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Leningrad '41 by VentoNuovo Games  The city enraged Hitler and he wanted the cradle of Bols...

Leningrad '41 by VentoNuovo Games Leningrad '41 by VentoNuovo Games

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

East front




Leningrad '41

by

VentoNuovo Games














 The city enraged Hitler and he wanted the cradle of Bolshevism utterly destroyed. However, once his troops got there, he was so afraid of the house to house fighting in a city that he decided to surround it. So, Leningrad was forced to suffer a siege of almost three years. What went wrong, and could you have done better than von Leeb in 1941? This game was produced to answer that very question.



Map


 This is a block wargame, just like all of VentoNuovo's games. The map is a beautiful piece of work (as are all of their maps). The map is divided into areas, and is large at 62cm x 84cm. This is the second game of this series on campaigns from the Eastern Front. Moscow 41 and Stalingrad Inferno on the Volga are the other two, soon to be followed by Kiev 41. The blocks are 15mm x 15mm, so they are smaller than most used in block games. Some areas on the map are small, so even with the smaller blocks there is congestion to deal with. The stickers are, again, small pieces of art that really should be larger to show them off. The whole game production exudes quality. The game comes with four full sized and thick full color players' aids. There is a five page historical analysis which is excellent all by itself. Here is a list of what you get with the game:

Heavy Cardboard Map 62cm x 84 cm
110 Wooden Block Units
124 PVC Stickers
100 Other Wooden pieces for initiative, Bombers, Defensive     Positions etc.
2 Lightly Laminated Player's Guides
3 Short Scenarios, and the Campaign Game




Stickers



 This is the sequence of play:

Logistic Phase (2nd,3rd,4th,5th,and 6th Turns)
Impulse Phase (Combat, HQ Activation etc.)
Final Phase




Soviet Navy Counter



  The game itself is a challenge for both players. It plays almost exactly like Moscow '41 (a favorite of mine) except for the addition of the new terrain. The German player can, if he is good enough, take Leningrad. The Soviet player seems weak, but he can forestall his opponent's attacks, and slow him up to take the win. The game is very finely balanced between playability and history. All of the scenarios start after the Germans have already captured Riga. There are tactical HQs for both Zhukov for the Soviets, and Mannerheim for the Finns. Both can be game changers if used correctly.
Random reinforcement makes the game a very good solitaire game. Once you get closer to Leningrad, the terrain is heavily forested with some swamp. This means that the German player has to slow down regardless of the opposition. The German player can make good time through Estonia etc., but then has to slog through these areas along with tougher Soviet opposition. The German player also has to decide what he is to do with the Finns. Historically the Finnish troops only moved to take back what territory they lost in The Winter War in 1939, so they were really not much help to the Germans. The rules allow the Finnish troops to attack first in any battle (a nice touch). As the German player, you also have to decide whether to spend any resources to try and take Murmansk. So, the game comes with the chance to blitzkrieg, but also attack and defend in swamps. The varied terrain taxes both sides to play their best. As with the rest of Vento Nuovo Games this game is also very suitable for solitaire play. I will caution the German player that Leningrad looks a lot closer on the map then it will turn out to be.




Playtesting shots



 VentoNuovo has been able to take the simplicity of block games, and add in rules, while easy to understand, that represent the historical campaigns to a tee. So a player gets the best of both worlds. The game is easy to setup, learn, and play, but still be deep enough for us grognards. The formula is a guaranteed success, and it shows by all of their games' ratings by players. Thank you VentoNuovo for the chance to review Leningrad 41. Here are links to the game and company, and some links to other reviews I have done on their games. I cannot wait to do a review on Kiev 41.


Accessories you can buy


Vento Nuovo Games:
www.ventonuovo.net/

Königsberg by Revolution Games  Normally, I try to stay away from games that one side cannot win outright. So, ...

Königsberg by Revolution Games Königsberg by Revolution Games

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

East front

Königsberg

by

Revolution Games








 Normally, I try to stay away from games that one side cannot win outright. So, gaming the end game of World War II in Europe, especially 1945, is usually something that does not end up on my table. With these types of games, you have to do better than your historical counterparts did. Most of the time it is just holding a hex or hexes up until the end of the last turn, while inflicting more casualties on your enemy than was historically accurate. On the Soviet or Allied side you are trying to finish the war earlier than it did historically, or in this case taking Königsberg earlier and inflicting more damage on the Germans. You should not, as the Germans, in any game based somewhat on reality, be able to defeat the Russians in 1944-1945. You can only prolong the inevitable. However, I have even played games about trials so I will keep an open mind as I am playing.





 We will start with the facts, and "just the facts Ma'am". The game comes in a Ziploc bag and contains:

22'x34' Map
280 Counters
Twelve Page Rule Book
Color Player's Aid Card

 You could play the game as a three player one, with a player taking one of the 2nd or 3rd Belorussian fronts. The Russian player who has taken the most victory hexes would be the winner. That is, of course, if it ends in a Russian victory.

 For those of you so inclined, there is also a Vassal module available.





 The game takes place in East Prussia and northern Poland from January 13th to February 1st, 1945. The number of turns in the game is ten. The playing time is estimated at four to ten hours. The scale of the game is five miles/eight kilometers per hex. The units will go from brigade to corps size. The solitaire suitability is listed as high. You will need to supply a six-sided die along with a chit pull container.





