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Marlborough's Other Army The British Army and the Campaigns of the First Peninsular War 1702-1712 by Nicholas Dorrel...

Marlborough's Other Army The British Army and the Campaigns of the First Peninsular War, 1702-1712 by Nicholas Dorrell Marlborough's Other Army The British Army and the Campaigns of the First Peninsular War, 1702-1712 by Nicholas Dorrell

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




Marlborough's Other Army

The British Army and the Campaigns of the First Peninsular War

1702-1712

by

Nicholas Dorrell







 This is the story of the campaigns in Spain during the War of the Spanish Succession. The last Hapsburg king of Spain, Charles II, had been dying for the last ten years. Europe had been trying to figure out a suitable treaty for when Charles II actually gave up the ghost. The two strongest candidates were Philip of Anjou, Louis XIVs grandson, or the Archduke Charles, brother of the Holy Roman Emperor Charles III. Louis XIVs wife had given up her claim to the Spanish throne, but Louis felt that because her dowry was not fulfilled her claim was still intact. The Archduke Charles was part of the Austrian branch of the Hapsburg family. The European powers had reached a pseudo agreement on the Spanish inheritance, only they had not bargained on Charles II. His will had named Philip of Anjou his successor, but if he did not agree, the crown would be offered to the Archduke Charles. Louis XIV realized he would be fighting almost all of Europe, but decided to accept the throne for his grandson. The campaigns in Northern Europe of Marlborough and the various French Marshals have been written about at length. Along with the above, this book shows the reader the almost unknown fighting that took place in the Iberian Peninsula.



 The book uses the term 'Confederate' to represent the British, Portuguese, Austrian etc. troops that fought to conquer Spain for the Archduke Charles. The Tory war cry of 'No Peace Without Spain' was the British rallying cry throughout the long war. The author shows that this was almost a complete flip flop from the Peninsula War that Wellington fought. Most of the Spanish nation fought with the French for their new king, and against the English and their Allies. It is very possible that what the English learned in this war was put to good use in the Napoleonic Wars.


 The book is filled with reproductions of paintings of the various commanders and some troops. For the miniature wargamer there are also eight full color pages on the troops and their flags. The book is also supplied with a fair amount of maps to help the reader envision the war. 

 The author shows us the seesaw campaigns which several times saw the Confederates conquer Madrid, only to lose it soon after. The French Army at times was commanded by James Fitz-James the Duke of Berwick (James II of England's illegitimate child and Marlborough's nephew). Some military historians compare his generalship to Marlborough very favorably. The book itself is filled with the actual formation rundown of what regiments etc. fought in each campaign. This is a very good book especially for someone who does not have that much of a grasp of the War of the Spanish Succession outside of the Low Countries. As was mentioned, it is also very useful for the miniature gamer. Thank you Casemate Publishers for letting me review this wonderfully informative book from Helion & Company.

LCVP - Higgins Boat by Cobi  The LCVP (landing craft, vehicle, personnel) or simply ...

LCVP - Higgins Boat by Cobi LCVP - Higgins Boat by Cobi

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




LCVP - Higgins Boat

by

Cobi













 The LCVP (landing craft, vehicle, personnel) or simply the Higgins Boat, was the backbone of all of the invasions by the Allies in World War II. It was 11 meters long and 3.4 meters wide, and had a speed of 12 knots. The Higgins Boat was originally built with no ramp in the front of the boat. The US Marine Corps and Navy had seen the Japanese use their Daihatsu class of landing craft in the Sino-Japanese War. The Daihatsu class had a ramp in the front that dropped down. Andrew Higgins was shown pictures of the Japanese craft and with his own money built three craft for the Marines and Navy to use in trials. The boat was capable of carrying 36 soldiers or a Jeep and 12 soldiers, or 8,000lbs of cargo. Its design and light weight allowed it to drive right up onto the shore and deliver its lethal cargo. The Cobi Higgins Boat is built in 1:35 scale and was designed to be released with the 75th anniversary of D-Day.






