Showing posts with label world war ii. Show all posts
Showing posts with label world war ii. Show all posts

Axis & Allies Pacific Review

Axis and Allies Pacific
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I've just completed playing one game with my 45 yr. old brother as the allies, and I have to say that I enjoyed the game. I used to play regular A&A quite often with him, so I think the test of wills was a fair comparison.
We learned early on, that it is critical to use CAP to slow enemies movements or to channel them into specific sea zones. If you play Japan, prepare to execute flawless turns, because the game is fairly unforgiving to mistakes on their part. Conserve your carriers! They are irreplacable.
At 75 IPCs, the industrial might of the US is truly impressive. Even after getting my clock cleaned on turns one and two (at the expense of the entire Japanese Eastern Pacific Fleet), I was still able to build 2 carriers, 2 destroyers, 2 transports, a sub and a marine! Japan can expect only to delay the US, not defeat them. A better strategy is to press the Aussies and Indians.
The game is better than vanilla A&A and the tactical possibilities are truly interesting because players tend to do a lot of unexpected things on every turn. Combat Air Patrol, US Marines, air and naval bases, submerging subs and destroyers added greatly to the pleasure of this game.
This one's a squid's dream, boys and girls and we will be playing it again I'm sure. Kudos to AH and Hasbro!

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Axis & Allies Pacific is the second expansion to the Axis & Allies game system. In this game, three main powers (Britain, Japan, and the US) square off against each other against the backdrop of the Pacific ocean. Japan is trying to grow her empire, either through military might or by holding off the Allies long enough to consolidate her gains.The game adds a few new rules and a few new twists to the established A&A game system. Naval bases and air bases turn small, meaningless islands into vital strategic holdings. Convoy zones allow a single submarine pack to cripple an economy. The Chinese forces, while limited, are hard to crush. Japan gets her kamikazes, but will it be enough to hold off the vast economic power of the USA?

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AXIS & ALLIES ANNIVERSARY EDITION Review

AXIS and ALLIES ANNIVERSARY EDITION
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Axis and Allies Anniversary Edition is an updated version of a board game classic. The original game was designed by Larry Harris and was part of the Milton Bradley GameMaster Series - large box games with full color mounted boards, simple mechanics which allowed rapid understanding of "how to play" yet with deep subtle strategies, and of course wonderful little plastic soldiers, tanks, planes, ships and submarines. The game has changed hands over the years passing through Avalon Hill/Hasbro/Wizards of the Coast. Wizards of the Coast currently is the publisher. This new version is published on the 50th anniversary of the Avalon Hill company. Avalon Hill is widely regarded as the company which helped to popularize board wargaming in the US and was for many years the leading producer with mounted game boards and die-cut counters. The company produced such classics as Panzerblitz and Squad Leader.
For people who are unfamiliar with the game, Axis and Allies is a board game recreating World War II on a grand strategic level. Armies, fleets, and air armadas are represented abstractly by wonderful plastic pieces (battleships, tanks, soldiers, etc.). Movement is by area and combat is resolved in a simple yet satisfying system. Research and industrial production are key parts of game play. It was a huge hit when first introduced and spawned variants and a Revised version a few years ago.
If you are familiar with the original game and the later variants (A&A Europe, A&A Pacific, etc) the fundamental mechanics are the same. The designer and developers have clearly been tracking the progress of this great game and have incorporated many of the rule changes seen in later variations. The major differences are:
1. There are now three Axis powers: Germay, Japan and Italy. This alters the game play sequence from Germany-USSR-Japan-UK-US to Germany-USSR-Japan-UK-Italy-US. This eliminates the Allies "double move".
2. There are special rules for China - there are now specific Chinese game pieces and help to recreate the historical situation where huge numbers of Japanese troops were tied down in China - making an attack against the USSR (a favorite strategy) in coordination with Germany more difficult.
3. The map is smaller than the original version but about the size of the Revised version. The colors are a muted green/brown earth tones. It may be nostalgic or just my eyes getting older, but frankly I liked the original primary color map - the details were easier to see and less fatiguing. Admittedly, the newer maps are more artful.
4. The game map now includes major cities (sort of like the key cities in Third Reich)and controlling form the victory conditions (unlike the older Industrial Production Certificate [IPC] total method)but in practice this is quite similar.
5. The game map now has impassable and neutral territories which cannot be crossed/invaded/flow over. The Sahara, Switzerland, and other territories are now impassable. Other territories don't have much IPC value.
6. Ships are a bit cheaper to acquire than the original version. The commonly used "double hit" rule is now standard for Battleships. There are now cruisers and destroyers in addition to the original Aircraft Carriers, Battleships and Submarines.
7. Transports now no longer automatically defend with a value of 1. The old strategy of having an armada of transports (e.g. 10 or 12) overcoming an attacking sub force is no longer allowed. If attacked and undefended by other forces, transports are automatically destroyed. It is also no longer possible to move-unload-and-scoot. I understand why this rule change was made but at the large grand strategy scale, the transport unit represents not a single ship or small flotilla of transports but a whole transport fleet - with minor escorts, oilers, etc. So it is reasonable to think it has some self-defense capability.
8. Research now has 12 possibilities. Old favorites like Heavy Bombers and Jet Power are still there but tweaked down. Heavy Bombers only inflict two dice worth of damage and not three. Jet powered fighters attack at 4 and not 5.
9. Armored or tank units are upgraded and attack and defend at 3. The older version attacked at 3 but defended at 2.
10. The little plastic pieces are all there and have been tweaked a bit to reflect the different nations. The UK tanks look like the Churchill and the USSR tanks look a bit like the T34.
11. Rule books and misc. Again, I fear it is just my aging eyes, but the newer version with the darker muddier colors and fancy watermark/faded images on each page are quite beautiful but are a bit harder on the eyes. The game play examples are hard to see the colors of the printing obscures the detailed outlines of the pieces. Again, maybe a simple bright colored illustrations would be more legible. I saw an comment on another site complaining that the IPCs were printed on only one side - but that was the case with the original version. The box art on the site is a bit off. On the actual box, it is entitled "Spring 1941" and not "1942"
Who will like this game? Anyone who is familiar with the original or later Revised version will appreciate this new version. For newcomers, Axis and Allies is a wonderful system - simple and easy to learn, but full of subtle moves and strategies.
Is it worth the price ($80-100)? For collectors and nostalgia buffs, it is probably worth having a nice new version. If you are just into playing the game, and have already your own set of homebrew rules then you are probably already using most of the new rules and could draw up your own maps!
A great game for the board gamer!

