Free Web Hosting Provider - Web Hosting - E-commerce - High Speed Internet - Free Web Page
Search the Web

S&T Magazine Mini-Reviews From Consim-L

- Compiled by Danny D. Holte


Issues #120 - 129


S&T #120 Nicaragua
S&T #121 Indian Mutiny
S&T #122 Pegasus Bridge
S&T #123 Campaigns in the Valley
S&T #124 Fortress Stalingrad
S&T #125 The Far Seas
S&T #126 Beirut '82
S&T #127 Rush For Glory
S&T #128 Africa Orientale
S&T #129 Harvest of Death


"Overall 'decade' assessment: Well, as I implied in some of my earlier posts, I've gotten to the point at which I played only a couple of the games in each decade, so I really can't offer an assessment. I played only 3 games from this decade, and none of those were gems or duds in my book. It does look like other posters were still playing a decent percentage of their games, and it also looks like the proportion of gems, or at least good games was on the increase in the S&T 120s, compared to the 110s." JB


S&T #120 Nicaragua!
--------------------
"I don't see this as a "bad" game at all, although I admit I never played it. I think most wargamers decided "this is not my cup of tea" and decided to play another game of Kanev. Is it possible to have a good game that nobody likes? (Sort of the Plot to Assassinate Hitler category.) DAV

"Worst of the '3W' S&T's." WS

"I thought it was an innovative design, but, like most people, I didn't play it. I'm just not that interested in all that tricky political stuff." DAV

"Dud. This game set off all sorts of explosions when it came out, at about the same time as the Victory Game on Central America. But as with most LIC, it was a "boring" game." DM

"Interesting systems work, but impossible to play solitaire." DT

"Gem, if you can wade through the rules and don't mind a mostly political game." TES


S&T #121 Indian Mutiny
--------------------
"Played it a couple of time. Somewhat interesting but a strange system." MP

"I played it. I recall not thinking much of it, but I don't remember why." DAV

"Semi-Gem. I liked this game only as it was the sole one I could find on the topic. You have to live with area move though. And no "Flashman" counter." DM

"Could've been a gem, but somehow didn't work for me." TES

"I think Ty was the editor of S&T during this time. The stamps! the stamps! The stamps were driving me freaking crazy! The game? I thought it was okay." JB


S&T #122 Pegasus Bridge
--------------------
"Didn't like it. As I recall, I played a few turns and then realized that something about it was just not working. Unfortunately, I no longer remember what that "something" was." DAV

"Played it twice and liked it. Good for solitaire play." TES

"I hardly ever play area movement (or maybe this was "box-and-line" - same difference I guess), but I played at least a few turns of this. It was ok. It didn't make my pulse race, but, OTOH, neither did I puke." JB

"One of my friends borrowed Pegasus Bridge and had a lot of praise for it." SO


S&T #123 Campaigns in the Valley
--------------------
"UGLY map. Command system got too convoluted for its own good." MP

"Resounding dud. Major errata, both map (they published it using the wrong hex grain) and rules. Too bad, too, as it uses a similar system to PacRim's Lee Invades the North (I think I got the name right), which I like very much." DT


S&T #124 Fortress Stalingrad
--------------------
"I liked it. A gem that shows the ebb and flow of the east front. The Soviets have an interesting time figuring out how far to go not to be overextended." MP

"Wasn't this the Stalingrad game which began _after_ the Soviet counteroffensive was underway? If this was that game, I recall that Tyrone said it was to keep the German from doing the obvious thing and getting the hell out before the Soviets attacked. It's a strange beginning point for a game with this title." DAV


S&T #125 The Far Seas
--------------------
"My favorite of the bunch A real gem." MP

"Gem. Area move game of early WW1 war at sea around the world. German cruisers pop in and out and the British player goes bananas trying to hunt 'em down, but knows in the end, he'll get 'em. Lotsa interesting variants with battlecruisers, etc. A great scenario generator for MIN battles." DM

"Gem. Easy learning, fast playing, reasonable simulation value given the complexity, some crunchy optional rules like coaling to make it really fun. Even with the small-but-important errata, it's a great game." DT

"Gem." TES


S&T #126 Beirut '82
--------------------
"Interesting little game but somewhat mediocre." MP

"Gem. An underrated game. But classically underdeveloped as were most of the games in this era. The Israeli can't just stomp on Beriut a la Stalingrad. As the Arab player, I've had great fun hamstringing the Is. Also an interesting Beriut civil war scenario in a later F&M." DM

"Many interesting ideas -- how many games encourage you not to incur civilian casualties -- but not very balanced. Like the previous issue, short but important errata. Uncut, unpolished gem." DT

"Liked it, but it had problems." TES

"I've only played Beirut '82, though, but over and over again. It's definitely a gem." SO


S&T #127 Rush For Glory
--------------------
"This is the Mexican American War with a roster sheet system and area movement. I tried to like it, but just couldn't." RL

Ditto [comments on S&T 126]. The friction points really put the attacker at a disadvantage, and the weird morale scheme (a single conscript SP can trash a crack force of 10 SPs morale?) encourages some strange play. But it's the only (?) strategic MAW game -- I wish someone with more talent than me could fix it." DT


S&T #128 Africa Orientale
--------------------
"Gem. Because I like the Europa system. An odd mag game for that. Lots of rules ambiguities but playable. Commonwealth goes after Ethiopia et al." DM

"I own only a couple of Europa games, and this is the only one I've played. You know, with all the hoopla and noise we've had on this list about copyrights, it strikes me as at least somewhat noteworthy that this game was able to appear at all. I don't know what to say about this game in particular. It was okay." JB


S&T #129 Harvest of Death
--------------------
"Gem. Pickett’s charge. Simple. Line 'em up and have at 'em. Re-playability somewhat limited. But useful to explore Longstreet's hook." DM

"Fun little game on the second day of Gettysburg." MP "Dud. Tactical game of the east front. Simple compared to ASL or even SL. Had a few exciting games fighting over a little village." DM

"Gettysburg bores me the way ancients bore the majority of wargamers. I didn't feel this approach was innovative enough warrant YAGG – it felt like just pushing counters around. At least it was relatively errata-free, IIRC." DT

"I remember it as a dud." TES


  • Back to Etloh Technologies' Home Page
  • Back to the S&T Review Page