In 2017, we played ’65 when it was released on Kickstarter. This was Volume I in the Squad Battles Series and uses a very interesting Card Driven Game mechanic where the cards are multi-use and are used for the events, actions, keywords and to determine the results of combat. First off, I want to say that I’m always impressed by Mark Holt Walker’s games because he packs so much in the box, and your hard earned cash can take you really far. That same system was used in Volume II in the series which is focused on Afghanistan to cover the Soviets and their quagmire there in a new game called ’85 Afghanistan: Graveyard of Empires. We have played both now and really like the system and what it is trying to do. The rules themselves for ’85 are pretty light and approachable, especially for a squad level tactical game, but really make the game very accessible and I’d recommend it for those looking to enter the tactical side of the hobby, as well as those who are looking for a game that is high on the fun side, and low on the dreary sense of impending doom when you lose side.

In this series of Action Points, we will take a look at the geomorphic boards and how they are used to create different scenarios, take a look at the various units included such as Mujahideen RPG and RPD teams, rifle squads, heroes and captured T-55 and BMP armored fighting vehicles and for the Soviets the Spetsnaz special forces, line rifle squads, heroes, Hind-24 attack helicopters and several types of AFVs, T-55 and T-62 tanks, BNP’s, BTR’s, etc., take an in-depth look at the multi-use cards and their uses and provide several examples, cover the Impulse Phase and the alternating activations by players including the various Power keywords and cover a few examples of combat.
Geomorphic Boards
The game uses geomorphic game boards for the players to move their units on and conduct combat operations. There are 5 of these beautifully illustrated geomorphic game boards that measure 11” x 17” respectively. Each of the boards folds and is made of nice thick cardboard that could be used as a weapon in a pinch. While the terrain of Afghanistan is difficult at best and is generally a monochrome situation with varying degrees and colors of tan, brown and gray, these boards are really well done and have a really gritty and real feeling about them.

The 5 geomorphic boards include several different types of terrain including some open desert, a winding desert road that runs through some meter high boulders and various scrub grass and bushes, a multi-level desert ridge and a few more urbanized and populated areas with roads, building and various others structures that offer cover. In the picture below, you can see the 5 boards laid out in a fan and the look is very inviting and graphically appealing. The hexes are also large and roomy, being big enough to easily accommodate 2 of the infantry units side by side in the hex but only 1 vehicle counter as these are much larger 1.375″ counters.

If you look in the bottom left hand corner of each of the boards, you will see a number printed in one of the hexes. This number is the identifier for the board and will be referenced in the various scenario setup instructions along with a picture of the orientation of each of the boards. Most of the scenarios use just 1 board but there are some larger ones that use 1 1/2 boards or even up to 2 boards. These boards are also interchangeable and you could even make up your own scenarios using different combinations of the boards.

The terrain included on the boards is also very well done and vibrant and really adds a lot of flavor and depth to the experience. In the picture above, you can see a few examples of buildings in hex B4 and D5 and E5. These are different types of buildings that each have a distinct reference on the Terrain Effects Chart that provides various protections as well as obscures or degrades fire into or though the hexes. This is pretty standard stuff for a tactical level combat game but I do like what they have done with the terrain.
In the next picture below, we see a closeup view of some of the terrain on the boards. At the top of the board, we see examples of the boulders that provide cover. I really like the detail here as you can see the higher, large boulders against the backdrop of the sandy brown color with various greenery interspersed among the rocks. Just a really nice touch for these boards!

The other really interesting part about the boards is that they take into account not only the physical terrain of the battlefield and how those different aspects provide cover but also focus on the height. There are 4 different levels of height on the boards. In ascending order of height, they are 0, which is ground level, 1, 2, and 3. Level 3 is marked with a red triangle, Level 2 with a bisque (just a fancy word for tan) triangle, and Level 1 with a green triangle. While Ground Level is unmarked. I very much appreciate this approach as it allows the players to visually see the different heights and not have to go back and forth to the rule book to double check. You just look at the triangle and its color and know immediately what Level the terrain is and how that will affect Line of Sight and ranged attacks.

There are 2 height measures that matter when calculating Line of Sight in ’85. These include the Obstacle Height (OH) and the Unit Height (UH). Most often these 2 measures are the same, sometimes they are not. The OH is how tall something is. For example, a Woods hex is 1 Level high. The UH is how tall something is when placed in the hex containing a terrain feature. For example, a Rifle squad in a Woods hex is at Ground level unless of course they decided to publish a map with a Woods hex on a hill in the future. Another example, a Level 1 Hill is 1 Level high. An RPD team (or T-55) on that hill is also 1 Level high. If the attacker and target are on the same level, the LOS is blocked by blocking terrain that is taller than both. If the attacker is higher than the target, LOS is blocked by terrain of equal or greater height than the attacker or if the attacker’s LOS passes through any type of blocking terrain adjacent to the target. If the attacker is lower than the target, the LOS is blocked by terrain higher than the attacker. Pretty standard stuff really and it makes sense and with the focus on the use of colored triangles is made very much easier to deal with as you play.

The final point that I want to cover is the additional terrain tile overlays that came with the game. In addition to the printed boards, which are static, these terrain tiles can be used to overlay various hexes with a different terrain type. These terrain tile overlays come on a sprue with 16 tiles, which includes things like destroyed buildings, craters, additional undergrowth, more buildings and additional trees and bushes. These will be identified in the scenario setup and the players simply pop out these tiles and place them in the hex covering up what terrain, or lack thereof, was there before!

Just to demonstrate how this works, below is a pretty sparse modular board that is devoid of any real terrain. Looks pretty bleak and simple but after using the overlay tiles, the board morphs into something totally new with additional things to consider.

