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Mark Walker\ Crowbar Interview Transcript  AWNT received a package containing two tape recordings of what appears to be the in...

Interview with Mark Walker Interview with Mark Walker

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

Mark Walker\Crowbar Interview Transcript





 AWNT received a package containing two tape recordings of what appears to be the interrorga..sorry interviews, of two people. Below is the transcript of the first recording. Though not all was clear we have done our utmost to record as precisely as possible what is being said on the tape.

Interview of Mark Walker.


 Mark Walker first of Lock n Load boardgame fame and now the man behind Flying Pig Games needs little introduction within the Wargaming community. His games, mainly at the tactical scale, cover a wide range of conflicts (both historical aswell as sci-fi) are well loved and well known. This man of many gifts is also a prolific author of a genre he has made his own, it’s military fiction crossed with the supernatural.

Now onto the transcript…

Hello Mark, please don’t panic. Let me quickly explain. We tried, oh we tried to do this the proper way Mark. We really did. Not only did we send you an email requesting an interview we also messaged you on that facethingymajig. We waited, yes, we waited three days!! Nothing. So this was our last resort Mark. So now, all you have to do is answer a few little questions and we will put you right back where we, er, picked you up from. OK.What’s that..oh sorry (background..”he still has tape on his mouth, take it off you cretin….”). Painful tearing sound. Sorry about that, now OK to start? One thing, just ignore the wires. You’re connected to ACME 1555 1\3 lie detector, just so you know. OK here we go.

Name?

Uh? Mark (base line stick with it)


Age?

As young as I feel on any given day. In general, my wife claims that I’m a large nine-year old.


Current Location? 

South-central Virginia.



Favourite TV program?

 Castle Rock



Favourite Music genre? 

Alternative Rock



Favourite band\musician?

Plimsouls



Favourite Film?

Sucker Punch


Favourite period of history? 

Tomorrow



Favourite Superhero?

Forever Carlyle



Favourite colour?

Blue over tan, like the beach.



Favourite animal? 

Dog



Lucky number?

8



Hurricane or BF109? 

P-51 Mustang. (clever)



WW2 or Vietnam?

WW3 (like it, leftfield)



Werewolf or Vampire?

Katarina (interesting)



Tactical or Operational?

Tactical (me too)



Patton or McArthur

Patton




Excellent! That’s the levels sorted, sorry I mean the, we know you better, part done.



When did you first get involved with wargames and at what point did you decide to make a career out of it? 

First game I played was TAHGC’s Gettysburg when I was 9. Decided to make a career of it in 2006 when I opened LNLP.



How difficult was it to get off the mark with your first product? Trying to get this website out there to the communities that would be interested has been the hardest part by far with regards to AWNT. I imagine trying to make a living out of your venture adds the pressure ten fold with regards to getting your name out there. 

It was difficult. I remember the first screen shot I posted of a village in Forgotten Heroes. It was on Consimworld. Some smart ass said, “Where’s the cocktail waitress.”



What was your first successful game design?

I’m not sure any of my designs have been successful. My first published designed was Lock ‘n Load.



Looking back at your game releases what if any are your standout games? Not necessarily from a profit viewpoint but more from a personal view and why is that?

Dark War RPG, because it’s my first RPG and the game everyone wants to play when they come over to my house. Of course, Lock ‘n Load was a lot of fun too. Strange thing about that game was that it worked right away. Some games, like ’65, take quite a while to make click. I like ’65 and Night of Man because of the way they play. The card-driven mechanism makes them feel bigger, richer than a typical tactical game. And World at War? Geez but I love me some WW3 gaming.



Your games go from historical through to WW3 horror and lots in between! Do you have a favourite with regards to the design process?

Not sure I understand this question, but… if you mean a favourite era/genre, it would be military horror. Like Dog Soldiers.  (great film)



What scale is your favourite to design for? I’d love to see man vs man scale, does that scale ring your bell so to speak?

