Category Archives: Review

Fall Grun – Europa

Most, if not all, Grognards are familiar with the strange and terrible saga of the Europa gaming system. For those of you who are not, here’s a summary of events up to 2013, as well as a trenchant series of exchanges about more recent developments.  Their signature East Front game, Total War, has been in a strange legal-sloth-hand-of-fate purgatory for years. The website is virtually dormant, indicating no news is bad news.

Fortunately, there is some hope. A group of Europa Diehards have continued to play and discuss the game, with one intrepid soul actually publishing a new game.

Timothy Davis’ effort covers the hypothetical German invasion of Czechoslovakia in 1938 using rules published by John Astell. Astell was a major figure in the early days of the Europa system, and, apparently retained publishing rights. This rule set is “Blitzkrieg Unending.” Tim’s company is New Europa Games and Variants.

I contacted Tim through the company’s website last month. He was working his way through some printing/publishing problems with the Europa variant counters. However, he still found the time to ship me a copy of Fall Grun.

I like it!

It does have the feel of a Beta. The rules have some gaps, the charts are nothing extraordinary and the map is printed on less expensive vinyl. But it’s a quality job and very similar to Europa. So why in the hell couldn’t the HMS/GRD folks do this? Tim’s published a quality product – especially for experienced Europa players who can fill in the gaps – and offers it for a relatively low price. OK, the question is rhetorical since it’s well known that there are all kinds of legal/creditor/investor issues hobbling HMS/GRD…..but just get the bloody game out.

Back to Fall Grun. The counter symbols are slightly smaller than Europa, but the maps have the same feel with different colors for terrain and symbols for terrain features such as woods. Europa players would find most of the charts easy to work with. If one doesn’t like the vinyl map, use maps from the other games or contact Timothy about the availability of the more expensive paper maps. Yes, paper is more expensive than vinyl….Go Figure.

Timothy deserves kudos for his efforts!  His variant counters also look pretty damn good.

I hope my wargaming accomplice Tim and I get this on the table soon. Dunno, since there is talk about playing the East Africa scenario from Wavells War next.

Here are pictures of the game’s components. These were not taken with my IPhone!

DSC01294

German Counters
German Counters
Czech and German Air Force Along With Soviet, Hungarian, Pole and Polish Air Units
Czech and German Air Force Along With Soviet, Hungarian, Pole and Polish Air Units
Vinyl Map
Vinyl Map

 

Heroes of Normandie

Note:  Had to change the original title since the Spam Bots were on it.

Focus for the weekend was supposedly on Red Actions! and Wilson’s Creek. But I was sidetracked by Heroes of Normandie (HoN). Before I editorialize, here’s a couple of quality descriptions and positive reviews (Review #1, Review #2) of the components and system.

I really like this game.

First and foremost, it’s quick and fun. This is always a good combination for a game. A simulation it is not.

This is not Squad Leader (SL), much less Advanced Squad Leader (ASL). I’ve played both, the former more than the latter. I own all the SL games -after selling my first set many years ago – and many ASL games and expansions. I really enjoy reading Mark Pitcavage’s Desperation Morale ASL site. I love the variety of troop types and hundreds of scenarios that are out there. But playing the damn thing can be just too much. I’m reminded of an old quote about SPI’s Air War (and I will paraphrase)….”a decision that takes less than a second in an aircraft takes ten minutes in the game.” That’s not my idea of fun.

Second, the components are absolutely wonderful. Thick card, great graphics, high quality geomorphic boards and quality event cards. I’ll get back to this later, but this is really a miniatures game using cardboard.

Third, plenty of variations and DIY scenario possibilities. A number of realitively inexpensive expansions, along with supplemental games and terrain can be picked on Amazon or even E-Bay. Here’s a link to the publisher’s website.

Fourth, it has a good “feel” to it, which is an extremely important component for a wargame, with emphasis on “game”.

