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  Point Blank V is for Victory by Lock 'N Load Publishing  "I'm here, I'm here! Let the bells ring out and the banners fly!...

Point Blank V is for Victory by Lock 'N Load Publishing Point Blank V is for Victory 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




 Point Blank V is for Victory


by


Lock 'N Load Publishing





 "I'm here, I'm here! Let the bells ring out and the banners fly! Feast your eyes on me! It's too good to be true, but I'm here! I'm here!"

(If you do not get the reference, I am sorry for your cloistered childhood)


 The fighting that occurred in western and northern Europe in 1944-1945 has had many games designed around it. D-Day has been especially covered by games at all levels and in all sizes. Point Blank V is for Victory is a new tactical game based upon the Allied and German troops that fought in the entire campaign. The game is meant for either one or two players. It does come with a solo 'bot' if you will. So, when playing it solo you do not have to try and be on both sides of the table. Let us take a look in the box and see if we are stuck in the hedgerows or gunning our tank in open fields.



All of the decks stow away beautifully



  This is from Lock 'N Load Publishing:


"Point Blank is a tactical squad infantry card game set in World War II Europe and is loosely based on the award-winning Lock ‘n Load Tactical game series.  Players do not need not be familiar with any of the Lock ‘n Load Tactical rules to play.  Point Blank is designed by Sean Druelinger and is a game that dares to be different, with new game concepts that give a whole new feel to tactical wargaming. 

 

Point Blank V is for Victory is for two players pitted against each other in situational combat scenarios.  There is also a solo option as well as partnerships in teams of two.  Each scenario presents the players with a unique situation involving squads of men, support weapons, leaders, and individual armored fighting vehicles.  The first game in the series will pit the forces of the USA against Germany just after the landings in Normandy (June 1944) through October 1944. Each player has victory conditions determined by the scenario in which to defend or take objectives, seek and destroy their opponent’s units, or one of many other different scenario objectives.

 

The game is played on an abstract map board made up of terrain cards in the game and managed through a distance system that accounts for the range to targets, line of sight, and defensive attributes. The player has units that start out on the map and gradually work their way towards their objectives by advancing through the battlefield all the while conducting combat actions against their opponent or defending their troops from return fire or whatever hell that awaits them. Players draw cards from a common action deck where they will play actions on their units on the map board. The game is an IGOUGO impulse system and turns are managed when the action deck is exhausted. (Some scenarios may require multiple deck exhaustion to finish the game). Actions in the game consist of Fire, Move, Assault, Rally, etc. The action cards contain dice icons on them to determine random results.


One of the unique features of the game is that it contains a deck of terrain cards that are not part of the action deck. As players change terrain they will draw a terrain card in which their moving units will occupy. Some action cards such as Recon helps players manage what terrain they occupy but your opponent may have other plans for your moving troops during their turn.  Two players can play a game in about an hour (depending on the scenario size) and if you cannot find an opponent then try the game solo system. 

 

Point Blank system has been called innovated, realistic, and yet extremely playable, and with solitaire play, and two-player options available we expect you will too."


 

Playing 'map' or mat for the cards


 The box that was delivered to me was a very heavy one. I knew enough about the game to know it did not come with mounted maps, so I was wondering why the heft? Well, it turned out to be the cards. You see, I believe there are almost 900 cards that come with the game. 

 Sean Druelinger, the designer, had done a write up for AWNT a bit ago about the game and himself. He is also the designer for Lock 'N Load's Tactical Series of games. According to him Point Blank is based on that series and the old Avalon Hill game 'Up Front'. I had seen things about Up Front down through the years, but I was not interested at all. At the time I was a very snobbish grognard and was only interested in hexes and hefty rulebooks. I would not play an area movement game, and the thought of cards being added to a hex wargame was an abomination in my eyes. Block games were another genre that would put my teeth on edge. I have now seen the light of these newfangled additions to my beloved hobby. However, this takes it one step further. You do not even need to use the map/mat at all. I believe I have done two different aircraft games that were just cards, but there was no terrain etc. In Point Blank everything is based upon the cards. So, let us see about this strange new animal (at least to me).



There are a lot more cards there than you probably think.




