Lützen and Bautzen Napoleon's Spring Campaign of 1813 by George Nafziger This book is about a man ma...
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Lützen and Bautzen: Napoleon's Spring Campaign of 1813 by George Nafziger
The Battle of the Odon by Georges Bernage This book is a mesh of a straight forward history book and a photo boo...
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The Battle of The Odon by Georges Bernage
Königsberg by Revolution Games Normally, I try to stay away from games that one side cannot win outright. So, ...
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Königsberg by Revolution Games
You could play the game as a three player one, with a player taking one of the 2nd or 3rd Belorussian fronts. The Russian player who has taken the most victory hexes would be the winner. That is, of course, if it ends in a Russian victory.
For those of you so inclined, there is also a Vassal module available.
Within the last two years I have had to adjust my thinking about block wargames and a few other things. Once again, I have been shown the errors of my ways. Playing a wargame that you can 'win' only by the victory conditions is actually entertaining and still teaches you a good amount of history. Playing as the Germans, you will have to keep your wits about you, and accurately judge when to cut and run. Do you try to save those surrounded Panzers, or do you just make a defensive line farther back? The Konigsberg area in East Prussia is where many of the German Junker (noble) families come from or at least are close to. The German officers were probably trying to save every inch from the Russians. Playing that way as the German player will have you beaten in no time. Playing as the Russians, you play pretty much historically. You can not even worry about casualties, and just keep storming ahead trying to overwhelm your opponent. I would think a nice touch to the rules would be the following: If the Russian player does not gain X amount of victory hexes in X amount of turns, that player gets a knock on the door from the NKVD and it is a German victory, just to give the Russian player that much more incentive.
This is a good medium sized game, and relatively easy to play, about a much overlooked historical period. Anyone who wants to be in the German or Russian shoes in 1945 should give this a try. Equally, anyone who thought like I did about gaming lost causes should rethink this and other gaming possibilities.
Robert
The Anatomy of Glory Napoleon and His Guard by Henry Lachouque and Anne S. K. Brown To many eyes, this book might ...
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The Anatomy of Glory: Napoleon and His Guard by Henry Lachouques and Anne S. K. Brown
Midway by Turning Point Simulations Midway was a battle that should not have been lost by the Japanese. They had...
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Midway by Turning Point Simulations
Midway was a battle that should not have been lost by the Japanese. They had an overwhelming amount of ships and planes. Unfortunately for them, they were also suffering from what has been called 'victory disease'. Admiral Yamamoto's plan was to crush the remnants of the U.S. Pacific Fleet and sink our carriers, which were untouched by Pearl Harbor. The Japanese had just suffered a black eye from the Doolittle Raid. In actuality, the raid did only pin pricks of physical damage. The damage to the Japanese ego was much greater. The Midway invasion was planned to force the U.S. Navy into a showdown to protect Midway island. In fact, it turned into a debacle for them because the Americans had broken their naval codes. So the U.S. Navy knew exactly what forces and roughly when they would be near Midway. Even then, if not for an errant search plane on the Japanese side, things could have turned out differently.
Midway Island invasion map |
Robert
YAAH! Magazine Issue #9 With The Wargame: Donetsk The Battle For The Airport by Flying Pig Games Many different comp...
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YAAH! Magazine Issue #9 by Flying Pig Games
Map |
The magazine itself is eighty pages long, and it is in color. The pages do not feel like a normal magazine page. They feel more substantial, like a page from an oversized book. The first article is on Flying Pig Games newest game, 'Armageddon War'. One of the things about its rules is that there is no CRT. It comes with custom dice instead. The articles continue with 'Comancheria' from GMT Games, followed by 'Finnish Civil War' from Compass games. In total there are seven separate articles about different games from different publishers. Next up, we have add on scenarios for several different games. There are three scenarios for Flying Pig Games '65', and one for 'Night of Man'. The section ends with six scenarios for 'Command And Colors Ancients', and these are the battles of Arthur. Yes, that Arthur.
Back of counters |
The last part of the magazine is dedicated to this issue's game 'Donetsk'. It is about the different battles for the Donetsk airport. This would be between the Ukraine and separatist forces with the separatists having Russian help. The background history takes up five pages. The actual game rules are another ten pages. This is followed by more than a page of 'game notes'. The game comes with four different scenarios for you to play. The back page of the magazine is a full sized player aid card for the game.
