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Issue #24

Sharpe Practice
Summer 2009

Although our group Blitzkrieg Commander,


plays a lot of Napoleonics, etc., then you’re in for a
especially 15mm Age of surprise as there are no
Eagles plus a lot of color pictures, glossy cen-
boardgames, that still was- ter pages showing beauti-
n’t enough! We decided to fully painted figs and ter-
have a go at Napoleonic rain, color diagrams, etc. .
skirmish combat, since This is the just the rules in
there are many fans of the black and white text!
Sharpe series in our group
To our group at least, it
and we’ve had fun with
appears as if the rules can
Old West, WW2, and Co-
be played in one of two
lonial era skirmish games.
ways. The first is strictly
We initially decided to as a skirmish game, with
do the project in 40mm, but groups of 10-12 figures led
then relented under the by a Big Man (the Big Man
WASATCH FRONT HISTORICAL GAMES SOCIETY

price, the selection options, concept is central to the


several things, namely a
and what to do about ter- rules) fighting over the
prolific distributor of his-
rain. Realizing that we had tabletop with each player
torical gaming rules and
a lot of terrain in 25mm commanding one or two
trying to put fun into gam-
that was suitable for the groups. The second
ing. They also have one of
period, the new Old Glory method is to organize your
the most active Yahoo
2nd Edition figs coming groups into companies,
Warning Order

gaming groups as well,


out, plus the new plastic then into a battalion and
with quite a few members,
boxed sets that were now fight it out in column, line,
files, and photos. One of
available, we decided to go and square. This second
the good things about TFL
with 25mm. method lets players experi-
is that they offer their rules
ence what it would be like
The big question was what and supplements in PDF
to command a battalion in
to do about rules. We had form that they email to you
line trying to storm a town
looked at quite a few, from and printed versions.
or a regiment of cavalry
1:1 scale rules with each
When you get your charging across a field
turn being a few seconds to
rules the first thing you see against cavalry, infantry, or
TSATF variants, without
is the color cover, which artillery.
finding anything suitable.
shows a group of the Brit-
Finally, after remembering You can break down
ish 95th Rifles in a Penin-
that we liked I Ain’t Been the companies into groups
sular village. It’s a good
Shot, Mum! (IABSM) from as well, so that adds an-
cover and gives the sense
Too Fat Lardies (TFL), we other aspect of the rules.
that this is a skirmish
ordered those rules. Essentially, your only limi-
game. Now if you’re use
tations are how many figs
TFL is known through- to Flames of War, War-
you want to game with,
out the gaming hobby for hammer Ancients Battles,
how many (cont. on p. 2)

Inside this issue:


Special points of interest:
Working with 10mm figures 3
• Review of the Sharp Practice rules and
Seize The Bridge! Sharp Practice battle report 4 several battle reports using the system.
Memoirs of a Wargamer/Blast From the Past 6,7 • Battle reports with Age of Reason and
Warmaster Ancients Battle Report 8
Warmaster Ancients.

Age of Reason Battle Report 10 • Several board game reviews.

Revised Third Reich System 14 • Regular features and an editorial on plastic


figures.
Spy Hunt A Sharpe Practice Scenario 18
Sharp Practice Review (cont. from Page 1)
players you have, and how many grated into a scenario pretty easily.
Big Man cards you want in the
Since it is similar to IABSM, it does
deck. More players could (and I
use the system of blinds, where large cut
stress could) bog the game down
outs represent hidden forces. Our group
and the more cards you add the
likes this rule and it is a simple, but effec-
more chances there are of a player
tive way of doing hidden movement.
not being able to do much if the
Also, the rules that differentiate firing in
turn ends early. We finally settled
line compared to skirmish formations are
on doing several companies of
also done well. The same could be said
Russians and French with 20-24
about commanding large groups, musi-
figs in each company. That way
cians, naval landing parties, and more.
each company could break down
Virtually any kind of skirmish action
into two groups with one group
from the period can be portrayed with
being led by a junior officer and
these rules.
one by a NCO. Again, as with
most of TFL’s systems this one is highly Each turn begins with the draw of a Are there problems? Yes. The rules
flexible. card (Bonus cards are earned by random are very similar to TSATF, where most
events, which occurs when more 1s than things are really “guidelines”, so expect
You can also add elements of role
6s are rolled for movement or combat) to see a lot of house rules crop up. Also,
playing as each officer can be rated for
and then that card is acted upon. If a Big the cards provided are for the British and
their initiative, physical attributes, how
Man’s card is drawn, then he can use his French, so if you have Austrians or Rus-
they do with the ladies, and more. The
initiative points to move, fire, rally, per- sians you need to make your own cards.
charts are pretty funny to read and you
form actions, and several other options. There are files in the Yahoo group sec-
could make some very interesting scenar-
Movement is random through the roll of tion for TFL where you can download
ios by personalizing the Big Men.
dice, which again adds to the chaos. It counters suitable to record shock points,
You have two decks of cards (sample sounds very simple, but when in the heat but you will need to make your own
cards are provided at the end of the rules) of combat each player has a large number blinds and some other markers. I think
that control the actions of each game. of choices. Should you fall back, use TFL could do a lot of gamers a great ser-
The first deck has cards for each Big your points to remove shock points, con- vice by creating card decks for each na-
Man, Sentries, “picked men” such as tinue to reload and fire, and more. There tionality and counters/markers for their
snipers, and additional initiative point simply aren’t enough points to do every- games. Gamers would gladly pay for
cards called Grasp the Nettle (yes, you thing that you want. these things. Also, it would have been
will get an education in the English lan- nice to have had some sample scenarios,
Firing is simple and fun to do, espe-
guage with this game!). There are also especially for new gamers or gamers new
cially if you like rolling buckets of dice!
one or two Tiffin cards (we highly sug- to the period.
You take the number of men firing, add
gest two!) inserted into the deck and
modifiers (all in extra dice), and roll, with The one major problem with the rules
when both are drawn it is the end of the
usually a 6 scoring a hit at long range and is that when you decide to join up your
turn. The second deck is the Bonus deck,
a 5 or 6 at short range. Then you roll a groups, say in a battalion of 4-6 compa-
which includes nationality cards such as
second D6 for each hit with a 1 or 2 being nies, there’s not much for the other play-
Pas de Charge for the French, Vodka for
a near miss, 3 or 4 adds a shock point to ers to do since the Big Man with the
the Russians, Siesta, Water, and a host of
the unit, and a 5 or a 6 is an outright kill. highest initiative runs the battalion. The
others that add flavor and chaos to the
Shock points can pile up fast, which ef- other Big Men can remove shock points,
game.
fects your shooting and melee and but have to wait until the groups break
if they exceed the number of men apart to function on their own. This
in the group your troops “Lose could leave a lot of players in a large
their bottle” and flee! It’s not group game sitting around for a long
uncommon to see a company of time.
24 men roll 20-30 D6s for a vol-
ley. Overall, this set of rules is well worth
the money. Most of the problems are
Melee is similar, with a lot of easily resolved and the rules accomplish
modifiers ending up in handfuls of what they set out to do, namely provide a
dice getting rolled again. The one way for a lot of miniatures to reenact
good thing is that melee is pretty skirmish combat for this period. The card
decisive. The rules for cavalry activation and buckets of dice combat
and artillery work well, so all may not be for every one, but our group
three combat arms can be inte- has had a lot of fun with it.

