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The Lions of El Alamein
2 months 2 weeks ago #828
by PaulC
The Lions of El Alamein was created by PaulC
The Lions of El Alamein (Lions) was shipped to the printer last week. I was a rules editor, and of course I found an error in the rules playing the game right after the rules were shipped. The rules were updated and hopefully the revised rules reached the printer in time. I have a copy of the Playtest kit.
Lions is a Block and Hex game. Players of most other VentoNuovo games such as the Barbarossa trilogy see similarities. But do read the rules carefully or you might play with rules that aren't in the game. The game includes 5 scenarios, the first 2 using the Basic Rules, then the 3rd using the Intermediate rules, and the last 2 using the Advanced rules. There are also optional rules which add to the game. I recommend playing the scenarios in order and only then adding the optional rules.
The components are very attractive but I don't have the final production printing. I need to print my own player aids due to changes since the playtest kit was printed. A change from previous VN games is the use of cardboard counters for mines, defense lines, air units, and markers. Previously these would have been done as wooden blocks. In Lions that would have raised the price significantly, added lots of weight, and required a much larger box. I did take blocks from other games to replace many of the cardboard counters and it is prettier but I would want to pay an extra $100 for the Blocks. An advantage of counters is that the reverse sides are used to convey extra information, such as being out of supply.
The command rules are similar to other VentoNuovo games. You have Corp HQs which activate combat Blocks. An activate Corp HQ losts a step. Air HQs are off the map and allow for use of air units. In the advanced game each side has an Army HQ which can revitalize Corp and Air HQs, but then loses a stop itself. There are also Rommel and Montgomery counters which enhance the armies of each side if in play.
While there are various new mechanics in the game, the most striking is the use of Freight to enhance and rebuild units in the Advanced rules. They come in ammo, armor, fuel, personnel, supplies, and trucks. They need to be shipped in from the continent so expect losses before they reach Africa. An optional rule allows you to customize which Freight gets shipped.
The scenarios cover the 3 battles of El Alamein. What is missing is a campaign game to unit the 3 battles and allow for more strategic decisions. Scenarios 1-3 are only 1 turn, though with multiple phases. Scenarios 4 & 5 are just 2 turns. This doesn't mean that the scenarios are necessarily quick to play, in essence each side can keep playing as long as they have Corp HQs that can be activated.
I am attaching some photos of setups.
Lions is a Block and Hex game. Players of most other VentoNuovo games such as the Barbarossa trilogy see similarities. But do read the rules carefully or you might play with rules that aren't in the game. The game includes 5 scenarios, the first 2 using the Basic Rules, then the 3rd using the Intermediate rules, and the last 2 using the Advanced rules. There are also optional rules which add to the game. I recommend playing the scenarios in order and only then adding the optional rules.
The components are very attractive but I don't have the final production printing. I need to print my own player aids due to changes since the playtest kit was printed. A change from previous VN games is the use of cardboard counters for mines, defense lines, air units, and markers. Previously these would have been done as wooden blocks. In Lions that would have raised the price significantly, added lots of weight, and required a much larger box. I did take blocks from other games to replace many of the cardboard counters and it is prettier but I would want to pay an extra $100 for the Blocks. An advantage of counters is that the reverse sides are used to convey extra information, such as being out of supply.
The command rules are similar to other VentoNuovo games. You have Corp HQs which activate combat Blocks. An activate Corp HQ losts a step. Air HQs are off the map and allow for use of air units. In the advanced game each side has an Army HQ which can revitalize Corp and Air HQs, but then loses a stop itself. There are also Rommel and Montgomery counters which enhance the armies of each side if in play.
While there are various new mechanics in the game, the most striking is the use of Freight to enhance and rebuild units in the Advanced rules. They come in ammo, armor, fuel, personnel, supplies, and trucks. They need to be shipped in from the continent so expect losses before they reach Africa. An optional rule allows you to customize which Freight gets shipped.
The scenarios cover the 3 battles of El Alamein. What is missing is a campaign game to unit the 3 battles and allow for more strategic decisions. Scenarios 1-3 are only 1 turn, though with multiple phases. Scenarios 4 & 5 are just 2 turns. This doesn't mean that the scenarios are necessarily quick to play, in essence each side can keep playing as long as they have Corp HQs that can be activated.
I am attaching some photos of setups.
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