Wargames on your table - December 2020
Sam C
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Urbana
Illinois
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As the weather turns cold, the action heats up! Is conflict burning on your table? Whether it's old or new, solo or opposed, digital or cardboard, we want to hear the reports!

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Five shiny Geekgold to the first commenter to identify this December battle!

From gallery of spartax


Wargame links!!!

Vassal Request Thread

Rule Books on Your Table

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European Wargame Chain of Generosity

Pay It Forward For Wargamers Mk 2!

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1. Board Game: A Time for Trumpets: The Battle of the Bulge, December 1944 [Average Rating:7.44 Overall Rank:10769]
Board Game: A Time for Trumpets: The Battle of the Bulge, December 1944
Tom Stearns
United States
Houston
Texas
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From gallery of gohrns



End of Day 1 pics and summary here:

https://www.boardgamegeek.com/thread/2551287/article/3639987...

End of Day 2 pics and summary here:

https://www.boardgamegeek.com/thread/2555340/end-second-day-...

Update including a brief comparison to Ardennes'44 regarding German progress.

https://www.boardgamegeek.com/thread/2559075/article/3650322...

End of Day 3 pics and summary here:

https://www.boardgamegeek.com/thread/2561320/article/3653390...
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2. Board Game: 1714: The Case of the Catalans [Average Rating:6.94 Overall Rank:4278]
Board Game: 1714: The Case of the Catalans
Mark Sautman
United States
Evans
Georgia
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First game to learn the rules. Was a little surprised on how this turned out. Austria looked weak most of the game and had little will to fight, but managed to get the Treaty of Genoa and Death of Joseph cards which propelled him above the other four once the Bourbons were defeated. The Dutch also did well making inroads to Aragon. Barcelona walls were barely touched since kept drawing 0 value cards.
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3. Board Game: The Mission: Early Christianity from the Crucifixion to the Crusades [Average Rating:8.44 Overall Rank:7247]
Board Game: The Mission: Early Christianity from the Crucifixion to the Crusades
Paul Aceto
United States
Fairfax
Virginia
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Getting a bit of spiritual, as well as physical, warfare to the table. I've played up until The Fall of Rome, and am enjoying it a lot so far. There are a lot of little rules to keep in mind, and I've already noticed three errors I've made to date. This is giving me motivation to get some other Ben Madison games off the shelf.

The Apostles prepare to leave Jerusalem and spread the message.

From gallery of Zouave


The Good News takes hold in Greece, but faces a tough challenge from Gnostics in Constantinople.

From gallery of Zouave


The situation at the start of the Age of Constantine. Green tiles indicate Christian lands.

From gallery of Zouave


One final thought - I am so glad they are now offering the larger map. I have one, and it's hard for me to imagine playing this on the smaller one.

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4. Board Game: Italia [Average Rating:8.43 Unranked]
Board Game: Italia
Michael McCalpin
United States
McKinney
Texas
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I bought this some years ago before I had table space for it, but now it fits, and it is the perfect overview of the campaign (and a trip down memory lane, since I haven't played Anzio in many decades). After I have had some fun with this, I'll dive back into From Salerno to Rome: World War II – The Italian Campaign, 1943-1944.
From gallery of mmccalpin
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5. Board Game: Unpublished Prototype [Average Rating:6.90 Overall Rank:2831]
Board Game: Unpublished Prototype
Tim Korchnoi
United States
Richmond
Virginia
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For the past month plus I have been heavily engaged in Napoleonic Warfare: reading, gaming and now designing.

My design is a strategic game as, thus far, all the games I have played have either been too light (Age of Napoleon, Victory & Glory: Napoleon) or too heavy/long (Empires in Arms, La Guerre de l'Empereur, Napoleon against Europe) so I am trying to make my own game using ideas from some my other favorite strategic games from any era (I make no bones about "standing on the shoulders of giants" and, if my project should ever go anywhere plan to give a full accounting of all my source material (when I was a teacher I had people take my ideas and pass them off as their own and I have vowed to never do that). So some of you may recognize elements in my game from other folks design. My intent is not to reinvent the wheel: rather it is to reconfigure.