Page 2 WARNING ORDER


Working with 10mm Figures/Ancients Workbench
10mm figures are both a blessing and virtually molded into each other, but it’s scabbards, then black line the figs (you
a curse. On one hand they look great on 10mm scale and once they’ve been cut, can skip this extra detail) and while I’m
the tabletop, with massed formations that based, and painted it will look great, es- using black paint the hair. Finally the
in my opinion do the best job of recreat- pecially with hundreds of figs surround- white headband is added and the figs are
ing what battlefields actually looked like. ing them on the tabletop. done. The smaller items really fly by
On the other hand there are limits to the quickly and if you’re doing Galatians or
Wire cutters/snips will usually do the
figure selection, they’re sold in odd any similar army where soldiers wore
job or a large X-acto blade, but just cut
amounts, and some of the poses/strips are different colors, try to hold your self to
off the extra figs that you need, trim the
hard to base. This can be offset by some five or six colors. Then choose a color
excess on the stand, then add them to the
additional work and the fact that for the and on every 4th or 5th figure use that
strip on the base. I usually glue either the
price you are getting a pretty good deal. color for a shirt, pants, or shield. RE-
front or back rank to the stand for paint-
MEMBER, you are going for mass effect,
First, I use a combination of Old ing purposes, then glue the remaining figs
not trying to win a 28mm painting con-
Glory, Magistar Militum, and GFI/ onto the stand once everything is painted.
test!
Minifigs for my armies. So far I have This way half the unit is already glued
Egyptians, Assyrians, Seleucids, and onto the bases and it makes it
Indians, so that’s a pretty good assort- much easier for painting, plus it
ment to draw some lessons from. Hope- gives you a good idea where
fully, here are some tips to help you out. everything will fit and what you
need to focus on for painting.
Unit Sizes-Figure Options For light cavalry and skirmish-
I think that the 10mm infantry units ers I just glue all the figs onto
looks best when the bases are packed, so the bases for painting.
I try to add on as many figs as the bases
Painting
will take! For close order infantry that
means 12 per base for most figures, al- First, I prime 95% of the
though the OG Indians will fit 14 per 10mm ancients that I do with
base. My Seleucid phalangites are based flat black spray paint, then
16 per base for units of 48. Yes, it’s a lot when dry I run a 50/50 acrylic
of painting, but it looks good in the end! black paint/water mix over the
For light infantry I use 8-10 per base, figures to get any areas that the
skirmishers are 6 per base, light or skir- spray didn’t cover. I will occa-
mish cavalry 3 per base, and heavy cav- sionally prime some figs white if they Finishing Touches
alry are 4 per base. will be wearing bright colors or in the
Once everything is painted I then glue all
case of the Seleucid pikes they used
Most of the OG, MM, and GFI pack- the figures to the bases. Next up is using
white linen armor, so a white primer and
ages don’t include command figs, al- an old paint brush to “paint” white glue
light brown wash did the trick.
though most ranges offer command all over the base, then dip it into fine
packs. However, the figure selections Second, painting figures in 10mm is a sand. Once that dries I wash the base
don’t often match with helmets, shields, little different than in the larger scales. with a 50/50 brown ink/water mix, then
armor, etc., so you need to do some work. For one thing you are going for the dry brush it with a color similar to very
With a little time and patience you can massed effect, so trying to individualize light flesh/tan and while that is drying I
make suitable command stands. I always each infantryman’s scabbard is a tremen- paint the edges of the base. After that
try to have the center stand feature some dous waste of time! Dry brush the pri- dries I use paint in selected spots and
kind of command, except with skirmish- mary color all over the figure, which for while the paint is still wet I dip the base
ers. By cutting down a spear to look like example on my Indian infantry would be into the flocking. It sounds like a lot of
a sword, chopping heads, adding a cross- the color I use for Indian flesh. Then I work, but it’s only a few minutes spread
piece and a square of paper to a spear to add some black ink to give the flesh a over an hour in between each stage of
make it look like a standard, etc., you can darker color. If you were doing Vikings drying. Finally, I use a coat of Testor’s
make some good looking command figs. you might want to dry brush a silver/ GlossCote followed by one or two coats
All it takes is a little work and imagina- gunmetal first for the armor, then add a of Testor’s DullCote to seal the work.
tion! black ink wash afterwards. The idea is to
This all sounds like a lot of work, but
get the big color out of the way, then add
Basing you will be surprised how quickly it goes
in the remaining details.
and you can easily set yourself up to do a
The main complaint about the OG unit per week and in a few months have
Again, with the Indian infantry I
infantry is that they are sold in strips of decent sized army!
would then paint their baggy shorts/pants
five and that they are hard to work with,
white with a light brown wash, the spears
which is nonsense. Yes, some poses are
brown, metal spear points, brownish-red

ISSUE #24 Page 3


Seize The Bridge! A Sharp Practice Playtest
This was our first game of started, the fourth Rus-
Sharp Practice, so we really sian company entered on
had no idea what to expect, the French side of the
despite at least two of us hav- board. The French im-
ing gone through the rules mediately turned their
several times. The cards, cavalry and an infantry
counters, etc., were all set to company around and
go and a lot of time and effort moved to intercept. This
had been put into the figures, created a temporary traf-
so now it was time to see if all fic jam in the town as
the effort had been worth it! everyone tried to rede-
ploy through the town.
We had four companies of
Russian infantry, each of 24 A French company
figs, with an officer and NCO and a Russian company
for each company, plus one began an exchange of
overall commander for a total fire that was to last for
of nine big men. The French had three most of the game. On the Russian right
happened fairly quickly, although the
infantry companies, each of 21 men, plus another Russian infantry company broke
blinds did a good job of simulating hid-
the usual officer and NCO for each com- into two groups and moved to skirmish
den movement without a lot of work. At
pany. The French also had a light artil- with the French infantry company on the
this point more and more cards could be
lery piece and a squadron of chasseurs opposite side of the river. This didn’t
drawn and acted upon (if a lot of blinds
with 12 men and an officer. After giving work out too well and the Russians took a
are in play then they only move on a
each side their starting bonus cards, ex- beating until they withdrew to reform
Blind card).
plaining the rules, etc., we were ready to back into a company in a much safer
start. The French light cavalry made their area! Unfortunately, they began to re-
way to the bank of the river, looking for a form right when the French cannon fi-
The scenario was fairly simple in that
ford, but were unsuccessful. Two French nally got deployed! A few shots added to
both sides needed to hold the bridge.
companies deployed near the river as the carnage and the Russian infantry
Both forces started off board, but the one
well, but without any enemies around company began to pile up shock points
wrinkle is that a Russian company was
(the Russians had bad movement die and casualties.
already on the French side of the board
rolls) they were unsure as to what to do
and was trying to get back by locating a Seeing this the third Russian infantry
next. The French, were, however, trying
ford. It’s entry was random, so the re- company which was being held in reserve
to move up their artillery piece to control
maining Russian players could not count moved to take the bridge. They quickly
the exit from the bridge. The Russians,
on this unit in their plans. moved to the bank of the river, then
meanwhile, had moved their three com-
changed into column and began to move
With no one really knowing how to panies near the river and were going to
onto the bridge itself, all the time under
play or what would happen, we began the engage the French as soon as possible.
fire by the artillery piece and a French
card draw at first just with the blinds until
Just as the action was about to get infantry company on the Russian right.
both sides had some units spotted. This

Page 4 WARNING ORDER


Seize The Bridge! A Sharp Practice Playtest (cont.)

It looked for awhile that the Russian namely because they were unable to re- Once everyone got the hang of the
column would easily roll over the bridge, load in time to meet the charge. Now the game it moved along pretty quickly, even
swamping the artillery piece and breaking third French infantry company deployed with six players and around 200 figs!
the French defense in half. However, a on their flank and opened a deadly fire The card deck caused a lot of chaos, with
really bad movement roll left the French into the Russian square. The Russians no one knowing when the turn would end
a few inches short of their target! The desperately tried to reform, but the large or if they would get to do what they
French continued to pour fire into the number of shock points forced them to wanted each turn. The game does a good
mass on the bridge, adding a large num- rout and flee for the river. job of giving each player a large number
ber of shock points and several casualties. of decisions each turn, especially when
The Russians were left with two infan-
When the French company finally had its the firefights start. Should you fire, re-
try companies still in good order, who
card drawn it had too many shock points, load, remove shock points, close the
now tried to force the action by engaging
had lost momentum, and was repulsed. range, etc., all need to be addressed each
the French forces on the opposite bank in
turn.
On the far Russian left the fourth Rus- firefights. Although they did some dam-
sian infantry company was in trouble. age, it wasn’t doing enough to force them Overall, we were pretty pleased with
The French light cavalry squadron caught to give up their positions. The French our first try at the game. While we did
up to them and began shooting at them continued to consolidate their position have some questions and needed to come
from the saddle in preparation for a and when one more Russian company up with some house rules, there was noth-
charge. The Russian infantry formed a “Lost their bottle” (the game’s term for ing that was so serious that it prevented
square as the French cavalry charged in. routing) it was determined that the Rus- game play. There are endless possibili-
What followed was a bloody melee in sians would have to fall back, leaving the ties with this type of a system and for the
which the French cavalry were repulsed, bridge in the hands of the victorious price we felt that it was a good bargain
but the Russians had taken a beating, French. and will get played again soon.

