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Wargaming => The Modern World => Topic started by: bob48 on November 23, 2021, 02:58:33 PM

Title: Assault - Red Horizon 41
Post by: bob48 on November 23, 2021, 02:58:33 PM
Assault – Red Horizon 41 is the first game from German publisher 'Assault Games' and designed by Wolfgang Klein.

Its a squad level tactical game covering battles on the Eastern Front between June and October 1941. The scenario book has 15 scenarios including 2 small training missions, one to introduce us to basic infantry combat and another showing how to use vehicles, both tracked and wheeled.

In addition, there is a very comprehensive dynamic campaign included, 'Crossing the Narew'  that provides much extra gaming goodness!

Whilst there is no shortage of WW2 tactical games, Assault does have some nice mechanics and some fresh approaches to the genre. The components are of a very high quality, are nicely illustrated, and are of a good size, especially the hexagon shaped unit counters.

First, we'll take look at the Infantry Training scenario which uses just 1 of the 9 double-sided geomorphic maps provided with the game, and 2 squads and 1 heavy MG for each faction.
Using the basic rules also omits the excellent formation selection system which is used in the main scenarios, and we will also ignore the command point and command card rules for these training scenarios which can be treated as 'optional' but add such a lot to the game that I can't imagine playing without them.

Here we see the map, units and unit cards that we will use for the scenario, plus the single 'objective' marker which you can see positioned roughly in the centre of the map.

Please click on the images to make them show up correctly. I have no idea why they rotated. (Brant? Mike? BC? - help!)
Title: Re: Assault - Red Horizon 41
Post by: bob48 on November 23, 2021, 03:07:33 PM
In the picture above, we see the map, units and unit cards that we will use for the scenario, plus the single 'objective' marker which you can see positioned roughly in the centre of the map.

OK, so the thing we do using the abbreviated sequence of play it to establish which side gains the initiative, and we do this by each side rolling a D6! Highest wins and re-roll ties. The winner then is able to activate a single unit and take an action with it, thereafter, both side alternate until all units have been activated. Note that this will change when we look at using command points, but I'll describe that once we get to the more advanced stuff.

With the exception of units being transported, and during a close combat situation, the stacking limit which applies at the end of a turn is ONE unit per hex.

We have several options when activating a unit, the basic one being a simple move, after which we mark the unit with a 'Normal Action' marker to signify that its action is over. Alternatively, we could take an 'Extended Action' which allows us to increase the movement by one movement point (MP). After doing so, we mark the unit with a yellow 'Extended Movement' marker. This will have an impact on the the unit next turn insofar as it will be penalised if it fires and also will exclude it from taking another extended action. Some units, such as the MG34 Heavy MG is a 'slow mover' as noted on the unit card, thus indicating that the unit cannot take an 'extended move' action. Many of the unit cards carry additional information of this kind, which is very useful in play
Title: Re: Assault - Red Horizon 41
Post by: bob48 on November 23, 2021, 03:11:57 PM
OK, so the thing we do using the abbreviated sequence of play it to establish which side gains the initiative, and we do this by each side rolling a D6! Highest wins and re-roll ties. The winner then is able to activate a single unit and take an action with it, thereafter, both side alternate until all units have been activated. Note that this will change when we look at using command points, but I'll describe that once we get to the more advanced stuff.

With the exception of units being transported, and during a close combat situation, the stacking limit which applies at the end of a turn is ONE unit per hex.

We have several options when activating a unit, the basic one being a simple move, after which we mark the unit with a 'Normal Action' marker to signify that its action is over. Alternatively, we could take an 'Extended Action' which allows us to increase the movement by one movement point (MP). After doing so, we mark the unit with a yellow 'Extended Movement' marker. This will have an impact on the the unit next turn insofar as it will be penalised if it fires and also will exclude it from taking another extended action. Some units, such as the MG34 Heavy MG is a 'slow mover' as noted on the unit card, thus indicating that the unit cannot take an 'extended move' action. Many of the unit cards carry additional information of this kind, which is very useful in play.

We also have several other options available when activating a unit, the obvious one being to fire at an enemy target within its LOS and range. Each unit cards shows the both the range bands that the unit can fire and how many of the 4 different colour sets of battle dice can be rolled.
Modifiers to this can be effected by the terrain in the target hex and by tracing the LOS through certain terrain types which may serve to reduce the effectiveness of the fire.
There is also a 'Move and Fire' option (move ½ MP allowance and fire) or 'Fire and Move' (Fire and move ½ MP allowance). Both have appropriate markers and have different effects on the unit using those options.
Title: Re: Assault - Red Horizon 41
Post by: bob48 on November 23, 2021, 03:27:10 PM
All units also have an intrinsic defence value which is shown on the unit card and again, this may bemodified by various factors such as terrain.

Just a note here to explain the battle dice. There are 4 sets each of 4 dice, and each set is in a specific colour, which, in order of 'power' are as follows: Red, Yellow, Green, Blue.

The faces of the die are marked with symbols to represent one or more hits and / or suppression. One of the results is also a 'critic hit' which may inflict additional damage or effects. Obviously, the Red set is more likely to result in damage, and this diminished as we descend through to Green. All the dice also have a minimum of one blank face to indicate a miss.

Most units have 4 steps, being flipped to their reduced side after 2 hits and 'odd' hits are signified by a small red 'hit' marker being placed on the unit.

In order to resolve a combat, we therefore look at the firing units data card and check the range to the target. For example, our basic infantry squad at 7-9 hex's will roll 2 green and 1 blue die. At 4-6 this will be 1 yellow, 1 green and 1 blue, while at 1-3 hex's we will roll 1 red and 1 yellow.
This may be modified by various events which I will cover later. Furthermore, there is a value for when units are engaged in a same-hex close assault situation which, again, I'll describe later.

Now, our target, another basic infantry squad, has an intrinsic defence of 1 yellow die. Its in clear terrain which gives and additional green dice.

Both side roll their die and we compare the results to see if any of the defenders die cancel out any/all of the attackers rolls. There is a handy matrix to show how this works, but its not hard to follow and the process is quickly assimilated.

Any unsaved hits are applied which may result in step losses or even destruction, or maybe suppression, in which case the unit is marked with the appropriate counter.
If there is an uncancelled critical hit, then we use a sub-routine to determine any additional effects. This may result in suppression or the unit having to make a 'fallback' move, in which case it is again marked with a 'fallback' counter.

Once we have activated all our units we go to a 'clean-up' phase. Here, we remove 'white' markers, such as 'basic move', 'fired', 'suppressed' and so on. Other 'yellow' markers such as 'extended move' and 'fallback' are flipped to their white side to show that a different effect now applies. For example, the reverse of the 'Extended move' marker indicates that if that unit now fires, it loses its 'weakest' attack die. Since this is now a 'white' marker, it will be removed at the end of the current game turn.

As you can see, all units with the exception of the MG34 took 'extended move' actions in order to dash to take up position as close to the objective marker as possible. Flipping the marker now shows that the units will lose their weakest attack die if they make a fire action this turn.

