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Warning Order Issue #29
Warning Order Issue #29
Page 3 N E W S L E T T ER T I T L E
BKC2: East Front Counterattack
This scenario was actually played to make room on the road for the incom-
twice on the same night as the first at- ing reinforcements. The first two turns
tempt was a complete German disaster, saw average command rolls for the Ger-
so we set it up and tried again! We had a mans and below average command rolls
lot of fun with the BKC2 game on the for the Russians.
day after Thanksgiving, so when the time
The Germans positioned their Stugs
came to choose a game for the next regu-
to cover the road and protect the flank of
lar gaming night, this was high on every-
the Tigers as they moved to attack the
ones list.
hill. The panzergrenadiers got bogged
The premise is that a Russian force down approaching the village, but the
has seized a bridgehead across a river in mixed armor battalion made good time
the East Prussia region in early 1945. towards the bend in the road, which
They have fortified a hill overlooking the would see most of the critical action in
pontoon bridges and an infantry battalion the game. The Russians moved one ar-
pany of PZ-IVHs. The Germans had two
is entrenched up there with a T-34/76 mor battalion towards the bend in the
batteries of 105mm artillery and a nebel-
battalion in support. More Russian forces road, a second battalion moved up to
werfer battery available for support. The
are crossing and will soon be able to enter engage the Stugs, and a third was delayed
Germans would enter the road at the edge
the battlefield. to be able to enter closer to the hill.
of the board and begin their attack.
The action began with the Stugs and
We actually had the chance to
the T-34/76s on the village outskirts slug-
play two games of this as the first
ging it out. After a few turns only two T-
one was a disaster for the Germans.
34s were burning, but all four Stugs were
All of the Russian reinforcements
knocked out. The Tigers and the lone
showed up early, they had great die
king Tiger began to move to attack the
rolls for their commanders, and they
hill, but came under flanking fire from
were able to bring down concen-
the village. A nebelwerfer attack devi-
trated artillery fire in a number of
ated right into where the motorized rifle
places. All of this resulted in a mas-
battalion was on the road in the village
sacre of the German forces with less
and knocked out several units. At this
than 50% of them remaining after
point the game was pretty even.
only four turns! We reset the sce-
nario and tried again. More Russians were arriving, how-
ever, and if the Germans didnt get mov-
This time the Germans got off to
ing quickly they would be unable to
The initial forces for the Russians a good start with their armor moving
punch through the defenses. The Ger-
consisted of an infantry battalion en- quickly out of the large open areas and
mans deployed to make one last attack to
trenched on a hill with a battalion of six T towards the objectives. The Russians
try and force the issue.
-34/85s deployed near the village next to moved up the T-34/85 battalion and tried
the hill. Three more T-34 battalions, a
SU-85 regiment, and a battalion of mo-
torized infantry would be rolled for each
turn to see if they showed up. The Rus-
sians had some say in where the rein-
forcements would arrive and they could
delay them for a turn to have them arrive
at a different location. There were also
two batteries of 122mm artillery and a
battery of BM-13 rocket launchers avail-
able for support.
The Germans had a mixed
kampfgruppe consisting of a panzer-
grenadier battalion in halftracks, a heavy
tank company of two Tigers and one
King Tiger, an assault gun company with
Stug-IVs, and a mixed panzer battalion
with a company of Panthers and a com-
On the German far left the Tigers and mor. German artillery began to pound broke through and could have won. A
the King Tiger were both finally knocked the area as well and the PZIV-Hs maneu- few bad command rolls, a few blunders,
out. Russian armor had arrived just in vered to pour more fire into the Russian and concentrated Russian fire had de-
time to defeat that part of the attack and position. After a few turns the Russian T feated the German attack.
despite losses, the hill was still holding. -34/85 battalion was pretty much
The Germans never could never
All attention now turned to the bend I in knocked out for all intensive purposes
really get rolling or string together a se-
the road near the village where a T-34/85 and the Germans had created an opening.
ries of commands in one turn to gain the
battalion had hunkered down and could
The problem was that now the Ger- momentum. The game did bring up one
not be moved. The panzergrenadiers
mans only had the panzergrenadier battal- concern about the BKC system and that
could not venture out in the open and no
ion, one Panther, and five PZ-IVHs to was the ability of groups of units, such
one wanted to actually move around the
continue the attack. After looking at the a battalion of six T-34s to gang up and all
bend and get shot at!
remaining defenses, the infantry battalion fire at one German unit. This happened
Finally, the Panthers moved closer on the hill, remnants of the mech infantry too often and seemed a bit unrealistic to
and despite one Panther being knocked battalion in the village, a few SU-85s, many of us. Were thinking of having
out the rest returned fire and the T-34/85 and about a dozen T-34s still left, it was some kind of coordination roll if you
battalion was soon in trouble. Several decided that the Germans would have to want to fire more than three units at one
panzergrenadier stands then dismounted call off the attack. The game ended as a target, especially for armies like the Rus-
and began moving towards the road in an Russian victory, but there had been sev- sians and Italians who had issues with
effort to put pressure on the Russian ar- eral moments where the Germans almost battlefield coordination. Just a thought...
Page 6 N E W S L E T T ER T I T L E
GMTs Combat Commander Game Series (cont.)
only get five. The one thing Stalingrad set and the
The nationality about Combat Normandy pack. Stalin-
and year will also Commander is that grad also introduced a
determine how it is not boring! A campaign system where
many cards you text book assault players can run through
can discard each with a dozen units a series of scenarios and
turn from only a can go badly if sev- keep the same forces.
few to possibly eral break due to a You can modify these of
the entire hand. random airstrike or course and there are
sniper attack. A reinforcements, but this
The cards are
bad run of cards can is a good step in the
EVERYTHING
slow momentum or right direction and it will
in the game. All
a defender placing a hidden minefield can be interesting to see if these campaigns
orders, actions,
disrupt the best plans. Chaos is a recur- will get extended or have their own sup-
events, determining which hexes random
ring theme in this game and Ive seen plements in the future.
things happen such as airstrikes or sniper
some wild swings where it looks like the
attacks, and die rolls are all made through Naturally, comparisons to ASL will
game is over and then nothing goes right
the cards. There are also several cards arise from some gamers, but these are
for the player who was ahead in victory
marked with a red TIME heading that really two different games. ASL has
points and they end up losing. If youre
advances the turn marker and allows the vehicles, but CC does not, which is
the type of gamer who likes adding up
players deck to be reshuffled. This is probably the biggest difference. ASL has
combat factors and moving units to get
important as getting through the deck if a strict and long sequence of play while
the perfect 3:1 attack, then you may have
you are a defender or ahead in the game in CC things proceed quickly from player
problems with this system. If you enjoy
in victory points is critical as every time to player using cards. ASL uses a large
trying to get yourself out of mess, need-
you run out of cards the turn marker ad- number of die rolls to generate combat,
ing to make quick decisions, and trying to
vances. You dont know when the game events, etc., but the cards in CC provide
make do with the worst the system can
will end as each scenario has a sudden constant chaos that the players must learn
hand you, then you will enjoy this game.
death marker on the turn track. Once you to manage. One of the other major differ-
hit that the game can end at any time. I think what adds value to the system ences is that ASL will take some reading
is not just the large number of scenarios (OK, a lot of reading), playing some in-
Combat is
that are already available, but the games troductory scenarios (thats why they
pretty easy as
come with one of the best scenario gen- made starter kits), and even small scenar-
you pick a
erators I have ever seen. There are charts ios can take several hours, especially if
number of units
and tables that let the players pick the you use the full ASL rulebook. Combat
(depending
nationalities and the year, then you can Commander can be picked up quickly
upon the
generate a force, maps, posture, etc., and finished in under two hours once the
leaders com-
which gives the players almost an infinite players become familiar with how things
mand value and
number of scenarios that they can play work. In the end it comes down to what
the Fire card)
with. It should be noted here that each each individual gamer prefers.
and add their
map has objective hexes printed on it, but
firepower plus Personally, I like the CC system and I
there are markers that can be assigned or
any weapons to hope it grows. Yes, its too bad that vehi-
randomly chosen that lists the value of
a die roll on a cles cant be added into the games, but
those hexes. Some of these will be
card. The defender takes into account theres so many scenarios, campaigns,
known to both players, but
any defensive modifiers, then draws a plus the random scenario
often you only know what
card for the die roll that is added to the generator that there is
they are worth to you,
morale number and if the attackers value enough to keep me busy for
which can see both sides
is higher the defender is broken and if it years to come! I think GMT
rushing to gain objectives
is lower there is no result. However, should make its own starter
that only matter to their
using a card for a Fire order, possibly kits with a few counters, a
side. This is another
another card for an action to increase the map or two, two pages of
method of keeping the
firepower, then a card for a die roll, then rules, and small card decks
game interesting and very
if it triggers an event or a sniper will to get more people interested
random.
force another card draw and you just used in the system. As many
5 cards for one attack! The deck can be The supplements that gamers can attest, once you
cut down pretty fast in this game, which have come out so far have start playing Combat Com-
forces the action and theres very little if some great scenarios in mander youre hooked for a
any down time for the players. them, particularly the long, long time.
