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	<title>Game: A Victory Lost</title>
	<link>http://www.boardgamegeek.com/boardgame/19622</link>
	<language>en-us</language>
	<lastBuildDate>Fri, 05 Sep 2008 00:47:58 -0500</lastBuildDate>
	<pubDate>Fri, 05 Sep 2008 00:47:58 -0500</pubDate>
	<webMaster>aldie@boardgamegeek.com</webMaster>
	<description>BoardGameGeek features information related to the board gaming hobby</description><item>
	<title>Thread: Re: Major River errata</title>
	<description>Tks Greg !!&lt;br&gt;&lt;br&gt;ciao&lt;br&gt;&lt;br&gt;Simon</description>
	<link>http://www.boardgamegeek.com/article/2609830#2609830</link>
	<pubDate>2008-09-02T11:37:32+00:00</pubDate>
	<dc:creator>simonluca</dc:creator>
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	<title>Thread: Re: Major River errata</title>
	<description>&lt;b&gt;_Kael_ wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;The rationale would be that's it far more likely for a &lt;u&gt;local&lt;/u&gt;*) commander to get his units and retreat back over the river into a safe&amp;supplied environment, than start plodding around without supplies on the wrong side of the river.&lt;br&gt;Or something similar.&lt;img src=&quot;http://files.boardgamegeek.com/images/biggrin.gif&quot; alt=&quot;:D&quot; border=&quot;0&quot;&gt;&lt;/i&gt;&lt;br&gt;Assuming the far bank is in supply and the near bank is not... &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2609239#2609239</link>
	<pubDate>2008-09-02T03:45:41+00:00</pubDate>
	<dc:creator>game_boy</dc:creator>
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	<title>Thread: Re: Major River errata</title>
	<description>The rationale would be that's it far more likely for a &lt;u&gt;local&lt;/u&gt;*) commander to get his units and retreat back over the river into a safe&amp;supplied environment, than start plodding around without supplies on the wrong side of the river.&lt;br&gt;Or something similar.&lt;img src=&quot;http://files.boardgamegeek.com/images/biggrin.gif&quot; alt=&quot;:D&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;Can't help you with the minor/major river paradox though &lt;img src=&quot;http://files.boardgamegeek.com/images/tounge.gif&quot; alt=&quot;:p&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2607627#2607627</link>
	<pubDate>2008-09-01T13:29:12+00:00</pubDate>
	<dc:creator>_Kael_</dc:creator>
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	<title>Thread: Re: Major River errata</title>
	<description>Actually it would be gamey, but by strict interpretation of the rules, the only move by the Isolated unit would be across the Major River out of the enemy ZOC using its &quot;entire movement allowance&quot; as per the TEC. Gamey because the 3 MP move to the NE would violate rule 8.1.2 - &quot;A unit cannot enter a hex if it has insufficient MPs remaining.&quot; Of course, just look at the entire simplistic nature of the rules, you will see this is more a game than a simulation... there is really no way to recreate history. </description>
	<link>http://www.boardgamegeek.com/article/2607164#2607164</link>
	<pubDate>2008-09-01T04:53:50+00:00</pubDate>
	<dc:creator>gb1469</dc:creator>
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	<title>Thread: Re: Major River errata</title>
	<description>&lt;b&gt;simonluca (with some edits for clarity) wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;An excellent page added to the rulebook clarifies that it is possible to cross a major river and end the movement in an enemy ZOC (of course the starting hex from the starting side of the river must be out of enemy ZOC).&lt;br&gt;The rule states that it is the only kind of &quot;one-hex movement&quot; allowed.&lt;br&gt;Now the question: is it possible to do the opposite movement? I mean to leave an enemy ZOC crossing a major river spending all the movement?&lt;/i&gt;&lt;br&gt;This came up in a PBEM game I played; the situation was something like this:&lt;br&gt;<![CDATA[<div style=''><a href="/image/367281"><img src="http://images.boardgamegeek.com/images/pic367281_t.jpg" border=0></a></div>]]>&lt;br&gt;The Soviet INF was activated, but being isolated, only had 2MF, not enough to leave ZOC to the NE (on the same side of the river), which would have cost 3MF. But thanks to the rule about one-hex moves across major rivers, the INF was able to cross the river and escape to the E or SE (the green ticks). Two things seem odd about this (neither of which prevented me as the Soviet player from taking advantage of it &lt;img src=&quot;http://files.boardgamegeek.com/images/wink.gif&quot; alt=&quot;;)&quot; border=&quot;0&quot;&gt;):&lt;br&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/star_yellow.gif&quot; alt=&quot;star&quot; border=&quot;0&quot;&gt; the unit could cross a major river but not move the same distance on dry land (i.e. could move one hex E or SE, but not one hex NE); I know I was in the Navy and not the Army, but surely crossing a river is about the worst thing (tactically speaking) a unit can do?&lt;br&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/star_yellow.gif&quot; alt=&quot;star&quot; border=&quot;0&quot;&gt; the unit would not have been able to cross the river had it been minor (surely it's harder to cross a major river than a minor one?)&lt;br&gt;&lt;br&gt;I know no game can accurately simulate every real-life situation, but this one seems particularly &quot;gamey&quot;. Maybe a good house rule (or erratum if the designer agrees) would that be such a move is only allowed if the unit has enough MF to make the same move across a non-river hexside.</description>
	<link>http://www.boardgamegeek.com/article/2605655#2605655</link>
	<pubDate>2008-08-31T09:56:24+00:00</pubDate>
	<dc:creator>game_boy</dc:creator>
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	<title>Thread: Re: Major River errata</title>
