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Issue #21 : The Game Spring 2008 WW2

WW2 naval gaming has set of rules compares fa- been around a long time vorably in terms of produc- and is one of those periods tion, layout, and quality. that doesn’t get the “rock The big plus in the rules star” treatment that An- are the inclusion of scenar- cients and Napoleonics ios and campaigns. This does. There are all kinds of covers the middle part of rules sets, figures and mod- the rule book and takes up els in several scales, and it some 20 pages. You get has the advantage that there scenarios for Midway, must be over 10,000 books Coral Sea, Java Sea, Den- available on the subject. mark Strait, and more. The The period is exciting and campaign is based on Op- challenging, featuring fa- eration Pedestal to get a mous battles such as Leyte convoy through to Malta. Gulf, Midway, Coral Sea, night, but have a level of All of the scenarios and the The Slot at Guadacanal, detail where the ships, campaign are well laid out, and more. So why hasn’t weapons, and tactics aren’t have complete orders of this period emerged in the all the same as in many battle, along with special upper tier of wargaming? games. rules and victory condi- Mainly this has been The rules book runs 130 tions. There is also a very due to rules. Either they pages, of which only 48 good scenario generation are too simple, too com- pages are the rules them- system that could be used plex, or gamers can’t agree selves. Since a large chunk with many other sets of on the historical accuracy of this involves aircraft, rules. in the rules regarding gun- submarines, mines, etc., the The final part of the nery, armor, speed, and actual rules for moving and book is taken up by around more of the ships portrayed firing your ships is quite 50 pages of aircraft and in this period of naval war- manageable. Most gamers ship data, including color fare. should be able to get ship damage/info charts for through the first 20 or so Micronauts The Game: the major combatants. You pages and be able to run a WW2 attempts to bridge get German, Italian, Brit- surface action in no time at these gaps by providing a ish, Japanese, and United all. The rules are printed set of rules that isn’t rolling States forces that cover on glossy paper with thick a handful of D6s with each everything from destroyers card covers and they con- 6 scored sinking a ship, but to auxiliaries to merchant tain numerous pictures, not to the level of detail ships. With this list you illustrations, and charts all seen in Seekrieg V. The can pretty much play out in color. For those of you rules are for the WW2 na- most of the more notable who like rulebooks such as val gamer that wants to run surface engagements or Flames of War or Warham- a historical scenario in a campaigns during WW2. mer Ancient Battles, this club setting on a gaming (cont. on page 6)

Inside this issue: Special points of interest: Warmaster Battle Report 2 • Several boardgame and figure reviews. Interview w/Russ Jensen 4 • Warmaster Ancients battle report. This Very Ground battle report 8 • Blitzkrieg Commander battle report. WASATCH FRONT HISTORICAL GAMING SOCIETY SOCIETY GAMING HISTORICAL FRONT WASATCH Board Game reviews 10-11 • Warpaint battle report. Warpaint battle report 14 • Regular features Blast from the Past and Blitzkrieg Commander battle report 16 Memoirs….

Warning Order Regular Features 18 Warmaster Ancients: Assyrians vs. Egyptians Battle Report

Warmaster Ancients has quickly as many units Assyrians were deter- turned into one of our favorite games. were deployed on mined to hold both The combination of command & control, the tabletop. flanks and let their fluid gameplay, and the fact that it looks infantry be the deci- Both sides great on the tabletop in 10mm is convinc- sive edge in the center deployed cavalry ing gamers in our group to paint more of the board. and chariots on armies. As we still only have Assyrians their wings with With the deploy- and Egyptians we set up another battle in the infantry, ment finished we the Ancient Middle East. archers, and skir- went over the rules Both sides had around 1500 points, mishers in the one more time to with the Egyptians having an almost 3:2 center. The make sure everyone edge in units. This is due to the Egyptian Egyptians, hav- was on the same page units being unarmored with light chariots ing a lot more and the game began. and mercenaries which creates an army units were able to deploy some extra For once the Egyptians got a good series list of cheap units. The Assyrians had archers and skirmishers on the flanks as of command rolls and were able to move four heavy chariots and several cavalry well. out from their deployment area fairly units backed by good armored infantry. quickly. The Assyrians tried to match the The Egyptians hoped to hold on one Both sides had three commanders, which Egyptian movements, but poor command flank and in the center while overwhelm- in hindsight was probably not enough for rolls slowed their forward deployment. ing the right flank with chariots. The

Opening Moves

The action started on the Egyptian left enemy. The Egyptian right flank got right flank and contain the Egyptians. flank where some chariots, archers, and going in fits and starts, but the Assyrians After several more exchanges of archery, infantry ran into a unit of Assyrian heavy were unable to capitalize on any of these some skirmish combat, and a few charges chariots and some militia infantry. After problems as they were by the Egyptian light several indecisive combats the Egyptians having numerous com- chariots, both sides were triumphed and things were looking pretty mand die roll issues as too beat up to continue good on that side of the board! well. further offensive opera- tions. If the battle was In the center both sides were having The Assyrians were going to be won by either command roll problems which meant a able to transfer troops side it would be in the slow, grinding deployment towards the over to their threatened center or the other flank.

Page 2 WARNING ORDER Warmaster Ancients Battle Report (cont.)

The Assyrians next tried the center, combat and were forced back. where another unit of heavy chariots By this time both sides were crashed into a brigade of Egyptian infan- nearing exhaustion and close to try. This was supposed to be a coordi- their army’s breaking point. nated attack with the armored Assyrian There were few units that were infantry, but it fell behind and then be- still fresh and these finally made came embroiled in a series of individual their way to the front lines. The combats. Assyrians gathered their heavy The Egyptians did better than they infantry and guard units in the thought, surviving a series of attacks and center, then moved forward. The although bloodied, they still held the cen- Egyptians countered with a mer- ter. More archer units moved up and the cenary brigade and the remaining left-center became a no man’s land where fresh infantry units. Although anything that ventured out into it from there was still ongoing combat on either side was met by a hail of arrows! the flanks, the main event was definitely both sides get to within one unit of their The Egyptians meanwhile, launched an in the center. break point. Finally, another bad series attack on the Assyrian left with chariots. The Assyrians attacked and drove the of combat rolls by the Egyptians and this Although initially successful, they too Egyptians back onto their supports. This pushed the Egyptian army past the break met with some disastrous die rolls in was followed by a see-saw affair that saw point and they were forced to withdraw.