 The map is very well done, and is of high quality. The terrain and defenses etc. are clearly marked. Everything from the CRT to the turn record track is on the map. So it should be easy for almost all gamers to have a place to set it up. The game length, especially during the learning phase, will probably mean you will have to leave it set up for at least a day or two, depending upon your free time for gaming.The counters are 1/2", and are easily readable and compare to the best counters I have seen in a Ziploc or wargaming magazine. Depicted are Soviet Guards units, Volkstrum units, along with air units which are mostly for the Soviets, and the Admiral Hipper even shows up on the German side.






 The rule book is in black and white, and it shows no examples of game play. On the other hand, the game rules are of a pretty standard fare for hex wargames, so unless you are a complete tyro you really don't need too much hand holding. The German player controls all his units, but the Soviet player is split between the 2nd and 3rd Belorussian fronts. So the German player gets X activations each turn while the Soviet player gets activations for both fronts. During the chit pull, you will pull a Command Chit for whatever Headquarter unit, and then the sub-units of that force can move and attack etc. The game also comes with independent units on both sides. These can be activated by any active Headquarter unit in range, meaning that independent units can be activated more than once per turn. German HQ units can activate three independent units, while Soviet HQs can only activate two independent units. A HQ unit has their command radius listed on their counter. The way I read the rules is that you do not count the hex the HQ is in when tracing command. There are a few optional rules, ie. using the rebuilding 20th Panzer division, or two other small German forces. 







 Within the last two years I have had to adjust my thinking about block wargames and a few other things. Once again, I have been shown the errors of my ways. Playing a wargame that you can 'win' only by the victory conditions is actually entertaining and still teaches you a good amount of history. Playing as the Germans, you will have to keep your wits about you, and accurately judge when to cut and run. Do you try to save those surrounded Panzers, or do you just make a defensive line farther back? The Konigsberg area in East Prussia is where many of the German Junker (noble) families come from or at least are close to. The German officers were probably trying to save every inch from the Russians. Playing that way as the German player will have you beaten in no time. Playing as the Russians, you play pretty much historically. You can not even worry about casualties, and just keep storming ahead trying to overwhelm your opponent. I would think a nice touch to the rules would be the following: If the Russian player does not gain X amount of victory hexes in X amount of turns, that player gets a knock on the door from the NKVD and it is a German victory, just to give the Russian player that much more incentive.






 This is a good medium sized game, and relatively easy to play,  about a much overlooked historical period. Anyone who wants to be in the German or Russian shoes in 1945 should give this a try. Equally, anyone who thought like I did about gaming lost causes should rethink this and other gaming possibilities.

Robert

Panzer Krieg by Jason Marks Vol 1 Panzer Krieg by Jason Marks Vol 1

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

East front


  Typhoon Over Moscow by T Broderick and Death on the Volga by T Broderick      Again my book of the week visits WW2 and th...

Typhoon over Moscow and Death on the Volga. My Books of the Week. Typhoon over Moscow and Death on the Volga. My Books of the Week.

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

East front

 

Typhoon Over Moscow by T Broderick

and

Death on the Volga by T Broderick


 
 
Again my book of the week visits WW2 and the East Front fiction genre. Typhoon is the first book, Death on the Volga the second, not sure if there will be any  more in the series but I do hope so. They are both rather pricey in paperback (though I say worth it) however Kindle format are easily affordable and great value. The author is obviously a very keen historian and his research is impeccable. Nothing can ruin historical fiction more dramatically than historical errors and I have to say this is flawless. I can't find anything to raise even an eyebrow. Unlike my previous recommendation which followed a squad of Axis soldiers, here we have a whole host of characters, from both sides of the conflict, with no bias shown to either side.
 
Character development is very good, as is the narrative, for example battle scenes are exciting and you are there in the action and there is nothing that pulls you out from your imagination like some glaring historical error. Again this reads like a book written by an experienced author and a very good one at that. It's not stilted and flows well, conversations feel natural and not contrived to move the story along. There is no sign of an amateur author here like you can get with this type of novel. To be perfectly honest, if this had been an old war classic like say Life and Death I wouldn't have been surprised, it's written that well.
 
So if you have an interest in WW2 and fancy a great novel buy them! If you have an interest in the East front then definitely get them.
 
Highly recommended!
 
Jason
 

Edit: Sadly it's unlikely to be anymore, just noticed the publication dates!

  Battle Academy 2: Eastern Front from Slitherine is a perfect example of how to take a winning formula and crank it up a few not...

Battle Academy 2: Eastern Front + Kursk Expansion Battle Academy 2: Eastern Front + Kursk Expansion

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

East front





 
Battle Academy 2: Eastern Front from Slitherine is a perfect example of how to take a winning formula and crank it up a few notches. The game, released in 2014, is the follow on to the original Battle Academy, a title which set the bar for this type of accessible, yet surprisingly deep tactical World War 2 gameplay style. 

In Battle Academy 2 (BA2) the player takes control of either the Germans or Russians in a series of scenarios fought out using turn-based combat on a map broken into a grid of squares. Locales vary from dense urban centers to wild forests and pastoral villages. Many of the maps are very detailed, with networks of roads and wheat fields, marshes and rivers, and other terrain types generating intriguing choices about how to formulate your strategy.

Although at first glance the graphics may appear fairly simple, there is actually a great amount of detail to the unit models, especially the vehicles. All of your favorites are here, from Tigers and T-34's to a smattering of half-tracks and AT guns. In the realm of infantry, there are riflemen, sappers, commandos, militia, mortars, machine guns, snipers, and more. For a title that some might initially deem to be a more casual wargame, there is a actually a lot of content.


