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!
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"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
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"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
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"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
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"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
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"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
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"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
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"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
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"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
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"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
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"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