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  Wings Over the Reich Expansion 'The Battle of France' by OBD Software   OBD Software has been around for a long time. They hit the...

Wings Over the Reich Expansion 'The Battle of France' by OBD Software Wings Over the Reich Expansion 'The Battle of France' by OBD Software

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

World War II





 Wings Over the Reich Expansion 'The Battle of France'


by


OBD Software








  OBD Software has been around for a long time. They hit the big time with their first game, 'Wings Over Flanders Fields'. Originally, it was really just a mod from the Microsoft Combat Flight Simulator 3. Wings Over Flanders Fields has garnered many plaudits over the years since it release and is in many of the 'top 20-25 simulations of all time' lists. This is what OBD Software has to say about Wings Over the Reich:


"‘WOTR’ is an immersive WW2 Combat Flight Simulator for PC, that brings you full-on immersion in the greatest air battle that has ever been, the ‘Battle of Britain’, and now with WOTR Expansion, the earlier ‘Battle of France’ too! Immerse yourself via the new dynamic campaign systems, all developed by OBD specially for WOTR uniquely for both for BoB and BoF Be thrilled and absorbed in the frantic dogfighting in early WW2.Choose to fight for Britain, Germany or France (with the BoF expansion), in desperate fights to stop the early German advance!  With stunning immersive WW2 environments, OBD’s unique unmatched single player dynamic campaign system, beautiful lighting and scenery, superb unique weather systems, and the finest WW2 Artificial Intelligence pilot system for thrilling air combat! Now with the incredible “Battle of France" Expansion to take it further WOTR aims to be the definitive BoB and BoF WW2 flight simulator for PC! WOTR is unashamedly designed for single player, because gameplay matters!"



Curtiss H-75A2



 This is their thoughts on the expansion The Battle of France:


"Invasion Begins: Experience the intensity of 1940's blitzkrieg warfare as Germany launches a surprise attack through the Ardennes, catching the Allies off guard. You are at the heart of the action in an unprecedented dynamic campaign crafted by OBD, known for their record-breaking work in combat flight simulators. Dynamic Campaign System; Choose your side - Germany, Britain, or France - and immerse yourself in a rapidly changing battlefield. Our new campaign engine brings to life the swift and tumultuous Battle of France like never before. Witness history as the Germans carve their path along the Somme valley, bisecting French forces and cornering the BEF and French 1st Armies at Dunkirk. Evacuation of Dunkirk; Take on a pivotal role in history, flying Spitfire squadrons from England to assist in the famous Dunkirk evacuation. This is where heroism meets strategy. Seamless Integration: Your journey doesn't end here. Seamlessly transition from the Battle of France to the Battle of Britain, continuing your pilot's career across these iconic campaigns. It's one continuous war story. New Additions:Scenery: Explore new airfields, admire the updated grass textures, and marvel at the detailed Dunkirk area, complete with landmarks like the Mole and the Lighthouse. Flyable Aircraft: Test your skills in the Curtiss Hawk 75-A2, BF109E3, and others. For Battle of Britain enthusiasts, the cannon-armed Spitfire MkIb (Early), Spitfire MkIb, and Spitfire MkIIa await.AI Aircraft: Engage with the Bloch MB152, Morane MS406, Potez 63.11, Fairey Battle MkI, and Blenheim MkIV. Ground Realism: Witness German tanks advancing into France, capturing bridges and airfields. Observe the main armies moving across the battlefield in a real-time simulation of war. More to Explore: Dive deeper into the game's features in the 'News' section. Please ensure you check the 'Requirements' on the Support page before purchasing, to fully prepare for this unparalleled combat flight experience. For WOTR Fans: With numerous enhancements and additions, this is a must-have for any enthusiast of the series. Wings over the Reich: Battle of France offers a unique blend of historical accuracy and immersive gameplay."