Campaigns from several phases of the war are available, as well as a tutorial to get you started.

In the base game of BA2, there are four campaigns to choose from, two each for the Germans and Russians. These cover several time periods throughout the war, from Barbarossa forward. The Kursk expansion adds another two campaigns covering that massive battle, with the twist that units can be carried forward from one battle to the next. This was big plus for me, as I really like the idea of having a "core" force that I can try to keep alive through a series of battles. On the other hand, the base game campaigns are able to offer a wide variety of interesting scenarios, since they are all independent of one another, other than being set during a certain time period.

The scenario design of BA2 is probably some of the best I have seen in any wargame available. Many of them present you with a unique situation to work through. In one mission you have to deal with an immobilized, yet deadly enemy tank in a mostly open field. You only have infantry and a couple of light AT guns to work with. In another you are ambushing an enemy convoy at night with a force made up of partisans. In each scenario, there are primary objectives that you must complete, and secondary objectives that serve as special achievements. This adds a lot of replayability to the scenarios, since getting all of the extra objectives can be a challenge.  These objectives are often things like holding particularly difficult victory points, or minimizing losses of certain units. Some are more interesting, like finding and knocking out a hidden enemy outpost, or exiting units off the map mid-battle.


German motorized troops, and an awesome little Stug, arrive to press the attack.

BA2 controls quite well, using a simple interface to offer a multitude of options. Simply click on a unit and you will see how far it can move via lit up squares. Click on a space, or the unit itself, and a list of symbols will pop up showing you the options relevant to that space. For example, units can move quickly, or move less distance at a more deliberate pace. This is important, since (among other variables) tanks will have lower accuracy after moving fast, while infantry are less likely to be spotted when moving slow. There are many other options as well, including telling a unit to hold fire, having engineers throw smoke grenades, or ordering a unit to observe the area around it, extending its sight range for the round. Clicking an enemy unit will show the odds for whatever type of attack you can make. This is critical to tank duels, since you can see your chances both of scoring a hit, and scoring a kill. 

The tank combat in BA2 can be quick and deadly, or turn into a drawn out slugfest, depending on the situation and vehicles involved. Maneuvering to get at the flanks or rear of a heavy enemy tank can greatly increase your chances of knocking it out. At the same time, you want to keep your forward armor facing the enemy if at all possible. Even the most imposing steel beasts can be taken down by single lucky shot, or they might shrug off a dozen hits and keep rolling. Maximizing your odds is the key to winning tank battles. Usually you have enough forces that losing any one unit won't cost you the battle.


A potent force prepares to face the Ruskies.

Infantry units require tactical finesse to use effectively. Rush them forward mindlessly and they will get slaughtered. Use covering fire to suppress an enemy, then send in assault troops to overrun the enemy position and you can win with few casualties. Infantry are also highly effective against tanks and other vehicles in close terrain. They can disappear into almost any terrain feature on the map. Sending a half-track or tank on a long move through a village you have not cleared will lead to certain destruction.

You will usually have some special abilities on tap in any given scenario. These use a cooldown timer, so you must be careful about when you use them, but not so cautious that you miss openings while waiting for the perfect moment. These abilities include basic items like healing an infantry squad, promoting a unit, or dropping supplies. Sometimes you also get more explosive options, like calling for artillery and air strikes.


Several turns later, my heavy tanks wipe out enemy vehicles while Flammpanzers keep the infantry at bay.

While fighting, units can be promoted, gaining better stats and becoming more effective. Units that reach the highest rank can even get an extra attack each turn, which is very useful. Other special abilities can also be unlocked, like AT guns using more effective anti-tank rounds or infantry squads gaining a sniper shot.

Right at first, BA2 can be a somewhat frustrating game until you find the rhythm of how to play it. It demands a more deliberate approach to combat than one might presume. Once you figure out the finer points of line of sight, the ranges of different units, and the importance of paying attention to unit morale, the game becomes much more enjoyable. In my first playthrough of some missions I took heavy losses and wondered how in the world I was supposed to win. After playing further into the game, I can go back to those same scenarios and conquer them easily.


Did I mention the huge variety of units available? Here we see everything from partisans to Valentines.

The game offers a couple more ways to play outside of the campaign scenarios. You can also play semi-random skirmishes where you pick out a force and go against an AI force on one of the many different maps. The AI can almost always put up a decent fight, since it knows how to hide units in cover and will attack aggressively wherever you are weak. However, for a truly clever opponent you must go online. Fortunately, BA2 uses Slitherine's PBEM++ multiplayer model, which sets the standard for this type of turn based wargame with its asynchronous play. Once you join battle with another player, you simply play your turn and then go back to the multiplayer menu. If the other player isn't online, you are free to then join another match and play a turn in it. You can have several matches going in this manner, and you will receive a notification or email when it is your turn to play again. This is great for bigger battles especially, since you can play a little at a time, instead of sitting at the computer for two hours straight. If you don't want to fight another human, you can also team up against the AI in several cooperative scenarios.  Even though the game has been out for years, there are still quite a few people playing online, so you shouldn't have trouble finding a match.

I found that playing the game online was quite addictive. The co-op scenarios force you to communicate and use teamwork, while the larger PvP skirmishes give you a lot of freedom in terms of force composition and strategy. You never know what kind of units your enemy will be fielding, or how they will use them. Although the single player game is good, the online play is where the game really shines. Especially so because it is so easy to get a match going against any willing opponent. Compare to, say, Combat Mission, where you have to arrange a match outside the game, and need a third party tool to automate sending new turns back and forth.