 I had mixed feelings when getting ready to build the Higgins Boat that Cobi had sent me to review. True, it is a military vehicle, but not a plane or a tank. The fact that it has two machine guns on it and was used in many great battles finally made me come around. I am now very happy that Cobi chose this vehicle to send me. 





 The build itself is extremely well done. It has a very smooth appearance to it and does not have holes or a missing piece here or there (I am sure you know what I mean). Actually, the Cobi sets are just getting better with each iteration. The build is comprised of 510 pieces to build it.






 It was not a hard build and was done in a few hours. I took my time and did not rush through it. I wanted to enjoy the building as much as the finished project. As you can see, the attention to detail on this build is pretty amazing. It even has the track material in the bottom of the boat to facilitate driving a vehicle off it. The ramp actually works and can be shown either up or down.







 The three figures that come with it are also very well done. They come equipped with a Thompson machine Gun, and a Springfield Rifle. One of them is a sailor, and he even has a life jacket. The attention to detail on the figures is also getting to be really amazing. The set also comes with two German landing Barrages. Thank you Cobi for allowing me to review another excellent block set. As I mentioned, they just keep getting better and better. I am extremely happy with the build and it now takes its place right next to the Maus in my collection.






Link to the LCVP - Higgins Boat:
https://cobi.pl/en/small-army-ww2/ships-and-boats/lcvp---higgins-boat,art,11390.html

Robert

CASTLE ITTER FROM DVG A little more than a year after the appearance of Pavlov's House ,  David Thompson has put his excellent ...

CASTLE ITTER CASTLE ITTER

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

CASTLE ITTER
FROM
DVG
A little more than a year after the appearance of Pavlov's House,  David Thompson has put his excellent solitaire system to equally good use in this second game, Castle Itter.  Before I say anything else about its implementation, something definitely needs to be said about the historical facts that give rise to the game's sub-title; The Strangest Battle of WWII.  For me and I'm sure for many others, there may be other strange battles of WWII, but I think this certainly ranks as one of the strangest and one of the least known!

It's May 1945 near the small Austrian Tyrol village of Itter and, in almost classic Hollywood movie terms, a small group of assorted German and American soldiers, a handful of French political prisoners and an SS officer seek to hold out against an SS force until an American relief force arrives.  Nor were these any old political prisoners - of them two were former prime ministers of France and one was Charles de Gaulle's sister according to the research that I've done.  I say this because the named French counters that the game gives us differ to some extent from those in online documentation, particularly in the omission of de Gaulle's sister.  Also the fact that only one defender died in the battle, though that was the commanding Wermacht officer, may indicate a less than last ditch defence.  However, don't let that deter you from enjoying this thoroughly taught and engrossing game.  

If you're new to this site, I'd strongly recommend a read of my review of Pavlov's House, as I shall be making a number of comparisons between the two games.  The first is in the scale of each game as represented by the marked difference in the playing boards.


Here we have the three panelled board for Pavlov's House, which moving left to right takes us from the tactical to the operational scope of the game. In contrast, Castle Itter remains purely on a tactical scale and it's very much as if we simply took and expanded the left hand panel and added the German movement tracks from the central panel.  


Consequently, we have a much more intimate game concentrating on the various areas of the castle and its approach on the right via the Gate House and its lone defending tank, the most curiously named Besotten Jenny!

This change of scale brings in many differences.  Most obvious is that there are fewer rules and fewer options for you the player to choose from.  Instead of drawing a hand of cards each turn containing a variety of actions and having to juggle where you consider the main threats currently to be coming from across three locations, you can take five actions from among four choices: fire to eliminate an enemy counter, fire to place suppression markers, move from one area to another or turn a unit counter back to fresh from exhausted.

The result is a much quicker game to learn and a much quicker game to play.  It took several plays of Pavlov's House and constant referral to the Play Aid to get to know what the choices written on each card offered you.  Here you will have memorised your actions and the enemies after a single play.  But, DO NOT think that this makes the current game inferior.  Both are intense struggles.  Both demand that you prevent an enemy unit from reaching and breaching its objective building, though there are other ways to lose in Pavlov's House!