Summary

Another outstanding game of Again, it’s hard to losses wherever possible. Warmaster! Every time we’ve played fault either battle plan as A fun game that not this game it has literally come down to both were well thought only plays great, but the the last turn with one army or the other out, but the ever chang- large numbers of troops needing to break one more enemy unit. ing situation with the in Biblical armies looks The Egyptians definitely have the advan- command system meant fantastic on the tabletop tage in numbers while the Assyrians have that the plans were dis- and 10mm is the ideal a decisive advantage in staying power, carded by turn 3! After scale for this game. On making this a classic “quantity vs. qual- that it was trying to get to Seleucids and Romans ity” matchup. fresh units to plug in next time! holes and minimize

ISSUE #21 Page 3 Interview With Russ Jensen-Micronauts The Game WW2

Russ Jensen, one of the grew out of little kids for a discussion. It just blossomed authors of the new Micro- books and shows. from there. nauts The Game: WW2 As in the previous naval rules was kind answer I have al- enough to answer some ways had ship mod- 4) There's been a lot of debate questions about the rules els to game with in about combat systems for WW2 and naval gaming in gen- my collection. To naval gaming. What is so different eral. While naval gaming me, the best unit to about your set of rules? in general is popular, re- game with is a divi- leases of new rules for sion of IJN heavy these eras are few and far cruisers, although a There are three major areas between, so when a new brigade of T-34’s that in my mind make MNTG: WW2 set comes out it’s only comes in a very stand out. Firstly I believe that the fitting that some attention close second. one true piece of genius in MNTG: be paid to it! In this inter- WW2 is the Gunnery Straddle Chart. view Russ explains why As it is a combination of; to hit, armor he loves this period, what 3) Why did you penetration, range, and hull or deck makes his rules different from what think that the hobby needed an- hit, all rolled into one smooth working has come before, and what it took to other set of WW2 naval rules? table. Second would be the integra- get these rules published. tion of air operations with surface

combat. Rules I have played in the I had played GQ1 & 2, for past have dealt with surface action as 1) How did you get started in the many years, and thought is a little too the main focus of combat, with leav- hobby? simple for our taste. Having tried out ing the air combat as somewhat of a Command at Sea and Seekreig, I secondary action without much detail,

thought they were way too complex to or way too much detail as to almost When I was 12 years old. complete a game in one night. So I overwhelm the average wargamer (I After playing many, many games of took the “Goldilocks” approach to find consider myself a very average Risk and with a close friend a set of rules that were “just right”. I wargamer). Vince Stella, a former of mine, we moved on to gaming with bounced ideas off of our gaming Army AH-64 pilot, helped out im- the 1/72 scale tank and 1/600 to group (They guys who met at Eagle & mensely with the air rules and the 1/700 scale ship models we had been Empire Game Shop, in Alexandria, aircraft charts and tables. Thirdly, collecting. One day we had a large VA) of making up our own set of would be the command level MNTG: set up in my friends front yard, using rules. John Drye said he had dabbled WW2 is played at. We don’t ask the about 30 to 40 tanks, when a guy a bit with the idea years ago, and players to be the gunnery officer, tor- drives slowly by and later stopped to would dig up his notes on the project pedo officer or the ships helmsman. talked to us (many parents would be scared to death at this these days) to tell us about war games, using rules and dice. I have been hooked ever since.

2) Has naval gaming always been a big part of your hobby?

The first military history book I chose to read was JFK’s PT-109 when I was about 8 years old and my dad was in the Navy. I also remem- ber watching the old Victory at Sea and World at War re-runs on TV which kept me riveted and my interest piqued. So I have had an interest of One of the many charts and tables used in the rules. Most of the charts and ship naval warfare back as far as when I records are done in color and represent great value for the price of the rules.

Page 4 WARNING ORDER Interview With Russ Jensen-Micronauts The Game WW2 (cont.)

Oh yes! I would love to do WW1, Pre-Dreadnought era, the late 1800’s navies, and Ironclads naval rules. WW2 Air combat rules also are also on my radar screen, but are a very distant target.

We want the players to the unit com- Long before ever starting mander, be it a division, squadron, MNTG: WW2, I collected a number of 9) What does the future hold for flotilla, or overall task force com- different scales of ships, 1/700, your set of rules? mander. 1/1200, 1/2400, 1/3000, 1/4800 be- fore finally settling on 1/2400. The Skytrex line of 1/3000 ships seemed Well, at present we are work- 5) Not many gamers know the pro- more comprehensive in including all ing on a second supplement for duction timeline of a set of the major classes and types, but the MNTG: WW2. We are also in the re- rules. Could you describe how the detail level of the models left a lot to search phase of working up a set of rules were written, playtested, and be desired. Conversely, the look of rules for the Great War (a period I how long it took for them to be the GHQ and CinC models are very actually like the most). published? eye pleasing, especially to those who really like to paint details. However with that said, my trigger finger is get- The process started in ear- ting very itchy towards 1/6000 scale. nest about 8 years ago. We had a pretty good handle with the basic rules and needed to expand the rules 7) Your set of rules are not as further, when the idea came to mind complex as Seekrieg or Harpoon 4, about actually publishing the rules but they're not exactly for begin- when we were done. I had heard ners, either. Was this taken into nightmare stories from folks doing it account and what is your opinion on their own. Then, I noticed that on the simple vs. complex rules GHQ, had put out their own rules to debate going on in the hobby? use with their MicroArmor line of figs, and I thought, why not ask GHQ if they would be interested in pub- lishing a set of rules for use for their MicroNauts line of 1/2400 scale ships. Play- testing has been quite ex- With the backing of GHQ this rules tensive with John and I getting to- set should be well supported. There gether about once a month over this is already an 80 page supplement time and putting many games at con- Our goal was a “middle of with additional ship charts and a bo- ventions About the last three years the road”, set of rules. We had played nus scenario. The combat tables (in we worked pretty hard on putting on GQ1 & 2, for many years, as well as full color) are already available as a the finishing touches and fleshing out trying out Seekreig and Command at separate download. Russ assured the rules to make them complete, and Sea, and decided that something was me that they are already working on with Jim Moffit of GHQ cracking the needed between these pillars of naval additional supplements, so there whip and yelling “hurry up!”. gaming. John Drye and I both feel should be no worries that this will end we have accomplished our goal with up as an unfinished project. MNTG:WW2. 6) Do you have any opinion on Our group has played this set of which scale of miniatures is best rules a couple of times and it has re- for WW2 naval combat? 8) Are there any other periods that ceived favorable reviews from many you would like to try to write a set long time WW2 naval gamers.

of rules for?

ISSUE #21 Page 5 Micronauts The Game: WW2 Review (cont.)

ing subject and that is yet tried an air action (only surface ac- how the guns shoot! tions in the games I’ve been involved with) the air system seems as if it would MNTG: WW2 uses easily handle large actions as at Midway. a unique system for gun- nery combat. Basically, Finally, for those of you who were each player decides wondering, yes there are sections on which ships are firing night fighting, ASW, mines, MTBs, and and their targets. Next, more. If you can think of a type of naval each player determines action that occurred in WW2 then there the range and gun cali- are rules that can simulate it. The good ber for the ship or ships thing is that the systems are simple and that are firing. You then effective. I recently watched our group roll on the Gunnery play a night action in The Slot off of Straddle Table which Guadacanal that ended up being a pretty after modifiers deter- good fight. Most night actions take a mines if you’ve straddle long time, there’s problems with detec- the target. If you have, tion, rules need to be looked up, etc., but Recent game at our club with a Japanese resupply effort to then you proceed to the not here. Even with several new players Guadacanal being intercepted by a USN force. Salvo Phase. This deter- the game went quickly and was resolved mines how many shells in just under three hours. Sot the rules are well done, there are actually hit the target, which is usually 1 plenty of scenarios, a campaign, scenario Overall, I think that this is a good set or 2 in most cases. You then roll on the generation system, and tons of ship data of rules that has something for everyone. Hit Location tables followed by deter- that every naval game loves. This leads If you like carrier battles, then these rules mining the damage that the salvo caused. to the big question, “How do the rules can handle it. You want to play a de- play?” In practice this goes pretty fast and stroyer action off of Guadacanal it’s all once gamers become accustomed to it here. I particularly liked the gunnery MNTG: WW2 uses a scale of 1 you can process large surface actions system as it was pretty novel and seems inch=1000 yards/meters and 1 tactical fairly quickly. If you didn’t straddle the to work well, at least in the two games turn = 6 minutes. The sequence of play is target, then there’s no need to proceed I’ve been involved in. The rules are well pretty straightforward with an Initiative further down the list! This makes the done, are reasonably priced, and are Phase, Damage Control Phase, Detection game play fast, is pretty realistic, and a worth the money. There is already a free Phase, Torpedo Impact Phase, Tactical novel approach to gunnery combat. supplement out on the GHQ site with all Movement Phase, Gunnery Combat of the tables, charts, errata, and a scenario Phase, Torpedo Launch Phase, and ends Torpedoes are handled much the same with more to come. The authors are with Air Combat. While this sounds like way and there are no complex charts, working on supplements even as I write a lot of different phases in reality the geometry, formulas, or any other strange this, so hopefully more good stuff is to game goes by pretty fast. devices I’ve seen used in other rules. follow. Here the authors figure As many of you who are regular read- that the ships crews knew ers of this publication know by now, I am how to aim the torpedoes big on command and control. MNTG: and you just need to re- WW2 attempts to portray this by having solve the action. You sim- each force broken up into a number of ply check the range, see if formations and a Cohesion Table, which the target was straddles, tries to at least mimic the realities of the roll on the Torpedo Salvo time. There are no “every ship for them- table for the number of selves” type of games here that are com- hits, then hit location, and mon in naval gaming. Rather, ships at- finally determine the dam- tempt to stay in some type of formation age. Again, this is simple, until contact and the shells start flying. fast, and effective. If you’ve played several sets of naval There is also an exten- rules there is nothing new under the sun sive air combat system in in terms of movement or detection, so we MNTG: WW2 that can won’t spend a lot of time on this part of cover CAP actions, carrier the rules. Rather, I would like to focus attacks, or raids on con- on everyone’s favorite WW2 naval gam- 1/2400 GHQ USN ships painted by Russ Jensen. voys. Although I have not

