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COUNTERSTROKE AT SOLTSY - Strategy & Tactics Press

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(the French campaign in Egypt and Syria, 1798-1800); On to<br />

Constantinople (Russia versus Turkey, 1806-07, a campaign<br />

that saw, among other things, the citizenry of Constantinople<br />

repulse a British fleet); Winter War (Russia invades Finland<br />

and fights Sweden, 1808-09). Each side will have a morale<br />

index that will give bonuses in combat and movement if you<br />

are winning, and can lead to collapse if it goes too low—but<br />

can also be used to obtain an armistice on favorable terms<br />

even if you are losing. Joseph Miranda.<br />

B5. Sun Never Sets II. This will be a sequel game to DG’s<br />

Sun Never Sets, covering the wars of the British Empire in<br />

the 19 th century. Units are battalions for “civilized” armies<br />

and warbands for others. Each unit is rated for its weapons,<br />

type, strength, morale and movement. A unique quasitactical<br />

combat resolution system catches the spirit of the<br />

era with everything from Gatling guns to bayonet charges.<br />

There’s always the chance to break a British square, or rout a<br />

superior enemy force. All major leaders are included, as well<br />

as random events, supply, engineers and railroad building.<br />

Game scale is operational, with the entire theater of operations<br />

covered. Scenarios will be drawn from: Egypt 1882,<br />

Second Afghan War, Asante War and Persia.Designer: Roger<br />

Deal<br />

B6. Thirty Years War Battles. More battles using the Thirty<br />

Years War Quad system. Two battles would be drawn from:<br />

Fleurus, Alte Veste, Wittstock, and Lens (others from the era<br />

may be substituted). Joseph Miranda.<br />

americana (circa 1700 to 1900 a.D.; mark 1<br />

to 5)<br />

C1. War in the Far West. A simulation of the American<br />

Civil War in the southwest USA, Texas to California, 1861-<br />

62. The historic campaign saw small Confederate and Union<br />

armies maneuvering over vast territories in actions that contested<br />

control of the American frontier and could have decided<br />

the course of the entire war. The order of battle will<br />

include regular infantry, cavalry, engineers, artillery, militia,<br />

rangers and Indian scouts. All major leaders will be represented.<br />

Also included will be supply depots (which can be<br />

captured), forts, buffalo hunts, brevet ranks and the infamous<br />

“mule mines.” Chuck Diamond.<br />

C2. American Revolution. The game will have several scenarios,<br />

representing different times in the war, as well as a<br />

campaign scenario. Option cards will play off raising troops<br />

against maintaining the loyalty of different colonies as well<br />

as gaining or preventing French intervention. They will also<br />

generate temporary objectives, such as the invasion of Canada.<br />

Units will be different types of brigades (regulars, militia,<br />

dragoons, light infantry) that can be built into “wings”<br />

(divisions). Joseph Miranda.<br />

C3. La Glorieta Pass. At the high tide of the Confederate<br />

advance in the far west in March 1862, Gen. Sibley had captured<br />

Sante Fe and was threatening to advance into Colorado.<br />

Union forces were hastily gathered at Fort Union to<br />

counter his advance. The advance guards of the two forces<br />

clashed in Apache Canyon on 26 March, and the two main<br />

forces fought near La Glorieta Pass two days later. The Confederates<br />

were unable to break the Union forces, and lost<br />

most of their supplies to a Union raid, thereby forcing their<br />

retreat to Texas. The game would focus on the two battles<br />

using the original Twilight’s Last Gleaming system. Chuck<br />

Diamond.<br />

C4. Battles of The Valley. Jackson’s campaign in the<br />

Shenandoah Valley was one of the great sideshows of the<br />

Civil War. He never commanded more than 18,000 troops,<br />

yet managed to tie down over 60,000 Union troops, winning<br />

several battles and inflicting disproportionate losses. The<br />

game would use a system similar to Twilight’s Last Gleaming<br />

and feature two or three battles drawn from Kernstown,<br />

McDowell, Front Royal, Winchester, Cross Keys, and Port<br />

Royal. Chuck Diamond.<br />

C5. Pea Ridge. In February 1862, Confederate Gen. Earl<br />

Van Dorn launched his forces against the Union Army of<br />

the Southwest. After a night march in a snowstorm, the exhausted<br />

rebels nearly brought off a double envelopment of<br />

the enemy. Except for the untimely death of three key officers,<br />

Van Dorn might have cleared Missouri of Federals and<br />

precluded Grant’s Donelson campaign. Pea Ridge will use<br />

the Fateful Lightning system to recreate this critical battle.<br />

Units are regiments and battalions. Leaders enhance combat<br />

and movement, but only the key leaders are represented<br />

in the game. Hexes are 250m across; turns are 30 minutes.<br />

Both sides will have variable orders of battle, organization,<br />

deployment and missions to add to the fog of war. Chris Perello.<br />

early 20th century (circa 1898 to 1929 a.D.;<br />

mark 1 to 6)<br />

D1. First Battle of Britain. In World War I German zeppelins<br />

and Gotha bombers intruded into the skies over Britain<br />

in the first strategic air campaign. First Battle of Britain<br />

would be a fast moving simulation of this campaign. Units<br />

would represent individual zeppelins, aircraft squadrons, antiaircraft<br />

emplacements and various types of targets. Victory<br />

conditions would be a combination of military, economic<br />

and psychological objectives. The British would have the<br />

opportunity to strike back by launching raids against German<br />

airdromes, and developing early aircraft carriers. Players<br />

would have the opportunity to develop new technologies,<br />

such as radio coordination and early warning systems. Pilot<br />

quality would be a critical factor, and there would also be<br />

several historical individuals represented. 22 x 34” map, 280<br />

counters. To be designed by Joseph Miranda.<br />

D2. The Kaiser’s War. At the end of 1917, the Kaiser’s<br />

armies had triumphed in the Balkans, Italy and Russia,<br />

and the Second Reich stretched from central France to the<br />

Ukraine. A year later, that imperial edifice had come crashing<br />

down in ruin. The Kaiser’s War would be a strategiclevel<br />

wargame of the year 1918. The game map would cover<br />

France, the Low Countries, northern Italy, central Europe,<br />

the Balkans, Russia to the Volga, and the Ottoman Empire.<br />

Units would be mostly armies along with “army detachment”<br />

breakdowns. There would be special units such as<br />

shock troops (of all nations, not just Germany), tanks, the<br />

Asian Korps, Bolshevik Red Guards, etc. There would be<br />

a simple air war system, and naval units would be shown at<br />

fleet level, with the possibility of a sortie by the Austro-Hungarian<br />

Fleet if the Italians are defeated. Joseph Miranda.<br />

D3. First Blood Marne—Battles on the Marne, June-August<br />

1918. Though previously involved in battle, American<br />

troops were only blooded well and true for the first time in<br />

the First World War at the important Battle of Chateau-Thierry<br />

in June 1918. The green Yankees were committed at the<br />

very nose of the still potent German penetration along the<br />

Marne and not only stopped the enemy drive, but managed to<br />

strategy & tactics 59

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