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Battle of Korsun by Yobowargames  Let us set the scene. It is 1944, and there is a German group of troops in an expose...

Battle for Korsun by Yobowargames Battle for Korsun by Yobowargames

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

Battle of Korsun

by

Yobowargames





 Let us set the scene. It is 1944, and there is a German group of troops in an exposed position in Russia. The Russians are smelling blood, and intend to cut off a large group of Germans. The 1st and 2nd Ukrainian Fronts were tasked with cutting off an exposed group of German soldiers that were part of Army Group South. The whole debacle was engineered by Hitler's refusal to ever voluntarily give up a yard of ground in Russia, even if it meant whole armies would be sent to Siberia. By 1944, the Russians couldn't have had a better ally than him. Your job as the German player is to get out of Dodge. As the Russian player you are tasked with bagging the entire German force.

 So, let us now look at the game. First, it is a turn-based strategy game with each turn equal to one day. The version I played was on a PC on Steam, however, you can also play it on a MAC, IOS or Android. You can play only as the German player if you want to play against an AI. You can also play by email or hotseat. Now, back to the AI. It plays brutally with a capital 'B'. The Russian AI gets the first move against your forces in the western part of the map. When I say move, it is a euphemism for the destruction and devouring of your units. The AI also will go for the jugular and try for as deep a penetration as they can with their armor units. Your first look at the map after the Russian turn as the Germans will probably tempt you to end the game and shut down the computer. Just like Ronco, just wait there's more. After you try and move your forces away from the Russian tide, you will notice that you cannot move any of your units on the Eastern side of the map (unless you read the rules). So you have to endure a second bloodletting, usually as bad as the first. So, after two Russian moves your tattered forces are left to try and defend themselves and keep a line of supply open to the Southern part of the map. I have never juggled chainsaws, but I have seen it done and the task given you is almost as hard. Lance Craner is the person behind the game and he should either be congratulated or put away in a locked room. His sadistic tendencies toward we helpless gamers should not be overlooked by other game companies or the authorities. 


First Bloodletting


 The game is simple. There are no air units, and no supply to worry about, other than the German side keeping an open one to the South. The only real addition to the game is the effect of weather on movement, and it is just as deadly as the combat. Unless you want to play the Germans as salmon swimming upstream in molasses, KEEP YOUR UNITS NEAR ROADS. I also suggest that you keep whatever fetish you have around the house close at hand, be it a rabbit's foot or whatever.

 I have to apologize to Yobowargames. I did not like this game at first. No, I will rephrase this, I loathed it. I actually thought to myself after losing the second time, that I would rather go to the dentist than play this again. At least he has good meds, even if they do wear off. So, I did not play the game again for a long time. I was actually going to pay them for the review copy and be done with it. I finally forced myself to fire it up again. Did I enjoy playing as the Germans? No I still don't enjoy it because I am not a masochist. However, I can now appreciate the work and give kudos to how historically real this game is. In reality, some German units did make it out, but pretty much with only the clothes on their backs. The game truly represents the terrible position that the Germans were forced into.

 The game also has some other things up its sleeve. It is so simple that it is a great way to introduce newbs into the hobby. The game itself goes for $15 US on Steam, so it is also easy on the wallet. While you are there check out Yobowargames first game 'Kursk - Battle at Prochorovka'. They also have a tactical World War II game that is going to go into early access soon: 'Valor & Victory'.

Robert

Reynard  By Hyper Fox Studios There's one thing I love about indie games, they delve into the world of old school graphics and a...

Reynard Reynard

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

Reynard By Hyper Fox Studios



There's one thing I love about indie games, they delve into the world of old school graphics and aren't defined by the stunningly realistic mainstream games that we are all used to in this modern age. Reynard will give you a nostalgic trip back to the past with it's 32-bit game style and Legend of Zelda feel, this RPG/Dungeon Crawler isn't one to miss out on. 

