From: Roberto Chiavini Subject: Eight reviews ABBEVILLE 1940 (Vae Victis 7) Tactical recreation of the clash fought in late May 2940 amongst the 4th Armored Division of the French army and the German defenses at Abbeville, this is possibly the most difficult game to has appeared on Vae Victis (at least till number 7). Usual very good graphics (with silhouettes for infantry, artillery and armor), but the system it's a little too convoluted (at least for my tastes). The game it's even not very fun to play in solitaire (as the Germans may use several dummy units for their antitank pieces - which are placed inverted on the map - and also fortified positions and minefields). Each unit is rated for shooting performance (depending on the kind of weapons used), for its defensive value, for shooting range and for movement. The HQ units have an activation value (that is the center of the system), other than a defensive value and a movement factor. Each turn, both player roll for initiative (with a single d6): the winner (French wins if both players roll the same number) may activate one of his HQs (or of his out-map artillery batteries, in the case of the French). If the activation roll is successful, the player may move and fight with the activated units (combat it's a function of movement and you may have offensive fire, defensive fire - triggered by reaction activation - and assault). Units have one or two steps: each two disordered results cause the loss of one step. So, we have a situation that cause the elimination of units only after a long attrition (it's almost impossible to obtain a direct result of step elimination on the combat table - which takes in account the attacking weapons, the defensive value and several other modifiers, based on terrain and, most of all, morale factors - units may be fatigued, disordered, dispersed, neutralized, etc.). A HQ may be activated more than time in a turn (up to two times after certain conditions) and may try to be activated up to three times. A HQ activated a second time is fatigued. After both players have concluded their activation and counter-activation, there is an administrative phase, during which both players perform morale control checks, remove fatigue, neutralize and other markers of this kind. There are two scenarios (7 and 9 turns respectively), both longer than the usual time expected from a Vae Victis game (I think more than 3 hours for the shorter scenario). I'm not a great fan of this system (honestly, I don't like too much tactical wargames of any kind) and I don't think that this game is very indicated for a novice of the wargames world. Perhaps, the system could be interesting for a grognard of tactical WWII games, but I think that the situation, the poor solitaire rules and the longer than usual play time, may dissuade most gamers to lose their time with a game of this kind. I rate this game 5 1/2 out of 10.