Front of counters |
The game comes with eighty-eight unit and action etc. counters. The counters are not like Flying Pig Games usual ones. These are thin even by magazine game standards. They are however, fully functional and easy to read and distinguish between. The map is 11x17, and has hexes (without full hex lines) that are marked from rows A to X. The map is well done and if not a work of art a lot better than some I have seen. Some of the counters are squad size (8-15 men) while heavy weapons and leaders represent three to five men. AFVs and trucks etc. are represented singly. The hexes have a scale of 150 meters per hex.
Remove all Smoke Markers
Remove all Pin Markers
Resolve pending Fire Support from the previous turn; Ukranian player first and the results applied simultaneously.
Plot and check current Fire Support; same as above
Determine the Initiative Player for the Action Phase
The Action Phase consists of:
Initiative Player activates units
Non-Initiative Player activates units
Players continue alternating unit activations until no units on both sides are left to activate. Players cannot pass to save activations, they must activate at least one unit even if the unit performs no actions.
The fire support each side will have will be listed in each of the four scenarios. There are rules on 'wrecks' and also on the setup of heavy weapons. There are even some buildings that are multi-level and rules to deal with that. The game was designed to try and replicate modern warfare, so that it takes into account that today's killing distance is much greater than in earlier battles. A player's initiative is gradually eroded by unit loss. So going in guns blazing might win you one of the airport buildings, but then cripple you for the rest of the scenario. Victory conditions for most of the scenarios rest only on capture of some or all of a building's hexes.
In all, it is a pretty good little game. Those of us who are used to thinking in sweeping terms, and suffering a lot of casualties will have to readjust their thinking before starting this game. The game gives a good representation of today's massive firepower; in fact, even a small amount of casualties are often seen as excessive in the 21st century (as they should be).
I was impressed by the articles and the fact that the additional scenarios didn't just belong to games made by Flying Pig Games. The game was one that has a somewhat limited replay value, but for someone who is interested in the conflict or has not played a game with new weaponry it is well worth the cost. The other issues have contained these games:
Beast At The Gates - U.S. Civil War
Lion Of Malaya - World War II
Steamroller - Tannenberg 1914
Robert
I take a very first look at the new 4x strategy game from Proxy Studios and Slitherine, Warhammer 40k: Gladius - Relics of War. This...
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Battlestar Galactica Deadlock: The Broken Alliance (BSGD:TBA...still a mouthful, let's just go with BA) is the freshly released expa...
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Battlestar Galactica Deadlock: The Broken Alliance
Battlestar Galactica Deadlock: The Broken Alliance (BSGD:TBA...still a mouthful, let's just go with BA) is the freshly released expansion to last year's surprisingly excellent we-go space fleet strategy game from Black Lab Games. I never got a chance to play the base game before a few weeks ago, so this review will cover both the full game and the new DLC.
On the strategic level, the game features a dynamic campaign where you maneuver your fleet, and later, multiple fleets, around the Twelve Colonies of Kobol, fighting off the Cylons where they appear, and also taking on special scenarios that move the story forward. The twelve human worlds provide you with resources each turn, but they can drop out of the alliance if you don't defend them, much like nations in XCOM. However, here you can bring them back into the fold over time. As part of the strategic layer you are able to build ships, research new designs, assign and promote officers, and set priorities for the war as you see fit.
There's some interesting decision making to be had in terms of how you use the resources available to you. New ships can be built fairly cheaply over the course of a few turns, or pumped out immediately for an exorbitant price. Likewise, officers can be promoted (allowing you to level up their abilities) for free as they gain experience, or you can use valuable resource points to push them faster. The technology tree isn't vast, but does require you to decide priorities based on how you want to fight your battles. If you want to jump straight to a Battlestar tier of ship, you'll have to forgo many of the cheaper upgrades and designs that could make your starting fleet more potent. There's something to be considered here every turn, since even moving your ships rapidly across the map can put a strain on your resources. Letting them idle for a few turns is much more fuel efficient, but of course means that the Cylons are raiding unchecked somewhere.
I enjoyed the strategic part of the game because it gives you the freedom to conduct the war how you want, while still pushing you forwards constantly. Your operations are centered around a mobile shipyard that tags along with one of your fleets. It gives your starting fleet a bit of help in battles with its two fighter squadrons and some turrets. However, soon you must build additional fleets and send them out alone to keep the enemy in check across the twelve colonies. Doing so will give you benefits, since worlds support you more when you have a military presence there, and having more fleets spread around makes it much easier to drive off the Cylons wherever they appear.
