Redvers' Reverse review by Jose Manuel Moreno Ramos
OVERVIEW
I have found Redvers' Reverse a very interesting game. It is easy to learn. There aren't so much rules or exceptions so you can learn easily. Further to it, as you have to use tables sheets (reference cards) continuously, and you have the main data, tables and concepts here written you can check any rules doubt quickly.
Set-up is easy and it doesn't requires too much time.
I found the send/receive orders system quite original and it's simulate the real communication problems during a battle in that time period. I think this kind of rules should be applied in most wargames.
Combat rules are simple and easy to apply.
So in general I have found the game very interesting.
In my opinion, the only weakness of the game is that if you win the game once, you didn't need to play again. If you add scenarios, random deployment, play Boer side or a different battle (see 1 to 4 below), you will play again after win a battle, because you can play a different game using the same rules. This is my opinion based in my own experience. I usually lose interest for a game once I win a play. If the game offers to me other games mode I continue playing, but if I have to repeat the same battle in the same conditions, I feel a bit bored and I change the game. For that reason, as an old solo wargamer, I usually look for in games I want to buy one thing: game options that let me play in different ways.
1. SCENARIOS
I like that a solo wargame contains at least three to four scenarios in order once I win a game, I'm still interested in play other scenario or battle. I think it could be get adding other battles/scenarios to the game using the same game rules.
Designer’s Note: Redvers Reverse does in fact include a scenario builder, provided by the Optional Variants Rule on the last page of the rules book. If different combinations of the nineteen variants available are utilized, every battle played can be unique.
2. RANDOM DEPLOYMENT
Adding any random system at set-up, in that way each game can be different since the first turn.
Designer’s Note: Boer random deployment is built into the Boer Strength Point Counters Rule. With Boer commandos having from two to seven strength points each, a possible variation of four strength points (minus two to plus two) for each commando has the desired effect while keeping the commandos in their historical positions.
3. PLAY BOER SIDE
Board and counters shall be the same, but the experience game shall be completely different.
Designer’s Note: The Boers were outnumbered almost four-to-one, immobilized in isolated strong points and deployed in a purely defensive position. This makes for a poor solitaire army to command.
4. A DIFFERENT BATTLE
However If I can play other different campaign with different board, different game's objectives, and different units,... I will continue playing the same game. I hope you can understand me now. I think it could be a great idea, to add other different battle using the same rules that works fine. In that way you have a different game experience, and you have to look for a new way to win.
Designer’s Note: Many Legion Wargames battle games are succeeded by further games in a series. If Redvers' Reverse is popular, a second game based on Spion Kop could be a possibility.
CONCLUSION
Please take in consideration a clarification about them: as you have explained, variants and game cups provide different battles in each play. However, the general game tactic and experience is the same.
Designer’s Note: There is only so much a designer can modify to what actually happened on a historical battlefield. Too much variation and the game no longer portrays that particular historical battle. I think the variants, coupled with the random Boer strengths, changes each battle just enough to keep the game challenging and at the same time, remains within the historical framework of the actual Battle of Colenso.
I have found Redvers' Reverse a very interesting game. It is easy to learn. There aren't so much rules or exceptions so you can learn easily. Further to it, as you have to use tables sheets (reference cards) continuously, and you have the main data, tables and concepts here written you can check any rules doubt quickly.
Set-up is easy and it doesn't requires too much time.
I found the send/receive orders system quite original and it's simulate the real communication problems during a battle in that time period. I think this kind of rules should be applied in most wargames.
Combat rules are simple and easy to apply.
So in general I have found the game very interesting.
In my opinion, the only weakness of the game is that if you win the game once, you didn't need to play again. If you add scenarios, random deployment, play Boer side or a different battle (see 1 to 4 below), you will play again after win a battle, because you can play a different game using the same rules. This is my opinion based in my own experience. I usually lose interest for a game once I win a play. If the game offers to me other games mode I continue playing, but if I have to repeat the same battle in the same conditions, I feel a bit bored and I change the game. For that reason, as an old solo wargamer, I usually look for in games I want to buy one thing: game options that let me play in different ways.
1. SCENARIOS
I like that a solo wargame contains at least three to four scenarios in order once I win a game, I'm still interested in play other scenario or battle. I think it could be get adding other battles/scenarios to the game using the same game rules.
Designer’s Note: Redvers Reverse does in fact include a scenario builder, provided by the Optional Variants Rule on the last page of the rules book. If different combinations of the nineteen variants available are utilized, every battle played can be unique.
2. RANDOM DEPLOYMENT
Adding any random system at set-up, in that way each game can be different since the first turn.
Designer’s Note: Boer random deployment is built into the Boer Strength Point Counters Rule. With Boer commandos having from two to seven strength points each, a possible variation of four strength points (minus two to plus two) for each commando has the desired effect while keeping the commandos in their historical positions.
3. PLAY BOER SIDE
Board and counters shall be the same, but the experience game shall be completely different.
Designer’s Note: The Boers were outnumbered almost four-to-one, immobilized in isolated strong points and deployed in a purely defensive position. This makes for a poor solitaire army to command.
4. A DIFFERENT BATTLE
However If I can play other different campaign with different board, different game's objectives, and different units,... I will continue playing the same game. I hope you can understand me now. I think it could be a great idea, to add other different battle using the same rules that works fine. In that way you have a different game experience, and you have to look for a new way to win.
Designer’s Note: Many Legion Wargames battle games are succeeded by further games in a series. If Redvers' Reverse is popular, a second game based on Spion Kop could be a possibility.
CONCLUSION
Please take in consideration a clarification about them: as you have explained, variants and game cups provide different battles in each play. However, the general game tactic and experience is the same.
Designer’s Note: There is only so much a designer can modify to what actually happened on a historical battlefield. Too much variation and the game no longer portrays that particular historical battle. I think the variants, coupled with the random Boer strengths, changes each battle just enough to keep the game challenging and at the same time, remains within the historical framework of the actual Battle of Colenso.