You play as a little fox and when you first start the game you're greeted by his friend Hammlet who helps you through the tutorial (he's is a pig if you haven't already noticed the pun in the name) and he helps you find the ropes with his sarcastic but lovable dialogue. After you complete the tutorial at the start, Hammlet's wife Prascilla is kidnapped and all he seemingly wants you to do is go and save her, as every time you talk to him this is all he mentions. 




This game is filled with little secrets from the developers of the game. A lot of RPGs do this quite subtly by using a 4th wall break, however the developers and all of the team at Hyper Fox Studios decided to do it in a simple way. They placed a book inside your characters house, that is filled with the developers names, kind of like the credits at the end of the game, but this is a charming way to do it and it's great for RPG fans who love to roam around finding easter eggs or finding hidden secrets that have nothing to do with the story. 

The dungeon crawler aspect of this indie title is pretty much the same as most games with a similar sort of story and mechanics. However using the keyboard to move and shoot enemies with your arrows can be quite tricky if you haven't got the timing right, as they tend to come at you quite fast and it's easy to die in the dungeon if you're not paying attention.
There's plenty of things for you to destroy in the dungeon besides enemies, you can destroy pots (this reminded me of The Legend of Zelda a lot) which then reveal health items or other items you might find useful on your travels.





The music in this game is almost hypnotic, it's quite relaxing which is ironic considering it's all about searching dungeons, however it still fits in with the game completely. It can get a little tedious at times when it's played on a loop but it's a great soundtrack for the game nevertheless.

You really have to learn some tactics in the dungeons because sometimes when you go into the next room it can be filled with monsters and other times there's none at all (from the dungeons i've encountered in the game, it's filled with giant rats who just want to kill you). I find it funny the main character is a fox, because it's this cute little animal going off to save other animals/creatures. However, he's so distinctive in his role and you don't see very many 32 bit style dungeon crawlers with the main character being a fox, it just feels right. 

If you're someone who loves collecting, searching continuously, or is just a fan of RPGs then this is the game for you. Reynard is available to buy now on Steam.








Mage Knight needs no introduction as it has topped many 'best of' lists since its release in 2011. It has consistently been vo...

Mage Knight Ultimate Edition Mage Knight Ultimate Edition

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


Mage Knight needs no introduction as it has topped many 'best of' lists since its release in 2011. It has consistently been voted the best solo game of all time and it is a game that was on my grail list of games to learn and play. This is Mage Knight Ultimate Edition which includes all of the expansions and additionally 5 extra cards on top of what has already been released.

You can view my unboxing video of this monster-sized box below: 



If you're not familiar, players take on the role of a titular 'Mage Knight' as they explore a fantasy realm, fighting monsters, looting artefacts, pillaging monasteries and besieging cities. The 'realm' is an unknown quantity before you start exploring and your knight will encounter a plethora of fantasy tropes during their quest. There are a total of 18 different scenarios in the Ultimate Edition, 11 from the base game and the remainder from the expansions. The goal of each game is to achieve the scenario specific objectives before time runs out. 'Time' is tracked by a day/night cycle of no more than 3 rounds which initially feels very restrictive. Each scenario can be played competitively, cooperatively or solo, some would argue it's best at one player (I think I'm in that camp too).  Your character will level up, gain abilities as they defeat monsters and interact with villagers and mages throughout the land which hopefully has prepared you enough to take on a city.
Arythea starting her journey

Gameplay

Once you're familiar with the rules, the game can be reduced to a brain-burning exploration puzzle with generous helpings of high-fantasy. It has a reputation for being a very heavy and complex game but I think this is unfair. I read the majority of the 'Learn to Play' booklet and then watched Ricky Royals excellent playthrough videos which completely prepared me to tackle the introductory scenario, First Reconnaissance. The core system of the game is not hard to learn, the complexity comes from a lot of specific rules for each type of monster, site, or terrain tiles, which will also change from day to night.  However these specific rules breath thematic life into this optimisation puzzle of a game.
Rules(s) books
Each day or night round will start by rolling a pool of mana dice and drawing an initiative card to determine which player goes first. There will probably be some bonus as well described on the card to make the choice of initiative card a little harder instead of 'I want to go first I'll pick number 1', number 6 (the highest initiative card has the greatest bonus. The role of mana dice locks those dice to one of 6 different colours of mana, which can be used once per turn by any knight to power their Deed Cards. After a mana dice is used like this it gets re-rolled back into the pool. Despite the rolls being random, the mana dice really requires a level of skill to use optimally, the best play will nearly always involve at least one mana dice, but finding the best use of mana can be tricky.