Page 8 N E W S L E T T ER T I T L E
3rd Annual WFHGS Warmaster Ancients Tournament (cont.)
Several shots from the 3rd Annual WFHGS Warmaster Ancients Tournament. The 10mm armies that were used were Seleucids, Hit-
tites, Normans, and Indians. Each player was able to play three games and each game was only ended when one side reached their
break point. There was also a prize given out to the player that caused the most casualties in terms of points for the tournament.
Page 10 N E W S L E T T ER T I T L E
Father Tilly Rules Review
One of our club members interesting concept, particularly three ones, two twos, five threes, one
got interested in the Thirty the deployment process, and some four, three fives, and no sixes, with both
years War in 25mm scale and it of these features on the card can sides needed a 4+ to hit, heres how it
naturally infected several oth- come in real handy during times would end up. Side a rolled two fours,
ers, so now weve built up of crisis in a game! but B only one, so thats a hit to B. B
forces for a several player rolled three fives and A two, so thats a
Each turn both sides bid for
game. Having the figures and hit to A. A rolled two sixes and B none,
initiative be determining how
terrain were great, but deciding so that s two more hits to B. In the end
many command actions their side
on the rules to use is always the A causes three hits and B one. Both sides
will use that turn. The lowest
biggest challenge for us! We then roll to see if the hits are converted
number goes first, which can be
looked at the 30YW variant for into kills. If youre thinking that melee
critical at times, but you may need
WECW in several issues of Wargames could go for awhile you would be cor-
to bid so low that you cant do everything
Illustrated, FOGR, and a few other alter- rect!
with your forces that you would have
natives, but nothing seemed to really
liked. Movement, rallying, changing Morale is based upon unit quality and
jump out at us. Then someone ordered
formation, etc., costs command actions, then modified for things like losses, see-
Father Tilly by Stephen Danes along with
so if you bid 2 for example, you will ing a rout, etc. In the above combat ex-
a few of the supplements.
probably go first, but you may not be able ample a side that suffers kills has to roll
Father Tilly covers the Thirty Years to do much! War tokens can help with morale, which can result in a push back
War in a basic set of rules along with this by adding additional initiatives to a and additional kills. When units rout it
multiple supplements that cover the East- sides turn. can be very hard to get them back into
ern conflicts, the Swedish War, scenar- action and its easy to start a cascade of
Movement is fairly standard with
ios, and a campaign system was recently units that start to fall back.
designated rates plus 1D6 for most cases.
released. There is no need to buy the
The only big change from most rules is Weve played several smaller games
supplements as the rules will be sufficient
that charges are a two step process where to get a feel for the rules and that would
to set up a game, but the supplements do
you first move up within 4 inches of an be my suggestion to players that are just
contain specific rules for the different
enemy and then on the following turn getting into Father Tilly. Start with a few
periods of the war, army details, and a lot
move into contact. No big deal, but it pike/shot units, maybe a unit of skirmish-
more.
does take some getting use to. ers, an artillery piece, and a unit of cav-
The rules themselves feature a nice, alry, then work through a few turns. This
Shooting and hand to hand combat
full color cover with black and white text is much different than playing WECW or
are where the big changes will be for
inside along with a few images. If you FOGR, so it will take players awhile to
most gamers and they contain what I feel
are expecting something similar to the figure out how to make everything work.
are the most innovative parts of the rules.
production quality of Black Powder or
For shooting each type of weapon has a Are there problems?