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Axis & Allies celebrates 50 years of Avalon Hill games with this Anniversary Edition of the classic World War II strategy board game. Designed by Larry Harris, A&A Anniversary Edition utilizes the standard D6 combat system found in Axis & Allies Revised, Europe, and Pacific, and contains two different set-up options.Italy will debut as the third Axis nation, China will be operated by the U.S. player, and cruiser class ships will join the naval line-up for the first time.The largest board ever produced for an A&A game (24' x 46'), along with new sculpts and deluxe components will ensure this is the granddaddy of all Axis & Allies board games. Deploy your forces and prepare for battle!

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Great War At Sea: Cruiser Warfare Review

Great War At Sea: Cruiser Warfare
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I really like these series. If you are a history buff and think you can do it better than the real historical figures, why not buy this game and the others in the series and try your hand at changing history. The rules are not really that difficult. The pieces are cut outs from card board. The historical information is interesting and the web site often gives you free things as updates, alternate game scenarious, and playig sheets. The battle of the Falklands, amongst others awaits you!

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Cruiser Warfare gives the Great War at Sea series its greatest scope yet: the entire world. British, German, Japanese, Italian, Austro-Hungarian, Russian and Dutch ships begin as they did in August, 1914. The German player must disrupt Allied commerce and try to get the cruisers home if at all possible. The Allied player must track them down and destroy them before they can wreak havoc.

Twice, Great War at Sea series games have won the Origins Award as the Best Historical Game of the Year. Cruiser Warfare is the first with a world-wide setting. The world is divided into sea areas, with modified search rules allowing German and Austrian ships to look for prey, and Allied ships to hunt them. Once contact is made, combat is resolved using the standard game rules (or the variant, advanced tactical rules from the Dreadnoughts book).

The entire Japanese fleet of 1914 is present, with new warships never before seen in the series like the battleships Kawachi and Satsuma. The Dutch make their first large-scale appearance in the series, with several coast defense ships plus four battleships never actually completed. These are taken from actual Dutch naval drawings of the two design variations from which the Dutch admirals would have chosen. The German player has the option of placing a larger cruiser force in East Asia, including the modern armored cruiser Blücher (a proposed addition) and others. Battle cruisers can attempt to break out the join the raiders. There's also an option for a rapid start to the war, which would have found a German summer training squadron of two battleships and a cruiser visiting South America. This is the crowning jewel of the Great War at Sea series. All naval game fans are going to want it.


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Front Porch Classics Raceway 57 Board Game Review

Front Porch Classics Raceway 57 Board Game
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Hands down, Front Porch games are quality. Wooden boxes, metal pieces, well thought out and fun to play for the entire family. It's great to be able to sit down and play a game with my grandsons and feel challenged as well. This is one of four Front Porch games I own, and a favorite with all the boys.

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Raceway 57 lets you experience the full throttle excitement of America's fastest sport.Roll the dice or play a card to move your cast metal racecar around the track.Manage valuable resources like fuel, suspension, and tires.A metal dashboard with magnetized markers helps you keep track of your car and your opponents.Bumping and crashes are a part of the sport, but damage to your chassis might force you into the pits at the wrong time.A clean fast race to victory and you will receive the Raceway 57 trophy!This handsomely crafted game is of the highest quality.The thick, 2 toned wood carrying case and board folds and snaps shut to store the game pieces neatly inside.The high quality metal playing pieces and beautiful design make this game a joy to play and display.Comes with Racetrack Game Board, 5 Racecars, 2 Dice, 1 Deck of 52 Playing Cards, 1 Raceway 57 Trophy, 5 Dashboard Panels, 5 Round Pedal to the Metal Tokens, 25 Magnetic Markers, 1 Raceway 57 Notepad, and Instruction Booklet.For 2 - 5 Players, Ages 8 and Up.

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Conflict of Heroes: Price of Honour - Poland 1939 Review

Conflict of Heroes: Price of Honour - Poland 1939
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Got this in the mail today and the quality is even better than the original. the inclusion of a nifty plastic tray to hold all the counters from all the editions is really nice. The period is not well represented and this game definitely delivers. can't wait to roll out the Armoured trains!!
Scotty

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An expansion game for Awakening the Bear! and Storms of Steel Conflict of Heroes: Price of Honor - Poland 1939 is set during the initial stages of World War II and includes a rules addendum for cavalry charges. The deluxe box set contains two new Polish landscape mounted boards two sheets of early war Polish German and Russian tanks airplanes and other units another sheet featuring all Awakening the Bear upgraded counters with new artwork and updated stats 16 firefights - 10 playable with the Awakening the Bear base game and 10 playable with the Storms of Steel base game - plus new summary sheets detailing terrain and unit data for all Eastern Front games.

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Axis & Allies Review

Axis and Allies
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You can get this version of the game for about $40.00 new at any board game store. Don't pay more.

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The year is 1942. The Axis war machine appears invincible. The Balkans have fallen. Pearl Harbor has been attacked. Wake Island is in Japanese hands. And Rommel has the British on the run in North Africa At this explosive time in history, Axis & Allies challenges you and your opponents to decide the outcome of World War 2. As one of the world powers battling for supremacy in 1942, you must spearhead your country's military drive. During play, you'll discover that the theaters of war remain the same and the familiar embattled frontiers still exist, but astonishing events will occur. The Battle of Midway could be lost by the United States--the Russians might not stand at Stalingrad-- MacArthur may never return to the Philippines-- and the Normandy invasion could happen again and again. As a world leader in Axis & Allies, you must be a brilliant military strategist. You must have the perseverance of a Montgomery, the elusiveness of a Rommel, the courage of a Patton, the daring of a Yamamoto and the steadfastness of a Zhukov!Decide where to strike, when to strike and the intensity of the strike. Will it be a strategic bombing raid, a sneak submarine attack, a hit-and-run assault by your well-trained infantry, an antiaircraft barrage or a major invasion by land, sea and air forces? Plan your attack, move into the embattled territory with your forces and resolve the conflict.The economic destiny of your nation is also at stake. Buy armaments and develop secret weapons from your stockpile of production certificates..... an income based on your own natural resources and successful territorial expansion.If you're a brilliant military strategist, a prudent economist and an astute politician, you'll lead your nation to victory

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B-17 Queen of the Skies Review

B-17 Queen of the Skies
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While modern computer games may do a better job of simulating the sights and sounds of air-combat and flying bombers over Germany, this game is MUCH more realistic in regards to understanding what was actually happening. There are a lot of charts & tables and dice-rolling, but overall you get a very realistic idea as to just how tough it was to survive 25 bombing missions!
My two brothers and I played this one repeatedly over one weekend, dividing the members of our B-17 crew evenly among us, giving them names, and cheering their successes, like when they'd shoot down an attacking German plane or complete a highly successful bombing mission. Likewise, we felt the terror of having our plane badly damaged by flak and being forced out of formation, only to then be hunted down by German fighters. Once we were even shot down, and everybody had to bail-out. Several individual crewmen didn't make it. Over the course of completing 25-missions, we felt like we'd experienced the real thing. This is an educational game that's a LOT of fun!

