Sunday, February 23, 2014

The 10x10x12 Challenge

So I signed up for the 10x10x12 Challenge for 2014 on BoardGameGeek.  The basis of the challenge is that you pick 10 games, and you try to play them 10 times in 2014.  There is a strong emphasis on playing games you feel you've neglected.  I picked 10 games I thought would be a piece of cake to play 10 times.  I thought I'd love to play them ASAP.  However January went by and I didn't touch a single one of them.  I just got too many games for Christmas and from Kickstarter that I wanted to get in.  Trying to play these 10 games I was chomping at the bit to play in December 2013 has been an insightful experience, almost 2 months into the challenge.


Monday, February 17, 2014

No Retreat: The Russian Front Review

I don't quite remember how No Retreat: The Russian Front got my attention.  It was just one of those games that I saw mentioned here and there.  By the time it got my attention enough for me to investigate further, the deluxe GMT edition was already out of print.  There was the Victory Point Games edition, but I really wanted the mounted board and high quality counters that came with the GMT version.  Now the situation is even worse, with VPG no longer offering an edition, and GMT's version still out of print.  Regardless, one day I was looking for No Retreat: The Russian Front on eBay, and was lucky enough to win a copy for only $40!  I was the only person who even bid on it.  Truly a singular occurrence.

No Retreat is an operational level wargame taking place on the front between Germany and Russia in World War II.  It was designed by Carl Paradis, released by VPG in 2008, and re-released by GMT in 2011.  It's a wargame in the classic hex and counter style, with an emphasis on enemy zones of control, supply, and combat result tables.  It also introduces an engaging modern element with it's masterful use of event cards, which simultaneously represent special abilities, reinforcements, rail capacity and combat initiative on your opponent's turn.  Each individual scenario plays in about 2 hours for me, and the campaign would likely take me all day.

Sunday, February 9, 2014

First Impressions for February

The last month has been very busy for me.  So most of my gaming happened after hours with some amazing solitaire designs.  I discovered John H Butterfield, and his amazing games D-Day at Omaha Beach and RAF: The Battle of Britain 1940.  I also finally tried my first Leader series game with Hornet Leader.  Plus along with all that, I managed to grab a copy of The Hunters pretty much the day before it was announced that it was out of stock.  Aside from those, the only other game which was new to me was Guts of Glory, which I already reviewed.

Sunday, February 2, 2014

Guts of Glory Review

Guts of Glory was another Kickstarter I supported back when I first got into Kickstarting projects.  I probably Kickstarted way too many games in a row back then, as evidenced by the glut of Kickstarters I received over the holidays.  However, Guts of Glory stood out with interesting artwork and novel gameplay.  It also looked like it had a substantial amount of development already.  Lastly, the guy who designed it, Zach Gage, also designed an iOS game I enjoyed called SpellTower.

Well, Guts of Glory shipped towards the end of of December 2013, although I got my copy early in January 2014.  I've played it a good amount since, and so far I've really enjoyed it.  It's a drafting game, themed around a post apocalyptic eating contest.  Everyone is a mutant, and you are eating everything left in the world.  It's quite charming actually.

Sunday, January 26, 2014

Paper Time Machines.

A recent Victory Point Games newsletter referred to their games as "Paper Time Machines".  I don't know who first uttered those words, but they are brilliant.  They really got me thinking.  Those three words perfectly encapsulate what historical wargaming is to me.  I play them to be transported back in time, and be put in a position where I can see why history unfolded the way it did.  Where I can experience what commanders had to deal with, and why they made the choices they did.

Sunday, January 19, 2014

Zulus on the Ramparts Review


Zulus on the Ramparts has been on my wishlist for a long time.  I love the States of Siege series, and Zulus' has gotten great reviews.  But it looked like it strayed quite far from the formula, and I wasn't sure how I felt about that.  I got Zulus for Christmas however, and I've played it nonstop since then.  It's not as easy to get 6 games played in a row, like Soviet Dawn.  But if I play one game, I'm incredibly likely to at least play a second.

Zulus on the Ramparts was released in 2009 by Victory Point Games, and was designed by Joseph Miranda.  It's a single player wargame, based on a battle at a mission station in Africa.  It's 1879, and an enormous hoard of Zulus is descending on the British troops there, who are hopelessly outnumbered, 4000 to 140!  Your goal is to hold out through the night until help gets there.

Sunday, January 12, 2014

First Impressions for January

I've been branching out into a few more games over the past month or so.  Games which I haven't had the opportunity to work on a full review for, and may not for some time.  But I really wanted to say something about them, so here are my first impressions.  I'm expecting to have a full review again next week, and am aspiring to an every other week schedule on full reviews this year.

Red Winter


I got this wargame mostly because of it's solitaire potential.  What I found was a game that easily ranks up there with No Retreat in terms of simplicity, and relatively reduced counter clutter.  It is a far more deterministic game however, with slightly less of a resource management aspect.  It is tactical after all.