Who is
Salvador Mundi?
"As
a proud owner of the Salvador Mundi special,
I have to say that they are indeed great games.
"I
especially love the two Soviet-Finn war games,
great two player games, with both sides being
so completely different to play."
—Frederic
Levesque
Our most popular special ever (now out of
stock) gives you six of our hard-core wargames
for a special low price of just $90. These
are our traditional hex-and-counter wargames,
the foundation of 119694_avalanche Press in its early
years.
Invasion of Italy
We
brought this game out in 1994 as our very
first offering. It covers the Salerno landings
of September, 1943. British and American forces
storm ashore and are faced by the veteran
German 16th Panzer Division and a number of
other formations.
The game system is fairly detailed. Units
are mostly battalions, with a few special
companies thrown in for good measure. Each
is rated for the usual wargame factors: attack
strength, defense strength, and movement.
However, tank units also have an armor rating,
ranging from 1 (small, weak vehicles not found
in this game) to 4 (the mighty Panther and
Tiger tanks). Anti-tank units are rated on
a similar scale.
Each unit also has a morale rating, reflecting
its training and cohesion as well as enthusiasm.
Veteran German units are usually 5, with a
handful carrying a 6 and the fearsome Luftwaffe
paratroopers rating 7. The standard Allied
unit is a 4, with the American paratroopers
of the 82nd Airborne only getting a 5 (this
battle coming before their heroic actions
in Western Europe) and the British "Desert
Rats" division also a 5.
These ratings are compared to "shift"
the combat odds up or down. So a German counter-attack
that begins at mere 1:1 odds can quickly go
up the scale if it has armor superiority (say,
4 vs. the standard American anti-tank strength
of 2, for two "shifts") and better
morale (say, 6 for the 16th Panzer's infantry
against the usual American 4, for two more).
Suddenly those even odds become 5:1 in the
Germans' favor. Units also fight better when
combined with units of their own regiment
and division.
If the Allies can hang on, they get to bring
their artillery ashore, and here they hold
a significant edge. Each artillery unit can
provide offensive or defensive support (adding
strength to units of its side that are within
range). There are two counters for each unit,
one representing the men and guns, while the
other is placed at the target location. An
artillery unit can fire twice (place the counter
once on its front side, once on its reverse)
before it must replenish its ammunition. While
Allied supplies are close to unlimited, the
German player must use this resource very
carefully.
The map is divided into hexagons, a standard
wargame convention. Each represents an area
2 kilometers across. The Allies are trying
to land on the beaches, establish themselves
and then push north to Naples (off the top
edge of the map). The Germans have to stop
them; usually the best way to do this is to
meet them right on the beaches and throw them
back into the Mediterranean. Doing so exposes
the Germans to fearsome gunnery support from
Allied cruisers and battleships. In game terms
these function pretty much as floating artillery
units with massive firepower factors. The
German does get radio-controlled glider bombs
to try to sink them.
Map artwork was by wargame veteran Mark
Simonitch, and still holds up 10 years after
the game's release. The counters meet the
standard of the 1980's, but are by no means
equivalent to more recent 119694_avalanche Press
releases. Function al, but no more than that.
The box is pretty sturdily made and that's
about the best to be said about it.
MacArthur's Return
This
game released simultaneously with Invasion
of Italy in 1994, and while on the surface
it appears to be similar it actually uses
a different game system. The subject is the
1944 American invasion of Leyte in the Philippines,
site of Douglas MacArthur's famous "I
have returned" landing.
Once again most units are battalions with
a handful of companies, but the game system
is not as involved and there are no armor
or morale ratings. Each turn, the American
and Japanese players each select several "impulse
chits" detailing what their units can
do. "Full" is the best, and lets
units operate fully. They can also "Move"
or "Attack," or pick a "Half"
chit which allows a limited combination of
the two.
The catch is that the Americans have more
and better chits, reflecting their superior
supply and command arrangements. The players
draw these chits several times to make up
a turn (the number of these "impulses"
varies with the weather), and it's possible
that one side (usually the Americans) will
get to operat e several times while the other
only goes once.
The Americans come to the battle with more
troops, and most of them are better than the
typical Japanese unit. They also have more
artillery (once again offering offensive and
defensive support, though the involved artillery
ammunition rules of Invasion of Italy are
not present here) and a powerful fleet floating
offshore. The Japanese have one division (nine
battalions) of troops as good as the Americans,
and though most of their other units are weaker
they do usually get a benefit for jungle training
where only some Americans do so. The Japanese
can make kamikaze air attacks, and have a
small parachute unit that can land behind
American lines.
The map is divided into hexagons, this time
at a scale of 4 kilometers across each one.
Artwork on this one was again by Mark Simonitch.
The counters are more attractive than Invasion
of Italy, especially the "jungle
capable" units with their unique camouflage
patterns. While the box is not as dreadful
as Invasion of Italy, it's nothing
to write home about.
Red Parachutes
The
game system used in Invasion of Italy
(called "Decisive Battles"
in our early marketing) was always intended
for very large games: multiple maps and many,
many hundreds of counters. Red Parachutes
is not quite such a "monster"
game, but it is very large: only one map,
but 960 counters.
The subject is the Soviet airborne assault
across the Dnepr River in September 1943.
The Soviet player has hordes of tanks and
infantry to command, and attempt to force
a crossing of the broad and looping river.
The airborne brigades are useful, but like
their historical counterparts found it is
very difficult to gather them together once
they've landed and make a dent in the German
positions. Instead, the Red Army is going
to have to surge across the river in the teeth
of enemy opposition.
This is old-school wargaming at its finest:
masses of tanks clash while whole rifle divisions
evaporate in a single turn if a crossing goes
wrong. As before, units are battalions with
a handful of companies thrown in for good
measure. But the scale of combat is unlike
any of the other games. While Soviet power
is awesome, the German player has panzer divisions
to hurl against their bridgeheads.
The map in Red Parachutes is often called
a true work of art. It was also done by Tom
Hannah. Brien Miller's counters were a serious
step forward as well, and the box is quite
attractive.
Operation Cannibal
In
1996 we returned to land war in Asia with
the original game that tested the system used
in MacArthur's Return. Operation Cannibal
was actually part of a larger game on the
entire Arakan campaign and in retrospect we
probably should have published it in its entirety
instead of breaking off this portion. That
said, this portion makes for a very tense
little game. The British player is trying
to drive down the Burmese coast to seize the
port of Akyab, while the Japanese use their
superior mobility to frustrate this. Once
again units are battalions with a handful
of companies, but this time the Japanese are
pretty good. Most of their units are jungle-trained,
whereas the British have only one such unit
(the very capable "Trip" battalion)
plus a unit of Gurkhas. This time Brien Miller
did both map and counters, and they are quite
nice. The box is serviceable but was not our
best work.
Red Steel: Clash of Armor
at Kishinev
Eight
years later, it's hard to say exactly why
we published this game. As a historical study,
it's top-notch. And as a player's game, it
has the best competitive balance of all the
seven presented here. It's also the most physically
attractive by a wide margin.
Red Steel is focused on the Romanian crossing
of the Prut River in 1941 and drive on Kishinev.
While the are German troops present, the game
does focus on the Romanian campaign and that
has always been the game's weakness from a
sales standpoint. At the time a now-defunct
game publisher was referring to "Rumanian
trash" in their ad copy, and we wanted
to counter that image. That was not the best
of reasons to publish a game on a particular
topic, though.
Red Steel uses the same game system as Invasion
of Italy and Red Parachutes, and here the
system reaches its full development. It's
more accessible than the other two, as the
rules have been divided into "Basic"
and "Advanced" booklets.
There are some new wrinkles in the game:
the Soviet player has powerful forces and
greatly outguns the Romanians. But this being
June, 1941, and the start of the Axis invasion,
the Soviets are somewhat ill-prepared. The
Soviet player must draw chits to see which
division will move, and it's possible that
not all will be activated in the same turn.
A careless Soviet player can easily leave
gaping holes in the line if a division fails
to activate and move into position.
The Soviets are lavishly equipped with tanks,
but went to war with poor maintenance practices
and a shortage of mechanics. Every time a
tank unit moves, it has a chance of breaking
down and losing strength.
On the Romanian side, their lone armored
division is no match for the Soviet tank divisions,
with fewer and smaller vehicles. But it does
have good morale, and will always move when
so ordered. The Romanians bring a plethora
of bizarre units into play as well: river
monitors, a cavalry division, elite border
guards and bridging engineers.
Strategy can be fairly complex. The Soviet
can choose to be aggressive and try to toss
the Romanians back across the river, and has
the strength to do so. But if the Red Army's
divisions fail to activate, they can be left
very exposed to counter-attack. There's also
the threat of a pair of German divisions,
stronger than any other in the game, which
can outflank an overly aggressive Russian
once they enter play.
The Romanian player has several viable strategies:
attack across a broad front, concentrate the
few good Romanian units into a wedge and drive
for Kishinev, or play for time and wait for
the Germans. Any of these can breed success
or turn into disaster.
The counters, this time by Paul Driscoll,
are the most attractive of these seven games.
The map was done by Mark Simonitch under a
pseudonym, and is also a very fine piece.
The box design was runner-up for Publish magazine's
award for best packaging (not simply a game
industry prize). All together this game is
probably the best value of all seven.
Winter Fury
Winter
Fury portrays the battle of Tolvajarvi
in early 1940. Its map covers a large area
to include the twin battles of Tolvajarvi
and Ilomantsi.
The game can be played separately, in which
case the Soviet task is very similar to that
in Blood on the Snow: force their
way across the map. This time, there are three
Soviet divisions and the snow is not nearly
as deep. Also, the Soviets have more ski-capable
units of their own: a whole regiment of Soviet
skiers, plus two battalions of "Red Finns."
When played together with the now out-of-print
Blood on the Snow, each player must
decide how to allocate reinforcements. Once
committed to one battle, they can't be withdrawn
to help in the other. This adds a huge element
of uncertainty to both games. Winter Fury
has a map by Peggy Gordon. Game scale
is the same: two kilometers across each hex.
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