V-COMMANDOS from Triton Noir A solo/cooperative game of small unit commando actions drawn from historical situations. Hopef...
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V-COMMANDOS
V-COMMANDOS
from Triton Noir
Hopefully you've seen the appetiser for the game and the linked contest to win a canvas picture of one of the stunning pieces of artwork from the game. Stunning sums up many aspects of V-Commandos. The box art, which like many games is replicated on the rule book cover, sets the mood and game flavour admirably. The comic book element inevitably took me back to childhood copies of the paperback series of Commando comic books and even W.E.Johns' Gimlet series, which featured one that I read entitled King of The Commandos.
Like Heroes of Normandie by Devil Pig Games, this is certainly Hollywood's version of WWII, but I'm glad to say that Triton Noir, the publishers of V-Commandos, have not gone the whole hog [no pun intended] for the total cigar-chomping cartoon style that Devil Pig opted for. In fact much of the card artwork makes me think that the Noir from this company's name has had the stronger influence.
In some cases, you will find your commandos having to split up in order to achieve objectives on different terrains; in others, you may have to work your way through a sequence of terrains achieving your objectives as you move from terrain to terrain.
Here is, chronologically, the first scenario, Operation Time Pencil. The name on the map card of Bruneval and accompanying historical photo of the radar station easily identifies this first scenario as based on the Bruneval Raid in February 1942.
The playing area is made up of three terrains: the Forest, the Radar Station and the Villa. As you can see, each terrain has specific instructions relating to it, for this individual scenario.
I can understand the limitations of the tiles might not be able to recreate some of those, but I would have thought at least a range of tiles could have been produced that would at least include enough to build a credible bridge! Frankly, though, that is the only detail that doesn't match the otherwise excellent features of this game.
So, on to considering some more of these excellent features. Certainly, the very good quality, circular, cardboard discs that represent the many single-man figures in the game are high on that list. I had imagined buying and painting some commando figures [of which there are many fine products on the market], but soon decided that I much preferred what you see here.
You can guess my delight to find that just such an expansion is already available. [I have yet to discover whether it might also contain some tiles that make a bridge!]
Equally effective are the many German soldier counters. Here are the ordinary regular infantry, nicely done in different poses, some with helmets or caps and even a few bare-headed. Small attention to varied detail like this is a big plus for me, instead of just churning out a generic image.
There isn't a single item that falls short of the highest standards of production and the rule book is no exception. The 24 pages are more like glossy, thin card with a very durable and substantial feel. They are easy to read and follow with plenty of illustrated examples and accompanying artwork.
It's very well organised, taking you through the three Phases of the game: Event, Commando and German. These are followed by information on Commando Selection and Commando Health - no, they don't have to have travel injections, it's about getting injured, critical condition and, gulp, elimination! The good news [especially if you are playing a cooperative game] is that, if your commando dies, another commando is drawn from your reserves to rejoin the scenario. Your new commando will have some initial limitations [like, no equipment], but you know how resourceful you are!
There are also sections on Equipment and Escorting a Character that occurs in some scenarios and one of the longest sections, called Play An Operation is on the process of setting up an Operation [i.e. scenario]
The rules pause at three points to direct you to the training manual that provides three mini-scenarios to help fix in your head the section you've just gone through. Though very simple, I would strongly recommend following the format, as I found them very effective in achieving their intended goal of consolidating learning the rules.
At the very heart is the concept of STEALTH. A commando counter will automatically be flipped to its stealthy side when entering a small tile where there are no German units and commandos may always enter a medium sized tile in stealth mode by using up two of their three Action pts. However, commandos must always flip to their visible side when entering a large tile.
Whenever a commando in stealth mode enters a tile with enemy units on or vice versa, each commando must roll one die per enemy unit to see if they are spotted. Roll 1 or 2 and you're spotted. Though not wholly necessary, it's a nice touch that the twelve dice provided are customised with a partial eye symbol on the 1 and 2 faces.
I mentioned earlier the value of using the three training scenarios, but that value is in helping you fix the rules in your head so that you have minimal reference to the rule book later, not because you need them to understand the rules, as is often the case with some rules sets. What impressed me most was the section on the German A.I. that runs the Enemy Phase of the game. Moving and shooting in games where your opponent is A.I. determined are often hyper complex and encyclopaedic in length. In part, this is because the rules in V-Commando are well pared down.
Remember stealth, well if your commando is in stealth mode, he can't be seen or shot at. If visible, he is seen and able to be shot at, if he's on the same tile as the German unit or an open adjacent tile or a room tile that has an open door. No arguments about line of site. Movement is governed by equally straightforward rules that depend on only two factors: if any commandos are visible, then German units move one tile towards them by the shortest route - if all commandos are stealthy, then German units move one tile in the compass direction displayed on the Event card currently drawn for that terrain for this turn.
Perhaps this random factor may not suit some people, but, hey, this is the movies, haven't you seen the Germans in films from The Guns of Navarone or The Dirty Dozen to the more recent Inglourius Bastards rushing around while the good ole Brits or Americans sneak about, just out of sight from them?
Finally, the rules take us to Play An Operation. In all other games that I own or have played, this would form part of a separate booklet that would also contain all the Scenarios. Triton Noir have decided to go with the novel idea of providing the nine scenarios in the form of pairs of high quality, double-sided, cards. This decision has added enormously to the already very satisfying ambiance of the game.
The first of each pair of cards names the Operation with an accompanying map and, on the reverse of the card, a background to and the objectives of the Operation.
This whole process is, as far as I'm aware, wholly original. The combination of the two pairs of cards for each Operation allows for great variety as, for example, though you may be operating in forest terrain in several Operations, the differing Special rules and objectives created for that forest terrain imbues the scenario with its own qualities.
So, by now, I doubt that you need to be told that for me V-Commandos is an out and out winner in every category. And, please, if you need to ask the question [as has been asked on at least one game site] what does the V stand for in the game's title, just think Winston Churchill! In fact, if you do need to ask the question, perhaps running a commando might not be your best choice yet!
The American Revolution by Decision games The American Revolution is a bit of a strange du...

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The American Revolution by Decision Games
The American Revolution is a bit of a strange duck when it comes to wargames concerning it. In the computer world it is hardly represented at all, however in the chit world it is well represented in both tactical and strategic games.
This game of the American Revolution is actually a reprint of the game that appeared in Strategy&Tactics #270. The map has been revised, and the rules have been redone. It also has had some optional rules added for more flavor. There is also an addition of a new scenario. The game now comes with a play-through and designer FAQ. The game rules are thirty-two pages long. It comes in the form of a zip-lock game from Decision Games. The map is a large one coming in at 34"x 22", and the game has 228 counters. The map is a mixture of point-to-point and area movement. The map is 75 miles to the inch. It is functional instead of a work of art. To be honest, it really doesn't matter if the components are beautiful or not if the game play isn't there. The pages of BoardGameGeek are bursting with beauties that are unplayable, and plain janes that are played so much that gamers are on their second copy, as the chits or map has been rubbed away. The map is large enough to accommodate the eastern part of the U.S., Canada, the Caribbean, and Atlantic Ocean areas. The size of the area represented adds a lot to the strategic flavor of the game, especially if France and Spain enter the war. It is a two player game with the American player controlling the French and Spanish forces. Among the available forces available to each side are:
Naval Forces
Continental Army
Militia
Tories
Indians
German mercenaries
Historically, the British won almost all of the large battles without ever coming close to winning the war. The American forces kept rising up like a Phoenix to force the British to play a losing game of whack-a-mole. In reality, because of the time period and the length of time and mileage, the British could never really win. Their only hope was for a negotiated peace based upon political incentives to bring the colonies back to the fold. I, for one, believe that General Howe and others thought that a few hard whacks would make the colonists see reason.When this didn't happen, they were at a loss of how to actually win. But I digress; back to the game.
The British player is presented with the most strategic choices. He can go for broke and try to subdue the colonies all at once, or like Clinton and Burgoyne, use the British anaconda to swallow one piece of them at a time. The American player is really only represented with the choice of attacking Canada other than that he mostly reacts to the British players' moves. The British player, at first or until France and Spain get involved, with his naval power can decide when and where he will descend on the colonies. He can bring overwhelming force to any point on the map he chooses at the beginning of the war.
So what is the game play like?
Sequence of play:
On the first turn the American player has the initiative; after that the player who commits the higher number of campaign markers has the initiative. On turn one, the British player also pays twice the normal amounts for mobilization and campaign markers.
The second phase is the 'Political Phase'. Both sides add up their political points for the areas they occupy.
The third phase is the 'Mobilization Phase'. The first player uses his political points from the last phase to build units or buy campaign markers, then it is the second players turn.
The fourth phase is the 'Rabble Rousing' phase. Here you can commit markers to the three 'rabble rousing' tables: American revolutionary progress, colonial loyalty, and European balance of power.
The fifth phase is the 'Campaign' phase. The campaign phase is in turn split into three parts: first, second, and third. The first phase is used for normal movement and then combat. The second and third phases are used for forced march movement and the combat that results from it.
The six phase is the 'Supply' phase. This is split into two parts: forage and enlistment. In the forage phase the player that has the initiative checks his units for supply, and then rolls a die for each unit that cannot be supplied. On a roll of one to three the unit is eliminated. On a roll of four to six the unit survives.
The seventh phase is the 'Victory' phase. You check for a sudden death victory, and if neither side gets one you continue to the next game turn.
This is just a synopsis. There are rules for: militia expeditions, overrun, frontier warfare, massacre etc. The game turns are yearly so it is a fairly fast paced game, although each side does have many choices available for each turn. You can choose to play with the optional rules which would include the use of fortress, siege, and partisan markers.The game play is pretty free-wheeling, meaning that it is fairly easy to lose points and areas with a little bad luck. Your plan may make it look like you are on the verge of victory, and the next minute everything blows up in your face like an over charged musket.
As I stated, it is a fast paced game, especially with its one year turns. The counter mix is small, so other than the map size the game's footprint isn't large. The game plays out quickly, and with the sudden death rules it could be over even quicker. The best bet, playing as the Americans, is to just remain alive and to work toward European intervention. The added troops and navies of the French and Spanish forces help to really put the British in the skillet with no idea of where to jump. The British player is naturally going to go for the opposite, and try and keep the other countries out of what he considers as his business. The plan for the British to slowly engulf the colonies bit by bit hasn't really been seen to be that effective. The game plays like a boxing match between a heavyweight and a middleweight. The middleweight can strike hard and often, but has to remember that one punch from the heavyweight can end it all. As the game goes on, the middleweight gains muscle and increases in size, and can also call two friends in to help him fell the giant.
Robert
Game: The American revolution
Publisher: Decision Games
Plutarch's Lives of The Noble Greeks and Romans by Guess Who: Plutarch I wasn't going to advocate for...

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Book of the Week Plutarch's Lives
If you want to start at the beginning, here's Part 1 A brief recap: I have succeeded in my first objective of supplying an existing F...

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Early Access Preview: Afghanistan '11 - Part 2
A brief recap: I have succeeded in my first objective of supplying an existing FOB with two truckloads of supplies. I now need to push up my Hearts and Minds score while defending the FOB.
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The FOB is loaded with troops and supplies, but is still quite isolated from HQ. |
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Units can be sent back home to regain some PP. |
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Heavy enemy presence detected! |
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Taliban sent packing. |
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Uh-oh, that was just the beginning. |
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Taliban defeated, but we have many wounded. |
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Here we go again. |
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Oh, come on. Right now? |
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The area around the FOB is looking pretty scorched after constant battle. |
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When it rains, it pours. |
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The final game state. |
I look forward to playing a more updated version of this game, and will give it an in depth review on or right after the March 23rd release. There are a lot of good things going on here, but as you can see, the very first scenario out the gate is quite difficult to even survive, much less win. The balance currently feels a bit off. I was hesitant to ever send my regular US infantry into combat with Taliban fighters, since they had an almost even chance of losing. The ANA infantry had even worse odds. This meant I only had a few options for attacking the enemy, and there were a LOT of enemies around. I'm still very much a novice at the game, so maybe the balance is fine and I'm just not approaching things correctly.
There were also more than a couple of bugs, but that's to be expected at this point. I imagine most have already been ironed out and will be patched soon. My favorite was a Taliban unit that survived being shot at by an Apache, ran around the perimeter of my FOB, shot an RPG at the helicopter, then teleported a half-dozen hexes away, turned and fired back at the FOB, blowing up a supply truck, then disappeared into the fog of war. Those guys were just a little over-powered, I have to say!
I anxiously await the final version of the game, and look forward to giving it a full review sometime next week. Although this match ended in a frustrating way, it still did a great job of capturing the frustrations of the real conflict. There is a constant struggle to achieve multiple goals at the same time with limited resources.
The Ultimate Piston Fighters of The Luftwaffe by Justo Miranda The Ultimate Piston Fighters of The Luftwaffe i...

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The Ultimate Piston Fighters of The Luftwaffe by Justo Miranda
Book: The Ultimate Piston Fighters of The Luftwaffe
Author: Justo Miranda
Publisher: Fonthill Media
Distributor: Casemate Publishers
A big announcement from Slitherine/Matrix Games today! They are working on Panzer Corps 2, and expect it to be released some time...

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Panzer Corps 2 Announced
Beyond all expectations! A huge thank you to all of you for following this website and reading our out pouring's over ...

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Broke the 200,000 mark!
Beyond all expectations!
V-COMMANDOS front and back This is, as the heading suggests, an advance notice of my next review from a new compa...
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