Issue #39 Winter 2015 Magazines-Do We Still Need Them?

When you also had think of what magazines could be regard- like the ed as one of the Dragon and prevailing pillars the Space in our hobby that Gamer, one thing would which alt- have to be gam- hough they ing magazines. were pri- They have exist- marily for ed since the be- sci-fi and ginning of the hobby, from the into the act by having dedicat- , did have a lot of arti- Don Featherstone War Game ed sections for wargaming! cles that most gamers were Digest and ’s Table Not only that, many of the ads interested in. You have to Top Talk editions when the were geared towards minia- remember that back in this hobby was first starting out, to tures gamers and the uniform era you were excited for any the glossy enterprises that we guides were a pleasant gaming infor- have today. While they were addition to the few Osprey mation! relevant in the 60s, 70s, 80s, and titles that were out back These early even 90s, there seems to be then. magazines more discussion on whether or The Courier then made were the life not they are needed in this day an entrance, taking gaming blood of the and age, particularly with all of magazines up another hobby and the other avenues of information notch. Their year long were bought, that are available. series are still a personal read, and dis- The first magazines were nat- favorite of mine and while cussed inces- urally pretty crude by today’s the pictures weren’t the great- santly until the next issue standards, but they made up for est, the quality of the articles came out. They were also the that with passion and ideas was fantastic and each issue ONLY source for pictures of about the hobby. The next itera- was eagerly awaited. Of painted miniatures, they had tions would be magazines such course at this same time you ads for gaming products that as Battle and ’s Di- had Strategy & Tactics, which you would never hear of oth- gest, who started to take the had a wargame in each issue. erwise, and served to bind hobby into a more At this time many gamers together professional route. board wargamers in the hobby. Here you had re- also played minia- However, they views, scenarios, tures, so getting a were about to modeling tips, and copy of S&T each take a big leap ads for gaming prod- time it came out where the conse- ucts. Even maga- was just something quences are still zines such as Mili- you did naturally! felt even today. tary Modeling got (cont. on p3) Of course you

Inside this issue: Special points of interest: Gaming Operation Sea Lion 4  Gaming Operation Sea Lion AOE: Katzbach 1813 6  AOE, BKC 2, and Ronin battle reports A BKC 2 Game to Forget 12  How to: Creating the Melee Redesign

WASATCH FRONT HISTORICAL GAMING SOCIETY SOCIETY GAMING HISTORICAL FRONT WASATCH WMA: Assyrians vs. Successors 16  7th annual WMA Tournament report Engagements-Scenarios for Gamers 20  Several reviews and the usual 7th Annual WMA Tournament 22 features.

Warning Order Ronin Battle Report 25

(cont. from p2) Two knew where out, and articles about Now there’s nothing wrong with that, magazines came along long lost battles and campaigns. The but why are you paying for it? With the that changed how gam- newer magazines have pages and pages amount of blogs, websites, dealer sites, ers viewed these types of beautiful pictures of figures, arrayed forums, etc., there are enough pictures of of publications. They in all of their glory on terrain boards finely detailed miniatures, scenery, and were Miniature War- that few gamers can even dream of more to last a lifetime. The same needs games and White having. But can’t you just get this stuff to be said for board wargaming maga- Dwarf. You couldn’t on various sites on the Internet? zines such as Mod- get two more diverse ern War, which The answer is yes you can. The titles, with one being grew out of the amount of blogs, web sites, company solely about historical S&T family. Why pages, etc., means that everything you wargaming and the oth- pay $30-50 needed from magazines is now at your er about sci-fi/fantasy (depending upon fingertips. Do you really need another games. What they did issue) for what poorly or average written article on have, however, were usually amounts to how to game Gettysburg when there’s glossy,, slick presenta- underdeveloped 1,000 Google links to better material? tions with dozens of and quickly play- Do you need to know that Company A beautiful images. Sud- tested games that has out a new product or did you al- denly, gamers expected you wind up play- ready see it on their web site weeks or this of their magazines, ing maybe once even months before the ad in the mag- which caused these two before consigning them to the game pile azine reached its readers? to surge to new heights or Ebay. while the established This is the debate that is currently My only answer is that a) gamers have veterans began to fade before us now. On one hand wargame disposable income, b) force of habit, and away. magazines seem to act as a barometer for c) gamers crave games. Add all of these the hobby. When there are numerous These two magazines had an effect up and the result is that there is enough magazines out there filled to the brims that continues today. First, everything money coming in to keep these items with ads and jaw dropping projects pre- from this point on had to have beautiful going. There is also the option of free sented in glossy color it has the effect of images of painted figures. Second, arti- choice and many gamers choose to buy making gamers think that the hobby is on cles became secondary to the eye candy each and every issue that comes out, no a trajectory to the stars. When there are and although they were and are still pre- matter how good or bad that they are. I few or several cease publication it be- sent, they pale in comparison to the al- know several gamers who buy just about comes a warning sign that the hobby most academic versions published in the each and every issue of certain maga- could be in trouble. early gaming magazines. Third, they zines, glance through them once, then could be used to push product However, the truth is throw them on a pile of other magazines! and although this did not hap- probably somewhere in Why? pen for many years, both White between. The hobby, for Well,, that’s a good question and I’m Dwarf and now all of its outward appear- not sure what the answer is. For now Illustrated have almost become ances, probably isn't big gamers continue to support the few maga- catalogs masquerading as mag- enough to support several zines that are out there, but for how much azines. glossy magazines. There longer? The old guard in gaming is pass- simply aren't enough writ- Miniature Wargames did ing away and if they’re like me who has- ers, clubs, companies, ads, morph into Wargames Illustrat- n’t bought a miniatures gaming magazine etc., to provide enough ed and while others have come in almost five years, these publications material for a quality mag- up to challenge it over the last could be in trouble. However, there must azine. I stress the word decade, it is in a class by itself. be some interest as the rebirth of the old quality as most of the arti- It has also created the aspect of SPI sci-fi magazine cles in hobby magazines you either love it or hate it as with a game in it, are pretty much regurgitat- there doesn’t seem to be much Ares, just came out ed from online resources in between. But at this point we have to and we’ll have to and represent little original thinking. The ask the question, “Are wargames maga- follow its progress days of looking for some originality and zines even needed anymore?” to see if gamers ideas that could be used for your games really want another For a long, long time they were a are pretty much gone. We all need to gaming magazine or source for scenarios, contacts for gamers, face it that you’re getting these maga- not to add to their reviews of products that you never even zines to look at finely presented games. ever growing piles.

Page 3 WARNING ORDER Operation Sea Lion: Gaming One of the Great What Ifs

Definitely one of the ably they have little to do of the equation. greatest “what ifs” of with the invasion itself. In fact, this is what WW2 must be the ultimately makes this a planned for, but never Seelowe hard game to either love attempted German in- One of the older SPI or figure out if the inva- vasion of England. games and as far as I know sion would have actually Called Seelowe, or the first board wargame on worked. The air system Operation Sea Lion, the topic. Printed in the simply overwhelms eve- this would have radi- standard blue, brown, and rything else that you’re cally changed the course of the war, one grey colors of the early SPI trying to do on both way or the other. In the end, the British area, the game covers most sides and in many views won the air war during The Battle of Brit- of England with the possible it skews the ground war- ain and the rest as they say, is history. invasion sites clearly de- fare results. The fined. The game uses what While there are numerous games ground system is fairly are by now pretty standard about the air war, ranging from The predictable, but the air wargame systems for move- Burning Blue and The Battle of Britain and naval system within ment, combat, etc., so it’s which cover vast air raids all the way to the games have never been the strong pretty easy to get into for most gamers. solitaire games such as RAF and Lon- points, which is unfortunate because they The game play isn’t bad, but there’s not don’s Burning, there take center stage here. much compelling about it are very few inva- either. Overall, it’s not a Britain Stands sion games. Alt- bad game and worth the 2-3 hough many grand Alone hours it takes to play. strategic games such Next up is as Third Reich, The What the game does do GMT’s Britain Supreme Command- a good job of is having three Stands Alone, er, World at Flames, types of invasion plans. which takes a much and more give you The first, which would have different look at a the chance to do this been in July, is a sort of possible German during games, there having the Germans go di- invasion. Not only are very few specif- rectly across the Channel are the maps and ic games on the topic itself. after conquering France. The second counters light years would have been in August, right after ahead of the previ- My own view is that there are several the RAF is defeated and forced to move ous two games, most of the systems in things working against getting out a game back from the coast. Finally, there is the the game are decidedly different from on this subject. The first and most obvi- September, or the plan where everything most wargames. ous is that it never happened, so it’s hard is ready to finally go. All of the plans to drum up interest. The second is that have their pros and cons, but they also the air war was certainly more interest- show how hard it would have been to not ing, compelling, and easier to bring about only get German forces ashore, but keep as a game. The third thing is that finding them supplied. our orders of battle for both sides is tough as no one knows what would have truly Their Finest Hour happened. Would the Italians have been involved? Would England call home all As part of GDW’s Europa system you of its Commonwealth troops? All of get the typically bland map and a lot of these things combine to make a game on counters, particularly air units. Europa is the invasion tough to pull off. in many ways similar to Seelowe in that it is pretty standardized wargame fare. However, there are a few and Although the Euro- this article will go over the ones pa series still has a I’ve at least seen and played. Then devoted following, This is a true operational level treat- we’ll discuss how you can use min- this is one of the ment of Operation Sea Lion that deals iatures to simulate the various as- less well thought of with air, naval, and ground combat. In pects of the invasion. I’m leaving games in the series. fact, there’s almost three games in the the air battle side of things out of The reason? The box as each of the various components this as there are plenty of those unending focus on (land, sea, and air) has their own rules. types of games out there and invari- the air warfare part This also makes the game (cont. on p5)

ISSUE #39 WINTER 2015 Page 4 Operation Sea Lion: Gaming One of the Great What Ifs (cont.)