Soviet infantry prepare to hold against the onslaught, while a improvised tank creeps forward to assist.

The game also comes with an easy to use editor, which other players have used to create a large number of custom maps and scenarios. This new content can be easily acquired from within BA2 itself. You just click on and download whatever suits your fancy, right there within the game. There are only a few single player scenarios available, but thanks to the efforts of a few community members, there are a couple dozen additional multiplayer maps to try out.

Something should also be said about the sound in the game. There are very good sound effects for every different type of weapon in the game, including big crunchy artillery shells and roaring flamethrower blasts.  Tank engines rev up and infantry shout in German or Russian as they are victorious in a fight, or find themselves running for their lives.

All in all, BA2 is a polished experience with no major flaws that I could uncover. I tried to think of something to criticize about the game, but really there is nothing bad to say about it, unless you are looking for a more realistic experience. This is not Combat Mission or a Graviteam Tactics type of game. Units tend to have arbitrary ranges that they can engage at, and even shorter ranges at which they are actually effective, which takes some time to adjust to. You'll also note the relative lack of artillery, in a warzone that was well known for massive amounts of it. It is treated more like a special ability than a regular part of your force. Along those lines, there's nothing realistic about being able to call in pin-point airstrikes anywhere you want to make an enemy go boom. However, realistic is not what this game sets out to do. It gives you all the different units you could want, and sets them loose in tactical combat that is just deep enough to make things very interesting, without bogging you down in unnecessary detail.

If you are looking for a fun tactical combat game set on the Eastern Front, that is accessible and comes with a ton of content, look no further than Battle Academy 2. If you want even more toys, and especially the linked campaigns, pick up the Kursk expansion.  


- Joe Beard


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Drive on Moscow  What is it about the 'Barbarossa bug'? Wargamers seem to have an itch that can never be scratched when it comes...

Drive on Moscow PC Game Review Drive on Moscow PC Game Review

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

East front

Drive on Moscow 


What is it about the 'Barbarossa bug'? Wargamers seem to have an itch that can never be scratched when it comes to simulating moves and battles on the Eastern front in WW2. It seems there is enough on this subject; does the gaming world want to do with yet another battle across the plains and steppes of Russia? Yes, of course! The Eastern Front was and remains the mother of all battles that we have never seen the like since. 

In salutation of that truth, Shenandoah Studio and Slitherine) have demonstrated precisely how to please us. Ted Raicer's Drive on Moscow is a true gem and you are most encouraged to give it more than just a try and it's a good value to boot. 

The studio has arranged game content to be about the exciting and volatile battles of maneuver and counter-attack that occurred during the final thrust to capture Moscow before the end of 1941. Yes, that means the game calendar skips over the initial stages of Barbarossa; nevertheless, players won't mind, because they will keenly experience the critical period from October to December, as the Germans recognized the urgency of defeating their foe before the depths of harsh winter arrive. On the other hand, the Russians thought they had a breather and hadn't expected a late season attack at their heart of the nation; thus, they are disorganized and unprepared for battle in the beginning. 
The Germans have some decisions to make; they can't do it all
Massive initial attacks allow panzers to flow forward blazing; the landsers mop up thousands of isolated troops as they struggle to keep up with mechanized elements. Russian cavalry will nip at German supply lines. Indeed, over-extended German forces will run out of fuel and can immobilize at the worst time. A diminished Luftwaffe will still pin down Russian troops who can only find time to regroup when the Rasputitsa arrives, slowing the Wehrmacht to a crawl. But frosty weather is around the corner, allowing the Germans one final push through the forests surrounding Moscow! Then they better dig in, because with the deeps snow come the Siberians and Russian tank corps. 


The experience of Drive on Moscow is truly engaging and the flavor of each campaign varies sufficiently from playing to playing. The AI is robust enough to be frustrating in early attempts,  and other reviews have praised the PvP element.


Biases


The author had to struggle through some personal biases while working on this review. I've a grognard attitude about board wargames but a casual attitude about computerized variety. What that means to me is that, for the latter, I don't have a need to look under the hood for underlying combat charts, realism rational movement tables, supply rules and so forth. All of us know these make a wargame distinct from other games, but I figure I've done enough mastery of tomes like the Advanced Squad Leader rule book for board games -- let the computer handle that stuff. 

I find it necessary to share my biases to help the reader understand how and why I approached this review with some trepidation, exacerbating the fact that this is my first review for A Wargamer's Needful Things. So, let me get the negatives and biases off my chest; I'm sure some will recognize them within themselves, too. 

First, the author doesn't care for area movement in wargames. Hexes, give me hexes; I grew up on hexes and eat them for breakfast. I'm talking about Avalon Hill's  Battle of the Bulge, Afrika Korps, Panzerblitz and the like, produced in 60s and 70s. Truth be told, this is exactly why I didn't go for Shenandoah's  Battle of the Bulge when it came out last year (2015). I'll be purchasing that game now, you take it to the bank! 
hmm the areas of battle do not look digestible, Sir!
Next, the impulse movement system felt strange at first. I grew up on IGO-UGO. But in this, players activate units in one area, moving/attacking into different area(s) and/or staying inside the one they start in. Once that area is activated, it's done, and so are any units that didn't (or forgot) to move. Now, there are many latter-era wargames that use this method, but I'd never felt comfortable about them (e.g. Breakout: Normandy).



move these guys, too! (Unless you want them to camp for a few days).
Finally, we all know rough terrain is going to have an adverse effect on combat, but in this game it's abstracted by being forced to blow up the cities or trees before inflicting damage.  It's an okay mechanism as far as the outcomes, but I'm used to 'defense is doubled' or 'column shifts' for this sort of effect. However, for the casual gamer, it's just fine as far as simulating results, but my grognardish left-handed brain didn't want to wrap around this notion right away.  
see how the exploding pop-up highlights and animates each combat


Learning the Game


Shenandoah does a very good job making it easy to learn the game while providing a design that is not-so-easy to master. That's exactly what a casual player is looking for. Grognards who want to check out the systems and rationales can find them easily in the manual, so they can get that 'yep this is a wargame' feeling. 
You want charts? You got charts!

