Table Of ContentIssue #36
Fall/Winter 2013 Battles For Empire II
Surprisingly, most are many, but this is defi-
gamers tend to focus on nitely a refined and en-
skirmish actions when do- hanced version from the
ing colonial gaming, some- previous set of rules.
thing that is definitely
For those just hearing
borne out by the success
about the BFE system, it is
that The Sword & The
a set of rules that allows
Flame has had for 30+
gamers to fight large ac-
years. When you go above
tions in the colonial era.
the skirmish level that’s
All units except for artil-
where things get a bit fuzzy
lery and machine guns
in terms of what rules to
consist of four stands.
use. While there have been
There are several basing
numerous sets over the last
systems given, ranging
several decades, none has
from the conventional hav-
really caught on or
ing 2-3 figures a stand to
emerged as the overall with four stands represent-
r using 15mm figs on 25mm
leader. ing a company of Imperial
stand sizes for effect to
troops or a clan of natives.
When I first played using just two very large
e The game looked good, felt
Battles For Empire (BFE) stands packed with figures
right, and you definitely
quite some time ago, my of whatever scale you
got the impression that
first thought was that this is choose to use. Most units
d there was a force of Imperi-
the kind of operational take eight hits and once
al troops trying to stop a
level colonial rules I’ve that occurs the entire unit it
large native force. The
been waiting for. Although taken off the board, so
movement system definite-
r I’ve played TSATF since there’s no need to base
ly gives you that “lava-
the early 80s, all of the individual figures for casu-
like” flow of native units as
E rules I’ve tried for compa- alties sake.
O they surge, stop, and then
M ny and battalion level
suddenly rise up and The movement system
A games were distinct fail-
charge their enemies. is definitely similar to Fire
N ures. Either the rules were
We’ve played several & Fury, with each unit
trying to apply ACW or
S Napoleonic type mechanics games of BFE over the rolling on a chart, which
S g to the colonial era, or they years and it is always ea- determines how far they
E were so rigid and or clock gerly looked forward to. will move, if they rally, or
N in extreme cases if they just
like (think WRG here) that I recently received my
I n the fun of the period got copy of the revised edition, fall apart and rout. This
S does have the effect of
sucked away after the first called Battles for Empire
U making movement a bit
few turns. II. Naturally, the question
B random for the Imperial
i needs to be asked that if the
Battles for Empire side, but it does a great job
first version was so good,
changed that for me. The of simulating mass native
n why revise it? The reasons
scale was almost perfect, movement (cont. on p. 3)
r Inside this issue:
Special points of interest:
Battle of Franklin-Fire & Fury battle report 4
a Several battle reports for Fire & Fury,
Warmaster Ancients Battle Report 8 Battles For Empire II, Age of Discovery,
Warmaster Ancients, and Ronin.
Third Reich-Comparison of Old vs. New 10
W Reviews of Ronin and Battles For Empire
Age of Discovery Battle Report 14 II.
Ronin Rules Review & Battle Report 16 Board game reviews for Breakout Norman-
dy, Heights of Courage, Case Yellow, and
BFE II Battle Report: Save The Train! 24
The Supreme Commander.
Engagements-Scenarios For Wargamers 26
Battles For Empire II (cont.)
(cont. from p.2) as na- rate unit may do some together to create a well thought out and
tive units can be sitting damage, they will quickly workable colonial battle system. Sure,
idle for quite some be overwhelmed, especial- you can have games where the British sit
time, then all of a sud- ly if the Imperial unit goes there in a line and annihilate the opposi-
den a fanatic attack is to rapid fire. tion, but there’s always that chance that
launched, with gives one unit will miss on its firing, the native
Melee uses a similar
positive modifiers to unit will roll a fanatic result, rise up and
system to firing in that
other native units in the swamp the British unit, opening a gap
each unit gets a number of
same area. This some- that ends the game! The beautiful thing
dice, then additional dice
times will lead to a about this is that you never know when it
may be added for support
surge of native units is coming, so like most Victorian era
units, which are units not
against the Imperial commanders you need to constantly pre-
directly involved at the
forces at the worst pos- pare for the worse, which sometimes
point of contact, but are in
sible times! leads to other mistakes!
base to base contact with
Firing is done by the attacker or defender.