(cont. from p4) probably one of the more Miniatures man airborne forces trying to hold onto a complex offerings on the topic. Launch- captured airfield. The only two pub- ing airstrikes, trying to defeat the Royal lished items I know about Although there weren’t going to be Navy, organizing the landings, the for miniatures are the any Utah Beach or Iwo Jima type assaults ground campaign, and logistics are all Operation Sea Lion sup- on the English shoreline, there would portrayed in detail, which may or may not plement for I Ain’t Been have been a number of attacks to secure be for every gamer. Shot Mum and there was docks and harbor facilities at several Operation Sea Lion a two volume set by a coastal locations. Scenarios here could publisher who I believe is include a vast range of troops, from Brit- This is one of the now defunct. That set of ish auxiliary forces to German units games from the mag- campaign guides was snuck in by E-boats. Engineers would azine Command, designed for operation have been prominent in this type of role which is very similar level rules such as Spear- as would sabotage by British forces. to Strategy & Tac- head, Kampfgruppe Com- tics. As with most Once the Germans had been estab- mander, etc. There has magazine games it is lished in England, more conventional been a variety of articles underdeveloped and type scenarios would then open up. Ger- in various miniatures probably wasn't play tested thoroughly. man mechanized forces trying to break magazines over the year The game covers only the land portion of out from the beachheads, counterattacks and I recall seeing a few skirmish games the campaign and the map only covers by British armor units that had been based on the Home Guard vs. various the southeastern part of England. The scraped together, and a large number of German units. Also, there were some game system is sort of strange in that the infantry actions would become possible. very inspiring pictures a long, long time Germans are heavily dependent upon Both sides would also have plentiful air ago in either Miniature Wargames or supplies (pretty accurate) and barely and artillery support. Wargames Illustrated of some 20mm move at all during the game. In fact, the Operation Sea Lion games that included a For campaigns my suggestion would game turns into WW1 trench warfare at well done harbor area and an E-boat! be to either focus on one part of the inva- times. sion or to do a multi-scenario mini- The good thing about miniatures Combat Commander: campaign where forces carry over into games for Sea Lion is that they can be each scenario. Focusing on one part of Sea Lion virtually any scale and use any set of the invasion ( on a divisional or corps This is a scenario pack rules that has data/charts for the early front) would involve giving the German for the very popular WW2 period. This means that you can players an airborne force, an air landing Combat Commander do everything from a platoon skirmish force if they seized any airfields, then tactical games from with Bolt Action in 25mm to a massive infantry and mechanized forces. The Ger- GMT. There are some panzer attack with Blitzkrieg Command- man side would have to organize the interesting skirmish ac- er 2 in 1/285th scale. forces into landing waves, seize port fa- tions including some that But what kinds of scenarios could be cilities, then advance inland. Marking feature American inter- set up for Operation Sea Lion? Unless objectives on a map and a timetable vention! you have a lot of time, players, figures, would also pressure the German forces No Sailor But A Fool etc., then doing the entire campaign into acting much quicker than they nor- would be difficult, if not altogether mally would in many other types of cam- While this is a sup- impossible. However, smaller, more paigns. They would be opposed by Brit- plement for the Com- focused campaigns and scenarios are ish regular units, Home Guard, then sup- mand at Sea series from still a viable option. ported by reinforcements that could pos- Clash of Arms Games, it sibly include Commonwealth troops re- A large German airborne drop does contain a section on called to defend England! running a Sea Lion am- would have been an integral part of the phibious assault action. invasion, so that’s a great place to start After almost 75 years Operation Sea To say that it is detailed for scenarios. German airborne and Lion remains one of the great “what ifs” and would take some glider forces would have tried to seize of not only history in general, but for time would be a mild understatement. a number of bridges, airfields, vital wargamers. As this article has shown, Not only are you tracking individual air- crossroads, and to cut off ports designat- there are many ways to play out this fic- craft, ships, coastal guns, etc., but what ed for conquest from quickly being rein- tional campaign, either by board games every transport has in it! Definitely for forced. This opens up a large number of or miniatures. With a little imagination those who want a lot of detail and have scenario possibilities, from the Home you can create your own Sea Lion cam- some time to run this type of game. Guard trying to hold a vital bridge to paigns in virtually any scale and with any British army units counterattacking Ger- rules system.

ISSUE #39 WINTER 2015 Page 5 Age of Eagles: Katzbach 1813 Battle Report

After playing several Peninsula battles with a lot of forces crammed into with Age of Eagles over the last few any clear space. You will also years, we decided to move back to Cen- notice in some of the images that tral Europe. The scenario that was cho- we forgot the bridges for the first sen was Katzbach, which was one of night of battle, which we recti- many battles during the exciting 1813 fied for the second night! campaign. 1813 is definitely our club’s Once the terrain was set up it favorite year for Napoleonic battles, was on to getting the forces orga- probably because of the wide variety of nized. The Coalition’s forces troop types and countries involved. consisted of Prussians and Rus- Just to refresh everyone’s memories, sians, with a large number of Katzbach was fought in the interim be- cavalry as well as artillery. The tween Napoleon’s triumph at Dresden, Prussians were closest to the French lines at the start of the battle and were French any were that the roads in this arrayed in deep columns, sup- area only provided access to cross ported by cavalry. The Rus- through the terrain and there was no road sians were still a bit spread bonus for movement. out and it actually took a few game turns for their com- Finally, everything was set up and mander to get things sorted ready to go. Our next biggest concern out and the forces into some was that we had created a monster battle kind of line of battle. The and due to circumstances beyond our Russian command structure control, we only had three players! Two was puzzling to say the least played the Coalition forces while the and it took us awhile to figure third played the French, which was not out who was in command of going to be easy. what! For the Coalition the strategy was The French had similar easy. Pin the French with the Russians numbers of infantry, cavalry, and artil- on one flank and smash them with the but about six weeks earlier than Leipzig. lery, but had one serious problem which Prussians. For the French it was to try to The battle pitted McDonald against Blu- occurred in the actual battle as well. The hold on until reinforcements could help cher on a stormy, rain soaked day that French positions were split by the terrain, against the Prussians and possibly attack saw the French forces driven back with so effectively you had two French forces the Russians to try to draw off forces heavy losses. that could not support each other. Mov- from the other flank. (cont. on p. 7) When choosing to do one of the his- ing troops back and forth through the torical battles from the rules or the first meandering AOE scenario book, especially those in obstacles would Central Europe, the first thing you notice have taken quite besides the large amount of troops for some time. both sides is that there are a lot of forces There were in a very small area! This is definitely additional something that gamers are not used to French forces and you rarely see many club games arriving about where unit upon unit is packed into tight halfway through spaces. The next thing is wondering if the game and it you have enough terrain or figures to pull was thought this off! that those would bolster The terrain for this battle is particular- whichever side ly nasty. The battlefield was crisscrossed of the battle- with several rivers and streams, many of field was in which could only be crossed at certain trouble at that locations. There were also several small moment. The villages, areas of forest, and altogether it other note that made for a very constricted battlefield didn’t help the

Page 6 WARNING ORDER Age of Eagles: Katzbach 1813 (cont.) Battle Report

(cont. from p. 6) The first turn began like painfully slow process. On the French way as the second, with the Prussians all of the following turns would, which right there was no good solution. Either continuing the attack and ripping gaping was with the Prussians and Russians hav- sit there and let the Russians come to holes in the French lines. The French ing the initiative. This would ultimately them, or cross the stream with no mo- cavalry were forced back as well plus a prove to have dire consequences for the mentum and get picked apart by the wait- battery was overrun. French casualties French by the end of the game. The Prus- ing Russians. were piling up after some fairly bloody sians reorganized their forces slightly and hand to hand combat. While the French The second turn opened with a Prus- then began to open up lanes for the fol- line had bent, it had not been entirely sian attack that steamrolled the French lowing turn’s assault. The Russians spent broken up to this point. The French con- front line formations. The French fell the first turn as well organizing, moving tinued to try to re-establish the front line back and only bad breakthrough die rolls commands up to the ridge overlooking and even moved back to shorten the gap prevented a French disaster. The French the French positions, and trying to figure between villages where the Prussian col- rallied a few units and moved up some of out what the French were going to do. umns might have difficulty in breaking the reserves, but the rain was hurting through. The Russians and the French The French for their first turn tried to musket fire and giving the Prussians the began an artillery duel that started knock- shore up the front line, really not know- melee advantage. The Prussian, Russian, ing off a few stands here and there. The ing what was coming at them or the qual- and French cavalry on that side of the Russian positon looked menacing and ity of the enemy forces. The reserve ar- battle engaged in several charges and they decided to attack the French. tillery began to move up to support both countercharges. sides, but the road situation made this a By turn 4 things were (cont. on p. 8) The third turn opened much the same

ISSUE #39 WINTER 2015 Page 7 Age of Eagles: Katzbach 1813 (cont.) Battle Report

It was at this time that the French reinforcements began to arrive. We did a calculation and determined that it wouldn’t be until almost the end of the game before they were even in position to help! At this point we decided to call the game as it was an obvious Russian/ Prussian victory, much like the real thing. There were several things that were interesting about this battle and the sce- nario as a whole. First, the terrain and the rain makes the situation almost im- possible for the French. Second, some- times scenarios that were lopsided victo- ries in history will also be the same way when gamed! Yes, that means that you are spending a lot of time to set up and play something only to see one side or the other get slaughtered. Also, the French failure to get initiative really hurt as the French need every break that they can get. Finally, while it was a beautiful look- (cont. from p.7) not looking good for the was working and that things might even ing game with a lot of stuff on the board French, although they did throw back the up after all. However, the remaining and fun to play, these types of games Russian attack. The Prussians once again French forces had problems crossing the need 6-8 players and a full day for set up, stormed forward, this time overrunning stream, Russian artillery and counterat- play, then take down. We were a bit two French brigades and just about end- tacks isolated the French brigades who overambitious and this definitely showed ing the game. Another near death experi- had advanced, and in the end the French us what to do next time for a big game. ence for the French occurred when a Rus- were pushed back to their start lines. sian cavalry unit got around the flank, defeated the French cavalry and almost caved in the French line before order was restored. Now the failing to gain initiative issue really began to rear its ugly head. What the French desperately needed was a turn where they went second and then first the following turn. This would have allowed an organized withdrawal to new posi- tions, rally some of the defeated brigades, then hang on until fresh troops arrived on Turn 6. None of that happened. The Prussians launched fresh attacks that whittled down the French brigades even more. The French decided to cross the stream in forces and attack the Russians in an effort to draw off the Coalition re- serves and hopefully restore some bal- ance to the one-sided contest. The first French attacks went well and the Russian counterattacks were pushed back. For a turn or two it looked as if the strategy

