second chance games

Search This Website of delight

Showing posts with label European Theater. Show all posts

 Balkan Fury by TKC Games  The whole problem of the Balkans for the Axis powers in World War II can be laid at Il Duce's door. Mussolini...

Balkan Fury by TKC Games Balkan Fury by TKC Games

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

European Theater




 Balkan Fury


by


TKC Games







 The whole problem of the Balkans for the Axis powers in World War II can be laid at Il Duce's door. Mussolini was upset about Germany taking all the glory with their rapid march of conquest through Europe. So, he decided that he would attack Greece from Albania that Italy had conquered earlier. Hitler had expressly told Mussolini in at least one of their conferences to not stir up trouble in the Balkans. Not that he was afraid of the armed forces of those small countries. No, he was afraid of English intervention in Greece, as had happened in World War I, and the possibility of the English bombing the Romanian oil fields. Germany had no real oil fields and even before the war was trying to make as much synthetic oil as possible from the coal that they had in abundance. Besides a few oil fields in Hungary, the Romanian oil fields were all there were in Europe with the exception of the Soviet Union, from which Germany was getting oil due to the 1939 Non-Aggression pact with the Soviet Union. The Italian army was fine in 1936 when it helped put Franco on his pseudo throne. By 1940 however, the Italian Army was already far behind the other major European powers. So, Il Duce botched the Greek invasion which, cue the I told you so, led to British intervention in Greece. Yugoslavia also had a coup that put them firmly on the side of the Western Allies. Germany had to bail out Italy in Greece and on the way through decided to try and conquer Yugoslavia. This led to a continual fight against Yugoslavian, Greek, and other nationals rising up and becoming almost as large a problem as Napoleon had with his Spanish Ulcer. Many historians have written that the Balkan episode delayed Operation Barbarossa long enough to make certain that Germany did not win in the Soviet Union in 1941. Il Duce stumbled from one failed attempt to recreate the Roman Empire to another. Germany had to bail him out in North Africa and after he was deposed captured him from his own people and set him up almost in a sort of Manchukuo in northern Italy. It is possible that the entire Italian Balkan adventure was the reason that Il Duce ended up hanging upside down at a gas station. This game, Balkan Fury 2 gives you the chance to invade Albania, Greece, Yugoslavia and to also try your hand at Operation Mercury in the island of Crete or to defend against those same invasions. 






 This is what TKC Games has to say about the game:


"BALKAN FURY 2 is the eagerly anticipated revision and expansion of the second game in the TSWW series. Balkan Fury is an exceptionally fun game to play… and now includes an much extended timeline, partisans, partisans and more partisans… plus of course all the original elements of our top selling game!  In the revised edition the game rules, order of battle booklets, and at start booklets are perfect or stitch bound (depending on booklet size), whilst the charts are printed on the high quality card stock so beloved of owners of Day of Infamy, Barbarossa, and Singapore!  Of course, we still provide you with 2 D10 dice (we can delete them on request if you have enough dice to start a shop already) and the usual TSWW refinements ranging from “what if” forces to a game system that gives historical results if you play using historical decisions.


Balkan Fury is the all-encompassing operational game covering the campaigns in Albania (39), Greece (40 and 41), Yugoslavia (1941), the Balkan partisan wars (1941-43) and the Aegean. The game mates with Barbarossa, Blitzkrieg and Mare Nostrum seamlessly to provide coverage of the War in the West from 1939-43…"






Balkan Fury includes:


MAPS

2 TSWW Standard size maps (each about 18″ x 26″) covering the Balkans. On map area includes Albania, Greece, Yugoslavia, plus parts of Italy, Romania, Hungary, Bulgaria and Turkey. Maps are to our latest graphic standards and are updated to include the very latest information..


COUNTERS

2800 counters on 11 countersheets with the forces that fought in the Balkans, representing Albanian, Croat, Serbian, Yugoslav, Yugoslav Communist, Slovenian, Bosnian, Macedonian, Montenegran, Italian, Greek, Bulgarian, German, British and Hungarian forces, with 2 in game modules at a 5 day rather than a half month scale to permit a super detailed approach to operations in Albania (1939) and Crete (1941) to be shown.


ORDERS OF BATTLE

The OBs are dramatically expanded with 20 plus modules and scenarios provided to help players learn the game system, ease into the fury of combat in the Balkans and finally master the Grand Campaign overall.  Highlights include various small learning modules, the Italo-Greek War, the planned but never attempted Italian invasion of Yugoslavia, Operation Marita, the German invasion of the Balkans, Operation Merkur, the catastrophic assault on Crete by the Luftwaffe’s crack paratroops, Balkan Fury – the over arching grand campaign, and much, much more.


RULES AND CHARTS

Fully updated to include the very latest TSWW rules and Chart elements, like the rest of Balkan Fury 2, they include all known FAQ and Errata elements from the first release of the product, and build upon the success of the original game.


2 D10 DICE!





 

 If you own a TKC (The Knowledge Company) game, congratulations! You have in your possession one of the finest simulations of World War II in your hot little hands. If you do not, wherefore Romeo or Juliet are you not possessed of one? They have a large number of simulations about World War II in their TSWW (The Second World War) lineup. These are going to be joined soon by a good number of them from their upcoming TFWW (The First Worls War) series. I am waiting with foetid breath the release of these new games. I will have a link at the bottom to the other review I did of TKC's Barbarossa.






