomba and Joseph Miranda


War of the Austrian Succession is a wargame of Frederick the Great’s first military campaign, the First Silesian War of 1740-42. This was the opening War of the Austrian Succession which eventually involved the major powers of Europe. The intent of the game is to show operational level warfare in the 18th century Age of Kings. There are two sides in the game, Prussia and its allies (the Coalition), and Austria and its allies (Habsburgs.

The map portrays the area in Central Europe where the original campaign took place; each hex on the map represents about 7.5 miles across. Each unit repre­sents a brigade or wing of an army (approximately 4,000 - 12,000 men and their equipment), and each turn represents one or two months of operations, depending on the season.
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16. Board Game: Angola [Average Rating:7.30 Unranked]
Javier Romero
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S&T 290 January 2015

A Joseph Miranda design

Angola is a simulation of the 1987-88 campaign which was the culmination of the civil war in that country during the height of the Cold War. This campaign saw major offensives by both sides, with considerable intervention by the armed forces of Cuba and South Africa. Among other things, Angola saw some of the biggest armored actions of the Cold War.

The game is operational level. Each player commands the forces of several different factions, each faction representing a major entity in this particular conflict whose goal was to gain control of as much of Angola as possible while inflicting decisive losses on the enemy. Command control is a critical factor, and the game uses a variant of the “Boots” system to model this.

Each game turn represents about one month of operations. The map features all of Angola and the adjoining border regions of Southwest Africa and Zaire. The map scale is approximately 31 miles (50 kilometers) across each hexagon; each brigade or regiment represents from about 1,000 to 3,000 men, depending on the army. A battalion is 300-900 men, whereas a cadre represents small teams of soldiers.
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17. Board Game: Warpath [Average Rating:6.73 Unranked]
Javier Romero
Spain
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S&T 291 March 2015

A Joseph Miranda design

Warpath covers the campaign for control of Indian Territory during the American Civil War. The map covers all of the ostensibly neutral Indian Territory, plus part of the neighboring Union and Confederate states. The playing area has spaces in lieu of hexes; each space is classified according to its dominant terrain which affects movement, combat, and supply. Some of the 204 counters represent the infantry and cavalry regiments and artillery batteries used by each player to create forces on the map. Each turn represents six months of real time.
The action is driven by players alternately drawing campaign markers.

Most markers enable the drawing player to conduct one or more operations, one operation being (1) moving and fighting with one force, (2) recruiting a unit, or (3) building a fort. Other markers allow the drawing player to control the "wild" Kiowa and Comanche Indians raiding from the west; they represent a danger to both sides and control switches back and forth as the control markers are drawn. The length of a turn is variable and unknown to either player; it ends after two "End" markers have been drawn fromt he campaign marker pool.

Victory is determined by control of the "capital cities" of the Five Civilized Tribes, but the game can end in sudden death if either player loses one of his primary bases. Each player is forced to balance active operations with force-building, concentration for offensives with dispersion to guard his territory, and careful planning with quick reaction to events.
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18. Board Game: North Cape: Convoy Battles in the Arctic, 1942-45 [Average Rating:7.25 Unranked]
Javier Romero
Spain
Cerdanyola
Barcelona
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S&T 292, May 2015

A Eric Harvey design

North Cape: Convoy Battles in the Arctic, 1942-45 is a simulation of the convoy battles fought in the Barents Sea during World War Two. The game is played in several scenarios, each of which simulates one of the historical convoy battles in the Arctic. Each side must attempt to find and locate enemy positions and complete their missions. The objective in the game for the German player is to sink the largest number of enemy merchant ships possible. For the Allied player, the objective of the game is to bring the greatest number of merchant ships to the Soviet Union.
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19. Board Game: 1066: The Year of Three Battles [Average Rating:6.80 Unranked]
Javier Romero
Spain
Cerdanyola
Barcelona
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S&T 293, May-June 2015

A Brendan Whyte design

1066: The Year of Three Battles covers the crucial year in the history of England when three men vied for the throne: Harold Godwinson, king of Wessex, Haraldr Sigurdsson (known as Hardrada), king of Norway, and William, Duke of Normandy. The game presents the three main battles of the campaign — Fulford (20 September), Stamford Bridge (25 September), and Hastings (14 October) — using the Battles of the Medieval World system. Each battle has its own map, with hexes approximately 55 yards across. Units represent around 200 men and are typed as infantry, archers, and cavalry. Turns are 30 minutes of real time. Combat features a simple odds-based CRT with special rules covering archery and cavalry charges. Key leaders are present and affect unit morale and rally. Each of the games can be played in two hours or less. Players also may choose the campaign scenario, fighting all three battles in sequence, with the outcome of each affecting the forces available in the next.
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20. Board Game: World War I [Average Rating:6.73 Overall Rank:3423]
Javier Romero
Spain
Cerdanyola
Barcelona
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S&T 294, July 2015

World War I is a remake of the classic game from Strategy & Tactics #51, chosen by our readers during "March Madness" in 2013. It covers the entire war in Europe, with the map now extended into the Middle East, to include Palestine, Mesopotamia, and Persia. Hexes are approximately 60 kilometers (36 miles) across, slightly more one the Middle East map section. Most units are armies (100,000 to 200,000 men), with some specialized corps like the Italian Arditi. Turns are six months long, with multiple movement and attack phases in each.