I have reached a point of working system and right now I am trying to refine the combat system. Basically, I intend the game to cover 1805-15, be flexible enough to be sandbox but also play quick and be solo friendly. I am utilizing a chit pull system for both my New Year Sequence (random event, collect and spend resource points, engage in diplomacy) and action turns (spring, summer and fall).

Here is a pic from my very basic components

From gallery of catosulla


My working map is based on the one found in La Guerre de l'Empereur with my own added tweaks.

I'll share more if I think I can make this dog hunt
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6. Board Game: Islands of the Damned: Wake Island and Peleliu [Average Rating:7.34 Overall Rank:8607]
Board Game: Islands of the Damned: Wake Island and Peleliu
Judd Vance
United States
Wichita
Kansas
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Barteus Con 2020 Continues.

This magazine contained not one, but two solitaire games by Steven Cunliffe, who designed the previous game I played in Four Roads to Paris. Given up for dead covers the 1941 invasion of Wake Island. Utmost Savagery covers the 1944 invasion of Peleliu. The player plays the American side in both games, getting to play the defender and the invader. This time I played Given up for Dead.

The game covers both invasions of Wake Island, the aborted first attempt and the successful second attempt by the Japanese. The board has inverted chits lined up at the top (1st invasion) and down the left side (2nd invasion).

From gallery of JVFamilyGames


During the first invasion, the player rolls 2 dice and selects the higher of the dice and reveals that many chits and plays them. In the 2nd invasion, you do the same thing, but roll 3 dice.

The chits could be island resources (Wildcat fighter planes, fuel, ammunition, etc) or newly arrived ships. This doesn't represent "finding" a plane, but rather getting it ready. Japanese ships are placed randomly by die roll on the outer ring and in each section, a die roll determines the movement. If a ship in the same naval division is draw as one on the board, you bypass that procedure and place it with the other, which can really be a punch in the gut.

If the ships move into firing range, you roll the number of dice on the counter (heavy cruisers obviously are higher than PT boats) and for each die that equals the "to hit" number of that area, the island takes a hit and you roll to check: it could remove ammo or fuel resources, planes on the ground, or garrison troops, which is recorded on a track from 1-20. When the track goes to 1, you lose. If the Japanese are able to move ships adjacent to the island, add up the strength of these ships and if it exceeds your garrison, you lose. If the headquarters is hit, you lose 2 garrison strength. For everything else, you can take a garrison loss to prevent the loss of what was hit (or damage to one of your 3 island artillery batteries).

I got really lucky by drawing my fighters and fuel early. I got the planes up and attacked threatening (high value) ships before they got into range. The weak PT boats came out first and my shore batteries took care of them. The shore batteries roll 3 dice and you compare those to the "to hit" number of the area of your target: same thing applies -- the farther the ship is from shore, the harder it is for each side to hit (need to roll a 6), but as you get closer, each range gains a die (range 3 = 3-6 on the die).

When planes attack ships, the ship rolls dice based on its strength and each "6" rolled reduces the attack strength of the fighter by 1 (representing evasive maneuvers and anti-aircraft fire). Then the plane rolls dice = modified strength and must meet/exceed the value of the ship. One hit puts a fire marker on it (-2 to ship strength). 2 hits puts it out of the game (too damaged to continue).

During the 1st invasion, a fire marker will temporarily remove it for the remainder of that invasion, only to see them return in the 2nd invasion. However, when 6 ships are out of the game, you mark you spot on the chit track. The earlier you do this, the more points you get in the end scoring. You then reveal all other markers, but don't place ships on the map just yet.

In the 2nd Invasion, fires don't make them run. At turn end, the marker flips to "smoke" (-1 to strength) and after the next turn, it is removed. Also, the Japanese Zero (fighters) come out. They attack your planes. Red Cross symbols replenish a garrison point, and a special marker will bring back a division from the first invasion.

I learned lessons from past games and when the first invasion ended, I had TWO Wildcats on CAP (Combat Air Patrol) so when the Zeros came out, I stood a fighting chance. Then, they attacked powerful ships, and I got another 2 planes in the CAP. I was able to hold back the threat with this method and I got really lucky by having 3 of the 6 Zeros at the end of the draw.