Page 8 WARNING ORDER GMT’s Next War: Korea Game Review

When the NATO vs. Next War: Korea is really three step too much, but for those who are into Warsaw Pact gaming phase games in one. The first, which is the modern combat and/or a bit more com- in the hobby was at its Standard game, is a classic hex & plexity, it is rewarding. peak, there were so many counter offering with concepts that There are some nice touches here as games on the subject that it most gamers will be readily familiar well. Clearing operations for cities is a was impossible to play with. There are several small scenari- unique concept that should be adapted to them all. Since that time, os for the Standard game and one that other wargames. Tunnels, North Korean however, games on modern covers the entire war. It is an ideal sniper brigades, helicopter support, etc., warfare have been few and way to learn the base systems of the are some of the more interesting ideas far between. The main game and to determine if you want to that are presented here While there are reasons seem to be that go further. many advanced and optional rules, none they are hard to develop because of the Then you get to the Advanced game, of them by themselves makes the game ever changing hardware and technology, which quickly takes things to a whole more complex. Rather, it is the entire what situations can be created where the new level. Now you add in HQ’s, supply amount of them layered onto the air game U.S. doesn’t destroy everything in its depots, special operations forces, detec- and the standard system that gives you a path, and is there an audience for this tion, and finally the air game. The air full plate. type of game? game is almost a separate component to If I had any complaint (s) at all it GMT’s Next War series and designer the overall game. In fact, the third game would be the terrain charts needs some Mitchell Land is going to test this out. included in the box is just the air cam- work as the hexes on the map and the The first game in the series is on Korea paign itself! It is played with one display colors on the chart make it hard to deter- with more to come that will cover Taiwan card and all of the air counters! The Ad- and India vs. Pakistan. The game is one vanced game is basically the entire war, of the more expensive in the GMT line, but as in Victory Games” NATO, there but you do get a lot for your money in the are three levels to start out with, which box. are strategic surprise, tactical surprise, and extended build up. Each of these First off, there are two 22 x 34 maps starting situations determines the force with large hexes that cover most of the levels and preparation for the campaign Korean peninsula. You then get several for both sides. sheets of nicely done counters, a wide variety of charts, tables, reference cards, The standard game is definitely the display, a rulebook, and finally a scenar- easiest to get into and if you’ve played io/playbook. Yes, there’s quite a bit in many wargames, then the 12 or so pages mine what is what. The orders of battle the box and if playing the advanced game of rules are fairly easy to digest. Move- should have come as a separate series of you will end up using most of it. Also, ment, ZOCs, combat, etc., are compara- sheets or have been included in the play- there are more charts and tables, plus the ble to most wargames, although the se- book instead of having to download latest version of the rules available online quence of play is very interesting. The them. Fortunately, there is a web page provided by the designer. side with initiative here is rewarded, with with updated rules, charts, orders of bat- units of that side being able to dictate tle, and more that is a valuable resource. movement and combat for the turn in an Finally, I think the capabilities of the alternating system that looks strange, but North Koreans are a bit overrated and in works well. reality, I don’t think they’re as near as good as portrayed here, but my guess is It’s not until you get into the advanced that it is a play balance issue. game where things rapidly escalate in complexity and then you’re basically Overall, this is an interesting system playing the full campaign which has a lot and worth your money. Great compo- of units. At this point the turns go much nents, wonderful and unique ideas about longer, have more spaces on the sequence modern combat, and there are enough of play track, and you will spend a lot of scenarios, campaigns, and force levels to time looking up rules. While definitely keep a gamer busy for quite some time. not for the squeamish, it presents an en- The game system, particularly the ad- tirely new aspect on the conflict. Instead vanced game, will take some patience of basic air points in the standard game, and work, but it’s worth it. I’m now now you are dealing with strikes, escorts, looking forward to Next War: Taiwan CAP, and more on top of the ground and Next War: India-Pakistan which are combat. For some gamers this may be a both coming soon.

ISSUE #39 WINTER 2015 Page 9 Memoirs of a Miniatures & Board Wargamer Pt. 26

Star Trek bat games, which were hit and miss, there Still another decade passed and still no was a role-playing game. With us play- Star Trek gaming. Again, I’m not sure Wargaming ing D&D, Merc, Top Secret, and more, what the reason was other than Star Fleet As with most gam- we figured we should get into this game Battles had so burned me out that I was- ers my age, there too! n’t ready to tackle the subject again.. I seems to be one com- also think that once you’ve experienced Unfortunately, role-playing in the mon element and that something really good, whether it’s a Star Trek universe wasn’t as fun as it is either all of us like movie, book series, album, etc., that a seemed at the start. When you have a watching Star Trek in second helping can sometimes be too group of gamers who had seen every its various iterations or much. Over and over again I kept read- classic episode, read every novel, etc., it have played a game of it somewhere ing rules about the newer versions of Star was tough to come up with settings and along the line. Combine the two hobbies Fleet Battles, I looked at the new adventures. It ended up as being sort of a and you get a weird combination of ob- graphics, etc., but I just couldn’t get my- ho-hum experience that we did a few sessive compulsive, completest sc-fi lov- self to commit. times. It was certainly nothing to regret, ing wargamers! but then again I don’t remember anything Over the last year or so I was tempted My experience with gaming in the particularly exciting yet again to get into Star Trek gaming by Star Trek universe began when a fellow about it after all these the Star Trek: Attack Wing game that is gamer brought over his collection of years either. It was now out. High quality components, slick ships and the Star Fleet Battle manual, definitely a shame as marketing, and definitely plenty of oppo- which was definitely one of the earliest the game was well nents. However, after reading the rules sets of miniatures rules for any period! produced with quality and having been burned out on similar, This game focused solely on the components for the era “Euro” style wargames such as Wings of “Classic” Trek ships and was a ton of fun and it had potential. War, I took a pass. I’m sure it’s a good along with a lot of work, which was a game, but tactical level Star Trek gaming So it was back to hallmark for rules of that era. Although just doesn’t hold the appeal that it used Starfleet Battles, but the theme was appealing, after a few to. then that too was be- games it was enough to have whet the ginning to have run its course. Too many Finally, I blundered upon Federation appetite and then it was on to other new games, friends moving away or get- & Empire after things. ting on with the real world, and the new having forgotten Then Starfleet Battles from Task version of the rules which made the game that I played in Force Games came out and everything almost unplayable, put an end to a glori- back in the mid changed. All of a sudden you had a lot ous run. 80’s. I bought the more ships and races, a base game, then In the years that followed as my new way of fighting madness overtook gaming hobby ebbed and flowed, Star battles, and plenty of me and now I Trek was not a part of it. I still went to scenarios. Star Trek have that, nearly all the movies, watched the classic epi- gaming, at least in my all of the supplements, and about 7,000 sodes, and even read a few Star trek part of the world, went counters (yes, I clipped them all-but books. The weird thing is that I did not nuclear. Over the next that’s a story for another day!). F&E once have the urge to go search for a Star five years, armed with feels more like a strategic wargame and it Trek game. It didn’t help that for a long several supplements, got me back into Star Trek gaming, so at time there really was not much out there miniatures, magazine least for now all is good. as it seemed the entire property had dried articles, etc., hundreds up. It definitely is hard to go back to some- of battles were fought. Not only that, but thing that you liked when time has seem- we did all day slugfests, campaigns, min- After another decade or so when ADB ingly passed it by. Those were good iatures battles with close to 100 ships, started to produce Star Trek times back in the late 70’s and more. Times were good for Star games again I almost bought a and early 80’s, but you can Trek gaming. few, then decided not. By this have too much of a good time the question had turned to To throw fuel on the fire Start Trek II: thing. It took me almost 30 who would I play them with? The Wrath of Khan came out during this years to come full circle with This was the complete opposite time and things really took off (as if they F&E now and hopefully this from the early 80s where we liter- hadn’t already!). This was also the start game will continue to move ally had to turn gamers away or of the Star Trek FASA license, which forward. Yes, you can al- the games would be so large as to added even more items into the Star Trek ways go back, but not in be completely unplayable. gaming world. Besides the movie com- ways that you imagine!