Flames of War with hordes of pretty
factor, so say for example you are using Yes. The reference sheet
pictures on glossy paper you wont get it
some type of arquebus/musket which has contains only some of the
here. What you do get, however, is a
a factor of 3 and maximum range of 24 info that you need to run a
workable set of rules for an interesting
inches. If you are firing on a target with game. I created a new
period. Are there some
12 figures that is 15 inches away you one and published it on
issues? Yes, and they will
would need to roll 12 D6 with any score the Father Tilly Yahoo
be addressed here. The rules
of 5 or higher a hit. 5x3 is 15, which is group to help with this
are good value for the
the distance to the target. Yes, it takes a situation. There are
money and have several
few turns to get the hang of it, but it modifiers and rules in
interesting concepts.
works out. You then roll for damage to strange places which will cause you to
The first of these are the see how many hits translate into kills. flip back and forth during your first few
use of what are called War Each four kills results in the loss of a games. The art work on the war tokens is
Tokens. These are small figure. Artillery has maximums of how too colorful, meaning that trying to read
rectangles (although playing many casualties it can cause per turn. the text is a challenge. Finally, the basing
card sized versions were recently re- is unusual (very large bases), but as long
Combat is also unique with both sides
leased) that list events and different ef- as each players forces are based the
adding up the number of figures that are
fects that leaders can use during a turn. same you should be OK.
fighting, then determining their modifiers
These range from deployment to adding a
to hit. Both sides then roll off with usu- The above are small, but sometimes
dice in melee to additional dice for cer-
ally large numbers of dice and compare annoying problems. However, there are
tain morale checks. Depending upon a
the results by matching hit numbers. If some unique ideas to this set of rules that
leaders quality you can hold varying
side A rolls three 2s, four 3s, two fours, I like and hopefully more people will get
numbers of them per leader. This is an
two fives, and two sixes, then side B rolls a copy and try them out.
Page 12 N E W S L E T T ER T I T L E
Father Tilly Playtest (cont.) Battle Report
With a enemy Overall im- The other major concern is the rulebook
cavalry unit ap- pressions were needs to be reworked and an index added.
proaching from the generally posi- We keep coming up with questions and
rear, the Side B unit tive. Everyone fortunately the author is very responsive
decided to charge was able to figure on the Father Tilly Yahoo group. Finding
the veteran infantry out the war to- things in the rules can be a challenge and
unit. What fol- kens, movement, we kept having things pop up that we
lowed was a fairly shooting, and didnt know about our do properly! More
bloody melee with melee pretty well examples of play, maybe a flow chart for
the Side B unit after a few turns. the setup, pre-made rosters of command-
forced back several You do need to ers and units for quick games, etc., could
times before finally get the reference be added.
breaking. card posted in the
Yahoo Group
On the far flank the cavalry clash
files section as the one that comes with
resulted in both sides breaking off, fol-
the game is good for players who have
lowed by several exchanges of pistol fire
had a few games under their belt, but not
and then counterattacks. This again re-
for those just learning to play.
sulted in both sides breaking off followed
by more pistol fire. The third Side B in- Father Tilly was designed to be a
fantry unit over there couldnt get around game where both sides have spent some
the cavalry melee so they had to spend time preparing for the game. There are
several turns in sections for terrain
time consuming placement, stats for the
wheels (there is no generals, and what
oblique move- would be described as
ment) which cost unit characteristics, so
their side dearly as its not a game where
they were badly you show up, throw
needed up at the some units on the
front where their board, then start play-
numbers could ing, which is what we
have been deci- did. However, we felt
sive. for a first game that we
would stick to the ba- It needs to be said, however, that in
After a few
sics and not use many of these additional the end everyone had a fun evening. The
more turns it was looking as if Side B
features. The command system can also battle felt like a 30YW/ECW fight with
was in huge trouble as several units were
get much more involved, with units being the push of pike, unpredictable artillery,
threatened to the front and flank, so the
given orders and their objectives/ and wild swings of fortune for both sides.
game was called at that point. Overall,
positions tracked on a map. Again, we If you can stick with it and get through
we had spent about four hours with the
determined to just focus on movement, your first few games, Father Tilly can be
set up, explaining the rules, and then
shooting, melee, and using the war to- a good set of rules for this period. Were
playing about seven turns, which isnt
kens. going to give it another go with more
bad for a first attempt.
units, more table space, and using the full
Using the full set-up and command
command system next time.
system would definitely take more time
and I believe would be great for two
player games. Im still not entirely sold
that it is a game for more than two play-
ers as the initiative bidding system is hard
to get it to work properly in a four or
more player game. For example, if your
side desperately needs to go first and you
bid low, i.e, a 2, then if you have 12-15
units on your side your only going to be
able to issue two commands. This means
that there will be a lot of sitting around
by several players.
Page 14 N E W S L E T T ER T I T L E
Allied Defense (cont.) General de Brigade Battle Report
(cont. from p. 14) run down, causing the center village was open. Then, Russian able to take two of the three objectives
rest of the brigade to falter and fall back. cavalry moving up as reinforcements with the forces that they had. At this
All of a sudden there was a massive gap closed the gap and began a melee with point it was declared an Allied victory.
in the Allied defenses right in the center the other French cavalry brigades, tying
Overall, it was a long and tense strug-
of the table! them up as well. By this time one of the
gle with several wild swings of fortune
Prussian infantry brigades had rallied and
The French, now seeing the end in that took around 10 hours to play over
resumed its position in the center.
sight, sought to exploit their advantage three nights. The French players rolled
and finish the Prussians off. However, On the Prussian left the Poles, Sax- something like ten snake eyes in that
the one solitary Prussian battalion in the ons, and French were locked in a life and time! Not only that, but they were at the
center refused to budge, defeating a sec- death struggle with Russian reinforce- most inopportune times! The Prussians
ond attack and causing the French bri- ments that had moved up to anchor the had just hung on at several points during
gade to not only falter, but to completely flank and help the village defenders. The the game and at one time were contem-
fall apart which triggered a chain reaction French again tried to bombard then as- plating a withdrawal from one of the vil-
up to division level! Now the tables were sault the village, but were thrown back lages to shorten the defensive line. The
reversed, with the French completely out yet again. By this time the French were French had plenty of chances, but the
of the picture on the Prussian right. fast running out of options. When the initial deployment and having to cross the
Russians moved up their cavalry and stream took too long and left the cavalry
The French cavalry did charge and
consolidated the crossroads position it unable to get into the fight until it was
wipe out a Prussian artillery battery and
was clear that the French would be un- well underway.
for a brief moment the rear side of the
Page 16 N E W S L E T T ER T I T L E
Team of Rivals Book Review
The American Civil War has in the 1840s and 50s. Even if books where a country is facing doom
always been one of my favorite youve read biographies of Lincoln and yet certain people cant help them-
periods of history, but usually or thought you were familiar with selves but to try to further their own po-
from the military history side of him from reading Civil War books litical ambitions! Again, the author takes
the war. Pulitzer prize winning you will be surprised at the level of time to clearly explain the goals, influ-
author Doris Kearns Goodwin detail given here. His early life, ence, and plans each man had throughout
has written a new book, Team jobs, speeches, and political philoso- the Civil War. Sometimes it seems that
of Rivals, which shows the phy are given new life that all lead they were all working against each other,
political side of the American up to the fateful day of the nomina- but in the end they were able to create a
Civil War as seen from Lin- tion. coalition that saved the Union.
colns cabinet.
Fortunately, things are just getting I thought the portrayal of Lincoln
The first part of the book focuses on started with his nomination! From there throughout the book was of extraordinary
the four men who would compete for the he convinces his rivals to take jobs in his interest to me. By focusing on his early
Republican nomination of 1860. These Cabinet and this is where the country life and then his entrance into politics, I
four men, Chase, Seward, Bates, and begins to move towards Civil War. The thought the book did a good job of build-
Lincoln, all took different paths towards book then moves into a second phase ing up to him eventually becoming Presi-
the nomination and these are explored in where the war is being fought and Lin- dent. One of the more shocking things
fascinating detail. Goodwin covers their coln must trust his former rivals to help that the book brings out is the views of
early lives, their political careers, and him keep the North moving forward. the men regarding the issues of slavery
goes over several of their most famous This wasnt always successful and the and of African-Americans. In todays
speeches. political intrigue for a country fighting world they would have been hung in the
for its life is beautifully brought into fo- media, but in their day and age they were
Naturally, the emphasis is on Lincoln,
cus. champions of the anti-slavery movement!
but you learn a great deal about the era
and what the political landscape was like Ive always been fascinated by reading Long, but highly recommended.
