Gill brings you inside the command tents of Archduke Charles and Napoleon, explaining the multitude of options, hopes, and fears that descended on the commanders in chief and their senior commanders. Better yet, you also get the political influences, and especially the Austrian infighting, that accompany Archduke Charles and Napoleon as they weigh battle versus the fragmentation of their armies in retreat and pursuit.
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.
Sacre Bleu, what is this? Ah, a clever cooperative card game about WWI French troops in the trenches, with a strange way of being cooperative, but The Grizzled works.
The goal? Survive. No path to glory. No Anthill to take. Just survive long enough to end the war in one piece, or at least with fewer than four wounds.
My set up as Charles Sauliere with coffee chits. Note the war pile (upper left corner), speech tokens, and peace pile (next to box). Sauliere’s lucky charm is rain, which triggers discards.
Ultimately, the Scots and Saxons want to translate plunder into Renown (combination resources/victory points) and settlements. The Romans and Britons want to avoid that and keep all the land under their control. Therein creates the conflict.
The Republicans were on the other side of a great gully with cliff-like sides that ran the width of the board. The good news was that it basically formed a firepower-proof covered highway. The bad news was that it channeled attacks to the limited egress spots. The situation unhinged the British commander, who filtered squads through the gully and into nearby buildings.
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.