Page 10 WARNING ORDER Blast From The past Pt. 25: Revolt on Antares

Back in the 70s and get a bit interesting. First, there are new forces are added to each side, and 80s several game compa- various “houses” on the planet, all of it’s a challenge to get your forces orga- nies decided to follow the whom have their own armies. Then nized to take over the planet. Using the Metagaming trend of pro- you have the Imperial troops, native artifacts/special weapons, dealing with ducing . forces, and a variety of characters enemy abilities, balancing reinforce- While no one succeeded who can intervene in the rebellion. ments, etc., presents quite the puzzle. as greatly as they did, it To top it all off there are several There are two things that this game also showed that this was items that each player can acquire has going for it and why it has earned its a diminishing market as that would fit into the fantastic cult status. The first is that it is a lot of evidenced today where weapons category that changes the fun and the second is that it has tremen- there are no games similar game even more. Items such as the dous replay potential. The game plays to those microgames of Devastator, Energy Drainer, Sonic fast, things change quickly, there’s a ages past. One of the Imploder, etc., certainly add a lot of number of strategies to employ, and if companies who tried to character to the game. things go badly you can quickly set it up get in on this (with vary- The leader of each house has and try again. Yes, the graphics are dated ing degrees of success) was TSR, who their own counter, which represents not and the counters are hard to read, but if produced a series of microgames. Most only the character but probably (its you can find one of these of them are conveniently forgotten, but never quite explained) some sort of it is certainly worth the there is one that has become a cult clas- household guard. Each character has a money. sic; Revolt on Antares. special ability such as Simon Fitzger- So, what are the You didn’t get much in the hard plas- ald who uses ion waves to add +1 to chances that this game tic container that was definitely an inter- units stacked with him. Part of the fun will ever get reprinted? esting take on a wargame box. There was of the game is to use each character’s At this time I’m not sure. a small, wildly colored map of the planet skills and forces in the overall game While there have been Antares, a sheet of just under 100 coun- plan. some amazing reprints ters, a D6, and a little rulebook. In terms The game starts with the Imperial over the last few years of components it was at the higher end of troops and a house in support of the such as Britannia, Re- most of the microgames of the era, espe- garrison while several other houses public of Rome, Titan, cially with the amount of color used rebel. Despite the unusual map, char- Merchants of Venus, and throughout the game. When it was pub- acters, etc., Revolt on Antares is a pret- Ogre to name a few, I’m lished the components would have been ty standard wargame where each side not sure how this fits into the mix. I considered to be about average, which by moves their units across the planet and think with a larger, better designed map today’s standards means they are good engages in combat. The combat system and new counters, it could find a new enough to warrant a play or two. is certainly unique and results in the loss audience. I don’t think it would ever be a The premise was quite simple and one of units, which usually return as rein- huge seller, but my guess is that it would that most sci-fi gamers have seen a time forcements, at least in the early part of at least do as well as most wargames that or two. The planet Antares is garrisoned the game. are coming out today and better as it is by units of an empire and the various closer to a “Euro” game than simulation. Now where the game gets interesting factions want to free the planet. Yes, Not to mention that it has a great theme! is when the neutral houses start to pick nothing too unusual here, but then things I’m not sure what the copyright status is sides and if either side gets various on this title, but hopefully one day we “neutral” characters. I stress neutral will see a new version. because they are sort of a free agent/mercenary type group who Until then, Todd Sanders on BGG has can end up on either side. Charac- uploaded a new map and counters in a ters such as the Iron General who is redesign effort. I’m not crazy about the treated like a laser tank battalion or map as it looks too similar to the old one, the Nullspace Kid who is like an but the counters are great. He used a 50s airjet squadron. Basically, these are sci-fi theme which just screams character characters who are leading various and is a huge upgrade on the old coun- combat units and it fits remarkably ters. It’s efforts like these that keep these well into the game. games going and hopefully more people can try them. So until a new version As you can imagine it is a bit comes out grab this if you have the op- chaotic. Units are flying all over portunity. It a fun, fast moving game that the planetary spaces, the front lines is definitely worth the money and time. suddenly become the rear when

ISSUE #39 WINTER 2015 Page 11 A BKC2 Game to Forget Scenario Design

As has been mentioned before, Blitz- 1 company of Panthers krieg Commander 2 is one of our favorite 1 company of Stug games to play and we usually have a pret- IIIHs ty good time with it. The rules are pretty easy to digest, the game plays pretty fast, 1 company of pan- and the command & control system zergrenadiers in works very well. Well, what follows is halftracks with a how NOT to set up and run a BKC 2 75mm AT battery. game! The German defenders The scenario in question was set in also had recon assets as Normandy in early August of 1944. The well as three batteries Germans have front line positions backed of 105mm in support. by armor plus some local reserves for counterattacks. The British are frustrated Although heavily at only being able to advance a few hun- outnumbered, there dred yards a day in this sector and are were extensive en- determined to break through. To this end trenchments blocking they have assembled a force to break the road, forcing the British to either as- Unfortunately, they were met by Pan- through the front line and exploit the sault the entrenchments, then unleash the thers of the German reserves and artillery breach with armor, trying to exit forces armor once they were taken, or try to get directed into the middle of the mech in- off the road exits. through the gaps on the side which would probably be covered by the German ar- fantry battalion. With most of the battal- The British attacking force consisted mor reserves. ion’s halftracks on fire and half of the of the following: Shermans knocked out, that flank was out The British pounded the entrench- of action as well, leaving a few scattered 1 battalion of infantry (leg) ments with artillery, then began to move units in the center. We surveyed the sce- up the first infantry battalion while the 1 battalion of infantry in halftracks ne and determined that it was pointless to armor moved to the sides. The Germans carry on as the Germans had lost some 1 battalion of Shermans reacted by moving up the armor reserves trucks, but half of the British force had to their blocking positions. The British 1 company of Churchills been wiped out! (cont. on p 13) first attack went in against the entrench- 1 company of M3 light tanks ments, but instead of hitting them with all of the battalion’s stands, only a few got to Recon and artillery with one battalion the Germans on the second turn with no (three batteries of 25lbers) in direct sup- support. This attack was easily dis- port and one additional battalion firing patched with. three scheduled bombardments. The M3 company next tried to move The German defense consisted of one around the flank and were counterat- battalion of infantry and one company of tacked by the German PZIVHs waiting PZ IVHs in or near the front lines along on that side. In two turns the M3s were with 1 88mm AT battery in support. The all aflame and that side of the attack had reserve force consisted of: faltered. Action now shifted again to the center where poor British command rolls meant that the Churchills, the remain- ing British infantry, and some Shermans in support barely moved the first three turns. On the British right the mixed task force consisting of a squadron of Shermans and the mech infantry battalion began to move towards the gap in be- tween some forests. This ap- peared to be the last hope of the British attack.

Page 12 WARNING ORDER A BKC2 Game to Forget (cont.) Scenario Design

(cont. from p 12) So, what happened that slowed the game down. With Now nothing that I could have done here and why did this game turn out so our group playing so many rules this would have prevented the bad British poorly? We spent over an hour setting it should have been a top priority. command rolls or the good luck the Ger- up, played three turns and that was that as mans had with their artillery, but the Brit- it was too late to start again and essential-  Produce army lists for both sides, ish were not adequately briefed on the ly the fun had been sucked out of the which again cost a lot of time look- rules, particularly for attacking the en- room by that point! ing up stats each turn. trenchments. It also doesn’t excuse the amount of time taken looking up rules The blame must surely lie with your  Not explaining the rules fully, partic- and stats, which tends to make the experi- truly, as I designed the scenario and ran ularly about entrenchments, close ence less entertaining. the game. The mistakes are too numer- combat, and support. The first Brit- ous to count and some of them you would ish attack should have been with Overall, I chalk it up to a lesson think wouldn’t affect game play, but they everything and the kitchen sink, but learned. Whether it is a large scenario contributed to the overall failure of the wasn’t, which caused the British with 10 players or a small one like this game. some painful losses. with 4, it is important to do diligent work on the scenario. You expect that of other  Spend more time on the terrain and  I needed to have read all of the rules members of your club when they run the set up. The Germans had too again to become more familiar with games, so it should be no different when many open areas for calling in artil- the game systems. This caused a lot you are tasked with running a game on lery, which doomed the British at- of unnecessary checking up on rules the usual club night. tack once someone saw them.

ISSUE #39 WINTER 2015 Page 13 Space Hulk 4th Edition Game Review

Back when Games Workshop was shooting, and melee systems. After a few really getting going, with Rogue Trader, tries it should become fairly standard fare Epic, etc., expanding like there was no as that is what most of the game is about! tomorrow, a big boxed game called Space Each turn the Terminators try to Hulk came out. Based in the WH40K achieve their objective, usually by mov- universe the setting used was a gigantic ing down the corridors and killing any- space ship reemerging in Imperial space, thing in their path. Each figure gets a which was boarded by Space Marines. number of actions that are used for mov- Unfortunately, there were also a nasty ing, firing, turning, clearing jams, etc. horde of aliens called Genestealers on the Figures can also be put on overwatch to vessel as well, which threw themselves at cover areas with weapons or on guard, the marines in overwhelming hordes. which gives a bonus in hand to hand Also, the marines were in something For those of you who have no idea combat. The Terminators also get com- called Terminator armor, which just add- what Space Hulk is, this will hopefully mand points each turn which can be giv- ed another layer of coolness on what was provide some clues. First, it is a big and en to anyone on that side for extra actions a widely popular game. heavy box as there is a lot of stuff in it. in their turn or during the Genestealer You get stacks of very thick, colored Space Hulk took off right from the turn. cardboard pieces that represent the vari- start and my gaming group was no excep- ous rooms and hallways of the space hulk The Genestealers get actions as well, tion. Tense, sometimes suicidal battles ship. You also get a wide variety of which usually consist of moving down doors, markers, tokens, board- corridors and attacking the Terminators. ing torpedoes, and stacks of What helps them is that most are hidden other stuff used in the game. as they are shown on the game board as Very high quality on the com- sensor blips, that when revealed could be ponents and it will take some 1, 2, or 3 Gen- time to punch them all out and estealers. This get things organized. gives each mission a high Next come the miniatures, replay value as which consist of 12 Space Ma- the blips are rines in Terminator armor with randomly cho- a variety of weapons. There sen. raged up and down the corridors of the are also 24 Genestealers, who are the ship, even to the point at a few conven- opponent for the marines in the game. All of this tions where we had 20+ players playing All of these miniatures come on multiple naturally leads on boards constructed from a half dozen sprues and while fairly easy to assemble, to massive games. As with everything GW though, it will take some time to get them all fin- amounts of firing down corridors at there is no end to the supplements, addi- ished. While I’m a big fan of the Termi- hordes of Genestealers, hand to hand tional figures, etc., and so it was with nator miniatures I think they went a bit combat, desperate delaying actions, and Space Hulk. After about three years I overboard on trying to create a variety of more. Each mission is a puzzle to be think most of us were burned out on it poses for the Genestealers. I would have solved that can be played multiple times. and sold our stuff off. Over the years as preferred a few charging poses, but they I remembered many of the missions from the various versions came out there was a went all out and gave you some on walls, the 1st edition I had almost 25 years ago temptation to get back into the game. crouching, in strange poses, etc. Finally, and they are still as tense and fun as they Finally, for Christmas this past year I got you come to the rules and mission book were back then. the new 4th edition. (scenarios) that are up to the usual high standards of GW. This is a great game for the money Similar to the 3rd edition, which was a and if you think that this might be the last tremendous value for the The rules are time they print it (that’s a whole other money, this 4th edition (as a fairly easy to get topic) then by all means get it. The note this new version through and most amount of stuff in the box is easily worth seemed to come out of no- gamers can become the $125 retail price. The game is easy to where) expands upon that familiar with the get into, can be explained to new gamers very popular edition. The system by taking a quickly, and provides hours of exciting changes have mostly to do few miniatures and missions. Now the big question is wheth- with the four extra missions throwing them on a er or not I end up painting all of the min- that have been added. hallway to try out iatures that came with the game or not! the movement,

