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Armageddon War Platoon Level Combat in the End War by Flying Pig Games    Where to begin; I guess I should stat...

Armageddon War by Flying Pig Games Armageddon War by Flying Pig Games

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


Platoon Level Combat in the End War

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 Where to begin; I guess I should state that invariably I play games and read books about historical happenings. That is not to say that I forgo what ifs as long as they are plausible. I usually steer clear of alternative history or, for want of a better term, imagined conflicts. The background story isn't really flushed out, but it seems plausible enough. 




 Armageddon War is based on a conflict that breaks out in the Middle East in 2028. To quote the rulebook," Geddon war has conflict between disorganized and poorly equipped militias, advanced weapon systems barely past the prototype stage in the hands of highly disciplined First World forces, and everything in between". So the player will be able to use a goulash of units from nowadays to some interesting possible future weapons. It is a platoon level game. So the scenarios run the gamut of small knife fights in urban areas to full blown battles of armor.

 The game comes in an oversized box with a bit of heft to it. This is what you get inside the box:
 Two mounted 22" x 33" full-color game boards
 Four sheets of 1" counters, One sheet of Action counters
 Full-color rule and scenario book
 Player Aid Cards
 18 colored dice



 

 The game comes with 16 scenarios. However, the game also comes with a whole list of the units and their comparable costs. So you can 'tweak' the 16 scenarios to your heart's content, or make new ones. Theses are some of the units you are able to use in these end of the world battles:
 Abrams M1A4
 Bradley M2A3
 Crusher (remote control)
 Armata
 BMPT
 Merkava M4
 Namer 2
 T-55A
 T-72M
 AH-64D Apache
 MI-24P 



 The maps are mounted, and visually are very well done. The hexes are oversized, as are the counters. The counters are in line with other games from Flying Pig Games, meaning that they drop out of the sprues if breathed on, and are small pieces of art. The players' aids and rulebook are also easy to read, understand, and strikingly colorful. The game turns are fifteen minutes per. So, one of the problems that the game designer had to deal with is that most of the weaponry could fire off its allotted ammunition in less than a third of a turn.



 The sequence of play is:
 Draw a Command Chit, and place it on the track
 Movement
 Fire Combat
 Close Combat


 You will have to take the designer's ideas of what the new weapon's offensive and defensive capabilities are. However, these are always what each designer believes, so there is nothing really new here. With other games the designer does have the real world statistics and usage to go by. The game has opened up a new avenue of research for me. I was pretty much in the dark about the weapons that have or are just coming off the drawing board. The Russian Armata tank is one of these. Who knew there was an actual tank with a turret that was fully automatic, and the tank only needs two people to run it.

 The game also has Advanced Rules that include:

Indirect fire
Off-board artillery
Limited munitions
Unguided rockets
Smoke/Dust
Snipers

  The game designer does explain that because of the lethality and range of these newer weapons that he had to adjust some things. The hexes on the map represent 150 meters each. The range of some of these weapons are theoretically bigger than the map. He also explains that the casualties are not just actual losses, but the loss of the unit's effectiveness. 




 So how does it play? Just as in the real world, the actual armed forces of the combatants have tremendous killing power. The militia forces cannot stand up to them, at least not in the open. The lethality of the weapons mean that the best laid plans of mice and men literally go up in smoke. The air units (helicopters and drones), have only one damage step. Ground attack aircraft are not actually represented on the map. Their offensive capabilities are represented by the off-board munitions. This was probably done to simplify the game, and not make the player also  have to deal with too many extra AA rules etc. This game differs from most tactical platoon level games by taking into account logistics. As mentioned, the units in the game could fire off all of their munitions in less than one turn. So this game system uses Logistic Counters to keep your units at full strength for fighting. These counters must be placed outside of any enemy's line of sight, and no farther than two hexes from a friendly unit. The Logistic Counters can move up to three hexes in a turn, but must end up in a hex that it could have been placed in originally. The game also has no CRT. All of the combat and defense is predicated by the dice. It is a simple way that some games have removed the style of play of, I have three to one odds so I will attack etc, method of play. It just adds that much more 'fog of war' to game play. You can still see if your attack will have any hope of success, but you will not be able to calculate it that well. This mechanic adds more of the 'friction' of warfare to the mix.





