READY FOR INSPECTION! It's been to quiet in these parts for my liking so it's with great pleasure I get to review three new...

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January 2017
Three United Bricks MiniFigs reviewed
THE BOOK OR BOOKS OF THE WEEK OR MAYBE BI WEEKLY, WHO KNOWS? Hello everyone! With any luck this maybe become a regular fe...

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!
January 2017
Book of the Week!
THE BOOK OR BOOKS OF THE WEEK OR MAYBE BI WEEKLY, WHO KNOWS?
STOP PRESS AGAIN: Below is a list of other recommended East Front fiction. In no particular order.
1. Cross of Iron
2. The Forsaken Army
3. Stalingrad by T Plievier
4. Pavlov's House
5. The Kindly Ones
6. The Red Horse
7. Siege
8. Scar of Honor
9. Black Cross
10 Into the Gates of Hell Stug Command '41
11. Devils with Wings: Frozen Sun (Book three of a trilogy that follows a Fallschirmjager unit. The other two books are set during the para drop at the fort Eben-Emael in Norway and the second book at Crete)
A superb WW2 LEGO animation by the Brick Dictator !

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January 2017
1941 Lego World War Two Battle of Brody
BATTLE FOR STALINGRAD From the moment that I received Battle for Stalingrad [BfS], it's been an up and down experience. At...
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January 2017
BATTLE FOR STALINGRAD
What period did these soldiers come from?
So far, so uncertain. Next for the cards - DVG are good at getting cards right and these are as right as right can be. Every single one of the 168 contains a reproduction of an historical photo. Even considering that, where there is more than one of the same card [e.g. the five Russian reinforcement cards], the same photo is duplicated, the game is almost worth having just for the cards to look at! Also, that road those reinforcements are motoring down is sooo wide I've got too revise my view on some of the box art too!
The broad boulevards of Stalingrad?
Every card tells a story - it's that house!
I particularly like the inclusion of the two airfields, Pitomnik and Gumrak, that were so important for German supply, especially the inclusion of Gumrak airfield [which now lies under part of Volgagrad International Airport] and was the last of the seven airfields to be retaken by the Russians. Finally each of the 27 Force cards also has its own individual picture.
Another of my favoured locations.
Obviously, this feature of the cards creating both the playing area and the forces involved has been used in many other games, especially the fantasy genre of games. Here the format is at its simplest and slickest and the fact that it is so simple is not a criticism. It means that the few pages of rules are quickly and easily assimilated and all the focus is on playing the game and not thumbing through endless pages to check. Consequently, this is a game that can be put on the table after a considerable period of time and you'll still be ready for play almost immediately.
So, how does a typical game play out. First randomly select your five objective location cards - obviously, if you wish to, there's nothing stopping you choosing your favourite locations. [Can't help wanting to sneak in Pavlov's House.] The Russian player then selects 11 pts worth of Force Cards [costs range from 1 to 4] and places them in any of the Perimeter or Control zones. As a player wins by controlling all five locations at the end of their turn and the German player will take their turn first, I would say that it's important that the Russian player mainly occupies Control zones. The Russian player also draws 10 Action Cards.
One of the strongest of the German Force cards
Then the German player selects 9 pts of Force Cards and draws 5 Action Cards. He/she then deploys their Forces in any of their Perimeter zones. Each Zone can hold up to three Force Cards [except for Pavlov's House, where each side can field only one Force.] It's especially important to remember that, when a Force Card is first placed, it has a specific number of Rations marked on the card that are placed with it. These Rations fuel so much of what happens in the game and represent far more than the basic meaning of "ration".
A typical starting lay-out
First of all, to move a Force from one location to another costs a Ration. Each Force that wishes to attack must also spend one Ration. As you can imagine your supply of rations will soon be depleted and a single fresh Ration token can be gained at the beginning of your turn by each of your Forces, only if it is in a Perimeter zone or controls a Location card.
There are a limited few other ways of gaining rations, such as playing a Raid Action card to steal 2 rations from the enemy to give to your own troops. Played at the right time this can be a life saver or the means to put just that extra bit of pressure on the enemy.