rolling a number of D6s You add a number of mod-
for how many stands in the unit (usually ifiers, then roll the dice and score hits on
4) and comparing them to a chart that certain needed numbers. The loser goes
lists range and quality of the unit. Each shaken, which can have catastrophic con-
successful die roll causes one hit, with sequences in the following turn.
two hits in a single turn causing a shaken
This is where the game gets interest-
result, which can affect firing, melee, and
ing and when the following turn comes
movement. Artillery is also similar, roll-
around units in melee roll on the move-
ing a number of D6s per section accord-
ment chart. Depending upon the result, a
ing to weapon type and affected by unit
unit could rally and continue fighting,
quality and range. Imperial units can
recoil, which is bad for the unit and oth-
rapid fire which will increase their fire-
ers behind them, or simply melt away,
power, but with the chance of running out
giving an attacker to breakthrough and
of ammo! MGs can also jam and BFE
continue the attack against other units. It
does a good job of simulating the fire-
is this part, I believe, that gives the game
power along with the problems of these
its unique colonial flavor in that you nev-
weapons in these types of battles.
er know what is going to happen from
One thing that works out very well in one minute to the next. It may seem like
There’s also a few other odds and ends
BFE is the quality of the firing unit. A the natives are getting wiped out, then
that probably should be mentioned. The
British unit involved in a firefight with a one bad melee result coupled with a poor
only leaders that matter for command &
Dervish or poor quality third rate unit movement roll and the line collapses
control is the overall commander who has
will be at a huge advantage, as they usu- while the remaining natives pour through
a 12 inch influence that gives a positive
ally were historically. While the third the gap!
modifier on the movement charts. Other
It’s true that many officers give a plus on the combat tables,
games have this, but but that’s about it for their somewhat
when you add the limited role. There is an optional Heroic
movement, firing, and Leaders rule that looks interesting, but we
melee systems all to- have yet to try it. The other interesting
gether the game seems item is that only Imperial and Imperial
to come alive. Rarely trained units (think Indians, Egyptians,
do all three of things etc.) can change formation as the natives
work so well hand in are only in a mass type formation except
hand. People may for a few rifle armed units that can skir-
hate the movement mish. Again, this is easily handled and
system, but love the just deducts a certain amount from move-
combat or gamers hate ment. Overall, the basic systems are fair-
the combat system, ly easy to navigate through and our group
but love the basing, has never come across any real problems
game ideas, etc. Here with these rules over the years. That’s
it all seems to come not to say that there aren’t (cont. on p.22)
Page 3 WARNING ORDER
Fire & Fury: Battle of Franklin Battle Report
We had decided to play Fire & rallied and tried again. Several
Fury for our regular gaming night, but brigades got a toe hold in the
needed a scenario for at least four town itself, but then traffic jams
players, plus one that could be fin- became an issue as well. The
ished in under four hours as that’s all Confederates continued to press
the time we had. After looking forward and after several turns
through the various scenario books I had breached the town in three
came across the Battle of Franklin in places, which gave them about
1864. The battle was a close affair five brigades in the town itself.
and eventually led to the Confederate The Union forces hung on dog-
forces falling back to Nashville where gedly and began moving more
they were invested and finally defeat- forces to clog the main roads into
ed by Thomas later that year. the town, meaning that the Con-
federate forces had to fight hard
On the day of the game I remem-
for every yard.
bered to bring everything except the
fortifications as I had read the game In the end the game was
map wrong! Instead we had to use some called as a Confederate minor victory.
The town was set up so that it was
excess stone walls and fences, so that’s They had taken the outside suburbs of the
difficult to bring numbers to bear in any
why some of the images don’t look right! town by nightfall, but had suffered nu-
one place and there were few places for
Set up was pretty fast, although it is diffi- merous casualties and the Union forces
artillery to deploy to aid the attack. The
cult to get the terrain to look exactly like would be able to fall back in good order
Union forces were having difficulties as
the Franklin area. or even counterattack the following day.
well as though they had extra units to
It was a good battle with several wild
The Confederate forces came on spare, there were no places to fit them
swings of fortune that enabled the Con-
quickly, moving down the roads and hit- into the line. By the fifth turn the Con-
federates to get into the main defenses
ting the initial Union defenses outside of federates were finally all set to go and the
and was unusual in that most ACW bat-
the town. At first the Union forces held flanking brigades began to make their
tles weren’t over a town. I think that
as the Confederates sorted themselves out presence felt. Up until this time the de-
we’ll play this one again someday as it
and continued the attack, finally over- fenders had caused numerous casualties
was an interesting scenario with several
whelming the defenders. The remainder to the attacking forces, but couldn’t quite
possible outcomes.
of the Confederate forces continued to deliver that knockout blow.
build up on the flanks, getting ready to
Pretty much the entire
attack the town all at the same time in an
Confederate surged for-
effort to swamp the defenses. Naturally,
ward and hit the outskirts
the movement rolls conspired to defeat
of the town. However,
that attempt so the first attacks went in
they were pushed back,
and were thrown back.