 So, as you can see, Wings Over the Reich has a lot of pedigree in its DNA. About the only gripe that flight simmers have had about WOTR is the fact that originally you only had three planes you could fly. The Battle of France expansion adds a lot to the mix, and not only in the plane department. This is a list of the flyable and AI only planes in WOTR with the addition of The Battle of France:


British Flyable

Hurricane MkIa

Spitfire MkIa 

Spitfire MKIb (early)

Spitfire MkIb 

Spitfire MkIIa


British AI only

Fairey Battle MkI 

Bristol Blenheim MkIV


French Flyable

Curtiss H-75A2


French AI only

Potez 63.11

Bloch MB.152 C.1

Morane M.S.406 C.1


German Flyable:

BF 109-E3

BF 109-E4


German AI only:

JU88-A1 

JU87-B1 

Do17-Z2 

He111-H2

Bf 110 C4 






 Now I know that some German plane lovers might be upset about the flyable list. However, OBD Software is all about historical reality in their games. In the air war over the Western Front in 1939 and 1940 the plane list is completely correct for the time. This is for single seat fighters only at the moment. A big caveat to the list is what they have done with, and continue to do, Wings Over Flanders Fields and all of the plane and other additions that have come down the pike. So, I completely believe OBD Software when they say that more goodness is on the way. Please remember, this is not a big PC game studio like Microprose was and might be again. This is really two dedicated flight sim enthusiasts, with some help at times. I must stress that the biggest thing to me in both of their games is the length that they will go to make sure of their historical accuracy. We have had tons of combat flight sims over the years that gave us only eye candy with nothing underneath. OBD Software is really different. Yes, they have beautiful eye candy, but underneath the tip of the iceberg is the real meat and potatoes of the games.


 I have to say that I do drool over flying a FW 190 of any kind in these digital skies. I would also cut off a finger for a flyable BF 110 in WOTR. However, I truly believe that in this case good things will come to those who wait.






 Battle of France, to me, is another step forward for OBD Software to catch up WOTR with its older brother WOFF. The addition of the Battle of France in 1940 gives the flight simmer a new and huge amount of history to immerse themselves into. Now the Curtiss H-75A2 is not in any way shape or form near a Dewoitine D.520 (although Eric Brown did describe the Dewoitine as "It was a nasty little brute. Looked beautiful but didn't fly beautifully."). While flying your Curtiss you are slower and rather weaker than your direct counterparts the BF 109s. However, you do have maneuverability on your side. The 1940 versions of the German bombers are easier to handle than their beefed up later versions. Use your maneuvering capability to evade the BF 109s and get at the German Stukas or other bombers. If you are forced to fight a BF 109, do it on your terms if possible. Your turning rate is much better, and your climbing rate is pretty good. The Curtiss reminds me of a Japanese KI -43 Hayabusa. The Curtiss is really maneuverable, and relatively easy to fly, but it lacks any armor and has a pretty weak punch. In other words, it is very historically accurate. 






 Please take the above advice with a large salt lick. I have been flying computer flight sims since the early 1980s and have all of the bells and whistles that come with the hobby. Name a PC flight combat sim and I have flown in it. Unfortunately, my abilities as a pilot in no way equals my love of the genre and knowledge of the actual history of air combat. I can state that WOFF and WOTR are two of the most immersive flight combat sims ever produced. Just flying around in them is a pure joy.


 Thank you, OBD Software, for allowing me to review this excellent expansion for WOTR. Unfortunately for you, it has really only sharpened my appetite for what else you have in your rabbits' hat.  


 All of the pictures were from WOTR with The Battle of France expansion added.



Robert Peterson

Wings Over the Reich

The Battle of France Expansion

Wings over Flanders Field

These are links to two reviews that we did on Over Flanders Field and its expansion Between Heaven and Hell:

Wings Over Flanders Fields Between Heaven & Hell II by OBD (Old Brown Dog) Software - A Wargamers Needful Things

Wings Over Flanders Fields UE Review - A Wargamers Needful Things







  The Breakthrough of Kampfgruppe Peiper in the Battle of the Bulge by  Hugues Wenkin and Christian Dujardin  This book starts out with the ...

The Breakthrough of Kampfgruppe Peiper in the Battle of the Bulge by Hugues Wenkin and Christian Dujardin The Breakthrough of Kampfgruppe Peiper in the Battle of the Bulge by Hugues Wenkin and Christian Dujardin

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

World War II




 The Breakthrough of Kampfgruppe Peiper


in the Battle of the Bulge


by


 Hugues Wenkin and Christian Dujardin







 This book starts out with the German plan for their attack in the Battle of the Bulge. It goes on to explain, more than most books, about how absurd the plan really was. All of the major German officers who were informed of the plan did not like it or believed that it could work. Even someone as fervent a Nazi as Sepp Dietrich thought it was almost ludicrous. Then the book goes into the preparation of Kampfgruppe Peiper for their part in the attack. The US troops that were going to oppose the attack are written about. The authors show us that while the German industrial capacity was the greatest it had ever been in the autumn of 1944, it still could give the German soldiers weaponry. Fortunately for the Allies, what it could not give them was gas and oil. The overwhelming strength of Allied airpower was another force that the Germans could not handle. In reality, the attack could grab headlines around the world, something Hiler was hoping, but the further the German penetration the worse it actually was for them. We are shown by the authors how the German infantry was a brittle shell of what it was when it broke out of the Ardennes in 1940.

  

 No book on Kampfgruppe Peiper could be complete without discussing the Malmedy Massacre, and others, that took place during the Bulge. The authors do a very good job in explaining what happened and what the circumstances were surrounding them.


 The authors do a very good job of keeping a balanced view of Joachim Peiper. Was he a good soldier fighting for a disgusting cause? Unfortunately, the answer is yes. Should he and his superiors have been held accountable for the massacres of prisoners and civilians? The answer is also resounding yes. The book does show all of the different aspects of the human and military during the breakthrough until its inevitable failure. They heap praise on the American combat engineers that they feel were the real reason that Kampfgruppe Peiper was put in such a hopeless position. 


 Thank you, Casemate Publishers, for allowing me to review this very good book. The authors did a great job of showing the reader the whys and hows of the futile breakout. The book is filled with photographs of the people and places from the time. The only thing that I could wish for is more maps.



Robert Peterson

Book: The Breakthrough of Kampfgruppe Peiper in the Battle of the Bulge

Authors: Hugues Wenkin and Christian Dujardin

Publisher: Pen & Sword

Distributor: Casemate Publishers

 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!

World War II




 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!

World War II




 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

  France '40 by GMT Games designed by Mark Simonitch  The 1940 French Campaign cannot be discussed without mentioning one individual, an...

France '40 by GMT Games France '40 by GMT Games

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World War II




 France '40


by


GMT Games


designed by


Mark Simonitch







 The 1940 French Campaign cannot be discussed without mentioning one individual, and that is Erich von Manstein. The idea for the 'sickle cut' came from his rather fertile brain. To go back a bit, you have to understand what the pundits, generals, and leaders had in their minds at the time. The French Army was the largest army in Europe. Who actually won World War One has been debatable down to this day. However, the French Army was absolutely one of the main reasons that the Germans finally lost. In 1940, all of the smart money was on the Allies. It is true that Germany had defeated Poland in a very short time. There were some mitigating factors about that victory, the largest being the stab in the back by the invasion of the Red Army. So, to a betting man, the size of the French Army and its strength was considered to be the largest factor in the coming campaign for Western Europe. The fact that there was also a British Expeditionary force added into the mix didn't help with the odds either. The bristling fortresses of the Maginot line also added to the thought that Germany had bitten off more than they could chew. The funny thing about the campaign is that both sides could not get the 1914 campaign out of their heads. The Allies based all of their plans on the Germans trying a repeat performance. Meanwhile, the Germans could not think of anything better to try than the same right hook toward Paris. The fact that most of the German High Command was absolutely in love with trying the same thing over again is a bit more than puzzling. More than a few of them fought tooth and nail for a repeat performance. Then along comes von Manstein with the audacity to suggest that maybe, going by how 1914 turned out, they should try something else. Was the furor on the German side just jealousy over the fact that none of them thought of it first, or our ideas that the German Great General Staff was filled with brilliant generals totally off the mark? Strangely the arguments on the German side continued until they inadvertently flew over the Allied lines and gave them the rehashed Schlieffen plan. At that moment Manstein's sickle cut became the idea for the campaign pretty much by accident. With this game we get to see why France fell in such a short time and all of the bookies went broke. It actually has two games included, so we also get to play out Operation Dynamo and see if the British, and some of their Allies, can escape the collapse of France. The box also has a nice picture of a French Char B1 tank on the cover.