ISSUE #24 Page 5


Memoirs of a Miniature & Board Wargamer Pt. 11
Great Moments with TSATF and myself try to give hints vishes had several barrels of
about tactics, the era, weap- gunpowder, satchel charges,
I’ve been playing The Sword and The
ons, etc., to gamers who etc., and if successfully
Flame (TSATF) for almost three decades
have never played colonials placed they would need to
and while it probably isn’t the most his-
and most gamers are usu- still roll a 12 on two D6 to
torically accurate game around, it has
ally pretty receptive. Not breach the fort walls. My
provided me with some great memories.
this guy. At the point of intention was to try to ex-
I started out with a huge collection of
basically telling us to shut plain that it was impossible
25mm forces for the Sudan, then moved
up, he formed both Egyp- to breach the fort and that
into the Northwest Frontier. Along the
tian platoons into attack they should ambush the
way there have been numerous games,
columns, choosing certain British another way. I did
but what makes TSATF so great is the
figures to be the jokingly say that if they
chance that some kind of spectacular
“grenadiers” formed up on took the fort it was an auto-
“Hollywood” type moment will occur,
the right of the attack col- matic victory.
and they usually do almost once a game!
umn. They charged in, got
Naturally, gamers being gamers, the
One of the first memorable moments surrounded and cut to pieces. The guy
fort became THE objective! When most
was during a convention game where exploded and stormed off, complaining
of the British and Egyptians marched out
there were seven players and about 500 about the rules, the game, and that attack
of the fort half of the Dervishes pinned
figs on the table. A joint Anglo-Egyptian columns always work!
them down and then the other HALF of
force had been ambushed by a large Der-
When the TSATF event deck came the army went for the fort! We had some
vish force and things were not going so
out I added it to our games as a little barrels to mark which units had the ex-
well. In fact, after the first few turns the
more chaos never hurt anyone! In one plosives and the Dervishes were taking
British were almost wiped out and a few
game an event card listed a wildfire as murderous fire approaching the fort from
Egyptian units were barely hanging on.
having started and it was pretty good the platoon of Highlanders, a gatling gun,
The Egyptians counterattacked and the
sized, but the starting location wasn’t and a nine pounder from inside the fort.
Egyptian officer shot and killed one of
near any of the action. I can’t remember One Dervish cavalry unit got cut down to
the Dervish unit commanders. The next
the type of dice I was rolling as the um- just three men, but passed all of their
turn the Egyptians were themselves at-
pire, but basically the fire moved in an 11 morale checks. They moved to the fort
tacked by more Dervishes and again the
o’clock position a random number of wall, placed the charge, and promptly
Egyptian commanding officer hit another
inches and it was checked each turn. rolled a 12!
Dervish commander. It had literally
come down to the last turn of the game One of the Imperial players who had a The remaining Dervishes on that side
and the Egyptian officer had one shot left. platoon of Sikhs had decided to come out of the table rose up and poured into the
The Egyptian platoon was down to less of a fort and get into the action. He fort, creating the other legendary event in
than half strength and was facing a fresh quickly formed them up and moved them this game. The Highlanders went down
Dervish unit. The Egyptians fired, miss- out to try to flank some Pathans. Well fighting, except for the Highlander ser-
ing everything, all except the Egyptian the next turn the fire moved in the same geant who went down in gaming history.
officer. The final Dervish charge was 11 o’clock direction. Thinking that there Defending a stairway inside of the fort he
stopped by the same Egyptian officer was no way it would continue to move killed seven Dervishes and ran off eight
who had killed or wounded six Dervish towards him the Sikhs continued their more before the final five got him! It was
commanders with six shots! maneuver. During the next turn it moved the last Dervish unit and if it had been
in the same 11 o’clock direction. Think- defeated they would have lost the game!
At that same convention there was
ing that there was no way in the world it
another battle the next day. This time it TSATF is fun because crazy things
would move in the same direction four
was strictly an Anglo-Egyptian attack on happen and when they don’t, players
turns in a row, the Sikh commander stood
a Dervish village. One of the players almost feel cheated! It’s the kind of
still during the turn with the logic that the
who had two units of Egyptians kept ask- game that no one should take seriously
fire would move in any direction but 11
ing if he could form them up into a and it makes a good break between more
o’clock. Well, it did move towards 11
French type attack column with grena- rules intensive games. The ability to
o’clock for the fourth time in a row, over-
diers on the right. As kindly as I could I make up rules, use event cards, random
running the Sikh platoon and caused 12
tried to explain the different eras, no movement, and the wild swings of for-
out of 20 casualties!
grenadiers, and those sort of formations tune are what has kept me playing this
don’t do well in skirmish games. How- In another game the British were per- game for almost 30 years. If you have
ever, the guy kept insisting and started to fectly safe in a fort and village, but the not tried TSATF or any kind of colonial
get angry, which surprised both the other British side decided to go out searching game I strongly suggest it. You don’t
gamers and myself. for Dervishes and naturally got more than need a lot of figs to get started and it will
they bargained for! I stated that the Der- provide you with fond memories!
Now usually the other club members

Page 6 WARNING ORDER


Blast From The Past Pt.10: War & Peace Gets New Life
Hailed as the Napoleonic ponents, especially the map, are vast distances that have to be covered,
version of Third Reich, Ava- not that bad. In fact, the map is lack of supply sources (most combat
lon Hill’s War & Peace still still pretty good and very func- forces will be halved after you get past
garners a very large and loyal tional for the game. The rules Smolensk), and trying to get reinforce-
following. I don’t know if it’s and charts, likewise, are well ments anywhere near the front lines is
the current economic crisis, done and work well with the almost an impossible task.
nervousness about the cost of game. The glaring problem are
Overall, the scenario went pretty well
today’s games, or just a will- the counters. While the colors
and I started reading up on the new naval
ingness to explore older and symbols for the combat
rules in anticipation of trying the grand
games, but games such as forces are average, but usable,
campaign. I could see, however, that it
War & Peace are making a the information and leader
will take quite some time to play that
slight comeback. counters are in size 2 font, mak-
through, so the game would need to be
ing them almost impossible to
Some of this is due to new counters, left up for a few weeks as it covers the
read without a magnifying glass!
variants, updated rules, Vassal modules, years 1805-1815. I went through the
or other grass roots efforts to breathe new The game is meant to simulate the optional rules ( I really like the optional
life into older games. I myself have been large campaigns of the Napoleonic pe- combat system) and the designer notes at
going back to some of these oldies and riod, with each strength point represent- the end that were taken from the various
playing a few here and there solitaire, ing several thousand men, named leaders, General issues over the years. My first
which has made me remember that these and rules regarding sieges, attrition, alli- impression is that this new version of the
games are still enjoyable. ances, and optional rules for the combat rules has pretty much cleaned up the sys-
system (a tactical matrix which I prefer). tem.
What made me bring out War &
Each turn is one month and
Peace is as I was going through a Geek
most scenarios are only a few
List on Boardgame Geek I noticed in a
turns long. One good thing is
comment to check out the new 3rd edi-
that the game has a high replay
tion rules. I followed the link and saw
value as there are quite a few
that someone had taken all of the errata,
scenarios plus a grand cam-
variants, designer notes from The Gen-
paign covering 1805-1815
eral, revised the naval rules, and com-
which would take a serious
piled everything into a single rulebook. I
amount of time.
immediately downloaded the rules, then
went home and read them through. So I went through the new
rules, chose the 1812 invasion
I had not played War & Peace in
of Russia (I’m painting Rus-
twenty years, so I got the game out and
sians so it was an obvious
began to clip the counters (something I
choice!). Set up wasn’t too
do with every game now-easier to handle
much of a problem except for
the pieces) in anticipation of playing this
the tiny, tiny, tiny lettering on the leaders What is really needed is to have the
classic once again.
and information counters! The first thing counters overhauled. When you see
First, a quick overview of the game that you think is that this is going to be a counters from GMT, Avalanche Press,
and its components. It is definitely from cakewalk for the French. You have a lot and COA, they are tiny works of art and
the ‘80s, but surprisingly the game com- of leaders, plenty of infantry and cavalry, something like this for the older games
plus the Russians aren’t in the would be well received. I would gladly
best of positions. pay $10-15 dollars for some new and
improved counters. Yes, someone won’t
Well, appearances can be
get rich doing this, but the gaming com-
deceiving. For one thing, the
munity would be very appreciative.
attrition rules can be particularly
nasty, especially when moving Overall, this new edition of the rules
in Russian territory. Slowly and breathes some life into this classic game.
surely, you begin to lose more The map is still not that bad and the game
forces to attrition than you do to subject itself is rare enough that gamers
combat. The game system han- should give this a try. The wide variety
dles this pretty well and it gives of scenarios are a blessing in that you can
the gamer something that they try one of these to see if you like the sys-
rarely have to worry about in tem before tackling the grand campaign
most games. Then there is the which does take time and effort.