The other half of the game is the tactical battles. This is the meat of the game, where you face the enemy head on and do your best to defeat them while taking minimal casualties. The interface for commanding your ships is easy to use, but there is a ton of depth to explore. The action is broken up into we-go turns where orders are given by both sides, then the action plays out briefly before giving you another chance to issue orders.
Ships have separate armor on all four sides plus the top and bottom. Once the armor in one section gets chewed up, the ship starts taking damage to its "health" points. Ships have specific sections like engineering and fire control which can be damaged and must be repaired to restore functionality. Each ship also has specific arcs of fire depending on where the turrets are. One of your starting ship classes can only fire forwards and backwards, while the other can only fire broadsides. Later models have more arcs, including some that are on the top or bottom. All of this means that you absolutely must use the concept of three dimensional space to your advantage. I tried a lot of tactics like stacking ships vertically and doing a space rendition of crossing the T. One must also consider that missiles or torpedoes fired by your ships will crash into any friendly ships in the line of fire, so you need to consider that when coming up with a formation. There are some other small tweaks you can make every turn, like using a slider to add more power to either defense or attack (at the cost of speed) or boosting all power to the engines to cover some ground...er space. As your ships take damage, you can direct repair crews to whichever section of the ship you think needs to be repaired first.
Besides your large ships, you will also be fielding plenty of Viper and Raptor squadrons. The Vipers are your fighter jets, going out to attack enemy fighters and harass larger ships. They are great for projecting some power rapidly across the battlefield where needed. They can also play defense, and try to intercept incoming missiles. The Raptors are your utility players, equipped for electronic warfare, defense against Cylon hacking, boarding operations, and a small rack of missiles just for fun. Probably my only big complaint with the game is that you never seem to get those close in third-person shots of the Vipers that were so common in the show.
The tactical battles initially seem like they could get repetitive or easy since you see a lot of the same ship types over and over, but that isn't the case. Each time you go out the enemy is in a different configuration, and the battles are so dynamic in how they flow from moment to moment that they never become repetitive. I had a constant drive to experiment with different strategies to see what would produce the best results. Again, I have to mention how the 3-D aspect of space combat really does come into play here, unlike in many space combat games where it doesn't really matter that much. As you add more ships to the mix, the tactical possibilities open up even more and as different enemy ships appear your tactics must adjust to the new threats they pose. All of this taken together makes for a lot of variety as the campaign progresses from small-medium skirmishes to late game heavy-weight bouts.
Even when a battle mostly goes your way, this is a war between powerful opponents, and you will lose ships. It's heartbreaking to see a ship you've had from early on get caught in a kill zone because you maneuvered them too aggressively, or when a Cylon frigate manages to get off one last salvo of torpedoes which hits the one weakened section of armor on one of your ships, destroying it just as the battle ends. Losing ships and building new ones is part of the game, and really makes it feel like you are in a fierce battle for survival.
The graphics and sound do a great job of depicting space battles in the style of the BSG reboot. Missile trails, cannon fire, flak bursts, it's all there and puts you right into the show. Zoom in on a ship and you can even see its name painted on the side. As ships take damage they will shows the scars of battle on their hull, with fire leaking out here and there. The sound effects perfectly match the action, with the dull boom of cannons followed by the deep cracking of a capital ship breaking up. One cool feature of the game is that you can watch a complete replay of each battle once it is over, with cinematic camera shots showing off all of the action. This turns a long series of brief turns into an uninterrupted movie that can be very enjoyable to watch when a battle goes your way. I have to praise the music in particular. It is not the exact same music from the show (as far as I can tell), but it captures the same style perfectly. If you want a game that puts you right into the action of a Battlestar Galactica battle, this is it.
It goes without saying that I give this game a strong recommendation. If you are a fan of the show, you must play it. If you are a fan of turn-based tactics, XCOM style strategy-tactical mixes, or space combat, you should definitely be interested. The combat is great, the dynamic campaign provides a rich context for why you are fighting, and the game perfectly captures the atmosphere of the BSG universe. I didn't even mention the great voice work that goes into the story scenarios and briefings, where you get all the political intrigue and infighting that is common to the setting. With the addition of The Broken Alliance expansion, a good game is made even better. The game is half-off for the next week, so it's a great time to join the fray.
So say we all!
BSG Deadlock and its expansions are available directly from Matrix Games.
Deadlock Base Game
The Broken Alliance DLC
The game is also available on Steam, PS4, and XBOX ONE.
- Joe Beard
Stalin's Triumph Nations At War by Lock 'N Load Publishing Stalin's triumph is a platoon level game, a...
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