ISSUE #36 Page 4
Fire & Fury: Battle of Franklin (cont.) Battle Report
Several images from the battle with the Confederates overrunning the initial defenses outside of the town, then the main attack on the
town itself. There were definitely several traffic jams and the defensive terrain was pretty tough for the attacker to negotiate. The Con-
federate forces had to launch a series of attacks against the defenses which finally prevailed and they entered the town.
ISSUE #36 Page 5
Case Yellow by GMT Game Review
The invasion of France for things like the first scenario, strictions on Allied units in regards to
and the Low Countries in will cause you to flip back and who and where they can move will have
1940 has always been forth through both of them. you constantly referencing the rules. The
difficult to simulate in second turn gets a little easier, but then
In no particular order there
wargames. On one end you have to go into the Operation Dyna-
are sections covering paratroop
the historical situation is mo rules followed by the German refit
drops, the various fortifications
balanced, but the mistakes and Fall Rot sections. If you can make it
across the map, Germans creat-
by the Allied high com- the start of turn 5 the game does turn into
ing bridgeheads that affect com-
mand were disastrous. your standard wargame and starts playing
bat, combat supply, refugees,
How do you prevent gam- much faster. Those first few turns, how-
armor attrition, and different
ers from not making those ever, will take some getting used to.
effects of zones of control based
same mistakes? The an-
upon the movement factor color After a few plays I’ve noted that it is
swer is usually a ton of
or if the counter has white or similar to many France 1940 games in
special rules that literally destroy the
yellow stripes on it! A few of these that it is very difficult to simulate the
game or the other route is to handicap the
things by themselves are fairly easy to rapid German advances, even with a lot
ratings of the Allied forces that the Ger-
grasp and add a lot of flavor to the game. of scripted or special rules. The system
mans always win no matter what they try
Items such as the armor attrition and cre- plays well, is very interesting, and with
to do. Case Yellow by Tod Racier, the
ation of bridgeheads are very clever ideas three scenarios and the drop on Holland
designer of Paths of Glory among many
and a breath of fresh air
other games, tries to take this campaign
regarding this campaign.
to a different level.
However, add them to the
The standard sized GMT box comes movement restrictions on
with quite a few components, which by the Allies, the chit pull
now is a GMT trademark. First, there is a system, Operation Dyna-
very well done back-printed 22x34 map mo, and the Fall Rot side of
which has different uses for the various the campaign and you have
scenarios. The main difference in the two a very involved game.
maps are the tracks on the sides for the
The sequence of play is
various functions. You get one and a half
not too daunting as it con-
counter sheets with the combat units and
sists of a series of chit pulls
various markers, three game reference
for various action phases.
cards (one has a map of the Netherlands
The Allies generally get a
back-printed on it for scenario #4), a set
few chits marked Move or
of rules, and finally a play book. The
Combat while the German
rule book and play book are both in color training scenario, there is some replay
chits can be either, which gives the Ger-
with a variety of examples that are in- value here. At first I thought the Holland
mans a huge edge in flexibility. During
cluded. Overall, there is nothing to com- scenario was weird, but after playing the
the action phases units move and conduct
plain about in terms of components game now a few times my recommenda-
combat (depending upon the type of chit
tion is to start with that as if you’re play-
When you first glance through the drawn) before going on to the next chit.
ing the Germans you need to get that first
rules and look at the counters your first At the end of the action phases armor
turn or two right!