 So, the first thing you need to know is that the boxes that their games come in are large and weighty. This one is a bit lighter than usual because of only having two maps. This is instead of the usual amount that needs an auditorium to set them out. 

 The maps remind me of the old Europa maps. These would be them if they were updated to 21st century standards. I am a big fan of the TSWW maps. The rules for the terrain mean that you do not have to argue about what terrain is actually present in each hex. This is a direct quote from John Bannerman, the designer and publisher, about the maps:

"Our maps are UV coated (which does reduce fading a bit) and then single side matte laminated with a plastic finish.  This should (and does) make them all but impossible to tear or crack.  It also means you can spill a drink without major issues if you mop it up quickly."

 Next up, we come to the smorgasbord, or plethora, of Player Aids. There are 18 double-sided (36!) of them that are made from card stock and are in color. These are 11.5" x 8+" in size. There are two more that are double that size and folded to give you eight more Player Aids. That means that the total number of Player Aids is a whopping 44!

 We will now take a look at the counters. There are certainly enough of them to give you Carpal Tunnel Syndrome in whatever hand you use scissors in. The blurb from TKC says that there are 2800 of them and I will just take their word. I know it is enough to make Guns of August pale in comparison. These 2800 counters are just for the campaigns in this small area of Europe. I cannot imagine the lengths that Mr. Bannerman went to, to create these Orders of Battle. The counters themselves are .5" in size. They are on the thin side. However, unless you also wanted to pay for a pack mule to help deliver the game they really have to be. There is a lot of information on them. The size of the information has to be somewhat small, (see above), but unless your myopia and age has gotten that bad, they are readable. The counters use the usual color-coded system for each country and different colored troop/naval counters within that country.

 There are four Manuals or booklets that come with the game. One of them is about the size that you would expect to find in a game box. The other three resemble yearly reports for Project Blue Book in size. Together they are about the size of a small city's phone book. They are printed in a no-nonsense way. They are totally in black and white. There are no examples of play or anything like that. Anything that is needed to be in color for the player is taken care of in the Player Aids. The printing uses the whole page, instead of the two columns we are used to in game rulebooks. The type is on the small side. Again, if it were larger the game would need to come with a back brace. 

The rules Manual, with index, is 142 pages long.

The Axis Order of Battle is 80 pages long.

The 'At Starts' for each scenario is 97 pages long

The smallest is the Allied Order of Battle at 22 pages long.

 The Order of Battle manuals also have a large amount of what ifs information for the players. This includes refitting of ships to the collapse of the entire Italian Army in Albania and everything in between.

 This is not a Euro wargame by any stretch of the imagination. It will not win on a catwalk exhibition of wargames for which is prettier. It is, however, among the penultimate hex wargames of 2025. This is a late 1970s wargame on steroids and using all of what the 21st century manufacturing can muster. Is it a pig with lipstick? Not by any means. It is a tour de force of substance over style.  







 Why do we play these monsters, even ones that are as manageable as this one? That I suppose is the question that has been asked since 1970 or so. There are computer games that can help with the minutiae. However, you lose the comradery and joy of being with and playing with other gamers. I know learning games is much easier with others to help. I still cannot help but think what a caveman from 50,000 BC would think of our wargames. I know, it is a strange thing to think about. In some ways I know that wargames help us to fight off the ravages of father time on our minds. Why exactly are we or have we chosen to be grognards? But I digress, just forget the above and put it down to a fevered dream.







 The one major thing about the campaign is that Britain is in the unusual situation, in this campaign, where their naval assets are in serious danger. Historically the Italian Fleet was not much of a player in the Mediterranean Campaign. Mostly, this was because of orders from on high. Mussolini was just as reticent as Kaiser Wilhelm to risk his big, beautiful ships. The cramped area of the Aegean made for easy hunting of British ships for both the Italian and German air assets. So, while we usually think of the invasion of Crete as a German fiasco it could have easily turned into a British one. When playing as the Italians you do have older tanks and airplanes than the Allies. However, your troops, especially with German help, can still be capably led. Just because the Italians did everything wrong during these campaigns does not mean you have to. 

 Balkan Fury II is a labor of love, just as much as anything that an artist can create. Mr. Bannerman has chosen to take us back to a time in history where momentous decisions were made on a daily if not hourly basis. The main thing from our point of view is that Balkan Fury II, and all of the TSWW 'games', works as a simulation of that period in time. Is this game time consuming to setup and learn? You betcha. Is it fun and stimulating for our historically bent minds? Of course. This game was made for players who love minutiae and well written rules that allow us to see a glimmer of what the actual commanders saw. If we wanted to play an excellent game, we would play chess. If we wanted to just waste some time, we could play Candyland (unless we were playing with special youngster). No, we have drawn the line in the sand, and we want to setup those 2800 counters and place them on a map of 1940 Europe and let the iron dice roll. 

 This game expects a lot of the players. In return it also gives back a ton. Just from a purely historical point of view, to see exactly how each army is setup for each scenario is a revelation. Military history books in the main are usually bereft of maps or have maps that resemble a child drawing something in the sand. Wargames fill in a lot of the empty spaces that books a lot of times leave out.



 Thank you TKC for allowing me to review this in-depth simulation of World War II in southern Europe. If you have not yet, do yourself a favor and look at the other games that TKC has in its stable. If you are intrigued by this game, they have even larger ones to get lost in.


Robert Peterson

TKC Games

Balkan Fury

My review of TKC's Barbarossa:

Barbarossa by The Knowledge Company - A Wargamers Needful Things





  Ju 87 Stuka Ace by Lock 'N Load Publishing  The JU 87 Stuka, short for Sturzkampfflugzeug, was the German Luftwaffe's dive bomber ...

