Issue no9 may 2017 ’S E U S S I S I H T ! E M A G L FUL K S T E DON Battle for t the Airpor BAT OM SQUAD-LEVEL C INE IN THE UKRA Comanchería DEBORAH MALMUD’S REVIEW 13 DAYS WE LOOK AT TWILIGHT STRUGGLE’S LITTLE BROTHER ARTICLES Finnish Civil War · Conan · Hands in the Sea · The Great War Command and Color: Ancients spinoff Scenarios Command and Colors: Ancients · ‘65 Squad Level Battles · Stonewall’s Sword and more! Daniyar Yambulatow (Order #11968077) Daniyar Yambulatow (Order #11968077) eZOC: Editor’s Zone of Control BY MARK H. WALKER It’s Who I Am My undergraduate degree is in psychol- esting interview is your wasted pages. There’s no mistaking what type of game is hugely popular with the gaming pub- ogy. There’s a music minor tucked in there, but that’s another story. Within Games. You all seem to like the sce- lic, but you guys want wargame articles, my major, statistics was my favorite narios we offer. You aren’t rabid over and I have a bit of a problem with that. course. Although I can be a head-in-the- them, but you don’t want us to cut them sky, science-fiction-and-paranormal- out. By the same token, readers would Make no mistake, I’m a wargamer’s stuff kind of guy, I like to measure, calcu- rather see complete games than com- wargamer. I can grognard with the best late, and assesses probabilities. In other plete expansions to games that Flying of them. I can also rip through a game words, I love statistics. A lot of gamers Pig has released. That’s cool by me, and of Days of Ire, Warhammer 40K Conquest, that I’ve met, and I’ve met A LOT of that’s how we will proceed. Scenarios or Posthuman in a heartbeat, thoroughly gamers, are the same way. So, the mea- will be offered, but so will a complete enjoying myself. Some of the most cre- sure, calculate, and assess part of me de- game. But what era? The survey says ative mechanics in conflict gaming are cided to ask these gamers—the readers that the #1 answer is World War II. No coming from games like these. Bottom of Yaah! magazine— what they want to surprise there. The #2 answer, howev- line? Our articles won’t change. You’ll see in Yaah!. Here’s what they/you said. er, might just startle you. If folks can’t get your wargame review, perhaps even have their WW2, they want their WW3. five or six pages of history describing the You don’t care about interviews. Not sure That’s right, y’all seem to like your al- battle portrayed in our issue’s game. But that I understand why, but then again, ternative history. In fact, most Yaah! within our pages, you’ll also find words I might. I think our interview with Jor- readers claim that they enjoy science- on The Others, Imperial Assault, and Riv- dan Weisman was one of the best ar- fiction and alternative history gaming et Wars. It’s who we are. It’s who I am. ticles we’ve produced in two years. Jor- almost as much as historical contests. dan was most gracious and thoughtful in his responses. All this from a man, Articles? Yepper, everyone loves our ar- who by any account is damn busy/suc- ticles. In fact, like Playboy, a lot of you cessful. You see, Jordan founded FASA claim you buy Yaah! for the articles (We (You Shadowrun, know it’s the pictures.) But what type of etc), Whiz Kids (You’ve heard of Heroc- articles? Here the gaming industry and lix, right?), Harebrained Schemes, and Yaah’s followers offer a strange conflict was named by Seattle Business as one of tastes. On one hand, strategy games know, Battletech, of the top 25 innovators in Washing- such as Scythe and Zombicide garner a ton state. Awesome, right? Maybe not. combined twenty-five thousand ratings Several readers asked me (Obviously, on BoardGameGeek. On the other hand, before reading the article.) who is this Comancheria, a popular wargame from Weisman guy? Seems that my inter- THE major wargame publisher, gets 134. Yaah! Magazine | 1 Daniyar Yambulatow (Order #11968077) CONTENT Featured Conan A Solitaire Scenario Night of Man 34 53 set-up SCENARIOS 4. Armageddon War Musing Greg Porter ’65 Squad-level Combat in the Jungles of Vietnam 48. Tet Offensive Josh Harris Games we love 49. Ben Het Norm Lunde 8. Comanchería Deborah Malmud 50. Phase Line Red Norm Lunde 14. Finnish Civil War John D. Burt Stonewall’s Sword 20. 13 Days -The Cuban Missile Crises Nick O’neil 51. Low Hanging Fruit Hermann Luttmann 24. The Others Matt Foster Dead Reckoning 28. The Great War Dr. Robert G. Smith LTC (RET) 52. Quarantined Mick Sullivan 34. Conan Eddie Carlson Night of Man 42. Hands in the Sea Roger Leroux 53. Get to the Chopper! Mark H. Walker Command and Colors Ancients 54. The 12 Battles of Arthur Chuck Turnista Issue no.9 / may 2017 2 | Yaah! Magazine Daniyar Yambulatow (Order #11968077) this issue’s game: DoneTsk 68 this issue’s game SCENARIOS BONUS 62. Game Preface Ryan Kirk Old School Tactical 68. Donetsk Ryan Kirk 80. Tank on Tank Mark H. Walker Design by Ryan Kirk, Developed by Art Bennett Art by Ilya Kudryashov THE COMPLEAT WARGAMER 79. Waterloo Redux Peter P. Perla EDITOR Brad Smith ART DIRECTOR Guillaume Ries PUBLISHER Mark Walker Yaah! Magazine | 3 Daniyar Yambulatow (Order #11968077) set-up ARMAGEDDON WAR MUSINGS ARTICLE BY GREG PORTER PHOTOS BY MARK H. WALKER Armageddon ˌɑːməˈɡɛd(ə)n/ barrel of the main gun. Captured tanks being driven by someone who had never driven one before. Dump trucks with sheet metal used as ersatz APC’s. Pickup trucks mounting weapons whose recoil almost tips them over. A lone fighter running up noun: a dramatic and catastrophic conflict behind a T72 and tossing a grenade down the barrel of the main Armageddon War started with a title that Mark had, but no sys- it all day over a several-kilometer front yet the casualty total tem. I had some thoughts about a system, but no particular set- is negligible. Except of course for the blooper reels of self-inflicted ting to attach it to. injuries from badly used mortars, technicals and ATGMs. And so it began. When Mark outlined the area and scope he had in mind, my first thought was to head to YouTube and start archiving Middle East combat footage. With everyone and their cousin mounting GoPros on their vehicles or helmets, and mobile phone cameras catching things from unexpected angles, there was an unprecedented level of information on how the forces actually fight. Including a lot of surprises. I saw a pistol pointed at a hostage to make it look like just a couple people talking, while a guy behind them with an RPG-7 lined up a shot on a BMP. I saw a dozen militiamen forming a line, popping out from cover one a time to shoot an ineffective burst at a distant foe and then going to the back of the line (the guy with the belt-fed weapon let off a long macho burst from the hip). Thirty guys hiding behind a wall and pointing their guns over the top to shoot at a group across the street who was no doubt doing the same thing... and calling it a close assault. An armored assault on a rebelheld apartment complex, where the tanks would pause their shelling to let highway traffic drive by them. And if you think about it, civilians for whom an armored assault is not sufficient grounds to change the route of their morning commute. Ancient T-55’s being aimed by someone peering down the empty 4 | Yaah! Magazine Daniyar Yambulatow (Order #11968077) gun (which had a round in it, ouch). Enough instances of “Allah Akbar!” that you would think shouting it was part of the firing procedure for a weapon. Battles where two sides are going at “ ARMAGEDDON WAR STARTED WITH A “ TITLE THAT MARK HAD This was the sort of thing that colored my thinking when I’ve been playing tactical and strategic games since forever, working out the stats and mechanics for Armageddon War. and familiar with most of the resolution mechanics and ways of It was going to be a game where you had to hit someone re- presenting information on a counter. From the simplest “three ally hard to put an immediate dent in them, otherwise you numbers and a unit symbol” all the way out to a dozen or more would have to slowly whittle them down, and if you let up, numbers crammed onto a 3/4 inch counter or “we’ve given up they would eventually recover their strength. A system where on putting numbers on the counter, here’s a separate reference a unit’s ability to cause harm was dependent on far more than card for the unit” Can you say MBT? -Mark). the list of equipment available to them, and where the range of equipment would run from the 1950’s through systems I knew I was not going to get everything for a platoon-level that in 2017 are still only prototypes (Armageddon War is set modern game down to 3 numbers, but I did want to streamline in 2028). things as much as possible. Technically, a unit is going to have only 4 numbers on it, but it also has color coding, can have a few graphic icons, a letter code and possibly a keyword in its name (like “Recon”). Before that starts sounding overwhelming, here’s a counter: Nice, clean, straightforward. One of the goals of the design and one of the things I am happiest with is the degree to which you do not need to reference the rules. Once you understand the basic concepts you know how many dice you roll against any target, your strongest and weakest attack types, long, short and medium range, any special armor and movement characteristics and the technology/quality base of the unit as compared to enemy units. The other “avoid picking up the rules” part about Armageddon War is the dice. Because of the low setup and production costs for custom game components in China, Armageddon War uses custom dice instead of a CRT. This is something that would have been impractical and prohibitively costly several years ago, but nowadays you are seeing entire games based on nothing but custom dice. All combat results in Armageddon War are based on the symbols on the dice. These are not as complex as Ars Victor or Star Wars: Imperial Assault, but they are most definitely not your ordinary six-siders. Yaah! Magazine | 5 Daniyar Yambulatow (Order #11968077) set-up So, the dice work in two ways. First, there are a small number of army with a technological advantage or training advantage will things that affect the number of dice you roll, a “dice number be better able to utilize it. This sort of thing is represented by modifier” or DN. The normal way of calculating the dice you roll the small lightning bolt you see on the right side of the counter. is just your firepower less their defense value, but special situ- The US advanced infantry (red bolt) has a 1 level advantage over or flanking fire or infantry hitting unaccompanied vehicles in urban terrain can get you more dice. And there is a larger group of things that affect the type of dice you roll, a “dice quality modifier” or DQ. Armageddon War dice come in green, black and red, in increasing order of inten- “ ARMAGEDDON WAR LETS THE TARGET OF AN ATTACK DO ONE OF THREE “ ations like adding extra units THINGS. the ISIL unit, (black bolt) so the US gets a +1DQ if attacking the ISIL unit, and the ISIL unit gets a -1DQ if attacking the US unit. The other nice thing about the custom dice is that it let me minimize a problem and loophole we have all exploited at one time or another and do so in a manner that sity, the potential for damage you can roll. The dice number represent the theoretical poten- does not slow down play. Your opponent’s unit has an “acted” tial to do harm, while the dice quality represents how likely it is. marker of some sort on it, so you drive up in the open, park and open fire, knowing that since the target has already acted, they A simple example: The average infantry platoon has about the can’t do anything about it. Yes, it is a good strategy within the same aggregate ability to do harm regardless of whose platoon confines of the rules of that game, but as a sound tactic? Not so it is. much. It is about the same number of people, their weapons have about Armageddon War lets the target of an attack do one of three the same range and penetration ability, and so on. However, an things. First, they can retreat, ceding the hex but giving the 6 | Yaah! Magazine Daniyar Yambulatow (Order #11968077) attacker a -2DQ. You still take fire, but it is It takes a little while to adjust to the system. less likely to hurt you. The default option is Knowing when to fight and when to run, work- that you hold, taking best advantage of what- ing to deny your opponent the chance to use- ever cover is available. The last option is that fully shoot back, rewarding use of good real- you shoot back. This is a +1DQ for the attacker world tactics, finding the best way to get a because you are sticking your snout out where useful level of firepower from under-trained it can get whacked, but any shields rolled on the and under-motivated troops, figuring out how attacker’s dice are strikes on them, up to a maxi- to take a position when civilians are part of the battlespace and mum of your firepower minus their defense and cover. This re- news crews will be broadcasting the footage before the dust has wards playing things smart. If you shoot from cover, counter- settled? That’s what we’re trying to do with Armageddon War. fire is less effective. If you shoot at a unit that has an Action status that reduces its firepower, counter-fire is less effective. And the counter-fire is baked into the attacker’s roll, so you do Mark’s Note. By the time you read this, Armageddon War will be on on not need an extra combat step for it. pre-order at www.flyingpiggames.com. Yaah! Magazine | 7 Daniyar Yambulatow (Order #11968077) games we love 8 | Yaah! Magazine Daniyar Yambulatow (Order #11968077) History in a Box PLAYING AND LEARNING FROM JOEL TOPPEN’S COMANCHERÍA ARTICLE & PHOTOS BY DEBORAH MALMUD Comanchería: The Rise and Fall of the Comanche Empire has coun- trouble was that they didn’t “feel” like the history I was read- ters. Lots of counters. There are hundreds of counters rep- ing about. And so I scrubbed this and went to a hybrid prototype resenting everything from bison to settlements to horses to that used cards and a map. I found I didn’t like that one either. tribes, food, and four different colonial enemies. There’s also And so I came back to my roots and drew out a simple point-to- a beautiful mounted map. There are dice (though I still haven’t point map and began to draft a game engine that was basically figured out why the game comes with three of them, all dif- an enhanced version of Navajo Wars. Gradually we refined the Comanchería, the first thing you must contend with are the 137 included cards, where you begin making your first tough decisions. Eight different types of cultures are represented in card packs of three levels each. You begin the game with a free choice of a level 1 culture card. Only when you have level 1 of a pack of Culture Cards can you purchase “ COMANCHERÍA STARTED OUT AS A CARD GAME “ ferent colors). But after you set up game until it took on the form of the published product.” Cards give the game its historical contours. The game has four distinct time periods from 1700-1875, three of 50 years each and the last from 18501875. Each history card remains on the board with game-wide effects in place as long as that time period is operative. Dictating not only the scenario setup but special rules for enemy ac- level 2, and only with level 2 can you get to level 3. These cards tions and responses as well as the victory objectives for that offer various types of advantages and it is a strategic decision time period, the history cards allows modeling of the likelihood early on whether you will choose something to give you a com- of various enemy behaviors in an unobtrusive way that is char- bat advantage, such as “Warfare” (which modifies the rules a acteristic of this elegant design. bit to allow for more aggressive behavior toward enemy tribes) or “spirituality” (giving an advantage determining ratings of Additionally, four different Development Decks provide for your tribal leaders). Alternatively, perhaps you’re interested in historical events that impact play. Trade alliances, disease, a tactical or political advantage with the cards. Those are also treaties, the Indian Removal Act, Texas Independence, and choices. even the American Civil War are all represented. (In case you’re wondering, initially the Civil War gave the Comanches a chance It’s fitting that the first game decision is a card-based one, as to recover and eased pressure on its borders.) Each historical designer Joel Toppen has said “Comanchería started out as a period also has a “Missed Opportunity” card, forcing the player card game. You conquered tribes by conquering their “card,” to discard any of the unused development cards they have at- etc. Early prototypes of this were actually quite fun to play. The tained. Trust me, that is a painful reveal! Yaah! Magazine | 9 Daniyar Yambulatow (Order #11968077) games we love A “War Deck” adds richness to your opponents’ behavior. (I umns work. This is by far, what I like most,” Joel Toppen says. “In call them “opponents” because truly this game feels as if you Navajo Wars, everything stopped and you had to work through a are playing against various groups of enemies rather than some flowchart process to resolve an enemy invasion. In Comanchería, design-driven AI.) Each War Deck card can be read for one of two the game gives a better feel of simultaneity, that things are going pieces of information—either a basic movement direction for on concurrent with what I’m doing as the player.” an enemy (depending on the scenario, you are facing challenges from the north, south, east, and west), or as a “war event.” Does the game already sound chock full of things to do and think about? Well wait, there’s more! War events can be surprise attacks, enemies moving faster than usual, the opportunity to surrender your captives to end a war In addition to extending your territory, you also need to main- early, or the revelation of bad intel which results in a sudden tain your cultural independence. It seems fitting that most of increase in strength to your enemy (as well as other things). If the times I have lost this game, it’s because my culture has been this sounds varied and realistic, you’re right, it is—incredibly compromised. This, combined with the military independence so. The 25 war cards were a late addition to the game (and as you must also maintain, is among the many variables contrib- such the draw pile spot for war cards is missing from the map), uting to the success—or failure—of your thriving Comanchería, and their inclusion was a very good decision. They add a great your Comanche Territory. The game’s designer has appropri- deal of richness to the gameplay. ately put a boxed note into the scenario setup reminding you that it is “IMPORTANT” (his emphasis) to maintain your cul- Working in conjunction with war counters that are drawn before ture and military prowess to at least some degree. Loss of both a war actually breaks out, the game manages to create the sense is catastrophic and very possible—believe me. With so much of impending doom. You can literally see your enemies on the else going on, it’s easy to forget to attend to the needs of your horizon and not know exactly when they’ll be attacking, even culture. Raiding a neighboring tribe or hunting bison is so much though you know they will. “I really like how Enemy War Col- more appealing. 10 | Yaah! Magazine Daniyar Yambulatow (Order #11968077) We haven’t yet talked about the chiefs (or headmen) in the around 20,000—twice as many as any other native peoples on game. But what would this game be without some chiefs? There the Southern Plains and more than Hispanics who lived in New are two different types here. The Paraibo was a tribe elder who Mexico and Texas. “Comanches were key players who often forced was looked to for management and leadership of civil matters. the would-be colonizers to compete for their military support and The Mahimiana (sometimes referred to as a ‘war chief’) was goodwill and navigate their initiatives and intentions,” he writes younger and his leadership was looked to for hunts and raids. in The Comanche Empire. Playing the Comanche, you can also see In this game, their effectiveness is represented by a “medi- how, as Hämäläinen has said, “the fate of indigenous cultures cine” rating that can be controlled by the player through vari- was not necessarily an irreversible slide toward dispossession, ous actions during a planning phase. (“Medicine” here is used in the sense of superis gained over the course of a lifetime—not in the Western sense.) The interplay between these “ THERE’S A NECESSARY AMOUNT OF ABSTRACTION IN THE GAME leaders dictates how many bands (or collections of warriors) you can have active at “ natural and other power that depopulation, and cultural declension. As the history of the Comanches illustrates, almost diametrically opposite trajectories were possible.” In this game, you’ll need to play extremely well to win, but win you can. The Comanches were empire-builders who colonized and displaced thousands of any given time, as well as how effective other aspects of your Apaches and other tribes. They fought back the Spanish north- efforts will be. For me, the rules on managing the headmen ern expansion and increased their empire over many decades. were a bit convoluted and resulted in some repeated errors on Their equestrian-based hunting way of life thrived for many my part. This is a small knock on an otherwise well-described years and as the player in this game in charge of managing the rule set for this complex game. Comanche, you have a lot to handle. Comanchería (published by GMT in 2016, who provided a review THE SOLITAIRE MECHANIC copy of the game for this article), is Toppen’s second game, fol- Most wargamers focus on theme/historical period when decid- lowing 2013’s Navajo Wars, though he is far from a newcomer ing on a game. As a solitaire wargamer willing to learn about to the board game world. He’s credited as developer on some almost any historical period, for me one of the central deciding of the most significant games of the past few years, including factors in game purchase and enjoyment is how the AI is en- Washington’s War, Labyrinth: The War on Terror and Labyrinth: The acted. In this game, it’s quite simply brilliant. Awakening, as well as the first COIN game, Andean Abyss. With four enemies coming at you—Spain, Mexico, USA, and His experience shows. One of the many gifts of this game is the Texas—not to mention a variety of tribes who can become allies connected nature of the cultural, political, and military aspects (but not for long) or enemies, you might be wondering whether of Comanche life, intertwined to such a degree by the game’s there is a 20+ step procedural chart to carry out their actions. mechanics that writing a linear description of how the game Far from it. Hands down, Comanchería utilizes the best solo AI works seems to diminish it. instruction mechanic I’ve ever seen. And I’ve seen a lot. The designer notes reference quite a few sources for the game, Raids, wars, trading actions, encroachments, settlements, and but highlights The Comanche Empire by Pekka Hämäläinen (Yale even the establishment of peace are all represented by counters University Press, 2008) as the book that most influenced the that are assigned to one of four enemy areas. With a simple die design. Indeed, reading this Bancroft Prize-winning history, roll you decide which enemy will be active that turn and execute one sees the designer’s genius in bringing to life an academic their orders by moving down a column of counters. Other die narrative of frontier-borderland studies. rolls during the game randomize the columns, and a simple (re) placement mechanic for used counters ensures that you’ll never Taking on the role of the Comanche people as they spread their be doing the same actions more than once in a row even if the influence and power throughout an increasing area, you play out same enemy is activated. With hundreds of possibilities, the the narrative Hämäläinen has so convincingly written. It’s im- enemy instructions are carried out by the player in a manner of portant to bear in mind that by 1800 the Comanche numbered minutes. It is, truly, unique and lightens what could be a big bur- Yaah! Magazine | 11 Daniyar Yambulatow (Order #11968077) games we love den in playing this complicated a game solo. A lengthy procedure on this would kill this game as there is little worse than spending 75% of your game time on the “other person’s” turn. Toppen told me, “The Enemy Instruction mechanic was an innovation in Navajo Wars. Because of the increased number of enemies the Comanche faced, and the fact that they came from all directions, I had to modify that mechanic somewhat. Using History Cards to help regulate which enemies are more active in which historic periods, I refined the mechanic used in my previous game to better suit the history of the Comanche. It might sound strange but it’s what I like to call a “God idea.” It just came to me and it works very well to create the effect I was seeking.” Indeed, it does and for this player—in a game full of excellent ideas—this is top of the list. As you would imagine, there’s a necessary amount of abstraction in the game. Take for example, “Passage of Time,” which can either be an optional or mandatory operation. This encompasses events that would take place over time such as creation of new bands of warriors, development of new Rancherias (Native American villages), and the retirement or death of leaders. Another game effect—and one that was a thorn in my side— is the ravaged/recovery rule. Representing a partial success at raiding an enemy tribe (but not eliminating it), ravaged counters serve several purposes. For one, they inhibit other tribes from raiding and encroaching. “The terror that Comanche warfare inflicted often had the effect of discouraging encroachment or provoking retaliation,” Toppen says. “The absence of a ravaged counter means that the fear of the Comanche has waned in neighboring tribes and those tribes might decide to test the Comanche in battle.” That sounds great but I could never gain consistent ground when I was playing. “Why is it so hard to get ravaged counters to ‘stick?’” I asked him. (If a certain number of them don’t accumulate, you can’t eliminate enemy tribes.) Toppen’s answer: “Well, some enemies proved to be more resilient than others. The Tonkawas were still around in the 1870s while the plains Apaches were mostly driven out of the region by the end of the 1700s. And so yes, it represents to a degree the ability of a raided people to recover.” That’s quite a lot to represent in one simple token. yet Toppen has managed to do it, and do it effectively without fiddly rules that could bog down the game. His designer notes to Comanchería state, “When I set out to design this game, I had three goals: make the game less complex and more approachable than Navajo Wars, make the game play faster, and make the game ‘feel’ like Navajo Wars while representing the Comanche people and telling their story.” 