Turn two and the Germans win the initiative roll. First action is to fire the MG34 at the Maxim MG unit in the forest. Because the Maxim is in terrain that provides a defensive modifier, and it is not marked with a moved or fired marker, we have to make a spotting check. In this instance, we need 2+ on 1D6, but this roll will have a -1 modifier as the Maxim has a 'Low Silhouette', as indicated on the unit card. We fail the spotting roll, so that will add an extra green die to the defender.

The range is 6 hexes so the MG34 will roll 1 red, 1 yellow and 1 green dice. Looking at the defender card, we get a base 1 yellow, plus a yellow and a green for the forest terrain, added to which is another green due to the failed spotting roll.

Both sides roll resulting in 1 hit and 1 suppression, both of which are cancelled out by the defenders roll. The MG34 is now marked with a 'fired' marker.

We now activate the Maxim to return fire at the MG34. No spotting roll is needed since the MG34 is marked as fired. At 6 hexes the Maxim rolls 1 red and 2 green dice. However, since the unit is marked with an 'attack dice -1' marker (as a result of conducting an extended move last turn) one of the green dice is removed. Defending unit has a base 1 yellow, plus another yellow and a green for the defensive value of the forest.

The attacker rolls 3 hits, only 2 of which are saved thus inflicting 1 hit on the defender. Since the MG unit only has 2 'steps', we flip it over to its reduced side.

Units which are reduced to half strength or less are treat any 'double success' rolls as a single only.

This brief description illustrates how the basic movement and combat system operates. I should mention that units which have not been activated have an option to make a 'reaction fire' against units moving within its range and LOS. Units also have an option to 'dig-in' as an action which imparts a defensive bonus of 1 green die.

Next, I'll take a look at how the close combat rules function.
Title: Re: Assault - Red Horizon 41
Post by: bayonetbrant on November 23, 2021, 03:30:10 PM
I have no idea why they rotated. (Brant? Mike? BC? - help!)

If they're too "tall" when attached, then the forums will show the preview in landscape view, but when you click on it to open, it'll be in portrait view. It's trying to save screen space in the preview mode.
Title: Re: Assault - Red Horizon 41
Post by: bob48 on November 23, 2021, 03:34:44 PM
All technically way above my pay grade :-(
Title: Re: Assault - Red Horizon 41
Post by: bayonetbrant on December 03, 2021, 08:54:35 AM
How are the hexagonal counters working out?  I know some people hate them while others have always wondered how we ever got by without them
Title: Re: Assault - Red Horizon 41
Post by: bob48 on December 03, 2021, 09:07:56 AM
I really like them. Its even better when you start using vehicles and heavy weapons that have a facing, which is indicated on the counters by a green pointer in the appropriate vertex. This makes it very easy to establish firing arc and facing. I will be covering this in a later addition to the thread.
Title: Re: Assault - Red Horizon 41
Post by: bob48 on December 07, 2021, 04:02:48 PM
Close Combat.

Having looked at how the basic move and fire rules function, we'll now turn our attention to Close Combat. As you would expect, this is slightly more involved and works on the 'same hex, simultaneous combat' principle.

The first picture shows a German infantry squad poised to move into the objective hex, while in a nearby light Forest hex is a Soviet squad wanting to do the same thing!

We roll for initiative and the Germans get first impulse, which we use to conduct a 'fire and move' action in the hope that we may get a result on the Soviet squad. Because the Soviet squad has not yet been activated and is in terrain which has a defence modifier, we need pass a spotting roll prior to firing. We roll 4 on a D6, needing a 2+ to be successful, after firing, we move the German squad 1 hex onto the objective and mark it with a 'fire and move' marker.

Range to target is 3 hexes, so we roll 1 red and 1 yellow combat dice for the attack as indicated on the German squad's unit card. In defence, the Soviet unit rolls its basic yellow plus a green because the firing unit is marked as 'fire and move'. In addition to this, we add a further 2 green dice for the light forest terrain. The Soviet unit easily counters the attack and now conducts its own impulse.

The Soviet squad has a basic movement of '2' so we mark it with a 'move' marker and move it into the defenders hex. Note that had the German unit not have been activated, or had there been any other unactivated German unit within range and with a LOS to the moving unit, they could have taken the option to conduct 'reaction' fire against the moving unit using the normal rules for firing.

Once the attacking unit has successfully moved into the defending hex, its 'moved' marker is removed and replaced with a yellow 'active close combat' marker. The defender retains its 'move and fire' marker until the end of the first combat round as it may have an effect on the combat.

Now we calculate the combat results and any actions that the units may be forced to take as a result.
Both sides roll 1 red and 2 green dice in close combat for attack, and we will set the result of the attack rolls against the defence rolls in order to resolve the first round of combat.


The German squad has its basic 1 yellow dice with 1 green die modifier for clear terrain, whilst the Soviet unit also gets its basic 1 yellow plus an additional green die due to the German unit having conducted a 'fire and move' action. Note that as the moving unit, the Soviet squad does not get the benefit of a terrain modifier. For the first round of combat, both side ignore one 'suppression' result as specified by the 'Adrenaline Rush' rule (12.7.2). In our example, the Soviet unit suffers no adverse result while inflicting 2 hits on the German squad, thus reducing it to half strength. We flip the unit over to show its new status. Since neither of the units have suffered a result which would force it to make a 'fallback' we remove the 'active' markers and replace them with red 'inactive' ones.

During the next turn, either of the 2 units could instigate the close combat until a situation exists where only the unit(s) of one side remain or the hex is empty due to mutual destruction, fall back, or a combination of both!

Rules also exist for firing into a close combat and for reinforcing an existing melee with a maximum of 2 units per side in the hex. Apart from when units are being transported, this is the only situation where 2 units are permitted to occupy a hex.

Close combat between infantry and vehicles and vehicles vs vehicles are covered, but we'll look at that in the future.
Title: Re: Assault - Red Horizon 41
Post by: bob48 on December 10, 2021, 01:08:06 PM
Units

Having looked at the basic infantry rules for movement and combat, we can now turn out attention to the units in the game.

There are three categories of unit; Infantry, Artillery, Vehicles, all with unique unit information cards to describe a units attributes.

Each faction in the game consists of the following unique units per category;

Infantry. German (8 ) Soviet (9)
Artillery. German (4) Soviet(4)
Vehicles. German (10) Soviet (9)

The game provides us with a large number of hexagonal counters to represent these units on the map. Most units have four 'steps' but smaller units, such as snipers and AT rifles only have two.

Infantry types includes anti-tank rifles and heavy machine guns, while artillery types have mortars, towed anti-tank guns, ranging from the German 37mm 'door-knocker' up to the 88mm flak 36. Light field guns such as the leIG 75 are also included in the category.
Vehicle types cover both wheeled and tracked and tanks include both turreted and non turreted, such as the early model StuG III.