ISSUE #24 Page 7


Romans vs. Seleucids WMA Battle Report
As you may have guessed by now if rules for some of the other players and heavy cavalry, would try to smash the
you’re a regular reader of this magazine, setting up the units, we were ready to Roman flanks and keep the screening
we like Warmaster Ancients! The game begin. units busy enough to get the pike pha-
not only plays well, but it looks good on lanxes into charge range. The Romans
The Romans went with a lot of le-
the tabletop and gives you a good impres- would be happy with anything close to a
gions as the main striking power in the
sion of a massive ancients battle. Our draw on their flanks so that the legions
center, along with light cavalry for the
group now has seven armies for these could close and finish the deal.
flanks. The Romans
also deployed two units The game started out rather slowly,
of bolt throwers and with both sides missing some command
several units of archers rolls. On the second and third turn the
to screen the legions. Seleucid guard cavalry and the lights
Most of the legions were galloped out ahead on that flank and pre-
backed up by auxiliary pared for action. The Roman light cav-
infantry, making them alry ran out to meet them, but more com-
very tough in melee. mand roll failures left them all alone on
that flank. The guard cavalry charged in,
I was the Seleucid
wiping out one Roman cavalry unit and
commander and went
then forcing another back. Another Se-
with a mix of different
troop types (one of
the advantages of
the Seleucids is
that there are a
LOT of choices
for army composi-
rules and are working on more, so expect tion). The pikes along with the
to see more battle reports using WMA in imitation legions would be in the
the future. center, while skirmishers, archers,
and light infantry screened the
Gary and I finally got our Romans and
advance. Light cavalry, a unit of
Seleucids up to 2,000 points each, so we
elephants, and some Thorakites
decided to do a massive battle during one
would provide some punch on one
of our regular Friday night game ses-
of the flanks, while the guard cav-
sions. After painting six pike units where
alry, camels, and Galatians would
I use 48 figs per unit I had just about had
protect the other flank.
enough of painting pikes! It is worth it in leucid cavalry unit charged, routed its
the end and hopefully the pictures do the It was fairly obvious to both sides that enemy, then crashed into a Roman unit of
pike units justice. After going over the the Seleucids, with their advantage in bolt throwers, eliminating it. So the first
round of the battle definitely went to the
Seleucids, who were now sitting squarely
on the Roman left.
On the Roman right the situation was-
n’t much better. The Seleucid
cataphracts quickly dispatched the Ro-
man cavalry, but they were in turn pushed
back by the second unit of Roman bolt
throwers and some archers. The Seleucid
cavalry continued to reform and charge
with some success, in fact knocking out
the second unit of bolt throwers, but
again missile fire drove them back with
heavy casualties. By the end of the
fourth turn the Roman right flank was a
no man’s land with no unit venturing
forth as they had all taken serious casual-
ties. It was now time for the center to get
into the game.

Page 8 WARNING ORDER


Romans vs. Seleucids (cont.) WMA Battle Report
keep advancing and by erably and was pushed back. This was
just doing damage to the opening the Romans had been waiting
the Roman legions they for and they attacked with the last few
should break a few legions, finishing off one of the pike units
more units to ensure and ending the game as a Roman victory.
victory. But then things
This battle highlighted everything
went bad for the Seleu-
that is good about the WMA system.
cids. It started with a
Exciting combat, command rolls failing
decision not to charge
at the worst times, the advantages of dif-
in right away with some
ferent units, and the importance of keep-
of the pikes, then going
ing reserves. The game played to a con-
in with a piecemeal
clusion in four hours, which given the
attack. The initial pike
number of units on the board is pretty
units were successful,
good. While the pike units are tough, the
but then the legions
legions backed by auxiliary infantry in
began to grind them
support can be a tough nut to crack, giv-
down.
With their flanks in tatters the Romans
When the legions counterat-
decided now that it was the time to ad-
tacked they did so with unrelent-
vance and do their damage in the center.
ing fury, crushing one pike unit
However, things did not get off to the
after another. The Seleucid dice,
greatest start as their command rolls
which had been kind up to this
failed on turns four and five. By this time
point, now utterly failed them.
the Seleucids had moved up and launched
The legions continued to ad-
a charge with the elephants and
vance, attacking everything in
Thorakites. The Thorakites did some
sight and pushing back the Seleu-
damage, but were defeated by a legion,
cid center. By the end of Turn 6
but the elephants did quite a bit of dam-
(we were going for a 7 turn game
age before they, too, were eliminated.
that was determined by die roll at
The archers of both sides then got the start) the Romans had made a
into a log distance shooting match along comeback, but both sides were
with each sides’ skirmishers pressing the now just one unit away from
action. After a few turns of this the light their breakpoint and losing the
and missile troops were seriously de- game. ing them some serious staying power in
pleted and withdrew, setting the stage for melee. This was offset by the massive
The Seleucid side of Turn 7 started out
the heavyweights. advantage the Seleucids have in heavy
good, with the pike units pushing back
cavalry. Overall, this was a fun and ex-
By the end of turn 5 the Romans were the legions and they could sense victory.
citing battle that went down to the last
in real trouble as they were nearing their However, one pursuit combat ended in a
turn. Now it’s on to painting Indians to
break point. The Seleucids merely had to tie and then another pike unit rolled mis-
fight the Seleucids!

ISSUE #24 Page 9


French vs. Prussians AOR Battle Report
It seems that when we can’t done well by seizing one of
decide what to do (seems the objectives and at least
strange when we have the rules, holding their own every-
figures, and terrain for 30+ where else. The French
periods!) we always turn back cavalry were reforming and
to Age of Reason and the Seven things were looking pretty
years War. There is something good for the French side at
about the period, whether it is this point.
seeing long lines of infantry,
On the Prussian left a
massive cavalry battles, or just
brigade of Prussian infantry
the color and pageantry of the
moved quickly to the vil-
era that keeps us coming back.
lage, reaching it just before
Well, this battle was no a French brigade did. The
exception. We basically had Prussians deployed a num-
each side choose twelve units of ber of heavy guns to shield
infantry, some light troops, two the village from any attack
brigades of cavalry, and several coming in from the center.
artillery batteries. Both sides The first few salvoes scored
then drew up their deployments several kills on the French,
forest on the Prussian left. The following
on a piece of paper, then set the actual and delayed their supporting attack. Both
turn both sides charged and the French
units out. sides were now deploying into line near
came out the worst for it, with two units
the village with both their infantry and
The objectives were quite simple, with of cavalry wrecked, but the Prussians
artillery, getting set for a major battle.
the bridge on the Prussian right, the hill were caught out in a bad position and had
in the center, and the village on the right to withdraw in the face of French infantry Near the bridge, both sides continued
worth withdrawal points. The Prussians and artillery. to probe, with the French artillery scoring
decided to hold on the left with their cav- some success against the Prussian cav-
The French, however, did sneak an
alry force, then drive in the center to alry, but the Prussian cavalry defeating
infantry unit and an artillery battery to the
seize the hill and the village on the right. another sortie by the French cavalry. The
bridge and were in a good position to
The French decided to seize the bridge Prussians were unable to follow up their
defend against any Prussian attack. The
and the village on their left, all the while success as the French infantry were
remaining French infantry, however, did
delaying in the center. Both sides had blocking any chance to advance and the
not want to go too much further into the
good plans, so with everything ready the artillery near the bridge was in a good
area as the remaining Prussian horse was
game began. position to get some flank shots.
sitting there, ready to charge.
Both sides struggled out of the gate At the halfway point (6 turns) it was a
In the center both sides advanced
with traffic jams (we were playing on a draw, with the French holding onto two
against the hill, with the Prussians reach-
6x4 this time, rather than our usual 8x6), objectives and barely ahead in the casu-
ing it first. The French had moved part of
so the deployments were a little out of alty race. The French were in a good
an infantry brigade to cover the hill and
sync. The Prussian and Austrian cavalry position, but their center might become a
now it began a series of firefights with
moved out quickly, however, and were problem, which is what happened.
the Prussians. So far, the French had
getting ready for the main event near the

Page 10 WARNING ORDER


French vs. Prussians AOR Battle Report (cont.)

The fight on the Prussian right Prussians stood firm, with both sides in sight. By turn 10 the writing was on
quickly became more intense. The Prus- taking horrific casualties. In the end the the wall and on turn 11 the French hit
sians and French fought over the outskirts Prussians were left standing while the their 25% limit and had to make a with-
of the village, with both sides charging, French pulled back to regroup. drawal check, which with the modifiers
then countercharging in an effort to gain they had meant it would have been a
This was the signal for the Prussians to
the upper hand. Meanwhile, the Prussian miracle if they had passed it! They didn’t
press their advantage and the cavalry
artillery continued to decimate the French and the game ended with the French army
returned to the fight. With the village on
infantry who were trying to give support withdrawing and a Prussian victory.
the Prussian right now secure and with
near the village.
the stalemate on the left, the center would Once again, we had another great
In the middle the Prussians had be the path to victory. The Prussians game of AOR. This was despite the fact
reached the slightly elevated hill first and reorganized their forces while the French that we didn’t put a lot of effort into the
tried to quickly establish a defense. The tried to cobble together some kind of scenario design by just throwing out
French redirected an infantry brigade to defense in the center. some terrain and giving each side a num-
retake the hill and both sides got into the ber of SPs to choose their army with.
The Prussian artillery pounded the
action very quickly. The battle started off Quick, simple, and effective.
French infantry from the hill and infantry
with a series of firefights and artillery
battalions moved to the attack. The Prus- I think it does, however, help that all
exchanges. The French then launched a
sian cavalry moved to threaten the center of us have played a large number of
bayonet attack with their grenadiers,
and the French had no reserves from games with these rules. You see very
which initially defeated a Prussian battal-
which to plug the gap. There were still a few, if any mistakes on the tabletop,
ion, but they were stopped by a unit in
few turns of frantic fighting around the which I think accounts for many of our
reserve and driven back. A second attack
village and near the hill, but the end was games coming down to the last turn!
now went in all along the hill, but the

ISSUE #24 Page 11


The Plastic Effect So Far? Editorial
With much fanfare the ing the figure Finally, we come to the great debate
various 25mm plastic painter has to some- about plastic boxed sets. The question is,
boxed sets have burst times guess where “Have plastic boxed sets opened the
onto the historical minia- the lines begin and hobby to more historical gamers, enabled
tures gaming scene. end. Again, this gamers to get into more periods, or are
Wargames Factory, War- isn’t a major prob- they just substituting for metal figure
lord, Perry, and Victrix lem as most of these sales?” This can be a very touchy sub-
have all released sets figs will be used as ject, as the supporters of plastics have an
ranging from Romans to the 2nd, 3rd, or rear almost religious zealousness about them
ACW. Even before the ranks of units. This lately and detractors seem to get their
boxed sets came out TMP is not to say that the kicks from pointing out their shortcom-
was full of threads about how the figs sculpting is bad, as many of the figures, ings.
were sculpted, what ranges would be particularly the heads, are well done.
I visit a lot of blogs, web sites, fo-
coming out, the number of new projects
Third, the assembly and available rums, etc., plus guys in my group buy a
that would be started, and anyone even
poses haven’t pleased everyone, so this lot of stuff, so I feel that I’m in touch
questioning the viability of plastics was
may be a factor in repeat sales. I’ve built with the hobby (although after some of
labeled as a heretic and should be burned
quite a few models and the old GW my editorials the readers may feel other-
at the stake!
boxed space marines, so I knew what to wise!). I just haven’t seen a lot of plas-
Well now that the initial euphoria has expect and had no problems. However, tics painted, especially for how many sets
died down it’s time to take a look at what some gamers had expected the figs to be have supposedly sold. The ones I have
has come out, what effect it’s had on the already built and were disappointed when seen painted seem to be more in groups
hobby, and where this is going. Now they had to assemble them! Also, with of 3 or 4 (looks to me like gamers trying
personally I’m neither for or against plas- some of the sets the arms, heads, etc., them out) rather than complete units or
tics. I just see the advent of plastic have limited use, so you will end up with armies. Guys in my group bought a ton
miniatures as just another option, but I a lot of figures looking the same. Again, of boxed sets, but even then I’ve seen
did review the Wargames Factory British I expected this, but it seems to have very few actually finished.
for the Zulu War and I have been keeping caught some gamers off guard.
As to what causes this, there could be
close tabs on the developments in this
Fourth, and this goes along somewhat many explanations. Some gamers don’t
area.
with the first point, is that you will need like the assembly, maybe they painted a
I think the first thing that stands out is metal figures for officers, generals, ser- few and didn’t like the result, maybe
despite what some gamers dreamed and geants, the front rank of a unit, etc., as the some found that metal is still the best way
hoped for, plastics are going to be supple- boxed sets don’t have everything that you to go, and I could go on. I liken it to
ments to metal miniatures and vice versa. need. Yes, the 25mm boxed sets have when I get an idea for a 1/72nd/20mm
Any dream of having boxed sets with some of the same problems as the 20mm project every other year when I’m in a
everything you could possible ask for in a sets do, namely the selection at times of model shop, buy some boxes of plastic
period have been dashed against the what comes in the box raises a lot of figs, take them home and immediately get
rocks. The reason is mainly basic eco- questions about how things are decided started only to put it away once another
nomics. Creating a box of Egyptian cui- upon! project with metal figs comes along!
rassier for the Sudan period when there
Now one of the side effects of the new The other thing I wonder about is
was only one unit of them and few gam-
plastic boxed sets have been ongoing whether sales of plastic sets are supple-
ers are interested is counter productive
discussions about why there can’t be menting or replacing sales of metal fig-
and would result in a huge loss for the
15mm, 10mm, and 6mm plastic boxed ures. If a gamer has $50 is he or she buy-
manufacturers. The boxed sets so far
sets. Time and time again, there have ing three boxes of plastic figs or several
have been established periods with troop
been some really good answers to these blisters of metal figs? Or are they buying
types where gamers need quantity such as
questions regarding costs, selection, mar- three boxes of plastic figs, then dropping
ECW infantry, ACW infantry, basic Ro-
ket share for them, etc., but these are an additional $50 on metal figs? An-
mans, and so on. This is the big advan-
conveniently ignored! Supporters of swers seem to be all over the place on
tage of plastics, namely using the boxed
plastics think that everything should be in this one, but with the economy as it is
sets to build up the core of an army.
plastic and that it will change the face of right now it can’t be good for either side.
Second, the detail is not the same as gaming forever. Anyone who says other-
Either way, plastics are here to stay,
metal miniatures and in some cases plas- wise is surely a heretic and is therefore
at least for the foreseeable future. What
tic figs can be harder to paint than their wrong. Actually, it’s just a fact that
their overall impact will be, however,
metal counterparts. Some of the belts, while 28mm plastic sets are a good idea,
remains to be seen.
scabbards, cuffs, etc., have a tendency to smaller scales just aren’t very cost effec-
blend in with the rest of the figure, mean- tive compared to metal miniatures.

Page 12 WARNING ORDER


Hill A.F.B. Airshow
The last air show in the SLC area here 6B Prowler, an A-10, plus several smaller The most impressive aerial demon-
at Hill AFB had to be cancelled, so when jets. For WW2 fans they had an Aven- stration was surprisingly by the C-17
it returned this year the USAF decided to ger, a beautiful P-51, plus several Russian Globemaster cargo aircraft! This pilot
go all out. This was great if you are an and Chinese aircraft. There wee also thought he was in a fighter and some of
aviation enthusiast as I am! The air show several helicopters, including an AH-64 the turns that it could do were pretty
was held over two days in June, with the Apache and a heavily armed CSAR amazing. The aircraft also demonstrated
gates opening at 9am and exhibitions/ Blackhawk. Overall, it was a good mix a short landing for combat zones, re-
flights going all the way to 5pm on both of aircraft that was great for fans of all versed itself, then took off again, which
days. eras. was incredible to watch.
The static displays were pretty im- Naturally, there were several flying The Viper East team showed up and
pressive, especially with a B-1, a B-52, displays by stunt teams, which are always did a F-16 demo and the Navy sent a F-
and an E-3 AWACs in attendance. Eve- impressive, especially when they stall and 18 to do a demo as well, which really gets
ryone was allowed to walk through the dive back towards the earth! There was a the crowd going as it is usually their first
AWACs which was pretty incredible, hypothetical dogfight between a T-2 exposure to modern combat jets where
especially when you see all of the stations Buckeye on a recon run over Cuba and a the sound arrives after the jet goes by!
for various duties, plus the crew was on Mig-17 which was great to watch. A The show wrapped up with another amaz-
hand to answer questions. They also had legacy flight with an F-4, F-16, P-51, and ing performance by the USAF Thunder-
a KC-135 and a C-17 open for display. a F-22 Raptor plus a similar flight with a birds. A great day if you were into air-
C-130, F-16, and A-10 (these aircraft are craft and I’m already looking forward to
If you were into modern jets then
refurbished at Hill AFB). the next show in two years!
there were several F-16s, F-15s, an EA-