  This is what comes with the game:

119 x Mini Cards

698 x Poker Cards

1 x 32" x 38" Two Piece Map

1 x Core Rules Manual

1 x Scenario and Module Rules Manual 

9 x Double Sided 8.5" x 11" Player Aids

2 x Counter Sheets With Over 160 Counters

2 x 16mm Dice

Executive Producer:

David Heath

Game Design and Development:

Sean Druelinger

Game Art:

Shayne Logan



Some Cards



 This is the Sequence of Play:

1. Select a Scenario
2. Determine Sides
3. Layout the Battlefield
4. Deploy units
5. Draw Action Cards


2.2.2 Game Phases

1. Upkeep Phase – The phasing player
conducts upkeep tasks.

2. Impulse Phase – The phasing player
may conduct an action. There are
situations that allow more than one
action to occur from the play of a
card that includes multiple actions
or through the execution of a leader’s
Spend action (see Leaders 2.11).
Once a player completes his impulse
play passes to his opponent.

3. Turn End Phase – Check to see if the
Action Card deck has been exhausted.
If so, follow the turn end procedures
before impulse play begins
again.

4. Victory Conditions Check – Check
to see if you have won the scenario
before impulse play begins again.



Terrain Card




 We will start out discussing the cards that come with the game. As mentioned, there are nearly 700 of the larger cards in six decks. The information needed to play on the cards is huge. These cards will have all your men and larger military equipment, such as: tanks, squads, anti-tank guns etc. They feel just like playing cards do. Then there are 119 mini cards. These encompass commanders, machine guns, PIATs, med kits etc. Even though these are smaller, the information on them is just as large as on the larger cards. Both sets of cards have a very nicely done picture of whatever they represent on them. They look like little portraits, especially the faces. The two-piece map is also well done. It is really only a background with muted colors, but it works well with the cards. It is large at 32" x 38" but if you have been a wargamer for any length of time you will have a table that can accommodate it. The counters are used for bookkeeping etc. You can also use the counters on the cards instead of using the map. These, like the rest of the game, are oversized and very easy to read. The coloring and design of them are up to the par of all the other components. The Core Rules Manual is ninety-four pages long. However, the type size is also huge (Do you see a pattern here?).  The rules go to page seventy-one with the rest being a breakdown of each terrain card and then the Solo Rules. The Scenario and Module Rules Manual comes with twenty scenarios and there is a section on building your own scenarios. At the end of the scenarios are the Campaign Game Rules. Both of the Manuals are in full color and made of glossy paper. There are five Player Aids that are made of hard stock, and they are double-sided. These are also in large type like the rest of the components. These give all the information for playing the game that you would need without having to look through the manual. The next four Players Aids are for playing the game Solo. These rules are done with an easy-to-follow flow chart method. These are also made of hard stock and in full color. 



Some of the Counters



 The cards represent everything you would find on a battlefield in norther Europe during WWII. The Allied cards represent both the U.S. and British and Commonwealth militaries. Here are some examples:

Germans - Marder I, Stug IIIG, Tiger, Panther, truck, halftrack, 75mm anti-tank gun, SS, Heer, and Luftwaffe troops.

Allied - M36, M20, Parachute Squad, Infantry Squads and Half-Squads, Sherman Firefly, Otter, and even a Tetrarch!

The smaller cards show - Satchel Charges, Radios, MG 42, Flame Throwers, and a slew of Commanders.



Mini Card Commanders



 So, you might be thinking: Is this game a behemoth in both size and rules? To be honest, you do need some table space for the game. In actuality it is an easy to play game, at least once you have the rules set in your head. Lock 'N Load says that most scenarios will take about an hour to play. Except for my first couple of dry runs, this seems to be about right. Playing Solo takes a bit longer, but it does in any game that has solo rules built in. The flow chart method for Solo Play does make it a lot easier to follow and play. I think that Solo Play should be included in most games. That way you can play your favorite game of the hour without having to round up a friend or more to play it. 

 As I mentioned. I have never played Up Front nor really ever had an itch to. Many people have compared Point Blank V is for Victory to Up Front and say it is the Up Front for the 21st century. If Up Front was anywhere near as fun to play as Point Blank, I am sorry that my rigidness stopped me from playing it. 

 I was at first a little put off by not being able to know the terrain in in front and around me. Then I put myself into the mindset of a Squad Leader at the time and it really made sense. You know your objective, at least most of the time, and you know what direction it is on your compass. Often that is about the amount of information you would be given. Oh, you know what could be out there between you and it, but you are only guessing. Unless you are extremely lucky you will not know what enemy force is out there until they open fire. Point Blank brings that guessing and Fog of War front and center. This is not a card game of tactical warfare in WWII. It is a tactical wargame that uses cards for play. There is a large difference. Remember that Point Blank uses a lot of the designer's Lock 'N Load Tactical Series as its bones. 