12 | Yaah! Magazine Daniyar Yambulatow (Order #11968077) I ask the designer if he had anything to add to those thoughts there is one key way to figuring it out or winning. for this article and he replied, “Comanchería is more about war and conquest. Navajo Wars is more about survival and resiliency. For those wondering what’s next in the “First Nations” series, Both are good ‘stories’ to be experienced as a gamer. Both have Toppen says that “’Red Cloud’s War’ is coming right along. It a resource management aspect. But if the player is more inter- will be different from my other two games in that it focuses on ested in combat, Comanchería is more of a wargame.” a military campaign in 1866-67 in Northern Wyoming over the As I said, I haven’t yet played game is far from a battle-fest. (The rules for battle take up less than one page in 20 pages of rules.) You’re constantly worried about whether or not you should conduct a raid on “ THERE’S A NECESSARY AMOUNT OF ABSTRACTION IN THE GAME a rival tribe or conduct trade with an ally; about whether to “ Navajo Wars but to me this course of 13 months.” Will solitaire gamers have something new to rejoice about? “To that I’m going to stay silent for now and simply tell people to wait and see. It’s gonna be good,” Toppen says. “I’m trying something really new here and don’t want to say too much at this time.” spend culture points to bolster your aptitude in an aspect of cultural development; about whether to send horses or tribal lead- Solitaire or not, the next Joel Toppen design is going to be worth ers or goods to trade out with your warriors; about when to spend the wait. For now, gamers new to Comanchería have something one of your precious development cards to move a Rancheria or deep to sink their teeth into. On my end, Navajo Wars has just be- groups of warriors for free; increase the longevity of your lead- come a Must Buy. ers; or conduct an extra trade action (among many other things). There’s just so much going on here and the combat part of it feels About the author just that—a part of much bigger concerns. In the real world, Deborah Malmud is a non-fiction book editor of neuroscience, psychology, and education books. She is Each action and operation in the game and each agonizing deci- also the voice of “Geek Gamers,” a YouTube channel devoted to sion about what to do next feels like a piece of a puzzle. Yet this discussion of strategy and wargames. Reach her at citygeekgam- game plays like a game and not a simulation or puzzle where ers@gmail.com or youtube.com/c/GeekGamers01. Yaah! Magazine | 13 Daniyar Yambulatow (Order #11968077) games we love FINNISH CIVIL WAR ARTICLE & PHOTOS BY JOHN D. BURT New game topics are very attractive to a gamer like myself; I’m always interested in learning about new events and trying them out- after all, how many times can you play Market Garden, Bulge, or Gettysburg? (In my case, about once every two years.) So I was quickly drawn to the game in Paper Wars issue 84, the Finnish Civil War, designed by Brian Train. Civil War in Finland?? Who knew? Finland had been a part of the Russian Empire since 1809. When the Russian Revolution of 1905 broke out, Finnish nationalists began rising to the surface, clamoring (and fighting) for independence. During the First World War, these nationalists joined with the Germans training for the day when the Russian Empire would fall apart. After the abdication of the Tsar and the advent of the Bolsheviks into power in November 1917, the Finns felt their time had arrived. However, not all agreed; some felt that a socialist government, like what Russia now had, was more to their liking and the country split apart. On one side, the Nationalists, with Baron Gustav Mannerheim at their head, began developing a National Army, supported by militia known as the White Guard. Opposing them were the remnants of the Russian Army, supported by their militia, not surprisingly known as the Red Guard. From January 1918 through May, the two sides fought for control of the southern portion of the country. The Whites were bolstered by the return of nationalists from the German Army, as well as additional German units, while the Reds were weakened by the signing of the Treaty of Brest-Litovsk, which lowered Soviet support for the Red faction in the war. Ultimately, the Whites won out. 14 | Yaah! Magazine Daniyar Yambulatow (Order #11968077) “ CIVIL WAR IN FINLAND?? WHO KNEW? “ That’s the history, what about the game? The game map is a nice, visually appealing 22” x 17” view of southern Finland, shown at 20 kilometers (12.5 miles roughly) per hex. It stretches from Vassa in the northwest to Petrograd in the southeast, mostly forest green with light blue lakes. The villages, towns and cities are the primary targets connected only by railroads. There is an upper track that allows players to follow the red and white morale, as well as the “peace process”, which becomes very important in the game. The main company and battalion combat units are shown in five colors representing the five factions: White Guard, Finnish National Army (FNA), Red Guard, Soviet Red Army (SRA), and the German Army. Units are rated for attack, defense, and movement, with battalions back printed with lower values. Yaah! Magazine | 15 Daniyar Yambulatow (Order #11968077) games we love The companies and battalions are drawn from a pool of such from Brian, plus part of the historical discussion – the rest was units and vary in their ratings: companies from 0 – 2 attack inadvertently left out but is available online. strength and battalions from 2 - 5, for example. Both sides also have some guerrilla units- they don’t have values, so are use- The game sequence for each weekly turn goes through event ful only in creating some movement problems for the “other” table, reinforcement/replacement, and operations phases, side. Some of the units are marked for “shock”, meaning they and ends with a recovery phase. The 2D6 events table provides are better trained than most. If enough of these shock capable events which can raise morale of either side, saddle one head- units are employed in combat a special combat results table is quarters with no supply, or impact reinforcements of move- used. Note the word “main” up there: Brian has also included a ment. During the event phase is also when peace negotiations brigade level version of the game, with its own counters. More take place, with each side rolling 2D6 and subtracting the Red on this version later. roll from the White roll: a positive result is added to the Peace Track, which starts at 0. At various levels on the Peace Track, The rulebook is embedded in the Paper Wars magazine and, things happen, and generally, the Reds will not like it. For ex- given that Brian had been publishing this game on his own, is ample, at level 8, either the German 27th Jager Battalion ar- very complete. Although you will have to flip through the rules rives, or the White player can take six FNA companies that ar- a lot initially (like when checking on peace negotiation events), rive at Vassa; at 12, the Treaty of Brest-Litovsk is “signed” and once you get into the game, it’s relatively straightforward – the Red Army no longer receives reinforcements. you’ll just have to deal with a lot of variability both at the start of the game and later. The magazine also had players’ notes 16 | Yaah! Magazine Daniyar Yambulatow (Order #11968077) In the reinforcement phase, both players get several randomly drawn companies from their faction; the number is based on can choose any of the three multiple times. Ideally, you would morale and is different for each side. At morale level 10 for ex- use your three operations to: 1) railroad close to a target city/ ample, the White Player receives three FNA company points town, 2) move adjacent, and 3) attack. Alas, the operations draw and one White Guard militia company. The FNA points can be is generally not “ideal.” used in several ways. First, they can draw one company per point randomly; they can use a point to “upgrade” one FNA on- Combat is odds based by adjacent forces. As noted above, you map company to a battalion (randomly drawn). Alternatively, need a headquarters to keep from attacking at half strength they can use a point to buy a headquarters unit, an artillery and to have adjacent stacks of friendly units attack together. mored train unit. Headquarters are important as they put units in supply for combat and allow units in adjacent hexes to combine for an attack. Artillery provides a die roll modifier for combat. The Red faction at morale 10 would receive one Soviet Army company and four Red Guard militia companies. The MORALE ON“BOTH SIDES PLAYS A MAJOR PART OF THE CIVIL WAR “ unit, or (optionally) an ar- Some very nice touches from Brian, especially given the large number of poorly trained militia units in the Guards – well done! Towns and cities affect final combat columns and the result in most cases is an attacker/ defender company loss. The kicker is the BBX or Escalating Bloodbath result, where the attacker first loses units Reds cannot upgrade to battalions, but can purchase headquar- with attack strength equal to the weakest defenders DEFENSE ters, artillery, and armored trains. Since the Reds don’t start strength, and then the defender must lose that amount of de- with any headquarters on the map, a word to the wise Red is, fense strength from his units. The attacker can continue doing “buy them quickly.” that until either he or the defender run out of units! Both sides can also get additional replacements based on ca- If more than half of a side’s units are shock capable, the shock sualties from the previous turn. Attack factors are added up table can be used for the combat, which adds the possibility of a and cross-referenced with a side’s morale to see how many re- Defender Panic result, which eliminates the defender and makes placement points are returned. It’s not much, but when you’re those units ineligible to return or be considered in the replace- up against it and suffering a lot of losses, every replacement ment phase. point can be vital. Here’s an example: Two stacks of Red units, totaling twelve atThe operations phase is another randomizer. Both Red and tack points in three SRA and seven Red Guard militia companies, White factions get three operations markers (less if morale is attack the town of Picksämüki defended by eight defensive points low.) These are drawn one at a time, with the side picked get- of White units, including a 3-3-4 battalion of FNA, plus one FNA ting to do an operation. There are three operations- they can and three White Guard militia companies. Both sides have head- either move in one of two ways, or they can perform combat quarters and the Whites have an artillery unit. Base odds are 3-2, with adjacent enemy units. Movement is either overland (hex reduced by the town to 1-1. If the combat die roll is a 2, reduced to hex with no Zones of Control here!!) or railroad mode. Over- by the White’s artillery to 1, the result would be a loss of three land movement is about as familiar to most gamers as any. companies for Red and two for White, and the town would stay in Terrain costs, but will change mid-game when the spring thaw White’s possession. If however, the result was a bloodbath, then arrives to make lakes and streams more difficult. Did I men- combat resolution is a bit more complex, as follows: tion no Zones of Control? Guerrilla movement is simply picking • The weakest defense factor in the town’s defense is a 1-1-5 them up and moving somewhere within five hexes. Stacking militia unit. It’s lost and a single 1-1-2 Red Guard is also depends on terrain and ranges from three units in swamps to eliminated. Combat could stop here, but with so many twelve in cities. Railroad movement allows a number of units more Red Guard units available, the Reds can (and should) continue combat results: equal to the side’s morale to move along railroads as far as they want as long as: 1) they stop when entering an enemy guerrilla • The next weakest defense factor belongs to a 0-2-2 White unit’s hex, 2) a hex adjacent to a regular enemy unit IF there’s Guard Militia. It’s eliminated, and the Red player must now already a friendly unit there, or 3) a hex that isn’t adjacent to an lose at least two attack factors – either by eliminating two enemy unit. Players choose their operation for the phase and 1-1-2 Red Guard or a single 2-2-3 SRA company. Yaah! Magazine | 17 Daniyar Yambulatow (Order #11968077) games we love The Red attacker can keep going. He’ll lose more units but he FNA companies, plus 3 + 1D6 White Guards and 0-5 guerrillas. could end up emptying the entire town of defenders and still The red faction gets 4D6 Red Guards, up to nine SRA compa- have units to take possession. nies, and 0-5 Guerrillas. Thus, you could start the game with Morale on both sides plays a major part of the civil war. You can for their starting morale (adding 6 to the total). In short, every gain (or lose) morale through taking (or losing) towns and cit- game starts differently, but usually the Red faction starts with a ies, by special events and through losses in battle. Morale can numerical superiority, and must use it before the peace process affect operations and reinforcement. City or town capture lets mandates significant White reinforcement and Soviet with- the victor decide whether to raise his own morale or drop the drawal. As noted earlier, the only disadvantage the Red faction enemies. Nice touch. starts with is the dearth of headquarters, making any turn one seven white units and 38 red units. Add that both sides roll 2D6 attacks half strength. Variability – and thus replayability – in the game comes from the random chit draw for operations, the blind draw of rein- Victory is based on towns (eleven) and cities (four – all in the forcements in which you never know exactly what you’ll be get- Red zone initially) controlled by each faction, with each city ting, the Peace Talk die rolls, and the random events table. If counting as three towns. The ratio of town points provides a that wasn’t enough, Brian adds more variability in the game’s level of victory from marginal to smashing. Surprisingly, driv- setup. Almost all White and Red regular, militias and guerrilla ing an enemy’s morale to zero is not a victory condition. forces are established with die rolls. The Whites start with three In general, the Reds must start aggressive, while the Whites 18 | Yaah! Magazine Daniyar Yambulatow (Order #11968077) as ?-?-2. During combat, a D6 is rolled for the attack or defense strength of the Guard brigade, and it can change every combat phase. So that stout brigade that defended with a “6” could easily attack (or defend again) with a “1.” Combat is a “fire” system based on the number of attack/defense points, with the results being no effect, a Loss, or at higher odds, a Panic. Results are applied simultaneously. A Loss will disrupt a regular brigade, or eliminate a disrupted or Guard brigade. In a panic the sufferer will stall them to build up stronger FNA battalions. Guerrillas are lose the number of units involved in the action. good for the stall process as they can deploy on rail lines to disrupt the “go anywhere” rail movement. But the Reds must Example replay of the battle of Picksämüki: In this case an FNA push. In one recent game, the Whites were down to their last brigade and one White Guard (?-?) brigade with artillery are de- three battalions and one headquarters, holding out in the town fending against one SRA brigade and three Red Guard militia of Jyväskylä with the Reds closing in. The Peace Track stood at 2. (?-?) brigades. Rolling for the values of the militia brigades, the At the beginning of the next turn, however, the Peace die rolls attacker and defender strengths become: attacker = 4+ 3 + 1 + 5 showed White 10, Red 4, jumping the Peace Track to 8, bringing or 13; defender 5 + 2 or 7. The Reds would fire on the 12-13 col- in a large FNA contingent, which, in the first two White opera- umn except for the town, which lowers it to the 9-11 column. tions, sent a big force to capture the city of Tampere, and sud- Their attack roll is a 7 lowered to 6 by the White artillery, which denly, the Reds were on the defensive. is a miss. The Whites roll on the 6-8 column and roll an 8, adding 1 for their artillery, which is a Loss. This can be taken by Brian has also added some optional rules to add to the flavor of eliminating one of the Red militia brigades or by “depleting” the situation. Militia with a “0” attack factor must stay within (aka flipping to the reduced side) the Red Army Brigade. That a hex of the city/town/village where they start. Players that ends the combat. capture village/town/cities can “purge” the place, meaning no enemy reinforcements can appear there if unoccupied (nasty, Brian’s brigade system certainly plays faster, but we found it but then so were most “civil” wars!) Mannerheim can be used was also duller to play. We stayed with the company version. as a White leader – but may resign if Germans are brought in to Overall, we found this a fun little game that plays fast and furi- help. I rate these options highly and recommend their use as ously, especially the company level version. The “action” tends soon as you’re comfortable with the game process. to be the same each time, with the Reds pushing hard with one For those time-challenged gamers, Brian also added a second eye on the Peace process and the White making up for it later version of the game- the Brigade version. Same map, same vic- – if they survive. But how each side approaches its goals can tory conditions, same operational segments, completely differ- vary greatly. The variable forces at the start add to the interest, ent units and combat system. although the extremes of the die rolling will generally call for an immediate “do-over.” Brian has put a lot of feel in the game, The brigade units for FNA and SRA are now back-printed to making this excursion into the forests and lakes of southern show disrupted status; White and Red Guard brigades are noted Finland highly recommended. Yaah! Magazine | 19 Daniyar Yambulatow (Order #11968077) games we love 13 DAYS THE CUBAN MISSILE CRISES OR HOW TWO GUYS MADE TWILIGHT STRUGGLE A BIT MORE MANAGEABLE ARTICLE & PHOTOS BY NICK O’NEILL Even the most casual of gamers will know of Twilight Struggle from GMT Games, the three-hour epic that sat atop the rankings on BoardGameGeek for many years until it was finally toppled by Pandemic Legacy. As I write this, it still sits there at number 3 in the charts, usurped by only two bundles of newer, shinier cardboard, no mean feat for a game over a decade old in a field where developments and refinements seem to happen every other week. Twilight Struggle is a representation of the entire Cold War for two players, a card-driven game in the same an element that makes Twilight Struggle such an immersive and kind of mould as 1960: The Making Of The President. While almost taut experience. universally recognised as one of the finest games out there, its play time and reputation have always kept it beyond the reach The game’s two designers are beginning to make something of a of casual gamers, and its labelling as a war game has probably name for themselves in the gaming community. Asger Harding driven it even further away from the lighter end of the market. Granerud is responsible for the highly regarded cycle racing game Flamme Rouge, while he and his co-designer Daniel Skjold Ped- Enter 13 Days: The Cuban Missile Crisis, an ambitious attempt to ersen have recently collaborated again on the recently released provide the thrills, spills and (probably most importantly) the Frogriders. Each of their games appears to do something differ- tension of Twilight Struggle but all tied up in a forty five minute ent from the last, so these two seem to be happy to tackle new time span, lighter and easier to play but still with the kinds of problems and ideas with each successive release and pretty much tough and balanced decisions that have worked so well over the everything they have put out thus far plays solidly and effectively. years for its distant older cousin. Where Twilight Struggle encompasses the epic span of the Cold War over the latter half of 13 Days comes in a small and very portable box, but astonish- the twentieth century, 13 Days wisely narrows its field of vision ingly when you open it you will quickly realise that it could have to a single episode in that ongoing standoff, namely the week been even smaller. Make no mistake, this is a mini Twilight and a half of the Cuban missile crisis of 1962. Paring down the Struggle in a physical sense as well as in terms of gameplay, and scope of the game is a wise decision, and picking this particular that means that it is also an eminently portable reduction of incident works well, as it enables the designers to include the Twilight Struggle. Making the box even smaller would have re- threat of imminent nuclear destruction in this smaller game, sulted in losing some of the evocative photographs that adorn 20 | Yaah! Magazine Daniyar Yambulatow (Order #11968077) the Cuban Missile Crisis and explains the decisions behind the events on the various cards in the game. Setting up the whole game on the table only makes the smallest of demands on players’ time and space – so far so good. Once the game is set up, it is clear, just in case you did not know already, that 13 Days is a card driven game, just like Twilight Struggle, and it is through the play of these that the two players will seek to control the various areas of the board and advance their own aims. After seeding the board with some influence cubes and shuffling the two card decks, players are dealt three Agenda cards each, marking them on the board with their flags, and select one in secret to become their agenda for that round. Right from the start of the game players will be attempting to work out which one of the three indicated agendas their opponent is pursuing, narrowing down the range of possibilities, while simultaneously trying to inject as much misdirection into their own play as they can. Once the agendas have been selected players are dealt five Strategy cards each, and it is through the play of these for influence or events that the similarities with Twilight Struggle are most apparent. Some of these cards belong to the player sides at each other’s throats, the US and USSR, while others are neutral and bear the UN designation. Any card may be played as a Command to add or remove influence cubes from a single battleground, but if the card bears your opponent’s affiliation then they have the option to trigger the event on the card before you can move any cubes. Players may also play neutral cards or those of their own affiliation as Events rather than Commands. It needs to be mentioned that a small number of cards went to print with in- “ TWILIGHT STRUGGLE ENCOMPASSES THE EPIC SPAN OF THE COLD WAR OVER THE LATTER HALF OF THE TWENTIETH CENTURY, 13 DAYS WISELY NARROWS ITS FIELD OF VISION “ the outside, but it is still surprising that the decision was not complete information on them, but a little bit of intuition and taken to make the game fit into even smaller spaces. The board common sense (or a visit to the internet) is all it takes to work is small, economically but evocatively designed, and despite its these out, and they provide only a small inconvenience rather dimensions it still carries all the information that players will than breaking the game. In reality, players will barely notice it need, including the score track, while the small cubes, tokens when they are up and running, but it is worth pointing out. and cards are of good quality as well. There is a small rule book, which is not only clear and full of examples, but also includes Events have the power to alter the DEFCON track, and adding a complete example play through of the game, always useful, or removing more than one cube as part of a Command action while a second booklet provides some historical background for will do the same. This threat sits in the background of the game Yaah! Magazine | 21 Daniyar Yambulatow (Order #11968077) games we love from the very start, escalated at the ever-present start of ev- If players manage to make it to the end of round three without ery round of the game, even the first, so players will be skirting nuking themselves or each other, then it is time for the final around the edge of apocalyptic disaster from the start. If any reckoning. The cards that have been tucked underneath the player marker is in Zone 1 at the end of a round or if all three of board are revealed and their US and USSR cubes counted up, the a player’s markers are in Zone 2 then a nuclear war is triggered player with the higher total gaining two Prestige points, after and that player immediately loses the game, and it is encourag- which the winner is declared. Ties go to the player with the Per- ing (in a sense) to know that it is possible for both players to sonal Letter card, which swings back and forth during the game lose if they are reckless enough to trigger mutual destruction. as players use it to increase their influence. Having the DEFCON track sitting there in the background does just enough to place severe restrictions on what players can do I’ll come clean and say straight out that I enjoy 13 Days very with their cards, so they need to be balancing multiple and of- much indeed. It is tricky for me to get longer games and war ten conflicting demands every turn, and every attempted leap games to the table, and it is unlikely that Twilight Struggle will ahead means that the other side’s trigger finger gets just that little bit twitchier. Once tions, the remaining two cards, one per player, are tucked face down underneath the board and will have an effect on the final scoring if the “ THE GAME FEELS LIKE A BALANCING ACT FROM THE VERY START game is not ended by nuclear war before then. “ each player has had four ac- ever be played in our house, let alone receive the multiple plays it deserves really to shine. 