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Gaius Marius by Marc Hyden     Gaius Marius, or as he is usually known as just Marius, is at first glance a stud...

Gaius Marius by Marc Hyden Gaius Marius by Marc Hyden

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



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 Gaius Marius, or as he is usually known as just Marius, is at first glance a study in opposites. He was a 'New Man' (Novus Homo), this meant he had no ancestors that Romans would know. He had only a very slim chance to rise in the 'Honors Race' (Cursus Honorum). He became Consul an unprecedented seven times.  He was also touted as the 'Savior of Rome'. As a general, he was one of the best of his age. As a politician, he was one of the worst. True, the Roman Republic was in a downward spiral, but Marius did more than his fair share to destroy the Republic. He was a demagogue who was friendly with, and was allied to, some of the worst Roman politicians of the time. Marius was obsessed with power and the glory that military success could bring him. He was prepared to, and did frequently, trod on any and every Roman law or long established precedents to get what he wanted. 

 The author shows Marius the man, warts and all. He has given us an excellent biography of Marius. This could not have been an easy task. Marius' life is as faceted as a diamond in the sunlight. He was also quite possibly the savior of Rome. Destroyer of the Roman Republic, no, but he showed the next generations where to plunge the knife. The author does contend that Marius' enemies wrote the history of the period, so that he may not have stooped so low as we have read before. It is also quite possible that Marius' legacy was saved by his execrable nephew. He may also have been just as bad as he has been painted. 

 Savior, murderer, and trampler of all laws, Marius' life certainly deserves this biography by Mr. Hyden.

 The book also paints Sulla, Marius' inveterate enemy, in a very bad light. We will agree to disagree on this point. The author brings forth not only the man Marius, but the age in which he lived. He also gives us a very good breakdown of Roman politics, and a civics course in ancient Rome.  

 The book cover shows an almost unbelievable, but historic, event in the life of Marius. Marius is to the right. He is around seventy years old, and unarmed. His assassin is overawed by Marius' voice and personality, and cannot commit the deed.  

 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.

Robert

Author: Marc Hyden
Publisher: Pen and Sword
Distributor: Casemate Publishers

Your planet is under assault from ugly, violent invaders. Your innocent people have been killed by the score. Resistance to the host...

Attack of the Earthlings Attack of the Earthlings

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



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.

Carol is looking just a bit under the weather. But certainly is not host to an alien parasite...
The heart of your force is the matriarch, a powerful creature which can kill humans, eat them, and then use the resulting biomass to spawn underlings at a frightening rate. The basic units you spawn, called grunts, can be evolved into three specialized units using more biomass. There's a sneaky backstabbing form, a big bruiser with lots of health, and a frail ranged unit.  The matriarch is powerful in combat, but losing it will immediately end your mission, so you will mostly rely on units created mid-scenario. Between levels you can spend points to upgrade the units and make them far more powerful. Some of these upgrades give direct stat boosts, while others give the unit type an entirely new ability. The better you perform in each level (winning quickly, taking few losses, among other factors), the more points you will be able to invest. Levels can be replayed for a higher score if you do poorly the first time around.

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. 


An important aspect of the combat is how stealth plays an important role. Enemies all have vision cones that your units must avoid to stay unnoticed. If they spot one of your creatures, the humans can react immediately and alert other nearby humans. Once alerted, guards will move their vision cone much more erratically and seek out your units. Your best course of action is to get to the flanks or behind every enemy and take them out one by one. Many of your actions, like opening doors, killing humans, or spawning new grunts generates sound. The range of the sound is visualized, so you can see if an action will draw the attention of a human. You can use this to your advantage often times, if you get creative.

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.

The game is filled with wonderfully dark humor.
For those looking for a solid tactical strategy game, something like XCOM but without the global strategic layer to worry about, Attack of the Earthlings is a perfect fit. The only negatives I could come up with are the handful of bugs I ran into and the lack of much replayability. The bugs I reported and got a quick response that they are being worked on. The lack of replayability might be a bigger negative for some. The campaign contains a set number of scenarios, and once you finish them, which will maybe take ten hours or less, there isn't much left to do. There isn't a random scenario generator or anything else other than chasing a higher score. What is there is great, but you will finish it in fairly short order.