 This is what Mr. Simonitch says about the game:


"France '40 contains two separate games: Sickle Cut and Dynamo. Both games use the same rules and share many game pieces, but each has a separate full size map.


Sickle Cut: Guderian's Drive to the Channel

This game covers the crucial week in May 1940 when the German army broke the French line on the Meuse and raced to the sea at Abbeville. The game starts on May 13th, the third day of Case Yellow. Six panzer divisions have passed through the Ardennes and are now at the Meuse River. The French and British have raced through Belgium to reach the Dyle Line and cover the Gembloux Gap. The stage is set. Can the Germans cross the Meuse in front of strong opposition? And, if they can, will they be able to break out from the bridgeheads and advance across the map while threatened by Allied reinforcements pouring in from the north and south?


Dynamo: Retreat to Victory

This game covers the British withdrawal to Dunkirk and the evacuation. The game starts on May 24th, the day the British decide that the B.E.F. is in real danger of being cut-off from their supply base and the best option is to head for the coast at Dunkirk. However, many of the German panzer divisions are closer to Dunkirk than the British. Can the British reach the coast before the Germans? Can they hold the Dunkirk perimeter for eight days while they evacuate?


The rules for both games highlight armor, air support, and morale. Special rules include: Allied Heavy Tanks, DeGaulle, Rommel, Hitler's Halt Order, and French Command Paralysis.


2ND EDITION

France ’40 2nd Edition is a major upgrade to the original game. The rules for Extended Movement, Combat, Advance After Combat, Breakthrough Combat, and Determined Defense have been updated so they are more in line with the recent games in the 19XX series (such as Stalingrad ’42 and Salerno ’43). A new scenario has been included designed by Mark Merritt that combines both maps.


In addition, many new units have been added and some old units modified to provide a more accurate order of battle for both Sickle Cut and Dynamo. A few minor cities, some roads, and a fortified hex were added to the Dynamo map.


And most importantly, both scenarios have been sent through the playtest cycle again to make sure they are better balanced than they were in the first edition.


This game has long been one of my favorites due to the exciting situation and short playing time. I’m really pleased with this 2nd Edition and excited about the new features it has."



The Sickle Cut Map


 This is what comes with the game:


Two Paper Maps

Two Countersheets

24 Page Rulebook

16 Page Playbook

Two Identical Player Aid Cards

Two Setup Cards

Two 6-sided Dice

You can also buy a mounted map for the game. The only issue that might crop up is that the new version of the game has a two-map scenario. Naturally, the mounted map has only Dynamo one one-side and Sickle Cut on the other.

The back of the box has the solitaire suitability and complexity both listed as a five. GMT Games states that playing time should be between four to six hours. 



Dynamo Map



 We will now take a look at the game's components. The Rulebook is 24 pages in length. It is in full color and also has many examples of play for the player to learn the rules. The type is nice and large for us old grognards. The Playbook is 16 pages in length and is produced in the same way as the Rulebook. You get some extended examples of play along with the 1st and 2nd Edition Notes. For the history lover, there are six pages of authentic situation maps of the campaign. Then you get the rules and setup to play the two games into one combined game. There are two card stock full-sized unit at start and reinforcement cards. On one side are the units for Sickle Cut and the other side for Dynamo. One is for the German player and the other for the Allied player. There are two card stock four-page fold out players aids. These have everything needed for play ie. the CRT, Sequence of Play, Terrain Chart etc. The type size on these is also quite large. There are two full countersheets. The counters are 9/16" in size and are very easy to read, and their larger than 1/2" size makes them easier for your fingers to manipulate them. They come with the standard 'NATO' markings except for the armored units which have a small picture of tanks from the unit on them. Both maps are very well done and are not just paper but have a laminate coating on them. The terrain is easy to see and there should be no quibbling about what terrain is in each hex. 