 The scenarios all have their own victory conditions. Many times, it is taking control of and holding a specific terrain piece. The turns all revolve around the Action Card deck. When the last Action Card has been played that is the end of that turn. The scenarios run from two, three, and four turns. So, for each turn you would have to use up all of the Action Cards. If you are not used to Lock 'N Load's Tactical Series games, you will have a bit of a learning curve. If you have played any of them the curve will be pretty short. It is not a difficult game to learn. That is, if you can get the idea of the Lines of Sight and movement and transpose that knowledge to the cards laid out on the table. I have played many of Lock 'N Load's Tactical Series games. However, I did have a problem in the beginning but not because of the rules. It was my own brain that was not getting it. Once I talked myself into the fact that the cards were the same thing as counters on a hex map, things went much smoother. I believe this was certainly a case of an old dog trying to learn new tricks.

 The game is big in components, and they are also visually striking. The muted colors of even the Rulebook pages gives a real sense of being in the rain, fog, and mud of a real battlefield. The visuals only help with the players immersion. Because the Rulebook is so large in size of type the rules themselves are not that long or hard to learn. There is no need of any die because the Action Cards have die values right on them on in the upper right hand. Yes, luck does have a place in playing the game. However, in any battle of whatever size, there is always some amount of luck. As von Clausewitz wrote:

 "The great philosopher of war, Karl von Clausewitz, coined the term: "Friction," he wrote, is "the concept that differentiates actual war from war on paper," those surprising things that happen during wartime that make “even the simplest thing difficult."




More Terrain Cards




 Thank you Lock 'N Load for letting me take this Maserati out for a test drive. I am now fully convinced that a ground wargame can be played with just cards. Not only that but said game can be totally engrossing for the player. It also helps that the manufacture of the cards etc. are of such a high quality. Great Game, Lock 'N Load. Keep up the good work. 





 
Robert


Lock 'N Load Publishing:


Point Blank V is for Victory:














  Black Cross Red Star Air War Over the Eastern Front Volume I Operation Barbarossa by Christer Bergström Please see the link below for my r...

Black Cross Red Star Air War Over the Eastern Front: Volume I Operation Barbarossa by Christer Bergström Black Cross Red Star  Air War Over the Eastern Front: Volume I Operation Barbarossa by Christer Bergström

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

World War II




 Black Cross Red Star


Air War Over the Eastern Front


Volume I Operation Barbarossa


by


Christer Bergström


Please see the link below for my review of Stalingrad: New Perspectives on an Epic Battle Volume I



 Mr. Bergström has started a new company called Vaktel Books. This company will be publishing new books from him and updated versions of some of his classic books. Lombardy Studios is the distributor for these books in North America. Black Cross Red Star is definitely in the classic category when it comes to books about warfare on the Eastern Front in World War II. This edition is listed as both updated and expanded. So, you can imagine my glee when I was able to get this book into my hot little hands. It seems the first time the book was printed was in 1999. The passing of twenty-two years is more than enough to uncover more information about the campaign.

 This is a blurb about the book from Lombardy Studios:

"The original first volume in the Black Cross * Red Star series began in 1999 and quickly sold out. The new 2021 BC*RS volume one has been updated and expanded – it has more than double the word count and 300+ photos, many from the personal albums of veteran pilots. It is similar in format to Stalingrad with links to film clips of the air war on the Eastern Front plus 6 downloadable maps and a huge downloadable index listing aviation units, pilots and other key personalities. BONUS: 15 color aircraft profiles! (See the Kickstarter banner above for two of these profiles.)"


 Here are some color prints from the series:


The above is a Lend-Lease P-40 (from another volume), and the plane below is a BF-109 F-4

 

Yermolayev Yer-2


 This is a link to a large excerpt from the book:



 These two volumes shown above are already here in the U.S and are available for purchase. There is a Kickstarter campaign for the other books in this series, plus other books. The Kickstarter is only to measure how many of these fine books to import. The cost of international shipping has skyrocketed, as you know, so this is just so Lombardy Studios does not end up with a warehouse full of books.