Page 14 WARNING ORDER Life & Gaming: A Timely Perspective Editorial

Every so often there is an event in my looked around. Stacks of wargame mag- have long been a staple of my enjoyment hobby of wargaming or life that causes azines, some of which I had not opened with this hobby. To think otherwise is me to pause for a moment and take stock in years, were there next to my painting folly and I needed to come to terms with of the situation. This would include hav- table. Boxes and boxes of terrain and my own mortality and how to be involved ing the first child (where things came to a armies were packed under my table and in the hobby going forward. virtual standstill) to not finding gamers in on the sides of the room. Rules, stacks of So, what to do? Obviously, things your area interested in what you’re inter- boardgames, bags of unpainted figures, need to change. While I like learning ested in, to a new gaming system such as Ospreys, paints, and more all surrounded new rules, periods, and board games, that GW’s Epic/Titans where you blow all of me. All of a sudden the only thing I doesn’t mean that I have to be the one to your available cash on new figs. These could think of was, “How did I get all of do the groundbreaking and teaching. I things tend to cause you to pause, reflect, this stuff?” think that my days of trying to get people then plan on where you’re going for the My hobby had taken on a life of its interested in new things and always mov- future, even if it is only until the next own. By itself this isn’t a bad thing and ing forward have come to a close. I’ve game meeting and someone shows off the hobby has provided me with some realized that with the time that I have left something new and shiny! great memories. There was no urge to (however long that is) I should be enjoy- For me last year it would be losing quit the hobby or to sell everything off ing the hobby more than I am. That both of my parents in the span of six and join a monastery. Rather, this was a means playing, painting, and reading up weeks, right before the holiday season. golden opportunity to take stock of what on the periods that I am really interested To say that it was a catastrophic, life my hobby situation truly was and where in. changing event would be an understate- exactly I was going with it. Already this year I’ve seen a change ment. To suddenly have two of the most Until this event I was like most gam- in my buying and painting patterns. I important people in your life vanish so ers. Looking at web sites each day, buy- really want to play a Warmaster cam- closely together is something that no one ing new rules, figs, terrain, etc., and con- paign and some sieges, so I’ve bought should have to experience. tinually getting into new periods. I’ve and am painting 10mm castle walls/ It is times like this where you realize often wondered if this was a good strate- towers, siege towers, battering rams, etc., where your hobby fits into the grand gy and I’ve written in the past here in this so that we will have this available to us scheme of things and how it needs to be magazine about being involved in too for the campaign (if we ever get started set into your list of priorities. For about much, there’s too much coming out too on it!). I also want to finish my 15mm twenty years now I have been playing fast, and so on. But now my “gloom and Sudan project, so that’s where my other with the same group of guys (some come doom” editorials as they’ve been de- purchases and time will be spent for the and go, move on, new gamers come in, scribed, really hit home. next few months. Yes, that means my etc.) and listing the update on my site dreams of doing Franco-Prussian war in I have a Samurai army that hasn’t almost religiously every two weeks. In 15mm, Mexican-American in 15 or been really used in almost five years. I fact, I will usually schedule my other 28mm, and many others will remain just have 200+ gaming magazines that proba- events such as running races, seeing mov- that...dreams. There simply isn’t enough bly will never be referred to again. I have ies, grocery shopping, etc., around our time and/or money to pursue all of these 150+ boardgames that include many titles gaming night. things and do them well. that will probably never hit the table All of a sudden, it didn’t seem to mat- again in my lifetime. There’s enough In the end, however, what is the hobby ter much. I had to spend a lot of time figures to keep me painting until I’m 100, primarily about? My own view is that it with both of them at the end, so I missed not to mention terrain that needs to be is about enjoying the company of old out on gaming for almost two months. built and painted. I have armies for 20+ friends who have similar interests, in this The club web site sat stagnant for almost periods, many of which get used maybe case historical gaming. This was brought three months as the will to update it did- once each year and many every 2-3 years. home to me pointedly when we ran our n’t seem to be there within me. My The Balkanization of the hobby has virtu- WMA annual tournament at the end of painting slowed to a crawl. Where I had ally insured that many of these armies the year. There we were for the 7th time been cranking out a few units a month for and/or rules that I have will probably in seven years, having fun with an all day various games now I could barely clean never get used again or sparingly. event. I was there with friends, many of some figs and get them primed. The hob- whom I’ve known for quite some time, In the end the passing of my parents by had become something that gave you enjoying history, gaming, and each oth- reminded me of the one universal con- time to think about what had happened er’s company. In the end, it is these stant associated with our lives: time. and what was happening to members of memories that in my later years I will There will never be enough time to do all your family. The quiet time that I had look back upon with fond remembrance. the periods I want to try, to paint all of enjoyed for so long and found so thera- So my final advice is do what you are the figures I’m interested in, to try all of peutic was now a curse. interested in, don’t go in too many direc- the monster board games that I like, or to tions, and have fun. After all, time is So I sat there in my gaming room and read up on the fascinating periods that running out.

ISSUE #39 WINTER 2015 Page 15 WMA: Successors vs. Assyrians Battle Report

in (we were playing at the lo- them down while the pikes and elephants cal store), so this size of game advanced down the center to finish the would fit right in. job. On the other side the Assyrians would advance in a series of infantry The Successors went with brigades supported by archers and their standard pike forces screened by skirmishers to the front. The backed by several units of light cavalry would have to buy time for cavalry, medium infantry, and the armored infantry, particularly the some skirmishers. They also guard units, to do their damage in the took along a unit of elephants center and win the game. to provide that extra shock to supplement the pikes. All in The Assyrians had some good com- all, it was a well balanced mand rolls and got off to a great start, force with some serious strik- moving their infantry formations out ing power. quickly and in well organized brigades. The cavalry went out in search of trying The Assyri- Yes, as you can tell by the title this ans were severely limited was not a historical scenario, although in what they could choose you could postulate the Successors con- for forces as I had left quering Syria and the surrounding areas their best units (heavy after the death of Alexander! chariots) at home by acci- dent. The Assyrians went Actually, what happened is that it was with a mass of infantry supposed to be Successors vs. Indians, and archers plus a screen but I packed the wrong army! I did bring of skirmishers. The only along the Indian elephants, but unfortu- mobile force that they had nately took along the Assyrians instead of were a few light cavalry the Indians. To make things worse, I left units. If they were going the Assyrian heavy chariots at home as to win the game the As- well. With only three of us playing this syrians were going to do night the only thing to do was to run Suc- this on the backs of the cessors vs. Assyrians and limit what the armored infantry. Successors could take. The deployment of In the end we settled on around 1500 both sides gave away the strategies right to tie up the Successor cavalry and suc- points per army, which is still a good off. The Successors were going to try to ceeded. By the end of Turn 2 the Assyri- sized game and it lets everyone have use their superior cavalry to secure the ans were advancing in good order, blows plenty of units to command. We only flanks, then attack the sides of the Assyri- had been exchanged on the flanks, and had a three hour window to the get game an formations. This would hopefully pin things were looking good for the Assyri- ans. On Turn 3, however, things began to get a bit more difficult. Several units failed their command rolls, the left flank was not doing well and under pressure, plus the pike phalanxes were beginning to advance. By Turn 4 the Successors owned the flanks with most of the Assyri- an light cavalry dead or reduced to where they were no longer a threat. The cata- phracts and heavy cavalry of the Succes- sor army lined up their next targets, which were an advancing infantry bri- gade and charged in. They were hoping to deal a killing blow to the Assyrians who would then be finished off by the now advancing pikes and elephants, which were a few turns back. (cont. p17)

Page 16 WARNING ORDER WMA: Successors vs. Assyrians (cont.) Battle Report

(cont. from p16) However, the Assyrians with the Successor pike units entering the final attacks proved fatal to the Assyrians not only held, but inflicted some heavy fray. The pikes crashed into the Assyrian and they hit their break point, causing damage on the attacking Successor caval- infantry which at first gave way, but then them to withdraw from the battlefield. ry. The Assyrians surged forward and counterattacked. The battle see-sawed A very good game, despite the Assyri- engaged the Successor skirmishers and back and forth for almost three full turns ans not having their best weapon on the medium infantry. After a series of run- before the Successors got the upper hand. table. The compact mass of armored ning fights, the Assyrians were still in Both sides were nearing their break point infantry and archers was a tough oppo- good shape thanks to their archery and and one more determined push would be nent for the Successor wildly varying armor saves. all that was needed. units. The game was fast (around two The Successors now sent in their Gaul Unfortunately for the Assyrians, they hours) and had a lot of momentum allies and the pikes began to arrive. The failed several critical command rolls at swings for both sides. elephants had failed several command the worst times, mainly due to giving The Assyrians are a decent opponent rolls and were still well off in the rear. orders to damaged units. The few units for most armies in the WMA lists as they The Assyrians, Gauls, and remnants of they had that could have gone in and are a well balanced force. The Succes- the Successor cavalry clashed in the cen- finished the job failed to receive orders. sors have too many choices for units and ter, with heavy casualties for all of the Not so with the Successors. They identi- eras, which makes coming up with the units involved. fied the Assyrian units that could be right combination of forces a difficult picked off to win the battle and coordi- The final act was now approaching, challenge. nated their final attacks. In the end the

