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Skagerrak: The Battle of Jutland Through German Eyes by Gary Staff   This book is a complete history of the Battle ...

Skagerrak The Battle of Jutland Through German Eyes by Gary Staff Skagerrak The Battle of Jutland Through German Eyes by Gary Staff

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



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  This book is a complete history of the Battle of Jutland through the eyes of the German High Seas Fleet. VizeAdmiral Richard Scheer, its commander, especially has a different view of the battle than we are used to reading. If the findings in this book are correct, then we will have to look at many of the incidents during the battle with a different perspective. A case in point would be the 'Death Ride of the German Battlecruisers'. According to this book, it was nothing of the kind, and it is a tall tale that merely evolved over the years. The author shows that this tale was printed in the book 'Kiel and Jutland' a few years after the war (the title when it was released in English was 'Two White People'). The author of this book KorvettenKapitan von Hase actually said that the order was followed by the order 'to ram (the enemy ships) and to fight to the death'. This books author shows that the English fleet was five miles away, and the German battlecruisers had actually turned south before this purported order, and continued on this course for five minutes. According to the sources quoted, the battlecruisers' turn south had made the German battleships bunch up when they did their first 'battle turn' manuever. Therefore, Scheer, because of the battlecruisers turn south, ordered them to attack the British and not continue with what he perceived as a retreat.

 The book quotes ViceAdmiral Scheer on this point, and the actual first 'battle turn' (the 'battle turn' used by the Germans is usually described as a turn by all of the battleships as one so that the first ship becomes the last etc, essentially a retreat). The incident is usually shown in the light of a last ditch effort of the Germans to escape annihilation. According to Scheer, the 'battle turn' was a much practiced German tactic to bring an opposing fleet closer, and then attack them with destroyers and torpedo boats. This was exactly the tactic that Admiral Jellicoe of the British Grand Fleet was afraid of. Jellicoe had, since the beginning of the war, said he would not follow a German retreat for fear of a torpedo attack and mines. So when the 'battle turn' took place, the British fleet did not close with the enemy. You can almost hear the emotion in Scheer's voice when you read about his thoughts on this matter. I can guarantee that in Jellicoe's shoes he would have closed with the enemy fleet. In his writings his natural pugnacity comes through. 

 The book goes through the battle with a minute by minute description of the events of the battle. It is also heavily populated with maps (an absolute necessity for naval battles). The author also contends that the Warspite, which did a lazy circle through some of the battle, did so because of damage received from the German fleet. 

 This is an excellent addition to one's library, to see a different side and take on the events of the battle. 


Avernum 3: Ruined World is the latest release from the prolific mind of Jeff Vogel over at Spiderweb Software. The game is actually a r...

Avernum 3: Ruined World Avernum 3: Ruined World

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




Avernum 3: Ruined World is the latest release from the prolific mind of Jeff Vogel over at Spiderweb Software. The game is actually a remaster of a remake of Exile 3 which came out way back in the 90's. Although the game isn't entirely new, it has been greatly improved and expanded on since those previous releases. Mr. Vogel has spent literally decades pumping out these kinds of RPG's and mastering his craft, and it shows in this newest release.

If you aren't familiar with the series you might be wondering, if this is Avernum 3, what happened in the first two games? Well, there isn't nearly enough time to explain it all here in detail, but we can hit the highlights and bring the story up to where Avernum 3 begins. The series is set in a fantasy world where an all powerful Empire controls the known world with an iron fist and sends those it doesn't like into exile in an underground world, Avernum. This world is made up of massive caverns that stretch on for miles and are helpfully lit up by glowing flora. As more and more people are teleported down into this subterranean continent, they eventually begin to build up a civilization of their own, with towns and forts spread across the land. Forts, because Avernum is of course filled with dangerous beasts and other races which aren't too excited about sharing their home. 


In the first game you play as a group of exiles freshly sent down into Avernum where you must learn about the land and find your place in it. Over the course of the game your party proves its usefulness and eventually takes part in finding a way back to the surface and attacking the Empire. Spoiler alert for a 20 year old game: the story climaxes with the assassination of the emperor on the surface. Skip ahead five years and the story of Avernum 2 begins, the empire strikes back (heh) at the Avernites, and your party must find a way to survive and defeat them. This involves making new allies and solving other conflicts so that your side can win the war. Avernum 3 picks up ten years after the end of that war, and the Avernites, after a long period of peace, are preparing to return to the surface in great numbers. Before that though, someone needs to explore the surface and see what's what. That's where you come in.