	<description>Simon, I understand what you are saying. The key is in the rule section:&lt;br&gt;&lt;br&gt;&quot;Major River Hexsides: Crossing a major river hexside is not&lt;br&gt;allowed if the hexes on each side of the river (the hex in which the&lt;br&gt;unit starts and the one it wants to enter) are in enemy ZOCs, even&lt;br&gt;if the river hexside is a bridged hexside, and even if there are&lt;br&gt;friendly units in the enemy ZOCs.&quot;&lt;br&gt;&lt;br&gt;Crossing a Major River from one adjacent hex to the other side is only prohibited if BOTH hexes have enemy ZOCs. Therefore, you can leave a hex in enemy ZOC by crossing a Major River, if and only if the hex you are moving to is free of enemy ZOCs.&lt;br&gt;&lt;br&gt;Hope that helps... &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2603021#2603021</link>
	<pubDate>2008-08-29T21:18:13+00:00</pubDate>
	<dc:creator>gb1469</dc:creator>
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	<title>Thread: Re: Major River errata</title>
	<description>&lt;b&gt;simonluca wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;An exellent page added to the rulebook clarify that it is possible cross a major river and end the movement in a enemy ZOC (of course the starting ex from the starting side of the river must be out of enemy ZOC).&lt;br&gt;The rule state tht it is the only kind of &quot;one-movement ex&quot; allowed.&lt;br&gt;Now the question: is it possible to do the opposite movement ? I means to live an enemy ZOC crossing a major river spending all the movement ?&lt;br&gt;tks&lt;br&gt;&lt;br&gt;Simon&lt;/i&gt;&lt;br&gt;&lt;br&gt;I don't understand your question. We did have a recent discussion about rivers here &lt;A target='_blank' href=&quot;http://www.boardgamegeek.com/thread/335481&quot; rel=&quot;nofollow&quot;&gt;http://www.boardgamegeek.com/thread/335481&lt;/A&gt;</description>
	<link>http://www.boardgamegeek.com/article/2601899#2601899</link>
	<pubDate>2008-08-29T16:08:55+00:00</pubDate>
	<dc:creator>VikingBerserker</dc:creator>
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	<title>Thread: Major River errata</title>
	<description>An exellent page added to the rulebook clarify that it is possible cross a major river and end the movement in a enemy ZOC (of course the starting ex from the starting side of the river must be out of enemy ZOC).&lt;br&gt;The rule state tht it is the only kind of &quot;one-movement ex&quot; allowed.&lt;br&gt;Now the question: is it possible to do the opposite movement ? I means to live an enemy ZOC crossing a major river spending all the movement ?&lt;br&gt;tks&lt;br&gt;&lt;br&gt;Simon</description>
	<link>http://www.boardgamegeek.com/article/2601405#2601405</link>
	<pubDate>2008-08-29T14:07:38+00:00</pubDate>
	<dc:creator>simonluca</dc:creator>
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	<title>Thread: Re: River Questions - help</title>
	<description>&lt;b&gt;LEHaskell wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;That's one of the reasons I like playing AVL on VASAL -- the module tracks that for you.  GREAT VASSAL module.&lt;/i&gt;&lt;br&gt;&lt;br&gt;Yup! In fact that is how I noticed it! It was a &quot;V8&quot; moment (smack on the head). &lt;img src=&quot;http://files.boardgamegeek.com/images/laugh.gif&quot; alt=&quot;:laugh:&quot; border=&quot;0&quot;&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2588899#2588899</link>
	<pubDate>2008-08-25T21:06:00+00:00</pubDate>
	<dc:creator>VikingBerserker</dc:creator>
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	<title>Thread: Re: River Questions - help</title>
	<description>&lt;b&gt;VikingBerserker wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Major river hexsides also impede Command Range Unit activation (7.3.4), an easily overlooked rule IMO.&lt;/i&gt;&lt;br&gt;And supply too; something the VASL module &lt;u&gt;doesn't&lt;/u&gt; calculate for you (although it hasn't been enough of a problem for me to suggest it to Brent, so I can't complain too loudly about it).</description>
	<link>http://www.boardgamegeek.com/article/2586681#2586681</link>
	<pubDate>2008-08-25T03:15:15+00:00</pubDate>
	<dc:creator>game_boy</dc:creator>
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	<title>Thread: Re: River Questions - help</title>
	<description>&lt;b&gt;VikingBerserker wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Major river hexsides also impede Command Range Unit activation (7.3.4), an easily overlooked rule IMO.&lt;/i&gt;&lt;br&gt;&lt;br&gt;That's one of the reasons I like playing AVL on VASAL -- the module tracks that for you.  GREAT VASAL module.</description>
	<link>http://www.boardgamegeek.com/article/2586099#2586099</link>
	<pubDate>2008-08-24T21:24:58+00:00</pubDate>
	<dc:creator>LEHaskell</dc:creator>
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	<title>Thread: Re: River Questions - help</title>
	<description>Major river hexsides also impede Command Range Unit activation (7.3.4), an easily overlooked rule IMO.</description>
	<link>http://www.boardgamegeek.com/article/2586068#2586068</link>
	<pubDate>2008-08-24T21:11:51+00:00</pubDate>
	<dc:creator>VikingBerserker</dc:creator>
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	<title>Thread: Re: River Questions - help</title>
	<description>ahhhh... I see now!&lt;br&gt; Thanks!</description>
	<link>http://www.boardgamegeek.com/article/2585973#2585973</link>
	<pubDate>2008-08-24T20:20:46+00:00</pubDate>
	<dc:creator>gregd</dc:creator>
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	<title>Thread: Re: River Questions - help</title>
	<description>&lt;br&gt;Rivers are a property of hex &lt;i&gt;sides&lt;/i&gt; not hexes -- although rivers appear in one hex, you will notice that they follow the sides of the hex.  Movement costs for rivers only come into play if you cross the river hex side.&lt;br&gt;&lt;br&gt;1. This is question is ambiguous.  Looking in the rules, example 8.0: 4G Division is on the banks of a major river.  If it crosses the river the hex SW, it crosses the river -- all its movement.  If it moves to the hex to the west, the river has no effect -- different hex side.&lt;br&gt;&lt;br&gt;2. Similarly, attacking ACROSS a river hexside halves your attack strength&lt;br&gt;&lt;br&gt;3. See 2.</description>
	<link>http://www.boardgamegeek.com/article/2585902#2585902</link>
	<pubDate>2008-08-24T19:45:23+00:00</pubDate>
	<dc:creator>LEHaskell</dc:creator>
