SOLDIERS IN POSTMEN'S UNIFORMS FROM DAN VERSSEN GAMES If by any chance the company Dan Verssen Games or the games designer David Thom...
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SOLDIERS IN POSTMEN'S UNIFORM
FIRE IN THE SKY FROM PHALANX From the close-up tactical air war in the Pacific soloing the Japanese in my previous review, we switch to a t...
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FIRE IN THE SKY
FIRE IN THE SKY
Panzer tactics: Tank Operations in the East, 1941-42 Oskar Munzel Translated by Linden Lyons This is part of a set of books that were wri...
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Panzer Tactics: Tank Operation in the East, 1941-42 by Oskar Munzel and Translated by Linden Lyons
Panzer tactics: Tank Operations in the East, 1941-42
Oskar Munzel
Translated by Linden Lyons
This is part of a set of books that were written in Germany in the 1950's, and 1960's. It was meant to be a history of World War II operations from the German point of view. Because of the Cold War, the NATO countries were all interested in the German accounts of fighting Russia. Considering they had the Warsaw Pact breathing down their throats, it is not surprising.
This author served in the 6th Panzer Regiment of the 3rd Panzer Division from June 1941 until September 1943. He rose to become commander of the regiment. After that, he served in several staff positions, and then became the commandant of the tank school. He commanded at the division and corps level before the war ended. In 1955, when Germany created the Bundeswehr in 1955, he became the commandant of the tank school once again. So, you can see he was the perfect person to write about panzer operations during the war.
The book is around 160 pages, and goes from the beginning of Barbarossa to the drive to the Caucasus and retreat in 1942. This is a history of the 6th Panzer Regiment, and in a broader scope, the attack of Army Group South during that period.
The book is well written, and the translation seems to have been done very well also. It is an easy read for those who already have some knowledge of the Eastern Front in WWII, and specifically panzer operations. The book has twenty-one maps! The only caveat is that they are just copies of the original ones in German. They do, however, allow you to follow along with the author's prose to get a good look at the operations he is describing.
This is a great work on a small slice of operations on the Eastern Front during the first two years of the war. It shows just how tough the Russians were in 1941 (the Germans lost about a million men that year). This is not a paean of praise for German troops. The author gives his thoughts on what the Germans and Russians did both right and wrong. Being a trained staff officer, he was appalled at the decision to attack toward both Stalingrad and the Caucasus at the same time. Thank you, Casemate Publishers for letting me review this very informative record of these operations.
Robert
Book: Panzer Tactics: Tank Operation in the East, 1941-42
Author: Oskar Munzel
Publisher: Casemate Publishers
Against The Odds: A Journal of History and Simulation Rome, Inc. Issue #53 Against The Odds magazine has had a great history so far as the...
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Against The Odds: A Journal of History and Simulation, Rome, Inc. Issue 53
Against The Odds: A Journal of History and Simulation
Rome, Inc. Issue #53
Against The Odds magazine has had a great history so far as the games that have come with the magazine, despite the fact that many wargamers slightly hold their noses up at 'magazine wargames'. Basically, if it didn't come in a three inch box it wasn't really a wargame. Some of my greatest memories have come from playing magazine wargames, a few of them from games that came from ATO. Unfortunately, a lot of gamers look at wargaming magazines as teens look at Playboy magazine. They rip open the plastic just to find the game inside. A little like emptying the box of Cracker Jacks to find the prize. The articles that come with the magazines are just as important, if not more so, than the game inside. Yes, we are wargamers, but we were history nuts long before we found our first wargame (unless you were lucky enough to have a wargamer in the family). Here is a list of the written pieces that come in this issue:
The Whiff of Grapeshot: This touches on the sweeping history of the issue's contents. This one also has a touching farewell to David W. Tschanz, a long time wargamer and contributing author. He also was a former editor of 'Cry Havoc'. Even while battling cancer he made sure to contribute an article on Marius's Mules.
