Lock ‘n Load – Not One Step Back Game Review
Brutal urban combat on the Eastern Front comes to the Lock 'N Load series with this exciting supplement!
Read MoreBrutal urban combat on the Eastern Front comes to the Lock 'N Load series with this exciting supplement!
Read MoreWe look at the first four action figures in an official, U. S. Army - licensed series that goes WAY beyond yesterday’s Green Army Men!
Read MoreIt's a card game - but not as we know it. Dr. Brandon Neff takes a look at a fast and furious war game for all the family!
Read MoreWith the Roman empire crumbling around you, it's time to wage war across Europe as you take control of roving bands of barbarians and defeat your enemies!
Read MoreIt's A&A Miniatures with a facelift - Bill Bodden takes a look to see what the differences are and how they will assist players to ultimate victory!
Read MoreAvast, me hearties! It's time to set sail with this ingenious pocket game from Wizkids and see if you can control the high seas!
Read MoreHave you ever wanted to invade England? If the dice roll your way, Britannia will allow you to do just that!
Read MoreNext time you get that strategy itch, don't pop a ROM in your Xbox 360. Instead, slap a board on your kitchen table.
Read MoreWar at Sea's naval warfare rules bring the high seas action of the Second World War to miniatures. Armchair Admirals, man your stations!
Read MoreFight the great sea battles of World War II on your living room floor!
Read MoreTide of Iron is like having Saving Private Ryan in a box. Need we say more?
Read MoreThe last of the Advanced Squad Leader kits is out and features the all-important tank combat. Find out if it's up-to-snuff by checking out the review.
Read MoreLarry takes a look at GMT games Monmouth. The battle may not be the most celebrated but that doesn't mean it doesn't make one hell of a good wargame.
Read MoreA fledgling nation stands on the tipping point as American and British forces collide. Break the reckless insurrection of the colonists or deal a black-eye to the world's superpower in Saratoga.
Read MoreThe cruiser is the workhorse of every fleet, and a wide range of units are available in War at Sea, each playing a different role. Some ships, like the USS Atlanta, are best suited for air-defense. Armed with 16x5in. guns, 9×1.1in. guns and 21 torpedo tubes, the Atlanta is a cheap gun platform, with a cost of only 12 points. Its main attacks against other surface ships are relatively weak, and its armor is not very thick. However, with the special ability anti-air Specialist the Atlanta can put up a thick cloud of AA fire. During the Air Defense phase, the Atlanta can make two powerful attacks against enemy aircraft and thereby serves as an effective supplement to any strike force. Heavy cruisers, like the Tone, cost almost twice as much as the Atlanta. However, the Tone offers a significant boost in firepower, and two unique abilities that have the potential to devastate an opponent. Armed with 8x200mm guns, 8x130mm guns and 57x25mm AA guns, the Tone can throw...
Read MoreAlthough battleships like the Yamato may be the most formidable units in Axis and Allies: War at Sea, no task force is complete without including destroyers like the Italian Luca Tarigo or the USS Fletcher. Like most destroyers, they sport thin armor and include weak guns, so they are best suited to protecting bigger ships from submarines and engaging other destroyers. The Luca Tarigo has weaker armor, lower AA defense, lower anti-submarine values, and weaker torpedo attack power than its American counter part. However, it costs 1 extra point, offers better main gun attacks, and can use two powerful special abilities. With sub-hunter the Luca Tarigo is able to pursue enemy submarines as they try and escape. It can also lay smoke to protect friendly ships from enemy fire. The Fletcher costs only 7 points, and overall has better stats than the Luca Tarigo. However, it only has one special ability; chase the salvos, which gives it a 1/3 chance to ignore damage from an attack by enemy battleships...
Read MoreThe most deadly opponent in War at Sea are heavy battleships, like the Richelieu, Bismarck, Yamato and Iowa. Obviously, in a standard 100 point game, battleships will require a significant investment, with a cost of 53 points (Bismarck), 54 points (Richelieu), 70 points (Yamato) and 61 points (Iowa) each, respectively. The Bismarck provides a huge amount of firepower, with three strong batteries of 8x380mm, 12x150mm and 16x105mm. This massive battleship will be able to engage several targets each turn, and deal out a significant amount of damage to any opponent in range. Able to withstand more than 300 hits before succumbing to a British task force in May 1941, the Bismarck is protected by a thick belt of armor. With the special ability Torpedo Defense, this sturdy ship is able to shrug off penetrating torpedo hits. In addition, extended range 4 allows the Bismarck to make long-range attacks while undamaged. Similarly, the USS Iowa will be another tough nut to crack. Although sporting a more limited armament than the...
Read MoreLarge ships may have ruled the seas but in the air there was nothing to deliver the hurt like a big mix of fighters and bombers.
Read MoreEast Front: The War in Russia, 1941-45, is Columbia Games’ massive strategic/operational-level World War II wooden block game. This "second edition" sports a nice set of red (Russians/Allies) and dark grey (Germans/Axis) blocks, and two massive fold-out boards. East Front offers eight scenarios, each of which covers roughly 6 months of the war in the East. We begin with Barbarossa in the summer of 1941 and end with the drive on Berlin in the winter of 1944. Each scenario can be played separately, or can be linked to offer players the full campaign of the eastern front. In addition, there is also a small introductory scenario, Operation Edelweiss, which allows players to acquaint themselves to the rules with a small unit count and simple objectives. The game is played in a series of game turns, which comprise a "production segment," followed by two so-called "fortnights" of play. Within a fortnight, each player takes two alternating player turns, moving and attacking with his or her units. Movement is rather simple....
Read MoreShifting Sands may fall a little short in instruction and implementation but may eat up an evening or two yet. Check out the review.
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