Page 18 N E W S L E T T ER T I T L E
Blast From The Past Pt. 15
OK, admit it. Back in the 70s with D&D, so we expanded to play while watching a concert on
and possibly the early 80s you got out slowly and surely, but we MTV, then game from about 9pm until
sucked into role-playing games, kept coming back to D&D. 3am. Many of us would then go home,
or RPGs as they are now known, sleep three or four hours, then get up for
The first RPG other than
at least once in your gaming life. our jobs at the local mall, factory, or
D&D that we tired was Trav-
It still seems hard to believe that wherever we worked when we were in
eller. Even thought there was
from that one plain box that had our teens and early twenties, only to re-
the boxed sets, supplements,
the three basic Dungeons & Drag- peat the same thing the next night. Mix
etc., it was a game that we
ons books that it would spawn a in going to the arcades, watching horror
never really got into. It
segment of the hobby that has and action films, and you basically had
seemed that the most fun was
made millions of dollars and still my life from the late 70s through about
rolling up the characters,
exists today. 1985!
building a universe, creating ship, and
I played my first D&D game back in more, but the actual game play Towards the end we ended up playing
1977 and thought it was fun, but I was was...well, dull. We tried several times a lot of MERC along with AD&D. There
more interested in SPI and Avalon Hill and got through a few sessions, but I were quite a few memorable MERC cam-
games at the time. It wasnt until 1979 dont think anything ever lasted longer paigns and battles including several large
when I got into an ongoing campaign than a month. battles fought with miniatures. By this
with a really great dungeonmaster that I time, however, everyone had miniature
One of the most fun RPGs I ever
really started to appreciate the game. As armies for WW1, modern naval, modern
played was Gamma World, but here you
time went on I started to run my own micro-armor, sci-fi, colonials, and more,
needed a really good and clever GM.
campaigns, including some that were so which led to the RPG time being cut
Fortunately, I ran into one and
elaborate they ended up with massive back drastically. The biggest thing
he had a very elaborate cam-
battles with armies of miniatures! that derailed the playing of RPGs
paign that was a blast to be
was Starfleet Battles, which our
I then drifted into Squad Leader and involved in. Basically, we
group played for about three or four
lost some of the desire to get into RPGs started out with a spear and
years straight.
as the gamers in my area had no real de- knife in a remote village and
sire to get into that side of the hobby. set out to explore. We ran We kept coming back to RPGs
Things changed again when I found a into a western town, radiated and started to play some of the
local hobby store where there zones with armies of bi- newer ones that came out in the early
were some gamers like me zarre creatures, old ICBM to mid 90s that included games like
who did basically everything complexes, and more. When this GM Twilight 2000 and Star Trek. However,
under the sun, including RPGs. left, so did Gamma World, and its a it seemed like the magic had gone and in
This started a five year period shame that I was never able to finish the end most of us gave up RPGs and
of doing some kind of RPG that campaign. went into boardgames and/or miniatures
gaming almost every other to stay. The newer games seemed to do
We tried other games such as Top
weekend. What started out as everything for you and everyone was
Secret, Star Frontiers, Runequest,
basically doing D&D most of basically going through the motions of
Champions, and James Bond. We did
the time soon expanded out playing the game. Gone were the days of
everything from gangsters in the
into almost every popular type creating maps, designing characters and
1920s to being teams of secret agents
of role-playing game from that era. antagonists, and using your imagination
trying to save the world and we had a
to set up an evening of fun for your
Naturally, D&D was the most popu- great time. There were some great games
friends.
lar, especially when the hardbound books that involved superheros, running booze
and third party supplements started to shipments, and fighting supernatural be- As has been stated here before I think
come out. It became D&D 24/7 for about ings in an H.P. Lovecraft setting. we all reached a point where it was time
two years straight with multiple cam- to move on. School was finished, profes-
Our evenings would usually start as
paigns running at several players houses. sional jobs, starting a family, and
meeting for dinner at 6pm on
These were great times as you would play other obligations took up time previ-
a Friday or Saturday night
on a Friday or Saturday night until the ously used for gaming. Last sum-
with the preferred venue of
wee hours of the morning, loading up on mer, however, I was at our local
choice being Pizza Hut!
M&Ms, Coke, and pizza. Looking back, gaming store when the new hard-
From there it was a trip to the
I think it was the social aspect of the backs for AD&D arrived. Believe it
local grocery store to stock
game that was far more important than or not, there were lines of teenagers
up on the necessities of gam-
the game itself. and twenty-somethings buying three
ing, these mainly being
and four books each! Maybe RPGs
Of course, there were too many other candy and soda! After that
arent dead after all!
systems to try out rather than just stick we would start getting set up
Page 20 N E W S L E T T ER T I T L E
Say it Aint So. More Ancients Rules? Editorial
Ive been gaming since the The problem with the game, at system and produce a book/rules similar
mid-70s and if theres one pe- least from my point of view, is that to the success of Black Powder last year.
