It is always somewhat sad to sell games. Just boxed up 10 games for an order.
What I enjoy most is the extra space in my office. And my remaining games are that much more visible and more likely to be played.
Mild mannered director of IT at a major metropolitan magazine. And a war gamer since 1973.
I use this account only for wargaming, this is my safe space from the rest of the world. All my politics, cultural stuff, humor, and shit posting is at @paulc.
It is always somewhat sad to sell games. Just boxed up 10 games for an order.
What I enjoy most is the extra space in my office. And my remaining games are that much more visible and more likely to be played.
I've replayed scenarios 1–3 of The Lions of El Alamein and am ready for the real meat, the Advanced scenarios (4 & 5) which cover the 2 and 3 battles of El Alamein. This is a block game with large hexes.
1–2 use the basic rules and are more training games. They cover the north and south parts of the 3rd battle of El Alamein. Terrain affects combat but not movement. The HQ activation is simpler than in the other VentoNuovo games. But you learn the basics. Scenario 1 is in the south and more of a puzzle for the Commonwealth (CW), Axis has little to do. In Scenario 2 the CW is still the driver but there is more for the player Axis to do. Players of other VN games should find the basics familiar.
Scenario 3 is the 1st battle of El Alamein. Terrain now affects movement, special Rommel rules, supply, ability for a player to have 2 tactical phases in a row, effects of air superiority, fast infantry, and the roaming sandstorm. At first I had major problems as the Axis. Most of the units are at 1/2 strength and I'm thinking “How do I advance, in too many cases the units aren't strong enough to attack." Then I realized that it is a game of maneuver and you need to bypass the strong points, put them out of supply and wait for enemy blocks to starve. Still haven’t won as the Axis but did much better last time.
A key point of Scenario 3 is that the CW has only 2 HQ units and the Axis has 4. Every time a HQ activates it loses a pip and once down to 0 it ain’t worth much. So the Axis needs to keep its advantage by activate only 1 HQ most turns. And the CW has to do many passes in the early game so it doesn't find its troops immobilized by lack of leadership.
1/2
The Lions of El Alamein. The standard board has plenty of room for the maximum number of pieces—3 blocks per side plus 2 mines and 1 Defensive line—but the larger board with the larger hexes are divine.
Though the larger maps takes up almost 2/3 of my big dining room table.
Board Game Geek question.When uploading files there is a question about if you have permission from the copyright owners. Considering the many uploaded photos and scans of games, some of which the publishers are lost to time, how do you handle it. I don't want to lie and say I got permission when I didn’t.
BTW, I uploaded a player aid for The Lions of El Alamein to fix the one thing that bugged me in play testing. I have icons on from the game on the player aid, so that is a copyright issue but the designer likes what I did and he knows I'm uploading it to BGG.
I have uploaded some old photos in the past of a game and BGG didn't accept those due to not getting copyright permission, which I understand.