Not only does the game come with a comprehensive and eye-pleasing on-line manual, but the in-game main menu allows options for a step-by-step tutorial or a basics of play summary (for those who don't want to read manuals nor suffer the pace of tutorials). Gameplay effects of rules interactions are not described in entirety, which is a good thing, because it makes the game harder to master.

During most calendar turns, players alternate impulses that can vary in length from 0-18 hours, depending on the weather. This time variability is a huge factor affecting outcomes in different replays of the same campaign.


better fix this one, methinks! 
Note: impulses are confusingly called turns during gameplay, which is absolutely not helpful in learning the game, even if the manual gets it right. 

Calendar turns during 'offensive' weather last for 72 hours and 120 hours in 'nasty' weather. This does seem counter-intuitive until one realizes that movement in bad weather is often significantly restricted, particularly for the Germans. 

It should be mentioned that the online manual is comprehensive and  easy to read and includes tips of play. 


User Interface 


The UI is very easy to use and highly informative about game play and events. It's better than many I have seen out there and is especially kind to the eyes of older gamers. However, there are a couple of minor design factors that may need to be addressed.

First, I would have to say that an aesthetically appealing and informative interface is just fine, but the menu screen is overly large. For example, when you hit the 'supply' option on the menu, you'll be forced to drag the map around to see what's underneath. Making this menu smaller in size would render this unnecessary. We've all seen these PC games with miniaturized heads-up displays causing bloodshot and eye-strained squinting... but... I really don't need to see this UI from across the room.
Get used to moving your map around to see under the overlarge interface
The other minor gripe with the UI is this small panel in the corner. As you can see, this includes the the redo button (top) and the menu button (bottom). Yes, the redo button is fantastic and essential because you can test all your moves to get an idea of success probabilities -- an absolute necessity to have at your fingertips. Likewise the menu button. Unfortunately, the designers have inexplicably made it impossible to minimize or turn off this panel. As a result, it's often blocking units/areas hidden underneath, particularly the top left zone of the map.
This UI can't be minimized and is glued opaquely over the map corner.
The get-around is to play with the zoom until you can see the units underneath.
The last glitch (not pictured) with UI involves not being able to see all the zones on the left side of the map when applying reinforcements or air interdiction. That's very annoying if you want to do something over there in either of those phases. It's possible to manipulate visibility, I think, by zooming in and out, varying the resolution or changing from windowed to full-screen, but that shouldn't be necessary to manipulate.


Graphics


The graphics of the maps, units and animations are quite pleasing. The map changes in hue and color for different weather conditions such as clear, mud, frost and snow. Battle animations create tension; it's very well-designed. I can use 640 x 480 up to 1920 x 1080 resolutions. 
A satisfying destruction!

AI Effectiveness


One of the reasons I play more computer games is that gamers in SE England seem to love all sorts of miniatures games rather than my favorite board games. Solitaire is okay, but not great for some games at all. Computer games with good AI are a substitute for real-life competition. However, we all know that many games come with atrocious AI. Honestly, Stephen Hawking can say what he wants about robots taking over, but I don't see that happening with some of the AI evident in these computer games. 

Drive on Moscow's AI is very adequate to learn the game and to get up to speed on how the various play elements work together. It took me a while to realize that the AI likes to nip at supply lines; keeping them open makes all the difference in (especially the German) offensives. 


AI Zhukov tries to cut the lines. Note the cav unit pinned down by air interdiction (outline in blue).

Key points to keep in mind when playing the AI (or a human counterpart):

1) As previously mentioned, once an area is activated, all units within are considered to have activated. Use them or you'll lose them for the calendar turn. Trust me, you'll want that firepower as far forward as possible and the AI will know you left them behind.

2) Cut off supplies. Being out of supply puts enemy units dead in the water and unable to defend as time goes on. The AI is somewhat spotty about securing supply lines as time goes on. 

3) Players can activate units in the rear to reinforce an existing battle; doing so will also activate any units in that area that are yet to be activated. This is a good way to keep up the momentum as units get strung out making sure supply lines are safe. The AI taught me this trick. After I kept losing Operation Typhoon to Konev, I watched the AI play as Halder, and learned alot. 

4) The Germans do need to make a robust try at Kursk and Voronezh by calendar turn three. Keep in mind that the German flank on the south is 100% secure once these are taken (unlike the northern sector). Seizing these two cities prevents the Russians from placing reinforcements in them. It will feel like your Panzer corps are floating in outer space up there, but the AI has no good way of taking these cities back. Kursk is a must, and Voronezh is not far behind because of the +1 VP you get per turn. You won't get Bryansk as quickly, but the security you'll get in the south is worth it. 
Turn 2 Breakthrough at Kursk


Post- Kursk Exploitation
Finally, by using the Turn 3 prepared offensive, Voronezh falls.
This is necessary because the Russians will reinforce the city
if the offensive is not used. Note Orel, to the Northwest, still needs to
be taken but the Russians are too busy elsewhere to defend it at the moment. 