I was doing extremely well as I neared the end game:

From gallery of JVFamilyGames


There were only 9 markers remaining. Only 3 ships were within firing range and one of them has the 4 in brackets: [4], meaning it is a troop transport that cannot fire and only hurts it if gets adjacent to the island, which was 3 turns away and I'd probably be out of chits by then, signaling game end. The bad news was that of the 2 ships in range, one was a heavy cruiser (CA) and the other was a light cruiser (CL), meaning they roll 5 and 4 dice, respectively. I had one plane left, a lot of ammo for the shore batteries (+1 to die roll when you spend them) and garrison strength of 15.

I rolled a 5 and removed 5 chits. I pulled 3 zeros, which was fortunate to see them this late, but the first one took out my last fighter and the other two strafed the garrison. The four "3" strength ships moved into range and shore bombardment was pretty brutal and my garrison strength dropped to 8. I had an option to recruit island locals to my garrison (roll 2d6 and add to garrison strength), but it cost you a lot in victory points, and I only needed to hold out for 1 more turn.

The shore batteries opened up and I went into the last turn with only 3 chits left. I rolled the amount to remove them all. I got lucky on the random roll, as the cruiser cut off the heavy cruiser (2 Japanese divisions cannot occupy the same area), causing the heavy cruiser to move to a horizontal position, so it needed to roll 5's rather than 4s. However, the four "3" strength destroyers moved into the 5+ range and rolled 9 dice. The heavy cruiser got lucky with the dice. 5 hits total. And 3 were on my HQ and the others were on my empty air strip. That was 9 garrison loss, triggering the instant defeat.

SOOOOOOO close.

From gallery of JVFamilyGames


I scored 115 victory points. I would have lost 20 if I had drafted the civilians into the fight, which would have dropped me a level of victory. Had I got through the turn, I wouldn't have improved my victory level. Defeat was inevitable. The only way to auto-win is to sink every ship, which is possible only on a a theoretical level.

From gallery of JVFamilyGames
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7. Board Game: B-26: The Marauder Strikes [Average Rating:7.40 Unranked]
Board Game: B-26: The Marauder Strikes
Lou Correia
United States
Citrus Heights
California
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B-26 C-5 WHOPPER

Beta Mission 21 -- This Bomber #2
This mission was flown testing a beta copy of the rules and charts. The game has that B-17 Queen of the Skies feel, with greater research and detail regarding targets, encounters, and results.

Date: 04 JUL 43 (3 days after last mission)

Target: St. Omer/Ft. Rouge - Airfield

Three days since our very successful first mission the crew of the Whopper is excited about punching Jerry in the nose again. The very minor damage we'd suffered was patched up in less than 24 hours by the boys in the ground crew. The early morning briefing announced that the target for today was an airfield at some place in France named Fort Rouge. The moan that some of the veterans made was a little disconcerting. Metro announced that it was going to be good weather for America's Independence Day. As the rookies we were assigned as Tail End Charlie again, yet this time we were in the Lead Flight and Lead Group so our "Six" was not as exposed as last time. The mission altitude was 9500 feet so heat and oxygen were items that we didn't need to be concerned about.

Take Off, assembly, and rendezvous with our Little Friends went well. No out of the ordinary events to mention.

In Zone 1 we were just due east of Dover when the Luftwaffe showed up. The bandits closed up fast on the formation's 12 o'clock and two FW-190 A-4s flashed past our escort . Our Top Turret hit one attacker (Serious Damage) as our Bomb/Nav hustled to get to the Nose Gun. We took some damage to the fuselage, one puncture uncomfortably close to our Armorer in the Tail. Tail Guns tried a Passing Shot to no avail. As the attacker who hit us came around to make another pass at us our Tail Guns got a better look and tattooed the Butcher Bird, who then missed us and limped off in the direction of Belgium. (Another Serious Damage result.)

As we approached the French Coast A FW-190 A-5 came in at 6 o'clock low, evading our escort and defensive fire, and hit us hard. Sgt Marks, our Engineer, tumbled from the Top Turret seriously wounded plus the Top Turret was destroyed. Hits to the Aft Bomb Bay missed our payload but shattered a couple empty oxygen bottles. The bandit tried again at 7 o'clock and our Tail Guns forced the attacker to break away.

Approaching the target it looked like a couple of FW-190 A-6s were converging on the Whopper. One was seriously damaged by a P-47 and the other flashed by us. It looked like he was focused on attacking another bomber in our flight. The weather was fair as we reached the area around St. Omer and we were surprised at the lack of Flak, having been warned about the multiple Flak guns in the vicinity. (Rolled snake-eyes so the heavier expected Flak became "none".) Probably out of fear about the expected Flak we had been given a very short run from the Initial Point to the Aim Point to the target, and our Lead could not find the Aim Point and informed us that we were going around for another try at the target. (Needed a "7+" to identify the Aim Point. Rolled a "3" +1 as Togglier, -1 for short run, +0 for target size = missed it.) Flak started reaching up to find us but missed, and no E/A found us as we worked our way back to the I.P.

As we begun our second try to find the Aim Point two 190 A-6s dove on us. Our escort looked like they occupied elsewhere and they attackers would have been easy prey for our Top Turret, if we still had one. Only one opened fire, missing us. The other 190 looked to be his wingman. Though he missed us he couldn't help but notice our damaged condition and came around again, and hammered us. Looked like the worse hit was damage to the gun sight for the Tail Turret. (Also suffered damage to the right landing gear and the left side ammo box for the Tail - results that may or will be discovered later.) The bandit returned and missed, and looked to be setting up a third pass when he flew off. Don't know why. (Rolled a 62 so he either was out of ammo or low on gas.)

The Flak gunners were awake this time and we took some cosmetic damage to our fuselage. At that point the Lead Bombardier announces over the radio that he still can't locate the Aim Point and we will try our best. (Rolled a "3" again!) We toggled on Lead's command but it looked like 0% in the target zone. To add injury to insult a Flak burst sent shrapnel into the Pilot Compartment destroying our Flap Controls.

Time to turn for home.

The Luftwaffe tried to stop us. We had one tenacious FW-190 that made six passes at us before breaking off! He hit us ten times - eight of those hits were superficial or inconsequential like the further destruction of our already shredded rubber rafts. There were a lot of misses by our escort, our defensive gunnery, and by the Butcher Bird. On his fourth pass he came at our 6 o'clock. Without the gun sight our Armorer could only Spray Fire in the direction of the attack. Halfway through the left side gun stopped firing as earlier damage to the Ammo Box prevented the bullets from feeding. Then the right side jammed. The attacker hit us and inflicted the most serious damage - knocking out our Intercom. With the loss of the Top Turret and now the Tail Guns we were sitting at the Tail End Charlie position defenseless. Providence smiled on us as the next two passes made by the bandit were at 12 o'clock. Our nose gun finally tagged him and he broke off the attack. (3x LD = FBA. He had suffered two light damages by the escort before the third LD by the Nose resulted in Fighter Breaks Away.)

Zone 1 with no events and no attackers.

Time to land without flap controls. (There is also the damaged landing gear and the die roll results in the gear holding.) The Whopper is safe on the ground. As for the Engineer, Sgt Marks will survive his serious wound but is invalidated home to recover.

DAMAGE:


NOSE:

PILOT COMPARTMENT:
Empty Oxygen Bottle destroyed
Flap Controls out

RADIO ROOM:
Superficial x3
Intercom out
Left side Package Guns destroyed
Rubber Rafts destroyed x2

MAIN BOMB BAY:
Superficial x6

RIGHT WING:
Superficial
Landing Gear Damaged

LEFT WING:
Superficial

WAIST:
Top Turret Guns destroyed
Engineer - Serious Wound

AFT BOMB BAY:
Superficial x2
Right Side Oxygen Bottle out x3
Tail Gun Ammo Box - left side

TAIL:
Superficial
Tail Gun Sight damaged (only spray fire)