thoughts are that this is a pretty standard attrition is checked, victory points are
hex and counter wargame. Read the rules added up, refuges are placed, and so on. Overall, I think this is a keeper, alt-
briefly, refer to the playbook, set the hough I’m not sure how many times it
It is my assertion that you really need
counters up, and get going in under an will hit the table in the future. Good
to survive the first
hour or so. You would components, interesting situation, some
few turns to get
end up being sadly clever and flavorful rules, plus the game
through the game
mistaken! The rules, play isn’t all that bad. The issue is the
as those are the
while not very long, large number of special rules, especially
toughest. The ini-
are going to take a few for the first few turns. Expect to spend a
tial paradrop, Ger-
times reading through lot of time with the charts and rule book
man move and
them to figure out how in hand, learning how to enact the Dyle
attack with ar-
to play. Not only that, plan, ,who can move and who can’t, Op-
mored units, terror
the play book has ad- eration Dynamo, Fall Rot, Maginot area
bombing, placing
ditional rules that get restrictions, and so on. It can be a pain in
refugees, and the
go along with the the back side at times, but the end result
page long re-
standard rules, which seems worth it.
Page 6 NEWSLETTER TITLE
Breakout Normandy by L2 Game Review
Before Avalon Hill went the special rules, and get started! units adding modifiers to the die roll,
under they did produce There are also extensive examples including artillery support. The defender
several iconic games with of play at the end of the rule book chooses a lead unit, then additional units
one being Breakout: Nor- and several pages of designer in the area plus the terrain are added for
mandy. Not only was it an notes. I think the most confusing the overall defense factor. Both sides roll
area based game similar to parts of the rules deal with how 2D6 and if the attacker wins, casualty
Storm Over Arnhem and the impulses are tracked and the points are assessed to the defending units,
Turning Point Stalingrad, Advantage marker. In future which are then used to flip fresh units to
but it proved to be a highly editions this does need to be clari- spent, spent units to Disrupt 1 or 2 status,
popular game and went for fied and raises some questions retreat out of that area, or a combination
a pretty high price on Ebay while playing your first few turns. of all of the above.
for quite some time. L2
The game comes with the basic sce- Once the turn ends there is a chance to
recently re-published Breakout: Norman-
nario, which covers the landings up to refit units by using supply markers. Un-
dy in a deluxe edition and since I was
June 12th, and an extended campaign that fortunately for both sides, there are never
very curious after owning several of the
goes on for another two weeks with addi- enough supply points to go around!
other similar games, I decided to try it
tional units that arrive as reinforcement. There will need to be some tough deci-
out.
The basic game is long enough as it is sions on which units get flipped to their
First, the components are similar to and very challenging, so my guess is that fresh sides, where the focus for the next
the original AH game, but slightly higher most gamers choose this scenario for day’s fighting should be, and so on.
quality. The game comes in a larger than play. Naturally, there is a special section Units can then fall back or move to an
normal box and has a cardboard/mounted in the rules that covers operations on D- adjacent area, which is sort of a with-
map that covers the area from east of Day and while it takes up some extra drawal under the cover of darkness rule
Caen all the way to Cherbourg in the time, I found that it adds a lot of flavor to or setting things up for a big attack on the
west. The rule book is done in color and the game and goes faster than you would next turn.
the counters are the large variety, with expect.
color coding for divisions along with
Each turn is bro-
plenty of markers for various game func-
ken into a series of
tions. The map has been modified from
impulses. During
the Avalon Hill version to include more
your impulse you
info and I personally think it is an im-
can select an area,
provement. You also get some plastic
then use the units to
“x” shaped pieces that are used for dis-
bombard, move, attack units in that area Game play usually sees the Allies
ruption status where the latest game in
or in another area, or blow/repair bridges. land and start spreading out to make
this “series”, Monty’s Gamble, uses regu-
After both sides have finished an im- room for additional units and to break up
lar counters. Overall, there’s not much to
pulse, in most cases the marker gets ad- the German defense before it starts to
complain about with the components.
vanced one space on a track. If the first consolidate the tougher terrain positions.
The rules are fairly straightforward Allied die roll of an Allied impulse is less At some point the Allies have to advance
and if you’ve played other area/impulse than the number where the marker resid- beyond naval bombardment range and
type games, you should catch on pretty ed on the track, the turn ends. Clever into the bocage, which causes a number
fast. If you’ve played Monty’s Gamble mechanic and there are ways to get extra of problems for them and certainly helps
you can basically set up the game, check impulses, move the track up and down, the defenders. Late in the game things
etc., that adds get desperate for both sides and there is a
another level of final rush to capture or hang onto those
game play. Each last few victory point areas.
combat unit has a
Overall, this is a very good game and
Fresh and a Spent
certainly lives up to the reputation that is
side. When a unit
has had for a long time. The Allies and
is Fresh it can
Germans have a number of options here
move and/or at-
and while strategy plays a huge part in
tack, while when
this game, luck does as well. A few die
it is Spent it can
rolls here and there can have huge mo-
only defend.
mentum swings for one side or the other.