Everyone acknowledges this is not a game for hard core Grognards. I don’t particularly care for the heroes and some of the off-handed tongue-in-cheek scenario and rules narrative. But there is no reason to let this get in the way of a game with an excellent feel for the decisions making, ebb and flow, and uncertainity of small unit actions. And the units are small. Fireteams, individual tanks and guns, with the ability to equip troops with hand grenades, panzerfausts and other items.

Fifth, it’s realitively easy to learn. The rules have some gaps and ambiguities, but any gamer with a modicum of experience can work through that. Another reason for using “realitively” is that so much information is printed on the counters, maps and terrain overlays. Learning these symbols is the key to getting into this game. I spent a lot of time just working through the symbol summary page on the back of the rule book. The upside is there’s no need for charts. All you need is right in front of you on the game board.

I’ve never played Bolt Action or Chain of Command. I’ve never read a negative review about either of these miniatures rule sets. But, if I had to recommend an entry-level WW2 miniatures game, I’d recommend HoN. It’s inexpensive compared to starting out in WW2 miniatures, and you can start playing right away, with a gaming environment that is evocative of the best of minatures figures and terrain.

Highly recommended.

Stonewall: Battle of Kernstown – A Quick Review of GBACW – Mk 1

This is a quick review of Kernstown and the (almost) first iteration of the GBACW series.  While there were some minor changes moving forward through the next several games, the basic rules were used for at least five games.

Decisions: Plenty for both commanders.  For the Confederates, it’s where to attack and with what.   For the Union commander, how to react and with what.

History: Both commanders are faced with the same operational problems as their historical counterparts. Both commanders have to “do a lot” with very little.

Luck: The ammunition depletion roll is a real problem.  It severely hampered the Union brigade fighting Garnett just east of town.

Atmosphere: Really good, with lots of moving parts.  The Pin result while undergoing defensive fire can really upset your tactical plan.

Mastery:  Can’t quite answer this now.  Will have to wait until I play the next few games in the series.  I had to read the rules quite a few times before playing.

Tweaks: Right now I can’t think of any reason to tweak it.

Abstraction: Command and control (including rally) might be a little too easy and flexible.

Clarity: Good.

Comprehensive: An excellent introduction to grand tactical battle in the Civil War.

Speed: A little fiddly, especially with all the markers.  Playing one of the monster games would be something.

Scenarios: None for this game, but not really necessary given Confederate entrance and flanking possibilities.

Summary: Fun, and a challenge.  Once I got the hang of the turn sequence, it moved quickly, with lots of action.  One complaint I have is that the marker chits detract from the aesthetics of the game.  Small complaint.

Now Who's Who?
Now Who’s Who?  Final Dispositions.  Pritchard’s Hill In Center.  Garnett Bottom Right.  Jackson Upper Right.

Component quality is SPI early 80’s.  I’ve always liked their maps.  The counters……..mmmmmmm….let’s just say they are functional.

Irregular Wars Review

Been playing “Irregular Wars – Confict at the World’s End”, off-and-on for the past couple of weeks. I bought the 2nd Edition rules last Winter for potential use as the ground combat system for my East African Renaissance Campaign. I was looking for something more streamlined than De Bellis Renationnis (DBR).

I’ve played DBR for a number of years using 25mm figures. Before that, it was George Gush’s rulesets. Gush was extremely detailed, DBR less so. I’ve enjoyed all of these rules. I’ve also played DBR’s cousin De Bellis Antiquitatis (DBA) with 15mm ancient and medieval armies. It is also a good system, but its renaissance variants seemed to lack period chrome.

Irregular Wars is described as “A Wargaming System for Small Actions in the Age of Discovery”. The 90 page book contains both rules,army lists and campaign guidance. It is a system….one which allows a great deal of flexibility, emphasizes playability and not gamesmanship. This is a far cry from DBR/DBA’s emphasis on precise alignment of units for melee and distances for shot. Even distances (or units) are flexible in IW, as each unit of measure is derived from base width. Any type of basing can be used, which avoids the living hell that is  rebasing.