 I was fully prepared to not really enjoy the game. I really like Flying Pig Games components; I also really like the way their rules are done. Can you tell I like their games? The only problem being was that a conflict in the Middle East, and especially one that is in the future, was not something that grabs me for wargaming. I bit the bullet and dove in. I can state that I was very, very wrong. Once you get into the game and its mechanics, you will find it is excellent. The game has many innovations that just work really well. I have to thank them again for going with large 'old man' counters. No need for tweezers and a magnifying glass here. So, like me, if you are hesitant about the actual area and time of the conflict, you should look into and get the game just for the system and the game components.

 I will be doing a followup review on the solo expansion "Alone in the Desert'.
 To add to your experience you can also purchase:
 Armageddon War: Burning Lands Expansion
 Armageddon War Strategy Guide
 Armageddon War Special Dice


Robert



Rise Of The Tang Dynasty The Reunification of China and the Military Response to the Steppe Nomads AD 581-626 by Julian Romane ...

Rise Of The Tang Dynasty by Julian Romane Rise Of The Tang Dynasty by Julian Romane

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


The Reunification of China and the Military Response to the Steppe Nomads AD 581-626

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 For those of you who have read my reviews, you know that I usually just skim the introductions. In this book however, there is one page before the introduction that was very enlightening. The page is titled 'Technical Issues'. The author explains that there are these two different methods of translating Chinese:

Wade-Giles
Pinyin

 The older Wade-Giles was used under the Kuomintang of Chiang Kai-shek ('Peanut' to 'Vinegar' Joe Stilwell). Under Mao, the different method of Pinyin was introduced. The author goes on to tell us that he uses Pinyin, and tries to use simpler English when translating. For instance, 'erudite scholar' could also be translated as 'accomplished scholar'. The writer goes onto state that "traditional China is an illusion. There are great literary traditions in China, along with great artistic, philosophical, and spiritual traditions, but there has never been a traditional China". The book continues to say that another impediment to our understanding is the fact that most Western commentators are uninterested and unknowing about military matters. This is from the land of Sun Tzu! The author continues to explain that his purpose is "to give a detailed picture of medieval Chinese warfare: to provide background to the structure of Chinese military development; and to illustrate how influences passed across the Eurasian 'World Island'".

 The book starts around 300 AD with the incredibly convoluted history of North and South China during the next few hundred years. Imagine ten different countries like England going through the Wars of the Roses at the same time. Dynasties change so fast that your head wants to spin. 

 It comes with eight color pages of personalities etc.. Unfortunately there are no maps at all to try and help the reader follow along. This is a list of some of the chapters:

 The House of Yang
 The Imperial State Weakens
 War for Guanzhong
 The House of Li
 Battles for the Heart of China
 Tang Victorious
 Imperial Consolidation
 Chronology of Chinese Dynasties (thank you)
 Chinese Military Handbooks
 Chinese Imperial Armies 

 These battles and campaigns for China include hundreds of thousands of troops. These dwarf the size of the armies in Europe until the 19th century. The author shows us that the horse lords of the Eastern Steppe were a constant problem to be dealt with.  We normally think of the Mongols, and possibly the Manchus, as the extent of the issue. There was a reason the Great Wall was built and maintained over a millennia.

 I have a great hole in my knowledge of history, and it involves the history of the Eastern Asian landmass. This book has helped to fill this void. I can easily recommend it to anyone who has an interest, or wants to develop one, in the history of China.

Robert

Author: Julian Romane
Publisher Pen & Sword
Distributor: Casemate Publishers

Moscow 41 by Vento Nuovo Games  In July 1941, Smolensk fell to Germany's Army Group Center. The Germans were a...

Moscow 41 by Vento Nuovo Games Moscow 41 by Vento Nuovo Games

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



by







 In July 1941, Smolensk fell to Germany's Army Group Center. The Germans were already two thirds of the way to Moscow. German Field Marshal von Bock was thinking he would be the one who would be the conqueror of Moscow. The only problem was that Hitler wasn't really interested in capturing Moscow, and Stalin might have something to say about it also. The game is a two player game (it also plays well in solitaire) about the second half of Operation Barbarossa. One player commands the Soviets in their desperate attempt to, if not stop, at least slow the German advance. The other player takes over the German troops trying to finish the Russian Campaign before the Russian allies 'Generals Mud and Winter' can come to their aid.