Well, Dark War is man vs man/woman/beast/demon. I guess that squad-level is my favorite scale, but platoon-level is a close second.



What’s your thoughts on Solo games? Many struggle with regards to finding an opponent so solo wargames suit them. Have you thought about designing solo only boardgames?

Although I didn’t design it, we have an excellent solo wargame, Crowbar! The Rangers at Pointe du Hoc, on Kickstarter right now. I like solo wargames, or I guess that I mean that I like the idea of solo wargames, but I find it difficult to find time to solo game. It’s when I get together with friends that I make myself sit down and game.


When did you first come across Herm Luttman and the Crowbar! Tabletop game?

I’ve known Herm for a few years. He suggested Crowbar! To me and I said, not yes, but hell yes. If Herm designed a game about dog poop, I’d publish it. Fortunately, Crowbar! Isn’t about dog poop, it’s an immersive game about the Ranger’s assault on Pointe du Hoc. It’s a push-your-luck type game. The longer and harder you push your luck, the greater the chance for a big fall.



The KickStarter has done extremely well. How pleased are you and Herm about how successful it’s been?

Very pleased and I think there is a good chance to unlock more stretch goals as we approach the finish. It’s exciting stuff.



As mentioned earlier I have an interest in Solo wargames and for me there is always room for solo tactical wargame. What was it about Crowbar! That grabbed your attention? Did the Solo aspect have any say? 

I love the way that Herm puts story into his games. I had played In Magnificent Style and I loved the game.



Will we see expansions or new standalone releases? If so I do hope we get to play as the Germans..pref in Stalingrad pretty please? 

Sure, there are expansions included in the Kickstarter, and yes you get to play as the Germans. 😊 (colour me excited!)



DO you have any tactical advice for the future players of Crowbar?

Don’t push your luck too far! 😊



Finally it’s been a pleasure speaking with you, Just sit tight I’m sure the good men about to burst in are now expert at untying people strapped to a chair..(loud smash) been tickety bo..must dash..bye…(sounds of footsteps and cursing fades into distance. Possibly Marks voice thanking someone and something about unhinged and need treatment..tape ends)



Crowbar the tabletop game has just had a very successful Kickstarter. I highly recommend you go check it out. Mark hasn't let us down yet, and he hasn't dropped the ball on this one either!



Good luck to Herm and Mark!


Coming soon Herm Luttmans interrogation!


Napoleon's Commentaries on the Wars of Julius Caesar Translated by R. A. Maguire  The master does a critique o...

Napoleon's Commentaries on the Wars of Julius Caesar translated by R. A. Maguire Napoleon's Commentaries on the Wars of Julius Caesar translated by R. A. Maguire

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



Translated by







 The master does a critique of an earlier great general. Napoleon's comments on the wars of Caesar are well worth the price of admission. The tidbits that are thrown in from his own time are just amazing. I have been reading military history about the Napoleonic era for about fifty years, and I have not seen these items. The other thing about this book is the absolutely staggering brilliance and memory of Napoleon's own mind. Remember, this book was dictated on St. Helena. There was no library or anything for Napoleon to consult except for his own encyclopedic brain. This next piece from the book will show what I am talking about. This is commenting on his own bridging of the Danube, and comparing it to Caesar's bridging of the Rhine. He then discusses the properties of cork for pontoons:

 "Cork weighs 16lb per cubic foot, water 70lb; each cubit foot of cork can carry 54lb. A pontoon made of solid cork would weigh 1,600lb, would displace 100' and could carry 5,400lb; taking away 1,000lb for the weight of the deck, made of planks and beams, leaves 4,400lb, which is enough to carry campaign vehicles. If this cork pontoon were divided into four floats, each of 25', they would each weigh 400lb and could carry 1,350lb. What advantages would come from a bridge made in this way! It could never be sunk by the impact of foreign bodies, or bad weather, or cannon fire. It would have the proper characteristics of a mechanism of war; durability, strength, and simplicity. A bridge so constructed could have one, two, three, four, five or even six floats supporting each pier, according to the number available, the width of the river and the requirement of the task. The wagons carrying the floats would no longer need to come to the river bank; such floats could be easily carried by hand for 200 or 400 yards."