Ju 87 Stuka Ace by Lock 'N Load Publishing Ju 87 Stuka Ace by Lock 'N Load Publishing

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

European Theater




 Ju 87 Stuka Ace


by


Lock 'N Load Publishing







 The JU 87 Stuka, short for Sturzkampfflugzeug, was the German Luftwaffe's dive bomber from the Spanish Civil War until the end of World War II. The German World War I ace Ernst Udet was an early proponent of the dive bomber concept. He was very impressed by the American Curtiss BFC-1 Hawk and its steep diving capabilities. He brought back two of them to Germany for testing. The JU 87 first flew in 1935. From then on it was an integral part of the German Lightning War concept. The JU 87 was also equipped with two small propellers, one on each landing gear, that made a banshee like scream in a dive. The German name was Lärmgerät but they are generally known as Jericho Trumpets, a Biblical reference to the 'Horns of Jericho'. If you watch any documentaries about World War II their scream will inevitably be heard in the soundtrack. Through the Polish and Western European campaigns, the JU 87 was a symbol of terror, and the Jericho Trumpets had Allied soldiers keeping their heads down even if the Stukas had already dropped their bombs. Their slow speed and small amount of defensive armament made them sitting ducks during the Battle of Britain. They were pulled from those air battles rather early because of losses. When Germany invaded the Soviet Union on June 22nd, 1941, the Stukas were once again in the forefront of the campaign. This game from Lock 'N Load Publishing is the latest in a spate of games dealing with this iconic German plane. Let us see what this game has to distinguish it from the competition. 



The Game's Counters


 This is what Lock 'N Load Publishing has to say about the game:


"Ju 87 Stuka Ace is a solitaire tactical air combat game by Lock 'n Load Publishing that places you in the cockpit of the infamous Junkers Ju 87 Stuka, one of World War II’s most feared dive bombers. As a Luftwaffe pilot, you’ll embark on historically accurate missions spanning multiple theaters of the war—from the blitzkrieg campaigns in Poland and France to the ferocious battles of the Eastern Front and the Mediterranean.

But the war isn’t just about history—Ju 87 Stuka Ace also lets you explore "What If?" scenarios, putting the Stuka in alternate wartime operations, from early missions in China to hypothetical carrier operations aboard the Graf Zeppelin. Will you rise to become an ace or fall victim to the dangers of aerial warfare?

 Engage in historical and alternate history missions, including:

Close Air Support – Strike enemy forces before they can counterattack.

Anti-Shipping Raids – Sink enemy warships and supply convoys while dodging AA fire.

Strategic Bombing Runs – Destroy critical infrastructure, bridges, and fortifications.

Interdiction Missions – Disrupt enemy supply lines and armored advances.

NEW: The Stuka in China (What If?) – Explore an alternate history scenario where Germany supplies Stukas to the Japanese forces against the Chinese Nationalists in 1937. 

NEW: German Carrier Operations on the Graf Zeppelin (What If?) – Fly missions as part of the never-completed German aircraft carrier, the Graf Zeppelin, where Stukas are adapted for naval operations against the British Royal Navy and Soviet forces.

Each mission presents unique challenges, targets, and enemy defenses, ensuring high replayability."






 This is what comes with the game:


1 x Counter Sheet (100 counters)

1 x Spiral Bound Game Manual (86 Pages)

1 x Spiral Bound Theater Book (44 Pages)

1 x Single Sided 11 x 17 Pilot Org Play Card

9 x Double Sided 8.5 x 11 Aircraft Reference Cards

4 x Double Sided 8.5 x 11 Player Aid Cards

1 x Single Sided 8.5 x 11 Player Aid Card

2 x Pilot Campaign Log 8.5 x 11

2 x Double Sided 8.5 x 5.5 Pilot Player Cards

1 x Plastic Insert 

2 x Career Cards (Tarot Size)

28 x Action Cards (Poker Size)

11 x Altitude Cards (Poker Size)

49 x Flight Cards (Poker Size)

10 x Objective Cards (Poker Size)

31 x Target Cards (Poker Size)

3 x Munition Cards (Poker Size)

36 x Special Flight Cards (Poker Size)

9 x Bonus Ace Cards (Tarot Size)

1 x 3" Deep Heavy Duty Box



As you can see you get to fly all of the different versions of the JU 87





 Right from the start you should know that I am blown away by the entire ensemble of game pieces in JU 87 Stuka Ace. Actually, I should rephrase that, I am blown away by all of the games that Lock 'N Load sent me this year. Their design, art and manufacturing are really second to none.


 The Neoprene Mat is a great example of the game's blend of art and function. It is great to look at but is also not large at all, and still it contains almost all of what you would need to play. Next, we will look at the Player Aids. If I counted correctly, there are 15 of them that are 8.5" X 11". Out of these, 13 of them are double-sided, and two are single-sided. These come in full color and are made of card stock. Nine of these that are double-sided are different variants of the JU 87 that you can fly! The next 8.5" X 11" card is double-sided with one side having the Pilot Campaign Log and the other having the Mission Report. Then there are two half page cards that are Pilot Player Cards. These show your rise in rank, if you become lucky and good enough at the game.