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8. Board Game: Field Commander: Rommel [Average Rating:6.98 Overall Rank:2275]
Board Game: Field Commander: Rommel
ian morris
United Kingdom
Lichfield
Staffs
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Have played several games of this, and the game system is really caning me. Moved on to Rommel in Normandy now, perhaps I’ll get lucky..
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9. Board Game: Last Blitzkrieg: Wacht am Rhein, The Battle of the Bulge [Average Rating:8.69 Overall Rank:3779]
Board Game: Last Blitzkrieg: Wacht am Rhein, The Battle of the Bulge
ian morris
United Kingdom
Lichfield
Staffs
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Still on my virtual table, and likely to be for many months. We are just about to start December 20th with a live session, which should make things move a little quicker. In the last activation of the 19th, I turned Lehr to the south east, away from Bastogne, and probed 10th Armoured. If I get the Initiative on the 20th, I’ll choose Lehr, hope for a full activation, and pummel the 10th again, hopefully driving them out of Ettelbrück and overrunning their supply line. Something to look forward to

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10. Board Game: Advanced Squad Leader [Average Rating:7.99 Overall Rank:317] [Average Rating:7.99 Unranked]
Board Game: Advanced Squad Leader
Jeffrey D Myers
United States
Albuquerque
New Mexico
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"Always rely upon a happy mind alone." Geshe Chekhawa.
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Specifically, the Breaking Heartstrings campaign game from the Lone Canuck ASL for Fun series (free to download). Two American players versus a single Japanese.
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11. Board Game: Gunslinger [Average Rating:7.13 Overall Rank:2032]
Board Game: Gunslinger
Brad Miller
United States
Seattle
Washington
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Playing in my second blind game that Tom Cundiff runs. And I'm still alive, twice as long a my last game! And I'm about to get a great shot on the Mountain Man, who is in my LOS, and facing the wrong direction, with a rifle in his hands...

laugh

If you ever get the chance, join one of Tom's games.

EDIT: He ran out of sight before I could shoot him in the back...
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12. Board Game: The Shores of Tripoli [Average Rating:8.08 Overall Rank:3589]
Board Game: The Shores of Tripoli
Michael Debije
Netherlands
Eindhoven
The Netherlands
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Two solo games, the first a loss, the second a win. Works ok solo, but I think can only be played a few times before it will get samey. Nice production and great illustrations the cards. Need to read the historical notes.
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13. Board Game: Peloponnesian War [Average Rating:7.73 Overall Rank:3924]
Board Game: Peloponnesian War
First non-training session of this Mark Herman game depicting the original 30-Year-War.

The struggle went to the bitter end. Alcibiades went to Sardis to "make a deal with the Persians" getting money for future promises of the Ionian Greek cities, a last-ditch double expedition attempt by Athens to conquer Corinth was intercepted at Praciae by the Spartans and resulted in the slaughter of the Athenians, followed by a triumphal siege of Athens by Mindaurus.

From gallery of coralsaw


A wonderful ride through the waters of arguably the most important conflict of the ancient world, and a very interesting game indeed. The switching of sides works well, as long as you understand that you are playing a wargame (aiming for realistic objectives and executing to the best of your abilities), and not trying to be clever about breaking the game's simple programmed opponent. The VPs are there to tell you how well you did at the end of the game, not how to optimize on a turn-by-turn. IMO of course, and as Herman said many times, "it's a solo game, play it as you wish'. Herman maintains that the game cannot be broken and has withstood 20+ years of gaming, but I have no comment on that.

The major benefit of the programmed opponent is that it is dead simple to operate and quasi-deterministic, which allows the player decision agency without becoming a job by itself like eg. in a COIN game. What is very different from most other solo games I have played is that Herman designed a fairly restrictive model of the conflict, both heavily spatially-restricting and rules-restricting (quasi-deterministic interception based on force size et al) that allows the simple programmed opponent to be reasonable (and at times surprisingly good!). And yet is a very cool design, that surprisingly does not restrict the player's imagination to act operationally. Many a times I found myself agonizing where and how to act, which given the simplicity of the system felt fairly surprising to me. This is an open game. Do yourself a favor and use the route-finder at https://risingsunstudios.co.uk/apps/pw-route-finder .

The rules are typical Herman, precisely written by Chad Jensen (RIP), dense and at times opaque to the beginner, but not as comprehensive as later Herman rulesets. New players will have to do a bit of detective work and write-off 1-2 training games before the figure out the nooks and crannies but they will get there with limited frustration. There are some rulebook and playbook errata but easily discoverable and observable, and the components are top-notch.

