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Tornio '44 by Miku Games  This is totally new ground for me. I knew that Finland had in 1944 concluded a peace...

Tornio '44 by Miku Games Tornio '44 by Miku Games

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




Tornio '44

by

Miku Games





 This is totally new ground for me. I knew that Finland had in 1944 concluded a peace treaty with the Soviet Union. I was under the assumption that the Germans left Finland, because without Finnish support their presence would be untenable. What I had no idea about was that the Finns actually fought the Germans to remove them from Lapland. They did this under pressure from the Soviet Union. Peace was concluded between Finland and the Soviet Union on September 4th 1944. One of the terms of the treaty is that the Finns had to get rid of all Germans in Northern Finland before September 19th. The Germans and Finns were unwilling to fight each other, so a secret retreat plan was hatched between them called Autumn Maneuver. The Soviets were beginning to get suspicious after two weeks and demanded that the Finns begin hostilities with the Germans no later than 08.00 hours on October 1st. This is a game about the Finnish amphibious operation to attack the Germans in Tornio and Kemi. The action takes place between October 1st thgrough the 8th. Who says you cannot learn anything playing wargames?

 This is what comes with the game:

1 Rules Manual
2 Identical Playing Aide Cards
2 Order Of Battle Cards (Finnish & German)
1 Countersheet (228 die-cut Counters)
1 map (84 x 59.4 centimeters / 33 x 23 Inches)
2 Regular Six-Sided Die

Unit Scale: Companies & Batteries (100-250 Men)
Time Scale: 12 Hours Per Game Turn (Daytime & Nighttime)
Map Scale: 1 Kilometer (0.62 Mile) Per Hex
Playing Time: 6-10 Hours

 Miku Games is a one man labor of love. This is actually their/his fourth game. The first three were called the Finnish Trilogy and consisted of:

Volume 1 - The Winter War 1939-1940
Volume 2 - The Continuation War 1941-1944
Volume 3 - The Lapland War 1944-1945





 The first two were the Finnish against the Soviets and the third was the Finns against the Germans, as we see in this game. The most unfortunate thing about doing this review is that these three games are sold out and will never see a reprint. In fact their are only so many copies of Tornio '44 left, and after they are gone so is Miku Games. This is an incredible shame. If the Tornio '44 game is any indication the other three games would have been excellent. I know that for a one man designer/company the Tornio '44 game is incredibly well done. Let us look at the components.

 The counters are large at 5/8", and done in NATO style. The are easy to read the information on them is very large. There is only one thing that took me aback. You have to get it through your head that the Finnish units are the light gray/almost blue ones, and the German Army are green, with the Waffen SS units in dark gray.They do not pop out of the sprues like some newer games, but the printing is spot on and you can easily cut them. The map is a real beauty. The hexes are large and the terrain is easy to see for each hex. The Player Aid Cards and the Order of Battle Cards are done in full color and also very easy to read. The rulebook is sixteen pages long. The rules take up the first eleven pages, and there are also a few optional rules for players. These deal with Antitank Capability, Antiaircraft Defense, and Support Units, among others. The Historical Summary/Designer Notes are two pages long and extremely well done. There is an index on the last page; these are always very helpful with rulebooks. It also has the map on one page, and both sides of the countersheet on another.

 This is the sequence of play:

6.1.1 [0] Initiative Check: Determine which player has the first Player Turn (as Player 1) & reset the VP Diff. marker [29.3]. 
[1] Player 1: Initial Phase: 
1a: Determine the Weather [12.0] (in each Player Turn) (not in Game Turn 1A); 
1b: Check the Supply status [13.0] (not in Game Turn 1A); 
1c: Remove or Reduce Broken Levels, if in supply [23.1]; 
1d: Place Nationality markers [8.1]; 
1e: German Player Turn: Attempt Demolitions [15.0]. 
[2] Player 1: Movement Phase: 
2a: Reinforcements may arrive - see OOB Card [16.2]; 
2b: Move any number of units [17.0]; - Overruns are allowed [19.0]. 
[3] Player 1: Combat Phase: 
3a: Resolve any Air Strike [20.0] (not in Game Turn 1A); 
3b: Resolve Attacker Indirect Fire Support [21.0]; 
3c: Resolve Defender Indirect Fire Support [21.0]; 
3d: Resolve all Combat [22.0].


