AdSense1_728x90_as

Monday, May 9, 2016

The Hundred Years War (1995)

The Hundred Years War (1995)

Ratings

5.97073 out of 10 with 41 ratings
Board Game Rank: 9163
War Game Rank: 2082

Description

Strategy & Tactics magazine #177.

The game recreates the wars fought between England and France between 1337 and 1453. Each game turn represents 1 year. Each unit represents leaders or 1-2000 soldiers. The units are either English (red), French (blue) or independent (white). The map is divided into areas not hexes and comes with 280 counters.

Victory is determined by comparing each major powers victory point total with its initial resource value. Victory points are awarded for occupation of capital cities, the total treasury value of occupied areas and in its own treasury. Areas with shared ownership have shared treasury points.

  • Designer: Joseph Miranda
  • Artist: David McElhannon, Beth Queman
  • Publisher: Decision Games (I)
  • Year Published: 1995
  • Number of Players: 2 - 2
  • Manufacturer Suggested Ages: 12
  • Playing Time: 180
  • Subdomain: Wargames
  • Category: Medieval, Wargame
  • Mechanic: Area Control / Area Influence, Area Movement, Hex-and-Counter, Simulation
  • Family: Cities: Orléans (France), Magazine: Strategy & Tactics, Successors
  • Alternate Names: The Hundred Years War

Reviews

By
Owned but have not played.

By
unounched

By
Mint S&T 177

By
S&T 177.

4 out of 10
By
Rating is on just one play so far but not impressed. Armies wandered around the map without any response from the opposition in a very ahistoric way. Seemed OK once you got into combat but the strategy was way off. Will try it again (I live pre-gunpowder games) but not expecting much.

10 out of 10
By
Despite the cheesy map, etc, it is a solid design that deserves more attention.

3 out of 10
By
This is probably a better simulation of the shorter more active parts of the war.

By
Played this with a friend's variant. Seemed the original was rather tedious and repetitive. Felt like it went on for a hundred years.

By
1-2 players

By
#177

By
S&T #177 - mint

By
really enjoying this

By
Strategy & Tactics #177

By
S&T 177 - unpunched

8 out of 10
By
played excellent miranda design great simple but realistic combat rules

5 out of 10
By
http://spotlightongames.com/military/mnights/h.html#hundred It's a two-player game, by the way.

5 out of 10
By
A multiplayer wargame that would only get played 10 years ago.

8 out of 10
By
Really enjoyed this one. Good feel for the problems of maintaining armies in medieval Europe.

By
Given to Chris

7 out of 10
By
Really Good!! Highly recommend this game. Will try to convert this for cyberboard soon.

7 out of 10
By
A big bargain for a magazine game like this - grand strategic Hundred Years War with 3 designers' coordinated effort. I always think the era of Joseph Miranda was too good to arrive at S&T in the mid 90's when Decision Games started to take over. But the qulaity of games is sliding towards the lower end during the late 90's. Don't know the exact reasons for the sldie why though. Till now, I haven't re-subscribed S&T yet. And I am not sure when will I. Just hope the golden old days come again soon.

6 out of 10
By
2 Campaigns and 1 Grand Campaign. Turn=1 Year. Similar system to S&T's Thirty Years War.

By
Will sell/trade locally

By
I have never played this.

3 out of 10
By
The game has severe problems. Could be fixed with further development. Latter games that use similar rules are better. Could be a great game with house rules, but rules as written don't seem to work. I hope to develop my own house rules in the future.

By
Strategy and Tactics 177

6 out of 10
By
Solo only. No gamebox.