A feature of the game that I find very appealing is the fluidity of your turn. Movement, Combat, buying Force cards, playing Action cards can all be combined and repeated in any sequence you wish, Forces can be moved and fight and move and fight again. All this is purely dependent on how far you wish to deplete your rations and Action cards.
Equally important, and again I would consider it a strength of the game, is the variety of uses for the Action cards. They can be played for their text or used to buy new Force cards; they are played in Battle to add to your Fire power or subtract from the enemy's Fire power. It is the age old dilemma: you will want them for everything, but can only choose one use!
One of the many Action Cards
A knowledge of the cards is important, but a couple of games should have you well aware of the range and potential. On the Russian side, the six Action cards that relate to Operation Uranus will often play a significant role. They all come with a play cost for the Russians, but with a far more powerful harmful effect on the German player which is permanent, unless the German player pays an even more painful higher cost to remove them from play.
One of six important Operation Uranus cards
Play at the right time can be crucial to Russian victory
Play balance has had some criticism, but the number of those who believe the Germans have a lock on winning seems about the same as those who think the Russians have a similar lock on winning. So that's one sort of balance, in a way. For myself, I'm perfectly happy, having had victories and defeats playing both sides.
Initially, I found the game rather repetitive and drawn out, but I would strongly recommend persevering, as I've found the game really has grown on me. One of the reasons for this is the Combat system, one of the game's strongest elements. It is highly interactive with both players able to continue to add in cards to increase their own fire or decrease their opponents. When both players have ceased this exchange of fire, a final unknown Action card is turned up from each player's deck and its modifier applied. This last minute uncertainty is an effective touch.
It is rare for both sides not to take some losses. The number of hits inflicted can be reduced by one for each ration that you are willing to spend and every unit that retreats from the battle to its rear Perimeter zone cancels another two hits. Despite this, when faced with possibly about 15 hits, wiping out three enemy forces is certainly achievable. Occasionally, both players may find their forces wiped out.
While on the topic of combat, I would strongly recommend either downloading Nagato Fuyibashi's excellent little chart for tracking hits for both sides from the Battle for Stalingrad site on BGG or creating a simple one of your own. It really does make remembering the numbers easy and the battles swift to play out.
For those who believe purely card based games are just about hand management, that may be how you will perceive this game too. But give it a try. As you desperately try to cling on to a position or throw the last few points on your Action cards into overwhelming the defence or when you cannot decide whether you can afford to abandon 6 rations in order to cancel a particular Operation Uranus card, I hope you'll get the same sense of tension and narrative feel as I do from playing Battle for Stalingrad.
Rorke's Drift a New Perspective by Neil Thornton The Title of the book pretty much sums this book up in a nutsh...

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January 2017
Rorke's Drift by Neil Thornton
For those of us who have had the pleasure to see it, the 1964 movie 'Zulu' starring Michael Caine and Stanley Baker encapsulates all of our thoughts about the battle. The only thing is that, as usual, the movie version of a historical event is not really historical. Although to be honest, this movie stays closer to the truth than many others. The real story of Rorke's drift does have all of the makings for a movie blockbuster. You have cowardice, bravery, and a desperate defense of about twenty to one odds or better.
The book starts with the actual history of Rorke's drift and why it was there and it's various uses before that fateful day. It started out as a trading post owned by Jim Rorke at a crossing place of the Buffalo River. Strangely enough its next incarnation was as a missionary post and chapel owned by the Church of Sweden, no less. The British negotiated the rental of it for their invasion of the Zulu's lands. It was used by the British as a supply depot at this time. The fact that it was stuffed with supplies for the army was an extremely good stroke of luck for the British soldiers stationed there. The tons of mealie bags and biscuit boxes that were stored, were the makings of their impromptu walls and fortifications besides the little bit that the Drift had to offer itself.
The Drift was awash with escapees from the massacre at iSandlwana before the battle. Almost 500 African allies and British soldiers were there. The appearance of the Undi regiment caused a panic and only 155 soldiers, mostly of B company of the 2/24th regiment, stayed to defend the Drift.