The key to the game is the Mobilization Point (MP), an abstract representation of manpower, weapons, supplies, and money. Each nation receives MP each turn based on the size of its economy, which gradually diminishes as the war progresses (unless enemy resources are captured). MP are used to build new units and installations, to absorb losses from combat, and to purchase special campaign markers which allow extended operations or grant temporary benefits in combat. Diplomacy rears its head as both sides woo neutral powers.

The main scenario covers the entire war from 1914-1918, with the action starting in the fall of 1914 using historical set up. If players desire, the war can be extended into 1919. A second scenario covers the same period (including 1919) but allows free set up during initial deployment. Two short scenarios cover the opening phase of the war (two turns) and the final great battles to bring the war to an end (four turns).

Components: One 22" x 34" map & 228 counters
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21. Board Game: Gates of Vienna [Average Rating:6.53 Unranked]
Javier Romero
Spain
Cerdanyola
Barcelona
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S&T 295, September 2015

A Joseph Miranda design.

Gates of Vienna is a two-player game covering the campaign of 1683 in which an Ottoman army besieged that Habsburg capital only to be defeated by a multi-national Christian counterattack. It was the turning point in the centuries-long Habsburg-Turkish wars.

The Gates of Vienna system is based on the CSR award-winning Red Dragon Rising system. Players conduct actions encompassing discrete combat, logistical, intelligence and other operations. Each turn represents a month. During each turn, players take various actions, alternating one at a time with between each other. That smoothly represents the overall pace of operations in the era while giving play a fast tempo.

Each unit repre­sents anything from an individual regiment to an entire “wing” of an army (approximately 1,000 to 10,000 men). Each map hex represents 12 miles.
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22. Board Game: Korean War Battles [Average Rating:6.91 Unranked]
Brian Train
Canada
Victoria
British Columbia
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S&T 296, November 2015.

Korean War Battles is an operational-level simulation of three engagements in 1950: the holding action at the Pusan Perimeter (August – September), the battle to retake Seoul (September), and the withdrawal from the area of the Chosin Reservoir (December).

The games all two-player, but are easily adaptable for solitaire. The time and space scales vary from game to game, and units of maneuver are battalions, regiments and brigades, with divisional-sized ones in some scenarios.

The components to a complete game include rules, one 34x22” mapsheet containing three sub-maps (hexagonal), and 280 die-cut half-inch (small-size) NATO-style counters.

The basic system used is a modification of the familiar "Fire and Movement" system used in Decision Games' modern era folio games.
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23. Board Game: 1863 [Average Rating:6.45 Unranked]
Javier Romero
Spain
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S&T #297 January 2016

A Joseph Miranda design

1863 is a two player wargame of a pivotal year in the American Civil War. 1863 saw the Union victories at Gettysburg in the east and Vicksburg in the west, and the Chattanooga-Chickamauga campaigns when the Confederates had the opportunity to win a decisive battle and potentially gain foreign recognition.

Each player commands one of the two Theater of Operations; East and West. What makes this game unique is that one player commands the Union in the Eastern Theater, and the Confederates in the Western Theater; the second commands the Union in the Western Theater, and the Confederates in the Eastern Theater. Both players are competing to gain the most Victory Points in each Theater while defeating their opponent on the other.

The objective of each player is to score the most Victory Points in terms of seizing critical cities and winning battles. The idea is that you are positioning yourself for a major promotion for total command of all your side's armies for the rest of the war. Units represent corps, divisions and individual leaders with their staffs. Each turn is one month.

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24. Board Game: Balkan Gambit [Average Rating:5.62 Unranked]
Javier Romero
Spain
Cerdanyola
Barcelona
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S&T 298 March 2016

A Brian Train Design

This is Brian Train's opus alternate history wargame on a hypothetical Allied invasion of Yugoslavia and Greece in the 40s. There were actually Allied plans to invade Greece and Yugoslavia during the second world war but were not undertaken and instead, Sicily and Italy were invaded.

4 scenarios: 1943, 1944, 1945 and a hypothetical Soviet invasion of Yugoslavia in 1950(actually planned by Stalin).

Has a load of stuff ranging from British, U.S., Greek, Polish, Titos Partisans, Chetniks, Soviets, Croats, Yugo Collaborators, Germans, SS, Italians, Bulgarians etc. Uses a dice less matrix combat system derived from Brian's game Autumn mist, chit pull activation with guerrilla warfare thrown in, Italian defections, partisan warfare, Chetnik flip flopping, air power, Balkan confusion, you get the picture...

2015 revision:
This game will be published by Decision Games in issue #298 of Strategy and Tactics magazine, but some important changes have been made.

The hypothetical Soviet invasion scenario has been dropped.
The game's system has been changed to use a variant of the "Victory in Normandy" system originally designed by Ben Knight, and which has since been used by other designers in such games as Second Front Now!, Operation Sealion, Downfall and Soft Underbelly.
The Balkan confusion has been left in, as as far as possible!
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25. Board Game: The First Crusade [Average Rating:6.80 Unranked]
Javier Romero
Spain
Cerdanyola
Barcelona
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S&T 299 May 2016

A Joseph Miranda design

The First Crusade is a solitaire wargame system covering the First Crusade of 1097-99. The player controls Crusader and allied Byzantine and Cilician Armenian forces. The game system controls Muslim forces (Seljuk Turks and Fatimids) as well as the Assassins.

The objective of the player is to reconquer the Holy Land while accomplishing various quests in the name of Christendom.
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