13 Days is a different proposition, however. The game feels like a balancing act from the very start, and, as I have mentioned earlier, every decision brings with it some kind of trade off. The trick for players is to try to ensure that they trade off However, it is not all about advancing your own agenda for the slightly less than their opponent does. Those six markers on round. Players will also be vying to secure the most influence in the board (three for each player) will indicate where each side three battlegrounds of world opinion – television, alliances and might be focusing their efforts, but working out what your op- the United Nations. After each round the player who is ahead in ponent’s ultimate aim is for the round takes skill, a little luck, each of these three areas secures a bonus, after which players and some magical mind reading as well. It is all about feint and check to see if they have managed to resolve their own personal counter-feint, leaning this way and that, and rolling with the agendas that will give them specific advantages. These will in- inevitable punches. fluence the DEFCON track as well as Prestige (which is effectively the score tracker for the game), but the simple fact that a Being a card game it is inevitable that players are sometimes player can never be most than 5 Prestige points ahead of their going to find themselves on the receiving end of an unhealthy opponent after scoring means that there is always the possibil- dose of bad luck, but the trick is a well-designed game is to al- ity, however slight, of being able to turn things around. low players at least the chance to be able to mitigate the worst of it. In 13 Days if you end up with a hand full of your opponent’s cards then you are going to need to hunker down and enter damage limitation mode, but skilful play can still minimise the damage such a draw can do. At other rare times you will be able to go on the offensive and it will be your opponent’s turn to try to evade your nuclear kisses – enjoy these moments when they come. There are a few negatives that I need to mention in the spirit of fairness. Firstly, the box is too big and with smaller packaging its portability and economy of scale would have been made much more apparent. Do not be put off by the notion that 13 Days is going to be a table hog though – on the contrary, it fits nicely into a cafe game collection, especially as the board contains pretty much all of the information players 22 | Yaah! Magazine Daniyar Yambulatow (Order #11968077) might need. Secondly, as mentioned there are some very small printing errors in the early edition, although these are not game breakers and it only take a little common sense to work out what is meant. The only other real flaw with this game – if it can be considered a flaw – is that it is not Twilight Struggle. It unashamedly and openly flaunts itself as a quicker playing and streamlined alternative to that classic, so it must be considered on that basis, and I would say it is a success, acting both as a Twilightish Struggle for those who just cannot go without their fix but only have an hour to spare, but also as a possible route into the bigger game for those who are interested but lacking the armoury to go immediately all-in. Like its bigger brother it gets better with familiarity and playing against a similarly skilled opponent is hugely rewarding. As it happens, Granerud and Pedersen are going even further this year, distilling 13 Days down to its purest essence in the forthcoming 13 Minutes, the microgame take on Twilight Struggle. Amazingly, this will still aim to retain the feel of Twilight Struggle, but only ten of thirteen supplied cards will played in each game. It sounds completely mad, but here, clearly, are two designers who think that they are on to something and given what they have achieved with 13 Days I would not be surprised to find 13 Minutes managing to retain the elements of its much bigger siblings and simultaneously bringing something new to the microgame genre, which can be disappointingly shallow. Hardcore wargamers and those who routinely spend four or so hours crouched over hex maps and looking up subcategories of subcategories of rules for fun may well find 13 Days just a little too light for their tastes, but even they should at least give it a go, and I genuinely believe that this is a game that has the potential to go down well with a broad range of players. Those for whom Ticket To Ride represents the deeper end of the spectrum or for whom conflict is a complete turn-off should give it a miss, but most gamers, especially those looking for a decent quickish head-to-head play, would benefit from trying it out. 13 Days: The Cuban Missile Crisis is an impressive and polished design with much to commend it, and certainly worth a play, but especially by devotees of Twilight Struggle. Yaah! Magazine | 23 Daniyar Yambulatow (Order #11968077) games we love THE OTHERS SEVEN DEADLY SINS NEVER LOOKED SO GOOD ARTICLE & PHOTOS BY MATT FOSTER It’s been a long, long time since gaming with miniatures was supporting graphics, and imaginative miniatures are all con- the exclusive province of history buffs and assorted fans of spiring to breathe new life - and new money - into the minis wargaming. The number of popular medium -and large- run gaming genre. It’s a good thing, I suppose, that a majority of games nowadays that feature miniatures is nothing short of contemporary minis gamers are likely handier at spelling “Ta- amazing to many of us grognards who cut our gaming teeth tooine” than “Austerlitz”. As long as it keeps the spice flowing, with painstakingly recreated ranks of French voltigeurs or Ro- it doesn’t matter that most of the current crop of minis games man legionaries. aren’t even remotely connected to anything historical. Uncork enough creativity and some good games are going to result. For confirmed addicts to the plastic crack (like me), these are heady days. Varied themes, innovative game systems, vivid 24 | Yaah! Magazine Daniyar Yambulatow (Order #11968077) The Others, published by CoolMiniOrNot (CMON), checks off all the boxes required, and then some, to serve as a top-notch The Sin player chooses one of the Sins to play. The game’s example of the current generation of miniatures-based action original title was The Others: 7 Sins, but the official moniker was games. The game features a bucketful of well-sculpted minia- chopped back to just The Others because only two of the seven tures, generally excellent production values, and a clever game Sins are included in the retail starter box. Kickstarter pledges system that meshes neatly with The Others’ dark, horror-in- got the other 5 Sins (available as expansions at retail), along spired theme. with a bunch of other stuff. I call it an “action game” because the work of designer Eric Each Sin has a different set of gameplay effects and powers, and Lang produces gameplay that’s not quite a skirmish game, but its own set of special monstrosities (in order of nastiness): six not exactly an abstract tactical game, either. There’s plenty of Abominatons, a Controller, and an Avatar. The Sin player also shootin’ and stabbin’ and burnin’ going on, but the area-based selects six of the more generic Acolytes (the lowest level evil minutiae commonly found in games that dig down into man-to-man (or man-tothing, in this case) combat. The over-arching structure is a classic one-versus-many setup. One player takes charge of the vile forces that embody one of the Seven Deadly Sins (everybody reading this knows what those are, right? Right? Sure you “ FOR CONFIRMED ADDICTS TO THE PLASTIC CRACK (LIKE ME), THESE ARE HEADY DAYS. “ system avoids a lot of the minions), which are typically city-folk of some sort - police, firemen, doctors - with their guts hanging out and/or tentacles waving around. A complete team of FAITH operatives has seven members: a Leader, two Bruisers (close combat specialists), two Snipers, and two Fixers. The FAITH players choose three or four (depending on the number of players) of do). The other players - up to four of them - play individual he- the seven heroes as their starting crew. Each hero has one or roes comprising a team of operatives from FAITH, the Federal more skills/abilities, and the upgrade cards that turn up during Authority for the Interdiction of Transdimensional Horrors. gameplay usually provide the most benefit for a specific type of The Bad Guys are trying to pull off Bad Things to hasten the hero. Once the FAITH starting lineup is selected, the remaining corruption of the world; the Good Guys are trying to stop them. heroes are set aside as the reserve; when a hero on the board meets his/her doom, a reserve hero is brought into play. If a THE PLAYING STUFF hero is killed and all reserves have been exhausted, the game The game board for each “story” (grognard translation: “sce- ends in a victory for the Sins player. nario”) is arranged from a set of area-based tiles representing parts of the unfortunate city of Haven, which the ultimate gang The game is played in Rounds. During a Round each hero gets of Bad Guys, called The Hell Club, has made the epicenter of its two turns, each of which allows the hero one move of 1 or 2 unholy efforts. Haven is “a large metropolis on the southern board spaces and a single action - either fight or resolve a game coast of England”. As a quick note: I’ve never particularly con- effect called a “crisis”. A hero can either move first or take their sidered Southampton the Smoldering Hellmouth of Global Evil, action first. In the course of a turn, a hero can also take a “City but then again I’ve also never figured out why Godzilla always Action”, which provides one or more helpful buffs (like healing stomps the stuffin’ out of Tokyo. or upgrades). When a hero activates for a turn, the Sin player can play a single Sin card, usually causing something unpleasant to happen. After a hero has finished a turn, the Sin player can then play one of their limited number of Reactions, which allow a monster to move and fight. Note carefully: the various Sins critters in play don’t get turns of their own; they only get Reactions. It’s important to recognize the essential asymmetrical nature of gameplay, which is a big difference that sets The Others apart from most of the rest of the fighting-with-plastic-bits Yaah! Magazine | 25 Daniyar Yambulatow (Order #11968077) games we love “ THE GAME ISN’T JUST MOVING AND SHOOTING AT THE OTHER DUDES “ games on the market. The game isn’t just moving and shooting at the other dudes. In order to win, the FAITH heroes have to accomplish mission objectives - they have to Do Stuff, not just Kill Things. The Sin’s main goal, in simplest terms, is to mess with the heroes. Sometimes that involves killing them (when the opportunity arises), but it’s just as important to cause delay and aggravation, because the longer it takes to complete the mission, the more Sin effects stack up against the heroes. Once enough Sin effects are in play, the heroes have a hard time doing anything constructive. At which point they become a lot easier to kill off. Conversely, the key for the heroes is to accomplish their objectives as quickly as possible. There’s a little item called the Apocalypse Track that basically serves to keep track of the rounds - and also serves to list nasty new Sin effects that come into play as the rounds marker advances. As a mission wears on, more and more effects appear to hammer on the heroes. The heroes can lay down some awesome hurt in combat (espe- Because of the increasing Apocalypse effects, card plays from cially with the right upgrades), but many times they’ll discover the Sins player, and the typical spawning of bad guys in the that taking the time to potshot at random bad guys is exactly worst possible locations, the FAITH team more than has their what the Sins player wants them to do. A tight focus on objec- hands full. In addition to staying focused on objectives, they tives is usually the best course of action, with the heroes piling also have a couple of critical resources to manage. Each hero into combat only when necessary. has only five life points (wounds) and can take only a limited amount of Corruption points before Bad Things have a chance to happen to them. Those very same Corruption points, however, are used to enable some of the heroes’ most impressive abilities - so inside each mission, each of the heroes also does a dangerous little dance with Corruption points to balance between ultimate baddassery and abject, soul-eating failure. THE GAME STUFF There’s no shame in admitting that at least half the appeal of these things is the quality of the miniatures and the associated artwork in the box. It’s also worth noting, however, that a lot of the minis games that start out on Kickstarter (like The Others) easily populate campaign pages with appealing concept art and promising CAD renderings, but end up delivering products that don’t quite match their lofty ambitions. 26 | Yaah! Magazine Daniyar Yambulatow (Order #11968077) Apparently, even throwing in 6 more city tiles and a pair of custom dice bags wasn’t enough, because the Kickstarter version also included expansion boxes for all 5 of the remaining Sins— that’s 40 more than minis—plus more Sin cards. More expansions were available in the project as optional buys. Those included the Apocalypse Box, with 6 mega-monsters (and two heroes); Gamma Team and Delta Team (each with 5 heroes and 12 acolytes); the Sons of Ragnarok (7 more heroes); and Men of FAITH (5 more heroes). It was certainly an ambitious undertaking for a Kickstarter game, and whether it rates as a successful project or not is no doubt very subjective. The Others shipped about 8 months later than the projected finish date, and some shipments (mostly for Such is not the case with The Others. This game is absolutely European backers) ran afoul of the container line chaos inflict- gorgeous, and there’s a LOT of it to appreciate. ed on worldwide shipping as a result of the Hanjin bankruptcy. It was a daunting fulfillment challenge to begin with—more The core box (i.e. the “retail” version) contains 47 miniatures: than 10,000 backers pledged nearly $1.5 million—and the in- 8 heroes (because one of the seven heroes is a werewolf, with ternational shipping delays only added to the usual problems. both human and wolf-version minis); avatars, controllers, and 6 abominations for each of two Sins (Pride and Sloth); 24 cor- Shipping and fulfillment issues aside, CMON has turned out an rupted acolytes; and 5 minis for the members of the Hell Club. entertainingly thematic, competitive game that features some The miniatures are top-notch sculpts, amazing little works of truly outstanding miniatures work. Gamers with an apprecia- art in themselves, and the production quality is simply out- tion for the horror genre who don’t have The Others near their standing. Also, inside are some sculpted plastic markers for table are missing a trick. And, while hard-core wargamers and wounds, a bunch of custom dice for combat, some colored fans of contemporary skirmish games (Imperial Assault, for snap-on bases for the hero minis, 10 city tiles, 70 cards, and example) both may find The Others a bit unconventional, I think assorted punch-board dashboards, tokens, and markers. they’ll discover that the game offers a host of enjoyable tactical challenges. It requires some attention to detail in planning The Kickstarter Edition of The Others extends well beyond the ways to accomplish objectives, and provides plenty of opportu- contents of the retail version. There are 6 additional hero fig- nities for dirty tricks as the game rolls along. ures and two additional bad guys, with associated extra cards and dashboards. The Kickstarter version also included the Beta And besides, what self-respecting plastic crack addict doesn’t Team expansion with 5 more heroes, 12 more corrupted aco- need to have miniatures this good-looking as part of their col- lytes, 5 city tiles, more dice, and a dozen more upgrade cards. lection? Yaah! Magazine | 27 Daniyar Yambulatow (Order #11968077) games we love 28 | Yaah! Magazine Daniyar Yambulatow (Order #11968077) DAYS OF BATTLE THE GREAT WAR ARTICLE & PHOTOS BY DR. ROBERT G. SMITH “SMITTY”, LTC (RET) For America, this is the centenary of our entry into World War One. On 6 April 1917, America stepped out of the security of the New World and into the trenches and the antagonisms of the Old War, to try to help the Democratic Powers defeat Prussian militarism. In less than one and a half years, Imperial Germany had cracked. All the old monarchies fell by the time the war was concluded. However new dangers arose—the threat of Bolshevism that arose out of the ashes of the collapse of the Tsarist Yaah! Magazine | 29 Daniyar Yambulatow (Order #11968077) games we love regime was the most obvious. Sadly, the peace that was ham- COMPONENTS mered out by the victors at Versailles helped set the stage for a TGW’s components are a very strong aspect and one bound to rematch, as this harsh treaty only served to fuel antagonisms disappoint and vex the player. You have the standard nice big and unrequited desires in the states that lost—or the victor playing map, with BIG hexes. The map is actually two-sided. states that perceived that the Treaty of Versailles treated their To make up different battlefields, you have the interchange- “rightful” claims with disdain. able tiles. I recommend this to make future set-up easier with the tiles- the tiles that only have trench lines on them go in While at the World Board Game Championship in August one baggie. The tiles that have other terrain go into a differ- 2016, we saw the game The Great War (TGW) by the Plastic ent zip-lock bag. This prevents you from getting to the end of Soldier Company (PSC). I knew of PSC, but thought they constructing your battlefield and needing to start flipping tiles were a miniatures company. Although the game was fund- over to find say the missing mine crater (as I had to do). The ed via Kickstarter and released in 2015, at the time we saw tiles’ artwork is first-rate and all the trench lines connect. The TGW it was the 100th anniversary of two key battles for the interior packaging and storage is non-existent. They could take British Empire in World War One. Within a month’s time, a lesson from how Academy Games packages their games with the British fought both Jutland and began the Battle of the that great new interior storage lid. You also have Wire markers Somme. I read the box, saw that TGW was patterned after that upon destruction by artillery flip over to show a crater side. Richard Borg’s Command and Colors system, and took a gam- You have one nice artillery marker and HQ tokens that operate ble. The game is attractively packaged, but perhaps is a little as the game currency. The card decks for both Command and misleading as it shows tanks on the cover. If you are like Battle are sturdy, and will hold up to repeated playing. many gamers, you buy it and say, “Wait a second... There are no tanks in this game”. However, the tanks are avail- Then we come to the game’s biggest weakness—trying to re- able for separate purchase in an expansion kit, and every- move the soldiers from the HARD plastic sprue. Unless you one needs tanks. have sprue cutters, removal is a real pain and you will dam- 30 | Yaah! Magazine Daniyar Yambulatow (Order #11968077) age some units, meaning you then need to re-glue pieces that nological leap in defensive firepower. Yet it manages to accom- break. Unlike the soldier figures in Battle Cry, these are a hard plish this feel for the subject in a playable fashion. It is easily plastic. Cutting them with an X-Acto knife works, but it takes a game a 10 to 12-year-old can play and do well at, as the game much longer than I anticipated. It’s not a showstopper but it forces you to think for this turn and the next. was aggravating, a reaction a company doesn’t want with its first foray into the board game field. As a possible replacement, The game mechanics are simple. You set up your forces, draw you can go and shop over at the Plastic Soldier Review, who HQ tokens (i.e. the game currency), and your hand of Command have an extensive listing of WWI figures. However, even with and Combat cards. Your Command cards allow your troops to sprue cutters I still found it a very painful experience. If I had been a mother who purand discovered that it was so user-unfriendly, I would have been livid. Poor ergonomics, a first-class failure. RULES The rule book is long and decently illustrated. However, it suffers from a lack of good organization and overall structure. I’m always “ cial abilities. The detailed description tells you what spe- THEN WE COME TO THE GAME’S BIGGEST WEAKNESS—TRYING TO REMOVE THE SOLDIERS FROM THE HARD PLASTIC SPRUE less than thrilled when I get a rulebook that has no Index. Yeah, it’s a Command “ chased this game for my son shoot, move or conduct spe- cial conditions are attached to the card while the graphic tells you what section(s) the card pertains to for your forces. For example, you choose a card that reads 2-22, meaning you can conduct two actions per section with troops. You can move up to two hexes, but doing so forfeits your ability to conduct combat. You can move one hex and fight. You can then play a Combat card. There are two types of combat, Ranged and Colors type game, which means it’s simpler. I get that, but and Close Assault. After combat is over you collect end of turn that’s no reason not to have a useable rule booklet. For ex- HQ token or in lieu of that take a new Combat card. Retreats ample, the game dice are illustrated early on, but their impact and bonus combat are conducted if someone played a Combat and functionality is left for you to find scattered throughout the card that allows for a tactical response. Movement is straight rules. Maybe you will find it. Instead, you need to go to Board- ahead as you can’t slide off or do lateral movement here. GameGeek (BGG) and look under the files to find something useful there. That’s not what we expect is it? Moreover, at this Before playing the Somme Hawthorn Ridge Mine Explosion juncture, the company should have proactively gone up and ad- scenario, I read up on it in Prior and Wilson’s book The Somme. profesdressed these themselves by putting out an amended profes I personally think it is the go-to book on the Somme. My goal sional product. One can hope that PSC will post a set of new was to get some sense of the historical aspects of that section living rules, as clarity and some organization is needed in areas. of the battlefield on that hot July day in 1916. How did it play There is simply no real excuse for somebody in this digital age out? What were the forces like? Did it feel close enough? Not when it is so easy to do things the right way. (It’s not quite as easy only did TGW pass, but in my historian’s mind, it as you might think. -Mark) got a solid A. GAME PLAY TGW gives a passing nod to the The Great War and the Command and Col- logistical aspects of WWI. In the ors system are a good match. In fact, cards, there is a shell shortage World War One is a perfect adap- somecard, a great reference to some tation to this system. The game reflects the tactical rigidity and inability to move rapidly, with a communication system that had not yet caught up to the tech- thing that happened and was a comserious issue for all the com batants at one juncture or another. In fact, the shell shortage in 1915 ensured the Russians forever lost Yaah! Magazine | 31 Daniyar Yambulatow (Order #11968077) games we love the initiative against the Germans. In England, the shell short- the game has it right without much of a tradeoff to the histori- age ended the real power of Lord Kitchner and brought David cal truths. Lloyd George to the Prime Ministership. I like the passing nod to logistics that TGW continues with in terms of game play. The As a variant once you’ve played a few times, try allowing side- real impact of logistics is handled by the HQ chits. Think of HQ ways movement. I had no trouble using this, as you often read chits as the game’s currency that are spent for certain types of in small unit actions how leaders would try to move to the flank actions. To use certain cards, you must pay an activation fee. or use the terrain to give them the best chance of achieving their To use artillery and expand its base of fire, you spend HQ chits. mission. Doing so gives the British a bit more flexibility when To maximize the HQ card in the deck, a bounty of HQ chits can I have used it. I don’t allow it for retreats as that didn’t seem between victory and defeat. With that card and enough chits, you can devastate in an assault. That card will allow you to replicate the first day of the Battle of the Somme where the British Army suffered 60,000 casualties in one day. “ WHAT YOU DISCOVER IS THAT TANKS WEREN’T A WAR-WINNING WEAPON “ be the difference in one turn right. I have also experimented with the British getting a free artillery barrage prior to opening movement with four dice, with the option of adding one additional barrage for two HQ tokens. I also have experimented with allowing the British to count their Victory medals for making and taking a trench as so far (like in WWI Artillery at first glance seems undervalued in TGW. We know actual) they often don’t get that far. For the Somme scenario as of the weeklong softening up barrages and the hurricane artil- well, I give the British as their opening move card the one that lery firestorms. So why not add more artillery to make it more allows two actions per section. I have also experimented with al- realistic? The problem with that is until latish (sic) 1918, planes lowing them to do this for the first two turns with the stipula- weren’t equipped with radios to adjust artillery fire based upon tion that a unit that moved with the first card can’t move again. spotted movement from the air. That type of coordination But just when you think this is a Command and Colors-light game wasn’t simply available to the artillery in 1918. Moreover, al- that is sort of like the First World War, you draw the Bugles and though artillery did cause a lot of casualties, it often failed due Whistles card that allows you so much tactical latitude when you to faulty fuses or simply by the shells burying themselves in choose to play the card, allowing you order a general advance the mud (it’s why every year we read of some poor French or like the one at Amiens on the 8th of August, 1918. That one card Belgian Farmer getting killed by unexploded ordnance that has alone should sell the jaded player that the game has more depth resurfaced). Therefore, the sense, in terms of playability, is that than is first apparent. 