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Memoir '44 Terrain Pack Expansion Review

Memoir '44 Terrain Pack Expansion
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This seems to have been made for the fan base but for normal gamers it is of very little value.
There are only 4 new scenarios included and no new figures but a few special rules.
I recommend you give this one a miss and go for the much better and playable Pacific and Mediterranean instead, they bring new units and new playing style in a far better value for money box.

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Filled to the brim with new terrain pieces, new elite unit badges, and additional victory medals, this expansion also includes dozens of new game elements, including rules for North African warfare, minefields, big gun markers, radar stations, supply depots, airfields and more. CONTENTS: 66 terrain tiles 22 landmark tiles 20 round markers (mines, medals...) 16 obstacles 28 Special Unit badges 4 Historical scenarios Rules in English and French.

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Attack Expansion Review

Attack Expansion
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Good expansion. Board is a great size. Original game got boring after a few plays. The expansion adds what was missing. Much like Axis and Allies except plastic parts are of a lower quality and are exactly the same for all axis and allies countries. Ships are about half the size of axis and allies parts which was dissapointing.

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This expansion pack takes the Attack! system to a new level of detail. Other strategy games become predictable after a few playings. But the Attack! system was created to allow the players to graduate to the next level. The Attack expansion offers more. More miniatures, more players (2 to 6), more detailed rules, and more amazing artwork by Paul E. Niemeyer. You need to have the Attack! game in order to use this expansion.

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Squad Leader Review

Squad Leader
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Wow, this really old school!.Squad Leader was the most awesome board game and so detail-rich..like a sand-box simulation but portable. The game set the tone for what was needed to play war games on PCs. Squad Leader was the entry level game that opened to a whole series of Avalon Hill games that built upon this game as a system.SL is a dozen scenarios designed for WWII Eastern Front action. The opening scenario pits the Nazis against the Red Army in Stalingrad, with action centering around a tractor factory, played on the squad-single man level. There is the most awesome details to add to the action..charismatic leaders,demoralizing leaders, sewer movement, Russians that have the potential for going battle-crazy(berserkers),authentic machine gun characteristics ,elite veterans,green troops,tanks, flamethrowers you can even add weather or night characteristics..terrific! The BIG drawback to Avalon Hill games of that era is that when it's time for battle, there is this huge list of modifiers to the randomness of battle (done in the form of a dice roll).It takes forever to figure out all these modifiers before you roll and it's all done with a pencil and paper. Plus the rules are very,very,long, detailed and legalistic. So it makes for lots of rule 'discussions'. But keep in mind this was pre-PC and all these rules and modifiers were in effect computer-code for the nuts and bolts of game operation. At the time, while it was tedious to go thru these manipulations, it was none the less fascinating to think that the game designers could actually think about game mechanics in such detail,apply history to those mechanics, and then create a game that was FUN to play, if you had that sort of mentality.Like I said before, this is really 12 games in one and there are 4 or 5 more official games that are part of the Squad Leader series. These other games go on to cover WWII action in the West with the Allies vs the Germans. (If you can find any of these other games, it is highly interesting to see how the Americans are constructed-not quite Audi Murphy). If you really look around there was several 'unofficial' versions of Squad Leader that went into the Pacific and pitted US Marines and Japanese for some terrific island action. But AH eventually pinched those guys out for legal reasons. But they were very well thought out game mechanics and great historical game simulations. When PCs came into being,surprisingly SL never followed. The game system screamed for computer assistance.Amazingly to me, it just sort of got left behind. In 2011 there is Call OF Duty and those sorts of games that do an admirable and modern job. But if you have a interest in seeing the lengths that people would go to play Squad Leader..pick this up. It's a window into a time forgotten.

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Very detailed WWII military strategy board game. BIG 22" X 28" four section, full-color Geomorphic mapboard which can be arrange to make literally hundreds of different terrain configurations that can represent large cities, small vilages, wilderness or even the flat plains of the Ukraine. Squad leader is rated Tournament Level IV on AH Complexity scale.

