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By Michael Stultz

Designer: Bowens Simmons

Publisher: Mercury Games

Confederate forces invaded the United States of America in the summer of 1863 during the waning days of June. Just two months prior at the Battle of Chancellorsville, Lee’s army had defeated the Army of the Potomac, one of several defeats inflicted on the Union. Lee reasoned that now was the time for a bold strike that might win the war for the South, or at least, procure necessary victuals and potentially gain the recognition and support of one or both of France and England. The Confederate rank and file were confident and self-assured as they struck north in the waning days of June 1863. It was the high-tide for General Lee and his Army of Northern Virginia. The aim was simple: requisition supplies and disrupt Union invasion plans. Lee’s army desperately needed this in the face of an increasingly critical scarcity of food and basic material; and strategically, taking the war onto Northern soil would put the Confederates on the offensive outside their own territory. So, march they did. In the first three days of July, a momentous battle was fought where no one had planned to engage, at Gettysburg, Pennsylvania. In those three days, two armies and two nations collided in violent combat. And in those three days, one nation died, another triumphed.

That’s the history. And if you want to replay history using scripted movements and positions, playing across a hexagonal grid, you will not likely enjoy Guns of Gettysburg, designed by Bowen Simmons and published by Mercury Games. But if you are looking for a unique design that takes you into the action of those three days, this is a candidate well deserving of your time.

A Review of Trafalgar Editions’ Game of Nelson’s Epic Battle

by Paul Comben,  Designer:Crisanto Lorente Gonzalez,  Publisher: Trafalgar Editions

Part One: Components and the Basic Game

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There is always a certain challenge facing designers looking to create games relating to the things men make to fight in – be it ships, be it tanks, be it aircraft, the challenge remains the same: just how much detail should be included?

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One of the early games in my collection was the Avalon Hill game of the American Revolution, 1776.  The game was released in 1976 for the Bicentennial and was the main game on the subject matter at that time.  I have played the game many times over the years and still find both the scenarios and campaign game a fun experience.  While quite playable, one thing it lacked was leaders and named units.  British Regulars, Tory Militia, Continental Army, Rebel militia and French all had their counter mix, which was quite normal for Avalon Hill designs of that era.

by Russ Lockwood,   Designer: Dirk Vergauwen,    Publisher:  MDVC Games

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This Dutch wargame on the 1944 Arnhem campaign has a big 20×55-inch board, plastic troops, and a couple interesting mechanics. Four of us gathered to play this game: me (British/Polish airborne near Arnhem), Marc (British 30 Corp), Dan (US 82nd and 101st Airborne and supporting ground troops behind 30 Corp), and Rory (Germans).

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Paul Comben takes a look at the inaugural design of a new company, Trafalgars Editions. and their simulation of the Battle of Waterloo which combines elements of miniatures with traditional historical board war game mechanics.

by Paul Comben

Designer: Jose Antonio Luengo

Publisher: Trafalgar Editions

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By Paul Comben

Designer: Emanuele Santandrea

 Publisher: VentoNuovo Games

There are a number of ways to describe the nature of the German Blitzkrieg, but for the purposes of this introduction to Vento Nuovo’s latest release, it is probably best described as the military equivalent of a flat-track bully.  German Blitzkrieg was fast – but, by that very fact, as well as the rushed reconstruction of the German armed forces operating in the early war period, it certainly did not like having to go too far, or last for too long.  Put it in a longer struggle, or take it away from its ideal ground, and the bully would begin to weaken.   Take it entirely beyond its comfort zone, and it was likely to die on its feet.

By Russ Lockwood

Designer: Dave LeLacheur

Publisher: Compass Games

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To create a global WWII wargame like Blitz! A World in Conflict (Compass Games, $84, released November 2015) means you have to think big — really big. That requires some compromises in terms of physical components and mechanics.

Space proved one concern. If you want to battle across the world on a 3-foot by 2-foot map, you’re not going to model every scrap of terrain or every unit that took part.  Risk has a variety of global versions, although not a WWII version that I’m aware of.  The most popular WWII wargame of a global type, Axis and Allies, simplified all units into one-hit wonders (OK, battleships are two-hit wonders). Forget the nuances we came to expect from reading about WWII — the game was materialschlact and luck at its finest. It took a long afternoon to play.  The successor A&A versions, where you butt the Europe version up against the Pacific version, added a little more nuance, but not much. It also took 12 to 14 hours to fight the entire war.

LESSONS ON OPERATIONAL PLANNING IN A 1950’S SIEGE

By Stuart McAninch

Designer: Kim Kanger

Publisher: Legion Wargames

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On first examination of the map and rules for Kim Kanger’s game, I was struck with how difficult the task of the Viet Minh player is.   While he has a potent force, he must bludgeon his way through one French strongpoint after another.   And he must do this on a tight time schedule with limited replacements and artillery ammunition and little hope of reinforcements.  A look at French counters indicates strong infantry and artillery.  At this point, I concluded that this is my kind of game.  The game system forces the Viet Minh player in particular to engage in exceedingly thorough operational planning.   What follows is an analysis of the game system and what that analysis suggests regarding a Viet Minh operational plan and tactics for the siege.

By Paul Comben

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In the last weeks of 1812 Napoleon had witnessed the wholesale destruction of the army he had led to the gates of Moscow.  Too long a stay in that abandoned and razed city; too readily beguiled and deceived by the illusion that the Tsar might yet come to terms; too much indecision; too little supply; an abundance of Cossack raiders and the winter’s relentless cold, all had played their part in reducing La Grande Armée to nothing but the last straggling fragments of total ruin.  Not too long after the desperate crossing of the Berezina, the emperor informed his marshals that he was leaving the army and hastening on to Paris.  Murat was left in overall command, and whilst he falteringly went about the discharge of a duty far removed from all his customary notions of martial splendour, Napoleon raced across Europe in a small and anonymous group of vehicles, and was in the French capital a little under three weeks later.

by Tom Thornsen

Designer:  Richard Berg

Publisher: GMT Games

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“Awesome Bob” and I have both had this game in our collections for some time and finally decided to break open the box and try the system.  I have played Richard Berg’s “Triumph and Glory” system for several years for Napoleonic warfare and this looks to be a simpler version of it directed to the US Civil War.  This is the third game set in the series, so we figure that the bugs have been worked out by now.  The rules certainly seem simple enough, so we could get right down to action.  We spent a couple of meetings playing the other game in the box on the battle of “Cedar Creek” just to get our mechanics worked out.