Stalin's Triumph Nations At War by Lock 'N Load Publishing Stalin's triumph is a platoon level game, a...
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May 2018
Stalin's Triumph A Nations At War game from Lock 'N Load Publishing
A Naval History Of The Peloponnesian War by Marc G. Desantis I love books, but once in awhile you will come ...
For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!
May 2018
A Naval History of The Peloponnesian War by Marc G. Desantis
This war has had many books written about it. In actuality Thucydides, an Athenian general, wrote the first history of the war. The book we are looking at is one of the best on the subject, but also one of the best books about any war. As the author points out, Greece's coastline is actually longer than Italy's. So almost all of the fighting took place fifty miles or less near the Aegean or Ionian Seas. This was a well written and fascinating book on ancient warfare. From the physical problems that the rowers themselves endured (read for yourself), to how the Corinthians strengthened their bows, it is in this book. I am looking forward to reading more from the author.
Robert
Book: A Naval History of The Peloponnesian War
Author: Marc G. Desantis
Publisher: Pen & Sword
Distributor: Casemate Publishers
Check Your 6! from The Lordz Game Studio brings the air combat board game of the same name to the digital world. Although the board gam...
For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!
May 2018
Check Your 6!
Check Your 6! from The Lordz Game Studio brings the air combat board game of the same name to the digital world. Although the board game includes many expansions covering various theaters and eras, this initial release for PC focuses on the classic Battle of Britain clashes between the RAF and Luftwaffe. Check Your 6! uses a we-go turn-based system where each side plans out the orders for all of their aircraft and then hit go to see what happens. However, it's quite a bit more complicated than just that, as we will see.
When planning your movement for a turn, there are multiple factors to consider: where your aircraft is now, where you want it to be on the next turn, or three turns from now, and of course where the enemy aircraft are. Movement includes steering left and right, altitude adjustments, fancy maneuvers, and the ever critical speed. Climbing will slow you down, and diving will similarly speed you up. Going faster isn't always the best option, and so one must think ahead when setting a course. Sharp turns can also slow an aircraft to a dangerous point, forcing you to be judicious with such maneuvers. Mastering movement is a critical part of every engagement; unless you get your aircraft into the proper position, you will have no chance of taking a good shot and doing some damage.
When attacking an enemy, several variables are thrown together to give you a percentage chance of success. The angle and speed of the aircraft involved play a role, as well as the distance between them. It's quite difficult in this game to get anything resembling a sure hit unless you are able to maneuver perfectly into position behind an enemy. Often you will be forced by circumstances to take lower percentage shots and hope for the best. Assuming an aircraft is hit, there are all sorts of things that can happen next. Simple hull damage, engine damage, crew casualties, a fire starting, or no damage at all. These variable results can make for some moments worthy of cheer, as well as frustration when things don't go your way.
The 18 scenarios available can be played from each side, and all of the ones I played were at least partially based on some sort of real life sortie. You reward for winning a scenario is a nice text blurb describing the real historical result of the action. Otherwise the scenarios are not linked in any way, and you can play them in any order. On the plus side, these scenarios feature much more than simple fighter vs fighter combat. Often one side must defend some kind of objective on the map like a bridge on the ground or bombers in the air. Variable placement of units for each side means that a given scenario could play out somewhat differently from one attempt to the next.
There are numerous different aircraft available for each side, and each one has it's own strengths and weaknesses. I know we all want to command a full squadron of Spitfires at every opportunity, but sometimes they just aren't available and you have to make due with what's on hand. Adding a little variability among similar units is how each pilot has their own experience rating. Better pilots essentially "move" last, and so get a chance to adjust their initial orders after seeing if an enemy zigged or zagged.
Check Your 6! takes a few hours to really give you a good feeling for the flow of air combat. There is a tutorial which explains the controls well enough, but doesn't give you enough time to really understand how to conduct a dogfight. Thus, I found the game frustrating at first, but then grew to enjoy it a bit more as I gained some experience. You must be able to foresee how running your fighter at full throttle means it will overshoot that bomber it was trying to get behind, or how sharply climbing to meet the foe will leave your guys with no speed remaining to make a sharp turn. I certainly learned these lessons via the school of hard knocks.