Order of Appearance - Information on upcoming issues
Rome, Inc: The Roman Empire from Augustus to Diocletian, 27BCE - 286CE
The Republic
Julian Emperors
Claudian Emperors
Flavian Emperors
Adoptive Emperors
Antonine Emperors
Severan Emperors
Barracks Emperors
Illyrian Emperors
Appendix 1: Incorporating Rome
Appendix 2: Bread & Circuses
Bibliography
The above are all from the pen of Philip Jelley
On Guards : Who Guards the Praetorian Guards? - Philip Jelley
Gaius Marius and the Reform of the Roman Legion - David W, Tschanz
And the Data Shows:
Good Pop, Bad Pop - This is Mostly About Some of the Egyptian Pharaohs and Then Goes Into Louis XI, and Louis XIV of France - Ed Heinsman
Simulation Corner:
War on the Installment Plan - This is About Resources/Money in Games - John Prados
The Fifth Columnist:
In-Depth Book Reviews From Behind the Lines - John D, Burtt
So, you can see that there is a ton of history to read about between the covers of Issue #53. It is amazing at times the amount of nuggets that one finds in articles like these.
The game that comes in this issue is Rome, Inc. This is a solitaire game that places the player as the CEO of the Roman Empire. Your job is to see the Empire through all of the tumults that can possibly happen during those years. Many times the threat to your plans will come from inside the Empire, and not from barbarians without. A good number of the Roman Emperors did not die in bed. You are sometimes stuck with an Emperor that you would probably like to get assassinated ASAP. This is what comes with the game:
Map - One full color 22" x 34" mapsheet
Counters - 280 full color 1/2" die-cut pieces
Rules length - 12 pages
Charts and tables - 2 pages
Complexity - Medium
Playing time - From 3 to 4 hours per scenario
How challenging is it solitaire? - Excellent
Design - Philip Jelley
Development - Dave Boe
Graphic Design - Mark Mahaffey
This is one of ATO's blurbs about the game:
"You decide where to allocate resources (capital spending), raise new forces (hiring), undertake prestige projects (public relations), pleasing the mob (shareholders), or even setting aside a reserve for a rainy decade or two. You’ll need to blend military expansion with careful administration, as well as intrigue, making the most of what you have each turn, just like any modern-day business.
ROME, INC. will give you a new perception of how war is a cost, business is a benefit, and empire is somewhere in between. It’s up to you to find a balance."
So, a solitaire game on a period of history that I am all too familiar with. Not by my own choosing, probably eighty percent of the books written about Rome are in the Empire period. I much prefer the Republican Era, but it is not like I am adrift here. I have a liking for a few of the Emperors. One of my favorites was a Thracian named Maximinus Thrax. He was a giant of a man that was the first Emperor to not be of the ruling classes. In fact, he was a lowly soldier that worked his way to the top. I also know that having an Emperor with a 'C' starting your name was not a good thing. Hence, Caracalla, Commodus, and Caligula (I know it is not his real name, in fact it means 'little boots', but everyone knows him by it). You also get to deal with some 'baddies' (from the Roman point of view). Queen Zenobia, who was a much greater threat to Rome than Cleopatra was. She actually conquered a good amount of Roman territory. She is hardly known about at all, compared to Cleo.
As the game states, "The player, a CEO of this vast corporate empire, appoints consuls and governors, raises taxes, deploys legions, fleets, and auxiliaries to garrison provinces, and fights wars to expand the prestige and power of Rome." I would add, to also try and keep the Empire alive. However bad the 3rd century was for Rome, the 4th was much worse. So, the player gets a break in only having to last until Diocletian. The game goes from the first Emperor Octavian (the other name will not be mentioned), to the emperor Diocletian. With murder, and mayhem galore for roughly 300 years. My favorite Emperor story is Octavian wandering about the palace beating his head on the walls shouting "Quintili Vare, legiones redde ( Quintilius Varus, give me back my legions).
One thing about the game that you need to know is that it is a 'big' game. 'Big' in the fact that there is a lot to do, not in space. Myself, and others, have been amazed when we opened the rulebook, and saw what we had bought into. I had really assumed that it would be close to a beer and pretzel game than the simulation it turned out to be. If you are not looking for an in depth simulation of the period, then look somewhere else. I would liken it to any other deep empire building game, which instead of building an empire, you try and keep this one off life support. I would say remember what Kenny Rogers said "know when to hold them, know when to fold them", keep an eye out for the next great Emperor, and then try and keep him alive as long as possible.
The game/simulation shows exactly how tough it was to keep the Empire in statis, let alone to try and conquer more territory. You do not want to roam about your house like Octavian.
