BLUF: Highly recommended - buy it!
* Whether alone as $20 as
a perfect-bound game book, or $40 with two additional games in the omnibus
edition, you will get many hours of gaming with the original 12 scenarios [+20
with the two additional games].
* The rules are
straightforward and enable nuanced tactical choices.
* The mechanics work and
are familiar ones. Periodically the Bot opponent will roll an aggressive and
successful attack - this keeps each mission [or replay] a tense challenge that
often comes down to the last couple of die rolls.
* Game is well supported
at Boardgame Geek.
Format. Module 1 of the "Men of War" Solitaire Tactical Book Wargame System takes the player to Rhodesia with “Forward Together: Rhodesian Bush War”, and it’s a bush war worth reading about. For most Americans, it is likely new ground and an opportunity to learn interesting history. As a solitaire game, you can play against the Bot Mechanics that guide the guerillas, or include a friend in one of the larger scenarios – this will help you fail to coordinate and lose to the Bot with elan! 😊 It should be noted that you will - at least - have to cut the counters apart and cut the maps and play sheets from the book. I chose to laminate mine.
Historical "Feel". Good tactical feel at the level of a platoon leader [PL]. No excessive detail or demanding mechanics; think Squad Leader nuance with simpler rules. As a PL, you manage about 2-5 Rhodesian squads, plus a few support weapons, grenades, maybe a claymore mine. Emphasis is on infantry tactical problems and how to solve them.
Nuanced... The Action Point system gives you lots of tactical options, and forces you to stage an attack carefully; you want as many units on hand to initiate the series of attacks before the bot can start reacting. Usually you’ll stage your platoon just out of Guerilla LoS / Range, then spend Action Points moving into Range and conducting a series of attacks. As they are sequential, you can advance units that have AP left if the defenders are eliminated, just like a supported attack in real life. A grenade attack doesn't count as a Fire attack - it's a different capability, not just an enhancement to Firepower. So when to Fire and when to use Grenades – or set off claymore mines - are player decisions that depends on circumstances. Grenade attacks are expended and limited to 2-3 per scenario, so you have to consider it carefully.
I feel like DerTroof's comments on the mechanics at BoardGameGeek is *largely* correct. The rules could be explained a bit more simply with less words and some more clarifications. Still, I haven't run into anything that breaks them or inhibits enjoyable play, and usually one interpretation over another doesn't matter as long as one applies it consistently. Mostly, I've been clarifying the rules to make sure I'm not messing them up! Designer / Publisher Joe Fernandez has been responsive with answers and supports his games.
Regarding bot Units, I
think DerTroof misses a key rule in the "Posture" section: "Bot
behavior should follow general scenario settings. When in doubt, use a common-sense
approach and play the bot to the best of your abilities, following enemy
posture procedures."
SO, if you find that your bot units are sitting ducks, or that you are winning too easily, you aren't playing them “to the best of your ability.” The Bot system uses dice rolls but executing the Posture should be pretty clear – you can roll-off between two equal courses of action.
For example, if you roll "Offensive" for a unit's Posture, it *could* advance out of cover against a Rhodesian unit nearby. But if it is defending a village and getting a Cover bonus from enemy Fire, that would be stupid. So, in Mission #5 "Village Vacation", I judged that they would stay in Cover and Fire. If I moved a unit adjacent, I might advance the bot unit a hex into melee if it rolled an Offensive Posture.
Later - same scenario - I
dared to approach the far side of the village after whittling down the defense.
There was a unit that had "Disengaged" and moved out of the village,
but I had to finish driving it off. I failed to kill it with Fire. On its turn
the unit rolled "Offensive" for its posture, advanced into my hex,
melee'd my unit, and won, wiping out my best unit, only leader and capturing my
LMG. Needless to say, I lost!
Missions. All the scenarios sound interesting and there’s a variety of bush-war problems, not just typical "attack and take the hill" stuff. They include: clearing a road / bridge / village or infiltration route; attacking a guerilla staging area [across the border!]; killing a high-value target [with SAS!]; protecting a farm compound; rescuing hostages; rescuing an encircled patrol; and a larger multi-column attack on a major guerilla center near the border [including a paradrop].
Replay value. The dice mechanics mean that - generally - you know what is likely to happen, but of course sometimes it doesn't. They permit you to completely miss with no effect, so theoretically you could have a lot of misses with a base 30-40% chance of a Hit with most units, dropping to 10-20% when reduced. Also, the bots have three possible actions in response to sighting Rhodesians: Defensive, Offensive, and Disengage. "Offensive" requires some sensible interpretation in the Mission's context, and can produce challenges - but obvious - results for the player!