ISSUE #39 WINTER 2015 Page 17 DIY Redesign: Melee How To

The second Metagam- cover, the map in four sections, two ranging from paper on cardboard, print- ing game I purchased after sheets of counters, rules, and the charts. ing it on gloss paper and rolling it up, Ogre was Melee. This Another gamer graciously contributed printing to fabric, and so on. I finally was a pretty simple game decks of weapon and armor cards in the sent the file to a company called Print & of man to man fantasy same graphic style as the redesign, so Play Productions who created a four combat that when com- those had to be added as well. piece folding board for me for around bined with Wizard and a $25 including shipping. Could I have The first option was to just print eve- few of the programmed done this myself? Probably yes, but for rything out in paper, use scissors and adventures, gave me hun- the price it was hard to beat, plus the 48 glue, then put it into a zip-loc bag! Great dreds of hours of gaming hour shipping made it a great deal. I did for a playtest, but definitely not anything fun back in the day. Why spray it with the anti-UV clear from Kry- long term. I toyed with the idea of doing I ever sold my copies of those games, I lon to make sure the board will last. some components professionally and have no idea, but when I went to re- some with cardboard, but gave up on that Finally, I came to what was surpris- acquire them Melee was going for around as well. Finally, I decided that I would ingly the hardest part; the box. Finding $50! Yes, it’s a good game, but there’s go all out where possible. It was also at the right size box for the smaller format I not much too it in terms of components! this point that while it would be pretty had chosen was much harder than I This is when I came across the Melee hard to create the very small size of the thought. Although there are all kinds of Redesign by Kwanchai Moriya on original game, I did want something companies selling boxes, most of them Boardgamegeek. I’ve talked about this in smaller than a regular size wargame if for were too large or you needed to order the past where redesigns along with print nothing more than to pay tribute to the them in lots of 20 or more. I finally and play games has become a growing original series! found the right size box, created some part of the hobby. There are some beauti- artwork for the box, cut and glued the The first assignment was the rule- ful redesigns of out of print games such pieces, then sealed it with the anti-UV book. I removed the cover, map pieces, as Dune, Magic Realm, Chitin I, and clear spray. Done. and counters from the pdf, printed the more. pages, then had the rules spiral bound The redesign turned out pretty good Naturally, the question with a clear cover in a 9 x 6 format, and I’m quite happy with it. I estimate arises about why would which turned out well. Next up were the that I probably spent around $55-60, of you not want a redesigned cards for the weapons and armor, which I which most of that was the board, anti- game of a 70s or 80s clas- printed on paper, then used spray adhe- UV spray, and printing the various parts. sic with better boards, sive to fix them to some art mounting You could spend more or less depending cards, counters, art, etc.? board. The cards were then cut out and upon the quality that you want. I can’t The answer to that is that sleeved (although finding the really small imagine doing some of the larger rede- for redesigns you need to card sleeves was a challenge). signs unless you had deep pockets and a print and create your own lot of time. My only complaint at this Next up were the counters, which I copy of the game. For time is that there is not a similar redesign printed on high quality semi-gloss poster some of these games you can easily for Wizard, the companion game to Me- printer. I then cut them out and glued spend $50-100 for a game that you can lee, but hopefully one day. each one individually to a 20mm square still find on Ebay for less than that. On thin wood square top of that there is the work involved, ( I used figure where with something like Magic bases for this). Realm’s redesign you’re going to spend- They were then ing days if not weeks getting it built. sprayed with However, if you want a newer version gloss clear and of a game that you like or wish to try out finally an anti- a game that is now sadly out of print, UV matt clear redesigns are essentially your only op- spray. There tion. Not wanting to pay $50 for a1970s aren’t too many copy of Melee and intrigued by the rede- counters in the sign files, I decided that I would try one game, so the ex- out. The other reason why I chose Melee tra effort didn’t is that it looked like one of the more sim- take that long. ple redesigns! Next came the So there were several options availa- map board. ble in how to approach this. The main Again, there were game comes in a PDF file that has the a lot of options,

Page 18 WARNING ORDER Wars & Battles: Normandy 1944 App Review

Computer war- before. attacked. The odds are displayed and games, for some rea- then there is a brief animation of the com- For starters, there are a son, were never that bat with the results. series of overlays that show appealing to me. Yes, units, terrain, status, and The first few scenarios are pretty I had Panzer General, more. You can adjust these simple, but it took me awhile to figure Close Combat, F-15E to your desired setting and I everything out. Basically you overwhelm Strike Eagle, and spent some time trying out the enemy forces with your units, but as more, but they always various scenarios with different views. things go on this becomes a bit more seemed to come in a distant third for me The important thing here is that the sce- in the hobby after miniatures and board narios look like Normandy. You can see wargames. Either they had a poor AI, the various roads, rivers, crossings, and weren’t fun to play, or they had such a towns. You can see the choke points, high learning curve that it wasn’t worth good defensive positions, and the best the effort. I’ve also tried games like Op- routes to move up troops quickly. I was erational Art of War and many other hex quickly impressed that terrain would play and counter wargames, but the time spent a massive role in the game as the scenari- learning them didn’t seem to translate os unfold. into fun for the investment. The game play is not difficult and With the advent of mobile devices I fortunately there is a comprehensive thought that there would be a huge jump manual and tutorial system. By spending in computer wargames, but have been a some time with these you can figure out bit disappointed so far. Although the what to do in the game, but don’t expect Tank Battle apps are fun in a way and try difficult. The maps get larger, there are to just come out in the first scenario and to be historical, they’re a distant cousin to more units, then you add in bombard- do well! Each scenario seemed to me to Panzer General. The Shenandoah Studio ments, etc., and suddenly there is a lot be a puzzle that could be solved in a games such as Battle of the Bulge and going on! For those who want to take number of ways and most of the fun was Drive on Moscow aren’t bad for what are their time and study each turn carefully trying to figure out the solution. seemingly area type wargames. How- there is much to do. You can check the ever, I was still searching for some- status of each unit, analyze the terrain, thing to whet my appetite for a reborn turn overlays on and off, then come up Panzer General. with the right combination to shift the odds in your favor and win each individu- Enter Wars & Battles: Normandy al battle. Or, you can just throw units at 1944. Designed for the IOS on iPads the enemy and see what happens, which and soon other devices, it is trying to will usually result in you having to replay take tablet wargaming to a whole new the scenario many times! level. In fact, this is the first game in a series that will cover various wars About the only complaint I have is through the centuries, all with the same how the costs are structured and it could game engine. At first glance, Wars & be hard for some gamers to understand. Battles is definitely a step up from Basically you pay for the base game other app based wargames. Just the which gets you some scenarios and then splash and intro screens alone tell you there is a second pack that adds on more Naturally in a hex and counter game that this is not going to be something that along with extra campaigns. In the future there will be units. In Wars & Battles you’ve encountered a thousand times there will be more games using this en- each unit can be displayed along with all gine and the titles look very interesting. I of it stats, giving you a comprehensive think on their site it should show what view of your forces. Each side then gets scenarios/campaigns come with the basic a number of activation points that will app and what else you can get, which enable your units to move and fight. would definitely help. Also, this is one of the few games I’ve seen where weather can influence move- Overall, this is a very good game and ment, which was a nice touch. There is a worth every penny. The graphics are lot of strategy involved in determining outstanding, there was time spent on his- which units can or should move, how far, torically portraying the campaign, and and seeing how they can only have com- terrain along with weather is critical to bat once a turn, who and what should be your operations. Highly recommended.

ISSUE #39 WINTER 2015 Page 19 Engagement 5: Siege Preparation

Situation: Red is building up forces to defend the fort. However, they can transport, civilians to help load, etc. for a siege and is off board. Red has an engage any enemy unit in range. Victory Conditions: Victory is deter- artillery battery entrenched on a hill that Blue Orders: Move out from the fort mined by how many points Blue acquires has been bombarding the fort. Before the and bring back as many supplies as possi- during the game based on how many siege can tighten, Blue is going to raid ble to prepare for the siege. Knock out supplies get back to the fort. A D100 is the surrounding countryside for supplies the artillery position on the hill to aid in rolled and if the number is less than the to try to last until a relieving force can the attack. points Blue has acquired, then Blue sur- arrive. vives the siege. Set Up: Red sets up their artillery unit Period: Designed primarily for the on the hill. Blue can place one infantry Each crate of ammunition: 5 points Horse & Musket or Colonial eras, but unit 12 inches outside of the fort for a pre with a few changes could be used for Each crate of food: 4 points -dawn attack on Red’s artillery position. Ancients or Medieval as well. Each turn Red rolls 1D6 and on a 5 or a 6 Each barrel of water: 4 points Table Size: 6 x 4, but a larger table Blue’s unit is spotted and can be fired could be used with more terrain added. upon. Once either Blue’s unit is fired Red’s opening artillery position knocked upon or the artillery unit is overrun by out: 5 points Terrain Notes: The woods should be Blue, the first turn officially starts. considered to be light woods. The stream From this total subtract Blue’s casualty Blue’s other units can move out from the can be crossed by infantry and cavalry percentage. fort and Red can begin rolling for rein- (treat as rough terrain), but artillery can forcements. For example, Blue knocks out the artil- only cross where the road intersects the lery position (5 points), takes back 6 stream. The fort should be a sizeable Initiative: Blue is first each turn crates of ammunition (30 points), 6 crates structure with towers, a gate, and defens- Game Length: No set game length. of food (24 points), and 4 barrels of wa- es. Game ends when either Red quits attack- ter (16 points), but loses 20% of their Red Forces: Red has (2) guns on ing Blue forces or all of Blue’s forces starting force. The final total would be board at the start of the game, located at return to the fort. 55. If Blue rolls 55 or less on D100 they the entrenchments on the hill. The re- survive the siege and win the game. Special Rules: There are supplies at maining Red forces arrive as reinforce- the following locations that must be If Red ever seizes control of the fort ments each turn according to the follow- moved back to the fort. Blue automatically loses. ing schedule. Roll 1D6 each turn: Farm: (6) crates of ammunition .Variants: Players could award points 1 Unit of infantry for Blue destroying the stream crossing Village: (12) crates of food. 2 Unit of infantry outside of the village, causing casualties to Red’s forces, etc. Also, you could Well: (8) barrels of water 3 Unit of light infantry/infantry introduce a relieving force for Blue late Players can determine how the supplies in the game. 4 Unit of cavalry are acquired, should Blue be given 5 Unit of artillery (2 guns) 6 No reinforcements this turn Once the type of reinforcement has been determined, roll a second D6 and the unit starts at the location corresponding to the number marked on the map. Red Orders: Disrupt the Blue attack and attempt to prevent Blue from deliver- ing supplies to the fort. Eliminate as many Blue units as possible. Blue Forces: Blue will use the follow- ing forces for the attack: 6 units of infantry 2 units of cavalry In addition, there is one unit of infantry and (2) guns in the fort that must be left