 The Manual and Theaters books are both spiral bound, as all of the Lock 'N Load Rulebooks have been for a while. The Manual is 83 pages long. It is printed in enormous type size and is in full color with many pages of examples of play and pictures of the game's components. The Theaters book comes in at 41 pages. This goes from Spain/China in 1938 until the Soviet Union/Italy in 1944. Once again, the type size is the same ginormous one from the Manual. I believe you might be able to read some of it from 10' away.


 The game's different decks are amazingly well done. Their size alone is something to write home about. The 'smaller' ones are the size of normal Poker Cards. Then they have some that are described as 'Tarot' sized Cards. I think that is the first in any description of a wargame that I have seen. If I had a Tarot deck handy, I would compare the two. However, I will take their word for it. The pictures that decorate the different cards remind me of watching The World at War with my parents when I was a child. All of the information on the cards is completely legible and large enough to read easily.


 The game also comes with two very nicely done bookmarks. One is just about the game and Lock 'N Load Publishing in general. The other is sort of a public service announcement with some important phone numbers on one side (Depression or Suicide hotline etc.). The other has some quotes from the Bible. If you have no interest in that side, the hotline numbers are still good to have around.


 All of the game materials, including the box, scream "look at me!" when you get the game into your hot little hands. The meticulous care that was taken from the packaging down to the smallest detail in the counters tells you that this is something special. 


You can play a campaign game where you rise in rank and awards


 The JU 87 variants you can fly are as follows:

JU 87 A-1 Anton (you can also fly it in Spain and China)

JU 87 B-1 Berta

JU 87 B-2 Berta

JU 87 B-2 Trop (Tropical for the Mediterranean areas)

JU 87 C-1 Caesar

JU 87 D-1 Dora

JU 87 D-3 Dora

JU 87 D-5 Dora

JU 87 D-5N

JU 87 R-1 Richard

JU 87 R-2 Richard

JU 87 G-1 Gustav armed with the two 37mm cannon

JU 87 G-2 Gustav armed with two 37mm cannon




 The game is for solitaire play only. However, in this hectic world we now find ourselves in this is not a minus point for the game. Gaming clubs and even gaming nights are getting few and far between for most people. So, these solitaire games and especially excellent ones like this definitely have their place. The only thing some of you may miss is the ongoing battle with 'Joe' over the rules. Fill in whatever name you like all clubs had one.



 The size of the rulebook may seem daunting but remember that it is done in very large type and has many full-page illustrations of play. At its heart, the game is not hard at all to learn. Your choices, which are myriad, and some luck are the cornerstone of its gameplay. One of your most important choices is how low do you dive before dropping your bomb/s. The lower you go the more accurate you are, but it also means that you will be that much longer in a straight unswerving flight path. Of course, that choice only appears if you have made it through enemy fighter and flak to make it to your target. 


 The game is easy to learn and relatively quick to play, especially if you are just doing a mission or two. It also does not take up a lot of space so that you can play it on the dining room table. The setup and breakdown time is also short so you should not get too many side eye glances from your significant other. Much like the Romance Languages things in the kitchen and dining room are usually in the female's zone of control. You will be happily bombing some target or parachuting to avoid the flames in no time flat. 


 The game also gives you some what if scenarios. These are interesting to me in games only if they are plausible. One what if in this game has you flying off the German carrier Graf Zeppelin. The ship was pretty completed before the war placed it on hold. So, that is entirely plausible. The other what if has the Germans selling some JU 87s to Japan and they use them against the nationalist Chinese. This too is in the realm of possibility, so I have no problem with it. 


 One of the biggest reasons I have for really enjoying the game is the fact that you get to fly all of the different variants of the JU 87. This means that you get to try your hand at the tank killer G1 series (Panzerknacker) or properly known as the Kanonenvogel. These JU 87s had two 3.7cm large cannon pods underneath each wing. The G series planes were also up armored (much like the Soviet Union's IL 2 and the German ground attack plane the HS 129) to help the plane and crew survive their low-level attacks. The German pilot Hans-Ulrich Rudel made the G series famous. However, to be fair, his attack on the Soviet Union's battleship Marat and its sinking had already made him famous and the early war years had made the JU 87, and its sirens, one of the most recognizable planes from World War II.


The gameplay overview is this:


Mission Setup

 1. Prepare Flight Deck

 2. Prepare Objective Mini-Deck

 3. Setup Player Sheet

 4. Setup Aircraft Sheet

  * Select Payload

 5. Prepare Action Deck

  * Take Initial Hand


Mission Overview

 1. Take Off

 2. Approach

 3. Target

  * Attack (Bomb, Strafe, or Gun)

 4. Return to Base

 5. Refuel






 Thank you, Lock 'N Load Publishing for sending me this wonderful, stupendous, action filled, just trying to stay away from the word excellent, game to review. Happily for me, and hopefully for you, their care package to me had to be dropped off with a truss. I will soon be reviewing these games:

Point Blank Winter Victory

Glory and Empire First Victories Wellington Versus Napoleon

Close Quarter Battles Waterloo

Blood and Fury World War 85 - This last one I will need some help from one of my sons to carry it to the table.


Robert Peterson

Lock 'N Load Publishing

Ju 87 Stuka Ace

This is a link to their new AI assisted manuals/rulebooks

Ju 87 Stuka Ace Manual Rev39-AI

  Aces & Armor by PKB Games  PKB Games is a new smaller company that has already made a big name for itself with their first KS game Tre...