Artillery and vehicle units now introduce us to the 'facing' rules. Each hexagonal unit counter has a green 'arrowhead' marker pointing to a vertex to indicate the units facing and fire arc. Since this points to a map hex vertex, it makes it very easy to determine facing and fire arc.

This also introduces us to a new rules phase; the 'Support Phase', which allows us to change the facing of an artillery unit and an option to fire with units which are designated as having the support ability.

Vehicles can change facing with no penalty whilst moving on roads, but otherwise pay a movement cost to change facing by one hex vertex. Some terrain moved into may also cause vehicles to become damaged or immobilised depending on if the vehicle is wheeled or tracked.

Turreted vehicles may fire outside of their firing arc, but suffer a penalty for doing so.

You will also note that, unlike infantry units, some heavy weapons and most vehicles have different defence strength for front, flanks, rear and top as indicated on the units data card. In fact, all the unit cards in the game detail which battle dice are to be used depending on range and target type. It also means that heavy weapons crews have the ability to fire small-arms rather than the main weapon should that be an appropriate action.

In game terms, I find that this all works very well indeed and provides and enjoyable gaming experience.

Next, I'll be looking at artillery types and vehicles and how they work in the game.
Title: Re: Assault - Red Horizon 41
Post by: bob48 on December 12, 2021, 03:04:58 PM
Vehicles.

We'll now look at the vehicle training scenario which uses 2 board sections and 3 tanks per side. The pictures show the vehicle cards and the associated counters and the units set-up ready to begin the scenario.

Note the facing indicators which point to a hex vertex. Its easy to see from this where the vehicles fire arc is and which hex's constitute the front, flank and rear hex's for determining incoming fire.

Turreted vehicles can fire outside of their front arc, but are penalised for so doing. They are marked with a 'turret fire' marker and results in the target unit being awarded an extra die as indicated by the 'ranged fire modification table'.
Title: Re: Assault - Red Horizon 41
Post by: bob48 on December 12, 2021, 03:06:10 PM
Combat works in the same way as described for infantry combat except that the target unit selects defence dice based on where the fire is deemed to have hit. As a result of combat, a vehicle may become damaged or immobilised as a result of combat or maybe forced to make a withdrawal. Vehicles may move in reverse but movement allowance is halved (rounded up).

This shows the situation after the first activations. Initiative went to the Soviets who have made a dash to cover the road junction. One of the T-60 had made a 'move and fire' action against the Pz.38(t). He rolls 1 blue, 1 yellow and 1 green die, while the German rolls a red and yellow for its front armour plus an additional green due to the T-60 having made a 'move and fire' action.
The rolls result in 1 unsaved hit against the German unit, and a red hit marker is placed on the counter to indicate this.
Title: Re: Assault - Red Horizon 41
Post by: bob48 on December 14, 2021, 03:35:34 PM
We'll now take a brief look at some of the units that fall into the 'Artillery' category. As mentioned earlier, there is a specific phase where artillery units can change facing and conduct support fire. Units capable of providing support fire are marked with as such on the unit card.

Its possible in some cases to provide indirect fire provided that the requirements of the spotting rules are met. This also included mortars, although they are classed as infantry type units rather than artillery. Mortars are also capable of firing smoke.

Note that at present, there is no off-board artillery (OBA) or air power represented in the game, but perhaps this will be added with later expansions.
Title: Re: Assault - Red Horizon 41
Post by: bob48 on December 15, 2021, 02:21:46 PM
Formations.

One of the many aspects of this game that I really like is the method it uses to generate the forces used in scenario's.

Each side had a deck of 'formation' cards, each of which show affiliation to a higher organisation. These decks are themselves comprised of three types of formation, these being 'Infantry, Artillery, and Vehicles'. Each formation card shows a list of the units, the mix of which are appropriate to the higher organisational type. No two cards are the same and we are give a choice of how these formation cards are selected for the scenarios.

Before I describe the method used to do that, here is some data on the formations of each of the two forces;

Soviet
12 Infantry Formations which have elements from the following;

88th NKVD Rgt
86th Rifle Div.
13th Rifle Div.
36th Cavalry Div.
23rd Tank Brigade

7 Artillery Formations;
13th Rifle Div.
36th Calvary Div.
6th Antitank Brigade

10 Vehicle Formations;
23rd Tank Brigade.


And for the Germans we have;
11 Infantry Formations;

7th Infantry Div.
221st Security Div.
17th Panzer Div.
5th SS Motorised Div. 'Viking'

8 Artillery Formations;
7th Infantry Div.
221st Security Div.
14th Luftwaffe Flak Abt.

10 Vehicle Formations;
17th Panzer Div.
5th SS Motorised Div. 'Viking'
509th Panzerjager Abt.

Each scenario specifies the number and type of formation cards to be used for each side. We have a choice of selecting the formations directly or, and this is the method that I prefer, draw double the number of specified cards at random and then select the correct number from those and discard the remainder. It will be obvious from this that this method adds an enormous amount of randomness to the game and thus provides for much replayablilty.

Some scenarios also specify that certain formations must to drawn and may also list additional units to be used.

Where the scenario has reinforcements arriving, these will be taken using the random selection method. As it states in the rule book, reinforcements would most often be the closest available and not necessarily what the battlefield commander would prefer! A nice little touch which again, adds a nice bit of randomness to proceedings.
Title: Re: Assault - Red Horizon 41
Post by: bob48 on December 17, 2021, 01:48:34 PM
Here we see samples of the Formation Cards as described above. The circular symbols at the bottom of the cards are the number of Command Points that you receive when selecting that formation.

Next, I'll describe how the Command system functions in the game.
Title: Re: Assault - Red Horizon 41
Post by: bob48 on January 01, 2022, 06:58:07 AM
Whilst the command points rules are actually an optional extra, I found that in practise, they add so much to the game that I personally would not play without them.

As notes earlier, each formation card shows a number of command point symbols, and these are drawn as tokens once you have selected the formation cards for a scenario. All the tokens are 'pooled' but you will notice that you will have more actual units than command tokens.

At this point, we introduce an new phase to the sequence of play; The Planning Phase.

In this, we draw command cards (another optional rule which I'll cover later) and assign command point tokens to unit cards. As you would expect, to activate a unit you need to expend a command point, and in the Planning Phase you will assign tokens to enable you to do that.

As an example, you have drawn formation cards that give you 3 Infantry 41 units, 1 HMG unit, 2 Pz38t units and 1 PzII unit for a total of 7 units. With these, you will have drawn 6 command point tokens, thus you need to decide which of your units you want to activate in the next turn. This is a nice touch and makes players give some thought as to how they intend to achieve objectives and with what units.

Command points are drawn again at the beginning of a turn but loss of units will also result in a reduction of available command points.

Some scenario's will assign specific units, formations or reinforcements and the number of extra command points will be noted in the scenario description.
Title: Re: Assault - Red Horizon 41
Post by: bob48 on January 10, 2022, 02:08:41 PM
Command Cards are another optional extra, but again, they add to the gameplay and are well worth adopting as standard.

