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SPI Games: Mini-Reviews from Consim-L

- Compiled by Danny D. Holte


Bl - Bz



Black Prince, The (Four Great Medieval Battles Quad)
Robert Mosca

"This is one of the Four Great Medieval Battles Quad, which I liked. Played it only once (so many games, so little time) a long while ago, so I don't recall much about it. May yet pull it out again for a Tuesday night session here in Richmond." GG

"Okay - a middling game that never really imparts any feel for the period." RM


Blitzkreig Module System
James F. Dunnigan

"Played this one a ton and had lots of fun as I have always liked production systems. Some of the forces were not balanced like the side that just builds inf. I still have my hand made counters." PA

"Oooh, I liked this A LOT! It really transforms AH's Blitzkrieg into a game worth having. I thought that Blitz with the module was much better than SPI's later offering, the similar and equally generic Strategy I. Basically the BMS gives you small power armies, guerillas, 2-2 infantry divisions (for those Chinese horde type armies you've always wanted), AAA, naval units, air transport units, rail movement, realistic production and optional rules for ZOCs and a move/fight/mech move turn system. also included are a ton of optional scenarios. With the BMS and Blitz, you can recreate (in a generic way) any campaign you'd like from 1930 to 1950. It's inspired me to do my own home-made Blitz update, which I'd be glad to share with anyone once it's done." TB

"The Bliztkrieg Module System was essentially a play test kit for the forthcoming Strategy I by SPI. It took an existing commercially available wargame and provided an enhanced counter mix and rule extensions which were meant to move Blitzkrieg from a mere game to something approaching a simulation.
The most fundamental change to the game as published was the introduction of naval units and rules (M11) , along with units for the "minor" countries on the board (M18). The addition of large quantities of low value infantry units for the "original" two sides allowed players to explore the dynamics of conflict between balanced mechanized forces and basic large infantry armies (M8).
In addition to the items mentioned above, the modules added:

Units and rules for guerilla forces. M15
Units and rules for Railroad movement. M7
Rules for fluid ZOC for motor/mech units. M1 M2 M3
Rules and counters for unit production and production costs. M9
Rules and counters for air bases and flak. M12 M13
Rules for weather. M14
Rules for variable victory conditions and scenarios. M17
Rules for variable stacking limits by unit class. M5
Rules for modified combat results. M4
Rules for advanced supply and supply expenditure. M10
Rules for specific artillery effects and limitations. M16

As any or all of the modules could be added to or substituted for the basic Blitzkrieg rules a play analysis is pointless. However, without question the module added considerable play value to the original game. For an example, the provision of the minor country units permitted one to play out "brush fire" wars. The major players (Big Blue - renamed Azurnerreich and Great Red - renamed Krasnynorad [I wonder if the boys in Colorado ever heard that one]) feed their clients with just enough support to prevent collapse but never enough to kick in the door.
The Naval rules were remarkable for their simplicity and their dramatic effect on play. Naval units consisted of Task Force (TF) units, LST units and MST units. TF could carry up to three (3) factors of TAC or FTR air and one (1) factor of ranger ground units. MST could lift ground units whose combat factors did not exceed the lift limit displayed on the counter. LST's could not provide sea lift but could provide shore assault landing facilities up to the limits printed on their counters.
The air rules and missions were extensively enhanced.
An interesting option was presented under the production module was a rule requiring players to pay their opponent the production point cost of any friendly units lost in combat in cents ( I guess that today's equivalent would be dimes). The idea being to make one feel the "cost" of a failed campaign in terms that one could relate to.
The Blitzkrieg Module System is old and long out of print. It is based on a game that is itself even older but only comparatively recently out of print. There are without doubt more innovative and graphically pleasing offerings for conflict board gamers. However, the BMS holds a special place in my collection for both historical and sentimental reasons. If you own Blitzkrieg then the BMS is well worth owning in its own right.
Oh, by the way, I paid the princely sum of $8.50 CAD at Wolco for Blitzkrieg (the price sticker is still on the box) and another $4.00 USD directly to SPI for the S&T issue with the Blitzkrieg module system. The only other board wargame that I played nearly as much in my life is SPI's War in Europe, and that set me back $40.00 USD at a time when I was earning the sum of $6.27 CAD per day in the Navy.
All in all, it was a really good deal." JB


