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  Fatherland: The Long Road Expansion by Flying Pig Games  For some unknown reason whenever I look at the title of this expansion, I am alwa...

Fatherland: The Long Road Expansion by Flying Pig Games Fatherland: The Long Road Expansion by Flying Pig Games

Fatherland: The Long Road Expansion by Flying Pig Games

Fatherland: The Long Road Expansion by Flying Pig Games




 Fatherland: The Long Road Expansion


by


Flying Pig Games





 For some unknown reason whenever I look at the title of this expansion, I am always reminded of the Nazis singing Die Wacht am Rhein in the movie Casablanca. Which, of course, is then followed by the Marseilles being sung by the rest of the patrons in the bar.


 I cannot do a rundown of the history behind the game because luckily it did not happen and hopefully never will. You will however get to test the different NATO and Warsaw Pact armaments from 1985. The biggest addition to the NATO forces in the game are:

10 - Leopard II tanks

10 - Leopard I tanks

10 - Marder (not the World War II variety) The 1985 Marder was equivalent to a Bradley Fighting Vehicle. It possesses a 20mm automatic cannon and also carries Milan anti-tank missiles.

1 - Tornado multirole aircraft

2 - PAH-1 helicopters

10 - Panzergrenadiers

You also get three of the last units of Jagdpanzers to be designed after World War II: the Jagdpanzer Kanone 90mm, plus several other vehicles.






 These are the only rule changes when playing this expansion:


As a member of Nato, West German forces use the American/NATO Action Cards.

Armed Mobs do not count against stacking restrictions.

Armed Mobs will never attack West German units.

The West German player may control Armed Mobs that are generated in a hex containing a West German Combatant.

The West German player may control Armed Mobs after a West German Combatant moves into their hex.

Armed Mobs controlled by the West Germans assume the morale of the best West German unit in the hex.





 So, in this expansion Flying Pig Games have gone for the straight military World War III simulation as far as units. There is no Yog-Sothoth unit, or any other nightmare added to the mix. This does not mean that they do not show up in some of the six new scenarios that this expansion brings to the table (literally).


 Fatherland comes with a new mounted map. It also contains a full counter sheet of those beautiful one-inch counters that came with the main game, The Long Road. So, now you can see how the Bundeswehr would have matched up against both Soviets and Vampires etc.


 This is a great add on for an excellent game. This is a piece from the rules of The Long Road:

"So that is the twist, a wargame with paranormal elements. Make no mistake, I’ve strived to make this an accessible, yet accurate wargame. Included is everything from advanced sights, multi -spectral smoke, artillery-delivered minefields, to electronic counter measuresanti-tank guided missiles, attack helicopters and the man-portable, air defense systems required to bring them down. You’ll command the weapons of the time; Abrams tanks, T-80 tanks, M60A3, T-64B, and Sheridan tanks. Bradleys, M-113s, BMPs, infantry, spetsnaz, and more."


 Now we can add to the mix a lot of West German troops and armaments. What is there not to like? Plus, we will get the grognards arguing about which one is better, the Leopard II or the M1 Abrams. The game system used is Mark H. Walker's Platoon Commander Deluxe. Which if you have not played in some version, I think you should check it out.


 Thank you, Flying Pig Games, for allowing me to review this expansion.


Robert


Flying Pig Games:

Flying Pig Games

Fatherland: The Long Road Expansion:

The Long Road | Flying Pig Games

My Review of The Long Road:

Mark H. Walker's The Long Road: World War III ... With a Paranormal Twist by Flying Pig Games - A Wargamers Needful Things


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