Each faction has its own deck of 14 cards, and there is a further deck of 14 'neutral' cards that can be used by both sides. At the beginning of a scenario, the 'neutral' cards are divided equally between the two players and shuffled into the faction deck. Scenario specific instructions will define the number of cards each side will randomly draw  the maximum hand size a player can hold. Once played, a card is placed on the discard pile.

Individual cards describe when it can be played and what the effects are. Some examples are;

'Tactical Training' (German) Can be played at any time. Effect – 'A friendly unit gets an additional yellow defence die when attacked in ranged fire'

'Getting It Together' (Soviet) Played before activation. Effect – 'This unit may remove a suppressed or fallback status marker. It can then do a fast action. This does not require the unit to spend a command point (if playing with the optional command point rules).

'Illusion' (Neutral). Can be played at any time. Effect – 'Enemy unit must re-roll one ranged fire attack die. Re-rolled result must be used'.

No two cards are the same, so there is a lot of variety that can impact a game thus adding to the re-playability.
Title: Re: Assault - Red Horizon 41
Post by: judgedredd on January 10, 2022, 05:00:33 PM
I've been...my mates been watching this thread with great interest...but he's promised his missus there would be no game purchases (computer, PS5 or board) and no model purchases this year - in an attempt to show her that he can pull back on the spending so he can retire early.

Daft bugger!
Title: Re: Assault - Red Horizon 41
Post by: bob48 on January 10, 2022, 05:13:40 PM
Oh dear, such a shame. Its a really good game as well. I know for a fact that they are working on an expansion for it that will introduce air strikes and off-board artillery to the game :-)

Anyway, I'll be describing the unit experience rules next, followed by the amazing 'Crossing the Narew' dynamic campaign.
Title: Re: Assault - Red Horizon 41
Post by: bob48 on January 16, 2022, 06:35:20 AM
Units in the game are at one of five levels of experience, and this is indicated in the game by use of round 'experience level' markers placed under the unit. The default level is 'regular' and such units do not need a marker.

Each level of experience has a different effect, and this is summarised as follows; note that these effects are cumulative.

Recruit: Blue marker – Attacker automatically gains a 'X' (suppressed) symbol when firing against this unit.

Regular: No marker, no special effect.

Hardened: Green marker – gains 1 blue defence die.

Veteran: Yellow marker – gains 1 blue attack die.

Elite: Black marker – This unit ignores suppressed symbols.

Some formation cards will indicate if that formation has an experience level other than 'Regular', in which case, the units in that formation are all given the appropriate marker.

When playing the campaign game, core units may gain (or lose) experience levels depending on if or not they survive the individual scenarios. Any such change of status will be explained in the individual scenario details.

All this is just one more set of variables that make this game so fascinating and adds so much to its replayability.
Title: Re: Assault - Red Horizon 41
Post by: bayonetbrant on January 27, 2022, 02:20:37 PM
https://www.armchairdragoons.com/articles/reviews/unbox/unboxingday-assault-41-red-horizon-by-assault-games/
Title: Re: Assault - Red Horizon 41
Post by: bob48 on January 31, 2022, 06:12:49 AM
There is a bit of a delay due to RL issues, but I will be writing about the dynamic campaign that comes with the game, plus a few other aspects that I have not yet covered, so watch this space!
Title: Re: Assault - Red Horizon 41
Post by: Wolfgang on February 01, 2022, 08:37:53 AM
There is a bit of a delay due to RL issues, but I will be writing about the dynamic campaign that comes with the game, plus a few other aspects that I have not yet covered, so watch this space!

RL goes first. Looking forward to your experiences and opinions
Title: Re: Assault - Red Horizon 41
Post by: bob48 on February 01, 2022, 08:40:12 AM
 :bigthumb:
Title: Re: Assault - Red Horizon 41
Post by: bob48 on February 06, 2022, 04:31:11 PM
'Crossing the Narew' is the dynamic campaign that is included and is another feature that adds so much more replayability to the game.

We begin with a starting scenario, 'Red Dawn', in which both sides select formations which will form the core units for the whole campaign. These are drawn using the methods described earlier, so again, this means that a huge variation of starting forces can be generated. Note that not all core formations are used in every linked campaign scenario.

Each scenario in the campaign will detail one of between three and five victory levels for the German player, these being; 'Decisive Victory, Victory, Draw, Defeat, Total Defeat. The result will then determine which linked scenario will be played next. Victory conditions usually are decided by capturing objective points.

Core formation losses are replaced, and any adjustment to unit experience levels are made. In addition, each scenario will define any extra units or formations plus reinforcements that will be available for that scenario, and any additional special rules. On completion of four scenarios, the final victory conditions are assessed to decide the winner of the campaign.

Campaign record logs and unit experience sheets are provide in the campaign book, and are also available to download from 'Assault Games' and as files on the games BGG page.

I should also mention that a nice option for all the scenarios in the game, both standard and campaign have an 'alternative history' option, whereby the 'Blue Force' becomes the Soviet player and the 'Red Force' becomes the German player. This reversal of roles provides yet another good chunk of replayability to the game.

And, for those of us that like to generate our own scenarios, each unit card is printed with a points value. I've not explored this aspect much yet, but its not difficult to come up with a system to generate scenarios or even campaigns. A good example of this is the 'OST' campaign rules by Norm Smith.

We already know that Wolfgang and his team are working on an expansion to give us OBA (off board artillery) and air strikes, and hopefully there will be additional expansion to come that cover other theatres and periods of WW2.

If you had not already guessed, I confess to being a huge fan of the game and hope that others will buy it and enjoy it as much as I do.

Any errors in all this are mine, and I'm sure that Wolfgang, who I know keeps an eye on the thread, will let me know so that I can correct them.
Title: Re: Assault - Red Horizon 41
Post by: bayonetbrant on February 06, 2022, 07:20:15 PM
Core formation losses are replaced, and any adjustment to unit experience levels are made. In addition, each scenario will define any extra units or formations plus reinforcements that will be available for that scenario, and any additional special rules. On completion of four scenarios, the final victory conditions are assessed to decide the winner of the campaign.


So it's a real campaign, and not just a linked set of scenarios.  That's pretty cool! 

And now for the AAR from Bawb  :cowboy:
Title: Re: Assault - Red Horizon 41
Post by: bob48 on February 07, 2022, 05:59:19 AM
Its very good and, like the game as a whole, is very well thought out. I will do an AAR at some stage.
Title: Re: Assault - Red Horizon 41
Post by: bob48 on February 07, 2022, 07:33:14 AM
I should think that the 'Assault' rules would also work very well using minatures.........................
Title: Re: Assault - Red Horizon 41
Post by: judgedredd on February 10, 2022, 04:07:36 PM
My mate has a question for you bawb...he asked if he was tempted to buy one game, would you recommend this or Across The Bug River?
Title: Re: Assault - Red Horizon 41
Post by: bob48 on February 10, 2022, 04:24:37 PM
Oh, nasty.

Across the Bug River is, like 'Crossing the Line', a truly beautiful game in all respects.