32 | Yaah! Magazine Daniyar Yambulatow (Order #11968077) THE TANK EXPANSION KIT any case or tense of the word bog again. But in my mind Well you knew we were going bogging down includes a whole host of to talk about it right? It took all things - the engine shaft of two weeks until we ordered breaks, the crew gets ill or the expansion. It’s well worth it overheated . . . and trenches in terms of added play value and were hard on them. In fact, giving you a greater sense of the even at the Battle of Amiens, 2 realities of World War One. In the years after working with them, expansion, you get six highly de- mechanical issues meant often tailed and pre-assembled 1/100th 50% of your tank force was out scale World War One British and of the battle just for mainte- German tank models, and two nance and trying to navigate the crappy German artillery pieces that battlespace. For me, the rules are difficult to assemble. The Brit- replicate this well enough with- ish tanks are always “male” model out becoming so house rule ori- tanks. Like the game pieces in TGW, the plastic for the ented that we put the game away other pieces is simply dreadful to work with in terms because it only works with excep- of removal and assembly, to include the eight-gun tion after exception. crew figures. Again, you are left with the sense that the overall TLC factor was overlooked here. However, we overall Of course, the Expansion rules add liked enough of what we saw that we ordered further the ex- “tankschrecken” (Did the English call it that? -Mark), the panic pansion pack of Whippet Tanks. that tanks created when first employed en masse. It’s interesting that tank fright occurred again as well in the early days of What you discover is that tanks weren’t a war-winning weap- World War Two. It’s well handled here. Those who think that it on, as much as it grieves me to admit that ugly fact. What you was over and solved miss the fact that it happened again on Au- find out is your armored “fist” often doesn’t get much out of gust 8 1918 at Amiens and to a lesser extent earlier at Hamel. the starting gate. They break down with great frequency and Of greater import, their mass and proper tactical employment are hard to recover. The game has it pretty close to right - they and coordination caused the German High Command to collapse are neither too powerful nor too weak here. Like in WWI, if you psychologically. Ludendorff suffered what one would charitably lead with them, you will lose them early on. The Panzer Pushers consider a nervous breakdown with the collapse suffered by the need to grasp that tanks here are a supporting arm, and if used breaching of the Hindenburg Line that day. It is surprising, how- correctly in that mode are a combat multiplier for your infantry. ever, that Hamel and Amiens are missing among the scenarios. But the bogging down rule is such you may never wish to hear CONCLUSIONS The Plastic Soldier Company offers prompt, friendly responses to questions and comments. Here is a company that learned from their first venture, knowing both what went right with their first offering and what was not so hot. Game play in TGW is lots of fun, to include the enjoyable frustration of the assault on a trench system and objective in World War One. The learning curve of the game is such that by the third game played, I seldom needed to consult the rules. As I played TGW, I went from a ho-hum start to the game to loving to play it. I found myself often frowning as the British Player, not because of the game system, but in trying to figure out my best tactical response. The game truly felt like World War One enough to me that I didn’t think about that after a while. I liked The Great War enough that this M1 tanker will add on the tank expansion kit and then will await the next modules in the game system. And that Bugles and Whistles card...you may learn to like it more than your spouse! With all the planned expansions, this game should see a long shelf life. Yaah! Magazine | 33 Daniyar Yambulatow (Order #11968077) games we love 34 | Yaah! Magazine Daniyar Yambulatow (Order #11968077) ARTICLE & PHOTOS BY EDDIE CARLSON Yaah! Magazine | 35 Daniyar Yambulatow (Order #11968077) games we love Conan is a miniatures board game that lets you play as heroes One of the great things about the Conan game is the adherence from Robert E. Howard’s books. It allows 2 – 5 players to par- to Robert E. Howard’s works. The team at Monolith worked ticipate in scenarios that recreate some of Conan’s most famous with Patrice Louinet, who is regarded as a Conanian (Is that a battles and adventures. One player will take on the role of the word?) expert, to make sure that everything evokes the atmo- Overlord who will be in control of the creatures that are trying sphere of Robert E. Howard’s world. This ensures that fans of to prevent the players from succeeding in the scenario’s objectives. The players must together, communi- cate, and ultimately find a way to balance their energy to keep their characters alive and win each scenario. Each player will control one character, represented by a “ ONE OF THE GREAT THINGS ABOUT THE CONAN GAME IS THE ADHERENCE TO ROBERT E. HOWARD’S WORKS. light gray plastic miniature and a character sheet used to track their movement and “ work the novels will be able to recognize characters, creatures, and even locations from the game that Conan will have encountered on his journeys. The game includes great artwork from many artists. What I want to do is talk about the various components and the deep immersion they create, from the character sheets to the equipment cards. The miniatures themselves are actions on the game board. One player will act as the Overlord. also lovingly sculpted, exemplifying thought that went into The Overlord uses a plastic tablet, called the Book of Skelos, to getting everything right. track the creatures under their command. They will also maneuver minis on the game board to thwart the heroes. The game can Let’s start with the box art for the cover. This is a powerful be played with just two people with one taking the Overlord and piece of art that shows Conan doing what he does best, jumping the other running several good guys. For those that really en- into battle and laying waste to a horde of undead skeletons. The joy managing a lot of moving parts, a person can play solo, they necromancer in the background bringing his army to life and would just need to run each character and manage the Book of Conan swinging his sword and axe to bring them down. It fits Skelos. It can be done! Although, not very well by me. the theme of the game very well and gets you excited to open 36 | Yaah! Magazine Daniyar Yambulatow (Order #11968077) the box and see what is in there. Even the logo on the box, with In addition to the character art on each sheet, there are also skulls and weapons, lets you know that this is a game of high various icons that represent the actions available to each char- adventure and combat, elements that just scream Conan and acter. At a glance, you can see what your character is able to do pumps you up to rip off the shrink wrap and start slaying foes. without having to read lists and charts to decide what to do. In addition to aesthetics, the icons also have a practical use. The amazing artwork is seen on all aspects of the game. As you The boxes that house the icons are where you store the stamina start to pull out the contents of the game from the box, you can crystals that are used when you perform actions in the game. see that much thought went into the layout of every piece used At a glance, you can see which actions you have performed and to play the game. Let’s start with the character sheet. The char- how much energy you have used. This helps you quickly plan acter sheet includes a beautiful character portrait of each char- your next step. acter you can play. The base game comes with four characters. They include Conan, the main hero of the game about which the The asset cards are lavishly illustrated, utilizing icons to indi- novels have been written. There is also Shevatas, who is known cate the actions available or indicate how the item can be used. as the King of Thieves. There is the sorcerer Hadrathus, and fi- Equipment also includes an encumbrance value that is used to nally there is the Queen of the Black Coast, Belit. Each of these determine if a character can perform certain tasks if there is too characters have unique abilities and characteristics that make much encumbrance. Once again, the visual style not only looks them unique. We’ll talk about those unique traits later. good, but also quickly provides what you need to know. Yaah! Magazine | 37 Daniyar Yambulatow (Order #11968077) games we love Spell cards are given the same treatment Sixteen spell cards are The dice are also very well made and include symbols indicat- included in the game and scenario setup will determine which ing damage done. There are three colors used to indicate how spells will be used. Even the Overlord might have spells at his dis- much possible damage can be done. Yellow dice will inflict the posal. The spell cards make it easy to quickly look and understand least amount of damage, orange dice are the next tier up, and how the spell will work in the game. They may not be as visually finally red dice indicate a high chance to doing damage. A nice appealing as the other assets in the game, but their functionality touch on the dice are little symbols indicating which tier of dice once again does away with the need for books and charts to track spell information. that are used to track energy for the heroes and the Overlord. Each character sheet will state in a space called the Reserve Zone how many energy gems that character starts with. As characters perform actions, they move this energy to the action icons on the sheet and at the “ CONAN NOT ONLY BRINGS GREAT LOOKING COMPONENTS TO THE TABLE, BUT ALSO BRINGS A WONDERFUL ADVENTURE AS WELL end of the turn move those gems to the Fatigue Zone. If “ The game includes 75 gems a character is wounded, gems you are rolling for colorblind players. The scenarios will be played out on two, gorgeous doublesided maps. These maps represent the battlefields that Conan and his allies must traverse to complete each scenario, and each map is divided up into areas in which the characters will move and fight. Each scenario will indicate which map to use. There are also many other counters and miniature bases that are used to track infor- are moved to the Wound Zone. At the start of every turn, char- mation during the game. Again, all the pieces are of a great acters can recover some fatigued energy to be spent on their quality, very durable, and have great artwork as well. There are current turn. However, only certain items, abilities, or spells tokens that represent things like broken walls, tables, trea- will recover wounds. The more a character is wounded or fa- sures, stairs, chairs, and even a well. The scenario being played tigued, the fewer gems the character may spend on actions. will indicate how each of these tokens will be used. It also gives 38 | Yaah! Magazine Daniyar Yambulatow (Order #11968077) scenario designers a lot of tools to use when creating their own adventures. There are no rules specifically on how to create your own adventure; however, there are plenty of things in the box with which you may try crafting your own stories. I have played games before that had great looking components, but were lacking in design. Luckily, Conan not only brings great looking components to the table, but also brings a wonderful adventure as well. In Conan, players work together to defeat the Overlord’s minions and creatures. On the characters’ turns, use up your energy in dramatic fashion, and when to take turns they can perform their actions in any order. This allows team- resting to regain those energy gems. Those dramatic moments work as one character can perform an action, and then another of action may not happen often, but when they do, it makes character can perform an action. This system really allows the the game come alive and puts you in the shoes of those mighty players to discuss and use strategy and tactics to their advan- adventurers. tage. One character may attack a creature, wound it, but not have enough energy left for another attack. Another player may Movement is rather simple. Each turn, the characters get free step in to attack and kill the creature. Then the first player may movement points that are listed on their character sheet. If have enough energy or an ability to open a locked chest to get they stop moving to perform an action, they lose any remain- treasure. The combinations of interactions are only limited by ing movement points. They may then use energy gems to pur- player imaginations, and energy gems. chase additional movement points if desired. If a character really needs to be somewhere to help a comrade out, they can get As I wrote before, energy gems are the limited resource that there if they have enough energy gems. players use to perform actions. At the start of a turn, a character regains energy based on their stance. If they choose an Combat is not overly complicated either. The character sheets aggressive stance, they’ll receive energy based on the number and asset cards provide the needed information. Characters of characters that have died. This stance is used so a charac- may perform close combat or ranged attacks. Both are similar ter can perform all their actions, but the downside is you don’t in execution. Your character sheet and asset cards will state earn back much energy since your character is being active. If a how many dice to roll when attacking. You may also spend en- character chooses a cautious stance, they also get back energy ergy gems to add more dice to your attack, again limited by any based on how many characters have died, but it is usually more, number on the attack icon you’re using. Those character sheets as the cautious stance is used to catch your breath. A character and assets will also tell you what color dice to roll. You then in cautious stance can only perform Guard and Reroll actions. roll the dice and compare the number of swords rolled against That is one of the things that players need to strategize among the creature’s defense. Some creatures are very strong and you themselves to keep their party going at optimal performance- need to score many sword icons to inflict damage. Some crea- who needs to rest and who gets to be active. tures have a low defense and are easy to defeat. One of the key player decisions is how much energy to spend on each attack. This does have a fun narrative effect on the game. For example, Decide wrong and you may be left standing next to very angry, one time my son (i.e. Conan) broke through the wall of a hut very undefeated creatures. and attacked three Pict. Conan has a special ability to transfer remaining damage to another creature and if that creature dies, If the characters are on the receiving end of damage, they may transfer any remaining damage to another creature in the loca- have assets that will let them roll defense dice. After an attack tion. He used all his energy gems in movement and the attack, roll is made, the number of success are totaled and compared but killed all three Picts. There are so many moments of ex- to a defense roll if there is one. The defender will subtract their citing narrative that can happen, such as breaking through the successes from the attacker’s successes, this may mean the de- wall of a hut and with one mighty swing killing everything with fender lives and takes reduced or possibly no damage. Again, your battle-axe. Something Conan would be very proud of. The you can spend energy to reroll dice that don’t give you favorable downside is now you have to regain your energy gems over the results. Even the Overlord has the option to spend his energy next few turns in order to do something heroic. gems to reroll dice, but that is a tougher decision to make as the Overlord has fewer gems to spend than the players do. This is almost like a game within the game. You really need to talk to the other players so you can all decide when it’s best to Another challenge for players is Hindering. If there are an equal Yaah! Magazine | 39 Daniyar Yambulatow (Order #11968077) games we love or greater number of creatures than there are characters, there Once all the characters have finished their turn, the Overlord will be penalties for performing certain actions. For example, then takes their turn. Since the Overlord oversees so many if Conan were in a location with two Pict warriors, it would cost creatures, the game provides a plastic tablet called the Book him two extra energy gems to move from that location. If there of Skelos. The Book of Skelos is where the Overlord will track were two characters and one Pict warrior, then one character which creatures can act, what benefits they can use, and how could move away with no penalty, but the remaining charac- many energy gems they can spend each turn. Every single crea- ter would need to pay an extra energy gem to leave. Part of the ture or group of creatures has a corresponding creature tile. party strategy is to put enough characters in a location so no The tile is like a mini character sheet and has the information one character is overwhelmed. needed to play that creature. Each scenario will tell the Overlord which creatures to use and where to put their tile on the Another concept that is handled well is the interaction be- Book of Skelos. There are eight positions on the Book of Skelos, tween encumbrance and skills. Certain assets have weight. which is called the river, and each tile will take one location ac- As you carry more objects and your weight increases, there cording to scenario setup in the river. Once the battlefield board are skills listed on your character sheet that you will not be is laid out according to the scenario and the Book of Skelos is able to perform. For example, if you have a swimming skill set, the game will begin. of four and you’re carrying five encumbrance points, you will not be able to swim. If you dropped the armor with three en- On the Overlord’s turn, they will decide which creature to acti- cumbrance points, then you would be down to two encum- vate. The cost of each creature is based on their position in the brance points. That is less than four needed to swim, so your river. The Overlord may activate up to two creatures. If a crea- character could swim again if needed. Balancing carried en- ture is in location 8, it will cost eight energy gems to activate. cumbrance vs. skills is another simple mechanic that brings Most scenarios only give the Overlord ten gems for the game, more depth to your characters, and it certainly gives reason so the Overlord needs balance activating creatures with using for characters to give gear they find to the player that can benefits located on the book of Skelos. Every time the Over- both use and wear it well. lord activates a creature tile, they will pick it up, and move it to 40 | Yaah! Magazine Daniyar Yambulatow (Order #11968077) the far-right position and move the tiles in the river towards that Heroes won’t get any spoilers while looking up any rules the number 1 spot towards the left. In time, depending on the references they may need. creatures that are activated, creatures that are more expensive will become cheaper over time. It is also possible that the Over- One other concern in the game is that some of the artwork is a lord could activate something in the number 1 spot, move to little revealing in the clothing area of some of the female char- the number 8 slot and activate it again, if they have the energy acters and with their miniatures. If you had plans to play with gems to do so. That could use all of the Overlord’s energy gems, younger players, you may need to check out the artwork on so this does not happen often. the Monolith website to see if anything is too mature for your players. The recommended age for play is 14 years old to reflect The Book of Skelos has three advantages that the Overlord can some of the artwork and fighting in the game. activate. In short, he can also spend his energy gems on rerolls of combat dice, guard actions, and extra movement. Since the Finally, there are only nine scenarios in the Overlord’s book. Overlord also has a limited amount of energy gems they can re- The scenarios are balanced for the creatures and heroes writ- cover based on scenario, they really need to think about every ten. If you change any of the setup, including characters to be action. One expenditure of energy Dredging the River. When all the creatures of a tile are slain, that tile takes up a slot “ COMBAT IS NOT OVERLY COMPLICATED on the river. The Overlord can pay the cost of the tile to move it to the back of the “ gems comes in the form of played or assets, it can affect game balance. So, if you make any changes because you have played the included scenarios many times, just be prepared to continue making changes until you find the game balance you like. The Monolith website does include more adventures that river, moving it out of the way, or they can pay two energy for you can download, and they have some adventures that can every dead tile to dredge it out. When you dredge a tile from take advantage of creatures and characters that came as Kick- the river, you permanently lose two energy gems and remove starter exclusives not in the base box. the creature tile from the game. Since some scenarios have the chance of returning creature tiles to play, sometimes this Overall, I feel this is a great adventure game and gives you a is only used to remove creatures from the river that cannot be lot of content for the price. Once you get used to the mechan- returned to play, such as unique creatures per scenario rules. ics of managing your energy gems, you’ll find a lot of strategy and tactics waiting for you to explore. And even if you have to Once the Overlord has completed their actions for the turn, play the same scenarios over again, the games tend to play out the turn tracker is advanced and play returns to the characters. differently each time. If you have been on the fence about this Once the number of turns for the scenario has expired, victory one, I say go for it. If you have never heard of this game before, conditions are checked and a winner can be decided. Will it be I still recommend it and encourage you to visit the Monolith Conan and his brave companions, or the Overlord and hordes of website for more information. http://www.monolithedition. creatures? com/Conan-en/ Although I enjoy the game very much, I did want to share a couple of concerns. The rulebooks are very nice looking and contain great art. There is one rulebook for the Heroes and one rulebook for the Overlord. Both books are printed on nice glossy paper and are very easy to read. Some concerns have been brought up about how well the rules are written and have been translated, leaving some players confused with some rulings in the game. However, the folks at Monolith have already posted to their website Version 2.0 of both books with better written rules and better examples that really help clarify concerns of how the game should be played. I think the game is still very playable out of the box, but the updated rules are certainly welcome. I’m not bothered that there are two books of rules, one for the Heroes and one for the Overlord. This allows the Overlord to read up on how to play their part, and it contains the scenarios so Yaah! Magazine | 41 Daniyar Yambulatow (Order #11968077) games we love HANDS IN THE SEA DECK BUILDING THE FIRST PUNIC WAR ARTICLE & PHOTOS BY ROGER LEROUX In 2011, Martin Wallace released A Few Acres of Snow, a remarkable wargame about the battle between the British and the French over the future of North America. What made that game different was not its subject, which had been covered by other games such as Columbia’s Quebec 1759 and GMT’s Wilderness War, but rather that it took the deck building approach most famously seen in Dominion to a board wargame. Each player began the game with a small core deck, and then took alternating turns taking two actions per turn to gain supremacy in North America. Players could build locations, raid settlements, trade to generate cash, and set sieges to their foe. As settlements spread across the board, your deck would get larger. There were also so-called Empire cards consisting of military units and special cards that could be drafted into your deck as well. The game could end by building your final town or city token, successfully raiding 12 points of enemy settlements, or by successfully winning a siege in Quebec City (for the British) or New York/Boston (for the French). A Few Acres of Snow caused a lot of initial excitement in the boardgame community at large for its innovation and fresh take on conflict simulation. It had a broad appeal in the gaming community, drawing in people who were fans of deck builders, Martin Wallace, and wargames in equal measure. A sign of its popularity was that the game was ported to Yucata. de for online play. This is when dark clouds appeared on the 42 | Yaah! Magazine Daniyar Yambulatow (Order #11968077) horizon. The late Tim Seitz over the course of several hundred games discovered an unbeatable strategy that, properly implemented, would guarantee a British victory. It became known as the Halifax Hammer. Right or wrong, A Few Acres of Snow was deemed broken by a vocal few and the enthusiasm for and promise of deck building as an engine for a wargame quickly fell to the side. (Maybe not. The game still consistently ranks in BoardGameGeek’s Wargame Hotness and has garnered over 6.2K reviews. I’d take it. I’ve never designed a game that’s pulled 1K reviews. -Mark) Fortunately, Daniel Berger was not deterred by this perceived setback. Hands in the Sea is a wargame about the first Punic War between Rome and Carthage. It uses a deck building engine to simulate the logistical challenges both sides faced. “ THERE ARE SEVERAL WAYS TO END A GAME OF HANDS IN THE SEA “ THE GERM OF AN IDEA In his designer notes, Daniel wrote that he had been thinking of designing a game based on the First Punic War because there had not been very many entries on the subject. Originally inspired by Hannibal: Rome vs. Carthage as the core system, he played around with a card driven game design, but that kind of game was not what he had in mind, and despite toying around with ideas, nothing ever came of it. Then came the announcement that Valley Games was going to release Hamilcar, a game on the First Punic War using the same system as Hannibal: Rome vs. Carthage. He put the design on the back burner. The arrival of A Few Acres of Snow in 2011 reinvigorated his interest in getting a design to the table, and the rest as they say is history. The challenge became how to make a playable game, especially as there was a significant need to represent a naval element that was not vital to the North American conflict. The other challenge was to avoid a Halifax Hammer kind of spoiler to the game. After many years of play testing, experimentation with a number of different naval system, and a successful Kickstarter campaign, Hands in the Sea saw print in 2016. Yaah! Magazine | 43 Daniyar Yambulatow (Order #11968077) games we love THE BOX BEGINNING WITH THE ENDING Hands in the Sea comes with an oddly folded six panel board that There are several ways to end a game of Hands in the Sea, includ- lies nicely flat on the table, but the way the folds present them- ing sudden death options, but the primary way is to accumulate selves leaves a few odd curves and indentations that might mean the most victory points when an end game condition is met. markers will be a little offset from where they’re supposed to be. The sudden death victory conditions are as follows. Rome wins The markers for the cities, towns, fleets, and fortresses follow if it conquers or settles Carthage. Conversely, Carthage wins if the example of A Few Acres of Snow and uses discs and cubes for it conquers or settles Rome. Either player wins if at the end of the purpose, although if you backed it on Kickstarter, you got a turn it has a 25+ lead in victory points. The latter is a kind of nicer looking bits. Despite their nicer look, however, I prefer mercy rule that I honestly wish more games would have built the discs to the houses! My one concession though is to use the in. There are many games where you do want to play it out until ship markers which look like triremes and eschew the larger the end because you never know, but this is not one of them. wood disc of the retail edition. A growing gap in victory points will press you to action, but if your deck is not cooperating and you cannot gain traction on For those who backed the Kickstarter project, you also received your opponent, it’s nice to end the misery without having to a companion guide and more cards. There is so much packed formally concede. The final sudden death winning condition is into the basic game that I haven’t touched the expansion cards the complete conquest of Sicily. yet, but what is in there looks promising. What is that old saw about so many games and so little time? 44 | Yaah! Magazine Daniyar Yambulatow (Order #11968077) Then there is a laundry list of other game ending conditions. Someone scoring at least 90VP, placement of your final town or to expand your borders by settling into new areas, and you want city cube, capture of 10 points worth of enemy towns (1) or cit- to do this for two very important reasons. One is that you get ies (2), scoring 8 Prestige points (through combat victories), or the location cards for those spaces into your hand, which will the completion of 12 full game turns. A final adjustment to the let you expand out even further. Two is that your ability to act scoring is then reckoned and the person with the highest vic- militarily requires that you have a jumping off point to get to of Hands in the Sea. ACTION! Hands in the Sea is a deck building game, and each player has a starting deck which includes the location cards for their starting towns and cities, an empire deck of cards that can be drafted into your hand, and then there are “ THE SUCCESS OR FAILURE OF YOUR EMPIRE WILL HINGE ON YOUR DECK “ tory point total is the winner the town or city you want to conquer. Furthermore, some places on the map have victory points associated with them, so they are obvious places to go if you can get there. You will need to develop your towns into cities because cities