I am off to have another session, which will hopefully allow me to understand a bit more how different each session can be. With all the caveats of very limited experience with the title but with good overall wargaming experience, I would say that this is a title worth acquiring and playing for both the design itself and the historical narrative. Best, as always, with an accompanying book and an optional adult beverage.



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14. Board Game: Stalingrad '42: Southern Russia, June-December, 1942 [Average Rating:8.58 Overall Rank:3405]
Board Game: Stalingrad '42: Southern Russia, June-December, 1942
Wendell
United States
Yellow Springs
Ohio
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Our Monday evening game continued; we've concluded turn 19, so mid-September 1942. Germans took Armavir this turn and will capture Stavropol next, while out southern Soviet commander (Bill) builds his next line of defense in the mountains and around Pyatigorsk.

In the vicinity of Stalingrad, something of a stand-off. Further north the Germans attacked in the direction of Voronezh to relieve pressure on his lines a bit further east - and did so, but lost some panzer steps in the process.

As of the beginning of turn 20, Germans sitting on 16 VP - so not close to auto victory.
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15. Board Game: Unhappy King Charles! [Average Rating:7.64 Overall Rank:1925]
Board Game: Unhappy King Charles!
Wendell
United States
Yellow Springs
Ohio
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Grant and I are just starting a PBEM game of Sad Lord Chuckie, Grant as the despicable royalists, me as the despicable roundheads.
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16. Board Game: Brandywine [Average Rating:7.27 Overall Rank:4890]
Board Game: Brandywine
Steve Herron
United States
Johnson City
Tennessee
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After playing Freeman’s Farm I wanted to replay GMT’s Saratoga which got me started on a Rev War kick. As of now Brandywine is just getting set up. Being retired is nice, I am able to get more game time in where I can squeeze in a few turns in each day along with trying to get a project done around the house.
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17. Board Game: ASL: Journal – Issue Ten [Average Rating:8.22 Unranked] [Average Rating:8.22 Unranked]
Board Game: ASL: Journal – Issue Ten
ian morris
United Kingdom
Lichfield
Staffs
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Forgot one - playing Cradle To Grave from this Journal as part of my VASL learning. I’m the US/Partisan player, and am having some outrageous dice luck across the various sessions. Last night’s session saw me knock out a Pz IV at extreme bazooka range with a critical hit, generate two Heroes (one while surviving a 16 FP down 1 Overrun), and break his best morale leader and squad with a ‘Hail Mary’ 1 FP down 2 shot. Mind, I did roll boxcars while taking an Intensive Fire shot with a dodgy line of sight. Still anybody’s game, although my opponent is convinced he’s lost already. Gotta love gyrostabilisers

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18. Board Game: Iron Curtain: Central Europe, 1945-1989 [Average Rating:7.87 Overall Rank:9889]
Board Game: Iron Curtain: Central Europe, 1945-1989
suPUR DUEper
United States
Villa Hills
Kentucky
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From gallery of TedW


This may be the most counter-intuitive game I have ever played. I am trying to pull all my thoughts together for a review. It is almost like everything I thought I knew about WWIII is wrong (and maybe it is...). Oh, this is my first SCS game to boot.

Among the oddities:
1) 2 Pact divisions can stack in a hex; NATO can't get a full division in a hex.
2) Adding an extra hex of attackers doubles the attacker's casualties
3) Adding a second defender (generally) doubles the defender's casualties.
4) Against a hex with 2 defenders, the 1:1 column on the table is favorable to the attacker. 1:1. Favorable. Attacker. Let that sink in. Your average Pact unit has an attack strength of 8-12. NATO defense? 3-5.
5) A 1:1 or better has an 83% chance of causing a retreat.
6) Terrain features don't stack (attacking a city in the rough and behind a river is no tougher than attacking a woods hex)
7) Friendly units do not negate EZoC's for retreat purposes.
8) Combine #3-#7 together and no defensive line is safe and guys are dying everywhere.
9) An airstrike can go "viral". Hitting a unit in one hex allows you a free attack on an adjacent unit. You can continue until you miss. Oh, and you get two rolls if there are two defenders.
10) Chems don't affect airpower
11) If the enemy doesn't contest air superiority, your planes dedicated to air superiority still have to roll for loss. The Pact tends to ground their planes in the first few turns to let that attrition even the score a bit as they are significantly disadvantaged from the jump. There is not "surprise" rule in the game.
12) Pact receives no victory incentive for capturing objectives in the south
13) The map above just looks.... curious. '83 scenario; Pact Offensive; about to enter Turn #1. Note the traditional Hordes of the West confronting the tight, compact formations of the Warsaw Pact. If I counted right that is 133 steps for NATO and 102 for the WP.


