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Hitler's Secret Weapons by David Porter  Readers who are looking for a story about the history of the Third Rei...

Hitler's Secret Weapons by David Porter Hitler's Secret Weapons by David Porter

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



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 Readers who are looking for a story about the history of the Third Reich's secret weapons should look elsewhere. For those of us who are enthralled by statistics and diagrams, this book is for us. The book does not only dwell on one weapon system, but shows all of the different types manufactured or on the drawing board. The author also starts out by going backwards in history, and shows us a little about the large caliber guns that were German secret weapons in World War I.

 The book takes us through the tanks, jets, and rockets, along with much more, that were used or dreamed up by the German engineers in the Second World War. There are tidbits of information on every page. Did you know that a Panzerkampfwagen IV, and Panther cost about the same to make as a Sherman tank? The same chart shows that a Tiger I or II cost roughly three times more than the aforementioned tanks. There are also charts that show the monthly production rates for the Tiger I and II tanks. Charts and diagrams that show the different speeds, armor thickness, and gun calibers of some Allied and German tanks are shown. According to the book, an IS2 tank was slower than a Tiger I, and a Churchill VII crawled along at only 15.5 MPH. The Maus is here along with the unbelievably huge land battleships of the 'P Series Land Cruisers'. These had 11" guns the same that were in the Scharnhorst battleship/battle cruiser.

  The book also shows the different railroad guns Germany made, and a chart compares their various muzzle calibers.So the largest gun ever built, the railroad gun Gustav, is here. Its smaller brothers of 'Anzio Annie' fame are shown here also. The author also shows us the state of the art infantry anti-tank and anti-aircraft weapons.

 Each weapon has a small write up about it. The main focus of the book is the charts and diagrams that are liberally shown throughout the volume. Land, Air, and Sea weapons are shown, from the largest battleships ever dreamed of to miniature submarines. From 'Mistel' bombs (a fighter with a bomber attached to the bottom of it filled with explosives) to jets that actually made it off the drawing board and were produced by other countries after the war, this book has them all. So if anyone needs a reference book that has the dimensions of a E100 tank or a H-45 battleship, this is your book.

Robert


Book: Hitler's Secret Weapons
Author: David Porter
Publisher: Amber Books
Distributor: Casemate Publishers

CHARIOTS OF ROME from VICTORY POINT GAMES First there was Circus Maximus [Avalon Hill, 1979], then there was Circus Minimus [20...

CHARIOTS OF ROME CHARIOTS OF ROME

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

CHARIOTS OF ROME
from
VICTORY POINT GAMES

First there was Circus Maximus [Avalon Hill, 1979], then there was Circus Minimus [2000].  Along the way was Ave Caesar [1989] and very recently Chariot Race [2016].  These are some of the key precursors to Victory Point Games' Chariots of Rome [2018] and, of course, behind them all lies Lew Wallace's novel, Ben Hur, though I suspect that is really only known by most of us from the film, Ben Hur, starring Charlton Heston [please do not mention the remake!].

For me Chariots of Rome is definitely the offspring of Circus Maximus and a cleaner version.  By "cleaner" I'm not talking less blood and violence, but smoother systems, far more accessible rules and the advantage of modern graphics and physical quality.  The board is very similar in shape and concept, but seeing that they're both reproducing the famous hippodrome in Rome that's only to be expected.

The board folds out in three panels and so far, whatever measures I've taken, both end panels become slightly bowed during play.  Despite that, the standees - which you can see in the picture above - sit well on the track and don't slide or topple.  All components are serviceable.  No doubt it would be possible to go down the deluxe route and produce the sort of tank-stopping quality of game board such as seen in Tide of Iron and add in brilliantly sculpted miniature chariots.  But for a fairly light chariot-racing game would you really want to pay the substantially heavier cost?

Unlike the uber chart-heavy tables of Avalon Hill's game and a large record sheet for each player to log speed, damage etc., all this is handled very effectively by player boards [again shown above].  Each chariot in play has such a display. They are quite thin card stock, but work fine to chart endurance, rattled status, tactics and speed.  These are all recorded on the various tracks with cardboard markers whose size and quality tend to mean that they aren't subject to problems of being displaced, but it can be very easy to forget which actions need a loss of endurance or increase in damage.  This is especially true when the action hots up and chariots are vying for position.
Here, for example, as three chariots are closely bunched together on the bend is just such an occasion when the focus is likely to stray a bit when paying for some actions. [You might also notice that the red chariot appears to be going the wrong way - several of us laughed when the rules stressed making sure that you faced your chariot in the right direction!] 

The other main components are three decks of cards.
and two specialised dice.



Game play is very streamlined.  All players start with 12 Endurance points, no Rattle points and a set number of Tactics points [the latter depend on the number of players involved and you can never hold more than 8 Tactic points].  Lose all 12 Endurance points or reach 6 Rattle points and you're out of the race.  There are only three Speed levels to choose from that respectively allow you to move 4/7/10 spaces - the first two give you small bonuses [either removing penalties, at times a vital, life-saving benefit, or gaining Tactics], while the top speed inevitably has a penalty.

The best element for me is that virtually all the mechanics of the game depend on the use of a single, fine deck of Action cards.  
The four major functions of the game can simply be referenced by drawing the next card and identifying which is relevant.  The first three [Corner, Ram and Whip] should need no explanation.  Danger occurs in a few specific situations; the main ones being when you crash or are forced to overtake another chariot by passing through its position on the track.

The procedure for negotiating corners is one of the best I've encountered.  As you enter the first position on a corner, you add your speed to your current Rattle factor, then deduct the speed number on that line of the track.  This produces the number of action cards you draw.
So, if your speed was 10 and your Rattle factor 3 and you enter the corner at the lane marked VI [Who doesn't know their Roman numerals?] you would draw 7 Action cards!

That's a lot of potential harm coming your way!  So, is there any way to mitigate it?  First and foremost you can use Tactics points.  For each Tactic point you pay, you draw one less Action card.  The rules would have you draw all 7 cards and then return as many cards to the deck as Tactic points you spend.   That process is carried out without revealing or knowing what is on the Action cards.  A far simpler and quicker process which we've adopted is to pay the Tactics points and then draw the requisite number of cards.  Continuing the example above, needing to draw 7 cards, you decide to pay 4 Tactics points and so draw only 3 cards.

How you execute these cards is an equally effective refinement to many race games.  For each space you enter you reveal one of the cards and follow the symbols on the top line [appropriately labelled "corner"  - sometimes "no effect" ensues at others loss of endurance or swerving or gaining a Rattle point [consider the latter to be a type of damage point, either directly to the chariot or to the charioteer's mental or physical state].   If you've drawn rather a lot of cards, you may even find yourself having to continue to play out the remaining ones as you start your movement on the next turn!

On the whole though the effects of moving through a corner tend to be relatively mild!  Whipping another player's chariot - is that the horses or the charioteer you're aiming at? - tends to be more likely to cause harm and ramming is even worse.  Though, the latter may have ill consequences for the person doing the ramming, worst of all are the possible consequences of crashing when you consult the bottom line of the Action cards that read "DANGER"!  As you can see from the card above, even here you may be lucky with a No Effect result.

Though Swerving sounds fairly innocuous, when the track is crowded the result of chariots being forced to move into the space of other chariots can have nasty knock-on effects.  Initially too they were the only rules that caused any degree of uncertainty in what is a short and very clear set of rules.  In fact, the main fault of the rule book for me was the size of the print!!  The instruction "Read the small print carefully" takes on a whole new life of its own when coping with the text.



Adding a few other refinements to play are the Fate cards, Charioteer Skill cards and two dice.  Starting with 4th Round of play, the first player to take their turn rolls the Fate die which provides a small bonus for all players or the draw of a Fate card.  The other die in the game can be rolled for the cost of losing an Endurance point by each player on their turn to gain from 1 to 3 extra movement points. 

The last item is the Chariot Skill cards - each player draws one at the beginning of the game to give an individual ability.  This is the one and only feature I have some reservations about as the Skills do seem to vary considerably in the quality of their benefits.  This is particularly true of the card that allows a Charioteer to look at the Initiative Deck and move one card to whichever place they like in the Deck - no surprise that the player with this card tends to place their card first in the Deck!  More about that in the following view of game play.

So, how does it play?  Well my view is that it depends quite a lot on how you play the game!  My first experience with a large group of players was underwhelming.  As mentioned above, one player drew the Skill card that allowed him to manipulate the Initiative Deck, placed himself first and romped home in that position!

However, there was a distinct lack of player interaction i.e. except for myself and one other player, virtually no one chose to whip or ram their opponents.  Verdict by the group: too simple, unbalanced not a great deal of fun.  My verdict - that's not how the game should be played.  If the central mechanic of a game depends on Action cards for which three-quarters of the decisions involve whipping, ramming and actions that lead to Danger, then not taking actions that involve them is missing out on a major aspect of the game.



