Against the Odds magazine investigates military history from a broad
perspective. The economic, political, religious
and social aspects of warfare are examined
in concert with events on the battlefield.
Each issue of ATO features:
Informative and insightful articles showcasing the history
behind events, plus regular columns by noted game
designers providing insight on the latest trends
A challenging, fun wargame that drops the players
into truly desperate situations but gives them
multiple options to alter history.
Professionally printed graphics, complete with large playing map
and 200 to 360 die cut playing pieces.
And much more!
Look for Against the Odds to cover simulation design issues,
order of battle research, rule writing, play
testing and graphic techniques as it evolves.
Get yourself truly "connected" with games and
gaming by reading Against the Odds!
Though the roots went back decades before, maybe you could say it “started” with a special train, guarded from Switzerland to a Swedish ferry… as part of the German war effort…to “plant” an exiled Vladimir Lenin back into Russian soil, fertile for revolution. The Germans hoped to take Russia out of the war, but they never dreamed how much the world would change.
Now, Against the Odds lets you explore the tangled facets of the Russian Civil War, with the historical situation exemplified by a game that handles two to four players…with up to three of them commanding the “White” Russian factions! (In multi-player games, if the Reds are defeated, the game isn’t over yet!) For Bloody Honor: Civil War Russkaya captures the interactions of political influence, railways, foreign intervention, and the discord among the White factions that gave the Bolsheviks their best chance to win in a battle against — as it seemed to them — their internal enemies and the whole Western Alliance. (Yes, there were British, French, Canadian, Australian, Indian, Japanese, and even U.S. troops fighting in Russia as late as 1920…and even later for the Japanese).
For Bloody Honor includes 10 game turns, each representing 4 months of real time from the end of 1918 to the end of 1921, and driven by chit pull which will guarantee no two turns are alike. Units represent organized troops of various sizes, with each counter (except tanks) of relatively equal strength. Yes, depending on the situations, this can become a “buckets of dice” game…or the fate of a region (and the political points that go with it) may hinge on a single unit. Defeat can be costly, not only in lost units but in the potential for defecting as your units may decide the other side has more to offer them!
Can you, as the Reds, repeat history and form a true Union of Soviet Socialists Republics? Or can you, as the Whites, change the momentous course of events in the 20th century?” To be sure, the only way to find out is by getting a copy and playing to “Pobeda” (victory).
Bonus Pocket Battle Game Included! Also included in all copies of this issue is a second, bonus game, Operation Cerberus by designer Paul Rohrbaugh. This small game depicts the famous event of Feb. 1942 where heavy surface units of the German Navy dashed up the English Channel to reach home waters - right under the noses of the Royal Navy and Air Force!
For Bloody Honor and issue #37 of ATO:
Map - One full color 22"x34" area mapsheet
Counters - 240 full color 1/2" die-cut pieces
Rules length - 12 pages
Charts and tables - 2 pages
Complexity - Medium
How challenging is it solitaire? - Poor
Design - Mark Woloshen
Development - Lembit Tohver
Graphics - Mark Mahaffey