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S&T Magazine Mini-Reviews From Consim-L

- Compiled by Danny D. Holte


Issues #70-79


· S&T #70 The Crusades
· S&T #71 Cassino
· S&T #72 Armada
· S&T #73 Panzer Battles
· S&T #74 Ney vs Wellington
· S&T #75 Napoleon's Art of War
· S&T #76 China War
· S&T #77 Paratroop
· S&T #78 Patton's 3rd Army
· S&T #79 Berlin '85




#70 The Crusades
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"Dud, though one of the few games on the subject." DM

"Only played once, but found it interesting. The attrition (supply) rules could really do you in. OK." TES

"I really liked this one. Colorful and offbeat, with lots of Berg random events." DAV

"C+" JG

"Excellent, multi-player, Berg's random events, good flavor, A-" KB

"Lots of folks liked it, as I recall, hex scale was just a little too big for my tastes. Decent game and all, neither a gem nor a dud for me." JB


#71 Cassino
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"Gem, loved the detailed map, quasi-tactical flavor, really captured this battle." DM
"Always liked it. I didn't like the fact that armor was bound to the roads. A few well placed roadblocks and the Allied armor was effectively out of the game. Good." TES

"Perhaps it was the situation, but I didn't enjoy it. The Allies can't seem to go anywhere." DAV

"Never got into this Something about platoons with movement values of 120. I did have fun making the map into a home-grown SL scenario." DM

"B" JG

"Never fancied it, big movement allowances!, C-" KB

"Didn't this game have a bunch of Maori units? It's gotten some slams; in general, I think we're suspicious of something that's too different, and here the high movement allowances put people off. I gave it a try and found it to be an interesting puzzle. So, I'll say gem." JB

I remember this a somewhat of a drag to play because of LOS checks. Hex-by-hex opportunity fire was a major part of game play, and late in the game such fire would come from the upper slopes to the town or lower slopes. Monte Cassino's elevation relief was well modeled by the map, so it was usually not intuitive whether a given shot was blocked (a ridge near the road leading up cast some especially tricky blind zones) and SPI's infamous LOS grid had to be consulted repeatedly." DSB


#72 Armada
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"Gem, I know the S&T version was horribly flawed, but the 2nd ed. Rules make this a great game: a fascinating strategic look at the time of the Armada -- I've played it dozens of times -- both sides have lotsa’ interesting options." DM

"1st edition - a DOG! Keep Away! 2nd edition with extensive errata - 'seemed OK, but never got to play it." TES

"An errata extravaganza. I'm told there's a good game in there somewhere, but I never found it. This was a game I had been looking forward to, unfortunately." DAV

"B-" JG

"1st Edition - V Poor, 2nd Edition - V Good, B" KB

"To the best of my knowledge, I never got a hold of the revised rules, and I'll venture to say it's unplayable without them. Stupid-looking "bow-tie" units. In its magazine incarnation, it's a dud." JB


#73 Panzer Battles
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"Dud, lousy rules editing, incomprehensible counters, lousy three- in--one map." DM

"Memory fuzzy, but seem to remember a few hours of fun. OK." TES

"Call me sick, but I liked this. Platoon sized units with individual steps. Combat results based on number of vehicles firing, their accuracy, crew quality, range, penetration, defenders armor/facing, and defenders terrain. If they had made this into a WWII MechWar2, I would have grabbed this." DM

"C" JG

"Didn't appeal, looked boring, D" KB

"Tac. armor--don't like. Never punched it. For me, a dud." JB


#74 Ney vs Wellington
---------------------
"Gem, I know I've read of others' problems with this game, facing and all, but boy, do I still have fun with it." DM

"Excellent adaptation of the Wellington's Victory system to a smaller battle (Les Quatre Bras). Gem." TES

"The era is not my cup of tea, but this is one of the best S&T games ever." DAV

"B+" JG

"Uses Wellington's Victory system but manageable, B+" KB

"Lot's of folks like it. I had it out again some time in the last couple of years--same result--the cardinal sin for any wargame--it bores me. I'm in the minority with my Dud vote." JB

"Well designed to be a smaller alternative to Wellington’s Victory. But it seemed to me the payoff was in how much the player enjoyed the details of which battalion was in what formation, who was disordered after passing through woods, where skirmishers should be used, etc. As for the battle itself, a lack of time and adverse terrain (a forest on one flank and a pond on the other) meant that Ney had no alternative to just busting straight up the middle." DSB


#75 Napoleon's Art of War
-------------------------
"Gem, simple." DM

"Somehow, I remember this as a suped-up Nappy at Waterloo. OK." TES

"The era is not my cup of tea, and this isn't one of the best S&T games ever. Beyond that I can't comment." DAV

