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Fields of Fire , designed by Ben Hull and published by GMT games is the best solitaire wargame and I think it could challenge any non-sol...

Fields of Fire 2nd Edition Fields of Fire 2nd Edition

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

Fields of Fire, designed by Ben Hull and published by GMT games is the best solitaire wargame and I think it could challenge any non-solitaire wargame for quality, immersion, fun, and challenge. 

There, I said it. I know that's only my opinion but in this case, I am pretty sure I'm correct. If you're still here and haven't rushed out to order it already then maybe you want to know why I claim such an accolade; read on ... (prepare yourself for a completely biased view of this great game)


I first discovered this game in the long dark days between the first edition and the newly printed second edition. There aren't many in my regular game group who entertain my wargame habit. In researching my drug of choice, I quickly discovered Ambush as a solo wargame. I promptly paid a benevolent stranger on eBay a princely sum and on completing the first scenario I was hooked. I went on to play the game out and wanting more. I had never played a game that told such a great story and in which you were so emotionally invested in the characters. However in Ambush, each mission is exactly the same, obviously, the outcome will be different, but all the events are preprogrammed to happen again. Ambush has little replayability value but it's a blast the first time around.

For my next fix, I found Fields of Fire; it came with a recommendation, 'if you like Ambush, you'll like this', and a warning 'you could go insane trying to understand the rules'. Unfortunately for me, the game was out of print and out of stock everywhere I looked. So I fired up Vassal and printed off the rules and got ready for an education.

As soon as I started scratching at the system I realised that there was something special here, and the myriad of player aids and unofficial rules available at the game page on board game geek made me think that I wasn't the only one who saw something great. I learnt the game over a week or so using some terrific examples of play and introductions that others had written, which for me, were invaluable for learning the game.


Fields of Fire puts you in the shoes of a 2nd Lieutenant in command of a rifle company of the US Armies 9th Infantry Regiment. This regiment, the 'Manchus' are one of the oldest and most decorated infantry regiments in the US Army. The game portrays their experience through WWII, Korea and Vietnam. There are not many war games that provide 3 different conflicts as part of the base game.

Instead of the traditional wargame hex map, you get a deck of terrain cards which are constructed, per the scenario setup, in front of you in order for you to analyse the terrain before you plan your strategy. There are different terrain decks for each theatre: WWII, Korea and Vietnam and each terrain area has specific attributes, like cover, combat modifier, trafficability, and burst effect. You need to plan to use the strengths and weaknesses of each card as your troops move up the 'map' to take their objectives.

The Normandy Terrain Deck, example cards

There are two distinct parts to this game, the planning phase and the mission itself. During planning you decide which of your 3 platoons will receive your allocated weapons and assets. 'Assets' are crucial for your success in this game and include signal flares, radios, runners etc, i.e. everything you may need to stay in command and communications with your subordinates. The quote below from Prussian General summarises my experiences with Fields of Fire quite succinctly:
"No battle plan survives contact with the enemy" - Field Marshall Graf von Moltke
After you've decided on your plan of attack you then form up your troops in the staging area just off-map and start worrying about what's out there on the map and whether you're going to survive. The way in which each scenario plays out is largely driven by an Action Deck of cards, which contain a plethora of numbers which determine the results of your orders, your attacks, your skirmish results indeed any type of randomisation in the game is resolved by drawing an Action Card. I read one online commenter who claimed their Action Deck cheats. I empathise with them.


The action deck. Showing resolutions for events, orders, initiative, combat success and combat effects and random numbers(12)
The entropy caused by the Action Deck and the Terrain Deck changes the scenario so much that in playing through the same scenario twice, it feels completely different. But in none of them will it be easy, in fact in my experience it is often a brutal and savage experience in which you find yourself clinging onto your last vestiges of command whilst you vainly try to establish contact with your subordinate HQs. What this does is give this game, with 29 included scenarios, almost infinite re-playability.

There are some gamers that decry any randomisation and abhor dice, not something the typical wargamer shuns. However, there are no dice here. You do have the equivalent of a d12 on each Action card. With nearly every order, you're drawing another Action card. This means you're going to reshuffle that Action Deck a lot. They're typical inflexible GMT card stock, i.e. they don't lend themselves to easy shuffling but I've sleeved mine and it is a breeze to shuffle. I am not a 'sleever' per se; my Terrain Decks will not be protected, but the Action Deck will receive such heavy use I would recommend sleeving for protection and to aid shuffling.

Normandy Mission #1 set-up. Note the hills/stacked cards these will prove very useful in maintaining LOS and therefore comms with your subordinates.
One requirement of playing solo is integrity, it's easy to cheat when playing alone. But in this game, there are so many edge cases that crop up sometimes a referral to the rulebook in every single instance costs too much time. Given enough experience, (probably 3+ games) you know 90% of the game with just the Sequence of Play to jog your memory. I would recommend in those edge cases to just play through what you think is sensible and find the rule after the game, if still necessary.