Page 6 WARNING ORDER The Mexican Soldier Book Review

Produced by The Virtual Ebay. All other works that are complete orders of battle for the Armchair General, The Mexican have come after use this as Mexican Army for all of the major battles Soldier is a must have for any- a primary source and after and much more information on uniforms, one interested in the Mexican – reading it I can see why. equipment, tactics, and more. Appar- American War. If you bought ently, (I’ve never seen the original) the The book is not just a the two volume Mahdist Wars information has been re-organized into reprint, but additional art- Source Book last year, then you sections and all of the Spanish captions work has been added along will know what to expect. The have been translated into English, with several former black book is in an 8 x 11 format with and white illustrations that I can’t say enough about this book stiff card covers and although have now been colored and for $40 it is more than worth it. In- not very thick, it contains a lot of according to the uniform formation for this period has always been useful information. information in the text. hard to come by and this book fills a sig- Originally published as El There are also several nificant gap in where previously there Soldado Mexicano, 1837-1847, by Joseph pages of flags and standards carried by was only the Osprey and FreiKorps books Hefter, this book has been long sought the units of the Mexican Army. There along with snippets of uniform informa- after by historians and gamers who are are 20+ plates of uniforms and flags that tion here and there. TVAG has done a interested in the period. Up until this serve as a definitive painting guide for remarkable job with this reprint and I version was published you could expect anyone wishing to get into this period. hope it does well so that further projects to see this item go for a good sum on can go forward. The other amazing thing is that there

Recent Magazines, E-zines, and more… Reviews

The last several issues of is The Gamer’s was another Gettysburg series of Wargames Illustrated Closet put out by the articles. That makes about 100+ Get- (243,244,245) have at least NOVAG group. Al- tysburg features in the collection of renewed my faith that big though many of the magazines that I own. It would be wargames aren’t dead yet. ads are for local nice to see something else besides There were some truly spec- stores and cons, there Gettysburg, Waterloo, and D-Day. tacular pictures in several of the is a lot of good info, The online publications continue latest issues and the variety and reviews, scenarios, to improve and although not as good quality of the images was par- and more in each as their glossy, published counter- ticularly good. I know that I’ve issue. You can parts, they are gaining in popularity. given WI grief from time to time, but the download issues at their The one bad problem is that if you last few issues and the ongoing WECW web site: want to print them it could cost you a 30YW variant have been some of their http://www.novag.org/newsletter.html small fortune, but being online you can best. save them for later access. I think a huge problem facing the Wargames Journal is magazines in the wargaming hobby Finally, I got one of the latest Ospreys now up to #9 and they do are the ever increasing prices. With on the Highlanders in North America. offer them again for free some magazines now going over $10 While the information in it was very via their web site. The per issue here in the U.S. I think that helpful, especially since I’m painting magazine is available as a gamers are going to start having sec- units for the pdf download and contains ond thoughts about the value of these F&IW, the art something for everyone. magazines. To their credit the vari- was not as good There are articles about ous magazines have improved tre- as the old Os- basing, skirmish games, mendously in presentation, especially preys. Still, these big games, reviews, lost of the color pictures and layout. How- are an invaluable ads, and more. The color ever, having said that I am still as- resource for fig- pictures are pretty good tounded by the lack of interesting ure painting and and for free it can’t be articles and how-to’s that are in the their collections beat! magazines. In the last few issues of continue to build. Another good free online publication Wargames Illustrated for example, there

ISSUE #21 Page 7 Race to the Farm! This Very Ground Battle Report

Several of us in the club The action began have slowly been adding to our when the advancing French & Indian War collec- Indians fired on the light tions since the last time that we infantry in the farm- tried this period. We’ve added house. This started a a unit of British light infantry, several turn firefight that some more Courier du Bois, produced few casualties, and a lot more Indians. We mainly because the light needed a second game put on infantry couldn’t hit a for a club night when we real- thing (2 hits with 30 ized that we had too many play- shots over several ers for the original game that turns!). A unit of Cou- was scheduled. Quickly com- rier du Bois moved up to ing up with a scenario we set support the Indians the board up, chose sides, and while another Indian began play! unit moved to try to flank the farm area. We choose to try This Very Ground again for the rules even The British High- though a few of us had some landers went front to concerns about the melee and flank just as the Indians morale systems. We really on that side launched While the British pushed on to the liked the firing system as that presented their first attack, catching them in the farm, the French and their Indian allies each gamer with some difficult decisions open and driving them back with casual- were trying to make it to the center of the throughout the game. We also liked the ties. The grenadiers had deployed ahead board as fast as possible. Two Indian advantages that formed units get over of the regulars and were positioned at the units drove straight for the farm while the unformed units such as Indians and other road junction where they too drove off an rest positioned themselves to begin snip- light infantry operating in a skirmish role. Indian attack. ing at the British columns. The British The scenario featured a small British pressed on in columns at double time, After the first few turns the action was light infantry unit holding a farm along making the trip up the road very quickly just heating up. Both sides had fully de- the main forces’ march route. The game and getting into position faster than the ployed and were in range of the enemy. begins with the light infantry unit de- French and Indians expected. Now it was just a question of staying ployed around the farm and surroundings power. with the rest of the British force marching along the road towards the farm. There was one unit of 24 Highlanders, a unit of 20 regulars, a unit of 6 grenadiers, and a unit of 10 rangers. The British objective was to link up with the light infantry, secure the farm, and defeat any enemy forces in the area. The French & Indian forces consisted of a unit of 12 French Marines, 20 Cou- rier du Bois, and 60 Indians. 40 Indians were placed on one side with the remain- ing French units on the other side. While there wasn’t a definite plan on the French side, we decided to go with a “wait and see” attitude to see where the main Brit- ish forces deployed. After a brief refresher on the rules (our group plays 20 periods with 20+ rules sets!) the game got started with the British taking the first initiative and try- ing to get to the farm house with all pos- sible speed.