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	<title>Thread: River Questions - help</title>
	<description>Okay- I'm a bonehead- but can't seem to figure out river movement and combat-&lt;br&gt;&lt;br&gt;&lt;br&gt;1) If I am on a major river hex and move to a clear hex- is that crossing the river- or is it froma clear hex to a river hex?&lt;br&gt;&lt;br&gt;2) Combat: If I am on a clear hex and attack an adjacent hex on a major river hex- do i half the cstrength of my units ? Or is it if I am on a river hex and attack into a clear that Iam halved?&lt;br&gt;&lt;br&gt;3) If I am on a adjacent river hex and attack a river hex- same river- do I suffer a penalty?</description>
	<link>http://www.boardgamegeek.com/article/2585869#2585869</link>
	<pubDate>2008-08-24T19:21:55+00:00</pubDate>
	<dc:creator>gregd</dc:creator>
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	<title>Thread: A Victory Regained</title>
	<description>&lt;i&gt;This game was originally played in April 2007. I'm reposting some of my session reports from my blog here.&lt;/i&gt;&lt;br&gt;&lt;br&gt;Finally got a second chance to play &lt;i&gt;A Victory Lost&lt;/i&gt; last Saturday. I'm afraid it got started later than I wanted, and went much longer than I expected. At any rate, I got to be the Germans/Axis and Dave took the Soviets. (I would like to try a game on the other side...)&lt;br&gt;&lt;br&gt;Things started as expected. The initial Soviet push demolished the center of the line and destroyed a good portion of the Italian 8th Army. I tried to put up a defense at Melikovo, the first defensible spot south of the break, but the Soviet army nearly beat me there, and certainly got to the city before I could put up much of a defensive line. I managed a counter attack that reduced two armor corps, but a pair of further attacks failed to do anything.&lt;br&gt;&lt;br&gt;This is the same type of thing that caused a large problem for me in my last game. So when a pair of 1s left me out of position, and ultimately led to the destruction of two valuable panzer divisions and five German infantry divisions... I knew I was getting behind the curve.&lt;br&gt;&lt;br&gt;Worse, I was just barely avoiding getting the extreme southern flank turned, and 1st Panzer Army, which enters from down there hadn't arrived yet. Thankfully, I put just enough low-power infantry in the road to Rostov to keep Dave from just taking it uncontested. As he arrived across the river from the city, I managed to pull out my southern flank and start redeploying it on the Don River line. Then the 1st Panzer Army shows up and starts to engage the Soviet forces in the way.&lt;br&gt;&lt;br&gt;This seems to be one of the critical points of the game. Those reinforcements are too valuable too loose, but come in late enough that it's tough not to have them cut off on entry. In this case, they were aided by AVL's supply rules, which are exceedingly generous. There's a road off in the extreme south-east corner of the map that goes nowhere (nowhere on map that is). But it does provide a bridge that allows tracing a line of supply out of the area. There was a gap elsewhere in the line that allowed supply to be traced to that. A single Soviet unit sitting on or next to this bridge would have put the German formation out of supply, and complicated command to no end. Something to remember for the future.&lt;br&gt;&lt;br&gt;In the event, the Germans were in supply, and the powerful units systematically ground up the entire Soviet force in the area, and Rostov was under no serious threat for the rest of the game. Then I passed the heavy offensive armor units around the area patching up the various defensive lines I had established.&lt;br&gt;&lt;br&gt;I now begin to understand the &quot;backhand blow&quot;. An active, flexible concentration of armor and mechanized units can do wonders. Dave's problem for the rest of the game on 2/3rds of the line was that he could push me back, and cross the various rivers that I was set up on, but then he was across the river, away from defensive terrain of his own, and my counter-attacks would promptly push him back. Or, if he'd gotten a little deeper in, I'd cut off some of the offending units and eliminate them.&lt;br&gt;&lt;br&gt;Meanwhile in the north, after the usual slow start, the Soviets had started grinding their way forward, against opposition that was slowly pulling back, and slowly getting ground up. With all the high-profile events in the south, I never paid as much attention to this sector as I would have liked, and towards the end the Soviet forces were making good time. The last turn of the game saw the Soviets unexpectedly get to and occupy Kharkov after pushing out the defending units. This was not enough to win the game, but with my high early losses, it put him close. The final total was 28 to 24 for a German win.&lt;br&gt;&lt;br&gt;I'm still exploring aspects of the game, but it is holding up well, and is really subtle in some places.&lt;br&gt;&lt;br&gt;&lt;A target='_blank' href=&quot;http://rindis.livejournal.com/26717.html&quot; rel=&quot;nofollow&quot;&gt;http://rindis.livejournal.com/26717.html&lt;/A&gt;</description>
	<link>http://www.boardgamegeek.com/article/2566359#2566359</link>
	<pubDate>2008-08-18T18:08:01+00:00</pubDate>
	<dc:creator>Rindis</dc:creator>
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	<title>Thread: Re: Reprint in August 2008 ?</title>
	<description>I emailed MMP as follows:&lt;br&gt;&lt;br&gt;I'm very interested in the impending reprint of your title &quot;A Victory Lost&quot;.  Can you give me an estimate of when you expect it to be re-released?  Are there any changes to the components?&lt;br&gt;&lt;br&gt;... and on August 15, Biran Youse was kind enough to respond by writing:&lt;br&gt;&lt;br&gt;&lt;i&gt;We're in the process right now, we've got the counters done and in house.&lt;br&gt;&lt;br&gt;We'll work on the rest after next weekend's event down at New Orleans.&lt;br&gt;&lt;br&gt;So maybe 5 weeks or so?&lt;br&gt;&lt;br&gt;Brian Youse&lt;br&gt;MMP&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;So no news on changes to the original, but the re-release should be out in late September.&lt;br&gt;&lt;br&gt;Thanks for the response Brian !</description>