The game, or your knight's actions throughout the land, is primarily driven by the Deed Cards that you play. Each card has two effects and when played, affords your knight a certain number of points in either move, influence or combat attributes. These points are then available for your character to spend by performing the associated movement and/or action once per turn. All cards can be imbued with mana which allows for the more powerful effect of the card to be played. Any cards played are discarded at the end of your turn and you will draw up a new hand so that you can start planning your next go whilst your opponent is taking their turn.  I can understand why people say this game is the best solo; with multiple players, there is often a lot of downtime, or conversely too much pressure to move when you're searching (often in vain) for better actions.
The first City is revealed
As you generate points from the cards you can explore new terrain tiles. Each hexagonal-shaped tile has a variety of terrain types on it from countryside to mountain and forests to deserts, both of which have different movement costs during the day and night time. It's little tweaks like this, littered throughout the game, that makes this game notoriously complex. However, I didn't find one 'tweak' that didn't logically fit or feel thematically correct. For example, moving through a forest is much harder at night and moving through a desert during the night is much easier. I don't have personal experience of the latter but I've read enough books to have been told that many times.

As you reveal a new tile you will place tokens corresponding to any icons in terrains spaces. At the end of your move, you may be able to interact with whatever token is in the terrain space you've stopped at. Again each site has their own specific rules however you'll primarily be attempting to generate enough influence points to hire some units to aid you in your quest. Of course, there are many other options available to you which all depend on what type of token you've stopped at. You can plunder, attack, recruit, buy spells, train etc. etc. The list is fairly comprehensive and because of the number of different options you have, not just in token interaction, but route choices, ability options when you level up and combat actions, the optimal path can be hard to find.
Random components
Often, the tokens you place onto the board will be monsters, or interacting at sites will cause monsters to spawn. The base game has a large array of different monsters from several different monster types. the most common are the orcs on green tokens. However, The three included expansions add an almost bewildering amount of stuff for the new player. If you are a new player coming into the game with this version as your starting point, for the sake of your own sanity, please only play with the base game for your first foray or two. Tokens can cause multiple enemies to spawn or a conjurer who will summon even more monsters to attack in their stead. It's never a nice feeling to face three enemy spawns when you were hoping for an artefact from a dungeon. 
Ultimate Edition cards
The combat system of this game is ingenious. It took me several games to get my head around it, especially as with your first game or two you're not going to see the more advanced enemies with a variety of combat-effecting attributes. Each time your turn ends on a space with a monster you will fight. If you don't defeat them straight away, i.e after one round of combat, you will take wounds into your hand and withdraw. It is a rather binary affair, you've got one chance to generate enough block and attack points to defeat them else you lose the combat. The points are generated in exactly the same way as movement or influence points are, but it is the careful use of mana tokens, crystals and mana dice (yes there are three sources of mana to juggle) which will allow you to be successful. Each fight will start with a Ranged Attack in which you will get a chance to attack the enemy. These attack points aren't that common on your starting cards and without additional units to play this is not likely to succeed. Next, the enemy attacks the knight, which can be blocked using generated block points. If the enemies' attack is not blocked your knight will take wound cards depending on the strength of the attack and their armour. After you've blocked the enemies attack, it is finally your chance to kill the enemy. If you can generate enough attack points to defeat their armour, congratulate yourself. You've just gained some fame and maybe some influence with the local population.