However, being realistic, it covers a very specific operation, and, while there are always new ways to go about it, then like any game of that type, there are limitation.

Assault offers much more flexibility and replayability, and promises to have more additions to it. Bear in mind as well that unlike AtB and CtL, Assault is a squad level game. i will play those games often as I very much like the game system and the aesthetically attractive components.

The art style for Assault is also very good and again, the components are of a very high quality. Due to the nature of how Assault works, I suspect I will be playing it for a long time as it really does have a lot to offer.

Therefore, my advice would be - Sod it - buy 'em all......Mwhahahaha.

Title: Re: Assault - Red Horizon 41
Post by: judgedredd on February 10, 2022, 05:18:55 PM
I've My mate has read this thread and it seems alot like Conflict of Heroes in certain aspects. True?
Title: Re: Assault - Red Horizon 41
Post by: bob48 on February 10, 2022, 05:32:25 PM
Other than the scale, then no, not really. You could also try and compare it with ASL, OST or any other tactical level game. It has significant differences.

Link to rulebook.

https://www.assault-games.com/en/was-ist-assault/regelwerk/

 ;)
Title: Re: Assault - Red Horizon 41
Post by: judgedredd on February 11, 2022, 02:09:41 AM
He's just clarified...it was yes, the scale, but also the scenario you were playing - it looked very similar to the first scenario in Conflict of Heroes

He's put it on his list of desires
Title: Re: Assault - Red Horizon 41
Post by: bob48 on February 11, 2022, 06:10:53 AM
I'm sure he won't be disappointed, should he feel the need to satisfy his desire.

Just a note. If I were to make a comparison with any other tac level game, then I would say that it reminds me of some aspects of OST, but is very dissimilar to CoH.

It really is a unique system though, and stands on its own feet without really attempting to copy any other system. The method of selecting forces alone make this worth getting as it really extends the playablity of the game more than any other similar game of the scale that I have ever played.
Title: Re: Assault - Red Horizon 41
Post by: judgedredd on February 12, 2022, 01:11:12 PM
Apparently my mate has....

Oh...alright. It was me. I've bought it

I had you all fooled for a while though eh?
Title: Re: Assault - Red Horizon 41
Post by: bob48 on February 12, 2022, 01:46:59 PM
Was it? Well, stones the crows, we never would have guess. You had us all totally fooled........................ ::)

If your mate, you have any questions when you start playing, just ask, I'm sort of pretty competent with it now.  ;)
Title: Re: Assault - Red Horizon 41
Post by: bob48 on February 17, 2022, 07:20:06 AM
You're going to have fun getting this home without the missus noticing it - its a huge box :-)

Also, you may well have to sell off some of your collection in order to make room for it  ;D
Title: Re: Assault - Red Horizon 41
Post by: judgedredd on February 17, 2022, 07:23:03 AM
I got this message from the guy at work

"You have a large box from what looks like Germany..."

 ;D

Also, I have space

Title: Re: Assault - Red Horizon 41
Post by: bayonetbrant on February 17, 2022, 07:25:25 AM
 :ROFL:
Title: Re: Assault - Red Horizon 41
Post by: judgedredd on February 17, 2022, 02:36:11 PM
Oooohhhhhh yeah baby

Bloody big box. OST big
Title: Re: Assault - Red Horizon 41
Post by: bob48 on February 17, 2022, 03:02:17 PM
Its actually bigger than the OST box, and oh so full of goodness :-)
Title: Re: Assault - Red Horizon 41
Post by: judgedredd on February 18, 2022, 06:12:19 AM
Is there an online manual bob? I can't find one on the developer's website.

I (now - after your suggestion I think when saying how bad my Holland '44 manual was getting) like to print manuals out and use those. The only one I can find is on BGG but the graphics in the manual are horribly low res.
Title: Re: Assault - Red Horizon 41
Post by: bob48 on February 18, 2022, 08:44:15 AM
https://www.assault-games.com/en/was-ist-assault/regelwerk/
Title: Re: Assault - Red Horizon 41
Post by: judgedredd on February 18, 2022, 09:11:22 AM
Thanks pal. Where was that buried? I was on the Red Horizon game page and the drop down for the rule book had options for feedback, eratta and online version

NM - I saw it was under the Online version for downloading PDF.

Cheers ears
Title: Re: Assault - Red Horizon 41
Post by: bob48 on February 18, 2022, 09:15:12 AM
 :bigthumb:
Title: Re: Assault - Red Horizon 41
Post by: Wolfgang on February 19, 2022, 04:55:12 AM
So in meanwhile you opend this big box... we updated our online rules with fresh vector grafic pictures to be scalable....  :groovy:

You can access this online rulebook here, of course:
https://assault-games.com/onlinerules/ASSAULTRULEBOOK.html (https://assault-games.com/onlinerules/ASSAULTRULEBOOK.html)

Hope you have fun with our debut work!

Title: Re: Assault - Red Horizon 41
Post by: bob48 on February 19, 2022, 05:37:48 AM
 :bigthumb:
Title: Re: Assault - Red Horizon 41
Post by: judgedredd on February 19, 2022, 08:20:49 AM
We should get on Vassal for this one bawb
Title: Re: Assault - Red Horizon 41
Post by: bob48 on February 19, 2022, 08:48:34 AM
Yep, any time you want. There are just the two training missions at present though.
Title: Re: Assault - Red Horizon 41
Post by: judgedredd on February 19, 2022, 09:33:07 AM
Yeah I saw that when I downloaded it
Title: Re: Assault - Red Horizon 41
Post by: Wolfgang on February 20, 2022, 08:21:47 AM
We should get on Vassal for this one bawb

We are working on a Module Update for Assault.

This will take some more time.  ;D
Title: Re: Assault - Red Horizon 41
Post by: bob48 on February 20, 2022, 11:55:49 AM
Thanks for the info, Wolfgang  :bigthumb:
Title: Re: Assault - Red Horizon 41
Post by: judgedredd on February 20, 2022, 12:04:23 PM
bawb - have I lost the turn counter? I can't see it but in my hurry to get things bagged/trayed up, I may have mixed it in with something else.
Title: Re: Assault - Red Horizon 41
Post by: bob48 on February 20, 2022, 01:40:30 PM
I use one of the red hit blocks as a turn marker, and place a white one on the turn track to signify the last turn of the scenario.
Title: Re: Assault - Red Horizon 41
Post by: judgedredd on February 20, 2022, 02:45:38 PM
 :applause:
Title: Re: Assault - Red Horizon 41
Post by: Wolfgang on February 20, 2022, 04:08:19 PM
I use one of the red hit blocks as a turn marker, and place a white one on the turn track to signify the last turn of the scenario.

That is the plan... unfortunetly we had forgotten to write something down.