Aces & Armor by PKB Games Aces & Armor by PKB Games

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

European Theater




 Aces & Armor


by


PKB Games





 PKB Games is a new smaller company that has already made a big name for itself with their first KS game Trench Club, now Trench Club Legacy. Wargames with miniatures, real wargames, and not the simpler more children friendly versions of the 1960s, have become more and more popular. Even on the digital side of wargaming, 3D miniatures have been used for quite a while. So, has this merger between a more artistic approach and simulation type rules been a success? In the games that I have played it has been an undeniable yes. Let us see how this new KS from PKB Games measures up. Here is what they say about their company:


"We are a small board game publishing company. Our games started with games we wanted to play ourselves but didn’t exist yet. So, we were our first customer ourselves. I hope you share the excitement, and we wish you hours of fun with our games!"




 There has been a move in recent years to add minis and colorful maps to some wargames. To the grognard, it is easy to dismiss them as just Axis & Allies clones. In this you would be sadly mistaken. Many of these games that mix Euro games and normal wargames together are deep and give the wargamer a great experience. 




 As you can see, the game map and game pieces and player aids are extremely well made. They are colorful but large and very easy to read.



 Here you can see how meticulous the detail is in the miniatures. They are also paintable if you so choose.




 The miniatures sit on bases that have two columns built on them. These columns are used to keep track of the units' status elite, veteran, etc. and also the damage that any unit has.




  The units that the game gives you to play with are:

Infantry

Mobile Infantry

Mechanized Infantry

Militia

Cavalry

Tiger

Panther

T-34

Sherman

Pak 40

8.8 Flak

Katyusha

Howitzer

ME 262

Ju 87 Stuka

BF 109

Ju 88

IL-2 Sturmovik

Yak-9

P-51

B-17

 The game can be played by one to four players. This game follows the trend of giving the player a full solitaire experience right out of the box, instead of having to play both sides or wait for someone to create some solo rules for the game.


These are two painted minis. You can also see the detail in the railroad bridge.


 The game comes with three scenarios. However, the main crux of the game is its skirmish mode. This allows each player to choose the units that he wants to play with in the game. There are also factories to take away damage from units and to build new units. Victory is achieved through the capture of enemy factories. Because I prefer to play solo when I can, I was very happy to see the built in solo rules. I found the solo rules and play to be just fine. The game is made to be played fast and furious (the rules even suggest to time player moves to five minutes). It is not a game that you will leave up on your table looking at all of the different strategies you can try out before making your move. This is not a beer & pretzels game, but it certainly isn't Squad Leader either. Still, I had an enjoyable time playing it. The game is also completely finished. This cannot be said of all Kickstarter games by any means.

 Thank you PKB games for allowing me to kick the tires on your newest game. If you get the chance, also look at their Trench Club Legacy game.

Robert



Aces & Armor Kickstarter - Aces & Armor by PKB Games — Kickstarter 






  Combat Mission Final Blitzkrieg and DLC Downfall by Matrix/Slitherine Games  This is the final Combat Mission game in the series, and its ...

Combat Mission Final Blitzkrieg and DLC Downfall by Matrix/Slitherine Games Combat Mission Final Blitzkrieg and DLC Downfall by Matrix/Slitherine Games

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

European Theater




 Combat Mission Final Blitzkrieg and DLC Downfall


by


Matrix/Slitherine Games




 This is the final Combat Mission game in the series, and its release will also coincide with the release of a DLC for Final Blitzkrieg. The Combat Mission series is one that has been one of, if not the, best tactical games on the PC for a long time. The different games have spanned the time from World War II to the present. 


 This is what Matrix/Slitherine Games has to say about the dual release:


"Combat Mission Final Blitzkrieg (CMFB) follows the Western Allies through the battles along Germany's border and into the heart of the Reich itself. The game covers the October 1944 through January 1945 timeframe with a focus on the American sector of the Battle of the Bulge.


The Sturmtiger


Combat Mission Final Blitzkrieg allows you to revisit the famous battlefields along the German border, with the wintery Battle of the Bulge as its main focus. It was a time and place where the Wehrmacht was still highly capable at the tactical level, yet fairly evenly matched against the American forces arrayed against it. The mix of harsh weather in an unforgiving rugged environment ensured the fighting was challenging for both sides.


Two expansive campaigns offer two very different experiences. One focuses on American forces pushing into Aachen, the first major German city to fall into Allied hands. The other portrays the famous drive of Kampfgruppe Peiper deep into the American lines. Also included are one training campaign, 25 standalone scenarios, and multitudes of Quick Battle maps that will test your tactical acumen and give you easy access to the full range of weather, terrain, and forces from this period and place in time.


Close-up shot of a German 88


Features

Tactical warfare at battalion and below scale in a true 3D environment


Command individual vehicles, teams, and squads


Expansive simulation of "soft factors" such as Morale, Experience, and Leadership


Innovative systems portraying Fog of War, Spotting, Line of Sight, Command & Control, and Objectives


Unmatched realistic physics, ballistics, and battlefield effects


Fight in a wide range of weather and lighting conditions, all of which realistically impact fighting abilities


Unique hybrid system for RealTime or WeGo (turn based) play


Full featured Editor for maps, scenarios, and campaigns


Quick Battle system sets up deliberate or randomized battles based on player specifications


Single player and head to head play, including Play By Email (PBEM)


The final array of German heavy armor makes its first appearance in Combat Mission


American forces also have much improved armor, including the M36 tank destroyer


Organizational changes in the formations on both sides give even the most experienced CM player new tactical challenges and opportunities


The winter weather and forested terrain set the tactical experience apart from all other CM games


Three Regions within the game help set the mood with Dutch, French, and German accents