Page 20 WARNING ORDER Engagement 6: Raid From The Sea

Situation: Blue is a raiding force that determined, roll a second D6 (1-2=1, 3- movement based upon how many items intends to sack the surrounding area. Red 4=2, 5-6=3) and the unit starts at the loca- each unit is carrying. has been warned of Blue’s approach and tion corresponding to the number marked When Blue is ready to return to the ships reinforcements are expected shortly. on the map. Blue says that they are firing the signal Period: Designed primarily for An- Red Orders: Disrupt the Blue raid and arrow and the ships return two turns later. cients/Dark Ages era, but with some attempt to prevent Blue from returning to It takes one turn to load one unit per ship modification it could be used for other their ships. Eliminate as many Blue units and Blue has three ships. Once all of eras. The victory conditions and objec- as possible. Blue’s remaining units are back aboard tives would need to be changed. ship the game ends. Blue Forces: Blue will use the follow- Table Size: 6 x 4, but a larger table ing forces for the raid: Victory Conditions: Victory is deter- could be used with more terrain added. mined by how many points Blue acquires 6 units of infantry during the game based on the following: Terrain Notes: The woods should be 2 units of archers/crossbowmen considered to be light woods. The stream Fort destroyed-25 points can be crossed by infantry and cavalry 2 units of cavalry Bridge over stream destroyed-10 points (treat as rough terrain). The fort can be Blue Orders: Move out from the beach represented as a small watchtower or a Each farm detroyed-5 points barracks type building with a high wall and raid the surrounding area. Each item looted-1 point and gate. Set Up: Blue starts with all units on Red Forces: Red has 1 unit of infantry the beach, having just landed from sever- Each Red unit reduced to below half at the fort and a unit of militia/villagers at al ships. The ships will retire to a safe strength-5 points distance to await the signal for pickup. the village. The remaining Red forces From that total subtract the following: arrive as reinforcements each turn ac- Initiative: Blue is first each turn cording to the following schedule. Roll Each Blue unit reduced to below half 1D6 each turn: Game Length: No set game length. strength-5 points Game ends when Blue embarks on their Each ship destroyed-25 points 1 Unit of infantry ships or the last Blue unit is eliminated. Compare the total number of points that 2 Unit of archers/crossbowmen Special Rules: When Blue reaches Blue has at the end of the game to the each farm for the first time, roll 3D6 for 3 Unit of light infantry/infantry following: the number of farm animals, people, 4 Unit of cavalry food, etc., that can be looted and carried 100+ =Total Victory back to the ship. If Blue reaches the vil- 5 Unit of militia/villagers lage, roll 6D6 for the number of similar 75-99 = Major Victory 6 No reinforcements this turn items that can be looted. Players should 55-74= Minor Victory come up with rules that slows down Blue Once the type of reinforcement has been 45-54 = Draw Under 45 = Defeat If Red ever destroys more than one ship Blue automatically loses. Players will need to devise rules for dealing with Blue ships during the game. .Variants: The forces could be greatly expanded or different victory conditions could be added, such as rescuing prison- ers, ambushing a caravan, etc. A horse & musket type game could be worked up using Napoleonic or Colonial forces, which in this case artillery should be add- ed to all forces, including reinforcement. Finally, a modern version could be used with marines and heli-borne forces would conduct the raid with air cover. There are a large number of opportunities to change this scenario to fit almost any era.

ISSUE #39 WINTER 2015 Page 21 7th Annual Warmasters Ancient Tournament

One of the most fun events that we Usually, WMA games go down to do each year has been the annual War- the wire with very few that get decided master Ancients tournament held at early or turn into complete routs. That the end of each year during the holiday is precisely what did not happen in my season. With all of our work and fam- second game against the Successors! ily schedules we find that it is easier to They hit all of their command rolls, hold this event during that time frame launched massive combined attacks, than earlier in the year. We also need and my Indians could do nothing right. 4-6 hours depending upon the length By the end of turn 3 it was pretty of the games plus set up/take down, much over and midway through turn 4 which makes doing this on the usual it was. In under an hour my Indian Friday nights a bit of a challenge. army had been virtually wiped out while inflicting hardly anything Over the years we’ve used several against my opponent. formats, army sizes, starting lines, etc., but we seem to finally have come up In the final game against the Late erful weapon on the tabletop, but they with a workable solution and are sticking Romans my Indians had a chance. This also cost 200 points per unit, which is to it...for now. First off, each player gets was a real bloodbath with both units tee- almost a third of your army! If you lose one free general, then 750 points of units tering on breaking the last few turns of them you’re in big trouble as they consti- according to the army lists. This still the game, which was filled with heroic tute the core of your striking power. forces players to take the minimum/ stands, horrific command rolls, and maximum outlined in the lists, but gives In the end I decided not to use the blown opportunities. At the end, howev- each player a good choice. On top of that elephants and went with a unit of heavy er, the Romans prevailed and I ended up we use the campaign system in the sec- chariots and an extra leader instead. Hav- going 0-3. Not good. ond book too generate three “territories” ing to take four units of archers was also for each player. Territories give each an option I wasn't thrilled player either one extra unit or some can with, but there was no get- be combined to offer higher value units ting around that. I was left for an army. with a balanced force that should have been able to This year we had Successors, Indians, use its numbers as an ad- Hittites, and Late Romans. As the Indian vantage. My problems player I’m always torn about what units were also compounded by to take to compose my army. The Indi- the fact that my three start- ans are what I would term a “mass of ing territories weren’t real- mediocrity”! They have a ton of infantry ly the optimum for my and archers, but everything is unarmored, army, so the bonus units I so you need to overwhelm your oppo- received didn’t really help nents and you can’t be afraid of taking much. casualties to win the game. The other issue is what to do about elephants. In Unfortunately, things Warmaster Ancients elephants are a pow- didn’t work out well for me! The beauty of this tournament is that you The order of finish was: get to try some ahistorical 1. Hittites matchups and see some inter- esting army compositions. 2. Successors Against the Hittites I could not come to grips with them and 3. Romans got nickel & dimed to death! 4. Indians Their light chariots dashed in and out, inflicting large The Hittites also won the Masters of amounts of casualties where I Mayhem award, which goes to the army could not get the Indian infan- that inflicts the most casualties. Overall, try up and into the fight. At another fun tournament that was finished the end of the first game the in less than five hours. We’re actually Indians looked beatable for the talking about doing this twice a year now upcoming games as well. as it is a really good time.

Page 22 WARNING ORDER 7th Annual Warmasters Ancient Tournament (cont.)

10mm figures by Old Glory and Magistar Militum for the Hittite, Indian, Successor, and Roman armies shown here in these images. Each player had a 750 point army plus one free general along with troops generated through three starting territories.

ISSUE #39 WINTER 2015 Page 23 Crete 1941: The Battle and the Resistance Book Review

Although I’ve literally tack into Greece and how German read hundreds of books on forces had to be used to not only WW2, I seem to recall hav- seize the initiative, but to finish ing only read one previous the operation. You first start get- book on the subject of the ting the idea of the large number invasion of Crete in 1941. of Allied problems, from the hor- When I encountered this rific strategies employed by book on the shelves at my Greek forces, to the widely varied local B&N, two things im- skills exhibited by British, Aus- mediately stood out. The tralian, and New Zealand com- first is that it was a new book manders. The Allies are forced to on an interesting subject and abandon Greece and most of the the second is that it was from survivors are shipped to Crete Allied warships and transported back to an author that I was familiar with, Antony where a defense is set up. Egypt. A good deal of this is spent on Beevor. I’ve found that Beevor does a Allied leadership during the retreat and Now here is where things get interest- good job of bringing up previously ac- the evacuation, which sheds a poor light ing. Because of ULTRA, the British cepted facts and explanations, then dis- on the various commanders. knew the date of the attack and which secting them from new information that forces would be used, which are massive Although you would think the book is he has gleaned during his research. This advantages in any war. However, they over at this point you are actually only helps to provide a new take on each sub- completely misinterpreted the signals into two thirds of the way through it. The ject and one that usually captures your thinking that a seaborne invasion was the remaining sections cover the almost four interest in to what otherwise could turn primary threat at a time when the Italian year resistance, which combines elements into dry reading. and German fleets had very little amphib- of combat, James Bond, and the best of For those unfamiliar with the subject, ious capability. The Germans on the any spy thriller! This was a very interest- Crete was a British island base in the other hand completely underestimated the ing segment, especially since all of it took Med with a relatively good port at Suda. amount of British troops on the island. place on one island in the Med! Finally, During the Germans initial string of con- These things together would prove to be the Allies return at the end of the war, quests they quickly overran Greece, forc- catastrophic for both sides in the coming which is followed by an extensive order ing the remaining Allied forces back to battle. of battle and notes section. Crete and Egypt. From there a daring Beevor covers the initial landings Overall, this is worth your time and airborne assault was launched to seize well and gives the reader a feel for what provides an interesting perspective on the Crete and deny its use to the British for the Germans encountered as they assault- battle. The German airborne assault in the rest of the war. It was one of the first ed their objectives. He then switches large scale airborne operations and an sides to give the reader the Allied interesting battle in that both sides made perspective. Although quite bewilder- a large number of mistakes. ing to both sides, he never seems to The book begins with the Italian at- lose the reader, taking time to explain what each side’s forces were doing each hour. Naturally, a great deal of time is spent on the Allied defense, the confu- sion over what to do, and the massive counterattack that never came, but which would have ended the battle as an Allied victory. Instead, the reader particular is fascinating stuff and should gets a good view into Allied thinking and be read by anyone interested in WW2 what eventually happened, which was an airborne operations. My only complaint avalanche of mistakes. By the end of the is that there wasn’t a section about what second day it was easy to see that while the various participants did after the war the Germans had taken horrendous casu- or an extensive look at the recriminations alties they were going to win the battle. after the battle. This is a small criticism The remaining sections of the battle and by no means should dissuade you go over the German reinforcements, futile from getting this fine book. I look for- Allied counterattacks, then the long re- ward to more books from this author in treat to be picked up yet again by the the future.