5) Look for chances to take Moscow, especially during your October offensive.  Often the AI under-defends the capital.  if you can make a breakthrough, you can march into the city for an instant win! 


 Gameplay Excitement



You'll have fun with this, especially for casual players. You'll know the nuts and bolts of the game are sound. You'll cheer with joy at crushing wins and moan when the dice fail you in defeat. Sometimes the panzers will roll over hill and dale, crushing Russians left and right on the fast track to Moscow. German tank commanders will especially enjoy blowing holes with the free offensives on turns 1-3 and 11. 

But watch out! Suddenly the AI will order a Militia unit into the open and somehow it will shoot your Panzer corps right up and into the dead pool (say what?!). Nothing is certain, just probable. Watch out for those Russian cavalry units, they are tough. And yes, the Germans cannot afford elimination -- each unit counts as a VP for mother Russia. 

You'll probably start as the German player because who doesn't want to do that, right? But hear me, you'll want to play the Russians very quickly; the AI will show you tactics needed to be successful in the game (especially for Operation Typhoon, which is hard enough to win as the Germans). Don't be daunted if it seems like Typhoon is impossible for the Axis. It's not -- but it will take a few tries! The Voronezh gambit is finally what put me over the top.



But the game on full campaign mode seems more satisfying. Truth be told, I didn't try the two 'middle' scenarios before writing this review. I'm sure they are worth a shot, too.


This badge on Steam is not so easy to get.

In conclusion, casual players are likely to be more than satisfied and happy with this game. The technical backbone has enough crunch to satisfy grognards too, although those who are looking for deep detailed game structure will probably pass. I've yet to try PvP but other reviewers find it quite satisfying. I know a guy who loves area board games -- I'll see if he wants to give it a go. Enjoy! Marc Hanna.


Iron Cross Brigade: Story of Werner Gosel and Sturmgeschutz-Abteilung 244    Before I get to the book let me first tell you abo...

Iron Cross Brigade by C Bauermeister and Jason Mark (eds.) Review Iron Cross Brigade by C Bauermeister and Jason Mark (eds.) Review

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

East front

Iron Cross Brigade: Story of Werner Gosel and Sturmgeschutz-Abteilung 244
 


 Before I get to the book let me first tell you about the publisher Leaping Horseman Books.  They are a small publisher based in Australia; the main man behind the company name is also an author called Jason Mark. They specialise in books about WWII East front, with Stalingrad being a major focus. If you've browsed their website you'll notice the books aren't cheap. However, hand on heart they are worth every single penny\cent. Not only is the actual content fantastic, all are extremely well researched and written, the materials used are top quality from the paper to the covers, and all have faultlessly clear photographs and maps. Out of the five books I own, one of them is probably my favourite book of all time and that includes fiction. The others easily get into my top twenty and a majority of them into my top ten! I certainly haven't regretted buying any of their books and I imagine that will continue on into the future, as I have total faith every book they release will be a page turner.

 Jason has several books published by Leaping Horseman, as the sole author, aswell as being involved in other books published by Leaping Horseman including this particular book. The first book I bought from Leaping Horseman was Island of Fire by Jason Mark. I'm finding it difficult to express how I felt reading that book. Suffice to say, with no hesitation at all, it's my favourite book, not just favourite military history book but my favourite book full stop. I've been fascinated by Stalingrad for a long time now, devouring as many books on the battle as possible. Island of Fire is the perfect book on Stalingrad, extremely well researched and takes you right into the savage, brutal combat for one of Stalingrad's Factories. I'd love to have the whole battle done in this detail , so Jason how about doing say a thirty volume Stalingrad set?:)


Iron Cross Brigade is a pretty unique book in how it's set out. First, you have Werner Gosel's autobiography of his War experience, then you have the unit history penned by Jason and Christian and finally a section that is the unit diary over a set period of time. The autobiography, coupled with the unit history, and the author's excellent narrative work fantastically well. They aren't totally separate sections of the book either. To give an example, when Werner is wounded, then the authors continue with the unit's history until Werner returns. The book is so much the richer than if it had been just a straightforward autobiography\memoir. The decision to write the book like this was a mark of genius. I hope, if the chance arises, Jason will work on similar lines for future memoirs.

The book follows Werner Gosel and the men of Stug.Abt.244. At the start of Barbarossa, Werner was a despatch rider on the staff of Stug.Abt.244. He was then trained as an Officer and sent back to this unit. Soon they were at the gates of Stalingrad where Werner was wounded in the early stages thereby avoiding the fate that was to befall the unit. The book, however, sticks with the unit, as it is thrust into the hell of Stalingrad. Eventually what was left of the unit went into captivity with only three Officers ever making it back home to Germany.

After Stalingrad, the unit is rebuilt and, when Werner returns to it, after a brief stint with Stug.Batterie 395, it is then involved at Kursk and  in the following retreat. Werner is made Adjutant in August '43 and is eventually captured by Russians, while trying to break out of the Brobuisk pocket. By this time, Werner had reached the rank of Battery Commander and was not released until five years later and the book looks at how ex-servicemen struggled and the difficulties they faced after the War in East Germany; something I hadn't read about before and is extremely interesting.