generate money in the end of turn sequence, location cards for spaces that begin the game unsettled by ei- and you need money to buy some empire cards, especially the ther player and some neutral (grey) mercenary cards that can troops and navies you’re going to need to build to conquer ene- be bought by either player. Each player has a hand of five cards, my locations. You can also earn money with mercantile actions, and has a menu of twenty-four different actions they can take. or better yet, steal money from your opponent by pillaging his coastline with your fleets. The success or failure of your empire will hinge on your deck as well as maximizing the benefits of your actions. You will need Speaking of fleets, the naval game is abstracted into a simple Yaah! Magazine | 45 Daniyar Yambulatow (Order #11968077) games we love system of counting ships. If two fleets meet in the ocean and British Player in A Few Acres of Snow, but it’s not something that fight, you roll dice to determine a winner of that combat. The will work in this game. designer notes show that a lot of development went into the naval aspect of the game, and that despite numerous efforts to TWELVE TURNS include them in the cards themselves, it was a laborious and The reason a Halifax Hammer solution won’t work in Hand in clunky outcome, so the simplification of the naval cominterest in keeping the game flow smooth and engaging throughout. “ IS HANDS IN THE SEA ANY GOOD? YES, IT IS Combat takes many forms, from field battles in towns, “ bat came with a profound the Sea is that there are simply too many variables to trigger a game end. Rome and Carthage are both well protected spaces with very difficult approach patterns, and the cost of setting up a similar kind of lean deck ignores the importance of the other cavalry raids to capture towns or city tokens, and the all-im- game end triggers, including getting to 8 prestige for winning portant sieges to conquer a space. Where Hands in the Sea dif- a land, sea, or siege engagement. Furthermore, you only have fers significantly from A Few Acres of Snow is that sieges have a two actions per turn, and the clock is ticking. finite duration and if you’re not successful in the time allotted, you automatically lose. This gives a strong incentive to having The ingenious addition to the deck building core of this game is a good plan in place, and also mimics the difficulties of supply that the Carthaginian player has some say over the length and lines at the era. tempo of the game, because at the bottom of their deck is a turn ending Campaign Card that One interesting innovation Hands in the Sea provides is the addi- causes an interrupt. tion of a strategy deck, which is a card that represents a special bonus or enhancement to your side. Some of the strategy cards Each time the campaign card are only available to one side, but many are usable by both. is triggered, a random event Three cards are available for purchase at any given time, and it card is drawn that is almost takes an action to both acquire one and to get rid of one, and you always bad for one player. cannot have more than one in play at a time. One of these events can even end the game early. Money Of course, this being a deck building game you need to man- is collected for cities. Victory age your deck. You can draft cards from your empire deck to points are accrued for cit- build up your military capacity and obtain cards to improve your ies in supply. A new strategy ability to manage your turn. For example, you can place cards card is drawn for the consid- into a reserve for later, which is the ideal place to store troops eration of the players. The for a planned siege. You can pull cards out of your deck to burn turn marker is advanced, and the cards you don’t need or want to increase the frequency of the campaign card is put back the useful cards. This is the crux of the Halifax Hammer for the to the bottom of the Carthaginian player’s draw deck. The first few turns of the game will go by relatively quickly, but as the game marches on, the duration can be longer. If the Rome player is leading, the Carthage player may want to play more circumspectly to delay the passage of time, but if Carthage leads, deck thinning might be the priority of the day. 46 | Yaah! Magazine Daniyar Yambulatow (Order #11968077) THE FUTURE OF DECK BUILDING WARGAMES? Is Hands in the Sea any good? Yes, it is. The game can suffer from a mid-game lag if both players are not aggressively thinning their deck of cards that are gumming up the works, but this is a problem that anyone interested in pursuing all the depth and challenges this game offers will overcome with sufficient experience. There is a lot of strategic variety to be explored, the conflict is inherently an interesting one, and the deck building engine simply works. The question for me is whether deck building as a wargame engine is something that is here to stay or if this is going to be another niche within a niche within a sub-niche kind of situation for the wargame hobby. Card driven games (CDG) went almost viral with a strong period of growth and seemingly every conflict under the sun finding itself a representative game. That design hotness has faded, but CDG are still being designed now, and one could even argue that the COIN (counterinsurgency) series of games are a natural evolution of that genre. The deck builder is a different animal though. It takes a lot of work to make a deck building game dynamic enough to be interesting, yet balanced enough in a wargame context to avoid a Halifax Hammer type perfect solution even rigid and thorough play testing cannot expose before hitting the market. I suspect that the future of deck building wargames like this is murky at best, but when it’s done right, like it is with Hands in the Sea, it’ll be worth the wait. Yaah! Magazine | 47 Daniyar Yambulatow (Order #11968077) scenarios TET OFFENSIVE A Fictional Scenario for ‘ 65 BY JOSH HARRIS It was the morning of January 31st, 1968 and the platoon commander • RPDs will always use suppressive Fire. had been briefed that there would be a cease fire. Even though it was • Activated Sapper units that are adjacent to U.S. units will use a holiday, the platoon was given orders to stay on guard but not to fire unless fired upon. The morning intel brief seemed on point until about their Satchel Charge power if directed to fire. • At the end of any turn in which the US loses two or more 16:00. Fireworks began to fire into the air and during the lightshow, the units they get an Artillery Strike. The Artillery Strike will NVA made their assault on the unexpecting Americans. – Josh Harris take place after the Reserve Phase but before the beginning Turns: 10 Turns. Turn ends when fourth End Turn is drawn. Set Up of the next turn. Event Markers: • U.S. There are no event markers in this scenario, however, when the third NVA unit is eliminated, read Paragraph 1. Set up in or adjacent to building M5. 8 x Rifle, 4 x M60, Black, • At the beginning of Turn 5, read Paragraph 2. Dixon. U.S. Reinforcements: Set up on or adjacent to Hex L10. 4 x Rifle, Paragraph 1: Riggs (See SSR) “These bastards should have stayed home, nothing can stop the US Army!” screams a boot. He continues to fire at the retreat- North Vietnamese (NVA) ing NVA. A stream of his bullets cuts down a fleeing Vietnamese Set up on Hue City Map: 1 MM, 1 Rifle, 1 RPD on Hex H7 & M10. woman. Enraged by the murder, the Vietcong Militia attack. 1MM, 2 Rifle on Hex H8 & L10. 1 MM, 3 Rifle on Hex J7, L9, M9. All Vietcong units stance changes to Skirmish and will remain VC: Set up on Hue City Map: 1 MM, 1 Rifle, 2 Sappers on Hex F5, that way for the remainder of the scenario. The Vietcong may also G6, F6. 1 MM, 1 Rifle, 2 RPD on Hex O9. move one hex closer to the objective during the Reserve phase. Draw Cup: Not Used. Paragraph 2: Initial Stance: (NVA) Offensive, (VC) Defensive Riggs and his men are returning from a routine patrol when they Change: (See SSR) hear gunfire and explosions. At first, they think it is just the NVA Scenario Designated Event: (Artillery) celebrating their holiday. As they clear the tree line, they see NVA Objective: Hex M5 or any U.S. Unit assaulting the base and their fellow soldiers. Without a second Victory: At the Scenario’s end, the side eliminating the most thought, Riggs and his men charge in full force to eliminate the enemy units wins. Each NVA/VC controlled hex of building M5 enemy and help their fellow soldiers. counts as two American units eliminated. Special Scenario Rules: • All MM are revealed at the beginning of the scenario. • Communist units may stack up to 3 non-heroes in a hex for this scenario only. • Units attacking over-stacked units (i.e. three non-heroes in a hex) gain 1 HEF. • Neither side may exit the map. • Reserve Phase. US cannot move in the Reserve Phase. All non-shaken eligible NVA units will move one hex closer to the closest objective. If two objectives are equidistant, randomly determine to which they advance. For Vietcong units, see Paragraph 1. 48 | Yaah! Magazine Daniyar Yambulatow (Order #11968077) BEN HET A Historical Scenario for ‘65 BY NORM LUNDE West Hill Outpost, Ben Het Special Forces Camp. Scenario Special Rules For days, patrols and listening posts heard tracked vehicles pass- • Dug In: US tanks may start the game in prepared firing po- ing nearby, but the intelligence experts discounted their reports. sitions. These are represented by the Foxhole markers. As On the night of March 3rd, 1969, the experts were proven wrong long as a tank remains in the Foxhole hex, any hits on the when an exploding landmine illuminated a company of PT-76 tank automatically become Turret Hits. Once the tank moves tanks approaching the hill. The tankers of B Company, 1/69 Ar- (including pivoting in place), it loses this protection. (The mor, were ready for them. This would be the only engagement tank may re-enter its original hex but it no longer receives between US and enemy armor during the war. the bonus.) The normal Foxhole rules still apply to any leg units in Foxhole hexes. Length • Friends in High Places: the West Hill outpost was supported 10 turns. Each turn ends when the second ‘End Turn’ marker is by a battery of 175mm guns at the main Ben Het compound drawn, or when both players pass consecutively. nearby. US forces may play any POWER card as if it were an Artillery card. Setup • On Map 2, place a Bunker in each of hexes E4, G4, F4. Place Fox- is currently under a FIRED marker receives a +1 bonus to its holes in E3, F2, F3, G3. Place Wire in each of: D2, D3, D4, E5, F5, G5, H4, H3, H2, G2, F1, E2. The Wire demarcates the perimeter of the West Hill Outpost. Night Fighting: Any unit conducting AP fire at a target that Targeting Modifier. • Superior Numbers: Once PER GAME, the NVA player may play a Reinforcement action to flip over any or all PT-76 Wreck markers to their good order sides and mark them Ops US: Set up first on Map 2, in any hex numbered 2 or higher. 3 x Complete. This applies ONLY to PT-76 Wrecks that are out- M48, 3 x M60, 3 x LAW, 1 x M40, Black, Dixon. side of the Wire perimeter. NOTE: the destroyed PT-76s still count toward the VP total, so we suggest you use a pencil, NVA: Set up last on Map 3, in any hex numbered 1. 5 x PT-76. percomputer to keep track of them. (My favorite always re- Victory • a pile of unused markers, or a billion-dollar quantum sumains a beer-stained napkin. -Mark) The NVA receive Victory Points for each American unit destroyed: Maps • 3 VP per tank Maps 2 and 3, laid out as shown. • 1 VP per leg unit • Deduct -1 VP for each PT-76 destroyed. • If the NVA control any or all of the Kunai hexes (E4, F3, F4, G4) on Map 2 at the end of Turn 10, add 5 VP. Yaah! Magazine | 49 Daniyar Yambulatow (Order #11968077) scenarios PHASE LINE RED A Historical Scenario for ‘65 BY NORM LUNDE Inside the Hue Citadel, February 1968. Victory Charlie Company, 1/5 Marines, has been tasked with clearing a sector • The Marines receive 1 VP for each NVA unit eliminated of urban neighborhoods north and east of the Imperial Palace. Close • Deduct -2 VP for each USMC leg unit eliminated. support will be provided by a tank and Ontos working in tandem. Op- • Deduct -3 VP for each USMC vehicle destroyed. position is expected to consist of NVA regulars, well-equipped with • See also the SSR below. RPGs and other heavy weapons. Be aggressive — but be careful. Length • Final VP tally is greater than 0, USMC victory. Equals 0, is a draw. Less than 0 is a NVA victory. 10 turns. Each turn ends when the third ‘End Turn’ card is drawn Scenario Special Rules or when both players pass consecutively. When a USMC unit enters a building hex (excluding those in the Setup USMC setup area), mark the hex with a coin, spent 5.56mm casing, or another suitable object. If the NVA reclaim the hex by US: Set up first in the northeast corner, above the road that runs entering it, remove the marker. At the end of the game, award 1 from M1 to U5: 1 x M48, 1 x Ontos, 6 x Rifle (40mm), 3 x Rifle (Con- additional VP to the Marines for each hex that remains marked. ditioned), 3 x M60, 1 x M2 Mortar, Duffey, Rock, Wayne NVA: Set up second, anywhere south of the M1-U5 road. 12 x Rifle, 3 x RPD, 4 x RPG (use VC counters as needed), 2 x 12.7mm MG, Trang, Chu, Minh. 50 | Yaah! Magazine Daniyar Yambulatow (Order #11968077) Maps Use the City Map. LOW-HANGING FRUIT A new scenario for Stonewall’s Sword BY HERMANN LUTTMANN General Nathaniel Banks’ isolated corps is deployed in front of the bulk of the tivation chit rest of the Union Army of Virginia and is very much “ripe for the picking” by Turn 4 (4:00) – Garnett’s Brigade; Hardy and Peagram Artillery the approaching Confederate corps, lead by the legendary Stonewall Jackson. units at 2218 This scenario depicts the “march to battle” for both sides and is a longer and Turn 6 (4:40) – Ronald’s Brigade at 2218 more open-ended scenario than those included in the game. Players are free Turn 7 (5:00) – Thomas’s Brigade at 2218 + Hill Division Activation chit to develop the battle as they see fit, within basic historical constraints. Turn 9 (5:40) – Branch’s Brigade at 2218 Turn 10 (6:00) – Archer’s Brigade at 2218 Place the “Game Turn” marker in the Turn 1 (3:00) space of the Turn 11 (6:20) – Jackson CIC chit (unless using Stonewall’s Bad Game Turn Track. If using the Stonewall’s Bad Day optional rule, Day optional rule) and Pender’s Brigade at 2218 place the Jackson CIC chit in the “Start” space of the Where Is Jackson? Track. If using the General Pope’s Reinforcement Special Scenario Rules optional rule, place the Ricketts Division Activation chit in the 1. The scenario starts with Game Turn 1 and ends at the conclu- “Start” space of the Where Is Ricketts? Track as well. Only the sion of Game Turn 16. Ewell Division Activation chit is available at the start of the game. 2. The Confederate Brigades Forno and Trimble must only move Union Army Setup to and remain upon hexes on Cedar Mountain (hex rows 3300 Artillery Knap – 1607 to 3700 (inclusive) that are of Level “4” or greater. They cannot McGilvery – 1705 Best – 1806 Reynolds – 1905 Cothran – 2005 Robinson – 2205 Roemer – 2304 move from Cedar Mountain until the Jackson CIC chit enters the game or until any one of their units is engaged in Close Combat by a Union unit. Reinforcements Turn 3 (3:40) – Greene’s Brigade at 2400; Prince’s Brigade anywhere 3. There are no chit pulls of any kind during Game Turns 1 & 2. In- between 2000 and 2300 (inclusive) – the 8th US and 12th US units must stead, the Confederate player will choose one of Ewell’s Brigades be in Skirmish Order; Geary’s Brigade anywhere between 1500 and to activate. After completion of that Brigade’s activation, he 1900 (inclusive) + Auger Division Activation chit + Banks CIC chit. must then still make the necessary die roll against Ewell’s Com- Turn 4 (4:00) – Crawford’s Brigade anywhere between 1003 and mand Rating to keep the Division Activation chit in the game and 1006 (inclusive) + Williams Division Activation chit be able to move the other brigades. Turn 5 (4:20) – Gordon’s Brigade and 1st PA cavalry at 1300 Confederate Army Setup Ewell’s Division – Trimble’s Brigade 4. On Game Turn 3, conduct normal chit pulls but during the Command Decision Phase both players must instead randomly remove four Event chits from the pool (rather than the normal two). 15th AL – 3416 21st GA – 3417 21st NC – 3418 Ewell’s Division – Early’s Brigade 5. Beginning with Game Turn 4, all normal rules are played. 13th VA – 2016 52nd VA & 58th VA – 2017 31st VA – 2117 12th GA – 2218 25th VA - 2217 6. Free-For-All Option: If you’d like to try a “wild and crazy” op- Artillery tion, deploy only the Union and Confederate artillery at start. Al- Terry & Latimer – 3415 d’Aquin & Dement (A) – 2913 low the Confederate Brigade’s of Early and Trimble to march onto Brown & Dement (B) – 2612 the map from anywhere on the western map edge on Game Turn 1. All reinforcements thereafter enter on the turn prescribed, but Reinforcements may do so from anywhere on the western map edge (for the Con- Turn 2 (3:20) – Forno’s Brigade at 3418; Poague, Caskie and Car- federates) or the eastern map edge (for the Union). All restric- penter Artillery units at 2218 tions to Forno’s and Trimble’s Brigades are removed – they can Turn 3 (3:40) – Taliaferro’s Brigade at 2218 + Winder Division Ac- move where they want to when they wish to. Yaah! Magazine | 51 Daniyar Yambulatow (Order #11968077) scenarios QUARANTINED! A Dead Reckoning Scenario BY MICK SULLIVAN Fearing spread of the zombie virus, the Na- Zombie Setup tional Guard has ordered the valley to be The zombie player sets up second. Pull quarantined. No one gets in, no one gets out. 10 zombies from the cup, and place 2 in If a solution can’t be found soon, the towns- each of the following areas: the three folk, tired from days of fending off the zombie starting zombie areas, Entry Zone 1, and hordes, will be left on their own... for good. Entry Zone 2. The town’s only hope lies in the hands of Doc- Gameplay tor Georgia Romero and her team, holed up in All standard gameplay rules are the same, the hospital, working diligently on a cure for except that no units may move off the the virus. They’ve been given 48 hours to find map, due to the quarantine. As the game a treatment before the town is permanently begins on turn 3, Zombie reinforcements cut off. Since the Guard can’t trust the word of can enter play in Entry Zones 1-3 in the the terrified townspeople, a Guard unit must first Zombie Avalanche step, Entry Zones meet up with Romero’s team, see the complet- 1-4 in the next one, etc. ed antivirus, and radio back to headquarters with the news. For the quarantine to be lifted, there must be a Guard unit in the hospital at the end of Turn 6, when the cure If the cure works, reinforcements will pour in to save what’s left of the is completed. If not, the humans lose the game automatically. townsfolk. If there’s no proof, well, there’s always artillery... Object If a Guard unit is present to lift the quarantine, compare players’ victory points. The humans score the printed victory points for This is a short scenario, good for sharing with inexperienced refugees alive at the end of the game, and the zombies score vic- wargamers, or for a quicker game if you’re pressed for time. It tory points for refugees killed. There are no points for other hu- lasts only 20 Action Rounds, and results in an outright win for man units killed or for buildings held. The player with the most either the human or zombie player. points is victorious. General Setup Optional rules, which can be used in this scenario or others: The turn marker starts on the Turn 3 space. There are four turns NOM NOM NOM - When a non-refugee human is killed, return in this scenario. Remove a “3” card from each initiative deck. The a unit from the Zombie Dead(?) pile to the reinforcements cup. decks will only be 8 cards in the game, with 5 used each turn. Human Setup The human player sets up first. Place human units in the Hoozenfirst Forest and town buildings per standard scenario rules. 52 | Yaah! Magazine Daniyar Yambulatow (Order #11968077) A Little Less Swing - When reshuffling the initiative decks at the start of a turn, ensure that the cards removed from the previous turn are included in the new decks. GET TO THE CHOPPER! A Solitaire Scenario for Night of Man BY MARK H. WALKER The Raging Tiger Militia Battalion has learned of a group of civilians being any guarding Killer MECA. There are none, but neither are there in- held captive by a Killer strike force. Now would be a good time to strike nocent civilians. The men and woman in the house all wear vests, back against the invaders and free innocent civilians. The helicopters in- and they all wear a blank, unseeing expression. The vests remind sert the Tigers just outside the village where the civilians are being held. you of the life jacket that you daughter wore when learning to swim, The mission is to get in, get the civilians, and get back to the choppers. the one with a series of pockets in which you slid Styrofoam tubes Turns: 6 Turns. Turn ends when second End Turn is drawn. Use the Hue (City) Map from ’65 Squad-level Combat in the Jungles to keep her afloat. But there is no Styrofoam here. Wires link each tube on each vest on each body. To your right, a beautiful woman pumps a ball in her hand. Your world ends in a flash of light. of Vietnam. Set Up 50 Meters Distant Raging Tigers: Enter on Row A on Turn One: Iskara, Jack, Larkin, The Sergeant watches the building explode, pieces of wood, glass, T’Qual, Doc, 6 x Infantry, 1 x M60. and flesh falling from the sky like thick rain. A figure stumbles Aliens: Place a random MM in each of the following squares: H3, out. One of the militia. The Sergeant rushes to his side. The man, F5, F6, D1, G9. Place the Warper and a random MM (revealed) in L4. bleeding from numerous lacerations, looks at the Sergeant. “They 2 x Civilian Units. Set up on I4. Will not move, except when di- wouldn’t have done that, Sarge. They were just people, but their rected. eyes…” The man shakes his head. “You should have seen their Draw Cup: 6 x MECA, 1 x 2X, 1 x RE. Initial Stance: Defensive. Change: Never. Scenario Designated Event: Spooked. Victory eyes. Someone was controlling them.” 1. Remove the two Civilian units in I4. They have detonated the explosive packs that they are wearing, killing themselves and the unit that discovered them. 2. Place a Civilian unit in K5, M5, L5, and two Civilian units in N4. Use the following rules: a. Civilian units activate in the Reserve Phase, moving their To win the Militia player must accumulate 6 Victory Points (VPs) by entire movement allowance toward the nearest Militia unit. scenario end. VPs are awarded as follows: Resolve ties randomly. • Each Civilian Rescued: 3 VPs. b. After all Civilian units have finished moving. Resolve Melee • Each MECA unit destroyed: 1 VPs. combat for hexes containing Militia and Civilian units. Civil- • Each Raging Tiger unit lost: -1 VPs. ians have a HEF of 3 due to the explosive vests that they are • Scenario defined. wearing. Special Scenario Rules: • • c. Civilians may be fired on normally. Eligible Units may Op Fire on Civilians in the Reserve Phase. Reserve Phase. Killer units cannot move in the Reserve Phase. d. Civilians do not Shake. They are 2-step units. When they Militia units move normally, as per Reserve Phase movement suffer a Hit, flip the counter to the Fanatics side. A second hit rules. destroys them. Disregard all values on both sides of the Civilian To rescue a Civilian unit, the Militia unit need only move into counters except for the MF. its hex. Remove the Civilian from the board and credit the Mi- e. The Militia player gets 1 VP for every Civilian units destroyed. litia player 3 points. f. If the Militia player eliminates the Warper, read Paragraph Two. Event Markers Paragraph Two Event Marker A Occupation. Place in hex I4. Militia activation only. Bullets shred the cloaked Killer. With a terrible scream, he falls to When activated remove the marker and read Paragraph One. the floor. Dead. The bond with the Warper broken, all Civilian units Paragraph One cease moving in the reserve phase. If a Militia unit enters their hex You burst into the house, gun at the ready, prepared to mow down they do not attack, they are considered rescued. Yaah! Magazine | 53 Daniyar Yambulatow (Order #11968077) scenarios THE TWELVE BATTLES OF ARTHUR BY CHUCK TURNITSA 54 | Yaah! Magazine Daniyar Yambulatow (Order #11968077) Yaah! Magazine | 55 Daniyar Yambulatow (Order #11968077) scenarios The idea of wargaming the battles of King Arthur is certainly a the tactical rules for these battles. Richard Borg and the folks compelling one, especially if one judges by the number of min- at GMT are working on the upcoming C&C: Medieval (C&C:M) iature wargaming products that have come out in recent years variant of the system, but as I understand the press about the to support that activity. But this is also a great topic for tactical game, it is not being based on early dark ages Britain, at least board gaming. Here, when I discuss King Arthur, I am talking not initially. about a likely “Arthur-like figure” that was the charismatic, and skilled, leader of a military force in Post-Roman Britain, The Army of Arthur but drawing heavily on the military customs and training that The army of an Arthur-like figure would include three main they would have inherited from the late Empire. There are groups of troops. The first would be the cavalry, which would many, many competing theories about Arthur, his existence, be effective against the enemies of the British people at the the epistemology of everything about him, his legends, if he time especially because many of those enemies lacked their existed, and the sources that mention him. That is not the con- own cavalry. These would be armored, but relying heavily on cern here – this is about wargaming some of Arthur’s battles. a large (for cavalry) shield, and a spear for their main weapon. It is quite likely that a war leader like Arthur would have a co- A topic even as narrow as wargaming Arthur’s battles quick- mitatus, or core group of heavier, better-trained cavalry (some ly gets us into deep water– what are the sources for Arthur’s interpretations have these in the Sarmatian heavy cavalry tra- battles? For that, I am going to make a leap and base it on the dition). These would be interpreted by later sources as Arthur’s writings of Nennius, who writing in the 9th century, described Knights. The British cavalry, or Combrogi, in C&C:A might be twelve great battles of Arthur. Some of those have more de- best represented as Medium Cavalry. The comitatus might be scription and detail than others, and all would be later de- best represented as Heavy Cavalry if you are using units from scribed by sources such as Geoffrey of Monmouth. the base game, but the additional edge of using Heavy Cataphract Cavalry (from Expansion 4) might be a better represen- The next immediate question is, what about Arthur’s army? For tation. that, I am going to base this on the idea that Arthur represented a cavalry-heavy Post-Roman British army. The troops in this The second element in Arthur’s army would be the basic infan- army are not quite medieval in nature or battlefield behavior, try. These would be in the tradition of late Roman pedites. They so I feel justified in using Commands & Colors: Ancients (C&C:A) as would be spear armed, rely on a very heavy shield, and fight in a 56 | Yaah! Magazine Daniyar Yambulatow (Order #11968077) dense formation, almost like the shield wall of later