The flow of the combat can be bogged down a lot when you are tweaking movement and facing, and considering the future positions of a dozen different aircraft, but I imagine there are more than a few players out there looking for the exactly that level of control.
The game won't dazzle anyone with it's graphics, animation, or sound, but for a board game to digital conversion it looks okay for something that will probably be ported to iPads and the like before long. One thing I found odd were the blurry ground textures, especially in missions where you are attacking ground targets.
Overall, I can't really give a broad recommendation for the game, though fans of the board game should be pleased and if you are really interested in turn-based combat and WW2 aviation, you'll probably enjoy it. That isn't to say that Check Your Six! is a bad game by any means, it simply suffers the common fate of many physical-to-PC conversions, in that games which feel dynamic and immersive on a table can feel a bit clunky and slow on the PC.
Check Your 6! Can be purchased directly from Matrix Games or on Steam.
- Joe Beard
Pericles by GMT Games Pericles, oh Pericles, why oh why did you lead us to this point, oh Pericles? Pericles is ...
For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!
May 2018
Pericles by GMT Games
Back of the box |
The game is a bit unusual in that it can be played as a four, three, or two player, but also has rules to play it solo. This is a great mechanic that means the game can be played for game night or when you cannot find anyone. I think more games should have this many options.
Player shields that also include game info |
Physically the game weighs in at more than four lbs. The box is roughly the size of the old 'soap box' game boxes from SPI. It contains the following:
Four Player Shields - Two Athenian: Aristocrat, Demagogue
Two Spartan: Agiad, Eurypontid (Spartan
Kings' families)
Pericles rules Of Play Booklet
Pericles Playbook
One Sheet Of Counters
Two Athenian Player's Aid Cards
Two Spartan Player's Aid Cards
One Phormio Decision Chart
One Phormio Athenian And Spartan Strategy Matrix
Three Card Decks - Athenian, Sparta, and Aristophanes
One Six Sided Die And One Twenty Sided One
190+ Various Wooden Pieces
Play map |
The map is beautiful as well as functional. Two thirds of it is a map of Greece, along with small insets for Persia and Sicily. The other third is for the Spartan and Athenian political play. The game itself is the second in the 'Great Statesman Series' ( the first was the highly regarded 'Churchill') designed by Mark Herman. The complexity is listed as a six. Naturally with solo rules it is rated a nine on the 'solitaire suitability' chart. The cards are very interesting and informative. The 'Aristophanes' cards all have a play of his listed on the top of the card. He was naturally a playwright, but he also fought in one of the wars. The counters are 1/2" and are easily readable and well done. They also come with the corners pre-rounded. The colors of the wooden blocks are bright, and the pieces themselves are precision cut with none that are misshapen, etc. These blocks represent the various bases, along with naval and land forces of the different leagues and cities. The play aids are also nicely done and easy to use. They are invaluable with a game of this size and, I don't want to say complexity, but there is a lot going on for the players to keep track of. The rule book is only twenty-four pages long. It is in color and has many examples of play and record keeping. The play book is forty-four pages long. The contents are as follows:
Scenarios, Solitaire and two, three, or four player rules, a full thirteen pages of play examples, five pages of 'Card Personalities' (this is a short bio of important people in the game), Strategy guide, and finally Designer Notes.
Spartan Player Aid Card |
The game is played in six year turns. The game is interesting because it includes the issue of each side's 'Assemblies'. You are not put in the position of a ruler or omnipotent eye in the sky. This part of the game really shines. The political infighting in the different cities was almost as intense as the actual warfare between them. There are twenty-three historical scenarios to choose from. These run the gamut of small one turn scenarios to 'The Suicide of Greece 460-400 BC' one. Just as in the actual history of the war, there is a chance for plagues to affect play. Alcibiades (the man who helped defend Socrates at the Battle of Delium) even gets his own wooden counter. What more could you ask for in a game about ancient Greece? If I made the game out to seem too complex, in truth it really isn't. All of the books and aids pretty much hold your hand while getting your feet wet in this great game.
