COMPANY OF HEROES
FROM
BAD CROW GAMES
COMPANY OF HEROES FROM BAD CROW GAMES To quote from the post on BGG: "Bad Crow Games is a consortium of game designers and publishers ...
For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!
COMPANY OF HEROES
FROM
BAD CROW GAMES
Wings Over Flanders Fields Between Heaven & Hell II by OBD Software The Fairey Swordfish 'Stringbag' was as far removed from ...
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Wings Over Flanders Fields
Between Heaven & Hell II
by
OBD Software
The Fairey Swordfish 'Stringbag' was as far removed from most World War II 400mph aircraft as it was from World War I planes. Yet, compared to planes in 1916 it was a marvel of engineering. What possessed those intrepid flyers to get up in those far from magnificent flying machines? Showing my age on that one. Parachutes that had been invented before the war, and worked just fine, were not allowed in plane cockpits for fear that the pilot would jump out to save his life and thereby lose the machine. So, many pilots kept revolvers handy to shoot themselves if their planes caught on fire. The ever present chance of shooting your own propeller off, or having a wing just decide to no longer be attached to the rest of the plane, was always in their minds. The soldiers in the trenches looked at the pilots as pampered pets who knew nothing of the 'real' war. However, if you look at the faces of the pilots that lasted in combat you will see a marked change. Their faces become lined and take on what looks like the pallor of death. In their eyes you can almost see them say to you "yes, I will be dead soon", almost in a glad sort of way. I believe it was Eddie Rickenbacker who, when taken up in his first flight, was asked if he saw any 'Huns'. He answered "no". The pilot answered their were more than a few in the sky with them. "Beware the Hun in the Sun", became a poster's cry. In reality the pilots had to beware everything, even their own mounts. To become an Ace was truly an act of intense bravery and tremendous luck. The Aces' names during and right after the war were more famous than most sport stars. This is the time and place that OBD Software has chosen to take us: in the skies of France during the First World war.
I am the absolutely last person who should be writing this review. I bought into the original Over Flanders Field right at the start, and I have purchased every add-on or upgrade ever published. If you are a WWI airplane junkie you should already have this game, nothing else needs to be said. Of course, I must respect the usual forms of writing a review, so let us see what the game actually comes with, and why if you have not upgraded to Between Heaven & Hell II, you should immediately. This is a small synopsis of the game as it now stands on their website:
"OBD is proud to bring you our unashamedly single-player WW1 flight simulator : WOFF BH&H II. What many are now saying is the most immersive flight simulator available for World War One, be absorbed into the WW1 Air War more than ever before. Superb features. The videos may look great but there are 100s of fantastic unseen features or improvements over our previous generations of WOFF. From the visuals in the cockpit to AI, the superb Campaign engine, some of the best looking scenery and more you will discover yourself: All whilst keeping performance at a similar level or better than previous versions. Please see the “NEW Features” button just below to read more. Each one of over 80 FLYABLE aircraft now has cockpit vibrations, including vibration affected instrument needles and more, animated pilots intelligently look around for immersive flights and much more. WOFF BH&H II now includes a fresh Albatros D.II model, much improved 3 x S.E.5 series and 3 x Albatros D.III series aircraft, quality improvements to many others including all aircraft from the B.E.2c series, B.E.12 series and the R.E.8 and many more. (HD= home defence) Also includes over 35 main menu music tracks - favourites from previous WOFF’s plus 3 brand new stunning music tracks especially created by the musician Matt Milne for WOFF BH&H II. Immerse yourself in one of over 500 historically accurate fighter and bomber squadrons, located in the historically correct location with the correct aircraft (over 80 flyable) of the time, anywhere along the Western front during WW1, or defend England from Gotha and Zeppelin raids! Spanning the period from 1915 through to the Armistice in November 1918 with front-lines that move as they did, there is no other combat flight simulator that can bring you the accuracy and feel of being a WW1 pilot, with all of the dangers associated with it! Staying alive is your number one priority, and that of the AI pilots too."
So, a few things stick out. First, it is single player only (Shock, gasp, wheeze, and catch your breath). Second, the word immersion. If you can find another simulation that gives you the immersion this does I will eat my flying scarf and goggles. Third, the absence of the name 'Snoopy'. This is a high fidelity simulation. You, however, will not need to start your engines and prime your plane for a half hour before you even take off (although those sims do scratch an itch at times). Even still, this is a simulation. A flightstick and rudders are essential. The goggles and the scarf I wear when playing it are optional. No Mikey, you cannot play the game with a mouse.
This is the very long list of the planes that are in Between Heaven & Hell II:
German Aircraft:
Albatros D.I
Albatros D.II
Albatros D.III (early)
Albatros D.III OAW
Albatros D.III
Albatros D.V
Albatros D.V (Later)
Albatros D.Va
Albatros D.Va 200 PS
Aviatik BI
Aviatik BII
Aviatik C.I
Aviatik C.I trainer (x2)
D.F.W. C.V
Fokker D.II
Fokker D.III
Fokker DR.I
Fokker D.VI
Fokker D.VII OAW
Fokker D.VII
Fokker D.VIIF
Fokker E.I
Fokker E.II
Fokker E.III
Fokker E.IV (Twin gun)
Fokker E.V (mono-wing)
Gotha G.IV bomber
Halberstadt D.II
Halberstadt D.III (Argus Engine)
Hannover CL.III
Pfalz A.I 2 seater
Pfalz E.III
Pfalz D.IIIa
Roland C.II
Rumpler C.IV
Zeppelin R Type (AI only)
Zeppelin P Type (AI only)
Allied Aircraft:
Breguet 14 A.2
Bristol Scout type D
Bristol Fighter F.2b
Caudron G.4
D.H.2
D.H.2 Early
D.H.4
D.H.5
F.E.2.b
Morane "Parasol" Type L 2 Seater
Nieuport 10
Nieuport 12
Nieuport 11
Nieuport 16
Nieuport 17 Lewis gun
Nieuport 17 Vickers gun
Nieuport 17 Bis (2 guns)
Nieuport 23 Vickers gun
Nieuport 23 Lewis gun
Nieuport 24 Bis Lewis gun
Nieuport 24 Bis
Nieuport 24 Lewis gun
Nieuport 24 Vickers gun
Nieuport 27 Lewis gun
Nieuport 27 Vickers gun
Nieuport 28
R.A.F. B.E.12
R.A.F. B.E.12 HD
R.A.F. B.E.2c Early
R.A.F. B.E.2c
R.A.F. B.E.2c HD
R.A.F. B.E.2c trainer (x2)
R.A.F. R.E.8
R.A.F. S.E.5 (Early,150HP)
R.A.F. S.E.5a
R.A.F. S.E.5a Viper
Sopwith Camel
Sopwith Camel - Bentley
Sopwith Pup
Sopwith Snipe
Sopwith Strutter B1
Sopwith Strutter A2
Sopwith Tripe
Sopwith Tripe (RNAS twin vickers)
Spad VII
Spad XIII
I would like to post the updates to the game that BH&H II gives you, but I do not have enough room on the page. You will just have to read it for yourself on the link below.
You can in the game play both Quick Scenarios and Quick Combat, but the heart of the game has always been playing a Campaign. In the Campaign you will see just how hard it was to survive to fight again in the skies over France.
The simulation is a tinkerer's dream. You have so many decisions you can make in the different Workshops screens.
So, you have Single Player, and with that comes no need to have an internet connection, or to fly with a group of twelve-year old kids. Immersion, Immersion, and even more Immersion (okay I stole it from Danton). You have the ability to adjust settings to get the simulation to play just the way you want it to on your older or super new fangled computer. Then you have 'The Planes, The Planes' (once again stolen). One thing that WOFF does not have is experimental or planes that had just come off the drawing board. These birds were all used, and some of them for most of the war. My favorite year to play is 1915. This really taxes your skill to get kills. You have wing-warping instead of actual control surfaces. For the newbie, I would suggest playing in 1918. The planes are effectively how you would fly in WWII, but still rudimentary. Of course, the later years have that many more chances to run into enemies also. If I was to give any advice to a newbie, I would say pick up a book on the WWI Airwar, and commit to memory what the different pilots said. You have no radios, so continually search the skies. Also before you get into a furball learn your plane's idiosyncrasies. Meaning, find out what maneuvers you can and cannot pull off before the wings rip off. If you dive into this game straight from a WWII sim hell bent for leather, all you will end up as is a smoking hole in the ground.
The simulation is a labor of love for the OBD Software crew. It is their attempt to give the computer pilot the closest thing they can to being a pilot in the Great War. You can actually see the ground war taking place and the lines move throughout the conflict. The planes are an absolute joy to just fly and take in the sights. I am still in awe with what the OBD Software crew have been able to do, starting with an over twenty-year old program to start working with. Visually the simulation is stunning, incredibly even more so than it was.
High Flying Dice Games From the Horse's Mouth A look at what comes with Bloody Hell I was given a few games from High Flying Dice Gam...
For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!
High Flying Dice Games
From the Horse's Mouth
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A look at what comes with Bloody Hell |
I was given a few games from High Flying Dice Games to review. Due to work, life, and a lot of 2020 leftovers, I have only been able to review one so far: Bloody Hell - Operations Goodwood and Spring 1944. This simulation is about these two operations by the British to take control of Caen. I have always been fascinated by Operation Goodwood, so it was a no-brainer. The games was a great one (the review link will be below). So, I wanted to know more about High Flying Dice Games, and asked the owner, and designer of a lot of their games, Paul Rohrbaugh to please write me up something about them. Without further ado here it is:
"I first started in with board wargames when my parents gave me copies of Afrika Korps and Bismarck for Christmas in 1968. I had been involved with miniatures before that, but with those gifts I was hooked and switched over to board games and have not gone back. I was "tinkering" and designing games from the start. My first efforts were making versions of several of Napoleonic era battles using the Avalon Hill rules and CRT from Afrika Korps and other "classic" games from the time, and home made counters. Although very crude, they were fun to make and got me started on the design path. In high school a bunch of us got involved with play testing a game called "WWII Europe/Africa" that as I look back on it was very likely a first round draft of what would become the Europa series. Everything came on mimeographic sheets of 8.5 by 11 paper and required a LOT of "do it yourself" effort. I was France in those playtest sessions, and I recall everyone liked my counters, and I ended up doing nearly all of them over a couple of month's time. We had a lot of fun with that, and it inspired us to create a game on Antietam using some of the rules from the play test game. We had our photo taken with the Antietam game and a story about our wargame group was published in the Austintown Leader newspaper.
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Flying Gee Bees and Howard Hughes as a Pilot! Their game catalog goes from Kadesh to current history. |
From The Realm of a Dying Sun V olume III: IV. SS-Panzerkorps From Budapest to Vienna, February-May 1945 By Douglas E. Nash Sr. This t...
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From The Realm of a Dying Sun
Volume III: IV. SS-Panzerkorps From Budapest to Vienna, February-May 1945
By
Douglas E. Nash Sr.
This third volume shows the Panzerkorps at the very end of its life. The book shows us the final battles it fought. They then tried desperately to surrender to the Americans, and avoid Soviet retribution. It also shows, like the other volumes, the deep distrust the 6th Army commander (Hermann Balck) had of the SS troops in general, but the SS Panzer Division Wiking in particular. The IV SS-Panzerkorps was part of the 6th Army. Balck's bad blood with Wiking had come from the actions during the Korsun Pocket in 1944.
The IV SS-Panzerkorps was faced with shortages of every kind, and yet there was no end to the Soviet forces attacking them. They fought on, even though even the most ardent Nazis must have known the end was near. It shows what kind of soldiers they were, because the NATO forces delved deeply into how they were able to, time and again, hold off the Russian hordes.
The author has written a seminal triad of books on the IV SS-Panzerkorps. Unless one is looking to read a quick overview of its history, these are the books that you want to read.
When a good book comes to the end, it is at times like losing a friend. This goes for both fiction and non-fiction books, at least for me. The trilogy of From The Realm of a Dying Sun was much more than a sum of its three parts. The books went from the orders to create the IV SS-Panzerkorps to its inception and finally its life and death. The author showed everything that went into the planning and training of the two Panzer Divisions that were the backbone of the Panzerkorps, the SS-Panzer Wiking Division, and the SS-Panzer Division Totenkopf. With these three volumes military history does not get much better. Mr. Nash showed us not only the Panzerkorps' military effectiveness, but never once shied away from the absolute horrifying acts that the troops were engaged in off the battlefield. The Eastern Front was a no holds barred affair from beginning to end. Both sides took the fighting to the death, and sometimes far beyond. How the IV Panzerkorps was able to take Luftwaffe personnel, and average conscripts (Most of the SS reinforcements for the last few war years were conscripted), and gave them a black and deadly esprit de corps is no longer a mystery due to the author. The three book series is a tour de force, nothing more and nothing less.
Robert
Author: Douglas E. Nash Sr.
Publisher: Casemate Publishers
Verdun 1916 Steel Inferno by Fellowship of Simulations As Sherman said, "War is hell". Soldiers from ancient times until now ha...
For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!
Verdun 1916
Steel Inferno
by
Fellowship of Simulations
As Sherman said, "War is hell". Soldiers from ancient times until now have been brought into bloody conflict. However, the intention was always to defeat the enemy and capture and kill or wound the enemy army. The charnel houses of Cannae, Antietam, Borodino, and Sadowa have all shown us the horrors of war. The advent of World War I brought the horrific toll to a crescendo. Then a general came up with a different plan. General Erich Georg von Falkenhayn, Chief of the Oberste Heeresleitung (German General Staff) from September 1914 until August 1916, came up with an idea that was new, and absolutely diabolical in its inception. He wanted to just kill and maim. His idea was to bleed France dry of her manhood. He thought that by attacking the French at Verdun the French Army would be forced to defend it to the last man. His original plan was not really to take Verdun or the forts around it. He just wanted to turn the area into an abattoir for the French soldiers. Luckily for the French the lower echelon German generals did not really understand Falkenhayn's plan. They attempted to take the forts and Verdun itself. In doing so, they they created a huge butcher's bill for the German as well as the French soldiers. The battle went on for almost the entire year of 1916. This is the battle that Fellowship of Simulations has decided to try and recreate.
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A small piece of the Douaumont Ossuary at Verdun |
This is what comes with the game:
Two Decks of Playing Cards (one, French/blue, one German/dark green) 100 Cards in Total
One Mounted Map Showing the Battle Zone as well as Different Game Tracks
120 Rectangular Wooden Blocks (60 German in Black, 60 French in Blue)
40 Wooden Trench Pawns (20 German in Black, 20 French in Blue)
One Rulebook
One Playbook
Two Player Aids
Game Markers (Control, Supply, Objectives, US Entry, Turn)
10 Six-Sided die
Playing Time 1-4 Hours
3 Scenarios
Game Design: Walter Vejdovsky
Illustrations: Jacques Tardi
Even just looking at the box, I am reminded of an old commercial where Ricardo Montalban would say "Marvelous, simply marvelous". I had never heard of Jacques Tardi before, I am ashamed to admit. Now that I have I cannot seem to look at enough of his creations. The Map is 38 1/2" x 19 1/4". Strange to say, it is the plainest of the artworks in the box. However, that does not mean it is not a very beautiful piece. It just means that the rest of the artwork is so over the top, sorry for the pun. The Map is an area one, not hex. The box artwork is so well done you almost do not want to take the plastic off it. There are two sets of cards, one German, and one French. These are each a small artwork by themselves. The depictions are so wonderfully done you may have a hard time remembering that they sometimes show a large amount of death and destruction. Your units in the game are not counters, but different sized small wooden blocks. The Rulebook is thirty-six pages long. It is in full vibrant color, with some of the cards shown along with some illustrations just for the game. The last pages of the Rulebook have a complete inventory of both sides Cards. The Playbook is twenty-four pages long, and has the rules and the setups for each of the three scenarios. There is also a full replay for the month of April 1916 that is seven pages long. Then there are Players' Notes, and then three pages of Designer Notes. Both the Rulebook and the Playbook are some of the nicest work I have ever seen in a game. Now, we come to the Cards. These have some of the best artwork I have ever seen in Cards used for a game. This is not a knock on game Cards that use historical pictures. However, these game Cards, along with the rest of the artwork, really draw the gamer in. The whole of the design is to immerse the player in the game. At that, it works tremendously well. The components are more than up to snuff.
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Illustration from the back of the Rulebook |
The Cards have a numerous plus and minus actions for each Player. let us take a look at the German Deck:
There are twenty-three Barrage Cards, that have a numeric value of one-six.
Some of the other cards are:
Air Support
Rumanian Offensive
Offensive in Russia
Jutland
Propaganda
Trenches
Chaos in the Rear
Submarine Warfare, and Total Submarine warfare
Reinforcements to and from the Russian Front
Flamethrowers
Kaiser's Visit, and Kaiser's Order
Offensive stockpile
No Event (Chatting lice in the cubby holes, trying to bury the dead)
The Red Baron
Bad weather
As you can see, the game comes with a lot of chrome. It is not an especially hard game, but it was definitely designed to make the player feel he is commanding in WWI.
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French and German Barrage Cards |
The game is very easy to learn, especially for a grognard. It does not have a rulebook that can be measured on a scale or has enough addendum to make a few compulsory read throughs necessary. Where the game shines is in presentation and actual play. I really have to compliment Fellowship of Simulations on the depth of immersion that they have brought to the game. Being an old hex and counter player I sometime have a tough time getting my mindset in the time frame of a block game. I had no problem at all on that score with Verdun 1916 Steel Inferno. The games I played were all very close and most came right to the wire. This of course will vary depending on the aptitude of your opponents. I also had no problem playing it solitaire. Then again, I think that with a little work every game can be played that way.
The Sequence of Play is:
Start of Turn Phase: Deck Construction
First Month Phase: Draw Card From Your Hand
Month Resolution : Each Month Has Seven Rounds
Second Month Phase: Same as The First
End of Turn Phase: Cleanup Etc.
Thank you Fellowship of Simulations for letting me review this great game. The game play and immersion is some of the best I have ever had the good luck to be able to delve into.
Robert
Fellowship of Simulations:
FELLOWSHIP OF SIMULATIONS – FELLOWSHIP OF SIMULATIONS (fsimgames.com)
Verdun 1916 Steel Inferno:
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