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S&T Magazine Mini-Reviews From Consim-L

- Compiled by Danny D. Holte


Issues 130-139


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
-------------------------
"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


S&T #134 Anzio Beach
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"Don't remember liking it." TES

"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
------------------------------
"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


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