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...

V-COMMANDOS: SECRET WEAPONS EXPANSION V-COMMANDOS: SECRET WEAPONS EXPANSION

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


V-COMMANDOS: SECRET WEAPONS



If you are unfamiliar with the core game, I'd suggest looking at my original review, before going any further.  Otherwise, read on.  Perhaps, because V-Commandos up to now has largely been available directly from Triton-Noir, the publishers, it has created limited impact on the gaming scene.  This is a great shame, as the quality of production is excellent and I really don't think there is another game out there quite like it.  However, I've just received the good news [which you can read here] that it will be imminently available in the UK both through retail outlets and as always directly online.
An initial glimpse inside the box!

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.

The whole expansion follows exactly the same format as the original base game, which is essential for play.  Every facet of the game is added to, starting with three new Commando characters: the Butcher, the Intelligence Officer and the Mortar Gunner.  Once again each card that outlines their special abilities and weapons is double-sided with modified or different elements on each.  As before, you can judge which side's strengths suits a particular Mission and also adds to the variety of the action.  The Mortar Gunner is perhaps the most conventional of the trio and the Intel Officer [the rather femme fatale figure on the box and rule cover] the most original in her specialities.
Though a purely cosmetic detail, I like the touch of signalling the character's nationality by the national flag edging to each card.  So, we discover that the Intel Officer is of Polish nationality.

Along w
ith 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.
In the countersheet above you can see this mix of the old and the new.  The latter are the circular counters for gas barrels [marked with skull and cross-bones], panzerfausts and gas grenades, as well as two Goliath-nests for the other special unit, the Goliath - a mini remote-controlled tank packed with explosives.  The addition to already familiar counters are the grey oblong open/closed door markers and truck markers that indicate enemy entrance positions, as well as a few +1/-1 Action Tokens.

Beside the counters, there are plenty more Event cards which continue to add more colour and unpredictability to the action too.
Equally impressive are 13 more double-sided tiles for indoor/ outdoor locations.  

The set of 13 new tiles on their outdoor side before being pressed out of the sprue.

There are 5 new Operations presented, as before, not by a scenario book, but by a set of highly atmospheric cards, with plenty of sensationally dramatic scenes on them, like this one.


Each Operation's information is supplied by a set of two cards: one card gives the name of the Operation, its date and a map of Europe to locate it geographically.   


On the other side is a diagram of the terrains involved in this Operation and how they link up.  For those of you unfamiliar with the game, it's important to remember that the word "terrain" is not used of the individual tiles, but to describe a location created from placing a number of tiles.  To illustrate what I mean take a look at the next picture, which is the reverse side of the map for Operation Chained Eagle.




Each of the four areas seen above are what the game calls a "terrain", which then has to be created from a choice of tiles.  So, the Hangar is assembled following the diagram on the appropriate card, which also gives you information on the actions that have to be taken to complete this element of the Operation.


The other card provides an overview of the Operation.
and its reverse side gives specific supplementary information for added components, actions or restrictions relating to each terrain. 
So, here we see that the Commandos at the Hangar get extra equipment, while the Fuel Depot is set up with two reinforcement entrances removed from the terrain and the Test Facility has the awesome information that certain tiles are removed turn by turn to represent the building being swept by fire and any units on those tiles, whether the enemy or your own Commandos, are eliminated!!

However, as you can imagine, creating even one of these terrains takes up several tiles and a fair amount of game space.  This is fine for small Operations with only one or two "terrains".  But in this expansion, even the three smallest Operations involve three terrain and the other two operations are of four and five terrains respectively.

This can be dealt with by setting up one terrain at a time, completing the action on it and then moving on to construct the next terrain and so on.  However, as all five Operations begin with two terrain side by side, but with no ability to move from one terrain to the other, you're far better setting up each of those terrains immediately and playing them in parallel.  For realism, this should be how the action is executed.

