by Russ Lockwood
DESIGNER: Mark G. McLaughlin
DEVELOPER: Fred Schachter
ART DIRECTOR: Rodger B. MacGowan
MAP, CARD, & COUNTER ART: Mark Simonitch
PRODUCERS: Gene Billingsley, Tony Curtis, Andy Lewis, Rodger MacGowan, Mark Simonitch
The great thing about a Weekday Wargame is that taking a full day during the week feels like such a treat. On Wednesday, Dec. 20, at around 11:00am, Marc, Rory and I gathered at Dan’s house for a day of gaming. Fueled by doughnuts, coffee cake, and other sugary goodness, we started with the GMT game Wellington.
This fantastic four-player game — admittedly a little long in the tooth now, but entertaining as ever — pits English and Spanish players against two French players (north and south, or as the counters are colored, blue and green).
By Paul Comben
Designer: Godfrey Bailey, Geoff Noble
Publisher: Legion Wargames
Is there fun in total failure?
Some military ventures are simply wrong from the start. Everything about them is inauspicious and ill starred, with calamity and disaster simply awaiting their cue to show themselves to full effect.
Colenso, the subject of Legion Wargames Redvers’ Reverse, is about as good an example of this as you can get. A British army of over sixteen thousand men was meant to be lifting the siege of Ladysmith in the last days of 1899. In their way were several thousand Boers with German rifles, a small number of German-supplied and German manufactured artillery pieces, a winding river the British had not positively identified the fordable regions of, and a fair amount of high ground overlooking the British low ground.
By Paul Comben
Publisher Vento Nuovo Games
Designer Emanuele Santandrea
(Some images courtesy of BoardgameGeek.com)
Inevitably, some games on some subjects have us searching around our catalogue of game play experience looking for the most apposite terms of reference. However, from time to time you get a game that really does not put us in mind of anything else. My recent review of W1815 for The Boardgaming Life highlighted such a game; and now, I come to a second Waterloo game which is unique and entirely of itself.
Superficially, this Vento Nuovo title might prompt considerations of similarity with several Columbia designs – especially their Borodino – but beyond a certain resemblance in physical format, Waterloo 200 has very little in common with Columbia’s work. What we have here is an entry-level block game, which, surprise surprise, emphasizes fog of war, but adds to that impulse movement on an area based map, as well as the wearing friction of command, maneuver and combat, the various crises pertaining to battlefield commitment, and all this alongside a dice-less combat system, which, at least initially, will leave many a player scratching their head and wondering what to do. My advice to such players: leave your personal Waterloo baggage elsewhere and give this game time to work its charms on you, because this is really rather special.