Game Reviews (WSS 128)

By Ian Beal, Chris King, Alex Mahon, and Jon Yuengling

Just like the war that everyone thought would be over by Christmas and went on and intensified, so does this set of skirmish rules. The original had just started gaining a following, and BANG! Chris adds a raft of new additions to expand and enhance them even further.


This expansion is concentrated on trench raids and reconnaissance gathering raids in the First World War. This includes how to build your raiding party and new rules for various weapons and add-ons. The standard game is played on a 3-foot square table and has 250 points per side. The choice of raiders is up to you, but keep in mind the enemy selects their forces too! You don't want to face massed heavy weapons with clubs and shovels. 


There are of course limits to prevent 'cheese'.There is a section on the American Expeditionary Force, with special divisional rules to vary your forces from the usual “one-size-fits-all” style of skirmish rules. It is actually a tough choice to choose your division, as the special rules each have their uses and benefits. Following this, there is the list of troop choices for the force, along with more special rules for the choices taken.


The British Royal Army (‘Royal’ army? Not since the Civil War! Ed) follows with their special rules, and then the rules for all other options, just like in the American section. There are even rules for ‘pals’ battalions within the rules, and Winston Churchill’s Naval Infantry for any pedants out there.


Next come similar sections on the German Army with special rules and troop types. The French army comes next; they have a special rule if you field them in their patriotic uniforms of bright red and blue! The French also have lots of potential for healing in their raiding parties.


Austro-Hungarians follow; note that their troops can be taken as allies in a German raiding party in order to be extra sneaky. Italians come next, and also have mountain troops and a special rule “Companie of Death”, which is an interesting troop choice.


The Russians are the last force. They have an interesting special rule that causes some troop types to be based in pairs with the figures having 1 rifle between them, so if one figure dies, the remaining one picks up the rifle and fights on. Rules for gas and night fighting finish off the rules section of the expansion. 


The book concludes with an excellent painting guide for the armies covered, with the Vallejo (other paints are available) numbers for the colours. Finally, a frequently asked questions section closes the book. There is a page of tokens and blast markers to copy and cut out as well.In conclusion, this is an excellent addition to an already superb set of rules for World War One skirmishing. The addition of painting guides is inspired. The special rules demonstrate the level of detail that has been researched and incorporated to give each nation a unique feel for its strengths and weaknesses. I can only wait with bated breath for the Turks and Australians to be added so we can recreate the climb from the beaches to the hillsides through the rocks and gullies in Gallipoli. An excellent expansion to an already excellent set of skirmish rules.– Ian Beal

This article was featured in Wargames, Soldiers & Strategy Magazine 128. Discover this issue, and others, in our webshop: