The book itself is 300 plus pages long. It is touted as being the first comprehensive biography of Marius in 150 years. I am looking forward to the author's next endeavor.
Gaius Marius by Marc Hyden Gaius Marius, or as he is usually known as just Marius, is at first glance a stud...

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Gaius Marius by Marc Hyden
The book itself is 300 plus pages long. It is touted as being the first comprehensive biography of Marius in 150 years. I am looking forward to the author's next endeavor.
Your planet is under assault from ugly, violent invaders. Your innocent people have been killed by the score. Resistance to the host...

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Attack of the Earthlings
Your planet is under assault from ugly, violent invaders. Your innocent people have been killed by the score. Resistance to the hostile aliens is the only option. Will you lead your people to victory over the evil invaders, these...humans? That's the premise of Attack of the Earthlings, a new tongue-in-cheek tactical combat game that puts the player in command of deadly alien creatures fighting the humans who are trying to rob a planet of its resources.
The humans are members of Galactoil, your typical evil galactic space corporation, have landed a huge drill on the surface, which carries the entire corporation within it. Starting down in the lower levels, you will fight your way all the way to the top over the course of several scenarios. At the very top is the Board Room, where all those smug executives are just waiting to get eaten by vengeful aliens. Each level gives you different tasks to accomplish, and occasionally throws some surprises at you. Early on you just need to kill off all the humans, but in some you must complete goals like defending a set location against waves of ever stronger enemies, or rescuing another alien before turning on the humans together.
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Carol is looking just a bit under the weather. But certainly is not host to an alien parasite... |
Attack of the Earthlings uses a turn-based combat system that should be familiar to fans of XCOM and the like. You get a limited number of action points for each unit each turn and can use those points to move or use abilities. Each of the previously mentioned classes has a role to play on the battlefield, and your strategies open up as units gain more abilities. Depending on the "terrain" and your personal style, you may lean on one type of unit more than another. For example, there are vents scattered around the levels that let units quickly move behind enemies or traverse large distances, but only the smaller classes can fit into them. On the other hand, you may be facing enemy types that punish melee attackers, so you will need to switch your ranged unit and pick them off from afar. The additional abilities you gain are key to winning the tougher fights as the game goes on. You'll soon be able to lay traps, distract enemies, and even mind-control humans to act as scouts and saboteurs.
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The game includes some wonderful dialogue by the human characters, hitting various alien movie tropes and general humor. Since this is humor involving people being murdered and eaten by monstrous aliens, it of a decidedly dark and over the top style. Just wait until you bump into the most unfortunate turret to ever exist. Its AI was programmed to love and protect humans, but no one loaded it with ammunition. Hilarious tragedy ensues. I seriously laughed out loud at this game more than a few times.
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The game is filled with wonderfully dark humor. |
Attack of the Earthlings is available on Steam for $25.
Official Website: http://teamjunkfish.com/game/attack-of-the-earthlings/
- Joe Beard
V-COMMANDOS: SECRET WEAPONS If you are unfamiliar with the core game, I'd suggest looking at my original review , before going...
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V-COMMANDOS: SECRET WEAPONS EXPANSION
V-COMMANDOS: SECRET WEAPONS
If you know the core game or have read my previous review, you'll know that Stealth is the key word and a significant aspect of play. Going in hard with all guns blazing with immediately draw down on you a rush of enemy reinforcements and all too likely failure of your mission.
However, as an expansion, Secret Weapons provides a new set of Operations thematically linked that will bring you more than a fair share of high octane, explosive action this time. This fact jumps out at you as soon as you look at the sections in the Rulebook on Additional Equipment and Special Units. Panzerfausts, mortars and gas barrels do not make for a quiet time!
When you look at the Operations themselves and the buildings related to them the prospect of dramatic action gets even more certain. An airfield and two U-boat bases, along with a V2 rocket site and attempting to guard a stolen V1 rocket until an RAF plane can land to recover it, while blowing up nearby V1 rocket launch ramps as a distraction will truly set alarm bells ringing.
Along with three new characters come three new weapons: two of them, the panzerfaust and the mortar, add a hefty bang to the action, but the third I like even more and that's the smoke grenades and their effect. These add to the signature stealth element of this system as they cause large tiles [where you are always visible] to be treated as small tiles[where you usually are able to remain hidden]; a very simple way of creating the concealing effect of a smoke grenade, though logically one that ought to generate more enemy attention rather than less!
The final new piece of equipment, gas barrels, is not technically a weapon, but once you blow one up it eliminates all units on a tile unless they are wearing gas masks. This point brings us nicely to some of the new enemy units - nine regular German soldiers with gas masks. How convenient! These nine replace nine of the original regular soldiers in the core set. Also added to the German forces are a number of paratroopers, the Fallschirmjagers.
Representing all these items on the playing area are plenty of new tokens, as well as plenty more additions to those already provided in the basic game. In fact, two sheets worth.
Combat Infantry by Columbia Games Tactical games, much more than operational or strategic ones, have been left ...

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Combat Infantry by Columbia Games
The rule book contains a 'what's not in this game' section, with an explanation of why. Some of these are:
"Opportunity Fire:
Opportunity fire, always a difficult game routine, was not that common in reality. World War II infantry and vehicles simply did not move through open terrain without clinging to every tiny bit of cover available, nor without fire support to keep the enemy heads down. The standard 'fire and move' tactics, where one or two platoons gave fire support, allowing the third platoon to move, was specifically intended to eliminate enemy opportunity fire".
"Status Markers:
Status Markers should not be missed. Cluttering maps and units with markers such as 'used', suppressed', or 'final fire' is not necessary. Units are upright, face-up, or face-down depending on their action"
Units have their blocks revealed by tilting them face-up when firing. One hit is scored for each die roll that equals or is less than the firing unit's (modified) firepower. So there is no need to cross reference a table. The unit either hits or misses. If it is a hit, the target unit's strength has one step deducted, and the block is flipped to its appropriate side.
You can use a headquarters unit to rally any unit under it, as long as it is in command range. If the rally attempt succeeds, the unit gains one step back to its strength. The unit is then flipped down on its face, and can do nothing else that turn.
So, the question becomes does the game system work, and the answer is a resounding yes. One thing to keep in mind is that movement points are expended crossing hexsides, and not entering the hex. There are some innovations and changes from the usual in tactical games. So gamers should approach the game with an open mind, and not automatically look askance at it. Columbia Games has succeeded in making a highly realistic, but fun and fast wargame to play. As mentioned, different armies and theaters are to be added, and I am looking forward to them.
Robert
Wars of Succession by Ageod Distributed by Slitherine It looks like we are back in the 1980's again. There is en...

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Wars of Succession by Ageod
The game comes with five different scenarios. They are:
1. Grand campaign 1700 Great Northern war
2. Italy Scenario 1701-1702
3. Grand Campaign war of The Spanish Succession 1701
4. Spanish Succession 1706 Campaign
5. Spanish Succession 1709 Campaign
The Italy scenario acts in some ways as the tutorial scenario, but only because of it's small size. So there really isn't a tutorial to play. Although to be honest the AGE engine has been around for a good long time, and there are plenty of YT videos and writes up about how to play Ageod's games.
Warfare, in this age and later, was much different than the late 20th century. Many more soldiers died of disease than in action with the enemy. Straggling and just plain running away from armies was rampant, even though if caught the punishments inflicted were draconian. If there is one thing that this game can teach you about 18th century warfare it is that your army, even if you are successful, can melt like an April snow storm. As the old adage goes, 'professional soldiers study logistics, amateurs study tactics'. It doesn't make a bit of difference if you have the greatest plan in your head for an offensive if you arrive at your destination with 1/2 of your army wasted from the ravages of dysentery. An old joke between American Civil War soldiers was 'how are you?' the answer was invariably 'passing well'. The weather in this game also plays a crucial part, as it should. In the 1709 campaign in Russia, birds died in the air mid-flight from freezing. You could also ice skate from Germany to Sweden across the Baltic. The world suffered from the 'Little Ice Age' from the 16th to 19th centuries.
The game's scenarios do not play or seem like they were cut out by a cookie cutter, meaning that it actually feels like you are commanding an army and nation in this age. This is not a nation builder simulation, so do not confuse it with Ageod's 'Pride of Nations'. This is meat and potatoes for a wargamer and the AGE engine; even if it is long in the tooth, it still gives the wargamer a great experience.
The map is beautiful, and fits right in with the previous Ageod maps. The game turns are thirty days, and the form of the game is WEGO. This is where both sides command their forces to move etc. for the next turn, and then both sides move simultaneously. This means that each side does not have a clue of what the other is planning. You may attempt to attack your opponent, and then find he has moved in another direction. This means that this game has a very high 'fog of war'.
The icons or pictures of the various commanders are very well done. I have to knock the game for one thing. The 'Wild Geese' (Irish Fleeing English Rule), and the Swiss are not in their red uniforms.
The AI is good enough to keep you on your toes, and if you find the game much easier than some of us, the AGE engine has a ton of preferences to be changed to make it more of a challenge.
The above shows the situation as it was in early 1709. The French had constructed a system of defense called 'Ne Plus Ultra' (literally 'no further'). The French nation was also on its last legs. They had been fighting wars for almost all of the last forty years. Crop failures and losses had meant that this was actually the last army they had to put in the field versus Marlborough. Marlborough determined to take the city of Mons. This set the stage for the greatest battle of the War of The Spanish Succession Malplaquet. Marlborough won the field, but at such a cost that Villars was able to report to Louis XIV "If it please God to give your Majesty's enemies another such victory they are ruined".
The story of the campaign of Poltava in Russia where Charles XII finally faced defeat is just as thrilling.
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I am an unrepentant Ageod fan boy. I have every game that is in the long line of antecedents of this one. I still enjoy playing them, and this new beauty is one of the best as far as myself and many others are concerned.
Robert
Hannibal's Road The Second Punic War In Italy 213-203 B.C. by Mike Roberts This is a book that has been...

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Hannibal's Road The Second Punic War In Italy 213-203 B.C. by Mike Roberts
Mr. Roberts cuts through all of the cobwebs and untruths to give us what really happened during all those years. He shows us that the Romans did have their triumphs and successes, but that Hannibal remained a tiger pent up in a smaller and smaller cage. On the Roman side the author shows us the exploits of Gaius Claudius Nero (what an unfortunate name) whose generalship has mostly been forgotten.
The book casts a piercing light into a time that is shaded in much shadow. I have read some of the author's earlier works and they, along with this book, makes me hope for many more.
Robert
Book: Hannibal's Road The Second Punic War In Italy 213-203B.C.
Author: Mike Roberts
Publisher: Pen & Sword
Distributor: Casemate Publishers
878 VIKINGS: INVASIONS OF ENGLAND from Academy Games If you've read my thoughts on games of 2017 and the year to come, you...
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878 VIKINGS; THE INVASIONS OF ENGLAND
878 VIKINGS:
INVASIONS OF ENGLAND
from
But I suspect the real reason is the age old allure from childhood onwards of stories both historical and mythic of the one word that struck fear and trembling into hearts - Vikings. I am quite sure Academy Games would have been assured of success just by putting out that one word both as the title and as the only information needed about the game. Still it helped that the name Academy Games was also part of the package!
Not only did that guarantee a quality production, but the little subscription on the box: Birth of Europe signalled that this was undoubtedly linked to an already well-established series, Birth of America. If you are familiar with that series you'll have a good idea of what to expect. So, without more ado, let's head for the back of the box [well you've seen the front already] and its contents.
On the right are the red Viking Berserkers, to the rear the black Viking Norsemen, centre are blue English Housecarls, fronted by green English Thegns and finally on the left yellow Fyrd. I do not intend to get in to any arguments about the use of the anachronistic word English or the Housecarls rather than Huscarls or even why we've got one group purely of Berserkers. No doubt there will be some of you out there doing just that, but for me this is a broad-brush game rather than an historical simulation. As the advert for the Birth of America series proclaims - "Simple & Fun" and 878 Vikings continues that happy pronouncement with great success.
Though wooden cubes do the job well, I rather like this move to something that gives a little more visual appeal and all the other components add plenty of that. The map of England continues the trend for pastel rather than strong primary colours.
Each faction has their own set of cards. The white cards seen below form the deck of Leader cards lettered from A to C and drawn in alphabetical order and the yellow cards are the Fyrd cards that are randomly drawn from in every battle where the English are defending a city.
This is one of the very best inspirations of the game both for reinforcements and for battle resolution. The specialised dice for rolling in battle include symbols of a fleeing soldier. For each one rolled a unit is removed to the blue circle I mentioned earlier. Often the English player gets most of his/her supplementary reinforcements from this source, as the various English faction dice contain more fleeing symbols than on the Viking dice. Far be it from me to comment on this bias, historical or not!
All in all, a fun game with plenty of action and one whose subtleties of strategy reveal themselves the more you play. This first in the series entitled Birth of Europe contains many of the features found in its parent series Birth of America, but for me 878 Vikings is the best in the line to date. I would love to see this system brought to the Wars of the Roses or the 100 Years War. So, Academy Games I hope you might be listening!
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