In order for your units to make an action, they need to be given orders from a higher HQ, as determined by the Action Deck which is then modified by game conditions. Your CO HQ can then 'spend' them on any subordinate unit. This command hierarchy exists above and below your CO HQ and is a crucial part of this game e.g. your 1st Plt HQ cannot order a 2nd Plt unit, similarly, your 1st Plt HQ cannot order CO Staff. Where you attach machine guns, mortars and vehicle assets and how they may be commanded and from which terrain, should all be considered in the planning phase to increase your chance of success.



On some turns, you may find your CO HQ with very few commands and they are unable to order any of their subordinates because they are out of communication i.e. the subordinate cannot see or hear their commander giving them an order. If not in visual/verbal communication then they are left to their own initiative. However, if they see an enemy your units will never have to be ordered to open fire, that is automatic. Strangely for a tactical war game, you'll find yourself ordering 'ceasefire' more often than not in an effort to conserve ammunition.

The game system also allows for pyrotechnics to be used to signal your on-map units. Upon seeing a flare they will attempt to carry out the action that was assigned to that flare during the planning phase. Although a new player may be overwhelmed by the multitude of different options, I found my gameplay took an exponential leap forward when I learnt to use pyros proficiently.

When talking about a tactical squad level infantry combat game, I can't think of anything that is missing from this game. You have forward observers that can call in fire support, jeeps, tanks, helicopters, communications, ammo depletion. If I had to criticise the game, and I really don't want to, then maybe the vehicle segments are a little abstracted. However, that is probably a design choice because this isn't Panzer Leader or Check Your 6! whose focus is on armour and airborne battles respectively. This game's focus is firmly on the infantry battle, deep down at the tactical and company level and in that it excels.

The 'Manchus' in Vietnam
This tactical realism comes with a price. You have to manage the Volume of Fire and Primary Direction of Fire counters and all the other ancillary chits which are placed and removed each turn. There is a fair bit of counter management and sometimes, 3 hours into a tough scenario you cannot see the chits from the cards, figuratively speaking. I have found myself just staring at the map, and I'd like to say I was deciding what to do next to save my sorry situation, but the reality was I was just drained, not thinking, just staring. You could say this game had caused some cardboard-induced PTSD and I was diagnosed with the burden of command.

I find this game contains the most realistic version of the known unknowns and inherent fallibility of an infantry-man in hostile territory than any other game I know. Whilst playing this game I am nervous and yet hopeful. I have never commanded an infantry company and I hope my next comment does nothing to diminish the sacrifice or demean the jobs of those that have served in such positions, but this game is the closest a wargamer could get to the reality of 20th-century combat, albeit with the obvious exclusion of physical harm.



This game really does feel like a fight; against the enemy, of survival and against the system which is doing its utmost to win. The second edition has got some excellent player aids. For some strange reason, whether through design or just the rose-tinted glasses through which I view this game, I always seemed to pick up the right chart.

There is also another game in the works using the same system. Fields of Fire Vol 2. With the Old Breed which introduces the 5th Marines in WWII via Peleliu, Korea and Vietnam. It's currently on GMT's P500, which will be the cheapest price you could ever buy it for. 'Vol 2', As I understand it, is a complete game in its own right and you do not need to own Vol 1.

5th Marines moving inland on Peleliu

I didn't ever suffer use the first edition of the rules, so can't attest to their readability or clarity, which are notorious in bgg forums. I started with the unofficial rulebooks the gaming community had collaboratively put together which I thought were good to learn from and to refer to. The second edition's rules borrow a lot from those efforts and what we now have is an excellent rule book, although the game itself is quite complex I can't criticise the new rulebook. It has clarified several aspects which I found very useful.

Overall, the second edition is a glorious production with top quality components and worth every bit of its $75 price tag. Every wargamer who is inclined to play solo, either occasionally or predominantly and who can invest a bit of time would do well to pick this up. If you're willing to put a little bit of effort in, you won't be disappointed. The stories that are created on your table-top are more visceral and as close to what I imagine real infantry combat to be like than any other game I know.

If I had to choose one game to play for the rest of my life i.e. my 'desert-island game', it would be this one. I've been playing it for approximately 3 years and I still find it fresh and challenging and even now, I am looking forward to my next patrol.

Combat Leader Poland 1939  By  Minden Games   Good things come in small packages, or so we have been taught. This ga...

