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  • Review: The Last Hundred Yards, Volume 3

    Review: The Last Hundred Yards, Volume 3

    THE LAST HUNDRED YARDS VOLUME 3

    The tactical, squad-level category is an increasingly crowded one. We have the venerable “grandfather” of tactical games in Advanced Squad Leader, which was an evolution of the much simpler Squad Leader. ASL has a massive following and its DNA is all over many of the tactical games that followed it. But none have really unseated it as the king of the hill for its rabid following (who are vocal and always ready to defend it against the challengers who have cropped up over the years).

    But ASL is an older system and as time goes on, innovation emerges that push the envelope and deliver fresh mechanics that push the tactical genre forward. Games like Conflict of Heroes, Lock N Load Tactical, Combat Commander, Combat Infantry, Old School Tactical (yes, the list is getting long and I’m not including nearly everything) have all earned devoted followings of their own. 

    Into this crowded field a relatively new contender has emerged: The Last Hundred Yards. Designed by Mike Denson and published by GMT Games, LHY (as it will hereafter be called) debuted in 2019. The base game (or volume 1 as some – including me – now call it) featured the U.S. Army and German Wehrmacht in France, following the Normandy landings.

    The base game proved successful and garnered some 2019 Charles S. Roberts Award nominations (though it did not win) and currently boasts an 8.1 score on BoardGameGeek. Fittingly, a follow-up was released in 2020, The Last Hundred Yards Volume 2: Airborne Over Europe. And yes, you guessed it, it featured paratroopers – lots of them, including the two famed U.S. Airborne Divisions: the 101st Screaming Eagles and the 82nd All-American. Volume 2 boasts a slightly better 8.2 rating than its parent game on BGG.

    2021 saw the release of LHY Volume 3: The Solomon Islands, bringing the system to the Pacific Theatre of Operations. It is this third volume that is the subject of this review.

    WELCOME TO THE JUNGLE

    The move to the PTO means the debut of both the U.S. Marine Corps and the Imperial Japanese Army in the LHY series as well as a whole new set of terrain – with jungle being the most frequent (and most obvious). The player in LHY assumes the role, essentially, of a Company commander. Depending on the mission the player will have at their disposal one or more platoons of infantry, various support weapons such as machine guns, mortars and anti-tank weapons (and also possibly some flamethrowers too), and armor as well. Yes, there were tanks in the PTO, including the M4 Sherman, although the Japanese had nothing like what the Germans fielded in the ETO.

    If you’re wondering what’s in the box, I just happen to have done an unboxing article and video here. I talk about the fabulous components there as well – everything in the box is top-notch and the maps (there are eight of them) are fantastic.

    The addition of the Japanese forces to the system brings some new rules. The Japanese were known as fanatical fighters and as designer Mike Denson notes in his design notes, were probably the best light infantry force in the world. They were expert at the type of fighting that would take place on the islands and atolls of the Pacific and gave the Marine Corps and U.S. Army units they faced a brutal and difficult fight, often fighting to the last man. 

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  • The Last Hundred Yards Volume 3 Unboxing

    The Last Hundred Yards Volume 3 Unboxing

    THE LAST HUNDRED YARDS

    The third entry in Mike Denson’s squad-level tactical series is now available, bring the action to the PTO. We’ll take a look at what’s in the box. The rundown is below, or you can…

    watch the video

    WHAT’S IN THE BOX?

    • 35-page rulebook (Series Rules version 2.0 – updated version available on GMT website)
    • Several charts at end of Rulebook including a Do-Your-Own sheet for both Europe and Pacific theaters
    • 36-page Playbook featuring illustrated rules examples and several play examples as well as designer notes.
    • Game track with casualty and time tracks for scoring with Sequence of Play and several other play aids printed on it
    • 5 double-sided mission cards, 10 missions in all, bring series mission total to 42.
    • Two identical player aid cards featuring several charts (including terrain effects chart)
    • Four full and one half sheet of die-cut counters and markers
    • Four double-sided mapsheets (11×17 in.), 8 maps in total
    • Four 10-sided dice in green, white, yellow and black

    JOE’S THOUGHTS

    • As is the norm for GMT Games the physical components are all rock solid, well-designed components.
    • Liz Stephanoff’s maps are beautiful, with the hexes being subdued and therefore do not detract from the gorgeous terrain.
    • Counters are thick and large with the necessary information clear and easily readable
    • Designer Mike Denson’s rules are clear and easily digestible, particularly when going through the rule and play examples in the Playbook and his design notes offer a lot of insight into both the design and how to play the game.