[4] Player 1: Exploitation Phase: 
4a: Move any number of Combat Units half MF - not in combat or enemy ZOC [25.0];      
 - Overruns are allowed [19.0]. 
Player 2: Repeat all Phases [1]—[4] above (play all Phases & sub-phases) and proceed to 6.1.2 Nighttime (B) Game Turn. 

NIGHTTIME (B) GAME TURN [27.0]:6.1.2 
[0] Initiative Check: Determine which player has the first Player Turn (as Player 1) & reset the VP Diff. marker [29.3]. 
[1] Player 1: Initial Phase: 
1a: Remove or Reduce Broken Levels, if in supply [23.1]; 
1b: Place Nationality markers [8.1]; 
1c: Place 1 RP on an unbroken Combat Unit on a road or railroad hex [14.0]; 
1d: German Player Turn: Attempt Demolitions (with at least -1 DRM) [15.0 & 27.3].
[2] Player 1: Movement Phase: 
2a: German Player Turn: Reinforcements may arrive - see OOB Card [16.2]; 
2b: Move any number of units half MF. Restricted Road Bonus [17.0, 27.1 & 27.3]. 
[3] Player 1: Combat Phase: 
3a: Resolve Attacker Indirect Fire Support  (with at least -1 DRM) [21.0 & 27.3]; 
3b: Resolve Defender Indirect Fire Support (with at least -1 DRM) [21.0 & 27.3]; 
3c: Resolve all Combat (subtract at least 1 odds ratio) [22.0 & 27.2]. 
Player 2: Repeat all Phases [1]—[3] above (play all Phases & sub-phases) and proceed to 6.1.1 Daytime (A) Game Turn.





 The rules are pretty much standard, although stacking is generous at ten units of any kind per hex. There is Advance After Combat, and also an Exploitation Phase for all Combat Units (not Support Units). There is one rule that I do not think I have ever seen in a wargame. This has to deal with 'Intoxicated Units'. Apparently the Germans built up two large caches of alcohol to help them during the long northern Finnish nights. If Finnish units move through or end their turn on one of these hidden markers they automatically become affected and an 'Intoxicated' marker is put on them. Not only that, but the next turn the marker is flipped to its 'Hangover' side. I am assuming that the Germans had stockpiled any drinking alcohol from the surrounding areas, and once one of them was found by the Finns, it leads to a party to end all parties. 

 This is from the designer notes:

"The rules are fairly mainstream. The most unique feature is the combat mechanism. I wanted to create something that did not have a standard Combat Results Table, but Instead gives the owning player more freedom in how to take his losses. The game focuses almost solely on combat actions. I wanted to include a feature where units could be both physically and psychologically exhausted, but only for a short period of time. The bizarre rule about the alcohol depots is used since they played a major role in the battle."

 As you may have noticed, each player does a weather check. This is because the weather can change so quickly in the area. It is possible that the Germans used the alcohol depots historically, as they are used in the game. It is more like a rule that you would find in an RPG, but it happened historically and adds a little color to the game. The Germans are trying to skedaddle it out of Finland to get to Norway. The Soviets expected the Finns to actually capture the Germans before they got away. The Finnish troops need to capture both the bridges at Kemi intact. The German Player will be trying to blow both those bridges. Victory points are awarded for both Victory Hex Points and German losses, as well as exiting from the map. The historical Summary says this:

"Who won? Both sides failed in their objectives as the Finns failed to take the bridges at Kemi in one piece and the Germans failed to push back the Finns from the Tornio area and open up the road to the north."