 Okay, so now onto the book itself. If you already own the first publication, good for you. If you do not have it already, what are you waiting for? I can see that owners of the previous printing might be a little hesitant. So, let us look at the differences:

 The book is now over 380 pages! (It has more than double the word count)

 It comes with 300+ black and white pictures, some of these from the pilots' own collections.

 There are fifteen color aircraft profiles.

 It comes with fourteen QR code videos.

 The downloads that you can receive with the book are absolutely enormous in quantity. 




Stuka Divebombers


Werner Mölders on the left



 As for the book itself, it has long been considered the bible as far as the air war during Operation Barbarossa. The book is large, almost like a coffee table book, and has 384 pages. Most of the pages have a photograph on them. The photographs are all in black and white. There are numerous maps to follow the actual campaign. The book follows Operation Barbarossa from June 22, 1941 until right before the Soviet counterattack before Moscow on December 6, 1941. 

 The author shows us how and why the Germans had almost total air superiority throughout the first few months. He also shows us how quickly the Soviet air service (VVS) was able to bounce back and become a problem to the Germans in the latter months of 1941. 

 There are a total of nine appendices. Some of these are:

Luftwaffe Aircraft Combat Losses on the Eastern front June 22 - December 31, 1941

Luftwaffe Order of Battle, June 21, 1941

VVS Order of Battle, June 21, 1941

The Structure of the Soviet Air Forces in June 1941

The Highest Military Awards (for both countries)



Shturmoviks - These were a large reason for the Soviets' eventual victory


Soviet Airmen



 I mentioned earlier that if you do not already have the original printing of the book, this is an excellent time to add this much needed history to your library. There are also more than enough reasons to buy this new edition. 

 Hitler was correct; the world did hold its breath when the Germans invaded the Soviet Union in 1941. He was also completely wrong about the rotten structure collapsing. The Germans found out once more how resilient the Russian Army could be on the defensive.  With surgical precision, the Luftwaffe de-taloned the Russian eagles. The Soviet Air Force was caught just as asleep as its Army. Even Göring doubted the claims that his Luftwaffe destroyed 2,000 Soviet airplanes on the first days of the campaign. The author shows us that in actuality new information shows it was around 3,000 planes that were destroyed on June 22nd and 23rd. The losses in airframes and pilots were staggering. 

 The book is separated into Parts I - VII and then into chapters. These are some of the chapters of the book:

The Machines

The Men and the Methods

The Greatest of all Air Battles

Stopped at Kiev

The Blitzkrieg is halted

Under the Polar Sun

In the Crimean Skies

Operation "Typhoon": The Most Decisive German Victory

Shturmoviks in Defense of Moscow

 
 To sum it up, the book is both beautifully produced and full of as much information and history that you can handle (and probably then some). Thank you, Lombardy Studios for allowing me to review it. I cannot wait for the further volumes. If you owe yourself a present or for any reason whatsoever, click on the links below and pick it up. You will not be sorry.

 Below are all the links that you need.

Lombardy Studios:

This is the link straight to the Kickstarter for Black Cross Red Star:

The Kickstarter for Mr. Lombardy's new wargame: Streets of Stalingrad, reborn or Streets of Stalingrad IV:

This is my review of 'Stalingrad: New Perspectives on an Epic Battle:

Robert








 

  General Erich Hoepner A Military Biography by W. Chales de Beaulieu Translated by Linden Lyons  This book is part of the 'Die Wehrmach...

General Erich Hoepner: A Military Biography by W. Chales de Beaulieu translated by Linden Lyons General Erich Hoepner: A Military Biography by W. Chales de Beaulieu translated by Linden Lyons

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

World War II





 General Erich Hoepner


A Military Biography


by


W. Chales de Beaulieu


Translated by Linden Lyons






 This book is part of the 'Die Wehrmacht Im Kampf' series. These were written after World War II by German Officers about the Second World War II. These were used by the Allied armies to study the war through the eyes of the German command.


 As this is strictly a military biography, Hoepner's life is not really touched upon in the book. The author does devote a few pages at the end and the short Introduction touches upon it. Hoepner was involved in the June 20th, 1944, plot against Hitler. For his part in it, which is still debated, he was tortured and sentenced to death. However, we must not fall into the trap that many people do of assuming that the German generals were altruistic in their thinking. Some, if not most, had no problem with Germany attacking other countries. They just felt that Hitler was making a mess of it and wanted to fight the war their way. As long as Hitler was winning, they looked the other way to many other things. Hoepner himself had no problem with Germany attacking the Soviet Union etc.