	<link>http://www.boardgamegeek.com/article/2563575#2563575</link>
	<pubDate>2008-08-17T18:04:43+00:00</pubDate>
	<dc:creator>citizen k</dc:creator>
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	<title>Thread: Reprint in August 2008 ?</title>
	<description>In May, Brian Youse of MMP wrote the following on consimworld:&lt;br&gt;&lt;br&gt;&quot;&lt;br&gt;Next countersheet printrun is for Rock of the Marne, A Victory Lost reprint, and the sheets for Operations Special Issue #1.&lt;br&gt;&lt;br&gt;My guess is that we'll have AVL and Ops SI#1 by WBC, i'm not sure about RotM. Everything else prior to that should be out by WBC. &lt;br&gt;&quot;&lt;br&gt;&lt;br&gt;(Ref : &lt;A target='_blank' href=&quot;http://talk.consimworld.com/WebX?13@472.aEhteaTih4g.4@.ee6d502/60367&quot; rel=&quot;nofollow&quot;&gt;http://talk.consimworld.com/WebX?13@472.aEhteaTih4g.4@.ee6d5...&lt;/A&gt; )&lt;br&gt;&lt;br&gt;Has anyone seen the AVL reprint at WBC?  Anyone have more information on the reprint's expected delivery date as well as any changes?&lt;br&gt;&lt;br&gt;I remember Adam polling us about changes we'd like to see.  My favorite was larger hexes.</description>
	<link>http://www.boardgamegeek.com/article/2547401#2547401</link>
	<pubDate>2008-08-12T04:50:08+00:00</pubDate>
	<dc:creator>citizen k</dc:creator>
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	<title>Thread: Re: First Session</title>
	<description>&lt;i&gt;The soviet and Axis solution is the elimination of the others armor formations. With the soviet armor gone, the offensive grinds to a halt.&lt;br&gt;With the Axis armor gone the line cannot hold.&lt;/i&gt;&lt;br&gt;&lt;br&gt;I did try hitting up the Russians armored forces, but I never manged to destroy one, although most were damaged. My opponent had similar luck.</description>
	<link>http://www.boardgamegeek.com/article/2543706#2543706</link>
	<pubDate>2008-08-10T22:41:22+00:00</pubDate>
	<dc:creator>gittes</dc:creator>
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	<title>Thread: Re: First Session</title>
	<description>The soviet and Axis solution is the elimination of the others armor formations. With the soviet armor gone, the offensive grinds to a halt. &lt;br&gt;With the Axis armor gone the line cannot hold. </description>
	<link>http://www.boardgamegeek.com/article/2543589#2543589</link>
	<pubDate>2008-08-10T21:18:27+00:00</pubDate>
	<dc:creator>gunny3013</dc:creator>
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	<title>Thread: Re: First Session</title>
	<description>I'd say it's way too early to say if it's a &lt;i&gt;classic&lt;/i&gt; or not. &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;However, the appeal is mostly in the fact that both sides operate differently, and the game revolves around the interplay between the massive and lumbering Soviet forces against individually more powerful German formations that get to be a lot more flexible in their use.&lt;br&gt;&lt;br&gt;The game manages to keep a consistently high degree of tension throughout. I generally don't care for 'battle' games because once you get to, say, the beginning of the battle of Gettysburg, all the real choices have generally been taken from you. As a game with a fixed setup, it would seem that this would come under the same problem. However, the situation demands so much maneuver from the Germans, that I've been finding that the game feels reasonably fresh each time. I think if I played it a bunch of times in a row, it would grow stale, but it seems to be able to manage more spaced out repeated plays.</description>
	<link>http://www.boardgamegeek.com/article/2543333#2543333</link>
	<pubDate>2008-08-10T18:14:10+00:00</pubDate>
	<dc:creator>Rindis</dc:creator>
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	<title>Thread: Re: First Session</title>
	<description>Great session report Paul.Short and to the point!This game can have wild swings in what occurs by varying which Armies the Russians use and of course how the chit pulls go.I have consistently had good luck for the Germans though in pulling back and counterattacking.I also need to play this more times to really evaluate it.Its quick and easy to play.Good game thats probably the most recommended of any wargame on the BGG.Thanks!</description>
	<link>http://www.boardgamegeek.com/article/2543132#2543132</link>
	<pubDate>2008-08-10T15:55:33+00:00</pubDate>
	<dc:creator>billyboy</dc:creator>
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	<title>Thread: First Session</title>
	<description>I finally played &lt;i&gt;A Victory Lost&lt;/i&gt;, seen by many as a wargaming classic. I was the Germans.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;December 17th, 1942&lt;/b&gt; &lt;br&gt;The Soviet Armies attack with force, and the Axis are caught unaware. While some Soviet attacks are rebuffed and a collapse of the frontline is prevented, holes are punctured into the lines of the Hungarian, Italian, and Romanan armies northwest of Stalingrad. The largest hole develops in the Italian sector at Boguchar. Hollidt's forces are forced back from Stalingrad, but not at great cost to either side. &lt;br&gt;Hollidt falls back to better defensive terrain around Tsimlinskaia west of Stalingrad; The Italians retreat to Millerovo. Kempf is ordered to hold Millerovo. German infantry divisions of the Hungarian 2nd Army counterattack elements of the Soviet Sixth Army and have some success. &lt;br&gt;&lt;br&gt;&lt;b&gt;December 28, 1942&lt;/b&gt;&lt;br&gt;At Millerovo the Germans and Italians forge a new defensive line while the Russian offensive continues. The Axis lines bend but do not break, Although the Romanian 3rd Army is danger of being cut off and destroyed, but it pulls back towards  Millerovo, although 4th Panzer Army's counterattack at Kotelinkovo, south of Stalingrad, does nothing.