Though the terrain is obviously abstracted to a certain degree, there is far more sense of place here, as a glance at the board reveals.  Initially at set up, there are only German attackers, one rifleman in each of the twelve starting locations, and the five French prisoners lodged in the cellar, which in real life would be below the castle, but here is placed in the bottom left corner.
In the picture above, the rest of the game's physical components can be seen.  Above the board are the various markers: Action Tokens, Command Tokens, Disrupted Tokens, 1 Load Token [for loading the tank's main gun!] and Suppression Tokens.  Below it on the left are the range of SS counters [lots more riflemen, scouts, sturm troopers, machine gunners and mortars].  In the centre are three reinforcements for the defenders, to their right the German wermacht defenders and then on the far right the American defenders.
A closer look at the main part of the castle

Every single item is substantial from the glossy mounted board to the large, thick individual counters.  As with Pavlov's House, many of the defenders are named and, in a touch that contributes to the atmosphere of the situation, have special attributes identified by a capital letter.   Some of the rank and file German defenders have low morale which is offset by the presence of an officer in the same location.  Four of the five French prisoner defenders can inspire others in the same location by adding a die to their attack value.  Those Americans marked with a T for tank can make use of several special locations [mainly on the tank itself] that significantly boost attack and suppression dice, while the senior Wermacht officer has the sacrifice ability to die in the place of one French defender who becomes a casualty. 
Most of the Defenders
Once again these unit counters are of a very satisfying size and robustness which makes both for ease of handling and ease of reading the information on them.

The rule book is a model of clarity and personally I'm pleased with the decision to move to an A4 format which makes for ease of handling.  It's a glossy well laid out product with numerous full colour examples to support every detail of the game from set up, explanation of counters and cards and every action that can be performed.

It is a very straightforward game to get into.  A turn involves the five actions taken by you, followed by drawing three cards from the German deck and carrying out the instructions on them. The first four turns are swift and particularly easy for you the defender as each turn you must use each of your five actions to place one of your defenders on the board and perform an action with them.  At this early stage of the game, this will mainly be placing suppression markers.  
The curiously named tank, Besotten Jenny, fully crewed

From then on the fun and thrill of the game is deciding on what five actions to take and then awaiting the resolution of each of the three German cards which must be drawn and executed one by one.  Your two aggressive actions are firing at a single enemy unit or placing suppression markers that can be used to fire at an enemy unit only when it is first placed on the board.  

Once one of your units has taken an action, it is flipped to its exhausted side and it then takes an action simply to turn it back to its active side again.  Moving a unit within a location is a free action thus allowing the chosen unit to do something else, but moving from one location to another is a complete action.  Soon some of your men are going to become disrupted and, yes, it takes an action just to remove a Disrupted marker.

You have a few units that have the special Command ability to perform three actions on other units that occupy the same location.  Mainly these will be used to remove a Disruption marker or refresh an exhausted unit.  But such affected units are marked with Command markers to show that you can't then use them in the same turn.

Always there are more actions needing to be taken than the five you are allotted and as the various SS units begin to encroach nearer and nearer on their allotted paths to the castle, the tension is ratcheted up.
Here are some of your worst enemies.  The machine gunners and mortar teams cannot advance to take the castle, but remain on starting points for the opportunity to lay down fire when the appropriate cards are drawn, while the Sturm units are the most difficult to kill of your opponents that will be advancing down the avenues of attack!

All the SS actions are governed by the turn of three cards each turn.  These cards are a range that mingle the introduction of units that can advance and those that are stationary, but can fire along with a variety of actions directed to suppress units, damage the fabric of the castle or seek to destroy your one and only tank.
All these involve dice rolls that often seem to have a mind and will of their own!   As these rolls are based on two D6, with the expected range of 2-12, laying down suppressive fire on areas 6-8 is advisable particularly early in the game.  But typically always expect the unexpected.  Having built up just such a defensive shield against those areas, I was subjected to a series of low rolls of 4s and 5s that had the enemy units streaming in on the opposite side of the board.