There are enough markers inside I hope  :dreamer:
Title: Re: Assault - Red Horizon 41
Post by: bob48 on February 20, 2022, 04:16:31 PM
I've not run out of any markers yet.  ;D
Title: Re: Assault - Red Horizon 41
Post by: bob48 on February 21, 2022, 05:36:39 PM
I love it when you get a unit in a good position, down to its last strength point, and not only surviving but dishing out punishment as well  :)

...just wait until I can call down OBA!
Title: Re: Assault - Red Horizon 41
Post by: bbmike on February 21, 2022, 06:36:42 PM
That's when you assign a name to the unit and give it hero status.  :bigthumb:
Title: Re: Assault - Red Horizon 41
Post by: bob48 on February 22, 2022, 06:09:35 AM
Like Sgt Kelso from SL. In all the games we played with him in, and there were a lot of 'em, I can't recall that he was ever a casualty.
Title: Re: Assault - Red Horizon 41
Post by: judgedredd on February 22, 2022, 03:26:18 PM
2 questions bob

1. When a moving unit is left with a hit (or more) but not destroyed, does it stop moving?
2. If that's the case, and it was passing through a friendly unit hex, it obviously can't stop in the hex with the other unit due to stacking - so what does it do?

Cheers
Title: Re: Assault - Red Horizon 41
Post by: bob48 on February 22, 2022, 04:03:16 PM
1) Do you mean hit with reaction fire when moving? Unless it takes a suppression hit, then it can continue moving up to its allowance.

2) If it gets a suppression hit while moving through a friendly occupied hex, then that is something I have not had happen, but its a good question. I would assume it would be prevented from entering the hex, but maybe Wolfgang can chip in here are advise us. I'll need to recheck the rule on overstacking.
Title: Re: Assault - Red Horizon 41
Post by: judgedredd on February 22, 2022, 04:35:01 PM
1. So only an outstanding suppression result stops the vehicle?

2. It can't be prevented from entering the hex because it's the act of moving into the hex that triggers the reaction fire. So it's already made the move.

I've posted on BGG for clarification.
Title: Re: Assault - Red Horizon 41
Post by: judgedredd on February 23, 2022, 03:13:09 PM
I'm very much enjoying this game. I've just played my first scenario where you use random formation cards to select the units. Love that random aspect...gives loads of replayability.

There's alot of game too. 15 scenarios with a an additional 17 scenarios in the campaign.

Given the randomness of the scenarios, that's an awful lot of game.

Impressive
Title: Re: Assault - Red Horizon 41
Post by: bob48 on February 23, 2022, 04:05:01 PM
Yes, it is a great package, and a really nice system. The random formation generator for units adds such a lot to the game.
Title: Re: Assault - Red Horizon 41
Post by: Wolfgang on February 24, 2022, 06:27:25 AM
I'm very much enjoying this game. I've just played my first scenario where you use random formation cards to select the units. Love that random aspect...gives loads of replayability.

There's alot of game too. 15 scenarios with a an additional 17 scenarios in the campaign.

Given the randomness of the scenarios, that's an awful lot of game.

Impressive

Thanks for this words. It is nice to get some feedback and we are using this to proceed with our plans for more stuff around Assault..... This randomness was the basis for our future strategic campaign system. Let see what comes out ;-)

Should I give some indsides on what we are working on?
Title: Re: Assault - Red Horizon 41
Post by: judgedredd on February 24, 2022, 09:12:03 AM
Yes please....  :applause:
Title: Re: Assault - Red Horizon 41
Post by: bob48 on February 24, 2022, 10:41:23 AM
 :bigthumb:
Title: Re: Assault - Red Horizon 41
Post by: Wolfgang on February 25, 2022, 02:16:57 AM
Ok. So here we go....

we are currently working on three things:

- Add-on Tactical Air and Arty Support for Red Horizon 41 (Rules are in editorial work, Illustration work is 50% done) - I plan this in 2022
- Future stand-alone tactical Module - somewhere in the med Sea around 1943 ;-) (Units are defined - campaign is in development)
and the third thing.... is an idea since 2014...
A stand-alone strategic module which is combineable with all the tactical level modules.. and there you will see why our system is built up generic...
So be aware this thing will take some more time to develop but we like this idea combining all the levels together with troop management.


I can provide you here an overview (still not finished) about what is focussing by our strategic module:
(http://)
Title: Re: Assault - Red Horizon 41
Post by: judgedredd on February 25, 2022, 03:30:34 AM
A board game that plays out a strategic war between Germans and Russians and battled on tactical maps? And with depth. I like it. Sounds superb.

I don't know that I have enough space for the "monitoring" aspects like campaign sheet and battle formations - but I'll make space!
Title: Re: Assault - Red Horizon 41
Post by: Wolfgang on February 25, 2022, 05:43:12 AM
Currently we are thinking about the scale of the strategic map... actual we test something around 8:8 companies and attachement platoons.... so we are talking about 1/2 regiment to keep this in the right way of handling. Maybe we can achieve a strategic map board with magnets then players can use the table for managment and tactical battles... but this is still an idea for now.
Title: Re: Assault - Red Horizon 41
Post by: thecommandtent on February 25, 2022, 07:50:09 AM
Ok. So here we go....

we are currently working on three things:

- Add-on Tactical Air and Arty Support for Red Horizon 41 (Rules are in editorial work, Illustration work is 50% done) - I plan this in 2022
- Future stand-alone tactical Module - somewhere in the med Sea around 1943 ;-) (Units are defined - campaign is in development)
and the third thing.... is an idea since 2014...
A stand-alone strategic module which is combineable with all the tactical level modules.. and there you will see why our system is built up generic...
So be aware this thing will take some more time to develop but we like this idea combining all the levels together with troop management.


I can provide you here an overview (still not finished) about what is focussing by our strategic module:
(http://)

Excuse me while I intrude on this thread and instantly become interested in this game and the possible strategic module  :nerd:
Title: Re: Assault - Red Horizon 41
Post by: bob48 on February 25, 2022, 08:53:55 AM
I've been plugging away at getting people playing this game since I got a copy back in November. Its an excellent game (I may have mentioned that before) and Wolfgang and his team seem to have some great idea's for future addition and expansions.

Over the years, you could say that I have played a few WW2 tac level games, and without doubt, I rate this one as one of the best.

Now, what we want is Brit + Commonwealth forces and some Fallschirmjagers (how about some HG Div?) and a few Italians  ;) ::)
Title: Re: Assault - Red Horizon 41
Post by: bayonetbrant on February 25, 2022, 09:11:59 AM
Now, what we want is Brit + Commonwealth forces and some Fallschirmjagers (how about some HG Div?) and a few Italians  ;) ::)

ANDORRANS!  OR GTFO!  :rockon:
Title: Re: Assault - Red Horizon 41
Post by: bob48 on February 25, 2022, 09:35:46 AM
Aren't you supposed to be on a conference call?
Title: Re: Assault - Red Horizon 41
Post by: bayonetbrant on February 25, 2022, 09:38:10 AM
Aren't you supposed to be on a conference call?

that was all day yesterday.  Today it's all-day email.
Title: Re: Assault - Red Horizon 41
Post by: Wolfgang on February 25, 2022, 12:36:57 PM


Excuse me while I intrude on this thread and instantly become interested in this game and the possible strategic module  :nerd:

No excuse necessary
Title: Re: Assault - Red Horizon 41
Post by: bbmike on February 25, 2022, 04:40:34 PM
Sounds like what I was getting at in the Mentioned in Dispatches episode about the Civil War. It would be cool to have a strategic map and when forces meet you move to another board for tactical battles.
Title: Re: Assault - Red Horizon 41
Post by: bob48 on February 25, 2022, 05:06:00 PM
Yep, it does indeed sound like a good idea.
Title: Re: Assault - Red Horizon 41
Post by: bob48 on April 22, 2022, 07:30:05 AM
I'm very pleased to have been involved to a small extent in testing the forthcoming expansion module. This brings tactical air support and OBA to the game.