Saxon and The first group might include the Welsh (which could be seen Viking armies. These would not be as heavily armored at the as British, but without the benefit of the Dux, or war leader Roman Infantry from the earlier Imperial periods, so might be Arthur), the Irish (although the battles discussed do not have best represented as Medium Infantry in C&C:A. Arthur battling the Irish), the Scots, and the Picts. The Welsh would have troops very similar to the British (essentially the The third element in Arthur’s army would have been some light combrogi, pedites, and archers), without the benefit of the Comi- infantry, most likely armed with bows. This is a perfect trans- tatus (the heavier cavalry), or of any mercenary troops. Both the lation to Light Infantry: Bow in the C&C:A system. Irish and the Scots (here representing the Irish that came over and settled parts of what is now Scotland) could conceivably Prior to the period we are talking about for Arthur, the British have a small amount of Chariots for their nobility or leader- army (under Vortigern) hired some Saxon Mercenaries, which ship, but would have a small amount of Light Cavalry, and a few opened the door to the Saxon incursion onto the island. If those Light Infantry (with bow), but primarily would be Medium In- were present, they might be best seen as Warrior infantry, in fantry. The Picts were the original peoples of Scotland that the the C&C:A system. As it was, at Arthur’s time, these might still Scots (incoming Irish) displaced. The Picts would no longer be be loyal Saxons, but they could have been either Irish or Frank- using chariots (the Scots and/or Irish would probably not be us- ish mercenaries. If Irish, then Warrior infantry is also likely, ing Chariots by this time either, but because of some referenc- and if Frankish, then the style would have been like the British es, they seemed like a fun addition for the armies), but might infantry (Medium infantry). have some small amount of Medium Cavalry, as well some Light The Enemies of Arthur These are basically of two varieties. The first are the other Cavalry. The bulk of the army would again be infantry, split between Medium Infantry, Auxilia (representing spear units with incorporated archers), and Light Infantry: Bow. groups native to the Island that were once kept at bay by the stronger Roman presence, but after their departure had to be The second group, of course, are the Germanic warriors com- kept back by the British. The second, of course, would be the ing from across the seas, referred to here as the Saxons. His- incursion of the Saxons from over the seas. torically, these were kept at bay for a short while at the end of Yaah! Magazine | 57 Daniyar Yambulatow (Order #11968077) scenarios the fifth and beginning of the sixth centuries (the period of the unit disbands, granting a victory banner to the opposing Arthur, here assumed to be from about A.D. 475 to about A.D. player). If Arthur joins a new, eligible unit, that new unit gains 539). Later they would come back, and conquer almost all of an extra block. This represents the bodyguard of Arthur- his Briton, making it into England, and lasting as a number of in- “knights of the round table”, if you fancy using the term. dependent kingdoms until the Viking incursions. In Arthur’s time, however, the Saxons are represented by an army almost The Battles of Arthur entirely composed of Warriors, with a small component of The 12 battles of Arthur we will discuss here are the battles that Light Infantry (bows). It is possible that rogue Welsh cavalry were described by the Welsh Monk, Nennius. He wrote the His- elements might have joined with a Saxon war leader in some of tory of the Britons, in the year A.D. 828. His work does not spend the later battles. If so, these might be represented as a small a lot of time on Arthur, but it does have some specificity in list- force of cavalry (like British Combrogi) fighting alongside the ing his battles. They are as follows: Saxon warriors. Special Rules Arthur’s First Battle was fought at the River Glein. This first battle may very well have been Arthur responding to a fresh land- Shieldburg – Medium Infantry and Warriors in these scenarios ing of Saxons coming into Briton. This battle is between Arthur are adept at fighting using the Shield Wall tactic. This was re- (the attacker) and a Saxon horde, defending their boats (a fortified ferred to as “forming the shieldburg”. If such a unit is eligible camp) on the banks of the Glein River. to ignore a Flag Result (i.e. by being supported by two adjacent friendly units), it is also able to ignore one Hit sustained in • Arthur’s Army – 1 Heavy Cavalry, 3 Medium Cavalry, 6 Medium Infantry, 2 Light Bow Infantry, 1 Leader, and 1 Arthur Leader. close combat. Deploy second, within two hexes of Arthur’s base edge. Special Leader – Arthur – If Arthur is located with any Mounted British unit (either Medium Cavalry, Heavy Cavalry, or Heavy • Saxon Army – 8 Warrior Infantry, 2 Auxilia Infantry, 2 Cataphract Cavalry), that unit receives an extra block. If Arthur Light Bow Infantry, and 2 Leaders. Deploy first, all units leaves the unit, the extra block also leaves (if it is the last block, within five hexes of the Camp. 58 | Yaah! Magazine Daniyar Yambulatow (Order #11968077) • Terrain – Saxon player will set up terrain before deploying. • Colgren’s Army - 6 Warrior Infantry, 4 Medium Infantry, Along the Saxon Left Side of the board is the river Glein 2 Light Bow Infantry, and 2 Leaders. Deploy first, all units (running from North to South). Next to the river, at the within two hexes of the Lindum City Wall. Saxon base edge, is placed a Fortified Camp marker – this is where the Saxon boats have beached. The Saxon player • Terrain – Saxon (Angle) player will set up terrain before can also place 6 hill tiles and 8 forest tiles anywhere on the deploying. board. Walls of Lindum (rampart tiles). Across (approximately) Along the Saxon base edge. Place the City the middle of the board, from the left side to the right, set • Special Rules – Shieldburg applies to Arthur’s Medium In- up a fordable river (the river Dubglas) with two bridges. fantry, and the Saxon Warrior Infantry. The Arthur Leader Additionally, set up a forest of 3 connected hexes, and 5 rule applies. Saxons deploy first. After Arthur deploys, hill tiles. two Saxon units may redeploy. Each side has 5 cards. Victory is set at 6 banners. A unit from Arthur’s army that occupies the Fortified Camp is worth a Banner. • Special Rules – Shieldburg applies to all Medium Infantry, and to the Saxon Warrior Infantry. The Arthur Leader rule applies. Saxons deploy first. After Arthur deploys, two Arthur’s Second Battle is the breaking of the siege of Lindum. Saxon units may redeploy. Saxon units that must flee be- Arthur arrives with his army in the region of Lindsey, just in cause of banner results will flee by the most direct route time to break up an army of Angles (treat as Saxons, which is to either the left or right edge of the board (whichever is what the British might have called them) that is attacking the closer) rather than to the rear edge. Each side has 5 cards. walls of the town Lindum. Colgren, an Angle leader, has at- Victory is set at 6 banners. tacked the town, and Arthur arrives in time to help break up Colgren’s army. Arthur’s Third Battle is in the marshes of Lindsey. Here, holdout forces of Colgren’s army have retreated to a defen• Arthur’s Army - 1 Heavy Cavalry, 3 Medium Cavalry, 6 Me- sible marshy area, and prepare to repel an attempt by Ar- dium Infantry, 2 Light Bow Infantry, 1 Leader, and 1 Arthur thur to root them out. Because of the terrain, Arthur’s force Leader. Deploy second, anywhere on Arthur’s side of the fights this battle all on foot, losing some of their mobility River Dubglas. advantage. Yaah! Magazine | 59 Daniyar Yambulatow (Order #11968077) scenarios • • Arthur’s Army – 1 Heavy Infantry, 9 Medium Infantry, 2 unfamiliarity with the Marshy region around the river Light Bow Infantry, 1 Leader, 1 Arthur Leader. Deploy sec- Dubglas, he only receives 4 cards for this scenario. Victory ond, within two hexes of Arthur’s base edge. is set at 6 banners. Colgren’s Survivors – 8 Warrior Infantry, 2 Light Bow In- Arthur’s Fourth Battle is the defense of Lindum. Arthur, after fantry, 2 Light Sling Infantry, and 2 Leaders. Deploy first, the battle in the Marsh, has temporarily withdrawn his men anywhere on the map, at least four hexes from Arthur’s to behind the walls at Lindum. While there, Colgren, with his base edge. forces renewed, attempts an attack on the city. For this battle, Arthur’s men are once again fighting on foot, but they are de- • Terrain – Saxon player will set up terrain before deploying. fending the walls. Colgren has received additional troops from The terrain consists of a fordable river starting on the Sax- a kinsman who has brought his own warband to join in the as- on Left edge, and extending to the Right edge, somewhere sault. around the middle of the board. There are two bridges. The Saxon player should place 5 Marsh tiles anywhere ad- • Arthur’s Army - 1 Heavy Infantry, 9 Medium Infantry, 2 Light Bow Infantry, 1 Leader, 1 Arthur Leader. Deploy first, jacent to the River, along with 4 hill tiles, and 6 forest tiles. along or behind the walls of Lindum. • Special Rules – Shieldburg applies to all Medium Infantry, and to Saxon Warrior Infantry. The Arthur Leader rule • Colgren’s Assault – 9 Warrior Infantry, 4 Medium Infantry, does not apply (since there are no mounted units in this 2 Light Bow Infantry, 2 Light Sling Infantry, and 3 Leaders. scenario). After Arthur deploys, two Saxon units may re- Deploy second, anywhere on the map, at least three hexes deploy. The Saxon player has 5 cards. Because of Arthur’s from the walls of Lindum. 60 | Yaah! Magazine Daniyar Yambulatow (Order #11968077) • Terrain – Arthur player • Terrain – Saxon player will set up terrain before deploy- will set up terrain before ing. A fordable river is set up, starting in the middle of deploying. The terrain con- the Saxon right edge, and running to one other board edge sists of the walls of Lindum (Saxon player’s choice). There is one bridge crossing the – across the map from Left to river. There are two fortified camps, set up within two Right, in the second hex from hexes of the Saxon base edge, and the two camps are two Arthur’s base edge. In the hexes apart from each other. The two hexes between the space in front of the walls, camps have a rampart constructed between them. In ad- the Arthur player will set up dition, the Saxon player will set up a 3 hex tile forest, any- 6 broken ground tiles and 6 where on the board, and will place 6 hill tiles anywhere not marsh tiles. Their placement adjacent to the river. should not create any multi• tile regions. Special Rules – Shieldburg applies to all Medium Infantry, and to Saxon Warrior infantry. The Arthur Leader rule applies, Special Rules – Shield- but only if Arthur is with a British cavalry unit. The Theodoric burg applies to all Medium Leader must remain with a Visigothic unit. After the Arthur Infantry, and to Saxon War- player deploys, the Saxon player may redeploy up to two units. rior infantry. Each player has 5 cards. Victory is set at 6 banners. • The Arthur Leader rule does not apply (since there are no mounted Arthur’s Sixth Battle is beyond the River Bassas. Here, Arthur units in this scenario). After has been called to the north (in Strathclyde) to deal with a lo- the Saxon player deploys, the cal Scottish petty-king, Prydain, that is threatening invasion. Arthur player may redeploy Arthur has taken the initiative, but the battle is essentially an up to two units. Each player open field pitched battle between the Britons and the Scots. has 5 cards. Victory is set at 6 banners. • Arthur’s Army – 1 Heavy Cavalry, 3 Medium Cavalry, 6 Medium Infantry, 2 Light Bow Infantry, 1 Leader, and 1 Arthur Leader. Deploy second, within two hexes of Arthur’s base edge. Arthur’s Fifth Battle is the final assault on the Saxon camp in Lindsey. Colgren has, through luck and treachery, • Prydain’s Army – 1 Barbarian Light Chariot, 3 Light Cav- managed to survive, and has gathered his forces to a camp they alry, 7 Medium Infantry, 3 Light Bow Infantry, 2 Leaders, have built along the Dubglas river. In addition, Colgren has and 1 Prydain Leader (starts with the Light Chariot unit). lured some disaffected British cavalry to join his force. Arthur, Deploy first, anywhere on the Scottish half of the board. with Visigothic assistance in the form of Theodoric (commander of an allied fleet of Gothic ships from the continent), has de- • Terrain – Scottish player will set up terrain before de- cided to remount his army, and take the battle to the Saxons, to ploying. This is rough country, north west of what is now drive them from Lindsey once and for all. Glasgow, but not as far as Loch Lomond. The terrain is a considerable feature of the battle. There is a fordable river • Arthur’s Army – 1 Heavy Cavalry, 3 Medium Cavalry, 6 Me- against the Scottish right hand edge of the board, and then dium Infantry, 2 Light Bow Infantry, 3 Heavy Cavalry (Vi- the Scottish player places 10 forest hex tiles, 10 hill hex sigoths), 1 Arthur Leader, 1 Leader, and 1 Theodoric Leader tiles, and 4 broken ground hex tiles. (must remain with the Visigoths). Deploy second, within two hexes of Arthur’s base edge. • Special Rules – Shieldburg is not available to either army, as the ground is too rough and uneven. The Arthur Leader • Colgren’s Army – 6 Warrior Infantry, 4 Medium Infantry, rule applies. After the Arthur player deploys, the Scottish 2 Light Bow Infantry, 3 Medium Cavalry, and 3 Leaders. player may redeploy up to three units. Each player has 4 Deploy first. Infantry must be within two hexes of one of cards, representing the difficulties of command and con- the Fortified Camps. Cavalry can be anywhere at least four trol in the rough country. Victory is set at 6 banners. hexes from Arthur’s base edge, but must deploy as a single adjacent group. Stay tuned for the final six scenarios in issue #10. Yaah! Magazine | 61 Daniyar Yambulatow (Order #11968077) This issue’s game GAME PREFACE DONETSK: A STUDY IN TRAGEDY ARTICLE BY RYAN KIRK On the 18th of March, 2014, after the formal annexation of Crimea, Russian president Vladimir Putin gave a speech to the Russian Federal Assembly in which he called for the restoration of historic Russia. These words were ominous and the implications familiar to many of Russia’s smaller neighbours who had embraced diplomatic and economic relations with the West following the collapse of the Soviet Union. While many were occupied debating the legality and diplomatic implications of that annexation, protests and independence rallies in Ukraine’s eastern reaches transformed into insurgency and civil war in the Donbass region. This uprising was and continues to be support- establishing roadblocks and checkpoints while calling for Rus- ed by Russian diplomatic and military efforts under the guise of sian support. The independent and unrecognized Donetsk Peo- protecting ethnic Russian populations from retaliations by Kiev. ple’s Republic (DPR) was established in April and later formed Donbass lay in the February 2014 Euromaiden movement that culminated in massive protests and street fighting in Kiev and other urban centres and the ousting of pro-Russian president Viktor Yanukovich in favour of a pro-European Union govern- “ THIS UPRISING WAS AND CONTINUES an unofficial confederation called Novorossiya with the smaller Luhansk People’s Republic to the north. TO BE SUPPORTED BY RUSSIAN The Ukrainian government DIPLOMATIC AND MILITARY EFFORTS of the separatists’ initial “ The catalyst for the War in the responded quickly and many gains were quickly returned to government control. A fast-moving series of spring ment. This revolution was framed as both a populist democrat- and summer offensives recaptured 23 of the 36 districts initially ic movement by pro-Western voices and an unconstitutional seized by pro-Russian separatists in 2014, until the arrival of coup by Russia and her allies. It led to the almost immediate Russian troops and material support in August created a stale- annexation of Crimea by Moscow, and increased tensions and mate. Another surge of Russian support in January of 2015 re- burgeoning support for separatist groups in the Donbass re- sulted in major separatist offensives in the vicinities of Donetsk, gion. The Donbass comprises the Luhansk and Donetsk Oblasts Horlivka, Debaltseve, and Mariupol. At the peak of the fighting of Eastern Ukraine and the population is predominately Rus- in early 2015 there were estimated to be roughly 10000 Russian sian speaking, the result of Soviet era settlement programs. troops and upwards of 500 AFVs deployed to Eastern Ukraine. Following the fall of Crimea, many local government officials Today the frontlines remain relatively static and the breakaway and police and military forces in this region defected, seizing states find themselves stuck in limbo, unrecognized by the in- towns, villages, and government buildings. They quickly orga- ternational community and unable to break cleanly enough from nized themselves into de facto local governments and militias, Ukraine to join Russia. In reality, this status may suit Russian 62 | Yaah! Magazine Daniyar Yambulatow (Order #11968077) Yaah! Magazine | 63 Daniyar Yambulatow (Order #11968077) This issue’s game “ AS THE LARGEST CITY IN THE REGION AND AN IMPORTANT INDUSTRIAL CENTER, DONETSK WAS A VALUABLE “ SYMBOLIC AND STRATEGIC TARGET interests, as the continued conflict in the east prevents Ukraine from officially applying for EU or NATO membership, even as they form closer ties with many members of those organizations. BATTLES FOR DONETSK AIRPORT The battles for the Sergey Prokofiev International Airport on the North-West outskirts of Donetsk were a grudge match that has come to define the brutal civil war. Occupied by separatists and foreign fighters in the opening moves of the insurrection, it was quickly seized back in a devastating and one-sided assault by the Ukrainian military in May 2014. This First Battle of Donetsk Airport was a motivating success for the embattled Ukrainian government in Kiev, and its occupation quickly became a thorn in the side of the fledgling Donetsk People’s Republic. The two main terminal buildings, especially the recently constructed New Terminal, and the Control Tower at the airport provided excellent observation posts over most of the city of Donetsk and its northern and western approaches. As the largest city in the region and an important industrial center, Donetsk was a valuable symbolic and strategic target. The occupation of the airport denied its use to the separatist armed forces and provided a good vantage point for artillery spotters and heavy weapons that would impede the DPR from using the city as an assembly area. Any troops attempting to mount an offensive out of the city would be subject to accurate artillery fire from nearby villages. Furthermore, the occupation of the the border before culminating in the deployment of Russian ar- airport along with the fighting around it and heavy shelling moured and motor-rifle brigades and special forces teams on the prevented a return to normalcy in the city that may have lent ground. Bolstered by swelling ranks, new AFVs, and artillery, more legitimacy to the teething DPR government and the Com- the separatists launched a major offensive on the airport in the bined Armed Forces of Novorossiya (an amalgam of local mili- final days of September. This resulted in heavy fighting in and tias, foreign volunteers, and defected soldiers from the Donetsk around the airport grounds that lasted until the final withdrawal and Luhansk areas organized into ‘Volunteer Battalions’). of Ukrainian troops from the airport in late January, 2015. After a summer standoff that involved almost daily shelling The fighting at the Donetsk Airport during those final months of the airport and surrounding areas of the city, the separat- was brutal and non-stop. Repeated separatist attacks eventually ist forces began to receive more reinforcements and high-end corralled the Ukrainian forces in the New Terminal and Control equipment from Russia in July and August. This was in response Tower. Cut off from friendly lines in the nearby towns of Pisky, to Ukrainian operational successes elsewhere and started with Avdiivka, and Opytne, the troops in the New Terminal lived un- artillery attacks and surface to air missiles launched from across der siege conditions. Endless shelling had reduced the building 64 | Yaah! Magazine Daniyar Yambulatow (Order #11968077) to a crippled shell and as temperatures plunged in December and The Ukrainians were finally forced to withdraw in late January. January, the troops suffered immensely. At night, they were un- Things began to come undone when the Control Tower col- able to light fires to melt water and warm themselves for fear lapsed after heavy shelling, depriving the defenders of an ex- of being spotted and drawing enemy fire. Their continued resil- cellent spotting position for the artillery cover they relied on. ience under such conditions earned them the nickname of ‘the Then DPR troops, backed by Russian special forces and T-72B3 Cyborgs’. These troops relied on daring convoys that would cut tanks, managed to infiltrate several levels of the New Terminal. cross-country from Pisky to the western end of the runway and They subsequently detonated the floors above the Ukrainians then drive straight down the tarmac, often under fire, to the rear causing heavy casualties and compromising their defensive po- of the terminal where they would quickly exchange supplies and sitions. The final troops withdrew on January 21st, 2015, leav- fresh troops for casualties and the war weary before speeding off ing the shattered airport in DPR hands. The scale of destruction again. Fighting was also heavy on the outskirts of Pisky itself, as wrought by artillery fire and heavy weapons was total- the air- DPR troops attempted to seize the village and cut off the Ukrai- port had been reduced to a skeletal frame filled with rubble and nian’s ‘highway of life’. Troops and the media began to refer to the tarmac was littered with massive impact craters, destroyed the airport as ‘Little Stalingrad’. airliners, and burned out AFVs. Yaah! Magazine | 65 Daniyar Yambulatow (Order #11968077) This issue’s game COMBATANTS Forces on both sides of the conflict are a smorgasbord of regular military personnel and volunteer militias. On the separatist side, the militias comprised of enthusiastic locals are supported by foreign volunteers and mercenaries from Russia and abroad. Many of these foreign fighters have prior military or police training and combat experience in conflict zones like Chechnya, Afghanistan, Ossetia, and the former Yugoslavia. The militias are loosely organized into ‘volunteer battalions’ with colourful and evocative names drawn from local geography and history such as the Svarog Battalion named for an ancient Slavic deity, the Miner’s division comprised of local coal miners, and the Vostok Battalion named after a GRU special forces group that operated in Chechnya and South Ossetia in the past. These various volunteer battalions have been reinforced by Russian regular army units and their hardware that are regularly rotated into the the Ukrainian National Guard, such as the famous Azov Bat- conflict zone from staging areas across the border. These units talion. The Ukrainian forces are mostly volunteer forces and include elements of the 18th Guards Motor Rifle Brigade, the are well motivated, but they have experienced various short- 9th Motorized Rifle Brigade, the 200th Motor Rifle Brigade, the comings in the field. Many of their troops are older and poorly 76th Airborne Division, 98th Airborne Division, 31st Airborne trained reservists with no prior combat experience. They have Brigade, and Spetsnaz teams from the 22nd Spetsnaz Brigade also found themselves short on supplies on many occasions, and 45th Guards Spetsnaz Regiment. While Russia does not of- using outdated and broken down equipment while waiting for ficially recognize its participation in the conflict, the presence resupply and aid from allies. At the outset of the conflict, many of these units has been confirmed by independent observation of their tanks and infantry carriers were mothballed in storage and identification of vehicles, “ captured combatants, the issuing of medals and awards the transportation and burials of casualties back in Russia, and social media posts and interviews given by members of the units. THE FIGHTING AT THE DONETSK effort to keep reliable combat vehicles in the field. The Ukrainian armed forces are generally short on high tech AIRPORT DURING THOSE FINAL communications, UAVs, and MONTHS WAS BRUTAL counter those supplied by The regular Russian forces “ by the Russian government, and it has been a continuous have been important for the electronic warfare assets to the Russians. Fortunately for the Ukrainians, high morale and national pride have kept their forces moti- survival of the fledgling DPR. Following the initial seizures by vated and in the fight even during Russian led offensives that local dissidents, most separatist offensive operations have in had them technologically outclassed. They have also received fact been spearheaded by Russian forces. Successful offensives substantial training and material support from NATO allies against Ukrainian forces have all coincided with spikes in the such as the United States, Canada, Great Britain, and Lithuania. deployment of Russia troops, their casualty rates, and the issuance of medals and honorary awards. By many accounts, local Both sides use a variety of armoured vehicles and weapons of insurgents- being more poorly organized- have been used as mostly Russian origin. These include BTR and BMP personnel cannon fodder in assaults, for public relations appearances that carriers and fighting vehicles, BRDM armoured cars, and 2S1 attempt to portray the movement as a populist local effort, or and 2S3 self-propelled howitzers. In the early stages of the as simple holding forces after the heavy fighting was finished. conflict, before Russian air defenses established a no-fly-zone, the Ukrainian air force made effective use of Mi-24 Hinds and On the Ukrainian side, the regular military forces have been SU-25 Frogfoot ground attack planes. The BM series of multiple bolstered by large-scale mobilizations of reserves and their rocket launchers is ever present, with the mobile and versa- own smattering of militias and volunteer battalions, many of tile Ural truck mounted BM-21 Grad platform seeing especially which have since been officially recognized and supplied by heavy use on both sides. The T-64 tank has seen the heaviest 66 | Yaah! Magazine Daniyar Yambulatow (Order #11968077) combat use of its long service life during this conflict. With the tration’s more lenient attitude towards Russia will embolden original Soviet factories located in Kharkov, the tank is a main- them in their intervention. stay of the Ukrainian armed forces. The separatists have armed themselves with many captured and formerly mothballed tanks The Russo-Ukrainian War in the Donbass has proven to be a de- as well as reinforcements from Russia, many seized during the fining modern conflict and testing ground for some of the first annexation of Crimea. All varieties of the tank ranging from examples of ultra-modern mechanized warfare. For the first older stored T-64B models up to the modernized T-64BV and time in post-Soviet Europe, modern main battle tanks have en- T-64BM models have seen extensive use. The Ukrainian army gaged each other in open field battles with supporting mecha- also has much smaller numbers of modernized T-80s, though nized infantry. Drones and UAV technology has been used to these have seen limited use, and is beginning to produce and scout enemy positions and artillery observation and counter- implement the modern T-84, though again in very limited battery operations. There has also been unconventional use numbers. DPR separatists have also made use of a number of of existing hardware, such as the frequent re-purposing of the T-72 models supplied by Russia, including the updated T-72B3 2S1 Gvozdika self-propelled howitzer into a direct lay anti-tank used by Russian forces. and siege gun, providing overwatch for armoured columns. It has also re-established the effectiveness of Russian massed ar- CONCLUSIONS tillery in conventional warfare (estimates suggest that as many Today the war carries on sporadically, punctuated by brief as 80% of casualties have been caused by shelling and rocket ar- ceasefires and uneasy truces with no final resolution in sight. tillery) and the continued dependence of infantry on traditional As of February 2017, the Ukrainian military has suffered over entrenchment techniques to shelter from that bombardment, 3500 troops killed in action that it acknowledges, though some evidenced by long lines of complex trenchworks seen snaking suggest the numbers are much higher. Meanwhile the sepa- across former farmers’ fields on Google Earth. ratist and supporting Russian forces may have lost more than 5000 fighters1. At least 2300 civilians have been caught in the Further Reading shelling and crossfire while whole villages and towns have been • ing effects of modern artillery. The frontlines around Donetsk remain largely the same, with the DPR occupying the airport Beckhusen, Robert. “Why Ukrainian Troops are Calling the Donetsk Airport Siege ‘Stalingrad’.” War is Boring. completely levelled or rendered uninhabitable by the devastat- January, 2015. • Ferguson, Jonathan and N.R Jenzen-Jones. “Raising and surrounding suburbs and Ukrainian troops entrenched in Red Flags: An Examination of Arms & Munitions in the the village of Pisky and industrial areas of Avdiivka. Fighting Ongoing Conflict in the Ukraine.” ARES Research Report No. 3. November, 2014. here is a daily reality, and in spite of the token ceasefires and slowed pace of action, casualties continue to mount. The year • Fox, Amos C. “Russian Hybrid Warfare and the 2017 has seen an increase in heavy artillery bombardment and Re-emergence of Conventional Armored Warfare: tensions are on the rise as many fear that the Trump adminis- Implications for the U.S. Army’s Armored Force.” Armor. July-September, 2016. • Karber, Phillip A. “Lessons Learned from the Russo- • Karber, Phillip A. “Russia’s New-Generation Warfare.” • Sherr, James. “Ukraine Three Years On: A Basis for Ukrainian War.” The Potomac Foundation. July, 2015. ARMY Magazine. May, 2016. Optimism.” NATO Review. 