 "Twelve pounds of cork can form a belt which fits under the armpits, which will keep a man afloat such that he can use his firearm. Several such belts, with the equivalent number of cork shoes and waterproof trousers, should be supplied to each company of pontoon sappers, to assist them in placing pontoons and to increase their security when working in the water on bridge construction."

  So you not only get Napoleon's comments about Caesar's campaigns, and what his enemies did, you are also treated to the master's musings on some of his own achievements. 

 Napoleon starkly dismisses the idea that Caesar planned to make himself a king. He states rightly that "The dignity of kings was a thing to be scorned and despised: the curule chair was higher than the throne. On what throne could Caesar have sat? On that of the kings of Rome, whose authority did not extend beyond the city's outskirts? On that of the barbarian kings of Asia, who had been defeated by men with names like Fabricius, Aemilius Paulus, Scipio, Metellus, Claudius and so on? That would have been a strange course to adopt. What? would Caesar really have sought stability, greatness and respect in the crown which had been worn by Philip, Perseus, Attalus, Mithridates, Pharnaces or Ptolemy, men whom the citizens had seen dragged along behind the triumphal chariot of their conquerors?"

 While it is true that most of these kings were not in Roman triumphs, I understand exactly where Napoleon is heading with this diatribe. Napoleon comments many times that Caesar was very lucky at times to escape some of his battles without losing. He makes it clear that he believed Caesar to be rash, sometimes to the extreme at times.

 The book itself is only 119 pages long including notes. This book was last published fully in 1836. It is high time it has seen the light of day. Thank you Pen & Sword.

Robert

Book : Napoleon's Commentaries on the Wars of Julius Caesar
Author: The Master
Translator: R. A. Maguire
Publisher: Pen & Sword
Distributor: Casemate Publishers

BLOODY STEPPES OF CRIMEA 1854 BY STRATEGEMATA As promised this review stands at the opposite end of the scale to my previous ...

BLOODY STEPPES OF THE CRIMEA BLOODY STEPPES OF THE CRIMEA

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

BLOODY STEPPES OF CRIMEA 1854

BY



As promised this review stands at the opposite end of the scale to my previous one on The War of the Worlds.  This package from the Polish company, Strategemata, presents the three famous battles of the Crimean War and harks back in several ways to earlier products of the heyday of hex and counter simulations.

In part I was fascinated by the rarity with which this conflict has been gamed.  My first gaming encounter with this period was many years ago with GDW's Crimea [pub. 1975], a largely strategic game, but with an odd, and not altogether satisfactory, substrata to fight these individual battles.  However, my best experience was with SPI's Quad Crimean Battles [pub. 1978] containing four folio sized maps to fight all three of the battles offered by Strategemata, plus Tchernaya River.  I have to say that I played these battles repeatedly, as like all SPI's Quad games they were presented with a simple basic set of rules with  a few minor additions to reflect small individual elements of each battle.  

Bloody Steppes of Crimea couldn't be more different.  It comes with one full sized map with the Battle of the Alma on one side and Balaclava on the other, while Inkerman has its own folio size map.  These maps are glossy and on fairly thin stock.  As I tend to store virtually all my papers flat, the effect of refolding them doesn't tend to be a worry, but I doubt these would stand much folding.  The landscape depicted is largely bare.  Most notable are the colours used to depict the changes in elevation, with only a few other features, particularly the river that gives its name to the Battle of The Alma, but unfortunately, the hex numbering is very heavy and prominent, as can be seen in the photo below..


The maps particularly have a slightly dated appearance to them, but the muted colours work well with the strong, bright colours of the counters.  These are on the thin side which perhaps reflects their being the product of a small independent company.  However, in terms of detail and illustration they are clear with a wide variety of images and the key information of formation and numerical values easy to see and interpret.



They have been so strongly die-cut that about 70 had fallen out of their frames when I initially opened the box and this certainly caused problems of identifying the organisation of brigades and divisions that they belonged to.  At this point, Strategemata were extremely helpful in emailing me photocopies of the countersheets that helped me piece together the original layout of the counters.






Nevertheless problems are still compounded by the fact that there is no overall play aid that identifies the organisation of the units.  Instead each battle has its own separate Order of Battle and its a slow process putting together exactly which units are needed.  The colour bar at the top of some of the counters is a help and essential in play for identifying brigade level formations for activation purposes, but there are many units that operate at corps or army level that add to the complexity - and I'd strongly advise that this is a complex game system in all respects.  This is something I'll return to in my conclusion.

The rulebook is a substantial document and needs careful reading.  By and large the translation for the English rules is fluent, though occasional omission of words and questionable use of the intended preposition makes meaning at time a little unsure. Adding to the difficulty is the fact that small, but important points don't always occur in the main rule book, but in the short individual battle pamphlets.  For example, it is there that you will find which units are at corps or army level.  Even more significant is that some units have a counter that is used in one battle and replaced by a stronger/weaker one in a different battle.

The text is presented in double columns of small, dense text often in lengthy sentences and numbered according to the familiar case system using Roman numerals for the fifteen major sections labelled as Chapters with often as many as 54 subsections, but interspersed with separately numbered side headings.

As you can imagine there is a significantly large amount of reading and assimilating to get through, before you are anywhere near ready to start playing.  Though there are a reasonable number of examples, they are all in black and white and for the depth of rules  several more would have been very helpful.  My advice is to break out a small number of counters for each side and set them up on the Alma map to work through many of the rules.

As you do so, these are some of the key features of the game that you will encounter.  First of all a detailed Command system takes us from the supreme Commander down though Wing/Corps Commanders to Divisional and Brigade level with written orders to be followed.  There is a good degree of flexibility with many leaders able to roll against their own initiative to change orders.  Following the practice in many games with this type of system, a player needs to decide in advance whether to allow a senior leader to attempt to  change orders or wait and allow individual subordinate leaders to roll individually.

A feature I've always enjoyed in some games of this level is the presence of dispatch riders who operate on the turn track in covering shorter distances to transmit orders, but for longer distances actually appear moving across the map.  Alongside this is an intriguing idea that was new to me and that is that accompanying the order a specific vector of 60 degrees must be designated and a specific number of hexes that must be travelled by the leader in question.  Once that destination is reached by the leader the order automatically changes to a Defense order until a new order is issued. 

This information is handled on specific charts that accompany each individual battle.  On one side is the order of battle and the hex set-up for the units, on the other is a display for the strength of each unit and a display for each leader to mark the vector/distance and order.  Unless you're going to photocopy the chart and employ a pencil and rubber, I'd suggest you need to either laminate the chart so that you can use a dry-wipe pen or create your own separate display just for orders.

The chart for the battle of Balaclava
Along with this admirable element is the familiar and popular chit draw for selecting which formation is the next to be activated.  Again some nice tweaks have been added to how this system works.   Each side places a chit for each formation in play into a separate draw cup, but the player with fewer formations adds enough blank chits to match his opponent's total.  One side may not activate more than two formations in a row, the first is drawn randomly [except for the very first activation in a turn], while the 2nd one has to be chosen and rolled for.    

Even these early rules have some depth to them, but the picture that builds up as you progress at times feels formidable.  Any system that employs a variety of formations, as here, inevitably adds to the depth of rules.  By choosing unit strength charts rather than Strength points printed on the counters, one aspect of such complex systems is avoided and that is the use of a plethora of formation markers. Instead change of formation can be covered by simply flipping a counter to its appropriate side. The only exception is infantry entering square formation.  That is a real plus.

However, one downside of various formation types is inevitably a highly detailed movement chart which, even with repeated playings needs frequent referral.  Making things even more difficult is the fact that many of the basic costs as well as the additional costs for hexside and elevation change involve 0.5 of a movement point.  The difficulty is not just in remembering the cost, but the actual maths needed to carry out movement slows the game down considerably.
With a detailed movement chart comes a similarly detailed combat modifier chart based on terrain, plus modifiers for range.  Add on separate charts for Infantry Fire, Artillery Fire and Melee modifiers. And all this is after you've wrestled with the rules detailing how to conduct Fire, Melee [wonderfully titled Attacking With Cold Steel], Cavalry Charge and Counter-Charge, Visibility [oh no line of sight, as always is not an easy task] et al.

There is just so much to get your head round.  Exceptions because of formation, type of unit [e.g. skirmishers and French Zouaves]. effects of disorganisation and rout.  Everything familiar is here and much that is innovative. especially the lack of ZOCs and the ability of the enemy to react when a unit moves adjacent.

In consequence, you have a game that takes considerable time to accommodate mastering all the rules and gives one of the most highly detailed levels of play that I've engaged with.  As a result this is game that can take considerable time to play, depending on your choice of battle.  

If you feel that you can take on the challenge, I would suggest the Battle of Balaclava as your starting point.  It has the lowest unit density and the fewest additional rules.  Follow up with Inkerman, again low unit density and some fairly fragile British units supported by more powerful French ones , though with some of the more detailed additional rules.  Finally, the first major battle of the Crimean War, the Battle of the Alma should be tackled last.  Everything is in there and in large numbers that you can see below.


The Battle of the Alma



My conclusion is that this is a simulation very much for experienced hex and counter players - what in gamespeak are usually labeled as "grognards".  Having served 43 years in the ranks of historical board game players, I still found several concepts challenging to get to grips with and for complexity level I think a comparison with at least the La Battaille series is appropriate.  There is certainly little out there on the Crimean War and for depth and detail I doubt that it is likely to be rivalled or surpassed.  

Many thanks to Strategemata for supplying the review copy and for their very friendly support.  

Purchase cost in UK ranging from £47.99 to £54.99













White Star Rising Nations At War Second Edition by Lock 'N Load   "Macht Schluss mit dem Krieg, ihr...

White Star Rising Nations At War Second Edition by Lock 'N Load White Star Rising Nations At War Second Edition by Lock 'N Load

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

White Star Rising


Nations At War Second Edition


by


Lock 'N Load 





 "Macht Schluss mit dem Krieg, ihr idioten" (End the War, or Make Peace, you idiots). This was said by Field Marshal von Rundstedt to lacKeitel, sometime after the Normandy invasion. This is the second game of the 'Nations At War' series by Lock 'N Load that I have reviewed (the first was 'Stalin's Triumph'). This game takes us to Western Europe and the battles range from the landings in Normandy to the end of the war.  The name is a bit of a misnomer because it also includes counters and scenarios for the British troops who fought during the same campaign. I liked the game system in the first game, so let us see how it translates to this side of the continent.



One Counter Sheet


 The counters, as usual from Lock 'N Load, are wonderfully done and come pre-clipped. They are a bit busy for their size, although the use of different colors should help all but the color blind. The four double-sided maps are not mounted, but are still well done. The rulebook and the Module Rules and Scenario book are done in full color with large print. The various Players' Aids are also well done and visually appealing. So let us look at what you get with the game:


Four Double Sided Seasonal Maps.

Four Counter Sheets with Over 350+ Counters.

One Color Module Booklet

Twenty-One Scenarios

One Core Game System v2.0 Manual

Two Unit Cost Sheets 11” x 17”

Four Player-Aid Cards 8.5” x 11”

 
Two D6 Dice


Maps



 The sequence of play is:

Operations phase: Players alternate pulling a marker from an opaque container. These can be Formation, Administration, Chaos, or End Turn markers.