 The book is separated into five chapters. These are:


The Campaign in Poland 1939

The Campaign in France 1940

The Advance to Leningrad 1941

The Assault on Moscow 1941


 General Hoepner was the commander of XVI Panzer Corps in the Polish Campaign. he also commanded it during the French Campaign. He was commander of Panzer Group 4 during Operation Barbarossa.


 The book was written by Hoepner's First General Staff Officer during the Polish Campaign, who then became his Chief of Staff during the French and Russian Campaigns. So, he had complete knowledge of General Hoepner's actions and thoughts during his service in World War II. 


 This book is unique in that you will usually find only a few lines written about the Polish Campaign. Those will invariably mention that the campaign went off like clockwork. This book shows how the vaunted German Heer was still very much learning from its mistakes in 1939. 


 When writing about the Japanese Military in World War II it is often stated that they suffered from 'victory disease', meaning that everything was going their way far too easily. I think we can see that the German High Command also suffered from this by the time of the invasion of Russia. The author shows how fearful at times the High Command was in 1939 and 1940 about the slightest hitch in any plan. Then he goes on to show us how they completely disregarded the facts and opinions of the German generals and the easily seen reality of the situation in 1941. The starts and stops that the German High Command forced the different commanders to deal with are revealed in the book. It also goes into what actually should have been done in each situation. 


 This is an excellent military biography of one of the chief Panzer commanders of the early part of World War II. The author shows us the thoughts and writings of Hoepner during these campaigns. It is a window into the inner workings of the Panzer forces early in the war.


Robert

Book: General Erich Hoepner: A Military Biography

Auther: W. Chales de Beaulieu

Publisher: Casemate Publishers

  Operation Theseus Gazala 1942 by Vuca Simulations  Field Marshal Erwin Rommel is either put on a pedestal or not looked at highly at all. ...

Operation Theseus: Gazala 1942 by Vuca Simulations Operation Theseus: Gazala 1942 by Vuca Simulations

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

World War II




 Operation Theseus


Gazala 1942


by


Vuca Simulations






 Field Marshal Erwin Rommel is either put on a pedestal or not looked at highly at all. The fact that he was forced to take poison and end his life, because he knew about the plots against Hitler's life and said nothing, has given him a bit of a martyr status to some historians. The German generals after World War II had some harsh things to say about him. Did they say these things out of jealousy, or did they really not think that much of him? He was, after all, a darling of Hitler from the beginning of the war. His seesaw battles for control of North Africa even had Winston Churchill praising him. British historians rate his generalship very high; other nationalities go either way. On a tactical level he was a very good commander. It is possible that he was in his element on a more tactical level than in higher commands. Leading from the front while commanding an army in the 20th century is a pretty hard trick to pull off. To many, the Battle of Gazala was Rommel's greatest victory in WWII. The stage is set. The Germans and Italians have overrun Cyrenaica once again and are looking to defeat the British and Commonwealth forces and take Tobruk. The British and Commonwealth forces have dug themselves in. They have sown the desert with mines and have constructed 'boxes' to surround each of their forces. The desperate battle around the southern box and its Free French defenders at Bir Hakeim is the stuff of legends. Rommel looked defeated and was about to be destroyed when he pulled a rabbit out of his hat and defeated the Allies and actually took Tobruk (which had withheld a months long siege the year before). This is the background of the battle. Let us see what is in the box:


One rulebook.

One mounted map.

383 counters.

2 double-sided player aids.

1 double-sided setup display.

1 Solitaire play display

Two 10-sided dice, referred to as "d10".

A hex represents 3.5 kms (2.2 miles) of terrain from side to side.

Each turn represents a period of one to six days.

Combat units are mostly infantry-type regiments/brigades, and armoured-type battalions/regiments.




The Map


  This is a blurb from Vuca Simulations:

"Operation Theseus - Gazala 1942 is an operational level simulation of the Gazala battles of 1942, which took place during May and June 1942.

The game is intended for two players but is also suitable for solitaire and team play. The goal for the Axis player is to hit the Commonwealth forces hard and to seize specific victory locations, thereby opening the door to Egypt. The Commonwealth player wants to prevent this from happening, thereby eliminating the Axis potential for further offensives. The game is played in a semi-interactive way and keeps both players involved all the time..."