&lt;br&gt;&lt;br&gt;&lt;b&gt;January 8th, 1943&lt;/b&gt;&lt;br&gt;The Germans launch two counterattacks. The first out of Millerovo drives some of the 5th Tank Army back but achieves no great results while 4th Panzer Army does whip 2 Russian tank divisions south of Stalingrad, only to be brutalized in a massed Russian attack. Thankfully the line at Tsimlinskaia holds yet again. North of Millerovo the Russians are pushing back the Germans, while other Soviet forces gain the first bridgeheads near Lyski on the Don River. &lt;br&gt;Despite Soviet failures to breech it, the  Tsimlinskaia line is abandoned because 4th Panzer and 3rd Romanian cannot maintain their positions.&lt;br&gt;&lt;br&gt;&lt;b&gt;January 18th, 1943&lt;/b&gt;&lt;br&gt;The Russian are now making big gains.  Kotelinkovo falls, while Hoth, commander of 4th Panzer, is captured. 4th Panzer Army is on the run while the Hungarians start to crack and Kempf must pull back Germans from Millerovo; the Italians are left north of the town with orders to hold up the Russians while Hollidt escapes with the panzers. 3rd Romanian holds out, escapes a Soviet trap, and destroys a Guards Infantry division.&lt;br&gt;&lt;br&gt;&lt;b&gt;January 28th, 1943&lt;/b&gt;&lt;br&gt;1st Panzer Army moves northeast to bail out 4th Panzer Army, while the reinforced Hungarian 2nd army pulls back to Valuyki. The Soviets force their way into Millerovo, but Manstien has Hollidt bringing his men behind the Donets River.&lt;br&gt;&lt;br&gt;&lt;b&gt;February 7th, 1943&lt;/b&gt;&lt;br&gt;Seeing that the Donets River is too well held, the Soviets throw their forces into a strike at Kempf, who holds a thin line around Starobilsk. For once the Russians crush the whole line, and are threatening towards Stalino and the rear of Manstein's Donets Line. Hungarian 2nd Army holds out, while 1st and 4th Panzer Army make an orderly withdraw behind the Don and Donets River.&lt;br&gt;&lt;br&gt;&lt;b&gt;February 18th, 1943&lt;/b&gt;&lt;br&gt;The Soviets make headway in the rough terrain around Valuyki, but not enough.&lt;br&gt;At Artemovsk, due north of Stalino Manstein counterattacks but is held back. The Donets River is crossed at several points, but the Germans still hold out.&lt;br&gt;&lt;br&gt;&lt;b&gt;February 28th, 1943&lt;/b&gt;&lt;br&gt;Valuyki still holds, but Manstein cannot wrestle Artemovsk from the Russian bear. One of the Soviet Donets bridgeheads is destroyed, but one near Kamesk is expanded.&lt;br&gt;&lt;br&gt;&lt;b&gt;March 8th, 1943&lt;/b&gt;&lt;br&gt;The Russians finally march into Valuyki, but  Artemovsk is retaken and the Donets advance has slowed down.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Conclusion&lt;/b&gt;&lt;br&gt;The Germans, while losing Stalingrad(a given but it still hurts to think of what happened there) and some turf, came out of this with a lot of good formations intact and the key cities of Stalino, Rostov, and Kharkov.&lt;br&gt;&lt;br&gt;The Russians made many early mistakes with poorly timed attacks, but mostly their die rolls were to blame. It was not rare to see an Axis minor division hold back all but the most powerful Soviet attack column. A replay is in order for sure.&lt;br&gt;&lt;br&gt;A fast game with some tense moments and an interesting take on the chit pull system but it feels like a one note song: Soviets breakthrough and try to do as much damage as possible, while the Germans then prepare a counterattack. Where is the replay factor? Why is this considered a classic? Am I missing something?</description>
	<link>http://www.boardgamegeek.com/article/2543100#2543100</link>
	<pubDate>2008-08-10T15:36:14+00:00</pubDate>
	<dc:creator>gittes</dc:creator>
</item><item>
	<title>Thread: Re: Command Range limitation rule 7.3.4</title>
	<description>Thanks. I think I get it. Will play with Vassal a bit to confirm.</description>
	<link>http://www.boardgamegeek.com/article/2526891#2526891</link>
	<pubDate>2008-08-04T11:57:26+00:00</pubDate>
	<dc:creator>mpogel</dc:creator>
</item><item>
	<title>Thread: Re: Command Range limitation rule 7.3.4</title>
	<description>I'm not 100% sure what you mean by an &quot;entering hexside&quot;, but basically, unbridged major rivers don't affect command until you cross them, at which point command can reach the hex you just entered, but no further.&lt;br&gt;&lt;br&gt;A hexside is just the dividing line between two adjacent hexes. Sometimes this hexside is a river (major or minor), sometimes it's impassable (an orange line), sometimes it's clear ground. Rivers never go through the middle of a hex, they always run along hexsides. What may be confusing you is that the artwork doesn't exactly reflect this; major rivers are depicted slightly to one side of the line. But rivers are definitely on the hexside and not in the hex.</description>
	<link>http://www.boardgamegeek.com/article/2526352#2526352</link>
	<pubDate>2008-08-04T03:26:55+00:00</pubDate>
	<dc:creator>game_boy</dc:creator>
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	<title>Thread: Re: Command Range limitation rule 7.3.4</title>
	<description>I still have trouble seeing this. I think its the terminology of hexside vs hex. Does this mean if the river is crossed on the entering hexside then you stop in that hex and if the crossing was at the exiting hexside then command extends to the adjacent hex-across river(assumming still in command range)?</description>
	<link>http://www.boardgamegeek.com/article/2525405#2525405</link>
	<pubDate>2008-08-03T15:03:16+00:00</pubDate>
	<dc:creator>mpogel</dc:creator>
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	<title>Thread: Re: Command Range limitation rule 7.3.4</title>
	<description>Those two hexes are definitely out of command range. Although they are both four hexes away from the HQ as the crow flies, command stops in the first hex across an unbridged major river. And if you try to trace command over the Proletarsk bridge, they end up being more than four hexes away.&lt;br&gt;&lt;br&gt;If in doubt, try this approach: starting at the HQ and moving towards the hex in question, count hexes one by one; stop when you either reach the HQ's command range (in this case four) or after you cross an unbridged major river hexside. You will find there's no way to get to those two hexes you asked about.&lt;br&gt;&lt;br&gt;Does that help clarify the rule?&lt;br&gt;&lt;br&gt;P.S. If you use the VASSAL module, you can show the command range of each HQ by right-clicking on it - nice!</description>