The game is very deep, and dare I say, excellent. It shows you in an extremely small footprint the history of Rome in the first three centuries. Naturally, after the beginning setups in each scenario it becomes the history of your Rome. You will, however, feel all of the pressures that were put on the empire at different times. The scenarios are:
27 BCE Scenario
70 CE Scenario
138 CE Scenario
222 CE Scenario
Any of these may be combined into campaign games.
The magazine articles are top notch, and they only lend to the player's feeling that "he has chosen well". Thank you, Against The Odds Magazine, for allowing me to take this issue's game for a spin. Thank you also for all of the deep history of the Roman Empire that you have crammed into your magazine.
Robert
Against The Odds Magazine
Against the Odds (atomagazine.com)
Against The Odds Magazine Issue #53
Against the Odds (atomagazine.com)
Rarely have I been more excited to play a game than Paper Dungeons which is bizarre because it’s a small-ish game containing a dungeon adven...
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Paper Dungeons by Alley Cat Games
Rarely have I been more excited to play a game than Paper Dungeons which is bizarre because it’s a small-ish game containing a dungeon adventure-themed roll-n-write. However, when I saw the box art I was smitten, they had me at ‘A dungeon scrawler game’.
Gameplay
Each game will see you and a number of your intrepid friends scribbling their journey through a dungeon, fighting minions, monsters, triggering traps, picking up treasure and moving around obstacles. It will take a fairly accurate ‘30 minutes’ if playing with others to complete a single game although I’ve completed some solo adventures in under 15 minutes.
Each game will consist of just 8 rounds in which you will use 3 dice. To start the round, you will roll a pool of 3 white and 3 black dice which remain freely available to all players no matter if they’ve been used or not. These dice will dictate your actions for the round. There are four main actions you can take with each dice, but the colour and symbol of the dice will limit your choices.
The actions are Level Up, Craft Artifact, Brew Potion or Explore the Dungeon.
Each player will start with an identical dungeon and a pretty much identical party of a Warrior, Wizard, Cleric and Thief. There will be some minor differences between the colour of each of these, for example I might have a black Cleric and black Wizard and a white Warrior and White Thief. I will only be able to level up my white Warrior if there is a warrior symbol on one of the white dice.
Crafting most artifacts can be done with any dice but you will need to burn two of your actions to complete it. When you consider that you only have 24 discrete actions in a game there is a small trade off between using the dice for their affect or trying to generate combos. In my experience with this game, it is always better to move at least one if not twice each turn than do almost anything else.
Any dice can be used for 2 movement, but there are 3 boot icons in the dice pool which allow you to move 3 squares. This doesn’t seem like a big change, but I promise you that moving is the most powerful action in the game. When you move, you’ll likely take damage but also gain rewards and moving is the quickest way to unlock the combos which are evenly dispersed throughout this game.
For me, there is a direct correlation between how fun a roll-n-write game is and how many combos you can do. I don’t know why but I get a little kick each time my movement triggers a fight, which give me a reward, which lets me craft an artifact which gives me more potions… That type of combo is fairly typical in this game, but unlike other roll-n-writes where the combos are usually towards the late game, they are available right from the beginning in this game.
The final action is to brew health potions. These are critical for success as you will take damage directly to your party without them. Damage is tracked alongside the combined level of your heroes and the more damage you take directly, the more score deduction you get at the end. If you can assign that damage to potions there’ll be no impact to your score. It is possible to die in the dungeon (the only game play effect is a -9 points) but I’ve never seen that happen.
This is not a big score... |
My top tips for getting a big score, move lots, have plenty of potions and look for combos. As you can see this is a fairly simple roll-n-write but with an applied theme that is far more successful than others of this ilk and heft, e.g. Welcome To or 30 Rails.
Seemingly the biggest difference between games will be in which monsters you meet and where any dungeon walls may be. Each game will pit your party against a level 1, 2 and 3 monster. There are 4 of each in the base game and across a ‘campaign’ of 12 dungeons the monsters and extra walls are all that separate the dungeons. Unfortunately, each level of monster is identical in strength and damage, so the difference quickly just feels cosmetic although it is certainly a nice cosmetic change.
However, before you start playing you will choose a secret objective and power; there will also be three public missions. Not only do these help to set up your party but they also give a variable number of points based on how well you achieve the card. These cards are a nice addition to the game as they do prevent every game from feeling the same (it still does get a little bit samey after a few plays).