 If you have a very good game, and the action portrayed has never been in a game before, you should have a winning combination. Now, unfortunately, for the bad news. It looks like Miku Games will be closing up shop at the end on 2020. I really wish that this was not the case and that we would see many more games from them. The designer/developer/artist Mikael "Miku" Grönroos brought four games to the wargaming community. Tornio '44 was apparently and unfortunately the last one. I would love to have been able to have gotten my hands on one or all of the other three games he did on Finland from 1939 to the end of the Second World War. I wish it was possible for him to connect with another gaming company to re-release his games, and possibly design a few more. Thank you, Miku Games, very much for not only letting me review this very good game, but also for teaching me some new things along the way.

Miku Games:
https://mikugames.com/

Robert


Heart of Leviathan Wave 1 Expansion by imageStudios  I did a review of the game (link will be at the ...

Heart of Leviathan: Wave 1 Expansion by imageStudios Heart of Leviathan: Wave 1 Expansion by imageStudios

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




Heart of Leviathan

Wave 1 Expansion

by

imageStudios







 I did a review of the game (link will be at the bottom), and frankly fell in love with it. It is a miniatures game made relatively simple for dolts like me. I have played naval games where it takes thirty minutes to check to see if any of your fire has hit the other ship. There are times that I want to play at that kind of depth. At other times, I want to play this game. Dice rolls have taken the place of slide rules in Heart of Leviathan. This is not 'dumbing down'; there is enough WWI naval fluff to appeal to any budding admiral. This is a review, more like a paean of praise, about imageStudios first expansion to the game.


This how the ships came in the game

These are the plastic boxes the expansion ships come in


A look at the packaging

 The Wave 1 Expansion gives the tabletop admiral four more battleships to destroy with big guns. The original game I was sent also came with four battleships, two for the German and two for the English:

English
Iron Duke
Benbow

German
Konig
Markgraf


Building Instructions
Captain Cards and Turrets etc.


 This expansion flushes out the two navies, so that you have eight battleships in total to wreak havoc with. In the expansion you get:

English
Marlborough  
Emperor of India

German
Kronprinz
Grosser Kurfurst


The Cardboard Ships and extra game pieces


 One thing you must know is that the miniatures, although beautiful, come unpainted. They also come with the funnels, turrets etc. unattached. The ships also come with some other metal pieces to make them look that much better. These are cranes, boats, and masts. If you are so inclined you can make them look as great as you are able to. I have seen pictures online of people who have added smoke trails from the funnels. I will tell you right off the bat I am not that kind of modeler. Actually, I never paint any models that I make because I am so bad at it. However, for these ships I have made the exception and with the help of my artistic son I am trying to make them look as good as I can. You can also buy small magnets to put underneath the turrets to make them functional. I will have a link for them also below. You also need to know that to play the game you do not even need the miniatures, and that there are two different thick cardboard, extremely well done, ship pieces for each ship in the game. These are from a bird's eye view perspective.




 Unfortunately, my free time has not been anywhere near what I need to have finished my ships. The Iron Duke is the sleeker longer ship and the Kronprinz is the one that looks like it has a BMI problem.



Front and Back of the Ship Command Placard


 So now you will have four battlewagons apiece to glide across your table/ocean. Future expansions will include Cruisers and even submarines. Each battlewagon goes for $28.95. In the world of miniatures this amount is pretty low, especially with the add-ons that come with each ship. Thank you imageStudios for letting me review this excellent expansion to Heart of Leviathan. Now get cracking on the next expansion.

Heart of Leviathan:

Wave 1 Expansion:

My Heart of Leviathan review:

Magnets:

Combat Mission Fortress Italy Rome to Victory by Battlefront  So, Winston Churchill has made his second gre...

