· 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