Breslau 1945: Fresh Boardgame Playtest

Anyway, game designer Perry Moore came up with a variation of the usual move, blow things up, fight the remains, and exploit if possible. In his scheme, Soviet air and all artillery bombardments come first, then move and combat, and then any exploitation from the CRT.

Decision making is marvelous, because the air and artillery you use in the bombardment phases are not available to you as artillery and air support in the regular combat phase.

The Day Rommel Was Stopped: The Battle of Ruweisat Ridge – 2 July 1942.

Written in a memoir style, with a hint of a detective story in tracking down sources, the elder Jephson was able to collect information from the diaries of various British officers to supplement his own memories and the official histories obtained from the Imperial War Museum. This informal style highlights the journey of the former soldier of obtaining the truth about the battle and placing it in context of stopping the Afrika Korps from slicing through the El Alamein position.

PBeM Triumph and Tragedy:The Three Amigos Go To War_ A Boardgaminglife After Action Report

T&T uses blocks as units and like Stratego and Columbia Games’ block games. The block faces remain hidden unless attacked or attacking. Card play for diplomacy (‘Government Phase’ in T&T lingo) is usually card by card, but Dan divvied up the Phase into a maximum of three sub phases to make it easier for the PBeM umpire. As long as one player plays a card, the next sub phase occurs, but if nobody plays a card, the Government Phase ends. You get an updated map at the end of each sub phase

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

Moscow ‘41 – A Boardgaming Life Review

This game gives and it takes away.  What do I mean?  Well, just by looking at the map and the full game’s very first impulse pairing, we see that the German player has a great deal he or she can feel pretty superior about…only it all comes with subtle or blatant provisos, limitations, hindrances…as well as enraged Russians or partly bewildered Russians getting in the way.

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