Wings of War, World War I: Aerial Duel

Wings of War uses maneuver cards to plot the flight path of the plane, with the particular flight paths slugged to aircraft performance. You pick three cards and place them face down. Each card shows a starting line, which matches up to the front of the plane base, and an ending arrowhead, which matches up to the back of the plane base. You place the card down at the front of the plane, lift up the plane, and put the back of the plane base down where the arrowhead matches up. Movement is simultaneous.

How the West Was Saved BoardgamingLife Review

Other than knowing when it took place and what the overall outcome was, I must admit I had very little previous knowledge of the Russo-Polish War of 1920. Reading through a few introductory texts did, however, confirm one thing that I had suspected was very much the case with this conflict – that it was an incredibly complex, one might even say wild, mix of military and political events flashing into focus, then to some extent disappearing, only to be replaced by further variations of the same.

Hard Knocks: Alsace 1945 Scenario 1

Alsace 1945 uses 2.5 miles per hex, one turn equals one day, and most units are regiments with some battalions and weak divisions sprinkled in. Corps HQs get their own counters with the ability to support two attacks and two overruns, but an unlimited number of defensive supports, per turn. HQs also serve as supply centers and a chit-pull activation by HQ system offers some variety from traditional Igo-Ugo

House of Normandy: The BoardgamingLife Review

Hollandspiele’s game covers four battles from the period – Tinchebray, which was fought in Normandy, and might be seen as an early scene-setter for all the fractious and violent dispute that would occur between England and France over the centuries to come; The Standard, where the Scottish King David, keen to help his niece, Matilda, in her claim as well as helping himself to a slice of the English north, lost big against a smaller and ad hoc English host; Lincoln, where Stephen might well have thought: ‘With friends like these…’; and Wilton, which historically was another example of Stephen’s less than wonderful luck when it came to being in the right place at the wrong time.

Six Empires A BoardgamingLife Preview

Six Empires is a 2-6 player game of military and diplomatic strategy set in Europe, North Africa, and the New World in the year 1714. Each player controls of one of six empires, each with its unique flavor and play style. In addition to the playable empires, there are 17 independent nations, and any empire which is not controlled by a player remains in the game as a non-player empire.

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