The book goes into minute details of the actual defenses that the soldiers built, and who was where at what time during the battle. The exploits of John Chard and Gonville Bromhead, and all of the other heroes of the battle are described in detail. For more than 10 hours, the 3,000+ Zulus attacked the Drift and its 155 defenders. A lot of the time the fighting was down to bayonet against assegai. The defenders and attackers had nothing to say about their enemies, except to mention their bravery.
The book first sets the scene and then goes into the battle itself. It then goes on to describe the battle's aftermath. Next it goes into a long list of the 'Gallantry Recipients' with a short biography and the stated reasons for their awards. To many, the book's part of 'Unjust Criticism' will be the most interesting. Apparently many, including the new area commander Sir Garnet Wolsley, did not think much of the heroes of the Drift, and didn't even think some of them deserved their medals!
The stirring epic of the defense of Rorke's Drift certainly needed this book to separate fact from fiction. Hopefully the author is at work on a book about the battle of iSandlwana with this much detail.
Robert
Book: Rorke's Drift A new Perspective
Author: Neil Thornton
Publisher: Fonthill Media
Distributor: Casemate Publishers

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January 2017
The Great War - Official Trailer
In the grim dark future of the 41st millennium, there is only war. That war now spreads to the Knight world of Alaric Prime as the R...

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January 2017
Warhammer 40K: Sanctus Reach
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Space Wolves vs Orks. There will be blood, lots of it. |
Speaking of getting into the fight, let's jump right into the meat of the game, the combat itself. While there have been many recent titles set in the Warhammer 40k universe, none have really come close to depicted the table top game itself. No doubt Games Workshop is leery of letting a PC game exist which mimics the exact gameplay of their flagship product. Why would anyone spend a small fortune on models, paint, and rule books when they could just fire up a PC game that gave them the same experience? Having never played the table top game myself, I won't attempt to make a direct comparison, but certainly Sanctus Reach comes closer than anything else seen before. If the game spawns a series of DLC and expansions like Armageddon has, we could be looking at the go-to game for Warhammer 40k fans seeking a digital turn-based fix.
The combat in Sanctus Reach takes place on a square-based grid which stretches across bleak and ugly (in a good way) locales dotted with ancient ruins, dead forests, human military bases, industrial centers, and Ork encampments. Terrain can play a key role in strategy, as many objects provide cover from ranged fire, while others block line of sight entirely. With each faction fielding many melee focused units, careful positioning around various objects is critical to holding the line and keeping the squishier ranged units safe. Each side in this conflict actually has 30 different units available, each with a distinct role to play on the battlefield. On your turn, every unit can be activated in whatever order you choose. Each unit can attack twice, move a certain number of squares, and in some cases utilize a special ability. Once all of your units have been exhausted, your opponent gets a chance to go. This style of gameplay is a tried and true one, and it gets a few new tricks in Sanctus Reach. The facing of every unit can be adjusted before ending your turn, and you will want to do this carefully, as each combatant gets one free reaction shot against enemy units moving into its line of fire during the opposing player's turn. On your turn, you will be warned about these reaction shots by seeing the movement grid turn red in spaces where the enemy could get a free shot. Facing is even more important for vehicles, as their armor is usually weaker on the sides and rear. Helpfully, the facing of the hull and turret can be set independently for some vehicles.
Unit morale is a factor in the combat as well. An important early tactic for keeping the swarms of weaker Ork units at bay is to hit them with the flamethrower unit, which does good damage across a wide area but more importantly causes a massive drop in morale for any units caught in the flames. This makes it easy for your other units to mop up without much fear of reprisal. Morale matters less for the Space Marines themselves, however, since they will almost always die fighting long before they panic and run. I expect if there is an Imperial Guard campaign in the future, the player will have to pay much more attention to this value.