Expansive maps with 1m x 1m resolution allow for short and long range action across complex terrain


Buildings have explicitly simulated doors, windows, and floors


Weather and ground condition modelling systems allow for everything from dry sunny days to muddy stormy nights, with visibility and mobility dynamically affected by the conditions. Some Combat Mission games include the full range of Winter, Spring, and Fall weather as well


Line of Sight and Line of Fire are separately calculated, which means sometimes you can see something you can't shoot and sometimes you can shoot at things you can't see


Soldier posture (prone, kneeling, standing) affects everything including spotting, cover, and ability to engage enemies


The way a nation organizes its units has a huge impact on how they perform in combat, therefore great pains are taken to accurately portray formations as they are in real life for a particular point in time


Lighting affects combat in no small way in real life as well as in the game. The correct lighting conditions are simulated based on time of day, time of year, and weather."


Allied Forces 


 They are also having a sale right now on the other Combat Mission games:


The Matrix team is thrilled to inform you that this week, from January 15th to January 22nd, our entire franchise Combat Mission will be participating in the Midweek Madness Sale, off up to 50%. For example, you can now find Fortress Italy, Shock Force 2 or Battle for Normandy at half price.


Matrix/Slitherine Games:

Welcome to Matrix Games

Combat Mission sale:

Games on Sale - Matrix Games




  Bloody Hell Operation Goodwood: July 18-20, 1944 Operation Spring: July 25-26, 1944 by High Flying Dice Games     Depending upon what book...

Bloody Hell by High Flying Dice Games Bloody Hell by High Flying Dice Games

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

European Theater





 Bloody Hell


Operation Goodwood: July 18-20, 1944

Operation Spring: July 25-26, 1944


by


High Flying Dice Games





 

  Depending upon what book you read, and if it was written by an Englishman or not, the battle to take Caen is represented very differently. Field Marshal Montgomery always stated that his part of Operation Overlord (D-Day) went exactly to his plan. He states that it was the plan all along to draw the SS and other strong German units against his troops and that he would be the anvil and the Americans the hammer. Some books follow this lead. However, most state that Caen was to be taken the first day or shortly thereafter. That Monty's 'slows' stuck the Allies in Normandy for almost two months of desperate fighting. Regardless of the plan, Monty's English and Commonwealth Army was forced to try again and again to crack the tough nut of Caen. High Flying Dice Games gives us a chance to fight two of these battles on our tables. I have always been fascinated by Operation Goodwood, so hopefully this is an extra treat for me. Bloody Hell is one game in HFG's Professional Editions line of games. 


 These are the Designer Notes for the Operation Goodwood Scenario:

"Operation Goodwood

At first we seemed to advance quite rapidly, then suddenly, my tank ground to a halt as did all the others I could see...other tanks I could see were all stationary and several were beginning to brew. There were no targets. Nothing intelligible was coming over the radio. I watched through the periscope, fascinated as though it was a film I was seeing.

--Corporal Ronald Cox of the 2nd Fife and Forfar Yeomanry, July 18th.

This game on Operation Goodwood grew out of the interest and enjoyment I had in developing the companion game about Operation Spring, the Canadian offensive on Verrieres Ridge on July 25th, 1944. Montgomery’s massive onslaught against what was thought to be a severely beaten and depleted enemy was meant to be an unstoppable, irresistible offensive that would finally break the Allies out of the Normandy beachhead. That it instead ran into an un-moveable defense, planned earlier by Field Marshal Rommel, made for a ruinous fight that seriously damaged subsequent British offensives in the war. Nearly 2/3rds of the British tanks committed were destroyed in the two-day fight.

The Germans also suffered heavy losses in keeping control of their defensive positions. While many of Montgomery’s supporters pointed out that Goodwood seriously eroded the Germans’ capabilities to resist the Americans’ Operation Cobra offensive a week later, the cost to Great Britain was severe. That the Allied soldiers came close to winning a dramatic victory ahead of the Americans is a testament to the ferocity and courage both sides brought to this battlefield.

Allied Player

You have a massive armored host, but will have to move quickly and aggressively to win this battle. How you fight your infantry, air and few artillery assets will be crucial, as the tanks, despite their numbers, may not have the capability to punch through on their own. Be careful of how many reinforcements you call upon, as the cost in VP to bring them in early may create a deficit you can’t undo. Make the most of the opportunities you get and you may just end up on the road to Paris.

German Player

At the start of the game you may very well understand how Colonel Luck felt. However, time is on your side, and you have a range of weapons with which to fight, if your opponent, and the fates, grants you the time to bring them to the front. You will have many tough calls, and may not have the luxury of redeploying units once engaged if the dreaded jabos (fighter bombers) show up repeatedly. As Colonel Luck pointed out to the commander of the flak batteries defending Bourguebus, by the end of day you may be dead or a hero. Your actions will, for the most part, determine which applies."




 When the designer has done so well, and succinctly written up about the history and each player's role in the game it makes no sense for me to try and outdo it.