	<link>http://www.boardgamegeek.com/article/2524734#2524734</link>
	<pubDate>2008-08-03T02:57:31+00:00</pubDate>
	<dc:creator>game_boy</dc:creator>
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	<title>Thread: Command Range limitation rule 7.3.4</title>
	<description>The rule seems clear. But the 7.0 example make it confusing to me. By my reading of the rule the Mot unit and the hex at 3 oclock to it would still be in range as they are the hex across the river. Or does it mean if the river is crossed in a hex, range stops at that hex?</description>
	<link>http://www.boardgamegeek.com/article/2523793#2523793</link>
	<pubDate>2008-08-02T14:31:15+00:00</pubDate>
	<dc:creator>mpogel</dc:creator>
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	<title>Thread: Re: Units activated by HQ's.</title>
	<description>Thanks everyone , you've been a big help. Stay tuned , i may be picking your brains again !&lt;br&gt;&lt;br&gt;Many thanks.</description>
	<link>http://www.boardgamegeek.com/article/2489722#2489722</link>
	<pubDate>2008-07-22T09:51:25+00:00</pubDate>
	<dc:creator>giants nut</dc:creator>
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	<title>Thread: Re: Units activated by HQ's.</title>
	<description>The key is to ensure the HQ moves back in range of as many units as possible. </description>
	<link>http://www.boardgamegeek.com/article/2489458#2489458</link>
	<pubDate>2008-07-22T05:21:37+00:00</pubDate>
	<dc:creator>gunny3013</dc:creator>
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	<title>Thread: Re: Units activated by HQ's.</title>
	<description>A unit can definitely attack even if it moves out of the command range of the HQ that activated it that turn.</description>
	<link>http://www.boardgamegeek.com/article/2489277#2489277</link>
	<pubDate>2008-07-22T03:35:36+00:00</pubDate>
	<dc:creator>game_boy</dc:creator>
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	<title>Thread: Re: Units activated by HQ's.</title>
	<description>No it doesn't matter, once activated, a unit is fine for the entire chit draw. I believe the rules explicitly state this at one point, but I don't have them on me.</description>
	<link>http://www.boardgamegeek.com/article/2488766#2488766</link>
	<pubDate>2008-07-22T00:05:15+00:00</pubDate>
	<dc:creator>Rindis</dc:creator>
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	<title>Thread: Units activated by HQ's.</title>
	<description>A unit activated by a HQ can move and then have combat. It's a very basic question ( i have only had a cursory glance at the rules ) but if the movement of such a unit puts it beyond the distance of hexes for that HQ to activate , does this affect the ability of that unit to have combat ?&lt;br&gt;&lt;br&gt;A lot of words to explain a small point , i know , but all help is very much appreciated.&lt;br&gt;&lt;br&gt;Many thanks.</description>
	<link>http://www.boardgamegeek.com/article/2488684#2488684</link>
	<pubDate>2008-07-21T23:31:52+00:00</pubDate>
	<dc:creator>giants nut</dc:creator>
</item><item>
	<title>Thread: Re: Random Chit Pull Angst</title>
	<description>I have yet to buy this game (I am shopping for it), but your idea with separate chit pools sounds good, and helps to retain my interest in the game - nice idea with that house rule!</description>
	<link>http://www.boardgamegeek.com/article/2481446#2481446</link>
	<pubDate>2008-07-18T15:58:00+00:00</pubDate>
	<dc:creator>5th_Para_Bde</dc:creator>
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	<title>Thread: Re: Help the Axis Minors live!</title>
	<description>&lt;i&gt;...but if you get two Soviet armies moving around up in the north, the situations goes south (ha-ha) quickly.&lt;/i&gt;&lt;br&gt;&lt;br&gt;Especially when they can open up the north-south rail into the center of the map. Allows reinforcements directly to any drive for Kharkov or Stalino. If the German focuses too much on Rostov and the entering Panzer Armee, a push from the north can make it hard to hold the other VP cities.</description>
	<link>http://www.boardgamegeek.com/article/2474578#2474578</link>
	<pubDate>2008-07-16T01:38:16+00:00</pubDate>
	<dc:creator>gb1469</dc:creator>
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	<title>Thread: Re: Help the Axis Minors live!</title>
	<description>I had a few survivors in the last turns (solo play). Use some to block while others retreat. Get them on a road and drive them to the nearest next natural defensive line. Wait till engaged and once again, start to disengage while leaving just enough to hinder the Ruskies. When &lt;br&gt;&lt;br&gt;Keep in mind&lt;br&gt;- this is the theory. You'll also need some luck in the chit draw.&lt;br&gt;- the Romanians in the south are toast, you need them to save your panzers&lt;br&gt;- the Italians are probably toast as soon as the game starts. I did however, miraculously once saved the Italian panzer with a bold German counterstrike involving most panzers, believe it was turn3. (Freeing the Italian panzer was a side effect of the goal 'kill Russian tanks', but he did come in handy in later defensive lines)&lt;br&gt;-I don't consider myself to be a expert &lt;br&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/laugh.gif&quot; alt=&quot;:laugh:&quot; border=&quot;0&quot;&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2472982#2472982</link>
	<pubDate>2008-07-15T13:21:14+00:00</pubDate>
	<dc:creator>_Kael_</dc:creator>
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	<title>Thread: Re: Help the Axis Minors live!</title>
	<description>My goal is to let at least some of them live, so as to make something resembling a &quot;front line&quot; to free up the panzers for smashing. I don't mind a certain amount of trading, shall we say, &quot;lives for time,&quot; but my current opponent has more or less finished them off by turn 3. &lt;br&gt;&lt;br&gt;billyboy, I think you're right when the Soviets are headed to the south, but if you get two Soviet armies moving around up in the north, the situation goes south (ha-ha) quickly.&lt;br&gt;&lt;br&gt;Sounds like the answer to my original question is: &quot;They don't.&quot; &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2472838#2472838</link>
