This review first appeared in IPW, the newsletter for all discount games club members. Contact colin@allusedgames.demon.co.uk for details. Lobositz & Prague (GDW) These two boxed games were part of the GDW series 120. That meant that they had a quad sized map, 120 unit counters, short playing time, and were simple enough for beginners. The series produced some real gems, amongst which I would rank these two titles. Both these battles are from the Seven Years War and the games use the same system. Lobositz was fought when the Prussians, led by Frederick the Great, turned from their siege of the Saxon Army in Pirna, to attack a superior Austrian force sent to lift the seige. The resulting victory led to the surrender of 17,000 Saxons, together with 80 guns, who were then forced to fight in Prussia's Army! The following year saw the Prussians drive the Austrians from a strong position on the Moidau, back into Prague, which was then itself beseiged. A game turn commences with the movement phase. All units,except those that are routed, use their movement points to move across the map in the traditional wargame manner. There are some restrictions on movement at the start of each game, in both instances on Austrian units. The rally phase follows dunng which a player rolls a die for each routed unit. If the result is equal to, or less than, the units current morale factor, the unit is considered in good order again. Units that fail move towards the nearest friendly map edge and continue to do so each turn until either recovering or leaving the map. Any good order units they pass through on their way also rout and require rallying. Remember, the map is only small, and also, after taking losses some units morale factors are very low indeed. Consequently many units can be lost in this way. Offensive, and then defensive fire, a reversal of the usual wargame sequence of play. However, it's only the phasing player's units that have not actually moved this turn that get to fire. A player simply adds the factors firing and cross references the correct column with a die roll. Cavalry units can only melee not fire, whilst artillery have a four hex range but require line of sight. Infantry must be adjacent to their target to fire. Die modifiers apply for both the defenders terrain and the type of unit being fired on. Artillery combat factors are modified by range. Results are given as the number of defending strength points lost. A unit's current strength is shown by a game marker under the unit. Both games are unusual in the way melee combat is resolved. First both attacking and then defending units must pass a morale check. Those that fail lose a strength point and rout. If infantry are attacked by cavalry a die mod applies. When both the attacker and defender pass each player rolls a die and adds his combat factors and the average morale for the units involved. The player with the higher result is the winner, with the loser routing. In the case of a draw both sides lose a combat point and resolve again until a victor is detemmined. The defender's terrain may serve to modify his units' morale factor. In melee between cavalry units the heavier cavalry (lower movement factor) have the advantage by increased morale. Victory at Lobositz is won by holding geographical locations at games end or the Prussian may attempt the impossible by trying to ensure there are no Austrians on the map at games end. This game favours the Austrian but the Prussians can win and is the side best taken by the most expenenced player. In the Prague game the Prussian side is favoured with their objective being the conquest of the four Austrian map entry hexes. Of the two, Lobositz is the one to own, though Prague is a fine game too. I'd like to have seen this system applied to other battles from this age. The system results in the right historic feel but achieves this in a simple and subtle way. Alan Sharif