This review first appeared in IPW, the newsletter for all discount games club members. Contact colin@allusedgames.demon.co.uk for details. HELL HATH NO FURY Board Wargame - 3W A strategic level simulation of the ancient Britons' revolt against Roman rule in AD60. Tribes or warriors across the country rise against Roman forces of occupation, who, in turn, march about the country trying to contain them. The map and counters could use improvement. The Roman pieces have some tiny figures in black against a dark red background. Roman victory in this game could be at the price of excessive eye strain. The map is split into non-standard tracts of various shapes and sizes, the borders between them being ambiguous in places. Units live off the land, with better terrain offering higher stacking limits. These limits are particularly generous, with some of the tallest stacks in wargaming resulting. Many tracts are far too small to accommodate such forces and tbe game often leaves you with a feeling of claustrophobia as adjacent areas fill up wilh soaring stacks. You try to move one and over it goes, setting of a chain reaction. Very annoying! Yet, despite all of this, this is one of the few ancients wargames I come back to again and again. The first thing to do is to create an off map holding box based on Roman and Tribal leaders. The lofty stacks are seldom leaderless and, consequently, are easy to store at the side of the playing area. They are also far easier to inspect. Movement includes rules for road bonus, forced march, overrun (that one surprised me too) and, for the Romans, sea movement. Cross channel ferries being what they were in AD66, any benefit gained from a sea move should be weighed up carefully against the risk. This is espccially true if attempting to navigate thc treacherous Lands End. Combat comprises of thc traditional odds comparison with thc die roll subject to several modifications. These are for such things as terrain, leaders, combined arms, disipline etc. The majority favour the Roman player - but he'll need the help! Historically, at the campaign's climactic battle, the Romans were heavily outnumbered (from 5-1 to 10-1) and the Britons were confident of victory. However, superior Roman training, discipline and weapons led to the defeat of what was basically a large, fierce but disorganised rabble. The die mods make this outcome possible in the game also.. What makes the game really great is the activation phase. Prior to movement, newly activated tribes are placed on the map. In the basic game requirements for activation are fixed. Look amongst the optional rules, however, and you'll find a brilliant alternative - variable activation. OK, so it takes a little longer and, yes, it adds an element of luck, but this phase can now blow the game wide open, with the initiative passing hetween players from turn to turn as surrounding areas rise up in revolt or support. This also means there is no surefire plan to lead either side to victory and provides excellent replay value. For the really adventurous, another optional rule adds variable victory conditions too, the computations providing endless fun. The variables should make this an excellent prospect for solo play, but, curiously, I feel it needs a live opponent. Historians and simulationists will no doubt find points to grumble over and, aesthetically, much could be done to improve it. But for game buyers after a good time, here it is. Alan Sharif