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If you would like to see the game in action and hear my running commentary, check out this video. If you just want to read my thoughts in...

Foxhole First Look - Video and Article Foxhole First Look - Video and Article

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!


If you would like to see the game in action and hear my running commentary, check out this video. If you just want to read my thoughts in written form keep scrolling. The written version is far more coherent, since I wasn't being shot at the whole time!







Foxhole is a new game just released to Steam early access that allows you to jump into a persistent online battlefield with up to 119 other players and duke it out in a large scale war in a WW1/WW2 setting. This game has more to it than just that, however. Players spawn into the game with only a pistol, 16 rounds of ammo, and a hammer. You may be thinking, what good is a hammer in shootout? Well, in this game, it's one of the most important items on the battlefield. If you want to get your hands on anything other than that pistol, you or someone on your team will need to get to work gathering resources and turning them into weapons of war.

The map is littered with villages and resource nodes for the two teams to fight over. Once a team secures a resource node, players can begin "mining" those resource points to gather raw materials. Those materials are then taken to a refinery to be refined, and then those refined materials can be used at a weapons factory to produce rifles, machine guns, and so on, as well as the various types of ammunition for them. Binoculars, trucks, grenades, and everything else must be produced in this way. Defensive structures like barbed wire, sandbags, and foxholes can also be constructed using these resources. Finally, that equipment must be picked up by other players or hauled to those at the front. Trucks can be built to transport finished goods to the combat troops, or used to speed up the transport of raw and refined materials back home. This means that in order for a team to really succeed, they will need at least a few players dedicated to this process. I'm not entirely sure that I would enjoy playing this part of the game for more than short sessions at a time, but it is fun to know you are helping equip your fellow players with good weapons and ammo. Your efforts have a real tangible effect on the game, which is more than the crafting in most games can say.

Communication is another key to success in this game. Looking at the map, you can only see which towns are controlled by which team, and your current location. You cannot see friendly or enemy players at all. The only way to know what is going on is to communicate with your team. The chat box will usually be a constant stream of requests for supplies and reinforcements at critical points in the field. You can also use voice chat to talk to other players near you. While this can be off-putting right at first, since you can feel very lost and alone, it quickly became one of my favorite things about the game. I often hear it said that the average soldier on a battlefield only knows what is happening in his immediate area. He has no way of knowing what is going on elsewhere or even who is winning the battle. That is very much the case here, since you can only see a short distance around you. Enemy and even friendly players are only visible if you have direct line of sight to them. At night this viewing distance shrinks even more. Strong communication from your team is needed for everyone to get a clearer picture of the overall battle.

The actual combat is tense and chaotic. The mechanics of shooting are simple enough, just aim at the enemy and shoot, but it's complicated by a few things. First, as discussed, strong manufacturing efforts back at HQ make a huge difference here, since the basic pistol or even rifle will leave you hopelessly outmatched if the enemy has machine guns and SMG's. Not to mention how the amount of ammunition available to you changes how willing you are to use suppressing fire freely or be stuck conserving rounds. Second, visibility is limited to what you can actually see. Often the firefights turn into blind shootouts with each side returning fire at where they think the enemy just shot from. Fire too soon and you give away your position. Fire too late and you may find yourself overrun. The latest Dev Blog shows off some bayonet action, which looks to be very effective if you can catch the enemy off-guard.

Taking all of this together, Foxhole is a game which many players may bounce off of at first, but it looks to have a very rewarding gameplay loop for those with the patience to learn how to the game world works and begin to manipulate it.  Materials must be gathered, supplies must be brought to the front. Trucks carrying those supplies must stick to the roads. So, let's say your team is trying to capture a village but the enemy won't budge. Instead of hammering away endlessly, you might gather up an organized squad and slip past the enemy to cut off their supply lines. Just as in real life, setting up a roadblock at a key crossroads could starve the enemy at the front of ammunition and the resource needed to even respawn there, allowing your fellow troops to overrun their position. The game offers a lot of these opportunities to use real tactics to defeat the enemy. Patrols and reconnaissance are needed to gauge the enemy presence in an area. An armored offensive is possible, but a concentration of effort and resources is needed to build and fuel such vehicles.  Not to mention organizing a unit of infantry to support them, and hold any ground taken.

Currently the game lets 120 people play on each server. There are several different maps that make up the overall game world. The hope of the developer is to eventually link all of these maps and servers together, so that hundreds or perhaps thousands of players are on one seamless battlefield simultaneously. This is an ambitious goal, but I am eager to see them reach it. Such a scale would really open the game up to strategic and operational levels of play. Organized groups of players and clans could coordinate large scale offensives and fight battles that last days or weeks. 

This is still the alpha version of the game, so there is much work yet to be done in all areas. That said, the game runs perfectly fine already. I've only played a few hours, but did not run into any bugs or crashes.

Foxhole is available on Steam early access, and you can find the official website right here: http://www.foxholegame.com/

- Joe Beard



The Armored Campaign In Normandy June-August 1944 by Stephen Napier   For this book, if I had to chose one word to...

The Armored Campaign In Normandy June-August 1944 By Stephen Napier The Armored Campaign In Normandy June-August 1944 By Stephen Napier

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!



by








 For this book, if I had to chose one word to describe it that word would be 'painstaking'. The book has been deeply researched by the author to give us all of the pertinent and newest information about this campaign. It has plenty of maps and some handy charts so that the reader can follow along with ease. The author's findings are eye-opening at times, from the morale of the 7th Armored Division, and the fact that the Allies lost so many tanks that the replacement rate could not keep up. 

 While the book at times does take aim at Montgomery, it does state that his constant offensives kept the Germans off balance and unable to stage any large attacks of their own.

 On page eighty-two there is a chart comparing the six most used tanks in the Normandy campaign, although it does not list the actual versions. The chart, to say the least, is interesting. It shows the different tanks' road and cross country speeds. The odd thing is that it lists the Tiger as being one mile per hour faster than the Sherman in both cases. While this is contrary to many other written reports, it might well be true. I have seen countless videos of refurbished World War II tanks and I am always impressed by the Tiger. Its turning ability, acceleration, and speed seem to be better than most of the other tanks that are shown at Bovington, etc. So the numbers listed in this book could be correct.

 As any history of the Normandy campaign would, this book has a part on the attack of Michael Wittmann at Villers Bocage. The author not only shows Wittmann's real tally, he also shows that his charge into the town was not a very smart move. The author continues with the tale of the equally foolish and unsuccessful German panzer attack later.

 The book is just as good when dealing with the sweeping large picture, or coming down to the day to day details of each operation. This is somewhat rare in a book like this. Usually an author is able to either do one well, but not the other. This is not the case here. The small details that the author shows us are in a lot of cases only found in this book. For instance, the author tells a story about a German officer of some 88mm anti-aircraft guns being forced at gunpoint by a fellow German to help stop a British advance with his guns in the anti-tank role.

 The author also goes into the 'tank scandal' issue. The 'tank scandal' was played out in the British Parliament. The issue started because of British tankers writing home about what they perceived as their own tanks being inferior to the German ones. This issue was debated heavily in Parliament for a good bit of time. 

 The book is 400+ pages long. It takes the reader from the invasion on D-Day to the end of the fighting at the Falaise Gap. I highly recommend this book as the best and most encyclopedic tome on armored warfare in Normandy.


 Robert


Book: The Armored Campaign In Normandy June-August 1944
Author: Stephen Napier
Publisher: Casemate Publishers

Gettysburg: The Tide Turns by  Slitherine Games  Shenandoah Studios  This is the first time I wrote a review a...

Gettysburg: The Tide Turns by Slitherine Games Gettysburg: The Tide Turns by Slitherine Games

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!



by 


Slitherine Games 

Shenandoah Studios





 This is the first time I wrote a review and had to chuck it all and start over again. In the beginning I didn't like this game. As a matter of a fact, I was looking to get out of writing the review. Some of it might have been snobbishness. After all, this is a game that started out as an IPAD game. I have never liked any IPAD/Android game that I have tried. They all seemed to be missing something. So when I started to play GTTT, I was looking at it through less than rose colored glasses. Even parts of it that should have felt good to me I disliked. Chit pulling for a game has been used for a long time to represent the vagaries and 'friction' of war. You have all these troops, but cannot use any of them this turn due to luck, and sometimes useless commanders. At first, when playing this game, it seemed maddening. I couldn't come up with a coherent plan, or at times save some of my forces from certain destruction. I was just about to give up on it when I started it up for one more try. I had just had a very good day at an Air museum and was in a unusually good mood. So I thought, what the heck let's give it one more try. I think I have mentioned before that sometimes it takes a while for a game to 'click' with me. I will go through the motions, but never really get absorbed in it, and just daydream between, and sometimes during, turns. So now I am happy to report that GTTT does have a method to its madness. It just took a much longer time than I am used to for me to 'get' this game.




 These are the main good to great points about the game:

The Map
Plenty of Fog Of War
AI





 As you can see the game comes with five scenarios, and a campaign game that can be played from either side North or South.

 The game does not actually have Fog Of War implemented as we are used to. You can see all of your opponents forces just like with a boardgame. In this case I am using the term Fog Of War to represent the fact that due to the chit pulling you have absolutely no say in what your forces can or cannot do for this turn. At times this a bit nerve racking and destroys all of your well made plans you made last turn. Because of this mechanic it is almost like every turn is a completely new game, and in some ways it is. 





 The map has to be one of the best looking Gettysburg maps I have ever seen on a computer. The terrain is well marked, and that helps immensely with planning your moves. With the chit draw process the game uses you will never know what, if anything, you can do on your next turn. So, as far as Fog Of War there is plenty to go around. The AI is brutal, simply brutal. It will attack and find your weaknesses. It might be too offensively minded for someone who is used to a Union computer side that plays like Meade.
 




 Some games' AIs are programmed to do one thing every game, or at least if the opponent does 'X', the AI does 'Y'. This is not the case with GTTT. The AI seems to react well to your different moves and strategies.




 The game has three different levels of difficulty. From reading on the forum from the developers the higher the level of difficulty just means how strong your opponents forces will be.

 GTTT comes across as a very simple game on a battle that has been gamed to death. However, under the hood there is a lot going on. To show you some of the rules that make this game better than your average one, let's take a look at the manual:

"11.2. Healing demoralized SPS
If a Unit spends a turn stationary and not engaged with the enemy,
then it will Heal a single demoralised SP at the end of the turn.
11.3. Rallying Units
During the full campaign game, there are a number of Night Turns.
During these turns, when a Formation is activated, any shattered
units with 2 or more demoralised SP make a test against their
Quality rating.
If the unit passes this test, then it will return to the map under the
player’s control with a number of SP’s healed. A higher Quality unit
is more likely to return from being Shattered and will also return
with more SP healed.
This is to simulate units fleeing the battle but being Rallied by their
commanders during the night hours."


 These rules, among others, along with the amount of scenarios, and the low price ($9.99) make it a easy for me to endorse the game now. Just take my advice, and before you hit the uninstall or refund button, give this game one more play through. I think you will be glad you did.

 

Robert


New England Air Museum Pictures  This is just a bunch of photos I took today including a pic of yours truly.  I actually go...

New England Air Museum Pictures New England Air Museum Pictures

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

New England Air Museum Pictures



 This is just a bunch of photos I took today including a pic of yours truly.


 I actually got to sit in the P-47s cockpit.







 They also have a large beautifully worked collection of models.


In the rear is a Japanese gunnery training device






Gnome Engine

The star of the museum a fully restored B-29


















 The cockpit of the P-47 was as roomy as I have read, but my head was sticking out and the canopy would never have closed even if the seat was as low as it could go.


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