Page 8 WARNING ORDER Race to the Farm! This Very Ground Battle Report (cont.)

things were around the Overall, another good game set in the farm area and the F&IW period. I think that This Very Highlanders, who were Ground has a lot going for it, especially already being pressured the firing system. Also, the differences from the flank, turned between the larger, formed units and the to face the expanding smaller, skirmish units really comes for- threat. The British ward thanks to the rules design. I’m still regulars were still en- not sold on the melee and the morale gaged in finishing off system at time makes units stay in the the Indians on the other battle way past the time I think that they side, but the grenadier would have left, but the system plays fast unit was hastily rushed and is suitable for group play.

The British regulars now moved up off to aid in the and formed line to assist the Highlanders. defense of the This proved deadly for the Indians on that farm area. side of the battlefield, but it proved to be By this time, a blessing for the French and Indians on however, the the other side as they could now advance Highlanders were against little opposition. A unit of British being pressed on Indians attempted to flank the unit of two sides and los- French Marines and after causing a few ing more men each hits they were crushed by a full volley turn. With no from the Marines. The Marines, how- reserves available ever, came under the withering fire of the and more enemies British Rangers who had already beaten coming up from back the advance of a unit of Courier du the farm area the British were in trouble We are going to continue to build Bois. and conceded that they would have to units for this period (we need more On the opposite flank the Indians withdraw. Although the Indians had French regulars!) and hopefully you’ll continued to try to advance against over- taken the brunt of the casualties, the see another report in future issues. whelming British firepower. Each time French side won a tactical victory. they moved forward they were driven Both sides had back and finally the British regulars and been very aggres- grenadiers advanced against the Indians sive and pushed to finish them off. While the British were the action from very effective on this side, they were the start. I think unable to influence events around the that the British farm. thought that they The light infantry in the farm was now could overwhelm at 50% casualties and outnumbered 4:1 in one flank with the farm area. After a few more rounds firepower, then of firing they were down to 20% effec- shift forces to the tives and the victorious Courier du Bois other flank, surged into the farm area. Although it which almost had taken several turns to drive the light worked. Unfor- infantry out of the farm, the attackers had tunately for them only suffered three casualties, so they it took too long to were in good shape to continue the fight. wrap things up on the first flank. The British now realized how bad

ISSUE #21 Page 9 World at War: Eisenbach Gap & Death of the 1st Panzer Review

Lock ‘N Load Publish- within range of that HQ can ing has recently expanded move and/or fire. Simple, effec- its gaming lineup to go tive, and most players can catch back to the 80’s with a on quickly within the first turn series called World at War. or so. The first two games, Combat is done by rolling a Eisenbach Gap and Death number of dice according to the of the First Panzer take a type of weapon that you are look at the initial Soviet/ using, then getting a number of Warsaw Pact offensives hits. The defender gets a num- into West Germany. ber of saves and the final results Overall, the boxed set and the first Eisenbach Gap comes translates into disrupting the supplement are well done. The compo- in a nice large box with a unit on the first hit, flipping it nents are good, the rules and scenarios set of rules, player’s aid cards, beautiful over to its reduced side on the second hit, have few, if any problems, and the sys- 5/8 “ counters, and a 17 x 22 mounted or eliminating it with the third hit. Again, tem has a lot of positives. Most gamers mapboard representing an area in Ger- the system is simple, works well should have no problem opening the many near the border. The components (especially with the tricky nature of boxed set, punching out some counters, are first rate and anyone would have a ATGMs), and can be figured out rather reading the rules, and be playing inside of hard time arguing how they could have quickly. an hour. been better for a game like this. Additional rules cover artillery and So, my big question is, “Where was all The rule book was less complicated choppers, plus there are several good of this when I was gaming NATO vs. the than I thought it would be, given the sub- scenarios that cover a variety of actions, Warsaw Pact back in the 80’s?” After ject material. Not only are the rules in from meeting engagements to defending playing for years with GDW’s Assault the 16 page booklet, but the scenarios and river crossings. The system appears to be series, SPI’s Red Star/White Star and some notes, so the rules take up barely pretty flexible so additional advanced Mech War 2, plus miniatures with Com- 2/3rds of the booklet. The designer has rules or sections for specific terrain or bat Commander, Tacforce, Challenger, done a pretty good job of simplifying scenarios can be quickly bolted on. and other rules, this system has most of modern combat, showing command & Death of the 1st Panzer is the first them beat hands down. supplement in the World at War series. This is where I think the only prob- The folio type layout ( if you remember lem is with this excellent series of games. the old SPI games) is ideal for these kind Obviously they had interest in the product of expansions and the cover also func- as game companies don’t sink capital into tions as the map. There is an boxed games without at least 11 x 17 map printed on the breaking even. This means that inside where all of the sce- there is a dedicated group of gam- narios take place. ers who want to go back to the The game comes with an 80’s and re-fight the Cold War. additional 40 counters that Why, I have no idea and I’ve represent units of the West written about this before, but the German 1st Panzer Division subject keeps coming up. along with additional Soviet So after playing a couple of counters. The six scenarios scenarios and going through the control, and weapons differences without represent this formation try- game system a few times I was having a dozen tables and charts plus a 50 ing to stop the Soviet ad- left with a funny feeling. The page rulebook! vance from defending in game is good, plays fast, looks good, and depth to vicious counterattacks. If you Basically, counters represent platoons the designer did a good job with simulat- like armor combat then this supplement is of infantry, 3-5 vehicles, and command ing modern operational level combat. In for you as both sides get a lot of heavy elements or assets such as mortar or the end, though, I just didn’t care if more metal and the terrain is pretty good tank ATGM platoons. Each HQ gets an acti- supplements came out or not, which side country! vation chit and a unique solution to the won, and it didn’t perk my interest level advantages that NATO forces have in With the first boxed set and supple- in following the series development. The training, quality, leadership, etc., is that ment gamers will be able to do brigade war never happened and while playing a the NATO units get two chits to the Sovi- sized actions and easily create their own game once in awhile is fun, dedicating a ets one. When a chit is pulled, ,all units scenarios and possible campaigns. lot of time to it feels strange.