I've had the tank survive all rolls against it and at other times seen it brew up along with a full complement of soldiers destroyed with it.  My leading German officer has been sniped at and killed as my first casualty, while a terrace full of soldiers has come through unscathed.
Here is one of my more ignominious defeats, as the SS breach the castle. Technically you lose immediately 1 unit makes it into the castle, but I couldn't resist seeing how bad the effects of the killing card play was and, as you can see, three units have breached my defences, with two more lined up behind them.

All in all, I've found Castle Itter a fast playing, nail-biting experience, very easy to learn and highly rewarding to play.  What's more, should you find it easier to survive than I do, there is an excellent Tactical deck of cards that can be introduced that turns the screw from merely difficult to insanely impossible!  Don't say you haven't been warned.

I've no hesitation in recommending this as an addition to anyone's collection and count Pavlov's House with Castle Itter as a perfect pairing. 







Heart of Leviathan by imageStudios  These are the ultimate heavy metal for us aficionados: Battleships in World W...

Heart of Leviathan by imageStudios Heart of Leviathan by imageStudios

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



Heart of Leviathan

by

imageStudios





 These are the ultimate heavy metal for us aficionados: Battleships in World War I. The setting was mostly the frigid North Sea, although action took place across the globe. This is one of my favorite wargame/simulation topics. Who wouldn't be in love with their majestic beauty? These ships were the ultimate weapon of war on the high seas until submarines and then finally aircraft came along. In the age depicted, they are like the dinosaurs with no other enemies except other leviathans to worry about. Massively armed and armored, they strode across the seas from 1905 until the beginning of world War II as each nation flexed their biceps. With the building of the British Dreadnought all other warships became obsolete overnight. Oddly enough, Dreadnought was so radically better than any other warship it actually somewhat levelled the playing field between Germany and Britain. So we know what the game is about; how is it to play?





 First things first, I have to tell you what HOL is not. It is not a naval simulation where you need the floor of your den or dining room to play. You also do not need a calculator or have to keep maximizing and reprinting the game's spreadsheets in order to read them. This game is a thing of beauty. It is a mixture of miniatures and wargame/simulation that is wonderful to look at and to play. The game's components are top shelf all the way. The piece de resistance is the miniature ships that come with the game. Even the rulebook is a small piece of art. This is what you get with the game:


4 Battleships - 2 König Class, 2 Iron Duke Class (this game set)
4 Hardstock Ship Counters
4 Ship Command Placards
5 Movement Templates
15 Dice - 5 Red, 5 Blue, 5 Black
Critical Damage Card Deck
Equipment Refit/Upgrade Card Deck
Shallow Water Obstacle
Numerous Minefield Obstacles
Smoke Markers
Ship Captain Card Deck
Numerous Markers
 





 I just cannot say enough about the level of the components. The only games that are comparable are very high level space simulators. The rulebook is only ten pages long including the Advanced Rules. The actual rules probably only take up five pages because of the excellent, and large, illustrations of setup and play. This is not a tome that cannot be memorized and you do not need a medieval monk, complete with scrolls, sitting next to the players as a reference. This is an exceedingly playable game that actually gives the player historic outcomes. It is one of those things where everyone is scratching their heads, going why didn't I think of this? Another great part of the game is that you can use the miniatures unpainted, but why would you, or you can use them after they are spruced up in all their glory. Not only that, you do not need them at all. If you are too wary of damaging your small masterpieces, the game comes with thick stock overhead portraits of the ships. The miniatures actually have a small rectangular keel that fits right into the cardboard. So it is up to you, admiral, on how you want to play. This also means that when leaving home to play somewhere else you do not have to worry about damage to your miniscule beauties. They actually are not that miniscule. The ships are almost 4 1/2" long (at least these Battleships are). You can play the game in as little space as 36" x 36" or larger if you prefer. The key to the game is the 'Ship Command Placard'. Everything about the ship from speed, hull strength, and the dice to use at what range, along with other things are on the placard. Everything about the rules has been streamlined and pretty much thought of. It has turned naval gunnery warfare from an hour for the player to find out if he has hit to what he actually hit on his opponent, to a simple system. I am not saying the other types of games are not enjoyable at times. It is just before this game we never had the choice of what type to play. That is one thing I have to state strongly. This game was never intended to be a simulation of incredible depth. You cannot target a specific part of the enemy's ship. It is a simple die roll that shows whether or not you have drawn blood. If you roll a 'Critical Hit', then the captain of the hit ship pulls a card from the Critical Damage Deck and implements those effects. Some of these are:

Damaged Rudder - Can only move straight
Power Generator Damage - You can only fire at range 1 or 2
Shattered Primary Gun Barrel - Remove one red and one blue die
Command Station Destroyed - Discard all Admiral and Captain   upgrade cards
Powder Magazine Explosion - Something wrong with your bloody ship today





 Both Captain Cards and Equipment Refit/Upgrade Cards are bought at the start of the game. They suggest a 200 point engagement value for each player. You, of course, are free to decide among the players the amount. Some of the Equipment Refit/Upgrade Cards are specific to the type of ship (Battleship. Battlecruiser), and some are specific to either Germany or England.
These are some of the cards:

Elbow Grease - Can freely rotate turrets to the other side
Mast range Clock  - Another Friendly ship within range 1-3 may change one blank result to a hit
Repair Damage - Recover up to two Hull Value of your ship

 Each Ship Captain Card has its own set of allowable Upgrade/Refit Cards it can use.







 The sequence of play is:

1. Plot Phase - Planning phase for the turn. Players secretly set their ship's Movement Value on the Ship Command Placard. Players may also select an Order that is available to them to be used during the turn.
2. Movement/Orders Phase - During the Movement/Orders Phase, players follow through with the movement and orders previously designated for their ships during the Plot Phase. The Player in possession of the First Player Token moves and/or executes orders for any one of his/her ships first followed by player 2 (repeat alternately until all ships have been activated)
3. Combat (Guns) Phase - Ships fire at opposing targets while targeted ships attempt to avoid or minimize damage. Players alternate firing back and forth (just as in movement). Battle damage is resolved immediately/consecutively - not simultaneously - Ships can be sunk before they have a chance to return fire.



 The advanced rules add the ability for a captain to make smoke. The advanced rules also include Close Quarter Melee rules. These ships were still armed for this even at this late age. The age of the ram armed Battleship was not that many years before. Image Studios has also released a set with cruisers that has torpedoes in the game. These are the English and German ships released and planned so far:

English

Iron Duke Class - Battleship
Iron Duke -  This was in my set
Benbow - This was in my set
Emperor of India
Marlborough

Queen Elizabeth Class - Battleship
Queen Elizabeth
Warspite
Barham
Malaya
Valiant


Weymouth sub-class of the Town class - Light Cruiser
Weymouth
Yarmouth
Falmouth
Dartmouth

M Class Destroyer

German

König Class - Battleship
König - This was in my set
Markgraf - This was in my set
KronPrinz
Grosser Kurfürst

Helgoland Class - Battleship
Helgoland
Thüringen
Ostfriesland
Oldenburg

Dresden Class - Light Cruiser
Dresden
Emden

U-boats
U-19
U-51




  

  This game is for anyone who has any interest in World War I naval battles. I think this is a great crossover game for someone who wants to try miniature gaming, or a miniature gamer who wants to head toward board games. This game is the perfect segue for either. Thank you imageStudios for letting me review this game. I cannot for the life of me understand why this game has so little written about it on the web. Its BGG page is almost entirely empty. For a game that is this good it is a shame. 

i
mageStudios Hearts of Leviathan:
https://www.imagestudios.us/heart-of-leviathan.html

Robert
 
hpssims.com