I will use the game rules posted on GMT's website (the link is posted below) to show the sequence of play:
" • Aristophanes Card Segment (5.1)
◊ Reveal and resolve the next card from the Aristophanes
deck (and optionally read the play quote out loud in your
best thespian voice)
• Political Cards Segment (5.2)
◊ If player has his Entourage available, discard 0-3 Entourage
Cards (5.21)
◊ Refresh hand to 9 cards, or 6 cards if Entourage used for
Brain Trust option (6.31)
◊ If hand size of 9 create new Entourage of 3 cards (5.23),
else use all 6 cards dealt (6.31)
◊ Add Faction Leader card to 6 cards to create a 7 card hand
• Boule Segment (5.3)
◊ If Hostages available, Controlling Faction has the option
to place War/Peace issue on other City-State’s Opposition
Faction track two space (5.33)
◊ Controlling Factions pick one issue (2 space, 5.32A), except
Ostracism and War/Peace issue (5.32E), which is placed in
the center (zero space).
◊ Opposition Factions pick one issue (1 space, 5.32B), except
Ostracism and War/Peace issue (5.32E), which is placed in
the center (zero space).
◊ Controlling Factions pick three issues (zero space, 5.32C)
◊ Opposition Factions pick two issues (zero space, 5.32D)
Assembly Phase (6.0)
• Starting with the Controlling Faction each City-State sequentially
conducts six debates (6.11, 6.14)
Political Phase (7.0)
• Oration Honor is determined (7.1, Honor 10.0) and Controlling
Faction is determined (7.2)
• Strategy Board Segment (7.3)
◊ Controlling Factions reveal 7th card and receive Strategy
Board Strategos
◊ Opposition Factions reveal 7th card and receive Strategy
Board Strategos
• Political Issues Segment (7.4)
◊ Resolve all non- military, league, diplomatic, and oracle
isues in the following order: War/Peace (7.41, 7.42), Games
(7.43), Citizenship (7.44A), Colony (7.44B), Krypteia
(7.45A), Agoge (7.45B)
◊ Determine if the status change from War to Peace ends the
game (see Scenario instructions)
• Theater Issue Award (7.5)
◊ All Factions substitute their military, diplomatic, league,
and oracle won Assembly issues for their corresponding
Faction colored marker plus their two rumor markers
Theater Phase (8.0)
• Theater Issue Placement Segment (8.3)
◊ In Honor Order (8.1), each player sequentially places facedown
one military, diplomatic, league, oracle or rumor
marker on one of the twenty Theaters and potentially Persia
◊ The placement of a second marker in a Theater or Persia
creates a stack of markers hereafter referred to as a LIFO
(last in, first out) queue (8.31)
◊ Continue sequence until all issues are placed in Theaters
or Persia
• Theater Resolution Segment (8.5)
◊ Reveal and resolve issues (Diplomatic 8.51, League 8.52,
Oracle 8.53, Military 9.0) one at a time to completion in
Honor Order
◊ A player must reveal one marker from his side that is at the
top of any Theater queue
◊ A player who has no markers from his side available to be
revealed passes his turn to the next player
◊ A player who passes still takes his next turn in the Honor
sequence and a player can pass multiple times
◊ In all cases the marker belongs to one of the players and
in all cases the owning player resolves the issue revealed,
regardless of who revealed it
◊ All Theater queue markers must be resolved
◊ After all Theater queue markers have been resolved, move
to the end phase
End Phase (11.0)
• Victory Determination Segment (11.1)
◊ Automatic Victory Determination (11.11, 11.12, 11.13)
◊ If last turn of scenario, determine winner (11.14); otherwise
continue
• Maintenance Segment (11.2)
• Redeployment Segment (11.3)
• Resolve Will of the Assembly (11.4)
• Start new turn"
It seems like an overwhelming mouthful at first, but like many great boardgames the more you put into it, the more you will get out of it.