Page 10 WARNING ORDER Attack Vector: Tactical Board Game Review

I know that I’ve fighters, photon torpedoes, or ever played Starfleet Battles) is not that mentioned this quite a anything else that you’ve seen in difficult to understand, although the shell- few times, but I’m a the movies. What there is are star diagram took some work. big science-fiction fan ships armed with lasers, seeking What you get in the end is a realistic and I’ve recently been weapons (missiles), and coil guns space battle with true 3D vector move- reading the Lost Fleet (kinetic projectiles). Getting your ment. Ships pivot, roll, and thrust to series by Jack Camp- ship into position to fire, thrust- thwart their enemy’s weapons while ma- bell. This series is ing, using 3D vector movement, neuvering to bring theirs to bear. It is what is called a hard and managing heat are the essen- truly an unusual experience as you need sci-fi series as the tials in the game. to be thinking several moves ahead and ships are treated with To do this you have a pretty you are faced with some very tough deci- real doses of physics. solid set of rules in the core rule- sions about heat management and seeking Naturally, this made book. You also have this won- weapons. me want to do some derful play aid called the AVID, realistic ship combat There is a four part tutorial at the start which shows your position rela- and I remembered of the book that attempts to explain the tive to the plane of the hex grid, seeing a lot about Attack Vector: Tactical basics of relative positions, thrust, plus where enemies are, thrust numbers, heat from Ad Astra Games. I ordered a copy lasers and damage that was most helpful. management, and on the back is a series from an Ebay store and eagerly awaited I would have preferred to have had the of displays to track weapons. Ad Astra its arrival. tutorials at the end of each rules section designers have done all of the math for so that you could build upon each new First off, it’s a big box and packed you and they even include a range chart item learned, but it works as is. with goodies. You get two paper hex in the new rulebook to quickly figure mats, a Core rulebook, a ship guide, and a out how far an enemy is from you. booklet on the Ten Worlds universe. You Essentially, everything is there for you also get four ship counter sheets with 3D and all you have to do is figure it out box ships, laminated charts, stacking to play the game. tiles, and plastic tilt blocks. Whew! The Now this is where some gamers are printing alone for this stuff would cost going to have problems. This is not you separately more than the boxed set! the easiest set of rules I’ve ever played The ship guide and the Ten Worlds and I would liken it to Harpoon 4 or guide provided me with several hours of The Speed of Heat. Both are excellent good reading. I haven’t seen this kind of games with a lot of material, but they, detail since I played RPG games back in like Attack Vector: Tactical, are going the early 80’s. Anytime a guide to to take some work to get used to play- worlds list GNP and external debt, you ing. Now, any set of rules where you have know that people are treating this thing Each turn is broken down into eight missile launch exercises and answers in seriously! Basically, something has hap- segments and players can issue a series of the rule book is not going to be for people pened to Earth and the Ten Worlds are long or short orders. who think that Flames of War or War- cut off. You have rem- The AVID is marked for hammer 40K are already too complicated. nants and client states of movement, thrust, and This system, while outstanding, is not for China, the UK, France, position, plus players the faint of heart and it can well be ar- Arab nations and more all must be continually on gued about whether or not it is a lot of with their own fleets. top of their fuel and heat fun. My personal opinion is that you Naturally, control of trade status. Now as if that’s must see it for what it is, i.e., a bundle of routes, resources, etc., not enough you have hard science, physics, and mathematics gradually lead to warfare movement in 3D which that attempts to portray what starship and this game provides is where the stacking combat will be like. If you are trying to everything to slug it out. tiles and tilt blocks come refight a scene from the Clone Wars in This is not Full Thrust in, so that you can show then you’ve come to the wrong or Star Trek! Critical bat- a ship’s height and angle place. However, if you want to put some tles that could decide the relative to their enemies. time into this system and learn it well, it fate of a system might only This is the section that I can be a rewarding experience. I, for be a three on three engage- spent the most time on one, think it is worth every penny and I ment with fragile fighting as the rest of the rules look forward to more ships, additional vessels. There are no (especially if you’ve supplements and more.

ISSUE #21 Page 11 Gamers-All Talk & No Action? Editorial

It’s always been a part of our talking, but very they would re-base their existing armies hobby. A gamer that you know sees little action. True, and add hundreds of new figs and so on. a new range of figures and then gamers are buying Right. Sure. Can’t wait to see them. spends the next two weeks trying to like never before The truth is that most games of FOG will convince you and others to join him and all of these be played with existing painted armies as in his next project and they go on new ranges would- by the time that these other gamers get and on about all of their plans for n’t be coming out their figs, clean them, base them, and buying the figs, organizing them if there wasn’t start painting them, something else will into units, and what kind of scenar- some kind of inter- come along and the FOG project will get ios they’re going to run. We’ve all est in them. This is dropped quickly. experienced this in one form or the definitely good for Second, the Wargames Factory and other and are probably guilty of it the manufacturers Perry boxed plastic sets are a great idea. ourselves. as they could care But how many sets will actually get less if the figs ever Now “Back in the Day…” this painted? My guess is probably one box get painted, just so phenomenon was restricted to few peri- out of every 30 and that’s on the high long as gamers have funds available in ods as there simply weren’t that many side. Both companies are going to be their bank accounts! companies, sets of rules, or possibilities selling these things right and left, but my in the 70s and 80s. If someone saw that, The problem for many gamers is that guess is that few pictures of painted box for example, Ral Partha was coming out there is so much stuff coming out that for sets will emerge over the next few years. with a new Sudan range, a few of us many it is impossible to stay focused on The manufacturers won’t care, but it just would talk it over with a good chance that one, two, or even three projects. I’ve continues to add more and more stuff to someone would pick up some figures, been with four different clubs and in the the piles of stuff that will never get done. paint them, and we would get a game in 70s, 80s, and 90s everyone always had So is the hobby moving to where at some point in the future. their favorite periods, but club projects plastic modelers and train modeling clubs were the norm. Today, this simply isn’t Now contrast that with today and you are currently, with lots of hobbyists so anymore. Trying to get people to do a get a totally different viewpoint. As new spending millions of dollars on hobby club project is almost impossible as there ranges, additions to existing ranges, new items, but very little if anything is actu- are simply too many distractions. The rules, supplements, terrain pieces, and ally getting finished? I have friends in amount of new products coming out is more scroll continuously down The the plastic modeling hobby ( I do a few simply staggering and gamers can’t help Miniatures Page it has created a new type models myself every now and then) but get swept up in it as the gaming mar- of gamer. This “All Talk & No Do” type where their closets are stacked high with keting tidal wave rolls along. gamer has really risen to the forefront of models and they keep adding more, but the hobby lately. They can be described Now many of you are by this time they've been working on the same kit for as a kid in a candy store with no focus, wondering why there is a Fields of Glory the last five years! limited if any planning, and will post a cover and a shot of the boxed plastic sets While it is definitely a buyer’s para- comment about everything. from Wargames Factory in this article. dise, I feel that the gaming community at Well, this is two great examples of what They are the gamer who just posted times is becoming a parody of itself. You I’m trying to convey here. First, Fields of on the news story about Firm A is mak- have all of these great products coming Glory arrived to all sorts of hype, articles, ing giant yellow flying saucers saying out and thousands of gamers talking reviews, and numerous threads on TMP. that, “Hell yeah...I’ll take five!”. Then about their projects, campaigns, how Sure enough, within the first few minutes you go a little further down and see that many figs they’re going to buy for their of the first thread the trend started with they’ve posted that they can’t wait for army, requesting painting information, Gamer ABC, etc…, all saying how they Range 18 of T-Rexes in Flames, followed and more. But then you see the latest pics were going to drop several hundred dol- by another comment further down about from some convention where there’s a lars on a Roman army from so and so, how they will be buying an entire Roman Sudan game with 25mm Minifigs units, legion of some new 20mm line coming buildings made from Legos, and masking out soon. Finally, way down the list tape roads. you’ll see a thread about new projects Where are the Perry Sudan figures? and they’re on there, too, posting about Where are all of the incredible terrain how they will be taking several boxes of features that everyone keeps talking the new Perry ACW plastics and convert- about? That’s right, sitting on a shelf ing them for use in their undead ACW along with the other 10,000 figs and zombie game. things that will never get done. Obvi- The hobby has unintentionally created ously in gaming, talking about it and an entire mass of gamers who do a lot of doing it are two different things.