For attacks, a This game is highly recommended and
lead unit is identi- will probably hit the table a few times
fied with other each year in the future.
VOLUME 1, ISSUE 1 Page 7
Frontier Slugfest WMA Battle Report
Finally, after about three years I got
around to finishing my 2,000 point Indian
army for Warmaster Ancients. To do
this you need at least eight archer units
and I only had five, so the Indians had
been at a disadvantage the last few plays!
Some of this was my own fault as I
should have finished the necessary units
sooner, but after painting five armies in
10 years and about thirty units of Indians
I had definitely reached the burnout stage
on this scale. I was finally able to force
myself to finish the last three units, but it
was no easy feat!
Although I have a Successors army that
was an ideal historical opponent for the
Indians, we chose to go with Romans in a
fictional border encounter. We each
chose 2,0000 points, which for the Indi-
ans would put a lot of units on the board!
The Romans went with their basic set up,
which was several legions backed by
strong auxiliaries, some artillery, a few
skirmishers, archers, and some heavy
victory. Not the most exciting strategy, twelve infantry and eight archer units for
cavalry. They deployed in a solid line
but it works and has been successfully starters, plus some skirmishers, a unit of
with the legions being closely supported
used against quite a few in our group over elephants (it would be a crime to not use
and the cavalry on one flank. As usual
the years! elephants in an Indian army), a unit of
when playing the Romans, the idea is to
chariots, and several units of medium
try to hold the flanks as long as possible The Indian army was a mix of troops
cavalry. The reason that I say extraordi-
as they are usually short on cavalry, then and one thing could definitely be said of
narily average is because each unit, with
using the legions to grind their opponents it; they were extraordinarily average!
the exception of the elephants and chari-
down in the center until they achieve There were a lot of units that included
ots, has basic average stats, no armor to
speak of, and their strength lies in num-
bers. The total number of units was right
around 30 with a break point of 13, so
that is quite a lot of stuff on the board for
a WMA game.
The Indian side of which I was a part
of decided to break the elephant unit
apart and attach them singly to various
infantry brigades. We’ve used this in the
past with varying degrees of success.
When elephants are used as one unit they
can be devastating in a charge, but if they
fail and are finished off that is a massive
points loss that could cost the Indian
players the game if it ends up being deter-
mined by points.
The Indians had a strong start, getting
their cavalry out on the flanks and ad-
vancing towards the enemy. The infantry
brigades, however, had a mixed perfor-
mance and the center brigade had com-
mand problems all night long. The one
thing that all of us like is (cont. on p.9)
Page 8 NEWSLETTER TITLE
Frontier Slugfest (cont.) WMA Battle Report
(cont. from p.8) that the system does a pattern for the rest of the evening as they down one or two stands, so command and
good job of creating that ebb and flow were back and forth slugfests, with both control became an issue for them.
that armies more than likely had if you sides taking ground but also taking heavy
On the eighth and final turn the Ro-
had a bird’s eye view of the great battles casualties. In fact, this was one of the
mans made one final push in the center
of the era. bloodiest battles we have had yet with
and had some success. The Indian coun-
units getting hammered continuously,
The Romans had a very poor start and terattacks, however, pushed the Romans
then the momentum switching sides al-
really didn’t get moving until the third or over their break point and the game end-
most every turn.
fourth turn. By that time the main caval- ed as an Indian victory.
ry action had begun on the Indian left The extra Indian archer units definite-
An Indian victory! Now there’s some
with their medium cavalry and chariots ly made a difference as no matter which
words not heard in our gaming group that
attacking and counterattacking the Ro- Roman units advanced they were almost
often! Usually the Indians are the good
man cavalry. In the end the Indians pre- always met by a storm of arrows. How-
natured guys who almost always come
vailed, but their cavalry and chariot units ever, the Roman legions’ better armor
close, but end up second. Not this game
were wrecked. In the center the skirmish- and bonuses started wearing away at the
as they dominated the battlefield from the
ing action began with both sides taking more numerous Indian units. By the sev-
start to finish, really going aggressively
losses while the main striking forces of enth turn the Romans were dangerously
after the Romans and piling on where
both sides struggled to get into action. close to their breaking point with the
needed. Overall, it was a fun and very
Indians doing well in that category.