Here are samples of the new cards.

You can find more info on the 'Assault' website.

https://www.assault-games.com/en/neues/

Title: Re: Assault - Red Horizon 41
Post by: Steelie on April 22, 2022, 09:24:54 AM
Nice looking artwork there   :bigthumb:
Title: Re: Assault - Red Horizon 41
Post by: bob48 on April 22, 2022, 09:26:11 AM
Yeah, the production values of all the game components are really very good.
Title: Re: Assault - Red Horizon 41
Post by: judgedredd on April 22, 2022, 10:20:51 AM
Seconded
Title: Re: Assault - Red Horizon 41
Post by: bob48 on April 22, 2022, 10:37:25 AM
A couple more sample cards;

Title: Re: Assault - Red Horizon 41
Post by: bbmike on April 22, 2022, 05:09:32 PM
Ok, stop posting those. I don't want to buy another game right now.  :buck2:
Title: Re: Assault - Red Horizon 41
Post by: bob48 on April 22, 2022, 05:22:38 PM
Oh, you mean to stop posting things like these?

Title: Re: Assault - Red Horizon 41
Post by: bbmike on April 22, 2022, 06:27:04 PM
Well, it's not available in the US. So there.
Title: Re: Assault - Red Horizon 41
Post by: bob48 on April 23, 2022, 05:59:16 AM
No, that is true. Wolfgang is still looking for ways to distribute the game.
Title: Re: Assault - Red Horizon 41
Post by: bbmike on April 23, 2022, 08:36:28 AM
I hope he finds a way. The game looks awesome. I may end up ordering directly from him at some point.  :)
Title: Re: Assault - Red Horizon 41
Post by: bob48 on April 23, 2022, 11:28:35 AM
It is an excellent take on that scale of game; the system of randomly generating forces alone make it stand out and provides for a huge amount of replayability.

Title: Re: Assault - Red Horizon 41
Post by: Wolfgang on April 24, 2022, 12:50:52 PM
I hope he finds a way. The game looks awesome. I may end up ordering directly from him at some point.  :)

Yes, we are looking for a solution but it is not so easy. We are trying our best. But as a newcomer on this business we have to be careful in some ways.

I made a statement for this in our bgg forum: https://boardgamegeek.com/thread/2851075/buy-usa (https://boardgamegeek.com/thread/2851075/buy-usa)

Thank you for your understanding.

BR Wolfgang.
Title: Re: Assault - Red Horizon 41
Post by: bob48 on April 24, 2022, 12:54:35 PM
 :bigthumb: I think you will have gathered that we very much wish you success with the game, Wolfgang.
Title: Re: Assault - Red Horizon 41
Post by: Wolfgang on April 24, 2022, 01:03:05 PM
:bigthumb: I think you will have gathered that we very much wish you success with the game, Wolfgang.

Thank you much for your support! It helps us to spread out and get more Assault players :-)

Here I posted the update regarding the new expansion: https://www.assault-games.com/en/2022/04/24/red-horizon-41-expansion-update/ (https://www.assault-games.com/en/2022/04/24/red-horizon-41-expansion-update/)

BR Wolfgang.
Title: Re: Assault - Red Horizon 41
Post by: judgedredd on April 24, 2022, 02:32:22 PM
Any ideas on the expansion availability Wolfgang
Title: Re: Assault - Red Horizon 41
Post by: bob48 on April 24, 2022, 03:29:10 PM
They are looking at later this year, Autumn time.
Title: Re: Assault - Red Horizon 41
Post by: Wolfgang on April 25, 2022, 04:11:39 AM
Any ideas on the expansion availability Wolfgang

Strongly depending on the logistics! - we want to have that like Rob said.
Title: Re: Assault - Red Horizon 41
Post by: bob48 on May 16, 2022, 08:56:02 AM
And if you are going to Origins, look out for bbmike who will hopefully have a copy of the game with him for your delectation!
Title: Re: Assault - Red Horizon 41
Post by: bbmike on May 16, 2022, 09:59:54 AM
 :bigthumb:
Title: Re: Assault - Red Horizon 41
Post by: bayonetbrant on May 24, 2022, 04:37:35 PM
https://www.armchairdragoons.com/articles/reviews/unbox/unboxingday-assault-red-horizon-41-by-assault-games/
Title: Re: Assault - Red Horizon 41
Post by: bob48 on May 24, 2022, 05:45:01 PM
Now I'm looking forwards to the first expansion coming out later this year. It includes two scenarios written by yours truly :-)
Title: Re: Assault - Red Horizon 41
Post by: thecommandtent on May 24, 2022, 09:31:19 PM
Now I'm looking forwards to the first expansion coming out later this year. It includes two scenarios written by yours truly :-)

Thats awesome!
Title: Re: Assault - Red Horizon 41
Post by: bayonetbrant on June 29, 2022, 08:16:42 AM
https://www.armchairdragoons.com/articles/my-own-worst-enemy-assault-red-horizon-41/
Title: Re: Assault - Red Horizon 41
Post by: bayonetbrant on August 10, 2022, 10:13:06 PM
My Own Worst Enemy ~ Assault- Red Horizon 41 – Turn 3

Continuing the playthru
https://www.armchairdragoons.com/articles/my-own-worst-enemy-assault-red-horizon-41-turn-3/
Title: Re: Assault - Red Horizon 41
Post by: bayonetbrant on August 24, 2022, 05:02:16 PM
My Own Worst Enemy ~ Assault- Red Horizon 41 – Turn 4
BBMike rumbles on thru turn 4

https://www.armchairdragoons.com/articles/my-own-worst-enemy-assault-red-horizon-41-turn-4/
Title: Re: Assault - Red Horizon 41
Post by: judgedredd on August 25, 2022, 09:53:54 AM
Ive been watching them. They show off the system very well  :applause: :bigthumb:
Title: Re: Assault - Red Horizon 41
Post by: Wolfgang on August 30, 2022, 04:14:42 AM
Proudly announce that we have our pre-order for the new expansion up!

You can take a look in this intro video:

Pre-order page is there: https://www.assault-games.com/en/produkt/red-horizon-41-ta-oas-expansion/ (https://www.assault-games.com/en/produkt/red-horizon-41-ta-oas-expansion/)

Have fun!