Page 12 WARNING ORDER Magistar Militum 10mm Successors Figure Review

When I started my third WMA army, other figures or which is Seleucids, I looked around for ranges. suitable 10mm figures. I had already I received some used quite a few Old Glory packs for my Thorakites, Compan- Assyrians and Egyptians, but because of ions, cataphracts, Tar- the Seleucid army lists I didn’t need all of antine cavalry, ele- the extra figures that come in the OG phants, scythed chari- packs. ots, and some skir- I had also read some complaints about mishers. All of the the size of the OG elephants, so I decided figures were relatively to try some Magistar Militum 10mm an- clean of flash and cient figures. I ordered them from Great trimmed up quickly. Hall Games who had my order to me in They have a little 72 hours which is pretty good. The MM more heft than the OG packs are 30 infantry or 12 cavalry per figs, but I was able to pack for anywhere from $7.50-8.00 per mix figs on the same pack, which isn’t too bad. I also ordered stand with no prob- a three pack of armored elephants as well. lems. First, the range is pretty good and I like the fact that 10mm Companions and cataphracts from Magistar Militum. with the Alexandrian Greek range you the figs are packaged can build a wide variety of Seleucid/ in WMA unit sizes Successor armies. My only complaint is and the elephants came out looking great. right, but overall this range is pretty good that the packs don’t come with command I had some problems assembling the and worth the money spent. figs, so you need to make some from scythed chariots and getting them to look

Old Glory 10mm Macedonians Figure Review

with the individually based figs. the end of the Successors period. You do have to drill out the hands to take a pike I ordered in the command ( I use thin floral wire which is dirt cheap pack, a couple of pikeman bags, and works well) which can be a chore. and a generals bag. I like the OG infantry for one simple rea- Overall, if you need masses of troops son and that is that are sold in for your armies then the OG 10mm packs strips. I’ve found that the strip for the price can’t be beat if you belong infantry in 10mm paint up at to the OG Army with the 40% discount. least twice as quickly as individ- ual figs in this scale. Also, the OG command and general packs are great for adding extra officers to units to give 10mm Old Glory Greek pikeman with 48 figs per the army some extra fla- unit. vor. Well, I was not dis- As I mentioned above I am currently appointed. The command packs building a WMA Seleucid army. Natu- and the generals pack were first rally every type of Successor army needs rate. The mounted officers have a large quantity of pikeman, so I decided already been used for command to go with the Old Gory 10mm range. I stands and to lead my units of almost went with the Magistar Militum Companions and cataphracts! range because I liked the shields (the OG The pike figures were good, ex- ones look a little small), but I didn’t think cept I believe that the smaller Command stands made from a combination of Old that I could get that “wall of pikes” look shield did not come into use until Glory and Magistar Militum figures.

ISSUE #21 Page 13 Gunfight at Milford Warpaint Battle Report

Every so often as a break from our more “serious” games of AOE, AOR, and many others, we do a skirmish set in ei- ther the Old West or the Victorian Colo- nial period. These two gaming eras seem to bring out the best jokes and craziest situations, plus you don’t have to focus on tons of rules and charts to play the game. It’s not something that all of us could do every gaming night, but two or three times a year seems just right! Although we had used The Rules With No Name and Legends of the Old West in our previous games, it was de- cided to try the old Warpaint rules. These rules are a little bit more detailed than the previous two as you have roster sheets for your group with their stats, but once you’ve played a few turns the sys- tem is pretty easy to pick up. As we normally like chaos in these type of games, each player had a group of 4-5 figures with a separate objective for each player. This game featured a group got off the streets before the shooting were killing each other, trying to hold off of banditos who wanted to rob the bank. began. The banditos moved to the bank the Indians. Two Indians went down A group of lawmen who were protecting where they attempted to negotiate with with serious wounds from the cowboys, the bank, a group of cowboys who were the lawmen hiding inside. Claiming that but their attack kept going forward. By protecting their horses at the ranch, a they were simply misunderstood and the this time bullets where flying everywhere woman led gang protecting the saloon, kind of banditos that would start a chess and it got to the situation where if you and several groups of Indians who were club, they attempted to work out a deal. were in doubt who was on who’s side, it hell bent on burning down the town and The lawmen responded by opening fire was safer to shoot them! stealing horses! The desired result was a and the mayhem began. The banditos somehow broke into the lot of chaos, mayhem, and fun which is The Indians broke from cover and safe and started running off with the exactly what happened. started moving towards the middle of the money under a hail of lead from the law- The action began quickly as the cow- town and the corral. This touched off a men. They quickly ducked into the Gen- boys moved to take up positions around series of firefights all around the edge of eral Store to avoid the chaos on the street. the ranch and corral while “Rose” as she the town with pretty much everyone ex- When asked by the game referee what was affectionately called, and her boys cept the lawmen and the banditos, who they were doing in the store, before the

Page 14 WARNING ORDER Gunfight at Milford Warpaint Battle Report (cont.)

down with multiple wounds. The A further comment on the rules for Indians then swarmed into the this period in general. Warpaint was not corral and took all of the horses. too bad, although in the interest in time the referee had made many of the charac- This left one side of the board ters pretty generic to enable the game too completely undefended, so natu- flow quicker. It is interesting that some- rally the banditos took that course thing as simple as an Old West gunfight and were able to escape off the could become much more complex if board. The gunfights slowly needed. wound down as two groups had met their scenario objectives, the The other two sets of rules that we’ve cowboys were all dead, and there used (The Rules With No Name and Leg- wasn’t much reason for the other ends of the Old West) were pretty basic groups to continue fighting. With with just enough rules to cover movement that the Mexican bandito and shooting. Warpaint goes a little be- This two story outhouse is S scale and was made for the player and lawyer in our group who introduced us to this period. the two In- The sign on the top door says “Lawyers” and the sign on dian players the bottom door says “Clients”! were deemed to have won the game. bandito player could answer, the lawmen player said, “...shoplifting!” These kind of peri- ods make for good The Indians by this time had set fire group games as it is easy to two buildings and were closing in on for players who have no the corral on two sides. Two of the cow- experience with the boys went down with multiple wounds, rules to quickly pick but not before wounding two more Indi- things up and there just ans. The Mexican banditos were scram- aren’t that many com- bling out from the General Store and plex situations that can trying to avoid the numerous firefights in arise during the game, the town. making it easy on the The Indians then decided to rush the referee as well. The remaining cowboys defending the barn games are quick, fun, yond that, but not much more. However, and the corral. The Indians easily took and everyone gets a chance to roll the you could get much more involved in the the barn and from there began to pour fire dice a few times. As I’ve stated before in game by varying the stats. In my view towards the cowboys in the corral. The this magazine many times, it’s not some- you want to keep the game as basic as cowboys scored a kill on the Indians, but thing I could do every gaming night, but possible as you’re playing this period for then were simply overwhelmed by the it’s a good in-between type game for a fun break, not to be too realistic! amount of fire and they eventually went every so often, much like TSATF is.

ISSUE #21 Page 15 British Armored Attack Blitzkrieg Commander Replay

This fictional sce- The Ger- artillery located off board. nario is set during the mans were Since the German force was smaller British advance in deployed near and had to cover a lot of ground, they early August of 1944. the center of placed the infantry at the crossroads and A strong British the board, try- the railway area. The AT batteries were mechanized force is ing to protect deployed to cover the open ground on the trying to break the village German right, with the Stugs and Jgpz- through the German crossroads, the IVs providing support. The Panthers and defenses and exploit road exits and Tigers guarded the German left and the German rear areas. the railway would be used as a mobile reserve if the The British force con- area where the British decided to concentrate their attack sisted of one battalion warehouses in only one direction. of Shermans, one and loading battalion of mech platforms were The British, meanwhile, decided to infantry, and one recon battalion with located. The Germans had two compa- attack with their armor up the middle Cromwells, infantry in M3 halftracks, nies of regular infantry, one company of towards the crossroads with the mech and several recon elements. There were panzergrenadiers, one 75mm AT batter- infantry going for the railway area. The also two batteries of 25 pounders off ies, an 88mm AT battery, three Stug- recon detachments would screen the area board for fire support. IIIGs, three JGPZ-IVs, five Panthers, and in between the two main thrusts. With one Tiger plus two batteries of 100mm setup completed the British began Turn 1.

Opening Moves

The British attack opened up with The British the woods nearby. A surprising success, advancing quickly in mech infantry, 75mm AT battery hid- the center and knocking out an 88mm AT however, was den in the woods took battery in the woods. British recon ele- going nowhere out several Bren carriers ments pushed out in front and the sup- fast despite a fast and held up the advance porting Cromwells engaged German ar- start on Turn 1. for several turns. mor positioned around a farm. A strong They continued Meanwhile, the main German counterattack by three platoons to move towards German armor force of Jgpz-IVs was defeated, leaving all of the railyard area, prepared to move and them in flames. but ran into Ger- cut off the British attack. man defenses in

Page 16 WARNING ORDER British Armored Attack Blitzkrieg Commander Replay (cont.)

British forces were by this time heav- the British would break through the ily engaged all along the main axis of command rolls, which had been attack. The German defenders in the good so far, began to go bad and the village had opened up with AT weapons British advance ground to a halt. on the approaching Shermans and Now the Panthers and Tigers knocked out two of them, despite taking emerged from the British right flank serious casualties in return. The Stug-IIIs and began to engage the Shermans around the farm on the British left flank at long range. Although not initially were still engaged with both Shermans successful and after losing one Pan- and recon elements. ther, the Germans began to find the The British mech infantry and support range. The remaining Shermans finally drove off the defenders and began positioned themselves in the hedge- dismounting infantry around the railroad. rows along the main road and pre- This was met with counterattacks by the pared for an all around defense. Their British infantry were on their own and German infantry in the area and heavy only chance was that the British would getting the worst of the exchange of fire. fire from buildings, forcing the British to break through and win the game quickly hold onto a small strip of land around the The British attack continued towards in the other two areas. Unfortunately, railroad. The Churchills in support were the village center, but was met by ever things weren’t looking good all over for having difficulties moving up, so the increasing fire. Just when it looked as if the remaining British forces.

Finale & Summary

The final British attack on the railyard Although the British attack started off stalled as the armor needed for support well, nothing went right after that! Both was still engaged with the Stug-IIIs sides fought a desperate battle, but the around the farm. The attack into the vil- British attack ran out of gas at the worst lage had been beaten back, and the Ger- possible time. The inability of the British man armor was counterattacking and mech infantry to get to the railyard in full threatening to cut off the remaining Sher- strength with support ultimately doomed mans. the overall attack. Once the German heavy armor units began to move and With no clear path to victory the attack the game was seriously in doubt, game was called as a German victory. but everyone had a good time.

Page 17 WARNING ORDER Memoirs of a Miniature & Board Wargamer Pt. 8

Air Combat Games blocks of wood with wheels scenarios of this for a few years and when on them and large wooden the sequel, Air Strike came out we played Time and time again I sticks that signify the altitude. even more. am drawn into air combat 1/72nd scale aircraft are at- games. Whether it is the This is where my old group went their tached to the poles and they notion of two warriors separate ways and although I still had an can be turned to represent dueling it out in the sky, interest in air combat I couldn’t find too different attitudes in combat. reading a lot of WW2, many others that did. After The Speed of For a 3D game it was surpris- Korea, and Vietnam Heat came out from Clash of Arms ingly not as complex as you books, or just a love of games I got back into the era pretty heav- would think. The big prob- combat aircraft I’ll never ily and convinced several of my group to lem? The game lends itself to know. But, I do love air play a few games with me. cheating in the worst way as combat games and they the triangular bases, rolling As the hobby has progressed to sim- have been a huge part of marks, turn mechanisms, pler, faster games, air combat, especially my gaming life. etc…, create a lot of problems. modern air combat has been given the Probably the third wargame I ever simplified treatment. I’ve seen rules This is something else I’ve seen bought was the old SPI Foxbat & Phan- where there is no altitude, all heat seeking about air combat gaming that is pretty tom. At that time the Foxbat was thought weapons classified into one group, and interesting. There are always gamers of as the ultimate fighter (that was soon countless other things that I consider to who have to “get a kill”, no matter what put to rest by the Israelis a few years be heresies done all in the name for get- the cost. They will fudge movement, later!) and no game company had stats ting in a game quicker. change data sheets, etc., to get that extra yet for the F-15 or F-16, so you were edge for the sake of a kill. I’ve seen it at After a long period of no air combat, forced to use Phantoms. The game was conventions, group meetings, visiting our group did get into the Phantoms rules fun and I spent hours playing all kinds of gamers to our group, and so on. For and we regularly play Vietnam era sce- scenarios. I liked it so much that I bought some extraordinary reason air combat narios with a large group. The game uses the WW2 version called Spitfire, al- gaming seems to bring out the worst in miniatures with flight stands and altitude, though that game never seemed as good gamers. but it plays fast and we can get gamers as the jet version. who aren’t that interested in the period to I still played Blue Max and Richto- The natural leap after that was to SPI’s try it out. It’s not The fen’s War, two of the best air combat Air War, which is still regarded as one of Speed of Heat, but it will board games ever made, but that long- the most complex wargames ever pro- do. ing for jet combat still kept me search- duced. I can remember all of us sitting ing for something else. The something Now it looks like air around trying to learn how to fly jets else finally arrived in the form of Ava- combat has come full cir- using that system. In those days we were lon Hill’s Flight Leader. Our group cle with the upcoming no strangers to complexity, having played jumped on that fast and we were play- release of Birds of Prey. games like SPI’s NATO Division Com- ing large scenarios in no time at all. This complex game where mander, Mech War 2, and so on, but this Unfortunately, we all felt that the aircraft are shown at dif- was definitely going to new levels! After game was too generic and it seemed ferent angles using tilt several attempts to play the game the like it was Foxbat and Phantom, but blocks and stacking tiles interest in our gaming group plunged into with nicer components. along with unique data the abyss and that was it for Air War. cards for the aircraft will However, this gave us the urge to im- I went for a few years without trying take the period to the next level. I doubt mediately get into GDW’s Air Superior- jet combat again after that, although that that it will appeal to all but the real air ity series which came out shortly after call to do air combat kept combat grognards as it will take quite an Flight Leader. Finally, here was coming back. Mustangs & investment in time to learn the game. I a game that took jet combat Messerschmitts was big in am looking forward to it as you can never seriously. Not only did you our area as the rules author have enough air combat games! have all of the major jets in the was from our city, so we got world, but the flight systems and I think that I will always love air into that. At that time many missile firing worked pretty combat, although the advent of aircraft of us were into building plas- well. The designer who was a like the F-22 make it more of a slaughter tic models and since they military pilot knew what he was than actual dogfighting, so I’ll stick to the were used in the game it talking about and the game had early jets. There are enough Korean, seemed a natural fit. If been designed to be complex, Vietnam, and Arab-Israeli scenarios and you’ve ever seen an M&M but still had playability. campaigns to keep me interested for the game it is pretty interesting. next 15-20 years! There are triangular shaped Our group played countless