A corollary to what I would describe as "the lack of conflict" approach described above also led to comments that the ability to use Tactics points to negate/mitigate Endurance loss and Rattle gain was too easy.  So, by contrast  the "aggressive" approach brings out a whole different game.  Lights, camera, action! 

Boxing in opponents so that they are forced to overtake, whipping and ramming fairly frequently, focusing on not giving the lead player/s an easy ride produces a much more dynamic and exciting experience.  Chariots/charioteers will fail to make it to the end of the race, their chariots left behind as debris and potential obstacles.  The game becomes a real contest, the turn of an individual card becomes far more crucial at times.  Tactics points rapidly get spent and become far more critical a need and all the elements of the game come in to play.

I've already praised the way cornering is dealt with. I'm equally in favour of this game's use of a randomly shuffled set of Initiative cards, one for each chariot, that not only determines the order in which chariots move, but as one card is revealed at a time means that there. So many race type games suffer from the leader-goes-first mechanic and should you decide that the power of the Charioteer Skill that would allow the owner of it always to go first is too much, then it's easy enough to house-rule a modification to how often it can be used - though my advice would be just gang up on said leader!

So, whip up your horses [and whip your opponents] - oh, and don't forget to point your chariot in the right direction!

As always thanks to Victory Point Games for providing a review copy.








 

Bloody Monday by Ventonuovo Games  Bloody Monday, not a day in some insurrection against an invading power, or ...

Bloody Monday by Ventonuovo Games Bloody Monday by Ventonuovo Games

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



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 Bloody Monday, not a day in some insurrection against an invading power, or a day that the Stock Market crashed. This is about the Battle of Borodino. Borodino is a city that is right on the direct route in Russia from Smolensk to Moscow. In both 1812 and 1941, titanic battles took place there to decide the fate of Russia.  







 In 1812, Napoleon invaded Russia to put a seal on his conquest of Europe, and to force England to its knees through the Continental System (The Continental System was thought up by Napoleon to force all of Europe to stop trading with England). The Russians had been backpedaling since the beginning of the campaign. This strategy was put in place by the 'Fox of The North', Marshal Kutuzov. He wanted to harass Napoleon, and let the breadth of Russia and its weather destroy him. Some other generals in the Russian army did not want to give up Moscow without a fight, and forced Kutuzov to stand at Borodino. Napoleon was approached by Marshal Davout about attacking the Russians from their flank, but Napoleon would not even think about it. He was too worried that the Russians would escape him once again. So the stage was set for the bloodiest day of the Napoleonic Wars. Much like Waterloo, it was  a straight up slug fest between the combatants. Between the two armies, 250,000 men fought and suffered 70,000 casualties. 







 In this game the players take the commend of each army, and put themselves in Kutuzov's or Napoleon's shoes. The game is a block game about the battle. You are provided with stickers to place on the blocks to represent the troop units and different generals of each side. The units are as follows:

Infantry
Jaegers -  Light Infantry
Militia
Light Cavalry
Heavy Cavalry
Tactical leaders
Foot Artillery
Horse Artillery

 This player aid will show the sequence of Play:



  The map is a large one at roughly 24" by 34". It is also very colorful, if a bit busy. The setup for the block units are also put right on map. It is an area map instead of hexes. This is what it looks like:





 The game rules are longer and more involved than other block games that I have played. The rules take up eighteen pages, with the last three being optional rules. The game also treats leaders differently than most games. Leaders can be destroyed in this game, and one of the ways to win is to destroy the enemy Supreme Commander. I like that the game rules include a chance for leaders to be eliminated. The game itself is only four turns long. The turns are:

6:00-9:00
9:00-12:00
12:00-15:00
15:00-18:00

 The other victory conditions are that you control all seven victory areas, or eliminate ten enemy blocks (Russian Militia, Jaegers, and Cossacks do not count toward destroyed units). 

 The units are divided into 'fast' and 'slow'. Fast units are Cavalry, Horse Artillery, Tactical Leaders, and Supreme Commanders. These all have a movement allowance of five. Slow units are infantry and Foot Artillery, and these have a movement allowance of three. As usual, the units have their current strength points at the top of the block in the 12:00 position. Losses to the unit will involve flipping the block counter-clockwise one side.






 The sequence of play is:

1.Logistics phase (not on turn one)
2.Impulse Phase
     A.Tactical Action
     B.Initiative Action
     C.Pass
3.Final Phase

 In the Logistics Phase, both the players may call for reinforcements, restore artillery, tactical leaders and Combat Units.