Wolfhawk versus a Minotaur
There are, of course, a multitude of different attributes that can affect the simplistic combat described above but generally they all work on the concept of doubling or halving the required attack or block points. The rules call this 'efficiency' if your block is efficient against the type of enemy attack, e.g. a cold block is efficient against a fire attack, (makes sense right?) your block points are applied fully. If your block is inefficient you will need to generate double the number of block points to have the same effect. Again there are a lot of different combat attributes that use a similar mechanism, e.g. swift attacks need twice the amount of block to be defended against, which to my mind is efficiency re-skinned. If you can get your head around efficiency any combat will be a doddle, to resolve if not to be successful!

As you defeat enemies and level up, more powerful abilities and spells will be available to you. If you're really good/lucky you'll maybe get a powerful artefact. However, during the course of any one game, you'll only see a small, if not tiny, selection of all the possible cards that you could have. There is a tremendous amount of replayability. It is this replayability that reminded me of Magic Realm, in scope if not depth, however, this is still dwarfed by that much older game.  No other game (that I've played) comes as close to the breadth and depth of Magic Realm as does this. Any game that evokes Magic Realm in any aspect is doing alright in my book.


A very special version of Magic Realm
The rules necessarily allow players to take back their moves up until something had been newly discovered. What this means is that your turns will be littered with indecision and doubt as you stumble to make the right choice and you'll redo and redo a turn to find a route that works. If you like min/maxing, or suffer from Analysis Paralysis then this could just be the best cathartic game to gorge on your idecision; however please do it solo. The time between turns can stretch out to be loooong affairs when playing with just one other person, let alone one that enjoys AP. The box states 1-4 players, however, my patience is exhausted at 3 players and I've not even tried it at 4. *shudder* 

Components

Let me get this off my chest, the box is massive, it's far too big and I'm almost considering ditching it. It takes up an inordinate amount of space on your shelves and there is no reason for it to be so big. there is a good 3 cm empty space at the top of the box.
Let's crush it
The insert is perfect if all you want to do is transport the game to a buyer undamaged; for anything else i.e. playing the game, it is terrible. It falls far short of being useful and I have already ditched it in favour of plastic bags and elastic bands.  Wizkids have attempted to provide afunctional insert, there are card slots for individual decks and spaces for the dice etc. but the tokens are all in the same slots which is less than helpful considering the setup time of this game. A third-party insert is almost a must although none are on the market as of Jan 2019 - I am attempting to design my own.
Bottom layer revealed
There is a dizzying amount of content when you throw the base game and all expansions in together. We are spoilt with games offering 50+ scenarios in the box (Gloomhaven et al) and I think the vast majority of scenarios go unplayed in those games; at least by me and my game groups. Mage Knight (the base game) has 11 scenarios but the re-playability is off the scale. The terrain will be different the encountered monsters will be different, as will be the spells, abilities and artifcats that you collect. I would rather have replayablility with a wide variety of content than lots of different scenarios using the same content.
Knights and Citys
The miniatures come painted, and as someone who enjoys painting minis to quite a good standard, the quality is terrible. However, as someone with limited time to paint minis I am very grateful that they come pre-painted at-all and they're certainly good enough to get the job done, i.e. look good on the table. A factory paint-job will never match the quality or time that a hobbyist can put into their own miniatures so they get a thumbs-up from me.
The one standout area of the games' artwork and design is in the cards. Each card has unique artwork that is evocative of the card's effect and beautifully drawn to a similar quality of a Collectible Card Game. The rest of the tokens and terrain are fairly generic but it gets the job done and, more importantly, clearly conveys all necessary information (once you're familiar with all of the icons).

Criticisms

Huge unnecessary box.
Insert doesn't help a long game set up and is actively keeping me from playing more.
Long time between turns when playing multiplayer.

Conclusions

This game wont be for everyone, but I couldn't do anything but recommend it to every gamer I know. It presents players with so many different and difficult decisions every single turn and the pressure to advance is constant; the first turn is as important as the last. It never feels unbalanced and I always have a niggling doubt that I could have played a hand better. There is no right way to play, but there certainly is a variety of good ways to play. I wonder if the best plays will still be elusive after 20 plays. I still dread going up against a city or even delving into a dungeon. But the challenge is always rewarding and this is one game where I come away thinking about the next time or things I could have done better.
Ignore the ruins, the red City beckons, Fire Dragon needs dealing with first...great game.
I prefer this game solo, or at most with 2 experienced players (I now include myself in that bracket...), playing cooperatively. I tried it with three and I've tried it competitively and it was not as much fun for me. I lost heavily when I was playing competitively but I'd like to think that doesn't sway my opinion (much), I just found the down time untenable and the disappointment of being outwitted by another player quite unpleasant. Which is strange, beacuse normally I don't care whether I win or lose a game I just like to play. 

I enjoy playing and regularly losing at chess, but that doesn't bother me at all. Chess is an abstract that doesn't tell me a story like Mage Knight does. I am invested with the story in Mage Knight. I want my knight to succeed and defeat all the things. A game that conveys a story without presenting you with a written narrative is doing something right in my book. Mage Knight has that quality in spades, the mechanics tell a story, a good story story at that, and that is what is going to keep me coming back to Mage Knight as often as I can; just as soon as I can make a different insert.

38cm Sturmtiger   by   Cobi       This is the historical background to Cobi's magnificent Sturmtiger model. During t...

38cm Sturmtiger by Cobi 38cm Sturmtiger by Cobi

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

38cm Sturmtiger

 

by

 

Cobi

  

  This is the historical background to Cobi's magnificent Sturmtiger model. During the battle of Stalingrad the German Army realized they needed a large caliber weapon in a panzer body. This was for the destruction of bunkers and houses, etc. They first came up with the Sturmpanzer. This was called the 'Stupa' by the Germans and Brummbar (grouch or sorehead) by the Allies. It was a 150mm gun on the rebuilt body of a Panzer III.

 

 


 The Stupa worked relatively well in its role. The Germans, thinking the way they did in World War II, thought that bigger is better. So someone came up with the idea of making a Tiger tank with an absolutely large rocket weapon. The weapon was adapted from a 380mm (15") depth-charge launcher used by the Kriegemarine. There were only eighteen of these made. Most were just lost to the Allies during the retreat of the Germans at the end of the war. There is one uncorroborated story of a Sturmtiger destroying a few Sherman tanks and their crews with one shot in the battle for the Remagen bridge.




 For some reason, I have always been incredibly intrigued by these vehicles. For that reason I have been dying to build this kit from Cobi. I was incredibly lucky to have Cobi send me three kits for review. Then they sent me a stupendous kit: the Panzer VII 'Maus'. All of the kits were very well done and I greatly enjoyed building them. However, the Maus was absolutely outstanding. I like it much better than the plastic model I built of the Maus.

 This is the link to the first review of Cobi kits I did:

This is the link to my review of the Maus:

 As I have mentioned before, building these kits actually make me feel better than building a plastic model. I do like building plastic models, but they are sometimes maddening depending on the kit or the company making it. I also am totally useless at painting the completed models. I have tried and tried, but always make a total mess of it. So with Cobi kits I know that they will always fit together, and the bricks are colored so I have no anxiety about building them and can just enjoy it.




 This kit is exactly what I was hoping it would be. It is an excellent model of a Sturmtiger. It even comes with a rocket for the weapon and the crane that was needed to load the weapon.




 The build took about four hours split between two different days. I took it slow and enjoyed every minute of the build. Just as a helpful hint, keep a Jeweler's flat screwdriver around just in case you mess up like I do. The Cobi blocks lock together so tightly that it is difficult to get them apart. The other kits that   I have built had no problem at all staying together.




 Cobi has taken it's kits from tanks, planes, and guns to now include even battleships. They now have kits of the Bismarck, Tirpitz, and Warspite. I also have seen that they will be releasing these three: the Iowa, Musashi, and Yamato. Each day it seems that Cobi is releasing something new.

 





  I can absolutely recommend this Sturmtiger kit to anyone who is interested in this weapon or has an interest in World War II vehicles. I had a blast building the kit and now it has a place of pride in my collection. The Cobi kits just seem to get better and better. One can only hope that they will be releasing a 'Dora' or maybe even the mighty 'Gustav'.


Robert
hpssims.com