riod that really brings out the it is DBM on steroids, or what The next will be Clash of Empires from
arguing, tournament mindset, many gamers thought DBM should Great Escape Games. From what Ive
pick up your ball and go home have been. Reading through the seen this may be closer to WAB than any
type of gamer, its ancients. examples of play it struck me that of the other sets. Finally, Rob Broom,
Yes, you see similar things with WAB gamers are not going to who for many years oversaw WAB and
Napoleonics and WW2 to some jump to this, although Im sure Warhammer Historical, will be putting
extent, but nothing like an- some have. It is an entirely differ- out War & Conquest as well.
cients. I started out playing ent style of game, definitely more
Its shaping up to be almost a replay
WRG 5th, then Newbury, formal in its approach, and obvi-
last year of Napoleonic rules where you
Shock of Impact, Warhammer Ancients, ously it would be better suited to 15mm
had Black Powder, La Salle, and Repub-
and finally settled on Warmaster An- than 28mm, which is what most WAB
lic to Empire all come out at pretty much
cients. By no means am I an ancient players have.
the same time. There was an initial flurry
period expert, but I keep up to date on
So, the field is now wide open for of excitement, threads on forums about
game related items in the period and I
someone to produce a dominant set of what to buy, reviews, comparisons, etc.,
find the current state of affairs quite inter-
ancients rules. By that I mean a set of then finally mud slinging matches about
esting.
rules that will clearly sell more than oth- which set of rules was the best. Black
Although there will never be One ers, have good support, they will feature Powder in my mind (even though Im not
Rules Set to Rule Them All, it did look additional army lists, maybe a campaign a big fan of it) clearly won the fight, but
like for awhile that WAB was going to system, and you can at least move or visit what did it win? All three had good
come close. It had a huge following, another city and have a good chance of sales, but the main question is, what real
numerous supplements with more playing with other players who have the impact did they have on that gaming pe-
planned, most magazine articles on the rules and armies based for that system. riod?
period were in terms of WAB, and many,
But is that possible any longer? Has From what Ive seen, many gamers
if not most gamers based their armies for
the ancients gaming community been so simply went back to what they were play-
the rules. But then chinks began to appear
fractured that this is merely a pipe ing before. Also, it gets hard to get oth-
in the armor, most notably by the lack of
dream? Warmaster Ancients definitely ers in your club interested in becoming
supplements for items like Samurai, Suc-
caught on and while nowhere near the invested in yet another set of rules, al-
cessors, etc., followed up by a years long
level of WAB (although the Yahoo group most as if there is a new gaming illness
wait for a second edition of the rules. A
is approaching 2500 members-pretty called Rules Fatigue. I know in our
change in ownership, more delays on the
good for a miniatures game), I cant see club many of these rules were bought, but
second edition, then the unusual practice
all WMA players dumping their rules and weve yet to see few, if any of them
of selling the rules by direct order only
armies to go to a new system. Likewise played. If you have four guys who like
have been damaging body blows to the
for those who turned to Impetus. This Empire for example and play it all the
franchise. Although there are still large
has been a successful entry into the field, time, what chance do you think you have
numbers of WAB players, many still do
although it seems to be primarily in of them helping you to set up a game of
not have the second edition, have lost
Europe and England. Will they give up La Salle? Then next time someone wants
interest, or just moved on to other rules.
their rules for another set? to set up Republic to Empire then maybe
Naturally, this left an opening for Black Powder after that. I know in our
Also, what about those who still play
Fields of Glory to come riding in and club and with others thats a non-starter.
WRG 6th and DBM/DBA? I read a con-
save the day. Umm...not so fast. FOG
vention report where they were still hav- Thats not saying that all of these
had several huge advantages, namely
ing tournaments with those rules and had rules are bad, but taking the time and
having Osprey behind them in the pub-
attracted enough for large tournaments, money to get a new set of rules, learn it,
lishing area and a well established core of
although by reports nowhere as large as then put on a game seems to be in short
gamers who were looking at FOG as an
they have been. If those gamers havent supply these days. Will this happen with
improvement of DBM. Throughout its
changed to WAB, FOG, or other sets by these new releases for ancients this year?
development it was hoped that this rules
now I think the odds are slim that they Maybe. Or one of them can stand so far
set, with all of the gaming experience of
will move to something new this year. above the others that it has a magnetic
the designers, input from ancient gamers
effect and creates a horde of new fans.
around the world, then coupled with Os- So there will be three new, high pro-
Only time will tell. Im sure that all three
preys graphics and publishing expertise duction value sets of ancient rules coming
of these new rules will do well in terms
would produce the ultimate set of an- out this year. The first will be Hail Cae-
of sales, but at the end of the day if eve-
cients rules. Not only that, but a virtual sar, or jokingly referred to as
ryone tries them and goes back to what
library of army books poured forth into Powderless Black Powder! This is an
they were playing, did we really need
the hobby during its first year. attempt to use a modified Warmaster
them?
