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S&T Magazine Mini-Reviews From Consim-L

- Compiled by Danny D. Holte


Issues 19-29 & Introductory Games


· Napoleon at Waterloo (intro game)
· Advanced game version of NAW
· Strike Force One (intro game)

· S&T #19 Blitzkrieg Module System
· S&T #20 Bastogne/Anzio Beachhead
· S&T #21 Chicago-Chicago!/The Flight of the Goeben
· S&T #22 The Renaissance of Infantry
· S&T #23 T-34
· S&T #24 The Battle of Moscow
· S&T #25 Centurion
· S&T #26 Grunt
· S&T #27 The Battle for France, 1940
· S&T #28 Lost Battles
· S&T #29 USN



Napoleon at Waterloo (intro game)
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"Both these are a lot of fun, but as usual I only played the advanced game after I got it." JBB

"A must have; not a bad little game at all for the price. " DDH


Advanced game version of NAW
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""Both these are a lot of fun but as usual I only played the advanced game after I got it." JBB

"I'd like to find a copy of this..." DDH


Strike Force One (intro game)
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"Not much use for anything other than an introduction to common board gaming protocols for the brain damaged. Used Icons in place of symbols. Extremely simple movement and combat rules. About as interesting as your brother's dirty socks." JBB

"DON'T PUNCH IT!!! It could be worth millions someday!. ;-) Actually, not really a game to be taken seriously." DDH

"I think the average beginner can deal with many of the Quads, and learn more without resorting to this thing." HSD


S&T #19 Blitzkrieg Module System
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"This was a lot of fun, especially at the time. It took a game with which self- -respecting wargamers were familiar and showed all of the things you do to extend it." DAV

"I'm in a minority, I know, but I found the Blitzkrieg Module System to be a blast, and an excellent game to PBM. I played it a lot, and am still looking for another copy of the boxed version." GK

"I did a write up of this that may or may not have found its way to Web Grognard. It was an interesting expansion to the rather bland basic game and I believe was the test bed for the game that was later published as Strategy I. For the time, excellent. Now, not much value." JBB


S&T #20 Bastogne/Anzio Beachhead
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"This was the first game I ever sold. I'd like to get a copy again (at bottom feeder prices, of course). I remember the letter column of S&T filling up with comments on the stacking rules, which in effect allowed the volksgrenadier divisions to split into regiments but not reassemble this was the designer's intention, as it turned out, but many thought it was a glaring mistake. I don't remember much about the first AB, but I did enjoy it when I played the reissue that came out a few years ago." DAV

"Extremely primitive map work. The Bastogne map is basically blue black on gray with thick double lined roads. Traffic jams galore is I recall. I don't remember Anzio beachhead at all." JBB

"There are actually three versions of the map that I've seen. I believe the boxed/die-cut version is the one with the two-color map (black & blue), SPI standard for 1973. In the earlier S&T reprints, it was one-color (S&T standard from #21 to #31). But the original version of the map really is four-color (black, blue, yellow, green, not four-color process)! Bastogne was the first separate "game" published in S&T (remember that they were originally going to do a full game every _other_ issue, and Crete in #18 was the first). Although it's still very complex (as are the game's mechanics), the map is a lot easier to read in four colors as designed. The complexity of the map was referred to in their work-in-progress for Ardennes Offensive a couple of years later." AW


S&T #21 Chicago-Chicago!/The Flight of the Goeben
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"I loved Flight of the Goeben way back when, I don't remember what the system was, though." WEF

"FotG is notable for a line in the rules: "Pretty damn clever rule, huh?" I played this game quite a bit. A double-blind hide-and-seek with variable victory conditions on both sides. I played C-C, but even as a Chicago resident, it didn't seem exciting." DAV


S&T #22 The Renaissance of Infantry
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"Another real eye-opener. I mounted the counters using rubber cement and played it to death." DAV


S&T #23 T-34
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"Perhaps the only miniatures rules published by the Post-Wagner S&T (unless you count the tactical part of FotG, above, which I guess you should). It was a fun diversion, but it never took off for me. I did enjoy painting a few tanks for it, though." DAV


S&T #24 The Battle of Moscow
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"Not a bad game. It was real tough for the Germans as I remember. Used a basic Afrika Korps type system as I recall." WEF

"For a no-color map, it looked good. There was a surprising amount of detail. God only knows how accurate or inaccurate the OB was. The Russians especially are prone to just pop up all over the place. It was kind of exciting to play though. I think another poster said the Germans just can't win, and I tend to concur. Here's a feature of the game that I still appreciate after all these years: It's such a basic platform that it is very easy to add whatever chrome you want. Season to taste. For a solitaire-only type like me, this is a real boon. I'm going to say gem on this one, not that you asked." JB

"Early experiment in breaking out of the AH classics. I'm surprised to see that it came out before France '40." DAV


S&T #25 Centurion
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"Similar to Tac 14. The counters were on colored cardstock. I had a good time with this." DAV


S&T #26 Grunt
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"I liked it then. Now I would say that it was a bit simplistic." WEF

"I remember liking it although the graphics were atrocious and many house rules were needed." TES

"Some of my friends liked this, but I never did." DAV

"I played this many times. This is the game that sold me on getting a subscription to S&T. Hidden units could be NVA, VC or indigenous population. You reconnoitered by entering a hex containing an unrevealed unit or by firing on it. If you entered it could be an ambush (NVA or VC), a booby trap, a mine field, a rice cache, an arms cache or friendly civilians. depending upon the revealed counter you could take casualties or gain victory points. If you fired on an unrevealed unit and it turned out to be friendlies, Uh oH." JBB


S&T #27 The Battle for France, 1940
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"One of the best of the early mag games. Very playable and fun." WEF "A "breakthrough" game. The effects of semi-active ZOCs and the mechanized movement phase for the first time were really amazing." DAV

"Interesting mechanic using CRT mandated counter attacks by the defended but other than that, straight Kursk system complete with ground base counters for air points. I never did see why they dropped the base units for air points in WiE. It would have eliminated an awful lot of unrealistic situations." JBB


S&T #28 Lost Battles
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"Lost Interest - Fast. I don't remember playing it often." WEF

"A quirky game with lots of unique rules. Kind of an evolutionary dead end." DAV


S&T #29 - USN
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"Good. Probably outdated now by other games." DDH

"A lot of fun. (look at the requests for inclusion in JK's SPI-mag). The Japanese had no chance after 1943, so IMO, it wasn't worth playing to the end." WEF

"Excellent. A great one map Pacific War. Wish we could get Decision to update the graphics." TMB

"On everyone's list of classics. Someone in college borrowed my copy and never gave it back." DAV

"In my opinion this is the best board game ever done on the Pacific War. I own and have played War in the Pacific (SPI), Pacific War (VG), East Wind Rain (WEG or 3W can't remember which), PTO (SPI/TSR), Pacific Fleet (HJ) and it is superior to them all in several respects. First, it avoids the battle of the factories. The period covered in USN is from Dec '41 to Dec '43. Second, air power is semi abstracted without losing the essence of tactical, carrier and bomber air operations. Third, all the major combatants are present, although they are combined in pairs for BB's, BC's, CA's and large CL's. Fourth, the land side is adequately represented and even accounts for the IJA's practice of breaking down divisions along brigade (binary) or regiment (triangular) lines. I liked this one so much that I bought a second set of counters so that my friends and I could play the China war as well. China, and the IJ forces committed there are abstracted in the game as published although a large amount of China is on the map. One 22 x 34 map, about 500 counters and a single double sided accordion fold rules booklet. Takes about 30 minutes to set up and about four hours to play to completion." JBB


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