As for the unit, after Brobuisk it was rebuilt, yet again, and from October '44 until the end of the War fought on the West front. It fought around St Vith during December '44, and was finally destroyed for good in the Ruhr Pocket when on 14th April '45 the commander told what was left of the men to break up into small groups and  break out and head for home.

Just like the other books I've read from Leaping Horseman, I thoroughly enjoyed it. The book kept me gripped from start to finish and it now sits proudly with the other books I own from them. One aspect of their books I really like is that you come across familiar regiments\units that you've read about in another of Jason's excellent titles. So, a unit that is mentioned that may not have a major part in the book you're reading, isn't just a number, but you remember faces and experiences it has gone through, and so they have character of their own. Jack Sheldon, Ralph Whitehead and Jason Mark are by far three of the best researchers I've come across. I know any book by these authors is going to be superb and well worth reading and will take pride of place on my book shelves.

If you're only going to own one military history book you can't go far wrong choosing one of Leaping Horsemans. Iron Cross brigade doesn't let the side down in this respect. It's highly recommended.

492 Pages on high quality gloss paper
Hardcover
247 Photos
17 Maps
Includes units full War diary from 1943




Island of Fire, Into Oblivion and Besieged are three other books I own published by Leaping Horseman and all three are must haves.

















Old School Tactical by Flying Pig Games Review     While I own a fair number of board games, I have never done an unboxing, let a...

Old School Tactical by Flying Pig Games Review Old School Tactical by Flying Pig Games Review

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

East front

Old School Tactical by Flying Pig Games Review 
 



 While I own a fair number of board games, I have never done an unboxing, let alone a review of one. My reviews up until now have been of digital wargames. So in a sense this is like coming home. My purchases of boxed wargames have mostly been of older games with a few newer ones here and there.

 I have not really been that much of a fan of tactical games, since in my youth we played a lot of what I call 'squad argument'. I don't remember that much playing, but I do remember a lot of arguing. Give a man with a pocket protector a set of wargame rules, and he turns into an armored warrior on the side of right. I am, however, an equal opportunity gamer. I'll give pretty much any game a try. I will do the unboxing etc. with the game components and also use a very well done vassal port of the game.

  Flying Pig Games is the board game company that has brought us Old School tactical. They also publish, among others, 'Night of Man' a tactical futuristic game, and '65' a game about the early battles in Vietnam. Yaah! magazine that is up to issue six now, is also published by them. It contains a game in every issue. They are also doing a kickstarter right now for Old School Tactical: volume II West Front.

 The game is (guess what) a tactical one about the eastern front battles in 1941 and 1942. It is important to remember that this is before Tigers and Panthers were around. In most scenarios with tanks playing as the German you will be undergunned, and under armored. The German antitank guns are woefully under powered and undersized. The PAK 36 that you will use in some scenarios was nicknamed the door knocker by German troops.



 First let's start with the box itself. The box measures roughly 11"x16". I do not have my postage scale handy, but I believe the weight is roughly 7-8 pounds plus or minus. It is certainly hefty enough for someone to start weight training with. It is also a piece of art all by itself. Just looking at, and feeling it you would believe that you have something special in your hands, and you wouldn't be wrong. The first thing you notice when opening the box is the size of the maps. It comes with two mounted maps. One depicts spring, summer, fall and the other winter. They are 30"x41" with one inch hexes. There was also a Stalingrad map for some of the tiers of the kick starter campaign, and it can be purchased as an expansion. It also comes with four six sided die. There are four counter sheets some 3/4" and others 7/8". The tanks, and artillery are shown top down with the infantry etc. being shown from the side. There are 18 'luck' cards, and 54 unit data cards. The tank and gun cards have a table that is used in deciding combat. The other unit cards are a great addition in having all of the info which is on the counters also in your hand, and easier to squint at. The rule book is well done and in full color, as is the scenario booklet. Two player aid cards are also included. All of the components are top notch. I have never seen a board game with this detail and craftsmanship.  



 Okay, so the game components are first rate. The next part up is the game play and the rules. I cannot stress enough on the actual game pieces, but if it sits on the shelf because the game play is terrible and the rules are unintelligible, what is it worth? Does the game play like a tactical east front game? Is there any immersion factor? 

  The manual is only twenty one pages long and is well written and easily understandable. It has color shots of the units and some illustration of game play inside.

 In the scenario briefing you will be given map coordinates. These are used for you to setup the four map edge markers that cordon off the field of battle that you will play in. The next listing is control  hexes; these are given a victory point amount to asses at the end of the game. Then comes the scenario turn length, special rules, and off board assets, air strikes and artillery. Next will be the victory conditions for the scenario and the setup for your and the enemy's forces on the map. Mostly that is listed as map edge or near this unit etc. There is a lot of leeway in most scenarios for the players setup. You aren't handcuffed into putting X unit into hex 41Y for the most part. The victory conditions are mostly in controlling certain hexes on the map. It is a large scenario book with 27 scenarios. The scenario booklet is well displayed with clear and concise info for the player to use. There is no ambiguity here. 



  The infantry counters have their stats displayed across the top of the counter. From left to right they are firepower, range, defense, and movement. The range is in white with all the others in black, with movement being the larger of the three in black. Crewed weapons counters show, starting in the left lower corner, that they are not allowed to move and fire. Next, in a clockwise manner, is the Maximum AP firepower. Across the top next comes HE firepower. Next in white is the maximum range, followed by defense and last is foot movement. Both crewed weapons and vehicles have a red triangle in the upper left corner to denote facing. Vehicles have more info than either of the other counters, and you also need the corresponding unit data card to decide combat. At the lower left corner in black is their secondary firepower followed in white by its range. Next in a clockwise manner is the maximum AP firepower. In line across the top is HE firepower followed in white with its range. In the upper right hand corner is the unit's movement allowance, and whether it is tracked or not. Right underneath movement is the unit's front defense, and its flank defense. Leader counters have no firepower (except in melee combat), and have their command range in a white circle.  The counters also show the attention to detail in this game's construction. The counters simply pop out easily, and I have not had to deal with chunks of cardboard stuck to them or use a razor knife at all. 



