Tag Archives: War Games

Stonewall’s Sword

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(from Revolution Games):

On the stifling hot morning of August 9th, 1862, Maj. Gen. Thomas “Stonewall” Jackson’s corps of Confederate veterans encountered a lone Union division under the shadow of Slaughter’s Mountain (also known as Cedar Mountain). The isolated Union division belonged to Maj. Gen. Nathaniel Banks, Jackson’s rival during the Valley Campaign and an opponent who the great Stonewall had consistently defeated. The Confederate troops were some of the best in the Rebel army, they outnumbered the Union force and were under the command of one of the iconic generals of American history. What could possibly go wrong?

Stonewall’s Sword: The Battle of Cedar Mountain is a medium-sized wargame (176 counters and a 17” x 22” map) that allows you to explore the reasons why things almost went horribly wrong for the Confederates that day. The map scale is 140 yards/hex and each unit counter represents an infantry regiment or artillery battery. The game system features the Blind Swords chit-pull mechanic, which thrusts players directly into the fog-of-war of an American Civil War battlefield. Players are never quite sure of when formations will activate – neither the enemy’s units nor their own! Event chits, each tailored to the conditions that existed at the battle, provide players with opportunities to create out-of-sequence attacks, rallies and a myriad of other actions. Players are thus constantly challenged with each chit-pull to produce a plan of action that will best exploit the current circumstances on the field. This unpredictable player interaction creates not only an exciting gaming environment but also accurately simulates the confusion, intensity and unusual circumstances of the Cedar Mountain battlefield.

The game system also features a simple Brigade Orders mechanic that forces players to assign activated brigades one of four orders – Attack, Defend, Maneuver or Regroup. The assigned order sets the parameters for the activated units and dictates how they can move, what type of combat (if any) they can perform and if they can rally. This establishes the “tone” for the units in the upcoming turn and reflects the effects of command orders without the need for complex rules or order writing.

In addition, certain “what-if” options have been included, allowing the Union player to possibly get Ricketts’ Division to arrive sooner than it did historically or the Confederate player to have Jackson snap out of his “stupor” earlier in the day. Both of these possibilities can be influenced by the players through the allocation of their Command Event chits.
Stonewall’s Sword attempts to be a unique gaming experience – one that elicits a fun gaming experience in unison with a realistic representation of the Battle of Cedar Mountain. We hope you agree.

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The Invasion of Russia

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(from ES):

On 14th December 1812, a few thousand men, half-starved, frozen and riddled with disease staggered out of Imperial Russia and reached the relative safety of the West.

These were the remnants of Napoleon’s once magnificent Grande Armee of more than 500,000 men, the largest force ever assembled in Europe (possibly even in the World) at that time, which on 24 June had crossed the River Nieman and marched into the heart of Russia. So began what, by any standards, was one of the most catastrophic, dramatic, heroic, and significant in terms of both its short- and long-term consequences, military campaigns in history.

It was also Napoleon’s greatest gamble. A single throw of the dice on which he staked everything. And lost.

Now we give you an opportunity to see if you can succeed where the most famous general in history failed, and change the course of history.

The Game (designed by Steve Pole)

At the heart of TIR are innovative and simple mechanics intended to encapsulate key elements of campaign warfare during the Napoleonic period; sweeping manoeuvres, feints and deceptions, forced marches, the greater flexibility and cohesion of seasoned troops, and the crucial importance of logistics.

TIR is very much a wargame, with an emphasis is upon the challenges of leading and co-ordinating armies during the Napoleonic period. Victory will generally go to the player who is best able to formulate and implement a cogent strategy aimed at attaining well defined objectives, whilst allowing a margin of error for enemy action and ill-fortune.

Subject to how TIR is received by gamers, the intention is for this game to the the first in a new series of Europa Simulazioni publications under the title “The Campaigns of the Napoleonic Wars”. All of the major campaigns will be included using the same basic Rules and scale; and, the maps will fit together to cover all those areas of western Europe in which the armies of Napoleon were deployed.

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All is Lost Save Honour

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(from Europa Simulazioni)

All is lost save Honour is a game about the campaigns fought during the Italian Wars (1494-1530), mainly between the Hapsburgs (the Empire) and the Valois (the French kingdom). This first volume is dedicated to the campaigns between Agnadello (1509) and Pavia (1525).
We had to make a selection of all those campaigns fought in Italy during the Italian Wars. The five campaigns we have included are:
– Agnadello 1509, Venice defends its Republic against her foes.
– Novara 1513, the Swiss against the French army. The last triumph of the Swiss.
– Marignano 1515, Franois I grabs the Duchy of Milan from the Swiss
– Bicocca 1522, the French lose the Duchy of Milan
– Pavia 1525, Franois I loses the largest battle and Milan to the Empire

This is the time of charges of cavalrymen with the finest gliding armours; of the first use of effective firearms and artillery; sieges, mercenary troops, treachery, pillaging and all that chrome that may enlighten a wargame.

* new game system, operational-level, devoted to warfare in the XVIth century campaigns
* highly interactive sequence of play, focused on manoeuvre and careful planning
* various forms of combat: Major battles,Skirmishes, Sieges
* set of Exclusive Rules and specific rules and events for each campaign
* a 22″ x 34″ fine-art map , reproducing a part of XVIth northern Italy, based on an accurate study of ancient maps and sources
* gorgeous iconic counters representing all the main Capitani who fought there and the different combat units
* detailed (as it is possible) order of battle, with combat units differentiated by strength, maximum movement, quality and reliability
* very low counter density and limited play time

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Venice at Bay

Last Triumph of the Swiss

Francois’ First Time:

France Loses the Duchy:


The Struggle for the Duchy:


 

 

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Warlords: China in Disarray

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Panther Games’ light strategic representation of the ‘Warring States’ period after WWI running through the
formation of the KMT, CCP, and the Japanese invasion. This Aussie game comes close on the heels of Empires
in Arms, and (though much lighter) shows some of the same design features – though this is more of
a pure balance of power game, at least in the early eras.

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