Many of my figures are based for DBR. The one “element” look just didn’t seem right for the larger table size allowed by IR. The solution was easy, just double up the bases. The result is a nice “block” unit providing a sense of density on the table.

While the lists aren’t as detailed as DBR’s, they are varied and provide for a random army composition. Outside of compulsory companies, the Lord (as IR puts it) must recruit an agreed upon number of troop types, then role a die to determine the number of companies available for each type. The number of figures per company is low, so an army can be built quickly and inexpensively.

IR uses several die types to randomize game situations. These range from d6 to d2. It also employs Chance Cards as well as a pre-game Disease and Mishaps table to inject uncertainity into a game. The ruleset includes five scenario types for those players looking for more than a straight-up fight. Easily reproducable game charts are contained at the end of the book.

Each unit is rated for resolve (more on that in a moment), movement, melee, short range fire and long range fire. Certain units have special capabilities. Here is a link to an  Army Rosters sheet I put together, as well as a link to a unit  Capabilities Chart.

The author states that resolve is the key element in the game system. Units lose resolve as the result of unfavorable combat outcomes, reaching a point where they waver (and retire) and, finally, when resolve reaches a zero level, eliminated as fighting units. Both wavering and scattering companies can effect the resolve of other companies. The Lord can rally a company, restoring one point of resolve. Resolve levels range from 5 to 3, with the former representing elite units.

The turn sequence is a basic roll for initiative, shoot, action, and melee. Gunpowder weapons may fire once before having to take an action to reload. Actions are not limited to movement or disengagement from melee. Specific units can hurl curses at the opposition reducing their resolve, or invoke blessings to restore resolve. Melee is straightforward and bloody. Melee strengths are added to a d6 roll. It doesn’t take long for those 3 resolve units to waver.

The result is something that I hoped to find, with well crafted random elements making it well adapted for solitaire play. Highly Recommended.

War In The Aegean Review

I’m going to use the criteria cited in a previous post and published by “Lloyd”.   Please read his article for insights concerning the criteria.

Decisions:  Not much flexibility for the commanders.  The VP schedule makes it very clear what has to be done, and the game mechanics concerning Rhodes takes the decision to invade out of the hands of the commander.  However, the coordination of air and naval units is very demanding and interesting.

History:  Both commanders are faced with the same operational problems as their historical counterparts.  Both commanders have to “do a lot” with very little.

Luck:  Plenty of that here with the variable number of impulses per turn, random day or night impulses, spotting, Luftwaffe availability, and Rhodes invasion die roll.  The German commander needs lots of it in order to shepard his combat units across the Aegean.  The Royal Navy needs the right die rolls in order to locate the invasion flotillas.

Atmosphere:  It’s a tense game.

Mastery:  Fairly easy to learn, and it took several replays to get the feel of coordinating air and naval forces.  On the other hand, you can do everything “right” and still lose because of the Luck factor.

Tweaks:  It’s a fairly comprehensive set of rules.  I tweaked it to reduce the number of impulses per turn, messed around with the sighting die roll, and Luftwaffe availability.  The solitaire task force rules – which I didn’t use – are very tweakable.

Abstraction:  Really not much.  Everything that was going on was going on, on the map (wow, what a sentence!).

Clarity:  Good.  However, I never figured out if early task force/naval units could all return.

Comprehensive:  Very good.  Lots of charts reduce the need to consult the rules.

Speed:  Fairly slow.  Even with low counter density, the joint operations involved made each impulse take some time.

Scenarios:  Not much flexibility at all.  The campaign game, with or without Rhodes.  That’s it.

Summary:  I enjoyed playing this game.  It took a lot of time due to the variable impulses, which I eventually capped at three per turn, spotting rolls, and need to think through each move.  The game definately grew on me, and I was intrigued by the operational problems faced by both commanders.  It’s very playable solitaire, but I think it would move more quickly with two players because the game dynamics are so fatiguing without a break.