 The game components are fully up to GMT Games standard of excellence. 



Counter Sample



 The two games are part of the Simonitch 1940s wargames, which include:

Ardennes '44

Holland '44

Normandy '44

North Africa '41

Salerno '43

Stalingrad '42

Ukraine '43

These two games are in GMT Games P500 system:

Italy '43

North Africa '40



This is the Sequence of Play:

"A. GERMAN PLAYER TURN
 France ’40  Player Aid Card   2nd Edition
 3
 EXPANDED SEQUENCE OF PLAY
 B. ALLIED PLAYER TURN
 1. German Initial Phase 
• The German player flips all Air units from their Used side to their 
Ready side. 
• The German player places his Reinforcements in their Entry Hexes.
 Dynamo scenario only: 
• Starting on Turn 6 the German player must withdraw the units 
listed on the Dynamo Turn Record Track.
 • Each Panzer division under a Halt! marker and currently in 
supply receive one replacement step (22.3).
 2. German Movement Phase (7.0)
 During this phase the German player may conduct any of the activities below in any order:
 • Move some, none, or all his units. 
• Conduct Auto-DS combat against any defending hex where at 
least 10-1 odds are obtained. Indicate the units that participate in 
that attack with Auto DS markers (7.7). Advance After Combat 
for these units is conducted at the end of the Combat Phase.
 • The German Player may place disrupted units in full retreat 
(13.1.3).
 3. German Combat Phase (8.0 - 15.0)
 A. The German Player may attack adjacent enemy units or conduct 
Disengagement Attempts (20.3) in any order. As each attack is 
resolved apply the step losses, conduct the Retreat, the Determined 
Defense, and the Advance After Combat before moving to the 
next combat. 
B. After all combats are completed, advance all units with Auto DS 
Markers (7.7). 
4. German Recovery Phase (13.4)
 All German units that are Disrupted may recover one level—those 
that are Disrupted have the marker removed, and those that are in 
Full Retreat have their marker flipped to the Disrupted side. Units 
adjacent to enemy units must roll for Recovery (13.4.2).
 5. German Supply Phase
 A. Check the supply status of all German units (18.0).
 B.  Roll for Attrition (18.5) of all German units that are:
 • marked with a red Out of Supply marker (including those just 
marked), and
 • adjacent to an enemy unit. 
6. GQG Phase —Sickle Cut scenario only
 Any GQG markers scheduled to be removed are removed at this 
time (21.2.6). The German player places the remaining GQG 
markers currently in the GQG Marker Holding Box on Allied 
stacks containing at least one French unit. He then rolls two dice 
and removes the GQG markers with those numbers (21.2.4).
 1. Allied Initial Phase (depends on the scenario)
 Sickle Cut scenario only: 
• The Allied player flips all non-Disrupted HQs that can trace a 
Line of Supply to a W, S, SE or E Entry Hex from their Used 
side to their Ready side (17.2.1).
 • The Allied player draws a number of units from his Reinforcement Draw Cup and places them on a friendly controlled Entry Hex.
 Dynamo scenario only: 
• The Allied player flips all RAF units to their Ready side (22.6).
 • Check to see if Belgium surrenders (22.4.1). Belgium automatically surrenders in the Allied Initial Phase of Turn 5.
 • If Turn 4 or later, the Allied player may evacuate units from 
Dunkirk (22.5).
 2. Allied Movement Phase
 Identical to the German Combat Phase except switch the term 
German with Allied. In addition:
 • Sickle Cut scenario only:  The Allied player may use Rail 
Movement (7.6), and may complete the Dyle Line IP’s if still 
occupied at the end of the Movement Phase of Turn 1.
 3. Allied Combat Phase
 4. Allied Recovery Phase
 Both phases identical to the German Combat and Recovery Phases 
except switch the term German with Allied.
 5. Allied Supply Phase
 Identical to the German Combat Phase except switch the term 
German with Allied. In addition:
 • Allied HQs do not roll for Attrition. They are eliminated if they 
cannot trace a Line of Supply to a friendly Combat unit. 
• Do not roll for Attrition of Fort Units until all friendly Combat 
units stacked with or adjacent to the fort are eliminated. 
• Sickle Cut scenario only: On or after Turn 5 the Allied player 
may use the Hitler’s Halt Order rule (21.3) to slow German 
mechanized units. 
• Dynamo scenario only: In the Allied Supply Phase of Turns 1 
and 2 the Allied player takes any Halt markers in the holding 
display (always either one or two) and places them on a German 
panzer division and then rolls two dice to remove up to two 
Halt markers.
 C. END PHASE 
Record the completion of a Game Turn by advancing the Game 
Turn marker one box and proceed to the next turn."