2017. • Sutyagin, Igor. “Russian Forces in Ukraine.” Royal United Services Institute Briefing Paper. March, 2015. Exact figures for insurgent losses are difficult to track. Russia refuses to openly acknowledge the involvement of its troops in an attempt to maintain plausible deniability and the local militia forces leave something to be desired in their transparency. Estimates range from a low-end figure of 2000 KIA provided by the Donetsk People’s Republic to the likely inflated claims by Kiev that over 10000 enemy troops have been killed. Independent observers and researchers estimate about 2000 local insurgents, 1500 foreign volunteers from Russia and abroad, and as many 1000 active duty Russian personnel have been killed fighting for the separatist cause. 1 Yaah! Magazine | 67 Daniyar Yambulatow (Order #11968077) This issue’s game K S T E DON Credits Design: Ryan Kirk Development: Art Bennett, Mark Walker Art: Ilya Kudriashov 1. Components and General Rules capacity is indicated by the number of gun symbols above the front of the Infantry Fighting Vehicle (IFV)/Truck vehicle im- 1.1 Map and Scale age. In addition to Infantry SQUAD(s) the IFV/Truck can carry The map covers the Donetsk Airport and adjacent town area. ONE Leader/Weapon Team. The top of the map is North. Each hex represents approximately 150 meters and each turn represents 10 minutes. The coun- Leg Units ters represent Infantry Squads (8-15 men), Heavy Weapons and Infantry/Militia Leader Teams (3-5 men), and single AFVs/IFVs/Trucks. 1.2 Counters There are two types of counters in the game. Unit counters represent the fighting troops, vehicles, and leader teams of each side. Marker counters are used to keep track of information, unit status, and for administrative purposes. Note: Blue and yellow tape around the magazines was a common practice of the Ukrainian troops, hence the ‘rainbow’ col- Units are categorized as either hard or soft targets. Infantry ored magazines on the Ukrainian Infantry counters. Squads, Heavy Weapons, and Leader Teams are soft targets. All AFVs/IFVs are hard targets. Trucks are soft targets. Units are rated for the following capabilities: Attack Strength (Hard/Soft), Range, Defense, Movement Capacity (top right), and any special abilities such as Transport. The blue and yellow counters represent the Ukrainian Government forces and the red counters represent the combined DPR/Separatist and supporting Russian Government forces. Leg unit movement factors are yellow and Vehicle unit movement factors are black. Transport capable vehicles are indicated by movement factors contained inside a yellow circle. Infantry SQUAD Transport 68 | Yaah! Magazine Daniyar Yambulatow (Order #11968077) Leader Teams/Heavy Weapons Vehicle Units During the Action Phase, players alternate activating their AFV/Armored Fighting Vehicle units and performing actions, starting with the current Initiative Player. These alternating activations continue until all units have been activated. Players may NOT pass an activation - mark a unit as spent whether it moves/fires or not. 2.1 Initiative IFV/Infantry Fighting Vehicle • Remove all Smoke Markers • Remove all Pin Markers • Resolve pending Fire Support from the previous Turn Ukrainian Player first/results applied simultaneously. • Plot and check current turn Fire Support - Ukrainian Player first/results applied simultaneously. • Determine the Initiative Player for the Action Phase Note: Trucks are vehicles like IFVs but can carry three Infantry 2.2 Action Phase squads and one Leader/Weapon Team and are considered SOFT • Initiative Player activates unit(s) targets. • Non-Initiative Player activates unit(s) • Players continue alternating unit activations until no units 1.3 Dice on both sides are left to activate. Players cannot ‘pass’ to The game uses three dice – one four-sided die (1D4) for initia- save activations, they must activate at least one unit even tive determination and two six-sided dice (1D6/2D6) for Fire if the unit performs no actions. combat and Fire Support resolution. 1.4 Stacking Limits 3. Initiative In each scenario, each side is rated for Initiative and Hesitation. Each side may stack up to three Infantry Squads and two Ve- These values are used to determine the motivation and offen- hicle units per hex. Infantry Squads loaded in transport vehi- sive capabilities of each side. During the Initiative Phase each cles do not count towards the stacking limit. Heavy Weapons/ player rolls 1D4 and adds this to their current Initiative Level. Leader Teams and Marker counters do not count towards the Then both sides’ combined Initiative + 1D4 value is compared, stacking limit. and the side with the highest value is the Initiative Player for the rest of the turn. If there is a tie grant the initiative for the Stacking limits apply at the END of a movement activation, al- turn to the side that did not have the initiative the previous lowing units to move freely through hexes ignoring the stack- turn. ing limit but not ending movement in a hex in excess of the stacking limit. Since enemy units may occupy the same hex 3.1 Initiative Reduction these limits apply to each side for a single hex. For example, Each side’s Initiative Level may decrease during the game due there could be three Infantry Squads and two Vehicle units from to casualties, causing a side to falter in its commitment to the each side in the same hex. battle. Each time a unit is ELIMINATED (not just reduced), lower that side’s Initiative Rating by one. Use the Game Turn Track 1.5 Rounding on the map to record Initiative Levels with each side’s Initiative When calculating movement and firing factors DROP all frac- Counter. tions from the FINAL calculation. 2. Sequence of Play 3.2 Hesitation Each side is also assigned a Hesitation Level by the scenario. Each turn is divided into two phases – the Initiative Phase and This number represents the point at which a side begins to lose the Action Phase. During the Initiative phase players remove its will to fight due to mounting casualties and battlefield con- Smoke and Pin Markers from their units, resolve pending Fire fusion. Support from the previous turn and plot the current turn fire support, and finally determine who has the initiative for the When a side’s Initiative Level is reduced to equal to or less than current turn. its Hesitation Level, that side’s units will no longer willingly perform offensive operations that place them in danger. In Yaah! Magazine | 69 Daniyar Yambulatow (Order #11968077) This issue’s game game terms, this means that units that are not activated by a • Fire at an enemy unit at full attack strength OR Leader Team are no longer able to move towards enemy units • Move up to half its movement allowance AND Fire at an enemy unit at half attack strength or vice versa OR within their line of sight. They may not move adjacent to or into the same hex as any enemy unit. If an enemy unit moves adjacent to or into their hex, they must use their next activation to • Assume Overwatch Status move away from that enemy. If they are unable to do so without 5. Movement moving closer to another enemy unit in their line of sight, (e.g., When a unit is activated for movement the player moves it one they are encircled) they surrender and are removed from the hex at a time, pausing briefly in each hex entered so that the game and counted as a casualty, reducing that side’s Initiative other player may choose to perform Overwatch Fire if able, un- Level. til the unit has expended all its movement allowance (or half of its movement allowance if the move/fire action was chosen) or 3.3 Broken the player chooses to move the unit no further. Units may move If a side’s Initiative Level is reduced to zero, that side’s will to into and out of half hexes on the edges of the playing map. fight has been broken and the game ends in a victory for the other side. 4. Activation 5.1 Terrain Each type of terrain has a movement cost for leg and for vehicle units listed on the terrain effects chart. A unit must expend When it is a player’s turn to activate units, the player may movement points equal to the cost of the terrain in each hex it choose to activate either a Leader Team and multiple units, or enters. If a unit does not have enough movement points to en- any single unit. ter a hex, it may not do so. There is no one hex minimum move as with other games. Units may never occupy terrain which is 4.1 Leader Team Activation listed as Prohibited for its type (leg/vehicle) on the Terrain Ef- If a player chooses to activate a Leader Team, the Leader Team fects Chart. may also activate any friendly units that are stacked with or adjacent to the Leader Team. This includes adjacent Leader In cases where a hex contains more than one type of terrain, the Teams which may then activate other units stacked or adjacent unit must pay the cost for the terrain that gives it the best de- to them – and this can continue in a chain of Leader Team/unit fensive modifier. A unit cannot enter a hex that has terrain that activations. The player must declare all units that will be acti- is Prohibited to its type. Example: Vehicle units are prohibited vated by the Leader Team(s) immediately after activating the from entering Terminal, Parkade, or Control Tower hexes. Leader Team and before performing any actions with the units. Pinned Leader Teams may not activate friendly units. Leader 5.2 Road Movement Teams who are passengers in vehicles may still activate friend- Road movement occurs when a vehicle unit moves along a con- ly units as normal. Only units activated by a Leader Team may tiguous path of hexes connected by a road. The unit must enter move into an enemy hex. the new hex across a hexside crossed by a road to receive the benefit of road movement. When this condition is met, the unit Units activated together by a Leader Team must perform their pays only the road terrain cost. While using road movement the actions one at a time. The player must finish all actions with unit still receives the best available terrain defensive modifier one activated unit before moving to the next activated unit. The in the hex if attacked. Note that roads are the only way for ve- exception to this rule is activated units that start the activa- hicle units to cross wooded stream hexes and other rough ter- tion stacked with the Leader Team may combine their fire to- rain normally prohibited to them. gether when attacking enemy SOFT Target units (see Fire rules). Units activated by a Leader Team are not required to perform 5.3 Transport the same actions. Units may only be activated once per game Certain vehicle units in the game are marked as transports. turn. After a unit has been activated and has finished its ac- These represent Infantry Fighting Vehicles that can be used to tions, mark it with a Spent marker or rotate the unit counter 90 transport infantry units. Infantry Fighting Vehicles may carry degrees to indicate it is done for the turn. ONE infantry SQUAD (as indicated by the gun symbol on the counter) plus ONE Leader/Weapon team. Trucks may carry 4.2 Unit Actions THREE Infantry SQUADS (as indicated by the gun symbols on • When a unit is activated, it may perform ONE of the fol- the counter) plus ONE Leader/Weapon Team. During an infan- lowing actions: try unit’s activation, it may mount a transport located in the Move up to its full movement allowance OR same hex by paying a cost of one movement point. Once loaded • 70 | Yaah! Magazine Daniyar Yambulatow (Order #11968077) onto a transport unit the infantry unit is placed under the ap- 6.3 Leader Team Activated Fire Groups propriate vehicle counter and can perform no actions until it If multiple units (leg and vehicle) in the same hex are acti- is unloaded. Unloading occurs during the transporting vehicle vated by a Leader Team stacked with them, they may combine unit’s activation at a cost of one movement point to the trans- their SOFT fire values against one enemy SOFT target type unit. porting unit. The passengers are unloaded in the same hex as Combined attacks can NOT be used for Overwatch fire. Hard the transport unit, not to exceed stacking limits. If a transport targets are NEVER subject to combined attacks. A Leader Team unit is destroyed while carrying passengers, the passengers are may only coordinate one combined fire-group per activation, destroyed as well. however it may also still activate additional units to perform regular movement and separate fire attacks. Leader Team acti- 5.4 Pinned Unit Movement vated fire-groups are subject to possible sniper attacks. Units that are pinned due to enemy fire may either remain in their current hex or move away from enemy units in their Line 6.4 Snipers of Sight (LoS), but only into hexes that have an equal or better In dense industrial and urban environments, snipers are a con- defensive modifier than their current location if remaining in stant threat. Any time a Leader Team directs a fire-group attack enemy LoS. If a pinned unit starts its move out of enemy LoS, it involving more than one other friendly unit (e.g. one Leader may not enter enemy LoS. Team and two or more combat units) an original roll of 11 or 12 on the CRT will trigger a sniper attack. 5.5 Enemy Occupied Hexes If activated by a Leader Team, units may move into hexes con- When the sniper activates, the leader team that directed the taining enemy units. Units may move out of enemy hexes at any attack is immediately flipped to its wounded side. If it was al- time. The moving units individually undergo reaction fire from ready wounded, it is eliminated. After resolving the effect on enemy units in the hex (see 6.10 Reaction Fire). the Leader Team, all other units in the hex immediately become 6. Fire Combat 6.1 Line of Sight (LoS) pinned. 6.5 Fire Limitations Players may target any enemy units in the target hex except for In order to perform a fire attack an attacking unit must have a Leader Teams. Leader Teams may only be attacked if they are valid LoS to the enemy target unit. An attack must be declared the ONLY units in a hex. If another unit is present, it is assumed BEFORE checking LoS. If the LoS is blocked, that attack is lost. that they present the larger target and that the Leader Team is LoS is determined by drawing a straight line between the center busy coordinating troops and keeping their head down. Units dot of the attacker’s hex and the center dot of the defender’s may fire into hexes containing units of their own side with no hex. If at any point between the attacker and defender’s hexes penalty. the line crosses any part of a blocking terrain drawing/structure (building, forest, etc.) per the terrain effects chart, the attack is When attacking hard targets, units use their hard attack factor. blocked. Terrain in the attacker or defender’s hex never blocks When attacking soft targets units use their soft attack factor. LoS. Units ALWAYS have LoS to targets within their own hex Units that do not possess a hard or soft attack factor are not and in adjacent hexes. eligible to attack enemy units of that type. 6.2 Fire Resolution 6.6 Combat Results Unless firing units are stacked in the same hex as a Leader On the combat results table, there are four possible results: Team that activates them, all fire attacks are by a single attack- • No effect ( - ) ing unit against a single defending unit. Troops that are loaded • Pinned (P) in vehicles may not fire until they are unloaded. Once LoS has • Reduced (X) been verified, compare the attacking unit’s modified attack • Eliminated (XX) factor to the defending unit’s modified defense factor. Attack and defensive modifiers are listed on separate tables. All attack When a unit is pinned because of a fire attack, it is immedi- and defense modifiers are cumulative. Subtract the final defen- ately marked with a Pin Marker and stripped of any Overwatch sive value from the final attack value and consult the Combat status it may have held. Infantry Units that are reduced are Results Table. Find the differential column corresponding to flipped to their reduced side to reflect mounting casualties and the attack/defense differential, then roll 2D6 to determine the a wavering will to fight. In addition, they are marked with a Pin result. Marker, and stripped of their Overwatch Status. Any ‘Militia’ Yaah! Magazine | 71 Daniyar Yambulatow (Order #11968077) This issue’s game unit that is stacked with a unit that is reduced or eliminated the game in Overwatch status may NOT activate during the first becomes pinned immediately. Infantry Units that are reduced turn of the scenario. It is important to weigh the pros and cons for a second time are eliminated from the game as they either of prepared firing positions versus tactical flexibility during have suffered too many casualties or have lost too much cohe- unit setup. sion to continue as an effective fighting force. Heavy Weapons Teams do not have a reduced side, and are eliminated from the 6.10 Reaction Fire game the first time they are reduced. Vehicles that are reduced Any time a unit moves INTO or OUT OF a hex containing enemy are eliminated and turned over to their wreck side. Whenever a units, it is subject to a single reaction fire attack by any ONE unit is eliminated that side’s Initiative Level is reduced by one. enemy unit in that hex at half strength that has not previously performed reaction fire that turn. Previously activated/spent 6.7 Reduced Leader Teams units are eligible to perform this reaction fire but not Pinned Leader Teams are wounded if they are reduced. Wounded leader units. If multiple units are activated by a Leader Team together, teams are no longer eligible to conduct fire groups and when they still move one unit at a time and each unit undergoes re- they make group activations they may only activate units in action fire individually when moving into or out of an enemy their same hex, not adjacent hexes. If a wounded Leader Team occupied hex. is reduced again it is eliminated. Whenever a unit is eliminated that side’s Initiative Level is reduced by one. Resolve the fire as if it occurs in the same hex containing the enemy firing unit. Note that the half strength attack is then 6.8 Pinned Effects doubled again due to same hex fire. If the enemy reaction fire A pinned unit’s ability to move and fight is severely limited. unit is in Overwatch status then its attack strength is not halved It may only remain in its current hex, move away from enemy before doubling for same hex combat the first time it fires. The units, or if it starts its move out of enemy LoS it may not enter unit then loses its Overwatch status. After an eligible unit re- enemy LoS as detailed previously. It may not fire at all (Regular solves reaction fire mark it with a Reacted Marker to indicate it or Reaction and Overwatch status is removed). During the Ini- cannot perform reaction fire again that turn. The firing enemy tiative Phase, all Pin Markers are removed. An already pinned unit is still eligible for later activation in the turn if it has not unit that becomes pinned again suffers no additional ill effects. already activated. Pins do not ‘stack.’ Pinned Leader Teams may not activate other units (per 5.0) but may still spot for Fire Support (per 8.0). If the reaction fire results in a pin or reduction, and the moving Pinned Vehicles may also still spot for Fire Support. unit is attempting to ENTER an enemy hex it is ‘bounced’ – and returns to its entry hex. If the moving unit is leaving an enemy 6.9 Overwatch hex then it continues to its destination hex. A unit that spends its entire activation assuming Overwatch status is marked with an Overwatch marker. It may then fire Note that it is possible to move into AND out of an enemy hex during an enemy unit’s activation. It may fire at full strength in in the same turn, provided the moving unit has enough move- reaction to any enemy movement or fire attack within its line ment points and is not adversely impacted by an enemy fire at- of sight. It may fire at any point during an enemy unit’s move- tack. ment in its LoS or immediately after an enemy’s fire attack is resolved in its LoS. Leader Team combined fire is NOT allowed 7. Fire Support for Overwatch fire – each unit must fire individually. Fire support is a catch-all term that encompasses all off-board assets including mortars, field artillery, self-propelled howit- Overwatch status is retained until the unit fires, suffers an zers, multi-rocket launchers, helicopters, and aircraft. adverse combat result causing loss of Overwatch status, has an enemy unit move into its hex, or is activated again on the 7.1 Fire Support Availability following game turn. Following firing, the unit is marked as Each scenario will specify what, if any, fire support is avail- SPENT. If a unit on Overwatch has an enemy unit move into its able for each side as part of their OOB. Available fire support hex, it may fire at full strength rather than the normal half- modules are represented by markers that are used to plot and strength reaction fire, which is then doubled due to the same resolve the attacks on the game map. Each fire support module hex fire modifier. in the scenario will list the type of equipment, the number of barrages available, attack strength, whether smoke is available, Units may also be placed on Overwatch status during a scenar- and Reliability number. Place the corresponding fire support io’s set-up. This reflects prepared defenses. Units that begin markers aside where they will be easily accessible during play. 72 | Yaah! Magazine Daniyar Yambulatow (Order #11968077) Each module may only perform a barrage once per turn. Once a 7.4 Smoke module has used up all its barrages, it may not be used again in When firing smoke, perform scatter determination as before that game. For example, there may be four barrages available and then place a smoke counter on the final target hex. Smoke from a Howitzer battery during a scenario, but you may only use blocks ALL line of sight for leg units through the hex it is in one of those barrages per turn. Players can use paper and pen- and halves any fire into that smoke hex. Most modern fight- cil or extra Fire Support markers of the same type on the Turn ing vehicles are equipped with some kind of optics equipment Track to track usage of barrages. that allows at least partial visibility through smoke screens. Vehicles may fire through one smoke hex at half-strength – 7.2 Fire Support Placement but may not fire into or through more than one smoke hex. Fire support is plotted during the Initiative Phase of each turn. Smoke does not halve the strength of fire support. Smoke is Each player places any fire support markers they wish to use on removed at the beginning of the following turn during the Ini- target hexes. In order for a hex to be specified as the target of a tiative Phase. fire support barrage, an eligible unit must spot for it. Eligible spotter units are limited to Leader Teams and vehicle units (IFV/ 8. Special Units AFV). Each spotting unit may only place/spot for one fire support marker per turn. A spotting unit must have a LoS to the target hex. 8.1 Wrecks Any time that a vehicle unit is reduced it is eliminated and After all fire support is plotted, players roll for each attack to flipped over to its wreck side. Any vehicle unit entering a hex see whether it arrives this turn or at the beginning of the next containing a wreck using a road must end their movement turn. Roll 1D6, and on a result equal to or less than the fire sup- immediately as they navigate the roadway blocked by the de- port’s Reliability number it strikes immediately. On any other stroyed vehicle. Eligible units may opt to bypass the wreck and result the fire support marker is left on the game map until re- use the other terrain in the hex (unless Prohibited) to avoid the solved during the FOLLOWING turn’s initiative phase. clogged roadway. They must pay the full cost for moving into the other terrain in that hex AND into the next hex when they 7.3 Fire Support Resolution leave. Wrecks may not be cleared and are not cumulative; one When a fire support is resolved, there is a chance that the fire wreck marker indicates any number of eliminated vehicles and support may scatter from the target hex. Roll 1D6 and on a re- clogs the roadway in the hex. sult of 5 or 6 for Rockets/MLRS or 6 for conventional artillery and airstrikes, the fire scatters. Resolve the scatter by first roll- 8.2 Heavy Setup Weapons ing 1D6 to determine Scatter Direction (1 is North then clock- Certain heavy weapons such as anti-tank guided missiles and wise 2-6). Then roll 1D6 again on the Scatter Distance Table to automatic grenade launchers – indicated by an * on the coun- determine how many hexes it scatters in that direction. Fire ter - must be set-up in order to fire. These weapons may never support attacks may never be combined. If two fire support at- move and fire during the same activation. They may only move tacks hit the same hex, resolve each attack separately. at full capacity or fire at full strength during an activation. These weapons also may not fire at enemy units in the same There are two possible ammunition types for fire support: high hex, as they are not maneuverable or flexible enough for close explosive and smoke. When resolving a high explosive fire sup- quarters combat and in some cases (e.g. ATGMs) have mini- port attack, resolve it as any other fire combat, except that it mum arming ranges. attacks ALL units – enemy AND friendly AND Leader Teams - in port strength is halved versus HARD Targets. The Fire Support 9. Special Terrain – Multilevel Buildings strength is halved for adjacent hexes. These are cumulative so The two main terminal buildings, the parkade, and the control for a HARD target in an adjacent hex the Fire Support strength tower at the airport are large, multilevel buildings. These hexes is halved twice and fractions dropped. are marked with a Red Triangle in the center of the hex and are the target hex and each adjacent hex individually. The Fire Sup- under special rules. These buildings receive higher defensive When attacking multi-floor buildings such as the airport ter- modifiers - as listed on the TEC - than regular built up urban minals, fire support attacks are considered to hit the top floor at terrain to reflect the resilience with which they stood up to full strength, and half strength on the hex/floor directly below heavy bombardment and the sheer size and complexity of the as if it was an adjacent hex. Adjacent upper story building hexes structures that provided a wealth of possible hiding places and are also attacked at half strength. Hexes that are below AND firing positions. adjacent are not attacked. Yaah! Magazine | 73 Daniyar Yambulatow (Order #11968077) This issue’s game 9.1 Movement Effects 10. Scenarios These buildings and only these buildings have upper levels. A For victory purposes a side is considered to have control of a unit may move to an upper level as a normal move action pay- hex if their units are currently the sole occupant of the hex or ing the normal cost of the terrain. Place an Upper Level Marker the last sole occupants of the hex. If units from both sides oc- UNDER the units occupying the upper level and over those units cupy the same hex, it is considered contested/uncontrolled. on the lower level. For all game purposes, levels directly above For multi-level building hexes BOTH levels must be controlled and below are considered as adjacent hexes. Units may never or one level controlled and the other vacant for the hex to be move to a new hex and a new floor as a single move, they must considered controlled by a side. first move up or down, then side to side. 9.2 Fire Support Spotting Effects 10.1 First Battle of Donetsk Airport, May 26th 2014 Leader Teams that occupy the upper floors of the New Terminal During the night of May 25, Donetsk People’s Republic separatist forces building or the Control Tower may spot for fire support attacks comprising about 200 local militiamen and foreign volunteers of the at any point on the map. They may also be spotted from any Vostok Battalion occupied the airport terminals and posted lookouts point on the map for the purposes of plotting fire support at- and guards on the roofs and upper floors. These troops were trans- tacks. These exceptions to the regular LoS rules apply ONLY to ported in trucks and were lightly equipped with small arms and no spotting for fire support and NOT for direct fire combat. These heavy or specialized anti-armor or anti-air weapon systems. high points were excellent vantage points of the battlefield and After the fighters ignored an ultimatum from the Kiev government to were frequently used to coordinate fire support. abandon the airport, the government attacked. Paratroopers from the 9.3 Fire Support Resolution Effects 3rd Separate Special Forces Regiment attacked with close air support As previously detailed (7.3), Fire Support attacks hit the upper from SU-25 fighter bombers and MI-24 attack helicopters. The speed level of these buildings with their full attack value and hit the and brutality of the attack caught the separatists off-guard. They had bottom floor below and adjacent upper floor hexes to the im- not expected the government to fire on the airport buildings for fear of pact hex with half attack value. damaging them and had left most of their heavy weapons and AFVs behind in the city of Donetsk. The separatists were driven from the airport after suffering high casualties. Roughly 40-50 fighters were killed in the engagement, many of them when an RPG struck a transport truck fleeing to Donetsk proper. The Ukrainian troops suffered no losses. SEPARATISTS/DONETSK PEOPLE’S REPUBLIC (DPR): Elements of Vostok Battalion and Local Militiamen: Initiative: 8 Hesitation Point: 3 Set up first anywhere inside or within 3 hexes of the New and Old Terminals UNIT TYPE Leg Units Leader Teams Vehicles ACTIVATION MOVEMENT FIRE COMBAT Self Can remain in current hex, move away from enemy units in their LoS, only into hexes that have an equal or better defensive modifier than their current location if remaining in enemy LoS, or if starting out of enemy LoS may not enter enemy LoS (6.4) Not Allowed (Regular, Reaction, or Overwatch) NA Self, may not activate other units or form same hex fire teams Same as Leg Not Allowed (Regular, Reaction, or Overwatch) Can still spot for Fire Support Self Same as Leg Not Allowed (Regular, Reaction, or Overwatch) Can still spot for Fire Support 74 | Yaah! Magazine Daniyar Yambulatow (Order #11968077) FIRE SUPPORT • 6x Militia (Locals) vided by the Russians. These included a number of T-64 and T-72 • 3x Infantry Squads (Foreign Volunteers) tanks as well as BM-21 Grad MLRS platforms. By this stage in the con- • 1x RPG Section flict, Russian supplied air defense assets had negated the Ukrainian’s • 1x HMG Section air superiority. • 3x Leader Teams • 1x Truck The fighting was intense on September 28 as the Separatists pushed north from the suburbs of the city and into the outlying areas of the UKRAINIAN ARMY AND SPECIAL FORCES: airport. Nine Ukrainian soldiers were killed with over twenty more Elements of 3rd Special Forces Regiment: wounded and one APC was destroyed by a separatist tank. The Sepa- Initiative: 9 ratists also suffered an undisclosed number of casualties, probably in Hesitation Point: 4 the low dozens. Both sides made heavy use artillery and shelling began Set up second anywhere on the Western and Northern board edges. to make its first major impacts on the airport grounds. By October 1, • 6x Infantry Squads the DPR forces had seized a number of large hangers and out buildings • 3x Leader Teams that they would later use as staging areas and concealed approaches • 6x BTR80 for assaults on the terminals. • 4x MI24 Helicopter Strikes (Strength: 16, No Smoke) Reliability: 3 UKRAINIAN ARMY AND SPECIAL FORCES: • 4x SU25 Airstrikes (Strength: 16, No Smoke) Reliability: 3 Initiative: 10 Hesitation Point: 4 Victory Conditions: Set up first anywhere on or north of Hexrow 10 that comprises The Side with the highest victory point total at the end of the the stream (4 hexes up from south edge) Scenario wins. • 9x Infantry Squads Each New/Old Terminal hex controlled: 2 VPs (at Scenario • 1x HMG start all New/Old Terminal Hexes are considered in DPR • 2x RPG Control) • 3x Leader Teams • Each enemy unit eliminated: 1 VP • 3x BTR80 • Each DPR unit exited via hexrow x10 AFTER turn 5: 1VP • 1x Konkurs ATGM Turn Limit: 8 • 1x T-64BM Special Rules: None • 4x Howitzer Barrages (Strength: 12, Smoke available) Reli- • ability: 5 Notes: This is a good scenario to learn the major game systems (Fire Support, Fire Teams, Clearing Operations). The DPR SEPARATISTS/DONETSK PEOPLE’S REPUBLIC (DPR): needs to hold on to any part of the Terminals until the end of Initiative: 11 the game. Do they set up spread out to force the Ukrainians to Hesitation Point: 4 chase them down or concentrated for mutual support? Do they Set up second anywhere on the south board edge. attempt to inflict casualties on the Ukrainians during their ap- • 6x Militia proach or hunker down in the Terminals and make them come • 6x Infantry Squads in after them? Do they attempt to evacuate after turn 5? The • 1x HMG Ukrainians do not have enough infantry to clear the terminals • 2x RPG without preparatory Fire Support and ranged BTR Fire. How • 1x Recoilless Rifle long do the Ukrainians soften up the DPR and when do they • 4x Leader Teams send in their infantry for the clearing operations? What ap- • 1x T-64BV proach route - quickly over the airfield or slower through more • 1x T-72B3 built up terrain with cover to minimize casualties? • 3x BM21 Rocket Barrages (Strength: 16, No Smoke) Reli- 10.2 Second Battle of Donetsk Airport, Opening Moves (September 28th, 2014) • ability: 4 3x Howitzer Barrages (Strength: 12, Smoke available) Reliability: 4 After a summer of sporadic shelling and pot shots back and forth, the DPR launched a major offensive. Having learned from their defeat in Victory Conditions: the spring, the separatist forces had mobilized more heavy weapons • plundered from their early seizures of government territory and pro- DPR Victory: Control 8 or more building hexes on the airport grounds (within the boundaries of NE=W4 NW=K4 Yaah! Magazine | 75 Daniyar Yambulatow (Order #11968077) This issue’s game • • SW=K10, SE=W10) at the end of the Scenario • 1x Recoilless Rifle Draw: DPR controls 4-7 building hexes on the airport • 3x Leader Teams grounds per above at the end of the Scenario. • 1x BTR80 Ukrainian Victory: DPR controls less than 4 building hexes • 1x T72B3 on the airport grounds per above at the end of the Scenario. • 1x T64BV • 2x BM21 Rocket Barrages (Strength: 16, No Smoke) Reli- Special Rules: None ability: 4 Turn Limit: 8 10.3 Counterattacks (November, 2014) Victory Conditions: Throughout the month of October heavy shelling, damage to the • buildings housing their positions, and constant infiltration from the captured outbuildings had pushed the Ukrainians out of the Old Ter- Old Terminal at the end of the Scenario • minal into the more defensible New Terminal. Both buildings were beginning to collapse and the tarmac was littered with destroyed AFVs. The battle for the airport had become purely symbolic as the facilities were damaged beyond usefulness. Ukrainian Victory: Ukrainians control all 3 hexes of the Draw: Ukrainians control at least 1 hex of the Old Terminal at the end of the Scenario • DPR Victory: DPR retains control of ALL 3 hexes of the Old Terminal at the end of the Scenario Special Rules: The Ukrainian player automatically has the initiative on the first turn. The recently captured Old Terminal provided the perfect springboard Turn Limit: 6 for DPR attacks on Ukrainian positions within the New Terminal and probing attacks were a daily reality. During November, the Ukrai- 10.4 Final Assault (January, 2015) nian army staged a series of concentrated attacks to try to retake the In the first weeks of January, the Ukrainian soldiers were complete- Old Terminal and maintain footholds there that would deny the DPR ly cut off inside the New Terminal. The Control Tower collapsed on troops a covered approach. These back and forth offensive operations January 13, denying them a crucial Overwatch and artillery observa- would continue throughout December and even into the final weeks of tion position. The DPR also shifted resources to the fight for the nearby the siege in January. town of Pisky hoping to deny the Ukrainians access to their besieged troops in the airport. The Ukrainians could only rotate and resupply UKRAINIAN MECHANIZED AND AIRMOBILE TROOPS: troops and evacuate casualties along the ‘highway of life’ that ran Initiative: 12 from Pisky across access roads onto the far end of the tarmac. They Hesitation: 4 then sped down the runway in their vehicles to park beneath the pas- Set up second anywhere in or North of Hexrow 7 AND in or West senger gates before speeding back. Often they would be under fire the of Hexrow F. entire time. • 9x Infantry Squads • 1x HMG On January 14, the DPR staged a major assault on the New Terminal • 2x RPG seizing control of about 1/3 of it and causing serious damage to Ukrai- • 1x AGS-17 nian positions. On the 17th and 18th the Ukrainians launched a coun- • 4x Leader Teams terattack involving troops and a full company of tanks from Pisky. This • 2x T-64BM killed at least 15 DPR troops and restored control of the New Terminal • 2x BM21 Rocket Barrages (Strength: 16, No Smoke) Reli- to the Ukrainians. ability: 4 • 4x Howitzer Barrages (Strength: 12, Smoke available) Reli- The final Assault took place over two days and began on the 19th when ability: 5 the DPR managed to infiltrate the upper floors of the Terminal building corralling the Ukrainian troops on the lower floors. They then deto- SEPARATISTS/DONETSK PEOPLE’S REPUBLIC (DPR): nated demolition charges dropping portions of the second floor on top of Initiative: 10 the Ukrainian positions, causing heavy casualties. Further fighting and Hesitation: 3 more collapsing floors occurred on the 20th. By the 21st, the final Ukrai- Set up first anywhere in or East of Hexrow N OR anywhere in or nian troops were forced to evacuate and the airport was fully under DPR South of Hexrow 8. control. Over 40 Ukrainian soldiers had been killed in the final two days • 3x Militia of fighting, and dozens more wounded and evacuated or captured. • 3x Infantry Squads • 1x HMG Many combatants alleged these final assaults and demolitions involved • 1x RPG Russian Special Forces committed after Moscow had grown tired of the 76 | Yaah! Magazine Daniyar Yambulatow (Order #11968077) separatists’ inability to gain control of the airport. Observers reported • Russian accents and military jargon on radio traffic and an increased presence of T72B3 and allegedly T-90 tanks in the area. The airport 3x BM21 Rocket Barrages (Strength: 16, No Smoke) Reliability: 4 • was also shelled with 240mm self-propelled Tyulpan mortars, weap- 4x Howitzer Barrages (Strength: 12, Smoke available) Reliability: 5 ons not in the Ukrainian arsenal. Victory Conditions: This scenario represents some of the brutal fighting that oc- • withdrawal of the Ukrainian troops. The Ukrainians start with Ukrainian Victory: Ukrainians control at least 1 hex in the New Terminal at the end of the Scenario. curred during January 19th and the 20th and led to the final • Draw: Ukrainians control no hexes in the New Terminal at their infantry garrison and receive meagre armor and mecha- the end of the Scenario BUT manage to evacuate at least nized reinforcements from the West board edge to help them three ORIGINAL/Starting Infantry Squads – not from the evacuate. turn 3 reinforcements - from the New Terminal (See Special Rule). UKRAINIAN MECHANIZED AND AIRMOBILE TROOPS: • Infantry Squads. Separate Airborne Battalion, 81st Airmobile Brigade: Initiative: 11 DPR Victory: DPR control ALL hexes in the New Terminal and prevent the Ukrainians from evacuating three or more Elements of 3rd Battalion 80th Airmobile Brigade and 90th Turn Limit: 8 Hesitation: 3 Set-up Second: Anywhere within the New Terminal, Parkade, Special Rules: and Building Cluster I3, J4. 1. Control Tower: Rubble and out of play, impassible terrain that blocks line of sight. • 6x Infantry Squads • 2x RPG • 1x AGS-17 upper level in the New Terminal building after the Ukrai- • 1x HMG nian player has finished his set-up. Automatically receives • 1x Konkurs ATGM the first activation of Turn 1. Attacks all units on upper • 3x Leader Teams floor of hex at 8 no Def TEM, all units on bottom floor of • 2x BM21 Rocket Barrages (Strength: 16, No Smoke) Reliability: 4 • 2. Spetznas Demolition Team: May set up anywhere on the target hex at 6 no Def TEM. Remove counter after use. 3. Evacuation: In order to fulfill the evacuation victory condi- 4x Howitzer Barrages (Strength: 12, Smoke available) Reli- tion, the Ukrainian player must exit infantry squads that ability: 5 begin the game inside the New Terminal (e.g. not reinforcements) off the Western board edge. They must board Reinforcements (Evacuation Team) arrive from the Western one of the BTR80s that arrives on Turn 3 and then move off board edge on the runway on Turn 3. the Western board edge without being destroyed. • 2x T-64BM • 6x BTR80 11. Game Notes • 3x Infantry Squads Donetsk is not like most tactical level games on the market. • 1x Leader Teams First, it differs in scale - while units are relatively small (squads, individual teams and vehicles) the hexes are relatively large SEPARATISTS/DONETSK PEOPLE’S REPUBLIC (DPR): (approx. 150m). This was done to simulate the relative emp- Initiative: 12 tiness of the modern battlefield as compared to earlier con- Hesitation: 3 flicts. Modern combat units move slower and more cautiously Set-up First: Anywhere outside the Ukrainian setup zone. due to the increased range and lethality of modern weapons. • 1x Spetznas Demolition Team (see SSR) These factors explain why leg unit movement factors are low • 6x Militia and there are no ‘close assault’ rules like earlier conflict period • 6x Infantry Squads tactical simulations. • 1x HMG • 2x RPG Second, even though the battle was called Little Stalingrad, un- • 1x Recoilless Rifle like the forces involved in that pivotal WW2 battle, the forces • 4x Leader Teams in these battles were very brittle. It did not take many setbacks • 3x T-64BV and casualties before a side lost their aggressive spirit and will • 1x T72B3 to fight. The central game mechanic that depicts this, which Yaah! Magazine | 77 Daniyar Yambulatow (Order #11968077) This issue’s game the player needs to manage, is Initiative/Hesitation. Protecting If units are caught by enemy fire support in relatively uncov- your Initiative Level is critical to keeping your tactical options ered hexes, it could have catastrophic effects. Also, if units are and chances for victory open. Initially the player with the high- concentrated in preparation for an attack, one well-placed en- est initiative normally gets to activate first - especially if in a emy Fire Support mission could break up the attack. The player close quarters battle in the Terminals the ability to fire first or must wrestle with the tension between concentrating for more withdraw from a bad situation before the other side can fire can attack power versus the risk of enemy Fire Support taking ad- be critical. Later, if your initiative level drops to your Hesitation vantage of the concentration to inflict extensive damage. One Level then your options become very limited. If on the Offen- of the safest places on the board from enemy Fire Support is sive, the player is left with ranged fire hoping to attrition the adjacent to or in the same hex as enemy units since Fire Sup- defender to victory. If on the Defensive, then the other player port attacks both sides. The safest place from a terrain point can be more aggressive and it becomes very hard to hold impor- of view is the bottom floor of a Terminal/Parkade/Tower hex. tant objectives in the face of a determined assault. Therefore, Fire Support attacks the top floor at full strength while the bot- being sensitive to casualties is critical to winning. tom floor is considered an adjacent hex, which halves the Fire Support. Combine that with the high defensive TEM and this Initiative can only decrease during the scenario through elimi- makes units on the lower floors tough nuts to crack. Ukrainian nated units. So, the obvious goal of a player is to minimize their troops survived in these locations for weeks against enemy as- own casualties, inflict enemy casualties, while maneuvering saults. The main use for the top floor is Fire Support spotting, and attacking/defending to meet the scenario victory condi- so normally a player will only put a Leader Team on the top tions. Pulling this off in the time allotted for the scenario can floor. Should a player use up one of their precious Fire Support be a tough balancing act. A few bad mistakes and good rolls by barrages to destroy the Leader Team and prevent its spotting is the enemy could lead to the battle being over relatively quickly. another decision a player must make. Finally, Fire Support is Or spending too much time doing ranged/prep fire of the enemy not unlimited. Once it is used up the deterrent effect of keeping before assaulting the objectives could lead to time running out the enemy in cover and not concentrating for attacks is gone. for the scenario. As for actual unit use, the most powerful way to use units is The Infantry based units (with reduced sides) are somewhat in Fire Teams with a Leader Team against soft targets. Espe- resilient to losses, but after they have been reduced the player cially when attacking high Defensive TEM terrain, this may be needs to make the decision whether to keep them in the thick the only way to generate enough firepower against defending of the battle and risk their loss and drop in initiative or pull soft targets. Of course, then these stacks of units become mag- them back from the main battle into a support role. Of course, nets for enemy Fire Support and risk Sniper Fire. We have had the enemy player may purposely target these reduced units groups of these attacks immobilized for most of the scenario to eliminate them and drive down their opponent’s initiative because they weren’t in the best defensive terrain and the en- level. If the opponent has a spotter on the top floor of one of emy kept them pinned through judicious use of Fire Support. the Terminals/Tower hexes then there is nowhere to hide on the As for vehicle/hard targets, their best use is either against other board from their Fire Support. Heavy Weapons and Vehicles, hard targets - tank vs tank or APCs - or standing off from the while powerful, do not have a reduced side so the player needs main battle in the terminals and providing soft/concentrated to be careful when committing them to battle as one reduced fire support. result eliminates them and decreases initiative. The game is a balancing act of numerous items - minimizing The most potent weapon a player has is their Fire Support (Ar- casualties while inflicting them on the enemy thru effective use tillery/Air). High fire values combined with attacking ALL units of Fire Support and maneuver/fire to achieve the scenario vic- in a hex and adjacent hexes give them a lot of bang for the buck. tory conditions - all in the time allotted. Good luck and enjoy. 78 | Yaah! Magazine Daniyar Yambulatow (Order #11968077) The Compleat Wargamer WATERLOO REDUX ARTICLE BY PETER P. PERLA Some issues back I addressed some unusual design approaches to the battle of Waterloo. Forgive me for returning once again to those muddy fields in Belgium—this time to discuss an even more unusual take on the battle. The publishers are a new Spanish company, Trafalgar Ediçiones. The game is Waterloo 1815: La última batalla de Napoléon, designed by José Antonio Luengo Baena. I first became aware of this game through Paul Comben’s review on the The Boardgaming Life. (See https://theboardgaminglife. com/2016/11/27/waterloo-napoleons-last-battle-a-boardgaminglife-review/ ) What struck me about the game initially was its unusual game board. It was a simplified topographical map of the battlefield with two unusual features. First, it extended farther east along the approach route of Blücher’s Prussians than most other Waterloo games. Second, it lacked any sort of grid: What the game truly excels at, however, is the psychological no hexes, no squares, not even irregular areas. Then there were effect it produces on its players. It illustrates better than any the playing pieces. Not cardboard but a different sort of wooden other game just how cramped the main battlefield is. Except for blocks. They are a cross between the long narrow rods seen in an inch or two on the extreme British left, Wellington’s entire Bowen Simmons’s Napoleonic battle games and the square line lies on the western half of the board. And the funneling blocks of GMT’s Command and Colors series. And they come effects of Hougoumont and La Haye Sainte are dramatic indeed; in three sizes, the largest representing infantry brigades, the the crowding of the French attacks caused by the constriction mediums representing cavalry brigades, and the smallest (really comes home to you, as does the severity of the threat posed to small!) representing artillery batteries and leaders. Wellington’s position by the fall of the latter late in the day. The core idea of the game is that the blocks take up physical This hybrid of miniatures and boardgames is a successful and space on the battlefield equal to their actual size. “Half a mo’,” insightful one and well worth your time. But be warned, if you you might say, “that sounds more like a miniatures game than reject the inherent measuring and fiddling, and the relative a boardgame.” And you would be correct. This is, in fact a min- looseness of miniatures-style positioning and terrain interpre- iatures game played on a board, with movement and fire ranges tation compared to the use of pristine hexes, you may find this a determined using custom cardboard measuring tools. I don’t frustrating experience and give it a pass. That would be a shame, have space or inclination to do a full review of the game here but though, because you will be missing out on a fresh and illuminat- suffice it to say that, despite some rules issues, the game systems ing perspective on a battle we all think we know only too well. do a creditable job of representing combat at these levels. And that, after all, is why we play these things, yes? Yaah! Magazine | 79 Daniyar Yambulatow (Order #11968077) BONUS TANK ON TANK A Scenario for Old School Tactical BY MARK H. WALKER June 24th, 1941. Elements of the 6th Panzer Division meet a KV-1 at a German Forces crossroads near Raseiniai. Allegedly, the single tank held up the Germans 1 x Wreck, 2 x Rifle, 1 x Lmg, and 1 x Sergeant in hex BB13. for an entire day, only being overrun after depleting its ammunition. 1 x SdKfz 222, 2 x PzKpfw II F, and 1 x PzKpfw III J in AA13, Z14, Y14, This is a variation of a solitaire scenario that I designed for backers of the Y15 (one per hex). Old School Tactical Reprint. -Mark H. Walker Impulse Dice: 1D10 (0 = 10). MAP 1 Control Hexes: None. Turns: 3. Gut Check: 7. Special Scenario Rules 1. If a German unit enters a hex that is 10 or more hexes from the nearest Soviet unit, the German unit suffers an 0-col- Victory umn attack on the appropriate Combat Table for each such To win the Germans must destroy all Soviet tanks or damage all hex entered. This simulates the larger battlefield surround- Soviet tanks’ main guns. ing this small encounter. 2. Don’t use Luck Cards. 3. Neither side has offboard assets. 1 x KV1 in hex EE8 4. All Soviet units automatically rally in the Free Rally Phase. 1 x T34 m1940 in hex FF8. 5. The Soviet tanks cannot leave the hill on which they set up. Soviet Forces Impulse Dice: 1d6 + 1 to the number rolled. Gut Check: 6 80 | Yaah! Magazine Daniyar Yambulatow (Order #11968077) Yaah! Magazine | 81 Daniyar Yambulatow (Order #11968077) 82 | Yaah! Magazine Daniyar Yambulatow (Order #11968077)