Title: Re: Assault - Red Horizon 41
Post by: bayonetbrant on August 30, 2022, 06:35:24 AM
sweet!
Title: Re: Assault - Red Horizon 41
Post by: bayonetbrant on August 31, 2022, 09:31:05 AM
https://www.armchairdragoons.com/articles/my-own-worst-enemy-assault-red-horizon-41-turn-5/
Title: Re: Assault - Red Horizon 41
Post by: bob48 on September 04, 2022, 06:20:13 AM
https://www.assault-games.com/en/was-ist-assault/expansions/

As posted by Wolfgang! Get 'em while they're hot. Includes two scenarios designed by yours truly :-)
Title: Re: Assault - Red Horizon 41
Post by: bayonetbrant on September 04, 2022, 08:05:59 AM
https://www.assault-games.com/en/was-ist-assault/expansions/

As posted by Wolfgang! Get 'em while they're hot. Includes two scenarios designed by yours truly :-)

 :bigthumb:
Title: Re: Assault - Red Horizon 41
Post by: bayonetbrant on September 05, 2022, 08:20:56 AM
whoops
Title: Re: Assault - Red Horizon 41
Post by: Wolfgang on October 13, 2022, 12:15:57 PM
Think it is time to give some more info about on what we are working now!

For that I want to share two links to our website:

https://www.assault-games.com/eastern-front/ (https://www.assault-games.com/eastern-front/)
https://www.assault-games.com/western-front/ (https://www.assault-games.com/western-front/)

I have to say... to get to these roadmaps - I had to pull out every stop with Erich! But I think you players should know what we are up to - to keep the motivation to follow us!

Another big think is, that we are working on a ruleset v2.0 which should come together with Sicily 43 - Gela Beachhead. This ruleset will overwrite v1.0 for RH41, too and bring in some more game flow and new features for e.g. Close Combat.
Title: Re: Assault - Red Horizon 41
Post by: bob48 on October 13, 2022, 12:26:46 PM
 :bigthumb:

Excellent, and thanks for the update, Wolfgang.
Title: Re: Assault - Red Horizon 41
Post by: bob48 on January 07, 2023, 07:24:40 AM
Expansion, including two scenario's by yours truly, now available to order. get 'em while they're 'ot.

https://www.assault-games.com/eastern-front/erweiterungen/
Title: Re: Assault - Red Horizon 41
Post by: bbmike on January 07, 2023, 08:26:45 AM
My copy arrived and was still hot.  8)
Title: Re: Assault - Red Horizon 41
Post by: bob48 on January 07, 2023, 08:28:31 AM
Mine has been entrusted to the postal system :-)
Title: Re: Assault - Red Horizon 41
Post by: bob48 on January 15, 2023, 04:34:28 PM
Link to the game on CSW

http://talk.consimworld.com/WebX/.1de5760a/1
Title: Re: Assault - Red Horizon 41
Post by: bbmike on January 15, 2023, 07:02:08 PM
Going to ConsimWorld is like visiting an 80's BBS.  :whistle:
Title: Re: Assault - Red Horizon 41
Post by: bayonetbrant on January 15, 2023, 07:19:30 PM
That modern huh?
Title: Re: Assault - Red Horizon 41
Post by: bbmike on January 15, 2023, 07:21:13 PM
I was being nice.
Title: Re: Assault - Red Horizon 41
Post by: bob48 on January 16, 2023, 05:59:45 AM
Yes, it can be a quite frustrating place to say the least.
Title: Re: Assault - Red Horizon 41
Post by: bob48 on February 22, 2023, 06:22:43 AM
Just received the test kit for 'Assault - Sicily '43' - thank you, Wolfgang!  :bigthumb: :)
Title: Re: Assault - Red Horizon 41
Post by: Wolfgang on February 23, 2023, 04:44:04 AM
Just received the test kit for 'Assault - Sicily '43' - thank you, Wolfgang!  :bigthumb: :)

You are very welcome! Look forward to your reports, Sir!  :waiting:  :rockon:
Title: Re: Assault - Red Horizon 41
Post by: bayonetbrant on March 16, 2023, 02:03:03 PM
#Unboxing Day ~ Assault Red Horizon expansion by Assault Games

https://www.armchairdragoons.com/articles/reviews/unbox/unbox-arhexp/
Title: Re: Assault - Red Horizon 41
Post by: judgedredd on March 16, 2023, 04:56:25 PM
Absolutely on the wish list...next month  :applause:
Title: Re: Assault - Red Horizon 41
Post by: bob48 on March 16, 2023, 05:30:27 PM
 :bigthumb:

I'm currently testing the scenario's that will be included in the next game; 'Assault - Sicily '43'.
Title: Re: Assault - Red Horizon 41
Post by: judgedredd on March 16, 2023, 06:38:56 PM
 :bigthumb:
Title: Re: Assault - Red Horizon 41
Post by: Wolfgang on June 01, 2023, 02:53:36 AM
If it is allowed? A little publicity on our own behalf!

The Assault Games Summer Sale has started. 😀
https://www.assault-games.com/ (https://www.assault-games.com/)
Enter the coupon code “Assault” at the end of your order in the shopping cart to get 15% off to our game system and expansion.
This phase runs until 31th of August 2023.

Thanks for your support!
(https://usercontent.one/wp/www.assault-games.com/wp-content/uploads/2023/05/bundle2023-scaled_hires-1024x695.png?media=1682419374)
Title: Re: Assault - Red Horizon 41
Post by: bob48 on June 01, 2023, 05:46:11 AM
yep, all good -  its a great offer and well worth the purchase.
Title: Re: Assault - Red Horizon 41
Post by: bayonetbrant on July 21, 2023, 06:59:05 PM
JD shows off the expansion, too

https://www.armchairdragoons.com/articles/reviews/unbox/unbox-arh41ex/

(https://i0.wp.com/www.armchairdragoons.com/wp-content/uploads/2023/07/unbox-ARH-ex-10.jpg)
Title: Re: Assault - Red Horizon 41
Post by: bob48 on July 22, 2023, 05:20:28 AM
 :) :bigthumb:

One of two scenarios.
Title: Re: Assault - Red Horizon 41
Post by: bbmike on July 22, 2023, 08:44:50 AM
I need to get this back to the table at some point.
Looks great, Bob!  :bigthumb:
Title: Re: Assault - Red Horizon 41
Post by: bayonetbrant on July 22, 2023, 09:23:07 AM
I need to get this back to the table at some point.
Looks great, Bob!  :bigthumb:

How about the weekend of 20-22 October?
Title: Re: Assault - Red Horizon 41
Post by: Wolfgang on July 22, 2023, 01:16:24 PM
I need to get this back to the table at some point.
Looks great, Bob!  :bigthumb:

It is still on my table beside Sicily 43 - lol.  ;D
Title: Re: Assault - Red Horizon 41
Post by: bob48 on July 22, 2023, 01:35:36 PM
Same here :-)