"B" JG

"Napoleon at Waterloo with added vitamins, C+" KB

"Consensus is a NaW on steroids--some cute chrome makes winners out of these two. I wrote an article on the Eylau game for Moves--took it up just one more notch in complexity. I'll gemify both of them." JB

"Not my era but I still enjoyed playing both sub-games. Unlike earlier folios these had enough chrome to make game play distinctive." DSB


#76 China War
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"Semi-gem, I loved this game if only for the map and its scope. Came out just as China was attacking Vietnam as I recall." DM

"I played these but have no strong memory of them, which is itself an evaluation." DAV

"B-" JG

"Interesting subject matter but didn't try it, C" KB

"Hex scale is too big for me to enjoy. Dud." JB

"Magnificent map, dull game. Only the China vs. USSR scenario was worthwhile, but a fatal flaw was that the PanzerGruppe Guderian CRT was used unchanged. The step losses called for by this CRT were way less than the number of steps involved in a typical battle. So, a titanic struggle between tall stacks of attackers and defenders with a barrel-full of tactical nuclear points usually ended up as one step loss to both sides." DSB


#77 Paratroop
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"Semi-dud, the anniversary issue. Eben Emael is unplayable without some key errata. Liked Crete with the split maps. Red Devils (Arnhem) not much of a game)" DM

"Eben Emael was worth one playing after I received the necessary errata. Crete was OK. I didn't like Red Devils." TES

"I liked it, mostly because I'm into paratroop games, but he's probably correct that the scale left something to be desired in Red Devils. Seem to recall there was a CRT or something missing from Eben Emael (so you couldn't figure out how to attack the forts), but this minor piece of errata was widely published since then." RW

"I played these but have no strong memory of them, which is itself an evaluation." DAV

"C" JG

"Lightweight, C" KB

"Three count 'em three games in one magazine. We know about Eben Emael. Red Devils was OK. The Crete game was just the old S&T Crete game with a little better graphics treatment. As I stated before on this list--it's a nice little Crete game. I'll say gem to that one. The others are neither gems nor duds." JB

"The Three Bears approach to game design: papa bear (Red Devils), mama bear (Crete), and baby bear (Eben Emael). For me, none was "just right." DSB

"I picked this up in the boxed version on a whim, to see what SPI games were like. I really liked it, especially the Eben Emael scenario. I had a hard time conceptualizing Crete with its split map, and for some reason Red Devils was a bit of a disappointment for reasons I can't recall, but overall I have fond memories of this collection, perhaps because I associate it with my early experiences with SPI." DLF


#78 Patton's 3rd Army
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"Dud, an attempt to recapture the glory of the Cobra game. But essentially a stalemated situation. Patton runs outta gas in bad weather." DM

"Agreed. [with DM]" RW

"I played these but have no strong memory of them, which is itself an evaluation." DAV

"B" JG

"I have always liked the system, untried units etc., B" KB

"The use of variable strength chits failed to spice up a boring situation. The 3rd Army had insufficient superiority to carry on an offensive, the weather was usually bad, and the Germans benefited disproportionately from extensive fortified lines. In particular, fortifications negated the "must-attack" ZOC requirement, so the Germans could pinch off any penetration of a fortified line by simply making contact in a fortified hex and forcing the Americans to attack them in the following turn." DSB


#79 Berlin '85
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"Gem, outstanding chrome in a quasi-tactical level city fight. Can the Allies turn West Berlin into Stalingrad-redux?" DM

"Easy to learn and fun. Try the scenarios that give the NATO forces some offensive options. Gem." TES

"Also agree [with DM]. Interesting rules galore (you get to say something like "They shall not pass" when you lose a die roll and get to roll again, but you had better win this time or else!) Neat treatment of supplies (petrol, etc.) Seem to recall unknown strengths (or was it only for Police?) which always intrigues me." RW

"Very nice game. Continues to be popular, if the auctions are anything to judge by." DAV

"B-" JG

"Defend Berlin against the hordes, C+" KB

"Yeah, like some of the other posters, I found myself liking this, but unlike them, I don't know why. It's not the kind of thing I would generally like. Ultimately, I don't have it in either extreme category, but I admit there was something about it that sort of tickled my fancy. Might even come back to it someday (oh yeah, I wrote that--sure baby, I'll be back.)" JB

"Magnificent map, but game play was spoiled by some sort of surrender table that could produce quirky results. Thanks to this table one of my games lasted exactly one game turn!" DSB


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