Bloody April
Richard Berg

"After a number of times just pushing the counters around, one summers weekend in the UK 4 of us got together to do the whole thing. The scene was set when Dean turned up in full Confederate Uniform ! I'm sure he was a Reb in a previous life!
We had a storming game with a Union victory on the first day - the Rebs were too exhausted to carry on. With fresh Union troops arriving they felt they would have to withdraw the army. highlights were a massive melee around the Sunken Road (a Civil War battle with a sunken road - fancy that :). Eventually the Rebs prevailed but this is what I think cost them the game. Also a massive firefight around Chambers field and the field to the west of it. Great stuff. But our group loves the TSS system.
Downside was marking fatigue for each unit and it's stragglers. These rules are neccessary for the game as a simulation but are a drag on play.
I LIKE this game !" SC

"Bookkeeping makes an otherwise good game into a drag to play. I played it last year after 7 or 8 years of not playing it. I will need another decade before I can round up enough people to play this again." RM


Bloody Ridge (Island War Quad)
Kevin Zucker

"Quad game, any Guadalcanal game is better than this one." SF

"I liked this game, coming out a fair set of Quads, but if I remember correctly, the Japanese can win if they play one specific strategy, charging the open ground nort of Henderson. All most foool proof, and any other approach loses badly." JCM

"Played once. Didn't see much point in playing it again." RM


Blue and Gray Quadrigame
Antietam, Cemetary Hill, Chickamauga, Shiloh
Allen, Curran, Walczyk, Hardy

"Lots of fun, loved them. Chickamauga the best of the bunch. Owned this set in its three version (SPI,TSR,DG) Had the privilege of playtesting the latter revision (the new Bull Run sceanrios)." WS

"Worth getting for Chickamauga. Shiloh isn't bad either." SF

"Blue & Gray I & II. A total of eight games, some of which worked better than others. Chickamauga finds lots of tournament play even today. Unfortunately, to establish play-balance, Federal forces in most folios get handicapped by artificial "only n units may move in one turn" rules. Still, they're tense games and fair history--players at least get the strategic concerns of the commanders. Good stuff for novices and to introduce people to gaming." GG

"I always loved this set, and I really wish I could figure out what I did with the damn thing. I finally just sprung for the DG version (as you should know, Danny). Chickamauga and Shiloh were, IMO, the best of the package. Chickamauga always struck me as the most fun. Both of these games played pretty well solitare. Antietam only plays well solitare because of the "McClellan" rules - if you're not as stupid as him, it's a Union free-for-all (except for that outragoug AP Hill unit). Two player, it's nowhere near as good as the first two games. Cemetary Hill just seemed crammed into this format to me. Overall, however, a great bargin quad game." JB

"One excellent game - Chickamauga, two good games, and one stinker - Cemetary Hill." RM

"I think only Chickamauga is worth playing." PA

"I only played two of these and can't add anything to others' comments: Chickamauga is the star of the group, and Cemetery Hill is one of the worst Gettysburg games ever made (though I did use it to indoctrinate a newbie back when B&G was new)." DSB


Blue and Gray II Quadrigame
Chattanooga, Fredericksburg, Hooker & Lee, Battle of the Wilderness
Irad Hardy,John Young, Ed Curran, Kip Allen

"Blue & Gray I & II. A total of eight games, some of which worked better than others. Chickamauga finds lots of tournament play even today. Unfortunately, to establish play-balance, Federal forces in most folios get handicapped by artificial "only n units may move in one turn" rules. Still, they're tense games and fair history--players at least get the strategic concerns of the commanders. Good stuff for novices and to introduce people to gaming." GG

"Not a great one in the bunch, no real terrible ones either." RM

"I think only Wilderness is worth playing." PA


Borodino
John Young

"Okay, it has an ugly map and is outdated. It is still one of the best intro- style games around. For the Grognard it is an intense, tournament quality struggle." WS

"Wish I still had a copy of this one. Fun." SF

"Another introductory classic long on game and little on actual battle. A good game nonetheless; tends to be bloody. A recent one here, last month, ended when the remaining two Russian pieces surrendered to the last four French." GG

"This game is a flat out fun night of gaming. I play it about twice a year. Great introduction to wargaming." RM

"Played this even more than bms and used it to get a bunch of newbies to play wargames back in Raleigh, N.C. in the early 70's." PA

"Lots of fun. The best of SPI's early Napoleonic offerings, IMHO. Balanced and a nail biter until the end." TB


Breakout & Pursuit
James F. Dunnigan

"Okay, but must be very dated by now. I still have a copy but its current job is dust gathering." RM