 During the Impulse Phase, players take turns performing single impulse actions (a tactical Action, a Pass, or a Initiative action). The Impulse Phase ends after two consecutive Passes.

 During a Tactical action, which is the most common action undertaken during the game, the Phasing Player:

 1.activates his Tactical Leaders
 2.moves his Units
 3.resolves battles

 During the Initiative Action (which can only be done if the phasing player has and spends the initiative Disc) the Phasing Player may move his Units and resolve battles without activating any Tactical leader.

 During a Pass, the Phasing Player may move only one of his units.

 The Final Phase is just moving the Turn Track marker forward one space to the next turn.





 Besides being able to be destroyed, the Supreme Commander's Unit has a few other interesting design choices. Both Supreme Commanders can only be activated a maximum of three times, and the actual block has to be turned over so that the enemy can see where it is located if it is activated. Without activating your Supreme Commander, a player cannot call for reinforcements or restore any unit's strength. The logistical value of each Supreme Commander unit is lessened by each time it is activated. The block is flipped one side each turn it is activated. Both Supreme Commanders start with four stars, and these can be used for three turns so that they will become two stars on the third activation. This is a large part of the game because the logistic value is totaled up between the stars on the Supreme Commander, and the number of victory areas its side is in charge of. So you will have to choose wisely when you want to use your Supreme Leader activations. The initiative disc is moved between each player by its use. On turn one, it starts with the French Player. If it is used by them to call for reinforcements etc. it is then expended, and handed to the Russian player until he uses it, and so on. After two consecutive passes, one for each player, that turn ends.





 As was mentioned, this is a stand up brutal battle. The French player will have to batter and then pry the Russian player from the Raevsky Redoubt and the Fleches. This is not easy, and comes at a high price. As The Russian player, you will have to tenaciously defend and guess when to counterattack. Your job is made a little easier because of the straight forward nature of the French attack. However, you have to deal with the Grande Armee during one of its last hurrahs as a fighting force. 





 I have five boardgames and a few computer ones that deal with the Battle of Borodino. The design choices made in this game have made it a clear winner for me, and has been put on my favorites list. I can readily endorse this game to any gamer.


Robert

 They just had a KS on their game 'Stalingrad Inferno on the Volga'. It has a huge map, but is playable in only 1-2 hours. It also has what they call an AI to be able to play either side in solitaire. I am very interested in the game's mechanics. Here is the webpage if you are interested also:

http://www.ventonuovo.net/games/stalingrad-inferno-on-the-volga





 

Rome, Blood & Politics by Gareth C. Sampson  Murder and mayhem in the waning years of the Roman Republic; what ...

Rome, Blood & Politics by Gareth Sampson Rome, Blood & Politics by Gareth Sampson

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



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 Murder and mayhem in the waning years of the Roman Republic; what more could you ask for in a book? This is a tour de force of the public and private machinations of the different characters in this time period of the Roman Republic. Not only that, but the book also goes back in time to show the violence that had erupted at different times all through the Republic's life. The cast of characters is out of a Hollywood epic. Sulla, Marius, The Gracchi, Pompey, Crassus, and all of the other players are here. 

 The book starts off with a background into the history of the Republic, specifically its political history. You will learn how the Tribunes and Consuls (among other elected officials) were supposed to, and actually did, interact in their different capacities. The author shows that violence and mob rule did not start with Tiberius Gracchus. It was simmering right below the surface of the Republic for many years.

 The book comes with eight pages of black and white photos of the principal players and the historic backdrops. The book ends with three appendices. The first, titled "The Butchers Bill: Murdered Roman Politicians 133-70 B.C.", gives us a list of the men and also the reason for their murder. The second, "Who Were The Tribunes", gives the reader a list of all of the known Tribunes for the dates listed. The third appendix gives us a list of the sources used by the author in writing this book. The book also comes with four maps of the Republic in different years in which it takes place.

 I will admit to being extremely biased toward this time in history. I have read almost every book on the time period. I find this book to be not only an enjoyable read, but also indispensable as a handy reference of the time period that it shows. I can easily recommend Dr. Sampson's book to anyone who has an interest in not only the workings of the Roman Republic, but also the time period. I have read other books by the author, and have enjoyed them also. Now, if we can get a military biography of Pompeius Magnus from the author it would be spectacular.


Robert

Publisher: Pen And Sword
Distributor: Casemate Publishers


 
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