Month: August 2014

Several Ways with The Hundred Days

 

By Paul Comben

This is a simply a light look at all the Waterloo campaign games I have owned and played over the years. I have tried to include just about anything with at least some campaign element to it, but pure recreations of the climatic battle are not present – so no Wellington’s Victory or The Thin Red Line etc.

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Furthermore, I am not going into any deep detail as to how the qualifying games are played. What I am looking at (chattily) is how these games reflected (or failed to reflect) the issues in my Waterloo as an Utter Waste of Time article – that is, operational manoeuvre room, the issue of time, the weather, and command and control.

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Waterloo – An Utter Waste of Time

by Paul Comben

 

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According to Helmuth von Moltke, no military plan ever survived first contact with the enemy. According to the Duke of Wellington, his plans were to be best thought of as tatty old bits of harness which could be knotted and pieced back together whenever anything snapped or fell off. For Napoleon, perhaps the single most important factor in a campaign’s success was to be found in one of his favourite maxims: “activité, activité, vitesse, vitesse.” This is best translated by recalling Stonewall’s words about surprising and mystifying your enemy – or in other words, acting quicker than they did and generally getting a move on.

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Iron and Oak – A Boardgaming Life Review

Game Design by James M. Day

GMT Games LLC

Review by Mitchell Freedman

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The box cover says Iron and Oak is a game of “ship-to ship combat during the American Civil War. “

The cover is far too modest. Its really a whole lot more.

Iron and Oak is a game of naval combat, with several  scenarios in the “brown water” rivers and bays where navigation can become a problem. So can the enemy forts that go on the edge of the map and can use plunging fire on the ships below.

Players might run into shoals and have to get their ship re-floated, or they could encounter mines or other obstructions, or powerful currents which can carry their ships where they don’t want to go. There are damage control parties, tables of critical hits, and – perhaps most important – die rolls which determine not only the results of combat, but whether a captain can move his ship at all.

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Founding Fathers: Review

A Preliminary Review of Founding Fathers

by Mark D.

Founding Fathers - Board Game Review


Overview

You’re John Adams, President of the United States and Conservative Party leader in the fledgling American republic. George Washington has retired from public life, leaving massive shoes for you to fill. The nation is growing in leaps and bounds and the issues you must contend with grow more complicated and inflammatory each day. Are you up to the task?
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