Combat Leader Poland 1939 Tactical Combat by Minden Games Combat Leader Poland 1939  Tactical Combat by Minden Games

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

Combat Leader Poland 1939 


By 


Minden Games 




 Good things come in small packages, or so we have been taught. This game, compared to the hefty ones I have been reviewing lately, fits the bill. Easily sent in a mailing envelope, it is nonetheless filled with gaming goodness.





 This Minden game is about the 1939 German invasion of Poland. It is a tactical game where each hex is approximately seventeen yards across. Up to twelve friendly units can occupy one hex. There are 'fake' counters and German SS units. So the game does come with a lot for its small size.




 All of Minden games come in a zip lock manner much like a print and play game, with the counter and map being the same thickness. I have two confessions to make. The first is that I am not a fan of print and play games. I guess I just never liked the look and feel of not having a 'real' counter, whatever that means. The second confession is more a foible on my part than anything to do with the game. I decided to make my own counters to use with the game. All went well until it came time for cutting them. I found out that my cutting skills are extremely sub par. So when you look at the pictures of my game's setups, the lopsided counters do not come with the game. 






 The game is a study in minimalism. It comes with two map sheets, 8 1/2" x 11", and two counter sheets. It also comes with two small reference cards. The instruction booklet is only twenty-three pages long , with five of these dedicated to scenarios. You need to supply a deck of regular cards and a six sided die to play. 





 Play consists of six or less phases each turn. These are:

Player 1 phase
Player 2 phase
Initiative phase
Bonus phase
Rally phase
Phase Reverse phase





 Play is like many other tactical games. The first player can move or fire one hex of counters, then the second player may do the same. One caveat: the entire hex, no matter how many units are in it, must do the same. So, if you had a hex with six German units and you decided to have them fire, all of the counters in that hex must fire. The initiative phase is actually a die roll check against a table to see if a bonus phase or a rally phase is conducted. The bonus phase is essentially another round of phases one and two, and then another initiative phase. The rally phase is a morale check to see if any units can become unpinned. The phase reverse phase is to see if player one still goes first or becomes player number 2 etc. You start the scenarios with inverted units. The game also comes with designated 'squad leaders' and 'assistant squad leaders'. These have four movement points if they are face up. All other units have three movement points, unless they are moving with a face up SL or ASL. Once a unit is chosen to move by its owner or is subject to fire etc, it is turned over to its face. The 'fake' counters are then removed.





 The standard rules take up about eight pages. The advanced optional rules are another five pages. These include additional weapons, group movement, and demolition charges etc.





 The game is fast paced, and with its small footprint is great for gamers with limited space. Even playing with my distorted home made counters is fun. That is the reason we play, ......correct? I can recommend this game to other gamers, especially those on a budget. These Minden Games would have come in very handy when I was a new father with limited space and even more limited money.





 Minden Games Combat Leader games come in four flavors:

Combat Leader East Front 41
Combat Leader Volkssturm 45
Combat Leader Winter War
Combat Leader Poland 1939

 With an additional expansion module, and a solitaire module also available, the different games are all around the twenty dollar mark, plus or minus a few dollars.




 My apologies for the first two somewhat blurry counter pictures. They were the only ones I had left after my decision to finally, after five (almost six) decades of gaming, to try my hand at making my own counters.

Robert


Field of Glory II by Slitherine and Byzantine Games Beta screenshots  These are just some screenshots from the game which i...

Field of Glory II by Slitherine and Byzantine Games Field of Glory II by Slitherine and Byzantine Games

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

Field of Glory II by Slitherine and Byzantine Games


Beta screenshots




 These are just some screenshots from the game which is due out on October 12th. They are various shots of units from the battle of Pydna (Rome vs Macedonians), and Chaironeia (Rome vs Mithridates). These are all beta shots so there might be some changes before the game is out. I will show some game play shots next. Ancient fans get your credit cards ready.












The list of campaigns

The list of Epic (historical) battles that come with the game
 

I had some trepidation in starting to read this book as it is a fairly weighty tome at just under 600 pages. However, it quickly became ...

The Japanese Navy in World War II The Japanese Navy in World War II

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


I had some trepidation in starting to read this book as it is a fairly weighty tome at just under 600 pages. However, it quickly became apparent that the Author/Editor David Evans has deftly married the recollections and considered opinions of former WWII Imperial Japanese Navy (IJN) officers into a very readable and well-structured narrative of the IJN's engagements throughout the war.


 Each of the book's seventeen chapters cover a major battle or is an analysis of Japanese naval doctrine. Each chapter opens with the briefest of summaries of the historical situation as it was at the time before the vast majority of the chapter is dedicated to an eye-witness account of those events. In reading every single account I was constantly struck with how erudite and thoughtful each author was, and it did make me wonder how much we have either lost or gained in translation. Most of the accounts are from very senior IJN officers and their education and insight is evident.


