Friday, May 29, 2009

Bit alarmed that these appear to have the same system despite being on Mediaeval / Marlburian warfare - look fairly competent, though, even if the siting of Falkirk looks like using received wisdom - Richard Brooks rather more plausibly places it on Edwards line of march rather than perpendicular to it.

Monday, August 18, 2008

Guadalajara won't do

Latest in a long series of games I've played recently to explode on impact. This is published by The Gamers/Minuteman as part of their Standard Combat Series which is a simple one size fits all system (move'n'fight plus limited exploitation move). The situation is a proto-blitzkrieg by the Italians in the Spanish Civil War which after meeting initial success was rolled back.

The initial setup is pretty open - there are very few defending Republicans (and half the map is vitrually deserted) - but because of the rainny conditions movement off road is limited, not aided by air interdiction.

After two playings against different opponents, it bacame clear that the same thing would happen each time - the Italians have a set opening strategy (down the main road with supporting attack down the flank) which then gets bogged down by the Republicans holing up in any rough terrain they can find.

After a stodgy advance, the whole thing looks set to end in a tedious slugfest which we couldn't face up to. (which isn't aided by having to round up on the CRT as pposed to the reflex action of rounding off the odds).

The other problem is that the CRT is ludcriously pro attacker - in fact it is feasible to try attacking at 1:2.

Marks for effort but the game can't actually reproduce the campaign it covers.

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Friday, December 10, 2004

Nap at War

Or whatever the game is called.

Latest reports suggest that we had an unlucky card break and that it is not quite so unbalanced as the review suggested.

Having siad that I haven't finished the review, but it gives me the chance to try out some new technology.
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Sunday, August 01, 2004

Wings of War

This a very jolly card game of WWI aerial combat - you use little cards of manoeuver your pane (which is a little car as well) across the table top - when you get someone in your sights, they pick up cards for damage, until they get shot down - or just blow up.

There are a choice of planes, each of which has thir own deck of manoeuver cards - straights, steeps, Immleman turns, rotary turns for the Camels etc. The game is for two players (or teams of two - or more if you have enough sets) and rather like Enemy in Sight, I dare say you could mix up the nationalities . Each player then turns over his first card, places it on his plane, and moves his plane to the finishing position, marked on the manoeuver card. If planes over lap then they are assumed to be at different heights and have problems firing. You can't do consecutive steeps dives and need to do strights before and after your Immelmans.

Tok-tok-tok-tok-arghhhh!!!!

Firing is done through fields of fire marked on the cards and uses a range stick (or bit of cardboard as it is known in the trade) - at long rang, the opposing plan gets to paick up one damage card; at close range, two cards. These add damage points, until the plane reaches it's limit, which is scret. One of the card blows the plane up immediately, other cause the firing planes machine gnun to jam for a bit. After that, it's on to the next card.

There are optional rules for smoke and things, and scenarios, but like Ace of Aces, which this game has a very similar feel to, I can't see them getting much us, as the basic game is too much fun.

Jasta song at twilight

I enjoyed the game ("Pass the smelling salts!") - it has a lot of charm - something to do with moving the planes and then blamming people (rites Molesworth). The feel is spot on (or the same of Ace of Aces) - I'll assume both are correct. The components are fluffy game standard, if that appeals to you.

The game apparently sold out within a couple of weeks of being released, which says something of it's appeal. There is a second set avaiable with bombers and observers, by the lookof it. Simply sooper. (Apologies to Mr Vasey for knicking all the jokes)

Friday, July 16, 2004

Reds - pt 2

The changes to the start in the errata (Whites have two initaives and are stronger in teh south) seems to have fixed the imbalanace problem) - either swung the game the other ay - or the rally die rolls have too strong an impact on the game and the game still has the multipler effect - ie. within three turns one side or the other will have gained enough of an advantage to permanently grind down the other.

Saturday, June 19, 2004

Reds

Reds turned out to be very good, if a bit long. The 1917 seceneraio for Paths of Glory looks interesting, even if I don't think the Central Powers can win and it's hard to see how they got to that set up using the game.

Tuesday, June 08, 2004

Attila

Played the Catalunian Fields scenario from Attila, the expansion for Chacterphracts - worth a few plays more to explore - more variety than a lot of the GBH series.