Combat Mission Fortress Italy: Rome to Victory by Battlefront Combat Mission Fortress Italy: Rome to Victory by Battlefront

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




Combat Mission Fortress Italy

Rome to Victory

by

Battlefront





 So, Winston Churchill has made his second great mistake. In World War I it was the forcing of the Dardanelles. In World War II it was attacking the 'soft underbelly' of Europe. The only problem was he didn't look at a topographical map. Physically, Italy is a defender's dream and an attacker's nightmare. From the spine that divides the campaign into two separate pieces to every other known natural obstacle, Italy has it. The Allies have been slogging up the Italian peninsula since invading Salerno and jumping over from Sicily in 1943. The campaign was supposed to have taken Rome already or diverted huge amounts of German soldiers and arms to the Peninsula. Instead, the Germans have been able to defend this natural fortress with minimal forces. Battlefront has already put out one add-on for Fortress Italy, that was Gustav Line. So, this is the second add-on for this game. Let us see how it looks and plays.




 Fighting in Italy is much different than the plains of Russia or other places the Combat Mission has gone. From the soaring heights of Monte Cassino (my favorite battles in Fortress Italy), to the beaches of Salerno, it is one big wrestling match in the mud. The campaign is much like the bocage in Normandy, except that it never really ends. Each day it is one more ridge or valley for the Allies to try and pry the Germans loose of. We will start with a list of the new equipment you get with RTV:

Brummbar (late)
Brummbar (mid)
StuG IIIG (late)
StuG IV (early)
StuH 42 (late)
StuH 42 (latest)
Wespe
Hummel
Panther A (late)
Panzer IIIM (flame)
Pz IV J (early)
Tiger I (latest)
Hetzer (late)
JPz IV (late)
Allied (United States, India, Free France, Brazil, and South Africa)
Note: Equipment available will vary with nationality.
M7B1 Priest
M24 Chaffee
M4(105) (early)
M4(105) (mid)
M4A3(76)W (early)
M4A3(76)W (improved)
M10 GMC (late)
M18 GMC
Bofors 40mm SP
Kangaroo (Priest)
Kangaroo (Sherman III)
Churchill Mk V
Churchill Mk VII
Churchill Mk VII Crocodile
Churchill NA75
Churchill AVRE
Sherman IB
Sherman IC Firefly
Sherman IC Firefly Hybrid
Sherman IIA
Sherman VC Firefly
M4 Sherman Crab
Achilles
Archer

M4A1

 This list, coupled with the list of new formations (Waffen SS, Heer, Luftwaffe Field Division, together with new forces from the seven countries that compose the Allies), makes a pretty large amount of new material to use in the base game. You also get two campaigns and fifteen stand alone battles. The campaigns are:

First Blood at Cellene
Operation Encore




 So now we get to the meat of the argument. A lot of Wargamers, if not all, love freebies. On the other hand, coders and their families like to eat. Please let me make one thing clear, owners of wargame companies do not drive Maseratis, unless their wives are wealthy. This is a niche group, that is part of another niche group. It is a lot like those Russian dolls. The cost for RTV is $35. This is also the cost for Gustav Line. The main game by itself goes for $60. Right now you can buy the entire ensemble for $95. That is a lot of gaming for probably two dinners out with the wife. If you are bringing some older children it is probably less than you would spend for the dinner. If you are extremely lucky, it is just about three tanks of gas. The amount of gaming YEARS you will get out of the game is simply amazing. But, you say, Battlefront charges for upgrades. Yes, you could get the 4.0 upgrade from Battlefront for all five of their games for $25. Could most of us afford to buy Battlefront's entire catalog at one time? Absolutely not. We can, as I have, buy one for a birthday or Christmas etc. for a few years running. So, the price point on all games is a personal opinion. I would like to end my tirade at Speakers Corner with: coders and their families like to eat.

 So how does it play? The good thing is if you picked up one of the first Combat Mission games about twenty years ago you would not be adrift in the game. You would however, be simply amazed at how far all of the parts of the game have come. Visually it is not 'stunning'; it leans more toward the workman than artist. You would not take a screenshot of RTV, or any of their games, and print it and hang it on a wall (unless you were very lonely or divorced). On the other hand, the forces under your control, and more importantly under the AI, go about their job following orders like you would expect World War II soldiers would.




