by Ian M. Daglish
Not only did I enjoy this exercise, I am quite surprised at the outcome. These are my desert island games, chosen from all those put away for when there's time to go back to them. (viz. Stuart Tucker in the last General: 'Everyone jokes that they'll play these games when they retire. . . Let's get serious. . .Let's build our own community now...) I have tried hard to exclude the games that I admired without really playing (so out goes Wellington's Victory), games that have largely sentimental value (1863, Tactics 2), and computer games. And on my desert island there is already the Bible, Shakespeare, and a duplicated set of the entire ASL system, so no more mention of the unmentionable. (CHV: Oooh very crafty Mr Daglish, we'll let that one through). 1.Up Front (AH) For me, my most frequently played game (as opposed to most time spent playing, which is another matter). One of the best representations of low level tactical combat in any period. I have never had any problem visualising what the cards and range chits represent. and know of no other simulation that captures the tension and uncertainty of individual combat so well. (*) And the rules are the most satisfyingly comprehensive and errata-free I have ever found. 2.Napoleon's Last Battles (SPI) Big and dumb and immensely playable. The recent Decision Games version was a big disappointment: bought in the hopes of rules clarifications (**), the rule book was a straight lift, new counter and map graphics gaudy and off-putting. 3.Wooden Ships & Iron Men (AH) Though this is best played with some computer bookkeeping, it remains a classic that is simple to play. One for newcomers to the hobby, with low counter density and simple rules (so simple that beginners who know the history, or understand sailing, barely need the rule book). 4.Ney vs. Wellington (SPI) This may not be the best depiction of Quatre Bras, but it's the best I have played to date. And the battle still fascinates. 5.Panzerblitz (AH) I admit, there's some nostalgia here, but this is one that I do come back to, over and over, with or without the subsequent spotting rules and extra counters and scenarios that have come along over the years. 6.Kingmaker (Ariel/Gibson/AH) When we first saw this, we said 'what lovely counters, bet it's a pig to play'. Well they were. and it wasn't. Especially with the second edition (pre-AH) rules. Quite good on computer, too, and I am allowed to say that because the computer version is simply the board game transposed with some iffy AI. 7.Ace of Aces (Gameshop Inc) The only non-computer realtime air game. Well, it is a computer system really, but without the PC to run it. 8.Tac Air (AH) My 'modern' game, though it's ageing fast! Like NLB, big and dumb with simple rules interacting in a clever way in the bigger scenarios. 9.Storm Over Arnhem (AH) Lots of atmosphere and replayability, in total contrast to Turning Point Stalingrad with its pretty counters and Sunday in Toyland map - if you want the Dante-esque feel of the Barrikady you must look elsewhere (***). When I am familiar with Breakout Normandy, that may figure here. 10.Musket and Pike (SPI) Well. I had to sneak in something from the sixteenth/seventeenth centuries. I have not been impressed with any English Civil War tactical games; the Crossbows and Cannon series was attractive but the play did not appeal. I await >Flowers of the Forest with high hopes. Notes: (*) Another excellent if surprising simulation of squad tactics vs. an unknown enemy is to be found in Microprose's 'UFO'. but those who have not tried it will doubtless scoff. (**) NLB rule 24.0 SUPPLY: is this determined in each player's turn 7 or simultaneously for both? If the former, then the French player is severely disadvantaged. Anyone know Kevin Zucker's E mail address? (***) You know where I mean. Flowers of the Forest I really am looking forward to playing this; long have I waited for a simulation from the period that was credible, and this could well be the one! I had no idea when writing my last letter that you were not only aware of Kightly's book, but had been inspired by it. It is years since I last painted any miniatures (and to my surprise, whenever I have seen miniatures on ASL boards (CHV: watch it sonny!), even the de Luxe boards or those photo-enlarged, the combination just has not worked), but in this case I can share your interest in how effectively they could enhance the 'feel' of the play. The Great War at Sea: not a topic that has ever appealed to me, but the strategic game looks very workable, indeed it could well be a basis for campaigning just about any period's warfare in the Mediterranean. Having tried a couple of examples of the tactical game, I can say that it plays well. Lots of dice rolling, but plenty of tension. Some surprising absences (for example. any sort of facing, so capping Scheer's 'T' might present problems - especially in the Med!!) but the overall feel is good. The designer concedes that some may use their own tactical/miniatures rules, but his own will do fine with me. The design philosophy appears to be based on all sides' awareness of the potential for mutual destruction, combined with high levels of caution in exposing the nations' capital investment to rapid consignment to the deep. Which makes sending the enemy's dreadnoughts to the bottom of the Med even more rewarding. Oh yes, and there are airships too. Back to Perfidious Albion #94 Table of Contents Back to Perfidious Albion List of Issues Back to MagWeb Master Magazine List © Copyright 1997 by Charles and Teresa Vasey. 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