ISSUE #24 Page 13


Third Reich Series by Avalanche Press Game Review
One of the most popular scenario book, and more. The to suggest that no two games will be the
wargames ever has to be box is certainly packed with same, but add in the event chits and some
Avalon Hill’s Third Reich. stuff and the components are of the variants and you can create some
This was one of the first high quality, with the artwork pretty interesting situations!
“grand strategic” wargames being a huge improvement over
The Great Pacific War is the follow on
to come out and it was a the old AH game, especially the
to Third Reich and applies the same sys-
very good game. I can re- counters.
tem to the Pacific theater. You get three
member playing numerous
For the size and scope of the maps, several hundred counters, a rule
games of it through the 80s
game, the rules are actually book, plus a book detailing all of the
and I still cherish the copy I
pretty easy to get into. The ba- event chits. Again, a lot of stuff for the
have. Avalon Hill tried to
sic movement, combat, and eco- money and if you’ve played Third Reich
take the game further with
nomic systems are easy to grasp, you can get right into this game. My only
Advanced Third Reich,
but the large number of special complaint with the components is the
which added considerable complexity to
rules covering events, weather, countries, weird map layout which almost requires
the system. After Avalon Hill’s demise
etc., will take a few plays to get used to. you to have a large space to play the
GMT came out with A World At War,
Each turn is three months, with the eco- game.
which was supposed to be the Holy Grail
nomic system kicking in once a year,
of the Third Reich system. It is said that Naturally, as one would suspect, there
generating what are called BRPs, or Ba-
the GMT version is a way of life as you are a LOT of ship counters in this game
sic Resource Points. BRPs are the back-
really need to give up all other games just as most of the action will evolve around
bone of the system, paying for everything
to play this one! After going through the the control of the sea zones. China is also
ranging from armor upgrades, new units,
incredibly large rulebook and sequence of represented here with the two Chinese
offensives, combat results,
play that must take five factions fighting the Japanese and adding
declarations of war, and
to six hours per turn, I
more. This will give each
was convinced that it
player a large number of
was for the hardest of
decisions about how to
hard core gamers!
pursue the war in terms of
Avalanche Press what units to buy, going
then came out with with a naval or ground
their version, entitled strategy, and when to pur-
John Prados” Third sue large scale combat
Reich. Although this operations.
game has been out awhile, I recently got
Combat is handled with the Avalanche
the latest versions with the new 3rd Edi-
Press standard “bucket of dice” system
tion rules and thought I would review the
where certain units need a number even more strategies for both players
system. This review will cover the basic
(usually a 5 or 6) to score a hit with the about what to do on this part of the map.
game, Great Pacific War, the Player’s
number of dice being rolled equal to the
Guide, Rumors of War, plus some of the Game play is very similar to Third
strength of the unit. The results are in
variants from the Avalanche Press site. Reich except that in Europe the naval
terms of hits that can be offset by retreats,
action is almost a sideshow compared to
First, the newest version comes in the spending BRPs, or exchanging counters
the Pacific. Most of the game is spent
green box shown above. You get three for smaller units. This is the part of the
with naval action, transferring troops,
full color mapboards, 800+ counters, game that takes the most grief on many
invasions, and how best to manage your
plenty of player aids, plus a rulebook, forums and reviews, but personally I
BRPs over the course of the campaign.
haven’t seen too many problems
with it and the die rolls do seem Also, as in Third Reich there are a lot
to balance out throughout the of scenarios, including two that start be-
game. fore 1940, giving almost endless varia-
tions and a lot of replay value. The rules
Each game turn there are a
also include a section on how to combine
large number of choices to be
the two games, which would really be a
made by each player, including
monster game. Overall, both of the
buying offensive chits, placing
boxed sets are good value for the money,
units to contest sea zones, strate-
especially when on Ebay you can now get
gic warfare, invasions, transport-
them for around $30 each, which is a
ing troops, politics, and more.
pretty good deal considering how much
This by itself would almost seem
stuff comes in each box.

Page 14 WARNING ORDER


Third Reich Series by Avalanche Press (cont.) Game Review
also adds in the Israelis, Syrians, and is a
very interesting scenario. The guide also
includes other scenarios that postulate
different years for starting the war, giving
gamers the chance to try several of the
great “what if” possibilities.
The rest of the book is taken up by
player guides for the various countries,
laying out in detail possible strategies to
win the game. These sections are great
learning tools, especially if you have no
idea how to play England in 1940 and
So, you’ve played both games and are
‘41, or the best use for U.S. forces once
looking for new variations or in the inter-
they come into the war. I’m not sure I
est of completeness you just want every-
agree with everything written, but it’s
thing for Third Reich. Well, there’s more
some good food for thought and defi-
stuff than just the basic games!
nitely worth reading.
Added together it is a quite impres-
First, the Avalanche Press site has a
The next item is the deluxe maps for sive package, enabling the gamer to full
lot of material for Third Reich/Great Pa-
Third Reich. If you’ve played the game explore a global war set in the WW2 era.
cific War. There are counters and vari-
then you know that the hexes are just too You’ll notice I mentioned “set in” as with
ants for leaders, upgrading the forces of
small! It’s not a problem in some areas, the many variations, scenarios, cam-
various nations, optional rules, and a lot
but when you’re involved on the Eastern paigns, extra counters, etc., you can begin
more. The counters are well done and
front with masses of counters, it can get the war in the early 30s and continue past
this can add even more variations to the
pretty annoying trying to move the stacks the actual end of 1945! If you use all of
game.
without knocking over others. This ex- the games and variants, it is possible that
The next item is the Third Reich/ pands the maps in Third Reich to two 22 you may not have two similar games in
Great Pacific War Player’s Guide. This x 34 inch maps, making the space almost quite a few plays. I think that this is what
booklet also contains a counter sheet with double the originals and leaving plenty of gives the Third Reich system it’s greatest
new event chits, updates to Turkish and room for those massive offensives! strength, namely that there are so many
Spanish forces, jets, plus assorted odds options and
Now here’s something I don’t under- scenarios that
and ends. The big thing in this guide is
stand, however. Why no deluxe maps for it will keep
the section on jets, which really upgrades
Great Pacific War? You would think that gamers from
the section in the original game. Now
it might be a good idea, if for nothing else being bored
several countries have the chance to start
than the sake of completeness to make with the sys-
building jets when their event chit is
the extra maps that enables the series to tem, plus keep
drawn, which makes for a more interest-
be joined together. Also, it might solve them coming
ing game.
the layout problem of the Pacific maps back to try
There is also a 1946 scenario, postu- and it would go along with the extra map different varia-
lating an attempt by the U.S. and Patton in Rumors of War which was done in the tions.
to go after the Russians right after the deluxe format. The first printing of de-
war. England and the rest of Europe try luxe maps sold out, so obviously games I’ve no-
to sit this out, but can be brought in like them and would probably pay for a ticed recently
through the use of political shits. This Pacific set. I know I would! a huge surge in interest in this game, es-
pecially with many online stores, Ebay
Finally, there is Rumors of War, stores, etc., selling the games at a great
which is yet another supplement for price, which is getting more gamers into
both games. This one adds more the series. The Third Reich Deluxe map
counters, a small add-on piece for the set is currently out of print at this time
Deluxe Maps that extends the eastern and they used to be everywhere! Obvi-
playing area, and more analysis for ously gamers are giving this series a try
Third Reich players. The positive and there is a lot of value for the money.
thing is that both of the supplements The system also plays great solitaire or
have some useful information in with group play, although the grand cam-
them, the extra counters are useful, paign could take a long time, but the
and for the price you really can’t smaller scenarios play pretty quickly.
complain for the game play value.