 This is the third game in their Operational Level games about World War II. The series does not have a name, but you can see in the rules that they are related to one another. It appears that Vuca Simulations have listened to grognards and also revisited the rules to make an even better game. The other two games are:

 Crossing the Line: Aachen 1944

Across the Bug River: Volodymyr-Volynskyi 1941





  Vuca Simulations has always had very high production standards in their games and this one is no exception. The mounted map board looks very good for a map of what is usually shown as a mostly featureless desert terrain. The detail of the map close up is pretty incredible. The Maps hexes are large ones. The Game Turn Track etc. that are on the sides of the map are large enough to easily read. There are four full page Player Aids. They are made of hard cardboard, almost as thick as the map. Three of them are double-sided:

Player Aid A has the Combat Results Table, Terrain Effects Chart, Combat Sequence, and Combat DRM.

Player Aid B has the Sequence of Play, Action Points, Stacking Limits, Minefield Check, and Command and Supply information.

Then comes the Scenario Setup Aid: one side has the Axis and the other the Allied Setups.

Next, there is one with the Game Turn Track, and Formation Assignment Boxes.

 Another excellent addition by Vuca Simulations is a hard 'ruler' that is used to help the player see the correct row on the combat Results Table. The counters are 15mm in size and come pre-rounded. They are very colorful and have both NATO symbols and small pictures to see what each unit is made up of. Some of the writing on them is a bit small. The information and their respective units use color identification, so this makes reading them easier. The counters are a bit on the thin side, but they feel sturdy enough. The Rulebook is made of glossy paper and seems large because the writing is so big, thank you Vuca Simulations. The rules themselves are twenty-four pages and then come the three scenarios. Then comes two pages of Combat Examples, followed by the Designer and Player's Notes. Next up, is a small Historical Context, and then a two-page Index. The Rules are also filled with full color examples that follow the text. 



 This is the Sequence of Play:

1. Admin Phase
  A. Recovery
  B. Organization
  C. Replacement
  D. Reinforcement

2. Ops Phase: consisting of variable number of Ops Cycles
  A. Initiative Determination 
  B. Formation Activation or Independent Unit Action

3. End of Turn Phase




 As mentioned, the game is at the operational level. So, it comes with all of the flavor of a game done at that scale. Headquarters are incredibly important in the game. They are the font from which springs control and supply of the units under them. To be out of command, unless you are an independent unit or isolated, is a capital sin in these game rules. Gazala was a bit of a strange battle. You always read about minefields being used in World War II, but here they were used extensively. As the Axis you must find a way through them to attack the Allies. Historically, after Rommel's first attack was stopped, he laagered up in the middle of some Allied minefields. These are some of the items that the game has rules about:

SNAFU/Schlachtenglück

Stacking and Limited Intelligence

Zones of Control

Effectiveness Check

Formation Reaction

Refit/Replacement

Breach Minefield Action

Improved Defense Action

Schwerpunkt Marker - One Axis formation gets bonuses for that turn.


 The game comes with three scenarios. These are:

Scenario One: Assault on Bir Hacheim - A solitaire scenario where you are in command of the Ariete Italian Division. It is just to show game mechanics. 

Scenario Two: The Opening Phase - This is four turns long.

Scenario Three: The Gazala Battles - This is eight game turns long.


 The designer D. Blennemann, has taken on a large challenge by bringing us the Battle of Gazala. It is a mixture of a WWII and a WWI battlefield. I think that he and Vuca Simulations have done a great job in bringing this battle to life. Do not think that history or the game gives the Axis an easy victory. To win the battle and take Tobruk is not an easy task at all. Playing as the Allies, your job is to not repeat the historic Allied response which was piecemeal. The Axis forces are always dangerous, so plan ahead and hit them with a good-sized force and not dribs and drabs.  






 Thank you Vuca Simulations for allowing me to review this, more simulation than game, newest effort of yours. I have enjoyed playing this as much as your other two operational level games. They have two new games coming up. These are:

1914 Nach Paris:

The Chase of the Bismarck (Jack Greene had his hand in this, so I am expecting very good things):



Robert

Vuca Simulation:

Operation Theseus: Gazala 1942 Rulebook:




Sean Druelinger designer of Lock 'n Load's Point Blank: V is for Victory  I had asked Mr. Druelinger to do a short bio about himself...

Sean Druelinger designer of Lock 'n Load's Point Blank: V is for Victory Sean Druelinger designer of Lock 'n Load's Point Blank: V is for Victory

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

World War II




Sean Druelinger designer of Lock 'n Load's


Point Blank: V is for Victory







 I had asked Mr. Druelinger to do a short bio about himself and some information about his game. I would describe it as not a Card Wargame, but a wargame played with cards. It comes with a good-sized rulebook and does not abstract many parts like a card game usually does. 


Game Map


 This is a write up about the game from Lock 'n Load:

"Point Blank" is Lock 'n Load Publishing tactical World War 2 squad card wargame, for 2 players pitted against each other in situational combat scenarios.

There is also a solo option as well as partnerships in teams of 2.

Each scenario presents the players with a unique situation involving squads of men, support weapons, leaders, and individual armored fighting vehicles.

This game pits the forces of the USA against Germany just after the landings in Normandy (June 1944) through October 1944. Each player has victory conditions determined by the scenario in which to defend or take objectives, seek and destroy their opponent’s units, or one of many other different scenario objectives.

The game is played on an abstract map board made up of terrain cards in the game and managed through a distance system that accounts for the range to targets, line of sight, and defensive attributes. The player has units that start out on the map and gradually work their way towards their objectives by advancing through the battlefield all the while conducting combat actions against their opponent or defending their troops from return fire or whatever hell that awaits them. Players draw cards from a common action deck where they will play actions on their units on the map board. The game is an IGOUGO impulse system and turns are managed when the action deck is exhausted. (Some scenarios may require multiple deck exhaustion to finish the game). Actions in the game consist of Fire, Move, Assault, Rally, etc. The action cards contain dice icons on them to determine random results.

One of the unique features of the game is that it contains a deck of terrain cards that are not part of the action deck. As players change terrain they will draw a terrain card in which their moving units will occupy. Some action cards such as Recon helps players manage what terrain they occupy but your opponent may have other plans for your moving troops during their turn.

Combat in the game is similar to how combat is conducted in Lock n Load Tactical. 2 players can play a game in about an hour (depending on the scenario size) and if you cannot find an opponent then try the game solo system. In general, the gameplay is fast and excited and compares to such legendary game systems as Up Front."



Some Cards


 I am not a big fan of interviews. It seems that the same questions always get asked. I would much rather have the designer etc. give us the information without my input. To each their own. 


 

This is a big game with a lot of cards

 Without further ado, here is Mr. Druelinger's write up. It gives us a good look at his game design:


I was introduced to Squad Leader when I was about 12 years old. I was playing D&D every other week with this gaming group of 20 something’s at the time. I accidentally showed up on a non-D&D day and was asked if I want to play SL. I was hooked from that point on. 

I was lucky to see a lot of AH games in their infancy and was able to participate in many of the playtest sessions. Titles like longest Day, up front, enemy in sight, etc.

In and around 2012 I wrote some scenarios for Nations at War and Tank on Tank for Line of Fire magazine. I then developed an east front prototype for Nations at War and got a green light from the owner of L'nL at the time to proceed. L'nL was then bought by David Heath around 2015. He wanted to redo the original Nations at War titles and asked me to develop them. At the same time, he asked that I include my east front module “Stalin’s Triumph” into the mix. We developed all 3 systems at once. In addition to that, Dave asked me to develop/design the Lock 'n Load tactical solo system to be compatible with every scenario for every L'nL tactical game to date.

In 2016 I began designing PB. I introduced the game to David in 2017 at Origins and after some strong hesitation he gave me the green light.

Point Blank was inspired by games like Up Front and L'nL tactical. The thing that makes this game different is that it introduces what I feel are new concepts in tactical gaming. For instance: 

Movement: Moving is an action that you can issue to the game, but the ordered units do not complete their move until the next owning player's upkeep phase. This models that troops have to gather their equipment, form up and then move out. From a game perspective the opposing player has a chance to react to move action before it is completed. Melee is handled in much the same way. An order is issued and then resolved in the player's next upkeep phase. I do not see a lot of games that handle actions this way. 

Terrain and Line of Sight are other areas that sets the game apart. Terrain is very dynamic in PB. A unit in a sector within terrain can conduct an action to change its terrain while remaining in the same sector. Terrain can also be acquired and held by the player through play of recon actions. Terrain that is collected through Recon actions can place terrain into empty sectors to secure good terrain for units that are in the process of moving or into sectors adjacent to opposing units or friendly units. This mechanic makes of interesting Line of Sight situations and expands the maneuverability options for units in the game.