Page 24 WARNING ORDER Three Way Fight Ronin Battle Report

Ronin is one of those groups and were down to only a games where you don’t need few men as well. Both ashigaru a lot of preparation, so it’s groups had done pretty good, but perfect for those last minute were badly out of position when the Friday night games where no lord decided to make a run for it. one knows what we’re play- One of the ashigaru groups final- ing until Thursday night! ly saw what was going to happen Once you have a few units and moved to intercept. The lone painted up, which can be archer on that side had three or four anywhere from 5-12 figures chances to shoot the lord, but only on average and their stats succeeded in stunning him for a written down, they can be turn. In the end the lord escaped, used over and over again in the ninja were down 2/3rds of their numerous scenarios. force and there were several dead For this scenario it was bodies strewn about the courtyard. set up as a three way fight. It took us just under two hours for A lord and his retinue were the set up, explanation, and to play trying to get off one of the 8 turns of a ten turn game. It was a long side board edges. However, there fun, fast game that saw plenty of combat Now in an everyone against everyone were three groups who were after them. and all sides definitely had their chance type of scenario things can get a bit cha- The first two were on the same side and to win at the end. otic, which was exactly what happened each consisted of a leader, ,one bow here! The Ninja took the lord’s body- For those of you who have not tried armed ashigaru and five spear armed guard head on, with not so great conse- Ronin I would strongly suggest that you ashigaru. The third and final group were quences for them. The ninja also became get the rules, if only to possibly use them several ninja, who would enter from any embroiled in a running battle with one of for other periods. The basic rules are board edge. the groups of ashigaru. This gave the only a few pages long and it has one of After an explanation of the rules for samurai lord a chance to take out a few of the most unique melee systems in the those of us who had not played in a few his attackers and plenty of options for gaming hobby. The rules do come with months and a summary of how ninja where to go. Also, several of the groups several army lists, a few simple scenario worked we were ready to start. The ninja lost track of the real prize, which was to ideas, and a basic campaign system. You decided to blanket the board in an effort get the lord! Instead, a series of melees can also customize each figure by adding to locate the lord who was their target. broke out across the board. a wide range of characteristics and weap- The two groups of ashigaru who were ons, which makes each game unique. We By the fifth turn of a ten turn game the also hunting for him, entered on opposite have yet to try mounted combat, but we ninja had taken the brunt of the fighting sides of the board. Everyone moved to- continue to add figures and terrain . This and were down to 50% of their starting wards the center and it wasn't long before system could easily be adapted for medie- numbers. The samurai lord’s bodyguard contact was made. val and ancient era skirmish combat. had been set upon by all of the other

ISSUE #39 WINTER 2015 Page 25 BKC 2: Bridgehead Breakout Battle Report

After the disastrous BKC 2 scenario The Germans had one un- that was featured earlier in this same is- derstrength battalion of infantry sue, I was a bit hesitant about setting up in the entrenchments opposite another BKC 2 scenario, let alone one the canal to start the game. The dealing with the same British forces! remaining German forces would However, we found ourselves on one of come onto the board on the first those weeks were we needed something turn, but the German players to play and BKC 2 is always an easy had their choice of which road choice. (s) to bring them on. The Ger- man force consisted of one com- The scenarios was set in Normandy in pany of Panthers, one company late July of 1944. A British force had of PZ IVHs, one battalion of some unexpected good luck the previous panzergrenadiers, plus a Tiger evening and seized a bridge over a small platoon, Sdkfz 251/22, and an canal. During the night reinforcements 88mm AT gun that could be were brought up and at first light the attached to any force. rolls to move at the wrong time. What force would breakout from the bridge- should have been a good start and getting head and cut the German forces in this The British needed to score 20 points their combat power forward all of a sud- sector in two. However, the Germans to win the game with each squadron or den turned into a battle for survival. were preparing for a counterattack of company equivalent (for infantry) that their own, which would also go in at first was able to reach a road exit. There was By turn three each side began exchang- a company of Jgdpz IVs ing long range tank fire and the artillery that were in reserve that began to drop. British artillery knocked could be brought on by out some of the German halftracks, but giving the British 5 victo- they had disgorged their infantry and the ry points. If the Germans town with the twin road exits was now at any point recaptured the firmly in German hands. The British bridge the game was over would need all of the mech infantry to as a German automatic assault the town and clear a path to the victory. The railway em- exits. The German artillery was particu- bankments were impassa- larly nasty this night, falling on target ble to vehicles as was the virtually the entire evening. Although it canal except over the didn’t cause a lot of casualties, it had the bridge. desired effect by suppressing several British tanks right on the bridge, creating The game started out a huge traffic jam just when they were pretty well for the British desperately needed at the front. who were able to spread out and get some of their By turn 4 the German armor started to light with whatever forces that they could forces towards the bridge. The Germans find the range. Although they lost a scrape together overnight. then responded by getting some pretty PZIVH the Germans responded by The British had one squadron of incredible die rolls that saw them able to knocking out two Cromwells, followed Cromwells with a Firefly positioned on deploy almost their entire force onto the by the Firefly. The British (cont. on p27) the other side of the bridge at the start. board on the first turn. There were additional forces on the road This was the first inkling and more waiting to come on board. of trouble as when I de- Each turn the British could bring on a signed the scenario I mech company or armored squadron, plus envisioned the British they had three batteries of 25 pounders getting about half of their off board and three scheduled bombard- force into the open area ments. The entire force consisted of one in the first few turns, battalion of Cromwells, one battalion of then a big slugfest to Shermans, and one battalion of mech determine the outcome. infantry. There was also a second infan- Instead, the British try battalion guarding the canal, but it came on in an uncoordi- could be used in the forthcoming opera- nated way, with several tion. commands failing critical

Page 26 WARNING ORDER BKC 2: Bridgehead Breakout (cont.) Battle Report

(cont. from p26) tried to maneuver their mor, the end was not long in coming. By For the British, the leg infantry battal- armor to flank the German position, but the end of the seventh turn there was no ion played no part in the game, but it were continually turned back. With the way the British were going to get any- could have crossed the canal and at- artillery still falling on the bridge area, where near the road exits and the game tacked, even towards the road exits or to bad command rolls for the reinforce- was called as a German victory. protect a flank. The British seemed to ments, and being overwhelmed by Ger- have focused on not losing the bridge, so Upon retrospective, the British and the man firepower, things were not looking kept them in place. The other issue was scenario designer (me) made some fatal good for the British at this point. that the British armor became too spread mistakes. First, the single crossing was out and when faced with overwhelming The British responded by engaging definitely a hindrance to the British and it odds they decided to die in place rather the German armor and trying to coordi- was suggested that more of the starting than seeking cover and awaiting help. nate their artillery, but to no avail. Then British forces should have been on the the decisive event occurred in the game. other side of the river. Second, all of the It was still a fun experience and we The 75mm AT gun attached to the pan- British forces should have started on the finished in under three hours, which isn’t zergrenadier battalion and the Sdkfz road, which would have saved them some bad for a five player game. BKC2 is a lot 251/22 launched a counterattack! They time. Also, the Germans should have had of fun, but designing scenarios for it can moved from position to position near the a staggered deployment or had to choose be a bit of a challenge. The command village, knocking out a British armor unit what units arrived in a certain order. rolls can present some issues as can the almost every turn! With the fire from Those were the problems on the scenario wild swings of fortune that seem to occur these two weapons and the German ar- side. in each scenario.

ISSUE #39 WINTER 2015 Page 27 WFHGS I think that we’ve officially hit the saturation point on wargaming rules. Over the last 7-10 days on TMP I’ve seen news stories or announcements for 10 different sets of rules! It’s got to the point where I don’t even click on them anymore and WASATCH FRONT HISTORICAL GAMING SOCIETY could basically care less if they’re good or not. There are several lines of thinking

Meets every other Friday night in the SLC, on this. First, it’s great that the hobby and modern publishing techniques allow for Utah area. We play a wide variety of games so many sets of rules to be produced. Obviously the hobby is alive and well, plus it in 1/300th, 10mm, 15mm, and 25mm, including Age of Reason, Age of Discovery, gives gamers a massive variety in choice for their rules. It’s bad in that the main Age of Eagles, Fire & Fury, General de periods of the hobby, i.e., ancients, WW2, ACW, and so on are massively oversatu- Brigade, Warmaster Ancients, TSATF, Phantoms, Mustangs, BKC2, and more... rated in rules. This leads to threads in various forums where gamers are asking each other about new sets of rules with questions like how the basing is handled, Email the editor: what is the scale, what is the playing time, etc. Naturally, there’s few if any an- [email protected] swers. This is probably because THERE ARE TOO MANY RULES and no one has them all! Yes, there’s no way all of these rules are being bought and played to the The best in historical miniatures extent that you can find opponents, get questions answered, or think about maybe gaming using a new set to replace one of your older sets. Now I could be passing on the greatest thing in rules design since sliced bread, but I’m just beyond caring at this point. I have the rules that I play and have played for quite some time, plus trying Visit us on the web: to remember all the rules that we use is getting to be quite the challenge. I think at www.wfhgs.com some point you have to stop buying new rules and I think I’ve reached that point.

Thunder Alley from GMT Games Game Review

I know what many of get a sheet of counters, a tactics here. When to ma- you are thinking; what is a large deck of cards for the neuver, who to help and review of this game doing racing element, then a small- when, should you pit or not, in a wargaming magazine? er deck for events during the and thinking a few cards Well, first we are gamers race. The rules, while on the shorter side, ahead are the keys to victory. The game and love to play games. need a second reading and a turn of play- play is fast, furious, a lot of fun, and we Second, this is more of a ing to figure out what exactly is going on had four dedicated wargamers counting wargame than you would here. Once learned, however, you rarely out the spots to the finish line when we think! need to refer back to the rules. got to the end! Thunder Alley is GMT’s newest rac- Races are between 60-90 minutes This is a pretty good game that I think ing game, but it’s not your usual racing long depending upon the number of play- all gamers would enjoy. They’re going to game where you maneuver a car around a ers. If using, for example, the track pic- release more tracks and probably some track. Instead, this is a racing game tured here, the entire race is only two “campaigns” at some point. Highly rec- where each player manages a team of laps! That is because you’re simulating ommended for not only families, but for cars. Yes, depending upon the number of the entire race and the decisions for a gamers looking for something new. players you can be racing anywhere from team manager, not racing an individual 4-6 cars per player. You will also notice car. Each payer gets a number of cards that there are no dice in the game as it is each turn that allow for solo, pursuit, totally card driven. lead, and draft movement. Each of these types of movement can push, pull, or do The components are very well done both to entire lines of cars, much like in and the box is pretty heavy. The main an actual Nascar race. reason for that are the two double-sided mounted map boards for the four tracks Here’s where the wargaming element that come with the base game. You also comes in as there is a lot of strategy and