    In summary, this looks like another great entry in what is becoming a very strong tactical-level series.

     

    WATCH THE VIDEO

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    Unboxing video of GMT Games’ The Last Hundred Yards Volume 3: The Solomon Islands designed by Mike Denson.

  • Combat! Volume 1 and Volume 2 Dual Unboxing

    Combat! Volume 1 and Volume 2 Dual Unboxing

    Combat! Volume 1 and Volume 2 Dual Unboxing

    Game designer Ross Mortell delivers a hefty package of solitaire wargaming in two volumes. The price tag on these games published by Compass Games is on the loftier end of the spectrum. So do these two deliver bang for the buck, component-wise? Let’s find out.

    At the bottom you’ll find the YouTube video of the unboxing of both Volumes 1 & 2.

    Combat! by Compass Games

    What’s in the box(es)

    First things first, these boxes are heavy because they are both p-a-c-k-e-d with stuff.  Compass Games delivers a meaty game and follows it up with a second helping that’s just as jam-packed.


    1. Starting at the top, both volumes contain a rules booklet and a scenario booklet with Volume 2 also adding a Campaign booklet.
    2. Charts are on nice, glossy cardstock and the weapons characteristic charts are really well-done and laid out in a useful, eye-pleasing manner. There are also a couple of play mats, one to track the impulse, initiative and turns and the other for holding the enemy squads and cards for both friendlies and enemies.
    3. The counters are large and thick and printed on both sides. You get more Germans than Americans, although Volume 2 adds an additional squad. 
    4. The unit counters are color-coded by squad, making it easy to identify both your forces and the enemy’s.
    5. The order counters are slightly smaller, making it easy to see the unit counter underneath it, a helpful touch as you can end up with several of these on top of your units.
    6. There are two decks of cards, one for U.S. use and the other for enemy (German) use.
    7. The (thick) paper maps are large and varied and the terrain features are easy to identify. Between the two volumes, there are ten total maps, offering a lot of variety.
    8. Volume 2 adds vehicles and there are nice glossy cardstock sheets with details on each of the vehicles which include tanks (Shermans for the U.S and PzIVs for the Germans), trucks, jeeps and APCs.

    Featured Video

  • Review: Highlight Maker Hoops

    Review: Highlight Maker Hoops

    HIGHLIGHT MAKER HOOPS: Nothin’ but net

    Highlight Maker Hoops

    I’m a big fan of Keith Avallone and PLAAY Games. I have several of Keith’s games, ranging from Second Season Football to History Maker Baseball, Hockey Blast and Red, White & Blue Racing. I love them all so I jumped at the opportunity to pre-order Keith’s latest offering, Highlight Maker Hoops. I am pleased to report that Keith and PLAAY Games have yet another entry in their growing catalog of outstanding games.

    I must admit that there was some trepidation on my part while I (briefly) debated pre-ordering. This was a “highlight” engine and not something that was going to generate a full, or even partial, slate of statistics. Stats are the sine non qua for sports gamers, and I’m no different. However, as I was already fully cognizant of the talent and ingenuity of Mr. Avallone, I felt safe in taking the plunge.

    BOXING OUT

    What’s in the box you might? Well, you get the usual assortment of PLAAY Games goodies, all constructed of their typically solid quality materials.

    Specifically, what you’ll find inside the now-standard colorful PLAAY sleeved box :

    • The always essential, and well-written rules booklet
    • A set of charts for determining the score
    • Two sets of strategy cards
    • A game board with boxes for each team’s lineup and bench, surrounded by the scoring track for each team
    • A double-sided gamer’s aid board with one side for the FAC deck and discards plus three tables and the other side featuring the final minute “minigame” where you can play out the last 60 ticks of the clock using dice and the player cards.
    • A set of player cards covering the final four squads in the most recently completed pro season.
    • A note, hand signed by Keith, with notes about the game. My note, as a pre-order, had tidbits about the use of the strategy cards, which were inadvertently left out of rules booklet. 

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