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Category Archives: Reviews

Classic Reviews – Warrior Knights 2nd Ed.

Another throwback to the classic review days of years gone by under another moniker ~

Brant Guillory, 03 January 2017

INTRODUCTION

Warrior Knights is a board game of diplomacy, commerce, and, of course, warfare, in the Middle Ages. It is published by Fantasy Flight Games and available now. The game covers a hypothetical kingdom in Europe, with real-world territories along the edge of the map, such as Ceylon, Alexandria, and Syracuse.

The knights and barons involved are also hypothetical, but have names evocative of the kingdoms of the Middle Ages: Baron Raoul d’Emerande is Spanish, Baron Mieczyslaw Niebieski is Polish (or perhaps Czech). In all, there are 6 Barons, each with 4 subordinate nobles. Although the names are aligned by nationality, there is no real attempt to have them reflect any real personalities from history.

The original Warrior Knights was designed by Derek Carver and published in the mid-1980s by GDW. The current version is described by Fantasy Flight Games as being reinvented for a new generation while paying homage to the original. It does not appear that Mr. Carver was involved in the design of the current incarnation.

 

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Unboxing the Warfighter WWII Tactical Combat Card Game

BanzaiCat digs into the footlocker ~

Michael Eckenfels, 07 December 2016


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Car Wars – A Trip Down The Memory Fast Lane, Part 7

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The long and winding retrospective on Car Wars continues ~

Michael Eckenfels, 2 December 2016

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CAR WARS EXPANSION SET #9:

MUSKOGEE FAIRGROUND AND FAMILY EMPORIUM

For this ninth expansion, Steve Jackson Games has once again created a mega-map setting for the Car Wars universe. Instead of a town, like I talked about in Crash City, this one is more of a giant and world-famous autoduellist gathering. Think NASCAR meets vehicular violence meets Buc-ee’s, and you’ve got a general idea of what the Muskogee Fairground is all about.

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TANKSgiving! – The Great War “Tanks” expansion

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tanksgivingheaderCyrano goes back to the trenches for the earliest days of tank warfare with a look at the “Tanks” expansion for The Great War ~

Jim Owczarski, 19 November 2016

Since the powers-that-be hereabout have imprudently given me another platform, I’ll make this particular teapot just a bit more tempestuous:  Memoir ’44 is a war game.

The best-selling installment of Richard Borg’s Command and Colors system — and one of the best-selling war games of all time — is criticized for its abstractions, its toy factor, its simplicity, its lack of tactical granularity, and, for all I know, the devaluation of the dollar against the yuan.  I for one, while acknowledging its limitations, love the toys, the card-play that creates uncertainty, the straight-forward rules, and the ability to fight the entirety of the D-Day landings in an afternoon.

It shouldn’t, then, be too great a surprise that I was looking forward to the Plastic Soldier Company’s release of The Great War, Mr. Borg’s take on World War I, and particularly the tank expansion. The bicentennial of the war is upon us and I wanted to see what tweaks would be brought to the system to make it more than just World War II with less elegant tanks.

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Car Wars – A Trip Down The Memory Fast Lane, Part 6

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The long and winding retrospective on Car Wars continues ~

Michael Eckenfels, 18 November 2016

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THE BEST OF AUTODUEL QUARTERLY, VOLUME 1

 

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Released in 1986, and packed with 48 pages of goodness, this little book republished the best articles as per the demands of Car Wars fans everywhere. The hard part, the editors state on the inside cover, is how to pare down the list and include the actual best stuff. So, they decided to not republish stuff that had already been released on its own, like Uncle Albert and the Convoy module. Instead, you have a book that is loaded with some good stuff that’s not easily found elsewhere, all in one place.

Car Wars – A Trip Down The Memory Fast Lane, Part 5

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Rolling through our Car Wars retrospective ~

Michael Eckenfels, 4 November 2016

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CONVOY: A PROGRAMMED CAR WARS ADVENTURE FOR 1-6 PLAYERS

 

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Now we come across one of my favorites. This little gem is basically a Choose Your Own Adventure for the Car Wars universe, and I played the holy heck out of it. Released in 1984 in the first issue of Autoduel Quarterly and then later re-published here as a stand-alone book, this game sets you up in an adventure where you could indeed play it solo (albeit playing six characters), or up to six players. As long as six players were in the game, you could play it. It could even be played tournament style, with a referee guiding the players and rolling for the bad guys.

GrogHeads Reviews Call of Cthulhu, 7th Edition

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For all your Halloween madness ~

Avery Abernethy, 31 October 2016

Call of Cthulhu (CoC) role playing game was first published in 1981 by Sandy Peterson.   CoC was derived from the Cthulhu horror writings of H.P. Lovecraft and his successors. Lovecraft’s work was published in pulp magazines through the 1930s. Horrible alien gods are dead or sleeping but can become alive again when the stars are right. These gods would destroy all of humanity either without noticing or without caring. There are isolated cults of insane believers who try to awaken these malevolent forces. These horrific gods have spawn, alien races and other associated evils. The gods cannot be killed and their followers are often difficult to impossible to destroy. Mythos knowledge causes insanity.

GrogHeads Reviews 1775: Rebellion, Digital Version

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Ardwulf makes a guest appearance with his review of HexWar’s new adaptation of Academy Games’ 1775: Rebellion.  How does the boardgame translate to the computer? ~

Gary Mengle, 28 October 2016

1775: Rebellion, from boardgame publisher Academy Games and PC developer HexWar and now available through Steam for Windows, Mac and Linux, sits uncomfortably between the kindred worlds of board and PC strategy gaming. An adaptation of Academy’s well-regarded Euro-style board game on the American Revolution, it translates the source material very faithfully but will leave PC-focused strategy gamers unsatisfied.

1775 tells the story of America’s revolution against the British Empire. There are seats for two teams of four players each, but the game can just as easily accommodate two players taking both sides of their team. French and Hessian units can enter play on the sides of the Americans and British, respectively, while Native American units can enter play or become controlled by one or both sides.

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