Now, all that being said, I am strangely addicted to this game. Played it three times over Thanksgiving break (and 2 sessions of Totaler Krieg; big week!). I love how clean the rules are. I especially appreciate the the clarity of the airborne/naval rules which I find extraordinarily vexing in NATO: The Next War in Europe.

I feel like I am playing like crap (for both sides) which keeps me coming back to try something new. Remember in Game of Thrones when the Dothraki Horde rode into the Undead at the battle of Winterfell? Well, that has happened to the Soviets in two of the games I have played. I think next game I might just wait for the second and third wave to come up and make one late push. Doesn't feel "historical" but a lot of stuff doesn't so why not?

And once I get '83 mastered, there is '75. And '62. '45. '89.....
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19. Board Game: Napoleon's Triumph [Average Rating:7.97 Overall Rank:626]
Board Game: Napoleon's Triumph
Spain
La Coruña
La Coruña
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Hi, folks!

Another very busy month on Vassal, it seems.
I lost again as the French against
Cezary Domalski
Poland
Szczecin
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, so this time I took the Allies, and I'm holding on better, for the moment.

Each time I play my admiration for this game grows. Great in every way.
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20. Board Game: Europe in Turmoil: Prelude to the Great War [Average Rating:8.17 Overall Rank:3976]
Board Game: Europe in Turmoil: Prelude to the Great War
Spain
La Coruña
La Coruña
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I currently have three ongoing games of this on Vassal, and I don't get tired of it.

Definitely, I love area control political games. TS is great, this is great, and...
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21. Board Game: Unpublished Prototype [Average Rating:6.90 Overall Rank:2831]
Board Game: Unpublished Prototype
Spain
La Coruña
La Coruña
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Europe in Turmoil II is going to be great, I think.

Designer
Kris Van Beurden
Belgium
Leuven
Vlaams-Brabant
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posted in the November list that he was working on this, and I asked to be a playtester. And I'm having a blast with it.

I'll let Kris comment on it, like last month, I don't want to spoil anything I'm not supposed to reveal. But there are great things here, you'll see.
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22. Board Game: Unhappy King Charles! [Average Rating:7.64 Overall Rank:1925]
Board Game: Unhappy King Charles!
Spain
La Coruña
La Coruña
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And finally, when I saw
Wendell
United States
Yellow Springs
Ohio
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post a little above, I asked for a game, and we're also starting.

One of my favourite CDGs, and I'm playing against Wendell! I'm far happier than King Charles, for sure!
Let's see if my Royalists can rewrite history...
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23. Board Game: South Pacific: Breaking the Bismarck Barrier 1942-1943 [Average Rating:7.88 Overall Rank:4722]
Board Game: South Pacific: Breaking the Bismarck Barrier 1942-1943
VASSAL PBEM

Dipping my toe into the EotS waters. So far, so cool. But I'm not sure this is any easier in that there is no time to warm up to the game in this scenario, you're attacking Guadalcanal turn one.

From gallery of sushidog
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24. Board Game: Caesar: Rome vs. Gaul [Average Rating:8.38 Overall Rank:4188]
Board Game: Caesar: Rome vs. Gaul
VASSAL PBEM

First game of this. That one of my tiny Gaul units under that fat Caesar stack. One of my first tribe draws was just a little too close to the big man.

From gallery of sushidog
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25. Board Game: Napoleon's Triumph [Average Rating:7.97 Overall Rank:626]
Board Game: Napoleon's Triumph
Sean McCormick
United States
Philadelphia
Pennsylvania
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Got it set up in time for the anniversary of the battle, but won't get the troops marching until tomorrow.
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