7 out of 10
By
A relatively fast game of two periods of this periodic war. Lots of random events can really hurt you, but tend to balance the game too... Consolidated errata: MAP: - Fortress in Savoy should be “Turin”, not “Savoy” - Fortress in Auvergne should be “Clermont”, not “Toulouse” - Change “Saine-Enge” to “Saint-Onge” - Change “Poitu” to “Poitou” - Feudal Array / Parliament Tables [clarification]: +1 for enemy occupation is for any occupation as a whole, not per province! So either +1 or not +1. COUNTERS: - Players will need to make: - a ‘decade’ counter to indicate decades (a ‘year’ counter is already provided) - a $1 and a $10 marker to record English treasury levels - a $1 and a $10 marker to record French treasury levels - a ‘defeat level’ marker for the English - a ‘defeat level’ marker for the French - a ‘losses’ marker for the English - a ‘losses’ marker for the French - Leaders: change "John of Gount" to "John of Gaunt" and "DuGuesdin" is "duGuesclin". - French ‘3’ strength chivalry should be ‘4’ not ‘3’ on their reverse side. SCENARIOS: Setup RV (denominator for final victory ratio calculation) Scenarios 1 & 3: English: 47 French: 52 Scenario 2: English: ? French: ? Both Scenarios [omission]: Deploy the following Neutral Independent units in Holland (in Amsterdam): 1 chivalry, 1 pikeman, 1 crossbow, 1 militia. Scenario 2 [error]: Ignore the English militia unit in Saint- Onge; there should only be one French militia unit in Saint-Onge. RULES: Rule 2.3 [correction]: change “240” to “280”. Pillaging a neutral independent area will cause those neutral to join the opposition. Rule 5.31 (1) (c) [addition]: insert “pillages” between “force” and “attacks”. Rule 9.12 (1) [correction]: "(i.e., plain)" should read "(i.e., red or blue)". Rule 9.12 (2) [correction]: "(i.e., plain)" should read "(i.e., white)". A white unit may be placed in any area containing friendly units, whether tinted red, blue or white (e.g., the English player could recruit an Independent unit in Aquitaine). Rule 11.1 [correction]: It costs four (4) Operations Points to cross a mountain border, not three (the Operations Chart on the map is correct). Rule 12.5 [clarification]: A force occupying a fortress which is defending uses the Siege CRT to resolve combat against the attacker. "Breach" results inflicted by the defender in a fortress do not cause remaining defending units to fire twice (see 12.52). If a force occupying a fortress attacks an adjacent besieging force, then the combat is resolved on the Battle CRT. This combat is resolved normally, except that if the defending (besieging force) is defeated, remove the Siege marker. If the attacking (besieged) force is defeated, there is no Pursuit fire nor retreat (the units remain in the fortress). A force occupying a fortress may not attack non-besieging units in the same area. [I prefer to allow units in a fortress to attack out, using the Land Battle table.] SUGGESTIONS: Sieges seem perhaps too easily successful. While a besieging force cannot be just Militia, a single Pikeman or Crossbowman has an excellent chance of starving a besieged force of any size, before the besieged player can attempt a relief or sally. Rule 9.33 add “except in the case of a besieged fortress when it should be considered a ‘loyal’ result” at the end. If pillaging is too powerful, change Rule 10.7 to prohibit pillaing in provinces occupied by Enemy (or neutral independent) forces. REMINDERS (rules easily overlooked): Rule 6.3 Leaders increase income derived from areas they occupy. Rule 10.7 Pillage! Make the Scots to do it in England! Rule 11.3 It costs operations points to exit an enemy-occupied province. Rule 12.5 clarification above: Units in a fortress may not attack non-besieging units in the same province.

5 out of 10
By
Preferred the 30yrs war - use of the similar system. Interesting because of the topic.

6 out of 10
By
jeu S&T

By
Ludo

By
S&T177

7 out of 10
By
Not the best simulation of this war, but a must have for 100YW fans like me.

5 out of 10
By
Pale copy of the Thirty Years War's design (who's one of my favourite). Very average map & counters. Boring after three rounds. This is certainly not a great, simple, fast & furious game about this conflict.

By
Later Middle Ages > Hundred Years War

By
ST 177

6 out of 10
By
I love the topic.

By
S&T #177

6 out of 10
By
S&T's game of the Hundred Years War between France and England.
Related Posts Plugin for WordPress, Blogger...