ISSUE #24 Page 15


Kiev to Rostov by GMT Games Game Review
I had heard a lot of with the sequence of play ex-
good things about GMT’s plained in general terms, then a
East Front series of games more detailed outline is at the
and had noticed that on back of the book. It is interest-
Ebay a few of them, most ing that the Germans follow a
notably Army Group Cen- standard pattern, but the Rus-
ter and Typhoon go for sians must use their motorized
huge amounts of cash. I movement first, then combat,
love the East Front, so I then everything else moves. A
decided to pick up the novel concept to simulate the
newest game in the series, poor coordination of Russian
Barbarossa: Kiev to forces at this stage of the war. you begin to see that there is a lot here to
Rostov. Further rules cover supply keep track of! Decisions will need to be
(probably the most important made in regards to operational pauses for
This is the fifth game
part of the game), combat, air- supplies to build up, which units should
in the series, but all of the games are
power, weather (another huge factor), and get replacements, should the panzers keep
stand alone simulations or they can be
more. Now there is a lot here, but it rolling forward while the infantry lags
linked together for massive games. The
makes sense and although you may need behind, how to defend river lines during
series portrays the entire Eastern Front
to refer back to it now and again, it’s a fronts and snow turns, problems with
during the opening of Operation Bar-
good system. mud, and so many more that it’s impossi-
barossa from June to December of 1941.
ble to list.
The scale is five miles per hex and two Combat can be quite involved, with
days per turn, with most Russian units airpower (including air combat and AA What gives the game good value is
being divisions, but the Axis forces in- fire), artillery, and the defender can react that there are several scenarios included,
clude brigades, regiments, and some spe- with armor if it is close enough to the from the two training scenarios with only
cial battalion sized units. Aircraft count- battle area. Russian HQs have limitations 10-20 units a side to the full blown cam-
ers represent around 40 aircraft. in what they can coordinate and they can paign with all four maps and hundreds of
issue additional orders for no retreat or to units. Not only that, if you own Army
GMT definitely packs a lot into the box!
retreat further. Units take step losses and/ Group South then you can join that game
You get four 22 x 34 maps, 1100+ count-
or retreats, so the casualties will begin to as some replacement counters are pro-
ers, a rule book, a playbook, and several
pile up after awhile. How you attack, vided to bring that game up to date with
full color sets of charts and tables. There
what units should support, should armor the latest rules. Then, when Crimea
is also an 8 x 11 double-sided map for
react to that hex, and more are all tough (game #6 in the series) comes out hope-
use with the two training scenarios. The
decisions that will need to be made each fully later this year you can add that one
maps are arranged in a quite clever way,
turn, especially during large combat op- on and simulate the entire drive of Army
so that some of them can be used with the
erations with many units. Group South!
smaller, one or two map scenarios with
the set up info printed on the map, but Here is where you begin to see the This game is not for the casual gamer.
when combined for the campaign game detail, which is present everywhere, even The large amounts of special rules, two
these parts of the map are covered up by in small things. Combined arms, armor page sequence of play, plus the supply
the overlap. As can be seen with the step losses, the presence of NKVD units, and replacement rules which are far more
maps, rules, etc., everything in this series and more all give combat a detailed treat- important than most wargames, can be a
has been well thought out. ment. Add on to that the many variations challenge and probably isn’t for every-
of replacements, mobile supply units, one. The components are top notch, the
I’ve played a lot of East Front games
supply bases, railroad transport, etc., and rule and play books are well done, and
over the past 30 years, from strategic
there has definitely been some long
(Third Reich) to tactical (Combat Com-
range planning in the series.
mander and ASL), but this is the first
game where I really begin to see just However, if you really want to learn
how massive the Barbarossa campaign something about Barbarossa, then this
truly was. The four maps laid out are is the series for you. The wide ex-
pretty impressive and when you realize panses, critical cities and bridges, ex-
that this is just the bottom half of Army treme weather, and massive supply
Group South’s drive into Russia, you problems all combine to make for a
really begin to see the massive chal- very interesting Eastern Front experi-
lenges that both sides had to operate in ence. Now if only the Crimea would
this theater. come out and the revamped Army
Group Center/Typhoon set!
The rules are laid out very well,

Page 16 WARNING ORDER


Barbarossa: Re-Creating the German Advance? Game Analysis
One of the more inter- barossa. Yet this is too much), and balance the game with
esting discussions in gam- one of the defining just enough Russian reinforcements, sup-
ing is the German invasion features of the 1941 ply rules, etc., so that the Russians have a
of Russia, specifically the campaign in Russia. fighting chance. Now you hear the Ger-
initial part of the invasion Scores and scores of man players wailing aloud about how
to where it historically Russians were cap- unhistorical this is. The Germans created
stalled in December of tured along with thou- huge encirclements and they should be
1941. Could the Germans sands of tanks, vehi- given the chance as well. With this sec-
have taken Moscow in ‘41? cles, and guns. It also ond method they argue, the game turns
Should they have fallen had an effect on Ger- into long lines gradually moving about
back to renew the offensive man strategy, since the map with limited or no break-
in the Spring? How did the Russians let Hitler was obsessed with capturing Rus- throughs. So, who’s right?
so many men get surrounded and cap- sian soldiers and creating pockets. So
tured? These are just some of the ques- why doesn’t this translate well onto the
tions that game designers have struggled tabletop?
with over the years when creating games
The most obvious answer is that
on this fascinating topic.
most Russian players aren’t going to be
Tactical level games such as ASL, as obliging as their historical counter-
Combat Commander, Panzer Grenadier, parts! With a godlike view of the map,
and many more don’t answer these kinds most Russian players are smart enough to
of operational level questions. The state start pulling back as fast as they can,
of the Red Army, the panzer drives, and build new defense lines, and use some
giant encirclements are left for their big- units as speed bumps to slow down the
ger cousins. Games like The Russian German advance. Most games help the The answer is both of them are. I
Campaign, Third Reich, War Without Russians with this by providing rules have played Russian Campaign about 50
Mercy, the Europa series, Defiant Russia, mechanisms whereby the Russians only times, War Without Mercy a half dozen,
and many others have attempted to an- have to hold for so long before the vast numerous games of Third Reich, a dozen
swer these questions over the years. resources of Mother Russia are mobilized games of Defiant Russia, Axis & Allies,
and weather begins to play it’s part. Trial of Strength, and plenty of others on
First, what do these games have in
the subject. Each one tried their best to
common? Most notably there is some There seems to be two design phi-
do the impossible; i.e., how to simulate
sort of surprise rule for the first turn or losophies here when dealing with Bar-
the German advance.
two. This gives the Germans a good barossa. The first is to hamstring the
jump on trying to recreate the massive Russians as they were historically. Rules Now many of the games listed above
breakthroughs and how out of position mandating counterattacks, no movement are good games. They do a pretty good
most of the Russian army was. Then of reserves, air units caught on the job of simulating Operation Barbarossa
there is the invariable “panzers run wild” ground, etc., all attempt to recreate the and many of the games I’ve played have
part of the game where the Germans rip initial German surprise and shock. Now ended with historical results. The Ger-
gaping holes along the front and gobble this may be a realistic attempt to portray mans stopped in front of Moscow and
up isolated Russian units. This is then the situation, but Russian players usually Leningrad, trying to hang on near Rostov,
followed by the inevitable mud, frost, and complain aloud. Cries of forcing them to and everywhere the effects of weather
snow that delays the Germans just short sit there and take it from the Germans, and lengthy supply lines are beginning to
of their objectives. What follows next is their maneuver is constrained, they can’t be felt. It’s getting there that is the prob-
a Russian counterattack, then run as fast as they can back lem most gamers argue and I would have
the German spring offensive, towards Moscow, and more to agree at times. Game designers have a
then stalemate, then the Rus- can be heard throughout the tough job with this subject and we do
sians slowly grinding down gaming hobby! Their rea- have to realize that it is a game after all.
the Germans all the way back soning is why should they
For myself, I will keep buying East
to Berlin. have to be bludgeoned to
Front games and learning more about this
death by having to do what
You’ll notice in the above campaign. There are several new games
the Russians historically
paragraphs that there is no coming out on the subject in the near
tried.
mention of huge encircle- future and maybe some of them will have
ments such as what happened The second method is a new or different approach. In the
in the Kiev pocket or along to give the Germans some meantime, I will refuel the panzers, wait
the frontier during the early surprise effects, limit the for the infantry to catch up, then push on
months of Operation Bar- Russian response (but not for one final drive to take Moscow!

ISSUE #24 Page 17


Sharp Practice Scenario: Spy Hunt
This is a scenario designed for Sharp colonel and major in the second company mine which side road that they enter
Practice, but could be used with any Na- know who it is on sight). A second infan- from. The Cossacks enter the same way
poleonic skirmish rules. Two sheets of try company with a major and NCO in as the second foraging company, but they
cards have been provided with the sce- support of the colonel’s company. Two may also arrive at the Russian entry point
nario to be used with the game. Simply additional infantry companies with one plus the side roads. The two Russian
use the system in Sharp Practice for ran- officer and one NCO each. These com- infantry companies enter at the green
domly determining officer’s attributes panies have no idea why they are here arrow on turn 1. All of the French forces
and fill out the cards. This will add an other than they are to support the colo- enter at the blue arrow on turn 1.
additional random factor to the scenario, nel’s mission. One squadron of light
The scenario umpire/referee should
especially if you let the players randomly cavalry with one officer.
randomly determine where the spy starts.
choose their officers and NCOs for each
Russian Forces: One infantry company
unit! Special Rules: The villagers are terrified
with one officer and one NCO split into
of both the Russians and French, so all
Background: It is the spring of 1813 two groups foraging in the area (Russian
doors are locked and both sides will need
and French forces are on the move in village garrison). One infantry company
to break in as described in the rules. It
some areas, but falling back in others. A with one colonel and one NCO under
costs one action dice to search a small
French spy in a local village which is direct orders to find the French spy. A
building and two action dice to search a
currently garrisoned by the Russians has second infantry company with one offi-
large building.
vital information on Russian deploy- cers and one NCO in support of the colo-
ments. The spy is unable to move out of nel’s mission. A second garrison infantry Variations: Feel free to add additional
the village as various Russian units are company split into two groups that will buildings or terrain for the scenario. You
searching for the spy. randomly enter the board, also with one could also adjust the forces and/or add
officer and one NCO. A squadron of additional missions for some of the
French Objectives: Move into the vil-
light cavalry or Cossacks with one offi- smaller groups. Having the spy move
lage, search every building and find the
cer, also out foraging. around each turn or in a random direction
spy, then get the spy off board back down
would increase the uncertainty as to the
the road from the French entry point. Setup: Place the two Russian foraging
exact location of the spy. In this scenario
groups as indicated on the map. The two
Russian Objectives: Defeat any French we’ll assume that both sides’ officers
groups from the second company will
attempt to seize the village until the spy know who the spy is, but you could add
enter the board randomly. Roll 1D6 for
can be located. an aspect of role-playing where the vil-
each every turn until they arrive. On a 1
lagers would need to be questioned and a
French Forces: One infantry company or a 2 they arrive on the first turn, 3 or 4
die roll made to determine if the spy if
with a Colonel and NCO. The Colonel is on the second turn, and on a 5 or a 6 they
found out by either side.
under specific orders to find the spy (the arrive on the third turn. Randomly deter-