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The Orks have all sorts of nasty toys on hand. |
This game achieves one thing in particular, something that is important in any strategy game, and that is feeling a sense of satisfaction when your forces are pulling ahead in the fight. In almost every mission of Sanctus Reach, you will be faced with large groups of greenskin units rushing at your brave Space Marines. There is tension and a sense of imminent peril in these moments. However, make the right choices, put your men in the right places, and you will be turning green Orks into red chunks left and right. What was once a deadly horde is now scattered and fleeing before your soldiers, and it feels great.
The game's AI does a good enough job leading its forces most of the time. That's not saying much considering the lore accurate tactics for Orks is to simply have them attack, attack, attack. However, you will find that the AI can give you a good run for your money if you aren't paying attention. It will focus on an exposed unit, or ignore a unit it can't really damage to rush past towards one that it can. At other times though, the AI seemed indecisive, and would have a few units uselessly meander around at the edge of a battle.
I found that there were a few balance issues in the build I was playing, but the developer notes indicated that they were still tweaking things, so I won't knock the game for that. In particular, the Ork Battlewagons seemed grossly overpowered, able to often kill entire Space Marine squads in one turn from a long distance, while being almost indestructible. I also encountered a few bugs and minor annoyances like the camera not being able to pan far enough to see the entire field at certain zoom levels and other minor UI glitches. These all seemed like small issues which could be cleaned up in short order. At no point did the game crash or show signs of anything less than silky smooth performance.
On the whole, I think this engine fits Warhammer 40k quite nicely. The combat is at that sweet spot of squad-level maneuvering where you get a bit of that X-COM tactical feel, but on such a scale that every battle feels like an important struggle. It also is granular enough for it to make sense that your hero units are running around on their own, using special abilities and taking on entire Ork squads alone. The system definitely has the flexibility to allow for the other factions of the 40k universe to make an appearance in the future. Other factions will necessitate different tactics, which will only enrich the experience on offer here. While Space Marines can hold their ground against most any Ork unit, an Imperial Guard army would need a lot more artillery backing up their lines of numerous, yet weak troopers. An Eldar army could be especially interesting to play, using hit and run tactics to pick off exposed units, without the need for the frantic mouse clicking and micro-management of an RTS. There are a lot of possibilities to be explored here. I expect that this game already has an extensive list of DLC and expansions lined up for production, and I think it will do well in the long run, but there are some rough edges that need smoothing out in the meantime.
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The Space Wolves prepare to attack. |
There were many instances in this game where I felt like a feature was done well in one way, but fell short in another. For example, when your Dreadnought units move, each step causes the camera to rattle just a bit, adding some real weight to the footfalls, but, those steps don't leave any kind of footprint on the ground or kick up dust. Many objects like walls and barriers can be destroyed by manually targeting them, but not even your flamethrowers can get rid of a dead tree blocking your line of sight. Melee combat has some impressive gore effects and Ork heads rolling on the ground, but the actual attack animations don't have that much variety to them. I realize this is an effort from a smaller studio, but everyone knows the fun of Warhammer 40k is 50% about the spectacle of over the top carnage. The ranged attack animations and effects are generally better, especially for the flamethrowers and explosives. Also, did I mention how good the blood and gore is in this game? It's really good, and you will see it often. Sound is certainly a mixed bag as well. Some weapons, like the missile launchers and flamethrowers, sound great, while others, like the meltagun or bolters, sound downright puny. There were also a couple of sound effects which seemed to be completely missing. The music is adequate, dark and moody, but as far as I could tell there were only a couple of tracks, or they all sounded exactly same.
There is one major feature of the game that I feel falls into this mixed bag category as well. The campaign structure itself. On the one hand, you get two lengthy campaigns with a lot of missions, but many of those missions are just random skirmishes. These skirmishes have no flavor to them really, which isn't that bad on it's own, but you are forced to grind through three of them between each story mission. I feel like there was so much more they could have done with these missions. Perhaps have the player choose two out of three missions, with each one offering some kind of bonus for the coming set-piece battle, or adding a unique unit to the available roster. Or, throw in some kind of gameplay altering rule change or unit limitation in a skirmish to force a change in tactics. As it stands, these missions are simply filler, there to lengthen the campaign and not much else. The unique story missions are much more interesting. These have you fighting through some kind of specific scenario, such as assaulting a fortress, escorting transports, or fending off an Ork ambush. Later in each campaign you get the chance to take on the big baddies of the Waaagh!
