Breslau 1945: Fresh Boardgame Playtest

Anyway, game designer Perry Moore came up with a variation of the usual move, blow things up, fight the remains, and exploit if possible. In his scheme, Soviet air and all artillery bombardments come first, then move and combat, and then any exploitation from the CRT.

Decision making is marvelous, because the air and artillery you use in the bombardment phases are not available to you as artillery and air support in the regular combat phase.

Spanish Civil War Squad Leader’s View: Madrid Looks An Awful Lot Like Stalingrad

The Republicans were on the other side of a great gully with cliff-like sides that ran the width of the board. The good news was that it basically formed a firepower-proof covered highway. The bad news was that it channeled attacks to the limited egress spots. The situation unhinged the British commander, who filtered squads through the gully and into nearby buildings.

PBeM Triumph and Tragedy:The Three Amigos Go To War_ A Boardgaminglife After Action Report

T&T uses blocks as units and like Stratego and Columbia Games’ block games. The block faces remain hidden unless attacked or attacking. Card play for diplomacy (‘Government Phase’ in T&T lingo) is usually card by card, but Dan divvied up the Phase into a maximum of three sub phases to make it easier for the PBeM umpire. As long as one player plays a card, the next sub phase occurs, but if nobody plays a card, the Government Phase ends. You get an updated map at the end of each sub phase

Hard Knocks: Alsace 1945 Scenario 1

Alsace 1945 uses 2.5 miles per hex, one turn equals one day, and most units are regiments with some battalions and weak divisions sprinkled in. Corps HQs get their own counters with the ability to support two attacks and two overruns, but an unlimited number of defensive supports, per turn. HQs also serve as supply centers and a chit-pull activation by HQ system offers some variety from traditional Igo-Ugo

Battles of The Black Cavalry: A Boardgaminglife review

Some readers may recall an article I wrote for this site around fifteen months ago featuring another game by the same company, Festung Breslau.  That design covered the 1945 siege of the German city, in which Polish forces under Red Army command played a far from insignificant role.  My review was very largely positive, given the character of a relatively simple system in relation to the nature of a bitter street fight that lasted throughout the last months of the war in Europe.

Now, the same designer, Adam Niechwiej, has approached a very different subject, one that presents Polish forces fighting alongside the Western Allies in the struggle to close the Falaise Pocket.  This is, arguably, one of the most controversial episodes from the 1944 campaign – many believe that no German forces should never have been allowed to leach out the pocket and thus live to fight another day. 

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