Spend and Discard actions; Another key factor that sets this game apart from other card driven games is the ability to discard cards to perform some type of action. In every card driven game there are situations where a hand of cards may not contain a card that you need to perform a preferred action. In PB you may, in lieu of playing an action card, discard a card (spend action) to activate an action printed on a unit's card. Once that action is performed however, the unit is "spent" (rotated 90 degrees) to indicate that it can no longer perform an action until it is readied through the play of a "Ready" action. Other actions in the game are available through discard type actions. This whole concept expands the game play and helps to prevent situations where a player is locked down by a hand of cards that may not be of any use.

Leaders in the game are represented by individual cards and they have benefits to units by contributing their modifiers. Additionally, they have actions printed on their card that they can execute through a spend action in action to the play of an action card during a player impulse.









 Visually it is a stunning game. The cards are regular playing card sized. So, you can see that the information on them is incredibly easy to see. I believe I could play the game with my glasses off. I will be doing a review of the full game on our site. Thank you Lock 'n Load for allowing me to take this out for a spin. Point Blank: V is for Victory is still available for late pledges on Kickstarter.

Robert

Lock 'n Load:

Point Blank: V is for Victory:

  Blue Water War The Maritime Struggle in the Mediterranean and Middle East 1940 - 1945 by Brian E. Walter  The thinking about the war in th...

Blue Water War: The Maritime Struggle in the Mediterranean and Middle East 1940 - 1945 by Brian E. Walter Blue Water War: The Maritime Struggle in the Mediterranean and Middle East 1940 - 1945 by Brian E. Walter

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

World War II





 Blue Water War


The Maritime Struggle in the Mediterranean and Middle East 1940 - 1945


by


Brian E. Walter






 The thinking about the war in the Mediterranean is now often colored by hindsight and error really. The threat of the Italian Armed Forces is often thought of as laughable. This was not the case in reality, and most certainly not in 1940 when Italy declared war on Britain and France. Mussolini was afraid that if he did not declare war before France fell, he would not be invited to the peace talks to pick up some scraps from both countries' colonies in Africa. The book shows us just how seriously the British took the Italian threat. The British Admiralty had actually suggested to Churchill to remove all of their naval forces from the Mediterranean. Luckily for Britain, he squashed the idea immediately.


 The author starts out the book by showing us a bit of the previous history of the Mediterranean and what country held what and where. He then goes on to give a complete rundown of all of the Armed Forces of Britain and Italy and Germany in the Mediterranean at the start of the fighting. On paper, the Italian forces look formidable, as do the British. However, both sides had distinct advantages and disadvantages to cope with. Italy's physical location in the middle of the Mediterranean was its greatest asset. British naval training and morale was theirs. The author shows something that I had never known before. The Italian Merchant fleet had almost one third of its tonnage outside of the Mediterranean when Italy declared war. This included most of its largest and newest ships. Most never made it back to Italy. This hogtied the Italian ability to supply their troops throughout North Africa during the war. Italy did not have the manufacturing ability to really fight a war, let alone replace those ships. Italy did have one great advantage in that she had the largest fleet of submarines in the world then (115), either ready or near completion. Unfortunately for them, the Italian Navy did not really use this asset to its best advantage.


 The Mediterranean was after the Normandy Landings seen as a backwater; that thinking continues to this day. The author does a fine job in showing how in 1940 the British Armed Forces were dismayed to find themselves at war in the Mediterranean. He shows how it became a war of defeating the other side's convoys, along with the desperate battles over and around Malta. The book then continues inexorably to the capitulation of Italy and the battles for the Italian mainland. While it is a book about the naval war, the author does a very good job of letting the reader know about the land war operations.


 This is an excellent volume that shines a searchlight on a part of World War II that is often overlooked. The book comes with maps and a large number of tables showing a multitude of pertinent information following the text. The first Appendix is a timeline of the entire events in during World War II. The second Appendix is of biographies of prominent Royal Navy Officers who served in the Mediterranean Theatre. Thank you, Casemate Publishers for not only printing this great book, but also for allowing me to review it.


Robert

Book: Blue Water War: The Maritime Struggle in the Mediterranean and Middle East 1940 - 1945

Author: Brian E. Walter

Publisher: Casemate Publishers

 


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