Formation Impulse; If a Formation is activated this is the sequence:

 1. Unit Formation Marker removal

 2. Check Command Status

 3. Perform Rallies

 4. Perform Fire Missions: Mortar/Artillery

 5. Perform Operations: Movement, Assault, etc.
 



Players' Aids


 The meat of this chit pull system is the 'end turn' chits. There are always two, sometimes three, of these in the mix of the other chits. Once the second end turn chit is pulled, the game turn is over; do not pass go or collect $200 etc. So, the players have no way of knowing if all or any of their units will be able to do anything this turn. It is possible to pull the end turn chits one after the other as the first two chit pulls. In time limited, or scenarios where one side has a lot of terrain to cover, this means that one turn has just been lost. Another nice touch is the addition of a 'Chaos Chit' to the chit mix in some scenarios. Once the Chaos Chit is pulled, two six-sided die are rolled. Then you consult the Chaos Table to find out what event or result has been rolled. This is a nice way of adding even more fog of war into the game. The game also includes the use of 'Fate Points' by each player. Each scenario lists how many Fate Points each side has to use. As the rules state, " Fate Points can be thought of as currency and can be used to purchase an event that can change the game". These can be used from re-rolling one dice to being able to remove an 'Ops Complete Marker' from a unit. There are not many rules that apply only to this module. Most of the rules used are just the normal Second Edition Core Rules. This module only rules include:


 Bridge Demolition
 British Cruiser Tanks Extra Movement
 British Headquarters
 American tank Gyro Stabilizers
 American White Phosphorus Rounds (Willy Pete)
 German SS Fanatics
 German Mobile Assault 


 The Core Rules also deal with rules for these and more:

 Close Air Support
 Anti-Aircraft Units
 Mines and Mine Removal
 Leaders



Counters

                                Closer Counter View


  

   There is really not much more to say: The 'Nations At War' series from Lock 'N Load is a well done and thought out game. You really get the best of both worlds in these games, meaning that you are really playing a tactical game without all of the minutiae that come with tactical games. Not that there is something wrong with tactical games, just sometimes I know I am not in the mood for that many rules etc. There were some incidences when the second editions came out with problems with the printing, rules, and some counters. I did find a paragraph in the rulebook about 'Line of Sight' that still needs to be fixed. The spacing in it is non-existent for the most part. From what I have read, Lock 'N Load was quick about sending out new counters etc., and did their best to make things right. The rulebook that came with the game was version 2.0. On Lock 'N Load's website they have posted  a version 2.2. I will put a link at the bottom of the review. As I mentioned, I liked the first game I reviewed, 'Stalin's Triumph', a lot. This game is no different. I can easily recommend it to anyone who has a hankering to play a platoon size late World War II Western Front game. One of my favorite scenarios is 'The Hill of Death'. This is about the fight for Hill 112 in Normandy. Look for my forthcoming reviews of 'Heroes of The Motherland' and the 'Nations At War Compendium'.


 White Star Rising Second Edition Vassal Module:
https://forums.lnlpublishing.com/resources/white-star-rising-2nd-edition-vassal-module.237/

 White Star Rising Second Edition Clarifications & Corrections Version 2.2:
https://forums.lnlpublishing.com/resources/white-star-rising-2nd-edition-clarifications-corrections.234/

 Nations At War Core Rules Version 2.0 Clarifications And Corrections:
https://forums.lnlpublishing.com/resources/nations-at-war-core-rules-v2-0-clarifications-and-corrections.232/

 Nations At War Core Rules Second Edition:
 https://store.lnlpublishing.com/nations-at-war-core-rules-v2-0
 There is also a link to download them on the page.

 This is a link to my 'Stalin's Triumph' review:
 http://www.awargamersneedfulthings.co.uk/2018/05/stalins-triumph-nations-at-war-game.html


Robert
hpssims.com