Board Games

We play a wide variety of board games, not all, strictly speaking, wargames, and between us have a large and varied collection. Listed here are some of our favourites with details of why we like them and, eventually, links to strategy articles and fan sites.

A good place to get general information on any game is Boardgame Geek, a general purpose rules, review and article site which always provides a good place to find opponents, ideas and general discussions.

Advanced Squad Leader

More commonly referred to as ASL this is the best simulation of small unit tactics in World War Two. The scale is squad size with individual leaders and vehicles. To start you would need the ASL rules book (2nd Edition) and the Beyond Valour module. If unsure about whether the game is for you or not, MMP now publish the ASL Introductory Kit, which only deals with the basics of the infantry and a few selected terrain types. With a wealth of detail any small unit conflict can be recreated using this gaming system, for system it is. Based on a set of core rules dealing with Infantry, Guns, Vehicles and Terrain there are now countless scenarios available covering the whole gamut of World War Two, from the opening actions in Poland, the DAK in the desert, US Marines on the sands of Iwo Jima and Russians in the Reichstag. In addition to the scenarios there are also campaign game modules available which cover historical actions such as Pegasus Bridge and the fighting in Stalingrad at the Red Barricades.

At first glance you would be forgiven for thinking that this was a monster of a game to learn, with its very large rule book and plethora of Quick Reference Sheets. But there you would be mistaken. Based on the original Squad Leader series, ASL is a tidied up version of the rules which are logical and easy to learn. Indeed there is a whole section in the rule book, Chapter K, the Training Manual, dedicated to teaching the novice the mechanics of the game. In most infantry only scenarios that you play only the basic rules need to be used. But to get the full ASL experience I would recommend that you introduce vehicles and off-board artillery and flamethrowers and I could go on and on.

The actual game play is totally absorbing and the hours just fly by. One thing that I have found playing ASL is that it does generate a damn good war story every now and then, like the berserk Russian Commissar who charged out of his bunker at the Germans, through barbed wire, was fired at by loads of squads, who incidentally ran out of fuel for their one and only flamethrower trying to kill him, and then engaged them in close combat, at which point his luck ran out!

So give it a go, you will be surprised at how much fun it really is!

Available from Multiman Publishing
Desperation Morale is a great site providing play aids and other goodies
Heat of Battle provide ASL modules commercially


Panzer Grenadier

Panzer Grenadier is a series of games simulating tactical combat during World War II. Larger in scale than ASL, counters represent infantry platoons (15-40 men), crew-served weapon batteries and platoons (16-28 men/2-4 weapons) and vehicle platoons (3-5 vehicles). Leader counters represent individuals and aircraft counters between 3 and 12 aircraft.

Like ASL, Panzer Grenadier is based on a set of core rules around which supplements are added. The basic package contains the core rulebook (the second edition of which can, and should be, downloaded from the AP website), a scenario book with 50 scenarios, 4 game boards, 330 counters representing German and Russian forces and 165 game markers. Supplements currently available are:

  • Afrika Korps
  • Arctic Front
  • Battle of the Bulge
  • Edelweiss
  • Guadalcanal
  • Heroes of the Soviet UnionDesert Rats
  • Airborne
  • Beyond Normandy
  • Road To Berlin.

There are also 2 scenario books, Jungle Fighting and Tank Battles. It is worth noting that, unlike ASL, most of these supplements are stand alone games and do not need the original boxed set to play.

Play centres around the judicious placing and employment of leaders and the activation of units. Units need to be activated in order to move or fight and it is in this activation that Leaders come into their own. Leaders can activate all those units that they share a hex with in addition to those in adjacent hexes. Furthermore, senior leaders can activate junior leaders in adjacent hexes creating a ripple effect. So, for example, a Major can activate a Captain in an adjacent hex who can then activate a Lieutenant who can, in turn, activate a Sergeant … all in one impulse! Once activated, all of these Leaders can then activate all of the units in their hexes, leading them forward against the enemy. However you will probably find that this “ripple effect” will only be possible in the first couple of turns of a game. Once the lead starts flying and the casualties start mounting, you’ll be hard-pressed to create these nice command ladders!

Panzer Grenadier is easy to learn and plays quickly. The rules work well and combine to give an enjoyable, fast-paced game that does not get bogged down in minutiae. Comparisons will certainly be drawn with ASL (even though the two are different in scale and design) and it will be hard to argue that one is better than the other. The counters and boards are colourful and pleasing to the eye and this, coupled with the fast and enjoyable game play, makes Panzer Grenadier an excellent addition to anyone’s game collection.

Be aware that Panzer Grenadier is soon to be re-released by Avalanche Press as Panzer Grenadier: Eastern Front (summer/autumn 2005). This re-release tidies up the rules and the game boards (the dreaded “10%” rule will no longer cause disagreements!), expands the counters, introduces the Romanians and adds a further 62 scenarios to the 50 already included!

Published by Avalanche Press


   
   
   
   
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