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MEMOIR '44 PACIFIC THEATRE EXPANSION Review

MEMOIR '44 PACIFIC THEATRE EXPANSION
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Lets be clear you need to have the original Memoir 44 game, before you should consider buying this. I'd also buy the terrain pack as well just to be safe. However asumming you've got these, this is a teriffic addition to the memoir series. A combination of war game and board game which is set in WW2 in the US / Japan theater.
8 new scenarios are provided which vary considerably. What always amazes me is how the creators of this game have managed with only dice and some command/tactic cards and rules, to recreate some of the characteristics of the original battles. Its very very clever. Having said that don't think this is hugely complicated. It really isn't, and the basic principals can be picked up really quickly.
When you first start setting the game up it will probably take 15 mins, and the games on average will probably last over an hour. However as you get to know the rules a game can be over much quicker than that.
Overall a superb addition, as are all the expansions I bought so far.

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From the jungles of Japanese-occupied Burma to the desolate slopes of long-forgotten atolls, discover this latest exciting expansion for Memoir '44! The Pacific Theater expansion introduces new units (Chindits, Japanese Giretsu Special Forces, US Marines), new weapons (Mobile Artillery, Flame throwing Tanks), new terrains and features (rope bridges, aircraft carriers, warships, caves...) and new figures (Japanese Infantry, Ha-Go Light Tanks and 75mm AA Guns), and more...

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Conflict Of Heroes: Storms Of Steel Review