IJN aircraft aboard Shokaku - 7 Dec 1941

As I discovered after finishing the book, many of these accounts have been published elsewhere and can be considered, if not the pinnacle, then some of the very best naval writing about the exploits of the IJN in WWII. This book then is an anthology of some of the very best essays on the IJN during WWII. 

One chapter, regarding the sinking of the Battleship Yamato, is truly excellent. In it, the author recounts his experience serving as a junior radar officer at the time of her last battle off of Kyushu. I made a note to remark in this review that the author, Yoshida Mitsuru could have written books for a living. This book's editor has included a postscript that summarises each contributor's life after the war. It turns out that aside from having a successful career with the Bank of Japan, Mitsuru-San also wrote several books on naval subjects. The account in this book is an abridgement from his book, "The End of the Battleship Yamato - Senkan Yamato No Saigo"; which is now considered a classic amongst Japanese books on WWII.

Yamato - under attack and starting to list
I found many of the chapters quite moving, which I think is quite a rare thing for a military history book. However, in these chapters, we have insights into sailors and men, in desperate situations fighting for their very existence. I was particularly moved by the Chapter "The Kamikaze Attack Corps", in which we read the very first flight leader on a kamikaze attack was to be a Lieutenant Seki, a recently married and skillful pilot.

I think this book does a good job at dispelling some of my preconceived ideas about the Japanese during WWII. I have always assumed that kamikaze attacks were an ever-present threat to US Forces that could potentially sink the largest of battleships and carriers. The reality is that kamikaze attacks started in the last few months of the war and their efficacy was dubious at best. The book cites the total number of suicide missions flown compared to the destruction wreaked on US Forces and it is not a favourable comparison.

USS Bunker Hill - CV17 after kamikaze attack
One outspoken critic of the Suicide attacks, Vice Admiral Yokoi Toshiyuki stated: 
"The battle for Okinawa proved conclusively the defects of suicide air attacks. Such operations cannot be successful  ...  It would have been far wiser for the sadly depleted Japanese military to have conserved its manpower instead of squandering it as was done."
He goes on and concludes the chapter on the Battle of Okinawa with:
"... It was a real scourge of Japan's military forces that permitted human life to be treated so lightly through a misinterpretation of the true spirit of Bushido  ...  Japan's suicide air operations mark the Pacific War with two scars that will remain forever in the annals of battle: one, of shame at the mistaken way of command; the other, of valor [sic] at the self-sacrificing spirit of young men who died for their beloved country."

A recurring theme throughout most of the accounts is that the Japanese Navy, throughout the war, was attempting to engage the US Navy in a big decisive fleet battle. This battle never materialised. This may have been a reasonable aspiration early in the war, but as their resources dwindled, they still desperately clung onto the ‘big decisive fleet battle’ doctrine. All contributors who comment on this admit that many mistakes were made by the Japanese military leadership; primarily the inflexibility of their strategic thinking i.e. not being able to move away from their desired decisive battle. I would also include, probably their most egregious error of all, attacking America in the first place.

Apparently, no more than 20% of US naval power was ever engaged in the Pacific, which puts into perspective just how futile Japanese efforts were to be in a prolonged naval campaign, in which nearly all of their resources were dedicated to Pacific operations.


Battleship Row - Pearl Harbor
Pearl Harbor is the very manifestation of the big attack doctrine, and unfortunately for the Japanese, the American carrier fleet was not in port at the time of the attack. If the Japanese had managed to engage the Americans in a major fleet battle at the outset of the war, their hope to dominate the rest of the Pacific may have had a slight chance. Instead, it is my opinion that despite the valiant and courageous efforts of the Japanese sailors and airmen, their inter-service rivalry and lack of coherent command and control, albeit exacerbated by American attacks, left them little to no chance of victory.

Every major naval battle in the Pacific Theatre is included, Philippines, Midway, Guadalcanal, Leyte Gulf, Okinawa and the book predictably starts with the attack on Pearl Harbor. I have read several books on most of these battles and even visited Pearl Harbor and Ford Island. I think I have a good grasp on the events themselves.


However, this book and the perspective of the IJN Officers has increased my appreciation for all those involved, particularly the tenacity and dedication of the Japanese Navy and the skill and professionalism of the US Forces. It has also given me a new perspective on the human tragedy of large naval engagements.


In short, this book has done more to educate, inform and engage me than any other book I have read about the PTO and if you're at all interested in the Pacific Theatre of WWII then I would consider it essential reading. 


This book is available from Pen & Sword Publishing and is currently on sale at £15.99. (RRP £19.99) - Sep 2017.


Book: The Japanese Navy in World War II
Author: David C. Evans
Publisher: Naval Institute Press
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