Let us see what comes with the game:

Game Design: Paul Rohrbaugh

Graphics Design: Bruce Yearian


Two,  17" x 22" maps

280 die cut, double sided unit counters and markers

One, Player Aid Card: Terrain Chart & Combat Results Table

Random Events Chart

Designer Notes & Bibliography

One Page of Addenda

Game Record Track 

8 page rule book




 We will look at the components now. The maps are your typical wargame maps with not too much flair about them. The terrain is easily distinguishable, and the hex numbers are easy to read. I guess maps are very much in the eye of the beholder, but I have no issue with them. The counters are normal size at 1/2". This makes them somewhat hard to read for those of us of advanced years. However, you always have to keep in mind the map footprint when talking about larger counters. Even if you are playing the two map campaign the game's footprint is small. This really helps with grognards who only have a limited amount of space. So, the counters are no smaller than many others that we play with. The tank and and jagdpanzer units have a silhouette of each kind on their counters. There are also counters for minefields, entrenchments, and smoke. As stated, the Rulebook has only eight pages of rules, followed by four pages of setup information. The Rulebook is in black and white, and does not come with any examples of play. These should really not be needed for a grognard, and this is not really a game that I would use to introduce a newbie to the hobby. The Player's Aid and all of the charts are pretty much self-explanatory. These are all in black and white, except for the terrain chart (naturally). The game components all pass muster. This is not a game where you will look at it and go Ooh and Ah, but it is all completely serviceable.


 This is the Sequence of Play:

Weather and Random Event Determination Phase

Air Phase - Allied Only

Initiative Determination Phase - Starts on Game Turn Two

Operations Phase - Chit Pull of Formations Activation Marker

End Phase




 The game is really not your typical folio game. It comes with two different operations that you can play (Goodwood, Spring), and it also has a campaign game of playing through both operations. There are not too many games at all on this level about Operation Goodwood, and none that I know of about Operation Spring. The life and death struggle for Caen, by the British and Commonwealth soldiers on one side and the Germans on the other, has had many excellent books and articles written about it. With this game it is much easier to understand the history of the battles, and why things happened the way they did. I find the game to be very enjoyable, and spot on as far as following history. Playing as the British you are going to find exactly how large of a can opener you are going to need to pry the Germans out of their defenses. As the German player, you will realize exactly what it was like to try and stem the tide with always diminishing resources.


Close up of some German Units

 

 As mentioned, the game has a small footprint, which is great when you do not want to play a monster, or do not have the room. The game comes with lots of chrome also. These are the Random Events:


Wittman Strikes - If the 1/101st Panzer is in play, you can get a second die roll

Allied Snafu - Remove one Allied Formation Activation Marker, and -1 to the Allied Initiative Die Roll

German Snafu - Same for Germans

Auftragstaktik - One German Formations Undisrupted Units can Activate for a Second Time

Oh Canada! or, For King and Counter - Same as Auftragstaktik for the Allied Player


 On the Addenda sheet there is also a variant that you can try out. According to the designer it is a bit  of a "what if" in his mind. The Allied player, to simulate more planning and cohesion on the Allied side, is allowed to activate the 2nd Canadian Armored Brigade with either the 2nd or 3rd Canadian infantry Divisions. This would be instead of activating on its own.


Allied Units


  I am very impressed with my first High Flying Dice Games. Thank you very much High Flying Dice Games for letting me review this. I am also going to be reviewing two more of their games, which look very interesting. These are the two:


A Test of Mettle - Three Battles From the Allied Campaign in the Lorraine: Tough Hombres - Battle of Mairy, Revanche! - Battle of Dompaire, Patton's Finest  - Battle of Arracourt.


September's Eagles - The Thompson Trophy Air Races 1929-1939

Name me another game where you can fly as Howard Hughes, or fly Gee Bee Racers!


You can also get boxed editions of all of their games.


Robert 

High Flying Dice Games:

High Flying Dice Games, LLC: From the Filing Cabinet to the Game Table (hfdgames.com)

Bloody Hell:

Bloody Hell Information (hfdgames.com)

WarPlan by Matrix games     WarPlan is a slight misnomer, although hopefully all countries and generals hav...

WarPlan by Matrix Games WarPlan by Matrix Games

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

European Theater





WarPlan

by

Matrix games





  
 WarPlan is a slight misnomer, although hopefully all countries and generals have them. They are almost always chucked out the window after the first contact between enemy forces. As Clausewitz wrote, "Friction is the concept that differentiates actual war from war on paper", and those surprises that make "even the simplest thing difficult". Though your plan for the next campaign might be completely sound, it is still at the mercy of the enemy, weather, and your own commanders etc. About the game's cover, why Rommel? Bradley is totally understandable as a general. However, looking at the scope of the game, maybe it should have been Marshall? There are so many choices for the Germans instead of Rommel. This game is a strategic and operational one of World War II in the European Theater. The first question is why? There are so many that have been done, and a few that are very good. Let us look at Matrix's blurb to see what you actually get on your computer screen:

 "WarPlan is a game designed and coded by Alvaro Sousa, from Kraken Studios, creator of Strategic Command 2 products (Assault on Communism, Assault on Democracy, Brute Force, Strategic Command 3 Image Importer).
Developer Kraken Studios places their emphasis on games that are easy to use, hard to win. WarPlan employs one of the best interfaces to lower micromanagement as much as possible so players can focus on playing and thinking.
SCALES
The game's scale is massive, covering 70 different potential countries, in a map large 30 miles / 50km per hex using a Peters map scaling (which better represents real distances). The land scale is 15k - 60k men, air scale is 300-400 aircraft and naval scale is 2 capital ships + support ships.
COMBAT SYSTEM
Combat takes place on Land, with multihex attack based on operation points allowing for multiple moves and attack tactics allowing for frontline breakthroughs, on Air, where you can attack selected targets and may automatically support land attacks, and on Sea, where fleet and raider modes affect detection. Night action, Surface, Sub, and Carrier combat are available. Use the Zone of control to restrict the movement of the enemy.
20 different units with 15 different attributes, 17 different technological advancements, 5 different specialties. Each country has their own units with their own attributes. Additionally, units can be impacted by: Breakdown - Land units can be split or reformed, corps may detach a division, armies may split, Formation – Small formations may be grouped into larger ones, Generals - Each player comes with their own generals that affect combat, mobile attack, and retreats, Support pool Units - 11 different support types. Naval units stack in fleets. 1 land, 1 air, 1 fleet per hex. Land units have the capacity of having a specialization. This is an attachment of equipment, elite trained units, or gear. With advancements, this allows for 120 different land unit configurations.
COUNTRY MANAGEMENT
Production takes into account oil, manpower, logistics, strategic resources, trade agreements, convoy zones. The system allows you 17 different advancements and each unit has at minimum 2 advancement choices. You can have 47 different unit configurations. The supply system is based on cities, rail, ports, headquarters, and distance from railways. The supply system more accurately represents the North African Campaign. From a diplomatic standpoint, players may declare war, influence, attempt a coup, or negotiate a surrender. Each country has a loyalty score and an entry-level. Actions in-game may alter the entry and loyalty of various countries.
MAP
The map is Hex based, with 15 different types of terrains subdivided in to sizes with each different features including motorized and non-motorized movement, airfield capacity, and defensive bonuses; 12 different resource types, 5 different strategic resources. Realism is enhanced by the presence of Fog of War, with detection levels that determine information of units. Moreover, 5 different weather conditions make the whole gameplay more challenging."






 Well that is a bit of a mouthful. Let's take a look under the hood and see how many of the above statements hit the mark.

 One of the really big differences with WarPlan compared to other games is the inclusion of a working interception/interdiction mode for the units. Supply in the game is also innovative, as seen below.









 The map is large, actually very large. I really like this in games. It makes the sweep and size of the operations come to life. Of course for every plus there is a minus in computing. The larger the map means more units and decisions. So, a large map with a lot of units make it much more difficult for a designer to create a competent AI. The map itself tends more toward functionality instead of artistic beauty. This is fine, because I am going to play it, not take a screenshot of it for my wall. You can easily tell one terrain from another. If your old eyes are having a problem, there are numerous levels of zoom available for the budding general. The counters also tend toward function and are easily distinguishable from one another.
 




 The game comes with six scenarios: 1939, 1940,1941,1942,1943, 
and 1944. These scenarios start not at the beginning of the year in question, but at the date where important operations are going to take place. Thus, in 1943 the date the scenario starts is July sixth. The player does not have to wait until the middle of the year for the Battle of Kursk or the Normandy Invasion to take place. Conversely, this means that the player does not have the chance to change anything before these operations take place. The game is strategic in scope at all times so it does not have scenarios that condense the map and allow the player to play out separate important battles in WWII. This is not a knock on the game, but I do like it when games include them as a choice.  






  Okay, so now we come to the crux of the game. How is the AI, and how effective is it? With most polls showing that eighty to ninety percent of players only play computer games solo, the AI in games is a big deal. So how is this one? It is a bit of a mixed bag. The AI on the operational scale is very good. It will defend and attack with units in a very competent manner. On the Strategic side, not so much. However, with the game being situated in the European Theater of WWII, there are much more times for the AI to shine rather than not. The designer actually has stated that he really likes to work on the AI routines of the game. So this bodes well for future upgrades of the AI to make it that much better.







 One of the game's strongest points is its attention to supply. Unlike many games of its ilk in this one supply actually matters. Most other games abstract it or only really use it for the construction of new or replacement units. In this game, supply matters at all times. For the Axis player, it means that you will have to pay much more attention to supply than you are usually used to. It also means that the game plays more historically correctly than most others. In this game, you cannot make non historical or ludicrous decisions. Take North Africa; because of the lack of supply historically the amount of troops in North Africa had to be on the small size. Some other games allow you to build a huge Panzer Armee to conquer the Middle East. In this game, supply forces the player to play within historical limits. If there is one thing I love about the game it is this. Sandbox games are all well and good, but only if they make sense historically. 






 The rulebook is over 100 pages long. So you know this is not a 'lite' or 'beer and pretzels' game. The rulebook is laid out well and allows you to instantly look up whatever you need. The fact that Matrix allows you to download the full manual helps immensely. Putting it to your phone or tablet allows you to play and look up  the rules at the same time. It also comes with an editor that allows the player to change almost anything he wants. You could also create your own scenarios pretty much from scratch if you wanted to.



1939 Start

 The naval war in strategic games are usually the weakest part of the game, especially because it is usually abstracted to an incredible degree. When I play these games I usually ignore the naval aspect completely. In this game the naval war actually means something, and though it is still somewhat abstract, it makes sense. 



Trying to Save Army Groups Center and North

 So what is the final verdict? I would say two thumbs ups. For the minutiae lover it has all of the bells and whistles. For the player who only has time to get in a few turns before dinner or bed it is a good game also. The designer is already talking about what he wants to implement in WarPlan II. Do not let this make you  think that this game will be abandoned; it has already been upgraded once and the designer is involved as much as he can be with any questions or problems. Thank you Matrix for allowing me to review this excellent game. It is especially good for a first time endeavor, and I look forward to many other games from Kraken Studios. Below will be some links.


Matrix Games:
https://www.matrixgames.com/

WarPlan:
https://www.matrixgames.com/game/warplan

Robert

hpssims.com