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Actual screenshot from my PC. These are some good looking Space Marines! |
Now I must come to my single greatest letdown with this game: There is not nearly enough "fluff" for my tastes. You know, that part of any Warhammer 40k game or book where the characters talk about purging and cleansing and dying for the Emperor? You get only just a whiff of it here. The story is told through mission briefings that are, at best, one paragraph long, and seem to assume that you already know who the characters are and what they are doing. For example, the description for the first campaign describes your unit commander impatiently launching his forces towards battle on the planet below, then picking up a distress signal on the way down. Great, sounds interesting! Then you launch the first scenario, which has your forces defending a crashed Thunderhawk, with the objective to capture a nearby communications tower. How did we get here? I guess the ship was shot down, the game doesn't take time to explain. Why do we need to reach that communications tower? Because the mission briefing says so. Oh, okay, I guess. Do we get an explanation of the situation once the mission is completed? Nope, nothing at all. This pattern continues through each campaign. It feels like there is a story going on, but it is told through the briefest of dialogue snippets. Don't forget the three skirmishes between each unique scenario, which have no specific context at all, and spread the 40k butter far too thin.
The level design of the "set-piece" battles is often interesting, and the scale ramps up until you are fielding massive forces and wreaking havoc on the Ork horde with all sorts of fun toys, but, rarely does it seem to have much of an overarching purpose. I have to compare this with Warhammer 40k: Armageddon. As mentioned, this was another title published by Slitherine that came out a couple of years ago. One of the most well regarded features of that game was the lengthy and well voice-acted dialogue that occurred before and during missions. The tutorial campaign alone in that game was five missions long and used that time to introduce and develop various important characters, while building up tension towards the start of the actual campaign. Events would routinely occur in the middle of missions, potentially changing your objectives, with characters popping in to comment on what was happening, and sometimes even offering you a choice in how to proceed with the story. There are characters in Sanctus Reach, there is the extensive lore of the Space Wolves, and there is some kind of ongoing story about the battle for Alaric Prime, but it is all referenced in the barest of detail. In Armageddon, you really felt like your forces were fighting in a grim war to save the planet, with the story dictating your goals from mission to mission. I did not get that feeling from Sanctus Reach. The actual gameplay within the missions was fun, but at the end of each one you simply get a screen saying you won, with no narrative follow-up at all, then it's straight back to the mission selection screen. It's a very anti-climatic way to end even the most exciting of battles. Armageddon did it so much better, and any future campaigns for Sanctus Reach or its sequels should take a note from that playbook.
Okay, with that done, I would like to hit on a couple positive notes before wrapping up.
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The Imperial Knight in its natural habitat, knee deep in Ork corpses and wreckage. |
Editor and Mods. It's hard to say at this point what people will make, but if Battle Academy is any indication, you can expect to see a lot of new maps for multiplayer and single player becoming available over time. On the mod side of things, even though modding is mentioned in the manual as being supported, I can't imagine that Games Workshop would allow people to run wild here. Too much freedom would let people create rules closer to the tabletop experience, or even add in new factions. I'm not sure what will be possible, but I look forward to seeing what people create.
Ultimately, what we have here is a very good game that forms a solid foundation to build upon. The bar has been set with excellent graphics and animations, the combat engine is a proven one that is flexible enough to handle everything the 40k universe can throw at it, and the publisher Slitherine has a well-earned reputation for supporting titles long after release. Despite the disappointing campaign narrative (or lack thereof), I found that the tactical combat itself continued to grow on me the more I played.The multiplayer combat has the potential to be a serious draw for many players, especially as more units and factions are added to the game. Sanctus Reach is right there on the edge of being a runaway hit series if they can fill in just a few gaps.
