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S&T Magazine Mini-Reviews From Consim-L

- Compiled by Danny D. Holte


Issues 60-69


· S&T #60 Road to Richmond
· S&T #61 October War
· S&T #62 South Africa
· S&T #63 Vera Cruz
· S&T #64 Raid!
· S&T #65 Cobra
· S&T #66 Constantinople
· S&T #67 Stonewall
· S&T #68 Kharkov
· S&T #69 Tannenberg


"Overall, in my judgment, it seemed like a clear fall-off in quality during the S&T 60s, at least compared to the 50s." JB


#60 Road to Richmond
--------------------
"Basic Blue & Gray Quad type. Fun, as far as those go." MP

"Good." LM

"Hmmm." MP

"A simple little game. My guess is anybody on this list could have created this game in a day. Neither a gem or a dud." JB


#61 October War
---------------
"Not a fan." MP

"Good." LM

"One of my all-time favorite games." MP

"We all have our likes and dislikes. I'm being dramatic, but I'd almost rather mow the lawn than play Tac. armor games. For me, a clear dud." JB


#62 South Africa
----------------
"Oh, what wasted potential." MP

"Blah." LM

"Hmmm." MP

"Ha ha! Rigged all the way. Apartheid can't win. Basically a dud." JB


#63 Vera Cruz
-------------
"A gem. I still pull it out from time to time." MP

"Hmmm." MP

"I can hardly remember it. So I guess I didn't love it to death. I'm gonna "dudify" it." JB


#64 Raid!
---------
"Less of a fan." MP

"Blah." LM

"Hmmm." MP

"I couldn't get into it at all. Another dud for me." JB


#65 Cobra
---------
"A gem and classic. Still one of my favorites." MP

"OK except for victory conditions." LM

"A great game. Very dependent on weather, though." MP

"Finally, one I liked. I'd definitely put it in the gem category." JB

"This is one of my favorite S&T games. The victory conditions are such that both sides have to play a very careful game with the "clock". The Allied has shifting objectives that change during the course of the game, and the German, though destined to retreat, cannot just cut and run with his mechanized forces. A real nail biter." DDH


#66 Constantinople
------------------>
"Dull. But what do you expect from a siege?" MP

"OK." LM

"Boooring. (As a game, that is. The article was fascinating.)" MP

"Most of us didn't like it, but I'm in the minority; I thought it was fun. Got a power failure in your neighborhood? No problem--just spread the counters out--they are that bright my friend." JB


#67 Stonewall
-------------
"Truly TSS light -- regiment/battery level with only a few tweaks from the parent's rules (e.g. tracks to monitor the status of artillery crews). Very much smaller in scope than just about every other GBACW title except perhaps Horse Soldiers or Baton Rouge -- both sides have only about a division's worth of troops. However, though the forces are small the map is full size, so there's more opportunity to maneuver than the usual GBACW game." TSB

"GBACW. Never could get into this system." MP

"Good." LM

"ACW games in general bore me, and I was bored with this. My copy will almost certainly never get played again. Another dud." JB


#68 Kharkov
-----------
"Son of PanzerGruppe Guderian, except the Soviets are initially on the strategic offensive and a few other tweaks (such as having no zero-strength goofballs in their OB). It's an improvement on PGG in that both sides have the chance to attack and defend, but the action generally takes place on a much smaller fraction of mapsheet than PGG, and I think that's why Kharkov never attracted much attention. Never-the-less I would rate it positively." TSB

"PGG system. I've seen a lot of people that like this game but I don't see how the Soviets can win." MP

"Good except the Ruskies are hard pressed to win." LM

"PGG it ain't." MP

"I liked it, so I'd put it in the gem category." JB


#69 Tannenberg
--------------
"The main scenario involves limited intelligence in a big way: German units can be placed in holding boxes off-map, leaving the Russian player to contemplate a map full of anonymous iron cross markers. Unfortunately I never found an opponent for this game, so I can't comment on it." TSB

"Very interesting system with great potential. Alas, like the Great War in the East Quad, completely one-sided." MP

"I've played it a few times. It's almost impossible for the Russians to win. Even if you ignore the limited intel rules, the German troops have too many advantages (better initiative, retreat before combat, CRT tables, supplies)." RL

"OK." LM

"The GWitE system still fascinates me. I agree with some of the other posters that the Russians are pretty much target practice (No wonder poor Samsonov blew his brains out in the actual event). Years ago, I retrofitted the system to the old SPI games The Marne and 1918. I wouldn't say it worked great, but I think it had some potential. I'd put this in the gem category." JB


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