Avernum 3 opens with your party of adventurers being selected to head up to the surface following loss of contact with the first group of explorers. Your orders are simple but broad: go to the surface, learn everything you can, and then report back what you find. Stepping out into the sunlight is a very cool moment, where you can imagine the joy of your characters as they see the world they were banished from for the first time in many years, or perhaps ever. You'll have to imagine it, since as you might have noticed from the screenshots, Avernum is not a series to be played for its stunning visuals. More on that later though. As your group heads out into the world, you quickly find that there was a reason that the Empire has gone quiet for so long. Various plagues of monsters have overrun the world and have the people there on the verge of collapse. Hence the title, Avernum 3: Ruined World. Instead of fighting the people and soldiers of the Empire, you'll soon find yourself helping them out. This isn't purely out of altruism, the people of Avernum want to colonize this place, and that can't happen if it is a wasteland of monsters and destruction.


So that covers the broad strokes of the setting and the opening situation of the game. I don't want to go any further, since the story quickly throws some curve balls at you that add plenty of intrigue to your mission. Just a teaser though: you'll find yourself heading back down into Avernum to inquire about some rather unexpected oddities you discover on the surface. I also must admit that I have not finished the game, since it has a ton of content and there was no way to come anywhere near completing it in time for this review. However, I have played a few of the other titles from Spiderweb Software, and they are very consistent in their quality, so I have no doubt that the game only gets better as it goes along. 

Let's visit the topic of graphics and sound. This is no Witcher 3 or Pillars of Eternity, the graphics here are very simple, and the sound effects and music are minimal at best. There is very little animation and not much in the way of flashy spell effects. I completely understand if some people find that to be a deal breaker, there are tons of gorgeous RPG's out there to spend your time on if you want some juicy visuals to go with your questing and monster slaying. All of that said, the game does a lot with what it has. The environments have been created with a high level of care, and are filled to the brim with little details. The world feels very lived in, despite having only bare bones graphics. To help fill in the gaps for your imagination, text boxes frequently pop up to set the scene as you enter different areas and encounter NPCs. These descriptions, along with the large volumes of dialogue you will read, are all very well written and form the heart of the RPG side of the game. Without the high quality text bringing the mostly static visuals to life, the game would be a lot less enjoyable.


As you explore the game world, you will meet many interesting characters who have a lot to say about who they are and what they do. These little bits of flavor breath life into the story, as they help you understand the culture and day to day life of this fascinating landscape. Some of these people will have quests for you to accomplish, like in any good RPG. One thing I love about this game is that it uses the old school system of forcing the player to actually pay attention to the dialogue in order to understand where they need to go and what they need to do. There is no quest compass to mindlessly follow to a destination, you will need to be able to read a map and follow directions in order to find your way around. 

The quests are usually more interesting than simply going somewhere, killing something, and coming back (though there is a fair share of that). Often there will be some kind of twist that makes things not as simple as they first seem. This goes double for the main story quests. As you go about adventuring, the world itself will change around you. Things can improve where you help out, and get worse elsewhere as time passes and crises remain unresolved. As mentioned, I have not come close to finishing the game, as there is a ton of world to explore and quests to complete. If you explore every nook and cranny of each dungeon (which you will want to do to find the numerous secret rooms containing treasures and story bits), it will take many dozens of hours to do everything.

The other half of the gameplay I haven't discussed yet is the tactical combat, which you will experience a whole lot of. It uses an old school system of characters taking turns using action points to move and act. You begin the game by building a party of four characters with basic abilities, and then growing them however you see fit over the course of many combats and quests. Although you can pick from a dozen starting classes, in reality all characters have access to the same options for advancement, letting you tweak things however you wish. I began with a classic group including a warrior, a rogue, a priest, and a mage. 