Scenario Notes
Our group uses 20-24 figures per
company and 12 mounted figures
per squadron for our games, so the
order of battle for the scenario re-
flects this. Only the two colonels
knew what they were after and they
used their other forces to support
their mission, which added some
fun to the scenario.
We ran this as a four player sce-
nario with the overall commanding
officer also being the commanding
officer of a company, but players
should feel free to add extra offi-
cers or NCOs as needed. We also
had players randomly draw the
officer and NCO cards for each
unit, which added some much
needed variation to the game.

Page 18 WARNING ORDER


Sharp Practice Scenario: Spy Hunt (cont.)

ISSUE #24 Page 19


Sharp Practice Scenario: Spy Hunt (cont.)

Page 20 WARNING ORDER


Sharp Practice Scenario Replay: Spy Hunt
you had two very determined com- deploy.
panies on both sides searching
Finally, a French group burst into a
everywhere for the spy and two
two story inn and began to search the first
companies plus cavalry unsure
floor. On the same turn a Russian group
about what they should do other
led by the colonel broke in on the oppo-
than slug it out with their enemy!
site side and a melee ensued. This hand
The main French force now to hand combat went four turns with the
broke into the church and spent a French side eventually worn down and
turn searching it, while outside the driven out, but they cut the Russian group
battle raged all over the village. A down in half as well. The Russians
unit of French infantry had pinned searched the upper floor and found the
down a Russian group behind the spy. With no fresh French forces near the
hedges, but couldn’t make any inn, it was deemed that the Russians
headway due to shock points. In would get the spy of the board with no
the center both sides decided to resistance (probably for some interroga-
form up into company formations to in- tion then an execution!) and with the
Both sides deployed as described in
crease their shooting potential, so the game.
the scenario set up. One of the foraging
next few turns were spent get-
Russian groups saw the mass of French
ting ready for the big battle.
piling down the road at them and took up
a defensive position in the village center A French company charged
until help could arrive. That wasn’t long the Russian company holding
in coming as both other foraging groups the center of the village and
entered on turn 1 and began moving to- drove it back, inflicting several
wards the village. casualties and shock points.
They in turn, were struck by a
The French had awful movement rolls,
Russian infantry company that
especially the colonel’s force, while the
was on a blind the previous
Russians moved much quicker and began
turn, which came as a surprise
breaking in doors and searching the
for the French. After two
buildings on the outskirts of the village.
rounds of melee the French
One of the Russian foraging groups tried
were forced to give ground in
to flank the French, but was turned back
the village center. Both sides
by musket fire.
had lost quite a few dead, plus
A hard fought battle that was quite
By this time both sides had everything the shock points were beginning to pile
different from the previous two games
on the board and began to have a series of up and a few officers/NCOs had to be
that we had done with these rules. Be-
firefights around the village. The second replaced because of casualties.
cause of the village the companies had to
French player had no idea what was go-
Both sides tried flanking efforts, but be broken down into groups to maneuver,
ing on, other than the French colonel
to no avail. Each time a force advanced it which really changed the game. It also
ordering them to take up certain posi-
was met by musket fire and forced back. resulted in far more hand to hand combat
tions, which was what the Russian colo-
Then the other side would try to advance that we had seen before. As noted in the
nel was doing with the other Russian
and get driven back in turn. The French variations for the scenario, you could
groups outside of his own! Basically,
were trying to move forward, but the bad easily add a lot more to the scenario such
movement rolls continued and they as different forces, have the spy randomly
were losing the race to search the move, and more.
few remaining buildings.
We also discovered that we had been
By this point in the game about doing a few things wrong with the rules,
half of the buildings had been most notably the entire action dice/
searched and still no spy had been initiatives section where we finally put
found. Each building had a sepa- our heads together and figured out ex-
rate slip of paper that was handed actly what you could and couldn’t due
to the player that searched it which each turn. This radically changed the
said if the spy was there or not. game and turns went by much quicker!
Both sides still had fresh forces, Overall, it’s a fun system that works well
but the village and surrounding with small forces or with 100+ figs per
terrain was making it difficult to side for group games.

ISSUE #24 Page 21


Well, one more issue closer to #25, which is kind of a goal I set for myself a few years
WFHGS ago. When I first started this publication as a way for our group to create something
for the gaming community the internet was still in its infancy; there were no blogs,
podcasts, and few magazines. Now with the explosion of growth in what I term

WASATCH FRONT HISTORICAL “gaming information”, I’m not sure where this publication fits in anymore. While it’s
GAMES SOCIETY
fun to get your ideas out into the hobby mainstream and show off what you and your

Meets every other Friday night in the SLC, Utah area. We club are doing, it does take a lot of work. With so many web sites, forums, blogs, etc.,
currently play AOR, AOD, AOE, BKC, WMA, Phantoms,
Mustangs, Sharpe Practice, This Very Ground, Wild West, and you begin wondering if anyone has time anymore to look at this kind of publication. I
too many other periods and scales to list here!
know that at least for myself I’m not visiting as many sites, blogs, and forums as I used
If you have any comments, ideas, suggestions, or
wish to send me an article, you can contact me to. There are only so many hours in the day and even for a small hobby I think we are
at:
mirsik1@juno.com reaching the point of information overload. Some gamers have been asking why no
one reads their blogs and the answer should be as plain as day, but they don’t see it.
The best in historical miniatures Their audience is too busy reading posts on forums, creating their own blogs, and
gaming visiting other sites to have time to read yet another blog! Where this is all going is
anyone’s guess, but at some point there’s going to be a “weeding out” phase in the
hobby where many of the info/media entities on the margins are going to close down

Visit our site: or cease. Already some of the guys in my group are withdrawing from some Yahoo

www.wfhgs.com Groups, forums, etc., citing the time problem. For myself I’m just concentrating on
getting #25 done and out there so I can at least say that I reached my goal of publish-
ing 25 issues! After that it’s anyone’s guess where this goes!

Battles With The Gringos Game Review


I’ve reviewed GMT’s The battles The good thing about a supplement
Gringo before and the are Palo Alto, such as this is you get four battles, differ-
GBACW system created Resaca de ent maps and GMT does a great job of
by Richard Berg before. Palma, supplying you with a new set of counters
This is one of my favorite Contreras, and for each battle! This means that you
systems for wargames and Pueblo, which don’t need to go hunting for units that
it works well, especially offer a wide were present at another battle in the se-
for this period of history. variety for ries, which really speeds set up time.
Gringo was pretty suc- gamers inter- Also, the games in this supplement are
cessful as a game, namely ested in this small affairs compared to major battles in
because the battles were period. The the ACW, so you can set the game up and
small, interesting, and they serve as a first two were the opening battles in the get the scenario done in 2-3 hours.
great introduction to the GBACW sys- Mexican-American War, but are two
Finally, this is a great way to learn the
tem. entirely different scenarios. Palo Alto is
GBACW system that GMT and Richard
a straight up fight, with both sides de-
Battles With the Gringos is a supple- Berg has created. The battles are small,
ployed in a linear array, with the larger
ment that comes in a large zip lock bag. they don’t use the full command and con-
Mexican army being inferior in terms of
There are two maps, a sheet of counters, trol rules, and the unit density is small
quality compared to the smaller U.S.
and a scenario book along with a terrain enough that you can spend time learning
army.
effects card. The maps and counters are the movement and combat systems. This
of the same high quality present in other The second battle took place on the is an ideal way to learn the system before
games of the series. There are new rules following day with almost the exact same you try Three Days of Gettysburg or Red
for skirmishers and the rest of the sce- forces, but on a battlefield completely the Badge of Courage. As for myself, these
nario book gives the set up for the various opposite of Palo Alto. This presents dif- battles will tide me over until the next
scenarios, plus additional rules and op- ferent challenges for both sides and is an release, Dead of Winter comes out this
tions. interesting battle. year!

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