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Shouting the Battle Cry of Freedom
Publisher: Nemo Lionikis
by william c. [Verified Purchaser]
Date Added: 08/07/2019 15:25:24

I wanted to get a couple of games in using SBofF before posting a review because at first glance and reading, the rules look a liitle old school and a bit cumbersome. The layout is text heavy - albeit there a a lot of examples - and so for me took a while to grasp some important concepts. Then after a second reading it all fell into place

The rules aim to allow players to recreate the larger actions of the ACW, with e the base unit being the Division - this can be offputting especially for the Union as their formation designations shifted throughout the war. The author suggest a minimum table size of eight foot by six, which is likely beyond home use so is rather suited to club play. However, using smaller forces , enjoyable games can be played on a more standard six by four. However, as I am cramped for space anyway, using smaller scales than the suggested 15mm, for instance 6mm and swapping measurements from inches to cms double your effective table size and allows the rules to shine - note the game provides a ruler which I printed at 50%, I also play using 2mm or 3mm armies.

The tactical rules are straightforward and wll explained and provide a decent game.

However the game really shines using the advanced rules for leadership, orders and fog of war. The author has neatly provided a very playable system that makes you think strategically about probing the enemy position , deploying accordingly and giving effective orders to get the job done. You can blunder forward blindly, but a prepared enemy will cut your forces to ribbons I really like the programmed move (works best with a umpire)that allows the shifting of out of sight forces accross the battlefield ready to launch that flank attack - Chancellorsville anyone?.

As well as the rule set the author provides all the required QR sheets and as mentioned rather nifty rulers, as well as markers for the Fog of War movement.

We have enjoyed our games so far and recommend these rules for something a bit different to bring to your table.

A few wishes , options for militia infantry, army lists and scenarios



Rating:
[5 of 5 Stars!]
Shouting the Battle Cry of Freedom
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Rifles, Railroads and Rebellions® - Fast Play Wargame for the American Civil War and Later 19th Century Conflicts
Publisher: Bozbat Games
by william c. [Verified Purchaser]
Date Added: 08/04/2019 15:12:19

I bought these expecting a polished version of the old free wargame rules DBACW, but from the onset let me be honest, these rules are very disappointing. Given that they are titled and proposed as quick play ACW or later war rules, yhey do seem to be simply an iteration of the authors earlier ruleset "C'est la guerre" with a couple of nods to the period such as including Rifled Muskets etc. I could be harsh and say the author has not truly designed the rules for this later period at all

First of all I have no objection to abstracted games, but if this was the case why does the author then include rules for advanced weaponry but never explain what that actually means. In one part the Sharps carbine is noted for which you pay an extra cost, but then more because of extra range presumably because carbines (in the rules) have zero range but this is one of the undescribed advanced weapons

There are plenty of other omissions as well, for instance no description of terrain types, but the movement charts note bad going - what is that. Line of sight is never defined but effects command ranges

Next flaw the infantry movement rates are miniscule, infantry in line moving 3cms a turn - yes cms not inches - but ten why move in line at all when you engage in shooting you are not penalised for your shooting or being in a denser target. Although there is a paragraph stating one of the best ways to breakinfantry is to flank them this is near impossible.

The inclusion of combat engineers into a tactical game is strange. However adding the sniper type is frankly ridiculous at this level of combat, use these with cavalry and you will win every time

The biggest issue is that for some reason cavalry are the queen of the battlefield. Cavalry are the only type to get an additional move and so can easily flank enemies or simply charge directly at infantry or artillery units and simply blow them away, abstract or not the rules should reflect the period

As a whole the rules come over as a beta version rather than a full playtested set and as such need tightening up eg several infantry grades are mentioned but only regular infantry are specifcally mentioned in the combat results table does that mean the other types are not (obviously entry should simply be infantry). Another example was Artillery it took me a while to find the note that they are targetted as infantry.but this was not in the Shooting section

A fully fleshed out sequence of play needs to be added

More work needs to be done to expand the role of infantry and its increasing role as the dominant force on the battlefield and nueter the role of cavalry. Add terrain types and their effects, the river rules about unceratinty of crossing are good and could be aplied to woods etc. Expand the weapon types on offer and add a bit of variety and at the same time suggest some form of army listing, even if these are very generic.

Sorry to be harsh, but I hope to have been fair and would be happy to help to improve this ruleset,



Rating:
[2 of 5 Stars!]
Rifles, Railroads and Rebellions® - Fast Play Wargame for the American Civil War and Later 19th Century Conflicts
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The Noisavni Invasion
Publisher: Crush Story Games
by william c. [Verified Purchaser]
Date Added: 12/01/2018 13:16:20

Picked this title up on a whim, I mean at less than £2.00 it was an easy choice. What I have found is a really nice, relatively simple game with a lot of replay value and is a great choice to introduce novice or younger people into the hobby.

The pnp aspect is straightforward, 2 pages of rules, four of scenarios and a choice of a single shett or slightly larger format over two pages. There are only two identical maps, used in different configurations for the scenarios and five counters a side, which can be played flat or as standees. All you then need is a normal pack of cards.

Although it seems at first glance that the small number of units (five a side) and small map would be limiting the game can be really tactical once both players have played a few games.

Pleased to have this in my collection, light, very portable and great fun to play.

Note to the author I noticed a error in the combat results table the effect of No Hits and 1 hit seem to have been reversed



Rating:
[5 of 5 Stars!]
The Noisavni Invasion
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