Counters |
The game is one of the very few on BGG that has a rating of over 8 (8.10 to be exact), and also has a good number of voters. The game is that good and deserves every decimal point. I will admit to have not had the pleasure to play it in four player mode, but solo and two player are also great gaming fare. The amount of background of history and actual personalities stuffed into the box is an Ancient Greek geek's dream. You should be able to get a credit or two for college for playing the game. Certainly there have been some corners cut in the mechanics of the game compared to real life, but after all it is meant to be a game to be enjoyed. The game plays out, if you use the correct strategy, as the war did. Sparta is the heavyweight on land, and Athens is the heavyweight at sea. It is almost like two fighters, one in an earthen ring and one in a pool beside it. Athens must harass and disturb Sparta by raiding. Sparta desperately wants to come to grips with its enemy. The only way they can is through their different surrogates. Each city of Ancient Greece is up for grabs in this melee. Athens is a super power with an Achilles heel: its citizens' stomachs. Athens cannot feed itself without imports. Sparta has two problems of its own. The first is 'Helots'. These slaves are always on the verge of rebellion. The second is that there are only so many actual Spartans. Their killing off of their own and the extremely hard process to adulthood in Sparta meant that there were never enough full citizen male Spartans.
Examples of the three decks |
Pericles hits the sweet spot between a wargame and a political game. It also represents the fight for honor that the leading citizens of both sides felt was so imperative. It somewhat resembles the race through the Cursus Honorum of the Roman Republic except that it was much less regulated in the Greek city states. Totally wiping out your opposition, be they demagogues or aristocrats, happened much more frequently in Greece than in Rome. For all our love of the Greek civilization and what it brought us, it was a rough place.
Phormio is the name of the bot or AI that you play against in solo games. Some people have suggested that playing solo is really just a way to learn the mechanics in parts of the game. Others have had an enjoyable time playing solo and still do. While I agree it is a good way to learn the game, it will still give you a run for your money. The design along with all of the components are all top notch. It looks like I will have to pick up the game 'Churchill' soon.
My hat, or pileus, is off to the designer and GMT games for this excellent portrayal of this period in history. The games I have played have pretty much all come down to the wire. So much can happen that, just like in Chess or any good wargame, you always have to have a plan B,C, or D ready to put into play. I must thank the designer for another bit of gaming greatness. It seems (among many others) he was involved with designing 'The Art Of Siege', my favorite wargame of all. So if you have any interest in the age at all, or just want to play a cutthroat wargame, pick this game up. For anyone who is having trouble with the rules or just wants to play well, Mr. Herman has posted some excellent Youtube videos on the game. The only problem I have seen mentioned with the game is to find people who have enough time and commitment to learn and play it. Of course, that is where the alternate number of player rules comes in.
Play blocks |
This is a link to the final rules:
https://s3-us-west-2.amazonaws.com/gmtwebsiteassets/pericles/PericlesRulesFinal.pdf
This is a link to the final Play Book:
https://s3-us-west-2.amazonaws.com/gmtwebsiteassets/pericles/PericlesPlaybookFinal.pdf
This is a link to 'Just Ask Phormio ; or How to Teach Pericles By Mark Herman:
http://www.insidegmt.com/?p=17470
Robert
BARBARIANS: THE INVASION from TABULA GAMES In essence, a worker placement and resource management game. Just that your workers a...
For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!
May 2018
BARBARIANS: THE INVASION
BARBARIANS: THE INVASION
from
In fact, the whole physical creation of this game impacts immensely to the benefit of this product in so many ways, but for one feature and that is directly linked to my reference to Conan the Barbarian. The card art and wonderful array of miniatures strongly echoes the graphics so familiar both in the many books of Conan's adventures and even more so the films of Arnold Swarzenegger. Bulging muscled warriors and berserkers and scantily clad female warriors and goddesses.