There are about 60 different skills and spells to learn, as well as a large collection of passive stat upgrades which will help you define your style as your characters get stronger. The combat starts off pretty simple, but as things move along you will have to deal with a variety of enemies that use different tactics and force you to think and adjust your strategy. I found that although the combat isn't nearly as intricate as something like Divinity: Original Sin, it is still a lot of fun and makes for hours of satisfying gameplay. As soon as you start to feel cocky, you'll round the corner and find yourself facing some new horror that can wreck your day if you aren't careful. There are also plenty of boss fights and unique situations to break up the standard monster slaying.

Customizing your characters includes dressing them up with all sorts of gear including weapons, armor and accessories that you can find or purchase. You can also use trainers to advance particular skills even higher, for a hefty fee. Crafting includes creating high powered weapons and a wide variety of stat boosting potions. There's a little bit of everything here you would expect from an RPG, and between all of it you can mold each character to suit your personal style. A glass cannon mage, a dual-wielding rogue, a paladin, a buff casting priest, pretty much any classic archetype can be created with the options available to you.


If you can look past the graphics and sound, there is a very solid RPG adventure here to enjoy, which will suck up many hours of your time. There is a fascinating world to truly explore along with your characters, as they wander into a place they know little about. 
When you first step out into the surface, you really have no idea what you will find, and don't even know what direction you should head in. What you do find will push you to keep going and see what happens next.

Avernum 3: Ruined World is available on Steam, Humble Store, GoG.c or or directly from Spiderweb Software.


There is also a demo available if you want to dip your toe before diving in!


- Joe Beard


















Red Poppies Campaigns Volume I: The Battles for Ypres by Compass Games     Ypres, or to the British troops ...

Red Poppies Campaigns Volume I The Battles For Ypres by Compass Games Unboxing Red Poppies Campaigns Volume I The Battles For Ypres by Compass Games Unboxing

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



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 Ypres, or to the British troops 'Wipers', was either the seminal battle where the British Army found out how to win the war, or just another 'Blood Tub'. There are probably as many books written about the battles of the Ypres salient as there have been about the Battle of the Somme. This is a relatively new game from Compass games. I have been looking at this title longingly since it was released. I picked it up during Compass Games winter sale. This is just going to be an unboxing instead of a full review. I will do the full review when time permits. 




 The rulebook is in color, and also is printed in large print. It has only fifteen pages of rules. For such a large game with many pieces, I was somewhat surprised. Considering that it has rules for off board artillery and creeping barrages, among many others, it came as a pleasant surprise. The rulebook also contains three pages of examples of play. Then comes a half page of more instructions for playing the scenarios, followed by two and a half pages of rules for playing the campaigns. The following ten pages are taken up by the setups and instructions for each scenario and campaign. These are:

Scenario I, Eating Fire at Gheluvet - 1914
Scenario II, The Volcano In Flanders - 1915
Scenario III, Unfrozen at Frezenberg - 1915
Scenario IIII, Hot Time at Houge  - 1915
Campaign Game I,  Gheluvet - 1914
Campaign Game II, Fezenberg - 1915
Campaign Game III, Menin Road - 1917

 The rulebook ends with a nice touch. It has three pages with both the front and back of all of the counter sheets.







 The game comes with two, two sided terrain charts with a sequence of play breakdown on the other side.




 The turn record track is its own sheet, and not on the map.

 The games counters are well designed to be able to see and read the information quickly. There is no embellishment to them, just very utilitarian in their look. I am not knocking them, only explaining how the counters look. For a game about the death machine that was WWI, they fit the subject fine. These are the counters:





  






 The game has some novel rules that help it simulate WWI battle. They have a 'Mass' rule that facilitates command and control and a rule about 'Blobs' that deals with infiltration tactics. As mentioned, there are rules about off board artillery, onboard artillery, and mortars. The later scenarios also have rules for gas, and everything else you would expect in a WWI game.





 The game follows a novel approach in that the three maps are all of the same area, just shown differently for the three years of 1914,1915, and 1917. As you view the maps through the years you actually see the effects of the war on the landscape until you get to the almost frightening 1917 map. The Ypres salient was one of the few places even in the trench system that had major battles in different years. For those of you who read about the battles I wanted to showcase some of the places from the maps that we all know. The maps are all 22"x34", and they are of the open hex-side type.