Conflict Of Heroes: Storms Of Steel
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First, a disclaimer. I helped develop this game. Mainly I proofread the rules and components, and gave occasional rules suggestions here or there. The design of the game is still Uwe's, and I did not design any of the firefights. I'm mainly going to attempt in this review to compare Storms of Steel (SoS) to Awakening the Bear (AtB), so that people who have played Awakening the Bear can know what to expect from this fabulous game, that I believe is a step up in every way from Awakening the Bear.
Components
Awakening the Bear was hailed by many for its beautiful, euro-quality components. In this regard, Storms of Steel will not disappoint.
Map Boards:
SoS comes with 4 map boards, rather than 5 that came with AtB. The SoS boards are slightly thinner than the AtB boards, but are still thick and sturdy, and much, much thicker than you will get from most wargame companies these days. Where I found my AtB boards would warp slightly, I have had no such issues with the SoS boards. Uwe has also cranked up the vivid scale on these boards. They are brighter and more colourful, and make the AtB boards seem dark and drab in comparison. The finish has been changed slightly. AtB boards had a heavy linen texture feel to them, which felt great but muddied the details a bit. SoS has a slightly smoother, glossier finish that makes the details stand out much better. On top of that, there simply are a lot more details on the boards. You can see things like little tractors in farm yards, and the details of the wheat, and the end result is that the boards are gorgeous. The maps are not as feature-dense as the AtB maps, but that is easily remedied with the included overlays.
Overlays:
While SoS comes with 1 less map board, it also comes with a sheet of double-sided thick cardboard overlays. These multi-hex overlays are a combination of hills, rivers, balkas, tank ditches, and a village, that can be placed anywhere on the map boards. This creates near-infinite variety in the maps, and the 3-D nature of the overlays sitting on the maps is actually quite nice with the hills in particular. The finish is practically the same as the boards, and they are just as beautiful as the map boards. They can slip and slide a little bit though, so you have to be extra careful not to knock the board or else you might have a village spinning in the middle of your map! Overall though, the overlays work quite well, and are a welcome addition to Conflict of Heroes.
Counters:
I think the counters are possibly where people will see the biggest improvement in the components. The counters have the same slightly smoother finish as the board, meaning the details of the unit pictures do not get muddied and are very clear to see. The unit graphics are also bigger and take up more counter space, making the details easier to see, and making it easier to distinguish between the various units. New information is seamlessly added to the counters, to account for new rules, and also to make the rules easier to remember. For instance, you no longer need to remember which units get a bonus in close combat, and which get a penalty. If the fire power has a white box around it, this means you get a penalty; otherwise, you get a bonus. This makes it easier to keep track of, and also means that they can do more complex units that say, get a close combat bonus vs soft targets but get a penalty vs hard targets. Also, new rules revolving around open topped vehicles and air / anti-air units get seamlessly integrated into the new units. You also get many more counters than in Awakening the Bear. There are more units and more unit variety.
Cards:
The cards are of similar stock to AtB. The graphics on them are improved, however. They look much more refined and professional. There are some new action cards, and also a new type of card, Veteran cards, which can add special abilities to your platoon or specific units.
The rulebook and firefight book:
Both the rulebook and firefight book are in 8.5" by 11" size, much easier to handle than the 12"x12" in AtB. They are also in thick 100 pound stock with a glossy finish, and look and feel great. They are probably the sturdiest rule books I've seen in a board game.
Player Aids and Tracking Sheets:
The summary sheet and tracking sheets are very similar to AtB, but updated of course for the new SoS rules and features.Gameplay:
Storms of Steel changes a few rules, while also adding in some new units, fortifications, and terrain features.
Rules Changes:
The biggest rule change in SoS is that both players can have an activated unit at the same time. This creates a few different effects to the game, all of which are positive, in my opinion. For one, the game is now simpler and easier to learn. It is now much more of a "You Go I Go" game, which new players are more familiar with. The "You go until I want to interrupt you or until you pass and then I go until you want to interrupt me or I pass" method of AtB worked well but was different than many games and confused some people. Also, the game feels much more like it's running in real time. I'm not waiting for my opponent's unit to run across the map before I do the same with mine - they now move an act near-simultaneously. Defense machine fire is now more realistic as well. Where before, a defending HMG would have to use an expensive opportunity action to fire at an oncoming attacker, now it can activate and fire several times, making it much harder to charge at a machine gun.
New Units:
There are 3 types of new units: snipers, airplanes, open-topped vehicles.
* Snipers are hidden units that can fire while hidden and have a high probability of remaining hidden. They are very fun to use, and it's great to be picking off and harassing units with your opponent not quite sure where the fire is coming from.
* Airplanes are the biggest unit addition to the game. Personally, I do not like how many other games abstractly bring in air units and enjoy that I actually get to control the plane on the board. The planes can change elevation and can attack with machine guns as well as drop bombs and mines. They are very deadly but usually can only be brought in once or twice in a firefight. They are a lot of fun, and do not add many rules to the game.
* Open-topped vehicles are easier to hit by artillery and close combating infantry. I haven't gotten a chance to use them yet, but they do provide another step in realism, and the rules for them are pretty straight forward.
New fortifications and terrain features:
SoS adds new fortifications and terrain features. There are gun pits that add defense to your large guns, rivers that are difficult to cross, balkas that you can take refuge in, and fields that have varying covering effects depending on the time of year. All are great additions that add more detail and make you feel like you're fighting on a different landscape than AtB. A couple features are missing in SoS, such as light woods and walls, keeping the number of different terrain features to keep track of in one game a bit more manageable.
Feel of the game:
Despite being another eastern front WWII game with the Russians vs the Germans, the game actually plays quite different. The units in SoS are more lethal than in AtB - attack values on infantry are usually 4s and 5s, rather than the 2s and 3s in AtB. This means there's more firing from a distance, and less charging at your enemy knowing that they won't be very effective until you're close. In my games I've played so far, I would also say SoS is less forgiving than AtB. A mistake or two can cost you the game very quickly. I highly recommend that if there's any significant gap in experience, you give the player with less experience a CAP or two to compensate. Overally I very much like that the SoS gameplay feels very different than AtB. You won't feel like you're getting "more of the same", or that once you have SoS, there will be no reason to back and play AtB.Firefights:
After playing through several of the firefights, I believe the included firefights in SoS are actually the biggest step up from AtB for several reaons:
Solo-specific firefights:
Out of the box, SoS comes with solo-specific firefghts, with "A.I." around how the enemy reacts. There will still be times when you have to make a choice about what the enemy does, but for playing solo, you will now feel like you are playing one side, rather than both. I tried out the first solo firefight and found it infinitely more fun than trying to play the game solitaire the old way.
More Variety:
Out of the box, SoS comes with 15 firefights, geared towards 1, 2, 3, or 4 players. This is an improvement over AtB, which initially came with 10 firefights, geared only towards 2 or 4 players. Also, there is far more variety in how the firefights are played. In AtB, the vast majority of firefights were simple setups where one side held a control hex and the other side was trying to take it. In SoS, things get mixed up a lot more, with firefights involving control markers that are being carried by units that you're trying to steal away (kind of like Capture the Flag), and a king of the hill firefight, where taking the control hex on a hill in the middle grants you the ability to call in off-board artillery on the next round. There's also a firefight where you have to try to drag an immobilized tank off of the map. Furthermore, several firefights have optional units that you can add or take out to change up how it feels. There is just so much variety this time around, and every firefight feels very different.
Faster-playing:
The firefights in SoS are significantly...Read more›

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Storms of Steel witnesses the epic retreat and eventual defeat of the Wehrmacht on the eastern front.• All new units including Tiger tanks, Soviet rockets,strafing airplanes, and much more!• New map boards, including bombed out cities maps!• All new firefights, including detailed historicalbackgrounds.