This last suggestion also leads me to a factor which may influence your decision to add it to your collection.  First, I judge that it is very much intended for cooperative play.  You really want to be running two teams of Commandos controlled by a minimum of one player for each team.  That's not to say that you can't take on even the largest Operation playing solo, but it will take a significant amount of time.  The second point really amplifies that last statement; even if you do game with two or more players, be prepared to expend several hours for these are substantial scenarios.


It seems to me that the only reason why you might decide not to take the plunge with this expansion is if you have no access at all to a group happy to play for several hours.  Even with my preference for solo play in this type of game, Secret Weapons certainly convinces me that for this game multi-player has its appeal too. 


Everything in the package deserves your full attention and appreciation of the quality and the immersive game play.   These are richly rewarding, narrative-producing Operations.  I can't wait to see what the next expansion, V-Commandos: The Resistance brings.

Once again thanks to Triton-Noir for kindly providing a review copy.






Combat Infantry by Columbia Games  Tactical games, much more than operational or strategic ones, have been left ...

Combat Infantry by Columbia Games Combat Infantry by Columbia Games

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



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 Tactical games, much more than operational or strategic ones, have been left in a quandary. The problem is how to represent movement, fire, and elapsed time in a coherent and logical manner, without the rules approaching the size of 'War and Peace'. Some of the most heated discussions online and off are about tactical games, and how each game does or doesn't fulfill the above in the gamer's eye. 




 Combat Infantry portrays the Normandy landings, and the fighting in the Bocage right after them. It is strictly a U.S. infantry and their supports against the Germans. More add-ons are planned to include other armies and terrain. 




 Columbia Games states "The game delivers a high level of tactical realism, yet is very playable". If you were going to sum up this game in one sentence, I do not think you could do better.


 The rule book is only twelve pages long. The game is a block game and uses that format to simulate the 'fog of war'. One innovative rule is that once a tank moves or fires, its block is shown face up for both sides to see. The designer states that infantry could locate and distinguish between tanks by their engine sounds. Listening to the different cars around my neighborhood in the morning, I believe he is correct. 




 The game focuses heavily on the command part of small unit tactics. You have both PHQs (platoon headquarters), and CHQs (company headquarters) to order your units with. The command/leadership rules really require the player to maintain unit integrity. As in real life, mixing up units from different commands is not a successful tactic. The game does not use cards. In another innovative way, the game also has no combat results table. I know, heresy, simply heresy. As I said, the rules are not long and are well written. It will not take long at all to start playing.




 It was meant to be a two player game, but the solitaire gamer has not been forgotten. You can play it just playing both sides, and there is an optional rule for a chit pull system for the enemy activation.




 The game's two maps are 16.5" X 22", and they represent the beaches and some territory further in. They are hard cardboard maps. The scale of the hexes is 100 meters per hex. The blocks are standard and there are 66 for each side (green and black). There are also 22 yellow markers to show smoke etc. The only problem with the rules and maps are in relation to the Bocage hedgerows. The rules are written as if the hedgerows were actually represented on the hex sides, where they are actually portrayed in the hex itself. It is really not that big of a deal, and once you understand the gist of the rules it becomes a non-issue. The line of sight rules are also easy to understand. The game comes with all of the rules and markers needed for tactical gaming ie. counters for foxholes, mines and barbed wire etc. Their are also rules for airstrikes. The game rules can be downloaded here:


 Here is a link to the games FAQ:


http://columbiagames.com/resources/3471/3471-FAQ.pdf

 This is the sequence of play:


1.0 The active player on the first turn is specified by the scenario. In each successive turn it is determined by a high roll on one ten die.

1.1  The active player activates any one HQ per company. When commanding multiple companies, the player will have multiple HQ activations, each resolved one by one.

1.2  Units in command (or have passed a no-command roll) can do one of the following actions: Rally, Fire, Special Action, Move. HQ actions take place after all other commands.

1.3 Assaults, units that have moved into an enemy occupied hex now trigger up to three rounds of combat per assault. 

 After all activations are resolved, the enemy player now conducts his player turn. Player turns alternate until both players complete four player turns. This then ends one game turn.

 This is just a synopsis.




 Deciding victory in the game is standard and straight forward. In each scenario certain hexes are victory hexes, and each eliminated enemy unit adds to your score.




 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 







hpssims.com