It is the latter that has drawn disapproval from some gamers and may influence ultimately your own choice of this game. In total we're talking almost exclusively about seven cards out of a vast array and several miniatures in each players set of figures. Sensibilities may have changed in recent years, but nothing here seems out of line with images from computer games/comic book heroes and the current appetite for their T.V and cinematic interpretations .
What is unquestionable is that in total this is an awesome product and project. Admittedly I have been fortunate to receive the Iron level Kickstarter package to review. From the start I had followed the progress of this game and been amazed by what I'd seen and read. For many months, both the games I've received for review and those I've bought myself reflect the quality of modern production and each seemed to lift the bar ever higher. Barbarians: The Invasion has certainly pushed that bar up several more notches.
On lifting up the lid, I was bowled over - another cornucopia, as item after item was lifted from the box! How did so much get crammed in here and you'll certainly find it's not easy to packing it all back. For a start, I've abandoned the insert.
Nor are the rules as complex as at first they may seem to be. The core is the Action Phase when each player in turn places one of his three "workers" - Barbarian Champions - to gain resources, buy cards and, of course, go to war. The first Phase, Maintenance, couldn't be simpler, simply collect the requisite resources from as many building cards as you have the ability to use. The final, appropriately named, End Phase is equally straightforward as you choose those benefits/avoid penalties that you can afford to pay for.
The rule book itself I found clear and well organised with the mechanics easy to understand, but initially there have been some uncertainties and contradictory interpretations. Largely, this was because of the strong dependence on a profusion of symbols both on the game board and on the cards. Intended to help language independence, they would have benefited immensely from a fuller play aid than the back of the rule book provides.
Mastering and remembering the many symbols needed to understand the actions, along with the interplay between the various boards and tracks may seem daunting on an initial explanation. Frankly, after a couple of plays I found that this all falls into place and becomes easy to remember.
What remains slightly more difficult is the use of colour in the production. It certainly adds to the dark image of a mythic barbarian world, but it can make it a strain being able to see clearly the multitude of icons on the volcano that tell you what action you have chosen. This is not a game to be played in poor lighting! By contrast the alternate side to the rings on the volcano which is used with the Hunt Expansion is much more readable.
Equally, the similarity in colour between the backs of the various terrain cards has caused problems. I hasten to add that none of these are insurmountable issues: printing a simple play mat for the terrain cards with the location and colour printed on needed just a few minutes spent on the computer and I've found that, after a few plays, recognising the icons on the volcano becomes much easier.
Leading the many substantial qualities of the package is first and foremost the volcano which is at the heart of the game and the focus for your Actions. Placing your first Champions on the topmost ring and then descending step by step with each subsequent Champion is quite unlike any other game I've experienced.
Do not be deceived by anyone who claims that a set of little wooden meeples and cubes of wood for marking your resources is all that's needed. I say that as a gamer who is largely indifferent to bling and what in so many games is often a tacked-on theme. In Barbarians: The Invasion the theme is reinforced by every aspect of the game and the sight of the barbarian miniatures as they start to throng the volcano is part of the strong visual pleasure and experience. Even more so when you've invested some time in painting the miniatures, as subsequent pictures, like the next one, will reveal.
Game play is engrossing with the interaction of so many branching elements. Everything begins with the all important choice of actions on the volcano. These may lead directly to gaining the resources with which you can buy troops when taking the War Action on the map of Fenian or pay for the Warchief and God cards that supplement and aid various aspects of the game.
Other actions help your personal markers advance on one of eight tracks [four Barbarian Tactics tracks and four Barbarian Knowledge tracks ]. The former reduce the number of battles you have to fight when trying to conquer one of the regions on the map and the latter support a range of benefits including your resource collecting, defence against the penalties of a lost battle, the ability to use from 1 to 4 buildings and how far out into the island worlds of Fenian you can voyage.