- Joe Beard
Follow me @JBB33
(Note: This review was mostly based on the final beta version available before release, this was the version sent to me for review. The night before release, the Day 1 patch went live and I played a couple of missions with it. Although it did not radically change any of my opinions, it included a lot of small updates that polished the overall presentation, and gave a bit more OOMPH to some attack effects. Always a good thing in Warhammer! The balance also felt better. Two thumbs up for the first patch.)
Campaign Series Middle East 1945-1985 by Matrix/Slitherine This time around we have another Matrix / Slitherine game ...

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!
January 2017
Campaign Series Middle East 1945-1985 review
General Features:
- Numerous different platoon types; infantry, machine guns, mortars, artillery, trucks, halftracks, APC's, tanks, helicopters, landing craft, etc.
- 3D art, 2D art and 2D NATO icons for all platoons.
- Sound files for movement and weapons.
- Armour facing of armoured vehicles.
- Classification of hard and soft targets.
- Classification of infantry combat capabilities.
- Night vision for certain tank types.
- Hidden Fire for certain unit types.
- Clear and lay minefields.
- Build Improved positions and trenches.
- Lay light and medium bridges.
- Day and Night transitions during the course of a scenario.
- Ability to set Opportunity Fire against Hard, Soft, Other and Anti-aircraft platoons.
- On-map thermometers for Action Points, Morale and Strength for all platoons in all map views.
- Three Fog of War levels.
- Desert and Mediterranean terrain classifications within the map editors.
- Civilians.
- Comprehensive manual.
- Numerous display options allowing the customer to set up the game to their requirements/preferences
Suez Crisis of 1956
Six Day War of 1967
War of Attrition
October War of 1973
Invasion of Lebanon in 1982
Algerian War of Independence
Egypt in Yemen
United Kingdom in Aden
Libyan - Egyptian Border War 1977
This was a review of the 1.02 version, the following is a rundown of the update:
FIXES
• Revised Linked Campaign Game Strength Point carry-over issue
• Revisions to the Unit Viewer (F3)
• Fixed several issues involving airstrikes
• Fixed another off board artillery bug
• Fixed occasional edmap launch crash bug
• Adjusted vertical positioning of 2D bridges and ford for engine, edit and edmap
ENHANCEMENTS
• Implemented Options Mouse Wheel Zoom
• Implemented Options Hex Contour Widths 1/2/3
• Implemented Options Cursor Small/Standard/Large for varying cursor sizes
• Implemented Options Cursor Enhanced for a frosted cursor
• Implemented Options Details Persistent, a toggle that indicates whether the Damage Report persists until click (or the Esc key is pressed), or vanishes after a delay automatically
• Added terrain feature: Ditches (hexside anti-tank ditches)
• Added terrain feature: Crests (hexside)
• Added terrain feature: Water Block (hexside)
• Added terrain feature: Industrial (hex, for desert terrain)
• Substituted a new engine toolbar, with new OP FIRE button, revised Climb/Descend buttons
• Revised Top of Stack/Bottom of Stack buttons
• Substituted BoxArt style command and results dialogs
• Substituted square nation flags for roundels in the Organization Editor
• Improved diagnostic logging
• For terrain and counter draws, set compiler option to optimize for speed
• Implemented ON_CYCLE as hot key (TAB) for faying hex’s terrain about available alternatives
• Elevation Delta now saved between sessions for engine, edit and edmap)
• All airborne helicopters flying in the Low or High flight zones now have a spotting capability, even if unarmed reconnaissance or transport
GRAPHICS
• Revised a few 3D terrain and vegetation tiles
• Revised 2D terrain and vegetation tiles
• Revised Iraqi 3D graphics
• Revised United Kingdom 3D graphics
• Special graphics and units that are amphibious have been given appropriate graphics