Components
There are no gripes here, the components are all perfectly adequate. I particularly like the artwork and iconography. The prime engine of the game is driven by nice chunky 20mm dice – think King of Tokyo for comparison. Which are easily readable, even from across the table. The publishers deserve some extra praise putting this into a sensible sized box. There’s still some space left over but it’s not excessive, most of it is taken up by the game pads of 100 sheets.
Criticisms
I was looking forward to playing the campaign (it’s a dungeon scrawler after all) but after the fourth or fifth mission I realised there was little beyond flavour text linking the missions together. This minor flaw, the game stands alone in its own right, is compounded by the fact that monsters don’t change in strength. Dungeon A of the campaign feels just as easy/hard as Dungeon L. There doesn’t appear to be any progression beyond a cards-worth of story. Each dungeon and monster are too similar in feel if not aesthetic. This is partially mitigated by the objective, missions and power cards.
The other criticism I have after having played it close to 20 times is that it is too easy. I have never seen a player die and it is rare for a player not to reach a monster’s room, which acts as an in-game timer of sorts. When you’re playing with other players the highest score wins (duh!) and as you’re all playing with the same constraints this effectively negates this criticism. I would like to see more jeopardy or tougher decisions. I think I’ll suggest playing with one less round next time…
This is a much better score |
This isn’t really a criticism but I’m over halfway through my pads, is that I’d like the publisher to release a pdf of the score pad to download and print. Failing that I’ll be laminating my last 10 to be able to continue to take it to game nights.
Conclusion
I’ll always recommend this as a fun filler. At game nights it easily accommodates a wide number of players If you like roll-n-writes and have played D&D then I think this will quickly become a favourite. There’s a lot to like here. The gameplay is quick, simple and most importantly it’s fun and has gone over very well with everyone I’ve introduced it too. There isn’t a dearth of combos until you get to the late game which is an issue with some other roll-n-write games. In this you have to find the combos right from the beginning of the game.
I’d like to thank Asmodee UK for sending this review copy. You can use this link https://www.asmodee.co.uk/contentpage/find-your-game-store to find your Friendly Local Game Store, which need all the help they can get at the moment.
Designer: Leandro Pires
Bgg page: https://boardgamegeek.com/boardgame/291962/paper-dungeons-dungeon-scrawler-game
Playtime: 30 minutes
Players: 1 - 8
Indian Ocean Region South China Sea: Volume II by Compass Games Compass Games has succeeded once again in putting me on the horns of a dil...
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Indian Ocean Region, South China Sea: Volume II by Compass Games
Indian Ocean Region
South China Sea: Volume II
by
Compass Games
Compass Games has succeeded once again in putting me on the horns of a dilemma. This is a wargame about possible warfare breaking out in approximately 2025. I am not the keenest grognard on hypothetical conflicts. I also like my sea battles resolved by large caliber guns, and not Tomahawk missiles. So, please bear with me through this review.
As was mentioned, the different hypothetical conflicts take place in 2025 in the region from the coast of Africa near Saudi Arabia to the Western coast of Thailand, and some of the island of Sumatra. This would include some hotspots such as the Persian Gulf and the Gulf of Aden, etc. This means that some of the fighting is bound to be about the sea lanes that Middle East oil can take from those areas to the Indian Ocean. This is part of the blurb from Compass games that can describe the area and the tensions throughout the region:
"Although advertised as purely commercial ventures, China’s “String of Pearls” (a series of key ports) across the Indian Ocean Region (IOR) gives her the option to assert sea control of that theater, and for good reason. About 80% of the PRC’s oil transits the IOR before bottlenecking at the Strait of Malacca and then going on to terminate at ports in the PRC. Even a Gwadar-Kashgar oil pipeline, designed to bypass the full-length IOR route, would still require some initial sea transport, followed by a vulnerable off load, and couldn’t carry the full load anyway.
Therefore, in a modern interpretation of Mahan’s observations, China has used “legislative methods…monopoly…(and) prohibitory regulations” all via diplomacy to secure its oil-toting sea lanes throughout the IOR. Patient cultivation of relations with Pakistan over decades has delivered access to the updated, modern port at Gwadar, Pakistan. Buoyed by Chinese land leases and development projects, Maldivian President Yameen has drifted closer to China while his opposition looks to India. In Sri Lanka, China may have used “debt trap diplomacy” by forgiving debt to obtain certain rights to the port at Hambantota for 99-years. How ironic, after regaining Hong Kong, China is now using tactics reminiscent of Imperial British mercantilists to gain Ceylon! The confidential nature of certain aspects of these deals along with the close association of many Chinese firms to their military and government opens up the possibility of “dual use” facilities that might quickly transition from commercial to military applications."
This is the pertinent information about the game:
• Complexity: 7 out of 10
• Solitaire Suitability: 6 out of 10
• Time Scale: 1 turn = between 3 and 7 hours
• Map Scale: 1 hex = 45 nautical miles
• Unit Scale: aircraft squadrons, pairs of ships/subs, land battalions
• Players: Best with 2 players but can be played with up to 3 players, or solitaire
• Playing Time: 2-4 hours depending on scenario
Game Components:
• Three 22x 28” map sheets
• Three Countersheets totaling 390 3/4″ counters
• Deck of 39 political cards
• Two player aid cards
• Rule/scenario book
• Two Dice
• Box and Lid
Game Credits:
• Designer: John Gorkowski
• Artist: Christopher Moeller
This is Volume II of the South China Sea games. Here is a list of the Nations involved:
Asymmetric: Iran
Pakistan
Qatar
Somalia
Yemen
China: Peoples Republic of China (PRC)
The String of Pearls
Indo-Am: Bahrain
India
United States
Diego Garcia
Australia and Britain
Symmetric Bay States: Bangladesh
(Bay of Bengal) Myanmar
Sri-Lanka
Symmetric Gulf States: Djibouti
Oman
United Arab Emirates
Asymmetric States include Nations that rely heavily on unconventional strategies and tactics. Symmetric Bay States are interested in Chinese investments, but are leery of giving them too much political power over them (per the designer). Symmetric Gulf States have a long history of trading with the Western nations.
So, as you can see there is a ton of different conflicts that could arise between all of the different powers that are represented in the game. Political tensions are rampant in the area on both the land and sea.
The game box is not that heavy, but it does come with a good amount material in it. The three maps, as they should be by the game's name, are mostly water hexes, with some of the various land masses around the Indian Ocean. The Maps are well done, even though most of them are blue hexes. The land war is really supposed to take a backseat to the naval and air fighting anyway. The counters on the map are huge. This is to accommodate the equally large counters at 3/4". I want to say one thing about these counters right off the bat. Once the plastic that held them in place was cut, the counters all jumped off the sprues. There was no problem with the cutting of them. The counters all come with a small picture of the designated weapon, and also very large numbers for movement, stealth, and defense, etc. They also are color coded for Transport, Littoral, and Deep Sea. There is a large number of different types which is necessary because of the different nations and tons of different weapons. The Rulebook is in full color, and large type. The game rules are only twenty-one pages long. This is followed by six pages of Play Examples, and then comes the seven scenarios that come with the game. The game also comes with two hard laminated Player Aids sheets. The production value of the components are what I have come to expect from Compass Games.
Play is what you would expect from a game with weapons and munitions from 2025. The game adds extra depth by having some of the scenarios start with a 'Political Turn'. The political rules remind one of other cut throat games involving different nations trying to use political muscle to get what they want. The Political Turns are a combination of card play and negotiations. The Negotiation rules allow for up to a ten minute huddle for the different players to discuss their plans. There are never more than six Political Turns in a scenario, and sometimes there are less. Every time that the the Victory Track moves more than two or more spaces, the Peoples Republic of China must make an Armed Conflict die-roll. The die-roll is on a 1d6, and if it is a four or more then Armed Conflict erupts. The political aspect of the game is short but sweet, and does not really bog down play before the shooting starts.
When the munitions start to fly is when most of us grognards really take notice in games, and this one is no exception. The lethality of modern munitions is quickly shown to the player who puts his forces in harm's way. The Air/Sea Engagement Sequence is this:
Anti-Air Strikes
Torpedo Strikes by Submarines
Anti-Ship Strikes
Anti-Submarine Strikes
Gun Strikes
Torpedo Strikes by Surface Units
Anti-Ground Strikes
This is then followed by the Ground Combat Phase.
The Military Turn Sequence of Play is:
Air Movement Phase - Default Order
Sea Movement Phase - Default Order
LACM (Land Attack Cruise Missile) Strikes Phase - Default Order
Air and Sea Combat Phase - Default Order by Engagement
Ground Movement Phase - Default Order
Administration Phase - Simultaneous
Military Negotiations Phase - Simultaneous
Once again Compass Games has dangled a carrot, or a truffle (the chocolate kind) before my eyes, and once again I jumped in where Angels fear to tread. As usual, some people have mixed views about the game system. I think they are missing the point of the game system. With twenty-one pages of rules this was not supposed to be a deep simulation of modern air/sea warfare. While the political side of the game adds a lot to the complete picture, once missiles start flying it is not a game that is hard to learn. I think the operative word is 'game' when trying to describe this game. Luckily we have no real idea of the deadliness of today's sea weapons (two first world navies having at it), and the survivability of those platforms. If a person is looking for a deep simulation that will have you looking at dozens of charts to check how deep one missile has penetrated through a given destroyers hull, please look elsewhere. If, on the other hand, you are looking to play some quick scenarios of a game about modern warfare please take a look at this game. I enjoy the game for what it is, and do not judge it by what it really was not supposed to be. The game has also been manufactured in the good ole USA.
Thank you again Compass Games for letting me review one of your products. As a shout out to them, do not forget that they are having a gaming expo these five days 11/11-15 2021 at the Comfort Inn and Suites in Meriden Ct. I will hopefully be attending, possibly sans credit cards; this is still to be determined. I will be the one with the parrot and a wooden leg. They are also having a sale on their products right now until 1/25/22. I was lucky enough to pick up a copy of Kharkov Battles which looks to be very good.
Robert
Indian Ocean Region, South China Sea: Volume II:
Indian Ocean Region – Compass Games
Compass Games:
Compass Games – New Directions In Gaming
Nanjing 1937: Battle for a Doomed City by Peter Harmsen This is a different book than you usually read about the fall of Nanjing/Nanking....
For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!
Nanjing 1937: Battle for a Doomed City by Peter Harmsen
Nanjing 1937: Battle for a Doomed City
by
Peter Harmsen
This is a different book than you usually read about the fall of Nanjing/Nanking. This is really a military history of the fall of the city. I will amend that, it is actually a military history from the loss of Shanghai to the fall of Nanjing. Most books about the campaign really just gloss over the military aspects and are just about the horrific Japanese treatment of the citizens and soldiers left in Nanjing (The Rape of Nanjing). In actuality, you could probably write a book about the horrible crimes inflicted on the Chinese for every single day of Japanese occupation of parts of China.
The Nationalist Chinese headed by Chiang Kai-Shek had tried to stop the Japanese invasion of Southern China at Shanghai. In doing so they had stopped the Japanese for a few months, in what is generally called the Stalingrad of the East. Unfortunately, the Nationalists had only a few divisions that were well trained and the equal of the Japanese troops. Oddly enough they had been trained by German officers. Those elite divisions were destroyed in the Battle for Shanghai. The author informs the reader of this background leading to the Battle for Nanjing.
The book goes from top echelon discussions of strategy and the war in general to stories about single soldiers on both sides of the war without missing a beat. You are shown how most Japanese strangely felt anger to the Chinese for not letting them take over their country. The book also shows the German (this again is odd considering their subsequent alliance with Japan), attempt at peace negotiations between the two powers.
The discussions between the highest Nationalists leaders about trying to fight for Nanjing, or just surrender the city, are shown to the reader. You get to see how the Japanese believed that once they captured Nanjing, the Chinese Capital, that the Nationalists would sue for peace.
Kudos to the author in being able to show us the top down view of the battles and still be able to tell the story of the individuals involved. The book does go into the hell of the the Rape of Nanjing, but it is not the book's focus. Inside you will find a good many maps that are very nicely drawn to help you to understand the campaign. There are also two different groups of photos showing the people and events in the book. Thank you Casemate Publishers for allowing me to review another excellent book from their stable. Please also take a look at the author's 'Shanghai 1937: Stalingrad on the Yangtze'.
Robert
Book: Nanjing 1937: Battle for a Doomed City
Author: Peter Harmsen
Publisher: Casemate Publishers
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