This is a really enjoyable game that has already proven to me that it has tons of replay value. I'm a very experienced gamer with 45 years of tabletop experience, started with Panzer Leader and Squad Leader in the 1980s. This game is like playing a small, interesting SL scenario with only a fraction of the rules overhead [and page flipping]. There are usually 2-3 obvious options for the player [as Rhodesians] to tackle the mission, and you’ll want to try them all. I've played four of the scenarios 3 times each, and every play was interesting and produced a great narrative, also.
It is also very easy to make the mission more difficult once you feel like you’ve got it figured out – adding guerilla units or changing their start position are the most obvious ones. The game also has a “?” Marker that represents a likely but not known enemy force that varies from nothing to a full squad and a leader. Adding a “?” or two on the board is a fun challenge.
Good Support for all the "Men of War" games is available at the publisher's BoardGameGeek.com page [click]. This includes additional files for printing. Great "unboxing" video here [click]. Great play-thru video, only 20 minutes [click]. I have found Joe to be quite responsive answering questions.
This is a no-brainer to
purchase if you want what it does - tactical infantry combat, solo against a
bot, with play time around 30 minutes, low rules overhead.
How to get it
The game is available from Amazon in two formats:
1) alone in perfect
binding for $20 [CLICK] or,
2) in an omnibus
with "Indochina 1946-54" and "Nicaragua 1979-1990" the
other two games in the series for $40 [CLICK].
The omnibus saves you $20 over buying any two of the games. "Indochina: the French Foreign Legion" doesn't seem to be available presently, so the omnibus may be the only way to get that game. None of these three are available at WargameVault.com [click] another place where Art of Wargames is a seller.
I'd recommend spending the $20 more to get the omnibus
edition instead of just the one game for $20. You can use the additional maps
and counters for your own missions, as well borrow scenario ideas from the
other games: 12 maps and 30 scenarios is a lot of gaming for $40!
FINAL RATING
Historical Milieu -
10/10 for
interesting trip to Rhodesia, a lesser-known conflict.
Presentation - 8/10 for book format, maps, counters, organization, graphics.
- counters are a bit crowded with data, perfect binding requires a bunch of page flipping, spiral binding would make it easier to handle.
Mechanics - 7/10. Could use some
trimming and clarifying in the wordage. However, the occasional error
doesn’t detract from play enjoyment.
Historical
"Feel" - 9/10. The units and mechanics make you feel like you're a platoon
leader making the necessary decisions: who has which weapons, avenue of
approach, order of attack, adjusting to the enemy, etc. The sergeants
[game mechanics] "make it so". The Action Point system allows you to
"manage" resources but the dice prevent predictable results.
Resource Demands – 10/10. This game needs no more
than a 3’x2’ space, a typical kitchen table. Typical scenario is about 15-30
minutes. There are larger scenarios.
Value - 10/10 for amount of play
v. price. There's 20+ hours of tactical interest in this one game easily,
playing each scenario 2-4 times.
Aggregate:
9 / 10
A Squad finishes its 4AP by Firing twice and missing [2 AP]. RLI advance [keeping some standoff distance from the other G-Teams] with A Squad then Fire twice and also missing, not to be shown up by C Squad, I guess [3 AP]. 4 shots, 4 misses needing 4s & 5s! Finally, B Squad moves up [1AP] and throws Grenades [1AP] needing a '5'...
...and thankfully they get it! G8 statistically should be wiped out with 3 Hits, but I have reduced it to 2 Hits which means it has to Rally successfully before Activating.
So, I mark a Hit on G8. It now has to RC successfully before Activating.
C Squad then advances into the hex with B Squad [1AP]. This way they can shoot G6 next Turn, hopefully.
B and C Squads Fire and miss. G6 and G8 need to roll 3- to Activate and both fail to do so, so are pinned down by RLI shooting, apparently - that's encouraging!
...then frags G8 [1AP] for a miss, to show those Guerillas who's the boss!
So, that's a pretty quick, straightforward scenario. I did my INFIL on the East side of the river because I wanted to reveal the "?" first, and hopefully wipe it out with overwhelming firepower [which turned out to be underwhelming...but it was night, right??].



























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