By about the fifth turn there were a entertaining game for all who played.
However, they had many units that were
series of infantry engagements that set a
VOLUME 1, ISSUE 1 Page 9
Third Reich: New vs. Old Board Game Analysis
After Squad Leader, is in four sections and mounted, consists sequence of play, the AP version uses a
there any more iconic game of mainly a ton of white hexes that chit pull system that makes the turns very
than Avalon Hill’s Third are just barely large enough to hold interesting. Both sides still purchase
Reich? When it made its the counters. The AP version is also offensives, but in the AP version you can
debut back in the 70s it was similar in that the hexes are very, purchase chits that allow your forces to
regarded not only as one of very small, but the map is in full color do a variety of operations on multiple
the most complex games of and you can purchase the deluxe map fronts. That’s the first major difference
its time, but also it estab- (strongly recommended!) that takes in these two versions.
lished itself as one of the care of the problem. You will also
The second is the diplomacy aspect
most popular. Just looking see that the AP version has numerous
where in the AH game not much effort
at the article index on BGG sea control boxes printed in the water
was put into that. You basically knew
for the game entry shows enough listings areas as this version uses a different naval
who was going to side with who and
for a dozen games, rather than just for system.
while you may able to prevent things for
this one! I can remember playing this
Likewise for the counters where the so long, some alliances were inevitable.
game over and over “back in the day”
AH version has functional, single sided Not so for the AP version. Each country,
along with numerous discussions about
counters for all of the major countries, including minors and neutrals, have di-
strategies, what ifs, and which side you
but the minors and neutrals are hard to plomacy tracks that can be influenced by
were going to play next time.
tell apart. The AP version
Naturally, games come and go, which has beautiful, two sided
is what happened to Third Reich. There counters, plus the minors
are now so many other wargames out and neutral all have their
there that few have time to go back and own counters and are clear-
visit the classics. There have also been ly distinguishable. The
quite a few games on this subject, includ- AH rules are written in the
ing four new WW2 grand strategic games style of the era and at one
coming out this year alone! I recently time were thought to be at
played a full game of the new version of the upper end of complexi-
Third Reich, but I saw this staring at me ty for wargames. That of
from the shelf the other day and so I took course isn’t true with so
it out for a play. Surprisingly, the game many complex games pub-
was still pretty good, although a bit dated lished already, but the rules
by now. So, I was inspired to write this will take a few readings to
piece comparing the old game to its re- understand. The AP rules
vised editions that are still popular today. are similar in that they are long, there are BRPs (bribery), die rolls, and events.
a lot of special rules about countries, and This makes the game very different each
Third Reich went through several
it will take a few tries to get through time you play and in my last game Hun-
versions of rules, although the counters
them. gary and Romania didn’t come in until
stayed pretty much the same. It wasn’t
the end of 1942, which really hurt the
until Advanced Third Reich came out Overall then for components, the AP
Germans in Southern Russia, although
were there any significant changes and version definitely has the edge, but then it
Turkey joined the Axis early and put
those were in my opinion, titanic in na- had almost 30 years to improve upon it
pressure on Russia.
ture. With the demise of Avalon Hill a with modern printing techniques. The
new version came out from Avalanche AP map is well done and I’ve enjoyed The third major difference is the ran-
Press called John Prados’ playing on it, plus the double- dom events. In the AH game each side
Third Reich and it too has sided counters really make draws one chit at the start of the game
gone through three ver- things easier during the game. and that’s about as random as it gets. In
sions of the rules. When the AP game a chit is drawn at the start of
Game play is different as
most gamers talk about EACH turn! Yes, this means that allianc-
well, although some of the
Third Reich today, the es can change, different countries can
same concepts are shared by
inevitable question is do research and deploy jets earlier, upgrades
both games. For example, both
you play the AH or the for units, and more. I believe it is this
still use BRPs (Basic Resource
Avalanche Press versions? aspect and the diplomacy that gives the
Points) and they share a similar
AP version an edge in replay value as you
The Avalon Hill ver- economic systems in terms of
never know what is going to happen in
sion definitely has those growth, lend lease, purchasing,
these two areas. The random events add
trademark 70s compo- and so on. While the AH ver-
a lot of fun to the game and keep things
nents. The map, which is sion uses an almost clock like
very interesting! (cont. on p. 11)
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