• Revised all 3D graphics with a muted look, allowing 3D units to stand out clearly against the terrain
DATA
• Updated Weapon.pdt file, revising existing information and adding new information for new units
• Updated 09,14,22,23,24,30 platoon.oob files with additions and corrections
SCENARIOS
o New Scenarios by Jason Petho:
o No Match for the 100 (Bir Gifgafa 1967)
o Tourney - Set A01 - High Noon
o Tourney - Set C01 - Hack and Slash
o Tourney - Set C02 - The Villages
o Tourney - Set D01 - Dancing in the Desert
o New Scenario by Jim Mays:
o Tourney - Set B02 - A Furious Charge
o New Scenarios by Alan R. Arvold (available in the mods folder):
o Arab-Israeli Wars Scenario #1
o Arab-Israeli Wars Scenario #2
o Arab-Israeli Wars Scenario #3
o Arab-Israeli Wars Scenario #4
o Arab-Israeli Wars Scenario #5
o Arab-Israeli Wars Scenario #6
o Arab-Israeli Wars Scenario #7
o Arab-Israeli Wars Scenario #8
o Arab-Israeli Wars Scenario #9
o Arab-Israeli Wars Scenario #10
o Arab-Israeli Wars Scenario #11
o Arab-Israeli Wars Scenario #12
o Arab-Israeli Wars Scenario #13
o Arab-Israeli Wars Scenario #14
o Arab-Israeli Wars Scenario #15
o Arab-Israeli Wars Scenario #16
o Arab-Israeli Wars Scenario #17
o Arab-Israeli Wars Scenario #18
o Arab-Israeli Wars Scenario #19
o Arab-Israeli Wars Scenario #20
o Arab-Israeli Wars Scenario #21
o Arab-Israeli Wars Scenario #22
o Arab-Israeli Wars Scenario #23
o Arab-Israeli Wars Scenario #24
o Arab-Israeli Wars Scenario #25
o Arab-Israeli Wars Scenario #26
o Arab-Israeli Wars Scenario #27
o Arab-Israeli Wars Scenario #28
o Arab-Israeli Wars Scenario #29
o Arab-Israeli Wars Scenario #30
o Arab-Israeli Wars Scenario #31
o Arab-Israeli Wars Scenario #32
o Arab-Israeli Wars Scenario #33
o Arab-Israeli Wars Scenario #34
o Arab-Israeli Wars Scenario #35
o Arab-Israeli Wars Scenario #36
o Arab-Israeli Wars Scenario #37
o Arab-Israeli Wars Scenario #38
o Arab-Israeli Wars Scenario #39
o Arab-Israeli Wars Scenario #40
o Revised Suez Linked Campaign
o Revised all affected scenario/campaign maps with new Industrial terrain hex
o Scenario Modifications to:
o The Crossroads
o Off to Giddi
o Bootcamp 3
o Battlefields of Old
o Raid Into Libya
o Into the Ring
o A Taste of Sa’iqa
o Into Africa!
o The End in the Sahara
o Hot Knife Through Butter
MODS
We have included a number of user made modifications that may enhance your gaming experience. It is recommended to use the JSGME Modification Enabler Software that is included as part of the installation. See Section 16.3 for instructions.
• Alan R. Arvold Ode To Arab-Israeli Wars – This is a scenario set based on the Arab-Israeli Wars created by Alan R. Arvold.
• Ode to Arab-Israeli Wars – This is a 2D graphics modification by Petri Nieminen (aka Crossroads) to provide the players of the Ode to Arab-Israeli Wars scenarios an authentic look and feel when playing the scenarios.
• Alternate 3D Bases – This is a 3D graphics modification that simplifies the roundels in the 3D view, making them easier to distinguish against the terrain.
• Black 2D Unit Profiles – This is a 2D graphics modification that converts the coloured unit graphics to black silhouettes.
• Black Unit Info Box – This is a UI graphics modification that removes the background information when using the Unit List, making the unit information easier to read.
• MausMan 3D Graphics – This is a massive 3D graphics modification that converts all 3D terrain graphics to a smaller scale.
• NATO Icons w. Transp. Background – This is a 2D graphics modification for NATO symbols that removes all colour coding and just displays the black outlines.
• NATO Icons w. White Background – This is a 2D graphics modification for NATO symbols that replaces all colour coding with a white background.
MANUAL
The manual has been revised to 1.02 UPDATE standards. It has also been combed through; revising graphics and grammatical errors, in addition to incorporating comments from users (inclusion of 2D and 3D screenshots, for example).
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