"The breakout scenario is merely OK, but the pursuit scenario has major problems. The biggest problem is that units can move through zones of control with modest MP costs, and Commonwealth infantry divisions have huge movement allowances. So once the Germans' continuous line in Normandy is broken, the Allies can surround and destroy most of the enemy forces before they can run away." DSB


Breitenfeld (Thiry Years War Quad)
J.A. Nelson

"Anybody want to sell their's? Nuff said..." WS

"An issue game to coincide with the release of Thirty Years War quad. I played it once, can't remember which side. Rocroi from the quad itself is much better." GG

"Played this once or twice solitare. I only seem to recall it being a rather dull, set-piece affair for one side - they get their artillary overrun by cavalry. Of course, knowing little about the era and only playing myself, I may have missed an important point or strategy that makes this game better." JB

"Great game. I have worn out my first and am working on my second copy." RM

"Kind-of boring." PA


Brusilov Offensive (Great War in the East Quad)
Jim Dunnigan

"An interesting system (Great War in the East) but the games were hopelessly one-sided." MP

"Actually, "Brusilov" was not one-sided at all. The Russians are, for the kost part, going up against the KuK Army (Austro-Hungarians). Because of this, the troop quality ratings (or whatever they were called) are more equal. You can duplicate the historical breakthrough readily enough. This was, IMO, the best game in the Quad." RS

"I played only once, ftf (believe it or not), back when I was playing wargames weekly with a guy. I don't remember much about this game, except it was such fun. It was one of those games that I think I might try to buy sometime." JB


Bulge (aka 'The Big Red One')
James F. Dunnigan

"Yet another Bulge remake. Renamed in the version I have (BRO) to link to the Sam Fuller movie of that name. All I recall is a pretty complicated sequence of play (I think 14 steps) for a 100 counter game." DM

"Not bad, not great. A little too small for me considering the campaign." MP

"Ray [Freeman] and I have been back-channeling about Bulge games and we disagree to some extent on this game. Divisional level combat doesn't work for this battle, not large enough. It solos OK as a game, not enough movement to surprise oneself but does play better ftf. Strange combat, move, combat format with the first combat optional. It's good for a time killer but there are enough games out there that show how the battle actually went. This game is fine for tournament play since the possibilities are smaller, it is quick to play and not complicated. Good game to fill out the Bulgenard shelf and for microgame collectors." SF

"Not a bad little game, but certainly not a great sim of the Bulge either. However, it's certainly better than at least half of the Bulge games out there. Division level, which removes some "flavor" for players who like a lot of stuff to push around. I like it as a game. It's reasonably quick playing, sets up very fast and takes up little space (map is 11 x 17). I only bothered to replace 3 of my SPI games after my collection went up in a fire in 1991 and this was one of them." RF

"I thought it was a cute, almost mindless game. Fun to play around with. One interesting rule: victory conditions were examined at the end of each turn, as I recall. Too few units for my personal taste, which generally results in too little action." RW


Bull Run, Battles of
James F. Dunnigan



Bundeswehr (Modern Battles 2 Quad)
Virginia Mulhulland

"A classic. Part of the Mod Batt 2 quad. I consider it an "answer" to Wurzburg. The only SPI wargame designed by a woman." DM

"A quad game from the rather bland Modern Battles series. Better than most, but that is not saying much." JM

"Fun game, fun series. This system seems to favor the attacker regardless of which game you play." MP

"This game was fair (note the lack of dud/gem rating). It didn't seem to have the balance of scenario as Wurzburg and the counters were not standarized either. The counters were of unknown strength till combat and had a range of values. I would have preferred the fixed strength unit version like Modern Battles I. One of the scenarios was interesting but memory escapes...what was I talking about?" SF

"I had a lot of fun with this game too--don't ask me why. I thought it was a good use of the N@W system as it appeared in these Modern Battles Quad. The situation was interesting too--Soviet juggernaut and all that. I played this sometime in the last few years and had a good time with it again." JB

"As I recall, one of the quad games. Always fun to play... you could play a couple of times in one night, and the unknown strengths (do I have the right game? I no longer have my copy.) made it sort of interesting. Typical S&T WWIII game... Nato starts out with not enough forces, has to conduct a holding action, overwhelming reinforcements arrive (althought the French came in really, really late in the game, as I recall.) However,seem to recall that it was skewed in favor of the Nato forces." RW


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