Adding these terrain overlay tiles was pure genius and really provides the game and its system some great flexibility and possible options to deepen and change game play. As you know with tactical level games, terrain is king and scooting from hex to hex looking for a better firing angle or just more cover is always something that squad level games excel at.

A couple of additional points that I want to make about the boards are the concepts of half-hexes and sides or directions. Half-hexes are in play along each board edge. The Movement Point (MP) cost to enter a half-hex is identical to the same terrain type found in full hexes. Each of the scenarios will also designate a friendly board edge for both sides. This is often used to fulfil Bonus Victory Conditions or to identify where reinforcements can enter the board as they become available. North in all scenarios is the top of the map as viewed on the page in the scenario setup portion of the rules.
You know of my passion for good art and solid aesthetic design, as well as functionality and playability, in wargame boards and the geomorphic boards found in ’85 are just excellent on both fronts. As we have played the game, we have really felt the situation in Afghanistan for both the Soviets and the defending Afghanis. I also feel strongly that a well designed and attractive board can make all the difference in the world to me enjoying a wargame. Don’t get me wrong, the game has to be good, but if it’s also good looking it always is a better experience. A board can draw me in. Can make me feel that I’m there. Can set the stage for the thematic immersion that we all crave. And the geomorphic boards in ’85 do this well!
In Action Point 2, we will take a look at the various units included for each side and discuss their various vehicles and equipment.
-Grant
I am overstocked in tactical games, but this has to be another entry in beautiful boards.
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Glad you like the maps Grant 🙂
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A couple of typos that I noticed while reading this blog posting are:
1. “how that will effect Line of Sight and ranged attacks” (effect should be affect).
2. “scooting form hex to hex” (form should be from).
I enjoyed reading this blog posting. Going only by what’s presented here, I really like the different colored triangles that represent different heights/elevation. At first, I wondered why they didn’t just put the numbers 1, 2, and 3 in their respective colored triangles, but then I got to thinking that perhaps they didn’t want to create or add to the possibility of confusion, since each hex is already numbered with an alphanumeric number (D2, E3, F4, etc.). Hence, the black dot in the middle of those colored height triangles, perhaps.
The terrain tile overlays are OK, but there doesn’t appear to be much visual variety in them, other than the ones with trees on them.
The elevated ridge lines on Board 5 look especially nice.
A link to the game on the publisher’s website and on the BoardGameGeek website would have been handy additions to this blog postings, as they would have saved me having to look them up, in order to explore this game more thoroughly. Here those links are, for anyone else that comes along later and reads this blog posting:
https://flyingpiggames.com/shop/ols/products/85-afghanistan-graveyard-of-empires
https://boardgamegeek.com/boardgame/381375/85-afghanistan-graveyard-of-empires
This blog posting didn’t do a good job, at all, of conveying the colorful side of ‘85 Afghanistan: Graveyard of Empires, which largely takes the form of the array of unit counters. While the Flying Pig Games website only includes a few images of the game (which is ALWAYS a real shame, but something that is fairly common with many board war game publishers), a quick trip to this game’s page on their website will quickly reveal the degree of color that exists in this game atop the fairly dull colors of the game boards on display above.
Currently, Flying Pig Games has the price on this game set at an even $100. Ouch! Wargames in that price range, or even higher, aren’t uncommon these days, but triple digit price tags give me additional pause, when considering whether to BUY or PASS on any given game.
As I’m browsing the Flying Pig Games website, right now, even as I type this comment up, I will say that it’s definitely worth a trip to their website, as they’ve got a lot of different games for interested gamers to browse through and choose from.
In this day and age, particularly, what with smartphones with cameras and dedicate digital camera plentiful, I don’t understand why the pages for their various games are so stingy with photographs. Every game that I’ve clicked on, on their website, suffers from this. Minimal photographs don’t showcase their games as well as more photographs could. There are a lot of wargame publishers out there, these days, which is all the more reason to visually tempt gamers and potential buyers by way of more comprehensively showcasing the wargames that they bring to market. Personally, I like to see what I’m getting for the price that board game publishers want to charge. It’s hard to do that, with just two or three photographs on display of whatever game that I am looking at.
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Marketing is something that publishers do not do well. They do not do pictures very well and don’t give very much information. I think that this is why people like us exist and have been able to burrow out a place in this hobby to help share information and give insight into the games, with play reports, pictures and the like.
Also, this post was the first in a series and the unit infomraiton and differences will be disucssed in part 2 that should be out in the next week or so.
Thanks for the proof reading. I will make those changes. I wish that I had someone to help in this regard.
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When I set about to read blog postings, whether here or elsewhere, I don’t really do it with any intention of “proofreading.” I make typos all the time (literally!), but a vast bulk of what I type takes the form of informal discussions. Your blog postings here are more of what I consider to be formal works – works of writing intended to be permanent and lasting. Some people get touchy about pointing out typos, but from my perspective, it’s about refinement of important documents (or in your case, blog postings).
I would certainly be willing to help you out, as time allows, but I don’t have any idea what approach you would prefer, if you actually would prefer some help in this area. I don’t have to post typos that I spot in the comments section of each blog posting that I read, so perhaps e-mail would be a more preferred approach? Not sure what might work best for you, or whether you would even actually prefer to do something of this nature. Of course, I can’t guarantee that I would catch every typo, or that I might never make mistakes of my own.
There are various punctuation and grammar and spell checkers out there that are free for use, and also, artificial intelligence options (A.I. tends to be pretty darned good with rooting out those common human errors – fast, too!). From what I have seen of these options, thus far, none of them are perfect, either.
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