Page 18 WARNING ORDER Blast From The Past Pt. 7: Monster Games

If you’ve been in the Europa games, although haven’t tried all three hooked together, wargaming hobby for any length the problem with those I’ve played the larger scenarios and East of time you’ve probably heard of was the large stacks of Front campaign which were very enjoy- the term “monster game”. No, counters that had to be able. this isn’t about games featuring continually moved! A monster game I would like to get Godzilla vs. Tokyo, but rather Now that I reflect into, but still haven’t is World of Flames. board or miniatures games on a back upon monster games I actually owned one of the Classic edi- vast scale. The trend was started I find it interesting that tions with Patton in Flames, but gave up in the 70’s when SPI introduced we always could find when faced with the bewildering varia- some truly large games. time to play, time to read tions and versions of the game. Yes, it These games came in pretty the rules, and could al- could cost you several hundred dollars to good sized boxes, had multiple ways find a large enough get all of the supplements, but it would be maps, thousands of counters, turn tracks, place to set up. Contrast that to today nice if they had some information about reinforcement displays, multiple game where most gamers can’t find time to what you actually needed to play the charts, and tables, and rules that took play a two or three hour game and com- game! I like the con- awhile to read. Many of these games are plain about having nowhere to put a 22 x cept, but the company now legendary, such as Campaign for 34 map! and its supporters North Africa and War in the Pacific could do a better job One of the best monster games and (which has recently been re-released by of selling the product. still one of my most memorable gaming Decision Games for around $400!). It experiences is that we were able to play This last year has was said that in Campaign for North Af- the entire GDW Third World War series seen a Leyte Gulf rica you needed a staff of gamers just to not once, but twice. With maps that game from Avalanche run the supply portion of the game! stretched from Norway to the Persian Press, Case Blue from Many of these games were virtually un- Gulf, masses of counters, and multiple MMP, and Devil’s playable except by the most devoted theaters to keep track of, it is surprising Cauldron, among gamers of all and they have retained their that it played so well. This, I believe, is others enter the realm of monster games. value as evidenced by high prices on the secret to a successful monster game. All have done pretty well in sales, so it’s Ebay. You can’t just make a monster game for obvious that gamers still have a soft spot However, many of these monster the sake of making it, but it has to have for these kinds of games. The new War games were played or at least set up and some legitimate chance of being played. in the Pacific by Decision Games is attempted to be played. I can remember probably what I would call the ultimate By the mid 80s monster games were in the 70s and 80 playing a few of these monster game and I would love to see if a going the way of the dodo as the with other gamers either in homes or at gaming group could actually finish a wargame industry as a whole fell on hard club meetings. My first exposure to a campaign shorter than the actual war times and went through a purging of the monster game was SPI’s Highway to the itself! The increasing quality of graphics, old guard. When the next generation of Reich about Operation Market Garden. research, online support, and the intro- board wargaming started in the mid-90s Back in the 70s complexity was merely duction of living rules have helped these monster games were slow to make a shrugged off so we had no problems get- type of games grow tre- reappearance, but now in the last few ting into the game and had many enjoy- mendously in my opinion. years more have come out. able hours playing it, although I can In the end I think that never remember finishing one game! Currently, one of the best monster there is just something game series I own is the Struggle For Another game that we tried was Gods- about seeing a monster Europe series from Clash of Arms fire from Metagaming that was empire game laid out and gamers games. The series consists of War building in the far future. A good, but actually playing them. The Without Mercy (East Front), Brute long game that could be played with a lot topics are usually interest- Force (West Front), and The Med of people. We also tried the ing, the multiple maps (North Africa/Med). merger of SPI’s Starforce have that “moth to the The system is well and Starsoldier, which by flame” attraction, and they done with nice themselves weren’t monster can’t help but draw gamers to them. I graphics, beautiful games, but when added also think that one of the big advantages counters, and the rules together became a book- is that you usually must play these games let the players focus on keeping nightmare. We in a group or with at least 3-4 people. combat operations and also tried SPI’s Terrible The hobby is definitely a social activity leave the politics/ Swift Sword, Welington’s and these games are a way to bring gam- alliances out of the Victory, and a few of the ers together. game. Although I still

ISSUE #21 Page 19 Something that I’ve noticed over the last year or so, but that has gotten decidedly worse WFHGS recently are the Yahoo Groups for gaming. Years ago they used to be a tremendous resource, there was civility, great discussion, and most members were genuinely helpful with research. Some, like the Age of Eagles group still represent the best of the Yahoo Groups and how those groups should function. However, there are others that have WASATCH FRONT HISTORICAL GAMING SOCIETY turned into almost private clubs within clubs. The same people post over and over again, carry on private conversations, and then pooh-pooh anyone’s ideas who don’t Meets every other Friday night in Salt Lake City, Utah. We play Age of Reason, Age of Discover, FOW, TSATF, Battles For agree with them. It’s not uncommon to see a thread go 20 or 30 emails where 3 and 4 Empire, Old West, Phantoms, WOW, AOE, Blitzkrieg Commander, WW2 naval, board games, and more…. people are talking and making comments or jokes that only they would understand and unfortunately the remaining 90% of the group have to sort through their crap. The Contact the editor with comments or questions: [email protected] other bad behavior I’m seeing is people who now have moved on to a different rules system than the group focuses on (for whatever reason)), but stay on that egroup and argue with anyone who is either just getting started with the rules are who asks ques- The best in historical miniatures gaming. tions about the rules. They chime in, saying, “Well, that’s why I gave these rules up, the designer won’t listen to me, etc…”, and so on. Take a hint: if you don’t like the rules and have moved on, leave the egroup! Their snide and arrogant comments aren’t making any friends, but they have to get their two cents in. It just reinforces my theory Visit us online @: that for every one or two good gamers there are at least double that number who are www.wfhgs.com total jerks. At some point Yahoo may pull the plug on these groups (they’ve come close a few times) and if they do, I won’t lose any sleep over it.

Venexia 15mm Renaissance Figure Review

In my ongoing Essex. The figs are challenge most painters. quest to add a few on the whole about 1- The mounted figures came with two units here and there 2mm larger, but the types of horses and again, both the horses to my Renaissance difference is not very and riders are sculpted well, leaving little collection I decided noticeable. There was to complain about. that I needed some hardly any flash on more Swiss to off- the figures I received In summary, this is a very good range set the Spanish and they cleaned up of 15mm figures that covers the Italian tercio I did last quickly. Wars. There is a wide selection of troop year. Also, I types, multiple castings, flags, and the The Swiss unit needed a few more choice of buying in bags or units is a big packs had approxi- units of light cavalry as I already had too plus. mately 23-24 figures in each pack, with a many of the more heavily armored units. good selection of armored and unarmored I decided to go with Venexia this time pikeman, command, and they come with and I ordered several bags to give them a a flag. Depending upon the rules that you try. I ordered three of the unit packs of use you may have to order additional Swiss infantry plus a few bags of figures, but overall it is good value for mounted arquebusiers and stradiots/ the money. ginettes. The price was comparable to The figures have a slim appearance, most 15mm manufacturers and my ship- but I was impressed by the amount of ment from Olde Rivertowne in the U.S. detail on the figures. The arquebusiers on arrived quickly. foot have numerous straps and equipment First, these figures fit in well with on them, plus some of the hats are full of existing ranges such as Old Glory and feathers, all sculpted to a level that will Images from the Venexia web site.