by B.C. Milligan
Since the appearance of our first column, we have begun to receive games for review from boardgame companies, most notably West End Games, who presented us with two new releases: IMPERIUM ROMANUM II and AIR CAV. Of the two, IMPERIUM ROMANUM II will undoubtedly be of the greatest interest to miniatures gamers. IMPERIUM ROMANUN II I know what you're thinking. "He worked on the game", you mutter to yourself. "He probably gets a big royalty for every one they sell." Half right. I worked on the game. I do not currently work for West End. I will not receive any royalty. And, for that matter, I think the game could have been better. But enough of false modesty. I should begin by noting that any similarity between this version of the game and the original, which many people still own, is very slight, with the counters being one of the few recognizable ones. The rules are vastly different, and the map resembles the original the way a Hammond Atlas resembles Ptolemy's map of the world. I.R. II, whatever else it may be, must certainly be considered the definitive game on the Roman Empire. With 33 scenarios, ranging from Caesar's campaign in Gaul to the reconquest of Italy by Belisarius, the game is tailored for miniatures campaigns. Each scenario can include from 2-6 players, with four being about standard, and most revolve about one of the many Roman civil wars that periodically ravaged the Empire. Foreign enemies also abound, with Persians, Germans, Parthians, Huns, Goths, Vandals, and so forth, also putting in an appearance. The superbly decorated map ranges from Hibernia (Ireland) in the west to Persia in the east, and shows all of the provinces, cities and seaports important to the Empire. The rules include complete political, economic and military aspects of each of the major Roman civil and foreign wars. Navies, fortifications, leaders, taxation, mobilization and supply rules are included. Battles tend to be short and decisive (at odds of 1:7, there is a 2/3 chance that one or the other army will be totally destroyed) - so here's where you come in. With a fairly simple translation of combat factors into WRG or LEGION or whomever's points system, or troop totals, you can have satisfying battles on the tabletop and reflect those results on the map. The original game actually had some suggestions about how to do this. Although unfortunately lacking in this one, it shouldn't be too hard to figure out. Available in most game stores or from West End, I.R. II sells for $29.95. AIR CAV At $19.95, it can be compared in scale with Avalon Hill's well known SQUAD LEADER, which we all know is a miniatures game masquerading as a boardgame. Even the company seems to finally be acknowledging the fact, if strong rumors that they will be putting out a miniatures version of SQUAD LEADER in the near future are correct. AIR CAV is a tactical game for two players, featuring individual armored and other vehicles and combat helicopters and infantry squads. Although the game is designed to show the influence of the helicopter on the modern battlefield, there is plenty of need for tanks, APC's and infantry units. Two full-color maps are included; one showing typical terrain of Central Europe and the other depicting the very different average landscape of the Middle East. Eight standard scenarios range from an encounter between a U.S. squad with supporting helicopters and two Soviet platoons, to engagements pitting several NATO or Israeli platoons against a number of Soviet or Soviet-trained companies. The advance game rules for AIR CAV include two campaign game scenarios that should be of special interest to miniatures gamers. In the campaign games, players take the role of battalion or regimental commanders, committing their forces to a series of separate combats, and then fighting those battles one after another. Th esystem, which is slightly more involved than I have explained it here, is ideal for those gamers who are tired of always fighting set-piece battles which have no relation to anything else, and yet also has the advantage of having a foreseeable end to it. DRAGOON VS. HUSSAR Also received here, and a horse of an entirely different color, is DRAGOON VS. HUSSAR, a "not-quite" board game, which is really intended as a miniatures skirmish game. it does, however, include two tastefully done but difficult to mount 54mm cardboard riders and horses, which can be used in lieu of the real thing. Intended for 54mm battles between mounted individual figures, this is not a game for mass armies. We all know what happens when you put too many figures on the table, so be advised here, in print, that the designers say that for DRAGOONS VS. HUSSARS, "too many" means more than half a dozen per side. The game focuses on man-to-man combat in the period 1775-1830, and promises to be the f irst in a series. Troop types include the expected light, medium and heavy, as well as more exotic types such as Mamelukes and Cossacks. The game is so detailed that a figure can more or less do anything a real rider could do, including various shooting and loading, melee on horseback, and surrendering. Almost five entire pages of the 24-page rules booklet is devoted to hand-to-hand combat alone! Available from Balboa Game Co., 630 W. Willow St., Long Beach, Calif., 90806, DRAGOON VS. HUSSAR is a game that no serious skirmish enthusiast should neglect. Back to Table of Contents -- Courier Vol. VII #1 To Courier List of Issues To MagWeb Master Magazine List © Copyright 1986 by The Courier Publishing Company. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |