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Fighting The Somme by Jack Sheldon Well gang, I am here to report that Jack Sheldon has done it once more. His num...

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!
Fighting The Somme By Jack Sheldon
Falkenhayn (chief of the German Great general staff) was too interested in his operations at Verdun to 'bleed the French dry' to objectively listen to General Fritz Von Below and his warnings about the French and British looming attack on the Somme. Even after the Allied attack, Falkenhayn only reluctantly released troops from the charnel house of Verdun to the Somme area. So, in many ways the Battle of The Somme fulfilled its role in taking pressure off of the French Army at Verdun. It is true that the Allied, and especially the British Army, spilled much more blood than necessary at the time. The British Army was, in 1916, a force that had to deal with a lot of growing pains. Unfortunately they had to learn many things on the job. The author shows and explains these points and more.
Mr. Sheldon has, as usual, done a superb job in showing us the thoughts, actions, and reasoning behind the German defense. His chore is made that much more difficult because of the loss of most of the Prussian records from WWI in 1945. He shows that the battle was a learning process for both Armies. The author ends the book with an insightful look at the battle as a whole, and its repercussions for both the German and Allied Armies.
Robert
Book: Fighting The Somme
Author: Jack Sheldon
Publisher: Pen And Sword
Distributor: Casemate Publishers
Mark Antony A Plain Blunt Man by Paolo de Ruggiero The author states on page 161: "Suetonius is i...

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Mark Antony A Plain Blunt Man by Paolo de Ruggiero
RUM & BONES : SECOND TIDE There are PIRATES and then there are PIRATES . And those in RUM & BONES : SECOND TIDE are...
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RUM & BONES : SECOND TIDE
RUM & BONES : SECOND TIDE
All the ships have a number of sturdy cardstock tiles that depict the objective tiles to be potentially captured, deployment point markers and gangplank tiles that are the main routes that each player vies to secure in order to attack and board his/her opponent's ship.
and deployment point markers
The many other cardboard components include a substantial range, including familiar tokens such as Damage, Condition, Activation and Coins and what self-respecting Pirate game would be complete without a set of Dead Man's Tokens! Slightly oddly named for a game set at sea are the ten Hero Dashboards, two Crew Dashboards and the two Sea Creature Dashboards. I'm not sure where this terminology first sprang from, but it is a growing usage that seems to be replacing more familiar terms for the card that contains a figures stats and other necessary information.
As you might expect they contain a dashing full colour image of the character, rendered in a strongly cartoon style, the number of hit points necessary to remove them temporarily from the board [note, I didn't say kill them] and three slots for the different skill cards that they may acquire.
There is a neat interaction between your Crew and Heroes. The former are a mindless bunch who operate on programmed paths from which you cannot divert as they march inexorably towards one of the assigned enemy Deployment Points. However, as they do so, anything in their path that can be attacked whether enemy Objective tile or enemy Hero must be attacked. If they reach their assigned enemy Deployment Point, an orgy of looting and pillaging takes place, as they make one last attack before being removed from the board.
As the ship boards are divided into square zones and moves are orthogonal from zone to zone, calculations are very straightforward both for movement and the one time you fire at range which is part of Crew Activation. I'd love to be able to fire broadsides, but a game would probably be over in ten minutes or less! So, I'll just have to make do with the single firing of my Deck Gun and my Hero Gunner.
The five Heroes are your most flexible characters as they make take up to three Actions, while each has a variety of Skills that can be built up and brought in to play and upgraded. Each Hero's type [Captain, Brute, Swashbuckler, Gunner and Quartermaster] directs the type of Skills they are likely to possess. They all also have one important ability that your Crew don't. They can move from ship to ship by swinging on ropes from the rigging - for me an absolutely essential part of a tactical pirate game. Even better, you can decide how far you want to swing up to six zones - then roll a single D6. Roll equal to or less than the number of zones you've moved and you succeed. If you're feeling really lucky or absolutely desperate, then swing 6 zones and pray that you roll a 6! Fail and its Overboard for you, me hearty.
As hinted at earlier, however, it's not curtains even if you lose your last life point in combat. Perhaps, falling in the sea may not be fatal, but just what does losing all your health points mean? Obviously, not dying! The term used is KO'd - familiarly knocked out. Still, this is a very normal mechanism in many fantasy games, such as dungeon-crawlers, where it's usually essential in order to keep individual players in the game, but [just a personal thought] when you have three Heroes in play, is it quite so necessary? I shall certainly explore the variant idea of starting play with only three Heroes, who die as they are KO'd, but then allowing you to bring the other two on board.
"Cap'n, are we fighting for booze, a good brawl, gold bullion or pieces of eight?"
"Nah, Mate, eight victory points!"
Perhaps, they might at least have been called Notoriety Points!!
[mutters, stifled groans, sighs ... OK, you can say it ...
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