However, I'm sure that for many it is the fighting of battles that stands out and here this game has come up with a set of highly original concepts. First of all, you will be trying to conquer territory in the islands that make up the realm of Fenian. At the beginning of the game, each region will have a random counter placed face-down and then all are revealed showing the colour of one of the four clans and its Domination value [i.e. VP value].
Already I hope you can see the originality of ideas and there are more to come. Each type of terrain card shows which of three types of warrior [archer/berserker/raider] you will have to fight and also which of the three types is most likely to be encountered. Before you reveal any of the cards, you have the opportunity to spend combinations of resources to buy troops for the battle.
Once you've purchased the troops you want, each battle card is turned over one at a time and you decide whether to spend the troops needed to defeat each individual turn of the card. As you can imagine there is a whole little meta-game involved here.
Do you take the war action early and face many battles in order to grab high point scoring tokens, but face draining loss of troops and the additional consequences of losing some battles or do you spend actions in the early part of the game to advance your Tactics tokens so that you face fewer battles later in the game. Do you gamble on buying fewer troops to conserve resources for the many other purposes that they can be used for? You also need to think about advancing the Knowledge track that allows you to attack more distant islands or the Defence track that helps you avoid the penalty of losing a battle.
These are just some of the pressures, choices and decisions you face when contemplating the War Action. At the same time, you have plenty of other decisions crowding in on you. The need to be buying among other things building cards that will give you extra resources in the Maintenance Phase and provide end game bonuses or Warchief and God cards that also give a variety of aids and additional abilities. Regarding the God cards, there have been some criticisms of their powers being unbalanced and the fact that one is randomly given to each player at game set-up has drawn comments about the detrimental effects on the game. All I can say is that from a series of 2, 3 and 4 player sessions, none of the players has felt there was any evidence of this problem and, as has been pointed out by other reviewers, a simple house-rule modifying their play or distribution at the start can easily be instituted.
Though conquest and the end game bonuses on the building cards provide the main source of those game winning Domination points, there are many other sources for small incremental gains throughout the game. These latter should not be overlooked or considered insignificant. This is a game that rewards attention to the diversity of options and another reason why I rate it so highly.
And don't forget that if you want even more options, you can turn to the Hunt Expansion with new figures and cards or the other two Fenian map boards, whose configuration changes the avenues of conquest.
All in all, Barbarians: The Invasion provides a multi-layered experience - starting with the variety of combinations and interactions of the effects of placing the players' pieces on the volcano and the ability to rotate levels of the volcano. This is deepened by the interplay of using the many cards that can be bought and then crowned by the fascinating mechanics of the War Action.
It is a game that plays equally well with two, three and four players - a rare factor in many games. Though I like to get in the full complement of players if possible, every two-player confrontation has been a real duel! And finally, you can enjoy an equally riveting solo play.
Personally, this is a game that has had and will continue to get many plays. At conventions where I've introduced it, merely setting it up has drawn eager players and claimed the attention of a steady stream of passers keen to know more. Another "keeper" in my collection and to entice you I'll end with just a few more pictures of the painted miniatures. Good slaying!
Many thanks to Tabula Games, the indie games design studio, for the review copy. This is a name to look out for.
What do your hear? Nothing but the rain! Good news for fans of Battlestar Galactica Deadlock, a new DLC has been announced for rel...
For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!
May 2018
New DLC Announced for Battlestar Galactica Deadlock: The Broken Alliance
What do your hear? Nothing but the rain!
Good news for fans of Battlestar Galactica Deadlock, a new DLC has been announced for release in the near future! The Broken Alliance will add several new ships to the mix, and integrate new missions and a new subplot directly into the existing campaign structure. Here's the official description:
I'm personally very excited to get a chance to cover this DLC. I'm a huge BSG fan and always enjoyed the political infighting just as much as the space battles. I started a fresh campaign to experience how the DLC fits into the game, and as you can see in the above screenshot, I've just reached the point where the new story line begins. Expect more coverage soon!
- Joe Beard
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