 I have to confess that I am a fan of the 1940s game system and have played all of the above released games from it and enjoyed playing them all. So, my expectations for France '40 were probably higher than normal. They seem to have the perfect mix of playability and be historically correct at the same time.


 There are numerous rule changes in this second edition compared to the 1st. The components have also changed a bit. Here is that list:

1.11 new units included, plus many units had their values changed. 

2. New CRT

3. A few roads were added to both maps.

4. Determined Defense Table changed significantly.

5. Disengagement Table changed.


 Mr. Simonitch states that he tried to fix the play balance in Sickle Cut because it was too difficult for the German Player. I find this interesting because I have seen people posting that it is now too hard for the German player. Two things come to my mind. The first is that you cannot make everyone happy. The second is that hopefully you will not be playing against a French opponent who is as abysmal as the French Command was in 1940. After all, the Allies had more men and tanks (although spread out and poorly used) and it should have taken the Germans much longer than it did.


 One of the most interesting rules of the series is the one that deals with 'Determined Defense'. Usually in games, you roll the die and crosscheck the number rolled in the CRT on the appropriate odds ratio column and voila, you follow the instructions under that column piece. Not necessarily in this game. The defending player may choose to use a 'Determined Defense' against the attackers. As the rules state "A Determined Defense represents a hold-at-all-cost order or an immediate counterattack". You do have to first deal with any step losses from the CRT roll before the defender can make use of this rule. Then one of the defending units must be a 'Lead Unit' (see rule 11.2 in the link to the online rulebook below). You then would roll and look at the 'Determined Defense Table' to see if and what applies to this action. 


 This game itself has some rules that add some historical reality and flavor to the game. The first are the 'GQG' (Grand Quartier General) markers. There are six of these markers that the German player can use in the beginning of the game. This number drops due to die rolls and what turn it is in the game. These are placed on different French stacks be the German player. The GQG markers are effectively army fetters that hogtie those French units affected by them. This is to show the incredible confusion in the French High Command at the beginning of the 1940 campaign. The Allied player gets to use the 'von Rundstedt Halt Order' once on or after the fifth game turn. This is to replicate the Germans' actual halt order during the campaign. They had become almost frightened by their own success and were afraid that all of the Panzers would be cut off by an Allied counterattack. Both of the above rules are used in the Sickle Cut and Combined scenarios.



Some of the Newer Units


 The scenarios each last this long:

Sickle Cut: 10 Turns

Dynamo: 12 Turns

Combined Scenario: 23 turns


 As I said, I have been a fan of the game series since the start of it. So, it comes as no great shock that I am more than pleased with this game's new refined issue. You can, as the German player, recreate history, which is as it should be. Conversely, you can use your French forces to dull and even stop the Sickle Cut Plan from working. The game has the best of both worlds as far as size is concerned. You can have the normal size game that does not take up a lot of space and yet still be a good game. If you have the room, you can also play the combined scenario with both games - sort of a mini monster. If you are looking for both great gameplay and historical gaming, France '40 delivers on both accounts. Thank you, GMT Games, for letting me review the newest in the 1940s series. 



Robert Peterson

GMT Games

France '40 Rulebook

France '40



hpssims.com