The Berezina 1812 focus on the batlles fought by the remnants of Napoleon “Grande Armée” against several Russian armies, in order to cross Berezina river between Borissov and Velesovo, at Stoudenka.
The Berezina 1812 is the 35th battle of the Jours de Gloire series.
Napoléon, Ney, Oudinot and Victor are at the head of the French. Tchitchagov, Wittgenstein, Ermolov, Lambert and Phalen are the mains Russians leaders.
The French player has to build bridge and cross the river under the pressure of the Russian player.
The game features special rules around “trainards” (stragglers) and building bridges. The game includes 5 one day scenarios and 1 two days secanrio, from November 21 to November 29 1812.
~ Canons en Carton
Scheduled for Line of Fire magazine # 13, “Blood on the Alma” is a 2-3 player game recreating the 1854 Battle of the Alma River at the brigade level. Each unit is represented by a stack of step counters that modifies attack strength. Each army plays differently– the French have a more traditional sequence of play, their allies the British are activated by chit pull, and the outnumbered Russians must contend with morale checks while dealing with phases that are scattered throughout allied phases. The Russians have a terrain advantage which they historically squandered; the allies possessed a technological advantage in the Minie Rifle, but due to poor communication, it was not used by the British until late in the battle, when it turned the tide decisively. Combat is resolved by comparing modifiers to defense rolls, and the type of attacking unit determines the available outcomes. A number of factors, including victory for each side, are tied to and fluctuate with a single track, creating a sense of momentum and narrative.
~ Lock N’ Load Games
It covers two of the most important battles of the XIIIth Century, Bouvines 1214 and Worringen 1288, which are, respectively, the 33rd and 34th battles in the series. Bouvines is a new edition, much expanded, with new map, counters, and scenario specific rules of the game published in 2002 in Vae Victis #45.
The game includes:
– 216 counters
– 2 A3 maps
– One rules booklet
– One scenarios booklet with historical notes
– One player aid
– Bouvines, 27 July 1214 (Phlippe II Auguste, King of France vs. Emperor Otton IV of Brunswick)
– Worringen, 5 June 1288 (John, duke of Brabant vs. Siegfried, Archibishop of Köln)
The game features one historical scenario and one “what if?” scenario per battle
~ Vae Victis
At Neuve Chapelle provides a tactical re-play of the World War I battle. The British attempted to reduce a poorly-defended German salient centered on the town of Neuve Chapelle. Plans were to expand a breakthrough and with cavalry and infantry reserves take the Aubers ridge line. However, poor communication and coordination and the weather conspired to slow the initial British successes and allowed the German army to rush reinforcements into the area. Among other game features, designer Michael W. Kennedy uses offensive artillery and defensive artillery fire, British command checks, and a unique assault combat mechanic to simulate the bloody struggle. (Sourced from the White Dog Games website.)
The game is played over a series of 14 turns which represent the three days of The Battle of Neuve Chapelle. Each day is divided into four turns with a separate night turn in between. During the day turns, both sides will fire artillery (weather permitting), move, and attack. During the night turns, both sides will dig in new trenches on the new front lines.
The game simulates early trench warfare and makes prominent use of artillery and the defensive advantages of trenches. Weather conditions and British communications among the four divisions are determined randomly each turn. Each assault phase contains a defensive artillery and defensive combat phase, making defense a major component of the game.
There are several hexes that have victory point values. The British win by controlling as many of these hexes as possible. The Germans win by preventing the British from achieving this objectives.
~ White Dog Games
Shield Wall is a low complexity wargame on the Battle of Hastings. The game uses traditional hex-and-counter mechanics to simulate the combat and emphasizes the ineffectual assault of Norman archers, the combination of Norman foot and cavalry units, and the defensive strength of the Saxon shield wall. The game also highlights the difficulty that the Saxon leaders keeping the shield wall intact. Saxon Units may involuntarily pursuit the Normans down the hill and lose their high-ground advantage after successfully causing the Norman units to route.
The game features rules for demoralizing of the armies, rallying the troops, and Saxon reinforcements. Also included are optional rules for army fatigue which increases the difficulty for both players.
The Saxon Player wins by holding the hill or eliminating the Norman king, William. The Norman player wins by taking the hill or killing the Saxon king, Harold. Either player can win by eliminating all units.
The game features about 147 counters and a 22×17 inch gameboard.
~ White Dog Games