Map Portion and Blocks

 The first game I reviewed for Vento Nuovo Games was 'Bloody Monday' about another invasion of Russia one hundred and twenty-nine years earlier. Like the other game, Moscow 41 is a block wargame. In this game you get to fight over the same exact places, along with others, that were fought over in 1812. The Russian player has to trade blood and mileage to slow the German juggernaut. The German player also has to worry about the campaigns to the North and South of him, as the other two German Army Groups try to take Leningrad and Kiev.  So the German player does not act in a vacuum. As it was historically, Hitler's obsession with Kiev and Leningrad made Army group Center's job much harder, if not impossible, before the weather interfered. 


Close up of Soviet Units

 What do you actually get with the game? Here is the list:

 A heavy card-stock map that is 64cm x 86cm
 120 wooden blocks and the stickers for them
 100 other wooden pieces
 Two player Guides
 Two Setup and Information guides

 You can purchase the following for the game:
 Mounted Map
 Gore-Tex Map
 Metal Miniature Bombers
 Extra Blocks and stickers etc. 



Close Up of German Commander Units



 The game comes with four scenarios; these are:

 Beyond The Dnieper - July
 Operation Typhoon - October to December
 The Wehrmacht's Last Gasp - November  to  December
 The Road To Moscow - Campaign Scenario 



Germans ready to strike



 This is the sequence of play:

1. Logistics Phase
2. Impulses Phase
 A. Strategic Impulse
 B. Tactical Impulse
  A. HQ Activation
  B. Command Segment
  C. Combat Segment
  D.  Blitz Segment
  E. Deactivation Segment
  F. Exploitation Movement
 C. Pass
3. Final Phase


German Bombers helping in an attack


 The scale of the game is 1cm of the map equals 10km. The game turns represent one month. Besides the unit blocks there are also 'defensive lines' that are represented by rectangular blocks.



Soviet Order Of Battle


 There are two ways to win the campaign scenario. A 'Sudden Death' victory is if either player has seven victory points. There are five 'victory areas' (Smolensk, Tula, Orel, Voronezh, and Moscow), and two victory boxes Leningrad, and Kiev. The other scenarios have you either taking or keeping Moscow or two other locations on the map to decide victory.


German Order Of Battle


 The Logistics Phase can only be performed at the beginning of turn two ( there is no Logistics Phase on the first turn). You can either choose to activate your leader (Hitler or Stalin), or declare a Logistics Phase. The replacement and losses on the block units are done by the usual method of turning the blocks themselves clockwise or counter-clockwise to the appropriate strength on the block.







  The rulebook is only nineteen pages long, without the scenario information. It is in full color and large type. The player without the initiative disk is the first to setup his units at game start, but he is the first to decide what to do in the Logistics Phase starting on turn two. The player who has the initiative disk plays the first impulse of the turn. The player with the initiative disk can also decide if he wants to play a Strategic Impulse; this would include calling for reinforcements etc. There are also rules covering artillery fire, isolation, and Soviet anti-aircraft fire. The games rules are easy to understand and the player quickly becomes used to the sequence of play. With the shorter rules and the game being so visually appealing, you might think that you have bought 'Russian Front Lite'. In this you would be very mistaken. The game is actually very deep, and puts the player into the generals' historic shoes. The game attempts, and succeeds, in making almost every choice of the player a nail-biter. As the German, do you go full bore and hope your logistics hold? As the Soviet, in the beginning of the game you can really only react to the Germans. In the latter part of the game the Russian player has more options.




 The one word I have seen consistently in write ups about Moscow 41 is 'elegant'. I could not agree more. Vento Nuovo Games are not only made to high standards, but the rules are also very well done. I am really looking forward to reviewing 'Stalingrad Inferno on the Volga'. 

Robert 

We all know CMANO is a title for the more serious wargamer, with very minimal graphics that leave much to the imagination, and gameplay...

