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Command Magazine Mini-Reviews From Consim-L

- Compiled by Danny D. Holte


Issues 21-30


· 21 Blood & Iron
· 22 Antietam
· 23 Shogun Triumphant
· 24 Czechoslovakia 1938
· 25 When Eagles Fight
· 26 When Tigers Fight
· 27 Proud Monster
· 28 Like Lions they Fought
· 29 1914-Glory's End
· 30 Across the Potomac




21 Blood & Iron

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"Gem. Played this a number of times and really enjoyed it. A good tactical feel for the time. My Austrian generals wouldn't do what they were supposed to, though. ;-)" JD

"I would say gem. I like this one a lot. It has a number of scenarios, and gives a very good "tactical" feel in that one must coordinate the three arms to achieve a good result." PRC

"Gave it a whirl and didn't really like it much. Probably because I had no idea what was going on or was supposed to happen, but it didn't do anything for me." DEN

"I played it once, the combat system just didn't gel for me." RL

"One of my favorite tactical games. It was a good simulation, IMO, as well as a good game. Also some of my favorite counters...they were pretty basic, but I liked the scheme of colors representing sub-commands." AW

"Gem. Very good-looking, playable, effective command control system. Overall a good rendering of the historical situation." MS

"I'm surprised by the aclaim Blood & Iron is getting. I enjoyed puttering with it, but I eventually put it away as an interesting failed experiment. The bloodless CRT allows the Austrians to adopt a point defense, and simply keep retreating. The game comes down to whether the Austrian arty will shoot down enough Prussians before they fail an "impetuous" roll, they get crowded together, or they make a mistake, for instance, leaving a unit in the woods where it neither retreats nor moves fast enough to avoid being cut off... This just didn't seem to be a very satisfying reflection of the historical tactical realities. BTW, there is a bridge missing on the map...I'll have to check my copy for the details." JG

"Cool map, average counters, a complexity level not much more than an advanced Blue and Gray, and an interesting subject make this one a semi-gem. Can't find a willing Austrian player in my local group. The Command Control rules are brutal to the Austrians, making the game somewhat one-sided in our opinion." WS


22 Antietam

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"Punched, clipped and set up. Started to play a few turns and then went back to Talonsoft." JD

"A game. It was a decent treatment of Antietam. Not worth playing twice." DEN

"This game is fast playing and really captures the feel of Antietam without massive idiot rules. You activate the Union by corps but can only have a couple active at once. Tough decisions on deactivation since it's hard to get them back up. How far do you push them? Gem." MP

"I had waited for this but somehow once I got it it seemed kind of bland." RL

"Found it OK, but did not feel the desire to play again, possibly because it's an odd battle, and the step loss counters were a hassle (in retrospect, a taste of what was to come with Glory's End). The solo rules worked though, which makes it memorable." MS


23 Shogun Triumphant

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"Again punched and clipped. I really wanted to like this one, but seem to recall some disconnects in the mechanics." JD

"Shogun lite. A fun, fast game. Clan activations can make or break you." PRC

"Fun game. Unpredictable clans may seem gamey for some but I liked it." MP

"Not a bad game, but the fire/melee combat system seemed to lead to a lot of die rolling for little effect." RL

"A wild 'n' wooly affair. Knowing that your units may turn coat adds a whole new level to each tactical decision. I don't know much about Japanese military history, sorry to say, so I don't know if it's a good simulation. If it is, Japanese mil hist was very chaotic...A gem." AW

"Gem. Reasonably simple but not overly so, unique, quick, unpredictable, tense, bloody. Nice looks, too." MS


24 Czechoslovakia 1938

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"Although my opinion is biased on this one, I really enjoyed the game. IIRC, the lack of roads is a problem in the game." JD

"This was a fun game. I liked the S&T game better." DEN

"Interesting to play this and Case Green. Two different approaches but I liked both." MP

"A intresting counterpoint to S+T's Case Green. Here the Cezchs are really doomed from the outset. Fast playing but the germans seem way to powerful." RL

"Gasp! Alt-hist in a magazine game! I think this was the first one (in Command). I like the topic, but I think the Czechs have to be reeealy good to have a chance against the Germans. A near-run thing all around." AW


25 When Eagles Fight

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"Gem. Played it several times. A good game, though a little eclipsed by TGWiE." JD

"It was a good game on a rarely simulated topic. I thought it broke down about midway through the war, but that didn't bother me much." DEN

"Another fun game in the mold of 1918 and 1914: Glory's End." MP

"Very good game, I reviewed it positively for Paper Wars." RL

"I got a better feel of the overall situation from TGWiE, but it's still a good game. One of Command's best graphics ever in the main article, also, which really made the issue for me. Midway had a good two-pager, too. Command needs more of those, maybe as a centerfold (that'd make for interesting bus conversation: "Who's it this month?" "Shiloh.")." AW

"The first half is tense and a good simulation (better than TGWiE where the Russians always seem to push the Austrians into the Carpathians). The second half depends on the Verdun dieroll and little else. First half gem, second half dud." MS


26 When Tigers Fight

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"I didn't like this one, though I really tried. I played it several times but came away empty. Maybe I was looking for a more detailed treatment of Burma." JD

"I was disappointed with the game. It was lacking something. Perhaps more detail? Maybe it just needed Godzilla destroying Tokyo instead of the Air Force. :-)" DEN