 The game itself is, as was mentioned, based on the Italian Peninsula. The fighting here is much more akin to the Pacific Island battles than thrusting Panzers or T-34s on the steppe. You can play all the old ways you have become used to down the years. This is a synopsis written by Battlefront, but it is right on the money:

"Tactical warfare at battalion and below scale in a true 3D environment
Command individual vehicles, teams, and squads
Expansive simulation of "soft factors" such as Morale, Experience, and Leadership
Innovative systems portraying Fog of War, Spotting, Line of Sight, Command & Control, and Objectives
Unmatched realistic physics, ballistics, and battlefield effects
Fight in a wide range of weather and lighting conditions, all of which realistically impact fighting abilities
Unique hybrid system for RealTime or WeGo (turn based) play
Full featured Editor for maps, scenarios, and campaigns
Quick Battle system sets up deliberate or randomized battles based on player specifications
Single player and head to head play, including Play By Email (PBEM)
Supported for the long haul with patches, upgrades, and expansions"

 So, if you are interested in tactical wargaming during World War II, this is your heaven. If you are looking to see exactly what the two sides had to deal with in Italy on the tactical level, again this Bud's for you (for that I might get a year's supply or sued). There really isn't that much to say. If you have ever enjoyed a Combat Mission game then what are you waiting for. If you played one and hated it, you will argue with me until the end of time (we grognards are good at that). But before you do, let me fire up RTV again to play while I am countering your arguments. Thank you Battlefront for the chance to review RTV, and for all of your games and updates down through the years.

Link to Rome to Victory:

Robert


Carthage's Other Wars Carthaginian Warfare Outside The 'Punic Wars' Against Rome by Dexter Hoyos ...

Carthage's Other Wars Carthaginian Warfare Outside The 'Punic Wars' Againt Rome by Dexter Hoyos Carthage's Other Wars Carthaginian Warfare Outside The 'Punic Wars' Againt Rome by Dexter Hoyos

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




Carthage's Other Wars

Carthaginian Warfare Outside The 'Punic Wars' Against Rome

by

Dexter Hoyos





 This book is a treasure trove of information, not only about Carthage's 'other wars', but about the city and its government etc. The author has debunked some very long held ideas we have about Carthage and its history, especially its history of warfare. We envision Carthage as the British Empire of its time, with no one really able to deal with its naval supremacy. To quote the author:

 "Carthage's prowess at sea was in fact less accomplished than usually assumed by either ancients or moderns. For lengthy periods, it did not fight naval wars even if it kept up naval patrols around Libya's coast. The potential naval operations along Italy's coasts which its two early treaties with Rome envisaged, were, it seems, theoretical: none is recorded in practice. Although the Greeks and Romans did tend to view Carthage - retrospectively - as the western Mediterranean's great naval power, when wars came its fleets seldom had unmatched superiority over their rivals. Nor did a sea battle decide any of its non-Roman wars, unlike the Battle of the Aegates in 241 which lost its first war against Rome and, with it, western Sicily."

 The story of Carthage's wars, even before the Romans, seems to give us a list of chapters from Plutarch's Lives. Dionysius, Timoleon, Dion, Agathocles, and Pyrrhus, among others, all appear in the story of Carthage's attempts to keep its grip on western Sicily. The author shows that really only two times was Carthage the instigator in an attack on the Greeks in their conclave in Sicily. 

 The only problem we have following the history of Carthage deals with nomenclature. The amount of Hannos, Magos, and Hannibals strewn throughout the years of Carthage's history is a bit daunting. One wishes that they had a larger pool of names to choose from for their leaders. 

 This is a book that anyone who has any interest in the time period should possess. The author wipes away the years in between us, to show us exactly what happened and why. The amount of revolts and fighting with the indigenous Libyans was an eye opener for me. The book shows that the history of the western Mediterranean that we thought we knew is not correct at all. The area never had the settled spheres of influence that looks so neatly arranged on maps. The history was much more vibrant and changing than we imagined. Thank you Pen & Sword and Casemate Publishers for the chance to review this very enlightening book.

Robert

Author: Dexter Hoyos
Publisher: Pen & Sword
Distributor: Casemate Publishers
hpssims.com