Page 22 N E W S L E T T ER T I T L E
Fighting Formations by GMT Game Review
Coming fresh off the success When I first opened the pretty easy and it gives player a wide
of the Combat Commander series, rulebook and the playbook I range of options each and every turn.
designer Chad Jensen has thought I was in for another Once the 10 order cubes are used up
emerged with a new series called session of GMTs East Front the turn ends.
Fighting Formations. The first series, but this was not the case.
game focuses on the Gross- Direct fire is done by opposing die
The rules are easy to under-
deutschland Motorized Infantry rolls suing a vari-
stand plus there is a
Division during the 1942 and ety of dice. If
well laid out index to
early 1943 battles on the Eastern youre going for a
find quick answers.
Front. As this review will long shot you
Once you start playing and get
show, it is a step up from Combat may only roll
through the first few turns it
Commander in both scope and scale. 2D6s while if
gets very easy after that.
youre adjacent
First, you get a lot of high quality Fighting Formations is defi- you may roll up
components that have been a staple of nitely a command and control to 2D20s depend-
GMT Games for quite some time now. game. Each side has round ing upon the
There are four 22 x 34 double-sided command counters with a Mis- situation. This is
mapsheets, several sheets of counters, a sion side and a Tactical side. Each turn compared to a defense roll (2D10 +
bag of different kinds of dice, wooden an orders matrix is seeded with the armor for vehicles or morale for infan-
cubes and a token, reference cards, a wooden cubes. There are different try) and if it exceeds the total of the
deck of asset cards, a rulebook, and a kinds of options and depending upon defense a hit marker is drawn. Simple,
full color playbook with numerous sce- which cube you choose, there are cer- effective, and it works well during the
narios and detailed examples of play. tain initiative points that must be paid game.
Yes, theres a lot of stuff here! on a track. For example, if you choose
There is also melee, events, the asset
The counters represent to receive three asset
cards, snipers, and a lot more. There
platoons of vehicles and cards for your turn, the
are so many options each turn for both
infantry, but there are also initiative token is
players that it would be impossible to
similar counters for moved 10 spaces to-
describe them all here. Each player
squads. This is so that wards your opponent.
must decide on how much initiative
platoons can break down and for taking This may give the other
they are willing to pay to do move-
casualties. Vehicles and guns are on player a chance to run several com-
ment, firing, rallying, and more. At the
long counters while infantry and MG mands such as move and fire that only
end of the turn you may have to give up
teams are on the standard square count- cost 2-3 initiative points each to push
the initiative by paying quadruple for a
ers. Other counters include smoke, the token back towards the other
move order just because youre desper-
sighting, hits, hidden units, and a vari- player. Where the command chits
ate to seek cover or keep an attack go-
ety of counters to keep track of various come in is that if youre under mission
ing, but you will give your opponent
game functions. The asset cards are command the actions dont cost any-
the initiative for quite some time at the
just that; cards that allow one side or thing extra, but under tactical command
start of the next turn.
the other to use things such as artillery adds extra initiative points and out of
barrages, air strikes, or to discard for command adds even more. This may The scenarios range from probing
certain functions. Fighting Formations sound complicated, but in practice its attacks to full fledge assaults with
is not a card driven wargame, but the masses of T-34s. The 10 historical
cards are there to give players even actions and one introductory scenario
more options during a turn than they will provide plenty of gaming time and
already have! there is a high replay factor with this
game.
The rulebook is well laid out and if
you are an experienced gamer you There is already talk of additional
could probably get started playing the scenarios for this game and for follow
game by just reading the examples of on games that may involve the U.S.
play in the playbook! The actual rules 2nd Armored and one of the Canadian
themselves are probably only around 8 divisions in Normandy. This first vol-
pages with the rest of the space taken ume is a welcome addition to a
up by terrain, what the markers mean, crowded field of tactical WW2 games
how to read the counters, etc. and is highly recommended.
www.wfhgs.com ing, and then maybe Ill fit right in with a large segment of the gaming community!