"Dud of the bunch, if not of all XTR releases. This is one game that really needs supply rules. The Japanese can trace full supply to Saign through the Himilayas (conceivably). The strengths of units on the Burma fron seem out to lunch as well. I really wanted to like this game but couldn't." MP

"A clever game, the usual XTR style supply rules are a little askew here, and the Burma front is a total mess (The IJA has little chance here in attacking India, which causes the not to attack. This makes the Allies counteroffensive late in the game very tough. I believe XTR later issue a couple of "iron madien" type rules forcing the IJA to attack in India the first few turns. It would have been better just to focus on the Chinese front I think.)" RL

"When did the variant to this one come out? I...sort of liked the main game, with the system of untried units, which struck me as very cool at the time (still does). The different aspects of the war (China vs. Burma) really did it for me, though. It's almost two games at once." AW

"Only played once. I was a bit surprised at the Japanese abilities: those monster divisions in Burma and their ability to swamp China with units. Historicity is suspect. As a game, it seemed OK. I liked the inclusion of both the China and Burma theaters in one game." MS


27 Proud Monster

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"A real gem if you can survive as the Russians. Play with the forgiveness points or with house rules for the sudden death conditions. I think this is much better than the more detailed FITE/SE. [GDW-GR/D]" JD

"It is a good game, but I prefer several other games on the subject. It needs forgiveness points, house rules, and/or a skilled Soviet player, or the Germans are going to win. I've got friends who "try to make it work" every six months or so. They haven't succeeded to their satisfaction yet, but it's worth it to them to keep trying and tinkering." DEN

"Fun, fast moving system but, again, the supply rules should have been more of a factor (like End of the Iron Dream or Blitz '41)." MP

"Good God. It's more than a game, it's a force of nature. I took one look and thought, "Damn, this is big." I've played about five months' worth before I got some other game, I forget which, and it's been on the shelf ever since. It's going to stay there awhile, too (only so many hours in a day, only so many square feet in the basement)." AW

"This game has generated a lot of debate, and I think that's fine and healthy. This was a very ambitious undertaking for XTR, and in general, I think the game succeeds. There were some things I puzzled over, but my fun quotient with this game was nevertheless pretty high. I'm going to call it a gem." JB


28 Like Lions they Fought

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"Ok. I would have liked a more tactical game here, with a solitaire Ulundi scenario. :-)" JD

"Interesting game. One game I'm convinced that the British can't loose, the next game I'm convinced the Zulus can't lose. I'm still not sure if I like it, but since I still have it and play it after getting rid of 7 other magazines in this bunch of 10, I probably do." DEN

"One of XTR's best efforts. They cleanly integrated two wildy different styles of combat very well here." RL

"A good simulation, I thought. If the Zulus win a big battle, half their men have to go home. Another tactical nightmare for Chetswayo [sp?]." AW

"Only played it a couple of times so far. Good representation of both sides' totally differing approaches and capabilities. Semi-Gem." MS


29 1914-Glory's End

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"My first XTR game. A very good game of the early stages. The "semi-free" set up nature makes for a fair amout of replay value, as both sides can try different strategies. The "new" dummy counters give this one some real Fog o war." PRC

"A good game. Lots of action, interesting decisions. The VPs seemed rigged to produce a historical result. On the other hand it was pretty cool." DEN

"Fun game. The simple supply rules fit here. I like the options here." MP

"Pretty good, but I liked 1918 better." AW

"There's nothing wrong with this one either. As I recall, this had the very nice Mark Simonitch map that really invited play. The feature of this game that I did not like was the on-board, off-board counter shuffle that the 4-step, two- counter units produced. I don't have a good way to physically handle the problem of two-counter units. Either you put the counter that's not being used in a tray, and then root through all of them if the counter on the map takes a hit that reduces it to the substitution point, or you keep the counters not being used organized off map in some kind of schematic fashion to minimize the search time. But this approach then maximizes the table space you have to devote to playing the game. If there's another way of dealing with this situation, please enlighten me. That being said, I thought the game itself was ok--at least reasonable historicity, and generally clear rules compromised by the counter situation that lowered my fun quotient. Thanks for reading." JB

"Ultimately a disappointment. A slow game with horrible counter fiddling. I'm not against replacement counters in general, but this game was not the place for them. Contrary to some other comments I saw, I thought the VP rules were actually well chosen to represent the change of goals over time, but the hiccup-like German command breakdown rule was just silly." MS


30 Across the Potomac

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"A quick game, and the double blind aspect makes the maneuvering more fun than the combat. Combat seems too simple for me. Also, the Rebs can trash several union cites in PA, but still lose if they take too many combat losses. I think some of the VP cities up north need to be boosted." PRC

"Ugh." DEN

"Definitely a gem, it's the only Command issue game I've ever actually played. The modifed double-blind system works well at recreating the "fog of war' of large-scale operations in this period, leading to a game that's tense throughout. The simplicity of the command, movement, and combat systems lets you concentrate on intelligence and out-thinking your opponent. My only gripes are that the victory conditions are a bit "gamey" (they encourage you to gain VPs by sitting in small enemy towns near the border, so you can make a quick escape), the command rules are too restrictive, and I have to wonder if operational intelligence was really this limited in this period." DK

"I like it, double blind worked out quite well. I even think the map is decent (not great but decent). Low complexity but subtle." PB

"Very good, except for the ugly (but at least clear and legible) map. No detail to speak of, but good if you want to try strategies. Quick and very workable solution for double blind play makes this a near unique success. Gem." MS


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