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VIKTORY II: A Fast-Paced Game of Strategy and Conquest Review

VIKTORY II: A Fast-Paced Game of Strategy and Conquest
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Great game. Fast, simple, and very strategic. Random map setup allows for different play every time. The pieces are gorgeous, very nicely done. I bought the game and have loved it. Unfortunately, I don't get to play it as often as I would like.
The components are top notch. The hexes are a nice thickness, and the plastic pieces are just wonderful! People always like to play with the ships and cannons while they wait for their turn.
Exploration is very fun, seeing how the map turns out. We always remark on little features of the map. Peninsulas, islands, bays... You explore the map as you go, so each game is different.
I like that you don't produce units every turn, which rewards those who sit back. In this game, there are lots of benefits to attacking. You get bonuses for types of troops, not troop number. All these little mechanics fit together very nicely and create a very enjoyable game. You don't get rewarded for sitting back and defending your little piece of the land.
Key points I like:
Exploration - New map every time, plus the fun of finding it out slowly.
Unit Production - You get certain units depending on what type of terrain you built on. It's very easy to figure out if you are under/over what you should be.
Battles - Unit types count, not amounts. Get one of each type of figure, not simply piles of infantry.
Simple - Each unit has a few key abilities, very simply done. Cavalry move faster, cannons shoot long range, frigates transport.
It's a great game for the price. You get lots of plastic army figures, hex tiles, and lots of replayability and fun.

Click Here to see more reviews about: VIKTORY II: A Fast-Paced Game of Strategy and Conquest

Introducing VIKTORY II®, the Fast-Paced Strategy Game that Allows You to "Conquer the World" in 1-4 Hours, With Simple Rules, Hundreds of Detailed Miniatures, 180 Modular Map Hexes, and Aggressive Gameplay...A light wargame that lasts 1-4 hours, VIKTORY II features simple rules, 807 individual game components, and an aggressive style of play that avoids inaction and turtling.VIKTORY II is loosely based on 19th century warfare and supports up to eight players fighting for game domination, either through direct player elimination or alternately through player subjugation.Each player has custom designed infantry, cavalry, artillery and frigate units waging war upon a modular hex map comprised of mountain, forest, plains, grassland, and water hexes. The modular map is scalable and customizable, allowing larger or smaller maps to be played for either longer or shorter games.During the game, players explore the map by moving units and building towns and cities. When they encounter other players, fighting begins. Combat is fought through dice rolling based upon the number of different types of units engaged in battle, the terrain being fought upon, and the presence of a town or city.The fighting units are maintained by towns and cities through a unique support system, and gained or lost as their supporting towns and cities are built or captured.

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Memoir '44 Eastern Front Expansion Review

Memoir '44 Eastern Front Expansion
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Not a complete game in itself this is an addition to Memoir 44.
As add ons go this one is very good. It plays differently than the original and isn't just a couple of new scenarios. As always with Days of Wonder production quality is high and pleasing to the eye. The game is fun if a little to random to merit the 5th Star but if you enjoyed the original then I recommend this add on.
Enjoy.

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From the frozen shores of Lake Lagoda to the burning ruins of Stalingrad, relive some of the most intense battles of WWII, where entire Army groups disappeared faster than a single battalion on the beaches of Normandy. Devoted to the ferocious battles that pit the Axis and Soviet forces against each other, the Eastern Front expansion for Memoir '44 also includes a scenario drawn from the Russian-Finnish war, and an Overlord scenario of what turned out to be the largest tank battle in history: Kursk. Note: An original copy of Memoir '44 is required to play.

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Axis and Allies Minis 1939-1945 Booster Review

Axis and Allies Minis 1939-1945 Booster
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At first I was upset that they changed scale with these newer sets in the Axis and Allies game. I had bought some of the previous packs and the new vehicles are much bigger. However, I discovered that the new vehicles are full 15mm scale. The previous vehicles were smaller than 15mm, though the soldiers were 15mm. Now that I've gotten over the change, I love the new sets. They are much more compatible with other standard 15mm mini games, like "Flames of War" or Two Hour Wargames' "Nuts!". The quality is pretty good for prepainted miniatures. I will be buying a lot of these. Do be advised though that the airplanes are still a smaller scale than 15mm.

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Roll Across the Battlefield and onto Victory!Get you and your friends into the all-new Axis & AlliesTM 1939-1945 expansion. With 60 authentically detailed miniatures, gamers, collectors, and history buffs will be able to do battle in World War II. Fast-paced and action-packed, this exciting miniatures game will let players recreate historical battles or go head-to-head in competitive warfare that rages across massive 20"x 30" battle maps.Each Axis & Allies 1939-1945 Booster Pack contains 5 prepainted plastic miniatures with stat cards.