	<pubDate>2008-07-15T12:04:03+00:00</pubDate>
	<dc:creator>stove</dc:creator>
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	<title>Thread: Re: Help the Axis Minors live!</title>
	<description>&lt;b&gt;stove wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Played two great games on the German side this weekend. (Hurrah for grandparental child care!) After a near run first game (squeaked out with a point victory), I resolved to run away faster from the Russians, especially the poor Axis Minor units. However, despite some pretty charitable first turn pulls (I think Hollidt and the Rumanians went out before Stavka), I still couldn't prevent the dead pile being filled with the remains of what was once the front line. &lt;br&gt;&lt;br&gt;At a certain level this is to be expected: 4 movement points and no step loss means they can't run and they'll die if they have to retreat through ZOC. Most of them start in enemy contact, so even breaking contact is hard.  The Hungarians in particular seem for the chop - retreating means opening up that vital rail spur, standing means getting killed. &lt;br&gt;&lt;br&gt;Any suggestions on how to keep more of the poor fellows from getting overrun by the heartless hordes? &lt;br&gt;&lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;I have only played this a few times so I dont how much weight this will carry.I had no problem with the Hungarians for at least the first few turns.They are in a good defensive position and are not the focus of the initial Russian attack.The Italians and Romanians on the other hand are going to get creamed in the first few turns.They are right in the path of the main attacks and are not in good defensive positions.I have done well for the Germans by preserving the Panzers and smashing the Russian spearheads.Great game!</description>
	<link>http://www.boardgamegeek.com/article/2471808#2471808</link>
	<pubDate>2008-07-14T23:03:57+00:00</pubDate>
	<dc:creator>billyboy</dc:creator>
</item><item>
	<title>Thread: Re: Help the Axis Minors live!</title>
	<description>I have yet found the need to retreat my Axis forces very far and not befor at least four or five turns and sometimes not at all. Its all about seeking that ever dwindling russian armor with those panzers and eliminating them and then trying to end your turn in the defensive lineup. Think of Russian armor as a big mac and your panzers are starving and gobble them up! If you get most of the russian armor the russian player almost always throws in the towl.</description>
	<link>http://www.boardgamegeek.com/article/2471748#2471748</link>
	<pubDate>2008-07-14T22:48:24+00:00</pubDate>
	<dc:creator>gunny3013</dc:creator>
</item><item>
	<title>Thread: Re: Help the Axis Minors live!</title>
	<description>&lt;i&gt;Any suggestions on how to keep more of the poor fellows from getting overrun by the heartless hordes?&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Why?&lt;/b&gt;&lt;br&gt;&lt;br&gt;They don't count for victory... use them as the 'speed bumps' they were intended to be. &lt;img src=&quot;http://files.boardgamegeek.com/images/sauron.gif&quot; alt=&quot;sauron&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2471546#2471546</link>
	<pubDate>2008-07-14T21:26:37+00:00</pubDate>
	<dc:creator>gb1469</dc:creator>
</item><item>
	<title>Thread: Re: Help the Axis Minors live!</title>
	<description>Sorry - they are but popcorn, in the sprawling, overwritten cinema that is East Front WWII.</description>
	<link>http://www.boardgamegeek.com/article/2470337#2470337</link>
	<pubDate>2008-07-14T15:13:44+00:00</pubDate>
	<dc:creator>DarrellKH</dc:creator>
</item><item>
	<title>Thread: Help the Axis Minors live!</title>
	<description>Played two great games on the German side this weekend. (Hurrah for grandparental child care!) After a near run first game (squeaked out with a point victory), I resolved to run away faster from the Russians, especially the poor Axis Minor units. However, despite some pretty charitable first turn pulls (I think Hollidt and the Rumanians went out before Stavka), I still couldn't prevent the dead pile being filled with the remains of what was once the front line. &lt;br&gt;&lt;br&gt;At a certain level this is to be expected: 4 movement points and no step loss means they can't run and they'll die if they have to retreat through ZOC. Most of them start in enemy contact, so even breaking contact is hard.  The Hungarians in particular seem for the chop - retreating means opening up that vital rail spur, standing means getting killed. &lt;br&gt;&lt;br&gt;Any suggestions on how to keep more of the poor fellows from getting overrun by the heartless hordes? &lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2470081#2470081</link>
	<pubDate>2008-07-14T13:55:03+00:00</pubDate>
	<dc:creator>stove</dc:creator>
</item><item>
	<title>Thread: Re: OOS and HQ relocation</title>
	<description>I think in this particular game &quot;HQs&quot; represent a lot of things, but most importantly they represent the supply line. What's happening here isn't the actual physical relocation of the HQ, but a reflection that the unit's &quot;fighting supply&quot; is more or less cut off and disrupted. &lt;br&gt;&lt;br&gt;(I think this explains &quot;HQ relocations&quot; when units overrun them - what's really happening is a bunch of enemies in your rear, which historically has meant &quot;less food at the front.&quot;) </description>
	<link>http://www.boardgamegeek.com/article/2462272#2462272</link>
	<pubDate>2008-07-10T14:16:47+00:00</pubDate>
	<dc:creator>stove</dc:creator>
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	<title>Thread: Re: Victory Denied - next in series - needs more preorders</title>
	<description>&lt;b&gt;thepackrat wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;b&gt;moss_icon wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;There has been absolutely no info about the game at all, so I am not surprised there haven't been many orders. &lt;/i&gt;&lt;br&gt;&lt;br&gt;Yeah, only 516 of the 550 target they set. Terrible. Not sure how often they update the preorder figures, either.&lt;br&gt;&lt;br&gt;B&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;The MMP pre-orders are in real-time.</description>