Command: Modern Air/Naval Operations Goes Pro Command: Modern Air/Naval Operations Goes Pro

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




We all know CMANO is a title for the more serious wargamer, with very minimal graphics that leave much to the imagination, and gameplay that assumes the player has at least a couple textbooks on modern air and naval tactics up on the bookshelf, and perhaps took some online classes at their local military academy. You think I'm kidding, but the big boys at the Pentagon and elsewhere are very much interested in using CMANO for their own wargaming. Specifically, a special "Professional Edition" of the game developed to meet the needs of military and government entities. (And no, you can't get your merely amateur wargamer hands on it).

See the full press release below:

The game is getting serious: How a commercial video game becomes a military asset.
Command: Modern Air/Naval Operations (CMANO) is a serious videogame, very much in the Matrix Games genre and was released for public sale in 2013. CMANO gives the Wargamer full tactical and operational level control of a conflict simulation, from a single 1-vs-1 dogfight, or naval skirmish all the way to theatre and even strategic-scale warfare. CMANO, developed by our Developer partner WarfareSims, was immediately recognised by our gaming community as a unique title and repeatedly voted Wargame of the Year (WOTY).
Since release, multiple DLC and expansion sets have been added and the very popular, yet controversial, Command LIVE series, based around evolving political and military events, has been a major success. Other examples of the realism of the series are Chains of War a battle set that explores conflict between China, the USA and their respective allies, taking place the near future.
The Command LIVE series of DLC’s, places you as Commander in the midst of a range of topical and newsworthy incidents, for example “DON OF A NEW ERA” kicks off when a violent demonstration against the Moldovan Government explodes, with the death of 27 protesters and the city under martial law.  The EU has declared support for the Moldovan Government, but Russia has come out vehemently in support of the ethnic Russian population. In “YOU BREXIT, YOU FIX IT!” It’s 23 August 2016, Europe is reeling politically and economically from the effects of the UK deciding to leave the European Union. Both the £Pound and the €Euro are near collapse. The Russian Federation exploits the situation and moves against the Baltic States.
Matrix has created a range of “CNN-like” news reports depicting the situations that players are confronted with in these highly realistic scenarios.

In 2015 Deputy Secretary of Defense Robert Work issued a startling directive:  “I am concerned that the Department’s ability to test concepts, capabilities, and plans using simulation and other techniques—otherwise known as wargaming—has atrophied”. Not surprisingly, Matrix took a call from the Pentagon and a new era began. The Military had recognised the value of Commercial off the Shelf Software (COTS). The cost savings and the attention to detail provided by around 1 million dedicated users, many of them serving or retired military personnel, play a major part in the testing and quality of the Command simulation.
The decision was not difficult and a team of military experts was dispatched to Epsom to evaluate Command, this resulted in further collaboration and the CMANO team were invited to visit the Pentagon.
Ongoing Validation and Verification of the Simulation has established its suitability for Professional use and this has resulted in a specialist Division of the Slitherine Group, Matrix Games LLC, being established to manage Military contracts.
The Command Professional Edition of the software has expanded significantly to specifically manage experimentation & statistical analysis, the creation and testing of new and experimental platforms & systems and Warfighter training, much of which is operated within a classified environment.

A number of prominent Government Agencies and military contractors are also using Command PE and last week Lockheed Martin’s Centre for Innovation in Suffolk, Virginia hosted a week long training session for key members from Government Agencies, specialist Contractors and representatives from various Militaries, gathered from around the globe to participate in a comprehensive week long training event.
The latest evolution and development of Command PE, whose advanced features are not available in the commercial edition, has rapidly progressed to suit the needs of the Military and substantial new upgrades were announced at the event. Command PE is now spearheading this innovative new business venture that has become an integral part of the physics-based research and experimentation of the defense sector.

"Turning a commercial off the shelf (COTS) video game into professional software is not a simple task", said JD McNeil, Chairman of the Slitherine Group. "We have spent the last three years collaborating with and accommodating the very specific needs of our Military clients. We are continually modifying and improving the software to fit their very specific needs. It's a fundamentally different development environment that requires a diverse approach to the range of issues to be considered. The Slitherine Group and its development partner WarfareSims are investing significant resources, developing what has become an integral part of our future growth".



- Joe Beard

hpssims.com