 The Player aid cards have the usual board game info. There is the terrain chart, turn sequence, artillery, air strike, bogged down, and rally info on one side of them. The other side has the infantry combat, and vehicle combat tables. 



  The turn sequence follows this format. The way your turns are counted is different from most games. If the scenario is for seven turns you start with the marker on seven, and count down. When you get to the number one for the turn marker and all of the impulse points are expended, then both players roll one die and add them up. If you get seven or greater, you both will get an extra turn. I like this, especially for the side that almost had a victory or captured that victory point hex. It gives you one more chance to complete your mission. Reinforcements are then added to the game map. You than can attach leaders and weapons. Then you get to roll for the various scenario rolls. These would be the chance for off board artillery etc. Then you have your rally and vehicle bog rolls. The players then both roll two dice for the initiative. High roll, as usual, wins. Then next part of the sequence is to roll for each side's impulse points. The number of die to roll is set by the rules of each scenario. Every action taken by your units costs impulse points. The game mechanic is to let one side use an impulse point and then to switch to the other player, unless there is a pass. The impulse point system in one way forces a player's hand. If you have less impulse points that your adversary you can choose to pass, and the other player continues with his turn. If you have the same or greater amount of impulse points, and don't want to use any on your units, you must expend one to pass. When both sides' impulse points are exhausted then that turn ends. A unit is allowed to move once and fire twice during a turn. The melee phase comes next. For melee to occur, a unit has to assault a hex containing an enemy counter. This costs one impulse point. You can choose to group move. This costs two impulse points, and you can also group assault for two impulse points. Unlike other games, you then just mark the hex and wait until all other movement and firing has taken place before deciding the effect of the assault. No terrain or fortification modifiers are used to resolve the melee. The melee results are usually bloody and quickly resolved. At times though, the melee can be unresolved and lock the combatants in the hex for the subsequent turns. During the following turns you are allowed to add other units to the melee. You are allowed to use opportunity fire against a unit the other player is moving. The opportunity fire rules add a tenseness to the game. Do you wait until the unit has completed its move, and possibly have a better chance at fire combat or miss your chance completely, due to line of sight? You announce it and then spend an impulse point for it. If there is no effect the enemy unit may continue its move. Then you add up the victory points from both sides. In some scenarios the victory points will not be tallied until the end of the game. You keep track of casualties for both sides on the casualty track. This is important, because for every five points a side loses to casualties, one impulse point will be deducted from the player's impulse point rolls.

  The game has an interesting 'gut check' rule. The  'gut check' number is listed in each scenario briefing. The player has to roll two die to check against any shaken/broken results on the combat tables. If the number rolled is the same or greater than the 'gut check' number then the shaken/broken result is ignored.



  Each scenario can also have hidden units added into the mix. These will not be found until an enemy unit tries to enter the hidden unit's hex. If a unit is in a structure hex, and it is attacked by heavy weapons ie. off board artillery or air strike etc., there is a check to see if there was a structure collapse. A light structure will collapse on a roll of a five or six, and a heavy structure will collapse on a roll of six. Line of sight is pretty straight forward, and can cause points to be deducted from the firing die roll.



  One luck card is drawn randomly at the start of the game. Unless the scenario rules state differently, the luck cards can be used during a players impulse, and do not cost any impulse points to play. Some cards can only be used for vehicles. If agreed to by the players, the manual states that in an infantry only scenario the vehicle cards can be kept out of the deck when choosing them. 



  The game is quick, easy, and relatively simple to play. It has a lot of nuances, but two players should be able to hash out the rules in no time and start playing. The play is relatively bloody, and resolved in a timely manner. You are going to be playing this game and thinking, not decoding the rule book.

  There is a free download available of the rules:

 https://www.dropbox.com/s/xn13k359aqrw2qt/OST-rules%20ver5.25%20.pdf?dl=0

  A print and play version is available also for download. It retails for $25.00, but the game itself is a steal right now for $75.00. You would also be missing out on the extremely well made components of the game.

  The game is certainly not a simple one, yet it is also not a game where you get bogged down in the rules, and stultifies game play. This game, while not really being 'old school' in a technical sense,  is a very good thing. It allows the players to play and have a good time destroying their cardboard enemies. This game will not sit on the shelf with all of the other 'might have beens'.

 Looking at all the different comments around the web most people, like me, are very happy if not ecstatic about the game. There are a few posts about rule questions etc., but what game doesn't have them. Sometimes it is the reader's and not the writer's fault (see above). I would like to see some more scenarios that use a larger part of the map. With small maps it can get stale because the defender and attacker both know where they are going to set up and move toward. Larger map usage would allow both sides to try out numerous combinations of play. One could make house rules and make some scenarios larger on the map, and just add more to the scenario length. It doesn't have the postage stamp size maps that some games have, so that is definitely a plus.

  Robert

 Game: Old School Tactical
 Publisher: Flying Pig Games
 Designer: Shayne Logan
 Date of Review:
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