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Axis and Allies Battle of The Bulge Review

Axis and Allies Battle of The Bulge
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Hasbro/Avalon Hill has finally produced a game on this significant battle and much in line with the movie from 1966, this version features the rationing of supplies as a key part of the game. There are no Germans dressed as MP's, and the road signs do lead to Malmedy! The method of German victory is to acquire more territory than the actual historical results. The Allied player need only prevent the German conditions of victory. Game mechanics are slow, plodding and very hex concentrated with lots of tedious steps for each hex. In fact it may bore the average player. The dice roll situation is pure insanity! Especially when you have a lot of units in a hex and you have to roll twice, once for hits and another to see where they landed. This version therefore is recommended only for veteran grognards. Allied air power, which appears half- way through the battle were surprisingly ineffective. The initiative is important, as it can make a difference in the way a battle will pan out. However, with regard to Air activity, it is better for the Germans to place their aircraft after the allies, to keep them from destroying entire tank groups. You can offset this possible devestation by having artillery around but it seems that planes won't turn the tide before the Germans get their "24". If you are good at defense then the Allied army is for you. You can prevent Tank blitzkrieg's if you use your troops properly. One really interesting thing about this game is the surprising situations that can arise in individual hexes. You may get chances as a German to actually capture supplies (Colonel Hessler would be proud!) and sudden openings can appear that will let your tanks roll to the areas where the point values are for winning the game. The game is 8 turns long only, but don't let that fool you.It will take hours to play. Like Henry Fonda, play your hunches because like his character in the movie, you will know everything about the battlefield from your Bird's eye view. In the early part of the game, some Major Wolenski situations may result (the role played by Charles Bronson). As a General you will have to request your troops to hold positions, to cover your withdrawl against advancing German Panzers. Overall, it is OK but not fluid and only for the wargaming veteran.

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German tanks thunder into the snow-covered Ardennes forest, opposed only by a few unsuspecting divisions of exhausted American troops. As Axis forces plunge into the countryside, Allied troops must struggle to hold the front line in order to repel the all-out offensive. Axis & Allies: Battle of the Bulge challenges you to control territory and contend with supply shortages, while directing infantry, artillery, tanks and aircraft in one of the most decisive conflicts of World War II.
Detailed game components include a new truck piece, a hex-based game board with new original artwork, and original artwork commissioned exclusively for the Battle of the Bulge game box. Other elements of this new Axis & Allies variant include crucial elements that were key factors in the historical battle, such as supply shortages and late-battle air support, mechanics for overland vs. road movement and randomized casualties of war.

Axis & Allies depicts Wacht am Rhein (Watch on the Rhein), the German code name for this counter offensive that took place toward the end of World War II. The objective: to capture the port city of Antwerp. One player controls Germany, whose massive build-up of forces has gone undetected by the Allies and is poised to unleash all its fury on the Allies. The other player controls the forces of the United Kingdom and the United States and they must stem the tide of German armor and hold their positions until reinforcements arrive. Axis & Allies Battle of the Bulge is designed for two players and can be played in three to four hours. Measures 10.5" x 15.75" x 3".

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Sababa / Front Porch Bookshelf Sortie Board Game Review

Sababa / Front Porch Bookshelf Sortie Board Game
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I've just spent an enjoyable weekend at my friends' house, and we played this game about a dozen times. I'm hooked! We played with as few as two players (though the game recommends a minimum of three) and as many as five players, and it was always fun and balanced. The players varied in sex and age: boys and girls both, from five to forty-five. Everyone had a great time!
Each game lasts from ten minutes to thirty minutes, and the game permits a wide ragne of styles from aggressive to defensive. When you've mastered the strategy of the basic game, you can make it harder by choosing particular planes play with (actualy historical WWII fighters), each one adding individual special abilities. Not only does that provide you with an advantage, but if forces you to think about your opponent's advantages.
Game play is a mixture of strategy and guesswork. There are no dice, so there's no random chance, but you don't know which maneuver cards your opponents have, and how they'll move. You're forced to make guesses about what's most likely. That adds quite a fun mix to the challenge of forumulating your own strategy given the maneuver cards you've drawn.
I also like the high quality of the game board, game pieces, and cards. The instruction manual was well written, too, and it didn't take very long at all to figure out how to play.
All in all, an absolutely fantastic game! Highly recommended!

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Maneuver, dodge and attack opponents in his WWII aerial dog fighting strategy game. Features cast metal planes, segmented wooden game board and custom playing cards.

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