                                         Hooge 1914  






                                              Hooge 1917



 The game is playable by one to two players with a rating of eight out of ten for solitaire play. The innovative rules of the game look to be some of the best to represent the real tactical challenges of WWI. I am looking forward to playing the 1917 campaign first. I will also be doing a review of the actual game play.

Robert
















Holdfast: EastFront 1941-45 by Worthington Publishing  We have another Worthington publishing game for review. T...

Holdfast: EastFront 1941-45 by Worthington Publishing Holdfast: EastFront 1941-45 by Worthington Publishing

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



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 We have another Worthington publishing game for review. The new game's area is more than a few thousand miles away and ninety years later than the American Civil war. This game takes you to the steppes of Russia in the Second World War. The game board is mounted, and it encompasses Berlin to Moscow and Stalingrad and a little beyond. The map is colorful, and it is easy to see the borders for the different scenarios and rivers etc. On first look, the map looks bunched up. This is because the furthest south the map goes is Sevastopol. There will be no fighting for the Caucasus in this game. This game, like the other Worthington games I have played, is a block one. The blocks represent armies on the German and Soviet side. The supply rules are also simple but effective. You must have a path of five hexes to a city controlled by your side or the west or east edge of the map. A Russian unit in a fortress city is always in supply.



 The rules take up only four pages with an extra page for the scenario setup and rules for the 1942,1943, and 1944 scenarios. The rulebook also comes with two pages of designer notes. This game system runs on 'Resource Points'. Everything a player does or can do revolves around his or her resource points. This is a list of what costs actions take in resource points:

Replace one Infantry Strength point - 1 RP
Replace one Armor SP  - 2 RP 
Replace one Eliminated Infantry Unit at 1 SP  - 2 RP
Replace on eliminated Armor Unit at 1 SP  - 3 RP
Activate a Unit for Movement - 1 RP
Activate a Unit for Rail Movement  - 2 RP
Activate Units for Combat  - 1 RP per hex Attacked

 This is a link to the rulebook:

 https://worthingtonpublishing.com/wp-content/uploads/2017/02/HOLDFAST_EASTFRONT_rules_WEB.pdf




 This is the turn sequence:


A full game turn is the sequence below. After the Russian player
finishes, the turn marker is advanced one space. At the end of the
January 1943 turn, the 1941 game ends and a victor is determined.
1.
Determine resource points for each player.
2.
Roll a die to determine the weather for the turn.
3.
German player places reinforcements and replacements.
4.
German player checks supply for movement, and activates units
for movement and combat.
5.
German player checks supply for unit elimination.
6.
Russian player places reinforcements and replacements.
7.
Russian player checks supply for movement, and activates units
for movement and combat.
8.
Russian player checks supply for unit elimination.
These are the player aid cards:


 This game fits right in with the other two games I have reviewed for Worthington games. All of them have a short rulebook, and very easy to understand rules. The player is left to concentrate on his strategy, and not on how many counters he can stack before the pile falls. That is not to say that the game play is simple. It is just easy to know what a player can do. On the other hand, it is not easy to figure out what a player should do. The mechanics of the resource points makes a player feel like a beggar or a sot. He always needs just one or two more resource points each turn. In Chess, there are nine million possible moves after each player has moved three times. So you can see that the possibilities in this 'simple game' are mind boggling. Again, like the other games, this one has a small amount of counters and the map is really not that large. So, it is perfect for people with limited space for playing. The quick action also means that you can play through 1941-45 in one sitting. 




 From my play-throughs, the 1941 scenario, like in history or other games, is the easiest for the German player. With each succeeding year's scenario, it becomes  more difficult. The weather is well represented in the rules, which is good considering that it played such an important part. The weather, just like in real life, can hamstring both players. The gradual improvement of the Soviet Army is shown by the reinforcement of Guard units, which are roughly twice as strong as the original Soviet units in 1941. The 1941 scenario ends in January 1943, and the German player has to hold two out of these three cities: Moscow, Leningrad, and Stalingrad. If he doesn't, the game can continue until May 1945 and the Soviet player has to hold all three of these cities: Berlin, Warsaw, and Bucharest. 



  For gamers who want to delve into the tiniest minutae of the Eastern front, please look elsewhere. For game players who are looking for a good evening of fun, I can easily recommend this game. 

 This is the setup for the 1941 scenario:





Robert
hpssims.com