	<link>http://www.boardgamegeek.com/article/2455116#2455116</link>
	<pubDate>2008-07-07T22:18:07+00:00</pubDate>
	<dc:creator>ctb123</dc:creator>
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	<title>Thread: Re: Victory Denied - next in series - needs more preorders</title>
	<description>I preordered this a while back, loved AVL.</description>
	<link>http://www.boardgamegeek.com/article/2448831#2448831</link>
	<pubDate>2008-07-04T16:02:16+00:00</pubDate>
	<dc:creator>Mark_WH</dc:creator>
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	<title>Thread: Re: Victory Denied - next in series - needs more preorders</title>
	<description>See the thread over in the Victory Denied forum. &lt;br&gt;&lt;br&gt;We are close to making the number.</description>
	<link>http://www.boardgamegeek.com/article/2444815#2444815</link>
	<pubDate>2008-07-02T23:42:05+00:00</pubDate>
	<dc:creator>wwscrispin</dc:creator>
</item><item>
	<title>Thread: Re: Victory Denied - next in series - needs more preorders</title>
	<description>&lt;b&gt;moss_icon wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;There has been absolutely no info about the game at all, so I am not surprised there haven't been many orders. &lt;/i&gt;&lt;br&gt;&lt;br&gt;Yeah, only 516 of the 550 target they set. Terrible. Not sure how often they update the preorder figures, either.&lt;br&gt;&lt;br&gt;B&gt;</description>
	<link>http://www.boardgamegeek.com/article/2442751#2442751</link>
	<pubDate>2008-07-02T09:54:30+00:00</pubDate>
	<dc:creator>thepackrat</dc:creator>
</item><item>
	<title>Thread: Re: Victory Denied - next in series - needs more preorders</title>
	<description>There has been absolutely no info about the game at all, so I am not surprised there haven't been many orders. </description>
	<link>http://www.boardgamegeek.com/article/2442537#2442537</link>
	<pubDate>2008-07-02T05:49:36+00:00</pubDate>
	<dc:creator>moss_icon</dc:creator>
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	<title>Thread: Re: Victory Denied - next in series - needs more preorders</title>
	<description>I pre-ordered it as soon as I saw it, I can't believe it hasn't hit the magic number yet. AVL won every major award in the wargaming industry and is an unqualified success with the majority of gamers, I'm stymied by the lack of orders for this one also. I sure hope that they keep it on the P-500 list, I'm really looking forward to it!</description>
	<link>http://www.boardgamegeek.com/article/2442370#2442370</link>
	<pubDate>2008-07-02T03:40:42+00:00</pubDate>
	<dc:creator>kemosavage</dc:creator>
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	<title>Thread: Re: Victory Denied - next in series - needs more preorders</title>
	<description>Here's a link to the game at least: &lt;a class='gamelink' target='_blank' href=&quot;/game/31954&quot;&gt;A Victory Denied&lt;/a&gt;</description>
	<link>http://www.boardgamegeek.com/article/2442337#2442337</link>
	<pubDate>2008-07-02T03:14:44+00:00</pubDate>
	<dc:creator>game_boy</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		The axis units &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic311956_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/311956</link>
	<pubDate>2008-03-15T06:49:28+00:00</pubDate>
	<dc:creator>mboschbo</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Victory Lost from close... &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic311954_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/311954</link>
	<pubDate>2008-03-15T06:45:20+00:00</pubDate>
	<dc:creator>mboschbo</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Contents out of the box &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic311953_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/311953</link>
	<pubDate>2008-03-15T06:43:35+00:00</pubDate>
	<dc:creator>mboschbo</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Still unpunched II &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic311952_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/311952</link>
	<pubDate>2008-03-15T06:42:02+00:00</pubDate>
	<dc:creator>mboschbo</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Still Unpunched &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic311951_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/311951</link>
	<pubDate>2008-03-15T06:41:10+00:00</pubDate>
	<dc:creator>mboschbo</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		The result of entering the 1PzA German reinforcement: Russian out of suply and going to isolation next turn &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic294439_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/294439</link>
	<pubDate>2008-01-27T19:50:01+00:00</pubDate>
	<dc:creator>rgbelda</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Vassal situation map on turn 4. Russian player big mistake marked with a big red ballon. Never forget German reinforcements &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic294435_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/294435</link>
	<pubDate>2008-01-27T19:46:20+00:00</pubDate>
	<dc:creator>rgbelda</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Vassal situation map on turn 3 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic294434_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/294434</link>
	<pubDate>2008-01-27T19:44:26+00:00</pubDate>
	<dc:creator>rgbelda</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Vassal situation map on turn 2  &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic294433_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/294433</link>
	<pubDate>2008-01-27T19:43:31+00:00</pubDate>
	<dc:creator>rgbelda</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		The game logo &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic294114_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/294114</link>
	<pubDate>2008-01-27T05:05:27+00:00</pubDate>
	<dc:creator>MoraleCheck</dc:creator>
</item></channel></rss>