S&T #130 Tsushima
S&T #131 Donau Front
S&T #132 Iron Cross
S&T #133 Baton Rouge
S&T #134 Anzio Beach
S&T #135 Sideshow
S&T #136 Borodino: Doomed Victory
S&T #137 Men At Arms
S&T #138 Eylau
S&T #139 Arabian Nightmare
S&T #130 Tsushima
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"I remember liking it." TES
"Didn't like it. Too much bookkeeping. Jack Greene's systems are
too wrapped up in bookkeeping." MP
"I didn't get this by subscription, but I later bought it on the
open market out of interest in the battle. Later still, I sold it
unplayed. It seemed to fussy and to slanted in favor of the
Japanese. That is historically accurate but not interesting to me
as a gamer." DAV
"Semi-gem. One of the few tactical naval games to appear in a mag
game. Jack Greene is an excellent designer. There was much
information imbedded in the ship counters and rules. I'm not keen
on the tracking forms in any naval game (having been spoiled by
Shipbase3). Garish 3W era counter colors." DM
S&T #131 Donau Front
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"I still miss the friction point system." TES
"Never really got into it. The Central Front system changed here
and the Cold War ended." MP
"I liked this one quite a bit. Several people have criticized the
"dumbing down" of the Fifth Corps system, but in my opinion they
went from "I've set up the game, now what?" to playable." DAV
"Gem. (if you liked the Fifth Corps series; complete with Friction
Points etc.)" DM
S&T #132 Iron Cross
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"A dog. Atrocious graphics." TES
"Too tactical for my tastes." MP
"A disappointment. Dunnigan's attempt at man-to-man combat in a
magazine game. I never got past the first couple turns." DAV
"Dud. Weird tactical East Front design. Quasi SL." DM
S&T #133 Baton Rouge
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"A compact little game. GBACW and NOT one of my favorites." TES
"Dud. Interesting tactical scenario (Confed attack on Union held
BR.) but unispired game. Only S&T game with ACW "ironclad" and
assorted naval vessels counters. CSS Arkansas." DM
"Fun little game. Remake of earlier (S&T 20?) game. Nice flow to
the operation." MP
"A reissue of a very early S&T title. The odd sequence of play and
lack of advance after combat made keeping reserves a must. One
annoyance was that the reinforcement chart was _slightly_ too small
to actually lay out your counters on it." DAV
"Dud." DM
S&T #135 Sideshow
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"Gem. I remember really liking this one." TES
"Didn't like the system but can't remember why." MP
"Berg has all of the colonial troops in the world chasing around
East Africa. I wanted to like this but didn't." DAV
"Dud. This issue was an interesting article in search of a game.
The British stumble around German East Africa. Really playable (in
my experience) only solitaire as the British are so hamstrung by
stupidity rules." DM
S&T #136 Borodino
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"The worst of the '3W' S&T's." DEN
"We called it Borodino: Doomed Game. As I remember, the arty was
really screwed up." MP
"I don't generally like Napoleonics, but I tried this one. It turned out
that the French I Corps could just dance around the battlefield, blowing
away everything it its path. The Great Redoubt fell like it was a
sandbox. (I didn't like it.)" DAV
"Gem. Good simple simulation of the battle. Playable. Lots of
counters." DM
S&T #137 Men At Arms
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"Not a gem or dud. Took some getting used to. See the expansion
in Moves." TES [Note: Moves issue #68 - ed.]
"Too tactical. Don't like squares." MP
"Another disappointing Dunnigan-inspired experiment. It was an
attempt to really simulate the kind of (or rather lack of) command
control leaders had in Medieval battles. I played one scenario but
was never quite sure if I was doing it right. As an aside, Aarneson, the author of the companion article, was one of the worst
people I've ever had to proofread." DAV
"I didn't like it because it seemed too paltry - not enough flavor.
Plus, I think (it was 6 years ago) it had rules problems." GG
"Gem. I liked this attempt at a sword-era modular game system, even
with the squares, Dunnigan's assumptions and compromises." DM
S&T #138 Eylau
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"Eylau, was great. It was a remake of an earlier, 3W, game and was
quite simple (Igo-Hugo), but great fun nonetheless. Six of us played
it several times during DESERT SHIELD/STORM." GG
"Gem. Wasn't this the second time this battle appeared in S&T (the
former in tandem with Dresden or something)? I liked the map and
situation." DM
S&T #139 Arabian Nightmare
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"2nd edition?/expansion not bad. Not a gem or dud." TES
"This was IMO a brave attempt to simulate a war just as it was about
to break. Curiously, the designers thought it was going to be a
walkover, but it didn't come through in their design. Some of the
remarks in the dice-rolling "political game" made me grind my liberal
teeth even as I proofread. I played the basic game, which was OK.
The regular game was another case of "what do I do now?"" DAV
"Dud. I'm a contrarian with this one. This "first edition" had an
interesting map and counters, but unplayable rules. But in terms of
timeliness; it was fun to follow the media accounts of the war
through it." DM